Use Apple's nomenclature for macOS and iOS

Fixes https://github.com/libsdl-org/SDL/issues/6621
This commit is contained in:
Sam Lantinga 2022-11-25 16:00:06 -08:00
parent 5fb3eb9475
commit cc1f9eb983
83 changed files with 291 additions and 296 deletions

View file

@ -209,7 +209,7 @@ mark_as_advanced(SDL_CHECK_REQUIRED_INCLUDES SDL_CHECK_REQUIRED_LINK_OPTIONS)
list(APPEND CMAKE_REQUIRED_INCLUDES ${SDL_CHECK_REQUIRED_INCLUDES})
list(APPEND CMAKE_REQUIRED_LINK_OPTIONS ${SDL_CHECK_REQUIRED_LINK_OPTIONS})
# Don't mistake osx for unix
# Don't mistake macOS for unix
if(UNIX AND NOT ANDROID AND NOT APPLE AND NOT RISCOS)
set(UNIX_SYS ON)
else()
@ -2033,7 +2033,7 @@ elseif(WINDOWS)
endif()
elseif(APPLE)
# TODO: rework this all for proper MacOS X, iOS and Darwin support
# TODO: rework this all for proper macOS, iOS and Darwin support
# We always need these libs on macOS at the moment.
# !!! FIXME: we need Carbon for some very old API calls in
@ -2061,7 +2061,7 @@ elseif(APPLE)
if(IOS OR TVOS)
file(GLOB MISC_SOURCES ${SDL3_SOURCE_DIR}/src/misc/ios/*.m)
else()
file(GLOB MISC_SOURCES ${SDL3_SOURCE_DIR}/src/misc/macosx/*.m)
file(GLOB MISC_SOURCES ${SDL3_SOURCE_DIR}/src/misc/macos/*.m)
endif()
list(APPEND SOURCE_FILES ${MISC_SOURCES})
set(HAVE_SDL_MISC TRUE)
@ -2082,7 +2082,7 @@ elseif(APPLE)
endif()
if(SDL_JOYSTICK)
file(GLOB MFI_JOYSTICK_SOURCES ${SDL3_SOURCE_DIR}/src/joystick/iphoneos/*.m)
file(GLOB MFI_JOYSTICK_SOURCES ${SDL3_SOURCE_DIR}/src/joystick/apple/*.m)
if(IOS OR TVOS)
file(GLOB JOYSTICK_SOURCES ${SDL3_SOURCE_DIR}/src/joystick/steam/*.c)
set(SDL_JOYSTICK_MFI 1)
@ -2145,7 +2145,7 @@ elseif(APPLE)
file(GLOB POWER_SOURCES ${SDL3_SOURCE_DIR}/src/power/uikit/*.m)
set(SDL_POWER_UIKIT 1)
else()
file(GLOB POWER_SOURCES ${SDL3_SOURCE_DIR}/src/power/macosx/*.c)
file(GLOB POWER_SOURCES ${SDL3_SOURCE_DIR}/src/power/macos/*.c)
set(SDL_POWER_MACOSX 1)
set(SDL_FRAMEWORK_IOKIT 1)
endif()
@ -2154,7 +2154,7 @@ elseif(APPLE)
endif()
if(SDL_LOCALE)
file(GLOB LOCALE_SOURCES ${SDL3_SOURCE_DIR}/src/locale/macosx/*.m)
file(GLOB LOCALE_SOURCES ${SDL3_SOURCE_DIR}/src/locale/macos/*.m)
list(APPEND SOURCE_FILES ${LOCALE_SOURCES})
set(HAVE_SDL_LOCALE TRUE)
endif()

View file

@ -17,7 +17,7 @@ Thanks to everyone who made this possible, including:
* Alfred Reynolds for the game controller API and general (in)sanity
* Jørgen Tjernø for numerous magical Mac OS X fixes.
* Jørgen Tjernø for numerous magical macOS fixes.
* Pierre-Loup Griffais for his deep knowledge of OpenGL drivers.

View file

@ -11,7 +11,7 @@ To compile and install SDL:
* Run: cmake -S . -B build -DCMAKE_TOOLCHAIN_FILE=build-scripts/cmake-toolchain-mingw64-x86_64.cmake && cmake --build build && cmake --install build
macOS with Xcode:
* Read docs/README-macosx.md
* Read docs/README-macos.md
macOS from the command line:
* Run: cmake -S . -B build && cmake --build build && cmake --install build

View file

@ -8,6 +8,8 @@ This is a list of major changes in SDL's version history.
General:
* M_PI is no longer defined in SDL_stdinc.h, now the symbols SDL_PI_D (double) and SDL_PI_F (float) are available
* SDL_GetWindowWMInfo() returns a standard int result code instead of SDL_bool, and takes SDL_SYSWM_CURRENT_VERSION as a new third parameter
* The preprocessor symbol __MACOSX__ has been renamed __MACOS__
* The preprocessor symbol __IPHONEOS__ has been renamed __IOS__
* Removed the following functions from the API:
* SDL_CalculateGammaRamp()
* SDL_GetRevisionNumber()

View file

@ -18,11 +18,11 @@ Happy (happy.c):
Accelerometer (accelerometer.c):
Uses the iPhone's accelerometer as a joystick device to move a spaceship around the screen. Note the use of the macro SDL_IPHONE_MAX_GFORCE (normally defined in SDL_config_iphoneos.h) which converts between the Sint16 number returned by SDL_JoystickGetAxis, and the floating point units of g-force reported natively by the iPhone.
Uses the iPhone's accelerometer as a joystick device to move a spaceship around the screen. Note the use of the macro SDL_IPHONE_MAX_GFORCE (normally defined in SDL_config_ios.h) which converts between the Sint16 number returned by SDL_JoystickGetAxis, and the floating point units of g-force reported natively by the iPhone.
Touch (touch.c):
Acts as a finger-paint type program. Demonstrates how you can use SDL mouse input to accept touch input from the iPhone. If SDL for iPhone is compiled with multitouch as multiple mouse emulation (SDL_IPHONE_MULTIPLE_MICE in SDL_config_iphoneos.h) then the program will accept multiple finger inputs simultaneously.
Acts as a finger-paint type program. Demonstrates how you can use SDL mouse input to accept touch input from the iPhone. If SDL for iPhone is compiled with multitouch as multiple mouse emulation (SDL_IPHONE_MULTIPLE_MICE in SDL_config_ios.h) then the program will accept multiple finger inputs simultaneously.
Mixer (mixer.c):

