This commit is contained in:
Jordan Woyak 2025-05-26 23:16:39 -04:00 committed by GitHub
commit 2032e1e531
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
15 changed files with 426 additions and 399 deletions

View File

@ -137,6 +137,8 @@ else()
endif()
if(APPLE)
enable_language(OBJC)
enable_language(OBJCXX)
option(MACOS_USE_DEFAULT_SEARCH_PATH "Don't prioritize system library paths" OFF)
option(SKIP_POSTPROCESS_BUNDLE "Skip postprocessing bundle for redistributability" OFF)
# Enable adhoc code signing by default (otherwise makefile builds on ARM will not work)
@ -602,7 +604,7 @@ if(UNIX)
endif()
if(ENABLE_SDL)
dolphin_find_optional_system_library(SDL2 Externals/SDL 2.30.9)
dolphin_find_optional_system_library(SDL3 Externals/SDL 3.2.0)
endif()
if(ENABLE_ANALYTICS)

View File

@ -1,34 +1,16 @@
option(SDL2_DISABLE_SDL2MAIN "" ON)
option(SDL2_DISABLE_INSTALL "" ON)
option(SDL2_DISABLE_UNINSTALL "" ON)
option(SDL_SHARED "Build a shared version of the library" OFF)
option(SDL_SHARED_ENABLED_BY_DEFAULT "" OFF)
option(SDL_STATIC "Build a static version of the library" ON)
option(SDL_STATIC_ENABLED_BY_DEFAULT "" ON)
option(SDL_TEST "Build the SDL2_test library" OFF)
option(SDL_TEST_ENABLED_BY_DEFAULT "" OFF)
# SDL fails to clean up old headers after version upgrades, so do that manually
set(EXPECTED_SDL_REVISION "SDL-release-2.30.9-0")
if (EXISTS "${CMAKE_CURRENT_BINARY_DIR}/SDL/include/SDL2/SDL_revision.h")
file(READ "${CMAKE_CURRENT_BINARY_DIR}/SDL/include/SDL2/SDL_revision.h" ACTUAL_SDL_REVISION)
if (NOT "${ACTUAL_SDL_REVISION}" MATCHES "${EXPECTED_SDL_REVISION}")
message(STATUS "Found unexpected SDL2/SDL_revision.h, removing generated includes.")
file(REMOVE_RECURSE "${CMAKE_CURRENT_BINARY_DIR}/SDL/include/")
endif()
endif()
if (EXISTS "${CMAKE_CURRENT_BINARY_DIR}/SDL/include/SDL_revision.h")
file(READ "${CMAKE_CURRENT_BINARY_DIR}/SDL/include/SDL_revision.h" ACTUAL_SDL_REVISION)
if (NOT "${ACTUAL_SDL_REVISION}" MATCHES "${EXPECTED_SDL_REVISION}")
message(STATUS "Found unexpected SDL_revision.h, removing generated includes.")
file(REMOVE_RECURSE "${CMAKE_CURRENT_BINARY_DIR}/SDL/include/")
endif()
endif()
set(SDL_SHARED OFF)
set(SDL_STATIC ON)
set(SDL_TEST_LIBRARY OFF)
set(SDL_TESTS OFF)
set(SDL_DISABLE_INSTALL ON)
set(SDL_DISABLE_INSTALL_DOCS ON)
set(SDL_INSTALL_TESTS OFF)
add_subdirectory(SDL)
if (TARGET SDL2)
dolphin_disable_warnings(SDL2)
if (TARGET SDL3)
dolphin_disable_warnings(SDL3)
endif()
if (TARGET SDL2-static)
dolphin_disable_warnings(SDL2-static)
if (TARGET SDL3-static)
dolphin_disable_warnings(SDL3-static)
endif()

2
Externals/SDL/SDL vendored

@ -1 +1 @@
Subproject commit c98c4fbff6d8f3016a3ce6685bf8f43433c3efcc
Subproject commit 8d604353a53853fa56d1bdce0363535605ca868f

