mirror of
https://github.com/Q3Rally-Team/q3rally.git
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96a9e2a9aa
This updates from SDL 2.0.4 to SDL 2.0.8. Fix nullptr dereference in front of nullptr check in FS_CheckPak0 Fix undefined behaviour due to shifting signed in snd_mem.c Fix shifting bits out of byte in tr_font.c Fix shift into sign in cl_cin.c Fix signed bit operations in MSG_ReadBits Add missing address operator in cm_polylib.c OpenGL1: Decay float[8] to float * in tr_marks.c Avoid srcList[-1] in snd_openal.c Fix the behaviour of CVAR_LATCH|CVAR_CHEAT cvars Maximize cURL buffer size Fix mouse grab after toggling fullscreen Fix q3history buffer not cleared between mods and OOB-access Revert "Removed "Color Depth" from q3_ui system settings, it didn't control anything." Fix displayed color/depth/stencil bits values Restore setting r_colorbits in q3_ui Make setting r_stencilbits more consistent in Team Arena UI Fix map list in Team Arena start server menu after entering SP menu Support SDL audio devices that require float32 samples. sdl_snd.c should just initialize SDL audio without checking SDL_WasInit(). There's no need to SDL_PauseAudio(1) before calling SDL_CloseAudio(). Added audio capture support to SDL backend. Use the SDL2 audio device interface instead of the legacy 1.2 API. Disable SDL audio capture until prebuilt SDL libraries are updated to 2.0.8. Update SDL2 to 2.0.8 Add SDL 2.0.1 headers for macOS PPC Make macOS Universal Bundle target 10.6 for x86 and x86_64 Fix possible bot goal state NULL pointer dereference Fix uninitialized bot_goal_t fields Remove unnecessary NULL pointer check in Cmd_RemoveCommand Make UI_DrawProportionalString handle NULL string Fix compiling against macOS system OpenAL and SDL2 frameworks Fix array index in CanDamage() function - discovered by MARTY Fix compiling Makefile (broke in macOS frameworks commit) Fix clearing keys for control in Team Arena UI Make s_useOpenAL be CVAR_LATCH Improvements for dedicated camera followers (team follow1/2) Fix not closing description.txt and fix path seperator Fix duplicate bots displayed in Team Arena ingame add bot menu OpenGL2: Fix parsing specularScale in shaders Don't allow SDL audio capture using pulseaudio Isolate the Altivec code so non-Altivec PPC targets can use the same binary. Limit -maltivec to specific source files on OpenBSD too (untested) Use SDL 2.0.1 headers for macOS ppc64 Fix console offset while Team Arena voiceMenu is open OpenGL2: Readd r_deluxeSpecular. Fix client kicked as unpure when missing the latest cgame/ui pk3s Don't create multiple windows when GL context creation fails Require OpenGL 1.2 for GL_CLAMP_TO_EDGE Fix Linux uninstaller requiring Bash Fix Linux uninstaller redirecting stderr to stdout in preuninstall.sh Reported by @illwieckz. Fix in_restart causing fatal error while video is shutdown Allow pkg-config binary to be overridden with PKG_CONFIG Make testgun command without argument disable test gun model Remove unused renderer_buffer variable Don't upload 8 bit grayscale images as 16 bit luminance OpenGL1: Use RE_UploadCinematic() instead of duplicate code Don't load non-core GL functions for OpenGL 3.2 core context Load OpenGL ES 2.0 function procs Don't check fixed function GL extensions when using shader pipeline OpenGL2: Fix world VAO cache drawing when glIndex_t is unsigned short OpenGL2: Misc fixes and cleanup Fix IQM root joint backlerp when joint number is more than 0 Improve IQM loading Improve IQM CPU vertex skinning performance OpenGL2: Add GPU vertex skinning for IQM models
168 lines
4.7 KiB
C
168 lines
4.7 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef SDL_main_h_
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#define SDL_main_h_
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#include "SDL_stdinc.h"
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/**
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* \file SDL_main.h
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*
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* Redefine main() on some platforms so that it is called by SDL.
