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No files matched your search
+95
-2
@@ -2,7 +2,7 @@
|
||||
|
||||
## mobj.localskin and player.localskin fields
|
||||
|
||||
Allow reading and assigning localskins to players. Local skins for other objects aren't supported currently.
|
||||
Allow reading and assigning localskins.
|
||||
|
||||
## mobj.rollsum field
|
||||
|
||||
@@ -20,9 +20,102 @@ Changes vote background texture prefix (game looks for PREFIX + "W" or "C" (depe
|
||||
## hud.add(fn, "vote") and hud.add(fn, "intermission")
|
||||
|
||||
Hud hooks for vote screen and intermission screen. They only get drawer (`v`) as argument.
|
||||
To check if those hooks are available, check if globals FEATURE\_VOTEHUD and FEATURE\_INERMISSIONHUD
|
||||
To check if those hooks are available, check if globals FEATURE\_VOTEHUD and FEATURE\_INTERMISSIONHUD
|
||||
exist.
|
||||
|
||||
## x, y = hud.getOffsets(item)
|
||||
|
||||
Returns the values of the given HUD item's `xoffset`/`yoffset` cvars.
|
||||
Available for any HUD item with offset cvars.
|
||||
|
||||
## x, y, flags = v.getDrawInfo(item)
|
||||
|
||||
Returns the X, Y and flags where the given HUD item will be drawn for the current displayplayer.
|
||||
Available for `item`, `gametypeinfo` and `minimap`.
|
||||
|
||||
## patch, colormap = v.getColorHudPatch(item)
|
||||
|
||||
Returns the patch and colormap to use for the given HUD item. Colorization is based on the user's settings.
|
||||
Available for `item` and `itemmul`.
|
||||
Extra arguments for some items:
|
||||
### item
|
||||
* `small`: true for small item box, false for big item box.
|
||||
* `dark`: true to darken item box. Depends on `darkitembox`.
|
||||
### itemmul
|
||||
* `small`: true for small sticker, false for big sticker.
|
||||
|
||||
## hudcolor = v.getHudColor()
|
||||
|
||||
Returns the displayplayer's HUD color.
|
||||
|
||||
## colorize = v.useColorHud()
|
||||
|
||||
Returns true if colorization is enabled, false otherwise.
|
||||
|
||||
## v.interpolate(true)
|
||||
|
||||
Enables HUD interpolation. Each call to a drawing function will have its coordinates interpolated
|
||||
by assigning an unique ID to every call.
|
||||
For example, three successive calls to `v.draw` will each have their own ID and interpolation offsets.
|
||||
Pass `true` to enable interpolation, `false` to disable.
|
||||
|
||||
Alternatively, pass a number to enable interpolation with the specified tag.
|
||||
Tags allow HUD items drawn by the same call to a drawing function to be differentiated.
|
||||
Valid tags range from 0-255.
|
||||
For example, when iterating players, use a unique tag for each player to avoid artifacting:
|
||||
```lua
|
||||
for p in players.iterate do
|
||||
-- enable interpolation, using player numbers as the tag
|
||||
-- every draw will have different interp offsets per player
|
||||
v.interpolate(#p)
|
||||
|
||||
-- doesn't matter for unconditional draws like this one...
|
||||
v.draw(...)
|
||||
|
||||
-- but it does matter if there's a condition!
|
||||
-- without tags, this patch would warp between players
|
||||
-- whenever their `someVar` changes
|
||||
if p.someVar then v.draw(...) end
|
||||
end
|
||||
|
||||
-- don't want interpolation anymore? then disable it
|
||||
v.interpolate(false)
|
||||
```
|
||||
NOTE: The default tag for `true` is 0.
|
||||
|
||||
## v.interpLatch(true)
|
||||
|
||||
Enables interpolation offset latching. The next call to a drawing function will have its lerp offsets
|
||||
saved and reused for all following draw calls. Disable with `false` when done.
|
||||
Interpolation cannot easily "snap" between two points; latching can help overcome this by manually
|
||||
setting the lerp offsets.
|
||||
```lua
|
||||
v.interpolate(true)
|
||||
|
||||
-- X coordinate for the HUD item
|
||||
-- every so often, this will wrap around to zero
|
||||
local x = (leveltime*4) % 256
|
||||
|
||||
-- draw an interpolated patch, but... when X rolls back to zero,
|
||||
-- the patch will slide all the way across the screen!
|
||||
v.draw(x, 100, ...)
|
||||
|
||||
-- this is where interpLatch comes into play
|
||||
-- enable latching, then draw an invisible patch,
|
||||
-- moving at the same speed as the visible patch
|
||||
-- the exact coordinates don't matter, it just has to move at the right speed
|
||||
v.interpLatch(true)
|
||||
v.draw(leveltime*4, 0, v.cachePatch("K_TRNULL"))
|
||||
|
||||
-- now we can draw the patch again, and when X becomes zero,
|
||||
-- it'll snap right back without sliding across the screen
|
||||
v.draw(x, 150, ...)
|
||||
|
||||
-- don't forget to turn off latching!
|
||||
v.interpLatch(false)
|
||||
```
|
||||
When using a custom string drawer, enable this mode to avoid interpolation artifacting when the string changes.
|
||||
|
||||
## mobj.spritexscale, mobj.spriteyscale, mobj.spritexoffset, mobj.spriteyoffset, mobj.rollangle, mobj.sloperoll, mobj.rollmodel fields
|
||||
|
||||
Same fields as in SRB2 2.2
|
||||
|
||||
@@ -1,2 +0,0 @@
|
||||
/Release
|
||||
/Debug
|
||||
@@ -1,2 +0,0 @@
|
||||
/Win32
|
||||
/x64
|
||||
File diff suppressed because it is too large.
Load diff
File diff suppressed because it is too large.
Load diff
File diff suppressed because it is too large.
Load diff
File diff suppressed because it is too large.
Load diff
File diff suppressed because it is too large.
Load diff
@@ -1,576 +0,0 @@
|
||||
|
||||
; Defines general parameters of the game for which wadfiles are intended.
|
||||
;
|
||||
; Name textual name for internal use
|
||||
; IWAD standard 8.3 base name and extension of main wadfile
|
||||
; NewMap default name for new map -- dictates format for all maps
|
||||
; Directory directory in which main wadfile (and game files) reside
|
||||
; Run command to execute (from the directory) for running a map
|
||||
|
||||
[WadGame]
|
||||
Name=Sonic Robo Blast 2
|
||||
IWAD=srb2.srb
|
||||
NewMap=MAP01
|
||||
Directory=C:\Documents and Settings\Ben\My Documents\srb2
|
||||
Run=fd\srb2win.exe -file $_Wadfile -warp $_Wadmap
|
||||
|
||||
; Defines parameters of the default sector motif created when no motif
|
||||
; file can be located at startup.
|
||||
|
||||
[Default.Sector]
|
||||
Above=GFZROCK
|
||||
Main=GFZROCK
|
||||
Below=GFZROCK
|
||||
Ceiling=F_SKY1
|
||||
Floor=FLOOR0_6
|
||||
CeilingHeight=4096
|
||||
FloorHeight=0
|
||||
Lighting=255
|
||||
|
||||
; Defines parameters of the default door motif created when no motif
|
||||
; file can be located at startup.
|
||||
|
||||
[Default.Door]
|
||||
Base=FLAT1
|
||||
Door=BIGDOOR2
|
||||
Track=DOORTRAK
|
||||
Type=1
|
||||
|
||||
; Defines parameters of the default stair motif created when no motif
|
||||
; file can be located at startup.
|
||||
|
||||
[Default.Stair]
|
||||
FloorRunner=GFZROCK
|
||||
CeilingRunner=GFZROCK
|
||||
Stairwell=GFZROCK
|
||||
FloorInc=8
|
||||
CeilingInc=0
|
||||
LightingInc=0
|
||||
|
||||
; ID used to classify things
|
||||
; Flags supplies some additional information:
|
||||
; 0x0001 - indicate thing facing angle
|
||||
; Red red value for drawing things of said class
|
||||
; Green green value for drawing things of said class
|
||||
; Blue blue value for drawing things of said class
|
||||
; Name textual description of class
|
||||
|
||||
[Things.Classes]
|
||||
0x001 0x0001 255 255 255 Starts
|
||||
0x002 0x0000 192 0 224 Emeralds
|
||||
0x003 0x0001 255 0 0 Enemies
|
||||
0x004 0x0000 255 192 0 Nights Things
|
||||
0x005 0x0000 0 192 192 Power-Up Monitors
|
||||
0x006 0x0000 192 0 224 Misc.
|
||||
0x007 0x0000 192 192 192 Scenery
|
||||
0x008 0x0000 255 255 0 Mario
|
||||
0x009 0x0000 255 192 224 Christmas
|
||||
0x00b 0x0000 0 0 255 Rings
|
||||
0x00c 0x0000 0 224 0 Springs and Such
|
||||
|
||||
; ID used to uniquely identify things in a map
|
||||
; Class classification (defined above section)
|
||||
; Size approximate thing size (in map units)
|
||||
; Sprite name of the sprite to use for display purposes
|
||||
; Name textual description of thing
|
||||
|
||||
[Things.Types]
|
||||
0x001 1 32 suptd0 Player 01 Start
|
||||
0x002 1 32 suptd0 Player 02 Start
|
||||
0x003 1 32 suptd0 Player 03 Start
|
||||
0x004 1 32 suptd0 Player 04 Start
|
||||
0xfa1 1 32 suptd0 Player 05 Start
|
||||
0xfa2 1 32 suptd0 Player 06 Start
|
||||
0xfa3 1 32 suptd0 Player 07 Start
|
||||
0xfa4 1 32 suptd0 Player 08 Start
|
||||
0xfa5 1 32 suptd0 Player 09 Start
|
||||
0xfa6 1 32 suptd0 Player 10 Start
|
||||
0xfa7 1 32 suptd0 Player 11 Start
|
||||
0xfa8 1 32 suptd0 Player 12 Start
|
||||
0xfa9 1 32 suptd0 Player 13 Start
|
||||
0xfaa 1 32 suptd0 Player 14 Start
|
||||
0xfab 1 32 suptd0 Player 15 Start
|
||||
0xfac 1 32 suptd0 Player 16 Start
|
||||
0xfad 1 32 suptd0 Player 17 Start
|
||||
0xfae 1 32 suptd0 Player 18 Start
|
||||
0xfaf 1 32 suptd0 Player 19 Start
|
||||
0xfb0 1 32 suptd0 Player 20 Start
|
||||
0xfb1 1 32 suptd0 Player 21 Start
|
||||
0xfb2 1 32 suptd0 Player 22 Start
|
||||
0xfb3 1 32 suptd0 Player 23 Start
|
||||
0xfb4 1 32 suptd0 Player 24 Start
|
||||
0xfb5 1 32 suptd0 Player 25 Start
|
||||
0xfb6 1 32 suptd0 Player 26 Start
|
||||
0xfb7 1 32 suptd0 Player 27 Start
|
||||
0xfb8 1 32 suptd0 Player 28 Start
|
||||
0xfb9 1 32 suptd0 Player 29 Start
|
||||
0xfba 1 32 suptd0 Player 30 Start
|
||||
0xfbb 1 32 suptd0 Player 31 Start
|
||||
0xfbc 1 32 suptd0 Player 32 Start
|
||||
0x057 1 32 suptd0 CTF Team Start (Red)
|
||||
0x059 1 32 suptd0 CTF Team Start (Blue)
|
||||
0x00b 1 32 suptd0 Deathmatch Start
|
||||
0x1a4 2 20 cemga0 Emerald 1 (Green)
|
||||
0x1a5 2 20 cemoa0 Emerald 2 (Orange)
|
||||
0x1a6 2 20 cempa0 Emerald 3 (Pink)
|
||||
0x1a7 2 20 cemba0 Emerald 4 (Blue)
|
||||
0x1a8 2 20 cemra0 Emerald 5 (Red)
|
||||
0x1a9 2 20 cemla0 Emerald 6 (Light Blue)
|
||||
0x1aa 2 20 cemga0 Emerald 7 (Grey)
|
||||
0x1ab 2 20 cemka0 Emerald 8 (Master)
|
||||
0x009 3 40 sposa1 Crawla (Red)
|
||||
0xbbc 3 40 possa1 Crawla (Blue)
|
||||
0x02a 3 40 tfogi0 Pop-up Turret
|
||||
0xbbd 3 40 jetba1 Jetty-Syn Bomber
|
||||
0x016 3 40 jetga1 Jetty-Syn Gunner
|
||||
0x03a 3 40 fisha0 Stupid Dumb Unnamed Robofish (tm)
|
||||
0x047 3 40 detna1 Deton
|
||||
0x038 3 40 skima0 Skim
|
||||
0x7d4 3 40 treta1 THZ Turret
|
||||
0x010 3 80 eggma1 Egg Mobile (Boss 1)
|
||||
0x7d8 3 80 eggna1 Egg Slimer (Boss 2)
|
||||
0x015 3 40 ccoma1 Crawla Commander
|
||||
0x008 3 40 tfogi0 Chaos Mode Enemy Spawn
|
||||
0x138d 3 40 buzza0 Gold Buzz
|
||||
0x138e 3 40 rbuza0 Red Buzz
|
||||
0x034 4 20 dissa0 1024 Axis
|
||||
0x035 4 20 dissa0 512 Axis
|
||||
0x03b 4 20 dissa0 2048 Axis
|
||||
0x03e 4 20 dissa0 1024 Axis (Inverted)
|
||||
0x00f 4 20 dissa0 512 Axis (Inverted)
|
||||
0x02d 4 20 dissa0 2048 Axis (Inverted)
|
||||
0x03d 4 20 dissa0 Axis Transfer
|
||||
0x02e 4 20 dissa0 Axis Transfer Closest
|
||||
0x037 4 20 dissa0 Axis Transfer LastToFirst
|
||||
0x03c 4 20 ndrna1 Ideya Drone
|
||||
0x039 4 20 hoopa0 Hoop
|
||||
0x02f 4 20 bon1a0 Circle of Rings
|
||||
0x7d7 4 20 bon1a0 Circle of Rings (Big)
|
||||
0x800 4 20 nwnga0 Circle of Wing Logos
|
||||
0x7da 4 20 nwnga0 Circle of Wing Logos (Big)
|
||||
0x7fe 4 20 nwnga0 Circle of Rings and Wings
|
||||
0x7ff 4 20 nwnga0 Circle of Rings and Wings (Big)
|
||||
0x025 4 20 nwnga0 Wing Logo
|
||||
0x052 4 20 dissa0 Axis Transfer Condition
|
||||
0x055 4 20 dissa0 Axis Transfer Condition 2
|
||||
0xbbf 4 20 npraa0 Super Loop
|
||||
0xbc0 4 20 nprba0 Drill Refill
|
||||
0xbc1 4 20 nprca0 Helper
|
||||
0x019 5 20 shtva0 Super Sneakers
|
||||
0x023 5 20 whtva0 Whirlwind Shield
|
||||
0x029 5 20 prupa0 Extra Life
|
||||
0x030 5 20 yltva0 Attraction Shield
|
||||
0x7d2 5 20 rdtva0 Inferno Shield
|
||||
0x7e2 5 20 bktva0 Armageddon Shield
|
||||
0x7e6 5 20 pinva0 Invincibility
|
||||
0x7ec 5 20 bltva0 Liquid Shield
|
||||
0x7db 5 20 srbxa0 Super Ring (10 Rings)
|
||||
0x7dc 5 20 grbxa0 Silver Ring (25 Rings)
|
||||
0x04e 5 20 mixua0 Teleporter
|
||||
0x7d5 5 20 eggba0 Eggman
|
||||
0xbb8 5 20 quesa0 Random
|
||||
0x01f 6 20 rflga0 CTF Flag (Red)
|
||||
0x022 6 20 bflga0 CTF Flag (Blue)
|
||||
0x7dd 6 20 tokea0 Special Stage Token
|
||||
0x056 6 20 signd0 End Level Sign
|
||||
0x021 6 20 bubla0 Air Bubble Patch
|
||||
0x040 6 20 emera0 Emerald Hunt Location 1
|
||||
0xbba 6 20 emera0 Emerald Hunt Location 2
|
||||
0xbb9 6 20 emera0 Emerald Hunt Location 3
|
||||
0xbbe 6 20 stpta0 Star Post
|
||||
0x1389 6 20 ppsha0 Push
|
||||
0x138a 6 20 pplla0 Pull
|
||||
0x138b 6 20 dissa0 Teleport Destination
|
||||
0x138f 6 20 dissa0 Cut-Away View
|
||||
0x043 6 20 dspka0 Ceiling Spike
|
||||
0x044 6 20 uspka0 Floor Spike
|
||||
0x017 6 20 spika0 Spikeball (Special Stage)
|
||||
0x011 6 20 dissa0 Boss Flypoint
|
||||
0x012 6 20 dissa0 Zoom Tube Waypoint
|
||||
0x801 6 20 dissa0 Egg Capsule Center
|
||||
0x033 6 20 lasra0 Laser
|
||||
0x024 7 20 fwr1b0 GFZ Flower (Normal)
|
||||
0x046 7 20 fwr2a0 GFZ Sunflower
|
||||
0x049 7 20 fwr3a0 GFZ Budding Flower
|
||||
0x04a 7 20 bus1a0 Berry Bush
|
||||
0x04b 7 20 bus2a0 Bush
|
||||
0x7f3 7 20 thzpa0 THZ Flower
|
||||
0x00d 7 20 xms2a0 Palm Tree
|
||||
0x051 7 20 garga1 Gargoyle
|
||||
;wtraa0 through wtrha0 are empty sprites, formerly used for the below
|
||||
0x7ea 7 20 dumba0 Ambient Water SFX 1A (Large)
|
||||
0x7e8 7 20 dumba0 Ambient Water SFX 1B (Large)
|
||||
0x7e7 7 20 dumba0 Ambient Water SFX 2A (Medium)
|
||||
0x7fd 7 20 dumba0 Ambient Water SFX 2B (Medium)
|
||||
0x053 7 20 dumba0 Ambient Water SFX 3A (Small)
|
||||
0x7e3 7 20 dumba0 Ambient Water SFX 3B (Small)
|
||||
0x7e9 7 20 dumba0 Ambient Water SFX 4A (Extra Large)
|
||||
0x01b 7 20 dumba0 Ambient Water SFX 4B (Extra Large)
|
||||
0x00e 7 20 dumba0 Random Ambience 1
|
||||
0x02b 7 20 dumba0 Random Ambience 2
|
||||
0x031 7 20 chana0 Hanging Chain
|
||||
0x7d6 7 20 alrma0 THZ Alarm
|
||||
0x7d1 7 20 fwr4a0 CEZ Flower
|
||||
0x018 7 20 flama0 CEZ Torch
|
||||
0x7d3 7 20 dissa0 Light Source (MAP92)
|
||||
0x2710 8 20 gooma0 Overworld Goomba
|
||||
0x2711 8 20 bgoma0 Underworld Goomba
|
||||
0x2712 8 20 mus1a0 Bush (Short)
|
||||
0x2713 8 20 mus2a0 Bush (Tall)
|
||||
0x2714 8 20 toada0 Toad
|
||||
0x2715 8 20 coina0 Coin
|
||||
0x013 8 20 koopa0 King Bowser
|
||||
0x00a 8 20 shlla0 Koopa Shell
|
||||
0x00c 8 20 maxea0 Axe
|
||||
0x032 8 20 ffwra0 Fire Flower
|
||||
0x01d 8 20 pumaa0 Puma (Mario Fireball)
|
||||
0x005 9 20 xms1a0 Pole
|
||||
0x006 9 20 xms3a0 Snowman
|
||||
0x00d 9 20 xms2a0 Candy Cane
|
||||
0x054 11 20 bon1a0 5 Vertical Rings (Yellow Spring)
|
||||
0x02c 11 20 bon1a0 5 Vertical Rings (Red Spring)
|
||||
0x04c 11 20 bon1a0 5 Diagonal Rings (Yellow Spring)
|
||||
0x04d 11 20 bon1a0 10 Diagonal Rings (Red Spring)
|
||||
0x7de 11 20 bon1a0 Ring
|
||||
0x045 11 20 homra0 Homing Ring
|
||||
0xbbb 11 20 raila0 Rail Ring
|
||||
0x01a 11 20 autra0 Automatic Ring
|
||||
0x036 11 20 bomra0 Explosion Ring
|
||||
0x050 11 20 infra0 Infinity Ring
|
||||
0x138c 12 20 sprba0 Blue Spring
|
||||
0x01c 12 20 sprya0 Yellow Spring (Up)
|
||||
0x04f 12 20 sprra0 Red Spring (Up)
|
||||
0x7df 12 20 yspra1 Yellow Spring (Diagonal Up)
|
||||
0x026 12 20 rspra1 Red Spring (Diagonal Up)
|
||||
0x014 12 20 ysuda1 Yellow Spring (Diagonal Down)
|
||||
0x027 12 20 rsuda1 Red Spring (Diagonal Down)
|
||||
0x041 12 20 sudya0 Yellow Spring (Down)
|
||||
0x042 12 20 sudra0 Red Spring (Down)
|
||||
0x01e 12 20 stemd0 THZ Gas Jet
|
||||
0x020 12 20 fansa0 THZ Fan
|
||||
|
||||
; ID used to classify linedefs
|
||||
; Name textual description of class
|
||||
;
|
||||
; Note: When converting a sector to a door, the linedef types
|
||||
; available are those in class number two.
|
||||
|
||||
[LineDefs.Classes]
|
||||
0x001 *Important
|
||||
0x002 Floor Over Floor
|
||||
0x003 Linedef Executor
|
||||
0x004 Plane Movement
|
||||
0x005 Lighting
|
||||
0x006 Scroll Effects
|
||||
0x007 Pushers
|
||||
0x008 Miscellaneous
|
||||
|
||||
; ID
|
||||
; class
|
||||
; codes
|
||||
; n does NOT require a tag number
|
||||
; W walk-over activation
|
||||
; S switch (triggered by player use)
|
||||
; G gunfire (pistol, shotgun, chaingun) cross or hit line
|
||||
; 1 the line may be activated once only
|
||||
; R potentially repeatable activation
|
||||
; & affected sectors locked out from further changes
|
||||
; m monster actions can activate the line's effect
|
||||
; speed
|
||||
; (slow=1, medium = 2, fast = 3, turbo = 4)
|
||||
; time
|
||||
; texture changes
|
||||
; description
|
||||
|
||||
[LineDefs.Types]
|
||||
; Commonly used types
|
||||
0x019 1 - - - - Floor Over Floor: Solid, Opaque, Shadowcasting
|
||||
0x02d 1 - - - - Floor Over Floor: Water, Translucent
|
||||
0x010 1 - - - - Colormap
|
||||
|
||||
0x001 2 - - - - Crumbling (No Respawn), Floating, Bobbing
|
||||
0x002 4 - - - - Continuous Floor/Ceiling Mover
|
||||
0x003 4 - - - - Continuous Floor Mover
|
||||
0x004 4 - - - - Continuous Ceiling Mover
|
||||
0x005 5 - - - - Ceiling Lighting
|
||||
0x006 4 - - - - Continuous Two-Speed Floor/Ceiling Mover
|
||||
0x007 4 - - - - Continuous Two-Speed Floor Mover
|
||||
0x008 4 - - - - Continuous Two-Speed Ceiling Mover
|
||||
0x009 3 - - - - Trigger Linedef Executor (Race Only, Once)
|
||||
0x00a 3 - - - - Trigger Linedef Executor (CTF Red Team, Continuous)
|
||||
0x00b 3 - - - - Trigger Linedef Executor (CTF Red Team, Each Time)
|
||||
0x00c 3 - - - - Trigger Linedef Executor (CTF Blue Team, Continuous)
|
||||
0x00d 3 - - - - Trigger Linedef Executor (CTF Blue Team, Each Time)
|
||||
|
||||
0x00f 3 - - - - Trigger Linedef Executor (No More Enemies, Once)
|
||||
0x010 5 - - - - Colormap
|
||||
|
||||
0x012 8 - - - - Zoom Tube Parameters
|
||||
0x013 3 - - - - Trigger Linedef Executor (Character Ability, Continuous)
|
||||
0x014 3 - - - - Trigger Linedef Executor (Character Ability, Each Time)
|
||||
0x015 3 - - - - Trigger Linedef Executor (Character Ability, Once)
|
||||
|
||||
0x018 4 - - - - Instant Ceiling Raise
|
||||
0x019 2 - - - - Solid, Opaque, Shadowcasting
|
||||
0x01a 4 - - - - Instant Floor Lower
|
||||
|
||||
0x021 2 - - - - Solid, Opaque, Non-Shadowcasting
|
||||
0x022 2 - - - - Floating, Bobbing
|
||||
0x023 2 - - - - Crumbling (No Respawn)
|
||||
0x024 2 - - - - Crumbling (Respawn)
|
||||
0x025 2 - - - - Crumbling (Respawn), Floating
|
||||
0x026 2 - - - - Bobbing (Air)
|
||||
0x027 2 - - - - Crumbling (Respawn), Floating, Bobbing
|
||||
0x028 2 - - - - Crumbling (Respawn), Bobbing (Air)
|
||||
0x029 2 - - - - Mario Block
|
||||
0x02a 2 - - - - Crumbling (No Respawn), Floating
|
||||
0x02b 4 - - - - Crusher 1 (Ceiling to Floor)
|
||||
0x02c 2 - - - - Solid, Translucent
|
||||
0x02d 2 - - - - Water, Translucent
|
||||
0x02e 2 - - - - Fog Block
|
||||
0x02f 2 - - - - Half Light Block
|
||||
0x030 2 - - - - Water, Opaque
|
||||
0x031 2 - - - - Light Block
|
||||
0x032 4 - - - - Crusher 2 (Floor to Ceiling)
|
||||
0x033 2 - - - - Solid, No Sides
|
||||
0x034 2 - - - - Intangible, Translucent
|
||||
0x035 2 - - - - Laser Block
|
||||
0x036 2 - - - - Thwomp Block
|
||||
0x037 2 - - - - Bustable Block
|
||||
0x038 2 - - - - Quicksand Block
|
||||
0x039 2 - - - - Solid, Invisible
|
||||
0x03a 2 - - - - Intangible, Invisible
|
||||
0x03b 2 - - - - Intangible from Bottom, Opaque
|
||||
0x03c 5 - - - - Adjustable Pulsating Light
|
||||
0x03d 5 - - - - Adjustable Flickering Light
|
||||
0x03e 2 - - - - Intangible, Opaque
|
||||
0x03f 8 - - - - Camera Scanner
|
||||
0x040 8 - - - - Per-Sector Gravity
|
||||
0x041 8 - - - - Speed Pad
|
||||
0x042 8 - - - - Flat Alignment
|
||||
0x043 2 - - - - Intangible, Sides Only
|
||||
0x044 2 - - - - Adjustable Bobbing (Air)
|
||||
0x045 2 - - - - Solid, Sides Only
|
||||
0x046 8 - - - - Ideya Time Modifier
|
||||
0x047 8 - - - - Custom Exit
|
||||
0x048 2 - - - - Reverse Adjustable Bobbing (Air)
|
||||
0x049 8 - - - - Disable Linedef
|
||||
0x04a 2 - - - - Water, Translucent, No Sides
|
||||
0x04b 2 - - - - Water, Opaque, No Sides
|
||||
0x04c 2 - - - - Shatter Block
|
||||
0x04d 2 - - - - Intangible from Bottom, Translucent, No Sides
|
||||
0x04e 2 - - - - Spin Bust Block
|
||||
0x04f 2 - - - - Crumbling (Respawn)
|
||||
0x050 2 - - - - Crumbling (No Respawn)
|
||||
0x051 2 - - - - Intangible from Bottom, Translucent
|
||||
0x052 2 - - - - Intangible from Bottom, Crumbling (Respawn), Translucent
|
||||
0x053 2 - - - - Intangible from Bottom, Crumbling (No Respawn), Translucent
|
||||
0x054 2 - - - - Spin Bust Block, Translucent
|
||||
0x055 6 - - - - Scroll Wall First Side Opposite Direction
|
||||
0x056 2 - - - - Shatter Block, Translucent
|
||||
0x057 2 - - - - Custom
|
||||
0x058 4 - - - - Continuously Falling Sector
|
||||
0x059 2 - - - - Rising, Solid, Opaque, Shadowcasting
|
||||
0x05a 2 - - - - Rising, Solid, Opaque, Non-shadowcasting
|
||||
0x05b 2 - - - - Rising, Solid, Translucent
|
||||
0x05c 2 - - - - Rising, Intangible from Bottom, Opaque
|
||||
0x05d 2 - - - - Rising, Intangible from Bottom, Translucent
|
||||
0x05e 2 - - - - Rising, Solid, Invisible
|
||||
0x05f 3 - - - - Trigger Linedef Executor (Ring Count, Continuous)
|
||||
0x060 3 - - - - Trigger Linedef Executor (Continuous)
|
||||
0x061 3 - - - - Trigger Linedef Executor (Each Time)
|
||||
0x062 3 - - - - Trigger Linedef Executor (Once)
|
||||
0x063 3 - - - - Trigger Linedef Executor (Ring Count, Once)
|
||||
0x064 6 - - - - Scroll Wall First Side Left
|
||||
0x065 3 - - - - Set Tagged Sector's Floor Height/Pic
|
||||
0x066 3 - - - - Set Tagged Sector's Ceiling Height/Pic
|
||||
0x067 3 - - - - Set Tagged Sector's Light Level
|
||||
0x068 3 - - - - Teleport Player to Tagged Sector
|
||||
0x069 3 - - - - Change Music
|
||||
0x06a 3 - - - - Move Tagged Sector's Floor
|
||||
0x06b 3 - - - - Move Tagged Sector's Ceiling
|
||||
0x06c 3 - - - - Lower Floor by Line
|
||||
0x06d 3 - - - - Raise Floor by Line
|
||||
0x06e 3 - - - - Lower Ceiling by Line
|
||||
0x06f 3 - - - - Raise Ceiling by Line
|
||||
0x070 3 - - - - Change Tagged Sector's Tag
|
||||
0x071 3 - - - - Run Script
|
||||
0x072 3 - - - - Change Front Sector's Tag
|
||||
0x073 3 - - - - Play SFX
|
||||
0x074 3 - - - - Stop Plane Movement
|
||||
0x075 3 - - - - Fade Light Level
|
||||
0x076 3 - - - - Stop Lighting Effect
|
||||
0x077 3 - - - - Start Adjustable Fire Flicker
|
||||
0x078 3 - - - - Start Adjustable Glowing Light
|
||||
0x079 3 - - - - Cut-Away View
|
||||
0x07a 3 - - - - Stop Object
|
||||
0x07b 3 - - - - Change Sky
|
||||
0x07c 3 - - - - Change Weather
|
||||
0x07d 3 - - - - Change Object State
|
||||
0x07e 3 - - - - Stop Object
|
||||
0x07f 3 - - - - Award Score
|
||||
0x080 3 - - - - Start Platform Movement
|
||||
0x081 3 - - - - Crush Ceiling Once
|
||||
0x082 3 - - - - Crush Floor Once
|
||||
0x083 3 - - - - Crush Floor And Ceiling Once
|
||||
0x084 3 - - - - Enable/Disable 2D Mode
|
||||
0x085 3 - - - - Enable/Disable Gravity Flip
|
||||
0x086 3 - - - - Award Power-Up
|
||||
0x087 3 - - - - Change Plane Scroller Direction
|
||||
0x088 3 - - - - Shatter FOF
|
||||
0x089 3 - - - - Disable Player Control
|
||||
0x08a 3 - - - - Change Object Size
|
||||
0x08b 3 - - - - Change Tagged Linedef Textures
|
||||
0x08c 3 - - - - Start Metal Sonic Race
|
||||
0x08d 3 - - - - Unlockable Trigger
|
||||
0x08e 3 - - - - Change Object Type State
|
||||
0x08f 3 - - - - Call Lua Function
|
||||
0x090 3 - - - - Earthquake
|
||||
0x096 3 - - - - Execute Linedef Executor (from tag)
|
||||
0x097 3 - - - - Execute Linedef Executor (random range)
|
||||
|
||||
0x0c8 6 - - - - Disp Scroll Ceiling Texture and Carry Objects
|
||||
0x0c9 6 - - - - Disp Carry Objects on Ceiling
|
||||
0x0ca 6 - - - - Scroll Ceiling Texture and Carry Objects
|
||||
0x0cb 6 - - - - Carry Objects on Ceiling
|
||||
0x0cc 6 - - - - Acc Scroll Ceiling Texture and Carry Objects
|
||||
0x0cd 6 - - - - Acc Carry Objects on Ceiling
|
||||
|
||||
0x0d5 5 - - - - Floor Lighting
|
||||
0x0d6 6 - - - - Acc Scroll Ceiling Texture
|
||||
0x0d7 6 - - - - Acc Scroll Floor Texture
|
||||
0x0d8 6 - - - - Acc Carry Objects on Floor
|
||||
0x0d9 6 - - - - Acc Scroll Floor Texture and Carry Objects
|
||||
0x0da 6 - - - - Acc Scroll Wall According to Linedef
|
||||
|
||||
0x0df 8 - - - - Friction
|
||||
0x0e0 7 - - - - Wind
|
||||
0x0e1 7 - - - - Current
|
||||
0x0e2 7 - - - - Boom Push/Pull Thing
|
||||
0x0e3 7 - - - - Upwards Current
|
||||
0x0e4 7 - - - - Downwards Current
|
||||
0x0e5 7 - - - - Upwards Wind
|
||||
0x0e6 7 - - - - Downwards Wind
|
||||
|
||||
0x0e8 4 - - - - Activate Floating Platform
|
||||
0x0e9 4 - - - - Activate Floating Platform (Adjustable Speed)
|
||||
|
||||
0x0f2 8 - - - - Fake Floor
|
||||
|
||||
0x0f5 6 - - - - Disp Scroll Ceiling Texture
|
||||
0x0f6 6 - - - - Disp Scroll Floor Texture
|
||||
0x0f7 6 - - - - Disp Carry Objects on Floor
|
||||
0x0f8 6 - - - - Disp Scroll Floor Texture and Carry Objects
|
||||
0x0f9 6 - - - - Disp Scroll Wall According to Linedef
|
||||
0x0fa 6 - - - - Scroll Ceiling Texture
|
||||
0x0fb 6 - - - - Scroll Floor Texture
|
||||
0x0fc 6 - - - - Carry Objects on Floor
|
||||
0x0fd 6 - - - - Scroll Floor Texture and Carry Objects
|
||||
0x0fe 6 - - - - Scroll Wall According to Linedef
|
||||
0x0ff 6 - - - - Scroll Texture by Offsets
|
||||
|
||||
[Sectors.Types]
|
||||
0x001 Blink (random)
|
||||
0x002 Blink (1/2 second)
|
||||
0x003 Blink (1 second)
|
||||
0x004 Spikes
|
||||
0x005 Death Pit (no camera modifications)
|
||||
0x006 Space Countdown
|
||||
0x007 Damage (Fire)
|
||||
0x008 Light oscillates
|
||||
0x009 Damage (Special Stage)
|
||||
0x00a Instant Kill
|
||||
0x00b Damage (Non-Elemental)
|
||||
0x00c Blink (1 second synch)
|
||||
0x00d Blink (1/2 second synch)
|
||||
0x00e Bouncy Sector (FOF Control Only)
|
||||
|
||||
0x010 Death Pit (camera modifications)
|
||||
0x011 Light flickers like fire
|
||||
0x012 Damage (Electrical)
|
||||
|
||||
0x021 Special Stage Goal
|
||||
|
||||
0x100 Ice/Sludge
|
||||
|
||||
0x200 Wind/Current
|
||||
|
||||
0x207 Damage (Fire) and Current
|
||||
|
||||
0x29a Egg Trap Capsule
|
||||
|
||||
0x2b2 Button 1 (Open Door A/700 B/701)
|
||||
0x2b3 Button 2 (Open Door A/702 B/703)
|
||||
0x2b4 Button 3 (Open Door A/704 B/705)
|
||||
0x2b5 Button 4 (Open Door A/706 B/707)
|
||||
0x2b6 Button 5 (Open Door A/708 B/709)
|
||||
0x2b7 Button 6 (Open Door A/710 B/711)
|
||||
0x2b8 Button 7 (Open Door A/712 B/713)
|
||||
0x2b9 Button 8 (Open Door A/714 B/715)
|
||||
0x2ba Button 9 (Open Door A/716 B/717)
|
||||
0x2bb Button 10 (Open Door A/718 B/719)
|
||||
0x2bc Button 11 (Open Door A/720 B/721)
|
||||
0x2bd Button 12 (Open Door A/722 B/723)
|
||||
0x2be Button 13 (Open Door A/724 B/725)
|
||||
0x2bf Button 14 (Open Door A/726 B/727)
|
||||
0x2c0 Button 15 (Open Door A/728 B/729)
|
||||
0x2c1 Button 16 (Open Door A/730 B/731)
|
||||
0x2c2 Button 17 (Open Door A/732 B/733)
|
||||
0x2c3 Button 18 (Open Door A/734 B/735)
|
||||
0x2c4 Button 19 (Open Door A/736 B/737)
|
||||
0x2c5 Button 20 (Open Door A/738 B/739)
|
||||
0x2c6 Button 21 (THZ2 A/740 B/741 D/742)
|
||||
0x2c7 Close Door Blazing (Tag 743)
|
||||
|
||||
0x300 Ice/Sludge and Wind/Current
|
||||
|
||||
0x3c7 Linedef Executor (Emerald Check)
|
||||
0x3c8 Linedef Executor (NiGHTS Mare)
|
||||
0x3c9 Super Sonic Transform
|
||||
0x3ca Check 3DFloors for Linedef Executor
|
||||
0x3cb Linedef Executor (Pushable Objects)
|
||||
0x3cc Linedef Executor (No Floor Touch, All Players)
|
||||
0x3cd Linedef Executor (Floor Touch, All Players)
|
||||
0x3ce Linedef Executor (No Floor Touch)
|
||||
0x3cf Linedef Executor (Floor Touch)
|
||||
0x3d0 Speed Pad (No Spin)
|
||||
0x3d1 Speed Pad (Spin)
|
||||
0x3d2 Ring Drainer (Floor Touch)
|
||||
0x3d3 Spinner
|
||||
0x3d4 Ring Drainer (No Floor Touch)
|
||||
0x3d5 Raise Ceiling to Highest (Tag 744)
|
||||
0x3d6 Exit Sector
|
||||
0x3d7 Damage (Water)
|
||||
0x3d8 Damage (Water) and Current
|
||||
0x3d9 Conveyor Belt
|
||||
0x3da THZ2 Slime Raise (B/712 S/713 P/714 D/715 S/716)
|
||||
0x3db No Tag Zone
|
||||
0x3dc CTF - Red Team Base
|
||||
0x3dd CTF - Blue Team Base
|
||||
0x3de Special Stage (Floor=Time) (Ceiling=Rings)
|
||||
0x3df Custom Gravity
|
||||
0x3e0 Ramp Sector
|
||||
0x3e1 Starpost Activator
|
||||
0x3e2 Finish Line
|
||||
|
||||
0x3e4 Non-Ramp Sector
|
||||
0x3e5 Fan Sector
|
||||
0x3e6 Zoom Tube Start
|
||||
0x3e7 Zoom Tube End
|
||||
|
||||
0x5dc Bustable Block Sprite ROIA
|
||||
0x5dd Bustable Block Sprite ROIB
|
||||
0x5de Bustable Block Sprite ROIC
|
||||
0x5df Bustable Block Sprite ROID
|
||||
0x5e0 Bustable Block Sprite ROIE
|
||||
0x5e1 Bustable Block Sprite ROIF
|
||||
0x5e2 Bustable Block Sprite ROIG
|
||||
0x5e3 Bustable Block Sprite ROIH
|
||||
0x5e4 Bustable Block Sprite ROII
|
||||
0x5e5 Bustable Block Sprite ROIJ
|
||||
0x5e6 Bustable Block Sprite ROIK
|
||||
0x5e7 Bustable Block Sprite ROIL
|
||||
0x5e8 Bustable Block Sprite ROIM
|
||||
0x5e9 Bustable Block Sprite ROIN
|
||||
0x5ea Bustable Block Sprite ROIO
|
||||
0x5eb Bustable Block Sprite ROIP
|
||||
@@ -1,539 +0,0 @@
|
||||
# Yadex game definition file version 4
|
||||
#
|
||||
# srb2.ygd
|
||||
# Yadex Game Definitions for Sonic Robo Blast 2
|
||||
# See Yadex's doc/ygd.html for the specs.
|
||||
#
|
||||
|
||||
# File made by Alam_GBC.
|
||||
# Updated by Graue, 2006-06-19
|
||||
|
||||
# Yadex has only a few games like "doom2", etc. hardcoded into it.
|
||||
# Rather than hack the code, since I don't expect to ever edit Doom 2,
|
||||
# I went into /usr/local/share/games/yadex/1.7.0/ and renamed
|
||||
# doom2.ygd to doom2_real.ygd, then installed this file as srb2.ygd,
|
||||
# then made a hard link from doom2.ygd to srb2.ygd; that is:
|
||||
# ln srb2.ygd /usr/local/share/games/yadex/1.7.0/doom2.ygd
|
||||
|
||||
# If you do that, change "iwad2" in yadex.cfg to point to your copy of
|
||||
# srb2.srb.
|
||||
|
||||
# It's not the most beautiful thing to do, but it works. Also, Doom 2
|
||||
# is the default game, so this way you don't have to do anything
|
||||
# special when starting Yadex.
|
||||
|
||||
# I claim no copyright on this file. -- Graue <graue@oceanbase.org>
|
||||
|
||||
level_format doom
|
||||
level_name map01
|
||||
picture_format normal
|
||||
sky_flat sky1
|
||||
texture_format normal
|
||||
texture_lumps normal
|
||||
|
||||
#
|
||||
# Definition of linedef type groups
|
||||
# Format is : ldtgroup <ldtgroup> <description>
|
||||
#
|
||||
|
||||
ldtgroup e "Linedef Executor"
|
||||
ldtgroup E "3D Floors"
|
||||
ldtgroup A "Water"
|
||||
ldtgroup t "Scroll Effects"
|
||||
ldtgroup x "Misc."
