This adds functions to query the keymap:
* SDL_GetCurrentKeymap()
* SDL_GetKeymapKeycode()
* SDL_GetKeymapScancode()
* SDL_ReleaseKeymap()
and these are distinct from the function to query the event keycode associated with a scancode, which might be affected by SDL_HINT_KEYCODE_OPTIONS.
Also added an SDL_bool parameter to SDL_GetKeyName() and SDL_GetKeyFromName() to enable upper case handling of the name.
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.
When the phone is in portrait mode and the window is in landscape mode, the view changes orientation after layoutSubviews runs. In this case we need some way of notifying the application that the Metal view has changed.
SDL_Surface has been simplified and internal details are no longer in the public structure.
The `format` member of SDL_Surface is now an enumerated pixel format value. You can get the full details of the pixel format by calling `SDL_GetPixelFormatDetails(surface->format)`. You can get the palette associated with the surface by calling SDL_GetSurfacePalette(). You can get the clip rectangle by calling SDL_GetSurfaceClipRect().
SDL_PixelFormat has been renamed SDL_PixelFormatDetails and just describes the pixel format, it does not include a palette for indexed pixel types.
SDL_PixelFormatEnum has been renamed SDL_PixelFormat and is used instead of Uint32 for API functions that refer to pixel format by enumerated value.
SDL_MapRGB(), SDL_MapRGBA(), SDL_GetRGB(), and SDL_GetRGBA() take an optional palette parameter for indexed color lookups.
This was added by the Unreal Engine to handle the input focus for popups and dialogs, window types for which SDL3 has built-in, cross-platform support.
This was only ever implemented in X11, and the only purpose was to hint that a client application may want to call the SDL_SetWindowInputFocus() function, which has since been removed, rendering it pointless now.
These are integer values internally, but the API has been changed to make it easier to mix other render code with querying those values.
Fixes https://github.com/libsdl-org/SDL/issues/7519
In include/SDL3/SDL_test_common.h
Add flag hide_cursor
In src/test/SDL_test_common.c
Handle option --hide-cursor to SDL_HideCursor
Handle Ctrl-h toggle to SDL_HideCursor and SDL_ShowCursor
The flags parameter has been removed from SDL_CreateRenderer() and SDL_RENDERER_PRESENTVSYNC has been replaced with SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_NUMBER during window creation and SDL_PROP_RENDERER_VSYNC_NUMBER after renderer creation.
SDL_SetRenderVSync() now takes additional values besides 0 and 1.
The maximum texture size has been removed from SDL_RendererInfo, replaced with SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER.