Commit Graph

34 Commits

Author SHA1 Message Date
SDL Wiki Bot 85bbc6028a Sync SDL3 wiki -> header 2024-08-27 17:33:28 +00:00
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 b5ad74998b Removed SDL_DECLSPEC_FREE 2024-07-28 07:24:21 -07:00
SDL Wiki Bot 0f2fc2fbaa Sync SDL3 wiki -> header 2024-07-27 03:59:43 +00:00
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 5e513ecc7f Don't automatically free temporary memory, let the application call SDL_FreeTemporaryMemory() when it's ready.
Also mark up all functions that return temporary memory with SDL_DECLSPEC_TEMP, to help people implementing language bindings.

Fixes https://github.com/libsdl-org/SDL/issues/10378
2024-07-26 10:05:03 -07:00
Sam Lantinga 033c9c5951 Added SDL_CopyFile() and SDL_CopyStorageFile()
Fixes https://github.com/libsdl-org/SDL/issues/9553
2024-07-21 19:58:23 -07:00
SDL Wiki Bot 975457cfb6 Sync SDL3 wiki -> header 2024-07-19 19:23:24 +00:00
Sam Lantinga 71a60d4c0e Updated documentation for functions that return temporary memory 2024-07-19 12:22:03 -07:00
Sam Lantinga 637e9700dd Standardize placement of '*' in function declarations
Implemented using these sed commands on the headers:
sed -E -i'' '/SDLCALL|;/ s,([a-z])\* ,\1 *,g' *
sed -E -i'' 's,(\(.*[^\*])\* ([a-z])(.*\)),\1*\2\3,g' *
sed -E -i'' 's,\*const,* const,g' *
sed -E -i'' 's,\*SDLCALL,* SDLCALL,g' *
sed -E -i'' 's,void\(,void (,g' *
git checkout *gl*
2024-07-19 12:22:03 -07:00
Sam Lantinga 217330a7b3 Made return value descriptions more consistent across the API 2024-07-19 12:22:03 -07:00
Sam Lantinga d73c7311d5 Clarify that the SDL_GetStringRule means that SDL will automatically free the memory later. 2024-07-19 12:22:03 -07:00
Ryan C. Gordon ed1f93cd11 filesystem: `SDL_Glob*Directory()` functions now follow the SDL_GetStringRule.
Reference Issue #10229.
2024-07-16 16:44:36 -04:00
Ryan C. Gordon 51902d4ac5
Updated headers with latest wikiheaders tweaks. 2024-06-14 02:09:55 -04:00
Sam Lantinga 6f2621438a Renamed DECLSPEC to SDL_DECLSPEC 2024-05-17 17:09:09 -07:00
Ryan C. Gordon 5e6d85b8f0
wikiheaders: bridge wiki Category docs to the headers!
Did an initial cleanup on the headers and wrote a few pieces of documentation,
but this needs more work to fill out the documentation.
2024-05-16 11:48:23 -04:00
Sam Lantinga 863a9029ae Added SDL_GlobFlags 2024-05-14 07:13:35 -07:00
SDL Wiki Bot 10c2682647 Sync SDL3 wiki -> header 2024-05-03 02:54:35 +00:00
Ryan C. Gordon 760d7d276b
include: Filled in some missing documentation. 2024-05-02 22:53:08 -04:00
Ryan C. Gordon 7a36504952
storage: SDL_WriteStorageFile() wasn't marked as SDLCALL.
Fixes #9594.
2024-04-21 09:26:07 -04:00
Petar Popovic 3f8dba3713 Including SD_error.h into headers with error-returning functions 2024-04-04 11:12:58 -07:00
SDL Wiki Bot 1a97d1f649 Sync SDL3 wiki -> header 2024-04-04 14:42:26 +00:00
Sam Lantinga 0abdc1a343 Renamed GLOBDIR to GLOB 2024-04-04 07:40:48 -07:00
SDL Wiki Bot ac372e99fe Sync SDL3 wiki -> header 2024-04-04 13:41:27 +00:00
Ryan C. Gordon 764207d873 filesystem: Added SDL_GlobDirectory() and SDL_GlobStorageDirectory().
Fixes #9287.
2024-04-04 09:40:13 -04:00
SDL Wiki Bot 0d0aaa2d75 Sync SDL3 wiki -> header 2024-03-18 15:57:23 +00:00
Sam Lantinga 92d01ef12a You can pass NULL to SDL_GetPathInfo() and SDL_GetStoragePathInfo() to test for the existence of a file. 2024-03-18 08:56:24 -07:00
Sam Lantinga d8a54cd4f8 Updated "see also" references to be more consistent
Fixes https://github.com/libsdl-org/SDL/issues/9282
2024-03-17 12:28:11 -07:00
SDL Wiki Bot a206e1e3c0 Sync SDL3 wiki -> header 2024-03-17 15:40:25 +00:00
Sam Lantinga f460f42e70 Added filesystem operations to SDL_Storage 2024-03-17 08:39:43 -07:00
Sam Lantinga ec3ba387d1 Added SDL_OpenFileStorage() for local file storage 2024-03-17 08:39:43 -07:00
Sam Lantinga fe5c34d4bd Renamed storage functions to match SDL 3.0 naming convention 2024-03-17 08:39:43 -07:00
SDL Wiki Bot 9ccde0def4 Sync SDL3 wiki -> header 2024-03-16 14:20:24 +00:00
Ethan Lee 744227e6ab Add SDL_storage 2024-03-16 07:19:50 -07:00