mirror of
https://github.com/moonlight-stream/moonlight-ios.git
synced 2026-04-24 01:06:53 +00:00
Bump SDL to 2.28.5 and add FFmpeg for AV1 parsing
This commit is contained in:
@@ -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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@@ -43,6 +43,8 @@
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#include "SDL_stdinc.h"
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#include "SDL_error.h"
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#include "SDL_guid.h"
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#include "SDL_mutex.h"
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#include "begin_code.h"
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/* Set up for C function definitions, even when using C++ */
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@@ -65,13 +67,14 @@ extern "C" {
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/**
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* The joystick structure used to identify an SDL joystick
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*/
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#ifdef SDL_THREAD_SAFETY_ANALYSIS
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extern SDL_mutex *SDL_joystick_lock;
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#endif
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struct _SDL_Joystick;
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typedef struct _SDL_Joystick SDL_Joystick;
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/* A structure that encodes the stable unique id for a joystick device */
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typedef struct {
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Uint8 data[16];
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} SDL_JoystickGUID;
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typedef SDL_GUID SDL_JoystickGUID;
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/**
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* This is a unique ID for a joystick for the time it is connected to the system,
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@@ -125,9 +128,14 @@ typedef enum
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* the API functions that take a joystick index will be valid, and joystick
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* and game controller events will not be delivered.
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*
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* As of SDL 2.26.0, you can take the joystick lock around reinitializing the
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* joystick subsystem, to prevent other threads from seeing joysticks in an
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* uninitialized state. However, all open joysticks will be closed and SDL
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* functions called with them will fail.
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*
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* \since This function is available since SDL 2.0.7.
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*/
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extern DECLSPEC void SDLCALL SDL_LockJoysticks(void);
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extern DECLSPEC void SDLCALL SDL_LockJoysticks(void) SDL_ACQUIRE(SDL_joystick_lock);
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/**
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@@ -142,7 +150,7 @@ extern DECLSPEC void SDLCALL SDL_LockJoysticks(void);
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*
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* \since This function is available since SDL 2.0.7.
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*/
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extern DECLSPEC void SDLCALL SDL_UnlockJoysticks(void);
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extern DECLSPEC void SDLCALL SDL_UnlockJoysticks(void) SDL_RELEASE(SDL_joystick_lock);
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/**
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* Count the number of joysticks attached to the system.
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@@ -153,6 +161,7 @@ extern DECLSPEC void SDLCALL SDL_UnlockJoysticks(void);
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* \since This function is available since SDL 2.0.0.
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*
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* \sa SDL_JoystickName
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* \sa SDL_JoystickPath
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* \sa SDL_JoystickOpen
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*/
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extern DECLSPEC int SDLCALL SDL_NumJoysticks(void);
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@@ -174,6 +183,23 @@ extern DECLSPEC int SDLCALL SDL_NumJoysticks(void);
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*/
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extern DECLSPEC const char *SDLCALL SDL_JoystickNameForIndex(int device_index);
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/**
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* Get the implementation dependent path of a joystick.
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*
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* This can be called before any joysticks are opened.
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*
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* \param device_index the index of the joystick to query (the N'th joystick
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* on the system)
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* \returns the path of the selected joystick. If no path can be found, this
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* function returns NULL; call SDL_GetError() for more information.
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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_JoystickPath
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* \sa SDL_JoystickOpen
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*/
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extern DECLSPEC const char *SDLCALL SDL_JoystickPathForIndex(int device_index);
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/**
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* Get the player index of a joystick, or -1 if it's not available This can be
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* called before any joysticks are opened.
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@@ -262,13 +288,12 @@ extern DECLSPEC SDL_JoystickType SDLCALL SDL_JoystickGetDeviceType(int device_in
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/**
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* Get the instance ID of a joystick.
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*
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* This can be called before any joysticks are opened. If the index is out of
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* range, this function will return -1.
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* This can be called before any joysticks are opened.
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*
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* \param device_index the index of the joystick to query (the N'th joystick
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* on the system
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* \returns the instance id of the selected joystick. If called on an invalid
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* index, this function returns zero
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* index, this function returns -1.
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*
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* \since This function is available since SDL 2.0.6.
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*/
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@@ -330,6 +355,54 @@ extern DECLSPEC int SDLCALL SDL_JoystickAttachVirtual(SDL_JoystickType type,
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int nbuttons,
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int nhats);
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/**
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* The structure that defines an extended virtual joystick description
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*
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* The caller must zero the structure and then initialize the version with `SDL_VIRTUAL_JOYSTICK_DESC_VERSION` before passing it to SDL_JoystickAttachVirtualEx()
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* All other elements of this structure are optional and can be left 0.
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*
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* \sa SDL_JoystickAttachVirtualEx
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*/
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typedef struct SDL_VirtualJoystickDesc
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{
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Uint16 version; /**< `SDL_VIRTUAL_JOYSTICK_DESC_VERSION` */
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Uint16 type; /**< `SDL_JoystickType` */
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Uint16 naxes; /**< the number of axes on this joystick */
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Uint16 nbuttons; /**< the number of buttons on this joystick */
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Uint16 nhats; /**< the number of hats on this joystick */
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Uint16 vendor_id; /**< the USB vendor ID of this joystick */
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Uint16 product_id; /**< the USB product ID of this joystick */
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Uint16 padding; /**< unused */
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Uint32 button_mask; /**< A mask of which buttons are valid for this controller
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e.g. (1 << SDL_CONTROLLER_BUTTON_A) */
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Uint32 axis_mask; /**< A mask of which axes are valid for this controller
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e.g. (1 << SDL_CONTROLLER_AXIS_LEFTX) */
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const char *name; /**< the name of the joystick */
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void *userdata; /**< User data pointer passed to callbacks */
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void (SDLCALL *Update)(void *userdata); /**< Called when the joystick state should be updated */
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void (SDLCALL *SetPlayerIndex)(void *userdata, int player_index); /**< Called when the player index is set */
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int (SDLCALL *Rumble)(void *userdata, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble); /**< Implements SDL_JoystickRumble() */
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int (SDLCALL *RumbleTriggers)(void *userdata, Uint16 left_rumble, Uint16 right_rumble); /**< Implements SDL_JoystickRumbleTriggers() */
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int (SDLCALL *SetLED)(void *userdata, Uint8 red, Uint8 green, Uint8 blue); /**< Implements SDL_JoystickSetLED() */
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int (SDLCALL *SendEffect)(void *userdata, const void *data, int size); /**< Implements SDL_JoystickSendEffect() */
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} SDL_VirtualJoystickDesc;
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/**
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* \brief The current version of the SDL_VirtualJoystickDesc structure
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*/
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#define SDL_VIRTUAL_JOYSTICK_DESC_VERSION 1
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/**
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* Attach a new virtual joystick with extended properties.
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*
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* \returns the joystick's device index, or -1 if an error occurred.
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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 int SDLCALL SDL_JoystickAttachVirtualEx(const SDL_VirtualJoystickDesc *desc);
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/**
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* Detach a virtual joystick.
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*
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@@ -360,6 +433,10 @@ extern DECLSPEC SDL_bool SDLCALL SDL_JoystickIsVirtual(int device_index);
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* the following: SDL_PollEvent, SDL_PumpEvents, SDL_WaitEventTimeout,
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* SDL_WaitEvent.
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*
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* Note that when sending trigger axes, you should scale the value to the full
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* range of Sint16. For example, a trigger at rest would have the value of
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* `SDL_JOYSTICK_AXIS_MIN`.
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*
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* \param joystick the virtual joystick on which to set state.
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* \param axis the specific axis on the virtual joystick to set.
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* \param value the new value for the specified axis.
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@@ -419,6 +496,19 @@ extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualHat(SDL_Joystick *joystick, in
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*/
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extern DECLSPEC const char *SDLCALL SDL_JoystickName(SDL_Joystick *joystick);
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/**
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* Get the implementation dependent path of a joystick.
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*
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* \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
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* \returns the path of the selected joystick. If no path can be found, this
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* function returns NULL; call SDL_GetError() for more information.
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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_JoystickPathForIndex
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*/
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extern DECLSPEC const char *SDLCALL SDL_JoystickPath(SDL_Joystick *joystick);
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/**
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* Get the player index of an opened joystick.
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*
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@@ -436,7 +526,8 @@ extern DECLSPEC int SDLCALL SDL_JoystickGetPlayerIndex(SDL_Joystick *joystick);
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* Set the player index of an opened joystick.
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*
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* \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
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* \param player_index the player index to set.
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* \param player_index Player index to assign to this joystick, or -1 to clear
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* 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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@@ -495,6 +586,19 @@ extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetProduct(SDL_Joystick *joystick);
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*/
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extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetProductVersion(SDL_Joystick *joystick);
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/**
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* Get the firmware version of an opened joystick, 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 joystick the SDL_Joystick obtained from SDL_JoystickOpen()
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* \returns the firmware version of the selected joystick, or 0 if
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* 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_JoystickGetFirmwareVersion(SDL_Joystick *joystick);
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/**
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* Get the serial number of an opened joystick, if available.
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*
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@@ -551,6 +655,25 @@ extern DECLSPEC void SDLCALL SDL_JoystickGetGUIDString(SDL_JoystickGUID guid, ch
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*/
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extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetGUIDFromString(const char *pchGUID);
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/**
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* Get the device information encoded in a SDL_JoystickGUID structure
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*
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* \param guid the SDL_JoystickGUID you wish to get info about
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* \param vendor A pointer filled in with the device VID, or 0 if not
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* available
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* \param product A pointer filled in with the device PID, or 0 if not
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* available
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* \param version A pointer filled in with the device version, or 0 if not
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* available
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* \param crc16 A pointer filled in with a CRC used to distinguish different
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* products with the same VID/PID, or 0 if not available
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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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* \sa SDL_JoystickGetDeviceGUID
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*/
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extern DECLSPEC void SDLCALL SDL_GetJoystickGUIDInfo(SDL_JoystickGUID guid, Uint16 *vendor, Uint16 *product, Uint16 *version, Uint16 *crc16);
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/**
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* Get the status of a specified joystick.
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*
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@@ -829,9 +952,9 @@ extern DECLSPEC int SDLCALL SDL_JoystickRumble(SDL_Joystick *joystick, Uint16 lo
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* Each call to this function cancels any previous trigger rumble effect, and
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* calling it with 0 intensity stops any rumbling.
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*
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* Note that this function is for _trigger_ rumble; the first joystick to
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* support this was the PlayStation 5's DualShock 5 controller. If you want
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* the (more common) whole-controller rumble, use SDL_JoystickRumble()
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* Note that this is rumbling of the _triggers_ and not the game controller as
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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 SDL_JoystickRumble()
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* instead.
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*
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* \param joystick The joystick to vibrate
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