View file

@ -152,7 +152,7 @@
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@ -528,7 +528,7 @@
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@ -896,12 +896,12 @@
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@ -941,7 +941,7 @@
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@ -2702,12 +2702,12 @@
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@ -3250,7 +3250,7 @@
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@ -3690,7 +3690,7 @@
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@ -3713,7 +3713,7 @@
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A75FDBA323E4CB6F00529352 /* LICENSE-bsd.txt */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = text; path = "LICENSE-bsd.txt"; sourceTree = "<group>"; };
@ -3960,7 +3960,7 @@
A7D8A8DE23E2514000DCD162 /* SDL_render_metal.m */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.objc; path = SDL_render_metal.m; sourceTree = "<group>"; };
A7D8A8DF23E2514000DCD162 /* SDL_shaders_metal_ios.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = SDL_shaders_metal_ios.h; sourceTree = "<group>"; };
A7D8A8E023E2514000DCD162 /* SDL_shaders_metal.metal */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.metal; path = SDL_shaders_metal.metal; sourceTree = "<group>"; };
A7D8A8E223E2514000DCD162 /* SDL_shaders_metal_osx.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = SDL_shaders_metal_osx.h; sourceTree = "<group>"; };
A7D8A8E223E2514000DCD162 /* SDL_shaders_metal_macos.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = SDL_shaders_metal_macos.h; sourceTree = "<group>"; };
A7D8A8E323E2514000DCD162 /* SDL_shaders_metal_tvos.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = SDL_shaders_metal_tvos.h; sourceTree = "<group>"; };
A7D8A8EC23E2514000DCD162 /* SDL_yuv_sw_c.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = SDL_yuv_sw_c.h; sourceTree = "<group>"; };
A7D8A8ED23E2514000DCD162 /* SDL_yuv_sw.c */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.c; path = SDL_yuv_sw.c; sourceTree = "<group>"; };
@ -4047,7 +4047,7 @@
AA7557CB1595D4D800BBD41B /* SDL_audio.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = SDL_audio.h; sourceTree = "<group>"; };
AA7557CC1595D4D800BBD41B /* SDL_blendmode.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = SDL_blendmode.h; sourceTree = "<group>"; };
AA7557CD1595D4D800BBD41B /* SDL_clipboard.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = SDL_clipboard.h; sourceTree = "<group>"; };
AA7557CE1595D4D800BBD41B /* SDL_config_macosx.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = SDL_config_macosx.h; sourceTree = "<group>"; };
AA7557CE1595D4D800BBD41B /* SDL_config_macos.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = SDL_config_macos.h; sourceTree = "<group>"; };
AA7557CF1595D4D800BBD41B /* SDL_config.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = SDL_config.h; sourceTree = "<group>"; };
AA7557D01595D4D800BBD41B /* SDL_copying.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = SDL_copying.h; sourceTree = "<group>"; };
AA7557D11595D4D800BBD41B /* SDL_cpuinfo.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = SDL_cpuinfo.h; sourceTree = "<group>"; };
@ -4318,8 +4318,8 @@
AADA5B8616CCAB3000107CF7 /* SDL_bits.h */,
AA7557CC1595D4D800BBD41B /* SDL_blendmode.h */,
AA7557CD1595D4D800BBD41B /* SDL_clipboard.h */,
A75FDAF523E35EC400529352 /* SDL_config_iphoneos.h */,
AA7557CE1595D4D800BBD41B /* SDL_config_macosx.h */,
A75FDAF523E35EC400529352 /* SDL_config_ios.h */,
AA7557CE1595D4D800BBD41B /* SDL_config_macos.h */,
AA7557CF1595D4D800BBD41B /* SDL_config.h */,
AA7557D01595D4D800BBD41B /* SDL_copying.h */,
AA7557D11595D4D800BBD41B /* SDL_cpuinfo.h */,
@ -4471,19 +4471,19 @@
isa = PBXGroup;
children = (
F3ADAB8C2576F08500A6B1D9 /* ios */,
5616CA48252BB285005D5928 /* macosx */,
5616CA48252BB285005D5928 /* macos */,
5616CA4A252BB2A6005D5928 /* SDL_sysurl.h */,
5616CA49252BB2A5005D5928 /* SDL_url.c */,
);
path = misc;
sourceTree = "<group>";
};
5616CA48252BB285005D5928 /* macosx */ = {
5616CA48252BB285005D5928 /* macos */ = {
isa = PBXGroup;
children = (
5616CA4B252BB2A6005D5928 /* SDL_sysurl.m */,
);
path = macosx;
path = macos;
sourceTree = "<group>";
};
564624341FF821B70074AC87 /* Frameworks */ = {
@ -4528,19 +4528,19 @@
566E26CB246274AE00718109 /* locale */ = {
isa = PBXGroup;
children = (
566E26EA246274E800718109 /* macosx */,
566E26EA246274E800718109 /* macos */,
566E26CD246274CB00718109 /* SDL_locale.c */,
566E26CE246274CC00718109 /* SDL_syslocale.h */,
);
name = locale;
sourceTree = "<group>";
};
566E26EA246274E800718109 /* macosx */ = {
566E26EA246274E800718109 /* macos */ = {
isa = PBXGroup;
children = (
566E26CC246274CB00718109 /* SDL_syslocale.m */,
);
name = macosx;
name = macos;
sourceTree = "<group>";
};
75E09157241EA924004729E1 /* virtual */ = {
@ -4944,10 +4944,10 @@
A7D8A79D23E2513E00DCD162 /* joystick */ = {
isa = PBXGroup;
children = (
A7D8A7AA23E2513E00DCD162 /* apple */,
A7D8A7CC23E2513E00DCD162 /* darwin */,
A7D8A79F23E2513E00DCD162 /* dummy */,
A7D8A7BE23E2513E00DCD162 /* hidapi */,
A7D8A7AA23E2513E00DCD162 /* iphoneos */,
A7D8A7A123E2513E00DCD162 /* steam */,
75E09157241EA924004729E1 /* virtual */,
A7D8A7AD23E2513E00DCD162 /* SDL_gamecontroller.c */,
@ -4979,13 +4979,13 @@
path = steam;
sourceTree = "<group>";
};
A7D8A7AA23E2513E00DCD162 /* iphoneos */ = {
A7D8A7AA23E2513E00DCD162 /* apple */ = {
isa = PBXGroup;
children = (
F395C1B02569C6A000942BFF /* SDL_mfijoystick_c.h */,
F395C1AF2569C6A000942BFF /* SDL_mfijoystick.m */,
);
path = iphoneos;
path = apple;
sourceTree = "<group>";
};
A7D8A7BE23E2513E00DCD162 /* hidapi */ = {
@ -5043,7 +5043,7 @@
A7D8A7DF23E2513F00DCD162 /* power */ = {
isa = PBXGroup;
children = (
A7D8A7EA23E2513F00DCD162 /* macosx */,
A7D8A7EA23E2513F00DCD162 /* macos */,
A7D8A7E023E2513F00DCD162 /* uikit */,
A7D8A7E723E2513F00DCD162 /* SDL_power.c */,
A7D8A7F423E2513F00DCD162 /* SDL_syspower.h */,
@ -5060,12 +5060,12 @@
path = uikit;
sourceTree = "<group>";
};
A7D8A7EA23E2513F00DCD162 /* macosx */ = {
A7D8A7EA23E2513F00DCD162 /* macos */ = {
isa = PBXGroup;
children = (
A7D8A7EB23E2513F00DCD162 /* SDL_syspower.c */,
);
path = macosx;
path = macos;
sourceTree = "<group>";
};
A7D8A7F623E2513F00DCD162 /* filesystem */ = {
@ -5221,7 +5221,7 @@
children = (
A7D8A8DE23E2514000DCD162 /* SDL_render_metal.m */,
A7D8A8DF23E2514000DCD162 /* SDL_shaders_metal_ios.h */,
A7D8A8E223E2514000DCD162 /* SDL_shaders_metal_osx.h */,
A7D8A8E223E2514000DCD162 /* SDL_shaders_metal_macos.h */,
A7D8A8E323E2514000DCD162 /* SDL_shaders_metal_tvos.h */,
A7D8A8E023E2514000DCD162 /* SDL_shaders_metal.metal */,
);
@ -5399,7 +5399,7 @@
A75FCD0823E25AB700529352 /* SDL_atomic.h in Headers */,
F386F6F72884663E001840AA /* SDL_utils_c.h in Headers */,
A75FCD0923E25AB700529352 /* SDL_rect_c.h in Headers */,
A75FCD0B23E25AB700529352 /* SDL_shaders_metal_osx.h in Headers */,
A75FCD0B23E25AB700529352 /* SDL_shaders_metal_macos.h in Headers */,
F382072E284F3643004DD584 /* SDL_guid.h in Headers */,
A75FCD0C23E25AB700529352 /* SDL_shaders_metal_ios.h in Headers */,
A75FCD0D23E25AB700529352 /* SDL_offscreenwindow.h in Headers */,
@ -5502,7 +5502,7 @@
A75FCD7323E25AB700529352 /* SDL_yuv_c.h in Headers */,
A75FCD7423E25AB700529352 /* scancodes_xfree86.h in Headers */,
A75FCD7523E25AB700529352 /* SDL_syspower.h in Headers */,
