ref: f33bc817c5ee905023410c4103e4759f1bca20a7
parent: fc625eb050e047e88da6cac4b3f897e89e482f2b
author: Olav Sørensen <olav.sorensen@live.no>
date: Mon Jul 11 18:09:24 EDT 2022
Updated SDL to v2.0.22
--- a/release/macos/pt2-clone-macos.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_audio.h
+++ b/release/macos/pt2-clone-macos.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_audio.h
@@ -500,9 +500,7 @@
* hardware.
*
* `spec` will be filled with the sample rate, sample format, and channel
- * count. All other values in the structure are filled with 0. When the
- * supported struct members are 0, SDL was unable to get the property from the
- * backend.
+ * count.
*
* \param index the index of the audio device; valid values range from 0 to
* SDL_GetNumAudioDevices() - 1
--- a/release/macos/pt2-clone-macos.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_blendmode.h
+++ b/release/macos/pt2-clone-macos.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_blendmode.h
@@ -67,9 +67,8 @@
SDL_BLENDOPERATION_ADD = 0x1, /**< dst + src: supported by all renderers */
SDL_BLENDOPERATION_SUBTRACT = 0x2, /**< dst - src : supported by D3D9, D3D11, OpenGL, OpenGLES */
SDL_BLENDOPERATION_REV_SUBTRACT = 0x3, /**< src - dst : supported by D3D9, D3D11, OpenGL, OpenGLES */
- SDL_BLENDOPERATION_MINIMUM = 0x4, /**< min(dst, src) : supported by D3D11 */
- SDL_BLENDOPERATION_MAXIMUM = 0x5 /**< max(dst, src) : supported by D3D11 */
-
+ SDL_BLENDOPERATION_MINIMUM = 0x4, /**< min(dst, src) : supported by D3D9, D3D11 */
+ SDL_BLENDOPERATION_MAXIMUM = 0x5 /**< max(dst, src) : supported by D3D9, D3D11 */
} SDL_BlendOperation;
/**
@@ -87,7 +86,6 @@
SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR = 0x8, /**< 1-dstR, 1-dstG, 1-dstB, 1-dstA */
SDL_BLENDFACTOR_DST_ALPHA = 0x9, /**< dstA, dstA, dstA, dstA */
SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA = 0xA /**< 1-dstA, 1-dstA, 1-dstA, 1-dstA */
-
} SDL_BlendFactor;
/**
@@ -135,10 +133,10 @@
* SDL 2.0.6. All renderers support the four blend modes listed in the
* SDL_BlendMode enumeration.
*
- * - **direct3d**: Supports `SDL_BLENDOPERATION_ADD` with all factors.
- * - **direct3d11**: Supports all operations with all factors. However, some
+ * - **direct3d**: Supports all operations with all factors. However, some
* factors produce unexpected results with `SDL_BLENDOPERATION_MINIMUM` and
* `SDL_BLENDOPERATION_MAXIMUM`.
+ * - **direct3d11**: Same as Direct3D 9.
* - **opengl**: Supports the `SDL_BLENDOPERATION_ADD` operation with all
* factors. OpenGL versions 1.1, 1.2, and 1.3 do not work correctly with SDL
* 2.0.6.
--- a/release/macos/pt2-clone-macos.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_config.h
+++ b/release/macos/pt2-clone-macos.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_config.h
@@ -39,8 +39,6 @@
#include "SDL_config_iphoneos.h"
#elif defined(__ANDROID__)
#include "SDL_config_android.h"
-#elif defined(__PSP__)
-#include "SDL_config_psp.h"
#elif defined(__OS2__)
#include "SDL_config_os2.h"
#elif defined(__EMSCRIPTEN__)
--- a/release/macos/pt2-clone-macos.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_endian.h
+++ b/release/macos/pt2-clone-macos.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_endian.h
@@ -65,6 +65,15 @@
#elif defined(__FreeBSD__) || defined(__NetBSD__)
#include <sys/endian.h>
#define SDL_BYTEORDER BYTE_ORDER
+/* predefs from newer gcc and clang versions: */
+#elif defined(__ORDER_LITTLE_ENDIAN__) && defined(__ORDER_BIG_ENDIAN__) && defined(__BYTE_ORDER__)
+#if (__BYTE_ORDER__ == __ORDER_LITTLE_ENDIAN__)
+#define SDL_BYTEORDER SDL_LIL_ENDIAN
+#elif (__BYTE_ORDER__ == __ORDER_BIG_ENDIAN__)
+#define SDL_BYTEORDER SDL_BIG_ENDIAN
+#else
+#error Unsupported endianness
+#endif /**/
#else
#if defined(__hppa__) || \
defined(__m68k__) || defined(mc68000) || defined(_M_M68K) || \
--- a/release/macos/pt2-clone-macos.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_events.h
+++ b/release/macos/pt2-clone-macos.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_events.h
@@ -102,6 +102,7 @@
SDL_KEYMAPCHANGED, /**< Keymap changed due to a system event such as an
input language or keyboard layout change.
*/
+ SDL_TEXTEDITING_EXT, /**< Extended keyboard text editing (composition) */
/* Mouse events */
SDL_MOUSEMOTION = 0x400, /**< Mouse moved */
@@ -243,6 +244,19 @@
Sint32 length; /**< The length of selected editing text */
} SDL_TextEditingEvent;
+/**
+ * \brief Extended keyboard text editing event structure (event.editExt.*) when text would be
+ * truncated if stored in the text buffer SDL_TextEditingEvent
+ */
+typedef struct SDL_TextEditingExtEvent
+{
+ Uint32 type; /**< ::SDL_TEXTEDITING_EXT */
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
+ Uint32 windowID; /**< The window with keyboard focus, if any */
+ char* text; /**< The editing text, which should be freed with SDL_free(), and will not be NULL */
+ Sint32 start; /**< The start cursor of selected editing text */
+ Sint32 length; /**< The length of selected editing text */
+} SDL_TextEditingExtEvent;
#define SDL_TEXTINPUTEVENT_TEXT_SIZE (32)
/**
@@ -601,6 +615,7 @@
SDL_WindowEvent window; /**< Window event data */
SDL_KeyboardEvent key; /**< Keyboard event data */
SDL_TextEditingEvent edit; /**< Text editing event data */
+ SDL_TextEditingExtEvent editExt; /**< Extended text editing event data */
SDL_TextInputEvent text; /**< Text input event data */
SDL_MouseMotionEvent motion; /**< Mouse motion event data */
SDL_MouseButtonEvent button; /**< Mouse button event data */
--- a/release/macos/pt2-clone-macos.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_gamecontroller.h
+++ b/release/macos/pt2-clone-macos.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_gamecontroller.h
@@ -869,8 +869,9 @@
* calling it with 0 intensity stops any rumbling.
*
* Note that this is rumbling of the _triggers_ and not the game controller as
- * a whole. The first controller to offer this feature was the PlayStation 5's
- * DualShock 5.
+ * a whole. This is currently only supported on Xbox One controllers. If you
+ * want the (more common) whole-controller rumble, use
+ * SDL_GameControllerRumble() instead.
*
* \param gamecontroller The controller to vibrate
* \param left_rumble The intensity of the left trigger rumble motor, from 0
--- a/release/macos/pt2-clone-macos.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_hints.h
+++ b/release/macos/pt2-clone-macos.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_hints.h
@@ -413,6 +413,19 @@
#define SDL_HINT_EVENT_LOGGING "SDL_EVENT_LOGGING"
/**
+ * \brief A variable controlling whether raising the window should be done more forcefully
+ *
+ * This variable can be set to the following values:
+ * "0" - No forcing (the default)
+ * "1" - Extra level of forcing
+ *
+ * At present, this is only an issue under MS Windows, which makes it nearly impossible to
+ * programmatically move a window to the foreground, for "security" reasons. See
+ * http://stackoverflow.com/a/34414846 for a discussion.
+ */
+#define SDL_HINT_FORCE_RAISEWINDOW "SDL_HINT_FORCE_RAISEWINDOW"
+
+/**
* \brief A variable controlling how 3D acceleration is used to accelerate the SDL screen surface.
*
* SDL can try to accelerate the SDL screen surface by using streaming
@@ -567,6 +580,17 @@
#define SDL_HINT_IME_SHOW_UI "SDL_IME_SHOW_UI"
/**
+ * \brief A variable to control if extended IME text support is enabled.
+ * If enabled then SDL_TextEditingExtEvent will be issued if the text would be truncated otherwise.
+ * Additionally SDL_TextInputEvent will be dispatched multiple times so that it is not truncated.
+ *
+ * The variable can be set to the following values:
+ * "0" - Legacy behavior. Text can be truncated, no heap allocations. (default)
+ * "1" - Modern behavior.
+ */
+#define SDL_HINT_IME_SUPPORT_EXTENDED_TEXT "SDL_IME_SUPPORT_EXTENDED_TEXT"
+
+/**
* \brief A variable controlling whether the home indicator bar on iPhone X
* should be hidden.
*
@@ -612,6 +636,21 @@
*/
#define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE "SDL_JOYSTICK_HIDAPI_GAMECUBE"
+/**
+ * \brief A variable controlling whether "low_frequency_rumble" and "high_frequency_rumble" is used to implement
+ * the GameCube controller's 3 rumble modes, Stop(0), Rumble(1), and StopHard(2)
+ * this is useful for applications that need full compatibility for things like ADSR envelopes.
+ * Stop is implemented by setting "low_frequency_rumble" to "0" and "high_frequency_rumble" ">0"
+ * Rumble is both at any arbitrary value,
+ * StopHard is implemented by setting both "low_frequency_rumble" and "high_frequency_rumble" to "0"
+ *
+ * This variable can be set to the following values:
+ * "0" - Normal rumble behavior is behavior is used (default)
+ * "1" - Proper GameCube controller rumble behavior is used
+ *
+ */
+#define SDL_HINT_JOYSTICK_GAMECUBE_RUMBLE_BRAKE "SDL_JOYSTICK_GAMECUBE_RUMBLE_BRAKE"
+
/**
* \brief A variable controlling whether Switch Joy-Cons should be treated the same as Switch Pro Controllers when using the HIDAPI driver.
*
@@ -766,7 +805,6 @@
* This variable can be set to the following values:
* "0" - RAWINPUT drivers are not used
* "1" - RAWINPUT drivers are used (the default)
- *
*/
#define SDL_HINT_JOYSTICK_RAWINPUT "SDL_JOYSTICK_RAWINPUT"
@@ -784,6 +822,15 @@
#define SDL_HINT_JOYSTICK_RAWINPUT_CORRELATE_XINPUT "SDL_JOYSTICK_RAWINPUT_CORRELATE_XINPUT"
/**
+ * \brief A variable controlling whether the ROG Chakram mice should show up as joysticks
+ *
+ * This variable can be set to the following values:
+ * "0" - ROG Chakram mice do not show up as joysticks (the default)
+ * "1" - ROG Chakram mice show up as joysticks
+ */
+#define SDL_HINT_JOYSTICK_ROG_CHAKRAM "SDL_JOYSTICK_ROG_CHAKRAM"
+
+ /**
* \brief A variable controlling whether a separate thread should be used
* for handling joystick detection and raw input messages on Windows
*
@@ -887,6 +934,22 @@
#define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE "SDL_MOUSE_NORMAL_SPEED_SCALE"
/**
+ * \brief A variable controlling whether relative mouse mode constrains the mouse to the center of the window
+ *
+ * This variable can be set to the following values:
+ * "0" - Relative mouse mode constrains the mouse to the window
+ * "1" - Relative mouse mode constrains the mouse to the center of the window
+ *
+ * Constraining to the center of the window works better for FPS games and when the
+ * application is running over RDP. Constraining to the whole window works better
+ * for 2D games and increases the chance that the mouse will be in the correct
+ * position when using high DPI mice.
+ *
+ * By default SDL will constrain the mouse to the center of the window
+ */
+#define SDL_HINT_MOUSE_RELATIVE_MODE_CENTER "SDL_MOUSE_RELATIVE_MODE_CENTER"
+
+/**
* \brief A variable controlling whether relative mouse mode is implemented using mouse warping
*
* This variable can be set to the following values:
@@ -923,6 +986,19 @@
#define SDL_HINT_MOUSE_TOUCH_EVENTS "SDL_MOUSE_TOUCH_EVENTS"
/**
+ * \brief A variable controlling whether the mouse is captured while mouse buttons are pressed
+ *
+ * This variable can be set to the following values:
+ * "0" - The mouse is not captured while mouse buttons are pressed
+ * "1" - The mouse is captured while mouse buttons are pressed
+ *
+ * By default the mouse is captured while mouse buttons are pressed so if the mouse is dragged
+ * outside the window, the application continues to receive mouse events until the button is
+ * released.
+ */
+#define SDL_HINT_MOUSE_AUTO_CAPTURE "SDL_MOUSE_AUTO_CAPTURE"
+
+/**
* \brief Tell SDL not to catch the SIGINT or SIGTERM signals.
*
* This hint only applies to Unix-like platforms, and should set before
@@ -1279,6 +1355,18 @@
#define SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS"
/**
+ * \brief A variable controlling which touchpad should generate synthetic mouse events
+ *
+ * This variable can be set to the following values:
+ * "0" - Only front touchpad should generate mouse events. Default
+ * "1" - Only back touchpad should generate mouse events.
+ * "2" - Both touchpads should generate mouse events.
+ *
+ * By default SDL will generate mouse events for all touch devices
+ */
+#define SDL_HINT_VITA_TOUCH_MOUSE_DEVICE "SDL_HINT_VITA_TOUCH_MOUSE_DEVICE"
+
+/**
* \brief A variable controlling whether the Android / tvOS remotes
* should be listed as joystick devices, instead of sending keyboard events.
*
@@ -1388,6 +1476,20 @@
#define SDL_HINT_VIDEO_WAYLAND_ALLOW_LIBDECOR "SDL_VIDEO_WAYLAND_ALLOW_LIBDECOR"
/**
+ * \brief A variable controlling whether the libdecor Wayland backend is preferred over native decrations.
+ *
+ * When this hint is set, libdecor will be used to provide window decorations, even if xdg-decoration is
+ * available. (Note that, by default, libdecor will use xdg-decoration itself if available).
+ *
+ * This variable can be set to the following values:
+ * "0" - libdecor is enabled only if server-side decorations are unavailable.
+ * "1" - libdecor is always enabled if available.
+ *
+ * libdecor is used over xdg-shell when xdg-decoration protocol is unavailable.
+ */
+#define SDL_HINT_VIDEO_WAYLAND_PREFER_LIBDECOR "SDL_VIDEO_WAYLAND_PREFER_LIBDECOR"
+
+/**
* \brief A variable that is the address of another SDL_Window* (as a hex string formatted with "%p").
*
* If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has
@@ -1407,6 +1509,28 @@
#define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT"
/**
+ * \brief When calling SDL_CreateWindowFrom(), make the window compatible with OpenGL.
+ *
+ * This variable can be set to the following values:
+ * "0" - Don't add any graphics flags to the SDL_WindowFlags
+ * "1" - Add SDL_WINDOW_OPENGL to the SDL_WindowFlags
+ *
+ * By default SDL will not make the foreign window compatible with OpenGL.
+ */
+#define SDL_HINT_VIDEO_FOREIGN_WINDOW_OPENGL "SDL_VIDEO_FOREIGN_WINDOW_OPENGL"
+
+/**
+ * \brief When calling SDL_CreateWindowFrom(), make the window compatible with Vulkan.
+ *
+ * This variable can be set to the following values:
+ * "0" - Don't add any graphics flags to the SDL_WindowFlags
+ * "1" - Add SDL_WINDOW_VULKAN to the SDL_WindowFlags
+ *
+ * By default SDL will not make the foreign window compatible with Vulkan.
+ */
+#define SDL_HINT_VIDEO_FOREIGN_WINDOW_VULKAN "SDL_VIDEO_FOREIGN_WINDOW_VULKAN"
+
+/**
* \brief A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries
*
* SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It
@@ -1823,6 +1947,97 @@
* always ignored.
*/
#define SDL_HINT_AUDIO_INCLUDE_MONITORS "SDL_AUDIO_INCLUDE_MONITORS"
+
+/**
+ * \brief A variable that forces X11 windows to create as a custom type.
+ *
+ * This is currently only used for X11 and ignored elsewhere.
+ *
+ * During SDL_CreateWindow, SDL uses the _NET_WM_WINDOW_TYPE X11 property
+ * to report to the window manager the type of window it wants to create.
+ * This might be set to various things if SDL_WINDOW_TOOLTIP or
+ * SDL_WINDOW_POPUP_MENU, etc, were specified. For "normal" windows that
+ * haven't set a specific type, this hint can be used to specify a custom
+ * type. For example, a dock window might set this to
+ * "_NET_WM_WINDOW_TYPE_DOCK".
+ *
+ * If not set or set to "", this hint is ignored. This hint must be set
+ * before the SDL_CreateWindow() call that it is intended to affect.
+ *
+ * This hint is available since SDL 2.0.22.
+ */
+#define SDL_HINT_X11_WINDOW_TYPE "SDL_X11_WINDOW_TYPE"
+
+/**
+ * \brief A variable that decides whether to send SDL_QUIT when closing the final window.
+ *
+ * By default, SDL sends an SDL_QUIT event when there is only one window
+ * and it receives an SDL_WINDOWEVENT_CLOSE event, under the assumption most
+ * apps would also take the loss of this window as a signal to terminate the
+ * program.
+ *
+ * However, it's not unreasonable in some cases to have the program continue
+ * to live on, perhaps to create new windows later.
+ *
+ * Changing this hint to "0" will cause SDL to not send an SDL_QUIT event
+ * when the final window is requesting to close. Note that in this case,
+ * there are still other legitimate reasons one might get an SDL_QUIT
+ * event: choosing "Quit" from the macOS menu bar, sending a SIGINT (ctrl-c)
+ * on Unix, etc.
+ *
+ * The default value is "1". This hint can be changed at any time.
+ *
+ * This hint is available since SDL 2.0.22. Before then, you always get
+ * an SDL_QUIT event when closing the final window.
+ */
+#define SDL_HINT_QUIT_ON_LAST_WINDOW_CLOSE "SDL_QUIT_ON_LAST_WINDOW_CLOSE"
+
+
+/**
+ * \brief A variable that decides what video backend to use.
+ *
+ * By default, SDL will try all available video backends in a reasonable
+ * order until it finds one that can work, but this hint allows the app
+ * or user to force a specific target, such as "x11" if, say, you are
+ * on Wayland but want to try talking to the X server instead.
+ *
+ * This functionality has existed since SDL 2.0.0 (indeed, before that)
+ * but before 2.0.22 this was an environment variable only. In 2.0.22,
+ * it was upgraded to a full SDL hint, so you can set the environment
+ * variable as usual or programatically set the hint with SDL_SetHint,
+ * which won't propagate to child processes.
+ *
+ * The default value is unset, in which case SDL will try to figure out
+ * the best video backend on your behalf. This hint needs to be set
+ * before SDL_Init() is called to be useful.
+ *
+ * This hint is available since SDL 2.0.22. Before then, you could set
+ * the environment variable to get the same effect.
+ */
+#define SDL_HINT_VIDEODRIVER "SDL_VIDEODRIVER"
+
+/**
+ * \brief A variable that decides what audio backend to use.
+ *
+ * By default, SDL will try all available audio backends in a reasonable
+ * order until it finds one that can work, but this hint allows the app
+ * or user to force a specific target, such as "alsa" if, say, you are
+ * on PulseAudio but want to try talking to the lower level instead.
+ *
+ * This functionality has existed since SDL 2.0.0 (indeed, before that)
+ * but before 2.0.22 this was an environment variable only. In 2.0.22,
+ * it was upgraded to a full SDL hint, so you can set the environment
+ * variable as usual or programatically set the hint with SDL_SetHint,
+ * which won't propagate to child processes.
+ *
+ * The default value is unset, in which case SDL will try to figure out
+ * the best audio backend on your behalf. This hint needs to be set
+ * before SDL_Init() is called to be useful.
+ *
+ * This hint is available since SDL 2.0.22. Before then, you could set
+ * the environment variable to get the same effect.
+ */
+#define SDL_HINT_AUDIODRIVER "SDL_AUDIODRIVER"
/**
--- a/release/macos/pt2-clone-macos.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_joystick.h
+++ b/release/macos/pt2-clone-macos.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_joystick.h
@@ -829,9 +829,9 @@
* Each call to this function cancels any previous trigger rumble effect, and
* calling it with 0 intensity stops any rumbling.
*
- * Note that this function is for _trigger_ rumble; the first joystick to
- * support this was the PlayStation 5's DualShock 5 controller. If you want
- * the (more common) whole-controller rumble, use SDL_JoystickRumble()
+ * Note that this is rumbling of the _triggers_ and not the game controller as
+ * a whole. This is currently only supported on Xbox One controllers. If you
+ * want the (more common) whole-controller rumble, use SDL_JoystickRumble()
* instead.
*
* \param joystick The joystick to vibrate
--- a/release/macos/pt2-clone-macos.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_keyboard.h
+++ b/release/macos/pt2-clone-macos.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_keyboard.h
@@ -269,7 +269,28 @@
extern DECLSPEC void SDLCALL SDL_StopTextInput(void);
/**
+ * Dismiss the composition window/IME without disabling the subsystem.
+ *
+ * \since This function is available since SDL 2.0.22.
+ *
+ * \sa SDL_StartTextInput
+ * \sa SDL_StopTextInput
+ */
+extern DECLSPEC void SDLCALL SDL_ClearComposition(void);
+
+/**
+ * Returns if an IME Composite or Candidate window is currently shown.
+ *
+ * \since This function is available since SDL 2.0.22.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_IsTextInputShown(void);
+
+/**
* Set the rectangle used to type Unicode text inputs.
+ *
+ * Note: If you want use system native IME window, try to set hint
+ * **SDL_HINT_IME_SHOW_UI** to **1**, otherwise this function won't give you
+ * any feedback.
*
* \param rect the SDL_Rect structure representing the rectangle to receive
* text (ignored if NULL)
--- a/release/macos/pt2-clone-macos.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_metal.h
+++ b/release/macos/pt2-clone-macos.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_metal.h
@@ -92,6 +92,7 @@
*
* \param window SDL_Window from which the drawable size should be queried
* \param w Pointer to variable for storing the width in pixels, may be NULL
+ * \param h Pointer to variable for storing the height in pixels, may be NULL
*
* \since This function is available since SDL 2.0.14.
*
--- a/release/macos/pt2-clone-macos.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_rect.h
+++ b/release/macos/pt2-clone-macos.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_rect.h
@@ -54,8 +54,8 @@
/**
* The structure that defines a point (floating point)
*
- * \sa SDL_EnclosePoints
- * \sa SDL_PointInRect
+ * \sa SDL_EncloseFPoints
+ * \sa SDL_PointInFRect
*/
typedef struct SDL_FPoint
{
@@ -71,6 +71,7 @@
* \sa SDL_RectEquals
* \sa SDL_HasIntersection
* \sa SDL_IntersectRect
+ * \sa SDL_IntersectRectAndLine
* \sa SDL_UnionRect
* \sa SDL_EnclosePoints
*/
@@ -83,6 +84,16 @@
/**
* A rectangle, with the origin at the upper left (floating point).
+ *
+ * \sa SDL_FRectEmpty
+ * \sa SDL_FRectEquals
+ * \sa SDL_FRectEqualsEpsilon
+ * \sa SDL_HasIntersectionF
+ * \sa SDL_IntersectFRect
+ * \sa SDL_IntersectFRectAndLine
+ * \sa SDL_UnionFRect
+ * \sa SDL_EncloseFPoints
+ * \sa SDL_PointInFRect
*/
typedef struct SDL_FRect
{
@@ -212,6 +223,147 @@
rect, int *X1,
int *Y1, int *X2,
int *Y2);
+
+
+/* SDL_FRect versions... */
+
+/**
+ * Returns true if point resides inside a rectangle.
+ */
+SDL_FORCE_INLINE SDL_bool SDL_PointInFRect(const SDL_FPoint *p, const SDL_FRect *r)
+{
+ return ( (p->x >= r->x) && (p->x < (r->x + r->w)) &&
+ (p->y >= r->y) && (p->y < (r->y + r->h)) ) ? SDL_TRUE : SDL_FALSE;
+}
+
+/**
+ * Returns true if the rectangle has no area.
+ */
+SDL_FORCE_INLINE SDL_bool SDL_FRectEmpty(const SDL_FRect *r)
+{
+ return ((!r) || (r->w <= 0.0f) || (r->h <= 0.0f)) ? SDL_TRUE : SDL_FALSE;
+}
+
+/**
+ * Returns true if the two rectangles are equal, within some given epsilon.
+ *
+ * \since This function is available since SDL 2.0.22.
+ */
+SDL_FORCE_INLINE SDL_bool SDL_FRectEqualsEpsilon(const SDL_FRect *a, const SDL_FRect *b, const float epsilon)
+{
+ return (a && b && ((a == b) ||
+ ((SDL_fabs(a->x - b->x) <= epsilon) &&
+ (SDL_fabs(a->y - b->y) <= epsilon) &&
+ (SDL_fabs(a->w - b->w) <= epsilon) &&
+ (SDL_fabs(a->h - b->h) <= epsilon))))
+ ? SDL_TRUE : SDL_FALSE;
+}
+
+/**
+ * Returns true if the two rectangles are equal, using a default epsilon.
+ *
+ * \since This function is available since SDL 2.0.22.
+ */
+SDL_FORCE_INLINE SDL_bool SDL_FRectEquals(const SDL_FRect *a, const SDL_FRect *b)
+{
+ return SDL_FRectEqualsEpsilon(a, b, SDL_FLT_EPSILON);
+}
+
+/**
+ * Determine whether two rectangles intersect with float precision.
+ *
+ * If either pointer is NULL the function will return SDL_FALSE.
+ *
+ * \param A an SDL_FRect structure representing the first rectangle
+ * \param B an SDL_FRect structure representing the second rectangle
+ * \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.22.
+ *
+ * \sa SDL_IntersectRect
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_HasIntersectionF(const SDL_FRect * A,
+ const SDL_FRect * B);
+
+/**
+ * Calculate the intersection of two rectangles with float precision.
+ *
+ * If `result` is NULL then this function will return SDL_FALSE.
+ *
+ * \param A an SDL_FRect structure representing the first rectangle
+ * \param B an SDL_FRect structure representing the second rectangle
+ * \param result an SDL_FRect structure filled in with the intersection of
+ * rectangles `A` and `B`
+ * \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.22.
+ *
+ * \sa SDL_HasIntersectionF
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_IntersectFRect(const SDL_FRect * A,
+ const SDL_FRect * B,
+ SDL_FRect * result);
+
+/**
+ * Calculate the union of two rectangles with float precision.
+ *
+ * \param A an SDL_FRect structure representing the first rectangle
+ * \param B an SDL_FRect structure representing the second rectangle
+ * \param result an SDL_FRect structure filled in with the union of rectangles
+ * `A` and `B`
+ *
+ * \since This function is available since SDL 2.0.22.
+ */
+extern DECLSPEC void SDLCALL SDL_UnionFRect(const SDL_FRect * A,
+ const SDL_FRect * B,
+ SDL_FRect * result);
+
+/**
+ * Calculate a minimal rectangle enclosing a set of points with float
+ * precision.
+ *
+ * If `clip` is not NULL then only points inside of the clipping rectangle are
+ * considered.
+ *
+ * \param points an array of SDL_FPoint structures representing points to be
+ * enclosed
+ * \param count the number of structures in the `points` array
+ * \param clip an SDL_FRect used for clipping or NULL to enclose all points
+ * \param result an SDL_FRect structure filled in with the minimal enclosing
+ * rectangle
+ * \returns SDL_TRUE if any points were enclosed or SDL_FALSE if all the
+ * points were outside of the clipping rectangle.
+ *
+ * \since This function is available since SDL 2.0.22.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_EncloseFPoints(const SDL_FPoint * points,
+ int count,
+ const SDL_FRect * clip,
+ SDL_FRect * result);
+
+/**
+ * Calculate the intersection of a rectangle and line segment with float
+ * precision.
+ *
+ * This function is used to clip a line segment to a rectangle. A line segment
+ * contained entirely within the rectangle or that does not intersect will
+ * remain unchanged. A line segment that crosses the rectangle at either or
+ * both ends will be clipped to the boundary of the rectangle and the new
+ * coordinates saved in `X1`, `Y1`, `X2`, and/or `Y2` as necessary.
+ *
+ * \param rect an SDL_FRect structure representing the rectangle to intersect
+ * \param X1 a pointer to the starting X-coordinate of the line
+ * \param Y1 a pointer to the starting Y-coordinate of the line
+ * \param X2 a pointer to the ending X-coordinate of the line
+ * \param Y2 a pointer to the ending Y-coordinate of the line
+ * \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.22.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_IntersectFRectAndLine(const SDL_FRect *
+ rect, float *X1,
+ float *Y1, float *X2,
+ float *Y2);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
--- a/release/macos/pt2-clone-macos.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_render.h
+++ b/release/macos/pt2-clone-macos.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_render.h
@@ -262,6 +262,17 @@
extern DECLSPEC SDL_Renderer * SDLCALL SDL_GetRenderer(SDL_Window * window);
/**
+ * Get the window associated with a renderer.
+ *
+ * \param renderer the renderer to query
+ * \returns the window on success or NULL on failure; call SDL_GetError() for
+ * more information.
+ *
+ * \since This function is available since SDL 2.0.22.
+ */
+extern DECLSPEC SDL_Window * SDLCALL SDL_RenderGetWindow(SDL_Renderer *renderer);
+
+/**
* Get information about a rendering context.
*
* \param renderer the rendering context
@@ -356,11 +367,15 @@
* \param texture the texture to query
* \param format a pointer filled in with the raw format of the texture; the
* actual format may differ, but pixel transfers will use this
- * format (one of the SDL_PixelFormatEnum values)
+ * format (one of the SDL_PixelFormatEnum values). This argument
+ * can be NULL if you don't need this information.
* \param access a pointer filled in with the actual access to the texture
- * (one of the SDL_TextureAccess values)
- * \param w a pointer filled in with the width of the texture in pixels
- * \param h a pointer filled in with the height of the texture in pixels
+ * (one of the SDL_TextureAccess values). This argument can be
+ * NULL if you don't need this information.
+ * \param w a pointer filled in with the width of the texture in pixels. This
+ * argument can be NULL if you don't need this information.
+ * \param h a pointer filled in with the height of the texture in pixels. This
+ * argument can be NULL if you don't need this information.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
@@ -1603,6 +1618,7 @@
* vertex array Color and alpha modulation is done per vertex
* (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
*
+ * \param renderer The rendering context.
* \param texture (optional) The SDL texture to use.
* \param vertices Vertices.
* \param num_vertices Number of vertices.
@@ -1627,6 +1643,7 @@
* vertex arrays Color and alpha modulation is done per vertex
* (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
*
+ * \param renderer The rendering context.
* \param texture (optional) The SDL texture to use.
* \param xy Vertex positions
* \param xy_stride Byte size to move from one element to the next element
@@ -1658,7 +1675,8 @@
* Read pixels from the current rendering target to an array of pixels.
*
* **WARNING**: This is a very slow operation, and should not be used
- * frequently.
+ * frequently. If you're using this on the main rendering target, it should be
+ * called after rendering and before SDL_RenderPresent().
*
* `pitch` specifies the number of bytes between rows in the destination
* `pixels` data. This allows you to write to a subrectangle or have padded
--- a/release/macos/pt2-clone-macos.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_revision.h
+++ b/release/macos/pt2-clone-macos.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_revision.h
@@ -1,2 +1,2 @@
-#define SDL_REVISION "https://github.com/libsdl-org/SDL.git@b424665e0899769b200231ba943353a5fee1b6b6"
+#define SDL_REVISION "https://github.com/libsdl-org/SDL.git@53dea9830964eee8b5c2a7ee0a65d6e268dc78a1"
#define SDL_REVISION_NUMBER 0
--- a/release/macos/pt2-clone-macos.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_stdinc.h
+++ b/release/macos/pt2-clone-macos.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_stdinc.h
@@ -234,6 +234,19 @@
/* @} *//* Basic data types */
+/**
+ * \name Floating-point constants
+ */
+/* @{ */
+
+#ifdef FLT_EPSILON
+#define SDL_FLT_EPSILON FLT_EPSILON
+#else
+#define SDL_FLT_EPSILON 1.1920928955078125e-07F /* 0x0.000002p0 */
+#endif
+
+/* @} *//* Floating-point constants */
+
/* Make sure we have macros for printing width-based integers.
* <stdint.h> should define these but this is not true all platforms.
* (for example win32) */
@@ -354,8 +367,14 @@
#endif
#endif /* SDL_DISABLE_ANALYZE_MACROS */
+#if defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 201112L)
+#define SDL_COMPILE_TIME_ASSERT(name, x) _Static_assert(x, #x)
+#elif defined(__cplusplus) && (__cplusplus >= 201103L)
+#define SDL_COMPILE_TIME_ASSERT(name, x) static_assert(x, #x)
+#else /* universal, but may trigger -Wunused-local-typedefs */
#define SDL_COMPILE_TIME_ASSERT(name, x) \
typedef int SDL_compile_time_assert_ ## name[(x) * 2 - 1]
+#endif
/** \cond */
#ifndef DOXYGEN_SHOULD_IGNORE_THIS
SDL_COMPILE_TIME_ASSERT(uint8, sizeof(Uint8) == 1);
--- a/release/macos/pt2-clone-macos.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_system.h
+++ b/release/macos/pt2-clone-macos.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_system.h
@@ -425,6 +425,18 @@
*/
extern DECLSPEC int SDLCALL SDL_AndroidShowToast(const char* message, int duration, int gravity, int xoffset, int yoffset);
+/**
+ * Send a user command to SDLActivity.
+ *
+ * Override "boolean onUnhandledMessage(Message msg)" to handle the message.
+ *
+ * \param command user command that must be greater or equal to 0x8000
+ * \param param user parameter
+ *
+ * \since This function is available since SDL 2.0.22.
+ */
+extern DECLSPEC int SDLCALL SDL_AndroidSendMessage(Uint32 command, int param);
+
#endif /* __ANDROID__ */
/* Platform specific functions for WinRT */
--- a/release/macos/pt2-clone-macos.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_syswm.h
+++ b/release/macos/pt2-clone-macos.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_syswm.h
@@ -298,6 +298,8 @@
struct wl_egl_window *egl_window; /**< Wayland EGL window (native window) */
struct xdg_surface *xdg_surface; /**< Wayland xdg surface (window manager handle) */
struct xdg_toplevel *xdg_toplevel; /**< Wayland xdg toplevel role */
+ struct xdg_popup *xdg_popup; /**< Wayland xdg popup role */
+ struct xdg_positioner *xdg_positioner; /**< Wayland xdg positioner, for popup */
} wl;
#endif
#if defined(SDL_VIDEO_DRIVER_MIR) /* no longer available, left for API/ABI compatibility. Remove in 2.1! */
--- a/release/macos/pt2-clone-macos.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_touch.h
+++ b/release/macos/pt2-clone-macos.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_touch.h
@@ -96,6 +96,14 @@
extern DECLSPEC SDL_TouchID SDLCALL SDL_GetTouchDevice(int index);
/**
+ * Get the touch device name as reported from the driver or NULL if the index
+ * is invalid.
+ *
+ * \since This function is available since SDL 2.0.22.
+ */
+extern DECLSPEC const char* SDLCALL SDL_GetTouchName(int index);
+
+/**
* Get the type of the given touch device.
*
* \since This function is available since SDL 2.0.10.
--- a/release/macos/pt2-clone-macos.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_version.h
+++ b/release/macos/pt2-clone-macos.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_version.h
@@ -59,7 +59,7 @@
*/
#define SDL_MAJOR_VERSION 2
#define SDL_MINOR_VERSION 0
-#define SDL_PATCHLEVEL 20
+#define SDL_PATCHLEVEL 22
/**
* Macro to determine SDL version program was compiled against.
--- a/release/macos/pt2-clone-macos.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_video.h
+++ b/release/macos/pt2-clone-macos.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_video.h
@@ -1337,6 +1337,7 @@
* Mouse grab confines the mouse cursor to the window.
*
* \param window The window for which the mouse grab mode should be set.
+ * \param grabbed This is SDL_TRUE to grab mouse, and SDL_FALSE to release.
*
* \since This function is available since SDL 2.0.16.
*
--- a/release/macos/pt2-clone-macos.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/begin_code.h
+++ b/release/macos/pt2-clone-macos.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/begin_code.h
@@ -107,7 +107,7 @@
#ifdef __BORLANDC__
#pragma nopackwarning
#endif
-#ifdef _M_X64
+#ifdef _WIN64
/* Use 8-byte alignment on 64-bit architectures, so pointers are aligned */
#pragma pack(push,8)
#else
--- a/release/macos/pt2-clone-macos.app/Contents/Frameworks/SDL2.framework/Versions/A/Resources/Info.plist
+++ b/release/macos/pt2-clone-macos.app/Contents/Frameworks/SDL2.framework/Versions/A/Resources/Info.plist
@@ -3,7 +3,7 @@
<plist version="1.0">
<dict>
<key>BuildMachineOSBuild</key>
- <string>20G165</string>
+ <string>21E258</string>
<key>CFBundleDevelopmentRegion</key>
<string>English</string>
<key>CFBundleExecutable</key>
@@ -19,7 +19,7 @@
<key>CFBundlePackageType</key>
<string>FMWK</string>
<key>CFBundleShortVersionString</key>
- <string>2.0.20</string>
+ <string>2.0.22</string>
<key>CFBundleSignature</key>
<string>SDLX</string>
<key>CFBundleSupportedPlatforms</key>
@@ -27,23 +27,23 @@
<string>MacOSX</string>
</array>
<key>CFBundleVersion</key>
- <string>2.0.20</string>
+ <string>2.0.22</string>
<key>DTCompiler</key>
<string>com.apple.compilers.llvm.clang.1_0</string>
<key>DTPlatformBuild</key>
- <string>13C100</string>
+ <string>13E500a</string>
<key>DTPlatformName</key>
<string>macosx</string>
<key>DTPlatformVersion</key>
- <string>12.1</string>
+ <string>12.3</string>
<key>DTSDKBuild</key>
- <string>21C46</string>
+ <string>21E226</string>
<key>DTSDKName</key>
- <string>macosx12.1</string>
+ <string>macosx12.3</string>
<key>DTXcode</key>
- <string>1321</string>
+ <string>1331</string>
<key>DTXcodeBuild</key>
- <string>13C100</string>
+ <string>13E500a</string>
<key>LSMinimumSystemVersion</key>
<string>10.6</string>
</dict>
binary files a/release/macos/pt2-clone-macos.app/Contents/Frameworks/SDL2.framework/Versions/A/Resources/default.metallib b/release/macos/pt2-clone-macos.app/Contents/Frameworks/SDL2.framework/Versions/A/Resources/default.metallib differ
binary files a/release/macos/pt2-clone-macos.app/Contents/Frameworks/SDL2.framework/Versions/A/SDL2 b/release/macos/pt2-clone-macos.app/Contents/Frameworks/SDL2.framework/Versions/A/SDL2 differ
--- a/release/macos/pt2-clone-macos.app/Contents/Frameworks/SDL2.framework/Versions/A/_CodeSignature/CodeResources
+++ b/release/macos/pt2-clone-macos.app/Contents/Frameworks/SDL2.framework/Versions/A/_CodeSignature/CodeResources
@@ -6,7 +6,7 @@
<dict>
<key>Resources/Info.plist</key>
<data>
- WA5ECtp9JdaZLsWF+EWo7CT3rrk=
+ OxWHBbdJFecUEehMjei2Rc0U5Fs=
</data>
<key>Resources/License.txt</key>
<data>
@@ -18,7 +18,7 @@
</data>
<key>Resources/default.metallib</key>
<data>
- 9r12z/bRcfzLTZHZq/lX6aEe2XQ=
+ 50m0avYLiIBc6a4gWqXN3tnFlpU=
</data>
</dict>
<key>files2</key>
@@ -60,11 +60,11 @@
<dict>
<key>hash</key>
<data>
- 93MqcH4EqdPWPnTMGXxL+EOJ1xo=
+ 7xIqZ2CJnqsLqa0yju2jGLvXIT8=
</data>
<key>hash2</key>
<data>
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</data>
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<key>Headers/SDL_bits.h</key>
@@ -82,11 +82,11 @@
<dict>
<key>hash</key>
<data>
- 9bKJAWfPT5IMRUv3P60r38Qlk5E=
+ 5Pz0CTC9TqwrzCBl01YH4gZrs9Y=
</data>
<key>hash2</key>
<data>
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</data>
</dict>
<key>Headers/SDL_clipboard.h</key>
@@ -104,11 +104,11 @@
<dict>
<key>hash</key>
<data>
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+ Olzb505P1HBEz25McJhmwDQxMts=
</data>
<key>hash2</key>
<data>
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</data>
</dict>
<key>Headers/SDL_config_macosx.h</key>
@@ -148,11 +148,11 @@
<dict>
<key>hash</key>
<data>
- jWZza0FD6WVvHt50mdtGSzr7isA=
+ hjZnlLj/BhnYauMLnPFLqv5ld+8=
</data>
<key>hash2</key>
<data>
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</data>
</dict>
<key>Headers/SDL_error.h</key>
@@ -170,11 +170,11 @@
<dict>
<key>hash</key>
<data>
- 8GlTQ8wp6CpiRx2dUU/pPaDkm7I=
+ b+C5YW7mW4CdkoYFIbkdxfghfd0=
</data>
<key>hash2</key>
<data>
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</data>
</dict>
<key>Headers/SDL_filesystem.h</key>
@@ -192,11 +192,11 @@
<dict>
<key>hash</key>
<data>
- 0Ice9FmYeLxpoh9gLatmirvExlE=
+ Qwyjs/bcCUzZvFafnydTTGb3940=
</data>
<key>hash2</key>
<data>
- x0koRreR719P+hObP+Nd0Fn35y/nRSXj01ndA6lJi+8=
+ ojhssavzsyV6wvnGfBKuPGyTxr0MAZg+VDGWA8Gmilc=
</data>
</dict>
<key>Headers/SDL_gesture.h</key>
@@ -236,11 +236,11 @@
<dict>
<key>hash</key>
<data>
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<key>hash2</key>
<data>
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</data>
</dict>
<key>Headers/SDL_joystick.h</key>
@@ -247,11 +247,11 @@
<dict>
<key>hash</key>
<data>
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<key>hash2</key>
<data>
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</data>
</dict>
<key>Headers/SDL_keyboard.h</key>
@@ -258,11 +258,11 @@
<dict>
<key>hash</key>
<data>
- 8UqudJ780aDNjRiVZaB8teHgHN0=
+ w8EdoupVBrDxx7IWS/DMFudkT7A=
</data>
<key>hash2</key>
<data>
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</data>
</dict>
<key>Headers/SDL_keycode.h</key>
@@ -335,11 +335,11 @@
<dict>
<key>hash</key>
<data>
- t6A+bvPeDhyPMiw/h1jzLrFvNYU=
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</data>
<key>hash2</key>
<data>
- HFdR1njmTz8V3sFiDEt2YbN+vnQ5np2VPfgYa/oaQmk=
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</data>
</dict>
<key>Headers/SDL_misc.h</key>
@@ -522,11 +522,11 @@
<dict>
<key>hash</key>
<data>
- ATy0MGYXziJznQOi3bEHDzfNfKg=
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<key>hash2</key>
<data>
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</data>
</dict>
<key>Headers/SDL_render.h</key>
@@ -533,11 +533,11 @@
<dict>
<key>hash</key>
<data>
- 148BmNO8l0zLrNJ6X3o++c7l2bo=
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<key>hash2</key>
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</data>
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<key>Headers/SDL_revision.h</key>
@@ -544,11 +544,11 @@
<dict>
<key>hash</key>
<data>
- UskX0ujjAV97IfpqB3vbgGoCiyw=
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<key>hash2</key>
<data>
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</data>
</dict>
<key>Headers/SDL_rwops.h</key>
@@ -599,11 +599,11 @@
<dict>
<key>hash</key>
<data>
- Ow6oKGveLDE2aT0KxfSJs8/24UI=
+ EYOOaliKN3mXAL5afejG9kTy5+k=
</data>
<key>hash2</key>
<data>
- FcemYG+UGgvQJHVx/0aFkPxuDa99LnzzfyUvSM5AMAE=
+ 6od6OtLyHwzdV1pX2zr4Kzcet0I8NKfiB0Kv+Ml69Go=
</data>
</dict>
<key>Headers/SDL_surface.h</key>
@@ -621,11 +621,11 @@
<dict>
<key>hash</key>
<data>
- ujlKZfzP309kUTXstQg359cq3dk=
+ S6sTGCcO3+vzldjaK1MKpAdpUwA=
</data>
<key>hash2</key>
<data>
- sMxQ9hx1mtMaJNUhOuygfDpQ3E+18X7QSVlQZigFXQk=
+ UDYoiSAVLHeQO4b2Ed+RnZFLklEJAsddB0wwBbrlVXw=
</data>
</dict>
<key>Headers/SDL_syswm.h</key>
@@ -632,11 +632,11 @@
<dict>
<key>hash</key>
<data>
- 7YVFoB7fS5l7PdqmxsrhPziQj84=
+ c/yTWIUac7ruA/MxHCtFrpY99iY=
</data>
<key>hash2</key>
<data>
- fv7rkrGfIa4wRfnVvTZNfPtI6ZXg5LiD63A1Bw3LOsg=
+ u8ZMeDHauQkZOq0xta38z4KOR3Z+X1Bw/Gq6ldUm8S8=
</data>
</dict>
<key>Headers/SDL_thread.h</key>
@@ -665,11 +665,11 @@
<dict>
<key>hash</key>
<data>
- ogBfxSNahOEzOjz+IHqs2haPd20=
+ 7uNU9A4qHZQB6CKh7zOjZt1w2cc=
</data>
<key>hash2</key>
<data>
- dHHrHfFgrQ+QTEuntgNsluAqNykwwr+3y3mW+ahc/ao=
+ 4TL6Yoim9zWJo4xXKZd/MZsrUIrNUvlZFpEuoMtOIlU=
</data>
</dict>
<key>Headers/SDL_types.h</key>
@@ -687,11 +687,11 @@
<dict>
<key>hash</key>
<data>
- w50K/1c33V+ibF9et7A/PeNjKpg=
+ do5+x9XfCNHA4lphY05v8LLcu7s=
</data>
<key>hash2</key>
<data>
- +Aw5Y41y8rkDqZGz/BMzCeAVDRUOVdlX5dEHIBxNNLg=
+ i3TeLMhNerHPGUcZ7iHbxfBiDH0IxtBvejyZWWdtkOU=
</data>
</dict>
<key>Headers/SDL_video.h</key>
@@ -698,11 +698,11 @@
<dict>
<key>hash</key>
<data>
- q0CoxPrnkRWpMWS/pIHyPhbSMCM=
+ 60Zzr8X2wpuq+vFcn77/RNTVGYY=
</data>
<key>hash2</key>
<data>
- DPvCDsIQY0QTiPeSMSbLRcQOWsT0oKupircD3OyJR3I=
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</data>
</dict>
<key>Headers/SDL_vulkan.h</key>
@@ -720,11 +720,11 @@
<dict>
<key>hash</key>
<data>
- h8hZ7hTZOrnc0cFWYRvvTyUhGOU=
+ A52Lh/nQ4BliCI+RMHIt9xSD6Fs=
</data>
<key>hash2</key>
<data>
- qDNWZktosRzVPtpK9+6MkP+OIGQNUrIIpu7WU11cI7g=
+ KDdUdsUtYxmo0ZyQLNwOHuWTKFaJnujcoeF6edzp4SE=
</data>
</dict>
<key>Headers/close_code.h</key>
@@ -742,11 +742,11 @@
<dict>
<key>hash</key>
<data>
- WA5ECtp9JdaZLsWF+EWo7CT3rrk=
+ OxWHBbdJFecUEehMjei2Rc0U5Fs=
</data>
<key>hash2</key>
<data>
- ui83Z8gNUOjU063vj/ucfMrkooeLR2eRAT4bCQscyyE=
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</data>
</dict>
<key>Resources/License.txt</key>
@@ -775,11 +775,11 @@
<dict>
<key>hash</key>
<data>
- 9r12z/bRcfzLTZHZq/lX6aEe2XQ=
+ 50m0avYLiIBc6a4gWqXN3tnFlpU=
</data>
<key>hash2</key>
<data>
- wLvh//hzxtz/3NO439f1+KwR8WlN6SmtrhisJLt1J48=
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binary files a/release/win32/SDL2.dll b/release/win32/SDL2.dll differ
binary files a/release/win64/SDL2.dll b/release/win64/SDL2.dll differ
binary files a/vs2019_project/pt2-clone/SDL2.dll b/vs2019_project/pt2-clone/SDL2.dll differ
--- a/vs2019_project/pt2-clone/sdl/include/SDL2/SDL_audio.h
+++ b/vs2019_project/pt2-clone/sdl/include/SDL2/SDL_audio.h
@@ -500,9 +500,7 @@
* hardware.
*
* `spec` will be filled with the sample rate, sample format, and channel
- * count. All other values in the structure are filled with 0. When the
- * supported struct members are 0, SDL was unable to get the property from the
- * backend.
+ * count.
*
* \param index the index of the audio device; valid values range from 0 to
* SDL_GetNumAudioDevices() - 1
--- a/vs2019_project/pt2-clone/sdl/include/SDL2/SDL_blendmode.h
+++ b/vs2019_project/pt2-clone/sdl/include/SDL2/SDL_blendmode.h
@@ -67,9 +67,8 @@
SDL_BLENDOPERATION_ADD = 0x1, /**< dst + src: supported by all renderers */
SDL_BLENDOPERATION_SUBTRACT = 0x2, /**< dst - src : supported by D3D9, D3D11, OpenGL, OpenGLES */
SDL_BLENDOPERATION_REV_SUBTRACT = 0x3, /**< src - dst : supported by D3D9, D3D11, OpenGL, OpenGLES */
- SDL_BLENDOPERATION_MINIMUM = 0x4, /**< min(dst, src) : supported by D3D11 */
- SDL_BLENDOPERATION_MAXIMUM = 0x5 /**< max(dst, src) : supported by D3D11 */
-
+ SDL_BLENDOPERATION_MINIMUM = 0x4, /**< min(dst, src) : supported by D3D9, D3D11 */
+ SDL_BLENDOPERATION_MAXIMUM = 0x5 /**< max(dst, src) : supported by D3D9, D3D11 */
} SDL_BlendOperation;
/**
@@ -87,7 +86,6 @@
SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR = 0x8, /**< 1-dstR, 1-dstG, 1-dstB, 1-dstA */
SDL_BLENDFACTOR_DST_ALPHA = 0x9, /**< dstA, dstA, dstA, dstA */
SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA = 0xA /**< 1-dstA, 1-dstA, 1-dstA, 1-dstA */
-
} SDL_BlendFactor;
/**
@@ -135,10 +133,10 @@
* SDL 2.0.6. All renderers support the four blend modes listed in the
* SDL_BlendMode enumeration.
*
- * - **direct3d**: Supports `SDL_BLENDOPERATION_ADD` with all factors.
- * - **direct3d11**: Supports all operations with all factors. However, some
+ * - **direct3d**: Supports all operations with all factors. However, some
* factors produce unexpected results with `SDL_BLENDOPERATION_MINIMUM` and
* `SDL_BLENDOPERATION_MAXIMUM`.
+ * - **direct3d11**: Same as Direct3D 9.
* - **opengl**: Supports the `SDL_BLENDOPERATION_ADD` operation with all
* factors. OpenGL versions 1.1, 1.2, and 1.3 do not work correctly with SDL
* 2.0.6.
--- a/vs2019_project/pt2-clone/sdl/include/SDL2/SDL_config.h
+++ b/vs2019_project/pt2-clone/sdl/include/SDL2/SDL_config.h
@@ -90,6 +90,10 @@
# define SIZEOF_VOIDP 4
#endif
+#ifdef __clang__
+# define HAVE_GCC_ATOMICS 1
+#endif
+
#define HAVE_DDRAW_H 1
#define HAVE_DINPUT_H 1
#define HAVE_DSOUND_H 1
@@ -100,6 +104,7 @@
#endif
#if defined(_WIN32_MAXVER) && _WIN32_MAXVER >= 0x0602 /* Windows 8 SDK */
#define HAVE_D3D11_H 1
+#define HAVE_ROAPI_H 1
#endif
#define HAVE_MMDEVICEAPI_H 1
#define HAVE_AUDIOCLIENT_H 1
--- a/vs2019_project/pt2-clone/sdl/include/SDL2/SDL_endian.h
+++ b/vs2019_project/pt2-clone/sdl/include/SDL2/SDL_endian.h
@@ -65,6 +65,15 @@
#elif defined(__FreeBSD__) || defined(__NetBSD__)
#include <sys/endian.h>
#define SDL_BYTEORDER BYTE_ORDER
+/* predefs from newer gcc and clang versions: */
+#elif defined(__ORDER_LITTLE_ENDIAN__) && defined(__ORDER_BIG_ENDIAN__) && defined(__BYTE_ORDER__)
+#if (__BYTE_ORDER__ == __ORDER_LITTLE_ENDIAN__)
+#define SDL_BYTEORDER SDL_LIL_ENDIAN
+#elif (__BYTE_ORDER__ == __ORDER_BIG_ENDIAN__)
+#define SDL_BYTEORDER SDL_BIG_ENDIAN
+#else
+#error Unsupported endianness
+#endif /**/
#else
#if defined(__hppa__) || \
defined(__m68k__) || defined(mc68000) || defined(_M_M68K) || \
--- a/vs2019_project/pt2-clone/sdl/include/SDL2/SDL_events.h
+++ b/vs2019_project/pt2-clone/sdl/include/SDL2/SDL_events.h
@@ -102,6 +102,7 @@
SDL_KEYMAPCHANGED, /**< Keymap changed due to a system event such as an
input language or keyboard layout change.
