Also adjusted iOS demo's includes to <SDL3/..> and explicit SDL_main.h
untested, I don't have Xcode (or a Mac, for that matter)
The xcode projects (for both Xcode-iOS/ and Xcode/) will probably
have to be adjusted for the SDL_main changes to work, but now at least
the iOS demo source should work as is :)
this should hopefully make the automated builds work again
(this commit can probably be removed once all affected platforms are
converted to header-only SDL_main)
(remaining platforms will follow)
SDL_main.h is *not* included by SDL.h anymore, users are supposed to
include it directly now, usually only in the file they implement main() in.
If they need the header elsewhere or don't want SDL_main to implement
main() (but only call SDL_SetMainReady() or whatever), they
can #define SDL_MAIN_HANDLED first, same as before.
For SDL-internal usage, I added _SDL_MAIN_NOIMPL, which *also* skips the
implementation and `#define main SDL_main`, but still defines
SDL_MAIN_AVAILABLE and SDL_MAIN_NEEDED in SDL_main.h, as before.
To make the implementaion in the header shorter and avoid including windows.h,
I moved most of the Win32 SDL_main code into SDL3.dll via SDL_Win32RunApp(),
so the header-only part is just the different main functions calling
SDL_Win32RunApp(SDL_main, NULL)
Note that I changed changed the return value and type of OutOfMemory()
to return -1 instead of FALSE, so main() (or WinMain() or whatever)
returns -1 instead of 0 in case of an out-of-memory error
Compared to original Win32 SDL_main, I tweaked the part of the
implementation in SDL_main_impl.h a bit to avoid linker warnings
and conflicts with stuff from windows.h:
- replaced windows.h with own define of WINAPI
and typedef-ing HINSTANCE and LPSTR.
This prevents conflicts between all the generically-named #defines and
types in windows.h and user code (like DrawState in some SDL tests)
- only using one of main() or wmain() gets rid of a MSVC linker error
("warning LNK4067: ambiguous entry point")
If this still causes problems, we might try getting rid of wmain(),
seemed to me like MSVC can use regular main() in UNICODE mode as well
- simplified the UNICODE logic for that - while this is not exactly
equivalent to the old, it should make sense and Works For Me
I updated .clang-format and ran clang-format 14 over the src and test directories to standardize the code base.
In general I let clang-format have it's way, and added markup to prevent formatting of code that would break or be completely unreadable if formatted.
The script I ran for the src directory is added as build-scripts/clang-format-src.sh
This fixes:
#6592#6593#6594
* Add braces after if conditions
* More add braces after if conditions
* Add braces after while() conditions
* Fix compilation because of macro being modified
* Add braces to for loop
* Add braces after if/goto
* Move comments up
* Remove extra () in the 'return ...;' statements
* More remove extra () in the 'return ...;' statements
* More remove extra () in the 'return ...;' statements after merge
* Fix inconsistent patterns are xxx == NULL vs !xxx
* More "{}" for "if() break;" and "if() continue;"
* More "{}" after if() short statement
* More "{}" after "if () return;" statement
* More fix inconsistent patterns are xxx == NULL vs !xxx
* Revert some modificaion on SDL_RLEaccel.c
* SDL_RLEaccel: no short statement
* Cleanup 'if' where the bracket is in a new line
* Cleanup 'while' where the bracket is in a new line
* Cleanup 'for' where the bracket is in a new line
* Cleanup 'else' where the bracket is in a new line
I ran this script in the include directory:
```sh
sed -i '' -e 's,#include "\(SDL.*\)",#include <SDL3/\1>,' *.h
```
I ran this script in the src directory:
```sh
for i in ../include/SDL3/SDL*.h
do hdr=$(basename $i)
if [ x"$(echo $hdr | egrep 'SDL_main|SDL_name|SDL_test|SDL_syswm|SDL_opengl|SDL_egl|SDL_vulkan')" != x ]; then
find . -type f -exec sed -i '' -e 's,#include "\('$hdr'\)",#include <SDL3/\1>,' {} \;
else
find . -type f -exec sed -i '' -e '/#include "'$hdr'"/d' {} \;
fi
done
```
Fixes https://github.com/libsdl-org/SDL/issues/6575
* Add changes from code review by @ccawley2011, #5597, overall cleanup
* Update N-Gage README, minor cleanup and rephrasing
* Call SDL_SetMainReady() before calling SDL_main, return SDL_main instead of main
For stable releases, this gives us the ability to make bugfix-only point
releases such as 2.24.1 if we want to, and distinguish between them
programmatically. For example, this ability could have been useful after
2.0.16 to fix Xwayland regressions, and after 2.0.18 to fix event loop
regressions.
For development releases, this gives us the ability to make multiple
prereleases during the same feature cycle, and distinguish between them
programmatically. For example, this would have been useful during 2.0.22
development, which went through three prereleases before reaching the
final release.
Signed-off-by: Simon McVittie <smcv@collabora.com>
* Add initial support for the Nokia N-Gage
* N-Gage: disable clipping for the time being, issue needs to be resolved later
* Move va_copy definition to SDL_internal.h
* Move stdlib.h include to SDL_config_ngage.h, much cleaner this way
* Remove redundant include, add HAVE_STDLIB_H
* Revert "N-Gage: disable clipping for the time being, issue needs to be resolved later"
This reverts commit 4f5f0fc36c.
* N-Gage: fix clipping issue by providing proper math functions
From e6cc4e7f4b8189be55dd3b0e13e54e59f73d7672 Mon Sep 17 00:00:00 2001
From: X512 <danger_mail@list.ru>
Date: Thu, 30 Jan 2020 04:01:58 +0900
Subject: libsdl2: Remove BDirectWindow, fix OpenGL handling.
* BDirectWindow changed to BWindow.
* Implemented fullscreen.
* Introduced view for non-OpenGL drawing.
* Drawing thread removed, window thread is used instead.
* Use BGLView as OpenGL context. Implement proper context switching and OpenGL
locking. Only one context per window is supported. BGLView should be not
deleted when window is closed, it deleted when deleting context.
- Fix SDL2main on PSP
SDL2main was not working for PSP, because it wasn't being activated and
it wasn't unsetting the main. Besides that a debug screen being started
was causing issues with joystick input and the sceKernelExitGame calli
is no longer needed with the current PSPDEV SDK.
- Clean up imports in PSP main
- Set PSP GPU and user modes in main
- Fix exit callback in PSP main