Commit Graph

48 Commits

Author SHA1 Message Date
Sam Lantinga
f2074d7af3 Updated copyright for 2025 2025-01-01 07:45:52 -08:00
Sam Lantinga
43a61fec91 Removed external hashtable locking functions
Read-write locks are not recursive and can't be upgraded from one type to another, so it's not safe to lock the hash table and then call functions that operate on it. If you really want this functionality, we'd need to create unlocked versions of the hashtable functions and you would call those once you've taken a lock on the hashtable, and we'd have to assert that the operations you're doing are compatible with the type of lock you've taken.

All of that complicates working with hashtables, so if you need that type of access, you should probably just use external locking.
2024-12-12 14:39:53 -08:00
Sam Lantinga
61511c48a4 SDL_HashTable is now optionally thread-safe
Fixes https://github.com/libsdl-org/SDL/issues/11635
2024-12-12 14:39:53 -08:00
Sam Lantinga
3234a3b902 Simplified internal SDL_Surface structure 2024-10-01 08:10:04 -07:00
Daniel Ludwig
e98cf3c870 Fix Xbox builds 2024-09-27 08:10:03 -07:00
Sam Lantinga
ea2e2e451d Better fix for initializing Android environment variables 2024-09-20 11:09:48 -07:00
Sam Lantinga
095fb5f522 Fixed infinite recursion at startup on Android 2024-09-20 10:56:02 -07:00
Sam Lantinga
d29a0e3f31 Fixed warning: no previous prototype for function 2024-09-18 14:34:14 -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
97d40b9218 Removed SDL_CleanupEnvironment() 2024-09-15 10:00:21 -07:00
Sam Lantinga
28b94c4758 Re-added SDL_getenv() as a thread-safe getenv() implementation 2024-09-15 09:37:04 -07:00
Sam Lantinga
aa7357a14d SDL_CreateEnvironment() fills the environment with a non-zero parameter 2024-09-14 10:29:02 -07:00
Sam Lantinga
90e01040c5 Added thread-safe environment functions
Also marked the existing functions as unsafe, as they can cause crashes if used in multi-threaded applications.

As a bonus, since the new functions are hashtable based, hint environment lookups are much faster.
2024-09-13 22:14:54 -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
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
473feab2a4 Added SDL_unsetenv() 2024-07-27 09:10:08 -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
Sam Lantinga
29f0fd33dc SDL_getenv() should return const
This also allows us to use SDL_FreeLater() and make SDL_getenv() thread-safe on Windows.
2024-07-22 13:00:39 -07:00
Anonymous Maarten
a2a1d2de66 Add HAVE_UNSETENV to preprocessor guard 2024-07-19 10:21:34 +00:00
Sam Lantinga
ce65f84fd8 Fixed Android warnings 2024-06-04 16:38:32 -07:00
Sam Lantinga
6e081eb7dc Memory leak no more! 2024-05-23 11:26:59 -07:00
Sam Lantinga
156ca356b5 Free any temporary environment memory at SDL_Quit()
Fixes https://github.com/libsdl-org/SDL/issues/9860
2024-05-23 11:23:20 -07:00
Anonymous Maarten
31d133db40 Define SDL_PLATFORM_* macros instead of underscored ones (#8875) 2024-01-24 01:40:51 +00:00
Sam Lantinga
5b3ee51c6c Updated copyright for 2024 2024-01-01 13:15:26 -08:00
Sylvain
d8600f717e Pointer as bool (libsdl-org#7214) 2023-11-09 14:18:36 -08:00
Sam Lantinga
ddbdd73258 Updated source to match SDL function prototype style 2023-05-23 11:29:41 -07:00
Anonymous Maarten
b6ae281e97 Use #ifdef/#ifndef instead of #if defined/#if \!defined 2023-03-30 21:35:01 +00:00
Anonymous Maarten
4af93990a9 Remove disabled self test main functions 2023-02-01 20:13:34 +01:00
Sam Lantinga
fde78d12f2 Updated copyright for 2023 2023-01-09 09:41:41 -08:00
Sam Lantinga
63724c113b Removed the vi format comments from the source
Vim users can use the [editorconfig plugin](https://github.com/editorconfig/editorconfig-vim) to automatically set tab spacing for the SDL coding style.

