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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 )
283 lines
9.9 KiB
C
283 lines
9.9 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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#ifndef SDL_timer_h_
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#define SDL_timer_h_
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/**
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* # CategoryTimer
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*
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* SDL time management routines.
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*/
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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_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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extern "C" {
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#endif
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/* SDL time constants */
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#define SDL_MS_PER_SECOND 1000
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#define SDL_US_PER_SECOND 1000000
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#define SDL_NS_PER_SECOND 1000000000LL
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#define SDL_NS_PER_MS 1000000
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#define SDL_NS_PER_US 1000
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#define SDL_SECONDS_TO_NS(S) (((Uint64)(S)) * SDL_NS_PER_SECOND)
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#define SDL_NS_TO_SECONDS(NS) ((NS) / SDL_NS_PER_SECOND)
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#define SDL_MS_TO_NS(MS) (((Uint64)(MS)) * SDL_NS_PER_MS)
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#define SDL_NS_TO_MS(NS) ((NS) / SDL_NS_PER_MS)
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#define SDL_US_TO_NS(US) (((Uint64)(US)) * SDL_NS_PER_US)
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#define SDL_NS_TO_US(NS) ((NS) / SDL_NS_PER_US)
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/**
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* Get the number of milliseconds since SDL library initialization.
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*
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* \returns an unsigned 64-bit value representing the number of milliseconds
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* since the SDL library initialized.
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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 Uint64 SDLCALL SDL_GetTicks(void);
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/**
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* Get the number of nanoseconds since SDL library initialization.
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*
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* \returns an unsigned 64-bit value representing the number of nanoseconds
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* since the SDL library initialized.
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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 Uint64 SDLCALL SDL_GetTicksNS(void);
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/**
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* Get the current value of the high resolution counter.
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*
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* This function is typically used for profiling.
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*
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* The counter values are only meaningful relative to each other. Differences
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* between values can be converted to times by using
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* SDL_GetPerformanceFrequency().
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*
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* \returns the current counter value.
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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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* \sa SDL_GetPerformanceFrequency
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*/
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extern SDL_DECLSPEC Uint64 SDLCALL SDL_GetPerformanceCounter(void);
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/**
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* Get the count per second of the high resolution counter.
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*
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* \returns a platform-specific count per second.
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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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* \sa SDL_GetPerformanceCounter
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*/
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extern SDL_DECLSPEC Uint64 SDLCALL SDL_GetPerformanceFrequency(void);
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/**
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* Wait a specified number of milliseconds before returning.
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*
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* This function waits a specified number of milliseconds before returning. It
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* waits at least the specified time, but possibly longer due to OS
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* scheduling.
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*
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* \param ms the number of milliseconds to delay.
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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_Delay(Uint32 ms);
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/**
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* Wait a specified number of nanoseconds before returning.
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*
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* This function waits a specified number of nanoseconds before returning. It
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* will attempt to wait as close to the requested time as possible, busy
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* waiting if necessary, but could return later due to OS scheduling.
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*
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* \param ns the number of nanoseconds to delay.
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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_DelayNS(Uint64 ns);
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/**
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* Definition of the timer ID type.
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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_TimerID;
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/**
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* Function prototype for the millisecond timer callback function.
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*
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* The callback function is passed the current timer interval and returns the
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* next timer interval, in milliseconds. If the returned value is the same as
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* the one passed in, the periodic alarm continues, otherwise a new alarm is
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* scheduled. If the callback returns 0, the periodic alarm is canceled and
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* will be removed.
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*
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* \param userdata an arbitrary pointer provided by the app through
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* SDL_AddTimer, for its own use.
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* \param timerID the current timer being processed.
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* \param interval the current callback time interval.
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* \returns the new callback time interval, or 0 to disable further runs of
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* the callback.
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*
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* \threadsafety SDL may call this callback at any time from a background
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* thread; the application is responsible for locking resources
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* the callback touches that need to be protected.
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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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* \sa SDL_AddTimer
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*/
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typedef Uint32 (SDLCALL *SDL_TimerCallback)(void *userdata, SDL_TimerID timerID, Uint32 interval);
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/**
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* Call a callback function at a future time.
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*
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* If you use this function, you must pass `SDL_INIT_TIMER` to SDL_Init().
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*
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* The callback function is passed the current timer interval and the user
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* supplied parameter from the SDL_AddTimer() call and should return the next
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* timer interval. If the value returned from the callback is 0, the timer is
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* canceled and will be removed.
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*
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* The callback is run on a separate thread, and for short timeouts can
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* potentially be called before this function returns.
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*
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* Timers take into account the amount of time it took to execute the
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* callback. For example, if the callback took 250 ms to execute and returned
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* 1000 (ms), the timer would only wait another 750 ms before its next
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* iteration.
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*
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* Timing may be inexact due to OS scheduling. Be sure to note the current
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* time with SDL_GetTicksNS() or SDL_GetPerformanceCounter() in case your
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* callback needs to adjust for variances.
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*
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* \param interval the timer delay, in milliseconds, passed to `callback`.
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* \param callback the SDL_TimerCallback function to call when the specified
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* `interval` elapses.
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* \param userdata a pointer that is passed to `callback`.
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* \returns a timer ID or 0 on failure; call SDL_GetError() for more
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* information.
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*
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* \threadsafety It is safe to call this function from any thread.
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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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* \sa SDL_AddTimerNS
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* \sa SDL_RemoveTimer
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*/
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extern SDL_DECLSPEC SDL_TimerID SDLCALL SDL_AddTimer(Uint32 interval, SDL_TimerCallback callback, void *userdata);
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/**
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* Function prototype for the nanosecond timer callback function.
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*
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* The callback function is passed the current timer interval and returns the
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* next timer interval, in nanoseconds. If the returned value is the same as
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* the one passed in, the periodic alarm continues, otherwise a new alarm is
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* scheduled. If the callback returns 0, the periodic alarm is canceled and
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* will be removed.
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*
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* \param userdata an arbitrary pointer provided by the app through
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* SDL_AddTimer, for its own use.
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* \param timerID the current timer being processed.
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* \param interval the current callback time interval.
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* \returns the new callback time interval, or 0 to disable further runs of
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* the callback.
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*
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* \threadsafety SDL may call this callback at any time from a background
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* thread; the application is responsible for locking resources
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* the callback touches that need to be protected.
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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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* \sa SDL_AddTimerNS
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*/
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typedef Uint64 (SDLCALL *SDL_NSTimerCallback)(void *userdata, SDL_TimerID timerID, Uint64 interval);
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/**
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* Call a callback function at a future time.
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*
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* If you use this function, you must pass `SDL_INIT_TIMER` to SDL_Init().
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*
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* The callback function is passed the current timer interval and the user
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* supplied parameter from the SDL_AddTimerNS() call and should return the
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* next timer interval. If the value returned from the callback is 0, the
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* timer is canceled and will be removed.
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*
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* The callback is run on a separate thread, and for short timeouts can
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* potentially be called before this function returns.
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*
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* Timers take into account the amount of time it took to execute the
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* callback. For example, if the callback took 250 ns to execute and returned
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* 1000 (ns), the timer would only wait another 750 ns before its next
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* iteration.
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*
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* Timing may be inexact due to OS scheduling. Be sure to note the current
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* time with SDL_GetTicksNS() or SDL_GetPerformanceCounter() in case your
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* callback needs to adjust for variances.
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*
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* \param interval the timer delay, in nanoseconds, passed to `callback`.
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* \param callback the SDL_TimerCallback function to call when the specified
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* `interval` elapses.
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* \param userdata a pointer that is passed to `callback`.
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* \returns a timer ID or 0 on failure; call SDL_GetError() for more
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* information.
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*
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* \threadsafety It is safe to call this function from any thread.
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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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* \sa SDL_AddTimer
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* \sa SDL_RemoveTimer
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*/
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extern SDL_DECLSPEC SDL_TimerID SDLCALL SDL_AddTimerNS(Uint64 interval, SDL_NSTimerCallback callback, void *userdata);
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/**
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* Remove a timer created with SDL_AddTimer().
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*
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* \param id the ID of the timer to remove.
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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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* \sa SDL_AddTimer
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*/
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extern SDL_DECLSPEC SDL_bool SDLCALL SDL_RemoveTimer(SDL_TimerID id);
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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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}
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#endif
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#include <SDL3/SDL_close_code.h>
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#endif /* SDL_timer_h_ */
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