*/
+ SDL_TEXTEDITING_EXT, /**< Extended keyboard text editing (composition) */
/* Mouse events */
SDL_MOUSEMOTION = 0x400, /**< Mouse moved */
@@ -243,6 +244,19 @@
Sint32 length; /**< The length of selected editing text */
} SDL_TextEditingEvent;
+/**
+ * \brief Extended keyboard text editing event structure (event.editExt.*) when text would be
+ * truncated if stored in the text buffer SDL_TextEditingEvent
+ */
+typedef struct SDL_TextEditingExtEvent
+{
+ Uint32 type; /**< ::SDL_TEXTEDITING_EXT */
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
+ Uint32 windowID; /**< The window with keyboard focus, if any */
+ char* text; /**< The editing text, which should be freed with SDL_free(), and will not be NULL */
+ Sint32 start; /**< The start cursor of selected editing text */
+ Sint32 length; /**< The length of selected editing text */
+} SDL_TextEditingExtEvent;
#define SDL_TEXTINPUTEVENT_TEXT_SIZE (32)
/**
@@ -601,6 +615,7 @@
SDL_WindowEvent window; /**< Window event data */
SDL_KeyboardEvent key; /**< Keyboard event data */
SDL_TextEditingEvent edit; /**< Text editing event data */
+ SDL_TextEditingExtEvent editExt; /**< Extended text editing event data */
SDL_TextInputEvent text; /**< Text input event data */
SDL_MouseMotionEvent motion; /**< Mouse motion event data */
SDL_MouseButtonEvent button; /**< Mouse button event data */
--- a/vs2019_project/pt2-clone/sdl/include/SDL2/SDL_gamecontroller.h
+++ b/vs2019_project/pt2-clone/sdl/include/SDL2/SDL_gamecontroller.h
@@ -869,8 +869,9 @@
* calling it with 0 intensity stops any rumbling.
*
* Note that this is rumbling of the _triggers_ and not the game controller as
- * a whole. The first controller to offer this feature was the PlayStation 5's
- * DualShock 5.
+ * a whole. This is currently only supported on Xbox One controllers. If you
+ * want the (more common) whole-controller rumble, use
+ * SDL_GameControllerRumble() instead.
*
* \param gamecontroller The controller to vibrate
* \param left_rumble The intensity of the left trigger rumble motor, from 0
--- a/vs2019_project/pt2-clone/sdl/include/SDL2/SDL_hints.h
+++ b/vs2019_project/pt2-clone/sdl/include/SDL2/SDL_hints.h
@@ -413,6 +413,19 @@
#define SDL_HINT_EVENT_LOGGING "SDL_EVENT_LOGGING"
/**
+ * \brief A variable controlling whether raising the window should be done more forcefully
+ *
+ * This variable can be set to the following values:
+ * "0" - No forcing (the default)
+ * "1" - Extra level of forcing
+ *
+ * At present, this is only an issue under MS Windows, which makes it nearly impossible to
+ * programmatically move a window to the foreground, for "security" reasons. See
+ * http://stackoverflow.com/a/34414846 for a discussion.
+ */
+#define SDL_HINT_FORCE_RAISEWINDOW "SDL_HINT_FORCE_RAISEWINDOW"
+
+/**
* \brief A variable controlling how 3D acceleration is used to accelerate the SDL screen surface.
*
* SDL can try to accelerate the SDL screen surface by using streaming
@@ -567,6 +580,17 @@
#define SDL_HINT_IME_SHOW_UI "SDL_IME_SHOW_UI"
/**
+ * \brief A variable to control if extended IME text support is enabled.
+ * If enabled then SDL_TextEditingExtEvent will be issued if the text would be truncated otherwise.
+ * Additionally SDL_TextInputEvent will be dispatched multiple times so that it is not truncated.
+ *
+ * The variable can be set to the following values:
+ * "0" - Legacy behavior. Text can be truncated, no heap allocations. (default)
+ * "1" - Modern behavior.
+ */
+#define SDL_HINT_IME_SUPPORT_EXTENDED_TEXT "SDL_IME_SUPPORT_EXTENDED_TEXT"
+
+/**
* \brief A variable controlling whether the home indicator bar on iPhone X
* should be hidden.
*
@@ -612,6 +636,21 @@
*/
#define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE "SDL_JOYSTICK_HIDAPI_GAMECUBE"
+/**
+ * \brief A variable controlling whether "low_frequency_rumble" and "high_frequency_rumble" is used to implement
+ * the GameCube controller's 3 rumble modes, Stop(0), Rumble(1), and StopHard(2)
+ * this is useful for applications that need full compatibility for things like ADSR envelopes.
+ * Stop is implemented by setting "low_frequency_rumble" to "0" and "high_frequency_rumble" ">0"
+ * Rumble is both at any arbitrary value,
+ * StopHard is implemented by setting both "low_frequency_rumble" and "high_frequency_rumble" to "0"
+ *
+ * This variable can be set to the following values:
+ * "0" - Normal rumble behavior is behavior is used (default)
+ * "1" - Proper GameCube controller rumble behavior is used
+ *
+ */
+#define SDL_HINT_JOYSTICK_GAMECUBE_RUMBLE_BRAKE "SDL_JOYSTICK_GAMECUBE_RUMBLE_BRAKE"
+
/**
* \brief A variable controlling whether Switch Joy-Cons should be treated the same as Switch Pro Controllers when using the HIDAPI driver.
*
@@ -766,7 +805,6 @@
* This variable can be set to the following values:
* "0" - RAWINPUT drivers are not used
* "1" - RAWINPUT drivers are used (the default)
- *
*/
#define SDL_HINT_JOYSTICK_RAWINPUT "SDL_JOYSTICK_RAWINPUT"
@@ -784,6 +822,15 @@
#define SDL_HINT_JOYSTICK_RAWINPUT_CORRELATE_XINPUT "SDL_JOYSTICK_RAWINPUT_CORRELATE_XINPUT"
/**
+ * \brief A variable controlling whether the ROG Chakram mice should show up as joysticks
+ *
+ * This variable can be set to the following values:
+ * "0" - ROG Chakram mice do not show up as joysticks (the default)
+ * "1" - ROG Chakram mice show up as joysticks
+ */
+#define SDL_HINT_JOYSTICK_ROG_CHAKRAM "SDL_JOYSTICK_ROG_CHAKRAM"
+
+ /**
* \brief A variable controlling whether a separate thread should be used
* for handling joystick detection and raw input messages on Windows
*
@@ -887,6 +934,22 @@
#define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE "SDL_MOUSE_NORMAL_SPEED_SCALE"
/**
+ * \brief A variable controlling whether relative mouse mode constrains the mouse to the center of the window
+ *
+ * This variable can be set to the following values:
+ * "0" - Relative mouse mode constrains the mouse to the window
+ * "1" - Relative mouse mode constrains the mouse to the center of the window
+ *
+ * Constraining to the center of the window works better for FPS games and when the
+ * application is running over RDP. Constraining to the whole window works better
+ * for 2D games and increases the chance that the mouse will be in the correct
+ * position when using high DPI mice.
+ *
+ * By default SDL will constrain the mouse to the center of the window
+ */
+#define SDL_HINT_MOUSE_RELATIVE_MODE_CENTER "SDL_MOUSE_RELATIVE_MODE_CENTER"
+
+/**
* \brief A variable controlling whether relative mouse mode is implemented using mouse warping
*
* This variable can be set to the following values:
@@ -923,6 +986,19 @@
#define SDL_HINT_MOUSE_TOUCH_EVENTS "SDL_MOUSE_TOUCH_EVENTS"
/**
+ * \brief A variable controlling whether the mouse is captured while mouse buttons are pressed
+ *
+ * This variable can be set to the following values:
+ * "0" - The mouse is not captured while mouse buttons are pressed
+ * "1" - The mouse is captured while mouse buttons are pressed
+ *
+ * By default the mouse is captured while mouse buttons are pressed so if the mouse is dragged
+ * outside the window, the application continues to receive mouse events until the button is
+ * released.
+ */
+#define SDL_HINT_MOUSE_AUTO_CAPTURE "SDL_MOUSE_AUTO_CAPTURE"
+
+/**
* \brief Tell SDL not to catch the SIGINT or SIGTERM signals.
*
* This hint only applies to Unix-like platforms, and should set before
@@ -1279,6 +1355,18 @@
#define SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS"
/**
+ * \brief A variable controlling which touchpad should generate synthetic mouse events
+ *
+ * This variable can be set to the following values:
+ * "0" - Only front touchpad should generate mouse events. Default
+ * "1" - Only back touchpad should generate mouse events.
+ * "2" - Both touchpads should generate mouse events.
+ *
+ * By default SDL will generate mouse events for all touch devices
+ */
+#define SDL_HINT_VITA_TOUCH_MOUSE_DEVICE "SDL_HINT_VITA_TOUCH_MOUSE_DEVICE"
+
+/**
* \brief A variable controlling whether the Android / tvOS remotes
* should be listed as joystick devices, instead of sending keyboard events.
*
@@ -1388,6 +1476,20 @@
#define SDL_HINT_VIDEO_WAYLAND_ALLOW_LIBDECOR "SDL_VIDEO_WAYLAND_ALLOW_LIBDECOR"
/**
+ * \brief A variable controlling whether the libdecor Wayland backend is preferred over native decrations.
+ *
+ * When this hint is set, libdecor will be used to provide window decorations, even if xdg-decoration is
+ * available. (Note that, by default, libdecor will use xdg-decoration itself if available).
+ *
+ * This variable can be set to the following values:
+ * "0" - libdecor is enabled only if server-side decorations are unavailable.
+ * "1" - libdecor is always enabled if available.
+ *
+ * libdecor is used over xdg-shell when xdg-decoration protocol is unavailable.
+ */
+#define SDL_HINT_VIDEO_WAYLAND_PREFER_LIBDECOR "SDL_VIDEO_WAYLAND_PREFER_LIBDECOR"
+
+/**
* \brief A variable that is the address of another SDL_Window* (as a hex string formatted with "%p").
*
* If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has
@@ -1407,6 +1509,28 @@
#define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT"
/**
+ * \brief When calling SDL_CreateWindowFrom(), make the window compatible with OpenGL.
+ *
+ * This variable can be set to the following values:
+ * "0" - Don't add any graphics flags to the SDL_WindowFlags
+ * "1" - Add SDL_WINDOW_OPENGL to the SDL_WindowFlags
+ *
+ * By default SDL will not make the foreign window compatible with OpenGL.
+ */
+#define SDL_HINT_VIDEO_FOREIGN_WINDOW_OPENGL "SDL_VIDEO_FOREIGN_WINDOW_OPENGL"
+
+/**
+ * \brief When calling SDL_CreateWindowFrom(), make the window compatible with Vulkan.
+ *
+ * This variable can be set to the following values:
+ * "0" - Don't add any graphics flags to the SDL_WindowFlags
+ * "1" - Add SDL_WINDOW_VULKAN to the SDL_WindowFlags
+ *
+ * By default SDL will not make the foreign window compatible with Vulkan.
+ */
+#define SDL_HINT_VIDEO_FOREIGN_WINDOW_VULKAN "SDL_VIDEO_FOREIGN_WINDOW_VULKAN"
+
+/**
* \brief A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries
*
* SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It
@@ -1823,6 +1947,97 @@
* always ignored.
