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) == sizeof(uint32_t) ? OSAtomicOr32Barrier(0, (volatile uint32_t *)&a->value) : OSAtomicAdd64Barrier(0, (volatile int64_t *)&a->value);
#elif defined(__SOLARIS__)
return atomic_or_uint((volatile uint_t *)&a->value, 0);

View file

@ -44,7 +44,7 @@
#include <kernel.h>
#endif
#if !defined(HAVE_GCC_ATOMICS) && defined(__MACOSX__)
#if !defined(HAVE_GCC_ATOMICS) && defined(__MACOS__)
#include <libkern/OSAtomic.h>
#endif
@ -128,7 +128,7 @@ SDL_AtomicTryLock(SDL_SpinLock *lock)
: "=r" (result) : "r" (lock), "0" (1) : "cc", "memory");
return (result == 0);
#elif defined(__MACOSX__) || defined(__IPHONEOS__)
#elif defined(__MACOS__) || defined(__IOS__) || defined(__TVOS__)
/* Maybe used for PowerPC, but the Intel asm or gcc atomics are favored. */
return OSAtomicCompareAndSwap32Barrier(0, 1, lock);

View file

@ -34,8 +34,8 @@
#if defined(__x86_64__) && HAVE_SSE2_INTRINSICS
#define NEED_SCALAR_CONVERTER_FALLBACKS 0 /* x86_64 guarantees SSE2. */
#elif __MACOSX__ && HAVE_SSE2_INTRINSICS
#define NEED_SCALAR_CONVERTER_FALLBACKS 0 /* Mac OS X/Intel guarantees SSE2. */
#elif __MACOS__ && HAVE_SSE2_INTRINSICS
#define NEED_SCALAR_CONVERTER_FALLBACKS 0 /* macOS/Intel guarantees SSE2. */
#elif defined(__ARM_ARCH) && (__ARM_ARCH >= 8) && HAVE_NEON_INTRINSICS
#define NEED_SCALAR_CONVERTER_FALLBACKS 0 /* ARMv8+ promise NEON. */
#elif defined(__APPLE__) && defined(__ARM_ARCH) && (__ARM_ARCH >= 7) && HAVE_NEON_INTRINSICS

View file

@ -25,7 +25,7 @@
#include "../SDL_sysaudio.h"
#if !defined(__IPHONEOS__)
#if !defined(__IOS__)
#define MACOSX_COREAUDIO 1
#endif

View file

@ -912,7 +912,7 @@ prepare_audioqueue(_THIS)
/* Make sure we can feed the device a minimum amount of time */
MINIMUM_AUDIO_BUFFER_TIME_MS = 15.0;
#if defined(__IPHONEOS__)
#if defined(__IOS__)
if (floor(NSFoundationVersionNumber) <= NSFoundationVersionNumber_iOS_7_1) {
/* Older iOS hardware, use 40 ms as a minimum time */
MINIMUM_AUDIO_BUFFER_TIME_MS = 40.0;

View file

@ -40,7 +40,7 @@
#include <sys/types.h>
#include <sys/sysctl.h>
#endif
#if defined(__MACOSX__) && (defined(__ppc__) || defined(__ppc64__))
#if defined(__MACOS__) && (defined(__ppc__) || defined(__ppc64__))
#include <sys/sysctl.h> /* For AltiVec check */
#elif defined(__OpenBSD__) && defined(__powerpc__)
#include <sys/types.h>
@ -111,7 +111,7 @@
#define CPU_CFG2_LSX (1 << 6)
#define CPU_CFG2_LASX (1 << 7)
#if SDL_ALTIVEC_BLITTERS && HAVE_SETJMP && !__MACOSX__ && !__OpenBSD__ && !__FreeBSD__
#if SDL_ALTIVEC_BLITTERS && HAVE_SETJMP && !__MACOS__ && !__OpenBSD__ && !__FreeBSD__
/* This is the brute force way of detecting instruction sets...
the idea is borrowed from the libmpeg2 library - thanks!
*/
@ -315,7 +315,7 @@ CPU_haveAltiVec(void)
{
volatile int altivec = 0;
#ifndef SDL_CPUINFO_DISABLED
#if (defined(__MACOSX__) && (defined(__ppc__) || defined(__ppc64__))) || (defined(__OpenBSD__) && defined(__powerpc__))
#if (defined(__MACOS__) && (defined(__ppc__) || defined(__ppc64__))) || (defined(__OpenBSD__) && defined(__powerpc__))
#ifdef __OpenBSD__
int selectors[2] = { CTL_MACHDEP, CPU_ALTIVEC };
#else

View file

@ -64,7 +64,7 @@ SDL_DYNAPI_PROC(int,SDL_Direct3D9GetAdapterIndex,(int a),(a),return)
SDL_DYNAPI_PROC(IDirect3DDevice9*,SDL_RenderGetD3D9Device,(SDL_Renderer *a),(a),return)
#endif
#ifdef __IPHONEOS__
#ifdef __IOS__
SDL_DYNAPI_PROC(int,SDL_iPhoneSetAnimationCallback,(SDL_Window *a, int b, void (SDLCALL *c)(void *), void *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(void,SDL_iPhoneSetEventPump,(SDL_bool a),(a),)
#endif
@ -753,7 +753,7 @@ SDL_DYNAPI_PROC(int,SDL_RenderFillRectsF,(SDL_Renderer *a, const SDL_FRect *b, i
SDL_DYNAPI_PROC(int,SDL_RenderCopyF,(SDL_Renderer *a, SDL_Texture *b, const SDL_Rect *c, const SDL_FRect *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_RenderCopyExF,(SDL_Renderer *a, SDL_Texture *b, const SDL_Rect *c, const SDL_FRect *d, const double e, const SDL_FPoint *f, const SDL_RendererFlip g),(a,b,c,d,e,f,g),return)
SDL_DYNAPI_PROC(SDL_TouchDeviceType,SDL_GetTouchDeviceType,(SDL_TouchID a),(a),return)
#ifdef __IPHONEOS__
#ifdef __IOS__
SDL_DYNAPI_PROC(int,SDL_UIKitRunApp,(int a, char *b, SDL_main_func c),(a,b,c),return)
#endif
SDL_DYNAPI_PROC(size_t,SDL_SIMDGetAlignment,(void),(),return)
@ -787,7 +787,7 @@ SDL_DYNAPI_PROC(void,SDL_OnApplicationWillResignActive,(void),(),)
SDL_DYNAPI_PROC(void,SDL_OnApplicationDidEnterBackground,(void),(),)
SDL_DYNAPI_PROC(void,SDL_OnApplicationWillEnterForeground,(void),(),)
SDL_DYNAPI_PROC(void,SDL_OnApplicationDidBecomeActive,(void),(),)
#ifdef __IPHONEOS__
#ifdef __IOS__
SDL_DYNAPI_PROC(void,SDL_OnApplicationDidChangeStatusBarOrientation,(void),(),)
#endif
#ifdef __ANDROID__

View file

@ -143,7 +143,7 @@ SDL_MouseTouchEventsChanged(void *userdata, const char *name, const char *oldVal
SDL_Mouse *mouse = (SDL_Mouse *)userdata;
SDL_bool default_value;
#if defined(__ANDROID__) || (defined(__IPHONEOS__) && !defined(__TVOS__))
#if defined(__ANDROID__) || (defined(__IOS__) && !defined(__TVOS__))
default_value = SDL_TRUE;
#else
default_value = SDL_FALSE;

View file

@ -25,7 +25,7 @@
#include "SDL_rwopsbundlesupport.h"
/* For proper OS X applications, the resources are contained inside the application bundle.
/* For proper macOS applications, the resources are contained inside the application bundle.
So the strategy is to first check the application bundle for the file, then fallback to the current working directory.
Note: One additional corner-case is if the resource is in a framework's resource bundle instead of the app.
We might want to use bundle identifiers, e.g. org.libsdl.sdl to get the bundle for the framework,

View file

@ -355,7 +355,7 @@ HIDGetDeviceProduct(io_service_t dev, char *name)
return SDL_SetError("Haptic: Unable to create CFProperties.");
}
/* Mac OS X currently is not mirroring all USB properties to HID page so need to look at USB device page also
/* macOS currently is not mirroring all USB properties to HID page so need to look at USB device page also
* get dictionary for USB properties: step up two levels and get CF dictionary for USB properties
*/
if ((KERN_SUCCESS ==
@ -1345,7 +1345,7 @@ SDL_SYS_HapticSetGain(SDL_Haptic * haptic, int gain)
HRESULT ret;
Uint32 val;
val = gain * 100; /* Mac OS X uses 0 to 10,000 */
val = gain * 100; /* macOS uses 0 to 10,000 */
ret = FFDeviceSetForceFeedbackProperty(haptic->hwdata->device,
FFPROP_FFGAIN, &val);
if (ret != FF_OK) {
@ -1365,7 +1365,7 @@ SDL_SYS_HapticSetAutocenter(SDL_Haptic * haptic, int autocenter)
HRESULT ret;
Uint32 val;
/* Mac OS X only has 0 (off) and 1 (on) */
/* macOS only has 0 (off) and 1 (on) */
if (autocenter == 0) {
val = 0;
} else {

View file

@ -41,7 +41,7 @@
#include "../core/windows/SDL_windows.h"
#endif
#if defined(__MACOSX__)
#if defined(__MACOS__)
#include <CoreFoundation/CoreFoundation.h>
#include <mach/mach.h>
#include <IOKit/IOKitLib.h>
@ -103,7 +103,7 @@ static struct
double m_flLastWin32MessageCheck;
#endif
#if defined(__MACOSX__)
#if defined(__MACOS__)
IONotificationPortRef m_notificationPort;
mach_port_t m_notificationMach;
#endif
@ -165,7 +165,7 @@ static LRESULT CALLBACK ControllerWndProc(HWND hwnd, UINT message, WPARAM wParam
#endif /* defined(__WIN32__) || defined(__WINGDK__) */
#if defined(__MACOSX__)
#if defined(__MACOS__)
static void CallbackIOServiceFunc(void *context, io_iterator_t portIterator)
{
/* Must drain the iterator, or we won't receive new notifications */
@ -175,7 +175,7 @@ static void CallbackIOServiceFunc(void *context, io_iterator_t portIterator)
++SDL_HIDAPI_discovery.m_unDeviceChangeCounter;
}
}
#endif /* __MACOSX__ */
#endif /* __MACOS__ */
#ifdef HAVE_INOTIFY
#ifdef HAVE_INOTIFY_INIT1
@ -254,7 +254,7 @@ HIDAPI_InitializeDiscovery()
}
#endif /* defined(__WIN32__) || defined(__WINGDK__) */
#if defined(__MACOSX__)
#if defined(__MACOS__)
SDL_HIDAPI_discovery.m_notificationPort = IONotificationPortCreate(kIOMainPortDefault);
if (SDL_HIDAPI_discovery.m_notificationPort) {
{
@ -304,7 +304,7 @@ HIDAPI_InitializeDiscovery()
SDL_HIDAPI_discovery.m_bCanGetNotifications = (SDL_HIDAPI_discovery.m_notificationMach != MACH_PORT_NULL);
#endif /* __MACOSX__ */
#endif /* __MACOS__ */
#if defined(SDL_USE_LIBUDEV)
if (linux_enumeration_method == ENUMERATION_LIBUDEV) {
@ -390,7 +390,7 @@ HIDAPI_UpdateDiscovery()
#endif
#endif /* defined(__WIN32__) || defined(__WINGDK__) */
#if defined(__MACOSX__)
#if defined(__MACOS__)
if (SDL_HIDAPI_discovery.m_notificationPort) {
struct { mach_msg_header_t hdr; char payload[ 4096 ]; } msg;
while (mach_msg(&msg.hdr, MACH_RCV_MSG | MACH_RCV_TIMEOUT, 0, sizeof(msg), SDL_HIDAPI_discovery.m_notificationMach, 0, MACH_PORT_NULL) == KERN_SUCCESS) {
@ -491,7 +491,7 @@ HIDAPI_ShutdownDiscovery()
UnregisterClassA(SDL_HIDAPI_discovery.m_wndClass.lpszClassName, SDL_HIDAPI_discovery.m_wndClass.hInstance);
#endif
#if defined(__MACOSX__)
#if defined(__MACOS__)
if (SDL_HIDAPI_discovery.m_notificationPort) {
IONotificationPortDestroy(SDL_HIDAPI_discovery.m_notificationPort);
}
@ -579,7 +579,7 @@ static const SDL_UDEV_Symbols *udev_ctx = NULL;
#define HAVE_PLATFORM_BACKEND 1
#endif /* SDL_USE_LIBUDEV */
#elif __MACOSX__
#elif __MACOS__
#include "mac/hid.c"
#define HAVE_PLATFORM_BACKEND 1
#define udev_ctx 1
@ -592,7 +592,7 @@ static const SDL_UDEV_Symbols *udev_ctx = NULL;
#include "hidapi/hidapi.h"
#define HAVE_PLATFORM_BACKEND 1
#define udev_ctx 1
#elif __IPHONEOS__ || __TVOS__
#elif __IOS__ || __TVOS__
/* The implementation for iOS and tvOS is in a separate .m file */
#include "hidapi/hidapi.h"
#define HAVE_PLATFORM_BACKEND 1
@ -1572,7 +1572,7 @@ int SDL_hid_get_indexed_string(SDL_hid_device *device, int string_index, wchar_t
void SDL_hid_ble_scan(SDL_bool active)
{
#if !SDL_HIDAPI_DISABLED && (__IPHONEOS__ || __TVOS__)
#if !SDL_HIDAPI_DISABLED && (__IOS__ || __TVOS__)
hid_ble_scan(active);
#endif
}

View file

@ -406,7 +406,7 @@ namespace NAMESPACE {
*/
HID_API_EXPORT const wchar_t* HID_API_CALL hid_error(hid_device *dev);
#if __IPHONEOS__ || __TVOS__
#if __IOS__ || __TVOS__
HID_API_EXPORT void HID_API_CALL hid_ble_scan(int active);
#endif

View file

@ -1130,7 +1130,7 @@ static char *SDL_PrivateGetControllerGUIDFromMappingString(const char *pMapping)
SDL_memcpy(&pchGUID[8], &pchGUID[0], 4);
SDL_memcpy(&pchGUID[0], "03000000", 8);
}
#elif __MACOSX__
#elif __MACOS__
if (SDL_strlen(pchGUID) == 32 &&
SDL_memcmp(&pchGUID[4], "000000000000", 12) == 0 &&
SDL_memcmp(&pchGUID[20], "000000000000", 12) == 0) {
@ -2030,7 +2030,7 @@ SDL_bool SDL_ShouldIgnoreGameController(const char *name, SDL_JoystickGUID guid)
SDL_bool bSteamVirtualGamepad = SDL_FALSE;
#if defined(__LINUX__)
bSteamVirtualGamepad = (vendor == USB_VENDOR_VALVE && product == USB_PRODUCT_STEAM_VIRTUAL_GAMEPAD);
#elif defined(__MACOSX__)
#elif defined(__MACOS__)
bSteamVirtualGamepad = (vendor == USB_VENDOR_MICROSOFT && product == USB_PRODUCT_XBOX360_WIRED_CONTROLLER && version == 1);
#elif defined(__WIN32__)
/* We can't tell on Windows, but Steam will block others in input hooks */

View file

@ -360,7 +360,7 @@ static const char *s_ControllerMappings [] =
"030000004f04000003d0000000000000,run'n'drive,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b7,leftshoulder:a3,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:a4,rightstick:b11,righttrigger:b5,rightx:a2,righty:a5,start:b9,x:b0,y:b3,",
"03000000101c0000171c000000000000,uRage Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,",
#endif
#if defined(__MACOSX__)
#if defined(__MACOS__)
"03000000c82d00000090000001000000,8BitDo FC30 Pro,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b3,y:b4,hint:SDL_GAMECONTROLLER_USE_BUTTON_LABELS:=1,",
"03000000c82d00000090000001000000,8BitDo FC30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b4,y:b3,hint:!SDL_GAMECONTROLLER_USE_BUTTON_LABELS:=1,",
"03000000c82d00001038000000010000,8BitDo FC30 Pro,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,hint:SDL_GAMECONTROLLER_USE_BUTTON_LABELS:=1,",

View file

@ -72,7 +72,7 @@ static SDL_JoystickDriver *SDL_joystick_drivers[] = {
#ifdef SDL_JOYSTICK_IOKIT
&SDL_DARWIN_JoystickDriver,
#endif
#if (defined(__MACOSX__) || defined(__IPHONEOS__) || defined(__TVOS__)) && !defined(SDL_JOYSTICK_DISABLED)
#if (defined(__MACOS__) || defined(__IOS__) || defined(__TVOS__)) && !defined(SDL_JOYSTICK_DISABLED)
&SDL_IOS_JoystickDriver,
#endif
#ifdef SDL_JOYSTICK_ANDROID

View file

@ -41,13 +41,13 @@
#import <CoreMotion/CoreMotion.h>
#endif
#if defined(__MACOSX__)
#if defined(__MACOS__)
#include <IOKit/hid/IOHIDManager.h>
#include <AppKit/NSApplication.h>
#ifndef NSAppKitVersionNumber10_15
#define NSAppKitVersionNumber10_15 1894
#endif
#endif /* __MACOSX__ */
#endif /* __MACOS__ */
#ifdef SDL_JOYSTICK_MFI
#import <GameController/GameController.h>
@ -63,7 +63,7 @@ static NSString *GCInputXboxShareButton = @"Button Share";
* they are only ever used indirectly through objc_msgSend
*/
@interface GCController (SDL)
#if defined(__MACOSX__) && (__MAC_OS_X_VERSION_MAX_ALLOWED <= 101600)
#if defined(__MACOS__) && (__MAC_OS_X_VERSION_MAX_ALLOWED <= 101600)
+ (BOOL)supportsHIDDevice:(IOHIDDeviceRef)device;
#endif
#if !((__IPHONE_OS_VERSION_MAX_ALLOWED >= 130000) || (__APPLETV_OS_VERSION_MAX_ALLOWED >= 130000) || (__MAC_OS_VERSION_MAX_ALLOWED >= 1500000))
@ -638,7 +638,7 @@ SDL_AppleTVRemoteRotationHintChanged(void *udata, const char *name, const char *
static int
IOS_JoystickInit(void)
{
#if defined(__MACOSX__)
#if defined(__MACOS__)
#if _SDL_HAS_BUILTIN(__builtin_available)
if (@available(macOS 10.16, *)) {
/* Continue with initialization on macOS 11+ */
@ -883,7 +883,7 @@ IOS_AccelerometerUpdate(SDL_Joystick *joystick)
by MAX_SINT16 so that it is mapped to the full range of an Sint16.
You can customize the clamped range of this function by modifying the
SDL_IPHONE_MAX_GFORCE macro in SDL_config_iphoneos.h.
SDL_IPHONE_MAX_GFORCE macro in SDL_config_ios.h.
Once converted to Sint16, the accelerometer data no longer has coherent
units. You can convert the data back to units of g-force by multiplying
@ -1673,7 +1673,7 @@ IOS_JoystickGetGamepadMapping(int device_index, SDL_GamepadMapping *out)
return SDL_FALSE;
}
#if defined(SDL_JOYSTICK_MFI) && defined(__MACOSX__)
#if defined(SDL_JOYSTICK_MFI) && defined(__MACOS__)
SDL_bool IOS_SupportedHIDDevice(IOHIDDeviceRef device)
{
if (@available(macOS 10.16, *)) {

View file

@ -36,7 +36,7 @@
/*#define DEBUG_LUNA_PROTOCOL*/
/* Sending rumble on macOS blocks for a long time and eventually fails */
#if !defined(__MACOSX__)
#if !defined(__MACOS__)
#define ENABLE_LUNA_BLUETOOTH_RUMBLE
#endif

View file

@ -78,7 +78,7 @@ HIDAPI_DriverPS3_IsEnabled(void)
{
SDL_bool default_value;
#if defined(__MACOSX__)
#if defined(__MACOS__)
/* This works well on macOS */
default_value = SDL_TRUE;
#elif defined(__WINDOWS__)

View file

@ -366,7 +366,7 @@ static int GetFeatureReport( SDL_hid_device *dev, unsigned char uBuffer[65] )
// On Windows and macOS, BLE devices get 2 copies of the feature report ID, one that is removed by ReadFeatureReport,
// and one that's included in the buffer we receive. We pad the bytes to read and skip over the report ID
// if necessary.
#if defined(__WIN32__) || defined(__MACOSX__)
#if defined(__WIN32__) || defined(__MACOS__)
++ucBytesToRead;
++ucDataStartOffset;
#endif

View file

@ -87,13 +87,13 @@ HIDAPI_DriverXbox360_IsSupportedDevice(SDL_HIDAPI_Device *device, const char *na
/* This is the chatpad or other input interface, not the Xbox 360 interface */
return SDL_FALSE;
}
#if defined(__MACOSX__) || defined(__WIN32__)
#if defined(__MACOS__) || defined(__WIN32__)
if (vendor_id == USB_VENDOR_MICROSOFT && product_id == 0x028e && version == 1) {
/* This is the Steam Virtual Gamepad, which isn't supported by this driver */
return SDL_FALSE;
}
#endif
#if defined(__MACOSX__)
#if defined(__MACOS__)
/* Wired Xbox One controllers are handled by this driver, interfacing with
the 360Controller driver available from:
https://github.com/360Controller/360Controller/releases
@ -209,7 +209,7 @@ HIDAPI_DriverXbox360_OpenJoystick(SDL_HIDAPI_Device *device, SDL_Joystick *joyst
static int
HIDAPI_DriverXbox360_RumbleJoystick(SDL_HIDAPI_Device *device, SDL_Joystick *joystick, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble)
{
#ifdef __MACOSX__
#ifdef __MACOS__
if (SDL_IsJoystickBluetoothXboxOne(device->vendor_id, device->product_id)) {
Uint8 rumble_packet[] = { 0x03, 0x0F, 0x00, 0x00, 0x00, 0x00, 0xff, 0x00, 0x00 };
@ -220,7 +220,7 @@ HIDAPI_DriverXbox360_RumbleJoystick(SDL_HIDAPI_Device *device, SDL_Joystick *joy
return SDL_SetError("Couldn't send rumble packet");
}
} else {
/* On Mac OS X the 360Controller driver uses this short report,
/* On macOS the 360Controller driver uses this short report,
and we need to prefix it with a magic token so hidapi passes it through untouched
*/
Uint8 rumble_packet[] = { 'M', 'A', 'G', 'I', 'C', '0', 0x00, 0x04, 0x00, 0x00 };
@ -280,7 +280,7 @@ static void
HIDAPI_DriverXbox360_HandleStatePacket(SDL_Joystick *joystick, SDL_DriverXbox360_Context *ctx, Uint8 *data, int size)
{
Sint16 axis;
#ifdef __MACOSX__
#ifdef __MACOS__
const SDL_bool invert_y_axes = SDL_FALSE;
#else
const SDL_bool invert_y_axes = SDL_TRUE;

View file

@ -365,7 +365,7 @@ HIDAPI_DriverXboxOne_IsEnabled(void)
static SDL_bool
HIDAPI_DriverXboxOne_IsSupportedDevice(SDL_HIDAPI_Device *device, const char *name, SDL_GameControllerType type, Uint16 vendor_id, Uint16 product_id, Uint16 version, int interface_number, int interface_class, int interface_subclass, int interface_protocol)
{
#ifdef __MACOSX__
#ifdef __MACOS__
/* Wired Xbox One controllers are handled by the 360Controller driver */
if (!SDL_IsJoystickBluetoothXboxOne(vendor_id, product_id)) {
return SDL_FALSE;

View file

@ -67,8 +67,8 @@ typedef struct _SDL_HIDAPI_Device
int interface_class;
int interface_subclass;
int interface_protocol;
Uint16 usage_page; /* Available on Windows and Mac OS X */
Uint16 usage; /* Available on Windows and Mac OS X */
Uint16 usage_page; /* Available on Windows and macOS */
Uint16 usage; /* Available on Windows and macOS */
SDL_bool is_bluetooth;
SDL_JoystickType joystick_type;
SDL_GameControllerType type;

View file

@ -5,7 +5,7 @@
/* Include the SDL main definition header */
#include "SDL_main.h"
#if defined(__IPHONEOS__) || defined(__TVOS__)
#if defined(__IOS__) || defined(__TVOS__)
#ifndef SDL_MAIN_HANDLED
#ifdef main
@ -19,6 +19,6 @@ main(int argc, char *argv[])
}
#endif /* !SDL_MAIN_HANDLED */
#endif /* __IPHONEOS__ || __TVOS__ */
#endif /* __IOS__ || __TVOS__ */
/* vi: set ts=4 sw=4 expandtab: */

View file

@ -56,7 +56,7 @@ static SDL_GetPowerInfo_Impl implementations[] = {
#ifdef SDL_POWER_UIKIT /* handles iPhone/iPad/etc */
SDL_GetPowerInfo_UIKit,
#endif
#ifdef SDL_POWER_MACOSX /* handles Mac OS X, Darwin. */
#ifdef SDL_POWER_MACOSX /* handles macOS, Darwin. */
SDL_GetPowerInfo_MacOSX,
#endif
#ifdef SDL_POWER_HAIKU /* with BeOS euc.jp apm driver. Does this work on Haiku? */

View file

@ -89,7 +89,7 @@ checkps(CFDictionaryRef dict, SDL_bool * have_ac, SDL_bool * have_battery,
SInt32 val = -1;
CFNumberGetValue(numval, kCFNumberSInt32Type, &val);
/* Mac OS X reports 0 minutes until empty if you're plugged in. :( */
/* macOS reports 0 minutes until empty if you're plugged in. :( */
if ((val == 0) && (is_ac)) {
val = -1; /* !!! FIXME: calc from timeToFull and capacity? */
}
@ -183,7 +183,7 @@ SDL_GetPowerInfo_MacOSX(SDL_PowerState * state, int *seconds, int *percent)
CFRelease(blob);
}
return SDL_TRUE; /* always the definitive answer on Mac OS X. */
return SDL_TRUE; /* always the definitive answer on macOS. */
}
#endif /* SDL_POWER_MACOSX */

View file

@ -39,7 +39,7 @@ SDL_AddEventWatch to catch SDL_APP_WILLENTERBACKGROUND events and stopped
drawing themselves. Other platforms still draw, as the compositor can use it,
and more importantly: drawing to render targets isn't lost. But I still think
this should probably be removed at some point in the future. --ryan. */
#if defined(__IPHONEOS__) || defined(__TVOS__) || defined(__ANDROID__)
#if defined(__IOS__) || defined(__TVOS__) || defined(__ANDROID__)
#define DONT_DRAW_WHILE_HIDDEN 1
#else
#define DONT_DRAW_WHILE_HIDDEN 0

View file

@ -42,8 +42,8 @@
#include "SDL_syswm.h"
/* Regenerate these with build-metal-shaders.sh */
#ifdef __MACOSX__
#include "SDL_shaders_metal_osx.h"
#ifdef __MACOS__
#include "SDL_shaders_metal_macos.h"
#elif defined(__TVOS__)
#if TARGET_OS_SIMULATOR
#include "SDL_shaders_metal_tvsimulator.h"
@ -62,7 +62,7 @@
/* macOS requires constants in a buffer to have a 256 byte alignment. */
/* Use native type alignments from https://developer.apple.com/metal/Metal-Shading-Language-Specification.pdf */
#if defined(__MACOSX__) || TARGET_OS_SIMULATOR || TARGET_OS_MACCATALYST
#if defined(__MACOS__) || TARGET_OS_SIMULATOR || TARGET_OS_MACCATALYST
#define CONSTANT_ALIGN(x) (256)
#else
#define CONSTANT_ALIGN(x) (x < 4 ? 4 : x)
@ -172,7 +172,7 @@ IsMetalAvailable(const SDL_SysWMinfo *syswm)
}
// this checks a weak symbol.
#if (defined(__MACOSX__) && (MAC_OS_X_VERSION_MIN_REQUIRED < 101100))
#if (defined(__MACOS__) && (MAC_OS_X_VERSION_MIN_REQUIRED < 101100))
if (MTLCreateSystemDefaultDevice == NULL) { // probably on 10.10 or lower.
return SDL_SetError("Metal framework not available on this system");
}
@ -1459,7 +1459,7 @@ METAL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
[data.mtlcmdencoder endEncoding];
mtltexture = data.mtlpassdesc.colorAttachments[0].texture;
#ifdef __MACOSX__
#ifdef __MACOS__
/* on macOS with managed-storage textures, we need to tell the driver to
* update the CPU-side copy of the texture data.
* NOTE: Currently all of our textures are managed on macOS. We'll need some
@ -1584,7 +1584,7 @@ METAL_GetMetalCommandEncoder(SDL_Renderer * renderer)
static int
METAL_SetVSync(SDL_Renderer * renderer, const int vsync)
{
#if (defined(__MACOSX__) && defined(MAC_OS_X_VERSION_10_13)) || TARGET_OS_MACCATALYST
#if (defined(__MACOS__) && defined(MAC_OS_X_VERSION_10_13)) || TARGET_OS_MACCATALYST
if (@available(macOS 10.13, *)) {
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
if (vsync) {
@ -1739,7 +1739,7 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
data.mtlview = view;
#ifdef __MACOSX__
#ifdef __MACOS__
layer = (CAMetalLayer *)[(__bridge NSView *)view layer];
#else
layer = (CAMetalLayer *)[(__bridge UIView *)view layer];
@ -1860,7 +1860,7 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->always_batch = SDL_TRUE;
#if (defined(__MACOSX__) && defined(MAC_OS_X_VERSION_10_13)) || TARGET_OS_MACCATALYST
#if (defined(__MACOS__) && defined(MAC_OS_X_VERSION_10_13)) || TARGET_OS_MACCATALYST
if (@available(macOS 10.13, *)) {
data.mtllayer.displaySyncEnabled = (flags & SDL_RENDERER_PRESENTVSYNC) != 0;
if (data.mtllayer.displaySyncEnabled) {
@ -1874,7 +1874,7 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
/* https://developer.apple.com/metal/Metal-Feature-Set-Tables.pdf */
maxtexsize = 4096;
#if defined(__MACOSX__) || TARGET_OS_MACCATALYST
#if defined(__MACOS__) || TARGET_OS_MACCATALYST
maxtexsize = 16384;
#elif defined(__TVOS__)
maxtexsize = 8192;

View file

@ -17,7 +17,7 @@ generate_shaders()
rm -f sdl.air sdl.metalar sdl.metallib
}
generate_shaders osx osx macosx 10.11
generate_shaders macos macos macos 10.11
generate_shaders ios ios iphoneos 8.0
generate_shaders iphonesimulator ios iphonesimulator 8.0
generate_shaders tvos ios appletvos 9.0

View file

@ -28,7 +28,7 @@
#include "SDL_shaders_gl.h"
#include "../../SDL_utils_c.h"
#ifdef __MACOSX__
#ifdef __MACOS__
#include <OpenGL/OpenGL.h>
#endif
@ -46,7 +46,7 @@
/* OpenGL renderer implementation */
/* Details on optimizing the texture path on Mac OS X:
/* Details on optimizing the texture path on macOS:
http://developer.apple.com/library/mac/#documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/opengl_texturedata.html
*/
@ -438,7 +438,7 @@ convert_format(GL_RenderData *renderdata, Uint32 pixel_format,
*format = GL_LUMINANCE;
*type = GL_UNSIGNED_BYTE;
break;
#ifdef __MACOSX__
#ifdef __MACOS__
case SDL_PIXELFORMAT_UYVY:
*internalFormat = GL_RGB8;
*format = GL_YCBCR_422_APPLE;
@ -553,7 +553,7 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
}
#ifdef __MACOSX__
#ifdef __MACOS__
#ifndef GL_TEXTURE_STORAGE_HINT_APPLE
#define GL_TEXTURE_STORAGE_HINT_APPLE 0x85BC
#endif
@ -1221,7 +1221,7 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
}
}
#ifdef __MACOSX__
#ifdef __MACOS__
// On macOS on older systems, the OpenGL view change and resize events aren't
// necessarily synchronized, so just always reset it.
// Workaround for: https://discourse.libsdl.org/t/sdl-2-0-22-prerelease/35306/6
@ -1827,7 +1827,7 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->info.flags |= SDL_RENDERER_ACCELERATED;
}
#ifdef __MACOSX__
#ifdef __MACOS__
/* Enable multi-threaded rendering */
/* Disabled until Ryan finishes his VBO/PBO code...
CGLEnable(CGLGetCurrentContext(), kCGLCEMPEngine);
@ -1928,7 +1928,7 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV21;
}
#endif
#ifdef __MACOSX__
#ifdef __MACOS__
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_UYVY;
#endif

View file

@ -31,8 +31,8 @@
/* Wrapper around POSIX 1003.1b semaphores */
#if defined(__MACOSX__) || defined(__IPHONEOS__)
/* Mac OS X doesn't support sem_getvalue() as of version 10.4 */
#if defined(__MACOS__) || defined(__IOS__)
/* macOS doesn't support sem_getvalue() as of version 10.4 */
#include "../generic/SDL_syssem.c"
#else
@ -209,5 +209,5 @@ SDL_SemPost(SDL_sem * sem)
return retval;
}
#endif /* __MACOSX__ */
#endif /* __MACOS__ */
/* vi: set ts=4 sw=4 expandtab: */

View file

@ -41,7 +41,7 @@
#include "../../core/linux/SDL_dbus.h"
#endif /* __LINUX__ */
#if (defined(__LINUX__) || defined(__MACOSX__) || defined(__IPHONEOS__)) && defined(HAVE_DLOPEN)
#if (defined(__LINUX__) || defined(__MACOS__) || defined(__IOS__)) && defined(HAVE_DLOPEN)
#include <dlfcn.h>
#ifndef RTLD_DEFAULT
#define RTLD_DEFAULT NULL
@ -76,7 +76,7 @@ RunThread(void *data)
return NULL;
}
#if (defined(__MACOSX__) || defined(__IPHONEOS__)) && defined(HAVE_DLOPEN)
#if (defined(__MACOS__) || defined(__IOS__)) && defined(HAVE_DLOPEN)
static SDL_bool checked_setname = SDL_FALSE;
static int (*ppthread_setname_np)(const char*) = NULL;
#elif defined(__LINUX__) && defined(HAVE_DLOPEN)
@ -89,10 +89,10 @@ SDL_SYS_CreateThread(SDL_Thread * thread)
pthread_attr_t type;
/* do this here before any threads exist, so there's no race condition. */
#if (defined(__MACOSX__) || defined(__IPHONEOS__) || defined(__LINUX__)) && defined(HAVE_DLOPEN)
#if (defined(__MACOS__) || defined(__IOS__) || defined(__LINUX__)) && defined(HAVE_DLOPEN)
if (!checked_setname) {
void *fn = dlsym(RTLD_DEFAULT, "pthread_setname_np");
#if defined(__MACOSX__) || defined(__IPHONEOS__)
#if defined(__MACOS__) || defined(__IOS__)
ppthread_setname_np = (int(*)(const char*)) fn;
#elif defined(__LINUX__)
ppthread_setname_np = (int(*)(pthread_t, const char*)) fn;
@ -127,10 +127,10 @@ SDL_SYS_SetupThread(const char *name)
sigset_t mask;
if (name != NULL) {
#if (defined(__MACOSX__) || defined(__IPHONEOS__) || defined(__LINUX__)) && defined(HAVE_DLOPEN)
#if (defined(__MACOS__) || defined(__IOS__) || defined(__LINUX__)) && defined(HAVE_DLOPEN)
SDL_assert(checked_setname);
if (ppthread_setname_np != NULL) {
#if defined(__MACOSX__) || defined(__IPHONEOS__)
#if defined(__MACOS__) || defined(__IOS__)
ppthread_setname_np(name);
#elif defined(__LINUX__)
if (ppthread_setname_np(pthread_self(), name) == ERANGE) {
@ -210,7 +210,7 @@ SDL_SYS_SetThreadPriority(SDL_ThreadPriority priority)
break;
case SDL_THREAD_PRIORITY_HIGH:
case SDL_THREAD_PRIORITY_TIME_CRITICAL:
#if defined(__MACOSX__) || defined(__IPHONEOS__) || defined(__TVOS__)
#if defined(__MACOS__) || defined(__IOS__) || defined(__TVOS__)
/* Apple requires SCHED_RR for high priority threads */
pri_policy = SCHED_RR;
break;
@ -257,7 +257,7 @@ SDL_SYS_SetThreadPriority(SDL_ThreadPriority priority)
int min_priority = sched_get_priority_min(policy);
int max_priority = sched_get_priority_max(policy);
#if defined(__MACOSX__) || defined(__IPHONEOS__) || defined(__TVOS__)
#if defined(__MACOS__) || defined(__IOS__) || defined(__TVOS__)
if (min_priority == 15 && max_priority == 47) {
/* Apple has a specific set of thread priorities */
if (priority == SDL_THREAD_PRIORITY_HIGH) {
@ -266,7 +266,7 @@ SDL_SYS_SetThreadPriority(SDL_ThreadPriority priority)
sched.sched_priority = 37;
}
} else
#endif /* __MACOSX__ || __IPHONEOS__ || __TVOS__ */
#endif /* __MACOS__ || __IOS__ || __TVOS__ */
{
sched.sched_priority = (min_priority + (max_priority - min_priority) / 2);
if (priority == SDL_THREAD_PRIORITY_HIGH) {

View file

@ -43,7 +43,7 @@
/* Reworked monotonic clock to not assume the current system has one
as not all linux kernels provide a monotonic clock (yeah recent ones
probably do)
Also added OS X Monotonic clock support
Also added macOS Monotonic clock support
Based on work in https://github.com/ThomasHabets/monotonic_clock
*/
#if HAVE_NANOSLEEP || HAVE_CLOCK_GETTIME

View file

@ -101,7 +101,7 @@ SDL_SoftBlit(SDL_Surface * src, SDL_Rect * srcrect,
#if SDL_HAVE_BLIT_AUTO
#ifdef __MACOSX__
#ifdef __MACOS__
#include <sys/sysctl.h>
static SDL_bool
@ -124,7 +124,7 @@ SDL_UseAltivecPrefetch()
/* Just guess G4 */
return SDL_TRUE;
}
#endif /* __MACOSX__ */
#endif /* __MACOS__ */
static SDL_BlitFunc
SDL_ChooseBlitFunc(Uint32 src_format, Uint32 dst_format, int flags,

View file

@ -52,7 +52,7 @@ enum blit_features {
#ifdef HAVE_ALTIVEC_H
#include <altivec.h>
#endif
#ifdef __MACOSX__
#ifdef __MACOS__
#include <sys/sysctl.h>
static size_t
GetL3CacheSize(void)
@ -75,9 +75,9 @@ GetL3CacheSize(void)
/* XXX: Just guess G4 */
return 2097152;
}
#endif /* __MACOSX__ */
#endif /* __MACOS__ */
#if (defined(__MACOSX__) && (__GNUC__ < 4))
#if (defined(__MACOS__) && (__GNUC__ < 4))
#define VECUINT8_LITERAL(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p) \
(vector unsigned char) ( a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p )
#define VECUINT16_LITERAL(a,b,c,d,e,f,g,h) \

View file

@ -155,8 +155,8 @@ static VideoBootStrap *bootstrap[] = {
#define FULLSCREEN_MASK (SDL_WINDOW_FULLSCREEN_DESKTOP | SDL_WINDOW_FULLSCREEN)
#if defined(__MACOSX__) && defined(SDL_VIDEO_DRIVER_COCOA)
/* Support for Mac OS X fullscreen spaces */
#if defined(__MACOS__) && defined(SDL_VIDEO_DRIVER_COCOA)
/* Support for macOS fullscreen spaces */
extern SDL_bool Cocoa_IsWindowInFullscreenSpace(SDL_Window * window);
extern SDL_bool Cocoa_SetWindowFullscreenSpace(SDL_Window * window, SDL_bool state);
#endif
@ -190,12 +190,12 @@ typedef struct {
static Uint32
SDL_DefaultGraphicsBackends(SDL_VideoDevice *_this)
{
#if (SDL_VIDEO_OPENGL && __MACOSX__) || (__IPHONEOS__ && !TARGET_OS_MACCATALYST) || __ANDROID__
#if (SDL_VIDEO_OPENGL && __MACOS__) || (__IOS__ && !TARGET_OS_MACCATALYST) || __ANDROID__
if (_this->GL_CreateContext != NULL) {
return SDL_WINDOW_OPENGL;
}
#endif
#if SDL_VIDEO_METAL && (TARGET_OS_MACCATALYST || __MACOSX__ || __IPHONEOS__)
#if SDL_VIDEO_METAL && (TARGET_OS_MACCATALYST || __MACOS__ || __IOS__)
if (_this->Metal_CreateView != NULL) {
return SDL_WINDOW_METAL;
}
@ -1357,7 +1357,7 @@ SDL_UpdateFullscreenMode(SDL_Window * window, SDL_bool fullscreen)
return 0;
}
#if defined(__MACOSX__) && defined(SDL_VIDEO_DRIVER_COCOA)
#if defined(__MACOS__) && defined(SDL_VIDEO_DRIVER_COCOA)
/* if the window is going away and no resolution change is necessary,
do nothing, or else we may trigger an ugly double-transition
*/
@ -3078,7 +3078,7 @@ ShouldMinimizeOnFocusLoss(SDL_Window * window)
return SDL_FALSE;
}
#if defined(__MACOSX__) && defined(SDL_VIDEO_DRIVER_COCOA)
#if defined(__MACOS__) && defined(SDL_VIDEO_DRIVER_COCOA)
if (SDL_strcmp(_this->name, "cocoa") == 0) { /* don't do this for X11, etc */
if (Cocoa_IsWindowInFullscreenSpace(window)) {
return SDL_FALSE;

View file

@ -580,7 +580,7 @@ Cocoa_SuspendScreenSaver(_THIS)
if (_this->suspend_screensaver) {
/* FIXME: this should ideally describe the real reason why the game
* called SDL_DisableScreenSaver. Note that the name is only meant to be
* seen by OS X power users. there's an additional optional human-readable
* seen by macOS power users. there's an additional optional human-readable
* (localized) reason parameter which we don't set.
*/
IOPMAssertionID assertion = kIOPMNullAssertionID;

View file

@ -267,7 +267,7 @@ Cocoa_WarpMouseGlobal(int x, int y)
/* CGWarpMouse causes a short delay by default, which is preventable by
* Calling this directly after. CGSetLocalEventsSuppressionInterval can also
* prevent it, but it's deprecated as of OS X 10.6.
* prevent it, but it's deprecated as macOS 10.6.
*/
if (!mouse->relative_mode) {
CGAssociateMouseAndMouseCursorPosition(YES);

View file

@ -280,7 +280,7 @@ Cocoa_CreateImage(SDL_Surface * surface)
}
/*
* Mac OS X log support.
* macOS log support.
*
* This doesn't really have aything to do with the interfaces of the SDL video
* subsystem, but we need to stuff this into an Objective-C source code file.

View file

@ -23,7 +23,7 @@
#if SDL_VIDEO_DRIVER_COCOA
#if MAC_OS_X_VERSION_MAX_ALLOWED < 1070
# error SDL for Mac OS X must be built with a 10.7 SDK or above.
# error SDL for macOS must be built with a 10.7 SDK or above.
#endif /* MAC_OS_X_VERSION_MAX_ALLOWED < 1070 */
#include "SDL_timer.h" /* For SDL_GetTicks() */
@ -2145,8 +2145,8 @@ Cocoa_SetWindowFullscreen(_THIS, SDL_Window * window, SDL_VideoDisplay * display
rect.size.height = bounds.h;
ConvertNSRect([nswindow screen], fullscreen, &rect);
/* Hack to fix origin on Mac OS X 10.4
This is no longer needed as of Mac OS X 10.15, according to bug 4822.
/* Hack to fix origin on macOS 10.4
This is no longer needed as of macOS 10.15, according to bug 4822.
*/
if (floor(NSAppKitVersionNumber) <= NSAppKitVersionNumber10_14) {
NSRect screenRect = [[nswindow screen] frame];
@ -2172,7 +2172,7 @@ Cocoa_SetWindowFullscreen(_THIS, SDL_Window * window, SDL_VideoDisplay * display
* was created as fullscreen-desktop. */
[nswindow setStyleMask:GetWindowWindowedStyle(window)];
/* Hack to restore window decorations on Mac OS X 10.10 */
/* Hack to restore window decorations on macOS 10.10 */
frameRect = [nswindow frame];
[nswindow setFrame:NSMakeRect(frameRect.origin.x, frameRect.origin.y, frameRect.size.width + 1, frameRect.size.height) display:NO];
[nswindow setFrame:frameRect display:NO];

View file

@ -39,7 +39,7 @@
* the library was installed.
*/
#define DEFAULT_OPENGL "libGL.so"
#elif defined(__MACOSX__)
#elif defined(__MACOS__)
#define DEFAULT_OPENGL "/opt/X11/lib/libGL.1.dylib"
#else
#define DEFAULT_OPENGL "libGL.so.1"

View file

@ -275,7 +275,7 @@ main(int argc, char *argv[])
textwin = SDLTest_TextWindowCreate(0, 0, 640, 480);
#if __IPHONEOS__
#if __IOS__
/* Creating the context creates the view, which we need to show keyboard */
SDL_GL_CreateContext(window);
#endif

View file

@ -254,7 +254,7 @@ main(int argc, char *argv[])
renderer = SDL_CreateRenderer(window, -1, 0);
SDL_RenderPresent(renderer);
#if __IPHONEOS__
#if __IOS__
/* Creating the context creates the view, which we need to show keyboard */
SDL_GL_CreateContext(window);
#endif

View file

@ -16,7 +16,7 @@
#include "SDL.h"
#include "SDL_test.h"
#ifdef __MACOSX__
#ifdef __MACOS__
#include <unistd.h> /* For unlink() */
#endif

View file

@ -44,7 +44,7 @@ main(int argc, char *argv[])
int consumed;
consumed = SDLTest_CommonArg(state, i);
/* needed voodoo to allow app to launch via OS X Finder */
/* needed voodoo to allow app to launch via macOS Finder */
if (SDL_strncmp(argv[i], "-psn", 4)==0) {
consumed = 1;
}

View file

@ -28,7 +28,7 @@
/* WARNING ! those 2 files will be destroyed by this test program */
#ifdef __IPHONEOS__
#ifdef __IOS__
#define FBASENAME1 "../Documents/sdldata1" /* this file will be created during tests */
#define FBASENAME2 "../Documents/sdldata2" /* this file should not exist before starting test */
#else

View file

@ -16,7 +16,7 @@
#include "SDL_test_common.h"
#if defined(__IPHONEOS__) || defined(__ANDROID__)
#if defined(__IOS__) || defined(__ANDROID__)
#define HAVE_OPENGLES
#endif

View file

@ -20,7 +20,7 @@
#include "SDL_test_common.h"
#if defined(__IPHONEOS__) || defined(__ANDROID__) || defined(__EMSCRIPTEN__) || defined(__WINDOWS__) || defined(__LINUX__)
#if defined(__IOS__) || defined(__ANDROID__) || defined(__EMSCRIPTEN__) || defined(__WINDOWS__) || defined(__LINUX__)
#ifndef HAVE_OPENGLES2
#define HAVE_OPENGLES2
#endif

View file

@ -20,7 +20,7 @@
#include "SDL_test_common.h"
#if defined(__IPHONEOS__) || defined(__ANDROID__) || defined(__EMSCRIPTEN__) || defined(__WINDOWS__) || defined(__LINUX__)
#if defined(__IOS__) || defined(__ANDROID__) || defined(__EMSCRIPTEN__) || defined(__WINDOWS__) || defined(__LINUX__)
#define HAVE_OPENGLES2
#endif

View file

@ -27,7 +27,7 @@
#define DEFAULT_PTSIZE 30
#ifdef HAVE_SDL_TTF
#ifdef __MACOSX__
#ifdef __MACOS__
#define DEFAULT_FONT "/System/Library/Fonts/华文细黑.ttf"
#elif __WIN32__
/* Some japanese font present on at least Windows 8.1. */

View file

@ -24,7 +24,7 @@
#ifndef SDL_JOYSTICK_DISABLED
#ifdef __IPHONEOS__
#ifdef __IOS__
#define SCREEN_WIDTH 320
#define SCREEN_HEIGHT 480
#else

View file

@ -158,7 +158,7 @@ main(int argc, char *argv[])
/* Test showing a message box from a background thread.
On Mac OS X, the video subsystem needs to be initialized for this
On macOS, the video subsystem needs to be initialized for this
to work, since the message box events are dispatched by the Cocoa
subsystem on the main thread.
*/

View file

@ -18,7 +18,7 @@
#include <stdlib.h> /* exit() */
#ifdef __IPHONEOS__
#ifdef __IOS__
#define SCREEN_WIDTH 320
#define SCREEN_HEIGHT 480
#else