Adding SDL2 2.0.4RC2

From http://libsdl.org/tmp/download-2.0.php
SDL2-devel-2.0.4-mingw.tar.gz updated 2015-07-07

So while it looks like 2.0.4 release, it in fact isn't, but as 2.0.4
isn't released it's gotta be good enough for now.
Announcement: https://forums.libsdl.org/viewtopic.php?t=11305
This commit is contained in:
Daniel Gibson 2015-09-28 15:44:13 +02:00
parent 72c9f10b12
commit bac2443c82
165 changed files with 66230 additions and 0 deletions

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i686-w64-mingw32/bin/SDL2.dll Executable file

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#!/bin/sh
prefix=/usr/local/cross-tools/i686-w64-mingw32
exec_prefix=${prefix}
exec_prefix_set=no
libdir=${exec_prefix}/lib
#usage="\
#Usage: $0 [--prefix[=DIR]] [--exec-prefix[=DIR]] [--version] [--cflags] [--libs]"
usage="\
Usage: $0 [--prefix[=DIR]] [--exec-prefix[=DIR]] [--version] [--cflags] [--libs] [--static-libs]"
if test $# -eq 0; then
echo "${usage}" 1>&2
exit 1
fi
while test $# -gt 0; do
case "$1" in
-*=*) optarg=`echo "$1" | sed 's/[-_a-zA-Z0-9]*=//'` ;;
*) optarg= ;;
esac
case $1 in
--prefix=*)
prefix=$optarg
if test $exec_prefix_set = no ; then
exec_prefix=$optarg
fi
;;
--prefix)
echo $prefix
;;
--exec-prefix=*)
exec_prefix=$optarg
exec_prefix_set=yes
;;
--exec-prefix)
echo $exec_prefix
;;
--version)
echo 2.0.4
;;
--cflags)
echo -I${prefix}/include/SDL2 -Dmain=SDL_main
;;
--libs)
echo -L${exec_prefix}/lib -lmingw32 -lSDL2main -lSDL2 -mwindows
;;
--static-libs)
# --libs|--static-libs)
echo -L${exec_prefix}/lib -lmingw32 -lSDL2main -lSDL2 -mwindows -Wl,--no-undefined -lm -ldinput8 -ldxguid -ldxerr8 -luser32 -lgdi32 -lwinmm -limm32 -lole32 -loleaut32 -lshell32 -lversion -luuid -static-libgcc
;;
*)
echo "${usage}" 1>&2
exit 1
;;
esac
shift
done

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL.h
*
* Main include header for the SDL library
*/
#ifndef _SDL_H
#define _SDL_H
#include "SDL_main.h"
#include "SDL_stdinc.h"
#include "SDL_assert.h"
#include "SDL_atomic.h"
#include "SDL_audio.h"
#include "SDL_clipboard.h"
#include "SDL_cpuinfo.h"
#include "SDL_endian.h"
#include "SDL_error.h"
#include "SDL_events.h"
#include "SDL_filesystem.h"
#include "SDL_joystick.h"
#include "SDL_gamecontroller.h"
#include "SDL_haptic.h"
#include "SDL_hints.h"
#include "SDL_loadso.h"
#include "SDL_log.h"
#include "SDL_messagebox.h"
#include "SDL_mutex.h"
#include "SDL_power.h"
#include "SDL_render.h"
#include "SDL_rwops.h"
#include "SDL_system.h"
#include "SDL_thread.h"
#include "SDL_timer.h"
#include "SDL_version.h"
#include "SDL_video.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* As of version 0.5, SDL is loaded dynamically into the application */
/**
* \name SDL_INIT_*
*
* These are the flags which may be passed to SDL_Init(). You should
* specify the subsystems which you will be using in your application.
*/
/* @{ */
#define SDL_INIT_TIMER 0x00000001
#define SDL_INIT_AUDIO 0x00000010
#define SDL_INIT_VIDEO 0x00000020 /**< SDL_INIT_VIDEO implies SDL_INIT_EVENTS */
#define SDL_INIT_JOYSTICK 0x00000200 /**< SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS */
#define SDL_INIT_HAPTIC 0x00001000
#define SDL_INIT_GAMECONTROLLER 0x00002000 /**< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK */
#define SDL_INIT_EVENTS 0x00004000
#define SDL_INIT_NOPARACHUTE 0x00100000 /**< compatibility; this flag is ignored. */
#define SDL_INIT_EVERYTHING ( \
SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS | \
SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER \
)
/* @} */
/**
* This function initializes the subsystems specified by \c flags
*/
extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags);
/**
* This function initializes specific SDL subsystems
*
* Subsystem initialization is ref-counted, you must call
* SDL_QuitSubSystem for each SDL_InitSubSystem to correctly
* shutdown a subsystem manually (or call SDL_Quit to force shutdown).
* If a subsystem is already loaded then this call will
* increase the ref-count and return.
*/
extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags);
/**
* This function cleans up specific SDL subsystems
*/
extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags);
/**
* This function returns a mask of the specified subsystems which have
* previously been initialized.
*
* If \c flags is 0, it returns a mask of all initialized subsystems.
*/
extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags);
/**
* This function cleans up all initialized subsystems. You should
* call it upon all exit conditions.
*/
extern DECLSPEC void SDLCALL SDL_Quit(void);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_H */
/* vi: set ts=4 sw=4 expandtab: */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef _SDL_assert_h
#define _SDL_assert_h
#include "SDL_config.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
#ifndef SDL_ASSERT_LEVEL
#ifdef SDL_DEFAULT_ASSERT_LEVEL
#define SDL_ASSERT_LEVEL SDL_DEFAULT_ASSERT_LEVEL
#elif defined(_DEBUG) || defined(DEBUG) || \
(defined(__GNUC__) && !defined(__OPTIMIZE__))
#define SDL_ASSERT_LEVEL 2
#else
#define SDL_ASSERT_LEVEL 1
#endif
#endif /* SDL_ASSERT_LEVEL */
/*
These are macros and not first class functions so that the debugger breaks
on the assertion line and not in some random guts of SDL, and so each
assert can have unique static variables associated with it.
*/
#if defined(_MSC_VER)
/* Don't include intrin.h here because it contains C++ code */
extern void __cdecl __debugbreak(void);
#define SDL_TriggerBreakpoint() __debugbreak()
#elif (!defined(__NACL__) && defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__)))
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "int $3\n\t" )
#elif defined(HAVE_SIGNAL_H)
#include <signal.h>
#define SDL_TriggerBreakpoint() raise(SIGTRAP)
#else
/* How do we trigger breakpoints on this platform? */
#define SDL_TriggerBreakpoint()
#endif
#if defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 199901L) /* C99 supports __func__ as a standard. */
# define SDL_FUNCTION __func__
#elif ((__GNUC__ >= 2) || defined(_MSC_VER))
# define SDL_FUNCTION __FUNCTION__
#else
# define SDL_FUNCTION "???"
#endif
#define SDL_FILE __FILE__
#define SDL_LINE __LINE__
/*
sizeof (x) makes the compiler still parse the expression even without
assertions enabled, so the code is always checked at compile time, but
doesn't actually generate code for it, so there are no side effects or
expensive checks at run time, just the constant size of what x WOULD be,
which presumably gets optimized out as unused.
This also solves the problem of...
int somevalue = blah();
SDL_assert(somevalue == 1);
...which would cause compiles to complain that somevalue is unused if we
disable assertions.
*/
/* "while (0,0)" fools Microsoft's compiler's /W4 warning level into thinking
this condition isn't constant. And looks like an owl's face! */
#ifdef _MSC_VER /* stupid /W4 warnings. */
#define SDL_NULL_WHILE_LOOP_CONDITION (0,0)
#else
#define SDL_NULL_WHILE_LOOP_CONDITION (0)
#endif
#define SDL_disabled_assert(condition) \
do { (void) sizeof ((condition)); } while (SDL_NULL_WHILE_LOOP_CONDITION)
typedef enum
{
SDL_ASSERTION_RETRY, /**< Retry the assert immediately. */
SDL_ASSERTION_BREAK, /**< Make the debugger trigger a breakpoint. */
SDL_ASSERTION_ABORT, /**< Terminate the program. */
SDL_ASSERTION_IGNORE, /**< Ignore the assert. */
SDL_ASSERTION_ALWAYS_IGNORE /**< Ignore the assert from now on. */
} SDL_AssertState;
typedef struct SDL_AssertData
{
int always_ignore;
unsigned int trigger_count;
const char *condition;
const char *filename;
int linenum;
const char *function;
const struct SDL_AssertData *next;
} SDL_AssertData;
#if (SDL_ASSERT_LEVEL > 0)
/* Never call this directly. Use the SDL_assert* macros. */
extern DECLSPEC SDL_AssertState SDLCALL SDL_ReportAssertion(SDL_AssertData *,
const char *,
const char *, int)
#if defined(__clang__)
#if __has_feature(attribute_analyzer_noreturn)
/* this tells Clang's static analysis that we're a custom assert function,
and that the analyzer should assume the condition was always true past this
SDL_assert test. */
__attribute__((analyzer_noreturn))
#endif
#endif
;
/* the do {} while(0) avoids dangling else problems:
if (x) SDL_assert(y); else blah();
... without the do/while, the "else" could attach to this macro's "if".
We try to handle just the minimum we need here in a macro...the loop,
the static vars, and break points. The heavy lifting is handled in
SDL_ReportAssertion(), in SDL_assert.c.
*/
#define SDL_enabled_assert(condition) \
do { \
while ( !(condition) ) { \
static struct SDL_AssertData sdl_assert_data = { \
0, 0, #condition, 0, 0, 0, 0 \
}; \
const SDL_AssertState sdl_assert_state = SDL_ReportAssertion(&sdl_assert_data, SDL_FUNCTION, SDL_FILE, SDL_LINE); \
if (sdl_assert_state == SDL_ASSERTION_RETRY) { \
continue; /* go again. */ \
} else if (sdl_assert_state == SDL_ASSERTION_BREAK) { \
SDL_TriggerBreakpoint(); \
} \
break; /* not retrying. */ \
} \
} while (SDL_NULL_WHILE_LOOP_CONDITION)
#endif /* enabled assertions support code */
/* Enable various levels of assertions. */
#if SDL_ASSERT_LEVEL == 0 /* assertions disabled */
# define SDL_assert(condition) SDL_disabled_assert(condition)
# define SDL_assert_release(condition) SDL_disabled_assert(condition)
# define SDL_assert_paranoid(condition) SDL_disabled_assert(condition)
#elif SDL_ASSERT_LEVEL == 1 /* release settings. */
# define SDL_assert(condition) SDL_disabled_assert(condition)
# define SDL_assert_release(condition) SDL_enabled_assert(condition)
# define SDL_assert_paranoid(condition) SDL_disabled_assert(condition)
#elif SDL_ASSERT_LEVEL == 2 /* normal settings. */
# define SDL_assert(condition) SDL_enabled_assert(condition)
# define SDL_assert_release(condition) SDL_enabled_assert(condition)
# define SDL_assert_paranoid(condition) SDL_disabled_assert(condition)
#elif SDL_ASSERT_LEVEL == 3 /* paranoid settings. */
# define SDL_assert(condition) SDL_enabled_assert(condition)
# define SDL_assert_release(condition) SDL_enabled_assert(condition)
# define SDL_assert_paranoid(condition) SDL_enabled_assert(condition)
#else
# error Unknown assertion level.
#endif
/* this assertion is never disabled at any level. */
#define SDL_assert_always(condition) SDL_enabled_assert(condition)
typedef SDL_AssertState (SDLCALL *SDL_AssertionHandler)(
const SDL_AssertData* data, void* userdata);
/**
* \brief Set an application-defined assertion handler.
*
* This allows an app to show its own assertion UI and/or force the
* response to an assertion failure. If the app doesn't provide this, SDL
* will try to do the right thing, popping up a system-specific GUI dialog,
* and probably minimizing any fullscreen windows.
*
* This callback may fire from any thread, but it runs wrapped in a mutex, so
* it will only fire from one thread at a time.
*
* Setting the callback to NULL restores SDL's original internal handler.
*
* This callback is NOT reset to SDL's internal handler upon SDL_Quit()!
*
* \return SDL_AssertState value of how to handle the assertion failure.
*
* \param handler Callback function, called when an assertion fails.
* \param userdata A pointer passed to the callback as-is.
*/
extern DECLSPEC void SDLCALL SDL_SetAssertionHandler(
SDL_AssertionHandler handler,
void *userdata);
/**
* \brief Get the default assertion handler.
*
* This returns the function pointer that is called by default when an
* assertion is triggered. This is an internal function provided by SDL,
* that is used for assertions when SDL_SetAssertionHandler() hasn't been
* used to provide a different function.
*
* \return The default SDL_AssertionHandler that is called when an assert triggers.
*/
extern DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetDefaultAssertionHandler(void);
/**
* \brief Get the current assertion handler.
*
* This returns the function pointer that is called when an assertion is
* triggered. This is either the value last passed to
* SDL_SetAssertionHandler(), or if no application-specified function is
* set, is equivalent to calling SDL_GetDefaultAssertionHandler().
*
* \param puserdata Pointer to a void*, which will store the "userdata"
* pointer that was passed to SDL_SetAssertionHandler().
* This value will always be NULL for the default handler.
* If you don't care about this data, it is safe to pass
* a NULL pointer to this function to ignore it.
* \return The SDL_AssertionHandler that is called when an assert triggers.
*/
extern DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetAssertionHandler(void **puserdata);
/**
* \brief Get a list of all assertion failures.
*
* Get all assertions triggered since last call to SDL_ResetAssertionReport(),
* or the start of the program.
*
* The proper way to examine this data looks something like this:
*
* <code>
* const SDL_AssertData *item = SDL_GetAssertionReport();
* while (item) {
* printf("'%s', %s (%s:%d), triggered %u times, always ignore: %s.\n",
* item->condition, item->function, item->filename,
* item->linenum, item->trigger_count,
* item->always_ignore ? "yes" : "no");
* item = item->next;
* }
* </code>
*
* \return List of all assertions.
* \sa SDL_ResetAssertionReport
*/
extern DECLSPEC const SDL_AssertData * SDLCALL SDL_GetAssertionReport(void);
/**
* \brief Reset the list of all assertion failures.
*
* Reset list of all assertions triggered.
*
* \sa SDL_GetAssertionReport
*/
extern DECLSPEC void SDLCALL SDL_ResetAssertionReport(void);
/* these had wrong naming conventions until 2.0.4. Please update your app! */
#define SDL_assert_state SDL_AssertState
#define SDL_assert_data SDL_AssertData
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_assert_h */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_atomic.h
*
* Atomic operations.
*
* IMPORTANT:
* If you are not an expert in concurrent lockless programming, you should
* only be using the atomic lock and reference counting functions in this
* file. In all other cases you should be protecting your data structures
* with full mutexes.
*
* The list of "safe" functions to use are:
* SDL_AtomicLock()
* SDL_AtomicUnlock()
* SDL_AtomicIncRef()
* SDL_AtomicDecRef()
*
* Seriously, here be dragons!
* ^^^^^^^^^^^^^^^^^^^^^^^^^^^
*
* You can find out a little more about lockless programming and the
* subtle issues that can arise here:
* http://msdn.microsoft.com/en-us/library/ee418650%28v=vs.85%29.aspx
*
* There's also lots of good information here:
* http://www.1024cores.net/home/lock-free-algorithms
* http://preshing.com/
*
* These operations may or may not actually be implemented using
* processor specific atomic operations. When possible they are
* implemented as true processor specific atomic operations. When that
* is not possible the are implemented using locks that *do* use the
* available atomic operations.
*
* All of the atomic operations that modify memory are full memory barriers.
*/
#ifndef _SDL_atomic_h_
#define _SDL_atomic_h_
#include "SDL_stdinc.h"
#include "SDL_platform.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \name SDL AtomicLock
*
* The atomic locks are efficient spinlocks using CPU instructions,
* but are vulnerable to starvation and can spin forever if a thread
* holding a lock has been terminated. For this reason you should
* minimize the code executed inside an atomic lock and never do
* expensive things like API or system calls while holding them.
*
* The atomic locks are not safe to lock recursively.
*
* Porting Note:
* The spin lock functions and type are required and can not be
* emulated because they are used in the atomic emulation code.
*/
/* @{ */
typedef int SDL_SpinLock;
/**
* \brief Try to lock a spin lock by setting it to a non-zero value.
*
* \param lock Points to the lock.
*
* \return SDL_TRUE if the lock succeeded, SDL_FALSE if the lock is already held.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_AtomicTryLock(SDL_SpinLock *lock);
/**
* \brief Lock a spin lock by setting it to a non-zero value.
*
* \param lock Points to the lock.
*/
extern DECLSPEC void SDLCALL SDL_AtomicLock(SDL_SpinLock *lock);
/**
* \brief Unlock a spin lock by setting it to 0. Always returns immediately
*
* \param lock Points to the lock.
*/
extern DECLSPEC void SDLCALL SDL_AtomicUnlock(SDL_SpinLock *lock);
/* @} *//* SDL AtomicLock */
/**
* The compiler barrier prevents the compiler from reordering
* reads and writes to globally visible variables across the call.
*/
#if defined(_MSC_VER) && (_MSC_VER > 1200)
void _ReadWriteBarrier(void);
#pragma intrinsic(_ReadWriteBarrier)
#define SDL_CompilerBarrier() _ReadWriteBarrier()
#elif (defined(__GNUC__) && !defined(__EMSCRIPTEN__)) || (defined(__SUNPRO_C) && (__SUNPRO_C >= 0x5120))
/* This is correct for all CPUs when using GCC or Solaris Studio 12.1+. */
#define SDL_CompilerBarrier() __asm__ __volatile__ ("" : : : "memory")
#else
#define SDL_CompilerBarrier() \
{ SDL_SpinLock _tmp = 0; SDL_AtomicLock(&_tmp); SDL_AtomicUnlock(&_tmp); }
#endif
/**
* Memory barriers are designed to prevent reads and writes from being
* reordered by the compiler and being seen out of order on multi-core CPUs.
*
* A typical pattern would be for thread A to write some data and a flag,
* and for thread B to read the flag and get the data. In this case you
* would insert a release barrier between writing the data and the flag,
* guaranteeing that the data write completes no later than the flag is
* written, and you would insert an acquire barrier between reading the
* flag and reading the data, to ensure that all the reads associated
* with the flag have completed.
*
* In this pattern you should always see a release barrier paired with
* an acquire barrier and you should gate the data reads/writes with a
* single flag variable.
*
* For more information on these semantics, take a look at the blog post:
* http://preshing.com/20120913/acquire-and-release-semantics
*/
#if defined(__GNUC__) && (defined(__powerpc__) || defined(__ppc__))
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("lwsync" : : : "memory")
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("lwsync" : : : "memory")
#elif defined(__GNUC__) && defined(__arm__)
#if defined(__ARM_ARCH_7__) || defined(__ARM_ARCH_7A__) || defined(__ARM_ARCH_7EM__) || defined(__ARM_ARCH_7R__) || defined(__ARM_ARCH_7M__) || defined(__ARM_ARCH_7S__)
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("dmb ish" : : : "memory")
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("dmb ish" : : : "memory")
#elif defined(__ARM_ARCH_6__) || defined(__ARM_ARCH_6J__) || defined(__ARM_ARCH_6K__) || defined(__ARM_ARCH_6T2__) || defined(__ARM_ARCH_6Z__) || defined(__ARM_ARCH_6ZK__)
#ifdef __thumb__
/* The mcr instruction isn't available in thumb mode, use real functions */
extern DECLSPEC void SDLCALL SDL_MemoryBarrierRelease();
extern DECLSPEC void SDLCALL SDL_MemoryBarrierAcquire();
#else
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("mcr p15, 0, %0, c7, c10, 5" : : "r"(0) : "memory")
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("mcr p15, 0, %0, c7, c10, 5" : : "r"(0) : "memory")
#endif /* __thumb__ */
#else
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("" : : : "memory")
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("" : : : "memory")
#endif /* __GNUC__ && __arm__ */
#else
#if (defined(__SUNPRO_C) && (__SUNPRO_C >= 0x5120))
/* This is correct for all CPUs on Solaris when using Solaris Studio 12.1+. */
#include <mbarrier.h>
#define SDL_MemoryBarrierRelease() __machine_rel_barrier()
#define SDL_MemoryBarrierAcquire() __machine_acq_barrier()
#else
/* This is correct for the x86 and x64 CPUs, and we'll expand this over time. */
#define SDL_MemoryBarrierRelease() SDL_CompilerBarrier()
#define SDL_MemoryBarrierAcquire() SDL_CompilerBarrier()
#endif
#endif
/**
* \brief A type representing an atomic integer value. It is a struct
* so people don't accidentally use numeric operations on it.
*/
typedef struct { int value; } SDL_atomic_t;
/**
* \brief Set an atomic variable to a new value if it is currently an old value.
*
* \return SDL_TRUE if the atomic variable was set, SDL_FALSE otherwise.
*
* \note If you don't know what this function is for, you shouldn't use it!
*/
extern DECLSPEC SDL_bool SDLCALL SDL_AtomicCAS(SDL_atomic_t *a, int oldval, int newval);
/**
* \brief Set an atomic variable to a value.
*
* \return The previous value of the atomic variable.
*/
extern DECLSPEC int SDLCALL SDL_AtomicSet(SDL_atomic_t *a, int v);
/**
* \brief Get the value of an atomic variable
*/
extern DECLSPEC int SDLCALL SDL_AtomicGet(SDL_atomic_t *a);
/**
* \brief Add to an atomic variable.
*
* \return The previous value of the atomic variable.
*
* \note This same style can be used for any number operation
*/
extern DECLSPEC int SDLCALL SDL_AtomicAdd(SDL_atomic_t *a, int v);
/**
* \brief Increment an atomic variable used as a reference count.
*/
#ifndef SDL_AtomicIncRef
#define SDL_AtomicIncRef(a) SDL_AtomicAdd(a, 1)
#endif
/**
* \brief Decrement an atomic variable used as a reference count.
*
* \return SDL_TRUE if the variable reached zero after decrementing,
* SDL_FALSE otherwise
*/
#ifndef SDL_AtomicDecRef
#define SDL_AtomicDecRef(a) (SDL_AtomicAdd(a, -1) == 1)
#endif
/**
* \brief Set a pointer to a new value if it is currently an old value.
*
* \return SDL_TRUE if the pointer was set, SDL_FALSE otherwise.
*
* \note If you don't know what this function is for, you shouldn't use it!
*/
extern DECLSPEC SDL_bool SDLCALL SDL_AtomicCASPtr(void **a, void *oldval, void *newval);
/**
* \brief Set a pointer to a value atomically.
*
* \return The previous value of the pointer.
*/
extern DECLSPEC void* SDLCALL SDL_AtomicSetPtr(void **a, void* v);
/**
* \brief Get the value of a pointer atomically.
*/
extern DECLSPEC void* SDLCALL SDL_AtomicGetPtr(void **a);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_atomic_h_ */
/* vi: set ts=4 sw=4 expandtab: */

