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https://github.com/moonlight-stream/moonlight-qt.git
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Update Windows to SDL 2.0.10 with USE_D3D9EX
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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) 1997-2018 Sam Lantinga <slouken@libsdl.org>
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Copyright (C) 1997-2019 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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@@ -315,6 +315,16 @@ extern "C" {
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*/
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#define SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS"
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/**
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* \brief A variable controlling whether mouse events should generate synthetic touch events
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*
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* This variable can be set to the following values:
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* "0" - Mouse events will not generate touch events (default for desktop platforms)
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* "1" - Mouse events will generate touch events (default for mobile platforms, such as Android and iOS)
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*/
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#define SDL_HINT_MOUSE_TOUCH_EVENTS "SDL_MOUSE_TOUCH_EVENTS"
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/**
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* \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to true.
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*
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@@ -436,6 +446,16 @@ extern "C" {
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*/
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#define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG"
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/**
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* \brief A variable that lets you provide a file with extra gamecontroller db entries.
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*
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* The file should contain lines of gamecontroller config data, see SDL_gamecontroller.h
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*
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* This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
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* You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
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*/
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#define SDL_HINT_GAMECONTROLLERCONFIG_FILE "SDL_GAMECONTROLLERCONFIG_FILE"
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/**
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* \brief A variable containing a list of devices to skip when scanning for game controllers.
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*
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@@ -836,19 +856,7 @@ extern "C" {
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*/
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#define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING"
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/**
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* \brief A variable to control whether mouse and touch events are to be treated together or separately
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*
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* The variable can be set to the following values:
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* "0" - Mouse events will be handled as touch events, and touch will raise fake mouse
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* events. This is the behaviour of SDL <= 2.0.3. (default)
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* "1" - Mouse events will be handled separately from pure touch events.
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*
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* The value of this hint is used at runtime, so it can be changed at any time.
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*/
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#define SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH "SDL_ANDROID_SEPARATE_MOUSE_AND_TOUCH"
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/**
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/**
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* \brief A variable to control whether we trap the Android back button to handle it manually.
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* This is necessary for the right mouse button to work on some Android devices, or
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* to be able to trap the back button for use in your code reliably. If set to true,
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@@ -865,6 +873,17 @@ extern "C" {
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*/
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#define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON"
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/**
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* \brief A variable to control whether the event loop will block itself when the app is paused.
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*
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* The variable can be set to the following values:
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* "0" - Non blocking.
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* "1" - Blocking. (default)
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*
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* The value should be set before SDL is initialized.
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*/
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#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE"
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/**
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* \brief A variable to control whether the return key on the soft keyboard
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* should hide the soft keyboard on Android and iOS.
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@@ -1043,6 +1062,118 @@ extern "C" {
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*/
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#define SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY"
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/**
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* \brief A variable controlling whether the 2D render API is compatible or efficient.
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*
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* This variable can be set to the following values:
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*
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* "0" - Don't use batching to make rendering more efficient.
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* "1" - Use batching, but might cause problems if app makes its own direct OpenGL calls.
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*
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* Up to SDL 2.0.9, the render API would draw immediately when requested. Now
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* it batches up draw requests and sends them all to the GPU only when forced
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* to (during SDL_RenderPresent, when changing render targets, by updating a
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* texture that the batch needs, etc). This is significantly more efficient,
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* but it can cause problems for apps that expect to render on top of the
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* render API's output. As such, SDL will disable batching if a specific
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* render backend is requested (since this might indicate that the app is
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* planning to use the underlying graphics API directly). This hint can
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* be used to explicitly request batching in this instance. It is a contract
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* that you will either never use the underlying graphics API directly, or
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* if you do, you will call SDL_RenderFlush() before you do so any current
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* batch goes to the GPU before your work begins. Not following this contract
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* will result in undefined behavior.
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*/
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#define SDL_HINT_RENDER_BATCHING "SDL_RENDER_BATCHING"
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/**
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* \brief A variable controlling whether SDL logs all events pushed onto its internal queue.
