new package

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Kirigaya Kazuto 2020-04-17 05:18:05 +08:00
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# SDL2 Development Package
SDL2-2.0.12
SDL2_image-2.0.5
SDL2_mixer-2.0.4
SDL2_ttf-2.0.15

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL.h
*
* Main include header for the SDL library
*/
#ifndef SDL_h_
#define SDL_h_
#include "SDL_main.h"
#include "SDL_stdinc.h"
#include "SDL_assert.h"
#include "SDL_atomic.h"
#include "SDL_audio.h"
#include "SDL_clipboard.h"
#include "SDL_cpuinfo.h"
#include "SDL_endian.h"
#include "SDL_error.h"
#include "SDL_events.h"
#include "SDL_filesystem.h"
#include "SDL_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"
#include "SDL_metal.h"
#include "SDL_mutex.h"
#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"
#include "SDL_version.h"
#include "SDL_video.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* As of version 0.5, SDL is loaded dynamically into the application */
/**
* \name SDL_INIT_*
*
* These are the flags which may be passed to SDL_Init(). You should
* specify the subsystems which you will be using in your application.
*/
/* @{ */
#define SDL_INIT_TIMER 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_SENSOR \
)
/* @} */
/**
* This function initializes the subsystems specified by \c flags
*/
extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags);
/**
* This function initializes specific SDL subsystems
*
* Subsystem initialization is ref-counted, you must call
* SDL_QuitSubSystem() for each SDL_InitSubSystem() to correctly
* shutdown a subsystem manually (or call SDL_Quit() to force shutdown).
* If a subsystem is already loaded then this call will
* increase the ref-count and return.
*/
extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags);
/**
* This function cleans up specific SDL subsystems
*/
extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags);
/**
* This function returns a mask of the specified subsystems which have
* previously been initialized.
*
* If \c flags is 0, it returns a mask of all initialized subsystems.
*/
extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags);
/**
* This function cleans up all initialized subsystems. You should
* call it upon all exit conditions.
*/
extern DECLSPEC void SDLCALL SDL_Quit(void);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_h_ */
/* vi: set ts=4 sw=4 expandtab: */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SDL_assert_h_
#define SDL_assert_h_
#include "SDL_config.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
#ifndef SDL_ASSERT_LEVEL
#ifdef SDL_DEFAULT_ASSERT_LEVEL
#define SDL_ASSERT_LEVEL SDL_DEFAULT_ASSERT_LEVEL
#elif defined(_DEBUG) || defined(DEBUG) || \
(defined(__GNUC__) && !defined(__OPTIMIZE__))
#define SDL_ASSERT_LEVEL 2
#else
#define SDL_ASSERT_LEVEL 1
#endif
#endif /* SDL_ASSERT_LEVEL */
/*
These are macros and not first class functions so that the debugger breaks
on the assertion line and not in some random guts of SDL, and so each
assert can have unique static variables associated with it.
*/
#if defined(_MSC_VER)
/* Don't include intrin.h here because it contains C++ code */
extern void __cdecl __debugbreak(void);
#define SDL_TriggerBreakpoint() __debugbreak()
#elif ( (!defined(__NACL__)) && ((defined(__GNUC__) || defined(__clang__)) && (defined(__i386__) || defined(__x86_64__))) )
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "int $3\n\t" )
#elif defined(__386__) && defined(__WATCOMC__)
#define SDL_TriggerBreakpoint() { _asm { int 0x03 } }
#elif defined(HAVE_SIGNAL_H) && !defined(__WATCOMC__)
#include <signal.h>
#define SDL_TriggerBreakpoint() raise(SIGTRAP)
#else
/* How do we trigger breakpoints on this platform? */
#define SDL_TriggerBreakpoint()
#endif
#if defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 199901L) /* C99 supports __func__ as a standard. */
# define SDL_FUNCTION __func__
#elif ((__GNUC__ >= 2) || defined(_MSC_VER) || defined (__WATCOMC__))
# define SDL_FUNCTION __FUNCTION__
#else
# define SDL_FUNCTION "???"
#endif
#define SDL_FILE __FILE__
#define SDL_LINE __LINE__
/*
sizeof (x) makes the compiler still parse the expression even without
assertions enabled, so the code is always checked at compile time, but
doesn't actually generate code for it, so there are no side effects or
expensive checks at run time, just the constant size of what x WOULD be,
which presumably gets optimized out as unused.
This also solves the problem of...
int somevalue = blah();
SDL_assert(somevalue == 1);
...which would cause compiles to complain that somevalue is unused if we
disable assertions.
*/
/* "while (0,0)" fools Microsoft's compiler's /W4 warning level into thinking
this condition isn't constant. And looks like an owl's face! */
#ifdef _MSC_VER /* stupid /W4 warnings. */
#define SDL_NULL_WHILE_LOOP_CONDITION (0,0)
#else
#define SDL_NULL_WHILE_LOOP_CONDITION (0)
#endif
#define SDL_disabled_assert(condition) \
do { (void) sizeof ((condition)); } while (SDL_NULL_WHILE_LOOP_CONDITION)
typedef enum
{
SDL_ASSERTION_RETRY, /**< Retry the assert immediately. */
SDL_ASSERTION_BREAK, /**< Make the debugger trigger a breakpoint. */
SDL_ASSERTION_ABORT, /**< Terminate the program. */
SDL_ASSERTION_IGNORE, /**< Ignore the assert. */
SDL_ASSERTION_ALWAYS_IGNORE /**< Ignore the assert from now on. */
} SDL_AssertState;
typedef struct SDL_AssertData
{
int always_ignore;
unsigned int trigger_count;
const char *condition;
const char *filename;
int linenum;
const char *function;
const struct SDL_AssertData *next;
} SDL_AssertData;
#if (SDL_ASSERT_LEVEL > 0)
/* Never call this directly. Use the SDL_assert* macros. */
extern DECLSPEC SDL_AssertState SDLCALL SDL_ReportAssertion(SDL_AssertData *,
const char *,
const char *, int)
#if defined(__clang__)
#if __has_feature(attribute_analyzer_noreturn)
/* this tells Clang's static analysis that we're a custom assert function,
and that the analyzer should assume the condition was always true past this
SDL_assert test. */
__attribute__((analyzer_noreturn))
#endif
#endif
;
/* the do {} while(0) avoids dangling else problems:
if (x) SDL_assert(y); else blah();
... without the do/while, the "else" could attach to this macro's "if".
We try to handle just the minimum we need here in a macro...the loop,
the static vars, and break points. The heavy lifting is handled in
SDL_ReportAssertion(), in SDL_assert.c.
*/
#define SDL_enabled_assert(condition) \
do { \
while ( !(condition) ) { \
static struct SDL_AssertData sdl_assert_data = { \
0, 0, #condition, 0, 0, 0, 0 \
}; \
const SDL_AssertState sdl_assert_state = SDL_ReportAssertion(&sdl_assert_data, SDL_FUNCTION, SDL_FILE, SDL_LINE); \
if (sdl_assert_state == SDL_ASSERTION_RETRY) { \
continue; /* go again. */ \
} else if (sdl_assert_state == SDL_ASSERTION_BREAK) { \
SDL_TriggerBreakpoint(); \
} \
break; /* not retrying. */ \
} \
} while (SDL_NULL_WHILE_LOOP_CONDITION)
#endif /* enabled assertions support code */
/* Enable various levels of assertions. */
#if SDL_ASSERT_LEVEL == 0 /* assertions disabled */
# define SDL_assert(condition) SDL_disabled_assert(condition)
# define SDL_assert_release(condition) SDL_disabled_assert(condition)
# define SDL_assert_paranoid(condition) SDL_disabled_assert(condition)
#elif SDL_ASSERT_LEVEL == 1 /* release settings. */
# define SDL_assert(condition) SDL_disabled_assert(condition)
# define SDL_assert_release(condition) SDL_enabled_assert(condition)
# define SDL_assert_paranoid(condition) SDL_disabled_assert(condition)
#elif SDL_ASSERT_LEVEL == 2 /* normal settings. */
# define SDL_assert(condition) SDL_enabled_assert(condition)
# define SDL_assert_release(condition) SDL_enabled_assert(condition)
# define SDL_assert_paranoid(condition) SDL_disabled_assert(condition)
#elif SDL_ASSERT_LEVEL == 3 /* paranoid settings. */
# define SDL_assert(condition) SDL_enabled_assert(condition)
# define SDL_assert_release(condition) SDL_enabled_assert(condition)
# define SDL_assert_paranoid(condition) SDL_enabled_assert(condition)
#else
# error Unknown assertion level.
#endif
/* this assertion is never disabled at any level. */
#define SDL_assert_always(condition) SDL_enabled_assert(condition)
typedef SDL_AssertState (SDLCALL *SDL_AssertionHandler)(
const SDL_AssertData* data, void* userdata);
/**
* \brief Set an application-defined assertion handler.
*
* This allows an app to show its own assertion UI and/or force the
* response to an assertion failure. If the app doesn't provide this, SDL
* will try to do the right thing, popping up a system-specific GUI dialog,
* and probably minimizing any fullscreen windows.
*
* This callback may fire from any thread, but it runs wrapped in a mutex, so
* it will only fire from one thread at a time.
*
* Setting the callback to NULL restores SDL's original internal handler.
*
* This callback is NOT reset to SDL's internal handler upon SDL_Quit()!
*
* Return SDL_AssertState value of how to handle the assertion failure.
*
* \param handler Callback function, called when an assertion fails.
* \param userdata A pointer passed to the callback as-is.
*/
extern DECLSPEC void SDLCALL SDL_SetAssertionHandler(
SDL_AssertionHandler handler,
void *userdata);
/**
* \brief Get the default assertion handler.
*
* This returns the function pointer that is called by default when an
* assertion is triggered. This is an internal function provided by SDL,
* that is used for assertions when SDL_SetAssertionHandler() hasn't been
* used to provide a different function.
*
* \return The default SDL_AssertionHandler that is called when an assert triggers.
*/
extern DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetDefaultAssertionHandler(void);
/**
* \brief Get the current assertion handler.
*
* This returns the function pointer that is called when an assertion is
* triggered. This is either the value last passed to
* SDL_SetAssertionHandler(), or if no application-specified function is
* set, is equivalent to calling SDL_GetDefaultAssertionHandler().
*
* \param puserdata Pointer to a void*, which will store the "userdata"
* pointer that was passed to SDL_SetAssertionHandler().
* This value will always be NULL for the default handler.
* If you don't care about this data, it is safe to pass
* a NULL pointer to this function to ignore it.
* \return The SDL_AssertionHandler that is called when an assert triggers.
*/
extern DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetAssertionHandler(void **puserdata);
/**
* \brief Get a list of all assertion failures.
*
* Get all assertions triggered since last call to SDL_ResetAssertionReport(),
* or the start of the program.
*
* The proper way to examine this data looks something like this:
*
* <code>
* const SDL_AssertData *item = SDL_GetAssertionReport();
* while (item) {
* printf("'%s', %s (%s:%d), triggered %u times, always ignore: %s.\\n",
* item->condition, item->function, item->filename,
* item->linenum, item->trigger_count,
* item->always_ignore ? "yes" : "no");
* item = item->next;
* }
* </code>
*
* \return List of all assertions.
* \sa SDL_ResetAssertionReport
*/
extern DECLSPEC const SDL_AssertData * SDLCALL SDL_GetAssertionReport(void);
/**
* \brief Reset the list of all assertion failures.
*
* Reset list of all assertions triggered.
*
* \sa SDL_GetAssertionReport
*/
extern DECLSPEC void SDLCALL SDL_ResetAssertionReport(void);
/* these had wrong naming conventions until 2.0.4. Please update your app! */
#define SDL_assert_state SDL_AssertState
#define SDL_assert_data SDL_AssertData
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_assert_h_ */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_atomic.h
*
* Atomic operations.
*
* IMPORTANT:
* If you are not an expert in concurrent lockless programming, you should
* only be using the atomic lock and reference counting functions in this
* file. In all other cases you should be protecting your data structures
* with full mutexes.
*
* The list of "safe" functions to use are:
* SDL_AtomicLock()
* SDL_AtomicUnlock()
* SDL_AtomicIncRef()
* SDL_AtomicDecRef()
*
* Seriously, here be dragons!
* ^^^^^^^^^^^^^^^^^^^^^^^^^^^
*
* You can find out a little more about lockless programming and the
* subtle issues that can arise here:
* http://msdn.microsoft.com/en-us/library/ee418650%28v=vs.85%29.aspx
*
* There's also lots of good information here:
* http://www.1024cores.net/home/lock-free-algorithms
* http://preshing.com/
*
* These operations may or may not actually be implemented using
* processor specific atomic operations. When possible they are
* implemented as true processor specific atomic operations. When that
* is not possible the are implemented using locks that *do* use the
* available atomic operations.
*
* All of the atomic operations that modify memory are full memory barriers.
*/
#ifndef SDL_atomic_h_
#define SDL_atomic_h_
#include "SDL_stdinc.h"
#include "SDL_platform.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \name SDL AtomicLock
*
* The atomic locks are efficient spinlocks using CPU instructions,
* but are vulnerable to starvation and can spin forever if a thread
* holding a lock has been terminated. For this reason you should
* minimize the code executed inside an atomic lock and never do
* expensive things like API or system calls while holding them.
*
* The atomic locks are not safe to lock recursively.
*
* Porting Note:
* The spin lock functions and type are required and can not be
* emulated because they are used in the atomic emulation code.
*/
/* @{ */
typedef int SDL_SpinLock;
/**
* \brief Try to lock a spin lock by setting it to a non-zero value.
*
* \param lock Points to the lock.
*
* \return SDL_TRUE if the lock succeeded, SDL_FALSE if the lock is already held.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_AtomicTryLock(SDL_SpinLock *lock);
/**
* \brief Lock a spin lock by setting it to a non-zero value.
*
* \param lock Points to the lock.
*/
extern DECLSPEC void SDLCALL SDL_AtomicLock(SDL_SpinLock *lock);
/**
* \brief Unlock a spin lock by setting it to 0. Always returns immediately
*
* \param lock Points to the lock.
*/
extern DECLSPEC void SDLCALL SDL_AtomicUnlock(SDL_SpinLock *lock);
/* @} *//* SDL AtomicLock */
/**
* The compiler barrier prevents the compiler from reordering
* reads and writes to globally visible variables across the call.
*/
#if defined(_MSC_VER) && (_MSC_VER > 1200) && !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); }
#endif
/**
* Memory barriers are designed to prevent reads and writes from being
* reordered by the compiler and being seen out of order on multi-core CPUs.
*
* A typical pattern would be for thread A to write some data and a flag,
* and for thread B to read the flag and get the data. In this case you
* would insert a release barrier between writing the data and the flag,
* guaranteeing that the data write completes no later than the flag is
* written, and you would insert an acquire barrier between reading the
* flag and reading the data, to ensure that all the reads associated
* with the flag have completed.
*
* In this pattern you should always see a release barrier paired with
* an acquire barrier and you should gate the data reads/writes with a
* single flag variable.
*
* For more information on these semantics, take a look at the blog post:
* http://preshing.com/20120913/acquire-and-release-semantics
*/
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 0 /* defined(__LINUX__) || defined(__ANDROID__) */
/* Information from:
https://chromium.googlesource.com/chromium/chromium/+/trunk/base/atomicops_internals_arm_gcc.h#19
The Linux kernel provides a helper function which provides the right code for a memory barrier,
hard-coded at address 0xffff0fa0
*/
typedef void (*SDL_KernelMemoryBarrierFunc)();
#define SDL_MemoryBarrierRelease() ((SDL_KernelMemoryBarrierFunc)0xffff0fa0)()
#define SDL_MemoryBarrierAcquire() ((SDL_KernelMemoryBarrierFunc)0xffff0fa0)()
#elif 0 /* defined(__QNXNTO__) */
#include <sys/cpuinline.h>
#define SDL_MemoryBarrierRelease() __cpu_membarrier()
#define SDL_MemoryBarrierAcquire() __cpu_membarrier()
#else
#if defined(__ARM_ARCH_7__) || defined(__ARM_ARCH_7A__) || defined(__ARM_ARCH_7EM__) || defined(__ARM_ARCH_7R__) || defined(__ARM_ARCH_7M__) || defined(__ARM_ARCH_7S__) || defined(__ARM_ARCH_8A__)
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("dmb ish" : : : "memory")
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("dmb ish" : : : "memory")
#elif defined(__ARM_ARCH_6__) || defined(__ARM_ARCH_6J__) || defined(__ARM_ARCH_6K__) || defined(__ARM_ARCH_6T2__) || defined(__ARM_ARCH_6Z__) || defined(__ARM_ARCH_6ZK__) || defined(__ARM_ARCH_5TE__)
#ifdef __thumb__
/* The mcr instruction isn't available in thumb mode, use real functions */
#define SDL_MEMORY_BARRIER_USES_FUNCTION
#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")
#endif /* __thumb__ */
#else
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("" : : : "memory")
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("" : : : "memory")
#endif /* __LINUX__ || __ANDROID__ */
#endif /* __GNUC__ && __arm__ */
#else
#if (defined(__SUNPRO_C) && (__SUNPRO_C >= 0x5120))
/* This is correct for all CPUs on Solaris when using Solaris Studio 12.1+. */
#include <mbarrier.h>
#define SDL_MemoryBarrierRelease() __machine_rel_barrier()
#define SDL_MemoryBarrierAcquire() __machine_acq_barrier()
#else
/* This is correct for the x86 and x64 CPUs, and we'll expand this over time. */
#define SDL_MemoryBarrierRelease() SDL_CompilerBarrier()
#define SDL_MemoryBarrierAcquire() SDL_CompilerBarrier()
#endif
#endif
/**
* \brief A type representing an atomic integer value. It is a struct
* so people don't accidentally use numeric operations on it.
*/
typedef struct { int value; } SDL_atomic_t;
/**
* \brief Set an atomic variable to a new value if it is currently an old value.
*
* \return SDL_TRUE if the atomic variable was set, SDL_FALSE otherwise.
*
* \note If you don't know what this function is for, you shouldn't use it!
*/
extern DECLSPEC SDL_bool SDLCALL SDL_AtomicCAS(SDL_atomic_t *a, int oldval, int newval);
/**
* \brief Set an atomic variable to a value.
*
* \return The previous value of the atomic variable.
*/
extern DECLSPEC int SDLCALL SDL_AtomicSet(SDL_atomic_t *a, int v);
/**
* \brief Get the value of an atomic variable
*/
extern DECLSPEC int SDLCALL SDL_AtomicGet(SDL_atomic_t *a);
/**
* \brief Add to an atomic variable.
*
* \return The previous value of the atomic variable.
*
* \note This same style can be used for any number operation
*/
extern DECLSPEC int SDLCALL SDL_AtomicAdd(SDL_atomic_t *a, int v);
/**
* \brief Increment an atomic variable used as a reference count.
*/
#ifndef SDL_AtomicIncRef
#define SDL_AtomicIncRef(a) SDL_AtomicAdd(a, 1)
#endif
/**
* \brief Decrement an atomic variable used as a reference count.
*
* \return SDL_TRUE if the variable reached zero after decrementing,
* SDL_FALSE otherwise
*/
#ifndef SDL_AtomicDecRef
#define SDL_AtomicDecRef(a) (SDL_AtomicAdd(a, -1) == 1)
#endif
/**
* \brief Set a pointer to a new value if it is currently an old value.
*
* \return SDL_TRUE if the pointer was set, SDL_FALSE otherwise.
*
* \note If you don't know what this function is for, you shouldn't use it!
*/
extern DECLSPEC SDL_bool SDLCALL SDL_AtomicCASPtr(void **a, void *oldval, void *newval);
/**
* \brief Set a pointer to a value atomically.
*
* \return The previous value of the pointer.
*/
extern DECLSPEC void* SDLCALL SDL_AtomicSetPtr(void **a, void* v);
/**
* \brief Get the value of a pointer atomically.
*/
extern DECLSPEC void* SDLCALL SDL_AtomicGetPtr(void **a);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_atomic_h_ */
/* vi: set ts=4 sw=4 expandtab: */

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include/SDL2/SDL_audio.h Normal file
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@ -0,0 +1,859 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_audio.h
*
* Access to the raw audio mixing buffer for the SDL library.
*/
#ifndef SDL_audio_h_
#define SDL_audio_h_
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_endian.h"
#include "SDL_mutex.h"
#include "SDL_thread.h"
#include "SDL_rwops.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \brief Audio format flags.
*
* These are what the 16 bits in SDL_AudioFormat currently mean...
* (Unspecified bits are always zero).
*
* \verbatim
++-----------------------sample is signed if set
||
|| ++-----------sample is bigendian if set
|| ||
|| || ++---sample is float if set
|| || ||
|| || || +---sample bit size---+
|| || || | |
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
\endverbatim
*
* There are macros in SDL 2.0 and later to query these bits.
*/
typedef Uint16 SDL_AudioFormat;
/**
* \name Audio flags
*/
/* @{ */
#define SDL_AUDIO_MASK_BITSIZE (0xFF)
#define SDL_AUDIO_MASK_DATATYPE (1<<8)
#define SDL_AUDIO_MASK_ENDIAN (1<<12)
#define SDL_AUDIO_MASK_SIGNED (1<<15)
#define SDL_AUDIO_BITSIZE(x) (x & SDL_AUDIO_MASK_BITSIZE)
#define SDL_AUDIO_ISFLOAT(x) (x & SDL_AUDIO_MASK_DATATYPE)
#define SDL_AUDIO_ISBIGENDIAN(x) (x & SDL_AUDIO_MASK_ENDIAN)
#define SDL_AUDIO_ISSIGNED(x) (x & SDL_AUDIO_MASK_SIGNED)
#define SDL_AUDIO_ISINT(x) (!SDL_AUDIO_ISFLOAT(x))
#define SDL_AUDIO_ISLITTLEENDIAN(x) (!SDL_AUDIO_ISBIGENDIAN(x))
#define SDL_AUDIO_ISUNSIGNED(x) (!SDL_AUDIO_ISSIGNED(x))
/**
* \name Audio format flags
*
* Defaults to LSB byte order.
*/
/* @{ */
#define AUDIO_U8 0x0008 /**< Unsigned 8-bit samples */
#define AUDIO_S8 0x8008 /**< Signed 8-bit samples */
#define AUDIO_U16LSB 0x0010 /**< Unsigned 16-bit samples */
#define AUDIO_S16LSB 0x8010 /**< Signed 16-bit samples */
#define AUDIO_U16MSB 0x1010 /**< As above, but big-endian byte order */
#define AUDIO_S16MSB 0x9010 /**< As above, but big-endian byte order */
#define AUDIO_U16 AUDIO_U16LSB
#define AUDIO_S16 AUDIO_S16LSB
/* @} */
/**
* \name int32 support
*/
/* @{ */
#define AUDIO_S32LSB 0x8020 /**< 32-bit integer samples */
#define AUDIO_S32MSB 0x9020 /**< As above, but big-endian byte order */
#define AUDIO_S32 AUDIO_S32LSB
/* @} */
/**
* \name float32 support
*/
/* @{ */
#define AUDIO_F32LSB 0x8120 /**< 32-bit floating point samples */
#define AUDIO_F32MSB 0x9120 /**< As above, but big-endian byte order */
#define AUDIO_F32 AUDIO_F32LSB
/* @} */
/**
* \name Native audio byte ordering
*/
/* @{ */
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
#define AUDIO_U16SYS AUDIO_U16LSB
#define AUDIO_S16SYS AUDIO_S16LSB
#define AUDIO_S32SYS AUDIO_S32LSB
#define AUDIO_F32SYS AUDIO_F32LSB
#else
#define AUDIO_U16SYS AUDIO_U16MSB
#define AUDIO_S16SYS AUDIO_S16MSB
#define AUDIO_S32SYS AUDIO_S32MSB
#define AUDIO_F32SYS AUDIO_F32MSB
#endif
/* @} */
/**
* \name Allow change flags
*
* Which audio format changes are allowed when opening a device.
*/
/* @{ */
#define SDL_AUDIO_ALLOW_FREQUENCY_CHANGE 0x00000001
#define SDL_AUDIO_ALLOW_FORMAT_CHANGE 0x00000002
#define SDL_AUDIO_ALLOW_CHANNELS_CHANGE 0x00000004
#define SDL_AUDIO_ALLOW_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 */
/**
* This function is called when the audio device needs more data.
*
* \param userdata An application-specific parameter saved in
* the SDL_AudioSpec structure
* \param stream A pointer to the audio data buffer.
* \param len The length of that buffer in bytes.
*
* Once the callback returns, the buffer will no longer be valid.
* Stereo samples are stored in a LRLRLR ordering.
*
* You can choose to avoid callbacks and use SDL_QueueAudio() instead, if
* you like. Just open your audio device with a NULL callback.
*/
typedef void (SDLCALL * SDL_AudioCallback) (void *userdata, Uint8 * stream,
int len);
/**
* The calculated values in this structure are calculated by SDL_OpenAudio().
*
* 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
{
int freq; /**< DSP frequency -- samples per second */
SDL_AudioFormat format; /**< Audio data format */
Uint8 channels; /**< Number of channels: 1 mono, 2 stereo */
Uint8 silence; /**< Audio buffer silence value (calculated) */
Uint16 samples; /**< Audio buffer size in 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()). */
void *userdata; /**< Userdata passed to callback (ignored for NULL callbacks). */
} SDL_AudioSpec;
struct SDL_AudioCVT;
typedef void (SDLCALL * SDL_AudioFilter) (struct SDL_AudioCVT * cvt,
SDL_AudioFormat format);
/**
* \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
pad it out to 88 bytes to guarantee ABI compatibility between compilers.
vvv
The next time we rev the ABI, make sure to size the ints and add padding.
*/
#define SDL_AUDIOCVT_PACKED __attribute__((packed))
#else
#define SDL_AUDIOCVT_PACKED
#endif
/* */
typedef struct SDL_AudioCVT
{
int needed; /**< Set to 1 if conversion possible */
SDL_AudioFormat src_format; /**< Source audio format */
SDL_AudioFormat dst_format; /**< Target audio format */
double rate_incr; /**< Rate conversion increment */
Uint8 *buf; /**< Buffer to hold entire audio data */
int len; /**< Length of original audio buffer */
int len_cvt; /**< Length of converted audio buffer */
int len_mult; /**< buffer must be len*len_mult big */
double len_ratio; /**< Given len, final size is len*len_ratio */
SDL_AudioFilter filters[SDL_AUDIOCVT_MAX_FILTERS + 1]; /**< NULL-terminated list of filter functions */
int filter_index; /**< Current audio conversion function */
} SDL_AUDIOCVT_PACKED SDL_AudioCVT;
/* Function prototypes */
/**
* \name Driver discovery functions
*
* These functions return the list of built in audio drivers, in the
* order that they are normally initialized by default.
*/
/* @{ */
extern DECLSPEC int SDLCALL SDL_GetNumAudioDrivers(void);
extern DECLSPEC const char *SDLCALL SDL_GetAudioDriver(int index);
/* @} */
/**
* \name Initialization and cleanup
*
* \internal These functions are used internally, and should not be used unless
* you have a specific need to specify the audio driver you want to
* use. You should normally use SDL_Init() or SDL_InitSubSystem().
*/
/* @{ */
extern DECLSPEC int SDLCALL SDL_AudioInit(const char *driver_name);
extern DECLSPEC void SDLCALL SDL_AudioQuit(void);
/* @} */
/**
* This function returns the name of the current audio driver, or NULL
* if no driver has been initialized.
*/
extern DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void);
/**
* This function opens the audio device with the desired parameters, and
* returns 0 if successful, placing the actual hardware parameters in the
* structure pointed to by \c obtained. If \c obtained is NULL, the audio
* data passed to the callback function will be guaranteed to be in the
* requested format, and will be automatically converted to the hardware
* audio format if necessary. This function returns -1 if it failed
* to open the audio device, or couldn't set up the audio thread.
*
* When filling in the desired audio spec structure,
* - \c desired->freq should be the desired audio frequency in samples-per-
* second.
* - \c desired->format should be the desired audio format.
* - \c desired->samples is the desired size of the audio buffer, in
* samples. This number should be a power of two, and may be adjusted by
* the audio driver to a value more suitable for the hardware. Good values
* seem to range between 512 and 8096 inclusive, depending on the
* application and CPU speed. Smaller values yield faster response time,
* but can lead to underflow if the application is doing heavy processing
* and cannot fill the audio buffer in time. A stereo sample consists of
* both right and left channels in LR ordering.
* Note that the number of samples is directly related to time by the
* following formula: \code ms = (samples*1000)/freq \endcode
* - \c desired->size is the size in bytes of the audio buffer, and is
* calculated by SDL_OpenAudio().
* - \c desired->silence is the value used to set the buffer to silence,
* and is calculated by SDL_OpenAudio().
* - \c desired->callback should be set to a function that will be called
* when the audio device is ready for more data. It is passed a pointer
* to the audio buffer, and the length in bytes of the audio buffer.
* This function usually runs in a separate thread, and so you should
* protect data structures that it accesses by calling SDL_LockAudio()
* and SDL_UnlockAudio() in your code. Alternately, you may pass a NULL
* pointer here, and call SDL_QueueAudio() with some frequency, to queue
* more audio samples to be played (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.
*
* The audio device starts out playing silence when it's opened, and should
* be enabled for playing by calling \c SDL_PauseAudio(0) when you are ready
* for your audio callback function to be called. Since the audio driver
* may modify the requested size of the audio buffer, you should allocate
* any local mixing buffers after you open the audio device.
*/
extern DECLSPEC int SDLCALL SDL_OpenAudio(SDL_AudioSpec * desired,
SDL_AudioSpec * obtained);
/**
* SDL Audio Device IDs.
*
* A successful call to SDL_OpenAudio() is always device id 1, and legacy
* SDL audio APIs assume you want this device ID. SDL_OpenAudioDevice() calls
* always returns devices >= 2 on success. The legacy calls are good both
* for backwards compatibility and when you don't care about multiple,
* specific, or capture devices.
*/
typedef Uint32 SDL_AudioDeviceID;
/**
* Get the number of available devices exposed by the current driver.
* Only valid after a successfully initializing the audio subsystem.
* Returns -1 if an explicit list of devices can't be determined; this is
* not an error. For example, if SDL is set up to talk to a remote audio
* server, it can't list every one available on the Internet, but it will
* still allow a specific host to be specified to SDL_OpenAudioDevice().
*
* In many common cases, when this function returns a value <= 0, it can still
* successfully open the default device (NULL for first argument of
* SDL_OpenAudioDevice()).
*/
extern DECLSPEC int SDLCALL SDL_GetNumAudioDevices(int iscapture);
/**
* Get the human-readable name of a specific audio device.
* Must be a value between 0 and (number of audio devices-1).
* Only valid after a successfully initializing the audio subsystem.
* The values returned by this function reflect the latest call to
* SDL_GetNumAudioDevices(); recall that function to redetect available
* hardware.
*
* The string returned by this function is UTF-8 encoded, read-only, and
* managed internally. You are not to free it. If you need to keep the
* string for any length of time, you should make your own copy of it, as it
* will be invalid next time any of several other SDL functions is called.
*/
extern DECLSPEC const char *SDLCALL SDL_GetAudioDeviceName(int index,
int iscapture);
/**
* Open a specific audio device. Passing in a device name of NULL requests
* the most reasonable default (and is equivalent to calling SDL_OpenAudio()).
*
* The device name is a UTF-8 string reported by SDL_GetAudioDeviceName(), but
* some drivers allow arbitrary and driver-specific strings, such as a
* hostname/IP address for a remote audio server, or a filename in the
* diskaudio driver.
*
* \return 0 on error, a valid device ID that is >= 2 on success.
*
* SDL_OpenAudio(), unlike this function, always acts on device ID 1.
*/
extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(const char
*device,
int iscapture,
const
SDL_AudioSpec *
desired,
SDL_AudioSpec *
obtained,
int
allowed_changes);
/**
* \name Audio state
*
* Get the current audio state.
*/
/* @{ */
typedef enum
{
SDL_AUDIO_STOPPED = 0,
SDL_AUDIO_PLAYING,
SDL_AUDIO_PAUSED
} SDL_AudioStatus;
extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioStatus(void);
extern DECLSPEC SDL_AudioStatus SDLCALL
SDL_GetAudioDeviceStatus(SDL_AudioDeviceID dev);
/* @} *//* Audio State */
/**
* \name Pause audio functions
*
* These functions pause and unpause the audio callback processing.
* They should be called with a parameter of 0 after opening the audio
* device to start playing sound. This is so you can safely initialize
* data for your callback function after opening the audio device.
* Silence will be written to the audio device during the pause.
*/
/* @{ */
extern DECLSPEC void SDLCALL SDL_PauseAudio(int pause_on);
extern DECLSPEC void SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev,
int pause_on);
/* @} *//* Pause audio functions */
/**
* \brief Load the audio data of a WAVE file into memory
*
* Loading a WAVE file requires \c src, \c spec, \c audio_buf and \c audio_len
* to be valid pointers. The entire data portion of the file is then loaded
* into memory and decoded if necessary.
*
* If \c freesrc is non-zero, the data source gets automatically closed and
* freed before the function returns.
*
* Supported are RIFF WAVE files with the formats PCM (8, 16, 24, and 32 bits),
* IEEE Float (32 bits), Microsoft ADPCM and IMA ADPCM (4 bits), and A-law and
* µ-law (8 bits). Other formats are currently unsupported and cause an error.
*
* If this function succeeds, the pointer returned by it is equal to \c spec
* and the pointer to the audio data allocated by the function is written to
* \c audio_buf and its length in bytes to \c audio_len. The \ref SDL_AudioSpec
* members \c freq, \c channels, and \c format are set to the values of the
* audio data in the buffer. The \c samples member is set to a sane default and
* all others are set to zero.
*
* It's necessary to use SDL_FreeWAV() to free the audio data returned in
* \c audio_buf when it is no longer used.
*
* Because of the underspecification of the Waveform format, there are many
* problematic files in the wild that cause issues with strict decoders. To
* provide compatibility with these files, this decoder is lenient in regards
* to the truncation of the file, the fact chunk, and the size of the RIFF
* chunk. The hints SDL_HINT_WAVE_RIFF_CHUNK_SIZE, SDL_HINT_WAVE_TRUNCATION,
* and SDL_HINT_WAVE_FACT_CHUNK can be used to tune the behavior of the
* loading process.
*
* Any file that is invalid (due to truncation, corruption, or wrong values in
* the headers), too big, or unsupported causes an error. Additionally, any
* critical I/O error from the data source will terminate the loading process
* with an error. The function returns NULL on error and in all cases (with the
* exception of \c src being NULL), an appropriate error message will be set.
*
* It is required that the data source supports seeking.
*
* Example:
* \code
* SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, ...);
* \endcode
*
* \param src The data source with the WAVE data
* \param freesrc A integer value that makes the function close the data source if non-zero
* \param spec A pointer filled with the audio format of the audio data
* \param audio_buf A pointer filled with the audio data allocated by the function
* \param audio_len A pointer filled with the length of the audio data buffer in bytes
* \return NULL on error, or non-NULL on success.
*/
extern DECLSPEC SDL_AudioSpec *SDLCALL SDL_LoadWAV_RW(SDL_RWops * src,
int freesrc,
SDL_AudioSpec * spec,
Uint8 ** audio_buf,
Uint32 * audio_len);
/**
* Loads a WAV from a file.
* Compatibility convenience function.
*/
#define SDL_LoadWAV(file, spec, audio_buf, audio_len) \
SDL_LoadWAV_RW(SDL_RWFromFile(file, "rb"),1, spec,audio_buf,audio_len)
/**
* This function frees data previously allocated with SDL_LoadWAV_RW()
*/
extern DECLSPEC void SDLCALL SDL_FreeWAV(Uint8 * audio_buf);
/**
* This function takes a source format and rate and a destination format
* and rate, and initializes the \c cvt structure with information needed
* by SDL_ConvertAudio() to convert a buffer of audio data from one format
* to the other. An unsupported format causes an error and -1 will be returned.
*
* \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,
Uint8 src_channels,
int src_rate,
SDL_AudioFormat dst_format,
Uint8 dst_channels,
int dst_rate);
/**
* Once you have initialized the \c cvt structure using SDL_BuildAudioCVT(),
* created an audio buffer \c cvt->buf, and filled it with \c cvt->len bytes of
* audio data in the source format, this function will convert it in-place
* to the desired format.
*
* The data conversion may expand the size of the audio data, so the buffer
* \c cvt->buf should be allocated after the \c cvt structure is initialized by
* SDL_BuildAudioCVT(), and should be \c cvt->len*cvt->len_mult bytes long.
*
* \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
* them, performing addition, volume adjustment, and overflow clipping.
* The volume ranges from 0 - 128, and should be set to ::SDL_MIX_MAXVOLUME
* for full audio volume. Note this does not change hardware volume.
* This is provided for convenience -- you can mix your own audio data.
*/
extern DECLSPEC void SDLCALL SDL_MixAudio(Uint8 * dst, const Uint8 * src,
Uint32 len, int volume);
/**
* This works like SDL_MixAudio(), but you specify the audio format instead of
* using the format of audio device 1. Thus it can be used when no audio
* device is open at all.
*/
extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst,
const Uint8 * src,
SDL_AudioFormat format,
Uint32 len, int volume);
/**
* Queue more audio on non-callback devices.
*
* (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
* you to supply data at regular intervals (push method) with this function.
*
* There are no limits on the amount of data you can queue, short of
* exhaustion of address space. Queued data will drain to the device as
* necessary without further intervention from you. If the device needs
* audio but there is not enough queued, it will play silence to make up
* the difference. This means you will have skips in your audio playback
* if you aren't routinely queueing sufficient data.
*
* This function copies the supplied data, so you are safe to free it when
* the function returns. This function is thread-safe, but queueing to the
* same device from two threads at once does not promise which buffer will
* be queued first.
*
* You may not queue audio on a device that is using an application-supplied
* callback; doing so returns an error. You have to use the audio callback
* or queue audio with this function, but not both.
*
* You should not call SDL_LockAudio() on the device before queueing; SDL
* handles locking internally for this function.
*
* \param dev The device ID to which we will queue audio.
* \param data The data to queue to the device for later playback.
* \param len The number of bytes (not samples!) to which (data) points.
* \return 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.
*
* For playback device:
*
* 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 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.
*
* \param dev The device ID of which we will query queued audio size.
* \return Number of bytes (not samples!) of queued audio.
*
* \sa SDL_QueueAudio
* \sa SDL_ClearQueuedAudio
*/
extern DECLSPEC Uint32 SDLCALL SDL_GetQueuedAudioSize(SDL_AudioDeviceID dev);
/**
* Drop any queued audio data. 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. 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
* fraction of a second of audio that might still be heard. This can be
* useful if you want to, say, drop any pending music during a level change
* in your game.
*
* You may not queue audio on a device that is using an application-supplied
* callback; calling this function on such a device is always a no-op.
* You have to 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.
*
* This function always succeeds and thus returns void.
*
* \param dev The device ID of which to clear the audio queue.
*
* \sa SDL_QueueAudio
* \sa SDL_GetQueuedAudioSize
*/
extern DECLSPEC void SDLCALL SDL_ClearQueuedAudio(SDL_AudioDeviceID dev);
/**
* \name Audio lock functions
*
* The lock manipulated by these functions protects the callback function.
* During a SDL_LockAudio()/SDL_UnlockAudio() pair, you can be guaranteed that
* the callback function is not running. Do not call these from the callback
* function or you will cause deadlock.
*/
/* @{ */
extern DECLSPEC void SDLCALL SDL_LockAudio(void);
extern DECLSPEC void SDLCALL SDL_LockAudioDevice(SDL_AudioDeviceID dev);
extern DECLSPEC void SDLCALL SDL_UnlockAudio(void);
extern DECLSPEC void SDLCALL SDL_UnlockAudioDevice(SDL_AudioDeviceID dev);
/* @} *//* Audio lock functions */
/**
* This function shuts down audio processing and closes the audio device.
*/
extern DECLSPEC void SDLCALL SDL_CloseAudio(void);
extern DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID dev);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_audio_h_ */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_bits.h
*
* Functions for fiddling with bits and bitmasks.
*/
#ifndef SDL_bits_h_
#define SDL_bits_h_
#include "SDL_stdinc.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \file SDL_bits.h
*/
/**
* Get the index of the most significant bit. Result is undefined when called
* with 0. This operation can also be stated as "count leading zeroes" and
* "log base 2".
*
* \return Index of the most significant bit, or -1 if the value is 0.
*/
#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 || (__GNUC__ == 3 && __GNUC_MINOR__ >= 4))
/* Count Leading Zeroes builtin in GCC.
* http://gcc.gnu.org/onlinedocs/gcc-4.3.4/gcc/Other-Builtins.html
*/
if (x == 0) {
return -1;
}
return 31 - __builtin_clz(x);
#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
* <seander@cs.stanford.edu>, released in the public domain.
* http://graphics.stanford.edu/~seander/bithacks.html#IntegerLog
*/
const Uint32 b[] = {0x2, 0xC, 0xF0, 0xFF00, 0xFFFF0000};
const int S[] = {1, 2, 4, 8, 16};
int msbIndex = 0;
int i;
if (x == 0) {
return -1;
}
for (i = 4; i >= 0; i--)
{
if (x & b[i])
{
x >>= S[i];
msbIndex |= S[i];
}
}
return msbIndex;
#endif
}
SDL_FORCE_INLINE SDL_bool
SDL_HasExactlyOneBitSet32(Uint32 x)
{
if (x && !(x & (x - 1))) {
return SDL_TRUE;
}
return SDL_FALSE;
}
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_bits_h_ */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_blendmode.h
*
* Header file declaring the SDL_BlendMode enumeration
*/
#ifndef SDL_blendmode_h_
#define SDL_blendmode_h_
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \brief The blend mode used in SDL_RenderCopy() and drawing operations.
*/
typedef enum
{
SDL_BLENDMODE_NONE = 0x00000000, /**< no blending
dstRGBA = srcRGBA */
SDL_BLENDMODE_BLEND = 0x00000001, /**< alpha blending
dstRGB = (srcRGB * srcA) + (dstRGB * (1-srcA))
dstA = srcA + (dstA * (1-srcA)) */
SDL_BLENDMODE_ADD = 0x00000002, /**< additive blending
dstRGB = (srcRGB * srcA) + dstRGB
dstA = dstA */
SDL_BLENDMODE_MOD = 0x00000004, /**< color modulate
dstRGB = srcRGB * dstRGB
dstA = dstA */
SDL_BLENDMODE_MUL = 0x00000008, /**< color multiply
dstRGB = (srcRGB * dstRGB) + (dstRGB * (1-srcA))
dstA = (srcA * dstA) + (dstA * (1-srcA)) */
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 source color factor
* \param dstColorFactor destination color factor
* \param colorOperation color operation
* \param srcAlphaFactor source alpha factor
* \param dstAlphaFactor destination alpha factor
* \param alphaOperation alpha operation
*
* 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_ */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_clipboard.h
*
* Include file for SDL clipboard handling
*/
#ifndef SDL_clipboard_h_
#define SDL_clipboard_h_
#include "SDL_stdinc.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* Function prototypes */
/**
* \brief Put UTF-8 text into the clipboard
*
* \sa SDL_GetClipboardText()
*/
extern DECLSPEC int SDLCALL SDL_SetClipboardText(const char *text);
/**
* \brief Get UTF-8 text from the clipboard, which must be freed with SDL_free()
*
* \sa SDL_SetClipboardText()
*/
extern DECLSPEC char * SDLCALL SDL_GetClipboardText(void);
/**
* \brief Returns a flag indicating whether the clipboard exists and contains a text string that is non-empty
*
* \sa SDL_GetClipboardText()
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasClipboardText(void);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_clipboard_h_ */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SDL_config_windows_h_
#define SDL_config_windows_h_
#define SDL_config_h_
#include "SDL_platform.h"
/* This is a set of defines to configure the SDL features */
#if !defined(_STDINT_H_) && (!defined(HAVE_STDINT_H) || !_HAVE_STDINT_H)
#if defined(__GNUC__) || defined(__DMC__) || defined(__WATCOMC__)
#define HAVE_STDINT_H 1
#elif defined(_MSC_VER)
typedef signed __int8 int8_t;
typedef unsigned __int8 uint8_t;
typedef signed __int16 int16_t;
typedef unsigned __int16 uint16_t;
typedef signed __int32 int32_t;
typedef unsigned __int32 uint32_t;
typedef signed __int64 int64_t;
typedef unsigned __int64 uint64_t;
#ifndef _UINTPTR_T_DEFINED
#ifdef _WIN64
typedef unsigned __int64 uintptr_t;
#else
typedef unsigned int uintptr_t;
#endif
#define _UINTPTR_T_DEFINED
#endif
/* Older Visual C++ headers don't have the Win64-compatible typedefs... */
#if ((_MSC_VER <= 1200) && (!defined(DWORD_PTR)))
#define DWORD_PTR DWORD
#endif
#if ((_MSC_VER <= 1200) && (!defined(LONG_PTR)))
#define LONG_PTR LONG
#endif
#else /* !__GNUC__ && !_MSC_VER */
typedef signed char int8_t;
typedef unsigned char uint8_t;
typedef signed short int16_t;
typedef unsigned short uint16_t;
typedef signed int int32_t;
typedef unsigned int uint32_t;
typedef signed long long int64_t;
typedef unsigned long long uint64_t;
#ifndef _SIZE_T_DEFINED_
#define _SIZE_T_DEFINED_
typedef unsigned int size_t;
#endif
typedef unsigned int uintptr_t;
#endif /* __GNUC__ || _MSC_VER */
#endif /* !_STDINT_H_ && !HAVE_STDINT_H */
#ifdef _WIN64
# define SIZEOF_VOIDP 8
#else
# define SIZEOF_VOIDP 4
#endif
#define HAVE_DDRAW_H 1
#define HAVE_DINPUT_H 1
#define HAVE_DSOUND_H 1
#define HAVE_DXGI_H 1
#define HAVE_XINPUT_H 1
#define HAVE_MMDEVICEAPI_H 1
#define HAVE_AUDIOCLIENT_H 1
/* This is disabled by default to avoid C runtime dependencies and manifest requirements */
#ifdef HAVE_LIBC
/* Useful headers */
#define STDC_HEADERS 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
#define HAVE_CALLOC 1
#define HAVE_REALLOC 1
#define HAVE_FREE 1
#define HAVE_ALLOCA 1
#define HAVE_QSORT 1
#define HAVE_ABS 1
#define HAVE_MEMSET 1
#define HAVE_MEMCPY 1
#define HAVE_MEMMOVE 1
#define HAVE_MEMCMP 1
#define HAVE_STRLEN 1
#define HAVE__STRREV 1
/* 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
/* #undef HAVE_STRTOK_R */
#if defined(_MSC_VER)
#define HAVE_STRTOK_S 1
#endif
/* 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
#define HAVE_ATOI 1
#define HAVE_ATOF 1
#define HAVE_STRCMP 1
#define HAVE_STRNCMP 1
#define HAVE__STRICMP 1
#define HAVE__STRNICMP 1
#define HAVE_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_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
#endif
#else
#define HAVE_STDARG_H 1
#define HAVE_STDDEF_H 1
#endif
/* Enable various audio drivers */
#define SDL_AUDIO_DRIVER_WASAPI 1
#define SDL_AUDIO_DRIVER_DSOUND 1
#define SDL_AUDIO_DRIVER_WINMM 1
#define SDL_AUDIO_DRIVER_DISK 1
#define SDL_AUDIO_DRIVER_DUMMY 1
/* Enable various input drivers */
#define SDL_JOYSTICK_DINPUT 1
#define SDL_JOYSTICK_XINPUT 1
#define SDL_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
/* Enable various threading systems */
#define SDL_THREAD_WINDOWS 1
/* Enable various timer systems */
#define SDL_TIMER_WINDOWS 1
/* Enable various video drivers */
#define SDL_VIDEO_DRIVER_DUMMY 1
#define SDL_VIDEO_DRIVER_WINDOWS 1
#ifndef SDL_VIDEO_RENDER_D3D
#define SDL_VIDEO_RENDER_D3D 1
#endif
#ifndef SDL_VIDEO_RENDER_D3D11
#define SDL_VIDEO_RENDER_D3D11 0
#endif
/* Enable OpenGL support */
#ifndef SDL_VIDEO_OPENGL
#define SDL_VIDEO_OPENGL 1
#endif
#ifndef SDL_VIDEO_OPENGL_WGL
#define SDL_VIDEO_OPENGL_WGL 1
#endif
#ifndef SDL_VIDEO_RENDER_OGL
#define SDL_VIDEO_RENDER_OGL 1
#endif
#ifndef SDL_VIDEO_RENDER_OGL_ES2
#define SDL_VIDEO_RENDER_OGL_ES2 1
#endif
#ifndef SDL_VIDEO_OPENGL_ES2
#define SDL_VIDEO_OPENGL_ES2 1
#endif
#ifndef SDL_VIDEO_OPENGL_EGL
#define SDL_VIDEO_OPENGL_EGL 1
#endif
/* Enable Vulkan support */
#define SDL_VIDEO_VULKAN 1
/* Enable system power support */
#define SDL_POWER_WINDOWS 1
/* Enable filesystem support */
#define SDL_FILESYSTEM_WINDOWS 1
/* Enable assembly routines (Win64 doesn't have inline asm) */
#ifndef _WIN64
#define SDL_ASSEMBLY_ROUTINES 1
#endif
#endif /* SDL_config_windows_h_ */