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@ -0,0 +1,605 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_audio.h
*
* Access to the raw audio mixing buffer for the SDL library.
*/
#ifndef _SDL_audio_h
#define _SDL_audio_h
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_endian.h"
#include "SDL_mutex.h"
#include "SDL_thread.h"
#include "SDL_rwops.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \brief Audio format flags.
*
* These are what the 16 bits in SDL_AudioFormat currently mean...
* (Unspecified bits are always zero).
*
* \verbatim
++-----------------------sample is signed if set
||
|| ++-----------sample is bigendian if set
|| ||
|| || ++---sample is float if set
|| || ||
|| || || +---sample bit size---+
|| || || | |
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
\endverbatim
*
* There are macros in SDL 2.0 and later to query these bits.
*/
typedef Uint16 SDL_AudioFormat;
/**
* \name Audio flags
*/
/* @{ */
#define SDL_AUDIO_MASK_BITSIZE (0xFF)
#define SDL_AUDIO_MASK_DATATYPE (1<<8)
#define SDL_AUDIO_MASK_ENDIAN (1<<12)
#define SDL_AUDIO_MASK_SIGNED (1<<15)
#define SDL_AUDIO_BITSIZE(x) (x & SDL_AUDIO_MASK_BITSIZE)
#define SDL_AUDIO_ISFLOAT(x) (x & SDL_AUDIO_MASK_DATATYPE)
#define SDL_AUDIO_ISBIGENDIAN(x) (x & SDL_AUDIO_MASK_ENDIAN)
#define SDL_AUDIO_ISSIGNED(x) (x & SDL_AUDIO_MASK_SIGNED)
#define SDL_AUDIO_ISINT(x) (!SDL_AUDIO_ISFLOAT(x))
#define SDL_AUDIO_ISLITTLEENDIAN(x) (!SDL_AUDIO_ISBIGENDIAN(x))
#define SDL_AUDIO_ISUNSIGNED(x) (!SDL_AUDIO_ISSIGNED(x))
/**
* \name Audio format flags
*
* Defaults to LSB byte order.
*/
/* @{ */
#define AUDIO_U8 0x0008 /**< Unsigned 8-bit samples */
#define AUDIO_S8 0x8008 /**< Signed 8-bit samples */
#define AUDIO_U16LSB 0x0010 /**< Unsigned 16-bit samples */
#define AUDIO_S16LSB 0x8010 /**< Signed 16-bit samples */
#define AUDIO_U16MSB 0x1010 /**< As above, but big-endian byte order */
#define AUDIO_S16MSB 0x9010 /**< As above, but big-endian byte order */
#define AUDIO_U16 AUDIO_U16LSB
#define AUDIO_S16 AUDIO_S16LSB
/* @} */
/**
* \name int32 support
*/
/* @{ */
#define AUDIO_S32LSB 0x8020 /**< 32-bit integer samples */
#define AUDIO_S32MSB 0x9020 /**< As above, but big-endian byte order */
#define AUDIO_S32 AUDIO_S32LSB
/* @} */
/**
* \name float32 support
*/
/* @{ */
#define AUDIO_F32LSB 0x8120 /**< 32-bit floating point samples */
#define AUDIO_F32MSB 0x9120 /**< As above, but big-endian byte order */
#define AUDIO_F32 AUDIO_F32LSB
/* @} */
/**
* \name Native audio byte ordering
*/
/* @{ */
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
#define AUDIO_U16SYS AUDIO_U16LSB
#define AUDIO_S16SYS AUDIO_S16LSB
#define AUDIO_S32SYS AUDIO_S32LSB
#define AUDIO_F32SYS AUDIO_F32LSB
#else
#define AUDIO_U16SYS AUDIO_U16MSB
#define AUDIO_S16SYS AUDIO_S16MSB
#define AUDIO_S32SYS AUDIO_S32MSB
#define AUDIO_F32SYS AUDIO_F32MSB
#endif
/* @} */
/**
* \name Allow change flags
*
* Which audio format changes are allowed when opening a device.
*/
/* @{ */
#define SDL_AUDIO_ALLOW_FREQUENCY_CHANGE 0x00000001
#define SDL_AUDIO_ALLOW_FORMAT_CHANGE 0x00000002
#define SDL_AUDIO_ALLOW_CHANNELS_CHANGE 0x00000004
#define SDL_AUDIO_ALLOW_ANY_CHANGE (SDL_AUDIO_ALLOW_FREQUENCY_CHANGE|SDL_AUDIO_ALLOW_FORMAT_CHANGE|SDL_AUDIO_ALLOW_CHANNELS_CHANGE)
/* @} */
/* @} *//* Audio flags */
/**
* This function is called when the audio device needs more data.
*
* \param userdata An application-specific parameter saved in
* the SDL_AudioSpec structure
* \param stream A pointer to the audio data buffer.
* \param len The length of that buffer in bytes.
*
* Once the callback returns, the buffer will no longer be valid.
* Stereo samples are stored in a LRLRLR ordering.
*
* You can choose to avoid callbacks and use SDL_QueueAudio() instead, if
* you like. Just open your audio device with a NULL callback.
*/
typedef void (SDLCALL * SDL_AudioCallback) (void *userdata, Uint8 * stream,
int len);
/**
* The calculated values in this structure are calculated by SDL_OpenAudio().
*/
typedef struct SDL_AudioSpec
{
int freq; /**< DSP frequency -- samples per second */
SDL_AudioFormat format; /**< Audio data format */
Uint8 channels; /**< Number of channels: 1 mono, 2 stereo */
Uint8 silence; /**< Audio buffer silence value (calculated) */
Uint16 samples; /**< Audio buffer size in samples (power of 2) */
Uint16 padding; /**< Necessary for some compile environments */
Uint32 size; /**< Audio buffer size in bytes (calculated) */
SDL_AudioCallback callback; /**< Callback that feeds the audio device (NULL to use SDL_QueueAudio()). */
void *userdata; /**< Userdata passed to callback (ignored for NULL callbacks). */
} SDL_AudioSpec;
struct SDL_AudioCVT;
typedef void (SDLCALL * SDL_AudioFilter) (struct SDL_AudioCVT * cvt,
SDL_AudioFormat format);
/**
* A structure to hold a set of audio conversion filters and buffers.
*/
#ifdef __GNUC__
/* This structure is 84 bytes on 32-bit architectures, make sure GCC doesn't
pad it out to 88 bytes to guarantee ABI compatibility between compilers.
vvv
The next time we rev the ABI, make sure to size the ints and add padding.
*/
#define SDL_AUDIOCVT_PACKED __attribute__((packed))
#else
#define SDL_AUDIOCVT_PACKED
#endif
/* */
typedef struct SDL_AudioCVT
{
int needed; /**< Set to 1 if conversion possible */
SDL_AudioFormat src_format; /**< Source audio format */
SDL_AudioFormat dst_format; /**< Target audio format */
double rate_incr; /**< Rate conversion increment */
Uint8 *buf; /**< Buffer to hold entire audio data */
int len; /**< Length of original audio buffer */
int len_cvt; /**< Length of converted audio buffer */
int len_mult; /**< buffer must be len*len_mult big */
double len_ratio; /**< Given len, final size is len*len_ratio */
SDL_AudioFilter filters[10]; /**< Filter list */
int filter_index; /**< Current audio conversion function */
} SDL_AUDIOCVT_PACKED SDL_AudioCVT;
/* Function prototypes */
/**
* \name Driver discovery functions
*
* These functions return the list of built in audio drivers, in the
* order that they are normally initialized by default.
*/
/* @{ */
extern DECLSPEC int SDLCALL SDL_GetNumAudioDrivers(void);
extern DECLSPEC const char *SDLCALL SDL_GetAudioDriver(int index);
/* @} */
/**
* \name Initialization and cleanup
*
* \internal These functions are used internally, and should not be used unless
* you have a specific need to specify the audio driver you want to
* use. You should normally use SDL_Init() or SDL_InitSubSystem().
*/
/* @{ */
extern DECLSPEC int SDLCALL SDL_AudioInit(const char *driver_name);
extern DECLSPEC void SDLCALL SDL_AudioQuit(void);
/* @} */
/**
* This function returns the name of the current audio driver, or NULL
* if no driver has been initialized.
*/
extern DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void);
/**
* This function opens the audio device with the desired parameters, and
* returns 0 if successful, placing the actual hardware parameters in the
* structure pointed to by \c obtained. If \c obtained is NULL, the audio
* data passed to the callback function will be guaranteed to be in the
* requested format, and will be automatically converted to the hardware
* audio format if necessary. This function returns -1 if it failed
* to open the audio device, or couldn't set up the audio thread.
*
* When filling in the desired audio spec structure,
* - \c desired->freq should be the desired audio frequency in samples-per-
* second.
* - \c desired->format should be the desired audio format.
* - \c desired->samples is the desired size of the audio buffer, in
* samples. This number should be a power of two, and may be adjusted by
* the audio driver to a value more suitable for the hardware. Good values
* seem to range between 512 and 8096 inclusive, depending on the
* application and CPU speed. Smaller values yield faster response time,
* but can lead to underflow if the application is doing heavy processing
* and cannot fill the audio buffer in time. A stereo sample consists of
* both right and left channels in LR ordering.
* Note that the number of samples is directly related to time by the
* following formula: \code ms = (samples*1000)/freq \endcode
* - \c desired->size is the size in bytes of the audio buffer, and is
* calculated by SDL_OpenAudio().
* - \c desired->silence is the value used to set the buffer to silence,
* and is calculated by SDL_OpenAudio().
* - \c desired->callback should be set to a function that will be called
* when the audio device is ready for more data. It is passed a pointer
* to the audio buffer, and the length in bytes of the audio buffer.
* This function usually runs in a separate thread, and so you should
* protect data structures that it accesses by calling SDL_LockAudio()
* and SDL_UnlockAudio() in your code. Alternately, you may pass a NULL
* pointer here, and call SDL_QueueAudio() with some frequency, to queue
* more audio samples to be played.
* - \c desired->userdata is passed as the first parameter to your callback
* function. If you passed a NULL callback, this value is ignored.
*
* The audio device starts out playing silence when it's opened, and should
* be enabled for playing by calling \c SDL_PauseAudio(0) when you are ready
* for your audio callback function to be called. Since the audio driver
* may modify the requested size of the audio buffer, you should allocate
* any local mixing buffers after you open the audio device.
*/
extern DECLSPEC int SDLCALL SDL_OpenAudio(SDL_AudioSpec * desired,
SDL_AudioSpec * obtained);
/**
* SDL Audio Device IDs.
*
* A successful call to SDL_OpenAudio() is always device id 1, and legacy
* SDL audio APIs assume you want this device ID. SDL_OpenAudioDevice() calls
* always returns devices >= 2 on success. The legacy calls are good both
* for backwards compatibility and when you don't care about multiple,
* specific, or capture devices.
*/
typedef Uint32 SDL_AudioDeviceID;
/**
* Get the number of available devices exposed by the current driver.
* Only valid after a successfully initializing the audio subsystem.
* Returns -1 if an explicit list of devices can't be determined; this is
* not an error. For example, if SDL is set up to talk to a remote audio
* server, it can't list every one available on the Internet, but it will
* still allow a specific host to be specified to SDL_OpenAudioDevice().
*
* In many common cases, when this function returns a value <= 0, it can still
* successfully open the default device (NULL for first argument of
* SDL_OpenAudioDevice()).
*/
extern DECLSPEC int SDLCALL SDL_GetNumAudioDevices(int iscapture);
/**
* Get the human-readable name of a specific audio device.
* Must be a value between 0 and (number of audio devices-1).
* Only valid after a successfully initializing the audio subsystem.
* The values returned by this function reflect the latest call to
* SDL_GetNumAudioDevices(); recall that function to redetect available
* hardware.
*
* The string returned by this function is UTF-8 encoded, read-only, and
* managed internally. You are not to free it. If you need to keep the
* string for any length of time, you should make your own copy of it, as it
* will be invalid next time any of several other SDL functions is called.
*/
extern DECLSPEC const char *SDLCALL SDL_GetAudioDeviceName(int index,
int iscapture);
/**
* Open a specific audio device. Passing in a device name of NULL requests
* the most reasonable default (and is equivalent to calling SDL_OpenAudio()).
*
* The device name is a UTF-8 string reported by SDL_GetAudioDeviceName(), but
* some drivers allow arbitrary and driver-specific strings, such as a
* hostname/IP address for a remote audio server, or a filename in the
* diskaudio driver.
*
* \return 0 on error, a valid device ID that is >= 2 on success.
*
* SDL_OpenAudio(), unlike this function, always acts on device ID 1.
*/
extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(const char
*device,
int iscapture,
const
SDL_AudioSpec *
desired,
SDL_AudioSpec *
obtained,
int
allowed_changes);
/**
* \name Audio state
*
* Get the current audio state.
*/
/* @{ */
typedef enum
{
SDL_AUDIO_STOPPED = 0,
SDL_AUDIO_PLAYING,
SDL_AUDIO_PAUSED
} SDL_AudioStatus;
extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioStatus(void);
extern DECLSPEC SDL_AudioStatus SDLCALL
SDL_GetAudioDeviceStatus(SDL_AudioDeviceID dev);
/* @} *//* Audio State */
/**
* \name Pause audio functions
*
* These functions pause and unpause the audio callback processing.
* They should be called with a parameter of 0 after opening the audio
* device to start playing sound. This is so you can safely initialize
* data for your callback function after opening the audio device.
* Silence will be written to the audio device during the pause.
*/
/* @{ */
extern DECLSPEC void SDLCALL SDL_PauseAudio(int pause_on);
extern DECLSPEC void SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev,
int pause_on);
/* @} *//* Pause audio functions */
/**
* This function loads a WAVE from the data source, automatically freeing
* that source if \c freesrc is non-zero. For example, to load a WAVE file,
* you could do:
* \code
* SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, ...);
* \endcode
*
* If this function succeeds, it returns the given SDL_AudioSpec,
* filled with the audio data format of the wave data, and sets
* \c *audio_buf to a malloc()'d buffer containing the audio data,
* and sets \c *audio_len to the length of that audio buffer, in bytes.
* You need to free the audio buffer with SDL_FreeWAV() when you are
* done with it.
*
* This function returns NULL and sets the SDL error message if the
* wave file cannot be opened, uses an unknown data format, or is
* corrupt. Currently raw and MS-ADPCM WAVE files are supported.
*/
extern DECLSPEC SDL_AudioSpec *SDLCALL SDL_LoadWAV_RW(SDL_RWops * src,
int freesrc,
SDL_AudioSpec * spec,
Uint8 ** audio_buf,
Uint32 * audio_len);
/**
* Loads a WAV from a file.
* Compatibility convenience function.
*/
#define SDL_LoadWAV(file, spec, audio_buf, audio_len) \
SDL_LoadWAV_RW(SDL_RWFromFile(file, "rb"),1, spec,audio_buf,audio_len)
/**
* This function frees data previously allocated with SDL_LoadWAV_RW()
*/
extern DECLSPEC void SDLCALL SDL_FreeWAV(Uint8 * audio_buf);
/**
* This function takes a source format and rate and a destination format
* and rate, and initializes the \c cvt structure with information needed
* by SDL_ConvertAudio() to convert a buffer of audio data from one format
* to the other.
*
* \return -1 if the format conversion is not supported, 0 if there's
* no conversion needed, or 1 if the audio filter is set up.
*/
extern DECLSPEC int SDLCALL SDL_BuildAudioCVT(SDL_AudioCVT * cvt,
SDL_AudioFormat src_format,
Uint8 src_channels,
int src_rate,
SDL_AudioFormat dst_format,
Uint8 dst_channels,
int dst_rate);
/**
* Once you have initialized the \c cvt structure using SDL_BuildAudioCVT(),
* created an audio buffer \c cvt->buf, and filled it with \c cvt->len bytes of
* audio data in the source format, this function will convert it in-place
* to the desired format.
*
* The data conversion may expand the size of the audio data, so the buffer
* \c cvt->buf should be allocated after the \c cvt structure is initialized by
* SDL_BuildAudioCVT(), and should be \c cvt->len*cvt->len_mult bytes long.
*/
extern DECLSPEC int SDLCALL SDL_ConvertAudio(SDL_AudioCVT * cvt);
#define SDL_MIX_MAXVOLUME 128
/**
* This takes two audio buffers of the playing audio format and mixes
* them, performing addition, volume adjustment, and overflow clipping.
* The volume ranges from 0 - 128, and should be set to ::SDL_MIX_MAXVOLUME
* for full audio volume. Note this does not change hardware volume.
* This is provided for convenience -- you can mix your own audio data.
*/
extern DECLSPEC void SDLCALL SDL_MixAudio(Uint8 * dst, const Uint8 * src,
Uint32 len, int volume);
/**
* This works like SDL_MixAudio(), but you specify the audio format instead of
* using the format of audio device 1. Thus it can be used when no audio
* device is open at all.
*/
extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst,
const Uint8 * src,
SDL_AudioFormat format,
Uint32 len, int volume);
/**
* Queue more audio on non-callback devices.
*
* SDL offers two ways to feed audio to the device: you can either supply a
* callback that SDL triggers with some frequency to obtain more audio
* (pull method), or you can supply no callback, and then SDL will expect
* you to supply data at regular intervals (push method) with this function.
*
* There are no limits on the amount of data you can queue, short of
* exhaustion of address space. Queued data will drain to the device as
* necessary without further intervention from you. If the device needs
* audio but there is not enough queued, it will play silence to make up
* the difference. This means you will have skips in your audio playback
* if you aren't routinely queueing sufficient data.
*
* This function copies the supplied data, so you are safe to free it when
* the function returns. This function is thread-safe, but queueing to the
* same device from two threads at once does not promise which buffer will
* be queued first.
*
* You may not queue audio on a device that is using an application-supplied
* callback; doing so returns an error. You have to use the audio callback
* or queue audio with this function, but not both.
*
* You should not call SDL_LockAudio() on the device before queueing; SDL
* handles locking internally for this function.
*
* \param dev The device ID to which we will queue audio.
* \param data The data to queue to the device for later playback.
* \param len The number of bytes (not samples!) to which (data) points.
* \return zero on success, -1 on error.
*
* \sa SDL_GetQueuedAudioSize
* \sa SDL_ClearQueuedAudio
*/
extern DECLSPEC int SDLCALL SDL_QueueAudio(SDL_AudioDeviceID dev, const void *data, Uint32 len);
/**
* Get the number of bytes of still-queued audio.
*
* This is the number of bytes that have been queued for playback with
* SDL_QueueAudio(), but have not yet been sent to the hardware.
*
* Once we've sent it to the hardware, this function can not decide the exact
* byte boundary of what has been played. It's possible that we just gave the
* hardware several kilobytes right before you called this function, but it
* hasn't played any of it yet, or maybe half of it, etc.
*
* You may not queue audio on a device that is using an application-supplied
* callback; calling this function on such a device always returns 0.
* You have to use the audio callback or queue audio with SDL_QueueAudio(),
* but not both.
*
* You should not call SDL_LockAudio() on the device before querying; SDL
* handles locking internally for this function.
*
* \param dev The device ID of which we will query queued audio size.
* \return Number of bytes (not samples!) of queued audio.
*
* \sa SDL_QueueAudio
* \sa SDL_ClearQueuedAudio
*/
extern DECLSPEC Uint32 SDLCALL SDL_GetQueuedAudioSize(SDL_AudioDeviceID dev);
/**
* Drop any queued audio data waiting to be sent to the hardware.
*
* Immediately after this call, SDL_GetQueuedAudioSize() will return 0 and
* the hardware will start playing silence if more audio isn't queued.
*
* This will not prevent playback of queued audio that's already been sent
* to the hardware, as we can not undo that, so expect there to be some
* fraction of a second of audio that might still be heard. This can be
* useful if you want to, say, drop any pending music during a level change
* in your game.
*
* You may not queue audio on a device that is using an application-supplied
* callback; calling this function on such a device is always a no-op.
* You have to use the audio callback or queue audio with SDL_QueueAudio(),
* but not both.
*
* You should not call SDL_LockAudio() on the device before clearing the
* queue; SDL handles locking internally for this function.
*
* This function always succeeds and thus returns void.
*
* \param dev The device ID of which to clear the audio queue.
*
* \sa SDL_QueueAudio
* \sa SDL_GetQueuedAudioSize
*/
extern DECLSPEC void SDLCALL SDL_ClearQueuedAudio(SDL_AudioDeviceID dev);
/**
* \name Audio lock functions
*
* The lock manipulated by these functions protects the callback function.
* During a SDL_LockAudio()/SDL_UnlockAudio() pair, you can be guaranteed that
* the callback function is not running. Do not call these from the callback
* function or you will cause deadlock.
*/
/* @{ */
extern DECLSPEC void SDLCALL SDL_LockAudio(void);
extern DECLSPEC void SDLCALL SDL_LockAudioDevice(SDL_AudioDeviceID dev);
extern DECLSPEC void SDLCALL SDL_UnlockAudio(void);
extern DECLSPEC void SDLCALL SDL_UnlockAudioDevice(SDL_AudioDeviceID dev);
/* @} *//* Audio lock functions */
/**
* This function shuts down audio processing and closes the audio device.
*/
extern DECLSPEC void SDLCALL SDL_CloseAudio(void);
extern DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID dev);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_audio_h */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_bits.h
*
* Functions for fiddling with bits and bitmasks.
*/
#ifndef _SDL_bits_h
#define _SDL_bits_h
#include "SDL_stdinc.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \file SDL_bits.h
*/
/**
* Get the index of the most significant bit. Result is undefined when called
* with 0. This operation can also be stated as "count leading zeroes" and
* "log base 2".
*
* \return Index of the most significant bit, or -1 if the value is 0.
*/
SDL_FORCE_INLINE int
SDL_MostSignificantBitIndex32(Uint32 x)
{
#if defined(__GNUC__) && __GNUC__ >= 4
/* Count Leading Zeroes builtin in GCC.
* http://gcc.gnu.org/onlinedocs/gcc-4.3.4/gcc/Other-Builtins.html
*/
if (x == 0) {
return -1;
}
return 31 - __builtin_clz(x);
#else
/* Based off of Bit Twiddling Hacks by Sean Eron Anderson
* <seander@cs.stanford.edu>, released in the public domain.
* http://graphics.stanford.edu/~seander/bithacks.html#IntegerLog
*/
const Uint32 b[] = {0x2, 0xC, 0xF0, 0xFF00, 0xFFFF0000};
const int S[] = {1, 2, 4, 8, 16};
int msbIndex = 0;
int i;
if (x == 0) {
return -1;
}
for (i = 4; i >= 0; i--)
{
if (x & b[i])
{
x >>= S[i];
msbIndex |= S[i];
}
}
return msbIndex;
#endif
}
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_bits_h */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_blendmode.h
*
* Header file declaring the SDL_BlendMode enumeration
*/
#ifndef _SDL_blendmode_h
#define _SDL_blendmode_h
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \brief The blend mode used in SDL_RenderCopy() and drawing operations.
*/
typedef enum
{
SDL_BLENDMODE_NONE = 0x00000000, /**< no blending
dstRGBA = srcRGBA */
SDL_BLENDMODE_BLEND = 0x00000001, /**< alpha blending
dstRGB = (srcRGB * srcA) + (dstRGB * (1-srcA))
dstA = srcA + (dstA * (1-srcA)) */
SDL_BLENDMODE_ADD = 0x00000002, /**< additive blending
dstRGB = (srcRGB * srcA) + dstRGB
dstA = dstA */
SDL_BLENDMODE_MOD = 0x00000004 /**< color modulate
dstRGB = srcRGB * dstRGB
dstA = dstA */
} SDL_BlendMode;
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_blendmode_h */
/* vi: set ts=4 sw=4 expandtab: */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_clipboard.h
*
* Include file for SDL clipboard handling
*/
#ifndef _SDL_clipboard_h
#define _SDL_clipboard_h
#include "SDL_stdinc.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* Function prototypes */
/**
* \brief Put UTF-8 text into the clipboard
*
* \sa SDL_GetClipboardText()
*/
extern DECLSPEC int SDLCALL SDL_SetClipboardText(const char *text);
/**
* \brief Get UTF-8 text from the clipboard, which must be freed with SDL_free()
*
* \sa SDL_SetClipboardText()
*/
extern DECLSPEC char * SDLCALL SDL_GetClipboardText(void);
/**
* \brief Returns a flag indicating whether the clipboard exists and contains a text string that is non-empty
*
* \sa SDL_GetClipboardText()
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasClipboardText(void);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_clipboard_h */
/* vi: set ts=4 sw=4 expandtab: */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef _SDL_config_windows_h
#define _SDL_config_windows_h
#include "SDL_platform.h"
/* This is a set of defines to configure the SDL features */
#if !defined(_STDINT_H_) && (!defined(HAVE_STDINT_H) || !_HAVE_STDINT_H)
#if defined(__GNUC__) || defined(__DMC__) || defined(__WATCOMC__)
#define HAVE_STDINT_H 1
#elif defined(_MSC_VER)
typedef signed __int8 int8_t;
typedef unsigned __int8 uint8_t;
typedef signed __int16 int16_t;
typedef unsigned __int16 uint16_t;
typedef signed __int32 int32_t;
typedef unsigned __int32 uint32_t;
typedef signed __int64 int64_t;
typedef unsigned __int64 uint64_t;
#ifndef _UINTPTR_T_DEFINED
#ifdef _WIN64
typedef unsigned __int64 uintptr_t;
#else
typedef unsigned int uintptr_t;
#endif
#define _UINTPTR_T_DEFINED
#endif
/* Older Visual C++ headers don't have the Win64-compatible typedefs... */
#if ((_MSC_VER <= 1200) && (!defined(DWORD_PTR)))
#define DWORD_PTR DWORD
#endif
#if ((_MSC_VER <= 1200) && (!defined(LONG_PTR)))
#define LONG_PTR LONG
#endif
#else /* !__GNUC__ && !_MSC_VER */
typedef signed char int8_t;
typedef unsigned char uint8_t;
typedef signed short int16_t;
typedef unsigned short uint16_t;
typedef signed int int32_t;
typedef unsigned int uint32_t;
typedef signed long long int64_t;
typedef unsigned long long uint64_t;
#ifndef _SIZE_T_DEFINED_
#define _SIZE_T_DEFINED_
typedef unsigned int size_t;
#endif
typedef unsigned int uintptr_t;
#endif /* __GNUC__ || _MSC_VER */
#endif /* !_STDINT_H_ && !HAVE_STDINT_H */
#ifdef _WIN64
# define SIZEOF_VOIDP 8
#else
# define SIZEOF_VOIDP 4
#endif
#define HAVE_DDRAW_H 1
#define HAVE_DINPUT_H 1
#define HAVE_DSOUND_H 1
#define HAVE_DXGI_H 1
#define HAVE_XINPUT_H 1
/* This is disabled by default to avoid C runtime dependencies and manifest requirements */
#ifdef HAVE_LIBC
/* Useful headers */
#define HAVE_STDIO_H 1
#define STDC_HEADERS 1
#define HAVE_STRING_H 1
#define HAVE_CTYPE_H 1
#define HAVE_MATH_H 1
#define HAVE_SIGNAL_H 1
/* C library functions */
#define HAVE_MALLOC 1
#define HAVE_CALLOC 1
#define HAVE_REALLOC 1
#define HAVE_FREE 1
#define HAVE_ALLOCA 1
#define HAVE_QSORT 1
#define HAVE_ABS 1
#define HAVE_MEMSET 1
#define HAVE_MEMCPY 1
#define HAVE_MEMMOVE 1
#define HAVE_MEMCMP 1
#define HAVE_STRLEN 1
#define HAVE__STRREV 1
#define HAVE__STRUPR 1
#define HAVE__STRLWR 1
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1
#define HAVE__LTOA 1
#define HAVE__ULTOA 1
#define HAVE_STRTOL 1
#define HAVE_STRTOUL 1
#define HAVE_STRTOD 1
#define HAVE_ATOI 1
#define HAVE_ATOF 1
#define HAVE_STRCMP 1
#define HAVE_STRNCMP 1
#define HAVE__STRICMP 1
#define HAVE__STRNICMP 1
#define HAVE_ATAN 1
#define HAVE_ATAN2 1
#define HAVE_ACOS 1
#define HAVE_ASIN 1
#define HAVE_CEIL 1
#define HAVE_COS 1
#define HAVE_COSF 1
#define HAVE_FABS 1
#define HAVE_FLOOR 1
#define HAVE_LOG 1
#define HAVE_POW 1
#define HAVE_SIN 1
#define HAVE_SINF 1
#define HAVE_SQRT 1
#define HAVE_SQRTF 1
#define HAVE_TAN 1
#define HAVE_TANF 1
#if _MSC_VER >= 1800
#define HAVE_STRTOLL 1
#define HAVE_VSSCANF 1
#define HAVE_COPYSIGN 1
#define HAVE_SCALBN 1
#endif
#if !defined(_MSC_VER) || defined(_USE_MATH_DEFINES)
#define HAVE_M_PI 1
#endif
#else
#define HAVE_STDARG_H 1
#define HAVE_STDDEF_H 1
#endif
/* Enable various audio drivers */
#define SDL_AUDIO_DRIVER_DSOUND 1
#define SDL_AUDIO_DRIVER_XAUDIO2 1
#define SDL_AUDIO_DRIVER_WINMM 1
#define SDL_AUDIO_DRIVER_DISK 1
#define SDL_AUDIO_DRIVER_DUMMY 1
/* Enable various input drivers */
#define SDL_JOYSTICK_DINPUT 1
#define SDL_JOYSTICK_XINPUT 1
#define SDL_HAPTIC_DINPUT 1
#define SDL_HAPTIC_XINPUT 1
/* Enable various shared object loading systems */
#define SDL_LOADSO_WINDOWS 1
/* Enable various threading systems */
#define SDL_THREAD_WINDOWS 1
/* Enable various timer systems */
#define SDL_TIMER_WINDOWS 1
/* Enable various video drivers */
#define SDL_VIDEO_DRIVER_DUMMY 1
#define SDL_VIDEO_DRIVER_WINDOWS 1
#ifndef SDL_VIDEO_RENDER_D3D
#define SDL_VIDEO_RENDER_D3D 1
#endif
#ifndef SDL_VIDEO_RENDER_D3D11
#define SDL_VIDEO_RENDER_D3D11 0
#endif
/* Enable OpenGL support */
#ifndef SDL_VIDEO_OPENGL
#define SDL_VIDEO_OPENGL 1
#endif
#ifndef SDL_VIDEO_OPENGL_WGL
#define SDL_VIDEO_OPENGL_WGL 1
#endif
#ifndef SDL_VIDEO_RENDER_OGL
#define SDL_VIDEO_RENDER_OGL 1
#endif
#ifndef SDL_VIDEO_RENDER_OGL_ES2
#define SDL_VIDEO_RENDER_OGL_ES2 1
#endif
#ifndef SDL_VIDEO_OPENGL_ES2
#define SDL_VIDEO_OPENGL_ES2 1
#endif
#ifndef SDL_VIDEO_OPENGL_EGL
#define SDL_VIDEO_OPENGL_EGL 1
#endif
/* Enable system power support */
#define SDL_POWER_WINDOWS 1
/* Enable filesystem support */
#define SDL_FILESYSTEM_WINDOWS 1
/* Enable assembly routines (Win64 doesn't have inline asm) */
#ifndef _WIN64
#define SDL_ASSEMBLY_ROUTINES 1
#endif
#endif /* _SDL_config_windows_h */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_cpuinfo.h
*
* CPU feature detection for SDL.
*/
#ifndef _SDL_cpuinfo_h
#define _SDL_cpuinfo_h
#include "SDL_stdinc.h"
/* Need to do this here because intrin.h has C++ code in it */
/* Visual Studio 2005 has a bug where intrin.h conflicts with winnt.h */
#if defined(_MSC_VER) && (_MSC_VER >= 1500) && (defined(_M_IX86) || defined(_M_X64))
#include <intrin.h>
#ifndef _WIN64
#define __MMX__
#define __3dNOW__
#endif
#define __SSE__
#define __SSE2__
#elif defined(__MINGW64_VERSION_MAJOR)
#include <intrin.h>
#else
#ifdef __ALTIVEC__
#if HAVE_ALTIVEC_H && !defined(__APPLE_ALTIVEC__)
#include <altivec.h>
#undef pixel
#endif
#endif
#ifdef __MMX__
#include <mmintrin.h>
#endif
#ifdef __3dNOW__
#include <mm3dnow.h>
#endif
#ifdef __SSE__
#include <xmmintrin.h>
#endif
#ifdef __SSE2__
#include <emmintrin.h>
#endif
#endif
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* This is a guess for the cacheline size used for padding.
* Most x86 processors have a 64 byte cache line.
* The 64-bit PowerPC processors have a 128 byte cache line.
* We'll use the larger value to be generally safe.
*/
#define SDL_CACHELINE_SIZE 128
/**
* This function returns the number of CPU cores available.
*/
extern DECLSPEC int SDLCALL SDL_GetCPUCount(void);
/**
* This function returns the L1 cache line size of the CPU
*
* This is useful for determining multi-threaded structure padding
* or SIMD prefetch sizes.
*/
extern DECLSPEC int SDLCALL SDL_GetCPUCacheLineSize(void);
/**
* This function returns true if the CPU has the RDTSC instruction.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasRDTSC(void);
/**
* This function returns true if the CPU has AltiVec features.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasAltiVec(void);
/**
* This function returns true if the CPU has MMX features.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasMMX(void);
/**
* This function returns true if the CPU has 3DNow! features.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_Has3DNow(void);
/**
* This function returns true if the CPU has SSE features.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE(void);
/**
* This function returns true if the CPU has SSE2 features.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE2(void);
/**
* This function returns true if the CPU has SSE3 features.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE3(void);
/**
* This function returns true if the CPU has SSE4.1 features.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE41(void);
/**
* This function returns true if the CPU has SSE4.2 features.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE42(void);
/**
* This function returns true if the CPU has AVX features.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasAVX(void);
/**
* This function returns true if the CPU has AVX2 features.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasAVX2(void);
/**
* This function returns the amount of RAM configured in the system, in MB.
*/
extern DECLSPEC int SDLCALL SDL_GetSystemRAM(void);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_cpuinfo_h */
/* vi: set ts=4 sw=4 expandtab: */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_endian.h
*
* Functions for reading and writing endian-specific values
*/
#ifndef _SDL_endian_h
#define _SDL_endian_h
#include "SDL_stdinc.h"
/**
* \name The two types of endianness
*/
/* @{ */
#define SDL_LIL_ENDIAN 1234
#define SDL_BIG_ENDIAN 4321
/* @} */
#ifndef SDL_BYTEORDER /* Not defined in SDL_config.h? */
#ifdef __linux__
#include <endian.h>
#define SDL_BYTEORDER __BYTE_ORDER
#else /* __linux__ */
#if defined(__hppa__) || \
defined(__m68k__) || defined(mc68000) || defined(_M_M68K) || \
(defined(__MIPS__) && defined(__MISPEB__)) || \
defined(__ppc__) || defined(__POWERPC__) || defined(_M_PPC) || \
defined(__sparc__)
#define SDL_BYTEORDER SDL_BIG_ENDIAN
#else
#define SDL_BYTEORDER SDL_LIL_ENDIAN
#endif
#endif /* __linux__ */
#endif /* !SDL_BYTEORDER */
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \file SDL_endian.h
*/
#if defined(__GNUC__) && defined(__i386__) && \
!(__GNUC__ == 2 && __GNUC_MINOR__ == 95 /* broken gcc version */)
SDL_FORCE_INLINE Uint16
SDL_Swap16(Uint16 x)
{
__asm__("xchgb %b0,%h0": "=q"(x):"0"(x));
return x;
}
#elif defined(__GNUC__) && defined(__x86_64__)
SDL_FORCE_INLINE Uint16
SDL_Swap16(Uint16 x)
{
__asm__("xchgb %b0,%h0": "=Q"(x):"0"(x));
return x;
}
#elif defined(__GNUC__) && (defined(__powerpc__) || defined(__ppc__))
SDL_FORCE_INLINE Uint16
SDL_Swap16(Uint16 x)
{
int result;
__asm__("rlwimi %0,%2,8,16,23": "=&r"(result):"0"(x >> 8), "r"(x));
return (Uint16)result;
}
#elif defined(__GNUC__) && (defined(__M68000__) || defined(__M68020__)) && !defined(__mcoldfire__)
SDL_FORCE_INLINE Uint16
SDL_Swap16(Uint16 x)
{
__asm__("rorw #8,%0": "=d"(x): "0"(x):"cc");
return x;
}
#else
SDL_FORCE_INLINE Uint16
SDL_Swap16(Uint16 x)
{
return SDL_static_cast(Uint16, ((x << 8) | (x >> 8)));
}
#endif
#if defined(__GNUC__) && defined(__i386__)
SDL_FORCE_INLINE Uint32
SDL_Swap32(Uint32 x)
{
__asm__("bswap %0": "=r"(x):"0"(x));
return x;
}
#elif defined(__GNUC__) && defined(__x86_64__)
SDL_FORCE_INLINE Uint32
SDL_Swap32(Uint32 x)
{
__asm__("bswapl %0": "=r"(x):"0"(x));
return x;
}
#elif defined(__GNUC__) && (defined(__powerpc__) || defined(__ppc__))
SDL_FORCE_INLINE Uint32
SDL_Swap32(Uint32 x)
{
Uint32 result;
__asm__("rlwimi %0,%2,24,16,23": "=&r"(result):"0"(x >> 24), "r"(x));
__asm__("rlwimi %0,%2,8,8,15": "=&r"(result):"0"(result), "r"(x));
__asm__("rlwimi %0,%2,24,0,7": "=&r"(result):"0"(result), "r"(x));
return result;
}
#elif defined(__GNUC__) && (defined(__M68000__) || defined(__M68020__)) && !defined(__mcoldfire__)
SDL_FORCE_INLINE Uint32
SDL_Swap32(Uint32 x)
{
__asm__("rorw #8,%0\n\tswap %0\n\trorw #8,%0": "=d"(x): "0"(x):"cc");
return x;
}
#else
SDL_FORCE_INLINE Uint32
SDL_Swap32(Uint32 x)
{
return SDL_static_cast(Uint32, ((x << 24) | ((x << 8) & 0x00FF0000) |
((x >> 8) & 0x0000FF00) | (x >> 24)));
}
#endif
#if defined(__GNUC__) && defined(__i386__)
SDL_FORCE_INLINE Uint64
SDL_Swap64(Uint64 x)
{
union
{
struct
{
Uint32 a, b;
} s;
Uint64 u;
} v;
v.u = x;
__asm__("bswapl %0 ; bswapl %1 ; xchgl %0,%1": "=r"(v.s.a), "=r"(v.s.b):"0"(v.s.a),
"1"(v.s.
b));
return v.u;
}
#elif defined(__GNUC__) && defined(__x86_64__)
SDL_FORCE_INLINE Uint64
SDL_Swap64(Uint64 x)
{
__asm__("bswapq %0": "=r"(x):"0"(x));
return x;
}
#else
SDL_FORCE_INLINE Uint64
SDL_Swap64(Uint64 x)
{
Uint32 hi, lo;
/* Separate into high and low 32-bit values and swap them */
lo = SDL_static_cast(Uint32, x & 0xFFFFFFFF);
x >>= 32;
hi = SDL_static_cast(Uint32, x & 0xFFFFFFFF);
x = SDL_Swap32(lo);
x <<= 32;
x |= SDL_Swap32(hi);
return (x);
}
#endif
SDL_FORCE_INLINE float
SDL_SwapFloat(float x)
{
union
{
float f;
Uint32 ui32;
} swapper;
swapper.f = x;
swapper.ui32 = SDL_Swap32(swapper.ui32);
return swapper.f;
}
/**
* \name Swap to native
* Byteswap item from the specified endianness to the native endianness.
*/
/* @{ */
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
#define SDL_SwapLE16(X) (X)
#define SDL_SwapLE32(X) (X)
#define SDL_SwapLE64(X) (X)
#define SDL_SwapFloatLE(X) (X)
#define SDL_SwapBE16(X) SDL_Swap16(X)
#define SDL_SwapBE32(X) SDL_Swap32(X)
#define SDL_SwapBE64(X) SDL_Swap64(X)
#define SDL_SwapFloatBE(X) SDL_SwapFloat(X)
#else
#define SDL_SwapLE16(X) SDL_Swap16(X)
#define SDL_SwapLE32(X) SDL_Swap32(X)
#define SDL_SwapLE64(X) SDL_Swap64(X)
#define SDL_SwapFloatLE(X) SDL_SwapFloat(X)
#define SDL_SwapBE16(X) (X)
#define SDL_SwapBE32(X) (X)
#define SDL_SwapBE64(X) (X)
#define SDL_SwapFloatBE(X) (X)
#endif
/* @} *//* Swap to native */
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_endian_h */
/* vi: set ts=4 sw=4 expandtab: */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_error.h
*
* Simple error message routines for SDL.
*/
#ifndef _SDL_error_h
#define _SDL_error_h
#include "SDL_stdinc.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* Public functions */
/* SDL_SetError() unconditionally returns -1. */
extern DECLSPEC int SDLCALL SDL_SetError(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1);
extern DECLSPEC const char *SDLCALL SDL_GetError(void);
extern DECLSPEC void SDLCALL SDL_ClearError(void);
/**
* \name Internal error functions
*
* \internal
* Private error reporting function - used internally.
*/
/* @{ */
#define SDL_OutOfMemory() SDL_Error(SDL_ENOMEM)
#define SDL_Unsupported() SDL_Error(SDL_UNSUPPORTED)
#define SDL_InvalidParamError(param) SDL_SetError("Parameter '%s' is invalid", (param))
typedef enum
{
SDL_ENOMEM,
SDL_EFREAD,
SDL_EFWRITE,
SDL_EFSEEK,
SDL_UNSUPPORTED,
SDL_LASTERROR
} SDL_errorcode;
/* SDL_Error() unconditionally returns -1. */
extern DECLSPEC int SDLCALL SDL_Error(SDL_errorcode code);
/* @} *//* Internal error functions */
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_error_h */
/* vi: set ts=4 sw=4 expandtab: */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_events.h
*
* Include file for SDL event handling.
*/
#ifndef _SDL_events_h
#define _SDL_events_h
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_video.h"
#include "SDL_keyboard.h"
#include "SDL_mouse.h"
#include "SDL_joystick.h"
#include "SDL_gamecontroller.h"
#include "SDL_quit.h"
#include "SDL_gesture.h"
#include "SDL_touch.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* General keyboard/mouse state definitions */
#define SDL_RELEASED 0
#define SDL_PRESSED 1
/**
* \brief The types of events that can be delivered.
*/
typedef enum
{
SDL_FIRSTEVENT = 0, /**< Unused (do not remove) */
/* Application events */
SDL_QUIT = 0x100, /**< User-requested quit */
/* These application events have special meaning on iOS, see README-ios.md for details */
SDL_APP_TERMINATING, /**< The application is being terminated by the OS
Called on iOS in applicationWillTerminate()
Called on Android in onDestroy()
*/
SDL_APP_LOWMEMORY, /**< The application is low on memory, free memory if possible.
Called on iOS in applicationDidReceiveMemoryWarning()
Called on Android in onLowMemory()
*/
SDL_APP_WILLENTERBACKGROUND, /**< The application is about to enter the background
Called on iOS in applicationWillResignActive()
Called on Android in onPause()
*/
SDL_APP_DIDENTERBACKGROUND, /**< The application did enter the background and may not get CPU for some time
Called on iOS in applicationDidEnterBackground()
Called on Android in onPause()
*/
SDL_APP_WILLENTERFOREGROUND, /**< The application is about to enter the foreground
Called on iOS in applicationWillEnterForeground()
Called on Android in onResume()
*/
SDL_APP_DIDENTERFOREGROUND, /**< The application is now interactive
Called on iOS in applicationDidBecomeActive()
Called on Android in onResume()
*/
/* Window events */
SDL_WINDOWEVENT = 0x200, /**< Window state change */
SDL_SYSWMEVENT, /**< System specific event */
/* Keyboard events */
SDL_KEYDOWN = 0x300, /**< Key pressed */
SDL_KEYUP, /**< Key released */
SDL_TEXTEDITING, /**< Keyboard text editing (composition) */
SDL_TEXTINPUT, /**< Keyboard text input */
/* Mouse events */
SDL_MOUSEMOTION = 0x400, /**< Mouse moved */
SDL_MOUSEBUTTONDOWN, /**< Mouse button pressed */
SDL_MOUSEBUTTONUP, /**< Mouse button released */
SDL_MOUSEWHEEL, /**< Mouse wheel motion */
/* Joystick events */
SDL_JOYAXISMOTION = 0x600, /**< Joystick axis motion */
SDL_JOYBALLMOTION, /**< Joystick trackball motion */
SDL_JOYHATMOTION, /**< Joystick hat position change */
SDL_JOYBUTTONDOWN, /**< Joystick button pressed */
SDL_JOYBUTTONUP, /**< Joystick button released */
SDL_JOYDEVICEADDED, /**< A new joystick has been inserted into the system */
SDL_JOYDEVICEREMOVED, /**< An opened joystick has been removed */
/* Game controller events */
SDL_CONTROLLERAXISMOTION = 0x650, /**< Game controller axis motion */
SDL_CONTROLLERBUTTONDOWN, /**< Game controller button pressed */
SDL_CONTROLLERBUTTONUP, /**< Game controller button released */
SDL_CONTROLLERDEVICEADDED, /**< A new Game controller has been inserted into the system */
SDL_CONTROLLERDEVICEREMOVED, /**< An opened Game controller has been removed */
SDL_CONTROLLERDEVICEREMAPPED, /**< The controller mapping was updated */
/* Touch events */
SDL_FINGERDOWN = 0x700,
SDL_FINGERUP,
SDL_FINGERMOTION,
/* Gesture events */
SDL_DOLLARGESTURE = 0x800,
SDL_DOLLARRECORD,
SDL_MULTIGESTURE,
/* Clipboard events */
SDL_CLIPBOARDUPDATE = 0x900, /**< The clipboard changed */
/* Drag and drop events */
SDL_DROPFILE = 0x1000, /**< The system requests a file open */
/* Audio hotplug events */
SDL_AUDIODEVICEADDED = 0x1100, /**< A new audio device is available */
SDL_AUDIODEVICEREMOVED, /**< An audio device has been removed. */
/* Render events */
SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
SDL_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */
/** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use,
* and should be allocated with SDL_RegisterEvents()
*/
SDL_USEREVENT = 0x8000,
/**
* This last event is only for bounding internal arrays
*/
SDL_LASTEVENT = 0xFFFF
} SDL_EventType;
/**
* \brief Fields shared by every event
*/
typedef struct SDL_CommonEvent
{
Uint32 type;
Uint32 timestamp;
} SDL_CommonEvent;
/**
* \brief Window state change event data (event.window.*)
*/
typedef struct SDL_WindowEvent
{
Uint32 type; /**< ::SDL_WINDOWEVENT */
Uint32 timestamp;
Uint32 windowID; /**< The associated window */
Uint8 event; /**< ::SDL_WindowEventID */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
Sint32 data1; /**< event dependent data */
Sint32 data2; /**< event dependent data */
} SDL_WindowEvent;
/**
* \brief Keyboard button event structure (event.key.*)
*/
typedef struct SDL_KeyboardEvent
{
Uint32 type; /**< ::SDL_KEYDOWN or ::SDL_KEYUP */
Uint32 timestamp;
Uint32 windowID; /**< The window with keyboard focus, if any */
Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
Uint8 repeat; /**< Non-zero if this is a key repeat */
Uint8 padding2;
Uint8 padding3;
SDL_Keysym keysym; /**< The key that was pressed or released */
} SDL_KeyboardEvent;
#define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32)
/**
* \brief Keyboard text editing event structure (event.edit.*)
*/
typedef struct SDL_TextEditingEvent
{
Uint32 type; /**< ::SDL_TEXTEDITING */
Uint32 timestamp;
Uint32 windowID; /**< The window with keyboard focus, if any */
char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE]; /**< The editing text */
Sint32 start; /**< The start cursor of selected editing text */
Sint32 length; /**< The length of selected editing text */
} SDL_TextEditingEvent;
#define SDL_TEXTINPUTEVENT_TEXT_SIZE (32)
/**
* \brief Keyboard text input event structure (event.text.*)
*/
typedef struct SDL_TextInputEvent
{
Uint32 type; /**< ::SDL_TEXTINPUT */
Uint32 timestamp;
Uint32 windowID; /**< The window with keyboard focus, if any */
char text[SDL_TEXTINPUTEVENT_TEXT_SIZE]; /**< The input text */
} SDL_TextInputEvent;
/**
* \brief Mouse motion event structure (event.motion.*)
*/
typedef struct SDL_MouseMotionEvent
{
Uint32 type; /**< ::SDL_MOUSEMOTION */
Uint32 timestamp;
Uint32 windowID; /**< The window with mouse focus, if any */
Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
Uint32 state; /**< The current button state */
Sint32 x; /**< X coordinate, relative to window */
Sint32 y; /**< Y coordinate, relative to window */
Sint32 xrel; /**< The relative motion in the X direction */
Sint32 yrel; /**< The relative motion in the Y direction */
} SDL_MouseMotionEvent;
/**
* \brief Mouse button event structure (event.button.*)
*/
typedef struct SDL_MouseButtonEvent
{
Uint32 type; /**< ::SDL_MOUSEBUTTONDOWN or ::SDL_MOUSEBUTTONUP */
Uint32 timestamp;
Uint32 windowID; /**< The window with mouse focus, if any */
Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
Uint8 button; /**< The mouse button index */
Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
Uint8 clicks; /**< 1 for single-click, 2 for double-click, etc. */
Uint8 padding1;
Sint32 x; /**< X coordinate, relative to window */
Sint32 y; /**< Y coordinate, relative to window */
} SDL_MouseButtonEvent;
/**
* \brief Mouse wheel event structure (event.wheel.*)
*/
typedef struct SDL_MouseWheelEvent
{
Uint32 type; /**< ::SDL_MOUSEWHEEL */
Uint32 timestamp;
Uint32 windowID; /**< The window with mouse focus, if any */
Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
Sint32 x; /**< The amount scrolled horizontally, positive to the right and negative to the left */
Sint32 y; /**< The amount scrolled vertically, positive away from the user and negative toward the user */
Uint32 direction; /**< Set to one of the SDL_MOUSEWHEEL_* defines. When FLIPPED the values in X and Y will be opposite. Multiply by -1 to change them back */
} SDL_MouseWheelEvent;
/**
* \brief Joystick axis motion event structure (event.jaxis.*)
*/
typedef struct SDL_JoyAxisEvent
{
Uint32 type; /**< ::SDL_JOYAXISMOTION */
Uint32 timestamp;
SDL_JoystickID which; /**< The joystick instance id */
Uint8 axis; /**< The joystick axis index */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
Sint16 value; /**< The axis value (range: -32768 to 32767) */
Uint16 padding4;
} SDL_JoyAxisEvent;
/**
* \brief Joystick trackball motion event structure (event.jball.*)
*/
typedef struct SDL_JoyBallEvent
{
Uint32 type; /**< ::SDL_JOYBALLMOTION */
Uint32 timestamp;
SDL_JoystickID which; /**< The joystick instance id */
Uint8 ball; /**< The joystick trackball index */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
Sint16 xrel; /**< The relative motion in the X direction */
Sint16 yrel; /**< The relative motion in the Y direction */
} SDL_JoyBallEvent;
/**
* \brief Joystick hat position change event structure (event.jhat.*)
*/
typedef struct SDL_JoyHatEvent
{
Uint32 type; /**< ::SDL_JOYHATMOTION */
Uint32 timestamp;
SDL_JoystickID which; /**< The joystick instance id */
Uint8 hat; /**< The joystick hat index */
Uint8 value; /**< The hat position value.
* \sa ::SDL_HAT_LEFTUP ::SDL_HAT_UP ::SDL_HAT_RIGHTUP
* \sa ::SDL_HAT_LEFT ::SDL_HAT_CENTERED ::SDL_HAT_RIGHT
* \sa ::SDL_HAT_LEFTDOWN ::SDL_HAT_DOWN ::SDL_HAT_RIGHTDOWN
*
* Note that zero means the POV is centered.
*/
Uint8 padding1;
Uint8 padding2;
} SDL_JoyHatEvent;
/**
* \brief Joystick button event structure (event.jbutton.*)
*/
typedef struct SDL_JoyButtonEvent
{
Uint32 type; /**< ::SDL_JOYBUTTONDOWN or ::SDL_JOYBUTTONUP */
Uint32 timestamp;
SDL_JoystickID which; /**< The joystick instance id */
Uint8 button; /**< The joystick button index */
Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
Uint8 padding1;
Uint8 padding2;
} SDL_JoyButtonEvent;
/**
* \brief Joystick device event structure (event.jdevice.*)
*/
typedef struct SDL_JoyDeviceEvent
{
Uint32 type; /**< ::SDL_JOYDEVICEADDED or ::SDL_JOYDEVICEREMOVED */
Uint32 timestamp;
Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED event */
} SDL_JoyDeviceEvent;
/**
* \brief Game controller axis motion event structure (event.caxis.*)
*/
typedef struct SDL_ControllerAxisEvent
{
Uint32 type; /**< ::SDL_CONTROLLERAXISMOTION */
Uint32 timestamp;
SDL_JoystickID which; /**< The joystick instance id */
Uint8 axis; /**< The controller axis (SDL_GameControllerAxis) */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
Sint16 value; /**< The axis value (range: -32768 to 32767) */
Uint16 padding4;
} SDL_ControllerAxisEvent;
/**
* \brief Game controller button event structure (event.cbutton.*)
*/
typedef struct SDL_ControllerButtonEvent
{
Uint32 type; /**< ::SDL_CONTROLLERBUTTONDOWN or ::SDL_CONTROLLERBUTTONUP */
Uint32 timestamp;
SDL_JoystickID which; /**< The joystick instance id */
Uint8 button; /**< The controller button (SDL_GameControllerButton) */
Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
Uint8 padding1;
Uint8 padding2;
} SDL_ControllerButtonEvent;
/**
* \brief Controller device event structure (event.cdevice.*)
*/
typedef struct SDL_ControllerDeviceEvent
{
Uint32 type; /**< ::SDL_CONTROLLERDEVICEADDED, ::SDL_CONTROLLERDEVICEREMOVED, or ::SDL_CONTROLLERDEVICEREMAPPED */
Uint32 timestamp;
Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED or REMAPPED event */
} SDL_ControllerDeviceEvent;
/**
* \brief Audio device event structure (event.adevice.*)
*/
typedef struct SDL_AudioDeviceEvent
{
Uint32 type; /**< ::SDL_AUDIODEVICEADDED, or ::SDL_AUDIODEVICEREMOVED */
Uint32 timestamp;
Uint32 which; /**< The audio device index for the ADDED event (valid until next SDL_GetNumAudioDevices() call), SDL_AudioDeviceID for the REMOVED event */
Uint8 iscapture; /**< zero if an output device, non-zero if a capture device. */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
} SDL_AudioDeviceEvent;
/**
* \brief Touch finger event structure (event.tfinger.*)
*/
typedef struct SDL_TouchFingerEvent
{
Uint32 type; /**< ::SDL_FINGERMOTION or ::SDL_FINGERDOWN or ::SDL_FINGERUP */
Uint32 timestamp;
SDL_TouchID touchId; /**< The touch device id */
SDL_FingerID fingerId;
float x; /**< Normalized in the range 0...1 */
float y; /**< Normalized in the range 0...1 */
float dx; /**< Normalized in the range -1...1 */
float dy; /**< Normalized in the range -1...1 */
float pressure; /**< Normalized in the range 0...1 */
} SDL_TouchFingerEvent;
/**
* \brief Multiple Finger Gesture Event (event.mgesture.*)
*/
typedef struct SDL_MultiGestureEvent
{
Uint32 type; /**< ::SDL_MULTIGESTURE */
Uint32 timestamp;
SDL_TouchID touchId; /**< The touch device index */
float dTheta;
float dDist;
float x;
float y;
Uint16 numFingers;
Uint16 padding;
} SDL_MultiGestureEvent;
/**
* \brief Dollar Gesture Event (event.dgesture.*)
*/
typedef struct SDL_DollarGestureEvent
{
Uint32 type; /**< ::SDL_DOLLARGESTURE or ::SDL_DOLLARRECORD */
Uint32 timestamp;
SDL_TouchID touchId; /**< The touch device id */
SDL_GestureID gestureId;
Uint32 numFingers;
float error;
float x; /**< Normalized center of gesture */
float y; /**< Normalized center of gesture */
} SDL_DollarGestureEvent;
/**
* \brief An event used to request a file open by the system (event.drop.*)
* This event is disabled by default, you can enable it with SDL_EventState()
* \note If you enable this event, you must free the filename in the event.
*/
typedef struct SDL_DropEvent
{
Uint32 type; /**< ::SDL_DROPFILE */
Uint32 timestamp;
char *file; /**< The file name, which should be freed with SDL_free() */
} SDL_DropEvent;
/**
* \brief The "quit requested" event
*/
typedef struct SDL_QuitEvent
{
Uint32 type; /**< ::SDL_QUIT */
Uint32 timestamp;
} SDL_QuitEvent;
/**
* \brief OS Specific event
*/
typedef struct SDL_OSEvent
{
Uint32 type; /**< ::SDL_QUIT */
Uint32 timestamp;
} SDL_OSEvent;
/**
* \brief A user-defined event type (event.user.*)
*/
typedef struct SDL_UserEvent
{
Uint32 type; /**< ::SDL_USEREVENT through ::SDL_LASTEVENT-1 */
Uint32 timestamp;
Uint32 windowID; /**< The associated window if any */
Sint32 code; /**< User defined event code */
void *data1; /**< User defined data pointer */
void *data2; /**< User defined data pointer */
} SDL_UserEvent;
struct SDL_SysWMmsg;
typedef struct SDL_SysWMmsg SDL_SysWMmsg;
/**
* \brief A video driver dependent system event (event.syswm.*)
* This event is disabled by default, you can enable it with SDL_EventState()
*
* \note If you want to use this event, you should include SDL_syswm.h.
*/
typedef struct SDL_SysWMEvent
{
Uint32 type; /**< ::SDL_SYSWMEVENT */
Uint32 timestamp;
SDL_SysWMmsg *msg; /**< driver dependent data, defined in SDL_syswm.h */
} SDL_SysWMEvent;
/**
* \brief General event structure
*/
typedef union SDL_Event
{
Uint32 type; /**< Event type, shared with all events */
SDL_CommonEvent common; /**< Common event data */
SDL_WindowEvent window; /**< Window event data */
SDL_KeyboardEvent key; /**< Keyboard event data */
SDL_TextEditingEvent edit; /**< Text editing event data */
SDL_TextInputEvent text; /**< Text input event data */
SDL_MouseMotionEvent motion; /**< Mouse motion event data */
SDL_MouseButtonEvent button; /**< Mouse button event data */
SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */
SDL_JoyAxisEvent jaxis; /**< Joystick axis event data */
SDL_JoyBallEvent jball; /**< Joystick ball event data */
SDL_JoyHatEvent jhat; /**< Joystick hat event data */
SDL_JoyButtonEvent jbutton; /**< Joystick button event data */
SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */
SDL_ControllerAxisEvent caxis; /**< Game Controller axis event data */
SDL_ControllerButtonEvent cbutton; /**< Game Controller button event data */
SDL_ControllerDeviceEvent cdevice; /**< Game Controller device event data */
SDL_AudioDeviceEvent adevice; /**< Audio device event data */
SDL_QuitEvent quit; /**< Quit request event data */
SDL_UserEvent user; /**< Custom event data */
SDL_SysWMEvent syswm; /**< System dependent window event data */
SDL_TouchFingerEvent tfinger; /**< Touch finger event data */
SDL_MultiGestureEvent mgesture; /**< Gesture event data */
SDL_DollarGestureEvent dgesture; /**< Gesture event data */
SDL_DropEvent drop; /**< Drag and drop event data */
/* This is necessary for ABI compatibility between Visual C++ and GCC
Visual C++ will respect the push pack pragma and use 52 bytes for
this structure, and GCC will use the alignment of the largest datatype
within the union, which is 8 bytes.
So... we'll add padding to force the size to be 56 bytes for both.
*/
Uint8 padding[56];
} SDL_Event;
/* Function prototypes */
/**
* Pumps the event loop, gathering events from the input devices.
*
* This function updates the event queue and internal input device state.
*
* This should only be run in the thread that sets the video mode.
*/
extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
/* @{ */
typedef enum
{
SDL_ADDEVENT,
SDL_PEEKEVENT,
SDL_GETEVENT
} SDL_eventaction;
/**
* Checks the event queue for messages and optionally returns them.
*
* If \c action is ::SDL_ADDEVENT, up to \c numevents events will be added to
* the back of the event queue.
*
* If \c action is ::SDL_PEEKEVENT, up to \c numevents events at the front
* of the event queue, within the specified minimum and maximum type,
* will be returned and will not be removed from the queue.
*
* If \c action is ::SDL_GETEVENT, up to \c numevents events at the front
* of the event queue, within the specified minimum and maximum type,
* will be returned and will be removed from the queue.
*
* \return The number of events actually stored, or -1 if there was an error.
*
* This function is thread-safe.
*/
extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents,
SDL_eventaction action,
Uint32 minType, Uint32 maxType);
/* @} */
/**
* Checks to see if certain event types are in the event queue.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type);
extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType);
/**
* This function clears events from the event queue
* This function only affects currently queued events. If you want to make
* sure that all pending OS events are flushed, you can call SDL_PumpEvents()
* on the main thread immediately before the flush call.
*/
extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type);
extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
/**
* \brief Polls for currently pending events.
*
* \return 1 if there are any pending events, or 0 if there are none available.
*
* \param event If not NULL, the next event is removed from the queue and
* stored in that area.
*/
extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event);
/**
* \brief Waits indefinitely for the next available event.
*
* \return 1, or 0 if there was an error while waiting for events.
*
* \param event If not NULL, the next event is removed from the queue and
* stored in that area.
*/
extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event);
/**
* \brief Waits until the specified timeout (in milliseconds) for the next
* available event.
*
* \return 1, or 0 if there was an error while waiting for events.
*
* \param event If not NULL, the next event is removed from the queue and
* stored in that area.
* \param timeout The timeout (in milliseconds) to wait for next event.
*/
extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event * event,
int timeout);
/**
* \brief Add an event to the event queue.
*
* \return 1 on success, 0 if the event was filtered, or -1 if the event queue
* was full or there was some other error.
*/
extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event);
typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event);
/**
* Sets up a filter to process all events before they change internal state and
* are posted to the internal event queue.
*
* The filter is prototyped as:
* \code
* int SDL_EventFilter(void *userdata, SDL_Event * event);
* \endcode
*
* If the filter returns 1, then the event will be added to the internal queue.
* If it returns 0, then the event will be dropped from the queue, but the
* internal state will still be updated. This allows selective filtering of
* dynamically arriving events.
*
* \warning Be very careful of what you do in the event filter function, as
* it may run in a different thread!
*
* There is one caveat when dealing with the ::SDL_QuitEvent event type. The
* event filter is only called when the window manager desires to close the
* application window. If the event filter returns 1, then the window will
* be closed, otherwise the window will remain open if possible.
*
* If the quit event is generated by an interrupt signal, it will bypass the
* internal queue and be delivered to the application at the next event poll.
*/
extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter,
void *userdata);
/**
* Return the current event filter - can be used to "chain" filters.
* If there is no event filter set, this function returns SDL_FALSE.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter,
void **userdata);
/**
* Add a function which is called when an event is added to the queue.
*/
extern DECLSPEC void SDLCALL SDL_AddEventWatch(SDL_EventFilter filter,
void *userdata);
/**
* Remove an event watch function added with SDL_AddEventWatch()
*/
extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter,
void *userdata);
/**
* Run the filter function on the current event queue, removing any
* events for which the filter returns 0.
*/
extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
void *userdata);
/* @{ */
#define SDL_QUERY -1
#define SDL_IGNORE 0
#define SDL_DISABLE 0
#define SDL_ENABLE 1
/**
* This function allows you to set the state of processing certain events.
* - If \c state is set to ::SDL_IGNORE, that event will be automatically
* dropped from the event queue and will not event be filtered.
* - If \c state is set to ::SDL_ENABLE, that event will be processed
* normally.
* - If \c state is set to ::SDL_QUERY, SDL_EventState() will return the
* current processing state of the specified event.
*/
extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint32 type, int state);
/* @} */
#define SDL_GetEventState(type) SDL_EventState(type, SDL_QUERY)
/**
* This function allocates a set of user-defined events, and returns
* the beginning event number for that set of events.
*
* If there aren't enough user-defined events left, this function
* returns (Uint32)-1
*/
extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_events_h */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_filesystem.h
*
* \brief Include file for filesystem SDL API functions
*/
#ifndef _SDL_filesystem_h
#define _SDL_filesystem_h
#include "SDL_stdinc.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \brief Get the path where the application resides.
*
* Get the "base path". This is the directory where the application was run
* from, which is probably the installation directory, and may or may not
* be the process's current working directory.
*
* This returns an absolute path in UTF-8 encoding, and is guaranteed to
* end with a path separator ('\\' on Windows, '/' most other places).
*
* The pointer returned by this function is owned by you. Please call
* SDL_free() on the pointer when you are done with it, or it will be a
* memory leak. This is not necessarily a fast call, though, so you should
* call this once near startup and save the string if you need it.
*
* Some platforms can't determine the application's path, and on other
* platforms, this might be meaningless. In such cases, this function will
* return NULL.
*
* \return String of base dir in UTF-8 encoding, or NULL on error.
*
* \sa SDL_GetPrefPath
*/
extern DECLSPEC char *SDLCALL SDL_GetBasePath(void);
/**
* \brief Get the user-and-app-specific path where files can be written.
*
* Get the "pref dir". This is meant to be where users can write personal
* files (preferences and save games, etc) that are specific to your
* application. This directory is unique per user, per application.
*
* This function will decide the appropriate location in the native filesystem,
* create the directory if necessary, and return a string of the absolute
* path to the directory in UTF-8 encoding.
*
* On Windows, the string might look like:
* "C:\\Users\\bob\\AppData\\Roaming\\My Company\\My Program Name\\"
*
* On Linux, the string might look like:
* "/home/bob/.local/share/My Program Name/"
*
* On Mac OS X, the string might look like:
* "/Users/bob/Library/Application Support/My Program Name/"
*
* (etc.)
*
* You specify the name of your organization (if it's not a real organization,
* your name or an Internet domain you own might do) and the name of your
* application. These should be untranslated proper names.
*
* Both the org and app strings may become part of a directory name, so
* please follow these rules:
*
* - Try to use the same org string (including case-sensitivity) for
* all your applications that use this function.
* - Always use a unique app string for each one, and make sure it never
* changes for an app once you've decided on it.
* - Unicode characters are legal, as long as it's UTF-8 encoded, but...
* - ...only use letters, numbers, and spaces. Avoid punctuation like
* "Game Name 2: Bad Guy's Revenge!" ... "Game Name 2" is sufficient.
*
* This returns an absolute path in UTF-8 encoding, and is guaranteed to
* end with a path separator ('\\' on Windows, '/' most other places).
*
* The pointer returned by this function is owned by you. Please call
* SDL_free() on the pointer when you are done with it, or it will be a
* memory leak. This is not necessarily a fast call, though, so you should
* call this once near startup and save the string if you need it.
*
* You should assume the path returned by this function is the only safe
* place to write files (and that SDL_GetBasePath(), while it might be
* writable, or even the parent of the returned path, aren't where you
* should be writing things).
*
* Some platforms can't determine the pref path, and on other
* platforms, this might be meaningless. In such cases, this function will
* return NULL.
*
* \param org The name of your organization.
* \param app The name of your application.
* \return UTF-8 string of user dir in platform-dependent notation. NULL
* if there's a problem (creating directory failed, etc).
*
* \sa SDL_GetBasePath
*/
extern DECLSPEC char *SDLCALL SDL_GetPrefPath(const char *org, const char *app);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_filesystem_h */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_gamecontroller.h
*
* Include file for SDL game controller event handling
*/
#ifndef _SDL_gamecontroller_h
#define _SDL_gamecontroller_h
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_rwops.h"
#include "SDL_joystick.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \file SDL_gamecontroller.h
*
* In order to use these functions, SDL_Init() must have been called
* with the ::SDL_INIT_GAMECONTROLLER flag. This causes SDL to scan the system
* for game controllers, and load appropriate drivers.
*
* If you would like to receive controller updates while the application
* is in the background, you should set the following hint before calling
* SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
*/
/* The gamecontroller structure used to identify an SDL game controller */
struct _SDL_GameController;
typedef struct _SDL_GameController SDL_GameController;
typedef enum
{
SDL_CONTROLLER_BINDTYPE_NONE = 0,
SDL_CONTROLLER_BINDTYPE_BUTTON,
SDL_CONTROLLER_BINDTYPE_AXIS,
SDL_CONTROLLER_BINDTYPE_HAT
} SDL_GameControllerBindType;
/**
* Get the SDL joystick layer binding for this controller button/axis mapping
*/
typedef struct SDL_GameControllerButtonBind
{
SDL_GameControllerBindType bindType;
union
{
int button;
int axis;
struct {
int hat;
int hat_mask;
} hat;
} value;
} SDL_GameControllerButtonBind;
/**
* To count the number of game controllers in the system for the following:
* int nJoysticks = SDL_NumJoysticks();
* int nGameControllers = 0;
* for ( int i = 0; i < nJoysticks; i++ ) {
* if ( SDL_IsGameController(i) ) {
* nGameControllers++;
* }
* }
*
* Using the SDL_HINT_GAMECONTROLLERCONFIG hint or the SDL_GameControllerAddMapping you can add support for controllers SDL is unaware of or cause an existing controller to have a different binding. The format is:
* guid,name,mappings
*
* Where GUID is the string value from SDL_JoystickGetGUIDString(), name is the human readable string for the device and mappings are controller mappings to joystick ones.
* Under Windows there is a reserved GUID of "xinput" that covers any XInput devices.
* The mapping format for joystick is:
* bX - a joystick button, index X
* hX.Y - hat X with value Y
* aX - axis X of the joystick
* Buttons can be used as a controller axis and vice versa.
*
* This string shows an example of a valid mapping for a controller
* "341a3608000000000000504944564944,Afterglow PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7",
*
*/
/**
* Load a set of mappings from a seekable SDL data stream (memory or file), filtered by the current SDL_GetPlatform()
* A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt
*
* If \c freerw is non-zero, the stream will be closed after being read.
*
* \return number of mappings added, -1 on error
*/
extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW( SDL_RWops * rw, int freerw );
/**
* Load a set of mappings from a file, filtered by the current SDL_GetPlatform()
*
* Convenience macro.
*/
#define SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)
/**
* Add or update an existing mapping configuration
*
* \return 1 if mapping is added, 0 if updated, -1 on error
*/
extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping( const char* mappingString );
/**
* Get a mapping string for a GUID
*
* \return the mapping string. Must be freed with SDL_free. Returns NULL if no mapping is available
*/
extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID( SDL_JoystickGUID guid );
/**
* Get a mapping string for an open GameController
*
* \return the mapping string. Must be freed with SDL_free. Returns NULL if no mapping is available
*/
extern DECLSPEC char * SDLCALL SDL_GameControllerMapping( SDL_GameController * gamecontroller );
/**
* Is the joystick on this index supported by the game controller interface?
*/
extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
/**
* Get the implementation dependent name of a game controller.
* This can be called before any controllers are opened.
* If no name can be found, this function returns NULL.
*/
extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
/**
* Open a game controller for use.
* The index passed as an argument refers to the N'th game controller on the system.
* This index is not the value which will identify this controller in future
* controller events. The joystick's instance id (::SDL_JoystickID) will be
* used there instead.
*
* \return A controller identifier, or NULL if an error occurred.
*/
extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
/**
* Return the name for this currently opened controller
*/
extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
/**
* Returns SDL_TRUE if the controller has been opened and currently connected,
* or SDL_FALSE if it has not.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
/**
* Get the underlying joystick object used by a controller
*/
extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
/**
* Enable/disable controller event polling.
*
* If controller events are disabled, you must call SDL_GameControllerUpdate()
* yourself and check the state of the controller when you want controller
* information.
*
* The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
*/
extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
/**
* Update the current state of the open game controllers.
*
* This is called automatically by the event loop if any game controller
* events are enabled.
*/
extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
/**
* The list of axes available from a controller
*/
typedef enum
{
SDL_CONTROLLER_AXIS_INVALID = -1,
SDL_CONTROLLER_AXIS_LEFTX,
SDL_CONTROLLER_AXIS_LEFTY,
SDL_CONTROLLER_AXIS_RIGHTX,
SDL_CONTROLLER_AXIS_RIGHTY,
SDL_CONTROLLER_AXIS_TRIGGERLEFT,
SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
SDL_CONTROLLER_AXIS_MAX
} SDL_GameControllerAxis;
/**
* turn this string into a axis mapping
*/
extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString);
/**
* turn this axis enum into a string mapping
*/
extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
/**
* Get the SDL joystick layer binding for this controller button mapping
*/
extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
SDL_GameControllerAxis axis);
/**
* Get the current state of an axis control on a game controller.
*
* The state is a value ranging from -32768 to 32767 (except for the triggers,
* which range from 0 to 32767).
*
* The axis indices start at index 0.
*/
extern DECLSPEC Sint16 SDLCALL
SDL_GameControllerGetAxis(SDL_GameController *gamecontroller,
SDL_GameControllerAxis axis);
/**
* The list of buttons available from a controller
*/
typedef enum
{
SDL_CONTROLLER_BUTTON_INVALID = -1,
SDL_CONTROLLER_BUTTON_A,
SDL_CONTROLLER_BUTTON_B,
SDL_CONTROLLER_BUTTON_X,
SDL_CONTROLLER_BUTTON_Y,
SDL_CONTROLLER_BUTTON_BACK,
SDL_CONTROLLER_BUTTON_GUIDE,
SDL_CONTROLLER_BUTTON_START,
SDL_CONTROLLER_BUTTON_LEFTSTICK,
SDL_CONTROLLER_BUTTON_RIGHTSTICK,
SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
SDL_CONTROLLER_BUTTON_DPAD_UP,
SDL_CONTROLLER_BUTTON_DPAD_DOWN,
SDL_CONTROLLER_BUTTON_DPAD_LEFT,
SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
SDL_CONTROLLER_BUTTON_MAX
} SDL_GameControllerButton;
/**
* turn this string into a button mapping
*/
extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);
/**
* turn this button enum into a string mapping
*/
extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
/**
* Get the SDL joystick layer binding for this controller button mapping
*/
extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
SDL_GameControllerButton button);
/**
* Get the current state of a button on a game controller.
*
* The button indices start at index 0.
*/
extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
SDL_GameControllerButton button);
/**
* Close a controller previously opened with SDL_GameControllerOpen().
*/
extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_gamecontroller_h */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_gesture.h
*
* Include file for SDL gesture event handling.
*/
#ifndef _SDL_gesture_h
#define _SDL_gesture_h
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_video.h"
#include "SDL_touch.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
typedef Sint64 SDL_GestureID;
/* Function prototypes */
/**
* \brief Begin Recording a gesture on the specified touch, or all touches (-1)
*
*
*/
extern DECLSPEC int SDLCALL SDL_RecordGesture(SDL_TouchID touchId);
/**
* \brief Save all currently loaded Dollar Gesture templates
*
*
*/
extern DECLSPEC int SDLCALL SDL_SaveAllDollarTemplates(SDL_RWops *dst);
/**
* \brief Save a currently loaded Dollar Gesture template
*
*
*/
extern DECLSPEC int SDLCALL SDL_SaveDollarTemplate(SDL_GestureID gestureId,SDL_RWops *dst);
/**
* \brief Load Dollar Gesture templates from a file
*
*
*/
extern DECLSPEC int SDLCALL SDL_LoadDollarTemplates(SDL_TouchID touchId, SDL_RWops *src);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_gesture_h */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_hints.h
*
* Official documentation for SDL configuration variables
*
* This file contains functions to set and get configuration hints,
* as well as listing each of them alphabetically.
*
* The convention for naming hints is SDL_HINT_X, where "SDL_X" is
* the environment variable that can be used to override the default.
*
* In general these hints are just that - they may or may not be
* supported or applicable on any given platform, but they provide
* a way for an application or user to give the library a hint as
* to how they would like the library to work.
*/
#ifndef _SDL_hints_h
#define _SDL_hints_h
#include "SDL_stdinc.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \brief A variable controlling how 3D acceleration is used to accelerate the SDL screen surface.
*
* SDL can try to accelerate the SDL screen surface by using streaming
* textures with a 3D rendering engine. This variable controls whether and
* how this is done.
*
* This variable can be set to the following values:
* "0" - Disable 3D acceleration
* "1" - Enable 3D acceleration, using the default renderer.
* "X" - Enable 3D acceleration, using X where X is one of the valid rendering drivers. (e.g. "direct3d", "opengl", etc.)
*
* By default SDL tries to make a best guess for each platform whether
* to use acceleration or not.
*/
#define SDL_HINT_FRAMEBUFFER_ACCELERATION "SDL_FRAMEBUFFER_ACCELERATION"
/**
* \brief A variable specifying which render driver to use.
*
* If the application doesn't pick a specific renderer to use, this variable
* specifies the name of the preferred renderer. If the preferred renderer
* can't be initialized, the normal default renderer is used.
*
* This variable is case insensitive and can be set to the following values:
* "direct3d"
* "opengl"
* "opengles2"
* "opengles"
* "software"
*
* The default varies by platform, but it's the first one in the list that
* is available on the current platform.
*/
#define SDL_HINT_RENDER_DRIVER "SDL_RENDER_DRIVER"
/**
* \brief A variable controlling whether the OpenGL render driver uses shaders if they are available.
*
* This variable can be set to the following values:
* "0" - Disable shaders
* "1" - Enable shaders
*
* By default shaders are used if OpenGL supports them.
*/
#define SDL_HINT_RENDER_OPENGL_SHADERS "SDL_RENDER_OPENGL_SHADERS"
/**
* \brief A variable controlling whether the Direct3D device is initialized for thread-safe operations.
*
* This variable can be set to the following values:
* "0" - Thread-safety is not enabled (faster)
* "1" - Thread-safety is enabled
*
* By default the Direct3D device is created with thread-safety disabled.
*/
#define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE"
/**
* \brief A variable controlling whether to enable Direct3D 11+'s Debug Layer.
*
* This variable does not have any effect on the Direct3D 9 based renderer.
*
* This variable can be set to the following values:
* "0" - Disable Debug Layer use
* "1" - Enable Debug Layer use
*
* By default, SDL does not use Direct3D Debug Layer.
*/
#define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG"
/**
* \brief A variable controlling the scaling quality
*
* This variable can be set to the following values:
* "0" or "nearest" - Nearest pixel sampling
* "1" or "linear" - Linear filtering (supported by OpenGL and Direct3D)
* "2" or "best" - Currently this is the same as "linear"
*
* By default nearest pixel sampling is used
*/
#define SDL_HINT_RENDER_SCALE_QUALITY "SDL_RENDER_SCALE_QUALITY"
/**
* \brief A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing.
*
* This variable can be set to the following values:
* "0" - Disable vsync
* "1" - Enable vsync
*
* By default SDL does not sync screen surface updates with vertical refresh.
*/
#define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC"
/**
* \brief A variable controlling whether the screensaver is enabled.
*
* This variable can be set to the following values:
* "0" - Disable screensaver
* "1" - Enable screensaver
*
* By default SDL will disable the screensaver.
*/
#define SDL_HINT_VIDEO_ALLOW_SCREENSAVER "SDL_VIDEO_ALLOW_SCREENSAVER"
/**
* \brief A variable controlling whether the X11 VidMode extension should be used.
*
* This variable can be set to the following values:
* "0" - Disable XVidMode
* "1" - Enable XVidMode
*
* By default SDL will use XVidMode if it is available.
*/
#define SDL_HINT_VIDEO_X11_XVIDMODE "SDL_VIDEO_X11_XVIDMODE"
/**
* \brief A variable controlling whether the X11 Xinerama extension should be used.
*
* This variable can be set to the following values:
* "0" - Disable Xinerama
* "1" - Enable Xinerama
*
* By default SDL will use Xinerama if it is available.
*/
#define SDL_HINT_VIDEO_X11_XINERAMA "SDL_VIDEO_X11_XINERAMA"
/**
* \brief A variable controlling whether the X11 XRandR extension should be used.
*
* This variable can be set to the following values:
* "0" - Disable XRandR
* "1" - Enable XRandR
*
* By default SDL will not use XRandR because of window manager issues.
*/
#define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR"
/**
* \brief A variable controlling whether the window frame and title bar are interactive when the cursor is hidden
*
* This variable can be set to the following values:
* "0" - The window frame is not interactive when the cursor is hidden (no move, resize, etc)
* "1" - The window frame is interactive when the cursor is hidden
*
* By default SDL will allow interaction with the window frame when the cursor is hidden
*/
#define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN"
/**
* \brief A variable controlling whether the windows message loop is processed by SDL
*
* This variable can be set to the following values:
* "0" - The window message loop is not run
* "1" - The window message loop is processed in SDL_PumpEvents()
*
* By default SDL will process the windows message loop
*/
#define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP"
/**
* \brief A variable controlling whether grabbing input grabs the keyboard
*
* This variable can be set to the following values:
* "0" - Grab will affect only the mouse
* "1" - Grab will affect mouse and keyboard
*
* By default SDL will not grab the keyboard so system shortcuts still work.
*/
#define SDL_HINT_GRAB_KEYBOARD "SDL_GRAB_KEYBOARD"
/**
* \brief A variable controlling whether relative mouse mode is implemented using mouse warping
*
* This variable can be set to the following values:
* "0" - Relative mouse mode uses raw input
* "1" - Relative mouse mode uses mouse warping
*
* By default SDL will use raw input for relative mouse mode
*/
#define SDL_HINT_MOUSE_RELATIVE_MODE_WARP "SDL_MOUSE_RELATIVE_MODE_WARP"
/**
* \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to true.
*
*/
#define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS"
/**
* \brief A variable controlling whether the idle timer is disabled on iOS.
*
* When an iOS app does not receive touches for some time, the screen is
* dimmed automatically. For games where the accelerometer is the only input
* this is problematic. This functionality can be disabled by setting this
* hint.
*
* As of SDL 2.0.4, SDL_EnableScreenSaver and SDL_DisableScreenSaver accomplish
* the same thing on iOS. They should be preferred over this hint.
*
* This variable can be set to the following values:
* "0" - Enable idle timer
* "1" - Disable idle timer
*/
#define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED"
/**
* \brief A variable controlling which orientations are allowed on iOS.
*
* In some circumstances it is necessary to be able to explicitly control
* which UI orientations are allowed.
*
* This variable is a space delimited list of the following values:
* "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown"
*/
#define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS"
/**
* \brief A variable controlling whether the Android / iOS built-in
* accelerometer should be listed as a joystick device, rather than listing
* actual joysticks only.
*
* This variable can be set to the following values:
* "0" - List only real joysticks and accept input from them
* "1" - List real joysticks along with the accelerometer as if it were a 3 axis joystick (the default).
*/
#define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK"
/**
* \brief A variable that lets you disable the detection and use of Xinput gamepad devices
*
* The variable can be set to the following values:
* "0" - Disable XInput detection (only uses direct input)
* "1" - Enable XInput detection (the default)
*/
#define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED"
/**
* \brief A variable that causes SDL to use the old axis and button mapping for XInput devices.
*
* This hint is for backwards compatibility only and will be removed in SDL 2.1
*
* The default value is "0". This hint must be set before SDL_Init()
*/
#define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING"
/**
* \brief A variable that lets you manually hint extra gamecontroller db entries
*
* The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h
*
* This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
* You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
*/
#define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG"
/**
* \brief A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background.
*
* The variable can be set to the following values:
* "0" - Disable joystick & gamecontroller input events when the
* application is in the background.
* "1" - Enable joystick & gamecontroller input events when the
* application is in the background.
*
* The default value is "0". This hint may be set at any time.
*/
#define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS"
/**
* \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it.
* This is a debugging aid for developers and not expected to be used by end users. The default is "1"
*
* This variable can be set to the following values:
* "0" - don't allow topmost
* "1" - allow topmost
*/
#define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST"
/**
* \brief A variable that controls the timer resolution, in milliseconds.
*
* The higher resolution the timer, the more frequently the CPU services
* timer interrupts, and the more precise delays are, but this takes up
* power and CPU time. This hint is only used on Windows 7 and earlier.
*
* See this blog post for more information:
* http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/
*
* If this variable is set to "0", the system timer resolution is not set.
*
* The default value is "1". This hint may be set at any time.
*/
#define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION"
/**
* \brief A string specifying SDL's threads stack size in bytes or "0" for the backend's default size
*
* Use this hint in case you need to set SDL's threads stack size to other than the default.
* This is specially useful if you build SDL against a non glibc libc library (such as musl) which
* provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses).
* Support for this hint is currently available only in the pthread backend.
*/
#define SDL_HINT_THREAD_STACK_SIZE "SDL_THREAD_STACK_SIZE"
/**
* \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS)
*/
#define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED"
/**
* \brief A variable that determines whether ctrl+click should generate a right-click event on Mac
*
* If present, holding ctrl while left clicking will generate a right click
* event when on Mac.
*/
#define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK"
/**
* \brief A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries
*
* SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It
* can use two different sets of binaries, those compiled by the user from source
* or those provided by the Chrome browser. In the later case, these binaries require
* that SDL loads a DLL providing the shader compiler.
*
* This variable can be set to the following values:
* "d3dcompiler_46.dll" - default, best for Vista or later.
* "d3dcompiler_43.dll" - for XP support.
* "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries.
*
*/
#define SDL_HINT_VIDEO_WIN_D3DCOMPILER "SDL_VIDEO_WIN_D3DCOMPILER"
/**
* \brief A variable that is the address of another SDL_Window* (as a hex string formatted with "%p").
*
* If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has
* SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly
* created SDL_Window:
*
* 1. Its pixel format will be set to the same pixel format as this SDL_Window. This is
* needed for example when sharing an OpenGL context across multiple windows.
*
* 2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for
* OpenGL rendering.
*
* This variable can be set to the following values:
* The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should
* share a pixel format with.
*/
#define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT"
/**
* \brief A URL to a WinRT app's privacy policy
*
* All network-enabled WinRT apps must make a privacy policy available to its
* users. On Windows 8, 8.1, and RT, Microsoft mandates that this policy be
* be available in the Windows Settings charm, as accessed from within the app.
* SDL provides code to add a URL-based link there, which can point to the app's
* privacy policy.
*
* To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL
* before calling any SDL_Init functions. The contents of the hint should
* be a valid URL. For example, "http://www.example.com".
*
* The default value is "", which will prevent SDL from adding a privacy policy
* link to the Settings charm. This hint should only be set during app init.
*
* The label text of an app's "Privacy Policy" link may be customized via another
* hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
*
* Please note that on Windows Phone, Microsoft does not provide standard UI
* for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL
* will not get used on that platform. Network-enabled phone apps should display
* their privacy policy through some other, in-app means.
*/
#define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL"
/** \brief Label text for a WinRT app's privacy policy link
*
* Network-enabled WinRT apps must include a privacy policy. On Windows 8, 8.1, and RT,
* Microsoft mandates that this policy be available via the Windows Settings charm.
* SDL provides code to add a link there, with its label text being set via the
* optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
*
* Please note that a privacy policy's contents are not set via this hint. A separate
* hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the
* policy.
*
* The contents of this hint should be encoded as a UTF8 string.
*
* The default value is "Privacy Policy". This hint should only be set during app
* initialization, preferably before any calls to SDL_Init.
*
* For additional information on linking to a privacy policy, see the documentation for
* SDL_HINT_WINRT_PRIVACY_POLICY_URL.
*/
#define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL"
/** \brief Allows back-button-press events on Windows Phone to be marked as handled
*
* Windows Phone devices typically feature a Back button. When pressed,
* the OS will emit back-button-press events, which apps are expected to
* handle in an appropriate manner. If apps do not explicitly mark these
* events as 'Handled', then the OS will invoke its default behavior for
* unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to
* terminate the app (and attempt to switch to the previous app, or to the
* device's home screen).
*
* Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL
* to mark back-button-press events as Handled, if and when one is sent to
* the app.
*
* Internally, Windows Phone sends back button events as parameters to
* special back-button-press callback functions. Apps that need to respond
* to back-button-press events are expected to register one or more
* callback functions for such, shortly after being launched (during the
* app's initialization phase). After the back button is pressed, the OS
* will invoke these callbacks. If the app's callback(s) do not explicitly
* mark the event as handled by the time they return, or if the app never
* registers one of these callback, the OS will consider the event
* un-handled, and it will apply its default back button behavior (terminate
* the app).
*
* SDL registers its own back-button-press callback with the Windows Phone
* OS. This callback will emit a pair of SDL key-press events (SDL_KEYDOWN
* and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which
* it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON.
* If the hint's value is set to "1", the back button event's Handled
* property will get set to 'true'. If the hint's value is set to something
* else, or if it is unset, SDL will leave the event's Handled property
* alone. (By default, the OS sets this property to 'false', to note.)
*
* SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a
* back button is pressed, or can set it in direct-response to a back button
* being pressed.
*
* In order to get notified when a back button is pressed, SDL apps should
* register a callback function with SDL_AddEventWatch(), and have it listen
* for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK.
* (Alternatively, SDL_KEYUP events can be listened-for. Listening for
* either event type is suitable.) Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON
* set by such a callback, will be applied to the OS' current
* back-button-press event.
*
* More details on back button behavior in Windows Phone apps can be found
* at the following page, on Microsoft's developer site:
* http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx
*/
#define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON"
/**
* \brief A variable that dictates policy for fullscreen Spaces on Mac OS X.
*
* This hint only applies to Mac OS X.
*
* The variable can be set to the following values:
* "0" - Disable Spaces support (FULLSCREEN_DESKTOP won't use them and
* SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen"
* button on their titlebars).
* "1" - Enable Spaces support (FULLSCREEN_DESKTOP will use them and
* SDL_WINDOW_RESIZABLE windows will offer the "fullscreen"
* button on their titlebars).
*
* The default value is "1". Spaces are disabled regardless of this hint if
* the OS isn't at least Mac OS X Lion (10.7). This hint must be set before
* any windows are created.
*/
#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES"
/**
* \brief Android APK expansion main file version. Should be a string number like "1", "2" etc.
*/
#define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION"
/**
* \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc.
*/
#define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION"
/**
* \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events.
*
* The variable can be set to the following values:
* "0" - SDL_TEXTEDITING events are sent, and it is the application's
* responsibility to render the text from these events and
* differentiate it somehow from committed text. (default)
* "1" - If supported by the IME then SDL_TEXTEDITING events are not sent,
* and text that is being composed will be rendered in its own UI.
*/
#define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING"
/**
* \brief A variable to control whether mouse and touch events are to be treated together or separately
*
* The variable can be set to the following values:
* "0" - Mouse events will be handled as touch events, and touch will raise fake mouse
* events. This is the behaviour of SDL <= 2.0.3. (default)
* "1" - Mouse events will be handled separately from pure touch events.
*
* The value of this hint is used at runtime, so it can be changed at any time.
*/
#define SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH "SDL_ANDROID_SEPARATE_MOUSE_AND_TOUCH"
/**
* \brief override the binding element for keyboard inputs for Emscripten builds
*
* This hint only applies to the emscripten platform
*
* The variable can be one of
* "#window" - The javascript window object (this is the default)
* "#document" - The javascript document object
* "#screen" - the javascript window.screen object
* "#canvas" - the WebGL canvas element
* any other string without a leading # sign applies to the element on the page with that ID.
*/
#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"
/**
* \brief Tell SDL not to catch the SIGINT or SIGTERM signals.
*
* This hint only applies to Unix-like platforms.
*
* The variable can be set to the following values:
* "0" - SDL will install a SIGINT and SIGTERM handler, and when it
* catches a signal, convert it into an SDL_QUIT event.
* "1" - SDL will not install a signal handler at all.
*/
#define SDL_HINT_NO_SIGNAL_HANDLERS "SDL_NO_SIGNAL_HANDLERS"
/**
* \brief An enumeration of hint priorities
*/
typedef enum
{
SDL_HINT_DEFAULT,
SDL_HINT_NORMAL,
SDL_HINT_OVERRIDE
} SDL_HintPriority;
/**
* \brief Set a hint with a specific priority
*
* The priority controls the behavior when setting a hint that already
* has a value. Hints will replace existing hints of their priority and
* lower. Environment variables are considered to have override priority.
*
* \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
*/
extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name,
const char *value,
SDL_HintPriority priority);
/**
* \brief Set a hint with normal priority
*
* \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
*/
extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name,
const char *value);
/**
* \brief Get a hint
*
* \return The string value of a hint variable.
*/
extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name);
/**
* \brief Add a function to watch a particular hint
*
* \param name The hint to watch
* \param callback The function to call when the hint value changes
* \param userdata A pointer to pass to the callback function
*/
typedef void (*SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue);
extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name,
SDL_HintCallback callback,
void *userdata);
/**
* \brief Remove a function watching a particular hint
*
* \param name The hint being watched
* \param callback The function being called when the hint value changes
* \param userdata A pointer being passed to the callback function
*/
extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name,
SDL_HintCallback callback,
void *userdata);
/**
* \brief Clear all hints
*
* This function is called during SDL_Quit() to free stored hints.
*/
extern DECLSPEC void SDLCALL SDL_ClearHints(void);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_hints_h */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_joystick.h
*
* Include file for SDL joystick event handling
*
* The term "device_index" identifies currently plugged in joystick devices between 0 and SDL_NumJoysticks, with the exact joystick
* behind a device_index changing as joysticks are plugged and unplugged.
*
* The term "instance_id" is the current instantiation of a joystick device in the system, if the joystick is removed and then re-inserted
* then it will get a new instance_id, instance_id's are monotonically increasing identifiers of a joystick plugged in.
*
* The term JoystickGUID is a stable 128-bit identifier for a joystick device that does not change over time, it identifies class of
* the device (a X360 wired controller for example). This identifier is platform dependent.
*
*
*/
#ifndef _SDL_joystick_h
#define _SDL_joystick_h
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \file SDL_joystick.h
*
* In order to use these functions, SDL_Init() must have been called
* with the ::SDL_INIT_JOYSTICK flag. This causes SDL to scan the system
* for joysticks, and load appropriate drivers.
*
* If you would like to receive joystick updates while the application
* is in the background, you should set the following hint before calling
* SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
*/
/* The joystick structure used to identify an SDL joystick */
struct _SDL_Joystick;
typedef struct _SDL_Joystick SDL_Joystick;
/* A structure that encodes the stable unique id for a joystick device */
typedef struct {
Uint8 data[16];
} SDL_JoystickGUID;
typedef Sint32 SDL_JoystickID;
/* Function prototypes */
/**
* Count the number of joysticks attached to the system right now
*/
extern DECLSPEC int SDLCALL SDL_NumJoysticks(void);
/**
* Get the implementation dependent name of a joystick.
* This can be called before any joysticks are opened.
* If no name can be found, this function returns NULL.
*/
extern DECLSPEC const char *SDLCALL SDL_JoystickNameForIndex(int device_index);
/**
* Open a joystick for use.
* The index passed as an argument refers to the N'th joystick on the system.
* This index is not the value which will identify this joystick in future
* joystick events. The joystick's instance id (::SDL_JoystickID) will be used
* there instead.
*
* \return A joystick identifier, or NULL if an error occurred.
*/
extern DECLSPEC SDL_Joystick *SDLCALL SDL_JoystickOpen(int device_index);
/**
* Return the name for this currently opened joystick.
* If no name can be found, this function returns NULL.
*/
extern DECLSPEC const char *SDLCALL SDL_JoystickName(SDL_Joystick * joystick);
/**
* Return the GUID for the joystick at this index
*/
extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetDeviceGUID(int device_index);
/**
* Return the GUID for this opened joystick
*/
extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetGUID(SDL_Joystick * joystick);
/**
* Return a string representation for this guid. pszGUID must point to at least 33 bytes
* (32 for the string plus a NULL terminator).
*/
extern DECLSPEC void SDLCALL SDL_JoystickGetGUIDString(SDL_JoystickGUID guid, char *pszGUID, int cbGUID);
/**
* convert a string into a joystick formatted guid
*/
extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetGUIDFromString(const char *pchGUID);
/**
* Returns SDL_TRUE if the joystick has been opened and currently connected, or SDL_FALSE if it has not.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_JoystickGetAttached(SDL_Joystick * joystick);
/**
* Get the instance ID of an opened joystick or -1 if the joystick is invalid.
*/
extern DECLSPEC SDL_JoystickID SDLCALL SDL_JoystickInstanceID(SDL_Joystick * joystick);
/**
* Get the number of general axis controls on a joystick.
*/
extern DECLSPEC int SDLCALL SDL_JoystickNumAxes(SDL_Joystick * joystick);
/**
* Get the number of trackballs on a joystick.
*
* Joystick trackballs have only relative motion events associated
* with them and their state cannot be polled.
*/
extern DECLSPEC int SDLCALL SDL_JoystickNumBalls(SDL_Joystick * joystick);
/**
* Get the number of POV hats on a joystick.
*/
extern DECLSPEC int SDLCALL SDL_JoystickNumHats(SDL_Joystick * joystick);
/**
* Get the number of buttons on a joystick.
*/
extern DECLSPEC int SDLCALL SDL_JoystickNumButtons(SDL_Joystick * joystick);
/**
* Update the current state of the open joysticks.
*
* This is called automatically by the event loop if any joystick
* events are enabled.
*/
extern DECLSPEC void SDLCALL SDL_JoystickUpdate(void);
/**
* Enable/disable joystick event polling.
*
* If joystick events are disabled, you must call SDL_JoystickUpdate()
* yourself and check the state of the joystick when you want joystick
* information.
*
* The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
*/
extern DECLSPEC int SDLCALL SDL_JoystickEventState(int state);
/**
* Get the current state of an axis control on a joystick.
*
* The state is a value ranging from -32768 to 32767.
*
* The axis indices start at index 0.
*/
extern DECLSPEC Sint16 SDLCALL SDL_JoystickGetAxis(SDL_Joystick * joystick,
int axis);
/**
* \name Hat positions
*/
/* @{ */
#define SDL_HAT_CENTERED 0x00
#define SDL_HAT_UP 0x01
#define SDL_HAT_RIGHT 0x02
#define SDL_HAT_DOWN 0x04
#define SDL_HAT_LEFT 0x08
#define SDL_HAT_RIGHTUP (SDL_HAT_RIGHT|SDL_HAT_UP)
#define SDL_HAT_RIGHTDOWN (SDL_HAT_RIGHT|SDL_HAT_DOWN)
#define SDL_HAT_LEFTUP (SDL_HAT_LEFT|SDL_HAT_UP)
#define SDL_HAT_LEFTDOWN (SDL_HAT_LEFT|SDL_HAT_DOWN)
/* @} */
/**
* Get the current state of a POV hat on a joystick.
*
* The hat indices start at index 0.
*
* \return The return value is one of the following positions:
* - ::SDL_HAT_CENTERED
* - ::SDL_HAT_UP
* - ::SDL_HAT_RIGHT
* - ::SDL_HAT_DOWN
* - ::SDL_HAT_LEFT
* - ::SDL_HAT_RIGHTUP
* - ::SDL_HAT_RIGHTDOWN
* - ::SDL_HAT_LEFTUP
* - ::SDL_HAT_LEFTDOWN
*/
extern DECLSPEC Uint8 SDLCALL SDL_JoystickGetHat(SDL_Joystick * joystick,
int hat);
/**
* Get the ball axis change since the last poll.
*
* \return 0, or -1 if you passed it invalid parameters.
*
* The ball indices start at index 0.
*/
extern DECLSPEC int SDLCALL SDL_JoystickGetBall(SDL_Joystick * joystick,
int ball, int *dx, int *dy);
/**
* Get the current state of a button on a joystick.
*
* The button indices start at index 0.
*/
extern DECLSPEC Uint8 SDLCALL SDL_JoystickGetButton(SDL_Joystick * joystick,
int button);
/**
* Close a joystick previously opened with SDL_JoystickOpen().
*/
extern DECLSPEC void SDLCALL SDL_JoystickClose(SDL_Joystick * joystick);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_joystick_h */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_keyboard.h
*
* Include file for SDL keyboard event handling
*/
#ifndef _SDL_keyboard_h
#define _SDL_keyboard_h
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_keycode.h"
#include "SDL_video.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \brief The SDL keysym structure, used in key events.
*
* \note If you are looking for translated character input, see the ::SDL_TEXTINPUT event.
*/
typedef struct SDL_Keysym
{
SDL_Scancode scancode; /**< SDL physical key code - see ::SDL_Scancode for details */
SDL_Keycode sym; /**< SDL virtual key code - see ::SDL_Keycode for details */
Uint16 mod; /**< current key modifiers */
Uint32 unused;
} SDL_Keysym;
/* Function prototypes */
/**
* \brief Get the window which currently has keyboard focus.
*/
extern DECLSPEC SDL_Window * SDLCALL SDL_GetKeyboardFocus(void);
/**
* \brief Get a snapshot of the current state of the keyboard.
*
* \param numkeys if non-NULL, receives the length of the returned array.
*
* \return An array of key states. Indexes into this array are obtained by using ::SDL_Scancode values.
*
* \b Example:
* \code
* const Uint8 *state = SDL_GetKeyboardState(NULL);
* if ( state[SDL_SCANCODE_RETURN] ) {
* printf("<RETURN> is pressed.\n");
* }
* \endcode
*/
extern DECLSPEC const Uint8 *SDLCALL SDL_GetKeyboardState(int *numkeys);
/**
* \brief Get the current key modifier state for the keyboard.
*/
extern DECLSPEC SDL_Keymod SDLCALL SDL_GetModState(void);
/**
* \brief Set the current key modifier state for the keyboard.
*
* \note This does not change the keyboard state, only the key modifier flags.
*/
extern DECLSPEC void SDLCALL SDL_SetModState(SDL_Keymod modstate);
/**
* \brief Get the key code corresponding to the given scancode according
* to the current keyboard layout.
*
* See ::SDL_Keycode for details.
*
* \sa SDL_GetKeyName()
*/
extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromScancode(SDL_Scancode scancode);
/**
* \brief Get the scancode corresponding to the given key code according to the
* current keyboard layout.
*
* See ::SDL_Scancode for details.
*
* \sa SDL_GetScancodeName()
*/
extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromKey(SDL_Keycode key);
/**
* \brief Get a human-readable name for a scancode.
*
* \return A pointer to the name for the scancode.
* If the scancode doesn't have a name, this function returns
* an empty string ("").
*
* \sa SDL_Scancode
*/
extern DECLSPEC const char *SDLCALL SDL_GetScancodeName(SDL_Scancode scancode);
/**
* \brief Get a scancode from a human-readable name
*
* \return scancode, or SDL_SCANCODE_UNKNOWN if the name wasn't recognized
*
* \sa SDL_Scancode
*/
extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromName(const char *name);
/**
* \brief Get a human-readable name for a key.
*
* \return A pointer to a UTF-8 string that stays valid at least until the next
* call to this function. If you need it around any longer, you must
* copy it. If the key doesn't have a name, this function returns an
* empty string ("").
*
* \sa SDL_Key
*/
extern DECLSPEC const char *SDLCALL SDL_GetKeyName(SDL_Keycode key);
/**
* \brief Get a key code from a human-readable name
*
* \return key code, or SDLK_UNKNOWN if the name wasn't recognized
*
* \sa SDL_Keycode
*/
extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromName(const char *name);
/**
* \brief Start accepting Unicode text input events.
* This function will show the on-screen keyboard if supported.
*
* \sa SDL_StopTextInput()
* \sa SDL_SetTextInputRect()
* \sa SDL_HasScreenKeyboardSupport()
*/
extern DECLSPEC void SDLCALL SDL_StartTextInput(void);
/**
* \brief Return whether or not Unicode text input events are enabled.
*
* \sa SDL_StartTextInput()
* \sa SDL_StopTextInput()
*/
extern DECLSPEC SDL_bool SDLCALL SDL_IsTextInputActive(void);
/**
* \brief Stop receiving any text input events.
* This function will hide the on-screen keyboard if supported.
*
* \sa SDL_StartTextInput()
* \sa SDL_HasScreenKeyboardSupport()
*/
extern DECLSPEC void SDLCALL SDL_StopTextInput(void);
/**
* \brief Set the rectangle used to type Unicode text inputs.
* This is used as a hint for IME and on-screen keyboard placement.
*
* \sa SDL_StartTextInput()
*/
extern DECLSPEC void SDLCALL SDL_SetTextInputRect(SDL_Rect *rect);
/**
* \brief Returns whether the platform has some screen keyboard support.
*
* \return SDL_TRUE if some keyboard support is available else SDL_FALSE.
*
* \note Not all screen keyboard functions are supported on all platforms.
*
* \sa SDL_IsScreenKeyboardShown()
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasScreenKeyboardSupport(void);
/**
* \brief Returns whether the screen keyboard is shown for given window.
*
* \param window The window for which screen keyboard should be queried.
*
* \return SDL_TRUE if screen keyboard is shown else SDL_FALSE.
*
* \sa SDL_HasScreenKeyboardSupport()
*/
extern DECLSPEC SDL_bool SDLCALL SDL_IsScreenKeyboardShown(SDL_Window *window);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_keyboard_h */
/* vi: set ts=4 sw=4 expandtab: */

