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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-14 08:04:40 +00:00
Updated SDL, Bullet and OpenAL soft libs
Fixed case sensitivity problem Fixed clang compiler problem with having the class namespace used in an inline for the == operator Tweaked some theme stuff to be more consistent. Added initial test of no-pie for linux test sidestep of getTexCoord in shadergen hlsl feature so we don't assert when getting the terrain's shaderstuffs(which uses float3 instead of normal float2)
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1102 changed files with 205083 additions and 62836 deletions
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@ -262,6 +262,16 @@ extern "C" {
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*/
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#define SDL_HINT_GRAB_KEYBOARD "SDL_GRAB_KEYBOARD"
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/**
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* \brief A variable setting the double click time, in milliseconds.
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*/
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#define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME "SDL_MOUSE_DOUBLE_CLICK_TIME"
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/**
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* \brief A variable setting the double click radius, in pixels.
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*/
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#define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS "SDL_MOUSE_DOUBLE_CLICK_RADIUS"
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/**
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* \brief A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode
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*/
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@ -329,7 +339,7 @@ extern "C" {
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#define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED"
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/**
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* \brief A variable controlling which orientations are allowed on iOS.
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* \brief A variable controlling which orientations are allowed on iOS/Android.
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*
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* In some circumstances it is necessary to be able to explicitly control
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* which UI orientations are allowed.
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@ -465,6 +475,88 @@ extern "C" {
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*/
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#define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS"
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/**
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* \brief A variable controlling whether the HIDAPI joystick drivers should be used.
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*
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* This variable can be set to the following values:
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* "0" - HIDAPI drivers are not used
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* "1" - HIDAPI drivers are used (the default)
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*
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* This variable is the default for all drivers, but can be overridden by the hints for specific drivers below.
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI "SDL_JOYSTICK_HIDAPI"
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/**
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* \brief A variable controlling whether the HIDAPI driver for PS4 controllers should be used.
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*
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* This variable can be set to the following values:
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* "0" - HIDAPI driver is not used
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* "1" - HIDAPI driver is used
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*
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* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_PS4 "SDL_JOYSTICK_HIDAPI_PS4"
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/**
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* \brief A variable controlling whether extended input reports should be used for PS4 controllers when using the HIDAPI driver.
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*
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* This variable can be set to the following values:
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* "0" - extended reports are not enabled (the default)
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* "1" - extended reports
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*
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* Extended input reports allow rumble on Bluetooth PS4 controllers, but
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* break DirectInput handling for applications that don't use SDL.
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*
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* Once extended reports are enabled, they can not be disabled without
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* power cycling the controller.
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE"
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/**
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* \brief A variable controlling whether the HIDAPI driver for Steam Controllers should be used.
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*
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* This variable can be set to the following values:
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* "0" - HIDAPI driver is not used
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* "1" - HIDAPI driver is used
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*
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* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM"
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/**
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* \brief A variable controlling whether the HIDAPI driver for Nintendo Switch controllers should be used.
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*
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* This variable can be set to the following values:
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* "0" - HIDAPI driver is not used
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* "1" - HIDAPI driver is used
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*
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* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH"
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/**
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* \brief A variable controlling whether the HIDAPI driver for XBox controllers should be used.
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*
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* This variable can be set to the following values:
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* "0" - HIDAPI driver is not used
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* "1" - HIDAPI driver is used
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*
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* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_XBOX "SDL_JOYSTICK_HIDAPI_XBOX"
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/**
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* \brief A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs
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*
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* The variable can be set to the following values:
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* "0" - Do not scan for Steam Controllers
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* "1" - Scan for Steam Controllers (the default)
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*
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* The default value is "1". This hint must be set before initializing the joystick subsystem.
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*/
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#define SDL_HINT_ENABLE_STEAM_CONTROLLERS "SDL_ENABLE_STEAM_CONTROLLERS"
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/**
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* \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it.
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* This is a debugging aid for developers and not expected to be used by end users. The default is "1"
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@ -527,6 +619,10 @@ extern "C" {
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* This is specially useful if you build SDL against a non glibc libc library (such as musl) which
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* provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses).
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* Support for this hint is currently available only in the pthread, Windows, and PSP backend.
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*
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* Instead of this hint, in 2.0.9 and later, you can use
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* SDL_CreateThreadWithStackSize(). This hint only works with the classic
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* SDL_CreateThread().
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*/
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#define SDL_HINT_THREAD_STACK_SIZE "SDL_THREAD_STACK_SIZE"
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@ -752,6 +848,23 @@ extern "C" {
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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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* \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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* the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of
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* SDL_SCANCODE_AC_BACK.
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*
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* The variable can be set to the following values:
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* "0" - Back button will be handled as usual for system. (default)
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* "1" - Back button will be trapped, allowing you to handle the key press
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* manually. (This will also let right mouse click work on systems
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* where the right mouse button functions as back.)
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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_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON"
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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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