*/
#define SDL_HINT_AUDIO_INCLUDE_MONITORS "SDL_AUDIO_INCLUDE_MONITORS"
+
+/**
+ * \brief A variable that forces X11 windows to create as a custom type.
+ *
+ * This is currently only used for X11 and ignored elsewhere.
+ *
+ * During SDL_CreateWindow, SDL uses the _NET_WM_WINDOW_TYPE X11 property
+ * to report to the window manager the type of window it wants to create.
+ * This might be set to various things if SDL_WINDOW_TOOLTIP or
+ * SDL_WINDOW_POPUP_MENU, etc, were specified. For "normal" windows that
+ * haven't set a specific type, this hint can be used to specify a custom
+ * type. For example, a dock window might set this to
+ * "_NET_WM_WINDOW_TYPE_DOCK".
+ *
+ * If not set or set to "", this hint is ignored. This hint must be set
+ * before the SDL_CreateWindow() call that it is intended to affect.
+ *
+ * This hint is available since SDL 2.0.22.
+ */
+#define SDL_HINT_X11_WINDOW_TYPE "SDL_X11_WINDOW_TYPE"
+
+/**
+ * \brief A variable that decides whether to send SDL_QUIT when closing the final window.
+ *
+ * By default, SDL sends an SDL_QUIT event when there is only one window
+ * and it receives an SDL_WINDOWEVENT_CLOSE event, under the assumption most
+ * apps would also take the loss of this window as a signal to terminate the
+ * program.
+ *
+ * However, it's not unreasonable in some cases to have the program continue
+ * to live on, perhaps to create new windows later.
+ *
+ * Changing this hint to "0" will cause SDL to not send an SDL_QUIT event
+ * when the final window is requesting to close. Note that in this case,
+ * there are still other legitimate reasons one might get an SDL_QUIT
+ * event: choosing "Quit" from the macOS menu bar, sending a SIGINT (ctrl-c)
+ * on Unix, etc.
+ *
+ * The default value is "1". This hint can be changed at any time.
+ *
+ * This hint is available since SDL 2.0.22. Before then, you always get
+ * an SDL_QUIT event when closing the final window.
+ */
+#define SDL_HINT_QUIT_ON_LAST_WINDOW_CLOSE "SDL_QUIT_ON_LAST_WINDOW_CLOSE"
+
+
+/**
+ * \brief A variable that decides what video backend to use.
+ *
+ * By default, SDL will try all available video backends in a reasonable
+ * order until it finds one that can work, but this hint allows the app
+ * or user to force a specific target, such as "x11" if, say, you are
+ * on Wayland but want to try talking to the X server instead.
+ *
+ * This functionality has existed since SDL 2.0.0 (indeed, before that)
+ * but before 2.0.22 this was an environment variable only. In 2.0.22,
+ * it was upgraded to a full SDL hint, so you can set the environment
+ * variable as usual or programatically set the hint with SDL_SetHint,
+ * which won't propagate to child processes.
+ *
+ * The default value is unset, in which case SDL will try to figure out
+ * the best video backend on your behalf. This hint needs to be set
+ * before SDL_Init() is called to be useful.
+ *
+ * This hint is available since SDL 2.0.22. Before then, you could set
+ * the environment variable to get the same effect.
+ */
+#define SDL_HINT_VIDEODRIVER "SDL_VIDEODRIVER"
+
+/**
+ * \brief A variable that decides what audio backend to use.
+ *
+ * By default, SDL will try all available audio backends in a reasonable
+ * order until it finds one that can work, but this hint allows the app
+ * or user to force a specific target, such as "alsa" if, say, you are
+ * on PulseAudio but want to try talking to the lower level instead.
+ *
+ * This functionality has existed since SDL 2.0.0 (indeed, before that)
+ * but before 2.0.22 this was an environment variable only. In 2.0.22,
+ * it was upgraded to a full SDL hint, so you can set the environment
+ * variable as usual or programatically set the hint with SDL_SetHint,
+ * which won't propagate to child processes.
+ *
+ * The default value is unset, in which case SDL will try to figure out
+ * the best audio backend on your behalf. This hint needs to be set
+ * before SDL_Init() is called to be useful.
+ *
+ * This hint is available since SDL 2.0.22. Before then, you could set
+ * the environment variable to get the same effect.
+ */
+#define SDL_HINT_AUDIODRIVER "SDL_AUDIODRIVER"
/**
--- a/vs2019_project/pt2-clone/sdl/include/SDL2/SDL_joystick.h
+++ b/vs2019_project/pt2-clone/sdl/include/SDL2/SDL_joystick.h
@@ -829,9 +829,9 @@
* Each call to this function cancels any previous trigger rumble effect, and
* calling it with 0 intensity stops any rumbling.
*
- * Note that this function is for _trigger_ rumble; the first joystick to
- * support this was the PlayStation 5's DualShock 5 controller. If you want
- * the (more common) whole-controller rumble, use SDL_JoystickRumble()
+ * Note that this is rumbling of the _triggers_ and not the game controller as
+ * a whole. This is currently only supported on Xbox One controllers. If you
+ * want the (more common) whole-controller rumble, use SDL_JoystickRumble()
* instead.
*
* \param joystick The joystick to vibrate
--- a/vs2019_project/pt2-clone/sdl/include/SDL2/SDL_keyboard.h
+++ b/vs2019_project/pt2-clone/sdl/include/SDL2/SDL_keyboard.h
@@ -269,7 +269,28 @@
extern DECLSPEC void SDLCALL SDL_StopTextInput(void);
/**
+ * Dismiss the composition window/IME without disabling the subsystem.
+ *
+ * \since This function is available since SDL 2.0.22.
+ *
+ * \sa SDL_StartTextInput
+ * \sa SDL_StopTextInput
+ */
+extern DECLSPEC void SDLCALL SDL_ClearComposition(void);
+
+/**
+ * Returns if an IME Composite or Candidate window is currently shown.
+ *
+ * \since This function is available since SDL 2.0.22.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_IsTextInputShown(void);
+
+/**
* Set the rectangle used to type Unicode text inputs.
+ *
+ * Note: If you want use system native IME window, try to set hint
+ * **SDL_HINT_IME_SHOW_UI** to **1**, otherwise this function won't give you
+ * any feedback.
*
* \param rect the SDL_Rect structure representing the rectangle to receive
* text (ignored if NULL)
--- a/vs2019_project/pt2-clone/sdl/include/SDL2/SDL_metal.h
+++ b/vs2019_project/pt2-clone/sdl/include/SDL2/SDL_metal.h
@@ -92,6 +92,7 @@
*
* \param window SDL_Window from which the drawable size should be queried
* \param w Pointer to variable for storing the width in pixels, may be NULL
+ * \param h Pointer to variable for storing the height in pixels, may be NULL
*
* \since This function is available since SDL 2.0.14.
*
--- a/vs2019_project/pt2-clone/sdl/include/SDL2/SDL_rect.h
+++ b/vs2019_project/pt2-clone/sdl/include/SDL2/SDL_rect.h
@@ -54,8 +54,8 @@
/**
* The structure that defines a point (floating point)
*
- * \sa SDL_EnclosePoints
- * \sa SDL_PointInRect
+ * \sa SDL_EncloseFPoints
+ * \sa SDL_PointInFRect
*/
typedef struct SDL_FPoint
{
@@ -71,6 +71,7 @@
* \sa SDL_RectEquals
* \sa SDL_HasIntersection
* \sa SDL_IntersectRect
+ * \sa SDL_IntersectRectAndLine
* \sa SDL_UnionRect
* \sa SDL_EnclosePoints
*/
@@ -83,6 +84,16 @@
/**
* A rectangle, with the origin at the upper left (floating point).
+ *
+ * \sa SDL_FRectEmpty
+ * \sa SDL_FRectEquals
+ * \sa SDL_FRectEqualsEpsilon
+ * \sa SDL_HasIntersectionF
+ * \sa SDL_IntersectFRect
+ * \sa SDL_IntersectFRectAndLine
+ * \sa SDL_UnionFRect
+ * \sa SDL_EncloseFPoints
+ * \sa SDL_PointInFRect
*/
typedef struct SDL_FRect
{
@@ -212,6 +223,147 @@
rect, int *X1,
int *Y1, int *X2,
int *Y2);
+
+
+/* SDL_FRect versions... */
+
+/**
+ * Returns true if point resides inside a rectangle.
+ */
+SDL_FORCE_INLINE SDL_bool SDL_PointInFRect(const SDL_FPoint *p, const SDL_FRect *r)
+{
+ return ( (p->x >= r->x) && (p->x < (r->x + r->w)) &&
+ (p->y >= r->y) && (p->y < (r->y + r->h)) ) ? SDL_TRUE : SDL_FALSE;
+}
+
+/**
+ * Returns true if the rectangle has no area.
+ */
+SDL_FORCE_INLINE SDL_bool SDL_FRectEmpty(const SDL_FRect *r)
+{
+ return ((!r) || (r->w <= 0.0f) || (r->h <= 0.0f)) ? SDL_TRUE : SDL_FALSE;
+}
+
+/**
+ * Returns true if the two rectangles are equal, within some given epsilon.
+ *
+ * \since This function is available since SDL 2.0.22.
+ */
+SDL_FORCE_INLINE SDL_bool SDL_FRectEqualsEpsilon(const SDL_FRect *a, const SDL_FRect *b, const float epsilon)
+{
+ return (a && b && ((a == b) ||
+ ((SDL_fabs(a->x - b->x) <= epsilon) &&
+ (SDL_fabs(a->y - b->y) <= epsilon) &&
+ (SDL_fabs(a->w - b->w) <= epsilon) &&
+ (SDL_fabs(a->h - b->h) <= epsilon))))
+ ? SDL_TRUE : SDL_FALSE;
+}
+
+/**
+ * Returns true if the two rectangles are equal, using a default epsilon.
+ *
+ * \since This function is available since SDL 2.0.22.
+ */
+SDL_FORCE_INLINE SDL_bool SDL_FRectEquals(const SDL_FRect *a, const SDL_FRect *b)
+{
+ return SDL_FRectEqualsEpsilon(a, b, SDL_FLT_EPSILON);
+}
+
+/**
+ * Determine whether two rectangles intersect with float precision.
+ *
+ * If either pointer is NULL the function will return SDL_FALSE.
+ *
+ * \param A an SDL_FRect structure representing the first rectangle
+ * \param B an SDL_FRect structure representing the second rectangle
+ * \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.22.
+ *
+ * \sa SDL_IntersectRect
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_HasIntersectionF(const SDL_FRect * A,
+ const SDL_FRect * B);
+
+/**
+ * Calculate the intersection of two rectangles with float precision.
+ *
+ * If `result` is NULL then this function will return SDL_FALSE.
+ *
+ * \param A an SDL_FRect structure representing the first rectangle
+ * \param B an SDL_FRect structure representing the second rectangle
+ * \param result an SDL_FRect structure filled in with the intersection of
+ * rectangles `A` and `B`
+ * \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.22.