View File

@ -17,147 +17,165 @@
<PropertyGroup Label="UserMacros" />
<ItemDefinitionGroup>
<ClCompile>
<AdditionalIncludeDirectories>SDL\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>SDL\src;SDL\include;SDL\include\build_config;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>HAVE_LIBC=1;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
</ItemDefinitionGroup>
<ItemGroup>
<ClInclude Include="SDL\include\begin_code.h" />
<ClInclude Include="SDL\include\close_code.h" />
<ClInclude Include="SDL\include\SDL_assert.h" />
<ClInclude Include="SDL\include\SDL_atomic.h" />
<ClInclude Include="SDL\include\SDL_audio.h" />
<ClInclude Include="SDL\include\SDL_bits.h" />
<ClInclude Include="SDL\include\SDL_blendmode.h" />
<ClInclude Include="SDL\include\SDL_clipboard.h" />
<ClInclude Include="SDL\include\SDL_config_windows.h" />
<ClInclude Include="SDL\include\SDL_config.h" />
<ClInclude Include="SDL\include\SDL_copying.h" />
<ClInclude Include="SDL\include\SDL_cpuinfo.h" />
<ClInclude Include="SDL\include\SDL_egl.h" />
<ClInclude Include="SDL\include\SDL_endian.h" />
<ClInclude Include="SDL\include\SDL_error.h" />
<ClInclude Include="SDL\include\SDL_events.h" />
<ClInclude Include="SDL\include\SDL_filesystem.h" />
<ClInclude Include="SDL\include\SDL_gamecontroller.h" />
<ClInclude Include="SDL\include\SDL_gesture.h" />
<ClInclude Include="SDL\include\SDL_guid.h" />
<ClInclude Include="SDL\include\SDL_haptic.h" />
<ClInclude Include="SDL\include\SDL_hidapi.h" />
<ClInclude Include="SDL\include\SDL_hints.h" />
<ClInclude Include="SDL\include\SDL_joystick.h" />
<ClInclude Include="SDL\include\SDL_keyboard.h" />
<ClInclude Include="SDL\include\SDL_keycode.h" />
<ClInclude Include="SDL\include\SDL_loadso.h" />
<ClInclude Include="SDL\include\SDL_locale.h" />
<ClInclude Include="SDL\include\SDL_log.h" />
<ClInclude Include="SDL\include\SDL_main.h" />
<ClInclude Include="SDL\include\SDL_messagebox.h" />
<ClInclude Include="SDL\include\SDL_metal.h" />
<ClInclude Include="SDL\include\SDL_misc.h" />
<ClInclude Include="SDL\include\SDL_mouse.h" />
<ClInclude Include="SDL\include\SDL_mutex.h" />
<ClInclude Include="SDL\include\SDL_name.h" />
<ClInclude Include="SDL\include\SDL_opengl_glext.h" />
<ClInclude Include="SDL\include\SDL_opengl.h" />
<ClInclude Include="SDL\include\SDL_opengles.h" />
<ClInclude Include="SDL\include\SDL_opengles2_gl2.h" />
<ClInclude Include="SDL\include\SDL_opengles2_gl2ext.h" />
<ClInclude Include="SDL\include\SDL_opengles2_gl2platform.h" />
<ClInclude Include="SDL\include\SDL_opengles2_khrplatform.h" />
<ClInclude Include="SDL\include\SDL_opengles2.h" />
<ClInclude Include="SDL\include\SDL_pixels.h" />
<ClInclude Include="SDL\include\SDL_platform.h" />
<ClInclude Include="SDL\include\SDL_power.h" />
<ClInclude Include="SDL\include\SDL_quit.h" />
<ClInclude Include="SDL\include\SDL_rect.h" />
<ClInclude Include="SDL\include\SDL_render.h" />
<ClInclude Include="SDL\include\SDL_revision.h" />
<ClInclude Include="SDL\include\SDL_rwops.h" />
<ClInclude Include="SDL\include\SDL_scancode.h" />
<ClInclude Include="SDL\include\SDL_sensor.h" />
<ClInclude Include="SDL\include\SDL_shape.h" />
<ClInclude Include="SDL\include\SDL_stdinc.h" />
<ClInclude Include="SDL\include\SDL_surface.h" />
<ClInclude Include="SDL\include\SDL_system.h" />
<ClInclude Include="SDL\include\SDL_syswm.h" />
<ClInclude Include="SDL\include\SDL_thread.h" />
<ClInclude Include="SDL\include\SDL_timer.h" />
<ClInclude Include="SDL\include\SDL_touch.h" />
<ClInclude Include="SDL\include\SDL_types.h" />
<ClInclude Include="SDL\include\SDL_version.h" />
<ClInclude Include="SDL\include\SDL_video.h" />
<ClInclude Include="SDL\include\SDL_vulkan.h" />
<ClInclude Include="SDL\include\SDL.h" />
<ClInclude Include="SDL\include\SDL3\SDL_begin_code.h" />
<ClInclude Include="SDL\include\SDL3\SDL_camera.h" />
<ClInclude Include="SDL\include\SDL3\SDL_close_code.h" />
<ClInclude Include="SDL\include\SDL3\SDL.h" />
<ClInclude Include="SDL\include\SDL3\SDL_assert.h" />
<ClInclude Include="SDL\include\SDL3\SDL_atomic.h" />
<ClInclude Include="SDL\include\SDL3\SDL_audio.h" />
<ClInclude Include="SDL\include\SDL3\SDL_bits.h" />
<ClInclude Include="SDL\include\SDL3\SDL_blendmode.h" />
<ClInclude Include="SDL\include\SDL3\SDL_clipboard.h" />
<ClInclude Include="SDL\include\SDL3\SDL_copying.h" />
<ClInclude Include="SDL\include\SDL3\SDL_cpuinfo.h" />
<ClInclude Include="SDL\include\SDL3\SDL_egl.h" />
<ClInclude Include="SDL\include\SDL3\SDL_endian.h" />
<ClInclude Include="SDL\include\SDL3\SDL_error.h" />
<ClInclude Include="SDL\include\SDL3\SDL_events.h" />
<ClInclude Include="SDL\include\SDL3\SDL_filesystem.h" />
<ClInclude Include="SDL\include\SDL3\SDL_gamepad.h" />
<ClInclude Include="SDL\include\SDL3\SDL_gpu.h" />
<ClInclude Include="SDL\include\SDL3\SDL_guid.h" />
<ClInclude Include="SDL\include\SDL3\SDL_haptic.h" />
<ClInclude Include="SDL\include\SDL3\SDL_hints.h" />
<ClInclude Include="SDL\include\SDL3\SDL_hidapi.h" />
<ClInclude Include="SDL\include\SDL3\SDL_asyncio.h" />
<ClInclude Include="SDL\include\SDL3\SDL_joystick.h" />
<ClInclude Include="SDL\include\SDL3\SDL_keyboard.h" />
<ClInclude Include="SDL\include\SDL3\SDL_keycode.h" />
<ClInclude Include="SDL\include\SDL3\SDL_loadso.h" />
<ClInclude Include="SDL\include\SDL3\SDL_locale.h" />
<ClInclude Include="SDL\include\SDL3\SDL_log.h" />
<ClInclude Include="SDL\include\SDL3\SDL_main.h" />
<ClInclude Include="SDL\include\SDL3\SDL_messagebox.h" />
<ClInclude Include="SDL\include\SDL3\SDL_metal.h" />
<ClInclude Include="SDL\include\SDL3\SDL_misc.h" />
<ClInclude Include="SDL\include\SDL3\SDL_mouse.h" />
<ClInclude Include="SDL\include\SDL3\SDL_mutex.h" />
<ClInclude Include="SDL\include\SDL3\SDL_opengl.h" />
<ClInclude Include="SDL\include\SDL3\SDL_opengl_glext.h" />
<ClInclude Include="SDL\include\SDL3\SDL_opengles.h" />
<ClInclude Include="SDL\include\SDL3\SDL_opengles2.h" />
<ClInclude Include="SDL\include\SDL3\SDL_opengles2_gl2.h" />
<ClInclude Include="SDL\include\SDL3\SDL_opengles2_gl2ext.h" />
<ClInclude Include="SDL\include\SDL3\SDL_opengles2_gl2platform.h" />
<ClInclude Include="SDL\include\SDL3\SDL_opengles2_khrplatform.h" />
<ClInclude Include="SDL\include\SDL3\SDL_pen.h" />
<ClInclude Include="SDL\include\SDL3\SDL_pixels.h" />
<ClInclude Include="SDL\include\SDL3\SDL_platform.h" />
<ClInclude Include="SDL\include\SDL3\SDL_platform_defines.h" />
<ClInclude Include="SDL\include\SDL3\SDL_power.h" />
<ClInclude Include="SDL\include\SDL3\SDL_process.h" />
<ClInclude Include="SDL\include\SDL3\SDL_properties.h" />
<ClInclude Include="SDL\include\SDL3\SDL_rect.h" />
<ClInclude Include="SDL\include\SDL3\SDL_render.h" />
<ClInclude Include="SDL\include\SDL3\SDL_revision.h" />
<ClInclude Include="SDL\include\SDL3\SDL_iostream.h" />
<ClInclude Include="SDL\include\SDL3\SDL_scancode.h" />
<ClInclude Include="SDL\include\SDL3\SDL_sensor.h" />
<ClInclude Include="SDL\include\SDL3\SDL_stdinc.h" />
<ClInclude Include="SDL\include\SDL3\SDL_storage.h" />
<ClInclude Include="SDL\include\SDL3\SDL_surface.h" />
<ClInclude Include="SDL\include\SDL3\SDL_system.h" />
<ClInclude Include="SDL\include\SDL3\SDL_test.h" />
<ClInclude Include="SDL\include\SDL3\SDL_test_assert.h" />
<ClInclude Include="SDL\include\SDL3\SDL_test_common.h" />
<ClInclude Include="SDL\include\SDL3\SDL_test_compare.h" />
<ClInclude Include="SDL\include\SDL3\SDL_test_crc32.h" />
<ClInclude Include="SDL\include\SDL3\SDL_test_font.h" />
<ClInclude Include="SDL\include\SDL3\SDL_test_fuzzer.h" />
<ClInclude Include="SDL\include\SDL3\SDL_test_harness.h" />
<ClInclude Include="SDL\include\SDL3\SDL_test_log.h" />
<ClInclude Include="SDL\include\SDL3\SDL_test_md5.h" />
<ClInclude Include="SDL\include\SDL3\SDL_test_memory.h" />
<ClInclude Include="SDL\include\SDL3\SDL_thread.h" />
<ClInclude Include="SDL\include\SDL3\SDL_time.h" />
<ClInclude Include="SDL\include\SDL3\SDL_timer.h" />
<ClInclude Include="SDL\include\SDL3\SDL_touch.h" />
<ClInclude Include="SDL\include\SDL3\SDL_version.h" />
<ClInclude Include="SDL\include\SDL3\SDL_video.h" />
<ClInclude Include="SDL\include\SDL3\SDL_vulkan.h" />
<ClInclude Include="SDL\src\audio\directsound\SDL_directsound.h" />
<ClInclude Include="SDL\src\audio\disk\SDL_diskaudio.h" />
<ClInclude Include="SDL\src\audio\dummy\SDL_dummyaudio.h" />
<ClInclude Include="SDL\src\audio\SDL_audio_c.h" />
<ClInclude Include="SDL\src\audio\SDL_audio_channel_converters.h" />
<ClInclude Include="SDL\src\audio\SDL_audio_resampler_filter.h" />
<ClInclude Include="SDL\src\audio\SDL_audiodev_c.h" />
<ClInclude Include="SDL\src\audio\SDL_sysaudio.h" />
<ClInclude Include="SDL\src\audio\SDL_audioqueue.h" />
<ClInclude Include="SDL\src\audio\SDL_audioresample.h" />
<ClInclude Include="SDL\src\audio\SDL_wave.h" />
<ClInclude Include="SDL\src\audio\wasapi\SDL_wasapi.h" />
<ClInclude Include="SDL\src\audio\winmm\SDL_winmm.h" />
<ClInclude Include="SDL\src\camera\SDL_camera_c.h" />
<ClInclude Include="SDL\src\camera\SDL_syscamera.h" />
<ClInclude Include="SDL\src\core\windows\SDL_directx.h" />
<ClInclude Include="SDL\src\core\windows\SDL_gameinput.h" />
<ClInclude Include="SDL\src\core\windows\SDL_hid.h" />
<ClInclude Include="SDL\src\core\windows\SDL_immdevice.h" />
<ClInclude Include="SDL\src\core\windows\SDL_windows.h" />
<ClInclude Include="SDL\src\core\windows\SDL_xinput.h" />
<ClInclude Include="SDL\src\cpuinfo\SDL_cpuinfo_c.h" />
<ClInclude Include="SDL\src\dynapi\SDL_dynapi.h" />
<ClInclude Include="SDL\src\dynapi\SDL_dynapi_overrides.h" />
<ClInclude Include="SDL\src\dynapi\SDL_dynapi_procs.h" />
<ClInclude Include="SDL\src\dynapi\SDL_dynapi.h" />
<ClInclude Include="SDL\src\dynapi\SDL_dynapi_unsupported.h" />
<ClInclude Include="SDL\src\events\blank_cursor.h" />
<ClInclude Include="SDL\src\events\default_cursor.h" />
<ClInclude Include="SDL\src\events\scancodes_ascii.h" />
<ClInclude Include="SDL\src\events\scancodes_windows.h" />
<ClInclude Include="SDL\src\events\SDL_categories_c.h" />
<ClInclude Include="SDL\src\events\SDL_clipboardevents_c.h" />
<ClInclude Include="SDL\src\events\SDL_displayevents_c.h" />
<ClInclude Include="SDL\src\events\SDL_dropevents_c.h" />
<ClInclude Include="SDL\src\events\SDL_events_c.h" />
<ClInclude Include="SDL\src\events\SDL_gesture_c.h" />
<ClInclude Include="SDL\src\events\SDL_eventwatch_c.h" />
<ClInclude Include="SDL\src\events\SDL_keyboard_c.h" />
<ClInclude Include="SDL\src\events\SDL_log.h" />
<ClInclude Include="SDL\src\events\SDL_keymap_c.h" />
<ClInclude Include="SDL\src\events\SDL_mouse_c.h" />
<ClInclude Include="SDL\src\events\SDL_touch_c.h" />
<ClInclude Include="SDL\src\events\SDL_windowevents_c.h" />
<ClInclude Include="SDL\src\filesystem\SDL_sysfilesystem.h" />
<ClInclude Include="SDL\src\gpu\SDL_sysgpu.h" />
<ClInclude Include="SDL\src\gpu\vulkan\SDL_gpu_vulkan_vkfuncs.h" />
<ClInclude Include="SDL\src\io\SDL_asyncio_c.h" />
<ClInclude Include="SDL\src\io\SDL_sysasyncio.h" />
<ClInclude Include="SDL\src\haptic\SDL_haptic_c.h" />
<ClInclude Include="SDL\src\haptic\SDL_syshaptic.h" />
<ClInclude Include="SDL\src\haptic\windows\SDL_dinputhaptic_c.h" />
<ClInclude Include="SDL\src\haptic\windows\SDL_windowshaptic_c.h" />
<ClInclude Include="SDL\src\haptic\windows\SDL_xinputhaptic_c.h" />
<ClInclude Include="SDL\src\hidapi\hidapi\hidapi.h" />
<ClInclude Include="SDL\src\hidapi\SDL_hidapi_c.h" />
<ClInclude Include="SDL\src\joystick\controller_type.h" />