|
||||
ldtgroup L "Lighting"
|
||||
ldtgroup l "Pushers"
|
||||
ldtgroup P "Plane Movement"
|
||||
|
||||
#
|
||||
# Definition of linedef types
|
||||
# Format is : ldt <number> <ldtgroup> <shortdesc> <longdesc>
|
||||
# <shortdesc> must not exceed 16 characters.
|
||||
#
|
||||
|
||||
# Linedef Executor
|
||||
ldt 00009 e "Trigger(Race1)" "Trigger (Race, Once) (1.09)"
|
||||
ldt 00010 e "Trigger(RedCont)" "Trigger (CTF Red Team, Continuous) (1.09)"
|
||||
ldt 00011 e "Trigger(RedEach)" "Trigger (CTF Red Team, Once per Floor Touch) (1.09)"
|
||||
ldt 00012 e "Trigger(BluCont)" "Trigger (CTF Blue Team, Continuous) (1.09)"
|
||||
ldt 00013 e "Trigger(BluEach)" "Trigger (CTF Blue Team, Once per Floor Touch) (1.09)"
|
||||
ldt 00015 e "Trigger(NoEnemy)" "Trigger (Once when no more enemies) (1.09)"
|
||||
ldt 00019 e "Trigger(ChrCont)" "Trigger (Character Ability, Continuous) (1.09)"
|
||||
ldt 00020 e "Trigger(ChrEach)" "Trigger (Character Ability, Once per Floor Touch) (1.09)"
|
||||
ldt 00021 e "Trigger(Chr1)" "Trigger (Character Ability, Once) (1.09)"
|
||||
ldt 00095 e "Trigger(RngCont)" "Trigger (Ring Count, Continuous) (1.09)"
|
||||
ldt 00096 e "Trigger (Cont)" "Trigger (Continuous)"
|
||||
ldt 00097 e "Trigger (Each)" "Trigger (Once per Floor Touch)"
|
||||
ldt 00098 e "Trigger (1)" "Trigger (Once)"
|
||||
ldt 00099 e "Trigger (Rng1)" "Trigger (Ring Count, Once) (1.09)"
|
||||
ldt 00101 e "Set Floor" "Set Tagged Sector's Floor Height/Flat"
|
||||
ldt 00102 e "Set Ceiling" "Set Tagged Sector's Ceiling Height/Flat"
|
||||
ldt 00103 e "Set Light Level" "Set Tagged Sector's Light Level"
|
||||
ldt 00104 e "Teleport to" "Teleport to Tagged Sector"
|
||||
ldt 00105 e "Music Change" "Music Change"
|
||||
ldt 00106 e "Move Floor by FS" "Move Floor by Front Sector (Length=Speed)"
|
||||
ldt 00107 e "Move Ceil. by FS" "Move Ceiling by Front Sector (Length=Speed)"
|
||||
ldt 00108 e "Lower Flr by Ld" "Lower Floor by Line (dx=speed, dy=amount)"
|
||||
ldt 00109 e "Raise Flr by Ld" "Raise Floor by Line (dx=speed, dy=amount)"
|
||||
ldt 00110 e "Lower Ceil by Ld" "Lower Ceiling by Line (dx=speed, dy=amount)"
|
||||
ldt 00111 e "Raise Ceil by Ld" "Raise Ceiling by Line (dx=speed, dy=amount)"
|
||||
ldt 00112 e "Change Clg/T Tag" "Change Calling Sector's Tag (Change Tagged Sector's Tag in 1.09)"
|
||||
ldt 00113 e "Run Script" "Run Script"
|
||||
ldt 00114 e "Change FS Tag" "Change Front Sector's Tag"
|
||||
ldt 00115 e "Play SFX" "Play SFX"
|
||||
ldt 00116 e "Stop Plane Move" "Stop Plane Movement"
|
||||
ldt 00117 e "Fade Light to FS" "Fade Light Level to Front Sector (Length=Speed)"
|
||||
ldt 00118 e "Stop Light FX" "Stop Lighting Effect"
|
||||
ldt 00119 e "Start Fire Flckr" "Start Adjustable Fire Flicker"
|
||||
ldt 00120 e "Start Pulsate" "Start Adjustable Pulsating Light"
|
||||
ldt 00121 e "Cut-Away View" "Cut-Away View"
|
||||
ldt 00122 e "Stop Object" "Stop Object"
|
||||
ldt 00123 e "Change Sky" "Change Sky (1.09)"
|
||||
ldt 00124 e "Change Weather" "Change Weather (1.09)"
|
||||
ldt 00125 e "Change Obj State" "Change Object State (1.09)"
|
||||
ldt 00126 e "Award Score" "Award Score (1.09)"
|
||||
ldt 00127 e "Start Platf Mvmt" "Start Platform Movement"
|
||||
|
||||
# 3D Floors/Blocks
|
||||
ldt 00001 E "CrumBobFlt NoRet" "Crumbling Floating Bobbing FOF (Never Reappears)"
|
||||
ldt 00025 E "FOFSoliOpaquShad" "FOF (Solid, Opaque, Shadows)"
|
||||
ldt 00033 E "FOFSolOpaqNShado" "FOF (Solid, Opaque, No Shadows)"
|
||||
ldt 00034 E "BobbingFOFWater" "Bobbing Platform (Water)"
|
||||
ldt 00035 E "CrumblingFOFNRea" "Crumbling FOF (Never Reappears)"
|
||||
ldt 00036 E "CrumblingFOFReap" "Crumbling FOF (Reappears)"
|
||||
ldt 00037 E "CrumblingFOFRaps" "Crumbling Floating FOF (Reappears)"
|
||||
ldt 00038 E "BobbingFOF(Air)" "Bobbing FOF (Air)"
|
||||
ldt 00039 E "CrumBobbFOF(Rep)" "Crumbling Floating Bobbing FOF (Reappears)"
|
||||
ldt 00040 E "CrumBobbFOF(Air)" "Crumbling Bobbing FOF (Air)"
|
||||
ldt 00041 E "Mario Block" "Mario Block"
|
||||
ldt 00042 E "CrumblingFOF(NR)" "Crumbling Floating FOF (Never Reappears)"
|
||||
ldt 00044 E "FOFSolidTransluc" "FOF (Solid, Translucent)"
|
||||
ldt 00046 E "Fog Block" "Fog Block"
|
||||
ldt 00047 E "Light Block" "Light Block"
|
||||
ldt 00049 E "2x Light Block" "Double Light Block"
|
||||
ldt 00051 E "FOFSolid,NoSides" "FOF (Solid, No Sides)"
|
||||
ldt 00052 E "FOFIntangTranslu" "FOF (Intangible, Translucent)"
|
||||
ldt 00053 E "Laser Block" "Laser Block"
|
||||
ldt 00054 E "Thwomp Block" "Thwomp Block"
|
||||
ldt 00055 E "Bustable Block" "Bustable Block"
|
||||
ldt 00056 E "Quicksand Block" "Quicksand Block"
|
||||
ldt 00057 E "FOFSolidInv" "FOF (Solid, Invisible)"
|
||||
ldt 00058 E "FOFIntangiInvisi" "FOF (Intangible, Invisible)"
|
||||
ldt 00059 E "Platform" "Platform"
|
||||
ldt 00062 E "FOFIntangibOpaqu" "FOF (Intangible, Opaque)"
|
||||
ldt 00067 E "FOFIntaSidesOnly" "FOF (Intangible, Sides Only)"
|
||||
#removed: ldt 00068 E "AdjBobbFOF(Air)" "Adjustable Bobbing FOF (Air)"
|
||||
ldt 00069 E "FOFSoliSidesOnly" "FOF (Solid, Sides Only)"
|
||||
#removed: ldt 00072 E "RevAdjBobFOFAir" "Reverse Adjustable Bobbing FOF (Air)"
|
||||
ldt 00076 E "Shatter Block" "Shatter Block"
|
||||
ldt 00077 E "Platf (Trnsl-NS)" "Platform (Translucent, No Sides)"
|
||||
ldt 00078 E "Spin Bust Block" "Spin Bust Block"
|
||||
ldt 00079 E "CrumblPlatf(Rep)" "Crumbling Platform (Reappears)"
|
||||
ldt 00080 E "CrumblPlat(NRep)" "Crumbling Platform (Never Reappears)"
|
||||
ldt 00081 E "Platform (Trnsl)" "Platform (Translucent)"
|
||||
ldt 00082 E "CrmPlt(Trns,Rep)" "Crumbling Platform (Translucent, Reappears)"
|
||||
ldt 00083 E "CrmPlt(Trs,NRep)" "Crumbling Platform (Translucent, Never Reappears)"
|
||||
ldt 00084 E "SpinBust (Trnsl)" "Spin Bust Block (Translucent)"
|
||||
ldt 00086 E "Shatter (Trnsl.)" "Shatter Block (Translucent)"
|
||||
ldt 00087 E "Custom FOF" "Custom FOF (1.09)"
|
||||
ldt 00089 E "Rising FOF Shado" "Rising FOF (Solid, Opaque, Shadows) (1.09)"
|
||||
ldt 00090 E "Rising FOF NShad" "Rising FOF (Solid, Opaque, No Shadows) (1.09)"
|
||||
ldt 00091 E "Rising FOF Trnsl" "Rising FOF (Translucent) (1.09)"
|
||||
ldt 00092 E "Rising Plat Opaq" "Rising Platform (Opaque) (1.09)"
|
||||
ldt 00093 E "Rising Plat Trsl" "Rising Platform (Translucent) (1.09)"
|
||||
ldt 00094 E "Rising FOF SlInv" "Rising FOF (Solid, Invisible) (1.09)"
|
||||
|
||||
# Water
|
||||
ldt 00045 A "Water (Transl.)" "Water (Translucent)"
|
||||
ldt 00048 A "Water (Opaque)" "Water (Opaque)"
|
||||
ldt 00074 A "Water (Trnsl-NS)" "Water (Translucent, No Sides)"
|
||||
ldt 00075 A "Water (Opaq-NS)" "Water (Opaque, No Sides)"
|
||||
|
||||
# Scroll Effects
|
||||
ldt 00085 t "Scr Wl Front Opp" "Scroll Wall First Side Opposite Direction"
|
||||
ldt 00100 t "Scr Wl FrontLeft" "Scroll Wall First Side Left"
|
||||
ldt 00202 t "Scr&Carry Ceil" "Scroll&Carry Things Sector Ceiling (FOF Conveyor)"
|
||||
ldt 00203 t "Carry Ceiling" "Carry Things on Sector Ceiling (FOF Conveyor)"
|
||||
ldt 00214 t "AccScr Ceiling" "Accel Scroll Sector's Ceiling"
|
||||
ldt 00215 t "AccScr Floor" "Accel Scroll Sector's Floor"
|
||||
ldt 00216 t "AccCarry Floor" "Accel Carry Things on Floor"
|
||||
ldt 00217 t "AccScr&Carry Flr" "Accel Scroll Floor & Carry Things"
|
||||
ldt 00218 t "AccScr Front" "Accel Scroll 1st Side Tagged Line"
|
||||
ldt 00245 t "RemScr Ceiling" "Remote Scroll Sector's Ceiling"
|
||||
ldt 00246 t "RemScr Floor" "Remote Scroll Sector's Floor"
|
||||
ldt 00247 t "RemCarry Floor" "Remote Carry Things on Floor"
|
||||
ldt 00248 t "RemScr&Carry Flr" "Remote Scroll Floor & Carry Things"
|
||||
ldt 00249 t "RemScr Front" "Remote Scroll 1st Side Tagged Line"
|
||||
ldt 00250 t "Scroll Ceiling" "Scroll Sector's Ceiling"
|
||||
ldt 00251 t "Scroll Floor" "Scroll Sector's Floor"
|
||||
ldt 00252 t "Carry on Floor" "Carry Things On Sector Floor"
|
||||
ldt 00253 t "Scroll&Carry Flr" "Scroll&Carry Things Sector Floor"
|
||||
ldt 00254 t "Scroll Front" "Scroll First Side of Tagged Line"
|
||||
ldt 00255 t "Scroll by Offset" "Effect Scrolling From XY Offsets"
|
||||
|
||||
# Misc.
|
||||
ldt 00018 x "Zoom Tube Params" "Zoom Tube Parameters (1.09)"
|
||||
ldt 00063 x "Camera Scanner" "Camera Scanner"
|
||||
ldt 00064 x "Sector Gravity" "Per-Sector Gravity"
|
||||
ldt 00065 x "Speed Pad" "Speed Pad"
|
||||
ldt 00066 x "Flat Alignment" "Flat Alignment"
|
||||
ldt 00070 x "IdeyaTimeModify " "Ideya Time Modifier"
|
||||
ldt 00071 x "Custom Exit" "Custom Exit"
|
||||
ldt 00073 x "Disable Linedef" "Disable Linedef (main game only)"
|
||||
ldt 00223 x "Friction" "Friction (Ice>100, Sludge<100)"
|
||||
ldt 00242 x "Fake Floor" "Fake Floor"
|
||||
|
||||
# Lighting
|
||||
ldt 00005 L "Ceiling Lighting" "Ceiling Lighting"
|
||||
ldt 00016 L "Colormap" "Colormap"
|
||||
ldt 00060 L "AdjPulsLight" "Adjustable Pulsating Light"
|
||||
ldt 00061 L "AdjFlickLight" "Adjustable Flickering Light"
|
||||
ldt 00213 L "Floor Lighting" "Floor Lighting"
|
||||
|
||||
# Plane Movement
|
||||
ldt 00002 P "ContMover F/C" "Continuous Floor/Ceiling Mover"
|
||||
ldt 00003 P "ContMover Floor" "Continuous Floor Mover"
|
||||
ldt 00004 P "ContMover Ceilng" "Continuous Ceiling Mover"
|
||||
ldt 00006 P "Cont2Mover F/C" "Continuous 2-Speed Floor/Ceiling Mover"
|
||||
ldt 00007 P "Cont2Mover Floor" "Continuous 2-Speed Floor Mover"
|
||||
ldt 00008 P "Cont2Mover Ceilg" "Continuous 2-Speed Ceiling Mover"
|
||||
ldt 00024 P "InstCeilingRaise" "Instant Ceiling Raise"
|
||||
ldt 00026 P "InstFloorLower" "Instant Floor Lower"
|
||||
ldt 00043 P "Crusher 1 (C2F)" "Crusher 1 (Ceiling to Floor)"
|
||||
ldt 00050 P "Crusher 2 (F2C)" "Crusher 2 (Floor to Ceiling)"
|
||||
ldt 00088 P "Continuous Fall" "Continuously Falling Sector (1.09)"
|
||||
ldt 00232 P "FloatingPlatform" "Floating Platform"
|
||||
ldt 00233 P "FloatPFAdjuSpeed" "Floating Platform Adjustable Speed"
|
||||
|
||||
# Pushers
|
||||
ldt 00224 l "Wind Force/Dir" "Wind Force/Direction"
|
||||
ldt 00225 l "Water Force/Dir" "Water Current Force/Direction"
|
||||
ldt 00226 l "Boom Push/Pull" "Boom Push/Pull Thing"
|
||||
ldt 00227 l "Upwards Current" "Upwards Current"
|
||||
ldt 00228 l "DownwardsCurrent" "Downwards Current"
|
||||
ldt 00229 l "Upwards Wind" "Upwards Wind"
|
||||
ldt 00230 l "Downwards Wind" "Downwards Wind"
|
||||
|
||||
#
|
||||
# Definition of sector types
|
||||
# Format is : st <number> <shortdesc> <longdesc>
|
||||
# <shortdesc> must not exceed 14 characters.
|
||||
#
|
||||
|
||||
st 00000 "X Normal" "X Normal"
|
||||
st 00001 "Blink random" "Blink (random)"
|
||||
st 00002 "Blink halfsec" "Blink (1/2 second)"
|
||||
st 00003 "Blink oneasec" "Blink (1 second)"
|
||||
st 00004 "Spikes of Doom" "Spikes"
|
||||
st 00005 "DeathPit (ncm)" "Death Pit (no camera modifications)"
|
||||
st 00006 "SpaceCountdown" "Space Countdown"
|
||||
st 00007 "Fire Damage" "Damage (Fire)"
|
||||
st 00008 "Lightoscilates" "Light oscillates"
|
||||
st 00009 "SS Damage" "Damage (Special Stage)"
|
||||
st 00010 "Instant Kill" "Instant Kill"
|
||||
st 00011 "Normal Damage" "Damage (Non-elemental)"
|
||||
st 00012 "Blinks oneasec" "Blink (1 second synch)"
|
||||
st 00013 "Blinks hafasec" "Blink (1/2 second synch)"
|
||||
st 00014 "FOF Bouncy Con" "Bouncy Sector (FOF Control Only)"
|
||||
st 00016 "DeathPit (wcm)" "Death Pit (camera modifications)"
|
||||
st 00017 "Lightslikefire" "Light flickers like fire"
|
||||
|
||||
st 00018 "Elec Damage" "Damage (Electrical)"
|
||||
|
||||
st 00256 "Ice/Sludge" "Ice/Sludge"
|
||||
|
||||
st 00512 "Wind/Current" "Wind/Current"
|
||||
|
||||
st 00680 "EggCapsule But" "Egg Capsule (Button)"
|
||||
st 00681 "EggCapsule Top" "Egg Capsule (Top)"
|
||||
st 00682 "EggCapsule Bot" "Egg Capsule (Bottom)"
|
||||
st 00683 "EggCapsule Cen" "Egg Capsule (Center)"
|
||||
|
||||
st 00690 "Button 01" "Button 1 (Open Door A/700 B/701)"
|
||||
st 00691 "Button 02" "Button 2 (Open Door A/702 B/703)"
|
||||
st 00692 "Button 03" "Button 3 (Open Door A/704 B/705)"
|
||||
st 00693 "Button 04" "Button 4 (Open Door A/706 B/707)"
|
||||
st 00694 "Button 05" "Button 5 (Open Door A/708 B/709)"
|
||||
st 00695 "Button 06" "Button 6 (Open Door A/710 B/711)"
|
||||
st 00696 "Button 07" "Button 7 (Open Door A/712 B/713)"
|
||||
st 00697 "Button 08" "Button 8 (Open Door A/714 B/715)"
|
||||
st 00698 "Button 09" "Button 9 (Open Door A/716 B/717)"
|
||||
st 00699 "Button 10" "Button 10 (Open Door A/718 B/719)"
|
||||
st 00700 "Button 11" "Button 11 (Open Door A/720 B/721)"
|
||||
st 00701 "Button 12" "Button 12 (Open Door A/722 B/723)"
|
||||
st 00702 "Button 13" "Button 13 (Open Door A/724 B/725)"
|
||||
st 00703 "Button 14" "Button 14 (Open Door A/726 B/727)"
|
||||
st 00704 "Button 15" "Button 15 (Open Door A/728 B/729)"
|
||||
st 00705 "Button 16" "Button 16 (Open Door A/730 B/731)"
|
||||
st 00706 "Button 17" "Button 17 (Open Door A/732 B/733)"
|
||||
st 00707 "Button 18" "Button 18 (Open Door A/734 B/735)"
|
||||
st 00708 "Button 19" "Button 19 (Open Door A/736 B/737)"
|
||||
st 00709 "Button 20" "Button 20 (Open Door A/738 B/739)"
|
||||
st 00710 "Button 21" "Button 21 (THZ2 A/740 B/741 D/742)"
|
||||
|
||||
st 00768 "IceSluWindCurr" "Ice/Sludge and Wind/Current"
|
||||
|
||||
st 00974 "Linedefx (NFT)" "Linedef Executor (No Floor Touch)"
|
||||
st 00975 "Linedefx (WFT)" "Linedef Executor (Floor Touch)"
|
||||
st 00976 "Speed Pad (NS)" "Speed Pad (No Spin)"
|
||||
st 00977 "Speed Pad (WS)" "Speed Pad (Spin)"
|
||||
st 00978 "Ring Drainer" "Ring Drainer"
|
||||
st 00979 "Spinner" "Spinner"
|
||||
st 00980 "Ring Drain NFT" "Ring Drainer (No Floor Touch)" # 1.09?
|
||||
st 00981 "RaiseCeilHghst" "Raise Ceiling to Highest (tag 744) (obsolete)"
|
||||
st 00982 "Exit" "Exit Sector"
|
||||
st 00983 "Water Damage" "Damage (Water)"
|
||||
st 00984 "WaterDm&Curent" "Damage (Water) and Current"
|
||||
st 00985 "ConveyorBelt" "Conveyor Belt"
|
||||
st 00986 "Slime Raise" "THZ2 Slime Raise (B/712 W/713 P/714 D/715 S/716)"
|
||||
st 00987 "No Tag Zone" "No Tag Zone"
|
||||
st 00988 "CTF - Red" "CTF - Red Team Base"
|
||||
st 00989 "CTF - Bule" "CTF - Blue Team Base"
|
||||
st 00990 "SS Control" "Special Stage (Floor=Time) (Ceiling=Rings)"
|
||||
st 00991 "Custom Gravity" "Custom Gravity"
|
||||
st 00992 "Ramp" "Ramp Sector (Stairs)"
|
||||
st 00993 "Starpost Actor" "Starpost Activator"
|
||||
st 00994 "Hockey - Red" "Hockey - Red Team Goal (Finish Line in 1.09)"
|
||||
st 00995 "Hockey - Blue" "Hockey - Blue Team Goal (not in 1.09)"
|
||||
st 00996 "Non-Ramp" "Non-Ramp Sector"
|
||||
st 00997 "Fan Sector" "Fan Sector"
|
||||
st 00998 "Zoom Tube Strt" "Zoom Tube Start (1.09)"
|
||||
st 00999 "Zoom Tube End" "Zoom Tube End (1.09)"
|
||||
st 01500 "BustSprt ROIA" "Bustable Block Sprite ROIA (1.09)"
|
||||
st 01501 "BustSprt ROIB" "Bustable Block Sprite ROIB (1.09)"
|
||||
st 01502 "BustSprt ROIC" "Bustable Block Sprite ROIC (1.09)"
|
||||
st 01503 "BustSprt ROID" "Bustable Block Sprite ROID (1.09)"
|
||||
st 01504 "BustSprt ROIE" "Bustable Block Sprite ROIE (1.09)"
|
||||
st 01505 "BustSprt ROIF" "Bustable Block Sprite ROIF (1.09)"
|
||||
st 01506 "BustSprt ROIG" "Bustable Block Sprite ROIG (1.09)"
|
||||
st 01507 "BustSprt ROIH" "Bustable Block Sprite ROIH (1.09)"
|
||||
st 01508 "BustSprt ROII" "Bustable Block Sprite ROII (1.09)"
|
||||
st 01509 "BustSprt ROIJ" "Bustable Block Sprite ROIJ (1.09)"
|
||||
st 01510 "BustSprt ROIK" "Bustable Block Sprite ROIK (1.09)"
|
||||
st 01511 "BustSprt ROIL" "Bustable Block Sprite ROIL (1.09)"
|
||||
st 01512 "BustSprt ROIM" "Bustable Block Sprite ROIM (1.09)"
|
||||
st 01513 "BustSprt ROIN" "Bustable Block Sprite ROIN (1.09)"
|
||||
st 01514 "BustSprt ROIO" "Bustable Block Sprite ROIO (1.09)"
|
||||
st 01515 "BustSprt ROIP" "Bustable Block Sprite ROIP (1.09)"
|
||||
|
||||
#
|
||||
# Definition of thing groups
|
||||
# Format is : thinggroup <thinggroup> <colour> <description>
|
||||
#
|
||||
|
||||
thinggroup b rgb:f/f/f "Starts"
|
||||
thinggroup e rgb:f/0/0 "Enemies"
|
||||
thinggroup n rgb:f/b/0 "Nights Things"
|
||||
thinggroup p rgb:0/b/b "Power-Up Monitors"
|
||||
thinggroup o rgb:b/0/c "Misc."
|
||||
thinggroup d rgb:b/b/b "Scenery"
|
||||
thinggroup m rgb:f/f/0 "Mario"
|
||||
thinggroup c rgb:f/b/c "Christmas"
|
||||
thinggroup r rgb:0/0/f "Rings"
|
||||
thinggroup s rgb:0/c/0 "Springs and Such"
|
||||
|
||||
#
|
||||
# Definition of things
|
||||
# Format is :
|
||||
# thing <number> <thinggroup> <flags> <radius> <desc> [<sprite>]
|
||||
# <desc> must not exceed 19 characters. <flags> s for see-thur
|
||||
#
|
||||
|
||||
# FIXME: replace dissa0 and dumba0 with sprites that are really there
|
||||
|
||||
# FIXME: replace start images of ndrna1 with something better.
|
||||
# ndrna1 is really the nights drone
|
||||
#thig 00000 g s ## " " ?????#
|
||||
thing 00001 b - 32 "Player 01 Start" ndrna1
|
||||
thing 00002 b - 32 "Player 02 Start" ndrna1
|
||||
thing 00003 b - 32 "Player 03 Start" ndrna1
|
||||
thing 00004 b - 32 "Player 04 Start" ndrna1
|
||||
thing 04001 b - 32 "Player 05 Start" ndrna1
|
||||
thing 04002 b - 32 "Player 06 Start" ndrna1
|
||||
thing 04003 b - 32 "Player 07 Start" ndrna1
|
||||
thing 04004 b - 32 "Player 08 Start" ndrna1
|
||||
thing 04005 b - 32 "Player 09 Start" ndrna1
|
||||
thing 04006 b - 32 "Player 10 Start" ndrna1
|
||||
thing 04007 b - 32 "Player 11 Start" ndrna1
|
||||
thing 04008 b - 32 "Player 12 Start" ndrna1
|
||||
thing 04009 b - 32 "Player 13 Start" ndrna1
|
||||
thing 04010 b - 32 "Player 14 Start" ndrna1
|
||||
thing 04011 b - 32 "Player 15 Start" ndrna1
|
||||
thing 04012 b - 32 "Player 16 Start" ndrna1
|
||||
thing 04013 b - 32 "Player 17 Start" ndrna1
|
||||
thing 04014 b - 32 "Player 18 Start" ndrna1
|
||||
thing 04015 b - 32 "Player 19 Start" ndrna1
|
||||
thing 04016 b - 32 "Player 20 Start" ndrna1
|
||||
thing 04017 b - 32 "Player 21 Start" ndrna1
|
||||
thing 04018 b - 32 "Player 22 Start" ndrna1
|
||||
thing 04019 b - 32 "Player 23 Start" ndrna1
|
||||
thing 04020 b - 32 "Player 24 Start" ndrna1
|
||||
thing 04021 b - 32 "Player 25 Start" ndrna1
|
||||
thing 04022 b - 32 "Player 26 Start" ndrna1
|
||||
thing 04023 b - 32 "Player 27 Start" ndrna1
|
||||
thing 04024 b - 32 "Player 28 Start" ndrna1
|
||||
thing 04025 b - 32 "Player 29 Start" ndrna1
|
||||
thing 04026 b - 32 "Player 30 Start" ndrna1
|
||||
thing 04027 b - 32 "Player 31 Start" ndrna1
|
||||
thing 04028 b - 32 "Player 32 Start" ndrna1
|
||||
thing 00087 b - 32 "CTF Red Team Start" ndrna1
|
||||
thing 00089 b - 32 "CTF Blue Team Start" ndrna1
|
||||
thing 00011 b - 32 "Deathmatch Start" ndrna1
|
||||
#thig 00000 g s ## " " ?????#
|
||||
|
||||
#thig 00000 g s ## " " ?????#
|
||||
thing 00009 e - 40 "Crawla (Red)" sposa1
|
||||
thing 03004 e - 40 "Crawla (Blue)" possa1
|
||||
thing 03005 e - 40 "Jetty-Syn Bomber" jetba1
|
||||
thing 00022 e - 40 "Jetty-Syn Gunner" jetga1
|
||||
thing 00058 e - 40 "Robofish (tm)" fisha0
|
||||
thing 00071 e - 40 "Deton" detna1
|
||||
thing 00056 e - 40 "Skim" skima0
|
||||
thing 05005 e - 40 "Buzz (Yellow)" buzza0
|
||||
thing 05006 e - 40 "Buzz (Red)" rbuza0
|
||||
thing 02004 e - 40 "THZ Turret" treta1
|
||||
thing 00042 e - 40 "Popup Turret" turre1
|
||||
thing 00016 e - 80 "Egg Mobile (Boss 1)" eggma1
|
||||
thing 01008 e - 80 "Egg Slimer (Boss 2)" eggna1
|
||||
thing 00021 e - 40 "Crawla Commander" ccoma1
|
||||
thing 00008 e s 20 "ChaosModeEnemySpawn" tfogi0
|
||||
#thig 00000 g s ## " " ?????#
|
||||
|
||||
#thig 00000 g s ## " " ?????#
|
||||
thing 00052 n s 20 "1024 Axis" dissa0
|
||||
thing 00053 n s 20 "512 Axis" dissa0
|
||||
thing 00059 n s 20 "2048 Axis" dissa0
|
||||
thing 00062 n s 20 "1024 Axis(Inverted)" dissa0
|
||||
thing 00015 n s 20 "512 Axis (Inverted)" dissa0
|
||||
thing 00045 n s 20 "2048 Axis(Inverted)" dissa0
|
||||
thing 00061 n s 20 "Axis Transfer" dissa0
|
||||
thing 00046 n s 20 "Axis Transfer Closest" dissa0
|
||||
thing 00055 n s 20 "Axis Transfer LastToFirst" dissa0
|
||||
thing 00060 n - 20 "Ideya Drone" ndrna1
|
||||
thing 00057 n - 20 "Hoop" hoopa0
|
||||
thing 00047 n - 20 "Circle of Rings" bon1a0
|
||||
thing 02007 n - 20 "Circle ofRings(Big)" bon1a0
|
||||
thing 02048 n - 20 "Circle ofWing Logos" nwnga0
|
||||
thing 02010 n - 20 "CircleofWingLogos-B" nwnga0
|
||||
thing 02046 n - 20 "CircleofRings&Wings" nwnga0
|
||||
thing 02047 n - 20 "CirleofRngs&Wings-B" nwnga0
|
||||
thing 00037 n - 20 "Wing Logo" nwnga0
|
||||
thing 00082 n s 20 "AxisTrnsferCodtion" dissa0
|
||||
thing 00085 n s 20 "AxisTrnsferCodtion2" dissa0
|
||||
thing 03007 n - 20 "Super Loop" npraa0
|
||||
thing 03008 n - 20 "Drill Refill" nprba0
|
||||
thing 03009 n - 20 "Helper" nprca0
|
||||
#thig 00000 g s ## " " ?????#
|
||||
|
||||
#thig 00000 g s ## " " ?????#
|
||||
thing 00025 p - 20 "Super Sneakers" shtva0
|
||||
thing 00035 p - 20 "Basic/WhirlShield" bltva0
|
||||
thing 00041 p - 20 "Extra Life" prupa0
|
||||
thing 00048 p - 20 "Attraction Shield" yltva0
|
||||
thing 02002 p - 20 "Inferno Shield" rdtva0
|
||||
thing 02018 p - 20 "Armageddon Shield" bktva0
|
||||
thing 02022 p - 20 "Invincibility" pinva0
|
||||
thing 02028 p - 20 "Liquid Shield" grtva0
|
||||
thing 02011 p - 20 "SuperRing(10 Rings)" srbxa0
|
||||
thing 02012 p - 20 "SilverRing(25Rings)" grbxa0
|
||||
thing 00078 p - 20 "Teleporter" mixua0
|
||||
thing 02005 p - 20 "Eggman" eggba0
|
||||
thing 03000 p - 20 "Random" quesa0
|
||||
#thig 00000 g s ## " " ?????#
|
||||
|
||||
#thig 00000 g s ## " " ?????#
|
||||
thing 00031 o - 20 "CTF Flag (Red)" rflga0
|
||||
thing 00034 o - 20 "CTF Flag (Blue)" bflga0
|
||||
thing 02013 o - 20 "Special Stage Token" tokea0
|
||||
thing 00086 o - 20 "End Level Sign" signd0
|
||||
thing 00033 o - 20 "Air Bubble Patch" bubla0
|
||||
thing 00064 o - 20 "Emerald Hunt Place1" emera0
|
||||
thing 03002 o - 20 "Emerald Hunt Place2" emera0
|
||||
thing 03001 o - 20 "Emerald Hunt Place3" emera0
|
||||
thing 03006 o - 20 "Star Post" stpta0
|
||||
thing 05001 o s 20 "Push" ppsha0
|
||||
thing 05002 o s 20 "Pull" pplla0
|
||||
thing 05003 o s 20 "TeleportDestination" dissa0
|
||||
thing 05007 o s 20 "Cut-Away View Thing" dissa0
|
||||
thing 00067 o - 20 "Ceiling Spike" dspka0
|
||||
thing 00068 o - 20 "Floor Spike" uspka0
|
||||
thing 00023 o - 20 "Spikeball" spika0
|
||||
thing 00017 o s 20 "Boss Flypoint" dissa0
|
||||
thing 02049 o s 20 "Egg Capsule Center" dissa0
|
||||
thing 00051 o - 20 "Laser" lasra0
|
||||
thing 00018 o - 20 "ZoomTubeWaypoint109" dissa0
|
||||
thing 00420 o - 20 "Emerald 1 (Green)" emmya0
|
||||
thing 00421 o - 20 "Emerald 2 (Orange)" emmyb0
|
||||
thing 00422 o - 20 "Emerald 3 (Pink)" emmyc0
|
||||
thing 00423 o - 20 "Emerald 4 (Blue)" emmyd0
|
||||
thing 00424 o - 20 "Emerald 5 (Red)" emmye0
|
||||
thing 00425 o - 20 "Emerald 6 (LtBlue)" emmyf0
|
||||
thing 00426 o - 20 "Emerald 7 (Gray)" emmyg0
|
||||
# FIXME: add correct sprite for this emerald
|
||||
thing 00427 o - 20 "Emerald 8 (Master)" dissa0
|
||||
|
||||
#thig 00000 g s ## " " ?????#
|
||||
thing 00036 d - 20 "GFZ Flower (Normal)" fwr1b0
|
||||
thing 00070 d - 20 "GFZ Sunflower" fwr2a0
|
||||
thing 00073 d - 20 "GFZ Budding Flower" fwr3a0
|
||||
thing 00074 d - 20 "Berry Bush" bus1a0
|
||||
thing 00075 d - 20 "Bush" bus2a0
|
||||
thing 02035 d - 20 "THZ Flower" thzpa0
|
||||
thing 00081 d - 20 "Gargoyle" garga1
|
||||
thing 02026 d s 20 "AmbientWaterSFX1A-L" dumba0
|
||||
thing 02024 d s 20 "AmbientWaterSFX1B-L" dumba0
|
||||
thing 02025 d s 20 "AmbientWaterSFX2A-M" dumba0
|
||||
thing 02045 d s 20 "AmbientWaterSFX2B-M" dumba0
|
||||
thing 00083 d s 20 "AmbientWaterSFX3A-S" dumba0
|
||||
thing 02019 d s 20 "AmbientWaterSFX3B-S" dumba0
|
||||
thing 02025 d s 20 "AmbientWaterSFX4A-E" dumba0
|
||||
thing 00027 d s 20 "AmbientWaterSFX4B-E" dumba0
|
||||
thing 00014 d s 20 "Random Ambience 1" dumba0
|
||||
thing 00043 d s 20 "Random Ambience 2" dumba0
|
||||
thing 00049 d - 20 "Hanging Chain" chana0
|
||||
thing 02006 d - 20 "THZ Alarm" alrma0
|
||||
thing 02001 d - 20 "CEZ Flower" fwr4a0
|
||||
thing 00024 d - 20 "CEZ Torch" flama0
|
||||
thing 02003 d s 20 "LightSource (MAP92)" dissa0
|
||||
#thig 00000 g s ## " " ?????#
|
||||
|
||||
#thig 00000 g s ## " " ?????#
|
||||
thing 100000 m - 20 "Overworld Goomba" gooma0
|
||||
thing 100001 m - 20 "Underworld Goomba" bgoma0
|
||||
thing 100002 m - 20 "Bush (Short)" mus1a0
|
||||
thing 100003 m - 20 "Bush (Tall)" mus2a0
|
||||
thing 100004 m - 20 "Toad" toada0
|
||||
thing 100005 m - 20 "Coin" coina0
|
||||
thing 00019 m - 20 "King Bowser" koopa0
|
||||
thing 00010 m - 20 "Koopa Shell" shlla0
|
||||
thing 00012 m - 20 "Axe" maxea0
|
||||
thing 00050 m - 20 "Fire Flower" ffwra0
|
||||
thing 00029 m - 20 "Puma(MarioFireball)" pumaa0
|
||||
#thig 00000 g s ## " " ?????#
|
||||
|
||||
#thig 00000 g s ## " " ?????#
|
||||
thing 00005 c - 20 "Pole" xms1a0
|
||||
thing 00006 c - 20 "Snowman" xms3a0
|
||||
thing 00013 c - 20 "Candy Cane" xms2a0
|
||||
thing 00084 r - 20 "5VerticalRings-YwSg" bon1a0
|
||||
thing 00044 r - 20 "5VerticalRings-RdSg" bon1a0
|
||||
thing 00076 r - 20 "5DiagonalRings-YwSg" bon1a0
|
||||
thing 00077 r - 20 "10DiagonalRings-RSg" bon1a0
|
||||
thing 02014 r - 20 "Ring" bon1a0
|
||||
thing 00069 r - 20 "Homing Ring" homra0
|
||||
thing 03003 r - 20 "Rail Ring" raila0
|
||||
thing 00026 r - 20 "Automatic Ring" autra0
|
||||
thing 00054 r - 20 "Explosion Ring" bomra0
|
||||
thing 00080 r - 20 "Infinity Ring" infra0
|
||||
thing 00028 s - 20 "Yellow Spring (Up)" sprya0
|
||||
thing 00079 s - 20 "Red Spring (Up)" sprra0
|
||||
thing 02015 s - 20 "Yellow Spring (DU)" yspra1
|
||||
thing 00038 s - 20 "Red Spring (DU)" rspra1
|
||||
thing 00020 s - 20 "Yellow Spring (DD)" ysuda1
|
||||
thing 00039 s - 20 "Red Spring (DD)" rsuda1
|
||||
thing 00065 s - 20 "Yellow Spring (Dn)" sudya0
|
||||
thing 00066 s - 20 "Red Spring (Dn)" sudra0
|
||||
thing 05004 s - 20 "Blue Spring" sprba0
|
||||
thing 00030 s - 20 "THZ Gas Jet" stemd0
|
||||
thing 00032 s - 20 "THZ Fan" fansa0
|
||||
#thig 00000 g s ## " " ?????#
|
||||
File diff suppressed because it is too large.