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@ -0,0 +1,341 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_keycode.h
*
* Defines constants which identify keyboard keys and modifiers.
*/
#ifndef _SDL_keycode_h
#define _SDL_keycode_h
#include "SDL_stdinc.h"
#include "SDL_scancode.h"
/**
* \brief The SDL virtual key representation.
*
* Values of this type are used to represent keyboard keys using the current
* layout of the keyboard. These values include Unicode values representing
* the unmodified character that would be generated by pressing the key, or
* an SDLK_* constant for those keys that do not generate characters.
*/
typedef Sint32 SDL_Keycode;
#define SDLK_SCANCODE_MASK (1<<30)
#define SDL_SCANCODE_TO_KEYCODE(X) (X | SDLK_SCANCODE_MASK)
enum
{
SDLK_UNKNOWN = 0,
SDLK_RETURN = '\r',
SDLK_ESCAPE = '\033',
SDLK_BACKSPACE = '\b',
SDLK_TAB = '\t',
SDLK_SPACE = ' ',
SDLK_EXCLAIM = '!',
SDLK_QUOTEDBL = '"',
SDLK_HASH = '#',
SDLK_PERCENT = '%',
SDLK_DOLLAR = '$',
SDLK_AMPERSAND = '&',
SDLK_QUOTE = '\'',
SDLK_LEFTPAREN = '(',
SDLK_RIGHTPAREN = ')',
SDLK_ASTERISK = '*',
SDLK_PLUS = '+',
SDLK_COMMA = ',',
SDLK_MINUS = '-',
SDLK_PERIOD = '.',
SDLK_SLASH = '/',
SDLK_0 = '0',
SDLK_1 = '1',
SDLK_2 = '2',
SDLK_3 = '3',
SDLK_4 = '4',
SDLK_5 = '5',
SDLK_6 = '6',
SDLK_7 = '7',
SDLK_8 = '8',
SDLK_9 = '9',
SDLK_COLON = ':',
SDLK_SEMICOLON = ';',
SDLK_LESS = '<',
SDLK_EQUALS = '=',
SDLK_GREATER = '>',
SDLK_QUESTION = '?',
SDLK_AT = '@',
/*
Skip uppercase letters
*/
SDLK_LEFTBRACKET = '[',
SDLK_BACKSLASH = '\\',
SDLK_RIGHTBRACKET = ']',
SDLK_CARET = '^',
SDLK_UNDERSCORE = '_',
SDLK_BACKQUOTE = '`',
SDLK_a = 'a',
SDLK_b = 'b',
SDLK_c = 'c',
SDLK_d = 'd',
SDLK_e = 'e',
SDLK_f = 'f',
SDLK_g = 'g',
SDLK_h = 'h',
SDLK_i = 'i',
SDLK_j = 'j',
SDLK_k = 'k',
SDLK_l = 'l',
SDLK_m = 'm',
SDLK_n = 'n',
SDLK_o = 'o',
SDLK_p = 'p',
SDLK_q = 'q',
SDLK_r = 'r',
SDLK_s = 's',
SDLK_t = 't',
SDLK_u = 'u',
SDLK_v = 'v',
SDLK_w = 'w',
SDLK_x = 'x',
SDLK_y = 'y',
SDLK_z = 'z',
SDLK_CAPSLOCK = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CAPSLOCK),
SDLK_F1 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F1),
SDLK_F2 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F2),
SDLK_F3 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F3),
SDLK_F4 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F4),
SDLK_F5 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F5),
SDLK_F6 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F6),
SDLK_F7 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F7),
SDLK_F8 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F8),
SDLK_F9 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F9),
SDLK_F10 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F10),
SDLK_F11 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F11),
SDLK_F12 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F12),
SDLK_PRINTSCREEN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PRINTSCREEN),
SDLK_SCROLLLOCK = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SCROLLLOCK),
SDLK_PAUSE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAUSE),
SDLK_INSERT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_INSERT),
SDLK_HOME = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_HOME),
SDLK_PAGEUP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAGEUP),
SDLK_DELETE = '\177',
SDLK_END = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_END),
SDLK_PAGEDOWN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAGEDOWN),
SDLK_RIGHT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RIGHT),
SDLK_LEFT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LEFT),
SDLK_DOWN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_DOWN),
SDLK_UP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_UP),
SDLK_NUMLOCKCLEAR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_NUMLOCKCLEAR),
SDLK_KP_DIVIDE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DIVIDE),
SDLK_KP_MULTIPLY = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MULTIPLY),
SDLK_KP_MINUS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MINUS),
SDLK_KP_PLUS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PLUS),
SDLK_KP_ENTER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_ENTER),
SDLK_KP_1 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_1),
SDLK_KP_2 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_2),
SDLK_KP_3 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_3),
SDLK_KP_4 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_4),
SDLK_KP_5 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_5),
SDLK_KP_6 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_6),
SDLK_KP_7 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_7),
SDLK_KP_8 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_8),
SDLK_KP_9 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_9),
SDLK_KP_0 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_0),
SDLK_KP_PERIOD = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PERIOD),
SDLK_APPLICATION = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_APPLICATION),
SDLK_POWER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_POWER),
SDLK_KP_EQUALS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_EQUALS),
SDLK_F13 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F13),
SDLK_F14 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F14),
SDLK_F15 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F15),
SDLK_F16 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F16),
SDLK_F17 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F17),
SDLK_F18 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F18),
SDLK_F19 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F19),
SDLK_F20 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F20),
SDLK_F21 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F21),
SDLK_F22 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F22),
SDLK_F23 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F23),
SDLK_F24 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F24),
SDLK_EXECUTE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_EXECUTE),
SDLK_HELP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_HELP),
SDLK_MENU = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MENU),
SDLK_SELECT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SELECT),
SDLK_STOP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_STOP),
SDLK_AGAIN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AGAIN),
SDLK_UNDO = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_UNDO),
SDLK_CUT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CUT),
SDLK_COPY = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_COPY),
SDLK_PASTE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PASTE),
SDLK_FIND = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_FIND),
SDLK_MUTE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MUTE),
SDLK_VOLUMEUP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_VOLUMEUP),
SDLK_VOLUMEDOWN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_VOLUMEDOWN),
SDLK_KP_COMMA = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_COMMA),
SDLK_KP_EQUALSAS400 =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_EQUALSAS400),
SDLK_ALTERASE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_ALTERASE),
SDLK_SYSREQ = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SYSREQ),
SDLK_CANCEL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CANCEL),
SDLK_CLEAR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CLEAR),
SDLK_PRIOR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PRIOR),
SDLK_RETURN2 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RETURN2),
SDLK_SEPARATOR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SEPARATOR),
SDLK_OUT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_OUT),
SDLK_OPER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_OPER),
SDLK_CLEARAGAIN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CLEARAGAIN),
SDLK_CRSEL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CRSEL),
SDLK_EXSEL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_EXSEL),
SDLK_KP_00 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_00),
SDLK_KP_000 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_000),
SDLK_THOUSANDSSEPARATOR =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_THOUSANDSSEPARATOR),
SDLK_DECIMALSEPARATOR =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_DECIMALSEPARATOR),
SDLK_CURRENCYUNIT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CURRENCYUNIT),
SDLK_CURRENCYSUBUNIT =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CURRENCYSUBUNIT),
SDLK_KP_LEFTPAREN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_LEFTPAREN),
SDLK_KP_RIGHTPAREN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_RIGHTPAREN),
SDLK_KP_LEFTBRACE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_LEFTBRACE),
SDLK_KP_RIGHTBRACE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_RIGHTBRACE),
SDLK_KP_TAB = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_TAB),
SDLK_KP_BACKSPACE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_BACKSPACE),
SDLK_KP_A = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_A),
SDLK_KP_B = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_B),
SDLK_KP_C = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_C),
SDLK_KP_D = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_D),
SDLK_KP_E = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_E),
SDLK_KP_F = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_F),
SDLK_KP_XOR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_XOR),
SDLK_KP_POWER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_POWER),
SDLK_KP_PERCENT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PERCENT),
SDLK_KP_LESS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_LESS),
SDLK_KP_GREATER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_GREATER),
SDLK_KP_AMPERSAND = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_AMPERSAND),
SDLK_KP_DBLAMPERSAND =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DBLAMPERSAND),
SDLK_KP_VERTICALBAR =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_VERTICALBAR),
SDLK_KP_DBLVERTICALBAR =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DBLVERTICALBAR),
SDLK_KP_COLON = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_COLON),
SDLK_KP_HASH = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_HASH),
SDLK_KP_SPACE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_SPACE),
SDLK_KP_AT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_AT),
SDLK_KP_EXCLAM = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_EXCLAM),
SDLK_KP_MEMSTORE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMSTORE),
SDLK_KP_MEMRECALL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMRECALL),
SDLK_KP_MEMCLEAR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMCLEAR),
SDLK_KP_MEMADD = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMADD),
SDLK_KP_MEMSUBTRACT =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMSUBTRACT),
SDLK_KP_MEMMULTIPLY =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMMULTIPLY),
SDLK_KP_MEMDIVIDE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMDIVIDE),
SDLK_KP_PLUSMINUS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PLUSMINUS),
SDLK_KP_CLEAR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_CLEAR),
SDLK_KP_CLEARENTRY = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_CLEARENTRY),
SDLK_KP_BINARY = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_BINARY),
SDLK_KP_OCTAL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_OCTAL),
SDLK_KP_DECIMAL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DECIMAL),
SDLK_KP_HEXADECIMAL =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_HEXADECIMAL),
SDLK_LCTRL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LCTRL),
SDLK_LSHIFT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LSHIFT),
SDLK_LALT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LALT),
SDLK_LGUI = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LGUI),
SDLK_RCTRL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RCTRL),
SDLK_RSHIFT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RSHIFT),
SDLK_RALT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RALT),
SDLK_RGUI = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RGUI),
SDLK_MODE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MODE),
SDLK_AUDIONEXT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIONEXT),
SDLK_AUDIOPREV = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOPREV),
SDLK_AUDIOSTOP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOSTOP),
SDLK_AUDIOPLAY = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOPLAY),
SDLK_AUDIOMUTE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOMUTE),
SDLK_MEDIASELECT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIASELECT),
SDLK_WWW = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_WWW),
SDLK_MAIL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MAIL),
SDLK_CALCULATOR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CALCULATOR),
SDLK_COMPUTER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_COMPUTER),
SDLK_AC_SEARCH = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_SEARCH),
SDLK_AC_HOME = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_HOME),
SDLK_AC_BACK = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_BACK),
SDLK_AC_FORWARD = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_FORWARD),
SDLK_AC_STOP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_STOP),
SDLK_AC_REFRESH = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_REFRESH),
SDLK_AC_BOOKMARKS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_BOOKMARKS),
SDLK_BRIGHTNESSDOWN =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_BRIGHTNESSDOWN),
SDLK_BRIGHTNESSUP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_BRIGHTNESSUP),
SDLK_DISPLAYSWITCH = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_DISPLAYSWITCH),
SDLK_KBDILLUMTOGGLE =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KBDILLUMTOGGLE),
SDLK_KBDILLUMDOWN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KBDILLUMDOWN),
SDLK_KBDILLUMUP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KBDILLUMUP),
SDLK_EJECT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_EJECT),
SDLK_SLEEP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SLEEP)
};
/**
* \brief Enumeration of valid key mods (possibly OR'd together).
*/
typedef enum
{
KMOD_NONE = 0x0000,
KMOD_LSHIFT = 0x0001,
KMOD_RSHIFT = 0x0002,
KMOD_LCTRL = 0x0040,
KMOD_RCTRL = 0x0080,
KMOD_LALT = 0x0100,
KMOD_RALT = 0x0200,
KMOD_LGUI = 0x0400,
KMOD_RGUI = 0x0800,
KMOD_NUM = 0x1000,
KMOD_CAPS = 0x2000,
KMOD_MODE = 0x4000,
KMOD_RESERVED = 0x8000
} SDL_Keymod;
#define KMOD_CTRL (KMOD_LCTRL|KMOD_RCTRL)
#define KMOD_SHIFT (KMOD_LSHIFT|KMOD_RSHIFT)
#define KMOD_ALT (KMOD_LALT|KMOD_RALT)
#define KMOD_GUI (KMOD_LGUI|KMOD_RGUI)
#endif /* _SDL_keycode_h */
/* vi: set ts=4 sw=4 expandtab: */

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@ -0,0 +1,81 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_loadso.h
*
* System dependent library loading routines
*
* Some things to keep in mind:
* \li These functions only work on C function names. Other languages may
* have name mangling and intrinsic language support that varies from
* compiler to compiler.
* \li Make sure you declare your function pointers with the same calling
* convention as the actual library function. Your code will crash
* mysteriously if you do not do this.
* \li Avoid namespace collisions. If you load a symbol from the library,
* it is not defined whether or not it goes into the global symbol
* namespace for the application. If it does and it conflicts with
* symbols in your code or other shared libraries, you will not get
* the results you expect. :)
*/
#ifndef _SDL_loadso_h
#define _SDL_loadso_h
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* This function dynamically loads a shared object and returns a pointer
* to the object handle (or NULL if there was an error).
* The 'sofile' parameter is a system dependent name of the object file.
*/
extern DECLSPEC void *SDLCALL SDL_LoadObject(const char *sofile);
/**
* Given an object handle, this function looks up the address of the
* named function in the shared object and returns it. This address
* is no longer valid after calling SDL_UnloadObject().
*/
extern DECLSPEC void *SDLCALL SDL_LoadFunction(void *handle,
const char *name);
/**
* Unload a shared object from memory.
*/
extern DECLSPEC void SDLCALL SDL_UnloadObject(void *handle);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_loadso_h */
/* vi: set ts=4 sw=4 expandtab: */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_log.h
*
* Simple log messages with categories and priorities.
*
* By default logs are quiet, but if you're debugging SDL you might want:
*
* SDL_LogSetAllPriority(SDL_LOG_PRIORITY_WARN);
*
* Here's where the messages go on different platforms:
* Windows: debug output stream
* Android: log output
* Others: standard error output (stderr)
*/
#ifndef _SDL_log_h
#define _SDL_log_h
#include "SDL_stdinc.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \brief The maximum size of a log message
*
* Messages longer than the maximum size will be truncated
*/
#define SDL_MAX_LOG_MESSAGE 4096
/**
* \brief The predefined log categories
*
* By default the application category is enabled at the INFO level,
* the assert category is enabled at the WARN level, test is enabled
* at the VERBOSE level and all other categories are enabled at the
* CRITICAL level.
*/
enum
{
SDL_LOG_CATEGORY_APPLICATION,
SDL_LOG_CATEGORY_ERROR,
SDL_LOG_CATEGORY_ASSERT,
SDL_LOG_CATEGORY_SYSTEM,
SDL_LOG_CATEGORY_AUDIO,
SDL_LOG_CATEGORY_VIDEO,
SDL_LOG_CATEGORY_RENDER,
SDL_LOG_CATEGORY_INPUT,
SDL_LOG_CATEGORY_TEST,
/* Reserved for future SDL library use */
SDL_LOG_CATEGORY_RESERVED1,
SDL_LOG_CATEGORY_RESERVED2,
SDL_LOG_CATEGORY_RESERVED3,
SDL_LOG_CATEGORY_RESERVED4,
SDL_LOG_CATEGORY_RESERVED5,
SDL_LOG_CATEGORY_RESERVED6,
SDL_LOG_CATEGORY_RESERVED7,
SDL_LOG_CATEGORY_RESERVED8,
SDL_LOG_CATEGORY_RESERVED9,
SDL_LOG_CATEGORY_RESERVED10,
/* Beyond this point is reserved for application use, e.g.
enum {
MYAPP_CATEGORY_AWESOME1 = SDL_LOG_CATEGORY_CUSTOM,
MYAPP_CATEGORY_AWESOME2,
MYAPP_CATEGORY_AWESOME3,
...
};
*/
SDL_LOG_CATEGORY_CUSTOM
};
/**
* \brief The predefined log priorities
*/
typedef enum
{
SDL_LOG_PRIORITY_VERBOSE = 1,
SDL_LOG_PRIORITY_DEBUG,
SDL_LOG_PRIORITY_INFO,
SDL_LOG_PRIORITY_WARN,
SDL_LOG_PRIORITY_ERROR,
SDL_LOG_PRIORITY_CRITICAL,
SDL_NUM_LOG_PRIORITIES
} SDL_LogPriority;
/**
* \brief Set the priority of all log categories
*/
extern DECLSPEC void SDLCALL SDL_LogSetAllPriority(SDL_LogPriority priority);
/**
* \brief Set the priority of a particular log category
*/
extern DECLSPEC void SDLCALL SDL_LogSetPriority(int category,
SDL_LogPriority priority);
/**
* \brief Get the priority of a particular log category
*/
extern DECLSPEC SDL_LogPriority SDLCALL SDL_LogGetPriority(int category);
/**
* \brief Reset all priorities to default.
*
* \note This is called in SDL_Quit().
*/
extern DECLSPEC void SDLCALL SDL_LogResetPriorities(void);
/**
* \brief Log a message with SDL_LOG_CATEGORY_APPLICATION and SDL_LOG_PRIORITY_INFO
*/
extern DECLSPEC void SDLCALL SDL_Log(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1);
/**
* \brief Log a message with SDL_LOG_PRIORITY_VERBOSE
*/
extern DECLSPEC void SDLCALL SDL_LogVerbose(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
/**
* \brief Log a message with SDL_LOG_PRIORITY_DEBUG
*/
extern DECLSPEC void SDLCALL SDL_LogDebug(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
/**
* \brief Log a message with SDL_LOG_PRIORITY_INFO
*/
extern DECLSPEC void SDLCALL SDL_LogInfo(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
/**
* \brief Log a message with SDL_LOG_PRIORITY_WARN
*/
extern DECLSPEC void SDLCALL SDL_LogWarn(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
/**
* \brief Log a message with SDL_LOG_PRIORITY_ERROR
*/
extern DECLSPEC void SDLCALL SDL_LogError(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
/**
* \brief Log a message with SDL_LOG_PRIORITY_CRITICAL
*/
extern DECLSPEC void SDLCALL SDL_LogCritical(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
/**
* \brief Log a message with the specified category and priority.
*/
extern DECLSPEC void SDLCALL SDL_LogMessage(int category,
SDL_LogPriority priority,
SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(3);
/**
* \brief Log a message with the specified category and priority.
*/
extern DECLSPEC void SDLCALL SDL_LogMessageV(int category,
SDL_LogPriority priority,
const char *fmt, va_list ap);
/**
* \brief The prototype for the log output function
*/
typedef void (*SDL_LogOutputFunction)(void *userdata, int category, SDL_LogPriority priority, const char *message);
/**
* \brief Get the current log output function.
*/
extern DECLSPEC void SDLCALL SDL_LogGetOutputFunction(SDL_LogOutputFunction *callback, void **userdata);
/**
* \brief This function allows you to replace the default log output
* function with one of your own.
*/
extern DECLSPEC void SDLCALL SDL_LogSetOutputFunction(SDL_LogOutputFunction callback, void *userdata);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_log_h */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef _SDL_main_h
#define _SDL_main_h
#include "SDL_stdinc.h"
/**
* \file SDL_main.h
*
* Redefine main() on some platforms so that it is called by SDL.
*/
#ifndef SDL_MAIN_HANDLED
#if defined(__WIN32__)
/* On Windows SDL provides WinMain(), which parses the command line and passes
the arguments to your main function.
If you provide your own WinMain(), you may define SDL_MAIN_HANDLED
*/
#define SDL_MAIN_AVAILABLE
#elif defined(__WINRT__)
/* On WinRT, SDL provides a main function that initializes CoreApplication,
creating an instance of IFrameworkView in the process.
Please note that #include'ing SDL_main.h is not enough to get a main()
function working. In non-XAML apps, the file,
src/main/winrt/SDL_WinRT_main_NonXAML.cpp, or a copy of it, must be compiled
into the app itself. In XAML apps, the function, SDL_WinRTRunApp must be
called, with a pointer to the Direct3D-hosted XAML control passed in.
*/
#define SDL_MAIN_NEEDED
#elif defined(__IPHONEOS__)
/* On iOS SDL provides a main function that creates an application delegate
and starts the iOS application run loop.
See src/video/uikit/SDL_uikitappdelegate.m for more details.
*/
#define SDL_MAIN_NEEDED
#elif defined(__ANDROID__)
/* On Android SDL provides a Java class in SDLActivity.java that is the
main activity entry point.
See README-android.txt for more details on extending that class.
*/
#define SDL_MAIN_NEEDED
#elif defined(__NACL__)
/* On NACL we use ppapi_simple to set up the application helper code,
then wait for the first PSE_INSTANCE_DIDCHANGEVIEW event before
starting the user main function.
All user code is run in a separate thread by ppapi_simple, thus
allowing for blocking io to take place via nacl_io
*/
#define SDL_MAIN_NEEDED
#endif
#endif /* SDL_MAIN_HANDLED */
#ifdef __cplusplus
#define C_LINKAGE "C"
#else
#define C_LINKAGE
#endif /* __cplusplus */
/**
* \file SDL_main.h
*
* The application's main() function must be called with C linkage,
* and should be declared like this:
* \code
* #ifdef __cplusplus
* extern "C"
* #endif
* int main(int argc, char *argv[])
* {
* }
* \endcode
*/
#if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE)
#define main SDL_main
#endif
/**
* The prototype for the application's main() function
*/
extern C_LINKAGE int SDL_main(int argc, char *argv[]);
#include "begin_code.h"
#ifdef __cplusplus
extern "C" {
#endif
/**
* This is called by the real SDL main function to let the rest of the
* library know that initialization was done properly.
*
* Calling this yourself without knowing what you're doing can cause
* crashes and hard to diagnose problems with your application.
*/
extern DECLSPEC void SDLCALL SDL_SetMainReady(void);
#ifdef __WIN32__
/**
* This can be called to set the application class at startup
*/
extern DECLSPEC int SDLCALL SDL_RegisterApp(char *name, Uint32 style,
void *hInst);
extern DECLSPEC void SDLCALL SDL_UnregisterApp(void);
#endif /* __WIN32__ */
#ifdef __WINRT__
/**
* \brief Initializes and launches an SDL/WinRT application.
*
* \param mainFunction The SDL app's C-style main().
* \param reserved Reserved for future use; should be NULL
* \return 0 on success, -1 on failure. On failure, use SDL_GetError to retrieve more
* information on the failure.
*/
extern DECLSPEC int SDLCALL SDL_WinRTRunApp(int (*mainFunction)(int, char **), void * reserved);
#endif /* __WINRT__ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_main_h */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef _SDL_messagebox_h
#define _SDL_messagebox_h
#include "SDL_stdinc.h"
#include "SDL_video.h" /* For SDL_Window */
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \brief SDL_MessageBox flags. If supported will display warning icon, etc.
*/
typedef enum
{
SDL_MESSAGEBOX_ERROR = 0x00000010, /**< error dialog */
SDL_MESSAGEBOX_WARNING = 0x00000020, /**< warning dialog */
SDL_MESSAGEBOX_INFORMATION = 0x00000040 /**< informational dialog */
} SDL_MessageBoxFlags;
/**
* \brief Flags for SDL_MessageBoxButtonData.
*/
typedef enum
{
SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT = 0x00000001, /**< Marks the default button when return is hit */
SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT = 0x00000002 /**< Marks the default button when escape is hit */
} SDL_MessageBoxButtonFlags;
/**
* \brief Individual button data.
*/
typedef struct
{
Uint32 flags; /**< ::SDL_MessageBoxButtonFlags */
int buttonid; /**< User defined button id (value returned via SDL_ShowMessageBox) */
const char * text; /**< The UTF-8 button text */
} SDL_MessageBoxButtonData;
/**
* \brief RGB value used in a message box color scheme
*/
typedef struct
{
Uint8 r, g, b;
} SDL_MessageBoxColor;
typedef enum
{
SDL_MESSAGEBOX_COLOR_BACKGROUND,
SDL_MESSAGEBOX_COLOR_TEXT,
SDL_MESSAGEBOX_COLOR_BUTTON_BORDER,
SDL_MESSAGEBOX_COLOR_BUTTON_BACKGROUND,
SDL_MESSAGEBOX_COLOR_BUTTON_SELECTED,
SDL_MESSAGEBOX_COLOR_MAX
} SDL_MessageBoxColorType;
/**
* \brief A set of colors to use for message box dialogs
*/
typedef struct
{
SDL_MessageBoxColor colors[SDL_MESSAGEBOX_COLOR_MAX];
} SDL_MessageBoxColorScheme;
/**
* \brief MessageBox structure containing title, text, window, etc.
*/
typedef struct
{
Uint32 flags; /**< ::SDL_MessageBoxFlags */
SDL_Window *window; /**< Parent window, can be NULL */
const char *title; /**< UTF-8 title */
const char *message; /**< UTF-8 message text */
int numbuttons;
const SDL_MessageBoxButtonData *buttons;
const SDL_MessageBoxColorScheme *colorScheme; /**< ::SDL_MessageBoxColorScheme, can be NULL to use system settings */
} SDL_MessageBoxData;
/**
* \brief Create a modal message box.
*
* \param messageboxdata The SDL_MessageBoxData structure with title, text, etc.
* \param buttonid The pointer to which user id of hit button should be copied.
*
* \return -1 on error, otherwise 0 and buttonid contains user id of button
* hit or -1 if dialog was closed.
*
* \note This function should be called on the thread that created the parent
* window, or on the main thread if the messagebox has no parent. It will
* block execution of that thread until the user clicks a button or
* closes the messagebox.
*/
extern DECLSPEC int SDLCALL SDL_ShowMessageBox(const SDL_MessageBoxData *messageboxdata, int *buttonid);
/**
* \brief Create a simple modal message box
*
* \param flags ::SDL_MessageBoxFlags
* \param title UTF-8 title text
* \param message UTF-8 message text
* \param window The parent window, or NULL for no parent
*
* \return 0 on success, -1 on error
*
* \sa SDL_ShowMessageBox
*/
extern DECLSPEC int SDLCALL SDL_ShowSimpleMessageBox(Uint32 flags, const char *title, const char *message, SDL_Window *window);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_messagebox_h */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_mouse.h
*
* Include file for SDL mouse event handling.
*/
#ifndef _SDL_mouse_h
#define _SDL_mouse_h
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_video.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
typedef struct SDL_Cursor SDL_Cursor; /* Implementation dependent */
/**
* \brief Cursor types for SDL_CreateSystemCursor.
*/
typedef enum
{
SDL_SYSTEM_CURSOR_ARROW, /**< Arrow */
SDL_SYSTEM_CURSOR_IBEAM, /**< I-beam */
SDL_SYSTEM_CURSOR_WAIT, /**< Wait */
SDL_SYSTEM_CURSOR_CROSSHAIR, /**< Crosshair */
SDL_SYSTEM_CURSOR_WAITARROW, /**< Small wait cursor (or Wait if not available) */
SDL_SYSTEM_CURSOR_SIZENWSE, /**< Double arrow pointing northwest and southeast */
SDL_SYSTEM_CURSOR_SIZENESW, /**< Double arrow pointing northeast and southwest */
SDL_SYSTEM_CURSOR_SIZEWE, /**< Double arrow pointing west and east */
SDL_SYSTEM_CURSOR_SIZENS, /**< Double arrow pointing north and south */
SDL_SYSTEM_CURSOR_SIZEALL, /**< Four pointed arrow pointing north, south, east, and west */
SDL_SYSTEM_CURSOR_NO, /**< Slashed circle or crossbones */
SDL_SYSTEM_CURSOR_HAND, /**< Hand */
SDL_NUM_SYSTEM_CURSORS
} SDL_SystemCursor;
/**
* \brief Scroll direction types for the Scroll event
*/
typedef enum
{
SDL_MOUSEWHEEL_NORMAL, /**< The scroll direction is normal */
SDL_MOUSEWHEEL_FLIPPED /**< The scroll direction is flipped / natural */
} SDL_MouseWheelDirection;
/* Function prototypes */
/**
* \brief Get the window which currently has mouse focus.
*/
extern DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void);
/**
* \brief Retrieve the current state of the mouse.
*
* The current button state is returned as a button bitmask, which can
* be tested using the SDL_BUTTON(X) macros, and x and y are set to the
* mouse cursor position relative to the focus window for the currently
* selected mouse. You can pass NULL for either x or y.
*/
extern DECLSPEC Uint32 SDLCALL SDL_GetMouseState(int *x, int *y);
/**
* \brief Get the current state of the mouse, in relation to the desktop
*
* This works just like SDL_GetMouseState(), but the coordinates will be
* reported relative to the top-left of the desktop. This can be useful if
* you need to track the mouse outside of a specific window and
* SDL_CaptureMouse() doesn't fit your needs. For example, it could be
* useful if you need to track the mouse while dragging a window, where
* coordinates relative to a window might not be in sync at all times.
*
* \note SDL_GetMouseState() returns the mouse position as SDL understands
* it from the last pump of the event queue. This function, however,
* queries the OS for the current mouse position, and as such, might
* be a slightly less efficient function. Unless you know what you're
* doing and have a good reason to use this function, you probably want
* SDL_GetMouseState() instead.
*
* \param x Returns the current X coord, relative to the desktop. Can be NULL.
* \param y Returns the current Y coord, relative to the desktop. Can be NULL.
* \return The current button state as a bitmask, which can be tested using the SDL_BUTTON(X) macros.
*
* \sa SDL_GetMouseState
*/
extern DECLSPEC Uint32 SDLCALL SDL_GetGlobalMouseState(int *x, int *y);
/**
* \brief Retrieve the relative state of the mouse.
*
* The current button state is returned as a button bitmask, which can
* be tested using the SDL_BUTTON(X) macros, and x and y are set to the
* mouse deltas since the last call to SDL_GetRelativeMouseState().
*/
extern DECLSPEC Uint32 SDLCALL SDL_GetRelativeMouseState(int *x, int *y);
/**
* \brief Moves the mouse to the given position within the window.
*
* \param window The window to move the mouse into, or NULL for the current mouse focus
* \param x The x coordinate within the window
* \param y The y coordinate within the window
*
* \note This function generates a mouse motion event
*/
extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window,
int x, int y);
/**
* \brief Moves the mouse to the given position in global screen space.
*
* \param x The x coordinate
* \param y The y coordinate
*
* \note This function generates a mouse motion event
*/
extern DECLSPEC void SDLCALL SDL_WarpMouseGlobal(int x, int y);
/**
* \brief Set relative mouse mode.
*
* \param enabled Whether or not to enable relative mode
*
* \return 0 on success, or -1 if relative mode is not supported.
*
* While the mouse is in relative mode, the cursor is hidden, and the
* driver will try to report continuous motion in the current window.
* Only relative motion events will be delivered, the mouse position
* will not change.
*
* \note This function will flush any pending mouse motion.
*
* \sa SDL_GetRelativeMouseMode()
*/
extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled);
/**
* \brief Capture the mouse, to track input outside an SDL window.
*
* \param enabled Whether or not to enable capturing
*
* Capturing enables your app to obtain mouse events globally, instead of
* just within your window. Not all video targets support this function.
* When capturing is enabled, the current window will get all mouse events,
* but unlike relative mode, no change is made to the cursor and it is
* not restrained to your window.
*
* This function may also deny mouse input to other windows--both those in
* your application and others on the system--so you should use this
* function sparingly, and in small bursts. For example, you might want to
* track the mouse while the user is dragging something, until the user
* releases a mouse button. It is not recommended that you capture the mouse
* for long periods of time, such as the entire time your app is running.
*
* While captured, mouse events still report coordinates relative to the
* current (foreground) window, but those coordinates may be outside the
* bounds of the window (including negative values). Capturing is only
* allowed for the foreground window. If the window loses focus while
* capturing, the capture will be disabled automatically.
*
* While capturing is enabled, the current window will have the
* SDL_WINDOW_MOUSE_CAPTURE flag set.
*
* \return 0 on success, or -1 if not supported.
*/
extern DECLSPEC int SDLCALL SDL_CaptureMouse(SDL_bool enabled);
/**
* \brief Query whether relative mouse mode is enabled.
*
* \sa SDL_SetRelativeMouseMode()
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void);
/**
* \brief Create a cursor, using the specified bitmap data and
* mask (in MSB format).
*
* The cursor width must be a multiple of 8 bits.
*
* The cursor is created in black and white according to the following:
* <table>
* <tr><td> data </td><td> mask </td><td> resulting pixel on screen </td></tr>
* <tr><td> 0 </td><td> 1 </td><td> White </td></tr>
* <tr><td> 1 </td><td> 1 </td><td> Black </td></tr>
* <tr><td> 0 </td><td> 0 </td><td> Transparent </td></tr>
* <tr><td> 1 </td><td> 0 </td><td> Inverted color if possible, black
* if not. </td></tr>
* </table>
*
* \sa SDL_FreeCursor()
*/
extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data,
const Uint8 * mask,
int w, int h, int hot_x,
int hot_y);
/**
* \brief Create a color cursor.
*
* \sa SDL_FreeCursor()
*/
extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateColorCursor(SDL_Surface *surface,
int hot_x,
int hot_y);
/**
* \brief Create a system cursor.
*
* \sa SDL_FreeCursor()
*/
extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateSystemCursor(SDL_SystemCursor id);
/**
* \brief Set the active cursor.
*/
extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor * cursor);
/**
* \brief Return the active cursor.
*/
extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void);
/**
* \brief Return the default cursor.
*/
extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetDefaultCursor(void);
/**
* \brief Frees a cursor created with SDL_CreateCursor().
*
* \sa SDL_CreateCursor()
*/
extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor * cursor);
/**
* \brief Toggle whether or not the cursor is shown.
*
* \param toggle 1 to show the cursor, 0 to hide it, -1 to query the current
* state.
*
* \return 1 if the cursor is shown, or 0 if the cursor is hidden.
*/
extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle);
/**
* Used as a mask when testing buttons in buttonstate.
* - Button 1: Left mouse button
* - Button 2: Middle mouse button
* - Button 3: Right mouse button
*/
#define SDL_BUTTON(X) (1 << ((X)-1))
#define SDL_BUTTON_LEFT 1
#define SDL_BUTTON_MIDDLE 2
#define SDL_BUTTON_RIGHT 3
#define SDL_BUTTON_X1 4
#define SDL_BUTTON_X2 5
#define SDL_BUTTON_LMASK SDL_BUTTON(SDL_BUTTON_LEFT)
#define SDL_BUTTON_MMASK SDL_BUTTON(SDL_BUTTON_MIDDLE)
#define SDL_BUTTON_RMASK SDL_BUTTON(SDL_BUTTON_RIGHT)
#define SDL_BUTTON_X1MASK SDL_BUTTON(SDL_BUTTON_X1)
#define SDL_BUTTON_X2MASK SDL_BUTTON(SDL_BUTTON_X2)
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_mouse_h */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef _SDL_mutex_h
#define _SDL_mutex_h
/**
* \file SDL_mutex.h
*
* Functions to provide thread synchronization primitives.
*/
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* Synchronization functions which can time out return this value
* if they time out.
*/
#define SDL_MUTEX_TIMEDOUT 1
/**
* This is the timeout value which corresponds to never time out.
*/
#define SDL_MUTEX_MAXWAIT (~(Uint32)0)
/**
* \name Mutex functions
*/
/* @{ */
/* The SDL mutex structure, defined in SDL_sysmutex.c */
struct SDL_mutex;
typedef struct SDL_mutex SDL_mutex;
/**
* Create a mutex, initialized unlocked.
*/
extern DECLSPEC SDL_mutex *SDLCALL SDL_CreateMutex(void);
/**
* Lock the mutex.
*
* \return 0, or -1 on error.
*/
#define SDL_mutexP(m) SDL_LockMutex(m)
extern DECLSPEC int SDLCALL SDL_LockMutex(SDL_mutex * mutex);
/**
* Try to lock the mutex
*
* \return 0, SDL_MUTEX_TIMEDOUT, or -1 on error
*/
extern DECLSPEC int SDLCALL SDL_TryLockMutex(SDL_mutex * mutex);
/**
* Unlock the mutex.
*
* \return 0, or -1 on error.
*
* \warning It is an error to unlock a mutex that has not been locked by
* the current thread, and doing so results in undefined behavior.
*/
#define SDL_mutexV(m) SDL_UnlockMutex(m)
extern DECLSPEC int SDLCALL SDL_UnlockMutex(SDL_mutex * mutex);
/**
* Destroy a mutex.
*/
extern DECLSPEC void SDLCALL SDL_DestroyMutex(SDL_mutex * mutex);
/* @} *//* Mutex functions */
/**
* \name Semaphore functions
*/
/* @{ */
/* The SDL semaphore structure, defined in SDL_syssem.c */
struct SDL_semaphore;
typedef struct SDL_semaphore SDL_sem;
/**
* Create a semaphore, initialized with value, returns NULL on failure.
*/
extern DECLSPEC SDL_sem *SDLCALL SDL_CreateSemaphore(Uint32 initial_value);
/**
* Destroy a semaphore.
*/
extern DECLSPEC void SDLCALL SDL_DestroySemaphore(SDL_sem * sem);
/**
* This function suspends the calling thread until the semaphore pointed
* to by \c sem has a positive count. It then atomically decreases the
* semaphore count.
*/
extern DECLSPEC int SDLCALL SDL_SemWait(SDL_sem * sem);
/**
* Non-blocking variant of SDL_SemWait().
*
* \return 0 if the wait succeeds, ::SDL_MUTEX_TIMEDOUT if the wait would
* block, and -1 on error.
*/
extern DECLSPEC int SDLCALL SDL_SemTryWait(SDL_sem * sem);
/**
* Variant of SDL_SemWait() with a timeout in milliseconds.
*
* \return 0 if the wait succeeds, ::SDL_MUTEX_TIMEDOUT if the wait does not
* succeed in the allotted time, and -1 on error.
*
* \warning On some platforms this function is implemented by looping with a
* delay of 1 ms, and so should be avoided if possible.
*/
extern DECLSPEC int SDLCALL SDL_SemWaitTimeout(SDL_sem * sem, Uint32 ms);
/**
* Atomically increases the semaphore's count (not blocking).
*
* \return 0, or -1 on error.
*/
extern DECLSPEC int SDLCALL SDL_SemPost(SDL_sem * sem);
/**
* Returns the current count of the semaphore.
*/
extern DECLSPEC Uint32 SDLCALL SDL_SemValue(SDL_sem * sem);
/* @} *//* Semaphore functions */
/**
* \name Condition variable functions
*/
/* @{ */
/* The SDL condition variable structure, defined in SDL_syscond.c */
struct SDL_cond;
typedef struct SDL_cond SDL_cond;
/**
* Create a condition variable.
*
* Typical use of condition variables:
*
* Thread A:
* SDL_LockMutex(lock);
* while ( ! condition ) {
* SDL_CondWait(cond, lock);
* }
* SDL_UnlockMutex(lock);
*
* Thread B:
* SDL_LockMutex(lock);
* ...
* condition = true;
* ...
* SDL_CondSignal(cond);
* SDL_UnlockMutex(lock);
*
* There is some discussion whether to signal the condition variable
* with the mutex locked or not. There is some potential performance
* benefit to unlocking first on some platforms, but there are some
* potential race conditions depending on how your code is structured.
*
* In general it's safer to signal the condition variable while the
* mutex is locked.
*/
extern DECLSPEC SDL_cond *SDLCALL SDL_CreateCond(void);
/**
* Destroy a condition variable.
*/
extern DECLSPEC void SDLCALL SDL_DestroyCond(SDL_cond * cond);
/**
* Restart one of the threads that are waiting on the condition variable.
*
* \return 0 or -1 on error.
*/
extern DECLSPEC int SDLCALL SDL_CondSignal(SDL_cond * cond);
/**
* Restart all threads that are waiting on the condition variable.
*
* \return 0 or -1 on error.
*/
extern DECLSPEC int SDLCALL SDL_CondBroadcast(SDL_cond * cond);
/**
* Wait on the condition variable, unlocking the provided mutex.
*
* \warning The mutex must be locked before entering this function!
*
* The mutex is re-locked once the condition variable is signaled.
*
* \return 0 when it is signaled, or -1 on error.
*/
extern DECLSPEC int SDLCALL SDL_CondWait(SDL_cond * cond, SDL_mutex * mutex);
/**
* Waits for at most \c ms milliseconds, and returns 0 if the condition
* variable is signaled, ::SDL_MUTEX_TIMEDOUT if the condition is not
* signaled in the allotted time, and -1 on error.
*
* \warning On some platforms this function is implemented by looping with a
* delay of 1 ms, and so should be avoided if possible.
*/
extern DECLSPEC int SDLCALL SDL_CondWaitTimeout(SDL_cond * cond,
SDL_mutex * mutex, Uint32 ms);
/* @} *//* Condition variable functions */
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_mutex_h */
/* vi: set ts=4 sw=4 expandtab: */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef _SDLname_h_
#define _SDLname_h_
#if defined(__STDC__) || defined(__cplusplus)
#define NeedFunctionPrototypes 1
#endif
#define SDL_NAME(X) SDL_##X
#endif /* _SDLname_h_ */
/* vi: set ts=4 sw=4 expandtab: */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_opengles.h
*
* This is a simple file to encapsulate the OpenGL ES 1.X API headers.
*/
#ifdef __IPHONEOS__
#include <OpenGLES/ES1/gl.h>
#include <OpenGLES/ES1/glext.h>
#else
#include <GLES/gl.h>
#include <GLES/glext.h>
#endif
#ifndef APIENTRY
#define APIENTRY
#endif

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_opengles2.h
*
* This is a simple file to encapsulate the OpenGL ES 2.0 API headers.
*/
#ifndef _MSC_VER
#ifdef __IPHONEOS__
#include <OpenGLES/ES2/gl.h>
#include <OpenGLES/ES2/glext.h>
#else
#include <GLES2/gl2platform.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#endif
#else /* _MSC_VER */
/* OpenGL ES2 headers for Visual Studio */
#include "SDL_opengles2_khrplatform.h"
#include "SDL_opengles2_gl2platform.h"
#include "SDL_opengles2_gl2.h"
#include "SDL_opengles2_gl2ext.h"
#endif /* _MSC_VER */
#ifndef APIENTRY
#define APIENTRY GL_APIENTRY
#endif

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#ifndef __gl2_h_
#define __gl2_h_
/* $Revision: 20555 $ on $Date:: 2013-02-12 14:32:47 -0800 #$ */
/*#include <GLES2/gl2platform.h>*/
#ifdef __cplusplus
extern "C" {
#endif
/*
* This document is licensed under the SGI Free Software B License Version
* 2.0. For details, see http://oss.sgi.com/projects/FreeB/ .
*/
/*-------------------------------------------------------------------------
* Data type definitions
*-----------------------------------------------------------------------*/
typedef void GLvoid;
typedef char GLchar;
typedef unsigned int GLenum;
typedef unsigned char GLboolean;
typedef unsigned int GLbitfield;
typedef khronos_int8_t GLbyte;
typedef short GLshort;
typedef int GLint;
typedef int GLsizei;
typedef khronos_uint8_t GLubyte;
typedef unsigned short GLushort;
typedef unsigned int GLuint;
typedef khronos_float_t GLfloat;
typedef khronos_float_t GLclampf;
typedef khronos_int32_t GLfixed;
/* GL types for handling large vertex buffer objects */
typedef khronos_intptr_t GLintptr;
typedef khronos_ssize_t GLsizeiptr;
/* OpenGL ES core versions */
#define GL_ES_VERSION_2_0 1
/* ClearBufferMask */
#define GL_DEPTH_BUFFER_BIT 0x00000100
#define GL_STENCIL_BUFFER_BIT 0x00000400
#define GL_COLOR_BUFFER_BIT 0x00004000
/* Boolean */
#define GL_FALSE 0
#define GL_TRUE 1
/* BeginMode */
#define GL_POINTS 0x0000
#define GL_LINES 0x0001
#define GL_LINE_LOOP 0x0002
#define GL_LINE_STRIP 0x0003
#define GL_TRIANGLES 0x0004
#define GL_TRIANGLE_STRIP 0x0005
#define GL_TRIANGLE_FAN 0x0006
/* AlphaFunction (not supported in ES20) */
/* GL_NEVER */
/* GL_LESS */
/* GL_EQUAL */
/* GL_LEQUAL */
/* GL_GREATER */
/* GL_NOTEQUAL */
/* GL_GEQUAL */
/* GL_ALWAYS */
/* BlendingFactorDest */
#define GL_ZERO 0
#define GL_ONE 1
#define GL_SRC_COLOR 0x0300
#define GL_ONE_MINUS_SRC_COLOR 0x0301
#define GL_SRC_ALPHA 0x0302
#define GL_ONE_MINUS_SRC_ALPHA 0x0303
#define GL_DST_ALPHA 0x0304
#define GL_ONE_MINUS_DST_ALPHA 0x0305
/* BlendingFactorSrc */
/* GL_ZERO */
/* GL_ONE */
#define GL_DST_COLOR 0x0306
#define GL_ONE_MINUS_DST_COLOR 0x0307
#define GL_SRC_ALPHA_SATURATE 0x0308
/* GL_SRC_ALPHA */
/* GL_ONE_MINUS_SRC_ALPHA */
/* GL_DST_ALPHA */
/* GL_ONE_MINUS_DST_ALPHA */
/* BlendEquationSeparate */
#define GL_FUNC_ADD 0x8006
#define GL_BLEND_EQUATION 0x8009
#define GL_BLEND_EQUATION_RGB 0x8009 /* same as BLEND_EQUATION */
#define GL_BLEND_EQUATION_ALPHA 0x883D
/* BlendSubtract */
#define GL_FUNC_SUBTRACT 0x800A
#define GL_FUNC_REVERSE_SUBTRACT 0x800B
/* Separate Blend Functions */
#define GL_BLEND_DST_RGB 0x80C8
#define GL_BLEND_SRC_RGB 0x80C9
#define GL_BLEND_DST_ALPHA 0x80CA
#define GL_BLEND_SRC_ALPHA 0x80CB
#define GL_CONSTANT_COLOR 0x8001
#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002
#define GL_CONSTANT_ALPHA 0x8003
#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004
#define GL_BLEND_COLOR 0x8005
/* Buffer Objects */
#define GL_ARRAY_BUFFER 0x8892
#define GL_ELEMENT_ARRAY_BUFFER 0x8893
#define GL_ARRAY_BUFFER_BINDING 0x8894
#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
#define GL_STREAM_DRAW 0x88E0
#define GL_STATIC_DRAW 0x88E4
#define GL_DYNAMIC_DRAW 0x88E8
#define GL_BUFFER_SIZE 0x8764
#define GL_BUFFER_USAGE 0x8765
#define GL_CURRENT_VERTEX_ATTRIB 0x8626
/* CullFaceMode */
#define GL_FRONT 0x0404
#define GL_BACK 0x0405
#define GL_FRONT_AND_BACK 0x0408
/* DepthFunction */
/* GL_NEVER */
/* GL_LESS */
/* GL_EQUAL */
/* GL_LEQUAL */
/* GL_GREATER */
/* GL_NOTEQUAL */
/* GL_GEQUAL */
/* GL_ALWAYS */
/* EnableCap */
#define GL_TEXTURE_2D 0x0DE1
#define GL_CULL_FACE 0x0B44
#define GL_BLEND 0x0BE2
#define GL_DITHER 0x0BD0
#define GL_STENCIL_TEST 0x0B90
#define GL_DEPTH_TEST 0x0B71
#define GL_SCISSOR_TEST 0x0C11
#define GL_POLYGON_OFFSET_FILL 0x8037
#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E
#define GL_SAMPLE_COVERAGE 0x80A0
/* ErrorCode */
#define GL_NO_ERROR 0
#define GL_INVALID_ENUM 0x0500
#define GL_INVALID_VALUE 0x0501
#define GL_INVALID_OPERATION 0x0502
#define GL_OUT_OF_MEMORY 0x0505
/* FrontFaceDirection */
#define GL_CW 0x0900
#define GL_CCW 0x0901
/* GetPName */
#define GL_LINE_WIDTH 0x0B21
#define GL_ALIASED_POINT_SIZE_RANGE 0x846D
#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E
#define GL_CULL_FACE_MODE 0x0B45
#define GL_FRONT_FACE 0x0B46
#define GL_DEPTH_RANGE 0x0B70
#define GL_DEPTH_WRITEMASK 0x0B72
#define GL_DEPTH_CLEAR_VALUE 0x0B73
#define GL_DEPTH_FUNC 0x0B74
#define GL_STENCIL_CLEAR_VALUE 0x0B91
#define GL_STENCIL_FUNC 0x0B92
#define GL_STENCIL_FAIL 0x0B94
#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95
#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96
#define GL_STENCIL_REF 0x0B97
#define GL_STENCIL_VALUE_MASK 0x0B93
#define GL_STENCIL_WRITEMASK 0x0B98
#define GL_STENCIL_BACK_FUNC 0x8800
#define GL_STENCIL_BACK_FAIL 0x8801
#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802
#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803
#define GL_STENCIL_BACK_REF 0x8CA3
#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4
#define GL_STENCIL_BACK_WRITEMASK 0x8CA5
#define GL_VIEWPORT 0x0BA2
#define GL_SCISSOR_BOX 0x0C10
/* GL_SCISSOR_TEST */
#define GL_COLOR_CLEAR_VALUE 0x0C22
#define GL_COLOR_WRITEMASK 0x0C23
#define GL_UNPACK_ALIGNMENT 0x0CF5
#define GL_PACK_ALIGNMENT 0x0D05
#define GL_MAX_TEXTURE_SIZE 0x0D33
#define GL_MAX_VIEWPORT_DIMS 0x0D3A
#define GL_SUBPIXEL_BITS 0x0D50
#define GL_RED_BITS 0x0D52
#define GL_GREEN_BITS 0x0D53
#define GL_BLUE_BITS 0x0D54
#define GL_ALPHA_BITS 0x0D55
#define GL_DEPTH_BITS 0x0D56
#define GL_STENCIL_BITS 0x0D57
#define GL_POLYGON_OFFSET_UNITS 0x2A00
/* GL_POLYGON_OFFSET_FILL */
#define GL_POLYGON_OFFSET_FACTOR 0x8038
#define GL_TEXTURE_BINDING_2D 0x8069
#define GL_SAMPLE_BUFFERS 0x80A8
#define GL_SAMPLES 0x80A9
#define GL_SAMPLE_COVERAGE_VALUE 0x80AA
#define GL_SAMPLE_COVERAGE_INVERT 0x80AB
/* GetTextureParameter */
/* GL_TEXTURE_MAG_FILTER */
/* GL_TEXTURE_MIN_FILTER */
/* GL_TEXTURE_WRAP_S */
/* GL_TEXTURE_WRAP_T */
#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2
#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3
/* HintMode */
#define GL_DONT_CARE 0x1100
#define GL_FASTEST 0x1101
#define GL_NICEST 0x1102
/* HintTarget */
#define GL_GENERATE_MIPMAP_HINT 0x8192
/* DataType */
#define GL_BYTE 0x1400
#define GL_UNSIGNED_BYTE 0x1401
#define GL_SHORT 0x1402
#define GL_UNSIGNED_SHORT 0x1403
#define GL_INT 0x1404
#define GL_UNSIGNED_INT 0x1405
#define GL_FLOAT 0x1406
#define GL_FIXED 0x140C
/* PixelFormat */
#define GL_DEPTH_COMPONENT 0x1902
#define GL_ALPHA 0x1906
#define GL_RGB 0x1907
#define GL_RGBA 0x1908
#define GL_LUMINANCE 0x1909
#define GL_LUMINANCE_ALPHA 0x190A
/* PixelType */
/* GL_UNSIGNED_BYTE */
#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
#define GL_UNSIGNED_SHORT_5_6_5 0x8363
/* Shaders */
#define GL_FRAGMENT_SHADER 0x8B30
#define GL_VERTEX_SHADER 0x8B31
#define GL_MAX_VERTEX_ATTRIBS 0x8869
#define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB
#define GL_MAX_VARYING_VECTORS 0x8DFC
#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D
#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C
#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872
#define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD
#define GL_SHADER_TYPE 0x8B4F
#define GL_DELETE_STATUS 0x8B80
#define GL_LINK_STATUS 0x8B82
#define GL_VALIDATE_STATUS 0x8B83
#define GL_ATTACHED_SHADERS 0x8B85
#define GL_ACTIVE_UNIFORMS 0x8B86
#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87
#define GL_ACTIVE_ATTRIBUTES 0x8B89
#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A
#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
#define GL_CURRENT_PROGRAM 0x8B8D
/* StencilFunction */
#define GL_NEVER 0x0200
#define GL_LESS 0x0201
#define GL_EQUAL 0x0202
#define GL_LEQUAL 0x0203
#define GL_GREATER 0x0204
#define GL_NOTEQUAL 0x0205
#define GL_GEQUAL 0x0206
#define GL_ALWAYS 0x0207
/* StencilOp */
/* GL_ZERO */
#define GL_KEEP 0x1E00
#define GL_REPLACE 0x1E01
#define GL_INCR 0x1E02
#define GL_DECR 0x1E03
#define GL_INVERT 0x150A
#define GL_INCR_WRAP 0x8507
#define GL_DECR_WRAP 0x8508
/* StringName */
#define GL_VENDOR 0x1F00
#define GL_RENDERER 0x1F01
#define GL_VERSION 0x1F02
#define GL_EXTENSIONS 0x1F03
/* TextureMagFilter */
#define GL_NEAREST 0x2600
#define GL_LINEAR 0x2601
/* TextureMinFilter */
/* GL_NEAREST */
/* GL_LINEAR */
#define GL_NEAREST_MIPMAP_NEAREST 0x2700
#define GL_LINEAR_MIPMAP_NEAREST 0x2701
#define GL_NEAREST_MIPMAP_LINEAR 0x2702
#define GL_LINEAR_MIPMAP_LINEAR 0x2703
/* TextureParameterName */
#define GL_TEXTURE_MAG_FILTER 0x2800
#define GL_TEXTURE_MIN_FILTER 0x2801
#define GL_TEXTURE_WRAP_S 0x2802
#define GL_TEXTURE_WRAP_T 0x2803
/* TextureTarget */
/* GL_TEXTURE_2D */
#define GL_TEXTURE 0x1702
#define GL_TEXTURE_CUBE_MAP 0x8513
#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514
#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A
#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C
/* TextureUnit */
#define GL_TEXTURE0 0x84C0
#define GL_TEXTURE1 0x84C1
#define GL_TEXTURE2 0x84C2
#define GL_TEXTURE3 0x84C3
#define GL_TEXTURE4 0x84C4
#define GL_TEXTURE5 0x84C5
#define GL_TEXTURE6 0x84C6
#define GL_TEXTURE7 0x84C7
#define GL_TEXTURE8 0x84C8
#define GL_TEXTURE9 0x84C9
#define GL_TEXTURE10 0x84CA
#define GL_TEXTURE11 0x84CB
#define GL_TEXTURE12 0x84CC
#define GL_TEXTURE13 0x84CD
#define GL_TEXTURE14 0x84CE
#define GL_TEXTURE15 0x84CF
#define GL_TEXTURE16 0x84D0
#define GL_TEXTURE17 0x84D1
#define GL_TEXTURE18 0x84D2
#define GL_TEXTURE19 0x84D3
#define GL_TEXTURE20 0x84D4
#define GL_TEXTURE21 0x84D5
#define GL_TEXTURE22 0x84D6
#define GL_TEXTURE23 0x84D7
#define GL_TEXTURE24 0x84D8
#define GL_TEXTURE25 0x84D9
#define GL_TEXTURE26 0x84DA
#define GL_TEXTURE27 0x84DB
#define GL_TEXTURE28 0x84DC
#define GL_TEXTURE29 0x84DD
#define GL_TEXTURE30 0x84DE
#define GL_TEXTURE31 0x84DF
#define GL_ACTIVE_TEXTURE 0x84E0
/* TextureWrapMode */
#define GL_REPEAT 0x2901
#define GL_CLAMP_TO_EDGE 0x812F
#define GL_MIRRORED_REPEAT 0x8370
/* Uniform Types */
#define GL_FLOAT_VEC2 0x8B50
#define GL_FLOAT_VEC3 0x8B51
#define GL_FLOAT_VEC4 0x8B52
#define GL_INT_VEC2 0x8B53
#define GL_INT_VEC3 0x8B54
#define GL_INT_VEC4 0x8B55
#define GL_BOOL 0x8B56
#define GL_BOOL_VEC2 0x8B57
#define GL_BOOL_VEC3 0x8B58
#define GL_BOOL_VEC4 0x8B59
#define GL_FLOAT_MAT2 0x8B5A
#define GL_FLOAT_MAT3 0x8B5B
#define GL_FLOAT_MAT4 0x8B5C
#define GL_SAMPLER_2D 0x8B5E
#define GL_SAMPLER_CUBE 0x8B60
/* Vertex Arrays */
#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F
/* Read Format */
#define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A
#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B
/* Shader Source */
#define GL_COMPILE_STATUS 0x8B81
#define GL_INFO_LOG_LENGTH 0x8B84
#define GL_SHADER_SOURCE_LENGTH 0x8B88
#define GL_SHADER_COMPILER 0x8DFA
/* Shader Binary */
#define GL_SHADER_BINARY_FORMATS 0x8DF8
#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9
/* Shader Precision-Specified Types */
#define GL_LOW_FLOAT 0x8DF0
#define GL_MEDIUM_FLOAT 0x8DF1
#define GL_HIGH_FLOAT 0x8DF2
#define GL_LOW_INT 0x8DF3
#define GL_MEDIUM_INT 0x8DF4
#define GL_HIGH_INT 0x8DF5
/* Framebuffer Object. */
#define GL_FRAMEBUFFER 0x8D40
#define GL_RENDERBUFFER 0x8D41
#define GL_RGBA4 0x8056
#define GL_RGB5_A1 0x8057
#define GL_RGB565 0x8D62
#define GL_DEPTH_COMPONENT16 0x81A5
#define GL_STENCIL_INDEX8 0x8D48
#define GL_RENDERBUFFER_WIDTH 0x8D42
#define GL_RENDERBUFFER_HEIGHT 0x8D43
#define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44
#define GL_RENDERBUFFER_RED_SIZE 0x8D50
#define GL_RENDERBUFFER_GREEN_SIZE 0x8D51
#define GL_RENDERBUFFER_BLUE_SIZE 0x8D52
#define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53
#define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54
#define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3
#define GL_COLOR_ATTACHMENT0 0x8CE0
#define GL_DEPTH_ATTACHMENT 0x8D00
#define GL_STENCIL_ATTACHMENT 0x8D20
#define GL_NONE 0
#define GL_FRAMEBUFFER_COMPLETE 0x8CD5
#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6
#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7
#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS 0x8CD9
#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD
#define GL_FRAMEBUFFER_BINDING 0x8CA6
#define GL_RENDERBUFFER_BINDING 0x8CA7
#define GL_MAX_RENDERBUFFER_SIZE 0x84E8
#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506
/*-------------------------------------------------------------------------
* GL core functions.
*-----------------------------------------------------------------------*/
GL_APICALL void GL_APIENTRY glActiveTexture (GLenum texture);
GL_APICALL void GL_APIENTRY glAttachShader (GLuint program, GLuint shader);
GL_APICALL void GL_APIENTRY glBindAttribLocation (GLuint program, GLuint index, const GLchar* name);
GL_APICALL void GL_APIENTRY glBindBuffer (GLenum target, GLuint buffer);
GL_APICALL void GL_APIENTRY glBindFramebuffer (GLenum target, GLuint framebuffer);
GL_APICALL void GL_APIENTRY glBindRenderbuffer (GLenum target, GLuint renderbuffer);
GL_APICALL void GL_APIENTRY glBindTexture (GLenum target, GLuint texture);
GL_APICALL void GL_APIENTRY glBlendColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
GL_APICALL void GL_APIENTRY glBlendEquation ( GLenum mode );
GL_APICALL void GL_APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha);
GL_APICALL void GL_APIENTRY glBlendFunc (GLenum sfactor, GLenum dfactor);
GL_APICALL void GL_APIENTRY glBlendFuncSeparate (GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
GL_APICALL void GL_APIENTRY glBufferData (GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage);
GL_APICALL void GL_APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data);
GL_APICALL GLenum GL_APIENTRY glCheckFramebufferStatus (GLenum target);
GL_APICALL void GL_APIENTRY glClear (GLbitfield mask);
GL_APICALL void GL_APIENTRY glClearColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
GL_APICALL void GL_APIENTRY glClearDepthf (GLclampf depth);
GL_APICALL void GL_APIENTRY glClearStencil (GLint s);
GL_APICALL void GL_APIENTRY glColorMask (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
GL_APICALL void GL_APIENTRY glCompileShader (GLuint shader);
GL_APICALL void GL_APIENTRY glCompressedTexImage2D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid* data);
GL_APICALL void GL_APIENTRY glCompressedTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid* data);
GL_APICALL void GL_APIENTRY glCopyTexImage2D (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
GL_APICALL void GL_APIENTRY glCopyTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
GL_APICALL GLuint GL_APIENTRY glCreateProgram (void);
GL_APICALL GLuint GL_APIENTRY glCreateShader (GLenum type);
GL_APICALL void GL_APIENTRY glCullFace (GLenum mode);
GL_APICALL void GL_APIENTRY glDeleteBuffers (GLsizei n, const GLuint* buffers);
GL_APICALL void GL_APIENTRY glDeleteFramebuffers (GLsizei n, const GLuint* framebuffers);
GL_APICALL void GL_APIENTRY glDeleteProgram (GLuint program);
GL_APICALL void GL_APIENTRY glDeleteRenderbuffers (GLsizei n, const GLuint* renderbuffers);
GL_APICALL void GL_APIENTRY glDeleteShader (GLuint shader);
GL_APICALL void GL_APIENTRY glDeleteTextures (GLsizei n, const GLuint* textures);
GL_APICALL void GL_APIENTRY glDepthFunc (GLenum func);
GL_APICALL void GL_APIENTRY glDepthMask (GLboolean flag);
GL_APICALL void GL_APIENTRY glDepthRangef (GLclampf zNear, GLclampf zFar);
GL_APICALL void GL_APIENTRY glDetachShader (GLuint program, GLuint shader);
GL_APICALL void GL_APIENTRY glDisable (GLenum cap);
GL_APICALL void GL_APIENTRY glDisableVertexAttribArray (GLuint index);
GL_APICALL void GL_APIENTRY glDrawArrays (GLenum mode, GLint first, GLsizei count);
GL_APICALL void GL_APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const GLvoid* indices);
GL_APICALL void GL_APIENTRY glEnable (GLenum cap);
GL_APICALL void GL_APIENTRY glEnableVertexAttribArray (GLuint index);
GL_APICALL void GL_APIENTRY glFinish (void);
GL_APICALL void GL_APIENTRY glFlush (void);
GL_APICALL void GL_APIENTRY glFramebufferRenderbuffer (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
GL_APICALL void GL_APIENTRY glFramebufferTexture2D (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
GL_APICALL void GL_APIENTRY glFrontFace (GLenum mode);
GL_APICALL void GL_APIENTRY glGenBuffers (GLsizei n, GLuint* buffers);
GL_APICALL void GL_APIENTRY glGenerateMipmap (GLenum target);
GL_APICALL void GL_APIENTRY glGenFramebuffers (GLsizei n, GLuint* framebuffers);
GL_APICALL void GL_APIENTRY glGenRenderbuffers (GLsizei n, GLuint* renderbuffers);
GL_APICALL void GL_APIENTRY glGenTextures (GLsizei n, GLuint* textures);
GL_APICALL void GL_APIENTRY glGetActiveAttrib (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
GL_APICALL void GL_APIENTRY glGetActiveUniform (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
GL_APICALL void GL_APIENTRY glGetAttachedShaders (GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders);
GL_APICALL GLint GL_APIENTRY glGetAttribLocation (GLuint program, const GLchar* name);
GL_APICALL void GL_APIENTRY glGetBooleanv (GLenum pname, GLboolean* params);
GL_APICALL void GL_APIENTRY glGetBufferParameteriv (GLenum target, GLenum pname, GLint* params);
GL_APICALL GLenum GL_APIENTRY glGetError (void);
GL_APICALL void GL_APIENTRY glGetFloatv (GLenum pname, GLfloat* params);
GL_APICALL void GL_APIENTRY glGetFramebufferAttachmentParameteriv (GLenum target, GLenum attachment, GLenum pname, GLint* params);
GL_APICALL void GL_APIENTRY glGetIntegerv (GLenum pname, GLint* params);
GL_APICALL void GL_APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint* params);
GL_APICALL void GL_APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog);
GL_APICALL void GL_APIENTRY glGetRenderbufferParameteriv (GLenum target, GLenum pname, GLint* params);
GL_APICALL void GL_APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint* params);
GL_APICALL void GL_APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog);
GL_APICALL void GL_APIENTRY glGetShaderPrecisionFormat (GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision);
GL_APICALL void GL_APIENTRY glGetShaderSource (GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source);
GL_APICALL const GLubyte* GL_APIENTRY glGetString (GLenum name);
GL_APICALL void GL_APIENTRY glGetTexParameterfv (GLenum target, GLenum pname, GLfloat* params);
GL_APICALL void GL_APIENTRY glGetTexParameteriv (GLenum target, GLenum pname, GLint* params);
GL_APICALL void GL_APIENTRY glGetUniformfv (GLuint program, GLint location, GLfloat* params);
GL_APICALL void GL_APIENTRY glGetUniformiv (GLuint program, GLint location, GLint* params);
GL_APICALL GLint GL_APIENTRY glGetUniformLocation (GLuint program, const GLchar* name);
GL_APICALL void GL_APIENTRY glGetVertexAttribfv (GLuint index, GLenum pname, GLfloat* params);
GL_APICALL void GL_APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint* params);
GL_APICALL void GL_APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, GLvoid** pointer);
GL_APICALL void GL_APIENTRY glHint (GLenum target, GLenum mode);
GL_APICALL GLboolean GL_APIENTRY glIsBuffer (GLuint buffer);
GL_APICALL GLboolean GL_APIENTRY glIsEnabled (GLenum cap);
GL_APICALL GLboolean GL_APIENTRY glIsFramebuffer (GLuint framebuffer);
GL_APICALL GLboolean GL_APIENTRY glIsProgram (GLuint program);
GL_APICALL GLboolean GL_APIENTRY glIsRenderbuffer (GLuint renderbuffer);
GL_APICALL GLboolean GL_APIENTRY glIsShader (GLuint shader);
GL_APICALL GLboolean GL_APIENTRY glIsTexture (GLuint texture);
GL_APICALL void GL_APIENTRY glLineWidth (GLfloat width);
GL_APICALL void GL_APIENTRY glLinkProgram (GLuint program);
GL_APICALL void GL_APIENTRY glPixelStorei (GLenum pname, GLint param);
GL_APICALL void GL_APIENTRY glPolygonOffset (GLfloat factor, GLfloat units);
GL_APICALL void GL_APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels);
GL_APICALL void GL_APIENTRY glReleaseShaderCompiler (void);
GL_APICALL void GL_APIENTRY glRenderbufferStorage (GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
GL_APICALL void GL_APIENTRY glSampleCoverage (GLclampf value, GLboolean invert);
GL_APICALL void GL_APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height);
GL_APICALL void GL_APIENTRY glShaderBinary (GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length);
GL_APICALL void GL_APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length);
GL_APICALL void GL_APIENTRY glStencilFunc (GLenum func, GLint ref, GLuint mask);
GL_APICALL void GL_APIENTRY glStencilFuncSeparate (GLenum face, GLenum func, GLint ref, GLuint mask);
GL_APICALL void GL_APIENTRY glStencilMask (GLuint mask);
GL_APICALL void GL_APIENTRY glStencilMaskSeparate (GLenum face, GLuint mask);
GL_APICALL void GL_APIENTRY glStencilOp (GLenum fail, GLenum zfail, GLenum zpass);
GL_APICALL void GL_APIENTRY glStencilOpSeparate (GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
GL_APICALL void GL_APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels);
GL_APICALL void GL_APIENTRY glTexParameterf (GLenum target, GLenum pname, GLfloat param);
GL_APICALL void GL_APIENTRY glTexParameterfv (GLenum target, GLenum pname, const GLfloat* params);
GL_APICALL void GL_APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param);
GL_APICALL void GL_APIENTRY glTexParameteriv (GLenum target, GLenum pname, const GLint* params);
GL_APICALL void GL_APIENTRY glTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels);
GL_APICALL void GL_APIENTRY glUniform1f (GLint location, GLfloat x);
GL_APICALL void GL_APIENTRY glUniform1fv (GLint location, GLsizei count, const GLfloat* v);
GL_APICALL void GL_APIENTRY glUniform1i (GLint location, GLint x);
GL_APICALL void GL_APIENTRY glUniform1iv (GLint location, GLsizei count, const GLint* v);
GL_APICALL void GL_APIENTRY glUniform2f (GLint location, GLfloat x, GLfloat y);
GL_APICALL void GL_APIENTRY glUniform2fv (GLint location, GLsizei count, const GLfloat* v);
GL_APICALL void GL_APIENTRY glUniform2i (GLint location, GLint x, GLint y);
GL_APICALL void GL_APIENTRY glUniform2iv (GLint location, GLsizei count, const GLint* v);
GL_APICALL void GL_APIENTRY glUniform3f (GLint location, GLfloat x, GLfloat y, GLfloat z);
GL_APICALL void GL_APIENTRY glUniform3fv (GLint location, GLsizei count, const GLfloat* v);
GL_APICALL void GL_APIENTRY glUniform3i (GLint location, GLint x, GLint y, GLint z);
GL_APICALL void GL_APIENTRY glUniform3iv (GLint location, GLsizei count, const GLint* v);
GL_APICALL void GL_APIENTRY glUniform4f (GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
GL_APICALL void GL_APIENTRY glUniform4fv (GLint location, GLsizei count, const GLfloat* v);
GL_APICALL void GL_APIENTRY glUniform4i (GLint location, GLint x, GLint y, GLint z, GLint w);
GL_APICALL void GL_APIENTRY glUniform4iv (GLint location, GLsizei count, const GLint* v);
GL_APICALL void GL_APIENTRY glUniformMatrix2fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
GL_APICALL void GL_APIENTRY glUniformMatrix3fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
GL_APICALL void GL_APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
GL_APICALL void GL_APIENTRY glUseProgram (GLuint program);
GL_APICALL void GL_APIENTRY glValidateProgram (GLuint program);
GL_APICALL void GL_APIENTRY glVertexAttrib1f (GLuint indx, GLfloat x);
GL_APICALL void GL_APIENTRY glVertexAttrib1fv (GLuint indx, const GLfloat* values);
GL_APICALL void GL_APIENTRY glVertexAttrib2f (GLuint indx, GLfloat x, GLfloat y);
GL_APICALL void GL_APIENTRY glVertexAttrib2fv (GLuint indx, const GLfloat* values);
GL_APICALL void GL_APIENTRY glVertexAttrib3f (GLuint indx, GLfloat x, GLfloat y, GLfloat z);
GL_APICALL void GL_APIENTRY glVertexAttrib3fv (GLuint indx, const GLfloat* values);
GL_APICALL void GL_APIENTRY glVertexAttrib4f (GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
GL_APICALL void GL_APIENTRY glVertexAttrib4fv (GLuint indx, const GLfloat* values);
GL_APICALL void GL_APIENTRY glVertexAttribPointer (GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr);
GL_APICALL void GL_APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height);
#ifdef __cplusplus
}
#endif
#endif /* __gl2_h_ */

