mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2024-11-21 20:11:12 +00:00
Merge branch SRB2:next into issue1133
This commit is contained in:
commit
8e43f0a46e
504 changed files with 9937 additions and 16315 deletions
118
.gitlab-ci.yml
118
.gitlab-ci.yml
|
@ -94,7 +94,7 @@ default:
|
|||
- - |
|
||||
# apt_common
|
||||
echo -e "\e[0Ksection_start:`date +%s`:apt_common[collapsed=true]\r\e[0KInstalling common packages"
|
||||
- apt-get install make git ccache nasm
|
||||
- apt-get install make git ccache nasm cmake ca-certificates
|
||||
- |
|
||||
# apt_common
|
||||
echo -e "\e[0Ksection_end:`date +%s`:apt_common\r\e[0K"
|
||||
|
@ -526,21 +526,22 @@ Windows x64:
|
|||
Debian stable Clang:
|
||||
stage: build
|
||||
|
||||
when: manual
|
||||
when: on_success
|
||||
|
||||
allow_failure: true
|
||||
allow_failure: false
|
||||
|
||||
artifacts:
|
||||
paths:
|
||||
- "bin/"
|
||||
- "src/comptime.h"
|
||||
- "build.clang/bin/"
|
||||
- "build.clang/src/config.h"
|
||||
expose_as: "clang"
|
||||
name: "$CI_PROJECT_PATH_SLUG-$CI_COMMIT_REF_SLUG-$CI_COMMIT_SHORT_SHA-clang"
|
||||
|
||||
variables:
|
||||
CC: clang
|
||||
WFLAGS: -Wno-cast-align
|
||||
CFLAGS: -Wno-cast-align
|
||||
CXX: clang
|
||||
WFLAGS: -Wno-cast-align -Wno-implicit-const-int-float-conversion -Werror
|
||||
CFLAGS: -Wno-cast-align -Wno-implicit-const-int-float-conversion -Werror
|
||||
LDFLAGS: -Wl,-fuse-ld=gold
|
||||
|
||||
script:
|
||||
|
@ -560,10 +561,18 @@ Debian stable Clang:
|
|||
# apt_development
|
||||
echo -e "\e[0Ksection_end:`date +%s`:apt_development\r\e[0K"
|
||||
|
||||
- - |
|
||||
# cmake
|
||||
echo -e "\e[0Ksection_start:`date +%s`:cmake[collapsed=false]\r\e[0KBuilding Makefiles"
|
||||
- cmake -B build.clang -DCPM_USE_LOCAL_PACKAGES:BOOL=ON -DSRB2_CONFIG_ENABLE_TESTS:BOOL=OFF -DSRB2_CONFIG_SYSTEM_LIBRARIES:BOOL=ON -DSRB2_USE_LIBGME:BOOL=OFF -G "Unix Makefiles"
|
||||
- |
|
||||
# cmake
|
||||
echo -e "\e[0Ksection_end:`date +%s`:cmake\r\e[0K"
|
||||
|
||||
- - |
|
||||
# make
|
||||
echo -e "\e[0Ksection_start:`date +%s`:make[collapsed=false]\r\e[0KCompiling SRB2"
|
||||
- make --directory=src --keep-going CCACHE=1 ERRORMODE=1 NONX86=1 || make --directory=src --keep-going CCACHE=1 ERRORMODE=1 NONX86=1
|
||||
- make --directory=build.clang --keep-going || make --directory=build.clang --keep-going
|
||||
- |
|
||||
# make
|
||||
echo -e "\e[0Ksection_end:`date +%s`:make\r\e[0K"
|
||||
|
@ -573,19 +582,22 @@ Debian testing Clang:
|
|||
|
||||
when: manual
|
||||
|
||||
allow_failure: true
|
||||
|
||||
image: debian:testing-slim
|
||||
|
||||
artifacts:
|
||||
paths:
|
||||
- "bin/"
|
||||
- "src/comptime.h"
|
||||
- "build.clang/bin/"
|
||||
- "build.clang/src/config.h"
|
||||
expose_as: "testing-clang"
|
||||
name: "$CI_PROJECT_PATH_SLUG-$CI_COMMIT_REF_SLUG-$CI_COMMIT_SHORT_SHA-testing-clang"
|
||||
|
||||
variables:
|
||||
CC: clang
|
||||
WFLAGS: -Wno-cast-align -Wno-deprecated-non-prototype -Wno-single-bit-bitfield-constant-conversion
|
||||
CFLAGS: -Wno-cast-align -Wno-deprecated-non-prototype -Wno-single-bit-bitfield-constant-conversion
|
||||
CXX: clang
|
||||
WFLAGS: -Wno-cast-align -Wno-implicit-const-int-float-conversion -Werror -Wno-deprecated-non-prototype -Wno-single-bit-bitfield-constant-conversion
|
||||
CFLAGS: -Wno-cast-align -Wno-implicit-const-int-float-conversion -Werror -Wno-deprecated-non-prototype -Wno-single-bit-bitfield-constant-conversion
|
||||
LDFLAGS: -Wl,-fuse-ld=gold
|
||||
|
||||
Alpine 3 GCC:
|
||||
|
@ -752,3 +764,85 @@ Alpine 3 GCC Dedicated:
|
|||
- |
|
||||
# make
|
||||
echo -e "\e[0Ksection_end:`date +%s`:make\r\e[0K"
|
||||
|
||||
osxcross x86_64:
|
||||
stage: build
|
||||
|
||||
artifacts:
|
||||
paths:
|
||||
- "build.osxcross/bin/"
|
||||
- "build.osxcross/src/config.h"
|
||||
expose_as: "Mac x86_64"
|
||||
name: "$CI_PROJECT_PATH_SLUG-$CI_COMMIT_REF_SLUG-$CI_COMMIT_SHORT_SHA-clang"
|
||||
|
||||
variables:
|
||||
OSXCROSS_HOST: x86_64-apple-darwin21.4
|
||||
LD: x86_64-apple-darwin21.4-ld
|
||||
|
||||
script:
|
||||
- - |
|
||||
# apt_development
|
||||
echo -e "\e[0Ksection_start:`date +%s`:macports_development[collapsed=true]\r\e[0KInstalling development packages"
|
||||
- osxcross-macports install curl libopenmpt libsdl2_mixer
|
||||
- |
|
||||
# apt_development
|
||||
echo -e "\e[0Ksection_end:`date +%s`:macports_development\r\e[0K"
|
||||
|
||||
- - |
|
||||
# make
|
||||
echo -e "\e[0Ksection_start:`date +%s`:make[collapsed=false]\r\e[0KBuilding Makefiles"
|
||||
- cmake -B build.osxcross --toolchain /osxcross/toolchain.cmake -DCPM_USE_LOCAL_PACKAGES:BOOL=ON -DOPENMPT_INCLUDE_DIR:PATH="/osxcross/macports/pkgs/opt/local/include" -DSDL2_INCLUDE_DIR:PATH="/osxcross/macports/pkgs/opt/local/lib" -DSRB2_CONFIG_ENABLE_TESTS:BOOL=OFF -DSRB2_CONFIG_SYSTEM_LIBRARIES:BOOL=ON -DSRB2_CONFIG_USE_GME:BOOL=OFF -G "Unix Makefiles"
|
||||
- |
|
||||
# make
|
||||
echo -e "\e[0Ksection_end:`date +%s`:make\r\e[0K"
|
||||
|
||||
- - |
|
||||
# make
|
||||
echo -e "\e[0Ksection_start:`date +%s`:make[collapsed=false]\r\e[0KCompiling SRB2"
|
||||
- make --directory=build.osxcross --keep-going || make --directory=build.osxcross --keep-going
|
||||
- |
|
||||
# make
|
||||
echo -e "\e[0Ksection_end:`date +%s`:make\r\e[0K"
|
||||
|
||||
osxcross arm64:
|
||||
stage: build
|
||||
|
||||
when: manual
|
||||
|
||||
allow_failure: true
|
||||
|
||||
artifacts:
|
||||
paths:
|
||||
- "build.osxcross/bin/"
|
||||
- "build.osxcross/src/config.h"
|
||||
expose_as: "Mac arm64"
|
||||
name: "$CI_PROJECT_PATH_SLUG-$CI_COMMIT_REF_SLUG-$CI_COMMIT_SHORT_SHA-clang"
|
||||
|
||||
variables:
|
||||
OSXCROSS_HOST: arm64-apple-darwin21.4
|
||||
LD: arm64-apple-darwin21.4-ld
|
||||
|
||||
script:
|
||||
- - |
|
||||
# apt_development
|
||||
echo -e "\e[0Ksection_start:`date +%s`:macports_development[collapsed=true]\r\e[0KInstalling development packages"
|
||||
- osxcross-macports install --arm64 curl libopenmpt libsdl2_mixer
|
||||
- |
|
||||
# apt_development
|
||||
echo -e "\e[0Ksection_end:`date +%s`:macports_development\r\e[0K"
|
||||
|
||||
- - |
|
||||
# make
|
||||
echo -e "\e[0Ksection_start:`date +%s`:make[collapsed=false]\r\e[0KBuilding Makefiles"
|
||||
- cmake -B build.osxcross --toolchain /osxcross/toolchain.cmake -DCPM_USE_LOCAL_PACKAGES:BOOL=ON -DOPENMPT_INCLUDE_DIR:PATH="/osxcross/macports/pkgs/opt/local/include" -DSDL2_INCLUDE_DIR:PATH="/osxcross/macports/pkgs/opt/local/lib" -DSRB2_CONFIG_ENABLE_TESTS:BOOL=OFF -DSRB2_CONFIG_SYSTEM_LIBRARIES:BOOL=ON -DSRB2_CONFIG_USE_GME:BOOL=OFF -G "Unix Makefiles"
|
||||
- |
|
||||
# make
|
||||
echo -e "\e[0Ksection_end:`date +%s`:make\r\e[0K"
|
||||
|
||||
- - |
|
||||
# make
|
||||
echo -e "\e[0Ksection_start:`date +%s`:make[collapsed=false]\r\e[0KCompiling SRB2"
|
||||
- make --directory=build.osxcross --keep-going || make --directory=build.osxcross --keep-going
|
||||
- |
|
||||
# make
|
||||
echo -e "\e[0Ksection_end:`date +%s`:make\r\e[0K"
|
||||
|
|
|
@ -70,6 +70,7 @@ cmake_dependent_option(
|
|||
OFF
|
||||
)
|
||||
option(SRB2_CONFIG_HWRENDER "Enable hardware render (OpenGL) support" ON)
|
||||
option(SRB2_CONFIG_USE_GME "Enable GME playback support" OFF)
|
||||
option(SRB2_CONFIG_STATIC_OPENGL "Enable static linking GL (do not do this)" OFF)
|
||||
option(SRB2_CONFIG_ERRORMODE "Compile C code with warnings treated as errors." OFF)
|
||||
option(SRB2_CONFIG_DEBUGMODE "Compile with PARANOIA, ZDEBUG, RANGECHECK and PACKETDROP defined." OFF)
|
||||
|
|
|
@ -1,93 +0,0 @@
|
|||
================================================================
|
||||
How to add Low-res modes to your XF86Config under Linux MANUALLY
|
||||
================================================================
|
||||
|
||||
I TAKE NO RESPONSIBILITY FOR ANY DAMAGE DONE TO YOUR EQUIPMENT!!!
|
||||
|
||||
This document explains how to add low-res modes like 320x200 to your
|
||||
X-Server configuration, because some new setup tools for the X-Server
|
||||
do not support this. ONLY RECOMMENDED FOR USERS WHO KNOW WHAT THEY DO!
|
||||
|
||||
I do not take any responsibility for damage done to your monitor, your
|
||||
videocard, your harddisk, your cat, your dog or anything else!!!
|
||||
IMPORTANT IS, THAT YOUR "HorizSync" AND "VertRefresh" VALUES REALLY
|
||||
MATCH YOUR MONITOR! OTHERWISE YOUR MONITOR CAN BLOW UP!!!
|
||||
|
||||
OK, if you have read up to here, you either know what you do or really
|
||||
die-hard want those low-res modes. Here is what to do:
|
||||
Look up your XF86Config. Is is either in /etc or in /etc/X11. Here is
|
||||
what you have to add to the definition of your modeslines:
|
||||
|
||||
# Low-res Doublescan modes
|
||||
# If your chipset does not support doublescan, you get a 'squashed'
|
||||
# resolution like 320x400.
|
||||
|
||||
# 320x200 @ 70 Hz, 31.5 kHz hsync, 8:5 aspect ratio
|
||||
Modeline "320x200" 12.588 320 336 384 400 200 204 205 225 Doublescan
|
||||
# 320x240 @ 60 Hz, 31.5 kHz hsync, 4:3 aspect ratio
|
||||
Modeline "320x240" 12.588 320 336 384 400 240 245 246 262 Doublescan
|
||||
# 320x240 @ 72 Hz, 36.5 kHz hsync
|
||||
Modeline "320x240" 15.750 320 336 384 400 240 244 246 262 Doublescan
|
||||
# 400x300 @ 56 Hz, 35.2 kHz hsync, 4:3 aspect ratio
|
||||
ModeLine "400x300" 18 400 416 448 512 300 301 302 312 Doublescan
|
||||
# 400x300 @ 60 Hz, 37.8 kHz hsync
|
||||
Modeline "400x300" 20 400 416 480 528 300 301 303 314 Doublescan
|
||||
# 400x300 @ 72 Hz, 48.0 kHz hsync
|
||||
Modeline "400x300" 25 400 424 488 520 300 319 322 333 Doublescan
|
||||
|
||||
If your video card only supports a specific set of discrete dotclocks
|
||||
(RAMDAC) you may have to replace the dotclocks given here by one of the
|
||||
specified (e.g in the first modeline the dotclock is 12.588 MHz). I believe
|
||||
that nowadays all cards and monitors should work with these settings, but
|
||||
if you have outdated hardware you better check the frequencies yourself. If
|
||||
there is any uncertainty, please check the "XFree86 Video Timings HOWTO".
|
||||
|
||||
|
||||
Then have a look at the section "Screen" with the appropriate driver
|
||||
(usually either "svga" or "accel"). Under Subsection "Display" there
|
||||
are modes for the given color depth. Add the desired modes. As an
|
||||
example I give you my screens definition here with low-res modes in
|
||||
16 bit color depth:
|
||||
|
||||
Section "Screen"
|
||||
Driver "accel"
|
||||
Device "3D Charger"
|
||||
Monitor "Iiyama Pro 450"
|
||||
DefaultColorDepth 16
|
||||
|
||||
Subsection "Display"
|
||||
Depth 8
|
||||
Modes "1280x1024" "1024x768" "800x600" "640x480"
|
||||
ViewPort 0 0
|
||||
Virtual 1280 1024
|
||||
EndSubsection
|
||||
Subsection "Display"
|
||||
Depth 16
|
||||
Modes "1152x864" "1024x768" "800x600" "640x480" "400x300" "320x200" <- THIS IS ACTUALLY WHAT YOU WANT!!!
|
||||
ViewPort 0 0 ^^^^^^^^^^^^^^^^^^^
|
||||
Virtual 1152 864
|
||||
EndSubsection
|
||||
Subsection "Display"
|
||||
Depth 24
|
||||
Modes "800x600" "640x480"
|
||||
ViewPort 0 0
|
||||
Virtual 800 600
|
||||
EndSubsection
|
||||
Subsection "Display"
|
||||
Depth 32
|
||||
Modes "800x600" "640x480"
|
||||
ViewPort 0 0
|
||||
Virtual 800 600
|
||||
EndSubsection
|
||||
EndSection
|
||||
|
||||
Once again: important is, that you edit the correct Screen section.
|
||||
If you use the SVGA Server and edit the ACCEL Server, you might
|
||||
wonder where your new modes have gone.
|
||||
|
||||
If everything went fine and you want to say thank you, just write
|
||||
to "metzgermeister@users.sourceforge.net". If your monitor blew
|
||||
up and you want to kill me, find me playing Legacy or Q3A on the net
|
||||
and frag me (with your second monitor, hehe).
|
||||
|
||||
- metzgermeister
|
|
@ -1,212 +0,0 @@
|
|||
1-99 : Player Starts
|
||||
1 - Player 1 Start 1
|
||||
2 - Player 2 Start 2
|
||||
3 - Player 3 Start 3
|
||||
4 - Player 4 Start 4
|
||||
5 - Player 5 Start 4001
|
||||
6 - Player 6 Start 4002
|
||||
7 - Player 7 Start 4003
|
||||
8 - Player 8 Start 4004
|
||||
9 - Player 9 Start 4005
|
||||
10 - Player 10 Start 4006
|
||||
11 - Player 11 Start 4007
|
||||
12 - Player 12 Start 4008
|
||||
13 - Player 13 Start 4009
|
||||
14 - Player 14 Start 4010
|
||||
15 - Player 15 Start 4011
|
||||
16 - Player 16 Start 4012
|
||||
17 - Player 17 Start 4013
|
||||
18 - Player 18 Start 4014
|
||||
19 - Player 19 Start 4015
|
||||
20 - Player 20 Start 4016
|
||||
21 - Player 21 Start 4017
|
||||
22 - Player 22 Start 4018
|
||||
23 - Player 23 Start 4019
|
||||
24 - Player 24 Start 4020
|
||||
25 - Player 25 Start 4021
|
||||
26 - Player 26 Start 4022
|
||||
27 - Player 27 Start 4023
|
||||
28 - Player 28 Start 4024
|
||||
29 - Player 29 Start 4025
|
||||
30 - Player 30 Start 4026
|
||||
31 - Player 31 Start 4027
|
||||
32 - Player 32 Start 4028
|
||||
33 - Player Match Start 11
|
||||
34 - Red Team Start 87
|
||||
35 - Blue Team Start 89
|
||||
36 - Tag start New
|
||||
|
||||
100 - 199 : Enemies
|
||||
100 - Blue Crawla 3004
|
||||
101 - Red Crawla 9
|
||||
102 - GFZ Fish 58
|
||||
103 - Gold Buzz 5005
|
||||
104 - Red Buzz 5006
|
||||
105 - Jetty-Syn Bomber 3005
|
||||
106 - Jetty-Syn Gunner 22
|
||||
107 - Crawla Commander 21
|
||||
108 - Deton 71
|
||||
109 - Skim 56
|
||||
110 - THZ Turret 2004
|
||||
111 - Pop-up Turret 42
|
||||
|
||||
200 - 299 : Bosses and their associated items (if any)
|
||||
200 - Boss 1 16
|
||||
201 - Boss 2 2008
|
||||
290 - Boss Fly Point 17
|
||||
291 - EggTrap Center 2049
|
||||
|
||||
300 - 399 : Collectibles
|
||||
300 - Ring 2014
|
||||
301 - Homing Ring 69
|
||||
302 - Rail Ring 3003
|
||||
303 - Infinity Ring 80
|
||||
304 - Automatic Ring 26
|
||||
305 - Explosion Ring 54
|
||||
306 - Red CTF Flag 31
|
||||
307 - Blue CTF Flag 34
|
||||
308 - Special Stage Token 2013
|
||||
309 - Emerald 1 420
|
||||
310 - Emerald 2 421
|
||||
311 - Emerald 3 422
|
||||
312 - Emerald 4 423
|
||||
313 - Emerald 5 424
|
||||
314 - Emerald 6 425
|
||||
315 - Emerald 7 426
|
||||
316 - Hunting Emerald 1 64
|
||||
317 - Hunting Emerald 2 3002
|
||||
318 - Hunting Emerald 3 3001
|
||||
|
||||
400 - 499 : Boxes
|
||||
400 - Super Ring Box 2011
|
||||
401 - Grey Ring Box 2012
|
||||
402 - Ring Shield Box 48
|
||||
403 - Fire Shield Box 2002
|
||||
404 - Bomb Shield Box 2018
|
||||
405 - Jump Shield Box 35
|
||||
406 - Water Shield Box 2028
|
||||
407 - Sneaker Box 25
|
||||
408 - Invincibility Box 2022
|
||||
409 - 1-Up Box 41
|
||||
410 - Eggman Box 2005
|
||||
411 - Mixup Box 78
|
||||
412 - Question Box 3000
|
||||
|
||||
500 - 599 : Interactive Objects (friendly or otherwise - includes springs)
|
||||
500 - Bubble Patch 33
|
||||
501 - Level End Sign 86
|
||||
502 - Starpost 3006
|
||||
520 - Spike Ball -1
|
||||
521 - Special Stage Spike Ball 23
|
||||
522 - Ceiling Spike 67
|
||||
523 - Floor Spike 68
|
||||
540 - Fan 32
|
||||
541 - Steam Riser 30
|
||||
550 - Yellow Spring 28
|
||||
551 - Red Spring 79
|
||||
552 - Blue Spring 5004
|
||||
553 - Yellow Spring Down 65
|
||||
554 - Red Spring Down 66
|
||||
555 - Yellow Diagonal Spring 2015
|
||||
556 - Red Diagonal Spring 38
|
||||
557 - Yellow Diag Spring Down 20
|
||||
558 - Red Diag Spring Down 39
|
||||
|
||||
600 - 699 : Special placement patterns
|
||||
600 - Vertical Rigns - Stack of 5 (suitable for Yellow Spring) 84
|
||||
601 - Vertical Rings - Stack of 5 (suitable for Red Spring) 44
|
||||
602 - Diagonal rings (5) 76
|
||||
603 - Diagonal rings (10) 77
|
||||
604 - A ring of rings 47
|
||||
605 - A BIGGER ring of rings 2007
|
||||
606 - A ring of wing items 2048
|
||||
607 - A BIGGER ring of wing items 2010
|
||||
608 - A ring of rings and wings (alternating) 2046
|
||||
609 - A BIGGER ring of rings and wings (alternating) 2047
|
||||
|
||||
700 - 799 : Powerup indicators/environmental effects/miscellany
|
||||
700 - Ambient Water 1a (S) 2026
|
||||
701 - Ambient Water 1b (S) 2024
|
||||
702 - Ambient Water 2a (M) 2023
|
||||
703 - Ambient Water 2b (M) 2045
|
||||
704 - Ambient Water 3a (L) 83
|
||||
705 - Ambient Water 3b (L) 2019
|
||||
706 - Ambient Water 4a (XL) 2025
|
||||
707 - Ambient Water 4b (XL) 27
|
||||
708 - Random Ambient 1 14
|
||||
709 - Random Ambient 2 43
|
||||
750 - Chaos Spawner 8
|
||||
751 - Teleport Point 5003
|
||||
752 - Alternate View Point 5007
|
||||
753 - Zoom Tube Waypoint 18
|
||||
754 - Pusher 5001
|
||||
755 - Puller 5002
|
||||
756 - Street Light 2003
|
||||
|
||||
800 - 899 : Greenflower Scenery
|
||||
800 - Flower 1 36
|
||||
801 - Flower 2 70
|
||||
802 - Flower 3 73
|
||||
804 - Berry Bush 74
|
||||
805 - Bush 75
|
||||
|
||||
900 - 999 : Techno Hill Scenery
|
||||
900 - THZ Plant 2035
|
||||
901 - Alarm 2006
|
||||
|
||||
1000 - 1099 : Deep Sea Scenery
|
||||
1000 - Gargoyle 81
|
||||
|
||||
1100 - 1199 : Castle Eggman Scenery
|
||||
1100 - Ceiling Chain 49
|
||||
1101 - Torch Flame 24
|
||||
1102 - Eggman Statue 52
|
||||
1103 - CEZ Flower 2001
|
||||
|
||||
1200 - 1299 : Arid Canyon Scenery
|
||||
1300 - 1399 : Red Volcano Scenery
|
||||
1400 - 1499 : Dark City Scenery
|
||||
1500 - 1599 : Doom Ship Scenery
|
||||
1600 - 1699 : Egg Rock/Final Fight Scenery
|
||||
1700 - 1799 : NiGHTS Items
|
||||
1700 - Axis 72
|
||||
1701 - Axis Transfer (Normal) 61
|
||||
1702 - Axis Transfer (Line) 46
|
||||
1703 - Nights Drone 60
|
||||
1704 - Nights Bumper 82
|
||||
1705 - Hoop 57
|
||||
1706 - Nights Wing 37
|
||||
1707 - Super Loop Powerup 3007
|
||||
1708 - Drill Refill Powerup 3008
|
||||
1709 - Helper Powerup 3009
|
||||
1710 - Egg Capsule 40
|
||||
|
||||
1800 - 1849 : Mario Items
|
||||
1800 - Coin 10005
|
||||
1801 - Goomba 10000
|
||||
1802 - Blue Goomba 10001
|
||||
1803 - FireFlower 50
|
||||
1804 - Shell 10
|
||||
1805 - Puma 29
|
||||
1806 - Koopa 19
|
||||
1807 - Axe 12
|
||||
1808 - Mario Bush 1 10002
|
||||
1809 - Mario Bush 2 10003
|
||||
1810 - Toad 10004
|
||||
|
||||
1850 - 1899 : Christmas Items
|
||||
1850 - Xmas Pole 5
|
||||
1851 - Candy Cane 13
|
||||
1852 - Snowman 6
|
||||
|
||||
1900 - 1999 : Misc Scenery
|
||||
1900 - Stalagmite 0
|
||||
1901 - Stalagmite 1
|
||||
1902 - Stalagmite 2
|
||||
1903 - Stalagmite 3
|
||||
1904 - Stalagmite 4
|
||||
1905 - Stalagmite 5
|
||||
1906 - Stalagmite 6
|
||||
1907 - Stalagmite 7
|
||||
1908 - Stalagmite 8
|
||||
1909 - Stalagmite 9
|
|
@ -1,223 +0,0 @@
|
|||
Description OldNum NewNum Description
|
||||
Old Water 14 Removed
|
||||
|
||||
Level Parameters/Misc:
|
||||
Per-Sector Gravity 64 1
|
||||
Custom Exit 71 2
|
||||
Zoom Tube Parameters 18 3
|
||||
Speed Pad 65 4
|
||||
Camera Scanner 63 5
|
||||
Disable Linedef 73 6
|
||||
Flat Alignment 66 7
|
||||
Sector Special Parameters New 8
|
||||
Mace Parameters New 9
|
||||
Sprite Cull Height New 10
|
||||
Rope Hang Parameters New 11
|
||||
Rock Spawner Parameters New 12
|
||||
|
||||
PolyObjects
|
||||
Marks first line in PolyObject New 20
|
||||
Explicitly includes a PolyObject line New 21
|
||||
PolyObject: Parameters New 22
|
||||
PolyObject: Waving Flag New 31
|
||||
|
||||
Level-Load Effects:
|
||||
Instant Floor Lower 26 50
|
||||
Instant Ceiling Raise 24 51
|
||||
Continuously Falling Sector 88 52
|
||||
Continuous Floor/Ceiling Mover 2 53
|
||||
Continuous Floor Mover 3 54
|
||||
Continuous Ceiling Mover 4 55
|
||||
Continuous Two-Speed Floor/Ceiling Mover 6 56
|
||||
Continuous Two-Speed Floor Mover 7 57
|
||||
Continuous Two-Speed Ceiling Mover 8 58
|
||||
Activate Floating Platform 232 59
|
||||
Activate Floating Platform (Adjustable Speed) 233 60
|
||||
Crusher 1 (Ceiling to Floor) 43 61
|
||||
Crusher 2 (Floor to Ceiling) 50 62
|
||||
Fake Floor/Ceiling 242 63
|
||||
Appearing/Disappearing FOF New 64
|
||||
Bridge Thinker New 65
|
||||
|
||||
Floor Over Floors:
|
||||
"Floor Over Floor: Solid, Opaque, Shadowcasting " 25 100
|
||||
"Floor Over Floor: Solid, Opaque, Non-Shadowcasting " 33 101
|
||||
"Floor Over Floor: Solid, Translucent " 44 102
|
||||
"Floor Over Floor: Solid, Sides Only " 69 103
|
||||
"Floor Over Floor: Solid, No Sides " 51 104
|
||||
"Floor Over Floor: Solid, Invisible " 57 105
|
||||
|
||||
"Floor Over Floor: Water, Opaque " 48 120
|
||||
"Floor Over Floor: Water, Translucent " 45 121
|
||||
"Floor Over Floor: Water, Opaque, No Sides " 75 122
|
||||
"Floor Over Floor: Water, Translucent, No Sides " 74 123
|
||||
|
||||
"Floor Over Floor: Platform, Opaque " 59 140
|
||||
"Floor Over Floor: Platform, Translucent " 81 141
|
||||
"Floor Over Floor: Platform, Translucent, No Sides " 77 142
|
||||
|
||||
Floor Over Floor: Bobbing (Air) 38 150
|
||||
Floor Over Floor: Adjustable Bobbing (Air) 68 151
|
||||
Floor Over Floor: Reverse Adjustable Bobbing (Air) 72 152
|
||||
|
||||
"Floor Over Floor: Floating, Bobbing " 34 160
|
||||
|
||||
Floor Over Floor: Crumbling (Respawn) 36 170
|
||||
Floor Over Floor: Crumbling (No Respawn) 35 171
|
||||
"Floor Over Floor: Crumbling (Respawn), Platform " 79 172
|
||||
"Floor Over Floor: Crumbling (No Respawn), Platform " 80 173
|
||||
"Floor Over Floor: Crumbling (Respawn), Platform, Translucent " 82 174
|
||||
"Floor Over Floor: Crumbling (No Respawn), Platform, Translucent " 83 175
|
||||
"Floor Over Floor: Crumbling (Respawn), Floating, Bobbing " 39 176
|
||||
"Floor Over Floor: Crumbling (No Respawn), Floating, Bobbing " 1 177
|
||||
"Floor Over Floor: Crumbling (Respawn), Floating " 37 178
|
||||
"Floor Over Floor: Crumbling (No Respawn), Floating " 42 179
|
||||
"Floor Over Floor: Crumbling (Respawn), Bobbing (Air) " 40 180
|
||||
|
||||
"Floor Over Floor: Rising Platform, Solid, Opaque, Shadowcasting " 89 190
|
||||
"Floor Over Floor: Rising Platform, Solid, Opaque, Non-Shadowcasting " 90 191
|
||||
"Floor Over Floor: Rising Platform, Solid, Translucent " 91 192
|
||||
"Floor Over Floor: Rising Platform, Solid, Invisible " 94 193
|
||||
"Floor Over Floor: Rising Platform, Platform, Opaque " 92 194
|
||||
"Floor Over Floor: Rising Platform, Platform, Translucent " 93 195
|
||||
|
||||
Floor Over Floor: Light Block 49 200
|
||||
Floor Over Floor: Half Light Block 47 201
|
||||
Floor Over Floor: Fog Block 46 202
|
||||
|
||||
"Floor Over Floor: Intangible, Opaque " 62 220
|
||||
"Floor Over Floor: Intangible, Translucent " 52 221
|
||||
"Floor Over Floor: Intangible, Sides Only " 67 222
|
||||
"Floor Over Floor: Intangible, Invisible " 58 223
|
||||
|
||||
Floor Over Floor: Mario Block 41 250
|
||||
Floor Over Floor: Thwomp Block 54 251
|
||||
Floor Over Floor: Shatter Block 76 252
|
||||
"Floor Over Floor: Shatter Block, Translucent " 86 253
|
||||
Floor Over Floor: Bustable Block 55 254
|
||||
Floor Over Floor: Spin Bust Block 78 255
|
||||
"Floor Over Floor: Spin Bust Block, Translucent " 84 256
|
||||
Floor Over Floor: Quicksand Block 56 257
|
||||
Floor Over Floor: Laser Block 53 258
|
||||
Floor Over Floor: Custom 87 259
|
||||
|
||||
Linedef Executor Triggers:
|
||||
Trigger Linedef Executor (Continuous) 96 300
|
||||
Trigger Linedef Executor (Each Time) 97 301
|
||||
Trigger Linedef Executor (Once) 98 302
|
||||
Trigger Linedef Executor (Ring Count - Continuous) 95 303
|
||||
Trigger Linedef Executor (Ring Count - Once) 99 304
|
||||
Trigger Linedef Executor (Character Ability - Continuous) 19 305
|
||||
Trigger Linedef Executor (Character Ability - Each Time) 20 306
|
||||
Trigger Linedef Executor (Character Ability - Once) 21 307
|
||||
"Trigger Linedef Executor (Race Only, Once) " 9 308
|
||||
Trigger Linedef Executor (CTF Red Team - Continuous) 10 309
|
||||
Trigger Linedef Executor (CTF Red Team - Each Time) 11 310
|
||||
Trigger Linedef Executor (CTF Blue Team - Continuous) 12 311
|
||||
Trigger Linedef Executor (CTF Blue Team - Each Time) 13 312
|
||||
Trigger Linedef Executor (No More Enemies - Once) 15 313
|
||||
Trigger Linedef Executor (# of Pushables - Continuous) New 314
|
||||
Trigger Linedef Executor (# of Pushables - Once) New 315
|
||||
Trigger Linedef Executors (PolyObject - Land On) New 316
|
||||
Trigger Linedef Executor (Level Load) New 399
|
||||
|
||||
Linedef Executor Options:
|
||||
Linedef Executor: Set Tagged Sector's Floor Height/Pic 101 400
|
||||
Linedef Executor: Set Tagged Sector's Ceiling Height/Pic 102 401
|
||||
Linedef Executor: Set Tagged Sector's Light Level 103 402
|
||||
Linedef Executor: Move Tagged Sector's Floor 106 403
|
||||
Linedef Executor: Move Tagged Sector's Ceiling 107 404
|
||||
Linedef Executor: Lower Floor by Line 108 405
|
||||
Linedef Executor: Raise Floor by Line 109 406
|
||||
Linedef Executor: Lower Ceiling by Line 110 407
|
||||
Linedef Executor: Raise Ceiling by Line 111 408
|
||||
Linedef Executor: Change Calling Sector's Tag 112 409
|
||||
Linedef Executor: Change Front Sector's Tag 114 410
|
||||
Linedef Executor: Stop Plane Movement 116 411
|
||||
Linedef Executor: Teleport Player to Tagged Sector 104 412
|
||||
Linedef Executor: Change Music 105 413
|
||||
Linedef Executor: Play SFX 115 414
|
||||
Linedef Executor: Run Script 113 415
|
||||
Linedef Executor: Start Adjustable Fire Flicker 119 416
|
||||
Linedef Executor: Start Adjustable Glowing Light 120 417
|
||||
Linedef Executor: Start Adjustable Strobe Flash (unsynchronized) New 418
|
||||
Linedef Executor: Start Adjustable Strobe Flash (synchronized) New 419
|
||||
Linedef Executor: Fade Light Level 117 420
|
||||
Linedef Executor: Stop Lighting Effect 118 421
|
||||
Linedef Executor: Cut-Away View 121 422
|
||||
Linedef Executor: Change Sky 123 423
|
||||
Linedef Executor: Change Weather 124 424
|
||||
Linedef Executor: Change Object State 125 425
|
||||
Linedef Executor: Stop Object 122 426
|
||||
Linedef Executor: Award Score 126 427
|
||||
Linedef Executor: Start Platform Movement 127 428
|
||||
Linedef Executor: Crush Ceiling Once New 429
|
||||
Linedef Executor: Crush Floor Once New 430
|
||||
Linedef Executor: Crush Floor & Ceiling Once New 431
|
||||
Linedef Executor: Enable 2D Mode New 432
|
||||
Linedef Executor: Disable 2D Mode New 433
|
||||
Linedef Executor: Award Custom Power New 434
|
||||
Linedef Executor: Stop Conveyor New 435
|
||||
Linedef Executor: Start Conveyor New 436
|
||||
Linedef Executor: Disable Player Movement New 437
|
||||
|
||||
Linedef Executor: Execute Linedef Executor New 450
|
||||
|
||||
Linedef Executor: PolyObject: Door Slide New 480
|
||||
Linedef Executor: PolyObject: Door Swing New 481
|
||||
Linedef Executor: PolyObject: Move XY New 482
|
||||
Linedef Executor: PolyObject: Move XY w/ override New 483
|
||||
Linedef Executor: PolyObject: Rotate Right New 484
|
||||
Linedef Executor: PolyObject: Rotate Right w/ override New 485
|
||||
Linedef Executor: PolyObject: Rotate Left New 486
|
||||
Linedef Executor: PolyObject: Rotate Left w/ override New 487
|
||||
Linedef Executor: PolyObject: Start waypoint movement New 488
|
||||
Linedef Executor: PolyObject: Make Invisible New 489
|
||||
Linedef Executor: PolyObject: Make Visible New 490
|
||||
|
||||
Scrollers/Pushers:
|
||||
Scroll Wall First Side Left 100 500
|
||||
Scroll Wall First Side Opposite Direction 85 501
|
||||
Scroll Wall According to Linedef 254 502
|
||||
Acc Scroll Wall According to Linedef 218 503
|
||||
Disp Scroll Wall According to Linedef 249 504
|
||||
Scroll Texture by Offsets 255 505
|
||||
|
||||
Scroll Floor Texture 251 510
|
||||
Acc Scroll Floor Texture 215 511
|
||||
Disp Scroll Floor Texture 246 512
|
||||
Scroll Ceiling Texture 250 513
|
||||
Acc Scroll Ceiling Texture 214 514
|
||||
Disp Scroll Ceiling Texture 245 515
|
||||
|
||||
Carry Objects on Floor (no scroll) 252 520
|
||||
Acc Carry Objects on Floor 216 521
|
||||
Disp Carry Objects on Floor 247 522
|
||||
Carry Objects on Ceiling 203 523
|
||||
Acc Carry Objects on Ceiling 205 524
|
||||
Disp Carry Objects on Ceiling 201 525
|
||||
|
||||
Scroll Floor Texture and Carry Objects 253 530
|
||||
Acc Scroll Floor Texture and Carry Objects 217 531
|
||||
Disp Scroll Floor Texture and Carry Objects 248 532
|
||||
Scroll Ceiling Texture and Carry Objects 202 533
|
||||
Acc Scroll Ceiling Texture and Carry Objects 204 534
|
||||
Disp Scroll Ceiling Texture and Carry Objects 200 535
|
||||
|
||||
Friction 223 540
|
||||
Horizontal Wind 224 541
|
||||
Upwards Wind 229 542
|
||||
Downwards Wind 230 543
|
||||
Horizontal Current 225 544
|
||||
Upwards Current 227 545
|
||||
Downwards Current 228 546
|
||||
Boom Push/Pull Thing 226 547
|
||||
|
||||
Lighting:
|
||||
Floor Lighting 213 600
|
||||
Ceiling Lighting 5 601
|
||||
Adjustable Pulsating Light 60 602
|
||||
Adjustable Flickering Light 61 603
|
||||
Adjustable Blinking Light (unsynchronized) New 604
|
||||
Adjustable Blinking Light (synchronized) New 605
|
||||
Colormap 16 606
|
BIN
doc/SSN-Todo.xls
BIN
doc/SSN-Todo.xls
Binary file not shown.