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*/
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#ifndef SDL_MAIN_HANDLED
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#if defined(__WIN32__)
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/* On Windows SDL provides WinMain(), which parses the command line and passes
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the arguments to your main function.
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If you provide your own WinMain(), you may define SDL_MAIN_HANDLED
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*/
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#define SDL_MAIN_AVAILABLE
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#elif defined(__WINRT__)
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/* On WinRT, SDL provides a main function that initializes CoreApplication,
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creating an instance of IFrameworkView in the process.
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Please note that #include'ing SDL_main.h is not enough to get a main()
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function working. In non-XAML apps, the file,
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src/main/winrt/SDL_WinRT_main_NonXAML.cpp, or a copy of it, must be compiled
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into the app itself. In XAML apps, the function, SDL_WinRTRunApp must be
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called, with a pointer to the Direct3D-hosted XAML control passed in.
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*/
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#define SDL_MAIN_NEEDED
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#elif defined(__IPHONEOS__)
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/* On iOS SDL provides a main function that creates an application delegate
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and starts the iOS application run loop.
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See src/video/uikit/SDL_uikitappdelegate.m for more details.
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*/
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#define SDL_MAIN_NEEDED
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#elif defined(__ANDROID__)
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/* On Android SDL provides a Java class in SDLActivity.java that is the
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main activity entry point.
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See docs/README-android.md for more details on extending that class.
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*/
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#define SDL_MAIN_NEEDED
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/* We need to export SDL_main so it can be launched from Java */
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#define SDLMAIN_DECLSPEC DECLSPEC
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#elif defined(__NACL__)
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/* On NACL we use ppapi_simple to set up the application helper code,
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then wait for the first PSE_INSTANCE_DIDCHANGEVIEW event before
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starting the user main function.
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All user code is run in a separate thread by ppapi_simple, thus
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allowing for blocking io to take place via nacl_io
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*/
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#define SDL_MAIN_NEEDED
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#endif
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#endif /* SDL_MAIN_HANDLED */
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#ifdef __cplusplus
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#define C_LINKAGE "C"
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#else
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#define C_LINKAGE
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#endif /* __cplusplus */
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#ifndef SDLMAIN_DECLSPEC
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#define SDLMAIN_DECLSPEC
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#endif
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/**
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* \file SDL_main.h
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*
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* The application's main() function must be called with C linkage,
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* and should be declared like this:
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* \code
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* #ifdef __cplusplus
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* extern "C"
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* #endif
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* int main(int argc, char *argv[])
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* {
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* }
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* \endcode
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*/
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#if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE)
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#define main SDL_main
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#endif
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/**
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* The prototype for the application's main() function
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*/
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extern C_LINKAGE SDLMAIN_DECLSPEC int SDL_main(int argc, char *argv[]);
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#include "begin_code.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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/**
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* This is called by the real SDL main function to let the rest of the
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* library know that initialization was done properly.
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*
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* Calling this yourself without knowing what you're doing can cause
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* crashes and hard to diagnose problems with your application.
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*/
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extern DECLSPEC void SDLCALL SDL_SetMainReady(void);
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#ifdef __WIN32__
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/**
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* This can be called to set the application class at startup
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*/
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extern DECLSPEC int SDLCALL SDL_RegisterApp(char *name, Uint32 style,
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void *hInst);
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extern DECLSPEC void SDLCALL SDL_UnregisterApp(void);
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#endif /* __WIN32__ */
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#ifdef __WINRT__
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/**
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* \brief Initializes and launches an SDL/WinRT application.
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*
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* \param mainFunction The SDL app's C-style main().
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* \param reserved Reserved for future use; should be NULL
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* \return 0 on success, -1 on failure. On failure, use SDL_GetError to retrieve more
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* information on the failure.
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*/
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extern DECLSPEC int SDLCALL SDL_WinRTRunApp(int (*mainFunction)(int, char **), void * reserved);
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#endif /* __WINRT__ */
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#ifdef __cplusplus
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}
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#endif
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#include "close_code.h"
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#endif /* SDL_main_h_ */
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/* vi: set ts=4 sw=4 expandtab: */
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