diff --git a/.circleci/config.yml b/.circleci/config.yml
new file mode 100644
index 000000000..ca9105685
--- /dev/null
+++ b/.circleci/config.yml
@@ -0,0 +1,60 @@
+version: 2
+jobs:
+ build:
+ working_directory: /root/SRB2
+ docker:
+ - image: debian:jessie
+ environment:
+ CC: ccache gcc -m32
+ PKG_CONFIG_LIBDIR: /usr/lib/i386-linux-gnu/pkgconfig
+ LIBGME_CFLAGS: -I/usr/include
+ LIBGME_LDFLAGS: -lgme
+ CCACHE_COMPRESS: true
+ WFLAGS: -Wno-unsuffixed-float-constants
+ GCC49: true
+ #- image: ubuntu:trusty
+ # environment:
+ # CC: ccache gcc -m32
+ # PKG_CONFIG_LIBDIR: /usr/lib/i386-linux-gnu/pkgconfig
+ # LIBGME_CFLAGS: -I/usr/include
+ # LIBGME_LDFLAGS: -lgme
+ # CCACHE_COMPRESS: true
+ # WFLAGS: -Wno-unsuffixed-float-constants
+ # GCC48: true
+ steps:
+ - run:
+ name: Add i386 arch
+ command: dpkg --add-architecture i386
+ - run:
+ name: Update APT listing
+ command: apt-get -qq update
+ - run:
+ name: Support S3 upload
+ command: apt-get -qq -y install ca-certificates
+ - restore_cache:
+ keys:
+ - v1-SRB2-APT
+ - run:
+ name: Install SDK
+ command: apt-get -qq -y install git build-essential nasm libpng12-dev:i386 libsdl2-mixer-dev:i386 libgme-dev:i386 gettext ccache wget gcc-multilib upx
+ - save_cache:
+ key: v1-SRB2-APT
+ paths:
+ - /var/cache/apt/archives
+ - checkout
+ - run:
+ name: Clean build
+ command: make -C src LINUX=1 clean
+ - restore_cache:
+ keys:
+ - v1-SRB2-{{ .Branch }}-{{ checksum "objs/Linux/SDL/Release/depend.dep" }}
+ - run:
+ name: Compile
+ command: make -C src LINUX=1 ERRORMODE=1 -k
+ - store_artifacts:
+ path: /root/SRB2/bin/Linux/Release/
+ destination: bin
+ - save_cache:
+ key: v1-SRB2-{{ .Branch }}-{{ checksum "objs/Linux/SDL/Release/depend.dep" }}
+ paths:
+ - /root/.ccache
diff --git a/.gitignore b/.gitignore
index 7b2304ec0..922fac4aa 100644
--- a/.gitignore
+++ b/.gitignore
@@ -18,3 +18,4 @@ Win32_LIB_ASM_Release
*.user
*.db
*.opendb
+/.vs
diff --git a/.travis.yml b/.travis.yml
index e5dbb58e4..3166ed783 100644
--- a/.travis.yml
+++ b/.travis.yml
@@ -68,9 +68,10 @@ matrix:
- libgl1-mesa-dev
- libgme-dev
- p7zip-full
- - gcc-4.9
- compiler: gcc-4.9
- #gcc-4.9 (Ubuntu 4.9.3-8ubuntu2~14.04) 4.9.3
+ - gcc-7
+ compiler: gcc-7
+ env: WFLAGS="-Wno-tautological-compare -Wno-error=implicit-fallthrough -Wno-implicit-fallthrough"
+ #gcc-7 (Ubuntu 7.2.0-1ubuntu1~14.04) 7.2.0 20170802
- os: linux
addons:
apt:
@@ -82,24 +83,10 @@ matrix:
- libgl1-mesa-dev
- libgme-dev
- p7zip-full
- - gcc-5
- compiler: gcc-5
- #gcc-5 (Ubuntu 5.3.0-3ubuntu1~14.04) 5.3.0 20151204
- - os: linux
- addons:
- apt:
- sources:
- - ubuntu-toolchain-r-test
- packages:
- - libsdl2-mixer-dev
- - libpng-dev
- - libgl1-mesa-dev
- - libgme-dev
- - p7zip-full
- - gcc-6
- compiler: gcc-6
- env: WFLAGS="-Wno-tautological-compare"
- #gcc-6 (Ubuntu 6.1.1-3ubuntu11~14.04.1) 6.1.1 20160511
+ - gcc-8
+ compiler: gcc-8
+ env: WFLAGS="-Wno-tautological-compare -Wno-error=implicit-fallthrough -Wno-implicit-fallthrough -Wno-error=format-overflow"
+ #gcc-8 (Ubuntu 7.2.0-1ubuntu1~14.04) 8.1.0
- os: linux
compiler: clang
#clang version 3.5.0 (tags/RELEASE_350/final)
@@ -162,6 +149,51 @@ matrix:
- clang-3.8
compiler: clang-3.8
#clang version 3.8.1-svn271127-1~exp1 (branches/release_38)
+ - os: linux
+ addons:
+ apt:
+ sources:
+ - llvm-toolchain-precise-3.9
+ - ubuntu-toolchain-r-test
+ packages:
+ - libsdl2-mixer-dev
+ - libpng-dev
+ - libgl1-mesa-dev
+ - libgme-dev
+ - p7zip-full
+ - clang-3.9
+ compiler: clang-3.9
+ #clang version 3.9.X
+# - os: linux
+# addons:
+# apt:
+# sources:
+# - llvm-toolchain-precise-4.0
+# - ubuntu-toolchain-r-test
+# packages:
+# - libsdl2-mixer-dev
+# - libpng-dev
+# - libgl1-mesa-dev
+# - libgme-dev
+# - p7zip-full
+# - clang-4.0
+# compiler: clang-4.0
+# #clang version 4.0.X
+# - os: linux
+# addons:
+# apt:
+# sources:
+# - llvm-toolchain-precise-5.0
+# - ubuntu-toolchain-r-test
+# packages:
+# - libsdl2-mixer-dev
+# - libpng-dev
+# - libgl1-mesa-dev
+# - libgme-dev
+# - p7zip-full
+# - clang-5.0
+# compiler: clang-5.0
+# #clang version 5.0.X
# - os: osx
# osx_image: beta-xcode6.1
# #Apple LLVM version 6.0 (clang-600.0.54) (based on LLVM 3.5svn)
@@ -192,6 +224,10 @@ matrix:
- compiler: clang-3.6
- compiler: clang-3.7
- compiler: clang-3.8
+ - compiler: clang-3.9
+ - compiler: clang-4.0
+ - compiler: clang-5.0
+ - compiler: gcc-8
cache:
apt: true
@@ -219,9 +255,9 @@ before_script:
before_install:
- if [[ "$TRAVIS_OS_NAME" == "osx" ]]; then brew update ; fi
- - if [[ "$TRAVIS_OS_NAME" == "osx" ]]; then brew install sdl2_mixer game-music-emu p7zip; fi
+ - if [[ "$TRAVIS_OS_NAME" == "osx" ]]; then brew install sdl2 sdl2_mixer game-music-emu p7zip; fi
- if [[ "$TRAVIS_OS_NAME" == "osx" ]]; then brew install cmake||true; fi
- - if [[ "$TRAVIS_OS_NAME" == "osx" ]]; then curl -O -L https://www.libsdl.org/release/SDL2-2.0.4.dmg; hdiutil attach SDL2-2.0.4.dmg; sudo cp -a /Volumes/SDL2/SDL2.framework /Library/Frameworks/; fi
+ - if [[ "$TRAVIS_OS_NAME" == "osx" ]]; then curl -O -L https://www.libsdl.org/release/SDL2-2.0.6.dmg; hdiutil attach SDL2-2.0.6.dmg; sudo cp -a /Volumes/SDL2/SDL2.framework /Library/Frameworks/; fi
- if [[ "$TRAVIS_OS_NAME" == "osx" ]]; then curl -O -L https://www.libsdl.org/projects/SDL_mixer/release/SDL2_mixer-2.0.1.dmg; hdiutil attach SDL2_mixer-2.0.1.dmg; sudo cp -a /Volumes/SDL2_mixer/SDL2_mixer.framework /Library/Frameworks/; fi
- mkdir -p $HOME/srb2_cache
diff --git a/CMakeLists.txt b/CMakeLists.txt
index cb93d22f0..ec96b7030 100644
--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -1,6 +1,6 @@
cmake_minimum_required(VERSION 3.0)
project(SRB2
- VERSION 2.1.14
+ VERSION 2.1.21
LANGUAGES C)
if(${PROJECT_SOURCE_DIR} MATCHES ${PROJECT_BINARY_DIR})
@@ -98,10 +98,10 @@ add_subdirectory(assets)
## config.h generation
set(GIT_EXECUTABLE "git" CACHE FILEPATH "Path to git binary")
include(GitUtilities)
-git_describe(SRB2_GIT_DESCRIBE "${CMAKE_SOURCE_DIR}")
+git_latest_commit(SRB2_COMP_COMMIT "${CMAKE_SOURCE_DIR}")
git_current_branch(SRB2_GIT_BRANCH "${CMAKE_SOURCE_DIR}")
set(SRB2_COMP_BRANCH "${SRB2_GIT_BRANCH}")
-set(SRB2_COMP_REVISION "${SRB2_GIT_DESCRIBE}")
+set(SRB2_COMP_REVISION "${SRB2_COMP_COMMIT}")
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/src/config.h.in ${CMAKE_CURRENT_BINARY_DIR}/src/config.h)
##### PACKAGE CONFIGURATION #####
diff --git a/README.md b/README.md
index eb06156b4..7d92ab303 100644
--- a/README.md
+++ b/README.md
@@ -2,6 +2,7 @@
[](https://ci.appveyor.com/project/STJr/srb2)
[](https://travis-ci.org/STJr/SRB2)
+[](https://circleci.com/gh/STJr/SRB2/tree/master)
[Sonic Robo Blast 2](https://srb2.org/) is a 3D Sonic the Hedgehog fangame based on a modified version of [Doom Legacy](http://doomlegacy.sourceforge.net/).
@@ -12,8 +13,6 @@
- libupnp (Linux/OS X only)
- libgme (Linux/OS X only)
-Warning: 64-bit builds are not netgame compatible with 32-bit builds. Use at your own risk.
-
## Compiling
See [SRB2 Wiki/Source code compiling](http://wiki.srb2.org/wiki/Source_code_compiling)
diff --git a/SRB2.cbp b/SRB2.cbp
index 99a712264..2a1eb87b8 100644
--- a/SRB2.cbp
+++ b/SRB2.cbp
@@ -14,7 +14,7 @@ If you are compiling for Windows, use Mingw targets
Interface Defines:
_WINDOWS for DirectX Interface
SDL for SDL Interface
-HAVE_MIXER for SDL_Mixer
+HAVE_MIXER for SDL2_mixer
HAVE_PNG for PNG support (for APNG support. compile libs/libpng-src)
HWRENDER for hardware render support
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@@ -4166,15 +1794,7 @@ HW3SOUND for 3D hardware sound support
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@@ -4183,7 +1803,15 @@ HW3SOUND for 3D hardware sound support
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@@ -4192,7 +1820,7 @@ HW3SOUND for 3D hardware sound support
-
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-
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-
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+
diff --git a/SRB2_Debug.props b/SRB2_Debug.props
index 2c16f7cb6..8be11c58a 100644
--- a/SRB2_Debug.props
+++ b/SRB2_Debug.props
@@ -17,7 +17,7 @@
MultiThreadedDebugDLL
true
All
- true
+ false
EnableFastChecks
diff --git a/appveyor.yml b/appveyor.yml
index e0ee99c61..061613c4d 100644
--- a/appveyor.yml
+++ b/appveyor.yml
@@ -1,4 +1,4 @@
-version: 2.1.16.{branch}-{build}
+version: 2.1.21.{branch}-{build}
os: MinGW
environment:
@@ -6,7 +6,7 @@ environment:
CCACHE_CC: i686-w64-mingw32-gcc
WINDRES: windres
MINGW_SDK: c:\msys64\mingw32
- CFLAGS: -Wall -W -Werror
+ CFLAGS: -Wall -W -Werror -Wno-error=implicit-fallthrough -Wimplicit-fallthrough=3 -Wno-tautological-compare -Wno-error=suggest-attribute=noreturn
NASM_ZIP: nasm-2.12.01
NASM_URL: http://www.nasm.us/pub/nasm/releasebuilds/2.12.01/win64/nasm-2.12.01-win64.zip
UPX_ZIP: upx391w
@@ -39,6 +39,10 @@ configuration:
- SDL
- DD
+matrix:
+ allow_failures:
+ - configuration: DD
+
before_build:
- set Path=%MINGW_SDK%\bin;%Path%
- i686-w64-mingw32-gcc --version
@@ -47,7 +51,7 @@ before_build:
- upx -V
- ccache -V
- ccache -s
-- set SRB2_MFLAGS=-C src MINGW=1 WARNINGMODE=1 GCC53=1 CCACHE=1
+- set SRB2_MFLAGS=-C src MINGW=1 WARNINGMODE=1 GCC72=1 CCACHE=1 NOOBJDUMP=1
build_script:
- cmd: mingw32-make.exe %SRB2_MFLAGS% %CONFIGURATION%=1 clean
@@ -58,26 +62,29 @@ after_build:
- cmd: git rev-parse --short %APPVEYOR_REPO_COMMIT%>%TMP%/gitshort.txt
- cmd: set /P GITSHORT=<%TMP%/gitshort.txt
- set BUILD_ARCHIVE=%APPVEYOR_REPO_BRANCH%-%GITSHORT%-%CONFIGURATION%.7z
+- set BUILDSARCHIVE=%APPVEYOR_REPO_BRANCH%-%CONFIGURATION%.7z
- cmd: 7z a %BUILD_ARCHIVE% bin\Mingw\Release -xr!.gitignore
- appveyor PushArtifact %BUILD_ARCHIVE%
+- cmd: copy %BUILD_ARCHIVE% %BUILDSARCHIVE%
+- appveyor PushArtifact %BUILDSARCHIVE%
test: off
-deploy:
- - provider: FTP
- protocol: ftps
- host:
- secure: NsLJEPIBvmwCOj8Tg8RoRQ==
- username:
- secure: ejxi5mvk7oLYu7QtbYojajEPigMy0mokaKhuEVuDZcA=
- password:
- secure: Hbn6Uy3lT0YZ88yFJ3aW4w==
- folder: appveyor
- application:
- active_mode: false
- on:
- branch: master
- appveyor_repo_tag: true
+#deploy:
+# - provider: FTP
+# protocol: ftps
+# host:
+# secure: NsLJEPIBvmwCOj8Tg8RoRQ==
+# username:
+# secure: ejxi5mvk7oLYu7QtbYojajEPigMy0mokaKhuEVuDZcA=
+# password:
+# secure: Hbn6Uy3lT0YZ88yFJ3aW4w==
+# folder: appveyor
+# application:
+# active_mode: false
+# on:
+# branch: master
+# appveyor_repo_tag: true
on_finish:
diff --git a/assets/.gitignore b/assets/.gitignore
index 37bb465dc..9ed61ca1a 100644
--- a/assets/.gitignore
+++ b/assets/.gitignore
@@ -1,2 +1,5 @@
*
*.*
+!README.txt
+!LICENSE.txt
+!LICENSE-3RD-PARTY.txt
\ No newline at end of file
diff --git a/assets/CMakeLists.txt b/assets/CMakeLists.txt
index 292e184c7..6edb3df13 100644
--- a/assets/CMakeLists.txt
+++ b/assets/CMakeLists.txt
@@ -8,6 +8,9 @@ set(SRB2_ASSET_ALL
${CMAKE_CURRENT_SOURCE_DIR}/zones.dta
${CMAKE_CURRENT_SOURCE_DIR}/patch.dta
${CMAKE_CURRENT_SOURCE_DIR}/music.dta
+ ${CMAKE_CURRENT_SOURCE_DIR}/README.txt
+ ${CMAKE_CURRENT_SOURCE_DIR}/LICENSE.txt
+ ${CMAKE_CURRENT_SOURCE_DIR}/LICENSE-3RD-PARTY.txt
)
set(SRB2_ASSET_HASHED
diff --git a/assets/LICENSE-3RD-PARTY.txt b/assets/LICENSE-3RD-PARTY.txt
new file mode 100644
index 000000000..42ea20e96
--- /dev/null
+++ b/assets/LICENSE-3RD-PARTY.txt
@@ -0,0 +1,1710 @@
+--------------------------------------------------------------------------------
+ 3-Clause BSD License
+ applies to:
+ - MiniUPnPc
+ Copyright (c) 2005-2011, Thomas BERNARD
+ All rights reserved.
+ http://miniupnp.free.fr
+--------------------------------------------------------------------------------
+
+Redistribution and use in source and binary forms, with or without
+modification, are permitted provided that the following conditions are met:
+
+ * Redistributions of source code must retain the above copyright notice,
+ this list of conditions and the following disclaimer.
+ * Redistributions in binary form must reproduce the above copyright notice,
+ this list of conditions and the following disclaimer in the documentation
+ and/or other materials provided with the distribution.
+ * The name of the author may not be used to endorse or promote products
+ derived from this software without specific prior written permission.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
+AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
+ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
+LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
+CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
+SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
+INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
+CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
+ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
+POSSIBILITY OF SUCH DAMAGE.
+
+--------------------------------------------------------------------------------
+ curl License
+ applies to:
+ - curl
+ Copyright (c) 1996 - 2018, Daniel Stenberg, daniel@haxx.se,
+ and many contributors, see the THANKS file.
+ https://curl.haxx.se
+--------------------------------------------------------------------------------
+
+All rights reserved.
+
+Permission to use, copy, modify, and distribute this software for any purpose
+with or without fee is hereby granted, provided that the above copyright notice
+and this permission notice appear in all copies.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF THIRD PARTY RIGHTS. IN
+NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
+DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
+OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE
+OR OTHER DEALINGS IN THE SOFTWARE.
+
+Except as contained in this notice, the name of a copyright holder shall not be
+used in advertising or otherwise to promote the sale, use or other dealings in
+this Software without prior written authorization of the copyright holder.
+
+--------------------------------------------------------------------------------
+ FMOD End User License Agreement
+ applies to:
+ - FMOD Ex
+ Copyright (c), Firelight Technologies Pty, Ltd. 2004-2018.
+ https://www.fmod.com
+--------------------------------------------------------------------------------
+
+This FMOD End User Licence Agreement (EULA) is a legal agreement between you and Firelight
+Technologies Pty Ltd (ACN 099 182 448) (us or we) and governs your use of FMOD Studio and FMOD
+Engine software (FMOD).
+
+1. GRANT OF LICENCE
+This EULA grants you the right to use FMOD, in a software application (Product), for
+personal (hobbyist), educational (students and teachers) or Non-Commercial use only,
+subject to the following:
+i) Non-Commercial use does not involve any form of monetisation, sponsorship
+or promotion.
+ii) FMOD is distributed as integrated into a Product only;
+iii) FMOD is not distributed as part of any Commercial Product or service;
+iv) FMOD is not distributed as part of a game engine or tool set;
+v) FMOD is not used in any Commercial enterprise or for any Commercial
+production or subcontracting, except for the purposes of Evaluation or
+Development of a Commercial Product;
+vi) Product includes attribution in accordance with Clause 3;
+
+2. OTHER USE
+For all Commercial use, and any Non Commercial use not permitted by this license, a
+separate license is required. Refer to www.fmod.com/licensing for information.
+
+3. CREDITS AND LOGO
+All Products require an in game credit line which must include the words "FMOD" or
+"FMOD Studio" (if applicable) and "Firelight Technologies Pty Ltd". This is non
+negotiable. Refer to www.fmod.com/licensing for examples. All products require a
+logo to be presented during start up of the application, before encountering any
+menus or interactivity. See www.fmod.com/licensing for logo information. The user
+has the option to 'buy out' the requirement to have a logo at the start of the
+product.
+
+4. INTELLECTUAL PROPERTY RIGHTS
+a) We are and remain at all times the owner of FMOD (including all intellectual
+property rights in or to the Software). For the avoidance of doubt, nothing in
+this EULA may be deemed to grant or assign to you any proprietary or ownership
+interest or intellectual property rights in or to FMOD other than the rights
+licensed pursuant to clause 1.
+b) You acknowledge and agree that you have no right, title or interest in and to the
+intellectual property rights in FMOD.
+
+5. SECURITY AND RISK
+You are responsible for protecting FMOD and any related materials at all times from
+unauthorised access, use or damage.
+
+6. WARRANTY AND LIMITATION OF LIABILITY
+a) FMOD is provided by us "as is" and, to the maximum extent permitted by law,
+any express or implied warranties of any kind, including (but not limited to) all
+implied warranties of merchantability and fitness for a particular purpose are
+disclaimed.
+b) In no event shall we (and our employees, contractors and subcontractors),
+developers and contributors be liable for any direct, special, indirect or
+consequential damages whatsoever resulting from loss of use of data or profits,
+whether in an action of contract, negligence or other tortious conduct, arising
+out of or in connection with the use or performance FMOD.
+
+7. OGG VORBIS CODEC
+a) FMOD uses the Ogg Vorbis codec.
+b) (c) 2002, Xiph.Org Foundation
+c) Redistribution and use in source and binary forms, with or without modification,
+are permitted provided that the following conditions are met:
+i) Redistributions of source code must retain the above copyright notice, the
+list of conditions and the following disclaimer.
+ii) Redistributions in binary form must reproduce the above copyright notice,
+this list of conditions and the following disclaimer in the documentation
+and/or other material provided with the distribution.
+iii) Neither the name of the Xiph.org Foundation nor the names of its
+contributors may be used to endorse or promote products derived from this
+software without specific prior written permission.
+d) THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
+ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+DISCLAIMED. IN NO EVENT SHALL THE FOUNDATION OR CONTRIBUTORS BE LIABLE FOR ANY
+DIRECT, INDIRECT, INCIDENTIAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
+ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
+NEGLIENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN
+IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+8. GOOGLE VR (GVR)
+FMOD includes Google VR, licensed under the Apache Licence, Version 2.0 (the Licence);
+you may not use this file except in compliance with the License. You may obtain a copy of
+the License at:
+http://www.apache.org/licenses/LICENSE-2.0
+Unless required by applicable law or agreed to in writing, software distributed under the
+License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND,
+either express or implied. See the License for the specific language governing permissions
+and limitations under the License.
+
+9. ANDROID PLATFORM CODE
+Copyright (C) 2010 The Android Open Source Project All rights reserved.
+
+Redistribution and use in source and binary forms, with or without modification, are
+permitted provided that the following conditions are met:
+* Redistributions of source code must retain the above copyright
+notice, this list of conditions and the following disclaimer.
+* Redistributions in binary form must reproduce the above copyright
+notice, this list of conditions and the following disclaimer in
+the documentation and/or other materials provided with the
+distribution.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
+FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
+COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
+INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
+BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS
+OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED
+AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
+OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT
+OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
+SUCH DAMAGE.
+
+10. AUDIOGAMING AUDIOMOTORS DEMO CONTENT
+AudioGaming AudioMotors Demo Engine.agp is provided for evaluation purposes
+only and is not to be redistributed. To create your own engine content, you
+will need AudioMotors V2 Pro. A trial version be found at
+http://store.audiogaming.net/content/audiomotors-v2-pro-trial. For access to
+the full version, contact sales@fmod.com.
+
+© 2018 Firelight Technologies Pty Ltd.
+
+--------------------------------------------------------------------------------
+ GCC Runtime Library Exception, Version 3.1
+ applies to:
+ - GCC Runtime Library
+ Copyright (C) Free Software Foundation, Inc.
+ https://www.gnu.org/software/gcc/
+--------------------------------------------------------------------------------
+
+GCC RUNTIME LIBRARY EXCEPTION Version 3.1, 31 March 2009
+
+Copyright © 2009 Free Software Foundation, Inc.
+
+Everyone is permitted to copy and distribute verbatim copies of this license
+document, but changing it is not allowed.
+
+This GCC Runtime Library Exception ("Exception") is an additional permission
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+applies to a given file (the "Runtime Library") that bears a notice placed by
+the copyright holder of the file stating that the file is governed by GPLv3
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+
+When you use GCC to compile a program, GCC may combine portions of certain GCC
+header files and runtime libraries with the compiled program. The purpose of
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+0. Definitions. A file is an "Independent Module" if it either requires the
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+1. Grant of Additional Permission. You have permission to propagate a work of
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+
+2. No Weakening of GCC Copyleft. The availability of this Exception does not
+imply any general presumption that third-party software is unaffected by the
+copyleft requirements of the license of GCC.
+
+--------------------------------------------------------------------------------
+ GNU General Public License, Version 3
+ applies to:
+ - GCC Runtime Library
+ Copyright (C) Free Software Foundation, Inc.
+ https://www.gnu.org/software/gcc/
+--------------------------------------------------------------------------------
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+ This library is distributed in the hope that it will be useful,
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+
+--------------------------------------------------------------------------------
+ libpng License
+ applies to:
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+ Copyright (c) 2000-2002, 2004, 2006-2018 Glenn Randers-Pehrson
+ http://www.libpng.org/pub/png/libpng.html
+--------------------------------------------------------------------------------
+
+This copy of the libpng notices is provided for your convenience. In case of
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+
+COPYRIGHT NOTICE, DISCLAIMER, and LICENSE:
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+
+This code is released under the libpng license.
+
+libpng versions 1.0.7, July 1, 2000 through 1.6.35, July 15, 2018 are
+Copyright (c) 2000-2002, 2004, 2006-2018 Glenn Randers-Pehrson, are
+derived from libpng-1.0.6, and are distributed according to the same
+disclaimer and license as libpng-1.0.6 with the following individuals
+added to the list of Contributing Authors:
+
+ Simon-Pierre Cadieux
+ Eric S. Raymond
+ Mans Rullgard
+ Cosmin Truta
+ Gilles Vollant
+ James Yu
+ Mandar Sahastrabuddhe
+ Google Inc.
+ Vadim Barkov
+
+and with the following additions to the disclaimer:
+
+ There is no warranty against interference with your enjoyment of the
+ library or against infringement. There is no warranty that our
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+
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+files that are distributed with libpng have other copyright owners and
+are released under other open source licenses.
+
+libpng versions 0.97, January 1998, through 1.0.6, March 20, 2000, are
+Copyright (c) 1998-2000 Glenn Randers-Pehrson, are derived from
+libpng-0.96, and are distributed according to the same disclaimer and
+license as libpng-0.96, with the following individuals added to the list
+of Contributing Authors:
+
+ Tom Lane
+ Glenn Randers-Pehrson
+ Willem van Schaik
+
+libpng versions 0.89, June 1996, through 0.96, May 1997, are
+Copyright (c) 1996-1997 Andreas Dilger, are derived from libpng-0.88,
+and are distributed according to the same disclaimer and license as
+libpng-0.88, with the following individuals added to the list of
+Contributing Authors:
+
+ John Bowler
+ Kevin Bracey
+ Sam Bushell
+ Magnus Holmgren
+ Greg Roelofs
+ Tom Tanner
+
+Some files in the "scripts" directory have other copyright owners
+but are released under this license.
+
+libpng versions 0.5, May 1995, through 0.88, January 1996, are
+Copyright (c) 1995-1996 Guy Eric Schalnat, Group 42, Inc.
+
+For the purposes of this copyright and license, "Contributing Authors"
+is defined as the following set of individuals:
+
+ Andreas Dilger
+ Dave Martindale
+ Guy Eric Schalnat
+ Paul Schmidt
+ Tim Wegner
+
+The PNG Reference Library is supplied "AS IS". The Contributing Authors
+and Group 42, Inc. disclaim all warranties, expressed or implied,
+including, without limitation, the warranties of merchantability and of
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+assume no liability for direct, indirect, incidental, special, exemplary,
+or consequential damages, which may result from the use of the PNG
+Reference Library, even if advised of the possibility of such damage.
+
+Permission is hereby granted to use, copy, modify, and distribute this
+source code, or portions hereof, for any purpose, without fee, subject
+to the following restrictions:
+
+ 1. The origin of this source code must not be misrepresented.
+
+ 2. Altered versions must be plainly marked as such and must not
+ be misrepresented as being the original source.
+
+ 3. This Copyright notice may not be removed or altered from any
+ source or altered source distribution.
+
+The Contributing Authors and Group 42, Inc. specifically permit, without
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+
+END OF COPYRIGHT NOTICE, DISCLAIMER, and LICENSE.
+
+TRADEMARK:
+
+The name "libpng" has not been registered by the Copyright owner
+as a trademark in any jurisdiction. However, because libpng has
+been distributed and maintained world-wide, continually since 1995,
+the Copyright owner claims "common-law trademark protection" in any
+jurisdiction where common-law trademark is recognized.
+
+OSI CERTIFICATION:
+
+Libpng is OSI Certified Open Source Software. OSI Certified Open Source is
+a certification mark of the Open Source Initiative. OSI has not addressed
+the additional disclaimers inserted at version 1.0.7.
+
+EXPORT CONTROL:
+
+The Copyright owner believes that the Export Control Classification
+Number (ECCN) for libpng is EAR99, which means not subject to export
+controls or International Traffic in Arms Regulations (ITAR) because
+it is open source, publicly available software, that does not contain
+any encryption software. See the EAR, paragraphs 734.3(b)(3) and
+734.7(b).
+
+Glenn Randers-Pehrson
+glennrp at users.sourceforge.net
+July 15, 2018
+
+--------------------------------------------------------------------------------
+ New BSD License
+ applies to:
+ - FLAC
+ Copyright (C) 2000-2009 Josh Coalson
+ Copyright (C) 2011-2016 Xiph.Org Foundation
+ https://xiph.org/flac/api/
+
+ - Vorbis
+ Copyright (c) 2002-2008 Xiph.org Foundation
+ https://xiph.org/vorbis/
+
+ - Opus
+ Copyright 2001-2011 Xiph.Org, Skype Limited, Octasic,
+ Jean-Marc Valin, Timothy B. Terriberry,
+ CSIRO, Gregory Maxwell, Mark Borgerding,
+ Erik de Castro Lopo
+ https://opus-codec.org
+
+ - Opus File
+ Copyright (c) 1994-2013 Xiph.Org Foundation and contributors
+ https://opus-codec.org
+--------------------------------------------------------------------------------
+
+Redistribution and use in source and binary forms, with or without
+modification, are permitted provided that the following conditions
+are met:
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+- Redistributions of source code must retain the above copyright
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+- Redistributions in binary form must reproduce the above copyright
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+[ For FLAC, Vorbis, and Opus File
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+names of specific contributors, may be used to endorse or promote
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+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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+NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+--------------------------------------------------------------------------------
+ Public Domain
+ applies to:
+ - win_iconv
+ Yukihiro Nakadaira
+ win_iconv is placed in the public domain.
+ https://github.com/win-iconv/win-iconv
+
+ - libmodplug
+ ModPlug-XMMS and libmodplug are now in the public domain.
+ http://modplug-xmms.sourceforge.net
+--------------------------------------------------------------------------------
+
+--------------------------------------------------------------------------------
+ zlib License
+ applies to:
+ - Simple DirectMedia Layer
+ Copyright (C) 1997-2018 Sam Lantinga
+ https://www.libsdl.org/hg.php
+
+ - SDL_mixer: An audio mixer library based on the SDL library
+ Copyright (C) 1997-2018 Sam Lantinga
+ https://www.libsdl.org/projects/SDL_mixer/
+
+ - zlib
+ Copyright (C) 1995-2017 Jean-loup Gailly and Mark Adler
+ https://zlib.net
+--------------------------------------------------------------------------------
+
+This software is provided 'as-is', without any express or implied
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+
+Permission is granted to anyone to use this software for any purpose,
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+2. Altered source versions must be plainly marked as such, and must not be
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+3. This notice may not be removed or altered from any source distribution.
diff --git a/assets/LICENSE.txt b/assets/LICENSE.txt
new file mode 100644
index 000000000..d159169d1
--- /dev/null
+++ b/assets/LICENSE.txt
@@ -0,0 +1,339 @@
+ GNU GENERAL PUBLIC LICENSE
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+
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+WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR
+REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
+INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING
+OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED
+TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY
+YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER
+PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE
+POSSIBILITY OF SUCH DAMAGES.
+
+ END OF TERMS AND CONDITIONS
+
+ How to Apply These Terms to Your New Programs
+
+ If you develop a new program, and you want it to be of the greatest
+possible use to the public, the best way to achieve this is to make it
+free software which everyone can redistribute and change under these terms.
+
+ To do so, attach the following notices to the program. It is safest
+to attach them to the start of each source file to most effectively
+convey the exclusion of warranty; and each file should have at least
+the "copyright" line and a pointer to where the full notice is found.
+
+
+ Copyright (C)
+
+ This program is free software; you can redistribute it and/or modify
+ it under the terms of the GNU General Public License as published by
+ the Free Software Foundation; either version 2 of the License, or
+ (at your option) any later version.
+
+ This program is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ GNU General Public License for more details.
+
+ You should have received a copy of the GNU General Public License along
+ with this program; if not, write to the Free Software Foundation, Inc.,
+ 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+
+Also add information on how to contact you by electronic and paper mail.
+
+If the program is interactive, make it output a short notice like this
+when it starts in an interactive mode:
+
+ Gnomovision version 69, Copyright (C) year name of author
+ Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
+ This is free software, and you are welcome to redistribute it
+ under certain conditions; type `show c' for details.
+
+The hypothetical commands `show w' and `show c' should show the appropriate
+parts of the General Public License. Of course, the commands you use may
+be called something other than `show w' and `show c'; they could even be
+mouse-clicks or menu items--whatever suits your program.
+
+You should also get your employer (if you work as a programmer) or your
+school, if any, to sign a "copyright disclaimer" for the program, if
+necessary. Here is a sample; alter the names:
+
+ Yoyodyne, Inc., hereby disclaims all copyright interest in the program
+ `Gnomovision' (which makes passes at compilers) written by James Hacker.
+
+ , 1 April 1989
+ Ty Coon, President of Vice
+
+This General Public License does not permit incorporating your program into
+proprietary programs. If your program is a subroutine library, you may
+consider it more useful to permit linking proprietary applications with the
+library. If this is what you want to do, use the GNU Lesser General
+Public License instead of this License.
diff --git a/assets/README.txt b/assets/README.txt
new file mode 100644
index 000000000..37f7d8f29
--- /dev/null
+++ b/assets/README.txt
@@ -0,0 +1,51 @@
+SONIC ROBO BLAST 2
+
+Sonic Robo Blast 2 (SRB2) is a 3D Sonic the Hedgehog fangame based on a
+modified version of Doom Legacy.
+
+LICENSE
+
+The source code for SRB2 is licensed under the GNU General Public
+License, Version 2. See LICENSE.txt for the full text of this license.
+
+SRB2 uses various third-party libraries, including SDL, SDL Mixer, and
+their dependencies. See LICENSE-3RD-PARTY.txt for the licenses of these
+libraries.
+
+SOURCE CODE
+
+You may obtain the source code for SRB2, including the source code for
+specific version releases, at the following web sites:
+
+STJr GitLab:
+https://git.magicalgirl.moe/STJr/SRB2
+
+GitHub:
+https://github.com/STJr/SRB2
+
+CONTACT
+
+You may contact Sonic Team Junior via the following web sites:
+
+SRB2.ORG:
+https://www.srb2.org
+
+SRB2 Message Board:
+https://mb.srb2.org
+
+SRB2 Official Discord:
+https://discord.gg/pYDXzpX
+
+COPYRIGHT AND DISCLAIMER
+
+Design and content on SRB2 is copyright 1998-2018 by Sonic Team Junior.
+All non-original material on SRB2.ORG is copyrighted by their
+respective owners, and no copyright infringement is intended. The owner
+of the SRB2.ORG domain is only acting as an ISP, and is therefore not
+responsible for any content on SRB2.ORG under the 1998 DMCA. This
+site, its webmaster, and its staff make no profit whatsoever (in fact,
+we lose money). Sonic Team Junior assumes no responsibility for the
+content on any Sonic Team Junior fan sites.
+
+Sonic Team Junior is in no way affiliated with SEGA or Sonic Team. We do
+not claim ownership of any of SEGA's intellectual property used in SRB2.
diff --git a/assets/debian/README.Debian b/assets/debian/README.Debian
index 4d9f067ac..68c952a4e 100644
--- a/assets/debian/README.Debian
+++ b/assets/debian/README.Debian
@@ -3,10 +3,45 @@ srb2 for Debian
SRB2 Debian package!
Hi there, to rebuild this package just use the SRB2 Makefile system, or, optionally, run
-dpkg-buildpackage in the in /bin/Resources directory. You can build these with or without a key
+dpkg-buildpackage in the in /assets directory. You can build these with or without a key
if you want, but if you want to put these on a repo, generate your own GnuPG key as per the
https://help.ubuntu.com/community/GnuPrivacyGuardHowto instructions and pass the -k
command to debuild. Make sure you export the key footprint and give them to your users to install
with apt-key add. Thanks!
-- Callum Dickinson Fri, 26 Nov 2010 18:25:31 +1300
+
+
+Signing for Launchpad PPA
+
+First, follow the above instructions to generate a GnuPG key with your identity. You will need
+to publish the fingerprint of that key to Ubuntu's key server.
+
+ https://help.ubuntu.com/community/GnuPrivacyGuardHowto#Uploading_the_key_to_Ubuntu_keyserver
+
+Next, you will have to add that key fingerprint to your Launchpad account. Go to your Launchpad
+profile and click the yellow Edit button next to "OpenPGP keys". Once you add the key, you can
+upload signed source packages and publish them onto your PPA.
+
+IF YOU UPLOAD A PACKAGE and Launchpad does NOT send you a confirmation or rejection email, that
+means your key is not set up correctly with your Launchpad account.
+
+
+Building for Launchpad PPA
+
+Use these steps to prepare building a source package for Launchpad:
+
+ 1. Highly recommend copying the assets/ folder to outside your repo folder, or else the asset
+ files may be included in the main source package, when you build that.
+ 2. cd [wherever-your-assets-folder-is]/assets/
+ 3. debuild -T clean (optional, if you already have asset files)
+
+Building the source package is a two-step process:
+
+ 1. debuild -T build (this downloads the asset files from srb2.org if necessary)
+ 2. debuild -S (builds the source package for Launchpad, including the asset files)
+
+Then follow the instructions at to upload
+to your PPA and have Launchpad build your binary deb packages.
+
+ -- Marco Zafra Mon, 26 Nov 2018 21:13:00 -0500
diff --git a/assets/debian/changelog b/assets/debian/changelog
index a316b7df7..f3a92e1cd 100644
--- a/assets/debian/changelog
+++ b/assets/debian/changelog
@@ -1,3 +1,10 @@
+srb2-data (2.1.21~7) trusty; urgency=high
+
+ * Updated for SRB2 v2.1.21
+
+ -- Marco Zafra Mon, 26 Nov 2018 14:31:00 -0500
+
+
srb2-data (2.1.14~1) unstable; urgency=low
* Updated for SRB2 v2.1.14
diff --git a/assets/debian/control b/assets/debian/control
index 123b58429..22d9643ee 100644
--- a/assets/debian/control
+++ b/assets/debian/control
@@ -3,8 +3,9 @@
Source: srb2-data
Section: games
Priority: extra
-Maintainer: Callum Dickinson
-Build-Depends: debhelper (>= 7.0.50~)
+Maintainer: Sonic Team Junior
+Build-Depends: debhelper (>= 7.0.50~),
+ wget
Standards-Version: 3.8.4
Homepage: http://www.srb2.org
@@ -15,8 +16,7 @@ Description: A cross-platform 3D Sonic fangame
fangame built using a modified version of the Doom Legacy
port of Doom. SRB2 is closely inspired by the original
Sonic games from the Sega Genesis, and attempts to recreate
- the design in 3D. While SRB2 isn't fully completed, it already
- features tons of levels, enemies, speed, and quite a lot
- of the fun that the original Sonic games provided.
+ the design in 3D. It features tons of levels, enemies, speed,
+ and quite a lot of the fun that the original Sonic games provided.
This is the data package that provides the data files that
- SRB2 requires to run, it will not work without it.
+ SRB2 requires to run; it will not work without it.
diff --git a/assets/debian/copyright b/assets/debian/copyright
index 8a8705190..97d606b0f 100644
--- a/assets/debian/copyright
+++ b/assets/debian/copyright
@@ -1,6 +1,6 @@
This work was packaged for Debian by:
- Callum Dickinson on Fri, 26 Nov 2010 15:19:16 +1300
+ Marco Zafra Mon, 26 Nov 2018 14:31:00 -0500
It was downloaded from:
@@ -12,7 +12,7 @@ Upstream Author(s):
Copyright:
- Copyright (C) 1998-2010 Sonic Team Junior
+ Copyright (C) 1998-2018 Sonic Team Junior
License:
@@ -21,6 +21,7 @@ License:
The Debian packaging is:
Copyright (C) 2010 Callum Dickinson
+ Copyright (C) 2010-2018 Sonic Team Junior
and is licensed under the GPL version 2,
see "/usr/share/common-licenses/GPL-2".
diff --git a/assets/debian/rules b/assets/debian/rules
index d86f92af2..a34a3393f 100755
--- a/assets/debian/rules
+++ b/assets/debian/rules
@@ -37,7 +37,7 @@ RM := rm -rf
DIR := $(shell pwd)
PACKAGE := $(shell cat $(DIR)/debian/control | grep 'Package:' | sed -e 's/Package: //g')
-DATAFILES := srb2.srb zones.dta player.dta rings.dta music.dta
+DATAFILES := srb2.srb zones.dta player.dta rings.dta music.dta patch.dta README.txt LICENSE.txt LICENSE-3RD-PARTY.txt
DATADIR := usr/games/SRB2
RESOURCEDIR := .
@@ -45,16 +45,21 @@ WGET := wget -P $(RESOURCEDIR) -c -nc
build:
$(MKDIR) $(DIR)/debian/tmp/$(DATADIR)
+ > $(DIR)/debian/source/include-binaries
# This will need to be updated every time SRB2 official version is
# Copy data files to their install locations, and add data files to include-binaries
for file in $(DATAFILES); do \
- $(WGET) http://alam.srb2.org/SRB2/2.1.14-Final/Resources/$$file; \
- if test "$$file" = "srb2.wad"; then \
- $(INSTALL) $(RESOURCEDIR)/$$file $(DIR)/debian/tmp/$(DATADIR)/srb2.srb; \
- else \
- $(INSTALL) $(RESOURCEDIR)/$$file $(DIR)/debian/tmp/$(DATADIR)/$$file; \
+ if [ ! -f $(RESOURCEDIR)/$$file ]; then \
+ $(WGET) http://alam.srb2.org/SRB2/2.1.21-Final/Resources/$$file; \
+ fi; \
+ if [ -f $(RESOURCEDIR)/$$file ]; then \
+ $(INSTALL) $(RESOURCEDIR)/$$file $(DIR)/debian/tmp/$(DATADIR)/$$file; \
+ echo $(RESOURCEDIR)/$$file >> $(DIR)/debian/source/include-binaries; \
+ fi; \
+ if [ ! -f $(DIR)/debian/tmp/$(DATADIR)/$$file ]; then \
+ echo $(DIR)/debian/tmp/$(DATADIR)/$$file not found and could not be downloaded!; \
+ return 1; \
fi; \
- echo $(RESOURCEDIR)/$$file >> $(DIR)/debian/source/include-binaries; \
done
binary-indep:
@@ -95,15 +100,18 @@ binary: binary-indep
dh_builddeb
clean:
- $(RM) $(RESOURCEDIR)/*.wad
- $(RM) $(RESOURCEDIR)/*.dta
- $(RM) $(RESOURCEDIR)/*.plr
- $(RM) $(RESOURCEDIR)/*.wpn
- $(RM) $(RESOURCEDIR)/*.srb
- $(RM) $(RESOURCEDIR)/*.dll
- $(RM) $(DIR)/debian/tmp/*
- $(RM) $(DIR)/debian/$(PACKAGE).install
- $(RM) $(DIR)/debian/files
- $(RM) $(DIR)/debian/source/include-binaries
+ $(RM) $(DIR)/debian/tmp/*; \
+ $(RM) $(DIR)/debian/$(PACKAGE).install; \
+ $(RM) $(DIR)/debian/files; \
+
+clean-all: clean
+ $(RM) $(RESOURCEDIR)/*.wad; \
+ $(RM) $(RESOURCEDIR)/*.dta; \
+ $(RM) $(RESOURCEDIR)/*.plr; \
+ $(RM) $(RESOURCEDIR)/*.wpn; \
+ $(RM) $(RESOURCEDIR)/*.srb; \
+ $(RM) $(RESOURCEDIR)/*.dll; \
+ $(RM) $(RESOURCEDIR)/*.txt; \
+ $(RM) $(DIR)/debian/source/include-binaries; \
.PHONY: all clean binary binary-arch binary-indep build
diff --git a/assets/debian/source/options b/assets/debian/source/options
new file mode 100644
index 000000000..8b331485a
--- /dev/null
+++ b/assets/debian/source/options
@@ -0,0 +1 @@
+tar-ignore = "tmp/*"
diff --git a/bin/DC/.gitignore b/bin/DC/.gitignore
new file mode 100644
index 000000000..42c6dc2c6
--- /dev/null
+++ b/bin/DC/.gitignore
@@ -0,0 +1,2 @@
+# DON'T REMOVE
+# This keeps the folder from disappearing
diff --git a/bin/Dos/Debug/.gitignore b/bin/Dos/Debug/.gitignore
new file mode 100644
index 000000000..42c6dc2c6
--- /dev/null
+++ b/bin/Dos/Debug/.gitignore
@@ -0,0 +1,2 @@
+# DON'T REMOVE
+# This keeps the folder from disappearing
diff --git a/bin/Dos/Release/.gitignore b/bin/Dos/Release/.gitignore
new file mode 100644
index 000000000..42c6dc2c6
--- /dev/null
+++ b/bin/Dos/Release/.gitignore
@@ -0,0 +1,2 @@
+# DON'T REMOVE
+# This keeps the folder from disappearing
diff --git a/bin/FreeBSD/Debug/.gitignore b/bin/FreeBSD/Debug/.gitignore
new file mode 100644
index 000000000..42c6dc2c6
--- /dev/null
+++ b/bin/FreeBSD/Debug/.gitignore
@@ -0,0 +1,2 @@
+# DON'T REMOVE
+# This keeps the folder from disappearing
diff --git a/bin/FreeBSD/Release/.gitignore b/bin/FreeBSD/Release/.gitignore
new file mode 100644
index 000000000..42c6dc2c6
--- /dev/null
+++ b/bin/FreeBSD/Release/.gitignore
@@ -0,0 +1,2 @@
+# DON'T REMOVE
+# This keeps the folder from disappearing
diff --git a/bin/Mingw/Debug/.gitignore b/bin/Mingw/Debug/.gitignore
index e431dca5d..834f313e3 100644
--- a/bin/Mingw/Debug/.gitignore
+++ b/bin/Mingw/Debug/.gitignore
@@ -1,3 +1,3 @@
-/srb2sdl.exe
-/srb2win.exe
-/r_opengl.dll
+*.exe
+*.mo
+r_opengl.dll
diff --git a/bin/Mingw/Release/.gitignore b/bin/Mingw/Release/.gitignore
index e431dca5d..834f313e3 100644
--- a/bin/Mingw/Release/.gitignore
+++ b/bin/Mingw/Release/.gitignore
@@ -1,3 +1,3 @@
-/srb2sdl.exe
-/srb2win.exe
-/r_opengl.dll
+*.exe
+*.mo
+r_opengl.dll
diff --git a/bin/Resources/exchndl.dll b/bin/Resources/exchndl.dll
deleted file mode 100644
index d836a6762..000000000
Binary files a/bin/Resources/exchndl.dll and /dev/null differ
diff --git a/bin/SDL/Debug/.gitignore b/bin/SDL/Debug/.gitignore
new file mode 100644
index 000000000..42c6dc2c6
--- /dev/null
+++ b/bin/SDL/Debug/.gitignore
@@ -0,0 +1,2 @@
+# DON'T REMOVE
+# This keeps the folder from disappearing
diff --git a/bin/SDL/Release/.gitignore b/bin/SDL/Release/.gitignore
new file mode 100644
index 000000000..42c6dc2c6
--- /dev/null
+++ b/bin/SDL/Release/.gitignore
@@ -0,0 +1,2 @@
+# DON'T REMOVE
+# This keeps the folder from disappearing
diff --git a/bin/WinCE/ARMV4Dbg/.gitignore b/bin/WinCE/ARMV4Dbg/.gitignore
new file mode 100644
index 000000000..42c6dc2c6
--- /dev/null
+++ b/bin/WinCE/ARMV4Dbg/.gitignore
@@ -0,0 +1,2 @@
+# DON'T REMOVE
+# This keeps the folder from disappearing
diff --git a/bin/WinCE/ARMV4IDbg/.gitignore b/bin/WinCE/ARMV4IDbg/.gitignore
new file mode 100644
index 000000000..42c6dc2c6
--- /dev/null
+++ b/bin/WinCE/ARMV4IDbg/.gitignore
@@ -0,0 +1,2 @@
+# DON'T REMOVE
+# This keeps the folder from disappearing
diff --git a/bin/WinCE/ARMV4IRel/.gitignore b/bin/WinCE/ARMV4IRel/.gitignore
new file mode 100644
index 000000000..42c6dc2c6
--- /dev/null
+++ b/bin/WinCE/ARMV4IRel/.gitignore
@@ -0,0 +1,2 @@
+# DON'T REMOVE
+# This keeps the folder from disappearing
diff --git a/bin/WinCE/ARMV4Rel/.gitignore b/bin/WinCE/ARMV4Rel/.gitignore
new file mode 100644
index 000000000..42c6dc2c6
--- /dev/null
+++ b/bin/WinCE/ARMV4Rel/.gitignore
@@ -0,0 +1,2 @@
+# DON'T REMOVE
+# This keeps the folder from disappearing
diff --git a/bin/WinCE/ARMV4TDbg/.gitignore b/bin/WinCE/ARMV4TDbg/.gitignore
new file mode 100644
index 000000000..42c6dc2c6
--- /dev/null
+++ b/bin/WinCE/ARMV4TDbg/.gitignore
@@ -0,0 +1,2 @@
+# DON'T REMOVE
+# This keeps the folder from disappearing
diff --git a/bin/WinCE/ARMV4TRel/.gitignore b/bin/WinCE/ARMV4TRel/.gitignore
new file mode 100644
index 000000000..42c6dc2c6
--- /dev/null
+++ b/bin/WinCE/ARMV4TRel/.gitignore
@@ -0,0 +1,2 @@
+# DON'T REMOVE
+# This keeps the folder from disappearing
diff --git a/bin/WinCE/MIPS16Dbg/.gitignore b/bin/WinCE/MIPS16Dbg/.gitignore
new file mode 100644
index 000000000..42c6dc2c6
--- /dev/null
+++ b/bin/WinCE/MIPS16Dbg/.gitignore
@@ -0,0 +1,2 @@
+# DON'T REMOVE
+# This keeps the folder from disappearing
diff --git a/bin/WinCE/MIPS16Rel/.gitignore b/bin/WinCE/MIPS16Rel/.gitignore
new file mode 100644
index 000000000..42c6dc2c6
--- /dev/null
+++ b/bin/WinCE/MIPS16Rel/.gitignore
@@ -0,0 +1,2 @@
+# DON'T REMOVE
+# This keeps the folder from disappearing
diff --git a/bin/WinCE/MIPSIIDbg/.gitignore b/bin/WinCE/MIPSIIDbg/.gitignore
new file mode 100644
index 000000000..42c6dc2c6
--- /dev/null
+++ b/bin/WinCE/MIPSIIDbg/.gitignore
@@ -0,0 +1,2 @@
+# DON'T REMOVE
+# This keeps the folder from disappearing
diff --git a/bin/WinCE/MIPSIIRel/.gitignore b/bin/WinCE/MIPSIIRel/.gitignore
new file mode 100644
index 000000000..42c6dc2c6
--- /dev/null
+++ b/bin/WinCE/MIPSIIRel/.gitignore
@@ -0,0 +1,2 @@
+# DON'T REMOVE
+# This keeps the folder from disappearing
diff --git a/bin/WinCE/MIPSII_FPDbg/.gitignore b/bin/WinCE/MIPSII_FPDbg/.gitignore
new file mode 100644
index 000000000..42c6dc2c6
--- /dev/null
+++ b/bin/WinCE/MIPSII_FPDbg/.gitignore
@@ -0,0 +1,2 @@
+# DON'T REMOVE
+# This keeps the folder from disappearing
diff --git a/bin/WinCE/MIPSII_FPRel/.gitignore b/bin/WinCE/MIPSII_FPRel/.gitignore
new file mode 100644
index 000000000..42c6dc2c6
--- /dev/null
+++ b/bin/WinCE/MIPSII_FPRel/.gitignore
@@ -0,0 +1,2 @@
+# DON'T REMOVE
+# This keeps the folder from disappearing
diff --git a/bin/WinCE/MIPSIVDbg/.gitignore b/bin/WinCE/MIPSIVDbg/.gitignore
new file mode 100644
index 000000000..42c6dc2c6
--- /dev/null
+++ b/bin/WinCE/MIPSIVDbg/.gitignore
@@ -0,0 +1,2 @@
+# DON'T REMOVE
+# This keeps the folder from disappearing
diff --git a/bin/WinCE/MIPSIVRel/.gitignore b/bin/WinCE/MIPSIVRel/.gitignore
new file mode 100644
index 000000000..42c6dc2c6
--- /dev/null
+++ b/bin/WinCE/MIPSIVRel/.gitignore
@@ -0,0 +1,2 @@
+# DON'T REMOVE
+# This keeps the folder from disappearing
diff --git a/bin/WinCE/MIPSIV_FPDbg/.gitignore b/bin/WinCE/MIPSIV_FPDbg/.gitignore
new file mode 100644
index 000000000..42c6dc2c6
--- /dev/null
+++ b/bin/WinCE/MIPSIV_FPDbg/.gitignore
@@ -0,0 +1,2 @@
+# DON'T REMOVE
+# This keeps the folder from disappearing
diff --git a/bin/WinCE/MIPSIV_FPRel/.gitignore b/bin/WinCE/MIPSIV_FPRel/.gitignore
new file mode 100644
index 000000000..42c6dc2c6
--- /dev/null
+++ b/bin/WinCE/MIPSIV_FPRel/.gitignore
@@ -0,0 +1,2 @@
+# DON'T REMOVE
+# This keeps the folder from disappearing
diff --git a/bin/WinCE/Release/.gitignore b/bin/WinCE/Release/.gitignore
new file mode 100644
index 000000000..42c6dc2c6
--- /dev/null
+++ b/bin/WinCE/Release/.gitignore
@@ -0,0 +1,2 @@
+# DON'T REMOVE
+# This keeps the folder from disappearing
diff --git a/bin/WinCE/SH3Dbg/.gitignore b/bin/WinCE/SH3Dbg/.gitignore
new file mode 100644
index 000000000..42c6dc2c6
--- /dev/null
+++ b/bin/WinCE/SH3Dbg/.gitignore
@@ -0,0 +1,2 @@
+# DON'T REMOVE
+# This keeps the folder from disappearing
diff --git a/bin/WinCE/SH3Rel/.gitignore b/bin/WinCE/SH3Rel/.gitignore
new file mode 100644
index 000000000..42c6dc2c6
--- /dev/null
+++ b/bin/WinCE/SH3Rel/.gitignore
@@ -0,0 +1,2 @@
+# DON'T REMOVE
+# This keeps the folder from disappearing
diff --git a/bin/WinCE/SH4Dbg/.gitignore b/bin/WinCE/SH4Dbg/.gitignore
new file mode 100644
index 000000000..42c6dc2c6
--- /dev/null
+++ b/bin/WinCE/SH4Dbg/.gitignore
@@ -0,0 +1,2 @@
+# DON'T REMOVE
+# This keeps the folder from disappearing
diff --git a/bin/WinCE/SH4Rel/.gitignore b/bin/WinCE/SH4Rel/.gitignore
new file mode 100644
index 000000000..42c6dc2c6
--- /dev/null
+++ b/bin/WinCE/SH4Rel/.gitignore
@@ -0,0 +1,2 @@
+# DON'T REMOVE
+# This keeps the folder from disappearing
diff --git a/bin/WinCE/X86Dbg/.gitignore b/bin/WinCE/X86Dbg/.gitignore
new file mode 100644
index 000000000..42c6dc2c6
--- /dev/null
+++ b/bin/WinCE/X86Dbg/.gitignore
@@ -0,0 +1,2 @@
+# DON'T REMOVE
+# This keeps the folder from disappearing
diff --git a/bin/WinCE/X86Rel/.gitignore b/bin/WinCE/X86Rel/.gitignore
new file mode 100644
index 000000000..42c6dc2c6
--- /dev/null
+++ b/bin/WinCE/X86Rel/.gitignore
@@ -0,0 +1,2 @@
+# DON'T REMOVE
+# This keeps the folder from disappearing
diff --git a/bin/WinCE/emulatorDbg/.gitignore b/bin/WinCE/emulatorDbg/.gitignore
new file mode 100644
index 000000000..42c6dc2c6
--- /dev/null
+++ b/bin/WinCE/emulatorDbg/.gitignore
@@ -0,0 +1,2 @@
+# DON'T REMOVE
+# This keeps the folder from disappearing
diff --git a/bin/WinCE/emulatorRel/.gitignore b/bin/WinCE/emulatorRel/.gitignore
new file mode 100644
index 000000000..42c6dc2c6
--- /dev/null
+++ b/bin/WinCE/emulatorRel/.gitignore
@@ -0,0 +1,2 @@
+# DON'T REMOVE
+# This keeps the folder from disappearing
diff --git a/bin/dummy/.gitignore b/bin/dummy/.gitignore
new file mode 100644
index 000000000..42c6dc2c6
--- /dev/null
+++ b/bin/dummy/.gitignore
@@ -0,0 +1,2 @@
+# DON'T REMOVE
+# This keeps the folder from disappearing
diff --git a/cmake/Modules/GitUtilities.cmake b/cmake/Modules/GitUtilities.cmake
index 683cf9b6b..d29e6b509 100644
--- a/cmake/Modules/GitUtilities.cmake
+++ b/cmake/Modules/GitUtilities.cmake
@@ -27,5 +27,17 @@ function(git_current_branch variable path)
OUTPUT_STRIP_TRAILING_WHITESPACE
)
+ set(${variable} "${output}" PARENT_SCOPE)
+endfunction()
+
+function(git_latest_commit variable path)
+ execute_process(COMMAND ${GIT_EXECUTABLE} "rev-parse" "--short" "HEAD"
+ WORKING_DIRECTORY "${path}"
+ RESULT_VARIABLE result
+ OUTPUT_VARIABLE output
+ ERROR_QUIET
+ OUTPUT_STRIP_TRAILING_WHITESPACE
+ )
+
set(${variable} "${output}" PARENT_SCOPE)
endfunction()
\ No newline at end of file
diff --git a/debian/README.Debian b/debian/README.Debian
index bbc306b16..4b724816e 100644
--- a/debian/README.Debian
+++ b/debian/README.Debian
@@ -9,3 +9,38 @@ instructions and pass the -k command to debuild. Make sure you export the
and give them to your users to install with apt-key add. Thanks!
-- Callum Dickinson Fri, 26 Nov 2010 18:25:31 +1300
+
+
+Signing for Launchpad PPA
+
+First, follow the above instructions to generate a GnuPG key with your identity. You will need
+to publish the fingerprint of that key to Ubuntu's key server.
+
+ https://help.ubuntu.com/community/GnuPrivacyGuardHowto#Uploading_the_key_to_Ubuntu_keyserver
+
+Next, you will have to add that key fingerprint to your Launchpad account. Go to your Launchpad
+profile and click the yellow Edit button next to "OpenPGP keys". Once you add the key, you can
+upload signed source packages and publish them onto your PPA.
+
+IF YOU UPLOAD A PACKAGE and Launchpad does NOT send you a confirmation or rejection email, that
+means your key is not set up correctly with your Launchpad account.
+
+
+Building for Launchpad PPA
+
+Use these steps to prepare building a source package for Launchpad:
+
+ 1. cd [srb2repo]
+ 2. git reset --hard; git clean -fd; git clean -fx;
+ * Resets your repo folder to a committed state and removes untracked files
+ * If you built srb2-data in the assets/ folder, MAKE SURE THAT FOLDER DOES NOT HAVE ASSETS,
+ OR THEY MAY BE INCLUDED IN THE MAIN SOURCE PACKAGE!
+
+Building the source package takes just one step:
+
+ 1. debuild -S (builds the source package for Launchpad)
+
+Then follow the instructions at to upload
+to your PPA and have Launchpad build your binary deb packages.
+
+ -- Marco Zafra Mon, 26 Nov 2018 21:13:00 -0500
diff --git a/debian/README.source b/debian/README.source
index ff2dddd41..f63a42cac 100644
--- a/debian/README.source
+++ b/debian/README.source
@@ -22,6 +22,10 @@ Build instructions:
make -C src LINUX=1
+Build instructions for non-X86 devices (such as X64):
+
+make -C src LINUX=1 NONX86=1
+
Build instructions to build for Wii Linux/SRB2Wii on a PowerPC system,
follow cross-compiling instructions for cross-compiling on a x86 system:
diff --git a/debian/changelog b/debian/changelog
index b454b1abd..855c1c1b3 100644
--- a/debian/changelog
+++ b/debian/changelog
@@ -1,3 +1,10 @@
+srb2 (2.1.21~9) trusty; urgency=high
+
+ * SRB2 v2.1.21 release
+
+ -- Marco Zafra Mon, 27 Nov 2018 16:45:00 -0500
+
+
srb2 (2.0.6-5) maverick; urgency=high
* Initial proper release..
diff --git a/debian/control b/debian/control
index 63b075f17..ce3b33fbd 100644
--- a/debian/control
+++ b/debian/control
@@ -3,11 +3,13 @@
Source: srb2
Section: games
Priority: extra
-Maintainer: Callum Dickinson
+Maintainer: Sonic Team Junior
Build-Depends: debhelper (>= 7.0.50~),
libsdl2-dev,
libsdl2-mixer-dev,
- libpng12-dev (>= 1.2.7),
+ libpng12-dev (>= 1.2.7) | libpng-dev,
+ zlib1g-dev,
+ libgme-dev,
libglu1-dev | libglu-dev,
libosmesa6-dev | libgl-dev,
nasm [i386]
@@ -16,27 +18,26 @@ Homepage: http://www.srb2.org
Package: srb2
Architecture: any
-Depends: ${shlibs:Depends}, ${misc:Depends}, srb2-data (= 2.1.14)
+Depends: ${shlibs:Depends}, ${misc:Depends}, srb2-data (>= 2.1.15), srb2-data (<= 2.1.21)
Description: A cross-platform 3D Sonic fangame
Sonic Robo Blast 2 is a 3D open-source Sonic the Hedgehog
fangame built using a modified version of the Doom Legacy
port of Doom. SRB2 is closely inspired by the original
Sonic games from the Sega Genesis, and attempts to recreate
- the design in 3D. While SRB2 isn't fully completed, it already
- features tons of levels, enemies, speed, and quite a lot
- of the fun that the original Sonic games provided.
+ the design in 3D. It features tons of levels, enemies, speed,
+ and quite a lot of the fun that the original Sonic games provided.
+
Package: srb2-dbg
Architecture: any
# FIXME: should be Depends: ${shlibs:Depends}, ${misc:Depends}, srb2-data (= 2.1.14), srb2 but dh_shlibdeps is being an asshat
-Depends: libc6, ${misc:Depends}, srb2-data (= 2.1.14), srb2
+Depends: libc6, ${misc:Depends}, srb2-data (>= 2.1.15), srb2-data (<= 2.1.21), srb2
Description: A cross-platform 3D Sonic fangame
Sonic Robo Blast 2 is a 3D open-source Sonic the Hedgehog
fangame built using a modified version of the Doom Legacy
port of Doom. SRB2 is closely inspired by the original
Sonic games from the Sega Genesis, and attempts to recreate
- the design in 3D. While SRB2 isn't fully completed, it already
- features tons of levels, enemies, speed, and quite a lot
- of the fun that the original Sonic games provided.
- This is a debug binary, its symbols will be loaded by gdb
+ the design in 3D. It features tons of levels, enemies, speed,
+ and quite a lot of the fun that the original Sonic games provided.
+ This is a debug binary; its symbols will be loaded by gdb
when the user starts the game with gdb for debugging.
diff --git a/debian/copyright b/debian/copyright
index 8a8705190..97d606b0f 100644
--- a/debian/copyright
+++ b/debian/copyright
@@ -1,6 +1,6 @@
This work was packaged for Debian by:
- Callum Dickinson on Fri, 26 Nov 2010 15:19:16 +1300
+ Marco Zafra Mon, 26 Nov 2018 14:31:00 -0500
It was downloaded from:
@@ -12,7 +12,7 @@ Upstream Author(s):
Copyright:
- Copyright (C) 1998-2010 Sonic Team Junior
+ Copyright (C) 1998-2018 Sonic Team Junior
License:
@@ -21,6 +21,7 @@ License:
The Debian packaging is:
Copyright (C) 2010 Callum Dickinson
+ Copyright (C) 2010-2018 Sonic Team Junior
and is licensed under the GPL version 2,
see "/usr/share/common-licenses/GPL-2".
diff --git a/debian/docs b/debian/docs
index f3d4ef20e..dba2cd4c8 100644
--- a/debian/docs
+++ b/debian/docs
@@ -1,2 +1,4 @@
-readme.txt
-readme.txt
+README.md
+assets/README.txt
+assets/LICENSE.txt
+assets/LICENSE-3RD-PARTY.txt
diff --git a/debian/rules b/debian/rules
index e49784a0f..02e3dc78e 100755
--- a/debian/rules
+++ b/debian/rules
@@ -57,21 +57,32 @@ SECTION = Games/Action
EXENAME = srb2
DBGNAME = debug/$(EXENAME)
-PKGDIR = usr/games
+PKGDIR = usr/games/SRB2
DBGDIR = usr/lib/debug/$(PKGDIR)
PIXMAPS_DIR = usr/share/pixmaps
DESKTOP_DIR = usr/share/applications
PREFIX = $(shell test "$(CROSS_COMPILE_BUILD)" != "$(CROSS_COMPILE_HOST)" && echo "PREFIX=$(CROSS_COMPILE_HOST)")
OS = LINUX=1
NONX86 = $(shell test "`echo $(CROSS_COMPILE_HOST) | grep 'i[3-6]86'`" || echo "NONX86=1")
-MAKEARGS = $(OS) $(NONX86) $(PREFIX) EXENAME=$(EXENAME) DBGNAME=$(DBGNAME) SDL_PKGCONFIG=sdl2 PNG_PKGCONFIG=libpng NOOBJDUMP=1
+MAKEARGS = $(OS) $(NONX86) $(PREFIX) EXENAME=$(EXENAME) DBGNAME=$(DBGNAME) NOOBJDUMP=1 # SDL_PKGCONFIG=sdl2 PNG_PKGCONFIG=libpng
MENUFILE1 = ?package($(PACKAGE)):needs="X11" section="$(SECTION)"
MENUFILE2 = title="$(TITLE)" command="/$(PKGDIR)/$(PACKAGE)"
-# FIXME pkg-config dir hacks
-export PKG_CONFIG_LIBDIR = /usr/lib/$(CROSS_COMPILE_HOST)/pkgconfig
BINDIR := $(DIR)/bin/Linux/Release
+
+# FIXME pkg-config dir hacks
+# Launchpad doesn't need this; it actually makes i386 builds fail due to cross-compile
+# export PKG_CONFIG_LIBDIR = /usr/lib/$(CROSS_COMPILE_HOST)/pkgconfig
LDFLAGS += "-Wl,-rpath=/usr/lib/$(CROSS_COMPILE_HOST)"
+# Some libgme-dev packages don't use pkg-config yet, so include the linker flag ourselves
+PKG_CONFIG?=pkg-config
+LIBGME_PKGCONFIG?=libgme
+LIBGME_LDFLAGS?=$(shell $(PKG_CONFIG) $(LIBGME_PKGCONFIG) --libs)
+
+ifeq ($(LIBGME_LDFLAGS),)
+MAKEARGS += LIBGME_LDFLAGS=-lgme
+endif
+
build:
$(MKDIR) $(BINDIR)/debug
$(MAKE) -C $(DIR)/src $(MAKEARGS)
@@ -100,8 +111,8 @@ binary-arch:
echo $(DESKTOP_DIR) >> $(DIR)/debian/$(PACKAGE).install
echo $(PIXMAPS_DIR) >> $(DIR)/debian/$(PACKAGE).install
echo $(DBGDIR) > $(DIR)/debian/$(DBGPKG).install
-
-binary: binary-arch
+# Launchpad only calls binary-arch, so just move everything up
+#binary: binary-arch
# Generate .desktop specifications
echo "`echo '$(MENUFILE1)\\'`" > $(DIR)/debian/menu
echo " `echo '$(MENUFILE2)'`" >> $(DIR)/debian/menu
@@ -133,6 +144,8 @@ binary: binary-arch
dh_md5sums
dh_builddeb
+binary: binary-arch
+
clean:
$(MAKE) -C $(DIR)/src $(MAKEARGS) clean cleandep
$(RM) $(BINDIR)/*
@@ -145,4 +158,4 @@ clean:
$(RM) $(DIR)/debian/files
$(RM) $(DIR)/debian/source/include-binaries
-.PHONY: all clean binary binary-arch binary-indep build
+.PHONY: all clean binary binary-indep build
diff --git a/debian/source/options b/debian/source/options
new file mode 100644
index 000000000..841c65a6f
--- /dev/null
+++ b/debian/source/options
@@ -0,0 +1,10 @@
+tar-ignore = "assets/*.srb"
+tar-ignore = "assets/*.pk3"
+tar-ignore = "assets/*.dta"
+tar-ignore = "assets/*.wad"
+tar-ignore = "assets/debian/srb2-data/*"
+tar-ignore = "assets/debian/tmp/*"
+tar-ignore = "*.obj"
+tar-ignore = "*.dep"
+tar-ignore = ".git/*"
+tar-ignore = ".git*"
diff --git a/debian/srb2.desktop b/debian/srb2.desktop
index 661832b93..3a1cac9f6 100644
--- a/debian/srb2.desktop
+++ b/debian/srb2.desktop
@@ -1,8 +1,8 @@
[Desktop Entry]
Name=Sonic Robo Blast 2
-Comment=A free 3D Sonic the Hedgehog fan-game built using a modified ver. of the Doom Legacy source port
+Comment=A free 3D Sonic the Hedgehog fangame closely inspired by the original Sonic games on the Sega Genesis.
Encoding=UTF-8
-Exec=srb2
+Exec=/usr/games/SRB2/srb2
Icon=/usr/share/pixmaps/srb2.png
Terminal=false
Type=Application
diff --git a/libs/DLL-README.txt b/libs/DLL-README.txt
new file mode 100644
index 000000000..058ec0685
--- /dev/null
+++ b/libs/DLL-README.txt
@@ -0,0 +1,43 @@
+# SRB2 - Which DLLs do I need to bundle?
+
+Updated 12/4/2018 (v2.1.21)
+
+Here are the required DLLs, per build. For each architecture, copy all the binaries from these folders:
+
+* libs\dll-binaries\[i686/x86_64]
+* libs\SDL2\[i686/x86_64]...\bin
+* libs\SDL2_mixer\[i686/x86_64]...\bin
+
+and don't forget to build r_opengl.dll for srb2dd.
+
+## srb2win, 32-bit
+
+* libs\dll-binaries\i686\exchndl.dll
+* libs\dll-binaries\i686\libgme.dll
+* libs\dll-binaries\i686\mgwhelp.dll (depend for exchndl.dll)
+* libs\SDL2\i686-w64-mingw32\bin\SDL2.dll
+* libs\SDL2_mixer\i686-w64-mingw32\bin\*.dll (get everything)
+
+## srb2win, 64-bit
+
+* libs\dll-binaries\x86_64\exchndl.dll
+* libs\dll-binaries\x86_64\libgme.dll
+* libs\dll-binaries\x86_64\mgwhelp.dll (depend for exchndl.dll)
+* libs\SDL2\x86_64-w64-mingw32\bin\SDL2.dll
+* libs\SDL2_mixer\x86_64-w64-mingw32\bin\*.dll (get everything)
+
+## srb2dd, 32-bit
+
+* libs\dll-binaries\i686\exchndl.dll
+* libs\dll-binaries\i686\fmodex.dll
+* libs\dll-binaries\i686\libgme.dll
+* libs\dll-binaries\i686\mgwhelp.dll (depend for exchndl.dll)
+* r_opengl.dll (build this from make)
+
+## srb2dd, 64-bit
+
+* libs\dll-binaries\x86_64\exchndl.dll
+* libs\dll-binaries\x86_64\fmodex.dll
+* libs\dll-binaries\x86_64\libgme.dll
+* libs\dll-binaries\x86_64\mgwhelp.dll (depend for exchndl.dll)
+* r_opengl.dll (build this from make)
diff --git a/libs/SDL2/BUGS.txt b/libs/SDL2/BUGS.txt
index 7ef553875..a8e6b952e 100644
--- a/libs/SDL2/BUGS.txt
+++ b/libs/SDL2/BUGS.txt
@@ -1,16 +1,16 @@
-
-Bugs are now managed in the SDL bug tracker, here:
-
- http://bugzilla.libsdl.org/
-
-You may report bugs there, and search to see if a given issue has already
- been reported, discussed, and maybe even fixed.
-
-
-You may also find help on the SDL mailing list. Subscription information:
-
- http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
-
-Bug reports are welcome here, but we really appreciate if you use Bugzilla, as
- bugs discussed on the mailing list may be forgotten or missed.
-
+
+Bugs are now managed in the SDL bug tracker, here:
+
+ https://bugzilla.libsdl.org/
+
+You may report bugs there, and search to see if a given issue has already
+ been reported, discussed, and maybe even fixed.
+
+
+You may also find help at the SDL forums/mailing list:
+
+ https://discourse.libsdl.org/
+
+Bug reports are welcome here, but we really appreciate if you use Bugzilla, as
+ bugs discussed on the mailing list may be forgotten or missed.
+
diff --git a/libs/SDL2/COPYING.txt b/libs/SDL2/COPYING.txt
index 04f14eed5..694e58a09 100644
--- a/libs/SDL2/COPYING.txt
+++ b/libs/SDL2/COPYING.txt
@@ -1,20 +1,20 @@
-
-Simple DirectMedia Layer
-Copyright (C) 1997-2016 Sam Lantinga
-
-This software is provided 'as-is', without any express or implied
-warranty. In no event will the authors be held liable for any damages
-arising from the use of this software.
-
-Permission is granted to anyone to use this software for any purpose,
-including commercial applications, and to alter it and redistribute it
-freely, subject to the following restrictions:
-
-1. The origin of this software must not be misrepresented; you must not
- claim that you wrote the original software. If you use this software
- in a product, an acknowledgment in the product documentation would be
- appreciated but is not required.
-2. Altered source versions must be plainly marked as such, and must not be
- misrepresented as being the original software.
-3. This notice may not be removed or altered from any source distribution.
-
+
+Simple DirectMedia Layer
+Copyright (C) 1997-2018 Sam Lantinga
+
+This software is provided 'as-is', without any express or implied
+warranty. In no event will the authors be held liable for any damages
+arising from the use of this software.
+
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it
+freely, subject to the following restrictions:
+
+1. The origin of this software must not be misrepresented; you must not
+ claim that you wrote the original software. If you use this software
+ in a product, an acknowledgment in the product documentation would be
+ appreciated but is not required.
+2. Altered source versions must be plainly marked as such, and must not be
+ misrepresented as being the original software.
+3. This notice may not be removed or altered from any source distribution.
+
diff --git a/libs/SDL2/CREDITS.txt b/libs/SDL2/CREDITS.txt
index 74163e824..7e4086712 100644
--- a/libs/SDL2/CREDITS.txt
+++ b/libs/SDL2/CREDITS.txt
@@ -1,53 +1,53 @@
-
-Simple DirectMedia Layer CREDITS
-Thanks to everyone who made this possible, including:
-
-* Cliff Matthews, for giving me a reason to start this project. :)
- -- Executor rocks! *grin*
-
-* Ryan Gordon for helping everybody out and keeping the dream alive. :)
-
-* Gabriel Jacobo for his work on the Android port and generally helping out all around.
-
-* Philipp Wiesemann for his attention to detail reviewing the entire SDL code base and proposes patches.
-
-* Andreas Schiffler for his dedication to unit tests, Visual Studio projects, and managing the Google Summer of Code.
-
-* Mike Sartain for incorporating SDL into Team Fortress 2 and cheering me on at Valve.
-
-* Alfred Reynolds for the game controller API and general (in)sanity
-
-* Jørgen Tjernø for numerous magical Mac OS X fixes.
-
-* Pierre-Loup Griffais for his deep knowledge of OpenGL drivers.
-
-* Julian Winter for the SDL 2.0 website.
-
-* Sheena Smith for many months of great work on the SDL wiki creating the API documentation and style guides.
-
-* Paul Hunkin for his port of SDL to Android during the Google Summer of Code 2010.
-
-* Eli Gottlieb for his work on shaped windows during the Google Summer of Code 2010.
-
-* Jim Grandpre for his work on multi-touch and gesture recognition during
- the Google Summer of Code 2010.
-
-* Edgar "bobbens" Simo for his force feedback API development during the
- Google Summer of Code 2008.
-
-* Aaron Wishnick for his work on audio resampling and pitch shifting during
- the Google Summer of Code 2008.
-
-* Holmes Futrell for his port of SDL to the iPhone and iPod Touch during the
- Google Summer of Code 2008.
-
-* Jon Atkins for SDL_image, SDL_mixer and SDL_net documentation.
-
-* Everybody at Loki Software, Inc. for their great contributions!
-
- And a big hand to everyone else who has contributed over the years.
-
-THANKS! :)
-
- -- Sam Lantinga
-
+
+Simple DirectMedia Layer CREDITS
+Thanks to everyone who made this possible, including:
+
+* Cliff Matthews, for giving me a reason to start this project. :)
+ -- Executor rocks! *grin*
+
+* Ryan Gordon for helping everybody out and keeping the dream alive. :)
+
+* Gabriel Jacobo for his work on the Android port and generally helping out all around.
+
+* Philipp Wiesemann for his attention to detail reviewing the entire SDL code base and proposes patches.
+
+* Andreas Schiffler for his dedication to unit tests, Visual Studio projects, and managing the Google Summer of Code.
+
+* Mike Sartain for incorporating SDL into Team Fortress 2 and cheering me on at Valve.
+
+* Alfred Reynolds for the game controller API and general (in)sanity
+
+* Jørgen Tjernø for numerous magical Mac OS X fixes.
+
+* Pierre-Loup Griffais for his deep knowledge of OpenGL drivers.
+
+* Julian Winter for the SDL 2.0 website.
+
+* Sheena Smith for many months of great work on the SDL wiki creating the API documentation and style guides.
+
+* Paul Hunkin for his port of SDL to Android during the Google Summer of Code 2010.
+
+* Eli Gottlieb for his work on shaped windows during the Google Summer of Code 2010.
+
+* Jim Grandpre for his work on multi-touch and gesture recognition during
+ the Google Summer of Code 2010.
+
+* Edgar "bobbens" Simo for his force feedback API development during the
+ Google Summer of Code 2008.
+
+* Aaron Wishnick for his work on audio resampling and pitch shifting during
+ the Google Summer of Code 2008.
+
+* Holmes Futrell for his port of SDL to the iPhone and iPod Touch during the
+ Google Summer of Code 2008.
+
+* Jon Atkins for SDL_image, SDL_mixer and SDL_net documentation.
+
+* Everybody at Loki Software, Inc. for their great contributions!
+
+ And a big hand to everyone else who has contributed over the years.
+
+THANKS! :)
+
+ -- Sam Lantinga
+
diff --git a/libs/SDL2/INSTALL.txt b/libs/SDL2/INSTALL.txt
index 25627a319..11a4ca8b0 100644
--- a/libs/SDL2/INSTALL.txt
+++ b/libs/SDL2/INSTALL.txt
@@ -1,15 +1,18 @@
-
-To install SDL for native development:
- make native
-
-To install SDL for cross-compiling development:
- make cross
-
-Look at the example programs in ./test, and check out online documentation:
- http://wiki.libsdl.org/
-
-Join the SDL developer mailing list if you want to join the community:
- http://www.libsdl.org/mailing-list.php
-
-That's it!
-Sam Lantinga
+
+The 32-bit files are in i686-w64-mingw32
+The 64-bit files are in x86_64-w64-mingw32
+
+To install SDL for native development:
+ make native
+
+To install SDL for cross-compiling development:
+ make cross
+
+Look at the example programs in ./test, and check out online documentation:
+ http://wiki.libsdl.org/
+
+Join the SDL developer mailing list if you want to join the community:
+ http://www.libsdl.org/mailing-list.php
+
+That's it!
+Sam Lantinga
diff --git a/libs/SDL2/Makefile b/libs/SDL2/Makefile
index 4c0413b3c..9edfd003e 100644
--- a/libs/SDL2/Makefile
+++ b/libs/SDL2/Makefile
@@ -1,7 +1,7 @@
#
# Makefile for installing the mingw32 version of the SDL library
-CROSS_PATH := /usr/local/cross-tools
+CROSS_PATH := /usr/local
ARCHITECTURES := i686-w64-mingw32 x86_64-w64-mingw32
all install:
@@ -22,6 +22,7 @@ install-package:
sed "s|^prefix=.*|prefix=$(prefix)|" <$(arch)/bin/sdl2-config >$(prefix)/bin/sdl2-config; \
chmod 755 $(prefix)/bin/sdl2-config; \
sed "s|^libdir=.*|libdir=\'$(prefix)/lib\'|" <$(arch)/lib/libSDL2.la >$(prefix)/lib/libSDL2.la; \
+ sed "s|^libdir=.*|libdir=\'$(prefix)/lib\'|" <$(arch)/lib/libSDL2main.la >$(prefix)/lib/libSDL2main.la; \
sed "s|^prefix=.*|prefix=$(prefix)|" <$(arch)/lib/pkgconfig/sdl2.pc >$(prefix)/lib/pkgconfig/sdl2.pc; \
else \
echo "*** ERROR: $(arch) or $(prefix) does not exist!"; \
diff --git a/libs/SDL2/README-SDL.txt b/libs/SDL2/README-SDL.txt
index 0630395e5..8d92955a9 100644
--- a/libs/SDL2/README-SDL.txt
+++ b/libs/SDL2/README-SDL.txt
@@ -1,13 +1,13 @@
-
-Please distribute this file with the SDL runtime environment:
-
-The Simple DirectMedia Layer (SDL for short) is a cross-platform library
-designed to make it easy to write multi-media software, such as games and
-emulators.
-
-The Simple DirectMedia Layer library source code is available from:
-http://www.libsdl.org/
-
-This library is distributed under the terms of the zlib license:
-http://www.zlib.net/zlib_license.html
-
+
+Please distribute this file with the SDL runtime environment:
+
+The Simple DirectMedia Layer (SDL for short) is a cross-platform library
+designed to make it easy to write multi-media software, such as games
+and emulators.
+
+The Simple DirectMedia Layer library source code is available from:
+https://www.libsdl.org/
+
+This library is distributed under the terms of the zlib license:
+http://www.zlib.net/zlib_license.html
+
diff --git a/libs/SDL2/README.txt b/libs/SDL2/README.txt
index 84c335c2b..431ba0e74 100644
--- a/libs/SDL2/README.txt
+++ b/libs/SDL2/README.txt
@@ -1,21 +1,21 @@
-
- Simple DirectMedia Layer
-
- (SDL)
-
- Version 2.0
-
----
-http://www.libsdl.org/
-
-Simple DirectMedia Layer is a cross-platform development library designed
-to provide low level access to audio, keyboard, mouse, joystick, and graphics
-hardware via OpenGL and Direct3D. It is used by video playback software,
-emulators, and popular games including Valve's award winning catalog
-and many Humble Bundle games.
-
-More extensive documentation is available in the docs directory, starting
-with README.md
-
-Enjoy!
- Sam Lantinga (slouken@libsdl.org)
+
+ Simple DirectMedia Layer
+
+ (SDL)
+
+ Version 2.0
+
+---
+https://www.libsdl.org/
+
+Simple DirectMedia Layer is a cross-platform development library designed
+to provide low level access to audio, keyboard, mouse, joystick, and graphics
+hardware via OpenGL and Direct3D. It is used by video playback software,
+emulators, and popular games including Valve's award winning catalog
+and many Humble Bundle games.
+
+More extensive documentation is available in the docs directory, starting
+with README.md
+
+Enjoy!
+ Sam Lantinga (slouken@libsdl.org)
diff --git a/libs/SDL2/SRB2NOTE.txt b/libs/SDL2/SRB2NOTE.txt
new file mode 100644
index 000000000..b7da4c9ab
--- /dev/null
+++ b/libs/SDL2/SRB2NOTE.txt
@@ -0,0 +1,15 @@
+# SDL Development Libaries
+
+Download both the VC and MinGW packages and extract them here.
+
+https://www.libsdl.org/download-2.0.php
+
+## VC Package
+
+* include
+* lib
+
+## MinGW Package
+
+* i686-w64-mingw32
+* x86_64-w64-mingw32
diff --git a/libs/SDL2/WhatsNew.txt b/libs/SDL2/WhatsNew.txt
index 698ebf7df..9074b12ba 100644
--- a/libs/SDL2/WhatsNew.txt
+++ b/libs/SDL2/WhatsNew.txt
@@ -1,199 +1,434 @@
-
-This is a list of major changes in SDL's version history.
-
----------------------------------------------------------------------------
-2.0.4:
----------------------------------------------------------------------------
-
-General:
-* Added support for web applications using Emscripten, see docs/README-emscripten.md for more information
-* Added support for web applications using Native Client (NaCl), see docs/README-nacl.md for more information
-* Added an API to queue audio instead of using the audio callback:
- SDL_QueueAudio(), SDL_GetQueuedAudioSize(), SDL_ClearQueuedAudio()
-* Added events for audio device hot plug support:
- SDL_AUDIODEVICEADDED, SDL_AUDIODEVICEREMOVED
-* Added SDL_PointInRect()
-* Added SDL_HasAVX2() to detect CPUs with AVX2 support
-* Added SDL_SetWindowHitTest() to let apps treat parts of their SDL window like traditional window decorations (drag areas, resize areas)
-* Added SDL_GetGrabbedWindow() to get the window that currently has input grab, if any
-* Added SDL_RenderIsClipEnabled() to tell whether clipping is currently enabled in a renderer
-* Added SDL_CaptureMouse() to capture the mouse to get events while the mouse is not in your window
-* Added SDL_WarpMouseGlobal() to warp the mouse cursor in global screen space
-* Added SDL_GetGlobalMouseState() to get the current mouse state outside of an SDL window
-* Added a direction field to mouse wheel events to tell whether they are flipped (natural) or not
-* Added GL_CONTEXT_RELEASE_BEHAVIOR GL attribute (maps to [WGL|GLX]_ARB_context_flush_control extension)
-* Added EGL_KHR_create_context support to allow OpenGL ES version selection on some platforms
-* Added NV12 and NV21 YUV texture support for OpenGL and OpenGL ES 2.0 renderers
-* Added a Vivante video driver that is used on various SoC platforms
-* Added an event SDL_RENDER_DEVICE_RESET that is sent from the D3D renderers when the D3D device is lost, and from Android's event loop when the GLES context had to be recreated
-* Added a hint SDL_HINT_NO_SIGNAL_HANDLERS to disable SDL's built in signal handling
-* Added a hint SDL_HINT_THREAD_STACK_SIZE to set the stack size of SDL's threads
-* Added SDL_sqrtf(), SDL_tan(), and SDL_tanf() to the stdlib routines
-* Improved support for WAV and BMP files with unusual chunks in them
-* Renamed SDL_assert_data to SDL_AssertData and SDL_assert_state to SDL_AssertState
-* Added a hint SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN to prevent window interaction while cursor is hidden
-* Added SDL_GetDisplayDPI() to get the DPI information for a display
-* Added SDL_JoystickCurrentPowerLevel() to get the battery level of a joystick
-* Added SDL_JoystickFromInstanceID(), as a helper function, to get the SDL_Joystick* that an event is referring to.
-* Added SDL_GameControllerFromInstanceID(), as a helper function, to get the SDL_GameController* that an event is referring to.
-
-Windows:
-* Added support for Windows Phone 8.1 and Windows 10/UWP (Universal Windows Platform)
-* Timer resolution is now 1 ms by default, adjustable with the SDL_HINT_TIMER_RESOLUTION hint
-* SDLmain no longer depends on the C runtime, so you can use the same .lib in both Debug and Release builds
-* Added SDL_SetWindowsMessageHook() to set a function to be called for every windows message before TranslateMessage()
-* Added a hint SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP to control whether SDL_PumpEvents() processes the Windows message loop
-* You can distinguish between real mouse and touch events by looking for SDL_TOUCH_MOUSEID in the mouse event "which" field
-* SDL_SysWMinfo now contains the window HDC
-* Added support for Unicode command line options
-* Prevent beeping when Alt-key combos are pressed
-* SDL_SetTextInputRect() re-positions the OS-rendered IME
-* Added a hint SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 to prevent generating SDL_WINDOWEVENT_CLOSE events when Alt-F4 is pressed
-* Added a hint SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING to use the old axis and button mapping for XInput devices (deprecated)
-
-Mac OS X:
-* Implemented drag-and-drop support
-* Improved joystick hot-plug detection
-* The SDL_WINDOWEVENT_EXPOSED window event is triggered in the appropriate situations
-* Fixed relative mouse mode when the application loses/regains focus
-* Fixed bugs related to transitioning to and from Spaces-aware fullscreen-desktop mode
-* Fixed the refresh rate of display modes
-* SDL_SysWMInfo is now ARC-compatible
-* Added a hint SDL_HINT_MAC_BACKGROUND_APP to prevent forcing the application to become a foreground process
-
-Linux:
-* Enabled building with Mir and Wayland support by default.
-* Added IBus IME support
-* Added a hint SDL_HINT_IME_INTERNAL_EDITING to control whether IBus should handle text editing internally instead of sending SDL_TEXTEDITING events
-* Added a hint SDL_HINT_VIDEO_X11_NET_WM_PING to allow disabling _NET_WM_PING protocol handling in SDL_CreateWindow()
-* Added support for multiple audio devices when using Pulseaudio
-* Fixed duplicate mouse events when using relative mouse motion
-
-iOS:
-* Added support for iOS 8
-* The SDL_WINDOW_ALLOW_HIGHDPI window flag now enables high-dpi support, and SDL_GL_GetDrawableSize() or SDL_GetRendererOutputSize() gets the window resolution in pixels
-* SDL_GetWindowSize() and display mode sizes are in the "DPI-independent points" / "screen coordinates" coordinate space rather than pixels (matches OS X behavior)
-* Added native resolution support for the iPhone 6 Plus
-* Added support for MFi game controllers
-* Added support for the hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK
-* Added sRGB OpenGL ES context support on iOS 7+
-* Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
-* SDL_SysWMinfo now contains the OpenGL ES framebuffer and color renderbuffer objects used by the window's active GLES view
-* Fixed various rotation and orientation issues
-* Fixed memory leaks
-
-Android:
-* Added a hint SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH to prevent mouse events from being registered as touch events
-* Added hints SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION and SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION
-* Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
-* Added support for SDL_ShowMessageBox() and SDL_ShowSimpleMessageBox()
-
-Raspberry Pi:
-* Added support for the Raspberry Pi 2
-
-
----------------------------------------------------------------------------
-2.0.3:
----------------------------------------------------------------------------
-
-Mac OS X:
-* Fixed creating an OpenGL context by default on Mac OS X 10.6
-
-
----------------------------------------------------------------------------
-2.0.2:
----------------------------------------------------------------------------
-General:
-* Added SDL_GL_ResetAttributes() to reset OpenGL attributes to default values
-* Added an API to load a database of game controller mappings from a file:
- SDL_GameControllerAddMappingsFromFile(), SDL_GameControllerAddMappingsFromRW()
-* Added game controller mappings for the PS4 and OUYA controllers
-* Added SDL_GetDefaultAssertionHandler() and SDL_GetAssertionHandler()
-* Added SDL_DetachThread()
-* Added SDL_HasAVX() to determine if the CPU has AVX features
-* Added SDL_vsscanf(), SDL_acos(), and SDL_asin() to the stdlib routines
-* EGL can now create/manage OpenGL and OpenGL ES 1.x/2.x contexts, and share
- them using SDL_GL_SHARE_WITH_CURRENT_CONTEXT
-* Added a field "clicks" to the mouse button event which records whether the event is a single click, double click, etc.
-* The screensaver is now disabled by default, and there is a hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER that can change that behavior.
-* Added a hint SDL_HINT_MOUSE_RELATIVE_MODE_WARP to specify whether mouse relative mode should be emulated using mouse warping.
-* testgl2 does not need to link with libGL anymore
-* Added testgles2 test program to demonstrate working with OpenGL ES 2.0
-* Added controllermap test program to visually map a game controller
-
-Windows:
-* Support for OpenGL ES 2.x contexts using either WGL or EGL (natively via
- the driver or emulated through ANGLE)
-* Added a hint SDL_HINT_VIDEO_WIN_D3DCOMPILER to specify which D3D shader compiler to use for OpenGL ES 2 support through ANGLE
-* Added a hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that is useful when creating multiple windows that should share the same OpenGL context.
-* Added an event SDL_RENDER_TARGETS_RESET that is sent when D3D9 render targets are reset after the device has been restored.
-
-Mac OS X:
-* Added a hint SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK to control whether Ctrl+click should be treated as a right click on Mac OS X. This is off by default.
-
-Linux:
-* Fixed fullscreen and focused behavior when receiving NotifyGrab events
-* Added experimental Wayland and Mir support, disabled by default
-
-Android:
-* Joystick support (minimum SDK version required to build SDL is now 12,
- the required runtime version remains at 10, but on such devices joystick
- support won't be available).
-* Hotplugging support for joysticks
-* Added a hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK to control whether the accelerometer should be listed as a 3 axis joystick, which it will by default.
-
-
----------------------------------------------------------------------------
-2.0.1:
----------------------------------------------------------------------------
-
-General:
-* Added an API to get common filesystem paths in SDL_filesystem.h:
- SDL_GetBasePath(), SDL_GetPrefPath()
-* Added an API to do optimized YV12 and IYUV texture updates:
- SDL_UpdateYUVTexture()
-* Added an API to get the amount of RAM on the system:
- SDL_GetSystemRAM()
-* Added a macro to perform timestamp comparisons with SDL_GetTicks():
- SDL_TICKS_PASSED()
-* Dramatically improved OpenGL ES 2.0 rendering performance
-* Added OpenGL attribute SDL_GL_FRAMEBUFFER_SRGB_CAPABLE
-
-Windows:
-* Created a static library configuration for the Visual Studio 2010 project
-* Added a hint to create the Direct3D device with support for multi-threading:
- SDL_HINT_RENDER_DIRECT3D_THREADSAFE
-* Added a function to get the D3D9 adapter index for a display:
- SDL_Direct3D9GetAdapterIndex()
-* Added a function to get the D3D9 device for a D3D9 renderer:
- SDL_RenderGetD3D9Device()
-* Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred)
-* Fixed crash when using two XInput controllers at the same time
-* Fixed detecting a mixture of XInput and DirectInput controllers
-* Fixed clearing a D3D render target larger than the window
-* Improved support for format specifiers in SDL_snprintf()
-
-Mac OS X:
-* Added support for retina displays:
- Create your window with the SDL_WINDOW_ALLOW_HIGHDPI flag, and then use SDL_GL_GetDrawableSize() to find the actual drawable size. You are responsible for scaling mouse and drawing coordinates appropriately.
-* Fixed mouse warping in fullscreen mode
-* Right mouse click is emulated by holding the Ctrl key while left clicking
-
-Linux:
-* Fixed float audio support with the PulseAudio driver
-* Fixed missing line endpoints in the OpenGL renderer on some drivers
-* X11 symbols are no longer defined to avoid collisions when linking statically
-
-iOS:
-* Fixed status bar visibility on iOS 7
-* Flipped the accelerometer Y axis to match expected values
-
-Android:
-IMPORTANT: You MUST get the updated SDLActivity.java to match C code
-* Moved EGL initialization to native code
-* Fixed the accelerometer axis rotation relative to the device rotation
-* Fixed race conditions when handling the EGL context on pause/resume
-* Touch devices are available for enumeration immediately after init
-
-Raspberry Pi:
-* Added support for the Raspberry Pi, see README-raspberrypi.txt for details
+
+This is a list of major changes in SDL's version history.
+
+---------------------------------------------------------------------------
+2.0.9:
+---------------------------------------------------------------------------
+
+General:
+* Added a new sensor API, initialized by passing SDL_INIT_SENSOR to SDL_Init(), and defined in SDL_sensor.h
+* Added an event SDL_SENSORUPDATE which is sent when a sensor is updated
+* Added SDL_GetDisplayOrientation() to return the current display orientation
+* Added an event SDL_DISPLAYEVENT which is sent when the display orientation changes
+* Added HIDAPI joystick drivers for more consistent support for Xbox, PS4 and Nintendo Switch Pro controller support across platforms. (Thanks to Valve for contributing the PS4 and Nintendo Switch Pro controller support)
+* Added support for many other popular game controllers
+* Added SDL_JoystickGetDevicePlayerIndex(), SDL_JoystickGetPlayerIndex(), and SDL_GameControllerGetPlayerIndex() to get the player index for a controller. For XInput controllers this returns the XInput index for the controller.
+* Added SDL_GameControllerRumble() and SDL_JoystickRumble() which allow simple rumble without using the haptics API
+* Added SDL_GameControllerMappingForDeviceIndex() to get the mapping for a controller before it's opened
+* Added the hint SDL_HINT_MOUSE_DOUBLE_CLICK_TIME to control the mouse double-click time
+* Added the hint SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS to control the mouse double-click radius, in pixels
+* Added SDL_HasColorKey() to return whether a surface has a colorkey active
+* Added SDL_HasAVX512F() to return whether the CPU has AVX-512F features
+* Added SDL_IsTablet() to return whether the application is running on a tablet
+* Added SDL_THREAD_PRIORITY_TIME_CRITICAL for threads that must run at the highest priority
+
+Mac OS X:
+* Fixed black screen at start on Mac OS X Mojave
+
+Linux:
+* Added SDL_LinuxSetThreadPriority() to allow adjusting the thread priority of native threads using RealtimeKit if available.
+
+iOS:
+* Fixed Asian IME input
+
+Android:
+* Updated required Android SDK to API 26, to match Google's new App Store requirements
+* Added support for wired USB Xbox, PS4, and Nintendo Switch Pro controllers
+* Added support for relative mouse mode on Android 7.0 and newer (except where it's broken, on Chromebooks and when in DeX mode with Samsung Experience 9.0)
+* Added support for custom mouse cursors on Android 7.0 and newer
+* Added the hint SDL_HINT_ANDROID_TRAP_BACK_BUTTON to control whether the back button will back out of the app (the default) or be passed to the application as SDL_SCANCODE_AC_BACK
+* Added SDL_AndroidBackButton() to trigger the Android system back button behavior when handling the back button in the application
+* Added SDL_IsChromebook() to return whether the app is running in the Chromebook Android runtime
+* Added SDL_IsDeXMode() to return whether the app is running while docked in the Samsung DeX
+
+
+---------------------------------------------------------------------------
+2.0.8:
+---------------------------------------------------------------------------
+
+General:
+* Added SDL_fmod() and SDL_log10()
+* Each of the SDL math functions now has the corresponding float version
+* Added SDL_SetYUVConversionMode() and SDL_GetYUVConversionMode() to control the formula used when converting to and from YUV colorspace. The options are JPEG, BT.601, and BT.709
+
+Windows:
+* Implemented WASAPI support on Windows UWP and removed the deprecated XAudio2 implementation
+* Added resampling support on WASAPI on Windows 7 and above
+
+Windows UWP:
+* Added SDL_WinRTGetDeviceFamily() to find out what type of device your application is running on
+
+Mac OS X:
+* Added support for the Vulkan SDK for Mac:
+ https://www.lunarg.com/lunarg-releases-vulkan-sdk-1-0-69-0-for-mac/
+* Added support for OpenGL ES using ANGLE when it's available
+
+Mac OS X / iOS / tvOS:
+* Added a Metal 2D render implementation
+* Added SDL_RenderGetMetalLayer() and SDL_RenderGetMetalCommandEncoder() to insert your own drawing into SDL rendering when using the Metal implementation
+
+iOS:
+* Added the hint SDL_HINT_IOS_HIDE_HOME_INDICATOR to control whether the home indicator bar on iPhone X should be hidden. This defaults to dimming the indicator for fullscreen applications and showing the indicator for windowed applications.
+
+iOS / Android:
+* Added the hint SDL_HINT_RETURN_KEY_HIDES_IME to control whether the return key on the software keyboard should hide the keyboard or send a key event (the default)
+
+Android:
+* SDL now supports building with Android Studio and Gradle by default, and the old Ant project is available in android-project-ant
+* SDL now requires the API 19 SDK to build, but can still target devices down to API 14 (Android 4.0.1)
+* Added SDL_IsAndroidTV() to tell whether the application is running on Android TV
+
+Android / tvOS:
+* Added the hint SDL_HINT_TV_REMOTE_AS_JOYSTICK to control whether TV remotes should be listed as joystick devices (the default) or send keyboard events.
+
+Linux:
+* Added the hint SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR to control whether the X server should skip the compositor for the SDL application. This defaults to "1"
+* Added the hint SDL_HINT_VIDEO_DOUBLE_BUFFER to control whether the Raspberry Pi and KMSDRM video drivers should use double or triple buffering (the default)
+
+
+---------------------------------------------------------------------------
+2.0.7:
+---------------------------------------------------------------------------
+
+General:
+* Added audio stream conversion functions:
+ SDL_NewAudioStream
+ SDL_AudioStreamPut
+ SDL_AudioStreamGet
+ SDL_AudioStreamAvailable
+ SDL_AudioStreamFlush
+ SDL_AudioStreamClear
+ SDL_FreeAudioStream
+* Added functions to query and set the SDL memory allocation functions:
+ SDL_GetMemoryFunctions()
+ SDL_SetMemoryFunctions()
+ SDL_GetNumAllocations()
+* Added locking functions for multi-threaded access to the joystick and game controller APIs:
+ SDL_LockJoysticks()
+ SDL_UnlockJoysticks()
+* The following functions are now thread-safe:
+ SDL_SetEventFilter()
+ SDL_GetEventFilter()
+ SDL_AddEventWatch()
+ SDL_DelEventWatch()
+
+
+General:
+---------------------------------------------------------------------------
+2.0.6:
+---------------------------------------------------------------------------
+
+General:
+* Added cross-platform Vulkan graphics support in SDL_vulkan.h
+ SDL_Vulkan_LoadLibrary()
+ SDL_Vulkan_GetVkGetInstanceProcAddr()
+ SDL_Vulkan_GetInstanceExtensions()
+ SDL_Vulkan_CreateSurface()
+ SDL_Vulkan_GetDrawableSize()
+ SDL_Vulkan_UnloadLibrary()
+ This is all the platform-specific code you need to bring up Vulkan on all SDL platforms. You can look at an example in test/testvulkan.c
+* Added SDL_ComposeCustomBlendMode() to create custom blend modes for 2D rendering
+* Added SDL_HasNEON() which returns whether the CPU has NEON instruction support
+* Added support for many game controllers, including the Nintendo Switch Pro Controller
+* Added support for inverted axes and separate axis directions in game controller mappings
+* Added functions to return information about a joystick before it's opened:
+ SDL_JoystickGetDeviceVendor()
+ SDL_JoystickGetDeviceProduct()
+ SDL_JoystickGetDeviceProductVersion()
+ SDL_JoystickGetDeviceType()
+ SDL_JoystickGetDeviceInstanceID()
+* Added functions to return information about an open joystick:
+ SDL_JoystickGetVendor()
+ SDL_JoystickGetProduct()
+ SDL_JoystickGetProductVersion()
+ SDL_JoystickGetType()
+ SDL_JoystickGetAxisInitialState()
+* Added functions to return information about an open game controller:
+ SDL_GameControllerGetVendor()
+ SDL_GameControllerGetProduct()
+ SDL_GameControllerGetProductVersion()
+* Added SDL_GameControllerNumMappings() and SDL_GameControllerMappingForIndex() to be able to enumerate the built-in game controller mappings
+* Added SDL_LoadFile() and SDL_LoadFile_RW() to load a file into memory
+* Added SDL_DuplicateSurface() to make a copy of a surface
+* Added an experimental JACK audio driver
+* Implemented non-power-of-two audio resampling, optionally using libsamplerate to perform the resampling
+* Added the hint SDL_HINT_AUDIO_RESAMPLING_MODE to control the quality of resampling
+* Added the hint SDL_HINT_RENDER_LOGICAL_SIZE_MODE to control the scaling policy for SDL_RenderSetLogicalSize():
+ "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen (the default)
+ "1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
+* Added the hints SDL_HINT_MOUSE_NORMAL_SPEED_SCALE and SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE to scale the mouse speed when being read from raw mouse input
+* Added the hint SDL_HINT_TOUCH_MOUSE_EVENTS to control whether SDL will synthesize mouse events from touch events
+
+Windows:
+* The new default audio driver on Windows is WASAPI and supports hot-plugging devices and changing the default audio device
+* The old XAudio2 audio driver is deprecated and will be removed in the next release
+* Added hints SDL_HINT_WINDOWS_INTRESOURCE_ICON and SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL to specify a custom icon resource ID for SDL windows
+* The hint SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING is now on by default for compatibility with .NET languages and various Windows debuggers
+* Updated the GUID format for game controller mappings, older mappings will be automatically converted on load
+* Implemented the SDL_WINDOW_ALWAYS_ON_TOP flag on Windows
+
+Linux:
+* Added an experimental KMS/DRM video driver for embedded development
+
+iOS:
+* Added a hint SDL_HINT_AUDIO_CATEGORY to control the audio category, determining whether the phone mute switch affects the audio
+
+---------------------------------------------------------------------------
+2.0.5:
+---------------------------------------------------------------------------
+
+General:
+* Implemented audio capture support for some platforms
+* Added SDL_DequeueAudio() to retrieve audio when buffer queuing is turned on for audio capture
+* Added events for dragging and dropping text
+* Added events for dragging and dropping multiple items
+* By default the click raising a window will not be delivered to the SDL application. You can set the hint SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH to "1" to allow that click through to the window.
+* Saving a surface with an alpha channel as a BMP will use a newer BMP format that supports alpha information. You can set the hint SDL_HINT_BMP_SAVE_LEGACY_FORMAT to "1" to use the old format.
+* Added SDL_GetHintBoolean() to get the boolean value of a hint
+* Added SDL_RenderSetIntegerScale() to set whether to smoothly scale or use integral multiples of the viewport size when scaling the rendering output
+* Added SDL_CreateRGBSurfaceWithFormat() and SDL_CreateRGBSurfaceWithFormatFrom() to create an SDL surface with a specific pixel format
+* Added SDL_GetDisplayUsableBounds() which returns the area usable for windows. For example, on Mac OS X, this subtracts the area occupied by the menu bar and dock.
+* Added SDL_GetWindowBordersSize() which returns the size of the window's borders around the client area
+* Added a window event SDL_WINDOWEVENT_HIT_TEST when a window had a hit test that wasn't SDL_HITTEST_NORMAL (e.g. in the title bar or window frame)
+* Added SDL_SetWindowResizable() to change whether a window is resizable
+* Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity() to affect the window transparency
+* Added SDL_SetWindowModalFor() to set a window as modal for another window
+* Added support for AUDIO_U16LSB and AUDIO_U16MSB to SDL_MixAudioFormat()
+* Fixed flipped images when reading back from target textures when using the OpenGL renderer
+* Fixed texture color modulation with SDL_BLENDMODE_NONE when using the OpenGL renderer
+* Fixed bug where the alpha value of colorkeys was ignored when blitting in some cases
+
+Windows:
+* Added a hint SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING to prevent SDL from raising a debugger exception to name threads. This exception can cause problems with .NET applications when running under a debugger.
+* The hint SDL_HINT_THREAD_STACK_SIZE is now supported on Windows
+* Fixed XBox controller triggers automatically being pulled at startup
+* The first icon from the executable is used as the default window icon at runtime
+* Fixed SDL log messages being printed twice if SDL was built with C library support
+* Reset dead keys when the SDL window loses focus, so dead keys pressed in SDL applications don't affect text input into other applications.
+
+Mac OS X:
+* Fixed selecting the dummy video driver
+* The caps lock key now generates a pressed event when pressed and a released event when released, instead of a press/release event pair when pressed.
+* Fixed mouse wheel events on Mac OS X 10.12
+* The audio driver has been updated to use AVFoundation for better compatibility with newer versions of Mac OS X
+
+Linux:
+* Added support for the Fcitx IME
+* Added a window event SDL_WINDOWEVENT_TAKE_FOCUS when a window manager asks the SDL window whether it wants to take focus.
+* Refresh rates are now rounded instead of truncated, e.g. 59.94 Hz is rounded up to 60 Hz instead of 59.
+* Added initial support for touchscreens on Raspberry Pi
+
+OpenBSD:
+* SDL_GetBasePath() is now implemented on OpenBSD
+
+iOS:
+* Added support for dynamically loaded objects on iOS 8 and newer
+
+tvOS:
+* Added support for Apple TV
+* Added a hint SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION to control whether he Apple TV remote's joystick axes will automatically match the rotation of the remote.
+
+Android:
+* Fixed SDL not resizing window when Android screen resolution changes
+* Corrected the joystick Z axis reporting for the accelerometer
+
+Emscripten (running in a web browser):
+* Many bug fixes and improvements
+
+
+---------------------------------------------------------------------------
+2.0.4:
+---------------------------------------------------------------------------
+
+General:
+* Added support for web applications using Emscripten, see docs/README-emscripten.md for more information
+* Added support for web applications using Native Client (NaCl), see docs/README-nacl.md for more information
+* Added an API to queue audio instead of using the audio callback:
+ SDL_QueueAudio(), SDL_GetQueuedAudioSize(), SDL_ClearQueuedAudio()
+* Added events for audio device hot plug support:
+ SDL_AUDIODEVICEADDED, SDL_AUDIODEVICEREMOVED
+* Added SDL_PointInRect()
+* Added SDL_HasAVX2() to detect CPUs with AVX2 support
+* Added SDL_SetWindowHitTest() to let apps treat parts of their SDL window like traditional window decorations (drag areas, resize areas)
+* Added SDL_GetGrabbedWindow() to get the window that currently has input grab, if any
+* Added SDL_RenderIsClipEnabled() to tell whether clipping is currently enabled in a renderer
+* Added SDL_CaptureMouse() to capture the mouse to get events while the mouse is not in your window
+* Added SDL_WarpMouseGlobal() to warp the mouse cursor in global screen space
+* Added SDL_GetGlobalMouseState() to get the current mouse state outside of an SDL window
+* Added a direction field to mouse wheel events to tell whether they are flipped (natural) or not
+* Added GL_CONTEXT_RELEASE_BEHAVIOR GL attribute (maps to [WGL|GLX]_ARB_context_flush_control extension)
+* Added EGL_KHR_create_context support to allow OpenGL ES version selection on some platforms
+* Added NV12 and NV21 YUV texture support for OpenGL and OpenGL ES 2.0 renderers
+* Added a Vivante video driver that is used on various SoC platforms
+* Added an event SDL_RENDER_DEVICE_RESET that is sent from the D3D renderers when the D3D device is lost, and from Android's event loop when the GLES context had to be recreated
+* Added a hint SDL_HINT_NO_SIGNAL_HANDLERS to disable SDL's built in signal handling
+* Added a hint SDL_HINT_THREAD_STACK_SIZE to set the stack size of SDL's threads
+* Added SDL_sqrtf(), SDL_tan(), and SDL_tanf() to the stdlib routines
+* Improved support for WAV and BMP files with unusual chunks in them
+* Renamed SDL_assert_data to SDL_AssertData and SDL_assert_state to SDL_AssertState
+* Added a hint SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN to prevent window interaction while cursor is hidden
+* Added SDL_GetDisplayDPI() to get the DPI information for a display
+* Added SDL_JoystickCurrentPowerLevel() to get the battery level of a joystick
+* Added SDL_JoystickFromInstanceID(), as a helper function, to get the SDL_Joystick* that an event is referring to.
+* Added SDL_GameControllerFromInstanceID(), as a helper function, to get the SDL_GameController* that an event is referring to.
+
+Windows:
+* Added support for Windows Phone 8.1 and Windows 10/UWP (Universal Windows Platform)
+* Timer resolution is now 1 ms by default, adjustable with the SDL_HINT_TIMER_RESOLUTION hint
+* SDLmain no longer depends on the C runtime, so you can use the same .lib in both Debug and Release builds
+* Added SDL_SetWindowsMessageHook() to set a function to be called for every windows message before TranslateMessage()
+* Added a hint SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP to control whether SDL_PumpEvents() processes the Windows message loop
+* You can distinguish between real mouse and touch events by looking for SDL_TOUCH_MOUSEID in the mouse event "which" field
+* SDL_SysWMinfo now contains the window HDC
+* Added support for Unicode command line options
+* Prevent beeping when Alt-key combos are pressed
+* SDL_SetTextInputRect() re-positions the OS-rendered IME
+* Added a hint SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 to prevent generating SDL_WINDOWEVENT_CLOSE events when Alt-F4 is pressed
+* Added a hint SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING to use the old axis and button mapping for XInput devices (deprecated)
+
+Mac OS X:
+* Implemented drag-and-drop support
+* Improved joystick hot-plug detection
+* The SDL_WINDOWEVENT_EXPOSED window event is triggered in the appropriate situations
+* Fixed relative mouse mode when the application loses/regains focus
+* Fixed bugs related to transitioning to and from Spaces-aware fullscreen-desktop mode
+* Fixed the refresh rate of display modes
+* SDL_SysWMInfo is now ARC-compatible
+* Added a hint SDL_HINT_MAC_BACKGROUND_APP to prevent forcing the application to become a foreground process
+
+Linux:
+* Enabled building with Mir and Wayland support by default.
+* Added IBus IME support
+* Added a hint SDL_HINT_IME_INTERNAL_EDITING to control whether IBus should handle text editing internally instead of sending SDL_TEXTEDITING events
+* Added a hint SDL_HINT_VIDEO_X11_NET_WM_PING to allow disabling _NET_WM_PING protocol handling in SDL_CreateWindow()
+* Added support for multiple audio devices when using Pulseaudio
+* Fixed duplicate mouse events when using relative mouse motion
+
+iOS:
+* Added support for iOS 8
+* The SDL_WINDOW_ALLOW_HIGHDPI window flag now enables high-dpi support, and SDL_GL_GetDrawableSize() or SDL_GetRendererOutputSize() gets the window resolution in pixels
+* SDL_GetWindowSize() and display mode sizes are in the "DPI-independent points" / "screen coordinates" coordinate space rather than pixels (matches OS X behavior)
+* Added native resolution support for the iPhone 6 Plus
+* Added support for MFi game controllers
+* Added support for the hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK
+* Added sRGB OpenGL ES context support on iOS 7+
+* Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
+* SDL_SysWMinfo now contains the OpenGL ES framebuffer and color renderbuffer objects used by the window's active GLES view
+* Fixed various rotation and orientation issues
+* Fixed memory leaks
+
+Android:
+* Added a hint SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH to prevent mouse events from being registered as touch events
+* Added hints SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION and SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION
+* Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
+* Added support for SDL_ShowMessageBox() and SDL_ShowSimpleMessageBox()
+
+Raspberry Pi:
+* Added support for the Raspberry Pi 2
+
+
+---------------------------------------------------------------------------
+2.0.3:
+---------------------------------------------------------------------------
+
+Mac OS X:
+* Fixed creating an OpenGL context by default on Mac OS X 10.6
+
+
+---------------------------------------------------------------------------
+2.0.2:
+---------------------------------------------------------------------------
+General:
+* Added SDL_GL_ResetAttributes() to reset OpenGL attributes to default values
+* Added an API to load a database of game controller mappings from a file:
+ SDL_GameControllerAddMappingsFromFile(), SDL_GameControllerAddMappingsFromRW()
+* Added game controller mappings for the PS4 and OUYA controllers
+* Added SDL_GetDefaultAssertionHandler() and SDL_GetAssertionHandler()
+* Added SDL_DetachThread()
+* Added SDL_HasAVX() to determine if the CPU has AVX features
+* Added SDL_vsscanf(), SDL_acos(), and SDL_asin() to the stdlib routines
+* EGL can now create/manage OpenGL and OpenGL ES 1.x/2.x contexts, and share
+ them using SDL_GL_SHARE_WITH_CURRENT_CONTEXT
+* Added a field "clicks" to the mouse button event which records whether the event is a single click, double click, etc.
+* The screensaver is now disabled by default, and there is a hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER that can change that behavior.
+* Added a hint SDL_HINT_MOUSE_RELATIVE_MODE_WARP to specify whether mouse relative mode should be emulated using mouse warping.
+* testgl2 does not need to link with libGL anymore
+* Added testgles2 test program to demonstrate working with OpenGL ES 2.0
+* Added controllermap test program to visually map a game controller
+
+Windows:
+* Support for OpenGL ES 2.x contexts using either WGL or EGL (natively via
+ the driver or emulated through ANGLE)
+* Added a hint SDL_HINT_VIDEO_WIN_D3DCOMPILER to specify which D3D shader compiler to use for OpenGL ES 2 support through ANGLE
+* Added a hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that is useful when creating multiple windows that should share the same OpenGL context.
+* Added an event SDL_RENDER_TARGETS_RESET that is sent when D3D9 render targets are reset after the device has been restored.
+
+Mac OS X:
+* Added a hint SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK to control whether Ctrl+click should be treated as a right click on Mac OS X. This is off by default.
+
+Linux:
+* Fixed fullscreen and focused behavior when receiving NotifyGrab events
+* Added experimental Wayland and Mir support, disabled by default
+
+Android:
+* Joystick support (minimum SDK version required to build SDL is now 12,
+ the required runtime version remains at 10, but on such devices joystick
+ support won't be available).
+* Hotplugging support for joysticks
+* Added a hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK to control whether the accelerometer should be listed as a 3 axis joystick, which it will by default.
+
+
+---------------------------------------------------------------------------
+2.0.1:
+---------------------------------------------------------------------------
+
+General:
+* Added an API to get common filesystem paths in SDL_filesystem.h:
+ SDL_GetBasePath(), SDL_GetPrefPath()
+* Added an API to do optimized YV12 and IYUV texture updates:
+ SDL_UpdateYUVTexture()
+* Added an API to get the amount of RAM on the system:
+ SDL_GetSystemRAM()
+* Added a macro to perform timestamp comparisons with SDL_GetTicks():
+ SDL_TICKS_PASSED()
+* Dramatically improved OpenGL ES 2.0 rendering performance
+* Added OpenGL attribute SDL_GL_FRAMEBUFFER_SRGB_CAPABLE
+
+Windows:
+* Created a static library configuration for the Visual Studio 2010 project
+* Added a hint to create the Direct3D device with support for multi-threading:
+ SDL_HINT_RENDER_DIRECT3D_THREADSAFE
+* Added a function to get the D3D9 adapter index for a display:
+ SDL_Direct3D9GetAdapterIndex()
+* Added a function to get the D3D9 device for a D3D9 renderer:
+ SDL_RenderGetD3D9Device()
+* Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred)
+* Fixed crash when using two XInput controllers at the same time
+* Fixed detecting a mixture of XInput and DirectInput controllers
+* Fixed clearing a D3D render target larger than the window
+* Improved support for format specifiers in SDL_snprintf()
+
+Mac OS X:
+* Added support for retina displays:
+ Create your window with the SDL_WINDOW_ALLOW_HIGHDPI flag, and then use SDL_GL_GetDrawableSize() to find the actual drawable size. You are responsible for scaling mouse and drawing coordinates appropriately.
+* Fixed mouse warping in fullscreen mode
+* Right mouse click is emulated by holding the Ctrl key while left clicking
+
+Linux:
+* Fixed float audio support with the PulseAudio driver
+* Fixed missing line endpoints in the OpenGL renderer on some drivers
+* X11 symbols are no longer defined to avoid collisions when linking statically
+
+iOS:
+* Fixed status bar visibility on iOS 7
+* Flipped the accelerometer Y axis to match expected values
+
+Android:
+IMPORTANT: You MUST get the updated SDLActivity.java to match C code
+* Moved EGL initialization to native code
+* Fixed the accelerometer axis rotation relative to the device rotation
+* Fixed race conditions when handling the EGL context on pause/resume
+* Touch devices are available for enumeration immediately after init
+
+Raspberry Pi:
+* Added support for the Raspberry Pi, see README-raspberrypi.txt for details
diff --git a/libs/SDL2/docs/README-android.md b/libs/SDL2/docs/README-android.md
index a4b38210f..7f3263dc3 100644
--- a/libs/SDL2/docs/README-android.md
+++ b/libs/SDL2/docs/README-android.md
@@ -1,464 +1,417 @@
Android
-================================================================================
-
-Requirements:
-
-Android SDK (version 12 or later)
-http://developer.android.com/sdk/index.html
-
-Android NDK r7 or later
-http://developer.android.com/tools/sdk/ndk/index.html
-
-Minimum API level supported by SDL: 10 (Android 2.3.3)
-Joystick support is available for API level >=12 devices.