View File

@ -0,0 +1,445 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SDL_config_h_
#define SDL_config_h_
/**
* \file SDL_config.h.in
*
* This is a set of defines to configure the SDL features
*/
/* General platform specific identifiers */
#include "SDL_platform.h"
/* C language features */
#cmakedefine const @HAVE_CONST@
#cmakedefine inline @HAVE_INLINE@
#cmakedefine volatile @HAVE_VOLATILE@
/* C datatypes */
/* Define SIZEOF_VOIDP for 64/32 architectures */
#ifdef __LP64__
#define SIZEOF_VOIDP 8
#else
#define SIZEOF_VOIDP 4
#endif
#cmakedefine HAVE_GCC_ATOMICS @HAVE_GCC_ATOMICS@
#cmakedefine HAVE_GCC_SYNC_LOCK_TEST_AND_SET @HAVE_GCC_SYNC_LOCK_TEST_AND_SET@
#cmakedefine HAVE_D3D_H @HAVE_D3D_H@
#cmakedefine HAVE_D3D11_H @HAVE_D3D11_H@
#cmakedefine HAVE_DDRAW_H @HAVE_DDRAW_H@
#cmakedefine HAVE_DSOUND_H @HAVE_DSOUND_H@
#cmakedefine HAVE_DINPUT_H @HAVE_DINPUT_H@
#cmakedefine HAVE_XAUDIO2_H @HAVE_XAUDIO2_H@
#cmakedefine HAVE_XINPUT_H @HAVE_XINPUT_H@
#cmakedefine HAVE_DXGI_H @HAVE_DXGI_H@
#cmakedefine HAVE_XINPUT_GAMEPAD_EX @HAVE_XINPUT_GAMEPAD_EX@
#cmakedefine HAVE_XINPUT_STATE_EX @HAVE_XINPUT_STATE_EX@
/* Comment this if you want to build without any C library requirements */
#cmakedefine HAVE_LIBC 1
#if HAVE_LIBC
/* Useful headers */
#cmakedefine HAVE_ALLOCA_H 1
#cmakedefine HAVE_SYS_TYPES_H 1
#cmakedefine HAVE_STDIO_H 1
#cmakedefine STDC_HEADERS 1
#cmakedefine HAVE_STDLIB_H 1
#cmakedefine HAVE_STDARG_H 1
#cmakedefine HAVE_MALLOC_H 1
#cmakedefine HAVE_MEMORY_H 1
#cmakedefine HAVE_STRING_H 1
#cmakedefine HAVE_STRINGS_H 1
#cmakedefine HAVE_WCHAR_H 1
#cmakedefine HAVE_INTTYPES_H 1
#cmakedefine HAVE_STDINT_H 1
#cmakedefine HAVE_CTYPE_H 1
#cmakedefine HAVE_MATH_H 1
#cmakedefine HAVE_ICONV_H 1
#cmakedefine HAVE_SIGNAL_H 1
#cmakedefine HAVE_ALTIVEC_H 1
#cmakedefine HAVE_PTHREAD_NP_H 1
#cmakedefine HAVE_LIBUDEV_H 1
#cmakedefine HAVE_DBUS_DBUS_H 1
#cmakedefine HAVE_IBUS_IBUS_H 1
#cmakedefine HAVE_FCITX_FRONTEND_H 1
#cmakedefine HAVE_LIBSAMPLERATE_H 1
/* C library functions */
#cmakedefine HAVE_MALLOC 1
#cmakedefine HAVE_CALLOC 1
#cmakedefine HAVE_REALLOC 1
#cmakedefine HAVE_FREE 1
#cmakedefine HAVE_ALLOCA 1
#ifndef __WIN32__ /* Don't use C runtime versions of these on Windows */
#cmakedefine HAVE_GETENV 1
#cmakedefine HAVE_SETENV 1
#cmakedefine HAVE_PUTENV 1
#cmakedefine HAVE_UNSETENV 1
#endif
#cmakedefine HAVE_QSORT 1
#cmakedefine HAVE_ABS 1
#cmakedefine HAVE_BCOPY 1
#cmakedefine HAVE_MEMSET 1
#cmakedefine HAVE_MEMCPY 1
#cmakedefine HAVE_MEMMOVE 1
#cmakedefine HAVE_MEMCMP 1
#cmakedefine HAVE_WCSLEN 1
#cmakedefine HAVE_WCSLCPY 1
#cmakedefine HAVE_WCSLCAT 1
#cmakedefine HAVE_WCSCMP 1
#cmakedefine HAVE_STRLEN 1
#cmakedefine HAVE_STRLCPY 1
#cmakedefine HAVE_STRLCAT 1
#cmakedefine HAVE_STRDUP 1
#cmakedefine HAVE__STRREV 1
#cmakedefine HAVE__STRUPR 1
#cmakedefine HAVE__STRLWR 1
#cmakedefine HAVE_INDEX 1
#cmakedefine HAVE_RINDEX 1
#cmakedefine HAVE_STRCHR 1
#cmakedefine HAVE_STRRCHR 1
#cmakedefine HAVE_STRSTR 1
#cmakedefine HAVE_ITOA 1
#cmakedefine HAVE__LTOA 1
#cmakedefine HAVE__UITOA 1
#cmakedefine HAVE__ULTOA 1
#cmakedefine HAVE_STRTOL 1
#cmakedefine HAVE_STRTOUL 1
#cmakedefine HAVE__I64TOA 1
#cmakedefine HAVE__UI64TOA 1
#cmakedefine HAVE_STRTOLL 1
#cmakedefine HAVE_STRTOULL 1
#cmakedefine HAVE_STRTOD 1
#cmakedefine HAVE_ATOI 1
#cmakedefine HAVE_ATOF 1
#cmakedefine HAVE_STRCMP 1
#cmakedefine HAVE_STRNCMP 1
#cmakedefine HAVE__STRICMP 1
#cmakedefine HAVE_STRCASECMP 1
#cmakedefine HAVE__STRNICMP 1
#cmakedefine HAVE_STRNCASECMP 1
#cmakedefine HAVE_VSSCANF 1
#cmakedefine HAVE_VSNPRINTF 1
#cmakedefine HAVE_M_PI 1
#cmakedefine HAVE_ATAN 1
#cmakedefine HAVE_ATAN2 1
#cmakedefine HAVE_ACOS 1
#cmakedefine HAVE_ASIN 1
#cmakedefine HAVE_CEIL 1
#cmakedefine HAVE_COPYSIGN 1
#cmakedefine HAVE_COS 1
#cmakedefine HAVE_COSF 1
#cmakedefine HAVE_FABS 1
#cmakedefine HAVE_FLOOR 1
#cmakedefine HAVE_LOG 1
#cmakedefine HAVE_POW 1
#cmakedefine HAVE_SCALBN 1
#cmakedefine HAVE_SIN 1
#cmakedefine HAVE_SINF 1
#cmakedefine HAVE_SQRT 1
#cmakedefine HAVE_SQRTF 1
#cmakedefine HAVE_TAN 1
#cmakedefine HAVE_TANF 1
#cmakedefine HAVE_FOPEN64 1
#cmakedefine HAVE_FSEEKO 1
#cmakedefine HAVE_FSEEKO64 1
#cmakedefine HAVE_SIGACTION 1
#cmakedefine HAVE_SA_SIGACTION 1
#cmakedefine HAVE_SETJMP 1
#cmakedefine HAVE_NANOSLEEP 1
#cmakedefine HAVE_SYSCONF 1
#cmakedefine HAVE_SYSCTLBYNAME 1
#cmakedefine HAVE_CLOCK_GETTIME 1
#cmakedefine HAVE_GETPAGESIZE 1
#cmakedefine HAVE_MPROTECT 1
#cmakedefine HAVE_ICONV 1
#cmakedefine HAVE_PTHREAD_SETNAME_NP 1
#cmakedefine HAVE_PTHREAD_SET_NAME_NP 1
#cmakedefine HAVE_SEM_TIMEDWAIT 1
#cmakedefine HAVE_GETAUXVAL 1
#cmakedefine HAVE_POLL 1
#elif __WIN32__
#cmakedefine HAVE_STDARG_H 1
#cmakedefine HAVE_STDDEF_H 1
#else
/* We may need some replacement for stdarg.h here */
#include <stdarg.h>
#endif /* HAVE_LIBC */
/* SDL internal assertion support */
#cmakedefine SDL_DEFAULT_ASSERT_LEVEL @SDL_DEFAULT_ASSERT_LEVEL@
/* Allow disabling of core subsystems */
#cmakedefine SDL_ATOMIC_DISABLED @SDL_ATOMIC_DISABLED@
#cmakedefine SDL_AUDIO_DISABLED @SDL_AUDIO_DISABLED@
#cmakedefine SDL_CPUINFO_DISABLED @SDL_CPUINFO_DISABLED@
#cmakedefine SDL_EVENTS_DISABLED @SDL_EVENTS_DISABLED@
#cmakedefine SDL_FILE_DISABLED @SDL_FILE_DISABLED@
#cmakedefine SDL_JOYSTICK_DISABLED @SDL_JOYSTICK_DISABLED@
#cmakedefine SDL_HAPTIC_DISABLED @SDL_HAPTIC_DISABLED@
#cmakedefine SDL_LOADSO_DISABLED @SDL_LOADSO_DISABLED@
#cmakedefine SDL_RENDER_DISABLED @SDL_RENDER_DISABLED@
#cmakedefine SDL_THREADS_DISABLED @SDL_THREADS_DISABLED@
#cmakedefine SDL_TIMERS_DISABLED @SDL_TIMERS_DISABLED@
#cmakedefine SDL_VIDEO_DISABLED @SDL_VIDEO_DISABLED@
#cmakedefine SDL_POWER_DISABLED @SDL_POWER_DISABLED@
#cmakedefine SDL_FILESYSTEM_DISABLED @SDL_FILESYSTEM_DISABLED@
/* Enable various audio drivers */
#cmakedefine SDL_AUDIO_DRIVER_ALSA @SDL_AUDIO_DRIVER_ALSA@
#cmakedefine SDL_AUDIO_DRIVER_ALSA_DYNAMIC @SDL_AUDIO_DRIVER_ALSA_DYNAMIC@
#cmakedefine SDL_AUDIO_DRIVER_ANDROID @SDL_AUDIO_DRIVER_ANDROID@
#cmakedefine SDL_AUDIO_DRIVER_ARTS @SDL_AUDIO_DRIVER_ARTS@
#cmakedefine SDL_AUDIO_DRIVER_ARTS_DYNAMIC @SDL_AUDIO_DRIVER_ARTS_DYNAMIC@
#cmakedefine SDL_AUDIO_DRIVER_COREAUDIO @SDL_AUDIO_DRIVER_COREAUDIO@
#cmakedefine SDL_AUDIO_DRIVER_DISK @SDL_AUDIO_DRIVER_DISK@
#cmakedefine SDL_AUDIO_DRIVER_DSOUND @SDL_AUDIO_DRIVER_DSOUND@
#cmakedefine SDL_AUDIO_DRIVER_DUMMY @SDL_AUDIO_DRIVER_DUMMY@
#cmakedefine SDL_AUDIO_DRIVER_EMSCRIPTEN @SDL_AUDIO_DRIVER_EMSCRIPTEN@
#cmakedefine SDL_AUDIO_DRIVER_ESD @SDL_AUDIO_DRIVER_ESD@
#cmakedefine SDL_AUDIO_DRIVER_ESD_DYNAMIC @SDL_AUDIO_DRIVER_ESD_DYNAMIC@
#cmakedefine SDL_AUDIO_DRIVER_FUSIONSOUND @SDL_AUDIO_DRIVER_FUSIONSOUND@
#cmakedefine SDL_AUDIO_DRIVER_FUSIONSOUND_DYNAMIC @SDL_AUDIO_DRIVER_FUSIONSOUND_DYNAMIC@
#cmakedefine SDL_AUDIO_DRIVER_HAIKU @SDL_AUDIO_DRIVER_HAIKU@
#cmakedefine SDL_AUDIO_DRIVER_JACK @SDL_AUDIO_DRIVER_JACK@
#cmakedefine SDL_AUDIO_DRIVER_JACK_DYNAMIC @SDL_AUDIO_DRIVER_JACK_DYNAMIC@
#cmakedefine SDL_AUDIO_DRIVER_NAS @SDL_AUDIO_DRIVER_NAS@
#cmakedefine SDL_AUDIO_DRIVER_NAS_DYNAMIC @SDL_AUDIO_DRIVER_NAS_DYNAMIC@
#cmakedefine SDL_AUDIO_DRIVER_NETBSD @SDL_AUDIO_DRIVER_NETBSD@
#cmakedefine SDL_AUDIO_DRIVER_OSS @SDL_AUDIO_DRIVER_OSS@
#cmakedefine SDL_AUDIO_DRIVER_OSS_SOUNDCARD_H @SDL_AUDIO_DRIVER_OSS_SOUNDCARD_H@
#cmakedefine SDL_AUDIO_DRIVER_PAUDIO @SDL_AUDIO_DRIVER_PAUDIO@
#cmakedefine SDL_AUDIO_DRIVER_PULSEAUDIO @SDL_AUDIO_DRIVER_PULSEAUDIO@
#cmakedefine SDL_AUDIO_DRIVER_PULSEAUDIO_DYNAMIC @SDL_AUDIO_DRIVER_PULSEAUDIO_DYNAMIC@
#cmakedefine SDL_AUDIO_DRIVER_QSA @SDL_AUDIO_DRIVER_QSA@
#cmakedefine SDL_AUDIO_DRIVER_SNDIO @SDL_AUDIO_DRIVER_SNDIO@
#cmakedefine SDL_AUDIO_DRIVER_SNDIO_DYNAMIC @SDL_AUDIO_DRIVER_SNDIO_DYNAMIC@
#cmakedefine SDL_AUDIO_DRIVER_SUNAUDIO @SDL_AUDIO_DRIVER_SUNAUDIO@
#cmakedefine SDL_AUDIO_DRIVER_WASAPI @SDL_AUDIO_DRIVER_WASAPI@
#cmakedefine SDL_AUDIO_DRIVER_WINMM @SDL_AUDIO_DRIVER_WINMM@
#cmakedefine SDL_AUDIO_DRIVER_XAUDIO2 @SDL_AUDIO_DRIVER_XAUDIO2@
/* Enable various input drivers */
#cmakedefine SDL_INPUT_LINUXEV @SDL_INPUT_LINUXEV@
#cmakedefine SDL_INPUT_LINUXKD @SDL_INPUT_LINUXKD@
#cmakedefine SDL_INPUT_TSLIB @SDL_INPUT_TSLIB@
#cmakedefine SDL_JOYSTICK_ANDROID @SDL_JOYSTICK_ANDROID@
#cmakedefine SDL_JOYSTICK_HAIKU @SDL_JOYSTICK_HAIKU@
#cmakedefine SDL_JOYSTICK_DINPUT @SDL_JOYSTICK_DINPUT@
#cmakedefine SDL_JOYSTICK_XINPUT @SDL_JOYSTICK_XINPUT@
#cmakedefine SDL_JOYSTICK_DUMMY @SDL_JOYSTICK_DUMMY@
#cmakedefine SDL_JOYSTICK_IOKIT @SDL_JOYSTICK_IOKIT@
#cmakedefine SDL_JOYSTICK_MFI @SDL_JOYSTICK_MFI@
#cmakedefine SDL_JOYSTICK_LINUX @SDL_JOYSTICK_LINUX@
#cmakedefine SDL_JOYSTICK_WINMM @SDL_JOYSTICK_WINMM@
#cmakedefine SDL_JOYSTICK_USBHID @SDL_JOYSTICK_USBHID@
#cmakedefine SDL_JOYSTICK_USBHID_MACHINE_JOYSTICK_H @SDL_JOYSTICK_USBHID_MACHINE_JOYSTICK_H@
#cmakedefine SDL_JOYSTICK_EMSCRIPTEN @SDL_JOYSTICK_EMSCRIPTEN@
#cmakedefine SDL_HAPTIC_DUMMY @SDL_HAPTIC_DUMMY@
#cmakedefine SDL_HAPTIC_LINUX @SDL_HAPTIC_LINUX@
#cmakedefine SDL_HAPTIC_IOKIT @SDL_HAPTIC_IOKIT@
#cmakedefine SDL_HAPTIC_DINPUT @SDL_HAPTIC_DINPUT@
#cmakedefine SDL_HAPTIC_XINPUT @SDL_HAPTIC_XINPUT@
#cmakedefine SDL_HAPTIC_ANDROID @SDL_HAPTIC_ANDROID@
/* Enable various shared object loading systems */
#cmakedefine SDL_LOADSO_DLOPEN @SDL_LOADSO_DLOPEN@
#cmakedefine SDL_LOADSO_DUMMY @SDL_LOADSO_DUMMY@
#cmakedefine SDL_LOADSO_LDG @SDL_LOADSO_LDG@
#cmakedefine SDL_LOADSO_WINDOWS @SDL_LOADSO_WINDOWS@
/* Enable various threading systems */
#cmakedefine SDL_THREAD_PTHREAD @SDL_THREAD_PTHREAD@
#cmakedefine SDL_THREAD_PTHREAD_RECURSIVE_MUTEX @SDL_THREAD_PTHREAD_RECURSIVE_MUTEX@
#cmakedefine SDL_THREAD_PTHREAD_RECURSIVE_MUTEX_NP @SDL_THREAD_PTHREAD_RECURSIVE_MUTEX_NP@
#cmakedefine SDL_THREAD_WINDOWS @SDL_THREAD_WINDOWS@
/* Enable various timer systems */
#cmakedefine SDL_TIMER_HAIKU @SDL_TIMER_HAIKU@
#cmakedefine SDL_TIMER_DUMMY @SDL_TIMER_DUMMY@
#cmakedefine SDL_TIMER_UNIX @SDL_TIMER_UNIX@
#cmakedefine SDL_TIMER_WINDOWS @SDL_TIMER_WINDOWS@
#cmakedefine SDL_TIMER_WINCE @SDL_TIMER_WINCE@
/* Enable various video drivers */
#cmakedefine SDL_VIDEO_DRIVER_ANDROID @SDL_VIDEO_DRIVER_ANDROID@
#cmakedefine SDL_VIDEO_DRIVER_HAIKU @SDL_VIDEO_DRIVER_HAIKU@
#cmakedefine SDL_VIDEO_DRIVER_COCOA @SDL_VIDEO_DRIVER_COCOA@
#cmakedefine SDL_VIDEO_DRIVER_DIRECTFB @SDL_VIDEO_DRIVER_DIRECTFB@
#cmakedefine SDL_VIDEO_DRIVER_DIRECTFB_DYNAMIC @SDL_VIDEO_DRIVER_DIRECTFB_DYNAMIC@
#cmakedefine SDL_VIDEO_DRIVER_DUMMY @SDL_VIDEO_DRIVER_DUMMY@
#cmakedefine SDL_VIDEO_DRIVER_WINDOWS @SDL_VIDEO_DRIVER_WINDOWS@
#cmakedefine SDL_VIDEO_DRIVER_WAYLAND @SDL_VIDEO_DRIVER_WAYLAND@
#cmakedefine SDL_VIDEO_DRIVER_RPI @SDL_VIDEO_DRIVER_RPI@
#cmakedefine SDL_VIDEO_DRIVER_VIVANTE @SDL_VIDEO_DRIVER_VIVANTE@
#cmakedefine SDL_VIDEO_DRIVER_VIVANTE_VDK @SDL_VIDEO_DRIVER_VIVANTE_VDK@
#cmakedefine SDL_VIDEO_DRIVER_KMSDRM @SDL_VIDEO_DRIVER_KMSDRM@
#cmakedefine SDL_VIDEO_DRIVER_KMSDRM_DYNAMIC @SDL_VIDEO_DRIVER_KMSDRM_DYNAMIC@
#cmakedefine SDL_VIDEO_DRIVER_KMSDRM_DYNAMIC_GBM @SDL_VIDEO_DRIVER_KMSDRM_DYNAMIC_GBM@
#cmakedefine SDL_VIDEO_DRIVER_WAYLAND_QT_TOUCH @SDL_VIDEO_DRIVER_WAYLAND_QT_TOUCH@
#cmakedefine SDL_VIDEO_DRIVER_WAYLAND_DYNAMIC @SDL_VIDEO_DRIVER_WAYLAND_DYNAMIC@
#cmakedefine SDL_VIDEO_DRIVER_WAYLAND_DYNAMIC_EGL @SDL_VIDEO_DRIVER_WAYLAND_DYNAMIC_EGL@
#cmakedefine SDL_VIDEO_DRIVER_WAYLAND_DYNAMIC_CURSOR @SDL_VIDEO_DRIVER_WAYLAND_DYNAMIC_CURSOR@
#cmakedefine SDL_VIDEO_DRIVER_WAYLAND_DYNAMIC_XKBCOMMON @SDL_VIDEO_DRIVER_WAYLAND_DYNAMIC_XKBCOMMON@
#cmakedefine SDL_VIDEO_DRIVER_MIR @SDL_VIDEO_DRIVER_MIR@
#cmakedefine SDL_VIDEO_DRIVER_MIR_DYNAMIC @SDL_VIDEO_DRIVER_MIR_DYNAMIC@
#cmakedefine SDL_VIDEO_DRIVER_MIR_DYNAMIC_XKBCOMMON @SDL_VIDEO_DRIVER_MIR_DYNAMIC_XKBCOMMON@
#cmakedefine SDL_VIDEO_DRIVER_EMSCRIPTEN @SDL_VIDEO_DRIVER_EMSCRIPTEN@
#cmakedefine SDL_VIDEO_DRIVER_X11 @SDL_VIDEO_DRIVER_X11@
#cmakedefine SDL_VIDEO_DRIVER_X11_DYNAMIC @SDL_VIDEO_DRIVER_X11_DYNAMIC@
#cmakedefine SDL_VIDEO_DRIVER_X11_DYNAMIC_XEXT @SDL_VIDEO_DRIVER_X11_DYNAMIC_XEXT@
#cmakedefine SDL_VIDEO_DRIVER_X11_DYNAMIC_XCURSOR @SDL_VIDEO_DRIVER_X11_DYNAMIC_XCURSOR@
#cmakedefine SDL_VIDEO_DRIVER_X11_DYNAMIC_XINERAMA @SDL_VIDEO_DRIVER_X11_DYNAMIC_XINERAMA@
#cmakedefine SDL_VIDEO_DRIVER_X11_DYNAMIC_XINPUT2 @SDL_VIDEO_DRIVER_X11_DYNAMIC_XINPUT2@
#cmakedefine SDL_VIDEO_DRIVER_X11_DYNAMIC_XRANDR @SDL_VIDEO_DRIVER_X11_DYNAMIC_XRANDR@
#cmakedefine SDL_VIDEO_DRIVER_X11_DYNAMIC_XSS @SDL_VIDEO_DRIVER_X11_DYNAMIC_XSS@
#cmakedefine SDL_VIDEO_DRIVER_X11_DYNAMIC_XVIDMODE @SDL_VIDEO_DRIVER_X11_DYNAMIC_XVIDMODE@
#cmakedefine SDL_VIDEO_DRIVER_X11_XCURSOR @SDL_VIDEO_DRIVER_X11_XCURSOR@
#cmakedefine SDL_VIDEO_DRIVER_X11_XDBE @SDL_VIDEO_DRIVER_X11_XDBE@
#cmakedefine SDL_VIDEO_DRIVER_X11_XINERAMA @SDL_VIDEO_DRIVER_X11_XINERAMA@
#cmakedefine SDL_VIDEO_DRIVER_X11_XINPUT2 @SDL_VIDEO_DRIVER_X11_XINPUT2@
#cmakedefine SDL_VIDEO_DRIVER_X11_XINPUT2_SUPPORTS_MULTITOUCH @SDL_VIDEO_DRIVER_X11_XINPUT2_SUPPORTS_MULTITOUCH@
#cmakedefine SDL_VIDEO_DRIVER_X11_XRANDR @SDL_VIDEO_DRIVER_X11_XRANDR@
#cmakedefine SDL_VIDEO_DRIVER_X11_XSCRNSAVER @SDL_VIDEO_DRIVER_X11_XSCRNSAVER@
#cmakedefine SDL_VIDEO_DRIVER_X11_XSHAPE @SDL_VIDEO_DRIVER_X11_XSHAPE@
#cmakedefine SDL_VIDEO_DRIVER_X11_XVIDMODE @SDL_VIDEO_DRIVER_X11_XVIDMODE@
#cmakedefine SDL_VIDEO_DRIVER_X11_SUPPORTS_GENERIC_EVENTS @SDL_VIDEO_DRIVER_X11_SUPPORTS_GENERIC_EVENTS@
#cmakedefine SDL_VIDEO_DRIVER_X11_CONST_PARAM_XEXTADDDISPLAY @SDL_VIDEO_DRIVER_X11_CONST_PARAM_XEXTADDDISPLAY@
#cmakedefine SDL_VIDEO_DRIVER_X11_HAS_XKBKEYCODETOKEYSYM @SDL_VIDEO_DRIVER_X11_HAS_XKBKEYCODETOKEYSYM@
#cmakedefine SDL_VIDEO_RENDER_D3D @SDL_VIDEO_RENDER_D3D@
#cmakedefine SDL_VIDEO_RENDER_D3D11 @SDL_VIDEO_RENDER_D3D11@
#cmakedefine SDL_VIDEO_RENDER_OGL @SDL_VIDEO_RENDER_OGL@
#cmakedefine SDL_VIDEO_RENDER_OGL_ES @SDL_VIDEO_RENDER_OGL_ES@
#cmakedefine SDL_VIDEO_RENDER_OGL_ES2 @SDL_VIDEO_RENDER_OGL_ES2@
#cmakedefine SDL_VIDEO_RENDER_DIRECTFB @SDL_VIDEO_RENDER_DIRECTFB@
/* Enable OpenGL support */
#cmakedefine SDL_VIDEO_OPENGL @SDL_VIDEO_OPENGL@
#cmakedefine SDL_VIDEO_OPENGL_ES @SDL_VIDEO_OPENGL_ES@
#cmakedefine SDL_VIDEO_OPENGL_ES2 @SDL_VIDEO_OPENGL_ES2@
#cmakedefine SDL_VIDEO_OPENGL_BGL @SDL_VIDEO_OPENGL_BGL@
#cmakedefine SDL_VIDEO_OPENGL_CGL @SDL_VIDEO_OPENGL_CGL@
#cmakedefine SDL_VIDEO_OPENGL_GLX @SDL_VIDEO_OPENGL_GLX@
#cmakedefine SDL_VIDEO_OPENGL_WGL @SDL_VIDEO_OPENGL_WGL@
#cmakedefine SDL_VIDEO_OPENGL_EGL @SDL_VIDEO_OPENGL_EGL@
#cmakedefine SDL_VIDEO_OPENGL_OSMESA @SDL_VIDEO_OPENGL_OSMESA@
#cmakedefine SDL_VIDEO_OPENGL_OSMESA_DYNAMIC @SDL_VIDEO_OPENGL_OSMESA_DYNAMIC@
/* Enable Vulkan support */
#cmakedefine SDL_VIDEO_VULKAN @SDL_VIDEO_VULKAN@
/* Enable system power support */
#cmakedefine SDL_POWER_ANDROID @SDL_POWER_ANDROID@
#cmakedefine SDL_POWER_LINUX @SDL_POWER_LINUX@
#cmakedefine SDL_POWER_WINDOWS @SDL_POWER_WINDOWS@
#cmakedefine SDL_POWER_MACOSX @SDL_POWER_MACOSX@
#cmakedefine SDL_POWER_HAIKU @SDL_POWER_HAIKU@
#cmakedefine SDL_POWER_EMSCRIPTEN @SDL_POWER_EMSCRIPTEN@
#cmakedefine SDL_POWER_HARDWIRED @SDL_POWER_HARDWIRED@
/* Enable system filesystem support */
#cmakedefine SDL_FILESYSTEM_ANDROID @SDL_FILESYSTEM_ANDROID@
#cmakedefine SDL_FILESYSTEM_HAIKU @SDL_FILESYSTEM_HAIKU@
#cmakedefine SDL_FILESYSTEM_COCOA @SDL_FILESYSTEM_COCOA@
#cmakedefine SDL_FILESYSTEM_DUMMY @SDL_FILESYSTEM_DUMMY@
#cmakedefine SDL_FILESYSTEM_UNIX @SDL_FILESYSTEM_UNIX@
#cmakedefine SDL_FILESYSTEM_WINDOWS @SDL_FILESYSTEM_WINDOWS@
#cmakedefine SDL_FILESYSTEM_EMSCRIPTEN @SDL_FILESYSTEM_EMSCRIPTEN@
/* Enable assembly routines */
#cmakedefine SDL_ASSEMBLY_ROUTINES @SDL_ASSEMBLY_ROUTINES@
#cmakedefine SDL_ALTIVEC_BLITTERS @SDL_ALTIVEC_BLITTERS@
/* Enable dynamic libsamplerate support */
#cmakedefine SDL_LIBSAMPLERATE_DYNAMIC @SDL_LIBSAMPLERATE_DYNAMIC@
/* Platform specific definitions */
#if !defined(__WIN32__)
# if !defined(_STDINT_H_) && !defined(_STDINT_H) && !defined(HAVE_STDINT_H) && !defined(_HAVE_STDINT_H)
typedef unsigned int size_t;
typedef signed char int8_t;
typedef unsigned char uint8_t;
typedef signed short int16_t;
typedef unsigned short uint16_t;
typedef signed int int32_t;
typedef unsigned int uint32_t;
typedef signed long long int64_t;
typedef unsigned long long uint64_t;
typedef unsigned long uintptr_t;
# endif /* if (stdint.h isn't available) */
#else /* __WIN32__ */
# if !defined(_STDINT_H_) && !defined(HAVE_STDINT_H) && !defined(_HAVE_STDINT_H)
# if defined(__GNUC__) || defined(__DMC__) || defined(__WATCOMC__)
#define HAVE_STDINT_H 1
# elif defined(_MSC_VER)
typedef signed __int8 int8_t;
typedef unsigned __int8 uint8_t;
typedef signed __int16 int16_t;
typedef unsigned __int16 uint16_t;
typedef signed __int32 int32_t;
typedef unsigned __int32 uint32_t;
typedef signed __int64 int64_t;
typedef unsigned __int64 uint64_t;
# ifndef _UINTPTR_T_DEFINED
# ifdef _WIN64
typedef unsigned __int64 uintptr_t;
# else
typedef unsigned int uintptr_t;
# endif
#define _UINTPTR_T_DEFINED
# endif
/* Older Visual C++ headers don't have the Win64-compatible typedefs... */
# if ((_MSC_VER <= 1200) && (!defined(DWORD_PTR)))
#define DWORD_PTR DWORD
# endif
# if ((_MSC_VER <= 1200) && (!defined(LONG_PTR)))
#define LONG_PTR LONG
# endif
# else /* !__GNUC__ && !_MSC_VER */
typedef signed char int8_t;
typedef unsigned char uint8_t;
typedef signed short int16_t;
typedef unsigned short uint16_t;
typedef signed int int32_t;
typedef unsigned int uint32_t;
typedef signed long long int64_t;
typedef unsigned long long uint64_t;
# ifndef _SIZE_T_DEFINED_
#define _SIZE_T_DEFINED_
typedef unsigned int size_t;
# endif
typedef unsigned int uintptr_t;
# endif /* __GNUC__ || _MSC_VER */
# endif /* !_STDINT_H_ && !HAVE_STDINT_H */
#endif /* __WIN32__ */
#endif /* SDL_config_h_ */

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@ -0,0 +1,389 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SDL_config_h_
#define SDL_config_h_
/**
* \file SDL_config.h.in
*
* This is a set of defines to configure the SDL features
*/
/* General platform specific identifiers */
#include "SDL_platform.h"
/* Make sure that this isn't included by Visual C++ */
#ifdef _MSC_VER
#error You should run hg revert SDL_config.h
#endif
/* C language features */
#undef const
#undef inline
#undef volatile
/* C datatypes */
#ifdef __LP64__
#define SIZEOF_VOIDP 8
#else
#define SIZEOF_VOIDP 4
#endif
#undef HAVE_GCC_ATOMICS
#undef HAVE_GCC_SYNC_LOCK_TEST_AND_SET
#undef HAVE_DDRAW_H
#undef HAVE_DINPUT_H
#undef HAVE_DSOUND_H
#undef HAVE_DXGI_H
#undef HAVE_XINPUT_H
#undef HAVE_XINPUT_GAMEPAD_EX
#undef HAVE_XINPUT_STATE_EX
/* Comment this if you want to build without any C library requirements */
#undef HAVE_LIBC
#if HAVE_LIBC
/* Useful headers */
#undef HAVE_ALLOCA_H
#undef HAVE_SYS_TYPES_H
#undef HAVE_STDIO_H
#undef STDC_HEADERS
#undef HAVE_STDLIB_H
#undef HAVE_STDARG_H
#undef HAVE_MALLOC_H
#undef HAVE_MEMORY_H
#undef HAVE_STRING_H
#undef HAVE_STRINGS_H
#undef HAVE_WCHAR_H
#undef HAVE_INTTYPES_H
#undef HAVE_STDINT_H
#undef HAVE_CTYPE_H
#undef HAVE_MATH_H
#undef HAVE_ICONV_H
#undef HAVE_SIGNAL_H
#undef HAVE_ALTIVEC_H
#undef HAVE_PTHREAD_NP_H
#undef HAVE_LIBUDEV_H
#undef HAVE_DBUS_DBUS_H
#undef HAVE_IBUS_IBUS_H
#undef HAVE_FCITX_FRONTEND_H
#undef HAVE_LIBSAMPLERATE_H
/* C library functions */
#undef HAVE_MALLOC
#undef HAVE_CALLOC
#undef HAVE_REALLOC
#undef HAVE_FREE
#undef HAVE_ALLOCA
#ifndef __WIN32__ /* Don't use C runtime versions of these on Windows */
#undef HAVE_GETENV
#undef HAVE_SETENV
#undef HAVE_PUTENV
#undef HAVE_UNSETENV
#endif
#undef HAVE_QSORT
#undef HAVE_ABS
#undef HAVE_BCOPY
#undef HAVE_MEMSET
#undef HAVE_MEMCPY
#undef HAVE_MEMMOVE
#undef HAVE_MEMCMP
#undef HAVE_WCSLEN
#undef HAVE_WCSLCPY
#undef HAVE_WCSLCAT
#undef HAVE_WCSCMP
#undef HAVE_STRLEN
#undef HAVE_STRLCPY
#undef HAVE_STRLCAT
#undef HAVE_STRDUP
#undef HAVE__STRREV
#undef HAVE__STRUPR
#undef HAVE__STRLWR
#undef HAVE_INDEX
#undef HAVE_RINDEX
#undef HAVE_STRCHR
#undef HAVE_STRRCHR
#undef HAVE_STRSTR
#undef HAVE_ITOA
#undef HAVE__LTOA
#undef HAVE__UITOA
#undef HAVE__ULTOA
#undef HAVE_STRTOL
#undef HAVE_STRTOUL
#undef HAVE__I64TOA
#undef HAVE__UI64TOA
#undef HAVE_STRTOLL
#undef HAVE_STRTOULL
#undef HAVE_STRTOD
#undef HAVE_ATOI
#undef HAVE_ATOF
#undef HAVE_STRCMP
#undef HAVE_STRNCMP
#undef HAVE__STRICMP
#undef HAVE_STRCASECMP
#undef HAVE__STRNICMP
#undef HAVE_STRNCASECMP
#undef HAVE_SSCANF
#undef HAVE_VSSCANF
#undef HAVE_SNPRINTF
#undef HAVE_VSNPRINTF
#undef HAVE_M_PI
#undef HAVE_ATAN
#undef HAVE_ATAN2
#undef HAVE_ACOS
#undef HAVE_ASIN
#undef HAVE_CEIL
#undef HAVE_COPYSIGN
#undef HAVE_COS
#undef HAVE_COSF
#undef HAVE_FABS
#undef HAVE_FLOOR
#undef HAVE_LOG
#undef HAVE_POW
#undef HAVE_SCALBN
#undef HAVE_SIN
#undef HAVE_SINF
#undef HAVE_SQRT
#undef HAVE_SQRTF
#undef HAVE_TAN
#undef HAVE_TANF
#undef HAVE_FOPEN64
#undef HAVE_FSEEKO
#undef HAVE_FSEEKO64
#undef HAVE_SIGACTION
#undef HAVE_SA_SIGACTION
#undef HAVE_SETJMP
#undef HAVE_NANOSLEEP
#undef HAVE_SYSCONF
#undef HAVE_SYSCTLBYNAME
#undef HAVE_CLOCK_GETTIME
#undef HAVE_GETPAGESIZE
#undef HAVE_MPROTECT
#undef HAVE_ICONV
#undef HAVE_PTHREAD_SETNAME_NP
#undef HAVE_PTHREAD_SET_NAME_NP
#undef HAVE_SEM_TIMEDWAIT
#undef HAVE_GETAUXVAL
#undef HAVE_POLL
#else
#define HAVE_STDARG_H 1
#define HAVE_STDDEF_H 1
#define HAVE_STDINT_H 1
#endif /* HAVE_LIBC */
/* SDL internal assertion support */
#undef SDL_DEFAULT_ASSERT_LEVEL
/* Allow disabling of core subsystems */
#undef SDL_ATOMIC_DISABLED
#undef SDL_AUDIO_DISABLED
#undef SDL_CPUINFO_DISABLED
#undef SDL_EVENTS_DISABLED
#undef SDL_FILE_DISABLED
#undef SDL_JOYSTICK_DISABLED
#undef SDL_HAPTIC_DISABLED
#undef SDL_LOADSO_DISABLED
#undef SDL_RENDER_DISABLED
#undef SDL_THREADS_DISABLED
#undef SDL_TIMERS_DISABLED
#undef SDL_VIDEO_DISABLED
#undef SDL_POWER_DISABLED
#undef SDL_FILESYSTEM_DISABLED
/* Enable various audio drivers */
#undef SDL_AUDIO_DRIVER_ALSA
#undef SDL_AUDIO_DRIVER_ALSA_DYNAMIC
#undef SDL_AUDIO_DRIVER_ANDROID
#undef SDL_AUDIO_DRIVER_ARTS
#undef SDL_AUDIO_DRIVER_ARTS_DYNAMIC
#undef SDL_AUDIO_DRIVER_COREAUDIO
#undef SDL_AUDIO_DRIVER_DISK
#undef SDL_AUDIO_DRIVER_DSOUND
#undef SDL_AUDIO_DRIVER_DUMMY
#undef SDL_AUDIO_DRIVER_EMSCRIPTEN
#undef SDL_AUDIO_DRIVER_ESD
#undef SDL_AUDIO_DRIVER_ESD_DYNAMIC
#undef SDL_AUDIO_DRIVER_FUSIONSOUND
#undef SDL_AUDIO_DRIVER_FUSIONSOUND_DYNAMIC
#undef SDL_AUDIO_DRIVER_HAIKU
#undef SDL_AUDIO_DRIVER_JACK
#undef SDL_AUDIO_DRIVER_JACK_DYNAMIC
#undef SDL_AUDIO_DRIVER_NACL
#undef SDL_AUDIO_DRIVER_NAS
#undef SDL_AUDIO_DRIVER_NAS_DYNAMIC
#undef SDL_AUDIO_DRIVER_NETBSD
#undef SDL_AUDIO_DRIVER_OSS
#undef SDL_AUDIO_DRIVER_OSS_SOUNDCARD_H
#undef SDL_AUDIO_DRIVER_PAUDIO
#undef SDL_AUDIO_DRIVER_PULSEAUDIO
#undef SDL_AUDIO_DRIVER_PULSEAUDIO_DYNAMIC
#undef SDL_AUDIO_DRIVER_QSA
#undef SDL_AUDIO_DRIVER_SNDIO
#undef SDL_AUDIO_DRIVER_SNDIO_DYNAMIC
#undef SDL_AUDIO_DRIVER_SUNAUDIO
#undef SDL_AUDIO_DRIVER_WASAPI
#undef SDL_AUDIO_DRIVER_WINMM
#undef SDL_AUDIO_DRIVER_XAUDIO2
/* Enable various input drivers */
#undef SDL_INPUT_LINUXEV
#undef SDL_INPUT_LINUXKD
#undef SDL_INPUT_TSLIB
#undef SDL_JOYSTICK_HAIKU
#undef SDL_JOYSTICK_DINPUT
#undef SDL_JOYSTICK_XINPUT
#undef SDL_JOYSTICK_DUMMY
#undef SDL_JOYSTICK_IOKIT
#undef SDL_JOYSTICK_LINUX
#undef SDL_JOYSTICK_ANDROID
#undef SDL_JOYSTICK_WINMM
#undef SDL_JOYSTICK_USBHID
#undef SDL_JOYSTICK_USBHID_MACHINE_JOYSTICK_H
#undef SDL_JOYSTICK_EMSCRIPTEN
#undef SDL_HAPTIC_DUMMY
#undef SDL_HAPTIC_LINUX
#undef SDL_HAPTIC_IOKIT
#undef SDL_HAPTIC_DINPUT
#undef SDL_HAPTIC_XINPUT
/* Enable various shared object loading systems */
#undef SDL_LOADSO_DLOPEN
#undef SDL_LOADSO_DUMMY
#undef SDL_LOADSO_LDG
#undef SDL_LOADSO_WINDOWS
/* Enable various threading systems */
#undef SDL_THREAD_PTHREAD
#undef SDL_THREAD_PTHREAD_RECURSIVE_MUTEX
#undef SDL_THREAD_PTHREAD_RECURSIVE_MUTEX_NP
#undef SDL_THREAD_WINDOWS
/* Enable various timer systems */
#undef SDL_TIMER_HAIKU
#undef SDL_TIMER_DUMMY
#undef SDL_TIMER_UNIX
#undef SDL_TIMER_WINDOWS
/* Enable various video drivers */
#undef SDL_VIDEO_DRIVER_HAIKU
#undef SDL_VIDEO_DRIVER_COCOA
#undef SDL_VIDEO_DRIVER_DIRECTFB
#undef SDL_VIDEO_DRIVER_DIRECTFB_DYNAMIC
#undef SDL_VIDEO_DRIVER_DUMMY
#undef SDL_VIDEO_DRIVER_WINDOWS
#undef SDL_VIDEO_DRIVER_WAYLAND
#undef SDL_VIDEO_DRIVER_WAYLAND_QT_TOUCH
#undef SDL_VIDEO_DRIVER_WAYLAND_DYNAMIC
#undef SDL_VIDEO_DRIVER_WAYLAND_DYNAMIC_EGL
#undef SDL_VIDEO_DRIVER_WAYLAND_DYNAMIC_CURSOR
#undef SDL_VIDEO_DRIVER_WAYLAND_DYNAMIC_XKBCOMMON
#undef SDL_VIDEO_DRIVER_MIR
#undef SDL_VIDEO_DRIVER_MIR_DYNAMIC
#undef SDL_VIDEO_DRIVER_MIR_DYNAMIC_XKBCOMMON
#undef SDL_VIDEO_DRIVER_X11
#undef SDL_VIDEO_DRIVER_RPI
#undef SDL_VIDEO_DRIVER_KMSDRM
#undef SDL_VIDEO_DRIVER_KMSDRM_DYNAMIC
#undef SDL_VIDEO_DRIVER_KMSDRM_DYNAMIC_GBM
#undef SDL_VIDEO_DRIVER_ANDROID
#undef SDL_VIDEO_DRIVER_EMSCRIPTEN
#undef SDL_VIDEO_DRIVER_X11_DYNAMIC
#undef SDL_VIDEO_DRIVER_X11_DYNAMIC_XEXT
#undef SDL_VIDEO_DRIVER_X11_DYNAMIC_XCURSOR
#undef SDL_VIDEO_DRIVER_X11_DYNAMIC_XINERAMA
#undef SDL_VIDEO_DRIVER_X11_DYNAMIC_XINPUT2
#undef SDL_VIDEO_DRIVER_X11_DYNAMIC_XRANDR
#undef SDL_VIDEO_DRIVER_X11_DYNAMIC_XSS
#undef SDL_VIDEO_DRIVER_X11_DYNAMIC_XVIDMODE
#undef SDL_VIDEO_DRIVER_X11_XCURSOR
#undef SDL_VIDEO_DRIVER_X11_XDBE
#undef SDL_VIDEO_DRIVER_X11_XINERAMA
#undef SDL_VIDEO_DRIVER_X11_XINPUT2
#undef SDL_VIDEO_DRIVER_X11_XINPUT2_SUPPORTS_MULTITOUCH
#undef SDL_VIDEO_DRIVER_X11_XRANDR
#undef SDL_VIDEO_DRIVER_X11_XSCRNSAVER
#undef SDL_VIDEO_DRIVER_X11_XSHAPE
#undef SDL_VIDEO_DRIVER_X11_XVIDMODE
#undef SDL_VIDEO_DRIVER_X11_SUPPORTS_GENERIC_EVENTS
#undef SDL_VIDEO_DRIVER_X11_CONST_PARAM_XEXTADDDISPLAY
#undef SDL_VIDEO_DRIVER_X11_HAS_XKBKEYCODETOKEYSYM
#undef SDL_VIDEO_DRIVER_NACL
#undef SDL_VIDEO_DRIVER_VIVANTE
#undef SDL_VIDEO_DRIVER_VIVANTE_VDK
#undef SDL_VIDEO_DRIVER_QNX
#undef SDL_VIDEO_RENDER_D3D
#undef SDL_VIDEO_RENDER_D3D11
#undef SDL_VIDEO_RENDER_OGL
#undef SDL_VIDEO_RENDER_OGL_ES
#undef SDL_VIDEO_RENDER_OGL_ES2
#undef SDL_VIDEO_RENDER_DIRECTFB
/* Enable OpenGL support */
#undef SDL_VIDEO_OPENGL
#undef SDL_VIDEO_OPENGL_ES
#undef SDL_VIDEO_OPENGL_ES2
#undef SDL_VIDEO_OPENGL_BGL
#undef SDL_VIDEO_OPENGL_CGL
#undef SDL_VIDEO_OPENGL_EGL
#undef SDL_VIDEO_OPENGL_GLX
#undef SDL_VIDEO_OPENGL_WGL
#undef SDL_VIDEO_OPENGL_OSMESA
#undef SDL_VIDEO_OPENGL_OSMESA_DYNAMIC
/* Enable Vulkan support */
#undef SDL_VIDEO_VULKAN
/* Enable system power support */
#undef SDL_POWER_LINUX
#undef SDL_POWER_WINDOWS
#undef SDL_POWER_MACOSX
#undef SDL_POWER_HAIKU
#undef SDL_POWER_ANDROID
#undef SDL_POWER_EMSCRIPTEN
#undef SDL_POWER_HARDWIRED
/* Enable system filesystem support */
#undef SDL_FILESYSTEM_HAIKU
#undef SDL_FILESYSTEM_COCOA
#undef SDL_FILESYSTEM_DUMMY
#undef SDL_FILESYSTEM_UNIX
#undef SDL_FILESYSTEM_WINDOWS
#undef SDL_FILESYSTEM_NACL
#undef SDL_FILESYSTEM_ANDROID
#undef SDL_FILESYSTEM_EMSCRIPTEN
/* Enable assembly routines */
#undef SDL_ASSEMBLY_ROUTINES
#undef SDL_ALTIVEC_BLITTERS
/* Enable ime support */
#undef SDL_USE_IME
/* Enable dynamic udev support */
#undef SDL_UDEV_DYNAMIC
/* Enable dynamic libsamplerate support */
#undef SDL_LIBSAMPLERATE_DYNAMIC
#endif /* SDL_config_h_ */

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@ -0,0 +1,157 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SDL_config_android_h_
#define SDL_config_android_h_
#define SDL_config_h_
#include "SDL_platform.h"
/**
* \file SDL_config_android.h
*
* This is a configuration that can be used to build SDL for Android
*/
#include <stdarg.h>
#define HAVE_GCC_ATOMICS 1
#define HAVE_ALLOCA_H 1
#define HAVE_SYS_TYPES_H 1
#define HAVE_STDIO_H 1
#define STDC_HEADERS 1
#define HAVE_STRING_H 1
#define HAVE_INTTYPES_H 1
#define HAVE_STDINT_H 1
#define HAVE_CTYPE_H 1
#define HAVE_MATH_H 1
#define HAVE_SIGNAL_H 1
/* C library functions */
#define HAVE_MALLOC 1
#define HAVE_CALLOC 1
#define HAVE_REALLOC 1
#define HAVE_FREE 1
#define HAVE_ALLOCA 1
#define HAVE_GETENV 1
#define HAVE_SETENV 1
#define HAVE_PUTENV 1
#define HAVE_SETENV 1
#define HAVE_UNSETENV 1
#define HAVE_QSORT 1
#define HAVE_ABS 1
#define HAVE_BCOPY 1
#define HAVE_MEMSET 1
#define HAVE_MEMCPY 1
#define HAVE_MEMMOVE 1
#define HAVE_MEMCMP 1
#define HAVE_STRLEN 1
#define HAVE_STRLCPY 1
#define HAVE_STRLCAT 1
#define HAVE_STRDUP 1
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1
#define HAVE_STRTOL 1
#define HAVE_STRTOUL 1
#define HAVE_STRTOLL 1
#define HAVE_STRTOULL 1
#define HAVE_STRTOD 1
#define HAVE_ATOI 1
#define HAVE_ATOF 1
#define HAVE_STRCMP 1
#define HAVE_STRNCMP 1
#define HAVE_STRCASECMP 1
#define HAVE_STRNCASECMP 1
#define HAVE_VSSCANF 1
#define HAVE_VSNPRINTF 1
#define HAVE_M_PI 1
#define HAVE_ATAN 1
#define HAVE_ATAN2 1
#define HAVE_ACOS 1
#define HAVE_ASIN 1
#define HAVE_CEIL 1
#define HAVE_COPYSIGN 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_SCALBN 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_SIGACTION 1
#define HAVE_SETJMP 1
#define HAVE_NANOSLEEP 1
#define HAVE_SYSCONF 1
#define HAVE_CLOCK_GETTIME 1
#define SIZEOF_VOIDP 4
/* Enable various audio drivers */
#define SDL_AUDIO_DRIVER_ANDROID 1
#define SDL_AUDIO_DRIVER_DUMMY 1
/* Enable various input drivers */
#define SDL_JOYSTICK_ANDROID 1
#define SDL_HAPTIC_ANDROID 1
/* Enable various shared object loading systems */
#define SDL_LOADSO_DLOPEN 1
/* Enable various threading systems */
#define SDL_THREAD_PTHREAD 1
#define SDL_THREAD_PTHREAD_RECURSIVE_MUTEX 1
/* Enable various timer systems */
#define SDL_TIMER_UNIX 1
/* Enable various video drivers */
#define SDL_VIDEO_DRIVER_ANDROID 1
/* Enable OpenGL ES */
#define SDL_VIDEO_OPENGL_ES 1
#define SDL_VIDEO_OPENGL_ES2 1
#define SDL_VIDEO_OPENGL_EGL 1
#define SDL_VIDEO_RENDER_OGL_ES 1
#define SDL_VIDEO_RENDER_OGL_ES2 1
/* Enable Vulkan support */
/* Android does not support Vulkan in native code using the "armeabi" ABI. */
#if defined(__ARM_ARCH) && __ARM_ARCH < 7
#define SDL_VIDEO_VULKAN 0
#else
#define SDL_VIDEO_VULKAN 1
#endif
/* Enable system power support */
#define SDL_POWER_ANDROID 1
/* Enable the filesystem driver */
#define SDL_FILESYSTEM_ANDROID 1
#endif /* SDL_config_android_h_ */

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@ -0,0 +1,166 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SDL_config_iphoneos_h_
#define SDL_config_iphoneos_h_
#define SDL_config_h_
#include "SDL_platform.h"
#ifdef __LP64__
#define SIZEOF_VOIDP 8
#else
#define SIZEOF_VOIDP 4
#endif
#define HAVE_GCC_ATOMICS 1
#define HAVE_ALLOCA_H 1
#define HAVE_SYS_TYPES_H 1
#define HAVE_STDIO_H 1
#define STDC_HEADERS 1
#define HAVE_STRING_H 1
#define HAVE_INTTYPES_H 1
#define HAVE_STDINT_H 1
#define HAVE_CTYPE_H 1
#define HAVE_MATH_H 1
#define HAVE_SIGNAL_H 1
/* C library functions */
#define HAVE_MALLOC 1
#define HAVE_CALLOC 1
#define HAVE_REALLOC 1
#define HAVE_FREE 1
#define HAVE_ALLOCA 1
#define HAVE_GETENV 1
#define HAVE_SETENV 1
#define HAVE_PUTENV 1
#define HAVE_SETENV 1
#define HAVE_UNSETENV 1
#define HAVE_QSORT 1
#define HAVE_ABS 1
#define HAVE_BCOPY 1
#define HAVE_MEMSET 1
#define HAVE_MEMCPY 1
#define HAVE_MEMMOVE 1
#define HAVE_MEMCMP 1
#define HAVE_STRLEN 1
#define HAVE_STRLCPY 1
#define HAVE_STRLCAT 1
#define HAVE_STRDUP 1
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1
#define HAVE_STRTOL 1
#define HAVE_STRTOUL 1
#define HAVE_STRTOLL 1
#define HAVE_STRTOULL 1
#define HAVE_STRTOD 1
#define HAVE_ATOI 1
#define HAVE_ATOF 1
#define HAVE_STRCMP 1
#define HAVE_STRNCMP 1
#define HAVE_STRCASECMP 1
#define HAVE_STRNCASECMP 1
#define HAVE_VSSCANF 1
#define HAVE_VSNPRINTF 1
#define HAVE_M_PI 1
#define HAVE_ATAN 1
#define HAVE_ATAN2 1
#define HAVE_ACOS 1
#define HAVE_ASIN 1
#define HAVE_CEIL 1
#define HAVE_COPYSIGN 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_SCALBN 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_SIGACTION 1
#define HAVE_SETJMP 1
#define HAVE_NANOSLEEP 1
#define HAVE_SYSCONF 1
#define HAVE_SYSCTLBYNAME 1
/* enable iPhone version of Core Audio driver */
#define SDL_AUDIO_DRIVER_COREAUDIO 1
/* Enable the dummy audio driver (src/audio/dummy/\*.c) */
#define SDL_AUDIO_DRIVER_DUMMY 1
/* Enable the stub haptic driver (src/haptic/dummy/\*.c) */
#define SDL_HAPTIC_DUMMY 1
/* Enable MFi joystick support */
#define SDL_JOYSTICK_MFI 1
/* Enable Unix style SO loading */
#define SDL_LOADSO_DLOPEN 1
/* Enable various threading systems */
#define SDL_THREAD_PTHREAD 1
#define SDL_THREAD_PTHREAD_RECURSIVE_MUTEX 1
/* Enable various timer systems */
#define SDL_TIMER_UNIX 1
/* Supported video drivers */
#define SDL_VIDEO_DRIVER_UIKIT 1
#define SDL_VIDEO_DRIVER_DUMMY 1
/* enable OpenGL ES */
#define SDL_VIDEO_OPENGL_ES2 1
#define SDL_VIDEO_OPENGL_ES 1
#define SDL_VIDEO_RENDER_OGL_ES 1
#define SDL_VIDEO_RENDER_OGL_ES2 1
/* Enable Vulkan support */
#if !TARGET_OS_SIMULATOR && !TARGET_CPU_ARM // Only 64-bit devices have Metal
#define SDL_VIDEO_VULKAN 1
#else
#define SDL_VIDEO_VULKAN 0
#endif
/* Enable system power support */
#define SDL_POWER_UIKIT 1
/* enable iPhone keyboard support */
#define SDL_IPHONE_KEYBOARD 1
/* enable iOS extended launch screen */
#define SDL_IPHONE_LAUNCHSCREEN 1
/* Set max recognized G-force from accelerometer
See src/joystick/uikit/SDL_sysjoystick.m for notes on why this is needed
*/
#define SDL_IPHONE_MAX_GFORCE 5.0
/* enable filesystem support */
#define SDL_FILESYSTEM_COCOA 1
#endif /* SDL_config_iphoneos_h_ */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SDL_config_macosx_h_
#define SDL_config_macosx_h_
#define SDL_config_h_
#include "SDL_platform.h"
/* This gets us MAC_OS_X_VERSION_MIN_REQUIRED... */
#include <AvailabilityMacros.h>
/* This is a set of defines to configure the SDL features */
#ifdef __LP64__
#define SIZEOF_VOIDP 8
#else
#define SIZEOF_VOIDP 4
#endif
/* Useful headers */
#define HAVE_ALLOCA_H 1
#define HAVE_SYS_TYPES_H 1
#define HAVE_STDIO_H 1
#define STDC_HEADERS 1
#define HAVE_STRING_H 1
#define HAVE_INTTYPES_H 1
#define HAVE_STDINT_H 1
#define HAVE_CTYPE_H 1
#define HAVE_MATH_H 1
#define HAVE_SIGNAL_H 1
/* C library functions */
#define HAVE_MALLOC 1
#define HAVE_CALLOC 1
#define HAVE_REALLOC 1
#define HAVE_FREE 1
#define HAVE_ALLOCA 1
#define HAVE_GETENV 1
#define HAVE_SETENV 1
#define HAVE_PUTENV 1
#define HAVE_UNSETENV 1
#define HAVE_QSORT 1
#define HAVE_ABS 1
#define HAVE_BCOPY 1
#define HAVE_MEMSET 1
#define HAVE_MEMCPY 1
#define HAVE_MEMMOVE 1
#define HAVE_MEMCMP 1
#define HAVE_STRLEN 1
#define HAVE_STRLCPY 1
#define HAVE_STRLCAT 1
#define HAVE_STRDUP 1
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1
#define HAVE_STRTOL 1
#define HAVE_STRTOUL 1
#define HAVE_STRTOLL 1
#define HAVE_STRTOULL 1
#define HAVE_STRTOD 1
#define HAVE_ATOI 1
#define HAVE_ATOF 1
#define HAVE_STRCMP 1
#define HAVE_STRNCMP 1
#define HAVE_STRCASECMP 1
#define HAVE_STRNCASECMP 1
#define HAVE_VSSCANF 1
#define HAVE_VSNPRINTF 1
#define HAVE_CEIL 1
#define HAVE_COPYSIGN 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_SCALBN 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_SIGACTION 1
#define HAVE_SETJMP 1
#define HAVE_NANOSLEEP 1
#define HAVE_SYSCONF 1
#define HAVE_SYSCTLBYNAME 1
#define HAVE_ATAN 1
#define HAVE_ATAN2 1
#define HAVE_ACOS 1
#define HAVE_ASIN 1
/* Enable various audio drivers */
#define SDL_AUDIO_DRIVER_COREAUDIO 1
#define SDL_AUDIO_DRIVER_DISK 1
#define SDL_AUDIO_DRIVER_DUMMY 1
/* Enable various input drivers */
#define SDL_JOYSTICK_IOKIT 1
#define SDL_HAPTIC_IOKIT 1
/* Enable various shared object loading systems */
#define SDL_LOADSO_DLOPEN 1
/* Enable various threading systems */
#define SDL_THREAD_PTHREAD 1
#define SDL_THREAD_PTHREAD_RECURSIVE_MUTEX 1
/* Enable various timer systems */
#define SDL_TIMER_UNIX 1
/* Enable various video drivers */
#define SDL_VIDEO_DRIVER_COCOA 1
#define SDL_VIDEO_DRIVER_DUMMY 1
#undef SDL_VIDEO_DRIVER_X11
#define SDL_VIDEO_DRIVER_X11_DYNAMIC "/usr/X11R6/lib/libX11.6.dylib"
#define SDL_VIDEO_DRIVER_X11_DYNAMIC_XEXT "/usr/X11R6/lib/libXext.6.dylib"
#define SDL_VIDEO_DRIVER_X11_DYNAMIC_XINERAMA "/usr/X11R6/lib/libXinerama.1.dylib"
#define SDL_VIDEO_DRIVER_X11_DYNAMIC_XINPUT2 "/usr/X11R6/lib/libXi.6.dylib"
#define SDL_VIDEO_DRIVER_X11_DYNAMIC_XRANDR "/usr/X11R6/lib/libXrandr.2.dylib"
#define SDL_VIDEO_DRIVER_X11_DYNAMIC_XSS "/usr/X11R6/lib/libXss.1.dylib"
#define SDL_VIDEO_DRIVER_X11_DYNAMIC_XVIDMODE "/usr/X11R6/lib/libXxf86vm.1.dylib"
#define SDL_VIDEO_DRIVER_X11_XDBE 1
#define SDL_VIDEO_DRIVER_X11_XINERAMA 1
#define SDL_VIDEO_DRIVER_X11_XRANDR 1
#define SDL_VIDEO_DRIVER_X11_XSCRNSAVER 1
#define SDL_VIDEO_DRIVER_X11_XSHAPE 1
#define SDL_VIDEO_DRIVER_X11_XVIDMODE 1
#define SDL_VIDEO_DRIVER_X11_HAS_XKBKEYCODETOKEYSYM 1
#ifdef MAC_OS_X_VERSION_10_8
/*
* No matter the versions targeted, this is the 10.8 or later SDK, so you have
* to use the external Xquartz, which is a more modern Xlib. Previous SDKs
* used an older Xlib.
*/
#define SDL_VIDEO_DRIVER_X11_XINPUT2 1
#define SDL_VIDEO_DRIVER_X11_SUPPORTS_GENERIC_EVENTS 1
#define SDL_VIDEO_DRIVER_X11_CONST_PARAM_XEXTADDDISPLAY 1
#endif
#ifndef SDL_VIDEO_RENDER_OGL
#define SDL_VIDEO_RENDER_OGL 1
#endif
/* Enable OpenGL support */
#ifndef SDL_VIDEO_OPENGL
#define SDL_VIDEO_OPENGL 1
#endif
#ifndef SDL_VIDEO_OPENGL_CGL
#define SDL_VIDEO_OPENGL_CGL 1
#endif
#ifndef SDL_VIDEO_OPENGL_GLX
#define SDL_VIDEO_OPENGL_GLX 1
#endif
/* Enable Vulkan support */
/* Metal/MoltenVK/Vulkan only supported on 64-bit architectures with 10.11+ */
#if TARGET_CPU_X86_64 && (MAC_OS_X_VERSION_MAX_ALLOWED >= 101100)
#define SDL_VIDEO_VULKAN 1
#else
#define SDL_VIDEO_VULKAN 0
#endif
/* Enable system power support */
#define SDL_POWER_MACOSX 1
/* enable filesystem support */
#define SDL_FILESYSTEM_COCOA 1
/* Enable assembly routines */
#define SDL_ASSEMBLY_ROUTINES 1
#ifdef __ppc__
#define SDL_ALTIVEC_BLITTERS 1
#endif
#endif /* SDL_config_macosx_h_ */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SDL_config_macosx_h_
#define SDL_config_macosx_h_
#define SDL_config_h_
#include "SDL_platform.h"
/* This gets us MAC_OS_X_VERSION_MIN_REQUIRED... */
#include <AvailabilityMacros.h>
/* This is a set of defines to configure the SDL features */
#ifdef __LP64__
#define SIZEOF_VOIDP 8
#else
#define SIZEOF_VOIDP 4
#endif
/* Useful headers */
#define HAVE_ALLOCA_H 1
#define HAVE_SYS_TYPES_H 1
#define HAVE_STDIO_H 1
#define STDC_HEADERS 1
#define HAVE_STRING_H 1
#define HAVE_INTTYPES_H 1
#define HAVE_STDINT_H 1
#define HAVE_CTYPE_H 1
#define HAVE_MATH_H 1
#define HAVE_SIGNAL_H 1
/* C library functions */
#define HAVE_MALLOC 1
#define HAVE_CALLOC 1
#define HAVE_REALLOC 1
#define HAVE_FREE 1
#define HAVE_ALLOCA 1
#define HAVE_GETENV 1
#define HAVE_SETENV 1
#define HAVE_PUTENV 1
#define HAVE_UNSETENV 1
#define HAVE_QSORT 1
#define HAVE_ABS 1
#define HAVE_BCOPY 1
#define HAVE_MEMSET 1
#define HAVE_MEMCPY 1
#define HAVE_MEMMOVE 1
#define HAVE_MEMCMP 1
#define HAVE_STRLEN 1
#define HAVE_STRLCPY 1
#define HAVE_STRLCAT 1
#define HAVE_STRDUP 1
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1
#define HAVE_STRTOL 1
#define HAVE_STRTOUL 1
#define HAVE_STRTOLL 1
#define HAVE_STRTOULL 1
#define HAVE_STRTOD 1
#define HAVE_ATOI 1
#define HAVE_ATOF 1
#define HAVE_STRCMP 1
#define HAVE_STRNCMP 1
#define HAVE_STRCASECMP 1
#define HAVE_STRNCASECMP 1
#define HAVE_VSSCANF 1
#define HAVE_VSNPRINTF 1
#define HAVE_CEIL 1
#define HAVE_COPYSIGN 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_SCALBN 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_SIGACTION 1
#define HAVE_SETJMP 1
#define HAVE_NANOSLEEP 1
#define HAVE_SYSCONF 1
#define HAVE_SYSCTLBYNAME 1
#define HAVE_ATAN 1
#define HAVE_ATAN2 1
#define HAVE_ACOS 1
#define HAVE_ASIN 1
/* Enable various audio drivers */
#define SDL_AUDIO_DRIVER_COREAUDIO 1
#define SDL_AUDIO_DRIVER_DISK 1
#define SDL_AUDIO_DRIVER_DUMMY 1
/* Enable various input drivers */
#define SDL_JOYSTICK_IOKIT 1
#define SDL_HAPTIC_IOKIT 1
/* Enable various shared object loading systems */
#define SDL_LOADSO_DLOPEN 1
/* Enable various threading systems */
#define SDL_THREAD_PTHREAD 1
#define SDL_THREAD_PTHREAD_RECURSIVE_MUTEX 1
/* Enable various timer systems */
#define SDL_TIMER_UNIX 1
/* Enable various video drivers */
#define SDL_VIDEO_DRIVER_COCOA 1
#define SDL_VIDEO_DRIVER_DUMMY 1
#undef SDL_VIDEO_DRIVER_X11
#define SDL_VIDEO_DRIVER_X11_DYNAMIC "/usr/X11R6/lib/libX11.6.dylib"
#define SDL_VIDEO_DRIVER_X11_DYNAMIC_XEXT "/usr/X11R6/lib/libXext.6.dylib"
#define SDL_VIDEO_DRIVER_X11_DYNAMIC_XINERAMA "/usr/X11R6/lib/libXinerama.1.dylib"
#define SDL_VIDEO_DRIVER_X11_DYNAMIC_XINPUT2 "/usr/X11R6/lib/libXi.6.dylib"
#define SDL_VIDEO_DRIVER_X11_DYNAMIC_XRANDR "/usr/X11R6/lib/libXrandr.2.dylib"
#define SDL_VIDEO_DRIVER_X11_DYNAMIC_XSS "/usr/X11R6/lib/libXss.1.dylib"
#define SDL_VIDEO_DRIVER_X11_DYNAMIC_XVIDMODE "/usr/X11R6/lib/libXxf86vm.1.dylib"
#define SDL_VIDEO_DRIVER_X11_XDBE 1
#define SDL_VIDEO_DRIVER_X11_XINERAMA 1
#define SDL_VIDEO_DRIVER_X11_XRANDR 1
#define SDL_VIDEO_DRIVER_X11_XSCRNSAVER 1
#define SDL_VIDEO_DRIVER_X11_XSHAPE 1
#define SDL_VIDEO_DRIVER_X11_XVIDMODE 1
#define SDL_VIDEO_DRIVER_X11_HAS_XKBKEYCODETOKEYSYM 1
#ifdef MAC_OS_X_VERSION_10_8
/*
* No matter the versions targeted, this is the 10.8 or later SDK, so you have
* to use the external Xquartz, which is a more modern Xlib. Previous SDKs
* used an older Xlib.
*/
#define SDL_VIDEO_DRIVER_X11_XINPUT2 1
#define SDL_VIDEO_DRIVER_X11_SUPPORTS_GENERIC_EVENTS 1
#define SDL_VIDEO_DRIVER_X11_CONST_PARAM_XEXTADDDISPLAY 1
#endif
#ifndef SDL_VIDEO_RENDER_OGL
#define SDL_VIDEO_RENDER_OGL 1
#endif
/* Enable OpenGL support */
#ifndef SDL_VIDEO_OPENGL
#define SDL_VIDEO_OPENGL 1
#endif
#ifndef SDL_VIDEO_OPENGL_CGL
#define SDL_VIDEO_OPENGL_CGL 1
#endif
#ifndef SDL_VIDEO_OPENGL_GLX
#define SDL_VIDEO_OPENGL_GLX 1
#endif
/* Enable Vulkan support */
/* Metal/MoltenVK/Vulkan only supported on 64-bit architectures and 10.11+ */
#if TARGET_CPU_X86_64
#define SDL_VIDEO_VULKAN 1
#else
#define SDL_VIDEO_VULKAN 0
#endif
/* Enable system power support */
#define SDL_POWER_MACOSX 1
/* enable filesystem support */
#define SDL_FILESYSTEM_COCOA 1
/* Enable assembly routines */
#define SDL_ASSEMBLY_ROUTINES 1
#ifdef __ppc__
#define SDL_ALTIVEC_BLITTERS 1
#endif
#endif /* SDL_config_macosx_h_ */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SDL_config_minimal_h_
#define SDL_config_minimal_h_
#define SDL_config_h_
#include "SDL_platform.h"
/**
* \file SDL_config_minimal.h
*
* This is the minimal configuration that can be used to build SDL.
*/
#define HAVE_STDARG_H 1
#define HAVE_STDDEF_H 1
/* Most everything except Visual Studio 2008 and earlier has stdint.h now */
#if defined(_MSC_VER) && (_MSC_VER < 1600)
/* Here are some reasonable defaults */
typedef unsigned int size_t;
typedef signed char int8_t;
typedef unsigned char uint8_t;
typedef signed short int16_t;
typedef unsigned short uint16_t;
typedef signed int int32_t;
typedef unsigned int uint32_t;
typedef signed long long int64_t;
typedef unsigned long long uint64_t;
typedef unsigned long uintptr_t;
#else
#define HAVE_STDINT_H 1
#endif /* Visual Studio 2008 */
#ifdef __GNUC__
#define HAVE_GCC_SYNC_LOCK_TEST_AND_SET 1
#endif
/* Enable the dummy audio driver (src/audio/dummy/\*.c) */
#define SDL_AUDIO_DRIVER_DUMMY 1
/* Enable the stub joystick driver (src/joystick/dummy/\*.c) */
#define SDL_JOYSTICK_DISABLED 1
/* Enable the stub haptic driver (src/haptic/dummy/\*.c) */
#define SDL_HAPTIC_DISABLED 1
/* Enable the stub shared object loader (src/loadso/dummy/\*.c) */
#define SDL_LOADSO_DISABLED 1
/* Enable the stub thread support (src/thread/generic/\*.c) */
#define SDL_THREADS_DISABLED 1
/* Enable the stub timer support (src/timer/dummy/\*.c) */
#define SDL_TIMERS_DISABLED 1
/* Enable the dummy video driver (src/video/dummy/\*.c) */
#define SDL_VIDEO_DRIVER_DUMMY 1
/* Enable the dummy filesystem driver (src/filesystem/dummy/\*.c) */
#define SDL_FILESYSTEM_DUMMY 1
#endif /* SDL_config_minimal_h_ */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SDL_config_pandora_h_
#define SDL_config_pandora_h_
#define SDL_config_h_
/* This is a set of defines to configure the SDL features */
/* General platform specific identifiers */
#include "SDL_platform.h"
#ifdef __LP64__
#define SIZEOF_VOIDP 8
#else
#define SIZEOF_VOIDP 4
#endif
#define SDL_BYTEORDER 1234
#define HAVE_ALLOCA_H 1
#define HAVE_SYS_TYPES_H 1
#define HAVE_STDIO_H 1
#define STDC_HEADERS 1
#define HAVE_STDLIB_H 1
#define HAVE_STDARG_H 1
#define HAVE_MALLOC_H 1
#define HAVE_MEMORY_H 1
#define HAVE_STRING_H 1
#define HAVE_STRINGS_H 1
#define HAVE_INTTYPES_H 1
#define HAVE_STDINT_H 1
#define HAVE_CTYPE_H 1
#define HAVE_MATH_H 1
#define HAVE_ICONV_H 1
#define HAVE_SIGNAL_H 1
#define HAVE_MALLOC 1
#define HAVE_CALLOC 1
#define HAVE_REALLOC 1
#define HAVE_FREE 1
#define HAVE_ALLOCA 1
#define HAVE_GETENV 1
#define HAVE_SETENV 1
#define HAVE_PUTENV 1
#define HAVE_UNSETENV 1
#define HAVE_QSORT 1
#define HAVE_ABS 1
#define HAVE_BCOPY 1
#define HAVE_MEMSET 1
#define HAVE_MEMCPY 1
#define HAVE_MEMMOVE 1
#define HAVE_STRLEN 1
#define HAVE_STRDUP 1
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1
#define HAVE_STRTOL 1
#define HAVE_STRTOUL 1
#define HAVE_STRTOLL 1
#define HAVE_STRTOULL 1
#define HAVE_ATOI 1
#define HAVE_ATOF 1
#define HAVE_STRCMP 1
#define HAVE_STRNCMP 1
#define HAVE_STRCASECMP 1
#define HAVE_STRNCASECMP 1
#define HAVE_VSSCANF 1
#define HAVE_VSNPRINTF 1
#define HAVE_M_PI 1
#define HAVE_CEIL 1
#define HAVE_COPYSIGN 1
#define HAVE_COS 1
#define HAVE_COSF 1
#define HAVE_FABS 1
#define HAVE_FLOOR 1
#define HAVE_LOG 1
#define HAVE_SCALBN 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_SIGACTION 1
#define HAVE_SETJMP 1
#define HAVE_NANOSLEEP 1
#define SDL_AUDIO_DRIVER_DUMMY 1
#define SDL_AUDIO_DRIVER_OSS 1
#define SDL_INPUT_LINUXEV 1
#define SDL_INPUT_TSLIB 1
#define SDL_JOYSTICK_LINUX 1
#define SDL_HAPTIC_LINUX 1
#define SDL_LOADSO_DLOPEN 1
#define SDL_THREAD_PTHREAD 1
#define SDL_THREAD_PTHREAD_RECURSIVE_MUTEX_NP 1
#define SDL_TIMER_UNIX 1
#define SDL_FILESYSTEM_UNIX 1
#define SDL_VIDEO_DRIVER_DUMMY 1
#define SDL_VIDEO_DRIVER_X11 1
#define SDL_VIDEO_DRIVER_PANDORA 1
#define SDL_VIDEO_RENDER_OGL_ES 1
#define SDL_VIDEO_OPENGL_ES 1
#endif /* SDL_config_pandora_h_ */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SDL_config_psp_h_
#define SDL_config_psp_h_
#define SDL_config_h_
#include "SDL_platform.h"
#ifdef __GNUC__
#define HAVE_GCC_SYNC_LOCK_TEST_AND_SET 1
#endif
#define HAVE_GCC_ATOMICS 1
#define HAVE_ALLOCA_H 1
#define HAVE_SYS_TYPES_H 1
#define HAVE_STDIO_H 1
#define STDC_HEADERS 1
#define HAVE_STRING_H 1
#define HAVE_INTTYPES_H 1
#define HAVE_STDINT_H 1
#define HAVE_CTYPE_H 1
#define HAVE_MATH_H 1
#define HAVE_SIGNAL_H 1
/* C library functions */
#define HAVE_MALLOC 1
#define HAVE_CALLOC 1
#define HAVE_REALLOC 1
#define HAVE_FREE 1
#define HAVE_ALLOCA 1
#define HAVE_GETENV 1
#define HAVE_SETENV 1
#define HAVE_PUTENV 1
#define HAVE_SETENV 1
#define HAVE_UNSETENV 1
#define HAVE_QSORT 1
#define HAVE_ABS 1
#define HAVE_BCOPY 1
#define HAVE_MEMSET 1
#define HAVE_MEMCPY 1
#define HAVE_MEMMOVE 1
#define HAVE_MEMCMP 1
#define HAVE_STRLEN 1
#define HAVE_STRLCPY 1
#define HAVE_STRLCAT 1
#define HAVE_STRDUP 1
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1
#define HAVE_STRTOL 1
#define HAVE_STRTOUL 1
#define HAVE_STRTOLL 1
#define HAVE_STRTOULL 1
#define HAVE_STRTOD 1
#define HAVE_ATOI 1
#define HAVE_ATOF 1
#define HAVE_STRCMP 1
#define HAVE_STRNCMP 1
#define HAVE_STRCASECMP 1
#define HAVE_STRNCASECMP 1
#define HAVE_VSSCANF 1
#define HAVE_VSNPRINTF 1
#define HAVE_M_PI 1
#define HAVE_ATAN 1
#define HAVE_ATAN2 1
#define HAVE_ACOS 1
#define HAVE_ASIN 1
#define HAVE_CEIL 1
#define HAVE_COPYSIGN 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_SCALBN 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_SETJMP 1
#define HAVE_NANOSLEEP 1
/* #define HAVE_SYSCONF 1 */
/* #define HAVE_SIGACTION 1 */
/* PSP isn't that sophisticated */
#define LACKS_SYS_MMAN_H 1
/* Enable the stub thread support (src/thread/psp/\*.c) */
#define SDL_THREAD_PSP 1
/* Enable the stub timer support (src/timer/psp/\*.c) */
#define SDL_TIMERS_PSP 1
/* Enable the stub joystick driver (src/joystick/psp/\*.c) */
#define SDL_JOYSTICK_PSP 1
/* Enable the stub audio driver (src/audio/psp/\*.c) */
#define SDL_AUDIO_DRIVER_PSP 1
/* PSP video dirver */
#define SDL_VIDEO_DRIVER_PSP 1
/* PSP render dirver */
#define SDL_VIDEO_RENDER_PSP 1
#define SDL_POWER_PSP 1
/* !!! FIXME: what does PSP do for filesystem stuff? */
#define SDL_FILESYSTEM_DUMMY 1
/* PSP doesn't have haptic device (src/haptic/dummy/\*.c) */
#define SDL_HAPTIC_DISABLED 1
/* PSP can't load shared object (src/loadso/dummy/\*.c) */
#define SDL_LOADSO_DISABLED 1
#endif /* SDL_config_psp_h_ */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SDL_config_windows_h_
#define SDL_config_windows_h_
#define SDL_config_h_
#include "SDL_platform.h"
/* This is a set of defines to configure the SDL features */
#if !defined(_STDINT_H_) && (!defined(HAVE_STDINT_H) || !_HAVE_STDINT_H)
#if defined(__GNUC__) || defined(__DMC__) || defined(__WATCOMC__)
#define HAVE_STDINT_H 1
#elif defined(_MSC_VER)
typedef signed __int8 int8_t;
typedef unsigned __int8 uint8_t;
typedef signed __int16 int16_t;
typedef unsigned __int16 uint16_t;
typedef signed __int32 int32_t;
typedef unsigned __int32 uint32_t;
typedef signed __int64 int64_t;
typedef unsigned __int64 uint64_t;
#ifndef _UINTPTR_T_DEFINED
#ifdef _WIN64
typedef unsigned __int64 uintptr_t;
#else
typedef unsigned int uintptr_t;
#endif
#define _UINTPTR_T_DEFINED
#endif
/* Older Visual C++ headers don't have the Win64-compatible typedefs... */
#if ((_MSC_VER <= 1200) && (!defined(DWORD_PTR)))
#define DWORD_PTR DWORD
#endif
#if ((_MSC_VER <= 1200) && (!defined(LONG_PTR)))
#define LONG_PTR LONG
#endif
#else /* !__GNUC__ && !_MSC_VER */
typedef signed char int8_t;
typedef unsigned char uint8_t;
typedef signed short int16_t;
typedef unsigned short uint16_t;
typedef signed int int32_t;
typedef unsigned int uint32_t;
typedef signed long long int64_t;
typedef unsigned long long uint64_t;
#ifndef _SIZE_T_DEFINED_
#define _SIZE_T_DEFINED_
typedef unsigned int size_t;
#endif
typedef unsigned int uintptr_t;
#endif /* __GNUC__ || _MSC_VER */
#endif /* !_STDINT_H_ && !HAVE_STDINT_H */
#ifdef _WIN64
# define SIZEOF_VOIDP 8
#else
# define SIZEOF_VOIDP 4
#endif
#define HAVE_DDRAW_H 1
#define HAVE_DINPUT_H 1
#define HAVE_DSOUND_H 1
#define HAVE_DXGI_H 1
#define HAVE_XINPUT_H 1
/* This is disabled by default to avoid C runtime dependencies and manifest requirements */
#ifdef HAVE_LIBC
/* Useful headers */
#define HAVE_STDIO_H 1
#define STDC_HEADERS 1
#define HAVE_STRING_H 1
#define HAVE_CTYPE_H 1
#define HAVE_MATH_H 1
#define HAVE_SIGNAL_H 1
/* C library functions */
#define HAVE_MALLOC 1
#define HAVE_CALLOC 1
#define HAVE_REALLOC 1
#define HAVE_FREE 1
#define HAVE_ALLOCA 1
#define HAVE_QSORT 1
#define HAVE_ABS 1
#define HAVE_MEMSET 1
#define HAVE_MEMCPY 1
#define HAVE_MEMMOVE 1
#define HAVE_MEMCMP 1
#define HAVE_STRLEN 1
#define HAVE__STRREV 1
#define HAVE__STRUPR 1
#define HAVE__STRLWR 1
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1
#define HAVE__LTOA 1
#define HAVE__ULTOA 1
#define HAVE_STRTOL 1
#define HAVE_STRTOUL 1
#define HAVE_STRTOD 1
#define HAVE_ATOI 1
#define HAVE_ATOF 1
#define HAVE_STRCMP 1
#define HAVE_STRNCMP 1
#define HAVE__STRICMP 1
#define HAVE__STRNICMP 1
#define HAVE_ATAN 1
#define HAVE_ATAN2 1
#define HAVE_ACOS 1
#define HAVE_ASIN 1
#define HAVE_CEIL 1
#define HAVE_COS 1
#define HAVE_COSF 1
#define HAVE_FABS 1
#define HAVE_FLOOR 1
#define HAVE_LOG 1
#define HAVE_POW 1
#define HAVE_SIN 1
#define HAVE_SINF 1
#define HAVE_SQRT 1
#define HAVE_SQRTF 1
#define HAVE_TAN 1
#define HAVE_TANF 1
#if _MSC_VER >= 1800
#define HAVE_STRTOLL 1
#define HAVE_VSSCANF 1
#define HAVE_COPYSIGN 1
#define HAVE_SCALBN 1
#endif
#if !defined(_MSC_VER) || defined(_USE_MATH_DEFINES)
#define HAVE_M_PI 1
#endif
#else
#define HAVE_STDARG_H 1
#define HAVE_STDDEF_H 1
#endif
/* Enable various audio drivers */
#define SDL_AUDIO_DRIVER_WASAPI 1
#define SDL_AUDIO_DRIVER_DSOUND 1
#define SDL_AUDIO_DRIVER_XAUDIO2 0
#define SDL_AUDIO_DRIVER_WINMM 1
#define SDL_AUDIO_DRIVER_DISK 1
#define SDL_AUDIO_DRIVER_DUMMY 1
/* Enable various input drivers */
#define SDL_JOYSTICK_DINPUT 1
#define SDL_JOYSTICK_XINPUT 1
#define SDL_HAPTIC_DINPUT 1
#define SDL_HAPTIC_XINPUT 1
/* Enable various shared object loading systems */
#define SDL_LOADSO_WINDOWS 1
/* Enable various threading systems */
#define SDL_THREAD_WINDOWS 1
/* Enable various timer systems */
#define SDL_TIMER_WINDOWS 1
/* Enable various video drivers */
#define SDL_VIDEO_DRIVER_DUMMY 1
#define SDL_VIDEO_DRIVER_WINDOWS 1
#ifndef SDL_VIDEO_RENDER_D3D
#define SDL_VIDEO_RENDER_D3D 1
#endif
#ifndef SDL_VIDEO_RENDER_D3D11
#define SDL_VIDEO_RENDER_D3D11 0
#endif
/* Enable OpenGL support */
#ifndef SDL_VIDEO_OPENGL
#define SDL_VIDEO_OPENGL 1
#endif
#ifndef SDL_VIDEO_OPENGL_WGL
#define SDL_VIDEO_OPENGL_WGL 1
#endif
#ifndef SDL_VIDEO_RENDER_OGL
#define SDL_VIDEO_RENDER_OGL 1
#endif
#ifndef SDL_VIDEO_RENDER_OGL_ES2
#define SDL_VIDEO_RENDER_OGL_ES2 1
#endif
#ifndef SDL_VIDEO_OPENGL_ES2
#define SDL_VIDEO_OPENGL_ES2 1
#endif
#ifndef SDL_VIDEO_OPENGL_EGL
#define SDL_VIDEO_OPENGL_EGL 1
#endif
/* Enable Vulkan support */
#define SDL_VIDEO_VULKAN 1
/* Enable system power support */
#define SDL_POWER_WINDOWS 1
/* Enable filesystem support */
#define SDL_FILESYSTEM_WINDOWS 1
/* Enable assembly routines (Win64 doesn't have inline asm) */
#ifndef _WIN64
#define SDL_ASSEMBLY_ROUTINES 1
#endif
#endif /* SDL_config_windows_h_ */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SDL_config_winrt_h_
#define SDL_config_winrt_h_
#define SDL_config_h_
#include "SDL_platform.h"
/* Make sure the Windows SDK's NTDDI_VERSION macro gets defined. This is used
by SDL to determine which version of the Windows SDK is being used.
*/
#include <sdkddkver.h>
/* Define possibly-undefined NTDDI values (used when compiling SDL against
older versions of the Windows SDK.
*/
#ifndef NTDDI_WINBLUE
#define NTDDI_WINBLUE 0x06030000
#endif
#ifndef NTDDI_WIN10
#define NTDDI_WIN10 0x0A000000
#endif
/* This is a set of defines to configure the SDL features */
#if !defined(_STDINT_H_) && (!defined(HAVE_STDINT_H) || !_HAVE_STDINT_H)
#if defined(__GNUC__) || defined(__DMC__) || defined(__WATCOMC__)
#define HAVE_STDINT_H 1
#elif defined(_MSC_VER)
typedef signed __int8 int8_t;
typedef unsigned __int8 uint8_t;
typedef signed __int16 int16_t;
typedef unsigned __int16 uint16_t;
typedef signed __int32 int32_t;
typedef unsigned __int32 uint32_t;
typedef signed __int64 int64_t;
typedef unsigned __int64 uint64_t;
#ifndef _UINTPTR_T_DEFINED
#ifdef _WIN64
typedef unsigned __int64 uintptr_t;
#else
typedef unsigned int uintptr_t;
#endif
#define _UINTPTR_T_DEFINED
#endif
/* Older Visual C++ headers don't have the Win64-compatible typedefs... */
#if ((_MSC_VER <= 1200) && (!defined(DWORD_PTR)))
#define DWORD_PTR DWORD
#endif
#if ((_MSC_VER <= 1200) && (!defined(LONG_PTR)))
#define LONG_PTR LONG
#endif
#else /* !__GNUC__ && !_MSC_VER */
typedef signed char int8_t;
typedef unsigned char uint8_t;
typedef signed short int16_t;
typedef unsigned short uint16_t;
typedef signed int int32_t;
typedef unsigned int uint32_t;
typedef signed long long int64_t;
typedef unsigned long long uint64_t;
#ifndef _SIZE_T_DEFINED_
#define _SIZE_T_DEFINED_
typedef unsigned int size_t;
#endif
typedef unsigned int uintptr_t;
#endif /* __GNUC__ || _MSC_VER */
#endif /* !_STDINT_H_ && !HAVE_STDINT_H */
#ifdef _WIN64
# define SIZEOF_VOIDP 8
#else
# define SIZEOF_VOIDP 4
#endif
/* Useful headers */
#define HAVE_DXGI_H 1
#if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
#define HAVE_XINPUT_H 1
#endif
#define HAVE_LIBC 1
#define HAVE_STDIO_H 1
#define STDC_HEADERS 1
#define HAVE_STRING_H 1
#define HAVE_CTYPE_H 1
#define HAVE_MATH_H 1
#define HAVE_FLOAT_H 1
#define HAVE_SIGNAL_H 1
/* C library functions */
#define HAVE_MALLOC 1
#define HAVE_CALLOC 1
#define HAVE_REALLOC 1
#define HAVE_FREE 1
#define HAVE_ALLOCA 1
#define HAVE_QSORT 1
#define HAVE_ABS 1
#define HAVE_MEMSET 1
#define HAVE_MEMCPY 1
#define HAVE_MEMMOVE 1
#define HAVE_MEMCMP 1
#define HAVE_STRLEN 1
#define HAVE__STRREV 1
#define HAVE__STRUPR 1
//#define HAVE__STRLWR 1 // TODO, WinRT: consider using _strlwr_s instead
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1
//#define HAVE_ITOA 1 // TODO, WinRT: consider using _itoa_s instead
//#define HAVE__LTOA 1 // TODO, WinRT: consider using _ltoa_s instead
//#define HAVE__ULTOA 1 // TODO, WinRT: consider using _ultoa_s instead
#define HAVE_STRTOL 1
#define HAVE_STRTOUL 1
//#define HAVE_STRTOLL 1
#define HAVE_STRTOD 1
#define HAVE_ATOI 1
#define HAVE_ATOF 1
#define HAVE_STRCMP 1
#define HAVE_STRNCMP 1
#define HAVE__STRICMP 1
#define HAVE__STRNICMP 1
#define HAVE_VSNPRINTF 1
//#define HAVE_SSCANF 1 // TODO, WinRT: consider using sscanf_s instead
#define HAVE_M_PI 1
#define HAVE_ATAN 1
#define HAVE_ATAN2 1
#define HAVE_CEIL 1
#define HAVE__COPYSIGN 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_SCALBN 1
#define HAVE__SCALB 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__FSEEKI64 1
/* Enable various audio drivers */
#define SDL_AUDIO_DRIVER_XAUDIO2 1
#define SDL_AUDIO_DRIVER_DISK 1
#define SDL_AUDIO_DRIVER_DUMMY 1
/* Enable various input drivers */
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
#define SDL_JOYSTICK_DISABLED 1
#define SDL_HAPTIC_DISABLED 1
#else
#define SDL_JOYSTICK_XINPUT 1
#define SDL_HAPTIC_XINPUT 1
#endif
/* Enable various shared object loading systems */
#define SDL_LOADSO_WINDOWS 1
/* Enable various threading systems */
#if (NTDDI_VERSION >= NTDDI_WINBLUE)
#define SDL_THREAD_WINDOWS 1
#else
/* WinRT on Windows 8.0 and Windows Phone 8.0 don't support CreateThread() */
#define SDL_THREAD_STDCPP 1
#endif
/* Enable various timer systems */
#define SDL_TIMER_WINDOWS 1
/* Enable various video drivers */
#define SDL_VIDEO_DRIVER_WINRT 1
#define SDL_VIDEO_DRIVER_DUMMY 1
/* Enable OpenGL ES 2.0 (via a modified ANGLE library) */
#define SDL_VIDEO_OPENGL_ES2 1
#define SDL_VIDEO_OPENGL_EGL 1
/* Enable appropriate renderer(s) */
#define SDL_VIDEO_RENDER_D3D11 1
#if SDL_VIDEO_OPENGL_ES2
#define SDL_VIDEO_RENDER_OGL_ES2 1
#endif
/* Enable system power support */
#define SDL_POWER_WINRT 1
/* Enable assembly routines (Win64 doesn't have inline asm) */
#ifndef _WIN64
#define SDL_ASSEMBLY_ROUTINES 1
#endif
#endif /* SDL_config_winrt_h_ */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SDL_config_wiz_h_
#define SDL_config_wiz_h_
#define SDL_config_h_
/* This is a set of defines to configure the SDL features */
/* General platform specific identifiers */
#include "SDL_platform.h"
#define SDL_BYTEORDER 1234
#define HAVE_ALLOCA_H 1
#define HAVE_SYS_TYPES_H 1
#define HAVE_STDIO_H 1
#define STDC_HEADERS 1
#define HAVE_STDLIB_H 1
#define HAVE_STDARG_H 1
#define HAVE_MALLOC_H 1
#define HAVE_MEMORY_H 1
#define HAVE_STRING_H 1
#define HAVE_STRINGS_H 1
#define HAVE_INTTYPES_H 1
#define HAVE_STDINT_H 1
#define HAVE_CTYPE_H 1
#define HAVE_MATH_H 1
#define HAVE_ICONV_H 1
#define HAVE_SIGNAL_H 1
#define HAVE_MALLOC 1
#define HAVE_CALLOC 1
#define HAVE_REALLOC 1
#define HAVE_FREE 1
#define HAVE_ALLOCA 1
#define HAVE_GETENV 1
#define HAVE_SETENV 1
#define HAVE_PUTENV 1
#define HAVE_UNSETENV 1
#define HAVE_QSORT 1
#define HAVE_ABS 1
#define HAVE_BCOPY 1
#define HAVE_MEMSET 1
#define HAVE_MEMCPY 1
#define HAVE_MEMMOVE 1
#define HAVE_STRLEN 1
#define HAVE_STRDUP 1
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1
#define HAVE_STRTOL 1
#define HAVE_STRTOUL 1
#define HAVE_STRTOLL 1
#define HAVE_STRTOULL 1
#define HAVE_ATOI 1
#define HAVE_ATOF 1
#define HAVE_STRCMP 1
#define HAVE_STRNCMP 1
#define HAVE_STRCASECMP 1
#define HAVE_STRNCASECMP 1
#define HAVE_VSSCANF 1
#define HAVE_VSNPRINTF 1
#define HAVE_M_PI 1
#define HAVE_CEIL 1
#define HAVE_COPYSIGN 1
#define HAVE_COS 1
#define HAVE_COSF 1
#define HAVE_FABS 1
#define HAVE_FLOOR 1
#define HAVE_LOG 1
#define HAVE_SCALBN 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_SIGACTION 1
#define HAVE_SETJMP 1
#define HAVE_NANOSLEEP 1
#define HAVE_POW 1
#define SDL_AUDIO_DRIVER_DUMMY 1
#define SDL_AUDIO_DRIVER_OSS 1
#define SDL_INPUT_LINUXEV 1
#define SDL_INPUT_TSLIB 1
#define SDL_JOYSTICK_LINUX 1
#define SDL_HAPTIC_LINUX 1
#define SDL_LOADSO_DLOPEN 1
#define SDL_THREAD_PTHREAD 1
#define SDL_THREAD_PTHREAD_RECURSIVE_MUTEX_NP 1
#define SDL_TIMER_UNIX 1
#define SDL_VIDEO_DRIVER_DUMMY 1
#define SDL_VIDEO_DRIVER_PANDORA 1
#define SDL_VIDEO_RENDER_OGL_ES 1
#define SDL_VIDEO_OPENGL_ES 1
#endif /* SDL_config_wiz_h_ */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/

275
include/SDL2/SDL_cpuinfo.h Normal file
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_cpuinfo.h
*
* CPU feature detection for SDL.
*/
#ifndef SDL_cpuinfo_h_
#define SDL_cpuinfo_h_
#include "SDL_stdinc.h"
/* Need to do this here because intrin.h has C++ code in it */
/* Visual Studio 2005 has a bug where intrin.h conflicts with winnt.h */
#if defined(_MSC_VER) && (_MSC_VER >= 1500) && (defined(_M_IX86) || defined(_M_X64))
#ifdef __clang__
/* Many of the intrinsics SDL uses are not implemented by clang with Visual Studio */
#undef __MMX__
#undef __SSE__
#undef __SSE2__
#else
#include <intrin.h>
#ifndef _WIN64
#ifndef __MMX__
#define __MMX__
#endif
#ifndef __3dNOW__
#define __3dNOW__
#endif
#endif
#ifndef __SSE__
#define __SSE__
#endif
#ifndef __SSE2__
#define __SSE2__
#endif
#endif /* __clang__ */
#elif defined(__MINGW64_VERSION_MAJOR)
#include <intrin.h>
#else
/* altivec.h redefining bool causes a number of problems, see bugs 3993 and 4392, so you need to explicitly define SDL_ENABLE_ALTIVEC_H to have it included. */
#if defined(HAVE_ALTIVEC_H) && defined(__ALTIVEC__) && !defined(__APPLE_ALTIVEC__) && defined(SDL_ENABLE_ALTIVEC_H)
#include <altivec.h>
#endif
#if !defined(SDL_DISABLE_ARM_NEON_H)
# if defined(__ARM_NEON)
# include <arm_neon.h>
# elif defined(__WINDOWS__) || defined(__WINRT__)
/* Visual Studio doesn't define __ARM_ARCH, but _M_ARM (if set, always 7), and _M_ARM64 (if set, always 1). */
# if defined(_M_ARM)
# include <armintr.h>
# include <arm_neon.h>
# define __ARM_NEON 1 /* Set __ARM_NEON so that it can be used elsewhere, at compile time */
# endif
# if defined (_M_ARM64)
# include <arm64intr.h>
# include <arm64_neon.h>
# define __ARM_NEON 1 /* Set __ARM_NEON so that it can be used elsewhere, at compile time */
# endif
# endif
#endif
#if defined(__3dNOW__) && !defined(SDL_DISABLE_MM3DNOW_H)
#include <mm3dnow.h>
#endif
#if defined(HAVE_IMMINTRIN_H) && !defined(SDL_DISABLE_IMMINTRIN_H)
#include <immintrin.h>
#else
#if defined(__MMX__) && !defined(SDL_DISABLE_MMINTRIN_H)
#include <mmintrin.h>
#endif
#if defined(__SSE__) && !defined(SDL_DISABLE_XMMINTRIN_H)
#include <xmmintrin.h>
#endif
#if defined(__SSE2__) && !defined(SDL_DISABLE_EMMINTRIN_H)
#include <emmintrin.h>
#endif
#if defined(__SSE3__) && !defined(SDL_DISABLE_PMMINTRIN_H)
#include <pmmintrin.h>
#endif
#endif /* HAVE_IMMINTRIN_H */
#endif /* compiler version */
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* This is a guess for the cacheline size used for padding.
* Most x86 processors have a 64 byte cache line.
* The 64-bit PowerPC processors have a 128 byte cache line.
* We'll use the larger value to be generally safe.
*/
#define SDL_CACHELINE_SIZE 128
/**
* This function returns the number of CPU cores available.
*/
extern DECLSPEC int SDLCALL SDL_GetCPUCount(void);
/**
* This function returns the L1 cache line size of the CPU
*
* This is useful for determining multi-threaded structure padding
* or SIMD prefetch sizes.
*/
extern DECLSPEC int SDLCALL SDL_GetCPUCacheLineSize(void);
/**
* This function returns true if the CPU has the RDTSC instruction.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasRDTSC(void);
/**
* This function returns true if the CPU has AltiVec features.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasAltiVec(void);
/**
* This function returns true if the CPU has MMX features.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasMMX(void);
/**
* This function returns true if the CPU has 3DNow! features.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_Has3DNow(void);
/**
* This function returns true if the CPU has SSE features.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE(void);
/**
* This function returns true if the CPU has SSE2 features.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE2(void);
/**
* This function returns true if the CPU has SSE3 features.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE3(void);
/**
* This function returns true if the CPU has SSE4.1 features.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE41(void);
/**
* This function returns true if the CPU has SSE4.2 features.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE42(void);
/**
* This function returns true if the CPU has AVX features.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasAVX(void);
/**
* This function returns true if the CPU has AVX2 features.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasAVX2(void);
/**
* This function returns 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 ARM SIMD (ARMv6) features.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasARMSIMD(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);
/**
* \brief Report the alignment this system needs for SIMD allocations.
*
* This will return the minimum number of bytes to which a pointer must be
* aligned to be compatible with SIMD instructions on the current machine.
* For example, if the machine supports SSE only, it will return 16, but if
* it supports AVX-512F, it'll return 64 (etc). This only reports values for
* instruction sets SDL knows about, so if your SDL build doesn't have
* SDL_HasAVX512F(), then it might return 16 for the SSE support it sees and
* not 64 for the AVX-512 instructions that exist but SDL doesn't know about.
* Plan accordingly.
*/
extern DECLSPEC size_t SDLCALL SDL_SIMDGetAlignment(void);
/**
* \brief Allocate memory in a SIMD-friendly way.
*
* This will allocate a block of memory that is suitable for use with SIMD
* instructions. Specifically, it will be properly aligned and padded for
* the system's supported vector instructions.
*
* The memory returned will be padded such that it is safe to read or write
* an incomplete vector at the end of the memory block. This can be useful
* so you don't have to drop back to a scalar fallback at the end of your
* SIMD processing loop to deal with the final elements without overflowing
* the allocated buffer.
*
* You must free this memory with SDL_FreeSIMD(), not free() or SDL_free()
* or delete[], etc.
*
* Note that SDL will only deal with SIMD instruction sets it is aware of;
* for example, SDL 2.0.8 knows that SSE wants 16-byte vectors
* (SDL_HasSSE()), and AVX2 wants 32 bytes (SDL_HasAVX2()), but doesn't
* know that AVX-512 wants 64. To be clear: if you can't decide to use an
* instruction set with an SDL_Has*() function, don't use that instruction
* set with memory allocated through here.
*
* SDL_AllocSIMD(0) will return a non-NULL pointer, assuming the system isn't
* out of memory.
*
* \param len The length, in bytes, of the block to allocated. The actual
* allocated block might be larger due to padding, etc.
* \return Pointer to newly-allocated block, NULL if out of memory.
*
* \sa SDL_SIMDAlignment
* \sa SDL_SIMDFree
*/
extern DECLSPEC void * SDLCALL SDL_SIMDAlloc(const size_t len);
/**
* \brief Deallocate memory obtained from SDL_SIMDAlloc
*
* It is not valid to use this function on a pointer from anything but
* SDL_SIMDAlloc(). It can't be used on pointers from malloc, realloc,
* SDL_malloc, memalign, new[], etc.
*
* However, SDL_SIMDFree(NULL) is a legal no-op.
*
* \sa SDL_SIMDAlloc
*/
extern DECLSPEC void SDLCALL SDL_SIMDFree(void *ptr);
/* vi: set ts=4 sw=4 expandtab: */
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_cpuinfo_h_ */
/* vi: set ts=4 sw=4 expandtab: */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_endian.h
*
* Functions for reading and writing endian-specific values
*/
#ifndef SDL_endian_h_
#define SDL_endian_h_
#include "SDL_stdinc.h"
/**
* \name The two types of endianness
*/
/* @{ */
#define SDL_LIL_ENDIAN 1234
#define SDL_BIG_ENDIAN 4321
/* @} */
#ifndef SDL_BYTEORDER /* Not defined in SDL_config.h? */
#ifdef __linux__
#include <endian.h>
#define SDL_BYTEORDER __BYTE_ORDER
#elif defined(__OpenBSD__)
#include <endian.h>
#define SDL_BYTEORDER BYTE_ORDER
#else
#if defined(__hppa__) || \
defined(__m68k__) || defined(mc68000) || defined(_M_M68K) || \
(defined(__MIPS__) && defined(__MIPSEB__)) || \
defined(__ppc__) || defined(__POWERPC__) || defined(_M_PPC) || \
defined(__sparc__)
#define SDL_BYTEORDER SDL_BIG_ENDIAN
#else
#define SDL_BYTEORDER SDL_LIL_ENDIAN
#endif
#endif /* __linux__ */
#endif /* !SDL_BYTEORDER */
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \file SDL_endian.h
*/
#if defined(__GNUC__) && defined(__i386__) && \
!(__GNUC__ == 2 && __GNUC_MINOR__ == 95 /* broken gcc version */)
SDL_FORCE_INLINE Uint16
SDL_Swap16(Uint16 x)
{
__asm__("xchgb %b0,%h0": "=q"(x):"0"(x));
return x;
}
#elif defined(__GNUC__) && defined(__x86_64__)
SDL_FORCE_INLINE Uint16
SDL_Swap16(Uint16 x)
{
__asm__("xchgb %b0,%h0": "=Q"(x):"0"(x));
return x;
}
#elif defined(__GNUC__) && (defined(__powerpc__) || defined(__ppc__))
SDL_FORCE_INLINE Uint16
SDL_Swap16(Uint16 x)
{
int result;
__asm__("rlwimi %0,%2,8,16,23": "=&r"(result):"0"(x >> 8), "r"(x));
return (Uint16)result;
}
#elif defined(__GNUC__) && (defined(__M68000__) || defined(__M68020__)) && !defined(__mcoldfire__)
SDL_FORCE_INLINE Uint16
SDL_Swap16(Uint16 x)
{
__asm__("rorw #8,%0": "=d"(x): "0"(x):"cc");
return x;
}
#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)
{
return SDL_static_cast(Uint16, ((x << 8) | (x >> 8)));
}
#endif
#if defined(__GNUC__) && defined(__i386__)
SDL_FORCE_INLINE Uint32
SDL_Swap32(Uint32 x)
{
__asm__("bswap %0": "=r"(x):"0"(x));
return x;
}
#elif defined(__GNUC__) && defined(__x86_64__)
SDL_FORCE_INLINE Uint32
SDL_Swap32(Uint32 x)
{
__asm__("bswapl %0": "=r"(x):"0"(x));
return x;
}
#elif defined(__GNUC__) && (defined(__powerpc__) || defined(__ppc__))
SDL_FORCE_INLINE Uint32
SDL_Swap32(Uint32 x)
{
Uint32 result;
__asm__("rlwimi %0,%2,24,16,23": "=&r"(result):"0"(x >> 24), "r"(x));
__asm__("rlwimi %0,%2,8,8,15": "=&r"(result):"0"(result), "r"(x));
__asm__("rlwimi %0,%2,24,0,7": "=&r"(result):"0"(result), "r"(x));
return result;
}
#elif defined(__GNUC__) && (defined(__M68000__) || defined(__M68020__)) && !defined(__mcoldfire__)
SDL_FORCE_INLINE Uint32
SDL_Swap32(Uint32 x)
{
__asm__("rorw #8,%0\n\tswap %0\n\trorw #8,%0": "=d"(x): "0"(x):"cc");
return x;
}
#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)
{
return SDL_static_cast(Uint32, ((x << 24) | ((x << 8) & 0x00FF0000) |
((x >> 8) & 0x0000FF00) | (x >> 24)));
}
#endif
#if defined(__GNUC__) && defined(__i386__)
SDL_FORCE_INLINE Uint64
SDL_Swap64(Uint64 x)
{
union
{
struct
{
Uint32 a, b;
} s;
Uint64 u;
} v;
v.u = x;
__asm__("bswapl %0 ; bswapl %1 ; xchgl %0,%1": "=r"(v.s.a), "=r"(v.s.b):"0"(v.s.a),
"1"(v.s.
b));
return v.u;
}
#elif defined(__GNUC__) && defined(__x86_64__)
SDL_FORCE_INLINE Uint64
SDL_Swap64(Uint64 x)
{
__asm__("bswapq %0": "=r"(x):"0"(x));
return x;
}
#else
SDL_FORCE_INLINE Uint64
SDL_Swap64(Uint64 x)
{
Uint32 hi, lo;
/* Separate into high and low 32-bit values and swap them */
lo = SDL_static_cast(Uint32, x & 0xFFFFFFFF);
x >>= 32;
hi = SDL_static_cast(Uint32, x & 0xFFFFFFFF);
x = SDL_Swap32(lo);
x <<= 32;
x |= SDL_Swap32(hi);
return (x);
}
#endif
SDL_FORCE_INLINE float
SDL_SwapFloat(float x)
{
union
{
float f;
Uint32 ui32;
} swapper;
swapper.f = x;
swapper.ui32 = SDL_Swap32(swapper.ui32);
return swapper.f;
}
/**
* \name Swap to native
* Byteswap item from the specified endianness to the native endianness.
*/
/* @{ */
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
#define SDL_SwapLE16(X) (X)
#define SDL_SwapLE32(X) (X)
#define SDL_SwapLE64(X) (X)
#define SDL_SwapFloatLE(X) (X)
#define SDL_SwapBE16(X) SDL_Swap16(X)
#define SDL_SwapBE32(X) SDL_Swap32(X)
#define SDL_SwapBE64(X) SDL_Swap64(X)
#define SDL_SwapFloatBE(X) SDL_SwapFloat(X)
#else
#define SDL_SwapLE16(X) SDL_Swap16(X)
#define SDL_SwapLE32(X) SDL_Swap32(X)
#define SDL_SwapLE64(X) SDL_Swap64(X)
#define SDL_SwapFloatLE(X) SDL_SwapFloat(X)
#define SDL_SwapBE16(X) (X)
#define SDL_SwapBE32(X) (X)
#define SDL_SwapBE64(X) (X)
#define SDL_SwapFloatBE(X) (X)
#endif
/* @} *//* Swap to native */
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_endian_h_ */
/* vi: set ts=4 sw=4 expandtab: */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_error.h
*
* Simple error message routines for SDL.
*/
#ifndef SDL_error_h_
#define SDL_error_h_
#include "SDL_stdinc.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* Public functions */
/* SDL_SetError() unconditionally returns -1. */
extern DECLSPEC int SDLCALL SDL_SetError(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1);
extern DECLSPEC const char *SDLCALL SDL_GetError(void);
extern DECLSPEC void SDLCALL SDL_ClearError(void);
/**
* \name Internal error functions
*
* \internal
* Private error reporting function - used internally.
*/
/* @{ */
#define SDL_OutOfMemory() SDL_Error(SDL_ENOMEM)
#define SDL_Unsupported() SDL_Error(SDL_UNSUPPORTED)
#define SDL_InvalidParamError(param) SDL_SetError("Parameter '%s' is invalid", (param))
typedef enum
{
SDL_ENOMEM,
SDL_EFREAD,
SDL_EFWRITE,
SDL_EFSEEK,
SDL_UNSUPPORTED,
SDL_LASTERROR
} SDL_errorcode;
/* SDL_Error() unconditionally returns -1. */
extern DECLSPEC int SDLCALL SDL_Error(SDL_errorcode code);
/* @} *//* Internal error functions */
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_error_h_ */
/* vi: set ts=4 sw=4 expandtab: */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_events.h
*
* Include file for SDL event handling.
*/
#ifndef SDL_events_h_
#define SDL_events_h_
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_video.h"
#include "SDL_keyboard.h"
#include "SDL_mouse.h"
#include "SDL_joystick.h"
#include "SDL_gamecontroller.h"
#include "SDL_quit.h"
#include "SDL_gesture.h"
#include "SDL_touch.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* General keyboard/mouse state definitions */
#define SDL_RELEASED 0
#define SDL_PRESSED 1
/**
* \brief The types of events that can be delivered.
*/
typedef enum
{
SDL_FIRSTEVENT = 0, /**< Unused (do not remove) */
/* Application events */
SDL_QUIT = 0x100, /**< User-requested quit */
/* These application events have special meaning on iOS, see README-ios.md for details */
SDL_APP_TERMINATING, /**< The application is being terminated by the OS
Called on iOS in applicationWillTerminate()
Called on Android in onDestroy()
*/
SDL_APP_LOWMEMORY, /**< The application is low on memory, free memory if possible.
Called on iOS in applicationDidReceiveMemoryWarning()
Called on Android in onLowMemory()
*/
SDL_APP_WILLENTERBACKGROUND, /**< The application is about to enter the background
Called on iOS in applicationWillResignActive()
Called on Android in onPause()
*/
SDL_APP_DIDENTERBACKGROUND, /**< The application did enter the background and may not get CPU for some time
Called on iOS in applicationDidEnterBackground()
Called on Android in onPause()
*/
SDL_APP_WILLENTERFOREGROUND, /**< The application is about to enter the foreground
Called on iOS in applicationWillEnterForeground()
Called on Android in onResume()
*/
SDL_APP_DIDENTERFOREGROUND, /**< The application is now interactive
Called on iOS in applicationDidBecomeActive()
Called on Android in onResume()
*/
/* Display events */
SDL_DISPLAYEVENT = 0x150, /**< Display state change */
/* Window events */
SDL_WINDOWEVENT = 0x200, /**< Window state change */
SDL_SYSWMEVENT, /**< System specific event */
/* Keyboard events */
SDL_KEYDOWN = 0x300, /**< Key pressed */
SDL_KEYUP, /**< Key released */
SDL_TEXTEDITING, /**< Keyboard text editing (composition) */
SDL_TEXTINPUT, /**< Keyboard text input */
SDL_KEYMAPCHANGED, /**< Keymap changed due to a system event such as an
input language or keyboard layout change.
*/
/* Mouse events */
SDL_MOUSEMOTION = 0x400, /**< Mouse moved */
SDL_MOUSEBUTTONDOWN, /**< Mouse button pressed */
SDL_MOUSEBUTTONUP, /**< Mouse button released */
SDL_MOUSEWHEEL, /**< Mouse wheel motion */
/* Joystick events */
SDL_JOYAXISMOTION = 0x600, /**< Joystick axis motion */
SDL_JOYBALLMOTION, /**< Joystick trackball motion */
SDL_JOYHATMOTION, /**< Joystick hat position change */
SDL_JOYBUTTONDOWN, /**< Joystick button pressed */
SDL_JOYBUTTONUP, /**< Joystick button released */
SDL_JOYDEVICEADDED, /**< A new joystick has been inserted into the system */
SDL_JOYDEVICEREMOVED, /**< An opened joystick has been removed */
/* Game controller events */
SDL_CONTROLLERAXISMOTION = 0x650, /**< Game controller axis motion */
SDL_CONTROLLERBUTTONDOWN, /**< Game controller button pressed */
SDL_CONTROLLERBUTTONUP, /**< Game controller button released */
SDL_CONTROLLERDEVICEADDED, /**< A new Game controller has been inserted into the system */
SDL_CONTROLLERDEVICEREMOVED, /**< An opened Game controller has been removed */
SDL_CONTROLLERDEVICEREMAPPED, /**< The controller mapping was updated */
/* Touch events */
SDL_FINGERDOWN = 0x700,
SDL_FINGERUP,
SDL_FINGERMOTION,
/* Gesture events */
SDL_DOLLARGESTURE = 0x800,
SDL_DOLLARRECORD,
SDL_MULTIGESTURE,
/* Clipboard events */
SDL_CLIPBOARDUPDATE = 0x900, /**< The clipboard changed */
/* Drag and drop events */
SDL_DROPFILE = 0x1000, /**< The system requests a file open */
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 */
/** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use,
* and should be allocated with SDL_RegisterEvents()
*/
SDL_USEREVENT = 0x8000,
/**
* This last event is only for bounding internal arrays
*/
SDL_LASTEVENT = 0xFFFF
} SDL_EventType;
/**
* \brief Fields shared by every event
*/
typedef struct SDL_CommonEvent
{
Uint32 type;
Uint32 timestamp; /**< 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; /**< In milliseconds, populated using SDL_GetTicks() */
Uint32 windowID; /**< The associated window */
Uint8 event; /**< ::SDL_WindowEventID */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
Sint32 data1; /**< event dependent data */
Sint32 data2; /**< event dependent data */
} SDL_WindowEvent;
/**
* \brief Keyboard button event structure (event.key.*)
*/
typedef struct SDL_KeyboardEvent
{
Uint32 type; /**< ::SDL_KEYDOWN or ::SDL_KEYUP */
Uint32 timestamp; /**< 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 */
Uint8 padding2;
Uint8 padding3;
SDL_Keysym keysym; /**< The key that was pressed or released */
} SDL_KeyboardEvent;
#define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32)
/**
* \brief Keyboard text editing event structure (event.edit.*)
*/
typedef struct SDL_TextEditingEvent
{
Uint32 type; /**< ::SDL_TEXTEDITING */
Uint32 timestamp; /**< 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 */
Sint32 length; /**< The length of selected editing text */
} SDL_TextEditingEvent;
#define SDL_TEXTINPUTEVENT_TEXT_SIZE (32)
/**
* \brief Keyboard text input event structure (event.text.*)
*/
typedef struct SDL_TextInputEvent
{
Uint32 type; /**< ::SDL_TEXTINPUT */
Uint32 timestamp; /**< 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;
/**
* \brief Mouse motion event structure (event.motion.*)
*/
typedef struct SDL_MouseMotionEvent
{
Uint32 type; /**< ::SDL_MOUSEMOTION */
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 */
Sint32 x; /**< X coordinate, relative to window */
Sint32 y; /**< Y coordinate, relative to window */
Sint32 xrel; /**< The relative motion in the X direction */
Sint32 yrel; /**< The relative motion in the Y direction */
} SDL_MouseMotionEvent;
/**
* \brief Mouse button event structure (event.button.*)
*/
typedef struct SDL_MouseButtonEvent
{
Uint32 type; /**< ::SDL_MOUSEBUTTONDOWN or ::SDL_MOUSEBUTTONUP */
Uint32 timestamp; /**< 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 */
Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
Uint8 clicks; /**< 1 for single-click, 2 for double-click, etc. */
Uint8 padding1;
Sint32 x; /**< X coordinate, relative to window */
Sint32 y; /**< Y coordinate, relative to window */
} SDL_MouseButtonEvent;
/**
* \brief Mouse wheel event structure (event.wheel.*)
*/
typedef struct SDL_MouseWheelEvent
{
Uint32 type; /**< ::SDL_MOUSEWHEEL */
Uint32 timestamp; /**< 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 */
Sint32 y; /**< The amount scrolled vertically, positive away from the user and negative toward the user */
Uint32 direction; /**< Set to one of the SDL_MOUSEWHEEL_* defines. When FLIPPED the values in X and Y will be opposite. Multiply by -1 to change them back */
} SDL_MouseWheelEvent;
/**
* \brief Joystick axis motion event structure (event.jaxis.*)
*/
typedef struct SDL_JoyAxisEvent
{
Uint32 type; /**< ::SDL_JOYAXISMOTION */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
SDL_JoystickID which; /**< The joystick instance id */
Uint8 axis; /**< The joystick axis index */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
Sint16 value; /**< The axis value (range: -32768 to 32767) */
Uint16 padding4;
} SDL_JoyAxisEvent;
/**
* \brief Joystick trackball motion event structure (event.jball.*)
*/
typedef struct SDL_JoyBallEvent
{
Uint32 type; /**< ::SDL_JOYBALLMOTION */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
SDL_JoystickID which; /**< The joystick instance id */
Uint8 ball; /**< The joystick trackball index */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
Sint16 xrel; /**< The relative motion in the X direction */
Sint16 yrel; /**< The relative motion in the Y direction */
} SDL_JoyBallEvent;
/**
* \brief Joystick hat position change event structure (event.jhat.*)
*/
typedef struct SDL_JoyHatEvent
{
Uint32 type; /**< ::SDL_JOYHATMOTION */
Uint32 timestamp; /**< 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.
* \sa ::SDL_HAT_LEFTUP ::SDL_HAT_UP ::SDL_HAT_RIGHTUP
* \sa ::SDL_HAT_LEFT ::SDL_HAT_CENTERED ::SDL_HAT_RIGHT
* \sa ::SDL_HAT_LEFTDOWN ::SDL_HAT_DOWN ::SDL_HAT_RIGHTDOWN
*
* Note that zero means the POV is centered.
*/
Uint8 padding1;
Uint8 padding2;
} SDL_JoyHatEvent;
/**
* \brief Joystick button event structure (event.jbutton.*)
*/
typedef struct SDL_JoyButtonEvent
{
Uint32 type; /**< ::SDL_JOYBUTTONDOWN or ::SDL_JOYBUTTONUP */
Uint32 timestamp; /**< 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 */
Uint8 padding1;
Uint8 padding2;
} SDL_JoyButtonEvent;
/**
* \brief Joystick device event structure (event.jdevice.*)
*/
typedef struct SDL_JoyDeviceEvent
{
Uint32 type; /**< ::SDL_JOYDEVICEADDED or ::SDL_JOYDEVICEREMOVED */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED event */
} SDL_JoyDeviceEvent;
/**
* \brief Game controller axis motion event structure (event.caxis.*)
*/
typedef struct SDL_ControllerAxisEvent
{
Uint32 type; /**< ::SDL_CONTROLLERAXISMOTION */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
SDL_JoystickID which; /**< The joystick instance id */
Uint8 axis; /**< The controller axis (SDL_GameControllerAxis) */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
Sint16 value; /**< The axis value (range: -32768 to 32767) */
Uint16 padding4;
} SDL_ControllerAxisEvent;
/**
* \brief Game controller button event structure (event.cbutton.*)
*/
typedef struct SDL_ControllerButtonEvent
{
Uint32 type; /**< ::SDL_CONTROLLERBUTTONDOWN or ::SDL_CONTROLLERBUTTONUP */
Uint32 timestamp; /**< 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 */
Uint8 padding1;
Uint8 padding2;
} SDL_ControllerButtonEvent;
/**
* \brief Controller device event structure (event.cdevice.*)
*/
typedef struct SDL_ControllerDeviceEvent
{
Uint32 type; /**< ::SDL_CONTROLLERDEVICEADDED, ::SDL_CONTROLLERDEVICEREMOVED, or ::SDL_CONTROLLERDEVICEREMAPPED */
Uint32 timestamp; /**< 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;
/**
* \brief Audio device event structure (event.adevice.*)
*/
typedef struct SDL_AudioDeviceEvent
{
Uint32 type; /**< ::SDL_AUDIODEVICEADDED, or ::SDL_AUDIODEVICEREMOVED */
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;
Uint8 padding2;
Uint8 padding3;
} SDL_AudioDeviceEvent;
/**
* \brief Touch finger event structure (event.tfinger.*)
*/
typedef struct SDL_TouchFingerEvent
{
Uint32 type; /**< ::SDL_FINGERMOTION or ::SDL_FINGERDOWN or ::SDL_FINGERUP */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
SDL_TouchID touchId; /**< The touch device id */
SDL_FingerID fingerId;
float x; /**< Normalized in the range 0...1 */
float y; /**< Normalized in the range 0...1 */
float dx; /**< Normalized in the range -1...1 */
float dy; /**< Normalized in the range -1...1 */
float pressure; /**< Normalized in the range 0...1 */
Uint32 windowID; /**< The window underneath the finger, if any */
} SDL_TouchFingerEvent;
/**
* \brief Multiple Finger Gesture Event (event.mgesture.*)
*/
typedef struct SDL_MultiGestureEvent
{
Uint32 type; /**< ::SDL_MULTIGESTURE */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
SDL_TouchID touchId; /**< The touch device id */
float dTheta;
float dDist;
float x;
float y;
Uint16 numFingers;
Uint16 padding;
} SDL_MultiGestureEvent;
/**
* \brief Dollar Gesture Event (event.dgesture.*)
*/
typedef struct SDL_DollarGestureEvent
{
Uint32 type; /**< ::SDL_DOLLARGESTURE or ::SDL_DOLLARRECORD */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
SDL_TouchID touchId; /**< The touch device id */
SDL_GestureID gestureId;
Uint32 numFingers;
float error;
float x; /**< Normalized center of gesture */
float y; /**< Normalized center of gesture */
} SDL_DollarGestureEvent;
/**
* \brief An event used to request a file open by the system (event.drop.*)
* This event is enabled by default, you can disable it with SDL_EventState().
* \note If this event is enabled, you must free the filename in the event.
*/
typedef struct SDL_DropEvent
{
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; /**< In milliseconds, populated using SDL_GetTicks() */
} SDL_QuitEvent;
/**
* \brief OS Specific event
*/
typedef struct SDL_OSEvent
{
Uint32 type; /**< ::SDL_QUIT */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
} SDL_OSEvent;
/**
* \brief A user-defined event type (event.user.*)
*/
typedef struct SDL_UserEvent
{
Uint32 type; /**< ::SDL_USEREVENT through ::SDL_LASTEVENT-1 */
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 */
void *data2; /**< User defined data pointer */
} SDL_UserEvent;
struct SDL_SysWMmsg;
typedef struct SDL_SysWMmsg SDL_SysWMmsg;
/**
* \brief A video driver dependent system event (event.syswm.*)
* This event is disabled by default, you can enable it with SDL_EventState()
*
* \note If you want to use this event, you should include SDL_syswm.h.
*/
typedef struct SDL_SysWMEvent
{
Uint32 type; /**< ::SDL_SYSWMEVENT */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
SDL_SysWMmsg *msg; /**< driver dependent data, defined in SDL_syswm.h */
} SDL_SysWMEvent;
/**
* \brief General event structure
*/
typedef union SDL_Event
{
Uint32 type; /**< Event type, shared with all events */
SDL_CommonEvent common; /**< Common event data */
SDL_DisplayEvent display; /**< Display event data */
SDL_WindowEvent window; /**< Window event data */
SDL_KeyboardEvent key; /**< Keyboard event data */
SDL_TextEditingEvent edit; /**< Text editing event data */
SDL_TextInputEvent text; /**< Text input event data */
SDL_MouseMotionEvent motion; /**< Mouse motion event data */
SDL_MouseButtonEvent button; /**< Mouse button event data */
SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */
SDL_JoyAxisEvent jaxis; /**< Joystick axis event data */
SDL_JoyBallEvent jball; /**< Joystick ball event data */
SDL_JoyHatEvent jhat; /**< Joystick hat event data */
SDL_JoyButtonEvent jbutton; /**< Joystick button event data */
SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */
SDL_ControllerAxisEvent caxis; /**< Game Controller axis event data */
SDL_ControllerButtonEvent cbutton; /**< Game Controller button event data */
SDL_ControllerDeviceEvent cdevice; /**< Game Controller device event data */
SDL_AudioDeviceEvent adevice; /**< Audio device event data */
SDL_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 */
SDL_TouchFingerEvent tfinger; /**< Touch finger event data */
SDL_MultiGestureEvent mgesture; /**< Gesture event data */
SDL_DollarGestureEvent dgesture; /**< Gesture event data */
SDL_DropEvent drop; /**< Drag and drop event data */
/* This is necessary for ABI compatibility between Visual C++ and GCC
Visual C++ will respect the push pack pragma and use 52 bytes for
this structure, and GCC will use the alignment of the largest datatype
within the union, which is 8 bytes.
So... we'll add padding to force the size to be 56 bytes for both.
*/
Uint8 padding[56];
} SDL_Event;
/* Make sure we haven't broken binary compatibility */
SDL_COMPILE_TIME_ASSERT(SDL_Event, sizeof(SDL_Event) == 56);
/* Function prototypes */
/**
* Pumps the event loop, gathering events from the input devices.
*
* This function updates the event queue and internal input device state.
*
* This should only be run in the thread that sets the video mode.
*/
extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
/* @{ */
typedef enum
{
SDL_ADDEVENT,
SDL_PEEKEVENT,
SDL_GETEVENT
} SDL_eventaction;
/**
* Checks the event queue for messages and optionally returns them.
*
* If \c action is ::SDL_ADDEVENT, up to \c numevents events will be added to
* the back of the event queue.
*
* If \c action is ::SDL_PEEKEVENT, up to \c numevents events at the front
* of the event queue, within the specified minimum and maximum type,
* will be returned and will not be removed from the queue.
*
* If \c action is ::SDL_GETEVENT, up to \c numevents events at the front
* of the event queue, within the specified minimum and maximum type,
* will be returned and will be removed from the queue.
*
* \return The number of events actually stored, or -1 if there was an error.
*
* This function is thread-safe.
*/
extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents,
SDL_eventaction action,
Uint32 minType, Uint32 maxType);
/* @} */
/**
* Checks to see if certain event types are in the event queue.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type);
extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType);
/**
* This function clears events from the event queue
* This function only affects currently queued events. If you want to make
* sure that all pending OS events are flushed, you can call SDL_PumpEvents()
* on the main thread immediately before the flush call.
*/
extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type);
extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
/**
* \brief Polls for currently pending events.
*
* \return 1 if there are any pending events, or 0 if there are none available.
*
* \param event If not NULL, the next event is removed from the queue and
* stored in that area.
*/
extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event);
/**
* \brief Waits indefinitely for the next available event.
*
* \return 1, or 0 if there was an error while waiting for events.
*
* \param event If not NULL, the next event is removed from the queue and
* stored in that area.
*/
extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event);
/**
* \brief Waits until the specified timeout (in milliseconds) for the next
* available event.
*
* \return 1, or 0 if there was an error while waiting for events.
*
* \param event If not NULL, the next event is removed from the queue and
* stored in that area.
* \param timeout The timeout (in milliseconds) to wait for next event.
*/
extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event * event,
int timeout);
/**
* \brief Add an event to the event queue.
*
* \return 1 on success, 0 if the event was filtered, or -1 if the event queue
* was full or there was some other error.
*/
extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event);
typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event);
/**
* Sets up a filter to process all events before they change internal state and
* are posted to the internal event queue.
*
* The filter is prototyped as:
* \code
* int SDL_EventFilter(void *userdata, SDL_Event * event);
* \endcode
*
* If the filter returns 1, then the event will be added to the internal queue.
* If it returns 0, then the event will be dropped from the queue, but the
* internal state will still be updated. This allows selective filtering of
* dynamically arriving events.
*
* \warning Be very careful of what you do in the event filter function, as
* it may run in a different thread!
*
* There is one caveat when dealing with the ::SDL_QuitEvent event type. The
* event filter is only called when the window manager desires to close the
* application window. If the event filter returns 1, then the window will
* be closed, otherwise the window will remain open if possible.
*
* If the quit event is generated by an interrupt signal, it will bypass the
* internal queue and be delivered to the application at the next event poll.
*/
extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter,
void *userdata);
/**
* Return the current event filter - can be used to "chain" filters.
* If there is no event filter set, this function returns SDL_FALSE.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter,
void **userdata);
/**
* Add a function which is called when an event is added to the queue.
*/
extern DECLSPEC void SDLCALL SDL_AddEventWatch(SDL_EventFilter filter,
void *userdata);
/**
* Remove an event watch function added with SDL_AddEventWatch()
*/
extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter,
void *userdata);
/**
* Run the filter function on the current event queue, removing any
* events for which the filter returns 0.
*/
extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
void *userdata);
/* @{ */
#define SDL_QUERY -1
#define SDL_IGNORE 0
#define SDL_DISABLE 0
#define SDL_ENABLE 1
/**
* This function allows you to set the state of processing certain events.
* - If \c state is set to ::SDL_IGNORE, that event will be automatically
* dropped from the event queue and will not be filtered.
* - If \c state is set to ::SDL_ENABLE, that event will be processed
* normally.
* - If \c state is set to ::SDL_QUERY, SDL_EventState() will return the
* current processing state of the specified event.
*/
extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint32 type, int state);
/* @} */
#define SDL_GetEventState(type) SDL_EventState(type, SDL_QUERY)
/**
* This function allocates a set of user-defined events, and returns
* the beginning event number for that set of events.
*
* If there aren't enough user-defined events left, this function
* returns (Uint32)-1
*/
extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_events_h_ */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_filesystem.h
*
* \brief Include file for filesystem SDL API functions
*/
#ifndef SDL_filesystem_h_
#define SDL_filesystem_h_
#include "SDL_stdinc.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \brief Get the path where the application resides.
*
* Get the "base path". This is the directory where the application was run
* from, which is probably the installation directory, and may or may not
* be the process's current working directory.
*
* This returns an absolute path in UTF-8 encoding, and is guaranteed to
* end with a path separator ('\\' on Windows, '/' most other places).
*
* The pointer returned by this function is owned by you. Please call
* SDL_free() on the pointer when you are done with it, or it will be a
* memory leak. This is not necessarily a fast call, though, so you should
* call this once near startup and save the string if you need it.
*
* Some platforms can't determine the application's path, and on other
* platforms, this might be meaningless. In such cases, this function will
* return NULL.
*
* \return String of base dir in UTF-8 encoding, or NULL on error.
*
* \sa SDL_GetPrefPath
*/
extern DECLSPEC char *SDLCALL SDL_GetBasePath(void);
/**
* \brief Get the user-and-app-specific path where files can be written.
*
* Get the "pref dir". This is meant to be where users can write personal
* files (preferences and save games, etc) that are specific to your
* application. This directory is unique per user, per application.
*
* This function will decide the appropriate location in the native filesystem,
* create the directory if necessary, and return a string of the absolute
* path to the directory in UTF-8 encoding.
*
* On Windows, the string might look like:
* "C:\\Users\\bob\\AppData\\Roaming\\My Company\\My Program Name\\"
*
* On Linux, the string might look like:
* "/home/bob/.local/share/My Program Name/"
*
* On Mac OS X, the string might look like:
* "/Users/bob/Library/Application Support/My Program Name/"
*
* (etc.)
*
* You specify the name of your organization (if it's not a real organization,
* your name or an Internet domain you own might do) and the name of your
* application. These should be untranslated proper names.
*
* Both the org and app strings may become part of a directory name, so
* please follow these rules:
*
* - Try to use the same org string (including case-sensitivity) for
* all your applications that use this function.
* - Always use a unique app string for each one, and make sure it never
* changes for an app once you've decided on it.
* - Unicode characters are legal, as long as it's UTF-8 encoded, but...
* - ...only use letters, numbers, and spaces. Avoid punctuation like
* "Game Name 2: Bad Guy's Revenge!" ... "Game Name 2" is sufficient.
*
* This returns an absolute path in UTF-8 encoding, and is guaranteed to
* end with a path separator ('\\' on Windows, '/' most other places).
*
* The pointer returned by this function is owned by you. Please call
* SDL_free() on the pointer when you are done with it, or it will be a
* memory leak. This is not necessarily a fast call, though, so you should
* call this once near startup and save the string if you need it.
*
* You should assume the path returned by this function is the only safe
* place to write files (and that SDL_GetBasePath(), while it might be
* writable, or even the parent of the returned path, aren't where you
* should be writing things).
*
* Some platforms can't determine the pref path, and on other
* platforms, this might be meaningless. In such cases, this function will
* return NULL.
*
* \param org The name of your organization.
* \param app The name of your application.
* \return UTF-8 string of user dir in platform-dependent notation. NULL
* if there's a problem (creating directory failed, etc).
*
* \sa SDL_GetBasePath
*/
extern DECLSPEC char *SDLCALL SDL_GetPrefPath(const char *org, const char *app);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_filesystem_h_ */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_gamecontroller.h
*
* Include file for SDL game controller event handling
*/
#ifndef SDL_gamecontroller_h_
#define SDL_gamecontroller_h_
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_rwops.h"
#include "SDL_joystick.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \file SDL_gamecontroller.h
*
* In order to use these functions, SDL_Init() must have been called
* with the ::SDL_INIT_GAMECONTROLLER flag. This causes SDL to scan the system
* for game controllers, and load appropriate drivers.
*
* If you would like to receive controller updates while the application
* is in the background, you should set the following hint before calling
* SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
*/
/**
* The gamecontroller structure used to identify an SDL game controller
*/
struct _SDL_GameController;
typedef struct _SDL_GameController SDL_GameController;
typedef enum
{
SDL_CONTROLLER_TYPE_UNKNOWN = 0,
SDL_CONTROLLER_TYPE_XBOX360,
SDL_CONTROLLER_TYPE_XBOXONE,
SDL_CONTROLLER_TYPE_PS3,
SDL_CONTROLLER_TYPE_PS4,
SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO
} SDL_GameControllerType;
typedef enum
{
SDL_CONTROLLER_BINDTYPE_NONE = 0,
SDL_CONTROLLER_BINDTYPE_BUTTON,
SDL_CONTROLLER_BINDTYPE_AXIS,
SDL_CONTROLLER_BINDTYPE_HAT
} SDL_GameControllerBindType;
/**
* Get the SDL joystick layer binding for this controller button/axis mapping
*/
typedef struct SDL_GameControllerButtonBind
{
SDL_GameControllerBindType bindType;
union
{
int button;
int axis;
struct {
int hat;
int hat_mask;
} hat;
} value;
} SDL_GameControllerButtonBind;
/**
* To count the number of game controllers in the system for the following:
* int nJoysticks = SDL_NumJoysticks();
* int nGameControllers = 0;
* for (int i = 0; i < nJoysticks; i++) {
* if (SDL_IsGameController(i)) {
* nGameControllers++;
* }
* }
*
* Using the SDL_HINT_GAMECONTROLLERCONFIG hint or the SDL_GameControllerAddMapping() you can add support for controllers SDL is unaware of or cause an existing controller to have a different binding. The format is:
* guid,name,mappings
*
* Where GUID is the string value from SDL_JoystickGetGUIDString(), name is the human readable string for the device and mappings are controller mappings to joystick ones.
* Under Windows there is a reserved GUID of "xinput" that covers any XInput devices.
* The mapping format for joystick is:
* bX - a joystick button, index X
* hX.Y - hat X with value Y
* aX - axis X of the joystick
* Buttons can be used as a controller axis and vice versa.
*
* This string shows an example of a valid mapping for a controller
* "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",
*
*/
/**
* Load a set of mappings from a seekable SDL data stream (memory or file), filtered by the current SDL_GetPlatform()
* A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt
*
* If \c freerw is non-zero, the stream will be closed after being read.
*
* \return number of mappings added, -1 on error
*/
extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw);
/**
* Load a set of mappings from a file, filtered by the current SDL_GetPlatform()
*
* Convenience macro.
*/
#define SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)
/**
* Add or update an existing mapping configuration
*
* \return 1 if mapping is added, 0 if updated, -1 on error
*/
extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString);
/**
* Get 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
*/
extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid);
/**
* Get a mapping string for an open GameController
*
* \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available
*/
extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController * gamecontroller);
/**
* Is the joystick on this index supported by the game controller interface?
*/
extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
/**
* Get the implementation dependent name of a game controller.
* This can be called before any controllers are opened.
* If no name can be found, this function returns NULL.
*/
extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
/**
* Get the type of a game controller.
* This can be called before any controllers are opened.
*/
extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerTypeForIndex(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.
* This index is not the value which will identify this controller in future
* controller events. The joystick's instance id (::SDL_JoystickID) will be
* used there instead.
*
* \return A controller identifier, or NULL if an error occurred.
*/
extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
/**
* Return the SDL_GameController associated with an instance id.
*/
extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid);
/**
* Return the SDL_GameController associated with a player index.
*/
extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(int player_index);
/**
* Return the name for this currently opened controller
*/
extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
/**
* Return the type of this currently opened controller
*/
extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerGetType(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);
/**
* Set the player index of an opened game controller
*/
extern DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index);
/**
* 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.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
/**
* Get the underlying joystick object used by a controller
*/
extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
/**
* Enable/disable controller event polling.
*
* If controller events are disabled, you must call SDL_GameControllerUpdate()
* yourself and check the state of the controller when you want controller
* information.
*
* The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
*/
extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
/**
* Update the current state of the open game controllers.
*
* This is called automatically by the event loop if any game controller
* events are enabled.
*/
extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
/**
* The list of axes available from a controller
*
* 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
{
SDL_CONTROLLER_AXIS_INVALID = -1,
SDL_CONTROLLER_AXIS_LEFTX,
SDL_CONTROLLER_AXIS_LEFTY,
SDL_CONTROLLER_AXIS_RIGHTX,
SDL_CONTROLLER_AXIS_RIGHTY,
SDL_CONTROLLER_AXIS_TRIGGERLEFT,
SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
SDL_CONTROLLER_AXIS_MAX
} SDL_GameControllerAxis;
/**
* turn this string into a axis mapping
*/
extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString);
/**
* turn this axis enum into a string mapping
*/
extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
/**
* Get the SDL joystick layer binding for this controller button mapping
*/
extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
SDL_GameControllerAxis axis);
/**
* Get the current state of an axis control on a game controller.
*
* The state is a value ranging from -32768 to 32767 (except for the triggers,
* which range from 0 to 32767).
*
* The axis indices start at index 0.
*/
extern DECLSPEC Sint16 SDLCALL
SDL_GameControllerGetAxis(SDL_GameController *gamecontroller,
SDL_GameControllerAxis axis);
/**
* The list of buttons available from a controller
*/
typedef enum
{
SDL_CONTROLLER_BUTTON_INVALID = -1,
SDL_CONTROLLER_BUTTON_A,
SDL_CONTROLLER_BUTTON_B,
SDL_CONTROLLER_BUTTON_X,
SDL_CONTROLLER_BUTTON_Y,
SDL_CONTROLLER_BUTTON_BACK,
SDL_CONTROLLER_BUTTON_GUIDE,
SDL_CONTROLLER_BUTTON_START,
SDL_CONTROLLER_BUTTON_LEFTSTICK,
SDL_CONTROLLER_BUTTON_RIGHTSTICK,
SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
SDL_CONTROLLER_BUTTON_DPAD_UP,
SDL_CONTROLLER_BUTTON_DPAD_DOWN,
SDL_CONTROLLER_BUTTON_DPAD_LEFT,
SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
SDL_CONTROLLER_BUTTON_MAX
} SDL_GameControllerButton;
/**
* turn this string into a button mapping
*/
extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);
/**
* turn this button enum into a string mapping
*/
extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
/**
* Get the SDL joystick layer binding for this controller button mapping
*/
extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
SDL_GameControllerButton button);
/**
* Get the current state of a button on a game controller.
*
* The button indices start at index 0.
*/
extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
SDL_GameControllerButton button);
/**
* 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().
*/
extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_gamecontroller_h_ */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_gesture.h
*
* Include file for SDL gesture event handling.
*/
#ifndef SDL_gesture_h_
#define SDL_gesture_h_
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_video.h"
#include "SDL_touch.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
typedef Sint64 SDL_GestureID;
/* Function prototypes */
/**
* \brief Begin Recording a gesture on the specified touch, or all touches (-1)
*
*
*/
extern DECLSPEC int SDLCALL SDL_RecordGesture(SDL_TouchID touchId);
/**
* \brief Save all currently loaded Dollar Gesture templates
*
*
*/
extern DECLSPEC int SDLCALL SDL_SaveAllDollarTemplates(SDL_RWops *dst);
/**
* \brief Save a currently loaded Dollar Gesture template
*
*
*/
extern DECLSPEC int SDLCALL SDL_SaveDollarTemplate(SDL_GestureID gestureId,SDL_RWops *dst);
/**
* \brief Load Dollar Gesture templates from a file
*
*
*/
extern DECLSPEC int SDLCALL SDL_LoadDollarTemplates(SDL_TouchID touchId, SDL_RWops *src);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_gesture_h_ */
/* vi: set ts=4 sw=4 expandtab: */

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/*
SDL_image: An example image loading library for use with SDL
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/* A simple library to load images of various formats as SDL surfaces */
#ifndef SDL_IMAGE_H_
#define SDL_IMAGE_H_
#include "SDL.h"
#include "SDL_version.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* Printable format: "%d.%d.%d", MAJOR, MINOR, PATCHLEVEL
*/
#define SDL_IMAGE_MAJOR_VERSION 2
#define SDL_IMAGE_MINOR_VERSION 0
#define SDL_IMAGE_PATCHLEVEL 5
/* This macro can be used to fill a version structure with the compile-time
* version of the SDL_image library.
*/
#define SDL_IMAGE_VERSION(X) \
{ \
(X)->major = SDL_IMAGE_MAJOR_VERSION; \
(X)->minor = SDL_IMAGE_MINOR_VERSION; \
(X)->patch = SDL_IMAGE_PATCHLEVEL; \
}
/**
* This is the version number macro for the current SDL_image version.
*/
#define SDL_IMAGE_COMPILEDVERSION \
SDL_VERSIONNUM(SDL_IMAGE_MAJOR_VERSION, SDL_IMAGE_MINOR_VERSION, SDL_IMAGE_PATCHLEVEL)
/**
* This macro will evaluate to true if compiled with SDL_image at least X.Y.Z.
*/
#define SDL_IMAGE_VERSION_ATLEAST(X, Y, Z) \
(SDL_IMAGE_COMPILEDVERSION >= SDL_VERSIONNUM(X, Y, Z))
/* This function gets the version of the dynamically linked SDL_image library.
it should NOT be used to fill a version structure, instead you should
use the SDL_IMAGE_VERSION() macro.
*/
extern DECLSPEC const SDL_version * SDLCALL IMG_Linked_Version(void);
typedef enum
{
IMG_INIT_JPG = 0x00000001,
IMG_INIT_PNG = 0x00000002,
IMG_INIT_TIF = 0x00000004,
IMG_INIT_WEBP = 0x00000008
} IMG_InitFlags;
/* Loads dynamic libraries and prepares them for use. Flags should be
one or more flags from IMG_InitFlags OR'd together.
It returns the flags successfully initialized, or 0 on failure.
*/
extern DECLSPEC int SDLCALL IMG_Init(int flags);
/* Unloads libraries loaded with IMG_Init */
extern DECLSPEC void SDLCALL IMG_Quit(void);
/* Load an image from an SDL data source.
The 'type' may be one of: "BMP", "GIF", "PNG", etc.
If the image format supports a transparent pixel, SDL will set the
colorkey for the surface. You can enable RLE acceleration on the
surface afterwards by calling:
SDL_SetColorKey(image, SDL_RLEACCEL, image->format->colorkey);
*/
extern DECLSPEC SDL_Surface * SDLCALL IMG_LoadTyped_RW(SDL_RWops *src, int freesrc, const char *type);
/* Convenience functions */
extern DECLSPEC SDL_Surface * SDLCALL IMG_Load(const char *file);
extern DECLSPEC SDL_Surface * SDLCALL IMG_Load_RW(SDL_RWops *src, int freesrc);
#if SDL_VERSION_ATLEAST(2,0,0)
/* Load an image directly into a render texture.
*/
extern DECLSPEC SDL_Texture * SDLCALL IMG_LoadTexture(SDL_Renderer *renderer, const char *file);
extern DECLSPEC SDL_Texture * SDLCALL IMG_LoadTexture_RW(SDL_Renderer *renderer, SDL_RWops *src, int freesrc);
extern DECLSPEC SDL_Texture * SDLCALL IMG_LoadTextureTyped_RW(SDL_Renderer *renderer, SDL_RWops *src, int freesrc, const char *type);
#endif /* SDL 2.0 */
/* Functions to detect a file type, given a seekable source */
extern DECLSPEC int SDLCALL IMG_isICO(SDL_RWops *src);
extern DECLSPEC int SDLCALL IMG_isCUR(SDL_RWops *src);
extern DECLSPEC int SDLCALL IMG_isBMP(SDL_RWops *src);
extern DECLSPEC int SDLCALL IMG_isGIF(SDL_RWops *src);
extern DECLSPEC int SDLCALL IMG_isJPG(SDL_RWops *src);
extern DECLSPEC int SDLCALL IMG_isLBM(SDL_RWops *src);
extern DECLSPEC int SDLCALL IMG_isPCX(SDL_RWops *src);
extern DECLSPEC int SDLCALL IMG_isPNG(SDL_RWops *src);
extern DECLSPEC int SDLCALL IMG_isPNM(SDL_RWops *src);
extern DECLSPEC int SDLCALL IMG_isSVG(SDL_RWops *src);
extern DECLSPEC int SDLCALL IMG_isTIF(SDL_RWops *src);
extern DECLSPEC int SDLCALL IMG_isXCF(SDL_RWops *src);
extern DECLSPEC int SDLCALL IMG_isXPM(SDL_RWops *src);
extern DECLSPEC int SDLCALL IMG_isXV(SDL_RWops *src);
extern DECLSPEC int SDLCALL IMG_isWEBP(SDL_RWops *src);
/* Individual loading functions */
extern DECLSPEC SDL_Surface * SDLCALL IMG_LoadICO_RW(SDL_RWops *src);
extern DECLSPEC SDL_Surface * SDLCALL IMG_LoadCUR_RW(SDL_RWops *src);
extern DECLSPEC SDL_Surface * SDLCALL IMG_LoadBMP_RW(SDL_RWops *src);
extern DECLSPEC SDL_Surface * SDLCALL IMG_LoadGIF_RW(SDL_RWops *src);
extern DECLSPEC SDL_Surface * SDLCALL IMG_LoadJPG_RW(SDL_RWops *src);
extern DECLSPEC SDL_Surface * SDLCALL IMG_LoadLBM_RW(SDL_RWops *src);
extern DECLSPEC SDL_Surface * SDLCALL IMG_LoadPCX_RW(SDL_RWops *src);
extern DECLSPEC SDL_Surface * SDLCALL IMG_LoadPNG_RW(SDL_RWops *src);
extern DECLSPEC SDL_Surface * SDLCALL IMG_LoadPNM_RW(SDL_RWops *src);
extern DECLSPEC SDL_Surface * SDLCALL IMG_LoadSVG_RW(SDL_RWops *src);
extern DECLSPEC SDL_Surface * SDLCALL IMG_LoadTGA_RW(SDL_RWops *src);
extern DECLSPEC SDL_Surface * SDLCALL IMG_LoadTIF_RW(SDL_RWops *src);
extern DECLSPEC SDL_Surface * SDLCALL IMG_LoadXCF_RW(SDL_RWops *src);
extern DECLSPEC SDL_Surface * SDLCALL IMG_LoadXPM_RW(SDL_RWops *src);
extern DECLSPEC SDL_Surface * SDLCALL IMG_LoadXV_RW(SDL_RWops *src);
extern DECLSPEC SDL_Surface * SDLCALL IMG_LoadWEBP_RW(SDL_RWops *src);
extern DECLSPEC SDL_Surface * SDLCALL IMG_ReadXPMFromArray(char **xpm);
/* Individual saving functions */
extern DECLSPEC int SDLCALL IMG_SavePNG(SDL_Surface *surface, const char *file);
extern DECLSPEC int SDLCALL IMG_SavePNG_RW(SDL_Surface *surface, SDL_RWops *dst, int freedst);
extern DECLSPEC int SDLCALL IMG_SaveJPG(SDL_Surface *surface, const char *file, int quality);
extern DECLSPEC int SDLCALL IMG_SaveJPG_RW(SDL_Surface *surface, SDL_RWops *dst, int freedst, int quality);
/* We'll use SDL for reporting errors */
#define IMG_SetError SDL_SetError
#define IMG_GetError SDL_GetError
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_IMAGE_H_ */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_joystick.h
*
* Include file for SDL joystick event handling
*
* The term "device_index" identifies currently plugged in joystick devices between 0 and SDL_NumJoysticks(), with the exact joystick
* behind a device_index changing as joysticks are plugged and unplugged.
*
* The term "instance_id" is the current instantiation of a joystick device in the system, if the joystick is removed and then re-inserted
* then it will get a new instance_id, instance_id's are monotonically increasing identifiers of a joystick plugged in.
*
* The term JoystickGUID is a stable 128-bit identifier for a joystick device that does not change over time, it identifies class of
* the device (a X360 wired controller for example). This identifier is platform dependent.
*
*
*/
#ifndef SDL_joystick_h_
#define SDL_joystick_h_
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \file SDL_joystick.h
*
* In order to use these functions, SDL_Init() must have been called
* with the ::SDL_INIT_JOYSTICK flag. This causes SDL to scan the system
* for joysticks, and load appropriate drivers.
*
* If you would like to receive joystick updates while the application
* is in the background, you should set the following hint before calling
* SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
*/
/**
* The joystick structure used to identify an SDL joystick
*/
struct _SDL_Joystick;
typedef struct _SDL_Joystick SDL_Joystick;
/* A structure that encodes the stable unique id for a joystick device */
typedef struct {
Uint8 data[16];
} SDL_JoystickGUID;
/**
* 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, /* <= 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
*/
extern DECLSPEC int SDLCALL SDL_NumJoysticks(void);
/**
* Get the implementation dependent name of a joystick.
* This can be called before any joysticks are opened.
* If no name can be found, this function returns NULL.
*/
extern DECLSPEC const char *SDLCALL SDL_JoystickNameForIndex(int device_index);
/**
* 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.
* This index is not the value which will identify this joystick in future
* joystick events. The joystick's instance id (::SDL_JoystickID) will be used
* there instead.
*
* \return A joystick identifier, or NULL if an error occurred.
*/
extern DECLSPEC SDL_Joystick *SDLCALL SDL_JoystickOpen(int device_index);
/**
* Return the SDL_Joystick associated with an instance id.
*/
extern DECLSPEC SDL_Joystick *SDLCALL SDL_JoystickFromInstanceID(SDL_JoystickID instance_id);
/**
* Return the SDL_Joystick associated with a player index.
*/
extern DECLSPEC SDL_Joystick *SDLCALL SDL_JoystickFromPlayerIndex(int player_index);
/**
* Return the name for this currently opened joystick.
* If no name can be found, this function returns NULL.
*/
extern DECLSPEC const char *SDLCALL SDL_JoystickName(SDL_Joystick * joystick);
/**
* 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 int SDLCALL SDL_JoystickGetPlayerIndex(SDL_Joystick * joystick);
/**
* Set the player index of an opened joystick
*/
extern DECLSPEC void SDLCALL SDL_JoystickSetPlayerIndex(SDL_Joystick * joystick, int player_index);
/**
* 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).
*/
extern DECLSPEC void SDLCALL SDL_JoystickGetGUIDString(SDL_JoystickGUID guid, char *pszGUID, int cbGUID);
/**
* Convert a string into a joystick guid
*/
extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetGUIDFromString(const char *pchGUID);
/**
* Returns SDL_TRUE if the joystick has been opened and currently connected, or SDL_FALSE if it has not.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_JoystickGetAttached(SDL_Joystick * joystick);
/**
* Get the instance ID of an opened joystick or -1 if the joystick is invalid.
*/
extern DECLSPEC SDL_JoystickID SDLCALL SDL_JoystickInstanceID(SDL_Joystick * joystick);
/**
* Get the number of general axis controls on a joystick.
*/
extern DECLSPEC int SDLCALL SDL_JoystickNumAxes(SDL_Joystick * joystick);
/**
* Get the number of trackballs on a joystick.
*
* Joystick trackballs have only relative motion events associated
* with them and their state cannot be polled.
*/
extern DECLSPEC int SDLCALL SDL_JoystickNumBalls(SDL_Joystick * joystick);
/**
* Get the number of POV hats on a joystick.
*/
extern DECLSPEC int SDLCALL SDL_JoystickNumHats(SDL_Joystick * joystick);
/**
* Get the number of buttons on a joystick.
*/
extern DECLSPEC int SDLCALL SDL_JoystickNumButtons(SDL_Joystick * joystick);
/**
* Update the current state of the open joysticks.
*
* This is called automatically by the event loop if any joystick
* events are enabled.
*/
extern DECLSPEC void SDLCALL SDL_JoystickUpdate(void);
/**
* Enable/disable joystick event polling.
*
* If joystick events are disabled, you must call SDL_JoystickUpdate()
* yourself and check the state of the joystick when you want joystick
* information.
*
* The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
*/
extern DECLSPEC int SDLCALL SDL_JoystickEventState(int state);
#define SDL_JOYSTICK_AXIS_MAX 32767
#define SDL_JOYSTICK_AXIS_MIN -32768
/**
* Get the current state of an axis control on a joystick.
*
* The state is a value ranging from -32768 to 32767.
*
* The axis indices start at index 0.
*/
extern DECLSPEC Sint16 SDLCALL SDL_JoystickGetAxis(SDL_Joystick * joystick,
int axis);
/**
* 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
*/
/* @{ */
#define SDL_HAT_CENTERED 0x00
#define SDL_HAT_UP 0x01
#define SDL_HAT_RIGHT 0x02
#define SDL_HAT_DOWN 0x04
#define SDL_HAT_LEFT 0x08
#define SDL_HAT_RIGHTUP (SDL_HAT_RIGHT|SDL_HAT_UP)
#define SDL_HAT_RIGHTDOWN (SDL_HAT_RIGHT|SDL_HAT_DOWN)
#define SDL_HAT_LEFTUP (SDL_HAT_LEFT|SDL_HAT_UP)
#define SDL_HAT_LEFTDOWN (SDL_HAT_LEFT|SDL_HAT_DOWN)
/* @} */
/**
* Get the current state of a POV hat on a joystick.
*
* The hat indices start at index 0.
*
* \return The return value is one of the following positions:
* - ::SDL_HAT_CENTERED
* - ::SDL_HAT_UP
* - ::SDL_HAT_RIGHT
* - ::SDL_HAT_DOWN
* - ::SDL_HAT_LEFT
* - ::SDL_HAT_RIGHTUP
* - ::SDL_HAT_RIGHTDOWN
* - ::SDL_HAT_LEFTUP
* - ::SDL_HAT_LEFTDOWN
*/
extern DECLSPEC Uint8 SDLCALL SDL_JoystickGetHat(SDL_Joystick * joystick,
int hat);
/**
* Get the ball axis change since the last poll.
*
* \return 0, or -1 if you passed it invalid parameters.
*
* The ball indices start at index 0.
*/
extern DECLSPEC int SDLCALL SDL_JoystickGetBall(SDL_Joystick * joystick,
int ball, int *dx, int *dy);
/**
* Get the current state of a button on a joystick.
*
* The button indices start at index 0.
*/
extern DECLSPEC Uint8 SDLCALL SDL_JoystickGetButton(SDL_Joystick * joystick,
int button);
/**
* 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().
*/
extern DECLSPEC void SDLCALL SDL_JoystickClose(SDL_Joystick * joystick);
/**
* Return the battery level of this joystick
*/
extern DECLSPEC SDL_JoystickPowerLevel SDLCALL SDL_JoystickCurrentPowerLevel(SDL_Joystick * joystick);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_joystick_h_ */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_keyboard.h
*
* Include file for SDL keyboard event handling
*/
#ifndef SDL_keyboard_h_
#define SDL_keyboard_h_
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_keycode.h"
#include "SDL_video.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \brief The SDL keysym structure, used in key events.
*
* \note If you are looking for translated character input, see the ::SDL_TEXTINPUT event.
*/
typedef struct SDL_Keysym
{
SDL_Scancode scancode; /**< SDL physical key code - see ::SDL_Scancode for details */
SDL_Keycode sym; /**< SDL virtual key code - see ::SDL_Keycode for details */
Uint16 mod; /**< current key modifiers */
Uint32 unused;
} SDL_Keysym;
/* Function prototypes */
/**
* \brief Get the window which currently has keyboard focus.
*/
extern DECLSPEC SDL_Window * SDLCALL SDL_GetKeyboardFocus(void);
/**
* \brief Get a snapshot of the current state of the keyboard.
*
* \param numkeys if non-NULL, receives the length of the returned array.
*
* \return An array of key states. Indexes into this array are obtained by using ::SDL_Scancode values.
*
* \b Example:
* \code
* const Uint8 *state = SDL_GetKeyboardState(NULL);
* if ( state[SDL_SCANCODE_RETURN] ) {
* printf("<RETURN> is pressed.\n");
* }
* \endcode
*/
extern DECLSPEC const Uint8 *SDLCALL SDL_GetKeyboardState(int *numkeys);
/**
* \brief Get the current key modifier state for the keyboard.
*/
extern DECLSPEC SDL_Keymod SDLCALL SDL_GetModState(void);
/**
* \brief Set the current key modifier state for the keyboard.
*
* \note This does not change the keyboard state, only the key modifier flags.
*/
extern DECLSPEC void SDLCALL SDL_SetModState(SDL_Keymod modstate);
/**
* \brief Get the key code corresponding to the given scancode according
* to the current keyboard layout.
*
* See ::SDL_Keycode for details.
*
* \sa SDL_GetKeyName()
*/
extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromScancode(SDL_Scancode scancode);
/**
* \brief Get the scancode corresponding to the given key code according to the
* current keyboard layout.
*
* See ::SDL_Scancode for details.
*
* \sa SDL_GetScancodeName()
*/
extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromKey(SDL_Keycode key);
/**
* \brief Get a human-readable name for a scancode.
*
* \return A pointer to the name for the scancode.
* If the scancode doesn't have a name, this function returns
* an empty string ("").
*
* \sa SDL_Scancode
*/
extern DECLSPEC const char *SDLCALL SDL_GetScancodeName(SDL_Scancode scancode);
/**
* \brief Get a scancode from a human-readable name
*
* \return scancode, or SDL_SCANCODE_UNKNOWN if the name wasn't recognized
*
* \sa SDL_Scancode
*/
extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromName(const char *name);
/**
* \brief Get a human-readable name for a key.
*
* \return A pointer to a UTF-8 string that stays valid at least until the next
* call to this function. If you need it around any longer, you must
* copy it. If the key doesn't have a name, this function returns an
* empty string ("").
*
* \sa SDL_Keycode
*/
extern DECLSPEC const char *SDLCALL SDL_GetKeyName(SDL_Keycode key);
/**
* \brief Get a key code from a human-readable name
*
* \return key code, or SDLK_UNKNOWN if the name wasn't recognized
*
* \sa SDL_Keycode
*/
extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromName(const char *name);
/**
* \brief Start accepting Unicode text input events.
* This function will show the on-screen keyboard if supported.
*
* \sa SDL_StopTextInput()
* \sa SDL_SetTextInputRect()
* \sa SDL_HasScreenKeyboardSupport()
*/
extern DECLSPEC void SDLCALL SDL_StartTextInput(void);
/**
* \brief Return whether or not Unicode text input events are enabled.
*
* \sa SDL_StartTextInput()
* \sa SDL_StopTextInput()
*/
extern DECLSPEC SDL_bool SDLCALL SDL_IsTextInputActive(void);
/**
* \brief Stop receiving any text input events.
* This function will hide the on-screen keyboard if supported.
*
* \sa SDL_StartTextInput()
* \sa SDL_HasScreenKeyboardSupport()
*/
extern DECLSPEC void SDLCALL SDL_StopTextInput(void);
/**
* \brief Set the rectangle used to type Unicode text inputs.
* This is used as a hint for IME and on-screen keyboard placement.
*
* \sa SDL_StartTextInput()
*/
extern DECLSPEC void SDLCALL SDL_SetTextInputRect(SDL_Rect *rect);
/**
* \brief Returns whether the platform has some screen keyboard support.
*
* \return SDL_TRUE if some keyboard support is available else SDL_FALSE.
*
* \note Not all screen keyboard functions are supported on all platforms.
*
* \sa SDL_IsScreenKeyboardShown()
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasScreenKeyboardSupport(void);
/**
* \brief Returns whether the screen keyboard is shown for given window.
*
* \param window The window for which screen keyboard should be queried.
*
* \return SDL_TRUE if screen keyboard is shown else SDL_FALSE.
*
* \sa SDL_HasScreenKeyboardSupport()
*/
extern DECLSPEC SDL_bool SDLCALL SDL_IsScreenKeyboardShown(SDL_Window *window);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_keyboard_h_ */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_keycode.h
*
* Defines constants which identify keyboard keys and modifiers.
*/
#ifndef SDL_keycode_h_
#define SDL_keycode_h_
#include "SDL_stdinc.h"
#include "SDL_scancode.h"
/**
* \brief The SDL virtual key representation.
*
* Values of this type are used to represent keyboard keys using the current
* layout of the keyboard. These values include Unicode values representing
* the unmodified character that would be generated by pressing the key, or
* an SDLK_* constant for those keys that do not generate characters.
*
* 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;
#define SDLK_SCANCODE_MASK (1<<30)
#define SDL_SCANCODE_TO_KEYCODE(X) (X | SDLK_SCANCODE_MASK)
typedef enum
{
SDLK_UNKNOWN = 0,
SDLK_RETURN = '\r',
SDLK_ESCAPE = '\033',
SDLK_BACKSPACE = '\b',
SDLK_TAB = '\t',
SDLK_SPACE = ' ',
SDLK_EXCLAIM = '!',
SDLK_QUOTEDBL = '"',
SDLK_HASH = '#',
SDLK_PERCENT = '%',
SDLK_DOLLAR = '$',
SDLK_AMPERSAND = '&',
SDLK_QUOTE = '\'',
SDLK_LEFTPAREN = '(',
SDLK_RIGHTPAREN = ')',
SDLK_ASTERISK = '*',
SDLK_PLUS = '+',
SDLK_COMMA = ',',
SDLK_MINUS = '-',
SDLK_PERIOD = '.',
SDLK_SLASH = '/',
SDLK_0 = '0',
SDLK_1 = '1',
SDLK_2 = '2',
SDLK_3 = '3',
SDLK_4 = '4',
SDLK_5 = '5',
SDLK_6 = '6',
SDLK_7 = '7',
SDLK_8 = '8',
SDLK_9 = '9',
SDLK_COLON = ':',
SDLK_SEMICOLON = ';',
SDLK_LESS = '<',
SDLK_EQUALS = '=',
SDLK_GREATER = '>',
SDLK_QUESTION = '?',
SDLK_AT = '@',
/*
Skip uppercase letters
*/
SDLK_LEFTBRACKET = '[',
SDLK_BACKSLASH = '\\',
SDLK_RIGHTBRACKET = ']',
SDLK_CARET = '^',
SDLK_UNDERSCORE = '_',
SDLK_BACKQUOTE = '`',
SDLK_a = 'a',
SDLK_b = 'b',
SDLK_c = 'c',
SDLK_d = 'd',
SDLK_e = 'e',
SDLK_f = 'f',
SDLK_g = 'g',
SDLK_h = 'h',
SDLK_i = 'i',
SDLK_j = 'j',
SDLK_k = 'k',
SDLK_l = 'l',
SDLK_m = 'm',
SDLK_n = 'n',
SDLK_o = 'o',
SDLK_p = 'p',
SDLK_q = 'q',
SDLK_r = 'r',
SDLK_s = 's',
SDLK_t = 't',
SDLK_u = 'u',
SDLK_v = 'v',
SDLK_w = 'w',
SDLK_x = 'x',
SDLK_y = 'y',
SDLK_z = 'z',
SDLK_CAPSLOCK = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CAPSLOCK),
SDLK_F1 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F1),
SDLK_F2 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F2),
SDLK_F3 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F3),
SDLK_F4 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F4),
SDLK_F5 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F5),
SDLK_F6 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F6),
SDLK_F7 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F7),
SDLK_F8 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F8),
SDLK_F9 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F9),
SDLK_F10 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F10),
SDLK_F11 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F11),
SDLK_F12 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F12),
SDLK_PRINTSCREEN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PRINTSCREEN),
SDLK_SCROLLLOCK = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SCROLLLOCK),
SDLK_PAUSE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAUSE),
SDLK_INSERT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_INSERT),
SDLK_HOME = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_HOME),
SDLK_PAGEUP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAGEUP),
SDLK_DELETE = '\177',
SDLK_END = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_END),
SDLK_PAGEDOWN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAGEDOWN),
SDLK_RIGHT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RIGHT),
SDLK_LEFT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LEFT),
SDLK_DOWN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_DOWN),
SDLK_UP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_UP),
SDLK_NUMLOCKCLEAR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_NUMLOCKCLEAR),
SDLK_KP_DIVIDE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DIVIDE),
SDLK_KP_MULTIPLY = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MULTIPLY),
SDLK_KP_MINUS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MINUS),
SDLK_KP_PLUS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PLUS),
SDLK_KP_ENTER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_ENTER),
SDLK_KP_1 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_1),
SDLK_KP_2 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_2),
SDLK_KP_3 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_3),
SDLK_KP_4 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_4),
SDLK_KP_5 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_5),
SDLK_KP_6 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_6),
SDLK_KP_7 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_7),
SDLK_KP_8 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_8),
SDLK_KP_9 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_9),
SDLK_KP_0 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_0),
SDLK_KP_PERIOD = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PERIOD),
SDLK_APPLICATION = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_APPLICATION),
SDLK_POWER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_POWER),
SDLK_KP_EQUALS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_EQUALS),
SDLK_F13 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F13),
SDLK_F14 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F14),
SDLK_F15 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F15),
SDLK_F16 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F16),
SDLK_F17 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F17),
SDLK_F18 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F18),
SDLK_F19 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F19),
SDLK_F20 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F20),
SDLK_F21 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F21),
SDLK_F22 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F22),
SDLK_F23 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F23),
SDLK_F24 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F24),
SDLK_EXECUTE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_EXECUTE),
SDLK_HELP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_HELP),
SDLK_MENU = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MENU),
SDLK_SELECT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SELECT),
SDLK_STOP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_STOP),
SDLK_AGAIN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AGAIN),
SDLK_UNDO = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_UNDO),
SDLK_CUT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CUT),
SDLK_COPY = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_COPY),
SDLK_PASTE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PASTE),
SDLK_FIND = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_FIND),
SDLK_MUTE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MUTE),
SDLK_VOLUMEUP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_VOLUMEUP),
SDLK_VOLUMEDOWN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_VOLUMEDOWN),
SDLK_KP_COMMA = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_COMMA),
SDLK_KP_EQUALSAS400 =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_EQUALSAS400),
SDLK_ALTERASE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_ALTERASE),
SDLK_SYSREQ = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SYSREQ),
SDLK_CANCEL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CANCEL),
SDLK_CLEAR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CLEAR),
SDLK_PRIOR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PRIOR),
SDLK_RETURN2 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RETURN2),
SDLK_SEPARATOR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SEPARATOR),
SDLK_OUT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_OUT),
SDLK_OPER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_OPER),
SDLK_CLEARAGAIN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CLEARAGAIN),
SDLK_CRSEL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CRSEL),
SDLK_EXSEL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_EXSEL),
SDLK_KP_00 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_00),
SDLK_KP_000 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_000),
SDLK_THOUSANDSSEPARATOR =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_THOUSANDSSEPARATOR),
SDLK_DECIMALSEPARATOR =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_DECIMALSEPARATOR),
SDLK_CURRENCYUNIT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CURRENCYUNIT),
SDLK_CURRENCYSUBUNIT =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CURRENCYSUBUNIT),
SDLK_KP_LEFTPAREN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_LEFTPAREN),
SDLK_KP_RIGHTPAREN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_RIGHTPAREN),
SDLK_KP_LEFTBRACE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_LEFTBRACE),
SDLK_KP_RIGHTBRACE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_RIGHTBRACE),
SDLK_KP_TAB = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_TAB),
SDLK_KP_BACKSPACE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_BACKSPACE),
SDLK_KP_A = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_A),
SDLK_KP_B = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_B),
SDLK_KP_C = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_C),
SDLK_KP_D = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_D),
SDLK_KP_E = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_E),
SDLK_KP_F = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_F),
SDLK_KP_XOR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_XOR),
SDLK_KP_POWER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_POWER),
SDLK_KP_PERCENT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PERCENT),
SDLK_KP_LESS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_LESS),
SDLK_KP_GREATER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_GREATER),
SDLK_KP_AMPERSAND = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_AMPERSAND),
SDLK_KP_DBLAMPERSAND =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DBLAMPERSAND),
SDLK_KP_VERTICALBAR =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_VERTICALBAR),
SDLK_KP_DBLVERTICALBAR =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DBLVERTICALBAR),
SDLK_KP_COLON = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_COLON),
SDLK_KP_HASH = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_HASH),
SDLK_KP_SPACE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_SPACE),
SDLK_KP_AT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_AT),
SDLK_KP_EXCLAM = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_EXCLAM),
SDLK_KP_MEMSTORE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMSTORE),
SDLK_KP_MEMRECALL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMRECALL),
SDLK_KP_MEMCLEAR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMCLEAR),
SDLK_KP_MEMADD = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMADD),
SDLK_KP_MEMSUBTRACT =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMSUBTRACT),
SDLK_KP_MEMMULTIPLY =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMMULTIPLY),
SDLK_KP_MEMDIVIDE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMDIVIDE),
SDLK_KP_PLUSMINUS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PLUSMINUS),
SDLK_KP_CLEAR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_CLEAR),
SDLK_KP_CLEARENTRY = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_CLEARENTRY),
SDLK_KP_BINARY = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_BINARY),
SDLK_KP_OCTAL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_OCTAL),
SDLK_KP_DECIMAL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DECIMAL),
SDLK_KP_HEXADECIMAL =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_HEXADECIMAL),
SDLK_LCTRL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LCTRL),
SDLK_LSHIFT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LSHIFT),
SDLK_LALT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LALT),
SDLK_LGUI = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LGUI),
SDLK_RCTRL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RCTRL),
SDLK_RSHIFT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RSHIFT),
SDLK_RALT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RALT),
SDLK_RGUI = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RGUI),
SDLK_MODE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MODE),
SDLK_AUDIONEXT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIONEXT),
SDLK_AUDIOPREV = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOPREV),
SDLK_AUDIOSTOP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOSTOP),
SDLK_AUDIOPLAY = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOPLAY),
SDLK_AUDIOMUTE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOMUTE),
SDLK_MEDIASELECT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIASELECT),
SDLK_WWW = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_WWW),
SDLK_MAIL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MAIL),
SDLK_CALCULATOR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CALCULATOR),
SDLK_COMPUTER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_COMPUTER),
SDLK_AC_SEARCH = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_SEARCH),
SDLK_AC_HOME = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_HOME),
SDLK_AC_BACK = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_BACK),
SDLK_AC_FORWARD = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_FORWARD),
SDLK_AC_STOP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_STOP),
SDLK_AC_REFRESH = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_REFRESH),
SDLK_AC_BOOKMARKS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_BOOKMARKS),
SDLK_BRIGHTNESSDOWN =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_BRIGHTNESSDOWN),
SDLK_BRIGHTNESSUP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_BRIGHTNESSUP),
SDLK_DISPLAYSWITCH = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_DISPLAYSWITCH),
SDLK_KBDILLUMTOGGLE =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KBDILLUMTOGGLE),
SDLK_KBDILLUMDOWN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KBDILLUMDOWN),
SDLK_KBDILLUMUP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KBDILLUMUP),
SDLK_EJECT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_EJECT),
SDLK_SLEEP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SLEEP),
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)
} SDL_KeyCode;
/**
* \brief Enumeration of valid key mods (possibly OR'd together).
*/
typedef enum
{
KMOD_NONE = 0x0000,
KMOD_LSHIFT = 0x0001,
KMOD_RSHIFT = 0x0002,
KMOD_LCTRL = 0x0040,
KMOD_RCTRL = 0x0080,
KMOD_LALT = 0x0100,
KMOD_RALT = 0x0200,
KMOD_LGUI = 0x0400,
KMOD_RGUI = 0x0800,
KMOD_NUM = 0x1000,
KMOD_CAPS = 0x2000,
KMOD_MODE = 0x4000,
KMOD_RESERVED = 0x8000
} SDL_Keymod;
#define KMOD_CTRL (KMOD_LCTRL|KMOD_RCTRL)
#define KMOD_SHIFT (KMOD_LSHIFT|KMOD_RSHIFT)
#define KMOD_ALT (KMOD_LALT|KMOD_RALT)
#define KMOD_GUI (KMOD_LGUI|KMOD_RGUI)
#endif /* SDL_keycode_h_ */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_loadso.h
*
* System dependent library loading routines
*
* Some things to keep in mind:
* \li These functions only work on C function names. Other languages may
* have name mangling and intrinsic language support that varies from
* compiler to compiler.
* \li Make sure you declare your function pointers with the same calling
* convention as the actual library function. Your code will crash
* mysteriously if you do not do this.
* \li Avoid namespace collisions. If you load a symbol from the library,
* it is not defined whether or not it goes into the global symbol
* namespace for the application. If it does and it conflicts with
* symbols in your code or other shared libraries, you will not get
* the results you expect. :)
*/
#ifndef SDL_loadso_h_
#define SDL_loadso_h_
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* This function dynamically loads a shared object and returns a pointer
* to the object handle (or NULL if there was an error).
* The 'sofile' parameter is a system dependent name of the object file.
*/
extern DECLSPEC void *SDLCALL SDL_LoadObject(const char *sofile);
/**
* Given an object handle, this function looks up the address of the
* named function in the shared object and returns it. This address
* is no longer valid after calling SDL_UnloadObject().
*/
extern DECLSPEC void *SDLCALL SDL_LoadFunction(void *handle,
const char *name);
/**
* Unload a shared object from memory.
*/
extern DECLSPEC void SDLCALL SDL_UnloadObject(void *handle);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_loadso_h_ */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_log.h
*
* Simple log messages with categories and priorities.
*
* By default logs are quiet, but if you're debugging SDL you might want:
*
* SDL_LogSetAllPriority(SDL_LOG_PRIORITY_WARN);
*
* Here's where the messages go on different platforms:
* Windows: debug output stream
* Android: log output
* Others: standard error output (stderr)
*/
#ifndef SDL_log_h_
#define SDL_log_h_
#include "SDL_stdinc.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \brief The maximum size of a log message
*
* Messages longer than the maximum size will be truncated
*/
#define SDL_MAX_LOG_MESSAGE 4096
/**
* \brief The predefined log categories
*
* By default the application category is enabled at the INFO level,
* the assert category is enabled at the WARN level, test is enabled
* at the VERBOSE level and all other categories are enabled at the
* CRITICAL level.
*/
typedef enum
{
SDL_LOG_CATEGORY_APPLICATION,
SDL_LOG_CATEGORY_ERROR,
SDL_LOG_CATEGORY_ASSERT,
SDL_LOG_CATEGORY_SYSTEM,
SDL_LOG_CATEGORY_AUDIO,
SDL_LOG_CATEGORY_VIDEO,
SDL_LOG_CATEGORY_RENDER,
SDL_LOG_CATEGORY_INPUT,
SDL_LOG_CATEGORY_TEST,
/* Reserved for future SDL library use */
SDL_LOG_CATEGORY_RESERVED1,
SDL_LOG_CATEGORY_RESERVED2,
SDL_LOG_CATEGORY_RESERVED3,
SDL_LOG_CATEGORY_RESERVED4,
SDL_LOG_CATEGORY_RESERVED5,
SDL_LOG_CATEGORY_RESERVED6,
SDL_LOG_CATEGORY_RESERVED7,
SDL_LOG_CATEGORY_RESERVED8,
SDL_LOG_CATEGORY_RESERVED9,
SDL_LOG_CATEGORY_RESERVED10,
/* Beyond this point is reserved for application use, e.g.
enum {
MYAPP_CATEGORY_AWESOME1 = SDL_LOG_CATEGORY_CUSTOM,
MYAPP_CATEGORY_AWESOME2,
MYAPP_CATEGORY_AWESOME3,
...
};
*/
SDL_LOG_CATEGORY_CUSTOM
} SDL_LogCategory;
/**
* \brief The predefined log priorities
*/
typedef enum
{
SDL_LOG_PRIORITY_VERBOSE = 1,
SDL_LOG_PRIORITY_DEBUG,
SDL_LOG_PRIORITY_INFO,
SDL_LOG_PRIORITY_WARN,
SDL_LOG_PRIORITY_ERROR,
SDL_LOG_PRIORITY_CRITICAL,
SDL_NUM_LOG_PRIORITIES
} SDL_LogPriority;
/**
* \brief Set the priority of all log categories
*/
extern DECLSPEC void SDLCALL SDL_LogSetAllPriority(SDL_LogPriority priority);
/**
* \brief Set the priority of a particular log category
*/
extern DECLSPEC void SDLCALL SDL_LogSetPriority(int category,
SDL_LogPriority priority);
/**
* \brief Get the priority of a particular log category
*/
extern DECLSPEC SDL_LogPriority SDLCALL SDL_LogGetPriority(int category);
/**
* \brief Reset all priorities to default.
*
* \note This is called in SDL_Quit().
*/
extern DECLSPEC void SDLCALL SDL_LogResetPriorities(void);
/**
* \brief Log a message with SDL_LOG_CATEGORY_APPLICATION and SDL_LOG_PRIORITY_INFO
*/
extern DECLSPEC void SDLCALL SDL_Log(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1);
/**
* \brief Log a message with SDL_LOG_PRIORITY_VERBOSE
*/
extern DECLSPEC void SDLCALL SDL_LogVerbose(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
/**
* \brief Log a message with SDL_LOG_PRIORITY_DEBUG
*/
extern DECLSPEC void SDLCALL SDL_LogDebug(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
/**
* \brief Log a message with SDL_LOG_PRIORITY_INFO
*/
extern DECLSPEC void SDLCALL SDL_LogInfo(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
/**
* \brief Log a message with SDL_LOG_PRIORITY_WARN
*/
extern DECLSPEC void SDLCALL SDL_LogWarn(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
/**
* \brief Log a message with SDL_LOG_PRIORITY_ERROR
*/
extern DECLSPEC void SDLCALL SDL_LogError(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
/**
* \brief Log a message with SDL_LOG_PRIORITY_CRITICAL
*/
extern DECLSPEC void SDLCALL SDL_LogCritical(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
/**
* \brief Log a message with the specified category and priority.
*/
extern DECLSPEC void SDLCALL SDL_LogMessage(int category,
SDL_LogPriority priority,
SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(3);
/**
* \brief Log a message with the specified category and priority.
*/
extern DECLSPEC void SDLCALL SDL_LogMessageV(int category,
SDL_LogPriority priority,
const char *fmt, va_list ap);
/**
* \brief The prototype for the log output function
*/
typedef void (SDLCALL *SDL_LogOutputFunction)(void *userdata, int category, SDL_LogPriority priority, const char *message);
/**
* \brief Get the current log output function.
*/
extern DECLSPEC void SDLCALL SDL_LogGetOutputFunction(SDL_LogOutputFunction *callback, void **userdata);
/**
* \brief This function allows you to replace the default log output
* function with one of your own.
*/
extern DECLSPEC void SDLCALL SDL_LogSetOutputFunction(SDL_LogOutputFunction callback, void *userdata);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_log_h_ */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SDL_main_h_
#define SDL_main_h_
#include "SDL_stdinc.h"
/**
* \file SDL_main.h
*
* Redefine main() on some platforms so that it is called by SDL.
*/
#ifndef SDL_MAIN_HANDLED
#if defined(__WIN32__)
/* On Windows SDL provides WinMain(), which parses the command line and passes
the arguments to your main function.
If you provide your own WinMain(), you may define SDL_MAIN_HANDLED
*/
#define SDL_MAIN_AVAILABLE
#elif defined(__WINRT__)
/* On WinRT, SDL provides a main function that initializes CoreApplication,
creating an instance of IFrameworkView in the process.
Please note that #include'ing SDL_main.h is not enough to get a main()
function working. In non-XAML apps, the file,
src/main/winrt/SDL_WinRT_main_NonXAML.cpp, or a copy of it, must be compiled
into the app itself. In XAML apps, the function, SDL_WinRTRunApp must be
called, with a pointer to the Direct3D-hosted XAML control passed in.
*/
#define SDL_MAIN_NEEDED
#elif defined(__IPHONEOS__)
/* On iOS SDL provides a main function that creates an application delegate
and starts the iOS application run loop.
If you link with SDL dynamically on iOS, the main function can't be in a
shared library, so you need to link with libSDLmain.a, which includes a
stub main function that calls into the shared library to start execution.
See src/video/uikit/SDL_uikitappdelegate.m for more details.
*/
#define SDL_MAIN_NEEDED
#elif defined(__ANDROID__)
/* On Android SDL provides a Java class in SDLActivity.java that is the
main activity entry point.
See 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
starting the user main function.
All user code is run in a separate thread by ppapi_simple, thus
allowing for blocking io to take place via nacl_io
*/
#define SDL_MAIN_NEEDED
#endif
#endif /* SDL_MAIN_HANDLED */
#ifndef SDLMAIN_DECLSPEC
#define SDLMAIN_DECLSPEC
#endif
/**
* \file SDL_main.h
*
* The application's main() function must be called with C linkage,
* and should be declared like this:
* \code
* #ifdef __cplusplus
* extern "C"
* #endif
* int main(int argc, char *argv[])
* {
* }
* \endcode
*/
#if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE)
#define main SDL_main
#endif
#include "begin_code.h"
#ifdef __cplusplus
extern "C" {
#endif
/**
* The prototype for the application's main() function
*/
typedef int (*SDL_main_func)(int argc, char *argv[]);
extern SDLMAIN_DECLSPEC int SDL_main(int argc, char *argv[]);
/**
* This is called by the real SDL main function to let the rest of the
* library know that initialization was done properly.
*
* Calling this yourself without knowing what you're doing can cause
* crashes and hard to diagnose problems with your application.
*/
extern DECLSPEC void SDLCALL SDL_SetMainReady(void);
#ifdef __WIN32__
/**
* This can be called to set the application class at startup
*/
extern DECLSPEC int SDLCALL SDL_RegisterApp(char *name, Uint32 style, void *hInst);
extern DECLSPEC void SDLCALL SDL_UnregisterApp(void);
#endif /* __WIN32__ */
#ifdef __WINRT__
/**
* \brief Initializes and launches an SDL/WinRT application.
*
* \param mainFunction The SDL app's C-style main().
* \param reserved Reserved for future use; should be NULL
* \return 0 on success, -1 on failure. On failure, use SDL_GetError to retrieve more
* information on the failure.
*/
extern DECLSPEC int SDLCALL SDL_WinRTRunApp(SDL_main_func mainFunction, void * reserved);
#endif /* __WINRT__ */
#if defined(__IPHONEOS__)
/**
* \brief Initializes and launches an SDL application.
*
* \param argc The argc parameter from the application's main() function
* \param argv The argv parameter from the application's main() function
* \param mainFunction The SDL app's C-style main().
* \return the return value from mainFunction
*/
extern DECLSPEC int SDLCALL SDL_UIKitRunApp(int argc, char *argv[], SDL_main_func mainFunction);
#endif /* __IPHONEOS__ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_main_h_ */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SDL_messagebox_h_
#define SDL_messagebox_h_
#include "SDL_stdinc.h"
#include "SDL_video.h" /* For SDL_Window */
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \brief SDL_MessageBox flags. If supported will display warning icon, etc.
*/
typedef enum
{
SDL_MESSAGEBOX_ERROR = 0x00000010, /**< error dialog */
SDL_MESSAGEBOX_WARNING = 0x00000020, /**< warning dialog */
SDL_MESSAGEBOX_INFORMATION = 0x00000040, /**< informational dialog */
SDL_MESSAGEBOX_BUTTONS_LEFT_TO_RIGHT = 0x00000080, /**< buttons placed left to right */
SDL_MESSAGEBOX_BUTTONS_RIGHT_TO_LEFT = 0x00000100 /**< buttons placed right to left */
} SDL_MessageBoxFlags;
/**
* \brief Flags for SDL_MessageBoxButtonData.
*/
typedef enum
{
SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT = 0x00000001, /**< Marks the default button when return is hit */
SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT = 0x00000002 /**< Marks the default button when escape is hit */
} SDL_MessageBoxButtonFlags;
/**
* \brief Individual button data.
*/
typedef struct
{
Uint32 flags; /**< ::SDL_MessageBoxButtonFlags */
int buttonid; /**< User defined button id (value returned via SDL_ShowMessageBox) */
const char * text; /**< The UTF-8 button text */
} SDL_MessageBoxButtonData;
/**
* \brief RGB value used in a message box color scheme
*/
typedef struct
{
Uint8 r, g, b;
} SDL_MessageBoxColor;
typedef enum
{
SDL_MESSAGEBOX_COLOR_BACKGROUND,
SDL_MESSAGEBOX_COLOR_TEXT,
SDL_MESSAGEBOX_COLOR_BUTTON_BORDER,
SDL_MESSAGEBOX_COLOR_BUTTON_BACKGROUND,
SDL_MESSAGEBOX_COLOR_BUTTON_SELECTED,
SDL_MESSAGEBOX_COLOR_MAX
} SDL_MessageBoxColorType;
/**
* \brief A set of colors to use for message box dialogs
*/
typedef struct
{
SDL_MessageBoxColor colors[SDL_MESSAGEBOX_COLOR_MAX];
} SDL_MessageBoxColorScheme;
/**
* \brief MessageBox structure containing title, text, window, etc.
*/
typedef struct
{
Uint32 flags; /**< ::SDL_MessageBoxFlags */
SDL_Window *window; /**< Parent window, can be NULL */
const char *title; /**< UTF-8 title */
const char *message; /**< UTF-8 message text */
int numbuttons;
const SDL_MessageBoxButtonData *buttons;
const SDL_MessageBoxColorScheme *colorScheme; /**< ::SDL_MessageBoxColorScheme, can be NULL to use system settings */
} SDL_MessageBoxData;
/**
* \brief Create a modal message box.
*
* \param messageboxdata The SDL_MessageBoxData structure with title, text, etc.
* \param buttonid The pointer to which user id of hit button should be copied.
*
* \return -1 on error, otherwise 0 and buttonid contains user id of button
* hit or -1 if dialog was closed.
*
* \note This function should be called on the thread that created the parent
* window, or on the main thread if the messagebox has no parent. It will
* block execution of that thread until the user clicks a button or
* closes the messagebox.
*/
extern DECLSPEC int SDLCALL SDL_ShowMessageBox(const SDL_MessageBoxData *messageboxdata, int *buttonid);
/**
* \brief Create a simple modal message box
*
* \param flags ::SDL_MessageBoxFlags
* \param title UTF-8 title text
* \param message UTF-8 message text
* \param window The parent window, or NULL for no parent
*
* \return 0 on success, -1 on error
*
* \sa SDL_ShowMessageBox
*/
extern DECLSPEC int SDLCALL SDL_ShowSimpleMessageBox(Uint32 flags, const char *title, const char *message, SDL_Window *window);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_messagebox_h_ */
/* vi: set ts=4 sw=4 expandtab: */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_metal.h
*
* Header file for functions to creating Metal layers and views on SDL windows.
*/
#ifndef SDL_metal_h_
#define SDL_metal_h_
#include "SDL_video.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \brief A handle to a CAMetalLayer-backed NSView (macOS) or UIView (iOS/tvOS).
*
* \note This can be cast directly to an NSView or UIView.
*/
typedef void *SDL_MetalView;
/**
* \name Metal support functions
*/
/* @{ */
/**
* \brief Create a CAMetalLayer-backed NSView/UIView and attach it to the
* specified window.
*
* On macOS, this does *not* associate a MTLDevice with the CAMetalLayer on its
* own. It is up to user code to do that.
*
* The returned handle can be casted directly to a NSView or UIView, and the
* CAMetalLayer can be accessed from the view's 'layer' property.
*
* \code
* SDL_MetalView metalview = SDL_Metal_CreateView(window);
* UIView *uiview = (__bridge UIView *)metalview;
* CAMetalLayer *metallayer = (CAMetalLayer *)uiview.layer;
* // [...]
* SDL_Metal_DestroyView(metalview);
* \endcode
*
* \sa SDL_Metal_DestroyView
*/
extern DECLSPEC SDL_MetalView SDLCALL SDL_Metal_CreateView(SDL_Window * window);
/**
* \brief Destroy an existing SDL_MetalView object.
*
* This should be called before SDL_DestroyWindow, if SDL_Metal_CreateView was
* called after SDL_CreateWindow.
*
* \sa SDL_Metal_CreateView
*/
extern DECLSPEC void SDLCALL SDL_Metal_DestroyView(SDL_MetalView view);
/* @} *//* Metal support functions */
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_metal_h_ */

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/*
SDL_mixer: An audio mixer library based on the SDL library
Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SDL_MIXER_H_
#define SDL_MIXER_H_
#include "SDL_stdinc.h"
#include "SDL_rwops.h"
#include "SDL_audio.h"
#include "SDL_endian.h"
#include "SDL_version.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* Printable format: "%d.%d.%d", MAJOR, MINOR, PATCHLEVEL
*/
#define SDL_MIXER_MAJOR_VERSION 2
#define SDL_MIXER_MINOR_VERSION 0
#define SDL_MIXER_PATCHLEVEL 4
/* This macro can be used to fill a version structure with the compile-time
* version of the SDL_mixer library.
*/
#define SDL_MIXER_VERSION(X) \
{ \
(X)->major = SDL_MIXER_MAJOR_VERSION; \
(X)->minor = SDL_MIXER_MINOR_VERSION; \
(X)->patch = SDL_MIXER_PATCHLEVEL; \
}
/* Backwards compatibility */
#define MIX_MAJOR_VERSION SDL_MIXER_MAJOR_VERSION
#define MIX_MINOR_VERSION SDL_MIXER_MINOR_VERSION
#define MIX_PATCHLEVEL SDL_MIXER_PATCHLEVEL
#define MIX_VERSION(X) SDL_MIXER_VERSION(X)
/**
* This is the version number macro for the current SDL_mixer version.
*/
#define SDL_MIXER_COMPILEDVERSION \
SDL_VERSIONNUM(SDL_MIXER_MAJOR_VERSION, SDL_MIXER_MINOR_VERSION, SDL_MIXER_PATCHLEVEL)
/**
* This macro will evaluate to true if compiled with SDL_mixer at least X.Y.Z.
*/
#define SDL_MIXER_VERSION_ATLEAST(X, Y, Z) \
(SDL_MIXER_COMPILEDVERSION >= SDL_VERSIONNUM(X, Y, Z))
/* This function gets the version of the dynamically linked SDL_mixer library.
it should NOT be used to fill a version structure, instead you should
use the SDL_MIXER_VERSION() macro.
*/
extern DECLSPEC const SDL_version * SDLCALL Mix_Linked_Version(void);
typedef enum
{
MIX_INIT_FLAC = 0x00000001,
MIX_INIT_MOD = 0x00000002,
MIX_INIT_MP3 = 0x00000008,
MIX_INIT_OGG = 0x00000010,
MIX_INIT_MID = 0x00000020,
MIX_INIT_OPUS = 0x00000040
} MIX_InitFlags;
/* Loads dynamic libraries and prepares them for use. Flags should be
one or more flags from MIX_InitFlags OR'd together.
It returns the flags successfully initialized, or 0 on failure.
*/
extern DECLSPEC int SDLCALL Mix_Init(int flags);
/* Unloads libraries loaded with Mix_Init */
extern DECLSPEC void SDLCALL Mix_Quit(void);
/* The default mixer has 8 simultaneous mixing channels */
#ifndef MIX_CHANNELS
#define MIX_CHANNELS 8
#endif
/* Good default values for a PC soundcard */
#define MIX_DEFAULT_FREQUENCY 22050
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
#define MIX_DEFAULT_FORMAT AUDIO_S16LSB
#else
#define MIX_DEFAULT_FORMAT AUDIO_S16MSB
#endif
#define MIX_DEFAULT_CHANNELS 2
#define MIX_MAX_VOLUME SDL_MIX_MAXVOLUME /* Volume of a chunk */
/* The internal format for an audio chunk */
typedef struct Mix_Chunk {
int allocated;
Uint8 *abuf;
Uint32 alen;
Uint8 volume; /* Per-sample volume, 0-128 */
} Mix_Chunk;
/* The different fading types supported */
typedef enum {
MIX_NO_FADING,
MIX_FADING_OUT,
MIX_FADING_IN
} Mix_Fading;
/* These are types of music files (not libraries used to load them) */
typedef enum {
MUS_NONE,
MUS_CMD,
MUS_WAV,
MUS_MOD,
MUS_MID,
MUS_OGG,
MUS_MP3,
MUS_MP3_MAD_UNUSED,
MUS_FLAC,
MUS_MODPLUG_UNUSED,
MUS_OPUS
} Mix_MusicType;
/* The internal format for a music chunk interpreted via mikmod */
typedef struct _Mix_Music Mix_Music;
/* Open the mixer with a certain audio format */
extern DECLSPEC int SDLCALL Mix_OpenAudio(int frequency, Uint16 format, int channels, int chunksize);
/* Open the mixer with specific device and certain audio format */
extern DECLSPEC int SDLCALL Mix_OpenAudioDevice(int frequency, Uint16 format, int channels, int chunksize, const char* device, int allowed_changes);
/* Dynamically change the number of channels managed by the mixer.
If decreasing the number of channels, the upper channels are
stopped.
This function returns the new number of allocated channels.
*/
extern DECLSPEC int SDLCALL Mix_AllocateChannels(int numchans);
/* Find out what the actual audio device parameters are.
This function returns 1 if the audio has been opened, 0 otherwise.
*/
extern DECLSPEC int SDLCALL Mix_QuerySpec(int *frequency,Uint16 *format,int *channels);
/* Load a wave file or a music (.mod .s3m .it .xm) file */
extern DECLSPEC Mix_Chunk * SDLCALL Mix_LoadWAV_RW(SDL_RWops *src, int freesrc);
#define Mix_LoadWAV(file) Mix_LoadWAV_RW(SDL_RWFromFile(file, "rb"), 1)
extern DECLSPEC Mix_Music * SDLCALL Mix_LoadMUS(const char *file);
/* Load a music file from an SDL_RWop object (Ogg and MikMod specific currently)
Matt Campbell (matt@campbellhome.dhs.org) April 2000 */
extern DECLSPEC Mix_Music * SDLCALL Mix_LoadMUS_RW(SDL_RWops *src, int freesrc);
/* Load a music file from an SDL_RWop object assuming a specific format */
extern DECLSPEC Mix_Music * SDLCALL Mix_LoadMUSType_RW(SDL_RWops *src, Mix_MusicType type, int freesrc);
/* Load a wave file of the mixer format from a memory buffer */
extern DECLSPEC Mix_Chunk * SDLCALL Mix_QuickLoad_WAV(Uint8 *mem);
/* Load raw audio data of the mixer format from a memory buffer */
extern DECLSPEC Mix_Chunk * SDLCALL Mix_QuickLoad_RAW(Uint8 *mem, Uint32 len);
/* Free an audio chunk previously loaded */
extern DECLSPEC void SDLCALL Mix_FreeChunk(Mix_Chunk *chunk);
extern DECLSPEC void SDLCALL Mix_FreeMusic(Mix_Music *music);
/* Get a list of chunk/music decoders that this build of SDL_mixer provides.
This list can change between builds AND runs of the program, if external
libraries that add functionality become available.
You must successfully call Mix_OpenAudio() before calling these functions.
This API is only available in SDL_mixer 1.2.9 and later.
// usage...
int i;
const int total = Mix_GetNumChunkDecoders();
for (i = 0; i < total; i++)
printf("Supported chunk decoder: [%s]\n", Mix_GetChunkDecoder(i));
Appearing in this list doesn't promise your specific audio file will
decode...but it's handy to know if you have, say, a functioning Timidity
install.
These return values are static, read-only data; do not modify or free it.
The pointers remain valid until you call Mix_CloseAudio().
*/
extern DECLSPEC int SDLCALL Mix_GetNumChunkDecoders(void);
extern DECLSPEC const char * SDLCALL Mix_GetChunkDecoder(int index);
extern DECLSPEC SDL_bool SDLCALL Mix_HasChunkDecoder(const char *name);
extern DECLSPEC int SDLCALL Mix_GetNumMusicDecoders(void);
extern DECLSPEC const char * SDLCALL Mix_GetMusicDecoder(int index);
extern DECLSPEC SDL_bool SDLCALL Mix_HasMusicDecoder(const char *name);
/* Find out the music format of a mixer music, or the currently playing
music, if 'music' is NULL.
*/
extern DECLSPEC Mix_MusicType SDLCALL Mix_GetMusicType(const Mix_Music *music);
/* Set a function that is called after all mixing is performed.
This can be used to provide real-time visual display of the audio stream
or add a custom mixer filter for the stream data.
*/
extern DECLSPEC void SDLCALL Mix_SetPostMix(void (SDLCALL *mix_func)(void *udata, Uint8 *stream, int len), void *arg);
/* Add your own music player or additional mixer function.
If 'mix_func' is NULL, the default music player is re-enabled.
*/
extern DECLSPEC void SDLCALL Mix_HookMusic(void (SDLCALL *mix_func)(void *udata, Uint8 *stream, int len), void *arg);
/* Add your own callback for when the music has finished playing or when it is
* stopped from a call to Mix_HaltMusic.
*/
extern DECLSPEC void SDLCALL Mix_HookMusicFinished(void (SDLCALL *music_finished)(void));
/* Get a pointer to the user data for the current music hook */
extern DECLSPEC void * SDLCALL Mix_GetMusicHookData(void);
/*
* Add your own callback when a channel has finished playing. NULL
* to disable callback. The callback may be called from the mixer's audio
* callback or it could be called as a result of Mix_HaltChannel(), etc.
* do not call SDL_LockAudio() from this callback; you will either be
* inside the audio callback, or SDL_mixer will explicitly lock the audio
* before calling your callback.
*/
extern DECLSPEC void SDLCALL Mix_ChannelFinished(void (SDLCALL *channel_finished)(int channel));
/* Special Effects API by ryan c. gordon. (icculus@icculus.org) */
#define MIX_CHANNEL_POST -2
/* This is the format of a special effect callback:
*
* myeffect(int chan, void *stream, int len, void *udata);
*
* (chan) is the channel number that your effect is affecting. (stream) is
* the buffer of data to work upon. (len) is the size of (stream), and
* (udata) is a user-defined bit of data, which you pass as the last arg of
* Mix_RegisterEffect(), and is passed back unmolested to your callback.
* Your effect changes the contents of (stream) based on whatever parameters
* are significant, or just leaves it be, if you prefer. You can do whatever
* you like to the buffer, though, and it will continue in its changed state
* down the mixing pipeline, through any other effect functions, then finally
* to be mixed with the rest of the channels and music for the final output
* stream.
*
* DO NOT EVER call SDL_LockAudio() from your callback function!
*/
typedef void (SDLCALL *Mix_EffectFunc_t)(int chan, void *stream, int len, void *udata);
/*
* This is a callback that signifies that a channel has finished all its
* loops and has completed playback. This gets called if the buffer
* plays out normally, or if you call Mix_HaltChannel(), implicitly stop
* a channel via Mix_AllocateChannels(), or unregister a callback while
* it's still playing.
*
* DO NOT EVER call SDL_LockAudio() from your callback function!
*/
typedef void (SDLCALL *Mix_EffectDone_t)(int chan, void *udata);
/* Register a special effect function. At mixing time, the channel data is
* copied into a buffer and passed through each registered effect function.
* After it passes through all the functions, it is mixed into the final
* output stream. The copy to buffer is performed once, then each effect
* function performs on the output of the previous effect. Understand that
* this extra copy to a buffer is not performed if there are no effects
* registered for a given chunk, which saves CPU cycles, and any given
* effect will be extra cycles, too, so it is crucial that your code run
* fast. Also note that the data that your function is given is in the
* format of the sound device, and not the format you gave to Mix_OpenAudio(),
* although they may in reality be the same. This is an unfortunate but
* necessary speed concern. Use Mix_QuerySpec() to determine if you can
* handle the data before you register your effect, and take appropriate
* actions.
* You may also specify a callback (Mix_EffectDone_t) that is called when
* the channel finishes playing. This gives you a more fine-grained control
* than Mix_ChannelFinished(), in case you need to free effect-specific
* resources, etc. If you don't need this, you can specify NULL.
* You may set the callbacks before or after calling Mix_PlayChannel().
* Things like Mix_SetPanning() are just internal special effect functions,
* so if you are using that, you've already incurred the overhead of a copy
* to a separate buffer, and that these effects will be in the queue with
* any functions you've registered. The list of registered effects for a
* channel is reset when a chunk finishes playing, so you need to explicitly
* set them with each call to Mix_PlayChannel*().
* You may also register a special effect function that is to be run after
* final mixing occurs. The rules for these callbacks are identical to those
* in Mix_RegisterEffect, but they are run after all the channels and the
* music have been mixed into a single stream, whereas channel-specific
* effects run on a given channel before any other mixing occurs. These
* global effect callbacks are call "posteffects". Posteffects only have
* their Mix_EffectDone_t function called when they are unregistered (since
* the main output stream is never "done" in the same sense as a channel).
* You must unregister them manually when you've had enough. Your callback
* will be told that the channel being mixed is (MIX_CHANNEL_POST) if the
* processing is considered a posteffect.
*
* After all these effects have finished processing, the callback registered
* through Mix_SetPostMix() runs, and then the stream goes to the audio
* device.
*
* DO NOT EVER call SDL_LockAudio() from your callback function!
*
* returns zero if error (no such channel), nonzero if added.
* Error messages can be retrieved from Mix_GetError().
*/
extern DECLSPEC int SDLCALL Mix_RegisterEffect(int chan, Mix_EffectFunc_t f, Mix_EffectDone_t d, void *arg);
/* You may not need to call this explicitly, unless you need to stop an
* effect from processing in the middle of a chunk's playback.
* Posteffects are never implicitly unregistered as they are for channels,
* but they may be explicitly unregistered through this function by
* specifying MIX_CHANNEL_POST for a channel.
* returns zero if error (no such channel or effect), nonzero if removed.
* Error messages can be retrieved from Mix_GetError().
*/
extern DECLSPEC int SDLCALL Mix_UnregisterEffect(int channel, Mix_EffectFunc_t f);
/* You may not need to call this explicitly, unless you need to stop all
* effects from processing in the middle of a chunk's playback. Note that
* this will also shut off some internal effect processing, since
* Mix_SetPanning() and others may use this API under the hood. This is
* called internally when a channel completes playback.
* Posteffects are never implicitly unregistered as they are for channels,
* but they may be explicitly unregistered through this function by
* specifying MIX_CHANNEL_POST for a channel.
* returns zero if error (no such channel), nonzero if all effects removed.
* Error messages can be retrieved from Mix_GetError().
*/
extern DECLSPEC int SDLCALL Mix_UnregisterAllEffects(int channel);
#define MIX_EFFECTSMAXSPEED "MIX_EFFECTSMAXSPEED"
/*
* These are the internally-defined mixing effects. They use the same API that
* effects defined in the application use, but are provided here as a
* convenience. Some effects can reduce their quality or use more memory in
* the name of speed; to enable this, make sure the environment variable
* MIX_EFFECTSMAXSPEED (see above) is defined before you call
* Mix_OpenAudio().
*/
/* Set the panning of a channel. The left and right channels are specified
* as integers between 0 and 255, quietest to loudest, respectively.
*
* Technically, this is just individual volume control for a sample with
* two (stereo) channels, so it can be used for more than just panning.
* If you want real panning, call it like this:
*
* Mix_SetPanning(channel, left, 255 - left);
*
* ...which isn't so hard.
*
* Setting (channel) to MIX_CHANNEL_POST registers this as a posteffect, and
* the panning will be done to the final mixed stream before passing it on
* to the audio device.
*
* This uses the Mix_RegisterEffect() API internally, and returns without
* registering the effect function if the audio device is not configured
* for stereo output. Setting both (left) and (right) to 255 causes this
* effect to be unregistered, since that is the data's normal state.
*
* returns zero if error (no such channel or Mix_RegisterEffect() fails),
* nonzero if panning effect enabled. Note that an audio device in mono
* mode is a no-op, but this call will return successful in that case.
* Error messages can be retrieved from Mix_GetError().
*/
extern DECLSPEC int SDLCALL Mix_SetPanning(int channel, Uint8 left, Uint8 right);
/* Set the position of a channel. (angle) is an integer from 0 to 360, that
* specifies the location of the sound in relation to the listener. (angle)
* will be reduced as neccesary (540 becomes 180 degrees, -100 becomes 260).
* Angle 0 is due north, and rotates clockwise as the value increases.
* For efficiency, the precision of this effect may be limited (angles 1
* through 7 might all produce the same effect, 8 through 15 are equal, etc).
* (distance) is an integer between 0 and 255 that specifies the space
* between the sound and the listener. The larger the number, the further
* away the sound is. Using 255 does not guarantee that the channel will be
* culled from the mixing process or be completely silent. For efficiency,
* the precision of this effect may be limited (distance 0 through 5 might
* all produce the same effect, 6 through 10 are equal, etc). Setting (angle)
* and (distance) to 0 unregisters this effect, since the data would be
* unchanged.
*
* If you need more precise positional audio, consider using OpenAL for
* spatialized effects instead of SDL_mixer. This is only meant to be a
* basic effect for simple "3D" games.
*
* If the audio device is configured for mono output, then you won't get
* any effectiveness from the angle; however, distance attenuation on the
* channel will still occur. While this effect will function with stereo
* voices, it makes more sense to use voices with only one channel of sound,
* so when they are mixed through this effect, the positioning will sound
* correct. You can convert them to mono through SDL before giving them to
* the mixer in the first place if you like.
*
* Setting (channel) to MIX_CHANNEL_POST registers this as a posteffect, and
* the positioning will be done to the final mixed stream before passing it
* on to the audio device.
*
* This is a convenience wrapper over Mix_SetDistance() and Mix_SetPanning().
*
* returns zero if error (no such channel or Mix_RegisterEffect() fails),
* nonzero if position effect is enabled.
* Error messages can be retrieved from Mix_GetError().
*/
extern DECLSPEC int SDLCALL Mix_SetPosition(int channel, Sint16 angle, Uint8 distance);
/* Set the "distance" of a channel. (distance) is an integer from 0 to 255
* that specifies the location of the sound in relation to the listener.
* Distance 0 is overlapping the listener, and 255 is as far away as possible
* A distance of 255 does not guarantee silence; in such a case, you might
* want to try changing the chunk's volume, or just cull the sample from the
* mixing process with Mix_HaltChannel().
* For efficiency, the precision of this effect may be limited (distances 1
* through 7 might all produce the same effect, 8 through 15 are equal, etc).
* (distance) is an integer between 0 and 255 that specifies the space
* between the sound and the listener. The larger the number, the further
* away the sound is.
* Setting (distance) to 0 unregisters this effect, since the data would be
* unchanged.
* If you need more precise positional audio, consider using OpenAL for
* spatialized effects instead of SDL_mixer. This is only meant to be a
* basic effect for simple "3D" games.
*
* Setting (channel) to MIX_CHANNEL_POST registers this as a posteffect, and
* the distance attenuation will be done to the final mixed stream before
* passing it on to the audio device.
*
* This uses the Mix_RegisterEffect() API internally.
*
* returns zero if error (no such channel or Mix_RegisterEffect() fails),
* nonzero if position effect is enabled.
* Error messages can be retrieved from Mix_GetError().
*/
extern DECLSPEC int SDLCALL Mix_SetDistance(int channel, Uint8 distance);
/*
* !!! FIXME : Haven't implemented, since the effect goes past the
* end of the sound buffer. Will have to think about this.
* --ryan.
*/
#if 0
/* Causes an echo effect to be mixed into a sound. (echo) is the amount
* of echo to mix. 0 is no echo, 255 is infinite (and probably not
* what you want).
*
* Setting (channel) to MIX_CHANNEL_POST registers this as a posteffect, and
* the reverbing will be done to the final mixed stream before passing it on
* to the audio device.
*
* This uses the Mix_RegisterEffect() API internally. If you specify an echo
* of zero, the effect is unregistered, as the data is already in that state.
*
* returns zero if error (no such channel or Mix_RegisterEffect() fails),
* nonzero if reversing effect is enabled.
* Error messages can be retrieved from Mix_GetError().
*/
extern no_parse_DECLSPEC int SDLCALL Mix_SetReverb(int channel, Uint8 echo);
#endif
/* Causes a channel to reverse its stereo. This is handy if the user has his
* speakers hooked up backwards, or you would like to have a minor bit of
* psychedelia in your sound code. :) Calling this function with (flip)
* set to non-zero reverses the chunks's usual channels. If (flip) is zero,
* the effect is unregistered.
*
* This uses the Mix_RegisterEffect() API internally, and thus is probably
* more CPU intensive than having the user just plug in his speakers
* correctly. Mix_SetReverseStereo() returns without registering the effect
* function if the audio device is not configured for stereo output.
*
* If you specify MIX_CHANNEL_POST for (channel), then this the effect is used
* on the final mixed stream before sending it on to the audio device (a
* posteffect).
*
* returns zero if error (no such channel or Mix_RegisterEffect() fails),
* nonzero if reversing effect is enabled. Note that an audio device in mono
* mode is a no-op, but this call will return successful in that case.
* Error messages can be retrieved from Mix_GetError().
*/
extern DECLSPEC int SDLCALL Mix_SetReverseStereo(int channel, int flip);
/* end of effects API. --ryan. */
/* Reserve the first channels (0 -> n-1) for the application, i.e. don't allocate
them dynamically to the next sample if requested with a -1 value below.
Returns the number of reserved channels.
*/
extern DECLSPEC int SDLCALL Mix_ReserveChannels(int num);
/* Channel grouping functions */
/* Attach a tag to a channel. A tag can be assigned to several mixer
channels, to form groups of channels.
If 'tag' is -1, the tag is removed (actually -1 is the tag used to
represent the group of all the channels).
Returns true if everything was OK.
*/
extern DECLSPEC int SDLCALL Mix_GroupChannel(int which, int tag);
/* Assign several consecutive channels to a group */
extern DECLSPEC int SDLCALL Mix_GroupChannels(int from, int to, int tag);
/* Finds the first available channel in a group of channels,
returning -1 if none are available.
*/
extern DECLSPEC int SDLCALL Mix_GroupAvailable(int tag);
/* Returns the number of channels in a group. This is also a subtle
way to get the total number of channels when 'tag' is -1
*/
extern DECLSPEC int SDLCALL Mix_GroupCount(int tag);
/* Finds the "oldest" sample playing in a group of channels */
extern DECLSPEC int SDLCALL Mix_GroupOldest(int tag);
/* Finds the "most recent" (i.e. last) sample playing in a group of channels */
extern DECLSPEC int SDLCALL Mix_GroupNewer(int tag);
/* Play an audio chunk on a specific channel.
If the specified channel is -1, play on the first free channel.
If 'loops' is greater than zero, loop the sound that many times.
If 'loops' is -1, loop inifinitely (~65000 times).
Returns which channel was used to play the sound.
*/
#define Mix_PlayChannel(channel,chunk,loops) Mix_PlayChannelTimed(channel,chunk,loops,-1)
/* The same as above, but the sound is played at most 'ticks' milliseconds */
extern DECLSPEC int SDLCALL Mix_PlayChannelTimed(int channel, Mix_Chunk *chunk, int loops, int ticks);
extern DECLSPEC int SDLCALL Mix_PlayMusic(Mix_Music *music, int loops);
/* Fade in music or a channel over "ms" milliseconds, same semantics as the "Play" functions */
extern DECLSPEC int SDLCALL Mix_FadeInMusic(Mix_Music *music, int loops, int ms);
extern DECLSPEC int SDLCALL Mix_FadeInMusicPos(Mix_Music *music, int loops, int ms, double position);
#define Mix_FadeInChannel(channel,chunk,loops,ms) Mix_FadeInChannelTimed(channel,chunk,loops,ms,-1)
extern DECLSPEC int SDLCALL Mix_FadeInChannelTimed(int channel, Mix_Chunk *chunk, int loops, int ms, int ticks);
/* Set the volume in the range of 0-128 of a specific channel or chunk.
If the specified channel is -1, set volume for all channels.
Returns the original volume.
If the specified volume is -1, just return the current volume.
*/
extern DECLSPEC int SDLCALL Mix_Volume(int channel, int volume);
extern DECLSPEC int SDLCALL Mix_VolumeChunk(Mix_Chunk *chunk, int volume);
extern DECLSPEC int SDLCALL Mix_VolumeMusic(int volume);
/* Halt playing of a particular channel */
extern DECLSPEC int SDLCALL Mix_HaltChannel(int channel);
extern DECLSPEC int SDLCALL Mix_HaltGroup(int tag);
extern DECLSPEC int SDLCALL Mix_HaltMusic(void);
/* Change the expiration delay for a particular channel.
The sample will stop playing after the 'ticks' milliseconds have elapsed,
or remove the expiration if 'ticks' is -1
*/
extern DECLSPEC int SDLCALL Mix_ExpireChannel(int channel, int ticks);
/* Halt a channel, fading it out progressively till it's silent
The ms parameter indicates the number of milliseconds the fading
will take.
*/
extern DECLSPEC int SDLCALL Mix_FadeOutChannel(int which, int ms);
extern DECLSPEC int SDLCALL Mix_FadeOutGroup(int tag, int ms);
extern DECLSPEC int SDLCALL Mix_FadeOutMusic(int ms);
/* Query the fading status of a channel */
extern DECLSPEC Mix_Fading SDLCALL Mix_FadingMusic(void);
extern DECLSPEC Mix_Fading SDLCALL Mix_FadingChannel(int which);
/* Pause/Resume a particular channel */
extern DECLSPEC void SDLCALL Mix_Pause(int channel);
extern DECLSPEC void SDLCALL Mix_Resume(int channel);
extern DECLSPEC int SDLCALL Mix_Paused(int channel);
/* Pause/Resume the music stream */
extern DECLSPEC void SDLCALL Mix_PauseMusic(void);
extern DECLSPEC void SDLCALL Mix_ResumeMusic(void);
extern DECLSPEC void SDLCALL Mix_RewindMusic(void);
extern DECLSPEC int SDLCALL Mix_PausedMusic(void);
/* Set the current position in the music stream.
This returns 0 if successful, or -1 if it failed or isn't implemented.
This function is only implemented for MOD music formats (set pattern
order number) and for OGG, FLAC, MP3_MAD, MP3_MPG and MODPLUG music
(set position in seconds), at the moment.
*/
extern DECLSPEC int SDLCALL Mix_SetMusicPosition(double position);
/* Check the status of a specific channel.
If the specified channel is -1, check all channels.
*/
extern DECLSPEC int SDLCALL Mix_Playing(int channel);
extern DECLSPEC int SDLCALL Mix_PlayingMusic(void);
/* Stop music and set external music playback command */
extern DECLSPEC int SDLCALL Mix_SetMusicCMD(const char *command);
/* Synchro value is set by MikMod from modules while playing */
extern DECLSPEC int SDLCALL Mix_SetSynchroValue(int value);
extern DECLSPEC int SDLCALL Mix_GetSynchroValue(void);
/* Set/Get/Iterate SoundFonts paths to use by supported MIDI backends */
extern DECLSPEC int SDLCALL Mix_SetSoundFonts(const char *paths);
extern DECLSPEC const char* SDLCALL Mix_GetSoundFonts(void);
extern DECLSPEC int SDLCALL Mix_EachSoundFont(int (SDLCALL *function)(const char*, void*), void *data);
/* Get the Mix_Chunk currently associated with a mixer channel
Returns NULL if it's an invalid channel, or there's no chunk associated.
*/
extern DECLSPEC Mix_Chunk * SDLCALL Mix_GetChunk(int channel);
/* Close the mixer, halting all playing audio */
extern DECLSPEC void SDLCALL Mix_CloseAudio(void);
/* We'll use SDL for reporting errors */
#define Mix_SetError SDL_SetError
#define Mix_GetError SDL_GetError
#define Mix_ClearError SDL_ClearError
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_MIXER_H_ */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_mouse.h
*
* Include file for SDL mouse event handling.
*/
#ifndef SDL_mouse_h_
#define SDL_mouse_h_
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_video.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
typedef struct SDL_Cursor SDL_Cursor; /**< Implementation dependent */
/**
* \brief Cursor types for SDL_CreateSystemCursor().
*/
typedef enum
{
SDL_SYSTEM_CURSOR_ARROW, /**< Arrow */
SDL_SYSTEM_CURSOR_IBEAM, /**< I-beam */
SDL_SYSTEM_CURSOR_WAIT, /**< Wait */
SDL_SYSTEM_CURSOR_CROSSHAIR, /**< Crosshair */
SDL_SYSTEM_CURSOR_WAITARROW, /**< Small wait cursor (or Wait if not available) */
SDL_SYSTEM_CURSOR_SIZENWSE, /**< Double arrow pointing northwest and southeast */
SDL_SYSTEM_CURSOR_SIZENESW, /**< Double arrow pointing northeast and southwest */
SDL_SYSTEM_CURSOR_SIZEWE, /**< Double arrow pointing west and east */
SDL_SYSTEM_CURSOR_SIZENS, /**< Double arrow pointing north and south */
SDL_SYSTEM_CURSOR_SIZEALL, /**< Four pointed arrow pointing north, south, east, and west */
SDL_SYSTEM_CURSOR_NO, /**< Slashed circle or crossbones */
SDL_SYSTEM_CURSOR_HAND, /**< Hand */
SDL_NUM_SYSTEM_CURSORS
} SDL_SystemCursor;
/**
* \brief Scroll direction types for the Scroll event
*/
typedef enum
{
SDL_MOUSEWHEEL_NORMAL, /**< The scroll direction is normal */
SDL_MOUSEWHEEL_FLIPPED /**< The scroll direction is flipped / natural */
} SDL_MouseWheelDirection;
/* Function prototypes */
/**
* \brief Get the window which currently has mouse focus.
*/
extern DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void);
/**
* \brief Retrieve the current state of the mouse.
*
* The current button state is returned as a button bitmask, which can
* be tested using the SDL_BUTTON(X) macros, and x and y are set to the
* mouse cursor position relative to the focus window for the currently
* selected mouse. You can pass NULL for either x or y.
*/
extern DECLSPEC Uint32 SDLCALL SDL_GetMouseState(int *x, int *y);
/**
* \brief Get the current state of the mouse, in relation to the desktop
*
* This works just like SDL_GetMouseState(), but the coordinates will be
* reported relative to the top-left of the desktop. This can be useful if
* you need to track the mouse outside of a specific window and
* SDL_CaptureMouse() doesn't fit your needs. For example, it could be
* useful if you need to track the mouse while dragging a window, where
* coordinates relative to a window might not be in sync at all times.
*
* \note SDL_GetMouseState() returns the mouse position as SDL understands
* it from the last pump of the event queue. This function, however,
* queries the OS for the current mouse position, and as such, might
* be a slightly less efficient function. Unless you know what you're
* doing and have a good reason to use this function, you probably want
* SDL_GetMouseState() instead.
*
* \param x Returns the current X coord, relative to the desktop. Can be NULL.
* \param y Returns the current Y coord, relative to the desktop. Can be NULL.
* \return The current button state as a bitmask, which can be tested using the SDL_BUTTON(X) macros.
*
* \sa SDL_GetMouseState
*/
extern DECLSPEC Uint32 SDLCALL SDL_GetGlobalMouseState(int *x, int *y);
/**
* \brief Retrieve the relative state of the mouse.
*
* The current button state is returned as a button bitmask, which can
* be tested using the SDL_BUTTON(X) macros, and x and y are set to the
* mouse deltas since the last call to SDL_GetRelativeMouseState().
*/
extern DECLSPEC Uint32 SDLCALL SDL_GetRelativeMouseState(int *x, int *y);
/**
* \brief Moves the mouse to the given position within the window.
*
* \param window The window to move the mouse into, or NULL for the current mouse focus
* \param x The x coordinate within the window
* \param y The y coordinate within the window
*
* \note This function generates a mouse motion event
*/
extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window,
int x, int y);
/**
* \brief Moves the mouse to the given position in global screen space.
*
* \param x The x coordinate
* \param y The y coordinate
* \return 0 on success, -1 on error (usually: unsupported by a platform).
*
* \note This function generates a mouse motion event
*/
extern DECLSPEC int SDLCALL SDL_WarpMouseGlobal(int x, int y);
/**
* \brief Set relative mouse mode.
*
* \param enabled Whether or not to enable relative mode
*
* \return 0 on success, or -1 if relative mode is not supported.
*
* While the mouse is in relative mode, the cursor is hidden, and the
* driver will try to report continuous motion in the current window.
* Only relative motion events will be delivered, the mouse position
* will not change.
*
* \note This function will flush any pending mouse motion.
*
* \sa SDL_GetRelativeMouseMode()
*/
extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled);
/**
* \brief Capture the mouse, to track input outside an SDL window.
*
* \param enabled Whether or not to enable capturing
*
* Capturing enables your app to obtain mouse events globally, instead of
* just within your window. Not all video targets support this function.
* When capturing is enabled, the current window will get all mouse events,
* but unlike relative mode, no change is made to the cursor and it is
* not restrained to your window.
*
* This function may also deny mouse input to other windows--both those in
* your application and others on the system--so you should use this
* function sparingly, and in small bursts. For example, you might want to
* track the mouse while the user is dragging something, until the user
* releases a mouse button. It is not recommended that you capture the mouse
* for long periods of time, such as the entire time your app is running.
*
* While captured, mouse events still report coordinates relative to the
* current (foreground) window, but those coordinates may be outside the
* bounds of the window (including negative values). Capturing is only
* allowed for the foreground window. If the window loses focus while
* capturing, the capture will be disabled automatically.
*
* While capturing is enabled, the current window will have the
* SDL_WINDOW_MOUSE_CAPTURE flag set.
*
* \return 0 on success, or -1 if not supported.
*/
extern DECLSPEC int SDLCALL SDL_CaptureMouse(SDL_bool enabled);
/**
* \brief Query whether relative mouse mode is enabled.
*
* \sa SDL_SetRelativeMouseMode()
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void);
/**
* \brief Create a cursor, using the specified bitmap data and
* mask (in MSB format).
*
* The cursor width must be a multiple of 8 bits.
*
* The cursor is created in black and white according to the following:
* <table>
* <tr><td> data </td><td> mask </td><td> resulting pixel on screen </td></tr>
* <tr><td> 0 </td><td> 1 </td><td> White </td></tr>
* <tr><td> 1 </td><td> 1 </td><td> Black </td></tr>
* <tr><td> 0 </td><td> 0 </td><td> Transparent </td></tr>
* <tr><td> 1 </td><td> 0 </td><td> Inverted color if possible, black
* if not. </td></tr>
* </table>
*
* \sa SDL_FreeCursor()
*/
extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data,
const Uint8 * mask,
int w, int h, int hot_x,
int hot_y);
/**
* \brief Create a color cursor.
*
* \sa SDL_FreeCursor()
*/
extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateColorCursor(SDL_Surface *surface,
int hot_x,
int hot_y);
/**
* \brief Create a system cursor.
*
* \sa SDL_FreeCursor()
*/
extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateSystemCursor(SDL_SystemCursor id);
/**
* \brief Set the active cursor.
*/
extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor * cursor);
/**
* \brief Return the active cursor.
*/
extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void);
/**
* \brief Return the default cursor.
*/
extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetDefaultCursor(void);
/**
* \brief Frees a cursor created with SDL_CreateCursor() or similar functions.
*
* \sa SDL_CreateCursor()
* \sa SDL_CreateColorCursor()
* \sa SDL_CreateSystemCursor()
*/
extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor * cursor);
/**
* \brief Toggle whether or not the cursor is shown.
*
* \param toggle 1 to show the cursor, 0 to hide it, -1 to query the current
* state.
*
* \return 1 if the cursor is shown, or 0 if the cursor is hidden.
*/
extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle);
/**
* Used as a mask when testing buttons in buttonstate.
* - Button 1: Left mouse button
* - Button 2: Middle mouse button
* - Button 3: Right mouse button
*/
#define SDL_BUTTON(X) (1 << ((X)-1))
#define SDL_BUTTON_LEFT 1
#define SDL_BUTTON_MIDDLE 2
#define SDL_BUTTON_RIGHT 3
#define SDL_BUTTON_X1 4
#define SDL_BUTTON_X2 5
#define SDL_BUTTON_LMASK SDL_BUTTON(SDL_BUTTON_LEFT)
#define SDL_BUTTON_MMASK SDL_BUTTON(SDL_BUTTON_MIDDLE)
#define SDL_BUTTON_RMASK SDL_BUTTON(SDL_BUTTON_RIGHT)
#define SDL_BUTTON_X1MASK SDL_BUTTON(SDL_BUTTON_X1)
#define SDL_BUTTON_X2MASK SDL_BUTTON(SDL_BUTTON_X2)
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_mouse_h_ */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SDL_mutex_h_
#define SDL_mutex_h_
/**
* \file SDL_mutex.h
*
* Functions to provide thread synchronization primitives.
*/
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* Synchronization functions which can time out return this value
* if they time out.
*/
#define SDL_MUTEX_TIMEDOUT 1
/**
* This is the timeout value which corresponds to never time out.
*/
#define SDL_MUTEX_MAXWAIT (~(Uint32)0)
/**
* \name Mutex functions
*/
/* @{ */
/* The SDL mutex structure, defined in SDL_sysmutex.c */
struct SDL_mutex;
typedef struct SDL_mutex SDL_mutex;
/**
* Create a mutex, initialized unlocked.
*/
extern DECLSPEC SDL_mutex *SDLCALL SDL_CreateMutex(void);
/**
* Lock the mutex.
*
* \return 0, or -1 on error.
*/
#define SDL_mutexP(m) SDL_LockMutex(m)
extern DECLSPEC int SDLCALL SDL_LockMutex(SDL_mutex * mutex);
/**
* Try to lock the mutex
*
* \return 0, SDL_MUTEX_TIMEDOUT, or -1 on error
*/
extern DECLSPEC int SDLCALL SDL_TryLockMutex(SDL_mutex * mutex);
/**
* Unlock the mutex.
*
* \return 0, or -1 on error.
*
* \warning It is an error to unlock a mutex that has not been locked by
* the current thread, and doing so results in undefined behavior.
*/
#define SDL_mutexV(m) SDL_UnlockMutex(m)
extern DECLSPEC int SDLCALL SDL_UnlockMutex(SDL_mutex * mutex);
/**
* Destroy a mutex.
*/
extern DECLSPEC void SDLCALL SDL_DestroyMutex(SDL_mutex * mutex);
/* @} *//* Mutex functions */
/**
* \name Semaphore functions
*/
/* @{ */
/* The SDL semaphore structure, defined in SDL_syssem.c */
struct SDL_semaphore;
typedef struct SDL_semaphore SDL_sem;
/**
* Create a semaphore, initialized with value, returns NULL on failure.
*/
extern DECLSPEC SDL_sem *SDLCALL SDL_CreateSemaphore(Uint32 initial_value);
/**
* Destroy a semaphore.
*/
extern DECLSPEC void SDLCALL SDL_DestroySemaphore(SDL_sem * sem);
/**
* This function suspends the calling thread until the semaphore pointed
* to by \c sem has a positive count. It then atomically decreases the
* semaphore count.
*/
extern DECLSPEC int SDLCALL SDL_SemWait(SDL_sem * sem);
/**
* Non-blocking variant of SDL_SemWait().
*
* \return 0 if the wait succeeds, ::SDL_MUTEX_TIMEDOUT if the wait would
* block, and -1 on error.
*/
extern DECLSPEC int SDLCALL SDL_SemTryWait(SDL_sem * sem);
/**
* Variant of SDL_SemWait() with a timeout in milliseconds.
*
* \return 0 if the wait succeeds, ::SDL_MUTEX_TIMEDOUT if the wait does not
* succeed in the allotted time, and -1 on error.
*
* \warning On some platforms this function is implemented by looping with a
* delay of 1 ms, and so should be avoided if possible.
*/
extern DECLSPEC int SDLCALL SDL_SemWaitTimeout(SDL_sem * sem, Uint32 ms);
/**
* Atomically increases the semaphore's count (not blocking).
*
* \return 0, or -1 on error.
*/
extern DECLSPEC int SDLCALL SDL_SemPost(SDL_sem * sem);
/**
* Returns the current count of the semaphore.
*/
extern DECLSPEC Uint32 SDLCALL SDL_SemValue(SDL_sem * sem);
/* @} *//* Semaphore functions */
/**
* \name Condition variable functions
*/
/* @{ */
/* The SDL condition variable structure, defined in SDL_syscond.c */
struct SDL_cond;
typedef struct SDL_cond SDL_cond;
/**
* Create a condition variable.
*
* Typical use of condition variables:
*
* Thread A:
* SDL_LockMutex(lock);
* while ( ! condition ) {
* SDL_CondWait(cond, lock);
* }
* SDL_UnlockMutex(lock);
*
* Thread B:
* SDL_LockMutex(lock);
* ...
* condition = true;
* ...
* SDL_CondSignal(cond);
* SDL_UnlockMutex(lock);
*
* There is some discussion whether to signal the condition variable
* with the mutex locked or not. There is some potential performance
* benefit to unlocking first on some platforms, but there are some
* potential race conditions depending on how your code is structured.
*
* In general it's safer to signal the condition variable while the
* mutex is locked.
*/
extern DECLSPEC SDL_cond *SDLCALL SDL_CreateCond(void);
/**
* Destroy a condition variable.
*/
extern DECLSPEC void SDLCALL SDL_DestroyCond(SDL_cond * cond);
/**
* Restart one of the threads that are waiting on the condition variable.
*
* \return 0 or -1 on error.
*/
extern DECLSPEC int SDLCALL SDL_CondSignal(SDL_cond * cond);
/**
* Restart all threads that are waiting on the condition variable.
*
* \return 0 or -1 on error.
*/
extern DECLSPEC int SDLCALL SDL_CondBroadcast(SDL_cond * cond);
/**
* Wait on the condition variable, unlocking the provided mutex.
*
* \warning The mutex must be locked before entering this function!
*
* The mutex is re-locked once the condition variable is signaled.
*
* \return 0 when it is signaled, or -1 on error.
*/
extern DECLSPEC int SDLCALL SDL_CondWait(SDL_cond * cond, SDL_mutex * mutex);
/**
* Waits for at most \c ms milliseconds, and returns 0 if the condition
* variable is signaled, ::SDL_MUTEX_TIMEDOUT if the condition is not
* signaled in the allotted time, and -1 on error.
*
* \warning On some platforms this function is implemented by looping with a
* delay of 1 ms, and so should be avoided if possible.
*/
extern DECLSPEC int SDLCALL SDL_CondWaitTimeout(SDL_cond * cond,
SDL_mutex * mutex, Uint32 ms);
/* @} *//* Condition variable functions */
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_mutex_h_ */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SDLname_h_
#define SDLname_h_
#if defined(__STDC__) || defined(__cplusplus)
#define NeedFunctionPrototypes 1
#endif
#define SDL_NAME(X) SDL_##X
#endif /* SDLname_h_ */
/* vi: set ts=4 sw=4 expandtab: */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_opengles.h
*
* This is a simple file to encapsulate the OpenGL ES 1.X API headers.
*/
#include "SDL_config.h"
#ifdef __IPHONEOS__
#include <OpenGLES/ES1/gl.h>
#include <OpenGLES/ES1/glext.h>
#else
#include <GLES/gl.h>
#include <GLES/glext.h>
#endif
#ifndef APIENTRY
#define APIENTRY
#endif

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_opengles2.h
*
* This is a simple file to encapsulate the OpenGL ES 2.0 API headers.
*/
#include "SDL_config.h"
#ifndef _MSC_VER
#ifdef __IPHONEOS__
#include <OpenGLES/ES2/gl.h>
#include <OpenGLES/ES2/glext.h>
#else
#include <GLES2/gl2platform.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#endif
#else /* _MSC_VER */
/* OpenGL ES2 headers for Visual Studio */
#include "SDL_opengles2_khrplatform.h"
#include "SDL_opengles2_gl2platform.h"
#include "SDL_opengles2_gl2.h"
#include "SDL_opengles2_gl2ext.h"
#endif /* _MSC_VER */
#ifndef APIENTRY
#define APIENTRY GL_APIENTRY
#endif

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

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

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

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_pixels.h
*
* Header for the enumerated pixel format definitions.
*/
#ifndef SDL_pixels_h_
#define SDL_pixels_h_
#include "SDL_stdinc.h"
#include "SDL_endian.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \name Transparency definitions
*
* These define alpha as the opacity of a surface.
*/
/* @{ */
#define SDL_ALPHA_OPAQUE 255
#define SDL_ALPHA_TRANSPARENT 0
/* @} */
/** Pixel type. */
typedef enum
{
SDL_PIXELTYPE_UNKNOWN,
SDL_PIXELTYPE_INDEX1,
SDL_PIXELTYPE_INDEX4,
SDL_PIXELTYPE_INDEX8,
SDL_PIXELTYPE_PACKED8,
SDL_PIXELTYPE_PACKED16,
SDL_PIXELTYPE_PACKED32,
SDL_PIXELTYPE_ARRAYU8,
SDL_PIXELTYPE_ARRAYU16,
SDL_PIXELTYPE_ARRAYU32,
SDL_PIXELTYPE_ARRAYF16,
SDL_PIXELTYPE_ARRAYF32
} SDL_PixelType;
/** Bitmap pixel order, high bit -> low bit. */
typedef enum
{
SDL_BITMAPORDER_NONE,
SDL_BITMAPORDER_4321,
SDL_BITMAPORDER_1234
} SDL_BitmapOrder;
/** Packed component order, high bit -> low bit. */
typedef enum
{
SDL_PACKEDORDER_NONE,
SDL_PACKEDORDER_XRGB,
SDL_PACKEDORDER_RGBX,
SDL_PACKEDORDER_ARGB,
SDL_PACKEDORDER_RGBA,
SDL_PACKEDORDER_XBGR,
SDL_PACKEDORDER_BGRX,
SDL_PACKEDORDER_ABGR,
SDL_PACKEDORDER_BGRA
} SDL_PackedOrder;
/** Array component order, low byte -> high byte. */
/* !!! FIXME: in 2.1, make these not overlap differently with
!!! FIXME: SDL_PACKEDORDER_*, so we can simplify SDL_ISPIXELFORMAT_ALPHA */
typedef enum
{
SDL_ARRAYORDER_NONE,
SDL_ARRAYORDER_RGB,
SDL_ARRAYORDER_RGBA,
SDL_ARRAYORDER_ARGB,
SDL_ARRAYORDER_BGR,
SDL_ARRAYORDER_BGRA,
SDL_ARRAYORDER_ABGR
} SDL_ArrayOrder;
/** Packed component layout. */
typedef enum
{
SDL_PACKEDLAYOUT_NONE,
SDL_PACKEDLAYOUT_332,
SDL_PACKEDLAYOUT_4444,
SDL_PACKEDLAYOUT_1555,
SDL_PACKEDLAYOUT_5551,
SDL_PACKEDLAYOUT_565,
SDL_PACKEDLAYOUT_8888,
SDL_PACKEDLAYOUT_2101010,
SDL_PACKEDLAYOUT_1010102
} SDL_PackedLayout;
#define SDL_DEFINE_PIXELFOURCC(A, B, C, D) SDL_FOURCC(A, B, C, D)
#define SDL_DEFINE_PIXELFORMAT(type, order, layout, bits, bytes) \
((1 << 28) | ((type) << 24) | ((order) << 20) | ((layout) << 16) | \
((bits) << 8) | ((bytes) << 0))
#define SDL_PIXELFLAG(X) (((X) >> 28) & 0x0F)
#define SDL_PIXELTYPE(X) (((X) >> 24) & 0x0F)
#define SDL_PIXELORDER(X) (((X) >> 20) & 0x0F)
#define SDL_PIXELLAYOUT(X) (((X) >> 16) & 0x0F)
#define SDL_BITSPERPIXEL(X) (((X) >> 8) & 0xFF)
#define SDL_BYTESPERPIXEL(X) \
(SDL_ISPIXELFORMAT_FOURCC(X) ? \
((((X) == SDL_PIXELFORMAT_YUY2) || \
((X) == SDL_PIXELFORMAT_UYVY) || \
((X) == SDL_PIXELFORMAT_YVYU)) ? 2 : 1) : (((X) >> 0) & 0xFF))
#define SDL_ISPIXELFORMAT_INDEXED(format) \
(!SDL_ISPIXELFORMAT_FOURCC(format) && \
((SDL_PIXELTYPE(format) == SDL_PIXELTYPE_INDEX1) || \
(SDL_PIXELTYPE(format) == SDL_PIXELTYPE_INDEX4) || \
(SDL_PIXELTYPE(format) == SDL_PIXELTYPE_INDEX8)))
#define SDL_ISPIXELFORMAT_PACKED(format) \
(!SDL_ISPIXELFORMAT_FOURCC(format) && \
((SDL_PIXELTYPE(format) == SDL_PIXELTYPE_PACKED8) || \
(SDL_PIXELTYPE(format) == SDL_PIXELTYPE_PACKED16) || \
(SDL_PIXELTYPE(format) == SDL_PIXELTYPE_PACKED32)))
#define SDL_ISPIXELFORMAT_ARRAY(format) \
(!SDL_ISPIXELFORMAT_FOURCC(format) && \
((SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYU8) || \
(SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYU16) || \
(SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYU32) || \
(SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYF16) || \
(SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYF32)))
#define SDL_ISPIXELFORMAT_ALPHA(format) \
((SDL_ISPIXELFORMAT_PACKED(format) && \
((SDL_PIXELORDER(format) == SDL_PACKEDORDER_ARGB) || \
(SDL_PIXELORDER(format) == SDL_PACKEDORDER_RGBA) || \
(SDL_PIXELORDER(format) == SDL_PACKEDORDER_ABGR) || \
(SDL_PIXELORDER(format) == SDL_PACKEDORDER_BGRA))) || \
(SDL_ISPIXELFORMAT_ARRAY(format) && \
((SDL_PIXELORDER(format) == SDL_ARRAYORDER_ARGB) || \
(SDL_PIXELORDER(format) == SDL_ARRAYORDER_RGBA) || \
(SDL_PIXELORDER(format) == SDL_ARRAYORDER_ABGR) || \
(SDL_PIXELORDER(format) == SDL_ARRAYORDER_BGRA))))
/* The flag is set to 1 because 0x1? is not in the printable ASCII range */
#define SDL_ISPIXELFORMAT_FOURCC(format) \
((format) && (SDL_PIXELFLAG(format) != 1))
/* Note: If you modify this list, update SDL_GetPixelFormatName() */
typedef enum
{
SDL_PIXELFORMAT_UNKNOWN,
SDL_PIXELFORMAT_INDEX1LSB =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX1, SDL_BITMAPORDER_4321, 0,
1, 0),
SDL_PIXELFORMAT_INDEX1MSB =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX1, SDL_BITMAPORDER_1234, 0,
1, 0),
SDL_PIXELFORMAT_INDEX4LSB =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX4, SDL_BITMAPORDER_4321, 0,
4, 0),
SDL_PIXELFORMAT_INDEX4MSB =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX4, SDL_BITMAPORDER_1234, 0,
4, 0),
SDL_PIXELFORMAT_INDEX8 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX8, 0, 0, 8, 1),
SDL_PIXELFORMAT_RGB332 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED8, SDL_PACKEDORDER_XRGB,
SDL_PACKEDLAYOUT_332, 8, 1),
SDL_PIXELFORMAT_RGB444 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XRGB,
SDL_PACKEDLAYOUT_4444, 12, 2),
SDL_PIXELFORMAT_BGR444 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XBGR,
SDL_PACKEDLAYOUT_4444, 12, 2),
SDL_PIXELFORMAT_RGB555 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XRGB,
SDL_PACKEDLAYOUT_1555, 15, 2),
SDL_PIXELFORMAT_BGR555 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XBGR,
SDL_PACKEDLAYOUT_1555, 15, 2),
SDL_PIXELFORMAT_ARGB4444 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_ARGB,
SDL_PACKEDLAYOUT_4444, 16, 2),
SDL_PIXELFORMAT_RGBA4444 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_RGBA,
SDL_PACKEDLAYOUT_4444, 16, 2),
SDL_PIXELFORMAT_ABGR4444 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_ABGR,
SDL_PACKEDLAYOUT_4444, 16, 2),
SDL_PIXELFORMAT_BGRA4444 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_BGRA,
SDL_PACKEDLAYOUT_4444, 16, 2),
SDL_PIXELFORMAT_ARGB1555 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_ARGB,
SDL_PACKEDLAYOUT_1555, 16, 2),
SDL_PIXELFORMAT_RGBA5551 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_RGBA,
SDL_PACKEDLAYOUT_5551, 16, 2),
SDL_PIXELFORMAT_ABGR1555 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_ABGR,
SDL_PACKEDLAYOUT_1555, 16, 2),
SDL_PIXELFORMAT_BGRA5551 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_BGRA,
SDL_PACKEDLAYOUT_5551, 16, 2),
SDL_PIXELFORMAT_RGB565 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XRGB,
SDL_PACKEDLAYOUT_565, 16, 2),
SDL_PIXELFORMAT_BGR565 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XBGR,
SDL_PACKEDLAYOUT_565, 16, 2),
SDL_PIXELFORMAT_RGB24 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYU8, SDL_ARRAYORDER_RGB, 0,
24, 3),
SDL_PIXELFORMAT_BGR24 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYU8, SDL_ARRAYORDER_BGR, 0,
24, 3),
SDL_PIXELFORMAT_RGB888 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_XRGB,
SDL_PACKEDLAYOUT_8888, 24, 4),
SDL_PIXELFORMAT_RGBX8888 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_RGBX,
SDL_PACKEDLAYOUT_8888, 24, 4),
SDL_PIXELFORMAT_BGR888 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_XBGR,
SDL_PACKEDLAYOUT_8888, 24, 4),
SDL_PIXELFORMAT_BGRX8888 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_BGRX,
SDL_PACKEDLAYOUT_8888, 24, 4),
SDL_PIXELFORMAT_ARGB8888 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_ARGB,
SDL_PACKEDLAYOUT_8888, 32, 4),
SDL_PIXELFORMAT_RGBA8888 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_RGBA,
SDL_PACKEDLAYOUT_8888, 32, 4),
SDL_PIXELFORMAT_ABGR8888 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_ABGR,
SDL_PACKEDLAYOUT_8888, 32, 4),
SDL_PIXELFORMAT_BGRA8888 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_BGRA,
SDL_PACKEDLAYOUT_8888, 32, 4),
SDL_PIXELFORMAT_ARGB2101010 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_ARGB,
SDL_PACKEDLAYOUT_2101010, 32, 4),
/* 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) */
SDL_DEFINE_PIXELFOURCC('I', 'Y', 'U', 'V'),
SDL_PIXELFORMAT_YUY2 = /**< Packed mode: Y0+U0+Y1+V0 (1 plane) */
SDL_DEFINE_PIXELFOURCC('Y', 'U', 'Y', '2'),
SDL_PIXELFORMAT_UYVY = /**< Packed mode: U0+Y0+V0+Y1 (1 plane) */
SDL_DEFINE_PIXELFOURCC('U', 'Y', 'V', 'Y'),
SDL_PIXELFORMAT_YVYU = /**< Packed mode: Y0+V0+Y1+U0 (1 plane) */
SDL_DEFINE_PIXELFOURCC('Y', 'V', 'Y', 'U'),
SDL_PIXELFORMAT_NV12 = /**< Planar mode: Y + U/V interleaved (2 planes) */
SDL_DEFINE_PIXELFOURCC('N', 'V', '1', '2'),
SDL_PIXELFORMAT_NV21 = /**< Planar mode: Y + V/U interleaved (2 planes) */
SDL_DEFINE_PIXELFOURCC('N', 'V', '2', '1'),
SDL_PIXELFORMAT_EXTERNAL_OES = /**< Android video texture format */
SDL_DEFINE_PIXELFOURCC('O', 'E', 'S', ' ')
} SDL_PixelFormatEnum;
typedef struct SDL_Color
{
Uint8 r;
Uint8 g;
Uint8 b;
Uint8 a;
} SDL_Color;
#define SDL_Colour SDL_Color
typedef struct SDL_Palette
{
int ncolors;
SDL_Color *colors;
Uint32 version;
int refcount;
} SDL_Palette;
/**
* \note Everything in the pixel format structure is read-only.
*/
typedef struct SDL_PixelFormat
{
Uint32 format;
SDL_Palette *palette;
Uint8 BitsPerPixel;
Uint8 BytesPerPixel;
Uint8 padding[2];
Uint32 Rmask;
Uint32 Gmask;
Uint32 Bmask;
Uint32 Amask;
Uint8 Rloss;
Uint8 Gloss;
Uint8 Bloss;
Uint8 Aloss;
Uint8 Rshift;
Uint8 Gshift;
Uint8 Bshift;
Uint8 Ashift;
int refcount;
struct SDL_PixelFormat *next;
} SDL_PixelFormat;
/**
* \brief Get the human readable name of a pixel format
*/
extern DECLSPEC const char* SDLCALL SDL_GetPixelFormatName(Uint32 format);
/**
* \brief Convert one of the enumerated pixel formats to a bpp and RGBA masks.
*
* \return SDL_TRUE, or SDL_FALSE if the conversion wasn't possible.
*
* \sa SDL_MasksToPixelFormatEnum()
*/
extern DECLSPEC SDL_bool SDLCALL SDL_PixelFormatEnumToMasks(Uint32 format,
int *bpp,
Uint32 * Rmask,
Uint32 * Gmask,
Uint32 * Bmask,
Uint32 * Amask);
/**
* \brief Convert a bpp and RGBA masks to an enumerated pixel format.
*
* \return The pixel format, or ::SDL_PIXELFORMAT_UNKNOWN if the conversion
* wasn't possible.
*
* \sa SDL_PixelFormatEnumToMasks()
*/
extern DECLSPEC Uint32 SDLCALL SDL_MasksToPixelFormatEnum(int bpp,
Uint32 Rmask,
Uint32 Gmask,
Uint32 Bmask,
Uint32 Amask);
/**
* \brief Create an SDL_PixelFormat structure from a pixel format enum.
*/
extern DECLSPEC SDL_PixelFormat * SDLCALL SDL_AllocFormat(Uint32 pixel_format);
/**
* \brief Free an SDL_PixelFormat structure.
*/
extern DECLSPEC void SDLCALL SDL_FreeFormat(SDL_PixelFormat *format);
/**
* \brief Create a palette structure with the specified number of color
* entries.
*
* \return A new palette, or NULL if there wasn't enough memory.
*
* \note The palette entries are initialized to white.
*
* \sa SDL_FreePalette()
*/
extern DECLSPEC SDL_Palette *SDLCALL SDL_AllocPalette(int ncolors);
/**
* \brief Set the palette for a pixel format structure.
*/
extern DECLSPEC int SDLCALL SDL_SetPixelFormatPalette(SDL_PixelFormat * format,
SDL_Palette *palette);
/**
* \brief Set a range of colors in a palette.
*
* \param palette The palette to modify.
* \param colors An array of colors to copy into the palette.
* \param firstcolor The index of the first palette entry to modify.
* \param ncolors The number of entries to modify.
*
* \return 0 on success, or -1 if not all of the colors could be set.
*/
extern DECLSPEC int SDLCALL SDL_SetPaletteColors(SDL_Palette * palette,
const SDL_Color * colors,
int firstcolor, int ncolors);
/**
* \brief Free a palette created with SDL_AllocPalette().
*
* \sa SDL_AllocPalette()
*/
extern DECLSPEC void SDLCALL SDL_FreePalette(SDL_Palette * palette);
/**
* \brief Maps an RGB triple to an opaque pixel value for a given pixel format.
*
* \sa SDL_MapRGBA
*/
extern DECLSPEC Uint32 SDLCALL SDL_MapRGB(const SDL_PixelFormat * format,
Uint8 r, Uint8 g, Uint8 b);
/**
* \brief Maps an RGBA quadruple to a pixel value for a given pixel format.
*
* \sa SDL_MapRGB
*/
extern DECLSPEC Uint32 SDLCALL SDL_MapRGBA(const SDL_PixelFormat * format,
Uint8 r, Uint8 g, Uint8 b,
Uint8 a);
/**
* \brief Get the RGB components from a pixel of the specified format.
*
* \sa SDL_GetRGBA
*/
extern DECLSPEC void SDLCALL SDL_GetRGB(Uint32 pixel,
const SDL_PixelFormat * format,
Uint8 * r, Uint8 * g, Uint8 * b);
/**
* \brief Get the RGBA components from a pixel of the specified format.
*
* \sa SDL_GetRGB
*/
extern DECLSPEC void SDLCALL SDL_GetRGBA(Uint32 pixel,
const SDL_PixelFormat * format,
Uint8 * r, Uint8 * g, Uint8 * b,
Uint8 * a);
/**
* \brief Calculate a 256 entry gamma ramp for a gamma value.
*/
extern DECLSPEC void SDLCALL SDL_CalculateGammaRamp(float gamma, Uint16 * ramp);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_pixels_h_ */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_platform.h
*
* Try to get a standard set of platform defines.
*/
#ifndef SDL_platform_h_
#define SDL_platform_h_
#if defined(_AIX)
#undef __AIX__
#define __AIX__ 1
#endif
#if defined(__HAIKU__)
#undef __HAIKU__
#define __HAIKU__ 1
#endif
#if defined(bsdi) || defined(__bsdi) || defined(__bsdi__)
#undef __BSDI__
#define __BSDI__ 1
#endif
#if defined(_arch_dreamcast)
#undef __DREAMCAST__
#define __DREAMCAST__ 1
#endif
#if defined(__FreeBSD__) || defined(__FreeBSD_kernel__) || defined(__DragonFly__)
#undef __FREEBSD__
#define __FREEBSD__ 1
#endif
#if defined(hpux) || defined(__hpux) || defined(__hpux__)
#undef __HPUX__
#define __HPUX__ 1
#endif
#if defined(sgi) || defined(__sgi) || defined(__sgi__) || defined(_SGI_SOURCE)
#undef __IRIX__
#define __IRIX__ 1
#endif
#if (defined(linux) || defined(__linux) || defined(__linux__))
#undef __LINUX__
#define __LINUX__ 1
#endif
#if defined(ANDROID) || defined(__ANDROID__)
#undef __ANDROID__
#undef __LINUX__ /* do we need to do this? */
#define __ANDROID__ 1
#endif
#if defined(__APPLE__)
/* lets us know what version of Mac OS X we're compiling on */
#include "AvailabilityMacros.h"
#include "TargetConditionals.h"
#if TARGET_OS_TV
#undef __TVOS__
#define __TVOS__ 1
#endif
#if TARGET_OS_IPHONE
/* if compiling for iOS */
#undef __IPHONEOS__
#define __IPHONEOS__ 1
#undef __MACOSX__
#else
/* if not compiling for iOS */
#undef __MACOSX__
#define __MACOSX__ 1
#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__) */
#if defined(__NetBSD__)
#undef __NETBSD__
#define __NETBSD__ 1
#endif
#if defined(__OpenBSD__)
#undef __OPENBSD__
#define __OPENBSD__ 1
#endif
#if defined(__OS2__) || defined(__EMX__)
#undef __OS2__
#define __OS2__ 1
#endif
#if defined(osf) || defined(__osf) || defined(__osf__) || defined(_OSF_SOURCE)
#undef __OSF__
#define __OSF__ 1
#endif
#if defined(__QNXNTO__)
#undef __QNXNTO__
#define __QNXNTO__ 1
#endif
#if defined(riscos) || defined(__riscos) || defined(__riscos__)
#undef __RISCOS__
#define __RISCOS__ 1
#endif
#if defined(__sun) && defined(__SVR4)
#undef __SOLARIS__
#define __SOLARIS__ 1
#endif
#if defined(WIN32) || defined(_WIN32) || defined(__CYGWIN__) || defined(__MINGW32__)
/* Try to find out if we're compiling for WinRT or non-WinRT */
#if defined(_MSC_VER) && defined(__has_include)
#if __has_include(<winapifamily.h>)
#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 <winapifamily.h>
#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
#else
#undef __WINDOWS__
#define __WINDOWS__ 1
#endif
#endif /* defined(WIN32) || defined(_WIN32) || defined(__CYGWIN__) */
#if defined(__WINDOWS__)
#undef __WIN32__
#define __WIN32__ 1
#endif
#if defined(__PSP__)
#undef __PSP__
#define __PSP__ 1
#endif
/* The NACL compiler defines __native_client__ and __pnacl__
* Ref: http://www.chromium.org/nativeclient/pnacl/stability-of-the-pnacl-bitcode-abi
*/
#if defined(__native_client__)
#undef __LINUX__
#undef __NACL__
#define __NACL__ 1
#endif
#if defined(__pnacl__)
#undef __LINUX__
#undef __PNACL__
#define __PNACL__ 1
/* PNACL with newlib supports static linking only */
#define __SDL_NOGETPROCADDR__
#endif
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \brief Gets the name of the platform.
*/
extern DECLSPEC const char * SDLCALL SDL_GetPlatform (void);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_platform_h_ */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SDL_power_h_
#define SDL_power_h_
/**
* \file SDL_power.h
*
* Header for the SDL power management routines.
*/
#include "SDL_stdinc.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \brief The basic state for the system's power supply.
*/
typedef enum
{
SDL_POWERSTATE_UNKNOWN, /**< cannot determine power status */
SDL_POWERSTATE_ON_BATTERY, /**< Not plugged in, running on the battery */
SDL_POWERSTATE_NO_BATTERY, /**< Plugged in, no battery available */
SDL_POWERSTATE_CHARGING, /**< Plugged in, charging battery */
SDL_POWERSTATE_CHARGED /**< Plugged in, battery charged */
} SDL_PowerState;
/**
* \brief Get the current power supply details.
*
* \param secs Seconds of battery life left. You can pass a NULL here if
* you don't care. Will return -1 if we can't determine a
* value, or we're not running on a battery.
*
* \param pct Percentage of battery life left, between 0 and 100. You can
* pass a NULL here if you don't care. Will return -1 if we
* can't determine a value, or we're not running on a battery.
*
* \return The state of the battery (if any).
*/
extern DECLSPEC SDL_PowerState SDLCALL SDL_GetPowerInfo(int *secs, int *pct);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_power_h_ */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_quit.h
*
* Include file for SDL quit event handling.
*/
#ifndef SDL_quit_h_
#define SDL_quit_h_
#include "SDL_stdinc.h"
#include "SDL_error.h"
/**
* \file SDL_quit.h
*
* An ::SDL_QUIT event is generated when the user tries to close the application
* window. If it is ignored or filtered out, the window will remain open.
* If it is not ignored or filtered, it is queued normally and the window
* is allowed to close. When the window is closed, screen updates will
* complete, but have no effect.
*
* SDL_Init() installs signal handlers for SIGINT (keyboard interrupt)
* and SIGTERM (system termination request), if handlers do not already
* exist, that generate ::SDL_QUIT events as well. There is no way
* to determine the cause of an ::SDL_QUIT event, but setting a signal
* handler in your application will override the default generation of
* quit events for that signal.
*
* \sa SDL_Quit()
*/
/* There are no functions directly affecting the quit event */
#define SDL_QuitRequested() \
(SDL_PumpEvents(), (SDL_PeepEvents(NULL,0,SDL_PEEKEVENT,SDL_QUIT,SDL_QUIT) > 0))
#endif /* SDL_quit_h_ */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_rect.h
*
* Header file for SDL_rect definition and management functions.
*/
#ifndef SDL_rect_h_
#define SDL_rect_h_
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_pixels.h"
#include "SDL_rwops.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \brief The structure that defines a point (integer)
*
* \sa SDL_EnclosePoints
* \sa SDL_PointInRect
*/
typedef struct SDL_Point
{
int x;
int y;
} SDL_Point;
/**
* \brief The structure that defines a point (floating point)
*
* \sa SDL_EnclosePoints
* \sa SDL_PointInRect
*/
typedef struct SDL_FPoint
{
float x;
float y;
} SDL_FPoint;
/**
* \brief A rectangle, with the origin at the upper left (integer).
*
* \sa SDL_RectEmpty
* \sa SDL_RectEquals
* \sa SDL_HasIntersection
* \sa SDL_IntersectRect
* \sa SDL_UnionRect
* \sa SDL_EnclosePoints
*/
typedef struct SDL_Rect
{
int x, y;
int w, h;
} SDL_Rect;
/**
* \brief A rectangle, with the origin at the upper left (floating point).
*/
typedef struct SDL_FRect
{
float x;
float y;
float w;
float h;
} SDL_FRect;
/**
* \brief Returns true if point resides inside a rectangle.
*/
SDL_FORCE_INLINE SDL_bool SDL_PointInRect(const SDL_Point *p, const SDL_Rect *r)
{
return ( (p->x >= r->x) && (p->x < (r->x + r->w)) &&
(p->y >= r->y) && (p->y < (r->y + r->h)) ) ? SDL_TRUE : SDL_FALSE;
}
/**
* \brief Returns true if the rectangle has no area.
*/
SDL_FORCE_INLINE SDL_bool SDL_RectEmpty(const SDL_Rect *r)
{
return ((!r) || (r->w <= 0) || (r->h <= 0)) ? SDL_TRUE : SDL_FALSE;
}
/**
* \brief Returns true if the two rectangles are equal.
*/
SDL_FORCE_INLINE SDL_bool SDL_RectEquals(const SDL_Rect *a, const SDL_Rect *b)
{
return (a && b && (a->x == b->x) && (a->y == b->y) &&
(a->w == b->w) && (a->h == b->h)) ? SDL_TRUE : SDL_FALSE;
}
/**
* \brief Determine whether two rectangles intersect.
*
* \return SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasIntersection(const SDL_Rect * A,
const SDL_Rect * B);
/**
* \brief Calculate the intersection of two rectangles.
*
* \return SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_IntersectRect(const SDL_Rect * A,
const SDL_Rect * B,
SDL_Rect * result);
/**
* \brief Calculate the union of two rectangles.
*/
extern DECLSPEC void SDLCALL SDL_UnionRect(const SDL_Rect * A,
const SDL_Rect * B,
SDL_Rect * result);
/**
* \brief Calculate a minimal rectangle enclosing a set of points
*
* \return SDL_TRUE if any points were within the clipping rect
*/
extern DECLSPEC SDL_bool SDLCALL SDL_EnclosePoints(const SDL_Point * points,
int count,
const SDL_Rect * clip,
SDL_Rect * result);
/**
* \brief Calculate the intersection of a rectangle and line segment.
*
* \return SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_IntersectRectAndLine(const SDL_Rect *
rect, int *X1,
int *Y1, int *X2,
int *Y2);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_rect_h_ */
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#define SDL_REVISION "hg-13609:34cc7d3b69d3"
#define SDL_REVISION_NUMBER 13609

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_rwops.h
*
* This file provides a general interface for SDL to read and write
* data streams. It can easily be extended to files, memory, etc.
*/
#ifndef SDL_rwops_h_
#define SDL_rwops_h_
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* RWops Types */
#define SDL_RWOPS_UNKNOWN 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.
*/
typedef struct SDL_RWops
{
/**
* Return the size of the file in this rwops, or -1 if unknown
*/
Sint64 (SDLCALL * size) (struct SDL_RWops * context);
/**
* Seek to \c offset relative to \c whence, one of stdio's whence values:
* RW_SEEK_SET, RW_SEEK_CUR, RW_SEEK_END
*
* \return the final offset in the data stream, or -1 on error.
*/
Sint64 (SDLCALL * seek) (struct SDL_RWops * context, Sint64 offset,
int whence);
/**
* Read up to \c maxnum objects each of size \c size from the data
* stream to the area pointed at by \c ptr.
*
* \return the number of objects read, or 0 at error or end of file.
*/
size_t (SDLCALL * read) (struct SDL_RWops * context, void *ptr,
size_t size, size_t maxnum);
/**
* Write exactly \c num objects each of size \c size from the area
* pointed at by \c ptr to data stream.
*
* \return the number of objects written, or 0 at error or end of file.
*/
size_t (SDLCALL * write) (struct SDL_RWops * context, const void *ptr,
size_t size, size_t num);
/**
* Close and free an allocated SDL_RWops structure.
*
* \return 0 if successful or -1 on write error when flushing data.
*/
int (SDLCALL * close) (struct SDL_RWops * context);
Uint32 type;
union
{
#if defined(__ANDROID__)
struct
{
void *fileNameRef;
void *inputStreamRef;
void *readableByteChannelRef;
void *readMethod;
void *assetFileDescriptorRef;
long position;
long size;
long offset;
int fd;
} androidio;
#elif defined(__WIN32__)
struct
{
SDL_bool append;
void *h;
struct
{
void *data;
size_t size;
size_t left;
} buffer;
} windowsio;
#endif
#ifdef HAVE_STDIO_H
struct
{
SDL_bool autoclose;
FILE *fp;
} stdio;
#endif
struct
{
Uint8 *base;
Uint8 *here;
Uint8 *stop;
} mem;
struct
{
void *data1;
void *data2;
} unknown;
} hidden;
} SDL_RWops;
/**
* \name RWFrom functions
*
* Functions to create SDL_RWops structures from various data streams.
*/
/* @{ */
extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromFile(const char *file,
const char *mode);
#ifdef HAVE_STDIO_H
extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromFP(FILE * fp,
SDL_bool autoclose);
#else
extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromFP(void * fp,
SDL_bool autoclose);
#endif
extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromMem(void *mem, int size);
extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromConstMem(const void *mem,
int size);
/* @} *//* RWFrom functions */
extern DECLSPEC SDL_RWops *SDLCALL SDL_AllocRW(void);
extern DECLSPEC void SDLCALL SDL_FreeRW(SDL_RWops * area);
#define RW_SEEK_SET 0 /**< Seek from the beginning of data */
#define RW_SEEK_CUR 1 /**< Seek relative to current read point */
#define RW_SEEK_END 2 /**< Seek relative to the end of data */
/**
* Return the size of the file in this rwops, or -1 if unknown
*/
extern DECLSPEC Sint64 SDLCALL SDL_RWsize(SDL_RWops *context);
/**
* Seek to \c offset relative to \c whence, one of stdio's whence values:
* RW_SEEK_SET, RW_SEEK_CUR, RW_SEEK_END
*
* \return the final offset in the data stream, or -1 on error.
*/
extern DECLSPEC Sint64 SDLCALL SDL_RWseek(SDL_RWops *context,
Sint64 offset, int whence);
/**
* Return the current offset in the data stream, or -1 on error.
*/
extern DECLSPEC Sint64 SDLCALL SDL_RWtell(SDL_RWops *context);
/**
* Read up to \c maxnum objects each of size \c size from the data
* stream to the area pointed at by \c ptr.
*
* \return the number of objects read, or 0 at error or end of file.
*/
extern DECLSPEC size_t SDLCALL SDL_RWread(SDL_RWops *context,
void *ptr, size_t size, size_t maxnum);
/**
* Write exactly \c num objects each of size \c size from the area
* pointed at by \c ptr to data stream.
*
* \return the number of objects written, or 0 at error or end of file.
*/
extern DECLSPEC size_t SDLCALL SDL_RWwrite(SDL_RWops *context,
const void *ptr, size_t size, size_t num);
/**
* Close and free an allocated SDL_RWops structure.
*
* \return 0 if successful or -1 on write error when flushing data.
*/
extern DECLSPEC int SDLCALL SDL_RWclose(SDL_RWops *context);
/**
* 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.
*
* 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(const char *file, size_t *datasize);
/**
* \name Read endian functions
*
* Read an item of the specified endianness and return in native format.
*/
/* @{ */
extern DECLSPEC Uint8 SDLCALL SDL_ReadU8(SDL_RWops * src);
extern DECLSPEC Uint16 SDLCALL SDL_ReadLE16(SDL_RWops * src);
extern DECLSPEC Uint16 SDLCALL SDL_ReadBE16(SDL_RWops * src);
extern DECLSPEC Uint32 SDLCALL SDL_ReadLE32(SDL_RWops * src);
extern DECLSPEC Uint32 SDLCALL SDL_ReadBE32(SDL_RWops * src);
extern DECLSPEC Uint64 SDLCALL SDL_ReadLE64(SDL_RWops * src);
extern DECLSPEC Uint64 SDLCALL SDL_ReadBE64(SDL_RWops * src);
/* @} *//* Read endian functions */
/**
* \name Write endian functions
*
* Write an item of native format to the specified endianness.
*/
/* @{ */
extern DECLSPEC size_t SDLCALL SDL_WriteU8(SDL_RWops * dst, Uint8 value);
extern DECLSPEC size_t SDLCALL SDL_WriteLE16(SDL_RWops * dst, Uint16 value);
extern DECLSPEC size_t SDLCALL SDL_WriteBE16(SDL_RWops * dst, Uint16 value);
extern DECLSPEC size_t SDLCALL SDL_WriteLE32(SDL_RWops * dst, Uint32 value);
extern DECLSPEC size_t SDLCALL SDL_WriteBE32(SDL_RWops * dst, Uint32 value);
extern DECLSPEC size_t SDLCALL SDL_WriteLE64(SDL_RWops * dst, Uint64 value);
extern DECLSPEC size_t SDLCALL SDL_WriteBE64(SDL_RWops * dst, Uint64 value);
/* @} *//* Write endian functions */
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_rwops_h_ */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_scancode.h
*
* Defines keyboard scancodes.
*/
#ifndef SDL_scancode_h_
#define SDL_scancode_h_
#include "SDL_stdinc.h"
/**
* \brief The SDL keyboard scancode representation.
*
* Values of this type are used to represent keyboard keys, among other places
* in the \link SDL_Keysym::scancode key.keysym.scancode \endlink field of the
* SDL_Event structure.
*
* The values in this enumeration are based on the USB usage page standard:
* https://www.usb.org/sites/default/files/documents/hut1_12v2.pdf
*/
typedef enum
{
SDL_SCANCODE_UNKNOWN = 0,
/**
* \name Usage page 0x07
*
* These values are from usage page 0x07 (USB keyboard page).
*/
/* @{ */
SDL_SCANCODE_A = 4,
SDL_SCANCODE_B = 5,
SDL_SCANCODE_C = 6,
SDL_SCANCODE_D = 7,
SDL_SCANCODE_E = 8,
SDL_SCANCODE_F = 9,
SDL_SCANCODE_G = 10,
SDL_SCANCODE_H = 11,
SDL_SCANCODE_I = 12,
SDL_SCANCODE_J = 13,
SDL_SCANCODE_K = 14,
SDL_SCANCODE_L = 15,
SDL_SCANCODE_M = 16,
SDL_SCANCODE_N = 17,
SDL_SCANCODE_O = 18,
SDL_SCANCODE_P = 19,
SDL_SCANCODE_Q = 20,
SDL_SCANCODE_R = 21,
SDL_SCANCODE_S = 22,
SDL_SCANCODE_T = 23,
SDL_SCANCODE_U = 24,
SDL_SCANCODE_V = 25,
SDL_SCANCODE_W = 26,
SDL_SCANCODE_X = 27,
SDL_SCANCODE_Y = 28,
SDL_SCANCODE_Z = 29,
SDL_SCANCODE_1 = 30,
SDL_SCANCODE_2 = 31,
SDL_SCANCODE_3 = 32,
SDL_SCANCODE_4 = 33,
SDL_SCANCODE_5 = 34,
SDL_SCANCODE_6 = 35,
SDL_SCANCODE_7 = 36,
SDL_SCANCODE_8 = 37,
SDL_SCANCODE_9 = 38,
SDL_SCANCODE_0 = 39,
SDL_SCANCODE_RETURN = 40,
SDL_SCANCODE_ESCAPE = 41,
SDL_SCANCODE_BACKSPACE = 42,
SDL_SCANCODE_TAB = 43,
SDL_SCANCODE_SPACE = 44,
SDL_SCANCODE_MINUS = 45,
SDL_SCANCODE_EQUALS = 46,
SDL_SCANCODE_LEFTBRACKET = 47,
SDL_SCANCODE_RIGHTBRACKET = 48,
SDL_SCANCODE_BACKSLASH = 49, /**< Located at the lower left of the return
* key on ISO keyboards and at the right end
* of the QWERTY row on ANSI keyboards.
* Produces REVERSE SOLIDUS (backslash) and
* VERTICAL LINE in a US layout, REVERSE
* SOLIDUS and VERTICAL LINE in a UK Mac
* layout, NUMBER SIGN and TILDE in a UK
* Windows layout, DOLLAR SIGN and POUND SIGN
* in a Swiss German layout, NUMBER SIGN and
* APOSTROPHE in a German layout, GRAVE
* ACCENT and POUND SIGN in a French Mac
* layout, and ASTERISK and MICRO SIGN in a
* French Windows layout.
*/
SDL_SCANCODE_NONUSHASH = 50, /**< ISO USB keyboards actually use this code
* instead of 49 for the same key, but all
* OSes I've seen treat the two codes
* identically. So, as an implementor, unless
* your keyboard generates both of those
* codes and your OS treats them differently,
* you should generate SDL_SCANCODE_BACKSLASH
* instead of this code. As a user, you
* should not rely on this code because SDL
* will never generate it with most (all?)
* keyboards.
*/
SDL_SCANCODE_SEMICOLON = 51,
SDL_SCANCODE_APOSTROPHE = 52,
SDL_SCANCODE_GRAVE = 53, /**< Located in the top left corner (on both ANSI
* and ISO keyboards). Produces GRAVE ACCENT and
* TILDE in a US Windows layout and in US and UK
* Mac layouts on ANSI keyboards, GRAVE ACCENT
* and NOT SIGN in a UK Windows layout, SECTION
* SIGN and PLUS-MINUS SIGN in US and UK Mac
* layouts on ISO keyboards, SECTION SIGN and
* DEGREE SIGN in a Swiss German layout (Mac:
* only on ISO keyboards), CIRCUMFLEX ACCENT and
* DEGREE SIGN in a German layout (Mac: only on
* ISO keyboards), SUPERSCRIPT TWO and TILDE in a
* French Windows layout, COMMERCIAL AT and
* NUMBER SIGN in a French Mac layout on ISO
* keyboards, and LESS-THAN SIGN and GREATER-THAN
* SIGN in a Swiss German, German, or French Mac
* layout on ANSI keyboards.
*/
SDL_SCANCODE_COMMA = 54,
SDL_SCANCODE_PERIOD = 55,
SDL_SCANCODE_SLASH = 56,
SDL_SCANCODE_CAPSLOCK = 57,
SDL_SCANCODE_F1 = 58,
SDL_SCANCODE_F2 = 59,
SDL_SCANCODE_F3 = 60,
SDL_SCANCODE_F4 = 61,
SDL_SCANCODE_F5 = 62,
SDL_SCANCODE_F6 = 63,
SDL_SCANCODE_F7 = 64,
SDL_SCANCODE_F8 = 65,
SDL_SCANCODE_F9 = 66,
SDL_SCANCODE_F10 = 67,
SDL_SCANCODE_F11 = 68,
SDL_SCANCODE_F12 = 69,
SDL_SCANCODE_PRINTSCREEN = 70,
SDL_SCANCODE_SCROLLLOCK = 71,
SDL_SCANCODE_PAUSE = 72,
SDL_SCANCODE_INSERT = 73, /**< insert on PC, help on some Mac keyboards (but
does send code 73, not 117) */
SDL_SCANCODE_HOME = 74,
SDL_SCANCODE_PAGEUP = 75,
SDL_SCANCODE_DELETE = 76,
SDL_SCANCODE_END = 77,
SDL_SCANCODE_PAGEDOWN = 78,
SDL_SCANCODE_RIGHT = 79,
SDL_SCANCODE_LEFT = 80,
SDL_SCANCODE_DOWN = 81,
SDL_SCANCODE_UP = 82,
SDL_SCANCODE_NUMLOCKCLEAR = 83, /**< num lock on PC, clear on Mac keyboards
*/
SDL_SCANCODE_KP_DIVIDE = 84,
SDL_SCANCODE_KP_MULTIPLY = 85,
SDL_SCANCODE_KP_MINUS = 86,
SDL_SCANCODE_KP_PLUS = 87,
SDL_SCANCODE_KP_ENTER = 88,
SDL_SCANCODE_KP_1 = 89,
SDL_SCANCODE_KP_2 = 90,
SDL_SCANCODE_KP_3 = 91,
SDL_SCANCODE_KP_4 = 92,
SDL_SCANCODE_KP_5 = 93,
SDL_SCANCODE_KP_6 = 94,
SDL_SCANCODE_KP_7 = 95,
SDL_SCANCODE_KP_8 = 96,
SDL_SCANCODE_KP_9 = 97,
SDL_SCANCODE_KP_0 = 98,
SDL_SCANCODE_KP_PERIOD = 99,
SDL_SCANCODE_NONUSBACKSLASH = 100, /**< This is the additional key that ISO
* keyboards have over ANSI ones,
* located between left shift and Y.
* Produces GRAVE ACCENT and TILDE in a
* US or UK Mac layout, REVERSE SOLIDUS
* (backslash) and VERTICAL LINE in a
* US or UK Windows layout, and
* LESS-THAN SIGN and GREATER-THAN SIGN
* in a Swiss German, German, or French
* layout. */
SDL_SCANCODE_APPLICATION = 101, /**< windows contextual menu, compose */
SDL_SCANCODE_POWER = 102, /**< The USB document says this is a status flag,
* not a physical key - but some Mac keyboards
* do have a power key. */
SDL_SCANCODE_KP_EQUALS = 103,
SDL_SCANCODE_F13 = 104,
SDL_SCANCODE_F14 = 105,
SDL_SCANCODE_F15 = 106,
SDL_SCANCODE_F16 = 107,
SDL_SCANCODE_F17 = 108,
SDL_SCANCODE_F18 = 109,
SDL_SCANCODE_F19 = 110,
SDL_SCANCODE_F20 = 111,
SDL_SCANCODE_F21 = 112,
SDL_SCANCODE_F22 = 113,
SDL_SCANCODE_F23 = 114,
SDL_SCANCODE_F24 = 115,
SDL_SCANCODE_EXECUTE = 116,
SDL_SCANCODE_HELP = 117,
SDL_SCANCODE_MENU = 118,
SDL_SCANCODE_SELECT = 119,
SDL_SCANCODE_STOP = 120,
SDL_SCANCODE_AGAIN = 121, /**< redo */
SDL_SCANCODE_UNDO = 122,
SDL_SCANCODE_CUT = 123,
SDL_SCANCODE_COPY = 124,
SDL_SCANCODE_PASTE = 125,
SDL_SCANCODE_FIND = 126,
SDL_SCANCODE_MUTE = 127,
SDL_SCANCODE_VOLUMEUP = 128,
SDL_SCANCODE_VOLUMEDOWN = 129,
/* not sure whether there's a reason to enable these */
/* SDL_SCANCODE_LOCKINGCAPSLOCK = 130, */
/* SDL_SCANCODE_LOCKINGNUMLOCK = 131, */
/* SDL_SCANCODE_LOCKINGSCROLLLOCK = 132, */
SDL_SCANCODE_KP_COMMA = 133,
SDL_SCANCODE_KP_EQUALSAS400 = 134,
SDL_SCANCODE_INTERNATIONAL1 = 135, /**< used on Asian keyboards, see
footnotes in USB doc */
SDL_SCANCODE_INTERNATIONAL2 = 136,
SDL_SCANCODE_INTERNATIONAL3 = 137, /**< Yen */
SDL_SCANCODE_INTERNATIONAL4 = 138,
SDL_SCANCODE_INTERNATIONAL5 = 139,
SDL_SCANCODE_INTERNATIONAL6 = 140,
SDL_SCANCODE_INTERNATIONAL7 = 141,
SDL_SCANCODE_INTERNATIONAL8 = 142,
SDL_SCANCODE_INTERNATIONAL9 = 143,
SDL_SCANCODE_LANG1 = 144, /**< Hangul/English toggle */
SDL_SCANCODE_LANG2 = 145, /**< Hanja conversion */
SDL_SCANCODE_LANG3 = 146, /**< Katakana */
SDL_SCANCODE_LANG4 = 147, /**< Hiragana */
SDL_SCANCODE_LANG5 = 148, /**< Zenkaku/Hankaku */
SDL_SCANCODE_LANG6 = 149, /**< reserved */
SDL_SCANCODE_LANG7 = 150, /**< reserved */
SDL_SCANCODE_LANG8 = 151, /**< reserved */
SDL_SCANCODE_LANG9 = 152, /**< reserved */
SDL_SCANCODE_ALTERASE = 153, /**< Erase-Eaze */
SDL_SCANCODE_SYSREQ = 154,
SDL_SCANCODE_CANCEL = 155,
SDL_SCANCODE_CLEAR = 156,
SDL_SCANCODE_PRIOR = 157,
SDL_SCANCODE_RETURN2 = 158,
SDL_SCANCODE_SEPARATOR = 159,
SDL_SCANCODE_OUT = 160,
SDL_SCANCODE_OPER = 161,
SDL_SCANCODE_CLEARAGAIN = 162,
SDL_SCANCODE_CRSEL = 163,
SDL_SCANCODE_EXSEL = 164,
SDL_SCANCODE_KP_00 = 176,
SDL_SCANCODE_KP_000 = 177,
SDL_SCANCODE_THOUSANDSSEPARATOR = 178,
SDL_SCANCODE_DECIMALSEPARATOR = 179,
SDL_SCANCODE_CURRENCYUNIT = 180,
SDL_SCANCODE_CURRENCYSUBUNIT = 181,
SDL_SCANCODE_KP_LEFTPAREN = 182,
SDL_SCANCODE_KP_RIGHTPAREN = 183,
SDL_SCANCODE_KP_LEFTBRACE = 184,
SDL_SCANCODE_KP_RIGHTBRACE = 185,
SDL_SCANCODE_KP_TAB = 186,
SDL_SCANCODE_KP_BACKSPACE = 187,
SDL_SCANCODE_KP_A = 188,
SDL_SCANCODE_KP_B = 189,
SDL_SCANCODE_KP_C = 190,
SDL_SCANCODE_KP_D = 191,
SDL_SCANCODE_KP_E = 192,
SDL_SCANCODE_KP_F = 193,
SDL_SCANCODE_KP_XOR = 194,
SDL_SCANCODE_KP_POWER = 195,
SDL_SCANCODE_KP_PERCENT = 196,
SDL_SCANCODE_KP_LESS = 197,
SDL_SCANCODE_KP_GREATER = 198,
SDL_SCANCODE_KP_AMPERSAND = 199,
SDL_SCANCODE_KP_DBLAMPERSAND = 200,
SDL_SCANCODE_KP_VERTICALBAR = 201,
SDL_SCANCODE_KP_DBLVERTICALBAR = 202,
SDL_SCANCODE_KP_COLON = 203,
SDL_SCANCODE_KP_HASH = 204,
SDL_SCANCODE_KP_SPACE = 205,
SDL_SCANCODE_KP_AT = 206,
SDL_SCANCODE_KP_EXCLAM = 207,
SDL_SCANCODE_KP_MEMSTORE = 208,
SDL_SCANCODE_KP_MEMRECALL = 209,
SDL_SCANCODE_KP_MEMCLEAR = 210,
SDL_SCANCODE_KP_MEMADD = 211,
SDL_SCANCODE_KP_MEMSUBTRACT = 212,
SDL_SCANCODE_KP_MEMMULTIPLY = 213,
SDL_SCANCODE_KP_MEMDIVIDE = 214,
SDL_SCANCODE_KP_PLUSMINUS = 215,
SDL_SCANCODE_KP_CLEAR = 216,
SDL_SCANCODE_KP_CLEARENTRY = 217,
SDL_SCANCODE_KP_BINARY = 218,
SDL_SCANCODE_KP_OCTAL = 219,
SDL_SCANCODE_KP_DECIMAL = 220,
SDL_SCANCODE_KP_HEXADECIMAL = 221,
SDL_SCANCODE_LCTRL = 224,
SDL_SCANCODE_LSHIFT = 225,
SDL_SCANCODE_LALT = 226, /**< alt, option */
SDL_SCANCODE_LGUI = 227, /**< windows, command (apple), meta */
SDL_SCANCODE_RCTRL = 228,
SDL_SCANCODE_RSHIFT = 229,
SDL_SCANCODE_RALT = 230, /**< alt gr, option */
SDL_SCANCODE_RGUI = 231, /**< windows, command (apple), meta */
SDL_SCANCODE_MODE = 257, /**< I'm not sure if this is really not covered
* by any of the above, but since there's a
* special KMOD_MODE for it I'm adding it here
*/
/* @} *//* Usage page 0x07 */
/**
* \name Usage page 0x0C
*
* These values are mapped from usage page 0x0C (USB consumer page).
*/
/* @{ */
SDL_SCANCODE_AUDIONEXT = 258,
SDL_SCANCODE_AUDIOPREV = 259,
SDL_SCANCODE_AUDIOSTOP = 260,
SDL_SCANCODE_AUDIOPLAY = 261,
SDL_SCANCODE_AUDIOMUTE = 262,
SDL_SCANCODE_MEDIASELECT = 263,
SDL_SCANCODE_WWW = 264,
SDL_SCANCODE_MAIL = 265,
SDL_SCANCODE_CALCULATOR = 266,
SDL_SCANCODE_COMPUTER = 267,
SDL_SCANCODE_AC_SEARCH = 268,
SDL_SCANCODE_AC_HOME = 269,
SDL_SCANCODE_AC_BACK = 270,
SDL_SCANCODE_AC_FORWARD = 271,
SDL_SCANCODE_AC_STOP = 272,
SDL_SCANCODE_AC_REFRESH = 273,
SDL_SCANCODE_AC_BOOKMARKS = 274,
/* @} *//* Usage page 0x0C */
/**
* \name Walther keys
*
* These are values that Christian Walther added (for mac keyboard?).
*/
/* @{ */
SDL_SCANCODE_BRIGHTNESSDOWN = 275,
SDL_SCANCODE_BRIGHTNESSUP = 276,
SDL_SCANCODE_DISPLAYSWITCH = 277, /**< display mirroring/dual display
switch, video mode switch */
SDL_SCANCODE_KBDILLUMTOGGLE = 278,
SDL_SCANCODE_KBDILLUMDOWN = 279,
SDL_SCANCODE_KBDILLUMUP = 280,
SDL_SCANCODE_EJECT = 281,
SDL_SCANCODE_SLEEP = 282,
SDL_SCANCODE_APP1 = 283,
SDL_SCANCODE_APP2 = 284,
/* @} *//* Walther keys */
/**
* \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_ */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_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: */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SDL_shape_h_
#define SDL_shape_h_
#include "SDL_stdinc.h"
#include "SDL_pixels.h"
#include "SDL_rect.h"
#include "SDL_surface.h"
#include "SDL_video.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/** \file SDL_shape.h
*
* Header file for the shaped window API.
*/
#define SDL_NONSHAPEABLE_WINDOW -1
#define SDL_INVALID_SHAPE_ARGUMENT -2
#define SDL_WINDOW_LACKS_SHAPE -3
/**
* \brief Create a window that can be shaped with the specified position, dimensions, and flags.
*
* \param title The title of the window, in UTF-8 encoding.
* \param x The x position of the window, ::SDL_WINDOWPOS_CENTERED, or
* ::SDL_WINDOWPOS_UNDEFINED.
* \param y The y position of the window, ::SDL_WINDOWPOS_CENTERED, or
* ::SDL_WINDOWPOS_UNDEFINED.
* \param w The width of the window.
* \param h The height of the window.
* \param flags The flags for the window, a mask of SDL_WINDOW_BORDERLESS with any of the following:
* ::SDL_WINDOW_OPENGL, ::SDL_WINDOW_INPUT_GRABBED,
* ::SDL_WINDOW_HIDDEN, ::SDL_WINDOW_RESIZABLE,
* ::SDL_WINDOW_MAXIMIZED, ::SDL_WINDOW_MINIMIZED,
* ::SDL_WINDOW_BORDERLESS is always set, and ::SDL_WINDOW_FULLSCREEN is always unset.
*
* \return The window created, or NULL if window creation failed.
*
* \sa SDL_DestroyWindow()
*/
extern DECLSPEC SDL_Window * SDLCALL SDL_CreateShapedWindow(const char *title,unsigned int x,unsigned int y,unsigned int w,unsigned int h,Uint32 flags);
/**
* \brief Return whether the given window is a shaped window.
*
* \param window The window to query for being shaped.
*
* \return SDL_TRUE if the window is a window that can be shaped, SDL_FALSE if the window is unshaped or NULL.
*
* \sa SDL_CreateShapedWindow
*/
extern DECLSPEC SDL_bool SDLCALL SDL_IsShapedWindow(const SDL_Window *window);
/** \brief An enum denoting the specific type of contents present in an SDL_WindowShapeParams union. */
typedef enum {
/** \brief The default mode, a binarized alpha cutoff of 1. */
ShapeModeDefault,
/** \brief A binarized alpha cutoff with a given integer value. */
ShapeModeBinarizeAlpha,
/** \brief A binarized alpha cutoff with a given integer value, but with the opposite comparison. */
ShapeModeReverseBinarizeAlpha,
/** \brief A color key is applied. */
ShapeModeColorKey
} WindowShapeMode;
#define SDL_SHAPEMODEALPHA(mode) (mode == ShapeModeDefault || mode == ShapeModeBinarizeAlpha || mode == ShapeModeReverseBinarizeAlpha)
/** \brief A union containing parameters for shaped windows. */
typedef union {
/** \brief A cutoff alpha value for binarization of the window shape's alpha channel. */
Uint8 binarizationCutoff;
SDL_Color colorKey;
} SDL_WindowShapeParams;
/** \brief A struct that tags the SDL_WindowShapeParams union with an enum describing the type of its contents. */
typedef struct SDL_WindowShapeMode {
/** \brief The mode of these window-shape parameters. */
WindowShapeMode mode;
/** \brief Window-shape parameters. */
SDL_WindowShapeParams parameters;
} SDL_WindowShapeMode;
/**
* \brief Set the shape and parameters of a shaped window.
*
* \param window The shaped window whose parameters should be set.
* \param shape A surface encoding the desired shape for the window.
* \param shape_mode The parameters to set for the shaped window.
*
* \return 0 on success, SDL_INVALID_SHAPE_ARGUMENT on an invalid shape argument, or SDL_NONSHAPEABLE_WINDOW
* if the SDL_Window given does not reference a valid shaped window.
*
* \sa SDL_WindowShapeMode
* \sa SDL_GetShapedWindowMode.
*/
extern DECLSPEC int SDLCALL SDL_SetWindowShape(SDL_Window *window,SDL_Surface *shape,SDL_WindowShapeMode *shape_mode);
/**
* \brief Get the shape parameters of a shaped window.
*
* \param window The shaped window whose parameters should be retrieved.
* \param shape_mode An empty shape-mode structure to fill, or NULL to check whether the window has a shape.
*
* \return 0 if the window has a shape and, provided shape_mode was not NULL, shape_mode has been filled with the mode
* data, SDL_NONSHAPEABLE_WINDOW if the SDL_Window given is not a shaped window, or SDL_WINDOW_LACKS_SHAPE if
* the SDL_Window given is a shapeable window currently lacking a shape.
*
* \sa SDL_WindowShapeMode
* \sa SDL_SetWindowShape
*/
extern DECLSPEC int SDLCALL SDL_GetShapedWindowMode(SDL_Window *window,SDL_WindowShapeMode *shape_mode);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_shape_h_ */

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