18 Commits

Author SHA1 Message Date
Sam Lantinga
efd530827a Return from main() instead of calling exit() 2023-07-09 20:42:00 -07:00
Sam Lantinga
8f5ec2f596 Added shared code between testgamepad and gamepadmap
The goal is to eventually create a single program that can do mapping and testing of game controllers.
2023-07-09 19:24:36 -07:00
Sam Lantinga
1528e7c3c9 Fixed mapping a controller other than the first one 2023-07-06 12:36:26 -07:00
Anonymous Maarten
4a6528e3f0 testprograms: parse arguments using SDLTest_CommonState 2023-03-17 17:54:16 +01:00
Sam Lantinga
c6443d86c9 Code style: changed "sizeof foo" to "sizeof(foo)" (thanks @sezero!) 2023-03-09 15:10:44 -08:00
Sylvain
16bb6a0b3d Fix warnings about static function and prototype 2023-03-08 11:41:18 +01:00
Sam Lantinga
698dbd8464 SDL_CreateWindow() has been simplified and no longer takes a window position. 2023-03-06 09:50:12 -08:00
Sam Lantinga
14a4ce8b59 Fixed SDL_ScaleMode values for consistency 2023-02-03 14:20:51 -08:00
Sylvain Becker
cb6b8b0132
Simplify flags testing (#7220) 2023-02-03 13:08:42 -08:00
Sam Lantinga
dcd17f5473 Renderer logical size is now implemented as a render target
This fixes rounding errors with coordinate scaling and gives more flexibility in the presentation, as well as making it easy to maintain device independent resolution as windows move between different pixel density displays.

By default when a renderer is created, it will match the window size so window coordinates and render coordinates are 1-1.

Mouse and touch events are no longer filtered to change their coordinates, instead you can call SDL_ConvertEventToRenderCoordinates() to explicitly map event coordinates into the rendering viewport.

SDL_RenderWindowToLogical() and SDL_RenderLogicalToWindow() have been renamed SDL_RenderCoordinatesFromWindow() and SDL_RenderCoordinatesToWindow() and take floating point coordinates in both directions.

The viewport, clipping state, and scale for render targets are now persistent and will remain set whenever they are active.
2023-02-03 12:57:37 -08:00
Anonymous Maarten
758c0dd6d8 Rename mouse BUTTON(DOWN|UP) event to BUTTON_(DOWN|UP) 2023-01-29 19:24:48 -08:00
Sam Lantinga
7b50bae524 Renamed SDL events for clarity
Fixes https://github.com/libsdl-org/SDL/issues/6877
2023-01-24 07:26:48 -08:00
Sam Lantinga
fde78d12f2 Updated copyright for 2023 2023-01-09 09:41:41 -08:00
Sam Lantinga
71f3bf90ed Improved handling of binding buttons and axes 2023-01-03 12:47:40 -08:00
Sam Lantinga
9c1a9ecb4b Removed non-float versions of SDL render API drawing functions
This simplifies the API and removes a level of API translation between the int variants of the functions and the float implementation

Fixes https://github.com/libsdl-org/SDL/issues/6656
2023-01-03 08:16:58 -08:00
Sam Lantinga
324c0b76a0 Removed SDL_HasGamepads(), SDL_HasJoysticks(), and SDL_HasSensors()
Also cleaned up logic for whether we need to poll for events:
- We need to periodically poll for joysticks to handle hotplug.
- We need to frequently poll for joysticks and sensors when they're open so their state can be updated
2022-12-29 23:20:26 -08:00
Sam Lantinga
16092f58bb Updated gamepad, joystick, sensor APIs, removing device indices
Instead of indexing into an internal list of devices which requires locking, we return a list of device IDs which can then be queried individually.

Reference: https://github.com/libsdl-org/SDL/issues/6889
2022-12-28 13:10:27 -08:00
Sam Lantinga
659abc721a SDL API renaming: SDL_gamecontroller.h
SDL_gamecontroller.h has been renamed SDL_gamepad.h, and all APIs have been renamed to match.

Fixes https://github.com/libsdl-org/SDL/issues/6885
2022-12-27 09:47:24 -08:00