<ClInclude Include="SDL\src\joystick\hidapi\steam\controller_constants.h" />
<ClInclude Include="SDL\src\joystick\hidapi\steam\controller_structs.h" />
<ClInclude Include="SDL\src\joystick\hidapi\SDL_hidapi_nintendo.h" />
<ClInclude Include="SDL\src\joystick\hidapi\SDL_hidapi_rumble.h" />
<ClInclude Include="SDL\src\joystick\hidapi\SDL_hidapijoystick_c.h" />
<ClInclude Include="SDL\src\joystick\steam\SDL_steamcontroller.h" />
<ClInclude Include="SDL\src\joystick\SDL_gamecontrollerdb.h" />
<ClInclude Include="SDL\src\joystick\hidapi\SDL_hidapi_rumble.h" />
<ClInclude Include="SDL\src\joystick\SDL_gamepad_c.h" />
<ClInclude Include="SDL\src\joystick\SDL_gamepad_db.h" />
<ClInclude Include="SDL\src\joystick\SDL_joystick_c.h" />
<ClInclude Include="SDL\src\joystick\SDL_steam_virtual_gamepad.h" />
<ClInclude Include="SDL\src\joystick\SDL_sysjoystick.h" />
<ClInclude Include="SDL\src\joystick\controller_list.h" />
<ClInclude Include="SDL\src\joystick\usb_ids.h" />
<ClInclude Include="SDL\src\joystick\virtual\SDL_virtualjoystick_c.h" />
<ClInclude Include="SDL\src\joystick\windows\SDL_dinputjoystick_c.h" />
<ClInclude Include="SDL\src\joystick\windows\SDL_rawinputjoystick_c.h" />
<ClInclude Include="SDL\src\joystick\windows\SDL_windowsjoystick_c.h" />
<ClInclude Include="SDL\src\joystick\windows\SDL_xinputjoystick_c.h" />
<ClInclude Include="SDL\src\libm\math_libm.h" />
<ClInclude Include="SDL\src\libm\math_private.h" />
<ClInclude Include="SDL\src\locale\SDL_syslocale.h" />
<ClInclude Include="SDL\src\main\SDL_main_callbacks.h" />
<ClInclude Include="SDL\src\misc\SDL_sysurl.h" />
<ClInclude Include="SDL\src\power\SDL_syspower.h" />
<ClInclude Include="SDL\src\render\direct3d\SDL_shaders_d3d.h" />
<ClInclude Include="SDL\src\render\direct3d11\SDL_shaders_d3d11.h" />
<ClInclude Include="SDL\src\render\direct3d12\SDL_render_d3d12_xbox.h" />
<ClInclude Include="SDL\src\render\direct3d12\SDL_shaders_d3d12.h" />
<ClInclude Include="SDL\src\render\opengl\SDL_glfuncs.h" />
<ClInclude Include="SDL\src\render\opengl\SDL_shaders_gl.h" />
<ClInclude Include="SDL\src\render\direct3d\SDL_shaders_d3d.h" />
<ClInclude Include="SDL\src\render\opengles2\SDL_gles2funcs.h" />
<ClInclude Include="SDL\src\render\opengles2\SDL_shaders_gles2.h" />
<ClInclude Include="SDL\src\render\opengl\SDL_glfuncs.h" />
<ClInclude Include="SDL\src\render\opengl\SDL_shaders_gl.h" />
<ClInclude Include="SDL\src\render\SDL_d3dmath.h" />
<ClInclude Include="SDL\src\render\SDL_sysrender.h" />
<ClInclude Include="SDL\src\render\SDL_yuv_sw_c.h" />
@ -170,38 +188,54 @@
<ClInclude Include="SDL\src\render\software\SDL_render_sw_c.h" />
<ClInclude Include="SDL\src\render\software\SDL_rotate.h" />
<ClInclude Include="SDL\src\render\software\SDL_triangle.h" />
<ClInclude Include="SDL\src\render\vulkan\SDL_shaders_vulkan.h" />
<ClInclude Include="SDL\src\SDL_assert_c.h" />
<ClInclude Include="SDL\src\SDL_dataqueue.h" />
<ClInclude Include="SDL\src\SDL_error_c.h" />
<ClCompile Include="SDL\src\camera\dummy\SDL_camera_dummy.c" />
<ClCompile Include="SDL\src\camera\mediafoundation\SDL_camera_mediafoundation.c" />
<ClCompile Include="SDL\src\camera\SDL_camera.c" />
<ClCompile Include="SDL\src\dialog\SDL_dialog.c" />
<ClCompile Include="SDL\src\dialog\SDL_dialog_utils.c" />
<ClCompile Include="SDL\src\filesystem\SDL_filesystem.c" />
<ClCompile Include="SDL\src\filesystem\windows\SDL_sysfsops.c" />
<ClCompile Include="SDL\src\io\windows\SDL_asyncio_windows_ioring.c" />
<ClCompile Include="SDL\src\gpu\SDL_gpu.c" />
<ClCompile Include="SDL\src\gpu\d3d12\SDL_gpu_d3d12.c" />
<ClCompile Include="SDL\src\gpu\vulkan\SDL_gpu_vulkan.c" />
<ClCompile Include="SDL\src\io\generic\SDL_asyncio_generic.c" />
<ClCompile Include="SDL\src\io\SDL_asyncio.c" />
<ClCompile Include="SDL\src\main\generic\SDL_sysmain_callbacks.c" />
<ClCompile Include="SDL\src\main\SDL_main_callbacks.c" />
<ClCompile Include="SDL\src\main\SDL_runapp.c" />
<ClCompile Include="SDL\src\main\windows\SDL_sysmain_runapp.c" />
<ClCompile Include="SDL\src\render\vulkan\SDL_render_vulkan.c" />
<ClCompile Include="SDL\src\render\vulkan\SDL_shaders_vulkan.c" />
<ClCompile Include="SDL\src\SDL_guid.c" />
<ClInclude Include="SDL\src\SDL_hashtable.h" />
<ClInclude Include="SDL\src\SDL_hints_c.h" />
<ClInclude Include="SDL\src\SDL_internal.h" />
<ClInclude Include="SDL\src\SDL_list.h" />
<ClInclude Include="SDL\src\SDL_utils_c.h" />
<ClInclude Include="SDL\src\SDL_log_c.h" />
<ClInclude Include="SDL\src\SDL_properties_c.h" />
<ClInclude Include="SDL\src\sensor\dummy\SDL_dummysensor.h" />
<ClInclude Include="SDL\src\sensor\SDL_sensor_c.h" />
<ClInclude Include="SDL\src\sensor\SDL_syssensor.h" />
<ClInclude Include="SDL\src\sensor\windows\SDL_windowssensor.h" />
<ClInclude Include="SDL\src\stdlib\SDL_vacopy.h" />
<ClInclude Include="SDL\src\thread\generic\SDL_syscond_c.h" />
<ClInclude Include="SDL\src\thread\SDL_systhread.h" />
<ClInclude Include="SDL\src\thread\SDL_thread_c.h" />
<ClInclude Include="SDL\src\thread\generic\SDL_syscond_c.h" />
<ClInclude Include="SDL\src\thread\windows\SDL_sysmutex_c.h" />
<ClInclude Include="SDL\src\thread\generic\SDL_sysrwlock_c.h" />
<ClInclude Include="SDL\src\thread\windows\SDL_systhread_c.h" />
<ClInclude Include="SDL\src\timer\SDL_timer_c.h" />
<ClInclude Include="SDL\src\video\dummy\SDL_nullevents_c.h" />
<ClInclude Include="SDL\src\video\dummy\SDL_nullframebuffer_c.h" />
<ClInclude Include="SDL\src\video\dummy\SDL_nullvideo.h" />
<ClInclude Include="SDL\src\video\khronos\vk_video\vulkan_video_codec_h264std.h" />
<ClInclude Include="SDL\src\video\khronos\vk_video\vulkan_video_codec_h264std_decode.h" />
<ClInclude Include="SDL\src\video\khronos\vk_video\vulkan_video_codec_h264std_encode.h" />
<ClInclude Include="SDL\src\video\khronos\vk_video\vulkan_video_codec_h265std.h" />
<ClInclude Include="SDL\src\video\khronos\vk_video\vulkan_video_codec_h265std_decode.h" />
<ClInclude Include="SDL\src\video\khronos\vk_video\vulkan_video_codec_h265std_encode.h" />
<ClInclude Include="SDL\src\video\khronos\vk_video\vulkan_video_codecs_common.h" />
<ClInclude Include="SDL\src\video\khronos\vulkan\vk_icd.h" />
<ClInclude Include="SDL\src\video\khronos\vulkan\vk_layer.h" />
<ClInclude Include="SDL\src\video\khronos\vulkan\vk_platform.h" />
<ClInclude Include="SDL\src\video\khronos\vulkan\vk_sdk_platform.h" />
<ClInclude Include="SDL\src\video\khronos\vulkan\vulkan.h" />
<ClInclude Include="SDL\src\video\khronos\vulkan\vulkan_android.h" />
<ClInclude Include="SDL\src\video\khronos\vulkan\vulkan_beta.h" />
<ClInclude Include="SDL\src\video\khronos\vulkan\vulkan_core.h" />
@ -211,38 +245,45 @@
<ClInclude Include="SDL\src\video\khronos\vulkan\vulkan_ios.h" />
<ClInclude Include="SDL\src\video\khronos\vulkan\vulkan_macos.h" />
<ClInclude Include="SDL\src\video\khronos\vulkan\vulkan_metal.h" />
<ClInclude Include="SDL\src\video\khronos\vulkan\vulkan_screen.h" />
<ClInclude Include="SDL\src\video\khronos\vulkan\vulkan_vi.h" />
<ClInclude Include="SDL\src\video\khronos\vulkan\vulkan_wayland.h" />
<ClInclude Include="SDL\src\video\khronos\vulkan\vulkan_win32.h" />
<ClInclude Include="SDL\src\video\khronos\vulkan\vulkan_xcb.h" />
<ClInclude Include="SDL\src\video\khronos\vulkan\vulkan_xlib_xrandr.h" />
<ClInclude Include="SDL\src\video\khronos\vulkan\vulkan_xlib.h" />
<ClInclude Include="SDL\src\video\khronos\vulkan\vulkan.h" />
<ClInclude Include="SDL\src\video\khronos\vulkan\vulkan.hpp" />
<ClInclude Include="SDL\src\video\khronos\vulkan\vulkan_xlib_xrandr.h" />
<ClInclude Include="SDL\src\video\offscreen\SDL_offscreenevents_c.h" />
<ClInclude Include="SDL\src\video\offscreen\SDL_offscreenframebuffer_c.h" />
<ClInclude Include="SDL\src\video\offscreen\SDL_offscreenopengles.h" />
<ClInclude Include="SDL\src\video\offscreen\SDL_offscreenvideo.h" />
<ClInclude Include="SDL\src\video\offscreen\SDL_offscreenvulkan.h" />
<ClInclude Include="SDL\src\video\offscreen\SDL_offscreenwindow.h" />
<ClInclude Include="SDL\src\video\SDL_blit.h" />
<ClInclude Include="SDL\src\video\SDL_blit_auto.h" />
<ClInclude Include="SDL\src\video\SDL_blit_copy.h" />
<ClInclude Include="SDL\src\video\SDL_blit_slow.h" />
<ClInclude Include="SDL\src\video\SDL_blit.h" />
<ClInclude Include="SDL\src\video\SDL_clipboard_c.h" />
<ClInclude Include="SDL\src\video\SDL_egl_c.h" />
<ClInclude Include="SDL\src\video\SDL_pixels_c.h" />
<ClInclude Include="SDL\src\video\SDL_rect_c.h" />
<ClInclude Include="SDL\src\video\SDL_RLEaccel_c.h" />
<ClInclude Include="SDL\src\video\SDL_shape_internals.h" />
<ClInclude Include="SDL\src\video\SDL_stb_c.h" />
<ClInclude Include="SDL\src\video\SDL_surface_c.h" />
<ClInclude Include="SDL\src\video\SDL_sysvideo.h" />
<ClInclude Include="SDL\src\video\SDL_vulkan_internal.h" />
<ClInclude Include="SDL\src\video\SDL_yuv_c.h" />
<ClInclude Include="SDL\src\video\windows\SDL_msctf.h" />
<ClInclude Include="SDL\src\video\windows\SDL_vkeys.h" />
<ClInclude Include="SDL\src\video\windows\SDL_surface_utils.h" />
<ClInclude Include="SDL\src\video\windows\SDL_windowsclipboard.h" />
<ClInclude Include="SDL\src\video\windows\SDL_windowsevents.h" />
<ClInclude Include="SDL\src\video\windows\SDL_windowsframebuffer.h" />
<ClInclude Include="SDL\src\video\windows\SDL_windowskeyboard.h" />
<ClInclude Include="SDL\src\video\windows\SDL_windowsgameinput.h" />
<ClInclude Include="SDL\src\video\windows\SDL_windowsmessagebox.h" />
<ClInclude Include="SDL\src\video\windows\SDL_windowsmodes.h" />
<ClInclude Include="SDL\src\video\windows\SDL_windowsmouse.h" />
<ClInclude Include="SDL\src\video\windows\SDL_windowsopengl.h" />
<ClInclude Include="SDL\src\video\windows\SDL_windowsopengles.h" />
<ClInclude Include="SDL\src\video\windows\SDL_windowsrawinput.h" />
<ClInclude Include="SDL\src\video\windows\SDL_windowsshape.h" />
<ClInclude Include="SDL\src\video\windows\SDL_windowsvideo.h" />
<ClInclude Include="SDL\src\video\windows\SDL_windowsvulkan.h" />
@ -257,8 +298,6 @@
<ClInclude Include="SDL\src\video\yuv2rgb\yuv_rgb_sse_func.h" />
<ClInclude Include="SDL\src\video\yuv2rgb\yuv_rgb_std.h" />
<ClInclude Include="SDL\src\video\yuv2rgb\yuv_rgb_std_func.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="SDL\src\atomic\SDL_atomic.c" />
<ClCompile Include="SDL\src\atomic\SDL_spinlock.c" />
<ClCompile Include="SDL\src\audio\directsound\SDL_directsound.c" />
@ -268,37 +307,49 @@
<ClCompile Include="SDL\src\audio\SDL_audiocvt.c" />
<ClCompile Include="SDL\src\audio\SDL_audiodev.c" />
<ClCompile Include="SDL\src\audio\SDL_audiotypecvt.c" />
<ClCompile Include="SDL\src\audio\SDL_audioqueue.c" />
<ClCompile Include="SDL\src\audio\SDL_audioresample.c" />
<ClCompile Include="SDL\src\audio\SDL_mixer.c" />
<ClCompile Include="SDL\src\audio\SDL_wave.c" />
<ClCompile Include="SDL\src\audio\wasapi\SDL_wasapi_win32.c" />
<ClCompile Include="SDL\src\audio\wasapi\SDL_wasapi.c" />
<ClCompile Include="SDL\src\audio\winmm\SDL_winmm.c" />
<ClCompile Include="SDL\src\core\SDL_core_unsupported.c" />
<ClCompile Include="SDL\src\core\windows\SDL_gameinput.c" />
<ClCompile Include="SDL\src\core\windows\SDL_hid.c" />
<ClCompile Include="SDL\src\core\windows\SDL_immdevice.c" />
<ClCompile Include="SDL\src\core\windows\SDL_windows.c" />
<ClCompile Include="SDL\src\core\windows\SDL_xinput.c" />
<ClCompile Include="SDL\src\cpuinfo\SDL_cpuinfo.c" />
<ClCompile Include="SDL\src\dynapi\SDL_dynapi.c" />
<ClCompile Include="SDL\src\dialog\windows\SDL_windowsdialog.c" />