+ *
+ * \sa SDL_HasIntersectionF
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_IntersectFRect(const SDL_FRect * A,
+ const SDL_FRect * B,
+ SDL_FRect * result);
+
+/**
+ * Calculate the union of two rectangles with float precision.
+ *
+ * \param A an SDL_FRect structure representing the first rectangle
+ * \param B an SDL_FRect structure representing the second rectangle
+ * \param result an SDL_FRect structure filled in with the union of rectangles
+ * `A` and `B`
+ *
+ * \since This function is available since SDL 2.0.22.
+ */
+extern DECLSPEC void SDLCALL SDL_UnionFRect(const SDL_FRect * A,
+ const SDL_FRect * B,
+ SDL_FRect * result);
+
+/**
+ * Calculate a minimal rectangle enclosing a set of points with float
+ * precision.
+ *
+ * If `clip` is not NULL then only points inside of the clipping rectangle are
+ * considered.
+ *
+ * \param points an array of SDL_FPoint structures representing points to be
+ * enclosed
+ * \param count the number of structures in the `points` array
+ * \param clip an SDL_FRect used for clipping or NULL to enclose all points
+ * \param result an SDL_FRect structure filled in with the minimal enclosing
+ * rectangle
+ * \returns SDL_TRUE if any points were enclosed or SDL_FALSE if all the
+ * points were outside of the clipping rectangle.
+ *
+ * \since This function is available since SDL 2.0.22.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_EncloseFPoints(const SDL_FPoint * points,
+ int count,
+ const SDL_FRect * clip,
+ SDL_FRect * result);
+
+/**
+ * Calculate the intersection of a rectangle and line segment with float
+ * precision.
+ *
+ * This function is used to clip a line segment to a rectangle. A line segment
+ * contained entirely within the rectangle or that does not intersect will
+ * remain unchanged. A line segment that crosses the rectangle at either or
+ * both ends will be clipped to the boundary of the rectangle and the new
+ * coordinates saved in `X1`, `Y1`, `X2`, and/or `Y2` as necessary.
+ *
+ * \param rect an SDL_FRect structure representing the rectangle to intersect
+ * \param X1 a pointer to the starting X-coordinate of the line
+ * \param Y1 a pointer to the starting Y-coordinate of the line
+ * \param X2 a pointer to the ending X-coordinate of the line
+ * \param Y2 a pointer to the ending Y-coordinate of the line
+ * \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.22.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_IntersectFRectAndLine(const SDL_FRect *
+ rect, float *X1,
+ float *Y1, float *X2,
+ float *Y2);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
--- a/vs2019_project/pt2-clone/sdl/include/SDL2/SDL_render.h
+++ b/vs2019_project/pt2-clone/sdl/include/SDL2/SDL_render.h
@@ -262,6 +262,17 @@
extern DECLSPEC SDL_Renderer * SDLCALL SDL_GetRenderer(SDL_Window * window);
/**
+ * Get the window associated with a renderer.
+ *
+ * \param renderer the renderer to query
+ * \returns the window on success or NULL on failure; call SDL_GetError() for
+ * more information.
+ *
+ * \since This function is available since SDL 2.0.22.
+ */
+extern DECLSPEC SDL_Window * SDLCALL SDL_RenderGetWindow(SDL_Renderer *renderer);
+
+/**
* Get information about a rendering context.
*
* \param renderer the rendering context
@@ -356,11 +367,15 @@
* \param texture the texture to query
* \param format a pointer filled in with the raw format of the texture; the
* actual format may differ, but pixel transfers will use this
- * format (one of the SDL_PixelFormatEnum values)
+ * format (one of the SDL_PixelFormatEnum values). This argument
+ * can be NULL if you don't need this information.
* \param access a pointer filled in with the actual access to the texture
- * (one of the SDL_TextureAccess values)
- * \param w a pointer filled in with the width of the texture in pixels
- * \param h a pointer filled in with the height of the texture in pixels
+ * (one of the SDL_TextureAccess values). This argument can be
+ * NULL if you don't need this information.
+ * \param w a pointer filled in with the width of the texture in pixels. This
+ * argument can be NULL if you don't need this information.
+ * \param h a pointer filled in with the height of the texture in pixels. This
+ * argument can be NULL if you don't need this information.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
@@ -1603,6 +1618,7 @@
* vertex array Color and alpha modulation is done per vertex
* (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
*
+ * \param renderer The rendering context.
* \param texture (optional) The SDL texture to use.
* \param vertices Vertices.
* \param num_vertices Number of vertices.
@@ -1627,6 +1643,7 @@
* vertex arrays Color and alpha modulation is done per vertex
* (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
*
+ * \param renderer The rendering context.
* \param texture (optional) The SDL texture to use.
* \param xy Vertex positions
* \param xy_stride Byte size to move from one element to the next element
@@ -1658,7 +1675,8 @@
* Read pixels from the current rendering target to an array of pixels.
*
* **WARNING**: This is a very slow operation, and should not be used
- * frequently.
+ * frequently. If you're using this on the main rendering target, it should be
+ * called after rendering and before SDL_RenderPresent().
*
* `pitch` specifies the number of bytes between rows in the destination
* `pixels` data. This allows you to write to a subrectangle or have padded
--- a/vs2019_project/pt2-clone/sdl/include/SDL2/SDL_revision.h
+++ b/vs2019_project/pt2-clone/sdl/include/SDL2/SDL_revision.h
@@ -1,2 +1,2 @@
-#define SDL_REVISION "https://github.com/libsdl-org/SDL.git@b424665e0899769b200231ba943353a5fee1b6b6"
+#define SDL_REVISION "https://github.com/libsdl-org/SDL.git@53dea9830964eee8b5c2a7ee0a65d6e268dc78a1"
#define SDL_REVISION_NUMBER 0
--- a/vs2019_project/pt2-clone/sdl/include/SDL2/SDL_stdinc.h
+++ b/vs2019_project/pt2-clone/sdl/include/SDL2/SDL_stdinc.h
@@ -234,6 +234,19 @@
/* @} *//* Basic data types */
+/**
+ * \name Floating-point constants
+ */
+/* @{ */
+
+#ifdef FLT_EPSILON
+#define SDL_FLT_EPSILON FLT_EPSILON
+#else
+#define SDL_FLT_EPSILON 0.0000000001f /* 8bitbubsy: had to modify this for VC... */
+#endif
+
+/* @} *//* Floating-point constants */
+
/* Make sure we have macros for printing width-based integers.
* <stdint.h> should define these but this is not true all platforms.
* (for example win32) */
@@ -354,8 +367,14 @@
#endif
#endif /* SDL_DISABLE_ANALYZE_MACROS */
+#if defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 201112L)
+#define SDL_COMPILE_TIME_ASSERT(name, x) _Static_assert(x, #x)
+#elif defined(__cplusplus) && (__cplusplus >= 201103L)
+#define SDL_COMPILE_TIME_ASSERT(name, x) static_assert(x, #x)
+#else /* universal, but may trigger -Wunused-local-typedefs */
#define SDL_COMPILE_TIME_ASSERT(name, x) \
typedef int SDL_compile_time_assert_ ## name[(x) * 2 - 1]
+#endif
/** \cond */
#ifndef DOXYGEN_SHOULD_IGNORE_THIS
SDL_COMPILE_TIME_ASSERT(uint8, sizeof(Uint8) == 1);
--- a/vs2019_project/pt2-clone/sdl/include/SDL2/SDL_system.h
+++ b/vs2019_project/pt2-clone/sdl/include/SDL2/SDL_system.h
@@ -425,6 +425,18 @@
*/
extern DECLSPEC int SDLCALL SDL_AndroidShowToast(const char* message, int duration, int gravity, int xoffset, int yoffset);
+/**
+ * Send a user command to SDLActivity.
+ *
+ * Override "boolean onUnhandledMessage(Message msg)" to handle the message.
+ *
+ * \param command user command that must be greater or equal to 0x8000
+ * \param param user parameter
+ *
+ * \since This function is available since SDL 2.0.22.
+ */
+extern DECLSPEC int SDLCALL SDL_AndroidSendMessage(Uint32 command, int param);
+
#endif /* __ANDROID__ */
/* Platform specific functions for WinRT */
--- a/vs2019_project/pt2-clone/sdl/include/SDL2/SDL_syswm.h
+++ b/vs2019_project/pt2-clone/sdl/include/SDL2/SDL_syswm.h
@@ -298,6 +298,8 @@
struct wl_egl_window *egl_window; /**< Wayland EGL window (native window) */
struct xdg_surface *xdg_surface; /**< Wayland xdg surface (window manager handle) */
struct xdg_toplevel *xdg_toplevel; /**< Wayland xdg toplevel role */
+ struct xdg_popup *xdg_popup; /**< Wayland xdg popup role */
+ struct xdg_positioner *xdg_positioner; /**< Wayland xdg positioner, for popup */
} wl;
#endif
#if defined(SDL_VIDEO_DRIVER_MIR) /* no longer available, left for API/ABI compatibility. Remove in 2.1! */
--- a/vs2019_project/pt2-clone/sdl/include/SDL2/SDL_touch.h
+++ b/vs2019_project/pt2-clone/sdl/include/SDL2/SDL_touch.h
@@ -96,6 +96,14 @@
extern DECLSPEC SDL_TouchID SDLCALL SDL_GetTouchDevice(int index);
/**
+ * Get the touch device name as reported from the driver or NULL if the index
+ * is invalid.
+ *
+ * \since This function is available since SDL 2.0.22.
+ */
+extern DECLSPEC const char* SDLCALL SDL_GetTouchName(int index);
+
+/**
* Get the type of the given touch device.
*
* \since This function is available since SDL 2.0.10.
--- a/vs2019_project/pt2-clone/sdl/include/SDL2/SDL_version.h
+++ b/vs2019_project/pt2-clone/sdl/include/SDL2/SDL_version.h
@@ -59,7 +59,7 @@
*/
#define SDL_MAJOR_VERSION 2
#define SDL_MINOR_VERSION 0
-#define SDL_PATCHLEVEL 20
+#define SDL_PATCHLEVEL 22
/**
* Macro to determine SDL version program was compiled against.
--- a/vs2019_project/pt2-clone/sdl/include/SDL2/SDL_video.h
+++ b/vs2019_project/pt2-clone/sdl/include/SDL2/SDL_video.h
@@ -1337,6 +1337,7 @@
* Mouse grab confines the mouse cursor to the window.
*
* \param window The window for which the mouse grab mode should be set.
+ * \param grabbed This is SDL_TRUE to grab mouse, and SDL_FALSE to release.
*
* \since This function is available since SDL 2.0.16.
*
--- a/vs2019_project/pt2-clone/sdl/include/SDL2/begin_code.h
+++ b/vs2019_project/pt2-clone/sdl/include/SDL2/begin_code.h
@@ -107,7 +107,7 @@
#ifdef __BORLANDC__
#pragma nopackwarning
#endif
-#ifdef _M_X64
+#ifdef _WIN64
/* Use 8-byte alignment on 64-bit architectures, so pointers are aligned */
#pragma pack(push,8)
#else
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