|
@ -1,78 +0,0 @@
|
|||
Removed:
|
||||
- Buttons 1-20 690-709
|
||||
- Button 21 (THZ2 A/740 B/741 D/742 E/745 710
|
||||
- Close Door Blazing (Tag 743) 711
|
||||
- Raise Ceiling to Highest (Tag 744) 981
|
||||
- THZ2 Slime Raise (B/712 W713 P714 D715 S716) 986
|
||||
|
||||
Stuff to Remove/Change:
|
||||
- Light Blinks On Every 0.5 Seconds 2 Add Linedef Combine
|
||||
- Light Blinks On Every 1 Second 3 Add Linedef Combine
|
||||
- Light Pulses Smoothly 8 Remove
|
||||
- Light Blinks On Every 0.5 Seconds (Sync) 12 Add Linedef Combine
|
||||
- Lights Blinks On Every 1 Second (Sync) 13 Add Linedef Combine
|
||||
- Light Flickers Like Fire 17 Remove
|
||||
? - Damage (Fire) and Current 519 Remove (convert to combination)
|
||||
? - Damage (Water) and Current 984 Remove (convert to combination)
|
||||
|
||||
Section 1:
|
||||
1 - Damage (Generic) 11
|
||||
2 - Damage (Water) 983
|
||||
3 - Damage (Fire) 7
|
||||
4 - Damage (Electrical) 18
|
||||
5 - Spikes 4
|
||||
6 - Death Pit (Camera Mod) 16
|
||||
7 - Death Pit (No Camera Mod) 5
|
||||
8 - Instant Kill 10
|
||||
9 - Ring Drainer (Floor Touch) 978
|
||||
10 - Ring Drainer (No Floor Touch) 980
|
||||
11 - Special Stage Damage 9
|
||||
12 - Space Countdown 6
|
||||
13 - Ramp Sector (Increase step-up) 992
|
||||
14 - Non-Ramp Sector (Don't step-down) 996
|
||||
15 - Bouncy Sector (FOF Control Only) 14
|
||||
|
||||
Section 2: << 4
|
||||
1 - Trigger Linedef Exec (Pushable Objects) 971
|
||||
2 - Trigger LD Exec (Anywhere in Sec/All Pls) 972
|
||||
3 - Trigger Linedef Exec (Floor Touch/All Pls) 973
|
||||
4 - Trigger Linedef Exec (Anywhere in Sec) 974
|
||||
5 - Trigger Linedef Exec (Floor Touch) 975
|
||||
6 - Trigger Linedef Exec (Emerald Check) 967
|
||||
7 - Trigger Linedef Exec (NiGHTS Mare) 968
|
||||
8 - Check for linedef executor on FOFs (ANY) 970
|
||||
9 - Egg Trap Capsule 666
|
||||
10 - Special Stage Time/Rings, Par 990
|
||||
11 - Custom Global Gravity 991
|
||||
|
||||
Section 3: << 8
|
||||
1 - Ice/Sludge (required?!) 256
|
||||
2 - Wind/Current (required?!) 512
|
||||
3 - Ice/Sludge and Wind/Current 768
|
||||
4 - Conveyor Belt 985
|
||||
5 - Speed Pad (No Spin) 976
|
||||
6 - Speed Pad (Spin) 977
|
||||
7 - Bustable Block Sprite Parameter 1500-1515
|
||||
8 - "
|
||||
9 - "
|
||||
10 - "
|
||||
11 - "
|
||||
12 - "
|
||||
13 - "
|
||||
14 - "
|
||||
15 - "
|
||||
|
||||
Section 4: << 12
|
||||
1 - Starpost Activator 993
|
||||
2 - Special Stage Goal Combine 33
|
||||
2 - Exit Sector Combine 982
|
||||
2 - No Tag Zone Combine 987
|
||||
2 - CTF: Flag Return Combine 995
|
||||
3 - CTF: Red Team Base 988
|
||||
4 - CTF: Blue Team Base 989
|
||||
5 - Fan Sector 997
|
||||
6 - Super Sonic Transform 969
|
||||
7 - Spinner 979
|
||||
8 - Zoom Tube Start 998
|
||||
9 - Zoom Tube End 999
|
||||
10 - Finish Line 994
|
307
doc/faq.txt
307
doc/faq.txt
|
@ -1,307 +0,0 @@
|
|||
SRB2
|
||||
Release v1.09, ? 2005.
|
||||
|
||||
Last Updated: June 2005
|
||||
|
||||
Original game & sources by: Id Software.
|
||||
Additions: (c)1998 by: Fabrice Denis & Boris Pereira
|
||||
(c)1999 by: Fabrice Denis, Boris Pereira & Thierry Van Elsuwe
|
||||
(c)2000 by: Boris Pereira & Thierry Van Elsuwe
|
||||
(c)2004 By: AJ, Graue, Alam Arias, Logan Arias & Andrew Clunis
|
||||
|
||||
Special thanks to Steven McGranahan, Lee Killough, Robert Bäuml and Bell Kin for
|
||||
their large contribution and to other DooM LEGACY & SRB2 Team members.
|
||||
|
||||
Web site: http://www.SRB2.org/
|
||||
e-mail: none@none.com
|
||||
|
||||
OpenGL specific:
|
||||
Web site: http://legacy.newdoom.com/gl
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
F.A.Q.
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
|
||||
If you have any trouble with SRB2, you might find a solution
|
||||
here.
|
||||
|
||||
If you find a solution to a problem that was not listed here,
|
||||
please tell us so that we can update the FAQ and help other people!
|
||||
|
||||
Mail your hardware/software problems to:
|
||||
|
||||
None@none.com subject: FAQ
|
||||
|
||||
|
||||
--------
|
||||
CONTENTS
|
||||
--------
|
||||
|
||||
[0] Miscellaneous
|
||||
[1] Mouse/Joystick/Keyboard
|
||||
[2] Video
|
||||
[3] Sound
|
||||
[4] Network
|
||||
[5] Troubleshooting
|
||||
|
||||
|
||||
-----------------
|
||||
[0] MISCELLANEOUS
|
||||
-----------------
|
||||
|
||||
* under win95 or OS/2, I don't have enough memory. How can i handle with ?
|
||||
|
||||
Tell win95 to put more dpmi memory for your dos box.
|
||||
Or use the -mb option.
|
||||
|
||||
|
||||
|
||||
---------------------------
|
||||
[1] MOUSE/JOYSTICK/KEYBOARD
|
||||
---------------------------
|
||||
|
||||
* My mouse/joystick does not work in SRB2.
|
||||
|
||||
First, check that the mouse/joystick is activated : go at the
|
||||
console and type either 'use_mouse' (or use the respective
|
||||
menuitem) or 'use_joystick'.
|
||||
|
||||
If it tells '0' or off than the mouse/joystick is not used,
|
||||
set the variable to 1. eg: 'use_mouse 1'.
|
||||
|
||||
For the joystick, different values will support different
|
||||
types of joystick, check the console documentation for the
|
||||
command 'use_joystick' for more.
|
||||
|
||||
Even if the mouse or joystick is activated, you have to
|
||||
set up the contols into the Setup Controls menu. That is:
|
||||
tell what use you will make of the mouse/joystick buttons.
|
||||
|
||||
|
||||
---------
|
||||
[2] VIDEO
|
||||
---------
|
||||
|
||||
|
||||
* Where are the other video modes ? I have only '320x200' in the
|
||||
Video Modes menu.
|
||||
|
||||
DOS
|
||||
---
|
||||
|
||||
SRB2 adds new video modes only if a VESA2 (or better) driver
|
||||
is present. The VESA2 driver is a standard of 'talking' between a
|
||||
program and the huge amount of different graphics cards
|
||||
available today.
|
||||
|
||||
If you don't have a VESA2 driver, you can download UNIVBE, or
|
||||
SMART DISPLAY DOCTOR from
|
||||
|
||||
http://www.scitechsoft.com/products/ent/free_titles.html
|
||||
|
||||
or if you have an S3 based card, you can download the free
|
||||
software called 'S3VBE'.
|
||||
|
||||
ftp://ftp.externet.hu/pub/mirror/sac/graph/s3vbe318.zip
|
||||
ftp://ftp.digsys.bg/pub/simtelnet/msdos/graphics/s3vbe318.zip
|
||||
http://www.filesearching.com/cgi-bin/s?q=s3vbe318.zip
|
||||
http://www.google.com/search?q=s3vbe318.zip
|
||||
|
||||
* The game doesn't restore the video mode I have chosen the last time
|
||||
I played SRB2.
|
||||
|
||||
The current video mode has to be made the 'default' so that it is
|
||||
saved to the config : press the key 'D' on the Video Options menu
|
||||
to set the current video mode the default.
|
||||
|
||||
* I have some problems with OpenGL mode
|
||||
|
||||
Have a look at the FAQ for OpenGL on the glLegacy web site:
|
||||
|
||||
http://www.doomnation.com/gllegacy/faqe.htm
|
||||
|
||||
# Linux: I only have a 1024x768 (or 800x600, 1280x1024, ...) resolution
|
||||
in fullscreen mode under X and SRB2 is really really slow. Can I
|
||||
have lower resolutions like 320x200 in fullscreen mode as well?
|
||||
|
||||
Probably yes. SRB2 can only use the resolutions offered by the
|
||||
X-Server. So if all fullscreen modes have a very high resolution you
|
||||
have to modify /etc/XF86Config (or /etc/X11/XF86Config). Use XF86Setup
|
||||
(or the appropriate tool coming with your distribution - sax,
|
||||
xf86config, ...) to do this.
|
||||
If you do not succeed there, you can enter them manually into your
|
||||
XF86Config file. ONLY RECOMMENDED FOR USERS WHO KNOW WHAT THEY DO!
|
||||
For a short guide on how to do this, have a look at the file
|
||||
"Doublescan.txt".
|
||||
In case of doubt consult the XFree86-HOWTO (or ask your system
|
||||
administrator :).
|
||||
|
||||
# Linux: I cannot have any fullscreen modes at all!
|
||||
|
||||
You have only modes above 1024x768 in your XF86Config. Proceed as
|
||||
described above.
|
||||
|
||||
# Linux: After a certain idle time my screensaver jams the display of
|
||||
SRB2. I can still operate SRB2, but I do not see what's happening
|
||||
and the screensaver won't go away.
|
||||
|
||||
You probably have KDE. The KDE screensaver does not obey the screensaver
|
||||
rules (at least mine, version 1.1). The solution is to deactivate the
|
||||
KDE screensaver and use another screensaver (like the xscreensaver,
|
||||
e.g.). But the hell, when you started SRB2 you should have played it
|
||||
as well and not left it alone!!!
|
||||
|
||||
---------
|
||||
[3] SOUND
|
||||
---------
|
||||
|
||||
+ DOS:I can't have CD audio music, why ?
|
||||
|
||||
Make sure that the MSCDEX driver version 2.0 or later is loaded.
|
||||
If it says 'MSCDEX version xxx' at game startup, and you still
|
||||
don't hear the cd music, then probably your card doesn't respond
|
||||
when SRB2 tries to set the cd volume. If so, make sure your sound
|
||||
card's mixer have the cd volume set up so that you can hear something.
|
||||
|
||||
+ When the CD plays, the game is very 'jerky'. It doesn't do that when
|
||||
I type 'cd off' in the console.
|
||||
|
||||
You have an old/bad cd driver, that can take up to a second to
|
||||
respond to cd driver commands. Either get the latest version of
|
||||
your driver, or turn cd update off. Check 'cd_udpate' in the
|
||||
console documentation for more.
|
||||
|
||||
* DOS:How can I *ALWAYS* disable the sounds or music of the game ?
|
||||
|
||||
Edit the allegro.cfg file and set digicard/midicard to 0 (none)
|
||||
|
||||
* DOS:My sterero sound is reversed, how can I set it the right way ?
|
||||
|
||||
Change the console variable 'stereoreverse' to either 1 or 0.
|
||||
Or, you can edit the allegro.cfg file, and set the 'flip_pan' variable.
|
||||
|
||||
|
||||
* DOS:The sounds are too 'slow', or 'low-pitched'
|
||||
|
||||
It seems to be a problem of the auto-detection of some 8bit sound
|
||||
cards. You will have to set manually the 'sb_freq' value in the
|
||||
allegro.cfg file to a lower value : 11906, 16129.
|
||||
|
||||
* DOS:SRB2 doesn't play any sound/music, but I have a sound
|
||||
blaster genuine/compatible card.
|
||||
|
||||
If you have a genuine or compatible SoundBlaster card, it is very
|
||||
important that you set the BLASTER environment variable.
|
||||
|
||||
If you are playing under DOS, and never installed your sound card
|
||||
under DOS, run the setup of your sound card for DOS.
|
||||
|
||||
Check if the BLASTER variable was set: type 'SET' under dos
|
||||
(or DOSbox)
|
||||
|
||||
Do you see something like 'BLASTER=A220 I5 D1 ...' ?
|
||||
|
||||
Yes? If you don't hear sounds/music, then tweak the settings in the
|
||||
allegro.cfg file until you get something, first try changing the
|
||||
type of the sound card, it is not always properly detected.
|
||||
|
||||
No? You have to set this variable in order that your sound card is
|
||||
detected. Run the setup that was shipped with your sound card, and
|
||||
make sure you run the setup for DOS too, it will usually add a
|
||||
line of the type 'SET BLASTER=... ...' in the autoexec.bat file.
|
||||
|
||||
|
||||
* DOS:How can I have better midi music on my 8bit sound card ?
|
||||
|
||||
Use the DIGMID driver, it is supported in SRB2.
|
||||
|
||||
What the hell is this? Well, the Gravis Ultrasound uses digital
|
||||
samples to play midi music. On a simple 8bit card, you can use digital
|
||||
samples too, which will sound usually better than what is output
|
||||
by the poor fm synthesis chip of 8bit cards.
|
||||
|
||||
You will need to get a Gravis Ultrasound patch set, you can find
|
||||
several ones for free on internet, it consists of a bunch of '.pat'
|
||||
files which are the digital samples to play the midi instruments
|
||||
(eg: piano, conga, guitar, ect.).
|
||||
|
||||
Check the Allegro homepage for some links to GUS patches:
|
||||
http://alleg.sourceforge.net/digmid.html
|
||||
http://alleg.sourceforge.net/
|
||||
http://www.talula.demon.co.uk/allegro/digmid.html
|
||||
http://www.talula.demon.co.uk/allegro/
|
||||
|
||||
Now to activate the DIGMID driver:
|
||||
|
||||
Set the 'midi_card' value to 8 (DIGMID) in the allegro.cfg file.
|
||||
Make sure you leave the 'digi_voices' blank, or set it to a low
|
||||
value, because the midi music will use digital voices.
|
||||
At the end of the allegro.cfg file, set the 'patches' value
|
||||
to the path, where you have installed a Gravis Ultrasound midi
|
||||
patch set. eg: patches = d:\music\midipat\
|
||||
|
||||
# Linux: CD music does not work or only works when run as root.
|
||||
|
||||
We do not encourage you to run SRB2 as root (you never know
|
||||
what SRB2 can do to your system - it's a mighty piece of code :).
|
||||
There is a common problem with ATAPI CD-rom drives, which are
|
||||
treated as harddisks. Usually there is a link /dev/cdrom pointing to
|
||||
device hd[b,c,d]. As harddisks are not supposed to be read directly
|
||||
via this device (especially not by a common user), there are no read
|
||||
permissions for "all". For CD-roms you can savely set read permissions
|
||||
unless you are very paranoid. Assuming your CD-rom drive is /dev/hdc,
|
||||
set permissions with "chmod +r /dev/hdc" (as root). SCSI CD-rom drives
|
||||
should not have this problem. But if they do, proceed as described
|
||||
with ATAPI drives.
|
||||
|
||||
# Linux: The CD music volume is not set properly.
|
||||
|
||||
Go to the console and type "jigglecdvolume 1".
|
||||
|
||||
-----------
|
||||
[4] NETWORK
|
||||
-----------
|
||||
|
||||
* Where can I find Internet servers ?
|
||||
|
||||
For the moment there is one public server.
|
||||
http://srb2.servegame.org/ Master server web page
|
||||
srb2.servegame.org:28910 current Master Server
|
||||
|
||||
* When I start SRB2 with -server or -connect it say :
|
||||
"BinToPort: Address already in use (EADDRINUSE)"
|
||||
|
||||
It appears only when SRB2 crashes or when you leave with ctrl-break.
|
||||
use -udpport 12345 (or any other free slot) on both sides (client and
|
||||
server).
|
||||
|
||||
This can also happens when there is already a SRB2 running on your
|
||||
computer if you whant to try two SRB2 running on the same computer
|
||||
use -clientport 12345 (or any other free slot). Then the second will
|
||||
connect to the first one.
|
||||
|
||||
* Do you use the tcp protocol ?
|
||||
|
||||
No, we use the udp protocol which is faster, but don't worry udp is a
|
||||
part of the internet protocol.
|
||||
|
||||
|
||||
-------------------
|
||||
[5] Troubleshooting
|
||||
-------------------
|
||||
|
||||
# Linux: SRB2 is hung in fullscreen mode and won´t let me leave.
|
||||
What shall I do?
|
||||
|
||||
Some people press the reset button, but hey, we are not in the
|
||||
stoneage of operating systems! There are two "proper" ways to
|
||||
get out: kill your X-Server. You can usually do this by pressing
|
||||
"CTRL-ALT-BACKSPACE". But if you have other open applications with
|
||||
important data (probably hacked away on your diploma thesis for 3
|
||||
weeks without saving once) you can also kill SRB2 directly. Press
|
||||
"CTRL-ALT-F2" and you will get to a console. Log in, type
|
||||
"killall llxSRB2" and switch back to the X-Server with "CTRL-ALT-F7".
|
||||
Some X-Server crash on this procedure - blame the X-Server for the
|
||||
loss of 3 weeks work on your diploma thesis :)
|
|
@ -1,68 +0,0 @@
|
|||
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
|
||||
<html>
|
||||
<head>
|
||||
<title>
|
||||
Sonic Robo Blast 2 Manual
|
||||
</title>
|
||||
<link rel="stylesheet" type="text/css" href="srb2manstyle.css">
|
||||
<!-- Borrowed some javascript code so the height of the iframe is equal to the size of the document - Sonict -->
|
||||
<script type="text/javascript">
|
||||
/* free code from dyn-web.com */
|
||||
|
||||
function getDocHeight(doc) {
|
||||
doc = doc || document;
|
||||
// from http://stackoverflow.com/questions/1145850/get-height-of-entire-document-with-javascript
|
||||
var body = doc.body, html = doc.documentElement;
|
||||
var height = Math.max( body.scrollHeight, body.offsetHeight,
|
||||
html.clientHeight, html.scrollHeight, html.offsetHeight );
|
||||
return height;
|
||||
}
|
||||
|
||||
function setIframeHeight(id) {
|
||||
var ifrm = document.getElementById(id);
|
||||
var doc = ifrm.contentDocument? ifrm.contentDocument: ifrm.contentWindow.document;
|
||||
ifrm.style.visibility = 'hidden';
|
||||
ifrm.style.height = "10px"; // reset to minimal height in case going from longer to shorter doc
|
||||
ifrm.style.height = getDocHeight( doc ) + "px";
|
||||
ifrm.style.visibility = 'visible';
|
||||
}
|
||||
</script>
|
||||
<meta http-equiv="Content-type" content="text/html; charset=UTF-8">
|
||||
</head>
|
||||
<body>
|
||||
<p class="c1">
|
||||
<img src="manual_img/sonicname2.png" alt="SONIC" width="136" height="36">
|
||||
<br>
|
||||
<img src="manual_img/srb2banner.png" alt="ROBO BLAST 2" width="224" height="43">
|
||||
</p>
|
||||
<p class="c1">
|
||||
<big><big><strong>Manual</strong></big></big>
|
||||
</p>
|
||||
<table class="cf" align="center">
|
||||
<tr><td class="c">
|
||||
<ul class="hmenu">
|
||||
<li class="hmenu"><a class="hmenu" href="intro.htm" target="ifrm">Main</a></li>
|
||||
<li class="hmenu"><a class="hmenu" href="items.htm" target="ifrm">Items</a></li>
|
||||
<li class="hmenu"><a class="hmenu" href="playerabilities.htm" target="ifrm">Player Abilities</a></li>
|
||||
<li class="hmenu"><a class="hmenu" href="basicplay.htm" target="ifrm">Gameplay</a></li>
|
||||
<li class="hmenu"><a class="hmenu" href="surroundings.htm" target="ifrm">Surroundings</a></li>
|
||||
</ul>
|
||||
</td></tr>
|
||||
<tr><td class="c">
|
||||
<ul class="hmenu">
|
||||
<li class="hmenu"><a class="hmenu" href="multiplayer.htm" target="ifrm">Multiplayer</a></li>
|
||||
<li class="hmenu"><a class="hmenu" href="zones.htm" target="ifrm">Zones</a></li>
|
||||
<li class="hmenu"><a class="hmenu" href="controls.htm" target="ifrm">Controls</a></li>
|
||||
<li class="hmenu"><a class="hmenu" href="consolecommands.htm" target="ifrm">Console Commands</a></li>
|
||||
<li class="hmenu"><a class="hmenu" href="misc.htm" target="ifrm">Misc</a></li>
|
||||
</ul>
|
||||
</td></tr>
|
||||
</table>
|
||||
<hr>
|
||||
<p class="c1">
|
||||
<!-- The "onload" property of the iframe makes an error when validated through the W3C validation checker. -->
|
||||
<!-- This will not be fixed as it isn't worth the time to fix it up properly. - Sonict -->
|
||||
<iframe id="ifrm" name="ifrm" src="intro.htm" onload="setIframeHeight(this.id)"> </iframe>
|
||||
</p>
|
||||
</body>
|
||||
</html>
|
|
@ -1,39 +0,0 @@
|
|||
SVN-RULES
|
||||
|
||||
- As you can see, there is sub-directory in the repository, one for eatch
|
||||
platform (djgpp (dos),win32,SDL) the root directory is for all platform,
|
||||
so take care of the order we have put in.