<ClCompile Include="SDL\src\dynapi\SDL_dynapi.c">
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">NotUsing</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">NotUsing</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">NotUsing</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|x64'">NotUsing</PrecompiledHeader>
</ClCompile>
<ClCompile Include="SDL\src\events\SDL_categories.c" />
<ClCompile Include="SDL\src\events\SDL_clipboardevents.c" />
<ClCompile Include="SDL\src\events\SDL_displayevents.c" />
<ClCompile Include="SDL\src\events\SDL_dropevents.c" />
<ClCompile Include="SDL\src\events\SDL_events.c" />
<ClCompile Include="SDL\src\events\SDL_gesture.c" />
<ClCompile Include="SDL\src\events\SDL_eventwatch.c" />
<ClCompile Include="SDL\src\events\SDL_keyboard.c" />
<ClCompile Include="SDL\src\events\SDL_keymap.c" />
<ClCompile Include="SDL\src\events\SDL_mouse.c" />
<ClCompile Include="SDL\src\events\SDL_pen.c" />
<ClCompile Include="SDL\src\events\SDL_quit.c" />
<ClCompile Include="SDL\src\events\SDL_touch.c" />
<ClCompile Include="SDL\src\events\SDL_windowevents.c" />
<ClCompile Include="SDL\src\file\SDL_rwops.c" />
<ClCompile Include="SDL\src\io\SDL_iostream.c" />
<ClCompile Include="SDL\src\filesystem\windows\SDL_sysfilesystem.c" />
<ClCompile Include="SDL\src\haptic\dummy\SDL_syshaptic.c" />
<ClCompile Include="SDL\src\haptic\SDL_haptic.c" />
<ClCompile Include="SDL\src\haptic\windows\SDL_dinputhaptic.c" />
<ClCompile Include="SDL\src\haptic\windows\SDL_windowshaptic.c" />
<ClCompile Include="SDL\src\haptic\windows\SDL_xinputhaptic.c" />
<ClCompile Include="SDL\src\hidapi\SDL_hidapi.c" />
<ClCompile Include="SDL\src\joystick\controller_type.c" />
<ClCompile Include="SDL\src\joystick\dummy\SDL_sysjoystick.c" />
<ClCompile Include="SDL\src\joystick\gdk\SDL_gameinputjoystick.c" />
<ClCompile Include="SDL\src\joystick\hidapi\SDL_hidapijoystick.c" />
<ClCompile Include="SDL\src\joystick\hidapi\SDL_hidapi_combined.c" />
<ClCompile Include="SDL\src\joystick\hidapi\SDL_hidapi_gamecube.c" />
<ClCompile Include="SDL\src\joystick\hidapi\SDL_hidapi_luna.c" />
@ -309,23 +360,23 @@
<ClCompile Include="SDL\src\joystick\hidapi\SDL_hidapi_shield.c" />
<ClCompile Include="SDL\src\joystick\hidapi\SDL_hidapi_stadia.c" />
<ClCompile Include="SDL\src\joystick\hidapi\SDL_hidapi_steam.c" />
<ClCompile Include="SDL\src\joystick\hidapi\SDL_hidapi_steam_hori.c" />
<ClCompile Include="SDL\src\joystick\hidapi\SDL_hidapi_steamdeck.c" />
<ClCompile Include="SDL\src\joystick\hidapi\SDL_hidapi_switch.c" />
<ClCompile Include="SDL\src\joystick\hidapi\SDL_hidapi_wii.c" />
<ClCompile Include="SDL\src\joystick\hidapi\SDL_hidapi_xbox360.c" />
<ClCompile Include="SDL\src\joystick\hidapi\SDL_hidapi_xbox360w.c" />
<ClCompile Include="SDL\src\joystick\hidapi\SDL_hidapi_xboxone.c" />
<ClCompile Include="SDL\src\joystick\hidapi\SDL_hidapijoystick.c" />
<ClCompile Include="SDL\src\joystick\steam\SDL_steamcontroller.c" />
<ClCompile Include="SDL\src\joystick\SDL_gamecontroller.c" />
<ClCompile Include="SDL\src\joystick\SDL_gamepad.c" />
<ClCompile Include="SDL\src\joystick\SDL_joystick.c" />
<ClCompile Include="SDL\src\joystick\SDL_steam_virtual_gamepad.c" />
<ClCompile Include="SDL\src\joystick\virtual\SDL_virtualjoystick.c" />
<ClCompile Include="SDL\src\joystick\windows\SDL_dinputjoystick.c" />
<ClCompile Include="SDL\src\joystick\windows\SDL_rawinputjoystick.c" />
<ClCompile Include="SDL\src\joystick\windows\SDL_windows_gaming_input.c" />
<ClCompile Include="SDL\src\joystick\windows\SDL_windowsjoystick.c" />
<ClCompile Include="SDL\src\joystick\windows\SDL_windows_gaming_input.c" />
<ClCompile Include="SDL\src\joystick\windows\SDL_xinputjoystick.c" />
<ClCompile Include="SDL\src\libm\s_modf.c" />
<ClCompile Include="SDL\src\loadso\windows\SDL_sysloadso.c" />
<ClCompile Include="SDL\src\locale\SDL_locale.c" />
<ClCompile Include="SDL\src\locale\windows\SDL_syslocale.c" />
@ -333,18 +384,24 @@
<ClCompile Include="SDL\src\misc\windows\SDL_sysurl.c" />
<ClCompile Include="SDL\src\power\SDL_power.c" />
<ClCompile Include="SDL\src\power\windows\SDL_syspower.c" />
<ClCompile Include="SDL\src\render\direct3d\SDL_render_d3d.c" />
<ClCompile Include="SDL\src\render\direct3d\SDL_shaders_d3d.c" />
<ClCompile Include="SDL\src\render\direct3d11\SDL_render_d3d11.c" />
<ClCompile Include="SDL\src\process\SDL_process.c" />
<ClCompile Include="SDL\src\process\windows\SDL_windowsprocess.c" />
<ClCompile Include="SDL\src\render\direct3d11\SDL_shaders_d3d11.c" />
<ClCompile Include="SDL\src\render\direct3d12\SDL_render_d3d12.c" />
<ClCompile Include="SDL\src\render\direct3d12\SDL_shaders_d3d12.c" />
<ClCompile Include="SDL\src\render\direct3d\SDL_render_d3d.c" />
<ClCompile Include="SDL\src\render\direct3d11\SDL_render_d3d11.c" />
<ClCompile Include="SDL\src\render\direct3d\SDL_shaders_d3d.c" />
<ClCompile Include="SDL\src\render\gpu\SDL_pipeline_gpu.c" />
<ClCompile Include="SDL\src\render\gpu\SDL_render_gpu.c" />
<ClCompile Include="SDL\src\render\gpu\SDL_shaders_gpu.c" />
<ClCompile Include="SDL\src\render\opengl\SDL_render_gl.c" />
<ClCompile Include="SDL\src\render\opengl\SDL_shaders_gl.c" />
<ClCompile Include="SDL\src\render\opengles2\SDL_render_gles2.c" />
<ClCompile Include="SDL\src\render\opengles2\SDL_shaders_gles2.c" />
<ClCompile Include="SDL\src\render\SDL_d3dmath.c" />
<ClCompile Include="SDL\src\render\SDL_render.c" />
<ClCompile Include="SDL\src\render\SDL_render_unsupported.c" />
<ClCompile Include="SDL\src\render\SDL_yuv_sw.c" />
<ClCompile Include="SDL\src\render\software\SDL_blendfillrect.c" />
<ClCompile Include="SDL\src\render\software\SDL_blendline.c" />
@ -354,15 +411,15 @@
<ClCompile Include="SDL\src\render\software\SDL_render_sw.c" />
<ClCompile Include="SDL\src\render\software\SDL_rotate.c" />
<ClCompile Include="SDL\src\render\software\SDL_triangle.c" />
<ClCompile Include="SDL\src\SDL.c" />
<ClCompile Include="SDL\src\SDL_assert.c" />
<ClCompile Include="SDL\src\SDL_dataqueue.c" />
<ClCompile Include="SDL\src\SDL_error.c" />
<ClCompile Include="SDL\src\SDL_guid.c" />
<ClCompile Include="SDL\src\SDL_hashtable.c" />
<ClCompile Include="SDL\src\SDL_hints.c" />
<ClCompile Include="SDL\src\SDL_list.c" />
<ClCompile Include="SDL\src\SDL_log.c" />
<ClCompile Include="SDL\src\SDL_properties.c" />
<ClCompile Include="SDL\src\SDL_utils.c" />
<ClCompile Include="SDL\src\SDL.c" />
<ClCompile Include="SDL\src\sensor\dummy\SDL_dummysensor.c" />
<ClCompile Include="SDL\src\sensor\SDL_sensor.c" />
<ClCompile Include="SDL\src\sensor\windows\SDL_windowssensor.c" />
@ -371,23 +428,44 @@
<ClCompile Include="SDL\src\stdlib\SDL_getenv.c" />
<ClCompile Include="SDL\src\stdlib\SDL_iconv.c" />
<ClCompile Include="SDL\src\stdlib\SDL_malloc.c" />
<ClCompile Include="SDL\src\stdlib\SDL_memcpy.c" />
<ClCompile Include="SDL\src\stdlib\SDL_memmove.c" />
<ClCompile Include="SDL\src\stdlib\SDL_memset.c" />
<ClCompile Include="SDL\src\stdlib\SDL_mslibc.c" />
<ClCompile Include="SDL\src\stdlib\SDL_murmur3.c" />
<ClCompile Include="SDL\src\stdlib\SDL_qsort.c" />
<ClCompile Include="SDL\src\stdlib\SDL_random.c" />
<ClCompile Include="SDL\src\stdlib\SDL_stdlib.c" />
<ClCompile Include="SDL\src\stdlib\SDL_string.c" />
<ClCompile Include="SDL\src\stdlib\SDL_strtokr.c" />
<ClCompile Include="SDL\src\storage\generic\SDL_genericstorage.c" />
<ClCompile Include="SDL\src\storage\steam\SDL_steamstorage.c" />
<ClCompile Include="SDL\src\storage\SDL_storage.c" />
<ClCompile Include="SDL\src\thread\generic\SDL_syscond.c" />
<ClCompile Include="SDL\src\thread\generic\SDL_sysrwlock.c" />
<ClCompile Include="SDL\src\thread\SDL_thread.c" />
<ClCompile Include="SDL\src\thread\windows\SDL_syscond_cv.c" />
<ClCompile Include="SDL\src\thread\windows\SDL_sysmutex.c" />
<ClCompile Include="SDL\src\thread\windows\SDL_sysrwlock_srw.c" />
<ClCompile Include="SDL\src\thread\windows\SDL_syssem.c" />
<ClCompile Include="SDL\src\thread\windows\SDL_systhread.c" />
<ClCompile Include="SDL\src\thread\windows\SDL_systls.c" />
<ClCompile Include="SDL\src\timer\SDL_timer.c" />
<ClCompile Include="SDL\src\timer\windows\SDL_systimer.c" />
<ClCompile Include="SDL\src\time\SDL_time.c" />
<ClCompile Include="SDL\src\time\windows\SDL_systime.c" />
<ClCompile Include="SDL\src\tray\windows\SDL_tray.c" />
<ClCompile Include="SDL\src\tray\SDL_tray_utils.c" />
<ClCompile Include="SDL\src\video\dummy\SDL_nullevents.c" />
<ClCompile Include="SDL\src\video\dummy\SDL_nullframebuffer.c" />
<ClCompile Include="SDL\src\video\dummy\SDL_nullvideo.c" />
<ClCompile Include="SDL\src\video\offscreen\SDL_offscreenevents.c" />
<ClCompile Include="SDL\src\video\offscreen\SDL_offscreenframebuffer.c" />
<ClCompile Include="SDL\src\video\offscreen\SDL_offscreenopengles.c" />
<ClCompile Include="SDL\src\video\offscreen\SDL_offscreenvideo.c" />
<ClCompile Include="SDL\src\video\offscreen\SDL_offscreenvulkan.c" />
<ClCompile Include="SDL\src\video\offscreen\SDL_offscreenwindow.c" />
<ClCompile Include="SDL\src\video\SDL_blit.c" />
<ClCompile Include="SDL\src\video\SDL_blit_0.c" />
<ClCompile Include="SDL\src\video\SDL_blit_1.c" />
<ClCompile Include="SDL\src\video\SDL_blit_A.c" />
@ -395,7 +473,6 @@
<ClCompile Include="SDL\src\video\SDL_blit_copy.c" />
<ClCompile Include="SDL\src\video\SDL_blit_N.c" />
<ClCompile Include="SDL\src\video\SDL_blit_slow.c" />
<ClCompile Include="SDL\src\video\SDL_blit.c" />
<ClCompile Include="SDL\src\video\SDL_bmp.c" />
<ClCompile Include="SDL\src\video\SDL_clipboard.c" />
<ClCompile Include="SDL\src\video\SDL_egl.c" />
@ -403,21 +480,25 @@
<ClCompile Include="SDL\src\video\SDL_pixels.c" />
<ClCompile Include="SDL\src\video\SDL_rect.c" />
<ClCompile Include="SDL\src\video\SDL_RLEaccel.c" />
<ClCompile Include="SDL\src\video\SDL_shape.c" />
<ClCompile Include="SDL\src\video\SDL_stb.c" />
<ClCompile Include="SDL\src\video\SDL_stretch.c" />
<ClCompile Include="SDL\src\video\SDL_surface.c" />
<ClCompile Include="SDL\src\video\SDL_video.c" />
<ClCompile Include="SDL\src\video\SDL_video_unsupported.c" />
<ClCompile Include="SDL\src\video\SDL_vulkan_utils.c" />
<ClCompile Include="SDL\src\video\SDL_yuv.c" />
<ClCompile Include="SDL\src\video\windows\SDL_surface_utils.c" />
<ClCompile Include="SDL\src\video\windows\SDL_windowsclipboard.c" />
<ClCompile Include="SDL\src\video\windows\SDL_windowsevents.c" />
<ClCompile Include="SDL\src\video\windows\SDL_windowsframebuffer.c" />
<ClCompile Include="SDL\src\video\windows\SDL_windowskeyboard.c" />
<ClCompile Include="SDL\src\video\windows\SDL_windowsgameinput.c" />
<ClCompile Include="SDL\src\video\windows\SDL_windowsmessagebox.c" />
<ClCompile Include="SDL\src\video\windows\SDL_windowsmodes.c" />
<ClCompile Include="SDL\src\video\windows\SDL_windowsmouse.c" />
<ClCompile Include="SDL\src\video\windows\SDL_windowsopengl.c" />
<ClCompile Include="SDL\src\video\windows\SDL_windowsopengles.c" />
<ClCompile Include="SDL\src\video\windows\SDL_windowsrawinput.c" />
<ClCompile Include="SDL\src\video\windows\SDL_windowsshape.c" />
<ClCompile Include="SDL\src\video\windows\SDL_windowsvideo.c" />
<ClCompile Include="SDL\src\video\windows\SDL_windowsvulkan.c" />
@ -426,7 +507,10 @@
<ClCompile Include="SDL\src\video\yuv2rgb\yuv_rgb_sse.c" />
<ClCompile Include="SDL\src\video\yuv2rgb\yuv_rgb_std.c" />
</ItemGroup>
<ItemGroup>
<ResourceCompile Include="SDL\src\core\windows\version.rc" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
</Project>

View File

@ -6,7 +6,7 @@
</ClCompile>
</ItemDefinitionGroup>
<ItemGroup>
<ProjectReference Include="$(ExternalsDir)SDL\SDL2.vcxproj">
<ProjectReference Include="$(ExternalsDir)SDL\SDL3.vcxproj">
<Project>{8DC244EE-A0BD-4038-BAF7-CFAFA5EB2BAA}</Project>
</ProjectReference>
</ItemGroup>

View File

@ -1,21 +0,0 @@
{
"name": "SDL2",
"buildsystem": "autotools",
"config-opts": ["--disable-static"],
"sources": [
{
"type": "dir",
"path": "../../Externals/SDL/SDL"
}
],
"cleanup": [ "/bin/sdl2-config",
"/include",
"/lib/libSDL2.la",
"/lib/libSDL2main.a",
"/lib/libSDL2main.la",
"/lib/libSDL2_test.a",
"/lib/libSDL2_test.la",
"/lib/cmake",
"/share/aclocal",
"/lib/pkgconfig"]
}

View File

@ -37,10 +37,6 @@ modules:
project-id: 20540
stable-only: true
url-template: https://www.freedesktop.org/software/libevdev/libevdev-$version.tar.xz
# build the vendored SDL2 from Externals until the runtime gets 2.30.9
- SDL2/SDL2.json
- name: dolphin-emu
buildsystem: cmake-ninja
builddir: true

View File

@ -180,8 +180,8 @@ if(ENABLE_SDL)
ControllerInterface/SDL/SDLGamepad.cpp
ControllerInterface/SDL/SDLGamepad.h
)
target_link_libraries(inputcommon PRIVATE SDL2::SDL2)
target_compile_definitions(inputcommon PUBLIC HAVE_SDL2=1)
target_link_libraries(inputcommon PRIVATE SDL3::SDL3)
target_compile_definitions(inputcommon PUBLIC HAVE_SDL3=1)
endif()
if(MSVC)

View File

@ -31,7 +31,7 @@
#define CIFACE_USE_PIPES
#endif
#define CIFACE_USE_DUALSHOCKUDPCLIENT
#if defined(HAVE_SDL2)
#if defined(HAVE_SDL3)
#define CIFACE_USE_SDL
#endif
#if defined(HAVE_HIDAPI)