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#ifndef __gl2platform_h_
#define __gl2platform_h_
/* $Revision: 10602 $ on $Date:: 2010-03-04 22:35:34 -0800 #$ */
/*
* This document is licensed under the SGI Free Software B License Version
* 2.0. For details, see http://oss.sgi.com/projects/FreeB/ .
*/
/* Platform-specific types and definitions for OpenGL ES 2.X gl2.h
*
* Adopters may modify khrplatform.h and this file to suit their platform.
* You are encouraged to submit all modifications to the Khronos group so that
* they can be included in future versions of this file. Please submit changes
* by sending them to the public Khronos Bugzilla (http://khronos.org/bugzilla)
* by filing a bug against product "OpenGL-ES" component "Registry".
*/
/*#include <KHR/khrplatform.h>*/
#ifndef GL_APICALL
#define GL_APICALL KHRONOS_APICALL
#endif
#ifndef GL_APIENTRY
#define GL_APIENTRY KHRONOS_APIENTRY
#endif
#endif /* __gl2platform_h_ */

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#ifndef __khrplatform_h_
#define __khrplatform_h_
/*
** Copyright (c) 2008-2009 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/
/* Khronos platform-specific types and definitions.
*
* $Revision: 23298 $ on $Date: 2013-09-30 17:07:13 -0700 (Mon, 30 Sep 2013) $
*
* Adopters may modify this file to suit their platform. Adopters are
* encouraged to submit platform specific modifications to the Khronos
* group so that they can be included in future versions of this file.
* Please submit changes by sending them to the public Khronos Bugzilla
* (http://khronos.org/bugzilla) by filing a bug against product
* "Khronos (general)" component "Registry".
*
* A predefined template which fills in some of the bug fields can be
* reached using http://tinyurl.com/khrplatform-h-bugreport, but you
* must create a Bugzilla login first.
*
*
* See the Implementer's Guidelines for information about where this file
* should be located on your system and for more details of its use:
* http://www.khronos.org/registry/implementers_guide.pdf
*
* This file should be included as
* #include <KHR/khrplatform.h>
* by Khronos client API header files that use its types and defines.
*
* The types in khrplatform.h should only be used to define API-specific types.
*
* Types defined in khrplatform.h:
* khronos_int8_t signed 8 bit
* khronos_uint8_t unsigned 8 bit
* khronos_int16_t signed 16 bit
* khronos_uint16_t unsigned 16 bit
* khronos_int32_t signed 32 bit
* khronos_uint32_t unsigned 32 bit
* khronos_int64_t signed 64 bit
* khronos_uint64_t unsigned 64 bit
* khronos_intptr_t signed same number of bits as a pointer
* khronos_uintptr_t unsigned same number of bits as a pointer
* khronos_ssize_t signed size
* khronos_usize_t unsigned size
* khronos_float_t signed 32 bit floating point
* khronos_time_ns_t unsigned 64 bit time in nanoseconds
* khronos_utime_nanoseconds_t unsigned time interval or absolute time in
* nanoseconds
* khronos_stime_nanoseconds_t signed time interval in nanoseconds
* khronos_boolean_enum_t enumerated boolean type. This should
* only be used as a base type when a client API's boolean type is
* an enum. Client APIs which use an integer or other type for
* booleans cannot use this as the base type for their boolean.
*
* Tokens defined in khrplatform.h:
*
* KHRONOS_FALSE, KHRONOS_TRUE Enumerated boolean false/true values.
*
* KHRONOS_SUPPORT_INT64 is 1 if 64 bit integers are supported; otherwise 0.
* KHRONOS_SUPPORT_FLOAT is 1 if floats are supported; otherwise 0.
*
* Calling convention macros defined in this file:
* KHRONOS_APICALL
* KHRONOS_APIENTRY
* KHRONOS_APIATTRIBUTES
*
* These may be used in function prototypes as:
*
* KHRONOS_APICALL void KHRONOS_APIENTRY funcname(
* int arg1,
* int arg2) KHRONOS_APIATTRIBUTES;
*/
/*-------------------------------------------------------------------------
* Definition of KHRONOS_APICALL
*-------------------------------------------------------------------------
* This precedes the return type of the function in the function prototype.
*/
#if defined(_WIN32) && !defined(__SCITECH_SNAP__)
# define KHRONOS_APICALL __declspec(dllimport)
#elif defined (__SYMBIAN32__)
# define KHRONOS_APICALL IMPORT_C
#else
# define KHRONOS_APICALL
#endif
/*-------------------------------------------------------------------------
* Definition of KHRONOS_APIENTRY
*-------------------------------------------------------------------------
* This follows the return type of the function and precedes the function
* name in the function prototype.
*/
#if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(__SCITECH_SNAP__)
/* Win32 but not WinCE */
# define KHRONOS_APIENTRY __stdcall
#else
# define KHRONOS_APIENTRY
#endif
/*-------------------------------------------------------------------------
* Definition of KHRONOS_APIATTRIBUTES
*-------------------------------------------------------------------------
* This follows the closing parenthesis of the function prototype arguments.
*/
#if defined (__ARMCC_2__)
#define KHRONOS_APIATTRIBUTES __softfp
#else
#define KHRONOS_APIATTRIBUTES
#endif
/*-------------------------------------------------------------------------
* basic type definitions
*-----------------------------------------------------------------------*/
#if (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || defined(__GNUC__) || defined(__SCO__) || defined(__USLC__)
/*
* Using <stdint.h>
*/
#include <stdint.h>
typedef int32_t khronos_int32_t;
typedef uint32_t khronos_uint32_t;
typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#elif defined(__VMS ) || defined(__sgi)
/*
* Using <inttypes.h>
*/
#include <inttypes.h>
typedef int32_t khronos_int32_t;
typedef uint32_t khronos_uint32_t;
typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#elif defined(_WIN32) && !defined(__SCITECH_SNAP__)
/*
* Win32
*/
typedef __int32 khronos_int32_t;
typedef unsigned __int32 khronos_uint32_t;
typedef __int64 khronos_int64_t;
typedef unsigned __int64 khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#elif defined(__sun__) || defined(__digital__)
/*
* Sun or Digital
*/
typedef int khronos_int32_t;
typedef unsigned int khronos_uint32_t;
#if defined(__arch64__) || defined(_LP64)
typedef long int khronos_int64_t;
typedef unsigned long int khronos_uint64_t;
#else
typedef long long int khronos_int64_t;
typedef unsigned long long int khronos_uint64_t;
#endif /* __arch64__ */
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#elif 0
/*
* Hypothetical platform with no float or int64 support
*/
typedef int khronos_int32_t;
typedef unsigned int khronos_uint32_t;
#define KHRONOS_SUPPORT_INT64 0
#define KHRONOS_SUPPORT_FLOAT 0
#else
/*
* Generic fallback
*/
#include <stdint.h>
typedef int32_t khronos_int32_t;
typedef uint32_t khronos_uint32_t;
typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#endif
/*
* Types that are (so far) the same on all platforms
*/
typedef signed char khronos_int8_t;
typedef unsigned char khronos_uint8_t;
typedef signed short int khronos_int16_t;
typedef unsigned short int khronos_uint16_t;
/*
* Types that differ between LLP64 and LP64 architectures - in LLP64,
* pointers are 64 bits, but 'long' is still 32 bits. Win64 appears
* to be the only LLP64 architecture in current use.
*/
#ifdef _WIN64
typedef signed long long int khronos_intptr_t;
typedef unsigned long long int khronos_uintptr_t;
typedef signed long long int khronos_ssize_t;
typedef unsigned long long int khronos_usize_t;
#else
typedef signed long int khronos_intptr_t;
typedef unsigned long int khronos_uintptr_t;
typedef signed long int khronos_ssize_t;
typedef unsigned long int khronos_usize_t;
#endif
#if KHRONOS_SUPPORT_FLOAT
/*
* Float type
*/
typedef float khronos_float_t;
#endif
#if KHRONOS_SUPPORT_INT64
/* Time types
*
* These types can be used to represent a time interval in nanoseconds or
* an absolute Unadjusted System Time. Unadjusted System Time is the number
* of nanoseconds since some arbitrary system event (e.g. since the last
* time the system booted). The Unadjusted System Time is an unsigned
* 64 bit value that wraps back to 0 every 584 years. Time intervals
* may be either signed or unsigned.
*/
typedef khronos_uint64_t khronos_utime_nanoseconds_t;
typedef khronos_int64_t khronos_stime_nanoseconds_t;
#endif
/*
* Dummy value used to pad enum types to 32 bits.
*/
#ifndef KHRONOS_MAX_ENUM
#define KHRONOS_MAX_ENUM 0x7FFFFFFF
#endif
/*
* Enumerated boolean type
*
* Values other than zero should be considered to be true. Therefore
* comparisons should not be made against KHRONOS_TRUE.
*/
typedef enum {
KHRONOS_FALSE = 0,
KHRONOS_TRUE = 1,
KHRONOS_BOOLEAN_ENUM_FORCE_SIZE = KHRONOS_MAX_ENUM
} khronos_boolean_enum_t;
#endif /* __khrplatform_h_ */

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@ -0,0 +1,454 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_pixels.h
*
* Header for the enumerated pixel format definitions.
*/
#ifndef _SDL_pixels_h
#define _SDL_pixels_h
#include "SDL_stdinc.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \name Transparency definitions
*
* These define alpha as the opacity of a surface.
*/
/* @{ */
#define SDL_ALPHA_OPAQUE 255
#define SDL_ALPHA_TRANSPARENT 0
/* @} */
/** Pixel type. */
enum
{
SDL_PIXELTYPE_UNKNOWN,
SDL_PIXELTYPE_INDEX1,
SDL_PIXELTYPE_INDEX4,
SDL_PIXELTYPE_INDEX8,
SDL_PIXELTYPE_PACKED8,
SDL_PIXELTYPE_PACKED16,
SDL_PIXELTYPE_PACKED32,
SDL_PIXELTYPE_ARRAYU8,
SDL_PIXELTYPE_ARRAYU16,
SDL_PIXELTYPE_ARRAYU32,
SDL_PIXELTYPE_ARRAYF16,
SDL_PIXELTYPE_ARRAYF32
};
/** Bitmap pixel order, high bit -> low bit. */
enum
{
SDL_BITMAPORDER_NONE,
SDL_BITMAPORDER_4321,
SDL_BITMAPORDER_1234
};
/** Packed component order, high bit -> low bit. */
enum
{
SDL_PACKEDORDER_NONE,
SDL_PACKEDORDER_XRGB,
SDL_PACKEDORDER_RGBX,
SDL_PACKEDORDER_ARGB,
SDL_PACKEDORDER_RGBA,
SDL_PACKEDORDER_XBGR,
SDL_PACKEDORDER_BGRX,
SDL_PACKEDORDER_ABGR,
SDL_PACKEDORDER_BGRA
};
/** Array component order, low byte -> high byte. */
/* !!! FIXME: in 2.1, make these not overlap differently with
!!! FIXME: SDL_PACKEDORDER_*, so we can simplify SDL_ISPIXELFORMAT_ALPHA */
enum
{
SDL_ARRAYORDER_NONE,
SDL_ARRAYORDER_RGB,
SDL_ARRAYORDER_RGBA,
SDL_ARRAYORDER_ARGB,
SDL_ARRAYORDER_BGR,
SDL_ARRAYORDER_BGRA,
SDL_ARRAYORDER_ABGR
};
/** Packed component layout. */
enum
{
SDL_PACKEDLAYOUT_NONE,
SDL_PACKEDLAYOUT_332,
SDL_PACKEDLAYOUT_4444,
SDL_PACKEDLAYOUT_1555,
SDL_PACKEDLAYOUT_5551,
SDL_PACKEDLAYOUT_565,
SDL_PACKEDLAYOUT_8888,
SDL_PACKEDLAYOUT_2101010,
SDL_PACKEDLAYOUT_1010102
};
#define SDL_DEFINE_PIXELFOURCC(A, B, C, D) SDL_FOURCC(A, B, C, D)
#define SDL_DEFINE_PIXELFORMAT(type, order, layout, bits, bytes) \
((1 << 28) | ((type) << 24) | ((order) << 20) | ((layout) << 16) | \
((bits) << 8) | ((bytes) << 0))
#define SDL_PIXELFLAG(X) (((X) >> 28) & 0x0F)
#define SDL_PIXELTYPE(X) (((X) >> 24) & 0x0F)
#define SDL_PIXELORDER(X) (((X) >> 20) & 0x0F)
#define SDL_PIXELLAYOUT(X) (((X) >> 16) & 0x0F)
#define SDL_BITSPERPIXEL(X) (((X) >> 8) & 0xFF)
#define SDL_BYTESPERPIXEL(X) \
(SDL_ISPIXELFORMAT_FOURCC(X) ? \
((((X) == SDL_PIXELFORMAT_YUY2) || \
((X) == SDL_PIXELFORMAT_UYVY) || \
((X) == SDL_PIXELFORMAT_YVYU)) ? 2 : 1) : (((X) >> 0) & 0xFF))
#define SDL_ISPIXELFORMAT_INDEXED(format) \
(!SDL_ISPIXELFORMAT_FOURCC(format) && \
((SDL_PIXELTYPE(format) == SDL_PIXELTYPE_INDEX1) || \
(SDL_PIXELTYPE(format) == SDL_PIXELTYPE_INDEX4) || \
(SDL_PIXELTYPE(format) == SDL_PIXELTYPE_INDEX8)))
#define SDL_ISPIXELFORMAT_PACKED(format) \
(!SDL_ISPIXELFORMAT_FOURCC(format) && \
((SDL_PIXELTYPE(format) == SDL_PIXELTYPE_PACKED8) || \
(SDL_PIXELTYPE(format) == SDL_PIXELTYPE_PACKED16) || \
(SDL_PIXELTYPE(format) == SDL_PIXELTYPE_PACKED32)))
#define SDL_ISPIXELFORMAT_ARRAY(format) \
(!SDL_ISPIXELFORMAT_FOURCC(format) && \
((SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYU8) || \
(SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYU16) || \
(SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYU32) || \
(SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYF16) || \
(SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYF32)))
#define SDL_ISPIXELFORMAT_ALPHA(format) \
((SDL_ISPIXELFORMAT_PACKED(format) && \
((SDL_PIXELORDER(format) == SDL_PACKEDORDER_ARGB) || \
(SDL_PIXELORDER(format) == SDL_PACKEDORDER_RGBA) || \
(SDL_PIXELORDER(format) == SDL_PACKEDORDER_ABGR) || \
(SDL_PIXELORDER(format) == SDL_PACKEDORDER_BGRA))) || \
(SDL_ISPIXELFORMAT_ARRAY(format) && \
((SDL_PIXELORDER(format) == SDL_ARRAYORDER_ARGB) || \
(SDL_PIXELORDER(format) == SDL_ARRAYORDER_RGBA) || \
(SDL_PIXELORDER(format) == SDL_ARRAYORDER_ABGR) || \
(SDL_PIXELORDER(format) == SDL_ARRAYORDER_BGRA))))
/* The flag is set to 1 because 0x1? is not in the printable ASCII range */
#define SDL_ISPIXELFORMAT_FOURCC(format) \
((format) && (SDL_PIXELFLAG(format) != 1))
/* Note: If you modify this list, update SDL_GetPixelFormatName() */
enum
{
SDL_PIXELFORMAT_UNKNOWN,
SDL_PIXELFORMAT_INDEX1LSB =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX1, SDL_BITMAPORDER_4321, 0,
1, 0),
SDL_PIXELFORMAT_INDEX1MSB =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX1, SDL_BITMAPORDER_1234, 0,
1, 0),
SDL_PIXELFORMAT_INDEX4LSB =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX4, SDL_BITMAPORDER_4321, 0,
4, 0),
SDL_PIXELFORMAT_INDEX4MSB =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX4, SDL_BITMAPORDER_1234, 0,
4, 0),
SDL_PIXELFORMAT_INDEX8 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX8, 0, 0, 8, 1),
SDL_PIXELFORMAT_RGB332 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED8, SDL_PACKEDORDER_XRGB,
SDL_PACKEDLAYOUT_332, 8, 1),
SDL_PIXELFORMAT_RGB444 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XRGB,
SDL_PACKEDLAYOUT_4444, 12, 2),
SDL_PIXELFORMAT_RGB555 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XRGB,
SDL_PACKEDLAYOUT_1555, 15, 2),
SDL_PIXELFORMAT_BGR555 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XBGR,
SDL_PACKEDLAYOUT_1555, 15, 2),
SDL_PIXELFORMAT_ARGB4444 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_ARGB,
SDL_PACKEDLAYOUT_4444, 16, 2),
SDL_PIXELFORMAT_RGBA4444 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_RGBA,
SDL_PACKEDLAYOUT_4444, 16, 2),
SDL_PIXELFORMAT_ABGR4444 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_ABGR,
SDL_PACKEDLAYOUT_4444, 16, 2),
SDL_PIXELFORMAT_BGRA4444 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_BGRA,
SDL_PACKEDLAYOUT_4444, 16, 2),
SDL_PIXELFORMAT_ARGB1555 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_ARGB,
SDL_PACKEDLAYOUT_1555, 16, 2),
SDL_PIXELFORMAT_RGBA5551 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_RGBA,
SDL_PACKEDLAYOUT_5551, 16, 2),
SDL_PIXELFORMAT_ABGR1555 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_ABGR,
SDL_PACKEDLAYOUT_1555, 16, 2),
SDL_PIXELFORMAT_BGRA5551 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_BGRA,
SDL_PACKEDLAYOUT_5551, 16, 2),
SDL_PIXELFORMAT_RGB565 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XRGB,
SDL_PACKEDLAYOUT_565, 16, 2),
SDL_PIXELFORMAT_BGR565 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XBGR,
SDL_PACKEDLAYOUT_565, 16, 2),
SDL_PIXELFORMAT_RGB24 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYU8, SDL_ARRAYORDER_RGB, 0,
24, 3),
SDL_PIXELFORMAT_BGR24 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYU8, SDL_ARRAYORDER_BGR, 0,
24, 3),
SDL_PIXELFORMAT_RGB888 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_XRGB,
SDL_PACKEDLAYOUT_8888, 24, 4),
SDL_PIXELFORMAT_RGBX8888 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_RGBX,
SDL_PACKEDLAYOUT_8888, 24, 4),
SDL_PIXELFORMAT_BGR888 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_XBGR,
SDL_PACKEDLAYOUT_8888, 24, 4),
SDL_PIXELFORMAT_BGRX8888 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_BGRX,
SDL_PACKEDLAYOUT_8888, 24, 4),
SDL_PIXELFORMAT_ARGB8888 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_ARGB,
SDL_PACKEDLAYOUT_8888, 32, 4),
SDL_PIXELFORMAT_RGBA8888 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_RGBA,
SDL_PACKEDLAYOUT_8888, 32, 4),
SDL_PIXELFORMAT_ABGR8888 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_ABGR,
SDL_PACKEDLAYOUT_8888, 32, 4),
SDL_PIXELFORMAT_BGRA8888 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_BGRA,
SDL_PACKEDLAYOUT_8888, 32, 4),
SDL_PIXELFORMAT_ARGB2101010 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_ARGB,
SDL_PACKEDLAYOUT_2101010, 32, 4),
SDL_PIXELFORMAT_YV12 = /**< Planar mode: Y + V + U (3 planes) */
SDL_DEFINE_PIXELFOURCC('Y', 'V', '1', '2'),
SDL_PIXELFORMAT_IYUV = /**< Planar mode: Y + U + V (3 planes) */
SDL_DEFINE_PIXELFOURCC('I', 'Y', 'U', 'V'),
SDL_PIXELFORMAT_YUY2 = /**< Packed mode: Y0+U0+Y1+V0 (1 plane) */
SDL_DEFINE_PIXELFOURCC('Y', 'U', 'Y', '2'),
SDL_PIXELFORMAT_UYVY = /**< Packed mode: U0+Y0+V0+Y1 (1 plane) */
SDL_DEFINE_PIXELFOURCC('U', 'Y', 'V', 'Y'),
SDL_PIXELFORMAT_YVYU = /**< Packed mode: Y0+V0+Y1+U0 (1 plane) */
SDL_DEFINE_PIXELFOURCC('Y', 'V', 'Y', 'U'),
SDL_PIXELFORMAT_NV12 = /**< Planar mode: Y + U/V interleaved (2 planes) */
SDL_DEFINE_PIXELFOURCC('N', 'V', '1', '2'),
SDL_PIXELFORMAT_NV21 = /**< Planar mode: Y + V/U interleaved (2 planes) */
SDL_DEFINE_PIXELFOURCC('N', 'V', '2', '1')
};
typedef struct SDL_Color
{
Uint8 r;
Uint8 g;
Uint8 b;
Uint8 a;
} SDL_Color;
#define SDL_Colour SDL_Color
typedef struct SDL_Palette
{
int ncolors;
SDL_Color *colors;
Uint32 version;
int refcount;
} SDL_Palette;
/**
* \note Everything in the pixel format structure is read-only.
*/
typedef struct SDL_PixelFormat
{
Uint32 format;
SDL_Palette *palette;
Uint8 BitsPerPixel;
Uint8 BytesPerPixel;
Uint8 padding[2];
Uint32 Rmask;
Uint32 Gmask;
Uint32 Bmask;
Uint32 Amask;
Uint8 Rloss;
Uint8 Gloss;
Uint8 Bloss;
Uint8 Aloss;
Uint8 Rshift;
Uint8 Gshift;
Uint8 Bshift;
Uint8 Ashift;
int refcount;
struct SDL_PixelFormat *next;
} SDL_PixelFormat;
/**
* \brief Get the human readable name of a pixel format
*/
extern DECLSPEC const char* SDLCALL SDL_GetPixelFormatName(Uint32 format);
/**
* \brief Convert one of the enumerated pixel formats to a bpp and RGBA masks.
*
* \return SDL_TRUE, or SDL_FALSE if the conversion wasn't possible.
*
* \sa SDL_MasksToPixelFormatEnum()
*/
extern DECLSPEC SDL_bool SDLCALL SDL_PixelFormatEnumToMasks(Uint32 format,
int *bpp,
Uint32 * Rmask,
Uint32 * Gmask,
Uint32 * Bmask,
Uint32 * Amask);
/**
* \brief Convert a bpp and RGBA masks to an enumerated pixel format.
*
* \return The pixel format, or ::SDL_PIXELFORMAT_UNKNOWN if the conversion
* wasn't possible.
*
* \sa SDL_PixelFormatEnumToMasks()
*/
extern DECLSPEC Uint32 SDLCALL SDL_MasksToPixelFormatEnum(int bpp,
Uint32 Rmask,
Uint32 Gmask,
Uint32 Bmask,
Uint32 Amask);
/**
* \brief Create an SDL_PixelFormat structure from a pixel format enum.
*/
extern DECLSPEC SDL_PixelFormat * SDLCALL SDL_AllocFormat(Uint32 pixel_format);
/**
* \brief Free an SDL_PixelFormat structure.
*/
extern DECLSPEC void SDLCALL SDL_FreeFormat(SDL_PixelFormat *format);
/**
* \brief Create a palette structure with the specified number of color
* entries.
*
* \return A new palette, or NULL if there wasn't enough memory.
*
* \note The palette entries are initialized to white.
*
* \sa SDL_FreePalette()
*/
extern DECLSPEC SDL_Palette *SDLCALL SDL_AllocPalette(int ncolors);
/**
* \brief Set the palette for a pixel format structure.
*/
extern DECLSPEC int SDLCALL SDL_SetPixelFormatPalette(SDL_PixelFormat * format,
SDL_Palette *palette);
/**
* \brief Set a range of colors in a palette.
*
* \param palette The palette to modify.
* \param colors An array of colors to copy into the palette.
* \param firstcolor The index of the first palette entry to modify.
* \param ncolors The number of entries to modify.
*
* \return 0 on success, or -1 if not all of the colors could be set.
*/
extern DECLSPEC int SDLCALL SDL_SetPaletteColors(SDL_Palette * palette,
const SDL_Color * colors,
int firstcolor, int ncolors);
/**
* \brief Free a palette created with SDL_AllocPalette().
*
* \sa SDL_AllocPalette()
*/
extern DECLSPEC void SDLCALL SDL_FreePalette(SDL_Palette * palette);
/**
* \brief Maps an RGB triple to an opaque pixel value for a given pixel format.
*
* \sa SDL_MapRGBA
*/
extern DECLSPEC Uint32 SDLCALL SDL_MapRGB(const SDL_PixelFormat * format,
Uint8 r, Uint8 g, Uint8 b);
/**
* \brief Maps an RGBA quadruple to a pixel value for a given pixel format.
*
* \sa SDL_MapRGB
*/
extern DECLSPEC Uint32 SDLCALL SDL_MapRGBA(const SDL_PixelFormat * format,
Uint8 r, Uint8 g, Uint8 b,
Uint8 a);
/**
* \brief Get the RGB components from a pixel of the specified format.
*
* \sa SDL_GetRGBA
*/
extern DECLSPEC void SDLCALL SDL_GetRGB(Uint32 pixel,
const SDL_PixelFormat * format,
Uint8 * r, Uint8 * g, Uint8 * b);
/**
* \brief Get the RGBA components from a pixel of the specified format.
*
* \sa SDL_GetRGB
*/
extern DECLSPEC void SDLCALL SDL_GetRGBA(Uint32 pixel,
const SDL_PixelFormat * format,
Uint8 * r, Uint8 * g, Uint8 * b,
Uint8 * a);
/**
* \brief Calculate a 256 entry gamma ramp for a gamma value.
*/
extern DECLSPEC void SDLCALL SDL_CalculateGammaRamp(float gamma, Uint16 * ramp);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_pixels_h */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_platform.h
*
* Try to get a standard set of platform defines.
*/
#ifndef _SDL_platform_h
#define _SDL_platform_h
#if defined(_AIX)
#undef __AIX__
#define __AIX__ 1
#endif
#if defined(__HAIKU__)
#undef __HAIKU__
#define __HAIKU__ 1
#endif
#if defined(bsdi) || defined(__bsdi) || defined(__bsdi__)
#undef __BSDI__
#define __BSDI__ 1
#endif
#if defined(_arch_dreamcast)
#undef __DREAMCAST__
#define __DREAMCAST__ 1
#endif
#if defined(__FreeBSD__) || defined(__FreeBSD_kernel__) || defined(__DragonFly__)
#undef __FREEBSD__
#define __FREEBSD__ 1
#endif
#if defined(hpux) || defined(__hpux) || defined(__hpux__)
#undef __HPUX__
#define __HPUX__ 1
#endif
#if defined(sgi) || defined(__sgi) || defined(__sgi__) || defined(_SGI_SOURCE)
#undef __IRIX__
#define __IRIX__ 1
#endif
#if (defined(linux) || defined(__linux) || defined(__linux__))
#undef __LINUX__
#define __LINUX__ 1
#endif
#if defined(ANDROID) || defined(__ANDROID__)
#undef __ANDROID__
#undef __LINUX__ /* do we need to do this? */
#define __ANDROID__ 1
#endif
#if defined(__APPLE__)
/* lets us know what version of Mac OS X we're compiling on */
#include "AvailabilityMacros.h"
#include "TargetConditionals.h"
#if TARGET_OS_IPHONE
/* if compiling for iPhone */
#undef __IPHONEOS__
#define __IPHONEOS__ 1
#undef __MACOSX__
#else
/* if not compiling for iPhone */
#undef __MACOSX__
#define __MACOSX__ 1
#if MAC_OS_X_VERSION_MIN_REQUIRED < 1050
# error SDL for Mac OS X only supports deploying on 10.5 and above.
#endif /* MAC_OS_X_VERSION_MIN_REQUIRED < 1050 */
#endif /* TARGET_OS_IPHONE */
#endif /* defined(__APPLE__) */
#if defined(__NetBSD__)
#undef __NETBSD__
#define __NETBSD__ 1
#endif
#if defined(__OpenBSD__)
#undef __OPENBSD__
#define __OPENBSD__ 1
#endif
#if defined(__OS2__)
#undef __OS2__
#define __OS2__ 1
#endif
#if defined(osf) || defined(__osf) || defined(__osf__) || defined(_OSF_SOURCE)
#undef __OSF__
#define __OSF__ 1
#endif
#if defined(__QNXNTO__)
#undef __QNXNTO__
#define __QNXNTO__ 1
#endif
#if defined(riscos) || defined(__riscos) || defined(__riscos__)
#undef __RISCOS__
#define __RISCOS__ 1
#endif
#if defined(__sun) && defined(__SVR4)
#undef __SOLARIS__
#define __SOLARIS__ 1
#endif
#if defined(WIN32) || defined(_WIN32) || defined(__CYGWIN__) || defined(__MINGW32__)
/* Try to find out if we're compiling for WinRT or non-WinRT */
/* If _USING_V110_SDK71_ is defined it means we are using the v110_xp or v120_xp toolset. */
#if (defined(_MSC_VER) && (_MSC_VER >= 1700) && !_USING_V110_SDK71_) /* _MSC_VER==1700 for MSVC 2012 */
#include <winapifamily.h>
#if WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP)
#undef __WINDOWS__
#define __WINDOWS__ 1
/* See if we're compiling for WinRT: */
#elif WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP)
#undef __WINRT__
#define __WINRT__ 1
#endif
#else
#undef __WINDOWS__
#define __WINDOWS__ 1
#endif /* _MSC_VER < 1700 */
#endif /* defined(WIN32) || defined(_WIN32) || defined(__CYGWIN__) */
#if defined(__WINDOWS__)
#undef __WIN32__
#define __WIN32__ 1
#endif
#if defined(__PSP__)
#undef __PSP__
#define __PSP__ 1
#endif
/* The NACL compiler defines __native_client__ and __pnacl__
* Ref: http://www.chromium.org/nativeclient/pnacl/stability-of-the-pnacl-bitcode-abi
*/
#if defined(__native_client__)
#undef __LINUX__
#undef __NACL__
#define __NACL__ 1
#endif
#if defined(__pnacl__)
#undef __LINUX__
#undef __PNACL__
#define __PNACL__ 1
/* PNACL with newlib supports static linking only */
#define __SDL_NOGETPROCADDR__
#endif
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \brief Gets the name of the platform.
*/
extern DECLSPEC const char * SDLCALL SDL_GetPlatform (void);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_platform_h */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef _SDL_power_h
#define _SDL_power_h
/**
* \file SDL_power.h
*
* Header for the SDL power management routines.
*/
#include "SDL_stdinc.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \brief The basic state for the system's power supply.
*/
typedef enum
{
SDL_POWERSTATE_UNKNOWN, /**< cannot determine power status */
SDL_POWERSTATE_ON_BATTERY, /**< Not plugged in, running on the battery */
SDL_POWERSTATE_NO_BATTERY, /**< Plugged in, no battery available */
SDL_POWERSTATE_CHARGING, /**< Plugged in, charging battery */
SDL_POWERSTATE_CHARGED /**< Plugged in, battery charged */
} SDL_PowerState;
/**
* \brief Get the current power supply details.
*
* \param secs Seconds of battery life left. You can pass a NULL here if
* you don't care. Will return -1 if we can't determine a
* value, or we're not running on a battery.
*
* \param pct Percentage of battery life left, between 0 and 100. You can
* pass a NULL here if you don't care. Will return -1 if we
* can't determine a value, or we're not running on a battery.
*
* \return The state of the battery (if any).
*/
extern DECLSPEC SDL_PowerState SDLCALL SDL_GetPowerInfo(int *secs, int *pct);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_power_h */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_quit.h
*
* Include file for SDL quit event handling.
*/
#ifndef _SDL_quit_h
#define _SDL_quit_h
#include "SDL_stdinc.h"
#include "SDL_error.h"
/**
* \file SDL_quit.h
*
* An ::SDL_QUIT event is generated when the user tries to close the application
* window. If it is ignored or filtered out, the window will remain open.
* If it is not ignored or filtered, it is queued normally and the window
* is allowed to close. When the window is closed, screen updates will
* complete, but have no effect.
*
* SDL_Init() installs signal handlers for SIGINT (keyboard interrupt)
* and SIGTERM (system termination request), if handlers do not already
* exist, that generate ::SDL_QUIT events as well. There is no way
* to determine the cause of an ::SDL_QUIT event, but setting a signal
* handler in your application will override the default generation of
* quit events for that signal.
*
* \sa SDL_Quit()
*/
/* There are no functions directly affecting the quit event */
#define SDL_QuitRequested() \
(SDL_PumpEvents(), (SDL_PeepEvents(NULL,0,SDL_PEEKEVENT,SDL_QUIT,SDL_QUIT) > 0))
#endif /* _SDL_quit_h */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_rect.h
*
* Header file for SDL_rect definition and management functions.
*/
#ifndef _SDL_rect_h
#define _SDL_rect_h
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_pixels.h"
#include "SDL_rwops.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \brief The structure that defines a point
*
* \sa SDL_EnclosePoints
* \sa SDL_PointInRect
*/
typedef struct SDL_Point
{
int x;
int y;
} SDL_Point;
/**
* \brief A rectangle, with the origin at the upper left.
*
* \sa SDL_RectEmpty
* \sa SDL_RectEquals
* \sa SDL_HasIntersection
* \sa SDL_IntersectRect
* \sa SDL_UnionRect
* \sa SDL_EnclosePoints
*/
typedef struct SDL_Rect
{
int x, y;
int w, h;
} SDL_Rect;
/**
* \brief Returns true if point resides inside a rectangle.
*/
SDL_FORCE_INLINE SDL_bool SDL_PointInRect(const SDL_Point *p, const SDL_Rect *r)
{
return ( (p->x >= r->x) && (p->x < (r->x + r->w)) &&
(p->y >= r->y) && (p->y < (r->y + r->h)) ) ? SDL_TRUE : SDL_FALSE;
}
/**
* \brief Returns true if the rectangle has no area.
*/
SDL_FORCE_INLINE SDL_bool SDL_RectEmpty(const SDL_Rect *r)
{
return ((!r) || (r->w <= 0) || (r->h <= 0)) ? SDL_TRUE : SDL_FALSE;
}
/**
* \brief Returns true if the two rectangles are equal.
*/
SDL_FORCE_INLINE SDL_bool SDL_RectEquals(const SDL_Rect *a, const SDL_Rect *b)
{
return (a && b && (a->x == b->x) && (a->y == b->y) &&
(a->w == b->w) && (a->h == b->h)) ? SDL_TRUE : SDL_FALSE;
}
/**
* \brief Determine whether two rectangles intersect.
*
* \return SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasIntersection(const SDL_Rect * A,
const SDL_Rect * B);
/**
* \brief Calculate the intersection of two rectangles.
*
* \return SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_IntersectRect(const SDL_Rect * A,
const SDL_Rect * B,
SDL_Rect * result);
/**
* \brief Calculate the union of two rectangles.
*/
extern DECLSPEC void SDLCALL SDL_UnionRect(const SDL_Rect * A,
const SDL_Rect * B,
SDL_Rect * result);
/**
* \brief Calculate a minimal rectangle enclosing a set of points
*
* \return SDL_TRUE if any points were within the clipping rect
*/
extern DECLSPEC SDL_bool SDLCALL SDL_EnclosePoints(const SDL_Point * points,
int count,
const SDL_Rect * clip,
SDL_Rect * result);
/**
* \brief Calculate the intersection of a rectangle and line segment.
*
* \return SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_IntersectRectAndLine(const SDL_Rect *
rect, int *X1,
int *Y1, int *X2,
int *Y2);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_rect_h */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_render.h
*
* Header file for SDL 2D rendering functions.
*
* This API supports the following features:
* * single pixel points
* * single pixel lines
* * filled rectangles
* * texture images
*
* The primitives may be drawn in opaque, blended, or additive modes.
*
* The texture images may be drawn in opaque, blended, or additive modes.
* They can have an additional color tint or alpha modulation applied to
* them, and may also be stretched with linear interpolation.
*
* This API is designed to accelerate simple 2D operations. You may
* want more functionality such as polygons and particle effects and
* in that case you should use SDL's OpenGL/Direct3D support or one
* of the many good 3D engines.
*
* These functions must be called from the main thread.
* See this bug for details: http://bugzilla.libsdl.org/show_bug.cgi?id=1995
*/
#ifndef _SDL_render_h
#define _SDL_render_h
#include "SDL_stdinc.h"
#include "SDL_rect.h"
#include "SDL_video.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \brief Flags used when creating a rendering context
*/
typedef enum
{
SDL_RENDERER_SOFTWARE = 0x00000001, /**< The renderer is a software fallback */
SDL_RENDERER_ACCELERATED = 0x00000002, /**< The renderer uses hardware
acceleration */
SDL_RENDERER_PRESENTVSYNC = 0x00000004, /**< Present is synchronized
with the refresh rate */
SDL_RENDERER_TARGETTEXTURE = 0x00000008 /**< The renderer supports
rendering to texture */
} SDL_RendererFlags;
/**
* \brief Information on the capabilities of a render driver or context.
*/
typedef struct SDL_RendererInfo
{
const char *name; /**< The name of the renderer */
Uint32 flags; /**< Supported ::SDL_RendererFlags */
Uint32 num_texture_formats; /**< The number of available texture formats */
Uint32 texture_formats[16]; /**< The available texture formats */
int max_texture_width; /**< The maximum texture width */
int max_texture_height; /**< The maximum texture height */
} SDL_RendererInfo;
/**
* \brief The access pattern allowed for a texture.
*/
typedef enum
{
SDL_TEXTUREACCESS_STATIC, /**< Changes rarely, not lockable */
SDL_TEXTUREACCESS_STREAMING, /**< Changes frequently, lockable */
SDL_TEXTUREACCESS_TARGET /**< Texture can be used as a render target */
} SDL_TextureAccess;
/**
* \brief The texture channel modulation used in SDL_RenderCopy().
*/
typedef enum
{
SDL_TEXTUREMODULATE_NONE = 0x00000000, /**< No modulation */
SDL_TEXTUREMODULATE_COLOR = 0x00000001, /**< srcC = srcC * color */
SDL_TEXTUREMODULATE_ALPHA = 0x00000002 /**< srcA = srcA * alpha */
} SDL_TextureModulate;
/**
* \brief Flip constants for SDL_RenderCopyEx
*/
typedef enum
{
SDL_FLIP_NONE = 0x00000000, /**< Do not flip */
SDL_FLIP_HORIZONTAL = 0x00000001, /**< flip horizontally */
SDL_FLIP_VERTICAL = 0x00000002 /**< flip vertically */
} SDL_RendererFlip;
/**
* \brief A structure representing rendering state
*/
struct SDL_Renderer;
typedef struct SDL_Renderer SDL_Renderer;
/**
* \brief An efficient driver-specific representation of pixel data
*/
struct SDL_Texture;
typedef struct SDL_Texture SDL_Texture;
/* Function prototypes */
/**
* \brief Get the number of 2D rendering drivers available for the current
* display.
*
* A render driver is a set of code that handles rendering and texture
* management on a particular display. Normally there is only one, but
* some drivers may have several available with different capabilities.
*
* \sa SDL_GetRenderDriverInfo()
* \sa SDL_CreateRenderer()
*/
extern DECLSPEC int SDLCALL SDL_GetNumRenderDrivers(void);
/**
* \brief Get information about a specific 2D rendering driver for the current
* display.
*
* \param index The index of the driver to query information about.
* \param info A pointer to an SDL_RendererInfo struct to be filled with
* information on the rendering driver.
*
* \return 0 on success, -1 if the index was out of range.
*
* \sa SDL_CreateRenderer()
*/
extern DECLSPEC int SDLCALL SDL_GetRenderDriverInfo(int index,
SDL_RendererInfo * info);
/**
* \brief Create a window and default renderer
*
* \param width The width of the window
* \param height The height of the window
* \param window_flags The flags used to create the window
* \param window A pointer filled with the window, or NULL on error
* \param renderer A pointer filled with the renderer, or NULL on error
*
* \return 0 on success, or -1 on error
*/
extern DECLSPEC int SDLCALL SDL_CreateWindowAndRenderer(
int width, int height, Uint32 window_flags,
SDL_Window **window, SDL_Renderer **renderer);
/**
* \brief Create a 2D rendering context for a window.
*
* \param window The window where rendering is displayed.
* \param index The index of the rendering driver to initialize, or -1 to
* initialize the first one supporting the requested flags.
* \param flags ::SDL_RendererFlags.
*
* \return A valid rendering context or NULL if there was an error.
*
* \sa SDL_CreateSoftwareRenderer()
* \sa SDL_GetRendererInfo()
* \sa SDL_DestroyRenderer()
*/
extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window * window,
int index, Uint32 flags);
/**
* \brief Create a 2D software rendering context for a surface.
*
* \param surface The surface where rendering is done.
*
* \return A valid rendering context or NULL if there was an error.
*
* \sa SDL_CreateRenderer()
* \sa SDL_DestroyRenderer()
*/
extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateSoftwareRenderer(SDL_Surface * surface);
/**
* \brief Get the renderer associated with a window.
*/
extern DECLSPEC SDL_Renderer * SDLCALL SDL_GetRenderer(SDL_Window * window);
/**
* \brief Get information about a rendering context.
*/
extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer * renderer,
SDL_RendererInfo * info);
/**
* \brief Get the output size of a rendering context.
*/
extern DECLSPEC int SDLCALL SDL_GetRendererOutputSize(SDL_Renderer * renderer,
int *w, int *h);
/**
* \brief Create a texture for a rendering context.
*
* \param renderer The renderer.
* \param format The format of the texture.
* \param access One of the enumerated values in ::SDL_TextureAccess.
* \param w The width of the texture in pixels.
* \param h The height of the texture in pixels.
*
* \return The created texture is returned, or 0 if no rendering context was
* active, the format was unsupported, or the width or height were out
* of range.
*
* \sa SDL_QueryTexture()
* \sa SDL_UpdateTexture()
* \sa SDL_DestroyTexture()
*/
extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTexture(SDL_Renderer * renderer,
Uint32 format,
int access, int w,
int h);
/**
* \brief Create a texture from an existing surface.
*
* \param renderer The renderer.
* \param surface The surface containing pixel data used to fill the texture.
*
* \return The created texture is returned, or 0 on error.
*
* \note The surface is not modified or freed by this function.
*
* \sa SDL_QueryTexture()
* \sa SDL_DestroyTexture()
*/
extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer * renderer, SDL_Surface * surface);
/**
* \brief Query the attributes of a texture
*
* \param texture A texture to be queried.
* \param format A pointer filled in with the raw format of the texture. The
* actual format may differ, but pixel transfers will use this
* format.
* \param access A pointer filled in with the actual access to the texture.
* \param w A pointer filled in with the width of the texture in pixels.
* \param h A pointer filled in with the height of the texture in pixels.
*
* \return 0 on success, or -1 if the texture is not valid.
*/
extern DECLSPEC int SDLCALL SDL_QueryTexture(SDL_Texture * texture,
Uint32 * format, int *access,
int *w, int *h);
/**
* \brief Set an additional color value used in render copy operations.
*
* \param texture The texture to update.
* \param r The red color value multiplied into copy operations.
* \param g The green color value multiplied into copy operations.
* \param b The blue color value multiplied into copy operations.
*
* \return 0 on success, or -1 if the texture is not valid or color modulation
* is not supported.
*
* \sa SDL_GetTextureColorMod()
*/
extern DECLSPEC int SDLCALL SDL_SetTextureColorMod(SDL_Texture * texture,
Uint8 r, Uint8 g, Uint8 b);
/**
* \brief Get the additional color value used in render copy operations.
*
* \param texture The texture to query.
* \param r A pointer filled in with the current red color value.
* \param g A pointer filled in with the current green color value.
* \param b A pointer filled in with the current blue color value.
*
* \return 0 on success, or -1 if the texture is not valid.
*
* \sa SDL_SetTextureColorMod()
*/
extern DECLSPEC int SDLCALL SDL_GetTextureColorMod(SDL_Texture * texture,
Uint8 * r, Uint8 * g,
Uint8 * b);
/**
* \brief Set an additional alpha value used in render copy operations.
*
* \param texture The texture to update.
* \param alpha The alpha value multiplied into copy operations.
*
* \return 0 on success, or -1 if the texture is not valid or alpha modulation
* is not supported.
*
* \sa SDL_GetTextureAlphaMod()
*/
extern DECLSPEC int SDLCALL SDL_SetTextureAlphaMod(SDL_Texture * texture,
Uint8 alpha);
/**
* \brief Get the additional alpha value used in render copy operations.
*
* \param texture The texture to query.
* \param alpha A pointer filled in with the current alpha value.
*
* \return 0 on success, or -1 if the texture is not valid.
*
* \sa SDL_SetTextureAlphaMod()
*/
extern DECLSPEC int SDLCALL SDL_GetTextureAlphaMod(SDL_Texture * texture,
Uint8 * alpha);
/**
* \brief Set the blend mode used for texture copy operations.
*
* \param texture The texture to update.
* \param blendMode ::SDL_BlendMode to use for texture blending.
*
* \return 0 on success, or -1 if the texture is not valid or the blend mode is
* not supported.
*
* \note If the blend mode is not supported, the closest supported mode is
* chosen.
*
* \sa SDL_GetTextureBlendMode()
*/
extern DECLSPEC int SDLCALL SDL_SetTextureBlendMode(SDL_Texture * texture,
SDL_BlendMode blendMode);
/**
* \brief Get the blend mode used for texture copy operations.
*
* \param texture The texture to query.
* \param blendMode A pointer filled in with the current blend mode.
*
* \return 0 on success, or -1 if the texture is not valid.
*
* \sa SDL_SetTextureBlendMode()
*/
extern DECLSPEC int SDLCALL SDL_GetTextureBlendMode(SDL_Texture * texture,
SDL_BlendMode *blendMode);
/**
* \brief Update the given texture rectangle with new pixel data.
*
* \param texture The texture to update
* \param rect A pointer to the rectangle of pixels to update, or NULL to
* update the entire texture.
* \param pixels The raw pixel data.
* \param pitch The number of bytes in a row of pixel data, including padding between lines.
*
* \return 0 on success, or -1 if the texture is not valid.
*
* \note This is a fairly slow function.
*/
extern DECLSPEC int SDLCALL SDL_UpdateTexture(SDL_Texture * texture,
const SDL_Rect * rect,
const void *pixels, int pitch);
/**
* \brief Update a rectangle within a planar YV12 or IYUV texture with new pixel data.
*
* \param texture The texture to update
* \param rect A pointer to the rectangle of pixels to update, or NULL to
* update the entire texture.
* \param Yplane The raw pixel data for the Y plane.
* \param Ypitch The number of bytes between rows of pixel data for the Y plane.
* \param Uplane The raw pixel data for the U plane.
* \param Upitch The number of bytes between rows of pixel data for the U plane.
* \param Vplane The raw pixel data for the V plane.
* \param Vpitch The number of bytes between rows of pixel data for the V plane.
*
* \return 0 on success, or -1 if the texture is not valid.
*
* \note You can use SDL_UpdateTexture() as long as your pixel data is
* a contiguous block of Y and U/V planes in the proper order, but
* this function is available if your pixel data is not contiguous.
*/
extern DECLSPEC int SDLCALL SDL_UpdateYUVTexture(SDL_Texture * texture,
const SDL_Rect * rect,
const Uint8 *Yplane, int Ypitch,
const Uint8 *Uplane, int Upitch,
const Uint8 *Vplane, int Vpitch);
/**
* \brief Lock a portion of the texture for write-only pixel access.
*
* \param texture The texture to lock for access, which was created with
* ::SDL_TEXTUREACCESS_STREAMING.
* \param rect A pointer to the rectangle to lock for access. If the rect
* is NULL, the entire texture will be locked.
* \param pixels This is filled in with a pointer to the locked pixels,
* appropriately offset by the locked area.
* \param pitch This is filled in with the pitch of the locked pixels.
*
* \return 0 on success, or -1 if the texture is not valid or was not created with ::SDL_TEXTUREACCESS_STREAMING.
*
* \sa SDL_UnlockTexture()
*/
extern DECLSPEC int SDLCALL SDL_LockTexture(SDL_Texture * texture,
const SDL_Rect * rect,
void **pixels, int *pitch);
/**
* \brief Unlock a texture, uploading the changes to video memory, if needed.
*
* \sa SDL_LockTexture()
*/
extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture * texture);
/**
* \brief Determines whether a window supports the use of render targets
*
* \param renderer The renderer that will be checked
*
* \return SDL_TRUE if supported, SDL_FALSE if not.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_RenderTargetSupported(SDL_Renderer *renderer);
/**
* \brief Set a texture as the current rendering target.
*
* \param renderer The renderer.
* \param texture The targeted texture, which must be created with the SDL_TEXTUREACCESS_TARGET flag, or NULL for the default render target
*
* \return 0 on success, or -1 on error
*
* \sa SDL_GetRenderTarget()
*/
extern DECLSPEC int SDLCALL SDL_SetRenderTarget(SDL_Renderer *renderer,
SDL_Texture *texture);
/**
* \brief Get the current render target or NULL for the default render target.
*
* \return The current render target
*
* \sa SDL_SetRenderTarget()
*/
extern DECLSPEC SDL_Texture * SDLCALL SDL_GetRenderTarget(SDL_Renderer *renderer);
/**
* \brief Set device independent resolution for rendering
*
* \param renderer The renderer for which resolution should be set.
* \param w The width of the logical resolution
* \param h The height of the logical resolution
*
* This function uses the viewport and scaling functionality to allow a fixed logical
* resolution for rendering, regardless of the actual output resolution. If the actual
* output resolution doesn't have the same aspect ratio the output rendering will be
* centered within the output display.
*
* If the output display is a window, mouse events in the window will be filtered
* and scaled so they seem to arrive within the logical resolution.
*
* \note If this function results in scaling or subpixel drawing by the
* rendering backend, it will be handled using the appropriate
* quality hints.
*
* \sa SDL_RenderGetLogicalSize()
* \sa SDL_RenderSetScale()
* \sa SDL_RenderSetViewport()
*/
extern DECLSPEC int SDLCALL SDL_RenderSetLogicalSize(SDL_Renderer * renderer, int w, int h);
/**
* \brief Get device independent resolution for rendering
*
* \param renderer The renderer from which resolution should be queried.
* \param w A pointer filled with the width of the logical resolution
* \param h A pointer filled with the height of the logical resolution
*
* \sa SDL_RenderSetLogicalSize()
*/
extern DECLSPEC void SDLCALL SDL_RenderGetLogicalSize(SDL_Renderer * renderer, int *w, int *h);
/**
* \brief Set the drawing area for rendering on the current target.
*
* \param renderer The renderer for which the drawing area should be set.
* \param rect The rectangle representing the drawing area, or NULL to set the viewport to the entire target.
*
* The x,y of the viewport rect represents the origin for rendering.
*
* \return 0 on success, or -1 on error
*
* \note If the window associated with the renderer is resized, the viewport is automatically reset.
*
* \sa SDL_RenderGetViewport()
* \sa SDL_RenderSetLogicalSize()
*/
extern DECLSPEC int SDLCALL SDL_RenderSetViewport(SDL_Renderer * renderer,
const SDL_Rect * rect);
/**
* \brief Get the drawing area for the current target.
*
* \sa SDL_RenderSetViewport()
*/
extern DECLSPEC void SDLCALL SDL_RenderGetViewport(SDL_Renderer * renderer,
SDL_Rect * rect);
/**
* \brief Set the clip rectangle for the current target.
*
* \param renderer The renderer for which clip rectangle should be set.
* \param rect A pointer to the rectangle to set as the clip rectangle, or
* NULL to disable clipping.
*
* \return 0 on success, or -1 on error
*
* \sa SDL_RenderGetClipRect()
*/
extern DECLSPEC int SDLCALL SDL_RenderSetClipRect(SDL_Renderer * renderer,
const SDL_Rect * rect);
/**
* \brief Get the clip rectangle for the current target.
*
* \param renderer The renderer from which clip rectangle should be queried.
* \param rect A pointer filled in with the current clip rectangle, or
* an empty rectangle if clipping is disabled.
*
* \sa SDL_RenderSetClipRect()
*/
extern DECLSPEC void SDLCALL SDL_RenderGetClipRect(SDL_Renderer * renderer,
SDL_Rect * rect);
/**
* \brief Get whether clipping is enabled on the given renderer.
*
* \param renderer The renderer from which clip state should be queried.
*
* \sa SDL_RenderGetClipRect()
*/
extern DECLSPEC SDL_bool SDLCALL SDL_RenderIsClipEnabled(SDL_Renderer * renderer);
/**
* \brief Set the drawing scale for rendering on the current target.
*
* \param renderer The renderer for which the drawing scale should be set.
* \param scaleX The horizontal scaling factor
* \param scaleY The vertical scaling factor
*
* The drawing coordinates are scaled by the x/y scaling factors
* before they are used by the renderer. This allows resolution
* independent drawing with a single coordinate system.
*
* \note If this results in scaling or subpixel drawing by the
* rendering backend, it will be handled using the appropriate
* quality hints. For best results use integer scaling factors.
*
* \sa SDL_RenderGetScale()
* \sa SDL_RenderSetLogicalSize()
*/
extern DECLSPEC int SDLCALL SDL_RenderSetScale(SDL_Renderer * renderer,
float scaleX, float scaleY);
/**
* \brief Get the drawing scale for the current target.
*
* \param renderer The renderer from which drawing scale should be queried.
* \param scaleX A pointer filled in with the horizontal scaling factor
* \param scaleY A pointer filled in with the vertical scaling factor
*
* \sa SDL_RenderSetScale()
*/
extern DECLSPEC void SDLCALL SDL_RenderGetScale(SDL_Renderer * renderer,
float *scaleX, float *scaleY);
/**
* \brief Set the color used for drawing operations (Rect, Line and Clear).
*
* \param renderer The renderer for which drawing color should be set.
* \param r The red value used to draw on the rendering target.
* \param g The green value used to draw on the rendering target.
* \param b The blue value used to draw on the rendering target.
* \param a The alpha value used to draw on the rendering target, usually
* ::SDL_ALPHA_OPAQUE (255).
*
* \return 0 on success, or -1 on error
*/
extern DECLSPEC int SDLCALL SDL_SetRenderDrawColor(SDL_Renderer * renderer,
Uint8 r, Uint8 g, Uint8 b,
Uint8 a);
/**
* \brief Get the color used for drawing operations (Rect, Line and Clear).
*
* \param renderer The renderer from which drawing color should be queried.
* \param r A pointer to the red value used to draw on the rendering target.
* \param g A pointer to the green value used to draw on the rendering target.
* \param b A pointer to the blue value used to draw on the rendering target.
* \param a A pointer to the alpha value used to draw on the rendering target,
* usually ::SDL_ALPHA_OPAQUE (255).
*
* \return 0 on success, or -1 on error
*/
extern DECLSPEC int SDLCALL SDL_GetRenderDrawColor(SDL_Renderer * renderer,
Uint8 * r, Uint8 * g, Uint8 * b,
Uint8 * a);
/**
* \brief Set the blend mode used for drawing operations (Fill and Line).
*
* \param renderer The renderer for which blend mode should be set.
* \param blendMode ::SDL_BlendMode to use for blending.
*
* \return 0 on success, or -1 on error
*
* \note If the blend mode is not supported, the closest supported mode is
* chosen.
*
* \sa SDL_GetRenderDrawBlendMode()
*/
extern DECLSPEC int SDLCALL SDL_SetRenderDrawBlendMode(SDL_Renderer * renderer,
SDL_BlendMode blendMode);
/**
* \brief Get the blend mode used for drawing operations.
*
* \param renderer The renderer from which blend mode should be queried.
* \param blendMode A pointer filled in with the current blend mode.
*
* \return 0 on success, or -1 on error
*
* \sa SDL_SetRenderDrawBlendMode()
*/
extern DECLSPEC int SDLCALL SDL_GetRenderDrawBlendMode(SDL_Renderer * renderer,
SDL_BlendMode *blendMode);
/**
* \brief Clear the current rendering target with the drawing color
*
* This function clears the entire rendering target, ignoring the viewport.
*
* \return 0 on success, or -1 on error
*/
extern DECLSPEC int SDLCALL SDL_RenderClear(SDL_Renderer * renderer);
/**
* \brief Draw a point on the current rendering target.
*
* \param renderer The renderer which should draw a point.
* \param x The x coordinate of the point.
* \param y The y coordinate of the point.
*
* \return 0 on success, or -1 on error
*/
extern DECLSPEC int SDLCALL SDL_RenderDrawPoint(SDL_Renderer * renderer,
int x, int y);
/**
* \brief Draw multiple points on the current rendering target.
*
* \param renderer The renderer which should draw multiple points.
* \param points The points to draw
* \param count The number of points to draw
*
* \return 0 on success, or -1 on error
*/
extern DECLSPEC int SDLCALL SDL_RenderDrawPoints(SDL_Renderer * renderer,
const SDL_Point * points,
int count);
/**
* \brief Draw a line on the current rendering target.
*
* \param renderer The renderer which should draw a line.
* \param x1 The x coordinate of the start point.
* \param y1 The y coordinate of the start point.
* \param x2 The x coordinate of the end point.
* \param y2 The y coordinate of the end point.
*
* \return 0 on success, or -1 on error
*/
extern DECLSPEC int SDLCALL SDL_RenderDrawLine(SDL_Renderer * renderer,
int x1, int y1, int x2, int y2);
/**
* \brief Draw a series of connected lines on the current rendering target.
*
* \param renderer The renderer which should draw multiple lines.
* \param points The points along the lines
* \param count The number of points, drawing count-1 lines
*
* \return 0 on success, or -1 on error
*/
extern DECLSPEC int SDLCALL SDL_RenderDrawLines(SDL_Renderer * renderer,
const SDL_Point * points,
int count);
/**
* \brief Draw a rectangle on the current rendering target.
*
* \param renderer The renderer which should draw a rectangle.
* \param rect A pointer to the destination rectangle, or NULL to outline the entire rendering target.
*
* \return 0 on success, or -1 on error
*/
extern DECLSPEC int SDLCALL SDL_RenderDrawRect(SDL_Renderer * renderer,
const SDL_Rect * rect);
/**
* \brief Draw some number of rectangles on the current rendering target.
*
* \param renderer The renderer which should draw multiple rectangles.
* \param rects A pointer to an array of destination rectangles.
* \param count The number of rectangles.
*
* \return 0 on success, or -1 on error
*/
extern DECLSPEC int SDLCALL SDL_RenderDrawRects(SDL_Renderer * renderer,
const SDL_Rect * rects,
int count);
/**
* \brief Fill a rectangle on the current rendering target with the drawing color.
*
* \param renderer The renderer which should fill a rectangle.
* \param rect A pointer to the destination rectangle, or NULL for the entire
* rendering target.
*
* \return 0 on success, or -1 on error
*/
extern DECLSPEC int SDLCALL SDL_RenderFillRect(SDL_Renderer * renderer,
const SDL_Rect * rect);
/**
* \brief Fill some number of rectangles on the current rendering target with the drawing color.
*
* \param renderer The renderer which should fill multiple rectangles.
* \param rects A pointer to an array of destination rectangles.
* \param count The number of rectangles.
*
* \return 0 on success, or -1 on error
*/
extern DECLSPEC int SDLCALL SDL_RenderFillRects(SDL_Renderer * renderer,
const SDL_Rect * rects,
int count);
/**
* \brief Copy a portion of the texture to the current rendering target.
*
* \param renderer The renderer which should copy parts of a texture.
* \param texture The source texture.
* \param srcrect A pointer to the source rectangle, or NULL for the entire
* texture.
* \param dstrect A pointer to the destination rectangle, or NULL for the
* entire rendering target.
*
* \return 0 on success, or -1 on error
*/
extern DECLSPEC int SDLCALL SDL_RenderCopy(SDL_Renderer * renderer,
SDL_Texture * texture,
const SDL_Rect * srcrect,
const SDL_Rect * dstrect);
/**
* \brief Copy a portion of the source texture to the current rendering target, rotating it by angle around the given center
*
* \param renderer The renderer which should copy parts of a texture.
* \param texture The source texture.
* \param srcrect A pointer to the source rectangle, or NULL for the entire
* texture.
* \param dstrect A pointer to the destination rectangle, or NULL for the
* entire rendering target.
* \param angle An angle in degrees that indicates the rotation that will be applied to dstrect
* \param center A pointer to a point indicating the point around which dstrect will be rotated (if NULL, rotation will be done around dstrect.w/2, dstrect.h/2).
* \param flip An SDL_RendererFlip value stating which flipping actions should be performed on the texture
*
* \return 0 on success, or -1 on error
*/
extern DECLSPEC int SDLCALL SDL_RenderCopyEx(SDL_Renderer * renderer,
SDL_Texture * texture,
const SDL_Rect * srcrect,
const SDL_Rect * dstrect,
const double angle,
const SDL_Point *center,
const SDL_RendererFlip flip);
/**
* \brief Read pixels from the current rendering target.
*
* \param renderer The renderer from which pixels should be read.
* \param rect A pointer to the rectangle to read, or NULL for the entire
* render target.
* \param format The desired format of the pixel data, or 0 to use the format
* of the rendering target
* \param pixels A pointer to be filled in with the pixel data
* \param pitch The pitch of the pixels parameter.
*
* \return 0 on success, or -1 if pixel reading is not supported.
*
* \warning This is a very slow operation, and should not be used frequently.
*/
extern DECLSPEC int SDLCALL SDL_RenderReadPixels(SDL_Renderer * renderer,
const SDL_Rect * rect,
Uint32 format,
void *pixels, int pitch);
/**
* \brief Update the screen with rendering performed.
*/
extern DECLSPEC void SDLCALL SDL_RenderPresent(SDL_Renderer * renderer);
/**
* \brief Destroy the specified texture.
*
* \sa SDL_CreateTexture()
* \sa SDL_CreateTextureFromSurface()
*/
extern DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture * texture);
/**
* \brief Destroy the rendering context for a window and free associated
* textures.
*
* \sa SDL_CreateRenderer()
*/
extern DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer * renderer);
/**
* \brief Bind the texture to the current OpenGL/ES/ES2 context for use with
* OpenGL instructions.
*
* \param texture The SDL texture to bind
* \param texw A pointer to a float that will be filled with the texture width
* \param texh A pointer to a float that will be filled with the texture height
*
* \return 0 on success, or -1 if the operation is not supported
*/
extern DECLSPEC int SDLCALL SDL_GL_BindTexture(SDL_Texture *texture, float *texw, float *texh);
/**
* \brief Unbind a texture from the current OpenGL/ES/ES2 context.
*
* \param texture The SDL texture to unbind
*
* \return 0 on success, or -1 if the operation is not supported
*/
extern DECLSPEC int SDLCALL SDL_GL_UnbindTexture(SDL_Texture *texture);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_render_h */
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#define SDL_REVISION "hg-9798:ab7d231295cd"
#define SDL_REVISION_NUMBER 9798

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_rwops.h
*
* This file provides a general interface for SDL to read and write
* data streams. It can easily be extended to files, memory, etc.
*/
#ifndef _SDL_rwops_h
#define _SDL_rwops_h
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* RWops Types */
#define SDL_RWOPS_UNKNOWN 0 /* Unknown stream type */
#define SDL_RWOPS_WINFILE 1 /* Win32 file */
#define SDL_RWOPS_STDFILE 2 /* Stdio file */
#define SDL_RWOPS_JNIFILE 3 /* Android asset */
#define SDL_RWOPS_MEMORY 4 /* Memory stream */
#define SDL_RWOPS_MEMORY_RO 5 /* Read-Only memory stream */
/**
* This is the read/write operation structure -- very basic.
*/
typedef struct SDL_RWops
{
/**
* Return the size of the file in this rwops, or -1 if unknown
*/
Sint64 (SDLCALL * size) (struct SDL_RWops * context);
/**
* Seek to \c offset relative to \c whence, one of stdio's whence values:
* RW_SEEK_SET, RW_SEEK_CUR, RW_SEEK_END
*
* \return the final offset in the data stream, or -1 on error.
*/
Sint64 (SDLCALL * seek) (struct SDL_RWops * context, Sint64 offset,
int whence);
/**
* Read up to \c maxnum objects each of size \c size from the data
* stream to the area pointed at by \c ptr.
*
* \return the number of objects read, or 0 at error or end of file.
*/
size_t (SDLCALL * read) (struct SDL_RWops * context, void *ptr,
size_t size, size_t maxnum);
/**
* Write exactly \c num objects each of size \c size from the area
* pointed at by \c ptr to data stream.
*
* \return the number of objects written, or 0 at error or end of file.
*/
size_t (SDLCALL * write) (struct SDL_RWops * context, const void *ptr,
size_t size, size_t num);
/**
* Close and free an allocated SDL_RWops structure.
*
* \return 0 if successful or -1 on write error when flushing data.
*/
int (SDLCALL * close) (struct SDL_RWops * context);
Uint32 type;
union
{
#if defined(__ANDROID__)
struct
{
void *fileNameRef;
void *inputStreamRef;
void *readableByteChannelRef;
void *readMethod;
void *assetFileDescriptorRef;
long position;
long size;
long offset;
int fd;
} androidio;
#elif defined(__WIN32__)
struct
{
SDL_bool append;
void *h;
struct
{
void *data;
size_t size;
size_t left;
} buffer;
} windowsio;
#endif
#ifdef HAVE_STDIO_H
struct
{
SDL_bool autoclose;
FILE *fp;
} stdio;
#endif
struct
{
Uint8 *base;
Uint8 *here;
Uint8 *stop;
} mem;
struct
{
void *data1;
void *data2;
} unknown;
} hidden;
} SDL_RWops;
/**
* \name RWFrom functions
*
* Functions to create SDL_RWops structures from various data streams.
*/
/* @{ */
extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromFile(const char *file,
const char *mode);
#ifdef HAVE_STDIO_H
extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromFP(FILE * fp,
SDL_bool autoclose);
#else
extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromFP(void * fp,
SDL_bool autoclose);
#endif
extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromMem(void *mem, int size);
extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromConstMem(const void *mem,
int size);
/* @} *//* RWFrom functions */
extern DECLSPEC SDL_RWops *SDLCALL SDL_AllocRW(void);
extern DECLSPEC void SDLCALL SDL_FreeRW(SDL_RWops * area);
#define RW_SEEK_SET 0 /**< Seek from the beginning of data */
#define RW_SEEK_CUR 1 /**< Seek relative to current read point */
#define RW_SEEK_END 2 /**< Seek relative to the end of data */
/**
* \name Read/write macros
*
* Macros to easily read and write from an SDL_RWops structure.
*/
/* @{ */
#define SDL_RWsize(ctx) (ctx)->size(ctx)
#define SDL_RWseek(ctx, offset, whence) (ctx)->seek(ctx, offset, whence)
#define SDL_RWtell(ctx) (ctx)->seek(ctx, 0, RW_SEEK_CUR)
#define SDL_RWread(ctx, ptr, size, n) (ctx)->read(ctx, ptr, size, n)
#define SDL_RWwrite(ctx, ptr, size, n) (ctx)->write(ctx, ptr, size, n)
#define SDL_RWclose(ctx) (ctx)->close(ctx)
/* @} *//* Read/write macros */
/**
* \name Read endian functions
*
* Read an item of the specified endianness and return in native format.
*/
/* @{ */
extern DECLSPEC Uint8 SDLCALL SDL_ReadU8(SDL_RWops * src);
extern DECLSPEC Uint16 SDLCALL SDL_ReadLE16(SDL_RWops * src);
extern DECLSPEC Uint16 SDLCALL SDL_ReadBE16(SDL_RWops * src);
extern DECLSPEC Uint32 SDLCALL SDL_ReadLE32(SDL_RWops * src);
extern DECLSPEC Uint32 SDLCALL SDL_ReadBE32(SDL_RWops * src);
extern DECLSPEC Uint64 SDLCALL SDL_ReadLE64(SDL_RWops * src);
extern DECLSPEC Uint64 SDLCALL SDL_ReadBE64(SDL_RWops * src);
/* @} *//* Read endian functions */
/**
* \name Write endian functions
*
* Write an item of native format to the specified endianness.
*/
/* @{ */
extern DECLSPEC size_t SDLCALL SDL_WriteU8(SDL_RWops * dst, Uint8 value);
extern DECLSPEC size_t SDLCALL SDL_WriteLE16(SDL_RWops * dst, Uint16 value);
extern DECLSPEC size_t SDLCALL SDL_WriteBE16(SDL_RWops * dst, Uint16 value);
extern DECLSPEC size_t SDLCALL SDL_WriteLE32(SDL_RWops * dst, Uint32 value);
extern DECLSPEC size_t SDLCALL SDL_WriteBE32(SDL_RWops * dst, Uint32 value);
extern DECLSPEC size_t SDLCALL SDL_WriteLE64(SDL_RWops * dst, Uint64 value);
extern DECLSPEC size_t SDLCALL SDL_WriteBE64(SDL_RWops * dst, Uint64 value);
/* @} *//* Write endian functions */
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_rwops_h */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_scancode.h
*
* Defines keyboard scancodes.
*/
#ifndef _SDL_scancode_h
#define _SDL_scancode_h
#include "SDL_stdinc.h"
/**
* \brief The SDL keyboard scancode representation.
*
* Values of this type are used to represent keyboard keys, among other places
* in the \link SDL_Keysym::scancode key.keysym.scancode \endlink field of the
* SDL_Event structure.
*
* The values in this enumeration are based on the USB usage page standard:
* http://www.usb.org/developers/devclass_docs/Hut1_12v2.pdf
*/
typedef enum
{
SDL_SCANCODE_UNKNOWN = 0,
/**
* \name Usage page 0x07
*
* These values are from usage page 0x07 (USB keyboard page).
*/
/* @{ */
SDL_SCANCODE_A = 4,
SDL_SCANCODE_B = 5,
SDL_SCANCODE_C = 6,
SDL_SCANCODE_D = 7,
SDL_SCANCODE_E = 8,
SDL_SCANCODE_F = 9,
SDL_SCANCODE_G = 10,
SDL_SCANCODE_H = 11,
SDL_SCANCODE_I = 12,
SDL_SCANCODE_J = 13,
SDL_SCANCODE_K = 14,
SDL_SCANCODE_L = 15,
SDL_SCANCODE_M = 16,
SDL_SCANCODE_N = 17,
SDL_SCANCODE_O = 18,
SDL_SCANCODE_P = 19,
SDL_SCANCODE_Q = 20,
SDL_SCANCODE_R = 21,
SDL_SCANCODE_S = 22,
SDL_SCANCODE_T = 23,
SDL_SCANCODE_U = 24,
SDL_SCANCODE_V = 25,
SDL_SCANCODE_W = 26,
SDL_SCANCODE_X = 27,
SDL_SCANCODE_Y = 28,
SDL_SCANCODE_Z = 29,
SDL_SCANCODE_1 = 30,
SDL_SCANCODE_2 = 31,
SDL_SCANCODE_3 = 32,
SDL_SCANCODE_4 = 33,
SDL_SCANCODE_5 = 34,
SDL_SCANCODE_6 = 35,
SDL_SCANCODE_7 = 36,
SDL_SCANCODE_8 = 37,
SDL_SCANCODE_9 = 38,
SDL_SCANCODE_0 = 39,
SDL_SCANCODE_RETURN = 40,
SDL_SCANCODE_ESCAPE = 41,
SDL_SCANCODE_BACKSPACE = 42,
SDL_SCANCODE_TAB = 43,
SDL_SCANCODE_SPACE = 44,
SDL_SCANCODE_MINUS = 45,
SDL_SCANCODE_EQUALS = 46,
SDL_SCANCODE_LEFTBRACKET = 47,
SDL_SCANCODE_RIGHTBRACKET = 48,
SDL_SCANCODE_BACKSLASH = 49, /**< Located at the lower left of the return
* key on ISO keyboards and at the right end
* of the QWERTY row on ANSI keyboards.
* Produces REVERSE SOLIDUS (backslash) and
* VERTICAL LINE in a US layout, REVERSE
* SOLIDUS and VERTICAL LINE in a UK Mac
* layout, NUMBER SIGN and TILDE in a UK
* Windows layout, DOLLAR SIGN and POUND SIGN
* in a Swiss German layout, NUMBER SIGN and
* APOSTROPHE in a German layout, GRAVE
* ACCENT and POUND SIGN in a French Mac
* layout, and ASTERISK and MICRO SIGN in a
* French Windows layout.
*/
SDL_SCANCODE_NONUSHASH = 50, /**< ISO USB keyboards actually use this code
* instead of 49 for the same key, but all
* OSes I've seen treat the two codes
* identically. So, as an implementor, unless
* your keyboard generates both of those
* codes and your OS treats them differently,
* you should generate SDL_SCANCODE_BACKSLASH
* instead of this code. As a user, you
* should not rely on this code because SDL
* will never generate it with most (all?)
* keyboards.
*/
SDL_SCANCODE_SEMICOLON = 51,
SDL_SCANCODE_APOSTROPHE = 52,
SDL_SCANCODE_GRAVE = 53, /**< Located in the top left corner (on both ANSI
* and ISO keyboards). Produces GRAVE ACCENT and
* TILDE in a US Windows layout and in US and UK
* Mac layouts on ANSI keyboards, GRAVE ACCENT
* and NOT SIGN in a UK Windows layout, SECTION
* SIGN and PLUS-MINUS SIGN in US and UK Mac
* layouts on ISO keyboards, SECTION SIGN and
* DEGREE SIGN in a Swiss German layout (Mac:
* only on ISO keyboards), CIRCUMFLEX ACCENT and
* DEGREE SIGN in a German layout (Mac: only on
* ISO keyboards), SUPERSCRIPT TWO and TILDE in a
* French Windows layout, COMMERCIAL AT and
* NUMBER SIGN in a French Mac layout on ISO
* keyboards, and LESS-THAN SIGN and GREATER-THAN
* SIGN in a Swiss German, German, or French Mac
* layout on ANSI keyboards.
*/
SDL_SCANCODE_COMMA = 54,
SDL_SCANCODE_PERIOD = 55,
SDL_SCANCODE_SLASH = 56,
SDL_SCANCODE_CAPSLOCK = 57,
SDL_SCANCODE_F1 = 58,
SDL_SCANCODE_F2 = 59,
SDL_SCANCODE_F3 = 60,
SDL_SCANCODE_F4 = 61,
SDL_SCANCODE_F5 = 62,
SDL_SCANCODE_F6 = 63,
SDL_SCANCODE_F7 = 64,
SDL_SCANCODE_F8 = 65,
SDL_SCANCODE_F9 = 66,
SDL_SCANCODE_F10 = 67,
SDL_SCANCODE_F11 = 68,
SDL_SCANCODE_F12 = 69,
SDL_SCANCODE_PRINTSCREEN = 70,
SDL_SCANCODE_SCROLLLOCK = 71,
SDL_SCANCODE_PAUSE = 72,
SDL_SCANCODE_INSERT = 73, /**< insert on PC, help on some Mac keyboards (but
does send code 73, not 117) */
SDL_SCANCODE_HOME = 74,
SDL_SCANCODE_PAGEUP = 75,
SDL_SCANCODE_DELETE = 76,
SDL_SCANCODE_END = 77,
SDL_SCANCODE_PAGEDOWN = 78,
SDL_SCANCODE_RIGHT = 79,
SDL_SCANCODE_LEFT = 80,
SDL_SCANCODE_DOWN = 81,
SDL_SCANCODE_UP = 82,
SDL_SCANCODE_NUMLOCKCLEAR = 83, /**< num lock on PC, clear on Mac keyboards
*/
SDL_SCANCODE_KP_DIVIDE = 84,
SDL_SCANCODE_KP_MULTIPLY = 85,
SDL_SCANCODE_KP_MINUS = 86,
SDL_SCANCODE_KP_PLUS = 87,
SDL_SCANCODE_KP_ENTER = 88,
SDL_SCANCODE_KP_1 = 89,
SDL_SCANCODE_KP_2 = 90,
SDL_SCANCODE_KP_3 = 91,
SDL_SCANCODE_KP_4 = 92,
SDL_SCANCODE_KP_5 = 93,
SDL_SCANCODE_KP_6 = 94,
SDL_SCANCODE_KP_7 = 95,
SDL_SCANCODE_KP_8 = 96,
SDL_SCANCODE_KP_9 = 97,
SDL_SCANCODE_KP_0 = 98,
SDL_SCANCODE_KP_PERIOD = 99,
SDL_SCANCODE_NONUSBACKSLASH = 100, /**< This is the additional key that ISO
* keyboards have over ANSI ones,
* located between left shift and Y.
* Produces GRAVE ACCENT and TILDE in a
* US or UK Mac layout, REVERSE SOLIDUS
* (backslash) and VERTICAL LINE in a
* US or UK Windows layout, and
* LESS-THAN SIGN and GREATER-THAN SIGN
* in a Swiss German, German, or French
* layout. */
SDL_SCANCODE_APPLICATION = 101, /**< windows contextual menu, compose */
SDL_SCANCODE_POWER = 102, /**< The USB document says this is a status flag,
* not a physical key - but some Mac keyboards
* do have a power key. */
SDL_SCANCODE_KP_EQUALS = 103,
SDL_SCANCODE_F13 = 104,
SDL_SCANCODE_F14 = 105,
SDL_SCANCODE_F15 = 106,
SDL_SCANCODE_F16 = 107,
SDL_SCANCODE_F17 = 108,
SDL_SCANCODE_F18 = 109,
SDL_SCANCODE_F19 = 110,
SDL_SCANCODE_F20 = 111,
SDL_SCANCODE_F21 = 112,
SDL_SCANCODE_F22 = 113,
SDL_SCANCODE_F23 = 114,
SDL_SCANCODE_F24 = 115,
SDL_SCANCODE_EXECUTE = 116,
SDL_SCANCODE_HELP = 117,
SDL_SCANCODE_MENU = 118,
SDL_SCANCODE_SELECT = 119,
SDL_SCANCODE_STOP = 120,
SDL_SCANCODE_AGAIN = 121, /**< redo */
SDL_SCANCODE_UNDO = 122,
SDL_SCANCODE_CUT = 123,
SDL_SCANCODE_COPY = 124,
SDL_SCANCODE_PASTE = 125,
SDL_SCANCODE_FIND = 126,
SDL_SCANCODE_MUTE = 127,
SDL_SCANCODE_VOLUMEUP = 128,
SDL_SCANCODE_VOLUMEDOWN = 129,
/* not sure whether there's a reason to enable these */
/* SDL_SCANCODE_LOCKINGCAPSLOCK = 130, */
/* SDL_SCANCODE_LOCKINGNUMLOCK = 131, */
/* SDL_SCANCODE_LOCKINGSCROLLLOCK = 132, */
SDL_SCANCODE_KP_COMMA = 133,
SDL_SCANCODE_KP_EQUALSAS400 = 134,
SDL_SCANCODE_INTERNATIONAL1 = 135, /**< used on Asian keyboards, see
footnotes in USB doc */
SDL_SCANCODE_INTERNATIONAL2 = 136,
SDL_SCANCODE_INTERNATIONAL3 = 137, /**< Yen */
SDL_SCANCODE_INTERNATIONAL4 = 138,
SDL_SCANCODE_INTERNATIONAL5 = 139,
SDL_SCANCODE_INTERNATIONAL6 = 140,
SDL_SCANCODE_INTERNATIONAL7 = 141,
SDL_SCANCODE_INTERNATIONAL8 = 142,
SDL_SCANCODE_INTERNATIONAL9 = 143,
SDL_SCANCODE_LANG1 = 144, /**< Hangul/English toggle */
SDL_SCANCODE_LANG2 = 145, /**< Hanja conversion */
SDL_SCANCODE_LANG3 = 146, /**< Katakana */
SDL_SCANCODE_LANG4 = 147, /**< Hiragana */
SDL_SCANCODE_LANG5 = 148, /**< Zenkaku/Hankaku */
SDL_SCANCODE_LANG6 = 149, /**< reserved */
SDL_SCANCODE_LANG7 = 150, /**< reserved */
SDL_SCANCODE_LANG8 = 151, /**< reserved */
SDL_SCANCODE_LANG9 = 152, /**< reserved */
SDL_SCANCODE_ALTERASE = 153, /**< Erase-Eaze */
SDL_SCANCODE_SYSREQ = 154,
SDL_SCANCODE_CANCEL = 155,
SDL_SCANCODE_CLEAR = 156,
SDL_SCANCODE_PRIOR = 157,
SDL_SCANCODE_RETURN2 = 158,
SDL_SCANCODE_SEPARATOR = 159,
SDL_SCANCODE_OUT = 160,
SDL_SCANCODE_OPER = 161,
SDL_SCANCODE_CLEARAGAIN = 162,
SDL_SCANCODE_CRSEL = 163,
SDL_SCANCODE_EXSEL = 164,
SDL_SCANCODE_KP_00 = 176,
SDL_SCANCODE_KP_000 = 177,
SDL_SCANCODE_THOUSANDSSEPARATOR = 178,
SDL_SCANCODE_DECIMALSEPARATOR = 179,
SDL_SCANCODE_CURRENCYUNIT = 180,
SDL_SCANCODE_CURRENCYSUBUNIT = 181,
SDL_SCANCODE_KP_LEFTPAREN = 182,
SDL_SCANCODE_KP_RIGHTPAREN = 183,
SDL_SCANCODE_KP_LEFTBRACE = 184,
SDL_SCANCODE_KP_RIGHTBRACE = 185,
SDL_SCANCODE_KP_TAB = 186,
SDL_SCANCODE_KP_BACKSPACE = 187,
SDL_SCANCODE_KP_A = 188,
SDL_SCANCODE_KP_B = 189,
SDL_SCANCODE_KP_C = 190,
SDL_SCANCODE_KP_D = 191,
SDL_SCANCODE_KP_E = 192,
SDL_SCANCODE_KP_F = 193,
SDL_SCANCODE_KP_XOR = 194,
SDL_SCANCODE_KP_POWER = 195,
SDL_SCANCODE_KP_PERCENT = 196,
SDL_SCANCODE_KP_LESS = 197,
SDL_SCANCODE_KP_GREATER = 198,
SDL_SCANCODE_KP_AMPERSAND = 199,
SDL_SCANCODE_KP_DBLAMPERSAND = 200,
SDL_SCANCODE_KP_VERTICALBAR = 201,
SDL_SCANCODE_KP_DBLVERTICALBAR = 202,
SDL_SCANCODE_KP_COLON = 203,
SDL_SCANCODE_KP_HASH = 204,
SDL_SCANCODE_KP_SPACE = 205,
SDL_SCANCODE_KP_AT = 206,
SDL_SCANCODE_KP_EXCLAM = 207,
SDL_SCANCODE_KP_MEMSTORE = 208,
SDL_SCANCODE_KP_MEMRECALL = 209,
SDL_SCANCODE_KP_MEMCLEAR = 210,
SDL_SCANCODE_KP_MEMADD = 211,
SDL_SCANCODE_KP_MEMSUBTRACT = 212,
SDL_SCANCODE_KP_MEMMULTIPLY = 213,
SDL_SCANCODE_KP_MEMDIVIDE = 214,
SDL_SCANCODE_KP_PLUSMINUS = 215,
SDL_SCANCODE_KP_CLEAR = 216,
SDL_SCANCODE_KP_CLEARENTRY = 217,
SDL_SCANCODE_KP_BINARY = 218,
SDL_SCANCODE_KP_OCTAL = 219,
SDL_SCANCODE_KP_DECIMAL = 220,
SDL_SCANCODE_KP_HEXADECIMAL = 221,
SDL_SCANCODE_LCTRL = 224,
SDL_SCANCODE_LSHIFT = 225,
SDL_SCANCODE_LALT = 226, /**< alt, option */
SDL_SCANCODE_LGUI = 227, /**< windows, command (apple), meta */
SDL_SCANCODE_RCTRL = 228,
SDL_SCANCODE_RSHIFT = 229,
SDL_SCANCODE_RALT = 230, /**< alt gr, option */
SDL_SCANCODE_RGUI = 231, /**< windows, command (apple), meta */
SDL_SCANCODE_MODE = 257, /**< I'm not sure if this is really not covered
* by any of the above, but since there's a
* special KMOD_MODE for it I'm adding it here
*/
/* @} *//* Usage page 0x07 */
/**
* \name Usage page 0x0C
*
* These values are mapped from usage page 0x0C (USB consumer page).
*/
/* @{ */
SDL_SCANCODE_AUDIONEXT = 258,
SDL_SCANCODE_AUDIOPREV = 259,
SDL_SCANCODE_AUDIOSTOP = 260,
SDL_SCANCODE_AUDIOPLAY = 261,
SDL_SCANCODE_AUDIOMUTE = 262,
SDL_SCANCODE_MEDIASELECT = 263,
SDL_SCANCODE_WWW = 264,
SDL_SCANCODE_MAIL = 265,
SDL_SCANCODE_CALCULATOR = 266,
SDL_SCANCODE_COMPUTER = 267,
SDL_SCANCODE_AC_SEARCH = 268,
SDL_SCANCODE_AC_HOME = 269,
SDL_SCANCODE_AC_BACK = 270,
SDL_SCANCODE_AC_FORWARD = 271,
SDL_SCANCODE_AC_STOP = 272,
SDL_SCANCODE_AC_REFRESH = 273,
SDL_SCANCODE_AC_BOOKMARKS = 274,
/* @} *//* Usage page 0x0C */
/**
* \name Walther keys
*
* These are values that Christian Walther added (for mac keyboard?).
*/
/* @{ */
SDL_SCANCODE_BRIGHTNESSDOWN = 275,
SDL_SCANCODE_BRIGHTNESSUP = 276,
SDL_SCANCODE_DISPLAYSWITCH = 277, /**< display mirroring/dual display
switch, video mode switch */
SDL_SCANCODE_KBDILLUMTOGGLE = 278,
SDL_SCANCODE_KBDILLUMDOWN = 279,
SDL_SCANCODE_KBDILLUMUP = 280,
SDL_SCANCODE_EJECT = 281,
SDL_SCANCODE_SLEEP = 282,
SDL_SCANCODE_APP1 = 283,
SDL_SCANCODE_APP2 = 284,
/* @} *//* Walther keys */
/* Add any other keys here. */
SDL_NUM_SCANCODES = 512 /**< not a key, just marks the number of scancodes
for array bounds */
} SDL_Scancode;
#endif /* _SDL_scancode_h */
/* vi: set ts=4 sw=4 expandtab: */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef _SDL_shape_h
#define _SDL_shape_h
#include "SDL_stdinc.h"
#include "SDL_pixels.h"
#include "SDL_rect.h"
#include "SDL_surface.h"
#include "SDL_video.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/** \file SDL_shape.h
*
* Header file for the shaped window API.
*/
#define SDL_NONSHAPEABLE_WINDOW -1
#define SDL_INVALID_SHAPE_ARGUMENT -2
#define SDL_WINDOW_LACKS_SHAPE -3
/**
* \brief Create a window that can be shaped with the specified position, dimensions, and flags.
*
* \param title The title of the window, in UTF-8 encoding.
* \param x The x position of the window, ::SDL_WINDOWPOS_CENTERED, or
* ::SDL_WINDOWPOS_UNDEFINED.
* \param y The y position of the window, ::SDL_WINDOWPOS_CENTERED, or
* ::SDL_WINDOWPOS_UNDEFINED.
* \param w The width of the window.
* \param h The height of the window.
* \param flags The flags for the window, a mask of SDL_WINDOW_BORDERLESS with any of the following:
* ::SDL_WINDOW_OPENGL, ::SDL_WINDOW_INPUT_GRABBED,
* ::SDL_WINDOW_HIDDEN, ::SDL_WINDOW_RESIZABLE,
* ::SDL_WINDOW_MAXIMIZED, ::SDL_WINDOW_MINIMIZED,
* ::SDL_WINDOW_BORDERLESS is always set, and ::SDL_WINDOW_FULLSCREEN is always unset.
*
* \return The window created, or NULL if window creation failed.
*
* \sa SDL_DestroyWindow()
*/
extern DECLSPEC SDL_Window * SDLCALL SDL_CreateShapedWindow(const char *title,unsigned int x,unsigned int y,unsigned int w,unsigned int h,Uint32 flags);
/**
* \brief Return whether the given window is a shaped window.
*
* \param window The window to query for being shaped.
*
* \return SDL_TRUE if the window is a window that can be shaped, SDL_FALSE if the window is unshaped or NULL.
* \sa SDL_CreateShapedWindow
*/
extern DECLSPEC SDL_bool SDLCALL SDL_IsShapedWindow(const SDL_Window *window);
/** \brief An enum denoting the specific type of contents present in an SDL_WindowShapeParams union. */
typedef enum {
/** \brief The default mode, a binarized alpha cutoff of 1. */
ShapeModeDefault,
/** \brief A binarized alpha cutoff with a given integer value. */
ShapeModeBinarizeAlpha,
/** \brief A binarized alpha cutoff with a given integer value, but with the opposite comparison. */
ShapeModeReverseBinarizeAlpha,
/** \brief A color key is applied. */
ShapeModeColorKey
} WindowShapeMode;
#define SDL_SHAPEMODEALPHA(mode) (mode == ShapeModeDefault || mode == ShapeModeBinarizeAlpha || mode == ShapeModeReverseBinarizeAlpha)
/** \brief A union containing parameters for shaped windows. */
typedef union {
/** \brief a cutoff alpha value for binarization of the window shape's alpha channel. */
Uint8 binarizationCutoff;
SDL_Color colorKey;
} SDL_WindowShapeParams;
/** \brief A struct that tags the SDL_WindowShapeParams union with an enum describing the type of its contents. */
typedef struct SDL_WindowShapeMode {
/** \brief The mode of these window-shape parameters. */
WindowShapeMode mode;
/** \brief Window-shape parameters. */
SDL_WindowShapeParams parameters;
} SDL_WindowShapeMode;
/**
* \brief Set the shape and parameters of a shaped window.
*
* \param window The shaped window whose parameters should be set.
* \param shape A surface encoding the desired shape for the window.
* \param shape_mode The parameters to set for the shaped window.
*
* \return 0 on success, SDL_INVALID_SHAPE_ARGUMENT on invalid an invalid shape argument, or SDL_NONSHAPEABLE_WINDOW
* if the SDL_Window* given does not reference a valid shaped window.
*
* \sa SDL_WindowShapeMode
* \sa SDL_GetShapedWindowMode.
*/
extern DECLSPEC int SDLCALL SDL_SetWindowShape(SDL_Window *window,SDL_Surface *shape,SDL_WindowShapeMode *shape_mode);
/**
* \brief Get the shape parameters of a shaped window.
*
* \param window The shaped window whose parameters should be retrieved.
* \param shape_mode An empty shape-mode structure to fill, or NULL to check whether the window has a shape.
*
* \return 0 if the window has a shape and, provided shape_mode was not NULL, shape_mode has been filled with the mode
* data, SDL_NONSHAPEABLE_WINDOW if the SDL_Window given is not a shaped window, or SDL_WINDOW_LACKS_SHAPE if
* the SDL_Window* given is a shapeable window currently lacking a shape.
*
* \sa SDL_WindowShapeMode
* \sa SDL_SetWindowShape
*/
extern DECLSPEC int SDLCALL SDL_GetShapedWindowMode(SDL_Window *window,SDL_WindowShapeMode *shape_mode);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_shape_h */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_stdinc.h
*
* This is a general header that includes C language support.
*/
#ifndef _SDL_stdinc_h
#define _SDL_stdinc_h
#include "SDL_config.h"
#ifdef HAVE_SYS_TYPES_H
#include <sys/types.h>
#endif
#ifdef HAVE_STDIO_H
#include <stdio.h>
#endif
#if defined(STDC_HEADERS)
# include <stdlib.h>
# include <stddef.h>
# include <stdarg.h>
#else
# if defined(HAVE_STDLIB_H)
# include <stdlib.h>
# elif defined(HAVE_MALLOC_H)
# include <malloc.h>
# endif
# if defined(HAVE_STDDEF_H)
# include <stddef.h>
# endif
# if defined(HAVE_STDARG_H)
# include <stdarg.h>
# endif
#endif
#ifdef HAVE_STRING_H
# if !defined(STDC_HEADERS) && defined(HAVE_MEMORY_H)
# include <memory.h>
# endif
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#if defined(HAVE_INTTYPES_H)
# include <inttypes.h>
#elif defined(HAVE_STDINT_H)
# include <stdint.h>
#endif
#ifdef HAVE_CTYPE_H
# include <ctype.h>
#endif
#ifdef HAVE_MATH_H
# if defined(__WINRT__)
/* Defining _USE_MATH_DEFINES is required to get M_PI to be defined on
WinRT. See http://msdn.microsoft.com/en-us/library/4hwaceh6.aspx
for more information.
*/
# define _USE_MATH_DEFINES
# endif
# include <math.h>
#endif
#ifdef HAVE_FLOAT_H
# include <float.h>
#endif
#if defined(HAVE_ICONV) && defined(HAVE_ICONV_H)
# include <iconv.h>
#endif
/**
* The number of elements in an array.
*/
#define SDL_arraysize(array) (sizeof(array)/sizeof(array[0]))
#define SDL_TABLESIZE(table) SDL_arraysize(table)
/**
* \name Cast operators
*
* Use proper C++ casts when compiled as C++ to be compatible with the option
* -Wold-style-cast of GCC (and -Werror=old-style-cast in GCC 4.2 and above).
*/
/* @{ */
#ifdef __cplusplus
#define SDL_reinterpret_cast(type, expression) reinterpret_cast<type>(expression)
#define SDL_static_cast(type, expression) static_cast<type>(expression)
#define SDL_const_cast(type, expression) const_cast<type>(expression)
#else
#define SDL_reinterpret_cast(type, expression) ((type)(expression))
#define SDL_static_cast(type, expression) ((type)(expression))
#define SDL_const_cast(type, expression) ((type)(expression))
#endif
/* @} *//* Cast operators */
/* Define a four character code as a Uint32 */
#define SDL_FOURCC(A, B, C, D) \
((SDL_static_cast(Uint32, SDL_static_cast(Uint8, (A))) << 0) | \
(SDL_static_cast(Uint32, SDL_static_cast(Uint8, (B))) << 8) | \
(SDL_static_cast(Uint32, SDL_static_cast(Uint8, (C))) << 16) | \
(SDL_static_cast(Uint32, SDL_static_cast(Uint8, (D))) << 24))
/**
* \name Basic data types
*/
/* @{ */
typedef enum
{
SDL_FALSE = 0,
SDL_TRUE = 1
} SDL_bool;
/**
* \brief A signed 8-bit integer type.
*/
typedef int8_t Sint8;
/**
* \brief An unsigned 8-bit integer type.
*/
typedef uint8_t Uint8;
/**
* \brief A signed 16-bit integer type.
*/
typedef int16_t Sint16;
/**
* \brief An unsigned 16-bit integer type.
*/
typedef uint16_t Uint16;
/**
* \brief A signed 32-bit integer type.
*/
typedef int32_t Sint32;
/**
* \brief An unsigned 32-bit integer type.
*/
typedef uint32_t Uint32;
/**
* \brief A signed 64-bit integer type.
*/
typedef int64_t Sint64;
/**
* \brief An unsigned 64-bit integer type.
*/
typedef uint64_t Uint64;
/* @} *//* Basic data types */
/* Make sure we have macros for printing 64 bit values.
* <stdint.h> should define these but this is not true all platforms.
* (for example win32) */
#ifndef SDL_PRIs64
#ifdef PRIs64
#define SDL_PRIs64 PRIs64
#elif defined(__WIN32__)
#define SDL_PRIs64 "I64d"
#elif defined(__LINUX__) && defined(__LP64__)
#define SDL_PRIs64 "ld"
#else
#define SDL_PRIs64 "lld"
#endif
#endif
#ifndef SDL_PRIu64
#ifdef PRIu64
#define SDL_PRIu64 PRIu64
#elif defined(__WIN32__)
#define SDL_PRIu64 "I64u"
#elif defined(__LINUX__) && defined(__LP64__)
#define SDL_PRIu64 "lu"
#else
#define SDL_PRIu64 "llu"
#endif
#endif
#ifndef SDL_PRIx64
#ifdef PRIx64
#define SDL_PRIx64 PRIx64
#elif defined(__WIN32__)
#define SDL_PRIx64 "I64x"
#elif defined(__LINUX__) && defined(__LP64__)
#define SDL_PRIx64 "lx"
#else
#define SDL_PRIx64 "llx"
#endif
#endif
#ifndef SDL_PRIX64
#ifdef PRIX64
#define SDL_PRIX64 PRIX64
#elif defined(__WIN32__)
#define SDL_PRIX64 "I64X"
#elif defined(__LINUX__) && defined(__LP64__)
#define SDL_PRIX64 "lX"
#else
#define SDL_PRIX64 "llX"
#endif
#endif
/* Annotations to help code analysis tools */
#ifdef SDL_DISABLE_ANALYZE_MACROS
#define SDL_IN_BYTECAP(x)
#define SDL_INOUT_Z_CAP(x)
#define SDL_OUT_Z_CAP(x)
#define SDL_OUT_CAP(x)
#define SDL_OUT_BYTECAP(x)
#define SDL_OUT_Z_BYTECAP(x)
#define SDL_PRINTF_FORMAT_STRING
#define SDL_SCANF_FORMAT_STRING
#define SDL_PRINTF_VARARG_FUNC( fmtargnumber )
#define SDL_SCANF_VARARG_FUNC( fmtargnumber )
#else
#if defined(_MSC_VER) && (_MSC_VER >= 1600) /* VS 2010 and above */
#include <sal.h>
#define SDL_IN_BYTECAP(x) _In_bytecount_(x)
#define SDL_INOUT_Z_CAP(x) _Inout_z_cap_(x)
#define SDL_OUT_Z_CAP(x) _Out_z_cap_(x)
#define SDL_OUT_CAP(x) _Out_cap_(x)
#define SDL_OUT_BYTECAP(x) _Out_bytecap_(x)
#define SDL_OUT_Z_BYTECAP(x) _Out_z_bytecap_(x)
#define SDL_PRINTF_FORMAT_STRING _Printf_format_string_
#define SDL_SCANF_FORMAT_STRING _Scanf_format_string_impl_
#else
#define SDL_IN_BYTECAP(x)
#define SDL_INOUT_Z_CAP(x)
#define SDL_OUT_Z_CAP(x)
#define SDL_OUT_CAP(x)
#define SDL_OUT_BYTECAP(x)
#define SDL_OUT_Z_BYTECAP(x)
#define SDL_PRINTF_FORMAT_STRING
#define SDL_SCANF_FORMAT_STRING
#endif
#if defined(__GNUC__)
#define SDL_PRINTF_VARARG_FUNC( fmtargnumber ) __attribute__ (( format( __printf__, fmtargnumber, fmtargnumber+1 )))
#define SDL_SCANF_VARARG_FUNC( fmtargnumber ) __attribute__ (( format( __scanf__, fmtargnumber, fmtargnumber+1 )))
#else
#define SDL_PRINTF_VARARG_FUNC( fmtargnumber )
#define SDL_SCANF_VARARG_FUNC( fmtargnumber )
#endif
#endif /* SDL_DISABLE_ANALYZE_MACROS */
#define SDL_COMPILE_TIME_ASSERT(name, x) \
typedef int SDL_dummy_ ## name[(x) * 2 - 1]
/** \cond */
#ifndef DOXYGEN_SHOULD_IGNORE_THIS
SDL_COMPILE_TIME_ASSERT(uint8, sizeof(Uint8) == 1);
SDL_COMPILE_TIME_ASSERT(sint8, sizeof(Sint8) == 1);
SDL_COMPILE_TIME_ASSERT(uint16, sizeof(Uint16) == 2);
SDL_COMPILE_TIME_ASSERT(sint16, sizeof(Sint16) == 2);
SDL_COMPILE_TIME_ASSERT(uint32, sizeof(Uint32) == 4);
SDL_COMPILE_TIME_ASSERT(sint32, sizeof(Sint32) == 4);
SDL_COMPILE_TIME_ASSERT(uint64, sizeof(Uint64) == 8);
SDL_COMPILE_TIME_ASSERT(sint64, sizeof(Sint64) == 8);
#endif /* DOXYGEN_SHOULD_IGNORE_THIS */
/** \endcond */
/* Check to make sure enums are the size of ints, for structure packing.
For both Watcom C/C++ and Borland C/C++ the compiler option that makes
enums having the size of an int must be enabled.
This is "-b" for Borland C/C++ and "-ei" for Watcom C/C++ (v11).
*/
/** \cond */
#ifndef DOXYGEN_SHOULD_IGNORE_THIS
#if !defined(__ANDROID__)
/* TODO: include/SDL_stdinc.h:174: error: size of array 'SDL_dummy_enum' is negative */
typedef enum
{
DUMMY_ENUM_VALUE
} SDL_DUMMY_ENUM;
SDL_COMPILE_TIME_ASSERT(enum, sizeof(SDL_DUMMY_ENUM) == sizeof(int));
#endif
#endif /* DOXYGEN_SHOULD_IGNORE_THIS */
/** \endcond */
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
#if defined(HAVE_ALLOCA) && !defined(alloca)
# if defined(HAVE_ALLOCA_H)
# include <alloca.h>
# elif defined(__GNUC__)
# define alloca __builtin_alloca
# elif defined(_MSC_VER)
# include <malloc.h>
# define alloca _alloca
# elif defined(__WATCOMC__)
# include <malloc.h>
# elif defined(__BORLANDC__)
# include <malloc.h>
# elif defined(__DMC__)
# include <stdlib.h>
# elif defined(__AIX__)
#pragma alloca
# elif defined(__MRC__)
void *alloca(unsigned);
# else
char *alloca();
# endif
#endif
#ifdef HAVE_ALLOCA
#define SDL_stack_alloc(type, count) (type*)alloca(sizeof(type)*(count))
#define SDL_stack_free(data)
#else
#define SDL_stack_alloc(type, count) (type*)SDL_malloc(sizeof(type)*(count))
#define SDL_stack_free(data) SDL_free(data)
#endif
extern DECLSPEC void *SDLCALL SDL_malloc(size_t size);
extern DECLSPEC void *SDLCALL SDL_calloc(size_t nmemb, size_t size);
extern DECLSPEC void *SDLCALL SDL_realloc(void *mem, size_t size);
extern DECLSPEC void SDLCALL SDL_free(void *mem);
extern DECLSPEC char *SDLCALL SDL_getenv(const char *name);
extern DECLSPEC int SDLCALL SDL_setenv(const char *name, const char *value, int overwrite);
extern DECLSPEC void SDLCALL SDL_qsort(void *base, size_t nmemb, size_t size, int (*compare) (const void *, const void *));
extern DECLSPEC int SDLCALL SDL_abs(int x);
/* !!! FIXME: these have side effects. You probably shouldn't use them. */
/* !!! FIXME: Maybe we do forceinline functions of SDL_mini, SDL_minf, etc? */
#define SDL_min(x, y) (((x) < (y)) ? (x) : (y))
#define SDL_max(x, y) (((x) > (y)) ? (x) : (y))
extern DECLSPEC int SDLCALL SDL_isdigit(int x);
extern DECLSPEC int SDLCALL SDL_isspace(int x);
extern DECLSPEC int SDLCALL SDL_toupper(int x);
extern DECLSPEC int SDLCALL SDL_tolower(int x);
extern DECLSPEC void *SDLCALL SDL_memset(SDL_OUT_BYTECAP(len) void *dst, int c, size_t len);
#define SDL_zero(x) SDL_memset(&(x), 0, sizeof((x)))
#define SDL_zerop(x) SDL_memset((x), 0, sizeof(*(x)))
/* Note that memset() is a byte assignment and this is a 32-bit assignment, so they're not directly equivalent. */
SDL_FORCE_INLINE void SDL_memset4(void *dst, Uint32 val, size_t dwords)
{
#if defined(__GNUC__) && defined(i386)
int u0, u1, u2;
__asm__ __volatile__ (
"cld \n\t"
"rep ; stosl \n\t"
: "=&D" (u0), "=&a" (u1), "=&c" (u2)
: "0" (dst), "1" (val), "2" (SDL_static_cast(Uint32, dwords))
: "memory"
);
#else
size_t _n = (dwords + 3) / 4;
Uint32 *_p = SDL_static_cast(Uint32 *, dst);
Uint32 _val = (val);
if (dwords == 0)
return;
switch (dwords % 4)
{
case 0: do { *_p++ = _val;
case 3: *_p++ = _val;
case 2: *_p++ = _val;
case 1: *_p++ = _val;
} while ( --_n );
}
#endif
}
extern DECLSPEC void *SDLCALL SDL_memcpy(SDL_OUT_BYTECAP(len) void *dst, SDL_IN_BYTECAP(len) const void *src, size_t len);
extern DECLSPEC void *SDLCALL SDL_memmove(SDL_OUT_BYTECAP(len) void *dst, SDL_IN_BYTECAP(len) const void *src, size_t len);
extern DECLSPEC int SDLCALL SDL_memcmp(const void *s1, const void *s2, size_t len);
extern DECLSPEC size_t SDLCALL SDL_wcslen(const wchar_t *wstr);
extern DECLSPEC size_t SDLCALL SDL_wcslcpy(SDL_OUT_Z_CAP(maxlen) wchar_t *dst, const wchar_t *src, size_t maxlen);
extern DECLSPEC size_t SDLCALL SDL_wcslcat(SDL_INOUT_Z_CAP(maxlen) wchar_t *dst, const wchar_t *src, size_t maxlen);
extern DECLSPEC size_t SDLCALL SDL_strlen(const char *str);
extern DECLSPEC size_t SDLCALL SDL_strlcpy(SDL_OUT_Z_CAP(maxlen) char *dst, const char *src, size_t maxlen);
extern DECLSPEC size_t SDLCALL SDL_utf8strlcpy(SDL_OUT_Z_CAP(dst_bytes) char *dst, const char *src, size_t dst_bytes);
extern DECLSPEC size_t SDLCALL SDL_strlcat(SDL_INOUT_Z_CAP(maxlen) char *dst, const char *src, size_t maxlen);
extern DECLSPEC char *SDLCALL SDL_strdup(const char *str);
extern DECLSPEC char *SDLCALL SDL_strrev(char *str);
extern DECLSPEC char *SDLCALL SDL_strupr(char *str);
extern DECLSPEC char *SDLCALL SDL_strlwr(char *str);
extern DECLSPEC char *SDLCALL SDL_strchr(const char *str, int c);
extern DECLSPEC char *SDLCALL SDL_strrchr(const char *str, int c);
extern DECLSPEC char *SDLCALL SDL_strstr(const char *haystack, const char *needle);
extern DECLSPEC char *SDLCALL SDL_itoa(int value, char *str, int radix);
extern DECLSPEC char *SDLCALL SDL_uitoa(unsigned int value, char *str, int radix);
extern DECLSPEC char *SDLCALL SDL_ltoa(long value, char *str, int radix);
extern DECLSPEC char *SDLCALL SDL_ultoa(unsigned long value, char *str, int radix);
extern DECLSPEC char *SDLCALL SDL_lltoa(Sint64 value, char *str, int radix);
extern DECLSPEC char *SDLCALL SDL_ulltoa(Uint64 value, char *str, int radix);
extern DECLSPEC int SDLCALL SDL_atoi(const char *str);
extern DECLSPEC double SDLCALL SDL_atof(const char *str);
extern DECLSPEC long SDLCALL SDL_strtol(const char *str, char **endp, int base);
extern DECLSPEC unsigned long SDLCALL SDL_strtoul(const char *str, char **endp, int base);
extern DECLSPEC Sint64 SDLCALL SDL_strtoll(const char *str, char **endp, int base);
extern DECLSPEC Uint64 SDLCALL SDL_strtoull(const char *str, char **endp, int base);
extern DECLSPEC double SDLCALL SDL_strtod(const char *str, char **endp);
extern DECLSPEC int SDLCALL SDL_strcmp(const char *str1, const char *str2);
extern DECLSPEC int SDLCALL SDL_strncmp(const char *str1, const char *str2, size_t maxlen);
extern DECLSPEC int SDLCALL SDL_strcasecmp(const char *str1, const char *str2);
extern DECLSPEC int SDLCALL SDL_strncasecmp(const char *str1, const char *str2, size_t len);
extern DECLSPEC int SDLCALL SDL_sscanf(const char *text, SDL_SCANF_FORMAT_STRING const char *fmt, ...) SDL_SCANF_VARARG_FUNC(2);
extern DECLSPEC int SDLCALL SDL_vsscanf(const char *text, const char *fmt, va_list ap);
extern DECLSPEC int SDLCALL SDL_snprintf(SDL_OUT_Z_CAP(maxlen) char *text, size_t maxlen, SDL_PRINTF_FORMAT_STRING const char *fmt, ... ) SDL_PRINTF_VARARG_FUNC(3);
extern DECLSPEC int SDLCALL SDL_vsnprintf(SDL_OUT_Z_CAP(maxlen) char *text, size_t maxlen, const char *fmt, va_list ap);
#ifndef HAVE_M_PI
#ifndef M_PI
#define M_PI 3.14159265358979323846264338327950288 /* pi */
#endif
#endif
extern DECLSPEC double SDLCALL SDL_acos(double x);
extern DECLSPEC double SDLCALL SDL_asin(double x);
extern DECLSPEC double SDLCALL SDL_atan(double x);
extern DECLSPEC double SDLCALL SDL_atan2(double x, double y);
extern DECLSPEC double SDLCALL SDL_ceil(double x);
extern DECLSPEC double SDLCALL SDL_copysign(double x, double y);
extern DECLSPEC double SDLCALL SDL_cos(double x);
extern DECLSPEC float SDLCALL SDL_cosf(float x);
extern DECLSPEC double SDLCALL SDL_fabs(double x);
extern DECLSPEC double SDLCALL SDL_floor(double x);
extern DECLSPEC double SDLCALL SDL_log(double x);
extern DECLSPEC double SDLCALL SDL_pow(double x, double y);
extern DECLSPEC double SDLCALL SDL_scalbn(double x, int n);
extern DECLSPEC double SDLCALL SDL_sin(double x);
extern DECLSPEC float SDLCALL SDL_sinf(float x);
extern DECLSPEC double SDLCALL SDL_sqrt(double x);
extern DECLSPEC float SDLCALL SDL_sqrtf(float x);
extern DECLSPEC double SDLCALL SDL_tan(double x);
extern DECLSPEC float SDLCALL SDL_tanf(float x);
/* The SDL implementation of iconv() returns these error codes */
#define SDL_ICONV_ERROR (size_t)-1
#define SDL_ICONV_E2BIG (size_t)-2
#define SDL_ICONV_EILSEQ (size_t)-3
#define SDL_ICONV_EINVAL (size_t)-4
/* SDL_iconv_* are now always real symbols/types, not macros or inlined. */
typedef struct _SDL_iconv_t *SDL_iconv_t;
extern DECLSPEC SDL_iconv_t SDLCALL SDL_iconv_open(const char *tocode,
const char *fromcode);
extern DECLSPEC int SDLCALL SDL_iconv_close(SDL_iconv_t cd);
extern DECLSPEC size_t SDLCALL SDL_iconv(SDL_iconv_t cd, const char **inbuf,
size_t * inbytesleft, char **outbuf,
size_t * outbytesleft);
/**
* This function converts a string between encodings in one pass, returning a
* string that must be freed with SDL_free() or NULL on error.
*/
extern DECLSPEC char *SDLCALL SDL_iconv_string(const char *tocode,
const char *fromcode,
const char *inbuf,
size_t inbytesleft);
#define SDL_iconv_utf8_locale(S) SDL_iconv_string("", "UTF-8", S, SDL_strlen(S)+1)
#define SDL_iconv_utf8_ucs2(S) (Uint16 *)SDL_iconv_string("UCS-2-INTERNAL", "UTF-8", S, SDL_strlen(S)+1)
#define SDL_iconv_utf8_ucs4(S) (Uint32 *)SDL_iconv_string("UCS-4-INTERNAL", "UTF-8", S, SDL_strlen(S)+1)
/* force builds using Clang's static analysis tools to use literal C runtime
here, since there are possibly tests that are ineffective otherwise. */
#if defined(__clang_analyzer__) && !defined(SDL_DISABLE_ANALYZE_MACROS)
#define SDL_malloc malloc
#define SDL_calloc calloc
#define SDL_realloc realloc
#define SDL_free free
#define SDL_memset memset
#define SDL_memcpy memcpy
#define SDL_memmove memmove
#define SDL_memcmp memcmp
#define SDL_strlen strlen
#define SDL_strlcpy strlcpy
#define SDL_strlcat strlcat
#define SDL_strdup strdup
#define SDL_strchr strchr
#define SDL_strrchr strrchr
#define SDL_strstr strstr
#define SDL_strcmp strcmp
#define SDL_strncmp strncmp
#define SDL_strcasecmp strcasecmp
#define SDL_strncasecmp strncasecmp
#define SDL_sscanf sscanf
#define SDL_vsscanf vsscanf
#define SDL_snprintf snprintf
#define SDL_vsnprintf vsnprintf
#endif
SDL_FORCE_INLINE void *SDL_memcpy4(SDL_OUT_BYTECAP(dwords*4) void *dst, SDL_IN_BYTECAP(dwords*4) const void *src, size_t dwords)
{
return SDL_memcpy(dst, src, dwords * 4);
}
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_stdinc_h */
/* vi: set ts=4 sw=4 expandtab: */

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@ -0,0 +1,503 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_surface.h
*
* Header file for ::SDL_Surface definition and management functions.
*/
#ifndef _SDL_surface_h
#define _SDL_surface_h
#include "SDL_stdinc.h"
#include "SDL_pixels.h"
#include "SDL_rect.h"
#include "SDL_blendmode.h"
#include "SDL_rwops.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \name Surface flags
*
* These are the currently supported flags for the ::SDL_Surface.
*
* \internal
* Used internally (read-only).
*/
/* @{ */
#define SDL_SWSURFACE 0 /**< Just here for compatibility */
#define SDL_PREALLOC 0x00000001 /**< Surface uses preallocated memory */
#define SDL_RLEACCEL 0x00000002 /**< Surface is RLE encoded */
#define SDL_DONTFREE 0x00000004 /**< Surface is referenced internally */
/* @} *//* Surface flags */
/**
* Evaluates to true if the surface needs to be locked before access.
*/
#define SDL_MUSTLOCK(S) (((S)->flags & SDL_RLEACCEL) != 0)
/**
* \brief A collection of pixels used in software blitting.
*
* \note This structure should be treated as read-only, except for \c pixels,
* which, if not NULL, contains the raw pixel data for the surface.
*/
typedef struct SDL_Surface
{
Uint32 flags; /**< Read-only */
SDL_PixelFormat *format; /**< Read-only */
int w, h; /**< Read-only */
int pitch; /**< Read-only */
void *pixels; /**< Read-write */
/** Application data associated with the surface */
void *userdata; /**< Read-write */
/** information needed for surfaces requiring locks */
int locked; /**< Read-only */
void *lock_data; /**< Read-only */
/** clipping information */
SDL_Rect clip_rect; /**< Read-only */
/** info for fast blit mapping to other surfaces */
struct SDL_BlitMap *map; /**< Private */
/** Reference count -- used when freeing surface */
int refcount; /**< Read-mostly */
} SDL_Surface;
/**
* \brief The type of function used for surface blitting functions.
*/
typedef int (*SDL_blit) (struct SDL_Surface * src, SDL_Rect * srcrect,
struct SDL_Surface * dst, SDL_Rect * dstrect);
/**
* Allocate and free an RGB surface.
*
* If the depth is 4 or 8 bits, an empty palette is allocated for the surface.
* If the depth is greater than 8 bits, the pixel format is set using the
* flags '[RGB]mask'.
*
* If the function runs out of memory, it will return NULL.
*
* \param flags The \c flags are obsolete and should be set to 0.
* \param width The width in pixels of the surface to create.
* \param height The height in pixels of the surface to create.
* \param depth The depth in bits of the surface to create.
* \param Rmask The red mask of the surface to create.
* \param Gmask The green mask of the surface to create.
* \param Bmask The blue mask of the surface to create.
* \param Amask The alpha mask of the surface to create.
*/
extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurface
(Uint32 flags, int width, int height, int depth,
Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask);
extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceFrom(void *pixels,
int width,
int height,
int depth,
int pitch,
Uint32 Rmask,
Uint32 Gmask,
Uint32 Bmask,
Uint32 Amask);
extern DECLSPEC void SDLCALL SDL_FreeSurface(SDL_Surface * surface);
/**
* \brief Set the palette used by a surface.
*
* \return 0, or -1 if the surface format doesn't use a palette.
*
* \note A single palette can be shared with many surfaces.
*/
extern DECLSPEC int SDLCALL SDL_SetSurfacePalette(SDL_Surface * surface,
SDL_Palette * palette);
/**
* \brief Sets up a surface for directly accessing the pixels.
*
* Between calls to SDL_LockSurface() / SDL_UnlockSurface(), you can write
* to and read from \c surface->pixels, using the pixel format stored in
* \c surface->format. Once you are done accessing the surface, you should
* use SDL_UnlockSurface() to release it.
*
* Not all surfaces require locking. If SDL_MUSTLOCK(surface) evaluates
* to 0, then you can read and write to the surface at any time, and the
* pixel format of the surface will not change.
*
* No operating system or library calls should be made between lock/unlock
* pairs, as critical system locks may be held during this time.
*
* SDL_LockSurface() returns 0, or -1 if the surface couldn't be locked.
*
* \sa SDL_UnlockSurface()
*/
extern DECLSPEC int SDLCALL SDL_LockSurface(SDL_Surface * surface);
/** \sa SDL_LockSurface() */
extern DECLSPEC void SDLCALL SDL_UnlockSurface(SDL_Surface * surface);
/**
* Load a surface from a seekable SDL data stream (memory or file).
*
* If \c freesrc is non-zero, the stream will be closed after being read.
*
* The new surface should be freed with SDL_FreeSurface().
*
* \return the new surface, or NULL if there was an error.
*/
extern DECLSPEC SDL_Surface *SDLCALL SDL_LoadBMP_RW(SDL_RWops * src,
int freesrc);
/**
* Load a surface from a file.
*
* Convenience macro.
*/
#define SDL_LoadBMP(file) SDL_LoadBMP_RW(SDL_RWFromFile(file, "rb"), 1)
/**
* Save a surface to a seekable SDL data stream (memory or file).
*
* If \c freedst is non-zero, the stream will be closed after being written.
*
* \return 0 if successful or -1 if there was an error.
*/
extern DECLSPEC int SDLCALL SDL_SaveBMP_RW
(SDL_Surface * surface, SDL_RWops * dst, int freedst);
/**
* Save a surface to a file.
*
* Convenience macro.
*/
#define SDL_SaveBMP(surface, file) \
SDL_SaveBMP_RW(surface, SDL_RWFromFile(file, "wb"), 1)
/**
* \brief Sets the RLE acceleration hint for a surface.
*
* \return 0 on success, or -1 if the surface is not valid
*
* \note If RLE is enabled, colorkey and alpha blending blits are much faster,
* but the surface must be locked before directly accessing the pixels.
*/
extern DECLSPEC int SDLCALL SDL_SetSurfaceRLE(SDL_Surface * surface,
int flag);
/**
* \brief Sets the color key (transparent pixel) in a blittable surface.
*
* \param surface The surface to update
* \param flag Non-zero to enable colorkey and 0 to disable colorkey
* \param key The transparent pixel in the native surface format
*
* \return 0 on success, or -1 if the surface is not valid
*
* You can pass SDL_RLEACCEL to enable RLE accelerated blits.
*/
extern DECLSPEC int SDLCALL SDL_SetColorKey(SDL_Surface * surface,
int flag, Uint32 key);
/**
* \brief Gets the color key (transparent pixel) in a blittable surface.
*
* \param surface The surface to update
* \param key A pointer filled in with the transparent pixel in the native
* surface format
*
* \return 0 on success, or -1 if the surface is not valid or colorkey is not
* enabled.
*/
extern DECLSPEC int SDLCALL SDL_GetColorKey(SDL_Surface * surface,
Uint32 * key);
/**
* \brief Set an additional color value used in blit operations.
*
* \param surface The surface to update.
* \param r The red color value multiplied into blit operations.
* \param g The green color value multiplied into blit operations.
* \param b The blue color value multiplied into blit operations.
*
* \return 0 on success, or -1 if the surface is not valid.
*
* \sa SDL_GetSurfaceColorMod()
*/
extern DECLSPEC int SDLCALL SDL_SetSurfaceColorMod(SDL_Surface * surface,
Uint8 r, Uint8 g, Uint8 b);
/**
* \brief Get the additional color value used in blit operations.
*
* \param surface The surface to query.
* \param r A pointer filled in with the current red color value.
* \param g A pointer filled in with the current green color value.
* \param b A pointer filled in with the current blue color value.
*
* \return 0 on success, or -1 if the surface is not valid.
*
* \sa SDL_SetSurfaceColorMod()
*/
extern DECLSPEC int SDLCALL SDL_GetSurfaceColorMod(SDL_Surface * surface,
Uint8 * r, Uint8 * g,
Uint8 * b);
/**
* \brief Set an additional alpha value used in blit operations.
*
* \param surface The surface to update.
* \param alpha The alpha value multiplied into blit operations.
*
* \return 0 on success, or -1 if the surface is not valid.
*
* \sa SDL_GetSurfaceAlphaMod()
*/
extern DECLSPEC int SDLCALL SDL_SetSurfaceAlphaMod(SDL_Surface * surface,
Uint8 alpha);
/**
* \brief Get the additional alpha value used in blit operations.
*
* \param surface The surface to query.
* \param alpha A pointer filled in with the current alpha value.
*
* \return 0 on success, or -1 if the surface is not valid.
*
* \sa SDL_SetSurfaceAlphaMod()
*/
extern DECLSPEC int SDLCALL SDL_GetSurfaceAlphaMod(SDL_Surface * surface,
Uint8 * alpha);
/**
* \brief Set the blend mode used for blit operations.
*
* \param surface The surface to update.
* \param blendMode ::SDL_BlendMode to use for blit blending.
*
* \return 0 on success, or -1 if the parameters are not valid.
*
* \sa SDL_GetSurfaceBlendMode()
*/
extern DECLSPEC int SDLCALL SDL_SetSurfaceBlendMode(SDL_Surface * surface,
SDL_BlendMode blendMode);
/**
* \brief Get the blend mode used for blit operations.
*
* \param surface The surface to query.
* \param blendMode A pointer filled in with the current blend mode.
*
* \return 0 on success, or -1 if the surface is not valid.
*
* \sa SDL_SetSurfaceBlendMode()
*/
extern DECLSPEC int SDLCALL SDL_GetSurfaceBlendMode(SDL_Surface * surface,
SDL_BlendMode *blendMode);
/**
* Sets the clipping rectangle for the destination surface in a blit.
*
* If the clip rectangle is NULL, clipping will be disabled.
*
* If the clip rectangle doesn't intersect the surface, the function will
* return SDL_FALSE and blits will be completely clipped. Otherwise the
* function returns SDL_TRUE and blits to the surface will be clipped to
* the intersection of the surface area and the clipping rectangle.
*
* Note that blits are automatically clipped to the edges of the source
* and destination surfaces.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_SetClipRect(SDL_Surface * surface,
const SDL_Rect * rect);
/**
* Gets the clipping rectangle for the destination surface in a blit.
*
* \c rect must be a pointer to a valid rectangle which will be filled
* with the correct values.
*/
extern DECLSPEC void SDLCALL SDL_GetClipRect(SDL_Surface * surface,
SDL_Rect * rect);
/**
* Creates a new surface of the specified format, and then copies and maps
* the given surface to it so the blit of the converted surface will be as
* fast as possible. If this function fails, it returns NULL.
*
* The \c flags parameter is passed to SDL_CreateRGBSurface() and has those
* semantics. You can also pass ::SDL_RLEACCEL in the flags parameter and
* SDL will try to RLE accelerate colorkey and alpha blits in the resulting
* surface.
*/
extern DECLSPEC SDL_Surface *SDLCALL SDL_ConvertSurface
(SDL_Surface * src, const SDL_PixelFormat * fmt, Uint32 flags);
extern DECLSPEC SDL_Surface *SDLCALL SDL_ConvertSurfaceFormat
(SDL_Surface * src, Uint32 pixel_format, Uint32 flags);
/**
* \brief Copy a block of pixels of one format to another format
*
* \return 0 on success, or -1 if there was an error
*/
extern DECLSPEC int SDLCALL SDL_ConvertPixels(int width, int height,
Uint32 src_format,
const void * src, int src_pitch,
Uint32 dst_format,
void * dst, int dst_pitch);
/**
* Performs a fast fill of the given rectangle with \c color.
*
* If \c rect is NULL, the whole surface will be filled with \c color.
*
* The color should be a pixel of the format used by the surface, and
* can be generated by the SDL_MapRGB() function.
*
* \return 0 on success, or -1 on error.
*/
extern DECLSPEC int SDLCALL SDL_FillRect
(SDL_Surface * dst, const SDL_Rect * rect, Uint32 color);
extern DECLSPEC int SDLCALL SDL_FillRects
(SDL_Surface * dst, const SDL_Rect * rects, int count, Uint32 color);
/**
* Performs a fast blit from the source surface to the destination surface.
*
* This assumes that the source and destination rectangles are
* the same size. If either \c srcrect or \c dstrect are NULL, the entire
* surface (\c src or \c dst) is copied. The final blit rectangles are saved
* in \c srcrect and \c dstrect after all clipping is performed.
*
* \return If the blit is successful, it returns 0, otherwise it returns -1.
*
* The blit function should not be called on a locked surface.
*
* The blit semantics for surfaces with and without blending and colorkey
* are defined as follows:
* \verbatim
RGBA->RGB:
Source surface blend mode set to SDL_BLENDMODE_BLEND:
alpha-blend (using the source alpha-channel and per-surface alpha)
SDL_SRCCOLORKEY ignored.
Source surface blend mode set to SDL_BLENDMODE_NONE:
copy RGB.
if SDL_SRCCOLORKEY set, only copy the pixels matching the
RGB values of the source color key, ignoring alpha in the
comparison.
RGB->RGBA:
Source surface blend mode set to SDL_BLENDMODE_BLEND:
alpha-blend (using the source per-surface alpha)
Source surface blend mode set to SDL_BLENDMODE_NONE:
copy RGB, set destination alpha to source per-surface alpha value.
both:
if SDL_SRCCOLORKEY set, only copy the pixels matching the
source color key.
RGBA->RGBA:
Source surface blend mode set to SDL_BLENDMODE_BLEND:
alpha-blend (using the source alpha-channel and per-surface alpha)
SDL_SRCCOLORKEY ignored.
Source surface blend mode set to SDL_BLENDMODE_NONE:
copy all of RGBA to the destination.
if SDL_SRCCOLORKEY set, only copy the pixels matching the
RGB values of the source color key, ignoring alpha in the
comparison.
RGB->RGB:
Source surface blend mode set to SDL_BLENDMODE_BLEND:
alpha-blend (using the source per-surface alpha)
Source surface blend mode set to SDL_BLENDMODE_NONE:
copy RGB.
both:
if SDL_SRCCOLORKEY set, only copy the pixels matching the
source color key.
\endverbatim
*
* You should call SDL_BlitSurface() unless you know exactly how SDL
* blitting works internally and how to use the other blit functions.
*/
#define SDL_BlitSurface SDL_UpperBlit
/**
* This is the public blit function, SDL_BlitSurface(), and it performs
* rectangle validation and clipping before passing it to SDL_LowerBlit()
*/
extern DECLSPEC int SDLCALL SDL_UpperBlit
(SDL_Surface * src, const SDL_Rect * srcrect,
SDL_Surface * dst, SDL_Rect * dstrect);
/**
* This is a semi-private blit function and it performs low-level surface
* blitting only.
*/
extern DECLSPEC int SDLCALL SDL_LowerBlit
(SDL_Surface * src, SDL_Rect * srcrect,
SDL_Surface * dst, SDL_Rect * dstrect);
/**
* \brief Perform a fast, low quality, stretch blit between two surfaces of the
* same pixel format.
*
* \note This function uses a static buffer, and is not thread-safe.
*/
extern DECLSPEC int SDLCALL SDL_SoftStretch(SDL_Surface * src,
const SDL_Rect * srcrect,
SDL_Surface * dst,
const SDL_Rect * dstrect);
#define SDL_BlitScaled SDL_UpperBlitScaled
/**
* This is the public scaled blit function, SDL_BlitScaled(), and it performs
* rectangle validation and clipping before passing it to SDL_LowerBlitScaled()
*/
extern DECLSPEC int SDLCALL SDL_UpperBlitScaled
(SDL_Surface * src, const SDL_Rect * srcrect,
SDL_Surface * dst, SDL_Rect * dstrect);
/**
* This is a semi-private blit function and it performs low-level surface
* scaled blitting only.
*/
extern DECLSPEC int SDLCALL SDL_LowerBlitScaled
(SDL_Surface * src, SDL_Rect * srcrect,
SDL_Surface * dst, SDL_Rect * dstrect);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_surface_h */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_system.h
*
* Include file for platform specific SDL API functions
*/
#ifndef _SDL_system_h
#define _SDL_system_h
#include "SDL_stdinc.h"
#include "SDL_keyboard.h"
#include "SDL_render.h"
#include "SDL_video.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* Platform specific functions for Windows */
#ifdef __WIN32__
/**
\brief Set a function that is called for every windows message, before TranslateMessage()
*/
typedef void (SDLCALL * SDL_WindowsMessageHook)(void *userdata, void *hWnd, unsigned int message, Uint64 wParam, Sint64 lParam);
extern DECLSPEC void SDLCALL SDL_SetWindowsMessageHook(SDL_WindowsMessageHook callback, void *userdata);
/**
\brief Returns the D3D9 adapter index that matches the specified display index.
This adapter index can be passed to IDirect3D9::CreateDevice and controls
on which monitor a full screen application will appear.
*/
extern DECLSPEC int SDLCALL SDL_Direct3D9GetAdapterIndex( int displayIndex );
typedef struct IDirect3DDevice9 IDirect3DDevice9;
/**
\brief Returns the D3D device associated with a renderer, or NULL if it's not a D3D renderer.
Once you are done using the device, you should release it to avoid a resource leak.
*/
extern DECLSPEC IDirect3DDevice9* SDLCALL SDL_RenderGetD3D9Device(SDL_Renderer * renderer);
/**
\brief Returns the DXGI Adapter and Output indices for the specified display index.
These can be passed to EnumAdapters and EnumOutputs respectively to get the objects
required to create a DX10 or DX11 device and swap chain.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_DXGIGetOutputInfo( int displayIndex, int *adapterIndex, int *outputIndex );
#endif /* __WIN32__ */
/* Platform specific functions for iOS */
#if defined(__IPHONEOS__) && __IPHONEOS__
#define SDL_iOSSetAnimationCallback(window, interval, callback, callbackParam) SDL_iPhoneSetAnimationCallback(window, interval, callback, callbackParam)
extern DECLSPEC int SDLCALL SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam);
#define SDL_iOSSetEventPump(enabled) SDL_iPhoneSetEventPump(enabled)
extern DECLSPEC void SDLCALL SDL_iPhoneSetEventPump(SDL_bool enabled);
#endif /* __IPHONEOS__ */
/* Platform specific functions for Android */
#if defined(__ANDROID__) && __ANDROID__
/**
\brief Get the JNI environment for the current thread
This returns JNIEnv*, but the prototype is void* so we don't need jni.h
*/
extern DECLSPEC void * SDLCALL SDL_AndroidGetJNIEnv();
/**
\brief Get the SDL Activity object for the application
This returns jobject, but the prototype is void* so we don't need jni.h
The jobject returned by SDL_AndroidGetActivity is a local reference.
It is the caller's responsibility to properly release it
(using env->Push/PopLocalFrame or manually with env->DeleteLocalRef)
*/
extern DECLSPEC void * SDLCALL SDL_AndroidGetActivity();
/**
See the official Android developer guide for more information:
http://developer.android.com/guide/topics/data/data-storage.html
*/
#define SDL_ANDROID_EXTERNAL_STORAGE_READ 0x01
#define SDL_ANDROID_EXTERNAL_STORAGE_WRITE 0x02
/**
\brief Get the path used for internal storage for this application.
This path is unique to your application and cannot be written to
by other applications.
*/
extern DECLSPEC const char * SDLCALL SDL_AndroidGetInternalStoragePath();
/**
\brief Get the current state of external storage, a bitmask of these values:
SDL_ANDROID_EXTERNAL_STORAGE_READ
SDL_ANDROID_EXTERNAL_STORAGE_WRITE
If external storage is currently unavailable, this will return 0.
*/
extern DECLSPEC int SDLCALL SDL_AndroidGetExternalStorageState();
/**
\brief Get the path used for external storage for this application.
This path is unique to your application, but is public and can be
written to by other applications.
*/
extern DECLSPEC const char * SDLCALL SDL_AndroidGetExternalStoragePath();
#endif /* __ANDROID__ */
/* Platform specific functions for WinRT */
#if defined(__WINRT__) && __WINRT__
/**
* \brief WinRT / Windows Phone path types
*/
typedef enum
{
/** \brief The installed app's root directory.
Files here are likely to be read-only. */
SDL_WINRT_PATH_INSTALLED_LOCATION,
/** \brief The app's local data store. Files may be written here */
SDL_WINRT_PATH_LOCAL_FOLDER,
/** \brief The app's roaming data store. Unsupported on Windows Phone.
Files written here may be copied to other machines via a network
connection.
*/
SDL_WINRT_PATH_ROAMING_FOLDER,
/** \brief The app's temporary data store. Unsupported on Windows Phone.
Files written here may be deleted at any time. */
SDL_WINRT_PATH_TEMP_FOLDER
} SDL_WinRT_Path;
/**
* \brief Retrieves a WinRT defined path on the local file system
*
* \note Documentation on most app-specific path types on WinRT
* can be found on MSDN, at the URL:
* http://msdn.microsoft.com/en-us/library/windows/apps/hh464917.aspx
*
* \param pathType The type of path to retrieve.
* \return A UCS-2 string (16-bit, wide-char) containing the path, or NULL
* if the path is not available for any reason. Not all paths are
* available on all versions of Windows. This is especially true on
* Windows Phone. Check the documentation for the given
* SDL_WinRT_Path for more information on which path types are
* supported where.
*/
extern DECLSPEC const wchar_t * SDLCALL SDL_WinRTGetFSPathUNICODE(SDL_WinRT_Path pathType);
/**
* \brief Retrieves a WinRT defined path on the local file system
*
* \note Documentation on most app-specific path types on WinRT
* can be found on MSDN, at the URL:
* http://msdn.microsoft.com/en-us/library/windows/apps/hh464917.aspx
*
* \param pathType The type of path to retrieve.
* \return A UTF-8 string (8-bit, multi-byte) containing the path, or NULL
* if the path is not available for any reason. Not all paths are
* available on all versions of Windows. This is especially true on
* Windows Phone. Check the documentation for the given
* SDL_WinRT_Path for more information on which path types are
* supported where.
*/
extern DECLSPEC const char * SDLCALL SDL_WinRTGetFSPathUTF8(SDL_WinRT_Path pathType);
#endif /* __WINRT__ */
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_system_h */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_syswm.h
*
* Include file for SDL custom system window manager hooks.
*/
#ifndef _SDL_syswm_h
#define _SDL_syswm_h
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_video.h"
#include "SDL_version.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \file SDL_syswm.h
*
* Your application has access to a special type of event ::SDL_SYSWMEVENT,
* which contains window-manager specific information and arrives whenever
* an unhandled window event occurs. This event is ignored by default, but
* you can enable it with SDL_EventState().
*/
#ifdef SDL_PROTOTYPES_ONLY
struct SDL_SysWMinfo;
#else
#if defined(SDL_VIDEO_DRIVER_WINDOWS)
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#include <windows.h>
#endif
#if defined(SDL_VIDEO_DRIVER_WINRT)
#include <Inspectable.h>
#endif
/* This is the structure for custom window manager events */
#if defined(SDL_VIDEO_DRIVER_X11)
#if defined(__APPLE__) && defined(__MACH__)
/* conflicts with Quickdraw.h */
#define Cursor X11Cursor
#endif
#include <X11/Xlib.h>
#include <X11/Xatom.h>
#if defined(__APPLE__) && defined(__MACH__)
/* matches the re-define above */
#undef Cursor
#endif
#endif /* defined(SDL_VIDEO_DRIVER_X11) */
#if defined(SDL_VIDEO_DRIVER_DIRECTFB)
#include <directfb.h>
#endif
#if defined(SDL_VIDEO_DRIVER_COCOA)
#ifdef __OBJC__
@class NSWindow;
#else
typedef struct _NSWindow NSWindow;
#endif
#endif
#if defined(SDL_VIDEO_DRIVER_UIKIT)
#ifdef __OBJC__
#include <UIKit/UIKit.h>
#else
typedef struct _UIWindow UIWindow;
typedef struct _UIViewController UIViewController;
#endif
typedef Uint32 GLuint;
#endif
#if defined(SDL_VIDEO_DRIVER_ANDROID)
typedef struct ANativeWindow ANativeWindow;
typedef void *EGLSurface;
#endif
/**
* These are the various supported windowing subsystems
*/
typedef enum
{
SDL_SYSWM_UNKNOWN,
SDL_SYSWM_WINDOWS,
SDL_SYSWM_X11,
SDL_SYSWM_DIRECTFB,
SDL_SYSWM_COCOA,
SDL_SYSWM_UIKIT,
SDL_SYSWM_WAYLAND,
SDL_SYSWM_MIR,
SDL_SYSWM_WINRT,
SDL_SYSWM_ANDROID
} SDL_SYSWM_TYPE;
/**
* The custom event structure.
*/
struct SDL_SysWMmsg
{
SDL_version version;
SDL_SYSWM_TYPE subsystem;
union
{
#if defined(SDL_VIDEO_DRIVER_WINDOWS)
struct {
HWND hwnd; /**< The window for the message */
UINT msg; /**< The type of message */
WPARAM wParam; /**< WORD message parameter */
LPARAM lParam; /**< LONG message parameter */
} win;
#endif
#if defined(SDL_VIDEO_DRIVER_X11)
struct {
XEvent event;
} x11;
#endif
#if defined(SDL_VIDEO_DRIVER_DIRECTFB)
struct {
DFBEvent event;
} dfb;
#endif
#if defined(SDL_VIDEO_DRIVER_COCOA)
struct
{
/* Latest version of Xcode clang complains about empty structs in C v. C++:
error: empty struct has size 0 in C, size 1 in C++
*/
int dummy;
/* No Cocoa window events yet */
} cocoa;
#endif
#if defined(SDL_VIDEO_DRIVER_UIKIT)
struct
{
int dummy;
/* No UIKit window events yet */
} uikit;
#endif
/* Can't have an empty union */
int dummy;
} msg;
};
/**
* The custom window manager information structure.
*
* When this structure is returned, it holds information about which
* low level system it is using, and will be one of SDL_SYSWM_TYPE.
*/
struct SDL_SysWMinfo
{
SDL_version version;
SDL_SYSWM_TYPE subsystem;
union
{
#if defined(SDL_VIDEO_DRIVER_WINDOWS)
struct
{
HWND window; /**< The window handle */
HDC hdc; /**< The window device context */
} win;
#endif
#if defined(SDL_VIDEO_DRIVER_WINRT)
struct
{
IInspectable * window; /**< The WinRT CoreWindow */
} winrt;
#endif
#if defined(SDL_VIDEO_DRIVER_X11)
struct
{
Display *display; /**< The X11 display */
Window window; /**< The X11 window */
} x11;
#endif
#if defined(SDL_VIDEO_DRIVER_DIRECTFB)
struct
{
IDirectFB *dfb; /**< The directfb main interface */
IDirectFBWindow *window; /**< The directfb window handle */
IDirectFBSurface *surface; /**< The directfb client surface */
} dfb;
#endif
#if defined(SDL_VIDEO_DRIVER_COCOA)
struct
{
#if defined(__OBJC__) && defined(__has_feature) && __has_feature(objc_arc)
NSWindow __unsafe_unretained *window; /* The Cocoa window */
#else
NSWindow *window; /* The Cocoa window */
#endif
} cocoa;
#endif
#if defined(SDL_VIDEO_DRIVER_UIKIT)
struct
{
#if defined(__OBJC__) && defined(__has_feature) && __has_feature(objc_arc)
UIWindow __unsafe_unretained *window; /* The UIKit window */
#else
UIWindow *window; /* The UIKit window */
#endif
GLuint framebuffer; /* The GL view's Framebuffer Object. It must be bound when rendering to the screen using GL. */
GLuint colorbuffer; /* The GL view's color Renderbuffer Object. It must be bound when SDL_GL_SwapWindow is called. */
} uikit;
#endif
#if defined(SDL_VIDEO_DRIVER_WAYLAND)
struct
{
struct wl_display *display; /**< Wayland display */
struct wl_surface *surface; /**< Wayland surface */
struct wl_shell_surface *shell_surface; /**< Wayland shell_surface (window manager handle) */
} wl;
#endif
#if defined(SDL_VIDEO_DRIVER_MIR)
struct
{
struct MirConnection *connection; /**< Mir display server connection */
struct MirSurface *surface; /**< Mir surface */
} mir;
#endif
#if defined(SDL_VIDEO_DRIVER_ANDROID)
struct
{
ANativeWindow *window;
EGLSurface surface;
} android;
#endif
/* Can't have an empty union */
int dummy;
} info;
};
#endif /* SDL_PROTOTYPES_ONLY */
typedef struct SDL_SysWMinfo SDL_SysWMinfo;
/* Function prototypes */
/**
* \brief This function allows access to driver-dependent window information.
*
* \param window The window about which information is being requested
* \param info This structure must be initialized with the SDL version, and is
* then filled in with information about the given window.
*
* \return SDL_TRUE if the function is implemented and the version member of
* the \c info struct is valid, SDL_FALSE otherwise.
*
* You typically use this function like this:
* \code
* SDL_SysWMinfo info;
* SDL_VERSION(&info.version);
* if ( SDL_GetWindowWMInfo(window, &info) ) { ... }
* \endcode
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GetWindowWMInfo(SDL_Window * window,
SDL_SysWMinfo * info);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_syswm_h */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_test.h
*
* Include file for SDL test framework.
*
* This code is a part of the SDL2_test library, not the main SDL library.
*/
#ifndef _SDL_test_h
#define _SDL_test_h
#include "SDL.h"
#include "SDL_test_common.h"
#include "SDL_test_font.h"
#include "SDL_test_random.h"
#include "SDL_test_fuzzer.h"
#include "SDL_test_crc32.h"
#include "SDL_test_md5.h"
#include "SDL_test_log.h"
#include "SDL_test_assert.h"
#include "SDL_test_harness.h"
#include "SDL_test_images.h"
#include "SDL_test_compare.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* Global definitions */
/*
* Note: Maximum size of SDLTest log message is less than SDLs limit
* to ensure we can fit additional information such as the timestamp.
*/
#define SDLTEST_MAX_LOGMESSAGE_LENGTH 3584
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_test_h */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_test_assert.h
*
* Include file for SDL test framework.
*
* This code is a part of the SDL2_test library, not the main SDL library.
*/
/*
*
* Assert API for test code and test cases
*
*/
#ifndef _SDL_test_assert_h
#define _SDL_test_assert_h
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \brief Fails the assert.
*/
#define ASSERT_FAIL 0
/**
* \brief Passes the assert.
*/
#define ASSERT_PASS 1
/**
* \brief Assert that logs and break execution flow on failures.
*
* \param assertCondition Evaluated condition or variable to assert; fail (==0) or pass (!=0).
* \param assertDescription Message to log with the assert describing it.
*/
void SDLTest_Assert(int assertCondition, SDL_PRINTF_FORMAT_STRING const char *assertDescription, ...) SDL_PRINTF_VARARG_FUNC(2);
/**
* \brief Assert for test cases that logs but does not break execution flow on failures. Updates assertion counters.
*
* \param assertCondition Evaluated condition or variable to assert; fail (==0) or pass (!=0).
* \param assertDescription Message to log with the assert describing it.
*
* \returns Returns the assertCondition so it can be used to externally to break execution flow if desired.
*/
int SDLTest_AssertCheck(int assertCondition, SDL_PRINTF_FORMAT_STRING const char *assertDescription, ...) SDL_PRINTF_VARARG_FUNC(2);
/**
* \brief Explicitly pass without checking an assertion condition. Updates assertion counter.
*
* \param assertDescription Message to log with the assert describing it.
*/
void SDLTest_AssertPass(SDL_PRINTF_FORMAT_STRING const char *assertDescription, ...) SDL_PRINTF_VARARG_FUNC(1);
/**
* \brief Resets the assert summary counters to zero.
*/
void SDLTest_ResetAssertSummary();
/**
* \brief Logs summary of all assertions (total, pass, fail) since last reset as INFO or ERROR.
*/
void SDLTest_LogAssertSummary();
/**
* \brief Converts the current assert summary state to a test result.
*
* \returns TEST_RESULT_PASSED, TEST_RESULT_FAILED, or TEST_RESULT_NO_ASSERT
*/
int SDLTest_AssertSummaryToTestResult();
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_test_assert_h */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_test_common.h
*
* Include file for SDL test framework.
*
* This code is a part of the SDL2_test library, not the main SDL library.
*/
/* Ported from original test\common.h file. */
#ifndef _SDL_test_common_h
#define _SDL_test_common_h
#include "SDL.h"
#if defined(__PSP__)
#define DEFAULT_WINDOW_WIDTH 480
#define DEFAULT_WINDOW_HEIGHT 272
#else
#define DEFAULT_WINDOW_WIDTH 640
#define DEFAULT_WINDOW_HEIGHT 480
#endif
#define VERBOSE_VIDEO 0x00000001
#define VERBOSE_MODES 0x00000002
#define VERBOSE_RENDER 0x00000004
#define VERBOSE_EVENT 0x00000008
#define VERBOSE_AUDIO 0x00000010
typedef struct
{
/* SDL init flags */
char **argv;
Uint32 flags;
Uint32 verbose;
/* Video info */
const char *videodriver;
int display;
const char *window_title;
const char *window_icon;
Uint32 window_flags;
int window_x;
int window_y;
int window_w;
int window_h;
int window_minW;
int window_minH;
int window_maxW;
int window_maxH;
int logical_w;
int logical_h;
float scale;
int depth;
int refresh_rate;
int num_windows;
SDL_Window **windows;
/* Renderer info */
const char *renderdriver;
Uint32 render_flags;
SDL_bool skip_renderer;
SDL_Renderer **renderers;
SDL_Texture **targets;
/* Audio info */
const char *audiodriver;
SDL_AudioSpec audiospec;
/* GL settings */
int gl_red_size;
int gl_green_size;
int gl_blue_size;
int gl_alpha_size;
int gl_buffer_size;
int gl_depth_size;
int gl_stencil_size;
int gl_double_buffer;
int gl_accum_red_size;
int gl_accum_green_size;
int gl_accum_blue_size;
int gl_accum_alpha_size;
int gl_stereo;
int gl_multisamplebuffers;
int gl_multisamplesamples;
int gl_retained_backing;
int gl_accelerated;
int gl_major_version;
int gl_minor_version;
int gl_debug;
int gl_profile_mask;
} SDLTest_CommonState;
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* Function prototypes */
/**
* \brief Parse command line parameters and create common state.
*
* \param argv Array of command line parameters
* \param flags Flags indicating which subsystem to initialize (i.e. SDL_INIT_VIDEO | SDL_INIT_AUDIO)
*
* \returns Returns a newly allocated common state object.
*/
SDLTest_CommonState *SDLTest_CommonCreateState(char **argv, Uint32 flags);
/**
* \brief Process one common argument.
*
* \param state The common state describing the test window to create.
* \param index The index of the argument to process in argv[].
*
* \returns The number of arguments processed (i.e. 1 for --fullscreen, 2 for --video [videodriver], or -1 on error.
*/
int SDLTest_CommonArg(SDLTest_CommonState * state, int index);
/**
* \brief Returns common usage information
*
* \param state The common state describing the test window to create.
*
* \returns String with usage information
*/
const char *SDLTest_CommonUsage(SDLTest_CommonState * state);
/**
* \brief Open test window.
*
* \param state The common state describing the test window to create.
*
* \returns True if initialization succeeded, false otherwise
*/
SDL_bool SDLTest_CommonInit(SDLTest_CommonState * state);
/**
* \brief Common event handler for test windows.
*
* \param state The common state used to create test window.
* \param event The event to handle.
* \param done Flag indicating we are done.
*
*/
void SDLTest_CommonEvent(SDLTest_CommonState * state, SDL_Event * event, int *done);
/**
* \brief Close test window.
*
* \param state The common state used to create test window.
*
*/
void SDLTest_CommonQuit(SDLTest_CommonState * state);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_test_common_h */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_test_compare.h
*
* Include file for SDL test framework.
*
* This code is a part of the SDL2_test library, not the main SDL library.
*/
/*
Defines comparison functions (i.e. for surfaces).
*/
#ifndef _SDL_test_compare_h
#define _SDL_test_compare_h
#include "SDL.h"
#include "SDL_test_images.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \brief Compares a surface and with reference image data for equality
*
* \param surface Surface used in comparison
* \param referenceSurface Test Surface used in comparison
* \param allowable_error Allowable difference (=sum of squared difference for each RGB component) in blending accuracy.
*
* \returns 0 if comparison succeeded, >0 (=number of pixels for which the comparison failed) if comparison failed, -1 if any of the surfaces were NULL, -2 if the surface sizes differ.
*/
int SDLTest_CompareSurfaces(SDL_Surface *surface, SDL_Surface *referenceSurface, int allowable_error);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_test_compare_h */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_test_crc32.h
*
* Include file for SDL test framework.
*
* This code is a part of the SDL2_test library, not the main SDL library.
*/
/*
Implements CRC32 calculations (default output is Perl String::CRC32 compatible).
*/
#ifndef _SDL_test_crc32_h
#define _SDL_test_crc32_h
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* ------------ Definitions --------- */
/* Definition shared by all CRC routines */
#ifndef CrcUint32
#define CrcUint32 unsigned int
#endif
#ifndef CrcUint8
#define CrcUint8 unsigned char
#endif
#ifdef ORIGINAL_METHOD
#define CRC32_POLY 0x04c11db7 /* AUTODIN II, Ethernet, & FDDI */
#else
#define CRC32_POLY 0xEDB88320 /* Perl String::CRC32 compatible */
#endif
/**
* Data structure for CRC32 (checksum) computation
*/
typedef struct {
CrcUint32 crc32_table[256]; /* CRC table */
} SDLTest_Crc32Context;
/* ---------- Function Prototypes ------------- */
/**
* \brief Initialize the CRC context
*
* Note: The function initializes the crc table required for all crc calculations.
*
* \param crcContext pointer to context variable
*
* \returns 0 for OK, -1 on error
*
*/
int SDLTest_Crc32Init(SDLTest_Crc32Context * crcContext);
/**
* \brief calculate a crc32 from a data block
*
* \param crcContext pointer to context variable
* \param inBuf input buffer to checksum
* \param inLen length of input buffer
* \param crc32 pointer to Uint32 to store the final CRC into
*
* \returns 0 for OK, -1 on error
*
*/
int SDLTest_crc32Calc(SDLTest_Crc32Context * crcContext, CrcUint8 *inBuf, CrcUint32 inLen, CrcUint32 *crc32);
/* Same routine broken down into three steps */
int SDLTest_Crc32CalcStart(SDLTest_Crc32Context * crcContext, CrcUint32 *crc32);
int SDLTest_Crc32CalcEnd(SDLTest_Crc32Context * crcContext, CrcUint32 *crc32);
int SDLTest_Crc32CalcBuffer(SDLTest_Crc32Context * crcContext, CrcUint8 *inBuf, CrcUint32 inLen, CrcUint32 *crc32);
/**
* \brief clean up CRC context
*
* \param crcContext pointer to context variable
*
* \returns 0 for OK, -1 on error
*
*/
int SDLTest_Crc32Done(SDLTest_Crc32Context * crcContext);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_test_crc32_h */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_test_font.h
*
* Include file for SDL test framework.
*
* This code is a part of the SDL2_test library, not the main SDL library.
*/
#ifndef _SDL_test_font_h
#define _SDL_test_font_h
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* Function prototypes */
#define FONT_CHARACTER_SIZE 8
/**
* \brief Draw a string in the currently set font.
*
* \param renderer The renderer to draw on.
* \param x The X coordinate of the upper left corner of the character.
* \param y The Y coordinate of the upper left corner of the character.
* \param c The character to draw.
*
* \returns Returns 0 on success, -1 on failure.
*/
int SDLTest_DrawCharacter( SDL_Renderer *renderer, int x, int y, char c );
/**
* \brief Draw a string in the currently set font.
*
* \param renderer The renderer to draw on.
* \param x The X coordinate of the upper left corner of the string.
* \param y The Y coordinate of the upper left corner of the string.
* \param s The string to draw.
*
* \returns Returns 0 on success, -1 on failure.
*/
int SDLTest_DrawString( SDL_Renderer * renderer, int x, int y, const char *s );
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_test_font_h */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_test_fuzzer.h
*
* Include file for SDL test framework.
*
* This code is a part of the SDL2_test library, not the main SDL library.
*/
/*
Data generators for fuzzing test data in a reproducible way.
*/
#ifndef _SDL_test_fuzzer_h
#define _SDL_test_fuzzer_h
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/*
Based on GSOC code by Markus Kauppila <markus.kauppila@gmail.com>
*/
/**
* \file
* Note: The fuzzer implementation uses a static instance of random context
* internally which makes it thread-UNsafe.
*/
/**
* Initializes the fuzzer for a test
*
* \param execKey Execution "Key" that initializes the random number generator uniquely for the test.
*
*/
void SDLTest_FuzzerInit(Uint64 execKey);
/**
* Returns a random Uint8
*
* \returns Generated integer
*/
Uint8 SDLTest_RandomUint8();
/**
* Returns a random Sint8
*
* \returns Generated signed integer
*/
Sint8 SDLTest_RandomSint8();
/**
* Returns a random Uint16
*
* \returns Generated integer
*/
Uint16 SDLTest_RandomUint16();
/**
* Returns a random Sint16
*
* \returns Generated signed integer
*/
Sint16 SDLTest_RandomSint16();
/**
* Returns a random integer
*
* \returns Generated integer
*/
Sint32 SDLTest_RandomSint32();
/**
* Returns a random positive integer
*
* \returns Generated integer
*/
Uint32 SDLTest_RandomUint32();
/**
* Returns random Uint64.
*
* \returns Generated integer
*/
Uint64 SDLTest_RandomUint64();
/**
* Returns random Sint64.
*
* \returns Generated signed integer
*/
Sint64 SDLTest_RandomSint64();
/**
* \returns random float in range [0.0 - 1.0[
*/
float SDLTest_RandomUnitFloat();
/**
* \returns random double in range [0.0 - 1.0[
*/
double SDLTest_RandomUnitDouble();
/**
* \returns random float.
*
*/
float SDLTest_RandomFloat();
/**
* \returns random double.
*
*/
double SDLTest_RandomDouble();
/**
* Returns a random boundary value for Uint8 within the given boundaries.
* Boundaries are inclusive, see the usage examples below. If validDomain
* is true, the function will only return valid boundaries, otherwise non-valid
* boundaries are also possible.
* If boundary1 > boundary2, the values are swapped
*
* Usage examples:
* RandomUint8BoundaryValue(10, 20, SDL_TRUE) returns 10, 11, 19 or 20
* RandomUint8BoundaryValue(1, 20, SDL_FALSE) returns 0 or 21
* RandomUint8BoundaryValue(0, 99, SDL_FALSE) returns 100
* RandomUint8BoundaryValue(0, 255, SDL_FALSE) returns 0 (error set)
*
* \param boundary1 Lower boundary limit
* \param boundary2 Upper boundary limit
* \param validDomain Should the generated boundary be valid (=within the bounds) or not?
*
* \returns Random boundary value for the given range and domain or 0 with error set
*/
Uint8 SDLTest_RandomUint8BoundaryValue(Uint8 boundary1, Uint8 boundary2, SDL_bool validDomain);
/**
* Returns a random boundary value for Uint16 within the given boundaries.
* Boundaries are inclusive, see the usage examples below. If validDomain
* is true, the function will only return valid boundaries, otherwise non-valid
* boundaries are also possible.
* If boundary1 > boundary2, the values are swapped
*
* Usage examples:
* RandomUint16BoundaryValue(10, 20, SDL_TRUE) returns 10, 11, 19 or 20
* RandomUint16BoundaryValue(1, 20, SDL_FALSE) returns 0 or 21
* RandomUint16BoundaryValue(0, 99, SDL_FALSE) returns 100
* RandomUint16BoundaryValue(0, 0xFFFF, SDL_FALSE) returns 0 (error set)
*
* \param boundary1 Lower boundary limit
* \param boundary2 Upper boundary limit
* \param validDomain Should the generated boundary be valid (=within the bounds) or not?
*
* \returns Random boundary value for the given range and domain or 0 with error set
*/
Uint16 SDLTest_RandomUint16BoundaryValue(Uint16 boundary1, Uint16 boundary2, SDL_bool validDomain);
/**
* Returns a random boundary value for Uint32 within the given boundaries.
* Boundaries are inclusive, see the usage examples below. If validDomain
* is true, the function will only return valid boundaries, otherwise non-valid
* boundaries are also possible.
* If boundary1 > boundary2, the values are swapped
*
* Usage examples:
* RandomUint32BoundaryValue(10, 20, SDL_TRUE) returns 10, 11, 19 or 20
* RandomUint32BoundaryValue(1, 20, SDL_FALSE) returns 0 or 21
* RandomUint32BoundaryValue(0, 99, SDL_FALSE) returns 100
* RandomUint32BoundaryValue(0, 0xFFFFFFFF, SDL_FALSE) returns 0 (with error set)
*
* \param boundary1 Lower boundary limit
* \param boundary2 Upper boundary limit
* \param validDomain Should the generated boundary be valid (=within the bounds) or not?
*
* \returns Random boundary value for the given range and domain or 0 with error set
*/
Uint32 SDLTest_RandomUint32BoundaryValue(Uint32 boundary1, Uint32 boundary2, SDL_bool validDomain);
/**
* Returns a random boundary value for Uint64 within the given boundaries.
* Boundaries are inclusive, see the usage examples below. If validDomain
* is true, the function will only return valid boundaries, otherwise non-valid
* boundaries are also possible.
* If boundary1 > boundary2, the values are swapped
*
* Usage examples:
* RandomUint64BoundaryValue(10, 20, SDL_TRUE) returns 10, 11, 19 or 20
* RandomUint64BoundaryValue(1, 20, SDL_FALSE) returns 0 or 21
* RandomUint64BoundaryValue(0, 99, SDL_FALSE) returns 100
* RandomUint64BoundaryValue(0, 0xFFFFFFFFFFFFFFFF, SDL_FALSE) returns 0 (with error set)
*
* \param boundary1 Lower boundary limit
* \param boundary2 Upper boundary limit
* \param validDomain Should the generated boundary be valid (=within the bounds) or not?
*
* \returns Random boundary value for the given range and domain or 0 with error set
*/
Uint64 SDLTest_RandomUint64BoundaryValue(Uint64 boundary1, Uint64 boundary2, SDL_bool validDomain);
/**
* Returns a random boundary value for Sint8 within the given boundaries.
* Boundaries are inclusive, see the usage examples below. If validDomain
* is true, the function will only return valid boundaries, otherwise non-valid
* boundaries are also possible.
* If boundary1 > boundary2, the values are swapped
*
* Usage examples:
* RandomSint8BoundaryValue(-10, 20, SDL_TRUE) returns -11, -10, 19 or 20
* RandomSint8BoundaryValue(-100, -10, SDL_FALSE) returns -101 or -9
* RandomSint8BoundaryValue(SINT8_MIN, 99, SDL_FALSE) returns 100
* RandomSint8BoundaryValue(SINT8_MIN, SINT8_MAX, SDL_FALSE) returns SINT8_MIN (== error value) with error set
*
* \param boundary1 Lower boundary limit
* \param boundary2 Upper boundary limit
* \param validDomain Should the generated boundary be valid (=within the bounds) or not?
*
* \returns Random boundary value for the given range and domain or SINT8_MIN with error set
*/
Sint8 SDLTest_RandomSint8BoundaryValue(Sint8 boundary1, Sint8 boundary2, SDL_bool validDomain);
/**
* Returns a random boundary value for Sint16 within the given boundaries.
* Boundaries are inclusive, see the usage examples below. If validDomain
* is true, the function will only return valid boundaries, otherwise non-valid
* boundaries are also possible.
* If boundary1 > boundary2, the values are swapped
*
* Usage examples:
* RandomSint16BoundaryValue(-10, 20, SDL_TRUE) returns -11, -10, 19 or 20
* RandomSint16BoundaryValue(-100, -10, SDL_FALSE) returns -101 or -9
* RandomSint16BoundaryValue(SINT16_MIN, 99, SDL_FALSE) returns 100
* RandomSint16BoundaryValue(SINT16_MIN, SINT16_MAX, SDL_FALSE) returns SINT16_MIN (== error value) with error set
*
* \param boundary1 Lower boundary limit
* \param boundary2 Upper boundary limit
* \param validDomain Should the generated boundary be valid (=within the bounds) or not?
*
* \returns Random boundary value for the given range and domain or SINT16_MIN with error set
*/
Sint16 SDLTest_RandomSint16BoundaryValue(Sint16 boundary1, Sint16 boundary2, SDL_bool validDomain);
/**
* Returns a random boundary value for Sint32 within the given boundaries.
* Boundaries are inclusive, see the usage examples below. If validDomain
* is true, the function will only return valid boundaries, otherwise non-valid
* boundaries are also possible.
* If boundary1 > boundary2, the values are swapped
*
* Usage examples:
* RandomSint32BoundaryValue(-10, 20, SDL_TRUE) returns -11, -10, 19 or 20
* RandomSint32BoundaryValue(-100, -10, SDL_FALSE) returns -101 or -9
* RandomSint32BoundaryValue(SINT32_MIN, 99, SDL_FALSE) returns 100
* RandomSint32BoundaryValue(SINT32_MIN, SINT32_MAX, SDL_FALSE) returns SINT32_MIN (== error value)
*
* \param boundary1 Lower boundary limit
* \param boundary2 Upper boundary limit
* \param validDomain Should the generated boundary be valid (=within the bounds) or not?
*
* \returns Random boundary value for the given range and domain or SINT32_MIN with error set
*/
Sint32 SDLTest_RandomSint32BoundaryValue(Sint32 boundary1, Sint32 boundary2, SDL_bool validDomain);
/**
* Returns a random boundary value for Sint64 within the given boundaries.
* Boundaries are inclusive, see the usage examples below. If validDomain
* is true, the function will only return valid boundaries, otherwise non-valid
* boundaries are also possible.
* If boundary1 > boundary2, the values are swapped
*
* Usage examples:
* RandomSint64BoundaryValue(-10, 20, SDL_TRUE) returns -11, -10, 19 or 20
* RandomSint64BoundaryValue(-100, -10, SDL_FALSE) returns -101 or -9
* RandomSint64BoundaryValue(SINT64_MIN, 99, SDL_FALSE) returns 100
* RandomSint64BoundaryValue(SINT64_MIN, SINT64_MAX, SDL_FALSE) returns SINT64_MIN (== error value) and error set
*
* \param boundary1 Lower boundary limit
* \param boundary2 Upper boundary limit
* \param validDomain Should the generated boundary be valid (=within the bounds) or not?
*
* \returns Random boundary value for the given range and domain or SINT64_MIN with error set
*/
Sint64 SDLTest_RandomSint64BoundaryValue(Sint64 boundary1, Sint64 boundary2, SDL_bool validDomain);
/**
* Returns integer in range [min, max] (inclusive).
* Min and max values can be negative values.
* If Max in smaller than min, then the values are swapped.
* Min and max are the same value, that value will be returned.
*
* \param min Minimum inclusive value of returned random number
* \param max Maximum inclusive value of returned random number
*
* \returns Generated random integer in range
*/
Sint32 SDLTest_RandomIntegerInRange(Sint32 min, Sint32 max);
/**
* Generates random null-terminated string. The minimum length for
* the string is 1 character, maximum length for the string is 255
* characters and it can contain ASCII characters from 32 to 126.
*
* Note: Returned string needs to be deallocated.
*
* \returns Newly allocated random string; or NULL if length was invalid or string could not be allocated.
*/
char * SDLTest_RandomAsciiString();
/**
* Generates random null-terminated string. The maximum length for
* the string is defined by the maxLength parameter.
* String can contain ASCII characters from 32 to 126.
*
* Note: Returned string needs to be deallocated.
*
* \param maxLength The maximum length of the generated string.
*
* \returns Newly allocated random string; or NULL if maxLength was invalid or string could not be allocated.
*/
char * SDLTest_RandomAsciiStringWithMaximumLength(int maxLength);
/**
* Generates random null-terminated string. The length for
* the string is defined by the size parameter.
* String can contain ASCII characters from 32 to 126.
*
* Note: Returned string needs to be deallocated.
*
* \param size The length of the generated string
*
* \returns Newly allocated random string; or NULL if size was invalid or string could not be allocated.
*/
char * SDLTest_RandomAsciiStringOfSize(int size);
/**
* Returns the invocation count for the fuzzer since last ...FuzzerInit.
*/
int SDLTest_GetFuzzerInvocationCount();
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_test_fuzzer_h */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_test_harness.h
*
* Include file for SDL test framework.
*
* This code is a part of the SDL2_test library, not the main SDL library.
*/
/*
Defines types for test case definitions and the test execution harness API.
Based on original GSOC code by Markus Kauppila <markus.kauppila@gmail.com>
*/
#ifndef _SDL_test_harness_h
#define _SDL_test_harness_h
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* ! Definitions for test case structures */
#define TEST_ENABLED 1
#define TEST_DISABLED 0
/* ! Definition of all the possible test return values of the test case method */
#define TEST_ABORTED -1
#define TEST_STARTED 0
#define TEST_COMPLETED 1
#define TEST_SKIPPED 2
/* ! Definition of all the possible test results for the harness */
#define TEST_RESULT_PASSED 0
#define TEST_RESULT_FAILED 1
#define TEST_RESULT_NO_ASSERT 2
#define TEST_RESULT_SKIPPED 3
#define TEST_RESULT_SETUP_FAILURE 4
/* !< Function pointer to a test case setup function (run before every test) */
typedef void (*SDLTest_TestCaseSetUpFp)(void *arg);
/* !< Function pointer to a test case function */
typedef int (*SDLTest_TestCaseFp)(void *arg);
/* !< Function pointer to a test case teardown function (run after every test) */
typedef void (*SDLTest_TestCaseTearDownFp)(void *arg);
/**
* Holds information about a single test case.
*/
typedef struct SDLTest_TestCaseReference {
/* !< Func2Stress */
SDLTest_TestCaseFp testCase;
/* !< Short name (or function name) "Func2Stress" */
char *name;
/* !< Long name or full description "This test pushes func2() to the limit." */
char *description;
/* !< Set to TEST_ENABLED or TEST_DISABLED (test won't be run) */
int enabled;
} SDLTest_TestCaseReference;
/**
* Holds information about a test suite (multiple test cases).
*/
typedef struct SDLTest_TestSuiteReference {
/* !< "PlatformSuite" */
char *name;
/* !< The function that is run before each test. NULL skips. */
SDLTest_TestCaseSetUpFp testSetUp;
/* !< The test cases that are run as part of the suite. Last item should be NULL. */
const SDLTest_TestCaseReference **testCases;
/* !< The function that is run after each test. NULL skips. */
SDLTest_TestCaseTearDownFp testTearDown;
} SDLTest_TestSuiteReference;
/**
* \brief Execute a test suite using the given run seed and execution key.
*
* \param testSuites Suites containing the test case.
* \param userRunSeed Custom run seed provided by user, or NULL to autogenerate one.
* \param userExecKey Custom execution key provided by user, or 0 to autogenerate one.
* \param filter Filter specification. NULL disables. Case sensitive.
* \param testIterations Number of iterations to run each test case.
*
* \returns Test run result; 0 when all tests passed, 1 if any tests failed.
*/
int SDLTest_RunSuites(SDLTest_TestSuiteReference *testSuites[], const char *userRunSeed, Uint64 userExecKey, const char *filter, int testIterations);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_test_harness_h */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_test_images.h
*
* Include file for SDL test framework.
*
* This code is a part of the SDL2_test library, not the main SDL library.
*/
/*
Defines some images for tests.
*/
#ifndef _SDL_test_images_h
#define _SDL_test_images_h
#include "SDL.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
*Type for test images.
*/
typedef struct SDLTest_SurfaceImage_s {
int width;
int height;
unsigned int bytes_per_pixel; /* 3:RGB, 4:RGBA */
const char *pixel_data;
} SDLTest_SurfaceImage_t;
/* Test images */
SDL_Surface *SDLTest_ImageBlit();
SDL_Surface *SDLTest_ImageBlitColor();
SDL_Surface *SDLTest_ImageBlitAlpha();
SDL_Surface *SDLTest_ImageBlitBlendAdd();
SDL_Surface *SDLTest_ImageBlitBlend();
SDL_Surface *SDLTest_ImageBlitBlendMod();
SDL_Surface *SDLTest_ImageBlitBlendNone();
SDL_Surface *SDLTest_ImageBlitBlendAll();
SDL_Surface *SDLTest_ImageFace();
SDL_Surface *SDLTest_ImagePrimitives();
SDL_Surface *SDLTest_ImagePrimitivesBlend();
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_test_images_h */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_test_log.h
*
* Include file for SDL test framework.
*
* This code is a part of the SDL2_test library, not the main SDL library.
*/
/*
*
* Wrapper to log in the TEST category
*
*/
#ifndef _SDL_test_log_h
#define _SDL_test_log_h
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \brief Prints given message with a timestamp in the TEST category and INFO priority.
*
* \param fmt Message to be logged
*/
void SDLTest_Log(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1);
/**
* \brief Prints given message with a timestamp in the TEST category and the ERROR priority.
*
* \param fmt Message to be logged
*/
void SDLTest_LogError(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_test_log_h */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_test_md5.h
*
* Include file for SDL test framework.
*
* This code is a part of the SDL2_test library, not the main SDL library.
*/
/*
***********************************************************************
** Header file for implementation of MD5 **
** RSA Data Security, Inc. MD5 Message-Digest Algorithm **
** Created: 2/17/90 RLR **
** Revised: 12/27/90 SRD,AJ,BSK,JT Reference C version **
** Revised (for MD5): RLR 4/27/91 **
** -- G modified to have y&~z instead of y&z **
** -- FF, GG, HH modified to add in last register done **
** -- Access pattern: round 2 works mod 5, round 3 works mod 3 **
** -- distinct additive constant for each step **
** -- round 4 added, working mod 7 **
***********************************************************************
*/
/*
***********************************************************************
** Message-digest routines: **
** To form the message digest for a message M **
** (1) Initialize a context buffer mdContext using MD5Init **
** (2) Call MD5Update on mdContext and M **
** (3) Call MD5Final on mdContext **
** The message digest is now in mdContext->digest[0...15] **
***********************************************************************
*/
#ifndef _SDL_test_md5_h
#define _SDL_test_md5_h
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* ------------ Definitions --------- */
/* typedef a 32-bit type */
typedef unsigned long int MD5UINT4;
/* Data structure for MD5 (Message-Digest) computation */
typedef struct {
MD5UINT4 i[2]; /* number of _bits_ handled mod 2^64 */
MD5UINT4 buf[4]; /* scratch buffer */
unsigned char in[64]; /* input buffer */
unsigned char digest[16]; /* actual digest after Md5Final call */
} SDLTest_Md5Context;
/* ---------- Function Prototypes ------------- */
/**
* \brief initialize the context
*
* \param mdContext pointer to context variable
*
* Note: The function initializes the message-digest context
* mdContext. Call before each new use of the context -
* all fields are set to zero.
*/
void SDLTest_Md5Init(SDLTest_Md5Context * mdContext);
/**
* \brief update digest from variable length data
*
* \param mdContext pointer to context variable
* \param inBuf pointer to data array/string
* \param inLen length of data array/string
*
* Note: The function updates the message-digest context to account
* for the presence of each of the characters inBuf[0..inLen-1]
* in the message whose digest is being computed.
*/
void SDLTest_Md5Update(SDLTest_Md5Context * mdContext, unsigned char *inBuf,
unsigned int inLen);
/**
* \brief complete digest computation
*
* \param mdContext pointer to context variable
*
* Note: The function terminates the message-digest computation and
* ends with the desired message digest in mdContext.digest[0..15].
* Always call before using the digest[] variable.
*/
void SDLTest_Md5Final(SDLTest_Md5Context * mdContext);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_test_md5_h */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_test_random.h
*
* Include file for SDL test framework.
*
* This code is a part of the SDL2_test library, not the main SDL library.
*/
/*
A "32-bit Multiply with carry random number generator. Very fast.
Includes a list of recommended multipliers.
multiply-with-carry generator: x(n) = a*x(n-1) + carry mod 2^32.
period: (a*2^31)-1
*/
#ifndef _SDL_test_random_h
#define _SDL_test_random_h
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* --- Definitions */
/*
* Macros that return a random number in a specific format.
*/
#define SDLTest_RandomInt(c) ((int)SDLTest_Random(c))
/*
* Context structure for the random number generator state.
*/
typedef struct {
unsigned int a;
unsigned int x;
unsigned int c;
unsigned int ah;
unsigned int al;
} SDLTest_RandomContext;
/* --- Function prototypes */
/**
* \brief Initialize random number generator with two integers.
*
* Note: The random sequence of numbers returned by ...Random() is the
* same for the same two integers and has a period of 2^31.
*
* \param rndContext pointer to context structure
* \param xi integer that defines the random sequence
* \param ci integer that defines the random sequence
*
*/
void SDLTest_RandomInit(SDLTest_RandomContext * rndContext, unsigned int xi,
unsigned int ci);
/**
* \brief Initialize random number generator based on current system time.
*
* \param rndContext pointer to context structure
*
*/
void SDLTest_RandomInitTime(SDLTest_RandomContext *rndContext);
/**
* \brief Initialize random number generator based on current system time.
*
* Note: ...RandomInit() or ...RandomInitTime() must have been called
* before using this function.
*
* \param rndContext pointer to context structure
*
* \returns A random number (32bit unsigned integer)
*
*/
unsigned int SDLTest_Random(SDLTest_RandomContext *rndContext);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_test_random_h */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef _SDL_thread_h
#define _SDL_thread_h
/**
* \file SDL_thread.h
*
* Header for the SDL thread management routines.
*/
#include "SDL_stdinc.h"
#include "SDL_error.h"
/* Thread synchronization primitives */
#include "SDL_atomic.h"
#include "SDL_mutex.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* The SDL thread structure, defined in SDL_thread.c */
struct SDL_Thread;
typedef struct SDL_Thread SDL_Thread;
/* The SDL thread ID */
typedef unsigned long SDL_threadID;
/* Thread local storage ID, 0 is the invalid ID */
typedef unsigned int SDL_TLSID;
/**
* The SDL thread priority.
*
* \note On many systems you require special privileges to set high priority.
*/
typedef enum {
SDL_THREAD_PRIORITY_LOW,
SDL_THREAD_PRIORITY_NORMAL,
SDL_THREAD_PRIORITY_HIGH
} SDL_ThreadPriority;
/**
* The function passed to SDL_CreateThread().
* It is passed a void* user context parameter and returns an int.
*/
typedef int (SDLCALL * SDL_ThreadFunction) (void *data);
#if defined(__WIN32__) && !defined(HAVE_LIBC)
/**
* \file SDL_thread.h
*
* We compile SDL into a DLL. This means, that it's the DLL which
* creates a new thread for the calling process with the SDL_CreateThread()
* API. There is a problem with this, that only the RTL of the SDL.DLL will
* be initialized for those threads, and not the RTL of the calling
* application!
*
* To solve this, we make a little hack here.
*
* We'll always use the caller's _beginthread() and _endthread() APIs to
* start a new thread. This way, if it's the SDL.DLL which uses this API,
* then the RTL of SDL.DLL will be used to create the new thread, and if it's
* the application, then the RTL of the application will be used.
*
* So, in short:
* Always use the _beginthread() and _endthread() of the calling runtime
* library!
*/
#define SDL_PASSED_BEGINTHREAD_ENDTHREAD
#include <process.h> /* This has _beginthread() and _endthread() defined! */
typedef uintptr_t(__cdecl * pfnSDL_CurrentBeginThread) (void *, unsigned,
unsigned (__stdcall *
func) (void
*),
void *arg, unsigned,
unsigned *threadID);
typedef void (__cdecl * pfnSDL_CurrentEndThread) (unsigned code);
/**
* Create a thread.
*/
extern DECLSPEC SDL_Thread *SDLCALL
SDL_CreateThread(SDL_ThreadFunction fn, const char *name, void *data,
pfnSDL_CurrentBeginThread pfnBeginThread,
pfnSDL_CurrentEndThread pfnEndThread);
/**
* Create a thread.
*/
#if defined(SDL_CreateThread) && SDL_DYNAMIC_API
#undef SDL_CreateThread
#define SDL_CreateThread(fn, name, data) SDL_CreateThread_REAL(fn, name, data, (pfnSDL_CurrentBeginThread)_beginthreadex, (pfnSDL_CurrentEndThread)_endthreadex)
#else
#define SDL_CreateThread(fn, name, data) SDL_CreateThread(fn, name, data, (pfnSDL_CurrentBeginThread)_beginthreadex, (pfnSDL_CurrentEndThread)_endthreadex)
#endif
#else
/**
* Create a thread.
*
* Thread naming is a little complicated: Most systems have very small
* limits for the string length (Haiku has 32 bytes, Linux currently has 16,
* Visual C++ 6.0 has nine!), and possibly other arbitrary rules. You'll
* have to see what happens with your system's debugger. The name should be
* UTF-8 (but using the naming limits of C identifiers is a better bet).
* There are no requirements for thread naming conventions, so long as the
* string is null-terminated UTF-8, but these guidelines are helpful in
* choosing a name:
*
* http://stackoverflow.com/questions/149932/naming-conventions-for-threads
*
* If a system imposes requirements, SDL will try to munge the string for
* it (truncate, etc), but the original string contents will be available
* from SDL_GetThreadName().
*/
extern DECLSPEC SDL_Thread *SDLCALL
SDL_CreateThread(SDL_ThreadFunction fn, const char *name, void *data);
#endif
/**
* Get the thread name, as it was specified in SDL_CreateThread().
* This function returns a pointer to a UTF-8 string that names the
* specified thread, or NULL if it doesn't have a name. This is internal
* memory, not to be free()'d by the caller, and remains valid until the
* specified thread is cleaned up by SDL_WaitThread().
*/
extern DECLSPEC const char *SDLCALL SDL_GetThreadName(SDL_Thread *thread);
/**
* Get the thread identifier for the current thread.
*/
extern DECLSPEC SDL_threadID SDLCALL SDL_ThreadID(void);
/**
* Get the thread identifier for the specified thread.
*
* Equivalent to SDL_ThreadID() if the specified thread is NULL.
*/
extern DECLSPEC SDL_threadID SDLCALL SDL_GetThreadID(SDL_Thread * thread);
/**
* Set the priority for the current thread
*/
extern DECLSPEC int SDLCALL SDL_SetThreadPriority(SDL_ThreadPriority priority);
/**
* Wait for a thread to finish. Threads that haven't been detached will
* remain (as a "zombie") until this function cleans them up. Not doing so
* is a resource leak.
*
* Once a thread has been cleaned up through this function, the SDL_Thread
* that references it becomes invalid and should not be referenced again.
* As such, only one thread may call SDL_WaitThread() on another.
*
* The return code for the thread function is placed in the area
* pointed to by \c status, if \c status is not NULL.
*
* You may not wait on a thread that has been used in a call to
* SDL_DetachThread(). Use either that function or this one, but not
* both, or behavior is undefined.
*
* It is safe to pass NULL to this function; it is a no-op.
*/
extern DECLSPEC void SDLCALL SDL_WaitThread(SDL_Thread * thread, int *status);
/**
* A thread may be "detached" to signify that it should not remain until
* another thread has called SDL_WaitThread() on it. Detaching a thread
* is useful for long-running threads that nothing needs to synchronize
* with or further manage. When a detached thread is done, it simply
* goes away.
*
* There is no way to recover the return code of a detached thread. If you
* need this, don't detach the thread and instead use SDL_WaitThread().
*
* Once a thread is detached, you should usually assume the SDL_Thread isn't
* safe to reference again, as it will become invalid immediately upon
* the detached thread's exit, instead of remaining until someone has called
* SDL_WaitThread() to finally clean it up. As such, don't detach the same
* thread more than once.
*
* If a thread has already exited when passed to SDL_DetachThread(), it will
* stop waiting for a call to SDL_WaitThread() and clean up immediately.
* It is not safe to detach a thread that might be used with SDL_WaitThread().
*
* You may not call SDL_WaitThread() on a thread that has been detached.
* Use either that function or this one, but not both, or behavior is
* undefined.
*
* It is safe to pass NULL to this function; it is a no-op.
*/
extern DECLSPEC void SDLCALL SDL_DetachThread(SDL_Thread * thread);
/**
* \brief Create an identifier that is globally visible to all threads but refers to data that is thread-specific.
*
* \return The newly created thread local storage identifier, or 0 on error
*
* \code
* static SDL_SpinLock tls_lock;
* static SDL_TLSID thread_local_storage;
*
* void SetMyThreadData(void *value)
* {
* if (!thread_local_storage) {
* SDL_AtomicLock(&tls_lock);
* if (!thread_local_storage) {
* thread_local_storage = SDL_TLSCreate();
* }
* SDL_AtomicUnlock(&tls_lock);
* }
* SDL_TLSSet(thread_local_storage, value, 0);
* }
*
* void *GetMyThreadData(void)
* {
* return SDL_TLSGet(thread_local_storage);
* }
* \endcode
*
* \sa SDL_TLSGet()
* \sa SDL_TLSSet()
*/
extern DECLSPEC SDL_TLSID SDLCALL SDL_TLSCreate(void);
/**
* \brief Get the value associated with a thread local storage ID for the current thread.
*
* \param id The thread local storage ID
*
* \return The value associated with the ID for the current thread, or NULL if no value has been set.
*
* \sa SDL_TLSCreate()
* \sa SDL_TLSSet()
*/
extern DECLSPEC void * SDLCALL SDL_TLSGet(SDL_TLSID id);
/**
* \brief Set the value associated with a thread local storage ID for the current thread.
*
* \param id The thread local storage ID
* \param value The value to associate with the ID for the current thread
* \param destructor A function called when the thread exits, to free the value.
*
* \return 0 on success, -1 on error
*
* \sa SDL_TLSCreate()
* \sa SDL_TLSGet()
*/
extern DECLSPEC int SDLCALL SDL_TLSSet(SDL_TLSID id, const void *value, void (*destructor)(void*));
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_thread_h */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef _SDL_timer_h
#define _SDL_timer_h
/**
* \file SDL_timer.h
*
* Header for the SDL time management routines.
*/
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \brief Get the number of milliseconds since the SDL library initialization.
*
* \note This value wraps if the program runs for more than ~49 days.
*/
extern DECLSPEC Uint32 SDLCALL SDL_GetTicks(void);
/**
* \brief Compare SDL ticks values, and return true if A has passed B
*
* e.g. if you want to wait 100 ms, you could do this:
* Uint32 timeout = SDL_GetTicks() + 100;
* while (!SDL_TICKS_PASSED(SDL_GetTicks(), timeout)) {
* ... do work until timeout has elapsed
* }
*/
#define SDL_TICKS_PASSED(A, B) ((Sint32)((B) - (A)) <= 0)
/**
* \brief Get the current value of the high resolution counter
*/
extern DECLSPEC Uint64 SDLCALL SDL_GetPerformanceCounter(void);
/**
* \brief Get the count per second of the high resolution counter
*/
extern DECLSPEC Uint64 SDLCALL SDL_GetPerformanceFrequency(void);
/**
* \brief Wait a specified number of milliseconds before returning.
*/
extern DECLSPEC void SDLCALL SDL_Delay(Uint32 ms);
/**
* Function prototype for the timer callback function.
*
* The callback function is passed the current timer interval and returns
* the next timer interval. If the returned value is the same as the one
* passed in, the periodic alarm continues, otherwise a new alarm is
* scheduled. If the callback returns 0, the periodic alarm is cancelled.
*/
typedef Uint32 (SDLCALL * SDL_TimerCallback) (Uint32 interval, void *param);
/**
* Definition of the timer ID type.
*/
typedef int SDL_TimerID;
/**
* \brief Add a new timer to the pool of timers already running.
*
* \return A timer ID, or NULL when an error occurs.
*/
extern DECLSPEC SDL_TimerID SDLCALL SDL_AddTimer(Uint32 interval,
SDL_TimerCallback callback,
void *param);
/**
* \brief Remove a timer knowing its ID.
*
* \return A boolean value indicating success or failure.
*
* \warning It is not safe to remove a timer multiple times.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_RemoveTimer(SDL_TimerID id);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_timer_h */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_touch.h
*
* Include file for SDL touch event handling.
*/
#ifndef _SDL_touch_h
#define _SDL_touch_h
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_video.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
typedef Sint64 SDL_TouchID;
typedef Sint64 SDL_FingerID;
typedef struct SDL_Finger
{
SDL_FingerID id;
float x;
float y;
float pressure;
} SDL_Finger;
/* Used as the device ID for mouse events simulated with touch input */
#define SDL_TOUCH_MOUSEID ((Uint32)-1)
/* Function prototypes */
/**
* \brief Get the number of registered touch devices.
*/
extern DECLSPEC int SDLCALL SDL_GetNumTouchDevices(void);
/**
* \brief Get the touch ID with the given index, or 0 if the index is invalid.
*/
extern DECLSPEC SDL_TouchID SDLCALL SDL_GetTouchDevice(int index);
/**
* \brief Get the number of active fingers for a given touch device.
*/
extern DECLSPEC int SDLCALL SDL_GetNumTouchFingers(SDL_TouchID touchID);
/**
* \brief Get the finger object of the given touch, with the given index.
*/
extern DECLSPEC SDL_Finger * SDLCALL SDL_GetTouchFinger(SDL_TouchID touchID, int index);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_touch_h */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_types.h
*
* \deprecated
*/
/* DEPRECATED */
#include "SDL_stdinc.h"

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_version.h
*
* This header defines the current SDL version.
*/
#ifndef _SDL_version_h
#define _SDL_version_h
#include "SDL_stdinc.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \brief Information the version of SDL in use.
*
* Represents the library's version as three levels: major revision
* (increments with massive changes, additions, and enhancements),
* minor revision (increments with backwards-compatible changes to the
* major revision), and patchlevel (increments with fixes to the minor
* revision).
*
* \sa SDL_VERSION
* \sa SDL_GetVersion
*/
typedef struct SDL_version
{
Uint8 major; /**< major version */
Uint8 minor; /**< minor version */
Uint8 patch; /**< update version */
} SDL_version;
/* Printable format: "%d.%d.%d", MAJOR, MINOR, PATCHLEVEL
*/
#define SDL_MAJOR_VERSION 2
#define SDL_MINOR_VERSION 0
#define SDL_PATCHLEVEL 4
/**
* \brief Macro to determine SDL version program was compiled against.
*
* This macro fills in a SDL_version structure with the version of the
* library you compiled against. This is determined by what header the
* compiler uses. Note that if you dynamically linked the library, you might
* have a slightly newer or older version at runtime. That version can be
* determined with SDL_GetVersion(), which, unlike SDL_VERSION(),
* is not a macro.
*
* \param x A pointer to a SDL_version struct to initialize.
*
* \sa SDL_version
* \sa SDL_GetVersion
*/
#define SDL_VERSION(x) \
{ \
(x)->major = SDL_MAJOR_VERSION; \
(x)->minor = SDL_MINOR_VERSION; \
(x)->patch = SDL_PATCHLEVEL; \
}
/**
* This macro turns the version numbers into a numeric value:
* \verbatim
(1,2,3) -> (1203)
\endverbatim
*
* This assumes that there will never be more than 100 patchlevels.
*/
#define SDL_VERSIONNUM(X, Y, Z) \
((X)*1000 + (Y)*100 + (Z))
/**
* This is the version number macro for the current SDL version.
*/
#define SDL_COMPILEDVERSION \
SDL_VERSIONNUM(SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_PATCHLEVEL)
/**
* This macro will evaluate to true if compiled with SDL at least X.Y.Z.
*/
#define SDL_VERSION_ATLEAST(X, Y, Z) \
(SDL_COMPILEDVERSION >= SDL_VERSIONNUM(X, Y, Z))
/**
* \brief Get the version of SDL that is linked against your program.
*
* If you are linking to SDL dynamically, then it is possible that the
* current version will be different than the version you compiled against.
* This function returns the current version, while SDL_VERSION() is a
* macro that tells you what version you compiled with.
*
* \code
* SDL_version compiled;
* SDL_version linked;
*
* SDL_VERSION(&compiled);
* SDL_GetVersion(&linked);
* printf("We compiled against SDL version %d.%d.%d ...\n",
* compiled.major, compiled.minor, compiled.patch);
* printf("But we linked against SDL version %d.%d.%d.\n",
* linked.major, linked.minor, linked.patch);
* \endcode
*
* This function may be called safely at any time, even before SDL_Init().
*
* \sa SDL_VERSION
*/
extern DECLSPEC void SDLCALL SDL_GetVersion(SDL_version * ver);
/**
* \brief Get the code revision of SDL that is linked against your program.
*
* Returns an arbitrary string (a hash value) uniquely identifying the
* exact revision of the SDL library in use, and is only useful in comparing
* against other revisions. It is NOT an incrementing number.
*/
extern DECLSPEC const char *SDLCALL SDL_GetRevision(void);
/**
* \brief Get the revision number of SDL that is linked against your program.
*
* Returns a number uniquely identifying the exact revision of the SDL
* library in use. It is an incrementing number based on commits to
* hg.libsdl.org.
*/
extern DECLSPEC int SDLCALL SDL_GetRevisionNumber(void);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_version_h */
/* vi: set ts=4 sw=4 expandtab: */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file begin_code.h
*
* This file sets things up for C dynamic library function definitions,
* static inlined functions, and structures aligned at 4-byte alignment.
* If you don't like ugly C preprocessor code, don't look at this file. :)
*/
/* This shouldn't be nested -- included it around code only. */
#ifdef _begin_code_h
#error Nested inclusion of begin_code.h
#endif
#define _begin_code_h
#ifndef SDL_DEPRECATED
# if (__GNUC__ >= 4) /* technically, this arrived in gcc 3.1, but oh well. */
# define SDL_DEPRECATED __attribute__((deprecated))
# else
# define SDL_DEPRECATED
# endif
#endif
#ifndef SDL_UNUSED
# ifdef __GNUC__
# define SDL_UNUSED __attribute__((unused))
# else
# define SDL_UNUSED
# endif
#endif
/* Some compilers use a special export keyword */
#ifndef DECLSPEC
# if defined(__WIN32__) || defined(__WINRT__)
# ifdef __BORLANDC__
# ifdef BUILD_SDL
# define DECLSPEC
# else
# define DECLSPEC __declspec(dllimport)
# endif
# else
# define DECLSPEC __declspec(dllexport)
# endif
# else
# if defined(__GNUC__) && __GNUC__ >= 4
# define DECLSPEC __attribute__ ((visibility("default")))
# else
# define DECLSPEC
# endif
# endif
#endif
/* By default SDL uses the C calling convention */
#ifndef SDLCALL
#if (defined(__WIN32__) || defined(__WINRT__)) && !defined(__GNUC__)
#define SDLCALL __cdecl
#else
#define SDLCALL
#endif
#endif /* SDLCALL */
/* Removed DECLSPEC on Symbian OS because SDL cannot be a DLL in EPOC */
#ifdef __SYMBIAN32__
#undef DECLSPEC
#define DECLSPEC
#endif /* __SYMBIAN32__ */
/* Force structure packing at 4 byte alignment.
This is necessary if the header is included in code which has structure
packing set to an alternate value, say for loading structures from disk.
The packing is reset to the previous value in close_code.h
*/
#if defined(_MSC_VER) || defined(__MWERKS__) || defined(__BORLANDC__)
#ifdef _MSC_VER
#pragma warning(disable: 4103)
#endif
#ifdef __BORLANDC__
#pragma nopackwarning
#endif
#ifdef _M_X64
/* Use 8-byte alignment on 64-bit architectures, so pointers are aligned */
#pragma pack(push,8)
#else
#pragma pack(push,4)
#endif
#endif /* Compiler needs structure packing set */
#ifndef SDL_INLINE
#if defined(__GNUC__)
#define SDL_INLINE __inline__
#elif defined(_MSC_VER) || defined(__BORLANDC__) || \
defined(__DMC__) || defined(__SC__) || \
defined(__WATCOMC__) || defined(__LCC__) || \
defined(__DECC)
#define SDL_INLINE __inline
#ifndef __inline__
#define __inline__ __inline
#endif
#else
#define SDL_INLINE inline
#ifndef __inline__
#define __inline__ inline
#endif
#endif
#endif /* SDL_INLINE not defined */
#ifndef SDL_FORCE_INLINE
#if defined(_MSC_VER)
#define SDL_FORCE_INLINE __forceinline
#elif ( (defined(__GNUC__) && (__GNUC__ >= 4)) || defined(__clang__) )
#define SDL_FORCE_INLINE __attribute__((always_inline)) static __inline__
#else
#define SDL_FORCE_INLINE static SDL_INLINE
#endif
#endif /* SDL_FORCE_INLINE not defined */
/* Apparently this is needed by several Windows compilers */
#if !defined(__MACH__)
#ifndef NULL
#ifdef __cplusplus
#define NULL 0
#else
#define NULL ((void *)0)
#endif
#endif /* NULL */
#endif /* ! Mac OS X - breaks precompiled headers */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file close_code.h
*
* This file reverses the effects of begin_code.h and should be included
* after you finish any function and structure declarations in your headers
*/
#undef _begin_code_h
/* Reset structure packing at previous byte alignment */
#if defined(_MSC_VER) || defined(__MWERKS__) || defined(__WATCOMC__) || defined(__BORLANDC__)
#ifdef __BORLANDC__
#pragma nopackwarning
#endif
#pragma pack(pop)
#endif /* Compiler needs structure packing set */

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# sdl2 cmake project-config input for ./configure scripts
set(prefix "/usr/local/cross-tools/i686-w64-mingw32")
set(exec_prefix "${prefix}")
set(libdir "@libdir")
set(SDL2_PREFIX "/usr/local/cross-tools/i686-w64-mingw32")
set(SDL2_EXEC_PREFIX "/usr/local/cross-tools/i686-w64-mingw32")
set(SDL2_LIBDIR "${exec_prefix}/lib")
set(SDL2_INCLUDE_DIRS "${prefix}/include/SDL2")
set(SDL2_LIBRARIES "-L${SDL2_LIBDIR} -lmingw32 -lSDL2main -lSDL2 -mwindows")

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# libSDL2.la - a libtool library file
# Generated by libtool (GNU libtool) 2.4.2
#
# Please DO NOT delete this file!
# It is necessary for linking the library.
# The name that we can dlopen(3).
dlname='../bin/SDL2.dll'
# Names of this library.
library_names='libSDL2.dll.a'
# The name of the static archive.
old_library='libSDL2.a'
# Linker flags that can not go in dependency_libs.
inherited_linker_flags=''
# Libraries that this one depends upon.
dependency_libs=' -ldinput8 -ldxguid -ldxerr8 -luser32 -lgdi32 -lwinmm -limm32 -lole32 -loleaut32 -lshell32 -lversion -luuid'
# Names of additional weak libraries provided by this library
weak_library_names=''
# Version information for libSDL2.
current=4
age=4
revision=0
# Is this an already installed library?
installed=yes
# Should we warn about portability when linking against -modules?
shouldnotlink=no
# Files to dlopen/dlpreopen
dlopen=''
dlpreopen=''
# Directory that this library needs to be installed in:
libdir='/Users/slouken/release/SDL/SDL2-2.0.4/i686-w64-mingw32/lib'

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# sdl pkg-config source file
prefix=/usr/local/cross-tools/i686-w64-mingw32
exec_prefix=${prefix}
libdir=${exec_prefix}/lib
includedir=${prefix}/include
Name: sdl2
Description: Simple DirectMedia Layer is a cross-platform multimedia library designed to provide low level access to audio, keyboard, mouse, joystick, 3D hardware via OpenGL, and 2D video framebuffer.
Version: 2.0.4
Requires:
Conflicts:
Libs: -L${libdir} -lmingw32 -lSDL2main -lSDL2 -mwindows
Libs.private: -lmingw32 -lSDL2main -lSDL2 -mwindows -Wl,--no-undefined -lm -ldinput8 -ldxguid -ldxerr8 -luser32 -lgdi32 -lwinmm -limm32 -lole32 -loleaut32 -lshell32 -lversion -luuid -static-libgcc
Cflags: -I${includedir}/SDL2 -Dmain=SDL_main

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# Configure paths for SDL
# Sam Lantinga 9/21/99
# stolen from Manish Singh
# stolen back from Frank Belew
# stolen from Manish Singh
# Shamelessly stolen from Owen Taylor
# serial 1
dnl AM_PATH_SDL2([MINIMUM-VERSION, [ACTION-IF-FOUND [, ACTION-IF-NOT-FOUND]]])
dnl Test for SDL, and define SDL_CFLAGS and SDL_LIBS
dnl
AC_DEFUN([AM_PATH_SDL2],
[dnl
dnl Get the cflags and libraries from the sdl2-config script
dnl
AC_ARG_WITH(sdl-prefix,[ --with-sdl-prefix=PFX Prefix where SDL is installed (optional)],
sdl_prefix="$withval", sdl_prefix="")
AC_ARG_WITH(sdl-exec-prefix,[ --with-sdl-exec-prefix=PFX Exec prefix where SDL is installed (optional)],
sdl_exec_prefix="$withval", sdl_exec_prefix="")
AC_ARG_ENABLE(sdltest, [ --disable-sdltest Do not try to compile and run a test SDL program],
, enable_sdltest=yes)
min_sdl_version=ifelse([$1], ,2.0.0,$1)
if test "x$sdl_prefix$sdl_exec_prefix" = x ; then
PKG_CHECK_MODULES([SDL], [sdl2 >= $min_sdl_version],
[sdl_pc=yes],
[sdl_pc=no])
else
sdl_pc=no
if test x$sdl_exec_prefix != x ; then
sdl_config_args="$sdl_config_args --exec-prefix=$sdl_exec_prefix"
if test x${SDL2_CONFIG+set} != xset ; then
SDL2_CONFIG=$sdl_exec_prefix/bin/sdl2-config
fi
fi
if test x$sdl_prefix != x ; then
sdl_config_args="$sdl_config_args --prefix=$sdl_prefix"
if test x${SDL2_CONFIG+set} != xset ; then
SDL2_CONFIG=$sdl_prefix/bin/sdl2-config
fi
fi
fi
if test "x$sdl_pc" = xyes ; then
no_sdl=""
SDL2_CONFIG="pkg-config sdl2"
else
as_save_PATH="$PATH"
if test "x$prefix" != xNONE && test "$cross_compiling" != yes; then
PATH="$prefix/bin:$prefix/usr/bin:$PATH"
fi
AC_PATH_PROG(SDL2_CONFIG, sdl2-config, no, [$PATH])
PATH="$as_save_PATH"
AC_MSG_CHECKING(for SDL - version >= $min_sdl_version)
no_sdl=""
if test "$SDL2_CONFIG" = "no" ; then
no_sdl=yes
else
SDL_CFLAGS=`$SDL2_CONFIG $sdl_config_args --cflags`
SDL_LIBS=`$SDL2_CONFIG $sdl_config_args --libs`
sdl_major_version=`$SDL2_CONFIG $sdl_config_args --version | \
sed 's/\([[0-9]]*\).\([[0-9]]*\).\([[0-9]]*\)/\1/'`
sdl_minor_version=`$SDL2_CONFIG $sdl_config_args --version | \
sed 's/\([[0-9]]*\).\([[0-9]]*\).\([[0-9]]*\)/\2/'`
sdl_micro_version=`$SDL2_CONFIG $sdl_config_args --version | \
sed 's/\([[0-9]]*\).\([[0-9]]*\).\([[0-9]]*\)/\3/'`
if test "x$enable_sdltest" = "xyes" ; then
ac_save_CFLAGS="$CFLAGS"
ac_save_CXXFLAGS="$CXXFLAGS"
ac_save_LIBS="$LIBS"
CFLAGS="$CFLAGS $SDL_CFLAGS"
CXXFLAGS="$CXXFLAGS $SDL_CFLAGS"
LIBS="$LIBS $SDL_LIBS"
dnl
dnl Now check if the installed SDL is sufficiently new. (Also sanity
dnl checks the results of sdl2-config to some extent
dnl
rm -f conf.sdltest
AC_TRY_RUN([
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "SDL.h"
char*
my_strdup (char *str)
{
char *new_str;
if (str)
{
new_str = (char *)malloc ((strlen (str) + 1) * sizeof(char));
strcpy (new_str, str);
}
else
new_str = NULL;
return new_str;
}
int main (int argc, char *argv[])
{
int major, minor, micro;
char *tmp_version;
/* This hangs on some systems (?)
system ("touch conf.sdltest");
*/
{ FILE *fp = fopen("conf.sdltest", "a"); if ( fp ) fclose(fp); }
/* HP/UX 9 (%@#!) writes to sscanf strings */
tmp_version = my_strdup("$min_sdl_version");
if (sscanf(tmp_version, "%d.%d.%d", &major, &minor, &micro) != 3) {
printf("%s, bad version string\n", "$min_sdl_version");
exit(1);
}
if (($sdl_major_version > major) ||
(($sdl_major_version == major) && ($sdl_minor_version > minor)) ||
(($sdl_major_version == major) && ($sdl_minor_version == minor) && ($sdl_micro_version >= micro)))
{
return 0;
}
else
{
printf("\n*** 'sdl2-config --version' returned %d.%d.%d, but the minimum version\n", $sdl_major_version, $sdl_minor_version, $sdl_micro_version);
printf("*** of SDL required is %d.%d.%d. If sdl2-config is correct, then it is\n", major, minor, micro);
printf("*** best to upgrade to the required version.\n");
printf("*** If sdl2-config was wrong, set the environment variable SDL2_CONFIG\n");
printf("*** to point to the correct copy of sdl2-config, and remove the file\n");
printf("*** config.cache before re-running configure\n");
return 1;
}
}
],, no_sdl=yes,[echo $ac_n "cross compiling; assumed OK... $ac_c"])
CFLAGS="$ac_save_CFLAGS"
CXXFLAGS="$ac_save_CXXFLAGS"
LIBS="$ac_save_LIBS"
fi
fi
if test "x$no_sdl" = x ; then
AC_MSG_RESULT(yes)
else
AC_MSG_RESULT(no)
fi
fi
if test "x$no_sdl" = x ; then
ifelse([$2], , :, [$2])
else
if test "$SDL2_CONFIG" = "no" ; then
echo "*** The sdl2-config script installed by SDL could not be found"
echo "*** If SDL was installed in PREFIX, make sure PREFIX/bin is in"
echo "*** your path, or set the SDL2_CONFIG environment variable to the"
echo "*** full path to sdl2-config."
else
if test -f conf.sdltest ; then
:
else
echo "*** Could not run SDL test program, checking why..."
CFLAGS="$CFLAGS $SDL_CFLAGS"
CXXFLAGS="$CXXFLAGS $SDL_CFLAGS"
LIBS="$LIBS $SDL_LIBS"
AC_TRY_LINK([
#include <stdio.h>
#include "SDL.h"
int main(int argc, char *argv[])
{ return 0; }
#undef main
#define main K_and_R_C_main
], [ return 0; ],
[ echo "*** The test program compiled, but did not run. This usually means"
echo "*** that the run-time linker is not finding SDL or finding the wrong"
echo "*** version of SDL. If it is not finding SDL, you'll need to set your"
echo "*** LD_LIBRARY_PATH environment variable, or edit /etc/ld.so.conf to point"
echo "*** to the installed location Also, make sure you have run ldconfig if that"
echo "*** is required on your system"
echo "***"
echo "*** If you have an old version installed, it is best to remove it, although"
echo "*** you may also be able to get things to work by modifying LD_LIBRARY_PATH"],
[ echo "*** The test program failed to compile or link. See the file config.log for the"
echo "*** exact error that occured. This usually means SDL was incorrectly installed"
echo "*** or that you have moved SDL since it was installed. In the latter case, you"
echo "*** may want to edit the sdl2-config script: $SDL2_CONFIG" ])
CFLAGS="$ac_save_CFLAGS"
CXXFLAGS="$ac_save_CXXFLAGS"
LIBS="$ac_save_LIBS"
fi
fi
SDL_CFLAGS=""
SDL_LIBS=""
ifelse([$3], , :, [$3])
fi
AC_SUBST(SDL_CFLAGS)
AC_SUBST(SDL_LIBS)
rm -f conf.sdltest
])

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#!/bin/sh
prefix=/usr/local/cross-tools/x86_64-w64-mingw32
exec_prefix=${prefix}
exec_prefix_set=no
libdir=${exec_prefix}/lib
#usage="\
#Usage: $0 [--prefix[=DIR]] [--exec-prefix[=DIR]] [--version] [--cflags] [--libs]"
usage="\
Usage: $0 [--prefix[=DIR]] [--exec-prefix[=DIR]] [--version] [--cflags] [--libs] [--static-libs]"
if test $# -eq 0; then
echo "${usage}" 1>&2
exit 1
fi
while test $# -gt 0; do
case "$1" in
-*=*) optarg=`echo "$1" | sed 's/[-_a-zA-Z0-9]*=//'` ;;
*) optarg= ;;
esac
case $1 in
--prefix=*)
prefix=$optarg
if test $exec_prefix_set = no ; then
exec_prefix=$optarg
fi
;;
--prefix)
echo $prefix
;;
--exec-prefix=*)
exec_prefix=$optarg
exec_prefix_set=yes
;;
--exec-prefix)
echo $exec_prefix
;;
--version)
echo 2.0.4
;;
--cflags)
echo -I${prefix}/include/SDL2 -Dmain=SDL_main
;;
--libs)
echo -L${exec_prefix}/lib -lmingw32 -lSDL2main -lSDL2 -mwindows
;;
--static-libs)
# --libs|--static-libs)
echo -L${exec_prefix}/lib -lmingw32 -lSDL2main -lSDL2 -mwindows -Wl,--no-undefined -lm -ldinput8 -ldxguid -ldxerr8 -luser32 -lgdi32 -lwinmm -limm32 -lole32 -loleaut32 -lshell32 -lversion -luuid -static-libgcc
;;
*)
echo "${usage}" 1>&2
exit 1
;;
esac
shift
done

