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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.
71 lines
2.4 KiB
C
71 lines
2.4 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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#include "SDL_internal.h"
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#ifndef SDL_utils_h_
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#define SDL_utils_h_
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/* Common utility functions that aren't in the public API */
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/* Return the smallest power of 2 greater than or equal to 'x' */
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extern int SDL_powerof2(int x);
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extern void SDL_CalculateFraction(float x, int *numerator, int *denominator);
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extern SDL_bool SDL_endswith(const char *string, const char *suffix);
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/** Convert URI to a local filename, stripping the "file://"
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* preamble and hostname if present, and writes the result
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* to the dst buffer. Since URI-encoded characters take
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* three times the space of normal characters, src and dst
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* can safely point to the same buffer for in situ conversion.
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*
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* Returns the number of decoded bytes that wound up in
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* the destination buffer, excluding the terminating NULL byte.
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*
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* On error, -1 is returned.
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*/
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extern int SDL_URIToLocal(const char *src, char *dst);
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typedef enum
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{
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SDL_OBJECT_TYPE_UNKNOWN,
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SDL_OBJECT_TYPE_WINDOW,
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SDL_OBJECT_TYPE_RENDERER,
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SDL_OBJECT_TYPE_TEXTURE,
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SDL_OBJECT_TYPE_JOYSTICK,
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SDL_OBJECT_TYPE_GAMEPAD,
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SDL_OBJECT_TYPE_HAPTIC,
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SDL_OBJECT_TYPE_SENSOR,
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SDL_OBJECT_TYPE_HIDAPI_DEVICE,
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SDL_OBJECT_TYPE_HIDAPI_JOYSTICK,
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} SDL_ObjectType;
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extern Uint32 SDL_GetNextObjectID(void);
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extern void SDL_SetObjectValid(void *object, SDL_ObjectType type, SDL_bool valid);
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extern SDL_bool SDL_ObjectValid(void *object, SDL_ObjectType type);
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extern void SDL_SetObjectsInvalid(void);
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extern const char *SDL_GetPersistentString(const char *string);
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#endif /* SDL_utils_h_ */
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