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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 )
319 lines
10 KiB
C
319 lines
10 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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* # CategorySensor
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*
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* SDL sensor management.
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*/
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#ifndef SDL_sensor_h_
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#define SDL_sensor_h_
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#include <SDL3/SDL_stdinc.h>
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#include <SDL3/SDL_error.h>
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#include <SDL3/SDL_properties.h>
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#include <SDL3/SDL_begin_code.h>
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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/* *INDENT-OFF* */
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extern "C" {
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/* *INDENT-ON* */
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#endif
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/**
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* SDL_sensor.h
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*
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* In order to use these functions, SDL_Init() must have been called
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* with the SDL_INIT_SENSOR flag. This causes SDL to scan the system
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* for sensors, and load appropriate drivers.
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*/
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struct SDL_Sensor;
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typedef struct SDL_Sensor SDL_Sensor;
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/**
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* This is a unique ID for a sensor for the time it is connected to the
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* system, and is never reused for the lifetime of the application.
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*
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* The value 0 is an invalid ID.
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*
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* \since This datatype is available since SDL 3.0.0.
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*/
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typedef Uint32 SDL_SensorID;
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/**
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* A constant to represent standard gravity for accelerometer sensors.
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*
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* The accelerometer returns the current acceleration in SI meters per second
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* squared. This measurement includes the force of gravity, so a device at
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* rest will have an value of SDL_STANDARD_GRAVITY away from the center of the
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* earth, which is a positive Y value.
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*
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* \since This macro is available since SDL 3.0.0.
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*/
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#define SDL_STANDARD_GRAVITY 9.80665f
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/**
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* The different sensors defined by SDL.
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*
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* Additional sensors may be available, using platform dependent semantics.
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*
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* Here are the additional Android sensors:
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*
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* https://developer.android.com/reference/android/hardware/SensorEvent.html#values
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*
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* Accelerometer sensor notes:
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*
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* The accelerometer returns the current acceleration in SI meters per second
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* squared. This measurement includes the force of gravity, so a device at
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* rest will have an value of SDL_STANDARD_GRAVITY away from the center of the
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* earth, which is a positive Y value.
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*
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* - `values[0]`: Acceleration on the x axis
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* - `values[1]`: Acceleration on the y axis
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* - `values[2]`: Acceleration on the z axis
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*
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* For phones and tablets held in natural orientation and game controllers
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* held in front of you, the axes are defined as follows:
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*
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* - -X ... +X : left ... right
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* - -Y ... +Y : bottom ... top
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* - -Z ... +Z : farther ... closer
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*
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* The accelerometer axis data is not changed when the device is rotated.
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*
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* Gyroscope sensor notes:
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*
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* The gyroscope returns the current rate of rotation in radians per second.
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* The rotation is positive in the counter-clockwise direction. That is, an
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* observer looking from a positive location on one of the axes would see
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* positive rotation on that axis when it appeared to be rotating
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* counter-clockwise.
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*
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* - `values[0]`: Angular speed around the x axis (pitch)
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* - `values[1]`: Angular speed around the y axis (yaw)
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* - `values[2]`: Angular speed around the z axis (roll)
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*
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* For phones and tablets held in natural orientation and game controllers
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* held in front of you, the axes are defined as follows:
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*
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* - -X ... +X : left ... right
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* - -Y ... +Y : bottom ... top
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* - -Z ... +Z : farther ... closer
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*
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* The gyroscope axis data is not changed when the device is rotated.
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*
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* \since This enum is available since SDL 3.0.0.
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*
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* \sa SDL_GetCurrentDisplayOrientation
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*/
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typedef enum SDL_SensorType
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{
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SDL_SENSOR_INVALID = -1, /**< Returned for an invalid sensor */
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SDL_SENSOR_UNKNOWN, /**< Unknown sensor type */
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SDL_SENSOR_ACCEL, /**< Accelerometer */
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SDL_SENSOR_GYRO, /**< Gyroscope */
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SDL_SENSOR_ACCEL_L, /**< Accelerometer for left Joy-Con controller and Wii nunchuk */
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SDL_SENSOR_GYRO_L, /**< Gyroscope for left Joy-Con controller */
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SDL_SENSOR_ACCEL_R, /**< Accelerometer for right Joy-Con controller */
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SDL_SENSOR_GYRO_R /**< Gyroscope for right Joy-Con controller */
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} SDL_SensorType;
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/* Function prototypes */
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/**
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* Get a list of currently connected sensors.
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*
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* \param count a pointer filled in with the number of sensors returned, may
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* be NULL.
