Migrated to SDL3.
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19736 changed files with 1877112 additions and 3297092 deletions
12
CHANGELOG
12
CHANGELOG
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@ -7,6 +7,11 @@ SINGE 3.00
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API Changes
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-----------
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- Singe is built on SDL3 (SDL 3.4, SDL3_image, SDL3_mixer 3.2, SDL3_ttf)
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instead of SDL2. Nothing changes for scripts: the same functions,
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constants, scancodes, and controls.cfg names. SDL2_gfx is gone; sprite
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and video rotation and scaling are done by the engine itself.
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- The sprite handle is now the FIRST argument of spriteDraw(), spriteLoop(),
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spriteQuality(), spriteRotate(), spriteRotateAndScale(), spriteScale(), and
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spriteSetFrame(), matching the video*() functions. Move the last argument
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@ -155,6 +160,13 @@ Fixes
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video paths (the directory string was freed before use); a lone "." now
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means the framefile's own directory.
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- Mouse positions are delivered in the video's coordinates again (SDL3
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stopped scaling them for us), so crosshairs follow the pointer.
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- A key or button still held when a game exits no longer counts as a
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press in the script that follows. Confirming Exit in a game with
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button 1 used to relaunch it from the menu.
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- Audio ran late by the device queue depth on most Linux audio servers:
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the clock assumed one mixer buffer of latency where PulseAudio and
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PipeWire hold several. See the audio sync entry above.
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@ -220,6 +220,8 @@ set(SINGE_SOURCE
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src/common.h
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src/embedded.h
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src/frameFile.c
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src/rotoZoom.c
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src/rotoZoom.h
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src/frameFile.h
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src/main.c
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src/main.h
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@ -333,11 +335,6 @@ set(MANYMOUSE_SOURCE
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thirdparty/manymouse/x11_xinput2.c
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)
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set(SDL2_GFX_SOURCE
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thirdparty/SDL2_gfx/SDL2_rotozoom.h
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thirdparty/SDL2_gfx/SDL2_rotozoom.c
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)
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# ===== Target =====
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@ -353,7 +350,6 @@ add_executable(${CMAKE_PROJECT_NAME}
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${LUA_RS232_SOURCE}
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${UTHASH_SOURCE}
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${MANYMOUSE_SOURCE}
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${SDL2_GFX_SOURCE}
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)
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if(WIN32)
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enable_language(RC)
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@ -377,7 +373,6 @@ if(WIN32)
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# _WIN32_WINNT=0x0600 sets the minimum compatible version of Windows to Vista.
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# The function inet_pton() does not exist before then.
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target_compile_definitions(${CMAKE_PROJECT_NAME} PRIVATE
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main=SDL_main
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_WIN32_WINNT=0x0600
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)
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endif()
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@ -391,7 +386,6 @@ target_include_directories(${CMAKE_PROJECT_NAME} PRIVATE
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${GENERATED_DIR}/include
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${BUILD_DIR}
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${BUILD_DIR}/include
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${BUILD_DIR}/include/SDL2
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thirdparty/lua/src
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thirdparty/luasec/src
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thirdparty/librs232/include
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@ -476,16 +470,17 @@ set(STATIC_LIBS
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${BUILD_DIR}/lib/libopusfile.a
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${BUILD_DIR}/lib/libogg.a
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${BUILD_DIR}/lib/libpostproc.a
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${BUILD_DIR}/lib/libSDL2.a
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${BUILD_DIR}/lib/libSDL2_image.a
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${BUILD_DIR}/lib/libSDL2main.a
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${BUILD_DIR}/lib/libSDL2_mixer.a
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${BUILD_DIR}/lib/libSDL2_ttf.a
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${BUILD_DIR}/lib/libSDL3.a
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${BUILD_DIR}/lib/libSDL3_image.a
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${BUILD_DIR}/lib/libSDL3_mixer.a
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${BUILD_DIR}/lib/libSDL3_ttf.a
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${BUILD_DIR}/lib/libswresample.a
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${BUILD_DIR}/lib/libswscale.a
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${BUILD_DIR}/lib/libwavpack.a
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${BUILD_DIR}/lib/libwebp.a
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${BUILD_DIR}/lib/libwebpdemux.a
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${BUILD_DIR}/lib/libwebpmux.a
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${BUILD_DIR}/lib/libsharpyuv.a
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${BUILD_DIR}/lib/libxmp.a
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${BUILD_DIR}/lib/libz.a
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${BUILD_DIR}/lib/libzstd.a
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9
LICENSES
9
LICENSES
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@ -26,11 +26,10 @@ manymouse Zlib https://icculus.org/manymouse
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openssl Apache-2.0 https://www.openssl.org
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opus BSD-3-Clause https://opus-codec.org
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opusfile BSD-3-Clause https://opus-codec.org
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SDL2 Zlib https://www.libsdl.org
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SDL2_gfx LGPL-2.1 https://github.com/ferzkopp/SDL_gfx
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SDL2_image Zlib https://www.libsdl.org
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SDL2_mixer Zlib https://www.libsdl.org
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SDL2_ttf Zlib https://www.libsdl.org
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SDL3 Zlib https://www.libsdl.org
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SDL3_image Zlib https://www.libsdl.org
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SDL3_mixer Zlib https://www.libsdl.org
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SDL3_ttf Zlib https://www.libsdl.org
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timerwheel.lua MIT https://tieske.github.io/timerwheel.lua
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uthash BSD-1-Clause https://troydhanson.github.io/uthash
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vlc GPL-2.0 https://www.videolan.org/vlc
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71
build-all.sh
71
build-all.sh
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@ -92,31 +92,33 @@ function buildAll() {
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make install
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popd
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pushd thirdparty/SDL2
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pushd thirdparty/SDL3
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clearAndEnterBuild
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cmake ${COMMON} \
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-DSDL_SHARED=off \
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-DSDL_STATIC=on \
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-DSDL_TESTS=off \
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-DSDL_EXAMPLES=off \
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..
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make install
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popd
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pushd thirdparty/SDL2_image
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pushd thirdparty/SDL3_image
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clearAndEnterBuild
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CFLAGS="-Iexternal/libpng ${CFLAGS}" \
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# The vendored libpng must see the vendored zlib, not the one under ${G_TARGET}/include.
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CFLAGS="${CFLAGS#-I${G_TARGET}/include}" \
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cmake ${COMMON} \
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-DBUILD_SHARED_LIBS=off \
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-DSDL2IMAGE_DEPS_SHARED=off \
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-DSDL2IMAGE_SAMPLES=off \
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-DSDL2IMAGE_TESTS=off \
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-DSDL2IMAGE_VENDORED=on \
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-DSDL2IMAGE_BACKEND_STB=off \
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-DSDL2IMAGE_AVIF=off \
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-DSDL2IMAGE_JXL=off \
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-DSDL2IMAGE_TIF=off \
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-DSDL2IMAGE_WEBP=on \
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-DSDL2_LIBRARY="${G_TARGET}/lib/libSDL2.a" \
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-DSDL2_INCLUDE_DIR="${G_TARGET}/include/SDL2" \
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-DSDLIMAGE_DEPS_SHARED=off \
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-DSDLIMAGE_SAMPLES=off \
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-DSDLIMAGE_TESTS=off \
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-DSDLIMAGE_VENDORED=on \
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-DSDLIMAGE_BACKEND_STB=off \
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-DSDLIMAGE_AVIF=off \
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-DSDLIMAGE_JXL=off \
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-DSDLIMAGE_TIF=off \
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-DSDLIMAGE_WEBP=on \
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-DSDL3_DIR=${G_TARGET}/lib/cmake/SDL3 \
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-DWEBP_BUILD_ANIM_UTILS=off \
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-DWEBP_BUILD_CWEBP=off \
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-DWEBP_BUILD_DWEBP=off \
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@ -127,40 +129,39 @@ function buildAll() {
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-DWEBP_BUILD_WEBPMUX=off \
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-DWEBP_BUILD_EXTRAS=off \
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..
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# 'make install' fails on zlib, which we don't want anyway.
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make
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cp -f ../include/SDL_image.h "${G_TARGET}/include/SDL2/."
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cp -f libSDL2_image.a "${G_TARGET}/lib/."
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cp -f external/libwebp/libwebp.a "${G_TARGET}/lib/."
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cp -f external/libwebp/libwebpdemux.a "${G_TARGET}/lib/."
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if [[ "${OS}" != "macos" ]]; then
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cp -f external/jpeg/libjpeg.a "${G_TARGET}/lib/."
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cp -f external/libpng/libpng.a "${G_TARGET}/lib/."
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fi
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make install
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popd
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pushd thirdparty/SDL2_mixer
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pushd thirdparty/SDL3_mixer
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clearAndEnterBuild
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cmake ${COMMON} \
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-DBUILD_SHARED_LIBS=off \
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-DSDL2MIXER_CMD=off \
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-DSDL2MIXER_DEPS_SHARED=off \
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-DSDL2MIXER_VENDORED=on \
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-DSDL2MIXER_SAMPLES=off \
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-DSDL2_DIR=${G_TARGET}/lib/cmake/SDL2 \
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-DSDLMIXER_DEPS_SHARED=off \
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-DSDLMIXER_VENDORED=on \
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-DSDLMIXER_EXAMPLES=off \
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-DSDLMIXER_TESTS=off \
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-DSDLMIXER_FLAC_LIBFLAC=off \
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-DSDLMIXER_MP3_MPG123=off \
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-DSDLMIXER_VORBIS_STB=on \
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-DSDLMIXER_VORBIS_VORBISFILE=off \
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-DSDLMIXER_VORBIS_TREMOR=off \
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-DSDLMIXER_GME=off \
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-DSDLMIXER_MIDI_FLUIDSYNTH=off \
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-DSDL3_DIR=${G_TARGET}/lib/cmake/SDL3 \
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-DWAVPACK_ENABLE_ASM=no \
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..
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make install
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popd
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pushd thirdparty/SDL2_ttf
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pushd thirdparty/SDL3_ttf
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clearAndEnterBuild
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cmake ${COMMON} \
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-DBUILD_SHARED_LIBS=off \
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-DSDL2TTF_VENDORED=on \
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-DSDL2TTF_HARFBUZZ=off \
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-DSDL2TTF_SAMPLES=off \
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-DSDL2_DIR=${G_TARGET}/lib/cmake/SDL2 \
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-DSDLTTF_VENDORED=on \
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-DSDLTTF_HARFBUZZ=off \
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-DSDLTTF_PLUTOSVG=off \
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-DSDLTTF_SAMPLES=off \
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-DSDL3_DIR=${G_TARGET}/lib/cmake/SDL3 \
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..
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make install
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popd
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93
src/main.c
93
src/main.c
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@ -36,10 +36,11 @@
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#include "include/archive.h"
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#include "include/archive_entry.h"
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#include "include/SDL2/SDL.h"
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#include "include/SDL2/SDL_image.h"
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#include "include/SDL2/SDL_mixer.h"
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#include "include/SDL2/SDL_ttf.h"
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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#include <SDL3_image/SDL_image.h>
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#include <SDL3_mixer/SDL_mixer.h>
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#include <SDL3_ttf/SDL_ttf.h>
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#include "../thirdparty/arg_parser/carg_parser.h"
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#include "../thirdparty/uthash/src/utlist.h"
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@ -59,10 +60,7 @@
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#define PRIMARY_DISPLAY 0
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#define MIXER_FREQUENCY 44100
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#define MIXER_CHANNELS 2
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#define MIXER_CHUNK_SAMPLES 1024 // Small so the device queue, and any error in measuring it, stays small
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#define MIXER_MIX_CHANNELS 16
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#define MIXER_FORMATS (MIX_INIT_FLAC | MIX_INIT_MID | MIX_INIT_MOD | MIX_INIT_MP3 | MIX_INIT_OGG | MIX_INIT_OPUS | MIX_INIT_WAVPACK)
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#define IMAGE_FORMATS (IMG_INIT_JPG | IMG_INIT_PNG | IMG_INIT_WEBP)
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#define MIXER_CHUNK_SAMPLES "1024" // Device buffer, kept small so the audio queue and any error in measuring it stay small
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#define ARCHIVE_BLOCK_SIZE 10240
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#define USAGE_OPTION_WIDTH 27
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@ -366,17 +364,19 @@ static void _launcher(const char *exeName, ConfigT *conf) {
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int32_t bestResIndex = -1;
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float thisRatio = 0.0f;
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float bestRatio = HUGE_VALF;
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uint32_t flags = 0;
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SDL_Window *window = NULL;
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SDL_Renderer *renderer = NULL;
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SDL_Surface *icon = NULL;
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SDL_DisplayMode mode;
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SDL_Window *window = NULL;
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SDL_Renderer *renderer = NULL;
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SDL_Surface *icon = NULL;
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MIX_Mixer *mixer = NULL;
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const SDL_DisplayMode *mode = NULL;
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SDL_AudioSpec spec;
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// Get current screen resolution
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if (SDL_GetCurrentDisplayMode(PRIMARY_DISPLAY, &mode) < 0) {
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mode = SDL_GetCurrentDisplayMode(SDL_GetPrimaryDisplay());
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if (mode == NULL) {
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utilDie("%s", SDL_GetError());
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}
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_mainTrace(conf, "Display is %dx%d", mode.w, mode.h);
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_mainTrace(conf, "Display is %dx%d", mode->w, mode->h);
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// Determine resolution if not specified
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if ((conf->xResolution <= 0) || (conf->yResolution <= 0)) {
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@ -384,7 +384,7 @@ static void _launcher(const char *exeName, ConfigT *conf) {
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if (conf->bestRatioIndex < 0) {
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// Find our current aspect ratio
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for (x = 0; _modes[x].ratio.aspectNum != 0; x++) {
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thisRatio = fabsf(((float)_modes[x].ratio.aspectNum / (float)_modes[x].ratio.aspectDom) - ((float)mode.w / (float)mode.h));
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thisRatio = fabsf(((float)_modes[x].ratio.aspectNum / (float)_modes[x].ratio.aspectDom) - ((float)mode->w / (float)mode->h));
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if (thisRatio < bestRatio) {
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bestRatio = thisRatio;
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conf->bestRatioIndex = x;
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@ -400,12 +400,12 @@ static void _launcher(const char *exeName, ConfigT *conf) {
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// Are we full screen?
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if (conf->fullScreen || conf->fullScreenWindow) {
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// Use desktop resolution
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conf->xResolution = mode.w;
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conf->yResolution = mode.h;
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conf->xResolution = mode->w;
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conf->yResolution = mode->h;
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} else {
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// Find largest window that will fit on the screen but not fill it
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for (x = 0; _modes[x].ratio.aspectNum != 0; x++) {
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if (_modeMatchesRatio(x, conf->bestRatioIndex) && (_modes[x].resolution.width < mode.w) && (_modes[x].resolution.height < mode.h)) {
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if (_modeMatchesRatio(x, conf->bestRatioIndex) && (_modes[x].resolution.width < mode->w) && (_modes[x].resolution.height < mode->h)) {
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bestResIndex = x;
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}
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}
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@ -439,37 +439,40 @@ static void _launcher(const char *exeName, ConfigT *conf) {
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if (conf->yResolution <= 0) {
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_showUsage(exeName, "Unable to determine Y resolution. (Is the X value sane?)");
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}
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if ((conf->xResolution > mode.w) || (conf->yResolution > mode.h)) {
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if ((conf->xResolution > mode->w) || (conf->yResolution > mode->h)) {
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_showUsage(exeName, "Specified resolution is larger than the display.");
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}
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// Create Window
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_mainTrace(conf, "Creating window");
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window = SDL_CreateWindow("SINGE", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, conf->xResolution, conf->yResolution, 0);
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window = SDL_CreateWindow("SINGE", conf->xResolution, conf->yResolution, 0);
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if (window == NULL) {
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utilDie("%s", SDL_GetError());
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}
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// Window Icon
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_mainTrace(conf, "Setting icon");
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icon = IMG_Load_RW(SDL_RWFromConstMem(icon_png, (int32_t)icon_png_len), 1);
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icon = IMG_Load_IO(SDL_IOFromConstMem(icon_png, icon_png_len), true);
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if (icon == NULL) {
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utilDie("%s", SDL_GetError());
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}
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SDL_SetWindowIcon(window, icon);
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SDL_FreeSurface(icon);
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SDL_DestroySurface(icon);
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icon = NULL;
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// Do we want full screen of some kind?
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if (conf->fullScreen || conf->fullScreenWindow) {
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// Exclusive full screen takes the display's current mode; a NULL mode is a borderless desktop window.
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_mainTrace(conf, "Going fullscreen");
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flags = conf->fullScreen ? SDL_WINDOW_FULLSCREEN : SDL_WINDOW_FULLSCREEN_DESKTOP;
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SDL_SetWindowFullscreen(window, flags);
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SDL_SetWindowFullscreenMode(window, conf->fullScreen ? mode : NULL);
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SDL_SetWindowFullscreen(window, true);
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// Fullscreen is applied asynchronously; wait for it so the renderer sees the final size.
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SDL_SyncWindow(window);
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}
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// Create a renderer. SDL prefers accelerated drivers but can fall back to software.
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_mainTrace(conf, "Creating renderer");
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renderer = SDL_CreateRenderer(window, -1, 0);
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renderer = SDL_CreateRenderer(window, NULL);
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if (renderer == NULL) {
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utilDie("%s", SDL_GetError());
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}
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@ -480,14 +483,18 @@ static void _launcher(const char *exeName, ConfigT *conf) {
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// Create audio mixer device
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_mainTrace(conf, "Configuring mixer");
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if (Mix_OpenAudio(MIXER_FREQUENCY, MIX_DEFAULT_FORMAT, MIXER_CHANNELS, MIXER_CHUNK_SAMPLES) != 0) {
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utilDie("%s", Mix_GetError());
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SDL_SetHint(SDL_HINT_AUDIO_DEVICE_SAMPLE_FRAMES, MIXER_CHUNK_SAMPLES);
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spec.format = SDL_AUDIO_S16;
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spec.channels = MIXER_CHANNELS;
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spec.freq = MIXER_FREQUENCY;
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mixer = MIX_CreateMixerDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &spec);
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if (mixer == NULL) {
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utilDie("%s", SDL_GetError());
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}
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Mix_AllocateChannels(MIXER_MIX_CHANNELS);
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// Start our video playback system
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_mainTrace(conf, "Initializing laserdisc video");
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videoInit();
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videoInit(mixer);
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// Finish our setup
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_mainTrace(conf, "Disabling screen saver");
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@ -503,7 +510,7 @@ static void _launcher(const char *exeName, ConfigT *conf) {
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_mainTrace(conf, "Shutting down laserdisc video");
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videoQuit();
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_mainTrace(conf, "Stopping mixer");
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Mix_CloseAudio();
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MIX_DestroyMixer(mixer);
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_mainTrace(conf, "Destroying renderer");
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SDL_DestroyRenderer(renderer);
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_mainTrace(conf, "Destroying window");
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|
|
@ -979,36 +986,26 @@ static void _showUsage(const char *name, const char *message) {
|
|||
|
||||
|
||||
static void _startSDL(void) {
|
||||
int32_t initialized = 0;
|
||||
|
||||
// Init SDL
|
||||
if (SDL_Init(SDL_INIT_EVERYTHING) != 0) {
|
||||
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_GAMEPAD | SDL_INIT_EVENTS)) {
|
||||
utilDie("%s", SDL_GetError());
|
||||
}
|
||||
|
||||
// Init SDL_mixer - a missing decoder is a warning, not a fatal error.
|
||||
initialized = Mix_Init(MIXER_FORMATS);
|
||||
if (initialized != MIXER_FORMATS) {
|
||||
utilSay("Warning: Some audio formats are unavailable: %s", Mix_GetError());
|
||||
}
|
||||
|
||||
// Init SDL_image
|
||||
initialized = IMG_Init(IMAGE_FORMATS);
|
||||
if (initialized != IMAGE_FORMATS) {
|
||||
utilDie("%s", IMG_GetError());
|
||||
// Init SDL_mixer (SDL_image needs no init in SDL3)
|
||||
if (!MIX_Init()) {
|
||||
utilDie("%s", SDL_GetError());
|
||||
}
|
||||
|
||||
// Init SDL_ttf
|
||||
if (TTF_Init() < 0) {
|
||||
utilDie("%s", TTF_GetError());
|
||||
if (!TTF_Init()) {
|
||||
utilDie("%s", SDL_GetError());
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
static void _stopSDL(void) {
|
||||
TTF_Quit();
|
||||
IMG_Quit();
|
||||
Mix_Quit();
|
||||
MIX_Quit();
|
||||
SDL_Quit();
|
||||
}
|
||||
|
||||
|
|
|
|||
165
src/rotoZoom.c
Normal file
165
src/rotoZoom.c
Normal file
|
|
@ -0,0 +1,165 @@
|
|||
/*
|
||||
*
|
||||
* Singe 2
|
||||
* Copyright (C) 2006-2024 Scott Duensing <scott@kangaroopunch.com>
|
||||
*
|
||||
* This program is free software; you can redistribute it and/or
|
||||
* modify it under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation; either version 3
|
||||
* of the License, or (at your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program; if not, write to the Free Software
|
||||
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA
|
||||
* 02110-1301, USA.
|
||||
*
|
||||
*/
|
||||
|
||||
|
||||
// Rotates and scales a surface about its centre into a new RGBA surface, the way SDL2_gfx's
|
||||
// rotozoomSurfaceXY did. The result is the bounding box of the transformed image; pixels
|
||||
// outside the image are transparent. Angle is in degrees, counter clockwise.
|
||||
|
||||
#include <math.h>
|
||||
#include <string.h>
|
||||
|
||||
#include "rotoZoom.h"
|
||||
|
||||
|
||||
#define DEGREES_TO_RADIANS (M_PI / 180.0)
|
||||
#define CHANNELS 4
|
||||
#define WEIGHT_ONE 256
|
||||
|
||||
|
||||
static void _sampleNearest(const SDL_Surface *source, double sx, double sy, uint8_t *out);
|
||||
static void _sampleSmooth(const SDL_Surface *source, double sx, double sy, uint8_t *out);
|
||||
|
||||
|
||||
static void _sampleNearest(const SDL_Surface *source, double sx, double sy, uint8_t *out) {
|
||||
int32_t x = (int32_t)floor(sx);
|
||||
int32_t y = (int32_t)floor(sy);
|
||||
const uint8_t *pixel = NULL;
|
||||
|
||||
if ((x < 0) || (y < 0) || (x >= source->w) || (y >= source->h)) {
|
||||
memset(out, 0, CHANNELS);
|
||||
return;
|
||||
}
|
||||
pixel = (const uint8_t *)source->pixels + (size_t)y * (size_t)source->pitch + (size_t)x * CHANNELS;
|
||||
memcpy(out, pixel, CHANNELS);
|
||||
}
|
||||
|
||||
|
||||
// Bilinear blend of the four neighbours. Samples off the edge count as transparent.
|
||||
static void _sampleSmooth(const SDL_Surface *source, double sx, double sy, uint8_t *out) {
|
||||
int32_t x0 = (int32_t)floor(sx - 0.5);
|
||||
int32_t y0 = (int32_t)floor(sy - 0.5);
|
||||
int32_t fx = (int32_t)((sx - 0.5 - (double)x0) * WEIGHT_ONE);
|
||||
int32_t fy = (int32_t)((sy - 0.5 - (double)y0) * WEIGHT_ONE);
|
||||
int32_t weight[4];
|
||||
uint8_t corner[4][CHANNELS];
|
||||
int32_t sum = 0;
|
||||
int32_t c = 0;
|
||||
int32_t i = 0;
|
||||
|
||||
_sampleNearest(source, (double)x0, (double)y0, corner[0]);
|
||||
_sampleNearest(source, (double)x0 + 1, (double)y0, corner[1]);
|
||||
_sampleNearest(source, (double)x0, (double)y0 + 1, corner[2]);
|
||||
_sampleNearest(source, (double)x0 + 1, (double)y0 + 1, corner[3]);
|
||||
weight[0] = (WEIGHT_ONE - fx) * (WEIGHT_ONE - fy);
|
||||
weight[1] = fx * (WEIGHT_ONE - fy);
|
||||
weight[2] = (WEIGHT_ONE - fx) * fy;
|
||||
weight[3] = fx * fy;
|
||||
for (c = 0; c < CHANNELS; c++) {
|
||||
sum = 0;
|
||||
for (i = 0; i < 4; i++) {
|
||||
sum += corner[i][c] * weight[i];
|
||||
}
|
||||
out[c] = (uint8_t)(sum / (WEIGHT_ONE * WEIGHT_ONE));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
SDL_Surface *rotoZoomSurface(SDL_Surface *source, double angle, double zoomX, double zoomY, bool smooth) {
|
||||
SDL_Surface *rgba = NULL;
|
||||
SDL_Surface *result = NULL;
|
||||
double radians = angle * DEGREES_TO_RADIANS;
|
||||
double cosine = cos(radians);
|
||||
double sine = sin(radians);
|
||||
double halfW = 0.0;
|
||||
double halfH = 0.0;
|
||||
double cornerX = 0.0;
|
||||
double cornerY = 0.0;
|
||||
double maxX = 0.0;
|
||||
double maxY = 0.0;
|
||||
double dx = 0.0;
|
||||
double dy = 0.0;
|
||||
double sx = 0.0;
|
||||
double sy = 0.0;
|
||||
int32_t width = 0;
|
||||
int32_t height = 0;
|
||||
int32_t x = 0;
|
||||
int32_t y = 0;
|
||||
uint8_t *row = NULL;
|
||||
|
||||
if ((zoomX <= 0.0) || (zoomY <= 0.0)) {
|
||||
return NULL;
|
||||
}
|
||||
|
||||
// Work in straight RGBA so colour keys become transparent pixels.
|
||||
rgba = SDL_ConvertSurface(source, SDL_PIXELFORMAT_RGBA32);
|
||||
if (rgba == NULL) {
|
||||
return NULL;
|
||||
}
|
||||
|
||||
// Bounding box of the scaled, rotated image.
|
||||
halfW = (double)rgba->w * zoomX / 2.0;
|
||||
halfH = (double)rgba->h * zoomY / 2.0;
|
||||
cornerX = fabs(halfW * cosine) + fabs(halfH * sine);
|
||||
cornerY = fabs(halfW * sine) + fabs(halfH * cosine);
|
||||
maxX = cornerX;
|
||||
maxY = cornerY;
|
||||
width = (int32_t)ceil(maxX * 2.0);
|
||||
height = (int32_t)ceil(maxY * 2.0);
|
||||
if (width < 1) {
|
||||
width = 1;
|
||||
}
|
||||
if (height < 1) {
|
||||
height = 1;
|
||||
}
|
||||
|
||||
result = SDL_CreateSurface(width, height, SDL_PIXELFORMAT_RGBA32);
|
||||
if (result == NULL) {
|
||||
SDL_DestroySurface(rgba);
|
||||
return NULL;
|
||||
}
|
||||
SDL_SetSurfaceBlendMode(result, SDL_BLENDMODE_BLEND);
|
||||
|
||||
// Inverse map every destination pixel back into the source.
|
||||
SDL_LockSurface(rgba);
|
||||
SDL_LockSurface(result);
|
||||
for (y = 0; y < height; y++) {
|
||||
row = (uint8_t *)result->pixels + (size_t)y * (size_t)result->pitch;
|
||||
dy = ((double)y + 0.5) - (double)height / 2.0;
|
||||
for (x = 0; x < width; x++) {
|
||||
dx = ((double)x + 0.5) - (double)width / 2.0;
|
||||
// Rotate back and unscale about the centre (same direction as SDL2_gfx).
|
||||
sx = (dx * cosine - dy * sine) / zoomX + (double)rgba->w / 2.0;
|
||||
sy = (dx * sine + dy * cosine) / zoomY + (double)rgba->h / 2.0;
|
||||
if (smooth) {
|
||||
_sampleSmooth(rgba, sx, sy, row + (size_t)x * CHANNELS);
|
||||
} else {
|
||||
_sampleNearest(rgba, sx, sy, row + (size_t)x * CHANNELS);
|
||||
}
|
||||
}
|
||||
}
|
||||
SDL_UnlockSurface(result);
|
||||
SDL_UnlockSurface(rgba);
|
||||
SDL_DestroySurface(rgba);
|
||||
|
||||
return result;
|
||||
}
|
||||
36
src/rotoZoom.h
Normal file
36
src/rotoZoom.h
Normal file
|
|
@ -0,0 +1,36 @@
|
|||
/*
|
||||
*
|
||||
* Singe 2
|
||||
* Copyright (C) 2006-2024 Scott Duensing <scott@kangaroopunch.com>
|
||||
*
|
||||
* This program is free software; you can redistribute it and/or
|
||||
* modify it under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation; either version 3
|
||||
* of the License, or (at your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program; if not, write to the Free Software
|
||||
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA
|
||||
* 02110-1301, USA.
|
||||
*
|
||||
*/
|
||||
|
||||
|
||||
#ifndef ROTOZOOM_H
|
||||
#define ROTOZOOM_H
|
||||
|
||||
|
||||
#include <SDL3/SDL.h>
|
||||
|
||||
#include "common.h"
|
||||
|
||||
|
||||
SDL_Surface *rotoZoomSurface(SDL_Surface *source, double angle, double zoomX, double zoomY, bool smooth);
|
||||
|
||||
|
||||
#endif // ROTOZOOM_H
|
||||
529
src/singe.c
529
src/singe.c
File diff suppressed because it is too large
Load diff
|
|
@ -26,7 +26,8 @@
|
|||
#include <dlfcn.h>
|
||||
#endif
|
||||
|
||||
#include "include/SDL2/SDL_mixer.h"
|
||||
#include <SDL3/SDL.h>
|
||||
#include <SDL3_mixer/SDL_mixer.h>
|
||||
#include "../thirdparty/ffms2/include/ffms.h"
|
||||
#include "../thirdparty/uthash/src/uthash.h"
|
||||
#include "../thirdparty/ffmpeg/libavformat/avformat.h"
|
||||
|
|
@ -51,7 +52,6 @@ typedef struct iso639_lang_t iso639_lang_t;
|
|||
#define AUDIO_SAMPLE_PREREAD 1024
|
||||
#define AUDIO_SILENCE_SECONDS 2
|
||||
#define AUDIO_CHANNELS_MAX 2
|
||||
#define AUDIO_DEVICE_ID_MAX 16
|
||||
#define AUDIO_DRAIN_MS 400 // Long enough for any sane device queue to empty
|
||||
#define AUDIO_MEASURE_TIMEOUT_MS 2000
|
||||
#define AUDIO_MEASURE_MAX_BUFFERS 64
|
||||
|
|
@ -86,7 +86,6 @@ typedef struct VideoPlayerS {
|
|||
bool playing;
|
||||
bool resetTime;
|
||||
uint8_t *audioBuffer;
|
||||
uint8_t *audioSilenceRaw;
|
||||
uint8_t audioSampleBytes;
|
||||
char errMsg[ERROR_BUFFER_SIZE];
|
||||
int32_t volumeLeft;
|
||||
|
|
@ -95,21 +94,20 @@ typedef struct VideoPlayerS {
|
|||
int32_t width;
|
||||
int32_t height;
|
||||
int32_t audioSampleSize;
|
||||
int32_t audioSilenceChannel;
|
||||
int32_t currentAudioTrack;
|
||||
int32_t audioSourceCount;
|
||||
int64_t frame;
|
||||
int64_t audioBufferSize;
|
||||
int64_t firstFrameTime; // Presentation time (ms) of frame 0; FFMS2 aligns audio sample 0 to it
|
||||
int64_t startTime; // Video time (ms) at the last play/seek
|
||||
int64_t samplesPlayed; // Mixer frames handed to the device since the last reset
|
||||
uint32_t lastCallbackTicks;
|
||||
int64_t samplesPlayed; // Track frames mixed since the last reset, at trackRate
|
||||
int32_t trackRate; // Sample rate the mixer pulls this track at (its own, not the device's)
|
||||
uint64_t lastCallbackTicks;
|
||||
bool audioClockValid; // A callback has run since the last reset
|
||||
int64_t audioPosition;
|
||||
uint32_t startTicks; // Wall clock (ms) at the last play/seek
|
||||
uint32_t audioSilenceSize;
|
||||
SDL_AudioFormat audioFormat;
|
||||
Mix_Chunk *silenceChunk;
|
||||
uint64_t startTicks; // Wall clock (ms) at the last play/seek
|
||||
SDL_AudioSpec audioSpec; // Format of the decoded audio
|
||||
MIX_Track *track; // Mixer track fed by audioStream
|
||||
SDL_AudioStream *audioStream;
|
||||
SDL_Texture *videoTexture;
|
||||
FFMS_ErrorInfo errInfo;
|
||||
|
|
@ -128,8 +126,8 @@ typedef struct VideoPlayerS {
|
|||
int64_t pendingFrame; // Last frame asked for, so it is not asked for twice
|
||||
int64_t uploadedFrame; // Frame currently on the texture
|
||||
SDL_Thread *thread;
|
||||
SDL_mutex *lock;
|
||||
SDL_cond *wake;
|
||||
SDL_Mutex *lock;
|
||||
SDL_Condition *wake;
|
||||
FFMS_ErrorInfo threadErrInfo;
|
||||
char threadErrMsg[ERROR_BUFFER_SIZE];
|
||||
UT_hash_handle hh;
|
||||
|
|
@ -137,13 +135,12 @@ typedef struct VideoPlayerS {
|
|||
#pragma GCC diagnostic pop
|
||||
|
||||
|
||||
static int64_t _audioClock(VideoPlayerT *v, uint32_t now);
|
||||
static int64_t _audioClock(VideoPlayerT *v, uint64_t now);
|
||||
static void _allocateFrameBuffer(VideoPlayerT *v, FrameBufferT *buffer);
|
||||
static void _alsaSetQuiet(bool quiet);
|
||||
static void _copyFrame(VideoPlayerT *v, FrameBufferT *buffer, const FFMS_Frame *frame);
|
||||
static FFMS_Index *_createIndex(const char *filename, const char *indexPath, bool hasVideo, bool hasAudio, VideoPlayerT *v);
|
||||
static int _decoderThread(void *data); // SDL thread entry. Not changing int.
|
||||
static void _dequeueVideoAudio(int channel, void *stream, int bytes, void *udata); // Callback. Not changing ints.
|
||||
static void _feedAudio(VideoPlayerT *v);
|
||||
static int64_t _frameTime(VideoPlayerT *v, int64_t frame);
|
||||
static VideoPlayerT *_getPlayer(int32_t playerHandle, const char *caller);
|
||||
|
|
@ -153,9 +150,10 @@ static void _reportKeyframes(VideoPlayerT *v, const char *filename);
|
|||
static void _requestFrame(VideoPlayerT *v);
|
||||
static bool _takeDecodedFrame(VideoPlayerT *v);
|
||||
static void _uploadFrame(VideoPlayerT *v);
|
||||
static void _measureDeviceQueue(void *udata, uint8_t *stream, int32_t bytes);
|
||||
static void _measureDeviceQueue(void *udata, MIX_Mixer *mixer, const SDL_AudioSpec *spec, float *pcm, int32_t samples);
|
||||
static int64_t _msToSamples(VideoPlayerT *v, int64_t ms);
|
||||
static void _resetClock(VideoPlayerT *v, uint32_t now);
|
||||
static void _resetClock(VideoPlayerT *v, uint64_t now);
|
||||
static void _trackMixed(void *udata, MIX_Track *track, const SDL_AudioSpec *spec, float *pcm, int32_t samples);
|
||||
|
||||
|
||||
#ifdef __linux__
|
||||
|
|
@ -171,21 +169,18 @@ static void *_alsaLibrary = NULL;
|
|||
static VideoIndexingCallbackT _indexingFunction = NULL;
|
||||
static VideoPlayerT *_videoPlayerHash = NULL;
|
||||
static int32_t _nextId = 0;
|
||||
static int32_t _mixRate = -1;
|
||||
static uint8_t _mixChannels = 0;
|
||||
static int32_t _mixFrameBytes = 0;
|
||||
static MIX_Mixer *_mixer = NULL;
|
||||
static SDL_AudioSpec _mixSpec; // What the mixer feeds the device
|
||||
static int64_t _mixLatencyMs = 0; // Time between handing audio to the device and hearing it
|
||||
static int32_t _audioDelayMs = 0; // Per-game correction on top of the measured latency
|
||||
static int32_t _audioCalibrationMs = 0; // Per-machine correction, from the calibration screen
|
||||
static SDL_AudioFormat _mixFormat = 0;
|
||||
static SDL_AudioDeviceID _mixDevice = 0; // SDL_mixer's device; SDL_LockAudio() only knows the legacy device 1
|
||||
|
||||
// Startup measurement of the audio device queue (see videoInit).
|
||||
static bool _measuring = false;
|
||||
static int32_t _measureCount = 0;
|
||||
static int64_t _measureFrames = 0;
|
||||
static int64_t _measurePeriodMs = 0;
|
||||
static uint32_t _measureLastTicks = 0;
|
||||
static uint64_t _measureLastTicks = 0;
|
||||
|
||||
|
||||
static void _allocateFrameBuffer(VideoPlayerT *v, FrameBufferT *buffer) {
|
||||
|
|
@ -270,21 +265,23 @@ static void _alsaSetQuiet(bool quiet) {
|
|||
}
|
||||
|
||||
|
||||
static int64_t _audioClock(VideoPlayerT *v, uint32_t now) {
|
||||
static int64_t _audioClock(VideoPlayerT *v, uint64_t now) {
|
||||
int64_t played = 0;
|
||||
uint32_t last = 0;
|
||||
int32_t rate = 0;
|
||||
uint64_t last = 0;
|
||||
bool valid = false;
|
||||
int64_t clock = 0;
|
||||
|
||||
SDL_LockAudioDevice(_mixDevice);
|
||||
MIX_LockMixer(_mixer);
|
||||
played = v->samplesPlayed;
|
||||
rate = v->trackRate;
|
||||
last = v->lastCallbackTicks;
|
||||
valid = v->audioClockValid;
|
||||
SDL_UnlockAudioDevice(_mixDevice);
|
||||
MIX_UnlockMixer(_mixer);
|
||||
|
||||
if (valid) {
|
||||
if (valid && (rate > 0)) {
|
||||
// Consumed samples, interpolated since the last callback, less the device buffer still queued.
|
||||
clock = v->startTime + (played * (int64_t)MS_PER_SECOND / _mixRate) + (int64_t)(now - last) - _mixLatencyMs - _audioDelayMs - _audioCalibrationMs;
|
||||
clock = v->startTime + (played * (int64_t)MS_PER_SECOND / rate) + (int64_t)(now - last) - _mixLatencyMs - _audioDelayMs - _audioCalibrationMs;
|
||||
} else {
|
||||
// No callback yet: wall clock, offset the same way so the switch over is seamless.
|
||||
clock = v->startTime + (int64_t)(now - v->startTicks) - _mixLatencyMs - _audioDelayMs - _audioCalibrationMs;
|
||||
|
|
@ -348,7 +345,7 @@ static int _decoderThread(void *data) {
|
|||
while (!v->quitThread) {
|
||||
// Only one frame is in flight and the main thread must take it before the next one.
|
||||
if ((v->requestedFrame < 0) || v->backReady) {
|
||||
SDL_CondWait(v->wake, v->lock);
|
||||
SDL_WaitCondition(v->wake, v->lock);
|
||||
continue;
|
||||
}
|
||||
want = v->requestedFrame;
|
||||
|
|
@ -374,56 +371,13 @@ static int _decoderThread(void *data) {
|
|||
}
|
||||
|
||||
|
||||
// Runs on the SDL_mixer audio thread. Everything it touches is guarded by the device lock on the main thread.
|
||||
static void _dequeueVideoAudio(int channel, void *stream, int bytes, void *udata) {
|
||||
VideoPlayerT *v = (VideoPlayerT *)udata;
|
||||
int32_t bytesToCopy = bytes;
|
||||
int32_t available = SDL_AudioStreamAvailable(v->audioStream);
|
||||
int32_t bytesRead = 0;
|
||||
int32_t i = 0;
|
||||
int16_t *data = stream;
|
||||
|
||||
// Don't copy more than we have, and only whole mixer samples.
|
||||
if (bytesToCopy > available) {
|
||||
bytesToCopy = available;
|
||||
}
|
||||
bytesToCopy -= bytesToCopy % v->audioSampleSize;
|
||||
|
||||
// Read audio data
|
||||
bytesRead = SDL_AudioStreamGet(v->audioStream, stream, bytesToCopy);
|
||||
if (bytesRead < 0) {
|
||||
utilDie("%s", SDL_GetError());
|
||||
}
|
||||
|
||||
// Feed the audio clock. The main thread reads these under the same audio lock.
|
||||
v->samplesPlayed += bytesRead / _mixFrameBytes;
|
||||
v->lastCallbackTicks = SDL_GetTicks();
|
||||
v->audioClockValid = true;
|
||||
|
||||
// We do our own volume per channel here in the mixer
|
||||
if (_mixChannels < AUDIO_CHANNELS_MAX) {
|
||||
// Mono output, average volume levels together
|
||||
Mix_Volume(channel, (int32_t)((float)MIX_MAX_VOLUME * ((float)(v->volumeLeft + v->volumeRight) / (float)AUDIO_CHANNELS_MAX) * PERCENT_TO_SCALE));
|
||||
} else {
|
||||
// Stereo output. videoInit guarantees MIX_DEFAULT_FORMAT (16 bit samples).
|
||||
Mix_Volume(channel, MIX_MAX_VOLUME);
|
||||
for (i = 0; i < bytesRead / (int32_t)sizeof(int16_t); i += AUDIO_CHANNELS_MAX) {
|
||||
data[i] = (int16_t)((float)data[i] * (float)v->volumeLeft * PERCENT_TO_SCALE);
|
||||
data[i + 1] = (int16_t)((float)data[i + 1] * (float)v->volumeRight * PERCENT_TO_SCALE);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Keep the mixer stream topped up from the current audio track.
|
||||
static void _feedAudio(VideoPlayerT *v) {
|
||||
AudioStreamT *track = &v->audio[v->currentAudioTrack];
|
||||
int64_t count = 0;
|
||||
int32_t available = 0;
|
||||
|
||||
SDL_LockAudioDevice(_mixDevice);
|
||||
available = SDL_AudioStreamAvailable(v->audioStream);
|
||||
SDL_UnlockAudioDevice(_mixDevice);
|
||||
available = SDL_GetAudioStreamQueued(v->audioStream);
|
||||
|
||||
while ((available < AUDIO_STREAM_LOW_WATERMARK) && (v->audioPosition < track->audioProps->NumSamples)) {
|
||||
// Don't read past end of audio data
|
||||
|
|
@ -435,13 +389,11 @@ static void _feedAudio(VideoPlayerT *v) {
|
|||
if (FFMS_GetAudio(track->audioSource, v->audioBuffer, v->audioPosition, count, &v->errInfo)) {
|
||||
utilDie("%s", v->errInfo.Buffer);
|
||||
}
|
||||
// Feed it to the mixer stream
|
||||
SDL_LockAudioDevice(_mixDevice);
|
||||
if (SDL_AudioStreamPut(v->audioStream, v->audioBuffer, (int32_t)(count * v->audioSampleSize)) < 0) {
|
||||
// Feed it to the mixer stream (streams are thread safe).
|
||||
if (!SDL_PutAudioStreamData(v->audioStream, v->audioBuffer, (int32_t)(count * v->audioSampleSize))) {
|
||||
utilDie("%s", SDL_GetError());
|
||||
}
|
||||
available = SDL_AudioStreamAvailable(v->audioStream);
|
||||
SDL_UnlockAudioDevice(_mixDevice);
|
||||
available = SDL_GetAudioStreamQueued(v->audioStream);
|
||||
v->audioPosition += count;
|
||||
}
|
||||
}
|
||||
|
|
@ -553,24 +505,26 @@ static void _loadAudio(VideoPlayerT *v, const char *filename, FFMS_Index *index)
|
|||
// device to drain, SDL refills the device as fast as it accepts data: a burst of callbacks a few
|
||||
// microseconds apart, then one per chunk period. The burst is the queue depth between our callback
|
||||
// and the speaker, which is what the audio clock has to subtract.
|
||||
static void _measureDeviceQueue(void *udata, uint8_t *stream, int32_t bytes) {
|
||||
uint32_t now = SDL_GetTicks();
|
||||
static void _measureDeviceQueue(void *udata, MIX_Mixer *mixer, const SDL_AudioSpec *spec, float *pcm, int32_t samples) {
|
||||
uint64_t now = SDL_GetTicks();
|
||||
int64_t frames = samples / spec->channels;
|
||||
|
||||
(void)udata;
|
||||
(void)stream;
|
||||
(void)mixer;
|
||||
(void)pcm;
|
||||
|
||||
if (!_measuring) {
|
||||
return;
|
||||
}
|
||||
if (_measureCount == 0) {
|
||||
_measurePeriodMs = (int64_t)bytes / _mixFrameBytes * (int64_t)MS_PER_SECOND / _mixRate;
|
||||
_measurePeriodMs = frames * (int64_t)MS_PER_SECOND / spec->freq;
|
||||
} else if ((int64_t)(now - _measureLastTicks) >= _measurePeriodMs / 2) {
|
||||
// First callback paced by the device: the burst is over.
|
||||
_measuring = false;
|
||||
return;
|
||||
}
|
||||
_measureCount++;
|
||||
_measureFrames += bytes / _mixFrameBytes;
|
||||
_measureFrames += frames;
|
||||
_measureLastTicks = now;
|
||||
}
|
||||
|
||||
|
|
@ -616,24 +570,24 @@ static void _requestFrame(VideoPlayerT *v) {
|
|||
if ((v->frame != v->front.frame) && (v->frame != v->pendingFrame)) {
|
||||
v->requestedFrame = v->frame;
|
||||
v->pendingFrame = v->frame;
|
||||
SDL_CondSignal(v->wake);
|
||||
SDL_SignalCondition(v->wake);
|
||||
}
|
||||
SDL_UnlockMutex(v->lock);
|
||||
}
|
||||
|
||||
|
||||
// Restart the presentation clock at the current frame and realign audio to it.
|
||||
static void _resetClock(VideoPlayerT *v, uint32_t now) {
|
||||
static void _resetClock(VideoPlayerT *v, uint64_t now) {
|
||||
v->startTicks = now;
|
||||
v->startTime = _frameTime(v, v->frame);
|
||||
v->resetTime = false;
|
||||
if (v->audioSourceCount > 0) {
|
||||
SDL_LockAudioDevice(_mixDevice);
|
||||
SDL_AudioStreamClear(v->audioStream);
|
||||
MIX_LockMixer(_mixer);
|
||||
SDL_ClearAudioStream(v->audioStream);
|
||||
v->samplesPlayed = 0;
|
||||
v->lastCallbackTicks = now;
|
||||
v->audioClockValid = false;
|
||||
SDL_UnlockAudioDevice(_mixDevice);
|
||||
MIX_UnlockMixer(_mixer);
|
||||
// FFMS2 shifted the audio so sample 0 lines up with frame 0, whatever that frame's timestamp is.
|
||||
v->audioPosition = _msToSamples(v, v->startTime - v->firstFrameTime);
|
||||
if (v->audioPosition < 0) {
|
||||
|
|
@ -658,7 +612,7 @@ static bool _takeDecodedFrame(VideoPlayerT *v) {
|
|||
v->back = temp;
|
||||
v->backReady = false;
|
||||
taken = true;
|
||||
SDL_CondSignal(v->wake);
|
||||
SDL_SignalCondition(v->wake);
|
||||
}
|
||||
SDL_UnlockMutex(v->lock);
|
||||
|
||||
|
|
@ -666,6 +620,24 @@ static bool _takeDecodedFrame(VideoPlayerT *v) {
|
|||
}
|
||||
|
||||
|
||||
// Runs on the mixer thread each time this track's audio is pulled. Feeds the audio clock.
|
||||
static void _trackMixed(void *udata, MIX_Track *track, const SDL_AudioSpec *spec, float *pcm, int32_t samples) {
|
||||
VideoPlayerT *v = (VideoPlayerT *)udata;
|
||||
|
||||
(void)track;
|
||||
(void)pcm;
|
||||
|
||||
// The mixer pulls a track in the track's own rate and resamples afterwards, so count in that rate.
|
||||
if (v->trackRate != spec->freq) {
|
||||
utilTrace("Video %d audio is pulled at %d Hz, %d channels", v->id, spec->freq, spec->channels);
|
||||
}
|
||||
v->samplesPlayed += samples / spec->channels;
|
||||
v->trackRate = spec->freq;
|
||||
v->lastCallbackTicks = SDL_GetTicks();
|
||||
v->audioClockValid = true;
|
||||
}
|
||||
|
||||
|
||||
// Pushes the front buffer to the texture. YUV players convert on the GPU.
|
||||
static void _uploadFrame(VideoPlayerT *v) {
|
||||
if (v->rgb) {
|
||||
|
|
@ -693,6 +665,12 @@ int32_t videoGetAudioLatency(void) {
|
|||
}
|
||||
|
||||
|
||||
// The mixer every sound and video goes through.
|
||||
MIX_Mixer *videoGetMixer(void) {
|
||||
return _mixer;
|
||||
}
|
||||
|
||||
|
||||
int32_t videoGetAudioTrack(int32_t playerHandle) {
|
||||
return _getPlayer(playerHandle, "videoGetAudioTrack")->currentAudioTrack;
|
||||
}
|
||||
|
|
@ -814,63 +792,43 @@ int32_t videoGetWidth(int32_t playerHandle) {
|
|||
}
|
||||
|
||||
|
||||
void videoInit(void) {
|
||||
int32_t channels = 0;
|
||||
uint32_t started = 0;
|
||||
void videoInit(MIX_Mixer *mixer) {
|
||||
uint64_t started = 0;
|
||||
|
||||
// Start FFMS
|
||||
FFMS_Init(0, 0);
|
||||
|
||||
// Fetch mixer settings
|
||||
if (!Mix_QuerySpec(&_mixRate, &_mixFormat, &channels)) {
|
||||
utilDie("%s", Mix_GetError());
|
||||
}
|
||||
_mixChannels = (uint8_t)channels;
|
||||
_mixFrameBytes = SDL_AUDIO_BITSIZE(_mixFormat) / BITS_PER_BYTE * _mixChannels;
|
||||
|
||||
// SDL_mixer does not expose its device id and it is the only device open, so find it.
|
||||
for (_mixDevice = 1; _mixDevice <= AUDIO_DEVICE_ID_MAX; _mixDevice++) {
|
||||
if (SDL_GetAudioDeviceStatus(_mixDevice) != SDL_AUDIO_STOPPED) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (_mixDevice > AUDIO_DEVICE_ID_MAX) {
|
||||
utilDie("videoInit: Unable to find the mixer's audio device.");
|
||||
_mixer = mixer;
|
||||
if (!MIX_GetMixerFormat(_mixer, &_mixSpec)) {
|
||||
utilDie("%s", SDL_GetError());
|
||||
}
|
||||
|
||||
// Measure the device queue. SDL cannot report how much audio sits between the mixer callback
|
||||
// and the speaker, but it refills an empty device in a burst, and the burst is that amount.
|
||||
// Nothing but silence is playing yet, so draining the device is inaudible.
|
||||
// Measure the device queue. SDL cannot report how much audio sits between the mixer and the
|
||||
// speaker, but it refills an empty device in a burst, and the burst is that amount. Nothing
|
||||
// but silence is playing yet, so draining the device is inaudible.
|
||||
_alsaSetQuiet(true);
|
||||
Mix_SetPostMix(_measureDeviceQueue, NULL);
|
||||
SDL_LockAudioDevice(_mixDevice);
|
||||
MIX_SetPostMixCallback(_mixer, _measureDeviceQueue, NULL);
|
||||
MIX_LockMixer(_mixer);
|
||||
_measuring = true;
|
||||
_measureCount = 0;
|
||||
_measureFrames = 0;
|
||||
SDL_Delay(AUDIO_DRAIN_MS);
|
||||
SDL_UnlockAudioDevice(_mixDevice);
|
||||
MIX_UnlockMixer(_mixer);
|
||||
started = SDL_GetTicks();
|
||||
while (_measuring && ((SDL_GetTicks() - started) < AUDIO_MEASURE_TIMEOUT_MS)) {
|
||||
SDL_Delay(1);
|
||||
}
|
||||
Mix_SetPostMix(NULL, NULL);
|
||||
MIX_SetPostMixCallback(_mixer, NULL, NULL);
|
||||
_alsaSetQuiet(false);
|
||||
if (_measuring || (_measureCount < 1) || (_measureCount > AUDIO_MEASURE_MAX_BUFFERS)) {
|
||||
// Unreadable result: assume the two buffers a double-buffered device holds.
|
||||
_measuring = false;
|
||||
_measureFrames = (int64_t)(2.0 * (double)_measurePeriodMs * (double)_mixRate / MS_PER_SECOND);
|
||||
_measureFrames = (int64_t)(2.0 * (double)_measurePeriodMs * (double)_mixSpec.freq / MS_PER_SECOND);
|
||||
_measureCount = 2;
|
||||
}
|
||||
_mixLatencyMs = _measureFrames * (int64_t)MS_PER_SECOND / _mixRate;
|
||||
utilTrace("Audio device queue: %d buffers, %" PRId64 " frames, %" PRId64 " ms at %d Hz", _measureCount, _measureFrames, _mixLatencyMs, _mixRate);
|
||||
|
||||
// Volume only works with MIX_DEFAULT_FORMAT
|
||||
if (_mixFormat != MIX_DEFAULT_FORMAT) {
|
||||
utilDie("videoInit: Only MIX_DEFAULT_FORMAT audio is supported.");
|
||||
}
|
||||
|
||||
// Video textures scale smoothly.
|
||||
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear");
|
||||
_mixLatencyMs = _measureFrames * (int64_t)MS_PER_SECOND / _mixSpec.freq;
|
||||
utilTrace("Audio device queue: %d buffers, %" PRId64 " frames, %" PRId64 " ms at %d Hz", _measureCount, _measureFrames, _mixLatencyMs, _mixSpec.freq);
|
||||
}
|
||||
|
||||
|
||||
|
|
@ -883,7 +841,7 @@ bool videoIsPlaying(int32_t playerHandle) {
|
|||
// scripts can read the pixels; everything else stays YUV and is converted by the GPU.
|
||||
// The mixer's audio thread runs the sound and video callbacks; hold this to read what they write.
|
||||
void videoLockAudio(void) {
|
||||
SDL_LockAudioDevice(_mixDevice);
|
||||
MIX_LockMixer(_mixer);
|
||||
}
|
||||
|
||||
|
||||
|
|
@ -893,7 +851,7 @@ int32_t videoLoad(const char *videoFilename, const char *audioFilename, const ch
|
|||
FFMS_Index *aIndex = NULL;
|
||||
VideoPlayerT *v = NULL;
|
||||
const FFMS_Frame *frame = NULL;
|
||||
int32_t bytesPerSample = 0;
|
||||
SDL_PropertiesID playProps = 0;
|
||||
|
||||
// Create new videoPlayer
|
||||
v = calloc(1, sizeof(VideoPlayerT));
|
||||
|
|
@ -904,7 +862,6 @@ int32_t videoLoad(const char *videoFilename, const char *audioFilename, const ch
|
|||
// Set some starting values (everything else is zero from calloc)
|
||||
v->currentAudioTrack = -1;
|
||||
v->videoTrack = -1;
|
||||
v->audioSilenceChannel = -1;
|
||||
v->volumeLeft = VIDEO_VOLUME_MAX;
|
||||
v->volumeRight = VIDEO_VOLUME_MAX;
|
||||
v->errInfo.Buffer = v->errMsg;
|
||||
|
|
@ -971,12 +928,14 @@ int32_t videoLoad(const char *videoFilename, const char *audioFilename, const ch
|
|||
if (v->videoTexture == NULL) {
|
||||
utilDie("%s", SDL_GetError());
|
||||
}
|
||||
// Video textures scale smoothly.
|
||||
SDL_SetTextureScaleMode(v->videoTexture, SDL_SCALEMODE_LINEAR);
|
||||
|
||||
// Frame buffers and the decoder thread that fills them
|
||||
_allocateFrameBuffer(v, &v->front);
|
||||
_allocateFrameBuffer(v, &v->back);
|
||||
v->lock = SDL_CreateMutex();
|
||||
v->wake = SDL_CreateCond();
|
||||
v->wake = SDL_CreateCondition();
|
||||
if (!v->lock || !v->wake) {
|
||||
utilDie("%s", SDL_GetError());
|
||||
}
|
||||
|
|
@ -990,22 +949,22 @@ int32_t videoLoad(const char *videoFilename, const char *audioFilename, const ch
|
|||
// Determine audio format
|
||||
switch (v->audio[0].audioProps->SampleFormat) {
|
||||
case FFMS_FMT_U8:
|
||||
v->audioFormat = AUDIO_U8;
|
||||
v->audioSpec.format = SDL_AUDIO_U8;
|
||||
v->audioSampleBytes = 1;
|
||||
break;
|
||||
|
||||
case FFMS_FMT_S16:
|
||||
v->audioFormat = AUDIO_S16SYS;
|
||||
v->audioSpec.format = SDL_AUDIO_S16;
|
||||
v->audioSampleBytes = 2;
|
||||
break;
|
||||
|
||||
case FFMS_FMT_S32:
|
||||
v->audioFormat = AUDIO_S32SYS;
|
||||
v->audioSpec.format = SDL_AUDIO_S32;
|
||||
v->audioSampleBytes = 4;
|
||||
break;
|
||||
|
||||
case FFMS_FMT_FLT:
|
||||
v->audioFormat = AUDIO_F32SYS;
|
||||
v->audioSpec.format = SDL_AUDIO_F32;
|
||||
v->audioSampleBytes = 4;
|
||||
break;
|
||||
|
||||
|
|
@ -1015,9 +974,11 @@ int32_t videoLoad(const char *videoFilename, const char *audioFilename, const ch
|
|||
if (v->audio[0].audioProps->Channels > AUDIO_CHANNELS_MAX) {
|
||||
utilDie("Only mono and stereo audio are supported.");
|
||||
}
|
||||
v->audioSpec.channels = v->audio[0].audioProps->Channels;
|
||||
v->audioSpec.freq = v->audio[0].audioProps->SampleRate;
|
||||
|
||||
// Create audio stream to convert audio to our desired format
|
||||
v->audioStream = SDL_NewAudioStream(v->audioFormat, (uint8_t)v->audio[0].audioProps->Channels, v->audio[0].audioProps->SampleRate, _mixFormat, _mixChannels, _mixRate);
|
||||
// The stream converts decoded audio to the mixer's format; the track pulls from it.
|
||||
v->audioStream = SDL_CreateAudioStream(&v->audioSpec, &_mixSpec);
|
||||
if (!v->audioStream) {
|
||||
utilDie("%s", SDL_GetError());
|
||||
}
|
||||
|
|
@ -1030,31 +991,22 @@ int32_t videoLoad(const char *videoFilename, const char *audioFilename, const ch
|
|||
utilDie("Unable to allocate %" PRId64 " byte audio buffer.", v->audioBufferSize);
|
||||
}
|
||||
|
||||
// Create a block of silent audio to overlay with video stream audio
|
||||
bytesPerSample = SDL_AUDIO_BITSIZE(_mixFormat) / BITS_PER_BYTE;
|
||||
v->audioSilenceSize = (uint32_t)(_mixRate * bytesPerSample * _mixChannels * AUDIO_SILENCE_SECONDS);
|
||||
v->audioSilenceRaw = (uint8_t *)calloc(1, v->audioSilenceSize);
|
||||
if (!v->audioSilenceRaw) {
|
||||
utilDie("Unable to allocate %" PRIu32 " byte silence buffer.", v->audioSilenceSize);
|
||||
// A mixer track that never halts: it goes quiet when the stream runs dry and resumes as data arrives.
|
||||
v->track = MIX_CreateTrack(_mixer);
|
||||
if (!v->track) {
|
||||
utilDie("%s", SDL_GetError());
|
||||
}
|
||||
|
||||
// Load silent audio
|
||||
v->silenceChunk = Mix_QuickLoad_RAW(v->audioSilenceRaw, v->audioSilenceSize);
|
||||
if (!v->silenceChunk) {
|
||||
utilDie("%s", Mix_GetError());
|
||||
if (!MIX_SetTrackAudioStream(v->track, v->audioStream) || !MIX_SetTrackRawCallback(v->track, _trackMixed, v)) {
|
||||
utilDie("%s", SDL_GetError());
|
||||
}
|
||||
|
||||
// Start silent audio playback, paused until the video plays
|
||||
v->audioSilenceChannel = Mix_PlayChannel(-1, v->silenceChunk, -1);
|
||||
if (v->audioSilenceChannel < 0) {
|
||||
utilDie("%s", Mix_GetError());
|
||||
}
|
||||
Mix_Pause(v->audioSilenceChannel);
|
||||
|
||||
// Register effect to provide video stream audio on this channel
|
||||
if (!Mix_RegisterEffect(v->audioSilenceChannel, _dequeueVideoAudio, NULL, v)) {
|
||||
utilDie("%s", Mix_GetError());
|
||||
playProps = SDL_CreateProperties();
|
||||
SDL_SetBooleanProperty(playProps, MIX_PROP_PLAY_HALT_WHEN_EXHAUSTED_BOOLEAN, false);
|
||||
if (!MIX_PlayTrack(v->track, playProps)) {
|
||||
utilDie("%s", SDL_GetError());
|
||||
}
|
||||
SDL_DestroyProperties(playProps);
|
||||
// Paused until the video plays.
|
||||
MIX_PauseTrack(v->track);
|
||||
}
|
||||
|
||||
// Add to player hash
|
||||
|
|
@ -1070,7 +1022,7 @@ void videoPause(int32_t playerHandle) {
|
|||
|
||||
v->playing = false;
|
||||
if (v->audioSourceCount > 0) {
|
||||
Mix_Pause(v->audioSilenceChannel);
|
||||
MIX_PauseTrack(v->track);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -1081,7 +1033,7 @@ void videoPlay(int32_t playerHandle) {
|
|||
v->playing = true;
|
||||
v->resetTime = true;
|
||||
if (v->audioSourceCount > 0) {
|
||||
Mix_Resume(v->audioSilenceChannel);
|
||||
MIX_ResumeTrack(v->track);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -1147,16 +1099,20 @@ void videoSetIndexCallback(VideoIndexingCallbackT callback) {
|
|||
void videoSetVolume(int32_t playerHandle, int32_t leftPercent, int32_t rightPercent) {
|
||||
VideoPlayerT *v = _getPlayer(playerHandle, "videoSetVolume");
|
||||
|
||||
// The mixer thread reads these.
|
||||
SDL_LockAudioDevice(_mixDevice);
|
||||
MIX_StereoGains gains;
|
||||
|
||||
v->volumeLeft = leftPercent;
|
||||
v->volumeRight = rightPercent;
|
||||
SDL_UnlockAudioDevice(_mixDevice);
|
||||
if (v->audioSourceCount > 0) {
|
||||
gains.left = (float)leftPercent * PERCENT_TO_SCALE;
|
||||
gains.right = (float)rightPercent * PERCENT_TO_SCALE;
|
||||
MIX_SetTrackStereo(v->track, &gains);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void videoUnlockAudio(void) {
|
||||
SDL_UnlockAudioDevice(_mixDevice);
|
||||
MIX_UnlockMixer(_mixer);
|
||||
}
|
||||
|
||||
|
||||
|
|
@ -1165,12 +1121,8 @@ void videoUnload(int32_t playerHandle) {
|
|||
int32_t x = 0;
|
||||
|
||||
if (v->audioSourceCount > 0) {
|
||||
// Unregister before halting - halting removes effects itself.
|
||||
Mix_UnregisterEffect(v->audioSilenceChannel, _dequeueVideoAudio);
|
||||
Mix_HaltChannel(v->audioSilenceChannel);
|
||||
Mix_FreeChunk(v->silenceChunk);
|
||||
free(v->audioSilenceRaw);
|
||||
SDL_FreeAudioStream(v->audioStream);
|
||||
MIX_DestroyTrack(v->track);
|
||||
SDL_DestroyAudioStream(v->audioStream);
|
||||
free(v->audioBuffer);
|
||||
for (x = 0; x < v->audioSourceCount; x++) {
|
||||
free(v->audio[x].language);
|
||||
|
|
@ -1182,10 +1134,10 @@ void videoUnload(int32_t playerHandle) {
|
|||
// Stop the decoder before touching anything it uses.
|
||||
SDL_LockMutex(v->lock);
|
||||
v->quitThread = true;
|
||||
SDL_CondSignal(v->wake);
|
||||
SDL_SignalCondition(v->wake);
|
||||
SDL_UnlockMutex(v->lock);
|
||||
SDL_WaitThread(v->thread, NULL);
|
||||
SDL_DestroyCond(v->wake);
|
||||
SDL_DestroyCondition(v->wake);
|
||||
SDL_DestroyMutex(v->lock);
|
||||
for (x = 0; x < PLANE_COUNT; x++) {
|
||||
free(v->front.data[x]);
|
||||
|
|
@ -1206,7 +1158,7 @@ void videoUnload(int32_t playerHandle) {
|
|||
// Advances playback to match the audio clock (or the wall clock for silent videos). Returns the frame now on the texture.
|
||||
int64_t videoUpdate(int32_t playerHandle, SDL_Texture **texture) {
|
||||
VideoPlayerT *v = _getPlayer(playerHandle, "videoUpdate");
|
||||
uint32_t now = SDL_GetTicks();
|
||||
uint64_t now = SDL_GetTicks();
|
||||
int64_t elapsed = 0;
|
||||
int64_t count = v->videoProps->NumFrames;
|
||||
int64_t next = 0;
|
||||
|
|
|
|||
|
|
@ -25,7 +25,8 @@
|
|||
#define VIDEOPLAYER_H
|
||||
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include <SDL3/SDL.h>
|
||||
#include <SDL3_mixer/SDL_mixer.h>
|
||||
|
||||
#include "common.h"
|
||||
|
||||
|
|
@ -51,7 +52,8 @@ bool videoGetPixel(int32_t playerHandle, int32_t x, int32_t y, uint8_t *r
|
|||
bool videoGetPixels(int32_t playerHandle, const uint8_t **pixels, int32_t *pitch);
|
||||
void videoGetVolume(int32_t playerHandle, int32_t *leftPercent, int32_t *rightPercent);
|
||||
int32_t videoGetWidth(int32_t playerHandle);
|
||||
void videoInit(void);
|
||||
MIX_Mixer *videoGetMixer(void);
|
||||
void videoInit(MIX_Mixer *mixer);
|
||||
bool videoIsPlaying(int32_t playerHandle);
|
||||
void videoLockAudio(void);
|
||||
int32_t videoLoad(const char *videoFilename, const char *audioFilename, const char *indexPath, SDL_Renderer *renderer, bool rgb);
|
||||
|
|
|
|||
90
thirdparty/SDL2/.clang-format
vendored
90
thirdparty/SDL2/.clang-format
vendored
|
|
@ -1,90 +0,0 @@
|
|||
---
|
||||
AlignConsecutiveMacros: Consecutive
|
||||
AlignConsecutiveAssignments: None
|
||||
AlignConsecutiveBitFields: None
|
||||
AlignConsecutiveDeclarations: None
|
||||
AlignEscapedNewlines: Right
|
||||
AlignOperands: Align
|
||||
AlignTrailingComments: true
|
||||
|
||||
AllowAllArgumentsOnNextLine: true
|
||||
AllowAllParametersOfDeclarationOnNextLine: true
|
||||
AllowShortEnumsOnASingleLine: true
|
||||
AllowShortBlocksOnASingleLine: Never
|
||||
AllowShortCaseLabelsOnASingleLine: false
|
||||
AllowShortFunctionsOnASingleLine: All
|
||||
AllowShortIfStatementsOnASingleLine: Never
|
||||
AllowShortLoopsOnASingleLine: false
|
||||
|
||||
AlwaysBreakAfterDefinitionReturnType: None
|
||||
AlwaysBreakAfterReturnType: None
|
||||
AlwaysBreakBeforeMultilineStrings: false
|
||||
AlwaysBreakTemplateDeclarations: MultiLine
|
||||
|
||||
# Custom brace breaking
|
||||
BreakBeforeBraces: Custom
|
||||
BraceWrapping:
|
||||
AfterCaseLabel: true
|
||||
AfterClass: true
|
||||
AfterControlStatement: Never
|
||||
AfterEnum: true
|
||||
AfterFunction: true
|
||||
AfterNamespace: true
|
||||
AfterObjCDeclaration: true
|
||||
AfterStruct: true
|
||||
AfterUnion: true
|
||||
AfterExternBlock: false
|
||||
BeforeElse: false
|
||||
BeforeWhile: false
|
||||
IndentBraces: false
|
||||
SplitEmptyFunction: true
|
||||
SplitEmptyRecord: true
|
||||
|
||||
# Make the closing brace of container literals go to a new line
|
||||
Cpp11BracedListStyle: false
|
||||
|
||||
# Never format includes
|
||||
IncludeBlocks: Preserve
|
||||
# clang-format version 4.0 through 12.0:
|
||||
#SortIncludes: false
|
||||
# clang-format version 13.0+:
|
||||
#SortIncludes: Never
|
||||
|
||||
# No length limit, in case it breaks macros, you can
|
||||
# disable it with /* clang-format off/on */ comments
|
||||
ColumnLimit: 0
|
||||
|
||||
IndentWidth: 4
|
||||
ContinuationIndentWidth: 4
|
||||
IndentCaseLabels: false
|
||||
IndentCaseBlocks: false
|
||||
IndentGotoLabels: true
|
||||
IndentPPDirectives: None
|
||||
IndentExternBlock: NoIndent
|
||||
|
||||
PointerAlignment: Right
|
||||
SpaceAfterCStyleCast: false
|
||||
SpacesInCStyleCastParentheses: false
|
||||
SpacesInConditionalStatement: false
|
||||
SpacesInContainerLiterals: true
|
||||
SpaceBeforeAssignmentOperators: true
|
||||
SpaceBeforeCaseColon: false
|
||||
SpaceBeforeParens: ControlStatements
|
||||
SpaceAroundPointerQualifiers: Default
|
||||
SpaceInEmptyBlock: false
|
||||
SpaceInEmptyParentheses: false
|
||||
|
||||
UseCRLF: false
|
||||
UseTab: Never
|
||||
|
||||
ForEachMacros:
|
||||
[
|
||||
"spa_list_for_each",
|
||||
"spa_list_for_each_safe",
|
||||
"wl_list_for_each",
|
||||
"wl_array_for_each",
|
||||
"udev_list_entry_foreach",
|
||||
]
|
||||
|
||||
---
|
||||
|
||||
79
thirdparty/SDL2/.editorconfig
vendored
79
thirdparty/SDL2/.editorconfig
vendored
|
|
@ -1,79 +0,0 @@
|
|||
# For format see editorconfig.org
|
||||
# Copyright 2022 Collabora Ltd.
|
||||
# SPDX-License-Identifier: Zlib
|
||||
|
||||
root = true
|
||||
|
||||
[*.{c,cg,cpp,gradle,h,java,m,metal,pl,py,S,sh,txt}]
|
||||
indent_size = 4
|
||||
indent_style = space
|
||||
insert_final_newline = true
|
||||
trim_trailing_whitespace = true
|
||||
|
||||
[*.{html,js,json,m4,yml,yaml,vcxproj,vcxproj.filters}]
|
||||
indent_size = 2
|
||||
indent_style = space
|
||||
|
||||
[*.xml]
|
||||
indent_size = 4
|
||||
indent_style = space
|
||||
|
||||
[{CMakeLists.txt,sdl2-config*.cmake.in,cmake/*.cmake}]
|
||||
indent_size = 2
|
||||
indent_style = space
|
||||
|
||||
[{cmake_uninstall.cmake.in,test/CMakeLists.txt}]
|
||||
indent_size = 4
|
||||
indent_style = space
|
||||
|
||||
[configure.ac]
|
||||
# Inconsistently 2-, 4- or occasionally 3-space indented, but mostly 4,
|
||||
# so let's use 4 for new code
|
||||
indent_size = 4
|
||||
indent_style = space
|
||||
|
||||
[{Makefile.*,*.mk,*.sln,*.pbxproj,*.plist}]
|
||||
indent_size = 8
|
||||
indent_style = tab
|
||||
tab_width = 8
|
||||
|
||||
[Makefile.os2]
|
||||
indent_size = 4
|
||||
indent_style = space
|
||||
|
||||
[test/Makefile.os2]
|
||||
indent_size = 2
|
||||
indent_style = space
|
||||
|
||||
[{src/core/os2/geniconv/makefile,src/core/os2/geniconv/os2cp.c}]
|
||||
indent_size = 2
|
||||
indent_style = space
|
||||
|
||||
[src/joystick/controller_type.*]
|
||||
indent_style = tab
|
||||
|
||||
[src/joystick/hidapi/steam/*.h]
|
||||
indent_style = tab
|
||||
|
||||
[src/libm/*.c]
|
||||
indent_style = tab
|
||||
|
||||
[src/test/SDL_test_{crc32,md5,random}.c]
|
||||
indent_size = 2
|
||||
indent_style = space
|
||||
|
||||
[src/video/yuv2rgb/*.{c,h}]
|
||||
indent_style = tab
|
||||
|
||||
[wayland-protocols/*.xml]
|
||||
indent_size = 2
|
||||
indent_style = space
|
||||
|
||||
[*.{markdown,md}]
|
||||
indent_size = 4
|
||||
indent_style = space
|
||||
# Markdown syntax treats tabs as 4 spaces
|
||||
tab_width = 4
|
||||
|
||||
[{*.bat,*.rc}]
|
||||
end_of_line = crlf
|
||||
188
thirdparty/SDL2/.gitignore
vendored
188
thirdparty/SDL2/.gitignore
vendored
|
|
@ -1,188 +0,0 @@
|
|||
aclocal.m4
|
||||
autom4te*
|
||||
config.cache
|
||||
config.log
|
||||
config.status
|
||||
libtool
|
||||
Makefile
|
||||
Makefile.rules
|
||||
sdl2-config
|
||||
sdl2-config.cmake
|
||||
sdl2-config-version.cmake
|
||||
sdl2.pc
|
||||
SDL2.spec
|
||||
build
|
||||
gen
|
||||
Build
|
||||
buildbot
|
||||
/VERSION.txt
|
||||
|
||||
*.so
|
||||
*.so.*
|
||||
*.dll
|
||||
*.exe
|
||||
*.o
|
||||
*.obj
|
||||
*.res
|
||||
*.lib
|
||||
*.a
|
||||
*.la
|
||||
*.dSYM
|
||||
*,e1f
|
||||
*,ff8
|
||||
*.lnk
|
||||
*.err
|
||||
*.exp
|
||||
*.map
|
||||
*.orig
|
||||
*~
|
||||
*.swp
|
||||
*.tmp
|
||||
*.rej
|
||||
|
||||
# for CMake
|
||||
CMakeFiles/
|
||||
CMakeCache.txt
|
||||
cmake_install.cmake
|
||||
cmake_uninstall.cmake
|
||||
SDL2ConfigVersion.cmake
|
||||
.ninja_*
|
||||
*.ninja
|
||||
|
||||
# for CLion
|
||||
.idea
|
||||
cmake-build-*
|
||||
|
||||
# for Xcode
|
||||
*.mode1*
|
||||
*.perspective*
|
||||
*.pbxuser
|
||||
(^|/)build($|/)
|
||||
.DS_Store
|
||||
xcuserdata
|
||||
*.xcworkspace
|
||||
|
||||
# for QtCreator
|
||||
CMakeLists.txt.user
|
||||
build*/
|
||||
*.pro.user*
|
||||
|
||||
# for Visual C++
|
||||
.vs
|
||||
Debug
|
||||
Release
|
||||
*.user
|
||||
*.ncb
|
||||
*.suo
|
||||
*.sdf
|
||||
VisualC/tests/controllermap/axis.bmp
|
||||
VisualC/tests/controllermap/button.bmp
|
||||
VisualC/tests/controllermap/controllermap.bmp
|
||||
VisualC/tests/controllermap/controllermap_back.bmp
|
||||
VisualC/tests/loopwave/sample.wav
|
||||
VisualC/tests/testautomation/CompareSurfaces0001_Reference.bmp
|
||||
VisualC/tests/testautomation/CompareSurfaces0001_TestOutput.bmp
|
||||
VisualC/tests/testgamecontroller/axis.bmp
|
||||
VisualC/tests/testgamecontroller/button.bmp
|
||||
VisualC/tests/testgamecontroller/controllermap.bmp
|
||||
VisualC/tests/testgamecontroller/controllermap_back.bmp
|
||||
VisualC/tests/testoverlay2/moose.dat
|
||||
VisualC/tests/testrendertarget/icon.bmp
|
||||
VisualC/tests/testrendertarget/sample.bmp
|
||||
VisualC/tests/testscale/icon.bmp
|
||||
VisualC/tests/testscale/sample.bmp
|
||||
VisualC/tests/testsprite2/icon.bmp
|
||||
VisualC/tests/testyuv/testyuv.bmp
|
||||
VisualC/visualtest/icon.bmp
|
||||
VisualC/visualtest/testquit.actions
|
||||
VisualC/visualtest/testquit.config
|
||||
VisualC/visualtest/testquit.exe
|
||||
VisualC/visualtest/testquit.parameters
|
||||
VisualC/visualtest/testsprite2.exe
|
||||
VisualC/visualtest/testsprite2_sample.actions
|
||||
VisualC/visualtest/testsprite2_sample.config
|
||||
VisualC/visualtest/testsprite2_sample.parameters
|
||||
VisualC-GDK/**/Layout
|
||||
|
||||
# for Android
|
||||
android-project/local.properties
|
||||
android-project/.gradle/
|
||||
|
||||
test/checkkeys
|
||||
test/checkkeysthreads
|
||||
test/controllermap
|
||||
test/loopwave
|
||||
test/loopwavequeue
|
||||
test/testatomic
|
||||
test/testaudiocapture
|
||||
test/testaudiohotplug
|
||||
test/testaudioinfo
|
||||
test/testautomation
|
||||
test/testbounds
|
||||
test/testcustomcursor
|
||||
test/testdisplayinfo
|
||||
test/testdraw2
|
||||
test/testdrawchessboard
|
||||
test/testdropfile
|
||||
test/testerror
|
||||
test/testevdev
|
||||
test/testfile
|
||||
test/testfilesystem
|
||||
test/testgamecontroller
|
||||
test/testgeometry
|
||||
test/testgesture
|
||||
test/testgl2
|
||||
test/testgles
|
||||
test/testgles2
|
||||
test/testhaptic
|
||||
test/testhittesting
|
||||
test/testhotplug
|
||||
test/testiconv
|
||||
test/testime
|
||||
test/testintersections
|
||||
test/testjoystick
|
||||
test/testkeys
|
||||
test/testloadso
|
||||
test/testlocale
|
||||
test/testlock
|
||||
test/testmessage
|
||||
test/testmouse
|
||||
test/testmultiaudio
|
||||
test/testnative
|
||||
test/testoverlay2
|
||||
test/testplatform
|
||||
test/testpower
|
||||
test/testqsort
|
||||
test/testrelative
|
||||
test/testrendercopyex
|
||||
test/testrendertarget
|
||||
test/testresample
|
||||
test/testrumble
|
||||
test/testscale
|
||||
test/testsem
|
||||
test/testsensor
|
||||
test/testshader
|
||||
test/testshape
|
||||
test/testsprite2
|
||||
test/testspriteminimal
|
||||
test/teststreaming
|
||||
test/testsurround
|
||||
test/testthread
|
||||
test/testtimer
|
||||
test/testurl
|
||||
test/testver
|
||||
test/testviewport
|
||||
test/testvulkan
|
||||
test/testwm2
|
||||
test/testyuv
|
||||
test/torturethread
|
||||
|
||||
builddir/
|
||||
!build-scripts/
|
||||
debian/*.debhelper.log
|
||||
debian/*.substvars
|
||||
debian/*.tar.gz
|
||||
debian/.debhelper/
|
||||
debian/files
|
||||
debian/libsdl*/
|
||||
debian/tmp/
|
||||
17
thirdparty/SDL2/.wikiheaders-options
vendored
17
thirdparty/SDL2/.wikiheaders-options
vendored
|
|
@ -1,17 +0,0 @@
|
|||
projectfullname = SDL2
|
||||
projectshortname = SDL2
|
||||
incsubdir = include
|
||||
wikisubdir = SDL2
|
||||
readmesubdir = docs
|
||||
apiprefixregex = (SDL_|SDLK_|KMOD_|AUDIO_)
|
||||
mainincludefname = SDL.h
|
||||
versionfname = include/SDL_version.h
|
||||
versionmajorregex = \A\#define\s+SDL_MAJOR_VERSION\s+(\d+)\Z
|
||||
versionminorregex = \A\#define\s+SDL_MINOR_VERSION\s+(\d+)\Z
|
||||
versionpatchregex = \A\#define\s+SDL_PATCHLEVEL\s+(\d+)\Z
|
||||
selectheaderregex = \ASDL.*?\.h\Z
|
||||
projecturl = https://libsdl.org/
|
||||
wikiurl = https://wiki.libsdl.org/SDL2
|
||||
bugreporturl = https://github.com/libsdl-org/sdlwiki/issues/new
|
||||
warn_about_missing = 0
|
||||
wikipreamble = (This is the legacy documentation for stable SDL2, the current stable version; [SDL3](https://wiki.libsdl.org/SDL3/) is the current development version.)
|
||||
130
thirdparty/SDL2/Android.mk
vendored
130
thirdparty/SDL2/Android.mk
vendored
|
|
@ -1,130 +0,0 @@
|
|||
LOCAL_PATH := $(call my-dir)
|
||||
|
||||
###########################
|
||||
#
|
||||
# SDL shared library
|
||||
#
|
||||
###########################
|
||||
|
||||
include $(CLEAR_VARS)
|
||||
|
||||
LOCAL_MODULE := SDL2
|
||||
|
||||
LOCAL_C_INCLUDES := $(LOCAL_PATH)/include
|
||||
|
||||
LOCAL_EXPORT_C_INCLUDES := $(LOCAL_C_INCLUDES)
|
||||
|
||||
LOCAL_SRC_FILES := \
|
||||
$(subst $(LOCAL_PATH)/,, \
|
||||
$(wildcard $(LOCAL_PATH)/src/*.c) \
|
||||
$(wildcard $(LOCAL_PATH)/src/audio/*.c) \
|
||||
$(wildcard $(LOCAL_PATH)/src/audio/android/*.c) \
|
||||
$(wildcard $(LOCAL_PATH)/src/audio/dummy/*.c) \
|
||||
$(wildcard $(LOCAL_PATH)/src/audio/aaudio/*.c) \
|
||||
$(wildcard $(LOCAL_PATH)/src/audio/openslES/*.c) \
|
||||
$(LOCAL_PATH)/src/atomic/SDL_atomic.c.arm \
|
||||
$(LOCAL_PATH)/src/atomic/SDL_spinlock.c.arm \
|
||||
$(wildcard $(LOCAL_PATH)/src/core/android/*.c) \
|
||||
$(wildcard $(LOCAL_PATH)/src/cpuinfo/*.c) \
|
||||
$(wildcard $(LOCAL_PATH)/src/dynapi/*.c) \
|
||||
$(wildcard $(LOCAL_PATH)/src/events/*.c) \
|
||||
$(wildcard $(LOCAL_PATH)/src/file/*.c) \
|
||||
$(wildcard $(LOCAL_PATH)/src/haptic/*.c) \
|
||||
$(wildcard $(LOCAL_PATH)/src/haptic/android/*.c) \
|
||||
$(wildcard $(LOCAL_PATH)/src/hidapi/*.c) \
|
||||
$(wildcard $(LOCAL_PATH)/src/hidapi/android/*.cpp) \
|
||||
$(wildcard $(LOCAL_PATH)/src/joystick/*.c) \
|
||||
$(wildcard $(LOCAL_PATH)/src/joystick/android/*.c) \
|
||||
$(wildcard $(LOCAL_PATH)/src/joystick/hidapi/*.c) \
|
||||
$(wildcard $(LOCAL_PATH)/src/joystick/virtual/*.c) \
|
||||
$(wildcard $(LOCAL_PATH)/src/loadso/dlopen/*.c) \
|
||||
$(wildcard $(LOCAL_PATH)/src/locale/*.c) \
|
||||
$(wildcard $(LOCAL_PATH)/src/locale/android/*.c) \
|
||||
$(wildcard $(LOCAL_PATH)/src/misc/*.c) \
|
||||
$(wildcard $(LOCAL_PATH)/src/misc/android/*.c) \
|
||||
$(wildcard $(LOCAL_PATH)/src/power/*.c) \
|
||||
$(wildcard $(LOCAL_PATH)/src/power/android/*.c) \
|
||||
$(wildcard $(LOCAL_PATH)/src/filesystem/android/*.c) \
|
||||
$(wildcard $(LOCAL_PATH)/src/sensor/*.c) \
|
||||
$(wildcard $(LOCAL_PATH)/src/sensor/android/*.c) \
|
||||
$(wildcard $(LOCAL_PATH)/src/render/*.c) \
|
||||
$(wildcard $(LOCAL_PATH)/src/render/*/*.c) \
|
||||
$(wildcard $(LOCAL_PATH)/src/stdlib/*.c) \
|
||||
$(wildcard $(LOCAL_PATH)/src/thread/*.c) \
|
||||
$(wildcard $(LOCAL_PATH)/src/thread/pthread/*.c) \
|
||||
$(wildcard $(LOCAL_PATH)/src/timer/*.c) \
|
||||
$(wildcard $(LOCAL_PATH)/src/timer/unix/*.c) \
|
||||
$(wildcard $(LOCAL_PATH)/src/video/*.c) \
|
||||
$(wildcard $(LOCAL_PATH)/src/video/android/*.c) \
|
||||
$(wildcard $(LOCAL_PATH)/src/video/yuv2rgb/*.c) \
|
||||
$(wildcard $(LOCAL_PATH)/src/test/*.c))
|
||||
|
||||
LOCAL_CFLAGS += -DGL_GLEXT_PROTOTYPES
|
||||
LOCAL_CFLAGS += \
|
||||
-Wall -Wextra \
|
||||
-Wdocumentation \
|
||||
-Wmissing-prototypes \
|
||||
-Wunreachable-code-break \
|
||||
-Wunneeded-internal-declaration \
|
||||
-Wmissing-variable-declarations \
|
||||
-Wfloat-conversion \
|
||||
-Wshorten-64-to-32 \
|
||||
-Wunreachable-code-return \
|
||||
-Wshift-sign-overflow \
|
||||
-Wstrict-prototypes \
|
||||
-Wkeyword-macro \
|
||||
|
||||
# Warnings we haven't fixed (yet)
|
||||
LOCAL_CFLAGS += -Wno-unused-parameter -Wno-sign-compare
|
||||
|
||||
LOCAL_CXXFLAGS += -std=gnu++11
|
||||
|
||||
LOCAL_LDLIBS := -ldl -lGLESv1_CM -lGLESv2 -lOpenSLES -llog -landroid
|
||||
|
||||
LOCAL_LDFLAGS := -Wl,--no-undefined
|
||||
|
||||
ifeq ($(NDK_DEBUG),1)
|
||||
cmd-strip :=
|
||||
endif
|
||||
|
||||
LOCAL_STATIC_LIBRARIES := cpufeatures
|
||||
|
||||
include $(BUILD_SHARED_LIBRARY)
|
||||
|
||||
|
||||
###########################
|
||||
#
|
||||
# SDL static library
|
||||
#
|
||||
###########################
|
||||
|
||||
LOCAL_MODULE := SDL2_static
|
||||
|
||||
LOCAL_MODULE_FILENAME := libSDL2
|
||||
|
||||
LOCAL_LDLIBS :=
|
||||
|
||||
LOCAL_LDFLAGS :=
|
||||
|
||||
LOCAL_EXPORT_LDLIBS := -ldl -lGLESv1_CM -lGLESv2 -llog -landroid
|
||||
|
||||
include $(BUILD_STATIC_LIBRARY)
|
||||
|
||||
|
||||
###########################
|
||||
#
|
||||
# SDL main static library
|
||||
#
|
||||
###########################
|
||||
|
||||
include $(CLEAR_VARS)
|
||||
|
||||
LOCAL_C_INCLUDES := $(LOCAL_PATH)/include
|
||||
|
||||
LOCAL_MODULE := SDL2_main
|
||||
|
||||
LOCAL_MODULE_FILENAME := libSDL2main
|
||||
|
||||
include $(BUILD_STATIC_LIBRARY)
|
||||
|
||||
$(call import-module,android/cpufeatures)
|
||||
16
thirdparty/SDL2/BUGS.txt
vendored
16
thirdparty/SDL2/BUGS.txt
vendored
|
|
@ -1,16 +0,0 @@
|
|||
|
||||
Bugs are now managed in the SDL issue tracker, here:
|
||||
|
||||
https://github.com/libsdl-org/SDL/issues
|
||||
|
||||
You may report bugs there, and search to see if a given issue has already
|
||||
been reported, discussed, and maybe even fixed.
|
||||
|
||||
|
||||
You may also find help at the SDL forums/mailing list:
|
||||
|
||||
https://discourse.libsdl.org/
|
||||
|
||||
Bug reports are welcome here, but we really appreciate if you use the issue
|
||||
tracker, as bugs discussed on the mailing list may be forgotten or missed.
|
||||
|
||||
3678
thirdparty/SDL2/CMakeLists.txt
vendored
3678
thirdparty/SDL2/CMakeLists.txt
vendored
File diff suppressed because it is too large
Load diff
53
thirdparty/SDL2/CREDITS.txt
vendored
53
thirdparty/SDL2/CREDITS.txt
vendored
|
|
@ -1,53 +0,0 @@
|
|||
|
||||
Simple DirectMedia Layer CREDITS
|
||||
Thanks to everyone who made this possible, including:
|
||||
|
||||
* Cliff Matthews, for giving me a reason to start this project. :)
|
||||
-- Executor rocks! *grin*
|
||||
|
||||
* Ryan Gordon for helping everybody out and keeping the dream alive. :)
|
||||
|
||||
* Gabriel Jacobo for his work on the Android port and generally helping out all around.
|
||||
|
||||
* Philipp Wiesemann for his attention to detail reviewing the entire SDL code base and proposes patches.
|
||||
|
||||
* Andreas Schiffler for his dedication to unit tests, Visual Studio projects, and managing the Google Summer of Code.
|
||||
|
||||
* Mike Sartain for incorporating SDL into Team Fortress 2 and cheering me on at Valve.
|
||||
|
||||
* Alfred Reynolds for the game controller API and general (in)sanity
|
||||
|
||||
* Jørgen Tjernø for numerous magical Mac OS X fixes.
|
||||
|
||||
* Pierre-Loup Griffais for his deep knowledge of OpenGL drivers.
|
||||
|
||||
* Julian Winter for the SDL 2.0 website.
|
||||
|
||||
* Sheena Smith for many months of great work on the SDL wiki creating the API documentation and style guides.
|
||||
|
||||
* Paul Hunkin for his port of SDL to Android during the Google Summer of Code 2010.
|
||||
|
||||
* Eli Gottlieb for his work on shaped windows during the Google Summer of Code 2010.
|
||||
|
||||
* Jim Grandpre for his work on multi-touch and gesture recognition during
|
||||
the Google Summer of Code 2010.
|
||||
|
||||
* Edgar "bobbens" Simo for his force feedback API development during the
|
||||
Google Summer of Code 2008.
|
||||
|
||||
* Aaron Wishnick for his work on audio resampling and pitch shifting during
|
||||
the Google Summer of Code 2008.
|
||||
|
||||
* Holmes Futrell for his port of SDL to the iPhone and iPod Touch during the
|
||||
Google Summer of Code 2008.
|
||||
|
||||
* Jon Atkins for SDL_image, SDL_mixer and SDL_net documentation.
|
||||
|
||||
* Everybody at Loki Software, Inc. for their great contributions!
|
||||
|
||||
And a big hand to everyone else who has contributed over the years.
|
||||
|
||||
THANKS! :)
|
||||
|
||||
-- Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
41
thirdparty/SDL2/INSTALL.txt
vendored
41
thirdparty/SDL2/INSTALL.txt
vendored
|
|
@ -1,41 +0,0 @@
|
|||
|
||||
To compile and install SDL:
|
||||
|
||||
1. Windows with Visual Studio:
|
||||
* Read ./docs/README-visualc.md
|
||||
|
||||
Windows with gcc, either native or cross-compiling:
|
||||
* Read the FAQ at https://wiki.libsdl.org/FAQWindows
|
||||
* Run './configure; make; make install'
|
||||
|
||||
macOS with Xcode:
|
||||
* Read docs/README-macosx.md
|
||||
|
||||
macOS from the command line:
|
||||
* Run './configure; make; make install'
|
||||
|
||||
Linux and other UNIX systems:
|
||||
* Run './configure; make; make install'
|
||||
|
||||
Android:
|
||||
* Read docs/README-android.md
|
||||
|
||||
iOS:
|
||||
* Read docs/README-ios.md
|
||||
|
||||
Using Cmake:
|
||||
* Read docs/README-cmake.md
|
||||
|
||||
2. Look at the example programs in ./test, and check out the online
|
||||
documentation at https://wiki.libsdl.org/
|
||||
|
||||
3. Join the SDL developer discussions, sign up on
|
||||
https://discourse.libsdl.org/
|
||||
and go to the development forum
|
||||
https://discourse.libsdl.org/c/sdl-development/6
|
||||
|
||||
4. Sign up for the announcement list through the web interface:
|
||||
https://www.libsdl.org/mailing-list.php
|
||||
|
||||
That's it!
|
||||
Sam Lantinga <slouken@libsdl.org>
|
||||
18
thirdparty/SDL2/LICENSE.txt
vendored
18
thirdparty/SDL2/LICENSE.txt
vendored
|
|
@ -1,18 +0,0 @@
|
|||
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
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.
|
||||
|
||||
263
thirdparty/SDL2/Makefile.in
vendored
263
thirdparty/SDL2/Makefile.in
vendored
|
|
@ -1,263 +0,0 @@
|
|||
# Makefile to build and install the SDL library
|
||||
|
||||
top_builddir = .
|
||||
srcdir = @srcdir@
|
||||
objects = build
|
||||
gen = gen
|
||||
prefix = @prefix@
|
||||
exec_prefix = @exec_prefix@
|
||||
bindir = @bindir@
|
||||
libdir = @libdir@
|
||||
includedir = @includedir@
|
||||
datarootdir = @datarootdir@
|
||||
datadir = @datadir@
|
||||
auxdir = @ac_aux_dir@
|
||||
distpath = $(srcdir)/..
|
||||
distdir = SDL2-@SDL_VERSION@
|
||||
distfile = $(distdir).tar.gz
|
||||
|
||||
@SET_MAKE@
|
||||
SHELL = @SHELL@
|
||||
CC = @CC@
|
||||
CXX = @CXX@
|
||||
INCLUDE = @INCLUDE@
|
||||
CFLAGS = @BUILD_CFLAGS@
|
||||
EXTRA_CFLAGS = @EXTRA_CFLAGS@
|
||||
LDFLAGS = @BUILD_LDFLAGS@
|
||||
EXTRA_LDFLAGS = @EXTRA_LDFLAGS@
|
||||
LIBTOOL = @LIBTOOL@
|
||||
INSTALL = @INSTALL@
|
||||
FGREP = @FGREP@
|
||||
AR = @AR@
|
||||
RANLIB = @RANLIB@
|
||||
RC = @RC@
|
||||
LINKER = @LINKER@
|
||||
LIBTOOLLINKERTAG = @LIBTOOLLINKERTAG@
|
||||
SDL_VENDOR_INFO = @SDL_VENDOR_INFO@
|
||||
|
||||
TARGET = libSDL2.la
|
||||
OBJECTS = @OBJECTS@
|
||||
GEN_HEADERS = @GEN_HEADERS@
|
||||
GEN_OBJECTS = @GEN_OBJECTS@
|
||||
VERSION_OBJECTS = @VERSION_OBJECTS@
|
||||
|
||||
SDLMAIN_TARGET = libSDL2main.la
|
||||
SDLMAIN_OBJECTS = @SDLMAIN_OBJECTS@
|
||||
|
||||
SDLTEST_TARGET = libSDL2_test.la
|
||||
SDLTEST_OBJECTS = @SDLTEST_OBJECTS@
|
||||
|
||||
WAYLAND_SCANNER = @WAYLAND_SCANNER@
|
||||
WAYLAND_SCANNER_CODE_MODE = @WAYLAND_SCANNER_CODE_MODE@
|
||||
|
||||
INSTALL_SDL2_CONFIG = @INSTALL_SDL2_CONFIG@
|
||||
|
||||
SRC_DIST = *.md *.txt acinclude Android.mk autogen.sh android-project build-scripts cmake cmake_uninstall.cmake.in configure configure.ac docs include Makefile.* mingw sdl2-config.cmake.in sdl2-config-version.cmake.in sdl2-config.in sdl2.m4 sdl2.pc.in SDL2.spec.in SDL2Config.cmake.in src test VisualC VisualC-WinRT Xcode Xcode-iOS wayland-protocols
|
||||
GEN_DIST = SDL2.spec
|
||||
|
||||
ifneq ($V,1)
|
||||
RUN_CMD_AR = @echo " AR " $@;
|
||||
RUN_CMD_CC = @echo " CC " $@;
|
||||
RUN_CMD_CXX = @echo " CXX " $@;
|
||||
RUN_CMD_LTLINK = @echo " LTLINK" $@;
|
||||
RUN_CMD_RANLIB = @echo " RANLIB" $@;
|
||||
RUN_CMD_RC = @echo " RC " $@;
|
||||
RUN_CMD_GEN = @echo " GEN " $@;
|
||||
LIBTOOL += --quiet
|
||||
endif
|
||||
|
||||
HDRS = \
|
||||
SDL.h \
|
||||
SDL_assert.h \
|
||||
SDL_atomic.h \
|
||||
SDL_audio.h \
|
||||
SDL_bits.h \
|
||||
SDL_blendmode.h \
|
||||
SDL_clipboard.h \
|
||||
SDL_cpuinfo.h \
|
||||
SDL_egl.h \
|
||||
SDL_endian.h \
|
||||
SDL_error.h \
|
||||
SDL_events.h \
|
||||
SDL_filesystem.h \
|
||||
SDL_gamecontroller.h \
|
||||
SDL_gesture.h \
|
||||
SDL_guid.h \
|
||||
SDL_haptic.h \
|
||||
SDL_hidapi.h \
|
||||
SDL_hints.h \
|
||||
SDL_joystick.h \
|
||||
SDL_keyboard.h \
|
||||
SDL_keycode.h \
|
||||
SDL_loadso.h \
|
||||
SDL_locale.h \
|
||||
SDL_log.h \
|
||||
SDL_main.h \
|
||||
SDL_messagebox.h \
|
||||
SDL_metal.h \
|
||||
SDL_misc.h \
|
||||
SDL_mouse.h \
|
||||
SDL_mutex.h \
|
||||
SDL_name.h \
|
||||
SDL_opengl.h \
|
||||
SDL_opengl_glext.h \
|
||||
SDL_opengles.h \
|
||||
SDL_opengles2_gl2ext.h \
|
||||
SDL_opengles2_gl2.h \
|
||||
SDL_opengles2_gl2platform.h \
|
||||
SDL_opengles2.h \
|
||||
SDL_opengles2_khrplatform.h \
|
||||
SDL_pixels.h \
|
||||
SDL_platform.h \
|
||||
SDL_power.h \
|
||||
SDL_quit.h \
|
||||
SDL_rect.h \
|
||||
SDL_render.h \
|
||||
SDL_rwops.h \
|
||||
SDL_scancode.h \
|
||||
SDL_sensor.h \
|
||||
SDL_shape.h \
|
||||
SDL_stdinc.h \
|
||||
SDL_surface.h \
|
||||
SDL_system.h \
|
||||
SDL_syswm.h \
|
||||
SDL_thread.h \
|
||||
SDL_timer.h \
|
||||
SDL_touch.h \
|
||||
SDL_types.h \
|
||||
SDL_version.h \
|
||||
SDL_video.h \
|
||||
SDL_vulkan.h \
|
||||
begin_code.h \
|
||||
close_code.h
|
||||
|
||||
SDLTEST_HDRS = $(shell ls $(srcdir)/include | $(FGREP) SDL_test)
|
||||
|
||||
LT_AGE = @LT_AGE@
|
||||
LT_CURRENT = @LT_CURRENT@
|
||||
LT_RELEASE = @LT_RELEASE@
|
||||
LT_REVISION = @LT_REVISION@
|
||||
LT_LDFLAGS = -no-undefined -rpath $(libdir) -release $(LT_RELEASE) -version-info $(LT_CURRENT):$(LT_REVISION):$(LT_AGE)
|
||||
|
||||
all: $(srcdir)/configure Makefile $(objects)/$(TARGET) $(objects)/$(SDLMAIN_TARGET) $(objects)/$(SDLTEST_TARGET)
|
||||
|
||||
$(srcdir)/configure: $(srcdir)/configure.ac
|
||||
@echo "Warning, configure is out of date, please re-run autogen.sh"
|
||||
|
||||
Makefile: $(srcdir)/Makefile.in
|
||||
$(SHELL) config.status $@
|
||||
|
||||
Makefile.in:;
|
||||
|
||||
$(objects)/.created:
|
||||
$(SHELL) $(auxdir)/mkinstalldirs $(objects)
|
||||
touch $@
|
||||
|
||||
update-revision:
|
||||
$(SHELL) $(auxdir)/updaterev.sh --vendor "$(SDL_VENDOR_INFO)"
|
||||
|
||||
.PHONY: all update-revision install install-bin install-hdrs install-lib install-data uninstall uninstall-bin uninstall-hdrs uninstall-lib uninstall-data clean distclean dist $(OBJECTS:.lo=.d)
|
||||
|
||||
$(objects)/$(TARGET): $(GEN_HEADERS) $(GEN_OBJECTS) $(OBJECTS) $(VERSION_OBJECTS)
|
||||
$(RUN_CMD_LTLINK)$(LIBTOOL) --tag=$(LIBTOOLLINKERTAG) --mode=link $(LINKER) -o $@ $(OBJECTS) $(GEN_OBJECTS) $(VERSION_OBJECTS) $(LDFLAGS) $(EXTRA_LDFLAGS) $(LT_LDFLAGS)
|
||||
|
||||
$(objects)/$(SDLMAIN_TARGET): $(SDLMAIN_OBJECTS)
|
||||
$(RUN_CMD_LTLINK)$(LIBTOOL) --tag=$(LIBTOOLLINKERTAG) --mode=link $(LINKER) -static -o $@ $(SDLMAIN_OBJECTS) -rpath $(libdir)
|
||||
|
||||
$(objects)/$(SDLTEST_TARGET): $(SDLTEST_OBJECTS)
|
||||
$(RUN_CMD_LTLINK)$(LIBTOOL) --tag=$(LIBTOOLLINKERTAG) --mode=link $(LINKER) -static -o $@ $(SDLTEST_OBJECTS) -rpath $(libdir)
|
||||
|
||||
install: all install-bin install-hdrs install-lib install-data
|
||||
install-bin:
|
||||
ifeq ($(INSTALL_SDL2_CONFIG),TRUE)
|
||||
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(bindir)
|
||||
$(INSTALL) -m 755 sdl2-config $(DESTDIR)$(bindir)/sdl2-config
|
||||
endif
|
||||
|
||||
install-hdrs: update-revision
|
||||
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(includedir)/SDL2
|
||||
for file in $(HDRS) $(SDLTEST_HDRS); do \
|
||||
$(INSTALL) -m 644 $(srcdir)/include/$$file $(DESTDIR)$(includedir)/SDL2/$$file; \
|
||||
done
|
||||
$(INSTALL) -m 644 include/SDL_config.h $(DESTDIR)$(includedir)/SDL2/SDL_config.h
|
||||
if test -f include/SDL_revision.h; then \
|
||||
$(INSTALL) -m 644 include/SDL_revision.h $(DESTDIR)$(includedir)/SDL2/SDL_revision.h; \
|
||||
else \
|
||||
$(INSTALL) -m 644 $(srcdir)/include/SDL_revision.h $(DESTDIR)$(includedir)/SDL2/SDL_revision.h; \
|
||||
fi
|
||||
|
||||
install-lib: $(objects)/$(TARGET) $(objects)/$(SDLMAIN_TARGET) $(objects)/$(SDLTEST_TARGET)
|
||||
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(libdir)
|
||||
$(LIBTOOL) --mode=install $(INSTALL) $(objects)/$(TARGET) $(DESTDIR)$(libdir)/$(TARGET)
|
||||
$(LIBTOOL) --mode=install $(INSTALL) $(objects)/$(SDLMAIN_TARGET) $(DESTDIR)$(libdir)/$(SDLMAIN_TARGET)
|
||||
$(LIBTOOL) --mode=install $(INSTALL) $(objects)/$(SDLTEST_TARGET) $(DESTDIR)$(libdir)/$(SDLTEST_TARGET)
|
||||
install-data:
|
||||
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(datadir)/aclocal
|
||||
$(INSTALL) -m 644 $(srcdir)/sdl2.m4 $(DESTDIR)$(datadir)/aclocal/sdl2.m4
|
||||
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(libdir)/pkgconfig
|
||||
$(INSTALL) -m 644 sdl2.pc $(DESTDIR)$(libdir)/pkgconfig
|
||||
ifeq ($(INSTALL_SDL2_CONFIG),TRUE)
|
||||
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(libdir)/cmake/SDL2
|
||||
$(INSTALL) -m 644 sdl2-config.cmake $(DESTDIR)$(libdir)/cmake/SDL2
|
||||
$(INSTALL) -m 644 sdl2-config-version.cmake $(DESTDIR)$(libdir)/cmake/SDL2
|
||||
endif
|
||||
|
||||
uninstall: uninstall-bin uninstall-hdrs uninstall-lib uninstall-data
|
||||
uninstall-bin:
|
||||
rm -f $(DESTDIR)$(bindir)/sdl2-config
|
||||
uninstall-hdrs:
|
||||
for file in $(HDRS) $(SDLTEST_HDRS); do \
|
||||
rm -f $(DESTDIR)$(includedir)/SDL2/$$file; \
|
||||
done
|
||||
rm -f $(DESTDIR)$(includedir)/SDL2/SDL_config.h
|
||||
rm -f $(DESTDIR)$(includedir)/SDL2/SDL_revision.h
|
||||
-rmdir $(DESTDIR)$(includedir)/SDL2
|
||||
uninstall-lib:
|
||||
$(LIBTOOL) --mode=uninstall rm -f $(DESTDIR)$(libdir)/$(TARGET)
|
||||
rm -f $(DESTDIR)$(libdir)/$(SDLMAIN_TARGET)
|
||||
rm -f $(DESTDIR)$(libdir)/$(SDLTEST_TARGET)
|
||||
uninstall-data:
|
||||
rm -f $(DESTDIR)$(datadir)/aclocal/sdl2.m4
|
||||
rm -f $(DESTDIR)$(libdir)/pkgconfig/sdl2.pc
|
||||
rm -f $(DESTDIR)$(libdir)/cmake/SDL2/sdl2-config.cmake
|
||||
rm -f $(DESTDIR)$(libdir)/cmake/SDL2/sdl2-config-version.cmake
|
||||
|
||||
clean:
|
||||
rm -rf $(objects)
|
||||
rm -rf $(gen)
|
||||
if test -f test/Makefile; then (cd test; $(MAKE) $@); fi
|
||||
|
||||
distclean: clean
|
||||
rm -f Makefile Makefile.rules sdl2-config
|
||||
rm -f config.status config.cache config.log libtool
|
||||
rm -rf $(srcdir)/autom4te*
|
||||
find $(srcdir) \( \
|
||||
-name '*~' -o \
|
||||
-name '*.bak' -o \
|
||||
-name '*.old' -o \
|
||||
-name '*.rej' -o \
|
||||
-name '*.orig' -o \
|
||||
-name '.#*' \) \
|
||||
-exec rm -f {} \;
|
||||
if test -f test/Makefile; then (cd test; $(MAKE) $@); fi
|
||||
|
||||
dist $(distfile):
|
||||
$(SHELL) $(auxdir)/mkinstalldirs $(distdir)
|
||||
(cd $(srcdir); tar cf - $(SRC_DIST)) | (cd $(distdir); tar xf -)
|
||||
tar cf - $(GEN_DIST) | (cd $(distdir); tar xf -)
|
||||
find $(distdir) \( \
|
||||
-name '*~' -o \
|
||||
-name '*.bak' -o \
|
||||
-name '*.old' -o \
|
||||
-name '*.rej' -o \
|
||||
-name '*.orig' -o \
|
||||
-name '.#*' \) \
|
||||
-exec rm -f {} \;
|
||||
if test -f $(distdir)/test/Makefile; then (cd $(distdir)/test && make distclean); fi
|
||||
# Intentionally no vendor suffix: that's a property of the build, not the source
|
||||
(cd $(distdir); $(srcdir)/build-scripts/updaterev.sh --dist)
|
||||
tar cvf - $(distdir) | gzip --best >$(distfile)
|
||||
rm -rf $(distdir)
|
||||
|
||||
rpm: $(distfile)
|
||||
rpmbuild -ta $?
|
||||
61
thirdparty/SDL2/Makefile.minimal
vendored
61
thirdparty/SDL2/Makefile.minimal
vendored
|
|
@ -1,61 +0,0 @@
|
|||
# Makefile to build the SDL library
|
||||
|
||||
CPPFLAGS = -I./include
|
||||
CFLAGS = -g -O2
|
||||
AR = ar
|
||||
RANLIB = ranlib
|
||||
|
||||
TARGET = libSDL2.a
|
||||
TESTTARGET = libSDL2_test.a
|
||||
|
||||
SOURCES = \
|
||||
src/*.c \
|
||||
src/atomic/*.c \
|
||||
src/audio/*.c \
|
||||
src/audio/dummy/*.c \
|
||||
src/cpuinfo/*.c \
|
||||
src/events/*.c \
|
||||
src/file/*.c \
|
||||
src/haptic/*.c \
|
||||
src/haptic/dummy/*.c \
|
||||
src/hidapi/*.c \
|
||||
src/joystick/*.c \
|
||||
src/joystick/dummy/*.c \
|
||||
src/loadso/dummy/*.c \
|
||||
src/power/*.c \
|
||||
src/filesystem/dummy/*.c \
|
||||
src/locale/*.c \
|
||||
src/locale/dummy/*.c \
|
||||
src/misc/*.c \
|
||||
src/misc/dummy/*.c \
|
||||
src/render/*.c \
|
||||
src/render/software/*.c \
|
||||
src/sensor/*.c \
|
||||
src/sensor/dummy/*.c \
|
||||
src/stdlib/*.c \
|
||||
src/libm/*.c \
|
||||
src/thread/*.c \
|
||||
src/thread/generic/*.c \
|
||||
src/timer/*.c \
|
||||
src/timer/dummy/*.c \
|
||||
src/video/*.c \
|
||||
src/video/yuv2rgb/*.c \
|
||||
src/video/dummy/*.c \
|
||||
|
||||
TSOURCES = src/test/*.c
|
||||
|
||||
OBJECTS = $(shell echo $(SOURCES) | sed -e 's,\.c,\.o,g')
|
||||
TOBJECTS= $(shell echo $(TSOURCES) | sed -e 's,\.c,\.o,g')
|
||||
|
||||
all: $(TARGET) $(TESTTARGET)
|
||||
|
||||
$(TARGET): $(OBJECTS)
|
||||
$(AR) crv $@ $^
|
||||
$(RANLIB) $@
|
||||
|
||||
$(TESTTARGET): $(TOBJECTS)
|
||||
$(AR) crv $@ $^
|
||||
$(RANLIB) $@
|
||||
|
||||
clean:
|
||||
rm -f $(TARGET) $(TESTTARGET) $(OBJECTS) $(TOBJECTS)
|
||||
296
thirdparty/SDL2/Makefile.os2
vendored
296
thirdparty/SDL2/Makefile.os2
vendored
|
|
@ -1,296 +0,0 @@
|
|||
# Open Watcom makefile to build SDL2.dll for OS/2
|
||||
# wmake -f Makefile.os2
|
||||
#
|
||||
# If you have GNU libiconv installed (iconv2.dll), you
|
||||
# can compile against it by specifying LIBICONV=1, e.g.:
|
||||
# wmake -f Makefile.os2 LIBICONV=1
|
||||
#
|
||||
# If you have libusb-1.0 installed (usb100.dll, libusb.h), you
|
||||
# can compile hidapi joystick support against it (experimental)
|
||||
# by specifying HIDAPI=1, e.g.:
|
||||
# wmake -f Makefile.os2 HIDAPI=1
|
||||
#
|
||||
# To error out upon warnings: wmake -f Makefile.os2 ENABLE_WERROR=1
|
||||
|
||||
LIBNAME = SDL2
|
||||
MAJOR_VERSION = 2
|
||||
MINOR_VERSION = 29
|
||||
MICRO_VERSION = 0
|
||||
VERSION = $(MAJOR_VERSION).$(MINOR_VERSION).$(MICRO_VERSION)
|
||||
DESCRIPTION = Simple DirectMedia Layer 2
|
||||
|
||||
LIBICONV=0
|
||||
ICONVLIB=$(LIBICONV_LIB)
|
||||
|
||||
LIBHOME = .
|
||||
DLLFILE = $(LIBHOME)/$(LIBNAME).dll
|
||||
LIBFILE = $(LIBHOME)/$(LIBNAME).lib
|
||||
LNKFILE = $(LIBNAME).lnk
|
||||
|
||||
INCPATH = -I"$(%WATCOM)/h/os2" -I"$(%WATCOM)/h"
|
||||
INCPATH+= -Iinclude
|
||||
|
||||
LIBM = SDL2libm.lib
|
||||
TLIB = SDL2test.lib
|
||||
LIBS = mmpm2.lib $(LIBM)
|
||||
CFLAGS = -bt=os2 -d0 -q -bm -5s -fp5 -fpi87 -sg -oeatxhn -ei
|
||||
# Debug options:
|
||||
# - debug messages from OS/2 related code to stdout:
|
||||
#CFLAGS+= -DOS2DEBUG
|
||||
# - debug messages from OS/2 code via SDL_LogDebug():
|
||||
#CFLAGS+= -DOS2DEBUG=2
|
||||
|
||||
# max warnings:
|
||||
CFLAGS+= -wx
|
||||
!ifeq ENABLE_WERROR 1
|
||||
CFLAGS+= -we
|
||||
!endif
|
||||
# newer OpenWatcom versions enable W303 by default
|
||||
CFLAGS+= -wcd=303
|
||||
# the include paths :
|
||||
CFLAGS+= $(INCPATH)
|
||||
CFLAGS_STATIC=$(CFLAGS)
|
||||
# building dll:
|
||||
CFLAGS_DLL =$(CFLAGS)
|
||||
CFLAGS_DLL+= -bd
|
||||
# iconv:
|
||||
LIBICONV_LIB=iconv2.lib
|
||||
!ifeq LIBICONV 1
|
||||
CFLAGS_DLL+= -DHAVE_ICONV=1 -DHAVE_ICONV_H=1
|
||||
LIBS+= $(ICONVLIB)
|
||||
!else
|
||||
LIBS+= libuls.lib libconv.lib
|
||||
!endif
|
||||
# hidapi (libusb):
|
||||
!ifeq HIDAPI 1
|
||||
CFLAGS_DLL+= -DHAVE_LIBUSB_H=1
|
||||
!endif
|
||||
# building SDL itself (for DECLSPEC):
|
||||
CFLAGS_DLL+= -DBUILD_SDL
|
||||
|
||||
CFLAGS_DLL+= -DSDL_BUILD_MAJOR_VERSION=$(MAJOR_VERSION)
|
||||
CFLAGS_DLL+= -DSDL_BUILD_MINOR_VERSION=$(MINOR_VERSION)
|
||||
CFLAGS_DLL+= -DSDL_BUILD_MICRO_VERSION=$(MICRO_VERSION)
|
||||
|
||||
SRCS = SDL.c SDL_assert.c SDL_error.c SDL_guid.c SDL_log.c SDL_dataqueue.c SDL_hints.c SDL_list.c SDL_utils.c
|
||||
SRCS+= SDL_getenv.c SDL_iconv.c SDL_malloc.c SDL_qsort.c SDL_stdlib.c SDL_string.c SDL_strtokr.c SDL_crc16.c SDL_crc32.c
|
||||
SRCS+= SDL_cpuinfo.c SDL_atomic.c SDL_spinlock.c SDL_thread.c SDL_timer.c
|
||||
SRCS+= SDL_rwops.c SDL_power.c
|
||||
SRCS+= SDL_audio.c SDL_audiocvt.c SDL_audiodev.c SDL_audiotypecvt.c SDL_mixer.c SDL_wave.c
|
||||
SRCS+= SDL_events.c SDL_quit.c SDL_keyboard.c SDL_mouse.c SDL_windowevents.c &
|
||||
SDL_clipboardevents.c SDL_dropevents.c SDL_displayevents.c SDL_gesture.c &
|
||||
SDL_sensor.c SDL_touch.c
|
||||
SRCS+= SDL_haptic.c SDL_hidapi.c SDL_gamecontroller.c SDL_joystick.c controller_type.c
|
||||
SRCS+= SDL_render.c yuv_rgb.c SDL_yuv.c SDL_yuv_sw.c SDL_blendfillrect.c &
|
||||
SDL_blendline.c SDL_blendpoint.c SDL_drawline.c SDL_drawpoint.c &
|
||||
SDL_render_sw.c SDL_rotate.c SDL_triangle.c
|
||||
SRCS+= SDL_blit.c SDL_blit_0.c SDL_blit_1.c SDL_blit_A.c SDL_blit_auto.c &
|
||||
SDL_blit_copy.c SDL_blit_N.c SDL_blit_slow.c SDL_fillrect.c SDL_bmp.c &
|
||||
SDL_pixels.c SDL_rect.c SDL_RLEaccel.c SDL_shape.c SDL_stretch.c &
|
||||
SDL_surface.c SDL_video.c SDL_clipboard.c SDL_vulkan_utils.c SDL_egl.c
|
||||
|
||||
SRCS+= SDL_syscond.c SDL_sysmutex.c SDL_syssem.c SDL_systhread.c SDL_systls.c
|
||||
SRCS+= SDL_systimer.c
|
||||
SRCS+= SDL_sysloadso.c
|
||||
SRCS+= SDL_sysfilesystem.c
|
||||
SRCS+= SDL_os2joystick.c SDL_syshaptic.c SDL_sysjoystick.c SDL_virtualjoystick.c
|
||||
SRCS+= SDL_hidapijoystick.c SDL_hidapi_rumble.c SDL_hidapi_combined.c SDL_hidapi_gamecube.c SDL_hidapi_luna.c SDL_hidapi_ps3.c SDL_hidapi_ps4.c SDL_hidapi_ps5.c SDL_hidapi_shield.c SDL_hidapi_stadia.c SDL_hidapi_switch.c SDL_hidapi_wii.c SDL_hidapi_xbox360.c SDL_hidapi_xbox360w.c SDL_hidapi_xboxone.c SDL_hidapi_steam.c
|
||||
SRCS+= SDL_dummyaudio.c SDL_diskaudio.c
|
||||
SRCS+= SDL_nullvideo.c SDL_nullframebuffer.c SDL_nullevents.c
|
||||
SRCS+= SDL_dummysensor.c
|
||||
SRCS+= SDL_locale.c SDL_syslocale.c
|
||||
SRCS+= SDL_url.c SDL_sysurl.c
|
||||
|
||||
SRCS+= SDL_os2.c
|
||||
!ifeq LIBICONV 0
|
||||
SRCS+= geniconv.c os2cp.c os2iconv.c sys2utf8.c
|
||||
!endif
|
||||
SRCS+= SDL_os2audio.c
|
||||
SRCS+= SDL_os2video.c SDL_os2util.c SDL_os2dive.c SDL_os2vman.c &
|
||||
SDL_os2mouse.c SDL_os2messagebox.c
|
||||
|
||||
SRCS+= SDL_dynapi.c
|
||||
|
||||
OBJS = $(SRCS:.c=.obj)
|
||||
|
||||
.extensions:
|
||||
.extensions: .lib .dll .obj .c .asm
|
||||
|
||||
.c: ./src;./src/dynapi;./src/audio;./src/cpuinfo;./src/events;./src/file;./src/haptic;./src/joystick;./src/power;./src/render;./src/render/software;./src/sensor;./src/stdlib;./src/thread;./src/timer;./src/video;./src/video/yuv2rgb;./src/atomic;./src/audio/disk;
|
||||
.c: ./src/haptic/dummy;./src/joystick/dummy;./src/joystick/virtual;./src/audio/dummy;./src/video/dummy;./src/sensor/dummy;
|
||||
.c: ./src/core/os2;./src/audio/os2;./src/loadso/os2;./src/filesystem/os2;./src/joystick/os2;./src/thread/os2;./src/timer/os2;./src/video/os2;
|
||||
.c: ./src/core/os2/geniconv;
|
||||
.c: ./src/locale/;./src/locale/unix;./src/misc;./src/misc/dummy;./src/joystick/hidapi;./src/hidapi
|
||||
|
||||
all: $(DLLFILE) $(LIBFILE) $(TLIB) .symbolic
|
||||
|
||||
build_dll: .symbolic
|
||||
@echo * Compiling dll objects
|
||||
|
||||
$(DLLFILE): build_dll $(OBJS) $(LIBM) $(LIBICONV_LIB) $(LNKFILE)
|
||||
@echo * Linking: $@
|
||||
wlink @$(LNKFILE)
|
||||
|
||||
$(LIBFILE): $(DLLFILE)
|
||||
@echo * Creating LIB file: $@
|
||||
wlib -q -b -n -c -pa -s -t -zld -ii -io $* $(DLLFILE)
|
||||
|
||||
.c.obj:
|
||||
wcc386 $(CFLAGS_DLL) -fo=$^@ $<
|
||||
|
||||
SDL_syscond.obj: "src/thread/generic/SDL_syscond.c"
|
||||
wcc386 $(CFLAGS_DLL) -fo=$^@ $<
|
||||
SDL_cpuinfo.obj: SDL_cpuinfo.c
|
||||
wcc386 $(CFLAGS_DLL) -wcd=200 -fo=$^@ $<
|
||||
SDL_wave.obj: SDL_wave.c
|
||||
wcc386 $(CFLAGS_DLL) -wcd=124 -fo=$^@ $<
|
||||
SDL_blendfillrect.obj: SDL_blendfillrect.c
|
||||
wcc386 $(CFLAGS_DLL) -wcd=200 -fo=$^@ $<
|
||||
SDL_blendline.obj: SDL_blendline.c
|
||||
wcc386 $(CFLAGS_DLL) -wcd=200 -fo=$^@ $<
|
||||
SDL_blendpoint.obj: SDL_blendpoint.c
|
||||
wcc386 $(CFLAGS_DLL) -wcd=200 -fo=$^@ $<
|
||||
SDL_RLEaccel.obj: SDL_RLEaccel.c
|
||||
wcc386 $(CFLAGS_DLL) -wcd=201 -fo=$^@ $<
|
||||
!ifeq HIDAPI 1
|
||||
# c99 mode needed because of structs with flexible array members in libusb.h
|
||||
SDL_hidapi.obj: SDL_hidapi.c
|
||||
wcc386 $(CFLAGS_DLL) -za99 -fo=$^@ $<
|
||||
!endif
|
||||
|
||||
$(LIBICONV_LIB): "src/core/os2/iconv2.lbc"
|
||||
@echo * Creating: $@
|
||||
wlib -q -b -n -c -pa -s -t -zld -ii -io $@ @$<
|
||||
|
||||
# SDL2libm
|
||||
MSRCS= e_atan2.c e_exp.c e_fmod.c e_log10.c e_log.c e_pow.c e_rem_pio2.c e_sqrt.c &
|
||||
k_cos.c k_rem_pio2.c k_sin.c k_tan.c &
|
||||
s_atan.c s_copysign.c s_cos.c s_fabs.c s_floor.c s_scalbn.c s_sin.c s_tan.c
|
||||
MOBJS= $(MSRCS:.c=.obj)
|
||||
|
||||
.c: ./src/libm;
|
||||
e_atan2.obj: e_atan2.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
e_exp.obj: e_exp.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
e_fmod.obj: e_fmod.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
e_log10.obj: e_log10.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
e_log.obj: e_log.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
e_pow.obj: e_pow.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
e_rem_pio2.obj: e_rem_pio2.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
e_sqrt.obj: e_sqrt.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
k_cos.obj: k_cos.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
k_rem_pio2.obj: k_rem_pio2.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
k_sin.obj: k_sin.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
k_tan.obj: k_tan.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
s_atan.obj: s_atan.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
s_copysign.obj: s_copysign.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
s_cos.obj: s_cos.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
s_fabs.obj: s_fabs.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
s_floor.obj: s_floor.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
s_scalbn.obj: s_scalbn.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
s_sin.obj: s_sin.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
s_tan.obj: s_tan.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
|
||||
build_libm: .symbolic
|
||||
@echo * Compiling libm objects
|
||||
$(LIBM): build_libm $(MOBJS)
|
||||
@echo * Creating: $@
|
||||
wlib -q -b -n -c -pa -s -t -zld -ii -io $@ $(MOBJS)
|
||||
|
||||
# SDL2test
|
||||
TSRCS = SDL_test_assert.c SDL_test_common.c SDL_test_compare.c &
|
||||
SDL_test_crc32.c SDL_test_font.c SDL_test_fuzzer.c SDL_test_harness.c &
|
||||
SDL_test_imageBlit.c SDL_test_imageBlitBlend.c SDL_test_imageFace.c &
|
||||
SDL_test_imagePrimitives.c SDL_test_imagePrimitivesBlend.c &
|
||||
SDL_test_log.c SDL_test_md5.c SDL_test_random.c SDL_test_memory.c
|
||||
TOBJS= $(TSRCS:.c=.obj)
|
||||
|
||||
.c: ./src/test;
|
||||
SDL_test_assert.obj: SDL_test_assert.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
SDL_test_common.obj: SDL_test_common.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
SDL_test_compare.obj: SDL_test_compare.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
SDL_test_crc32.obj: SDL_test_crc32.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
SDL_test_font.obj: SDL_test_font.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
SDL_test_fuzzer.obj: SDL_test_fuzzer.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
SDL_test_harness.obj: SDL_test_harness.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
SDL_test_imageBlit.obj: SDL_test_imageBlit.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
SDL_test_imageBlitBlend.obj: SDL_test_imageBlitBlend.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
SDL_test_imageFace.obj: SDL_test_imageFace.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
SDL_test_imagePrimitives.obj: SDL_test_imagePrimitives.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
SDL_test_imagePrimitivesBlend.obj: SDL_test_imagePrimitivesBlend.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
SDL_test_log.obj: SDL_test_log.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
SDL_test_md5.obj: SDL_test_md5.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
SDL_test_random.obj: SDL_test_random.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
SDL_test_memory.obj: SDL_test_memory.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
|
||||
build_tlib: .symbolic
|
||||
@echo * Compiling testlib objects
|
||||
$(TLIB): build_tlib $(TOBJS)
|
||||
@echo * Creating: $@
|
||||
wlib -q -b -n -c -pa -s -t -zld -ii -io $@ $(TOBJS)
|
||||
|
||||
$(LNKFILE):
|
||||
@echo * Creating linker file: $@
|
||||
@%create $@
|
||||
@%append $@ SYSTEM os2v2_dll INITINSTANCE TERMINSTANCE
|
||||
@%append $@ NAME $(DLLFILE)
|
||||
@for %i in ($(OBJS)) do @%append $@ FILE %i
|
||||
@for %i in ($(LIBS)) do @%append $@ LIB %i
|
||||
@%append $@ OPTION QUIET
|
||||
@%append $@ OPTION IMPF=$(LIBHOME)/$^&.exp
|
||||
@%append $@ OPTION MAP=$(LIBHOME)/$^&.map
|
||||
@%append $@ OPTION DESCRIPTION '@$#libsdl org:$(VERSION)$#@$(DESCRIPTION)'
|
||||
@%append $@ OPTION ELIMINATE
|
||||
@%append $@ OPTION MANYAUTODATA
|
||||
@%append $@ OPTION OSNAME='OS/2 and eComStation'
|
||||
@%append $@ OPTION SHOWDEAD
|
||||
|
||||
clean: .SYMBOLIC
|
||||
@echo * Clean: $(LIBNAME)
|
||||
@if exist *.obj rm *.obj
|
||||
@if exist *.err rm *.err
|
||||
@if exist $(LNKFILE) rm $(LNKFILE)
|
||||
@if exist $(LIBM) rm $(LIBM)
|
||||
@if exist $(LIBICONV_LIB) rm $(LIBICONV_LIB)
|
||||
|
||||
distclean: .SYMBOLIC clean
|
||||
@if exist $(LIBHOME)/*.exp rm $(LIBHOME)/*.exp
|
||||
@if exist $(LIBHOME)/*.map rm $(LIBHOME)/*.map
|
||||
@if exist $(LIBFILE) rm $(LIBFILE)
|
||||
@if exist $(DLLFILE) rm $(DLLFILE)
|
||||
@if exist $(TLIB) rm $(TLIB)
|
||||
64
thirdparty/SDL2/Makefile.pandora
vendored
64
thirdparty/SDL2/Makefile.pandora
vendored
|
|
@ -1,64 +0,0 @@
|
|||
# Makefile to build the pandora SDL library
|
||||
|
||||
AR = arm-none-linux-gnueabi-ar
|
||||
RANLIB = arm-none-linux-gnueabi-ranlib
|
||||
CC = arm-none-linux-gnueabi-gcc
|
||||
CXX = arm-none-linux-gnueabi-g++
|
||||
STRIP = arm-none-linux-gnueabi-strip
|
||||
|
||||
CFLAGS = -O3 -march=armv7-a -mcpu=cortex-a8 -mtune=cortex-a8 -mfloat-abi=softfp \
|
||||
-mfpu=neon -ftree-vectorize -ffast-math -fomit-frame-pointer -fno-strict-aliasing -fsingle-precision-constant \
|
||||
-I./include -I$(PNDSDK)/usr/include
|
||||
|
||||
TARGET = libSDL2.a
|
||||
|
||||
SOURCES =
|
||||
./src/*.c \
|
||||
./src/atomic/*.c \
|
||||
./src/audio/*.c \
|
||||
./src/audio/disk/*.c \
|
||||
./src/audio/dsp/*.c \
|
||||
./src/audio/dummy/*.c \
|
||||
./src/cpuinfo/*.c \
|
||||
./src/events/*.c \
|
||||
./src/file/*.c \
|
||||
./src/filesystem/unix/*.c \
|
||||
./src/haptic/*.c \
|
||||
./src/haptic/linux/*.c \
|
||||
./src/hidapi/*.c \
|
||||
./src/joystick/*.c \
|
||||
./src/joystick/linux/*.c \
|
||||
./src/loadso/dlopen/*.c \
|
||||
./src/locale/*.c \
|
||||
./src/locale/unix/*.c \
|
||||
./src/misc/*.c \
|
||||
./src/misc/unix/*.c \
|
||||
./src/power/*.c \
|
||||
./src/sensor/*.c \
|
||||
./src/sensor/dummy/*.c \
|
||||
./src/stdlib/*.c \
|
||||
./src/thread/*.c \
|
||||
./src/thread/pthread/SDL_syscond.c \
|
||||
./src/thread/pthread/SDL_sysmutex.c \
|
||||
./src/thread/pthread/SDL_syssem.c \
|
||||
./src/thread/pthread/SDL_systhread.c \
|
||||
./src/timer/*.c \
|
||||
./src/timer/unix/*.c \
|
||||
./src/video/*.c \
|
||||
./src/video/yuv2rgb/*.c \
|
||||
./src/video/dummy/*.c \
|
||||
./src/video/x11/*.c \
|
||||
./src/video/pandora/*.c
|
||||
|
||||
OBJECTS = $(shell echo $(SOURCES) | sed -e 's,\.c,\.o,g')
|
||||
|
||||
CONFIG_H = $(shell cp include/SDL_config_pandora.h include/SDL_config.h)
|
||||
|
||||
all: $(TARGET)
|
||||
|
||||
$(TARGET): $(CONFIG_H) $(OBJECTS)
|
||||
$(AR) crv $@ $^
|
||||
$(RANLIB) $@
|
||||
|
||||
clean:
|
||||
rm -f $(TARGET) $(OBJECTS)
|
||||
280
thirdparty/SDL2/Makefile.w32
vendored
280
thirdparty/SDL2/Makefile.w32
vendored
|
|
@ -1,280 +0,0 @@
|
|||
# Open Watcom makefile to build SDL2.dll for Win32
|
||||
# wmake -f Makefile.w32
|
||||
#
|
||||
# To error out upon warnings: wmake -f Makefile.w32 ENABLE_WERROR=1
|
||||
|
||||
LIBNAME = SDL2
|
||||
MAJOR_VERSION = 2
|
||||
MINOR_VERSION = 29
|
||||
MICRO_VERSION = 0
|
||||
VERSION = $(MAJOR_VERSION).$(MINOR_VERSION).$(MICRO_VERSION)
|
||||
|
||||
LIBHOME = .
|
||||
DLLFILE = $(LIBHOME)/$(LIBNAME).dll
|
||||
LIBFILE = $(LIBHOME)/$(LIBNAME).lib
|
||||
EXPFILE = $(LIBHOME)/$(LIBNAME).exp
|
||||
LNKFILE = $(LIBNAME).lnk
|
||||
|
||||
INCPATH = -I"$(%WATCOM)/h/nt" -I"$(%WATCOM)/h/nt/directx" -I"$(%WATCOM)/h"
|
||||
INCPATH+= -Iinclude
|
||||
INCPATH+= -I"src/video/khronos"
|
||||
|
||||
LIBM = SDL2libm.lib
|
||||
TLIB = SDL2test.lib
|
||||
# user32.lib, gdi32.lib, ole32.lib and oleaut32.lib are actually
|
||||
# among the default libraries in wlink.lnk for nt_dll linkage...
|
||||
LIBS = user32.lib gdi32.lib winmm.lib imm32.lib ole32.lib oleaut32.lib shell32.lib setupapi.lib version.lib uuid.lib dxguid.lib $(LIBM)
|
||||
|
||||
CFLAGS = -bt=nt -d0 -q -bm -5s -fp5 -fpi87 -sg -oeatxhn -ei
|
||||
# max warnings:
|
||||
CFLAGS+= -wx
|
||||
!ifeq ENABLE_WERROR 1
|
||||
CFLAGS+= -we
|
||||
!endif
|
||||
# newer OpenWatcom versions enable W303 by default
|
||||
CFLAGS+= -wcd=303
|
||||
# new vulkan headers result in lots of W202 warnings
|
||||
CFLAGS+= -wcd=202
|
||||
# the include paths :
|
||||
CFLAGS+= $(INCPATH)
|
||||
CFLAGS_STATIC=$(CFLAGS)
|
||||
# building dll:
|
||||
CFLAGS_DLL =$(CFLAGS)
|
||||
CFLAGS_DLL+= -bd
|
||||
# we override the DECLSPEC define in begin_code.h, because we are using
|
||||
# an exports file to remove the _cdecl '_' prefix from the symbol names
|
||||
CFLAGS_DLL+= -DDECLSPEC=
|
||||
|
||||
CFLAGS_DLL+= -DSDL_BUILD_MAJOR_VERSION=$(MAJOR_VERSION)
|
||||
CFLAGS_DLL+= -DSDL_BUILD_MINOR_VERSION=$(MINOR_VERSION)
|
||||
CFLAGS_DLL+= -DSDL_BUILD_MICRO_VERSION=$(MICRO_VERSION)
|
||||
|
||||
RCFLAGS = -q -r -bt=nt $(INCPATH)
|
||||
|
||||
SRCS = SDL.c SDL_assert.c SDL_error.c SDL_guid.c SDL_log.c SDL_dataqueue.c SDL_hints.c SDL_list.c SDL_utils.c
|
||||
SRCS+= SDL_getenv.c SDL_iconv.c SDL_malloc.c SDL_qsort.c SDL_stdlib.c SDL_string.c SDL_strtokr.c SDL_crc16.c SDL_crc32.c
|
||||
SRCS+= SDL_cpuinfo.c SDL_atomic.c SDL_spinlock.c SDL_thread.c SDL_timer.c
|
||||
SRCS+= SDL_rwops.c SDL_power.c
|
||||
SRCS+= SDL_audio.c SDL_audiocvt.c SDL_audiodev.c SDL_audiotypecvt.c SDL_mixer.c SDL_wave.c
|
||||
SRCS+= SDL_events.c SDL_quit.c SDL_keyboard.c SDL_mouse.c SDL_windowevents.c &
|
||||
SDL_clipboardevents.c SDL_dropevents.c SDL_displayevents.c SDL_gesture.c &
|
||||
SDL_sensor.c SDL_touch.c
|
||||
SRCS+= SDL_haptic.c SDL_hidapi.c SDL_gamecontroller.c SDL_joystick.c controller_type.c
|
||||
SRCS+= SDL_render.c yuv_rgb.c SDL_yuv.c SDL_yuv_sw.c SDL_blendfillrect.c &
|
||||
SDL_blendline.c SDL_blendpoint.c SDL_drawline.c SDL_drawpoint.c &
|
||||
SDL_render_sw.c SDL_rotate.c SDL_triangle.c
|
||||
SRCS+= SDL_blit.c SDL_blit_0.c SDL_blit_1.c SDL_blit_A.c SDL_blit_auto.c &
|
||||
SDL_blit_copy.c SDL_blit_N.c SDL_blit_slow.c SDL_fillrect.c SDL_bmp.c &
|
||||
SDL_pixels.c SDL_rect.c SDL_RLEaccel.c SDL_shape.c SDL_stretch.c &
|
||||
SDL_surface.c SDL_video.c SDL_clipboard.c SDL_vulkan_utils.c SDL_egl.c
|
||||
|
||||
SRCS+= SDL_syscond.c SDL_sysmutex.c SDL_syssem.c SDL_systhread.c SDL_systls.c
|
||||
SRCS+= SDL_systimer.c
|
||||
SRCS+= SDL_sysloadso.c
|
||||
SRCS+= SDL_sysfilesystem.c
|
||||
SRCS+= SDL_syshaptic.c SDL_sysjoystick.c SDL_virtualjoystick.c
|
||||
SRCS+= SDL_hidapijoystick.c SDL_hidapi_rumble.c SDL_hidapi_combined.c SDL_hidapi_gamecube.c SDL_hidapi_luna.c SDL_hidapi_ps3.c SDL_hidapi_ps4.c SDL_hidapi_ps5.c SDL_hidapi_shield.c SDL_hidapi_stadia.c SDL_hidapi_switch.c SDL_hidapi_wii.c SDL_hidapi_xbox360.c SDL_hidapi_xbox360w.c SDL_hidapi_xboxone.c SDL_hidapi_steam.c
|
||||
SRCS+= SDL_dummyaudio.c SDL_diskaudio.c
|
||||
SRCS+= SDL_nullvideo.c SDL_nullframebuffer.c SDL_nullevents.c
|
||||
SRCS+= SDL_dummysensor.c
|
||||
SRCS+= SDL_locale.c SDL_syslocale.c
|
||||
SRCS+= SDL_url.c SDL_sysurl.c
|
||||
|
||||
SRCS+= SDL_winmm.c SDL_directsound.c SDL_wasapi.c SDL_wasapi_win32.c
|
||||
SRCS+= SDL_hid.c SDL_immdevice.c SDL_windows.c SDL_xinput.c
|
||||
SRCS+= SDL_dinputhaptic.c SDL_windowshaptic.c SDL_xinputhaptic.c
|
||||
SRCS+= SDL_dinputjoystick.c SDL_rawinputjoystick.c SDL_windowsjoystick.c SDL_windows_gaming_input.c SDL_xinputjoystick.c
|
||||
SRCS+= SDL_syspower.c
|
||||
SRCS+= SDL_d3dmath.c
|
||||
SRCS+= SDL_render_d3d.c SDL_shaders_d3d.c
|
||||
SRCS+= SDL_render_d3d11.c SDL_shaders_d3d11.c
|
||||
SRCS+= SDL_render_d3d12.c SDL_shaders_d3d12.c
|
||||
SRCS+= SDL_render_gl.c SDL_shaders_gl.c
|
||||
SRCS+= SDL_render_gles2.c SDL_shaders_gles2.c
|
||||
SRCS+= SDL_windowssensor.c
|
||||
SRCS+= SDL_syscond_cv.c
|
||||
SRCS+= SDL_windowsclipboard.c SDL_windowsevents.c SDL_windowsframebuffer.c SDL_windowskeyboard.c SDL_windowsmessagebox.c SDL_windowsmodes.c SDL_windowsmouse.c SDL_windowsopengl.c SDL_windowsopengles.c SDL_windowsshape.c SDL_windowsvideo.c SDL_windowsvulkan.c SDL_windowswindow.c
|
||||
|
||||
SRCS+= SDL_dynapi.c
|
||||
|
||||
RCSRCS = version.rc
|
||||
|
||||
OBJS = $(SRCS:.c=.obj)
|
||||
RCOBJS= $(RCSRCS:.rc=.res)
|
||||
|
||||
.extensions:
|
||||
.extensions: .lib .dll .obj .res .c .rc .asm
|
||||
|
||||
.c: ./src;./src/dynapi;./src/audio;./src/cpuinfo;./src/events;./src/file;./src/haptic;./src/joystick;./src/power;./src/render;./src/render/software;./src/sensor;./src/stdlib;./src/thread;./src/timer;./src/video;./src/video/yuv2rgb;./src/atomic;./src/audio/disk;
|
||||
.c: ./src/haptic/dummy;./src/joystick/dummy;./src/joystick/virtual;./src/audio/dummy;./src/video/dummy;./src/sensor/dummy;
|
||||
.c: ./src/core/windows;./src/audio/winmm;./src/audio/directsound;./src/audio/wasapi;./src/loadso/windows;./src/filesystem/windows;./src/haptic/windows;./src/joystick/windows;./src/sensor/windows;./src/thread/windows;./src/timer/windows;./src/video/windows;
|
||||
.c: ./src/locale/;./src/locale/windows;./src/misc;./src/misc/windows;./src/power/windows;./src/joystick/hidapi;./src/hidapi;./src/render/direct3d;./src/render/direct3d11;./src/render/direct3d12;./src/render/opengl;./src/render/opengles2
|
||||
.rc: ./src/main/windows
|
||||
|
||||
all: $(DLLFILE) $(LIBFILE) $(TLIB) .symbolic
|
||||
|
||||
build_dll: .symbolic
|
||||
@echo * Compiling dll objects
|
||||
|
||||
$(DLLFILE): build_dll $(OBJS) $(LIBM) $(RCOBJS) $(LNKFILE)
|
||||
@echo * Linking: $@
|
||||
wlink @$(LNKFILE)
|
||||
|
||||
$(LIBFILE): $(DLLFILE)
|
||||
@echo * Creating LIB file: $@
|
||||
wlib -q -b -n -c -pa -s -t -zld -ii -io $* @$(EXPFILE)
|
||||
|
||||
.c.obj:
|
||||
wcc386 $(CFLAGS_DLL) -fo=$^@ $<
|
||||
|
||||
.rc.res:
|
||||
wrc $(RCFLAGS) -fo=$^@ $<
|
||||
|
||||
SDL_syscond.obj: "src/thread/generic/SDL_syscond.c"
|
||||
wcc386 $(CFLAGS_DLL) -fo=$^@ $<
|
||||
SDL_cpuinfo.obj: SDL_cpuinfo.c
|
||||
wcc386 $(CFLAGS_DLL) -wcd=200 -fo=$^@ $<
|
||||
SDL_wave.obj: SDL_wave.c
|
||||
wcc386 $(CFLAGS_DLL) -wcd=124 -fo=$^@ $<
|
||||
SDL_blendfillrect.obj: SDL_blendfillrect.c
|
||||
wcc386 $(CFLAGS_DLL) -wcd=200 -fo=$^@ $<
|
||||
SDL_blendline.obj: SDL_blendline.c
|
||||
wcc386 $(CFLAGS_DLL) -wcd=200 -fo=$^@ $<
|
||||
SDL_blendpoint.obj: SDL_blendpoint.c
|
||||
wcc386 $(CFLAGS_DLL) -wcd=200 -fo=$^@ $<
|
||||
SDL_RLEaccel.obj: SDL_RLEaccel.c
|
||||
wcc386 $(CFLAGS_DLL) -wcd=201 -fo=$^@ $<
|
||||
SDL_malloc.obj: SDL_malloc.c
|
||||
wcc386 $(CFLAGS_DLL) -wcd=201 -fo=$^@ $<
|
||||
|
||||
# SDL2libm
|
||||
MSRCS= e_atan2.c e_exp.c e_fmod.c e_log10.c e_log.c e_pow.c e_rem_pio2.c e_sqrt.c &
|
||||
k_cos.c k_rem_pio2.c k_sin.c k_tan.c &
|
||||
s_atan.c s_copysign.c s_cos.c s_fabs.c s_floor.c s_scalbn.c s_sin.c s_tan.c
|
||||
MOBJS= $(MSRCS:.c=.obj)
|
||||
|
||||
.c: ./src/libm;
|
||||
e_atan2.obj: e_atan2.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
e_exp.obj: e_exp.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
e_fmod.obj: e_fmod.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
e_log10.obj: e_log10.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
e_log.obj: e_log.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
e_pow.obj: e_pow.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
e_rem_pio2.obj: e_rem_pio2.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
e_sqrt.obj: e_sqrt.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
k_cos.obj: k_cos.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
k_rem_pio2.obj: k_rem_pio2.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
k_sin.obj: k_sin.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
k_tan.obj: k_tan.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
s_atan.obj: s_atan.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
s_copysign.obj: s_copysign.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
s_cos.obj: s_cos.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
s_fabs.obj: s_fabs.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
s_floor.obj: s_floor.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
s_scalbn.obj: s_scalbn.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
s_sin.obj: s_sin.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
s_tan.obj: s_tan.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
|
||||
build_libm: .symbolic
|
||||
@echo * Compiling libm objects
|
||||
$(LIBM): build_libm $(MOBJS)
|
||||
@echo * Creating: $@
|
||||
wlib -q -b -n -c -pa -s -t -zld -ii -io $@ $(MOBJS)
|
||||
|
||||
# SDL2test
|
||||
TSRCS = SDL_test_assert.c SDL_test_common.c SDL_test_compare.c &
|
||||
SDL_test_crc32.c SDL_test_font.c SDL_test_fuzzer.c SDL_test_harness.c &
|
||||
SDL_test_imageBlit.c SDL_test_imageBlitBlend.c SDL_test_imageFace.c &
|
||||
SDL_test_imagePrimitives.c SDL_test_imagePrimitivesBlend.c &
|
||||
SDL_test_log.c SDL_test_md5.c SDL_test_random.c SDL_test_memory.c
|
||||
TOBJS= $(TSRCS:.c=.obj)
|
||||
|
||||
.c: ./src/test;
|
||||
SDL_test_assert.obj: SDL_test_assert.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
SDL_test_common.obj: SDL_test_common.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
SDL_test_compare.obj: SDL_test_compare.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
SDL_test_crc32.obj: SDL_test_crc32.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
SDL_test_font.obj: SDL_test_font.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
SDL_test_fuzzer.obj: SDL_test_fuzzer.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
SDL_test_harness.obj: SDL_test_harness.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
SDL_test_imageBlit.obj: SDL_test_imageBlit.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
SDL_test_imageBlitBlend.obj: SDL_test_imageBlitBlend.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
SDL_test_imageFace.obj: SDL_test_imageFace.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
SDL_test_imagePrimitives.obj: SDL_test_imagePrimitives.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
SDL_test_imagePrimitivesBlend.obj: SDL_test_imagePrimitivesBlend.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
SDL_test_log.obj: SDL_test_log.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
SDL_test_md5.obj: SDL_test_md5.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
SDL_test_random.obj: SDL_test_random.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
SDL_test_memory.obj: SDL_test_memory.c
|
||||
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
|
||||
|
||||
build_tlib: .symbolic
|
||||
@echo * Compiling testlib objects
|
||||
$(TLIB): build_tlib $(TOBJS)
|
||||
@echo * Creating: $@
|
||||
wlib -q -b -n -c -pa -s -t -zld -ii -io $@ $(TOBJS)
|
||||
|
||||
$(LNKFILE): Makefile.w32
|
||||
@echo * Creating linker file: $@
|
||||
@%create $@
|
||||
@%append $@ SYSTEM nt_dll INITINSTANCE TERMINSTANCE
|
||||
@%append $@ NAME $(DLLFILE)
|
||||
@for %i in ($(OBJS)) do @%append $@ FILE %i
|
||||
@for %i in ($(LIBS)) do @%append $@ LIB %i
|
||||
@%append $@ OPTION RESOURCE=$(RCOBJS)
|
||||
@%append $@ EXPORT=src/dynapi/SDL2.exports
|
||||
@%append $@ OPTION QUIET
|
||||
@%append $@ OPTION IMPF=$(EXPFILE)
|
||||
@%append $@ OPTION MAP=$(LIBHOME)/$^&.map
|
||||
@%append $@ OPTION ELIMINATE
|
||||
@%append $@ OPTION SHOWDEAD
|
||||
|
||||
clean: .SYMBOLIC
|
||||
@echo * Clean: $(LIBNAME)
|
||||
@if exist *.obj rm *.obj
|
||||
@if exist *.res rm *.res
|
||||
@if exist *.err rm *.err
|
||||
@if exist $(LNKFILE) rm $(LNKFILE)
|
||||
@if exist $(LIBM) rm $(LIBM)
|
||||
|
||||
distclean: .SYMBOLIC clean
|
||||
@if exist $(LIBHOME)/*.exp rm $(LIBHOME)/*.exp
|
||||
@if exist $(LIBHOME)/*.map rm $(LIBHOME)/*.map
|
||||
@if exist $(LIBFILE) rm $(LIBFILE)
|
||||
@if exist $(DLLFILE) rm $(DLLFILE)
|
||||
@if exist $(TLIB) rm $(TLIB)
|
||||
13
thirdparty/SDL2/README-SDL.txt
vendored
13
thirdparty/SDL2/README-SDL.txt
vendored
|
|
@ -1,13 +0,0 @@
|
|||
|
||||
Please distribute this file with the SDL runtime environment:
|
||||
|
||||
The Simple DirectMedia Layer (SDL for short) is a cross-platform library
|
||||
designed to make it easy to write multi-media software, such as games
|
||||
and emulators.
|
||||
|
||||
The Simple DirectMedia Layer library source code is available from:
|
||||
https://www.libsdl.org/
|
||||
|
||||
This library is distributed under the terms of the zlib license:
|
||||
http://www.zlib.net/zlib_license.html
|
||||
|
||||
17
thirdparty/SDL2/README.md
vendored
17
thirdparty/SDL2/README.md
vendored
|
|
@ -1,17 +0,0 @@
|
|||
|
||||
# Simple DirectMedia Layer (SDL) Version 2.0
|
||||
|
||||
https://www.libsdl.org/
|
||||
|
||||
Simple DirectMedia Layer is a cross-platform development library designed
|
||||
to provide low level access to audio, keyboard, mouse, joystick, and graphics
|
||||
hardware via OpenGL and Direct3D. It is used by video playback software,
|
||||
emulators, and popular games including Valve's award winning catalog
|
||||
and many Humble Bundle games.
|
||||
|
||||
More extensive documentation is available in the docs directory, starting
|
||||
with README.md
|
||||
|
||||
Enjoy!
|
||||
|
||||
Sam Lantinga (slouken@libsdl.org)
|
||||
119
thirdparty/SDL2/SDL2.spec.in
vendored
119
thirdparty/SDL2/SDL2.spec.in
vendored
|
|
@ -1,119 +0,0 @@
|
|||
Summary: Simple DirectMedia Layer
|
||||
Name: SDL2
|
||||
Version: @SDL_VERSION@
|
||||
Release: 2
|
||||
Source: http://www.libsdl.org/release/%{name}-%{version}.tar.gz
|
||||
URL: http://www.libsdl.org/
|
||||
License: zlib
|
||||
Group: System Environment/Libraries
|
||||
BuildRoot: %{_tmppath}/%{name}-%{version}-buildroot
|
||||
Prefix: %{_prefix}
|
||||
%ifos linux
|
||||
Provides: libSDL2-2.0.so.0
|
||||
%endif
|
||||
|
||||
%define __defattr %defattr(-,root,root)
|
||||
%define __soext so
|
||||
|
||||
%description
|
||||
This is the Simple DirectMedia Layer, a generic API that provides low
|
||||
level access to audio, keyboard, mouse, and display framebuffer across
|
||||
multiple platforms.
|
||||
|
||||
%package devel
|
||||
Summary: Libraries, includes and more to develop SDL applications.
|
||||
Group: Development/Libraries
|
||||
Requires: %{name} = %{version}
|
||||
|
||||
%description devel
|
||||
This is the Simple DirectMedia Layer, a generic API that provides low
|
||||
level access to audio, keyboard, mouse, and display framebuffer across
|
||||
multiple platforms.
|
||||
|
||||
This is the libraries, include files and other resources you can use
|
||||
to develop SDL applications.
|
||||
|
||||
|
||||
%prep
|
||||
%setup -q
|
||||
|
||||
%build
|
||||
%ifos linux
|
||||
CFLAGS="$RPM_OPT_FLAGS" ./configure --prefix=%{prefix} --disable-video-directfb
|
||||
%else
|
||||
%configure
|
||||
%endif
|
||||
make
|
||||
|
||||
%install
|
||||
rm -rf $RPM_BUILD_ROOT
|
||||
%ifos linux
|
||||
make install prefix=$RPM_BUILD_ROOT%{prefix} \
|
||||
bindir=$RPM_BUILD_ROOT%{_bindir} \
|
||||
libdir=$RPM_BUILD_ROOT%{_libdir} \
|
||||
includedir=$RPM_BUILD_ROOT%{_includedir} \
|
||||
datadir=$RPM_BUILD_ROOT%{_datadir} \
|
||||
mandir=$RPM_BUILD_ROOT%{_mandir}
|
||||
%else
|
||||
%makeinstall
|
||||
%endif
|
||||
|
||||
%clean
|
||||
rm -rf $RPM_BUILD_ROOT
|
||||
|
||||
%files
|
||||
%{__defattr}
|
||||
%doc README*.txt LICENSE.txt CREDITS.txt BUGS.txt
|
||||
%{_libdir}/lib*.%{__soext}.*
|
||||
|
||||
%files devel
|
||||
%{__defattr}
|
||||
%doc docs/README*.md
|
||||
%{_bindir}/*-config
|
||||
%{_libdir}/lib*.a
|
||||
%{_libdir}/lib*.la
|
||||
%{_libdir}/lib*.%{__soext}
|
||||
%{_includedir}/*/*.h
|
||||
%{_libdir}/cmake/*
|
||||
%{_libdir}/pkgconfig/SDL2/*
|
||||
%{_datadir}/aclocal/*
|
||||
|
||||
%changelog
|
||||
* Thu Jun 04 2015 Ryan C. Gordon <icculus@icculus.org>
|
||||
- Fixed README paths.
|
||||
|
||||
* Sun Dec 07 2014 Simone Contini <s.contini@oltrelinux.com>
|
||||
- Fixed changelog date issue and docs filenames
|
||||
|
||||
* Sun Jan 22 2012 Sam Lantinga <slouken@libsdl.org>
|
||||
- Updated for SDL 2.0
|
||||
|
||||
* Tue May 16 2006 Sam Lantinga <slouken@libsdl.org>
|
||||
- Removed support for Darwin, due to build problems on ps2linux
|
||||
|
||||
* Sat Jan 03 2004 Anders Bjorklund <afb@algonet.se>
|
||||
- Added support for Darwin, updated spec file
|
||||
|
||||
* Wed Jan 19 2000 Sam Lantinga <slouken@libsdl.org>
|
||||
- Re-integrated spec file into SDL distribution
|
||||
- 'name' and 'version' come from configure
|
||||
- Some of the documentation is devel specific
|
||||
- Removed SMP support from %build - it doesn't work with libtool anyway
|
||||
|
||||
* Tue Jan 18 2000 Hakan Tandogan <hakan@iconsult.com>
|
||||
- Hacked Mandrake sdl spec to build 1.1
|
||||
|
||||
* Sun Dec 19 1999 John Buswell <johnb@mandrakesoft.com>
|
||||
- Build Release
|
||||
|
||||
* Sat Dec 18 1999 John Buswell <johnb@mandrakesoft.com>
|
||||
- Add symlink for libSDL-1.0.so.0 required by sdlbomber
|
||||
- Added docs
|
||||
|
||||
* Thu Dec 09 1999 Lenny Cartier <lenny@mandrakesoft.com>
|
||||
- v 1.0.0
|
||||
|
||||
* Mon Nov 1 1999 Chmouel Boudjnah <chmouel@mandrakesoft.com>
|
||||
- First spec file for Mandrake distribution.
|
||||
|
||||
# end of file
|
||||
77
thirdparty/SDL2/SDL2Config.cmake.in
vendored
77
thirdparty/SDL2/SDL2Config.cmake.in
vendored
|
|
@ -1,77 +0,0 @@
|
|||
# sdl2 cmake project-config input for CMakeLists.txt script
|
||||
|
||||
include(FeatureSummary)
|
||||
set_package_properties(SDL2 PROPERTIES
|
||||
URL "https://www.libsdl.org/"
|
||||
DESCRIPTION "low level access to audio, keyboard, mouse, joystick, and graphics hardware"
|
||||
)
|
||||
|
||||
@PACKAGE_INIT@
|
||||
|
||||
set(SDL2_FOUND TRUE)
|
||||
|
||||
if(EXISTS "${CMAKE_CURRENT_LIST_DIR}/SDL2Targets.cmake")
|
||||
include("${CMAKE_CURRENT_LIST_DIR}/SDL2Targets.cmake")
|
||||
set(SDL2_SDL2_FOUND TRUE)
|
||||
endif()
|
||||
if(EXISTS "${CMAKE_CURRENT_LIST_DIR}/SDL2staticTargets.cmake")
|
||||
if(ANDROID)
|
||||
enable_language(CXX)
|
||||
endif()
|
||||
include("${CMAKE_CURRENT_LIST_DIR}/SDL2staticTargets.cmake")
|
||||
set(SDL2_SDL2-static_FOUND TRUE)
|
||||
endif()
|
||||
if(EXISTS "${CMAKE_CURRENT_LIST_DIR}/SDL2mainTargets.cmake")
|
||||
include("${CMAKE_CURRENT_LIST_DIR}/SDL2mainTargets.cmake")
|
||||
set(SDL2_SDL2main_FOUND TRUE)
|
||||
endif()
|
||||
if(EXISTS "${CMAKE_CURRENT_LIST_DIR}/SDL2testTargets.cmake")
|
||||
include("${CMAKE_CURRENT_LIST_DIR}/SDL2testTargets.cmake")
|
||||
set(SDL2_SDL2test_FOUND TRUE)
|
||||
endif()
|
||||
|
||||
|
||||
include("${CMAKE_CURRENT_LIST_DIR}/sdlfind.cmake")
|
||||
|
||||
set(SDL_ALSA @SDL_ALSA@)
|
||||
set(SDL_ALSA_SHARED @SDL_ALSA_SHARED@)
|
||||
if(SDL_ALSA AND NOT SDL_ALSA_SHARED AND TARGET SDL2::SDL2-static)
|
||||
sdlFindALSA()
|
||||
endif()
|
||||
unset(SDL_ALSA)
|
||||
unset(SDL_ALSA_SHARED)
|
||||
|
||||
|
||||
check_required_components(SDL2)
|
||||
|
||||
# Create SDL2::SDL2 alias for static-only builds
|
||||
if(TARGET SDL2::SDL2-static AND NOT TARGET SDL2::SDL2)
|
||||
if(CMAKE_VERSION VERSION_LESS "3.18")
|
||||
# FIXME: Aliasing local targets is not supported on CMake < 3.18, so make it global.
|
||||
add_library(SDL2::SDL2 INTERFACE IMPORTED)
|
||||
set_target_properties(SDL2::SDL2 PROPERTIES INTERFACE_LINK_LIBRARIES "SDL2::SDL2-static")
|
||||
else()
|
||||
add_library(SDL2::SDL2 ALIAS SDL2::SDL2-static)
|
||||
endif()
|
||||
endif()
|
||||
|
||||
# For compatibility with autotools sdl2-config.cmake, provide SDL2_* variables.
|
||||
|
||||
set(SDL2_PREFIX "@PACKAGE_CMAKE_INSTALL_PREFIX@")
|
||||
set(SDL2_EXEC_PREFIX "@PACKAGE_CMAKE_INSTALL_PREFIX@")
|
||||
set(SDL2_INCLUDE_DIR "@PACKAGE_CMAKE_INSTALL_FULL_INCLUDEDIR@/SDL2")
|
||||
set(SDL2_INCLUDE_DIRS "@PACKAGE_CMAKE_INSTALL_FULL_INCLUDEDIR@;@PACKAGE_CMAKE_INSTALL_FULL_INCLUDEDIR@/SDL2")
|
||||
set(SDL2_BINDIR "@PACKAGE_CMAKE_INSTALL_FULL_BINDIR@")
|
||||
set(SDL2_LIBDIR "@PACKAGE_CMAKE_INSTALL_FULL_LIBDIR@")
|
||||
set(SDL2_LIBRARIES SDL2::SDL2)
|
||||
set(SDL2_STATIC_LIBRARIES SDL2::SDL2-static)
|
||||
set(SDL2_STATIC_PRIVATE_LIBS)
|
||||
|
||||
set(SDL2MAIN_LIBRARY)
|
||||
if(TARGET SDL2::SDL2main)
|
||||
set(SDL2MAIN_LIBRARY SDL2::SDL2main)
|
||||
list(INSERT SDL2_LIBRARIES 0 SDL2::SDL2main)
|
||||
list(INSERT SDL2_STATIC_LIBRARIES 0 SDL2::SDL2main)
|
||||
endif()
|
||||
|
||||
set(SDL2TEST_LIBRARY SDL2::SDL2test)
|
||||
10
thirdparty/SDL2/TODO.txt
vendored
10
thirdparty/SDL2/TODO.txt
vendored
|
|
@ -1,10 +0,0 @@
|
|||
Future work roadmap:
|
||||
* http://wiki.libsdl.org/Roadmap
|
||||
|
||||
* Check 1.2 revisions:
|
||||
3554 - Need to resolve semantics for locking keys on different platforms
|
||||
4874 - Do we want screen rotation? At what level?
|
||||
4974 - Windows file code needs to convert UTF-8 to Unicode, but we don't need to tap dance for Windows 95/98
|
||||
4865 - See if this is still needed (mouse coordinate clamping)
|
||||
4866 - See if this is still needed (blocking window repositioning)
|
||||
|
||||
131
thirdparty/SDL2/VisualC-GDK/SDL.sln
vendored
131
thirdparty/SDL2/VisualC-GDK/SDL.sln
vendored
|
|
@ -1,131 +0,0 @@
|
|||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
# Visual Studio Version 17
|
||||
VisualStudioVersion = 17.1.32414.318
|
||||
MinimumVisualStudioVersion = 10.0.40219.1
|
||||
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "tests", "tests", "{D69D5741-611F-4E14-8541-1FEE94F50B5A}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2", "SDL\SDL.vcxproj", "{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2main", "SDLmain\SDLmain.vcxproj", "{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testsprite2", "tests\testsprite2\testsprite2.vcxproj", "{40FB7794-D3C3-4CFE-BCF4-A80C96635682}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2test", "SDLtest\SDLtest.vcxproj", "{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgamecontroller", "tests\testgamecontroller\testgamecontroller.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08305}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgdk", "tests\testgdk\testgdk.vcxproj", "{1C9A3F71-35A5-4C56-B292-F4375B3C3649}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Gaming.Desktop.x64 = Debug|Gaming.Desktop.x64
|
||||
Debug|Gaming.Xbox.Scarlett.x64 = Debug|Gaming.Xbox.Scarlett.x64
|
||||
Debug|Gaming.Xbox.XboxOne.x64 = Debug|Gaming.Xbox.XboxOne.x64
|
||||
Release|Gaming.Desktop.x64 = Release|Gaming.Desktop.x64
|
||||
Release|Gaming.Xbox.Scarlett.x64 = Release|Gaming.Xbox.Scarlett.x64
|
||||
Release|Gaming.Xbox.XboxOne.x64 = Release|Gaming.Xbox.XboxOne.x64
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|Gaming.Desktop.x64.ActiveCfg = Debug|Gaming.Desktop.x64
|
||||
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|Gaming.Desktop.x64.Build.0 = Debug|Gaming.Desktop.x64
|
||||
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|Gaming.Xbox.Scarlett.x64.ActiveCfg = Debug|Gaming.Xbox.Scarlett.x64
|
||||
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|Gaming.Xbox.Scarlett.x64.Build.0 = Debug|Gaming.Xbox.Scarlett.x64
|
||||
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|Gaming.Xbox.XboxOne.x64.ActiveCfg = Debug|Gaming.Xbox.XboxOne.x64
|
||||
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|Gaming.Xbox.XboxOne.x64.Build.0 = Debug|Gaming.Xbox.XboxOne.x64
|
||||
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|Gaming.Desktop.x64.ActiveCfg = Release|Gaming.Desktop.x64
|
||||
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|Gaming.Desktop.x64.Build.0 = Release|Gaming.Desktop.x64
|
||||
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|Gaming.Xbox.Scarlett.x64.ActiveCfg = Release|Gaming.Xbox.Scarlett.x64
|
||||
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|Gaming.Xbox.Scarlett.x64.Build.0 = Release|Gaming.Xbox.Scarlett.x64
|
||||
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|Gaming.Xbox.XboxOne.x64.ActiveCfg = Release|Gaming.Xbox.XboxOne.x64
|
||||
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|Gaming.Xbox.XboxOne.x64.Build.0 = Release|Gaming.Xbox.XboxOne.x64
|
||||
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|Gaming.Desktop.x64.ActiveCfg = Debug|Gaming.Desktop.x64
|
||||
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|Gaming.Desktop.x64.Build.0 = Debug|Gaming.Desktop.x64
|
||||
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|Gaming.Xbox.Scarlett.x64.ActiveCfg = Debug|Gaming.Xbox.Scarlett.x64
|
||||
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|Gaming.Xbox.Scarlett.x64.Build.0 = Debug|Gaming.Xbox.Scarlett.x64
|
||||
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||||
<Outputs Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Desktop.x64'">$(ProjectDir)\%(Filename)%(Extension);%(Outputs)</Outputs>
|
||||
<Outputs Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.Scarlett.x64'">$(ProjectDir)\%(Filename)%(Extension);%(Outputs)</Outputs>
|
||||
<Outputs Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.XboxOne.x64'">$(ProjectDir)\%(Filename)%(Extension);%(Outputs)</Outputs>
|
||||
</CopyFileToFolders>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\..\test\testgamecontroller.c" />
|
||||
<ClCompile Include="..\..\..\test\testutils.c" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<CopyFileToFolders Include="wingdk\MicrosoftGame.config">
|
||||
<FileType>Document</FileType>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.Scarlett.x64'">true</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.XboxOne.x64'">true</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.Scarlett.x64'">true</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.XboxOne.x64'">true</ExcludedFromBuild>
|
||||
</CopyFileToFolders>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<CopyFileToFolders Include="PackageLayout.xml" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<CopyFileToFolders Include="..\..\logos\Logo100x100.png" />
|
||||
<CopyFileToFolders Include="..\..\logos\Logo150x150.png" />
|
||||
<CopyFileToFolders Include="..\..\logos\Logo44x44.png" />
|
||||
<CopyFileToFolders Include="..\..\logos\Logo480x480.png" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<CopyFileToFolders Include="$(Console_GRDKExtLibRoot)Xbox.Services.API.C\DesignTime\CommonConfiguration\Neutral\Lib\Release\Microsoft.Xbox.Services.141.GDK.C.Thunks.dll">
|
||||
<FileType>Document</FileType>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.Scarlett.x64'">true</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.XboxOne.x64'">true</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.Scarlett.x64'">true</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.XboxOne.x64'">true</ExcludedFromBuild>
|
||||
</CopyFileToFolders>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<CopyFileToFolders Include="xboxseries\MicrosoftGame.config">
|
||||
<FileType>Document</FileType>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Desktop.x64'">true</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Desktop.x64'">true</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.XboxOne.x64'">true</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.XboxOne.x64'">true</ExcludedFromBuild>
|
||||
</CopyFileToFolders>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<CopyFileToFolders Include="xboxone\MicrosoftGame.config">
|
||||
<FileType>Document</FileType>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.Scarlett.x64'">true</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.Scarlett.x64'">true</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Desktop.x64'">true</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Desktop.x64'">true</ExcludedFromBuild>
|
||||
</CopyFileToFolders>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<CopyFileToFolders Include="..\..\logos\SplashScreenImage.png" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
|
|
@ -1,55 +0,0 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\..\test\testgamecontroller.c" />
|
||||
<ClCompile Include="..\..\..\test\testutils.c" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<CopyFileToFolders Include="..\..\..\test\controllermap_back.bmp" />
|
||||
<CopyFileToFolders Include="..\..\..\test\axis.bmp" />
|
||||
<CopyFileToFolders Include="..\..\..\test\button.bmp" />
|
||||
<CopyFileToFolders Include="..\..\..\test\controllermap.bmp" />
|
||||
<CopyFileToFolders Include="..\..\logos\Logo44x44.png">
|
||||
<Filter>logos</Filter>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="..\..\logos\Logo100x100.png">
|
||||
<Filter>logos</Filter>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="..\..\logos\Logo150x150.png">
|
||||
<Filter>logos</Filter>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="..\..\logos\Logo480x480.png">
|
||||
<Filter>logos</Filter>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="$(Console_GRDKExtLibRoot)Xbox.Services.API.C\DesignTime\CommonConfiguration\Neutral\Lib\Release\Microsoft.Xbox.Services.141.GDK.C.Thunks.dll">
|
||||
<Filter>wingdk</Filter>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="wingdk\MicrosoftGame.config">
|
||||
<Filter>wingdk</Filter>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="xboxseries\MicrosoftGame.config">
|
||||
<Filter>xboxseries</Filter>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="xboxone\MicrosoftGame.config">
|
||||
<Filter>xboxone</Filter>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="..\..\logos\SplashScreenImage.png">
|
||||
<Filter>logos</Filter>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="PackageLayout.xml" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Filter Include="logos">
|
||||
<UniqueIdentifier>{5e858cf0-6fba-498d-b33d-11c8ecbb79c7}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="xboxseries">
|
||||
<UniqueIdentifier>{5790a250-283e-4f51-8f28-6a977d3c7a6c}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="wingdk">
|
||||
<UniqueIdentifier>{a4d235e4-4017-4193-af62-ecb2ac249be4}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="xboxone">
|
||||
<UniqueIdentifier>{e704dcb9-c83c-4c94-a139-b0f3e3f428f2}</UniqueIdentifier>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
|
|
@ -1,34 +0,0 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Game configVersion="1">
|
||||
|
||||
<!-- Set these to the correct identifiers from Partner Center -->
|
||||
<Identity Name="SDL"
|
||||
Version="1.0.0.0"
|
||||
Publisher="CN=Publisher"/>
|
||||
|
||||
<ExecutableList>
|
||||
<Executable Name="testgamecontroller.exe"
|
||||
TargetDeviceFamily="PC"
|
||||
Id="Game" />
|
||||
</ExecutableList>
|
||||
|
||||
<DesktopRegistration>
|
||||
<DependencyList>
|
||||
<KnownDependency Name="VC14"/>
|
||||
</DependencyList>
|
||||
</DesktopRegistration>
|
||||
|
||||
<!-- Set these to the correct values from Partner Center -->
|
||||
<MSAAppId>PleaseChangeMe</MSAAppId>
|
||||
<TitleId>FFFFFFFF</TitleId>
|
||||
|
||||
<ShellVisuals DefaultDisplayName="testgamecontroller"
|
||||
PublisherDisplayName="SDL"
|
||||
Square480x480Logo="Logo480x480.png"
|
||||
Square150x150Logo="Logo150x150.png"
|
||||
Square44x44Logo="Logo44x44.png"
|
||||
Description="testgamecontroller"
|
||||
ForegroundText="light"
|
||||
BackgroundColor="#000000"
|
||||
StoreLogo="Logo100x100.png"/>
|
||||
</Game>
|
||||
|
|
@ -1,29 +0,0 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Game configVersion="1">
|
||||
|
||||
<!-- Set these to the correct identifiers from Partner Center -->
|
||||
<Identity Name="SDL"
|
||||
Version="1.0.0.0"
|
||||
Publisher="CN=Publisher"/>
|
||||
|
||||
<ExecutableList>
|
||||
<Executable Name="testgamecontroller.exe"
|
||||
TargetDeviceFamily="XboxOne"
|
||||
Id="Game" />
|
||||
</ExecutableList>
|
||||
|
||||
<!-- Set these to the correct values from Partner Center -->
|
||||
<MSAAppId>PleaseChangeMe</MSAAppId>
|
||||
<TitleId>FFFFFFFF</TitleId>
|
||||
|
||||
<ShellVisuals DefaultDisplayName="testgamecontroller"
|
||||
PublisherDisplayName="SDL"
|
||||
Square480x480Logo="Logo480x480.png"
|
||||
Square150x150Logo="Logo150x150.png"
|
||||
Square44x44Logo="Logo44x44.png"
|
||||
SplashScreenImage="SplashScreenImage.png"
|
||||
Description="testgamecontroller"
|
||||
ForegroundText="light"
|
||||
BackgroundColor="#000000"
|
||||
StoreLogo="Logo100x100.png"/>
|
||||
</Game>
|
||||
|
|
@ -1,29 +0,0 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Game configVersion="1">
|
||||
|
||||
<!-- Set these to the correct identifiers from Partner Center -->
|
||||
<Identity Name="SDL"
|
||||
Version="1.0.0.0"
|
||||
Publisher="CN=Publisher"/>
|
||||
|
||||
<ExecutableList>
|
||||
<Executable Name="testgamecontroller.exe"
|
||||
TargetDeviceFamily="Scarlett"
|
||||
Id="Game" />
|
||||
</ExecutableList>
|
||||
|
||||
<!-- Set these to the correct values from Partner Center -->
|
||||
<MSAAppId>PleaseChangeMe</MSAAppId>
|
||||
<TitleId>FFFFFFFF</TitleId>
|
||||
|
||||
<ShellVisuals DefaultDisplayName="testgamecontroller"
|
||||
PublisherDisplayName="SDL"
|
||||
Square480x480Logo="Logo480x480.png"
|
||||
Square150x150Logo="Logo150x150.png"
|
||||
Square44x44Logo="Logo44x44.png"
|
||||
SplashScreenImage="SplashScreenImage.png"
|
||||
Description="testgamecontroller"
|
||||
ForegroundText="light"
|
||||
BackgroundColor="#000000"
|
||||
StoreLogo="Logo100x100.png"/>
|
||||
</Game>
|
||||
|
|
@ -1,503 +0,0 @@
|
|||
/*
|
||||
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
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.
|
||||
*/
|
||||
/* testgdk: Basic tests of using task queue/xbl (with simple drawing) in GDK.
|
||||
* NOTE: As of June 2022 GDK, login will only work if MicrosoftGame.config is
|
||||
* configured properly. See README-gdk.md.
|
||||
*/
|
||||
|
||||
#include <stdlib.h>
|
||||
#include <stdio.h>
|
||||
#include <time.h>
|
||||
|
||||
#include "SDL_test.h"
|
||||
#include "SDL_test_common.h"
|
||||
#include "../src/core/windows/SDL_windows.h"
|
||||
|
||||
extern "C" {
|
||||
#include "../test/testutils.h"
|
||||
}
|
||||
|
||||
#include <XGameRuntime.h>
|
||||
|
||||
#define NUM_SPRITES 100
|
||||
#define MAX_SPEED 1
|
||||
|
||||
static SDLTest_CommonState *state;
|
||||
static int num_sprites;
|
||||
static SDL_Texture **sprites;
|
||||
static SDL_bool cycle_color;
|
||||
static SDL_bool cycle_alpha;
|
||||
static int cycle_direction = 1;
|
||||
static int current_alpha = 0;
|
||||
static int current_color = 0;
|
||||
static int sprite_w, sprite_h;
|
||||
static SDL_BlendMode blendMode = SDL_BLENDMODE_BLEND;
|
||||
|
||||
int done;
|
||||
|
||||
static struct
|
||||
{
|
||||
SDL_AudioSpec spec;
|
||||
Uint8 *sound; /* Pointer to wave data */
|
||||
Uint32 soundlen; /* Length of wave data */
|
||||
int soundpos; /* Current play position */
|
||||
} wave;
|
||||
|
||||
static SDL_AudioDeviceID device;
|
||||
|
||||
static void
|
||||
close_audio()
|
||||
{
|
||||
if (device != 0) {
|
||||
SDL_CloseAudioDevice(device);
|
||||
device = 0;
|
||||
}
|
||||
}
|
||||
|
||||
/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
|
||||
static void
|
||||
quit(int rc)
|
||||
{
|
||||
SDL_free(sprites);
|
||||
close_audio();
|
||||
SDL_FreeWAV(wave.sound);
|
||||
SDLTest_CommonQuit(state);
|
||||
/* If rc is 0, just let main return normally rather than calling exit.
|
||||
* This allows testing of platforms where SDL_main is required and does meaningful cleanup.
|
||||
*/
|
||||
if (rc != 0) {
|
||||
exit(rc);
|
||||
}
|
||||
}
|
||||
|
||||
static void
|
||||
open_audio()
|
||||
{
|
||||
/* Initialize fillerup() variables */
|
||||
device = SDL_OpenAudioDevice(NULL, SDL_FALSE, &wave.spec, NULL, 0);
|
||||
if (!device) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't open audio: %s\n", SDL_GetError());
|
||||
SDL_FreeWAV(wave.sound);
|
||||
quit(2);
|
||||
}
|
||||
|
||||
/* Let the audio run */
|
||||
SDL_PauseAudioDevice(device, SDL_FALSE);
|
||||
}
|
||||
|
||||
static void
|
||||
reopen_audio()
|
||||
{
|
||||
close_audio();
|
||||
open_audio();
|
||||
}
|
||||
|
||||
void SDLCALL
|
||||
fillerup(void *unused, Uint8 *stream, int len)
|
||||
{
|
||||
Uint8 *waveptr;
|
||||
int waveleft;
|
||||
|
||||
/* Set up the pointers */
|
||||
waveptr = wave.sound + wave.soundpos;
|
||||
waveleft = wave.soundlen - wave.soundpos;
|
||||
|
||||
/* Go! */
|
||||
while (waveleft <= len) {
|
||||
SDL_memcpy(stream, waveptr, waveleft);
|
||||
stream += waveleft;
|
||||
len -= waveleft;
|
||||
waveptr = wave.sound;
|
||||
waveleft = wave.soundlen;
|
||||
wave.soundpos = 0;
|
||||
}
|
||||
SDL_memcpy(stream, waveptr, len);
|
||||
wave.soundpos += len;
|
||||
}
|
||||
|
||||
void
|
||||
UserLoggedIn(XUserHandle user)
|
||||
{
|
||||
HRESULT hr;
|
||||
char gamertag[128];
|
||||
hr = XUserGetGamertag(user, XUserGamertagComponent::UniqueModern, sizeof(gamertag), gamertag, NULL);
|
||||
|
||||
if (SUCCEEDED(hr)) {
|
||||
SDL_Log("User logged in: %s", gamertag);
|
||||
} else {
|
||||
SDL_Log("[GDK] UserLoggedIn -- XUserGetGamertag failed: 0x%08x.", hr);
|
||||
}
|
||||
|
||||
XUserCloseHandle(user);
|
||||
}
|
||||
|
||||
void
|
||||
AddUserUICallback(XAsyncBlock *asyncBlock)
|
||||
{
|
||||
HRESULT hr;
|
||||
XUserHandle user = NULL;
|
||||
|
||||
hr = XUserAddResult(asyncBlock, &user);
|
||||
if (SUCCEEDED(hr)) {
|
||||
uint64_t userId;
|
||||
|
||||
hr = XUserGetId(user, &userId);
|
||||
if (FAILED(hr)) {
|
||||
/* If unable to get the user ID, it means the account is banned, etc. */
|
||||
SDL_Log("[GDK] AddUserSilentCallback -- XUserGetId failed: 0x%08x.", hr);
|
||||
XUserCloseHandle(user);
|
||||
|
||||
/* Per the docs, likely should call XUserResolveIssueWithUiAsync here. */
|
||||
} else {
|
||||
UserLoggedIn(user);
|
||||
}
|
||||
} else {
|
||||
SDL_Log("[GDK] AddUserUICallback -- XUserAddAsync failed: 0x%08x.", hr);
|
||||
}
|
||||
|
||||
delete asyncBlock;
|
||||
}
|
||||
|
||||
void
|
||||
AddUserUI()
|
||||
{
|
||||
HRESULT hr;
|
||||
XAsyncBlock *asyncBlock = new XAsyncBlock;
|
||||
|
||||
asyncBlock->context = NULL;
|
||||
asyncBlock->queue = NULL; /* A null queue will use the global process task queue */
|
||||
asyncBlock->callback = &AddUserUICallback;
|
||||
|
||||
hr = XUserAddAsync(XUserAddOptions::None, asyncBlock);
|
||||
|
||||
if (FAILED(hr)) {
|
||||
delete asyncBlock;
|
||||
SDL_Log("[GDK] AddUserSilent -- failed: 0x%08x", hr);
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
AddUserSilentCallback(XAsyncBlock *asyncBlock)
|
||||
{
|
||||
HRESULT hr;
|
||||
XUserHandle user = NULL;
|
||||
|
||||
hr = XUserAddResult(asyncBlock, &user);
|
||||
if (SUCCEEDED(hr)) {
|
||||
uint64_t userId;
|
||||
|
||||
hr = XUserGetId(user, &userId);
|
||||
if (FAILED(hr)) {
|
||||
/* If unable to get the user ID, it means the account is banned, etc. */
|
||||
SDL_Log("[GDK] AddUserSilentCallback -- XUserGetId failed: 0x%08x. Trying with UI.", hr);
|
||||
XUserCloseHandle(user);
|
||||
AddUserUI();
|
||||
} else {
|
||||
UserLoggedIn(user);
|
||||
}
|
||||
} else {
|
||||
SDL_Log("[GDK] AddUserSilentCallback -- XUserAddAsync failed: 0x%08x. Trying with UI.", hr);
|
||||
AddUserUI();
|
||||
}
|
||||
|
||||
delete asyncBlock;
|
||||
}
|
||||
|
||||
void
|
||||
AddUserSilent()
|
||||
{
|
||||
HRESULT hr;
|
||||
XAsyncBlock *asyncBlock = new XAsyncBlock;
|
||||
|
||||
asyncBlock->context = NULL;
|
||||
asyncBlock->queue = NULL; /* A null queue will use the global process task queue */
|
||||
asyncBlock->callback = &AddUserSilentCallback;
|
||||
|
||||
hr = XUserAddAsync(XUserAddOptions::AddDefaultUserSilently, asyncBlock);
|
||||
|
||||
if (FAILED(hr)) {
|
||||
delete asyncBlock;
|
||||
SDL_Log("[GDK] AddUserSilent -- failed: 0x%08x", hr);
|
||||
}
|
||||
}
|
||||
|
||||
int
|
||||
LoadSprite(const char *file)
|
||||
{
|
||||
int i;
|
||||
|
||||
for (i = 0; i < state->num_windows; ++i) {
|
||||
/* This does the SDL_LoadBMP step repeatedly, but that's OK for test code. */
|
||||
sprites[i] = LoadTexture(state->renderers[i], file, SDL_TRUE, &sprite_w, &sprite_h);
|
||||
if (!sprites[i]) {
|
||||
return -1;
|
||||
}
|
||||
if (SDL_SetTextureBlendMode(sprites[i], blendMode) < 0) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't set blend mode: %s\n", SDL_GetError());
|
||||
SDL_DestroyTexture(sprites[i]);
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
|
||||
/* We're ready to roll. :) */
|
||||
return 0;
|
||||
}
|
||||
|
||||
void
|
||||
DrawSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
|
||||
{
|
||||
SDL_Rect viewport, temp;
|
||||
|
||||
/* Query the sizes */
|
||||
SDL_RenderGetViewport(renderer, &viewport);
|
||||
|
||||
/* Cycle the color and alpha, if desired */
|
||||
if (cycle_color) {
|
||||
current_color += cycle_direction;
|
||||
if (current_color < 0) {
|
||||
current_color = 0;
|
||||
cycle_direction = -cycle_direction;
|
||||
}
|
||||
if (current_color > 255) {
|
||||
current_color = 255;
|
||||
cycle_direction = -cycle_direction;
|
||||
}
|
||||
SDL_SetTextureColorMod(sprite, 255, (Uint8) current_color,
|
||||
(Uint8) current_color);
|
||||
}
|
||||
if (cycle_alpha) {
|
||||
current_alpha += cycle_direction;
|
||||
if (current_alpha < 0) {
|
||||
current_alpha = 0;
|
||||
cycle_direction = -cycle_direction;
|
||||
}
|
||||
if (current_alpha > 255) {
|
||||
current_alpha = 255;
|
||||
cycle_direction = -cycle_direction;
|
||||
}
|
||||
SDL_SetTextureAlphaMod(sprite, (Uint8) current_alpha);
|
||||
}
|
||||
|
||||
/* Draw a gray background */
|
||||
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
|
||||
SDL_RenderClear(renderer);
|
||||
|
||||
/* Test points */
|
||||
SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
|
||||
SDL_RenderDrawPoint(renderer, 0, 0);
|
||||
SDL_RenderDrawPoint(renderer, viewport.w-1, 0);
|
||||
SDL_RenderDrawPoint(renderer, 0, viewport.h-1);
|
||||
SDL_RenderDrawPoint(renderer, viewport.w-1, viewport.h-1);
|
||||
|
||||
/* Test horizontal and vertical lines */
|
||||
SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
|
||||
SDL_RenderDrawLine(renderer, 1, 0, viewport.w-2, 0);
|
||||
SDL_RenderDrawLine(renderer, 1, viewport.h-1, viewport.w-2, viewport.h-1);
|
||||
SDL_RenderDrawLine(renderer, 0, 1, 0, viewport.h-2);
|
||||
SDL_RenderDrawLine(renderer, viewport.w-1, 1, viewport.w-1, viewport.h-2);
|
||||
|
||||
/* Test fill and copy */
|
||||
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
|
||||
temp.x = 1;
|
||||
temp.y = 1;
|
||||
temp.w = sprite_w;
|
||||
temp.h = sprite_h;
|
||||
SDL_RenderFillRect(renderer, &temp);
|
||||
SDL_RenderCopy(renderer, sprite, NULL, &temp);
|
||||
temp.x = viewport.w-sprite_w-1;
|
||||
temp.y = 1;
|
||||
temp.w = sprite_w;
|
||||
temp.h = sprite_h;
|
||||
SDL_RenderFillRect(renderer, &temp);
|
||||
SDL_RenderCopy(renderer, sprite, NULL, &temp);
|
||||
temp.x = 1;
|
||||
temp.y = viewport.h-sprite_h-1;
|
||||
temp.w = sprite_w;
|
||||
temp.h = sprite_h;
|
||||
SDL_RenderFillRect(renderer, &temp);
|
||||
SDL_RenderCopy(renderer, sprite, NULL, &temp);
|
||||
temp.x = viewport.w-sprite_w-1;
|
||||
temp.y = viewport.h-sprite_h-1;
|
||||
temp.w = sprite_w;
|
||||
temp.h = sprite_h;
|
||||
SDL_RenderFillRect(renderer, &temp);
|
||||
SDL_RenderCopy(renderer, sprite, NULL, &temp);
|
||||
|
||||
/* Test diagonal lines */
|
||||
SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
|
||||
SDL_RenderDrawLine(renderer, sprite_w, sprite_h,
|
||||
viewport.w-sprite_w-2, viewport.h-sprite_h-2);
|
||||
SDL_RenderDrawLine(renderer, viewport.w-sprite_w-2, sprite_h,
|
||||
sprite_w, viewport.h-sprite_h-2);
|
||||
|
||||
/* Update the screen! */
|
||||
SDL_RenderPresent(renderer);
|
||||
}
|
||||
|
||||
void
|
||||
loop()
|
||||
{
|
||||
int i;
|
||||
SDL_Event event;
|
||||
|
||||
/* Check for events */
|
||||
while (SDL_PollEvent(&event)) {
|
||||
if (event.type == SDL_KEYDOWN && !event.key.repeat) {
|
||||
SDL_Log("Initial SDL_KEYDOWN: %s", SDL_GetScancodeName(event.key.keysym.scancode));
|
||||
}
|
||||
#if defined(__XBOXONE__) || defined(__XBOXSERIES__)
|
||||
/* On Xbox, ignore the keydown event because the features aren't supported */
|
||||
if (event.type != SDL_KEYDOWN) {
|
||||
SDLTest_CommonEvent(state, &event, &done);
|
||||
}
|
||||
#else
|
||||
SDLTest_CommonEvent(state, &event, &done);
|
||||
#endif
|
||||
}
|
||||
for (i = 0; i < state->num_windows; ++i) {
|
||||
if (state->windows[i] == NULL) {
|
||||
continue;
|
||||
}
|
||||
DrawSprites(state->renderers[i], sprites[i]);
|
||||
}
|
||||
}
|
||||
|
||||
int
|
||||
main(int argc, char *argv[])
|
||||
{
|
||||
int i;
|
||||
const char *icon = "icon.bmp";
|
||||
char *soundname = NULL;
|
||||
|
||||
/* Initialize parameters */
|
||||
num_sprites = NUM_SPRITES;
|
||||
|
||||
/* Initialize test framework */
|
||||
state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO | SDL_INIT_AUDIO);
|
||||
if (state == NULL) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
for (i = 1; i < argc;) {
|
||||
int consumed;
|
||||
|
||||
consumed = SDLTest_CommonArg(state, i);
|
||||
if (consumed == 0) {
|
||||
consumed = -1;
|
||||
if (SDL_strcasecmp(argv[i], "--blend") == 0) {
|
||||
if (argv[i + 1]) {
|
||||
if (SDL_strcasecmp(argv[i + 1], "none") == 0) {
|
||||
blendMode = SDL_BLENDMODE_NONE;
|
||||
consumed = 2;
|
||||
} else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) {
|
||||
blendMode = SDL_BLENDMODE_BLEND;
|
||||
consumed = 2;
|
||||
} else if (SDL_strcasecmp(argv[i + 1], "add") == 0) {
|
||||
blendMode = SDL_BLENDMODE_ADD;
|
||||
consumed = 2;
|
||||
} else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) {
|
||||
blendMode = SDL_BLENDMODE_MOD;
|
||||
consumed = 2;
|
||||
} else if (SDL_strcasecmp(argv[i + 1], "sub") == 0) {
|
||||
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_SUBTRACT, SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_SUBTRACT);
|
||||
consumed = 2;
|
||||
}
|
||||
}
|
||||
} else if (SDL_strcasecmp(argv[i], "--cyclecolor") == 0) {
|
||||
cycle_color = SDL_TRUE;
|
||||
consumed = 1;
|
||||
} else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) {
|
||||
cycle_alpha = SDL_TRUE;
|
||||
consumed = 1;
|
||||
} else if (SDL_isdigit(*argv[i])) {
|
||||
num_sprites = SDL_atoi(argv[i]);
|
||||
consumed = 1;
|
||||
} else if (argv[i][0] != '-') {
|
||||
icon = argv[i];
|
||||
consumed = 1;
|
||||
}
|
||||
}
|
||||
if (consumed < 0) {
|
||||
static const char *options[] = {
|
||||
"[--blend none|blend|add|mod]",
|
||||
"[--cyclecolor]",
|
||||
"[--cyclealpha]",
|
||||
"[num_sprites]",
|
||||
"[icon.bmp]",
|
||||
NULL };
|
||||
SDLTest_CommonLogUsage(state, argv[0], options);
|
||||
quit(1);
|
||||
}
|
||||
i += consumed;
|
||||
}
|
||||
if (!SDLTest_CommonInit(state)) {
|
||||
quit(2);
|
||||
}
|
||||
|
||||
/* Create the windows, initialize the renderers, and load the textures */
|
||||
sprites =
|
||||
(SDL_Texture **) SDL_malloc(state->num_windows * sizeof(*sprites));
|
||||
if (sprites == NULL) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
|
||||
quit(2);
|
||||
}
|
||||
for (i = 0; i < state->num_windows; ++i) {
|
||||
SDL_Renderer *renderer = state->renderers[i];
|
||||
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
|
||||
SDL_RenderClear(renderer);
|
||||
}
|
||||
if (LoadSprite(icon) < 0) {
|
||||
quit(2);
|
||||
}
|
||||
|
||||
soundname = GetResourceFilename(argc > 1 ? argv[1] : NULL, "sample.wav");
|
||||
|
||||
if (soundname == NULL) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%s\n", SDL_GetError());
|
||||
quit(1);
|
||||
}
|
||||
|
||||
/* Load the wave file into memory */
|
||||
if (SDL_LoadWAV(soundname, &wave.spec, &wave.sound, &wave.soundlen) == NULL) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s\n", soundname, SDL_GetError());
|
||||
quit(1);
|
||||
}
|
||||
|
||||
wave.spec.callback = fillerup;
|
||||
|
||||
/* Show the list of available drivers */
|
||||
SDL_Log("Available audio drivers:");
|
||||
for (i = 0; i < SDL_GetNumAudioDrivers(); ++i) {
|
||||
SDL_Log("%i: %s", i, SDL_GetAudioDriver(i));
|
||||
}
|
||||
|
||||
SDL_Log("Using audio driver: %s\n", SDL_GetCurrentAudioDriver());
|
||||
|
||||
open_audio();
|
||||
|
||||
/* Main render loop */
|
||||
done = 0;
|
||||
|
||||
/* Try to add the default user silently */
|
||||
AddUserSilent();
|
||||
|
||||
while (!done) {
|
||||
loop();
|
||||
}
|
||||
|
||||
quit(0);
|
||||
|
||||
SDL_free(soundname);
|
||||
return 0;
|
||||
}
|
||||
|
||||
/* vi: set ts=4 sw=4 expandtab: */
|
||||
|
|
@ -1,9 +0,0 @@
|
|||
<Package>
|
||||
<Chunk Id="1000" Marker="Launch">
|
||||
<FileGroup DestinationPath="." SourcePath="." Include="testsprite2.exe" />
|
||||
<FileGroup DestinationPath="." SourcePath="." Include="MicrosoftGame.config" />
|
||||
<FileGroup DestinationPath="." SourcePath="." Include="*.bmp" />
|
||||
<FileGroup DestinationPath="." SourcePath="." Include="*.png" />
|
||||
<FileGroup DestinationPath="." SourcePath="." Include="*.dll" />
|
||||
</Chunk>
|
||||
</Package>
|
||||
|
|
@ -1,395 +0,0 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Gaming.Desktop.x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Gaming.Desktop.x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|Gaming.Xbox.Scarlett.x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Gaming.Xbox.Scarlett.x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|Gaming.Xbox.XboxOne.x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Gaming.Xbox.XboxOne.x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Gaming.Desktop.x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Gaming.Desktop.x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Gaming.Xbox.Scarlett.x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Gaming.Xbox.Scarlett.x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Gaming.Xbox.XboxOne.x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Gaming.Xbox.XboxOne.x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{40FB7794-D3C3-4CFE-BCF4-A80C96635682}</ProjectGuid>
|
||||
<RootNamespace>testsprite2</RootNamespace>
|
||||
<VisualStudioVersion Condition="'$(VisualStudioVersion)' == ''">10.0</VisualStudioVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Desktop.x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<PlatformToolset Condition="'$(VisualStudioVersion)' != '10.0'">$(DefaultPlatformToolset)</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.Scarlett.x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<PlatformToolset Condition="'$(VisualStudioVersion)' != '10.0'">$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.XboxOne.x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<PlatformToolset Condition="'$(VisualStudioVersion)' != '10.0'">$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Desktop.x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<PlatformToolset Condition="'$(VisualStudioVersion)' != '10.0'">$(DefaultPlatformToolset)</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.Scarlett.x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<PlatformToolset Condition="'$(VisualStudioVersion)' != '10.0'">$(DefaultPlatformToolset)</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.XboxOne.x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<PlatformToolset Condition="'$(VisualStudioVersion)' != '10.0'">$(DefaultPlatformToolset)</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Desktop.x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.Scarlett.x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.XboxOne.x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Desktop.x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.Scarlett.x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.XboxOne.x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup>
|
||||
<_ProjectFileVersion>10.0.40219.1</_ProjectFileVersion>
|
||||
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Desktop.x64'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
|
||||
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.Scarlett.x64'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
|
||||
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.XboxOne.x64'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
|
||||
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Desktop.x64'">$(Platform)\$(Configuration)\</IntDir>
|
||||
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.Scarlett.x64'">$(Platform)\$(Configuration)\</IntDir>
|
||||
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.XboxOne.x64'">$(Platform)\$(Configuration)\</IntDir>
|
||||
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Desktop.x64'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
|
||||
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.Scarlett.x64'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
|
||||
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.XboxOne.x64'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
|
||||
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Desktop.x64'">$(Platform)\$(Configuration)\</IntDir>
|
||||
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.Scarlett.x64'">$(Platform)\$(Configuration)\</IntDir>
|
||||
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.XboxOne.x64'">$(Platform)\$(Configuration)\</IntDir>
|
||||
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Desktop.x64'">AllRules.ruleset</CodeAnalysisRuleSet>
|
||||
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.Scarlett.x64'">AllRules.ruleset</CodeAnalysisRuleSet>
|
||||
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.XboxOne.x64'">AllRules.ruleset</CodeAnalysisRuleSet>
|
||||
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Desktop.x64'" />
|
||||
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.Scarlett.x64'" />
|
||||
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.XboxOne.x64'" />
|
||||
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Desktop.x64'" />
|
||||
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.Scarlett.x64'" />
|
||||
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.XboxOne.x64'" />
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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||||
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||||
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|
||||
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|
||||
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|
||||
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||||
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|
@ -1,52 +0,0 @@
|
|||
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|
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
|
@ -1,34 +0,0 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Game configVersion="1">
|
||||
|
||||
<!-- Set these to the correct identifiers from Partner Center -->
|
||||
<Identity Name="SDL"
|
||||
Version="1.0.0.0"
|
||||
Publisher="CN=Publisher"/>
|
||||
|
||||
<ExecutableList>
|
||||
<Executable Name="testsprite2.exe"
|
||||
TargetDeviceFamily="PC"
|
||||
Id="Game" />
|
||||
</ExecutableList>
|
||||
|
||||
<DesktopRegistration>
|
||||
<DependencyList>
|
||||
<KnownDependency Name="VC14"/>
|
||||
</DependencyList>
|
||||
</DesktopRegistration>
|
||||
|
||||
<!-- Set these to the correct values from Partner Center -->
|
||||
<MSAAppId>PleaseChangeMe</MSAAppId>
|
||||
<TitleId>FFFFFFFF</TitleId>
|
||||
|
||||
<ShellVisuals DefaultDisplayName="testsprite2"
|
||||
PublisherDisplayName="SDL"
|
||||
Square480x480Logo="Logo480x480.png"
|
||||
Square150x150Logo="Logo150x150.png"
|
||||
Square44x44Logo="Logo44x44.png"
|
||||
Description="testsprite2"
|
||||
ForegroundText="light"
|
||||
BackgroundColor="#000000"
|
||||
StoreLogo="Logo100x100.png"/>
|
||||
</Game>
|
||||
|
|
@ -1,29 +0,0 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Game configVersion="1">
|
||||
|
||||
<!-- Set these to the correct identifiers from Partner Center -->
|
||||
<Identity Name="SDL"
|
||||
Version="1.0.0.0"
|
||||
Publisher="CN=Publisher"/>
|
||||
|
||||
<ExecutableList>
|
||||
<Executable Name="testsprite2.exe"
|
||||
TargetDeviceFamily="XboxOne"
|
||||
Id="Game" />
|
||||
</ExecutableList>
|
||||
|
||||
<!-- Set these to the correct values from Partner Center -->
|
||||
<MSAAppId>PleaseChangeMe</MSAAppId>
|
||||
<TitleId>FFFFFFFF</TitleId>
|
||||
|
||||
<ShellVisuals DefaultDisplayName="testsprite2"
|
||||
PublisherDisplayName="SDL"
|
||||
Square480x480Logo="Logo480x480.png"
|
||||
Square150x150Logo="Logo150x150.png"
|
||||
Square44x44Logo="Logo44x44.png"
|
||||
SplashScreenImage="SplashScreenImage.png"
|
||||
Description="testsprite2"
|
||||
ForegroundText="light"
|
||||
BackgroundColor="#000000"
|
||||
StoreLogo="Logo100x100.png"/>
|
||||
</Game>
|
||||
|
|
@ -1,29 +0,0 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Game configVersion="1">
|
||||
|
||||
<!-- Set these to the correct identifiers from Partner Center -->
|
||||
<Identity Name="SDL"
|
||||
Version="1.0.0.0"
|
||||
Publisher="CN=Publisher"/>
|
||||
|
||||
<ExecutableList>
|
||||
<Executable Name="testsprite2.exe"
|
||||
TargetDeviceFamily="Scarlett"
|
||||
Id="Game" />
|
||||
</ExecutableList>
|
||||
|
||||
<!-- Set these to the correct values from Partner Center -->
|
||||
<MSAAppId>PleaseChangeMe</MSAAppId>
|
||||
<TitleId>FFFFFFFF</TitleId>
|
||||
|
||||
<ShellVisuals DefaultDisplayName="testsprite2"
|
||||
PublisherDisplayName="SDL"
|
||||
Square480x480Logo="Logo480x480.png"
|
||||
Square150x150Logo="Logo150x150.png"
|
||||
Square44x44Logo="Logo44x44.png"
|
||||
Description="testsprite2"
|
||||
SplashScreenImage="SplashScreenImage.png"
|
||||
ForegroundText="light"
|
||||
BackgroundColor="#000000"
|
||||
StoreLogo="Logo100x100.png"/>
|
||||
</Game>
|
||||
40
thirdparty/SDL2/VisualC-WinRT/SDL-UWP.sln
vendored
40
thirdparty/SDL2/VisualC-WinRT/SDL-UWP.sln
vendored
|
|
@ -1,40 +0,0 @@
|
|||
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
# Visual Studio 14
|
||||
VisualStudioVersion = 14.0.25420.1
|
||||
MinimumVisualStudioVersion = 10.0.40219.1
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2-UWP", "SDL-UWP.vcxproj", "{89E9B32E-A86A-47C3-A948-D2B1622925CE}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|ARM = Debug|ARM
|
||||
Debug|ARM64 = Debug|ARM64
|
||||
Debug|x64 = Debug|x64
|
||||
Debug|x86 = Debug|x86
|
||||
Release|ARM = Release|ARM
|
||||
Release|ARM64 = Release|ARM64
|
||||
Release|x64 = Release|x64
|
||||
Release|x86 = Release|x86
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Debug|ARM.ActiveCfg = Debug|ARM
|
||||
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Debug|ARM.Build.0 = Debug|ARM
|
||||
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Debug|ARM64.ActiveCfg = Debug|ARM64
|
||||
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Debug|ARM64.Build.0 = Debug|ARM64
|
||||
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Debug|x64.Build.0 = Debug|x64
|
||||
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Debug|x86.ActiveCfg = Debug|Win32
|
||||
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Debug|x86.Build.0 = Debug|Win32
|
||||
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Release|ARM.ActiveCfg = Release|ARM
|
||||
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Release|ARM.Build.0 = Release|ARM
|
||||
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Release|ARM64.ActiveCfg = Release|ARM64
|
||||
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Release|ARM64.Build.0 = Release|ARM64
|
||||
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Release|x64.ActiveCfg = Release|x64
|
||||
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Release|x64.Build.0 = Release|x64
|
||||
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Release|x86.ActiveCfg = Release|Win32
|
||||
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Release|x86.Build.0 = Release|Win32
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
EndGlobal
|
||||
594
thirdparty/SDL2/VisualC-WinRT/SDL-UWP.vcxproj
vendored
594
thirdparty/SDL2/VisualC-WinRT/SDL-UWP.vcxproj
vendored
|
|
@ -1,594 +0,0 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|ARM64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>ARM64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|ARM">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>ARM</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|ARM">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>ARM</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|ARM64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>ARM64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\include\begin_code.h" />
|
||||
<ClInclude Include="..\include\close_code.h" />
|
||||
<ClInclude Include="..\include\SDL.h" />
|
||||
<ClInclude Include="..\include\SDL_assert.h" />
|
||||
<ClInclude Include="..\include\SDL_atomic.h" />
|
||||
<ClInclude Include="..\include\SDL_audio.h" />
|
||||
<ClInclude Include="..\include\SDL_blendmode.h" />
|
||||
<ClInclude Include="..\include\SDL_clipboard.h" />
|
||||
<ClInclude Include="..\include\SDL_config.h" />
|
||||
<ClInclude Include="..\include\SDL_config_minimal.h" />
|
||||
<ClInclude Include="..\include\SDL_config_winrt.h" />
|
||||
<ClInclude Include="..\include\SDL_copying.h" />
|
||||
<ClInclude Include="..\include\SDL_cpuinfo.h" />
|
||||
<ClInclude Include="..\include\SDL_egl.h" />
|
||||
<ClInclude Include="..\include\SDL_endian.h" />
|
||||
<ClInclude Include="..\include\SDL_error.h" />
|
||||
<ClInclude Include="..\include\SDL_events.h" />
|
||||
<ClInclude Include="..\include\SDL_filesystem.h" />
|
||||
<ClInclude Include="..\include\SDL_guid.h" />
|
||||
<ClInclude Include="..\include\SDL_haptic.h" />
|
||||
<ClInclude Include="..\include\SDL_hints.h" />
|
||||
<ClInclude Include="..\include\SDL_hidapi.h" />
|
||||
<ClInclude Include="..\include\SDL_input.h" />
|
||||
<ClInclude Include="..\include\SDL_joystick.h" />
|
||||
<ClInclude Include="..\include\SDL_keyboard.h" />
|
||||
<ClInclude Include="..\include\SDL_keycode.h" />
|
||||
<ClInclude Include="..\include\SDL_loadso.h" />
|
||||
<ClInclude Include="..\include\SDL_locale.h" />
|
||||
<ClInclude Include="..\include\SDL_log.h" />
|
||||
<ClInclude Include="..\include\SDL_main.h" />
|
||||
<ClInclude Include="..\include\SDL_misc.h" />
|
||||
<ClInclude Include="..\include\SDL_mouse.h" />
|
||||
<ClInclude Include="..\include\SDL_mutex.h" />
|
||||
<ClInclude Include="..\include\SDL_name.h" />
|
||||
<ClInclude Include="..\include\SDL_opengles2.h" />
|
||||
<ClInclude Include="..\include\SDL_pixels.h" />
|
||||
<ClInclude Include="..\include\SDL_platform.h" />
|
||||
<ClInclude Include="..\include\SDL_power.h" />
|
||||
<ClInclude Include="..\include\SDL_quit.h" />
|
||||
<ClInclude Include="..\include\SDL_rect.h" />
|
||||
<ClInclude Include="..\include\SDL_render.h" />
|
||||
<ClInclude Include="..\include\SDL_revision.h" />
|
||||
<ClInclude Include="..\include\SDL_rwops.h" />
|
||||
<ClInclude Include="..\include\SDL_scancode.h" />
|
||||
<ClInclude Include="..\include\SDL_sensor.h" />
|
||||
<ClInclude Include="..\include\SDL_shape.h" />
|
||||
<ClInclude Include="..\include\SDL_stdinc.h" />
|
||||
<ClInclude Include="..\include\SDL_surface.h" />
|
||||
<ClInclude Include="..\include\SDL_system.h" />
|
||||
<ClInclude Include="..\include\SDL_syswm.h" />
|
||||
<ClInclude Include="..\include\SDL_thread.h" />
|
||||
<ClInclude Include="..\include\SDL_timer.h" />
|
||||
<ClInclude Include="..\include\SDL_touch.h" />
|
||||
<ClInclude Include="..\include\SDL_types.h" />
|
||||
<ClInclude Include="..\include\SDL_version.h" />
|
||||
<ClInclude Include="..\include\SDL_video.h" />
|
||||
<ClInclude Include="..\src\audio\disk\SDL_diskaudio.h" />
|
||||
<ClInclude Include="..\src\audio\dummy\SDL_dummyaudio.h" />
|
||||
<ClInclude Include="..\src\audio\SDL_audiodev_c.h" />
|
||||
<ClInclude Include="..\src\audio\SDL_audio_c.h" />
|
||||
<ClInclude Include="..\src\audio\SDL_sysaudio.h" />
|
||||
<ClInclude Include="..\src\audio\SDL_wave.h" />
|
||||
<ClInclude Include="..\src\audio\wasapi\SDL_wasapi.h" />
|
||||
<ClInclude Include="..\src\core\windows\SDL_directx.h" />
|
||||
<ClInclude Include="..\src\core\windows\SDL_windows.h" />
|
||||
<ClInclude Include="..\src\core\windows\SDL_xinput.h" />
|
||||
<ClInclude Include="..\src\core\winrt\SDL_winrtapp_common.h" />
|
||||
<ClInclude Include="..\src\core\winrt\SDL_winrtapp_direct3d.h" />
|
||||
<ClInclude Include="..\src\core\winrt\SDL_winrtapp_xaml.h" />
|
||||
<ClInclude Include="..\src\dynapi\SDL_dynapi.h" />
|
||||
<ClInclude Include="..\src\dynapi\SDL_dynapi_overrides.h" />
|
||||
<ClInclude Include="..\src\dynapi\SDL_dynapi_procs.h" />
|
||||
<ClInclude Include="..\src\events\blank_cursor.h" />
|
||||
<ClInclude Include="..\src\events\default_cursor.h" />
|
||||
<ClInclude Include="..\src\events\SDL_clipboardevents_c.h" />
|
||||
<ClInclude Include="..\src\events\SDL_displayevents_c.h" />
|
||||
<ClInclude Include="..\src\events\SDL_dropevents_c.h" />
|
||||
<ClInclude Include="..\src\events\SDL_events_c.h" />
|
||||
<ClInclude Include="..\src\events\SDL_keyboard_c.h" />
|
||||
<ClInclude Include="..\src\events\SDL_mouse_c.h" />
|
||||
<ClInclude Include="..\src\events\SDL_touch_c.h" />
|
||||
<ClInclude Include="..\src\events\SDL_windowevents_c.h" />
|
||||
<ClInclude Include="..\src\haptic\SDL_haptic_c.h" />
|
||||
<ClInclude Include="..\src\haptic\SDL_syshaptic.h" />
|
||||
<ClInclude Include="..\src\haptic\windows\SDL_dinputhaptic_c.h" />
|
||||
<ClInclude Include="..\src\haptic\windows\SDL_windowshaptic_c.h" />
|
||||
<ClInclude Include="..\src\haptic\windows\SDL_xinputhaptic_c.h" />
|
||||
<ClInclude Include="..\src\joystick\controller_type.h" />
|
||||
<ClInclude Include="..\src\joystick\SDL_gamecontrollerdb.h" />
|
||||
<ClInclude Include="..\src\joystick\SDL_joystick_c.h" />
|
||||
<ClInclude Include="..\src\joystick\SDL_sysjoystick.h" />
|
||||
<ClInclude Include="..\src\joystick\virtual\SDL_virtualjoystick_c.h" />
|
||||
<ClInclude Include="..\src\joystick\windows\SDL_dinputjoystick_c.h" />
|
||||
<ClInclude Include="..\src\joystick\windows\SDL_windowsjoystick_c.h" />
|
||||
<ClInclude Include="..\src\joystick\windows\SDL_xinputjoystick_c.h" />
|
||||
<ClInclude Include="..\src\locale\SDL_syslocale.h" />
|
||||
<ClInclude Include="..\src\render\direct3d11\SDL_render_winrt.h" />
|
||||
<ClInclude Include="..\src\render\direct3d11\SDL_shaders_d3d11.h" />
|
||||
<ClInclude Include="..\src\render\opengles2\SDL_gles2funcs.h" />
|
||||
<ClInclude Include="..\src\render\opengles2\SDL_shaders_gles2.h" />
|
||||
<ClInclude Include="..\src\render\SDL_d3dmath.h" />
|
||||
<ClInclude Include="..\src\render\SDL_sysrender.h" />
|
||||
<ClInclude Include="..\src\render\SDL_yuv_sw_c.h" />
|
||||
<ClInclude Include="..\src\render\software\SDL_blendfillrect.h" />
|
||||
<ClInclude Include="..\src\render\software\SDL_blendline.h" />
|
||||
<ClInclude Include="..\src\render\software\SDL_blendpoint.h" />
|
||||
<ClInclude Include="..\src\render\software\SDL_draw.h" />
|
||||
<ClInclude Include="..\src\render\software\SDL_drawline.h" />
|
||||
<ClInclude Include="..\src\render\software\SDL_drawpoint.h" />
|
||||
<ClInclude Include="..\src\render\software\SDL_render_sw_c.h" />
|
||||
<ClInclude Include="..\src\render\software\SDL_rotate.h" />
|
||||
<ClInclude Include="..\src\render\software\SDL_triangle.h" />
|
||||
<ClInclude Include="..\src\SDL_assert_c.h" />
|
||||
<ClInclude Include="..\src\SDL_dataqueue.h" />
|
||||
<ClInclude Include="..\src\SDL_error_c.h" />
|
||||
<ClInclude Include="..\src\SDL_fatal.h" />
|
||||
<ClInclude Include="..\src\SDL_hints_c.h" />
|
||||
<ClInclude Include="..\src\SDL_internal.h" />
|
||||
<ClInclude Include="..\src\SDL_list.h" />
|
||||
<ClInclude Include="..\src\SDL_log_c.h" />
|
||||
<ClInclude Include="..\src\sensor\dummy\SDL_dummysensor.h" />
|
||||
<ClInclude Include="..\src\sensor\SDL_sensor_c.h" />
|
||||
<ClInclude Include="..\src\sensor\SDL_syssensor.h" />
|
||||
<ClInclude Include="..\src\thread\SDL_systhread.h" />
|
||||
<ClInclude Include="..\src\thread\SDL_thread_c.h" />
|
||||
<ClInclude Include="..\src\thread\stdcpp\SDL_sysmutex_c.h" />
|
||||
<ClInclude Include="..\src\thread\stdcpp\SDL_systhread_c.h" />
|
||||
<ClInclude Include="..\src\timer\SDL_timer_c.h" />
|
||||
<ClInclude Include="..\src\video\dummy\SDL_nullevents_c.h" />
|
||||
<ClInclude Include="..\src\video\dummy\SDL_nullframebuffer_c.h" />
|
||||
<ClInclude Include="..\src\video\dummy\SDL_nullvideo.h" />
|
||||
<ClInclude Include="..\src\video\SDL_blit.h" />
|
||||
<ClInclude Include="..\src\video\SDL_blit_auto.h" />
|
||||
<ClInclude Include="..\src\video\SDL_blit_copy.h" />
|
||||
<ClInclude Include="..\src\video\SDL_blit_slow.h" />
|
||||
<ClInclude Include="..\src\video\SDL_egl_c.h" />
|
||||
<ClInclude Include="..\src\video\SDL_pixels_c.h" />
|
||||
<ClInclude Include="..\src\video\SDL_rect_c.h" />
|
||||
<ClInclude Include="..\src\video\SDL_RLEaccel_c.h" />
|
||||
<ClInclude Include="..\src\video\SDL_shape_internals.h" />
|
||||
<ClInclude Include="..\src\video\SDL_sysvideo.h" />
|
||||
<ClInclude Include="..\src\video\SDL_yuv_c.h" />
|
||||
<ClInclude Include="..\src\video\winrt\SDL_winrtevents_c.h" />
|
||||
<ClInclude Include="..\src\video\winrt\SDL_winrtgamebar_cpp.h" />
|
||||
<ClInclude Include="..\src\video\winrt\SDL_winrtmessagebox.h" />
|
||||
<ClInclude Include="..\src\video\winrt\SDL_winrtmouse_c.h" />
|
||||
<ClInclude Include="..\src\video\winrt\SDL_winrtopengles.h" />
|
||||
<ClInclude Include="..\src\video\winrt\SDL_winrtvideo_cpp.h" />
|
||||
<ClInclude Include="..\src\video\yuv2rgb\yuv_rgb.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\src\atomic\SDL_atomic.c" />
|
||||
<ClCompile Include="..\src\atomic\SDL_spinlock.c" />
|
||||
<ClCompile Include="..\src\audio\disk\SDL_diskaudio.c" />
|
||||
<ClCompile Include="..\src\audio\dummy\SDL_dummyaudio.c" />
|
||||
<ClCompile Include="..\src\audio\SDL_audio.c" />
|
||||
<ClCompile Include="..\src\audio\SDL_audiocvt.c" />
|
||||
<ClCompile Include="..\src\audio\SDL_audiodev.c" />
|
||||
<ClCompile Include="..\src\audio\SDL_audiotypecvt.c" />
|
||||
<ClCompile Include="..\src\audio\SDL_mixer.c" />
|
||||
<ClCompile Include="..\src\audio\SDL_wave.c" />
|
||||
<ClCompile Include="..\src\audio\wasapi\SDL_wasapi.c" />
|
||||
<ClCompile Include="..\src\audio\wasapi\SDL_wasapi_winrt.cpp">
|
||||
<CompileAsWinRT>true</CompileAsWinRT>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\core\windows\SDL_windows.c" />
|
||||
<ClCompile Include="..\src\core\windows\SDL_xinput.c" />
|
||||
<ClCompile Include="..\src\core\winrt\SDL_winrtapp_common.cpp">
|
||||
<CompileAsWinRT>true</CompileAsWinRT>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\core\winrt\SDL_winrtapp_direct3d.cpp">
|
||||
<CompileAsWinRT>true</CompileAsWinRT>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\core\winrt\SDL_winrtapp_xaml.cpp">
|
||||
<CompileAsWinRT>true</CompileAsWinRT>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\cpuinfo\SDL_cpuinfo.c" />
|
||||
<ClCompile Include="..\src\dynapi\SDL_dynapi.c" />
|
||||
<ClCompile Include="..\src\events\SDL_clipboardevents.c" />
|
||||
<ClCompile Include="..\src\events\SDL_displayevents.c" />
|
||||
<ClCompile Include="..\src\events\SDL_dropevents.c" />
|
||||
<ClCompile Include="..\src\events\SDL_events.c" />
|
||||
<ClCompile Include="..\src\events\SDL_gesture.c" />
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClInclude Include="..\src\joystick\controller_type.h">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\src\joystick\windows\SDL_windows_gaming_input.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\joystick\controller_type.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\stdlib\SDL_mslibc.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
327
thirdparty/SDL2/VisualC/SDL.sln
vendored
327
thirdparty/SDL2/VisualC/SDL.sln
vendored
|
|
@ -1,327 +0,0 @@
|
|||
Microsoft Visual Studio Solution File, Format Version 11.00
|
||||
# Visual Studio 2010
|
||||
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "tests", "tests", "{D69D5741-611F-4E14-8541-1FEE94F50B5A}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2", "SDL\SDL.vcxproj", "{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2main", "SDLmain\SDLmain.vcxproj", "{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "checkkeys", "tests\checkkeys\checkkeys.vcxproj", "{26828762-C95D-4637-9CB1-7F0979523813}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "loopwave", "tests\loopwave\loopwave.vcxproj", "{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testatomic", "tests\testatomic\testatomic.vcxproj", "{66B32F7E-5716-48D0-B5B9-D832FD052DD5}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testautomation", "tests\testautomation\testautomation.vcxproj", "{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testdraw2", "tests\testdraw2\testdraw2.vcxproj", "{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testfile", "tests\testfile\testfile.vcxproj", "{CAE4F1D0-314F-4B10-805B-0EFD670133A0}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgesture", "tests\testgesture\testgesture.vcxproj", "{79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgl2", "tests\testgl2\testgl2.vcxproj", "{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testjoystick", "tests\testjoystick\testjoystick.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08304}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testoverlay2", "tests\testoverlay2\testoverlay2.vcxproj", "{B51E0D74-F0A2-45A2-BD2A-8B7D95B8204A}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testplatform", "tests\testplatform\testplatform.vcxproj", "{26932B24-EFC6-4E3A-B277-ED653DA37968}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testpower", "tests\testpower\testpower.vcxproj", "{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testrendertarget", "tests\testrendertarget\testrendertarget.vcxproj", "{2D17C1EB-1157-460E-9A99-A82BFC1F9D1E}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testrumble", "tests\testrumble\testrumble.vcxproj", "{BFF40245-E9A6-4297-A425-A554E5D767E8}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testscale", "tests\testscale\testscale.vcxproj", "{5D0930C0-7C91-4ECE-9014-7B7DDE9502E6}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testshape", "tests\testshape\testshape.vcxproj", "{31A3E4E1-AAE9-4EF3-9B23-18D0924BE4D2}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testsprite2", "tests\testsprite2\testsprite2.vcxproj", "{40FB7794-D3C3-4CFE-BCF4-A80C96635682}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2test", "SDLtest\SDLtest.vcxproj", "{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgamecontroller", "tests\testgamecontroller\testgamecontroller.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08305}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgles2", "tests\testgles2\testgles2.vcxproj", "{E9558DFE-1961-4DD4-B09B-DD0EEFD5C315}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "controllermap", "tests\controllermap\controllermap.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08306}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testvulkan", "tests\testvulkan\testvulkan.vcxproj", "{0D604DFD-AAB6-442C-9368-F91A344146AB}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testwm2", "tests\testwm2\testwm2.vcxproj", "{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A5}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testyuv", "tests\testyuv\testyuv.vcxproj", "{40FB7794-D3C3-4CFE-BCF4-A80C97635682}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testsensor", "tests\testsensor\testsensor.vcxproj", "{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A4}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testsurround", "tests\testsurround\testsurround.vcxproj", "{70B894A9-E306-49E8-ABC2-932A952A5E5F}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Win32 = Debug|Win32
|
||||
Debug|x64 = Debug|x64
|
||||
Release|Win32 = Release|Win32
|
||||
Release|x64 = Release|x64
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|x64.Build.0 = Debug|x64
|
||||
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|Win32.Build.0 = Release|Win32
|
||||
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|x64.ActiveCfg = Release|x64
|
||||
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|x64.Build.0 = Release|x64
|
||||
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|x64.Build.0 = Debug|x64
|
||||
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|Win32.Build.0 = Release|Win32
|
||||
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|x64.ActiveCfg = Release|x64
|
||||
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|x64.Build.0 = Release|x64
|
||||
{26828762-C95D-4637-9CB1-7F0979523813}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{26828762-C95D-4637-9CB1-7F0979523813}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{26828762-C95D-4637-9CB1-7F0979523813}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{26828762-C95D-4637-9CB1-7F0979523813}.Debug|x64.Build.0 = Debug|x64
|
||||
{26828762-C95D-4637-9CB1-7F0979523813}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{26828762-C95D-4637-9CB1-7F0979523813}.Release|Win32.Build.0 = Release|Win32
|
||||
{26828762-C95D-4637-9CB1-7F0979523813}.Release|x64.ActiveCfg = Release|x64
|
||||
{26828762-C95D-4637-9CB1-7F0979523813}.Release|x64.Build.0 = Release|x64
|
||||
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|x64.Build.0 = Debug|x64
|
||||
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|Win32.Build.0 = Release|Win32
|
||||
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|x64.ActiveCfg = Release|x64
|
||||
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|x64.Build.0 = Release|x64
|
||||
{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Debug|x64.Build.0 = Debug|x64
|
||||
{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Release|Win32.Build.0 = Release|Win32
|
||||
{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Release|x64.ActiveCfg = Release|x64
|
||||
{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Release|x64.Build.0 = Release|x64
|
||||
{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Debug|x64.Build.0 = Debug|x64
|
||||
{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Release|Win32.Build.0 = Release|Win32
|
||||
{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Release|x64.ActiveCfg = Release|x64
|
||||
{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Release|x64.Build.0 = Release|x64
|
||||
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Debug|x64.Build.0 = Debug|x64
|
||||
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Release|Win32.Build.0 = Release|Win32
|
||||
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Release|x64.ActiveCfg = Release|x64
|
||||
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Release|x64.Build.0 = Release|x64
|
||||
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Debug|x64.Build.0 = Debug|x64
|
||||
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Release|Win32.Build.0 = Release|Win32
|
||||
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Release|x64.ActiveCfg = Release|x64
|
||||
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Release|x64.Build.0 = Release|x64
|
||||
{79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF}.Debug|x64.Build.0 = Debug|x64
|
||||
{79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF}.Release|Win32.Build.0 = Release|Win32
|
||||
{79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF}.Release|x64.ActiveCfg = Release|x64
|
||||
{79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF}.Release|x64.Build.0 = Release|x64
|
||||
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Debug|x64.Build.0 = Debug|x64
|
||||
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Release|Win32.Build.0 = Release|Win32
|
||||
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Release|x64.ActiveCfg = Release|x64
|
||||
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Release|x64.Build.0 = Release|x64
|
||||
{55812185-D13C-4022-9C81-32E0F4A08304}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{55812185-D13C-4022-9C81-32E0F4A08304}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{55812185-D13C-4022-9C81-32E0F4A08304}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{55812185-D13C-4022-9C81-32E0F4A08304}.Debug|x64.Build.0 = Debug|x64
|
||||
{55812185-D13C-4022-9C81-32E0F4A08304}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{55812185-D13C-4022-9C81-32E0F4A08304}.Release|Win32.Build.0 = Release|Win32
|
||||
{55812185-D13C-4022-9C81-32E0F4A08304}.Release|x64.ActiveCfg = Release|x64
|
||||
{55812185-D13C-4022-9C81-32E0F4A08304}.Release|x64.Build.0 = Release|x64
|
||||
{B51E0D74-F0A2-45A2-BD2A-8B7D95B8204A}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{B51E0D74-F0A2-45A2-BD2A-8B7D95B8204A}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{B51E0D74-F0A2-45A2-BD2A-8B7D95B8204A}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{B51E0D74-F0A2-45A2-BD2A-8B7D95B8204A}.Debug|x64.Build.0 = Debug|x64
|
||||
{B51E0D74-F0A2-45A2-BD2A-8B7D95B8204A}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{B51E0D74-F0A2-45A2-BD2A-8B7D95B8204A}.Release|Win32.Build.0 = Release|Win32
|
||||
{B51E0D74-F0A2-45A2-BD2A-8B7D95B8204A}.Release|x64.ActiveCfg = Release|x64
|
||||
{B51E0D74-F0A2-45A2-BD2A-8B7D95B8204A}.Release|x64.Build.0 = Release|x64
|
||||
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Debug|Win32.Build.0 = Debug|Win32
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632
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<ImageHasSafeExceptionHandlers>false</ImageHasSafeExceptionHandlers>
|
||||
</Link>
|
||||
<PostBuildEvent>
|
||||
<Command>copy "$(SolutionDir)..\test\icon.bmp" "$(ProjectDir)icon.bmp"
|
||||
copy "$(SolutionDir)\$(Platform)\$(Configuration)\testsprite2.exe" "$(ProjectDir)"
|
||||
copy "$(SolutionDir)\$(Platform)\$(Configuration)\testquit.exe" "$(ProjectDir)"
|
||||
copy /y "$(SolutionDir)..\visualtest\*.config" "$(ProjectDir)"
|
||||
copy /y "$(SolutionDir)..\visualtest\*.parameters" "$(ProjectDir)"
|
||||
copy /y "$(SolutionDir)..\visualtest\*.actions" "$(ProjectDir)"
|
||||
copy /y "$(SolutionDir)..\visualtest\unittest\*.config" "$(ProjectDir)"
|
||||
copy /y "$(SolutionDir)..\visualtest\unittest\*.parameters" "$(ProjectDir)"
|
||||
copy /y "$(SolutionDir)..\visualtest\unittest\*.actions" "$(ProjectDir)"</Command>
|
||||
</PostBuildEvent>
|
||||
<PostBuildEvent>
|
||||
<Message>Copy data files</Message>
|
||||
</PostBuildEvent>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<Midl>
|
||||
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<MkTypLibCompatible>true</MkTypLibCompatible>
|
||||
<SuppressStartupBanner>true</SuppressStartupBanner>
|
||||
</Midl>
|
||||
<ClCompile>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..\include;..\..\visualtest\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<SuppressStartupBanner>true</SuppressStartupBanner>
|
||||
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
|
||||
<CompileAs>Default</CompileAs>
|
||||
</ClCompile>
|
||||
<ResourceCompile>
|
||||
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<Culture>0x0409</Culture>
|
||||
</ResourceCompile>
|
||||
<Link>
|
||||
<SuppressStartupBanner>true</SuppressStartupBanner>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<ImageHasSafeExceptionHandlers>false</ImageHasSafeExceptionHandlers>
|
||||
<AdditionalDependencies>kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;shlwapi.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
<PostBuildEvent>
|
||||
<Command>copy "$(SolutionDir)..\test\icon.bmp" "$(ProjectDir)icon.bmp"
|
||||
copy "$(SolutionDir)\$(Platform)\$(Configuration)\testsprite2.exe" "$(ProjectDir)"
|
||||
copy "$(SolutionDir)\$(Platform)\$(Configuration)\testquit.exe" "$(ProjectDir)"
|
||||
copy /y "$(SolutionDir)..\visualtest\*.config" "$(ProjectDir)"
|
||||
copy /y "$(SolutionDir)..\visualtest\*.parameters" "$(ProjectDir)"
|
||||
copy /y "$(SolutionDir)..\visualtest\*.actions" "$(ProjectDir)"
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||||
copy /y "$(SolutionDir)..\visualtest\unittest\*.config" "$(ProjectDir)"
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||||
copy /y "$(SolutionDir)..\visualtest\unittest\*.parameters" "$(ProjectDir)"
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||||
copy /y "$(SolutionDir)..\visualtest\unittest\*.actions" "$(ProjectDir)"</Command>
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||||
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||||
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||||
<Message>Copy data files</Message>
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||||
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||||
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||||
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||||
<ClInclude Include="..\..\visualtest\include\SDL_visualtest_action_configparser.h" />
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||||
<ClInclude Include="..\..\visualtest\include\SDL_visualtest_exhaustive_variator.h" />
|
||||
<ClInclude Include="..\..\visualtest\include\SDL_visualtest_harness_argparser.h" />
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||||
<ClInclude Include="..\..\visualtest\include\SDL_visualtest_mischelper.h" />
|
||||
<ClInclude Include="..\..\visualtest\include\SDL_visualtest_parsehelper.h" />
|
||||
<ClInclude Include="..\..\visualtest\include\SDL_visualtest_process.h" />
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||||
<ClInclude Include="..\..\visualtest\include\SDL_visualtest_random_variator.h" />
|
||||
<ClInclude Include="..\..\visualtest\include\SDL_visualtest_rwhelper.h" />
|
||||
<ClInclude Include="..\..\visualtest\include\SDL_visualtest_screenshot.h" />
|
||||
<ClInclude Include="..\..\visualtest\include\SDL_visualtest_sut_configparser.h" />
|
||||
<ClInclude Include="..\..\visualtest\include\SDL_visualtest_variators.h" />
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||||
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||||
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||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\visualtest\src\action_configparser.c" />
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||||
<ClCompile Include="..\..\visualtest\src\harness_argparser.c" />
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||||
<ClCompile Include="..\..\visualtest\src\mischelper.c" />
|
||||
<ClCompile Include="..\..\visualtest\src\parsehelper.c" />
|
||||
<ClCompile Include="..\..\visualtest\src\rwhelper.c" />
|
||||
<ClCompile Include="..\..\visualtest\src\screenshot.c" />
|
||||
<ClCompile Include="..\..\visualtest\src\sut_configparser.c" />
|
||||
<ClCompile Include="..\..\visualtest\src\testharness.c" />
|
||||
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|
||||
<ClCompile Include="..\..\visualtest\src\variator_exhaustive.c" />
|
||||
<ClCompile Include="..\..\visualtest\src\variator_common.c" />
|
||||
<ClCompile Include="..\..\visualtest\src\variator_random.c" />
|
||||
<ClCompile Include="..\..\visualtest\src\windows\windows_process.c" />
|
||||
<ClCompile Include="..\..\visualtest\src\windows\windows_screenshot.c" />
|
||||
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|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\SDLmain\SDLmain.vcxproj">
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||||
<Project>{da956fd3-e142-46f2-9dd5-c78bebb56b7a}</Project>
|
||||
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|
||||
<ProjectReference Include="..\SDLtest\SDLtest.vcxproj">
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||||
<Project>{da956fd3-e143-46f2-9fe5-c77bebc56b1a}</Project>
|
||||
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||||
<ProjectReference Include="..\SDL\SDL.vcxproj">
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||||
<Project>{81ce8daf-ebb2-4761-8e45-b71abcca8c68}</Project>
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||||
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|
||||
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||||
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|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
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|
||||
</Project>
|
||||
870
thirdparty/SDL2/WhatsNew.txt
vendored
870
thirdparty/SDL2/WhatsNew.txt
vendored
|
|
@ -1,870 +0,0 @@
|
|||
|
||||
This is a list of major changes in SDL's version history.
|
||||
|
||||
---------------------------------------------------------------------------
|
||||
2.28.2:
|
||||
---------------------------------------------------------------------------
|
||||
General:
|
||||
* Added the hint SDL_HINT_JOYSTICK_WGI to control whether to use Windows.Gaming.Input for controllers
|
||||
|
||||
|
||||
---------------------------------------------------------------------------
|
||||
2.28.0:
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
General:
|
||||
* Added SDL_HasWindowSurface() and SDL_DestroyWindowSurface() to switch between the window surface and rendering APIs
|
||||
* Added a display event SDL_DISPLAYEVENT_MOVED which is sent when the primary monitor changes or displays change position relative to each other
|
||||
* Added the hint SDL_HINT_ENABLE_SCREEN_KEYBOARD to control whether the on-screen keyboard should be shown when text input is active
|
||||
|
||||
|
||||
---------------------------------------------------------------------------
|
||||
2.26.0:
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
General:
|
||||
* Updated OpenGL headers to the latest API from The Khronos Group Inc.
|
||||
* Added SDL_GetWindowSizeInPixels() to get the window size in pixels, which may differ from the window coordinate size for windows with high-DPI support
|
||||
* Added simulated vsync synchronization for the software renderer
|
||||
* Added the mouse position to SDL_MouseWheelEvent
|
||||
* Added SDL_ResetHints() to reset all hints to their default values
|
||||
* Added SDL_GetJoystickGUIDInfo() to get device information encoded in a joystick GUID
|
||||
* Added the hint SDL_HINT_JOYSTICK_HIDAPI_XBOX_360 to control whether the HIDAPI driver for XBox 360 controllers should be used
|
||||
* Added the hint SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED to control whether the player LEDs should be lit to indicate which player is associated with an Xbox 360 controller
|
||||
* Added the hint SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_WIRELESS to control whether the HIDAPI driver for XBox 360 wireless controllers should be used
|
||||
* Added the hint SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE to control whether the HIDAPI driver for XBox One controllers should be used
|
||||
* Added the hint SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED to control the brightness of the XBox One guide button LED
|
||||
* Added support for PS3 controllers to the HIDAPI driver, enabled by default on macOS, controlled by the SDL_HINT_JOYSTICK_HIDAPI_PS3 hint
|
||||
* Added support for Nintendo Wii controllers to the HIDAPI driver, not enabled by default, controlled by the SDL_HINT_JOYSTICK_HIDAPI_WII hint
|
||||
* Added the hint SDL_HINT_JOYSTICK_HIDAPI_WII_PLAYER_LED to control whether the player LED should be lit on the Nintendo Wii controllers
|
||||
* Added the hint SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS to control whether Nintendo Switch Joy-Con controllers will be in vertical mode when using the HIDAPI driver
|
||||
* Added access to the individual left and right gyro sensors of the combined Joy-Cons controller
|
||||
* Added a microsecond timestamp to SDL_SensorEvent and SDL_ControllerSensorEvent, when the hardware provides that information
|
||||
* Added SDL_SensorGetDataWithTimestamp() and SDL_GameControllerGetSensorDataWithTimestamp() to retrieve the last sensor data with the associated microsecond timestamp
|
||||
* Added the hint SDL_HINT_HIDAPI_IGNORE_DEVICES to have the SDL HID API ignore specific devices
|
||||
* SDL_GetRevision() now includes more information about the SDL build, including the git commit hash if available
|
||||
|
||||
Windows:
|
||||
* Added the hint SDL_HINT_MOUSE_RELATIVE_SYSTEM_SCALE to control whether the system mouse acceleration curve is used for relative mouse motion
|
||||
|
||||
macOS:
|
||||
* Implemented vsync synchronization on macOS 12
|
||||
|
||||
Linux:
|
||||
* Added SDL_SetPrimarySelectionText(), SDL_GetPrimarySelectionText(), and SDL_HasPrimarySelectionText() to interact with the X11 primary selection clipboard
|
||||
* Added the hint SDL_HINT_VIDEO_WAYLAND_EMULATE_MOUSE_WARP to control whether mouse pointer warp emulation is enabled under Wayland
|
||||
|
||||
Android:
|
||||
* Enabled IME soft keyboard input
|
||||
* Added version checking to make sure the SDL Java and C code are compatible
|
||||
|
||||
|
||||
---------------------------------------------------------------------------
|
||||
2.24.0:
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
General:
|
||||
* New version numbering scheme, similar to GLib and Flatpak.
|
||||
* An even number in the minor version (second component) indicates a production-ready stable release such as 2.24.0, which would have been 2.0.24 under the old system.
|
||||
* The patchlevel (micro version, third component) indicates a bugfix-only update: for example, 2.24.1 would be a bugfix-only release to fix bugs in 2.24.0, without adding new features.
|
||||
* An odd number in the minor version indicates a prerelease such as 2.23.0. Stable distributions should not use these prereleases.
|
||||
* The patchlevel indicates successive prereleases, for example 2.23.1 and 2.23.2 would be prereleases during development of the SDL 2.24.0 stable release.
|
||||
* Added SDL_GetPointDisplayIndex() and SDL_GetRectDisplayIndex() to get the display associated with a point and rectangle in screen space
|
||||
* Added SDL_bsearch(), SDL_crc16(), and SDL_utf8strnlen() to the stdlib routines
|
||||
* Added SDL_CPUPauseInstruction() as a macro in SDL_atomic.h
|
||||
* Added SDL_size_mul_overflow() and SDL_size_add_overflow() for better size overflow protection
|
||||
* Added SDL_ResetHint() to reset a hint to the default value
|
||||
* Added SDL_ResetKeyboard() to reset SDL's internal keyboard state, generating key up events for all currently pressed keys
|
||||
* Added the hint SDL_HINT_MOUSE_RELATIVE_WARP_MOTION to control whether mouse warping generates motion events in relative mode. This hint defaults off.
|
||||
* Added the hint SDL_HINT_TRACKPAD_IS_TOUCH_ONLY to control whether trackpads are treated as touch devices or mice. By default touchpads are treated as mouse input.
|
||||
* The hint SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS now defaults on
|
||||
* Added support for mini-gamepad mode for Nintendo Joy-Con controllers using the HIDAPI driver
|
||||
* Added the hint SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS to control whether Joy-Con controllers are automatically merged into a unified gamepad when using the HIDAPI driver. This hint defaults on.
|
||||
* The hint SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED can be set to a floating point value to set the brightness of the Home LED on Nintendo Switch controllers
|
||||
* Added the hint SDL_HINT_JOYSTICK_HIDAPI_JOYCON_HOME_LED to set the Home LED brightness for the Nintendo Joy-Con controllers. By default the Home LED is not modified.
|
||||
* Added the hint SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED to control whether the player LED should be lit on the Nintendo Joy-Con controllers
|
||||
* Added support for Nintendo Online classic controllers using the HIDAPI driver
|
||||
* Added the hint SDL_HINT_JOYSTICK_HIDAPI_NINTENDO_CLASSIC to control whether the HIDAPI driver for Nintendo Online classic controllers should be used
|
||||
* Added support for the NVIDIA Shield Controller to the HIDAPI driver, supporting rumble and battery status
|
||||
* Added support for NVIDIA SHIELD controller to the HIDAPI driver, and a hint SDL_HINT_JOYSTICK_HIDAPI_SHIELD to control whether this is used
|
||||
* Added functions to get the platform dependent name for a joystick or game controller:
|
||||
* SDL_JoystickPathForIndex()
|
||||
* SDL_JoystickPath()
|
||||
* SDL_GameControllerPathForIndex()
|
||||
* SDL_GameControllerPath()
|
||||
* Added SDL_GameControllerGetFirmwareVersion() and SDL_JoystickGetFirmwareVersion(), currently implemented for DualSense(tm) Wireless Controllers using HIDAPI
|
||||
* Added SDL_JoystickAttachVirtualEx() for extended virtual controller support
|
||||
* Added joystick event SDL_JOYBATTERYUPDATED for when battery status changes
|
||||
* Added SDL_GUIDToString() and SDL_GUIDFromString() to convert between SDL GUID and string
|
||||
* Added SDL_HasLSX() and SDL_HasLASX() to detect LoongArch SIMD support
|
||||
* Added SDL_GetOriginalMemoryFunctions()
|
||||
* Added SDL_GetDefaultAudioInfo() to get the name and format of the default audio device, currently implemented for PipeWire, PulseAudio, WASAPI, and DirectSound
|
||||
* Added HIDAPI driver for the NVIDIA SHIELD controller (2017 model) to enable support for battery status and rumble
|
||||
* Added support for opening audio devices with 3 or 5 channels (2.1, 4.1). All channel counts from Mono to 7.1 are now supported.
|
||||
* Rewrote audio channel converters used by SDL_AudioCVT, based on the channel matrix coefficients used as the default for FAudio voices
|
||||
* SDL log messages are no longer limited to 4K and can be any length
|
||||
* Fixed a long-standing calling convention issue with dynapi affecting OpenWatcom or OS/2 builds
|
||||
|
||||
Windows:
|
||||
* Added initial support for building for Windows and Xbox with Microsoft's Game Development Kit (GDK), see docs/README-gdk.md for details
|
||||
* Added a D3D12 renderer implementation and SDL_RenderGetD3D12Device() to retrieve the D3D12 device associated with it
|
||||
* Added the hint SDL_HINT_WINDOWS_DPI_AWARENESS to set whether the application is DPI-aware. This hint must be set before initializing the video subsystem
|
||||
* Added the hint SDL_HINT_WINDOWS_DPI_SCALING to control whether the SDL coordinates are in DPI-scaled points or pixels
|
||||
* Added the hint SDL_HINT_DIRECTINPUT_ENABLED to control whether the DirectInput driver should be used
|
||||
* Added support for SDL_GetAudioDeviceSpec to the DirectSound backend
|
||||
|
||||
Linux:
|
||||
* Support for XVidMode has been removed, mode changes are only supported using the XRandR extension
|
||||
* Added the hint SDL_HINT_VIDEO_WAYLAND_MODE_EMULATION to control whether to expose a set of emulated modes in addition to the native resolution modes available on Wayland
|
||||
* Added the hint SDL_HINT_KMSDRM_DEVICE_INDEX to specify which KMSDRM device to use if the default is not desired
|
||||
* Added the hint SDL_HINT_LINUX_DIGITAL_HATS to control whether to treat hats as digital rather than checking to see if they may be analog
|
||||
* Added the hint SDL_HINT_LINUX_HAT_DEADZONES to control whether to use deadzones on analog hats
|
||||
|
||||
macOS:
|
||||
* Bumped minimum OS deployment version to macOS 10.9
|
||||
* Added SDL_GL_FLOATBUFFERS to allow Cocoa GL contexts to use EDR
|
||||
* Added the hint SDL_HINT_MAC_OPENGL_ASYNC_DISPATCH to control whether dispatching OpenGL context updates should block the dispatching thread until the main thread finishes processing. This hint defaults to blocking, which is the safer option on modern macOS.
|
||||
|
||||
|
||||
---------------------------------------------------------------------------
|
||||
2.0.22:
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
General:
|
||||
* Added SDL_RenderGetWindow() to get the window associated with a renderer
|
||||
* Added floating point rectangle functions:
|
||||
* SDL_PointInFRect()
|
||||
* SDL_FRectEmpty()
|
||||
* SDL_FRectEquals()
|
||||
* SDL_FRectEqualsEpsilon()
|
||||
* SDL_HasIntersectionF()
|
||||
* SDL_IntersectFRect()
|
||||
* SDL_UnionFRect()
|
||||
* SDL_EncloseFPoints()
|
||||
* SDL_IntersectFRectAndLine()
|
||||
* Added SDL_IsTextInputShown() which returns whether the IME window is currently shown
|
||||
* Added SDL_ClearComposition() to dismiss the composition window without disabling IME input
|
||||
* Added SDL_TEXTEDITING_EXT event for handling long composition text, and a hint SDL_HINT_IME_SUPPORT_EXTENDED_TEXT to enable it
|
||||
* Added the hint SDL_HINT_MOUSE_RELATIVE_MODE_CENTER to control whether the mouse should be constrained to the whole window or the center of the window when relative mode is enabled
|
||||
* The mouse is now automatically captured when mouse buttons are pressed, and the hint SDL_HINT_MOUSE_AUTO_CAPTURE allows you to control this behavior
|
||||
* Added the hint SDL_HINT_VIDEO_FOREIGN_WINDOW_OPENGL to let SDL know that a foreign window will be used with OpenGL
|
||||
* Added the hint SDL_HINT_VIDEO_FOREIGN_WINDOW_VULKAN to let SDL know that a foreign window will be used with Vulkan
|
||||
* Added the hint SDL_HINT_QUIT_ON_LAST_WINDOW_CLOSE to specify whether an SDL_QUIT event will be delivered when the last application window is closed
|
||||
* Added the hint SDL_HINT_JOYSTICK_ROG_CHAKRAM to control whether ROG Chakram mice show up as joysticks
|
||||
|
||||
Windows:
|
||||
* Added support for SDL_BLENDOPERATION_MINIMUM and SDL_BLENDOPERATION_MAXIMUM to the D3D9 renderer
|
||||
|
||||
Linux:
|
||||
* Compiling with Wayland support requires libwayland-client version 1.18.0 or later
|
||||
* Added the hint SDL_HINT_X11_WINDOW_TYPE to specify the _NET_WM_WINDOW_TYPE of SDL windows
|
||||
* Added the hint SDL_HINT_VIDEO_WAYLAND_PREFER_LIBDECOR to allow using libdecor with compositors that support xdg-decoration
|
||||
|
||||
Android:
|
||||
* Added SDL_AndroidSendMessage() to send a custom command to the SDL java activity
|
||||
|
||||
|
||||
---------------------------------------------------------------------------
|
||||
2.0.20:
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
General:
|
||||
* SDL_RenderGeometryRaw() takes a pointer to SDL_Color, not int. You can cast color data in SDL_PIXELFORMAT_RGBA32 format (SDL_PIXELFORMAT_ABGR8888 on little endian systems) for this parameter.
|
||||
* Improved accuracy of horizontal and vertical line drawing when using OpenGL or OpenGLES
|
||||
* Added the hint SDL_HINT_RENDER_LINE_METHOD to control the method of line drawing used, to select speed, correctness, and compatibility.
|
||||
|
||||
Windows:
|
||||
* Fixed size of custom cursors
|
||||
|
||||
Linux:
|
||||
* Fixed hotplug controller detection, broken in 2.0.18
|
||||
|
||||
|
||||
---------------------------------------------------------------------------
|
||||
2.0.18:
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
General:
|
||||
* The SDL wiki documentation and development headers are automatically kept in sync
|
||||
* Each function has information about in which version of SDL it was introduced
|
||||
* SDL-specific CMake options are now prefixed with 'SDL_'. Be sure to update your CMake build scripts accordingly!
|
||||
* Added the hint SDL_HINT_APP_NAME to let SDL know the name of your application for various places it might show up in system information
|
||||
* Added SDL_RenderGeometry() and SDL_RenderGeometryRaw() to allow rendering of arbitrary shapes using the SDL 2D render API
|
||||
* Added SDL_SetTextureUserData() and SDL_GetTextureUserData() to associate application data with an SDL texture
|
||||
* Added SDL_RenderWindowToLogical() and SDL_RenderLogicalToWindow() to convert between window coordinates and logical render coordinates
|
||||
* Added SDL_RenderSetVSync() to change whether a renderer present is synchronized with vblank at runtime
|
||||
* Added SDL_PremultiplyAlpha() to premultiply alpha on a block of SDL_PIXELFORMAT_ARGB8888 pixels
|
||||
* Added a window event SDL_WINDOWEVENT_DISPLAY_CHANGED which is sent when a window changes what display it's centered on
|
||||
* Added SDL_GetWindowICCProfile() to query a window's ICC profile, and a window event SDL_WINDOWEVENT_ICCPROF_CHANGED that is sent when it changes
|
||||
* Added the hint SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY to allow EGL windows to be transparent instead of opaque
|
||||
* SDL_WaitEvent() has been redesigned to use less CPU in most cases
|
||||
* Added SDL_SetWindowMouseRect() and SDL_GetWindowMouseRect() to confine the mouse cursor to an area of a window
|
||||
* You can now read precise mouse wheel motion using 'preciseX' and 'preciseY' event fields
|
||||
* Added SDL_GameControllerHasRumble() and SDL_GameControllerHasRumbleTriggers() to query whether a game controller supports rumble
|
||||
* Added SDL_JoystickHasRumble() and SDL_JoystickHasRumbleTriggers() to query whether a joystick supports rumble
|
||||
* SDL's hidapi implementation is now available as a public API in SDL_hidapi.h
|
||||
|
||||
Windows:
|
||||
* Improved relative mouse motion over Windows Remote Desktop
|
||||
* Added the hint SDL_HINT_IME_SHOW_UI to show native UI components instead of hiding them (defaults off)
|
||||
|
||||
Windows/UWP:
|
||||
* WGI is used instead of XInput for better controller support in UWP apps
|
||||
|
||||
Linux:
|
||||
* Added the hint SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME to set the activity that's displayed by the system when the screensaver is disabled
|
||||
* Added the hint SDL_HINT_LINUX_JOYSTICK_CLASSIC to control whether /dev/input/js* or /dev/input/event* are used as joystick devices
|
||||
* Added the hint SDL_HINT_JOYSTICK_DEVICE to allow the user to specify devices that will be opened in addition to the normal joystick detection
|
||||
* Added SDL_LinuxSetThreadPriorityAndPolicy() for more control over a thread priority on Linux
|
||||
|
||||
Android:
|
||||
* Added support for audio output and capture using AAudio on Android 8.1 and newer
|
||||
* Steam Controller support is disabled by default, and can be enabled by setting the hint SDL_HINT_JOYSTICK_HIDAPI_STEAM to "1" before calling SDL_Init()
|
||||
|
||||
Apple Arcade:
|
||||
* Added SDL_GameControllerGetAppleSFSymbolsNameForButton() and SDL_GameControllerGetAppleSFSymbolsNameForAxis() to support Apple Arcade titles
|
||||
|
||||
iOS:
|
||||
* Added documentation that the UIApplicationSupportsIndirectInputEvents key must be set to true in your application's Info.plist in order to get real Bluetooth mouse events.
|
||||
* Steam Controller support is disabled by default, and can be enabled by setting the hint SDL_HINT_JOYSTICK_HIDAPI_STEAM to "1" before calling SDL_Init()
|
||||
|
||||
|
||||
---------------------------------------------------------------------------
|
||||
2.0.16:
|
||||
---------------------------------------------------------------------------
|
||||
General:
|
||||
* Added SDL_FlashWindow() to get a user's attention
|
||||
* Added SDL_GetAudioDeviceSpec() to get the preferred audio format of a device
|
||||
* Added SDL_SetWindowAlwaysOnTop() to dynamically change the SDL_WINDOW_ALWAYS_ON_TOP flag for a window
|
||||
* Added SDL_SetWindowKeyboardGrab() to support grabbing the keyboard independently of the mouse
|
||||
* Added SDL_SoftStretchLinear() to do bilinear scaling between 32-bit software surfaces
|
||||
* Added SDL_UpdateNVTexture() to update streaming NV12/21 textures
|
||||
* Added SDL_GameControllerSendEffect() and SDL_JoystickSendEffect() to allow sending custom trigger effects to the DualSense controller
|
||||
* Added SDL_GameControllerGetSensorDataRate() to get the sensor data rate for PlayStation and Nintendo Switch controllers
|
||||
* Added support for the Amazon Luna game controller
|
||||
* Added rumble support for the Google Stadia controller using the HIDAPI driver
|
||||
* Added SDL_GameControllerType constants for the Amazon Luna and Google Stadia controllers
|
||||
* Added analog rumble for Nintendo Switch Pro controllers using the HIDAPI driver
|
||||
* Reduced CPU usage when using SDL_WaitEvent() and SDL_WaitEventTimeout()
|
||||
|
||||
Windows:
|
||||
* Added SDL_SetWindowsMessageHook() to set a function that is called for all Windows messages
|
||||
* Added SDL_RenderGetD3D11Device() to get the D3D11 device used by the SDL renderer
|
||||
|
||||
Linux:
|
||||
* Greatly improved Wayland support
|
||||
* Added support for audio output and capture using Pipewire
|
||||
* Added the hint SDL_HINT_AUDIO_INCLUDE_MONITORS to control whether PulseAudio recording should include monitor devices
|
||||
* Added the hint SDL_HINT_AUDIO_DEVICE_STREAM_ROLE to describe the role of your application for audio control panels
|
||||
|
||||
Android:
|
||||
* Added SDL_AndroidShowToast() to show a lightweight notification
|
||||
|
||||
iOS:
|
||||
* Added support for mouse relative mode on iOS 14.1 and newer
|
||||
* Added support for the Xbox Series X controller
|
||||
|
||||
tvOS:
|
||||
* Added support for the Xbox Series X controller
|
||||
|
||||
|
||||
---------------------------------------------------------------------------
|
||||
2.0.14:
|
||||
---------------------------------------------------------------------------
|
||||
General:
|
||||
* Added support for PS5 DualSense and Xbox Series X controllers to the HIDAPI controller driver
|
||||
* Added game controller button constants for paddles and new buttons
|
||||
* Added game controller functions to get additional information:
|
||||
* SDL_GameControllerGetSerial()
|
||||
* SDL_GameControllerHasAxis()
|
||||
* SDL_GameControllerHasButton()
|
||||
* SDL_GameControllerGetNumTouchpads()
|
||||
* SDL_GameControllerGetNumTouchpadFingers()
|
||||
* SDL_GameControllerGetTouchpadFinger()
|
||||
* SDL_GameControllerHasSensor()
|
||||
* SDL_GameControllerSetSensorEnabled()
|
||||
* SDL_GameControllerIsSensorEnabled()
|
||||
* SDL_GameControllerGetSensorData()
|
||||
* SDL_GameControllerRumbleTriggers()
|
||||
* SDL_GameControllerHasLED()
|
||||
* SDL_GameControllerSetLED()
|
||||
* Added the hint SDL_HINT_JOYSTICK_HIDAPI_PS5 to control whether the HIDAPI driver for PS5 controllers should be used.
|
||||
* Added joystick functions to get additional information:
|
||||
* SDL_JoystickGetSerial()
|
||||
* SDL_JoystickRumbleTriggers()
|
||||
* SDL_JoystickHasLED()
|
||||
* SDL_JoystickSetLED()
|
||||
* Added an API to allow the application to create virtual joysticks:
|
||||
* SDL_JoystickAttachVirtual()
|
||||
* SDL_JoystickDetachVirtual()
|
||||
* SDL_JoystickIsVirtual()
|
||||
* SDL_JoystickSetVirtualAxis()
|
||||
* SDL_JoystickSetVirtualButton()
|
||||
* SDL_JoystickSetVirtualHat()
|
||||
* Added SDL_LockSensors() and SDL_UnlockSensors() to guarantee exclusive access to the sensor list
|
||||
* Added SDL_HAPTIC_STEERING_AXIS to play an effect on the steering wheel
|
||||
* Added the hint SDL_HINT_MOUSE_RELATIVE_SCALING to control whether relative motion is scaled by the screen DPI or renderer logical size
|
||||
* The default value for SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS is now false for better compatibility with modern window managers
|
||||
* Added SDL_GetPreferredLocales() to get the application's current locale setting
|
||||
* Added the hint SDL_HINT_PREFERRED_LOCALES to override your application's default locale setting
|
||||
* Added SDL_OpenURL() to open a URL in the system's default browser
|
||||
* Added SDL_HasSurfaceRLE() to tell whether a surface is currently using RLE encoding
|
||||
* Added SDL_SIMDRealloc() to reallocate memory obtained from SDL_SIMDAlloc()
|
||||
* Added SDL_GetErrorMsg() to get the last error in a thread-safe way
|
||||
* Added SDL_crc32(), SDL_wcscasecmp(), SDL_wcsncasecmp(), SDL_trunc(), SDL_truncf()
|
||||
* Added clearer names for RGB pixel formats, e.g. SDL_PIXELFORMAT_XRGB8888, SDL_PIXELFORMAT_XBGR8888, etc.
|
||||
|
||||
Windows:
|
||||
* Added the RAWINPUT controller driver to support more than 4 Xbox controllers simultaneously
|
||||
* Added the hint SDL_HINT_JOYSTICK_RAWINPUT to control whether the RAWINPUT driver should be used
|
||||
* Added the hint SDL_HINT_JOYSTICK_HIDAPI_CORRELATE_XINPUT to control whether XInput and WGI should be used to for complete controller functionality with the RAWINPUT driver.
|
||||
|
||||
macOS:
|
||||
* Added the SDL_WINDOW_METAL flag to specify that a window should be created with a Metal view
|
||||
* Added SDL_Metal_GetLayer() to get the CAMetalLayer backing a Metal view
|
||||
* Added SDL_Metal_GetDrawableSize() to get the size of a window's drawable, in pixels
|
||||
|
||||
Linux:
|
||||
* Added the hint SDL_HINT_AUDIO_DEVICE_APP_NAME to specify the name that shows up in PulseAudio for your application
|
||||
* Added the hint SDL_HINT_AUDIO_DEVICE_STREAM_NAME to specify the name that shows up in PulseAudio associated with your audio stream
|
||||
* Added the hint SDL_HINT_LINUX_JOYSTICK_DEADZONES to control whether HID defined dead zones should be respected on Linux
|
||||
* Added the hint SDL_HINT_THREAD_PRIORITY_POLICY to specify the thread scheduler policy
|
||||
* Added the hint SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL to allow time critical threads to use a realtime scheduling policy
|
||||
|
||||
Android:
|
||||
* Added SDL_AndroidRequestPermission() to request a specific system permission
|
||||
* Added the hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO to control whether audio will pause when the application goes intot he background
|
||||
|
||||
OS/2:
|
||||
* Added support for OS/2, see docs/README-os2.md for details
|
||||
|
||||
Emscripten (running in a web browser):
|
||||
* Added the hint SDL_HINT_EMSCRIPTEN_ASYNCIFY to control whether SDL should call emscripten_sleep internally
|
||||
|
||||
|
||||
---------------------------------------------------------------------------
|
||||
2.0.12:
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
General:
|
||||
* Added SDL_GetTextureScaleMode() and SDL_SetTextureScaleMode() to get and set the scaling mode used for a texture
|
||||
* Added SDL_LockTextureToSurface(), similar to SDL_LockTexture() but the locked area is exposed as a SDL surface.
|
||||
* Added new blend mode, SDL_BLENDMODE_MUL, which does a modulate and blend operation
|
||||
* Added the hint SDL_HINT_DISPLAY_USABLE_BOUNDS to override the results of SDL_GetDisplayUsableBounds() for display index 0.
|
||||
* Added the window underneath the finger to the SDL_TouchFingerEvent
|
||||
* Added SDL_GameControllerTypeForIndex(), SDL_GameControllerGetType() to return the type of a game controller (Xbox 360, Xbox One, PS3, PS4, or Nintendo Switch Pro)
|
||||
* Added the hint SDL_HINT_GAMECONTROLLERTYPE to override the automatic game controller type detection
|
||||
* Added SDL_JoystickFromPlayerIndex() and SDL_GameControllerFromPlayerIndex() to get the device associated with a player index
|
||||
* Added SDL_JoystickSetPlayerIndex() and SDL_GameControllerSetPlayerIndex() to set the player index associated with a device
|
||||
* Added the hint SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS to specify whether Nintendo Switch Pro controllers should use the buttons as labeled or swapped to match positional layout. The default is to use the buttons as labeled.
|
||||
* Added support for Nintendo GameCube controllers to the HIDAPI driver, and a hint SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE to control whether this is used.
|
||||
* Improved support for Xbox 360 and Xbox One controllers when using the HIDAPI driver
|
||||
* Added support for many game controllers, including:
|
||||
* 8BitDo FC30 Pro
|
||||
* 8BitDo M30 GamePad
|
||||
* BDA PS4 Fightpad
|
||||
* HORI Fighting Commander
|
||||
* Hyperkin Duke
|
||||
* Hyperkin X91
|
||||
* MOGA XP5-A Plus
|
||||
* NACON GC-400ES
|
||||
* NVIDIA Controller v01.04
|
||||
* PDP Versus Fighting Pad
|
||||
* Razer Raion Fightpad for PS4
|
||||
* Razer Serval
|
||||
* Stadia Controller
|
||||
* SteelSeries Stratus Duo
|
||||
* Victrix Pro Fight Stick for PS4
|
||||
* Xbox One Elite Series 2
|
||||
* Fixed blocking game controller rumble calls when using the HIDAPI driver
|
||||
* Added SDL_zeroa() macro to zero an array of elements
|
||||
* Added SDL_HasARMSIMD() which returns true if the CPU has ARM SIMD (ARMv6+) features
|
||||
|
||||
Windows:
|
||||
* Fixed crash when using the release SDL DLL with applications built with gcc
|
||||
* Fixed performance regression in event handling introduced in 2.0.10
|
||||
* Added support for SDL_SetThreadPriority() for UWP applications
|
||||
|
||||
Linux:
|
||||
* Added the hint SDL_HINT_VIDEO_X11_WINDOW_VISUALID to specify the visual chosen for new X11 windows
|
||||
* Added the hint SDL_HINT_VIDEO_X11_FORCE_EGL to specify whether X11 should use GLX or EGL by default
|
||||
|
||||
iOS / tvOS / macOS:
|
||||
* Added SDL_Metal_CreateView() and SDL_Metal_DestroyView() to create CAMetalLayer-backed NSView/UIView and attach it to the specified window.
|
||||
|
||||
iOS/ tvOS:
|
||||
* Added support for Bluetooth Steam Controllers as game controllers
|
||||
|
||||
tvOS:
|
||||
* Fixed support for surround sound on Apple TV
|
||||
|
||||
Android:
|
||||
* Added SDL_GetAndroidSDKVersion() to return the API level of the current device
|
||||
* Added support for audio capture using OpenSL-ES
|
||||
* Added support for Bluetooth Steam Controllers as game controllers
|
||||
* Fixed rare crashes when the app goes into the background or terminates
|
||||
|
||||
|
||||
---------------------------------------------------------------------------
|
||||
2.0.10:
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
General:
|
||||
* The SDL_RW* macros have been turned into functions that are available only in 2.0.10 and onward
|
||||
* Added SDL_SIMDGetAlignment(), SDL_SIMDAlloc(), and SDL_SIMDFree(), to allocate memory aligned for SIMD operations for the current CPU
|
||||
* Added SDL_RenderDrawPointF(), SDL_RenderDrawPointsF(), SDL_RenderDrawLineF(), SDL_RenderDrawLinesF(), SDL_RenderDrawRectF(), SDL_RenderDrawRectsF(), SDL_RenderFillRectF(), SDL_RenderFillRectsF(), SDL_RenderCopyF(), SDL_RenderCopyExF(), to allow floating point precision in the SDL rendering API.
|
||||
* Added SDL_GetTouchDeviceType() to get the type of a touch device, which can be a touch screen or a trackpad in relative or absolute coordinate mode.
|
||||
* The SDL rendering API now uses batched rendering by default, for improved performance
|
||||
* Added SDL_RenderFlush() to force batched render commands to execute, if you're going to mix SDL rendering with native rendering
|
||||
* Added the hint SDL_HINT_RENDER_BATCHING to control whether batching should be used for the rendering API. This defaults to "1" if you don't specify what rendering driver to use when creating the renderer.
|
||||
* Added the hint SDL_HINT_EVENT_LOGGING to enable logging of SDL events for debugging purposes
|
||||
* Added the hint SDL_HINT_GAMECONTROLLERCONFIG_FILE to specify a file that will be loaded at joystick initialization with game controller bindings
|
||||
* Added the hint SDL_HINT_MOUSE_TOUCH_EVENTS to control whether SDL will synthesize touch events from mouse events
|
||||
* Improved handling of malformed WAVE and BMP files, fixing potential security exploits
|
||||
|
||||
Linux:
|
||||
* Removed the Mir video driver in favor of Wayland
|
||||
|
||||
iOS / tvOS:
|
||||
* Added support for Xbox and PS4 wireless controllers in iOS 13 and tvOS 13
|
||||
* Added support for text input using Bluetooth keyboards
|
||||
|
||||
Android:
|
||||
* Added low latency audio using OpenSL ES
|
||||
* Removed SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH (replaced by SDL_HINT_MOUSE_TOUCH_EVENTS and SDL_HINT_TOUCH_MOUSE_EVENTS)
|
||||
SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH=1, should be replaced by setting both previous hints to 0.
|
||||
SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH=0, should be replaced by setting both previous hints to 1.
|
||||
* Added the hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE to set whether the event loop will block itself when the app is paused.
|
||||
|
||||
|
||||
---------------------------------------------------------------------------
|
||||
2.0.9:
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
General:
|
||||
* Added a new sensor API, initialized by passing SDL_INIT_SENSOR to SDL_Init(), and defined in SDL_sensor.h
|
||||
* Added an event SDL_SENSORUPDATE which is sent when a sensor is updated
|
||||
* Added SDL_GetDisplayOrientation() to return the current display orientation
|
||||
* Added an event SDL_DISPLAYEVENT which is sent when the display orientation changes
|
||||
* Added HIDAPI joystick drivers for more consistent support for Xbox, PS4 and Nintendo Switch Pro controller support across platforms. (Thanks to Valve for contributing the PS4 and Nintendo Switch Pro controller support)
|
||||
* Added support for many other popular game controllers
|
||||
* Added SDL_JoystickGetDevicePlayerIndex(), SDL_JoystickGetPlayerIndex(), and SDL_GameControllerGetPlayerIndex() to get the player index for a controller. For XInput controllers this returns the XInput index for the controller.
|
||||
* Added SDL_GameControllerRumble() and SDL_JoystickRumble() which allow simple rumble without using the haptics API
|
||||
* Added SDL_GameControllerMappingForDeviceIndex() to get the mapping for a controller before it's opened
|
||||
* Added the hint SDL_HINT_MOUSE_DOUBLE_CLICK_TIME to control the mouse double-click time
|
||||
* Added the hint SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS to control the mouse double-click radius, in pixels
|
||||
* Added SDL_HasColorKey() to return whether a surface has a colorkey active
|
||||
* Added SDL_HasAVX512F() to return whether the CPU has AVX-512F features
|
||||
* Added SDL_IsTablet() to return whether the application is running on a tablet
|
||||
* Added SDL_THREAD_PRIORITY_TIME_CRITICAL for threads that must run at the highest priority
|
||||
|
||||
Mac OS X:
|
||||
* Fixed black screen at start on Mac OS X Mojave
|
||||
|
||||
Linux:
|
||||
* Added SDL_LinuxSetThreadPriority() to allow adjusting the thread priority of native threads using RealtimeKit if available.
|
||||
|
||||
iOS:
|
||||
* Fixed Asian IME input
|
||||
|
||||
Android:
|
||||
* Updated required Android SDK to API 26, to match Google's new App Store requirements
|
||||
* Added support for wired USB Xbox, PS4, and Nintendo Switch Pro controllers
|
||||
* Added support for relative mouse mode on Android 7.0 and newer (except where it's broken, on Chromebooks and when in DeX mode with Samsung Experience 9.0)
|
||||
* Added support for custom mouse cursors on Android 7.0 and newer
|
||||
* Added the hint SDL_HINT_ANDROID_TRAP_BACK_BUTTON to control whether the back button will back out of the app (the default) or be passed to the application as SDL_SCANCODE_AC_BACK
|
||||
* Added SDL_AndroidBackButton() to trigger the Android system back button behavior when handling the back button in the application
|
||||
* Added SDL_IsChromebook() to return whether the app is running in the Chromebook Android runtime
|
||||
* Added SDL_IsDeXMode() to return whether the app is running while docked in the Samsung DeX
|
||||
|
||||
|
||||
---------------------------------------------------------------------------
|
||||
2.0.8:
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
General:
|
||||
* Added SDL_fmod() and SDL_log10()
|
||||
* Each of the SDL math functions now has the corresponding float version
|
||||
* Added SDL_SetYUVConversionMode() and SDL_GetYUVConversionMode() to control the formula used when converting to and from YUV colorspace. The options are JPEG, BT.601, and BT.709
|
||||
|
||||
Windows:
|
||||
* Implemented WASAPI support on Windows UWP and removed the deprecated XAudio2 implementation
|
||||
* Added resampling support on WASAPI on Windows 7 and above
|
||||
|
||||
Windows UWP:
|
||||
* Added SDL_WinRTGetDeviceFamily() to find out what type of device your application is running on
|
||||
|
||||
Mac OS X:
|
||||
* Added support for the Vulkan SDK for Mac:
|
||||
https://www.lunarg.com/lunarg-releases-vulkan-sdk-1-0-69-0-for-mac/
|
||||
* Added support for OpenGL ES using ANGLE when it's available
|
||||
|
||||
Mac OS X / iOS / tvOS:
|
||||
* Added a Metal 2D render implementation
|
||||
* Added SDL_RenderGetMetalLayer() and SDL_RenderGetMetalCommandEncoder() to insert your own drawing into SDL rendering when using the Metal implementation
|
||||
|
||||
iOS:
|
||||
* Added the hint SDL_HINT_IOS_HIDE_HOME_INDICATOR to control whether the home indicator bar on iPhone X should be hidden. This defaults to dimming the indicator for fullscreen applications and showing the indicator for windowed applications.
|
||||
|
||||
iOS / Android:
|
||||
* Added the hint SDL_HINT_RETURN_KEY_HIDES_IME to control whether the return key on the software keyboard should hide the keyboard or send a key event (the default)
|
||||
|
||||
Android:
|
||||
* SDL now supports building with Android Studio and Gradle by default, and the old Ant project is available in android-project-ant
|
||||
* SDL now requires the API 19 SDK to build, but can still target devices down to API 14 (Android 4.0.1)
|
||||
* Added SDL_IsAndroidTV() to tell whether the application is running on Android TV
|
||||
|
||||
Android / tvOS:
|
||||
* Added the hint SDL_HINT_TV_REMOTE_AS_JOYSTICK to control whether TV remotes should be listed as joystick devices (the default) or send keyboard events.
|
||||
|
||||
Linux:
|
||||
* Added the hint SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR to control whether the X server should skip the compositor for the SDL application. This defaults to "1"
|
||||
* Added the hint SDL_HINT_VIDEO_DOUBLE_BUFFER to control whether the Raspberry Pi and KMSDRM video drivers should use double or triple buffering (the default)
|
||||
|
||||
|
||||
---------------------------------------------------------------------------
|
||||
2.0.7:
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
General:
|
||||
* Added audio stream conversion functions:
|
||||
SDL_NewAudioStream
|
||||
SDL_AudioStreamPut
|
||||
SDL_AudioStreamGet
|
||||
SDL_AudioStreamAvailable
|
||||
SDL_AudioStreamFlush
|
||||
SDL_AudioStreamClear
|
||||
SDL_FreeAudioStream
|
||||
* Added functions to query and set the SDL memory allocation functions:
|
||||
SDL_GetMemoryFunctions()
|
||||
SDL_SetMemoryFunctions()
|
||||
SDL_GetNumAllocations()
|
||||
* Added locking functions for multi-threaded access to the joystick and game controller APIs:
|
||||
SDL_LockJoysticks()
|
||||
SDL_UnlockJoysticks()
|
||||
* The following functions are now thread-safe:
|
||||
SDL_SetEventFilter()
|
||||
SDL_GetEventFilter()
|
||||
SDL_AddEventWatch()
|
||||
SDL_DelEventWatch()
|
||||
|
||||
|
||||
General:
|
||||
---------------------------------------------------------------------------
|
||||
2.0.6:
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
General:
|
||||
* Added cross-platform Vulkan graphics support in SDL_vulkan.h
|
||||
SDL_Vulkan_LoadLibrary()
|
||||
SDL_Vulkan_GetVkGetInstanceProcAddr()
|
||||
SDL_Vulkan_GetInstanceExtensions()
|
||||
SDL_Vulkan_CreateSurface()
|
||||
SDL_Vulkan_GetDrawableSize()
|
||||
SDL_Vulkan_UnloadLibrary()
|
||||
This is all the platform-specific code you need to bring up Vulkan on all SDL platforms. You can look at an example in test/testvulkan.c
|
||||
* Added SDL_ComposeCustomBlendMode() to create custom blend modes for 2D rendering
|
||||
* Added SDL_HasNEON() which returns whether the CPU has NEON instruction support
|
||||
* Added support for many game controllers, including the Nintendo Switch Pro Controller
|
||||
* Added support for inverted axes and separate axis directions in game controller mappings
|
||||
* Added functions to return information about a joystick before it's opened:
|
||||
SDL_JoystickGetDeviceVendor()
|
||||
SDL_JoystickGetDeviceProduct()
|
||||
SDL_JoystickGetDeviceProductVersion()
|
||||
SDL_JoystickGetDeviceType()
|
||||
SDL_JoystickGetDeviceInstanceID()
|
||||
* Added functions to return information about an open joystick:
|
||||
SDL_JoystickGetVendor()
|
||||
SDL_JoystickGetProduct()
|
||||
SDL_JoystickGetProductVersion()
|
||||
SDL_JoystickGetType()
|
||||
SDL_JoystickGetAxisInitialState()
|
||||
* Added functions to return information about an open game controller:
|
||||
SDL_GameControllerGetVendor()
|
||||
SDL_GameControllerGetProduct()
|
||||
SDL_GameControllerGetProductVersion()
|
||||
* Added SDL_GameControllerNumMappings() and SDL_GameControllerMappingForIndex() to be able to enumerate the built-in game controller mappings
|
||||
* Added SDL_LoadFile() and SDL_LoadFile_RW() to load a file into memory
|
||||
* Added SDL_DuplicateSurface() to make a copy of a surface
|
||||
* Added an experimental JACK audio driver
|
||||
* Implemented non-power-of-two audio resampling, optionally using libsamplerate to perform the resampling
|
||||
* Added the hint SDL_HINT_AUDIO_RESAMPLING_MODE to control the quality of resampling
|
||||
* Added the hint SDL_HINT_RENDER_LOGICAL_SIZE_MODE to control the scaling policy for SDL_RenderSetLogicalSize():
|
||||
"0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen (the default)
|
||||
"1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
|
||||
* Added the hints SDL_HINT_MOUSE_NORMAL_SPEED_SCALE and SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE to scale the mouse speed when being read from raw mouse input
|
||||
* Added the hint SDL_HINT_TOUCH_MOUSE_EVENTS to control whether SDL will synthesize mouse events from touch events
|
||||
|
||||
Windows:
|
||||
* The new default audio driver on Windows is WASAPI and supports hot-plugging devices and changing the default audio device
|
||||
* The old XAudio2 audio driver is deprecated and will be removed in the next release
|
||||
* Added hints SDL_HINT_WINDOWS_INTRESOURCE_ICON and SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL to specify a custom icon resource ID for SDL windows
|
||||
* The hint SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING is now on by default for compatibility with .NET languages and various Windows debuggers
|
||||
* Updated the GUID format for game controller mappings, older mappings will be automatically converted on load
|
||||
* Implemented the SDL_WINDOW_ALWAYS_ON_TOP flag on Windows
|
||||
|
||||
Linux:
|
||||
* Added an experimental KMS/DRM video driver for embedded development
|
||||
|
||||
iOS:
|
||||
* Added a hint SDL_HINT_AUDIO_CATEGORY to control the audio category, determining whether the phone mute switch affects the audio
|
||||
|
||||
---------------------------------------------------------------------------
|
||||
2.0.5:
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
General:
|
||||
* Implemented audio capture support for some platforms
|
||||
* Added SDL_DequeueAudio() to retrieve audio when buffer queuing is turned on for audio capture
|
||||
* Added events for dragging and dropping text
|
||||
* Added events for dragging and dropping multiple items
|
||||
* By default the click raising a window will not be delivered to the SDL application. You can set the hint SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH to "1" to allow that click through to the window.
|
||||
* Saving a surface with an alpha channel as a BMP will use a newer BMP format that supports alpha information. You can set the hint SDL_HINT_BMP_SAVE_LEGACY_FORMAT to "1" to use the old format.
|
||||
* Added SDL_GetHintBoolean() to get the boolean value of a hint
|
||||
* Added SDL_RenderSetIntegerScale() to set whether to smoothly scale or use integral multiples of the viewport size when scaling the rendering output
|
||||
* Added SDL_CreateRGBSurfaceWithFormat() and SDL_CreateRGBSurfaceWithFormatFrom() to create an SDL surface with a specific pixel format
|
||||
* Added SDL_GetDisplayUsableBounds() which returns the area usable for windows. For example, on Mac OS X, this subtracts the area occupied by the menu bar and dock.
|
||||
* Added SDL_GetWindowBordersSize() which returns the size of the window's borders around the client area
|
||||
* Added a window event SDL_WINDOWEVENT_HIT_TEST when a window had a hit test that wasn't SDL_HITTEST_NORMAL (e.g. in the title bar or window frame)
|
||||
* Added SDL_SetWindowResizable() to change whether a window is resizable
|
||||
* Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity() to affect the window transparency
|
||||
* Added SDL_SetWindowModalFor() to set a window as modal for another window
|
||||
* Added support for AUDIO_U16LSB and AUDIO_U16MSB to SDL_MixAudioFormat()
|
||||
* Fixed flipped images when reading back from target textures when using the OpenGL renderer
|
||||
* Fixed texture color modulation with SDL_BLENDMODE_NONE when using the OpenGL renderer
|
||||
* Fixed bug where the alpha value of colorkeys was ignored when blitting in some cases
|
||||
|
||||
Windows:
|
||||
* Added a hint SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING to prevent SDL from raising a debugger exception to name threads. This exception can cause problems with .NET applications when running under a debugger.
|
||||
* The hint SDL_HINT_THREAD_STACK_SIZE is now supported on Windows
|
||||
* Fixed XBox controller triggers automatically being pulled at startup
|
||||
* The first icon from the executable is used as the default window icon at runtime
|
||||
* Fixed SDL log messages being printed twice if SDL was built with C library support
|
||||
* Reset dead keys when the SDL window loses focus, so dead keys pressed in SDL applications don't affect text input into other applications.
|
||||
|
||||
Mac OS X:
|
||||
* Fixed selecting the dummy video driver
|
||||
* The caps lock key now generates a pressed event when pressed and a released event when released, instead of a press/release event pair when pressed.
|
||||
* Fixed mouse wheel events on Mac OS X 10.12
|
||||
* The audio driver has been updated to use AVFoundation for better compatibility with newer versions of Mac OS X
|
||||
|
||||
Linux:
|
||||
* Added support for the Fcitx IME
|
||||
* Added a window event SDL_WINDOWEVENT_TAKE_FOCUS when a window manager asks the SDL window whether it wants to take focus.
|
||||
* Refresh rates are now rounded instead of truncated, e.g. 59.94 Hz is rounded up to 60 Hz instead of 59.
|
||||
* Added initial support for touchscreens on Raspberry Pi
|
||||
|
||||
OpenBSD:
|
||||
* SDL_GetBasePath() is now implemented on OpenBSD
|
||||
|
||||
iOS:
|
||||
* Added support for dynamically loaded objects on iOS 8 and newer
|
||||
|
||||
tvOS:
|
||||
* Added support for Apple TV
|
||||
* Added a hint SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION to control whether he Apple TV remote's joystick axes will automatically match the rotation of the remote.
|
||||
|
||||
Android:
|
||||
* Fixed SDL not resizing window when Android screen resolution changes
|
||||
* Corrected the joystick Z axis reporting for the accelerometer
|
||||
|
||||
Emscripten (running in a web browser):
|
||||
* Many bug fixes and improvements
|
||||
|
||||
|
||||
---------------------------------------------------------------------------
|
||||
2.0.4:
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
General:
|
||||
* Added support for web applications using Emscripten, see docs/README-emscripten.md for more information
|
||||
* Added support for web applications using Native Client (NaCl), see docs/README-nacl.md for more information
|
||||
* Added an API to queue audio instead of using the audio callback:
|
||||
SDL_QueueAudio(), SDL_GetQueuedAudioSize(), SDL_ClearQueuedAudio()
|
||||
* Added events for audio device hot plug support:
|
||||
SDL_AUDIODEVICEADDED, SDL_AUDIODEVICEREMOVED
|
||||
* Added SDL_PointInRect()
|
||||
* Added SDL_HasAVX2() to detect CPUs with AVX2 support
|
||||
* Added SDL_SetWindowHitTest() to let apps treat parts of their SDL window like traditional window decorations (drag areas, resize areas)
|
||||
* Added SDL_GetGrabbedWindow() to get the window that currently has input grab, if any
|
||||
* Added SDL_RenderIsClipEnabled() to tell whether clipping is currently enabled in a renderer
|
||||
* Added SDL_CaptureMouse() to capture the mouse to get events while the mouse is not in your window
|
||||
* Added SDL_WarpMouseGlobal() to warp the mouse cursor in global screen space
|
||||
* Added SDL_GetGlobalMouseState() to get the current mouse state outside of an SDL window
|
||||
* Added a direction field to mouse wheel events to tell whether they are flipped (natural) or not
|
||||
* Added GL_CONTEXT_RELEASE_BEHAVIOR GL attribute (maps to [WGL|GLX]_ARB_context_flush_control extension)
|
||||
* Added EGL_KHR_create_context support to allow OpenGL ES version selection on some platforms
|
||||
* Added NV12 and NV21 YUV texture support for OpenGL and OpenGL ES 2.0 renderers
|
||||
* Added a Vivante video driver that is used on various SoC platforms
|
||||
* Added an event SDL_RENDER_DEVICE_RESET that is sent from the D3D renderers when the D3D device is lost, and from Android's event loop when the GLES context had to be recreated
|
||||
* Added a hint SDL_HINT_NO_SIGNAL_HANDLERS to disable SDL's built in signal handling
|
||||
* Added a hint SDL_HINT_THREAD_STACK_SIZE to set the stack size of SDL's threads
|
||||
* Added SDL_sqrtf(), SDL_tan(), and SDL_tanf() to the stdlib routines
|
||||
* Improved support for WAV and BMP files with unusual chunks in them
|
||||
* Renamed SDL_assert_data to SDL_AssertData and SDL_assert_state to SDL_AssertState
|
||||
* Added a hint SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN to prevent window interaction while cursor is hidden
|
||||
* Added SDL_GetDisplayDPI() to get the DPI information for a display
|
||||
* Added SDL_JoystickCurrentPowerLevel() to get the battery level of a joystick
|
||||
* Added SDL_JoystickFromInstanceID(), as a helper function, to get the SDL_Joystick* that an event is referring to.
|
||||
* Added SDL_GameControllerFromInstanceID(), as a helper function, to get the SDL_GameController* that an event is referring to.
|
||||
|
||||
Windows:
|
||||
* Added support for Windows Phone 8.1 and Windows 10/UWP (Universal Windows Platform)
|
||||
* Timer resolution is now 1 ms by default, adjustable with the SDL_HINT_TIMER_RESOLUTION hint
|
||||
* SDLmain no longer depends on the C runtime, so you can use the same .lib in both Debug and Release builds
|
||||
* Added SDL_SetWindowsMessageHook() to set a function to be called for every windows message before TranslateMessage()
|
||||
* Added a hint SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP to control whether SDL_PumpEvents() processes the Windows message loop
|
||||
* You can distinguish between real mouse and touch events by looking for SDL_TOUCH_MOUSEID in the mouse event "which" field
|
||||
* SDL_SysWMinfo now contains the window HDC
|
||||
* Added support for Unicode command line options
|
||||
* Prevent beeping when Alt-key combos are pressed
|
||||
* SDL_SetTextInputRect() re-positions the OS-rendered IME
|
||||
* Added a hint SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 to prevent generating SDL_WINDOWEVENT_CLOSE events when Alt-F4 is pressed
|
||||
* Added a hint SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING to use the old axis and button mapping for XInput devices (deprecated)
|
||||
|
||||
Mac OS X:
|
||||
* Implemented drag-and-drop support
|
||||
* Improved joystick hot-plug detection
|
||||
* The SDL_WINDOWEVENT_EXPOSED window event is triggered in the appropriate situations
|
||||
* Fixed relative mouse mode when the application loses/regains focus
|
||||
* Fixed bugs related to transitioning to and from Spaces-aware fullscreen-desktop mode
|
||||
* Fixed the refresh rate of display modes
|
||||
* SDL_SysWMInfo is now ARC-compatible
|
||||
* Added a hint SDL_HINT_MAC_BACKGROUND_APP to prevent forcing the application to become a foreground process
|
||||
|
||||
Linux:
|
||||
* Enabled building with Mir and Wayland support by default.
|
||||
* Added IBus IME support
|
||||
* Added a hint SDL_HINT_IME_INTERNAL_EDITING to control whether IBus should handle text editing internally instead of sending SDL_TEXTEDITING events
|
||||
* Added a hint SDL_HINT_VIDEO_X11_NET_WM_PING to allow disabling _NET_WM_PING protocol handling in SDL_CreateWindow()
|
||||
* Added support for multiple audio devices when using Pulseaudio
|
||||
* Fixed duplicate mouse events when using relative mouse motion
|
||||
|
||||
iOS:
|
||||
* Added support for iOS 8
|
||||
* The SDL_WINDOW_ALLOW_HIGHDPI window flag now enables high-dpi support, and SDL_GL_GetDrawableSize() or SDL_GetRendererOutputSize() gets the window resolution in pixels
|
||||
* SDL_GetWindowSize() and display mode sizes are in the "DPI-independent points" / "screen coordinates" coordinate space rather than pixels (matches OS X behavior)
|
||||
* Added native resolution support for the iPhone 6 Plus
|
||||
* Added support for MFi game controllers
|
||||
* Added support for the hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK
|
||||
* Added sRGB OpenGL ES context support on iOS 7+
|
||||
* Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
|
||||
* SDL_SysWMinfo now contains the OpenGL ES framebuffer and color renderbuffer objects used by the window's active GLES view
|
||||
* Fixed various rotation and orientation issues
|
||||
* Fixed memory leaks
|
||||
|
||||
Android:
|
||||
* Added a hint SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH to prevent mouse events from being registered as touch events
|
||||
* Added hints SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION and SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION
|
||||
* Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
|
||||
* Added support for SDL_ShowMessageBox() and SDL_ShowSimpleMessageBox()
|
||||
|
||||
Raspberry Pi:
|
||||
* Added support for the Raspberry Pi 2
|
||||
|
||||
|
||||
---------------------------------------------------------------------------
|
||||
2.0.3:
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Mac OS X:
|
||||
* Fixed creating an OpenGL context by default on Mac OS X 10.6
|
||||
|
||||
|
||||
---------------------------------------------------------------------------
|
||||
2.0.2:
|
||||
---------------------------------------------------------------------------
|
||||
General:
|
||||
* Added SDL_GL_ResetAttributes() to reset OpenGL attributes to default values
|
||||
* Added an API to load a database of game controller mappings from a file:
|
||||
SDL_GameControllerAddMappingsFromFile(), SDL_GameControllerAddMappingsFromRW()
|
||||
* Added game controller mappings for the PS4 and OUYA controllers
|
||||
* Added SDL_GetDefaultAssertionHandler() and SDL_GetAssertionHandler()
|
||||
* Added SDL_DetachThread()
|
||||
* Added SDL_HasAVX() to determine if the CPU has AVX features
|
||||
* Added SDL_vsscanf(), SDL_acos(), and SDL_asin() to the stdlib routines
|
||||
* EGL can now create/manage OpenGL and OpenGL ES 1.x/2.x contexts, and share
|
||||
them using SDL_GL_SHARE_WITH_CURRENT_CONTEXT
|
||||
* Added a field "clicks" to the mouse button event which records whether the event is a single click, double click, etc.
|
||||
* The screensaver is now disabled by default, and there is a hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER that can change that behavior.
|
||||
* Added a hint SDL_HINT_MOUSE_RELATIVE_MODE_WARP to specify whether mouse relative mode should be emulated using mouse warping.
|
||||
* testgl2 does not need to link with libGL anymore
|
||||
* Added testgles2 test program to demonstrate working with OpenGL ES 2.0
|
||||
* Added controllermap test program to visually map a game controller
|
||||
|
||||
Windows:
|
||||
* Support for OpenGL ES 2.x contexts using either WGL or EGL (natively via
|
||||
the driver or emulated through ANGLE)
|
||||
* Added a hint SDL_HINT_VIDEO_WIN_D3DCOMPILER to specify which D3D shader compiler to use for OpenGL ES 2 support through ANGLE
|
||||
* Added a hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that is useful when creating multiple windows that should share the same OpenGL context.
|
||||
* Added an event SDL_RENDER_TARGETS_RESET that is sent when D3D9 render targets are reset after the device has been restored.
|
||||
|
||||
Mac OS X:
|
||||
* Added a hint SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK to control whether Ctrl+click should be treated as a right click on Mac OS X. This is off by default.
|
||||
|
||||
Linux:
|
||||
* Fixed fullscreen and focused behavior when receiving NotifyGrab events
|
||||
* Added experimental Wayland and Mir support, disabled by default
|
||||
|
||||
Android:
|
||||
* Joystick support (minimum SDK version required to build SDL is now 12,
|
||||
the required runtime version remains at 10, but on such devices joystick
|
||||
support won't be available).
|
||||
* Hotplugging support for joysticks
|
||||
* Added a hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK to control whether the accelerometer should be listed as a 3 axis joystick, which it will by default.
|
||||
|
||||
|
||||
---------------------------------------------------------------------------
|
||||
2.0.1:
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
General:
|
||||
* Added an API to get common filesystem paths in SDL_filesystem.h:
|
||||
SDL_GetBasePath(), SDL_GetPrefPath()
|
||||
* Added an API to do optimized YV12 and IYUV texture updates:
|
||||
SDL_UpdateYUVTexture()
|
||||
* Added an API to get the amount of RAM on the system:
|
||||
SDL_GetSystemRAM()
|
||||
* Added a macro to perform timestamp comparisons with SDL_GetTicks():
|
||||
SDL_TICKS_PASSED()
|
||||
* Dramatically improved OpenGL ES 2.0 rendering performance
|
||||
* Added OpenGL attribute SDL_GL_FRAMEBUFFER_SRGB_CAPABLE
|
||||
|
||||
Windows:
|
||||
* Created a static library configuration for the Visual Studio 2010 project
|
||||
* Added a hint to create the Direct3D device with support for multi-threading:
|
||||
SDL_HINT_RENDER_DIRECT3D_THREADSAFE
|
||||
* Added a function to get the D3D9 adapter index for a display:
|
||||
SDL_Direct3D9GetAdapterIndex()
|
||||
* Added a function to get the D3D9 device for a D3D9 renderer:
|
||||
SDL_RenderGetD3D9Device()
|
||||
* Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred)
|
||||
* Fixed crash when using two XInput controllers at the same time
|
||||
* Fixed detecting a mixture of XInput and DirectInput controllers
|
||||
* Fixed clearing a D3D render target larger than the window
|
||||
* Improved support for format specifiers in SDL_snprintf()
|
||||
|
||||
Mac OS X:
|
||||
* Added support for retina displays:
|
||||
Create your window with the SDL_WINDOW_ALLOW_HIGHDPI flag, and then use SDL_GL_GetDrawableSize() to find the actual drawable size. You are responsible for scaling mouse and drawing coordinates appropriately.
|
||||
* Fixed mouse warping in fullscreen mode
|
||||
* Right mouse click is emulated by holding the Ctrl key while left clicking
|
||||
|
||||
Linux:
|
||||
* Fixed float audio support with the PulseAudio driver
|
||||
* Fixed missing line endpoints in the OpenGL renderer on some drivers
|
||||
* X11 symbols are no longer defined to avoid collisions when linking statically
|
||||
|
||||
iOS:
|
||||
* Fixed status bar visibility on iOS 7
|
||||
* Flipped the accelerometer Y axis to match expected values
|
||||
|
||||
Android:
|
||||
IMPORTANT: You MUST get the updated SDLActivity.java to match C code
|
||||
* Moved EGL initialization to native code
|
||||
* Fixed the accelerometer axis rotation relative to the device rotation
|
||||
* Fixed race conditions when handling the EGL context on pause/resume
|
||||
* Touch devices are available for enumeration immediately after init
|
||||
|
||||
Raspberry Pi:
|
||||
* Added support for the Raspberry Pi, see README-raspberrypi.txt for details
|
||||
BIN
thirdparty/SDL2/Xcode-iOS/Demos/Default.png
(Stored with Git LFS)
vendored
BIN
thirdparty/SDL2/Xcode-iOS/Demos/Default.png
(Stored with Git LFS)
vendored
Binary file not shown.
File diff suppressed because it is too large
Load diff
BIN
thirdparty/SDL2/Xcode-iOS/Demos/Icon.png
(Stored with Git LFS)
vendored
BIN
thirdparty/SDL2/Xcode-iOS/Demos/Icon.png
(Stored with Git LFS)
vendored
Binary file not shown.
43
thirdparty/SDL2/Xcode-iOS/Demos/README
vendored
43
thirdparty/SDL2/Xcode-iOS/Demos/README
vendored
|
|
@ -1,43 +0,0 @@
|
|||
==============================================================================
|
||||
About the iPhone OS Demo Applications
|
||||
==============================================================================
|
||||
|
||||
Demos.xcodeproj contains several targets for iPhone oriented SDL demos. These demos are written strictly using SDL 2.0 calls. All the demos except for Fireworks (which requires OpenGL ES) should work on platforms other than iPhone OS, though you'll need to write your own compile script.
|
||||
|
||||
Common files:
|
||||
|
||||
common.c and common.h contain code common to all demo applications. This includes functions about delta timing (in seconds), simple error handling, and functions for generating random numbers.
|
||||
|
||||
Rectangles (rectangles.c):
|
||||
|
||||
Draws randomly sized and colored rectangles all over the screen by using SDL_RenderFillRect. This is the simplest of all the demos.
|
||||
|
||||
Happy (happy.c):
|
||||
|
||||
Loads the classic happy-face bitmap and draws a large number of happy faces bouncing around the screen. Shows how you can load a bitmap into an SDL_Texture.
|
||||
|
||||
Accelerometer (accelerometer.c):
|
||||
|
||||
Uses the iPhone's accelerometer as a joystick device to move a spaceship around the screen. Note the use of the macro SDL_IPHONE_MAX_GFORCE (normally defined in SDL_config_iphoneos.h) which converts between the Sint16 number returned by SDL_JoystickGetAxis, and the floating point units of g-force reported natively by the iPhone.
|
||||
|
||||
Touch (touch.c):
|
||||
|
||||
Acts as a finger-paint type program. Demonstrates how you can use SDL mouse input to accept touch input from the iPhone. If SDL for iPhone is compiled with multitouch as multiple mouse emulation (SDL_IPHONE_MULTIPLE_MICE in SDL_config_iphoneos.h) then the program will accept multiple finger inputs simultaneously.
|
||||
|
||||
Mixer (mixer.c):
|
||||
|
||||
Displays several rectangular buttons which can be used as a virtual drumkit. Demonstrates how you can play .wav sounds in SDL and how you can use SDL_MixAudioFormat to build a software mixer that can play multiple sounds at once.
|
||||
|
||||
Keyboard (keyboard.c):
|
||||
|
||||
Loads a bitmap font and let's the user type words, numbers, and symbols using the iPhone's virtual keyboard. The iPhone's onscreen keyboard visibility is toggled when the user taps the screen. If the user types ':)' a happy face is displayed. Demonstrates how to use functions added to the iPhone implementation of SDL to toggle keyboard onscreen visibility.
|
||||
|
||||
Fireworks (fireworks.c):
|
||||
|
||||
Displays a fireworks show. When you tap the iPhone's screen, fireworks fly from the bottom of the screen and explode at the point that you tapped. Demonstrates how you can use SDL on iPhone to build an OpenGL ES based application. Shows you how you can use SDL_LoadBMP to load a bmp image and convert it to an OpenGL ES texture. Of lesser importance, shows how you can use OpenGL ES point sprites to build an efficient particle system.
|
||||
|
||||
==============================================================================
|
||||
Building and Running the demos
|
||||
==============================================================================
|
||||
|
||||
Before building the demos you must first build SDL as a static library for BOTH the iPhone Simulator and the iPhone itself. See the iPhone SDL main README file for directions on how to do this. Once this is done, simply launch XCode, select the target you'd like to build, select the active SDK (simulator or device), and then build and go.
|
||||
14
thirdparty/SDL2/Xcode-iOS/Demos/config.xcconfig
vendored
14
thirdparty/SDL2/Xcode-iOS/Demos/config.xcconfig
vendored
|
|
@ -1,14 +0,0 @@
|
|||
//
|
||||
// config.xcconfig
|
||||
// SDL tests
|
||||
//
|
||||
|
||||
// Configuration settings file format documentation can be found at:
|
||||
// https://help.apple.com/xcode/#/dev745c5c974
|
||||
|
||||
// Include any optional config for this build
|
||||
#include? "build.xcconfig"
|
||||
|
||||
CONFIG_FRAMEWORK_LDFLAGS[sdk=macos*] = $(inherited) -framework SDL2 -framework AudioToolbox -framework Carbon -framework Cocoa -framework CoreAudio -framework CoreHaptics -framework CoreVideo -framework ForceFeedback -framework GameController -framework IOKit -framework Metal
|
||||
CONFIG_FRAMEWORK_LDFLAGS[sdk=iphone*] = $(inherited) -framework AVFoundation -framework AudioToolbox -framework CoreGraphics -framework CoreHaptics -framework CoreMotion -framework Foundation -framework GameController -framework Metal -framework OpenGLES -framework QuartzCore -framework UIKit
|
||||
CONFIG_FRAMEWORK_LDFLAGS[sdk=appletv*] = $(inherited) -framework AVFoundation -framework AudioToolbox -framework CoreGraphics -framework CoreHaptics -framework Foundation -framework GameController -framework Metal -framework OpenGLES -framework QuartzCore -framework UIKit
|
||||
BIN
thirdparty/SDL2/Xcode-iOS/Demos/data/bitmapfont/kromasky_16x16.bmp
(Stored with Git LFS)
vendored
BIN
thirdparty/SDL2/Xcode-iOS/Demos/data/bitmapfont/kromasky_16x16.bmp
(Stored with Git LFS)
vendored
Binary file not shown.
|
|
@ -1,258 +0,0 @@
|
|||
__ _ _
|
||||
/ _| | | | |
|
||||
| |_ ___ _ __ | |_ _ __ __ _ ___| | __
|
||||
| _/ _ \| '_ \| __| '_ \ / _` |/ __| |/ /
|
||||
| || (_) | | | | |_| |_) | (_| | (__| <
|
||||
|_| \___/|_| |_|\__| .__/ \__,_|\___|_|\_\
|
||||
| |
|
||||
|_|
|
||||
----------------------------------------------------------------------
|
||||
Product : font-pack.zip
|
||||
Website : http://www.spicypixel.net
|
||||
Author : Marc Russell
|
||||
Released: 16th January 2008
|
||||
----------------------------------------------------------------------
|
||||
|
||||
What is this?
|
||||
-------------
|
||||
font-pack is a package of free art assets to be used under the terms of this document. It is available to game developers and hobbyists alike.
|
||||
|
||||
Contents
|
||||
--------
|
||||
The contents of the font-pack ZIP file include 20 bitmap fonts
|
||||
|
||||
Usage License & Restrictions
|
||||
----------------------------
|
||||
font-pack is distributed under the "Common Public License Version 1.0."
|
||||
The terms of which are given below. If you do not understand the terms of the license please refer to a solicitor. It should however, be relatively clear how this package can be used.
|
||||
|
||||
THE ACCOMPANYING PROGRAM IS PROVIDED UNDER THE TERMS OF THIS COMMON
|
||||
PUBLIC LICENSE ("AGREEMENT"). ANY USE, REPRODUCTION OR DISTRIBUTION OF
|
||||
THE PROGRAM CONSTITUTES RECIPIENT'S ACCEPTANCE OF THIS AGREEMENT.
|
||||
|
||||
1. DEFINITIONS
|
||||
|
||||
"Contribution" means:
|
||||
|
||||
a) in the case of the initial Contributor, the initial code and
|
||||
documentation distributed under this Agreement, and
|
||||
|
||||
b) in the case of each subsequent Contributor:
|
||||
|
||||
i) changes to the Program, and
|
||||
|
||||
ii) additions to the Program;
|
||||
|
||||
where such changes and/or additions to the Program originate from
|
||||
and are distributed by that particular Contributor. A Contribution
|
||||
'originates' from a Contributor if it was added to the Program by
|
||||
such Contributor itself or anyone acting on such Contributor's
|
||||
behalf. Contributions do not include additions to the Program which:
|
||||
(i) are separate modules of software distributed in conjunction with
|
||||
the Program under their own license agreement, and (ii) are not
|
||||
derivative works of the Program.
|
||||
|
||||
"Contributor" means any person or entity that distributes the Program.
|
||||
|
||||
"Licensed Patents " mean patent claims licensable by a Contributor which
|
||||
are necessarily infringed by the use or sale of its Contribution alone
|
||||
or when combined with the Program.
|
||||
|
||||
"Program" means the Contributions distributed in accordance with this
|
||||
Agreement.
|
||||
|
||||
"Recipient" means anyone who receives the Program under this Agreement,
|
||||
including all Contributors.
|
||||
|
||||
2. GRANT OF RIGHTS
|
||||
|
||||
a) Subject to the terms of this Agreement, each Contributor hereby
|
||||
grants Recipient a non-exclusive, worldwide, royalty-free copyright
|
||||
license to reproduce, prepare derivative works of, publicly display,
|
||||
publicly perform, distribute and sublicense the Contribution of such
|
||||
Contributor, if any, and such derivative works, in source code and
|
||||
object code form.
|
||||
|
||||
b) Subject to the terms of this Agreement, each Contributor hereby
|
||||
grants Recipient a non-exclusive, worldwide, royalty-free patent
|
||||
license under Licensed Patents to make, use, sell, offer to sell,
|
||||
import and otherwise transfer the Contribution of such Contributor,
|
||||
if any, in source code and object code form. This patent license
|
||||
shall apply to the combination of the Contribution and the Program
|
||||
if, at the time the Contribution is added by the Contributor, such
|
||||
addition of the Contribution causes such combination to be covered
|
||||
by the Licensed Patents. The patent license shall not apply to any
|
||||
other combinations which include the Contribution. No hardware per
|
||||
se is licensed hereunder.
|
||||
|
||||
c) Recipient understands that although each Contributor grants the
|
||||
licenses to its Contributions set forth herein, no assurances are
|
||||
provided by any Contributor that the Program does not infringe the
|
||||
patent or other intellectual property rights of any other entity.
|
||||
Each Contributor disclaims any liability to Recipient for claims
|
||||
brought by any other entity based on infringement of intellectual
|
||||
property rights or otherwise. As a condition to exercising the
|
||||
rights and licenses granted hereunder, each Recipient hereby assumes
|
||||
sole responsibility to secure any other intellectual property rights
|
||||
needed, if any. For example, if a third party patent license is
|
||||
required to allow Recipient to distribute the Program, it is
|
||||
Recipient's responsibility to acquire that license before
|
||||
distributing the Program.
|
||||
|
||||
d) Each Contributor represents that to its knowledge it has
|
||||
sufficient copyright rights in its Contribution, if any, to grant
|
||||
the copyright license set forth in this Agreement.
|
||||
|
||||
3. REQUIREMENTS
|
||||
|
||||
A Contributor may choose to distribute the Program in object code form
|
||||
under its own license agreement, provided that:
|
||||
|
||||
a) it complies with the terms and conditions of this Agreement; and
|
||||
|
||||
b) its license agreement:
|
||||
|
||||
i) effectively disclaims on behalf of all Contributors all
|
||||
warranties and conditions, express and implied, including warranties
|
||||
or conditions of title and non-infringement, and implied warranties
|
||||
or conditions of merchantability and fitness for a particular
|
||||
purpose;
|
||||
|
||||
ii) effectively excludes on behalf of all Contributors all liability
|
||||
for damages, including direct, indirect, special, incidental and
|
||||
consequential damages, such as lost profits;
|
||||
|
||||
iii) states that any provisions which differ from this Agreement are
|
||||
offered by that Contributor alone and not by any other party; and
|
||||
|
||||
iv) states that source code for the Program is available from such
|
||||
Contributor, and informs licensees how to obtain it in a reasonable
|
||||
manner on or through a medium customarily used for software
|
||||
exchange.
|
||||
|
||||
When the Program is made available in source code form:
|
||||
|
||||
a) it must be made available under this Agreement; and
|
||||
|
||||
b) a copy of this Agreement must be included with each copy of the
|
||||
Program.
|
||||
|
||||
Contributors may not remove or alter any copyright notices contained
|
||||
within the Program.
|
||||
|
||||
Each Contributor must identify itself as the originator of its
|
||||
Contribution, if any, in a manner that reasonably allows subsequent
|
||||
Recipients to identify the originator of the Contribution.
|
||||
|
||||
4. COMMERCIAL DISTRIBUTION
|
||||
|
||||
Commercial distributors of software may accept certain responsibilities
|
||||
with respect to end users, business partners and the like. While this
|
||||
license is intended to facilitate the commercial use of the Program, the
|
||||
Contributor who includes the Program in a commercial product offering
|
||||
should do so in a manner which does not create potential liability for
|
||||
other Contributors. Therefore, if a Contributor includes the Program in
|
||||
a commercial product offering, such Contributor ("Commercial
|
||||
Contributor") hereby agrees to defend and indemnify every other
|
||||
Contributor ("Indemnified Contributor") against any losses, damages and
|
||||
costs (collectively "Losses") arising from claims, lawsuits and other
|
||||
legal actions brought by a third party against the Indemnified
|
||||
Contributor to the extent caused by the acts or omissions of such
|
||||
Commercial Contributor in connection with its distribution of the
|
||||
Program in a commercial product offering. The obligations in this
|
||||
section do not apply to any claims or Losses relating to any actual or
|
||||
alleged intellectual property infringement. In order to qualify, an
|
||||
Indemnified Contributor must: a) promptly notify the Commercial
|
||||
Contributor in writing of such claim, and b) allow the Commercial
|
||||
Contributor to control, and cooperate with the Commercial Contributor
|
||||
in, the defense and any related settlement negotiations. The Indemnified
|
||||
Contributor may participate in any such claim at its own expense.
|
||||
|
||||
For example, a Contributor might include the Program in a commercial
|
||||
product offering, Product X. That Contributor is then a Commercial
|
||||
Contributor. If that Commercial Contributor then makes performance
|
||||
claims, or offers warranties related to Product X, those performance
|
||||
claims and warranties are such Commercial Contributor's responsibility
|
||||
alone. Under this section, the Commercial Contributor would have to
|
||||
defend claims against the other Contributors related to those
|
||||
performance claims and warranties, and if a court requires any other
|
||||
Contributor to pay any damages as a result, the Commercial Contributor
|
||||
must pay those damages.
|
||||
|
||||
5. NO WARRANTY
|
||||
|
||||
EXCEPT AS EXPRESSLY SET FORTH IN THIS AGREEMENT, THE PROGRAM IS PROVIDED
|
||||
ON AN "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND,
|
||||
EITHER EXPRESS OR IMPLIED INCLUDING, WITHOUT LIMITATION, ANY WARRANTIES
|
||||
OR CONDITIONS OF TITLE, NON-INFRINGEMENT, MERCHANTABILITY OR FITNESS FOR
|
||||
A PARTICULAR PURPOSE. Each Recipient is solely responsible for
|
||||
determining the appropriateness of using and distributing the Program
|
||||
and assumes all risks associated with its exercise of rights under this
|
||||
Agreement, including but not limited to the risks and costs of program
|
||||
errors, compliance with applicable laws, damage to or loss of data,
|
||||
programs or equipment, and unavailability or interruption of operations.
|
||||
|
||||
6. DISCLAIMER OF LIABILITY
|
||||
|
||||
EXCEPT AS EXPRESSLY SET FORTH IN THIS AGREEMENT, NEITHER RECIPIENT NOR
|
||||
ANY CONTRIBUTORS SHALL HAVE ANY LIABILITY FOR ANY DIRECT, INDIRECT,
|
||||
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING
|
||||
WITHOUT LIMITATION LOST PROFITS), HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OR
|
||||
DISTRIBUTION OF THE PROGRAM OR THE EXERCISE OF ANY RIGHTS GRANTED
|
||||
HEREUNDER, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
|
||||
|
||||
7. GENERAL
|
||||
|
||||
If any provision of this Agreement is invalid or unenforceable under
|
||||
applicable law, it shall not affect the validity or enforceability of
|
||||
the remainder of the terms of this Agreement, and without further action
|
||||
by the parties hereto, such provision shall be reformed to the minimum
|
||||
extent necessary to make such provision valid and enforceable.
|
||||
|
||||
If Recipient institutes patent litigation against a Contributor with
|
||||
respect to a patent applicable to software (including a cross-claim or
|
||||
counterclaim in a lawsuit), then any patent licenses granted by that
|
||||
Contributor to such Recipient under this Agreement shall terminate as of
|
||||
the date such litigation is filed. In addition, if Recipient institutes
|
||||
patent litigation against any entity (including a cross-claim or
|
||||
counterclaim in a lawsuit) alleging that the Program itself (excluding
|
||||
combinations of the Program with other software or hardware) infringes
|
||||
such Recipient's patent(s), then such Recipient's rights granted under
|
||||
Section 2(b) shall terminate as of the date such litigation is filed.
|
||||
|
||||
All Recipient's rights under this Agreement shall terminate if it fails
|
||||
to comply with any of the material terms or conditions of this Agreement
|
||||
and does not cure such failure in a reasonable period of time after
|
||||
becoming aware of such noncompliance. If all Recipient's rights under
|
||||
this Agreement terminate, Recipient agrees to cease use and distribution
|
||||
of the Program as soon as reasonably practicable. However, Recipient's
|
||||
obligations under this Agreement and any licenses granted by Recipient
|
||||
relating to the Program shall continue and survive.
|
||||
|
||||
Everyone is permitted to copy and distribute copies of this Agreement,
|
||||
but in order to avoid inconsistency the Agreement is copyrighted and may
|
||||
only be modified in the following manner. The Agreement Steward reserves
|
||||
the right to publish new versions (including revisions) of this
|
||||
Agreement from time to time. No one other than the Agreement Steward has
|
||||
the right to modify this Agreement. IBM is the initial Agreement
|
||||
Steward. IBM may assign the responsibility to serve as the Agreement
|
||||
Steward to a suitable separate entity. Each new version of the Agreement
|
||||
will be given a distinguishing version number. The Program (including
|
||||
Contributions) may always be distributed subject to the version of the
|
||||
Agreement under which it was received. In addition, after a new version
|
||||
of the Agreement is published, Contributor may elect to distribute the
|
||||
Program (including its Contributions) under the new version. Except as
|
||||
expressly stated in Sections 2(a) and 2(b) above, Recipient receives no
|
||||
rights or licenses to the intellectual property of any Contributor under
|
||||
this Agreement, whether expressly, by implication, estoppel or
|
||||
otherwise. All rights in the Program not expressly granted under this
|
||||
Agreement are reserved.
|
||||
|
||||
This Agreement is governed by the laws of the State of New York and the
|
||||
intellectual property laws of the United States of America. No party to
|
||||
this Agreement will bring a legal action under this Agreement more than
|
||||
one year after the cause of action arose. Each party waives its rights
|
||||
to a jury trial in any resulting litigation.
|
||||
|
||||
BIN
thirdparty/SDL2/Xcode-iOS/Demos/data/drums/ds_brush_snare.wav
(Stored with Git LFS)
vendored
BIN
thirdparty/SDL2/Xcode-iOS/Demos/data/drums/ds_brush_snare.wav
(Stored with Git LFS)
vendored
Binary file not shown.
BIN
thirdparty/SDL2/Xcode-iOS/Demos/data/drums/ds_china.wav
(Stored with Git LFS)
vendored
BIN
thirdparty/SDL2/Xcode-iOS/Demos/data/drums/ds_china.wav
(Stored with Git LFS)
vendored
Binary file not shown.
BIN
thirdparty/SDL2/Xcode-iOS/Demos/data/drums/ds_kick_big_amb.wav
(Stored with Git LFS)
vendored
BIN
thirdparty/SDL2/Xcode-iOS/Demos/data/drums/ds_kick_big_amb.wav
(Stored with Git LFS)
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Binary file not shown.
BIN
thirdparty/SDL2/Xcode-iOS/Demos/data/drums/ds_loose_skin_mute.wav
(Stored with Git LFS)
vendored
BIN
thirdparty/SDL2/Xcode-iOS/Demos/data/drums/ds_loose_skin_mute.wav
(Stored with Git LFS)
vendored
Binary file not shown.
BIN
thirdparty/SDL2/Xcode-iOS/Demos/data/icon.bmp
(Stored with Git LFS)
vendored
BIN
thirdparty/SDL2/Xcode-iOS/Demos/data/icon.bmp
(Stored with Git LFS)
vendored
Binary file not shown.
BIN
thirdparty/SDL2/Xcode-iOS/Demos/data/ship.bmp
(Stored with Git LFS)
vendored
BIN
thirdparty/SDL2/Xcode-iOS/Demos/data/ship.bmp
(Stored with Git LFS)
vendored
Binary file not shown.
BIN
thirdparty/SDL2/Xcode-iOS/Demos/data/space.bmp
(Stored with Git LFS)
vendored
BIN
thirdparty/SDL2/Xcode-iOS/Demos/data/space.bmp
(Stored with Git LFS)
vendored
Binary file not shown.
BIN
thirdparty/SDL2/Xcode-iOS/Demos/data/stroke.bmp
(Stored with Git LFS)
vendored
BIN
thirdparty/SDL2/Xcode-iOS/Demos/data/stroke.bmp
(Stored with Git LFS)
vendored
Binary file not shown.
|
|
@ -1,40 +0,0 @@
|
|||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<document type="com.apple.InterfaceBuilder3.CocoaTouch.Storyboard.XIB" version="3.0" toolsVersion="11201" systemVersion="16A323" targetRuntime="iOS.CocoaTouch" propertyAccessControl="none" useAutolayout="YES" launchScreen="YES" useTraitCollections="YES" colorMatched="YES" initialViewController="01J-lp-oVM">
|
||||
<dependencies>
|
||||
<deployment identifier="iOS"/>
|
||||
<plugIn identifier="com.apple.InterfaceBuilder.IBCocoaTouchPlugin" version="11161"/>
|
||||
<capability name="documents saved in the Xcode 8 format" minToolsVersion="8.0"/>
|
||||
</dependencies>
|
||||
<scenes>
|
||||
<!--View Controller-->
|
||||
<scene sceneID="EHf-IW-A2E">
|
||||
<objects>
|
||||
<viewController id="01J-lp-oVM" sceneMemberID="viewController">
|
||||
<layoutGuides>
|
||||
<viewControllerLayoutGuide type="top" id="Llm-lL-Icb"/>
|
||||
<viewControllerLayoutGuide type="bottom" id="xb3-aO-Qok"/>
|
||||
</layoutGuides>
|
||||
<view key="view" contentMode="scaleToFill" id="Ze5-6b-2t3">
|
||||
<rect key="frame" x="0.0" y="0.0" width="375" height="667"/>
|
||||
<autoresizingMask key="autoresizingMask" widthSizable="YES" heightSizable="YES"/>
|
||||
<subviews>
|
||||
<imageView userInteractionEnabled="NO" contentMode="scaleAspectFit" horizontalHuggingPriority="251" verticalHuggingPriority="251" image="Default.png" translatesAutoresizingMaskIntoConstraints="NO" id="VeL-6u-rS3"/>
|
||||
</subviews>
|
||||
<color key="backgroundColor" red="1" green="1" blue="1" alpha="1" colorSpace="custom" customColorSpace="sRGB"/>
|
||||
<constraints>
|
||||
<constraint firstItem="VeL-6u-rS3" firstAttribute="top" secondItem="Ze5-6b-2t3" secondAttribute="top" id="C5X-Vg-tvO"/>
|
||||
<constraint firstAttribute="trailing" secondItem="VeL-6u-rS3" secondAttribute="trailing" id="X4i-1U-3JE"/>
|
||||
<constraint firstItem="VeL-6u-rS3" firstAttribute="bottom" secondItem="xb3-aO-Qok" secondAttribute="top" id="dSu-2l-DcF"/>
|
||||
<constraint firstItem="VeL-6u-rS3" firstAttribute="leading" secondItem="Ze5-6b-2t3" secondAttribute="leading" id="xKC-uj-bxE"/>
|
||||
</constraints>
|
||||
</view>
|
||||
</viewController>
|
||||
<placeholder placeholderIdentifier="IBFirstResponder" id="iYj-Kq-Ea1" userLabel="First Responder" sceneMemberID="firstResponder"/>
|
||||
</objects>
|
||||
<point key="canvasLocation" x="52" y="374.66266866566718"/>
|
||||
</scene>
|
||||
</scenes>
|
||||
<resources>
|
||||
<image name="Default.png" width="320" height="480"/>
|
||||
</resources>
|
||||
</document>
|
||||
226
thirdparty/SDL2/Xcode-iOS/Demos/src/accelerometer.c
vendored
226
thirdparty/SDL2/Xcode-iOS/Demos/src/accelerometer.c
vendored
|
|
@ -1,226 +0,0 @@
|
|||
/*
|
||||
* accelerometer.c
|
||||
* written by Holmes Futrell
|
||||
* use however you want
|
||||
*/
|
||||
|
||||
#include "SDL.h"
|
||||
#include <math.h>
|
||||
#include "common.h"
|
||||
|
||||
#define DAMPING 0.5f; /* after bouncing off a wall, damping coefficient determines final speed */
|
||||
#define FRICTION 0.0008f /* coefficient of acceleration that opposes direction of motion */
|
||||
#define GRAVITY_CONSTANT 0.004f /* how sensitive the ship is to the accelerometer */
|
||||
|
||||
/* If we aren't on an iPhone, then this definition ought to yield reasonable behavior */
|
||||
#ifndef SDL_IPHONE_MAX_GFORCE
|
||||
#define SDL_IPHONE_MAX_GFORCE 5.0f
|
||||
#endif
|
||||
|
||||
static SDL_Joystick *accelerometer; /* used for controlling the ship */
|
||||
|
||||
static struct
|
||||
{
|
||||
float x, y; /* position of ship */
|
||||
float vx, vy; /* velocity of ship (in pixels per millesecond) */
|
||||
SDL_Rect rect; /* (drawn) position and size of ship */
|
||||
} shipData;
|
||||
|
||||
static SDL_Texture *ship = 0; /* texture for spaceship */
|
||||
static SDL_Texture *space = 0; /* texture for space (background */
|
||||
|
||||
void
|
||||
render(SDL_Renderer *renderer, int w, int h, double deltaTime)
|
||||
{
|
||||
double deltaMilliseconds = deltaTime * 1000;
|
||||
float speed;
|
||||
|
||||
/* get joystick (accelerometer) axis values and normalize them */
|
||||
float ax = SDL_JoystickGetAxis(accelerometer, 0);
|
||||
float ay = SDL_JoystickGetAxis(accelerometer, 1);
|
||||
|
||||
/* ship screen constraints */
|
||||
Uint32 minx = 0.0f;
|
||||
Uint32 maxx = w - shipData.rect.w;
|
||||
Uint32 miny = 0.0f;
|
||||
Uint32 maxy = h - shipData.rect.h;
|
||||
|
||||
#define SINT16_MAX ((float)(0x7FFF))
|
||||
|
||||
/* update velocity from accelerometer
|
||||
the factor SDL_IPHONE_MAX_G_FORCE / SINT16_MAX converts between
|
||||
SDL's units reported from the joytick, and units of g-force, as reported by the accelerometer
|
||||
*/
|
||||
shipData.vx +=
|
||||
ax * SDL_IPHONE_MAX_GFORCE / SINT16_MAX * GRAVITY_CONSTANT *
|
||||
deltaMilliseconds;
|
||||
shipData.vy +=
|
||||
ay * SDL_IPHONE_MAX_GFORCE / SINT16_MAX * GRAVITY_CONSTANT *
|
||||
deltaMilliseconds;
|
||||
|
||||
speed = SDL_sqrt(shipData.vx * shipData.vx + shipData.vy * shipData.vy);
|
||||
|
||||
if (speed > 0) {
|
||||
/* compensate for friction */
|
||||
float dirx = shipData.vx / speed; /* normalized x velocity */
|
||||
float diry = shipData.vy / speed; /* normalized y velocity */
|
||||
|
||||
/* update velocity due to friction */
|
||||
if (speed - FRICTION * deltaMilliseconds > 0) {
|
||||
/* apply friction */
|
||||
shipData.vx -= dirx * FRICTION * deltaMilliseconds;
|
||||
shipData.vy -= diry * FRICTION * deltaMilliseconds;
|
||||
} else {
|
||||
/* applying friction would MORE than stop the ship, so just stop the ship */
|
||||
shipData.vx = 0.0f;
|
||||
shipData.vy = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
/* update ship location */
|
||||
shipData.x += shipData.vx * deltaMilliseconds;
|
||||
shipData.y += shipData.vy * deltaMilliseconds;
|
||||
|
||||
if (shipData.x > maxx) {
|
||||
shipData.x = maxx;
|
||||
shipData.vx = -shipData.vx * DAMPING;
|
||||
} else if (shipData.x < minx) {
|
||||
shipData.x = minx;
|
||||
shipData.vx = -shipData.vx * DAMPING;
|
||||
}
|
||||
if (shipData.y > maxy) {
|
||||
shipData.y = maxy;
|
||||
shipData.vy = -shipData.vy * DAMPING;
|
||||
} else if (shipData.y < miny) {
|
||||
shipData.y = miny;
|
||||
shipData.vy = -shipData.vy * DAMPING;
|
||||
}
|
||||
|
||||
/* draw the background */
|
||||
SDL_RenderCopy(renderer, space, NULL, NULL);
|
||||
|
||||
/* draw the ship */
|
||||
shipData.rect.x = shipData.x;
|
||||
shipData.rect.y = shipData.y;
|
||||
|
||||
SDL_RenderCopy(renderer, ship, NULL, &shipData.rect);
|
||||
|
||||
/* update screen */
|
||||
SDL_RenderPresent(renderer);
|
||||
|
||||
}
|
||||
|
||||
void
|
||||
initializeTextures(SDL_Renderer *renderer)
|
||||
{
|
||||
|
||||
SDL_Surface *bmp_surface;
|
||||
|
||||
/* load the ship */
|
||||
bmp_surface = SDL_LoadBMP("ship.bmp");
|
||||
if (bmp_surface == NULL) {
|
||||
fatalError("could not ship.bmp");
|
||||
}
|
||||
/* set blue to transparent on the ship */
|
||||
SDL_SetColorKey(bmp_surface, 1,
|
||||
SDL_MapRGB(bmp_surface->format, 0, 0, 255));
|
||||
|
||||
/* create ship texture from surface */
|
||||
ship = SDL_CreateTextureFromSurface(renderer, bmp_surface);
|
||||
if (ship == NULL) {
|
||||
fatalError("could not create ship texture");
|
||||
}
|
||||
SDL_SetTextureBlendMode(ship, SDL_BLENDMODE_BLEND);
|
||||
|
||||
/* set the width and height of the ship from the surface dimensions */
|
||||
shipData.rect.w = bmp_surface->w;
|
||||
shipData.rect.h = bmp_surface->h;
|
||||
|
||||
SDL_FreeSurface(bmp_surface);
|
||||
|
||||
/* load the space background */
|
||||
bmp_surface = SDL_LoadBMP("space.bmp");
|
||||
if (bmp_surface == NULL) {
|
||||
fatalError("could not load space.bmp");
|
||||
}
|
||||
/* create space texture from surface */
|
||||
space = SDL_CreateTextureFromSurface(renderer, bmp_surface);
|
||||
if (space == NULL) {
|
||||
fatalError("could not create space texture");
|
||||
}
|
||||
SDL_FreeSurface(bmp_surface);
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
int
|
||||
main(int argc, char *argv[])
|
||||
{
|
||||
|
||||
SDL_Window *window; /* main window */
|
||||
SDL_Renderer *renderer;
|
||||
int done; /* should we clean up and exit? */
|
||||
int w, h;
|
||||
|
||||
/* initialize SDL */
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0) {
|
||||
fatalError("Could not initialize SDL");
|
||||
}
|
||||
|
||||
/* create main window and renderer */
|
||||
window = SDL_CreateWindow(NULL, 0, 0, 320, 480, SDL_WINDOW_FULLSCREEN | SDL_WINDOW_ALLOW_HIGHDPI);
|
||||
renderer = SDL_CreateRenderer(window, 0, 0);
|
||||
|
||||
SDL_GetWindowSize(window, &w, &h);
|
||||
SDL_RenderSetLogicalSize(renderer, w, h);
|
||||
|
||||
/* print out some info about joysticks and try to open accelerometer for use */
|
||||
printf("There are %d joysticks available\n", SDL_NumJoysticks());
|
||||
printf("Default joystick (index 0) is %s\n", SDL_JoystickName(0));
|
||||
accelerometer = SDL_JoystickOpen(0);
|
||||
if (accelerometer == NULL) {
|
||||
fatalError("Could not open joystick (accelerometer)");
|
||||
}
|
||||
printf("joystick number of axis = %d\n",
|
||||
SDL_JoystickNumAxes(accelerometer));
|
||||
printf("joystick number of hats = %d\n",
|
||||
SDL_JoystickNumHats(accelerometer));
|
||||
printf("joystick number of balls = %d\n",
|
||||
SDL_JoystickNumBalls(accelerometer));
|
||||
printf("joystick number of buttons = %d\n",
|
||||
SDL_JoystickNumButtons(accelerometer));
|
||||
|
||||
/* load graphics */
|
||||
initializeTextures(renderer);
|
||||
|
||||
/* setup ship */
|
||||
shipData.x = (w - shipData.rect.w) / 2;
|
||||
shipData.y = (h - shipData.rect.h) / 2;
|
||||
shipData.vx = 0.0f;
|
||||
shipData.vy = 0.0f;
|
||||
|
||||
done = 0;
|
||||
/* enter main loop */
|
||||
while (!done) {
|
||||
double deltaTime = updateDeltaTime();
|
||||
SDL_Event event;
|
||||
while (SDL_PollEvent(&event)) {
|
||||
if (event.type == SDL_QUIT) {
|
||||
done = 1;
|
||||
}
|
||||
}
|
||||
render(renderer, w, h, deltaTime);
|
||||
SDL_Delay(1);
|
||||
}
|
||||
|
||||
/* delete textures */
|
||||
SDL_DestroyTexture(ship);
|
||||
SDL_DestroyTexture(space);
|
||||
|
||||
/* shutdown SDL */
|
||||
SDL_Quit();
|
||||
|
||||
return 0;
|
||||
|
||||
}
|
||||
56
thirdparty/SDL2/Xcode-iOS/Demos/src/common.c
vendored
56
thirdparty/SDL2/Xcode-iOS/Demos/src/common.c
vendored
|
|
@ -1,56 +0,0 @@
|
|||
/*
|
||||
* common.c
|
||||
* written by Holmes Futrell
|
||||
* use however you want
|
||||
*/
|
||||
|
||||
#include "common.h"
|
||||
#include "SDL.h"
|
||||
#include <stdlib.h>
|
||||
|
||||
/*
|
||||
Produces a random int x, min <= x <= max
|
||||
following a uniform distribution
|
||||
*/
|
||||
int
|
||||
randomInt(int min, int max)
|
||||
{
|
||||
return min + rand() % (max - min + 1);
|
||||
}
|
||||
|
||||
/*
|
||||
Produces a random float x, min <= x <= max
|
||||
following a uniform distribution
|
||||
*/
|
||||
float
|
||||
randomFloat(float min, float max)
|
||||
{
|
||||
return rand() / (float) RAND_MAX *(max - min) + min;
|
||||
}
|
||||
|
||||
void
|
||||
fatalError(const char *string)
|
||||
{
|
||||
printf("%s: %s\n", string, SDL_GetError());
|
||||
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, string, SDL_GetError(), NULL);
|
||||
exit(1);
|
||||
}
|
||||
|
||||
static Uint64 prevTime = 0;
|
||||
|
||||
double
|
||||
updateDeltaTime(void)
|
||||
{
|
||||
Uint64 curTime;
|
||||
double deltaTime;
|
||||
|
||||
if (prevTime == 0) {
|
||||
prevTime = SDL_GetPerformanceCounter();
|
||||
}
|
||||
|
||||
curTime = SDL_GetPerformanceCounter();
|
||||
deltaTime = (double) (curTime - prevTime) / (double) SDL_GetPerformanceFrequency();
|
||||
prevTime = curTime;
|
||||
|
||||
return deltaTime;
|
||||
}
|
||||
10
thirdparty/SDL2/Xcode-iOS/Demos/src/common.h
vendored
10
thirdparty/SDL2/Xcode-iOS/Demos/src/common.h
vendored
|
|
@ -1,10 +0,0 @@
|
|||
/*
|
||||
* common.h
|
||||
* written by Holmes Futrell
|
||||
* use however you want
|
||||
*/
|
||||
|
||||
extern int randomInt(int min, int max);
|
||||
extern float randomFloat(float min, float max);
|
||||
extern void fatalError(const char *string);
|
||||
extern double updateDeltaTime(void);
|
||||
481
thirdparty/SDL2/Xcode-iOS/Demos/src/fireworks.c
vendored
481
thirdparty/SDL2/Xcode-iOS/Demos/src/fireworks.c
vendored
|
|
@ -1,481 +0,0 @@
|
|||
/*
|
||||
* fireworks.c
|
||||
* written by Holmes Futrell
|
||||
* use however you want
|
||||
*/
|
||||
|
||||
#include "SDL.h"
|
||||
#include "SDL_opengles.h"
|
||||
#include "common.h"
|
||||
#include <math.h>
|
||||
#include <time.h>
|
||||
|
||||
#define ACCEL 0.0001f /* acceleration due to gravity, units in pixels per millesecond squared */
|
||||
#define WIND_RESISTANCE 0.00005f /* acceleration per unit velocity due to wind resistance */
|
||||
#define MAX_PARTICLES 2000 /* maximum number of particles displayed at once */
|
||||
|
||||
static GLuint particleTextureID; /* OpenGL particle texture id */
|
||||
static SDL_bool pointSizeExtensionSupported; /* is GL_OES_point_size_array supported ? */
|
||||
static float pointSizeScale;
|
||||
/*
|
||||
used to describe what type of particle a given struct particle is.
|
||||
emitter - this particle flies up, shooting off trail particles, then finally explodes into dust particles.
|
||||
trail - shoots off, following emitter particle
|
||||
dust - radiates outwards from emitter explosion
|
||||
*/
|
||||
enum particleType
|
||||
{
|
||||
emitter = 0,
|
||||
trail,
|
||||
dust
|
||||
};
|
||||
/*
|
||||
struct particle is used to describe each particle displayed on screen
|
||||
*/
|
||||
struct particle
|
||||
{
|
||||
GLfloat x; /* x position of particle */
|
||||
GLfloat y; /* y position of particle */
|
||||
GLubyte color[4]; /* rgba color of particle */
|
||||
GLfloat size; /* size of particle in pixels */
|
||||
GLfloat xvel; /* x velocity of particle in pixels per milesecond */
|
||||
GLfloat yvel; /* y velocity of particle in pixels per millescond */
|
||||
int isActive; /* if not active, then particle is overwritten */
|
||||
enum particleType type; /* see enum particleType */
|
||||
} particles[MAX_PARTICLES]; /* this array holds all our particles */
|
||||
|
||||
static int num_active_particles; /* how many members of the particle array are actually being drawn / animated? */
|
||||
static int screen_w, screen_h;
|
||||
|
||||
/* function declarations */
|
||||
void spawnTrailFromEmitter(struct particle *emitter);
|
||||
void spawnEmitterParticle(GLfloat x, GLfloat y);
|
||||
void explodeEmitter(struct particle *emitter);
|
||||
void initializeParticles(void);
|
||||
void initializeTexture();
|
||||
int nextPowerOfTwo(int x);
|
||||
void drawParticles();
|
||||
void stepParticles(double deltaTime);
|
||||
|
||||
/* helper function (used in texture loading)
|
||||
returns next power of two greater than or equal to x
|
||||
*/
|
||||
int
|
||||
nextPowerOfTwo(int x)
|
||||
{
|
||||
int val = 1;
|
||||
while (val < x) {
|
||||
val *= 2;
|
||||
}
|
||||
return val;
|
||||
}
|
||||
|
||||
/*
|
||||
steps each active particle by timestep deltaTime
|
||||
*/
|
||||
void
|
||||
stepParticles(double deltaTime)
|
||||
{
|
||||
float deltaMilliseconds = deltaTime * 1000;
|
||||
int i;
|
||||
struct particle *slot = particles;
|
||||
struct particle *curr = particles;
|
||||
for (i = 0; i < num_active_particles; i++) {
|
||||
/* is the particle actually active, or is it marked for deletion? */
|
||||
if (curr->isActive) {
|
||||
/* is the particle off the screen? */
|
||||
if (curr->y > screen_h) {
|
||||
curr->isActive = 0;
|
||||
} else if (curr->y < 0) {
|
||||
curr->isActive = 0;
|
||||
}
|
||||
if (curr->x > screen_w) {
|
||||
curr->isActive = 0;
|
||||
} else if (curr->x < 0) {
|
||||
curr->isActive = 0;
|
||||
}
|
||||
|
||||
/* step velocity, then step position */
|
||||
curr->yvel += ACCEL * deltaMilliseconds;
|
||||
curr->xvel += 0.0f;
|
||||
curr->y += curr->yvel * deltaMilliseconds;
|
||||
curr->x += curr->xvel * deltaMilliseconds;
|
||||
|
||||
/* particle behavior */
|
||||
if (curr->type == emitter) {
|
||||
/* if we're an emitter, spawn a trail */
|
||||
spawnTrailFromEmitter(curr);
|
||||
/* if we've reached our peak, explode */
|
||||
if (curr->yvel > 0.0) {
|
||||
explodeEmitter(curr);
|
||||
}
|
||||
} else {
|
||||
float speed =
|
||||
SDL_sqrt(curr->xvel * curr->xvel + curr->yvel * curr->yvel);
|
||||
/* if wind resistance is not powerful enough to stop us completely,
|
||||
then apply winde resistance, otherwise just stop us completely */
|
||||
if (WIND_RESISTANCE * deltaMilliseconds < speed) {
|
||||
float normx = curr->xvel / speed;
|
||||
float normy = curr->yvel / speed;
|
||||
curr->xvel -=
|
||||
normx * WIND_RESISTANCE * deltaMilliseconds;
|
||||
curr->yvel -=
|
||||
normy * WIND_RESISTANCE * deltaMilliseconds;
|
||||
} else {
|
||||
curr->xvel = curr->yvel = 0; /* stop particle */
|
||||
}
|
||||
|
||||
if (curr->color[3] <= deltaMilliseconds * 0.1275f) {
|
||||
/* if this next step will cause us to fade out completely
|
||||
then just mark for deletion */
|
||||
curr->isActive = 0;
|
||||
} else {
|
||||
/* otherwise, let's fade a bit more */
|
||||
curr->color[3] -= deltaMilliseconds * 0.1275f;
|
||||
}
|
||||
|
||||
/* if we're a dust particle, shrink our size */
|
||||
if (curr->type == dust) {
|
||||
curr->size -= deltaMilliseconds * 0.010f;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/* if we're still active, pack ourselves in the array next
|
||||
to the last active guy (pack the array tightly) */
|
||||
if (curr->isActive) {
|
||||
*(slot++) = *curr;
|
||||
}
|
||||
} /* endif (curr->isActive) */
|
||||
curr++;
|
||||
}
|
||||
/* the number of active particles is computed as the difference between
|
||||
old number of active particles, where slot points, and the
|
||||
new size of the array, where particles points */
|
||||
num_active_particles = (int) (slot - particles);
|
||||
}
|
||||
|
||||
/*
|
||||
This draws all the particles shown on screen
|
||||
*/
|
||||
void
|
||||
drawParticles()
|
||||
{
|
||||
|
||||
/* draw the background */
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
/* set up the position and color pointers */
|
||||
glVertexPointer(2, GL_FLOAT, sizeof(struct particle), particles);
|
||||
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(struct particle),
|
||||
particles[0].color);
|
||||
|
||||
if (pointSizeExtensionSupported) {
|
||||
/* pass in our array of point sizes */
|
||||
glPointSizePointerOES(GL_FLOAT, sizeof(struct particle),
|
||||
&(particles[0].size));
|
||||
}
|
||||
|
||||
/* draw our particles! */
|
||||
glDrawArrays(GL_POINTS, 0, num_active_particles);
|
||||
|
||||
}
|
||||
|
||||
/*
|
||||
This causes an emitter to explode in a circular bloom of dust particles
|
||||
*/
|
||||
void
|
||||
explodeEmitter(struct particle *emitter)
|
||||
{
|
||||
/* first off, we're done with this particle, so turn active off */
|
||||
emitter->isActive = 0;
|
||||
int i;
|
||||
for (i = 0; i < 200; i++) {
|
||||
|
||||
if (num_active_particles >= MAX_PARTICLES) {
|
||||
return;
|
||||
}
|
||||
|
||||
/* come up with a random angle and speed for new particle */
|
||||
float theta = randomFloat(0, 2.0f * 3.141592);
|
||||
float exponent = 3.0f;
|
||||
float speed = randomFloat(0.00, SDL_powf(0.17, exponent));
|
||||
speed = SDL_powf(speed, 1.0f / exponent);
|
||||
|
||||
/* select the particle at the end of our array */
|
||||
struct particle *p = &particles[num_active_particles];
|
||||
|
||||
/* set the particles properties */
|
||||
p->xvel = speed * SDL_cos(theta);
|
||||
p->yvel = speed * SDL_sin(theta);
|
||||
p->x = emitter->x + emitter->xvel;
|
||||
p->y = emitter->y + emitter->yvel;
|
||||
p->isActive = 1;
|
||||
p->type = dust;
|
||||
p->size = 15 * pointSizeScale;
|
||||
/* inherit emitter's color */
|
||||
p->color[0] = emitter->color[0];
|
||||
p->color[1] = emitter->color[1];
|
||||
p->color[2] = emitter->color[2];
|
||||
p->color[3] = 255;
|
||||
/* our array has expanded at the end */
|
||||
num_active_particles++;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/*
|
||||
This spawns a trail particle from an emitter
|
||||
*/
|
||||
void
|
||||
spawnTrailFromEmitter(struct particle *emitter)
|
||||
{
|
||||
|
||||
if (num_active_particles >= MAX_PARTICLES) {
|
||||
return;
|
||||
}
|
||||
|
||||
/* select the particle at the slot at the end of our array */
|
||||
struct particle *p = &particles[num_active_particles];
|
||||
|
||||
/* set position and velocity to roughly that of the emitter */
|
||||
p->x = emitter->x + randomFloat(-3.0, 3.0);
|
||||
p->y = emitter->y + emitter->size / 2.0f;
|
||||
p->xvel = emitter->xvel + randomFloat(-0.005, 0.005);
|
||||
p->yvel = emitter->yvel + 0.1;
|
||||
|
||||
/* set the color to a random-ish orangy type color */
|
||||
p->color[0] = (0.8f + randomFloat(-0.1, 0.0)) * 255;
|
||||
p->color[1] = (0.4f + randomFloat(-0.1, 0.1)) * 255;
|
||||
p->color[2] = (0.0f + randomFloat(0.0, 0.2)) * 255;
|
||||
p->color[3] = (0.7f) * 255;
|
||||
|
||||
/* set other attributes */
|
||||
p->size = 10 * pointSizeScale;
|
||||
p->type = trail;
|
||||
p->isActive = 1;
|
||||
|
||||
/* our array has expanded at the end */
|
||||
num_active_particles++;
|
||||
|
||||
}
|
||||
|
||||
/*
|
||||
spawns a new emitter particle at the bottom of the screen
|
||||
destined for the point (x,y).
|
||||
*/
|
||||
void
|
||||
spawnEmitterParticle(GLfloat x, GLfloat y)
|
||||
{
|
||||
|
||||
if (num_active_particles >= MAX_PARTICLES) {
|
||||
return;
|
||||
}
|
||||
|
||||
/* find particle at endpoint of array */
|
||||
struct particle *p = &particles[num_active_particles];
|
||||
|
||||
/* set the color randomly */
|
||||
switch (rand() % 4) {
|
||||
case 0:
|
||||
p->color[0] = 255;
|
||||
p->color[1] = 100;
|
||||
p->color[2] = 100;
|
||||
break;
|
||||
case 1:
|
||||
p->color[0] = 100;
|
||||
p->color[1] = 255;
|
||||
p->color[2] = 100;
|
||||
break;
|
||||
case 2:
|
||||
p->color[0] = 100;
|
||||
p->color[1] = 100;
|
||||
p->color[2] = 255;
|
||||
break;
|
||||
case 3:
|
||||
p->color[0] = 255;
|
||||
p->color[1] = 150;
|
||||
p->color[2] = 50;
|
||||
break;
|
||||
}
|
||||
p->color[3] = 255;
|
||||
/* set position to (x, screen_h) */
|
||||
p->x = x;
|
||||
p->y = screen_h;
|
||||
/* set velocity so that terminal point is (x,y) */
|
||||
p->xvel = 0;
|
||||
p->yvel = -SDL_sqrt(2 * ACCEL * (screen_h - y));
|
||||
/* set other attributes */
|
||||
p->size = 10 * pointSizeScale;
|
||||
p->type = emitter;
|
||||
p->isActive = 1;
|
||||
/* our array has expanded at the end */
|
||||
num_active_particles++;
|
||||
}
|
||||
|
||||
/* just sets the endpoint of the particle array to element zero */
|
||||
void
|
||||
initializeParticles(void)
|
||||
{
|
||||
num_active_particles = 0;
|
||||
}
|
||||
|
||||
/*
|
||||
loads the particle texture
|
||||
*/
|
||||
void
|
||||
initializeTexture()
|
||||
{
|
||||
|
||||
int bpp; /* texture bits per pixel */
|
||||
Uint32 Rmask, Gmask, Bmask, Amask; /* masks for pixel format passed into OpenGL */
|
||||
SDL_Surface *bmp_surface; /* the bmp is loaded here */
|
||||
SDL_Surface *bmp_surface_rgba8888; /* this serves as a destination to convert the BMP
|
||||
to format passed into OpenGL */
|
||||
|
||||
bmp_surface = SDL_LoadBMP("stroke.bmp");
|
||||
if (bmp_surface == NULL) {
|
||||
fatalError("could not load stroke.bmp");
|
||||
}
|
||||
|
||||
/* Grab info about format that will be passed into OpenGL */
|
||||
SDL_PixelFormatEnumToMasks(SDL_PIXELFORMAT_ABGR8888, &bpp, &Rmask, &Gmask,
|
||||
&Bmask, &Amask);
|
||||
/* Create surface that will hold pixels passed into OpenGL */
|
||||
bmp_surface_rgba8888 =
|
||||
SDL_CreateRGBSurface(0, bmp_surface->w, bmp_surface->h, bpp, Rmask,
|
||||
Gmask, Bmask, Amask);
|
||||
/* Blit to this surface, effectively converting the format */
|
||||
SDL_BlitSurface(bmp_surface, NULL, bmp_surface_rgba8888, NULL);
|
||||
|
||||
glGenTextures(1, &particleTextureID);
|
||||
glBindTexture(GL_TEXTURE_2D, particleTextureID);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
|
||||
nextPowerOfTwo(bmp_surface->w),
|
||||
nextPowerOfTwo(bmp_surface->h),
|
||||
0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
/* this is where we actually pass in the pixel data */
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bmp_surface->w, bmp_surface->h, 0,
|
||||
GL_RGBA, GL_UNSIGNED_BYTE, bmp_surface_rgba8888->pixels);
|
||||
|
||||
/* free bmp surface and converted bmp surface */
|
||||
SDL_FreeSurface(bmp_surface);
|
||||
SDL_FreeSurface(bmp_surface_rgba8888);
|
||||
|
||||
}
|
||||
|
||||
int
|
||||
main(int argc, char *argv[])
|
||||
{
|
||||
SDL_Window *window; /* main window */
|
||||
SDL_GLContext context;
|
||||
int drawableW, drawableH;
|
||||
int done; /* should we clean up and exit? */
|
||||
|
||||
/* initialize SDL */
|
||||
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
|
||||
fatalError("Could not initialize SDL");
|
||||
}
|
||||
/* seed the random number generator */
|
||||
srand(time(NULL));
|
||||
/*
|
||||
request some OpenGL parameters
|
||||
that may speed drawing
|
||||
*/
|
||||
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
|
||||
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
|
||||
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
|
||||
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
|
||||
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
|
||||
SDL_GL_SetAttribute(SDL_GL_RETAINED_BACKING, 0);
|
||||
SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
|
||||
|
||||
/* create main window and renderer */
|
||||
window = SDL_CreateWindow(NULL, 0, 0, 320, 480,
|
||||
SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS | SDL_WINDOW_ALLOW_HIGHDPI);
|
||||
context = SDL_GL_CreateContext(window);
|
||||
|
||||
/* The window size and drawable size may be different when highdpi is enabled,
|
||||
* due to the increased pixel density of the drawable. */
|
||||
SDL_GetWindowSize(window, &screen_w, &screen_h);
|
||||
SDL_GL_GetDrawableSize(window, &drawableW, &drawableH);
|
||||
|
||||
/* In OpenGL, point sizes are always in pixels. We don't want them looking
|
||||
* tiny on a retina screen. */
|
||||
pointSizeScale = (float) drawableH / (float) screen_h;
|
||||
|
||||
/* load the particle texture */
|
||||
initializeTexture();
|
||||
|
||||
/* check if GL_POINT_SIZE_ARRAY_OES is supported
|
||||
this is used to give each particle its own size
|
||||
*/
|
||||
pointSizeExtensionSupported =
|
||||
SDL_GL_ExtensionSupported("GL_OES_point_size_array");
|
||||
|
||||
/* set up some OpenGL state */
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDisable(GL_CULL_FACE);
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
|
||||
glViewport(0, 0, drawableW, drawableH);
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
glOrthof((GLfloat) 0,
|
||||
(GLfloat) screen_w,
|
||||
(GLfloat) screen_h,
|
||||
(GLfloat) 0, 0.0, 1.0);
|
||||
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
|
||||
glEnable(GL_POINT_SPRITE_OES);
|
||||
glTexEnvi(GL_POINT_SPRITE_OES, GL_COORD_REPLACE_OES, 1);
|
||||
|
||||
if (pointSizeExtensionSupported) {
|
||||
/* we use this to set the sizes of all the particles */
|
||||
glEnableClientState(GL_POINT_SIZE_ARRAY_OES);
|
||||
} else {
|
||||
/* if extension not available then all particles have size 10 */
|
||||
glPointSize(10 * pointSizeScale);
|
||||
}
|
||||
|
||||
done = 0;
|
||||
/* enter main loop */
|
||||
while (!done) {
|
||||
SDL_Event event;
|
||||
double deltaTime = updateDeltaTime();
|
||||
while (SDL_PollEvent(&event)) {
|
||||
if (event.type == SDL_QUIT) {
|
||||
done = 1;
|
||||
}
|
||||
if (event.type == SDL_MOUSEBUTTONDOWN) {
|
||||
int x, y;
|
||||
SDL_GetMouseState(&x, &y);
|
||||
spawnEmitterParticle(x, y);
|
||||
}
|
||||
}
|
||||
stepParticles(deltaTime);
|
||||
drawParticles();
|
||||
SDL_GL_SwapWindow(window);
|
||||
SDL_Delay(1);
|
||||
}
|
||||
|
||||
/* delete textures */
|
||||
glDeleteTextures(1, &particleTextureID);
|
||||
/* shutdown SDL */
|
||||
SDL_Quit();
|
||||
|
||||
return 0;
|
||||
}
|
||||
180
thirdparty/SDL2/Xcode-iOS/Demos/src/happy.c
vendored
180
thirdparty/SDL2/Xcode-iOS/Demos/src/happy.c
vendored
|
|
@ -1,180 +0,0 @@
|
|||
/*
|
||||
* happy.c
|
||||
* written by Holmes Futrell
|
||||
* use however you want
|
||||
*/
|
||||
|
||||
#include "SDL.h"
|
||||
#include "common.h"
|
||||
|
||||
#define NUM_HAPPY_FACES 100 /* number of faces to draw */
|
||||
#define HAPPY_FACE_SIZE 32 /* width and height of happyface */
|
||||
|
||||
static SDL_Texture *texture = 0; /* reference to texture holding happyface */
|
||||
|
||||
static struct
|
||||
{
|
||||
float x, y; /* position of happyface */
|
||||
float xvel, yvel; /* velocity of happyface */
|
||||
} faces[NUM_HAPPY_FACES];
|
||||
|
||||
/*
|
||||
Sets initial positions and velocities of happyfaces
|
||||
units of velocity are pixels per millesecond
|
||||
*/
|
||||
void
|
||||
initializeHappyFaces(SDL_Renderer *renderer)
|
||||
{
|
||||
int i;
|
||||
int w;
|
||||
int h;
|
||||
SDL_RenderGetLogicalSize(renderer, &w, &h);
|
||||
|
||||
for (i = 0; i < NUM_HAPPY_FACES; i++) {
|
||||
faces[i].x = randomFloat(0.0f, w - HAPPY_FACE_SIZE);
|
||||
faces[i].y = randomFloat(0.0f, h - HAPPY_FACE_SIZE);
|
||||
faces[i].xvel = randomFloat(-60.0f, 60.0f);
|
||||
faces[i].yvel = randomFloat(-60.0f, 60.0f);
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
render(SDL_Renderer *renderer, double deltaTime)
|
||||
{
|
||||
int i;
|
||||
SDL_Rect srcRect;
|
||||
SDL_Rect dstRect;
|
||||
int w;
|
||||
int h;
|
||||
|
||||
SDL_RenderGetLogicalSize(renderer, &w, &h);
|
||||
|
||||
/* setup boundaries for happyface bouncing */
|
||||
int maxx = w - HAPPY_FACE_SIZE;
|
||||
int maxy = h - HAPPY_FACE_SIZE;
|
||||
int minx = 0;
|
||||
int miny = 0;
|
||||
|
||||
/* setup rects for drawing */
|
||||
srcRect.x = 0;
|
||||
srcRect.y = 0;
|
||||
srcRect.w = HAPPY_FACE_SIZE;
|
||||
srcRect.h = HAPPY_FACE_SIZE;
|
||||
dstRect.w = HAPPY_FACE_SIZE;
|
||||
dstRect.h = HAPPY_FACE_SIZE;
|
||||
|
||||
/* fill background in with black */
|
||||
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
|
||||
SDL_RenderClear(renderer);
|
||||
|
||||
/*
|
||||
loop through all the happy faces:
|
||||
- update position
|
||||
- update velocity (if boundary is hit)
|
||||
- draw
|
||||
*/
|
||||
for (i = 0; i < NUM_HAPPY_FACES; i++) {
|
||||
faces[i].x += faces[i].xvel * deltaTime;
|
||||
faces[i].y += faces[i].yvel * deltaTime;
|
||||
if (faces[i].x > maxx) {
|
||||
faces[i].x = maxx;
|
||||
faces[i].xvel = -faces[i].xvel;
|
||||
} else if (faces[i].y > maxy) {
|
||||
faces[i].y = maxy;
|
||||
faces[i].yvel = -faces[i].yvel;
|
||||
}
|
||||
if (faces[i].x < minx) {
|
||||
faces[i].x = minx;
|
||||
faces[i].xvel = -faces[i].xvel;
|
||||
} else if (faces[i].y < miny) {
|
||||
faces[i].y = miny;
|
||||
faces[i].yvel = -faces[i].yvel;
|
||||
}
|
||||
dstRect.x = faces[i].x;
|
||||
dstRect.y = faces[i].y;
|
||||
SDL_RenderCopy(renderer, texture, &srcRect, &dstRect);
|
||||
}
|
||||
/* update screen */
|
||||
SDL_RenderPresent(renderer);
|
||||
|
||||
}
|
||||
|
||||
/*
|
||||
loads the happyface graphic into a texture
|
||||
*/
|
||||
void
|
||||
initializeTexture(SDL_Renderer *renderer)
|
||||
{
|
||||
SDL_Surface *bmp_surface;
|
||||
/* load the bmp */
|
||||
bmp_surface = SDL_LoadBMP("icon.bmp");
|
||||
if (bmp_surface == NULL) {
|
||||
fatalError("could not load bmp");
|
||||
}
|
||||
/* set white to transparent on the happyface */
|
||||
SDL_SetColorKey(bmp_surface, 1,
|
||||
SDL_MapRGB(bmp_surface->format, 255, 255, 255));
|
||||
|
||||
/* convert RGBA surface to texture */
|
||||
texture = SDL_CreateTextureFromSurface(renderer, bmp_surface);
|
||||
if (texture == NULL) {
|
||||
fatalError("could not create texture");
|
||||
}
|
||||
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
|
||||
|
||||
/* free up allocated memory */
|
||||
SDL_FreeSurface(bmp_surface);
|
||||
}
|
||||
|
||||
int
|
||||
main(int argc, char *argv[])
|
||||
{
|
||||
SDL_Window *window;
|
||||
SDL_Renderer *renderer;
|
||||
int done;
|
||||
int width;
|
||||
int height;
|
||||
|
||||
/* initialize SDL */
|
||||
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
|
||||
fatalError("Could not initialize SDL");
|
||||
}
|
||||
|
||||
/* The specified window size doesn't matter - except for its aspect ratio,
|
||||
* which determines whether the window is in portrait or landscape on iOS
|
||||
* (if SDL_WINDOW_RESIZABLE isn't specified). */
|
||||
window = SDL_CreateWindow(NULL, 0, 0, 320, 480, SDL_WINDOW_FULLSCREEN | SDL_WINDOW_ALLOW_HIGHDPI);
|
||||
|
||||
renderer = SDL_CreateRenderer(window, -1, 0);
|
||||
|
||||
SDL_GetWindowSize(window, &width, &height);
|
||||
SDL_RenderSetLogicalSize(renderer, width, height);
|
||||
|
||||
initializeTexture(renderer);
|
||||
initializeHappyFaces(renderer);
|
||||
|
||||
|
||||
/* main loop */
|
||||
done = 0;
|
||||
while (!done) {
|
||||
SDL_Event event;
|
||||
double deltaTime = updateDeltaTime();
|
||||
|
||||
while (SDL_PollEvent(&event)) {
|
||||
if (event.type == SDL_QUIT) {
|
||||
done = 1;
|
||||
}
|
||||
}
|
||||
|
||||
render(renderer, deltaTime);
|
||||
SDL_Delay(1);
|
||||
}
|
||||
|
||||
/* cleanup */
|
||||
SDL_DestroyTexture(texture);
|
||||
/* shutdown SDL */
|
||||
SDL_Quit();
|
||||
|
||||
return 0;
|
||||
|
||||
}
|
||||
301
thirdparty/SDL2/Xcode-iOS/Demos/src/keyboard.c
vendored
301
thirdparty/SDL2/Xcode-iOS/Demos/src/keyboard.c
vendored
|
|
@ -1,301 +0,0 @@
|
|||
/*
|
||||
* keyboard.c
|
||||
* written by Holmes Futrell
|
||||
* use however you want
|
||||
*/
|
||||
|
||||
#include "SDL.h"
|
||||
#include "common.h"
|
||||
|
||||
#define TEST_INPUT_RECT
|
||||
|
||||
#define GLYPH_SIZE_IMAGE 16 /* size of glyphs (characters) in the bitmap font file */
|
||||
#define GLYPH_SIZE_SCREEN 32 /* size of glyphs (characters) as shown on the screen */
|
||||
|
||||
#define MAX_CHARS 1024
|
||||
|
||||
static SDL_Texture *texture; /* texture where we'll hold our font */
|
||||
|
||||
static SDL_Renderer *renderer;
|
||||
static int numChars = 0; /* number of characters we've typed so far */
|
||||
static SDL_Color bg_color = { 50, 50, 100, 255 }; /* color of background */
|
||||
|
||||
static int glyphs[MAX_CHARS];
|
||||
|
||||
/* this structure maps a scancode to an index in our bitmap font.
|
||||
it also contains data about under which modifiers the mapping is valid
|
||||
(for example, we don't want shift + 1 to produce the character '1',
|
||||
but rather the character '!')
|
||||
*/
|
||||
typedef struct
|
||||
{
|
||||
SDL_Scancode scancode; /* scancode of the key we want to map */
|
||||
int allow_no_mod; /* is the map valid if the key has no modifiers? */
|
||||
SDL_Keymod mod; /* what modifiers are allowed for the mapping */
|
||||
int index; /* what index in the font does the scancode map to */
|
||||
} fontMapping;
|
||||
|
||||
#define TABLE_SIZE 51 /* size of our table which maps keys and modifiers to font indices */
|
||||
|
||||
/* Below is the table that defines the mapping between scancodes and modifiers to indices in the
|
||||
bitmap font. As an example, then line '{ SDL_SCANCODE_A, 1, KMOD_SHIFT, 33 }' means, map
|
||||
the key A (which has scancode SDL_SCANCODE_A) to index 33 in the font (which is a picture of an A),
|
||||
The '1' means that the mapping is valid even if there are no modifiers, and KMOD_SHIFT means the
|
||||
mapping is also valid if the user is holding shift.
|
||||
*/
|
||||
fontMapping map[TABLE_SIZE] = {
|
||||
|
||||
{SDL_SCANCODE_A, 1, KMOD_SHIFT, 33}, /* A */
|
||||
{SDL_SCANCODE_B, 1, KMOD_SHIFT, 34}, /* B */
|
||||
{SDL_SCANCODE_C, 1, KMOD_SHIFT, 35}, /* C */
|
||||
{SDL_SCANCODE_D, 1, KMOD_SHIFT, 36}, /* D */
|
||||
{SDL_SCANCODE_E, 1, KMOD_SHIFT, 37}, /* E */
|
||||
{SDL_SCANCODE_F, 1, KMOD_SHIFT, 38}, /* F */
|
||||
{SDL_SCANCODE_G, 1, KMOD_SHIFT, 39}, /* G */
|
||||
{SDL_SCANCODE_H, 1, KMOD_SHIFT, 40}, /* H */
|
||||
{SDL_SCANCODE_I, 1, KMOD_SHIFT, 41}, /* I */
|
||||
{SDL_SCANCODE_J, 1, KMOD_SHIFT, 42}, /* J */
|
||||
{SDL_SCANCODE_K, 1, KMOD_SHIFT, 43}, /* K */
|
||||
{SDL_SCANCODE_L, 1, KMOD_SHIFT, 44}, /* L */
|
||||
{SDL_SCANCODE_M, 1, KMOD_SHIFT, 45}, /* M */
|
||||
{SDL_SCANCODE_N, 1, KMOD_SHIFT, 46}, /* N */
|
||||
{SDL_SCANCODE_O, 1, KMOD_SHIFT, 47}, /* O */
|
||||
{SDL_SCANCODE_P, 1, KMOD_SHIFT, 48}, /* P */
|
||||
{SDL_SCANCODE_Q, 1, KMOD_SHIFT, 49}, /* Q */
|
||||
{SDL_SCANCODE_R, 1, KMOD_SHIFT, 50}, /* R */
|
||||
{SDL_SCANCODE_S, 1, KMOD_SHIFT, 51}, /* S */
|
||||
{SDL_SCANCODE_T, 1, KMOD_SHIFT, 52}, /* T */
|
||||
{SDL_SCANCODE_U, 1, KMOD_SHIFT, 53}, /* U */
|
||||
{SDL_SCANCODE_V, 1, KMOD_SHIFT, 54}, /* V */
|
||||
{SDL_SCANCODE_W, 1, KMOD_SHIFT, 55}, /* W */
|
||||
{SDL_SCANCODE_X, 1, KMOD_SHIFT, 56}, /* X */
|
||||
{SDL_SCANCODE_Y, 1, KMOD_SHIFT, 57}, /* Y */
|
||||
{SDL_SCANCODE_Z, 1, KMOD_SHIFT, 58}, /* Z */
|
||||
{SDL_SCANCODE_0, 1, 0, 16}, /* 0 */
|
||||
{SDL_SCANCODE_1, 1, 0, 17}, /* 1 */
|
||||
{SDL_SCANCODE_2, 1, 0, 18}, /* 2 */
|
||||
{SDL_SCANCODE_3, 1, 0, 19}, /* 3 */
|
||||
{SDL_SCANCODE_4, 1, 0, 20}, /* 4 */
|
||||
{SDL_SCANCODE_5, 1, 0, 21}, /* 5 */
|
||||
{SDL_SCANCODE_6, 1, 0, 22}, /* 6 */
|
||||
{SDL_SCANCODE_7, 1, 0, 23}, /* 7 */
|
||||
{SDL_SCANCODE_8, 1, 0, 24}, /* 8 */
|
||||
{SDL_SCANCODE_9, 1, 0, 25}, /* 9 */
|
||||
{SDL_SCANCODE_SPACE, 1, 0, 0}, /* ' ' */
|
||||
{SDL_SCANCODE_1, 0, KMOD_SHIFT, 1}, /* ! */
|
||||
{SDL_SCANCODE_SLASH, 0, KMOD_SHIFT, 31}, /* ? */
|
||||
{SDL_SCANCODE_SLASH, 1, 0, 15}, /* / */
|
||||
{SDL_SCANCODE_COMMA, 1, 0, 12}, /* , */
|
||||
{SDL_SCANCODE_SEMICOLON, 1, 0, 27}, /* ; */
|
||||
{SDL_SCANCODE_SEMICOLON, 0, KMOD_SHIFT, 26}, /* : */
|
||||
{SDL_SCANCODE_PERIOD, 1, 0, 14}, /* . */
|
||||
{SDL_SCANCODE_MINUS, 1, 0, 13}, /* - */
|
||||
{SDL_SCANCODE_EQUALS, 0, KMOD_SHIFT, 11}, /* = */
|
||||
{SDL_SCANCODE_APOSTROPHE, 1, 0, 7}, /* ' */
|
||||
{SDL_SCANCODE_APOSTROPHE, 0, KMOD_SHIFT, 2}, /* " */
|
||||
{SDL_SCANCODE_5, 0, KMOD_SHIFT, 5}, /* % */
|
||||
|
||||
};
|
||||
|
||||
/*
|
||||
This function maps an SDL_KeySym to an index in the bitmap font.
|
||||
It does so by scanning through the font mapping table one entry
|
||||
at a time.
|
||||
|
||||
If a match is found (scancode and allowed modifiers), the proper
|
||||
index is returned.
|
||||
|
||||
If there is no entry for the key, -1 is returned
|
||||
*/
|
||||
int
|
||||
keyToGlyphIndex(SDL_Keysym key)
|
||||
{
|
||||
int i, index = -1;
|
||||
for (i = 0; i < TABLE_SIZE; i++) {
|
||||
fontMapping compare = map[i];
|
||||
if (key.scancode == compare.scancode) {
|
||||
/* if this entry is valid with no key mod and we have no keymod, or if
|
||||
the key's modifiers are allowed modifiers for that mapping */
|
||||
if ((compare.allow_no_mod && key.mod == 0)
|
||||
|| (key.mod & compare.mod)) {
|
||||
index = compare.index;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
return index;
|
||||
}
|
||||
|
||||
/*
|
||||
This function returns and x,y position for a given character number.
|
||||
It is used for positioning each character of text
|
||||
*/
|
||||
void
|
||||
getPositionForCharNumber(int n, int *x, int *y)
|
||||
{
|
||||
int renderW, renderH;
|
||||
SDL_RenderGetLogicalSize(renderer, &renderW, &renderH);
|
||||
|
||||
int x_padding = 16; /* padding space on left and right side of screen */
|
||||
int y_padding = 32; /* padding space at top of screen */
|
||||
/* figure out the number of characters that can fit horizontally across the screen */
|
||||
int max_x_chars = (renderW - 2 * x_padding) / GLYPH_SIZE_SCREEN;
|
||||
int line_separation = 5; /* pixels between each line */
|
||||
*x = (n % max_x_chars) * GLYPH_SIZE_SCREEN + x_padding;
|
||||
#ifdef TEST_INPUT_RECT
|
||||
*y = renderH - GLYPH_SIZE_SCREEN;
|
||||
#else
|
||||
*y = (n / max_x_chars) * (GLYPH_SIZE_SCREEN + line_separation) + y_padding;
|
||||
#endif
|
||||
}
|
||||
|
||||
void
|
||||
drawGlyph(int glyph, int positionIndex)
|
||||
{
|
||||
int x, y;
|
||||
getPositionForCharNumber(positionIndex, &x, &y);
|
||||
SDL_Rect srcRect = { GLYPH_SIZE_IMAGE * glyph, 0, GLYPH_SIZE_IMAGE, GLYPH_SIZE_IMAGE };
|
||||
SDL_Rect dstRect = { x, y, GLYPH_SIZE_SCREEN, GLYPH_SIZE_SCREEN };
|
||||
SDL_RenderCopy(renderer, texture, &srcRect, &dstRect);
|
||||
}
|
||||
|
||||
/* this function loads our font into an SDL_Texture and returns the SDL_Texture */
|
||||
SDL_Texture*
|
||||
loadFont(void)
|
||||
{
|
||||
SDL_Surface *surface = SDL_LoadBMP("kromasky_16x16.bmp");
|
||||
|
||||
if (surface == NULL) {
|
||||
printf("Error loading bitmap: %s\n", SDL_GetError());
|
||||
return 0;
|
||||
} else {
|
||||
/* set the transparent color for the bitmap font (hot pink) */
|
||||
SDL_SetColorKey(surface, 1, SDL_MapRGB(surface->format, 238, 0, 252));
|
||||
/* now we convert the surface to our desired pixel format */
|
||||
int format = SDL_PIXELFORMAT_ABGR8888; /* desired texture format */
|
||||
Uint32 Rmask, Gmask, Bmask, Amask; /* masks for desired format */
|
||||
int bpp; /* bits per pixel for desired format */
|
||||
SDL_PixelFormatEnumToMasks(format, &bpp, &Rmask, &Gmask, &Bmask,
|
||||
&Amask);
|
||||
SDL_Surface *converted =
|
||||
SDL_CreateRGBSurface(0, surface->w, surface->h, bpp, Rmask, Gmask,
|
||||
Bmask, Amask);
|
||||
SDL_BlitSurface(surface, NULL, converted, NULL);
|
||||
/* create our texture */
|
||||
texture = SDL_CreateTextureFromSurface(renderer, converted);
|
||||
if (texture == NULL) {
|
||||
printf("texture creation failed: %s\n", SDL_GetError());
|
||||
} else {
|
||||
/* set blend mode for our texture */
|
||||
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
|
||||
}
|
||||
SDL_FreeSurface(surface);
|
||||
SDL_FreeSurface(converted);
|
||||
return texture;
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
draw()
|
||||
{
|
||||
SDL_SetRenderDrawColor(renderer, bg_color.r, bg_color.g, bg_color.b, bg_color.a);
|
||||
SDL_RenderClear(renderer);
|
||||
|
||||
for (int i = 0; i < numChars; i++) {
|
||||
drawGlyph(glyphs[i], i);
|
||||
}
|
||||
|
||||
drawGlyph(29, numChars); /* cursor is at index 29 in the bitmap font */
|
||||
|
||||
SDL_RenderPresent(renderer);
|
||||
}
|
||||
|
||||
int
|
||||
main(int argc, char *argv[])
|
||||
{
|
||||
SDL_Window *window;
|
||||
SDL_Event event; /* last event received */
|
||||
SDL_Scancode scancode; /* scancode of last key we pushed */
|
||||
int width;
|
||||
int height;
|
||||
int done;
|
||||
SDL_Rect textrect;
|
||||
|
||||
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
|
||||
printf("Error initializing SDL: %s", SDL_GetError());
|
||||
}
|
||||
/* create window */
|
||||
window = SDL_CreateWindow("iOS keyboard test", 0, 0, 0, 0, SDL_WINDOW_FULLSCREEN_DESKTOP | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
|
||||
/* create renderer */
|
||||
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_PRESENTVSYNC);
|
||||
|
||||
SDL_GetWindowSize(window, &width, &height);
|
||||
SDL_RenderSetLogicalSize(renderer, width, height);
|
||||
|
||||
/* load up our font */
|
||||
loadFont();
|
||||
|
||||
/* Show onscreen keyboard */
|
||||
#ifdef TEST_INPUT_RECT
|
||||
textrect.x = 0;
|
||||
textrect.y = height - GLYPH_SIZE_IMAGE;
|
||||
textrect.w = width;
|
||||
textrect.h = GLYPH_SIZE_IMAGE;
|
||||
SDL_SetTextInputRect(&textrect);
|
||||
#endif
|
||||
SDL_StartTextInput();
|
||||
|
||||
done = 0;
|
||||
while (!done) {
|
||||
while (SDL_PollEvent(&event)) {
|
||||
switch (event.type) {
|
||||
case SDL_QUIT:
|
||||
done = 1;
|
||||
break;
|
||||
case SDL_WINDOWEVENT:
|
||||
if (event.window.event == SDL_WINDOWEVENT_RESIZED) {
|
||||
width = event.window.data1;
|
||||
height = event.window.data2;
|
||||
SDL_RenderSetLogicalSize(renderer, width, height);
|
||||
#ifdef TEST_INPUT_RECT
|
||||
textrect.x = 0;
|
||||
textrect.y = height - GLYPH_SIZE_IMAGE;
|
||||
textrect.w = width;
|
||||
textrect.h = GLYPH_SIZE_IMAGE;
|
||||
SDL_SetTextInputRect(&textrect);
|
||||
#endif
|
||||
}
|
||||
break;
|
||||
case SDL_KEYDOWN:
|
||||
if (event.key.keysym.scancode == SDL_SCANCODE_BACKSPACE) {
|
||||
if (numChars > 0) {
|
||||
numChars--;
|
||||
}
|
||||
} else if (numChars + 1 < MAX_CHARS) {
|
||||
int index = keyToGlyphIndex(event.key.keysym);
|
||||
if (index >= 0) {
|
||||
glyphs[numChars++] = index;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case SDL_MOUSEBUTTONUP:
|
||||
/* mouse up toggles onscreen keyboard visibility */
|
||||
if (SDL_IsTextInputActive()) {
|
||||
SDL_StopTextInput();
|
||||
} else {
|
||||
SDL_StartTextInput();
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
draw();
|
||||
SDL_Delay(15);
|
||||
}
|
||||
|
||||
SDL_DestroyTexture(texture);
|
||||
SDL_DestroyRenderer(renderer);
|
||||
SDL_DestroyWindow(window);
|
||||
SDL_Quit();
|
||||
return 0;
|
||||
}
|
||||
344
thirdparty/SDL2/Xcode-iOS/Demos/src/mixer.c
vendored
344
thirdparty/SDL2/Xcode-iOS/Demos/src/mixer.c
vendored
|
|
@ -1,344 +0,0 @@
|
|||
/*
|
||||
* mixer.c
|
||||
* written by Holmes Futrell
|
||||
* use however you want
|
||||
*/
|
||||
|
||||
#include "SDL.h"
|
||||
#include "common.h"
|
||||
|
||||
#define NUM_CHANNELS 8 /* max number of sounds we can play at once */
|
||||
#define NUM_DRUMS 4 /* number of drums in our set */
|
||||
|
||||
static struct
|
||||
{
|
||||
SDL_Rect rect; /* where the button is drawn */
|
||||
SDL_Color upColor; /* color when button is not active */
|
||||
SDL_Color downColor; /* color when button is active */
|
||||
int isPressed; /* is the button being pressed ? */
|
||||
int touchIndex; /* what mouse (touch) index pressed the button ? */
|
||||
} buttons[NUM_DRUMS];
|
||||
|
||||
struct sound
|
||||
{
|
||||
Uint8 *buffer; /* audio buffer for sound file */
|
||||
Uint32 length; /* length of the buffer (in bytes) */
|
||||
};
|
||||
|
||||
/* this array holds the audio for the drum noises */
|
||||
static struct sound drums[NUM_DRUMS];
|
||||
|
||||
/* function declarations */
|
||||
void handleMouseButtonDown(SDL_Event * event);
|
||||
void handleMouseButtonUp(SDL_Event * event);
|
||||
int playSound(struct sound *);
|
||||
void initializeButtons(SDL_Renderer *);
|
||||
void audioCallback(void *userdata, Uint8 * stream, int len);
|
||||
void loadSound(const char *file, struct sound *s);
|
||||
|
||||
struct
|
||||
{
|
||||
/* channel array holds information about currently playing sounds */
|
||||
struct
|
||||
{
|
||||
Uint8 *position; /* what is the current position in the buffer of this sound ? */
|
||||
Uint32 remaining; /* how many bytes remaining before we're done playing the sound ? */
|
||||
Uint32 timestamp; /* when did this sound start playing ? */
|
||||
} channels[NUM_CHANNELS];
|
||||
SDL_AudioSpec outputSpec; /* what audio format are we using for output? */
|
||||
int numSoundsPlaying; /* how many sounds are currently playing */
|
||||
} mixer;
|
||||
|
||||
/* sets up the buttons (color, position, state) */
|
||||
void
|
||||
initializeButtons(SDL_Renderer *renderer)
|
||||
{
|
||||
int i;
|
||||
int spacing = 10; /* gap between drum buttons */
|
||||
SDL_Rect buttonRect; /* keeps track of where to position drum */
|
||||
SDL_Color upColor = { 86, 86, 140, 255 }; /* color of drum when not pressed */
|
||||
SDL_Color downColor = { 191, 191, 221, 255 }; /* color of drum when pressed */
|
||||
int renderW, renderH;
|
||||
|
||||
SDL_RenderGetLogicalSize(renderer, &renderW, &renderH);
|
||||
|
||||
buttonRect.x = spacing;
|
||||
buttonRect.y = spacing;
|
||||
buttonRect.w = renderW - 2 * spacing;
|
||||
buttonRect.h = (renderH - (NUM_DRUMS + 1) * spacing) / NUM_DRUMS;
|
||||
|
||||
/* setup each button */
|
||||
for (i = 0; i < NUM_DRUMS; i++) {
|
||||
|
||||
buttons[i].rect = buttonRect;
|
||||
buttons[i].isPressed = 0;
|
||||
buttons[i].upColor = upColor;
|
||||
buttons[i].downColor = downColor;
|
||||
|
||||
buttonRect.y += spacing + buttonRect.h; /* setup y coordinate for next drum */
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
loads a wav file (stored in 'file'), converts it to the mixer's output format,
|
||||
and stores the resulting buffer and length in the sound structure
|
||||
*/
|
||||
void
|
||||
loadSound(const char *file, struct sound *s)
|
||||
{
|
||||
SDL_AudioSpec spec; /* the audio format of the .wav file */
|
||||
SDL_AudioCVT cvt; /* used to convert .wav to output format when formats differ */
|
||||
int result;
|
||||
if (SDL_LoadWAV(file, &spec, &s->buffer, &s->length) == NULL) {
|
||||
fatalError("could not load .wav");
|
||||
}
|
||||
/* build the audio converter */
|
||||
result = SDL_BuildAudioCVT(&cvt, spec.format, spec.channels, spec.freq,
|
||||
mixer.outputSpec.format,
|
||||
mixer.outputSpec.channels,
|
||||
mixer.outputSpec.freq);
|
||||
if (result == -1) {
|
||||
fatalError("could not build audio CVT");
|
||||
} else if (result != 0) {
|
||||
/*
|
||||
this happens when the .wav format differs from the output format.
|
||||
we convert the .wav buffer here
|
||||
*/
|
||||
cvt.buf = (Uint8 *) SDL_malloc(s->length * cvt.len_mult); /* allocate conversion buffer */
|
||||
cvt.len = s->length; /* set conversion buffer length */
|
||||
SDL_memcpy(cvt.buf, s->buffer, s->length); /* copy sound to conversion buffer */
|
||||
if (SDL_ConvertAudio(&cvt) == -1) { /* convert the sound */
|
||||
fatalError("could not convert .wav");
|
||||
}
|
||||
SDL_free(s->buffer); /* Free the original (unconverted) buffer */
|
||||
s->buffer = cvt.buf; /* point sound buffer to converted buffer */
|
||||
s->length = cvt.len_cvt; /* set sound buffer's new length */
|
||||
}
|
||||
}
|
||||
|
||||
/* called from main event loop */
|
||||
void
|
||||
handleMouseButtonDown(SDL_Event * event)
|
||||
{
|
||||
|
||||
int x, y, mouseIndex, i, drumIndex;
|
||||
|
||||
mouseIndex = 0;
|
||||
drumIndex = -1;
|
||||
|
||||
SDL_GetMouseState(&x, &y);
|
||||
/* check if we hit any of the drum buttons */
|
||||
for (i = 0; i < NUM_DRUMS; i++) {
|
||||
if (x >= buttons[i].rect.x
|
||||
&& x < buttons[i].rect.x + buttons[i].rect.w
|
||||
&& y >= buttons[i].rect.y
|
||||
&& y < buttons[i].rect.y + buttons[i].rect.h) {
|
||||
drumIndex = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (drumIndex != -1) {
|
||||
/* if we hit a button */
|
||||
buttons[drumIndex].touchIndex = mouseIndex;
|
||||
buttons[drumIndex].isPressed = 1;
|
||||
playSound(&drums[drumIndex]);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/* called from main event loop */
|
||||
void
|
||||
handleMouseButtonUp(SDL_Event * event)
|
||||
{
|
||||
int i;
|
||||
int mouseIndex = 0;
|
||||
/* check if this should cause any of the buttons to become unpressed */
|
||||
for (i = 0; i < NUM_DRUMS; i++) {
|
||||
if (buttons[i].touchIndex == mouseIndex) {
|
||||
buttons[i].isPressed = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* draws buttons to screen */
|
||||
void
|
||||
render(SDL_Renderer *renderer)
|
||||
{
|
||||
int i;
|
||||
SDL_SetRenderDrawColor(renderer, 50, 50, 50, 255);
|
||||
SDL_RenderClear(renderer); /* draw background (gray) */
|
||||
/* draw the drum buttons */
|
||||
for (i = 0; i < NUM_DRUMS; i++) {
|
||||
SDL_Color color =
|
||||
buttons[i].isPressed ? buttons[i].downColor : buttons[i].upColor;
|
||||
SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, color.a);
|
||||
SDL_RenderFillRect(renderer, &buttons[i].rect);
|
||||
}
|
||||
/* update the screen */
|
||||
SDL_RenderPresent(renderer);
|
||||
}
|
||||
|
||||
/*
|
||||
finds a sound channel in the mixer for a sound
|
||||
and sets it up to start playing
|
||||
*/
|
||||
int
|
||||
playSound(struct sound *s)
|
||||
{
|
||||
/*
|
||||
find an empty channel to play on.
|
||||
if no channel is available, use oldest channel
|
||||
*/
|
||||
int i;
|
||||
int selected_channel = -1;
|
||||
int oldest_channel = 0;
|
||||
|
||||
if (mixer.numSoundsPlaying == 0) {
|
||||
/* we're playing a sound now, so start audio callback back up */
|
||||
SDL_PauseAudio(0);
|
||||
}
|
||||
|
||||
/* find a sound channel to play the sound on */
|
||||
for (i = 0; i < NUM_CHANNELS; i++) {
|
||||
if (mixer.channels[i].position == NULL) {
|
||||
/* if no sound on this channel, select it */
|
||||
selected_channel = i;
|
||||
break;
|
||||
}
|
||||
/* if this channel's sound is older than the oldest so far, set it to oldest */
|
||||
if (mixer.channels[i].timestamp < mixer.channels[oldest_channel].timestamp) {
|
||||
oldest_channel = i;
|
||||
}
|
||||
}
|
||||
|
||||
/* no empty channels, take the oldest one */
|
||||
if (selected_channel == -1)
|
||||
selected_channel = oldest_channel;
|
||||
else
|
||||
mixer.numSoundsPlaying++;
|
||||
|
||||
/* point channel data to wav data */
|
||||
mixer.channels[selected_channel].position = s->buffer;
|
||||
mixer.channels[selected_channel].remaining = s->length;
|
||||
mixer.channels[selected_channel].timestamp = SDL_GetTicks();
|
||||
|
||||
return selected_channel;
|
||||
}
|
||||
|
||||
/*
|
||||
Called from SDL's audio system. Supplies sound input with data by mixing together all
|
||||
currently playing sound effects.
|
||||
*/
|
||||
void
|
||||
audioCallback(void *userdata, Uint8 * stream, int len)
|
||||
{
|
||||
int i;
|
||||
int copy_amt;
|
||||
SDL_memset(stream, mixer.outputSpec.silence, len); /* initialize buffer to silence */
|
||||
/* for each channel, mix in whatever is playing on that channel */
|
||||
for (i = 0; i < NUM_CHANNELS; i++) {
|
||||
if (mixer.channels[i].position == NULL) {
|
||||
/* if no sound is playing on this channel */
|
||||
continue; /* nothing to do for this channel */
|
||||
}
|
||||
|
||||
/* copy len bytes to the buffer, unless we have fewer than len bytes remaining */
|
||||
copy_amt =
|
||||
mixer.channels[i].remaining <
|
||||
len ? mixer.channels[i].remaining : len;
|
||||
|
||||
/* mix this sound effect with the output */
|
||||
SDL_MixAudioFormat(stream, mixer.channels[i].position,
|
||||
mixer.outputSpec.format, copy_amt, SDL_MIX_MAXVOLUME);
|
||||
|
||||
/* update buffer position in sound effect and the number of bytes left */
|
||||
mixer.channels[i].position += copy_amt;
|
||||
mixer.channels[i].remaining -= copy_amt;
|
||||
|
||||
/* did we finish playing the sound effect ? */
|
||||
if (mixer.channels[i].remaining == 0) {
|
||||
mixer.channels[i].position = NULL; /* indicates no sound playing on channel anymore */
|
||||
mixer.numSoundsPlaying--;
|
||||
if (mixer.numSoundsPlaying == 0) {
|
||||
/* if no sounds left playing, pause audio callback */
|
||||
SDL_PauseAudio(1);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int
|
||||
main(int argc, char *argv[])
|
||||
{
|
||||
int done; /* has user tried to quit ? */
|
||||
SDL_Window *window; /* main window */
|
||||
SDL_Renderer *renderer;
|
||||
SDL_Event event;
|
||||
int i;
|
||||
int width;
|
||||
int height;
|
||||
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0) {
|
||||
fatalError("could not initialize SDL");
|
||||
}
|
||||
window = SDL_CreateWindow(NULL, 0, 0, 320, 480, SDL_WINDOW_BORDERLESS | SDL_WINDOW_ALLOW_HIGHDPI);
|
||||
renderer = SDL_CreateRenderer(window, 0, 0);
|
||||
|
||||
SDL_GetWindowSize(window, &width, &height);
|
||||
SDL_RenderSetLogicalSize(renderer, width, height);
|
||||
|
||||
/* initialize the mixer */
|
||||
SDL_memset(&mixer, 0, sizeof(mixer));
|
||||
/* setup output format */
|
||||
mixer.outputSpec.freq = 44100;
|
||||
mixer.outputSpec.format = AUDIO_S16LSB;
|
||||
mixer.outputSpec.channels = 2;
|
||||
mixer.outputSpec.samples = 256;
|
||||
mixer.outputSpec.callback = audioCallback;
|
||||
mixer.outputSpec.userdata = NULL;
|
||||
|
||||
/* open audio for output */
|
||||
if (SDL_OpenAudio(&mixer.outputSpec, NULL) != 0) {
|
||||
fatalError("Opening audio failed");
|
||||
}
|
||||
|
||||
/* load our drum noises */
|
||||
loadSound("ds_kick_big_amb.wav", &drums[3]);
|
||||
loadSound("ds_brush_snare.wav", &drums[2]);
|
||||
loadSound("ds_loose_skin_mute.wav", &drums[1]);
|
||||
loadSound("ds_china.wav", &drums[0]);
|
||||
|
||||
/* setup positions, colors, and state of buttons */
|
||||
initializeButtons(renderer);
|
||||
|
||||
/* enter main loop */
|
||||
done = 0;
|
||||
while (!done) {
|
||||
while (SDL_PollEvent(&event)) {
|
||||
switch (event.type) {
|
||||
case SDL_MOUSEBUTTONDOWN:
|
||||
handleMouseButtonDown(&event);
|
||||
break;
|
||||
case SDL_MOUSEBUTTONUP:
|
||||
handleMouseButtonUp(&event);
|
||||
break;
|
||||
case SDL_QUIT:
|
||||
done = 1;
|
||||
break;
|
||||
}
|
||||
}
|
||||
render(renderer); /* draw buttons */
|
||||
|
||||
SDL_Delay(1);
|
||||
}
|
||||
|
||||
/* cleanup code, let's free up those sound buffers */
|
||||
for (i = 0; i < NUM_DRUMS; i++) {
|
||||
SDL_free(drums[i].buffer);
|
||||
}
|
||||
/* let SDL do its exit code */
|
||||
SDL_Quit();
|
||||
|
||||
return 0;
|
||||
}
|
||||
92
thirdparty/SDL2/Xcode-iOS/Demos/src/rectangles.c
vendored
92
thirdparty/SDL2/Xcode-iOS/Demos/src/rectangles.c
vendored
|
|
@ -1,92 +0,0 @@
|
|||
/*
|
||||
* rectangles.c
|
||||
* written by Holmes Futrell
|
||||
* use however you want
|
||||
*/
|
||||
|
||||
#include "SDL.h"
|
||||
#include <time.h>
|
||||
#include "common.h"
|
||||
|
||||
void
|
||||
render(SDL_Renderer *renderer)
|
||||
{
|
||||
Uint8 r, g, b;
|
||||
int renderW;
|
||||
int renderH;
|
||||
|
||||
SDL_RenderGetLogicalSize(renderer, &renderW, &renderH);
|
||||
|
||||
/* Come up with a random rectangle */
|
||||
SDL_Rect rect;
|
||||
rect.w = randomInt(64, 128);
|
||||
rect.h = randomInt(64, 128);
|
||||
rect.x = randomInt(0, renderW);
|
||||
rect.y = randomInt(0, renderH);
|
||||
|
||||
/* Come up with a random color */
|
||||
r = randomInt(50, 255);
|
||||
g = randomInt(50, 255);
|
||||
b = randomInt(50, 255);
|
||||
|
||||
/* Fill the rectangle in the color */
|
||||
SDL_SetRenderDrawColor(renderer, r, g, b, 255);
|
||||
SDL_RenderFillRect(renderer, &rect);
|
||||
|
||||
/* update screen */
|
||||
SDL_RenderPresent(renderer);
|
||||
}
|
||||
|
||||
int
|
||||
main(int argc, char *argv[])
|
||||
{
|
||||
|
||||
SDL_Window *window;
|
||||
SDL_Renderer *renderer;
|
||||
int done;
|
||||
SDL_Event event;
|
||||
int windowW;
|
||||
int windowH;
|
||||
|
||||
/* initialize SDL */
|
||||
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
|
||||
fatalError("Could not initialize SDL");
|
||||
}
|
||||
|
||||
/* seed random number generator */
|
||||
srand(time(NULL));
|
||||
|
||||
/* create window and renderer */
|
||||
window = SDL_CreateWindow(NULL, 0, 0, 320, 480, SDL_WINDOW_ALLOW_HIGHDPI);
|
||||
if (window == NULL) {
|
||||
fatalError("Could not initialize Window");
|
||||
}
|
||||
renderer = SDL_CreateRenderer(window, -1, 0);
|
||||
if (renderer == NULL) {
|
||||
fatalError("Could not create renderer");
|
||||
}
|
||||
|
||||
SDL_GetWindowSize(window, &windowW, &windowH);
|
||||
SDL_RenderSetLogicalSize(renderer, windowW, windowH);
|
||||
|
||||
/* Fill screen with black */
|
||||
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
|
||||
SDL_RenderClear(renderer);
|
||||
|
||||
/* Enter render loop, waiting for user to quit */
|
||||
done = 0;
|
||||
while (!done) {
|
||||
while (SDL_PollEvent(&event)) {
|
||||
if (event.type == SDL_QUIT) {
|
||||
done = 1;
|
||||
}
|
||||
}
|
||||
render(renderer);
|
||||
SDL_Delay(1);
|
||||
}
|
||||
|
||||
/* shutdown SDL */
|
||||
SDL_Quit();
|
||||
|
||||
return 0;
|
||||
}
|
||||
139
thirdparty/SDL2/Xcode-iOS/Demos/src/touch.c
vendored
139
thirdparty/SDL2/Xcode-iOS/Demos/src/touch.c
vendored
|
|
@ -1,139 +0,0 @@
|
|||
/*
|
||||
* touch.c
|
||||
* written by Holmes Futrell
|
||||
* use however you want
|
||||
*/
|
||||
|
||||
#include "SDL.h"
|
||||
#include <math.h>
|
||||
#include "common.h"
|
||||
|
||||
#define BRUSH_SIZE 32 /* width and height of the brush */
|
||||
#define PIXELS_PER_ITERATION 5 /* number of pixels between brush blots when forming a line */
|
||||
|
||||
static SDL_Texture *brush = 0; /* texture for the brush */
|
||||
|
||||
/*
|
||||
draws a line from (startx, starty) to (startx + dx, starty + dy)
|
||||
this is accomplished by drawing several blots spaced PIXELS_PER_ITERATION apart
|
||||
*/
|
||||
void
|
||||
drawLine(SDL_Renderer *renderer, float startx, float starty, float dx, float dy)
|
||||
{
|
||||
|
||||
float distance = SDL_sqrt(dx * dx + dy * dy); /* length of line segment (pythagoras) */
|
||||
int iterations = distance / PIXELS_PER_ITERATION + 1; /* number of brush sprites to draw for the line */
|
||||
float dx_prime = dx / iterations; /* x-shift per iteration */
|
||||
float dy_prime = dy / iterations; /* y-shift per iteration */
|
||||
SDL_Rect dstRect; /* rect to draw brush sprite into */
|
||||
float x;
|
||||
float y;
|
||||
int i;
|
||||
|
||||
dstRect.w = BRUSH_SIZE;
|
||||
dstRect.h = BRUSH_SIZE;
|
||||
|
||||
/* setup x and y for the location of the first sprite */
|
||||
x = startx - BRUSH_SIZE / 2.0f;
|
||||
y = starty - BRUSH_SIZE / 2.0f;
|
||||
|
||||
/* draw a series of blots to form the line */
|
||||
for (i = 0; i < iterations; i++) {
|
||||
dstRect.x = x;
|
||||
dstRect.y = y;
|
||||
/* shift x and y for next sprite location */
|
||||
x += dx_prime;
|
||||
y += dy_prime;
|
||||
/* draw brush blot */
|
||||
SDL_RenderCopy(renderer, brush, NULL, &dstRect);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
loads the brush texture
|
||||
*/
|
||||
void
|
||||
initializeTexture(SDL_Renderer *renderer)
|
||||
{
|
||||
SDL_Surface *bmp_surface;
|
||||
bmp_surface = SDL_LoadBMP("stroke.bmp");
|
||||
if (bmp_surface == NULL) {
|
||||
fatalError("could not load stroke.bmp");
|
||||
}
|
||||
brush =
|
||||
SDL_CreateTextureFromSurface(renderer, bmp_surface);
|
||||
SDL_FreeSurface(bmp_surface);
|
||||
if (brush == NULL) {
|
||||
fatalError("could not create brush texture");
|
||||
}
|
||||
/* additive blending -- laying strokes on top of eachother makes them brighter */
|
||||
SDL_SetTextureBlendMode(brush, SDL_BLENDMODE_ADD);
|
||||
/* set brush color (red) */
|
||||
SDL_SetTextureColorMod(brush, 255, 100, 100);
|
||||
}
|
||||
|
||||
int
|
||||
main(int argc, char *argv[])
|
||||
{
|
||||
|
||||
int x, y, dx, dy; /* mouse location */
|
||||
Uint8 state; /* mouse (touch) state */
|
||||
SDL_Event event;
|
||||
SDL_Window *window; /* main window */
|
||||
SDL_Renderer *renderer;
|
||||
SDL_Texture *target;
|
||||
int done; /* does user want to quit? */
|
||||
int w, h;
|
||||
|
||||
/* initialize SDL */
|
||||
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
|
||||
fatalError("Could not initialize SDL");
|
||||
}
|
||||
|
||||
/* create main window and renderer */
|
||||
window = SDL_CreateWindow(NULL, 0, 0, 320, 480, SDL_WINDOW_BORDERLESS | SDL_WINDOW_ALLOW_HIGHDPI);
|
||||
renderer = SDL_CreateRenderer(window, 0, 0);
|
||||
|
||||
SDL_GetWindowSize(window, &w, &h);
|
||||
SDL_RenderSetLogicalSize(renderer, w, h);
|
||||
|
||||
/* load brush texture */
|
||||
initializeTexture(renderer);
|
||||
|
||||
/* fill canvass initially with all black */
|
||||
target = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, w, h);
|
||||
SDL_SetRenderTarget(renderer, target);
|
||||
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
|
||||
SDL_RenderClear(renderer);
|
||||
SDL_SetRenderTarget(renderer, NULL);
|
||||
|
||||
done = 0;
|
||||
while (!done) {
|
||||
while (SDL_PollEvent(&event) == 1) {
|
||||
switch (event.type) {
|
||||
case SDL_QUIT:
|
||||
done = 1;
|
||||
break;
|
||||
case SDL_MOUSEMOTION:
|
||||
state = SDL_GetMouseState(&x, &y); /* get its location */
|
||||
SDL_GetRelativeMouseState(&dx, &dy); /* find how much the mouse moved */
|
||||
if (state & SDL_BUTTON_LMASK) { /* is the mouse (touch) down? */
|
||||
SDL_SetRenderTarget(renderer, target);
|
||||
drawLine(renderer, x - dx, y - dy, dx, dy); /* draw line segment */
|
||||
SDL_SetRenderTarget(renderer, NULL);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
SDL_RenderCopy(renderer, target, NULL, NULL);
|
||||
SDL_RenderPresent(renderer);
|
||||
}
|
||||
|
||||
/* cleanup */
|
||||
SDL_DestroyTexture(brush);
|
||||
SDL_DestroyTexture(target);
|
||||
SDL_Quit();
|
||||
|
||||
return 0;
|
||||
}
|
||||
28
thirdparty/SDL2/Xcode/SDL/Info-Framework.plist
vendored
28
thirdparty/SDL2/Xcode/SDL/Info-Framework.plist
vendored
|
|
@ -1,28 +0,0 @@
|
|||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
|
||||
<plist version="1.0">
|
||||
<dict>
|
||||
<key>CFBundleDevelopmentRegion</key>
|
||||
<string>English</string>
|
||||
<key>CFBundleExecutable</key>
|
||||
<string>${EXECUTABLE_NAME}</string>
|
||||
<key>CFBundleGetInfoString</key>
|
||||
<string>http://www.libsdl.org</string>
|
||||
<key>CFBundleIconFile</key>
|
||||
<string></string>
|
||||
<key>CFBundleIdentifier</key>
|
||||
<string>$(PRODUCT_BUNDLE_IDENTIFIER)</string>
|
||||
<key>CFBundleInfoDictionaryVersion</key>
|
||||
<string>6.0</string>
|
||||
<key>CFBundleName</key>
|
||||
<string>Simple DirectMedia Layer</string>
|
||||
<key>CFBundlePackageType</key>
|
||||
<string>FMWK</string>
|
||||
<key>CFBundleShortVersionString</key>
|
||||
<string>2.29.0</string>
|
||||
<key>CFBundleSignature</key>
|
||||
<string>SDLX</string>
|
||||
<key>CFBundleVersion</key>
|
||||
<string>2.29.0</string>
|
||||
</dict>
|
||||
</plist>
|
||||
10061
thirdparty/SDL2/Xcode/SDL/SDL.xcodeproj/project.pbxproj
vendored
10061
thirdparty/SDL2/Xcode/SDL/SDL.xcodeproj/project.pbxproj
vendored
File diff suppressed because it is too large
Load diff
|
|
@ -1,67 +0,0 @@
|
|||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<Scheme
|
||||
LastUpgradeVersion = "1240"
|
||||
version = "1.3">
|
||||
<BuildAction
|
||||
parallelizeBuildables = "YES"
|
||||
buildImplicitDependencies = "YES">
|
||||
<BuildActionEntries>
|
||||
<BuildActionEntry
|
||||
buildForTesting = "YES"
|
||||
buildForRunning = "YES"
|
||||
buildForProfiling = "YES"
|
||||
buildForArchiving = "YES"
|
||||
buildForAnalyzing = "YES">
|
||||
<BuildableReference
|
||||
BuildableIdentifier = "primary"
|
||||
BlueprintIdentifier = "A7D88A1423E2437C00DCD162"
|
||||
BuildableName = "SDL2.framework"
|
||||
BlueprintName = "Framework-iOS"
|
||||
ReferencedContainer = "container:SDL.xcodeproj">
|
||||
</BuildableReference>
|
||||
</BuildActionEntry>
|
||||
</BuildActionEntries>
|
||||
</BuildAction>
|
||||
<TestAction
|
||||
buildConfiguration = "Debug"
|
||||
selectedDebuggerIdentifier = "Xcode.DebuggerFoundation.Debugger.LLDB"
|
||||
selectedLauncherIdentifier = "Xcode.DebuggerFoundation.Launcher.LLDB"
|
||||
shouldUseLaunchSchemeArgsEnv = "YES">
|
||||
<Testables>
|
||||
</Testables>
|
||||
</TestAction>
|
||||
<LaunchAction
|
||||
buildConfiguration = "Debug"
|
||||
selectedDebuggerIdentifier = "Xcode.DebuggerFoundation.Debugger.LLDB"
|
||||
selectedLauncherIdentifier = "Xcode.DebuggerFoundation.Launcher.LLDB"
|
||||
launchStyle = "0"
|
||||
useCustomWorkingDirectory = "NO"
|
||||
ignoresPersistentStateOnLaunch = "NO"
|
||||
debugDocumentVersioning = "YES"
|
||||
debugServiceExtension = "internal"
|
||||
allowLocationSimulation = "YES">
|
||||
</LaunchAction>
|
||||
<ProfileAction
|
||||
buildConfiguration = "Release"
|
||||
shouldUseLaunchSchemeArgsEnv = "YES"
|
||||
savedToolIdentifier = ""
|
||||
useCustomWorkingDirectory = "NO"
|
||||
debugDocumentVersioning = "YES">
|
||||
<MacroExpansion>
|
||||
<BuildableReference
|
||||
BuildableIdentifier = "primary"
|
||||
BlueprintIdentifier = "A7D88A1423E2437C00DCD162"
|
||||
BuildableName = "SDL2.framework"
|
||||
BlueprintName = "Framework-iOS"
|
||||
ReferencedContainer = "container:SDL.xcodeproj">
|
||||
</BuildableReference>
|
||||
</MacroExpansion>
|
||||
</ProfileAction>
|
||||
<AnalyzeAction
|
||||
buildConfiguration = "Debug">
|
||||
</AnalyzeAction>
|
||||
<ArchiveAction
|
||||
buildConfiguration = "Release"
|
||||
revealArchiveInOrganizer = "YES">
|
||||
</ArchiveAction>
|
||||
</Scheme>
|
||||
|
|
@ -1,67 +0,0 @@
|
|||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<Scheme
|
||||
LastUpgradeVersion = "1240"
|
||||
version = "1.3">
|
||||
<BuildAction
|
||||
parallelizeBuildables = "YES"
|
||||
buildImplicitDependencies = "YES">
|
||||
<BuildActionEntries>
|
||||
<BuildActionEntry
|
||||
buildForTesting = "YES"
|
||||
buildForRunning = "YES"
|
||||
buildForProfiling = "YES"
|
||||
buildForArchiving = "YES"
|
||||
buildForAnalyzing = "YES">
|
||||
<BuildableReference
|
||||
BuildableIdentifier = "primary"
|
||||
BlueprintIdentifier = "E2D187CE28A5673500D2B4F1"
|
||||
BuildableName = "SDL2.framework"
|
||||
BlueprintName = "xcFramework-iOS"
|
||||
ReferencedContainer = "container:SDL.xcodeproj">
|
||||
</BuildableReference>
|
||||
</BuildActionEntry>
|
||||
</BuildActionEntries>
|
||||
</BuildAction>
|
||||
<TestAction
|
||||
buildConfiguration = "Debug"
|
||||
selectedDebuggerIdentifier = "Xcode.DebuggerFoundation.Debugger.LLDB"
|
||||
selectedLauncherIdentifier = "Xcode.DebuggerFoundation.Launcher.LLDB"
|
||||
shouldUseLaunchSchemeArgsEnv = "YES">
|
||||
<Testables>
|
||||
</Testables>
|
||||
</TestAction>
|
||||
<LaunchAction
|
||||
buildConfiguration = "Debug"
|
||||
selectedDebuggerIdentifier = "Xcode.DebuggerFoundation.Debugger.LLDB"
|
||||
selectedLauncherIdentifier = "Xcode.DebuggerFoundation.Launcher.LLDB"
|
||||
launchStyle = "0"
|
||||
useCustomWorkingDirectory = "NO"
|
||||
ignoresPersistentStateOnLaunch = "NO"
|
||||
debugDocumentVersioning = "YES"
|
||||
debugServiceExtension = "internal"
|
||||
allowLocationSimulation = "YES">
|
||||
</LaunchAction>
|
||||
<ProfileAction
|
||||
buildConfiguration = "Release"
|
||||
shouldUseLaunchSchemeArgsEnv = "YES"
|
||||
savedToolIdentifier = ""
|
||||
useCustomWorkingDirectory = "NO"
|
||||
debugDocumentVersioning = "YES">
|
||||
<MacroExpansion>
|
||||
<BuildableReference
|
||||
BuildableIdentifier = "primary"
|
||||
BlueprintIdentifier = "E2D187CE28A5673500D2B4F1"
|
||||
BuildableName = "SDL2.framework"
|
||||
BlueprintName = "xcFramework-iOS"
|
||||
ReferencedContainer = "container:SDL.xcodeproj">
|
||||
</BuildableReference>
|
||||
</MacroExpansion>
|
||||
</ProfileAction>
|
||||
<AnalyzeAction
|
||||
buildConfiguration = "Debug">
|
||||
</AnalyzeAction>
|
||||
<ArchiveAction
|
||||
buildConfiguration = "Release"
|
||||
revealArchiveInOrganizer = "YES">
|
||||
</ArchiveAction>
|
||||
</Scheme>
|
||||
15
thirdparty/SDL2/Xcode/SDL/pkg-support/SDL.info
vendored
15
thirdparty/SDL2/Xcode/SDL/pkg-support/SDL.info
vendored
|
|
@ -1,15 +0,0 @@
|
|||
Title SDL 2.29.0
|
||||
Version 1
|
||||
Description SDL Library for Mac OS X (http://www.libsdl.org)
|
||||
DefaultLocation /Library/Frameworks
|
||||
Diskname (null)
|
||||
DeleteWarning
|
||||
NeedsAuthorization NO
|
||||
DisableStop NO
|
||||
UseUserMask NO
|
||||
Application NO
|
||||
Relocatable YES
|
||||
Required NO
|
||||
InstallOnly NO
|
||||
RequiresReboot NO
|
||||
InstallFat NO
|
||||
|
|
@ -1,19 +0,0 @@
|
|||
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
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.
|
||||
|
|
@ -1,44 +0,0 @@
|
|||
The Simple DirectMedia Layer (SDL for short) is a cross-platform
|
||||
library designed to make it easy to write multi-media software,
|
||||
such as games and emulators.
|
||||
|
||||
The Simple DirectMedia Layer library source code is available from:
|
||||
http://www.libsdl.org/
|
||||
|
||||
This library is distributed under the terms of the zlib license:
|
||||
http://zlib.net/zlib_license.html
|
||||
|
||||
|
||||
This packages contains the SDL framework for OS X.
|
||||
Conforming with Apple guidelines, this framework
|
||||
contains both the SDL runtime component and development header files.
|
||||
|
||||
|
||||
To Install:
|
||||
Copy the SDL2.framework to /Library/Frameworks
|
||||
|
||||
You may alternatively install it in <Your home directory>/Library/Frameworks
|
||||
if your access privileges are not high enough.
|
||||
|
||||
|
||||
Use in CMake projects:
|
||||
SDL2.framework can be used in CMake projects using the following pattern:
|
||||
```
|
||||
find_package(SDL2 REQUIRED COMPONENTS SDL2)
|
||||
add_executable(my_game ${MY_SOURCES})
|
||||
target_link_libraries(my_game PRIVATE SDL2::SDL2)
|
||||
```
|
||||
If SDL2.framework is installed in a non-standard location,
|
||||
please refer to the following link for ways to configure CMake:
|
||||
https://cmake.org/cmake/help/latest/command/find_package.html#config-mode-search-procedure
|
||||
|
||||
|
||||
Additional References:
|
||||
|
||||
- Screencast tutorials for getting started with OpenSceneGraph/Mac OS X are
|
||||
available at:
|
||||
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/MacOSXTips
|
||||
Though these are OpenSceneGraph centric, the same exact concepts apply to
|
||||
SDL, thus the videos are recommended for everybody getting started with
|
||||
developing on Mac OS X. (You can skim over the PlugIns stuff since SDL
|
||||
doesn't have any PlugIns to worry about.)
|
||||
Some files were not shown because too many files have changed in this diff Show more
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Add table
Reference in a new issue