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL.h
*
* Main include header for the SDL library
*/
#ifndef _SDL_H
#define _SDL_H
#include "SDL_main.h"
#include "SDL_stdinc.h"
#include "SDL_assert.h"
#include "SDL_atomic.h"
#include "SDL_audio.h"
#include "SDL_clipboard.h"
#include "SDL_cpuinfo.h"
#include "SDL_endian.h"
#include "SDL_error.h"
#include "SDL_events.h"
#include "SDL_filesystem.h"
#include "SDL_joystick.h"
#include "SDL_gamecontroller.h"
#include "SDL_haptic.h"
#include "SDL_hints.h"
#include "SDL_loadso.h"
#include "SDL_log.h"
#include "SDL_messagebox.h"
#include "SDL_mutex.h"
#include "SDL_power.h"
#include "SDL_render.h"
#include "SDL_rwops.h"
#include "SDL_system.h"
#include "SDL_thread.h"
#include "SDL_timer.h"
#include "SDL_version.h"
#include "SDL_video.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* As of version 0.5, SDL is loaded dynamically into the application */
/**
* \name SDL_INIT_*
*
* These are the flags which may be passed to SDL_Init(). You should
* specify the subsystems which you will be using in your application.
*/
/* @{ */
#define SDL_INIT_TIMER 0x00000001
#define SDL_INIT_AUDIO 0x00000010
#define SDL_INIT_VIDEO 0x00000020 /**< SDL_INIT_VIDEO implies SDL_INIT_EVENTS */
#define SDL_INIT_JOYSTICK 0x00000200 /**< SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS */
#define SDL_INIT_HAPTIC 0x00001000
#define SDL_INIT_GAMECONTROLLER 0x00002000 /**< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK */
#define SDL_INIT_EVENTS 0x00004000
#define SDL_INIT_NOPARACHUTE 0x00100000 /**< compatibility; this flag is ignored. */
#define SDL_INIT_EVERYTHING ( \
SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS | \
SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER \
)
/* @} */
/**
* This function initializes the subsystems specified by \c flags
*/
extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags);
/**
* This function initializes specific SDL subsystems
*
* Subsystem initialization is ref-counted, you must call
* SDL_QuitSubSystem for each SDL_InitSubSystem to correctly
* shutdown a subsystem manually (or call SDL_Quit to force shutdown).
* If a subsystem is already loaded then this call will
* increase the ref-count and return.
*/
extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags);
/**
* This function cleans up specific SDL subsystems
*/
extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags);
/**
* This function returns a mask of the specified subsystems which have
* previously been initialized.
*
* If \c flags is 0, it returns a mask of all initialized subsystems.
*/
extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags);
/**
* This function cleans up all initialized subsystems. You should
* call it upon all exit conditions.
*/
extern DECLSPEC void SDLCALL SDL_Quit(void);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_H */
/* vi: set ts=4 sw=4 expandtab: */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef _SDL_assert_h
#define _SDL_assert_h
#include "SDL_config.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
#ifndef SDL_ASSERT_LEVEL
#ifdef SDL_DEFAULT_ASSERT_LEVEL
#define SDL_ASSERT_LEVEL SDL_DEFAULT_ASSERT_LEVEL
#elif defined(_DEBUG) || defined(DEBUG) || \
(defined(__GNUC__) && !defined(__OPTIMIZE__))
#define SDL_ASSERT_LEVEL 2
#else
#define SDL_ASSERT_LEVEL 1
#endif
#endif /* SDL_ASSERT_LEVEL */
/*
These are macros and not first class functions so that the debugger breaks
on the assertion line and not in some random guts of SDL, and so each
assert can have unique static variables associated with it.
*/
#if defined(_MSC_VER)
/* Don't include intrin.h here because it contains C++ code */
extern void __cdecl __debugbreak(void);
#define SDL_TriggerBreakpoint() __debugbreak()
#elif (!defined(__NACL__) && defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__)))
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "int $3\n\t" )
#elif defined(HAVE_SIGNAL_H)
#include <signal.h>
#define SDL_TriggerBreakpoint() raise(SIGTRAP)
#else
/* How do we trigger breakpoints on this platform? */
#define SDL_TriggerBreakpoint()
#endif
#if defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 199901L) /* C99 supports __func__ as a standard. */
# define SDL_FUNCTION __func__
#elif ((__GNUC__ >= 2) || defined(_MSC_VER))
# define SDL_FUNCTION __FUNCTION__
#else
# define SDL_FUNCTION "???"
#endif
#define SDL_FILE __FILE__
#define SDL_LINE __LINE__
/*
sizeof (x) makes the compiler still parse the expression even without
assertions enabled, so the code is always checked at compile time, but
doesn't actually generate code for it, so there are no side effects or
expensive checks at run time, just the constant size of what x WOULD be,
which presumably gets optimized out as unused.
This also solves the problem of...
int somevalue = blah();
SDL_assert(somevalue == 1);
...which would cause compiles to complain that somevalue is unused if we
disable assertions.
*/
/* "while (0,0)" fools Microsoft's compiler's /W4 warning level into thinking
this condition isn't constant. And looks like an owl's face! */
#ifdef _MSC_VER /* stupid /W4 warnings. */
#define SDL_NULL_WHILE_LOOP_CONDITION (0,0)
#else
#define SDL_NULL_WHILE_LOOP_CONDITION (0)
#endif
#define SDL_disabled_assert(condition) \
do { (void) sizeof ((condition)); } while (SDL_NULL_WHILE_LOOP_CONDITION)
typedef enum
{
SDL_ASSERTION_RETRY, /**< Retry the assert immediately. */
SDL_ASSERTION_BREAK, /**< Make the debugger trigger a breakpoint. */
SDL_ASSERTION_ABORT, /**< Terminate the program. */
SDL_ASSERTION_IGNORE, /**< Ignore the assert. */
SDL_ASSERTION_ALWAYS_IGNORE /**< Ignore the assert from now on. */
} SDL_AssertState;
typedef struct SDL_AssertData
{
int always_ignore;
unsigned int trigger_count;
const char *condition;
const char *filename;
int linenum;
const char *function;
const struct SDL_AssertData *next;
} SDL_AssertData;
#if (SDL_ASSERT_LEVEL > 0)
/* Never call this directly. Use the SDL_assert* macros. */
extern DECLSPEC SDL_AssertState SDLCALL SDL_ReportAssertion(SDL_AssertData *,
const char *,
const char *, int)
#if defined(__clang__)
#if __has_feature(attribute_analyzer_noreturn)
/* this tells Clang's static analysis that we're a custom assert function,
and that the analyzer should assume the condition was always true past this
SDL_assert test. */
__attribute__((analyzer_noreturn))
#endif
#endif
;
/* the do {} while(0) avoids dangling else problems:
if (x) SDL_assert(y); else blah();
... without the do/while, the "else" could attach to this macro's "if".
We try to handle just the minimum we need here in a macro...the loop,
the static vars, and break points. The heavy lifting is handled in
SDL_ReportAssertion(), in SDL_assert.c.
*/
#define SDL_enabled_assert(condition) \
do { \
while ( !(condition) ) { \
static struct SDL_AssertData sdl_assert_data = { \
0, 0, #condition, 0, 0, 0, 0 \
}; \
const SDL_AssertState sdl_assert_state = SDL_ReportAssertion(&sdl_assert_data, SDL_FUNCTION, SDL_FILE, SDL_LINE); \
if (sdl_assert_state == SDL_ASSERTION_RETRY) { \
continue; /* go again. */ \
} else if (sdl_assert_state == SDL_ASSERTION_BREAK) { \
SDL_TriggerBreakpoint(); \
} \
break; /* not retrying. */ \
} \
} while (SDL_NULL_WHILE_LOOP_CONDITION)
#endif /* enabled assertions support code */
/* Enable various levels of assertions. */
#if SDL_ASSERT_LEVEL == 0 /* assertions disabled */
# define SDL_assert(condition) SDL_disabled_assert(condition)
# define SDL_assert_release(condition) SDL_disabled_assert(condition)
# define SDL_assert_paranoid(condition) SDL_disabled_assert(condition)
#elif SDL_ASSERT_LEVEL == 1 /* release settings. */
# define SDL_assert(condition) SDL_disabled_assert(condition)
# define SDL_assert_release(condition) SDL_enabled_assert(condition)
# define SDL_assert_paranoid(condition) SDL_disabled_assert(condition)
#elif SDL_ASSERT_LEVEL == 2 /* normal settings. */
# define SDL_assert(condition) SDL_enabled_assert(condition)
# define SDL_assert_release(condition) SDL_enabled_assert(condition)
# define SDL_assert_paranoid(condition) SDL_disabled_assert(condition)
#elif SDL_ASSERT_LEVEL == 3 /* paranoid settings. */
# define SDL_assert(condition) SDL_enabled_assert(condition)
# define SDL_assert_release(condition) SDL_enabled_assert(condition)
# define SDL_assert_paranoid(condition) SDL_enabled_assert(condition)
#else
# error Unknown assertion level.
#endif
/* this assertion is never disabled at any level. */
#define SDL_assert_always(condition) SDL_enabled_assert(condition)
typedef SDL_AssertState (SDLCALL *SDL_AssertionHandler)(
const SDL_AssertData* data, void* userdata);
/**
* \brief Set an application-defined assertion handler.
*
* This allows an app to show its own assertion UI and/or force the
* response to an assertion failure. If the app doesn't provide this, SDL
* will try to do the right thing, popping up a system-specific GUI dialog,
* and probably minimizing any fullscreen windows.
*
* This callback may fire from any thread, but it runs wrapped in a mutex, so
* it will only fire from one thread at a time.
*
* Setting the callback to NULL restores SDL's original internal handler.
*
* This callback is NOT reset to SDL's internal handler upon SDL_Quit()!
*
* \return SDL_AssertState value of how to handle the assertion failure.
*
* \param handler Callback function, called when an assertion fails.
* \param userdata A pointer passed to the callback as-is.
*/
extern DECLSPEC void SDLCALL SDL_SetAssertionHandler(
SDL_AssertionHandler handler,
void *userdata);
/**
* \brief Get the default assertion handler.
*
* This returns the function pointer that is called by default when an
* assertion is triggered. This is an internal function provided by SDL,
* that is used for assertions when SDL_SetAssertionHandler() hasn't been
* used to provide a different function.
*
* \return The default SDL_AssertionHandler that is called when an assert triggers.
*/
extern DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetDefaultAssertionHandler(void);
/**
* \brief Get the current assertion handler.
*
* This returns the function pointer that is called when an assertion is
* triggered. This is either the value last passed to
* SDL_SetAssertionHandler(), or if no application-specified function is
* set, is equivalent to calling SDL_GetDefaultAssertionHandler().
*
* \param puserdata Pointer to a void*, which will store the "userdata"
* pointer that was passed to SDL_SetAssertionHandler().
* This value will always be NULL for the default handler.
* If you don't care about this data, it is safe to pass
* a NULL pointer to this function to ignore it.
* \return The SDL_AssertionHandler that is called when an assert triggers.
*/
extern DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetAssertionHandler(void **puserdata);
/**
* \brief Get a list of all assertion failures.
*
* Get all assertions triggered since last call to SDL_ResetAssertionReport(),
* or the start of the program.
*
* The proper way to examine this data looks something like this:
*
* <code>
* const SDL_AssertData *item = SDL_GetAssertionReport();
* while (item) {
* printf("'%s', %s (%s:%d), triggered %u times, always ignore: %s.\n",
* item->condition, item->function, item->filename,
* item->linenum, item->trigger_count,
* item->always_ignore ? "yes" : "no");
* item = item->next;
* }
* </code>
*
* \return List of all assertions.
* \sa SDL_ResetAssertionReport
*/
extern DECLSPEC const SDL_AssertData * SDLCALL SDL_GetAssertionReport(void);
/**
* \brief Reset the list of all assertion failures.
*
* Reset list of all assertions triggered.
*
* \sa SDL_GetAssertionReport
*/
extern DECLSPEC void SDLCALL SDL_ResetAssertionReport(void);
/* these had wrong naming conventions until 2.0.4. Please update your app! */
#define SDL_assert_state SDL_AssertState
#define SDL_assert_data SDL_AssertData
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_assert_h */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_atomic.h
*
* Atomic operations.
*
* IMPORTANT:
* If you are not an expert in concurrent lockless programming, you should
* only be using the atomic lock and reference counting functions in this
* file. In all other cases you should be protecting your data structures
* with full mutexes.
*
* The list of "safe" functions to use are:
* SDL_AtomicLock()
* SDL_AtomicUnlock()
* SDL_AtomicIncRef()
* SDL_AtomicDecRef()
*
* Seriously, here be dragons!
* ^^^^^^^^^^^^^^^^^^^^^^^^^^^
*
* You can find out a little more about lockless programming and the
* subtle issues that can arise here:
* http://msdn.microsoft.com/en-us/library/ee418650%28v=vs.85%29.aspx
*
* There's also lots of good information here:
* http://www.1024cores.net/home/lock-free-algorithms
* http://preshing.com/
*
* These operations may or may not actually be implemented using
* processor specific atomic operations. When possible they are
* implemented as true processor specific atomic operations. When that
* is not possible the are implemented using locks that *do* use the
* available atomic operations.
*
* All of the atomic operations that modify memory are full memory barriers.
*/
#ifndef _SDL_atomic_h_
#define _SDL_atomic_h_
#include "SDL_stdinc.h"
#include "SDL_platform.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \name SDL AtomicLock
*
* The atomic locks are efficient spinlocks using CPU instructions,
* but are vulnerable to starvation and can spin forever if a thread
* holding a lock has been terminated. For this reason you should
* minimize the code executed inside an atomic lock and never do
* expensive things like API or system calls while holding them.
*
* The atomic locks are not safe to lock recursively.
*
* Porting Note:
* The spin lock functions and type are required and can not be
* emulated because they are used in the atomic emulation code.
*/
/* @{ */
typedef int SDL_SpinLock;
/**
* \brief Try to lock a spin lock by setting it to a non-zero value.
*
* \param lock Points to the lock.
*
* \return SDL_TRUE if the lock succeeded, SDL_FALSE if the lock is already held.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_AtomicTryLock(SDL_SpinLock *lock);
/**
* \brief Lock a spin lock by setting it to a non-zero value.
*
* \param lock Points to the lock.
*/
extern DECLSPEC void SDLCALL SDL_AtomicLock(SDL_SpinLock *lock);
/**
* \brief Unlock a spin lock by setting it to 0. Always returns immediately
*
* \param lock Points to the lock.
*/
extern DECLSPEC void SDLCALL SDL_AtomicUnlock(SDL_SpinLock *lock);
/* @} *//* SDL AtomicLock */
/**
* The compiler barrier prevents the compiler from reordering
* reads and writes to globally visible variables across the call.
*/
#if defined(_MSC_VER) && (_MSC_VER > 1200)
void _ReadWriteBarrier(void);
#pragma intrinsic(_ReadWriteBarrier)
#define SDL_CompilerBarrier() _ReadWriteBarrier()
#elif (defined(__GNUC__) && !defined(__EMSCRIPTEN__)) || (defined(__SUNPRO_C) && (__SUNPRO_C >= 0x5120))
/* This is correct for all CPUs when using GCC or Solaris Studio 12.1+. */
#define SDL_CompilerBarrier() __asm__ __volatile__ ("" : : : "memory")
#else
#define SDL_CompilerBarrier() \
{ SDL_SpinLock _tmp = 0; SDL_AtomicLock(&_tmp); SDL_AtomicUnlock(&_tmp); }
#endif
/**
* Memory barriers are designed to prevent reads and writes from being
* reordered by the compiler and being seen out of order on multi-core CPUs.
*
* A typical pattern would be for thread A to write some data and a flag,
* and for thread B to read the flag and get the data. In this case you
* would insert a release barrier between writing the data and the flag,
* guaranteeing that the data write completes no later than the flag is
* written, and you would insert an acquire barrier between reading the
* flag and reading the data, to ensure that all the reads associated
* with the flag have completed.
*
* In this pattern you should always see a release barrier paired with
* an acquire barrier and you should gate the data reads/writes with a
* single flag variable.
*
* For more information on these semantics, take a look at the blog post:
* http://preshing.com/20120913/acquire-and-release-semantics
*/
#if defined(__GNUC__) && (defined(__powerpc__) || defined(__ppc__))
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("lwsync" : : : "memory")
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("lwsync" : : : "memory")
#elif defined(__GNUC__) && defined(__arm__)
#if defined(__ARM_ARCH_7__) || defined(__ARM_ARCH_7A__) || defined(__ARM_ARCH_7EM__) || defined(__ARM_ARCH_7R__) || defined(__ARM_ARCH_7M__) || defined(__ARM_ARCH_7S__)
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("dmb ish" : : : "memory")
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("dmb ish" : : : "memory")
#elif defined(__ARM_ARCH_6__) || defined(__ARM_ARCH_6J__) || defined(__ARM_ARCH_6K__) || defined(__ARM_ARCH_6T2__) || defined(__ARM_ARCH_6Z__) || defined(__ARM_ARCH_6ZK__)
#ifdef __thumb__
/* The mcr instruction isn't available in thumb mode, use real functions */
extern DECLSPEC void SDLCALL SDL_MemoryBarrierRelease();
extern DECLSPEC void SDLCALL SDL_MemoryBarrierAcquire();
#else
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("mcr p15, 0, %0, c7, c10, 5" : : "r"(0) : "memory")
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("mcr p15, 0, %0, c7, c10, 5" : : "r"(0) : "memory")
#endif /* __thumb__ */
#else
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("" : : : "memory")
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("" : : : "memory")
#endif /* __GNUC__ && __arm__ */
#else
#if (defined(__SUNPRO_C) && (__SUNPRO_C >= 0x5120))
/* This is correct for all CPUs on Solaris when using Solaris Studio 12.1+. */
#include <mbarrier.h>
#define SDL_MemoryBarrierRelease() __machine_rel_barrier()
#define SDL_MemoryBarrierAcquire() __machine_acq_barrier()
#else
/* This is correct for the x86 and x64 CPUs, and we'll expand this over time. */
#define SDL_MemoryBarrierRelease() SDL_CompilerBarrier()
#define SDL_MemoryBarrierAcquire() SDL_CompilerBarrier()
#endif
#endif
/**
* \brief A type representing an atomic integer value. It is a struct
* so people don't accidentally use numeric operations on it.
*/
typedef struct { int value; } SDL_atomic_t;
/**
* \brief Set an atomic variable to a new value if it is currently an old value.
*
* \return SDL_TRUE if the atomic variable was set, SDL_FALSE otherwise.
*
* \note If you don't know what this function is for, you shouldn't use it!
*/
extern DECLSPEC SDL_bool SDLCALL SDL_AtomicCAS(SDL_atomic_t *a, int oldval, int newval);
/**
* \brief Set an atomic variable to a value.
*
* \return The previous value of the atomic variable.
*/
extern DECLSPEC int SDLCALL SDL_AtomicSet(SDL_atomic_t *a, int v);
/**
* \brief Get the value of an atomic variable
*/
extern DECLSPEC int SDLCALL SDL_AtomicGet(SDL_atomic_t *a);
/**
* \brief Add to an atomic variable.
*
* \return The previous value of the atomic variable.
*
* \note This same style can be used for any number operation
*/
extern DECLSPEC int SDLCALL SDL_AtomicAdd(SDL_atomic_t *a, int v);
/**
* \brief Increment an atomic variable used as a reference count.
*/
#ifndef SDL_AtomicIncRef
#define SDL_AtomicIncRef(a) SDL_AtomicAdd(a, 1)
#endif
/**
* \brief Decrement an atomic variable used as a reference count.
*
* \return SDL_TRUE if the variable reached zero after decrementing,
* SDL_FALSE otherwise
*/
#ifndef SDL_AtomicDecRef
#define SDL_AtomicDecRef(a) (SDL_AtomicAdd(a, -1) == 1)
#endif
/**
* \brief Set a pointer to a new value if it is currently an old value.
*
* \return SDL_TRUE if the pointer was set, SDL_FALSE otherwise.
*
* \note If you don't know what this function is for, you shouldn't use it!
*/
extern DECLSPEC SDL_bool SDLCALL SDL_AtomicCASPtr(void **a, void *oldval, void *newval);
/**
* \brief Set a pointer to a value atomically.
*
* \return The previous value of the pointer.
*/
extern DECLSPEC void* SDLCALL SDL_AtomicSetPtr(void **a, void* v);
/**
* \brief Get the value of a pointer atomically.
*/
extern DECLSPEC void* SDLCALL SDL_AtomicGetPtr(void **a);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_atomic_h_ */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_audio.h
*
* Access to the raw audio mixing buffer for the SDL library.
*/
#ifndef _SDL_audio_h
#define _SDL_audio_h
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_endian.h"
#include "SDL_mutex.h"
#include "SDL_thread.h"
#include "SDL_rwops.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \brief Audio format flags.
*
* These are what the 16 bits in SDL_AudioFormat currently mean...
* (Unspecified bits are always zero).
*
* \verbatim
++-----------------------sample is signed if set
||
|| ++-----------sample is bigendian if set
|| ||
|| || ++---sample is float if set
|| || ||
|| || || +---sample bit size---+
|| || || | |
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
\endverbatim
*
* There are macros in SDL 2.0 and later to query these bits.
*/
typedef Uint16 SDL_AudioFormat;
/**
* \name Audio flags
*/
/* @{ */
#define SDL_AUDIO_MASK_BITSIZE (0xFF)
#define SDL_AUDIO_MASK_DATATYPE (1<<8)
#define SDL_AUDIO_MASK_ENDIAN (1<<12)
#define SDL_AUDIO_MASK_SIGNED (1<<15)
#define SDL_AUDIO_BITSIZE(x) (x & SDL_AUDIO_MASK_BITSIZE)
#define SDL_AUDIO_ISFLOAT(x) (x & SDL_AUDIO_MASK_DATATYPE)
#define SDL_AUDIO_ISBIGENDIAN(x) (x & SDL_AUDIO_MASK_ENDIAN)
#define SDL_AUDIO_ISSIGNED(x) (x & SDL_AUDIO_MASK_SIGNED)
#define SDL_AUDIO_ISINT(x) (!SDL_AUDIO_ISFLOAT(x))
#define SDL_AUDIO_ISLITTLEENDIAN(x) (!SDL_AUDIO_ISBIGENDIAN(x))
#define SDL_AUDIO_ISUNSIGNED(x) (!SDL_AUDIO_ISSIGNED(x))
/**
* \name Audio format flags
*
* Defaults to LSB byte order.
*/
/* @{ */
#define AUDIO_U8 0x0008 /**< Unsigned 8-bit samples */
#define AUDIO_S8 0x8008 /**< Signed 8-bit samples */
#define AUDIO_U16LSB 0x0010 /**< Unsigned 16-bit samples */
#define AUDIO_S16LSB 0x8010 /**< Signed 16-bit samples */
#define AUDIO_U16MSB 0x1010 /**< As above, but big-endian byte order */
#define AUDIO_S16MSB 0x9010 /**< As above, but big-endian byte order */
#define AUDIO_U16 AUDIO_U16LSB
#define AUDIO_S16 AUDIO_S16LSB
/* @} */
/**
* \name int32 support
*/
/* @{ */
#define AUDIO_S32LSB 0x8020 /**< 32-bit integer samples */
#define AUDIO_S32MSB 0x9020 /**< As above, but big-endian byte order */
#define AUDIO_S32 AUDIO_S32LSB
/* @} */
/**
* \name float32 support
*/
/* @{ */
#define AUDIO_F32LSB 0x8120 /**< 32-bit floating point samples */
#define AUDIO_F32MSB 0x9120 /**< As above, but big-endian byte order */
#define AUDIO_F32 AUDIO_F32LSB
/* @} */
/**
* \name Native audio byte ordering
*/
/* @{ */
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
#define AUDIO_U16SYS AUDIO_U16LSB
#define AUDIO_S16SYS AUDIO_S16LSB
#define AUDIO_S32SYS AUDIO_S32LSB
#define AUDIO_F32SYS AUDIO_F32LSB
#else
#define AUDIO_U16SYS AUDIO_U16MSB
#define AUDIO_S16SYS AUDIO_S16MSB
#define AUDIO_S32SYS AUDIO_S32MSB
#define AUDIO_F32SYS AUDIO_F32MSB
#endif
/* @} */
/**
* \name Allow change flags
*
* Which audio format changes are allowed when opening a device.
*/
/* @{ */
#define SDL_AUDIO_ALLOW_FREQUENCY_CHANGE 0x00000001
#define SDL_AUDIO_ALLOW_FORMAT_CHANGE 0x00000002
#define SDL_AUDIO_ALLOW_CHANNELS_CHANGE 0x00000004
#define SDL_AUDIO_ALLOW_ANY_CHANGE (SDL_AUDIO_ALLOW_FREQUENCY_CHANGE|SDL_AUDIO_ALLOW_FORMAT_CHANGE|SDL_AUDIO_ALLOW_CHANNELS_CHANGE)
/* @} */
/* @} *//* Audio flags */
/**
* This function is called when the audio device needs more data.
*
* \param userdata An application-specific parameter saved in
* the SDL_AudioSpec structure
* \param stream A pointer to the audio data buffer.
* \param len The length of that buffer in bytes.
*
* Once the callback returns, the buffer will no longer be valid.
* Stereo samples are stored in a LRLRLR ordering.
*
* You can choose to avoid callbacks and use SDL_QueueAudio() instead, if
* you like. Just open your audio device with a NULL callback.
*/
typedef void (SDLCALL * SDL_AudioCallback) (void *userdata, Uint8 * stream,
int len);
/**
* The calculated values in this structure are calculated by SDL_OpenAudio().
*/
typedef struct SDL_AudioSpec
{
int freq; /**< DSP frequency -- samples per second */
SDL_AudioFormat format; /**< Audio data format */
Uint8 channels; /**< Number of channels: 1 mono, 2 stereo */
Uint8 silence; /**< Audio buffer silence value (calculated) */
Uint16 samples; /**< Audio buffer size in samples (power of 2) */
Uint16 padding; /**< Necessary for some compile environments */
Uint32 size; /**< Audio buffer size in bytes (calculated) */
SDL_AudioCallback callback; /**< Callback that feeds the audio device (NULL to use SDL_QueueAudio()). */
void *userdata; /**< Userdata passed to callback (ignored for NULL callbacks). */
} SDL_AudioSpec;
struct SDL_AudioCVT;
typedef void (SDLCALL * SDL_AudioFilter) (struct SDL_AudioCVT * cvt,
SDL_AudioFormat format);
/**
* A structure to hold a set of audio conversion filters and buffers.
*/
#ifdef __GNUC__
/* This structure is 84 bytes on 32-bit architectures, make sure GCC doesn't
pad it out to 88 bytes to guarantee ABI compatibility between compilers.
vvv
The next time we rev the ABI, make sure to size the ints and add padding.
*/
#define SDL_AUDIOCVT_PACKED __attribute__((packed))
#else
#define SDL_AUDIOCVT_PACKED
#endif
/* */
typedef struct SDL_AudioCVT
{
int needed; /**< Set to 1 if conversion possible */
SDL_AudioFormat src_format; /**< Source audio format */
SDL_AudioFormat dst_format; /**< Target audio format */
double rate_incr; /**< Rate conversion increment */
Uint8 *buf; /**< Buffer to hold entire audio data */
int len; /**< Length of original audio buffer */
int len_cvt; /**< Length of converted audio buffer */
int len_mult; /**< buffer must be len*len_mult big */
double len_ratio; /**< Given len, final size is len*len_ratio */
SDL_AudioFilter filters[10]; /**< Filter list */
int filter_index; /**< Current audio conversion function */
} SDL_AUDIOCVT_PACKED SDL_AudioCVT;
/* Function prototypes */
/**
* \name Driver discovery functions
*
* These functions return the list of built in audio drivers, in the
* order that they are normally initialized by default.
*/
/* @{ */
extern DECLSPEC int SDLCALL SDL_GetNumAudioDrivers(void);
extern DECLSPEC const char *SDLCALL SDL_GetAudioDriver(int index);
/* @} */
/**
* \name Initialization and cleanup
*
* \internal These functions are used internally, and should not be used unless
* you have a specific need to specify the audio driver you want to
* use. You should normally use SDL_Init() or SDL_InitSubSystem().
*/
/* @{ */
extern DECLSPEC int SDLCALL SDL_AudioInit(const char *driver_name);
extern DECLSPEC void SDLCALL SDL_AudioQuit(void);
/* @} */
/**
* This function returns the name of the current audio driver, or NULL
* if no driver has been initialized.
*/
extern DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void);
/**
* This function opens the audio device with the desired parameters, and
* returns 0 if successful, placing the actual hardware parameters in the
* structure pointed to by \c obtained. If \c obtained is NULL, the audio
* data passed to the callback function will be guaranteed to be in the
* requested format, and will be automatically converted to the hardware
* audio format if necessary. This function returns -1 if it failed
* to open the audio device, or couldn't set up the audio thread.
*
* When filling in the desired audio spec structure,
* - \c desired->freq should be the desired audio frequency in samples-per-
* second.
* - \c desired->format should be the desired audio format.
* - \c desired->samples is the desired size of the audio buffer, in
* samples. This number should be a power of two, and may be adjusted by
* the audio driver to a value more suitable for the hardware. Good values
* seem to range between 512 and 8096 inclusive, depending on the
* application and CPU speed. Smaller values yield faster response time,
* but can lead to underflow if the application is doing heavy processing
* and cannot fill the audio buffer in time. A stereo sample consists of
* both right and left channels in LR ordering.
* Note that the number of samples is directly related to time by the
* following formula: \code ms = (samples*1000)/freq \endcode
* - \c desired->size is the size in bytes of the audio buffer, and is
* calculated by SDL_OpenAudio().
* - \c desired->silence is the value used to set the buffer to silence,
* and is calculated by SDL_OpenAudio().
* - \c desired->callback should be set to a function that will be called
* when the audio device is ready for more data. It is passed a pointer
* to the audio buffer, and the length in bytes of the audio buffer.
* This function usually runs in a separate thread, and so you should
* protect data structures that it accesses by calling SDL_LockAudio()
* and SDL_UnlockAudio() in your code. Alternately, you may pass a NULL
* pointer here, and call SDL_QueueAudio() with some frequency, to queue
* more audio samples to be played.
* - \c desired->userdata is passed as the first parameter to your callback
* function. If you passed a NULL callback, this value is ignored.
*
* The audio device starts out playing silence when it's opened, and should
* be enabled for playing by calling \c SDL_PauseAudio(0) when you are ready
* for your audio callback function to be called. Since the audio driver
* may modify the requested size of the audio buffer, you should allocate
* any local mixing buffers after you open the audio device.
*/
extern DECLSPEC int SDLCALL SDL_OpenAudio(SDL_AudioSpec * desired,
SDL_AudioSpec * obtained);
/**
* SDL Audio Device IDs.
*
* A successful call to SDL_OpenAudio() is always device id 1, and legacy
* SDL audio APIs assume you want this device ID. SDL_OpenAudioDevice() calls
* always returns devices >= 2 on success. The legacy calls are good both
* for backwards compatibility and when you don't care about multiple,
* specific, or capture devices.
*/
typedef Uint32 SDL_AudioDeviceID;
/**
* Get the number of available devices exposed by the current driver.
* Only valid after a successfully initializing the audio subsystem.
* Returns -1 if an explicit list of devices can't be determined; this is
* not an error. For example, if SDL is set up to talk to a remote audio
* server, it can't list every one available on the Internet, but it will
* still allow a specific host to be specified to SDL_OpenAudioDevice().
*
* In many common cases, when this function returns a value <= 0, it can still
* successfully open the default device (NULL for first argument of
* SDL_OpenAudioDevice()).
*/
extern DECLSPEC int SDLCALL SDL_GetNumAudioDevices(int iscapture);
/**
* Get the human-readable name of a specific audio device.
* Must be a value between 0 and (number of audio devices-1).
* Only valid after a successfully initializing the audio subsystem.
* The values returned by this function reflect the latest call to
* SDL_GetNumAudioDevices(); recall that function to redetect available
* hardware.
*
* The string returned by this function is UTF-8 encoded, read-only, and
* managed internally. You are not to free it. If you need to keep the
* string for any length of time, you should make your own copy of it, as it
* will be invalid next time any of several other SDL functions is called.
*/
extern DECLSPEC const char *SDLCALL SDL_GetAudioDeviceName(int index,
int iscapture);
/**
* Open a specific audio device. Passing in a device name of NULL requests
* the most reasonable default (and is equivalent to calling SDL_OpenAudio()).
*
* The device name is a UTF-8 string reported by SDL_GetAudioDeviceName(), but
* some drivers allow arbitrary and driver-specific strings, such as a
* hostname/IP address for a remote audio server, or a filename in the
* diskaudio driver.
*
* \return 0 on error, a valid device ID that is >= 2 on success.
*
* SDL_OpenAudio(), unlike this function, always acts on device ID 1.
*/
extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(const char
*device,
int iscapture,
const
SDL_AudioSpec *
desired,
SDL_AudioSpec *
obtained,
int
allowed_changes);
/**
* \name Audio state
*
* Get the current audio state.
*/
/* @{ */
typedef enum
{
SDL_AUDIO_STOPPED = 0,
SDL_AUDIO_PLAYING,
SDL_AUDIO_PAUSED
} SDL_AudioStatus;
extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioStatus(void);
extern DECLSPEC SDL_AudioStatus SDLCALL
SDL_GetAudioDeviceStatus(SDL_AudioDeviceID dev);
/* @} *//* Audio State */
/**
* \name Pause audio functions
*
* These functions pause and unpause the audio callback processing.
* They should be called with a parameter of 0 after opening the audio
* device to start playing sound. This is so you can safely initialize
* data for your callback function after opening the audio device.
* Silence will be written to the audio device during the pause.
*/
/* @{ */
extern DECLSPEC void SDLCALL SDL_PauseAudio(int pause_on);
extern DECLSPEC void SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev,
int pause_on);
/* @} *//* Pause audio functions */
/**
* This function loads a WAVE from the data source, automatically freeing
* that source if \c freesrc is non-zero. For example, to load a WAVE file,
* you could do:
* \code
* SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, ...);
* \endcode
*
* If this function succeeds, it returns the given SDL_AudioSpec,
* filled with the audio data format of the wave data, and sets
* \c *audio_buf to a malloc()'d buffer containing the audio data,
* and sets \c *audio_len to the length of that audio buffer, in bytes.
* You need to free the audio buffer with SDL_FreeWAV() when you are
* done with it.
*
* This function returns NULL and sets the SDL error message if the
* wave file cannot be opened, uses an unknown data format, or is
* corrupt. Currently raw and MS-ADPCM WAVE files are supported.
*/
extern DECLSPEC SDL_AudioSpec *SDLCALL SDL_LoadWAV_RW(SDL_RWops * src,
int freesrc,
SDL_AudioSpec * spec,
Uint8 ** audio_buf,
Uint32 * audio_len);
/**
* Loads a WAV from a file.
* Compatibility convenience function.
*/
#define SDL_LoadWAV(file, spec, audio_buf, audio_len) \
SDL_LoadWAV_RW(SDL_RWFromFile(file, "rb"),1, spec,audio_buf,audio_len)
/**
* This function frees data previously allocated with SDL_LoadWAV_RW()
*/
extern DECLSPEC void SDLCALL SDL_FreeWAV(Uint8 * audio_buf);
/**
* This function takes a source format and rate and a destination format
* and rate, and initializes the \c cvt structure with information needed
* by SDL_ConvertAudio() to convert a buffer of audio data from one format
* to the other.
*
* \return -1 if the format conversion is not supported, 0 if there's
* no conversion needed, or 1 if the audio filter is set up.
*/
extern DECLSPEC int SDLCALL SDL_BuildAudioCVT(SDL_AudioCVT * cvt,
SDL_AudioFormat src_format,
Uint8 src_channels,
int src_rate,
SDL_AudioFormat dst_format,
Uint8 dst_channels,
int dst_rate);
/**
* Once you have initialized the \c cvt structure using SDL_BuildAudioCVT(),
* created an audio buffer \c cvt->buf, and filled it with \c cvt->len bytes of
* audio data in the source format, this function will convert it in-place
* to the desired format.
*
* The data conversion may expand the size of the audio data, so the buffer
* \c cvt->buf should be allocated after the \c cvt structure is initialized by
* SDL_BuildAudioCVT(), and should be \c cvt->len*cvt->len_mult bytes long.
*/
extern DECLSPEC int SDLCALL SDL_ConvertAudio(SDL_AudioCVT * cvt);
#define SDL_MIX_MAXVOLUME 128
/**
* This takes two audio buffers of the playing audio format and mixes
* them, performing addition, volume adjustment, and overflow clipping.
* The volume ranges from 0 - 128, and should be set to ::SDL_MIX_MAXVOLUME
* for full audio volume. Note this does not change hardware volume.
* This is provided for convenience -- you can mix your own audio data.
*/
extern DECLSPEC void SDLCALL SDL_MixAudio(Uint8 * dst, const Uint8 * src,
Uint32 len, int volume);
/**
* This works like SDL_MixAudio(), but you specify the audio format instead of
* using the format of audio device 1. Thus it can be used when no audio
* device is open at all.
*/
extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst,
const Uint8 * src,
SDL_AudioFormat format,
Uint32 len, int volume);
/**
* Queue more audio on non-callback devices.
*
* SDL offers two ways to feed audio to the device: you can either supply a
* callback that SDL triggers with some frequency to obtain more audio
* (pull method), or you can supply no callback, and then SDL will expect
* you to supply data at regular intervals (push method) with this function.
*
* There are no limits on the amount of data you can queue, short of
* exhaustion of address space. Queued data will drain to the device as
* necessary without further intervention from you. If the device needs
* audio but there is not enough queued, it will play silence to make up
* the difference. This means you will have skips in your audio playback
* if you aren't routinely queueing sufficient data.
*
* This function copies the supplied data, so you are safe to free it when
* the function returns. This function is thread-safe, but queueing to the
* same device from two threads at once does not promise which buffer will
* be queued first.
*
* You may not queue audio on a device that is using an application-supplied
* callback; doing so returns an error. You have to use the audio callback
* or queue audio with this function, but not both.
*
* You should not call SDL_LockAudio() on the device before queueing; SDL
* handles locking internally for this function.
*
* \param dev The device ID to which we will queue audio.
* \param data The data to queue to the device for later playback.
* \param len The number of bytes (not samples!) to which (data) points.
* \return zero on success, -1 on error.
*
* \sa SDL_GetQueuedAudioSize
* \sa SDL_ClearQueuedAudio
*/
extern DECLSPEC int SDLCALL SDL_QueueAudio(SDL_AudioDeviceID dev, const void *data, Uint32 len);
/**
* Get the number of bytes of still-queued audio.
*
* This is the number of bytes that have been queued for playback with
* SDL_QueueAudio(), but have not yet been sent to the hardware.
*
* Once we've sent it to the hardware, this function can not decide the exact
* byte boundary of what has been played. It's possible that we just gave the
* hardware several kilobytes right before you called this function, but it
* hasn't played any of it yet, or maybe half of it, etc.
*
* You may not queue audio on a device that is using an application-supplied
* callback; calling this function on such a device always returns 0.
* You have to use the audio callback or queue audio with SDL_QueueAudio(),
* but not both.
*
* You should not call SDL_LockAudio() on the device before querying; SDL
* handles locking internally for this function.
*
* \param dev The device ID of which we will query queued audio size.
* \return Number of bytes (not samples!) of queued audio.
*
* \sa SDL_QueueAudio
* \sa SDL_ClearQueuedAudio
*/
extern DECLSPEC Uint32 SDLCALL SDL_GetQueuedAudioSize(SDL_AudioDeviceID dev);
/**
* Drop any queued audio data waiting to be sent to the hardware.
*
* Immediately after this call, SDL_GetQueuedAudioSize() will return 0 and
* the hardware will start playing silence if more audio isn't queued.
*
* This will not prevent playback of queued audio that's already been sent
* to the hardware, as we can not undo that, so expect there to be some
* fraction of a second of audio that might still be heard. This can be
* useful if you want to, say, drop any pending music during a level change
* in your game.
*
* You may not queue audio on a device that is using an application-supplied
* callback; calling this function on such a device is always a no-op.
* You have to use the audio callback or queue audio with SDL_QueueAudio(),
* but not both.
*
* You should not call SDL_LockAudio() on the device before clearing the
* queue; SDL handles locking internally for this function.
*
* This function always succeeds and thus returns void.
*
* \param dev The device ID of which to clear the audio queue.
*
* \sa SDL_QueueAudio
* \sa SDL_GetQueuedAudioSize
*/
extern DECLSPEC void SDLCALL SDL_ClearQueuedAudio(SDL_AudioDeviceID dev);
/**
* \name Audio lock functions
*
* The lock manipulated by these functions protects the callback function.
* During a SDL_LockAudio()/SDL_UnlockAudio() pair, you can be guaranteed that
* the callback function is not running. Do not call these from the callback
* function or you will cause deadlock.
*/
/* @{ */
extern DECLSPEC void SDLCALL SDL_LockAudio(void);
extern DECLSPEC void SDLCALL SDL_LockAudioDevice(SDL_AudioDeviceID dev);
extern DECLSPEC void SDLCALL SDL_UnlockAudio(void);
extern DECLSPEC void SDLCALL SDL_UnlockAudioDevice(SDL_AudioDeviceID dev);
/* @} *//* Audio lock functions */
/**
* This function shuts down audio processing and closes the audio device.
*/
extern DECLSPEC void SDLCALL SDL_CloseAudio(void);
extern DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID dev);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_audio_h */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_bits.h
*
* Functions for fiddling with bits and bitmasks.
*/
#ifndef _SDL_bits_h
#define _SDL_bits_h
#include "SDL_stdinc.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \file SDL_bits.h
*/
/**
* Get the index of the most significant bit. Result is undefined when called
* with 0. This operation can also be stated as "count leading zeroes" and
* "log base 2".
*
* \return Index of the most significant bit, or -1 if the value is 0.
*/
SDL_FORCE_INLINE int
SDL_MostSignificantBitIndex32(Uint32 x)
{
#if defined(__GNUC__) && __GNUC__ >= 4
/* Count Leading Zeroes builtin in GCC.
* http://gcc.gnu.org/onlinedocs/gcc-4.3.4/gcc/Other-Builtins.html
*/
if (x == 0) {
return -1;
}
return 31 - __builtin_clz(x);
#else
/* Based off of Bit Twiddling Hacks by Sean Eron Anderson
* <seander@cs.stanford.edu>, released in the public domain.
* http://graphics.stanford.edu/~seander/bithacks.html#IntegerLog
*/
const Uint32 b[] = {0x2, 0xC, 0xF0, 0xFF00, 0xFFFF0000};
const int S[] = {1, 2, 4, 8, 16};
int msbIndex = 0;
int i;
if (x == 0) {
return -1;
}
for (i = 4; i >= 0; i--)
{
if (x & b[i])
{
x >>= S[i];
msbIndex |= S[i];
}
}
return msbIndex;
#endif
}
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_bits_h */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_blendmode.h
*
* Header file declaring the SDL_BlendMode enumeration
*/
#ifndef _SDL_blendmode_h
#define _SDL_blendmode_h
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \brief The blend mode used in SDL_RenderCopy() and drawing operations.
*/
typedef enum
{
SDL_BLENDMODE_NONE = 0x00000000, /**< no blending
dstRGBA = srcRGBA */
SDL_BLENDMODE_BLEND = 0x00000001, /**< alpha blending
dstRGB = (srcRGB * srcA) + (dstRGB * (1-srcA))
dstA = srcA + (dstA * (1-srcA)) */
SDL_BLENDMODE_ADD = 0x00000002, /**< additive blending
dstRGB = (srcRGB * srcA) + dstRGB
dstA = dstA */
SDL_BLENDMODE_MOD = 0x00000004 /**< color modulate
dstRGB = srcRGB * dstRGB
dstA = dstA */
} SDL_BlendMode;
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_blendmode_h */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_clipboard.h
*
* Include file for SDL clipboard handling
*/
#ifndef _SDL_clipboard_h
#define _SDL_clipboard_h
#include "SDL_stdinc.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* Function prototypes */
/**
* \brief Put UTF-8 text into the clipboard
*
* \sa SDL_GetClipboardText()
*/
extern DECLSPEC int SDLCALL SDL_SetClipboardText(const char *text);
/**
* \brief Get UTF-8 text from the clipboard, which must be freed with SDL_free()
*
* \sa SDL_SetClipboardText()
*/
extern DECLSPEC char * SDLCALL SDL_GetClipboardText(void);
/**
* \brief Returns a flag indicating whether the clipboard exists and contains a text string that is non-empty
*
* \sa SDL_GetClipboardText()
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasClipboardText(void);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_clipboard_h */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef _SDL_config_windows_h
#define _SDL_config_windows_h
#include "SDL_platform.h"
/* This is a set of defines to configure the SDL features */
#if !defined(_STDINT_H_) && (!defined(HAVE_STDINT_H) || !_HAVE_STDINT_H)
#if defined(__GNUC__) || defined(__DMC__) || defined(__WATCOMC__)
#define HAVE_STDINT_H 1
#elif defined(_MSC_VER)
typedef signed __int8 int8_t;
typedef unsigned __int8 uint8_t;
typedef signed __int16 int16_t;
typedef unsigned __int16 uint16_t;
typedef signed __int32 int32_t;
typedef unsigned __int32 uint32_t;
typedef signed __int64 int64_t;
typedef unsigned __int64 uint64_t;
#ifndef _UINTPTR_T_DEFINED
#ifdef _WIN64
typedef unsigned __int64 uintptr_t;
#else
typedef unsigned int uintptr_t;
#endif
#define _UINTPTR_T_DEFINED
#endif
/* Older Visual C++ headers don't have the Win64-compatible typedefs... */
#if ((_MSC_VER <= 1200) && (!defined(DWORD_PTR)))
#define DWORD_PTR DWORD
#endif
#if ((_MSC_VER <= 1200) && (!defined(LONG_PTR)))
#define LONG_PTR LONG
#endif
#else /* !__GNUC__ && !_MSC_VER */
typedef signed char int8_t;
typedef unsigned char uint8_t;
typedef signed short int16_t;
typedef unsigned short uint16_t;
typedef signed int int32_t;
typedef unsigned int uint32_t;
typedef signed long long int64_t;
typedef unsigned long long uint64_t;
#ifndef _SIZE_T_DEFINED_
#define _SIZE_T_DEFINED_
typedef unsigned int size_t;
#endif
typedef unsigned int uintptr_t;
#endif /* __GNUC__ || _MSC_VER */
#endif /* !_STDINT_H_ && !HAVE_STDINT_H */
#ifdef _WIN64
# define SIZEOF_VOIDP 8
#else
# define SIZEOF_VOIDP 4
#endif
#define HAVE_DDRAW_H 1
#define HAVE_DINPUT_H 1
#define HAVE_DSOUND_H 1
#define HAVE_DXGI_H 1
#define HAVE_XINPUT_H 1
/* This is disabled by default to avoid C runtime dependencies and manifest requirements */
#ifdef HAVE_LIBC
/* Useful headers */
#define HAVE_STDIO_H 1
#define STDC_HEADERS 1
#define HAVE_STRING_H 1
#define HAVE_CTYPE_H 1
#define HAVE_MATH_H 1
#define HAVE_SIGNAL_H 1
/* C library functions */
#define HAVE_MALLOC 1
#define HAVE_CALLOC 1
#define HAVE_REALLOC 1
#define HAVE_FREE 1
#define HAVE_ALLOCA 1
#define HAVE_QSORT 1
#define HAVE_ABS 1
#define HAVE_MEMSET 1
#define HAVE_MEMCPY 1
#define HAVE_MEMMOVE 1
#define HAVE_MEMCMP 1
#define HAVE_STRLEN 1
#define HAVE__STRREV 1
#define HAVE__STRUPR 1
#define HAVE__STRLWR 1
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1
#define HAVE__LTOA 1
#define HAVE__ULTOA 1
#define HAVE_STRTOL 1
#define HAVE_STRTOUL 1
#define HAVE_STRTOD 1
#define HAVE_ATOI 1
#define HAVE_ATOF 1
#define HAVE_STRCMP 1
#define HAVE_STRNCMP 1
#define HAVE__STRICMP 1
#define HAVE__STRNICMP 1
#define HAVE_ATAN 1
#define HAVE_ATAN2 1
#define HAVE_ACOS 1
#define HAVE_ASIN 1
#define HAVE_CEIL 1
#define HAVE_COS 1
#define HAVE_COSF 1
#define HAVE_FABS 1
#define HAVE_FLOOR 1
#define HAVE_LOG 1
#define HAVE_POW 1
#define HAVE_SIN 1
#define HAVE_SINF 1
#define HAVE_SQRT 1
#define HAVE_SQRTF 1
#define HAVE_TAN 1
#define HAVE_TANF 1
#if _MSC_VER >= 1800
#define HAVE_STRTOLL 1
#define HAVE_VSSCANF 1
#define HAVE_COPYSIGN 1
#define HAVE_SCALBN 1
#endif
#if !defined(_MSC_VER) || defined(_USE_MATH_DEFINES)
#define HAVE_M_PI 1
#endif
#else
#define HAVE_STDARG_H 1
#define HAVE_STDDEF_H 1
#endif
/* Enable various audio drivers */
#define SDL_AUDIO_DRIVER_DSOUND 1
#define SDL_AUDIO_DRIVER_XAUDIO2 1
#define SDL_AUDIO_DRIVER_WINMM 1
#define SDL_AUDIO_DRIVER_DISK 1
#define SDL_AUDIO_DRIVER_DUMMY 1
/* Enable various input drivers */
#define SDL_JOYSTICK_DINPUT 1
#define SDL_JOYSTICK_XINPUT 1
#define SDL_HAPTIC_DINPUT 1
#define SDL_HAPTIC_XINPUT 1
/* Enable various shared object loading systems */
#define SDL_LOADSO_WINDOWS 1
/* Enable various threading systems */
#define SDL_THREAD_WINDOWS 1
/* Enable various timer systems */
#define SDL_TIMER_WINDOWS 1
/* Enable various video drivers */
#define SDL_VIDEO_DRIVER_DUMMY 1
#define SDL_VIDEO_DRIVER_WINDOWS 1
#ifndef SDL_VIDEO_RENDER_D3D
#define SDL_VIDEO_RENDER_D3D 1
#endif
#ifndef SDL_VIDEO_RENDER_D3D11
#define SDL_VIDEO_RENDER_D3D11 0
#endif
/* Enable OpenGL support */
#ifndef SDL_VIDEO_OPENGL
#define SDL_VIDEO_OPENGL 1
#endif
#ifndef SDL_VIDEO_OPENGL_WGL
#define SDL_VIDEO_OPENGL_WGL 1
#endif
#ifndef SDL_VIDEO_RENDER_OGL
#define SDL_VIDEO_RENDER_OGL 1
#endif
#ifndef SDL_VIDEO_RENDER_OGL_ES2
#define SDL_VIDEO_RENDER_OGL_ES2 1
#endif
#ifndef SDL_VIDEO_OPENGL_ES2
#define SDL_VIDEO_OPENGL_ES2 1
#endif
#ifndef SDL_VIDEO_OPENGL_EGL
#define SDL_VIDEO_OPENGL_EGL 1
#endif
/* Enable system power support */
#define SDL_POWER_WINDOWS 1
/* Enable filesystem support */
#define SDL_FILESYSTEM_WINDOWS 1
/* Enable assembly routines (Win64 doesn't have inline asm) */
#ifndef _WIN64
#define SDL_ASSEMBLY_ROUTINES 1
#endif
#endif /* _SDL_config_windows_h */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_cpuinfo.h
*
* CPU feature detection for SDL.
*/
#ifndef _SDL_cpuinfo_h
#define _SDL_cpuinfo_h
#include "SDL_stdinc.h"
/* Need to do this here because intrin.h has C++ code in it */
/* Visual Studio 2005 has a bug where intrin.h conflicts with winnt.h */
#if defined(_MSC_VER) && (_MSC_VER >= 1500) && (defined(_M_IX86) || defined(_M_X64))
#include <intrin.h>
#ifndef _WIN64
#define __MMX__
#define __3dNOW__
#endif
#define __SSE__
#define __SSE2__
#elif defined(__MINGW64_VERSION_MAJOR)
#include <intrin.h>
#else
#ifdef __ALTIVEC__
#if HAVE_ALTIVEC_H && !defined(__APPLE_ALTIVEC__)
#include <altivec.h>
#undef pixel
#endif
#endif
#ifdef __MMX__
#include <mmintrin.h>
#endif
#ifdef __3dNOW__
#include <mm3dnow.h>
#endif
#ifdef __SSE__
#include <xmmintrin.h>
#endif
#ifdef __SSE2__
#include <emmintrin.h>
#endif
#endif
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* This is a guess for the cacheline size used for padding.
* Most x86 processors have a 64 byte cache line.
* The 64-bit PowerPC processors have a 128 byte cache line.
* We'll use the larger value to be generally safe.
*/
#define SDL_CACHELINE_SIZE 128
/**
* This function returns the number of CPU cores available.
*/
extern DECLSPEC int SDLCALL SDL_GetCPUCount(void);
/**
* This function returns the L1 cache line size of the CPU
*
* This is useful for determining multi-threaded structure padding
* or SIMD prefetch sizes.
*/
extern DECLSPEC int SDLCALL SDL_GetCPUCacheLineSize(void);
/**
* This function returns true if the CPU has the RDTSC instruction.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasRDTSC(void);
/**
* This function returns true if the CPU has AltiVec features.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasAltiVec(void);
/**
* This function returns true if the CPU has MMX features.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasMMX(void);
/**
* This function returns true if the CPU has 3DNow! features.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_Has3DNow(void);
/**
* This function returns true if the CPU has SSE features.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE(void);
/**
* This function returns true if the CPU has SSE2 features.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE2(void);
/**
* This function returns true if the CPU has SSE3 features.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE3(void);
/**
* This function returns true if the CPU has SSE4.1 features.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE41(void);
/**
* This function returns true if the CPU has SSE4.2 features.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE42(void);
/**
* This function returns true if the CPU has AVX features.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasAVX(void);
/**
* This function returns true if the CPU has AVX2 features.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasAVX2(void);
/**
* This function returns the amount of RAM configured in the system, in MB.
*/
extern DECLSPEC int SDLCALL SDL_GetSystemRAM(void);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_cpuinfo_h */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_endian.h
*
* Functions for reading and writing endian-specific values
*/
#ifndef _SDL_endian_h
#define _SDL_endian_h
#include "SDL_stdinc.h"
/**
* \name The two types of endianness
*/
/* @{ */
#define SDL_LIL_ENDIAN 1234
#define SDL_BIG_ENDIAN 4321
/* @} */
#ifndef SDL_BYTEORDER /* Not defined in SDL_config.h? */
#ifdef __linux__
#include <endian.h>
#define SDL_BYTEORDER __BYTE_ORDER
#else /* __linux__ */
#if defined(__hppa__) || \
defined(__m68k__) || defined(mc68000) || defined(_M_M68K) || \
(defined(__MIPS__) && defined(__MISPEB__)) || \
defined(__ppc__) || defined(__POWERPC__) || defined(_M_PPC) || \
defined(__sparc__)
#define SDL_BYTEORDER SDL_BIG_ENDIAN
#else
#define SDL_BYTEORDER SDL_LIL_ENDIAN
#endif
#endif /* __linux__ */
#endif /* !SDL_BYTEORDER */
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \file SDL_endian.h
*/
#if defined(__GNUC__) && defined(__i386__) && \
!(__GNUC__ == 2 && __GNUC_MINOR__ == 95 /* broken gcc version */)
SDL_FORCE_INLINE Uint16
SDL_Swap16(Uint16 x)
{
__asm__("xchgb %b0,%h0": "=q"(x):"0"(x));
return x;
}
#elif defined(__GNUC__) && defined(__x86_64__)
SDL_FORCE_INLINE Uint16
SDL_Swap16(Uint16 x)
{
__asm__("xchgb %b0,%h0": "=Q"(x):"0"(x));
return x;
}
#elif defined(__GNUC__) && (defined(__powerpc__) || defined(__ppc__))
SDL_FORCE_INLINE Uint16
SDL_Swap16(Uint16 x)
{
int result;
__asm__("rlwimi %0,%2,8,16,23": "=&r"(result):"0"(x >> 8), "r"(x));
return (Uint16)result;
}
#elif defined(__GNUC__) && (defined(__M68000__) || defined(__M68020__)) && !defined(__mcoldfire__)
SDL_FORCE_INLINE Uint16
SDL_Swap16(Uint16 x)
{
__asm__("rorw #8,%0": "=d"(x): "0"(x):"cc");
return x;
}
#else
SDL_FORCE_INLINE Uint16
SDL_Swap16(Uint16 x)
{
return SDL_static_cast(Uint16, ((x << 8) | (x >> 8)));
}
#endif
#if defined(__GNUC__) && defined(__i386__)
SDL_FORCE_INLINE Uint32
SDL_Swap32(Uint32 x)
{
__asm__("bswap %0": "=r"(x):"0"(x));
return x;
}
#elif defined(__GNUC__) && defined(__x86_64__)
SDL_FORCE_INLINE Uint32
SDL_Swap32(Uint32 x)
{
__asm__("bswapl %0": "=r"(x):"0"(x));
return x;
}
#elif defined(__GNUC__) && (defined(__powerpc__) || defined(__ppc__))
SDL_FORCE_INLINE Uint32
SDL_Swap32(Uint32 x)
{
Uint32 result;
__asm__("rlwimi %0,%2,24,16,23": "=&r"(result):"0"(x >> 24), "r"(x));
__asm__("rlwimi %0,%2,8,8,15": "=&r"(result):"0"(result), "r"(x));
__asm__("rlwimi %0,%2,24,0,7": "=&r"(result):"0"(result), "r"(x));
return result;
}
#elif defined(__GNUC__) && (defined(__M68000__) || defined(__M68020__)) && !defined(__mcoldfire__)
SDL_FORCE_INLINE Uint32
SDL_Swap32(Uint32 x)
{
__asm__("rorw #8,%0\n\tswap %0\n\trorw #8,%0": "=d"(x): "0"(x):"cc");
return x;
}
#else
SDL_FORCE_INLINE Uint32
SDL_Swap32(Uint32 x)
{
return SDL_static_cast(Uint32, ((x << 24) | ((x << 8) & 0x00FF0000) |
((x >> 8) & 0x0000FF00) | (x >> 24)));
}
#endif
#if defined(__GNUC__) && defined(__i386__)
SDL_FORCE_INLINE Uint64
SDL_Swap64(Uint64 x)
{
union
{
struct
{
Uint32 a, b;
} s;
Uint64 u;
} v;
v.u = x;
__asm__("bswapl %0 ; bswapl %1 ; xchgl %0,%1": "=r"(v.s.a), "=r"(v.s.b):"0"(v.s.a),
"1"(v.s.
b));
return v.u;
}
#elif defined(__GNUC__) && defined(__x86_64__)
SDL_FORCE_INLINE Uint64
SDL_Swap64(Uint64 x)
{
__asm__("bswapq %0": "=r"(x):"0"(x));
return x;
}
#else
SDL_FORCE_INLINE Uint64
SDL_Swap64(Uint64 x)
{
Uint32 hi, lo;
/* Separate into high and low 32-bit values and swap them */
lo = SDL_static_cast(Uint32, x & 0xFFFFFFFF);
x >>= 32;
hi = SDL_static_cast(Uint32, x & 0xFFFFFFFF);
x = SDL_Swap32(lo);
x <<= 32;
x |= SDL_Swap32(hi);
return (x);
}
#endif
SDL_FORCE_INLINE float
SDL_SwapFloat(float x)
{
union
{
float f;
Uint32 ui32;
} swapper;
swapper.f = x;
swapper.ui32 = SDL_Swap32(swapper.ui32);
return swapper.f;
}
/**
* \name Swap to native
* Byteswap item from the specified endianness to the native endianness.
*/
/* @{ */
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
#define SDL_SwapLE16(X) (X)
#define SDL_SwapLE32(X) (X)
#define SDL_SwapLE64(X) (X)
#define SDL_SwapFloatLE(X) (X)
#define SDL_SwapBE16(X) SDL_Swap16(X)
#define SDL_SwapBE32(X) SDL_Swap32(X)
#define SDL_SwapBE64(X) SDL_Swap64(X)
#define SDL_SwapFloatBE(X) SDL_SwapFloat(X)
#else
#define SDL_SwapLE16(X) SDL_Swap16(X)
#define SDL_SwapLE32(X) SDL_Swap32(X)
#define SDL_SwapLE64(X) SDL_Swap64(X)
#define SDL_SwapFloatLE(X) SDL_SwapFloat(X)
#define SDL_SwapBE16(X) (X)
#define SDL_SwapBE32(X) (X)
#define SDL_SwapBE64(X) (X)
#define SDL_SwapFloatBE(X) (X)
#endif
/* @} *//* Swap to native */
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_endian_h */
/* vi: set ts=4 sw=4 expandtab: */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_error.h
*
* Simple error message routines for SDL.
*/
#ifndef _SDL_error_h
#define _SDL_error_h
#include "SDL_stdinc.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* Public functions */
/* SDL_SetError() unconditionally returns -1. */
extern DECLSPEC int SDLCALL SDL_SetError(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1);
extern DECLSPEC const char *SDLCALL SDL_GetError(void);
extern DECLSPEC void SDLCALL SDL_ClearError(void);
/**
* \name Internal error functions
*
* \internal
* Private error reporting function - used internally.
*/
/* @{ */
#define SDL_OutOfMemory() SDL_Error(SDL_ENOMEM)
#define SDL_Unsupported() SDL_Error(SDL_UNSUPPORTED)
#define SDL_InvalidParamError(param) SDL_SetError("Parameter '%s' is invalid", (param))
typedef enum
{
SDL_ENOMEM,
SDL_EFREAD,
SDL_EFWRITE,
SDL_EFSEEK,
SDL_UNSUPPORTED,
SDL_LASTERROR
} SDL_errorcode;
/* SDL_Error() unconditionally returns -1. */
extern DECLSPEC int SDLCALL SDL_Error(SDL_errorcode code);
/* @} *//* Internal error functions */
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_error_h */
/* vi: set ts=4 sw=4 expandtab: */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_events.h
*
* Include file for SDL event handling.
*/
#ifndef _SDL_events_h
#define _SDL_events_h
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_video.h"
#include "SDL_keyboard.h"
#include "SDL_mouse.h"
#include "SDL_joystick.h"
#include "SDL_gamecontroller.h"
#include "SDL_quit.h"
#include "SDL_gesture.h"
#include "SDL_touch.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* General keyboard/mouse state definitions */
#define SDL_RELEASED 0
#define SDL_PRESSED 1
/**
* \brief The types of events that can be delivered.
*/
typedef enum
{
SDL_FIRSTEVENT = 0, /**< Unused (do not remove) */
/* Application events */
SDL_QUIT = 0x100, /**< User-requested quit */
/* These application events have special meaning on iOS, see README-ios.md for details */
SDL_APP_TERMINATING, /**< The application is being terminated by the OS
Called on iOS in applicationWillTerminate()
Called on Android in onDestroy()
*/
SDL_APP_LOWMEMORY, /**< The application is low on memory, free memory if possible.
Called on iOS in applicationDidReceiveMemoryWarning()
Called on Android in onLowMemory()
*/
SDL_APP_WILLENTERBACKGROUND, /**< The application is about to enter the background
Called on iOS in applicationWillResignActive()
Called on Android in onPause()
*/
SDL_APP_DIDENTERBACKGROUND, /**< The application did enter the background and may not get CPU for some time
Called on iOS in applicationDidEnterBackground()
Called on Android in onPause()
*/
SDL_APP_WILLENTERFOREGROUND, /**< The application is about to enter the foreground
Called on iOS in applicationWillEnterForeground()
Called on Android in onResume()
*/
SDL_APP_DIDENTERFOREGROUND, /**< The application is now interactive
Called on iOS in applicationDidBecomeActive()
Called on Android in onResume()
*/
/* Window events */
SDL_WINDOWEVENT = 0x200, /**< Window state change */
SDL_SYSWMEVENT, /**< System specific event */
/* Keyboard events */
SDL_KEYDOWN = 0x300, /**< Key pressed */
SDL_KEYUP, /**< Key released */
SDL_TEXTEDITING, /**< Keyboard text editing (composition) */
SDL_TEXTINPUT, /**< Keyboard text input */
/* Mouse events */
SDL_MOUSEMOTION = 0x400, /**< Mouse moved */
SDL_MOUSEBUTTONDOWN, /**< Mouse button pressed */
SDL_MOUSEBUTTONUP, /**< Mouse button released */
SDL_MOUSEWHEEL, /**< Mouse wheel motion */
/* Joystick events */
SDL_JOYAXISMOTION = 0x600, /**< Joystick axis motion */
SDL_JOYBALLMOTION, /**< Joystick trackball motion */
SDL_JOYHATMOTION, /**< Joystick hat position change */
SDL_JOYBUTTONDOWN, /**< Joystick button pressed */
SDL_JOYBUTTONUP, /**< Joystick button released */
SDL_JOYDEVICEADDED, /**< A new joystick has been inserted into the system */
SDL_JOYDEVICEREMOVED, /**< An opened joystick has been removed */
/* Game controller events */
SDL_CONTROLLERAXISMOTION = 0x650, /**< Game controller axis motion */
SDL_CONTROLLERBUTTONDOWN, /**< Game controller button pressed */
SDL_CONTROLLERBUTTONUP, /**< Game controller button released */
SDL_CONTROLLERDEVICEADDED, /**< A new Game controller has been inserted into the system */
SDL_CONTROLLERDEVICEREMOVED, /**< An opened Game controller has been removed */
SDL_CONTROLLERDEVICEREMAPPED, /**< The controller mapping was updated */
/* Touch events */
SDL_FINGERDOWN = 0x700,
SDL_FINGERUP,
SDL_FINGERMOTION,
/* Gesture events */
SDL_DOLLARGESTURE = 0x800,
SDL_DOLLARRECORD,
SDL_MULTIGESTURE,
/* Clipboard events */
SDL_CLIPBOARDUPDATE = 0x900, /**< The clipboard changed */
/* Drag and drop events */
SDL_DROPFILE = 0x1000, /**< The system requests a file open */
/* Audio hotplug events */
SDL_AUDIODEVICEADDED = 0x1100, /**< A new audio device is available */
SDL_AUDIODEVICEREMOVED, /**< An audio device has been removed. */
/* Render events */
SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
SDL_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */
/** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use,
* and should be allocated with SDL_RegisterEvents()
*/
SDL_USEREVENT = 0x8000,
/**
* This last event is only for bounding internal arrays
*/
SDL_LASTEVENT = 0xFFFF
} SDL_EventType;
/**
* \brief Fields shared by every event
*/
typedef struct SDL_CommonEvent
{
Uint32 type;
Uint32 timestamp;
} SDL_CommonEvent;
/**
* \brief Window state change event data (event.window.*)
*/
typedef struct SDL_WindowEvent
{
Uint32 type; /**< ::SDL_WINDOWEVENT */
Uint32 timestamp;
Uint32 windowID; /**< The associated window */
Uint8 event; /**< ::SDL_WindowEventID */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
Sint32 data1; /**< event dependent data */
Sint32 data2; /**< event dependent data */
} SDL_WindowEvent;
/**
* \brief Keyboard button event structure (event.key.*)
*/
typedef struct SDL_KeyboardEvent
{
Uint32 type; /**< ::SDL_KEYDOWN or ::SDL_KEYUP */
Uint32 timestamp;
Uint32 windowID; /**< The window with keyboard focus, if any */
Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
Uint8 repeat; /**< Non-zero if this is a key repeat */
Uint8 padding2;
Uint8 padding3;
SDL_Keysym keysym; /**< The key that was pressed or released */
} SDL_KeyboardEvent;
#define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32)
/**
* \brief Keyboard text editing event structure (event.edit.*)
*/
typedef struct SDL_TextEditingEvent
{
Uint32 type; /**< ::SDL_TEXTEDITING */
Uint32 timestamp;
Uint32 windowID; /**< The window with keyboard focus, if any */
char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE]; /**< The editing text */
Sint32 start; /**< The start cursor of selected editing text */
Sint32 length; /**< The length of selected editing text */
} SDL_TextEditingEvent;
#define SDL_TEXTINPUTEVENT_TEXT_SIZE (32)
/**
* \brief Keyboard text input event structure (event.text.*)
*/
typedef struct SDL_TextInputEvent
{
Uint32 type; /**< ::SDL_TEXTINPUT */
Uint32 timestamp;
Uint32 windowID; /**< The window with keyboard focus, if any */
char text[SDL_TEXTINPUTEVENT_TEXT_SIZE]; /**< The input text */
} SDL_TextInputEvent;
/**
* \brief Mouse motion event structure (event.motion.*)
*/
typedef struct SDL_MouseMotionEvent
{
Uint32 type; /**< ::SDL_MOUSEMOTION */
Uint32 timestamp;
Uint32 windowID; /**< The window with mouse focus, if any */
Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
Uint32 state; /**< The current button state */
Sint32 x; /**< X coordinate, relative to window */
Sint32 y; /**< Y coordinate, relative to window */
Sint32 xrel; /**< The relative motion in the X direction */
Sint32 yrel; /**< The relative motion in the Y direction */
} SDL_MouseMotionEvent;
/**
* \brief Mouse button event structure (event.button.*)
*/
typedef struct SDL_MouseButtonEvent
{
Uint32 type; /**< ::SDL_MOUSEBUTTONDOWN or ::SDL_MOUSEBUTTONUP */
Uint32 timestamp;
Uint32 windowID; /**< The window with mouse focus, if any */
Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
Uint8 button; /**< The mouse button index */
Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
Uint8 clicks; /**< 1 for single-click, 2 for double-click, etc. */
Uint8 padding1;
Sint32 x; /**< X coordinate, relative to window */
Sint32 y; /**< Y coordinate, relative to window */
} SDL_MouseButtonEvent;
/**
* \brief Mouse wheel event structure (event.wheel.*)
*/
typedef struct SDL_MouseWheelEvent
{
Uint32 type; /**< ::SDL_MOUSEWHEEL */
Uint32 timestamp;
Uint32 windowID; /**< The window with mouse focus, if any */
Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
Sint32 x; /**< The amount scrolled horizontally, positive to the right and negative to the left */
Sint32 y; /**< The amount scrolled vertically, positive away from the user and negative toward the user */
Uint32 direction; /**< Set to one of the SDL_MOUSEWHEEL_* defines. When FLIPPED the values in X and Y will be opposite. Multiply by -1 to change them back */
} SDL_MouseWheelEvent;
/**
* \brief Joystick axis motion event structure (event.jaxis.*)
*/
typedef struct SDL_JoyAxisEvent
{
Uint32 type; /**< ::SDL_JOYAXISMOTION */
Uint32 timestamp;
SDL_JoystickID which; /**< The joystick instance id */
Uint8 axis; /**< The joystick axis index */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
Sint16 value; /**< The axis value (range: -32768 to 32767) */
Uint16 padding4;
} SDL_JoyAxisEvent;
/**
* \brief Joystick trackball motion event structure (event.jball.*)
*/
typedef struct SDL_JoyBallEvent
{
Uint32 type; /**< ::SDL_JOYBALLMOTION */
Uint32 timestamp;
SDL_JoystickID which; /**< The joystick instance id */
Uint8 ball; /**< The joystick trackball index */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
Sint16 xrel; /**< The relative motion in the X direction */
Sint16 yrel; /**< The relative motion in the Y direction */
} SDL_JoyBallEvent;
/**
* \brief Joystick hat position change event structure (event.jhat.*)
*/
typedef struct SDL_JoyHatEvent
{
Uint32 type; /**< ::SDL_JOYHATMOTION */
Uint32 timestamp;
SDL_JoystickID which; /**< The joystick instance id */
Uint8 hat; /**< The joystick hat index */
Uint8 value; /**< The hat position value.
* \sa ::SDL_HAT_LEFTUP ::SDL_HAT_UP ::SDL_HAT_RIGHTUP
* \sa ::SDL_HAT_LEFT ::SDL_HAT_CENTERED ::SDL_HAT_RIGHT
* \sa ::SDL_HAT_LEFTDOWN ::SDL_HAT_DOWN ::SDL_HAT_RIGHTDOWN
*
* Note that zero means the POV is centered.
*/
Uint8 padding1;
Uint8 padding2;
} SDL_JoyHatEvent;
/**
* \brief Joystick button event structure (event.jbutton.*)
*/
typedef struct SDL_JoyButtonEvent
{
Uint32 type; /**< ::SDL_JOYBUTTONDOWN or ::SDL_JOYBUTTONUP */
Uint32 timestamp;
SDL_JoystickID which; /**< The joystick instance id */
Uint8 button; /**< The joystick button index */
Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
Uint8 padding1;
Uint8 padding2;
} SDL_JoyButtonEvent;
/**
* \brief Joystick device event structure (event.jdevice.*)
*/
typedef struct SDL_JoyDeviceEvent
{
Uint32 type; /**< ::SDL_JOYDEVICEADDED or ::SDL_JOYDEVICEREMOVED */
Uint32 timestamp;
Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED event */
} SDL_JoyDeviceEvent;
/**
* \brief Game controller axis motion event structure (event.caxis.*)
*/
typedef struct SDL_ControllerAxisEvent
{
Uint32 type; /**< ::SDL_CONTROLLERAXISMOTION */
Uint32 timestamp;
SDL_JoystickID which; /**< The joystick instance id */
Uint8 axis; /**< The controller axis (SDL_GameControllerAxis) */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
Sint16 value; /**< The axis value (range: -32768 to 32767) */
Uint16 padding4;
} SDL_ControllerAxisEvent;
/**
* \brief Game controller button event structure (event.cbutton.*)
*/
typedef struct SDL_ControllerButtonEvent
{
Uint32 type; /**< ::SDL_CONTROLLERBUTTONDOWN or ::SDL_CONTROLLERBUTTONUP */
Uint32 timestamp;
SDL_JoystickID which; /**< The joystick instance id */
Uint8 button; /**< The controller button (SDL_GameControllerButton) */
Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
Uint8 padding1;
Uint8 padding2;
} SDL_ControllerButtonEvent;
/**
* \brief Controller device event structure (event.cdevice.*)
*/
typedef struct SDL_ControllerDeviceEvent
{
Uint32 type; /**< ::SDL_CONTROLLERDEVICEADDED, ::SDL_CONTROLLERDEVICEREMOVED, or ::SDL_CONTROLLERDEVICEREMAPPED */
Uint32 timestamp;
Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED or REMAPPED event */
} SDL_ControllerDeviceEvent;
/**
* \brief Audio device event structure (event.adevice.*)
*/
typedef struct SDL_AudioDeviceEvent
{
Uint32 type; /**< ::SDL_AUDIODEVICEADDED, or ::SDL_AUDIODEVICEREMOVED */
Uint32 timestamp;
Uint32 which; /**< The audio device index for the ADDED event (valid until next SDL_GetNumAudioDevices() call), SDL_AudioDeviceID for the REMOVED event */
Uint8 iscapture; /**< zero if an output device, non-zero if a capture device. */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
} SDL_AudioDeviceEvent;
/**
* \brief Touch finger event structure (event.tfinger.*)
*/
typedef struct SDL_TouchFingerEvent
{
Uint32 type; /**< ::SDL_FINGERMOTION or ::SDL_FINGERDOWN or ::SDL_FINGERUP */
Uint32 timestamp;
SDL_TouchID touchId; /**< The touch device id */
SDL_FingerID fingerId;
float x; /**< Normalized in the range 0...1 */
float y; /**< Normalized in the range 0...1 */
float dx; /**< Normalized in the range -1...1 */
float dy; /**< Normalized in the range -1...1 */
float pressure; /**< Normalized in the range 0...1 */
} SDL_TouchFingerEvent;
/**
* \brief Multiple Finger Gesture Event (event.mgesture.*)
*/
typedef struct SDL_MultiGestureEvent
{
Uint32 type; /**< ::SDL_MULTIGESTURE */
Uint32 timestamp;
SDL_TouchID touchId; /**< The touch device index */
float dTheta;
float dDist;
float x;
float y;
Uint16 numFingers;
Uint16 padding;
} SDL_MultiGestureEvent;
/**
* \brief Dollar Gesture Event (event.dgesture.*)
*/
typedef struct SDL_DollarGestureEvent
{
Uint32 type; /**< ::SDL_DOLLARGESTURE or ::SDL_DOLLARRECORD */
Uint32 timestamp;
SDL_TouchID touchId; /**< The touch device id */
SDL_GestureID gestureId;
Uint32 numFingers;
float error;
float x; /**< Normalized center of gesture */
float y; /**< Normalized center of gesture */
} SDL_DollarGestureEvent;
/**
* \brief An event used to request a file open by the system (event.drop.*)
* This event is disabled by default, you can enable it with SDL_EventState()
* \note If you enable this event, you must free the filename in the event.
*/
typedef struct SDL_DropEvent
{
Uint32 type; /**< ::SDL_DROPFILE */
Uint32 timestamp;
char *file; /**< The file name, which should be freed with SDL_free() */
} SDL_DropEvent;
/**
* \brief The "quit requested" event
*/
typedef struct SDL_QuitEvent
{
Uint32 type; /**< ::SDL_QUIT */
Uint32 timestamp;
} SDL_QuitEvent;
/**
* \brief OS Specific event
*/
typedef struct SDL_OSEvent
{
Uint32 type; /**< ::SDL_QUIT */
Uint32 timestamp;
} SDL_OSEvent;
/**
* \brief A user-defined event type (event.user.*)
*/
typedef struct SDL_UserEvent
{
Uint32 type; /**< ::SDL_USEREVENT through ::SDL_LASTEVENT-1 */
Uint32 timestamp;
Uint32 windowID; /**< The associated window if any */
Sint32 code; /**< User defined event code */
void *data1; /**< User defined data pointer */
void *data2; /**< User defined data pointer */
} SDL_UserEvent;
struct SDL_SysWMmsg;
typedef struct SDL_SysWMmsg SDL_SysWMmsg;
/**
* \brief A video driver dependent system event (event.syswm.*)
* This event is disabled by default, you can enable it with SDL_EventState()
*
* \note If you want to use this event, you should include SDL_syswm.h.
*/
typedef struct SDL_SysWMEvent
{
Uint32 type; /**< ::SDL_SYSWMEVENT */
Uint32 timestamp;
SDL_SysWMmsg *msg; /**< driver dependent data, defined in SDL_syswm.h */
} SDL_SysWMEvent;
/**
* \brief General event structure
*/
typedef union SDL_Event
{
Uint32 type; /**< Event type, shared with all events */
SDL_CommonEvent common; /**< Common event data */
SDL_WindowEvent window; /**< Window event data */
SDL_KeyboardEvent key; /**< Keyboard event data */
SDL_TextEditingEvent edit; /**< Text editing event data */
SDL_TextInputEvent text; /**< Text input event data */
SDL_MouseMotionEvent motion; /**< Mouse motion event data */
SDL_MouseButtonEvent button; /**< Mouse button event data */
SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */
SDL_JoyAxisEvent jaxis; /**< Joystick axis event data */
SDL_JoyBallEvent jball; /**< Joystick ball event data */
SDL_JoyHatEvent jhat; /**< Joystick hat event data */
SDL_JoyButtonEvent jbutton; /**< Joystick button event data */
SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */
SDL_ControllerAxisEvent caxis; /**< Game Controller axis event data */
SDL_ControllerButtonEvent cbutton; /**< Game Controller button event data */
SDL_ControllerDeviceEvent cdevice; /**< Game Controller device event data */
SDL_AudioDeviceEvent adevice; /**< Audio device event data */
SDL_QuitEvent quit; /**< Quit request event data */
SDL_UserEvent user; /**< Custom event data */
SDL_SysWMEvent syswm; /**< System dependent window event data */
SDL_TouchFingerEvent tfinger; /**< Touch finger event data */
SDL_MultiGestureEvent mgesture; /**< Gesture event data */
SDL_DollarGestureEvent dgesture; /**< Gesture event data */
SDL_DropEvent drop; /**< Drag and drop event data */
/* This is necessary for ABI compatibility between Visual C++ and GCC
Visual C++ will respect the push pack pragma and use 52 bytes for
this structure, and GCC will use the alignment of the largest datatype
within the union, which is 8 bytes.
So... we'll add padding to force the size to be 56 bytes for both.
*/
Uint8 padding[56];
} SDL_Event;
/* Function prototypes */
/**
* Pumps the event loop, gathering events from the input devices.
*
* This function updates the event queue and internal input device state.
*
* This should only be run in the thread that sets the video mode.
*/
extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
/* @{ */
typedef enum
{
SDL_ADDEVENT,
SDL_PEEKEVENT,
SDL_GETEVENT
} SDL_eventaction;
/**
* Checks the event queue for messages and optionally returns them.
*
* If \c action is ::SDL_ADDEVENT, up to \c numevents events will be added to
* the back of the event queue.
*
* If \c action is ::SDL_PEEKEVENT, up to \c numevents events at the front
* of the event queue, within the specified minimum and maximum type,
* will be returned and will not be removed from the queue.
*
* If \c action is ::SDL_GETEVENT, up to \c numevents events at the front
* of the event queue, within the specified minimum and maximum type,
* will be returned and will be removed from the queue.
*
* \return The number of events actually stored, or -1 if there was an error.
*
* This function is thread-safe.
*/
extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents,
SDL_eventaction action,
Uint32 minType, Uint32 maxType);
/* @} */
/**
* Checks to see if certain event types are in the event queue.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type);
extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType);
/**
* This function clears events from the event queue
* This function only affects currently queued events. If you want to make
* sure that all pending OS events are flushed, you can call SDL_PumpEvents()
* on the main thread immediately before the flush call.
*/
extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type);
extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
/**
* \brief Polls for currently pending events.
*
* \return 1 if there are any pending events, or 0 if there are none available.
*
* \param event If not NULL, the next event is removed from the queue and
* stored in that area.
*/
extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event);
/**
* \brief Waits indefinitely for the next available event.
*
* \return 1, or 0 if there was an error while waiting for events.
*
* \param event If not NULL, the next event is removed from the queue and
* stored in that area.
*/
extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event);
/**
* \brief Waits until the specified timeout (in milliseconds) for the next
* available event.
*
* \return 1, or 0 if there was an error while waiting for events.
*
* \param event If not NULL, the next event is removed from the queue and
* stored in that area.
* \param timeout The timeout (in milliseconds) to wait for next event.
*/
extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event * event,
int timeout);
/**
* \brief Add an event to the event queue.
*
* \return 1 on success, 0 if the event was filtered, or -1 if the event queue
* was full or there was some other error.
*/
extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event);
typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event);
/**
* Sets up a filter to process all events before they change internal state and
* are posted to the internal event queue.
*
* The filter is prototyped as:
* \code
* int SDL_EventFilter(void *userdata, SDL_Event * event);
* \endcode
*
* If the filter returns 1, then the event will be added to the internal queue.
* If it returns 0, then the event will be dropped from the queue, but the
* internal state will still be updated. This allows selective filtering of
* dynamically arriving events.
*
* \warning Be very careful of what you do in the event filter function, as
* it may run in a different thread!
*
* There is one caveat when dealing with the ::SDL_QuitEvent event type. The
* event filter is only called when the window manager desires to close the
* application window. If the event filter returns 1, then the window will
* be closed, otherwise the window will remain open if possible.
*
* If the quit event is generated by an interrupt signal, it will bypass the
* internal queue and be delivered to the application at the next event poll.
*/
extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter,
void *userdata);
/**
* Return the current event filter - can be used to "chain" filters.
* If there is no event filter set, this function returns SDL_FALSE.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter,
void **userdata);
/**
* Add a function which is called when an event is added to the queue.
*/
extern DECLSPEC void SDLCALL SDL_AddEventWatch(SDL_EventFilter filter,
void *userdata);
/**
* Remove an event watch function added with SDL_AddEventWatch()
*/
extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter,
void *userdata);
/**
* Run the filter function on the current event queue, removing any
* events for which the filter returns 0.
*/
extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
void *userdata);
/* @{ */
#define SDL_QUERY -1
#define SDL_IGNORE 0
#define SDL_DISABLE 0
#define SDL_ENABLE 1
/**
* This function allows you to set the state of processing certain events.
* - If \c state is set to ::SDL_IGNORE, that event will be automatically
* dropped from the event queue and will not event be filtered.
* - If \c state is set to ::SDL_ENABLE, that event will be processed
* normally.
* - If \c state is set to ::SDL_QUERY, SDL_EventState() will return the
* current processing state of the specified event.
*/
extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint32 type, int state);
/* @} */
#define SDL_GetEventState(type) SDL_EventState(type, SDL_QUERY)
/**
* This function allocates a set of user-defined events, and returns
* the beginning event number for that set of events.
*
* If there aren't enough user-defined events left, this function
* returns (Uint32)-1
*/
extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_events_h */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_filesystem.h
*
* \brief Include file for filesystem SDL API functions
*/
#ifndef _SDL_filesystem_h
#define _SDL_filesystem_h
#include "SDL_stdinc.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \brief Get the path where the application resides.
*
* Get the "base path". This is the directory where the application was run
* from, which is probably the installation directory, and may or may not
* be the process's current working directory.
*
* This returns an absolute path in UTF-8 encoding, and is guaranteed to
* end with a path separator ('\\' on Windows, '/' most other places).
*
* The pointer returned by this function is owned by you. Please call
* SDL_free() on the pointer when you are done with it, or it will be a
* memory leak. This is not necessarily a fast call, though, so you should
* call this once near startup and save the string if you need it.
*
* Some platforms can't determine the application's path, and on other
* platforms, this might be meaningless. In such cases, this function will
* return NULL.
*
* \return String of base dir in UTF-8 encoding, or NULL on error.
*
* \sa SDL_GetPrefPath
*/
extern DECLSPEC char *SDLCALL SDL_GetBasePath(void);
/**
* \brief Get the user-and-app-specific path where files can be written.
*
* Get the "pref dir". This is meant to be where users can write personal
* files (preferences and save games, etc) that are specific to your
* application. This directory is unique per user, per application.
*
* This function will decide the appropriate location in the native filesystem,
* create the directory if necessary, and return a string of the absolute
* path to the directory in UTF-8 encoding.
*
* On Windows, the string might look like:
* "C:\\Users\\bob\\AppData\\Roaming\\My Company\\My Program Name\\"
*
* On Linux, the string might look like:
* "/home/bob/.local/share/My Program Name/"
*
* On Mac OS X, the string might look like:
* "/Users/bob/Library/Application Support/My Program Name/"
*
* (etc.)
*
* You specify the name of your organization (if it's not a real organization,
* your name or an Internet domain you own might do) and the name of your
* application. These should be untranslated proper names.
*
* Both the org and app strings may become part of a directory name, so
* please follow these rules:
*
* - Try to use the same org string (including case-sensitivity) for
* all your applications that use this function.
* - Always use a unique app string for each one, and make sure it never
* changes for an app once you've decided on it.
* - Unicode characters are legal, as long as it's UTF-8 encoded, but...
* - ...only use letters, numbers, and spaces. Avoid punctuation like
* "Game Name 2: Bad Guy's Revenge!" ... "Game Name 2" is sufficient.
*
* This returns an absolute path in UTF-8 encoding, and is guaranteed to
* end with a path separator ('\\' on Windows, '/' most other places).
*
* The pointer returned by this function is owned by you. Please call
* SDL_free() on the pointer when you are done with it, or it will be a
* memory leak. This is not necessarily a fast call, though, so you should
* call this once near startup and save the string if you need it.
*
* You should assume the path returned by this function is the only safe
* place to write files (and that SDL_GetBasePath(), while it might be
* writable, or even the parent of the returned path, aren't where you
* should be writing things).
*
* Some platforms can't determine the pref path, and on other
* platforms, this might be meaningless. In such cases, this function will
* return NULL.
*
* \param org The name of your organization.
* \param app The name of your application.
* \return UTF-8 string of user dir in platform-dependent notation. NULL
* if there's a problem (creating directory failed, etc).
*
* \sa SDL_GetBasePath
*/
extern DECLSPEC char *SDLCALL SDL_GetPrefPath(const char *org, const char *app);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_filesystem_h */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_gamecontroller.h
*
* Include file for SDL game controller event handling
*/
#ifndef _SDL_gamecontroller_h
#define _SDL_gamecontroller_h
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_rwops.h"
#include "SDL_joystick.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \file SDL_gamecontroller.h
*
* In order to use these functions, SDL_Init() must have been called
* with the ::SDL_INIT_GAMECONTROLLER flag. This causes SDL to scan the system
* for game controllers, and load appropriate drivers.
*
* If you would like to receive controller updates while the application
* is in the background, you should set the following hint before calling
* SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
*/
/* The gamecontroller structure used to identify an SDL game controller */
struct _SDL_GameController;
typedef struct _SDL_GameController SDL_GameController;
typedef enum
{
SDL_CONTROLLER_BINDTYPE_NONE = 0,
SDL_CONTROLLER_BINDTYPE_BUTTON,
SDL_CONTROLLER_BINDTYPE_AXIS,
SDL_CONTROLLER_BINDTYPE_HAT
} SDL_GameControllerBindType;
/**
* Get the SDL joystick layer binding for this controller button/axis mapping
*/
typedef struct SDL_GameControllerButtonBind
{
SDL_GameControllerBindType bindType;
union
{
int button;
int axis;
struct {
int hat;
int hat_mask;
} hat;
} value;
} SDL_GameControllerButtonBind;
/**
* To count the number of game controllers in the system for the following:
* int nJoysticks = SDL_NumJoysticks();
* int nGameControllers = 0;
* for ( int i = 0; i < nJoysticks; i++ ) {
* if ( SDL_IsGameController(i) ) {
* nGameControllers++;
* }
* }
*
* Using the SDL_HINT_GAMECONTROLLERCONFIG hint or the SDL_GameControllerAddMapping you can add support for controllers SDL is unaware of or cause an existing controller to have a different binding. The format is:
* guid,name,mappings
*
* Where GUID is the string value from SDL_JoystickGetGUIDString(), name is the human readable string for the device and mappings are controller mappings to joystick ones.
* Under Windows there is a reserved GUID of "xinput" that covers any XInput devices.
* The mapping format for joystick is:
* bX - a joystick button, index X
* hX.Y - hat X with value Y
* aX - axis X of the joystick
* Buttons can be used as a controller axis and vice versa.
*
* This string shows an example of a valid mapping for a controller
* "341a3608000000000000504944564944,Afterglow PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7",
*
*/
/**
* Load a set of mappings from a seekable SDL data stream (memory or file), filtered by the current SDL_GetPlatform()
* A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt
*
* If \c freerw is non-zero, the stream will be closed after being read.
*
* \return number of mappings added, -1 on error
*/
extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW( SDL_RWops * rw, int freerw );
/**
* Load a set of mappings from a file, filtered by the current SDL_GetPlatform()
*
* Convenience macro.
*/
#define SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)
/**
* Add or update an existing mapping configuration
*
* \return 1 if mapping is added, 0 if updated, -1 on error
*/
extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping( const char* mappingString );
/**
* Get a mapping string for a GUID
*
* \return the mapping string. Must be freed with SDL_free. Returns NULL if no mapping is available
*/
extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID( SDL_JoystickGUID guid );
/**
* Get a mapping string for an open GameController
*
* \return the mapping string. Must be freed with SDL_free. Returns NULL if no mapping is available
*/
extern DECLSPEC char * SDLCALL SDL_GameControllerMapping( SDL_GameController * gamecontroller );
/**
* Is the joystick on this index supported by the game controller interface?
*/
extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
/**
* Get the implementation dependent name of a game controller.
* This can be called before any controllers are opened.
* If no name can be found, this function returns NULL.
*/
extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
/**
* Open a game controller for use.
* The index passed as an argument refers to the N'th game controller on the system.
* This index is not the value which will identify this controller in future
* controller events. The joystick's instance id (::SDL_JoystickID) will be
* used there instead.
*
* \return A controller identifier, or NULL if an error occurred.
*/
extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
/**
* Return the name for this currently opened controller
*/
extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
/**
* Returns SDL_TRUE if the controller has been opened and currently connected,
* or SDL_FALSE if it has not.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
/**
* Get the underlying joystick object used by a controller
*/
extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
/**
* Enable/disable controller event polling.
*
* If controller events are disabled, you must call SDL_GameControllerUpdate()
* yourself and check the state of the controller when you want controller
* information.
*
* The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
*/
extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
/**
* Update the current state of the open game controllers.
*
* This is called automatically by the event loop if any game controller
* events are enabled.
*/
extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
/**
* The list of axes available from a controller
*/
typedef enum
{
SDL_CONTROLLER_AXIS_INVALID = -1,
SDL_CONTROLLER_AXIS_LEFTX,
SDL_CONTROLLER_AXIS_LEFTY,
SDL_CONTROLLER_AXIS_RIGHTX,
SDL_CONTROLLER_AXIS_RIGHTY,
SDL_CONTROLLER_AXIS_TRIGGERLEFT,
SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
SDL_CONTROLLER_AXIS_MAX
} SDL_GameControllerAxis;
/**
* turn this string into a axis mapping
*/
extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString);
/**
* turn this axis enum into a string mapping
*/
extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
/**
* Get the SDL joystick layer binding for this controller button mapping
*/
extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
SDL_GameControllerAxis axis);
/**
* Get the current state of an axis control on a game controller.
*
* The state is a value ranging from -32768 to 32767 (except for the triggers,
* which range from 0 to 32767).
*
* The axis indices start at index 0.
*/
extern DECLSPEC Sint16 SDLCALL
SDL_GameControllerGetAxis(SDL_GameController *gamecontroller,
SDL_GameControllerAxis axis);
/**
* The list of buttons available from a controller
*/
typedef enum
{
SDL_CONTROLLER_BUTTON_INVALID = -1,
SDL_CONTROLLER_BUTTON_A,
SDL_CONTROLLER_BUTTON_B,
SDL_CONTROLLER_BUTTON_X,
SDL_CONTROLLER_BUTTON_Y,
SDL_CONTROLLER_BUTTON_BACK,
SDL_CONTROLLER_BUTTON_GUIDE,
SDL_CONTROLLER_BUTTON_START,
SDL_CONTROLLER_BUTTON_LEFTSTICK,
SDL_CONTROLLER_BUTTON_RIGHTSTICK,
SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
SDL_CONTROLLER_BUTTON_DPAD_UP,
SDL_CONTROLLER_BUTTON_DPAD_DOWN,
SDL_CONTROLLER_BUTTON_DPAD_LEFT,
SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
SDL_CONTROLLER_BUTTON_MAX
} SDL_GameControllerButton;
/**
* turn this string into a button mapping
*/
extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);
/**
* turn this button enum into a string mapping
*/
extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
/**
* Get the SDL joystick layer binding for this controller button mapping
*/
extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
SDL_GameControllerButton button);
/**
* Get the current state of a button on a game controller.
*
* The button indices start at index 0.
*/
extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
SDL_GameControllerButton button);
/**
* Close a controller previously opened with SDL_GameControllerOpen().
*/
extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_gamecontroller_h */
/* vi: set ts=4 sw=4 expandtab: */

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