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* \returns a 0 terminated array of sensor instance IDs or NULL on failure;
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* call SDL_GetError() for more information. This should be freed
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* with SDL_free() when it is no longer needed.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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extern SDL_DECLSPEC SDL_SensorID * SDLCALL SDL_GetSensors(int *count);
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/**
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* Get the implementation dependent name of a sensor.
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*
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* This can be called before any sensors are opened.
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*
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* \param instance_id the sensor instance ID.
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* \returns the sensor name, or NULL if `instance_id` is not valid.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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extern SDL_DECLSPEC const char * SDLCALL SDL_GetSensorNameForID(SDL_SensorID instance_id);
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/**
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* Get the type of a sensor.
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*
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* This can be called before any sensors are opened.
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*
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* \param instance_id the sensor instance ID.
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* \returns the SDL_SensorType, or `SDL_SENSOR_INVALID` if `instance_id` is
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* not valid.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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extern SDL_DECLSPEC SDL_SensorType SDLCALL SDL_GetSensorTypeForID(SDL_SensorID instance_id);
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/**
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* Get the platform dependent type of a sensor.
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*
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* This can be called before any sensors are opened.
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*
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* \param instance_id the sensor instance ID.
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* \returns the sensor platform dependent type, or -1 if `instance_id` is not
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* valid.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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extern SDL_DECLSPEC int SDLCALL SDL_GetSensorNonPortableTypeForID(SDL_SensorID instance_id);
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/**
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* Open a sensor for use.
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*
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* \param instance_id the sensor instance ID.
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* \returns an SDL_Sensor object or NULL on failure; call SDL_GetError() for
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* more information.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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extern SDL_DECLSPEC SDL_Sensor * SDLCALL SDL_OpenSensor(SDL_SensorID instance_id);
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/**
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* Return the SDL_Sensor associated with an instance ID.
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*
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* \param instance_id the sensor instance ID.
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* \returns an SDL_Sensor object or NULL on failure; call SDL_GetError() for
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* more information.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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extern SDL_DECLSPEC SDL_Sensor * SDLCALL SDL_GetSensorFromID(SDL_SensorID instance_id);
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/**
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* Get the properties associated with a sensor.
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*
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* \param sensor the SDL_Sensor object.
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* \returns a valid property ID on success or 0 on failure; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetSensorProperties(SDL_Sensor *sensor);
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/**
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* Get the implementation dependent name of a sensor.
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*
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* \param sensor the SDL_Sensor object.
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* \returns the sensor name or NULL on failure; call SDL_GetError() for more
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* information.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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extern SDL_DECLSPEC const char * SDLCALL SDL_GetSensorName(SDL_Sensor *sensor);
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/**
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* Get the type of a sensor.
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*
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* \param sensor the SDL_Sensor object to inspect.
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* \returns the SDL_SensorType type, or `SDL_SENSOR_INVALID` if `sensor` is
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* NULL.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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extern SDL_DECLSPEC SDL_SensorType SDLCALL SDL_GetSensorType(SDL_Sensor *sensor);
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/**
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* Get the platform dependent type of a sensor.
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*
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* \param sensor the SDL_Sensor object to inspect.
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* \returns the sensor platform dependent type, or -1 if `sensor` is NULL.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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extern SDL_DECLSPEC int SDLCALL SDL_GetSensorNonPortableType(SDL_Sensor *sensor);
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/**
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* Get the instance ID of a sensor.
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*
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* \param sensor the SDL_Sensor object to inspect.
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* \returns the sensor instance ID, or 0 on failure; call SDL_GetError() for
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* more information.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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extern SDL_DECLSPEC SDL_SensorID SDLCALL SDL_GetSensorID(SDL_Sensor *sensor);
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/**
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* Get the current state of an opened sensor.
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*
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* The number of values and interpretation of the data is sensor dependent.
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*
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* \param sensor the SDL_Sensor object to query.
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* \param data a pointer filled with the current sensor state.
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* \param num_values the number of values to write to data.
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* \returns SDL_TRUE on success or SDL_FALSE on failure; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GetSensorData(SDL_Sensor *sensor, float *data, int num_values);
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/**
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* Close a sensor previously opened with SDL_OpenSensor().
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*
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* \param sensor the SDL_Sensor object to close.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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extern SDL_DECLSPEC void SDLCALL SDL_CloseSensor(SDL_Sensor *sensor);
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/**
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* Update the current state of the open sensors.
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*
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* This is called automatically by the event loop if sensor events are
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* enabled.
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*
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* This needs to be called from the thread that initialized the sensor
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* subsystem.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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extern SDL_DECLSPEC void SDLCALL SDL_UpdateSensors(void);
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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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/* *INDENT-OFF* */
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}
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/* *INDENT-ON* */
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#endif
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#include <SDL3/SDL_close_code.h>
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#endif /* SDL_sensor_h_ */
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