+1
-1
docs/README-documentation-rules.md
+1
-1
docs/README-documentation-rules.md
···
17
17
## The wiki and headers share the same text.
18
18
19
19
There is a massive Perl script (`build-scripts/wikiheaders.pl`, hereafter
20
-
refered to as "wikiheaders") that can read both the wiki and the public
20
+
referred to as "wikiheaders") that can read both the wiki and the public
21
21
headers, and move changes in one across to the other.
22
22
23
23
If you prefer to use the wiki, go ahead and edit there. If you prefer to use
+1
-1
docs/README-emscripten.md
+1
-1
docs/README-emscripten.md
···
110
110
getting started.
111
111
112
112
There's a lot of little details that are beyond the scope of this
113
-
document, but that's the biggest intial set of hurdles to porting
113
+
document, but that's the biggest initial set of hurdles to porting
114
114
your app to the web.
115
115
116
116
+1
-1
docs/README-gdk.md
+1
-1
docs/README-gdk.md
···
151
151
* For Xbox Series consoles, use the Gaming.Xbox.Scarlett.x64 target
152
152
* The Xbox One target sets the `SDL_PLATFORM_XBOXONE` define and the Xbox Series target sets the `SDL_PLATFORM_XBOXSERIES` define
153
153
* You don't need to link against the Xbox.Services Thunks lib nor include that dll in your package (it doesn't exist for Xbox)
154
-
* The shader blobs for Xbox are created in a pre-build step for the Xbox targets, rather than included in the source (due to NDA and version compatability reasons)
154
+
* The shader blobs for Xbox are created in a pre-build step for the Xbox targets, rather than included in the source (due to NDA and version compatibility reasons)
155
155
* To create a package, use:
156
156
`makepkg pack /f PackageLayout.xml /lt /d . /pd Package`
157
157
* To install the package, use:
+2
-2
docs/README-migration.md
+2
-2
docs/README-migration.md
···
70
70
71
71
SDL3 will not implicitly initialize the audio subsystem on your behalf if you open a device without doing so. Please explicitly call SDL_Init(SDL_INIT_AUDIO) at some point.
72
72
73
-
SDL2 refered to audio devices that record sound as "capture" devices, and ones that play sound to speakers as "output" devices. In SDL3, we've changed this terminology to be "recording" devices and "playback" devices, which we hope is more clear.
73
+
SDL2 referred to audio devices that record sound as "capture" devices, and ones that play sound to speakers as "output" devices. In SDL3, we've changed this terminology to be "recording" devices and "playback" devices, which we hope is more clear.
74
74
75
75
SDL3's audio subsystem offers an enormous amount of power over SDL2, but if you just want a simple migration of your existing code, you can ignore most of it. The simplest migration path from SDL2 looks something like this:
76
76
···
1918
1918
* SDL_RestoreWindow() (SDL_EVENT_WINDOW_RESTORED)
1919
1919
* SDL_SetWindowFullscreen() (SDL_EVENT_WINDOW_ENTER_FULLSCREEN / SDL_EVENT_WINDOW_LEAVE_FULLSCREEN)
1920
1920
1921
-
If it is required that operations be applied immediately after one of the preceeding calls, the `SDL_SyncWindow()` function
1921
+
If it is required that operations be applied immediately after one of the preceding calls, the `SDL_SyncWindow()` function
1922
1922
will attempt to wait until all pending window operations have completed. The `SDL_HINT_VIDEO_SYNC_WINDOW_OPERATIONS` hint
1923
1923
can also be set to automatically synchronize after all calls to an asynchronous window operation, mimicking the behavior
1924
1924
of SDL 2. Be aware that synchronizing can potentially block for long periods of time, as it may have to wait for window
+1
-1
docs/README-ps2.md
+1
-1
docs/README-ps2.md
···
31
31
```
32
32
For a release binary is recommendable to reset the IOP always.
33
33
34
-
Remember to do a clean compilation everytime you enable or disable the `SDL_PS2_SKIP_IOP_RESET` otherwise the change won't be reflected.
34
+
Remember to do a clean compilation every time you enable or disable the `SDL_PS2_SKIP_IOP_RESET` otherwise the change won't be reflected.
35
35
36
36
## Getting PS2 Dev
37
37
[Installing PS2 Dev](https://github.com/ps2dev/ps2dev)
+1
-1
include/SDL3/SDL_camera.h
+1
-1
include/SDL3/SDL_camera.h
···
249
249
* Get the position of the camera in relation to the system.
250
250
*
251
251
* Most platforms will report UNKNOWN, but mobile devices, like phones, can
252
-
* often make a distiction between cameras on the front of the device (that
252
+
* often make a distinction between cameras on the front of the device (that
253
253
* points towards the user, for taking "selfies") and cameras on the back (for
254
254
* filming in the direction the user is facing).
255
255
*
+7
-7
include/SDL3/SDL_dialog.h
+7
-7
include/SDL3/SDL_dialog.h
···
68
68
*
69
69
* If `filelist` is:
70
70
*
71
-
* - NULL, an error occured. Details can be obtained with SDL_GetError().
71
+
* - NULL, an error occurred. Details can be obtained with SDL_GetError().
72
72
* - A pointer to NULL, the user either didn't choose any file or canceled the
73
73
* dialog.
74
74
* - A pointer to non-`NULL`, the user chose one or more files. The argument
···
105
105
*
106
106
* The callback will be invoked with a null-terminated list of files the user
107
107
* chose. The list will be empty if the user canceled the dialog, and it will
108
-
* be NULL if an error occured.
108
+
* be NULL if an error occurred.
109
109
*
110
110
* Note that the callback may be called from a different thread than the one
111
111
* the function was invoked on.
···
122
122
* error occurs. The first argument is a null-terminated list
123
123
* of C strings, representing the paths chosen by the user.
124
124
* The list will be empty if the user canceled the dialog, and
125
-
* it will be NULL if an error occured. If an error occured,
125
+
* it will be NULL if an error occurred. If an error occurred,
126
126
* it can be fetched with SDL_GetError(). The second argument
127
127
* is the userdata pointer passed to the function. The third
128
128
* argument is the index of the filter selected by the user,
···
163
163
*
164
164
* The callback will be invoked with a null-terminated list of files the user
165
165
* chose. The list will be empty if the user canceled the dialog, and it will
166
-
* be NULL if an error occured.
166
+
* be NULL if an error occurred.
167
167
*
168
168
* Note that the callback may be called from a different thread than the one
169
169
* the function was invoked on.
···
179
179
* error occurs. The first argument is a null-terminated list
180
180
* of C strings, representing the paths chosen by the user.
181
181
* The list will be empty if the user canceled the dialog, and
182
-
* it will be NULL if an error occured. If an error occured,
182
+
* it will be NULL if an error occurred. If an error occurred,
183
183
* it can be fetched with SDL_GetError(). The second argument
184
184
* is the userdata pointer passed to the function. The third
185
185
* argument is the index of the filter selected by the user,
···
217
217
*
218
218
* The callback will be invoked with a null-terminated list of files the user
219
219
* chose. The list will be empty if the user canceled the dialog, and it will
220
-
* be NULL if an error occured.
220
+
* be NULL if an error occurred.
221
221
*
222
222
* Note that the callback may be called from a different thread than the one
223
223
* the function was invoked on.
···
234
234
* error occurs. The first argument is a null-terminated list
235
235
* of C strings, representing the paths chosen by the user.
236
236
* The list will be empty if the user canceled the dialog, and
237
-
* it will be NULL if an error occured. If an error occured,
237
+
* it will be NULL if an error occurred. If an error occurred,
238
238
* it can be fetched with SDL_GetError(). The second argument
239
239
* is the userdata pointer passed to the function. The third
240
240
* argument is always -1 for SDL_ShowOpenFolderDialog.
+3
-3
include/SDL3/SDL_hints.h
+3
-3
include/SDL3/SDL_hints.h
···
327
327
* latency or higher throughput AND ARE WILLING TO DEAL WITH what that might
328
328
* require of the app), they can specify it.
329
329
*
330
-
* SDL will try to accomodate this value, but there is no promise you'll get
330
+
* SDL will try to accommodate this value, but there is no promise you'll get
331
331
* the buffer size requested. Many platforms won't honor this request at all,
332
332
* or might adjust it.
333
333
*
···
1050
1050
#define SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES_EXCLUDED "SDL_JOYSTICK_ARCADESTICK_DEVICES_EXCLUDED"
1051
1051
1052
1052
/**
1053
-
* A variable containing a list of devices that should not be considerd
1053
+
* A variable containing a list of devices that should not be considered
1054
1054
* joysticks.
1055
1055
*
1056
1056
* The format of the string is a comma separated list of USB VID/PID pairs in
···
2590
2590
*
2591
2591
* The variable can be set to the following values:
2592
2592
*
2593
-
* - "0": Use the prefered OS device. (default)
2593
+
* - "0": Use the preferred OS device. (default)
2594
2594
* - "1": Select a low power device.
2595
2595
*
2596
2596
* This hint should be set before creating a renderer.
+1
-1
include/SDL3/SDL_keycode.h
+1
-1
include/SDL3/SDL_keycode.h
···
314
314
#define SDL_KMOD_NUM 0x1000u /**< the Num Lock key (may be located on an extended keypad) is down. */
315
315
#define SDL_KMOD_CAPS 0x2000u /**< the Caps Lock key is down. */
316
316
#define SDL_KMOD_MODE 0x4000u /**< the !AltGr key is down. */
317
-
#define SDL_KMOD_SCROLL 0x8000u /**< the Scoll Lock key is down. */
317
+
#define SDL_KMOD_SCROLL 0x8000u /**< the Scroll Lock key is down. */
318
318
#define SDL_KMOD_CTRL (SDL_KMOD_LCTRL | SDL_KMOD_RCTRL) /**< Any Ctrl key is down. */
319
319
#define SDL_KMOD_SHIFT (SDL_KMOD_LSHIFT | SDL_KMOD_RSHIFT) /**< Any Shift key is down. */
320
320
#define SDL_KMOD_ALT (SDL_KMOD_LALT | SDL_KMOD_RALT) /**< Any Alt key is down. */
+1
-1
src/audio/SDL_audiocvt.c
+1
-1
src/audio/SDL_audiocvt.c
···
49
49
*
50
50
* These are listed in the order they are laid out in
51
51
* memory, so "FL+FR" means "the front left speaker is
52
-
* layed out in memory first, then the front right, then
52
+
* laid out in memory first, then the front right, then
53
53
* it repeats for the next audio frame".
