Video backends that run asynchronously can wind up in a race situation if a mode or position update request queues up a fullscreen enter request while an unprocessed asynchronous leave request is in flight, and the mode switch or position update request is processed after the leave request, causing the window to erroneously return to fullscreen.
Instead of the internal SDL_UpdateFullscreenMode and backend SetWindowFullscreen functions taking a boolean value, use an enum that allows the backends to distinguish between "this is an explicit fullscreen enter/leave request", and "this is an update request to change the mode or position". Communicating the specific intent allows the backend to early-out when required, which prevents windows from erroneously returning to fullscreen due to update requests made after a leave request, and allows for the removal of some internal synchronization previously needed to (attempt to) work around this, which improves overall performance while also increasing robustness.
This is only relevant to the internal functions, and nothing in the public-facing API has been changed.
Added SDL_Vulkan_DestroySurface, its documentation and corresponding platform specific implementations. Fixed some header inclusion orders to improve consistency between platforms. Added TODOs regarding MetalView creation and destruction which will benefit from the new functionality.
SDL window size, state, and position functions have been considered immediate, with their effects assuming to have taken effect upon successful return of the function. However, several windowing systems handle these requests asynchronously, resulting in the functions blocking until the changes have taken effect, potentially for long periods of time. Additionally, some windowing systems treat these as requests, and can potentially deny or fulfill the request in a manner differently than the application expects, such as not allowing a window to be positioned or sized beyond desktop borders, prohibiting fullscreen, and so on.
With these changes, applications can make requests of the window manager that do not block, with the understanding that an associated event will be sent if the request is fulfilled. Currently, size, position, maximize, minimize, and fullscreen calls are handled as asynchronous requests, with events being returned if the request is honored. If the application requires that the change take effect immediately, it can call the new SDL_SyncWindow function, which will attempt to block until the request is fulfilled, or some arbitrary timeout period elapses, the duration of which depends not only on the windowing system, but on the operation requested as well (e.g. a 100ms timeout is fine for most X11 events, but maximizing a window can take considerably longer for some reason). There is also a new hint 'SDL_VIDEO_SYNC_ALL_WINDOW_OPS' that will mimic the old behavior by synchronizing after every window operation with, again, the understanding that using this may result in the associated calls blocking for a relatively long period.
The deferred model also results in the window size and position getters not reporting false coordinates anymore, as they only forward what the window manager reports vs allowing applications to set arbitrary values, and fullscreen enter/leave events that were initiated via the window manager update the window state appropriately, where they didn't before.
Care was taken to ensure that order of operations is maintained, and that requests are not ignored or dropped. This does require some implicit internal synchronization in the various backends if many requests are made in a short period, as some state and behavior depends on other bits of state that need to be known at that particular point in time, but this isn't something that typical applications will hit, unless they are sending a lot of window state in a short time as the tests do.
The automated tests developed to test the previous behavior also resulted in previously undefined behavior being defined and normalized across platforms, particularly when it comes to the sizing and positioning of windows when they are in a fixed-size state, such as maximized or fullscreen. Size and position requests made when the window is not in a movable or resizable state will be deferred until it can be applied, so no requests are lost. These changes fix another long-standing issue with renderers recreating maximized windows, where the original non-maximized size was lost, resulting in the window being restored to the wrong size. All automated video tests pass across all platforms.
Overall, the "make a request/get an event" model better reflects how most windowing systems work, and some backends avoid spending significant time blocking while waiting for operations to complete.
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.
This rips up the entire SDL audio subsystem! While we still feed the audio device from a separate thread, the audio callback into the app is now gone a totally optional alternative.
Now the app will bind an SDL_AudioStream to a given device and feed data to it. As many streams as one likes can be bound to a device; SDL will mix them all into a single buffer and feed the device from there.
So not only does this function as a basic mixer, it also means that multiple device opens are handled seamlessly (so if you want to open the device for your game, but you also link to a library that provides VoIP and it wants to open the device separately, you don't have to worry about stepping on each other, or that the OS will fail to allow multiple opens of the same device, etc).
Merged from pull request #7704.
Fixes#7379.
Reference Issue #6889.
Reference Issue #6632.
Also renamed SDL_GetDisplayOrientation() SDL_GetDisplayCurrentOrientation()
The natural orientation of the primary display is the frame of reference for accelerometer and gyro sensor readings.
We have gotten feedback that abstracting the coordinate system based on the display scale is unexpected and it is difficult to adapt existing applications to the proposed API.
The new approach is to provide the coordinate systems that people expect, but provide additional information that will help applications properly handle high DPI situations.
The concepts needed for high DPI support are documented in README-highdpi.md. An example of automatically adapting the content to display scale changes can be found in SDL_test_common.c, where auto_scale_content is checked.
Also, the SDL_WINDOW_ALLOW_HIGHDPI window flag has been replaced by the SDL_HINT_VIDEO_ENABLE_HIGH_PIXEL_DENSITY hint.
Fixes https://github.com/libsdl-org/SDL/issues/7709