A75FDAFA23E35ED600529352 /* SDL_config_iphoneos.h in Headers */,
A75FDAFA23E35ED600529352 /* SDL_config_ios.h in Headers */,
A75FCD7723E25AB700529352 /* SDL_name.h in Headers */,
A75FCD7823E25AB700529352 /* eglext.h in Headers */,
A75FCD7923E25AB700529352 /* SDL_events_c.h in Headers */,
@ -5628,7 +5628,7 @@
A75FCEC123E25AC700529352 /* SDL_atomic.h in Headers */,
F386F6F82884663E001840AA /* SDL_utils_c.h in Headers */,
A75FCEC223E25AC700529352 /* SDL_rect_c.h in Headers */,
A75FCEC423E25AC700529352 /* SDL_shaders_metal_osx.h in Headers */,
A75FCEC423E25AC700529352 /* SDL_shaders_metal_macos.h in Headers */,
A75FCEC523E25AC700529352 /* SDL_shaders_metal_ios.h in Headers */,
A75FCEC623E25AC700529352 /* SDL_offscreenwindow.h in Headers */,
A75FCEC723E25AC700529352 /* SDL_audio.h in Headers */,
@ -5731,7 +5731,7 @@
A75FCF2C23E25AC700529352 /* SDL_yuv_c.h in Headers */,
A75FCF2D23E25AC700529352 /* scancodes_xfree86.h in Headers */,
A75FCF2E23E25AC700529352 /* SDL_syspower.h in Headers */,
A75FDAFB23E35ED700529352 /* SDL_config_iphoneos.h in Headers */,
A75FDAFB23E35ED700529352 /* SDL_config_ios.h in Headers */,
A75FCF3023E25AC700529352 /* SDL_name.h in Headers */,
A75FCF3123E25AC700529352 /* eglext.h in Headers */,
A75FCF3223E25AC700529352 /* SDL_events_c.h in Headers */,
@ -5850,7 +5850,7 @@
A769B08D23E259AE00872273 /* SDL_shape_internals.h in Headers */,
A769B08E23E259AE00872273 /* SDL_glfuncs.h in Headers */,
A769B09023E259AE00872273 /* SDL_rect_c.h in Headers */,
A769B09223E259AE00872273 /* SDL_shaders_metal_osx.h in Headers */,
A769B09223E259AE00872273 /* SDL_shaders_metal_macos.h in Headers */,
A769B09323E259AE00872273 /* SDL_shaders_metal_ios.h in Headers */,
A769B09423E259AE00872273 /* SDL_offscreenwindow.h in Headers */,
A769B09623E259AE00872273 /* SDL_coremotionsensor.h in Headers */,
@ -5927,7 +5927,7 @@
A769B0FB23E259AE00872273 /* SDL_yuv_c.h in Headers */,
A769B0FC23E259AE00872273 /* scancodes_xfree86.h in Headers */,
A769B0FD23E259AE00872273 /* SDL_syspower.h in Headers */,
A75FDAF923E35ED500529352 /* SDL_config_iphoneos.h in Headers */,
A75FDAF923E35ED500529352 /* SDL_config_ios.h in Headers */,
A769B10023E259AE00872273 /* eglext.h in Headers */,
A769B10123E259AE00872273 /* SDL_events_c.h in Headers */,
A769B10223E259AE00872273 /* math_private.h in Headers */,
@ -6047,7 +6047,7 @@
A7D8AEE923E2514100DCD162 /* SDL_cocoavulkan.h in Headers */,
A7D8AEFB23E2514100DCD162 /* SDL_cocoawindow.h in Headers */,
A7D88A2323E2437C00DCD162 /* SDL_config.h in Headers */,
A75FDAF623E35EC400529352 /* SDL_config_iphoneos.h in Headers */,
A75FDAF623E35EC400529352 /* SDL_config_ios.h in Headers */,
A7D88A2523E2437C00DCD162 /* SDL_copying.h in Headers */,
A7D8B8CD23E2514400DCD162 /* SDL_coreaudio.h in Headers */,
A7D8A97023E2514000DCD162 /* SDL_coremotionsensor.h in Headers */,
@ -6145,7 +6145,7 @@
A7D8BA5023E2514400DCD162 /* SDL_shaders_gles2.h in Headers */,
A1BB8B6D27F6CF330057CFA8 /* SDL_list.h in Headers */,
A7D8B98D23E2514400DCD162 /* SDL_shaders_metal_ios.h in Headers */,
A7D8B99C23E2514400DCD162 /* SDL_shaders_metal_osx.h in Headers */,
A7D8B99C23E2514400DCD162 /* SDL_shaders_metal_macos.h in Headers */,
A7D8B9A223E2514400DCD162 /* SDL_shaders_metal_tvos.h in Headers */,
A7D88A5023E2437C00DCD162 /* SDL_shape.h in Headers */,
A7D8AC0A23E2514100DCD162 /* SDL_shape_internals.h in Headers */,
@ -6281,7 +6281,7 @@
A7D8AEEA23E2514100DCD162 /* SDL_cocoavulkan.h in Headers */,
A7D8AEFC23E2514100DCD162 /* SDL_cocoawindow.h in Headers */,
A7D88BDA23E24BED00DCD162 /* SDL_config.h in Headers */,
A75FDAF723E35EC400529352 /* SDL_config_iphoneos.h in Headers */,
A75FDAF723E35EC400529352 /* SDL_config_ios.h in Headers */,
A7D88BDC23E24BED00DCD162 /* SDL_copying.h in Headers */,
A7D8B8CE23E2514400DCD162 /* SDL_coreaudio.h in Headers */,
A7D8A97123E2514000DCD162 /* SDL_coremotionsensor.h in Headers */,
@ -6379,7 +6379,7 @@
A7D8BA5123E2514400DCD162 /* SDL_shaders_gles2.h in Headers */,
A1BB8B6E27F6CF330057CFA8 /* SDL_list.h in Headers */,
A7D8B98E23E2514400DCD162 /* SDL_shaders_metal_ios.h in Headers */,
A7D8B99D23E2514400DCD162 /* SDL_shaders_metal_osx.h in Headers */,
A7D8B99D23E2514400DCD162 /* SDL_shaders_metal_macos.h in Headers */,
A7D8B9A323E2514400DCD162 /* SDL_shaders_metal_tvos.h in Headers */,
A7D88C0A23E24BED00DCD162 /* SDL_shape.h in Headers */,
A7D8AC0B23E2514100DCD162 /* SDL_shape_internals.h in Headers */,
@ -6487,7 +6487,7 @@
A7D8AC0D23E2514100DCD162 /* SDL_shape_internals.h in Headers */,
A7D8BA7D23E2514400DCD162 /* SDL_glfuncs.h in Headers */,
A7D8AC0723E2514100DCD162 /* SDL_rect_c.h in Headers */,
A7D8B99F23E2514400DCD162 /* SDL_shaders_metal_osx.h in Headers */,
A7D8B99F23E2514400DCD162 /* SDL_shaders_metal_macos.h in Headers */,
A7D8B99023E2514400DCD162 /* SDL_shaders_metal_ios.h in Headers */,
A7D8AB8923E2514100DCD162 /* SDL_offscreenwindow.h in Headers */,
A7D8A97323E2514000DCD162 /* SDL_coremotionsensor.h in Headers */,
@ -6564,7 +6564,7 @@
A7D8B3B423E2514200DCD162 /* SDL_yuv_c.h in Headers */,
A7D8BBA323E2514500DCD162 /* scancodes_xfree86.h in Headers */,
A7D8B5D923E2514300DCD162 /* SDL_syspower.h in Headers */,
A75FDAF823E35ED500529352 /* SDL_config_iphoneos.h in Headers */,
A75FDAF823E35ED500529352 /* SDL_config_ios.h in Headers */,
A7D8B24623E2514200DCD162 /* eglext.h in Headers */,
A7D8BBA923E2514500DCD162 /* SDL_events_c.h in Headers */,
A7D8BAC523E2514500DCD162 /* math_private.h in Headers */,
@ -6684,7 +6684,7 @@
A7D8AEE823E2514100DCD162 /* SDL_cocoavulkan.h in Headers */,
A7D8AEFA23E2514100DCD162 /* SDL_cocoawindow.h in Headers */,
AA75580A1595D4D800BBD41B /* SDL_config.h in Headers */,
AA7558081595D4D800BBD41B /* SDL_config_macosx.h in Headers */,
AA7558081595D4D800BBD41B /* SDL_config_macos.h in Headers */,
AA75580C1595D4D800BBD41B /* SDL_copying.h in Headers */,
A7D8B8CC23E2514400DCD162 /* SDL_coreaudio.h in Headers */,
A7D8A96F23E2514000DCD162 /* SDL_coremotionsensor.h in Headers */,
@ -6782,7 +6782,7 @@
A7D8BA4F23E2514400DCD162 /* SDL_shaders_gles2.h in Headers */,
A1BB8B6C27F6CF330057CFA8 /* SDL_list.h in Headers */,
A7D8B98C23E2514400DCD162 /* SDL_shaders_metal_ios.h in Headers */,
A7D8B99B23E2514400DCD162 /* SDL_shaders_metal_osx.h in Headers */,
A7D8B99B23E2514400DCD162 /* SDL_shaders_metal_macos.h in Headers */,
A7D8B9A123E2514400DCD162 /* SDL_shaders_metal_tvos.h in Headers */,
AA7558481595D4D800BBD41B /* SDL_shape.h in Headers */,
A7D8AC0923E2514100DCD162 /* SDL_shape_internals.h in Headers */,
@ -6889,7 +6889,7 @@
A7D8BA7C23E2514400DCD162 /* SDL_glfuncs.h in Headers */,
A7D8AC0623E2514100DCD162 /* SDL_rect_c.h in Headers */,
75E09166241EA924004729E1 /* SDL_virtualjoystick_c.h in Headers */,
A7D8B99E23E2514400DCD162 /* SDL_shaders_metal_osx.h in Headers */,
A7D8B99E23E2514400DCD162 /* SDL_shaders_metal_macos.h in Headers */,
A7D8B98F23E2514400DCD162 /* SDL_shaders_metal_ios.h in Headers */,
A7D8AB8823E2514100DCD162 /* SDL_offscreenwindow.h in Headers */,
A7D8A97223E2514000DCD162 /* SDL_coremotionsensor.h in Headers */,
@ -7066,7 +7066,7 @@
F386F6F62884663E001840AA /* SDL_utils_c.h in Headers */,
75E09169241EA924004729E1 /* SDL_virtualjoystick_c.h in Headers */,
A7D8AC0823E2514100DCD162 /* SDL_rect_c.h in Headers */,
A7D8B9A023E2514400DCD162 /* SDL_shaders_metal_osx.h in Headers */,
A7D8B9A023E2514400DCD162 /* SDL_shaders_metal_macos.h in Headers */,