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*
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* This variable can be set to the following values:
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*
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* "0" - Don't log any events (default)
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* "1" - Log all events except mouse and finger motion, which are pretty spammy.
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* "2" - Log all events.
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*
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* This is generally meant to be used to debug SDL itself, but can be useful
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* for application developers that need better visibility into what is going
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* on in the event queue. Logged events are sent through SDL_Log(), which
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* means by default they appear on stdout on most platforms or maybe
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* OutputDebugString() on Windows, and can be funneled by the app with
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* SDL_LogSetOutputFunction(), etc.
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*
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* This hint can be toggled on and off at runtime, if you only need to log
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* events for a small subset of program execution.
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*/
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#define SDL_HINT_EVENT_LOGGING "SDL_EVENT_LOGGING"
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/**
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* \brief Controls how the size of the RIFF chunk affects the loading of a WAVE file.
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*
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* The size of the RIFF chunk (which includes all the sub-chunks of the WAVE
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* file) is not always reliable. In case the size is wrong, it's possible to
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* just ignore it and step through the chunks until a fixed limit is reached.
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*
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* Note that files that have trailing data unrelated to the WAVE file or
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* corrupt files may slow down the loading process without a reliable boundary.
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* By default, SDL stops after 10000 chunks to prevent wasting time. Use the
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* environment variable SDL_WAVE_CHUNK_LIMIT to adjust this value.
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*
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* This variable can be set to the following values:
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*
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* "force" - Always use the RIFF chunk size as a boundary for the chunk search
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* "ignorezero" - Like "force", but a zero size searches up to 4 GiB (default)
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* "ignore" - Ignore the RIFF chunk size and always search up to 4 GiB
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* "maximum" - Search for chunks until the end of file (not recommended)
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*/
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#define SDL_HINT_WAVE_RIFF_CHUNK_SIZE "SDL_WAVE_RIFF_CHUNK_SIZE"
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/**
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* \brief Controls how a truncated WAVE file is handled.
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*
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* A WAVE file is considered truncated if any of the chunks are incomplete or
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* the data chunk size is not a multiple of the block size. By default, SDL
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* decodes until the first incomplete block, as most applications seem to do.
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*
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* This variable can be set to the following values:
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*
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* "verystrict" - Raise an error if the file is truncated
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* "strict" - Like "verystrict", but the size of the RIFF chunk is ignored
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* "dropframe" - Decode until the first incomplete sample frame
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* "dropblock" - Decode until the first incomplete block (default)
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*/
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#define SDL_HINT_WAVE_TRUNCATION "SDL_WAVE_TRUNCATION"
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/**
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* \brief Controls how the fact chunk affects the loading of a WAVE file.
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*
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* The fact chunk stores information about the number of samples of a WAVE
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* file. The Standards Update from Microsoft notes that this value can be used
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* to 'determine the length of the data in seconds'. This is especially useful
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* for compressed formats (for which this is a mandatory chunk) if they produce
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* multiple sample frames per block and truncating the block is not allowed.
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* The fact chunk can exactly specify how many sample frames there should be
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* in this case.
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*
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* Unfortunately, most application seem to ignore the fact chunk and so SDL
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* ignores it by default as well.
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*
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* This variable can be set to the following values:
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*
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* "truncate" - Use the number of samples to truncate the wave data if
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* the fact chunk is present and valid
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* "strict" - Like "truncate", but raise an error if the fact chunk
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* is invalid, not present for non-PCM formats, or if the
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* data chunk doesn't have that many samples
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* "ignorezero" - Like "truncate", but ignore fact chunk if the number of
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* samples is zero
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* "ignore" - Ignore fact chunk entirely (default)
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*/
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#define SDL_HINT_WAVE_FACT_CHUNK "SDL_WAVE_FACT_CHUNK"
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/**
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* \brief An enumeration of hint priorities
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*/
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