-
-================================================================================
- How the port works
-================================================================================
-
-- Android applications are Java-based, optionally with parts written in C
-- As SDL apps are C-based, we use a small Java shim that uses JNI to talk to
- the SDL library
-- This means that your application C code must be placed inside an Android
- Java project, along with some C support code that communicates with Java
-- This eventually produces a standard Android .apk package
-
-The Android Java code implements an "Activity" and can be found in:
-android-project/src/org/libsdl/app/SDLActivity.java
-
-The Java code loads your game code, the SDL shared library, and
-dispatches to native functions implemented in the SDL library:
-src/core/android/SDL_android.c
-
-Your project must include some glue code that starts your main() routine:
-src/main/android/SDL_android_main.c
-
-
-================================================================================
- Building an app
-================================================================================
-
-For simple projects you can use the script located at build-scripts/androidbuild.sh
-
-There's two ways of using it:
-
- androidbuild.sh com.yourcompany.yourapp < sources.list
- androidbuild.sh com.yourcompany.yourapp source1.c source2.c ...sourceN.c
-
-sources.list should be a text file with a source file name in each line
-Filenames should be specified relative to the current directory, for example if
-you are in the build-scripts directory and want to create the testgles.c test, you'll
-run:
-
- ./androidbuild.sh org.libsdl.testgles ../test/testgles.c
-
-One limitation of this script is that all sources provided will be aggregated into
-a single directory, thus all your source files should have a unique name.
-
-Once the project is complete the script will tell you where the debug APK is located.
-If you want to create a signed release APK, you can use the project created by this
-utility to generate it.
-
-Finally, a word of caution: re running androidbuild.sh wipes any changes you may have
-done in the build directory for the app!
-
-
-For more complex projects, follow these instructions:
-
-1. Copy the android-project directory wherever you want to keep your projects
- and rename it to the name of your project.
-2. Move or symlink this SDL directory into the /jni directory
-3. Edit /jni/src/Android.mk to include your source files
-4. Run 'ndk-build' (a script provided by the NDK). This compiles the C source
-
-If you want to use the Eclipse IDE, skip to the Eclipse section below.
-
-5. Create /local.properties and use that to point to the Android SDK directory, by writing a line with the following form:
-
- sdk.dir=PATH_TO_ANDROID_SDK
-
-6. Run 'ant debug' in android/project. This compiles the .java and eventually
- creates a .apk with the native code embedded
-7. 'ant debug install' will push the apk to the device or emulator (if connected)
-
-Here's an explanation of the files in the Android project, so you can customize them:
-
- android-project/
- AndroidManifest.xml - package manifest. Among others, it contains the class name
- of the main Activity and the package name of the application.
- build.properties - empty
- build.xml - build description file, used by ant. The actual application name
- is specified here.
- default.properties - holds the target ABI for the application, android-10 and up
- project.properties - holds the target ABI for the application, android-10 and up
- local.properties - holds the SDK path, you should change this to the path to your SDK
- jni/ - directory holding native code
- jni/Android.mk - Android makefile that can call recursively the Android.mk files
- in all subdirectories
- jni/SDL/ - (symlink to) directory holding the SDL library files
- jni/SDL/Android.mk - Android makefile for creating the SDL shared library
- jni/src/ - directory holding your C/C++ source
- jni/src/Android.mk - Android makefile that you should customize to include your
- source code and any library references
- res/ - directory holding resources for your application
- res/drawable-* - directories holding icons for different phone hardware. Could be
- one dir called "drawable".
- res/layout/main.xml - Usually contains a file main.xml, which declares the screen layout.
- We don't need it because we use the SDL video output.
- res/values/strings.xml - strings used in your application, including the application name
- shown on the phone.
- src/org/libsdl/app/SDLActivity.java - the Java class handling the initialization and binding
- to SDL. Be very careful changing this, as the SDL library relies
- on this implementation.
-
-
-================================================================================
- Build an app with static linking of libSDL
-================================================================================
-
-This build uses the Android NDK module system.
-
-Instructions:
-1. Copy the android-project directory wherever you want to keep your projects
- and rename it to the name of your project.
-2. Rename /jni/src/Android_static.mk to /jni/src/Android.mk
- (overwrite the existing one)
-3. Edit /jni/src/Android.mk to include your source files
-4. create and export an environment variable named NDK_MODULE_PATH that points
- to the parent directory of this SDL directory. e.g.:
-
- export NDK_MODULE_PATH="$PWD"/..
-
-5. Edit /src/org/libsdl/app/SDLActivity.java and remove the call to
- System.loadLibrary("SDL2").
-6. Run 'ndk-build' (a script provided by the NDK). This compiles the C source
-
-
-================================================================================
- Customizing your application name
-================================================================================
-
-To customize your application name, edit AndroidManifest.xml and replace
-"org.libsdl.app" with an identifier for your product package.
-
-Then create a Java class extending SDLActivity and place it in a directory
-under src matching your package, e.g.
-
- src/com/gamemaker/game/MyGame.java
-
-Here's an example of a minimal class file:
-
- --- MyGame.java --------------------------
- package com.gamemaker.game;
-
- import org.libsdl.app.SDLActivity;
-
- /**
- * A sample wrapper class that just calls SDLActivity
- */
-
- public class MyGame extends SDLActivity { }
-
- ------------------------------------------
-
-Then replace "SDLActivity" in AndroidManifest.xml with the name of your
-class, .e.g. "MyGame"
-
-================================================================================
- Customizing your application icon
-================================================================================
-
-Conceptually changing your icon is just replacing the "ic_launcher.png" files in
-the drawable directories under the res directory. There are four directories for
-different screen sizes. These can be replaced with one dir called "drawable",
-containing an icon file "ic_launcher.png" with dimensions 48x48 or 72x72.
-
-You may need to change the name of your icon in AndroidManifest.xml to match
-this icon filename.
-
-================================================================================
- Loading assets
-================================================================================
-
-Any files you put in the "assets" directory of your android-project directory
-will get bundled into the application package and you can load them using the
-standard functions in SDL_rwops.h.
-
-There are also a few Android specific functions that allow you to get other
-useful paths for saving and loading data:
-* SDL_AndroidGetInternalStoragePath()
-* SDL_AndroidGetExternalStorageState()
-* SDL_AndroidGetExternalStoragePath()
-
-See SDL_system.h for more details on these functions.
-
-The asset packaging system will, by default, compress certain file extensions.
-SDL includes two asset file access mechanisms, the preferred one is the so
-called "File Descriptor" method, which is faster and doesn't involve the Dalvik
-GC, but given this method does not work on compressed assets, there is also the
-"Input Stream" method, which is automatically used as a fall back by SDL. You
-may want to keep this fact in mind when building your APK, specially when large
-files are involved.
-For more information on which extensions get compressed by default and how to
-disable this behaviour, see for example:
-
-http://ponystyle.com/blog/2010/03/26/dealing-with-asset-compression-in-android-apps/
-
-================================================================================
- Pause / Resume behaviour
-================================================================================
-
-If SDL is compiled with SDL_ANDROID_BLOCK_ON_PAUSE defined (the default),
-the event loop will block itself when the app is paused (ie, when the user
-returns to the main Android dashboard). Blocking is better in terms of battery
-use, and it allows your app to spring back to life instantaneously after resume
-(versus polling for a resume message).
-
-Upon resume, SDL will attempt to restore the GL context automatically.
-In modern devices (Android 3.0 and up) this will most likely succeed and your
-app can continue to operate as it was.
-
-However, there's a chance (on older hardware, or on systems under heavy load),
-where the GL context can not be restored. In that case you have to listen for
-a specific message, (which is not yet implemented!) and restore your textures
-manually or quit the app (which is actually the kind of behaviour you'll see
-under iOS, if the OS can not restore your GL context it will just kill your app)
-
-================================================================================
- Threads and the Java VM
-================================================================================
-
-For a quick tour on how Linux native threads interoperate with the Java VM, take
-a look here: http://developer.android.com/guide/practices/jni.html
-
-If you want to use threads in your SDL app, it's strongly recommended that you
-do so by creating them using SDL functions. This way, the required attach/detach
-handling is managed by SDL automagically. If you have threads created by other
-means and they make calls to SDL functions, make sure that you call
-Android_JNI_SetupThread() before doing anything else otherwise SDL will attach
-your thread automatically anyway (when you make an SDL call), but it'll never
-detach it.
-
-================================================================================
- Using STL
-================================================================================
-
-You can use STL in your project by creating an Application.mk file in the jni
-folder and adding the following line:
-
- APP_STL := stlport_static
-
-For more information check out CPLUSPLUS-SUPPORT.html in the NDK documentation.
-
-================================================================================
- Additional documentation
-================================================================================
-
-The documentation in the NDK docs directory is very helpful in understanding the
-build process and how to work with native code on the Android platform.
-
-The best place to start is with docs/OVERVIEW.TXT
-
-
-================================================================================
- Using Eclipse
-================================================================================
-
-First make sure that you've installed Eclipse and the Android extensions as described here:
- http://developer.android.com/tools/sdk/eclipse-adt.html
-
-Once you've copied the SDL android project and customized it, you can create an Eclipse project from it:
- * File -> New -> Other
- * Select the Android -> Android Project wizard and click Next
- * Enter the name you'd like your project to have
- * Select "Create project from existing source" and browse for your project directory
- * Make sure the Build Target is set to Android 3.1 (API 12)
- * Click Finish
-
-
-================================================================================
- Using the emulator
-================================================================================
-
-There are some good tips and tricks for getting the most out of the
-emulator here: http://developer.android.com/tools/devices/emulator.html
-
-Especially useful is the info on setting up OpenGL ES 2.0 emulation.
-
-Notice that this software emulator is incredibly slow and needs a lot of disk space.
-Using a real device works better.
-
-================================================================================
- Troubleshooting
-================================================================================
-
-You can create and run an emulator from the Eclipse IDE:
- * Window -> Android SDK and AVD Manager
-
-You can see if adb can see any devices with the following command:
-
- adb devices
-
-You can see the output of log messages on the default device with:
-
- adb logcat
-
-You can push files to the device with:
-
- adb push local_file remote_path_and_file
-
-You can push files to the SD Card at /sdcard, for example:
-
- adb push moose.dat /sdcard/moose.dat
-
-You can see the files on the SD card with a shell command:
-
- adb shell ls /sdcard/
-
-You can start a command shell on the default device with:
-
- adb shell
-
-You can remove the library files of your project (and not the SDL lib files) with:
-
- ndk-build clean
-
-You can do a build with the following command:
-
- ndk-build
-
-You can see the complete command line that ndk-build is using by passing V=1 on the command line:
-
- ndk-build V=1
-
-If your application crashes in native code, you can use addr2line to convert the
-addresses in the stack trace to lines in your code.
-
-For example, if your crash looks like this:
-
- I/DEBUG ( 31): signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 400085d0
- I/DEBUG ( 31): r0 00000000 r1 00001000 r2 00000003 r3 400085d4
- I/DEBUG ( 31): r4 400085d0 r5 40008000 r6 afd41504 r7 436c6a7c
- I/DEBUG ( 31): r8 436c6b30 r9 435c6fb0 10 435c6f9c fp 4168d82c
- I/DEBUG ( 31): ip 8346aff0 sp 436c6a60 lr afd1c8ff pc afd1c902 cpsr 60000030
- I/DEBUG ( 31): #00 pc 0001c902 /system/lib/libc.so
- I/DEBUG ( 31): #01 pc 0001ccf6 /system/lib/libc.so
- I/DEBUG ( 31): #02 pc 000014bc /data/data/org.libsdl.app/lib/libmain.so
- I/DEBUG ( 31): #03 pc 00001506 /data/data/org.libsdl.app/lib/libmain.so
-
-You can see that there's a crash in the C library being called from the main code.
-I run addr2line with the debug version of my code:
-
- arm-eabi-addr2line -C -f -e obj/local/armeabi/libmain.so
-
-and then paste in the number after "pc" in the call stack, from the line that I care about:
-000014bc
-
-I get output from addr2line showing that it's in the quit function, in testspriteminimal.c, on line 23.
-
-You can add logging to your code to help show what's happening:
-
- #include
-
- __android_log_print(ANDROID_LOG_INFO, "foo", "Something happened! x = %d", x);
-
-If you need to build without optimization turned on, you can create a file called
-"Application.mk" in the jni directory, with the following line in it:
-
- APP_OPTIM := debug
-
-
-================================================================================
- Memory debugging
-================================================================================
-
-The best (and slowest) way to debug memory issues on Android is valgrind.
-Valgrind has support for Android out of the box, just grab code using:
-
- svn co svn://svn.valgrind.org/valgrind/trunk valgrind
-
-... and follow the instructions in the file README.android to build it.
-
-One thing I needed to do on Mac OS X was change the path to the toolchain,
-and add ranlib to the environment variables:
-export RANLIB=$NDKROOT/toolchains/arm-linux-androideabi-4.4.3/prebuilt/darwin-x86/bin/arm-linux-androideabi-ranlib
-
-Once valgrind is built, you can create a wrapper script to launch your
-application with it, changing org.libsdl.app to your package identifier:
-
- --- start_valgrind_app -------------------
- #!/system/bin/sh
- export TMPDIR=/data/data/org.libsdl.app
- exec /data/local/Inst/bin/valgrind --log-file=/sdcard/valgrind.log --error-limit=no $*
- ------------------------------------------
-
-Then push it to the device:
-
- adb push start_valgrind_app /data/local
-
-and make it executable:
-
- adb shell chmod 755 /data/local/start_valgrind_app
-
-and tell Android to use the script to launch your application:
-
- adb shell setprop wrap.org.libsdl.app "logwrapper /data/local/start_valgrind_app"
-
-If the setprop command says "could not set property", it's likely that
-your package name is too long and you should make it shorter by changing
-AndroidManifest.xml and the path to your class file in android-project/src
-
-You can then launch your application normally and waaaaaaaiiittt for it.
-You can monitor the startup process with the logcat command above, and
-when it's done (or even while it's running) you can grab the valgrind
-output file:
-
- adb pull /sdcard/valgrind.log
-
-When you're done instrumenting with valgrind, you can disable the wrapper:
-
- adb shell setprop wrap.org.libsdl.app ""
-
-================================================================================
- Why is API level 10 the minimum required?
-================================================================================
-
-API level 10 is the minimum required level at runtime (that is, on the device)
-because SDL requires some functionality for running not
-available on older devices. Since the incorporation of joystick support into SDL,
-the minimum SDK required to *build* SDL is version 12. Devices running API levels
-10-11 are still supported, only with the joystick functionality disabled.
-
-Support for native OpenGL ES and ES2 applications was introduced in the NDK for
-API level 4 and 8. EGL was made a stable API in the NDK for API level 9, which
-has since then been obsoleted, with the recommendation to developers to bump the
-required API level to 10.
-As of this writing, according to http://developer.android.com/about/dashboards/index.html
-about 90% of the Android devices accessing Google Play support API level 10 or
-higher (March 2013).
-
-================================================================================
- A note regarding the use of the "dirty rectangles" rendering technique
-================================================================================
-
-If your app uses a variation of the "dirty rectangles" rendering technique,
-where you only update a portion of the screen on each frame, you may notice a
-variety of visual glitches on Android, that are not present on other platforms.
-This is caused by SDL's use of EGL as the support system to handle OpenGL ES/ES2
-contexts, in particular the use of the eglSwapBuffers function. As stated in the
-documentation for the function "The contents of ancillary buffers are always
-undefined after calling eglSwapBuffers".
-Setting the EGL_SWAP_BEHAVIOR attribute of the surface to EGL_BUFFER_PRESERVED
-is not possible for SDL as it requires EGL 1.4, available only on the API level
-17+, so the only workaround available on this platform is to redraw the entire
-screen each frame.
-
-Reference: http://www.khronos.org/registry/egl/specs/EGLTechNote0001.html
-
-================================================================================
- Known issues
-================================================================================
-
-- The number of buttons reported for each joystick is hardcoded to be 36, which
-is the current maximum number of buttons Android can report.
-
+================================================================================
+
+Matt Styles wrote a tutorial on building SDL for Android with Visual Studio:
+http://trederia.blogspot.de/2017/03/building-sdl2-for-android-with-visual.html
+
+The rest of this README covers the Android gradle style build process.
+
+If you are using the older ant build process, it is no longer officially
+supported, but you can use the "android-project-ant" directory as a template.
+
+
+================================================================================
+ Requirements
+================================================================================
+
+Android SDK (version 26 or later)
+https://developer.android.com/sdk/index.html
+
+Android NDK r15c or later
+https://developer.android.com/tools/sdk/ndk/index.html
+
+Minimum API level supported by SDL: 14 (Android 4.0.1)
+
+
+================================================================================
+ How the port works
+================================================================================
+
+- Android applications are Java-based, optionally with parts written in C
+- As SDL apps are C-based, we use a small Java shim that uses JNI to talk to
+ the SDL library
+- This means that your application C code must be placed inside an Android
+ Java project, along with some C support code that communicates with Java
+- This eventually produces a standard Android .apk package
+
+The Android Java code implements an "Activity" and can be found in:
+android-project/app/src/main/java/org/libsdl/app/SDLActivity.java
+
+The Java code loads your game code, the SDL shared library, and
+dispatches to native functions implemented in the SDL library:
+src/core/android/SDL_android.c
+
+
+================================================================================
+ Building an app
+================================================================================
+
+For simple projects you can use the script located at build-scripts/androidbuild.sh
+
+There's two ways of using it:
+
+ androidbuild.sh com.yourcompany.yourapp < sources.list
+ androidbuild.sh com.yourcompany.yourapp source1.c source2.c ...sourceN.c
+
+sources.list should be a text file with a source file name in each line
+Filenames should be specified relative to the current directory, for example if
+you are in the build-scripts directory and want to create the testgles.c test, you'll
+run:
+
+ ./androidbuild.sh org.libsdl.testgles ../test/testgles.c
+
+One limitation of this script is that all sources provided will be aggregated into
+a single directory, thus all your source files should have a unique name.
+
+Once the project is complete the script will tell you where the debug APK is located.
+If you want to create a signed release APK, you can use the project created by this
+utility to generate it.
+
+Finally, a word of caution: re running androidbuild.sh wipes any changes you may have
+done in the build directory for the app!
+
+
+For more complex projects, follow these instructions:
+
+1. Copy the android-project directory wherever you want to keep your projects
+ and rename it to the name of your project.
+2. Move or symlink this SDL directory into the "/app/jni" directory
+3. Edit "/app/jni/src/Android.mk" to include your source files
+
+4a. If you want to use Android Studio, simply open your directory and start building.
+
+4b. If you want to build manually, run './gradlew installDebug' in the project directory. This compiles the .java, creates an .apk with the native code embedded, and installs it on any connected Android device
+
+Here's an explanation of the files in the Android project, so you can customize them:
+
+ android-project/app
+ build.gradle - build info including the application version and SDK
+ src/main/AndroidManifest.xml - package manifest. Among others, it contains the class name of the main Activity and the package name of the application.
+ jni/ - directory holding native code
+ jni/Application.mk - Application JNI settings, including target platform and STL library
+ jni/Android.mk - Android makefile that can call recursively the Android.mk files in all subdirectories
+ jni/SDL/ - (symlink to) directory holding the SDL library files
+ jni/SDL/Android.mk - Android makefile for creating the SDL shared library
+ jni/src/ - directory holding your C/C++ source
+ jni/src/Android.mk - Android makefile that you should customize to include your source code and any library references
+ src/main/assets/ - directory holding asset files for your application
+ src/main/res/ - directory holding resources for your application
+ src/main/res/mipmap-* - directories holding icons for different phone hardware
+ src/main/res/values/strings.xml - strings used in your application, including the application name
+ src/main/java/org/libsdl/app/SDLActivity.java - the Java class handling the initialization and binding to SDL. Be very careful changing this, as the SDL library relies on this implementation. You should instead subclass this for your application.
+
+
+================================================================================
+ Customizing your application name
+================================================================================
+
+To customize your application name, edit AndroidManifest.xml and replace
+"org.libsdl.app" with an identifier for your product package.
+
+Then create a Java class extending SDLActivity and place it in a directory
+under src matching your package, e.g.
+
+ src/com/gamemaker/game/MyGame.java
+
+Here's an example of a minimal class file:
+
+ --- MyGame.java --------------------------
+ package com.gamemaker.game;
+
+ import org.libsdl.app.SDLActivity;
+
+ /**
+ * A sample wrapper class that just calls SDLActivity
+ */
+
+ public class MyGame extends SDLActivity { }
+
+ ------------------------------------------
+
+Then replace "SDLActivity" in AndroidManifest.xml with the name of your
+class, .e.g. "MyGame"
+
+
+================================================================================
+ Customizing your application icon
+================================================================================
+
+Conceptually changing your icon is just replacing the "ic_launcher.png" files in
+the drawable directories under the res directory. There are several directories
+for different screen sizes.
+
+
+================================================================================
+ Loading assets
+================================================================================
+
+Any files you put in the "app/src/main/assets" directory of your project
+directory will get bundled into the application package and you can load
+them using the standard functions in SDL_rwops.h.
+
+There are also a few Android specific functions that allow you to get other
+useful paths for saving and loading data:
+* SDL_AndroidGetInternalStoragePath()
+* SDL_AndroidGetExternalStorageState()
+* SDL_AndroidGetExternalStoragePath()
+
+See SDL_system.h for more details on these functions.
+
+The asset packaging system will, by default, compress certain file extensions.
+SDL includes two asset file access mechanisms, the preferred one is the so
+called "File Descriptor" method, which is faster and doesn't involve the Dalvik
+GC, but given this method does not work on compressed assets, there is also the
+"Input Stream" method, which is automatically used as a fall back by SDL. You
+may want to keep this fact in mind when building your APK, specially when large
+files are involved.
+For more information on which extensions get compressed by default and how to
+disable this behaviour, see for example:
+
+http://ponystyle.com/blog/2010/03/26/dealing-with-asset-compression-in-android-apps/
+
+
+================================================================================
+ Pause / Resume behaviour
+================================================================================
+
+If SDL is compiled with SDL_ANDROID_BLOCK_ON_PAUSE defined (the default),
+the event loop will block itself when the app is paused (ie, when the user
+returns to the main Android dashboard). Blocking is better in terms of battery
+use, and it allows your app to spring back to life instantaneously after resume
+(versus polling for a resume message).
+
+Upon resume, SDL will attempt to restore the GL context automatically.
+In modern devices (Android 3.0 and up) this will most likely succeed and your
+app can continue to operate as it was.
+
+However, there's a chance (on older hardware, or on systems under heavy load),
+where the GL context can not be restored. In that case you have to listen for
+a specific message, (which is not yet implemented!) and restore your textures
+manually or quit the app (which is actually the kind of behaviour you'll see
+under iOS, if the OS can not restore your GL context it will just kill your app)
+
+
+================================================================================
+ Threads and the Java VM
+================================================================================
+
+For a quick tour on how Linux native threads interoperate with the Java VM, take
+a look here: https://developer.android.com/guide/practices/jni.html
+
+If you want to use threads in your SDL app, it's strongly recommended that you
+do so by creating them using SDL functions. This way, the required attach/detach
+handling is managed by SDL automagically. If you have threads created by other
+means and they make calls to SDL functions, make sure that you call
+Android_JNI_SetupThread() before doing anything else otherwise SDL will attach
+your thread automatically anyway (when you make an SDL call), but it'll never
+detach it.
+
+
+================================================================================
+ Using STL
+================================================================================
+
+You can use STL in your project by creating an Application.mk file in the jni
+folder and adding the following line:
+
+ APP_STL := c++_shared
+
+For more information go here:
+ https://developer.android.com/ndk/guides/cpp-support
+
+
+================================================================================
+ Using the emulator
+================================================================================
+
+There are some good tips and tricks for getting the most out of the
+emulator here: https://developer.android.com/tools/devices/emulator.html
+
+Especially useful is the info on setting up OpenGL ES 2.0 emulation.
+
+Notice that this software emulator is incredibly slow and needs a lot of disk space.
+Using a real device works better.
+
+
+================================================================================
+ Troubleshooting
+================================================================================
+
+You can see if adb can see any devices with the following command:
+
+ adb devices
+
+You can see the output of log messages on the default device with:
+
+ adb logcat
+
+You can push files to the device with:
+
+ adb push local_file remote_path_and_file
+
+You can push files to the SD Card at /sdcard, for example:
+
+ adb push moose.dat /sdcard/moose.dat
+
+You can see the files on the SD card with a shell command:
+
+ adb shell ls /sdcard/
+
+You can start a command shell on the default device with:
+
+ adb shell
+
+You can remove the library files of your project (and not the SDL lib files) with:
+
+ ndk-build clean
+
+You can do a build with the following command:
+
+ ndk-build
+
+You can see the complete command line that ndk-build is using by passing V=1 on the command line:
+
+ ndk-build V=1
+
+If your application crashes in native code, you can use ndk-stack to get a symbolic stack trace:
+ https://developer.android.com/ndk/guides/ndk-stack
+
+If you want to go through the process manually, you can use addr2line to convert the
+addresses in the stack trace to lines in your code.
+
+For example, if your crash looks like this:
+
+ I/DEBUG ( 31): signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 400085d0
+ I/DEBUG ( 31): r0 00000000 r1 00001000 r2 00000003 r3 400085d4
+ I/DEBUG ( 31): r4 400085d0 r5 40008000 r6 afd41504 r7 436c6a7c
+ I/DEBUG ( 31): r8 436c6b30 r9 435c6fb0 10 435c6f9c fp 4168d82c
+ I/DEBUG ( 31): ip 8346aff0 sp 436c6a60 lr afd1c8ff pc afd1c902 cpsr 60000030
+ I/DEBUG ( 31): #00 pc 0001c902 /system/lib/libc.so
+ I/DEBUG ( 31): #01 pc 0001ccf6 /system/lib/libc.so
+ I/DEBUG ( 31): #02 pc 000014bc /data/data/org.libsdl.app/lib/libmain.so
+ I/DEBUG ( 31): #03 pc 00001506 /data/data/org.libsdl.app/lib/libmain.so
+
+You can see that there's a crash in the C library being called from the main code.
+I run addr2line with the debug version of my code:
+
+ arm-eabi-addr2line -C -f -e obj/local/armeabi/libmain.so
+
+and then paste in the number after "pc" in the call stack, from the line that I care about:
+000014bc
+
+I get output from addr2line showing that it's in the quit function, in testspriteminimal.c, on line 23.
+
+You can add logging to your code to help show what's happening:
+
+ #include
+
+ __android_log_print(ANDROID_LOG_INFO, "foo", "Something happened! x = %d", x);
+
+If you need to build without optimization turned on, you can create a file called
+"Application.mk" in the jni directory, with the following line in it:
+
+ APP_OPTIM := debug
+
+
+================================================================================
+ Memory debugging
+================================================================================
+
+The best (and slowest) way to debug memory issues on Android is valgrind.
+Valgrind has support for Android out of the box, just grab code using:
+
+ svn co svn://svn.valgrind.org/valgrind/trunk valgrind
+
+... and follow the instructions in the file README.android to build it.
+
+One thing I needed to do on Mac OS X was change the path to the toolchain,
+and add ranlib to the environment variables:
+export RANLIB=$NDKROOT/toolchains/arm-linux-androideabi-4.4.3/prebuilt/darwin-x86/bin/arm-linux-androideabi-ranlib
+
+Once valgrind is built, you can create a wrapper script to launch your
+application with it, changing org.libsdl.app to your package identifier:
+
+ --- start_valgrind_app -------------------
+ #!/system/bin/sh
+ export TMPDIR=/data/data/org.libsdl.app
+ exec /data/local/Inst/bin/valgrind --log-file=/sdcard/valgrind.log --error-limit=no $*
+ ------------------------------------------
+
+Then push it to the device:
+
+ adb push start_valgrind_app /data/local
+
+and make it executable:
+
+ adb shell chmod 755 /data/local/start_valgrind_app
+
+and tell Android to use the script to launch your application:
+
+ adb shell setprop wrap.org.libsdl.app "logwrapper /data/local/start_valgrind_app"
+
+If the setprop command says "could not set property", it's likely that
+your package name is too long and you should make it shorter by changing
+AndroidManifest.xml and the path to your class file in android-project/src
+
+You can then launch your application normally and waaaaaaaiiittt for it.
+You can monitor the startup process with the logcat command above, and
+when it's done (or even while it's running) you can grab the valgrind
+output file:
+
+ adb pull /sdcard/valgrind.log
+
+When you're done instrumenting with valgrind, you can disable the wrapper:
+
+ adb shell setprop wrap.org.libsdl.app ""
+
+
+================================================================================
+ Graphics debugging
+================================================================================
+
+If you are developing on a compatible Tegra-based tablet, NVidia provides
+Tegra Graphics Debugger at their website. Because SDL2 dynamically loads EGL
+and GLES libraries, you must follow their instructions for installing the
+interposer library on a rooted device. The non-rooted instructions are not
+compatible with applications that use SDL2 for video.
+
+The Tegra Graphics Debugger is available from NVidia here:
+https://developer.nvidia.com/tegra-graphics-debugger
+
+
+================================================================================
+ Why is API level 14 the minimum required?
+================================================================================
+
+The latest NDK toolchain doesn't support targeting earlier than API level 14.
+As of this writing, according to https://developer.android.com/about/dashboards/index.html
+about 99% of the Android devices accessing Google Play support API level 14 or
+higher (October 2017).
+
+
+================================================================================
+ A note regarding the use of the "dirty rectangles" rendering technique
+================================================================================
+
+If your app uses a variation of the "dirty rectangles" rendering technique,
+where you only update a portion of the screen on each frame, you may notice a
+variety of visual glitches on Android, that are not present on other platforms.
+This is caused by SDL's use of EGL as the support system to handle OpenGL ES/ES2
+contexts, in particular the use of the eglSwapBuffers function. As stated in the
+documentation for the function "The contents of ancillary buffers are always
+undefined after calling eglSwapBuffers".
+Setting the EGL_SWAP_BEHAVIOR attribute of the surface to EGL_BUFFER_PRESERVED
+is not possible for SDL as it requires EGL 1.4, available only on the API level
+17+, so the only workaround available on this platform is to redraw the entire
+screen each frame.
+
+Reference: http://www.khronos.org/registry/egl/specs/EGLTechNote0001.html
+
+
+================================================================================
+ Known issues
+================================================================================
+
+- The number of buttons reported for each joystick is hardcoded to be 36, which
+is the current maximum number of buttons Android can report.
+
diff --git a/libs/SDL2/docs/README-cmake.md b/libs/SDL2/docs/README-cmake.md
index 5b440c546..db318602a 100644
--- a/libs/SDL2/docs/README-cmake.md
+++ b/libs/SDL2/docs/README-cmake.md
@@ -1,32 +1,32 @@
CMake
-================================================================================
+================================================================================
(www.cmake.org)
-
-SDL's build system was traditionally based on autotools. Over time, this
-approach has suffered from several issues across the different supported
-platforms.
-To solve these problems, a new build system based on CMake is under development.
-It works in parallel to the legacy system, so users can experiment with it
-without complication.
-While still experimental, the build system should be usable on the following
-platforms:
-
-* FreeBSD
-* Linux
-* VS.NET 2010
-* MinGW and Msys
-* OS X with support for XCode
-
-
-================================================================================
-Usage
-================================================================================
-
-Assuming the source for SDL is located at ~/sdl
-
- cd ~
- mkdir build
- cd build
- cmake ../sdl
-
-This will build the static and dynamic versions of SDL in the ~/build directory.
+
+SDL's build system was traditionally based on autotools. Over time, this
+approach has suffered from several issues across the different supported
+platforms.
+To solve these problems, a new build system based on CMake is under development.
+It works in parallel to the legacy system, so users can experiment with it
+without complication.
+While still experimental, the build system should be usable on the following
+platforms:
+
+* FreeBSD
+* Linux
+* VS.NET 2010
+* MinGW and Msys
+* OS X with support for XCode
+
+
+================================================================================
+Usage
+================================================================================
+
+Assuming the source for SDL is located at ~/sdl
+
+ cd ~
+ mkdir build
+ cd build
+ cmake ../sdl
+
+This will build the static and dynamic versions of SDL in the ~/build directory.
diff --git a/libs/SDL2/docs/README-directfb.md b/libs/SDL2/docs/README-directfb.md
index 7df8bb864..67b64fb61 100644
--- a/libs/SDL2/docs/README-directfb.md
+++ b/libs/SDL2/docs/README-directfb.md
@@ -1,107 +1,107 @@
-DirectFB
+DirectFB
========
-
-Supports:
-
-- Hardware YUV overlays
-- OpenGL - software only
-- 2D/3D accelerations (depends on directfb driver)
-- multiple displays
-- windows
-
-What you need:
-
-* DirectFB 1.0.1, 1.2.x, 1.3.0
-* Kernel-Framebuffer support: required: vesafb, radeonfb ....
-* Mesa 7.0.x - optional for OpenGL
-
-/etc/directfbrc
-
-This file should contain the following lines to make
-your joystick work and avoid crashes:
-------------------------
-disable-module=joystick
-disable-module=cle266
-disable-module=cyber5k
-no-linux-input-grab
-------------------------
-
-To disable to use x11 backend when DISPLAY variable is found use
-
-export SDL_DIRECTFB_X11_CHECK=0
-
-To disable the use of linux input devices, i.e. multimice/multikeyboard support,
-use
-
-export SDL_DIRECTFB_LINUX_INPUT=0
-
-To use hardware accelerated YUV-overlays for YUV-textures, use:
-
-export SDL_DIRECTFB_YUV_DIRECT=1
-
-This is disabled by default. It will only support one
-YUV texture, namely the first. Every other YUV texture will be
-rendered in software.
-
-In addition, you may use (directfb-1.2.x)
-
-export SDL_DIRECTFB_YUV_UNDERLAY=1
-
-to make the YUV texture an underlay. This will make the cursor to
-be shown.
-
-Simple Window Manager
-=====================
-
-The driver has support for a very, very basic window manager you may
-want to use when running with "wm=default". Use
-
-export SDL_DIRECTFB_WM=1
-
-to enable basic window borders. In order to have the window title rendered,
-you need to have the following font installed:
-
-/usr/share/fonts/truetype/freefont/FreeSans.ttf
-
-OpenGL Support
-==============
-
-The following instructions will give you *software* OpenGL. However this
-works at least on all directfb supported platforms.
-
-As of this writing 20100802 you need to pull Mesa from git and do the following:
-
-------------------------
-git clone git://anongit.freedesktop.org/git/mesa/mesa
-cd mesa
-git checkout 2c9fdaf7292423c157fc79b5ce43f0f199dd753a
-------------------------
-
-Edit configs/linux-directfb so that the Directories-section looks like
-------------------------
-# Directories
-SRC_DIRS = mesa glu
-GLU_DIRS = sgi
-DRIVER_DIRS = directfb
-PROGRAM_DIRS =
-------------------------
-
-make linux-directfb
-make
-
-echo Installing - please enter sudo pw.
-
-sudo make install INSTALL_DIR=/usr/local/dfb_GL
-cd src/mesa/drivers/directfb
-make
-sudo make install INSTALL_DIR=/usr/local/dfb_GL
-------------------------
-
-To run the SDL - testprograms:
-
-export SDL_VIDEODRIVER=directfb
-export LD_LIBRARY_PATH=/usr/local/dfb_GL/lib
-export LD_PRELOAD=/usr/local/dfb_GL/libGL.so.7
-
-./testgl
-
+
+Supports:
+
+- Hardware YUV overlays
+- OpenGL - software only
+- 2D/3D accelerations (depends on directfb driver)
+- multiple displays
+- windows
+
+What you need:
+
+* DirectFB 1.0.1, 1.2.x, 1.3.0
+* Kernel-Framebuffer support: required: vesafb, radeonfb ....
+* Mesa 7.0.x - optional for OpenGL
+
+/etc/directfbrc
+
+This file should contain the following lines to make
+your joystick work and avoid crashes:
+------------------------
+disable-module=joystick
+disable-module=cle266
+disable-module=cyber5k
+no-linux-input-grab
+------------------------
+
+To disable to use x11 backend when DISPLAY variable is found use
+
+export SDL_DIRECTFB_X11_CHECK=0
+
+To disable the use of linux input devices, i.e. multimice/multikeyboard support,
+use
+
+export SDL_DIRECTFB_LINUX_INPUT=0
+
+To use hardware accelerated YUV-overlays for YUV-textures, use:
+
+export SDL_DIRECTFB_YUV_DIRECT=1
+
+This is disabled by default. It will only support one
+YUV texture, namely the first. Every other YUV texture will be
+rendered in software.
+
+In addition, you may use (directfb-1.2.x)
+
+export SDL_DIRECTFB_YUV_UNDERLAY=1
+
+to make the YUV texture an underlay. This will make the cursor to
+be shown.
+
+Simple Window Manager
+=====================
+
+The driver has support for a very, very basic window manager you may
+want to use when running with "wm=default". Use
+
+export SDL_DIRECTFB_WM=1
+
+to enable basic window borders. In order to have the window title rendered,
+you need to have the following font installed:
+
+/usr/share/fonts/truetype/freefont/FreeSans.ttf
+
+OpenGL Support
+==============
+
+The following instructions will give you *software* OpenGL. However this
+works at least on all directfb supported platforms.
+
+As of this writing 20100802 you need to pull Mesa from git and do the following:
+
+------------------------
+git clone git://anongit.freedesktop.org/git/mesa/mesa
+cd mesa
+git checkout 2c9fdaf7292423c157fc79b5ce43f0f199dd753a
+------------------------
+
+Edit configs/linux-directfb so that the Directories-section looks like
+------------------------
+# Directories
+SRC_DIRS = mesa glu
+GLU_DIRS = sgi
+DRIVER_DIRS = directfb
+PROGRAM_DIRS =
+------------------------
+
+make linux-directfb
+make
+
+echo Installing - please enter sudo pw.
+
+sudo make install INSTALL_DIR=/usr/local/dfb_GL
+cd src/mesa/drivers/directfb
+make
+sudo make install INSTALL_DIR=/usr/local/dfb_GL
+------------------------
+
+To run the SDL - testprograms:
+
+export SDL_VIDEODRIVER=directfb
+export LD_LIBRARY_PATH=/usr/local/dfb_GL/lib
+export LD_PRELOAD=/usr/local/dfb_GL/libGL.so.7
+
+./testgl
+
diff --git a/libs/SDL2/docs/README-dynapi.md b/libs/SDL2/docs/README-dynapi.md
index bfaecb344..b9a58bce1 100644
--- a/libs/SDL2/docs/README-dynapi.md
+++ b/libs/SDL2/docs/README-dynapi.md
@@ -64,7 +64,7 @@ level of indirection, we can do things like this:
export SDL_DYNAMIC_API=/my/actual/libSDL-2.0.so.0
./MyGameThatIsStaticallyLinkedToSDL2
-And now, this game that is staticallly linked to SDL, can still be overridden
+And now, this game that is statically linked to SDL, can still be overridden
with a newer, or better, SDL. The statically linked one will only be used as
far as calling into the jump table in this case. But in cases where no override
is desired, the statically linked version will provide its own jump table,
diff --git a/libs/SDL2/docs/README-emscripten.md b/libs/SDL2/docs/README-emscripten.md
index 62012db72..971208486 100644
--- a/libs/SDL2/docs/README-emscripten.md
+++ b/libs/SDL2/docs/README-emscripten.md
@@ -5,7 +5,7 @@ Build:
$ mkdir build
$ cd build
- $ emconfigure ../configure --host=asmjs-unknown-emscripten --disable-assembly --disable-threads --enable-cpuinfo=false CFLAGS="-O2"
+ $ emconfigure ../configure --host=asmjs-unknown-emscripten --disable-assembly --disable-threads --disable-cpuinfo CFLAGS="-O2"
$ emmake make
Or with cmake:
@@ -22,8 +22,6 @@ To build one of the tests:
Uses GLES2 renderer or software
-tests: https://dl.dropboxusercontent.com/u/17360362/SDL2-em/index.html
-
Some other SDL2 libraries can be easily built (assuming SDL2 is installed somewhere):
SDL_mixer (http://www.libsdl.org/projects/SDL_mixer/):
diff --git a/libs/SDL2/docs/README-gesture.md b/libs/SDL2/docs/README-gesture.md
index 7e9f95bc1..451afaef1 100644
--- a/libs/SDL2/docs/README-gesture.md
+++ b/libs/SDL2/docs/README-gesture.md
@@ -1,71 +1,71 @@
-Dollar Gestures
-===========================================================================
-SDL provides an implementation of the $1 gesture recognition system. This allows for recording, saving, loading, and performing single stroke gestures.
-
-Gestures can be performed with any number of fingers (the centroid of the fingers must follow the path of the gesture), but the number of fingers must be constant (a finger cannot go down in the middle of a gesture). The path of a gesture is considered the path from the time when the final finger went down, to the first time any finger comes up.
-
-Dollar gestures are assigned an Id based on a hash function. This is guaranteed to remain constant for a given gesture. There is a (small) chance that two different gestures will be assigned the same ID. In this case, simply re-recording one of the gestures should result in a different ID.
-
-Recording:
-----------
-To begin recording on a touch device call:
-SDL_RecordGesture(SDL_TouchID touchId), where touchId is the id of the touch device you wish to record on, or -1 to record on all connected devices.
-
-Recording terminates as soon as a finger comes up. Recording is acknowledged by an SDL_DOLLARRECORD event.
-A SDL_DOLLARRECORD event is a dgesture with the following fields:
-
-* event.dgesture.touchId - the Id of the touch used to record the gesture.
-* event.dgesture.gestureId - the unique id of the recorded gesture.
-
-
-Performing:
------------
-As long as there is a dollar gesture assigned to a touch, every finger-up event will also cause an SDL_DOLLARGESTURE event with the following fields:
-
-* event.dgesture.touchId - the Id of the touch which performed the gesture.
-* event.dgesture.gestureId - the unique id of the closest gesture to the performed stroke.
-* event.dgesture.error - the difference between the gesture template and the actual performed gesture. Lower error is a better match.
-* event.dgesture.numFingers - the number of fingers used to draw the stroke.
-
-Most programs will want to define an appropriate error threshold and check to be sure that the error of a gesture is not abnormally high (an indicator that no gesture was performed).
-
-
-
-Saving:
--------
-To save a template, call SDL_SaveDollarTemplate(gestureId, dst) where gestureId is the id of the gesture you want to save, and dst is an SDL_RWops pointer to the file where the gesture will be stored.
-
-To save all currently loaded templates, call SDL_SaveAllDollarTemplates(dst) where dst is an SDL_RWops pointer to the file where the gesture will be stored.
-
-Both functions return the number of gestures successfully saved.
-
-
-Loading:
---------
-To load templates from a file, call SDL_LoadDollarTemplates(touchId,src) where touchId is the id of the touch to load to (or -1 to load to all touch devices), and src is an SDL_RWops pointer to a gesture save file.
-
-SDL_LoadDollarTemplates returns the number of templates successfully loaded.
-
-
-
-===========================================================================
-Multi Gestures
-===========================================================================
-SDL provides simple support for pinch/rotate/swipe gestures.
-Every time a finger is moved an SDL_MULTIGESTURE event is sent with the following fields:
-
-* event.mgesture.touchId - the Id of the touch on which the gesture was performed.
-* event.mgesture.x - the normalized x coordinate of the gesture. (0..1)
-* event.mgesture.y - the normalized y coordinate of the gesture. (0..1)
-* event.mgesture.dTheta - the amount that the fingers rotated during this motion.
-* event.mgesture.dDist - the amount that the fingers pinched during this motion.
-* event.mgesture.numFingers - the number of fingers used in the gesture.
-
-
-===========================================================================
-Notes
-===========================================================================
-For a complete example see test/testgesture.c
-
-Please direct questions/comments to:
- jim.tla+sdl_touch@gmail.com
+Dollar Gestures
+===========================================================================
+SDL provides an implementation of the $1 gesture recognition system. This allows for recording, saving, loading, and performing single stroke gestures.
+
+Gestures can be performed with any number of fingers (the centroid of the fingers must follow the path of the gesture), but the number of fingers must be constant (a finger cannot go down in the middle of a gesture). The path of a gesture is considered the path from the time when the final finger went down, to the first time any finger comes up.
+
+Dollar gestures are assigned an Id based on a hash function. This is guaranteed to remain constant for a given gesture. There is a (small) chance that two different gestures will be assigned the same ID. In this case, simply re-recording one of the gestures should result in a different ID.
+
+Recording:
+----------
+To begin recording on a touch device call:
+SDL_RecordGesture(SDL_TouchID touchId), where touchId is the id of the touch device you wish to record on, or -1 to record on all connected devices.
+
+Recording terminates as soon as a finger comes up. Recording is acknowledged by an SDL_DOLLARRECORD event.
+A SDL_DOLLARRECORD event is a dgesture with the following fields:
+
+* event.dgesture.touchId - the Id of the touch used to record the gesture.
+* event.dgesture.gestureId - the unique id of the recorded gesture.
+
+
+Performing:
+-----------
+As long as there is a dollar gesture assigned to a touch, every finger-up event will also cause an SDL_DOLLARGESTURE event with the following fields:
+
+* event.dgesture.touchId - the Id of the touch which performed the gesture.
+* event.dgesture.gestureId - the unique id of the closest gesture to the performed stroke.
+* event.dgesture.error - the difference between the gesture template and the actual performed gesture. Lower error is a better match.
+* event.dgesture.numFingers - the number of fingers used to draw the stroke.
+
+Most programs will want to define an appropriate error threshold and check to be sure that the error of a gesture is not abnormally high (an indicator that no gesture was performed).
+
+
+
+Saving:
+-------
+To save a template, call SDL_SaveDollarTemplate(gestureId, dst) where gestureId is the id of the gesture you want to save, and dst is an SDL_RWops pointer to the file where the gesture will be stored.
+
+To save all currently loaded templates, call SDL_SaveAllDollarTemplates(dst) where dst is an SDL_RWops pointer to the file where the gesture will be stored.
+
+Both functions return the number of gestures successfully saved.
+
+
+Loading:
+--------
+To load templates from a file, call SDL_LoadDollarTemplates(touchId,src) where touchId is the id of the touch to load to (or -1 to load to all touch devices), and src is an SDL_RWops pointer to a gesture save file.
+
+SDL_LoadDollarTemplates returns the number of templates successfully loaded.
+
+
+
+===========================================================================
+Multi Gestures
+===========================================================================
+SDL provides simple support for pinch/rotate/swipe gestures.
+Every time a finger is moved an SDL_MULTIGESTURE event is sent with the following fields:
+
+* event.mgesture.touchId - the Id of the touch on which the gesture was performed.
+* event.mgesture.x - the normalized x coordinate of the gesture. (0..1)
+* event.mgesture.y - the normalized y coordinate of the gesture. (0..1)
+* event.mgesture.dTheta - the amount that the fingers rotated during this motion.
+* event.mgesture.dDist - the amount that the fingers pinched during this motion.
+* event.mgesture.numFingers - the number of fingers used in the gesture.
+
+
+===========================================================================
+Notes
+===========================================================================
+For a complete example see test/testgesture.c
+
+Please direct questions/comments to:
+ jim.tla+sdl_touch@gmail.com
diff --git a/libs/SDL2/docs/README-hg.md b/libs/SDL2/docs/README-hg.md
index 6e18bab0a..2449d555d 100644
--- a/libs/SDL2/docs/README-hg.md
+++ b/libs/SDL2/docs/README-hg.md
@@ -1,25 +1,22 @@
Mercurial
=========
-The latest development version of SDL is available via Mercurial.
-Mercurial allows you to get up-to-the-minute fixes and enhancements;
-as a developer works on a source tree, you can use "hg" to mirror that
-source tree instead of waiting for an official release. Please look
-at the Mercurial website ( http://mercurial.selenic.com/ ) for more
-information on using hg, where you can also download software for
-Mac OS X, Windows, and Unix systems.
-
- hg clone http://hg.libsdl.org/SDL
-
-If you are building SDL with an IDE, you will need to copy the file
-include/SDL_config.h.default to include/SDL_config.h before building.
-
-If you are building SDL via configure, you will need to run autogen.sh
-before running configure.
-
-There is a web interface to the subversion repository at:
- http://hg.libsdl.org/SDL/
-
-There is an RSS feed available at that URL, for those that want to
-track commits in real time.
-
+The latest development version of SDL is available via Mercurial.
+Mercurial allows you to get up-to-the-minute fixes and enhancements;
+as a developer works on a source tree, you can use "hg" to mirror that
+source tree instead of waiting for an official release. Please look
+at the Mercurial website ( https://www.mercurial-scm.org/ ) for more
+information on using hg, where you can also download software for
+Mac OS X, Windows, and Unix systems.
+
+ hg clone http://hg.libsdl.org/SDL
+
+If you are building SDL via configure, you will need to run autogen.sh
+before running configure.
+
+There is a web interface to the subversion repository at:
+ http://hg.libsdl.org/SDL/
+
+There is an RSS feed available at that URL, for those that want to
+track commits in real time.
+
diff --git a/libs/SDL2/docs/README-ios.md b/libs/SDL2/docs/README-ios.md
index a0afffb1f..7627a3978 100644
--- a/libs/SDL2/docs/README-ios.md
+++ b/libs/SDL2/docs/README-ios.md
@@ -1,266 +1,284 @@
-iOS
-======
-
-==============================================================================
-Building the Simple DirectMedia Layer for iOS 5.1+
-==============================================================================
-
-Requirements: Mac OS X 10.8 or later and the iOS 7+ SDK.
-
-Instructions:
-1. Open SDL.xcodeproj (located in Xcode-iOS/SDL) in Xcode.
-2. Select your desired target, and hit build.
-
-There are three build targets:
-- libSDL.a:
- Build SDL as a statically linked library
-- testsdl:
- Build a test program (there are known test failures which are fine)
-- Template:
- Package a project template together with the SDL for iPhone static libraries and copies of the SDL headers. The template includes proper references to the SDL library and headers, skeleton code for a basic SDL program, and placeholder graphics for the application icon and startup screen.
-
-
-==============================================================================
-Build SDL for iOS from the command line
-==============================================================================
-
-1. cd (PATH WHERE THE SDL CODE IS)/build-scripts
-2. ./iosbuild.sh
-
-If everything goes fine, you should see a build/ios directory, inside there's
-two directories "lib" and "include".
-"include" contains a copy of the SDL headers that you'll need for your project,
-make sure to configure XCode to look for headers there.
-"lib" contains find two files, libSDL2.a and libSDL2main.a, you have to add both
-to your XCode project. These libraries contain three architectures in them,
-armv6 for legacy devices, armv7, and i386 (for the simulator).
-By default, iosbuild.sh will autodetect the SDK version you have installed using
-xcodebuild -showsdks, and build for iOS >= 3.0, you can override this behaviour
-by setting the MIN_OS_VERSION variable, ie:
-
-MIN_OS_VERSION=4.2 ./iosbuild.sh
-
-==============================================================================
-Using the Simple DirectMedia Layer for iOS
-==============================================================================
-
-FIXME: This needs to be updated for the latest methods
-
-Here is the easiest method:
-1. Build the SDL library (libSDL2.a) and the iPhone SDL Application template.
-2. Install the iPhone SDL Application template by copying it to one of Xcode's template directories. I recommend creating a directory called "SDL" in "/Developer/Platforms/iOS.platform/Developer/Library/Xcode/Project Templates/" and placing it there.
-3. Start a new project using the template. The project should be immediately ready for use with SDL.
-
-Here is a more manual method:
-1. Create a new iOS view based application.
-2. Build the SDL static library (libSDL2.a) for iOS and include them in your project. Xcode will ignore the library that is not currently of the correct architecture, hence your app will work both on iOS and in the iOS Simulator.
-3. Include the SDL header files in your project.
-4. Remove the ApplicationDelegate.h and ApplicationDelegate.m files -- SDL for iOS provides its own UIApplicationDelegate. Remove MainWindow.xib -- SDL for iOS produces its user interface programmatically.
-5. Delete the contents of main.m and program your app as a regular SDL program instead. You may replace main.m with your own main.c, but you must tell Xcode not to use the project prefix file, as it includes Objective-C code.
-
-==============================================================================
-Notes -- Retina / High-DPI and window sizes
-==============================================================================
-
-Window and display mode sizes in SDL are in "screen coordinates" (or "points",
-in Apple's terminology) rather than in pixels. On iOS this means that a window
-created on an iPhone 6 will have a size in screen coordinates of 375 x 667,
-rather than a size in pixels of 750 x 1334. All iOS apps are expected to
-size their content based on screen coordinates / points rather than pixels,
-as this allows different iOS devices to have different pixel densities
-(Retina versus non-Retina screens, etc.) without apps caring too much.
-
-By default SDL will not use the full pixel density of the screen on
-Retina/high-dpi capable devices. Use the SDL_WINDOW_ALLOW_HIGHDPI flag when
-creating your window to enable high-dpi support.
-
-When high-dpi support is enabled, SDL_GetWindowSize and display mode sizes
-will still be in "screen coordinates" rather than pixels, but the window will
-have a much greater pixel density when the device supports it, and the
-SDL_GL_GetDrawableSize or SDL_GetRendererOutputSize functions (depending on
-whether raw OpenGL or the SDL_Render API is used) can be queried to determine
-the size in pixels of the drawable screen framebuffer.
-
-Some OpenGL ES functions such as glViewport expect sizes in pixels rather than
-sizes in screen coordinates. When doing 2D rendering with OpenGL ES, an
-orthographic projection matrix using the size in screen coordinates
-(SDL_GetWindowSize) can be used in order to display content at the same scale
-no matter whether a Retina device is used or not.
-
-==============================================================================
-Notes -- Application events
-==============================================================================
-
-On iOS the application goes through a fixed life cycle and you will get
-notifications of state changes via application events. When these events
-are delivered you must handle them in an event callback because the OS may
-not give you any processing time after the events are delivered.
-
-e.g.
-
- int HandleAppEvents(void *userdata, SDL_Event *event)
- {
- switch (event->type)
- {
- case SDL_APP_TERMINATING:
- /* Terminate the app.
- Shut everything down before returning from this function.
- */
- return 0;
- case SDL_APP_LOWMEMORY:
- /* You will get this when your app is paused and iOS wants more memory.
- Release as much memory as possible.
- */
- return 0;
- case SDL_APP_WILLENTERBACKGROUND:
- /* Prepare your app to go into the background. Stop loops, etc.
- This gets called when the user hits the home button, or gets a call.
- */
- return 0;
- case SDL_APP_DIDENTERBACKGROUND:
- /* This will get called if the user accepted whatever sent your app to the background.
- If the user got a phone call and canceled it, you'll instead get an SDL_APP_DIDENTERFOREGROUND event and restart your loops.
- When you get this, you have 5 seconds to save all your state or the app will be terminated.
- Your app is NOT active at this point.
- */
- return 0;
- case SDL_APP_WILLENTERFOREGROUND:
- /* This call happens when your app is coming back to the foreground.
- Restore all your state here.
- */
- return 0;
- case SDL_APP_DIDENTERFOREGROUND:
- /* Restart your loops here.
- Your app is interactive and getting CPU again.
- */
- return 0;
- default:
- /* No special processing, add it to the event queue */
- return 1;
- }
- }
-
- int main(int argc, char *argv[])
- {
- SDL_SetEventFilter(HandleAppEvents, NULL);
-
- ... run your main loop
-
- return 0;
- }
-
-
-==============================================================================
-Notes -- Accelerometer as Joystick
-==============================================================================
-
-SDL for iPhone supports polling the built in accelerometer as a joystick device. For an example on how to do this, see the accelerometer.c in the demos directory.
-
-The main thing to note when using the accelerometer with SDL is that while the iPhone natively reports accelerometer as floating point values in units of g-force, SDL_JoystickGetAxis reports joystick values as signed integers. Hence, in order to convert between the two, some clamping and scaling is necessary on the part of the iPhone SDL joystick driver. To convert SDL_JoystickGetAxis reported values BACK to units of g-force, simply multiply the values by SDL_IPHONE_MAX_GFORCE / 0x7FFF.
-
-==============================================================================
-Notes -- OpenGL ES
-==============================================================================
-
-Your SDL application for iOS uses OpenGL ES for video by default.
-
-OpenGL ES for iOS supports several display pixel formats, such as RGBA8 and RGB565, which provide a 32 bit and 16 bit color buffer respectively. By default, the implementation uses RGB565, but you may use RGBA8 by setting each color component to 8 bits in SDL_GL_SetAttribute.
-
-If your application doesn't use OpenGL's depth buffer, you may find significant performance improvement by setting SDL_GL_DEPTH_SIZE to 0.
-
-Finally, if your application completely redraws the screen each frame, you may find significant performance improvement by setting the attribute SDL_GL_RETAINED_BACKING to 0.
-
-OpenGL ES on iOS doesn't use the traditional system-framebuffer setup provided in other operating systems. Special care must be taken because of this:
-
-- The drawable Renderbuffer must be bound to the GL_RENDERBUFFER binding point when SDL_GL_SwapWindow is called.
-- The drawable Framebuffer Object must be bound while rendering to the screen and when SDL_GL_SwapWindow is called.
-- If multisample antialiasing (MSAA) is used and glReadPixels is used on the screen, the drawable framebuffer must be resolved to the MSAA resolve framebuffer (via glBlitFramebuffer or glResolveMultisampleFramebufferAPPLE), and the MSAA resolve framebuffer must be bound to the GL_READ_FRAMEBUFFER binding point, before glReadPixels is called.
-
-The above objects can be obtained via SDL_GetWindowWMInfo (in SDL_syswm.h).
-
-==============================================================================
-Notes -- Keyboard
-==============================================================================
-
-The SDL keyboard API has been extended to support on-screen keyboards:
-
-void SDL_StartTextInput()
- -- enables text events and reveals the onscreen keyboard.
-
-void SDL_StopTextInput()
- -- disables text events and hides the onscreen keyboard.
-
-SDL_bool SDL_IsTextInputActive()
- -- returns whether or not text events are enabled (and the onscreen keyboard is visible)
-
-
-==============================================================================
-Notes -- Reading and Writing files
-==============================================================================
-
-Each application installed on iPhone resides in a sandbox which includes its own Application Home directory. Your application may not access files outside this directory.
-
-Once your application is installed its directory tree looks like:
-
- MySDLApp Home/
- MySDLApp.app
- Documents/
- Library/
- Preferences/
- tmp/
-
-When your SDL based iPhone application starts up, it sets the working directory to the main bundle (MySDLApp Home/MySDLApp.app), where your application resources are stored. You cannot write to this directory. Instead, I advise you to write document files to "../Documents/" and preferences to "../Library/Preferences".
-
-More information on this subject is available here:
-http://developer.apple.com/library/ios/#documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/Introduction/Introduction.html
-
-==============================================================================
-Notes -- iPhone SDL limitations
-==============================================================================
-
-Windows:
- Full-size, single window applications only. You cannot create multi-window SDL applications for iPhone OS. The application window will fill the display, though you have the option of turning on or off the menu-bar (pass SDL_CreateWindow the flag SDL_WINDOW_BORDERLESS).
-
-Textures:
- The optimal texture formats on iOS are SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_BGR888, and SDL_PIXELFORMAT_RGB24 pixel formats.
-
-Loading Shared Objects:
- This is disabled by default since it seems to break the terms of the iOS SDK agreement for iOS versions prior to iOS 8. It can be re-enabled in SDL_config_iphoneos.h.
-
-==============================================================================
-Game Center
-==============================================================================
-
-Game Center integration might require that you break up your main loop in order to yield control back to the system. In other words, instead of running an endless main loop, you run each frame in a callback function, using:
-
- int SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam);
-
-This will set up the given function to be called back on the animation callback, and then you have to return from main() to let the Cocoa event loop run.
-
-e.g.
-
- extern "C"
- void ShowFrame(void*)
- {
- ... do event handling, frame logic and rendering ...
- }
-
- int main(int argc, char *argv[])
- {
- ... initialize game ...
-
- #if __IPHONEOS__
- // Initialize the Game Center for scoring and matchmaking
- InitGameCenter();
-
- // Set up the game to run in the window animation callback on iOS
- // so that Game Center and so forth works correctly.
- SDL_iPhoneSetAnimationCallback(window, 1, ShowFrame, NULL);
- #else
- while ( running ) {
- ShowFrame(0);
- DelayFrame();
- }
- #endif
- return 0;
- }
+iOS
+======
+
+==============================================================================
+Building the Simple DirectMedia Layer for iOS 5.1+
+==============================================================================
+
+Requirements: Mac OS X 10.8 or later and the iOS 7+ SDK.
+
+Instructions:
+
+1. Open SDL.xcodeproj (located in Xcode-iOS/SDL) in Xcode.
+2. Select your desired target, and hit build.
+
+There are three build targets:
+- libSDL.a:
+ Build SDL as a statically linked library
+- testsdl:
+ Build a test program (there are known test failures which are fine)
+- Template:
+ Package a project template together with the SDL for iPhone static libraries and copies of the SDL headers. The template includes proper references to the SDL library and headers, skeleton code for a basic SDL program, and placeholder graphics for the application icon and startup screen.
+
+
+==============================================================================
+Build SDL for iOS from the command line
+==============================================================================
+
+1. cd (PATH WHERE THE SDL CODE IS)/build-scripts
+2. ./iosbuild.sh
+
+If everything goes fine, you should see a build/ios directory, inside there's
+two directories "lib" and "include".
+"include" contains a copy of the SDL headers that you'll need for your project,
+make sure to configure XCode to look for headers there.
+"lib" contains find two files, libSDL2.a and libSDL2main.a, you have to add both
+to your XCode project. These libraries contain three architectures in them,
+armv6 for legacy devices, armv7, and i386 (for the simulator).
+By default, iosbuild.sh will autodetect the SDK version you have installed using
+xcodebuild -showsdks, and build for iOS >= 3.0, you can override this behaviour
+by setting the MIN_OS_VERSION variable, ie:
+
+MIN_OS_VERSION=4.2 ./iosbuild.sh
+
+==============================================================================
+Using the Simple DirectMedia Layer for iOS
+==============================================================================
+
+FIXME: This needs to be updated for the latest methods
+
+Here is the easiest method:
+1. Build the SDL library (libSDL2.a) and the iPhone SDL Application template.
+2. Install the iPhone SDL Application template by copying it to one of Xcode's template directories. I recommend creating a directory called "SDL" in "/Developer/Platforms/iOS.platform/Developer/Library/Xcode/Project Templates/" and placing it there.
+3. Start a new project using the template. The project should be immediately ready for use with SDL.
+
+Here is a more manual method:
+1. Create a new iOS view based application.
+2. Build the SDL static library (libSDL2.a) for iOS and include them in your project. Xcode will ignore the library that is not currently of the correct architecture, hence your app will work both on iOS and in the iOS Simulator.
+3. Include the SDL header files in your project.
+4. Remove the ApplicationDelegate.h and ApplicationDelegate.m files -- SDL for iOS provides its own UIApplicationDelegate. Remove MainWindow.xib -- SDL for iOS produces its user interface programmatically.
+5. Delete the contents of main.m and program your app as a regular SDL program instead. You may replace main.m with your own main.c, but you must tell Xcode not to use the project prefix file, as it includes Objective-C code.
+
+==============================================================================
+Notes -- Retina / High-DPI and window sizes
+==============================================================================
+
+Window and display mode sizes in SDL are in "screen coordinates" (or "points",
+in Apple's terminology) rather than in pixels. On iOS this means that a window
+created on an iPhone 6 will have a size in screen coordinates of 375 x 667,
+rather than a size in pixels of 750 x 1334. All iOS apps are expected to
+size their content based on screen coordinates / points rather than pixels,
+as this allows different iOS devices to have different pixel densities
+(Retina versus non-Retina screens, etc.) without apps caring too much.
+
+By default SDL will not use the full pixel density of the screen on
+Retina/high-dpi capable devices. Use the SDL_WINDOW_ALLOW_HIGHDPI flag when
+creating your window to enable high-dpi support.
+
+When high-dpi support is enabled, SDL_GetWindowSize() and display mode sizes
+will still be in "screen coordinates" rather than pixels, but the window will
+have a much greater pixel density when the device supports it, and the
+SDL_GL_GetDrawableSize() or SDL_GetRendererOutputSize() functions (depending on
+whether raw OpenGL or the SDL_Render API is used) can be queried to determine
+the size in pixels of the drawable screen framebuffer.
+
+Some OpenGL ES functions such as glViewport expect sizes in pixels rather than
+sizes in screen coordinates. When doing 2D rendering with OpenGL ES, an
+orthographic projection matrix using the size in screen coordinates
+(SDL_GetWindowSize()) can be used in order to display content at the same scale
+no matter whether a Retina device is used or not.
+
+==============================================================================
+Notes -- Application events
+==============================================================================
+
+On iOS the application goes through a fixed life cycle and you will get
+notifications of state changes via application events. When these events
+are delivered you must handle them in an event callback because the OS may
+not give you any processing time after the events are delivered.
+
+e.g.
+
+ int HandleAppEvents(void *userdata, SDL_Event *event)
+ {
+ switch (event->type)
+ {
+ case SDL_APP_TERMINATING:
+ /* Terminate the app.
+ Shut everything down before returning from this function.
+ */
+ return 0;
+ case SDL_APP_LOWMEMORY:
+ /* You will get this when your app is paused and iOS wants more memory.
+ Release as much memory as possible.
+ */
+ return 0;
+ case SDL_APP_WILLENTERBACKGROUND:
+ /* Prepare your app to go into the background. Stop loops, etc.
+ This gets called when the user hits the home button, or gets a call.
+ */
+ return 0;
+ case SDL_APP_DIDENTERBACKGROUND:
+ /* This will get called if the user accepted whatever sent your app to the background.
+ If the user got a phone call and canceled it, you'll instead get an SDL_APP_DIDENTERFOREGROUND event and restart your loops.
+ When you get this, you have 5 seconds to save all your state or the app will be terminated.
+ Your app is NOT active at this point.
+ */
+ return 0;
+ case SDL_APP_WILLENTERFOREGROUND:
+ /* This call happens when your app is coming back to the foreground.
+ Restore all your state here.
+ */
+ return 0;
+ case SDL_APP_DIDENTERFOREGROUND:
+ /* Restart your loops here.
+ Your app is interactive and getting CPU again.
+ */
+ return 0;
+ default:
+ /* No special processing, add it to the event queue */
+ return 1;
+ }
+ }
+
+ int main(int argc, char *argv[])
+ {
+ SDL_SetEventFilter(HandleAppEvents, NULL);
+
+ ... run your main loop
+
+ return 0;
+ }
+
+
+==============================================================================
+Notes -- Accelerometer as Joystick
+==============================================================================
+
+SDL for iPhone supports polling the built in accelerometer as a joystick device. For an example on how to do this, see the accelerometer.c in the demos directory.
+
+The main thing to note when using the accelerometer with SDL is that while the iPhone natively reports accelerometer as floating point values in units of g-force, SDL_JoystickGetAxis() reports joystick values as signed integers. Hence, in order to convert between the two, some clamping and scaling is necessary on the part of the iPhone SDL joystick driver. To convert SDL_JoystickGetAxis() reported values BACK to units of g-force, simply multiply the values by SDL_IPHONE_MAX_GFORCE / 0x7FFF.
+
+==============================================================================
+Notes -- OpenGL ES
+==============================================================================
+
+Your SDL application for iOS uses OpenGL ES for video by default.
+
+OpenGL ES for iOS supports several display pixel formats, such as RGBA8 and RGB565, which provide a 32 bit and 16 bit color buffer respectively. By default, the implementation uses RGB565, but you may use RGBA8 by setting each color component to 8 bits in SDL_GL_SetAttribute().
+
+If your application doesn't use OpenGL's depth buffer, you may find significant performance improvement by setting SDL_GL_DEPTH_SIZE to 0.
+
+Finally, if your application completely redraws the screen each frame, you may find significant performance improvement by setting the attribute SDL_GL_RETAINED_BACKING to 0.
+
+OpenGL ES on iOS doesn't use the traditional system-framebuffer setup provided in other operating systems. Special care must be taken because of this:
+
+- The drawable Renderbuffer must be bound to the GL_RENDERBUFFER binding point when SDL_GL_SwapWindow() is called.
+- The drawable Framebuffer Object must be bound while rendering to the screen and when SDL_GL_SwapWindow() is called.
+- If multisample antialiasing (MSAA) is used and glReadPixels is used on the screen, the drawable framebuffer must be resolved to the MSAA resolve framebuffer (via glBlitFramebuffer or glResolveMultisampleFramebufferAPPLE), and the MSAA resolve framebuffer must be bound to the GL_READ_FRAMEBUFFER binding point, before glReadPixels is called.
+
+The above objects can be obtained via SDL_GetWindowWMInfo() (in SDL_syswm.h).
+
+==============================================================================
+Notes -- Keyboard
+==============================================================================
+
+The SDL keyboard API has been extended to support on-screen keyboards:
+
+void SDL_StartTextInput()
+ -- enables text events and reveals the onscreen keyboard.
+
+void SDL_StopTextInput()
+ -- disables text events and hides the onscreen keyboard.
+
+SDL_bool SDL_IsTextInputActive()
+ -- returns whether or not text events are enabled (and the onscreen keyboard is visible)
+
+
+==============================================================================
+Notes -- Reading and Writing files
+==============================================================================
+
+Each application installed on iPhone resides in a sandbox which includes its own Application Home directory. Your application may not access files outside this directory.
+
+Once your application is installed its directory tree looks like:
+
+ MySDLApp Home/
+ MySDLApp.app
+ Documents/
+ Library/
+ Preferences/
+ tmp/
+
+When your SDL based iPhone application starts up, it sets the working directory to the main bundle (MySDLApp Home/MySDLApp.app), where your application resources are stored. You cannot write to this directory. Instead, I advise you to write document files to "../Documents/" and preferences to "../Library/Preferences".
+
+More information on this subject is available here:
+http://developer.apple.com/library/ios/#documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/Introduction/Introduction.html
+
+==============================================================================
+Notes -- iPhone SDL limitations
+==============================================================================
+
+Windows:
+ Full-size, single window applications only. You cannot create multi-window SDL applications for iPhone OS. The application window will fill the display, though you have the option of turning on or off the menu-bar (pass SDL_CreateWindow() the flag SDL_WINDOW_BORDERLESS).
+
+Textures:
+ The optimal texture formats on iOS are SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_BGR888, and SDL_PIXELFORMAT_RGB24 pixel formats.
+
+Loading Shared Objects:
+ This is disabled by default since it seems to break the terms of the iOS SDK agreement for iOS versions prior to iOS 8. It can be re-enabled in SDL_config_iphoneos.h.
+
+==============================================================================
+Game Center
+==============================================================================
+
+Game Center integration might require that you break up your main loop in order to yield control back to the system. In other words, instead of running an endless main loop, you run each frame in a callback function, using:
+
+ int SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam);
+
+This will set up the given function to be called back on the animation callback, and then you have to return from main() to let the Cocoa event loop run.
+
+e.g.
+
+ extern "C"
+ void ShowFrame(void*)
+ {
+ ... do event handling, frame logic and rendering ...
+ }
+
+ int main(int argc, char *argv[])
+ {
+ ... initialize game ...
+
+ #if __IPHONEOS__
+ // Initialize the Game Center for scoring and matchmaking
+ InitGameCenter();
+
+ // Set up the game to run in the window animation callback on iOS
+ // so that Game Center and so forth works correctly.
+ SDL_iPhoneSetAnimationCallback(window, 1, ShowFrame, NULL);
+ #else
+ while ( running ) {
+ ShowFrame(0);
+ DelayFrame();
+ }
+ #endif
+ return 0;
+ }
+
+==============================================================================
+Deploying to older versions of iOS
+==============================================================================
+
+SDL supports deploying to older versions of iOS than are supported by the latest version of Xcode, all the way back to iOS 6.1
+
+In order to do that you need to download an older version of Xcode:
+https://developer.apple.com/download/more/?name=Xcode
+
+Open the package contents of the older Xcode and your newer version of Xcode and copy over the folders in Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/DeviceSupport
+
+Then open the file Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk/SDKSettings.plist and add the versions of iOS you want to deploy to the key Root/DefaultProperties/DEPLOYMENT_TARGET_SUGGESTED_VALUES
+
+Open your project and set your deployment target to the desired version of iOS
+
+Finally, remove GameController from the list of frameworks linked by your application and edit the build settings for "Other Linker Flags" and add -weak_framework GameController
diff --git a/libs/SDL2/docs/README-linux.md b/libs/SDL2/docs/README-linux.md
index fddabf524..5274c60ef 100644
--- a/libs/SDL2/docs/README-linux.md
+++ b/libs/SDL2/docs/README-linux.md
@@ -19,14 +19,22 @@ sudo apt-get install build-essential mercurial make cmake autoconf automake \
libtool libasound2-dev libpulse-dev libaudio-dev libx11-dev libxext-dev \
libxrandr-dev libxcursor-dev libxi-dev libxinerama-dev libxxf86vm-dev \
libxss-dev libgl1-mesa-dev libesd0-dev libdbus-1-dev libudev-dev \
-libgles1-mesa-dev libgles2-mesa-dev libegl1-mesa-dev libibus-1.0-dev
+libgles1-mesa-dev libgles2-mesa-dev libegl1-mesa-dev libibus-1.0-dev \
+fcitx-libs-dev libsamplerate0-dev libsndio-dev
-Ubuntu 14.04 can also add "libwayland-dev libmirclient-dev libxkbcommon-dev"
-to that command line for Wayland and Mir support.
+Ubuntu 16.04+ can also add "libwayland-dev libxkbcommon-dev wayland-protocols"
+to that command line for Wayland support.
+
+Ubuntu 16.10 can also add "libmirclient-dev libxkbcommon-dev" to that command
+line for Mir support.
NOTES:
- This includes all the audio targets except arts, because Ubuntu pulled the
artsc0-dev package, but in theory SDL still supports it.
+- libsamplerate0-dev lets SDL optionally link to libresamplerate at runtime
+ for higher-quality audio resampling. SDL will work without it if the library
+ is missing, so it's safe to build in support even if the end user doesn't
+ have this library installed.
- DirectFB isn't included because the configure script (currently) fails to find
it at all. You can do "sudo apt-get install libdirectfb-dev" and fix the
configure script to include DirectFB support. Send patches. :)
diff --git a/libs/SDL2/docs/README-macosx.md b/libs/SDL2/docs/README-macosx.md
index 747e1e606..18d39518e 100644
--- a/libs/SDL2/docs/README-macosx.md
+++ b/libs/SDL2/docs/README-macosx.md
@@ -1,230 +1,240 @@
-Mac OS X
-==============================================================================
-
-These instructions are for people using Apple's Mac OS X (pronounced
-"ten").
-
-From the developer's point of view, OS X is a sort of hybrid Mac and
-Unix system, and you have the option of using either traditional
-command line tools or Apple's IDE Xcode.
-
-To build SDL using the command line, use the standard configure and make
-process:
-
- ./configure
- make
- sudo make install
-
-You can also build SDL as a Universal library (a single binary for both
-32-bit and 64-bit Intel architectures), on Mac OS X 10.7 and newer, by using
-the gcc-fat.sh script in build-scripts:
-
- mkdir mybuild
- cd mybuild
- CC=$PWD/../build-scripts/gcc-fat.sh CXX=$PWD/../build-scripts/g++fat.sh ../configure
- make
- sudo make install
-
-This script builds SDL with 10.5 ABI compatibility on i386 and 10.6
-ABI compatibility on x86_64 architectures. For best compatibility you
-should compile your application the same way.
-
-Please note that building SDL requires at least Xcode 4.6 and the 10.7 SDK
-(even if you target back to 10.5 systems). PowerPC support for Mac OS X has
-been officially dropped as of SDL 2.0.2.
-
-To use the library once it's built, you essential have two possibilities:
-use the traditional autoconf/automake/make method, or use Xcode.
-
-==============================================================================
-Caveats for using SDL with Mac OS X
-==============================================================================
-
-Some things you have to be aware of when using SDL on Mac OS X:
-
-- If you register your own NSApplicationDelegate (using [NSApp setDelegate:]),
- SDL will not register its own. This means that SDL will not terminate using
- SDL_Quit if it receives a termination request, it will terminate like a
- normal app, and it will not send a SDL_DROPFILE when you request to open a
- file with the app. To solve these issues, put the following code in your
- NSApplicationDelegate implementation:
-
-
- - (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender
- {
- if (SDL_GetEventState(SDL_QUIT) == SDL_ENABLE) {
- SDL_Event event;
- event.type = SDL_QUIT;
- SDL_PushEvent(&event);
- }
-
- return NSTerminateCancel;
- }
-
- - (BOOL)application:(NSApplication *)theApplication openFile:(NSString *)filename
- {
- if (SDL_GetEventState(SDL_DROPFILE) == SDL_ENABLE) {
- SDL_Event event;
- event.type = SDL_DROPFILE;
- event.drop.file = SDL_strdup([filename UTF8String]);
- return (SDL_PushEvent(&event) > 0);
- }
-
- return NO;
- }
-
-==============================================================================
-Using the Simple DirectMedia Layer with a traditional Makefile
-==============================================================================
-
-An existing autoconf/automake build system for your SDL app has good chances
-to work almost unchanged on OS X. However, to produce a "real" Mac OS X binary
-that you can distribute to users, you need to put the generated binary into a
-so called "bundle", which basically is a fancy folder with a name like
-"MyCoolGame.app".
-
-To get this build automatically, add something like the following rule to
-your Makefile.am:
-
-bundle_contents = APP_NAME.app/Contents
-APP_NAME_bundle: EXE_NAME
- mkdir -p $(bundle_contents)/MacOS
- mkdir -p $(bundle_contents)/Resources
- echo "APPL????" > $(bundle_contents)/PkgInfo
- $(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/
-
-You should replace EXE_NAME with the name of the executable. APP_NAME is what
-will be visible to the user in the Finder. Usually it will be the same
-as EXE_NAME but capitalized. E.g. if EXE_NAME is "testgame" then APP_NAME
-usually is "TestGame". You might also want to use @PACKAGE@ to use the package
-name as specified in your configure.in file.
-
-If your project builds more than one application, you will have to do a bit
-more. For each of your target applications, you need a separate rule.
-
-If you want the created bundles to be installed, you may want to add this
-rule to your Makefile.am:
-
-install-exec-hook: APP_NAME_bundle
- rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app
- mkdir -p $(DESTDIR)$(prefix)/Applications/
- cp -r $< /$(DESTDIR)$(prefix)Applications/
-
-This rule takes the Bundle created by the rule from step 3 and installs them
-into $(DESTDIR)$(prefix)/Applications/.
-
-Again, if you want to install multiple applications, you will have to augment
-the make rule accordingly.
-
-
-But beware! That is only part of the story! With the above, you end up with
-a bare bone .app bundle, which is double clickable from the Finder. But
-there are some more things you should do before shipping your product...
-
-1) The bundle right now probably is dynamically linked against SDL. That
- means that when you copy it to another computer, *it will not run*,
- unless you also install SDL on that other computer. A good solution
- for this dilemma is to static link against SDL. On OS X, you can
- achieve that by linking against the libraries listed by
- sdl-config --static-libs
- instead of those listed by
- sdl-config --libs
- Depending on how exactly SDL is integrated into your build systems, the
- way to achieve that varies, so I won't describe it here in detail
-2) Add an 'Info.plist' to your application. That is a special XML file which
- contains some meta-information about your application (like some copyright
- information, the version of your app, the name of an optional icon file,
- and other things). Part of that information is displayed by the Finder
- when you click on the .app, or if you look at the "Get Info" window.
- More information about Info.plist files can be found on Apple's homepage.
-
-
-As a final remark, let me add that I use some of the techniques (and some
-variations of them) in Exult and ScummVM; both are available in source on
-the net, so feel free to take a peek at them for inspiration!
-
-
-==============================================================================
-Using the Simple DirectMedia Layer with Xcode
-==============================================================================
-
-These instructions are for using Apple's Xcode IDE to build SDL applications.
-
-- First steps
-
-The first thing to do is to unpack the Xcode.tar.gz archive in the
-top level SDL directory (where the Xcode.tar.gz archive resides).
-Because Stuffit Expander will unpack the archive into a subdirectory,
-you should unpack the archive manually from the command line:
- cd [path_to_SDL_source]
- tar zxf Xcode.tar.gz
-This will create a new folder called Xcode, which you can browse
-normally from the Finder.
-
-- Building the Framework
-
-The SDL Library is packaged as a framework bundle, an organized
-relocatable folder hierarchy of executable code, interface headers,
-and additional resources. For practical purposes, you can think of a
-framework as a more user and system-friendly shared library, whose library
-file behaves more or less like a standard UNIX shared library.
-
-To build the framework, simply open the framework project and build it.
-By default, the framework bundle "SDL.framework" is installed in
-/Library/Frameworks. Therefore, the testers and project stationary expect
-it to be located there. However, it will function the same in any of the
-following locations:
-
- ~/Library/Frameworks
- /Local/Library/Frameworks
- /System/Library/Frameworks
-
-- Build Options
- There are two "Build Styles" (See the "Targets" tab) for SDL.
- "Deployment" should be used if you aren't tweaking the SDL library.
- "Development" should be used to debug SDL apps or the library itself.
-
-- Building the Testers
- Open the SDLTest project and build away!
-
-- Using the Project Stationary
- Copy the stationary to the indicated folders to access it from
- the "New Project" and "Add target" menus. What could be easier?
-
-- Setting up a new project by hand
- Some of you won't want to use the Stationary so I'll give some tips:
- * Create a new "Cocoa Application"
- * Add src/main/macosx/SDLMain.m , .h and .nib to your project
- * Remove "main.c" from your project
- * Remove "MainMenu.nib" from your project
- * Add "$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path
- * Add "$(HOME)/Library/Frameworks" to the frameworks search path
- * Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS"
- * Set the "Main Nib File" under "Application Settings" to "SDLMain.nib"
- * Add your files
- * Clean and build
-
-- Building from command line
- Use pbxbuild in the same directory as your .pbproj file
-
-- Running your app
- You can send command line args to your app by either invoking it from
- the command line (in *.app/Contents/MacOS) or by entering them in the
- "Executables" panel of the target settings.
-
-- Implementation Notes
- Some things that may be of interest about how it all works...
- * Working directory
- As defined in the SDL_main.m file, the working directory of your SDL app
- is by default set to its parent. You may wish to change this to better
- suit your needs.
- * You have a Cocoa App!
- Your SDL app is essentially a Cocoa application. When your app
- starts up and the libraries finish loading, a Cocoa procedure is called,
- which sets up the working directory and calls your main() method.
- You are free to modify your Cocoa app with generally no consequence
- to SDL. You cannot, however, easily change the SDL window itself.
- Functionality may be added in the future to help this.
-
-
-Known bugs are listed in the file "BUGS"
+Mac OS X
+==============================================================================
+
+These instructions are for people using Apple's Mac OS X (pronounced
+"ten").
+
+From the developer's point of view, OS X is a sort of hybrid Mac and
+Unix system, and you have the option of using either traditional
+command line tools or Apple's IDE Xcode.
+
+Command Line Build
+==================
+
+To build SDL using the command line, use the standard configure and make
+process:
+
+ ./configure
+ make
+ sudo make install
+
+You can also build SDL as a Universal library (a single binary for both
+32-bit and 64-bit Intel architectures), on Mac OS X 10.7 and newer, by using
+the gcc-fat.sh script in build-scripts:
+
+ mkdir mybuild
+ cd mybuild
+ CC=$PWD/../build-scripts/gcc-fat.sh CXX=$PWD/../build-scripts/g++-fat.sh ../configure
+ make
+ sudo make install
+
+This script builds SDL with 10.5 ABI compatibility on i386 and 10.6
+ABI compatibility on x86_64 architectures. For best compatibility you
+should compile your application the same way.
+
+Please note that building SDL requires at least Xcode 4.6 and the 10.7 SDK
+(even if you target back to 10.5 systems). PowerPC support for Mac OS X has
+been officially dropped as of SDL 2.0.2.
+
+To use the library once it's built, you essential have two possibilities:
+use the traditional autoconf/automake/make method, or use Xcode.
+
+==============================================================================
+Caveats for using SDL with Mac OS X
+==============================================================================
+
+Some things you have to be aware of when using SDL on Mac OS X:
+
+- If you register your own NSApplicationDelegate (using [NSApp setDelegate:]),
+ SDL will not register its own. This means that SDL will not terminate using
+ SDL_Quit if it receives a termination request, it will terminate like a
+ normal app, and it will not send a SDL_DROPFILE when you request to open a
+ file with the app. To solve these issues, put the following code in your
+ NSApplicationDelegate implementation:
+
+
+ - (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender
+ {
+ if (SDL_GetEventState(SDL_QUIT) == SDL_ENABLE) {
+ SDL_Event event;
+ event.type = SDL_QUIT;
+ SDL_PushEvent(&event);
+ }
+
+ return NSTerminateCancel;
+ }
+
+ - (BOOL)application:(NSApplication *)theApplication openFile:(NSString *)filename
+ {
+ if (SDL_GetEventState(SDL_DROPFILE) == SDL_ENABLE) {
+ SDL_Event event;
+ event.type = SDL_DROPFILE;
+ event.drop.file = SDL_strdup([filename UTF8String]);
+ return (SDL_PushEvent(&event) > 0);
+ }
+
+ return NO;
+ }
+
+==============================================================================
+Using the Simple DirectMedia Layer with a traditional Makefile
+==============================================================================
+
+An existing autoconf/automake build system for your SDL app has good chances
+to work almost unchanged on OS X. However, to produce a "real" Mac OS X binary
+that you can distribute to users, you need to put the generated binary into a
+so called "bundle", which basically is a fancy folder with a name like
+"MyCoolGame.app".
+
+To get this build automatically, add something like the following rule to
+your Makefile.am:
+
+ bundle_contents = APP_NAME.app/Contents
+ APP_NAME_bundle: EXE_NAME
+ mkdir -p $(bundle_contents)/MacOS
+ mkdir -p $(bundle_contents)/Resources
+ echo "APPL????" > $(bundle_contents)/PkgInfo
+ $(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/
+
+You should replace EXE_NAME with the name of the executable. APP_NAME is what
+will be visible to the user in the Finder. Usually it will be the same
+as EXE_NAME but capitalized. E.g. if EXE_NAME is "testgame" then APP_NAME
+usually is "TestGame". You might also want to use `@PACKAGE@` to use the package
+name as specified in your configure.in file.
+
+If your project builds more than one application, you will have to do a bit
+more. For each of your target applications, you need a separate rule.
+
+If you want the created bundles to be installed, you may want to add this
+rule to your Makefile.am:
+
+ install-exec-hook: APP_NAME_bundle
+ rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app
+ mkdir -p $(DESTDIR)$(prefix)/Applications/
+ cp -r $< /$(DESTDIR)$(prefix)Applications/
+
+This rule takes the Bundle created by the rule from step 3 and installs them
+into "$(DESTDIR)$(prefix)/Applications/".
+
+Again, if you want to install multiple applications, you will have to augment
+the make rule accordingly.
+
+
+But beware! That is only part of the story! With the above, you end up with
+a bare bone .app bundle, which is double clickable from the Finder. But
+there are some more things you should do before shipping your product...
+
+1) The bundle right now probably is dynamically linked against SDL. That
+ means that when you copy it to another computer, *it will not run*,
+ unless you also install SDL on that other computer. A good solution
+ for this dilemma is to static link against SDL. On OS X, you can
+ achieve that by linking against the libraries listed by
+
+ sdl-config --static-libs
+
+ instead of those listed by
+
+ sdl-config --libs
+
+ Depending on how exactly SDL is integrated into your build systems, the
+ way to achieve that varies, so I won't describe it here in detail
+
+2) Add an 'Info.plist' to your application. That is a special XML file which
+ contains some meta-information about your application (like some copyright
+ information, the version of your app, the name of an optional icon file,
+ and other things). Part of that information is displayed by the Finder
+ when you click on the .app, or if you look at the "Get Info" window.
+ More information about Info.plist files can be found on Apple's homepage.
+
+
+As a final remark, let me add that I use some of the techniques (and some
+variations of them) in Exult and ScummVM; both are available in source on
+the net, so feel free to take a peek at them for inspiration!
+
+
+==============================================================================
+Using the Simple DirectMedia Layer with Xcode
+==============================================================================
+
+These instructions are for using Apple's Xcode IDE to build SDL applications.
+
+- First steps
+
+The first thing to do is to unpack the Xcode.tar.gz archive in the
+top level SDL directory (where the Xcode.tar.gz archive resides).
+Because Stuffit Expander will unpack the archive into a subdirectory,
+you should unpack the archive manually from the command line:
+
+ cd [path_to_SDL_source]
+ tar zxf Xcode.tar.gz
+
+This will create a new folder called Xcode, which you can browse
+normally from the Finder.
+
+- Building the Framework
+
+The SDL Library is packaged as a framework bundle, an organized
+relocatable folder hierarchy of executable code, interface headers,
+and additional resources. For practical purposes, you can think of a
+framework as a more user and system-friendly shared library, whose library
+file behaves more or less like a standard UNIX shared library.
+
+To build the framework, simply open the framework project and build it.
+By default, the framework bundle "SDL.framework" is installed in
+/Library/Frameworks. Therefore, the testers and project stationary expect
+it to be located there. However, it will function the same in any of the
+following locations:
+
+ ~/Library/Frameworks
+ /Local/Library/Frameworks
+ /System/Library/Frameworks
+
+- Build Options
+ There are two "Build Styles" (See the "Targets" tab) for SDL.
+ "Deployment" should be used if you aren't tweaking the SDL library.
+ "Development" should be used to debug SDL apps or the library itself.
+
+- Building the Testers
+ Open the SDLTest project and build away!
+
+- Using the Project Stationary
+ Copy the stationary to the indicated folders to access it from
+ the "New Project" and "Add target" menus. What could be easier?
+
+- Setting up a new project by hand
+ Some of you won't want to use the Stationary so I'll give some tips:
+ * Create a new "Cocoa Application"
+ * Add src/main/macosx/SDLMain.m , .h and .nib to your project
+ * Remove "main.c" from your project
+ * Remove "MainMenu.nib" from your project
+ * Add "$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path
+ * Add "$(HOME)/Library/Frameworks" to the frameworks search path
+ * Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS"
+ * Set the "Main Nib File" under "Application Settings" to "SDLMain.nib"
+ * Add your files
+ * Clean and build
+
+- Building from command line
+ Use pbxbuild in the same directory as your .pbproj file
+
+- Running your app
+ You can send command line args to your app by either invoking it from
+ the command line (in *.app/Contents/MacOS) or by entering them in the
+ "Executables" panel of the target settings.
+
+- Implementation Notes
+ Some things that may be of interest about how it all works...
+ * Working directory
+ As defined in the SDL_main.m file, the working directory of your SDL app
+ is by default set to its parent. You may wish to change this to better
+ suit your needs.
+ * You have a Cocoa App!
+ Your SDL app is essentially a Cocoa application. When your app
+ starts up and the libraries finish loading, a Cocoa procedure is called,
+ which sets up the working directory and calls your main() method.
+ You are free to modify your Cocoa app with generally no consequence
+ to SDL. You cannot, however, easily change the SDL window itself.
+ Functionality may be added in the future to help this.
+
+
+Known bugs are listed in the file "BUGS.txt".
diff --git a/libs/SDL2/docs/README-pandora.md b/libs/SDL2/docs/README-pandora.md
index e50e0c279..511a05479 100644
--- a/libs/SDL2/docs/README-pandora.md
+++ b/libs/SDL2/docs/README-pandora.md
@@ -1,17 +1,17 @@
Pandora
-=====================================================================
+=====================================================================
( http://openpandora.org/ )
-- A pandora specific video driver was written to allow SDL 2.0 with OpenGL ES
-support to work on the pandora under the framebuffer. This driver do not have
-input support for now, so if you use it you will have to add your own control code.
-The video driver name is "pandora" so if you have problem running it from
-the framebuffer, try to set the following variable before starting your application :
-"export SDL_VIDEODRIVER=pandora"
-
-- OpenGL ES support was added to the x11 driver, so it's working like the normal
-x11 driver one with OpenGLX support, with SDL input event's etc..
-
-
-David Carré (Cpasjuste)
-cpasjuste@gmail.com
+- A pandora specific video driver was written to allow SDL 2.0 with OpenGL ES
+support to work on the pandora under the framebuffer. This driver do not have
+input support for now, so if you use it you will have to add your own control code.
+The video driver name is "pandora" so if you have problem running it from
+the framebuffer, try to set the following variable before starting your application :
+"export SDL_VIDEODRIVER=pandora"
+
+- OpenGL ES support was added to the x11 driver, so it's working like the normal
+x11 driver one with OpenGLX support, with SDL input event's etc..
+
+
+David Carré (Cpasjuste)
+cpasjuste@gmail.com
diff --git a/libs/SDL2/docs/README-porting.md b/libs/SDL2/docs/README-porting.md
index f13f83b8c..cf8ef397a 100644
--- a/libs/SDL2/docs/README-porting.md
+++ b/libs/SDL2/docs/README-porting.md
@@ -1,64 +1,68 @@
Porting
=======
-
-* Porting To A New Platform
-
- The first thing you have to do when porting to a new platform, is look at
-include/SDL_platform.h and create an entry there for your operating system.
-The standard format is __PLATFORM__, where PLATFORM is the name of the OS.
-Ideally SDL_platform.h will be able to auto-detect the system it's building
-on based on C preprocessor symbols.
-
-There are two basic ways of building SDL at the moment:
-
-1. The "UNIX" way: ./configure; make; make install
-
- If you have a GNUish system, then you might try this. Edit configure.in,
- take a look at the large section labelled:
- "Set up the configuration based on the host platform!"
- Add a section for your platform, and then re-run autogen.sh and build!
-
-2. Using an IDE:
-
- If you're using an IDE or other non-configure build system, you'll probably
- want to create a custom SDL_config.h for your platform. Edit SDL_config.h,
- add a section for your platform, and create a custom SDL_config_{platform}.h,
- based on SDL_config.h.minimal and SDL_config.h.in
-
- Add the top level include directory to the header search path, and then add
- the following sources to the project:
- src/*.c
- src/atomic/*.c
- src/audio/*.c
- src/cpuinfo/*.c
- src/events/*.c
- src/file/*.c
- src/haptic/*.c
- src/joystick/*.c
- src/power/*.c
- src/render/*.c
- src/stdlib/*.c
- src/thread/*.c
- src/timer/*.c
- src/video/*.c
- src/audio/disk/*.c
- src/audio/dummy/*.c
- src/filesystem/dummy/*.c
- src/video/dummy/*.c
- src/haptic/dummy/*.c
- src/joystick/dummy/*.c
- src/main/dummy/*.c
- src/thread/generic/*.c
- src/timer/dummy/*.c
- src/loadso/dummy/*.c
-
-
-Once you have a working library without any drivers, you can go back to each
-of the major subsystems and start implementing drivers for your platform.
-
-If you have any questions, don't hesitate to ask on the SDL mailing list:
- http://www.libsdl.org/mailing-list.php
-
-Enjoy!
- Sam Lantinga (slouken@libsdl.org)
-
+
+* Porting To A New Platform
+
+ The first thing you have to do when porting to a new platform, is look at
+include/SDL_platform.h and create an entry there for your operating system.
+The standard format is "__PLATFORM__", where PLATFORM is the name of the OS.
+Ideally SDL_platform.h will be able to auto-detect the system it's building
+on based on C preprocessor symbols.
+
+There are two basic ways of building SDL at the moment:
+
+1. The "UNIX" way: ./configure; make; make install
+
+ If you have a GNUish system, then you might try this. Edit configure.in,
+ take a look at the large section labelled:
+
+ "Set up the configuration based on the host platform!"
+
+ Add a section for your platform, and then re-run autogen.sh and build!
+
+2. Using an IDE:
+
+ If you're using an IDE or other non-configure build system, you'll probably
+ want to create a custom SDL_config.h for your platform. Edit SDL_config.h,
+ add a section for your platform, and create a custom SDL_config_{platform}.h,
+ based on SDL_config_minimal.h and SDL_config.h.in
+
+ Add the top level include directory to the header search path, and then add
+ the following sources to the project:
+
+ src/*.c
+ src/atomic/*.c
+ src/audio/*.c
+ src/cpuinfo/*.c
+ src/events/*.c
+ src/file/*.c
+ src/haptic/*.c
+ src/joystick/*.c
+ src/power/*.c
+ src/render/*.c
+ src/render/software/*.c
+ src/stdlib/*.c
+ src/thread/*.c
+ src/timer/*.c
+ src/video/*.c
+ src/audio/disk/*.c
+ src/audio/dummy/*.c
+ src/filesystem/dummy/*.c
+ src/video/dummy/*.c
+ src/haptic/dummy/*.c
+ src/joystick/dummy/*.c
+ src/main/dummy/*.c
+ src/thread/generic/*.c
+ src/timer/dummy/*.c
+ src/loadso/dummy/*.c
+
+
+Once you have a working library without any drivers, you can go back to each
+of the major subsystems and start implementing drivers for your platform.
+
+If you have any questions, don't hesitate to ask on the SDL mailing list:
+ http://www.libsdl.org/mailing-list.php
+
+Enjoy!
+ Sam Lantinga (slouken@libsdl.org)
+
diff --git a/libs/SDL2/docs/README-psp.md b/libs/SDL2/docs/README-psp.md
index 41fc9040a..0acc93d4c 100644
--- a/libs/SDL2/docs/README-psp.md
+++ b/libs/SDL2/docs/README-psp.md
@@ -1,19 +1,19 @@
PSP
======
-SDL port for the Sony PSP contributed by
- Captian Lex
-
-Credit to
- Marcus R.Brown,Jim Paris,Matthew H for the original SDL 1.2 for PSP
- Geecko for his PSP GU lib "Glib2d"
-
-Building
---------
-To build for the PSP, make sure psp-config is in the path and run:
- make -f Makefile.psp
-
-
-
-To Do
-------
-PSP Screen Keyboard
+SDL port for the Sony PSP contributed by
+ Captian Lex
+
+Credit to
+ Marcus R.Brown,Jim Paris,Matthew H for the original SDL 1.2 for PSP
+ Geecko for his PSP GU lib "Glib2d"
+
+Building
+--------
+To build for the PSP, make sure psp-config is in the path and run:
+ make -f Makefile.psp
+
+
+
+To Do
+------
+PSP Screen Keyboard
diff --git a/libs/SDL2/docs/README-raspberrypi.md b/libs/SDL2/docs/README-raspberrypi.md
index ade3c81c6..2c95e0649 100644
--- a/libs/SDL2/docs/README-raspberrypi.md
+++ b/libs/SDL2/docs/README-raspberrypi.md
@@ -1,178 +1,188 @@
-Raspberry Pi
-================================================================================
-
-Requirements:
-
-Raspbian (other Linux distros may work as well).
-
-================================================================================
- Features
-================================================================================
-
-* Works without X11
-* Hardware accelerated OpenGL ES 2.x
-* Sound via ALSA
-* Input (mouse/keyboard/joystick) via EVDEV
-* Hotplugging of input devices via UDEV
-
-
-================================================================================
- Raspbian Build Dependencies
-================================================================================
-
-sudo apt-get install libudev-dev libasound2-dev libdbus-1-dev
-
-You also need the VideoCore binary stuff that ships in /opt/vc for EGL and
-OpenGL ES 2.x, it usually comes pre installed, but in any case:
-
-sudo apt-get install libraspberrypi0 libraspberrypi-bin libraspberrypi-dev
-
-================================================================================
- Cross compiling from x86 Linux
-================================================================================
-
-To cross compile SDL for Raspbian from your desktop machine, you'll need a
-Raspbian system root and the cross compilation tools. We'll assume these tools
-will be placed in /opt/rpi-tools
-
- sudo git clone --depth 1 https://github.com/raspberrypi/tools /opt/rpi-tools
-
-You'll also need a Rasbian binary image.
-Get it from: http://downloads.raspberrypi.org/raspbian_latest
-After unzipping, you'll get file with a name like: -wheezy-raspbian.img
-Let's assume the sysroot will be built in /opt/rpi-sysroot.
-
- export SYSROOT=/opt/rpi-sysroot
- sudo kpartx -a -v .img
- sudo mount -o loop /dev/mapper/loop0p2 /mnt
- sudo cp -r /mnt $SYSROOT
- sudo apt-get install qemu binfmt-support qemu-user-static
- sudo cp /usr/bin/qemu-arm-static $SYSROOT/usr/bin
- sudo mount --bind /dev $SYSROOT/dev
- sudo mount --bind /proc $SYSROOT/proc
- sudo mount --bind /sys $SYSROOT/sys
-
-Now, before chrooting into the ARM sysroot, you'll need to apply a workaround,
-edit $SYSROOT/etc/ld.so.preload and comment out all lines in it.
-
- sudo chroot $SYSROOT
- apt-get install libudev-dev libasound2-dev libdbus-1-dev libraspberrypi0 libraspberrypi-bin libraspberrypi-dev libx11-dev libxext-dev libxrandr-dev libxcursor-dev libxi-dev libxinerama-dev libxxf86vm-dev libxss-dev
- exit
- sudo umount $SYSROOT/dev
- sudo umount $SYSROOT/proc
- sudo umount $SYSROOT/sys
- sudo umount /mnt
-
-There's one more fix required, as the libdl.so symlink uses an absolute path
-which doesn't quite work in our setup.
-
- sudo rm -rf $SYSROOT/usr/lib/arm-linux-gnueabihf/libdl.so
- sudo ln -s ../../../lib/arm-linux-gnueabihf/libdl.so.2 $SYSROOT/usr/lib/arm-linux-gnueabihf/libdl.so
-
-The final step is compiling SDL itself.
-
- export CC="/opt/rpi-tools/arm-bcm2708/gcc-linaro-arm-linux-gnueabihf-raspbian/bin/arm-linux-gnueabihf-gcc --sysroot=$SYSROOT -I$SYSROOT/opt/vc/include -I$SYSROOT/usr/include -I$SYSROOT/opt/vc/include/interface/vcos/pthreads -I$SYSROOT/opt/vc/include/interface/vmcs_host/linux"
- cd
- mkdir -p build;cd build
- LDFLAGS="-L$SYSROOT/opt/vc/lib" ../configure --with-sysroot=$SYSROOT --host=arm-raspberry-linux-gnueabihf --prefix=$PWD/rpi-sdl2-installed --disable-pulseaudio --disable-esd
- make
- make install
-
-To be able to deploy this to /usr/local in the Raspbian system you need to fix up a few paths:
-
- perl -w -pi -e "s#$PWD/rpi-sdl2-installed#/usr/local#g;" ./rpi-sdl2-installed/lib/libSDL2.la ./rpi-sdl2-installed/lib/pkgconfig/sdl2.pc ./rpi-sdl2-installed/bin/sdl2-config
-
-================================================================================
- Apps don't work or poor video/audio performance
-================================================================================
-
-If you get sound problems, buffer underruns, etc, run "sudo rpi-update" to
-update the RPi's firmware. Note that doing so will fix these problems, but it
-will also render the CMA - Dynamic Memory Split functionality useless.
-
-Also, by default the Raspbian distro configures the GPU RAM at 64MB, this is too
-low in general, specially if a 1080p TV is hooked up.
-
-See here how to configure this setting: http://elinux.org/RPiconfig
-
-Using a fixed gpu_mem=128 is the best option (specially if you updated the
-firmware, using CMA probably won't work, at least it's the current case).
-
-================================================================================
- No input
-================================================================================
-
-Make sure you belong to the "input" group.
-
- sudo usermod -aG input `whoami`
-
-================================================================================
- No HDMI Audio
-================================================================================
-
-If you notice that ALSA works but there's no audio over HDMI, try adding:
-
- hdmi_drive=2
-
-to your config.txt file and reboot.
-
-Reference: http://www.raspberrypi.org/phpBB3/viewtopic.php?t=5062
-
-================================================================================
- Text Input API support
-================================================================================
-
-The Text Input API is supported, with translation of scan codes done via the
-kernel symbol tables. For this to work, SDL needs access to a valid console.
-If you notice there's no SDL_TEXTINPUT message being emitted, double check that
-your app has read access to one of the following:
-
-* /proc/self/fd/0
-* /dev/tty
-* /dev/tty[0...6]
-* /dev/vc/0
-* /dev/console
-
-This is usually not a problem if you run from the physical terminal (as opposed
-to running from a pseudo terminal, such as via SSH). If running from a PTS, a
-quick workaround is to run your app as root or add yourself to the tty group,
-then re login to the system.
-
- sudo usermod -aG tty `whoami`
-
-The keyboard layout used by SDL is the same as the one the kernel uses.
-To configure the layout on Raspbian:
-
- sudo dpkg-reconfigure keyboard-configuration
-
-To configure the locale, which controls which keys are interpreted as letters,
-this determining the CAPS LOCK behavior:
-
- sudo dpkg-reconfigure locales
-
-================================================================================
- OpenGL problems
-================================================================================
-
-If you have desktop OpenGL headers installed at build time in your RPi or cross
-compilation environment, support for it will be built in. However, the chipset
-does not actually have support for it, which causes issues in certain SDL apps
-since the presence of OpenGL support supersedes the ES/ES2 variants.
-The workaround is to disable OpenGL at configuration time:
-
- ./configure --disable-video-opengl
-
-Or if the application uses the Render functions, you can use the SDL_RENDER_DRIVER
-environment variable:
-
- export SDL_RENDER_DRIVER=opengles2
-
-================================================================================
- Notes
-================================================================================
-
-* When launching apps remotely (via SSH), SDL can prevent local keystrokes from
- leaking into the console only if it has root privileges. Launching apps locally
- does not suffer from this issue.
-
-
+Raspberry Pi
+================================================================================
+
+Requirements:
+
+Raspbian (other Linux distros may work as well).
+
+================================================================================
+ Features
+================================================================================
+
+* Works without X11
+* Hardware accelerated OpenGL ES 2.x
+* Sound via ALSA
+* Input (mouse/keyboard/joystick) via EVDEV
+* Hotplugging of input devices via UDEV
+
+
+================================================================================
+ Raspbian Build Dependencies
+================================================================================
+
+sudo apt-get install libudev-dev libasound2-dev libdbus-1-dev
+
+You also need the VideoCore binary stuff that ships in /opt/vc for EGL and
+OpenGL ES 2.x, it usually comes pre-installed, but in any case:
+
+sudo apt-get install libraspberrypi0 libraspberrypi-bin libraspberrypi-dev
+
+
+================================================================================
+ NEON
+================================================================================
+
+If your Pi has NEON support, make sure you add -mfpu=neon to your CFLAGS so
+that SDL will select some otherwise-disabled highly-optimized code. The
+original Pi units don't have NEON, the Pi2 probably does, and the Pi3
+definitely does.
+
+================================================================================
+ Cross compiling from x86 Linux
+================================================================================
+
+To cross compile SDL for Raspbian from your desktop machine, you'll need a
+Raspbian system root and the cross compilation tools. We'll assume these tools
+will be placed in /opt/rpi-tools
+
+ sudo git clone --depth 1 https://github.com/raspberrypi/tools /opt/rpi-tools
+
+You'll also need a Raspbian binary image.
+Get it from: http://downloads.raspberrypi.org/raspbian_latest
+After unzipping, you'll get file with a name like: "-wheezy-raspbian.img"
+Let's assume the sysroot will be built in /opt/rpi-sysroot.
+
+ export SYSROOT=/opt/rpi-sysroot
+ sudo kpartx -a -v .img
+ sudo mount -o loop /dev/mapper/loop0p2 /mnt
+ sudo cp -r /mnt $SYSROOT
+ sudo apt-get install qemu binfmt-support qemu-user-static
+ sudo cp /usr/bin/qemu-arm-static $SYSROOT/usr/bin
+ sudo mount --bind /dev $SYSROOT/dev
+ sudo mount --bind /proc $SYSROOT/proc
+ sudo mount --bind /sys $SYSROOT/sys
+
+Now, before chrooting into the ARM sysroot, you'll need to apply a workaround,
+edit $SYSROOT/etc/ld.so.preload and comment out all lines in it.
+
+ sudo chroot $SYSROOT
+ apt-get install libudev-dev libasound2-dev libdbus-1-dev libraspberrypi0 libraspberrypi-bin libraspberrypi-dev libx11-dev libxext-dev libxrandr-dev libxcursor-dev libxi-dev libxinerama-dev libxxf86vm-dev libxss-dev
+ exit
+ sudo umount $SYSROOT/dev
+ sudo umount $SYSROOT/proc
+ sudo umount $SYSROOT/sys
+ sudo umount /mnt
+
+There's one more fix required, as the libdl.so symlink uses an absolute path
+which doesn't quite work in our setup.
+
+ sudo rm -rf $SYSROOT/usr/lib/arm-linux-gnueabihf/libdl.so
+ sudo ln -s ../../../lib/arm-linux-gnueabihf/libdl.so.2 $SYSROOT/usr/lib/arm-linux-gnueabihf/libdl.so
+
+The final step is compiling SDL itself.
+
+ export CC="/opt/rpi-tools/arm-bcm2708/gcc-linaro-arm-linux-gnueabihf-raspbian/bin/arm-linux-gnueabihf-gcc --sysroot=$SYSROOT -I$SYSROOT/opt/vc/include -I$SYSROOT/usr/include -I$SYSROOT/opt/vc/include/interface/vcos/pthreads -I$SYSROOT/opt/vc/include/interface/vmcs_host/linux"
+ cd
+ mkdir -p build;cd build
+ LDFLAGS="-L$SYSROOT/opt/vc/lib" ../configure --with-sysroot=$SYSROOT --host=arm-raspberry-linux-gnueabihf --prefix=$PWD/rpi-sdl2-installed --disable-pulseaudio --disable-esd
+ make
+ make install
+
+To be able to deploy this to /usr/local in the Raspbian system you need to fix up a few paths:
+
+ perl -w -pi -e "s#$PWD/rpi-sdl2-installed#/usr/local#g;" ./rpi-sdl2-installed/lib/libSDL2.la ./rpi-sdl2-installed/lib/pkgconfig/sdl2.pc ./rpi-sdl2-installed/bin/sdl2-config
+
+================================================================================
+ Apps don't work or poor video/audio performance
+================================================================================
+
+If you get sound problems, buffer underruns, etc, run "sudo rpi-update" to
+update the RPi's firmware. Note that doing so will fix these problems, but it
+will also render the CMA - Dynamic Memory Split functionality useless.
+
+Also, by default the Raspbian distro configures the GPU RAM at 64MB, this is too
+low in general, specially if a 1080p TV is hooked up.
+
+See here how to configure this setting: http://elinux.org/RPiconfig
+
+Using a fixed gpu_mem=128 is the best option (specially if you updated the
+firmware, using CMA probably won't work, at least it's the current case).
+
+================================================================================
+ No input
+================================================================================
+
+Make sure you belong to the "input" group.
+
+ sudo usermod -aG input `whoami`
+
+================================================================================
+ No HDMI Audio
+================================================================================
+
+If you notice that ALSA works but there's no audio over HDMI, try adding:
+
+ hdmi_drive=2
+
+to your config.txt file and reboot.
+
+Reference: http://www.raspberrypi.org/phpBB3/viewtopic.php?t=5062
+
+================================================================================
+ Text Input API support
+================================================================================
+
+The Text Input API is supported, with translation of scan codes done via the
+kernel symbol tables. For this to work, SDL needs access to a valid console.
+If you notice there's no SDL_TEXTINPUT message being emitted, double check that
+your app has read access to one of the following:
+
+* /proc/self/fd/0
+* /dev/tty
+* /dev/tty[0...6]
+* /dev/vc/0
+* /dev/console
+
+This is usually not a problem if you run from the physical terminal (as opposed
+to running from a pseudo terminal, such as via SSH). If running from a PTS, a
+quick workaround is to run your app as root or add yourself to the tty group,
+then re-login to the system.
+
+ sudo usermod -aG tty `whoami`
+
+The keyboard layout used by SDL is the same as the one the kernel uses.
+To configure the layout on Raspbian:
+
+ sudo dpkg-reconfigure keyboard-configuration
+
+To configure the locale, which controls which keys are interpreted as letters,
+this determining the CAPS LOCK behavior:
+
+ sudo dpkg-reconfigure locales
+
+================================================================================
+ OpenGL problems
+================================================================================
+
+If you have desktop OpenGL headers installed at build time in your RPi or cross
+compilation environment, support for it will be built in. However, the chipset
+does not actually have support for it, which causes issues in certain SDL apps
+since the presence of OpenGL support supersedes the ES/ES2 variants.
+The workaround is to disable OpenGL at configuration time:
+
+ ./configure --disable-video-opengl
+
+Or if the application uses the Render functions, you can use the SDL_RENDER_DRIVER
+environment variable:
+
+ export SDL_RENDER_DRIVER=opengles2
+
+================================================================================
+ Notes
+================================================================================
+
+* When launching apps remotely (via SSH), SDL can prevent local keystrokes from
+ leaking into the console only if it has root privileges. Launching apps locally
+ does not suffer from this issue.
+
+
diff --git a/libs/SDL2/docs/README-touch.md b/libs/SDL2/docs/README-touch.md
index e76e2d396..b6745acd4 100644
--- a/libs/SDL2/docs/README-touch.md
+++ b/libs/SDL2/docs/README-touch.md
@@ -1,86 +1,86 @@
Touch
-===========================================================================
-System Specific Notes
-===========================================================================
-Linux:
-The linux touch system is currently based off event streams, and proc/bus/devices. The active user must be given permissions to read /dev/input/TOUCHDEVICE, where TOUCHDEVICE is the event stream for your device. Currently only Wacom tablets are supported. If you have an unsupported tablet contact me at jim.tla+sdl_touch@gmail.com and I will help you get support for it.
-
-Mac:
-The Mac and iPhone APIs are pretty. If your touch device supports them then you'll be fine. If it doesn't, then there isn't much we can do.
-
-iPhone:
-Works out of box.
-
-Windows:
-Unfortunately there is no windows support as of yet. Support for Windows 7 is planned, but we currently have no way to test. If you have a Windows 7 WM_TOUCH supported device, and are willing to help test please contact me at jim.tla+sdl_touch@gmail.com
-
-===========================================================================
-Events
-===========================================================================
-SDL_FINGERDOWN:
-Sent when a finger (or stylus) is placed on a touch device.
-Fields:
-* event.tfinger.touchId - the Id of the touch device.
-* event.tfinger.fingerId - the Id of the finger which just went down.
-* event.tfinger.x - the x coordinate of the touch (0..1)
-* event.tfinger.y - the y coordinate of the touch (0..1)
-* event.tfinger.pressure - the pressure of the touch (0..1)
-
-SDL_FINGERMOTION:
-Sent when a finger (or stylus) is moved on the touch device.
-Fields:
-Same as SDL_FINGERDOWN but with additional:
-* event.tfinger.dx - change in x coordinate during this motion event.
-* event.tfinger.dy - change in y coordinate during this motion event.
-
-SDL_FINGERUP:
-Sent when a finger (or stylus) is lifted from the touch device.
-Fields:
-Same as SDL_FINGERDOWN.
-
-
-===========================================================================
-Functions
-===========================================================================
-SDL provides the ability to access the underlying Finger structures.
-These structures should _never_ be modified.
-
-The following functions are included from SDL_touch.h
-
-To get a SDL_TouchID call SDL_GetTouchDevice(index).
-This returns a SDL_TouchID.
-IMPORTANT: If the touch has been removed, or there is no touch with the given ID, SDL_GetTouchID will return 0. Be sure to check for this!
-
-The number of touch devices can be queried with SDL_GetNumTouchDevices().
-
-A SDL_TouchID may be used to get pointers to SDL_Finger.
-
-SDL_GetNumTouchFingers(touchID) may be used to get the number of fingers currently down on the device.
-
-The most common reason to access SDL_Finger is to query the fingers outside the event. In most cases accessing the fingers is using the event. This would be accomplished by code like the following:
-
- float x = event.tfinger.x;
- float y = event.tfinger.y;
-
-
-
-To get a SDL_Finger, call SDL_GetTouchFinger(touchID,index), where touchID is a SDL_TouchID, and index is the requested finger.
-This returns a SDL_Finger*, or NULL if the finger does not exist, or has been removed.
-A SDL_Finger is guaranteed to be persistent for the duration of a touch, but it will be de-allocated as soon as the finger is removed. This occurs when the SDL_FINGERUP event is _added_ to the event queue, and thus _before_ the SDL_FINGERUP event is polled.
-As a result, be very careful to check for NULL return values.
-
-A SDL_Finger has the following fields:
-* x,y,pressure:
- The current coordinates of the touch.
-* pressure:
- The pressure of the touch.
-
-
-===========================================================================
-Notes
-===========================================================================
-For a complete example see test/testgesture.c
-
-Please direct questions/comments to:
- jim.tla+sdl_touch@gmail.com
- (original author, API was changed since)
+===========================================================================
+System Specific Notes
+===========================================================================
+Linux:
+The linux touch system is currently based off event streams, and proc/bus/devices. The active user must be given permissions to read /dev/input/TOUCHDEVICE, where TOUCHDEVICE is the event stream for your device. Currently only Wacom tablets are supported. If you have an unsupported tablet contact me at jim.tla+sdl_touch@gmail.com and I will help you get support for it.
+
+Mac:
+The Mac and iPhone APIs are pretty. If your touch device supports them then you'll be fine. If it doesn't, then there isn't much we can do.
+
+iPhone:
+Works out of box.
+
+Windows:
+Unfortunately there is no windows support as of yet. Support for Windows 7 is planned, but we currently have no way to test. If you have a Windows 7 WM_TOUCH supported device, and are willing to help test please contact me at jim.tla+sdl_touch@gmail.com
+
+===========================================================================
+Events
+===========================================================================
+SDL_FINGERDOWN:
+Sent when a finger (or stylus) is placed on a touch device.
+Fields:
+* event.tfinger.touchId - the Id of the touch device.
+* event.tfinger.fingerId - the Id of the finger which just went down.
+* event.tfinger.x - the x coordinate of the touch (0..1)
+* event.tfinger.y - the y coordinate of the touch (0..1)
+* event.tfinger.pressure - the pressure of the touch (0..1)
+
+SDL_FINGERMOTION:
+Sent when a finger (or stylus) is moved on the touch device.
+Fields:
+Same as SDL_FINGERDOWN but with additional:
+* event.tfinger.dx - change in x coordinate during this motion event.
+* event.tfinger.dy - change in y coordinate during this motion event.
+
+SDL_FINGERUP:
+Sent when a finger (or stylus) is lifted from the touch device.
+Fields:
+Same as SDL_FINGERDOWN.
+
+
+===========================================================================
+Functions
+===========================================================================
+SDL provides the ability to access the underlying SDL_Finger structures.
+These structures should _never_ be modified.
+
+The following functions are included from SDL_touch.h
+
+To get a SDL_TouchID call SDL_GetTouchDevice(int index).
+This returns a SDL_TouchID.
+IMPORTANT: If the touch has been removed, or there is no touch with the given index, SDL_GetTouchDevice() will return 0. Be sure to check for this!
+
+The number of touch devices can be queried with SDL_GetNumTouchDevices().
+
+A SDL_TouchID may be used to get pointers to SDL_Finger.
+
+SDL_GetNumTouchFingers(touchID) may be used to get the number of fingers currently down on the device.
+
+The most common reason to access SDL_Finger is to query the fingers outside the event. In most cases accessing the fingers is using the event. This would be accomplished by code like the following:
+
+ float x = event.tfinger.x;
+ float y = event.tfinger.y;
+
+
+
+To get a SDL_Finger, call SDL_GetTouchFinger(SDL_TouchID touchID, int index), where touchID is a SDL_TouchID, and index is the requested finger.
+This returns a SDL_Finger *, or NULL if the finger does not exist, or has been removed.
+A SDL_Finger is guaranteed to be persistent for the duration of a touch, but it will be de-allocated as soon as the finger is removed. This occurs when the SDL_FINGERUP event is _added_ to the event queue, and thus _before_ the SDL_FINGERUP event is polled.
+As a result, be very careful to check for NULL return values.
+
+A SDL_Finger has the following fields:
+* x, y:
+ The current coordinates of the touch.
+* pressure:
+ The pressure of the touch.
+
+
+===========================================================================
+Notes
+===========================================================================
+For a complete example see test/testgesture.c
+
+Please direct questions/comments to:
+ jim.tla+sdl_touch@gmail.com
+ (original author, API was changed since)
diff --git a/libs/SDL2/docs/README-wince.md b/libs/SDL2/docs/README-wince.md
index c543ed65d..9fc6454d1 100644
--- a/libs/SDL2/docs/README-wince.md
+++ b/libs/SDL2/docs/README-wince.md
@@ -1,10 +1,10 @@
WinCE
=====
-
-Windows CE is no longer supported by SDL.
-
-We have left the CE support in SDL 1.2 for those that must have it, and we
-have support for Windows Phone 8 and WinRT in SDL2, as of SDL 2.0.3.
-
---ryan.
-
+
+Windows CE is no longer supported by SDL.
+
+We have left the CE support in SDL 1.2 for those that must have it, and we
+have support for Windows Phone 8 and WinRT in SDL2, as of SDL 2.0.3.
+
+--ryan.
+
diff --git a/libs/SDL2/docs/README-windows.md b/libs/SDL2/docs/README-windows.md
index 076b1556e..71f968eeb 100644
--- a/libs/SDL2/docs/README-windows.md
+++ b/libs/SDL2/docs/README-windows.md
@@ -38,4 +38,8 @@ Known Bugs:
* SDL_GL_SetSwapInterval is currently a no op when using ANGLE. It appears
that there's a bug in the library which prevents the window contents from
refreshing if this is set to anything other than the default value.
-
+
+Vulkan Surface Support
+==============
+
+Support for creating Vulkan surfaces is configured on by default. To disable it change the value of `SDL_VIDEO_VULKAN` to 0 in `SDL_config_windows.h`. You must install the [Vulkan SDK](https://www.lunarg.com/vulkan-sdk/) in order to use Vulkan graphics in your application.
diff --git a/libs/SDL2/docs/README-winrt.md b/libs/SDL2/docs/README-winrt.md
index 741def67f..35b7e6d87 100644
--- a/libs/SDL2/docs/README-winrt.md
+++ b/libs/SDL2/docs/README-winrt.md
@@ -2,11 +2,8 @@ WinRT
=====
This port allows SDL applications to run on Microsoft's platforms that require
-use of "Windows Runtime", aka. "WinRT", APIs. WinRT apps are currently
-full-screen only, and run in what Microsoft sometimes refers to as their
-"Modern" (formerly, "Metro"), environment. For Windows 8.x, Microsoft may also
-refer to them as "Windows Store" apps, due to them being distributed,
-primarily, via a Microsoft-run online store (of the same name).
+use of "Windows Runtime", aka. "WinRT", APIs. Microsoft may, in some cases,
+refer to them as either "Windows Store", or for Windows 10, "UWP" apps.
Some of the operating systems that include WinRT, are:
@@ -19,15 +16,24 @@ Some of the operating systems that include WinRT, are:
Requirements
------------
-* Microsoft Visual C++ (aka Visual Studio), either 2015, 2013, or 2012
+* Microsoft Visual C++ (aka Visual Studio), either 2017, 2015, 2013, or 2012
- Free, "Community" or "Express" editions may be used, so long as they
include support for either "Windows Store" or "Windows Phone" apps.
"Express" versions marked as supporting "Windows Desktop" development
typically do not include support for creating WinRT apps, to note.
(The "Community" editions of Visual C++ do, however, support both
desktop/Win32 and WinRT development).
+ - Visual Studio 2017 can be used, however it is recommended that you install
+ the Visual C++ 2015 build tools. These build tools can be installed
+ using VS 2017's installer. Be sure to also install the workload for
+ "Universal Windows Platform development", its optional component, the
+ "C++ Universal Windows Platform tools", and for UWP / Windows 10
+ development, the "Windows 10 SDK (10.0.10240.0)". Please note that
+ targeting UWP / Windows 10 apps from development machine(s) running
+ earlier versions of Windows, such as Windows 7, is not always supported
+ by Visual Studio, and you may get error(s) when attempting to do so.
- Visual C++ 2012 can only build apps that target versions 8.0 of Windows,
- or Windows Phone. 8.0-targetted apps will run on devices running 8.1
+ or Windows Phone. 8.0-targeted apps will run on devices running 8.1
editions of Windows, however they will not be able to take advantage of
8.1-specific features.
- Visual C++ 2013 cannot create app projects that target Windows 8.0.
@@ -48,7 +54,7 @@ Requirements
Status
------
-Here is a rough list of what works, and what doens't:
+Here is a rough list of what works, and what doesn't:
* What works:
* compilation via Visual C++ 2012 through 2015
@@ -64,12 +70,18 @@ Here is a rough list of what works, and what doens't:
SDL_GetPerformanceFrequency(), etc.)
* file I/O via SDL_RWops
* mouse input (unsupported on Windows Phone)
- * audio, via a modified version of SDL's XAudio2 backend
+ * audio, via SDL's WASAPI backend (if you want to record, your app must
+ have "Microphone" capabilities enabled in its manifest, and the user must
+ not have blocked access. Otherwise, capture devices will fail to work,
+ presenting as a device disconnect shortly after opening it.)
* .DLL file loading. Libraries *MUST* be packaged inside applications. Loading
anything outside of the app is not supported.
* system path retrieval via SDL's filesystem APIs
* game controllers. Support is provided via the SDL_Joystick and
- SDL_GameController APIs, and is backed by Microsoft's XInput API.
+ SDL_GameController APIs, and is backed by Microsoft's XInput API. Please
+ note, however, that Windows limits game-controller support in UWP apps to,
+ "Xbox compatible controllers" (many controllers that work in Win32 apps,
+ do not work in UWP, due to restrictions in UWP itself.)
* multi-touch input
* app events. SDL_APP_WILLENTER* and SDL_APP_DIDENTER* events get sent out as
appropriate.
@@ -82,7 +94,9 @@ Here is a rough list of what works, and what doens't:
* What partially works:
* keyboard input. Most of WinRT's documented virtual keys are supported, as
- well as many keys with documented hardware scancodes.
+ well as many keys with documented hardware scancodes. Converting
+ SDL_Scancodes to or from SDL_Keycodes may not work, due to missing APIs
+ (MapVirtualKey()) in Microsoft's Windows Store / UWP APIs.
* SDLmain. WinRT uses a different signature for each app's main() function.
SDL-based apps that use this port must compile in SDL_winrt_main_NonXAML.cpp
(in `SDL\src\main\winrt\`) directly in order for their C-style main()
@@ -95,8 +109,10 @@ Here is a rough list of what works, and what doens't:
SDL_CreateSystemCursor() (unsupported on Windows Phone)
* SDL_WarpMouseInWindow() or SDL_WarpMouseGlobal(). This are not currently
supported by WinRT itself.
- * joysticks and game controllers that aren't supported by Microsoft's XInput
- API.
+ * joysticks and game controllers that either are not supported by
+ Microsoft's XInput API, or are not supported within UWP apps (many
+ controllers that work in Win32, do not work in UWP, due to restrictions in
+ UWP itself).
* turning off VSync when rendering on Windows Phone. Attempts to turn VSync
off on Windows Phone result either in Direct3D not drawing anything, or it
forcing VSync back on. As such, SDL_RENDERER_PRESENTVSYNC will always get
@@ -160,7 +176,9 @@ following, at a high-level:
the linker, and will copy SDL's .dll files to your app's final output.
4. adjust your app's build settings, at minimum, telling it where to find SDL's
header files.
-5. add a file that contains a WinRT-appropriate main function.
+5. add files that contains a WinRT-appropriate main function, along with some
+ data to make sure mouse-cursor-hiding (via SDL_ShowCursor(SDL_DISABLE) calls)
+ work properly.
6. add SDL-specific app code.
7. build and run your app.
@@ -268,33 +286,27 @@ To change these settings:
10. close the dialog, saving settings, by clicking the "OK" button
-### 5. Add a WinRT-appropriate main function to the app. ###
+### 5. Add a WinRT-appropriate main function, and a blank-cursor image, to the app. ###
-C/C++-based WinRT apps do contain a `main` function that the OS will invoke when
-the app starts launching. The parameters of WinRT main functions are different
-than those found on other platforms, Win32 included. SDL/WinRT provides a
-platform-appropriate main function that will perform these actions, setup key
-portions of the app, then invoke a classic, C/C++-style main function (that take
-in "argc" and "argv" parameters). The code for this file is contained inside
-SDL's source distribution, under `src/main/winrt/SDL_winrt_main_NonXAML.cpp`.
-You'll need to add this file, or a copy of it, to your app's project, and make
-sure it gets compiled using a Microsoft-specific set of C++ extensions called
-C++/CX.
+A few files should be included directly in your app's MSVC project, specifically:
+1. a WinRT-appropriate main function (which is different than main() functions on
+ other platforms)
+2. a Win32-style cursor resource, used by SDL_ShowCursor() to hide the mouse cursor
+ (if and when the app needs to do so). *If this cursor resource is not
+ included, mouse-position reporting may fail if and when the cursor is
+ hidden, due to possible bugs/design-oddities in Windows itself.*
-**NOTE: C++/CX compilation is currently required in at least one file of your
-app's project. This is to make sure that Visual C++'s linker builds a 'Windows
-Metadata' file (.winmd) for your app. Not doing so can lead to build errors.**
-
-To include `SDL_winrt_main_NonXAML.cpp`:
+To include these files:
1. right-click on your project (again, in Visual C++'s Solution Explorer),
navigate to "Add", then choose "Existing Item...".
-2. open `SDL_winrt_main_NonXAML.cpp`, which is found inside SDL's source
- distribution, under `src/main/winrt/`. Make sure that the open-file dialog
- closes, either by double-clicking on the file, or single-clicking on it and
- then clicking Add.
-3. right-click on the file (as listed in your project), then click on
- "Properties...".
+2. navigate to the directory containing SDL's source code, then into its
+ subdirectory, 'src/main/winrt/'. Select, then add, the following files:
+ - `SDL_winrt_main_NonXAML.cpp`
+ - `SDL2-WinRTResources.rc`
+ - `SDL2-WinRTResource_BlankCursor.cur`
+3. right-click on the file `SDL_winrt_main_NonXAML.cpp` (as listed in your
+ project), then click on "Properties...".
4. in the drop-down box next to "Configuration", choose, "All Configurations"
5. in the drop-down box next to "Platform", choose, "All Platforms"
6. in the left-hand list, click on "C/C++"
@@ -302,6 +314,11 @@ To include `SDL_winrt_main_NonXAML.cpp`:
8. click the OK button. This will close the dialog.
+**NOTE: C++/CX compilation is currently required in at least one file of your
+app's project. This is to make sure that Visual C++'s linker builds a 'Windows
+Metadata' file (.winmd) for your app. Not doing so can lead to build errors.**
+
+
### 6. Add app code and assets ###
At this point, you can add in SDL-specific source code. Be sure to include a
@@ -466,3 +483,62 @@ section.
/nodefaultlib:vccorlibd /nodefaultlib:msvcrtd vccorlibd.lib msvcrtd.lib
+
+#### Mouse-motion events fail to get sent, or SDL_GetMouseState() fails to return updated values
+
+This may be caused by a bug in Windows itself, whereby hiding the mouse
+cursor can cause mouse-position reporting to fail.
+
+SDL provides a workaround for this, but it requires that an app links to a
+set of Win32-style cursor image-resource files. A copy of suitable resource
+files can be found in `src/main/winrt/`. Adding them to an app's Visual C++
+project file should be sufficient to get the app to use them.
+
+
+#### SDL's Visual Studio project file fails to open, with message, "The system can't find the file specified."
+
+This can be caused for any one of a few reasons, which Visual Studio can
+report, but won't always do so in an up-front manner.
+
+To help determine why this error comes up:
+
+1. open a copy of Visual Studio without opening a project file. This can be
+ accomplished via Windows' Start Menu, among other means.
+2. show Visual Studio's Output window. This can be done by going to VS'
+ menu bar, then to View, and then to Output.
+3. try opening the SDL project file directly by going to VS' menu bar, then
+ to File, then to Open, then to Project/Solution. When a File-Open dialog
+ appears, open the SDL project (such as the one in SDL's source code, in its
+ directory, VisualC-WinRT/UWP_VS2015/).
+4. after attempting to open SDL's Visual Studio project file, additional error
+ information will be output to the Output window.
+
+If Visual Studio reports (via its Output window) that the project:
+
+"could not be loaded because it's missing install components. To fix this launch Visual Studio setup with the following selections:
+Microsoft.VisualStudio.ComponentGroup.UWP.VC"
+
+... then you will need to re-launch Visual Studio's installer, and make sure that
+the workflow for "Universal Windows Platform development" is checked, and that its
+optional component, "C++ Universal Windows Platform tools" is also checked. While
+you are there, if you are planning on targeting UWP / Windows 10, also make sure
+that you check the optional component, "Windows 10 SDK (10.0.10240.0)". After
+making sure these items are checked as-appropriate, install them.
+
+Once you install these components, try re-launching Visual Studio, and re-opening
+the SDL project file. If you still get the error dialog, try using the Output
+window, again, seeing what Visual Studio says about it.
+
+
+#### Game controllers / joysticks aren't working!
+
+Windows only permits certain game controllers and joysticks to work within
+WinRT / UWP apps. Even if a game controller or joystick works in a Win32
+app, that device is not guaranteed to work inside a WinRT / UWP app.
+
+According to Microsoft, "Xbox compatible controllers" should work inside
+UWP apps, potentially with more working in the future. This includes, but
+may not be limited to, Microsoft-made Xbox controllers and USB adapters.
+(Source: https://social.msdn.microsoft.com/Forums/en-US/9064838b-e8c3-4c18-8a83-19bf0dfe150d/xinput-fails-to-detect-game-controllers?forum=wpdevelop)
+
+
diff --git a/libs/SDL2/docs/README.md b/libs/SDL2/docs/README.md
index 4e3106920..f34811335 100644
--- a/libs/SDL2/docs/README.md
+++ b/libs/SDL2/docs/README.md
@@ -54,7 +54,7 @@ If you need help with the library, or just want to discuss SDL related
issues, you can join the [developers mailing list](http://www.libsdl.org/mailing-list.php)
If you want to report bugs or contribute patches, please submit them to
-[bugzilla](http://bugzilla.libsdl.org/)
+[bugzilla](https://bugzilla.libsdl.org/)
Enjoy!
diff --git a/libs/SDL2/i686-w64-mingw32/bin/SDL2.dll b/libs/SDL2/i686-w64-mingw32/bin/SDL2.dll
index 15ad52e16..701779044 100755
Binary files a/libs/SDL2/i686-w64-mingw32/bin/SDL2.dll and b/libs/SDL2/i686-w64-mingw32/bin/SDL2.dll differ
diff --git a/libs/SDL2/i686-w64-mingw32/bin/sdl2-config b/libs/SDL2/i686-w64-mingw32/bin/sdl2-config
index 305f6f00b..e1060b3f2 100755
--- a/libs/SDL2/i686-w64-mingw32/bin/sdl2-config
+++ b/libs/SDL2/i686-w64-mingw32/bin/sdl2-config
@@ -1,6 +1,6 @@
#!/bin/sh
-prefix=/usr/local/cross-tools/i686-w64-mingw32
+prefix=/opt/local/i686-w64-mingw32
exec_prefix=${prefix}
exec_prefix_set=no
libdir=${exec_prefix}/lib
@@ -39,17 +39,17 @@ while test $# -gt 0; do
echo $exec_prefix
;;
--version)
- echo 2.0.4
+ echo 2.0.9
;;
--cflags)
echo -I${prefix}/include/SDL2 -Dmain=SDL_main
;;
--libs)
- echo -L${exec_prefix}/lib -lmingw32 -lSDL2main -lSDL2 -mwindows
+ echo -L${exec_prefix}/lib -lmingw32 -lSDL2main -lSDL2 -mwindows
;;
--static-libs)
# --libs|--static-libs)
- echo -L${exec_prefix}/lib -lmingw32 -lSDL2main -lSDL2 -mwindows -Wl,--no-undefined -lm -ldinput8 -ldxguid -ldxerr8 -luser32 -lgdi32 -lwinmm -limm32 -lole32 -loleaut32 -lshell32 -lversion -luuid -static-libgcc
+ echo -L${exec_prefix}/lib -lmingw32 -lSDL2main -lSDL2 -mwindows -Wl,--no-undefined -lm -ldinput8 -ldxguid -ldxerr8 -luser32 -lgdi32 -lwinmm -limm32 -lole32 -loleaut32 -lshell32 -lsetupapi -lversion -luuid -static-libgcc
;;
*)
echo "${usage}" 1>&2
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL.h
index 7647b5111..fc35a419e 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -26,8 +26,8 @@
*/
-#ifndef _SDL_H
-#define _SDL_H
+#ifndef SDL_h_
+#define SDL_h_
#include "SDL_main.h"
#include "SDL_stdinc.h"
@@ -40,10 +40,10 @@
#include "SDL_error.h"
#include "SDL_events.h"
#include "SDL_filesystem.h"
-#include "SDL_joystick.h"
#include "SDL_gamecontroller.h"
#include "SDL_haptic.h"
#include "SDL_hints.h"
+#include "SDL_joystick.h"
#include "SDL_loadso.h"
#include "SDL_log.h"
#include "SDL_messagebox.h"
@@ -51,6 +51,8 @@
#include "SDL_power.h"
#include "SDL_render.h"
#include "SDL_rwops.h"
+#include "SDL_sensor.h"
+#include "SDL_shape.h"
#include "SDL_system.h"
#include "SDL_thread.h"
#include "SDL_timer.h"
@@ -72,17 +74,18 @@ extern "C" {
* specify the subsystems which you will be using in your application.
*/
/* @{ */
-#define SDL_INIT_TIMER 0x00000001
-#define SDL_INIT_AUDIO 0x00000010
-#define SDL_INIT_VIDEO 0x00000020 /**< SDL_INIT_VIDEO implies SDL_INIT_EVENTS */
-#define SDL_INIT_JOYSTICK 0x00000200 /**< SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS */
-#define SDL_INIT_HAPTIC 0x00001000
-#define SDL_INIT_GAMECONTROLLER 0x00002000 /**< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK */
-#define SDL_INIT_EVENTS 0x00004000
-#define SDL_INIT_NOPARACHUTE 0x00100000 /**< compatibility; this flag is ignored. */
+#define SDL_INIT_TIMER 0x00000001u
+#define SDL_INIT_AUDIO 0x00000010u
+#define SDL_INIT_VIDEO 0x00000020u /**< SDL_INIT_VIDEO implies SDL_INIT_EVENTS */
+#define SDL_INIT_JOYSTICK 0x00000200u /**< SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS */
+#define SDL_INIT_HAPTIC 0x00001000u
+#define SDL_INIT_GAMECONTROLLER 0x00002000u /**< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK */
+#define SDL_INIT_EVENTS 0x00004000u
+#define SDL_INIT_SENSOR 0x00008000u
+#define SDL_INIT_NOPARACHUTE 0x00100000u /**< compatibility; this flag is ignored. */
#define SDL_INIT_EVERYTHING ( \
SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS | \
- SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER \
+ SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER | SDL_INIT_SENSOR \
)
/* @} */
@@ -95,8 +98,8 @@ extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags);
* This function initializes specific SDL subsystems
*
* Subsystem initialization is ref-counted, you must call
- * SDL_QuitSubSystem for each SDL_InitSubSystem to correctly
- * shutdown a subsystem manually (or call SDL_Quit to force shutdown).
+ * SDL_QuitSubSystem() for each SDL_InitSubSystem() to correctly
+ * shutdown a subsystem manually (or call SDL_Quit() to force shutdown).
* If a subsystem is already loaded then this call will
* increase the ref-count and return.
*/
@@ -127,6 +130,6 @@ extern DECLSPEC void SDLCALL SDL_Quit(void);
#endif
#include "close_code.h"
-#endif /* _SDL_H */
+#endif /* SDL_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_assert.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_assert.h
index 402981f96..b38f928ae 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_assert.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_assert.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -19,8 +19,8 @@
3. This notice may not be removed or altered from any source distribution.
*/
-#ifndef _SDL_assert_h
-#define _SDL_assert_h
+#ifndef SDL_assert_h_
+#define SDL_assert_h_
#include "SDL_config.h"
@@ -51,9 +51,11 @@ assert can have unique static variables associated with it.
/* Don't include intrin.h here because it contains C++ code */
extern void __cdecl __debugbreak(void);
#define SDL_TriggerBreakpoint() __debugbreak()
-#elif (!defined(__NACL__) && defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__)))
+#elif ( (!defined(__NACL__)) && ((defined(__GNUC__) || defined(__clang__)) && (defined(__i386__) || defined(__x86_64__))) )
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "int $3\n\t" )
-#elif defined(HAVE_SIGNAL_H)
+#elif defined(__386__) && defined(__WATCOMC__)
+ #define SDL_TriggerBreakpoint() { _asm { int 0x03 } }
+#elif defined(HAVE_SIGNAL_H) && !defined(__WATCOMC__)
#include
#define SDL_TriggerBreakpoint() raise(SIGTRAP)
#else
@@ -63,7 +65,7 @@ assert can have unique static variables associated with it.
#if defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 199901L) /* C99 supports __func__ as a standard. */
# define SDL_FUNCTION __func__
-#elif ((__GNUC__ >= 2) || defined(_MSC_VER))
+#elif ((__GNUC__ >= 2) || defined(_MSC_VER) || defined (__WATCOMC__))
# define SDL_FUNCTION __FUNCTION__
#else
# define SDL_FUNCTION "???"
@@ -201,7 +203,7 @@ typedef SDL_AssertState (SDLCALL *SDL_AssertionHandler)(
*
* This callback is NOT reset to SDL's internal handler upon SDL_Quit()!
*
- * \return SDL_AssertState value of how to handle the assertion failure.
+ * Return SDL_AssertState value of how to handle the assertion failure.
*
* \param handler Callback function, called when an assertion fails.
* \param userdata A pointer passed to the callback as-is.
@@ -250,7 +252,7 @@ extern DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetAssertionHandler(void **puse
*
* const SDL_AssertData *item = SDL_GetAssertionReport();
* while (item) {
- * printf("'%s', %s (%s:%d), triggered %u times, always ignore: %s.\n",
+ * printf("'%s', %s (%s:%d), triggered %u times, always ignore: %s.\\n",
* item->condition, item->function, item->filename,
* item->linenum, item->trigger_count,
* item->always_ignore ? "yes" : "no");
@@ -284,6 +286,6 @@ extern DECLSPEC void SDLCALL SDL_ResetAssertionReport(void);
#endif
#include "close_code.h"
-#endif /* _SDL_assert_h */
+#endif /* SDL_assert_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_atomic.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_atomic.h
index 56aa81df9..b2287748c 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_atomic.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_atomic.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -56,8 +56,8 @@
* All of the atomic operations that modify memory are full memory barriers.
*/
-#ifndef _SDL_atomic_h_
-#define _SDL_atomic_h_
+#ifndef SDL_atomic_h_
+#define SDL_atomic_h_
#include "SDL_stdinc.h"
#include "SDL_platform.h"
@@ -118,13 +118,16 @@ extern DECLSPEC void SDLCALL SDL_AtomicUnlock(SDL_SpinLock *lock);
* The compiler barrier prevents the compiler from reordering
* reads and writes to globally visible variables across the call.
*/
-#if defined(_MSC_VER) && (_MSC_VER > 1200)
+#if defined(_MSC_VER) && (_MSC_VER > 1200) && !defined(__clang__)
void _ReadWriteBarrier(void);
#pragma intrinsic(_ReadWriteBarrier)
#define SDL_CompilerBarrier() _ReadWriteBarrier()
#elif (defined(__GNUC__) && !defined(__EMSCRIPTEN__)) || (defined(__SUNPRO_C) && (__SUNPRO_C >= 0x5120))
/* This is correct for all CPUs when using GCC or Solaris Studio 12.1+. */
#define SDL_CompilerBarrier() __asm__ __volatile__ ("" : : : "memory")
+#elif defined(__WATCOMC__)
+extern _inline void SDL_CompilerBarrier (void);
+#pragma aux SDL_CompilerBarrier = "" parm [] modify exact [];
#else
#define SDL_CompilerBarrier() \
{ SDL_SpinLock _tmp = 0; SDL_AtomicLock(&_tmp); SDL_AtomicUnlock(&_tmp); }
@@ -149,18 +152,24 @@ void _ReadWriteBarrier(void);
* For more information on these semantics, take a look at the blog post:
* http://preshing.com/20120913/acquire-and-release-semantics
*/
+extern DECLSPEC void SDLCALL SDL_MemoryBarrierReleaseFunction(void);
+extern DECLSPEC void SDLCALL SDL_MemoryBarrierAcquireFunction(void);
+
#if defined(__GNUC__) && (defined(__powerpc__) || defined(__ppc__))
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("lwsync" : : : "memory")
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("lwsync" : : : "memory")
+#elif defined(__GNUC__) && defined(__aarch64__)
+#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("dmb ish" : : : "memory")
+#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("dmb ish" : : : "memory")
#elif defined(__GNUC__) && defined(__arm__)
#if defined(__ARM_ARCH_7__) || defined(__ARM_ARCH_7A__) || defined(__ARM_ARCH_7EM__) || defined(__ARM_ARCH_7R__) || defined(__ARM_ARCH_7M__) || defined(__ARM_ARCH_7S__)
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("dmb ish" : : : "memory")
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("dmb ish" : : : "memory")
-#elif defined(__ARM_ARCH_6__) || defined(__ARM_ARCH_6J__) || defined(__ARM_ARCH_6K__) || defined(__ARM_ARCH_6T2__) || defined(__ARM_ARCH_6Z__) || defined(__ARM_ARCH_6ZK__)
+#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 */
-extern DECLSPEC void SDLCALL SDL_MemoryBarrierRelease();
-extern DECLSPEC void SDLCALL SDL_MemoryBarrierAcquire();
+#define SDL_MemoryBarrierRelease() SDL_MemoryBarrierReleaseFunction()
+#define SDL_MemoryBarrierAcquire() SDL_MemoryBarrierAcquireFunction()
#else
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("mcr p15, 0, %0, c7, c10, 5" : : "r"(0) : "memory")
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("mcr p15, 0, %0, c7, c10, 5" : : "r"(0) : "memory")
@@ -263,6 +272,6 @@ extern DECLSPEC void* SDLCALL SDL_AtomicGetPtr(void **a);
#include "close_code.h"
-#endif /* _SDL_atomic_h_ */
+#endif /* SDL_atomic_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_audio.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_audio.h
index 4f6552146..d3e1bface 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_audio.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_audio.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -25,8 +25,8 @@
* Access to the raw audio mixing buffer for the SDL library.
*/
-#ifndef _SDL_audio_h
-#define _SDL_audio_h
+#ifndef SDL_audio_h_
+#define SDL_audio_h_
#include "SDL_stdinc.h"
#include "SDL_error.h"
@@ -140,7 +140,8 @@ typedef Uint16 SDL_AudioFormat;
#define SDL_AUDIO_ALLOW_FREQUENCY_CHANGE 0x00000001
#define SDL_AUDIO_ALLOW_FORMAT_CHANGE 0x00000002
#define SDL_AUDIO_ALLOW_CHANNELS_CHANGE 0x00000004
-#define SDL_AUDIO_ALLOW_ANY_CHANGE (SDL_AUDIO_ALLOW_FREQUENCY_CHANGE|SDL_AUDIO_ALLOW_FORMAT_CHANGE|SDL_AUDIO_ALLOW_CHANNELS_CHANGE)
+#define SDL_AUDIO_ALLOW_SAMPLES_CHANGE 0x00000008
+#define SDL_AUDIO_ALLOW_ANY_CHANGE (SDL_AUDIO_ALLOW_FREQUENCY_CHANGE|SDL_AUDIO_ALLOW_FORMAT_CHANGE|SDL_AUDIO_ALLOW_CHANNELS_CHANGE|SDL_AUDIO_ALLOW_SAMPLES_CHANGE)
/* @} */
/* @} *//* Audio flags */
@@ -164,6 +165,15 @@ typedef void (SDLCALL * SDL_AudioCallback) (void *userdata, Uint8 * stream,
/**
* The calculated values in this structure are calculated by SDL_OpenAudio().
+ *
+ * For multi-channel audio, the default SDL channel mapping is:
+ * 2: FL FR (stereo)
+ * 3: FL FR LFE (2.1 surround)
+ * 4: FL FR BL BR (quad)
+ * 5: FL FR FC BL BR (quad + center)
+ * 6: FL FR FC LFE SL SR (5.1 surround - last two can also be BL BR)
+ * 7: FL FR FC LFE BC SL SR (6.1 surround)
+ * 8: FL FR FC LFE BL BR SL SR (7.1 surround)
*/
typedef struct SDL_AudioSpec
{
@@ -171,7 +181,7 @@ typedef struct SDL_AudioSpec
SDL_AudioFormat format; /**< Audio data format */
Uint8 channels; /**< Number of channels: 1 mono, 2 stereo */
Uint8 silence; /**< Audio buffer silence value (calculated) */
- Uint16 samples; /**< Audio buffer size in samples (power of 2) */
+ Uint16 samples; /**< Audio buffer size in sample FRAMES (total samples divided by channel count) */
Uint16 padding; /**< Necessary for some compile environments */
Uint32 size; /**< Audio buffer size in bytes (calculated) */
SDL_AudioCallback callback; /**< Callback that feeds the audio device (NULL to use SDL_QueueAudio()). */
@@ -184,7 +194,23 @@ typedef void (SDLCALL * SDL_AudioFilter) (struct SDL_AudioCVT * cvt,
SDL_AudioFormat format);
/**
- * A structure to hold a set of audio conversion filters and buffers.
+ * \brief Upper limit of filters in SDL_AudioCVT
+ *
+ * The maximum number of SDL_AudioFilter functions in SDL_AudioCVT is
+ * currently limited to 9. The SDL_AudioCVT.filters array has 10 pointers,
+ * one of which is the terminating NULL pointer.
+ */
+#define SDL_AUDIOCVT_MAX_FILTERS 9
+
+/**
+ * \struct SDL_AudioCVT
+ * \brief A structure to hold a set of audio conversion filters and buffers.
+ *
+ * Note that various parts of the conversion pipeline can take advantage
+ * of SIMD operations (like SSE2, for example). SDL_AudioCVT doesn't require
+ * you to pass it aligned data, but can possibly run much faster if you
+ * set both its (buf) field to a pointer that is aligned to 16 bytes, and its
+ * (len) field to something that's a multiple of 16, if possible.
*/
#ifdef __GNUC__
/* This structure is 84 bytes on 32-bit architectures, make sure GCC doesn't
@@ -208,7 +234,7 @@ typedef struct SDL_AudioCVT
int len_cvt; /**< Length of converted audio buffer */
int len_mult; /**< buffer must be len*len_mult big */
double len_ratio; /**< Given len, final size is len*len_ratio */
- SDL_AudioFilter filters[10]; /**< Filter list */
+ SDL_AudioFilter filters[SDL_AUDIOCVT_MAX_FILTERS + 1]; /**< NULL-terminated list of filter functions */
int filter_index; /**< Current audio conversion function */
} SDL_AUDIOCVT_PACKED SDL_AudioCVT;
@@ -278,7 +304,8 @@ extern DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void);
* protect data structures that it accesses by calling SDL_LockAudio()
* and SDL_UnlockAudio() in your code. Alternately, you may pass a NULL
* pointer here, and call SDL_QueueAudio() with some frequency, to queue
- * more audio samples to be played.
+ * more audio samples to be played (or for capture devices, call
+ * SDL_DequeueAudio() with some frequency, to obtain audio samples).
* - \c desired->userdata is passed as the first parameter to your callback
* function. If you passed a NULL callback, this value is ignored.
*
@@ -433,10 +460,10 @@ extern DECLSPEC void SDLCALL SDL_FreeWAV(Uint8 * audio_buf);
* This function takes a source format and rate and a destination format
* and rate, and initializes the \c cvt structure with information needed
* by SDL_ConvertAudio() to convert a buffer of audio data from one format
- * to the other.
+ * to the other. An unsupported format causes an error and -1 will be returned.
*
- * \return -1 if the format conversion is not supported, 0 if there's
- * no conversion needed, or 1 if the audio filter is set up.
+ * \return 0 if no conversion is needed, 1 if the audio filter is set up,
+ * or -1 on error.
*/
extern DECLSPEC int SDLCALL SDL_BuildAudioCVT(SDL_AudioCVT * cvt,
SDL_AudioFormat src_format,
@@ -455,9 +482,137 @@ extern DECLSPEC int SDLCALL SDL_BuildAudioCVT(SDL_AudioCVT * cvt,
* The data conversion may expand the size of the audio data, so the buffer
* \c cvt->buf should be allocated after the \c cvt structure is initialized by
* SDL_BuildAudioCVT(), and should be \c cvt->len*cvt->len_mult bytes long.
+ *
+ * \return 0 on success or -1 if \c cvt->buf is NULL.
*/
extern DECLSPEC int SDLCALL SDL_ConvertAudio(SDL_AudioCVT * cvt);
+/* SDL_AudioStream is a new audio conversion interface.
+ The benefits vs SDL_AudioCVT:
+ - it can handle resampling data in chunks without generating
+ artifacts, when it doesn't have the complete buffer available.
+ - it can handle incoming data in any variable size.
+ - You push data as you have it, and pull it when you need it
+ */
+/* this is opaque to the outside world. */
+struct _SDL_AudioStream;
+typedef struct _SDL_AudioStream SDL_AudioStream;
+
+/**
+ * Create a new audio stream
+ *
+ * \param src_format The format of the source audio
+ * \param src_channels The number of channels of the source audio
+ * \param src_rate The sampling rate of the source audio
+ * \param dst_format The format of the desired audio output
+ * \param dst_channels The number of channels of the desired audio output
+ * \param dst_rate The sampling rate of the desired audio output
+ * \return 0 on success, or -1 on error.
+ *
+ * \sa SDL_AudioStreamPut
+ * \sa SDL_AudioStreamGet
+ * \sa SDL_AudioStreamAvailable
+ * \sa SDL_AudioStreamFlush
+ * \sa SDL_AudioStreamClear
+ * \sa SDL_FreeAudioStream
+ */
+extern DECLSPEC SDL_AudioStream * SDLCALL SDL_NewAudioStream(const SDL_AudioFormat src_format,
+ const Uint8 src_channels,
+ const int src_rate,
+ const SDL_AudioFormat dst_format,
+ const Uint8 dst_channels,
+ const int dst_rate);
+
+/**
+ * Add data to be converted/resampled to the stream
+ *
+ * \param stream The stream the audio data is being added to
+ * \param buf A pointer to the audio data to add
+ * \param len The number of bytes to write to the stream
+ * \return 0 on success, or -1 on error.
+ *
+ * \sa SDL_NewAudioStream
+ * \sa SDL_AudioStreamGet
+ * \sa SDL_AudioStreamAvailable
+ * \sa SDL_AudioStreamFlush
+ * \sa SDL_AudioStreamClear
+ * \sa SDL_FreeAudioStream
+ */
+extern DECLSPEC int SDLCALL SDL_AudioStreamPut(SDL_AudioStream *stream, const void *buf, int len);
+
+/**
+ * Get converted/resampled data from the stream
+ *
+ * \param stream The stream the audio is being requested from
+ * \param buf A buffer to fill with audio data
+ * \param len The maximum number of bytes to fill
+ * \return The number of bytes read from the stream, or -1 on error
+ *
+ * \sa SDL_NewAudioStream
+ * \sa SDL_AudioStreamPut
+ * \sa SDL_AudioStreamAvailable
+ * \sa SDL_AudioStreamFlush
+ * \sa SDL_AudioStreamClear
+ * \sa SDL_FreeAudioStream
+ */
+extern DECLSPEC int SDLCALL SDL_AudioStreamGet(SDL_AudioStream *stream, void *buf, int len);
+
+/**
+ * Get the number of converted/resampled bytes available. The stream may be
+ * buffering data behind the scenes until it has enough to resample
+ * correctly, so this number might be lower than what you expect, or even
+ * be zero. Add more data or flush the stream if you need the data now.
+ *
+ * \sa SDL_NewAudioStream
+ * \sa SDL_AudioStreamPut
+ * \sa SDL_AudioStreamGet
+ * \sa SDL_AudioStreamFlush
+ * \sa SDL_AudioStreamClear
+ * \sa SDL_FreeAudioStream
+ */
+extern DECLSPEC int SDLCALL SDL_AudioStreamAvailable(SDL_AudioStream *stream);
+
+/**
+ * Tell the stream that you're done sending data, and anything being buffered
+ * should be converted/resampled and made available immediately.
+ *
+ * It is legal to add more data to a stream after flushing, but there will
+ * be audio gaps in the output. Generally this is intended to signal the
+ * end of input, so the complete output becomes available.
+ *
+ * \sa SDL_NewAudioStream
+ * \sa SDL_AudioStreamPut
+ * \sa SDL_AudioStreamGet
+ * \sa SDL_AudioStreamAvailable
+ * \sa SDL_AudioStreamClear
+ * \sa SDL_FreeAudioStream
+ */
+extern DECLSPEC int SDLCALL SDL_AudioStreamFlush(SDL_AudioStream *stream);
+
+/**
+ * Clear any pending data in the stream without converting it
+ *
+ * \sa SDL_NewAudioStream
+ * \sa SDL_AudioStreamPut
+ * \sa SDL_AudioStreamGet
+ * \sa SDL_AudioStreamAvailable
+ * \sa SDL_AudioStreamFlush
+ * \sa SDL_FreeAudioStream
+ */
+extern DECLSPEC void SDLCALL SDL_AudioStreamClear(SDL_AudioStream *stream);
+
+/**
+ * Free an audio stream
+ *
+ * \sa SDL_NewAudioStream
+ * \sa SDL_AudioStreamPut
+ * \sa SDL_AudioStreamGet
+ * \sa SDL_AudioStreamAvailable
+ * \sa SDL_AudioStreamFlush
+ * \sa SDL_AudioStreamClear
+ */
+extern DECLSPEC void SDLCALL SDL_FreeAudioStream(SDL_AudioStream *stream);
+
#define SDL_MIX_MAXVOLUME 128
/**
* This takes two audio buffers of the playing audio format and mixes
@@ -482,6 +637,10 @@ extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst,
/**
* Queue more audio on non-callback devices.
*
+ * (If you are looking to retrieve queued audio from a non-callback capture
+ * device, you want SDL_DequeueAudio() instead. This will return -1 to
+ * signify an error if you use it with capture devices.)
+ *
* SDL offers two ways to feed audio to the device: you can either supply a
* callback that SDL triggers with some frequency to obtain more audio
* (pull method), or you can supply no callback, and then SDL will expect
@@ -509,28 +668,83 @@ extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst,
* \param dev The device ID to which we will queue audio.
* \param data The data to queue to the device for later playback.
* \param len The number of bytes (not samples!) to which (data) points.
- * \return zero on success, -1 on error.
+ * \return 0 on success, or -1 on error.
*
* \sa SDL_GetQueuedAudioSize
* \sa SDL_ClearQueuedAudio
*/
extern DECLSPEC int SDLCALL SDL_QueueAudio(SDL_AudioDeviceID dev, const void *data, Uint32 len);
+/**
+ * Dequeue more audio on non-callback devices.
+ *
+ * (If you are looking to queue audio for output on a non-callback playback
+ * device, you want SDL_QueueAudio() instead. This will always return 0
+ * if you use it with playback devices.)
+ *
+ * SDL offers two ways to retrieve audio from a capture device: you can
+ * either supply a callback that SDL triggers with some frequency as the
+ * device records more audio data, (push method), or you can supply no
+ * callback, and then SDL will expect you to retrieve data at regular
+ * intervals (pull method) with this function.
+ *
+ * There are no limits on the amount of data you can queue, short of
+ * exhaustion of address space. Data from the device will keep queuing as
+ * necessary without further intervention from you. This means you will
+ * eventually run out of memory if you aren't routinely dequeueing data.
+ *
+ * Capture devices will not queue data when paused; if you are expecting
+ * to not need captured audio for some length of time, use
+ * SDL_PauseAudioDevice() to stop the capture device from queueing more
+ * data. This can be useful during, say, level loading times. When
+ * unpaused, capture devices will start queueing data from that point,
+ * having flushed any capturable data available while paused.
+ *
+ * This function is thread-safe, but dequeueing from the same device from
+ * two threads at once does not promise which thread will dequeued data
+ * first.
+ *
+ * You may not dequeue audio from a device that is using an
+ * application-supplied callback; doing so returns an error. You have to use
+ * the audio callback, or dequeue audio with this function, but not both.
+ *
+ * You should not call SDL_LockAudio() on the device before queueing; SDL
+ * handles locking internally for this function.
+ *
+ * \param dev The device ID from which we will dequeue audio.
+ * \param data A pointer into where audio data should be copied.
+ * \param len The number of bytes (not samples!) to which (data) points.
+ * \return number of bytes dequeued, which could be less than requested.
+ *
+ * \sa SDL_GetQueuedAudioSize
+ * \sa SDL_ClearQueuedAudio
+ */
+extern DECLSPEC Uint32 SDLCALL SDL_DequeueAudio(SDL_AudioDeviceID dev, void *data, Uint32 len);
+
/**
* Get the number of bytes of still-queued audio.
*
- * This is the number of bytes that have been queued for playback with
- * SDL_QueueAudio(), but have not yet been sent to the hardware.
+ * For playback device:
*
- * Once we've sent it to the hardware, this function can not decide the exact
- * byte boundary of what has been played. It's possible that we just gave the
- * hardware several kilobytes right before you called this function, but it
- * hasn't played any of it yet, or maybe half of it, etc.
+ * This is the number of bytes that have been queued for playback with
+ * SDL_QueueAudio(), but have not yet been sent to the hardware. This
+ * number may shrink at any time, so this only informs of pending data.
+ *
+ * Once we've sent it to the hardware, this function can not decide the
+ * exact byte boundary of what has been played. It's possible that we just
+ * gave the hardware several kilobytes right before you called this
+ * function, but it hasn't played any of it yet, or maybe half of it, etc.
+ *
+ * For capture devices:
+ *
+ * This is the number of bytes that have been captured by the device and
+ * are waiting for you to dequeue. This number may grow at any time, so
+ * this only informs of the lower-bound of available data.
*
* You may not queue audio on a device that is using an application-supplied
* callback; calling this function on such a device always returns 0.
- * You have to use the audio callback or queue audio with SDL_QueueAudio(),
- * but not both.
+ * You have to queue audio with SDL_QueueAudio()/SDL_DequeueAudio(), or use
+ * the audio callback, but not both.
*
* You should not call SDL_LockAudio() on the device before querying; SDL
* handles locking internally for this function.
@@ -544,10 +758,17 @@ extern DECLSPEC int SDLCALL SDL_QueueAudio(SDL_AudioDeviceID dev, const void *da
extern DECLSPEC Uint32 SDLCALL SDL_GetQueuedAudioSize(SDL_AudioDeviceID dev);
/**
- * Drop any queued audio data waiting to be sent to the hardware.
+ * Drop any queued audio data. For playback devices, this is any queued data
+ * still waiting to be submitted to the hardware. For capture devices, this
+ * is any data that was queued by the device that hasn't yet been dequeued by
+ * the application.
*
- * Immediately after this call, SDL_GetQueuedAudioSize() will return 0 and
- * the hardware will start playing silence if more audio isn't queued.
+ * Immediately after this call, SDL_GetQueuedAudioSize() will return 0. For
+ * playback devices, the hardware will start playing silence if more audio
+ * isn't queued. Unpaused capture devices will start filling the queue again
+ * as soon as they have more data available (which, depending on the state
+ * of the hardware and the thread, could be before this function call
+ * returns!).
*
* This will not prevent playback of queued audio that's already been sent
* to the hardware, as we can not undo that, so expect there to be some
@@ -557,8 +778,8 @@ extern DECLSPEC Uint32 SDLCALL SDL_GetQueuedAudioSize(SDL_AudioDeviceID dev);
*
* You may not queue audio on a device that is using an application-supplied
* callback; calling this function on such a device is always a no-op.
- * You have to use the audio callback or queue audio with SDL_QueueAudio(),
- * but not both.
+ * You have to queue audio with SDL_QueueAudio()/SDL_DequeueAudio(), or use
+ * the audio callback, but not both.
*
* You should not call SDL_LockAudio() on the device before clearing the
* queue; SDL handles locking internally for this function.
@@ -600,6 +821,6 @@ extern DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID dev);
#endif
#include "close_code.h"
-#endif /* _SDL_audio_h */
+#endif /* SDL_audio_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_bits.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_bits.h
index 528da2eac..eb8322f0d 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_bits.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_bits.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -25,8 +25,8 @@
* Functions for fiddling with bits and bitmasks.
*/
-#ifndef _SDL_bits_h
-#define _SDL_bits_h
+#ifndef SDL_bits_h_
+#define SDL_bits_h_
#include "SDL_stdinc.h"
@@ -47,10 +47,20 @@ extern "C" {
*
* \return Index of the most significant bit, or -1 if the value is 0.
*/
+#if defined(__WATCOMC__) && defined(__386__)
+extern _inline int _SDL_clz_watcom (Uint32);
+#pragma aux _SDL_clz_watcom = \
+ "bsr eax, eax" \
+ "xor eax, 31" \
+ parm [eax] nomemory \
+ value [eax] \
+ modify exact [eax] nomemory;
+#endif
+
SDL_FORCE_INLINE int
SDL_MostSignificantBitIndex32(Uint32 x)
{
-#if defined(__GNUC__) && __GNUC__ >= 4
+#if defined(__GNUC__) && (__GNUC__ >= 4 || (__GNUC__ == 3 && __GNUC_MINOR__ >= 4))
/* Count Leading Zeroes builtin in GCC.
* http://gcc.gnu.org/onlinedocs/gcc-4.3.4/gcc/Other-Builtins.html
*/
@@ -58,6 +68,11 @@ SDL_MostSignificantBitIndex32(Uint32 x)
return -1;
}
return 31 - __builtin_clz(x);
+#elif defined(__WATCOMC__) && defined(__386__)
+ if (x == 0) {
+ return -1;
+ }
+ return 31 - _SDL_clz_watcom(x);
#else
/* Based off of Bit Twiddling Hacks by Sean Eron Anderson
* , released in the public domain.
@@ -92,6 +107,6 @@ SDL_MostSignificantBitIndex32(Uint32 x)
#endif
#include "close_code.h"
-#endif /* _SDL_bits_h */
+#endif /* SDL_bits_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_blendmode.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_blendmode.h
index 56d8ad66e..36a5ea76f 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_blendmode.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_blendmode.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -25,8 +25,8 @@
* Header file declaring the SDL_BlendMode enumeration
*/
-#ifndef _SDL_blendmode_h
-#define _SDL_blendmode_h
+#ifndef SDL_blendmode_h_
+#define SDL_blendmode_h_
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
@@ -47,17 +47,74 @@ typedef enum
SDL_BLENDMODE_ADD = 0x00000002, /**< additive blending
dstRGB = (srcRGB * srcA) + dstRGB
dstA = dstA */
- SDL_BLENDMODE_MOD = 0x00000004 /**< color modulate
+ SDL_BLENDMODE_MOD = 0x00000004, /**< color modulate
dstRGB = srcRGB * dstRGB
dstA = dstA */
+ SDL_BLENDMODE_INVALID = 0x7FFFFFFF
+
+ /* Additional custom blend modes can be returned by SDL_ComposeCustomBlendMode() */
+
} SDL_BlendMode;
+/**
+ * \brief The blend operation used when combining source and destination pixel components
+ */
+typedef enum
+{
+ SDL_BLENDOPERATION_ADD = 0x1, /**< dst + src: supported by all renderers */
+ 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 D3D11 */
+ SDL_BLENDOPERATION_MAXIMUM = 0x5 /**< max(dst, src) : supported by D3D11 */
+
+} SDL_BlendOperation;
+
+/**
+ * \brief The normalized factor used to multiply pixel components
+ */
+typedef enum
+{
+ SDL_BLENDFACTOR_ZERO = 0x1, /**< 0, 0, 0, 0 */
+ SDL_BLENDFACTOR_ONE = 0x2, /**< 1, 1, 1, 1 */
+ SDL_BLENDFACTOR_SRC_COLOR = 0x3, /**< srcR, srcG, srcB, srcA */
+ SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR = 0x4, /**< 1-srcR, 1-srcG, 1-srcB, 1-srcA */
+ SDL_BLENDFACTOR_SRC_ALPHA = 0x5, /**< srcA, srcA, srcA, srcA */
+ SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA = 0x6, /**< 1-srcA, 1-srcA, 1-srcA, 1-srcA */
+ SDL_BLENDFACTOR_DST_COLOR = 0x7, /**< dstR, dstG, dstB, dstA */
+ SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR = 0x8, /**< 1-dstR, 1-dstG, 1-dstB, 1-dstA */
+ SDL_BLENDFACTOR_DST_ALPHA = 0x9, /**< dstA, dstA, dstA, dstA */
+ SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA = 0xA /**< 1-dstA, 1-dstA, 1-dstA, 1-dstA */
+
+} SDL_BlendFactor;
+
+/**
+ * \brief Create a custom blend mode, which may or may not be supported by a given renderer
+ *
+ * \param srcColorFactor
+ * \param dstColorFactor
+ * \param colorOperation
+ * \param srcAlphaFactor
+ * \param dstAlphaFactor
+ * \param alphaOperation
+ *
+ * The result of the blend mode operation will be:
+ * dstRGB = dstRGB * dstColorFactor colorOperation srcRGB * srcColorFactor
+ * and
+ * dstA = dstA * dstAlphaFactor alphaOperation srcA * srcAlphaFactor
+ */
+extern DECLSPEC SDL_BlendMode SDLCALL SDL_ComposeCustomBlendMode(SDL_BlendFactor srcColorFactor,
+ SDL_BlendFactor dstColorFactor,
+ SDL_BlendOperation colorOperation,
+ SDL_BlendFactor srcAlphaFactor,
+ SDL_BlendFactor dstAlphaFactor,
+ SDL_BlendOperation alphaOperation);
+
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
-#endif /* _SDL_blendmode_h */
+#endif /* SDL_blendmode_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_clipboard.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_clipboard.h
index a5556f21c..f28751ebb 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_clipboard.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_clipboard.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -25,8 +25,8 @@
* Include file for SDL clipboard handling
*/
-#ifndef _SDL_clipboard_h
-#define _SDL_clipboard_h
+#ifndef SDL_clipboard_h_
+#define SDL_clipboard_h_
#include "SDL_stdinc.h"
@@ -66,6 +66,6 @@ extern DECLSPEC SDL_bool SDLCALL SDL_HasClipboardText(void);
#endif
#include "close_code.h"
-#endif /* _SDL_clipboard_h */
+#endif /* SDL_clipboard_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_config.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_config.h
index 890986cc4..c58be8e72 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_config.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_config.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -19,8 +19,9 @@
3. This notice may not be removed or altered from any source distribution.
*/
-#ifndef _SDL_config_windows_h
-#define _SDL_config_windows_h
+#ifndef SDL_config_windows_h_
+#define SDL_config_windows_h_
+#define SDL_config_h_
#include "SDL_platform.h"
@@ -81,16 +82,21 @@ typedef unsigned int uintptr_t;
#define HAVE_DSOUND_H 1
#define HAVE_DXGI_H 1
#define HAVE_XINPUT_H 1
+#define HAVE_MMDEVICEAPI_H 1
+#define HAVE_AUDIOCLIENT_H 1
+#define HAVE_ENDPOINTVOLUME_H 1
/* This is disabled by default to avoid C runtime dependencies and manifest requirements */
#ifdef HAVE_LIBC
/* Useful headers */
-#define HAVE_STDIO_H 1
#define STDC_HEADERS 1
-#define HAVE_STRING_H 1
#define HAVE_CTYPE_H 1
+#define HAVE_FLOAT_H 1
+#define HAVE_LIMITS_H 1
#define HAVE_MATH_H 1
#define HAVE_SIGNAL_H 1
+#define HAVE_STDIO_H 1
+#define HAVE_STRING_H 1
/* C library functions */
#define HAVE_MALLOC 1
@@ -106,13 +112,15 @@ typedef unsigned int uintptr_t;
#define HAVE_MEMCMP 1
#define HAVE_STRLEN 1
#define HAVE__STRREV 1
-#define HAVE__STRUPR 1
-#define HAVE__STRLWR 1
+/* These functions have security warnings, so we won't use them */
+/* #undef HAVE__STRUPR */
+/* #undef HAVE__STRLWR */
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1
-#define HAVE__LTOA 1
-#define HAVE__ULTOA 1
+/* These functions have security warnings, so we won't use them */
+/* #undef HAVE__LTOA */
+/* #undef HAVE__ULTOA */
#define HAVE_STRTOL 1
#define HAVE_STRTOUL 1
#define HAVE_STRTOD 1
@@ -122,28 +130,50 @@ typedef unsigned int uintptr_t;
#define HAVE_STRNCMP 1
#define HAVE__STRICMP 1
#define HAVE__STRNICMP 1
-#define HAVE_ATAN 1
-#define HAVE_ATAN2 1
-#define HAVE_ACOS 1
-#define HAVE_ASIN 1
-#define HAVE_CEIL 1
-#define HAVE_COS 1
-#define HAVE_COSF 1
-#define HAVE_FABS 1
-#define HAVE_FLOOR 1
-#define HAVE_LOG 1
-#define HAVE_POW 1
-#define HAVE_SIN 1
-#define HAVE_SINF 1
-#define HAVE_SQRT 1
-#define HAVE_SQRTF 1
-#define HAVE_TAN 1
-#define HAVE_TANF 1
+#define HAVE_ACOS 1
+#define HAVE_ACOSF 1
+#define HAVE_ASIN 1
+#define HAVE_ASINF 1
+#define HAVE_ATAN 1
+#define HAVE_ATANF 1
+#define HAVE_ATAN2 1
+#define HAVE_ATAN2F 1
+#define HAVE_CEILF 1
+#define HAVE__COPYSIGN 1
+#define HAVE_COS 1
+#define HAVE_COSF 1
+#define HAVE_EXP 1
+#define HAVE_EXPF 1
+#define HAVE_FABS 1
+#define HAVE_FABSF 1
+#define HAVE_FLOOR 1
+#define HAVE_FLOORF 1
+#define HAVE_FMOD 1
+#define HAVE_FMODF 1
+#define HAVE_LOG 1
+#define HAVE_LOGF 1
+#define HAVE_LOG10 1
+#define HAVE_LOG10F 1
+#define HAVE_POW 1
+#define HAVE_POWF 1
+#define HAVE_SIN 1
+#define HAVE_SINF 1
+#define HAVE_SQRT 1
+#define HAVE_SQRTF 1
+#define HAVE_TAN 1
+#define HAVE_TANF 1
+#if defined(_MSC_VER)
+/* These functions were added with the VC++ 2013 C runtime library */
#if _MSC_VER >= 1800
#define HAVE_STRTOLL 1
#define HAVE_VSSCANF 1
-#define HAVE_COPYSIGN 1
#define HAVE_SCALBN 1
+#define HAVE_SCALBNF 1
+#endif
+/* This function is available with at least the VC++ 2008 C runtime library */
+#if _MSC_VER >= 1400
+#define HAVE__FSEEKI64 1
+#endif
#endif
#if !defined(_MSC_VER) || defined(_USE_MATH_DEFINES)
#define HAVE_M_PI 1
@@ -154,8 +184,8 @@ typedef unsigned int uintptr_t;
#endif
/* Enable various audio drivers */
+#define SDL_AUDIO_DRIVER_WASAPI 1
#define SDL_AUDIO_DRIVER_DSOUND 1
-#define SDL_AUDIO_DRIVER_XAUDIO2 1
#define SDL_AUDIO_DRIVER_WINMM 1
#define SDL_AUDIO_DRIVER_DISK 1
#define SDL_AUDIO_DRIVER_DUMMY 1
@@ -163,9 +193,13 @@ typedef unsigned int uintptr_t;
/* Enable various input drivers */
#define SDL_JOYSTICK_DINPUT 1
#define SDL_JOYSTICK_XINPUT 1
+#define SDL_JOYSTICK_HIDAPI 1
#define SDL_HAPTIC_DINPUT 1
#define SDL_HAPTIC_XINPUT 1
+/* Enable the dummy sensor driver */
+#define SDL_SENSOR_DUMMY 1
+
/* Enable various shared object loading systems */
#define SDL_LOADSO_WINDOWS 1
@@ -183,7 +217,7 @@ typedef unsigned int uintptr_t;
#define SDL_VIDEO_RENDER_D3D 1
#endif
#ifndef SDL_VIDEO_RENDER_D3D11
-#define SDL_VIDEO_RENDER_D3D11 0
+#define SDL_VIDEO_RENDER_D3D11 0
#endif
/* Enable OpenGL support */
@@ -206,6 +240,8 @@ typedef unsigned int uintptr_t;
#define SDL_VIDEO_OPENGL_EGL 1
#endif
+/* Enable Vulkan support */
+#define SDL_VIDEO_VULKAN 1
/* Enable system power support */
#define SDL_POWER_WINDOWS 1
@@ -218,4 +254,4 @@ typedef unsigned int uintptr_t;
#define SDL_ASSEMBLY_ROUTINES 1
#endif
-#endif /* _SDL_config_windows_h */
+#endif /* SDL_config_windows_h_ */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_cpuinfo.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_cpuinfo.h
index d0ba47bf7..ee3a47e84 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_cpuinfo.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_cpuinfo.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -25,14 +25,20 @@
* CPU feature detection for SDL.
*/
-#ifndef _SDL_cpuinfo_h
-#define _SDL_cpuinfo_h
+#ifndef SDL_cpuinfo_h_
+#define SDL_cpuinfo_h_
#include "SDL_stdinc.h"
/* Need to do this here because intrin.h has C++ code in it */
/* Visual Studio 2005 has a bug where intrin.h conflicts with winnt.h */
#if defined(_MSC_VER) && (_MSC_VER >= 1500) && (defined(_M_IX86) || defined(_M_X64))
+#ifdef __clang__
+/* Many of the intrinsics SDL uses are not implemented by clang with Visual Studio */
+#undef __MMX__
+#undef __SSE__
+#undef __SSE2__
+#else
#include
#ifndef _WIN64
#define __MMX__
@@ -40,28 +46,40 @@
#endif
#define __SSE__
#define __SSE2__
+#endif /* __clang__ */
#elif defined(__MINGW64_VERSION_MAJOR)
#include
#else
#ifdef __ALTIVEC__
-#if HAVE_ALTIVEC_H && !defined(__APPLE_ALTIVEC__)
+#if defined(HAVE_ALTIVEC_H) && !defined(__APPLE_ALTIVEC__) && !defined(SDL_DISABLE_ALTIVEC_H)
#include
#undef pixel
+#undef bool
#endif
#endif
-#ifdef __MMX__
-#include
+#if defined(__ARM_NEON__) && !defined(SDL_DISABLE_ARM_NEON_H)
+#include
#endif
-#ifdef __3dNOW__
+#if defined(__3dNOW__) && !defined(SDL_DISABLE_MM3DNOW_H)
#include
#endif
-#ifdef __SSE__
+#if defined(HAVE_IMMINTRIN_H) && !defined(SDL_DISABLE_IMMINTRIN_H)
+#include
+#else
+#if defined(__MMX__) && !defined(SDL_DISABLE_MMINTRIN_H)
+#include
+#endif
+#if defined(__SSE__) && !defined(SDL_DISABLE_XMMINTRIN_H)
#include
#endif
-#ifdef __SSE2__
+#if defined(__SSE2__) && !defined(SDL_DISABLE_EMMINTRIN_H)
#include
#endif
+#if defined(__SSE3__) && !defined(SDL_DISABLE_PMMINTRIN_H)
+#include
#endif
+#endif /* HAVE_IMMINTRIN_H */
+#endif /* compiler version */
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
@@ -144,18 +162,27 @@ extern DECLSPEC SDL_bool SDLCALL SDL_HasAVX(void);
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasAVX2(void);
+/**
+ * This function returns true if the CPU has AVX-512F (foundation) features.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_HasAVX512F(void);
+
+/**
+ * This function returns true if the CPU has NEON (ARM SIMD) features.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_HasNEON(void);
+
/**
* This function returns the amount of RAM configured in the system, in MB.
*/
extern DECLSPEC int SDLCALL SDL_GetSystemRAM(void);
-
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
-#endif /* _SDL_cpuinfo_h */
+#endif /* SDL_cpuinfo_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_egl.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_egl.h
index bea2a6c0e..d65ed437c 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_egl.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_egl.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -24,7 +24,7 @@
*
* This is a simple file to encapsulate the EGL API headers.
*/
-#ifndef _MSC_VER
+#if !defined(_MSC_VER) && !defined(__ANDROID__)
#include
#include
@@ -132,7 +132,7 @@
*-------------------------------------------------------------------------
* This precedes the return type of the function in the function prototype.