View File

@ -3,6 +3,7 @@
#include "InputCommon/ControllerInterface/SDL/SDL.h"
#include <span>
#include <thread>
#include <vector>
@ -10,7 +11,7 @@
#include <Windows.h>
#endif
#include <SDL.h>
#include <SDL3/SDL.h>
#include "Common/Event.h"
#include "Common/Logging/Log.h"
@ -31,7 +32,7 @@ public:
void UpdateInput(std::vector<std::weak_ptr<ciface::Core::Device>>& devices_to_remove) override;
private:
void OpenAndAddDevice(int index);
void OpenAndAddDevice(SDL_JoystickID instance_id);
bool HandleEventAndContinue(const SDL_Event& e);
@ -48,10 +49,10 @@ std::unique_ptr<ciface::InputBackend> CreateInputBackend(ControllerInterface* co
static void EnableSDLLogging()
{
SDL_LogSetAllPriority(SDL_LOG_PRIORITY_VERBOSE);
SDL_LogSetOutputFunction(
SDL_SetLogPriorities(SDL_LOG_PRIORITY_VERBOSE);
SDL_SetLogOutputFunction(
[](void*, int category, SDL_LogPriority priority, const char* message) {
std::string category_name;
std::string_view category_name{};
switch (category)
{
case SDL_LOG_CATEGORY_APPLICATION:
@ -81,8 +82,10 @@ static void EnableSDLLogging()
case SDL_LOG_CATEGORY_TEST:
category_name = "test";
break;
case SDL_LOG_CATEGORY_GPU:
category_name = "gpu";
break;
default:
category_name = fmt::format("unknown({})", category);
break;
}
@ -108,8 +111,16 @@ static void EnableSDLLogging()
break;
}
GENERIC_LOG_FMT(Common::Log::LogType::CONTROLLERINTERFACE, log_level, "{}: {}",
category_name, message);
if (category_name.empty())
{
GENERIC_LOG_FMT(Common::Log::LogType::CONTROLLERINTERFACE, log_level, "unknown({}): {}",
category, message);
}
else
{
GENERIC_LOG_FMT(Common::Log::LogType::CONTROLLERINTERFACE, log_level, "{}: {}",
category_name, message);
}
},
nullptr);
}
@ -122,9 +133,8 @@ InputBackend::InputBackend(ControllerInterface* controller_interface)
// This is required on windows so that SDL's joystick code properly pumps window messages
SDL_SetHint(SDL_HINT_JOYSTICK_THREAD, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, "1");
// We want buttons to come in as positions, not labels
SDL_SetHint(SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS, "0");
SDL_SetHint(SDL_HINT_JOYSTICK_ENHANCED_REPORTS, "1");
// We have our own WGI backend. Enabling SDL's WGI handling creates even more redundant devices.
SDL_SetHint(SDL_HINT_JOYSTICK_WGI, "0");
@ -139,7 +149,7 @@ InputBackend::InputBackend(ControllerInterface* controller_interface)
{
Common::ScopeGuard init_guard([this] { m_init_event.Set(); });
if (SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER) != 0)
if (!SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMEPAD))
{
ERROR_LOG_FMT(CONTROLLERINTERFACE, "SDL failed to initialize");
return;
@ -160,7 +170,7 @@ InputBackend::InputBackend(ControllerInterface* controller_interface)
// duplicate devices. Adding devices will actually "fail" here, as the ControllerInterface
// hasn't finished initializing yet.
SDL_Event e;
while (SDL_PollEvent(&e) != 0)
while (SDL_PollEvent(&e))
{
if (!HandleEventAndContinue(e))
return;
@ -179,7 +189,7 @@ InputBackend::InputBackend(ControllerInterface* controller_interface)
#endif
SDL_Event e;
while (SDL_WaitEvent(&e) != 0)
while (SDL_WaitEvent(&e))
{
if (!HandleEventAndContinue(e))
return;
@ -221,20 +231,20 @@ void InputBackend::PopulateDevices()
SDL_PushEvent(&populate_event);
}
void InputBackend::UpdateInput(std::vector<std::weak_ptr<ciface::Core::Device>>& devices_to_remove)
void InputBackend::UpdateInput(std::vector<std::weak_ptr<ciface::Core::Device>>&)
{
SDL_GameControllerUpdate();
SDL_UpdateGamepads();
}
void InputBackend::OpenAndAddDevice(int index)
void InputBackend::OpenAndAddDevice(SDL_JoystickID instance_id)
{
SDL_GameController* gc = SDL_GameControllerOpen(index);
SDL_Joystick* js = SDL_JoystickOpen(index);
SDL_Gamepad* gc = SDL_OpenGamepad(instance_id);
SDL_Joystick* js = SDL_OpenJoystick(instance_id);
if (js)
if (js != nullptr)
{
if (SDL_JoystickNumButtons(js) > 255 || SDL_JoystickNumAxes(js) > 255 ||
SDL_JoystickNumHats(js) > 255 || SDL_JoystickNumBalls(js) > 255)
if (SDL_GetNumJoystickButtons(js) > 255 || SDL_GetNumJoystickAxes(js) > 255 ||
SDL_GetNumJoystickHats(js) > 255 || SDL_GetNumJoystickBalls(js) > 255)
{
// This device is invalid, don't use it
// Some crazy devices (HP webcam 2100) end up as HID devices
@ -249,17 +259,12 @@ void InputBackend::OpenAndAddDevice(int index)
bool InputBackend::HandleEventAndContinue(const SDL_Event& e)
{
if (e.type == SDL_JOYDEVICEADDED)
if (e.type == SDL_EVENT_JOYSTICK_ADDED)
{
// NOTE: SDL_JOYDEVICEADDED's `jdevice.which` is a device index in SDL2.
// It will change to an "instance ID" in SDL3.
// OpenAndAddDevice impl and calls will need refactoring when changing to SDL3.
static_assert(!SDL_VERSION_ATLEAST(3, 0, 0), "Refactoring is needed for SDL3.");
OpenAndAddDevice(e.jdevice.which);
}
else if (e.type == SDL_JOYDEVICEREMOVED)
else if (e.type == SDL_EVENT_JOYSTICK_REMOVED)
{
// NOTE: SDL_JOYDEVICEREMOVED's `jdevice.which` is an "instance ID".
GetControllerInterface().RemoveDevice([&e](const auto* device) {
return device->GetSource() == "SDL" &&
static_cast<const GameController*>(device)->GetSDLInstanceID() == e.jdevice.which;
@ -268,8 +273,12 @@ bool InputBackend::HandleEventAndContinue(const SDL_Event& e)
else if (e.type == m_populate_event_type)
{
GetControllerInterface().PlatformPopulateDevices([this] {
for (int i = 0; i < SDL_NumJoysticks(); ++i)
OpenAndAddDevice(i);
int joystick_count = 0;
auto* const joystick_ids = SDL_GetJoysticks(&joystick_count);
for (auto instance_id : std::span(joystick_ids, joystick_count))
OpenAndAddDevice(instance_id);
SDL_free(joystick_ids);
});
}
else if (e.type == m_stop_event_type)

View File

@ -4,9 +4,11 @@
#include "InputCommon/ControllerInterface/SDL/SDLGamepad.h"
#include <array>
#include <span>
#include <unordered_set>
#include "Common/Logging/Log.h"
#include "Common/ScopeGuard.h"
namespace ciface::SDL
{
@ -17,16 +19,12 @@ bool IsTriggerAxis(int index)
return index >= 4;
}
GameController::GameController(SDL_GameController* const gamecontroller,
SDL_Joystick* const joystick)
GameController::GameController(SDL_Gamepad* const gamecontroller, SDL_Joystick* const joystick)
: m_gamecontroller(gamecontroller), m_joystick(joystick)
{
const char* name;
if (gamecontroller)
name = SDL_GameControllerName(gamecontroller);
else
name = SDL_JoystickName(joystick);
m_name = name != nullptr ? name : "Unknown";
const char* const sdl_name = (gamecontroller != nullptr) ? SDL_GetGamepadName(gamecontroller) :
SDL_GetJoystickName(joystick);
m_name = (sdl_name != nullptr) ? sdl_name : "Unknown";
// If a Joystick input has a GameController equivalent button/hat we don't add it.
// "Equivalent" axes are still added as hidden/undetectable inputs to handle
@ -35,17 +33,17 @@ GameController::GameController(SDL_GameController* const gamecontroller,
std::unordered_set<int> registered_buttons;
std::unordered_set<int> registered_hats;
std::unordered_set<int> registered_axes;
const auto register_mapping = [&](const SDL_GameControllerButtonBind& bind) {
switch (bind.bindType)
const auto register_mapping = [&](const SDL_GamepadBinding& bind) {
switch (bind.input_type)
{
case SDL_CONTROLLER_BINDTYPE_BUTTON:
registered_buttons.insert(bind.value.button);
case SDL_GAMEPAD_BINDTYPE_BUTTON:
registered_buttons.insert(bind.input.button);
break;
case SDL_CONTROLLER_BINDTYPE_HAT:
registered_hats.insert(bind.value.hat.hat);
case SDL_GAMEPAD_BINDTYPE_HAT:
registered_hats.insert(bind.input.hat.hat);
break;
case SDL_CONTROLLER_BINDTYPE_AXIS:
registered_axes.insert(bind.value.axis);
case SDL_GAMEPAD_BINDTYPE_AXIS:
registered_axes.insert(bind.input.axis.axis);
break;
default:
break;
@ -55,25 +53,22 @@ GameController::GameController(SDL_GameController* const gamecontroller,
if (gamecontroller != nullptr)
{
// Inputs
int binding_count = 0;
auto** bindings = SDL_GetGamepadBindings(gamecontroller, &binding_count);
Common::ScopeGuard free_bindings([&] { SDL_free(bindings); });
// Buttons
for (u8 i = 0; i != size(s_sdl_button_names); ++i)
for (auto* const binding : std::span(bindings, binding_count))
{
SDL_GameControllerButton button = static_cast<SDL_GameControllerButton>(i);
if (SDL_GameControllerHasButton(m_gamecontroller, button))
{
AddInput(new Button(gamecontroller, button));
register_mapping(*binding);
register_mapping(SDL_GameControllerGetBindForButton(gamecontroller, button));
}
}
// Axes
for (u8 i = 0; i != size(s_sdl_axis_names); ++i)
{
SDL_GameControllerAxis axis = static_cast<SDL_GameControllerAxis>(i);
if (SDL_GameControllerHasAxis(m_gamecontroller, axis))
switch (binding->output_type)
{
case SDL_GAMEPAD_BINDTYPE_BUTTON:
AddInput(new Button(gamecontroller, *binding));
break;
case SDL_GAMEPAD_BINDTYPE_AXIS:
{
const auto axis = binding->output.axis.axis;
if (IsTriggerAxis(axis))
{
AddInput(new Axis(m_gamecontroller, 32767, axis));
@ -84,19 +79,23 @@ GameController::GameController(SDL_GameController* const gamecontroller,
AddInput(new Axis(m_gamecontroller, -32768, axis));
AddInput(new Axis(m_gamecontroller, 32767, axis));
}
register_mapping(SDL_GameControllerGetBindForAxis(gamecontroller, axis));
break;
}
default:
break;
}
}
const auto properties = SDL_GetGamepadProperties(m_gamecontroller);
// Rumble
if (SDL_GameControllerHasRumble(m_gamecontroller))
if (SDL_GetBooleanProperty(properties, SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN, false))
{
AddOutput(new CombinedMotor(*this, &m_low_freq_rumble, &m_high_freq_rumble));
AddOutput(new Rumble("Motor L", *this, &m_low_freq_rumble, &GameController::UpdateRumble));
AddOutput(new Rumble("Motor R", *this, &m_high_freq_rumble, &GameController::UpdateRumble));
}
if (SDL_GameControllerHasRumbleTriggers(m_gamecontroller))
if (SDL_GetBooleanProperty(properties, SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN, false))
{
AddOutput(new Rumble("Trigger L", *this, &m_trigger_l_rumble,
&GameController::UpdateRumbleTriggers));
@ -105,7 +104,7 @@ GameController::GameController(SDL_GameController* const gamecontroller,
}
// Touchpad
if (SDL_GameControllerGetNumTouchpads(m_gamecontroller) > 0)
if (SDL_GetNumGamepadTouchpads(m_gamecontroller) > 0)
{
const char* const name_x = "Touchpad X";
AddInput(new NonDetectableDirectionalInput<-1>(name_x, &m_touchpad_x));
@ -119,7 +118,7 @@ GameController::GameController(SDL_GameController* const gamecontroller,
// Motion
const auto add_sensor = [this](SDL_SensorType type, std::string_view sensor_name,
const SDLMotionAxisList& axes) {
if (SDL_GameControllerSetSensorEnabled(m_gamecontroller, type, SDL_TRUE) == 0)
if (SDL_SetGamepadSensorEnabled(m_gamecontroller, type, true))
{
for (const SDLMotionAxis& axis : axes)
{
@ -140,7 +139,7 @@ GameController::GameController(SDL_GameController* const gamecontroller,
// Legacy inputs
// Buttons
int n_legacy_buttons = SDL_JoystickNumButtons(joystick);
int n_legacy_buttons = SDL_GetNumJoystickButtons(joystick);
if (n_legacy_buttons < 0)
{
ERROR_LOG_FMT(CONTROLLERINTERFACE, "Error in SDL_JoystickNumButtons(): {}", SDL_GetError());
@ -155,7 +154,7 @@ GameController::GameController(SDL_GameController* const gamecontroller,
}
// Axes
int n_legacy_axes = SDL_JoystickNumAxes(joystick);
int n_legacy_axes = SDL_GetNumJoystickAxes(joystick);
if (n_legacy_axes < 0)
{
ERROR_LOG_FMT(CONTROLLERINTERFACE, "Error in SDL_JoystickNumAxes(): {}", SDL_GetError());
@ -171,7 +170,7 @@ GameController::GameController(SDL_GameController* const gamecontroller,
}
// Hats
int n_legacy_hats = SDL_JoystickNumHats(joystick);
int n_legacy_hats = SDL_GetNumJoystickHats(joystick);
if (n_legacy_hats < 0)
{
ERROR_LOG_FMT(CONTROLLERINTERFACE, "Error in SDL_JoystickNumHats(): {}", SDL_GetError());
@ -188,16 +187,16 @@ GameController::GameController(SDL_GameController* const gamecontroller,
}
// Haptics
if (SDL_JoystickIsHaptic(m_joystick))
if (SDL_IsJoystickHaptic(m_joystick))
{
m_haptic = SDL_HapticOpenFromJoystick(m_joystick);
m_haptic = SDL_OpenHapticFromJoystick(m_joystick);
if (m_haptic)
{
const unsigned int supported_effects = SDL_HapticQuery(m_haptic);
const unsigned int supported_effects = SDL_GetMaxHapticEffects(m_haptic);
// Disable autocenter:
if (supported_effects & SDL_HAPTIC_AUTOCENTER)
SDL_HapticSetAutocenter(m_haptic, 0);
SDL_SetHapticAutocenter(m_haptic, 0);
// Constant
if (supported_effects & SDL_HAPTIC_CONSTANT)
@ -224,16 +223,19 @@ GameController::GameController(SDL_GameController* const gamecontroller,
}
}
// Needed to make the below power level not "UNKNOWN".
SDL_JoystickUpdate();
// Battery
if (SDL_JoystickPowerLevel const power_level = SDL_JoystickCurrentPowerLevel(m_joystick);
power_level != SDL_JOYSTICK_POWER_UNKNOWN)
{
m_battery_value = GetBatteryValueFromSDLPowerLevel(power_level);
if (UpdateBatteryLevel())
AddInput(new BatteryInput{&m_battery_value});
}
}
bool GameController::UpdateBatteryLevel()
{
int battery_percent = 0;
if (SDL_GetJoystickPowerInfo(m_joystick, &battery_percent) == SDL_POWERSTATE_ERROR)
return false;
m_battery_value = std::max(0, battery_percent);
return true;
}
GameController::~GameController()
@ -241,20 +243,18 @@ GameController::~GameController()
if (m_haptic)
{
// stop/destroy all effects
SDL_HapticStopAll(m_haptic);
SDL_StopHapticEffects(m_haptic);
// close haptic before joystick
SDL_HapticClose(m_haptic);
SDL_CloseHaptic(m_haptic);
m_haptic = nullptr;
}
if (m_gamecontroller)
{
// stop all rumble
SDL_GameControllerRumble(m_gamecontroller, 0, 0, 0);
// close game controller
SDL_GameControllerClose(m_gamecontroller);
SDL_RumbleGamepad(m_gamecontroller, 0, 0, 0);
SDL_CloseGamepad(m_gamecontroller);
}
// close joystick
SDL_JoystickClose(m_joystick);
SDL_CloseJoystick(m_joystick);
}
std::string GameController::GetName() const
@ -267,20 +267,28 @@ std::string GameController::GetSource() const
return "SDL";
}
int GameController::GetSDLInstanceID() const
SDL_JoystickID GameController::GetSDLInstanceID() const
{
return SDL_JoystickInstanceID(m_joystick);
return SDL_GetJoystickID(m_joystick);
}
std::string GameController::Button::GetName() const
{
return s_sdl_button_names[m_button];
const auto button = m_binding.output.button;
if (std::size_t(button) >= std::size(s_sdl_button_names))
return GetLegacyButtonName(button);
return s_sdl_button_names[button];
}
std::string GameController::Axis::GetName() const
{
if (std::size_t(m_axis) >= std::size(s_sdl_axis_names))
return GetLegacyAxisName(m_axis, m_range);
if (IsTriggerAxis(m_axis))
return std::string(s_sdl_axis_names[m_axis]);
return s_sdl_axis_names[m_axis];
bool negative = m_range < 0;
@ -293,12 +301,12 @@ std::string GameController::Axis::GetName() const
ControlState GameController::Button::GetState() const
{
return SDL_GameControllerGetButton(m_gc, m_button);
return SDL_GetGamepadButton(m_gc, m_binding.output.button);
}
ControlState GameController::Axis::GetState() const
{
return ControlState(SDL_GameControllerGetAxis(m_gc, m_axis)) / m_range;
return ControlState(SDL_GetGamepadAxis(m_gc, m_axis)) / m_range;
}
bool GameController::Button::IsMatchingName(std::string_view name) const
@ -306,25 +314,26 @@ bool GameController::Button::IsMatchingName(std::string_view name) const
if (GetName() == name)
return true;
// So that SDL can be a superset of XInput
if (name == "Button A")
return GetName() == "Button S";
if (name == "Button B")
return GetName() == "Button E";
if (name == "Button X")
return GetName() == "Button W";
if (name == "Button Y")
return GetName() == "Button N";
// Positionally match XInput button names.
// e.g. Switch Pro controller A-button matches "Button B".
// e.g. PlayStation controller Circle-button matches "Button B".
if (m_binding.output.button == SDL_GAMEPAD_BUTTON_SOUTH && name == "Button A")
return true;
if (m_binding.output.button == SDL_GAMEPAD_BUTTON_EAST && name == "Button B")
return true;
if (m_binding.output.button == SDL_GAMEPAD_BUTTON_WEST && name == "Button X")
return true;
if (m_binding.output.button == SDL_GAMEPAD_BUTTON_NORTH && name == "Button Y")
return true;
// Match legacy names.
const auto bind = SDL_GameControllerGetBindForButton(m_gc, m_button);
switch (bind.bindType)
// Match the old "Button 0"-like names.
switch (m_binding.input_type)
{
case SDL_CONTROLLER_BINDTYPE_BUTTON:
return name == GetLegacyButtonName(bind.value.button);
case SDL_CONTROLLER_BINDTYPE_HAT:
return name == GetLegacyHatName(bind.value.hat.hat,
GetDirectionFromHatMask(u8(bind.value.hat.hat_mask)));
case SDL_GAMEPAD_BINDTYPE_BUTTON:
return name == GetLegacyButtonName(m_binding.input.button);
case SDL_GAMEPAD_BINDTYPE_HAT:
return name == GetLegacyHatName(m_binding.input.hat.hat,
GetDirectionFromHatMask(m_binding.input.hat.hat_mask));
default:
return false;
}
@ -333,24 +342,24 @@ bool GameController::Button::IsMatchingName(std::string_view name) const
ControlState GameController::MotionInput::GetState() const
{
std::array<float, 3> data{};
SDL_GameControllerGetSensorData(m_gc, m_type, data.data(), (int)data.size());
SDL_GetGamepadSensorData(m_gc, m_type, data.data(), (int)data.size());
return m_scale * data[m_index];
}
// Legacy input
ControlState GameController::LegacyButton::GetState() const
{
return SDL_JoystickGetButton(m_js, m_index);
return SDL_GetJoystickButton(m_js, m_index);
}
ControlState GameController::LegacyAxis::GetState() const
{
return ControlState(SDL_JoystickGetAxis(m_js, m_index)) / m_range;
return ControlState(SDL_GetJoystickAxis(m_js, m_index)) / m_range;
}
ControlState GameController::LegacyHat::GetState() const
{
return (SDL_JoystickGetHat(m_js, m_index) & (1 << m_direction)) > 0;
return (SDL_GetJoystickHat(m_js, m_index) & (1 << m_direction)) > 0;
}
void GameController::HapticEffect::UpdateEffect()
@ -360,22 +369,22 @@ void GameController::HapticEffect::UpdateEffect()
if (m_id < 0)
{
// Upload and try to play the effect.
m_id = SDL_HapticNewEffect(m_haptic, &m_effect);
m_id = SDL_CreateHapticEffect(m_haptic, &m_effect);
if (m_id >= 0)
SDL_HapticRunEffect(m_haptic, m_id, 1);
SDL_RunHapticEffect(m_haptic, m_id, 1);
}
else
{
// Effect is already playing. Update parameters.
SDL_HapticUpdateEffect(m_haptic, m_id, &m_effect);
SDL_UpdateHapticEffect(m_haptic, m_id, &m_effect);
}
}
else if (m_id >= 0)
{
// Stop and remove the effect.
SDL_HapticStopEffect(m_haptic, m_id);
SDL_HapticDestroyEffect(m_haptic, m_id);
SDL_StopHapticEffect(m_haptic, m_id);
SDL_DestroyHapticEffect(m_haptic, m_id);
m_id = -1;
}
}

View File

@ -5,8 +5,8 @@
#include <array>
#include <SDL.h>
#include <SDL_haptic.h>
#include <SDL3/SDL_gamepad.h>
#include <SDL3/SDL_haptic.h>
#include "Common/MathUtil.h"
@ -29,7 +29,7 @@ std::string GetLegacyHatName(int index, int direction)
return "Hat " + std::to_string(index) + ' ' + "NESW"[direction];
}
constexpr int GetDirectionFromHatMask(u8 mask)
constexpr int GetDirectionFromHatMask(int mask)
{
return MathUtil::IntLog2(mask);
}
@ -37,38 +37,6 @@ constexpr int GetDirectionFromHatMask(u8 mask)
static_assert(GetDirectionFromHatMask(SDL_HAT_UP) == 0);
static_assert(GetDirectionFromHatMask(SDL_HAT_LEFT) == 3);
ControlState GetBatteryValueFromSDLPowerLevel(SDL_JoystickPowerLevel sdl_power_level)
{
// Values come from comments in SDL_joystick.h
// A proper percentage will be exposed in SDL3.
ControlState result;
switch (sdl_power_level)
{
case SDL_JOYSTICK_POWER_EMPTY:
result = 0.025;
break;
case SDL_JOYSTICK_POWER_LOW:
result = 0.125;
break;
case SDL_JOYSTICK_POWER_MEDIUM:
result = 0.45;
break;
case SDL_JOYSTICK_POWER_FULL:
result = 0.85;
break;
case SDL_JOYSTICK_POWER_WIRED:
case SDL_JOYSTICK_POWER_MAX:
result = 1.0;
break;
case SDL_JOYSTICK_POWER_UNKNOWN:
default:
result = 0.0;
break;
}
return result * ciface::BATTERY_INPUT_MAX_VALUE;
}
} // namespace
namespace ciface::SDL
@ -82,29 +50,29 @@ private:
{
public:
std::string GetName() const override;
Button(SDL_GameController* gc, SDL_GameControllerButton button) : m_gc(gc), m_button(button) {}
Button(SDL_Gamepad* gc, const SDL_GamepadBinding& binding) : m_gc(gc), m_binding(binding) {}
ControlState GetState() const override;
bool IsMatchingName(std::string_view name) const override;
private:
SDL_GameController* const m_gc;
const SDL_GameControllerButton m_button;
SDL_Gamepad* const m_gc;
const SDL_GamepadBinding m_binding;
};
class Axis : public Core::Device::Input
{
public:
std::string GetName() const override;
Axis(SDL_GameController* gc, Sint16 range, SDL_GameControllerAxis axis)
Axis(SDL_Gamepad* gc, Sint16 range, SDL_GamepadAxis axis)
: m_gc(gc), m_range(range), m_axis(axis)
{
}
ControlState GetState() const override;
private:
SDL_GameController* const m_gc;
SDL_Gamepad* const m_gc;
const Sint16 m_range;
const SDL_GameControllerAxis m_axis;
const SDL_GamepadAxis m_axis;
};
// Legacy inputs
@ -180,7 +148,7 @@ private:
std::string GetName() const override { return m_name; }
void SetState(ControlState state) override
{
const auto new_state = state * std::numeric_limits<Uint16>::max();
const auto new_state = std::lround(state * std::numeric_limits<Uint16>::max());
if (m_state == new_state)
return;
@ -205,7 +173,7 @@ private:
std::string GetName() const override { return "Motor"; }
void SetState(ControlState state) override
{
const auto new_state = state * std::numeric_limits<Uint16>::max();
const auto new_state = std::lround(state * std::numeric_limits<Uint16>::max());
if (m_low_state == new_state && m_high_state == new_state)
return;
@ -327,7 +295,7 @@ private:
class MotionInput : public Input
{
public:
MotionInput(std::string name, SDL_GameController* gc, SDL_SensorType type, int index,
MotionInput(std::string name, SDL_Gamepad* gc, SDL_SensorType type, int index,
ControlState scale)
: m_name(std::move(name)), m_gc(gc), m_type(type), m_index(index), m_scale(scale)
{
@ -340,7 +308,7 @@ private:
private:
std::string m_name;
SDL_GameController* const m_gc;
SDL_Gamepad* const m_gc;
SDL_SensorType const m_type;
int const m_index;
@ -348,26 +316,25 @@ private:
};
public:
GameController(SDL_GameController* const gamecontroller, SDL_Joystick* const joystick);
~GameController();
GameController(SDL_Gamepad* gamecontroller, SDL_Joystick* joystick);
~GameController() override;
std::string GetName() const override;
std::string GetSource() const override;
int GetSDLInstanceID() const;
SDL_JoystickID GetSDLInstanceID() const;
Core::DeviceRemoval UpdateInput() override
{
m_battery_value = GetBatteryValueFromSDLPowerLevel(SDL_JoystickCurrentPowerLevel(m_joystick));
UpdateBatteryLevel();
// We only support one touchpad and one finger.
const int touchpad_index = 0;
const int finger_index = 0;
if (SDL_GameControllerGetNumTouchpads(m_gamecontroller) > touchpad_index &&
SDL_GameControllerGetNumTouchpadFingers(m_gamecontroller, touchpad_index) > finger_index)
if (SDL_GetNumGamepadTouchpads(m_gamecontroller) > touchpad_index &&
SDL_GetNumGamepadTouchpadFingers(m_gamecontroller, touchpad_index) > finger_index)
{
Uint8 state = 0;
SDL_GameControllerGetTouchpadFinger(m_gamecontroller, touchpad_index, finger_index, &state,
&m_touchpad_x, &m_touchpad_y, &m_touchpad_pressure);
SDL_GetGamepadTouchpadFinger(m_gamecontroller, touchpad_index, finger_index, nullptr,
&m_touchpad_x, &m_touchpad_y, &m_touchpad_pressure);
m_touchpad_x = m_touchpad_x * 2 - 1;
m_touchpad_y = m_touchpad_y * 2 - 1;
}
@ -378,23 +345,24 @@ public:
private:
void UpdateRumble()
{
SDL_GameControllerRumble(m_gamecontroller, m_low_freq_rumble, m_high_freq_rumble,
RUMBLE_LENGTH_MS);
SDL_RumbleGamepad(m_gamecontroller, m_low_freq_rumble, m_high_freq_rumble, RUMBLE_LENGTH_MS);
}
void UpdateRumbleTriggers()
{
SDL_GameControllerRumbleTriggers(m_gamecontroller, m_trigger_l_rumble, m_trigger_r_rumble,
RUMBLE_LENGTH_MS);
SDL_RumbleGamepadTriggers(m_gamecontroller, m_trigger_l_rumble, m_trigger_r_rumble,
RUMBLE_LENGTH_MS);
}
bool UpdateBatteryLevel();
Uint16 m_low_freq_rumble = 0;
Uint16 m_high_freq_rumble = 0;
Uint16 m_trigger_l_rumble = 0;
Uint16 m_trigger_r_rumble = 0;
SDL_GameController* const m_gamecontroller;
SDL_Gamepad* const m_gamecontroller;
std::string m_name;
SDL_Joystick* const m_joystick;
SDL_Haptic* m_haptic = nullptr;
@ -413,35 +381,35 @@ struct SDLMotionAxis
using SDLMotionAxisList = std::array<SDLMotionAxis, 6>;
static constexpr std::array<const char*, 21> s_sdl_button_names = {
"Button S", // SDL_CONTROLLER_BUTTON_A
"Button E", // SDL_CONTROLLER_BUTTON_B
"Button W", // SDL_CONTROLLER_BUTTON_X
"Button N", // SDL_CONTROLLER_BUTTON_Y
"Back", // SDL_CONTROLLER_BUTTON_BACK
"Guide", // SDL_CONTROLLER_BUTTON_GUIDE
"Start", // SDL_CONTROLLER_BUTTON_START
"Thumb L", // SDL_CONTROLLER_BUTTON_LEFTSTICK
"Thumb R", // SDL_CONTROLLER_BUTTON_RIGHTSTICK
"Shoulder L", // SDL_CONTROLLER_BUTTON_LEFTSHOULDER
"Shoulder R", // SDL_CONTROLLER_BUTTON_RIGHTSHOULDER
"Pad N", // SDL_CONTROLLER_BUTTON_DPAD_UP
"Pad S", // SDL_CONTROLLER_BUTTON_DPAD_DOWN
"Pad W", // SDL_CONTROLLER_BUTTON_DPAD_LEFT
"Pad E", // SDL_CONTROLLER_BUTTON_DPAD_RIGHT
"Misc 1", // SDL_CONTROLLER_BUTTON_MISC1
"Paddle 1", // SDL_CONTROLLER_BUTTON_PADDLE1
"Paddle 2", // SDL_CONTROLLER_BUTTON_PADDLE2
"Paddle 3", // SDL_CONTROLLER_BUTTON_PADDLE3
"Paddle 4", // SDL_CONTROLLER_BUTTON_PADDLE4
"Touchpad", // SDL_CONTROLLER_BUTTON_TOUCHPAD
"Button S", // SDL_GAMEPAD_BUTTON_SOUTH
"Button E", // SDL_GAMEPAD_BUTTON_EAST
"Button W", // SDL_GAMEPAD_BUTTON_WEST
"Button N", // SDL_GAMEPAD_BUTTON_NORTH
"Back", // SDL_GAMEPAD_BUTTON_BACK
"Guide", // SDL_GAMEPAD_BUTTON_GUIDE
"Start", // SDL_GAMEPAD_BUTTON_START
"Thumb L", // SDL_GAMEPAD_BUTTON_LEFT_STICK
"Thumb R", // SDL_GAMEPAD_BUTTON_RIGHT_STICK
"Shoulder L", // SDL_GAMEPAD_BUTTON_LEFT_SHOULDER
"Shoulder R", // SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER
"Pad N", // SDL_GAMEPAD_BUTTON_DPAD_UP
"Pad S", // SDL_GAMEPAD_BUTTON_DPAD_DOWN
"Pad W", // SDL_GAMEPAD_BUTTON_DPAD_LEFT
"Pad E", // SDL_GAMEPAD_BUTTON_DPAD_RIGHT
"Misc 1", // SDL_GAMEPAD_BUTTON_MISC1
"Paddle 1", // SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1
"Paddle 2", // SDL_GAMEPAD_BUTTON_LEFT_PADDLE1
"Paddle 3", // SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2
"Paddle 4", // SDL_GAMEPAD_BUTTON_LEFT_PADDLE2
"Touchpad", // SDL_GAMEPAD_BUTTON_TOUCHPAD
};
static constexpr std::array<const char*, 6> s_sdl_axis_names = {
"Left X", // SDL_CONTROLLER_AXIS_LEFTX
"Left Y", // SDL_CONTROLLER_AXIS_LEFTY
"Right X", // SDL_CONTROLLER_AXIS_RIGHTX
"Right Y", // SDL_CONTROLLER_AXIS_RIGHTY
"Trigger L", // SDL_CONTROLLER_AXIS_TRIGGERLEFT
"Trigger R", // SDL_CONTROLLER_AXIS_TRIGGERRIGHT
"Left X", // SDL_GAMEPAD_AXIS_LEFTX
"Left Y", // SDL_GAMEPAD_AXIS_LEFTY
"Right X", // SDL_GAMEPAD_AXIS_RIGHTX
"Right Y", // SDL_GAMEPAD_AXIS_RIGHTY
"Trigger L", // SDL_GAMEPAD_AXIS_LEFT_TRIGGER
"Trigger R", // SDL_GAMEPAD_AXIS_RIGHT_TRIGGER
};
static constexpr SDLMotionAxisList SDL_AXES_ACCELEROMETER = {{
{"Up", 1, 1},

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@ -19,8 +19,6 @@ set_target_properties(MacUpdater PROPERTIES
MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/Info.plist.in"
OUTPUT_NAME "Dolphin Updater")
target_compile_options(MacUpdater PRIVATE -x objective-c++)
# Copy icon into the bundle
target_sources(MacUpdater PRIVATE "${CMAKE_SOURCE_DIR}/Data/Dolphin.icns")
set_source_files_properties("${CMAKE_SOURCE_DIR}/Data/Dolphin.icns" PROPERTIES MACOSX_PACKAGE_LOCATION Resources)

View File

@ -44,7 +44,7 @@
<PreprocessorDefinitions>HAS_VULKAN;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>HAS_LIBMGBA;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions Condition="'$(AutoUpdate)'!='false'">AUTOUPDATE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>HAVE_SDL2;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>HAVE_SDL3;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>USE_RETRO_ACHIEVEMENTS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>RC_CLIENT_SUPPORTS_HASH;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>RC_CLIENT_SUPPORTS_RAINTEGRATION;%(PreprocessorDefinitions)</PreprocessorDefinitions>

View File

@ -81,7 +81,7 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "fmt", "..\Externals\fmt\fmt
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "spirv_cross", "..\Externals\spirv_cross\spirv_cross.vcxproj", "{3D780617-EC8C-4721-B9FD-DFC9BB658C7C}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2", "..\Externals\SDL\SDL2.vcxproj", "{8DC244EE-A0BD-4038-BAF7-CFAFA5EB2BAA}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL3", "..\Externals\SDL\SDL3.vcxproj", "{8DC244EE-A0BD-4038-BAF7-CFAFA5EB2BAA}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "FatFs", "..\Externals\FatFs\FatFs.vcxproj", "{3F17D282-A77D-4931-B844-903AD0809A5E}"
EndProject