|
||||
- do not commit/upload tests of bugged code, try to fix a maximum of know
|
||||
bugs and update know bugs list in source.txt. If you must commit your source
|
||||
make your code in #ifdef so we can disable it
|
||||
- SRB2 is a modification of doom/Doom Legacy source. We allow additionnal feature
|
||||
and visual addition.
|
||||
- Maximize communications between members, do not impose your changes, if your
|
||||
are not sure about a feature/change, talk about it in irc://irc.esper.net/srb2 chat room.
|
||||
|
||||
CODE-RULES
|
||||
|
||||
- We use no tab, 4 space indent, and tab size 8 (in case some tab have filtred
|
||||
and for makefile)
|
||||
- Self documented code, variable and function must have a name that help
|
||||
understand the code, so do not call variable and function a,b, a2, ...
|
||||
- the usage of extern in a c file is prohibited, except for declaration of a
|
||||
function with body (so it is like public keyword in c++)
|
||||
Also function protos haren't allowed for external function, put it un the
|
||||
corresponding h file.
|
||||
- Try to minimize #ifdef usage for :
|
||||
- code readability
|
||||
- the main code is for all port so if something is good for a platform all
|
||||
platform can benefit by this feature
|
||||
- Take care of platform dependent code, we would like to have code that work
|
||||
on Dos, Win32, SDL, ... little and big endian, software/Glide/OpenGl.
|
||||
|
||||
GOOD PRACTICE
|
||||
|
||||
- Try to put as mush static variable and function on module so it help to
|
||||
understand the role of the varaible/function in the module also this
|
||||
help the compiler to optimize
|
||||
- minimise global variable
|
||||
- make a log of your work, so you don't need to put a lot of comment in
|
||||
the code, this will also help us to update the what's new section of doc
|
||||
when doing final release
|
240
doc/source.txt
240
doc/source.txt
|
@ -1,240 +0,0 @@
|
|||
|
||||
1. Compile SRB2
|
||||
2. Explanation of the code
|
||||
2.1 The memory model
|
||||
2.2 Hardware Texture model
|
||||
|
||||
1. Compile SRB2
|
||||
=================
|
||||
|
||||
DOS
|
||||
---
|
||||
|
||||
need:
|
||||
- djgpp 2.03 (http://www.delorie.com/djgpp/)
|
||||
- allegro 3.12 (http://alleg.sourceforge.net/index.html)
|
||||
(
|
||||
- libsocket 0.7.4 (beta 4) or better
|
||||
for use with Winsock 1.1 (example Windows 3.1)
|
||||
(http://www.phekda.freeserve.co.uk/richdawe/lsck/lsck.htm)
|
||||
OR
|
||||
- Wattcp-32 v2.2 dev.rel 6 or better
|
||||
For use with a packet driver
|
||||
(http://www.bgnett.no/~giva/)
|
||||
(http://groups.yahoo.com/group/watt-32/)
|
||||
(http://groups.yahoo.com/group/watt-32/files/v2.2/)
|
||||
)
|
||||
- bcd 1.03 (inlcude in this package)
|
||||
- gcc 2.95.2 is recommended
|
||||
- nasm 0.98 (or better) (http://nasm.sourceforge.net/)
|
||||
|
||||
compile:
|
||||
make
|
||||
make WATTCP=1 (to make a Wattcp-32 version)
|
||||
|
||||
debug:
|
||||
when craching SRB2 will return eip
|
||||
type make asm, then you will have a 8 megs srb2.s (a assembler file)
|
||||
the you can find the faulting instruction and function
|
||||
|
||||
------------------------------------------------------------------------
|
||||
|
||||
Linux/SDL
|
||||
-----
|
||||
|
||||
need:
|
||||
- tested with gcc 2.95 and 3.X.
|
||||
- SDL 1.2
|
||||
- SDL_mixer 1.2
|
||||
- ibogg and libvorbis (http://Xiph.org/)
|
||||
- nasm 0.98 (or better)(http://nasm.sourceforge.net/) only with 2.95, else add CC30=1
|
||||
|
||||
compile
|
||||
make LINUX=1
|
||||
|
||||
debug:
|
||||
gdb ?
|
||||
|
||||
------------------------------------------------------------------------
|
||||
|
||||
Win32
|
||||
-----
|
||||
|
||||
need :
|
||||
- glide 3.x sdk (optional) (http://www.3dfx.com)
|
||||
- directx6 sdk (or higher) (http://www.micosoft.com/directx)
|
||||
- nasm 0.98 (or better) (http://nasm.sourceforge.net/)
|
||||
- use src\win32\wLegacy.dsp
|
||||
- VC6 should also work with VC5, and VS.NET 200X
|
||||
|
||||
debug:
|
||||
press on "step over" with the release version (there is some debug info
|
||||
on it). Then change the eip in the regster window when you will type
|
||||
enter the edi will go to the faulting instruction. don't forget that
|
||||
you can follow the stack for calls.
|
||||
You can also use trace with the debug version but add -win and -nomouse.
|
||||
|
||||
------------------------------------------------------------------------
|
||||
|
||||
Win32/minGW/SDL
|
||||
-----
|
||||
|
||||
need:
|
||||
- tested with gcc 2.95 and 3.X.
|
||||
- can also use Dev-C++ 5.0 beta 9 (4.9.9.0) from http://www.bloodshed.net/dev/devcpp.html
|
||||
- SDL 1.2
|
||||
- SDL_mixer 1.2
|
||||
|
||||
compile
|
||||
make minGW=1 SDL=1
|
||||
or use src\SDL\Win32SDL.dev with Dev-C++ 4.9.9.0 or later
|
||||
|
||||
debug:
|
||||
gdb ?
|
||||
|
||||
------------------------------------------------------------------------
|
||||
|
||||
WinCE/SDL WIP
|
||||
-----
|
||||
|
||||
need:
|
||||
- ActiveSync 3.8
|
||||
http://www.microsoft.com/windowsmobile/downloads/activesync38.mspx
|
||||
|
||||
- ActiveSync 3.7.1, if 3.8 isn't available for your language
|
||||
http://www.microsoft.com/windowsmobile/downloads/activesync37.mspx
|
||||
|
||||
- eMbedded Visual Tools 3.0 - 2002 Edition
|
||||
http://www.microsoft.com/downloads/details.aspx?FamilyID=f663bf48-31ee-4cbe-aac5-0affd5fb27dd
|
||||
|
||||
- Pocket PC 2000 SDK
|
||||
http://www.microsoft.com/downloads/details.aspx?FamilyID=bb3f4d7b-de2a-4e1a-a175-26a68c301ac4
|
||||
|
||||
- Pocket PC 2002 SDK (eMVT 3.0 2002 Ed. comes with this)
|
||||
http://www.microsoft.com/downloads/details.aspx?FamilyID=2dbee84a-bd94-4167-b817-2b2e548b2e92
|
||||
|
||||
- Pocket PC 2002 SDK Emulator Images (eMVT 3.0 2002 Ed. comes with this)
|
||||
http://www.microsoft.com/downloads/details.aspx?FamilyID=25f4de97-ae80-477a-9df1-496b85b3d3e3
|
||||
|
||||
- eMbedded Visual C++ 4.0
|
||||
http://www.microsoft.com/downloads/details.aspx?familyid=1DACDB3D-50D1-41B2-A107-FA75AE960856
|
||||
|
||||
- eMbedded Visual C++ 4.0 SP3 (Win CE 4.0-4.2)
|
||||
http://www.microsoft.com/downloads/details.aspx?FamilyID=5bb36f3e-5b3d-419a-9610-2fe53815ae3b
|
||||
|
||||
OR
|
||||
|
||||
- eMbedded Visual C++ 4.0 SP4 (No SH3 support,Win CE 4.0-5.0 support)
|
||||
http://www.microsoft.com/downloads/details.aspx?FamilyID=4a4ed1f4-91d3-4dbe-986e-a812984318e5
|
||||
|
||||
- eMbedded Visual C++ 4.0 Update 5625 (SP4 only)
|
||||
http://www.microsoft.com/downloads/details.aspx?FamilyID=aa282a6d-6f57-436d-8c10-0ec02d94f5b1
|
||||
|
||||
- Windows CE: Standard Software Development Kit
|
||||
http://www.microsoft.com/downloads/details.aspx?familyid=a08f6991-16b0-4019-a174-0c40e6d25fe7
|
||||
|
||||
- SDK for Windows Mobile 2003-based Pocket PCs
|
||||
http://www.microsoft.com/downloads/details.aspx?FamilyId=9996B314-0364-4623-9EDE-0B5FBB133652
|
||||
|
||||
- Emulator Images for Windows Mobile 2003 Second Edition software for Pocket PC
|
||||
http://www.microsoft.com/downloads/details.aspx?familyid=5C53E3B5-F2A2-47D7-A41D-825FD68EBB6C
|
||||
|
||||
- Microsoft Device Emulator 1.0 Community Preview
|
||||
http://beta.microsoft.com Use Guest ID "MSDEVICE" to access the Community Preview website
|
||||
|
||||
- Windows CE Utilities for Visual Studio .NET 2003 Add-on Pack 1.1
|
||||
(if you also have VS 2003 installed, you need this to install Win CE 5.0 SDK, else no need)
|
||||
http://www.microsoft.com/downloads/details.aspx?FamilyId=7EC99CA6-2095-4086-B0CC-7C6C39B28762
|
||||
|
||||
- Windows CE 5.0: Standard Software Development Kit (eMC++ 4 SP4 only)
|
||||
http://www.microsoft.com/downloads/details.aspx?FamilyID=fa1a3d66-3f61-4ddc-9510-ae450e2318c3
|
||||
|
||||
- SDL 1.27 (use patch and zip in tools\SDL1.2.7_CE)
|
||||
|
||||
compile
|
||||
use src\SDL\WinCE\SRB2CE.vcw
|
||||
|
||||
debug:
|
||||
?
|
||||
|
||||
|
||||
2. Explanation of the code
|
||||
==========================
|
||||
|
||||
2.1 The memory model (original) (z_zone.c) (by BP)
|
||||
--------------------
|
||||
|
||||
SRB2 allocate a heap of 6/32/48 megs at begining and provide a Z_Malloc function
|
||||
to allocate in this heap.
|
||||
|
||||
Z_Malloc( int size,int tag,void* user )
|
||||
|
||||
size is the size in byte
|
||||
tag can be : PU_STATIC allocated static (like malloc do)
|
||||
call Z_Free to free it
|
||||
PU_LEVEL same as static but the zone is "tagged" with the
|
||||
tag PU_LEVEL, when calling
|
||||
Z_FreeTag (PU_LEVEL, PU_LEVEL) all zone tagged
|
||||
with PU_LEVEL are freed (at the end of the level)
|
||||
PU_CACHE this one _can_ be freed automatiquely by one other
|
||||
call to Z_Malloc. the *user point to a pointer
|
||||
to this zone so when freed automatiquely the
|
||||
pointer is set to NULL so eatch time you use it
|
||||
you must check if the pointer is not NULL and
|
||||
reload it.
|
||||
|
||||
(...)
|
||||
|
||||
2.2 Hardware Texture model (by BP)
|
||||
--------------------------
|
||||
|
||||
Eatch texture/patch/flats/pic in SRB2 are converted to hardware texture at
|
||||
runtime (the GlideMipmap_s structure (hw_data.h)). I will call hardware
|
||||
texture a gr_texture so there is no confusion.
|
||||
|
||||
To remind you :
|
||||
- Texture are set of patch and are associate to linedefs (walls) can be
|
||||
upper, lower or middle texture. It can have hole on it.
|
||||
- patch are sprites (the doom patch are run of vertical lines)
|
||||
- flats are used for floors and ceiling of sectors and have size of 64x64
|
||||
it can't have hole on it
|
||||
- pic are new legacy format for picture, it can only handle plain texture
|
||||
like flats it is now used for hud in full screen for the main picture
|
||||
of legacy and for coronas (the format was extended to handle 32 bit color
|
||||
or intensity + alpha, not all are implemented at this time)
|
||||
|
||||
Since patch, flat and pic are basic structure represented by only one lump in
|
||||
the wad, the wad loader allocate for eatch lump a GlideMipmap_s (cache3Dfx)
|
||||
and init data field to NULL. Since the data structure is allocated in
|
||||
PU_3DFXCACHE (like PU_CACHE) the data will be initilised when needed
|
||||
(hw_cache.c).
|
||||
|
||||
The GlideMipmap_s structures for textures are initialized on
|
||||
HWR_PrepLevelCache (hw_cache.c) it is called in P_SetupLevel (load level)
|
||||
the number of textures is computed with TEXTURE1, TEXTURE2 lumps since this
|
||||
can be changed in runtime in SRB2 (load a wad while runing) it must be
|
||||
reallocated. Well, at this time it is realloceted at eatch level start. We
|
||||
can do better, since numtextures change only when a wad is loaded.
|
||||
|
||||
The 3dfx driver use glide3, it load gr_texture in gr_texture memory of the
|
||||
card in fifo order when there is no more place it remove the first gr_texture,
|
||||
the downloaded field of GlideMipmap_s go to false and when needed it is
|
||||
reloaded in gr_texture memory. In OpenGl, since OpenGl keep texture in there
|
||||
own memory and handle gr_texture memory of the card we no more need to
|
||||
redownload it but if we not free time to time gr_texture memory in opengl,
|
||||
it will get alot of memory, so the gr_texture memory is cleared at eatch
|
||||
new level (same time of texture reallocation). Opengl and 3dfx link the
|
||||
loaded gr_texture with the nextmipmap field of GlideMipmap_s so before clear
|
||||
textures of the heap we MUST free gr_texture memory of OpenGl or 3dfx !
|
||||
|
||||
SRB2 can also draw patch with a differant colormap (thanks to Hurdler).
|
||||
When needed it create the same gr_texture but just with a differant colormap.
|
||||
This one is linked with the original in the GlideMipmap_s with the
|
||||
nextcolormap field.
|
||||
|
||||
So when a polygone with a gr_texture must be drawn, first we check if the
|
||||
gr_textures is not allready loaded in hadware memory (downloaded field) if
|
||||
not then we check if gr_texture data is there (not grabbed by z_malloc
|
||||
function) if not we must recompute it eatch type of gr_texture (texture,
|
||||
patch, flat, pic have there own methode) the we can send the gr_texture
|
||||
to 3dfx or OpenGl.
|
1992
doc/specials.html
1992
doc/specials.html
File diff suppressed because it is too large
Load diff
313
doc/specs/udmf_srb2.txt
Normal file
313
doc/specs/udmf_srb2.txt
Normal file
|
@ -0,0 +1,313 @@
|
|||
===============================================================================
|
||||
Universal Doom Map Format Sonic Robo Blast 2 extensions v1.0 19.02.2024
|
||||
|
||||
Copyright (c) 2024 Sonic Team Junior
|
||||
uses Universal Doom Map Format Specification v1.1 as a template,
|
||||
original document Copyright (c) 2009 James Haley.
|
||||
Permission is granted to copy, distribute and/or modify this document
|
||||
under the terms of the GNU Free Documentation License, Version 1.2
|
||||
or any later version published by the Free Software Foundation;
|
||||
with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
|
||||
|
||||
===============================================================================
|
||||
|
||||
This document discusses the UDMF implementation found in Sonic Robo Blast 2's engine.
|
||||
|
||||
=======================================
|
||||
I. Grammar / Syntax
|
||||
=======================================
|
||||
|
||||
No changes.
|
||||
|
||||
=======================================
|
||||
II. Implementation Semantics
|
||||
=======================================
|
||||
|
||||
------------------------------------
|
||||
II.A : Storage and Retrieval of Data
|
||||
------------------------------------
|
||||
|
||||
No changes.
|
||||
|
||||
-----------------------------------
|
||||
II.B : Storage Within Archive Files
|
||||
-----------------------------------
|
||||
|
||||
No changes.
|
||||
|
||||
--------------------------------
|
||||
II.C : Implementation Dependence
|
||||
--------------------------------
|
||||
|
||||
The SRB2 engine only supports the following namespace:
|
||||
"srb2"
|
||||
|
||||
The engine is allowed to refuse maps with an unsupported namespace,
|
||||
or emit a warning.
|
||||
|
||||
=======================================
|
||||
III. Standardized Fields
|
||||
=======================================
|
||||
|
||||
The SRB2 engine ignores any user-defined fields.
|
||||
All boolean fields default to false unless mentioned otherwise.
|
||||
|
||||
Sonic Robo Blast 2 defines the following standardized fields:
|
||||
|
||||
vertex
|
||||
{
|
||||
x = <float>; // X coordinate. No valid default.
|
||||
y = <float>; // Y coordinate. No valid default.
|
||||
zfloor = <float>; // Floor height at this vertex. Only applies to triangular sectors
|
||||
zceiling = <float>; // Ceiling height at this vertex. Only applies to triangular sectors
|
||||
}
|
||||
|
||||
linedef
|
||||
{
|
||||
id = <integer>; // ID of line. Interpreted as tag.
|
||||
moreids = <string>; // Additional line IDs, specified as a space separated list of numbers (e.g. "2 666 1003 4505")
|
||||
|
||||
v1 = <integer>; // Index of first vertex. No valid default.
|
||||
v2 = <integer>; // Index of second vertex. No valid default.
|
||||
|
||||
blocking = <bool>; // Line blocks things.
|
||||
blockmonsters = <bool>; // Line blocks enemies.
|
||||
twosided = <bool>; // Line is 2S.
|
||||
dontpegtop = <bool>; // Upper texture unpegged.
|
||||
dontpegbottom = <bool>; // Lower texture unpegged.
|
||||
skewtd = <bool>; // Upper and lower textures are skewed.
|
||||
noclimb = <bool>; // Line is not climbable.
|
||||
noskew = <bool>; // Middle texture is not skewed.
|
||||
midpeg = <bool>; // Middle texture is pegged.
|
||||
midsolid = <bool>; // Middle texture is solid.
|
||||
wrapmidtex = <bool>; // Line's mid textures are wrapped.
|
||||
nonet = <bool>; // Special only takes effect in singleplayer games.
|
||||
netonly = <bool>; // Special only takes effect in multiplayer games.
|
||||
bouncy = <bool>; // Line is bouncy.
|
||||
transfer = <bool>; // In 3D floor sides, uses the sidedef properties of the control sector.
|
||||
|
||||
alpha = <float>; // Translucency of this line. Default is 1.0
|
||||
renderstyle = <string>; // Render style. Can be:
|
||||
// - "translucent"
|
||||
// - "add"
|
||||
// - "subtract"
|
||||
// - "reversesubtract"
|
||||
// - "modulate"
|
||||
// - "fog"
|
||||
// Default is "translucent".
|
||||
|
||||
special = <integer>; // Linedef action. Default = 0.
|
||||
arg0 = <integer>; // Argument 0. Default = 0.
|
||||
arg1 = <integer>; // Argument 1. Default = 0.
|
||||
arg2 = <integer>; // Argument 2. Default = 0.
|
||||
arg3 = <integer>; // Argument 3. Default = 0.
|
||||
arg4 = <integer>; // Argument 4. Default = 0.
|
||||
arg5 = <integer>; // Argument 5. Default = 0.
|
||||
arg6 = <integer>; // Argument 6. Default = 0.
|
||||
arg7 = <integer>; // Argument 7. Default = 0.
|
||||
arg8 = <integer>; // Argument 8. Default = 0.
|
||||
arg9 = <integer>; // Argument 9. Default = 0.
|
||||
stringarg0 = <string>; // String argument 0.
|
||||
stringarg1 = <string>; // String argument 1.
|
||||
|
||||
sidefront = <integer>; // Sidedef 1 index. No valid default.
|
||||
sideback = <integer>; // Sidedef 2 index. Default = -1.
|
||||
|
||||
comment = <string>; // A comment. Implementors should attach no special
|
||||
// semantic meaning to this field.
|
||||
}
|
||||
|
||||
sidedef
|
||||
{
|
||||
offsetx = <integer>; // X offset. Default = 0.
|
||||
offsety = <integer>; // Y offset. Default = 0.
|
||||
|
||||
texturetop = <string>; // Upper texture. Default = "-".
|
||||
texturebottom = <string>; // Lower texture. Default = "-".
|
||||
texturemiddle = <string>; // Middle texture. Default = "-".
|
||||
|
||||
repeatcnt = <string>; // Number of middle texture repetitions. Default = 0
|
||||
|
||||
sector = <integer>; // Sector index. No valid default.