*/
-#if defined(_WIN32) && !defined(__SCITECH_SNAP__)
+#if defined(_WIN32) && !defined(__SCITECH_SNAP__) && !defined(SDL_VIDEO_STATIC_ANGLE)
# define KHRONOS_APICALL __declspec(dllimport)
#elif defined (__SYMBIAN32__)
# define KHRONOS_APICALL IMPORT_C
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_endian.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_endian.h
index 9100b103d..ed0bf5ba8 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_endian.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_endian.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -25,8 +25,8 @@
* Functions for reading and writing endian-specific values
*/
-#ifndef _SDL_endian_h
-#define _SDL_endian_h
+#ifndef SDL_endian_h_
+#define SDL_endian_h_
#include "SDL_stdinc.h"
@@ -96,6 +96,12 @@ SDL_Swap16(Uint16 x)
__asm__("rorw #8,%0": "=d"(x): "0"(x):"cc");
return x;
}
+#elif defined(__WATCOMC__) && defined(__386__)
+extern _inline Uint16 SDL_Swap16(Uint16);
+#pragma aux SDL_Swap16 = \
+ "xchg al, ah" \
+ parm [ax] \
+ modify [ax];
#else
SDL_FORCE_INLINE Uint16
SDL_Swap16(Uint16 x)
@@ -136,6 +142,21 @@ SDL_Swap32(Uint32 x)
__asm__("rorw #8,%0\n\tswap %0\n\trorw #8,%0": "=d"(x): "0"(x):"cc");
return x;
}
+#elif defined(__WATCOMC__) && defined(__386__)
+extern _inline Uint32 SDL_Swap32(Uint32);
+#ifndef __SW_3 /* 486+ */
+#pragma aux SDL_Swap32 = \
+ "bswap eax" \
+ parm [eax] \
+ modify [eax];
+#else /* 386-only */
+#pragma aux SDL_Swap32 = \
+ "xchg al, ah" \
+ "ror eax, 16" \
+ "xchg al, ah" \
+ parm [eax] \
+ modify [eax];
+#endif
#else
SDL_FORCE_INLINE Uint32
SDL_Swap32(Uint32 x)
@@ -234,6 +255,6 @@ SDL_SwapFloat(float x)
#endif
#include "close_code.h"
-#endif /* _SDL_endian_h */
+#endif /* SDL_endian_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_error.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_error.h
index 2f3b4b500..c0e46298e 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_error.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_error.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -25,8 +25,8 @@
* Simple error message routines for SDL.
*/
-#ifndef _SDL_error_h
-#define _SDL_error_h
+#ifndef SDL_error_h_
+#define SDL_error_h_
#include "SDL_stdinc.h"
@@ -71,6 +71,6 @@ extern DECLSPEC int SDLCALL SDL_Error(SDL_errorcode code);
#endif
#include "close_code.h"
-#endif /* _SDL_error_h */
+#endif /* SDL_error_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_events.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_events.h
index 1437f4c70..af22eb646 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_events.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_events.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -25,8 +25,8 @@
* Include file for SDL event handling.
*/
-#ifndef _SDL_events_h
-#define _SDL_events_h
+#ifndef SDL_events_h_
+#define SDL_events_h_
#include "SDL_stdinc.h"
#include "SDL_error.h"
@@ -85,6 +85,9 @@ typedef enum
Called on Android in onResume()
*/
+ /* Display events */
+ SDL_DISPLAYEVENT = 0x150, /**< Display state change */
+
/* Window events */
SDL_WINDOWEVENT = 0x200, /**< Window state change */
SDL_SYSWMEVENT, /**< System specific event */
@@ -136,11 +139,17 @@ typedef enum
/* Drag and drop events */
SDL_DROPFILE = 0x1000, /**< The system requests a file open */
+ SDL_DROPTEXT, /**< text/plain drag-and-drop event */
+ SDL_DROPBEGIN, /**< A new set of drops is beginning (NULL filename) */
+ SDL_DROPCOMPLETE, /**< Current set of drops is now complete (NULL filename) */
/* Audio hotplug events */
SDL_AUDIODEVICEADDED = 0x1100, /**< A new audio device is available */
SDL_AUDIODEVICEREMOVED, /**< An audio device has been removed. */
+ /* Sensor events */
+ SDL_SENSORUPDATE = 0x1200, /**< A sensor was updated */
+
/* Render events */
SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
SDL_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */
@@ -162,16 +171,31 @@ typedef enum
typedef struct SDL_CommonEvent
{
Uint32 type;
- Uint32 timestamp;
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
} SDL_CommonEvent;
+/**
+ * \brief Display state change event data (event.display.*)
+ */
+typedef struct SDL_DisplayEvent
+{
+ Uint32 type; /**< ::SDL_DISPLAYEVENT */
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
+ Uint32 display; /**< The associated display index */
+ Uint8 event; /**< ::SDL_DisplayEventID */
+ Uint8 padding1;
+ Uint8 padding2;
+ Uint8 padding3;
+ Sint32 data1; /**< event dependent data */
+} SDL_DisplayEvent;
+
/**
* \brief Window state change event data (event.window.*)
*/
typedef struct SDL_WindowEvent
{
Uint32 type; /**< ::SDL_WINDOWEVENT */
- Uint32 timestamp;
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
Uint32 windowID; /**< The associated window */
Uint8 event; /**< ::SDL_WindowEventID */
Uint8 padding1;
@@ -187,7 +211,7 @@ typedef struct SDL_WindowEvent
typedef struct SDL_KeyboardEvent
{
Uint32 type; /**< ::SDL_KEYDOWN or ::SDL_KEYUP */
- Uint32 timestamp;
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
Uint32 windowID; /**< The window with keyboard focus, if any */
Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
Uint8 repeat; /**< Non-zero if this is a key repeat */
@@ -203,7 +227,7 @@ typedef struct SDL_KeyboardEvent
typedef struct SDL_TextEditingEvent
{
Uint32 type; /**< ::SDL_TEXTEDITING */
- Uint32 timestamp;
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
Uint32 windowID; /**< The window with keyboard focus, if any */
char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE]; /**< The editing text */
Sint32 start; /**< The start cursor of selected editing text */
@@ -218,7 +242,7 @@ typedef struct SDL_TextEditingEvent
typedef struct SDL_TextInputEvent
{
Uint32 type; /**< ::SDL_TEXTINPUT */
- Uint32 timestamp;
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
Uint32 windowID; /**< The window with keyboard focus, if any */
char text[SDL_TEXTINPUTEVENT_TEXT_SIZE]; /**< The input text */
} SDL_TextInputEvent;
@@ -229,7 +253,7 @@ typedef struct SDL_TextInputEvent
typedef struct SDL_MouseMotionEvent
{
Uint32 type; /**< ::SDL_MOUSEMOTION */
- Uint32 timestamp;
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
Uint32 windowID; /**< The window with mouse focus, if any */
Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
Uint32 state; /**< The current button state */
@@ -245,7 +269,7 @@ typedef struct SDL_MouseMotionEvent
typedef struct SDL_MouseButtonEvent
{
Uint32 type; /**< ::SDL_MOUSEBUTTONDOWN or ::SDL_MOUSEBUTTONUP */
- Uint32 timestamp;
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
Uint32 windowID; /**< The window with mouse focus, if any */
Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
Uint8 button; /**< The mouse button index */
@@ -262,7 +286,7 @@ typedef struct SDL_MouseButtonEvent
typedef struct SDL_MouseWheelEvent
{
Uint32 type; /**< ::SDL_MOUSEWHEEL */
- Uint32 timestamp;
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
Uint32 windowID; /**< The window with mouse focus, if any */
Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
Sint32 x; /**< The amount scrolled horizontally, positive to the right and negative to the left */
@@ -276,7 +300,7 @@ typedef struct SDL_MouseWheelEvent
typedef struct SDL_JoyAxisEvent
{
Uint32 type; /**< ::SDL_JOYAXISMOTION */
- Uint32 timestamp;
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
SDL_JoystickID which; /**< The joystick instance id */
Uint8 axis; /**< The joystick axis index */
Uint8 padding1;
@@ -292,7 +316,7 @@ typedef struct SDL_JoyAxisEvent
typedef struct SDL_JoyBallEvent
{
Uint32 type; /**< ::SDL_JOYBALLMOTION */
- Uint32 timestamp;
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
SDL_JoystickID which; /**< The joystick instance id */
Uint8 ball; /**< The joystick trackball index */
Uint8 padding1;
@@ -308,7 +332,7 @@ typedef struct SDL_JoyBallEvent
typedef struct SDL_JoyHatEvent
{
Uint32 type; /**< ::SDL_JOYHATMOTION */
- Uint32 timestamp;
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
SDL_JoystickID which; /**< The joystick instance id */
Uint8 hat; /**< The joystick hat index */
Uint8 value; /**< The hat position value.
@@ -328,7 +352,7 @@ typedef struct SDL_JoyHatEvent
typedef struct SDL_JoyButtonEvent
{
Uint32 type; /**< ::SDL_JOYBUTTONDOWN or ::SDL_JOYBUTTONUP */
- Uint32 timestamp;
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
SDL_JoystickID which; /**< The joystick instance id */
Uint8 button; /**< The joystick button index */
Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
@@ -342,7 +366,7 @@ typedef struct SDL_JoyButtonEvent
typedef struct SDL_JoyDeviceEvent
{
Uint32 type; /**< ::SDL_JOYDEVICEADDED or ::SDL_JOYDEVICEREMOVED */
- Uint32 timestamp;
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED event */
} SDL_JoyDeviceEvent;
@@ -353,7 +377,7 @@ typedef struct SDL_JoyDeviceEvent
typedef struct SDL_ControllerAxisEvent
{
Uint32 type; /**< ::SDL_CONTROLLERAXISMOTION */
- Uint32 timestamp;
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
SDL_JoystickID which; /**< The joystick instance id */
Uint8 axis; /**< The controller axis (SDL_GameControllerAxis) */
Uint8 padding1;
@@ -370,7 +394,7 @@ typedef struct SDL_ControllerAxisEvent
typedef struct SDL_ControllerButtonEvent
{
Uint32 type; /**< ::SDL_CONTROLLERBUTTONDOWN or ::SDL_CONTROLLERBUTTONUP */
- Uint32 timestamp;
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
SDL_JoystickID which; /**< The joystick instance id */
Uint8 button; /**< The controller button (SDL_GameControllerButton) */
Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
@@ -385,7 +409,7 @@ typedef struct SDL_ControllerButtonEvent
typedef struct SDL_ControllerDeviceEvent
{
Uint32 type; /**< ::SDL_CONTROLLERDEVICEADDED, ::SDL_CONTROLLERDEVICEREMOVED, or ::SDL_CONTROLLERDEVICEREMAPPED */
- Uint32 timestamp;
+ 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;
@@ -395,7 +419,7 @@ typedef struct SDL_ControllerDeviceEvent
typedef struct SDL_AudioDeviceEvent
{
Uint32 type; /**< ::SDL_AUDIODEVICEADDED, or ::SDL_AUDIODEVICEREMOVED */
- Uint32 timestamp;
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
Uint32 which; /**< The audio device index for the ADDED event (valid until next SDL_GetNumAudioDevices() call), SDL_AudioDeviceID for the REMOVED event */
Uint8 iscapture; /**< zero if an output device, non-zero if a capture device. */
Uint8 padding1;
@@ -410,7 +434,7 @@ typedef struct SDL_AudioDeviceEvent
typedef struct SDL_TouchFingerEvent
{
Uint32 type; /**< ::SDL_FINGERMOTION or ::SDL_FINGERDOWN or ::SDL_FINGERUP */
- Uint32 timestamp;
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
SDL_TouchID touchId; /**< The touch device id */
SDL_FingerID fingerId;
float x; /**< Normalized in the range 0...1 */
@@ -427,8 +451,8 @@ typedef struct SDL_TouchFingerEvent
typedef struct SDL_MultiGestureEvent
{
Uint32 type; /**< ::SDL_MULTIGESTURE */
- Uint32 timestamp;
- SDL_TouchID touchId; /**< The touch device index */
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
+ SDL_TouchID touchId; /**< The touch device id */
float dTheta;
float dDist;
float x;
@@ -444,7 +468,7 @@ typedef struct SDL_MultiGestureEvent
typedef struct SDL_DollarGestureEvent
{
Uint32 type; /**< ::SDL_DOLLARGESTURE or ::SDL_DOLLARRECORD */
- Uint32 timestamp;
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
SDL_TouchID touchId; /**< The touch device id */
SDL_GestureID gestureId;
Uint32 numFingers;
@@ -461,19 +485,31 @@ typedef struct SDL_DollarGestureEvent
*/
typedef struct SDL_DropEvent
{
- Uint32 type; /**< ::SDL_DROPFILE */
- Uint32 timestamp;
- char *file; /**< The file name, which should be freed with SDL_free() */
+ Uint32 type; /**< ::SDL_DROPBEGIN or ::SDL_DROPFILE or ::SDL_DROPTEXT or ::SDL_DROPCOMPLETE */
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
+ char *file; /**< The file name, which should be freed with SDL_free(), is NULL on begin/complete */
+ Uint32 windowID; /**< The window that was dropped on, if any */
} SDL_DropEvent;
+/**
+ * \brief Sensor event structure (event.sensor.*)
+ */
+typedef struct SDL_SensorEvent
+{
+ Uint32 type; /**< ::SDL_SENSORUPDATE */
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
+ Sint32 which; /**< The instance ID of the sensor */
+ float data[6]; /**< Up to 6 values from the sensor - additional values can be queried using SDL_SensorGetData() */
+} SDL_SensorEvent;
+
/**
* \brief The "quit requested" event
*/
typedef struct SDL_QuitEvent
{
Uint32 type; /**< ::SDL_QUIT */
- Uint32 timestamp;
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
} SDL_QuitEvent;
/**
@@ -482,7 +518,7 @@ typedef struct SDL_QuitEvent
typedef struct SDL_OSEvent
{
Uint32 type; /**< ::SDL_QUIT */
- Uint32 timestamp;
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
} SDL_OSEvent;
/**
@@ -491,7 +527,7 @@ typedef struct SDL_OSEvent
typedef struct SDL_UserEvent
{
Uint32 type; /**< ::SDL_USEREVENT through ::SDL_LASTEVENT-1 */
- Uint32 timestamp;
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
Uint32 windowID; /**< The associated window if any */
Sint32 code; /**< User defined event code */
void *data1; /**< User defined data pointer */
@@ -511,7 +547,7 @@ typedef struct SDL_SysWMmsg SDL_SysWMmsg;
typedef struct SDL_SysWMEvent
{
Uint32 type; /**< ::SDL_SYSWMEVENT */
- Uint32 timestamp;
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
SDL_SysWMmsg *msg; /**< driver dependent data, defined in SDL_syswm.h */
} SDL_SysWMEvent;
@@ -522,6 +558,7 @@ typedef union SDL_Event
{
Uint32 type; /**< Event type, shared with all events */
SDL_CommonEvent common; /**< Common event data */
+ SDL_DisplayEvent display; /**< Window event data */
SDL_WindowEvent window; /**< Window event data */
SDL_KeyboardEvent key; /**< Keyboard event data */
SDL_TextEditingEvent edit; /**< Text editing event data */
@@ -538,6 +575,7 @@ typedef union SDL_Event
SDL_ControllerButtonEvent cbutton; /**< Game Controller button event data */
SDL_ControllerDeviceEvent cdevice; /**< Game Controller device event data */
SDL_AudioDeviceEvent adevice; /**< Audio device event data */
+ SDL_SensorEvent sensor; /**< Sensor event data */
SDL_QuitEvent quit; /**< Quit request event data */
SDL_UserEvent user; /**< Custom event data */
SDL_SysWMEvent syswm; /**< System dependent window event data */
@@ -720,7 +758,7 @@ extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
/**
* This function allows you to set the state of processing certain events.
* - If \c state is set to ::SDL_IGNORE, that event will be automatically
- * dropped from the event queue and will not event be filtered.
+ * dropped from the event queue and will not be filtered.
* - If \c state is set to ::SDL_ENABLE, that event will be processed
* normally.
* - If \c state is set to ::SDL_QUERY, SDL_EventState() will return the
@@ -745,6 +783,6 @@ extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents);
#endif
#include "close_code.h"
-#endif /* _SDL_events_h */
+#endif /* SDL_events_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_filesystem.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_filesystem.h
index 02999ed27..fa6a1fa6e 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_filesystem.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_filesystem.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -25,8 +25,8 @@
* \brief Include file for filesystem SDL API functions
*/
-#ifndef _SDL_filesystem_h
-#define _SDL_filesystem_h
+#ifndef SDL_filesystem_h_
+#define SDL_filesystem_h_
#include "SDL_stdinc.h"
@@ -131,6 +131,6 @@ extern DECLSPEC char *SDLCALL SDL_GetPrefPath(const char *org, const char *app);
#endif
#include "close_code.h"
-#endif /* _SDL_filesystem_h */
+#endif /* SDL_filesystem_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_gamecontroller.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_gamecontroller.h
index 42087eea1..6ae9c9542 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_gamecontroller.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_gamecontroller.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -25,8 +25,8 @@
* Include file for SDL game controller event handling
*/
-#ifndef _SDL_gamecontroller_h
-#define _SDL_gamecontroller_h
+#ifndef SDL_gamecontroller_h_
+#define SDL_gamecontroller_h_
#include "SDL_stdinc.h"
#include "SDL_error.h"
@@ -51,7 +51,9 @@ extern "C" {
* SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
*/
-/* The gamecontroller structure used to identify an SDL game controller */
+/**
+ * The gamecontroller structure used to identify an SDL game controller
+ */
struct _SDL_GameController;
typedef struct _SDL_GameController SDL_GameController;
@@ -87,13 +89,13 @@ typedef struct SDL_GameControllerButtonBind
* To count the number of game controllers in the system for the following:
* int nJoysticks = SDL_NumJoysticks();
* int nGameControllers = 0;
- * for ( int i = 0; i < nJoysticks; i++ ) {
- * if ( SDL_IsGameController(i) ) {
+ * for (int i = 0; i < nJoysticks; i++) {
+ * if (SDL_IsGameController(i)) {
* nGameControllers++;
* }
* }
*
- * Using the SDL_HINT_GAMECONTROLLERCONFIG hint or the SDL_GameControllerAddMapping you can add support for controllers SDL is unaware of or cause an existing controller to have a different binding. The format is:
+ * Using the SDL_HINT_GAMECONTROLLERCONFIG hint or the SDL_GameControllerAddMapping() you can add support for controllers SDL is unaware of or cause an existing controller to have a different binding. The format is:
* guid,name,mappings
*
* Where GUID is the string value from SDL_JoystickGetGUIDString(), name is the human readable string for the device and mappings are controller mappings to joystick ones.
@@ -105,7 +107,7 @@ typedef struct SDL_GameControllerButtonBind
* Buttons can be used as a controller axis and vice versa.
*
* This string shows an example of a valid mapping for a controller
- * "341a3608000000000000504944564944,Afterglow PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7",
+ * "03000000341a00003608000000000000,PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7",
*
*/
@@ -117,7 +119,7 @@ typedef struct SDL_GameControllerButtonBind
*
* \return number of mappings added, -1 on error
*/
-extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW( SDL_RWops * rw, int freerw );
+extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw);
/**
* Load a set of mappings from a file, filtered by the current SDL_GetPlatform()
@@ -131,28 +133,41 @@ extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW( SDL_RWops * rw,
*
* \return 1 if mapping is added, 0 if updated, -1 on error
*/
-extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping( const char* mappingString );
+extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString);
+
+/**
+ * Get the number of mappings installed
+ *
+ * \return the number of mappings
+ */
+extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void);
+
+/**
+ * Get the mapping at a particular index.
+ *
+ * \return the mapping string. Must be freed with SDL_free(). Returns NULL if the index is out of range.
+ */
+extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index);
/**
* Get a mapping string for a GUID
*
- * \return the mapping string. Must be freed with SDL_free. Returns NULL if no mapping is available
+ * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available
*/
-extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID( SDL_JoystickGUID guid );
+extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid);
/**
* Get a mapping string for an open GameController
*
- * \return the mapping string. Must be freed with SDL_free. Returns NULL if no mapping is available
+ * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available
*/
-extern DECLSPEC char * SDLCALL SDL_GameControllerMapping( SDL_GameController * gamecontroller );
+extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController * gamecontroller);
/**
* Is the joystick on this index supported by the game controller interface?
*/
extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
-
/**
* Get the implementation dependent name of a game controller.
* This can be called before any controllers are opened.
@@ -160,6 +175,14 @@ extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
*/
extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
+/**
+ * Get the mapping of a game controller.
+ * This can be called before any controllers are opened.
+ *
+ * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available
+ */
+extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index);
+
/**
* Open a game controller for use.
* The index passed as an argument refers to the N'th game controller on the system.
@@ -181,6 +204,31 @@ extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL
*/
extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
+/**
+ * Get the player index of an opened game controller, or -1 if it's not available
+ *
+ * For XInput controllers this returns the XInput user index.
+ */
+extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller);
+
+/**
+ * Get the USB vendor ID of an opened controller, if available.
+ * If the vendor ID isn't available this function returns 0.
+ */
+extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController * gamecontroller);
+
+/**
+ * Get the USB product ID of an opened controller, if available.
+ * If the product ID isn't available this function returns 0.
+ */
+extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController * gamecontroller);
+
+/**
+ * Get the product version of an opened controller, if available.
+ * If the product version isn't available this function returns 0.
+ */
+extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController * gamecontroller);
+
/**
* Returns SDL_TRUE if the controller has been opened and currently connected,
* or SDL_FALSE if it has not.
@@ -214,6 +262,12 @@ extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
/**
* The list of axes available from a controller
+ *
+ * Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX,
+ * 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 to SDL_JOYSTICK_AXIS_MAX.
*/
typedef enum
{
@@ -306,6 +360,19 @@ SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
SDL_GameControllerButton button);
+/**
+ * Trigger a rumble effect
+ * Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling.
+ *
+ * \param gamecontroller The controller to vibrate
+ * \param low_frequency_rumble The intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF
+ * \param high_frequency_rumble The intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF
+ * \param duration_ms The duration of the rumble effect, in milliseconds
+ *
+ * \return 0, or -1 if rumble isn't supported on this joystick
+ */
+extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
+
/**
* Close a controller previously opened with SDL_GameControllerOpen().
*/
@@ -318,6 +385,6 @@ extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecon
#endif
#include "close_code.h"
-#endif /* _SDL_gamecontroller_h */
+#endif /* SDL_gamecontroller_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_gesture.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_gesture.h
index 3c29ca7ac..b223d80d4 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_gesture.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_gesture.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -25,8 +25,8 @@
* Include file for SDL gesture event handling.
*/
-#ifndef _SDL_gesture_h
-#define _SDL_gesture_h
+#ifndef SDL_gesture_h_
+#define SDL_gesture_h_
#include "SDL_stdinc.h"
#include "SDL_error.h"
@@ -82,6 +82,6 @@ extern DECLSPEC int SDLCALL SDL_LoadDollarTemplates(SDL_TouchID touchId, SDL_RWo
#endif
#include "close_code.h"
-#endif /* _SDL_gesture_h */
+#endif /* SDL_gesture_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_haptic.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_haptic.h
index b36d78b12..2ea1bfc16 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_haptic.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_haptic.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -22,12 +22,12 @@
/**
* \file SDL_haptic.h
*
- * \brief The SDL Haptic subsystem allows you to control haptic (force feedback)
+ * \brief The SDL haptic subsystem allows you to control haptic (force feedback)
* devices.
*
* The basic usage is as follows:
- * - Initialize the Subsystem (::SDL_INIT_HAPTIC).
- * - Open a Haptic Device.
+ * - Initialize the subsystem (::SDL_INIT_HAPTIC).
+ * - Open a haptic device.
* - SDL_HapticOpen() to open from index.
* - SDL_HapticOpenFromJoystick() to open from an existing joystick.
* - Create an effect (::SDL_HapticEffect).
@@ -104,8 +104,8 @@
* \endcode
*/
-#ifndef _SDL_haptic_h
-#define _SDL_haptic_h
+#ifndef SDL_haptic_h_
+#define SDL_haptic_h_
#include "SDL_stdinc.h"
#include "SDL_error.h"
@@ -117,6 +117,17 @@
extern "C" {
#endif /* __cplusplus */
+/* FIXME: For SDL 2.1, adjust all the magnitude variables to be Uint16 (0xFFFF).
+ *
+ * At the moment the magnitude variables are mixed between signed/unsigned, and
+ * it is also not made clear that ALL of those variables expect a max of 0x7FFF.
+ *
+ * Some platforms may have higher precision than that (Linux FF, Windows XInput)
+ * so we should fix the inconsistency in favor of higher possible precision,
+ * adjusting for platforms that use different scales.
+ * -flibit
+ */
+
/**
* \typedef SDL_Haptic
*
@@ -149,7 +160,7 @@ typedef struct _SDL_Haptic SDL_Haptic;
*
* \sa SDL_HapticCondition
*/
-#define SDL_HAPTIC_CONSTANT (1<<0)
+#define SDL_HAPTIC_CONSTANT (1u<<0)
/**
* \brief Sine wave effect supported.
@@ -158,7 +169,7 @@ typedef struct _SDL_Haptic SDL_Haptic;
*
* \sa SDL_HapticPeriodic
*/
-#define SDL_HAPTIC_SINE (1<<1)
+#define SDL_HAPTIC_SINE (1u<<1)
/**
* \brief Left/Right effect supported.
@@ -169,7 +180,7 @@ typedef struct _SDL_Haptic SDL_Haptic;
* \warning this value was SDL_HAPTIC_SQUARE right before 2.0.0 shipped. Sorry,
* we ran out of bits, and this is important for XInput devices.
*/
-#define SDL_HAPTIC_LEFTRIGHT (1<<2)
+#define SDL_HAPTIC_LEFTRIGHT (1u<<2)
/* !!! FIXME: put this back when we have more bits in 2.1 */
/* #define SDL_HAPTIC_SQUARE (1<<2) */
@@ -181,7 +192,7 @@ typedef struct _SDL_Haptic SDL_Haptic;
*
* \sa SDL_HapticPeriodic
*/
-#define SDL_HAPTIC_TRIANGLE (1<<3)
+#define SDL_HAPTIC_TRIANGLE (1u<<3)
/**
* \brief Sawtoothup wave effect supported.
@@ -190,7 +201,7 @@ typedef struct _SDL_Haptic SDL_Haptic;
*
* \sa SDL_HapticPeriodic
*/
-#define SDL_HAPTIC_SAWTOOTHUP (1<<4)
+#define SDL_HAPTIC_SAWTOOTHUP (1u<<4)
/**
* \brief Sawtoothdown wave effect supported.
@@ -199,7 +210,7 @@ typedef struct _SDL_Haptic SDL_Haptic;
*
* \sa SDL_HapticPeriodic
*/
-#define SDL_HAPTIC_SAWTOOTHDOWN (1<<5)
+#define SDL_HAPTIC_SAWTOOTHDOWN (1u<<5)
/**
* \brief Ramp effect supported.
@@ -208,7 +219,7 @@ typedef struct _SDL_Haptic SDL_Haptic;
*
* \sa SDL_HapticRamp
*/
-#define SDL_HAPTIC_RAMP (1<<6)
+#define SDL_HAPTIC_RAMP (1u<<6)
/**
* \brief Spring effect supported - uses axes position.
@@ -218,7 +229,7 @@ typedef struct _SDL_Haptic SDL_Haptic;
*
* \sa SDL_HapticCondition
*/
-#define SDL_HAPTIC_SPRING (1<<7)
+#define SDL_HAPTIC_SPRING (1u<<7)
/**
* \brief Damper effect supported - uses axes velocity.
@@ -228,7 +239,7 @@ typedef struct _SDL_Haptic SDL_Haptic;
*
* \sa SDL_HapticCondition
*/
-#define SDL_HAPTIC_DAMPER (1<<8)
+#define SDL_HAPTIC_DAMPER (1u<<8)
/**
* \brief Inertia effect supported - uses axes acceleration.
@@ -238,7 +249,7 @@ typedef struct _SDL_Haptic SDL_Haptic;
*
* \sa SDL_HapticCondition
*/
-#define SDL_HAPTIC_INERTIA (1<<9)
+#define SDL_HAPTIC_INERTIA (1u<<9)
/**
* \brief Friction effect supported - uses axes movement.
@@ -248,14 +259,14 @@ typedef struct _SDL_Haptic SDL_Haptic;
*
* \sa SDL_HapticCondition
*/
-#define SDL_HAPTIC_FRICTION (1<<10)
+#define SDL_HAPTIC_FRICTION (1u<<10)
/**
* \brief Custom effect is supported.
*
* User defined custom haptic effect.
*/
-#define SDL_HAPTIC_CUSTOM (1<<11)
+#define SDL_HAPTIC_CUSTOM (1u<<11)
/* @} *//* Haptic effects */
@@ -268,7 +279,7 @@ typedef struct _SDL_Haptic SDL_Haptic;
*
* \sa SDL_HapticSetGain
*/
-#define SDL_HAPTIC_GAIN (1<<12)
+#define SDL_HAPTIC_GAIN (1u<<12)
/**
* \brief Device can set autocenter.
@@ -277,24 +288,26 @@ typedef struct _SDL_Haptic SDL_Haptic;
*
* \sa SDL_HapticSetAutocenter
*/
-#define SDL_HAPTIC_AUTOCENTER (1<<13)
+#define SDL_HAPTIC_AUTOCENTER (1u<<13)
/**
* \brief Device can be queried for effect status.
*
- * Device can be queried for effect status.
+ * Device supports querying effect status.
*
* \sa SDL_HapticGetEffectStatus
*/
-#define SDL_HAPTIC_STATUS (1<<14)
+#define SDL_HAPTIC_STATUS (1u<<14)
/**
* \brief Device can be paused.
*
+ * Devices supports being paused.
+ *
* \sa SDL_HapticPause
* \sa SDL_HapticUnpause
*/
-#define SDL_HAPTIC_PAUSE (1<<15)
+#define SDL_HAPTIC_PAUSE (1u<<15)
/**
@@ -444,7 +457,7 @@ typedef struct SDL_HapticDirection
/**
* \brief A structure containing a template for a Constant effect.
*
- * The struct is exclusive to the ::SDL_HAPTIC_CONSTANT effect.
+ * This struct is exclusively for the ::SDL_HAPTIC_CONSTANT effect.
*
* A constant effect applies a constant force in the specified direction
* to the joystick.
@@ -654,8 +667,8 @@ typedef struct SDL_HapticRamp
* This struct is exclusively for the ::SDL_HAPTIC_LEFTRIGHT effect.
*
* The Left/Right effect is used to explicitly control the large and small
- * motors, commonly found in modern game controllers. One motor is high
- * frequency, the other is low frequency.
+ * motors, commonly found in modern game controllers. The small (right) motor
+ * is high frequency, and the large (left) motor is low frequency.
*
* \sa SDL_HAPTIC_LEFTRIGHT
* \sa SDL_HapticEffect
@@ -666,7 +679,7 @@ typedef struct SDL_HapticLeftRight
Uint16 type; /**< ::SDL_HAPTIC_LEFTRIGHT */
/* Replay */
- Uint32 length; /**< Duration of the effect. */
+ Uint32 length; /**< Duration of the effect in milliseconds. */
/* Rumble */
Uint16 large_magnitude; /**< Control of the large controller motor. */
@@ -676,6 +689,8 @@ typedef struct SDL_HapticLeftRight
/**
* \brief A structure containing a template for the ::SDL_HAPTIC_CUSTOM effect.
*
+ * This struct is exclusively for the ::SDL_HAPTIC_CUSTOM effect.
+ *
* A custom force feedback effect is much like a periodic effect, where the
* application can define its exact shape. You will have to allocate the
* data yourself. Data should consist of channels * samples Uint16 samples.
@@ -804,7 +819,7 @@ typedef union SDL_HapticEffect
extern DECLSPEC int SDLCALL SDL_NumHaptics(void);
/**
- * \brief Get the implementation dependent name of a Haptic device.
+ * \brief Get the implementation dependent name of a haptic device.
*
* This can be called before any joysticks are opened.
* If no name can be found, this function returns NULL.
@@ -817,9 +832,9 @@ extern DECLSPEC int SDLCALL SDL_NumHaptics(void);
extern DECLSPEC const char *SDLCALL SDL_HapticName(int device_index);
/**
- * \brief Opens a Haptic device for usage.
+ * \brief Opens a haptic device for use.
*
- * The index passed as an argument refers to the N'th Haptic device on this
+ * The index passed as an argument refers to the N'th haptic device on this
* system.
*
* When opening a haptic device, its gain will be set to maximum and
@@ -885,15 +900,15 @@ extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpenFromMouse(void);
* \brief Checks to see if a joystick has haptic features.
*
* \param joystick Joystick to test for haptic capabilities.
- * \return 1 if the joystick is haptic, 0 if it isn't
- * or -1 if an error ocurred.
+ * \return SDL_TRUE if the joystick is haptic, SDL_FALSE if it isn't
+ * or -1 if an error occurred.
*
* \sa SDL_HapticOpenFromJoystick
*/
extern DECLSPEC int SDLCALL SDL_JoystickIsHaptic(SDL_Joystick * joystick);
/**
- * \brief Opens a Haptic device for usage from a Joystick device.
+ * \brief Opens a haptic device for use from a joystick device.
*
* You must still close the haptic device separately. It will not be closed
* with the joystick.
@@ -913,7 +928,7 @@ extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpenFromJoystick(SDL_Joystick *
joystick);
/**
- * \brief Closes a Haptic device previously opened with SDL_HapticOpen().
+ * \brief Closes a haptic device previously opened with SDL_HapticOpen().
*
* \param haptic Haptic device to close.
*/
@@ -957,7 +972,7 @@ extern DECLSPEC int SDLCALL SDL_HapticNumEffectsPlaying(SDL_Haptic * haptic);
* Example:
* \code
* if (SDL_HapticQuery(haptic) & SDL_HAPTIC_CONSTANT) {
- * printf("We have constant haptic effect!");
+ * printf("We have constant haptic effect!\n");
* }
* \endcode
*
@@ -996,7 +1011,7 @@ extern DECLSPEC int SDLCALL SDL_HapticEffectSupported(SDL_Haptic * haptic,
*
* \param haptic Haptic device to create the effect on.
* \param effect Properties of the effect to create.
- * \return The id of the effect on success or -1 on error.
+ * \return The identifier of the effect on success or -1 on error.
*
* \sa SDL_HapticUpdateEffect
* \sa SDL_HapticRunEffect
@@ -1008,13 +1023,13 @@ extern DECLSPEC int SDLCALL SDL_HapticNewEffect(SDL_Haptic * haptic,
/**
* \brief Updates the properties of an effect.
*
- * Can be used dynamically, although behaviour when dynamically changing
+ * Can be used dynamically, although behavior when dynamically changing
* direction may be strange. Specifically the effect may reupload itself
* and start playing from the start. You cannot change the type either when
* running SDL_HapticUpdateEffect().
*
* \param haptic Haptic device that has the effect.
- * \param effect Effect to update.
+ * \param effect Identifier of the effect to update.
* \param data New effect properties to use.
* \return 0 on success or -1 on error.
*
@@ -1218,6 +1233,6 @@ extern DECLSPEC int SDLCALL SDL_HapticRumbleStop(SDL_Haptic * haptic);
#endif
#include "close_code.h"
-#endif /* _SDL_haptic_h */
+#endif /* SDL_haptic_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_hints.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_hints.h
index 3bd5435fb..4ee72e97d 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_hints.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_hints.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
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 +36,8 @@
* to how they would like the library to work.
*/
-#ifndef _SDL_hints_h
-#define _SDL_hints_h
+#ifndef SDL_hints_h_
+#define SDL_hints_h_
#include "SDL_stdinc.h"
@@ -76,6 +76,7 @@ extern "C" {
* "opengl"
* "opengles2"
* "opengles"
+ * "metal"
* "software"
*
* The default varies by platform, but it's the first one in the list that
@@ -118,6 +119,17 @@ extern "C" {
*/
#define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG"
+/**
+ * \brief A variable controlling the scaling policy for SDL_RenderSetLogicalSize.
+ *
+ * This variable can be set to the following values:
+ * "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen
+ * "1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
+ *
+ * By default letterbox is used
+ */
+#define SDL_HINT_RENDER_LOGICAL_SIZE_MODE "SDL_RENDER_LOGICAL_SIZE_MODE"
+
/**
* \brief A variable controlling the scaling quality
*
@@ -199,6 +211,18 @@ extern "C" {
*/
#define SDL_HINT_VIDEO_X11_NET_WM_PING "SDL_VIDEO_X11_NET_WM_PING"
+/**
+ * \brief A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used.
+ *
+ * This variable can be set to the following values:
+ * "0" - Disable _NET_WM_BYPASS_COMPOSITOR
+ * "1" - Enable _NET_WM_BYPASS_COMPOSITOR
+ *
+ * By default SDL will use _NET_WM_BYPASS_COMPOSITOR
+ *
+ */
+#define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR"
+
/**
* \brief A variable controlling whether the window frame and title bar are interactive when the cursor is hidden
*
@@ -210,6 +234,12 @@ extern "C" {
*/
#define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN"
+/**
+ * \brief A variable to specify custom icon resource id from RC file on Windows platform
+ */
+#define SDL_HINT_WINDOWS_INTRESOURCE_ICON "SDL_WINDOWS_INTRESOURCE_ICON"
+#define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL"
+
/**
* \brief A variable controlling whether the windows message loop is processed by SDL
*
@@ -233,16 +263,58 @@ extern "C" {
#define SDL_HINT_GRAB_KEYBOARD "SDL_GRAB_KEYBOARD"
/**
-* \brief A variable controlling whether relative mouse mode is implemented using mouse warping
-*
-* This variable can be set to the following values:
-* "0" - Relative mouse mode uses raw input
-* "1" - Relative mouse mode uses mouse warping
-*
-* By default SDL will use raw input for relative mouse mode
-*/
+ * \brief A variable setting the double click time, in milliseconds.
+ */
+#define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME "SDL_MOUSE_DOUBLE_CLICK_TIME"
+
+/**
+ * \brief A variable setting the double click radius, in pixels.
+ */
+#define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS "SDL_MOUSE_DOUBLE_CLICK_RADIUS"
+
+/**
+ * \brief A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode
+ */
+#define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE "SDL_MOUSE_NORMAL_SPEED_SCALE"
+
+/**
+ * \brief A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode
+ */
+#define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE"
+
+/**
+ * \brief A variable controlling whether relative mouse mode is implemented using mouse warping
+ *
+ * This variable can be set to the following values:
+ * "0" - Relative mouse mode uses raw input
+ * "1" - Relative mouse mode uses mouse warping
+ *
+ * By default SDL will use raw input for relative mouse mode
+ */
#define SDL_HINT_MOUSE_RELATIVE_MODE_WARP "SDL_MOUSE_RELATIVE_MODE_WARP"
+/**
+ * \brief Allow mouse click events when clicking to focus an SDL window
+ *
+ * This variable can be set to the following values:
+ * "0" - Ignore mouse clicks that activate a window
+ * "1" - Generate events for mouse clicks that activate a window
+ *
+ * By default SDL will ignore mouse clicks that activate a window
+ */
+#define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH"
+
+/**
+ * \brief A variable controlling whether touch events should generate synthetic mouse events
+ *
+ * This variable can be set to the following values:
+ * "0" - Touch events will not generate mouse events
+ * "1" - Touch events will generate mouse events
+ *
+ * By default SDL will generate mouse events for touch events
+ */
+#define SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS"
+
/**
* \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to true.
*
@@ -257,8 +329,8 @@ extern "C" {
* this is problematic. This functionality can be disabled by setting this
* hint.
*
- * As of SDL 2.0.4, SDL_EnableScreenSaver and SDL_DisableScreenSaver accomplish
- * the same thing on iOS. They should be preferred over this hint.
+ * As of SDL 2.0.4, SDL_EnableScreenSaver() and SDL_DisableScreenSaver()
+ * accomplish the same thing on iOS. They should be preferred over this hint.
*
* This variable can be set to the following values:
* "0" - Enable idle timer
@@ -267,7 +339,7 @@ extern "C" {
#define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED"
/**
- * \brief A variable controlling which orientations are allowed on iOS.
+ * \brief A variable controlling which orientations are allowed on iOS/Android.
*
* In some circumstances it is necessary to be able to explicitly control
* which UI orientations are allowed.
@@ -276,18 +348,65 @@ extern "C" {
* "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown"
*/
#define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS"
-
+
/**
- * \brief A variable controlling whether the Android / iOS built-in
- * accelerometer should be listed as a joystick device, rather than listing
- * actual joysticks only.
+ * \brief A variable controlling whether controllers used with the Apple TV
+ * generate UI events.
+ *
+ * When UI events are generated by controller input, the app will be
+ * backgrounded when the Apple TV remote's menu button is pressed, and when the
+ * pause or B buttons on gamepads are pressed.
+ *
+ * More information about properly making use of controllers for the Apple TV
+ * can be found here:
+ * https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/
*
* This variable can be set to the following values:
- * "0" - List only real joysticks and accept input from them
- * "1" - List real joysticks along with the accelerometer as if it were a 3 axis joystick (the default).
+ * "0" - Controller input does not generate UI events (the default).
+ * "1" - Controller input generates UI events.
+ */
+#define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS"
+
+/**
+ * \brief A variable controlling whether the Apple TV remote's joystick axes
+ * will automatically match the rotation of the remote.
+ *
+ * This variable can be set to the following values:
+ * "0" - Remote orientation does not affect joystick axes (the default).
+ * "1" - Joystick axes are based on the orientation of the remote.
+ */
+#define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION"
+
+/**
+ * \brief A variable controlling whether the home indicator bar on iPhone X
+ * should be hidden.
+ *
+ * This variable can be set to the following values:
+ * "0" - The indicator bar is not hidden (default for windowed applications)
+ * "1" - The indicator bar is hidden and is shown when the screen is touched (useful for movie playback applications)
+ * "2" - The indicator bar is dim and the first swipe makes it visible and the second swipe performs the "home" action (default for fullscreen applications)
+ */
+#define SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR"
+
+/**
+ * \brief A variable controlling whether the Android / iOS built-in
+ * accelerometer should be listed as a joystick device.
+ *
+ * This variable can be set to the following values:
+ * "0" - The accelerometer is not listed as a joystick
+ * "1" - The accelerometer is available as a 3 axis joystick (the default).
*/
#define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK"
+/**
+ * \brief A variable controlling whether the Android / tvOS remotes
+ * should be listed as joystick devices, instead of sending keyboard events.
+ *
+ * This variable can be set to the following values:
+ * "0" - Remotes send enter/escape/arrow key events
+ * "1" - Remotes are available as 2 axis, 2 button joysticks (the default).
+ */
+#define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK"
/**
* \brief A variable that lets you disable the detection and use of Xinput gamepad devices
@@ -298,7 +417,6 @@ extern "C" {
*/
#define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED"
-
/**
* \brief A variable that causes SDL to use the old axis and button mapping for XInput devices.
*
@@ -308,9 +426,8 @@ extern "C" {
*/
#define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING"
-
/**
- * \brief A variable that lets you manually hint extra gamecontroller db entries
+ * \brief A variable that lets you manually hint extra gamecontroller db entries.
*
* The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h
*
@@ -319,6 +436,31 @@ extern "C" {
*/
#define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG"
+/**
+ * \brief A variable containing a list of devices to skip when scanning for game 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_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES"
+
+/**
+ * \brief If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable.
+ *
+ * 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_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT"
/**
* \brief A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background.
@@ -333,6 +475,87 @@ extern "C" {
*/
#define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS"
+/**
+ * \brief A variable controlling whether the HIDAPI joystick drivers should be used.
+ *
+ * This variable can be set to the following values:
+ * "0" - HIDAPI drivers are not used
+ * "1" - HIDAPI drivers are used (the default)
+ *
+ * This variable is the default for all drivers, but can be overridden by the hints for specific drivers below.
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI "SDL_JOYSTICK_HIDAPI"
+
+/**
+ * \brief A variable controlling whether the HIDAPI driver for PS4 controllers 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_PS4 "SDL_JOYSTICK_HIDAPI_PS4"
+
+/**
+ * \brief A variable controlling whether extended input reports should be used for PS4 controllers when using the HIDAPI driver.
+ *
+ * This variable can be set to the following values:
+ * "0" - extended reports are not enabled (the default)
+ * "1" - extended reports
+ *
+ * Extended input reports allow rumble on Bluetooth PS4 controllers, but
+ * break DirectInput handling for applications that don't use SDL.
+ *
+ * Once extended reports are enabled, they can not be disabled without
+ * power cycling the controller.
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE"
+
+/**
+ * \brief A variable controlling whether the HIDAPI driver for Steam Controllers 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_STEAM "SDL_JOYSTICK_HIDAPI_STEAM"
+
+/**
+ * \brief A variable controlling whether the HIDAPI driver for Nintendo Switch controllers 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_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH"
+
+/**
+ * \brief A variable controlling whether the HIDAPI driver for XBox controllers 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_XBOX "SDL_JOYSTICK_HIDAPI_XBOX"
+
+/**
+ * \brief A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs
+ *
+ * The variable can be set to the following values:
+ * "0" - Do not scan for Steam Controllers
+ * "1" - Scan for Steam Controllers (the default)
+ *
+ * The default value is "1". This hint must be set before initializing the joystick subsystem.
+ */
+#define SDL_HINT_ENABLE_STEAM_CONTROLLERS "SDL_ENABLE_STEAM_CONTROLLERS"
+
/**
* \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it.
@@ -344,7 +567,6 @@ extern "C" {
*/
#define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST"
-
/**
* \brief A variable that controls the timer resolution, in milliseconds.
*
@@ -362,6 +584,33 @@ extern "C" {
#define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION"
+/**
+ * \brief A variable describing the content orientation on QtWayland-based platforms.
+ *
+ * On QtWayland platforms, windows are rotated client-side to allow for custom
+ * transitions. In order to correctly position overlays (e.g. volume bar) and
+ * gestures (e.g. events view, close/minimize gestures), the system needs to
+ * know in which orientation the application is currently drawing its contents.
+ *
+ * This does not cause the window to be rotated or resized, the application
+ * needs to take care of drawing the content in the right orientation (the
+ * framebuffer is always in portrait mode).
+ *
+ * This variable can be one of the following values:
+ * "primary" (default), "portrait", "landscape", "inverted-portrait", "inverted-landscape"
+ */
+#define SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION "SDL_QTWAYLAND_CONTENT_ORIENTATION"
+
+/**
+ * \brief Flags to set on QtWayland windows to integrate with the native window manager.
+ *
+ * On QtWayland platforms, this hint controls the flags to set on the windows.
+ * For example, on Sailfish OS "OverridesSystemGestures" disables swipe gestures.
+ *
+ * This variable is a space-separated list of the following values (empty = no flags):
+ * "OverridesSystemGestures", "StaysOnTop", "BypassWindowManager"
+ */
+#define SDL_HINT_QTWAYLAND_WINDOW_FLAGS "SDL_QTWAYLAND_WINDOW_FLAGS"
/**
* \brief A string specifying SDL's threads stack size in bytes or "0" for the backend's default size
@@ -369,7 +618,11 @@ extern "C" {
* Use this hint in case you need to set SDL's threads stack size to other than the default.
* This is specially useful if you build SDL against a non glibc libc library (such as musl) which
* provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses).
-* Support for this hint is currently available only in the pthread backend.
+* Support for this hint is currently available only in the pthread, Windows, and PSP backend.
+*
+* Instead of this hint, in 2.0.9 and later, you can use
+* SDL_CreateThreadWithStackSize(). This hint only works with the classic
+* SDL_CreateThread().
*/
#define SDL_HINT_THREAD_STACK_SIZE "SDL_THREAD_STACK_SIZE"
@@ -431,7 +684,7 @@ extern "C" {
* privacy policy.
*
* To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL
- * before calling any SDL_Init functions. The contents of the hint should
+ * before calling any SDL_Init() functions. The contents of the hint should
* be a valid URL. For example, "http://www.example.com".
*
* The default value is "", which will prevent SDL from adding a privacy policy
@@ -461,7 +714,7 @@ extern "C" {
* The contents of this hint should be encoded as a UTF8 string.
*
* The default value is "Privacy Policy". This hint should only be set during app
- * initialization, preferably before any calls to SDL_Init.
+ * initialization, preferably before any calls to SDL_Init().
*
* For additional information on linking to a privacy policy, see the documentation for
* SDL_HINT_WINRT_PRIVACY_POLICY_URL.
@@ -595,6 +848,35 @@ extern "C" {
*/
#define SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH "SDL_ANDROID_SEPARATE_MOUSE_AND_TOUCH"
+ /**
+ * \brief A variable to control whether we trap the Android back button to handle it manually.
+ * This is necessary for the right mouse button to work on some Android devices, or
+ * to be able to trap the back button for use in your code reliably. If set to true,
+ * the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of
+ * SDL_SCANCODE_AC_BACK.
+ *
+ * The variable can be set to the following values:
+ * "0" - Back button will be handled as usual for system. (default)
+ * "1" - Back button will be trapped, allowing you to handle the key press
+ * manually. (This will also let right mouse click work on systems
+ * where the right mouse button functions as back.)
+ *
+ * The value of this hint is used at runtime, so it can be changed at any time.
+ */
+#define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON"
+
+ /**
+ * \brief A variable to control whether the return key on the soft keyboard
+ * should hide the soft keyboard on Android and iOS.
+ *
+ * The variable can be set to the following values:
+ * "0" - The return key will be handled as a key event. This is the behaviour of SDL <= 2.0.3. (default)
+ * "1" - The return key will hide the keyboard.
+ *
+ * The value of this hint is used at runtime, so it can be changed at any time.
+ */
+#define SDL_HINT_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME"
+
/**
* \brief override the binding element for keyboard inputs for Emscripten builds
*
@@ -628,7 +910,138 @@ extern "C" {
* "0" - SDL will generate a window-close event when it sees Alt+F4.
* "1" - SDL will only do normal key handling for Alt+F4.
*/
-#define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4"
+#define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4"
+
+/**
+ * \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs.
+ *
+ * The bitmap header version 4 is required for proper alpha channel support and
+ * SDL will use it when required. Should this not be desired, this hint can
+ * force the use of the 40 byte header version which is supported everywhere.
+ *
+ * The variable can be set to the following values:
+ * "0" - Surfaces with a colorkey or an alpha channel are saved to a
+ * 32-bit BMP file with an alpha mask. SDL will use the bitmap
+ * header version 4 and set the alpha mask accordingly.
+ * "1" - Surfaces with a colorkey or an alpha channel are saved to a
+ * 32-bit BMP file without an alpha mask. The alpha channel data
+ * will be in the file, but applications are going to ignore it.
+ *
+ * The default value is "0".
+ */
+#define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT"
+
+/**
+ * \brief Tell SDL not to name threads on Windows with the 0x406D1388 Exception.
+ * The 0x406D1388 Exception is a trick used to inform Visual Studio of a
+ * thread's name, but it tends to cause problems with other debuggers,
+ * and the .NET runtime. Note that SDL 2.0.6 and later will still use
+ * the (safer) SetThreadDescription API, introduced in the Windows 10
+ * Creators Update, if available.
+ *
+ * The variable can be set to the following values:
+ * "0" - SDL will raise the 0x406D1388 Exception to name threads.
+ * This is the default behavior of SDL <= 2.0.4.
+ * "1" - SDL will not raise this exception, and threads will be unnamed. (default)
+ * This is necessary with .NET languages or debuggers that aren't Visual Studio.
+ */
+#define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING "SDL_WINDOWS_DISABLE_THREAD_NAMING"
+
+/**
+ * \brief Tell SDL which Dispmanx layer to use on a Raspberry PI
+ *
+ * Also known as Z-order. The variable can take a negative or positive value.
+ * The default is 10000.
+ */
+#define SDL_HINT_RPI_VIDEO_LAYER "SDL_RPI_VIDEO_LAYER"
+
+/**
+ * \brief Tell the video driver that we only want a double buffer.
+ *
+ * By default, most lowlevel 2D APIs will use a triple buffer scheme that
+ * wastes no CPU time on waiting for vsync after issuing a flip, but
+ * introduces a frame of latency. On the other hand, using a double buffer
+ * scheme instead is recommended for cases where low latency is an important
+ * factor because we save a whole frame of latency.
+ * We do so by waiting for vsync immediately after issuing a flip, usually just
+ * after eglSwapBuffers call in the backend's *_SwapWindow function.
+ *
+ * Since it's driver-specific, it's only supported where possible and
+ * implemented. Currently supported the following drivers:
+ * - KMSDRM (kmsdrm)
+ * - Raspberry Pi (raspberrypi)
+ */
+#define SDL_HINT_VIDEO_DOUBLE_BUFFER "SDL_VIDEO_DOUBLE_BUFFER"
+
+/**
+ * \brief A variable controlling what driver to use for OpenGL ES contexts.
+ *
+ * On some platforms, currently Windows and X11, OpenGL drivers may support
+ * creating contexts with an OpenGL ES profile. By default SDL uses these
+ * profiles, when available, otherwise it attempts to load an OpenGL ES
+ * library, e.g. that provided by the ANGLE project. This variable controls
+ * whether SDL follows this default behaviour or will always load an
+ * OpenGL ES library.
+ *
+ * Circumstances where this is useful include
+ * - Testing an app with a particular OpenGL ES implementation, e.g ANGLE,
+ * or emulator, e.g. those from ARM, Imagination or Qualcomm.
+ * - Resolving OpenGL ES function addresses at link time by linking with
+ * the OpenGL ES library instead of querying them at run time with
+ * SDL_GL_GetProcAddress().
+ *
+ * Caution: for an application to work with the default behaviour across
+ * different OpenGL drivers it must query the OpenGL ES function
+ * addresses at run time using SDL_GL_GetProcAddress().
+ *
+ * This variable is ignored on most platforms because OpenGL ES is native
+ * or not supported.
+ *
+ * This variable can be set to the following values:
+ * "0" - Use ES profile of OpenGL, if available. (Default when not set.)
+ * "1" - Load OpenGL ES library using the default library names.
+ *
+ */
+#define SDL_HINT_OPENGL_ES_DRIVER "SDL_OPENGL_ES_DRIVER"
+
+/**
+ * \brief A variable controlling speed/quality tradeoff of audio resampling.
+ *
+ * If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ )
+ * to handle audio resampling. There are different resampling modes available
+ * that produce different levels of quality, using more CPU.
+ *
+ * If this hint isn't specified to a valid setting, or libsamplerate isn't
+ * available, SDL will use the default, internal resampling algorithm.
+ *
+ * Note that this is currently only applicable to resampling audio that is
+ * being written to a device for playback or audio being read from a device
+ * for capture. SDL_AudioCVT always uses the default resampler (although this
+ * might change for SDL 2.1).
+ *
+ * This hint is currently only checked at audio subsystem initialization.
+ *
+ * This variable can be set to the following values:
+ *
+ * "0" or "default" - Use SDL's internal resampling (Default when not set - low quality, fast)
+ * "1" or "fast" - Use fast, slightly higher quality resampling, if available
+ * "2" or "medium" - Use medium quality resampling, if available
+ * "3" or "best" - Use high quality resampling, if available
+ */
+#define SDL_HINT_AUDIO_RESAMPLING_MODE "SDL_AUDIO_RESAMPLING_MODE"
+
+/**
+ * \brief A variable controlling the audio category on iOS and Mac OS X
+ *
+ * This variable can be set to the following values:
+ *
+ * "ambient" - Use the AVAudioSessionCategoryAmbient audio category, will be muted by the phone mute switch (default)
+ * "playback" - Use the AVAudioSessionCategoryPlayback category
+ *
+ * For more information, see Apple's documentation:
+ * https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html
+ */
+#define SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY"
/**
* \brief An enumeration of hint priorities
@@ -669,6 +1082,18 @@ extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name,
*/
extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name);
+/**
+ * \brief Get a hint
+ *
+ * \return The boolean value of a hint variable.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_GetHintBoolean(const char *name, SDL_bool default_value);
+
+/**
+ * \brief type definition of the hint callback function.
+ */
+typedef void (SDLCALL *SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue);
+
/**
* \brief Add a function to watch a particular hint
*
@@ -676,7 +1101,6 @@ extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name);
* \param callback The function to call when the hint value changes
* \param userdata A pointer to pass to the callback function
*/
-typedef void (*SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue);
extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name,
SDL_HintCallback callback,
void *userdata);
@@ -706,6 +1130,6 @@ extern DECLSPEC void SDLCALL SDL_ClearHints(void);
#endif
#include "close_code.h"
-#endif /* _SDL_hints_h */
+#endif /* SDL_hints_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_joystick.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_joystick.h
index 266f3b387..6e05a9c20 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_joystick.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_joystick.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -24,7 +24,7 @@
*
* Include file for SDL joystick event handling
*
- * The term "device_index" identifies currently plugged in joystick devices between 0 and SDL_NumJoysticks, with the exact joystick
+ * The term "device_index" identifies currently plugged in joystick devices between 0 and SDL_NumJoysticks(), with the exact joystick
* behind a device_index changing as joysticks are plugged and unplugged.
*
* The term "instance_id" is the current instantiation of a joystick device in the system, if the joystick is removed and then re-inserted
@@ -36,8 +36,8 @@
*
*/
-#ifndef _SDL_joystick_h
-#define _SDL_joystick_h
+#ifndef SDL_joystick_h_
+#define SDL_joystick_h_
#include "SDL_stdinc.h"
#include "SDL_error.h"
@@ -60,7 +60,9 @@ extern "C" {
* SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
*/
-/* The joystick structure used to identify an SDL joystick */
+/**
+ * The joystick structure used to identify an SDL joystick
+ */
struct _SDL_Joystick;
typedef struct _SDL_Joystick SDL_Joystick;
@@ -69,20 +71,55 @@ typedef struct {
Uint8 data[16];
} SDL_JoystickGUID;
+/**
+ * This is a unique ID for a joystick for the time it is connected to the system,
+ * and is never reused for the lifetime of the application. If the joystick is
+ * disconnected and reconnected, it will get a new ID.
+ *
+ * The ID value starts at 0 and increments from there. The value -1 is an invalid ID.
+ */
typedef Sint32 SDL_JoystickID;
+typedef enum
+{
+ SDL_JOYSTICK_TYPE_UNKNOWN,
+ SDL_JOYSTICK_TYPE_GAMECONTROLLER,
+ SDL_JOYSTICK_TYPE_WHEEL,
+ SDL_JOYSTICK_TYPE_ARCADE_STICK,
+ SDL_JOYSTICK_TYPE_FLIGHT_STICK,
+ SDL_JOYSTICK_TYPE_DANCE_PAD,
+ SDL_JOYSTICK_TYPE_GUITAR,
+ SDL_JOYSTICK_TYPE_DRUM_KIT,
+ SDL_JOYSTICK_TYPE_ARCADE_PAD,
+ SDL_JOYSTICK_TYPE_THROTTLE
+} SDL_JoystickType;
+
typedef enum
{
SDL_JOYSTICK_POWER_UNKNOWN = -1,
- SDL_JOYSTICK_POWER_EMPTY,
- SDL_JOYSTICK_POWER_LOW,
- SDL_JOYSTICK_POWER_MEDIUM,
- SDL_JOYSTICK_POWER_FULL,
+ SDL_JOYSTICK_POWER_EMPTY, /* <= 5% */
+ SDL_JOYSTICK_POWER_LOW, /* <= 20% */
+ SDL_JOYSTICK_POWER_MEDIUM, /* <= 70% */
+ SDL_JOYSTICK_POWER_FULL, /* <= 100% */
SDL_JOYSTICK_POWER_WIRED,
SDL_JOYSTICK_POWER_MAX
} SDL_JoystickPowerLevel;
/* Function prototypes */
+
+/**
+ * Locking for multi-threaded access to the joystick API
+ *
+ * If you are using the joystick API or handling events from multiple threads
+ * you should use these locking functions to protect access to the joysticks.
+ *
+ * In particular, you are guaranteed that the joystick list won't change, so
+ * the API functions that take a joystick index will be valid, and joystick
+ * and game controller events will not be delivered.
+ */
+extern DECLSPEC void SDLCALL SDL_LockJoysticks(void);
+extern DECLSPEC void SDLCALL SDL_UnlockJoysticks(void);
+
/**
* Count the number of joysticks attached to the system right now
*/
@@ -95,6 +132,52 @@ extern DECLSPEC int SDLCALL SDL_NumJoysticks(void);
*/
extern DECLSPEC const char *SDLCALL SDL_JoystickNameForIndex(int device_index);
+/**
+ * Get the player index of a joystick, or -1 if it's not available
+ * This can be called before any joysticks are opened.
+ */
+extern DECLSPEC int SDLCALL SDL_JoystickGetDevicePlayerIndex(int device_index);
+
+/**
+ * Return the GUID for the joystick at this index
+ * This can be called before any joysticks are opened.
