Commit Graph

347 Commits

Author SHA1 Message Date
Petar Popovic
457d0edeaf Remove some extra semicolons 2024-09-26 20:01:56 +03:00
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
03ae792df3 Fixed the recording field in audio device events
Fixes https://github.com/libsdl-org/SDL/issues/10885
2024-09-17 11:36:55 -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
6fc6e3dc7e Use SDL_bool where appropriate in SDL events
This involved changing button state from Uint8 to SDL_bool, and made SDL_PRESSED and SDL_RELEASED unnecessary.

Fixes https://github.com/libsdl-org/SDL/issues/10069
2024-09-09 14:00:19 -07:00
Sam Lantinga
cf1d8e2dfd Renamed SDL_AtomicSetPtr() and SDL_AtomicGetPtr()
Fixes https://github.com/libsdl-org/SDL/issues/10601
2024-08-31 07:46:28 -07:00
Sam Lantinga
5518aca054 Use stdbool internally in SDL 2024-08-29 18:54:05 -07:00
Sam Lantinga
00c409cff8 Additional cleanup exposed by building with a C++ compiler 2024-08-27 10:31:46 -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
037541a0e0 Check standard error code return values as < 0 instead of == -1 2024-08-22 09:04:30 -07:00
Sam Lantinga
4cc3410dce Added SDL_GetAudioFormatName()
Fixes https://github.com/libsdl-org/SDL/issues/10489
2024-08-08 15:05:37 -07:00
Sam Lantinga
5aa1a48ac3 Added SDL_HINT_AUDIO_FREQUENCY, SDL_HINT_AUDIO_CHANNELS, and SDL_HINT_AUDIO_FORMAT 2024-08-05 08:54:10 -07:00
Ryan C. Gordon
364bbd545d audio: SDL_ClosestAudioFormats now favors float32 and native byte order.
Fixes #9581.
2024-07-31 07:19:15 -07:00
Sam Lantinga
691cf15e75 Removed the ancient Android audio driver
OpenSLES is well supported on Android 4.0 and later.
2024-07-29 08:05:36 -07:00
Sam Lantinga
4f55271571 Removed temporary memory from the API
It was intended to make the API easier to use, but various automatic garbage collection all had flaws, and making the application periodically clean up temporary memory added cognitive load to using the API, and in many cases was it was difficult to restructure threaded code to handle this.

So, we're largely going back to the original system, where the API returns allocated results and you free them.

In addition, to solve the problems we originally wanted temporary memory for:
* Short strings with a finite count, like device names, get stored in a per-thread string pool.
* Events continue to use temporary memory internally, which is cleaned up on the next event processing cycle.
2024-07-26 20:59:14 -07:00
Ryan C. Gordon
e1aa995732 audio: recording devices also need to update their streams' channel maps. 2024-07-19 20:37:05 -04:00
Ryan C. Gordon
068c785491 audio: Assigning a device channel map to an audio stream was quietly failing.
Fixes #10317.
2024-07-19 20:37:05 -04:00
Sam Lantinga
68322ac851 Ensure that all functions that follow the SDL_GetStringRule return temporary memory 2024-07-19 12:22:03 -07:00
Sam Lantinga
8ca6caeda5 SDL_GetAudioPlaybackDevices() and SDL_GetAudioRecordingDevices() follow the SDL_GetStringRule 2024-07-19 12:22:03 -07:00
Sam Lantinga
bb96320cc4 Make sure we always copy the data returned using SDL_GetStringRule
This prevents race conditions where calling an API from one thread returns the data and it's freed by updates on another thread
2024-07-19 12:22:03 -07:00
Ryan C. Gordon
4755055bc3 audio: Separate channel maps out of SDL_AudioSpec. 2024-07-10 15:43:57 -04:00
Ryan C. Gordon
2a8f1e11ca audio: Add gain support to audio streams and logical audio devices.
Fixes #10028.
2024-07-03 16:05:55 -04:00
Ryan C. Gordon
16e7fdc4f2 audio: Add channel remapping to SDL_AudioSpec and SDL_AudioStream.
Fixes #8367.
2024-07-03 14:38:33 -04:00
Ryan C. Gordon
b83ab7eb12 audio: Remove const from an SDL_bool parameter in SDL_AddAudioDevice. 2024-06-15 01:08:12 -04:00
Ryan C. Gordon
38f0214e8a audio: Refer to audio devices to "playback" and "recording".
Fixes #9619.
2024-06-15 01:08:12 -04:00
Ryan C. Gordon
e23257307e Introduce formal policy for APIs that return strings.
This declares that any `const char *` returned from SDL is owned by SDL, and
promises to be valid _at least_ until the next time the event queue runs, or
SDL_Quit() is called, even if the thing that owns the string gets destroyed
or changed before then.

This is noted in the headers as "the SDL_GetStringRule", so this will both be
greppable to find a detailed explaination in docs/README-strings.md and
wikiheaders will automatically turn it into a link we can point at the
appropriate documentation.

Fixes #9902.

(and several FIXMEs, both known and yet-undocumented.)
2024-06-03 14:20:49 -04:00
Sam Lantinga
b0e93e4e63 Prevent crashes if freed objects are passed to SDL API functions
Instead of using the magic tag in the object, we'll actually keep track of valid objects

Fixes https://github.com/libsdl-org/SDL/issues/9869
Fixes https://github.com/libsdl-org/SDL/issues/9235
2024-06-03 08:54:46 -07:00
Sam Lantinga
534768c7c5 Added SDL_PauseAudioStreamDevice() and SDL_ResumeAudioStreamDevice() 2024-05-26 13:21:23 -04:00
Ryan C. Gordon
033793faed audio: SDL_OpenAudioDeviceStream() now allows a NULL spec. 2024-05-25 23:34:01 -04:00
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
Brick
b6b9d5508e Renamed SDL_MixAudioFormat to SDL_MixAudio, and use float volume 2024-05-17 13:36:51 +01:00
Sam Lantinga
02ff85f2f3 Renamed SDL_SIMDGetAlignment() to SDL_GetSIMDAlignment() 2024-05-16 10:22:15 -07:00
Ozkan Sezer
e909c0360f remove most of SDL_OutOfMemory() calls where SDL is the allocator.
Since commit 447b508a77, SDL_malloc,
SDL_calloc, and SDL_realloc already calls SDL_OutOfMemory().
2024-05-08 20:00:50 +03:00
Ryan C. Gordon
12b371679f audio: Code defensively to placate static analyzers, don't disabling warnings. 2024-04-15 23:53:56 -04:00
Frank Praznik
60f26182c3 audio: Prefer Pipewire over Pulseaudio if the pipewire-pulse service is running
Use DBus to query Systemd to check if the pipewire-pulse service is in the "running" state. If it is, then it is certain that Pipewire is being used instead of Pulseaudio as the preferred system mixer.

If DBus support is not enabled or Systemd is not being used on the underlying system, this check will simply fail and the standard driver order will be tested.
2024-04-11 20:35:10 -04:00
Ryan C. Gordon
2fd9447670 coreaudio: Make sure device handles are unique.
AudioDeviceID is not unique (hardware that can do both capture and output
will expose both interfaces off the same AudioDeviceID!).
2024-03-28 21:45:00 -07:00
Ryan C. Gordon
d00ccc1546 audio: Fix audio stream incorrectly not unlocking during unbind.
(This patch was from @0x1F9F1, thanks!)

Fixes #9379.
2024-03-27 17:36:26 -04:00
Ryan C. Gordon
4d000ae3bd audio: Change references to streams[i] to previously-calculated stream.
Reference PR #9096.
2024-02-20 15:30:01 -05:00
Mathieu Eyraud
751917cb6f Fix null pointer dereference in SDL_BindAudioStreams() 2024-02-20 15:14:07 -05:00
Ryan C. Gordon
8ddddd36cd audio: Deal with race conditions against default device changes.
This catches the case where we obtain a logical device while the default is
changing in another thread, so you accidentally end up with the previous
default physical device locked and returned from ObtainLogicalAudioDevice.
2024-02-15 14:13:26 -05:00
Ryan C. Gordon
5e1d9d19a4 audio: Don't use SDL_BindAudioStream inside SDL_OpenAudioDeviceStream().
It has a lot of complex validation and locking we want to avoid here.
2024-02-13 15:23:27 -05:00
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
9408299bad Set the number of audio devices to 0 if audio hasn't been initialized
This updates GetAudioDevices() to have the same behavior as SDL_GetJoysticks() where the return value will only be NULL if there is an error. Returning no devices will return a valid array containing NULL.
2024-01-16 12:15:13 -08:00
Sam Lantinga
5b3ee51c6c Updated copyright for 2024 2024-01-01 13:15:26 -08:00
Ryan C. Gordon
f3d8a2def5 audio: Fixed resource leak in unlikely failure case during device add. 2023-12-09 15:41:45 -05:00
Sam Lantinga
226f8fde09 Fixed warning C28182: Dereferencing NULL pointer. 'streams[j]' contains the same NULL value as 'stream' did. 2023-12-05 09:31:13 -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
Ryan C. Gordon
e923a458ea audio: Protect against race conditions when closing a physical device.
This specifically deals with two threads closing the same device at the same
time, and a thread trying to reopen the device as it's still in process of
being closed. This can happen in normal usage if a device is disconnected:
the OS might send a disconnect event, while the device thread also attempts
to manage a disconnect as system calls start to report failure.

This effort is necessary because we have to release the device lock during
close to allow the device thread to unblock and cleanly shutdown. But the
good news is that all the places that call ClosePhysicalAudioDevice can now
safely hold the device lock on entry, and that one function will manage the
lock tapdancing.
2023-11-15 14:17:14 -05:00