|
||||
|
||||
scalex_top = <float>; // X scale for upper texture. Default = 1.0.
|
||||
scaley_top = <float>; // Y scale for upper texture. Default = 1.0.
|
||||
scalex_mid = <float>; // X scale for mid texture. Default = 1.0.
|
||||
scaley_mid = <float>; // Y scale for mid texture. Default = 1.0.
|
||||
scalex_bottom = <float>; // X scale for lower texture. Default = 1.0.
|
||||
scaley_bottom = <float>; // Y scale for lower texture. Default = 1.0.
|
||||
offsetx_top = <float>; // X offset for upper texture. Default = 0.0.
|
||||
offsety_top = <float>; // Y offset for upper texture. Default = 0.0.
|
||||
offsetx_mid = <float>; // X offset for mid texture. Default = 0.0.
|
||||
offsety_mid = <float>; // Y offset for mid texture. Default = 0.0.
|
||||
offsetx_bottom = <float>; // X offset for lower texture. Default = 0.0.
|
||||
offsety_bottom = <float>; // Y offset for lower texture. Default = 0.0.
|
||||
|
||||
comment = <string>; // A comment. Implementors should attach no special
|
||||
// semantic meaning to this field.
|
||||
}
|
||||
|
||||
sector
|
||||
{
|
||||
heightfloor = <integer>; // Floor height. Default = 0.
|
||||
heightceiling = <integer>; // Ceiling height. Default = 0.
|
||||
|
||||
texturefloor = <string>; // Floor flat. No valid default.
|
||||
textureceiling = <string>; // Ceiling flat. No valid default.
|
||||
|
||||
lightlevel = <integer>; // Light level. Default = 255.
|
||||
lightfloor = <integer>; // The floor's light level. Default is 0.
|
||||
lightceiling = <integer>; // The ceiling's light level. Default is 0.
|
||||
lightfloorabsolute = <bool>; // true = 'lightfloor' is an absolute value. Default is
|
||||
// relative to the owning sector's light level.
|
||||
lightceilingabsolute = <bool>; // true = 'lightceiling' is an absolute value. Default is
|
||||
// relative to the owning sector's light level.
|
||||
|
||||
special = <integer>; // Sector special. Default = 0.
|
||||
id = <integer>; // Sector tag/id. Default = 0.
|
||||
moreids = <string>; // Additional sector IDs/tags, specified as a space separated list of numbers (e.g. "2 666 1003 4505")
|
||||
|
||||
xpanningfloor = <float>; // X texture offset of floor texture. Default = 0.0.
|
||||
ypanningfloor = <float>; // Y texture offset of floor texture. Default = 0.0.
|
||||
xpanningceiling = <float>; // X texture offset of ceiling texture. Default = 0.0.
|
||||
ypanningceiling = <float>; // Y texture offset of ceiling texture. Default = 0.0.
|
||||
xscalefloor = <float>; // X texture scale of floor texture. Default = 1.0.
|
||||
yscalefloor = <float>; // Y texture scale of floor texture. Default = 1.0.
|
||||
xscaleceiling = <float>; // X texture scale of ceiling texture. Default = 1.0.
|
||||
yscaleceiling = <float>; // Y texture scale of ceiling texture. Default = 1.0.
|
||||
rotationfloor = <float>; // Rotation of floor texture in degrees. Default = 0.0.
|
||||
rotationceiling = <float>; // Rotation of ceiling texture in degrees. Default = 0.0.
|
||||
ceilingplane_a = <float>; // Define the plane equation for the sector's ceiling. Default is a horizontal plane at 'heightceiling'.
|
||||
ceilingplane_b = <float>; // 'heightceiling' will still be used to calculate texture alignment.
|
||||
ceilingplane_c = <float>; // The plane equation will only be used if all 4 values are given.
|
||||
ceilingplane_d = <float>; // The plane is defined as a*x + b*y + c*z + d = 0 with the normal vector pointing downward.
|
||||
floorplane_a = <float>; // Define the plane equation for the sector's floor. Default is a horizontal plane at 'heightfloor'.
|
||||
floorplane_b = <float>; // 'heightfloor' will still be used to calculate texture alignment.
|
||||
floorplane_c = <float>; // The plane equation will only be used if all 4 values are given.
|
||||
floorplane_d = <float>; // The plane is defined as a*x + b*y + c*z + d = 0 with the normal vector pointing upward.
|
||||
|
||||
lightcolor = <integer>; // Sector's light color as RRGGBB value. Default = 0x000000.
|
||||
lightalpha = <integer>; // Sector's light opacity. Default = 25.
|
||||
fadecolor = <integer>; // Sector's fog color as RRGGBB value. Default = 0x000000.
|
||||
fadealpha = <integer>; // Sector's fog opacity. Default = 25.
|
||||
fadestart = <integer>; // Sector's fading range start. Default = 0.
|
||||
fadeend = <integer>; // Sector's fading range end. Default = 31.
|
||||
colormapfog = <bool>; // Sector's colormap uses fog lighting.
|
||||
colormapfadesprites = <bool>; // Sector's colormap affects full-bright sprites.
|
||||
colormapprotected = <bool>; // Sector's colormap is not affected by colormap change specials.
|
||||
|
||||
flipspecial_nofloor = <bool>; // Trigger effects that require a plane touch are not executed when the floor is touched.
|
||||
flipspecial_ceiling = <bool>; // Trigger effects that require a plane touch are executed when the ceiling is touched.
|
||||
triggerspecial_touch = <bool>; // Trigger effects are executed anywhere in the sector.
|
||||
triggerspecial_headbump = <bool>; // Trigger effects are executed if the top of the triggerer object touches a plane.
|
||||
triggerline_plane = <bool>; // Trigger effects require a plane touch to be executed.
|
||||
triggerline_mobj = <bool>; // Trigger effects can be executed by non-pushable objects.
|
||||
|
||||
invertprecip = <bool>; // Inverts the precipitation effect; if the sector is considered to be indoors,
|
||||
// precipitation is generated, and if the sector is considered to be outdoors,
|
||||
// precipitation is not generated.
|
||||
gravityflip = <bool>; // Sector flips any objects in it, if the sector has negative gravity.
|
||||
heatwave = <bool>; // Sector has the heat wave effect.
|
||||
noclipcamera = <bool>; // Sector is not tangible to the camera.
|
||||
outerspace = <bool>; // Sector has the space countdown effect.
|
||||
doublestepup = <bool>; // Sector has half the vertical height needed for objects to walk into it.
|
||||
nostepdown = <bool>; // Sector has the staircase effect disabled.
|
||||
speedpad = <bool>; // Sector is a speed pad.
|
||||
starpostactivator = <bool>; // Sector activates any Star Posts in it when walked into by a plyer.
|
||||
exit = <bool>; // Sector is an exit sector.
|
||||
specialstagepit = <bool>; // Sector is a Special Stage pit.
|
||||
returnflag = <bool>; // Sector returns any Capture the Flag flags that come in contact with it to their respective bases.
|
||||
redteambase = <bool>; // Sector is a Red Team base.
|
||||
blueteambase = <bool>; // Sector is Blue Team base.
|
||||
fan = <bool>; // Sector is a fan sector.
|
||||
supertransform = <bool>; // Sector transforms any players that come in contact with it into their 'super' mode.
|
||||
forcespin = <bool>; // Sector forces any players that come in contact with it to roll.
|
||||
zoomtubestart = <bool>; // Sector is the starting point of a zoom tube path.
|
||||
zoomtubeend = <bool>; // Sector is the ending point of a zoom tube path.
|
||||
finishline = <bool>; // Sector is a Circuit finish line.
|
||||
ropehang = <bool>; // Sector is a rope hang. Must be applied to a 3D floor.
|
||||
jumpflip = <bool>; // Sector flips the gravity of players who jump from it.
|
||||
gravityoverride = <bool>; // Reverse gravity effect is only applied when an object is in the sector.
|
||||
nophysics_floor = <bool>; // Disables floor slope physics if created through a plane equation.
|
||||
nophysics_ceiling = <bool>; // Disables ceiling slope physics if created through a plane equation.
|
||||
|
||||
friction = <float>; // Sector's friction factor.
|
||||
gravity = <float>; // Sector's gravity. Default is 1.0.
|
||||
damagetype = <integer>; // Damage type for sector damage. Can be:
|
||||
// - "None"
|
||||
// - "Generic"
|
||||
// - "Water"
|
||||
// - "Fire"
|
||||
// - "Lava"
|
||||
// - "Electric"
|
||||
// - "Spike"
|
||||
// - "DeathPitTilt"
|
||||
// - "DeathPitNoTilt"
|
||||
// - "Instakill"
|
||||
// - "SpecialStage"
|
||||
// Default = "None".
|
||||
triggertag = <integer>; // Tag to trigger when this sector is entered. Default = 0.
|
||||
triggerer = <string>; // Who can execute the trigger tag when this sector is entered. Can be:
|
||||
// - "Player"
|
||||
// - "AllPlayers"
|
||||
// - "Mobj"
|
||||
// Default = "Player".
|
||||
|
||||
comment = <string>; // A comment. Implementors should attach no special
|
||||
// semantic meaning to this field.
|
||||
}
|
||||
|
||||
thing
|
||||
{
|
||||
id = <integer>; // Thing ID. Default = 0.
|
||||
moreids = <string>; // Additional thing IDs, specified as a space separated list of numbers (e.g. "2 666 1003 4505")
|
||||
|
||||
x = <float>; // X coordinate. No valid default.
|
||||
y = <float>; // Y coordinate. No valid default.
|
||||
|
||||
height = <float>; // Z height relative to floor.
|
||||
// Relative to ceiling if flip = true.
|
||||
// Absolute if absolutez = true.
|
||||
// Default = 0.
|
||||
|
||||
angle = <integer>; // Map angle of thing in degrees. Default = 0 (East).
|
||||
pitch = <integer>; // Pitch of thing in degrees. Default = 0 (horizontal).
|
||||
roll = <integer>; // Roll of thing in degrees. Default = 0.
|
||||
scalex = <float>; // Horizontal visual scaling on thing. Default = 1.0.
|
||||
scaley = <float>; // Vertical visual scaling on thing. Default = 1.0.
|
||||
scale = <float>; // Vertical and horizontal visual scaling on thing. Default = 1.0.
|
||||
mobjscale = <float>; // Physical scale of the thing. Default = 1.0.
|
||||
|
||||
type = <integer>; // Thing type. No valid default.
|
||||
|
||||
flip = <bool>; // Thing spawns flipped, on the ceiling.
|
||||
absolutez = <bool>; // If true, the thing height is absolute, instead of being relative to the floor or ceiling.
|
||||
|
||||
arg0 = <integer>; // Argument 0. Default = 0.
|
||||
arg1 = <integer>; // Argument 1. Default = 0.
|
||||
arg2 = <integer>; // Argument 2. Default = 0.
|
||||
arg3 = <integer>; // Argument 3. Default = 0.
|
||||
arg4 = <integer>; // Argument 4. Default = 0.
|
||||
arg5 = <integer>; // Argument 5. Default = 0.
|
||||
arg6 = <integer>; // Argument 6. Default = 0.
|
||||
arg7 = <integer>; // Argument 7. Default = 0.
|
||||
arg8 = <integer>; // Argument 8. Default = 0.
|
||||
arg9 = <integer>; // Argument 9. Default = 0.
|
||||
stringarg0 = <string>; // String argument 0.
|
||||
stringarg1 = <string>; // String argument 1.
|
||||
|
||||
comment = <string>; // A comment. Implementors should attach no special
|
||||
// semantic meaning to this field.
|
||||
}
|
||||
|
||||
|
||||
=======================================
|
||||
Changelog
|
||||
=======================================
|
||||
|
||||
1.0: 19.02.2024
|
||||
Initial version.
|
||||
|
||||
===============================================================================
|
||||
EOF
|
||||
===============================================================================
|
|
@ -78,6 +78,8 @@ sectorflags
|
|||
ropehang = "Rope Hang";
|
||||
jumpflip = "Flip Gravity on Jump";
|
||||
gravityoverride = "Make Reverse Gravity Temporary";
|
||||
nophysics_floor = "Disable Floor Slope Physics";
|
||||
nophysics_ceiling = "Disable Ceiling Slope Physics";
|
||||
flipspecial_nofloor = "No Trigger on Floor Touch";
|
||||
flipspecial_ceiling = "Trigger on Ceiling Touch";
|
||||
triggerspecial_touch = "Trigger on Edge Touch";
|
||||
|
@ -114,6 +116,8 @@ sectorflagscategories
|
|||
ropehang = "special";
|
||||
jumpflip = "special";
|
||||
gravityoverride = "special";
|
||||
nophysics_floor = "special";
|
||||
nophysics_ceiling = "special";
|
||||
flipspecial_nofloor = "trigger";
|
||||
flipspecial_ceiling = "trigger";
|
||||
triggerspecial_touch = "trigger";
|
||||
|
|
|
@ -1,28 +1,9 @@
|
|||
|
||||
This is a list of major changes in SDL's version history.
|
||||
|
||||
---------------------------------------------------------------------------
|
||||
2.30.0:
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
General:
|
||||
* Added support for 2 bits-per-pixel indexed surface formats
|
||||
* Added the function SDL_GameControllerGetSteamHandle() to get the Steam API handle for a controller, if available
|
||||
* Added the event SDL_CONTROLLERSTEAMHANDLEUPDATED which is sent when the Steam API handle for a controller changes. This could also change the name, VID, and PID of the controller.
|
||||
* Added the environment variable SDL_LOGGING to control default log output
|
||||
|
||||
macOS:
|
||||
* Added the hint SDL_HINT_JOYSTICK_IOKIT to control whether the IOKit controller driver should be used
|
||||
* Added the hint SDL_HINT_JOYSTICK_MFI to control whether the GCController controller driver should be used
|
||||
* Added the hint SDL_HINT_RENDER_METAL_PREFER_LOW_POWER_DEVICE to choose whether high or low power GPU should be used for rendering, in the case where there are multiple GPUs available
|
||||
|
||||
Xbox:
|
||||
* Added the function SDL_GDKGetDefaultUser()
|
||||
|
||||
---------------------------------------------------------------------------
|
||||
2.28.2:
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
General:
|
||||
* Added the hint SDL_HINT_JOYSTICK_WGI to control whether to use Windows.Gaming.Input for controllers
|
||||
|
||||
|
|
|
@ -72,7 +72,7 @@ done in the build directory for the app!
|
|||
For more complex projects, follow these instructions:
|
||||
|
||||
1. Get the source code for SDL and copy the 'android-project' directory located at SDL/android-project to a suitable location. Also make sure to rename it to your project name (In these examples: YOURPROJECT).
|
||||
|
||||
|
||||
(The 'android-project' directory can basically be seen as a sort of starting point for the android-port of your project. It contains the glue code between the Android Java 'frontend' and the SDL code 'backend'. It also contains some standard behaviour, like how events should be handled, which you will be able to change.)
|
||||
|
||||
2. Move or [symlink](https://en.wikipedia.org/wiki/Symbolic_link) the SDL directory into the "YOURPROJECT/app/jni" directory
|
||||
|
|
|
@ -35,7 +35,7 @@ SDL now has, internally, a table of function pointers. So, this is what SDL_Init
|
|||
now looks like:
|
||||
|
||||
```c
|
||||
Uint32 SDL_Init(Uint32 flags)
|
||||
UInt32 SDL_Init(Uint32 flags)
|
||||
{
|
||||
return jump_table.SDL_Init(flags);
|
||||
}
|
||||
|
@ -100,7 +100,7 @@ a shared library of its own). If so, it loads that library and looks for and
|
|||
calls a single function:
|
||||
|
||||
```c
|
||||
Sint32 SDL_DYNAPI_entry(Uint32 version, void *table, Uint32 tablesize);
|
||||
SInt32 SDL_DYNAPI_entry(Uint32 version, void *table, Uint32 tablesize);
|
||||
```
|
||||
|
||||
That function takes a version number (more on that in a moment), the address of
|
||||
|
|
|
@ -1,187 +1,27 @@
|
|||
# Emscripten
|
||||
|
||||
## The state of things
|
||||
(This documentation is not very robust; we will update and expand this later.)
|
||||
|
||||
(As of September 2023, but things move quickly and we don't update this
|
||||
document often.)
|
||||
|
||||
In modern times, all the browsers you probably care about (Chrome, Firefox,
|
||||
Edge, and Safari, on Windows, macOS, Linux, iOS and Android), support some
|
||||
reasonable base configurations:
|
||||
|
||||
- WebAssembly (don't bother with asm.js any more)
|
||||
- WebGL (which will look like OpenGL ES 2 or 3 to your app).
|
||||
- Threads (see caveats, though!)
|
||||
- Game controllers
|
||||
- Autoupdating (so you can assume they have a recent version of the browser)
|
||||
|
||||
All this to say we're at the point where you don't have to make a lot of
|
||||
concessions to get even a fairly complex SDL-based game up and running.
|
||||
|
||||
|
||||
## RTFM
|
||||
|
||||
This document is a quick rundown of some high-level details. The
|
||||
documentation at [emscripten.org](https://emscripten.org/) is vast
|
||||
and extremely detailed for a wide variety of topics, and you should at
|
||||
least skim through it at some point.
|
||||
|
||||
|
||||
## Porting your app to Emscripten
|
||||
|
||||
Many many things just need some simple adjustments and they'll compile
|
||||
like any other C/C++ code, as long as SDL was handling the platform-specific
|
||||
work for your program.
|
||||
|
||||
First, you probably need this in at least one of your source files:
|
||||
|
||||
```c
|
||||
#ifdef __EMSCRIPTEN__
|
||||
#include <emscripten.h>
|
||||
#endif
|
||||
```
|
||||
|
||||
Second: assembly language code has to go. Replace it with C. You can even use
|
||||
[x86 SIMD intrinsic functions in Emscripten](https://emscripten.org/docs/porting/simd.html)!
|
||||
|
||||
Third: Middleware has to go. If you have a third-party library you link
|
||||
against, you either need an Emscripten port of it, or the source code to it
|
||||
to compile yourself, or you need to remove it.
|
||||
|
||||
Fourth: You still start in a function called main(), but you need to get out of
|
||||
it and into a function that gets called repeatedly, and returns quickly,
|
||||
called a mainloop.
|
||||
|
||||
Somewhere in your program, you probably have something that looks like a more
|
||||
complicated version of this:
|
||||
|
||||
```c
|
||||
void main(void)
|
||||
{
|
||||
initialize_the_game();
|
||||
while (game_is_still_running) {
|
||||
check_for_new_input();
|
||||
think_about_stuff();
|
||||
draw_the_next_frame();
|
||||
}
|
||||
deinitialize_the_game();
|
||||
}
|
||||
```
|
||||
|
||||
This will not work on Emscripten, because the main thread needs to be free
|
||||
to do stuff and can't sit in this loop forever. So Emscripten lets you set up
|
||||
a [mainloop](https://emscripten.org/docs/porting/emscripten-runtime-environment.html#browser-main-loop).
|
||||
|
||||
```c
|
||||
static void mainloop(void) /* this will run often, possibly at the monitor's refresh rate */
|
||||
{
|
||||
if (!game_is_still_running) {
|
||||
deinitialize_the_game();
|
||||
#ifdef __EMSCRIPTEN__
|
||||
emscripten_cancel_main_loop(); /* this should "kill" the app. */
|
||||
#else
|
||||
exit(0);
|
||||
#endif
|
||||
}
|
||||
|
||||
check_for_new_input();
|
||||
think_about_stuff();
|
||||
draw_the_next_frame();
|
||||
}
|
||||
|
||||
void main(void)
|
||||
{
|
||||
initialize_the_game();
|
||||
#ifdef __EMSCRIPTEN__
|
||||
emscripten_set_main_loop(mainloop, 0, 1);
|
||||
#else
|
||||
while (1) { mainloop(); }
|
||||
#endif
|
||||
}
|
||||
```
|
||||
|
||||
Basically, `emscripten_set_main_loop(mainloop, 0, 1);` says "run
|
||||
`mainloop` over and over until I end the program." The function will
|
||||
run, and return, freeing the main thread for other tasks, and then
|
||||
run again when it's time. The `1` parameter does some magic to make
|
||||
your main() function end immediately; this is useful because you
|
||||
don't want any shutdown code that might be sitting below this code
|
||||
to actually run if main() were to continue on, since we're just
|
||||
getting started.
|
||||
|
||||
There's a lot of little details that are beyond the scope of this
|
||||
document, but that's the biggest intial set of hurdles to porting
|
||||
your app to the web.
|
||||
|
||||
|
||||
## Do you need threads?
|
||||
|
||||
If you plan to use threads, they work on all major browsers now. HOWEVER,
|
||||
they bring with them a lot of careful considerations. Rendering _must_
|
||||
be done on the main thread. This is a general guideline for many
|
||||
platforms, but a hard requirement on the web.
|
||||
|
||||
Many other things also must happen on the main thread; often times SDL
|
||||
and Emscripten make efforts to "proxy" work to the main thread that
|
||||
must be there, but you have to be careful (and read more detailed
|
||||
documentation than this for the finer points).
|
||||
|
||||
Even when using threads, your main thread needs to set an Emscripten
|
||||
mainloop that runs quickly and returns, or things will fail to work
|
||||
correctly.
|
||||
|
||||
You should definitely read [Emscripten's pthreads docs](https://emscripten.org/docs/porting/pthreads.html)
|
||||
for all the finer points. Mostly SDL's thread API will work as expected,
|
||||
but is built on pthreads, so it shares the same little incompatibilities
|
||||
that are documented there, such as where you can use a mutex, and when
|
||||
a thread will start running, etc.
|
||||
|
||||
|
||||
IMPORTANT: You have to decide to either build something that uses
|
||||
threads or something that doesn't; you can't have one build
|
||||
that works everywhere. This is an Emscripten (or maybe WebAssembly?
|
||||
Or just web browsers in general?) limitation. If you aren't using
|
||||
threads, it's easier to not enable them at all, at build time.
|
||||
|
||||
If you use threads, you _have to_ run from a web server that has
|
||||
[COOP/COEP headers set correctly](https://web.dev/why-coop-coep/)
|
||||
or your program will fail to start at all.
|
||||
|
||||
If building with threads, `__EMSCRIPTEN_PTHREADS__` will be defined
|
||||
for checking with the C preprocessor, so you can build something
|
||||
different depending on what sort of build you're compiling.
|
||||
|
||||
|
||||
## Audio
|
||||
|
||||
Audio works as expected at the API level, but not exactly like other
|
||||
platforms.
|
||||
|
||||
You'll only see a single default audio device. Audio capture also works;
|
||||
if the browser pops up a prompt to ask for permission to access the
|
||||
microphone, the SDL_OpenAudioDevice call will succeed and start producing
|
||||
silence at a regular interval. Once the user approves the request, real
|
||||
audio data will flow. If the user denies it, the app is not informed and
|
||||
will just continue to receive silence.
|
||||
## A quick note about audio
|
||||
|
||||
Modern web browsers will not permit web pages to produce sound before the
|
||||
user has interacted with them (clicked or tapped on them, usually); this is
|
||||
for several reasons, not the least of which being that no one likes when a
|
||||
random browser tab suddenly starts making noise and the user has to scramble
|
||||
to figure out which and silence it.
|
||||
user has interacted with them; this is for several reasons, not the least
|
||||
of which being that no one likes when a random browser tab suddenly starts
|
||||
making noise and the user has to scramble to figure out which and silence
|
||||
it.
|
||||
|
||||
SDL will allow you to open the audio device for playback in this
|
||||
circumstance, and your audio callback will fire, but SDL will throw the audio
|
||||
data away until the user interacts with the page. This helps apps that depend
|
||||
on the audio callback to make progress, and also keeps audio playback in sync
|
||||
once the app is finally allowed to make noise.
|
||||
To solve this, most browsers will refuse to let a web app use the audio
|
||||
subsystem at all before the user has interacted with (clicked on) the page
|
||||
in a meaningful way. SDL-based apps also have to deal with this problem; if
|
||||
the user hasn't interacted with the page, SDL_OpenAudioDevice will fail.
|
||||
|
||||
There are two reasonable ways to deal with the silence at the app level:
|
||||
if you are writing some sort of media player thing, where the user expects
|
||||
there to be a volume control when you mouseover the canvas, just default
|
||||
that control to a muted state; if the user clicks on the control to unmute
|
||||
it, on this first click, open the audio device. This allows the media to
|
||||
play at start, and the user can reasonably opt-in to listening.
|
||||
There are two reasonable ways to deal with this: if you are writing some
|
||||
sort of media player thing, where the user expects there to be a volume
|
||||
control when you mouseover the canvas, just default that control to a muted
|
||||
state; if the user clicks on the control to unmute it, on this first click,
|
||||
open the audio device. This allows the media to play at start, the user can
|
||||
reasonably opt-in to listening, and you never get access denied to the audio
|
||||
device.
|
||||
|
||||
Many games do not have this sort of UI, and are more rigid about starting
|
||||
audio along with everything else at the start of the process. For these, your
|
||||
|
@ -196,179 +36,41 @@ Please see the discussion at https://github.com/libsdl-org/SDL/issues/6385
|
|||
for some Javascript code to steal for this approach.
|
||||
|
||||
|
||||
## Rendering
|
||||
|
||||
If you use SDL's 2D render API, it will use GLES2 internally, which
|
||||
Emscripten will turn into WebGL calls. You can also use OpenGL ES 2
|
||||
directly by creating a GL context and drawing into it.
|
||||
|
||||
Calling SDL_RenderPresent (or SDL_GL_SwapWindow) will not actually
|
||||
present anything on the screen until your return from your mainloop
|
||||
function.
|
||||
|
||||
|
||||
## Building SDL/emscripten
|
||||
|
||||
First: do you _really_ need to build SDL from source?
|
||||
|
||||
If you aren't developing SDL itself, have a desire to mess with its source
|
||||
code, or need something on the bleeding edge, don't build SDL. Just use
|
||||
Emscripten's packaged version!
|
||||
|
||||
Compile and link your app with `-sUSE_SDL=2` and it'll use a build of
|
||||
SDL packaged with Emscripten. This comes from the same source code and
|
||||
fixes the Emscripten project makes to SDL are generally merged into SDL's
|
||||
revision control, so often this is much easier for app developers.
|
||||
|
||||
`-sUSE_SDL=1` will select Emscripten's JavaScript reimplementation of SDL
|
||||
1.2 instead; if you need SDL 1.2, this might be fine, but we generally
|
||||
recommend you don't use SDL 1.2 in modern times.
|
||||
|
||||
|
||||
If you want to build SDL, though...
|
||||
|
||||
SDL currently requires at least Emscripten 3.1.35 to build. Newer versions
|
||||
are likely to work, as well.
|
||||
|
||||
|
||||
Build:
|
||||
|
||||
This works on Linux/Unix and macOS. Please send comments about Windows.
|
||||
|
||||
Make sure you've [installed emsdk](https://emscripten.org/docs/getting_started/downloads.html)
|
||||
first, and run `source emsdk_env.sh` at the command line so it finds the
|
||||
tools.
|
||||
|
||||
(These configure options might be overkill, but this has worked for me.)
|
||||
|
||||
```bash
|
||||
cd SDL
|
||||
mkdir build
|
||||
cd build
|
||||
emconfigure ../configure --host=wasm32-unknown-emscripten --disable-pthreads --disable-assembly --disable-cpuinfo CFLAGS="-sUSE_SDL=0 -O3"
|
||||
emmake make -j4
|
||||
```
|
||||
|
||||
If you want to build with thread support, something like this works:
|
||||
|
||||
```bash
|
||||
emconfigure ../configure --host=wasm32-unknown-emscripten --enable-pthreads --disable-assembly --disable-cpuinfo CFLAGS="-sUSE_SDL=0 -O3 -pthread" LDFLAGS="-pthread"
|
||||
```
|
||||
$ mkdir build
|
||||
$ cd build
|
||||
$ emconfigure ../configure --host=asmjs-unknown-emscripten --disable-assembly --disable-threads --disable-cpuinfo CFLAGS="-O2"
|
||||
$ emmake make
|
||||
|
||||
Or with cmake:
|
||||
|
||||
```bash
|
||||
mkdir build
|
||||
cd build
|
||||
emcmake cmake ..
|
||||
emmake make -j4
|
||||
```
|
||||
$ mkdir build
|
||||
$ cd build
|
||||
$ emcmake cmake ..
|
||||
$ emmake make
|
||||
|
||||
To build one of the tests:
|
||||
|
||||
```bash
|
||||
cd test/
|
||||
emcc -O2 --js-opts 0 -g4 testdraw2.c -I../include ../build/.libs/libSDL2.a ../build/libSDL2_test.a -o a.html
|
||||
```
|
||||
$ cd test/
|
||||
$ emcc -O2 --js-opts 0 -g4 testdraw2.c -I../include ../build/.libs/libSDL2.a ../build/libSDL2_test.a -o a.html
|
||||
|
||||
## Building your app
|
||||
Uses GLES2 renderer or software
|
||||
|
||||
You need to compile with `emcc` instead of `gcc` or `clang` or whatever, but
|
||||
mostly it uses the same command line arguments as Clang.
|
||||
Some other SDL2 libraries can be easily built (assuming SDL2 is installed somewhere):
|
||||
|
||||
Link against the SDL/build/.libs/libSDL2.a file you generated by building SDL,
|
||||
link with `-sUSE_SDL=2` to use Emscripten's prepackaged SDL2 build.
|
||||
|
||||
Usually you would produce a binary like this:
|
||||
|
||||
```bash
|
||||
gcc -o mygame mygame.c # or whatever
|
||||
```
|
||||
|
||||
But for Emscripten, you want to output something else:
|
||||
|
||||
```bash
|
||||
emcc -o index.html mygame.c
|
||||
```
|
||||
|
||||
This will produce several files...support Javascript and WebAssembly (.wasm)
|
||||
files. The `-o index.html` will produce a simple HTML page that loads and
|
||||
runs your app. You will (probably) eventually want to replace or customize
|
||||
that file and do `-o index.js` instead to just build the code pieces.
|
||||
|
||||
If you're working on a program of any serious size, you'll likely need to
|
||||
link with `-sALLOW_MEMORY_GROWTH=1 -sMAXIMUM_MEMORY=1gb` to get access
|
||||
to more memory. If using pthreads, you'll need the `-sMAXIMUM_MEMORY=1gb`
|
||||
or the app will fail to start on iOS browsers, but this might be a bug that
|
||||
goes away in the future.
|
||||
|
||||
|
||||
## Data files
|
||||
|
||||
Your game probably has data files. Here's how to access them.
|
||||
|
||||
Filesystem access works like a Unix filesystem; you have a single directory
|
||||
tree, possibly interpolated from several mounted locations, no drive letters,
|
||||
'/' for a path separator. You can access them with standard file APIs like
|
||||
open() or fopen() or SDL_RWops. You can read or write from the filesystem.
|
||||
|
||||
By default, you probably have a "MEMFS" filesystem (all files are stored in
|
||||
memory, but access to them is immediate and doesn't need to block). There are
|
||||
other options, like "IDBFS" (files are stored in a local database, so they
|
||||
don't need to be in RAM all the time and they can persist between runs of the
|
||||
program, but access is not synchronous). You can mix and match these file
|
||||
systems, mounting a MEMFS filesystem at one place and idbfs elsewhere, etc,
|
||||
but that's beyond the scope of this document. Please refer to Emscripten's
|
||||
[page on the topic](https://emscripten.org/docs/porting/files/file_systems_overview.html)
|
||||
for more info.
|
||||
|
||||
The _easiest_ (but not the best) way to get at your data files is to embed
|
||||
them in the app itself. Emscripten's linker has support for automating this.
|
||||
|
||||
```bash
|
||||
emcc -o index.html loopwave.c --embed-file=../test/sample.wav@/sounds/sample.wav
|
||||
```
|
||||
|
||||
This will pack ../test/sample.wav in your app, and make it available at
|
||||
"/sounds/sample.wav" at runtime. Emscripten makes sure this data is available
|
||||
before your main() function runs, and since it's in MEMFS, you can just
|
||||
read it like you do on other platforms. `--embed-file` can also accept a
|
||||
directory to pack an entire tree, and you can specify the argument multiple
|
||||
times to pack unrelated things into the final installation.
|
||||
|
||||
Note that this is absolutely the best approach if you have a few small
|
||||
files to include and shouldn't worry about the issue further. However, if you
|
||||
have hundreds of megabytes and/or thousands of files, this is not so great,
|
||||
since the user will download it all every time they load your page, and it
|
||||
all has to live in memory at runtime.
|
||||
|
||||
[Emscripten's documentation on the matter](https://emscripten.org/docs/porting/files/packaging_files.html)
|
||||
gives other options and details, and is worth a read.
|
||||
|
||||
|
||||
## Debugging
|
||||
|
||||
Debugging web apps is a mixed bag. You should compile and link with
|
||||
`-gsource-map`, which embeds a ton of source-level debugging information into
|
||||
the build, and make sure _the app source code is available on the web server_,
|
||||
which is often a scary proposition for various reasons.
|
||||
|
||||
When you debug from the browser's tools and hit a breakpoint, you can step
|
||||
through the actual C/C++ source code, though, which can be nice.
|
||||
|
||||
If you try debugging in Firefox and it doesn't work well for no apparent
|
||||
reason, try Chrome, and vice-versa. These tools are still relatively new,
|
||||
and improving all the time.
|
||||
|
||||
SDL_Log() (or even plain old printf) will write to the Javascript console,
|
||||
and honestly I find printf-style debugging to be easier than setting up a build
|
||||
for proper debugging, so use whatever tools work best for you.
|
||||
|
||||
|
||||
## Questions?
|
||||
|
||||
Please give us feedback on this document at [the SDL bug tracker](https://github.com/libsdl-org/SDL/issues).
|
||||
If something is wrong or unclear, we want to know!
|
||||
SDL_mixer (http://www.libsdl.org/projects/SDL_mixer/):
|
||||
|
||||
$ EMCONFIGURE_JS=1 emconfigure ../configure
|
||||
build as usual...
|
||||
|
||||
SDL_gfx (http://cms.ferzkopp.net/index.php/software/13-sdl-gfx):
|
||||
|
||||
$ EMCONFIGURE_JS=1 emconfigure ../configure --disable-mmx
|
||||
build as usual...
|
||||
|
|
|
@ -3,7 +3,7 @@ GDK
|
|||
|
||||
This port allows SDL applications to run via Microsoft's Game Development Kit (GDK).
|
||||
|
||||
Windows (GDK) and Xbox One/Xbox Series (GDKX) are both supported and all the required code is included in this public SDL release. However, only licensed Xbox developers have access to the GDKX libraries which will allow you to build the Xbox targets.
|
||||
Windows (GDK) and Xbox One/Xbox Series (GDKX) are supported. Although most of the Xbox code is included in the public SDL source code, NDA access is required for a small number of source files. If you have access to GDKX, these required Xbox files are posted on the GDK forums [here](https://forums.xboxlive.com/questions/130003/).
|
||||
|
||||
|
||||
Requirements
|
||||
|
@ -11,7 +11,6 @@ Requirements
|
|||
|
||||
* Microsoft Visual Studio 2022 (in theory, it should also work in 2017 or 2019, but this has not been tested)
|
||||
* Microsoft GDK June 2022 or newer (public release [here](https://github.com/microsoft/GDK/releases/tag/June_2022))
|
||||
* For Xbox, you will need the corresponding GDKX version (licensed developers only)
|
||||
* To publish a package or successfully authenticate a user, you will need to create an app id/configure services in Partner Center. However, for local testing purposes (without authenticating on Xbox Live), the identifiers used by the GDK test programs in the included solution will work.
|
||||
|
||||
|
||||
|
@ -30,12 +29,6 @@ The Windows GDK port supports the full set of Win32 APIs, renderers, controllers
|
|||
* Global task queue callbacks are dispatched during `SDL_PumpEvents` (which is also called internally if using `SDL_PollEvent`).
|
||||
* You can get the handle of the global task queue through `SDL_GDKGetTaskQueue`, if needed. When done with the queue, be sure to use `XTaskQueueCloseHandle` to decrement the reference count (otherwise it will cause a resource leak).
|
||||
|
||||
* Single-player games have some additional features available:
|
||||
* Call `SDL_GDKGetDefaultUser` to get the default XUserHandle pointer.
|
||||
* `SDL_GetPrefPath` still works, but only for single-player titles.
|
||||
|
||||
These functions mostly wrap around async APIs, and thus should be treated as synchronous alternatives. Also note that the single-player functions return on any OS errors, so be sure to validate the return values!
|
||||
|
||||
* What doesn't work:
|
||||
* Compilation with anything other than through the included Visual C++ solution file
|
||||
|
||||
|
@ -146,20 +139,6 @@ To create the package:
|
|||
6. Once the package is installed, you can run it from the start menu.
|
||||
7. As with when running from Visual Studio, if you need to test any Xbox Live functionality you must switch to the correct sandbox.
|
||||
|
||||
Xbox GDKX Setup
|
||||
---------------------
|
||||
In general, the same process in the Windows GDK instructions work. There are just a few additional notes:
|
||||
* For Xbox One consoles, use the Gaming.Xbox.XboxOne.x64 target
|
||||
* For Xbox Series consoles, use the Gaming.Xbox.Scarlett.x64 target
|
||||
* The Xbox One target sets the `__XBOXONE__` define and the Xbox Series target sets the `__XBOXSERIES__` define
|
||||
* You don't need to link against the Xbox.Services Thunks lib nor include that dll in your package (it doesn't exist for Xbox)
|
||||
* The shader blobs for Xbox are created in a pre-build step for the Xbox targets, rather than included in the source (due to NDA and version compatability reasons)
|
||||
* To create a package, use:
|
||||
`makepkg pack /f PackageLayout.xml /lt /d . /pd Package`
|
||||
* To install the package, use:
|
||||
`xbapp install [PACKAGE].xvc`
|
||||
* For some reason, if you make changes that require SDL2.dll to build, and you are running through the debugger (instead of a package), you have to rebuild your .exe target for the debugger to recognize the dll has changed and needs to be transferred to the console again
|
||||
* While there are successful releases of Xbox titles using this port, it is not as extensively tested as other targets
|
||||
|
||||
Troubleshooting
|
||||
---------------
|
||||
|
|
|
@ -273,7 +273,7 @@ e.g.
|
|||
{
|
||||
... initialize game ...
|
||||
|
||||
#ifdef __IPHONEOS__
|
||||
#if __IPHONEOS__
|
||||
// Initialize the Game Center for scoring and matchmaking
|
||||
InitGameCenter();
|
||||
|
||||
|
|
Binary file not shown.