54
54
*
55
55
* 1 channel (mono) layout: FRONT
+1
-1
src/camera/mediafoundation/SDL_camera_mediafoundation.c
+1
-1
src/camera/mediafoundation/SDL_camera_mediafoundation.c
···
362
362
}
363
363
364
364
// we currently ignore stream_flags format changes, but my _hope_ is that IMFSourceReader is handling this and
365
-
// will continue to give us the explictly-specified format we requested when opening the device, though, and
365
+
// will continue to give us the explicitly-specified format we requested when opening the device, though, and
366
366
// we don't have to manually deal with it.
367
367
368
368
if (sample != NULL) {
+1
-1
src/hidapi/linux/hid.c
+1
-1
src/hidapi/linux/hid.c
···
291
291
* Skips all nested Collection, i.e. iterates until the end of current level Collection.
292
292
*
293
293
* The return value is non-0 when an end of current Collection is found,
294
-
* 0 when error is occured (broken Descriptor, end of a Collection is found before its begin,
294
+
* 0 when error is occurred (broken Descriptor, end of a Collection is found before its begin,
295
295
* or no Collection is found at all).
296
296
*/
297
297
static int hid_iterate_over_collection(const __u8 *report_descriptor, __u32 size, unsigned int *pos, int *data_len, int *key_size)
+1
-1
src/hidapi/netbsd/hid.c
+1
-1
src/hidapi/netbsd/hid.c
···
234
234
* Skips all nested Collection, i.e. iterates until the end of current level Collection.
235
235
*
236
236
* The return value is non-0 when an end of current Collection is found,
237
-
* 0 when error is occured (broken Descriptor, end of a Collection is found before its begin,
237
+
* 0 when error is occurred (broken Descriptor, end of a Collection is found before its begin,
238
238
* or no Collection is found at all).
239
239
*/
240
240
static int hid_iterate_over_collection(const uint8_t *report_descriptor, uint32_t size, unsigned int *pos, int *data_len, int *key_size)
+1
-1
src/joystick/hidapi/steam/controller_structs.h
+1
-1
src/joystick/hidapi/steam/controller_structs.h
···
158
158
// message types within ValveInReport_t or the header itself. Hopefully this should
159
159
// be super rare and instead you should just add new message payloads to the union,
160
160
// or just add fields to the end of existing payload structs which is expected to be
161
-
// safe in all code consuming these as they should just consume/copy upto the prior size
161
+
// safe in all code consuming these as they should just consume/copy up to the prior size
162
162
// they were aware of when processing.
163
163
#define k_ValveInReportMsgVersion 0x01
164
164
+3
-3
src/stdlib/SDL_malloc.c
+3
-3
src/stdlib/SDL_malloc.c
···
4276
4276
4277
4277
void dlfree(void* mem) {
4278
4278
/*
4279
-
Consolidate freed chunks with preceeding or succeeding bordering
4279
+
Consolidate freed chunks with preceding or succeeding bordering
4280
4280
free chunks, if they exist, and then place in a bin. Intermixed
4281
4281
with special cases for top, dv, mmapped chunks, and usage errors.
4282
4282
*/
···
5113
5113
Wolfram Gloger (Gloger@lrz.uni-muenchen.de).
5114
5114
* Use last_remainder in more cases.
5115
5115
* Pack bins using idea from colin@nyx10.cs.du.edu
5116
-
* Use ordered bins instead of best-fit threshhold
5116
+
* Use ordered bins instead of best-fit threshold
5117
5117
* Eliminate block-local decls to simplify tracing and debugging.
5118
5118
* Support another case of realloc via move into top
5119
-
* Fix error occuring when initial sbrk_base not word-aligned.
5119
+
* Fix error occurring when initial sbrk_base not word-aligned.
5120
5120
* Rely on page size for units instead of SBRK_UNIT to
5121
5121
avoid surprises about sbrk alignment conventions.
5122
5122
* Add mallinfo, mallopt. Thanks to Raymond Nijssen
+1
-1
src/video/SDL_video.c
+1
-1
src/video/SDL_video.c
···
3428
3428
const int ret = _this->SetWindowModalFor(_this, modal_window, parent_window);
3429
3429
3430
3430
/* The existing parent might be needed when changing the modal status,
3431
-
* so don't change the heirarchy until after setting the new modal state.
3431
+
* so don't change the hierarchy until after setting the new modal state.
3432
3432
*/
3433
3433
if (!ret) {
3434
3434
SDL_SetWindowParent(modal_window, !ret ? parent_window : NULL);