A7D8B99123E2514400DCD162 /* SDL_shaders_metal_ios.h in Headers */,
F382072D284F3643004DD584 /* SDL_guid.h in Headers */,
A7D8AB8A23E2514100DCD162 /* SDL_offscreenwindow.h in Headers */,
@ -7084,7 +7084,7 @@
A7D8A96223E2514000DCD162 /* SDL_error_c.h in Headers */,
DB313FD017554B71006C0E22 /* SDL_config.h in Headers */,
A7D8B98523E2514400DCD162 /* SDL_d3dmath.h in Headers */,
DB313FCF17554B71006C0E22 /* SDL_config_macosx.h in Headers */,
DB313FCF17554B71006C0E22 /* SDL_config_macos.h in Headers */,
A7D8ABDE23E2514100DCD162 /* SDL_egl_c.h in Headers */,
DB313FD117554B71006C0E22 /* SDL_copying.h in Headers */,
F382338B2738EB8600F7F527 /* SDL_hidapi.h in Headers */,
@ -7361,7 +7361,7 @@
);
buildRules = (
);
comments = "We recommend installing to /Library/Frameworks\nAn alternative is $(HOME)/Library/Frameworks for per-user if permissions are an issue.\n\nAdd the framework to the Groups & Files panel (under Linked Frameworks is a good place) and enable the check box for the targets that need to link to it. You can also manually add \"-framework SDL\" to your linker flags if you don't like the check box system.\n\nAdd /Library/Frameworks/SDL.framework/Headers to your header search path\nAdd /Library/Frameworks to your library search path\n(Adjust the two above if installed in $(HOME)/Library/Frameworks. You can also list both paths if you want robustness.)\n\nWe used to use an exports file. It was becoming a maintenance issue we kept neglecting, so we have removed it. If you need it back, set the \"Exported Symbols File\" option to:\n../../src/main/macosx/exports/SDL.x\n(You may need to regenerate the exports list. There is a Makefile in that directory that you can run from the command line to rebuild it.)\nLong term, we want to utilize gcc 4.0's new visibility feature (analogous to declspec on Windows). Other platforms would benefit from this change too. The downside is that we still use gcc 3.3 for the PowerPC build here so only our x86 builds will cull the symbols if we go down this route (and don't use the exports file).\n\n";
comments = "We recommend installing to /Library/Frameworks\nAn alternative is $(HOME)/Library/Frameworks for per-user if permissions are an issue.\n\nAdd the framework to the Groups & Files panel (under Linked Frameworks is a good place) and enable the check box for the targets that need to link to it. You can also manually add \"-framework SDL\" to your linker flags if you don't like the check box system.\n\nAdd /Library/Frameworks/SDL.framework/Headers to your header search path\nAdd /Library/Frameworks to your library search path\n(Adjust the two above if installed in $(HOME)/Library/Frameworks. You can also list both paths if you want robustness.)\n\nWe used to use an exports file. It was becoming a maintenance issue we kept neglecting, so we have removed it.\n\n";
dependencies = (
);
name = "Framework-iOS";
@ -7383,7 +7383,7 @@
);
buildRules = (
);
comments = "We recommend installing to /Library/Frameworks\nAn alternative is $(HOME)/Library/Frameworks for per-user if permissions are an issue.\n\nAdd the framework to the Groups & Files panel (under Linked Frameworks is a good place) and enable the check box for the targets that need to link to it. You can also manually add \"-framework SDL\" to your linker flags if you don't like the check box system.\n\nAdd /Library/Frameworks/SDL.framework/Headers to your header search path\nAdd /Library/Frameworks to your library search path\n(Adjust the two above if installed in $(HOME)/Library/Frameworks. You can also list both paths if you want robustness.)\n\nWe used to use an exports file. It was becoming a maintenance issue we kept neglecting, so we have removed it. If you need it back, set the \"Exported Symbols File\" option to:\n../../src/main/macosx/exports/SDL.x\n(You may need to regenerate the exports list. There is a Makefile in that directory that you can run from the command line to rebuild it.)\nLong term, we want to utilize gcc 4.0's new visibility feature (analogous to declspec on Windows). Other platforms would benefit from this change too. The downside is that we still use gcc 3.3 for the PowerPC build here so only our x86 builds will cull the symbols if we go down this route (and don't use the exports file).\n\n";
comments = "We recommend installing to /Library/Frameworks\nAn alternative is $(HOME)/Library/Frameworks for per-user if permissions are an issue.\n\nAdd the framework to the Groups & Files panel (under Linked Frameworks is a good place) and enable the check box for the targets that need to link to it. You can also manually add \"-framework SDL\" to your linker flags if you don't like the check box system.\n\nAdd /Library/Frameworks/SDL.framework/Headers to your header search path\nAdd /Library/Frameworks to your library search path\n(Adjust the two above if installed in $(HOME)/Library/Frameworks. You can also list both paths if you want robustness.)\n\nWe used to use an exports file. It was becoming a maintenance issue we kept neglecting, so we have removed it.\n\n";
dependencies = (
);
name = "Framework-tvOS";
@ -7425,7 +7425,7 @@
);
buildRules = (
);
comments = "We recommend installing to /Library/Frameworks\nAn alternative is $(HOME)/Library/Frameworks for per-user if permissions are an issue.\n\nAdd the framework to the Groups & Files panel (under Linked Frameworks is a good place) and enable the check box for the targets that need to link to it. You can also manually add \"-framework SDL\" to your linker flags if you don't like the check box system.\n\nAdd /Library/Frameworks/SDL.framework/Headers to your header search path\nAdd /Library/Frameworks to your library search path\n(Adjust the two above if installed in $(HOME)/Library/Frameworks. You can also list both paths if you want robustness.)\n\nWe used to use an exports file. It was becoming a maintenance issue we kept neglecting, so we have removed it. If you need it back, set the \"Exported Symbols File\" option to:\n../../src/main/macosx/exports/SDL.x\n(You may need to regenerate the exports list. There is a Makefile in that directory that you can run from the command line to rebuild it.)\nLong term, we want to utilize gcc 4.0's new visibility feature (analogous to declspec on Windows). Other platforms would benefit from this change too. The downside is that we still use gcc 3.3 for the PowerPC build here so only our x86 builds will cull the symbols if we go down this route (and don't use the exports file).\n\n";
comments = "We recommend installing to /Library/Frameworks\nAn alternative is $(HOME)/Library/Frameworks for per-user if permissions are an issue.\n\nAdd the framework to the Groups & Files panel (under Linked Frameworks is a good place) and enable the check box for the targets that need to link to it. You can also manually add \"-framework SDL\" to your linker flags if you don't like the check box system.\n\nAdd /Library/Frameworks/SDL.framework/Headers to your header search path\nAdd /Library/Frameworks to your library search path\n(Adjust the two above if installed in $(HOME)/Library/Frameworks. You can also list both paths if you want robustness.)\n\nWe used to use an exports file. It was becoming a maintenance issue we kept neglecting, so we have removed it.\n\n";
dependencies = (
);
name = Framework;

View file

@ -1,6 +1,6 @@
Title SDL 3.0.0
Version 1
Description SDL Library for Mac OS X (http://www.libsdl.org)
Description SDL Library for macOS (http://www.libsdl.org)
DefaultLocation /Library/Frameworks
Diskname (null)
DeleteWarning

View file

@ -9,7 +9,7 @@ This library is distributed under the terms of the zlib license:
http://zlib.net/zlib_license.html
This packages contains the SDL framework for OS X.
This packages contains the SDL framework for macOS.
Conforming with Apple guidelines, this framework
contains both the SDL runtime component and development header files.
@ -35,10 +35,10 @@ https://cmake.org/cmake/help/latest/command/find_package.html#config-mode-search
Additional References:
- Screencast tutorials for getting started with OpenSceneGraph/Mac OS X are
- Screencast tutorials for getting started with OpenSceneGraph/macOS are
available at:
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/MacOSXTips
Though these are OpenSceneGraph centric, the same exact concepts apply to
SDL, thus the videos are recommended for everybody getting started with
developing on Mac OS X. (You can skim over the PlugIns stuff since SDL
developing on macOS. (You can skim over the PlugIns stuff since SDL
doesn't have any PlugIns to worry about.)

View file

@ -3124,7 +3124,7 @@
buildSettings = {
GCC_PREPROCESSOR_DEFINITIONS = HAVE_OPENGL;
PRODUCT_NAME = testgl2;
SUPPORTED_PLATFORMS = macosx;
SUPPORTED_PLATFORMS = macos;
};
name = Debug;
};
@ -3133,7 +3133,7 @@
buildSettings = {
GCC_PREPROCESSOR_DEFINITIONS = HAVE_OPENGL;
PRODUCT_NAME = testgl2;
SUPPORTED_PLATFORMS = macosx;
SUPPORTED_PLATFORMS = macos;
};
name = Release;
};
@ -3225,7 +3225,7 @@
isa = XCBuildConfiguration;
buildSettings = {
PRODUCT_NAME = testnative;
SUPPORTED_PLATFORMS = macosx;
SUPPORTED_PLATFORMS = macos;
};
name = Debug;
};
@ -3233,7 +3233,7 @@
isa = XCBuildConfiguration;
buildSettings = {
PRODUCT_NAME = testnative;
SUPPORTED_PLATFORMS = macosx;
SUPPORTED_PLATFORMS = macos;
};
name = Release;
};
@ -3309,13 +3309,13 @@
INFOPLIST_KEY_UIApplicationSupportsIndirectInputEvents = YES;
IPHONEOS_DEPLOYMENT_TARGET = 9.0;
LD_RUNPATH_SEARCH_PATHS = "@executable_path/Frameworks";
"LD_RUNPATH_SEARCH_PATHS[sdk=macosx*]" = "@executable_path/../Frameworks";
"LD_RUNPATH_SEARCH_PATHS[sdk=macos*]" = "@executable_path/../Frameworks";
MACOSX_DEPLOYMENT_TARGET = 10.9;
MARKETING_VERSION = 1.0;
ONLY_ACTIVE_ARCH = YES;
OTHER_LDFLAGS = "$(CONFIG_FRAMEWORK_LDFLAGS)";
PRODUCT_BUNDLE_IDENTIFIER = "org.libsdl.$(PRODUCT_NAME)";
SUPPORTED_PLATFORMS = "macosx iphonesimulator iphoneos appletvsimulator appletvos";
SUPPORTED_PLATFORMS = "macos iphonesimulator iphoneos appletvsimulator appletvos";
SUPPORTS_MACCATALYST = YES;
TVOS_DEPLOYMENT_TARGET = 9.0;
};
@ -3447,12 +3447,12 @@
INFOPLIST_KEY_UIApplicationSupportsIndirectInputEvents = YES;
IPHONEOS_DEPLOYMENT_TARGET = 9.0;
LD_RUNPATH_SEARCH_PATHS = "@executable_path/Frameworks";
"LD_RUNPATH_SEARCH_PATHS[sdk=macosx*]" = "@executable_path/../Frameworks";
"LD_RUNPATH_SEARCH_PATHS[sdk=macos*]" = "@executable_path/../Frameworks";
MACOSX_DEPLOYMENT_TARGET = 10.9;
MARKETING_VERSION = 1.0;
OTHER_LDFLAGS = "$(CONFIG_FRAMEWORK_LDFLAGS)";
PRODUCT_BUNDLE_IDENTIFIER = "org.libsdl.$(PRODUCT_NAME)";
SUPPORTED_PLATFORMS = "macosx iphonesimulator iphoneos appletvsimulator appletvos";
SUPPORTED_PLATFORMS = "macos iphonesimulator iphoneos appletvsimulator appletvos";
SUPPORTS_MACCATALYST = YES;
TVOS_DEPLOYMENT_TARGET = 9.0;
};
@ -3632,7 +3632,7 @@
ALLOW_TARGET_PLATFORM_SPECIALIZATION = YES;
EXECUTABLE_PREFIX = lib;
PRODUCT_NAME = "$(TARGET_NAME)";
SUPPORTED_PLATFORMS = "watchsimulator watchos macosx iphonesimulator iphoneos driverkit appletvsimulator appletvos";
SUPPORTED_PLATFORMS = "watchsimulator watchos macos iphonesimulator iphoneos driverkit appletvsimulator appletvos";
SUPPORTS_MACCATALYST = YES;
};
name = Debug;
@ -3643,7 +3643,7 @@
ALLOW_TARGET_PLATFORM_SPECIALIZATION = YES;
EXECUTABLE_PREFIX = lib;
PRODUCT_NAME = "$(TARGET_NAME)";
SUPPORTED_PLATFORMS = "watchsimulator watchos macosx iphonesimulator iphoneos driverkit appletvsimulator appletvos";
SUPPORTED_PLATFORMS = "watchsimulator watchos macos iphonesimulator iphoneos driverkit appletvsimulator appletvos";
SUPPORTS_MACCATALYST = YES;
};
name = Release;

View file

@ -369,7 +369,7 @@ Valgrind has support for Android out of the box, just grab code using:
... and follow the instructions in the file README.android to build it.
One thing I needed to do on Mac OS X was change the path to the toolchain,
One thing I needed to do on macOS was change the path to the toolchain,
and add ranlib to the environment variables:
export RANLIB=$NDKROOT/toolchains/arm-linux-androideabi-4.4.3/prebuilt/darwin-x86/bin/arm-linux-androideabi-ranlib

View file

@ -4,7 +4,7 @@ iOS
Building the Simple DirectMedia Layer for iOS 9.0+
==============================================================================
Requirements: Mac OS X 10.9 or later and the iOS 9.0 or newer SDK.
Requirements: macOS 10.9 or later and the iOS 9.0 or newer SDK.
Instructions:
@ -233,7 +233,7 @@ Textures:
The optimal texture formats on iOS are SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_BGR888, and SDL_PIXELFORMAT_RGB24 pixel formats.
Loading Shared Objects:
This is disabled by default since it seems to break the terms of the iOS SDK agreement for iOS versions prior to iOS 8. It can be re-enabled in SDL_config_iphoneos.h.
This is disabled by default since it seems to break the terms of the iOS SDK agreement for iOS versions prior to iOS 8. It can be re-enabled in SDL_config_ios.h.
Notes -- CoreBluetooth.framework
@ -273,7 +273,7 @@ e.g.
{
... initialize game ...
#if __IPHONEOS__
#ifdef __IOS__
// Initialize the Game Center for scoring and matchmaking
InitGameCenter();

View file

@ -1,7 +1,6 @@
# Mac OS X (aka macOS).
# macOS
These instructions are for people using Apple's Mac OS X (pronounced
"ten"), which in newer versions is just referred to as "macOS".
These instructions are for people using Apple's macOS.
From the developer's point of view, macOS is a sort of hybrid Mac and
Unix system, and you have the option of using either traditional
@ -21,8 +20,7 @@ sudo cmake --install .
You can also build SDL as a Universal library (a single binary for both
64-bit Intel and ARM architectures), by using the build-scripts/clang-fat.sh
script.
64-bit Intel and ARM architectures):
```bash
mkdir build
@ -32,10 +30,6 @@ cmake --build .
sudo cmake --install .
```
This script builds SDL with 10.9 ABI compatibility on 64-bit Intel and 11.0
ABI compatibility on ARM64 architectures. For best compatibility you
should compile your application the same way.
Please note that building SDL requires at least Xcode 6 and the 10.9 SDK.
PowerPC support for macOS has been officially dropped as of SDL 2.0.2.
32-bit Intel and macOS 10.8 runtime support has been officially dropped as
@ -45,7 +39,7 @@ To use the library once it's built, you essential have two possibilities:
use the traditional autoconf/automake/make method, or use Xcode.
# Caveats for using SDL with Mac OS X
# Caveats for using SDL with macOS
If you register your own NSApplicationDelegate (using [NSApp setDelegate:]),
SDL will not register its own. This means that SDL will not terminate using
@ -133,17 +127,17 @@ there are some more things you should do before shipping your product...
1. The bundle right now probably is dynamically linked against SDL. That
means that when you copy it to another computer, *it will not run*,
unless you also install SDL on that other computer. A good solution
for this dilemma is to static link against SDL. On OS X, you can
for this dilemma is to static link against SDL. On macOS, you can
achieve that by linking against the libraries listed by
```bash
sdl-config --static-libs
sdl3-config --static-libs
```
instead of those listed by
```bash
sdl-config --libs
sdl3-config --libs
```
Depending on how exactly SDL is integrated into your build systems, the

View file

@ -5,6 +5,10 @@ This guide provides useful information for migrating applications from SDL 2.0 t
We have provided a handy Python script to automate some of this work for you [link to script], and details on the changes are organized by SDL 2.0 header below.
## SDL_platform.h
The preprocessor symbol __MACOSX__ has been renamed __MACOS__, and __IPHONEOS__ has been renamed __IOS__
## SDL_pixels.h
SDL_CalculateGammaRamp has been removed, because SDL_SetWindowGammaRamp has been removed as well due to poor support in modern operating systems (see [SDL_video.h](#sdl_videoh)).

View file

@ -37,10 +37,10 @@
#include "SDL_config_wingdk.h"
#elif defined(__XBOXONE__) || defined(__XBOXSERIES__)
#include "SDL_config_xbox.h"
#elif defined(__MACOSX__)
#include "SDL_config_macosx.h"
#elif defined(__IPHONEOS__)
#include "SDL_config_iphoneos.h"
#elif defined(__MACOS__)
#include "SDL_config_macos.h"
#elif defined(__IOS__)
#include "SDL_config_ios.h"
#elif defined(__ANDROID__)
#include "SDL_config_android.h"
#elif defined(__EMSCRIPTEN__)

View file

@ -19,8 +19,8 @@
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SDL_config_iphoneos_h_
#define SDL_config_iphoneos_h_
#ifndef SDL_config_ios_h_
#define SDL_config_ios_h_
#define SDL_config_h_
#include "SDL_platform.h"
@ -213,4 +213,4 @@
/* enable filesystem support */
#define SDL_FILESYSTEM_COCOA 1
#endif /* SDL_config_iphoneos_h_ */
#endif /* SDL_config_ios_h_ */

View file

@ -19,8 +19,8 @@
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SDL_config_macosx_h_
#define SDL_config_macosx_h_
#ifndef SDL_config_macos_h_
#define SDL_config_macos_h_
#define SDL_config_h_
#include "SDL_platform.h"
@ -273,4 +273,4 @@
#define SDL_ALTIVEC_BLITTERS 1
#endif
#endif /* SDL_config_macosx_h_ */
#endif /* SDL_config_macos_h_ */

View file

@ -43,7 +43,7 @@ extern "C" {
* This is not necessarily a fast call, so you should call this once near
* startup and save the string if you need it.
*
* **Mac OS X and iOS Specific Functionality**: If the application is in a
* **macOS and iOS Specific Functionality**: If the application is in a
* ".app" bundle, this function returns the Resource directory (e.g.
* MyApp.app/Contents/Resources/). This behaviour can be overridden by adding
* a property to the Info.plist file. Adding a string key with the name
@ -100,7 +100,7 @@ extern DECLSPEC char *SDLCALL SDL_GetBasePath(void);
*
* `/home/bob/.local/share/My Program Name/`
*
* On Mac OS X, the string might look like:
* On macOS, the string might look like:
*
* `/Users/bob/Library/Application Support/My Program Name/`
*

View file

@ -194,7 +194,7 @@ extern "C" {
#define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION"
/**
* \brief A variable controlling the audio category on iOS and Mac OS X
* \brief A variable controlling the audio category on iOS and macOS
*
* This variable can be set to the following values:
*
@ -1076,7 +1076,7 @@ extern "C" {
/**
* \brief When set don't force the SDL app to become a foreground process
*
* This hint only applies to Mac OS X.
* This hint only applies to macOS.
*
*/
#define SDL_HINT_MAC_BACKGROUND_APP "SDL_MAC_BACKGROUND_APP"
@ -1685,9 +1685,9 @@ extern "C" {
#define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED"
/**
* \brief A variable that dictates policy for fullscreen Spaces on Mac OS X.
* \brief A variable that dictates policy for fullscreen Spaces on macOS.
*
* This hint only applies to Mac OS X.
* This hint only applies to macOS.
*
* The variable can be set to the following values:
* "0" - Disable Spaces support (FULLSCREEN_DESKTOP won't use them and

View file

@ -60,7 +60,7 @@
*/
#define SDL_MAIN_NEEDED
#elif defined(__IPHONEOS__)
#elif defined(__IOS__)
/* On iOS SDL provides a main function that creates an application delegate
and starts the iOS application run loop.
@ -224,7 +224,7 @@ extern DECLSPEC int SDLCALL SDL_WinRTRunApp(SDL_main_func mainFunction, void * r
#endif /* __WINRT__ */
#if defined(__IPHONEOS__)
#if defined(__IOS__)
/**
* Initializes and launches an SDL application.
@ -238,7 +238,7 @@ extern DECLSPEC int SDLCALL SDL_WinRTRunApp(SDL_main_func mainFunction, void * r
*/
extern DECLSPEC int SDLCALL SDL_UIKitRunApp(int argc, char *argv[], SDL_main_func mainFunction);
#endif /* __IPHONEOS__ */
#endif /* __IOS__ */
#ifdef __GDK__

View file

@ -37,7 +37,7 @@
#include "SDL_config.h"
#ifndef __IPHONEOS__ /* No OpenGL on iOS. */
#ifndef __IOS__ /* No OpenGL on iOS. */
/*
* Mesa 3-D graphics library
@ -2118,7 +2118,7 @@ typedef void (APIENTRYP PFNGLMULTITEXCOORD4SVARBPROC) (GLenum target, const GLsh
#endif /* __gl_h_ */
#endif /* !__IPHONEOS__ */
#endif /* !__IOS__ */
#endif /* SDL_opengl_h_ */

View file

@ -26,7 +26,7 @@
*/
#include "SDL_config.h"
#ifdef __IPHONEOS__
#ifdef __IOS__
#include <OpenGLES/ES1/gl.h>
#include <OpenGLES/ES1/glext.h>
#else

View file

@ -28,7 +28,7 @@
#if !defined(_MSC_VER) && !defined(SDL_USE_BUILTIN_OPENGL_DEFINITIONS)
#ifdef __IPHONEOS__
#ifdef __IOS__
#include <OpenGLES/ES2/gl.h>
#include <OpenGLES/ES2/glext.h>
#else

View file

@ -71,7 +71,7 @@
#endif
#if defined(__APPLE__)
/* lets us know what version of Mac OS X we're compiling on */
/* lets us know what version of macOS we're compiling on */
#include <AvailabilityMacros.h>
#include <TargetConditionals.h>
@ -99,17 +99,14 @@
#undef __TVOS__
#define __TVOS__ 1
#endif
#if TARGET_OS_IPHONE
/* if compiling for iOS */
#undef __IPHONEOS__
#define __IPHONEOS__ 1
#undef __MACOSX__
#elif TARGET_OS_IPHONE
#undef __IOS__
#define __IOS__ 1
#else
/* if not compiling for iOS */
#undef __MACOSX__
#define __MACOSX__ 1
#undef __MACOS__
#define __MACOS__ 1
#if MAC_OS_X_VERSION_MIN_REQUIRED < 1070
# error SDL for Mac OS X only supports deploying on 10.7 and above.
# error SDL for macOS only supports deploying on 10.7 and above.
#endif /* MAC_OS_X_VERSION_MIN_REQUIRED < 1070 */
#endif /* TARGET_OS_IPHONE */
#endif /* defined(__APPLE__) */
@ -222,7 +219,7 @@ extern "C" {
* Here are the names returned for some (but not all) supported platforms:
*
* - "Windows"
* - "Mac OS X"
* - "macOS"
* - "Linux"
* - "iOS"
* - "Android"

View file

@ -186,7 +186,7 @@ extern DECLSPEC int SDLCALL SDL_LinuxSetThreadPriorityAndPolicy(Sint64 threadID,
#endif /* __LINUX__ */
/* Platform specific functions for iOS */
#ifdef __IPHONEOS__
#ifdef __IOS__
#define SDL_iOSSetAnimationCallback(window, interval, callback, callbackParam) SDL_iPhoneSetAnimationCallback(window, interval, callback, callbackParam)
@ -242,7 +242,7 @@ extern DECLSPEC int SDLCALL SDL_iPhoneSetAnimationCallback(SDL_Window * window,
*/
extern DECLSPEC void SDLCALL SDL_iPhoneSetEventPump(SDL_bool enabled);
#endif /* __IPHONEOS__ */
#endif /* __IOS__ */
/* Platform specific functions for Android */
@ -587,7 +587,7 @@ extern DECLSPEC void SDLCALL SDL_OnApplicationWillResignActive(void);
extern DECLSPEC void SDLCALL SDL_OnApplicationDidEnterBackground(void);
extern DECLSPEC void SDLCALL SDL_OnApplicationWillEnterForeground(void);
extern DECLSPEC void SDLCALL SDL_OnApplicationDidBecomeActive(void);
#ifdef __IPHONEOS__
#ifdef __IOS__
extern DECLSPEC void SDLCALL SDL_OnApplicationDidChangeStatusBarOrientation(void);
#endif

View file

@ -152,7 +152,7 @@
#define NULL ((void *)0)
#endif
#endif /* NULL */
#endif /* ! Mac OS X - breaks precompiled headers */
#endif /* ! macOS - breaks precompiled headers */
#ifndef SDL_FALLTHROUGH
#if (defined(__cplusplus) && __cplusplus >= 201703L) || \

View file

@ -6,7 +6,7 @@
# Shamelessly stolen from Owen Taylor
#
# Changelog:
# * also look for SDL3.framework under Mac OS X
# * also look for SDL3.framework under macOS
# * removed HP/UX 9 support.
# * updated for newer autoconf.