Fixes https://github.com/libsdl-org/SDL/issues/6903
2022-12-26 11:17:23 -08:00
Sam Lantinga
5750bcb174 Update for SDL3 coding style (#6717)
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
2022-11-30 12:51:59 -08:00
Sam Lantinga
c5790359fd Added precompiled header support for Visual Studio and Xcode (#6710)
Fixes https://github.com/libsdl-org/SDL/issues/6704
2022-11-29 18:34:15 -08:00
Sylvain Becker
6a2200823c Cleanup add brace (#6545)
* 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
2022-11-27 08:38:43 -08:00
Sam Lantinga
0a48abc860 Switch header convention from #include "SDL.h" to #include <SDL3/SDLh>
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
2022-11-26 22:15:18 -08:00
chalonverse
3b191580c3 Windows GDK Support (#5830)
* Added GDK

* Simplfied checks in SDL_config_wingdk.h

* Added testgdk sample

* Added GDK readme

* Fixed error in merge of SDL_windows.h

* Additional GDK fixes

* OpenWatcom should not export _SDL_GDKGetTaskQueue

* Formatting fixes

* Moved initialization code into SDL_GDKRunApp
2022-06-27 10:19:39 -07:00
pionere
b59ca92e82 use != '\0' comparison instead of SDL_strlen in the functions of SDL_getenv 2022-03-22 12:17:50 -07:00
Sam Lantinga
120c76c84b Updated copyright for 2022 2022-01-03 09:40:21 -08:00
Sam Lantinga
9130f7c377 Updated copyright for 2021 2021-01-02 10:25:38 -08:00
Ryan C. Gordon
b0a20a153c stdlib: Fixed compiler warnings about int vs size_t. 2020-05-05 12:48:55 -04:00
Sam Lantinga
a8780c6a28 Updated copyright date for 2020 2020-01-16 20:49:25 -08:00
Sam Lantinga
5e13087b0f Updated copyright for 2019 2019-01-04 22:01:14 -08:00
Sam Lantinga
e3cc5b2c6b Updated copyright for 2018 2018-01-03 10:03:25 -08:00
Sam Lantinga
758156a765 Fixed bug 3917 - Android, issues with getManifestEnvironmentVariable
We're going to push the manifest environment variables from the Java side instead of continually querying for them from the native side.
2017-11-04 09:37:29 -07:00
Sam Lantinga
8fd0c22adc Added the ability to set SDL hints from AndroidManifest.xml (thanks Rachel!)
This is especially useful for things like the accelerometer hint which could be needed before application main().
2017-10-24 00:17:07 -07:00
Sam Lantinga
b5ea3c6d07 Fixed bug 3284 - minor correction for SDL_setenv on _WIN32__ platform
Coriiander

Here is a minor correction for a non-breaking mistake in SDL_setenv for __WIN32__ platform. See below for details.

FILE:
"SDL/src/stdlib/SDL_getenv.c"

FUNCTION: (__WIN32__ platform)
int SDL_setenv(const char *name, const char *value, int overwrite)

CODE:
    if (!overwrite) {
        char ch = 0;
        const size_t len = GetEnvironmentVariableA(name, &ch, sizeof (ch));
        if (len > 0) {
            return 0;  /* asked not to overwrite existing value. */
        }
    }


WHAT'S WRONG:
The 3th argument to GetEnvironmentVariable (being DWORD nSize) must be the number of characters, not the number of bytes. SDL currently passes "the size of 1 char", rather "1". While it is non-breaking (1=1 after all), it is incorrect. Furthermore there is no need to specify the 2nd and 3th arguments at all.

CORRECTION 1: (corrected argument_
    if (!overwrite) {
        char ch = 0;
        const size_t len = GetEnvironmentVariableA(name, &ch, 1);
        if (len > 0) {
            return 0;  /* asked not to overwrite existing value. */
        }
    }

CORRECTION 2: (stripped of unneeded code)
    if (!overwrite) {
        if (GetEnvironmentVariableA(name, NULL, 0) > 0) {
            return 0;  /* asked not to overwrite existing value. */
        }
    }
2017-08-11 21:30:06 -07:00
Sam Lantinga
45b774e3f7 Updated copyright for 2017 2017-01-01 18:33:28 -08:00
Sam Lantinga
42065e785d Updated copyright to 2016 2016-01-02 10:10:34 -08:00
Philipp Wiesemann
0e45984fa0 Fixed crash if initialization of EGL failed but was tried again later.
The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly
uninitialized data structure if loading the library first failed. A later try to
use EGL then skipped initialization and assumed it was previously successful
because the data structure now already existed. This led to at least one crash
in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was
dereferenced to make a call to eglBindAPI().
2015-06-21 17:33:46 +02:00