|
@ -43,7 +43,7 @@ while test $# -gt 0; do
|
|||
echo $exec_prefix
|
||||
;;
|
||||
--version)
|
||||
echo 2.30.0
|
||||
echo 2.28.5
|
||||
;;
|
||||
--cflags)
|
||||
echo -I${prefix}/include/SDL2 -Dmain=SDL_main
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
@ -209,7 +209,7 @@ typedef void (*SDL_KernelMemoryBarrierFunc)();
|
|||
#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__) || defined(__ARM_ARCH_8A__)
|
||||
#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__)
|
||||
#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__) || defined(__ARM_ARCH_5TE__)
|
||||
#ifdef __thumb__
|
||||
/* The mcr instruction isn't available in thumb mode, use real functions */
|
||||
#define SDL_MEMORY_BARRIER_USES_FUNCTION
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
@ -65,8 +65,8 @@ typedef enum
|
|||
typedef enum
|
||||
{
|
||||
SDL_BLENDOPERATION_ADD = 0x1, /**< dst + src: supported by all renderers */
|
||||
SDL_BLENDOPERATION_SUBTRACT = 0x2, /**< src - dst : supported by D3D9, D3D11, OpenGL, OpenGLES */
|
||||
SDL_BLENDOPERATION_REV_SUBTRACT = 0x3, /**< dst - src : supported by D3D9, D3D11, OpenGL, OpenGLES */
|
||||
SDL_BLENDOPERATION_SUBTRACT = 0x2, /**< dst - src : supported by D3D9, D3D11, OpenGL, OpenGLES */
|
||||
SDL_BLENDOPERATION_REV_SUBTRACT = 0x3, /**< src - dst : supported by D3D9, D3D11, OpenGL, OpenGLES */
|
||||
SDL_BLENDOPERATION_MINIMUM = 0x4, /**< min(dst, src) : supported by D3D9, D3D11 */
|
||||
SDL_BLENDOPERATION_MAXIMUM = 0x5 /**< max(dst, src) : supported by D3D9, D3D11 */
|
||||
} SDL_BlendOperation;
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
@ -131,8 +131,6 @@ typedef enum
|
|||
SDL_CONTROLLERTOUCHPADMOTION, /**< Game controller touchpad finger was moved */
|
||||
SDL_CONTROLLERTOUCHPADUP, /**< Game controller touchpad finger was lifted */
|
||||
SDL_CONTROLLERSENSORUPDATE, /**< Game controller sensor was updated */
|
||||
SDL_CONTROLLERUPDATECOMPLETE_RESERVED_FOR_SDL3,
|
||||
SDL_CONTROLLERSTEAMHANDLEUPDATED, /**< Game controller Steam handle has changed */
|
||||
|
||||
/* Touch events */
|
||||
SDL_FINGERDOWN = 0x700,
|
||||
|
@ -448,7 +446,7 @@ typedef struct SDL_ControllerButtonEvent
|
|||
*/
|
||||
typedef struct SDL_ControllerDeviceEvent
|
||||
{
|
||||
Uint32 type; /**< ::SDL_CONTROLLERDEVICEADDED, ::SDL_CONTROLLERDEVICEREMOVED, ::SDL_CONTROLLERDEVICEREMAPPED, or ::SDL_CONTROLLERSTEAMHANDLEUPDATED */
|
||||
Uint32 type; /**< ::SDL_CONTROLLERDEVICEADDED, ::SDL_CONTROLLERDEVICEREMOVED, or ::SDL_CONTROLLERDEVICEREMAPPED */
|
||||
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
|
||||
Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED or REMAPPED event */
|
||||
} SDL_ControllerDeviceEvent;
|
||||
|
@ -582,6 +580,15 @@ typedef struct SDL_QuitEvent
|
|||
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
|
||||
} SDL_QuitEvent;
|
||||
|
||||
/**
|
||||
* \brief OS Specific event
|
||||
*/
|
||||
typedef struct SDL_OSEvent
|
||||
{
|
||||
Uint32 type; /**< ::SDL_QUIT */
|
||||
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
|
||||
} SDL_OSEvent;
|
||||
|
||||
/**
|
||||
* \brief A user-defined event type (event.user.*)
|
||||
*/
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
@ -64,7 +64,7 @@ extern "C" {
|
|||
* directory of the application as it is uncommon to store resources outside
|
||||
* the executable. As such it is not a writable directory.
|
||||
*
|
||||
* The returned path is guaranteed to end with a path separator ('\\' on
|
||||
* The returned path is guaranteed to end with a path separator ('\' on
|
||||
* Windows, '/' on most other platforms).
|
||||
*
|
||||
* The pointer returned is owned by the caller. Please call SDL_free() on the
|
||||
|
@ -120,7 +120,7 @@ extern DECLSPEC char *SDLCALL SDL_GetBasePath(void);
|
|||
* - ...only use letters, numbers, and spaces. Avoid punctuation like "Game
|
||||
* Name 2: Bad Guy's Revenge!" ... "Game Name 2" is sufficient.
|
||||
*
|
||||
* The returned path is guaranteed to end with a path separator ('\\' on
|
||||
* The returned path is guaranteed to end with a path separator ('\' on
|
||||
* Windows, '/' on most other platforms).
|
||||
*
|
||||
* The pointer returned is owned by the caller. Please call SDL_free() on the
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
@ -73,8 +73,7 @@ typedef enum
|
|||
SDL_CONTROLLER_TYPE_NVIDIA_SHIELD,
|
||||
SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_LEFT,
|
||||
SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT,
|
||||
SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_PAIR,
|
||||
SDL_CONTROLLER_TYPE_MAX
|
||||
SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_PAIR
|
||||
} SDL_GameControllerType;
|
||||
|
||||
typedef enum
|
||||
|
@ -524,20 +523,6 @@ extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetFirmwareVersion(SDL_GameCont
|
|||
*/
|
||||
extern DECLSPEC const char * SDLCALL SDL_GameControllerGetSerial(SDL_GameController *gamecontroller);
|
||||
|
||||
/**
|
||||
* Get the Steam Input handle of an opened controller, if available.
|
||||
*
|
||||
* Returns an InputHandle_t for the controller that can be used with Steam Input API:
|
||||
* https://partner.steamgames.com/doc/api/ISteamInput
|
||||
*
|
||||
* \param gamecontroller the game controller object to query.
|
||||
* \returns the gamepad handle, or 0 if unavailable.
|
||||
*
|
||||
* \since This function is available since SDL 2.30.0.
|
||||
*/
|
||||
extern DECLSPEC Uint64 SDLCALL SDL_GameControllerGetSteamHandle(SDL_GameController *gamecontroller);
|
||||
|
||||
|
||||
/**
|
||||
* Check if a controller has been opened and is currently connected.
|
||||
*
|
||||
|
@ -613,9 +598,7 @@ extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
|
|||
* and are centered within ~8000 of zero, though advanced UI will allow users to set
|
||||
* or autodetect the dead zone, which varies between controllers.
|
||||
*
|
||||
* Trigger axis values range from 0 (released) to SDL_JOYSTICK_AXIS_MAX
|
||||
* (fully pressed) when reported by SDL_GameControllerGetAxis(). Note that this is not the
|
||||
* same range that will be reported by the lower-level SDL_GetJoystickAxis().
|
||||
* Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX.
|
||||
*/
|
||||
typedef enum
|
||||
{
|
||||
|
@ -704,13 +687,8 @@ SDL_GameControllerHasAxis(SDL_GameController *gamecontroller, SDL_GameController
|
|||
*
|
||||
* The axis indices start at index 0.
|
||||
*
|
||||
* For thumbsticks, the state is a value ranging from -32768 (up/left)
|
||||
* to 32767 (down/right).
|
||||
*
|
||||
* Triggers range from 0 when released to 32767 when fully pressed, and
|
||||
* never return a negative value. Note that this differs from the value
|
||||
* reported by the lower-level SDL_GetJoystickAxis(), which normally uses
|
||||
* the full range.
|
||||
* The state is a value ranging from -32768 to 32767. Triggers, however, range
|
||||
* from 0 to 32767 (they never return a negative value).
|
||||
*
|
||||
* \param gamecontroller a game controller
|
||||
* \param axis an axis index (one of the SDL_GameControllerAxis values)
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
@ -631,110 +631,6 @@ extern "C" {
|
|||
*/
|
||||
#define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS"
|
||||
|
||||
/**
|
||||
* A variable containing a list of arcade stick style controllers.
|
||||
*
|
||||
* The format of the string is a comma separated list of USB VID/PID pairs
|
||||
* in hexadecimal form, e.g.
|
||||
*
|
||||
* 0xAAAA/0xBBBB,0xCCCC/0xDDDD
|
||||
*
|
||||
* The variable can also take the form of @file, in which case the named
|
||||
* file will be loaded and interpreted as the value of the variable.
|
||||
*/
|
||||
#define SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES "SDL_JOYSTICK_ARCADESTICK_DEVICES"
|
||||
|
||||
/**
|
||||
* A variable containing a list of devices that are not arcade stick style controllers. This will override SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES and the built in device list.
|
||||
*
|
||||
* The format of the string is a comma separated list of USB VID/PID pairs
|
||||
* in hexadecimal form, e.g.
|
||||
*
|
||||
* 0xAAAA/0xBBBB,0xCCCC/0xDDDD
|
||||
*
|
||||
* The variable can also take the form of @file, in which case the named
|
||||
* file will be loaded and interpreted as the value of the variable.
|
||||
*/
|
||||
#define SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES_EXCLUDED "SDL_JOYSTICK_ARCADESTICK_DEVICES_EXCLUDED"
|
||||
|
||||
/**
|
||||
* A variable containing a list of devices that should not be considerd joysticks.
|
||||
*
|
||||
* The format of the string is a comma separated list of USB VID/PID pairs
|
||||
* in hexadecimal form, e.g.
|
||||
*
|
||||
* 0xAAAA/0xBBBB,0xCCCC/0xDDDD
|
||||
*
|
||||
* The variable can also take the form of @file, in which case the named
|
||||
* file will be loaded and interpreted as the value of the variable.
|
||||
*/
|
||||
#define SDL_HINT_JOYSTICK_BLACKLIST_DEVICES "SDL_JOYSTICK_BLACKLIST_DEVICES"
|
||||
|
||||
/**
|
||||
* A variable containing a list of devices that should be considered joysticks. This will override SDL_HINT_JOYSTICK_BLACKLIST_DEVICES and the built in device list.
|
||||
*
|
||||
* The format of the string is a comma separated list of USB VID/PID pairs
|
||||
* in hexadecimal form, e.g.
|
||||
*
|
||||
* 0xAAAA/0xBBBB,0xCCCC/0xDDDD
|
||||
*
|
||||
* The variable can also take the form of @file, in which case the named
|
||||
* file will be loaded and interpreted as the value of the variable.
|
||||
*/
|
||||
#define SDL_HINT_JOYSTICK_BLACKLIST_DEVICES_EXCLUDED "SDL_JOYSTICK_BLACKLIST_DEVICES_EXCLUDED"
|
||||
|
||||
/**
|
||||
* A variable containing a list of flightstick style controllers.
|
||||
*
|
||||
* The format of the string is a comma separated list of USB VID/PID pairs
|
||||
* in hexadecimal form, e.g.
|
||||
*
|
||||
* 0xAAAA/0xBBBB,0xCCCC/0xDDDD
|
||||
*
|
||||
* The variable can also take the form of @file, in which case the named
|
||||
* file will be loaded and interpreted as the value of the variable.
|
||||
*/
|
||||
#define SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES "SDL_JOYSTICK_FLIGHTSTICK_DEVICES"
|
||||
|
||||
/**
|
||||
* A variable containing a list of devices that are not flightstick style controllers. This will override SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES and the built in device list.
|
||||
*
|
||||
* The format of the string is a comma separated list of USB VID/PID pairs
|
||||
* in hexadecimal form, e.g.
|
||||
*
|
||||
* 0xAAAA/0xBBBB,0xCCCC/0xDDDD
|
||||
*
|
||||
* The variable can also take the form of @file, in which case the named
|
||||
* file will be loaded and interpreted as the value of the variable.
|
||||
*/
|
||||
#define SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES_EXCLUDED "SDL_JOYSTICK_FLIGHTSTICK_DEVICES_EXCLUDED"
|
||||
|
||||
/**
|
||||
* A variable containing a list of devices known to have a GameCube form factor.
|
||||
*
|
||||
* The format of the string is a comma separated list of USB VID/PID pairs
|
||||
* in hexadecimal form, e.g.
|
||||
*
|
||||
* 0xAAAA/0xBBBB,0xCCCC/0xDDDD
|
||||
*
|
||||
* The variable can also take the form of @file, in which case the named
|
||||
* file will be loaded and interpreted as the value of the variable.
|
||||
*/
|
||||
#define SDL_HINT_JOYSTICK_GAMECUBE_DEVICES "SDL_JOYSTICK_GAMECUBE_DEVICES"
|
||||
|
||||
/**
|
||||
* A variable containing a list of devices known not to have a GameCube form factor. This will override SDL_HINT_JOYSTICK_GAMECUBE_DEVICES and the built in device list.
|
||||
*
|
||||
* The format of the string is a comma separated list of USB VID/PID pairs
|
||||
* in hexadecimal form, e.g.
|
||||
*
|
||||
* 0xAAAA/0xBBBB,0xCCCC/0xDDDD
|
||||
*
|
||||
* The variable can also take the form of @file, in which case the named
|
||||
* file will be loaded and interpreted as the value of the variable.
|
||||
*/
|
||||
#define SDL_HINT_JOYSTICK_GAMECUBE_DEVICES_EXCLUDED "SDL_JOYSTICK_GAMECUBE_DEVICES_EXCLUDED"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the HIDAPI joystick drivers should be used.
|
||||
*
|
||||
|
@ -943,17 +839,6 @@ extern "C" {
|
|||
*/
|
||||
#define SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the HIDAPI driver for the Steam Deck builtin controller should be used.
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - HIDAPI driver is not used
|
||||
* "1" - HIDAPI driver is used
|
||||
*
|
||||
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
|
||||
*/
|
||||
#define SDL_HINT_JOYSTICK_HIDAPI_STEAMDECK "SDL_JOYSTICK_HIDAPI_STEAMDECK"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the HIDAPI driver for Nintendo Switch controllers should be used.
|
||||
*
|
||||
|
@ -1080,24 +965,6 @@ extern "C" {
|
|||
*/
|
||||
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED "SDL_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED"
|
||||
|
||||
/**
|
||||
* A variable controlling whether IOKit should be used for controller handling.
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - IOKit is not used
|
||||
* "1" - IOKit is used (the default)
|
||||
*/
|
||||
#define SDL_HINT_JOYSTICK_IOKIT "SDL_JOYSTICK_IOKIT"
|
||||
|
||||
/**
|
||||
* A variable controlling whether GCController should be used for controller handling.
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - GCController is not used
|
||||
* "1" - GCController is used (the default)
|
||||
*/
|
||||
#define SDL_HINT_JOYSTICK_MFI "SDL_JOYSTICK_MFI"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the RAWINPUT joystick drivers should be used for better handling XInput-capable devices.
|
||||
*
|
||||
|
@ -1140,32 +1007,6 @@ extern "C" {
|
|||
*/
|
||||
#define SDL_HINT_JOYSTICK_THREAD "SDL_JOYSTICK_THREAD"
|
||||
|
||||
/**
|
||||
* A variable containing a list of throttle style controllers.
|
||||
*
|
||||
* The format of the string is a comma separated list of USB VID/PID pairs
|
||||
* in hexadecimal form, e.g.
|
||||
*
|
||||
* 0xAAAA/0xBBBB,0xCCCC/0xDDDD
|
||||
*
|
||||
* The variable can also take the form of @file, in which case the named
|
||||
* file will be loaded and interpreted as the value of the variable.
|
||||
*/
|
||||
#define SDL_HINT_JOYSTICK_THROTTLE_DEVICES "SDL_JOYSTICK_THROTTLE_DEVICES"
|
||||
|
||||
/**
|
||||
* A variable containing a list of devices that are not throttle style controllers. This will override SDL_HINT_JOYSTICK_THROTTLE_DEVICES and the built in device list.
|
||||
*
|
||||
* The format of the string is a comma separated list of USB VID/PID pairs
|
||||
* in hexadecimal form, e.g.
|
||||
*
|
||||
* 0xAAAA/0xBBBB,0xCCCC/0xDDDD
|
||||
*
|
||||
* The variable can also take the form of @file, in which case the named
|
||||
* file will be loaded and interpreted as the value of the variable.
|
||||
*/
|
||||
#define SDL_HINT_JOYSTICK_THROTTLE_DEVICES_EXCLUDED "SDL_JOYSTICK_THROTTLE_DEVICES_EXCLUDED"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether Windows.Gaming.Input should be used for controller handling.
|
||||
*
|
||||
|
@ -1175,45 +1016,6 @@ extern "C" {
|
|||
*/
|
||||
#define SDL_HINT_JOYSTICK_WGI "SDL_JOYSTICK_WGI"
|
||||
|
||||
/**
|
||||
* A variable containing a list of wheel style controllers.
|
||||
*
|
||||
* The format of the string is a comma separated list of USB VID/PID pairs
|
||||
* in hexadecimal form, e.g.
|
||||
*
|
||||
* 0xAAAA/0xBBBB,0xCCCC/0xDDDD
|
||||
*
|
||||
* The variable can also take the form of @file, in which case the named
|
||||
* file will be loaded and interpreted as the value of the variable.
|
||||
*/
|
||||
#define SDL_HINT_JOYSTICK_WHEEL_DEVICES "SDL_JOYSTICK_WHEEL_DEVICES"
|
||||
|
||||
/**
|
||||
* A variable containing a list of devices that are not wheel style controllers. This will override SDL_HINT_JOYSTICK_WHEEL_DEVICES and the built in device list.
|
||||
*
|
||||
* The format of the string is a comma separated list of USB VID/PID pairs
|
||||
* in hexadecimal form, e.g.
|
||||
*
|
||||
* 0xAAAA/0xBBBB,0xCCCC/0xDDDD
|
||||
*
|
||||
* The variable can also take the form of @file, in which case the named
|
||||
* file will be loaded and interpreted as the value of the variable.
|
||||
*/
|
||||
#define SDL_HINT_JOYSTICK_WHEEL_DEVICES_EXCLUDED "SDL_JOYSTICK_WHEEL_DEVICES_EXCLUDED"
|
||||
|
||||
/**
|
||||
* A variable containing a list of devices known to have all axes centered at zero.
|
||||
*
|
||||
* The format of the string is a comma separated list of USB VID/PID pairs
|
||||
* in hexadecimal form, e.g.
|
||||
*
|
||||
* 0xAAAA/0xBBBB,0xCCCC/0xDDDD
|
||||
*
|
||||
* The variable can also take the form of @file, in which case the named
|
||||
* file will be loaded and interpreted as the value of the variable.
|
||||
*/
|
||||
#define SDL_HINT_JOYSTICK_ZERO_CENTERED_DEVICES "SDL_JOYSTICK_ZERO_CENTERED_DEVICES"
|
||||
|
||||
/**
|
||||
* \brief Determines whether SDL enforces that DRM master is required in order
|
||||
* to initialize the KMSDRM video backend.
|
||||
|
@ -1282,22 +1084,6 @@ extern "C" {
|
|||
*/
|
||||
#define SDL_HINT_LINUX_JOYSTICK_DEADZONES "SDL_LINUX_JOYSTICK_DEADZONES"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling the default SDL log levels.
|
||||
*
|
||||
* This variable is a comma separated set of category=level tokens that define the default logging levels for SDL applications.
|
||||
*
|
||||
* The category can be a numeric category, one of "app", "error", "assert", "system", "audio", "video", "render", "input", "test", or `*` for any unspecified category.
|
||||
*
|
||||
* The level can be a numeric level, one of "verbose", "debug", "info", "warn", "error", "critical", or "quiet" to disable that category.
|
||||
*
|
||||
* You can omit the category if you want to set the logging level for all categories.
|
||||
*
|
||||
* If this hint isn't set, the default log levels are equivalent to:
|
||||
* "app=info,assert=warn,test=verbose,*=error"
|
||||
*/
|
||||
#define SDL_HINT_LOGGING "SDL_LOGGING"
|
||||
|
||||
/**
|
||||
* \brief When set don't force the SDL app to become a foreground process
|
||||
*
|
||||
|
@ -1699,32 +1485,6 @@ extern "C" {
|
|||
*/
|
||||
#define SDL_HINT_RENDER_METAL_PREFER_LOW_POWER_DEVICE "SDL_RENDER_METAL_PREFER_LOW_POWER_DEVICE"
|
||||
|
||||
/**
|
||||
* A variable containing a list of ROG gamepad capable mice.
|
||||
*
|
||||
* The format of the string is a comma separated list of USB VID/PID pairs
|
||||
* in hexadecimal form, e.g.
|
||||
*
|
||||
* 0xAAAA/0xBBBB,0xCCCC/0xDDDD
|
||||
*
|
||||
* The variable can also take the form of @file, in which case the named
|
||||
* file will be loaded and interpreted as the value of the variable.
|
||||
*/
|
||||
#define SDL_HINT_ROG_GAMEPAD_MICE "SDL_ROG_GAMEPAD_MICE"
|
||||
|
||||
/**
|
||||
* A variable containing a list of devices that are not ROG gamepad capable mice. This will override SDL_HINT_ROG_GAMEPAD_MICE and the built in device list.
|
||||
*
|
||||
* The format of the string is a comma separated list of USB VID/PID pairs
|
||||
* in hexadecimal form, e.g.
|
||||
*
|
||||
* 0xAAAA/0xBBBB,0xCCCC/0xDDDD
|
||||
*
|
||||
* The variable can also take the form of @file, in which case the named
|
||||
* file will be loaded and interpreted as the value of the variable.
|
||||
*/
|
||||
#define SDL_HINT_ROG_GAMEPAD_MICE_EXCLUDED "SDL_ROG_GAMEPAD_MICE_EXCLUDED"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling if VSYNC is automatically disable if doesn't reach the enough FPS
|
||||
*
|
||||
|
@ -2682,22 +2442,6 @@ extern "C" {
|
|||
*/
|
||||
#define SDL_HINT_TRACKPAD_IS_TOUCH_ONLY "SDL_TRACKPAD_IS_TOUCH_ONLY"
|
||||
|
||||
/**
|
||||
* Cause SDL to call dbus_shutdown() on quit.
|
||||
*
|
||||
* This is useful as a debug tool to validate memory leaks, but shouldn't ever
|
||||
* be set in production applications, as other libraries used by the application
|
||||
* might use dbus under the hood and this cause cause crashes if they continue
|
||||
* after SDL_Quit().
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - SDL will not call dbus_shutdown() on quit (default)
|
||||
* "1" - SDL will call dbus_shutdown() on quit
|
||||
*
|
||||
* This hint is available since SDL 2.30.0.
|
||||
*/
|
||||
#define SDL_HINT_SHUTDOWN_DBUS_ON_QUIT "SDL_SHUTDOWN_DBUS_ON_QUIT"
|
||||
|
||||
|
||||
/**
|
||||
* \brief An enumeration of hint priorities
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
@ -298,10 +298,8 @@ extern DECLSPEC void SDLCALL SDL_ClearComposition(void);
|
|||
extern DECLSPEC SDL_bool SDLCALL SDL_IsTextInputShown(void);
|
||||
|
||||
/**
|
||||
* Set the rectangle used to type Unicode text inputs. Native input methods
|
||||
* will place a window with word suggestions near it, without covering the
|
||||
* text being inputted.
|
||||
*
|
||||
* Set the rectangle used to type Unicode text inputs.
|
||||
*
|
||||
* To start text input in a given location, this function is intended to be
|
||||
* called before SDL_StartTextInput, although some platforms support moving
|
||||
* the rectangle even while text input (and a composition) is active.
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
@ -59,7 +59,7 @@ extern "C" {
|
|||
* 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
|
||||
* ERROR level.
|
||||
* CRITICAL level.
|
||||
*/
|
||||
typedef enum
|
||||
{
|
||||
|
@ -352,7 +352,7 @@ extern DECLSPEC void SDLCALL SDL_LogMessage(int category,
|
|||
*/
|
||||
extern DECLSPEC void SDLCALL SDL_LogMessageV(int category,
|
||||
SDL_LogPriority priority,
|
||||
SDL_PRINTF_FORMAT_STRING const char *fmt, va_list ap) SDL_PRINTF_VARARG_FUNCV(3);
|
||||
const char *fmt, va_list ap);
|
||||
|
||||
/**
|
||||
* The prototype for the log output callback function.
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
@ -61,10 +61,7 @@ typedef enum
|
|||
SDL_PIXELTYPE_ARRAYU16,
|
||||
SDL_PIXELTYPE_ARRAYU32,
|
||||
SDL_PIXELTYPE_ARRAYF16,
|
||||
SDL_PIXELTYPE_ARRAYF32,
|
||||
|
||||
/* This must be at the end of the list to avoid breaking the existing ABI */
|
||||
SDL_PIXELTYPE_INDEX2
|
||||
SDL_PIXELTYPE_ARRAYF32
|
||||
} SDL_PixelType;
|
||||
|
||||
/** Bitmap pixel order, high bit -> low bit. */
|
||||
|
@ -137,7 +134,6 @@ typedef enum
|
|||
#define SDL_ISPIXELFORMAT_INDEXED(format) \
|
||||
(!SDL_ISPIXELFORMAT_FOURCC(format) && \
|
||||
((SDL_PIXELTYPE(format) == SDL_PIXELTYPE_INDEX1) || \
|
||||
(SDL_PIXELTYPE(format) == SDL_PIXELTYPE_INDEX2) || \
|
||||
(SDL_PIXELTYPE(format) == SDL_PIXELTYPE_INDEX4) || \
|
||||
(SDL_PIXELTYPE(format) == SDL_PIXELTYPE_INDEX8)))
|
||||
|
||||
|
@ -181,12 +177,6 @@ typedef enum
|
|||
SDL_PIXELFORMAT_INDEX1MSB =
|
||||
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX1, SDL_BITMAPORDER_1234, 0,
|
||||
1, 0),
|
||||
SDL_PIXELFORMAT_INDEX2LSB =
|
||||
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX2, SDL_BITMAPORDER_4321, 0,
|
||||
2, 0),
|
||||
SDL_PIXELFORMAT_INDEX2MSB =
|
||||
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX2, SDL_BITMAPORDER_1234, 0,
|
||||
2, 0),
|
||||
SDL_PIXELFORMAT_INDEX4LSB =
|
||||
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX4, SDL_BITMAPORDER_4321, 0,
|
||||
4, 0),
|
||||
|
@ -286,19 +276,11 @@ typedef enum
|
|||
SDL_PIXELFORMAT_ARGB32 = SDL_PIXELFORMAT_ARGB8888,
|
||||
SDL_PIXELFORMAT_BGRA32 = SDL_PIXELFORMAT_BGRA8888,
|
||||
SDL_PIXELFORMAT_ABGR32 = SDL_PIXELFORMAT_ABGR8888,
|
||||
SDL_PIXELFORMAT_RGBX32 = SDL_PIXELFORMAT_RGBX8888,
|
||||
SDL_PIXELFORMAT_XRGB32 = SDL_PIXELFORMAT_XRGB8888,
|
||||
SDL_PIXELFORMAT_BGRX32 = SDL_PIXELFORMAT_BGRX8888,
|
||||
SDL_PIXELFORMAT_XBGR32 = SDL_PIXELFORMAT_XBGR8888,
|
||||
#else
|
||||
SDL_PIXELFORMAT_RGBA32 = SDL_PIXELFORMAT_ABGR8888,
|
||||
SDL_PIXELFORMAT_ARGB32 = SDL_PIXELFORMAT_BGRA8888,
|
||||
SDL_PIXELFORMAT_BGRA32 = SDL_PIXELFORMAT_ARGB8888,
|
||||
SDL_PIXELFORMAT_ABGR32 = SDL_PIXELFORMAT_RGBA8888,
|
||||
SDL_PIXELFORMAT_RGBX32 = SDL_PIXELFORMAT_XBGR8888,
|
||||
SDL_PIXELFORMAT_XRGB32 = SDL_PIXELFORMAT_BGRX8888,
|
||||
SDL_PIXELFORMAT_BGRX32 = SDL_PIXELFORMAT_XRGB8888,
|
||||
SDL_PIXELFORMAT_XBGR32 = SDL_PIXELFORMAT_RGBX8888,
|
||||
#endif
|
||||
|
||||
SDL_PIXELFORMAT_YV12 = /**< Planar mode: Y + V + U (3 planes) */
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
@ -166,12 +166,6 @@
|
|||
#define WINAPI_FAMILY_WINRT 0
|
||||
#endif /* HAVE_WINAPIFAMILY_H */
|
||||
|
||||
#if (HAVE_WINAPIFAMILY_H) && defined(WINAPI_FAMILY_PHONE_APP)
|
||||
#define SDL_WINAPI_FAMILY_PHONE (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
|
||||
#else
|
||||
#define SDL_WINAPI_FAMILY_PHONE 0
|
||||
#endif
|
||||
|
||||
#if WINAPI_FAMILY_WINRT
|
||||
#undef __WINRT__
|
||||
#define __WINRT__ 1
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
@ -42,7 +42,7 @@
|
|||
* of the many good 3D engines.
|
||||
*
|
||||
* These functions must be called from the main thread.
|
||||
* See this bug for details: https://github.com/libsdl-org/SDL/issues/986
|
||||
* See this bug for details: http://bugzilla.libsdl.org/show_bug.cgi?id=1995
|
||||
*/
|
||||
|
||||
#ifndef SDL_render_h_
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
/* Generated by updaterev.sh, do not edit */
|
||||
#ifdef SDL_VENDOR_INFO
|
||||
#define SDL_REVISION "SDL-release-2.30.0-0-g859844eae (" SDL_VENDOR_INFO ")"
|
||||
#define SDL_REVISION "SDL-release-2.28.5-0-g15ead9a40 (" SDL_VENDOR_INFO ")"
|
||||
#else
|
||||
#define SDL_REVISION "SDL-release-2.30.0-0-g859844eae"
|
||||
#define SDL_REVISION "SDL-release-2.28.5-0-g15ead9a40"
|
||||
#endif
|
||||
#define SDL_REVISION_NUMBER 0
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
@ -257,7 +257,7 @@ typedef uint64_t Uint64;
|
|||
#define SDL_PRIs64 PRIs64
|
||||
#elif defined(__WIN32__) || defined(__GDK__)
|
||||
#define SDL_PRIs64 "I64d"
|
||||
#elif defined(__LP64__) && !defined(__APPLE__)
|
||||
#elif defined(__LINUX__) && defined(__LP64__)
|
||||
#define SDL_PRIs64 "ld"
|
||||
#else
|
||||
#define SDL_PRIs64 "lld"
|
||||
|
@ -268,7 +268,7 @@ typedef uint64_t Uint64;
|
|||
#define SDL_PRIu64 PRIu64
|
||||
#elif defined(__WIN32__) || defined(__GDK__)
|
||||
#define SDL_PRIu64 "I64u"
|
||||
#elif defined(__LP64__) && !defined(__APPLE__)
|
||||
#elif defined(__LINUX__) && defined(__LP64__)
|
||||
#define SDL_PRIu64 "lu"
|
||||
#else
|
||||
#define SDL_PRIu64 "llu"
|
||||
|
@ -279,7 +279,7 @@ typedef uint64_t Uint64;
|
|||
#define SDL_PRIx64 PRIx64
|
||||
#elif defined(__WIN32__) || defined(__GDK__)
|
||||
#define SDL_PRIx64 "I64x"
|
||||
#elif defined(__LP64__) && !defined(__APPLE__)
|
||||
#elif defined(__LINUX__) && defined(__LP64__)
|
||||
#define SDL_PRIx64 "lx"
|
||||
#else
|
||||
#define SDL_PRIx64 "llx"
|
||||
|
@ -290,7 +290,7 @@ typedef uint64_t Uint64;
|
|||
#define SDL_PRIX64 PRIX64
|
||||
#elif defined(__WIN32__) || defined(__GDK__)
|
||||
#define SDL_PRIX64 "I64X"
|
||||
#elif defined(__LP64__) && !defined(__APPLE__)
|
||||
#elif defined(__LINUX__) && defined(__LP64__)
|
||||
#define SDL_PRIX64 "lX"
|
||||
#else
|
||||
#define SDL_PRIX64 "llX"
|
||||
|
@ -336,9 +336,7 @@ typedef uint64_t Uint64;
|
|||
#define SDL_PRINTF_FORMAT_STRING
|
||||
#define SDL_SCANF_FORMAT_STRING
|
||||
#define SDL_PRINTF_VARARG_FUNC( fmtargnumber )
|
||||
#define SDL_PRINTF_VARARG_FUNCV( fmtargnumber )
|
||||
#define SDL_SCANF_VARARG_FUNC( fmtargnumber )
|
||||
#define SDL_SCANF_VARARG_FUNCV( fmtargnumber )
|
||||
#else
|
||||
#if defined(_MSC_VER) && (_MSC_VER >= 1600) /* VS 2010 and above */
|
||||
#include <sal.h>
|
||||
|
@ -364,14 +362,10 @@ typedef uint64_t Uint64;
|
|||
#endif
|
||||
#if defined(__GNUC__)
|
||||
#define SDL_PRINTF_VARARG_FUNC( fmtargnumber ) __attribute__ (( format( __printf__, fmtargnumber, fmtargnumber+1 )))
|
||||
#define SDL_PRINTF_VARARG_FUNCV( fmtargnumber ) __attribute__(( format( __printf__, fmtargnumber, 0 )))
|
||||
#define SDL_SCANF_VARARG_FUNC( fmtargnumber ) __attribute__ (( format( __scanf__, fmtargnumber, fmtargnumber+1 )))
|
||||
#define SDL_SCANF_VARARG_FUNCV( fmtargnumber ) __attribute__(( format( __scanf__, fmtargnumber, 0 )))
|
||||
#else
|
||||
#define SDL_PRINTF_VARARG_FUNC( fmtargnumber )
|
||||
#define SDL_PRINTF_VARARG_FUNCV( fmtargnumber )
|
||||
#define SDL_SCANF_VARARG_FUNC( fmtargnumber )
|
||||
#define SDL_SCANF_VARARG_FUNCV( fmtargnumber )
|
||||
#endif
|
||||
#endif /* SDL_DISABLE_ANALYZE_MACROS */
|
||||
|
||||
|
@ -609,11 +603,11 @@ 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, SDL_SCANF_FORMAT_STRING const char *fmt, va_list ap) SDL_SCANF_VARARG_FUNCV(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, SDL_PRINTF_FORMAT_STRING const char *fmt, va_list ap) SDL_PRINTF_VARARG_FUNCV(3);
|
||||
extern DECLSPEC int SDLCALL SDL_vsnprintf(SDL_OUT_Z_CAP(maxlen) char *text, size_t maxlen, const char *fmt, va_list ap);
|
||||
extern DECLSPEC int SDLCALL SDL_asprintf(char **strp, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
|
||||
extern DECLSPEC int SDLCALL SDL_vasprintf(char **strp, SDL_PRINTF_FORMAT_STRING const char *fmt, va_list ap) SDL_PRINTF_VARARG_FUNCV(2);
|
||||
extern DECLSPEC int SDLCALL SDL_vasprintf(char **strp, const char *fmt, va_list ap);
|
||||
|
||||
#ifndef HAVE_M_PI
|
||||
#ifndef M_PI
|
||||
|
@ -694,8 +688,8 @@ extern DECLSPEC size_t SDLCALL SDL_iconv(SDL_iconv_t cd, const char **inbuf,
|
|||
size_t * outbytesleft);
|
||||
|
||||
/**
|
||||
* This function converts a buffer or string between encodings in one pass,
|
||||
* returning a string that must be freed with SDL_free() or NULL on error.
|
||||
* This function converts a buffer or string between encodings in one pass, returning a
|
||||
* string that must be freed with SDL_free() or NULL on error.
|
||||
*
|
||||
* \since This function is available since SDL 2.0.0.
|
||||
*/
|
||||
|
@ -704,8 +698,8 @@ extern DECLSPEC char *SDLCALL SDL_iconv_string(const char *tocode,
|
|||
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", "UTF-8", S, SDL_strlen(S)+1)
|
||||
#define SDL_iconv_utf8_ucs4(S) (Uint32 *)SDL_iconv_string("UCS-4", "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)
|
||||
#define SDL_iconv_wchar_utf8(S) SDL_iconv_string("UTF-8", "WCHAR_T", (char *)S, (SDL_wcslen(S)+1)*sizeof(wchar_t))
|
||||
|
||||
/* force builds using Clang's static analysis tools to use literal C runtime
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
@ -593,8 +593,7 @@ extern DECLSPEC void SDLCALL SDL_OnApplicationDidChangeStatusBarOrientation(void
|
|||
|
||||
/* Functions used only by GDK */
|
||||
#if defined(__GDK__)
|
||||
typedef struct XTaskQueueObject *XTaskQueueHandle;
|
||||
typedef struct XUser *XUserHandle;
|
||||
typedef struct XTaskQueueObject * XTaskQueueHandle;
|
||||
|
||||
/**
|
||||
* Gets a reference to the global async task queue handle for GDK,
|
||||
|
@ -611,20 +610,6 @@ typedef struct XUser *XUserHandle;
|
|||
*/
|
||||
extern DECLSPEC int SDLCALL SDL_GDKGetTaskQueue(XTaskQueueHandle * outTaskQueue);
|
||||
|
||||
/**
|
||||
* Gets a reference to the default user handle for GDK.
|
||||
*
|
||||
* This is effectively a synchronous version of XUserAddAsync, which always
|
||||
* prefers the default user and allows a sign-in UI.
|
||||
*
|
||||
* \param outUserHandle a pointer to be filled in with the default user
|
||||
* handle.
|
||||
* \returns 0 if success, -1 if any error occurs.
|
||||
*
|
||||
* \since This function is available since SDL 2.28.0.
|
||||
*/
|
||||
extern DECLSPEC int SDLCALL SDL_GDKGetDefaultUser(XUserHandle * outUserHandle);
|
||||
|
||||
#endif
|
||||
|
||||
/* Ends C function definitions when using C++ */
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
@ -58,8 +58,8 @@ typedef struct SDL_version
|
|||
/* Printable format: "%d.%d.%d", MAJOR, MINOR, PATCHLEVEL
|
||||
*/
|
||||
#define SDL_MAJOR_VERSION 2
|
||||
#define SDL_MINOR_VERSION 30
|
||||
#define SDL_PATCHLEVEL 0
|
||||
#define SDL_MINOR_VERSION 28
|
||||
#define SDL_PATCHLEVEL 5
|
||||
|
||||
/**
|
||||
* Macro to determine SDL version program was compiled against.
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
@ -1278,8 +1278,7 @@ extern DECLSPEC int SDLCALL SDL_SetWindowFullscreen(SDL_Window * window,
|
|||
/**
|
||||
* Return whether the window has a surface associated with it.
|
||||
*
|
||||
* \returns SDL_TRUE if there is a surface associated with the window, or
|
||||
* SDL_FALSE otherwise.
|
||||
* \returns SDL_TRUE if there is a surface associated with the window, or SDL_FALSE otherwise.
|
||||
*
|
||||
* \since This function is available since SDL 2.28.0.
|
||||
*
|
||||
|
@ -1341,11 +1340,6 @@ extern DECLSPEC int SDLCALL SDL_UpdateWindowSurface(SDL_Window * window);
|
|||
*
|
||||
* This function is equivalent to the SDL 1.2 API SDL_UpdateRects().
|
||||
*
|
||||
* Note that this function will update _at least_ the rectangles specified,
|
||||
* but this is only intended as an optimization; in practice, this might
|
||||
* update more of the screen (or all of the screen!), depending on what
|
||||
* method SDL uses to send pixels to the system.
|
||||
*
|
||||
* \param window the window to update
|
||||
* \param rects an array of SDL_Rect structures representing areas of the
|
||||
* surface to copy, in pixels
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
@ -36,8 +36,6 @@
|
|||
#ifndef SDL_DEPRECATED
|
||||
# if defined(__GNUC__) && (__GNUC__ >= 4) /* technically, this arrived in gcc 3.1, but oh well. */
|
||||
# define SDL_DEPRECATED __attribute__((deprecated))
|
||||
# elif defined(_MSC_VER)
|
||||
# define SDL_DEPRECATED __declspec(deprecated)
|
||||
# else
|
||||
# define SDL_DEPRECATED
|
||||
# endif
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
# sdl2 cmake project-config-version input for ./configure scripts
|
||||
|
||||
set(PACKAGE_VERSION "2.30.0")
|
||||
set(PACKAGE_VERSION "2.28.5")
|
||||
|
||||
if(PACKAGE_VERSION VERSION_LESS PACKAGE_FIND_VERSION)
|
||||
set(PACKAGE_VERSION_COMPATIBLE FALSE)
|
||||
|
|
Binary file not shown.
Binary file not shown.
|
@ -23,9 +23,9 @@ dependency_libs=' -ldinput8 -ldxguid -ldxerr8 -luser32 -lgdi32 -lwinmm -limm32 -
|
|||
weak_library_names=''
|
||||
|
||||
# Version information for libSDL2.
|
||||
current=3000
|
||||
age=3000
|
||||
revision=0
|
||||
current=2800
|
||||
age=2800
|
||||
revision=5
|
||||
|
||||
# Is this an already installed library?
|
||||
installed=yes
|
||||
|
@ -38,4 +38,4 @@ dlopen=''
|
|||
dlpreopen=''
|
||||
|
||||
# Directory that this library needs to be installed in:
|
||||
libdir='/Users/valve/release/SDL2/SDL2-2.30.0/i686-w64-mingw32/lib'
|
||||
libdir='/Users/valve/release/SDL2/SDL2-2.28.5/i686-w64-mingw32/lib'
|
||||
|
|
Binary file not shown.
|
@ -38,4 +38,4 @@ dlopen=''
|
|||
dlpreopen=''
|
||||
|
||||
# Directory that this library needs to be installed in:
|
||||
libdir='/Users/valve/release/SDL2/SDL2-2.30.0/i686-w64-mingw32/lib'
|
||||
libdir='/Users/valve/release/SDL2/SDL2-2.28.5/i686-w64-mingw32/lib'
|
||||
|
|
Some files were not shown because too many files have changed in this diff Show more
Loading…
Reference in a new issue