Load diff
@@ -1,58 +0,0 @@
|
||||
# wminput configuration for SRB2Wii by Alam Arias
|
||||
# based on Callum Dickinson's version
|
||||
|
||||
#Wiimote.Up = KEY_RESERVED
|
||||
#Wiimote.Down = KEY_RESERVED
|
||||
#Wiimote.Left = KEY_RESERVED
|
||||
#Wiimote.Right = KEY_RESERVED
|
||||
Wiimote.A = BTN_THUMB
|
||||
Wiimote.B = BTN_TRIGGER
|
||||
Wiimote.Minus = BTN_THUMBL
|
||||
Wiimote.Plus = BTN_THUMBR
|
||||
Wiimote.Home = BTN_MODE
|
||||
Wiimote.1 = BTN_1
|
||||
Wiimote.2 = BTN_2
|
||||
|
||||
Wiimote.Dpad.X = -ABS_HAT0Y
|
||||
Wiimote.Dpad.Y = -ABS_HAT0X
|
||||
|
||||
Nunchuk.C = BTN_C
|
||||
Nunchuk.Z = BTN_Z
|
||||
|
||||
Nunchuk.Stick.X = ABS_THROTTLE
|
||||
Nunchuk.Stick.Y = -ABS_RUDDER
|
||||
|
||||
#Classic.Up = KEY_RESERVED
|
||||
#Classic.Down = KEY_RESERVED
|
||||
#Classic.Left = KEY_RESERVED
|
||||
#Classic.Right = KEY_RESERVED
|
||||
Classic.Minus = BTN_SELECT
|
||||
Classic.Plus = BTN_START
|
||||
Classic.Home = BTN_MODE
|
||||
Classic.A = BTN_A
|
||||
Classic.B = BTN_B
|
||||
Classic.X = BTN_X
|
||||
Classic.Y = BTN_Y
|
||||
Classic.ZL = BTN_TL2
|
||||
Classic.ZR = BTN_TR2
|
||||
Classic.L = BTN_TL
|
||||
Classic.R = BTN_TR
|
||||
|
||||
Classic.Dpad.X = ABS_HAT1X
|
||||
Classic.Dpad.Y = -ABS_HAT1Y
|
||||
Classic.LStick.X = ABS_X
|
||||
Classic.LStick.Y = -ABS_Y
|
||||
Classic.RStick.X = ABS_RX
|
||||
Classic.RStick.Y = -ABS_RY
|
||||
Classic.LAnalog = ABS_GAS
|
||||
Classic.RAnalog = ABS_BRAKE
|
||||
|
||||
# Nunchuk Stick buttons
|
||||
Plugin.nunchuk_stick2btn.Up = BTN_BASE
|
||||
Plugin.nunchuk_stick2btn.Down = BTN_BASE2
|
||||
Plugin.nunchuk_stick2btn.Left = BTN_BASE3
|
||||
Plugin.nunchuk_stick2btn.Right = BTN_BASE4
|
||||
|
||||
# Mouse Control
|
||||
#Plugin.ir_ptr.X = REL_X
|
||||
#Plugin.ir_ptr.Y = REL_Y
|
||||
+5
-1
@@ -27,4 +27,8 @@ and don't forget to build r_opengl.dll for srb2dd.
|
||||
* libs\dll-binaries\x86_64\discord-rpc.dll
|
||||
* libs\SDL2\x86_64-w64-mingw32\bin\SDL2.dll
|
||||
* libs\SDL2_mixer\x86_64-w64-mingw32\bin\*.dll (get everything)
|
||||
* libs\libopenmpt\x86_64\bin\mingw\libopenmpt.dll
|
||||
* libs\libopenmpt\x86_64\bin\mingw\libopenmpt.dll
|
||||
|
||||
Updated 2/17/2024 (v1.6 Saturn)
|
||||
No i threw everthing into dll-binaries
|
||||
theres no reason at all to have stuff spread across multiple directories
|
||||
+16
-16
@@ -1,16 +1,16 @@
|
||||
|
||||
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.
|
||||
|
||||
|
||||
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.
|
||||
|
||||
+20
-20
@@ -1,20 +1,20 @@
|
||||
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
|
||||
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
|
||||
+53
-53
@@ -1,53 +1,53 @@
|
||||
|
||||
Simple DirectMedia Layer CREDITS
|
||||
Thanks to everyone who made this possible, including:
|
||||
|
||||
* Cliff Matthews, for giving me a reason to start this project. :)
|
||||
-- Executor rocks! *grin*
|
||||
|
||||
* Ryan Gordon for helping everybody out and keeping the dream alive. :)
|
||||
|
||||
* Gabriel Jacobo for his work on the Android port and generally helping out all around.
|
||||
|
||||
* Philipp Wiesemann for his attention to detail reviewing the entire SDL code base and proposes patches.
|
||||
|
||||
* Andreas Schiffler for his dedication to unit tests, Visual Studio projects, and managing the Google Summer of Code.
|
||||
|
||||
* Mike Sartain for incorporating SDL into Team Fortress 2 and cheering me on at Valve.
|
||||
|
||||
* Alfred Reynolds for the game controller API and general (in)sanity
|
||||
|
||||
* Jørgen Tjernø for numerous magical Mac OS X fixes.
|
||||
|
||||
* Pierre-Loup Griffais for his deep knowledge of OpenGL drivers.
|
||||
|
||||
* Julian Winter for the SDL 2.0 website.
|
||||
|
||||
* Sheena Smith for many months of great work on the SDL wiki creating the API documentation and style guides.
|
||||
|
||||
* Paul Hunkin for his port of SDL to Android during the Google Summer of Code 2010.
|
||||
|
||||
* Eli Gottlieb for his work on shaped windows during the Google Summer of Code 2010.
|
||||
|
||||
* Jim Grandpre for his work on multi-touch and gesture recognition during
|
||||
the Google Summer of Code 2010.
|
||||
|
||||
* Edgar "bobbens" Simo for his force feedback API development during the
|
||||
Google Summer of Code 2008.
|
||||
|
||||
* Aaron Wishnick for his work on audio resampling and pitch shifting during
|
||||
the Google Summer of Code 2008.
|
||||
|
||||
* Holmes Futrell for his port of SDL to the iPhone and iPod Touch during the
|
||||
Google Summer of Code 2008.
|
||||
|
||||
* Jon Atkins for SDL_image, SDL_mixer and SDL_net documentation.
|
||||
|
||||
* Everybody at Loki Software, Inc. for their great contributions!
|
||||
|
||||
And a big hand to everyone else who has contributed over the years.
|
||||
|
||||
THANKS! :)
|
||||
|
||||
-- Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
|
||||
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>
|
||||
|
||||
+18
-18
@@ -1,18 +1,18 @@
|
||||
|
||||
The 32-bit files are in i686-w64-mingw32
|
||||
The 64-bit files are in x86_64-w64-mingw32
|
||||
|
||||
To install SDL for native development:
|
||||
make native
|
||||
|
||||
To install SDL for cross-compiling development:
|
||||
make cross
|
||||
|
||||
Look at the example programs in ./test, and check out online documentation:
|
||||
http://wiki.libsdl.org/
|
||||
|
||||
Join the SDL developer mailing list if you want to join the community:
|
||||
http://www.libsdl.org/mailing-list.php
|
||||
|
||||
That's it!
|
||||
Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
The 32-bit files are in i686-w64-mingw32
|
||||
The 64-bit files are in x86_64-w64-mingw32
|
||||
|
||||
To install SDL for native development:
|
||||
make native
|
||||
|
||||
To install SDL for cross-compiling development:
|
||||
make cross
|
||||
|
||||
Look at the example programs in ./test, and check out online documentation:
|
||||
http://wiki.libsdl.org/
|
||||
|
||||
Join the SDL developer mailing list if you want to join the community:
|
||||
http://www.libsdl.org/mailing-list.php
|
||||
|
||||
That's it!
|
||||
Sam Lantinga <slouken@libsdl.org>
|
||||
@@ -1,30 +0,0 @@
|
||||
#
|
||||
# Makefile for installing the mingw32 version of the SDL library
|
||||
|
||||
CROSS_PATH := /usr/local
|
||||
ARCHITECTURES := i686-w64-mingw32 x86_64-w64-mingw32
|
||||
|
||||
all install:
|
||||
@echo "Type \"make native\" to install 32-bit to /usr"
|
||||
@echo "Type \"make cross\" to install 32-bit and 64-bit to $(CROSS_PATH)"
|
||||
|
||||
native:
|
||||
make install-package arch=i686-w64-mingw32 prefix=/usr
|
||||
|
||||
cross:
|
||||
for arch in $(ARCHITECTURES); do \
|
||||
make install-package arch=$$arch prefix=$(CROSS_PATH)/$$arch; \
|
||||
done
|
||||
|
||||
install-package:
|
||||
@if test -d $(arch) && test -d $(prefix); then \
|
||||
(cd $(arch) && cp -rv bin include lib share $(prefix)/); \
|
||||
sed "s|^prefix=.*|prefix=$(prefix)|" <$(arch)/bin/sdl2-config >$(prefix)/bin/sdl2-config; \
|
||||
chmod 755 $(prefix)/bin/sdl2-config; \
|
||||
sed "s|^libdir=.*|libdir=\'$(prefix)/lib\'|" <$(arch)/lib/libSDL2.la >$(prefix)/lib/libSDL2.la; \
|
||||
sed "s|^libdir=.*|libdir=\'$(prefix)/lib\'|" <$(arch)/lib/libSDL2main.la >$(prefix)/lib/libSDL2main.la; \
|
||||
sed "s|^prefix=.*|prefix=$(prefix)|" <$(arch)/lib/pkgconfig/sdl2.pc >$(prefix)/lib/pkgconfig/sdl2.pc; \
|
||||
else \
|
||||
echo "*** ERROR: $(arch) or $(prefix) does not exist!"; \
|
||||
exit 1; \
|
||||
fi
|
||||
+13
-13
@@ -1,13 +1,13 @@
|
||||
|
||||
Please distribute this file with the SDL runtime environment:
|
||||
|
||||
The Simple DirectMedia Layer (SDL for short) is a cross-platform library
|
||||
designed to make it easy to write multi-media software, such as games
|
||||
and emulators.
|
||||
|
||||
The Simple DirectMedia Layer library source code is available from:
|
||||
https://www.libsdl.org/
|
||||
|
||||
This library is distributed under the terms of the zlib license:
|
||||
http://www.zlib.net/zlib_license.html
|
||||
|
||||
|
||||
Please distribute this file with the SDL runtime environment:
|
||||
|
||||
The Simple DirectMedia Layer (SDL for short) is a cross-platform library
|
||||
designed to make it easy to write multi-media software, such as games
|
||||
and emulators.
|
||||
|
||||
The Simple DirectMedia Layer library source code is available from:
|
||||
https://www.libsdl.org/
|
||||
|
||||
This library is distributed under the terms of the zlib license:
|
||||
http://www.zlib.net/zlib_license.html
|
||||
|
||||
+21
-21
@@ -1,21 +1,21 @@
|
||||
|
||||
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)
|
||||
|
||||
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)
|
||||
+15
-15
@@ -1,15 +1,15 @@
|
||||
# SDL Development Libaries
|
||||
|
||||
Download both the VC and MinGW packages and extract them here.
|
||||
|
||||
https://www.libsdl.org/download-2.0.php
|
||||
|
||||
## VC Package
|
||||
|
||||
* include
|
||||
* lib
|
||||
|
||||
## MinGW Package
|
||||
|
||||
* i686-w64-mingw32
|
||||
* x86_64-w64-mingw32
|
||||
# SDL Development Libaries
|
||||
|
||||
Download both the VC and MinGW packages and extract them here.
|
||||
|
||||
https://www.libsdl.org/download-2.0.php
|
||||
|
||||
## VC Package
|
||||
|
||||
* include
|
||||
* lib
|
||||
|
||||
## MinGW Package
|
||||
|
||||
* i686-w64-mingw32
|
||||
* x86_64-w64-mingw32
|
||||
+870
-745
File diff suppressed because it is too large.
Load diff
@@ -0,0 +1,97 @@
|
||||
# Contributing to SDL
|
||||
|
||||
We appreciate your interest in contributing to SDL, this document will describe how to report bugs, contribute code or ideas or edit documentation.
|
||||
|
||||
**Table Of Contents**
|
||||
|
||||
- [Filing a GitHub issue](#filing-a-github-issue)
|
||||
- [Reporting a bug](#reporting-a-bug)
|
||||
- [Suggesting enhancements](#suggesting-enhancements)
|
||||
- [Contributing code](#contributing-code)
|
||||
- [Forking the project](#forking-the-project)
|
||||
- [Following the style guide](#following-the-style-guide)
|
||||
- [Running the tests](#running-the-tests)
|
||||
- [Opening a pull request](#opening-a-pull-request)
|
||||
- [Contributing to the documentation](#contributing-to-the-documentation)
|
||||
- [Editing a function documentation](#editing-a-function-documentation)
|
||||
- [Editing the wiki](#editing-the-wiki)
|
||||
|
||||
## Filing a GitHub issue
|
||||
|
||||
### Reporting a bug
|
||||
|
||||
If you think you have found a bug and would like to report it, here are the steps you should take:
|
||||
|
||||
- Before opening a new issue, ensure your bug has not already been reported on the [GitHub Issues page](https://github.com/libsdl-org/SDL/issues).
|
||||
- On the issue tracker, click on [New Issue](https://github.com/libsdl-org/SDL/issues/new).
|
||||
- Include details about your environment, such as your Operating System and SDL version.
|
||||
- If possible, provide a small example that reproduces your bug.
|
||||
|
||||
### Suggesting enhancements
|
||||
|
||||
If you want to suggest changes for the project, here are the steps you should take:
|
||||
|
||||
- Check if the suggestion has already been made on:
|
||||
- the [issue tracker](https://github.com/libsdl-org/SDL/issues);
|
||||
- the [discourse forum](https://discourse.libsdl.org/);
|
||||
- or if a [pull request](https://github.com/libsdl-org/SDL/pulls) already exists.
|
||||
- On the issue tracker, click on [New Issue](https://github.com/libsdl-org/SDL/issues/new).
|
||||
- Describe what change you would like to happen.
|
||||
|
||||
## Contributing code
|
||||
|
||||
This section will cover how the process of forking the project, making a change and opening a pull request.
|
||||
|
||||
### Forking the project
|
||||
|
||||
The first step consists in making a fork of the project, this is only necessary for the first contribution.
|
||||
|
||||
Head over to https://github.com/libsdl-org/SDL and click on the `Fork` button in the top right corner of your screen, you may leave the fields unchanged and click `Create Fork`.
|
||||
|
||||
You will be redirected to your fork of the repository, click the green `Code` button and copy the git clone link.
|
||||
|
||||
If you had already forked the repository, you may update it from the web page using the `Fetch upstream` button.
|
||||
|
||||
### Following the style guide
|
||||
|
||||
Code formatting is done using a custom `.clang-format` file, you can learn more about how to run it [here](https://clang.llvm.org/docs/ClangFormat.html).
|
||||
|
||||
Some legacy code may not be formatted, as such avoid formatting the whole file at once and only format around your changes.
|
||||
|
||||
For your commit message to be properly displayed on GitHub, it should contain:
|
||||
|
||||
- A short description of the commit of 50 characters or less on the first line.
|
||||
- If necessary, add a blank line followed by a long description, each line should be 72 characters or less.
|
||||
|
||||
For example:
|
||||
|
||||
```
|
||||
Fix crash in SDL_FooBar.
|
||||
|
||||
This addresses the issue #123456 by making sure Foo was successful
|
||||
before calling Bar.
|
||||
```
|
||||
|
||||
### Running the tests
|
||||
|
||||
Tests allow you to verify if your changes did not break any behaviour, here are the steps to follow:
|
||||
|
||||
- Before pushing, run the `testautomation` suite on your machine, there should be no more failing tests after your change than before.
|
||||
- After pushing to your fork, Continuous Integration (GitHub Actions) will ensure compilation and tests still pass on other systems.
|
||||
|
||||
### Opening a pull request
|
||||
|
||||
- Head over to your fork's GitHub page.
|
||||
- Click on the `Contribute` button and `Open Pull Request`.
|
||||
- Fill out the pull request template.
|
||||
- If any changes are requested, you can add new commits to your fork and they will be automatically added to the pull request.
|
||||
|
||||
## Contributing to the documentation
|
||||
|
||||
### Editing a function documentation
|
||||
|
||||
The wiki documentation for API functions is synchronised from the headers' doxygen comments. As such, all modifications to syntax; function parameters; return value; version; related functions should be done in the header directly.
|
||||
|
||||
### Editing the wiki
|
||||
|
||||
Other changes to the wiki should done directly from https://wiki.libsdl.org/
|
||||
+483
-475
@@ -1,475 +1,483 @@
|
||||
Android
|
||||
================================================================================
|
||||
|
||||
Matt Styles wrote a tutorial on building SDL for Android with Visual Studio:
|
||||
http://trederia.blogspot.de/2017/03/building-sdl2-for-android-with-visual.html
|
||||
|
||||
The rest of this README covers the Android gradle style build process.
|
||||
|
||||
If you are using the older ant build process, it is no longer officially
|
||||
supported, but you can use the "android-project-ant" directory as a template.
|
||||
|
||||
|
||||
Requirements
|
||||
================================================================================
|
||||
|
||||
Android SDK (version 26 or later)
|
||||
https://developer.android.com/sdk/index.html
|
||||
|
||||
Android NDK r15c or later
|
||||
https://developer.android.com/tools/sdk/ndk/index.html
|
||||
|
||||
Minimum API level supported by SDL: 16 (Android 4.1)
|
||||
|
||||
|
||||
How the port works
|
||||
================================================================================
|
||||
|
||||
- Android applications are Java-based, optionally with parts written in C
|
||||
- As SDL apps are C-based, we use a small Java shim that uses JNI to talk to
|
||||
the SDL library
|
||||
- This means that your application C code must be placed inside an Android
|
||||
Java project, along with some C support code that communicates with Java
|
||||
- This eventually produces a standard Android .apk package
|
||||
|
||||
The Android Java code implements an "Activity" and can be found in:
|
||||
android-project/app/src/main/java/org/libsdl/app/SDLActivity.java
|
||||
|
||||
The Java code loads your game code, the SDL shared library, and
|
||||
dispatches to native functions implemented in the SDL library:
|
||||
src/core/android/SDL_android.c
|
||||
|
||||
|
||||
Building an app
|
||||
================================================================================
|
||||
|
||||
For simple projects you can use the script located at build-scripts/androidbuild.sh
|
||||
|
||||
There's two ways of using it:
|
||||
|
||||
androidbuild.sh com.yourcompany.yourapp < sources.list
|
||||
androidbuild.sh com.yourcompany.yourapp source1.c source2.c ...sourceN.c
|
||||
|
||||
sources.list should be a text file with a source file name in each line
|
||||
Filenames should be specified relative to the current directory, for example if
|
||||
you are in the build-scripts directory and want to create the testgles.c test, you'll
|
||||
run:
|
||||
|
||||
./androidbuild.sh org.libsdl.testgles ../test/testgles.c
|
||||
|
||||
One limitation of this script is that all sources provided will be aggregated into
|
||||
a single directory, thus all your source files should have a unique name.
|
||||
|
||||
Once the project is complete the script will tell you where the debug APK is located.
|
||||
If you want to create a signed release APK, you can use the project created by this
|
||||
utility to generate it.
|
||||
|
||||
Finally, a word of caution: re running androidbuild.sh wipes any changes you may have
|
||||
done in the build directory for the app!
|
||||
|
||||
|
||||
For more complex projects, follow these instructions:
|
||||
|
||||
1. Copy the android-project directory wherever you want to keep your projects
|
||||
and rename it to the name of your project.
|
||||
2. Move or symlink this SDL directory into the "<project>/app/jni" directory
|
||||
3. Edit "<project>/app/jni/src/Android.mk" to include your source files
|
||||
|
||||
4a. If you want to use Android Studio, simply open your <project> directory and start building.
|
||||
|
||||
4b. If you want to build manually, run './gradlew installDebug' in the project directory. This compiles the .java, creates an .apk with the native code embedded, and installs it on any connected Android device
|
||||
|
||||
|
||||
If you already have a project that uses CMake, the instructions change somewhat:
|
||||
|
||||
1. Do points 1 and 2 from the instruction above.
|
||||
2. Edit "<project>/app/build.gradle" to comment out or remove sections containing ndk-build
|
||||
and uncomment the cmake sections. Add arguments to the CMake invocation as needed.
|
||||
3. Edit "<project>/app/jni/CMakeLists.txt" to include your project (it defaults to
|
||||
adding the "src" subdirectory). Note that you'll have SDL2, SDL2main and SDL2-static
|
||||
as targets in your project, so you should have "target_link_libraries(yourgame SDL2 SDL2main)"
|
||||
in your CMakeLists.txt file. Also be aware that you should use add_library() instead of
|
||||
add_executable() for the target containing your "main" function.
|
||||
|
||||
If you wish to use Android Studio, you can skip the last step.
|
||||
|
||||
4. Run './gradlew installDebug' or './gradlew installRelease' in the project directory. It will build and install your .apk on any
|
||||
connected Android device
|
||||
|
||||
Here's an explanation of the files in the Android project, so you can customize them:
|
||||
|
||||
android-project/app
|
||||
build.gradle - build info including the application version and SDK
|
||||
src/main/AndroidManifest.xml - package manifest. Among others, it contains the class name of the main Activity and the package name of the application.
|
||||
jni/ - directory holding native code
|
||||
jni/Application.mk - Application JNI settings, including target platform and STL library
|
||||
jni/Android.mk - Android makefile that can call recursively the Android.mk files in all subdirectories
|
||||
jni/CMakeLists.txt - Top-level CMake project that adds SDL as a subproject
|
||||
jni/SDL/ - (symlink to) directory holding the SDL library files
|
||||
jni/SDL/Android.mk - Android makefile for creating the SDL shared library
|
||||
jni/src/ - directory holding your C/C++ source
|
||||
jni/src/Android.mk - Android makefile that you should customize to include your source code and any library references
|
||||
jni/src/CMakeLists.txt - CMake file that you may customize to include your source code and any library references
|
||||
src/main/assets/ - directory holding asset files for your application
|
||||
src/main/res/ - directory holding resources for your application
|
||||
src/main/res/mipmap-* - directories holding icons for different phone hardware
|
||||
src/main/res/values/strings.xml - strings used in your application, including the application name
|
||||
src/main/java/org/libsdl/app/SDLActivity.java - the Java class handling the initialization and binding to SDL. Be very careful changing this, as the SDL library relies on this implementation. You should instead subclass this for your application.
|
||||
|
||||
|
||||
Customizing your application name
|
||||
================================================================================
|
||||
|
||||
To customize your application name, edit AndroidManifest.xml and replace
|
||||
"org.libsdl.app" with an identifier for your product package.
|
||||
|
||||
Then create a Java class extending SDLActivity and place it in a directory
|
||||
under src matching your package, e.g.
|
||||
|
||||
src/com/gamemaker/game/MyGame.java
|
||||
|
||||
Here's an example of a minimal class file:
|
||||
|
||||
--- MyGame.java --------------------------
|
||||
package com.gamemaker.game;
|
||||
|
||||
import org.libsdl.app.SDLActivity;
|
||||
|
||||
/**
|
||||
* A sample wrapper class that just calls SDLActivity
|
||||
*/
|
||||
|
||||
public class MyGame extends SDLActivity { }
|
||||
|
||||
------------------------------------------
|
||||
|
||||
Then replace "SDLActivity" in AndroidManifest.xml with the name of your
|
||||
class, .e.g. "MyGame"
|
||||
|
||||
|
||||
Customizing your application icon
|
||||
================================================================================
|
||||
|
||||
Conceptually changing your icon is just replacing the "ic_launcher.png" files in
|
||||
the drawable directories under the res directory. There are several directories
|
||||
for different screen sizes.
|
||||
|
||||
|
||||
Loading assets
|
||||
================================================================================
|
||||
|
||||
Any files you put in the "app/src/main/assets" directory of your project
|
||||
directory will get bundled into the application package and you can load
|
||||
them using the standard functions in SDL_rwops.h.
|
||||
|
||||
There are also a few Android specific functions that allow you to get other
|
||||
useful paths for saving and loading data:
|
||||
* SDL_AndroidGetInternalStoragePath()
|
||||
* SDL_AndroidGetExternalStorageState()
|
||||
* SDL_AndroidGetExternalStoragePath()
|
||||
|
||||
See SDL_system.h for more details on these functions.
|
||||
|
||||
The asset packaging system will, by default, compress certain file extensions.
|
||||
SDL includes two asset file access mechanisms, the preferred one is the so
|
||||
called "File Descriptor" method, which is faster and doesn't involve the Dalvik
|
||||
GC, but given this method does not work on compressed assets, there is also the
|
||||
"Input Stream" method, which is automatically used as a fall back by SDL. You
|
||||
may want to keep this fact in mind when building your APK, specially when large
|
||||
files are involved.
|
||||
For more information on which extensions get compressed by default and how to
|
||||
disable this behaviour, see for example:
|
||||
|
||||
http://ponystyle.com/blog/2010/03/26/dealing-with-asset-compression-in-android-apps/
|
||||
|
||||
|
||||
Pause / Resume behaviour
|
||||
================================================================================
|
||||
|
||||
If SDL_HINT_ANDROID_BLOCK_ON_PAUSE hint is set (the default),
|
||||
the event loop will block itself when the app is paused (ie, when the user
|
||||
returns to the main Android dashboard). Blocking is better in terms of battery
|
||||
use, and it allows your app to spring back to life instantaneously after resume
|
||||
(versus polling for a resume message).
|
||||
|
||||
Upon resume, SDL will attempt to restore the GL context automatically.
|
||||
In modern devices (Android 3.0 and up) this will most likely succeed and your
|
||||
app can continue to operate as it was.
|
||||
|
||||
However, there's a chance (on older hardware, or on systems under heavy load),
|
||||
where the GL context can not be restored. In that case you have to listen for
|
||||
a specific message (SDL_RENDER_DEVICE_RESET) and restore your textures
|
||||
manually or quit the app.
|
||||
|
||||
You should not use the SDL renderer API while the app going in background:
|
||||
- SDL_APP_WILLENTERBACKGROUND:
|
||||
after you read this message, GL context gets backed-up and you should not
|
||||
use the SDL renderer API.
|
||||
|
||||
When this event is received, you have to set the render target to NULL, if you're using it.
|
||||
(eg call SDL_SetRenderTarget(renderer, NULL))
|
||||
|
||||
- SDL_APP_DIDENTERFOREGROUND:
|
||||
GL context is restored, and the SDL renderer API is available (unless you
|
||||
receive SDL_RENDER_DEVICE_RESET).
|
||||
|
||||
Mouse / Touch events
|
||||
================================================================================
|
||||
|
||||
In some case, SDL generates synthetic mouse (resp. touch) events for touch
|
||||
(resp. mouse) devices.
|
||||
To enable/disable this behavior, see SDL_hints.h:
|
||||
- SDL_HINT_TOUCH_MOUSE_EVENTS
|
||||
- SDL_HINT_MOUSE_TOUCH_EVENTS
|
||||
|
||||
Misc
|
||||
================================================================================
|
||||
|
||||
For some device, it appears to works better setting explicitly GL attributes
|
||||
before creating a window:
|
||||
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
|
||||
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
|
||||
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
|
||||
|
||||
Threads and the Java VM
|
||||
================================================================================
|
||||
|
||||
For a quick tour on how Linux native threads interoperate with the Java VM, take
|
||||
a look here: https://developer.android.com/guide/practices/jni.html
|
||||
|
||||
If you want to use threads in your SDL app, it's strongly recommended that you
|
||||
do so by creating them using SDL functions. This way, the required attach/detach
|
||||
handling is managed by SDL automagically. If you have threads created by other
|
||||
means and they make calls to SDL functions, make sure that you call
|
||||
Android_JNI_SetupThread() before doing anything else otherwise SDL will attach
|
||||
your thread automatically anyway (when you make an SDL call), but it'll never
|
||||
detach it.
|
||||
|
||||
|
||||
If you ever want to use JNI in a native thread (created by "SDL_CreateThread()"),
|
||||
it won't be able to find your java class and method because of the java class loader
|
||||
which is different for native threads, than for java threads (eg your "main()").
|
||||
|
||||
the work-around is to find class/method, in you "main()" thread, and to use them
|
||||
in your native thread.
|
||||
|
||||
see:
|
||||
https://developer.android.com/training/articles/perf-jni#faq:-why-didnt-findclass-find-my-class
|
||||
|
||||
Using STL
|
||||
================================================================================
|
||||
|
||||
You can use STL in your project by creating an Application.mk file in the jni
|
||||
folder and adding the following line:
|
||||
|
||||
APP_STL := c++_shared
|
||||
|
||||
For more information go here:
|
||||
https://developer.android.com/ndk/guides/cpp-support
|
||||
|
||||
|
||||
Using the emulator
|
||||
================================================================================
|
||||
|
||||
There are some good tips and tricks for getting the most out of the
|
||||
emulator here: https://developer.android.com/tools/devices/emulator.html
|
||||
|
||||
Especially useful is the info on setting up OpenGL ES 2.0 emulation.
|
||||
|
||||
Notice that this software emulator is incredibly slow and needs a lot of disk space.
|
||||
Using a real device works better.
|
||||
|
||||
|
||||
Troubleshooting
|
||||
================================================================================
|
||||
|
||||
You can see if adb can see any devices with the following command:
|
||||
|
||||
adb devices
|
||||
|
||||
You can see the output of log messages on the default device with:
|
||||
|
||||
adb logcat
|
||||
|
||||
You can push files to the device with:
|
||||
|
||||
adb push local_file remote_path_and_file
|
||||
|
||||
You can push files to the SD Card at /sdcard, for example:
|
||||
|
||||
adb push moose.dat /sdcard/moose.dat
|
||||
|
||||
You can see the files on the SD card with a shell command:
|
||||
|
||||
adb shell ls /sdcard/
|
||||
|
||||
You can start a command shell on the default device with:
|
||||
|
||||
adb shell
|
||||
|
||||
You can remove the library files of your project (and not the SDL lib files) with:
|
||||
|
||||
ndk-build clean
|
||||
|
||||
You can do a build with the following command:
|
||||
|
||||
ndk-build
|
||||
|
||||
You can see the complete command line that ndk-build is using by passing V=1 on the command line:
|
||||
|
||||
ndk-build V=1
|
||||
|
||||
If your application crashes in native code, you can use ndk-stack to get a symbolic stack trace:
|
||||
https://developer.android.com/ndk/guides/ndk-stack
|
||||
|
||||
If you want to go through the process manually, you can use addr2line to convert the
|
||||
addresses in the stack trace to lines in your code.