+ */
+extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetDeviceGUID(int device_index);
+
+/**
+ * Get the USB vendor ID of a joystick, if available.
+ * This can be called before any joysticks are opened.
+ * If the vendor ID isn't available this function returns 0.
+ */
+extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetDeviceVendor(int device_index);
+
+/**
+ * Get the USB product ID of a joystick, if available.
+ * This can be called before any joysticks are opened.
+ * If the product ID isn't available this function returns 0.
+ */
+extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetDeviceProduct(int device_index);
+
+/**
+ * Get the product version of a joystick, if available.
+ * This can be called before any joysticks are opened.
+ * If the product version isn't available this function returns 0.
+ */
+extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetDeviceProductVersion(int device_index);
+
+/**
+ * Get the type of a joystick, if available.
+ * This can be called before any joysticks are opened.
+ */
+extern DECLSPEC SDL_JoystickType SDLCALL SDL_JoystickGetDeviceType(int device_index);
+
+/**
+ * Get the instance ID of a joystick.
+ * This can be called before any joysticks are opened.
+ * If the index is out of range, this function will return -1.
+ */
+extern DECLSPEC SDL_JoystickID SDLCALL SDL_JoystickGetDeviceInstanceID(int device_index);
+
/**
* Open a joystick for use.
* The index passed as an argument refers to the N'th joystick on the system.
@@ -118,15 +201,40 @@ extern DECLSPEC SDL_Joystick *SDLCALL SDL_JoystickFromInstanceID(SDL_JoystickID
extern DECLSPEC const char *SDLCALL SDL_JoystickName(SDL_Joystick * joystick);
/**
- * Return the GUID for the joystick at this index
+ * Get the player index of an opened joystick, or -1 if it's not available
+ *
+ * For XInput controllers this returns the XInput user index.
*/
-extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetDeviceGUID(int device_index);
+extern DECLSPEC int SDLCALL SDL_JoystickGetPlayerIndex(SDL_Joystick * joystick);
/**
* Return the GUID for this opened joystick
*/
extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetGUID(SDL_Joystick * joystick);
+/**
+ * Get the USB vendor ID of an opened joystick, if available.
+ * If the vendor ID isn't available this function returns 0.
+ */
+extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetVendor(SDL_Joystick * joystick);
+
+/**
+ * Get the USB product ID of an opened joystick, if available.
+ * If the product ID isn't available this function returns 0.
+ */
+extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetProduct(SDL_Joystick * joystick);
+
+/**
+ * Get the product version of an opened joystick, if available.
+ * If the product version isn't available this function returns 0.
+ */
+extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetProductVersion(SDL_Joystick * joystick);
+
+/**
+ * Get the type of an opened joystick.
+ */
+extern DECLSPEC SDL_JoystickType SDLCALL SDL_JoystickGetType(SDL_Joystick * joystick);
+
/**
* Return a string representation for this guid. pszGUID must point to at least 33 bytes
* (32 for the string plus a NULL terminator).
@@ -134,7 +242,7 @@ extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetGUID(SDL_Joystick * joys
extern DECLSPEC void SDLCALL SDL_JoystickGetGUIDString(SDL_JoystickGUID guid, char *pszGUID, int cbGUID);
/**
- * convert a string into a joystick formatted guid
+ * Convert a string into a joystick guid
*/
extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetGUIDFromString(const char *pchGUID);
@@ -190,6 +298,8 @@ extern DECLSPEC void SDLCALL SDL_JoystickUpdate(void);
*/
extern DECLSPEC int SDLCALL SDL_JoystickEventState(int state);
+#define SDL_JOYSTICK_AXIS_MAX 32767
+#define SDL_JOYSTICK_AXIS_MIN -32768
/**
* Get the current state of an axis control on a joystick.
*
@@ -200,6 +310,18 @@ extern DECLSPEC int SDLCALL SDL_JoystickEventState(int state);
extern DECLSPEC Sint16 SDLCALL SDL_JoystickGetAxis(SDL_Joystick * joystick,
int axis);
+/**
+ * Get the initial state of an axis control on a joystick.
+ *
+ * The state is a value ranging from -32768 to 32767.
+ *
+ * The axis indices start at index 0.
+ *
+ * \return SDL_TRUE if this axis has any initial value, or SDL_FALSE if not.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_JoystickGetAxisInitialState(SDL_Joystick * joystick,
+ int axis, Sint16 *state);
+
/**
* \name Hat positions
*/
@@ -252,6 +374,19 @@ extern DECLSPEC int SDLCALL SDL_JoystickGetBall(SDL_Joystick * joystick,
extern DECLSPEC Uint8 SDLCALL SDL_JoystickGetButton(SDL_Joystick * joystick,
int button);
+/**
+ * Trigger a rumble effect
+ * Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling.
+ *
+ * \param joystick The joystick to vibrate
+ * \param low_frequency_rumble The intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF
+ * \param high_frequency_rumble The intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF
+ * \param duration_ms The duration of the rumble effect, in milliseconds
+ *
+ * \return 0, or -1 if rumble isn't supported on this joystick
+ */
+extern DECLSPEC int SDLCALL SDL_JoystickRumble(SDL_Joystick * joystick, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
+
/**
* Close a joystick previously opened with SDL_JoystickOpen().
*/
@@ -268,6 +403,6 @@ extern DECLSPEC SDL_JoystickPowerLevel SDLCALL SDL_JoystickCurrentPowerLevel(SDL
#endif
#include "close_code.h"
-#endif /* _SDL_joystick_h */
+#endif /* SDL_joystick_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_keyboard.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_keyboard.h
index bbba0f07b..874823171 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_keyboard.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_keyboard.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -25,8 +25,8 @@
* Include file for SDL keyboard event handling
*/
-#ifndef _SDL_keyboard_h
-#define _SDL_keyboard_h
+#ifndef SDL_keyboard_h_
+#define SDL_keyboard_h_
#include "SDL_stdinc.h"
#include "SDL_error.h"
@@ -136,7 +136,7 @@ extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromName(const char *name);
* copy it. If the key doesn't have a name, this function returns an
* empty string ("").
*
- * \sa SDL_Key
+ * \sa SDL_Keycode
*/
extern DECLSPEC const char *SDLCALL SDL_GetKeyName(SDL_Keycode key);
@@ -212,6 +212,6 @@ extern DECLSPEC SDL_bool SDLCALL SDL_IsScreenKeyboardShown(SDL_Window *window);
#endif
#include "close_code.h"
-#endif /* _SDL_keyboard_h */
+#endif /* SDL_keyboard_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_keycode.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_keycode.h
index 7be963571..d7d5b1dbc 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_keycode.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_keycode.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -25,8 +25,8 @@
* Defines constants which identify keyboard keys and modifiers.
*/
-#ifndef _SDL_keycode_h
-#define _SDL_keycode_h
+#ifndef SDL_keycode_h_
+#define SDL_keycode_h_
#include "SDL_stdinc.h"
#include "SDL_scancode.h"
@@ -38,6 +38,9 @@
* layout of the keyboard. These values include Unicode values representing
* the unmodified character that would be generated by pressing the key, or
* an SDLK_* constant for those keys that do not generate characters.
+ *
+ * A special exception is the number keys at the top of the keyboard which
+ * always map to SDLK_0...SDLK_9, regardless of layout.
*/
typedef Sint32 SDL_Keycode;
@@ -308,7 +311,12 @@ enum
SDLK_KBDILLUMDOWN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KBDILLUMDOWN),
SDLK_KBDILLUMUP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KBDILLUMUP),
SDLK_EJECT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_EJECT),
- SDLK_SLEEP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SLEEP)
+ SDLK_SLEEP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SLEEP),
+ SDLK_APP1 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_APP1),
+ SDLK_APP2 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_APP2),
+
+ SDLK_AUDIOREWIND = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOREWIND),
+ SDLK_AUDIOFASTFORWARD = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOFASTFORWARD)
};
/**
@@ -336,6 +344,6 @@ typedef enum
#define KMOD_ALT (KMOD_LALT|KMOD_RALT)
#define KMOD_GUI (KMOD_LGUI|KMOD_RGUI)
-#endif /* _SDL_keycode_h */
+#endif /* SDL_keycode_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_loadso.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_loadso.h
index 3d540bd7d..da56fb452 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_loadso.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_loadso.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -38,8 +38,8 @@
* the results you expect. :)
*/
-#ifndef _SDL_loadso_h
-#define _SDL_loadso_h
+#ifndef SDL_loadso_h_
+#define SDL_loadso_h_
#include "SDL_stdinc.h"
#include "SDL_error.h"
@@ -76,6 +76,6 @@ extern DECLSPEC void SDLCALL SDL_UnloadObject(void *handle);
#endif
#include "close_code.h"
-#endif /* _SDL_loadso_h */
+#endif /* SDL_loadso_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_log.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_log.h
index 09be1104d..e12b65886 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_log.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_log.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -34,8 +34,8 @@
* Others: standard error output (stderr)
*/
-#ifndef _SDL_log_h
-#define _SDL_log_h
+#ifndef SDL_log_h_
+#define SDL_log_h_
#include "SDL_stdinc.h"
@@ -186,7 +186,7 @@ extern DECLSPEC void SDLCALL SDL_LogMessageV(int category,
/**
* \brief The prototype for the log output function
*/
-typedef void (*SDL_LogOutputFunction)(void *userdata, int category, SDL_LogPriority priority, const char *message);
+typedef void (SDLCALL *SDL_LogOutputFunction)(void *userdata, int category, SDL_LogPriority priority, const char *message);
/**
* \brief Get the current log output function.
@@ -206,6 +206,6 @@ extern DECLSPEC void SDLCALL SDL_LogSetOutputFunction(SDL_LogOutputFunction call
#endif
#include "close_code.h"
-#endif /* _SDL_log_h */
+#endif /* SDL_log_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_main.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_main.h
index 9ce3754e9..98558217f 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_main.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_main.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -19,8 +19,8 @@
3. This notice may not be removed or altered from any source distribution.
*/
-#ifndef _SDL_main_h
-#define _SDL_main_h
+#ifndef SDL_main_h_
+#define SDL_main_h_
#include "SDL_stdinc.h"
@@ -63,10 +63,13 @@
/* On Android SDL provides a Java class in SDLActivity.java that is the
main activity entry point.
- See README-android.txt for more details on extending that class.
+ See docs/README-android.md for more details on extending that class.
*/
#define SDL_MAIN_NEEDED
+/* We need to export SDL_main so it can be launched from Java */
+#define SDLMAIN_DECLSPEC DECLSPEC
+
#elif defined(__NACL__)
/* On NACL we use ppapi_simple to set up the application helper code,
then wait for the first PSE_INSTANCE_DIDCHANGEVIEW event before
@@ -85,6 +88,10 @@
#define C_LINKAGE
#endif /* __cplusplus */
+#ifndef SDLMAIN_DECLSPEC
+#define SDLMAIN_DECLSPEC
+#endif
+
/**
* \file SDL_main.h
*
@@ -107,7 +114,7 @@
/**
* The prototype for the application's main() function
*/
-extern C_LINKAGE int SDL_main(int argc, char *argv[]);
+extern C_LINKAGE SDLMAIN_DECLSPEC int SDL_main(int argc, char *argv[]);
#include "begin_code.h"
@@ -156,6 +163,6 @@ extern DECLSPEC int SDLCALL SDL_WinRTRunApp(int (*mainFunction)(int, char **), v
#endif
#include "close_code.h"
-#endif /* _SDL_main_h */
+#endif /* SDL_main_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_messagebox.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_messagebox.h
index ec370dbbe..b7be59d88 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_messagebox.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_messagebox.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -19,8 +19,8 @@
3. This notice may not be removed or altered from any source distribution.
*/
-#ifndef _SDL_messagebox_h
-#define _SDL_messagebox_h
+#ifndef SDL_messagebox_h_
+#define SDL_messagebox_h_
#include "SDL_stdinc.h"
#include "SDL_video.h" /* For SDL_Window */
@@ -139,6 +139,6 @@ extern DECLSPEC int SDLCALL SDL_ShowSimpleMessageBox(Uint32 flags, const char *t
#endif
#include "close_code.h"
-#endif /* _SDL_messagebox_h */
+#endif /* SDL_messagebox_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_mouse.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_mouse.h
index ea9622f0f..d3c9f6156 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_mouse.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_mouse.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -25,8 +25,8 @@
* Include file for SDL mouse event handling.
*/
-#ifndef _SDL_mouse_h
-#define _SDL_mouse_h
+#ifndef SDL_mouse_h_
+#define SDL_mouse_h_
#include "SDL_stdinc.h"
#include "SDL_error.h"
@@ -38,10 +38,10 @@
extern "C" {
#endif
-typedef struct SDL_Cursor SDL_Cursor; /* Implementation dependent */
+typedef struct SDL_Cursor SDL_Cursor; /**< Implementation dependent */
/**
- * \brief Cursor types for SDL_CreateSystemCursor.
+ * \brief Cursor types for SDL_CreateSystemCursor().
*/
typedef enum
{
@@ -254,9 +254,11 @@ extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void);
extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetDefaultCursor(void);
/**
- * \brief Frees a cursor created with SDL_CreateCursor().
+ * \brief Frees a cursor created with SDL_CreateCursor() or similar functions.
*
* \sa SDL_CreateCursor()
+ * \sa SDL_CreateColorCursor()
+ * \sa SDL_CreateSystemCursor()
*/
extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor * cursor);
@@ -295,6 +297,6 @@ extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle);
#endif
#include "close_code.h"
-#endif /* _SDL_mouse_h */
+#endif /* SDL_mouse_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_mutex.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_mutex.h
index b7e39734e..ba4247ced 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_mutex.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_mutex.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -19,8 +19,8 @@
3. This notice may not be removed or altered from any source distribution.
*/
-#ifndef _SDL_mutex_h
-#define _SDL_mutex_h
+#ifndef SDL_mutex_h_
+#define SDL_mutex_h_
/**
* \file SDL_mutex.h
@@ -246,6 +246,6 @@ extern DECLSPEC int SDLCALL SDL_CondWaitTimeout(SDL_cond * cond,
#endif
#include "close_code.h"
-#endif /* _SDL_mutex_h */
+#endif /* SDL_mutex_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_name.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_name.h
index 06cd4a5e2..ecd863f4c 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_name.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_name.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -19,8 +19,8 @@
3. This notice may not be removed or altered from any source distribution.
*/
-#ifndef _SDLname_h_
-#define _SDLname_h_
+#ifndef SDLname_h_
+#define SDLname_h_
#if defined(__STDC__) || defined(__cplusplus)
#define NeedFunctionPrototypes 1
@@ -28,6 +28,6 @@
#define SDL_NAME(X) SDL_##X
-#endif /* _SDLname_h_ */
+#endif /* SDLname_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_opengl.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_opengl.h
index 780919bc4..253d9c93a 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_opengl.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_opengl.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -32,8 +32,8 @@
* version included in SDL_opengl.h.
*/
-#ifndef _SDL_opengl_h
-#define _SDL_opengl_h
+#ifndef SDL_opengl_h_
+#define SDL_opengl_h_
#include "SDL_config.h"
@@ -97,6 +97,13 @@
#elif defined(__CYGWIN__) && defined(USE_OPENGL32) /* use native windows opengl32 */
# define GLAPI extern
# define GLAPIENTRY __stdcall
+#elif defined(__OS2__) || defined(__EMX__) /* native os/2 opengl */
+# define GLAPI extern
+# define GLAPIENTRY _System
+# define APIENTRY _System
+# if defined(__GNUC__) && !defined(_System)
+# define _System
+# endif
#elif (defined(__GNUC__) && __GNUC__ >= 4) || (defined(__SUNPRO_C) && (__SUNPRO_C >= 0x590))
# define GLAPI __attribute__((visibility("default")))
# define GLAPIENTRY
@@ -2171,6 +2178,6 @@ typedef void (APIENTRYP PFNGLEGLIMAGETARGETRENDERBUFFERSTORAGEOESPROC) (GLenum t
#endif /* !__IPHONEOS__ */
-#endif /* _SDL_opengl_h */
+#endif /* SDL_opengl_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_opengles.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_opengles.h
index bcc127779..18dd984b3 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_opengles.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_opengles.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -24,6 +24,7 @@
*
* This is a simple file to encapsulate the OpenGL ES 1.X API headers.
*/
+#include "SDL_config.h"
#ifdef __IPHONEOS__
#include
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_opengles2.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_opengles2.h
index edcd1a24a..6ccecf216 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_opengles2.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_opengles2.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -24,6 +24,8 @@
*
* This is a simple file to encapsulate the OpenGL ES 2.0 API headers.
*/
+#include "SDL_config.h"
+
#ifndef _MSC_VER
#ifdef __IPHONEOS__
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_pixels.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_pixels.h
index 8499c3289..0b4364b18 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_pixels.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_pixels.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -25,10 +25,11 @@
* Header for the enumerated pixel format definitions.
*/
-#ifndef _SDL_pixels_h
-#define _SDL_pixels_h
+#ifndef SDL_pixels_h_
+#define SDL_pixels_h_
#include "SDL_stdinc.h"
+#include "SDL_endian.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
@@ -260,6 +261,19 @@ enum
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_ARGB,
SDL_PACKEDLAYOUT_2101010, 32, 4),
+ /* Aliases for RGBA byte arrays of color data, for the current platform */
+#if SDL_BYTEORDER == SDL_BIG_ENDIAN
+ SDL_PIXELFORMAT_RGBA32 = SDL_PIXELFORMAT_RGBA8888,
+ SDL_PIXELFORMAT_ARGB32 = SDL_PIXELFORMAT_ARGB8888,
+ SDL_PIXELFORMAT_BGRA32 = SDL_PIXELFORMAT_BGRA8888,
+ SDL_PIXELFORMAT_ABGR32 = SDL_PIXELFORMAT_ABGR8888,
+#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,
+#endif
+
SDL_PIXELFORMAT_YV12 = /**< Planar mode: Y + V + U (3 planes) */
SDL_DEFINE_PIXELFOURCC('Y', 'V', '1', '2'),
SDL_PIXELFORMAT_IYUV = /**< Planar mode: Y + U + V (3 planes) */
@@ -273,7 +287,9 @@ enum
SDL_PIXELFORMAT_NV12 = /**< Planar mode: Y + U/V interleaved (2 planes) */
SDL_DEFINE_PIXELFOURCC('N', 'V', '1', '2'),
SDL_PIXELFORMAT_NV21 = /**< Planar mode: Y + V/U interleaved (2 planes) */
- SDL_DEFINE_PIXELFOURCC('N', 'V', '2', '1')
+ SDL_DEFINE_PIXELFOURCC('N', 'V', '2', '1'),
+ SDL_PIXELFORMAT_EXTERNAL_OES = /**< Android video texture format */
+ SDL_DEFINE_PIXELFOURCC('O', 'E', 'S', ' ')
};
typedef struct SDL_Color
@@ -449,6 +465,6 @@ extern DECLSPEC void SDLCALL SDL_CalculateGammaRamp(float gamma, Uint16 * ramp);
#endif
#include "close_code.h"
-#endif /* _SDL_pixels_h */
+#endif /* SDL_pixels_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_platform.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_platform.h
index c6c21398b..7dea4ce94 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_platform.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_platform.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -25,8 +25,8 @@
* Try to get a standard set of platform defines.
*/
-#ifndef _SDL_platform_h
-#define _SDL_platform_h
+#ifndef SDL_platform_h_
+#define SDL_platform_h_
#if defined(_AIX)
#undef __AIX__
@@ -70,18 +70,22 @@
/* lets us know what version of Mac OS X we're compiling on */
#include "AvailabilityMacros.h"
#include "TargetConditionals.h"
+#if TARGET_OS_TV
+#undef __TVOS__
+#define __TVOS__ 1
+#endif
#if TARGET_OS_IPHONE
-/* if compiling for iPhone */
+/* if compiling for iOS */
#undef __IPHONEOS__
#define __IPHONEOS__ 1
#undef __MACOSX__
#else
-/* if not compiling for iPhone */
+/* if not compiling for iOS */
#undef __MACOSX__
#define __MACOSX__ 1
-#if MAC_OS_X_VERSION_MIN_REQUIRED < 1050
-# error SDL for Mac OS X only supports deploying on 10.5 and above.
-#endif /* MAC_OS_X_VERSION_MIN_REQUIRED < 1050 */
+#if MAC_OS_X_VERSION_MIN_REQUIRED < 1060
+# error SDL for Mac OS X only supports deploying on 10.6 and above.
+#endif /* MAC_OS_X_VERSION_MIN_REQUIRED < 1060 */
#endif /* TARGET_OS_IPHONE */
#endif /* defined(__APPLE__) */
@@ -93,7 +97,7 @@
#undef __OPENBSD__
#define __OPENBSD__ 1
#endif
-#if defined(__OS2__)
+#if defined(__OS2__) || defined(__EMX__)
#undef __OS2__
#define __OS2__ 1
#endif
@@ -116,21 +120,34 @@
#if defined(WIN32) || defined(_WIN32) || defined(__CYGWIN__) || defined(__MINGW32__)
/* Try to find out if we're compiling for WinRT or non-WinRT */
-/* If _USING_V110_SDK71_ is defined it means we are using the v110_xp or v120_xp toolset. */
-#if (defined(_MSC_VER) && (_MSC_VER >= 1700) && !_USING_V110_SDK71_) /* _MSC_VER==1700 for MSVC 2012 */
+#if defined(_MSC_VER) && defined(__has_include)
+#if __has_include()
+#define HAVE_WINAPIFAMILY_H 1
+#else
+#define HAVE_WINAPIFAMILY_H 0
+#endif
+
+/* If _USING_V110_SDK71_ is defined it means we are using the Windows XP toolset. */
+#elif defined(_MSC_VER) && (_MSC_VER >= 1700 && !_USING_V110_SDK71_) /* _MSC_VER == 1700 for Visual Studio 2012 */
+#define HAVE_WINAPIFAMILY_H 1
+#else
+#define HAVE_WINAPIFAMILY_H 0
+#endif
+
+#if HAVE_WINAPIFAMILY_H
#include
-#if WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP)
-#undef __WINDOWS__
-#define __WINDOWS__ 1
-/* See if we're compiling for WinRT: */
-#elif WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP)
+#define WINAPI_FAMILY_WINRT (!WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP) && WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP))
+#else
+#define WINAPI_FAMILY_WINRT 0
+#endif /* HAVE_WINAPIFAMILY_H */
+
+#if WINAPI_FAMILY_WINRT
#undef __WINRT__
#define __WINRT__ 1
-#endif
#else
#undef __WINDOWS__
-#define __WINDOWS__ 1
-#endif /* _MSC_VER < 1700 */
+#define __WINDOWS__ 1
+#endif
#endif /* defined(WIN32) || defined(_WIN32) || defined(__CYGWIN__) */
#if defined(__WINDOWS__)
@@ -176,6 +193,6 @@ extern DECLSPEC const char * SDLCALL SDL_GetPlatform (void);
#endif
#include "close_code.h"
-#endif /* _SDL_platform_h */
+#endif /* SDL_platform_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_power.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_power.h
index 24c050114..a4fe8a935 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_power.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_power.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -19,8 +19,8 @@
3. This notice may not be removed or altered from any source distribution.
*/
-#ifndef _SDL_power_h
-#define _SDL_power_h
+#ifndef SDL_power_h_
+#define SDL_power_h_
/**
* \file SDL_power.h
@@ -70,6 +70,6 @@ extern DECLSPEC SDL_PowerState SDLCALL SDL_GetPowerInfo(int *secs, int *pct);
#endif
#include "close_code.h"
-#endif /* _SDL_power_h */
+#endif /* SDL_power_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_quit.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_quit.h
index cc06f28d8..fea56a8d8 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_quit.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_quit.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -25,8 +25,8 @@
* Include file for SDL quit event handling.
*/
-#ifndef _SDL_quit_h
-#define _SDL_quit_h
+#ifndef SDL_quit_h_
+#define SDL_quit_h_
#include "SDL_stdinc.h"
#include "SDL_error.h"
@@ -55,4 +55,4 @@
#define SDL_QuitRequested() \
(SDL_PumpEvents(), (SDL_PeepEvents(NULL,0,SDL_PEEKEVENT,SDL_QUIT,SDL_QUIT) > 0))
-#endif /* _SDL_quit_h */
+#endif /* SDL_quit_h_ */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_rect.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_rect.h
index bbcb9a3b8..543bb6186 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_rect.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_rect.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -25,8 +25,8 @@
* Header file for SDL_rect definition and management functions.
*/
-#ifndef _SDL_rect_h
-#define _SDL_rect_h
+#ifndef SDL_rect_h_
+#define SDL_rect_h_
#include "SDL_stdinc.h"
#include "SDL_error.h"
@@ -143,6 +143,6 @@ extern DECLSPEC SDL_bool SDLCALL SDL_IntersectRectAndLine(const SDL_Rect *
#endif
#include "close_code.h"
-#endif /* _SDL_rect_h */
+#endif /* SDL_rect_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_render.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_render.h
index e4ed2af69..d33619297 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_render.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_render.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -45,8 +45,8 @@
* See this bug for details: http://bugzilla.libsdl.org/show_bug.cgi?id=1995
*/
-#ifndef _SDL_render_h
-#define _SDL_render_h
+#ifndef SDL_render_h_
+#define SDL_render_h_
#include "SDL_stdinc.h"
#include "SDL_rect.h"
@@ -233,6 +233,8 @@ extern DECLSPEC int SDLCALL SDL_GetRendererOutputSize(SDL_Renderer * renderer,
* active, the format was unsupported, or the width or height were out
* of range.
*
+ * \note The contents of the texture are not defined at creation.
+ *
* \sa SDL_QueryTexture()
* \sa SDL_UpdateTexture()
* \sa SDL_DestroyTexture()
@@ -370,9 +372,12 @@ extern DECLSPEC int SDLCALL SDL_GetTextureBlendMode(SDL_Texture * texture,
* \param texture The texture to update
* \param rect A pointer to the rectangle of pixels to update, or NULL to
* update the entire texture.
- * \param pixels The raw pixel data.
+ * \param pixels The raw pixel data in the format of the texture.
* \param pitch The number of bytes in a row of pixel data, including padding between lines.
*
+ * The pixel data must be in the format of the texture. The pixel format can be
+ * queried with SDL_QueryTexture.
+ *
* \return 0 on success, or -1 if the texture is not valid.
*
* \note This is a fairly slow function.
@@ -499,6 +504,30 @@ extern DECLSPEC int SDLCALL SDL_RenderSetLogicalSize(SDL_Renderer * renderer, in
*/
extern DECLSPEC void SDLCALL SDL_RenderGetLogicalSize(SDL_Renderer * renderer, int *w, int *h);
+/**
+ * \brief Set whether to force integer scales for resolution-independent rendering
+ *
+ * \param renderer The renderer for which integer scaling should be set.
+ * \param enable Enable or disable integer scaling
+ *
+ * This function restricts the logical viewport to integer values - that is, when
+ * a resolution is between two multiples of a logical size, the viewport size is
+ * rounded down to the lower multiple.
+ *
+ * \sa SDL_RenderSetLogicalSize()
+ */
+extern DECLSPEC int SDLCALL SDL_RenderSetIntegerScale(SDL_Renderer * renderer,
+ SDL_bool enable);
+
+/**
+ * \brief Get whether integer scales are forced for resolution-independent rendering
+ *
+ * \param renderer The renderer from which integer scaling should be queried.
+ *
+ * \sa SDL_RenderSetIntegerScale()
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_RenderGetIntegerScale(SDL_Renderer * renderer);
+
/**
* \brief Set the drawing area for rendering on the current target.
*
@@ -658,7 +687,8 @@ extern DECLSPEC int SDLCALL SDL_GetRenderDrawBlendMode(SDL_Renderer * renderer,
/**
* \brief Clear the current rendering target with the drawing color
*
- * This function clears the entire rendering target, ignoring the viewport.
+ * This function clears the entire rendering target, ignoring the viewport and
+ * the clip rectangle.
*
* \return 0 on success, or -1 on error
*/
@@ -791,7 +821,7 @@ extern DECLSPEC int SDLCALL SDL_RenderCopy(SDL_Renderer * renderer,
* texture.
* \param dstrect A pointer to the destination rectangle, or NULL for the
* entire rendering target.
- * \param angle An angle in degrees that indicates the rotation that will be applied to dstrect
+ * \param angle An angle in degrees that indicates the rotation that will be applied to dstrect, rotating it in a clockwise direction
* \param center A pointer to a point indicating the point around which dstrect will be rotated (if NULL, rotation will be done around dstrect.w/2, dstrect.h/2).
* \param flip An SDL_RendererFlip value stating which flipping actions should be performed on the texture
*
@@ -868,6 +898,27 @@ extern DECLSPEC int SDLCALL SDL_GL_BindTexture(SDL_Texture *texture, float *texw
*/
extern DECLSPEC int SDLCALL SDL_GL_UnbindTexture(SDL_Texture *texture);
+/**
+ * \brief Get the CAMetalLayer associated with the given Metal renderer
+ *
+ * \param renderer The renderer to query
+ *
+ * \return CAMetalLayer* on success, or NULL if the renderer isn't a Metal renderer
+ *
+ * \sa SDL_RenderGetMetalCommandEncoder()
+ */
+extern DECLSPEC void *SDLCALL SDL_RenderGetMetalLayer(SDL_Renderer * renderer);
+
+/**
+ * \brief Get the Metal command encoder for the current frame
+ *
+ * \param renderer The renderer to query
+ *
+ * \return id on success, or NULL if the renderer isn't a Metal renderer
+ *
+ * \sa SDL_RenderGetMetalLayer()
+ */
+extern DECLSPEC void *SDLCALL SDL_RenderGetMetalCommandEncoder(SDL_Renderer * renderer);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
@@ -875,6 +926,6 @@ extern DECLSPEC int SDLCALL SDL_GL_UnbindTexture(SDL_Texture *texture);
#endif
#include "close_code.h"
-#endif /* _SDL_render_h */
+#endif /* SDL_render_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_revision.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_revision.h
index 6d7163d4d..92fbe67b1 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_revision.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_revision.h
@@ -1,2 +1,2 @@
-#define SDL_REVISION "hg-10001:e12c38730512"
-#define SDL_REVISION_NUMBER 10001
+#define SDL_REVISION "hg-12373:8feb5da6f2fb"
+#define SDL_REVISION_NUMBER 12373
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_rwops.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_rwops.h
index f460ae7d4..0960699d4 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_rwops.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_rwops.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -26,8 +26,8 @@
* data streams. It can easily be extended to files, memory, etc.
*/
-#ifndef _SDL_rwops_h
-#define _SDL_rwops_h
+#ifndef SDL_rwops_h_
+#define SDL_rwops_h_
#include "SDL_stdinc.h"
#include "SDL_error.h"
@@ -39,12 +39,12 @@ extern "C" {
#endif
/* RWops Types */
-#define SDL_RWOPS_UNKNOWN 0 /* Unknown stream type */
-#define SDL_RWOPS_WINFILE 1 /* Win32 file */
-#define SDL_RWOPS_STDFILE 2 /* Stdio file */
-#define SDL_RWOPS_JNIFILE 3 /* Android asset */
-#define SDL_RWOPS_MEMORY 4 /* Memory stream */
-#define SDL_RWOPS_MEMORY_RO 5 /* Read-Only memory stream */
+#define SDL_RWOPS_UNKNOWN 0U /**< Unknown stream type */
+#define SDL_RWOPS_WINFILE 1U /**< Win32 file */
+#define SDL_RWOPS_STDFILE 2U /**< Stdio file */
+#define SDL_RWOPS_JNIFILE 3U /**< Android asset */
+#define SDL_RWOPS_MEMORY 4U /**< Memory stream */
+#define SDL_RWOPS_MEMORY_RO 5U /**< Read-Only memory stream */
/**
* This is the read/write operation structure -- very basic.
@@ -190,6 +190,29 @@ extern DECLSPEC void SDLCALL SDL_FreeRW(SDL_RWops * area);
/* @} *//* Read/write macros */
+/**
+ * Load all the data from an SDL data stream.
+ *
+ * The data is allocated with a zero byte at the end (null terminated)
+ *
+ * If \c datasize is not NULL, it is filled with the size of the data read.
+ *
+ * If \c freesrc is non-zero, the stream will be closed after being read.
+ *
+ * The data should be freed with SDL_free().
+ *
+ * \return the data, or NULL if there was an error.
+ */
+extern DECLSPEC void *SDLCALL SDL_LoadFile_RW(SDL_RWops * src, size_t *datasize,
+ int freesrc);
+
+/**
+ * Load an entire file.
+ *
+ * Convenience macro.
+ */
+#define SDL_LoadFile(file, datasize) SDL_LoadFile_RW(SDL_RWFromFile(file, "rb"), datasize, 1)
+
/**
* \name Read endian functions
*
@@ -226,6 +249,6 @@ extern DECLSPEC size_t SDLCALL SDL_WriteBE64(SDL_RWops * dst, Uint64 value);
#endif
#include "close_code.h"
-#endif /* _SDL_rwops_h */
+#endif /* SDL_rwops_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_scancode.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_scancode.h
index 0af1dd59f..63871aa3b 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_scancode.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_scancode.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -25,8 +25,8 @@
* Defines keyboard scancodes.
*/
-#ifndef _SDL_scancode_h
-#define _SDL_scancode_h
+#ifndef SDL_scancode_h_
+#define SDL_scancode_h_
#include "SDL_stdinc.h"
@@ -38,7 +38,7 @@
* SDL_Event structure.
*
* The values in this enumeration are based on the USB usage page standard:
- * http://www.usb.org/developers/devclass_docs/Hut1_12v2.pdf
+ * http://www.usb.org/developers/hidpage/Hut1_12v2.pdf
*/
typedef enum
{
@@ -390,12 +390,24 @@ typedef enum
/* @} *//* Walther keys */
+ /**
+ * \name Usage page 0x0C (additional media keys)
+ *
+ * These values are mapped from usage page 0x0C (USB consumer page).
+ */
+ /* @{ */
+
+ SDL_SCANCODE_AUDIOREWIND = 285,
+ SDL_SCANCODE_AUDIOFASTFORWARD = 286,
+
+ /* @} *//* Usage page 0x0C (additional media keys) */
+
/* Add any other keys here. */
SDL_NUM_SCANCODES = 512 /**< not a key, just marks the number of scancodes
for array bounds */
} SDL_Scancode;
-#endif /* _SDL_scancode_h */
+#endif /* SDL_scancode_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_sensor.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_sensor.h
new file mode 100644
index 000000000..ac163a8cd
--- /dev/null
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_sensor.h
@@ -0,0 +1,251 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2018 Sam Lantinga
+
+ This software is provided 'as-is', without any express or implied
+ warranty. In no event will the authors be held liable for any damages
+ arising from the use of this software.
+
+ Permission is granted to anyone to use this software for any purpose,
+ including commercial applications, and to alter it and redistribute it
+ freely, subject to the following restrictions:
+
+ 1. The origin of this software must not be misrepresented; you must not
+ claim that you wrote the original software. If you use this software
+ in a product, an acknowledgment in the product documentation would be
+ appreciated but is not required.
+ 2. Altered source versions must be plainly marked as such, and must not be
+ misrepresented as being the original software.
+ 3. This notice may not be removed or altered from any source distribution.
+*/
+
+/**
+ * \file SDL_sensor.h
+ *
+ * Include file for SDL sensor event handling
+ *
+ */
+
+#ifndef _SDL_sensor_h
+#define _SDL_sensor_h
+
+#include "SDL_stdinc.h"
+#include "SDL_error.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+/* *INDENT-OFF* */
+extern "C" {
+/* *INDENT-ON* */
+#endif
+
+/**
+ * \brief SDL_sensor.h
+ *
+ * In order to use these functions, SDL_Init() must have been called
+ * with the ::SDL_INIT_SENSOR flag. This causes SDL to scan the system
+ * for sensors, and load appropriate drivers.
+ */
+
+struct _SDL_Sensor;
+typedef struct _SDL_Sensor SDL_Sensor;
+
+/**
+ * This is a unique ID for a sensor for the time it is connected to the system,
+ * and is never reused for the lifetime of the application.
+ *
+ * The ID value starts at 0 and increments from there. The value -1 is an invalid ID.
+ */
+typedef Sint32 SDL_SensorID;
+
+/* The different sensors defined by SDL
+ *
+ * Additional sensors may be available, using platform dependent semantics.
+ *
+ * Hare are the additional Android sensors:
+ * https://developer.android.com/reference/android/hardware/SensorEvent.html#values
+ */
+typedef enum
+{
+ SDL_SENSOR_INVALID = -1, /**< Returned for an invalid sensor */
+ SDL_SENSOR_UNKNOWN, /**< Unknown sensor type */
+ SDL_SENSOR_ACCEL, /**< Accelerometer */
+ SDL_SENSOR_GYRO /**< Gyroscope */
+} SDL_SensorType;
+
+/**
+ * Accelerometer sensor
+ *
+ * The accelerometer returns the current acceleration in SI meters per
+ * second squared. This includes gravity, so a device at rest will have
+ * an acceleration of SDL_STANDARD_GRAVITY straight down.
+ *
+ * values[0]: Acceleration on the x axis
+ * values[1]: Acceleration on the y axis
+ * values[2]: Acceleration on the z axis
+ *
+ * For phones held in portrait mode, the axes are defined as follows:
+ * -X ... +X : left ... right
+ * -Y ... +Y : bottom ... top
+ * -Z ... +Z : farther ... closer
+ *
+ * The axis data is not changed when the phone is rotated.
+ *
+ * \sa SDL_GetDisplayOrientation()
+ */
+#define SDL_STANDARD_GRAVITY 9.80665f
+
+/**
+ * Gyroscope sensor
+ *
+ * The gyroscope returns the current rate of rotation in radians per second.
+ * The rotation is positive in the counter-clockwise direction. That is,
+ * an observer looking from a positive location on one of the axes would
+ * see positive rotation on that axis when it appeared to be rotating
+ * counter-clockwise.
+ *
+ * values[0]: Angular speed around the x axis
+ * values[1]: Angular speed around the y axis
+ * values[2]: Angular speed around the z axis
+ *
+ * For phones held in portrait mode, the axes are defined as follows:
+ * -X ... +X : left ... right
+ * -Y ... +Y : bottom ... top
+ * -Z ... +Z : farther ... closer
+ *
+ * The axis data is not changed when the phone is rotated.
+ *
+ * \sa SDL_GetDisplayOrientation()
+ */
+
+/* Function prototypes */
+
+/**
+ * \brief Count the number of sensors attached to the system right now
+ */
+extern DECLSPEC int SDLCALL SDL_NumSensors(void);
+
+/**
+ * \brief Get the implementation dependent name of a sensor.
+ *
+ * This can be called before any sensors are opened.
+ *
+ * \return The sensor name, or NULL if device_index is out of range.
+ */
+extern DECLSPEC const char *SDLCALL SDL_SensorGetDeviceName(int device_index);
+
+/**
+ * \brief Get the type of a sensor.
+ *
+ * This can be called before any sensors are opened.
+ *
+ * \return The sensor type, or SDL_SENSOR_INVALID if device_index is out of range.
+ */
+extern DECLSPEC SDL_SensorType SDLCALL SDL_SensorGetDeviceType(int device_index);
+
+/**
+ * \brief Get the platform dependent type of a sensor.
+ *
+ * This can be called before any sensors are opened.
+ *
+ * \return The sensor platform dependent type, or -1 if device_index is out of range.
+ */
+extern DECLSPEC int SDLCALL SDL_SensorGetDeviceNonPortableType(int device_index);
+
+/**
+ * \brief Get the instance ID of a sensor.
+ *
+ * This can be called before any sensors are opened.
+ *
+ * \return The sensor instance ID, or -1 if device_index is out of range.
+ */
+extern DECLSPEC SDL_SensorID SDLCALL SDL_SensorGetDeviceInstanceID(int device_index);
+
+/**
+ * \brief Open a sensor for use.
+ *
+ * The index passed as an argument refers to the N'th sensor on the system.
+ *
+ * \return A sensor identifier, or NULL if an error occurred.
+ */
+extern DECLSPEC SDL_Sensor *SDLCALL SDL_SensorOpen(int device_index);
+
+/**
+ * Return the SDL_Sensor associated with an instance id.
+ */
+extern DECLSPEC SDL_Sensor *SDLCALL SDL_SensorFromInstanceID(SDL_SensorID instance_id);
+
+/**
+ * \brief Get the implementation dependent name of a sensor.
+ *
+ * \return The sensor name, or NULL if the sensor is NULL.
+ */
+extern DECLSPEC const char *SDLCALL SDL_SensorGetName(SDL_Sensor *sensor);
+
+/**
+ * \brief Get the type of a sensor.
+ *
+ * This can be called before any sensors are opened.
+ *
+ * \return The sensor type, or SDL_SENSOR_INVALID if the sensor is NULL.
+ */
+extern DECLSPEC SDL_SensorType SDLCALL SDL_SensorGetType(SDL_Sensor *sensor);
+
+/**
+ * \brief Get the platform dependent type of a sensor.
+ *
+ * This can be called before any sensors are opened.
+ *
+ * \return The sensor platform dependent type, or -1 if the sensor is NULL.
+ */
+extern DECLSPEC int SDLCALL SDL_SensorGetNonPortableType(SDL_Sensor *sensor);
+
+/**
+ * \brief Get the instance ID of a sensor.
+ *
+ * This can be called before any sensors are opened.
+ *
+ * \return The sensor instance ID, or -1 if the sensor is NULL.
+ */
+extern DECLSPEC SDL_SensorID SDLCALL SDL_SensorGetInstanceID(SDL_Sensor *sensor);
+
+/**
+ * Get the current state of an opened sensor.
+ *
+ * The number of values and interpretation of the data is sensor dependent.
+ *
+ * \param sensor The sensor to query
+ * \param data A pointer filled with the current sensor state
+ * \param num_values The number of values to write to data
+ *
+ * \return 0 or -1 if an error occurred.
+ */
+extern DECLSPEC int SDLCALL SDL_SensorGetData(SDL_Sensor * sensor, float *data, int num_values);
+
+/**
+ * Close a sensor previously opened with SDL_SensorOpen()
+ */
+extern DECLSPEC void SDLCALL SDL_SensorClose(SDL_Sensor * sensor);
+
+/**
+ * Update the current state of the open sensors.
+ *
+ * This is called automatically by the event loop if sensor events are enabled.
+ *
+ * This needs to be called from the thread that initialized the sensor subsystem.
+ */
+extern DECLSPEC void SDLCALL SDL_SensorUpdate(void);
+
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+/* *INDENT-OFF* */
+}
+/* *INDENT-ON* */
+#endif
+#include "close_code.h"
+
+#endif /* _SDL_sensor_h */
+
+/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_shape.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_shape.h
index db10a8f01..40a6baaae 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_shape.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_shape.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -19,8 +19,8 @@
3. This notice may not be removed or altered from any source distribution.
*/
-#ifndef _SDL_shape_h
-#define _SDL_shape_h
+#ifndef SDL_shape_h_
+#define SDL_shape_h_
#include "SDL_stdinc.h"
#include "SDL_pixels.h"
@@ -71,6 +71,7 @@ extern DECLSPEC SDL_Window * SDLCALL SDL_CreateShapedWindow(const char *title,un
* \param window The window to query for being shaped.
*
* \return SDL_TRUE if the window is a window that can be shaped, SDL_FALSE if the window is unshaped or NULL.
+ *
* \sa SDL_CreateShapedWindow
*/
extern DECLSPEC SDL_bool SDLCALL SDL_IsShapedWindow(const SDL_Window *window);
@@ -91,7 +92,7 @@ typedef enum {
/** \brief A union containing parameters for shaped windows. */
typedef union {
- /** \brief a cutoff alpha value for binarization of the window shape's alpha channel. */
+ /** \brief A cutoff alpha value for binarization of the window shape's alpha channel. */
Uint8 binarizationCutoff;
SDL_Color colorKey;
} SDL_WindowShapeParams;
@@ -111,8 +112,8 @@ typedef struct SDL_WindowShapeMode {
* \param shape A surface encoding the desired shape for the window.
* \param shape_mode The parameters to set for the shaped window.
*
- * \return 0 on success, SDL_INVALID_SHAPE_ARGUMENT on invalid an invalid shape argument, or SDL_NONSHAPEABLE_WINDOW
- * if the SDL_Window* given does not reference a valid shaped window.
+ * \return 0 on success, SDL_INVALID_SHAPE_ARGUMENT on an invalid shape argument, or SDL_NONSHAPEABLE_WINDOW
+ * if the SDL_Window given does not reference a valid shaped window.
*
* \sa SDL_WindowShapeMode
* \sa SDL_GetShapedWindowMode.
@@ -127,7 +128,7 @@ extern DECLSPEC int SDLCALL SDL_SetWindowShape(SDL_Window *window,SDL_Surface *s
*
* \return 0 if the window has a shape and, provided shape_mode was not NULL, shape_mode has been filled with the mode
* data, SDL_NONSHAPEABLE_WINDOW if the SDL_Window given is not a shaped window, or SDL_WINDOW_LACKS_SHAPE if
- * the SDL_Window* given is a shapeable window currently lacking a shape.
+ * the SDL_Window given is a shapeable window currently lacking a shape.
*
* \sa SDL_WindowShapeMode
* \sa SDL_SetWindowShape
@@ -140,4 +141,4 @@ extern DECLSPEC int SDLCALL SDL_GetShapedWindowMode(SDL_Window *window,SDL_Windo
#endif
#include "close_code.h"
-#endif /* _SDL_shape_h */
+#endif /* SDL_shape_h_ */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_stdinc.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_stdinc.h
index 887bcd2d4..e373bc380 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_stdinc.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_stdinc.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -25,8 +25,8 @@
* This is a general header that includes C language support.
*/
-#ifndef _SDL_stdinc_h
-#define _SDL_stdinc_h
+#ifndef SDL_stdinc_h_
+#define SDL_stdinc_h_
#include "SDL_config.h"
@@ -62,6 +62,9 @@
#ifdef HAVE_STRINGS_H
# include
#endif
+#ifdef HAVE_WCHAR_H
+# include
+#endif
#if defined(HAVE_INTTYPES_H)
# include
#elif defined(HAVE_STDINT_H)
@@ -83,8 +86,27 @@
#ifdef HAVE_FLOAT_H
# include
#endif
-#if defined(HAVE_ICONV) && defined(HAVE_ICONV_H)
-# include
+#if defined(HAVE_ALLOCA) && !defined(alloca)
+# if defined(HAVE_ALLOCA_H)
+# include
+# elif defined(__GNUC__)
+# define alloca __builtin_alloca
+# elif defined(_MSC_VER)
+# include
+# define alloca _alloca
+# elif defined(__WATCOMC__)
+# include
+# elif defined(__BORLANDC__)
+# include
+# elif defined(__DMC__)
+# include
+# elif defined(__AIX__)
+#pragma alloca
+# elif defined(__MRC__)
+void *alloca(unsigned);
+# else
+char *alloca();
+# endif
#endif
/**
@@ -93,6 +115,13 @@
#define SDL_arraysize(array) (sizeof(array)/sizeof(array[0]))
#define SDL_TABLESIZE(table) SDL_arraysize(table)
+/**
+ * Macro useful for building other macros with strings in them
+ *
+ * e.g. #define LOG_ERROR(X) OutputDebugString(SDL_STRINGIFY_ARG(__FUNCTION__) ": " X "\n")
+ */
+#define SDL_STRINGIFY_ARG(arg) #arg
+
/**
* \name Cast operators
*
@@ -123,44 +152,67 @@
*/
/* @{ */
+#ifdef __CC_ARM
+/* ARM's compiler throws warnings if we use an enum: like "SDL_bool x = a < b;" */
+#define SDL_FALSE 0
+#define SDL_TRUE 1
+typedef int SDL_bool;
+#else
typedef enum
{
SDL_FALSE = 0,
SDL_TRUE = 1
} SDL_bool;
+#endif
/**
* \brief A signed 8-bit integer type.
*/
+#define SDL_MAX_SINT8 ((Sint8)0x7F) /* 127 */
+#define SDL_MIN_SINT8 ((Sint8)(~0x7F)) /* -128 */
typedef int8_t Sint8;
/**
* \brief An unsigned 8-bit integer type.
*/
+#define SDL_MAX_UINT8 ((Uint8)0xFF) /* 255 */
+#define SDL_MIN_UINT8 ((Uint8)0x00) /* 0 */
typedef uint8_t Uint8;
/**
* \brief A signed 16-bit integer type.
*/
+#define SDL_MAX_SINT16 ((Sint16)0x7FFF) /* 32767 */
+#define SDL_MIN_SINT16 ((Sint16)(~0x7FFF)) /* -32768 */
typedef int16_t Sint16;
/**
* \brief An unsigned 16-bit integer type.
*/
+#define SDL_MAX_UINT16 ((Uint16)0xFFFF) /* 65535 */
+#define SDL_MIN_UINT16 ((Uint16)0x0000) /* 0 */
typedef uint16_t Uint16;
/**
* \brief A signed 32-bit integer type.
*/
+#define SDL_MAX_SINT32 ((Sint32)0x7FFFFFFF) /* 2147483647 */
+#define SDL_MIN_SINT32 ((Sint32)(~0x7FFFFFFF)) /* -2147483648 */
typedef int32_t Sint32;
/**
* \brief An unsigned 32-bit integer type.
*/
+#define SDL_MAX_UINT32 ((Uint32)0xFFFFFFFFu) /* 4294967295 */
+#define SDL_MIN_UINT32 ((Uint32)0x00000000) /* 0 */
typedef uint32_t Uint32;
/**
* \brief A signed 64-bit integer type.
*/
+#define SDL_MAX_SINT64 ((Sint64)0x7FFFFFFFFFFFFFFFll) /* 9223372036854775807 */
+#define SDL_MIN_SINT64 ((Sint64)(~0x7FFFFFFFFFFFFFFFll)) /* -9223372036854775808 */
typedef int64_t Sint64;
/**
* \brief An unsigned 64-bit integer type.
*/
+#define SDL_MAX_UINT64 ((Uint64)0xFFFFFFFFFFFFFFFFull) /* 18446744073709551615 */
+#define SDL_MIN_UINT64 ((Uint64)(0x0000000000000000ull)) /* 0 */
typedef uint64_t Uint64;
/* @} *//* Basic data types */
@@ -258,7 +310,7 @@ typedef uint64_t Uint64;
#endif /* SDL_DISABLE_ANALYZE_MACROS */
#define SDL_COMPILE_TIME_ASSERT(name, x) \
- typedef int SDL_dummy_ ## name[(x) * 2 - 1]
+ typedef int SDL_compile_time_assert_ ## name[(x) * 2 - 1]
/** \cond */
#ifndef DOXYGEN_SHOULD_IGNORE_THIS
SDL_COMPILE_TIME_ASSERT(uint8, sizeof(Uint8) == 1);
@@ -298,28 +350,6 @@ SDL_COMPILE_TIME_ASSERT(enum, sizeof(SDL_DUMMY_ENUM) == sizeof(int));
extern "C" {
#endif
-#if defined(HAVE_ALLOCA) && !defined(alloca)
-# if defined(HAVE_ALLOCA_H)
-# include
-# elif defined(__GNUC__)
-# define alloca __builtin_alloca
-# elif defined(_MSC_VER)
-# include
-# define alloca _alloca
-# elif defined(__WATCOMC__)
-# include
-# elif defined(__BORLANDC__)
-# include
-# elif defined(__DMC__)
-# include
-# elif defined(__AIX__)
-#pragma alloca
-# elif defined(__MRC__)
-void *alloca(unsigned);
-# else
-char *alloca();
-# endif
-#endif
#ifdef HAVE_ALLOCA
#define SDL_stack_alloc(type, count) (type*)alloca(sizeof(type)*(count))
#define SDL_stack_free(data)
@@ -333,6 +363,37 @@ extern DECLSPEC void *SDLCALL SDL_calloc(size_t nmemb, size_t size);
extern DECLSPEC void *SDLCALL SDL_realloc(void *mem, size_t size);
extern DECLSPEC void SDLCALL SDL_free(void *mem);
+typedef void *(SDLCALL *SDL_malloc_func)(size_t size);
+typedef void *(SDLCALL *SDL_calloc_func)(size_t nmemb, size_t size);
+typedef void *(SDLCALL *SDL_realloc_func)(void *mem, size_t size);
+typedef void (SDLCALL *SDL_free_func)(void *mem);
+
+/**
+ * \brief Get the current set of SDL memory functions
+ */
+extern DECLSPEC void SDLCALL SDL_GetMemoryFunctions(SDL_malloc_func *malloc_func,
+ SDL_calloc_func *calloc_func,
+ SDL_realloc_func *realloc_func,
+ SDL_free_func *free_func);
+
+/**
+ * \brief Replace SDL's memory allocation functions with a custom set
+ *
+ * \note If you are replacing SDL's memory functions, you should call
+ * SDL_GetNumAllocations() and be very careful if it returns non-zero.
+ * That means that your free function will be called with memory
+ * allocated by the previous memory allocation functions.
+ */
+extern DECLSPEC int SDLCALL SDL_SetMemoryFunctions(SDL_malloc_func malloc_func,
+ SDL_calloc_func calloc_func,
+ SDL_realloc_func realloc_func,
+ SDL_free_func free_func);
+
+/**
+ * \brief Get the number of outstanding (unfreed) allocations
+ */
+extern DECLSPEC int SDLCALL SDL_GetNumAllocations(void);
+
extern DECLSPEC char *SDLCALL SDL_getenv(const char *name);
extern DECLSPEC int SDLCALL SDL_setenv(const char *name, const char *value, int overwrite);
@@ -375,24 +436,25 @@ SDL_FORCE_INLINE void SDL_memset4(void *dst, Uint32 val, size_t dwords)
return;
switch (dwords % 4)
{
- case 0: do { *_p++ = _val;
- case 3: *_p++ = _val;
- case 2: *_p++ = _val;
- case 1: *_p++ = _val;
+ case 0: do { *_p++ = _val; /* fallthrough */
+ case 3: *_p++ = _val; /* fallthrough */
+ case 2: *_p++ = _val; /* fallthrough */
+ case 1: *_p++ = _val; /* fallthrough */
} while ( --_n );
}
#endif
}
-
extern DECLSPEC void *SDLCALL SDL_memcpy(SDL_OUT_BYTECAP(len) void *dst, SDL_IN_BYTECAP(len) const void *src, size_t len);
extern DECLSPEC void *SDLCALL SDL_memmove(SDL_OUT_BYTECAP(len) void *dst, SDL_IN_BYTECAP(len) const void *src, size_t len);
extern DECLSPEC int SDLCALL SDL_memcmp(const void *s1, const void *s2, size_t len);
+extern DECLSPEC wchar_t *SDLCALL SDL_wcsdup(const wchar_t *wstr);
extern DECLSPEC size_t SDLCALL SDL_wcslen(const wchar_t *wstr);
extern DECLSPEC size_t SDLCALL SDL_wcslcpy(SDL_OUT_Z_CAP(maxlen) wchar_t *dst, const wchar_t *src, size_t maxlen);
extern DECLSPEC size_t SDLCALL SDL_wcslcat(SDL_INOUT_Z_CAP(maxlen) wchar_t *dst, const wchar_t *src, size_t maxlen);
+extern DECLSPEC int SDLCALL SDL_wcscmp(const wchar_t *str1, const wchar_t *str2);
extern DECLSPEC size_t SDLCALL SDL_strlen(const char *str);
extern DECLSPEC size_t SDLCALL SDL_strlcpy(SDL_OUT_Z_CAP(maxlen) char *dst, const char *src, size_t maxlen);
@@ -405,6 +467,7 @@ extern DECLSPEC char *SDLCALL SDL_strlwr(char *str);
extern DECLSPEC char *SDLCALL SDL_strchr(const char *str, int c);
extern DECLSPEC char *SDLCALL SDL_strrchr(const char *str, int c);
extern DECLSPEC char *SDLCALL SDL_strstr(const char *haystack, const char *needle);
+extern DECLSPEC size_t SDLCALL SDL_utf8strlen(const char *str);
extern DECLSPEC char *SDLCALL SDL_itoa(int value, char *str, int radix);
extern DECLSPEC char *SDLCALL SDL_uitoa(unsigned int value, char *str, int radix);
@@ -433,23 +496,40 @@ extern DECLSPEC int SDLCALL SDL_vsnprintf(SDL_OUT_Z_CAP(maxlen) char *text, size
#ifndef HAVE_M_PI
#ifndef M_PI
-#define M_PI 3.14159265358979323846264338327950288 /* pi */
+#define M_PI 3.14159265358979323846264338327950288 /**< pi */
#endif
#endif
extern DECLSPEC double SDLCALL SDL_acos(double x);
+extern DECLSPEC float SDLCALL SDL_acosf(float x);
extern DECLSPEC double SDLCALL SDL_asin(double x);
+extern DECLSPEC float SDLCALL SDL_asinf(float x);
extern DECLSPEC double SDLCALL SDL_atan(double x);
+extern DECLSPEC float SDLCALL SDL_atanf(float x);
extern DECLSPEC double SDLCALL SDL_atan2(double x, double y);
+extern DECLSPEC float SDLCALL SDL_atan2f(float x, float y);
extern DECLSPEC double SDLCALL SDL_ceil(double x);
+extern DECLSPEC float SDLCALL SDL_ceilf(float x);
extern DECLSPEC double SDLCALL SDL_copysign(double x, double y);
+extern DECLSPEC float SDLCALL SDL_copysignf(float x, float y);
extern DECLSPEC double SDLCALL SDL_cos(double x);
extern DECLSPEC float SDLCALL SDL_cosf(float x);
+extern DECLSPEC double SDLCALL SDL_exp(double x);
+extern DECLSPEC float SDLCALL SDL_expf(float x);
extern DECLSPEC double SDLCALL SDL_fabs(double x);
+extern DECLSPEC float SDLCALL SDL_fabsf(float x);
extern DECLSPEC double SDLCALL SDL_floor(double x);
+extern DECLSPEC float SDLCALL SDL_floorf(float x);
+extern DECLSPEC double SDLCALL SDL_fmod(double x, double y);
+extern DECLSPEC float SDLCALL SDL_fmodf(float x, float y);
extern DECLSPEC double SDLCALL SDL_log(double x);
+extern DECLSPEC float SDLCALL SDL_logf(float x);
+extern DECLSPEC double SDLCALL SDL_log10(double x);
+extern DECLSPEC float SDLCALL SDL_log10f(float x);
extern DECLSPEC double SDLCALL SDL_pow(double x, double y);
+extern DECLSPEC float SDLCALL SDL_powf(float x, float y);
extern DECLSPEC double SDLCALL SDL_scalbn(double x, int n);
+extern DECLSPEC float SDLCALL SDL_scalbnf(float x, int n);
extern DECLSPEC double SDLCALL SDL_sin(double x);
extern DECLSPEC float SDLCALL SDL_sinf(float x);
extern DECLSPEC double SDLCALL SDL_sqrt(double x);
@@ -522,6 +602,6 @@ SDL_FORCE_INLINE void *SDL_memcpy4(SDL_OUT_BYTECAP(dwords*4) void *dst, SDL_IN_B
#endif
#include "close_code.h"
-#endif /* _SDL_stdinc_h */
+#endif /* SDL_stdinc_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_surface.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_surface.h
index e63ca8903..730d49fc8 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_surface.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_surface.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -25,8 +25,8 @@
* Header file for ::SDL_Surface definition and management functions.
*/
-#ifndef _SDL_surface_h
-#define _SDL_surface_h
+#ifndef SDL_surface_h_
+#define SDL_surface_h_
#include "SDL_stdinc.h"
#include "SDL_pixels.h"
@@ -94,8 +94,19 @@ typedef struct SDL_Surface
/**
* \brief The type of function used for surface blitting functions.
*/
-typedef int (*SDL_blit) (struct SDL_Surface * src, SDL_Rect * srcrect,
- struct SDL_Surface * dst, SDL_Rect * dstrect);
+typedef int (SDLCALL *SDL_blit) (struct SDL_Surface * src, SDL_Rect * srcrect,
+ struct SDL_Surface * dst, SDL_Rect * dstrect);
+
+/**
+ * \brief The formula used for converting between YUV and RGB
+ */
+typedef enum
+{
+ SDL_YUV_CONVERSION_JPEG, /**< Full range JPEG */
+ SDL_YUV_CONVERSION_BT601, /**< BT.601 (the default) */
+ SDL_YUV_CONVERSION_BT709, /**< BT.709 */
+ SDL_YUV_CONVERSION_AUTOMATIC /**< BT.601 for SD content, BT.709 for HD content */
+} SDL_YUV_CONVERSION_MODE;
/**
* Allocate and free an RGB surface.
