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Bump SDL to 2.28.5 and add FFmpeg for AV1 parsing
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@@ -1,6 +1,6 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
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Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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@@ -69,7 +69,11 @@ typedef enum
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SDL_CONTROLLER_TYPE_VIRTUAL,
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SDL_CONTROLLER_TYPE_PS5,
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SDL_CONTROLLER_TYPE_AMAZON_LUNA,
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SDL_CONTROLLER_TYPE_GOOGLE_STADIA
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SDL_CONTROLLER_TYPE_GOOGLE_STADIA,
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SDL_CONTROLLER_TYPE_NVIDIA_SHIELD,
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SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_LEFT,
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SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT,
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SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_PAIR
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} SDL_GameControllerType;
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typedef enum
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@@ -289,6 +293,25 @@ extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
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*/
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extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
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/**
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* Get the implementation dependent path for the game controller.
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*
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* This function can be called before any controllers are opened.
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*
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* `joystick_index` is the same as the `device_index` passed to
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* SDL_JoystickOpen().
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*
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* \param joystick_index the device_index of a device, from zero to
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* SDL_NumJoysticks()-1
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* \returns the implementation-dependent path for the game controller, or NULL
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* if there is no path or the index is invalid.
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*
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* \since This function is available since SDL 2.24.0.
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*
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* \sa SDL_GameControllerPath
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*/
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extern DECLSPEC const char *SDLCALL SDL_GameControllerPathForIndex(int joystick_index);
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/**
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* Get the type of a game controller.
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*
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@@ -386,6 +409,23 @@ extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(in
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*/
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extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
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/**
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* Get the implementation-dependent path for an opened game controller.
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*
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* This is the same path as returned by SDL_GameControllerNameForIndex(), but
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* it takes a controller identifier instead of the (unstable) device index.
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*
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* \param gamecontroller a game controller identifier previously returned by
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* SDL_GameControllerOpen()
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* \returns the implementation dependent path for the game controller, or NULL
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* if there is no path or the identifier passed is invalid.
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*
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* \since This function is available since SDL 2.24.0.
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*
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* \sa SDL_GameControllerPathForIndex
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*/
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extern DECLSPEC const char *SDLCALL SDL_GameControllerPath(SDL_GameController *gamecontroller);
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/**
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* Get the type of this currently opened controller
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*
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@@ -415,7 +455,8 @@ extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController
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* Set the player index of an opened game controller.
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*
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* \param gamecontroller the game controller object to adjust.
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* \param player_index Player index to assign to this controller.
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* \param player_index Player index to assign to this controller, or -1 to
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* clear the player index and turn off player LEDs.
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*
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* \since This function is available since SDL 2.0.12.
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*/
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@@ -457,6 +498,18 @@ extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController *
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*/
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extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController *gamecontroller);
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/**
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* Get the firmware version of an opened controller, if available.
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*
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* If the firmware version isn't available this function returns 0.
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*
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* \param gamecontroller the game controller object to query.
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* \return the controller firmware version, or zero if unavailable.
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*
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* \since This function is available since SDL 2.24.0.
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*/
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extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetFirmwareVersion(SDL_GameController *gamecontroller);
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/**
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* Get the serial number of an opened controller, if available.
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*
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@@ -671,10 +724,10 @@ typedef enum
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SDL_CONTROLLER_BUTTON_DPAD_LEFT,
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SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
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SDL_CONTROLLER_BUTTON_MISC1, /* Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button */
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SDL_CONTROLLER_BUTTON_PADDLE1, /* Xbox Elite paddle P1 */
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SDL_CONTROLLER_BUTTON_PADDLE2, /* Xbox Elite paddle P3 */
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SDL_CONTROLLER_BUTTON_PADDLE3, /* Xbox Elite paddle P2 */
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SDL_CONTROLLER_BUTTON_PADDLE4, /* Xbox Elite paddle P4 */
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SDL_CONTROLLER_BUTTON_PADDLE1, /* Xbox Elite paddle P1 (upper left, facing the back) */
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SDL_CONTROLLER_BUTTON_PADDLE2, /* Xbox Elite paddle P3 (upper right, facing the back) */
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SDL_CONTROLLER_BUTTON_PADDLE3, /* Xbox Elite paddle P2 (lower left, facing the back) */
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SDL_CONTROLLER_BUTTON_PADDLE4, /* Xbox Elite paddle P4 (lower right, facing the back) */
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SDL_CONTROLLER_BUTTON_TOUCHPAD, /* PS4/PS5 touchpad button */
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SDL_CONTROLLER_BUTTON_MAX
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} SDL_GameControllerButton;
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@@ -701,7 +754,7 @@ extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFrom
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* The caller should not SDL_free() the returned string.
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*
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* \param button an enum value for a given SDL_GameControllerButton
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* \returns a string for the given button, or NULL if an invalid axis is
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* \returns a string for the given button, or NULL if an invalid button is
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* specified. The string returned is of the format used by
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* SDL_GameController mapping strings.
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*
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@@ -842,6 +895,25 @@ extern DECLSPEC float SDLCALL SDL_GameControllerGetSensorDataRate(SDL_GameContro
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*/
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extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorData(SDL_GameController *gamecontroller, SDL_SensorType type, float *data, int num_values);
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/**
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* Get the current state of a game controller sensor with the timestamp of the
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* last update.
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*
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* The number of values and interpretation of the data is sensor dependent.
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* See SDL_sensor.h for the details for each type of sensor.
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*
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* \param gamecontroller The controller to query
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* \param type The type of sensor to query
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* \param timestamp A pointer filled with the timestamp in microseconds of the
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* current sensor reading if available, or 0 if not
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* \param data A pointer filled with the current sensor state
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* \param num_values The number of values to write to data
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* \return 0 or -1 if an error occurred.
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*
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* \since This function is available since SDL 2.26.0.
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*/
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extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorDataWithTimestamp(SDL_GameController *gamecontroller, SDL_SensorType type, Uint64 *timestamp, float *data, int num_values);
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/**
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* Start a rumble effect on a game controller.
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*
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@@ -869,8 +941,9 @@ extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecon
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* calling it with 0 intensity stops any rumbling.
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*
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* Note that this is rumbling of the _triggers_ and not the game controller as
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* a whole. The first controller to offer this feature was the PlayStation 5's
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* DualShock 5.
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* a whole. This is currently only supported on Xbox One controllers. If you
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* want the (more common) whole-controller rumble, use
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* SDL_GameControllerRumble() instead.
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*
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* \param gamecontroller The controller to vibrate
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* \param left_rumble The intensity of the left trigger rumble motor, from 0
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