View file

@ -524,71 +524,69 @@ SDL_GetRevision(void)
const char *
SDL_GetPlatform(void)
{
#if __AIX__
#if defined(__AIX__)
return "AIX";
#elif __ANDROID__
#elif defined(__ANDROID__)
return "Android";
#elif __BSDI__
#elif defined(__BSDI__)
return "BSDI";
#elif __DREAMCAST__
#elif defined(__DREAMCAST__)
return "Dreamcast";
#elif __EMSCRIPTEN__
#elif defined(__EMSCRIPTEN__)
return "Emscripten";
#elif __FREEBSD__
#elif defined(__FREEBSD__)
return "FreeBSD";
#elif __HAIKU__
#elif defined(__HAIKU__)
return "Haiku";
#elif __HPUX__
#elif defined(__HPUX__)
return "HP-UX";
#elif __IRIX__
#elif defined(__IRIX__)
return "Irix";
#elif __LINUX__
#elif defined(__LINUX__)
return "Linux";
#elif __MINT__
#elif defined(__MINT__)
return "Atari MiNT";
#elif __MACOS__
return "MacOS Classic";
#elif __MACOSX__
return "Mac OS X";
#elif __NACL__
#elif defined(__MACOS__)
return "macOS";
#elif defined(__NACL__)
return "NaCl";
#elif __NETBSD__
#elif defined(__NETBSD__)
return "NetBSD";
#elif __OPENBSD__
#elif defined(__OPENBSD__)
return "OpenBSD";
#elif __OS2__
#elif defined(__OS2__)
return "OS/2";
#elif __OSF__
#elif defined(__OSF__)
return "OSF/1";
#elif __QNXNTO__
#elif defined(__QNXNTO__)
return "QNX Neutrino";
#elif __RISCOS__
#elif defined(__RISCOS__)
return "RISC OS";
#elif __SOLARIS__
#elif defined(__SOLARIS__)
return "Solaris";
#elif __WIN32__
#elif defined(__WIN32__)
return "Windows";
#elif __WINRT__
#elif defined(__WINRT__)
return "WinRT";
#elif __WINGDK__
#elif defined(__WINGDK__)
return "WinGDK";
#elif __XBOXONE__
#elif defined(__XBOXONE__)
return "Xbox One";
#elif __XBOXSERIES__
#elif defined(__XBOXSERIES__)
return "Xbox Series X|S";
#elif __TVOS__
return "tvOS";
#elif __IPHONEOS__
#elif defined(__IOS__)
return "iOS";
#elif __PS2__
#elif defined(__TVOS__)
return "tvOS";
#elif defined(__PS2__)
return "PlayStation 2";
#elif __PSP__
#elif defined(__PSP__)
return "PlayStation Portable";
#elif __VITA__
#elif defined(__VITA__)
return "PlayStation Vita";
#elif __NGAGE__
#elif defined(__NGAGE__)
return "Nokia N-Gage";
#elif __3DS__
#elif defined(__3DS__)
return "Nintendo 3DS";
#else
return "Unknown (see SDL_platform.h)";
@ -601,7 +599,7 @@ SDL_IsTablet(void)
#if __ANDROID__
extern SDL_bool SDL_IsAndroidTablet(void);
return SDL_IsAndroidTablet();
#elif __IPHONEOS__
#elif __IOS__
extern SDL_bool SDL_IsIPad(void);
return SDL_IsIPad();
#else

View file

@ -27,7 +27,7 @@
#define HAVE_MSC_ATOMICS 1
#endif
#if defined(__MACOSX__) /* !!! FIXME: should we favor gcc atomics? */
#if defined(__MACOS__) /* !!! FIXME: should we favor gcc atomics? */
#include <libkern/OSAtomic.h>
#endif
@ -99,7 +99,7 @@ extern __inline int _SDL_xadd_watcom(volatile int *a, int v);
Contributed by Bob Pendleton, bob@pendleton.com
*/
#if !defined(HAVE_MSC_ATOMICS) && !defined(HAVE_GCC_ATOMICS) && !defined(__MACOSX__) && !defined(__SOLARIS__) && !defined(HAVE_WATCOM_ATOMICS)
#if !defined(HAVE_MSC_ATOMICS) && !defined(HAVE_GCC_ATOMICS) && !defined(__MACOS__) && !defined(__SOLARIS__) && !defined(HAVE_WATCOM_ATOMICS)
#define EMULATE_CAS 1
#endif
@ -134,7 +134,7 @@ SDL_AtomicCAS(SDL_atomic_t *a, int oldval, int newval)
return (SDL_bool) _SDL_cmpxchg_watcom(&a->value, newval, oldval);
#elif defined(HAVE_GCC_ATOMICS)
return (SDL_bool) __sync_bool_compare_and_swap(&a->value, oldval, newval);
#elif defined(__MACOSX__) /* this is deprecated in 10.12 sdk; favor gcc atomics. */
#elif defined(__MACOS__) /* this is deprecated in 10.12 sdk; favor gcc atomics. */
return (SDL_bool) OSAtomicCompareAndSwap32Barrier(oldval, newval, &a->value);
#elif defined(__SOLARIS__)
return (SDL_bool) ((int) atomic_cas_uint((volatile uint_t*)&a->value, (uint_t)oldval, (uint_t)newval) == oldval);
@ -163,9 +163,9 @@ SDL_AtomicCASPtr(void **a, void *oldval, void *newval)
return (SDL_bool) _SDL_cmpxchg_watcom((int *)a, (long)newval, (long)oldval);
#elif defined(HAVE_GCC_ATOMICS)
return __sync_bool_compare_and_swap(a, oldval, newval);
#elif defined(__MACOSX__) && defined(__LP64__) /* this is deprecated in 10.12 sdk; favor gcc atomics. */
#elif defined(__MACOS__) && defined(__LP64__) /* this is deprecated in 10.12 sdk; favor gcc atomics. */
return (SDL_bool) OSAtomicCompareAndSwap64Barrier((int64_t)oldval, (int64_t)newval, (int64_t*) a);
#elif defined(__MACOSX__) && !defined(__LP64__) /* this is deprecated in 10.12 sdk; favor gcc atomics. */
#elif defined(__MACOS__) && !defined(__LP64__) /* this is deprecated in 10.12 sdk; favor gcc atomics. */
return (SDL_bool) OSAtomicCompareAndSwap32Barrier((int32_t)oldval, (int32_t)newval, (int32_t*) a);
#elif defined(__SOLARIS__)
return (SDL_bool) (atomic_cas_ptr(a, oldval, newval) == oldval);
@ -262,7 +262,7 @@ SDL_AtomicGet(SDL_atomic_t *a)
return _SDL_xadd_watcom(&a->value, 0);
#elif defined(HAVE_GCC_ATOMICS)
return __sync_or_and_fetch(&a->value, 0);
#elif defined(__MACOSX__) /* this is deprecated in 10.12 sdk; favor gcc atomics. */
#elif defined(__MACOS__) /* this is deprecated in 10.12 sdk; favor gcc atomics. */
return sizeof(a->value) =