@@ -118,6 +129,11 @@ typedef int (*SDL_blit) (struct SDL_Surface * src, SDL_Rect * srcrect,
extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurface
(Uint32 flags, int width, int height, int depth,
Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask);
+
+/* !!! FIXME for 2.1: why does this ask for depth? Format provides that. */
+extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceWithFormat
+ (Uint32 flags, int width, int height, int depth, Uint32 format);
+
extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceFrom(void *pixels,
int width,
int height,
@@ -127,6 +143,8 @@ extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceFrom(void *pixels,
Uint32 Gmask,
Uint32 Bmask,
Uint32 Amask);
+extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceWithFormatFrom
+ (void *pixels, int width, int height, int depth, int pitch, Uint32 format);
extern DECLSPEC void SDLCALL SDL_FreeSurface(SDL_Surface * surface);
/**
@@ -184,6 +202,12 @@ extern DECLSPEC SDL_Surface *SDLCALL SDL_LoadBMP_RW(SDL_RWops * src,
/**
* Save a surface to a seekable SDL data stream (memory or file).
*
+ * Surfaces with a 24-bit, 32-bit and paletted 8-bit format get saved in the
+ * BMP directly. Other RGB formats with 8-bit or higher get converted to a
+ * 24-bit surface or, if they have an alpha mask or a colorkey, to a 32-bit
+ * surface before they are saved. YUV and paletted 1-bit and 4-bit formats are
+ * not supported.
+ *
* If \c freedst is non-zero, the stream will be closed after being written.
*
* \return 0 if successful or -1 if there was an error.
@@ -224,6 +248,13 @@ extern DECLSPEC int SDLCALL SDL_SetSurfaceRLE(SDL_Surface * surface,
extern DECLSPEC int SDLCALL SDL_SetColorKey(SDL_Surface * surface,
int flag, Uint32 key);
+/**
+ * \brief Returns whether the surface has a color key
+ *
+ * \return SDL_TRUE if the surface has a color key, or SDL_FALSE if the surface is NULL or has no color key
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_HasColorKey(SDL_Surface * surface);
+
/**
* \brief Gets the color key (transparent pixel) in a blittable surface.
*
@@ -346,6 +377,11 @@ extern DECLSPEC SDL_bool SDLCALL SDL_SetClipRect(SDL_Surface * surface,
extern DECLSPEC void SDLCALL SDL_GetClipRect(SDL_Surface * surface,
SDL_Rect * rect);
+/*
+ * Creates a new surface identical to the existing surface
+ */
+extern DECLSPEC SDL_Surface *SDLCALL SDL_DuplicateSurface(SDL_Surface * surface);
+
/**
* Creates a new surface of the specified format, and then copies and maps
* the given surface to it so the blit of the converted surface will be as
@@ -491,6 +527,20 @@ extern DECLSPEC int SDLCALL SDL_LowerBlitScaled
(SDL_Surface * src, SDL_Rect * srcrect,
SDL_Surface * dst, SDL_Rect * dstrect);
+/**
+ * \brief Set the YUV conversion mode
+ */
+extern DECLSPEC void SDLCALL SDL_SetYUVConversionMode(SDL_YUV_CONVERSION_MODE mode);
+
+/**
+ * \brief Get the YUV conversion mode
+ */
+extern DECLSPEC SDL_YUV_CONVERSION_MODE SDLCALL SDL_GetYUVConversionMode(void);
+
+/**
+ * \brief Get the YUV conversion mode, returning the correct mode for the resolution when the current conversion mode is SDL_YUV_CONVERSION_AUTOMATIC
+ */
+extern DECLSPEC SDL_YUV_CONVERSION_MODE SDLCALL SDL_GetYUVConversionModeForResolution(int width, int height);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
@@ -498,6 +548,6 @@ extern DECLSPEC int SDLCALL SDL_LowerBlitScaled
#endif
#include "close_code.h"
-#endif /* _SDL_surface_h */
+#endif /* SDL_surface_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_system.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_system.h
index 5da9adb45..4dc372d6b 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_system.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_system.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -25,8 +25,8 @@
* Include file for platform specific SDL API functions
*/
-#ifndef _SDL_system_h
-#define _SDL_system_h
+#ifndef SDL_system_h_
+#define SDL_system_h_
#include "SDL_stdinc.h"
#include "SDL_keyboard.h"
@@ -76,6 +76,18 @@ extern DECLSPEC SDL_bool SDLCALL SDL_DXGIGetOutputInfo( int displayIndex, int *a
#endif /* __WIN32__ */
+/* Platform specific functions for Linux */
+#ifdef __LINUX__
+
+/**
+ \brief Sets the UNIX nice value for a thread, using setpriority() if possible, and RealtimeKit if available.
+
+ \return 0 on success, or -1 on error.
+ */
+extern DECLSPEC int SDLCALL SDL_LinuxSetThreadPriority(Sint64 threadID, int priority);
+
+#endif /* __LINUX__ */
+
/* Platform specific functions for iOS */
#if defined(__IPHONEOS__) && __IPHONEOS__
@@ -96,7 +108,7 @@ extern DECLSPEC void SDLCALL SDL_iPhoneSetEventPump(SDL_bool enabled);
This returns JNIEnv*, but the prototype is void* so we don't need jni.h
*/
-extern DECLSPEC void * SDLCALL SDL_AndroidGetJNIEnv();
+extern DECLSPEC void * SDLCALL SDL_AndroidGetJNIEnv(void);
/**
\brief Get the SDL Activity object for the application
@@ -106,7 +118,27 @@ extern DECLSPEC void * SDLCALL SDL_AndroidGetJNIEnv();
It is the caller's responsibility to properly release it
(using env->Push/PopLocalFrame or manually with env->DeleteLocalRef)
*/
-extern DECLSPEC void * SDLCALL SDL_AndroidGetActivity();
+extern DECLSPEC void * SDLCALL SDL_AndroidGetActivity(void);
+
+/**
+ \brief Return true if the application is running on Android TV
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_IsAndroidTV(void);
+
+/**
+ \brief Return true if the application is running on a Chromebook
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_IsChromebook(void);
+
+/**
+ \brief Return true is the application is running on a Samsung DeX docking station
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_IsDeXMode(void);
+
+/**
+ \brief Trigger the Android system back button behavior.
+ */
+extern DECLSPEC void SDLCALL SDL_AndroidBackButton(void);
/**
See the official Android developer guide for more information:
@@ -121,7 +153,7 @@ extern DECLSPEC void * SDLCALL SDL_AndroidGetActivity();
This path is unique to your application and cannot be written to
by other applications.
*/
-extern DECLSPEC const char * SDLCALL SDL_AndroidGetInternalStoragePath();
+extern DECLSPEC const char * SDLCALL SDL_AndroidGetInternalStoragePath(void);
/**
\brief Get the current state of external storage, a bitmask of these values:
@@ -130,7 +162,7 @@ extern DECLSPEC const char * SDLCALL SDL_AndroidGetInternalStoragePath();
If external storage is currently unavailable, this will return 0.
*/
-extern DECLSPEC int SDLCALL SDL_AndroidGetExternalStorageState();
+extern DECLSPEC int SDLCALL SDL_AndroidGetExternalStorageState(void);
/**
\brief Get the path used for external storage for this application.
@@ -138,7 +170,7 @@ extern DECLSPEC int SDLCALL SDL_AndroidGetExternalStorageState();
This path is unique to your application, but is public and can be
written to by other applications.
*/
-extern DECLSPEC const char * SDLCALL SDL_AndroidGetExternalStoragePath();
+extern DECLSPEC const char * SDLCALL SDL_AndroidGetExternalStoragePath(void);
#endif /* __ANDROID__ */
@@ -169,6 +201,25 @@ typedef enum
} SDL_WinRT_Path;
+/**
+ * \brief WinRT Device Family
+ */
+typedef enum
+{
+ /** \brief Unknown family */
+ SDL_WINRT_DEVICEFAMILY_UNKNOWN,
+
+ /** \brief Desktop family*/
+ SDL_WINRT_DEVICEFAMILY_DESKTOP,
+
+ /** \brief Mobile family (for example smartphone) */
+ SDL_WINRT_DEVICEFAMILY_MOBILE,
+
+ /** \brief XBox family */
+ SDL_WINRT_DEVICEFAMILY_XBOX,
+} SDL_WinRT_DeviceFamily;
+
+
/**
* \brief Retrieves a WinRT defined path on the local file system
*
@@ -203,14 +254,26 @@ extern DECLSPEC const wchar_t * SDLCALL SDL_WinRTGetFSPathUNICODE(SDL_WinRT_Path
*/
extern DECLSPEC const char * SDLCALL SDL_WinRTGetFSPathUTF8(SDL_WinRT_Path pathType);
+/**
+ * \brief Detects the device family of WinRT plattform on runtime
+ *
+ * \return Device family
+ */
+extern DECLSPEC SDL_WinRT_DeviceFamily SDLCALL SDL_WinRTGetDeviceFamily();
+
#endif /* __WINRT__ */
+/**
+ \brief Return true if the current device is a tablet.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_IsTablet(void);
+
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
-#endif /* _SDL_system_h */
+#endif /* SDL_system_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_syswm.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_syswm.h
index 1056e526b..f1c4021cc 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_syswm.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_syswm.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -25,20 +25,14 @@
* Include file for SDL custom system window manager hooks.
*/
-#ifndef _SDL_syswm_h
-#define _SDL_syswm_h
+#ifndef SDL_syswm_h_
+#define SDL_syswm_h_
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_video.h"
#include "SDL_version.h"
-#include "begin_code.h"
-/* Set up for C function definitions, even when using C++ */
-#ifdef __cplusplus
-extern "C" {
-#endif
-
/**
* \file SDL_syswm.h
*
@@ -106,6 +100,16 @@ typedef struct ANativeWindow ANativeWindow;
typedef void *EGLSurface;
#endif
+#if defined(SDL_VIDEO_DRIVER_VIVANTE)
+#include "SDL_egl.h"
+#endif
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
/**
* These are the various supported windowing subsystems
*/
@@ -120,7 +124,9 @@ typedef enum
SDL_SYSWM_WAYLAND,
SDL_SYSWM_MIR,
SDL_SYSWM_WINRT,
- SDL_SYSWM_ANDROID
+ SDL_SYSWM_ANDROID,
+ SDL_SYSWM_VIVANTE,
+ SDL_SYSWM_OS2
} SDL_SYSWM_TYPE;
/**
@@ -166,6 +172,13 @@ struct SDL_SysWMmsg
int dummy;
/* No UIKit window events yet */
} uikit;
+#endif
+#if defined(SDL_VIDEO_DRIVER_VIVANTE)
+ struct
+ {
+ int dummy;
+ /* No Vivante window events yet */
+ } vivante;
#endif
/* Can't have an empty union */
int dummy;
@@ -189,6 +202,7 @@ struct SDL_SysWMinfo
{
HWND window; /**< The window handle */
HDC hdc; /**< The window device context */
+ HINSTANCE hinstance; /**< The instance handle */
} win;
#endif
#if defined(SDL_VIDEO_DRIVER_WINRT)
@@ -216,9 +230,9 @@ struct SDL_SysWMinfo
struct
{
#if defined(__OBJC__) && defined(__has_feature) && __has_feature(objc_arc)
- NSWindow __unsafe_unretained *window; /* The Cocoa window */
+ NSWindow __unsafe_unretained *window; /**< The Cocoa window */
#else
- NSWindow *window; /* The Cocoa window */
+ NSWindow *window; /**< The Cocoa window */
#endif
} cocoa;
#endif
@@ -226,13 +240,13 @@ struct SDL_SysWMinfo
struct
{
#if defined(__OBJC__) && defined(__has_feature) && __has_feature(objc_arc)
- UIWindow __unsafe_unretained *window; /* The UIKit window */
+ UIWindow __unsafe_unretained *window; /**< The UIKit window */
#else
- UIWindow *window; /* The UIKit window */
+ UIWindow *window; /**< The UIKit window */
#endif
- GLuint framebuffer; /* The GL view's Framebuffer Object. It must be bound when rendering to the screen using GL. */
- GLuint colorbuffer; /* The GL view's color Renderbuffer Object. It must be bound when SDL_GL_SwapWindow is called. */
- GLuint resolveFramebuffer; /* The Framebuffer Object which holds the resolve color Renderbuffer, when MSAA is used. */
+ GLuint framebuffer; /**< The GL view's Framebuffer Object. It must be bound when rendering to the screen using GL. */
+ GLuint colorbuffer; /**< The GL view's color Renderbuffer Object. It must be bound when SDL_GL_SwapWindow is called. */
+ GLuint resolveFramebuffer; /**< The Framebuffer Object which holds the resolve color Renderbuffer, when MSAA is used. */
} uikit;
#endif
#if defined(SDL_VIDEO_DRIVER_WAYLAND)
@@ -259,8 +273,17 @@ struct SDL_SysWMinfo
} android;
#endif
- /* Can't have an empty union */
- int dummy;
+#if defined(SDL_VIDEO_DRIVER_VIVANTE)
+ struct
+ {
+ EGLNativeDisplayType display;
+ EGLNativeWindowType window;
+ } vivante;
+#endif
+
+ /* Make sure this union is always 64 bytes (8 64-bit pointers). */
+ /* Be careful not to overflow this if you add a new target! */
+ Uint8 dummy[64];
} info;
};
@@ -296,6 +319,6 @@ extern DECLSPEC SDL_bool SDLCALL SDL_GetWindowWMInfo(SDL_Window * window,
#endif
#include "close_code.h"
-#endif /* _SDL_syswm_h */
+#endif /* SDL_syswm_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test.h
index 217847bfc..6cc373bf8 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -27,21 +27,22 @@
* This code is a part of the SDL2_test library, not the main SDL library.
*/
-#ifndef _SDL_test_h
-#define _SDL_test_h
+#ifndef SDL_test_h_
+#define SDL_test_h_
#include "SDL.h"
-#include "SDL_test_common.h"
-#include "SDL_test_font.h"
-#include "SDL_test_random.h"
-#include "SDL_test_fuzzer.h"
-#include "SDL_test_crc32.h"
-#include "SDL_test_md5.h"
-#include "SDL_test_log.h"
#include "SDL_test_assert.h"
+#include "SDL_test_common.h"
+#include "SDL_test_compare.h"
+#include "SDL_test_crc32.h"
+#include "SDL_test_font.h"
+#include "SDL_test_fuzzer.h"
#include "SDL_test_harness.h"
#include "SDL_test_images.h"
-#include "SDL_test_compare.h"
+#include "SDL_test_log.h"
+#include "SDL_test_md5.h"
+#include "SDL_test_memory.h"
+#include "SDL_test_random.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
@@ -63,6 +64,6 @@ extern "C" {
#endif
#include "close_code.h"
-#endif /* _SDL_test_h */
+#endif /* SDL_test_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_assert.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_assert.h
index 29277e122..1788d7a20 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_assert.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_assert.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -33,8 +33,8 @@
*
*/
-#ifndef _SDL_test_assert_h
-#define _SDL_test_assert_h
+#ifndef SDL_test_assert_h_
+#define SDL_test_assert_h_
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
@@ -80,12 +80,12 @@ void SDLTest_AssertPass(SDL_PRINTF_FORMAT_STRING const char *assertDescription,
/**
* \brief Resets the assert summary counters to zero.
*/
-void SDLTest_ResetAssertSummary();
+void SDLTest_ResetAssertSummary(void);
/**
* \brief Logs summary of all assertions (total, pass, fail) since last reset as INFO or ERROR.
*/
-void SDLTest_LogAssertSummary();
+void SDLTest_LogAssertSummary(void);
/**
@@ -93,13 +93,13 @@ void SDLTest_LogAssertSummary();
*
* \returns TEST_RESULT_PASSED, TEST_RESULT_FAILED, or TEST_RESULT_NO_ASSERT
*/
-int SDLTest_AssertSummaryToTestResult();
+int SDLTest_AssertSummaryToTestResult(void);
#ifdef __cplusplus
}
#endif
#include "close_code.h"
-#endif /* _SDL_test_assert_h */
+#endif /* SDL_test_assert_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_common.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_common.h
index 0ebf31cb6..be2e6b2aa 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_common.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_common.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -29,8 +29,8 @@
/* Ported from original test\common.h file. */
-#ifndef _SDL_test_common_h
-#define _SDL_test_common_h
+#ifndef SDL_test_common_h_
+#define SDL_test_common_h_
#include "SDL.h"
@@ -183,6 +183,6 @@ void SDLTest_CommonQuit(SDLTest_CommonState * state);
#endif
#include "close_code.h"
-#endif /* _SDL_test_common_h */
+#endif /* SDL_test_common_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_compare.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_compare.h
index 772cf9fbd..c22e447d8 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_compare.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_compare.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -33,8 +33,8 @@
*/
-#ifndef _SDL_test_compare_h
-#define _SDL_test_compare_h
+#ifndef SDL_test_compare_h_
+#define SDL_test_compare_h_
#include "SDL.h"
@@ -64,6 +64,6 @@ int SDLTest_CompareSurfaces(SDL_Surface *surface, SDL_Surface *referenceSurface,
#endif
#include "close_code.h"
-#endif /* _SDL_test_compare_h */
+#endif /* SDL_test_compare_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_crc32.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_crc32.h
index 572a3d955..3d235d074 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_crc32.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_crc32.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -33,8 +33,8 @@
*/
-#ifndef _SDL_test_crc32_h
-#define _SDL_test_crc32_h
+#ifndef SDL_test_crc32_h_
+#define SDL_test_crc32_h_
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
@@ -93,7 +93,7 @@ extern "C" {
* \returns 0 for OK, -1 on error
*
*/
-int SDLTest_crc32Calc(SDLTest_Crc32Context * crcContext, CrcUint8 *inBuf, CrcUint32 inLen, CrcUint32 *crc32);
+int SDLTest_Crc32Calc(SDLTest_Crc32Context * crcContext, CrcUint8 *inBuf, CrcUint32 inLen, CrcUint32 *crc32);
/* Same routine broken down into three steps */
int SDLTest_Crc32CalcStart(SDLTest_Crc32Context * crcContext, CrcUint32 *crc32);
@@ -119,6 +119,6 @@ int SDLTest_Crc32Done(SDLTest_Crc32Context * crcContext);
#endif
#include "close_code.h"
-#endif /* _SDL_test_crc32_h */
+#endif /* SDL_test_crc32_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_font.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_font.h
index 3378ea85b..59cbdcad6 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_font.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_font.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -27,8 +27,8 @@
* This code is a part of the SDL2_test library, not the main SDL library.
*/
-#ifndef _SDL_test_font_h
-#define _SDL_test_font_h
+#ifndef SDL_test_font_h_
+#define SDL_test_font_h_
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
@@ -50,7 +50,7 @@ extern "C" {
*
* \returns Returns 0 on success, -1 on failure.
*/
-int SDLTest_DrawCharacter( SDL_Renderer *renderer, int x, int y, char c );
+int SDLTest_DrawCharacter(SDL_Renderer *renderer, int x, int y, char c);
/**
* \brief Draw a string in the currently set font.
@@ -62,15 +62,20 @@ int SDLTest_DrawCharacter( SDL_Renderer *renderer, int x, int y, char c );
*
* \returns Returns 0 on success, -1 on failure.
*/
-int SDLTest_DrawString( SDL_Renderer * renderer, int x, int y, const char *s );
+int SDLTest_DrawString(SDL_Renderer *renderer, int x, int y, const char *s);
+/**
+ * \brief Cleanup textures used by font drawing functions.
+ */
+void SDLTest_CleanupTextDrawing(void);
+
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
-#endif /* _SDL_test_font_h */
+#endif /* SDL_test_font_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_fuzzer.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_fuzzer.h
index 9603652b2..8fcb9ebbf 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_fuzzer.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_fuzzer.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -33,8 +33,8 @@
*/
-#ifndef _SDL_test_fuzzer_h
-#define _SDL_test_fuzzer_h
+#ifndef SDL_test_fuzzer_h_
+#define SDL_test_fuzzer_h_
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
@@ -68,14 +68,14 @@ void SDLTest_FuzzerInit(Uint64 execKey);
*
* \returns Generated integer
*/
-Uint8 SDLTest_RandomUint8();
+Uint8 SDLTest_RandomUint8(void);
/**
* Returns a random Sint8
*
* \returns Generated signed integer
*/
-Sint8 SDLTest_RandomSint8();
+Sint8 SDLTest_RandomSint8(void);
/**
@@ -83,14 +83,14 @@ Sint8 SDLTest_RandomSint8();
*
* \returns Generated integer
*/
-Uint16 SDLTest_RandomUint16();
+Uint16 SDLTest_RandomUint16(void);
/**
* Returns a random Sint16
*
* \returns Generated signed integer
*/
-Sint16 SDLTest_RandomSint16();
+Sint16 SDLTest_RandomSint16(void);
/**
@@ -98,7 +98,7 @@ Sint16 SDLTest_RandomSint16();
*
* \returns Generated integer
*/
-Sint32 SDLTest_RandomSint32();
+Sint32 SDLTest_RandomSint32(void);
/**
@@ -106,14 +106,14 @@ Sint32 SDLTest_RandomSint32();
*
* \returns Generated integer
*/
-Uint32 SDLTest_RandomUint32();
+Uint32 SDLTest_RandomUint32(void);
/**
* Returns random Uint64.
*
* \returns Generated integer
*/
-Uint64 SDLTest_RandomUint64();
+Uint64 SDLTest_RandomUint64(void);
/**
@@ -121,29 +121,29 @@ Uint64 SDLTest_RandomUint64();
*
* \returns Generated signed integer
*/
-Sint64 SDLTest_RandomSint64();
+Sint64 SDLTest_RandomSint64(void);
/**
* \returns random float in range [0.0 - 1.0[
*/
-float SDLTest_RandomUnitFloat();
+float SDLTest_RandomUnitFloat(void);
/**
* \returns random double in range [0.0 - 1.0[
*/
-double SDLTest_RandomUnitDouble();
+double SDLTest_RandomUnitDouble(void);
/**
* \returns random float.
*
*/
-float SDLTest_RandomFloat();
+float SDLTest_RandomFloat(void);
/**
* \returns random double.
*
*/
-double SDLTest_RandomDouble();
+double SDLTest_RandomDouble(void);
/**
* Returns a random boundary value for Uint8 within the given boundaries.
@@ -338,7 +338,7 @@ Sint32 SDLTest_RandomIntegerInRange(Sint32 min, Sint32 max);
*
* \returns Newly allocated random string; or NULL if length was invalid or string could not be allocated.
*/
-char * SDLTest_RandomAsciiString();
+char * SDLTest_RandomAsciiString(void);
/**
@@ -371,7 +371,7 @@ char * SDLTest_RandomAsciiStringOfSize(int size);
/**
* Returns the invocation count for the fuzzer since last ...FuzzerInit.
*/
-int SDLTest_GetFuzzerInvocationCount();
+int SDLTest_GetFuzzerInvocationCount(void);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
@@ -379,6 +379,6 @@ int SDLTest_GetFuzzerInvocationCount();
#endif
#include "close_code.h"
-#endif /* _SDL_test_fuzzer_h */
+#endif /* SDL_test_fuzzer_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_harness.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_harness.h
index 74c0950cd..8641e0a7e 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_harness.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_harness.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -33,8 +33,8 @@
Based on original GSOC code by Markus Kauppila
*/
-#ifndef _SDL_test_harness_h
-#define _SDL_test_harness_h
+#ifndef SDL_test_h_arness_h
+#define SDL_test_h_arness_h
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
@@ -98,6 +98,17 @@ typedef struct SDLTest_TestSuiteReference {
} SDLTest_TestSuiteReference;
+/**
+ * \brief Generates a random run seed string for the harness. The generated seed will contain alphanumeric characters (0-9A-Z).
+ *
+ * Note: The returned string needs to be deallocated by the caller.
+ *
+ * \param length The length of the seed string to generate
+ *
+ * \returns The generated seed string
+ */
+char *SDLTest_GenerateRunSeed(const int length);
+
/**
* \brief Execute a test suite using the given run seed and execution key.
*
@@ -118,6 +129,6 @@ int SDLTest_RunSuites(SDLTest_TestSuiteReference *testSuites[], const char *user
#endif
#include "close_code.h"
-#endif /* _SDL_test_harness_h */
+#endif /* SDL_test_h_arness_h */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_images.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_images.h
index 8c64b4feb..9c4dd5b82 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_images.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_images.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -33,8 +33,8 @@
*/
-#ifndef _SDL_test_images_h
-#define _SDL_test_images_h
+#ifndef SDL_test_images_h_
+#define SDL_test_images_h_
#include "SDL.h"
@@ -55,17 +55,17 @@ typedef struct SDLTest_SurfaceImage_s {
} SDLTest_SurfaceImage_t;
/* Test images */
-SDL_Surface *SDLTest_ImageBlit();
-SDL_Surface *SDLTest_ImageBlitColor();
-SDL_Surface *SDLTest_ImageBlitAlpha();
-SDL_Surface *SDLTest_ImageBlitBlendAdd();
-SDL_Surface *SDLTest_ImageBlitBlend();
-SDL_Surface *SDLTest_ImageBlitBlendMod();
-SDL_Surface *SDLTest_ImageBlitBlendNone();
-SDL_Surface *SDLTest_ImageBlitBlendAll();
-SDL_Surface *SDLTest_ImageFace();
-SDL_Surface *SDLTest_ImagePrimitives();
-SDL_Surface *SDLTest_ImagePrimitivesBlend();
+SDL_Surface *SDLTest_ImageBlit(void);
+SDL_Surface *SDLTest_ImageBlitColor(void);
+SDL_Surface *SDLTest_ImageBlitAlpha(void);
+SDL_Surface *SDLTest_ImageBlitBlendAdd(void);
+SDL_Surface *SDLTest_ImageBlitBlend(void);
+SDL_Surface *SDLTest_ImageBlitBlendMod(void);
+SDL_Surface *SDLTest_ImageBlitBlendNone(void);
+SDL_Surface *SDLTest_ImageBlitBlendAll(void);
+SDL_Surface *SDLTest_ImageFace(void);
+SDL_Surface *SDLTest_ImagePrimitives(void);
+SDL_Surface *SDLTest_ImagePrimitivesBlend(void);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
@@ -73,6 +73,6 @@ SDL_Surface *SDLTest_ImagePrimitivesBlend();
#endif
#include "close_code.h"
-#endif /* _SDL_test_images_h */
+#endif /* SDL_test_images_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_log.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_log.h
index 73a5c016f..ebd44fb50 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_log.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_log.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -33,8 +33,8 @@
*
*/
-#ifndef _SDL_test_log_h
-#define _SDL_test_log_h
+#ifndef SDL_test_log_h_
+#define SDL_test_log_h_
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
@@ -62,6 +62,6 @@ void SDLTest_LogError(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_
#endif
#include "close_code.h"
-#endif /* _SDL_test_log_h */
+#endif /* SDL_test_log_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_md5.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_md5.h
index f2d9a7d7e..0e4105768 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_md5.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_md5.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -53,8 +53,8 @@
***********************************************************************
*/
-#ifndef _SDL_test_md5_h
-#define _SDL_test_md5_h
+#ifndef SDL_test_md5_h_
+#define SDL_test_md5_h_
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
@@ -124,6 +124,6 @@ extern "C" {
#endif
#include "close_code.h"
-#endif /* _SDL_test_md5_h */
+#endif /* SDL_test_md5_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_memory.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_memory.h
new file mode 100644
index 000000000..4827ae6f2
--- /dev/null
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_memory.h
@@ -0,0 +1,63 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2018 Sam Lantinga
+
+ This software is provided 'as-is', without any express or implied
+ warranty. In no event will the authors be held liable for any damages
+ arising from the use of this software.
+
+ Permission is granted to anyone to use this software for any purpose,
+ including commercial applications, and to alter it and redistribute it
+ freely, subject to the following restrictions:
+
+ 1. The origin of this software must not be misrepresented; you must not
+ claim that you wrote the original software. If you use this software
+ in a product, an acknowledgment in the product documentation would be
+ appreciated but is not required.
+ 2. Altered source versions must be plainly marked as such, and must not be
+ misrepresented as being the original software.
+ 3. This notice may not be removed or altered from any source distribution.
+*/
+
+/**
+ * \file SDL_test_memory.h
+ *
+ * Include file for SDL test framework.
+ *
+ * This code is a part of the SDL2_test library, not the main SDL library.
+ */
+
+#ifndef SDL_test_memory_h_
+#define SDL_test_memory_h_
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+
+/**
+ * \brief Start tracking SDL memory allocations
+ *
+ * \note This should be called before any other SDL functions for complete tracking coverage
+ */
+int SDLTest_TrackAllocations();
+
+/**
+ * \brief Print a log of any outstanding allocations
+ *
+ * \note This can be called after SDL_Quit()
+ */
+void SDLTest_LogAllocations();
+
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_test_memory_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_random.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_random.h
index 91c36526c..0eb414ff2 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_random.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_random.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -37,8 +37,8 @@
*/
-#ifndef _SDL_test_random_h
-#define _SDL_test_random_h
+#ifndef SDL_test_random_h_
+#define SDL_test_random_h_
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
@@ -110,6 +110,6 @@ extern "C" {
#endif
#include "close_code.h"
-#endif /* _SDL_test_random_h */
+#endif /* SDL_test_random_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_thread.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_thread.h
index 377e6c73d..554dd0b61 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_thread.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_thread.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -19,8 +19,8 @@
3. This notice may not be removed or altered from any source distribution.
*/
-#ifndef _SDL_thread_h
-#define _SDL_thread_h
+#ifndef SDL_thread_h_
+#define SDL_thread_h_
/**
* \file SDL_thread.h
@@ -54,12 +54,13 @@ typedef unsigned int SDL_TLSID;
/**
* The SDL thread priority.
*
- * \note On many systems you require special privileges to set high priority.
+ * \note On many systems you require special privileges to set high or time critical priority.
*/
typedef enum {
SDL_THREAD_PRIORITY_LOW,
SDL_THREAD_PRIORITY_NORMAL,
- SDL_THREAD_PRIORITY_HIGH
+ SDL_THREAD_PRIORITY_HIGH,
+ SDL_THREAD_PRIORITY_TIME_CRITICAL
} SDL_ThreadPriority;
/**
@@ -74,15 +75,15 @@ typedef int (SDLCALL * SDL_ThreadFunction) (void *data);
*
* We compile SDL into a DLL. This means, that it's the DLL which
* creates a new thread for the calling process with the SDL_CreateThread()
- * API. There is a problem with this, that only the RTL of the SDL.DLL will
+ * API. There is a problem with this, that only the RTL of the SDL2.DLL will
* be initialized for those threads, and not the RTL of the calling
* application!
*
* To solve this, we make a little hack here.
*
* We'll always use the caller's _beginthread() and _endthread() APIs to
- * start a new thread. This way, if it's the SDL.DLL which uses this API,
- * then the RTL of SDL.DLL will be used to create the new thread, and if it's
+ * start a new thread. This way, if it's the SDL2.DLL which uses this API,
+ * then the RTL of SDL2.DLL will be used to create the new thread, and if it's
* the application, then the RTL of the application will be used.
*
* So, in short:
@@ -90,14 +91,11 @@ typedef int (SDLCALL * SDL_ThreadFunction) (void *data);
* library!
*/
#define SDL_PASSED_BEGINTHREAD_ENDTHREAD
-#include /* This has _beginthread() and _endthread() defined! */
+#include /* _beginthreadex() and _endthreadex() */
-typedef uintptr_t(__cdecl * pfnSDL_CurrentBeginThread) (void *, unsigned,
- unsigned (__stdcall *
- func) (void
- *),
- void *arg, unsigned,
- unsigned *threadID);
+typedef uintptr_t(__cdecl * pfnSDL_CurrentBeginThread)
+ (void *, unsigned, unsigned (__stdcall *func)(void *),
+ void * /*arg*/, unsigned, unsigned * /* threadID */);
typedef void (__cdecl * pfnSDL_CurrentEndThread) (unsigned code);
/**
@@ -108,18 +106,68 @@ SDL_CreateThread(SDL_ThreadFunction fn, const char *name, void *data,
pfnSDL_CurrentBeginThread pfnBeginThread,
pfnSDL_CurrentEndThread pfnEndThread);
+extern DECLSPEC SDL_Thread *SDLCALL
+SDL_CreateThreadWithStackSize(int (SDLCALL * fn) (void *),
+ const char *name, const size_t stacksize, void *data,
+ pfnSDL_CurrentBeginThread pfnBeginThread,
+ pfnSDL_CurrentEndThread pfnEndThread);
+
+
/**
* Create a thread.
*/
#if defined(SDL_CreateThread) && SDL_DYNAMIC_API
#undef SDL_CreateThread
#define SDL_CreateThread(fn, name, data) SDL_CreateThread_REAL(fn, name, data, (pfnSDL_CurrentBeginThread)_beginthreadex, (pfnSDL_CurrentEndThread)_endthreadex)
+#undef SDL_CreateThreadWithStackSize
+#define SDL_CreateThreadWithStackSize(fn, name, stacksize, data) SDL_CreateThreadWithStackSize_REAL(fn, name, stacksize, data, (pfnSDL_CurrentBeginThread)_beginthreadex, (pfnSDL_CurrentEndThread)_endthreadex)
#else
#define SDL_CreateThread(fn, name, data) SDL_CreateThread(fn, name, data, (pfnSDL_CurrentBeginThread)_beginthreadex, (pfnSDL_CurrentEndThread)_endthreadex)
+#define SDL_CreateThreadWithStackSize(fn, name, stacksize, data) SDL_CreateThreadWithStackSize(fn, name, data, (pfnSDL_CurrentBeginThread)_beginthreadex, (pfnSDL_CurrentEndThread)_endthreadex)
+#endif
+
+#elif defined(__OS2__)
+/*
+ * just like the windows case above: We compile SDL2
+ * into a dll with Watcom's runtime statically linked.
+ */
+#define SDL_PASSED_BEGINTHREAD_ENDTHREAD
+#ifndef __EMX__
+#include
+#else
+#include
+#endif
+typedef int (*pfnSDL_CurrentBeginThread)(void (*func)(void *), void *, unsigned, void * /*arg*/);
+typedef void (*pfnSDL_CurrentEndThread)(void);
+extern DECLSPEC SDL_Thread *SDLCALL
+SDL_CreateThread(SDL_ThreadFunction fn, const char *name, void *data,
+ pfnSDL_CurrentBeginThread pfnBeginThread,
+ pfnSDL_CurrentEndThread pfnEndThread);
+extern DECLSPEC SDL_Thread *SDLCALL
+SDL_CreateThreadWithStackSize(SDL_ThreadFunction fn, const char *name, const size_t stacksize, void *data,
+ pfnSDL_CurrentBeginThread pfnBeginThread,
+ pfnSDL_CurrentEndThread pfnEndThread);
+#if defined(SDL_CreateThread) && SDL_DYNAMIC_API
+#undef SDL_CreateThread
+#define SDL_CreateThread(fn, name, data) SDL_CreateThread_REAL(fn, name, data, (pfnSDL_CurrentBeginThread)_beginthread, (pfnSDL_CurrentEndThread)_endthread)
+#undef SDL_CreateThreadWithStackSize
+#define SDL_CreateThreadWithStackSize(fn, name, stacksize, data) SDL_CreateThreadWithStackSize_REAL(fn, name, data, (pfnSDL_CurrentBeginThread)_beginthread, (pfnSDL_CurrentEndThread)_endthread)
+#else
+#define SDL_CreateThread(fn, name, data) SDL_CreateThread(fn, name, data, (pfnSDL_CurrentBeginThread)_beginthread, (pfnSDL_CurrentEndThread)_endthread)
+#define SDL_CreateThreadWithStackSize(fn, name, stacksize, data) SDL_CreateThreadWithStackSize(fn, name, stacksize, data, (pfnSDL_CurrentBeginThread)_beginthread, (pfnSDL_CurrentEndThread)_endthread)
#endif
#else
+/**
+ * Create a thread with a default stack size.
+ *
+ * This is equivalent to calling:
+ * SDL_CreateThreadWithStackSize(fn, name, 0, data);
+ */
+extern DECLSPEC SDL_Thread *SDLCALL
+SDL_CreateThread(SDL_ThreadFunction fn, const char *name, void *data);
+
/**
* Create a thread.
*
@@ -137,9 +185,17 @@ SDL_CreateThread(SDL_ThreadFunction fn, const char *name, void *data,
* If a system imposes requirements, SDL will try to munge the string for
* it (truncate, etc), but the original string contents will be available
* from SDL_GetThreadName().
+ *
+ * The size (in bytes) of the new stack can be specified. Zero means "use
+ * the system default" which might be wildly different between platforms
+ * (x86 Linux generally defaults to eight megabytes, an embedded device
+ * might be a few kilobytes instead).
+ *
+ * In SDL 2.1, stacksize will be folded into the original SDL_CreateThread
+ * function.
*/
extern DECLSPEC SDL_Thread *SDLCALL
-SDL_CreateThread(SDL_ThreadFunction fn, const char *name, void *data);
+SDL_CreateThreadWithStackSize(SDL_ThreadFunction fn, const char *name, const size_t stacksize, void *data);
#endif
@@ -273,7 +329,7 @@ extern DECLSPEC void * SDLCALL SDL_TLSGet(SDL_TLSID id);
* \sa SDL_TLSCreate()
* \sa SDL_TLSGet()
*/
-extern DECLSPEC int SDLCALL SDL_TLSSet(SDL_TLSID id, const void *value, void (*destructor)(void*));
+extern DECLSPEC int SDLCALL SDL_TLSSet(SDL_TLSID id, const void *value, void (SDLCALL *destructor)(void*));
/* Ends C function definitions when using C++ */
@@ -282,6 +338,6 @@ extern DECLSPEC int SDLCALL SDL_TLSSet(SDL_TLSID id, const void *value, void (*d
#endif
#include "close_code.h"
-#endif /* _SDL_thread_h */
+#endif /* SDL_thread_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_timer.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_timer.h
index e0d3785ee..5600618ff 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_timer.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_timer.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -19,8 +19,8 @@
3. This notice may not be removed or altered from any source distribution.
*/
-#ifndef _SDL_timer_h
-#define _SDL_timer_h
+#ifndef SDL_timer_h_
+#define SDL_timer_h_
/**
* \file SDL_timer.h
@@ -110,6 +110,6 @@ extern DECLSPEC SDL_bool SDLCALL SDL_RemoveTimer(SDL_TimerID id);
#endif
#include "close_code.h"
-#endif /* _SDL_timer_h */
+#endif /* SDL_timer_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_touch.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_touch.h
index 2643e3679..f4075e79a 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_touch.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_touch.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -25,8 +25,8 @@
* Include file for SDL touch event handling.
*/
-#ifndef _SDL_touch_h
-#define _SDL_touch_h
+#ifndef SDL_touch_h_
+#define SDL_touch_h_
#include "SDL_stdinc.h"
#include "SDL_error.h"
@@ -81,6 +81,6 @@ extern DECLSPEC SDL_Finger * SDLCALL SDL_GetTouchFinger(SDL_TouchID touchID, int
#endif
#include "close_code.h"
-#endif /* _SDL_touch_h */
+#endif /* SDL_touch_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_types.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_types.h
index 5118af219..4ac248c8c 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_types.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_types.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_version.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_version.h
index de1f16056..31443e149 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_version.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_version.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -25,8 +25,8 @@
* This header defines the current SDL version.
*/
-#ifndef _SDL_version_h
-#define _SDL_version_h
+#ifndef SDL_version_h_
+#define SDL_version_h_
#include "SDL_stdinc.h"
@@ -59,7 +59,7 @@ typedef struct SDL_version
*/
#define SDL_MAJOR_VERSION 2
#define SDL_MINOR_VERSION 0
-#define SDL_PATCHLEVEL 4
+#define SDL_PATCHLEVEL 9
/**
* \brief Macro to determine SDL version program was compiled against.
@@ -157,6 +157,6 @@ extern DECLSPEC int SDLCALL SDL_GetRevisionNumber(void);
#endif
#include "close_code.h"
-#endif /* _SDL_version_h */
+#endif /* SDL_version_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_video.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_video.h
index 52dbbc765..461f13805 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_video.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_video.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -25,8 +25,8 @@
* Header file for SDL video functions.
*/
-#ifndef _SDL_video_h
-#define _SDL_video_h
+#ifndef SDL_video_h_
+#define SDL_video_h_
#include "SDL_stdinc.h"
#include "SDL_pixels.h"
@@ -83,6 +83,7 @@ typedef struct
* \sa SDL_SetWindowPosition()
* \sa SDL_SetWindowSize()
* \sa SDL_SetWindowBordered()
+ * \sa SDL_SetWindowResizable()
* \sa SDL_SetWindowTitle()
* \sa SDL_ShowWindow()
*/
@@ -95,6 +96,7 @@ typedef struct SDL_Window SDL_Window;
*/
typedef enum
{
+ /* !!! FIXME: change this to name = (1<0.
* \param h The height of the window, in screen coordinates. Must be >0.
*
- * \note You can't change the size of a fullscreen window, it automatically
- * matches the size of the display mode.
+ * \note Fullscreen windows automatically match the size of the display mode,
+ * and you should use SDL_SetWindowDisplayMode() to change their size.
*
* The window size in screen coordinates may differ from the size in pixels, if
* the window was created with SDL_WINDOW_ALLOW_HIGHDPI on a platform with
@@ -563,6 +642,7 @@ extern DECLSPEC void SDLCALL SDL_GetWindowPosition(SDL_Window * window,
* SDL_GetRendererOutputSize() to get the real client area size in pixels.
*
* \sa SDL_GetWindowSize()
+ * \sa SDL_SetWindowDisplayMode()
*/
extern DECLSPEC void SDLCALL SDL_SetWindowSize(SDL_Window * window, int w,
int h);
@@ -586,6 +666,25 @@ extern DECLSPEC void SDLCALL SDL_SetWindowSize(SDL_Window * window, int w,
extern DECLSPEC void SDLCALL SDL_GetWindowSize(SDL_Window * window, int *w,
int *h);
+/**
+ * \brief Get the size of a window's borders (decorations) around the client area.
+ *
+ * \param window The window to query.
+ * \param top Pointer to variable for storing the size of the top border. NULL is permitted.
+ * \param left Pointer to variable for storing the size of the left border. NULL is permitted.
+ * \param bottom Pointer to variable for storing the size of the bottom border. NULL is permitted.
+ * \param right Pointer to variable for storing the size of the right border. NULL is permitted.
+ *
+ * \return 0 on success, or -1 if getting this information is not supported.
+ *
+ * \note if this function fails (returns -1), the size values will be
+ * initialized to 0, 0, 0, 0 (if a non-NULL pointer is provided), as
+ * if the window in question was borderless.
+ */
+extern DECLSPEC int SDLCALL SDL_GetWindowBordersSize(SDL_Window * window,
+ int *top, int *left,
+ int *bottom, int *right);
+
/**
* \brief Set the minimum size of a window's client area.
*
@@ -661,6 +760,23 @@ extern DECLSPEC void SDLCALL SDL_GetWindowMaximumSize(SDL_Window * window,
extern DECLSPEC void SDLCALL SDL_SetWindowBordered(SDL_Window * window,
SDL_bool bordered);
+/**
+ * \brief Set the user-resizable state of a window.
+ *
+ * This will add or remove the window's SDL_WINDOW_RESIZABLE flag and
+ * allow/disallow user resizing of the window. This is a no-op if the
+ * window's resizable state already matches the requested state.
+ *
+ * \param window The window of which to change the resizable state.
+ * \param resizable SDL_TRUE to allow resizing, SDL_FALSE to disallow.
+ *
+ * \note You can't change the resizable state of a fullscreen window.
+ *
+ * \sa SDL_GetWindowFlags()
+ */
+extern DECLSPEC void SDLCALL SDL_SetWindowResizable(SDL_Window * window,
+ SDL_bool resizable);
+
/**
* \brief Show a window.
*
@@ -744,7 +860,7 @@ extern DECLSPEC int SDLCALL SDL_UpdateWindowSurface(SDL_Window * window);
* \return 0 on success, or -1 on error.
*
* \sa SDL_GetWindowSurface()
- * \sa SDL_UpdateWindowSurfaceRect()
+ * \sa SDL_UpdateWindowSurface()
*/
extern DECLSPEC int SDLCALL SDL_UpdateWindowSurfaceRects(SDL_Window * window,
const SDL_Rect * rects,
@@ -801,6 +917,58 @@ extern DECLSPEC int SDLCALL SDL_SetWindowBrightness(SDL_Window * window, float b
*/
extern DECLSPEC float SDLCALL SDL_GetWindowBrightness(SDL_Window * window);
+/**
+ * \brief Set the opacity for a window
+ *
+ * \param window The window which will be made transparent or opaque
+ * \param opacity Opacity (0.0f - transparent, 1.0f - opaque) This will be
+ * clamped internally between 0.0f and 1.0f.
+ *
+ * \return 0 on success, or -1 if setting the opacity isn't supported.
+ *
+ * \sa SDL_GetWindowOpacity()
+ */
+extern DECLSPEC int SDLCALL SDL_SetWindowOpacity(SDL_Window * window, float opacity);
+
+/**
+ * \brief Get the opacity of a window.
+ *
+ * If transparency isn't supported on this platform, opacity will be reported
+ * as 1.0f without error.
+ *
+ * \param window The window in question.
+ * \param out_opacity Opacity (0.0f - transparent, 1.0f - opaque)
+ *
+ * \return 0 on success, or -1 on error (invalid window, etc).
+ *
+ * \sa SDL_SetWindowOpacity()
+ */
+extern DECLSPEC int SDLCALL SDL_GetWindowOpacity(SDL_Window * window, float * out_opacity);
+
+/**
+ * \brief Sets the window as a modal for another window (TODO: reconsider this function and/or its name)
+ *
+ * \param modal_window The window that should be modal
+ * \param parent_window The parent window
+ *
+ * \return 0 on success, or -1 otherwise.
+ */
+extern DECLSPEC int SDLCALL SDL_SetWindowModalFor(SDL_Window * modal_window, SDL_Window * parent_window);
+
+/**
+ * \brief Explicitly sets input focus to the window.
+ *
+ * You almost certainly want SDL_RaiseWindow() instead of this function. Use
+ * this with caution, as you might give focus to a window that's completely
+ * obscured by other windows.
+ *
+ * \param window The window that should get the input focus
+ *
+ * \return 0 on success, or -1 otherwise.
+ * \sa SDL_RaiseWindow()
+ */
+extern DECLSPEC int SDLCALL SDL_SetWindowInputFocus(SDL_Window * window);
+
/**
* \brief Set the gamma ramp for a window.
*
@@ -920,7 +1088,7 @@ extern DECLSPEC void SDLCALL SDL_DestroyWindow(SDL_Window * window);
/**
- * \brief Returns whether the screensaver is currently enabled (default on).
+ * \brief Returns whether the screensaver is currently enabled (default off).
*
* \sa SDL_EnableScreenSaver()
* \sa SDL_DisableScreenSaver()
@@ -995,11 +1163,16 @@ extern DECLSPEC void SDLCALL SDL_GL_ResetAttributes(void);
/**
* \brief Set an OpenGL window attribute before window creation.
+ *
+ * \return 0 on success, or -1 if the attribute could not be set.
*/
extern DECLSPEC int SDLCALL SDL_GL_SetAttribute(SDL_GLattr attr, int value);
/**
* \brief Get the actual value for an attribute from the current context.
+ *
+ * \return 0 on success, or -1 if the attribute could not be retrieved.
+ * The integer at \c value will be modified in either case.
*/
extern DECLSPEC int SDLCALL SDL_GL_GetAttribute(SDL_GLattr attr, int *value);
@@ -1098,6 +1271,6 @@ extern DECLSPEC void SDLCALL SDL_GL_DeleteContext(SDL_GLContext context);
#endif
#include "close_code.h"
-#endif /* _SDL_video_h */
+#endif /* SDL_video_h_ */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_vulkan.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_vulkan.h
new file mode 100644
index 000000000..972cca4d7
--- /dev/null
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_vulkan.h
@@ -0,0 +1,278 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 2017, Mark Callow
+
+ This software is provided 'as-is', without any express or implied
+ warranty. In no event will the authors be held liable for any damages
+ arising from the use of this software.
+
+ Permission is granted to anyone to use this software for any purpose,
+ including commercial applications, and to alter it and redistribute it
+ freely, subject to the following restrictions:
+
+ 1. The origin of this software must not be misrepresented; you must not
+ claim that you wrote the original software. If you use this software
+ in a product, an acknowledgment in the product documentation would be
+ appreciated but is not required.
+ 2. Altered source versions must be plainly marked as such, and must not be
+ misrepresented as being the original software.
+ 3. This notice may not be removed or altered from any source distribution.
+*/
+
+/**
+ * \file SDL_vulkan.h
+ *
+ * Header file for functions to creating Vulkan surfaces on SDL windows.
+ */
+
+#ifndef SDL_vulkan_h_
+#define SDL_vulkan_h_
+
+#include "SDL_video.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/* Avoid including vulkan.h, don't define VkInstance if it's already included */
+#ifdef VULKAN_H_
+#define NO_SDL_VULKAN_TYPEDEFS
+#endif
+#ifndef NO_SDL_VULKAN_TYPEDEFS
+#define VK_DEFINE_HANDLE(object) typedef struct object##_T* object;
+
+#if defined(__LP64__) || defined(_WIN64) || defined(__x86_64__) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__)
+#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T *object;
+#else
+#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object;
+#endif
+
+VK_DEFINE_HANDLE(VkInstance)
+VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR)
+
+#endif /* !NO_SDL_VULKAN_TYPEDEFS */
+
+typedef VkInstance SDL_vulkanInstance;
+typedef VkSurfaceKHR SDL_vulkanSurface; /* for compatibility with Tizen */
+
+/**
+ * \name Vulkan support functions
+ *
+ * \note SDL_Vulkan_GetInstanceExtensions & SDL_Vulkan_CreateSurface API
+ * is compatable with Tizen's implementation of Vulkan in SDL.
+ */
+/* @{ */
+
+/**
+ * \brief Dynamically load a Vulkan loader library.
+ *
+ * \param [in] path The platform dependent Vulkan loader library name, or
+ * \c NULL.
+ *
+ * \return \c 0 on success, or \c -1 if the library couldn't be loaded.
+ *
+ * If \a path is NULL SDL will use the value of the environment variable
+ * \c SDL_VULKAN_LIBRARY, if set, otherwise it loads the default Vulkan
+ * loader library.
+ *
+ * This should be called after initializing the video driver, but before
+ * creating any Vulkan windows. If no Vulkan loader library is loaded, the
+ * default library will be loaded upon creation of the first Vulkan window.
+ *
+ * \note It is fairly common for Vulkan applications to link with \a libvulkan
+ * instead of explicitly loading it at run time. This will work with
+ * SDL provided the application links to a dynamic library and both it
+ * and SDL use the same search path.
+ *
+ * \note If you specify a non-NULL \c path, an application should retrieve all
+ * of the Vulkan functions it uses from the dynamic library using
+ * \c SDL_Vulkan_GetVkGetInstanceProcAddr() unless you can guarantee
+ * \c path points to the same vulkan loader library the application
+ * linked to.
+ *
+ * \note On Apple devices, if \a path is NULL, SDL will attempt to find
+ * the vkGetInstanceProcAddr address within all the mach-o images of
+ * the current process. This is because it is fairly common for Vulkan
+ * applications to link with libvulkan (and historically MoltenVK was
+ * provided as a static library). If it is not found then, on macOS, SDL
+ * will attempt to load \c vulkan.framework/vulkan, \c libvulkan.1.dylib,
+ * \c MoltenVK.framework/MoltenVK and \c libMoltenVK.dylib in that order.
+ * On iOS SDL will attempt to load \c libMoltenVK.dylib. Applications
+ * using a dynamic framework or .dylib must ensure it is included in its
+ * application bundle.
+ *
+ * \note On non-Apple devices, application linking with a static libvulkan is
+ * not supported. Either do not link to the Vulkan loader or link to a
+ * dynamic library version.
+ *
+ * \note This function will fail if there are no working Vulkan drivers
+ * installed.
+ *
+ * \sa SDL_Vulkan_GetVkGetInstanceProcAddr()
+ * \sa SDL_Vulkan_UnloadLibrary()
+ */
+extern DECLSPEC int SDLCALL SDL_Vulkan_LoadLibrary(const char *path);
+
+/**
+ * \brief Get the address of the \c vkGetInstanceProcAddr function.
+ *
+ * \note This should be called after either calling SDL_Vulkan_LoadLibrary
+ * or creating an SDL_Window with the SDL_WINDOW_VULKAN flag.
+ */
+extern DECLSPEC void *SDLCALL SDL_Vulkan_GetVkGetInstanceProcAddr(void);
+
+/**
+ * \brief Unload the Vulkan loader library previously loaded by
+ * \c SDL_Vulkan_LoadLibrary().
+ *
+ * \sa SDL_Vulkan_LoadLibrary()
+ */
+extern DECLSPEC void SDLCALL SDL_Vulkan_UnloadLibrary(void);
+
+/**
+ * \brief Get the names of the Vulkan instance extensions needed to create
+ * a surface with \c SDL_Vulkan_CreateSurface().
+ *
+ * \param [in] \c NULL or window Window for which the required Vulkan instance
+ * extensions should be retrieved
+ * \param [in,out] pCount pointer to an \c unsigned related to the number of
+ * required Vulkan instance extensions
+ * \param [out] pNames \c NULL or a pointer to an array to be filled with the
+ * required Vulkan instance extensions
+ *
+ * \return \c SDL_TRUE on success, \c SDL_FALSE on error.
+ *
+ * If \a pNames is \c NULL, then the number of required Vulkan instance
+ * extensions is returned in pCount. Otherwise, \a pCount must point to a
+ * variable set to the number of elements in the \a pNames array, and on
+ * return the variable is overwritten with the number of names actually
+ * written to \a pNames. If \a pCount is less than the number of required
+ * extensions, at most \a pCount structures will be written. If \a pCount
+ * is smaller than the number of required extensions, \c SDL_FALSE will be
+ * returned instead of \c SDL_TRUE, to indicate that not all the required
+ * extensions were returned.
+ *
+ * \note If \c window is not NULL, it will be checked against its creation
+ * flags to ensure that the Vulkan flag is present. This parameter
+ * will be removed in a future major release.
+ *
+ * \note The returned list of extensions will contain \c VK_KHR_surface
+ * and zero or more platform specific extensions
+ *
+ * \note The extension names queried here must be enabled when calling
+ * VkCreateInstance, otherwise surface creation will fail.
+ *
+ * \note \c window should have been created with the \c SDL_WINDOW_VULKAN flag
+ * or be \c NULL
+ *
+ * \code
+ * unsigned int count;
+ * // get count of required extensions
+ * if(!SDL_Vulkan_GetInstanceExtensions(NULL, &count, NULL))
+ * handle_error();
+ *
+ * static const char *const additionalExtensions[] =
+ * {
+ * VK_EXT_DEBUG_REPORT_EXTENSION_NAME, // example additional extension
+ * };
+ * size_t additionalExtensionsCount = sizeof(additionalExtensions) / sizeof(additionalExtensions[0]);
+ * size_t extensionCount = count + additionalExtensionsCount;
+ * const char **names = malloc(sizeof(const char *) * extensionCount);
+ * if(!names)
+ * handle_error();
+ *
+ * // get names of required extensions
+ * if(!SDL_Vulkan_GetInstanceExtensions(NULL, &count, names))
+ * handle_error();
+ *
+ * // copy additional extensions after required extensions
+ * for(size_t i = 0; i < additionalExtensionsCount; i++)
+ * names[i + count] = additionalExtensions[i];
+ *
+ * VkInstanceCreateInfo instanceCreateInfo = {};
+ * instanceCreateInfo.enabledExtensionCount = extensionCount;
+ * instanceCreateInfo.ppEnabledExtensionNames = names;
+ * // fill in rest of instanceCreateInfo
+ *
+ * VkInstance instance;
+ * // create the Vulkan instance
+ * VkResult result = vkCreateInstance(&instanceCreateInfo, NULL, &instance);
+ * free(names);
+ * \endcode
+ *
+ * \sa SDL_Vulkan_CreateSurface()
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_Vulkan_GetInstanceExtensions(
+ SDL_Window *window,
+ unsigned int *pCount,
+ const char **pNames);
+
+/**
+ * \brief Create a Vulkan rendering surface for a window.
+ *
+ * \param [in] window SDL_Window to which to attach the rendering surface.
+ * \param [in] instance handle to the Vulkan instance to use.
+ * \param [out] surface pointer to a VkSurfaceKHR handle to receive the
+ * handle of the newly created surface.
+ *
+ * \return \c SDL_TRUE on success, \c SDL_FALSE on error.
+ *
+ * \code
+ * VkInstance instance;
+ * SDL_Window *window;
+ *
+ * // create instance and window
+ *
+ * // create the Vulkan surface
+ * VkSurfaceKHR surface;
+ * if(!SDL_Vulkan_CreateSurface(window, instance, &surface))
+ * handle_error();
+ * \endcode
+ *
+ * \note \a window should have been created with the \c SDL_WINDOW_VULKAN flag.
+ *
+ * \note \a instance should have been created with the extensions returned
+ * by \c SDL_Vulkan_CreateSurface() enabled.
+ *
+ * \sa SDL_Vulkan_GetInstanceExtensions()
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_Vulkan_CreateSurface(
+ SDL_Window *window,
+ VkInstance instance,
+ VkSurfaceKHR* surface);
+
+/**
+ * \brief Get the size of a window's underlying drawable in pixels (for use
+ * with setting viewport, scissor & etc).
+ *
+ * \param window SDL_Window from which the drawable size should be queried
+ * \param w Pointer to variable for storing the width in pixels,
+ * may be NULL
+ * \param h Pointer to variable for storing the height in pixels,
+ * may be NULL
+ *
+ * This may differ from SDL_GetWindowSize() if we're rendering to a high-DPI
+ * drawable, i.e. the window was created with SDL_WINDOW_ALLOW_HIGHDPI on a
+ * platform with high-DPI support (Apple calls this "Retina"), and not disabled
+ * by the \c SDL_HINT_VIDEO_HIGHDPI_DISABLED hint.
+ *
+ * \note On macOS high-DPI support must be enabled for an application by
+ * setting NSHighResolutionCapable to true in its Info.plist.
+ *
+ * \sa SDL_GetWindowSize()
+ * \sa SDL_CreateWindow()
+ */
+extern DECLSPEC void SDLCALL SDL_Vulkan_GetDrawableSize(SDL_Window * window,
+ int *w, int *h);
+
+/* @} *//* Vulkan support functions */
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_vulkan_h_ */
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/begin_code.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/begin_code.h
index 04e78c64d..6c2106246 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/begin_code.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/begin_code.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga
+ Copyright (C) 1997-2018 Sam Lantinga
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -61,6 +61,12 @@
# else
# define DECLSPEC __declspec(dllexport)
# endif
+# elif defined(__OS2__)
+# ifdef BUILD_SDL
+# define DECLSPEC __declspec(dllexport)
+# else
+# define DECLSPEC
+# endif
# else
# if defined(__GNUC__) && __GNUC__ >= 4
# define DECLSPEC __attribute__ ((visibility("default")))
@@ -74,6 +80,11 @@
#ifndef SDLCALL
#if (defined(__WIN32__) || defined(__WINRT__)) && !defined(__GNUC__)
#define SDLCALL __cdecl
+#elif defined(__OS2__) || defined(__EMX__)
+#define SDLCALL _System
+# if defined (__GNUC__) && !defined(_System)
+# define _System /* for old EMX/GCC compat. */
+# endif
#else
#define SDLCALL
#endif
@@ -111,7 +122,7 @@
#elif defined(_MSC_VER) || defined(__BORLANDC__) || \
defined(__DMC__) || defined(__SC__) || \
defined(__WATCOMC__) || defined(__LCC__) || \
- defined(__DECC)
+ defined(__DECC) || defined(__CC_ARM)
#define SDL_INLINE __inline
#ifndef __inline__
#define __inline__ __inline
@@ -134,6 +145,16 @@
#endif
#endif /* SDL_FORCE_INLINE not defined */
+#ifndef SDL_NORETURN
+#if defined(__GNUC__)
+#define SDL_NORETURN __attribute__((noreturn))
+#elif defined(_MSC_VER)
+#define SDL_NORETURN __declspec(noreturn)
+#else
+#define SDL_NORETURN
+#endif
+#endif /* SDL_NORETURN not defined */
+
/* Apparently this is needed by several Windows compilers */
#if !defined(__MACH__)
#ifndef NULL
diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/close_code.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/close_code.h
index d908b00eb..b3b70a4c8 100644
--- a/libs/SDL2/i686-w64-mingw32/include/SDL2/close_code.h
+++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/close_code.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga