First pass at changing SDL 2.0 to SDL 3.0
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@@ -4,22 +4,22 @@ Originally posted on Ryan's Google+ account.
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Background:
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- The Steam Runtime has (at least in theory) a really kick-ass build of SDL2,
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but developers are shipping their own SDL2 with individual Steam games.
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These games might stop getting updates, but a newer SDL2 might be needed later.
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- The Steam Runtime has (at least in theory) a really kick-ass build of SDL,
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but developers are shipping their own SDL with individual Steam games.
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These games might stop getting updates, but a newer SDL might be needed later.
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Certainly we'll always be fixing bugs in SDL, even if a new video target isn't
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ever needed, and these fixes won't make it to a game shipping its own SDL.
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- Even if we replace the SDL2 in those games with a compatible one, that is to
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- Even if we replace the SDL in those games with a compatible one, that is to
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say, edit a developer's Steam depot (yuck!), there are developers that are
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statically linking SDL2 that we can't do this for. We can't even force the
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dynamic loader to ignore their SDL2 in this case, of course.
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- If you don't ship an SDL2 with the game in some form, people that disabled the
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statically linking SDL that we can't do this for. We can't even force the
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dynamic loader to ignore their SDL in this case, of course.
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- If you don't ship an SDL with the game in some form, people that disabled the
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Steam Runtime, or just tried to run the game from the command line instead of
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Steam might find themselves unable to run the game, due to a missing dependency.
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- If you want to ship on non-Steam platforms like GOG or Humble Bundle, or target
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generic Linux boxes that may or may not have SDL2 installed, you have to ship
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generic Linux boxes that may or may not have SDL installed, you have to ship
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the library or risk a total failure to launch. So now, you might have to have
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a non-Steam build plus a Steam build (that is, one with and one without SDL2
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a non-Steam build plus a Steam build (that is, one with and one without SDL
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included), which is inconvenient if you could have had one universal build
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that works everywhere.
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- We like the zlib license, but the biggest complaint from the open source
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@@ -65,8 +65,8 @@ system's dynamic loader was supposed to do for us? Yes, but now we've got this
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level of indirection, we can do things like this:
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```bash
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export SDL_DYNAMIC_API=/my/actual/libSDL-2.0.so.0
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./MyGameThatIsStaticallyLinkedToSDL2
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export SDL_DYNAMIC_API=/my/actual/libSDL3.so.0
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./MyGameThatIsStaticallyLinkedToSDL
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```
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And now, this game that is statically linked to SDL, can still be overridden
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@@ -108,7 +108,7 @@ the jump table, and the size, in bytes, of the table.
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Now, we've got policy here: this table's layout never changes; new stuff gets
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added to the end. Therefore SDL_DYNAPI_entry() knows that it can provide all
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the needed functions if tablesize <= sizeof its own jump table. If tablesize is
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bigger (say, SDL 2.0.4 is trying to load SDL 2.0.3), then we know to abort, but
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bigger (say, SDL 3.0.4 is trying to load SDL 3.0.3), then we know to abort, but
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if it's smaller, we know we can provide the entire API that the caller needs.
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The version variable is a failsafe switch.
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