|
||||
|
||||
For example, if your crash looks like this:
|
||||
|
||||
I/DEBUG ( 31): signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 400085d0
|
||||
I/DEBUG ( 31): r0 00000000 r1 00001000 r2 00000003 r3 400085d4
|
||||
I/DEBUG ( 31): r4 400085d0 r5 40008000 r6 afd41504 r7 436c6a7c
|
||||
I/DEBUG ( 31): r8 436c6b30 r9 435c6fb0 10 435c6f9c fp 4168d82c
|
||||
I/DEBUG ( 31): ip 8346aff0 sp 436c6a60 lr afd1c8ff pc afd1c902 cpsr 60000030
|
||||
I/DEBUG ( 31): #00 pc 0001c902 /system/lib/libc.so
|
||||
I/DEBUG ( 31): #01 pc 0001ccf6 /system/lib/libc.so
|
||||
I/DEBUG ( 31): #02 pc 000014bc /data/data/org.libsdl.app/lib/libmain.so
|
||||
I/DEBUG ( 31): #03 pc 00001506 /data/data/org.libsdl.app/lib/libmain.so
|
||||
|
||||
You can see that there's a crash in the C library being called from the main code.
|
||||
I run addr2line with the debug version of my code:
|
||||
|
||||
arm-eabi-addr2line -C -f -e obj/local/armeabi/libmain.so
|
||||
|
||||
and then paste in the number after "pc" in the call stack, from the line that I care about:
|
||||
000014bc
|
||||
|
||||
I get output from addr2line showing that it's in the quit function, in testspriteminimal.c, on line 23.
|
||||
|
||||
You can add logging to your code to help show what's happening:
|
||||
|
||||
#include <android/log.h>
|
||||
|
||||
__android_log_print(ANDROID_LOG_INFO, "foo", "Something happened! x = %d", x);
|
||||
|
||||
If you need to build without optimization turned on, you can create a file called
|
||||
"Application.mk" in the jni directory, with the following line in it:
|
||||
|
||||
APP_OPTIM := debug
|
||||
|
||||
|
||||
Memory debugging
|
||||
================================================================================
|
||||
|
||||
The best (and slowest) way to debug memory issues on Android is valgrind.
|
||||
Valgrind has support for Android out of the box, just grab code using:
|
||||
|
||||
svn co svn://svn.valgrind.org/valgrind/trunk valgrind
|
||||
|
||||
... and follow the instructions in the file README.android to build it.
|
||||
|
||||
One thing I needed to do on Mac OS X was change the path to the toolchain,
|
||||
and add ranlib to the environment variables:
|
||||
export RANLIB=$NDKROOT/toolchains/arm-linux-androideabi-4.4.3/prebuilt/darwin-x86/bin/arm-linux-androideabi-ranlib
|
||||
|
||||
Once valgrind is built, you can create a wrapper script to launch your
|
||||
application with it, changing org.libsdl.app to your package identifier:
|
||||
|
||||
--- start_valgrind_app -------------------
|
||||
#!/system/bin/sh
|
||||
export TMPDIR=/data/data/org.libsdl.app
|
||||
exec /data/local/Inst/bin/valgrind --log-file=/sdcard/valgrind.log --error-limit=no $*
|
||||
------------------------------------------
|
||||
|
||||
Then push it to the device:
|
||||
|
||||
adb push start_valgrind_app /data/local
|
||||
|
||||
and make it executable:
|
||||
|
||||
adb shell chmod 755 /data/local/start_valgrind_app
|
||||
|
||||
and tell Android to use the script to launch your application:
|
||||
|
||||
adb shell setprop wrap.org.libsdl.app "logwrapper /data/local/start_valgrind_app"
|
||||
|
||||
If the setprop command says "could not set property", it's likely that
|
||||
your package name is too long and you should make it shorter by changing
|
||||
AndroidManifest.xml and the path to your class file in android-project/src
|
||||
|
||||
You can then launch your application normally and waaaaaaaiiittt for it.
|
||||
You can monitor the startup process with the logcat command above, and
|
||||
when it's done (or even while it's running) you can grab the valgrind
|
||||
output file:
|
||||
|
||||
adb pull /sdcard/valgrind.log
|
||||
|
||||
When you're done instrumenting with valgrind, you can disable the wrapper:
|
||||
|
||||
adb shell setprop wrap.org.libsdl.app ""
|
||||
|
||||
|
||||
Graphics debugging
|
||||
================================================================================
|
||||
|
||||
If you are developing on a compatible Tegra-based tablet, NVidia provides
|
||||
Tegra Graphics Debugger at their website. Because SDL2 dynamically loads EGL
|
||||
and GLES libraries, you must follow their instructions for installing the
|
||||
interposer library on a rooted device. The non-rooted instructions are not
|
||||
compatible with applications that use SDL2 for video.
|
||||
|
||||
The Tegra Graphics Debugger is available from NVidia here:
|
||||
https://developer.nvidia.com/tegra-graphics-debugger
|
||||
|
||||
|
||||
Why is API level 16 the minimum required?
|
||||
================================================================================
|
||||
|
||||
The latest NDK toolchain doesn't support targeting earlier than API level 16.
|
||||
As of this writing, according to https://developer.android.com/about/dashboards/index.html
|
||||
about 99% of the Android devices accessing Google Play support API level 16 or
|
||||
higher (January 2018).
|
||||
|
||||
|
||||
A note regarding the use of the "dirty rectangles" rendering technique
|
||||
================================================================================
|
||||
|
||||
If your app uses a variation of the "dirty rectangles" rendering technique,
|
||||
where you only update a portion of the screen on each frame, you may notice a
|
||||
variety of visual glitches on Android, that are not present on other platforms.
|
||||
This is caused by SDL's use of EGL as the support system to handle OpenGL ES/ES2
|
||||
contexts, in particular the use of the eglSwapBuffers function. As stated in the
|
||||
documentation for the function "The contents of ancillary buffers are always
|
||||
undefined after calling eglSwapBuffers".
|
||||
Setting the EGL_SWAP_BEHAVIOR attribute of the surface to EGL_BUFFER_PRESERVED
|
||||
is not possible for SDL as it requires EGL 1.4, available only on the API level
|
||||
17+, so the only workaround available on this platform is to redraw the entire
|
||||
screen each frame.
|
||||
|
||||
Reference: http://www.khronos.org/registry/egl/specs/EGLTechNote0001.html
|
||||
|
||||
|
||||
Ending your application
|
||||
================================================================================
|
||||
|
||||
Two legitimate ways:
|
||||
|
||||
- return from your main() function. Java side will automatically terminate the
|
||||
Activity by calling Activity.finish().
|
||||
|
||||
- Android OS can decide to terminate your application by calling onDestroy()
|
||||
(see Activity life cycle). Your application will receive a SDL_QUIT event you
|
||||
can handle to save things and quit.
|
||||
|
||||
Don't call exit() as it stops the activity badly.
|
||||
|
||||
NB: "Back button" can be handled as a SDL_KEYDOWN/UP events, with Keycode
|
||||
SDLK_AC_BACK, for any purpose.
|
||||
|
||||
Known issues
|
||||
================================================================================
|
||||
|
||||
- The number of buttons reported for each joystick is hardcoded to be 36, which
|
||||
is the current maximum number of buttons Android can report.
|
||||
|
||||
Android
|
||||
================================================================================
|
||||
|
||||
Matt Styles wrote a tutorial on building SDL for Android with Visual Studio:
|
||||
http://trederia.blogspot.de/2017/03/building-sdl2-for-android-with-visual.html
|
||||
|
||||
The rest of this README covers the Android gradle style build process.
|
||||
|
||||
If you are using the older ant build process, it is no longer officially
|
||||
supported, but you can use the "android-project-ant" directory as a template.
|
||||
|
||||
|
||||
Requirements
|
||||
================================================================================
|
||||
|
||||
Android SDK (version 34 or later)
|
||||
https://developer.android.com/sdk/index.html
|
||||
|
||||
Android NDK r15c or later
|
||||
https://developer.android.com/tools/sdk/ndk/index.html
|
||||
|
||||
Minimum API level supported by SDL: 19 (Android 4.4)
|
||||
|
||||
|
||||
How the port works
|
||||
================================================================================
|
||||
|
||||
- Android applications are Java-based, optionally with parts written in C
|
||||
- As SDL apps are C-based, we use a small Java shim that uses JNI to talk to
|
||||
the SDL library
|
||||
- This means that your application C code must be placed inside an Android
|
||||
Java project, along with some C support code that communicates with Java
|
||||
- This eventually produces a standard Android .apk package
|
||||
|
||||
The Android Java code implements an "Activity" and can be found in:
|
||||
android-project/app/src/main/java/org/libsdl/app/SDLActivity.java
|
||||
|
||||
The Java code loads your game code, the SDL shared library, and
|
||||
dispatches to native functions implemented in the SDL library:
|
||||
src/core/android/SDL_android.c
|
||||
|
||||
|
||||
Building an app
|
||||
================================================================================
|
||||
|
||||
For simple projects you can use the script located at build-scripts/androidbuild.sh
|
||||
|
||||
There's two ways of using it:
|
||||
|
||||
androidbuild.sh com.yourcompany.yourapp < sources.list
|
||||
androidbuild.sh com.yourcompany.yourapp source1.c source2.c ...sourceN.c
|
||||
|
||||
sources.list should be a text file with a source file name in each line
|
||||
Filenames should be specified relative to the current directory, for example if
|
||||
you are in the build-scripts directory and want to create the testgles.c test, you'll
|
||||
run:
|
||||
|
||||
./androidbuild.sh org.libsdl.testgles ../test/testgles.c
|
||||
|
||||
One limitation of this script is that all sources provided will be aggregated into
|
||||
a single directory, thus all your source files should have a unique name.
|
||||
|
||||
Once the project is complete the script will tell you where the debug APK is located.
|
||||
If you want to create a signed release APK, you can use the project created by this
|
||||
utility to generate it.
|
||||
|
||||
Finally, a word of caution: re running androidbuild.sh wipes any changes you may have
|
||||
done in the build directory for the app!
|
||||
|
||||
|
||||
|
||||
For more complex projects, follow these instructions:
|
||||
|
||||
1. Get the source code for SDL and copy the 'android-project' directory located at SDL/android-project to a suitable location. Also make sure to rename it to your project name (In these examples: YOURPROJECT).
|
||||
|
||||
(The 'android-project' directory can basically be seen as a sort of starting point for the android-port of your project. It contains the glue code between the Android Java 'frontend' and the SDL code 'backend'. It also contains some standard behaviour, like how events should be handled, which you will be able to change.)
|
||||
|
||||
2. Move or [symlink](https://en.wikipedia.org/wiki/Symbolic_link) the SDL directory into the "YOURPROJECT/app/jni" directory
|
||||
|
||||
(This is needed as the source of SDL has to be compiled by the Android compiler)
|
||||
|
||||
3. Edit "YOURPROJECT/app/jni/src/Android.mk" to include your source files.
|
||||
|
||||
(They should be separated by spaces after the "LOCAL_SRC_FILES := " declaration)
|
||||
|
||||
4a. If you want to use Android Studio, simply open your 'YOURPROJECT' directory and start building.
|
||||
|
||||
4b. If you want to build manually, run './gradlew installDebug' in the project directory. This compiles the .java, creates an .apk with the native code embedded, and installs it on any connected Android device
|
||||
|
||||
|
||||
If you already have a project that uses CMake, the instructions change somewhat:
|
||||
|
||||
1. Do points 1 and 2 from the instruction above.
|
||||
2. Edit "YOURPROJECT/app/build.gradle" to comment out or remove sections containing ndk-build
|
||||
and uncomment the cmake sections. Add arguments to the CMake invocation as needed.
|
||||
3. Edit "YOURPROJECT/app/jni/CMakeLists.txt" to include your project (it defaults to
|
||||
adding the "src" subdirectory). Note that you'll have SDL2, SDL2main and SDL2-static
|
||||
as targets in your project, so you should have "target_link_libraries(yourgame SDL2 SDL2main)"
|
||||
in your CMakeLists.txt file. Also be aware that you should use add_library() instead of
|
||||
add_executable() for the target containing your "main" function.
|
||||
|
||||
If you wish to use Android Studio, you can skip the last step.
|
||||
|
||||
4. Run './gradlew installDebug' or './gradlew installRelease' in the project directory. It will build and install your .apk on any
|
||||
connected Android device
|
||||
|
||||
Here's an explanation of the files in the Android project, so you can customize them:
|
||||
|
||||
android-project/app
|
||||
build.gradle - build info including the application version and SDK
|
||||
src/main/AndroidManifest.xml - package manifest. Among others, it contains the class name of the main Activity and the package name of the application.
|
||||
jni/ - directory holding native code
|
||||
jni/Application.mk - Application JNI settings, including target platform and STL library
|
||||
jni/Android.mk - Android makefile that can call recursively the Android.mk files in all subdirectories
|
||||
jni/CMakeLists.txt - Top-level CMake project that adds SDL as a subproject
|
||||
jni/SDL/ - (symlink to) directory holding the SDL library files
|
||||
jni/SDL/Android.mk - Android makefile for creating the SDL shared library
|
||||
jni/src/ - directory holding your C/C++ source
|
||||
jni/src/Android.mk - Android makefile that you should customize to include your source code and any library references
|
||||
jni/src/CMakeLists.txt - CMake file that you may customize to include your source code and any library references
|
||||
src/main/assets/ - directory holding asset files for your application
|
||||
src/main/res/ - directory holding resources for your application
|
||||
src/main/res/mipmap-* - directories holding icons for different phone hardware
|
||||
src/main/res/values/strings.xml - strings used in your application, including the application name
|
||||
src/main/java/org/libsdl/app/SDLActivity.java - the Java class handling the initialization and binding to SDL. Be very careful changing this, as the SDL library relies on this implementation. You should instead subclass this for your application.
|
||||
|
||||
|
||||
Customizing your application name
|
||||
================================================================================
|
||||
|
||||
To customize your application name, edit AndroidManifest.xml and replace
|
||||
"org.libsdl.app" with an identifier for your product package.
|
||||
|
||||
Then create a Java class extending SDLActivity and place it in a directory
|
||||
under src matching your package, e.g.
|
||||
|
||||
src/com/gamemaker/game/MyGame.java
|
||||
|
||||
Here's an example of a minimal class file:
|
||||
|
||||
--- MyGame.java --------------------------
|
||||
package com.gamemaker.game;
|
||||
|
||||
import org.libsdl.app.SDLActivity;
|
||||
|
||||
/**
|
||||
* A sample wrapper class that just calls SDLActivity
|
||||
*/
|
||||
|
||||
public class MyGame extends SDLActivity { }
|
||||
|
||||
------------------------------------------
|
||||
|
||||
Then replace "SDLActivity" in AndroidManifest.xml with the name of your
|
||||
class, .e.g. "MyGame"
|
||||
|
||||
|
||||
Customizing your application icon
|
||||
================================================================================
|
||||
|
||||
Conceptually changing your icon is just replacing the "ic_launcher.png" files in
|
||||
the drawable directories under the res directory. There are several directories
|
||||
for different screen sizes.
|
||||
|
||||
|
||||
Loading assets
|
||||
================================================================================
|
||||
|
||||
Any files you put in the "app/src/main/assets" directory of your project
|
||||
directory will get bundled into the application package and you can load
|
||||
them using the standard functions in SDL_rwops.h.
|
||||
|
||||
There are also a few Android specific functions that allow you to get other
|
||||
useful paths for saving and loading data:
|
||||
* SDL_AndroidGetInternalStoragePath()
|
||||
* SDL_AndroidGetExternalStorageState()
|
||||
* SDL_AndroidGetExternalStoragePath()
|
||||
|
||||
See SDL_system.h for more details on these functions.
|
||||
|
||||
The asset packaging system will, by default, compress certain file extensions.
|
||||
SDL includes two asset file access mechanisms, the preferred one is the so
|
||||
called "File Descriptor" method, which is faster and doesn't involve the Dalvik
|
||||
GC, but given this method does not work on compressed assets, there is also the
|
||||
"Input Stream" method, which is automatically used as a fall back by SDL. You
|
||||
may want to keep this fact in mind when building your APK, specially when large
|
||||
files are involved.
|
||||
For more information on which extensions get compressed by default and how to
|
||||
disable this behaviour, see for example:
|
||||
|
||||
http://ponystyle.com/blog/2010/03/26/dealing-with-asset-compression-in-android-apps/
|
||||
|
||||
|
||||
Pause / Resume behaviour
|
||||
================================================================================
|
||||
|
||||
If SDL_HINT_ANDROID_BLOCK_ON_PAUSE hint is set (the default),
|
||||
the event loop will block itself when the app is paused (ie, when the user
|
||||
returns to the main Android dashboard). Blocking is better in terms of battery
|
||||
use, and it allows your app to spring back to life instantaneously after resume
|
||||
(versus polling for a resume message).
|
||||
|
||||
Upon resume, SDL will attempt to restore the GL context automatically.
|
||||
In modern devices (Android 3.0 and up) this will most likely succeed and your
|
||||
app can continue to operate as it was.
|
||||
|
||||
However, there's a chance (on older hardware, or on systems under heavy load),
|
||||
where the GL context can not be restored. In that case you have to listen for
|
||||
a specific message (SDL_RENDER_DEVICE_RESET) and restore your textures
|
||||
manually or quit the app.
|
||||
|
||||
You should not use the SDL renderer API while the app going in background:
|
||||
- SDL_APP_WILLENTERBACKGROUND:
|
||||
after you read this message, GL context gets backed-up and you should not
|
||||
use the SDL renderer API.
|
||||
|
||||
When this event is received, you have to set the render target to NULL, if you're using it.
|
||||
(eg call SDL_SetRenderTarget(renderer, NULL))
|
||||
|
||||
- SDL_APP_DIDENTERFOREGROUND:
|
||||
GL context is restored, and the SDL renderer API is available (unless you
|
||||
receive SDL_RENDER_DEVICE_RESET).
|
||||
|
||||
Mouse / Touch events
|
||||
================================================================================
|
||||
|
||||
In some case, SDL generates synthetic mouse (resp. touch) events for touch
|
||||
(resp. mouse) devices.
|
||||
To enable/disable this behavior, see SDL_hints.h:
|
||||
- SDL_HINT_TOUCH_MOUSE_EVENTS
|
||||
- SDL_HINT_MOUSE_TOUCH_EVENTS
|
||||
|
||||
Misc
|
||||
================================================================================
|
||||
|
||||
For some device, it appears to works better setting explicitly GL attributes
|
||||
before creating a window:
|
||||
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
|
||||
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
|
||||
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
|
||||
|
||||
Threads and the Java VM
|
||||
================================================================================
|
||||
|
||||
For a quick tour on how Linux native threads interoperate with the Java VM, take
|
||||
a look here: https://developer.android.com/guide/practices/jni.html
|
||||
|
||||
If you want to use threads in your SDL app, it's strongly recommended that you
|
||||
do so by creating them using SDL functions. This way, the required attach/detach
|
||||
handling is managed by SDL automagically. If you have threads created by other
|
||||
means and they make calls to SDL functions, make sure that you call
|
||||
Android_JNI_SetupThread() before doing anything else otherwise SDL will attach
|
||||
your thread automatically anyway (when you make an SDL call), but it'll never
|
||||
detach it.
|
||||
|
||||
|
||||
If you ever want to use JNI in a native thread (created by "SDL_CreateThread()"),
|
||||
it won't be able to find your java class and method because of the java class loader
|
||||
which is different for native threads, than for java threads (eg your "main()").
|
||||
|
||||
the work-around is to find class/method, in you "main()" thread, and to use them
|
||||
in your native thread.
|
||||
|
||||
see:
|
||||
https://developer.android.com/training/articles/perf-jni#faq:-why-didnt-findclass-find-my-class
|
||||
|
||||
Using STL
|
||||
================================================================================
|
||||
|
||||
You can use STL in your project by creating an Application.mk file in the jni
|
||||
folder and adding the following line:
|
||||
|
||||
APP_STL := c++_shared
|
||||
|
||||
For more information go here:
|
||||
https://developer.android.com/ndk/guides/cpp-support
|
||||
|
||||
|
||||
Using the emulator
|
||||
================================================================================
|
||||
|
||||
There are some good tips and tricks for getting the most out of the
|
||||
emulator here: https://developer.android.com/tools/devices/emulator.html
|
||||
|
||||
Especially useful is the info on setting up OpenGL ES 2.0 emulation.
|
||||
|
||||
Notice that this software emulator is incredibly slow and needs a lot of disk space.
|
||||
Using a real device works better.
|
||||
|
||||
|
||||
Troubleshooting
|
||||
================================================================================
|
||||
|
||||
You can see if adb can see any devices with the following command:
|
||||
|
||||
adb devices
|
||||
|
||||
You can see the output of log messages on the default device with:
|
||||
|
||||
adb logcat
|
||||
|
||||
You can push files to the device with:
|
||||
|
||||
adb push local_file remote_path_and_file
|
||||
|
||||
You can push files to the SD Card at /sdcard, for example:
|
||||
|
||||
adb push moose.dat /sdcard/moose.dat
|
||||
|
||||
You can see the files on the SD card with a shell command:
|
||||
|
||||
adb shell ls /sdcard/
|
||||
|
||||
You can start a command shell on the default device with:
|
||||
|
||||
adb shell
|
||||
|
||||
You can remove the library files of your project (and not the SDL lib files) with:
|
||||
|
||||
ndk-build clean
|
||||
|
||||
You can do a build with the following command:
|
||||
|
||||
ndk-build
|
||||
|
||||
You can see the complete command line that ndk-build is using by passing V=1 on the command line:
|
||||
|
||||
ndk-build V=1
|
||||
|
||||
If your application crashes in native code, you can use ndk-stack to get a symbolic stack trace:
|
||||
https://developer.android.com/ndk/guides/ndk-stack
|
||||
|
||||
If you want to go through the process manually, you can use addr2line to convert the
|
||||
addresses in the stack trace to lines in your code.
|
||||
|
||||
For example, if your crash looks like this:
|
||||
|
||||
I/DEBUG ( 31): signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 400085d0
|
||||
I/DEBUG ( 31): r0 00000000 r1 00001000 r2 00000003 r3 400085d4
|
||||
I/DEBUG ( 31): r4 400085d0 r5 40008000 r6 afd41504 r7 436c6a7c
|
||||
I/DEBUG ( 31): r8 436c6b30 r9 435c6fb0 10 435c6f9c fp 4168d82c
|
||||
I/DEBUG ( 31): ip 8346aff0 sp 436c6a60 lr afd1c8ff pc afd1c902 cpsr 60000030
|
||||
I/DEBUG ( 31): #00 pc 0001c902 /system/lib/libc.so
|
||||
I/DEBUG ( 31): #01 pc 0001ccf6 /system/lib/libc.so
|
||||
I/DEBUG ( 31): #02 pc 000014bc /data/data/org.libsdl.app/lib/libmain.so
|
||||
I/DEBUG ( 31): #03 pc 00001506 /data/data/org.libsdl.app/lib/libmain.so
|
||||
|
||||
You can see that there's a crash in the C library being called from the main code.
|
||||
I run addr2line with the debug version of my code:
|
||||
|
||||
arm-eabi-addr2line -C -f -e obj/local/armeabi/libmain.so
|
||||
|
||||
and then paste in the number after "pc" in the call stack, from the line that I care about:
|
||||
000014bc
|
||||
|
||||
I get output from addr2line showing that it's in the quit function, in testspriteminimal.c, on line 23.
|
||||
|
||||
You can add logging to your code to help show what's happening:
|
||||
|
||||
#include <android/log.h>
|
||||
|
||||
__android_log_print(ANDROID_LOG_INFO, "foo", "Something happened! x = %d", x);
|
||||
|
||||
If you need to build without optimization turned on, you can create a file called
|
||||
"Application.mk" in the jni directory, with the following line in it:
|
||||
|
||||
APP_OPTIM := debug
|
||||
|
||||
|
||||
Memory debugging
|
||||
================================================================================
|
||||
|
||||
The best (and slowest) way to debug memory issues on Android is valgrind.
|
||||
Valgrind has support for Android out of the box, just grab code using:
|
||||
|
||||
svn co svn://svn.valgrind.org/valgrind/trunk valgrind
|
||||
|
||||
... and follow the instructions in the file README.android to build it.
|
||||
|
||||
One thing I needed to do on Mac OS X was change the path to the toolchain,
|
||||
and add ranlib to the environment variables:
|
||||
export RANLIB=$NDKROOT/toolchains/arm-linux-androideabi-4.4.3/prebuilt/darwin-x86/bin/arm-linux-androideabi-ranlib
|
||||
|
||||
Once valgrind is built, you can create a wrapper script to launch your
|
||||
application with it, changing org.libsdl.app to your package identifier:
|
||||
|
||||
--- start_valgrind_app -------------------
|
||||
#!/system/bin/sh
|
||||
export TMPDIR=/data/data/org.libsdl.app
|
||||
exec /data/local/Inst/bin/valgrind --log-file=/sdcard/valgrind.log --error-limit=no $*
|
||||
------------------------------------------
|
||||
|
||||
Then push it to the device:
|
||||
|
||||
adb push start_valgrind_app /data/local
|
||||
|
||||
and make it executable:
|
||||
|
||||
adb shell chmod 755 /data/local/start_valgrind_app
|
||||
|
||||
and tell Android to use the script to launch your application:
|
||||
|
||||
adb shell setprop wrap.org.libsdl.app "logwrapper /data/local/start_valgrind_app"
|
||||
|
||||
If the setprop command says "could not set property", it's likely that
|
||||
your package name is too long and you should make it shorter by changing
|
||||
AndroidManifest.xml and the path to your class file in android-project/src
|
||||
|
||||
You can then launch your application normally and waaaaaaaiiittt for it.
|
||||
You can monitor the startup process with the logcat command above, and
|
||||
when it's done (or even while it's running) you can grab the valgrind
|
||||
output file:
|
||||
|
||||
adb pull /sdcard/valgrind.log
|
||||
|
||||
When you're done instrumenting with valgrind, you can disable the wrapper:
|
||||
|
||||
adb shell setprop wrap.org.libsdl.app ""
|
||||
|
||||
|
||||
Graphics debugging
|
||||
================================================================================
|
||||
|
||||
If you are developing on a compatible Tegra-based tablet, NVidia provides
|
||||
Tegra Graphics Debugger at their website. Because SDL2 dynamically loads EGL
|
||||
and GLES libraries, you must follow their instructions for installing the
|
||||
interposer library on a rooted device. The non-rooted instructions are not
|
||||
compatible with applications that use SDL2 for video.
|
||||
|
||||
The Tegra Graphics Debugger is available from NVidia here:
|
||||
https://developer.nvidia.com/tegra-graphics-debugger
|
||||
|
||||
|
||||
Why is API level 19 the minimum required?
|
||||
================================================================================
|
||||
|
||||
The latest NDK toolchain doesn't support targeting earlier than API level 19.
|
||||
As of this writing, according to https://www.composables.com/tools/distribution-chart
|
||||
about 99.7% of the Android devices accessing Google Play support API level 19 or
|
||||
higher (August 2023).
|
||||
|
||||
|
||||
A note regarding the use of the "dirty rectangles" rendering technique
|
||||
================================================================================
|
||||
|
||||
If your app uses a variation of the "dirty rectangles" rendering technique,
|
||||
where you only update a portion of the screen on each frame, you may notice a
|
||||
variety of visual glitches on Android, that are not present on other platforms.
|
||||
This is caused by SDL's use of EGL as the support system to handle OpenGL ES/ES2
|
||||
contexts, in particular the use of the eglSwapBuffers function. As stated in the
|
||||
documentation for the function "The contents of ancillary buffers are always
|
||||
undefined after calling eglSwapBuffers".
|
||||
Setting the EGL_SWAP_BEHAVIOR attribute of the surface to EGL_BUFFER_PRESERVED
|
||||
is not possible for SDL as it requires EGL 1.4, available only on the API level
|
||||
17+, so the only workaround available on this platform is to redraw the entire
|
||||
screen each frame.
|
||||
|
||||
Reference: http://www.khronos.org/registry/egl/specs/EGLTechNote0001.html
|
||||
|
||||
|
||||
Ending your application
|
||||
================================================================================
|
||||
|
||||
Two legitimate ways:
|
||||
|
||||
- return from your main() function. Java side will automatically terminate the
|
||||
Activity by calling Activity.finish().
|
||||
|
||||
- Android OS can decide to terminate your application by calling onDestroy()
|
||||
(see Activity life cycle). Your application will receive a SDL_QUIT event you
|
||||
can handle to save things and quit.
|
||||
|
||||
Don't call exit() as it stops the activity badly.
|
||||
|
||||
NB: "Back button" can be handled as a SDL_KEYDOWN/UP events, with Keycode
|
||||
SDLK_AC_BACK, for any purpose.
|
||||
|
||||
Known issues
|
||||
================================================================================
|
||||
|
||||
- The number of buttons reported for each joystick is hardcoded to be 36, which
|
||||
is the current maximum number of buttons Android can report.
|
||||
|
||||
+163
-84
@@ -1,84 +1,163 @@
|
||||
CMake
|
||||
================================================================================
|
||||
(www.cmake.org)
|
||||
|
||||
SDL's build system was traditionally based on autotools. Over time, this
|
||||
approach has suffered from several issues across the different supported
|
||||
platforms.
|
||||
To solve these problems, a new build system based on CMake is under development.
|
||||
It works in parallel to the legacy system, so users can experiment with it
|
||||
without complication.
|
||||
While still experimental, the build system should be usable on the following
|
||||
platforms:
|
||||
|
||||
* FreeBSD
|
||||
* Linux
|
||||
* VS.NET 2010
|
||||
* MinGW and Msys
|
||||
* macOS, iOS, and tvOS, with support for XCode
|
||||
|
||||
|
||||
================================================================================
|
||||
Usage
|
||||
================================================================================
|
||||
|
||||
Assuming the source for SDL is located at ~/sdl
|
||||
|
||||
cd ~
|
||||
mkdir build
|
||||
cd build
|
||||
cmake ../sdl
|
||||
|
||||
This will build the static and dynamic versions of SDL in the ~/build directory.
|
||||
|
||||
|
||||
================================================================================
|
||||
Usage, iOS/tvOS
|
||||
================================================================================
|
||||
|
||||
CMake 3.14+ natively includes support for iOS and tvOS. SDL binaries may be built
|
||||
using Xcode or Make, possibly among other build-systems.
|
||||
|
||||
When using a recent version of CMake (3.14+), it should be possible to:
|
||||
|
||||
- build SDL for iOS, both static and dynamic
|
||||
- build SDL test apps (as iOS/tvOS .app bundles)
|
||||
- generate a working SDL_config.h for iOS (using SDL_config.h.cmake as a basis)
|
||||
|
||||
To use, set the following CMake variables when running CMake's configuration stage:
|
||||
|
||||
- `CMAKE_SYSTEM_NAME=<OS>` (either `iOS` or `tvOS`)
|
||||
- `CMAKE_OSX_SYSROOT=<SDK>` (examples: `iphoneos`, `iphonesimulator`, `iphoneos12.4`, `/full/path/to/iPhoneOS.sdk`,
|
||||
`appletvos`, `appletvsimulator`, `appletvos12.4`, `/full/path/to/AppleTVOS.sdk`, etc.)
|
||||
- `CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures>` (example: "arm64;armv7s;x86_64")
|
||||
|
||||
|
||||
### Examples (for iOS/tvOS):
|
||||
|
||||
- for iOS-Simulator, using the latest, installed SDK:
|
||||
|
||||
`cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64`
|
||||
|
||||
- for iOS-Device, using the latest, installed SDK, 64-bit only
|
||||
|
||||
`cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64`
|
||||
|
||||
- for iOS-Device, using the latest, installed SDK, mixed 32/64 bit
|
||||
|
||||
`cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s"`
|
||||
|
||||
- for iOS-Device, using a specific SDK revision (iOS 12.4, in this example):
|
||||
|
||||
`cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64`
|
||||
|
||||
- for iOS-Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles):
|
||||
|
||||
`cmake ~/sdl -DSDL_TEST=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64`
|
||||
|
||||
- for tvOS-Simulator, using the latest, installed SDK:
|
||||
|
||||
`cmake ~/sdl -DCMAKE_SYSTEM_NAME=tvOS -DCMAKE_OSX_SYSROOT=appletvsimulator -DCMAKE_OSX_ARCHITECTURES=x86_64`
|
||||
|
||||
- for tvOS-Device, using the latest, installed SDK:
|
||||
|
||||
`cmake ~/sdl -DCMAKE_SYSTEM_NAME=tvOS -DCMAKE_OSX_SYSROOT=appletvos -DCMAKE_OSX_ARCHITECTURES=arm64`
|
||||
# CMake
|
||||
|
||||
(www.cmake.org)
|
||||
|
||||
SDL's build system was traditionally based on autotools. Over time, this
|
||||
approach has suffered from several issues across the different supported
|
||||
platforms.
|
||||
To solve these problems, a new build system based on CMake was introduced.
|
||||
It is developed in parallel to the legacy autotools build system, so users
|
||||
can experiment with it without complication.
|
||||
|
||||
The CMake build system is supported on the following platforms:
|
||||
|
||||
* FreeBSD
|
||||
* Linux
|
||||
* Microsoft Visual C
|
||||
* MinGW and Msys
|
||||
* macOS, iOS, and tvOS, with support for XCode
|
||||
* Android
|
||||
* Emscripten
|
||||
* RiscOS
|
||||
* Playstation Vita
|
||||
|
||||
## Building SDL
|
||||
|
||||
Assuming the source for SDL is located at `~/sdl`
|
||||
```sh
|
||||
cd ~
|
||||
mkdir build
|
||||
cd build
|
||||
cmake ~/sdl
|
||||
cmake --build .
|
||||
```
|
||||
|
||||
This will build the static and dynamic versions of SDL in the `~/build` directory.
|
||||
Installation can be done using:
|
||||
|
||||
```sh
|
||||
cmake --install . # '--install' requires CMake 3.15, or newer
|
||||
```
|
||||
|
||||
## Including SDL in your project
|
||||
|
||||
SDL can be included in your project in 2 major ways:
|
||||
- using a system SDL library, provided by your (*nix) distribution or a package manager
|
||||
- using a vendored SDL library: this is SDL copied or symlinked in a subfolder.
|
||||
|
||||
The following CMake script supports both, depending on the value of `MYGAME_VENDORED`.
|
||||
|
||||
```cmake
|
||||
cmake_minimum_required(VERSION 3.5)
|
||||
project(mygame)
|
||||
|
||||
# Create an option to switch between a system sdl library and a vendored sdl library
|
||||
option(MYGAME_VENDORED "Use vendored libraries" OFF)
|
||||
|
||||
if(MYGAME_VENDORED)
|
||||
add_subdirectory(vendored/sdl EXCLUDE_FROM_ALL)
|
||||
else()
|
||||
# 1. Look for a SDL2 package, 2. look for the SDL2 component and 3. fail if none can be found
|
||||
find_package(SDL2 REQUIRED CONFIG REQUIRED COMPONENTS SDL2)
|
||||
|
||||
# 1. Look for a SDL2 package, 2. Look for the SDL2maincomponent and 3. DO NOT fail when SDL2main is not available
|
||||
find_package(SDL2 REQUIRED CONFIG COMPONENTS SDL2main)
|
||||
endif()
|
||||
|
||||
# Create your game executable target as usual
|
||||
add_executable(mygame WIN32 mygame.c)
|
||||
|
||||
# SDL2::SDL2main may or may not be available. It is e.g. required by Windows GUI applications
|
||||
if(TARGET SDL2::SDL2main)
|
||||
# It has an implicit dependency on SDL2 functions, so it MUST be added before SDL2::SDL2 (or SDL2::SDL2-static)
|
||||
target_link_libraries(mygame PRIVATE SDL2::SDL2main)
|
||||
endif()
|
||||
|
||||
# Link to the actual SDL2 library. SDL2::SDL2 is the shared SDL library, SDL2::SDL2-static is the static SDL libarary.
|
||||
target_link_libraries(mygame PRIVATE SDL2::SDL2)
|
||||
```
|
||||
|
||||
### A system SDL library
|
||||
|
||||
For CMake to find SDL, it must be installed in [a default location CMake is looking for](https://cmake.org/cmake/help/latest/command/find_package.html#config-mode-search-procedure).
|
||||
|
||||
The following components are available, to be used as an argument of `find_package`.
|
||||
|
||||
| Component name | Description |
|
||||
|----------------|--------------------------------------------------------------------------------------------|
|
||||
| SDL2 | The SDL2 shared library, available through the `SDL2::SDL2` target [^SDL_TARGET_EXCEPTION] |
|
||||
| SDL2-static | The SDL2 static library, available through the `SDL2::SDL2-static` target |
|
||||
| SDL2main | The SDL2main static library, available through the `SDL2::SDL2main` target |
|
||||
| SDL2test | The SDL2test static library, available through the `SDL2::SDL2test` target |
|
||||
|
||||
### Using a vendored SDL
|
||||
|
||||
This only requires a copy of SDL in a subdirectory.
|
||||
|
||||
## CMake configuration options for platforms
|
||||
|
||||
### iOS/tvOS
|
||||
|
||||
CMake 3.14+ natively includes support for iOS and tvOS. SDL binaries may be built
|
||||
using Xcode or Make, possibly among other build-systems.
|
||||
|
||||
When using a recent version of CMake (3.14+), it should be possible to:
|
||||
|
||||
- build SDL for iOS, both static and dynamic
|
||||
- build SDL test apps (as iOS/tvOS .app bundles)
|
||||
- generate a working SDL_config.h for iOS (using SDL_config.h.cmake as a basis)
|
||||
|
||||
To use, set the following CMake variables when running CMake's configuration stage:
|
||||
|
||||
- `CMAKE_SYSTEM_NAME=<OS>` (either `iOS` or `tvOS`)
|
||||
- `CMAKE_OSX_SYSROOT=<SDK>` (examples: `iphoneos`, `iphonesimulator`, `iphoneos12.4`, `/full/path/to/iPhoneOS.sdk`,
|
||||
`appletvos`, `appletvsimulator`, `appletvos12.4`, `/full/path/to/AppleTVOS.sdk`, etc.)
|
||||
- `CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures>` (example: "arm64;armv7s;x86_64")
|
||||
|
||||
|
||||
#### Examples
|
||||
|
||||
- for iOS-Simulator, using the latest, installed SDK:
|
||||
|
||||
```bash
|
||||
cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
|
||||
```
|
||||
|
||||
- for iOS-Device, using the latest, installed SDK, 64-bit only
|
||||
|
||||
```bash
|
||||
cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64
|
||||
```
|
||||
|
||||
- for iOS-Device, using the latest, installed SDK, mixed 32/64 bit
|
||||
|
||||
```cmake
|
||||
cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s"
|
||||
```
|
||||
|
||||
- for iOS-Device, using a specific SDK revision (iOS 12.4, in this example):
|
||||
|
||||
```cmake
|
||||
cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64
|
||||
```
|
||||
|
||||
- for iOS-Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles):
|
||||
|
||||
```cmake
|
||||
cmake ~/sdl -DSDL_TESTS=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
|
||||
```
|
||||
|
||||
- for tvOS-Simulator, using the latest, installed SDK:
|
||||
|
||||
```cmake
|
||||
cmake ~/sdl -DCMAKE_SYSTEM_NAME=tvOS -DCMAKE_OSX_SYSROOT=appletvsimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
|
||||
```
|
||||
|
||||
- for tvOS-Device, using the latest, installed SDK:
|
||||
|
||||
```cmake
|
||||
cmake ~/sdl -DCMAKE_SYSTEM_NAME=tvOS -DCMAKE_OSX_SYSROOT=appletvos -DCMAKE_OSX_ARCHITECTURES=arm64`
|
||||
```
|
||||
|
||||
|
||||
[^SDL_TARGET_EXCEPTION]: `SDL2::SDL2` can be an ALIAS to a static `SDL2::SDL2-static` target for multiple reasons.
|
||||
+123
-123
@@ -1,123 +1,123 @@
|
||||
DirectFB
|
||||
========
|
||||
|
||||
Supports:
|
||||
|
||||
- Hardware YUV overlays
|
||||
- OpenGL - software only
|
||||
- 2D/3D accelerations (depends on directfb driver)
|
||||
- multiple displays
|
||||
- windows
|
||||
|
||||
What you need:
|
||||
|
||||
* DirectFB 1.0.1, 1.2.x, 1.3.0
|
||||
* Kernel-Framebuffer support: required: vesafb, radeonfb ....
|
||||
* Mesa 7.0.x - optional for OpenGL
|
||||
|
||||
The `/etc/directfbrc` file should contain the following lines to make
|
||||
your joystick work and avoid crashes:
|
||||
|
||||
```
|
||||
disable-module=joystick
|
||||
disable-module=cle266
|
||||
disable-module=cyber5k
|
||||
no-linux-input-grab
|
||||
```
|
||||
|
||||
To disable to use x11 backend when DISPLAY variable is found use
|
||||
|
||||
```
|
||||
export SDL_DIRECTFB_X11_CHECK=0
|
||||
```
|
||||
|
||||
To disable the use of linux input devices, i.e. multimice/multikeyboard support,
|
||||
use
|
||||
|
||||
```
|
||||
export SDL_DIRECTFB_LINUX_INPUT=0
|
||||
```
|
||||
|
||||
To use hardware accelerated YUV-overlays for YUV-textures, use:
|
||||
|
||||
```
|
||||
export SDL_DIRECTFB_YUV_DIRECT=1
|
||||
```
|
||||
|
||||
This is disabled by default. It will only support one
|
||||
YUV texture, namely the first. Every other YUV texture will be
|
||||
rendered in software.
|
||||
|
||||
In addition, you may use (directfb-1.2.x)
|
||||
|
||||
```
|
||||
export SDL_DIRECTFB_YUV_UNDERLAY=1
|
||||
```
|
||||
|
||||
to make the YUV texture an underlay. This will make the cursor to
|
||||
be shown.
|
||||
|
||||
Simple Window Manager
|
||||
=====================
|
||||
|
||||
The driver has support for a very, very basic window manager you may
|
||||
want to use when running with `wm=default`. Use
|
||||
|
||||
```
|
||||
export SDL_DIRECTFB_WM=1
|
||||
```
|
||||
|
||||
to enable basic window borders. In order to have the window title rendered,
|
||||
you need to have the following font installed:
|
||||
|
||||
```
|
||||
/usr/share/fonts/truetype/freefont/FreeSans.ttf
|
||||
```
|
||||
|
||||
OpenGL Support
|
||||
==============
|
||||
|
||||
The following instructions will give you *software* OpenGL. However this
|
||||
works at least on all directfb supported platforms.
|
||||
|
||||
As of this writing 20100802 you need to pull Mesa from git and do the following:
|
||||
|
||||
```
|
||||
git clone git://anongit.freedesktop.org/git/mesa/mesa
|
||||
cd mesa
|
||||
git checkout 2c9fdaf7292423c157fc79b5ce43f0f199dd753a
|
||||
```
|
||||
|
||||
Edit `configs/linux-directfb` so that the Directories-section looks like this:
|
||||
|
||||
```
|
||||
# Directories
|
||||
SRC_DIRS = mesa glu
|
||||
GLU_DIRS = sgi
|
||||
DRIVER_DIRS = directfb
|
||||
PROGRAM_DIRS =
|
||||
```
|
||||
|
||||
Then do the following:
|
||||
|
||||
```
|
||||
make linux-directfb
|
||||
make
|
||||
|
||||
echo Installing - please enter sudo pw.
|
||||
|
||||
sudo make install INSTALL_DIR=/usr/local/dfb_GL
|
||||
cd src/mesa/drivers/directfb
|
||||
make
|
||||
sudo make install INSTALL_DIR=/usr/local/dfb_GL
|
||||
```
|
||||
|
||||
To run the SDL - testprograms:
|
||||
|
||||
```
|
||||
export SDL_VIDEODRIVER=directfb
|
||||
export LD_LIBRARY_PATH=/usr/local/dfb_GL/lib
|
||||
export LD_PRELOAD=/usr/local/dfb_GL/libGL.so.7
|
||||
|
||||
./testgl
|
||||
```
|
||||
DirectFB
|
||||
========
|
||||
|
||||
Supports:
|
||||
|
||||
- Hardware YUV overlays
|
||||
- OpenGL - software only
|
||||
- 2D/3D accelerations (depends on directfb driver)
|
||||
- multiple displays
|
||||
- windows
|
||||
|
||||
What you need:
|
||||
|
||||
* DirectFB 1.0.1, 1.2.x, 1.3.0
|
||||
* Kernel-Framebuffer support: required: vesafb, radeonfb ....
|
||||
* Mesa 7.0.x - optional for OpenGL
|
||||
|
||||
The `/etc/directfbrc` file should contain the following lines to make
|
||||
your joystick work and avoid crashes:
|
||||
|
||||
```
|
||||
disable-module=joystick
|
||||
disable-module=cle266
|
||||
disable-module=cyber5k
|
||||
no-linux-input-grab
|
||||
```
|
||||
|
||||
To disable to use x11 backend when DISPLAY variable is found use
|
||||
|
||||
```
|
||||
export SDL_DIRECTFB_X11_CHECK=0
|
||||
```
|
||||
|
||||
To disable the use of linux input devices, i.e. multimice/multikeyboard support,
|
||||
use
|
||||
|
||||
```
|
||||
export SDL_DIRECTFB_LINUX_INPUT=0
|
||||
```
|
||||
|
||||
To use hardware accelerated YUV-overlays for YUV-textures, use:
|
||||
|
||||
```
|
||||
export SDL_DIRECTFB_YUV_DIRECT=1
|
||||
```
|
||||
|
||||
This is disabled by default. It will only support one
|
||||
YUV texture, namely the first. Every other YUV texture will be
|
||||
rendered in software.
|
||||
|
||||
In addition, you may use (directfb-1.2.x)
|
||||
|
||||
```
|
||||
export SDL_DIRECTFB_YUV_UNDERLAY=1
|
||||
```
|
||||
|
||||
to make the YUV texture an underlay. This will make the cursor to
|
||||
be shown.
|
||||
|
||||
Simple Window Manager
|
||||
=====================
|
||||
|
||||
The driver has support for a very, very basic window manager you may
|
||||
want to use when running with `wm=default`. Use
|
||||
|
||||
```
|
||||
export SDL_DIRECTFB_WM=1
|
||||
```
|
||||
|
||||
to enable basic window borders. In order to have the window title rendered,
|
||||
you need to have the following font installed:
|
||||
|
||||
```
|
||||
/usr/share/fonts/truetype/freefont/FreeSans.ttf
|
||||
```
|
||||
|
||||
OpenGL Support
|
||||
==============
|
||||
|
||||
The following instructions will give you *software* OpenGL. However this
|
||||
works at least on all directfb supported platforms.
|
||||
|
||||
As of this writing 20100802 you need to pull Mesa from git and do the following:
|
||||
|
||||
```
|
||||
git clone git://anongit.freedesktop.org/git/mesa/mesa
|
||||
cd mesa
|
||||
git checkout 2c9fdaf7292423c157fc79b5ce43f0f199dd753a
|
||||
```
|
||||
|
||||
Edit `configs/linux-directfb` so that the Directories-section looks like this:
|
||||
|
||||
```
|
||||
# Directories
|
||||
SRC_DIRS = mesa glu
|
||||
GLU_DIRS = sgi
|
||||
DRIVER_DIRS = directfb
|
||||
PROGRAM_DIRS =
|
||||
```
|
||||
|
||||
Then do the following:
|
||||
|
||||
```
|
||||
make linux-directfb
|
||||
make
|
||||
|
||||
echo Installing - please enter sudo pw.
|
||||
|
||||
sudo make install INSTALL_DIR=/usr/local/dfb_GL
|
||||
cd src/mesa/drivers/directfb
|
||||
make
|
||||
sudo make install INSTALL_DIR=/usr/local/dfb_GL
|
||||
```
|
||||
|
||||
To run the SDL - testprograms:
|
||||
|
||||
```
|
||||
export SDL_VIDEODRIVER=directfb
|
||||
export LD_LIBRARY_PATH=/usr/local/dfb_GL/lib
|
||||
export LD_PRELOAD=/usr/local/dfb_GL/libGL.so.7
|
||||
|
||||
./testgl
|
||||
```
|
||||
+138
-138
@@ -1,138 +1,138 @@
|
||||
# Dynamic API
|
||||
|
||||
Originally posted on Ryan's Google+ account.
|
||||
|
||||
Background:
|
||||
|
||||
- The Steam Runtime has (at least in theory) a really kick-ass build of SDL2,
|
||||
but developers are shipping their own SDL2 with individual Steam games.
|
||||
These games might stop getting updates, but a newer SDL2 might be needed later.
|
||||
Certainly we'll always be fixing bugs in SDL, even if a new video target isn't
|
||||
ever needed, and these fixes won't make it to a game shipping its own SDL.
|
||||
- Even if we replace the SDL2 in those games with a compatible one, that is to
|
||||
say, edit a developer's Steam depot (yuck!), there are developers that are
|
||||
statically linking SDL2 that we can't do this for. We can't even force the
|
||||
dynamic loader to ignore their SDL2 in this case, of course.
|
||||
- If you don't ship an SDL2 with the game in some form, people that disabled the
|
||||
Steam Runtime, or just tried to run the game from the command line instead of
|
||||
Steam might find themselves unable to run the game, due to a missing dependency.
|
||||
- If you want to ship on non-Steam platforms like GOG or Humble Bundle, or target
|
||||
generic Linux boxes that may or may not have SDL2 installed, you have to ship
|
||||
the library or risk a total failure to launch. So now, you might have to have
|
||||
a non-Steam build plus a Steam build (that is, one with and one without SDL2
|
||||
included), which is inconvenient if you could have had one universal build
|
||||
that works everywhere.
|
||||
- We like the zlib license, but the biggest complaint from the open source
|
||||
community about the license change is the static linking. The LGPL forced this
|
||||
as a legal, not technical issue, but zlib doesn't care. Even those that aren't
|
||||
concerned about the GNU freedoms found themselves solving the same problems:
|
||||
swapping in a newer SDL to an older game often times can save the day.
|
||||
Static linking stops this dead.
|
||||
|
||||
So here's what we did:
|
||||
|
||||
SDL now has, internally, a table of function pointers. So, this is what SDL_Init
|
||||
now looks like:
|
||||
|
||||
```c
|
||||
UInt32 SDL_Init(Uint32 flags)
|
||||
{
|
||||
return jump_table.SDL_Init(flags);
|
||||
}
|
||||
```
|
||||
|
||||
Except that is all done with a bunch of macro magic so we don't have to maintain
|
||||
every one of these.
|
||||
|
||||
What is jump_table.SDL_init()? Eventually, that's a function pointer of the real
|
||||
SDL_Init() that you've been calling all this time. But at startup, it looks more
|
||||
like this:
|
||||
|
||||
```c
|
||||
Uint32 SDL_Init_DEFAULT(Uint32 flags)
|
||||
{
|
||||
SDL_InitDynamicAPI();
|
||||
return jump_table.SDL_Init(flags);
|
||||
}
|
||||
```
|
||||
|
||||
SDL_InitDynamicAPI() fills in jump_table with all the actual SDL function
|
||||
pointers, which means that this `_DEFAULT` function never gets called again.
|
||||
First call to any SDL function sets the whole thing up.
|
||||
|
||||
So you might be asking, what was the value in that? Isn't this what the operating
|
||||
system's dynamic loader was supposed to do for us? Yes, but now we've got this
|
||||
level of indirection, we can do things like this:
|
||||
|
||||
```bash
|
||||
export SDL_DYNAMIC_API=/my/actual/libSDL-2.0.so.0
|
||||
./MyGameThatIsStaticallyLinkedToSDL2
|
||||
```
|
||||
|
||||
And now, this game that is statically linked to SDL, can still be overridden
|
||||
with a newer, or better, SDL. The statically linked one will only be used as
|
||||
far as calling into the jump table in this case. But in cases where no override
|
||||
is desired, the statically linked version will provide its own jump table,
|
||||
and everyone is happy.
|
||||
|
||||
So now:
|
||||
- Developers can statically link SDL, and users can still replace it.
|
||||
(We'd still rather you ship a shared library, though!)
|
||||
- Developers can ship an SDL with their game, Valve can override it for, say,
|
||||
new features on SteamOS, or distros can override it for their own needs,
|
||||
but it'll also just work in the default case.
|
||||
- Developers can ship the same package to everyone (Humble Bundle, GOG, etc),
|
||||
and it'll do the right thing.
|
||||
- End users (and Valve) can update a game's SDL in almost any case,
|
||||
to keep abandoned games running on newer platforms.
|
||||
- Everyone develops with SDL exactly as they have been doing all along.
|
||||
Same headers, same ABI. Just get the latest version to enable this magic.
|
||||
|
||||
|
||||
A little more about SDL_InitDynamicAPI():
|
||||
|
||||
Internally, InitAPI does some locking to make sure everything waits until a
|
||||
single thread initializes everything (although even SDL_CreateThread() goes
|
||||
through here before spinning a thread, too), and then decides if it should use
|
||||
an external SDL library. If not, it sets up the jump table using the current
|
||||
SDL's function pointers (which might be statically linked into a program, or in
|
||||
a shared library of its own). If so, it loads that library and looks for and
|
||||
calls a single function:
|
||||
|
||||
```c
|
||||
SInt32 SDL_DYNAPI_entry(Uint32 version, void *table, Uint32 tablesize);
|
||||
```
|
||||
|
||||
That function takes a version number (more on that in a moment), the address of
|
||||
the jump table, and the size, in bytes, of the table.
|
||||
Now, we've got policy here: this table's layout never changes; new stuff gets
|
||||
added to the end. Therefore SDL_DYNAPI_entry() knows that it can provide all
|
||||
the needed functions if tablesize <= sizeof its own jump table. If tablesize is
|
||||
bigger (say, SDL 2.0.4 is trying to load SDL 2.0.3), then we know to abort, but
|
||||
if it's smaller, we know we can provide the entire API that the caller needs.
|
||||
|
||||
The version variable is a failsafe switch.
|
||||
Right now it's always 1. This number changes when there are major API changes
|
||||
(so we know if the tablesize might be smaller, or entries in it have changed).
|
||||
Right now SDL_DYNAPI_entry gives up if the version doesn't match, but it's not
|
||||
inconceivable to have a small dispatch library that only supplies this one
|
||||
function and loads different, otherwise-incompatible SDL libraries and has the
|
||||
right one initialize the jump table based on the version. For something that
|
||||
must generically catch lots of different versions of SDL over time, like the
|
||||
Steam Client, this isn't a bad option.
|
||||
|
||||
Finally, I'm sure some people are reading this and thinking,
|
||||
"I don't want that overhead in my project!"
|
||||
|
||||
To which I would point out that the extra function call through the jump table
|
||||
probably wouldn't even show up in a profile, but lucky you: this can all be
|
||||
disabled. You can build SDL without this if you absolutely must, but we would
|
||||
encourage you not to do that. However, on heavily locked down platforms like
|
||||
iOS, or maybe when debugging, it makes sense to disable it. The way this is
|
||||
designed in SDL, you just have to change one #define, and the entire system
|
||||
vaporizes out, and SDL functions exactly like it always did. Most of it is
|
||||
macro magic, so the system is contained to one C file and a few headers.
|
||||
However, this is on by default and you have to edit a header file to turn it
|
||||
off. Our hopes is that if we make it easy to disable, but not too easy,
|
||||
everyone will ultimately be able to get what they want, but we've gently
|
||||
nudged everyone towards what we think is the best solution.
|
||||
# Dynamic API
|
||||
|
||||
Originally posted on Ryan's Google+ account.
|
||||
|
||||
Background:
|
||||
|
||||
- The Steam Runtime has (at least in theory) a really kick-ass build of SDL2,
|
||||
but developers are shipping their own SDL2 with individual Steam games.
|
||||
These games might stop getting updates, but a newer SDL2 might be needed later.
|
||||
Certainly we'll always be fixing bugs in SDL, even if a new video target isn't
|
||||
ever needed, and these fixes won't make it to a game shipping its own SDL.
|
||||
- Even if we replace the SDL2 in those games with a compatible one, that is to
|
||||
say, edit a developer's Steam depot (yuck!), there are developers that are
|
||||
statically linking SDL2 that we can't do this for. We can't even force the
|
||||
dynamic loader to ignore their SDL2 in this case, of course.
|
||||
- If you don't ship an SDL2 with the game in some form, people that disabled the
|
||||
Steam Runtime, or just tried to run the game from the command line instead of
|
||||
Steam might find themselves unable to run the game, due to a missing dependency.
|
||||
- If you want to ship on non-Steam platforms like GOG or Humble Bundle, or target
|
||||
generic Linux boxes that may or may not have SDL2 installed, you have to ship
|
||||
the library or risk a total failure to launch. So now, you might have to have
|
||||
a non-Steam build plus a Steam build (that is, one with and one without SDL2
|
||||
included), which is inconvenient if you could have had one universal build
|
||||
that works everywhere.
|
||||
- We like the zlib license, but the biggest complaint from the open source
|
||||
community about the license change is the static linking. The LGPL forced this
|
||||
as a legal, not technical issue, but zlib doesn't care. Even those that aren't
|
||||
concerned about the GNU freedoms found themselves solving the same problems:
|
||||
swapping in a newer SDL to an older game often times can save the day.
|
||||
Static linking stops this dead.
|
||||
|
||||
So here's what we did:
|
||||
|
||||
SDL now has, internally, a table of function pointers. So, this is what SDL_Init
|
||||
now looks like:
|
||||
|
||||
```c
|
||||
UInt32 SDL_Init(Uint32 flags)
|
||||
{
|
||||
return jump_table.SDL_Init(flags);
|
||||
}
|
||||
```
|
||||
|
||||
Except that is all done with a bunch of macro magic so we don't have to maintain
|
||||
every one of these.
|
||||
|
||||
What is jump_table.SDL_init()? Eventually, that's a function pointer of the real
|
||||
SDL_Init() that you've been calling all this time. But at startup, it looks more
|
||||
like this:
|
||||
|
||||
```c
|
||||
Uint32 SDL_Init_DEFAULT(Uint32 flags)
|
||||
{
|
||||
SDL_InitDynamicAPI();
|
||||
return jump_table.SDL_Init(flags);
|
||||
}
|
||||
```
|
||||
|
||||
SDL_InitDynamicAPI() fills in jump_table with all the actual SDL function
|
||||
pointers, which means that this `_DEFAULT` function never gets called again.
|
||||
First call to any SDL function sets the whole thing up.
|
||||
|
||||
So you might be asking, what was the value in that? Isn't this what the operating
|
||||
system's dynamic loader was supposed to do for us? Yes, but now we've got this
|
||||
level of indirection, we can do things like this:
|
||||
|
||||
```bash
|
||||
export SDL_DYNAMIC_API=/my/actual/libSDL-2.0.so.0
|
||||
./MyGameThatIsStaticallyLinkedToSDL2
|
||||
```
|
||||
|
||||
And now, this game that is statically linked to SDL, can still be overridden
|
||||
with a newer, or better, SDL. The statically linked one will only be used as
|
||||
far as calling into the jump table in this case. But in cases where no override
|
||||
is desired, the statically linked version will provide its own jump table,
|
||||
and everyone is happy.
|
||||
|
||||
So now:
|
||||
- Developers can statically link SDL, and users can still replace it.
|
||||
(We'd still rather you ship a shared library, though!)
|
||||
- Developers can ship an SDL with their game, Valve can override it for, say,
|
||||
new features on SteamOS, or distros can override it for their own needs,
|
||||
but it'll also just work in the default case.
|
||||
- Developers can ship the same package to everyone (Humble Bundle, GOG, etc),
|
||||
and it'll do the right thing.
|
||||
- End users (and Valve) can update a game's SDL in almost any case,
|
||||
to keep abandoned games running on newer platforms.
|
||||
- Everyone develops with SDL exactly as they have been doing all along.
|
||||
Same headers, same ABI. Just get the latest version to enable this magic.
|
||||
|
||||
|
||||
A little more about SDL_InitDynamicAPI():
|
||||
|
||||
Internally, InitAPI does some locking to make sure everything waits until a
|
||||
single thread initializes everything (although even SDL_CreateThread() goes
|
||||
through here before spinning a thread, too), and then decides if it should use
|
||||
an external SDL library. If not, it sets up the jump table using the current
|
||||
SDL's function pointers (which might be statically linked into a program, or in
|
||||
a shared library of its own). If so, it loads that library and looks for and
|
||||
calls a single function:
|
||||
|
||||
```c
|
||||
SInt32 SDL_DYNAPI_entry(Uint32 version, void *table, Uint32 tablesize);
|
||||
```
|
||||
|
||||
That function takes a version number (more on that in a moment), the address of
|
||||
the jump table, and the size, in bytes, of the table.
|
||||
Now, we've got policy here: this table's layout never changes; new stuff gets
|
||||
added to the end. Therefore SDL_DYNAPI_entry() knows that it can provide all
|
||||
the needed functions if tablesize <= sizeof its own jump table. If tablesize is
|
||||
bigger (say, SDL 2.0.4 is trying to load SDL 2.0.3), then we know to abort, but
|
||||
if it's smaller, we know we can provide the entire API that the caller needs.
|
||||
|
||||
The version variable is a failsafe switch.
|
||||
Right now it's always 1. This number changes when there are major API changes
|
||||
(so we know if the tablesize might be smaller, or entries in it have changed).
|
||||
Right now SDL_DYNAPI_entry gives up if the version doesn't match, but it's not
|
||||
inconceivable to have a small dispatch library that only supplies this one
|
||||
function and loads different, otherwise-incompatible SDL libraries and has the
|
||||
right one initialize the jump table based on the version. For something that
|
||||
must generically catch lots of different versions of SDL over time, like the
|
||||
Steam Client, this isn't a bad option.
|
||||
|
||||
Finally, I'm sure some people are reading this and thinking,
|
||||
"I don't want that overhead in my project!"
|
||||
|
||||
To which I would point out that the extra function call through the jump table
|
||||
probably wouldn't even show up in a profile, but lucky you: this can all be
|
||||
disabled. You can build SDL without this if you absolutely must, but we would
|
||||
encourage you not to do that. However, on heavily locked down platforms like
|
||||
iOS, or maybe when debugging, it makes sense to disable it. The way this is
|
||||
designed in SDL, you just have to change one #define, and the entire system
|
||||
vaporizes out, and SDL functions exactly like it always did. Most of it is
|
||||
macro magic, so the system is contained to one C file and a few headers.
|
||||
However, this is on by default and you have to edit a header file to turn it
|
||||
off. Our hopes is that if we make it easy to disable, but not too easy,
|
||||
everyone will ultimately be able to get what they want, but we've gently
|
||||
nudged everyone towards what we think is the best solution.
|
||||
@@ -1,35 +1,76 @@
|
||||
Emscripten
|
||||
================================================================================
|
||||
|
||||
Build:
|
||||
|
||||
$ mkdir build
|
||||
$ cd build
|
||||
$ emconfigure ../configure --host=asmjs-unknown-emscripten --disable-assembly --disable-threads --disable-cpuinfo CFLAGS="-O2"
|
||||
$ emmake make
|
||||
|
||||
Or with cmake:
|
||||
|
||||
$ mkdir build
|
||||
$ cd build
|
||||
$ emcmake cmake ..
|
||||
$ emmake make
|
||||
|
||||
To build one of the tests:
|
||||
|
||||
$ cd test/
|
||||
$ emcc -O2 --js-opts 0 -g4 testdraw2.c -I../include ../build/.libs/libSDL2.a ../build/libSDL2_test.a -o a.html
|
||||
|
||||
Uses GLES2 renderer or software
|
||||
|
||||
Some other SDL2 libraries can be easily built (assuming SDL2 is installed somewhere):
|
||||
|
||||
SDL_mixer (http://www.libsdl.org/projects/SDL_mixer/):
|
||||
|
||||
$ EMCONFIGURE_JS=1 emconfigure ../configure
|
||||
build as usual...
|
||||
|
||||
SDL_gfx (http://cms.ferzkopp.net/index.php/software/13-sdl-gfx):
|
||||
|
||||
$ EMCONFIGURE_JS=1 emconfigure ../configure --disable-mmx
|
||||
build as usual...
|
||||
# Emscripten
|
||||
|
||||
(This documentation is not very robust; we will update and expand this later.)
|
||||
|
||||
## A quick note about audio
|
||||
|
||||
Modern web browsers will not permit web pages to produce sound before the
|
||||
user has interacted with them; this is for several reasons, not the least
|
||||
of which being that no one likes when a random browser tab suddenly starts
|
||||
making noise and the user has to scramble to figure out which and silence
|
||||
it.
|
||||
|
||||
To solve this, most browsers will refuse to let a web app use the audio
|
||||
subsystem at all before the user has interacted with (clicked on) the page
|
||||
in a meaningful way. SDL-based apps also have to deal with this problem; if
|
||||
the user hasn't interacted with the page, SDL_OpenAudioDevice will fail.
|
||||
|
||||
There are two reasonable ways to deal with this: if you are writing some
|
||||
sort of media player thing, where the user expects there to be a volume
|
||||
control when you mouseover the canvas, just default that control to a muted
|
||||
state; if the user clicks on the control to unmute it, on this first click,
|
||||
open the audio device. This allows the media to play at start, the user can
|
||||
reasonably opt-in to listening, and you never get access denied to the audio
|
||||
device.
|
||||
|
||||
Many games do not have this sort of UI, and are more rigid about starting
|
||||
audio along with everything else at the start of the process. For these, your
|
||||
best bet is to write a little Javascript that puts up a "Click here to play!"
|
||||
UI, and upon the user clicking, remove that UI and then call the Emscripten
|
||||
app's main() function. As far as the application knows, the audio device was
|
||||
available to be opened as soon as the program started, and since this magic
|
||||
happens in a little Javascript, you don't have to change your C/C++ code at
|
||||
all to make it happen.
|
||||
|
||||
Please see the discussion at https://github.com/libsdl-org/SDL/issues/6385
|
||||
for some Javascript code to steal for this approach.
|
||||
|
||||
|
||||
## Building SDL/emscripten
|
||||
|
||||
SDL currently requires at least Emscripten 3.1.35 to build. Newer versions
|
||||
are likely to work, as well.
|
||||
|
||||
|
||||
Build:
|
||||
|
||||
$ mkdir build
|
||||
$ cd build
|
||||
$ emconfigure ../configure --host=asmjs-unknown-emscripten --disable-assembly --disable-threads --disable-cpuinfo CFLAGS="-O2"
|
||||
$ emmake make
|
||||
|
||||
Or with cmake:
|
||||
|
||||
$ mkdir build
|
||||
$ cd build
|
||||
$ emcmake cmake ..
|
||||
$ emmake make
|
||||
|
||||
To build one of the tests:
|
||||
|
||||
$ cd test/
|
||||
$ emcc -O2 --js-opts 0 -g4 testdraw2.c -I../include ../build/.libs/libSDL2.a ../build/libSDL2_test.a -o a.html
|
||||
|
||||
Uses GLES2 renderer or software
|
||||
|
||||
Some other SDL2 libraries can be easily built (assuming SDL2 is installed somewhere):
|
||||
|
||||
SDL_mixer (http://www.libsdl.org/projects/SDL_mixer/):
|
||||
|
||||
$ EMCONFIGURE_JS=1 emconfigure ../configure
|
||||
build as usual...
|
||||
|
||||
SDL_gfx (http://cms.ferzkopp.net/index.php/software/13-sdl-gfx):
|
||||
|
||||
$ EMCONFIGURE_JS=1 emconfigure ../configure --disable-mmx
|
||||
build as usual...
|
||||
@@ -0,0 +1,155 @@
|
||||
GDK
|
||||
=====
|
||||
|
||||
This port allows SDL applications to run via Microsoft's Game Development Kit (GDK).
|
||||
|
||||
Windows (GDK) and Xbox One/Xbox Series (GDKX) are supported. Although most of the Xbox code is included in the public SDL source code, NDA access is required for a small number of source files. If you have access to GDKX, these required Xbox files are posted on the GDK forums [here](https://forums.xboxlive.com/questions/130003/).
|
||||
|
||||
|
||||
Requirements
|
||||
------------
|
||||
|
||||
* Microsoft Visual Studio 2022 (in theory, it should also work in 2017 or 2019, but this has not been tested)
|
||||
* Microsoft GDK June 2022 or newer (public release [here](https://github.com/microsoft/GDK/releases/tag/June_2022))
|
||||
* To publish a package or successfully authenticate a user, you will need to create an app id/configure services in Partner Center. However, for local testing purposes (without authenticating on Xbox Live), the identifiers used by the GDK test programs in the included solution will work.
|
||||
|
||||
|
||||
Windows GDK Status
|
||||
------
|
||||
|
||||
The Windows GDK port supports the full set of Win32 APIs, renderers, controllers, input devices, etc., as the normal Windows x64 build of SDL.
|
||||
|
||||
* Additionally, the GDK port adds the following:
|
||||
* Compile-time platform detection for SDL programs. The `__GDK__` is `#define`d on every GDK platform, and the `__WINGDK__` is `#define`d on Windows GDK, specifically. (This distinction exists because other GDK platforms support a smaller subset of functionality. This allows you to mark code for "any" GDK separate from Windows GDK.)
|
||||
* GDK-specific setup:
|
||||
* Initializing/uninitializing the game runtime, and initializing Xbox Live services
|
||||
* Creating a global task queue and setting it as the default for the process. When running any async operations, passing in `NULL` as the task queue will make the task get added to the global task queue.
|
||||
|
||||
* An implementation on `WinMain` that performs the above GDK setup (you should link against SDL2main.lib, as in Windows x64). If you are unable to do this, you can instead manually call `SDL_GDKRunApp` from your entry point, passing in your `SDL_main` function and `NULL` as the parameters.
|
||||
* Global task queue callbacks are dispatched during `SDL_PumpEvents` (which is also called internally if using `SDL_PollEvent`).
|
||||
* You can get the handle of the global task queue through `SDL_GDKGetTaskQueue`, if needed. When done with the queue, be sure to use `XTaskQueueCloseHandle` to decrement the reference count (otherwise it will cause a resource leak).
|
||||
|
||||
* What doesn't work:
|
||||
* Compilation with anything other than through the included Visual C++ solution file
|
||||
|
||||
## VisualC-GDK Solution
|
||||
|
||||
The included `VisualC-GDK/SDL.sln` solution includes the following targets for the Gaming.Desktop.x64 configuration:
|
||||
|
||||
* SDL2 (DLL) - This is the typical SDL2.dll, but for Gaming.Desktop.x64.
|
||||
* SDL2main (lib) - This contains a drop-in implementation of `WinMain` that is used as the entry point for GDK programs.
|
||||
* tests/testgamecontroller - Standard SDL test program demonstrating controller functionality.
|
||||
* tests/testgdk - GDK-specific test program that demonstrates using the global task queue to login a user into Xbox Live.
|
||||
*NOTE*: As of the June 2022 GDK, you cannot test user logins without a valid Title ID and MSAAppId. You will need to manually change the identifiers in the `MicrosoftGame.config` to your valid IDs from Partner Center if you wish to test this.
|
||||
* tests/testsprite2 - Standard SDL test program demonstrating sprite drawing functionality.
|
||||
|
||||
If you set one of the test programs as a startup project, you can run it directly from Visual Studio.
|
||||
|
||||
Windows GDK Setup, Detailed Steps
|
||||
---------------------
|
||||
|
||||
These steps assume you already have a game using SDL that runs on Windows x64 along with a corresponding Visual Studio solution file for the x64 version. If you don't have this, it's easiest to use one of the test program vcxproj files in the `VisualC-GDK` directory as a starting point, though you will still need to do most of the steps below.
|
||||
|
||||
### 1. Add a Gaming.Desktop.x64 Configuration ###
|
||||
|
||||
In your game's existing Visual Studio Solution, go to Build > Configuration Manager. From the "Active solution platform" drop-down select "New...". From the drop-down list, select Gaming.Desktop.x64 and copy the settings from the x64 configuration.
|
||||
|
||||
### 2. Build SDL2 and SDL2main for GDK ###
|
||||
|
||||
Open `VisualC-GDK/SDL.sln` in Visual Studio, you need to build the SDL2 and SDL2main targets for the Gaming.Desktop.x64 platform (Release is recommended). You will need to copy/keep track of the `SDL2.dll`, `XCurl.dll` (which is output by Gaming.Desktop.x64), `SDL2.lib`, and `SDL2main.lib` output files for your game project.
|
||||
|
||||
*Alternatively*, you could setup your solution file to instead reference the SDL2/SDL2main project file targets from the SDL source, and add those projects as a dependency. This would mean that SDL2 and SDL2main would both be built when your game is built.
|
||||
|
||||
### 3. Configuring Project Settings ###
|
||||
|
||||
While the Gaming.Desktop.x64 configuration sets most of the required settings, there are some additional items to configure for your game project under the Gaming.Desktop.x64 Configuration:
|
||||
|
||||
* Under C/C++ > General > Additional Include Directories, make sure the `SDL/include` path is referenced
|
||||
* Under Linker > General > Additional Library Directories, make sure to reference the path where the newly-built SDL2.lib and SDL2main.lib are
|
||||
* Under Linker > Input > Additional Dependencies, you need the following:
|
||||
* `SDL2.lib`
|
||||
* `SDL2main.lib` (unless not using)
|
||||
* `xgameruntime.lib`
|
||||
* `../Microsoft.Xbox.Services.141.GDK.C.Thunks.lib`
|
||||
* Note that in general, the GDK libraries depend on the MSVC C/C++ runtime, so there is no way to remove this dependency from a GDK program that links against GDK.
|
||||
|
||||
### 4. Setting up SDL_main ###
|
||||
|
||||
Rather than using your own implementation of `WinMain`, it's recommended that you instead `#include "SDL_main.h"` and declare a standard main function. If you are unable to do this, you can instead manually call `SDL_GDKRunApp` from your entry point, passing in your `SDL_main` function and `NULL` as the parameters.
|
||||
|
||||
### 5. Required DLLs ###
|
||||
|
||||
The game will not launch in the debugger unless required DLLs are included in the directory that contains the game's .exe file. You need to make sure that the following files are copied into the directory:
|
||||
|
||||
* Your SDL2.dll
|
||||
* "$(Console_GRDKExtLibRoot)Xbox.Services.API.C\DesignTime\CommonConfiguration\Neutral\Lib\Release\Microsoft.Xbox.Services.141.GDK.C.Thunks.dll"
|
||||
* XCurl.dll
|
||||
|
||||
You can either copy these in a post-build step, or you can add the dlls into the project and set its Configuration Properties > General > Item type to "Copy file," which will also copy them into the output directory.
|
||||
|
||||
### 6. Setting up MicrosoftGame.config ###
|
||||
|
||||
You can copy `VisualC-GDK/tests/testgdk/MicrosoftGame.config` and use that as a starting point in your project. Minimally, you will want to change the Executable Name attribute, the DefaultDisplayName, and the Description.
|
||||
|
||||
This file must be copied into the same directory as the game's .exe file. As with the DLLs, you can either use a post-build step or the "Copy file" item type.
|
||||
|
||||
For basic testing, you do not need to change anything else in `MicrosoftGame.config`. However, if you want to test any Xbox Live services (such as logging in users) _or_ publish a package, you will need to setup a Game app on Partner Center.
|
||||
|
||||
Then, you need to set the following values to the values from Partner Center:
|
||||
|
||||
* Identity tag - Name and Publisher attributes
|
||||
* TitleId
|
||||
* MSAAppId
|
||||
|
||||
### 7. Adding Required Logos
|
||||
|
||||
Several logo PNG files are required to be able to launch the game, even from the debugger. You can use the sample logos provided in `VisualC-GDK/logos`. As with the other files, they must be copied into the same directory as the game's .exe file.
|
||||
|
||||
|
||||
### 8. Copying any Data Files ###
|
||||
|
||||
When debugging GDK games, there is no way to specify a working directory. Therefore, any required game data must also be copied into the output directory, likely in a post-build step.
|
||||
|
||||
|
||||
### 9. Build and Run from Visual Studio ###
|
||||
|
||||
At this point, you should be able to build and run your game from the Visual Studio Debugger. If you get any linker errors, make sure you double-check that you referenced all the required libs.
|
||||
|
||||
If you are testing Xbox Live functionality, it's likely you will need to change to the Sandbox for your title. To do this:
|
||||
|
||||
1. Run "Desktop VS 2022 Gaming Command Prompt" from the Start Menu
|
||||
2. Switch the sandbox name with:
|
||||
`XblPCSandbox SANDBOX.#`
|
||||
3. (To switch back to the retail sandbox):
|
||||
`XblPCSandbox RETAIL`
|
||||
|
||||
### 10. Packaging and Installing Locally
|
||||
|
||||
You can use one of the test program's `PackageLayout.xml` as a starting point. Minimally, you will need to change the exe to the correct name and also reference any required game data. As with the other data files, it's easiest if you have this copy to the output directory, although it's not a requirement as you can specify relative paths to files.
|
||||
|
||||
To create the package:
|
||||
|
||||
1. Run "Desktop VS 2022 Gaming Command Prompt" from the Start Menu
|
||||
2. `cd` to the directory containing the `PackageLayout.xml` with the correct paths (if you use the local path as in the sample package layout, this would be from your .exe output directory)
|
||||
3. `mkdir Package` to create an output directory
|
||||
4. To package the file into the `Package` directory, use:
|
||||
`makepkg pack /f PackageLayout.xml /lt /d . /nogameos /pc /pd Package`
|
||||
5. To install the package, use:
|
||||
`wdapp install PACKAGENAME.msixvc`
|
||||
6. Once the package is installed, you can run it from the start menu.
|
||||
7. As with when running from Visual Studio, if you need to test any Xbox Live functionality you must switch to the correct sandbox.
|
||||
|
||||
|
||||
Troubleshooting
|
||||
---------------
|
||||
|
||||
#### Xbox Live Login does not work
|
||||
|
||||
As of June 2022 GDK, you must have a valid Title Id and MSAAppId in order to test Xbox Live functionality such as user login. Make sure these are set correctly in the `MicrosoftGame.config`. This means that even testgdk will not let you login without setting these properties to valid values.
|
||||
|
||||
Furthermore, confirm that your PC is set to the correct sandbox.
|
||||
|
||||
|
||||
#### "The current user has already installed an unpackaged version of this app. A packaged version cannot replace this." error when installing
|
||||
|
||||
Prior to June 2022 GDK, running from the Visual Studio debugger would still locally register the app (and it would appear on the start menu). To fix this, you have to uninstall it (it's simplest to right click on it from the start menu to uninstall it).
|
||||
@@ -1,71 +1,71 @@
|
||||
Dollar Gestures
|
||||
===========================================================================
|
||||
SDL provides an implementation of the $1 gesture recognition system. This allows for recording, saving, loading, and performing single stroke gestures.
|
||||
|
||||
Gestures can be performed with any number of fingers (the centroid of the fingers must follow the path of the gesture), but the number of fingers must be constant (a finger cannot go down in the middle of a gesture). The path of a gesture is considered the path from the time when the final finger went down, to the first time any finger comes up.
|
||||
|
||||
Dollar gestures are assigned an Id based on a hash function. This is guaranteed to remain constant for a given gesture. There is a (small) chance that two different gestures will be assigned the same ID. In this case, simply re-recording one of the gestures should result in a different ID.
|
||||
|
||||
Recording:
|
||||
----------
|
||||
To begin recording on a touch device call:
|
||||
SDL_RecordGesture(SDL_TouchID touchId), where touchId is the id of the touch device you wish to record on, or -1 to record on all connected devices.
|
||||
|
||||
Recording terminates as soon as a finger comes up. Recording is acknowledged by an SDL_DOLLARRECORD event.
|
||||
A SDL_DOLLARRECORD event is a dgesture with the following fields:
|
||||
|
||||
* event.dgesture.touchId - the Id of the touch used to record the gesture.
|
||||
* event.dgesture.gestureId - the unique id of the recorded gesture.
|
||||
|
||||
|
||||
Performing:
|
||||
-----------
|
||||
As long as there is a dollar gesture assigned to a touch, every finger-up event will also cause an SDL_DOLLARGESTURE event with the following fields:
|
||||
|
||||
* event.dgesture.touchId - the Id of the touch which performed the gesture.
|
||||
* event.dgesture.gestureId - the unique id of the closest gesture to the performed stroke.
|
||||
* event.dgesture.error - the difference between the gesture template and the actual performed gesture. Lower error is a better match.
|
||||
* event.dgesture.numFingers - the number of fingers used to draw the stroke.
|
||||
|
||||
Most programs will want to define an appropriate error threshold and check to be sure that the error of a gesture is not abnormally high (an indicator that no gesture was performed).
|
||||
|
||||
|
||||
|
||||
Saving:
|
||||
-------
|
||||
To save a template, call SDL_SaveDollarTemplate(gestureId, dst) where gestureId is the id of the gesture you want to save, and dst is an SDL_RWops pointer to the file where the gesture will be stored.
|
||||
|
||||
To save all currently loaded templates, call SDL_SaveAllDollarTemplates(dst) where dst is an SDL_RWops pointer to the file where the gesture will be stored.
|
||||
|
||||
Both functions return the number of gestures successfully saved.
|
||||
|
||||
|
||||
Loading:
|
||||
--------
|
||||
To load templates from a file, call SDL_LoadDollarTemplates(touchId,src) where touchId is the id of the touch to load to (or -1 to load to all touch devices), and src is an SDL_RWops pointer to a gesture save file.
|
||||
|
||||
SDL_LoadDollarTemplates returns the number of templates successfully loaded.
|
||||
|
||||
|
||||
|
||||
===========================================================================
|
||||
Multi Gestures
|
||||
===========================================================================
|
||||
SDL provides simple support for pinch/rotate/swipe gestures.
|
||||
Every time a finger is moved an SDL_MULTIGESTURE event is sent with the following fields:
|
||||
|
||||
* event.mgesture.touchId - the Id of the touch on which the gesture was performed.
|
||||
* event.mgesture.x - the normalized x coordinate of the gesture. (0..1)
|
||||
* event.mgesture.y - the normalized y coordinate of the gesture. (0..1)
|
||||
* event.mgesture.dTheta - the amount that the fingers rotated during this motion.
|
||||
* event.mgesture.dDist - the amount that the fingers pinched during this motion.
|
||||
* event.mgesture.numFingers - the number of fingers used in the gesture.
|
||||
|
||||
|
||||
===========================================================================
|
||||
Notes
|
||||
===========================================================================
|
||||
For a complete example see test/testgesture.c
|
||||
|
||||
Please direct questions/comments to:
|
||||
jim.tla+sdl_touch@gmail.com
|
||||
Dollar Gestures
|
||||
===========================================================================
|
||||
SDL provides an implementation of the $1 gesture recognition system. This allows for recording, saving, loading, and performing single stroke gestures.
|
||||
|
||||
Gestures can be performed with any number of fingers (the centroid of the fingers must follow the path of the gesture), but the number of fingers must be constant (a finger cannot go down in the middle of a gesture). The path of a gesture is considered the path from the time when the final finger went down, to the first time any finger comes up.
|
||||
|
||||
Dollar gestures are assigned an Id based on a hash function. This is guaranteed to remain constant for a given gesture. There is a (small) chance that two different gestures will be assigned the same ID. In this case, simply re-recording one of the gestures should result in a different ID.
|
||||
|
||||
Recording:
|
||||
----------
|
||||
To begin recording on a touch device call:
|
||||
SDL_RecordGesture(SDL_TouchID touchId), where touchId is the id of the touch device you wish to record on, or -1 to record on all connected devices.
|
||||
|
||||
Recording terminates as soon as a finger comes up. Recording is acknowledged by an SDL_DOLLARRECORD event.
|
||||
A SDL_DOLLARRECORD event is a dgesture with the following fields:
|
||||
|
||||
* event.dgesture.touchId - the Id of the touch used to record the gesture.
|
||||
* event.dgesture.gestureId - the unique id of the recorded gesture.
|
||||
|
||||
|
||||
Performing:
|
||||
-----------
|
||||
As long as there is a dollar gesture assigned to a touch, every finger-up event will also cause an SDL_DOLLARGESTURE event with the following fields:
|
||||
|
||||
* event.dgesture.touchId - the Id of the touch which performed the gesture.
|
||||
* event.dgesture.gestureId - the unique id of the closest gesture to the performed stroke.
|
||||
* event.dgesture.error - the difference between the gesture template and the actual performed gesture. Lower error is a better match.
|
||||
* event.dgesture.numFingers - the number of fingers used to draw the stroke.
|
||||
|
||||
Most programs will want to define an appropriate error threshold and check to be sure that the error of a gesture is not abnormally high (an indicator that no gesture was performed).
|
||||
|
||||
|
||||
|
||||
Saving:
|
||||
-------
|
||||
To save a template, call SDL_SaveDollarTemplate(gestureId, dst) where gestureId is the id of the gesture you want to save, and dst is an SDL_RWops pointer to the file where the gesture will be stored.
|
||||
|
||||
To save all currently loaded templates, call SDL_SaveAllDollarTemplates(dst) where dst is an SDL_RWops pointer to the file where the gesture will be stored.
|
||||
|
||||
Both functions return the number of gestures successfully saved.
|
||||
|
||||
|
||||
Loading:
|
||||
--------
|
||||
To load templates from a file, call SDL_LoadDollarTemplates(touchId,src) where touchId is the id of the touch to load to (or -1 to load to all touch devices), and src is an SDL_RWops pointer to a gesture save file.
|
||||
|
||||
SDL_LoadDollarTemplates returns the number of templates successfully loaded.
|
||||
|
||||
|
||||
|
||||
===========================================================================
|
||||
Multi Gestures
|
||||
===========================================================================
|
||||
SDL provides simple support for pinch/rotate/swipe gestures.
|
||||
Every time a finger is moved an SDL_MULTIGESTURE event is sent with the following fields:
|
||||
|
||||
* event.mgesture.touchId - the Id of the touch on which the gesture was performed.
|
||||
* event.mgesture.x - the normalized x coordinate of the gesture. (0..1)
|
||||
* event.mgesture.y - the normalized y coordinate of the gesture. (0..1)
|
||||
* event.mgesture.dTheta - the amount that the fingers rotated during this motion.
|
||||
* event.mgesture.dDist - the amount that the fingers pinched during this motion.
|
||||
* event.mgesture.numFingers - the number of fingers used in the gesture.
|
||||
|
||||
|
||||
===========================================================================
|
||||
Notes
|
||||
===========================================================================
|
||||
For a complete example see test/testgesture.c
|
||||
|
||||
Please direct questions/comments to:
|
||||
jim.tla+sdl_touch@gmail.com
|
||||
@@ -1,19 +1,19 @@
|
||||
git
|
||||
=========
|
||||
|
||||
The latest development version of SDL is available via git.
|
||||
Git allows you to get up-to-the-minute fixes and enhancements;
|
||||
as a developer works on a source tree, you can use "git" to mirror that
|
||||
source tree instead of waiting for an official release. Please look
|
||||
at the Git website ( https://git-scm.com/ ) for more
|
||||
information on using git, where you can also download software for
|
||||
macOS, Windows, and Unix systems.
|
||||
|
||||
git clone https://github.com/libsdl-org/SDL
|
||||
|
||||
If you are building SDL via configure, you will need to run autogen.sh
|
||||
before running configure.
|
||||
|
||||
There is a web interface to the Git repository at:
|
||||
http://github.com/libsdl-org/SDL/
|
||||
|
||||
git
|
||||
=========
|
||||
|
||||
The latest development version of SDL is available via git.
|
||||
Git allows you to get up-to-the-minute fixes and enhancements;
|
||||
as a developer works on a source tree, you can use "git" to mirror that
|
||||
source tree instead of waiting for an official release. Please look
|
||||
at the Git website ( https://git-scm.com/ ) for more
|
||||
information on using git, where you can also download software for
|
||||
macOS, Windows, and Unix systems.
|
||||
|
||||
git clone https://github.com/libsdl-org/SDL
|
||||
|
||||
If you are building SDL via configure, you will need to run autogen.sh
|
||||
before running configure.
|
||||
|
||||
There is a web interface to the Git repository at:
|
||||
http://github.com/libsdl-org/SDL/
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
We are no longer hosted in Mercurial. Please see README-git.md for details.
|
||||
|
||||
Thanks!
|
||||
|
||||
We are no longer hosted in Mercurial. Please see README-git.md for details.
|
||||
|
||||
Thanks!
|
||||
|
||||
+307
-275
@@ -1,275 +1,307 @@
|
||||
iOS
|
||||
======
|
||||
|
||||
Building the Simple DirectMedia Layer for iOS 5.1+
|
||||
==============================================================================
|
||||
|
||||
Requirements: Mac OS X 10.8 or later and the iOS 7+ SDK.
|
||||
|
||||
Instructions:
|
||||
|
||||
1. Open SDL.xcodeproj (located in Xcode/SDL) in Xcode.
|
||||
2. Select your desired target, and hit build.
|
||||
|
||||
|
||||
Using the Simple DirectMedia Layer for iOS
|
||||
==============================================================================
|
||||
|
||||
1. Run Xcode and create a new project using the iOS Game template, selecting the Objective C language and Metal game technology.
|
||||
2. In the main view, delete all files except for Assets and LaunchScreen
|
||||
3. Right click the project in the main view, select "Add Files...", and add the SDL project, Xcode/SDL/SDL.xcodeproj
|
||||
4. Select the project in the main view, go to the "Info" tab and under "Custom iOS Target Properties" remove the line "Main storyboard file base name"
|
||||
5. Select the project in the main view, go to the "Build Settings" tab, select "All", and edit "Header Search Path" and drag over the SDL "Public Headers" folder from the left
|
||||
6. Select the project in the main view, go to the "Build Phases" tab, select "Link Binary With Libraries", and add SDL2.framework from "Framework-iOS"
|
||||
7. Select the project in the main view, go to the "General" tab, scroll down to "Frameworks, Libraries, and Embedded Content", and select "Embed & Sign" for the SDL library.
|
||||
8. In the main view, expand SDL -> Library Source -> main -> uikit and drag SDL_uikit_main.c into your game files
|
||||
9. Add the source files that you would normally have for an SDL program, making sure to have #include "SDL.h" at the top of the file containing your main() function.
|
||||
10. Add any assets that your application needs.
|
||||
11. Enjoy!
|
||||
|
||||
|
||||
TODO: Add information regarding App Store requirements such as icons, etc.
|
||||
|
||||
|
||||
Notes -- Retina / High-DPI and window sizes
|
||||
==============================================================================
|
||||
|
||||
Window and display mode sizes in SDL are in "screen coordinates" (or "points",
|
||||
in Apple's terminology) rather than in pixels. On iOS this means that a window
|
||||
created on an iPhone 6 will have a size in screen coordinates of 375 x 667,
|
||||
rather than a size in pixels of 750 x 1334. All iOS apps are expected to
|
||||
size their content based on screen coordinates / points rather than pixels,
|
||||
as this allows different iOS devices to have different pixel densities
|
||||
(Retina versus non-Retina screens, etc.) without apps caring too much.
|
||||
|
||||
By default SDL will not use the full pixel density of the screen on
|
||||
Retina/high-dpi capable devices. Use the SDL_WINDOW_ALLOW_HIGHDPI flag when
|
||||
creating your window to enable high-dpi support.
|
||||
|
||||
When high-dpi support is enabled, SDL_GetWindowSize() and display mode sizes
|
||||
will still be in "screen coordinates" rather than pixels, but the window will
|
||||
have a much greater pixel density when the device supports it, and the
|
||||
SDL_GL_GetDrawableSize() or SDL_GetRendererOutputSize() functions (depending on
|
||||
whether raw OpenGL or the SDL_Render API is used) can be queried to determine
|
||||
the size in pixels of the drawable screen framebuffer.
|
||||
|
||||
Some OpenGL ES functions such as glViewport expect sizes in pixels rather than
|
||||
sizes in screen coordinates. When doing 2D rendering with OpenGL ES, an
|
||||
orthographic projection matrix using the size in screen coordinates
|
||||
(SDL_GetWindowSize()) can be used in order to display content at the same scale
|
||||
no matter whether a Retina device is used or not.
|
||||
|
||||
|
||||
Notes -- Application events
|
||||
==============================================================================
|
||||
|
||||
On iOS the application goes through a fixed life cycle and you will get
|
||||
notifications of state changes via application events. When these events
|
||||
are delivered you must handle them in an event callback because the OS may
|
||||
not give you any processing time after the events are delivered.
|
||||
|
||||
e.g.
|
||||
|
||||
int HandleAppEvents(void *userdata, SDL_Event *event)
|
||||
{
|
||||
switch (event->type)
|
||||
{
|
||||
case SDL_APP_TERMINATING:
|
||||
/* Terminate the app.
|
||||
Shut everything down before returning from this function.
|
||||
*/
|
||||
return 0;
|
||||
case SDL_APP_LOWMEMORY:
|
||||
/* You will get this when your app is paused and iOS wants more memory.
|
||||
Release as much memory as possible.
|
||||
*/
|
||||
return 0;
|
||||
case SDL_APP_WILLENTERBACKGROUND:
|
||||
/* Prepare your app to go into the background. Stop loops, etc.
|
||||
This gets called when the user hits the home button, or gets a call.
|
||||
*/
|
||||
return 0;
|
||||
case SDL_APP_DIDENTERBACKGROUND:
|
||||
/* This will get called if the user accepted whatever sent your app to the background.
|
||||
If the user got a phone call and canceled it, you'll instead get an SDL_APP_DIDENTERFOREGROUND event and restart your loops.
|
||||
When you get this, you have 5 seconds to save all your state or the app will be terminated.
|
||||
Your app is NOT active at this point.
|
||||
*/
|
||||
return 0;
|
||||
case SDL_APP_WILLENTERFOREGROUND:
|
||||
/* This call happens when your app is coming back to the foreground.
|
||||
Restore all your state here.
|
||||
*/
|
||||
return 0;
|
||||
case SDL_APP_DIDENTERFOREGROUND:
|
||||
/* Restart your loops here.
|
||||
Your app is interactive and getting CPU again.
|
||||
*/
|
||||
return 0;
|
||||
default:
|
||||
/* No special processing, add it to the event queue */
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
|
||||
int main(int argc, char *argv[])
|
||||
{
|
||||
SDL_SetEventFilter(HandleAppEvents, NULL);
|
||||
|
||||
... run your main loop
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
Notes -- Accelerometer as Joystick
|
||||
==============================================================================
|
||||
|
||||
SDL for iPhone supports polling the built in accelerometer as a joystick device. For an example on how to do this, see the accelerometer.c in the demos directory.
|
||||
|
||||
The main thing to note when using the accelerometer with SDL is that while the iPhone natively reports accelerometer as floating point values in units of g-force, SDL_JoystickGetAxis() reports joystick values as signed integers. Hence, in order to convert between the two, some clamping and scaling is necessary on the part of the iPhone SDL joystick driver. To convert SDL_JoystickGetAxis() reported values BACK to units of g-force, simply multiply the values by SDL_IPHONE_MAX_GFORCE / 0x7FFF.
|
||||
|
||||
|
||||
Notes -- OpenGL ES
|
||||
==============================================================================
|
||||
|
||||
Your SDL application for iOS uses OpenGL ES for video by default.
|
||||
|
||||
OpenGL ES for iOS supports several display pixel formats, such as RGBA8 and RGB565, which provide a 32 bit and 16 bit color buffer respectively. By default, the implementation uses RGB565, but you may use RGBA8 by setting each color component to 8 bits in SDL_GL_SetAttribute().
|
||||
|
||||
If your application doesn't use OpenGL's depth buffer, you may find significant performance improvement by setting SDL_GL_DEPTH_SIZE to 0.
|
||||
|
||||
Finally, if your application completely redraws the screen each frame, you may find significant performance improvement by setting the attribute SDL_GL_RETAINED_BACKING to 0.
|
||||
|
||||
OpenGL ES on iOS doesn't use the traditional system-framebuffer setup provided in other operating systems. Special care must be taken because of this:
|
||||
|
||||
- The drawable Renderbuffer must be bound to the GL_RENDERBUFFER binding point when SDL_GL_SwapWindow() is called.
|
||||
- The drawable Framebuffer Object must be bound while rendering to the screen and when SDL_GL_SwapWindow() is called.
|
||||
- If multisample antialiasing (MSAA) is used and glReadPixels is used on the screen, the drawable framebuffer must be resolved to the MSAA resolve framebuffer (via glBlitFramebuffer or glResolveMultisampleFramebufferAPPLE), and the MSAA resolve framebuffer must be bound to the GL_READ_FRAMEBUFFER binding point, before glReadPixels is called.
|
||||
|
||||
The above objects can be obtained via SDL_GetWindowWMInfo() (in SDL_syswm.h).
|
||||
|
||||
|
||||
Notes -- Keyboard
|
||||
==============================================================================
|
||||
|
||||
The SDL keyboard API has been extended to support on-screen keyboards:
|
||||
|
||||
void SDL_StartTextInput()
|
||||
-- enables text events and reveals the onscreen keyboard.
|
||||
|
||||
void SDL_StopTextInput()
|
||||
-- disables text events and hides the onscreen keyboard.
|
||||
|
||||
SDL_bool SDL_IsTextInputActive()
|
||||
-- returns whether or not text events are enabled (and the onscreen keyboard is visible)
|
||||
|
||||
|
||||
Notes -- Mouse
|
||||
==============================================================================
|
||||
|
||||
iOS now supports Bluetooth mice on iPad, but by default will provide the mouse input as touch. In order for SDL to see the real mouse events, you should set the key UIApplicationSupportsIndirectInputEvents to true in your Info.plist
|
||||
|
||||
|
||||
Notes -- Reading and Writing files
|
||||
==============================================================================
|
||||
|
||||
Each application installed on iPhone resides in a sandbox which includes its own Application Home directory. Your application may not access files outside this directory.
|
||||
|
||||
Once your application is installed its directory tree looks like:
|
||||
|
||||
MySDLApp Home/
|
||||
MySDLApp.app
|
||||
Documents/
|
||||
Library/
|
||||
Preferences/
|
||||
tmp/
|
||||
|
||||
When your SDL based iPhone application starts up, it sets the working directory to the main bundle (MySDLApp Home/MySDLApp.app), where your application resources are stored. You cannot write to this directory. Instead, I advise you to write document files to "../Documents/" and preferences to "../Library/Preferences".
|
||||
|
||||
More information on this subject is available here:
|
||||
http://developer.apple.com/library/ios/#documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/Introduction/Introduction.html
|
||||
|
||||
|
||||
Notes -- iPhone SDL limitations
|
||||
==============================================================================
|
||||
|
||||
Windows:
|
||||
Full-size, single window applications only. You cannot create multi-window SDL applications for iPhone OS. The application window will fill the display, though you have the option of turning on or off the menu-bar (pass SDL_CreateWindow() the flag SDL_WINDOW_BORDERLESS).
|
||||
|
||||
Textures:
|
||||
The optimal texture formats on iOS are SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_BGR888, and SDL_PIXELFORMAT_RGB24 pixel formats.
|
||||
|
||||
Loading Shared Objects:
|
||||
This is disabled by default since it seems to break the terms of the iOS SDK agreement for iOS versions prior to iOS 8. It can be re-enabled in SDL_config_iphoneos.h.
|
||||
|
||||
|
||||
Notes -- CoreBluetooth.framework
|
||||
==============================================================================
|
||||
|
||||
SDL_JOYSTICK_HIDAPI is disabled by default. It can give you access to a lot
|
||||
more game controller devices, but it requires permission from the user before
|
||||
your app will be able to talk to the Bluetooth hardware. "Made For iOS"
|
||||
branded controllers do not need this as we don't have to speak to them
|
||||
directly with raw bluetooth, so many apps can live without this.
|
||||
|
||||
You'll need to link with CoreBluetooth.framework and add something like this
|
||||
to your Info.plist:
|
||||
|
||||
<key>NSBluetoothPeripheralUsageDescription</key>
|
||||
<string>MyApp would like to remain connected to nearby bluetooth Game Controllers and Game Pads even when you're not using the app.</string>
|
||||
|
||||
|
||||
Game Center
|
||||
==============================================================================
|
||||
|
||||
Game Center integration might require that you break up your main loop in order to yield control back to the system. In other words, instead of running an endless main loop, you run each frame in a callback function, using:
|
||||
|
||||
int SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam);
|
||||
|
||||
This will set up the given function to be called back on the animation callback, and then you have to return from main() to let the Cocoa event loop run.
|
||||
|
||||
e.g.
|
||||
|
||||
extern "C"
|
||||
void ShowFrame(void*)
|
||||
{
|
||||
... do event handling, frame logic and rendering ...
|
||||
}
|
||||
|
||||
int main(int argc, char *argv[])
|
||||
{
|
||||
... initialize game ...
|
||||
|
||||
#if __IPHONEOS__
|
||||
// Initialize the Game Center for scoring and matchmaking
|
||||
InitGameCenter();
|
||||
|
||||
// Set up the game to run in the window animation callback on iOS
|
||||
// so that Game Center and so forth works correctly.
|
||||
SDL_iPhoneSetAnimationCallback(window, 1, ShowFrame, NULL);
|
||||
#else
|
||||
while ( running ) {
|
||||
ShowFrame(0);
|
||||
DelayFrame();
|
||||
}
|
||||
#endif
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
Deploying to older versions of iOS
|
||||
==============================================================================
|
||||
|
||||
SDL supports deploying to older versions of iOS than are supported by the latest version of Xcode, all the way back to iOS 6.1
|
||||
|
||||
In order to do that you need to download an older version of Xcode:
|
||||
https://developer.apple.com/download/more/?name=Xcode
|
||||
|
||||
Open the package contents of the older Xcode and your newer version of Xcode and copy over the folders in Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/DeviceSupport
|
||||
|
||||
Then open the file Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk/SDKSettings.plist and add the versions of iOS you want to deploy to the key Root/DefaultProperties/DEPLOYMENT_TARGET_SUGGESTED_VALUES
|
||||
|
||||
Open your project and set your deployment target to the desired version of iOS
|
||||
|
||||
Finally, remove GameController from the list of frameworks linked by your application and edit the build settings for "Other Linker Flags" and add -weak_framework GameController
|
||||
iOS
|
||||
======
|
||||
|
||||
Building the Simple DirectMedia Layer for iOS 9.0+
|
||||
==============================================================================
|
||||
|
||||
Requirements: Mac OS X 10.9 or later and the iOS 9.0 or newer SDK.
|
||||
|
||||
Instructions:
|
||||
|
||||
1. Open SDL.xcodeproj (located in Xcode/SDL) in Xcode.
|
||||
2. Select your desired target, and hit build.
|
||||
|
||||
|
||||
Using the Simple DirectMedia Layer for iOS
|
||||
==============================================================================
|
||||
|
||||
1. Run Xcode and create a new project using the iOS Game template, selecting the Objective C language and Metal game technology.
|
||||
2. In the main view, delete all files except for Assets and LaunchScreen
|
||||
3. Right click the project in the main view, select "Add Files...", and add the SDL project, Xcode/SDL/SDL.xcodeproj
|
||||
4. Select the project in the main view, go to the "Info" tab and under "Custom iOS Target Properties" remove the line "Main storyboard file base name"
|
||||
5. Select the project in the main view, go to the "Build Settings" tab, select "All", and edit "Header Search Path" and drag over the SDL "Public Headers" folder from the left
|
||||
6. Select the project in the main view, go to the "Build Phases" tab, select "Link Binary With Libraries", and add SDL2.framework from "Framework-iOS"
|
||||
7. Select the project in the main view, go to the "General" tab, scroll down to "Frameworks, Libraries, and Embedded Content", and select "Embed & Sign" for the SDL library.
|
||||
8. In the main view, expand SDL -> Library Source -> main -> uikit and drag SDL_uikit_main.c into your game files
|
||||
9. Add the source files that you would normally have for an SDL program, making sure to have #include "SDL.h" at the top of the file containing your main() function.
|
||||
10. Add any assets that your application needs.
|
||||
11. Enjoy!
|
||||
|
||||
|
||||
TODO: Add information regarding App Store requirements such as icons, etc.
|
||||
|
||||
|
||||
Notes -- Retina / High-DPI and window sizes
|
||||
==============================================================================
|
||||
|
||||
Window and display mode sizes in SDL are in "screen coordinates" (or "points",
|
||||
in Apple's terminology) rather than in pixels. On iOS this means that a window
|
||||
created on an iPhone 6 will have a size in screen coordinates of 375 x 667,
|
||||
rather than a size in pixels of 750 x 1334. All iOS apps are expected to
|
||||
size their content based on screen coordinates / points rather than pixels,
|
||||
as this allows different iOS devices to have different pixel densities
|
||||
(Retina versus non-Retina screens, etc.) without apps caring too much.
|
||||
|
||||
By default SDL will not use the full pixel density of the screen on
|
||||
Retina/high-dpi capable devices. Use the SDL_WINDOW_ALLOW_HIGHDPI flag when
|
||||
creating your window to enable high-dpi support.
|
||||
|
||||
When high-dpi support is enabled, SDL_GetWindowSize() and display mode sizes
|
||||
will still be in "screen coordinates" rather than pixels, but the window will
|
||||
have a much greater pixel density when the device supports it, and the
|
||||
SDL_GL_GetDrawableSize() or SDL_GetRendererOutputSize() functions (depending on
|
||||
whether raw OpenGL or the SDL_Render API is used) can be queried to determine
|
||||
the size in pixels of the drawable screen framebuffer.
|
||||
|
||||
Some OpenGL ES functions such as glViewport expect sizes in pixels rather than
|
||||
sizes in screen coordinates. When doing 2D rendering with OpenGL ES, an
|
||||
orthographic projection matrix using the size in screen coordinates
|
||||
(SDL_GetWindowSize()) can be used in order to display content at the same scale
|
||||
no matter whether a Retina device is used or not.
|
||||
|
||||
|
||||
Notes -- Application events
|
||||
==============================================================================
|
||||
|
||||
On iOS the application goes through a fixed life cycle and you will get
|
||||
notifications of state changes via application events. When these events
|
||||
are delivered you must handle them in an event callback because the OS may
|
||||
not give you any processing time after the events are delivered.
|
||||
|
||||
e.g.
|
||||
|
||||
int HandleAppEvents(void *userdata, SDL_Event *event)
|
||||
{
|
||||
switch (event->type)
|
||||
{
|
||||
case SDL_APP_TERMINATING:
|
||||
/* Terminate the app.
|
||||
Shut everything down before returning from this function.
|
||||
*/
|
||||
return 0;
|
||||
case SDL_APP_LOWMEMORY:
|
||||
/* You will get this when your app is paused and iOS wants more memory.
|
||||
Release as much memory as possible.
|
||||
*/
|
||||
return 0;
|
||||
case SDL_APP_WILLENTERBACKGROUND:
|
||||
/* Prepare your app to go into the background. Stop loops, etc.
|
||||
This gets called when the user hits the home button, or gets a call.
|
||||
*/
|
||||
return 0;
|
||||
case SDL_APP_DIDENTERBACKGROUND:
|
||||
/* This will get called if the user accepted whatever sent your app to the background.
|
||||
If the user got a phone call and canceled it, you'll instead get an SDL_APP_DIDENTERFOREGROUND event and restart your loops.
|
||||
When you get this, you have 5 seconds to save all your state or the app will be terminated.
|
||||
Your app is NOT active at this point.
|
||||
*/
|
||||
return 0;
|
||||
case SDL_APP_WILLENTERFOREGROUND:
|
||||
/* This call happens when your app is coming back to the foreground.
|
||||
Restore all your state here.
|
||||
*/
|
||||
return 0;
|
||||
case SDL_APP_DIDENTERFOREGROUND:
|
||||
/* Restart your loops here.
|
||||
Your app is interactive and getting CPU again.
|
||||
*/
|
||||
return 0;
|
||||
default:
|
||||
/* No special processing, add it to the event queue */
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
|
||||
int main(int argc, char *argv[])
|
||||
{
|
||||
SDL_SetEventFilter(HandleAppEvents, NULL);
|
||||
|
||||
... run your main loop
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
Notes -- Accelerometer as Joystick
|
||||
==============================================================================
|
||||
|
||||
SDL for iPhone supports polling the built in accelerometer as a joystick device. For an example on how to do this, see the accelerometer.c in the demos directory.
|
||||
|
||||
The main thing to note when using the accelerometer with SDL is that while the iPhone natively reports accelerometer as floating point values in units of g-force, SDL_JoystickGetAxis() reports joystick values as signed integers. Hence, in order to convert between the two, some clamping and scaling is necessary on the part of the iPhone SDL joystick driver. To convert SDL_JoystickGetAxis() reported values BACK to units of g-force, simply multiply the values by SDL_IPHONE_MAX_GFORCE / 0x7FFF.
|
||||
|
||||
|
||||
Notes -- OpenGL ES
|
||||
==============================================================================
|
||||
|
||||
Your SDL application for iOS uses OpenGL ES for video by default.
|
||||
|
||||
OpenGL ES for iOS supports several display pixel formats, such as RGBA8 and RGB565, which provide a 32 bit and 16 bit color buffer respectively. By default, the implementation uses RGB565, but you may use RGBA8 by setting each color component to 8 bits in SDL_GL_SetAttribute().
|
||||
|
||||
If your application doesn't use OpenGL's depth buffer, you may find significant performance improvement by setting SDL_GL_DEPTH_SIZE to 0.
|
||||
|
||||
Finally, if your application completely redraws the screen each frame, you may find significant performance improvement by setting the attribute SDL_GL_RETAINED_BACKING to 0.
|
||||
|
||||
OpenGL ES on iOS doesn't use the traditional system-framebuffer setup provided in other operating systems. Special care must be taken because of this:
|
||||
|
||||
- The drawable Renderbuffer must be bound to the GL_RENDERBUFFER binding point when SDL_GL_SwapWindow() is called.
|
||||
- The drawable Framebuffer Object must be bound while rendering to the screen and when SDL_GL_SwapWindow() is called.
|
||||
- If multisample antialiasing (MSAA) is used and glReadPixels is used on the screen, the drawable framebuffer must be resolved to the MSAA resolve framebuffer (via glBlitFramebuffer or glResolveMultisampleFramebufferAPPLE), and the MSAA resolve framebuffer must be bound to the GL_READ_FRAMEBUFFER binding point, before glReadPixels is called.
|
||||
|
||||
The above objects can be obtained via SDL_GetWindowWMInfo() (in SDL_syswm.h).
|
||||
|
||||
|
||||
Notes -- Keyboard
|
||||
==============================================================================
|
||||
|
||||
The SDL keyboard API has been extended to support on-screen keyboards:
|
||||
|
||||
void SDL_StartTextInput()
|
||||
-- enables text events and reveals the onscreen keyboard.
|
||||
|
||||
void SDL_StopTextInput()
|
||||
-- disables text events and hides the onscreen keyboard.
|
||||
|
||||
SDL_bool SDL_IsTextInputActive()
|
||||
-- returns whether or not text events are enabled (and the onscreen keyboard is visible)
|
||||
|
||||
|
||||
Notes -- Mouse
|
||||
==============================================================================
|
||||
|
||||
iOS now supports Bluetooth mice on iPad, but by default will provide the mouse input as touch. In order for SDL to see the real mouse events, you should set the key UIApplicationSupportsIndirectInputEvents to true in your Info.plist
|
||||
|
||||
|
||||
Notes -- Reading and Writing files
|
||||
==============================================================================
|
||||
|
||||
Each application installed on iPhone resides in a sandbox which includes its own Application Home directory. Your application may not access files outside this directory.
|
||||
|
||||
Once your application is installed its directory tree looks like:
|
||||
|
||||
MySDLApp Home/
|
||||
MySDLApp.app
|
||||
Documents/
|
||||
Library/
|
||||
Preferences/
|
||||
tmp/
|
||||
|
||||
When your SDL based iPhone application starts up, it sets the working directory to the main bundle (MySDLApp Home/MySDLApp.app), where your application resources are stored. You cannot write to this directory. Instead, I advise you to write document files to "../Documents/" and preferences to "../Library/Preferences".
|
||||
|
||||
More information on this subject is available here:
|
||||
http://developer.apple.com/library/ios/#documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/Introduction/Introduction.html
|
||||
|
||||
|
||||
Notes -- xcFramework
|
||||
==============================================================================
|
||||
|
||||
The SDL.xcodeproj file now includes a target to build SDL2.xcframework. An xcframework is a new (Xcode 11) uber-framework which can handle any combination of processor type and target OS platform.
|
||||
|
||||
In the past, iOS devices were always an ARM variant processor, and the simulator was always i386 or x86_64, and thus libraries could be combined into a single framework for both simulator and device. With the introduction of the Apple Silicon ARM-based machines, regular frameworks would collide as CPU type was no longer sufficient to differentiate the platform. So Apple created the new xcframework library package.
|
||||
|
||||
The xcframework target builds into a Products directory alongside the SDL.xcodeproj file, as SDL2.xcframework. This can be brought in to any iOS project and will function properly for both simulator and device, no matter their CPUs. Note that Intel Macs cannot cross-compile for Apple Silicon Macs. If you need AS compatibility, perform this build on an Apple Silicon Mac.
|
||||
|
||||
This target requires Xcode 11 or later. The target will simply fail to build if attempted on older Xcodes.
|
||||
|
||||
In addition, on Apple platforms, main() cannot be in a dynamically loaded library. This means that iOS apps which used the statically-linked libSDL2.lib and now link with the xcframwork will need to define their own main() to call SDL_UIKitRunApp(), like this:
|
||||
|
||||
#ifndef SDL_MAIN_HANDLED
|
||||
#ifdef main
|
||||
#undef main
|
||||
#endif
|
||||
|
||||
int
|
||||
main(int argc, char *argv[])
|
||||
{
|
||||
return SDL_UIKitRunApp(argc, argv, SDL_main);
|
||||
}
|
||||
#endif /* !SDL_MAIN_HANDLED */
|
||||
|
||||
Using an xcFramework is similar to using a regular framework. However, issues have been seen with the build system not seeing the headers in the xcFramework. To remedy this, add the path to the xcFramework in your app's target ==> Build Settings ==> Framework Search Paths and mark it recursive (this is critical). Also critical is to remove "*.framework" from Build Settings ==> Sub-Directories to Exclude in Recursive Searches. Clean the build folder, and on your next build the build system should be able to see any of these in your code, as expected:
|
||||
|
||||
#include "SDL_main.h"
|
||||
#include <SDL.h>
|
||||
#include <SDL_main.h>
|
||||
|
||||
|
||||
Notes -- iPhone SDL limitations
|
||||
==============================================================================
|
||||
|
||||
Windows:
|
||||
Full-size, single window applications only. You cannot create multi-window SDL applications for iPhone OS. The application window will fill the display, though you have the option of turning on or off the menu-bar (pass SDL_CreateWindow() the flag SDL_WINDOW_BORDERLESS).
|
||||
|
||||
Textures:
|
||||
The optimal texture formats on iOS are SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_BGR888, and SDL_PIXELFORMAT_RGB24 pixel formats.
|
||||
|
||||
Loading Shared Objects:
|
||||
This is disabled by default since it seems to break the terms of the iOS SDK agreement for iOS versions prior to iOS 8. It can be re-enabled in SDL_config_iphoneos.h.
|
||||
|
||||
|
||||
Notes -- CoreBluetooth.framework
|
||||
==============================================================================
|
||||
|
||||
SDL_JOYSTICK_HIDAPI is disabled by default. It can give you access to a lot
|
||||
more game controller devices, but it requires permission from the user before
|
||||
your app will be able to talk to the Bluetooth hardware. "Made For iOS"
|
||||
branded controllers do not need this as we don't have to speak to them
|
||||
directly with raw bluetooth, so many apps can live without this.
|
||||
|
||||
You'll need to link with CoreBluetooth.framework and add something like this
|
||||
to your Info.plist:
|
||||
|
||||
<key>NSBluetoothPeripheralUsageDescription</key>
|
||||
<string>MyApp would like to remain connected to nearby bluetooth Game Controllers and Game Pads even when you're not using the app.</string>
|
||||
|
||||
|
||||
Game Center
|
||||
==============================================================================
|
||||
|
||||
Game Center integration might require that you break up your main loop in order to yield control back to the system. In other words, instead of running an endless main loop, you run each frame in a callback function, using:
|
||||
|
||||
int SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam);
|
||||
|
||||
This will set up the given function to be called back on the animation callback, and then you have to return from main() to let the Cocoa event loop run.
|
||||
|
||||
e.g.
|
||||
|
||||
extern "C"
|
||||
void ShowFrame(void*)
|
||||
{
|
||||
... do event handling, frame logic and rendering ...
|
||||
}
|
||||
|
||||
int main(int argc, char *argv[])
|
||||
{
|
||||
... initialize game ...
|
||||
|
||||
#if __IPHONEOS__
|
||||
// Initialize the Game Center for scoring and matchmaking
|
||||
InitGameCenter();
|
||||
|
||||
// Set up the game to run in the window animation callback on iOS
|
||||
// so that Game Center and so forth works correctly.
|
||||
SDL_iPhoneSetAnimationCallback(window, 1, ShowFrame, NULL);
|
||||
#else
|
||||
while ( running ) {
|
||||
ShowFrame(0);
|
||||
DelayFrame();
|
||||
}
|
||||
#endif
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
Deploying to older versions of iOS
|
||||
==============================================================================
|
||||
|
||||
SDL supports deploying to older versions of iOS than are supported by the latest version of Xcode, all the way back to iOS 8.0
|
||||
|
||||
In order to do that you need to download an older version of Xcode:
|
||||
https://developer.apple.com/download/more/?name=Xcode
|
||||
|
||||
Open the package contents of the older Xcode and your newer version of Xcode and copy over the folders in Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/DeviceSupport
|
||||
|
||||
Then open the file Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk/SDKSettings.plist and add the versions of iOS you want to deploy to the key Root/DefaultProperties/DEPLOYMENT_TARGET_SUGGESTED_VALUES
|
||||
|
||||
Open your project and set your deployment target to the desired version of iOS
|
||||
|
||||
Finally, remove GameController from the list of frameworks linked by your application and edit the build settings for "Other Linker Flags" and add -weak_framework GameController
|
||||
@@ -1,27 +1,27 @@
|
||||
KMSDRM on *BSD
|
||||
==================================================
|
||||
|
||||
KMSDRM is supported on FreeBSD and OpenBSD. DragonFlyBSD works but requires being a root user. NetBSD isn't supported yet because the application will crash when creating the KMSDRM screen.
|
||||
|
||||
WSCONS support has been brought back, but only as an input backend. It will not be brought back as a video backend to ease maintenance.
|
||||
|
||||
OpenBSD note: Note that the video backend assumes that the user has read/write permissions to the /dev/drm* devices.
|
||||
|
||||
|
||||
SDL2 WSCONS input backend features
|
||||
===================================================
|
||||
1. It is keymap-aware; it will work properly with different keymaps.
|
||||
2. It has mouse support.
|
||||
3. Accent input is supported.
|
||||
4. Compose keys are supported.
|
||||
5. AltGr and Meta Shift keys work as intended.
|
||||
|
||||
Partially working or no input on OpenBSD/NetBSD.
|
||||
==================================================
|
||||
|
||||
The WSCONS input backend needs read/write access to the /dev/wskbd* devices, without which it will not work properly. /dev/wsmouse must also be read/write accessible, otherwise mouse input will not work.
|
||||
|
||||
Partially working or no input on FreeBSD.
|
||||
==================================================
|
||||
|
||||
The evdev devices are only accessible to the root user by default. Edit devfs rules to allow access to such devices. The /dev/kbd* devices are also only accessible to the root user by default. Edit devfs rules to allow access to such devices.
|
||||
KMSDRM on *BSD
|
||||
==================================================
|
||||
|
||||
KMSDRM is supported on FreeBSD and OpenBSD. DragonFlyBSD works but requires being a root user. NetBSD isn't supported yet because the application will crash when creating the KMSDRM screen.
|
||||
|
||||
WSCONS support has been brought back, but only as an input backend. It will not be brought back as a video backend to ease maintenance.
|
||||
|
||||
OpenBSD note: Note that the video backend assumes that the user has read/write permissions to the /dev/drm* devices.
|
||||
|
||||
|
||||
SDL2 WSCONS input backend features
|
||||
===================================================
|
||||
1. It is keymap-aware; it will work properly with different keymaps.
|
||||
2. It has mouse support.
|
||||
3. Accent input is supported.
|
||||
4. Compose keys are supported.
|
||||
5. AltGr and Meta Shift keys work as intended.
|
||||
|
||||
Partially working or no input on OpenBSD/NetBSD.
|
||||
==================================================
|
||||
|
||||
The WSCONS input backend needs read/write access to the /dev/wskbd* devices, without which it will not work properly. /dev/wsmouse must also be read/write accessible, otherwise mouse input will not work.
|
||||
|
||||
Partially working or no input on FreeBSD.
|
||||
==================================================
|
||||
|
||||
The evdev devices are only accessible to the root user by default. Edit devfs rules to allow access to such devices. The /dev/kbd* devices are also only accessible to the root user by default. Edit devfs rules to allow access to such devices.
|
||||
@@ -1,96 +1,96 @@
|
||||
Linux
|
||||
================================================================================
|
||||
|
||||
By default SDL will only link against glibc, the rest of the features will be
|
||||
enabled dynamically at runtime depending on the available features on the target
|
||||
system. So, for example if you built SDL with Xinerama support and the target
|
||||
system does not have the Xinerama libraries installed, it will be disabled
|
||||
at runtime, and you won't get a missing library error, at least with the
|
||||
default configuration parameters.
|
||||
|
||||
|
||||
Build Dependencies
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
Ubuntu 20.04, all available features enabled:
|
||||
|
||||
sudo apt-get install build-essential git make cmake autoconf automake \
|
||||
libtool pkg-config libasound2-dev libpulse-dev libaudio-dev libjack-dev \
|
||||
libx11-dev libxext-dev libxrandr-dev libxcursor-dev libxfixes-dev libxi-dev \
|
||||
libxinerama-dev libxxf86vm-dev libxss-dev libgl1-mesa-dev libdbus-1-dev \
|
||||
libudev-dev libgles2-mesa-dev libegl1-mesa-dev libibus-1.0-dev \
|
||||
fcitx-libs-dev libsamplerate0-dev libsndio-dev libwayland-dev \
|
||||
libxkbcommon-dev libdrm-dev libgbm-dev
|
||||
|
||||
Fedora 35, all available features enabled:
|
||||
|
||||
sudo yum install gcc git-core make cmake autoconf automake libtool \
|
||||
alsa-lib-devel pulseaudio-libs-devel nas-devel pipewire-devel \
|
||||
libX11-devel libXext-devel libXrandr-devel libXcursor-devel libXfixes-devel \
|
||||
libXi-devel libXinerama-devel libXxf86vm-devel libXScrnSaver-devel \
|
||||
dbus-devel ibus-devel fcitx-devel systemd-devel mesa-libGL-devel \
|
||||
libxkbcommon-devel mesa-libGLES-devel mesa-libEGL-devel vulkan-devel \
|
||||
wayland-devel wayland-protocols-devel libdrm-devel mesa-libgbm-devel \
|
||||
libusb-devel pipewire-jack-audio-connection-kit-devel libdecor-devel \
|
||||
libsamplerate-devel
|
||||
|
||||
NOTES:
|
||||
- This includes all the audio targets except arts and esd, because Ubuntu
|
||||
(and/or Debian) pulled their packages, but in theory SDL still supports them.
|
||||
The sndio audio target is also unavailable on Fedora.
|
||||
- libsamplerate0-dev lets SDL optionally link to libresamplerate at runtime
|
||||
for higher-quality audio resampling. SDL will work without it if the library
|
||||
is missing, so it's safe to build in support even if the end user doesn't
|
||||
have this library installed.
|
||||
- DirectFB isn't included because the configure script (currently) fails to find
|
||||
it at all. You can do "sudo apt-get install libdirectfb-dev" and fix the
|
||||
configure script to include DirectFB support. Send patches. :)
|
||||
|
||||
|
||||
Joystick does not work
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
If you compiled or are using a version of SDL with udev support (and you should!)
|
||||
there's a few issues that may cause SDL to fail to detect your joystick. To
|
||||
debug this, start by installing the evtest utility. On Ubuntu/Debian:
|
||||
|
||||
sudo apt-get install evtest
|
||||
|
||||
Then run:
|
||||
|
||||
sudo evtest
|
||||
|
||||
You'll hopefully see your joystick listed along with a name like "/dev/input/eventXX"
|
||||
Now run:
|
||||
|
||||
cat /dev/input/event/XX
|
||||
|
||||
If you get a permission error, you need to set a udev rule to change the mode of
|
||||
your device (see below)
|
||||
|
||||
Also, try:
|
||||
|
||||
sudo udevadm info --query=all --name=input/eventXX
|
||||
|
||||
If you see a line stating ID_INPUT_JOYSTICK=1, great, if you don't see it,
|
||||
you need to set up an udev rule to force this variable.
|
||||
|
||||
A combined rule for the Saitek Pro Flight Rudder Pedals to fix both issues looks
|
||||
like:
|
||||
|
||||
SUBSYSTEM=="input", ATTRS{idProduct}=="0763", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1"
|
||||
SUBSYSTEM=="input", ATTRS{idProduct}=="0764", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1"
|
||||
|
||||
You can set up similar rules for your device by changing the values listed in
|
||||
idProduct and idVendor. To obtain these values, try:
|
||||
|
||||
sudo udevadm info -a --name=input/eventXX | grep idVendor
|
||||
sudo udevadm info -a --name=input/eventXX | grep idProduct
|
||||
|
||||
If multiple values come up for each of these, the one you want is the first one of each.
|
||||
|
||||
On other systems which ship with an older udev (such as CentOS), you may need
|
||||
to set up a rule such as:
|
||||
|
||||
SUBSYSTEM=="input", ENV{ID_CLASS}=="joystick", ENV{ID_INPUT_JOYSTICK}="1"
|
||||
|
||||
Linux
|
||||
================================================================================
|
||||
|
||||
By default SDL will only link against glibc, the rest of the features will be
|
||||
enabled dynamically at runtime depending on the available features on the target
|
||||
system. So, for example if you built SDL with XRandR support and the target
|
||||
system does not have the XRandR libraries installed, it will be disabled
|
||||
at runtime, and you won't get a missing library error, at least with the
|
||||
default configuration parameters.
|
||||
|
||||
|
||||
Build Dependencies
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
Ubuntu 18.04, all available features enabled:
|
||||
|
||||
sudo apt-get install build-essential git make autoconf automake libtool \
|
||||
pkg-config cmake ninja-build gnome-desktop-testing libasound2-dev libpulse-dev \
|
||||
libaudio-dev libjack-dev libsndio-dev libsamplerate0-dev libx11-dev libxext-dev \
|
||||
libxrandr-dev libxcursor-dev libxfixes-dev libxi-dev libxss-dev libwayland-dev \
|
||||
libxkbcommon-dev libdrm-dev libgbm-dev libgl1-mesa-dev libgles2-mesa-dev \
|
||||
libegl1-mesa-dev libdbus-1-dev libibus-1.0-dev libudev-dev fcitx-libs-dev
|
||||
|
||||
Ubuntu 22.04+ can also add `libpipewire-0.3-dev libdecor-0-dev` to that command line.
|
||||
|
||||
Fedora 35, all available features enabled:
|
||||
|
||||
sudo yum install gcc git-core make cmake autoconf automake libtool \
|
||||
alsa-lib-devel pulseaudio-libs-devel nas-devel pipewire-devel \
|
||||
libX11-devel libXext-devel libXrandr-devel libXcursor-devel libXfixes-devel \
|
||||
libXi-devel libXScrnSaver-devel dbus-devel ibus-devel fcitx-devel \
|
||||
systemd-devel mesa-libGL-devel libxkbcommon-devel mesa-libGLES-devel \
|
||||
mesa-libEGL-devel vulkan-devel wayland-devel wayland-protocols-devel \
|
||||
libdrm-devel mesa-libgbm-devel libusb-devel libdecor-devel \
|
||||
libsamplerate-devel pipewire-jack-audio-connection-kit-devel \
|
||||
|
||||
NOTES:
|
||||
- This includes all the audio targets except arts and esd, because Ubuntu
|
||||
(and/or Debian) pulled their packages, but in theory SDL still supports them.
|
||||
The sndio audio target is also unavailable on Fedora.
|
||||
- libsamplerate0-dev lets SDL optionally link to libresamplerate at runtime
|
||||
for higher-quality audio resampling. SDL will work without it if the library
|
||||
is missing, so it's safe to build in support even if the end user doesn't
|
||||
have this library installed.
|
||||
- DirectFB isn't included because the configure script (currently) fails to find
|
||||
it at all. You can do "sudo apt-get install libdirectfb-dev" and fix the
|
||||
configure script to include DirectFB support. Send patches. :)
|
||||
|
||||
|
||||
Joystick does not work
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
If you compiled or are using a version of SDL with udev support (and you should!)
|
||||
there's a few issues that may cause SDL to fail to detect your joystick. To
|
||||
debug this, start by installing the evtest utility. On Ubuntu/Debian:
|
||||
|
||||
sudo apt-get install evtest
|
||||
|
||||
Then run:
|
||||
|
||||
sudo evtest
|
||||
|
||||
You'll hopefully see your joystick listed along with a name like "/dev/input/eventXX"
|
||||
Now run:
|
||||
|
||||
cat /dev/input/event/XX
|
||||
|
||||
If you get a permission error, you need to set a udev rule to change the mode of
|
||||
your device (see below)
|
||||
|
||||
Also, try:
|
||||
|
||||
sudo udevadm info --query=all --name=input/eventXX
|
||||
|
||||
If you see a line stating ID_INPUT_JOYSTICK=1, great, if you don't see it,
|
||||
you need to set up an udev rule to force this variable.
|
||||
|
||||
A combined rule for the Saitek Pro Flight Rudder Pedals to fix both issues looks
|
||||
like:
|
||||
|
||||
SUBSYSTEM=="input", ATTRS{idProduct}=="0763", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1"
|
||||
SUBSYSTEM=="input", ATTRS{idProduct}=="0764", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1"
|
||||
|
||||
You can set up similar rules for your device by changing the values listed in
|
||||
idProduct and idVendor. To obtain these values, try:
|
||||
|
||||
sudo udevadm info -a --name=input/eventXX | grep idVendor
|
||||
sudo udevadm info -a --name=input/eventXX | grep idProduct
|
||||
|
||||
If multiple values come up for each of these, the one you want is the first one of each.
|
||||
|
||||
On other systems which ship with an older udev (such as CentOS), you may need
|
||||
to set up a rule such as:
|
||||
|
||||
SUBSYSTEM=="input", ENV{ID_CLASS}=="joystick", ENV{ID_INPUT_JOYSTICK}="1"
|
||||
|
||||
+285
-286
@@ -1,286 +1,285 @@
|
||||
# Mac OS X (aka macOS).
|
||||
|
||||
These instructions are for people using Apple's Mac OS X (pronounced
|
||||
"ten"), which in newer versions is just referred to as "macOS".
|
||||
|
||||
From the developer's point of view, macOS is a sort of hybrid Mac and
|
||||
Unix system, and you have the option of using either traditional
|
||||
command line tools or Apple's IDE Xcode.
|
||||
|
||||
# Command Line Build
|
||||
|
||||
To build SDL using the command line, use the standard configure and make
|
||||
process:
|
||||
|
||||
```bash
|
||||
mkdir build
|
||||
cd build
|
||||
../configure
|
||||
make
|
||||
sudo make install
|
||||
```
|
||||
|
||||
CMake is also known to work, although it continues to be a work in progress:
|
||||
|
||||
```bash
|
||||
mkdir build
|
||||
cd build
|
||||
cmake -DCMAKE_BUILD_TYPE=Release ..
|
||||
make
|
||||
sudo make install
|
||||
```
|
||||
|
||||
|
||||
You can also build SDL as a Universal library (a single binary for both
|
||||
64-bit Intel and ARM architectures), by using the build-scripts/clang-fat.sh
|
||||
script.
|
||||
|
||||
```bash
|
||||
mkdir build
|
||||
cd build
|
||||
CC=$PWD/../build-scripts/clang-fat.sh ../configure
|
||||
make
|
||||
sudo make install
|
||||
```
|
||||
|
||||
This script builds SDL with 10.6 ABI compatibility on 64-bit Intel and 11.0
|
||||
ABI compatibility on ARM64 architectures. For best compatibility you
|
||||
should compile your application the same way.
|
||||
|
||||
Please note that building SDL requires at least Xcode 4.6 and the 10.7 SDK
|
||||
(even if you target back to 10.6 systems). PowerPC support for Mac OS X has
|
||||
been officially dropped as of SDL 2.0.2. 32-bit Intel, using an older Xcode
|
||||
release, is still supported at the time of this writing, but current Xcode
|
||||
releases no longer support it, and eventually neither will SDL.
|
||||
|
||||
To use the library once it's built, you essential have two possibilities:
|
||||
use the traditional autoconf/automake/make method, or use Xcode.
|
||||
|
||||
|
||||
# Caveats for using SDL with Mac OS X
|
||||
|
||||
If you register your own NSApplicationDelegate (using [NSApp setDelegate:]),
|
||||
SDL will not register its own. This means that SDL will not terminate using
|
||||
SDL_Quit if it receives a termination request, it will terminate like a
|
||||
normal app, and it will not send a SDL_DROPFILE when you request to open a
|
||||
file with the app. To solve these issues, put the following code in your
|
||||
NSApplicationDelegate implementation:
|
||||
|
||||
|
||||
```objc
|
||||
- (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender
|
||||
{
|
||||
if (SDL_GetEventState(SDL_QUIT) == SDL_ENABLE) {
|
||||
SDL_Event event;
|
||||
event.type = SDL_QUIT;
|
||||
SDL_PushEvent(&event);
|
||||
}
|
||||
|
||||
return NSTerminateCancel;
|
||||
}
|
||||
|
||||
- (BOOL)application:(NSApplication *)theApplication openFile:(NSString *)filename
|
||||
{
|
||||
if (SDL_GetEventState(SDL_DROPFILE) == SDL_ENABLE) {
|
||||
SDL_Event event;
|
||||
event.type = SDL_DROPFILE;
|
||||
event.drop.file = SDL_strdup([filename UTF8String]);
|
||||
return (SDL_PushEvent(&event) > 0);
|
||||
}
|
||||
|
||||
return NO;
|
||||
}
|
||||
```
|
||||
|
||||
# Using the Simple DirectMedia Layer with a traditional Makefile
|
||||
|
||||
An existing autoconf/automake build system for your SDL app has good chances
|
||||
to work almost unchanged on macOS. However, to produce a "real" Mac binary
|
||||
that you can distribute to users, you need to put the generated binary into a
|
||||
so called "bundle", which is basically a fancy folder with a name like
|
||||
"MyCoolGame.app".
|
||||
|
||||
To get this build automatically, add something like the following rule to
|
||||
your Makefile.am:
|
||||
|
||||
```make
|
||||
bundle_contents = APP_NAME.app/Contents
|
||||
APP_NAME_bundle: EXE_NAME
|
||||
mkdir -p $(bundle_contents)/MacOS
|
||||
mkdir -p $(bundle_contents)/Resources
|
||||
echo "APPL????" > $(bundle_contents)/PkgInfo
|
||||
$(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/
|
||||
```
|
||||
|
||||
You should replace `EXE_NAME` with the name of the executable. `APP_NAME` is
|
||||
what will be visible to the user in the Finder. Usually it will be the same
|
||||
as `EXE_NAME` but capitalized. E.g. if `EXE_NAME` is "testgame" then `APP_NAME`
|
||||
usually is "TestGame". You might also want to use `@PACKAGE@` to use the
|
||||
package name as specified in your configure.ac file.
|
||||
|
||||
If your project builds more than one application, you will have to do a bit
|
||||
more. For each of your target applications, you need a separate rule.
|
||||
|
||||
If you want the created bundles to be installed, you may want to add this
|
||||
rule to your Makefile.am:
|
||||
|
||||
```make
|
||||
install-exec-hook: APP_NAME_bundle
|
||||
rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app
|
||||
mkdir -p $(DESTDIR)$(prefix)/Applications/
|
||||
cp -r $< /$(DESTDIR)$(prefix)Applications/
|
||||
```
|
||||
|
||||
This rule takes the Bundle created by the rule from step 3 and installs them
|
||||
into "$(DESTDIR)$(prefix)/Applications/".
|
||||
|
||||
Again, if you want to install multiple applications, you will have to augment
|
||||
the make rule accordingly.
|
||||
|
||||
But beware! That is only part of the story! With the above, you end up with
|
||||
a barebones .app bundle, which is double-clickable from the Finder. But
|
||||
there are some more things you should do before shipping your product...
|
||||
|
||||
1. The bundle right now probably is dynamically linked against SDL. That
|
||||
means that when you copy it to another computer, *it will not run*,
|
||||
unless you also install SDL on that other computer. A good solution
|
||||
for this dilemma is to static link against SDL. On OS X, you can
|
||||
achieve that by linking against the libraries listed by
|
||||
|
||||
```bash
|
||||
sdl-config --static-libs
|
||||
```
|
||||
|
||||
instead of those listed by
|
||||
|
||||
```bash
|
||||
sdl-config --libs
|
||||
```
|
||||
|
||||
Depending on how exactly SDL is integrated into your build systems, the
|
||||
way to achieve that varies, so I won't describe it here in detail
|
||||
|
||||
2. Add an 'Info.plist' to your application. That is a special XML file which
|
||||
contains some meta-information about your application (like some copyright
|
||||
information, the version of your app, the name of an optional icon file,
|
||||
and other things). Part of that information is displayed by the Finder
|
||||
when you click on the .app, or if you look at the "Get Info" window.
|
||||
More information about Info.plist files can be found on Apple's homepage.
|
||||
|
||||
|
||||
As a final remark, let me add that I use some of the techniques (and some
|
||||
variations of them) in [Exult](https://github.com/exult/exult) and
|
||||
[ScummVM](https://github.com/scummvm/scummvm); both are available in source on
|
||||
the net, so feel free to take a peek at them for inspiration!
|
||||
|
||||
|
||||
# Using the Simple DirectMedia Layer with Xcode
|
||||
|
||||
These instructions are for using Apple's Xcode IDE to build SDL applications.
|
||||
|
||||
## First steps
|
||||
|
||||
The first thing to do is to unpack the Xcode.tar.gz archive in the
|
||||
top level SDL directory (where the Xcode.tar.gz archive resides).
|
||||
Because Stuffit Expander will unpack the archive into a subdirectory,
|
||||
you should unpack the archive manually from the command line:
|
||||
|
||||
```bash
|
||||
cd [path_to_SDL_source]
|
||||
tar zxf Xcode.tar.gz
|
||||
```
|
||||
|
||||
This will create a new folder called Xcode, which you can browse
|
||||
normally from the Finder.
|
||||
|
||||
## Building the Framework
|
||||
|
||||
The SDL Library is packaged as a framework bundle, an organized
|
||||
relocatable folder hierarchy of executable code, interface headers,
|
||||
and additional resources. For practical purposes, you can think of a
|
||||
framework as a more user and system-friendly shared library, whose library
|
||||
file behaves more or less like a standard UNIX shared library.
|
||||
|
||||
To build the framework, simply open the framework project and build it.
|
||||
By default, the framework bundle "SDL.framework" is installed in
|
||||
/Library/Frameworks. Therefore, the testers and project stationary expect
|
||||
it to be located there. However, it will function the same in any of the
|
||||
following locations:
|
||||
|
||||
* ~/Library/Frameworks
|
||||
* /Local/Library/Frameworks
|
||||
* /System/Library/Frameworks
|
||||
|
||||
## Build Options
|
||||
|
||||
There are two "Build Styles" (See the "Targets" tab) for SDL.
|
||||
"Deployment" should be used if you aren't tweaking the SDL library.
|
||||
"Development" should be used to debug SDL apps or the library itself.
|
||||
|
||||
## Building the Testers
|
||||
|
||||
Open the SDLTest project and build away!
|
||||
|
||||
## Using the Project Stationary
|
||||
|
||||
Copy the stationary to the indicated folders to access it from
|
||||
the "New Project" and "Add target" menus. What could be easier?
|
||||
|
||||
## Setting up a new project by hand
|
||||
|
||||
Some of you won't want to use the Stationary so I'll give some tips:
|
||||
|
||||
(this is accurate as of Xcode 12.5.)
|
||||
|
||||
* Click "File" -> "New" -> "Project...
|
||||
* Choose "macOS" and then "App" from the "Application" section.
|
||||
* Fill out the options in the next window. User interface is "XIB" and
|
||||
Language is "Objective-C".
|
||||
* Remove "main.m" from your project
|
||||
* Remove "MainMenu.xib" from your project
|
||||
* Remove "AppDelegates.*" from your project
|
||||
* Add "\$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path
|
||||
* Add "\$(HOME)/Library/Frameworks" to the frameworks search path
|
||||
* Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS"
|
||||
* Add your files
|
||||
* Clean and build
|
||||
|
||||
## Building from command line
|
||||
|
||||
Use `xcode-build` in the same directory as your .pbxproj file
|
||||
|
||||
## Running your app
|
||||
|
||||
You can send command line args to your app by either invoking it from
|
||||
the command line (in *.app/Contents/MacOS) or by entering them in the
|
||||
Executables" panel of the target settings.
|
||||
|
||||
# Implementation Notes
|
||||
|
||||
Some things that may be of interest about how it all works...
|
||||
|
||||
## Working directory
|
||||
|
||||
In SDL 1.2, the working directory of your SDL app is by default set to its
|
||||
parent, but this is no longer the case in SDL 2.0. SDL2 does change the
|
||||
working directory, which means it'll be whatever the command line prompt
|
||||
that launched the program was using, or if launched by double-clicking in
|
||||
the finger, it will be "/", the _root of the filesystem_. Plan accordingly!
|
||||
You can use SDL_GetBasePath() to find where the program is running from and
|
||||
chdir() there directly.
|
||||
|
||||
|
||||
## You have a Cocoa App!
|
||||
|
||||
Your SDL app is essentially a Cocoa application. When your app
|
||||
starts up and the libraries finish loading, a Cocoa procedure is called,
|
||||
which sets up the working directory and calls your main() method.
|
||||
You are free to modify your Cocoa app with generally no consequence
|
||||
to SDL. You cannot, however, easily change the SDL window itself.
|
||||
Functionality may be added in the future to help this.
|
||||
|
||||
# Bug reports
|
||||
|
||||
Bugs are tracked at [the GitHub issue tracker](https://github.com/libsdl-org/SDL/issues/).
|
||||
Please feel free to report bugs there!
|
||||
|
||||
# Mac OS X (aka macOS).
|
||||
|
||||
These instructions are for people using Apple's Mac OS X (pronounced
|
||||
"ten"), which in newer versions is just referred to as "macOS".
|
||||
|
||||
From the developer's point of view, macOS is a sort of hybrid Mac and
|
||||
Unix system, and you have the option of using either traditional
|
||||
command line tools or Apple's IDE Xcode.
|
||||
|
||||
# Command Line Build
|
||||
|
||||
To build SDL using the command line, use the standard configure and make
|
||||
process:
|
||||
|
||||
```bash
|
||||
mkdir build
|
||||
cd build
|
||||
../configure
|
||||
make
|
||||
sudo make install
|
||||
```
|
||||
|
||||
CMake is also known to work, although it continues to be a work in progress:
|
||||
|
||||
```bash
|
||||
mkdir build
|
||||
cd build
|
||||
cmake -DCMAKE_BUILD_TYPE=Release ..
|
||||
make
|
||||
sudo make install
|
||||
```
|
||||
|
||||
|
||||
You can also build SDL as a Universal library (a single binary for both
|
||||
64-bit Intel and ARM architectures), by using the build-scripts/clang-fat.sh
|
||||
script.
|
||||
|
||||
```bash
|
||||
mkdir build
|
||||
cd build
|
||||
CC=$PWD/../build-scripts/clang-fat.sh ../configure
|
||||
make
|
||||
sudo make install
|
||||
```
|
||||
|
||||
This script builds SDL with 10.9 ABI compatibility on 64-bit Intel and 11.0
|
||||
ABI compatibility on ARM64 architectures. For best compatibility you
|
||||
should compile your application the same way.
|
||||
|
||||
Please note that building SDL requires at least Xcode 6 and the 10.9 SDK.
|
||||
PowerPC support for macOS has been officially dropped as of SDL 2.0.2.
|
||||
32-bit Intel and macOS 10.8 runtime support has been officially dropped as
|
||||
of SDL 2.24.0.
|
||||
|
||||
To use the library once it's built, you essential have two possibilities:
|
||||
use the traditional autoconf/automake/make method, or use Xcode.
|
||||
|
||||
|
||||
# Caveats for using SDL with Mac OS X
|
||||
|
||||
If you register your own NSApplicationDelegate (using [NSApp setDelegate:]),
|
||||
SDL will not register its own. This means that SDL will not terminate using
|
||||
SDL_Quit if it receives a termination request, it will terminate like a
|
||||
normal app, and it will not send a SDL_DROPFILE when you request to open a
|
||||
file with the app. To solve these issues, put the following code in your
|
||||
NSApplicationDelegate implementation:
|
||||
|
||||
|
||||
```objc
|
||||
- (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender
|
||||
{
|
||||
if (SDL_GetEventState(SDL_QUIT) == SDL_ENABLE) {
|
||||
SDL_Event event;
|
||||
event.type = SDL_QUIT;
|
||||
SDL_PushEvent(&event);
|
||||
}
|
||||
|
||||
return NSTerminateCancel;
|
||||
}
|
||||
|
||||
- (BOOL)application:(NSApplication *)theApplication openFile:(NSString *)filename
|
||||
{
|
||||
if (SDL_GetEventState(SDL_DROPFILE) == SDL_ENABLE) {
|
||||
SDL_Event event;
|
||||
event.type = SDL_DROPFILE;
|
||||
event.drop.file = SDL_strdup([filename UTF8String]);
|
||||
return (SDL_PushEvent(&event) > 0);
|
||||
}
|
||||
|
||||
return NO;
|
||||
}
|
||||
```
|
||||
|
||||
# Using the Simple DirectMedia Layer with a traditional Makefile
|
||||
|
||||
An existing autoconf/automake build system for your SDL app has good chances
|
||||
to work almost unchanged on macOS. However, to produce a "real" Mac binary
|
||||
that you can distribute to users, you need to put the generated binary into a
|
||||
so called "bundle", which is basically a fancy folder with a name like
|
||||
"MyCoolGame.app".
|
||||
|
||||
To get this build automatically, add something like the following rule to
|
||||
your Makefile.am:
|
||||
|
||||
```make
|
||||
bundle_contents = APP_NAME.app/Contents
|
||||
APP_NAME_bundle: EXE_NAME
|
||||
mkdir -p $(bundle_contents)/MacOS
|
||||
mkdir -p $(bundle_contents)/Resources
|
||||
echo "APPL????" > $(bundle_contents)/PkgInfo
|
||||
$(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/
|
||||
```
|
||||
|
||||
You should replace `EXE_NAME` with the name of the executable. `APP_NAME` is
|
||||
what will be visible to the user in the Finder. Usually it will be the same
|
||||
as `EXE_NAME` but capitalized. E.g. if `EXE_NAME` is "testgame" then `APP_NAME`
|
||||
usually is "TestGame". You might also want to use `@PACKAGE@` to use the
|
||||
package name as specified in your configure.ac file.
|
||||
|
||||
If your project builds more than one application, you will have to do a bit
|
||||
more. For each of your target applications, you need a separate rule.
|
||||
|
||||
If you want the created bundles to be installed, you may want to add this
|
||||
rule to your Makefile.am:
|
||||
|
||||
```make
|
||||
install-exec-hook: APP_NAME_bundle
|
||||
rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app
|
||||
mkdir -p $(DESTDIR)$(prefix)/Applications/
|
||||
cp -r $< /$(DESTDIR)$(prefix)Applications/
|
||||
```
|
||||
|
||||
This rule takes the Bundle created by the rule from step 3 and installs them
|
||||
into "$(DESTDIR)$(prefix)/Applications/".
|
||||
|
||||
Again, if you want to install multiple applications, you will have to augment
|
||||
the make rule accordingly.
|
||||
|
||||
But beware! That is only part of the story! With the above, you end up with
|
||||
a barebones .app bundle, which is double-clickable from the Finder. But
|
||||
there are some more things you should do before shipping your product...
|
||||
|
||||
1. The bundle right now probably is dynamically linked against SDL. That
|
||||
means that when you copy it to another computer, *it will not run*,
|
||||
unless you also install SDL on that other computer. A good solution
|
||||
for this dilemma is to static link against SDL. On OS X, you can
|
||||
achieve that by linking against the libraries listed by
|
||||
|
||||
```bash
|
||||
sdl-config --static-libs
|
||||
```
|
||||
|
||||
instead of those listed by
|
||||
|
||||
```bash
|
||||
sdl-config --libs
|
||||
```
|
||||
|
||||
Depending on how exactly SDL is integrated into your build systems, the
|
||||
way to achieve that varies, so I won't describe it here in detail
|
||||
|
||||
2. Add an 'Info.plist' to your application. That is a special XML file which
|
||||
contains some meta-information about your application (like some copyright
|
||||
information, the version of your app, the name of an optional icon file,
|
||||
and other things). Part of that information is displayed by the Finder
|
||||
when you click on the .app, or if you look at the "Get Info" window.
|
||||
More information about Info.plist files can be found on Apple's homepage.
|
||||
|
||||
|
||||
As a final remark, let me add that I use some of the techniques (and some
|
||||
variations of them) in [Exult](https://github.com/exult/exult) and
|
||||
[ScummVM](https://github.com/scummvm/scummvm); both are available in source on
|
||||
the net, so feel free to take a peek at them for inspiration!
|
||||
|
||||
|
||||
# Using the Simple DirectMedia Layer with Xcode
|
||||
|
||||
These instructions are for using Apple's Xcode IDE to build SDL applications.
|
||||
|
||||
## First steps
|
||||
|
||||
The first thing to do is to unpack the Xcode.tar.gz archive in the
|
||||
top level SDL directory (where the Xcode.tar.gz archive resides).
|
||||
Because Stuffit Expander will unpack the archive into a subdirectory,
|
||||
you should unpack the archive manually from the command line:
|
||||
|
||||
```bash
|
||||
cd [path_to_SDL_source]
|
||||
tar zxf Xcode.tar.gz
|
||||
```
|
||||
|
||||
This will create a new folder called Xcode, which you can browse
|
||||
normally from the Finder.
|
||||
|
||||
## Building the Framework
|
||||
|
||||
The SDL Library is packaged as a framework bundle, an organized
|
||||
relocatable folder hierarchy of executable code, interface headers,
|
||||
and additional resources. For practical purposes, you can think of a
|
||||
framework as a more user and system-friendly shared library, whose library
|
||||
file behaves more or less like a standard UNIX shared library.
|
||||
|
||||
To build the framework, simply open the framework project and build it.
|
||||
By default, the framework bundle "SDL.framework" is installed in
|
||||
/Library/Frameworks. Therefore, the testers and project stationary expect
|
||||
it to be located there. However, it will function the same in any of the
|
||||
following locations:
|
||||
|
||||
* ~/Library/Frameworks
|
||||
* /Local/Library/Frameworks
|
||||
* /System/Library/Frameworks
|
||||
|
||||
## Build Options
|
||||
|
||||
There are two "Build Styles" (See the "Targets" tab) for SDL.
|
||||
"Deployment" should be used if you aren't tweaking the SDL library.
|
||||
"Development" should be used to debug SDL apps or the library itself.
|
||||
|
||||
## Building the Testers
|
||||
|
||||
Open the SDLTest project and build away!
|
||||
|
||||
## Using the Project Stationary
|
||||
|
||||
Copy the stationary to the indicated folders to access it from
|
||||
the "New Project" and "Add target" menus. What could be easier?
|
||||
|
||||
## Setting up a new project by hand
|
||||
|
||||
Some of you won't want to use the Stationary so I'll give some tips:
|
||||
|
||||
(this is accurate as of Xcode 12.5.)
|
||||
|
||||
* Click "File" -> "New" -> "Project...
|
||||
* Choose "macOS" and then "App" from the "Application" section.
|
||||
* Fill out the options in the next window. User interface is "XIB" and
|
||||
Language is "Objective-C".
|
||||
* Remove "main.m" from your project
|
||||
* Remove "MainMenu.xib" from your project
|
||||
* Remove "AppDelegates.*" from your project
|
||||
* Add "\$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path
|
||||
* Add "\$(HOME)/Library/Frameworks" to the frameworks search path
|
||||
* Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS"
|
||||
* Add your files
|
||||
* Clean and build
|
||||
|
||||
## Building from command line
|
||||
|
||||
Use `xcode-build` in the same directory as your .pbxproj file
|
||||
|
||||
## Running your app
|
||||
|
||||
You can send command line args to your app by either invoking it from
|
||||
the command line (in *.app/Contents/MacOS) or by entering them in the
|
||||
Executables" panel of the target settings.
|
||||
|
||||
# Implementation Notes
|
||||
|
||||
Some things that may be of interest about how it all works...
|
||||
|
||||
## Working directory
|
||||
|
||||
In SDL 1.2, the working directory of your SDL app is by default set to its
|
||||
parent, but this is no longer the case in SDL 2.0. SDL2 does change the
|
||||
working directory, which means it'll be whatever the command line prompt
|
||||
that launched the program was using, or if launched by double-clicking in
|
||||
the finger, it will be "/", the _root of the filesystem_. Plan accordingly!
|
||||
You can use SDL_GetBasePath() to find where the program is running from and
|
||||
chdir() there directly.
|
||||
|
||||
|
||||
## You have a Cocoa App!
|
||||
|
||||
Your SDL app is essentially a Cocoa application. When your app
|
||||
starts up and the libraries finish loading, a Cocoa procedure is called,
|
||||
which sets up the working directory and calls your main() method.
|
||||
You are free to modify your Cocoa app with generally no consequence
|
||||
to SDL. You cannot, however, easily change the SDL window itself.
|
||||
Functionality may be added in the future to help this.
|
||||
|
||||
# Bug reports
|
||||
|
||||
Bugs are tracked at [the GitHub issue tracker](https://github.com/libsdl-org/SDL/issues/).
|
||||
Please feel free to report bugs there!
|
||||
|
||||
@@ -1,240 +0,0 @@
|
||||
Mac OS X
|
||||
==============================================================================
|
||||
|
||||
These instructions are for people using Apple's Mac OS X (pronounced
|
||||
"ten").
|
||||
|
||||
From the developer's point of view, OS X is a sort of hybrid Mac and
|
||||
Unix system, and you have the option of using either traditional
|
||||
command line tools or Apple's IDE Xcode.
|
||||
|
||||
Command Line Build
|
||||
==================
|
||||
|
||||
To build SDL using the command line, use the standard configure and make
|
||||
process:
|
||||
|
||||
./configure
|
||||
make
|
||||
sudo make install
|
||||
|
||||
You can also build SDL as a Universal library (a single binary for both
|
||||
32-bit and 64-bit Intel architectures), on Mac OS X 10.7 and newer, by using
|
||||
the gcc-fat.sh script in build-scripts:
|
||||
|
||||
mkdir mybuild
|
||||
cd mybuild
|
||||
CC=$PWD/../build-scripts/gcc-fat.sh CXX=$PWD/../build-scripts/g++-fat.sh ../configure
|
||||
make
|
||||
sudo make install
|
||||
|
||||
This script builds SDL with 10.5 ABI compatibility on i386 and 10.6
|
||||
ABI compatibility on x86_64 architectures. For best compatibility you
|
||||
should compile your application the same way.
|
||||
|
||||
Please note that building SDL requires at least Xcode 4.6 and the 10.7 SDK
|
||||
(even if you target back to 10.5 systems). PowerPC support for Mac OS X has
|
||||
been officially dropped as of SDL 2.0.2.
|
||||
|
||||
To use the library once it's built, you essential have two possibilities:
|
||||
use the traditional autoconf/automake/make method, or use Xcode.
|
||||
|
||||
==============================================================================
|
||||
Caveats for using SDL with Mac OS X
|
||||
==============================================================================
|
||||
|
||||
Some things you have to be aware of when using SDL on Mac OS X:
|
||||
|
||||
- If you register your own NSApplicationDelegate (using [NSApp setDelegate:]),
|
||||
SDL will not register its own. This means that SDL will not terminate using
|
||||
SDL_Quit if it receives a termination request, it will terminate like a
|
||||
normal app, and it will not send a SDL_DROPFILE when you request to open a
|
||||
file with the app. To solve these issues, put the following code in your
|
||||
NSApplicationDelegate implementation:
|
||||
|
||||
|
||||
- (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender
|
||||
{
|
||||
if (SDL_GetEventState(SDL_QUIT) == SDL_ENABLE) {
|
||||
SDL_Event event;
|
||||
event.type = SDL_QUIT;
|
||||
SDL_PushEvent(&event);
|
||||
}
|
||||
|
||||
return NSTerminateCancel;
|
||||
}
|
||||
|
||||
- (BOOL)application:(NSApplication *)theApplication openFile:(NSString *)filename
|
||||
{
|
||||
if (SDL_GetEventState(SDL_DROPFILE) == SDL_ENABLE) {
|
||||
SDL_Event event;
|
||||
event.type = SDL_DROPFILE;
|
||||
event.drop.file = SDL_strdup([filename UTF8String]);
|
||||
return (SDL_PushEvent(&event) > 0);
|
||||
}
|
||||
|
||||
return NO;
|
||||
}
|
||||
|
||||
==============================================================================
|
||||
Using the Simple DirectMedia Layer with a traditional Makefile
|
||||
==============================================================================
|
||||
|
||||
An existing autoconf/automake build system for your SDL app has good chances
|
||||
to work almost unchanged on OS X. However, to produce a "real" Mac OS X binary
|
||||
that you can distribute to users, you need to put the generated binary into a
|
||||
so called "bundle", which basically is a fancy folder with a name like
|
||||
"MyCoolGame.app".
|
||||
|
||||
To get this build automatically, add something like the following rule to
|
||||
your Makefile.am:
|
||||
|
||||
bundle_contents = APP_NAME.app/Contents
|
||||
APP_NAME_bundle: EXE_NAME
|
||||
mkdir -p $(bundle_contents)/MacOS
|
||||
mkdir -p $(bundle_contents)/Resources
|
||||
echo "APPL????" > $(bundle_contents)/PkgInfo
|
||||
$(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/
|
||||
|
||||
You should replace EXE_NAME with the name of the executable. APP_NAME is what
|
||||
will be visible to the user in the Finder. Usually it will be the same
|
||||
as EXE_NAME but capitalized. E.g. if EXE_NAME is "testgame" then APP_NAME
|
||||
usually is "TestGame". You might also want to use `@PACKAGE@` to use the package
|
||||
name as specified in your configure.in file.
|
||||
|
||||
If your project builds more than one application, you will have to do a bit
|
||||
more. For each of your target applications, you need a separate rule.
|
||||
|
||||
If you want the created bundles to be installed, you may want to add this
|
||||
rule to your Makefile.am:
|
||||
|
||||
install-exec-hook: APP_NAME_bundle
|
||||
rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app
|
||||
mkdir -p $(DESTDIR)$(prefix)/Applications/
|
||||
cp -r $< /$(DESTDIR)$(prefix)Applications/
|
||||
|
||||
This rule takes the Bundle created by the rule from step 3 and installs them
|
||||
into "$(DESTDIR)$(prefix)/Applications/".
|
||||
|
||||
Again, if you want to install multiple applications, you will have to augment
|
||||
the make rule accordingly.
|
||||
|
||||
|
||||
But beware! That is only part of the story! With the above, you end up with
|
||||
a bare bone .app bundle, which is double clickable from the Finder. But
|
||||
there are some more things you should do before shipping your product...
|
||||
|
||||
1) The bundle right now probably is dynamically linked against SDL. That
|
||||
means that when you copy it to another computer, *it will not run*,
|
||||
unless you also install SDL on that other computer. A good solution
|
||||
for this dilemma is to static link against SDL. On OS X, you can
|
||||
achieve that by linking against the libraries listed by
|
||||
|
||||
sdl-config --static-libs
|
||||
|
||||
instead of those listed by
|
||||
|
||||
sdl-config --libs
|
||||
|
||||
Depending on how exactly SDL is integrated into your build systems, the
|
||||
way to achieve that varies, so I won't describe it here in detail
|
||||
|
||||
2) Add an 'Info.plist' to your application. That is a special XML file which
|
||||
contains some meta-information about your application (like some copyright
|
||||
information, the version of your app, the name of an optional icon file,
|
||||
and other things). Part of that information is displayed by the Finder
|
||||
when you click on the .app, or if you look at the "Get Info" window.
|
||||
More information about Info.plist files can be found on Apple's homepage.
|
||||
|
||||
|
||||
As a final remark, let me add that I use some of the techniques (and some
|
||||
variations of them) in Exult and ScummVM; both are available in source on
|
||||
the net, so feel free to take a peek at them for inspiration!
|
||||
|
||||
|
||||
==============================================================================
|
||||
Using the Simple DirectMedia Layer with Xcode
|
||||
==============================================================================
|
||||
|
||||
These instructions are for using Apple's Xcode IDE to build SDL applications.
|
||||
|
||||
- First steps
|
||||
|
||||
The first thing to do is to unpack the Xcode.tar.gz archive in the
|
||||
top level SDL directory (where the Xcode.tar.gz archive resides).
|
||||
Because Stuffit Expander will unpack the archive into a subdirectory,
|
||||
you should unpack the archive manually from the command line:
|
||||
|
||||
cd [path_to_SDL_source]
|
||||
tar zxf Xcode.tar.gz
|
||||
|
||||
This will create a new folder called Xcode, which you can browse
|
||||
normally from the Finder.
|
||||
|
||||
- Building the Framework
|
||||
|
||||
The SDL Library is packaged as a framework bundle, an organized
|
||||
relocatable folder hierarchy of executable code, interface headers,
|
||||
and additional resources. For practical purposes, you can think of a
|
||||
framework as a more user and system-friendly shared library, whose library
|
||||
file behaves more or less like a standard UNIX shared library.
|
||||
|
||||
To build the framework, simply open the framework project and build it.
|
||||
By default, the framework bundle "SDL.framework" is installed in
|
||||
/Library/Frameworks. Therefore, the testers and project stationary expect
|
||||
it to be located there. However, it will function the same in any of the
|
||||
following locations:
|
||||
|
||||
~/Library/Frameworks
|
||||
/Local/Library/Frameworks
|
||||
/System/Library/Frameworks
|
||||
|
||||
- Build Options
|
||||
There are two "Build Styles" (See the "Targets" tab) for SDL.
|
||||
"Deployment" should be used if you aren't tweaking the SDL library.
|
||||
"Development" should be used to debug SDL apps or the library itself.
|
||||
|
||||
- Building the Testers
|
||||
Open the SDLTest project and build away!
|
||||
|
||||
- Using the Project Stationary
|
||||
Copy the stationary to the indicated folders to access it from
|
||||
the "New Project" and "Add target" menus. What could be easier?
|
||||
|
||||
- Setting up a new project by hand
|
||||
Some of you won't want to use the Stationary so I'll give some tips:
|
||||
* Create a new "Cocoa Application"
|
||||
* Add src/main/macosx/SDLMain.m , .h and .nib to your project
|
||||
* Remove "main.c" from your project
|
||||
* Remove "MainMenu.nib" from your project
|
||||
* Add "$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path
|
||||
* Add "$(HOME)/Library/Frameworks" to the frameworks search path
|
||||
* Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS"
|
||||
* Set the "Main Nib File" under "Application Settings" to "SDLMain.nib"
|
||||
* Add your files
|
||||
* Clean and build
|
||||
|
||||
- Building from command line
|
||||
Use pbxbuild in the same directory as your .pbproj file
|
||||
|
||||
- Running your app
|
||||
You can send command line args to your app by either invoking it from
|
||||
the command line (in *.app/Contents/MacOS) or by entering them in the
|
||||
"Executables" panel of the target settings.
|
||||
|
||||
- Implementation Notes
|
||||
Some things that may be of interest about how it all works...
|
||||
* Working directory
|
||||
As defined in the SDL_main.m file, the working directory of your SDL app
|
||||
is by default set to its parent. You may wish to change this to better
|
||||
suit your needs.
|
||||
* You have a Cocoa App!
|
||||
Your SDL app is essentially a Cocoa application. When your app
|
||||
starts up and the libraries finish loading, a Cocoa procedure is called,
|
||||
which sets up the working directory and calls your main() method.
|
||||
You are free to modify your Cocoa app with generally no consequence
|
||||
to SDL. You cannot, however, easily change the SDL window itself.
|
||||
Functionality may be added in the future to help this.
|
||||
|
||||
|
||||
Known bugs are listed in the file "BUGS.txt".
|
||||
@@ -0,0 +1,28 @@
|
||||
# Nintendo 3DS
|
||||
|
||||
SDL port for the Nintendo 3DS [Homebrew toolchain](https://devkitpro.org/) contributed by:
|
||||
|
||||
- [Pierre Wendling](https://github.com/FtZPetruska)
|
||||
|
||||
Credits to:
|
||||
|
||||
- The awesome people who ported SDL to other homebrew platforms.
|
||||
- The Devkitpro team for making all the tools necessary to achieve this.
|
||||
|
||||
## Building
|
||||
|
||||
To build for the Nintendo 3DS, make sure you have devkitARM and cmake installed and run:
|
||||
|
||||
```bash
|
||||
cmake -S. -Bbuild -DCMAKE_TOOLCHAIN_FILE="$DEVKITPRO/cmake/3DS.cmake" -DCMAKE_BUILD_TYPE=Release
|
||||
cmake --build build
|
||||
cmake --install build
|
||||
```
|
||||
|
||||
## Notes
|
||||
|
||||
- Currently only software rendering is supported.
|
||||
- SDL2main should be used to ensure ROMFS is enabled.
|
||||
- By default, the extra L2 cache and higher clock speeds of the New 2/3DS lineup are enabled. If you wish to turn it off, use `osSetSpeedupEnable(false)` in your main function.
|
||||
- `SDL_GetBasePath` returns the romfs root instead of the executable's directory.
|
||||
- The Nintendo 3DS uses a cooperative threading model on a single core, meaning a thread will never yield unless done manually through the `SDL_Delay` functions, or blocking waits (`SDL_LockMutex`, `SDL_SemWait`, `SDL_CondWait`, `SDL_WaitThread`). To avoid starving other threads, `SDL_SemTryWait` and `SDL_SemWaitTimeout` will yield if they fail to acquire the semaphore, see https://github.com/libsdl-org/SDL/pull/6776 for more information.
|
||||
+103
-103
@@ -1,103 +1,103 @@
|
||||
Native Client
|
||||
================================================================================
|
||||
|
||||
Requirements:
|
||||
|
||||
* Native Client SDK (https://developer.chrome.com/native-client),
|
||||
(tested with Pepper version 33 or higher).
|
||||
|
||||
The SDL backend for Chrome's Native Client has been tested only with the PNaCl
|
||||
toolchain, which generates binaries designed to run on ARM and x86_32/64
|
||||
platforms. This does not mean it won't work with the other toolchains!
|
||||
|
||||
================================================================================
|
||||
Building SDL for NaCl
|
||||
================================================================================
|
||||
|
||||
Set up the right environment variables (see naclbuild.sh), then configure SDL with:
|
||||
|
||||
configure --host=pnacl --prefix some/install/destination
|
||||
|
||||
Then "make".
|
||||
|
||||
As an example of how to create a deployable app a Makefile project is provided
|
||||
in test/nacl/Makefile, which includes some monkey patching of the common.mk file
|
||||
provided by NaCl, without which linking properly to SDL won't work (the search
|
||||
path can't be modified externally, so the linker won't find SDL's binaries unless
|
||||
you dump them into the SDK path, which is inconvenient).
|
||||
Also provided in test/nacl is the required support file, such as index.html,
|
||||
manifest.json, etc.
|
||||
SDL apps for NaCl run on a worker thread using the ppapi_simple infrastructure.
|
||||
This allows for blocking calls on all the relevant systems (OpenGL ES, filesystem),
|
||||
hiding the asynchronous nature of the browser behind the scenes...which is not the
|
||||
same as making it disappear!
|
||||
|
||||
|
||||
================================================================================
|
||||
Running tests
|
||||
================================================================================
|
||||
|
||||
Due to the nature of NaCl programs, building and running SDL tests is not as
|
||||
straightforward as one would hope. The script naclbuild.sh in build-scripts
|
||||
automates the process and should serve as a guide for users of SDL trying to build
|
||||
their own applications.
|
||||
|
||||
Basic usage:
|
||||
|
||||
./naclbuild.sh path/to/pepper/toolchain (i.e. ~/naclsdk/pepper_35)
|
||||
|
||||
This will build testgles2.c by default.
|
||||
|
||||
If you want to build a different test, for example testrendercopyex.c:
|
||||
|
||||
SOURCES=~/sdl/SDL/test/testrendercopyex.c ./naclbuild.sh ~/naclsdk/pepper_35
|
||||
|
||||
Once the build finishes, you have to serve the contents with a web server (the
|
||||
script will give you instructions on how to do that with Python).
|
||||
|
||||
================================================================================
|
||||
RWops and nacl_io
|
||||
================================================================================
|
||||
|
||||
SDL_RWops work transparently with nacl_io. Two functions control the mount points:
|
||||
|
||||
int mount(const char* source, const char* target,
|
||||
const char* filesystemtype,
|
||||
unsigned long mountflags, const void *data);
|
||||
int umount(const char *target);
|
||||
|
||||
For convenience, SDL will by default mount an httpfs tree at / before calling
|
||||
the app's main function. Such setting can be overridden by calling:
|
||||
|
||||
umount("/");
|
||||
|
||||
And then mounting a different filesystem at /
|
||||
|
||||
It's important to consider that the asynchronous nature of file operations on a
|
||||
browser is hidden from the application, effectively providing the developer with
|
||||
a set of blocking file operations just like you get in a regular desktop
|
||||
environment, which eases the job of porting to Native Client, but also introduces
|
||||
a set of challenges of its own, in particular when big file sizes and slow
|
||||
connections are involved.
|
||||
|
||||
For more information on how nacl_io and mount points work, see:
|
||||
|
||||
https://developer.chrome.com/native-client/devguide/coding/nacl_io
|
||||
https://src.chromium.org/chrome/trunk/src/native_client_sdk/src/libraries/nacl_io/nacl_io.h
|
||||
|
||||
To be able to save into the directory "/save/" (like backup of game) :
|
||||
|
||||
mount("", "/save", "html5fs", 0, "type=PERSISTENT");
|
||||
|
||||
And add to manifest.json :
|
||||
|
||||
"permissions": [
|
||||
"unlimitedStorage"
|
||||
]
|
||||
|
||||
================================================================================
|
||||
TODO - Known Issues
|
||||
================================================================================
|
||||
* Testing of all systems with a real application (something other than SDL's tests)
|
||||
* Key events don't seem to work properly
|
||||
|
||||
Native Client
|
||||
================================================================================
|
||||
|
||||
Requirements:
|
||||
|
||||
* Native Client SDK (https://developer.chrome.com/native-client),
|
||||
(tested with Pepper version 33 or higher).
|
||||
|
||||
The SDL backend for Chrome's Native Client has been tested only with the PNaCl
|
||||
toolchain, which generates binaries designed to run on ARM and x86_32/64
|
||||
platforms. This does not mean it won't work with the other toolchains!
|
||||
|
||||
================================================================================
|
||||
Building SDL for NaCl
|
||||
================================================================================
|
||||
|
||||
Set up the right environment variables (see naclbuild.sh), then configure SDL with:
|
||||
|
||||
configure --host=pnacl --prefix some/install/destination
|
||||
|
||||
Then "make".
|
||||
|
||||
As an example of how to create a deployable app a Makefile project is provided
|
||||
in test/nacl/Makefile, which includes some monkey patching of the common.mk file
|
||||
provided by NaCl, without which linking properly to SDL won't work (the search
|
||||
path can't be modified externally, so the linker won't find SDL's binaries unless
|
||||
you dump them into the SDK path, which is inconvenient).
|
||||
Also provided in test/nacl is the required support file, such as index.html,
|
||||
manifest.json, etc.
|
||||
SDL apps for NaCl run on a worker thread using the ppapi_simple infrastructure.
|
||||
This allows for blocking calls on all the relevant systems (OpenGL ES, filesystem),
|
||||
hiding the asynchronous nature of the browser behind the scenes...which is not the
|
||||
same as making it disappear!
|
||||
|
||||
|
||||
================================================================================
|
||||
Running tests
|
||||
================================================================================
|
||||
|
||||
Due to the nature of NaCl programs, building and running SDL tests is not as
|
||||
straightforward as one would hope. The script naclbuild.sh in build-scripts
|
||||
automates the process and should serve as a guide for users of SDL trying to build
|
||||
their own applications.
|
||||
|
||||
Basic usage:
|
||||
|
||||
./naclbuild.sh path/to/pepper/toolchain (i.e. ~/naclsdk/pepper_35)
|
||||
|
||||
This will build testgles2.c by default.
|
||||
|
||||
If you want to build a different test, for example testrendercopyex.c:
|
||||
|
||||
SOURCES=~/sdl/SDL/test/testrendercopyex.c ./naclbuild.sh ~/naclsdk/pepper_35
|
||||
|
||||
Once the build finishes, you have to serve the contents with a web server (the
|
||||
script will give you instructions on how to do that with Python).
|
||||
|
||||
================================================================================
|
||||
RWops and nacl_io
|
||||
================================================================================
|
||||
|
||||
SDL_RWops work transparently with nacl_io. Two functions control the mount points:
|
||||
|
||||
int mount(const char* source, const char* target,
|
||||
const char* filesystemtype,
|
||||
unsigned long mountflags, const void *data);
|
||||
int umount(const char *target);
|
||||
|
||||
For convenience, SDL will by default mount an httpfs tree at / before calling
|
||||
the app's main function. Such setting can be overridden by calling:
|
||||
|
||||
umount("/");
|
||||
|
||||
And then mounting a different filesystem at /
|
||||
|
||||
It's important to consider that the asynchronous nature of file operations on a
|
||||
browser is hidden from the application, effectively providing the developer with
|
||||
a set of blocking file operations just like you get in a regular desktop
|
||||
environment, which eases the job of porting to Native Client, but also introduces
|
||||
a set of challenges of its own, in particular when big file sizes and slow
|
||||
connections are involved.
|
||||
|
||||
For more information on how nacl_io and mount points work, see:
|
||||
|
||||
https://developer.chrome.com/native-client/devguide/coding/nacl_io
|
||||
https://src.chromium.org/chrome/trunk/src/native_client_sdk/src/libraries/nacl_io/nacl_io.h
|
||||
|
||||
To be able to save into the directory "/save/" (like backup of game) :
|
||||
|
||||
mount("", "/save", "html5fs", 0, "type=PERSISTENT");
|
||||
|
||||
And add to manifest.json :
|
||||
|
||||
"permissions": [
|
||||
"unlimitedStorage"
|
||||
]
|
||||
|
||||
================================================================================
|
||||
TODO - Known Issues
|
||||
================================================================================
|
||||
* Testing of all systems with a real application (something other than SDL's tests)
|
||||
* Key events don't seem to work properly
|
||||
|
||||
@@ -0,0 +1,44 @@
|
||||
Nokia N-Gage
|
||||
============
|
||||
|
||||
SDL2 port for Symbian S60v1 and v2 with a main focus on the Nokia N-Gage
|
||||
(Classic and QD) by [Michael Fitzmayer](https://github.com/mupfdev).
|
||||
|
||||
Compiling
|
||||
---------
|
||||
|
||||
SDL is part of the [N-Gage SDK.](https://github.com/ngagesdk) project.
|
||||
The library is included in the
|
||||
[toolchain](https://github.com/ngagesdk/ngage-toolchain) as a
|
||||
sub-module.
|
||||
|
||||
A complete example project based on SDL2 can be found in the GitHub
|
||||
account of the SDK: [Wordle](https://github.com/ngagesdk/wordle).
|
||||
|
||||
Current level of implementation
|
||||
-------------------------------
|
||||
|
||||
The video driver currently provides full screen video support with
|
||||
keyboard input.
|
||||
|
||||
At the moment only the software renderer works.
|
||||
|
||||
Audio is not yet implemented.
|
||||
|
||||
Acknowledgements
|
||||
----------------
|
||||
|
||||
Thanks to Hannu Viitala, Kimmo Kinnunen and Markus Mertama for the
|
||||
valuable insight into Symbian programming. Without the SDL 1.2 port
|
||||
which was specially developed for CDoom (Doom for the Nokia 9210), this
|
||||
adaptation would not have been possible.
|
||||
|
||||
I would like to thank my friends
|
||||
[Razvan](https://twitter.com/bewarerazvan) and [Dan
|
||||
Whelan](https://danwhelan.ie/), for their continuous support. Without
|
||||
you and the [N-Gage community](https://discord.gg/dbUzqJ26vs), I would
|
||||
have lost my patience long ago.
|
||||
|
||||
Last but not least, I would like to thank the development team of
|
||||
[EKA2L1](https://12z1.com/) (an experimental Symbian OS emulator). Your
|
||||
patience and support in troubleshooting helped me a lot.
|
||||
@@ -1,92 +1,92 @@
|
||||
Simple DirectMedia Layer 2 for OS/2 & eComStation
|
||||
================================================================================
|
||||
SDL port for OS/2, authored by Andrey Vasilkin <digi@os2.snc.ru>, 2016
|
||||
|
||||
|
||||
OpenGL and audio capture not supported by this port.
|
||||
|
||||
Additional optional environment variables:
|
||||
|
||||
SDL_AUDIO_SHARE
|
||||
Values: 0 or 1, default is 0
|
||||
Initializes the device as shareable or exclusively acquired.
|
||||
|
||||
SDL_VIDEODRIVER
|
||||
Values: DIVE or VMAN, default is DIVE
|
||||
Use video subsystem: Direct interface video extensions (DIVE) or
|
||||
Video Manager (VMAN).
|
||||
|
||||
You may significantly increase video output speed with OS4 kernel and patched
|
||||
files vman.dll and dive.dll or with latest versions of ACPI support and video
|
||||
driver Panorama.
|
||||
|
||||
Latest versions of OS/4 kernel:
|
||||
http://gus.biysk.ru/os4/
|
||||
(Info: https://www.os2world.com/wiki/index.php/Phoenix_OS/4)
|
||||
|
||||
Patched files vman.dll and dive.dll:
|
||||
http://gus.biysk.ru/os4/test/pached_dll/PATCHED_DLL.RAR
|
||||
|
||||
|
||||
Compiling:
|
||||
----------
|
||||
|
||||
Open Watcom 1.9 or newer is tested. For the new Open Watcom V2 fork, see:
|
||||
https://github.com/open-watcom/ and https://open-watcom.github.io
|
||||
WATCOM environment variable must to be set to the Open Watcom install
|
||||
directory. To compile, run: wmake -f Makefile.os2
|
||||
|
||||
|
||||
Installing:
|
||||
-----------
|
||||
|
||||
- eComStation:
|
||||
|
||||
If you have previously installed SDL2, make a Backup copy of SDL2.dll
|
||||
located in D:\ecs\dll (where D: is disk on which installed eComStation).
|
||||
Stop all programs running with SDL2. Copy SDL2.dll to D:\ecs\dll
|
||||
|
||||
- OS/2:
|
||||
|
||||
Copy SDL2.dll to any directory on your LIBPATH. If you have a previous
|
||||
version installed, close all SDL2 applications before replacing the old
|
||||
copy. Also make sure that any other older versions of DLLs are removed
|
||||
from your system.
|
||||
|
||||
|
||||
Joysticks in SDL2:
|
||||
------------------
|
||||
|
||||
The joystick code in SDL2 is a direct forward-port from the SDL-1.2 version.
|
||||
Here is the original documentation from SDL-1.2:
|
||||
|
||||
The Joystick detection only works for standard joysticks (2 buttons, 2 axes
|
||||
and the like). Therefore, if you use a non-standard joystick, you should
|
||||
specify its features in the SDL_OS2_JOYSTICK environment variable in a batch
|
||||
file or CONFIG.SYS, so SDL applications can provide full capability to your
|
||||
device. The syntax is:
|
||||
|
||||
SET SDL_OS2_JOYSTICK=[JOYSTICK_NAME] [AXES] [BUTTONS] [HATS] [BALLS]
|
||||
|
||||
So, it you have a Gravis GamePad with 4 axes, 2 buttons, 2 hats and 0 balls,
|
||||
the line should be:
|
||||
|
||||
SET SDL_OS2_JOYSTICK=Gravis_GamePad 4 2 2 0
|
||||
|
||||
If you want to add spaces in your joystick name, just surround it with
|
||||
quotes or double-quotes:
|
||||
|
||||
SET SDL_OS2_JOYSTICK='Gravis GamePad' 4 2 2 0
|
||||
|
||||
or
|
||||
|
||||
SET SDL_OS2_JOYSTICK="Gravis GamePad" 4 2 2 0
|
||||
|
||||
Note however that Balls and Hats are not supported under OS/2, and the
|
||||
value will be ignored... but it is wise to define these correctly because
|
||||
in the future those can be supported.
|
||||
|
||||
Also the number of buttons is limited to 2 when using two joysticks,
|
||||
4 when using one joystick with 4 axes, 6 when using a joystick with 3 axes
|
||||
and 8 when using a joystick with 2 axes. Notice however these are limitations
|
||||
of the Joystick Port hardware, not OS/2.
|
||||
Simple DirectMedia Layer 2 for OS/2 & eComStation
|
||||
================================================================================
|
||||
SDL port for OS/2, authored by Andrey Vasilkin <digi@os2.snc.ru>, 2016
|
||||
|
||||
|
||||
OpenGL not supported by this port.
|
||||
|
||||
Additional optional environment variables:
|
||||
|
||||
SDL_AUDIO_SHARE
|
||||
Values: 0 or 1, default is 0
|
||||
Initializes the device as shareable or exclusively acquired.
|
||||
|
||||
SDL_VIDEODRIVER
|
||||
Values: DIVE or VMAN, default is DIVE
|
||||
Use video subsystem: Direct interface video extensions (DIVE) or
|
||||
Video Manager (VMAN).
|
||||
|
||||
You may significantly increase video output speed with OS4 kernel and patched
|
||||
files vman.dll and dive.dll or with latest versions of ACPI support and video
|
||||
driver Panorama.
|
||||
|
||||
Latest versions of OS/4 kernel:
|
||||
http://gus.biysk.ru/os4/
|
||||
(Info: https://www.os2world.com/wiki/index.php/Phoenix_OS/4)
|
||||
|
||||
Patched files vman.dll and dive.dll:
|
||||
http://gus.biysk.ru/os4/test/pached_dll/PATCHED_DLL.RAR
|
||||
|
||||
|
||||
Compiling:
|
||||
----------
|
||||
|
||||
Open Watcom 1.9 or newer is tested. For the new Open Watcom V2 fork, see:
|
||||
https://github.com/open-watcom/ and https://open-watcom.github.io
|
||||
WATCOM environment variable must to be set to the Open Watcom install
|
||||
directory. To compile, run: wmake -f Makefile.os2
|
||||
|
||||
|
||||
Installing:
|
||||
-----------
|
||||
|
||||
- eComStation:
|
||||
|
||||
If you have previously installed SDL2, make a Backup copy of SDL2.dll
|
||||
located in D:\ecs\dll (where D: is disk on which installed eComStation).
|
||||
Stop all programs running with SDL2. Copy SDL2.dll to D:\ecs\dll
|
||||
|
||||
- OS/2:
|
||||
|
||||
Copy SDL2.dll to any directory on your LIBPATH. If you have a previous
|
||||
version installed, close all SDL2 applications before replacing the old
|
||||
copy. Also make sure that any other older versions of DLLs are removed
|
||||
from your system.
|
||||
|
||||
|
||||
Joysticks in SDL2:
|
||||
------------------
|
||||
|
||||
The joystick code in SDL2 is a direct forward-port from the SDL-1.2 version.
|
||||
Here is the original documentation from SDL-1.2:
|
||||
|
||||
The Joystick detection only works for standard joysticks (2 buttons, 2 axes
|
||||
and the like). Therefore, if you use a non-standard joystick, you should
|
||||
specify its features in the SDL_OS2_JOYSTICK environment variable in a batch
|
||||
file or CONFIG.SYS, so SDL applications can provide full capability to your
|
||||
device. The syntax is:
|
||||
|
||||
SET SDL_OS2_JOYSTICK=[JOYSTICK_NAME] [AXES] [BUTTONS] [HATS] [BALLS]
|
||||
|
||||
So, it you have a Gravis GamePad with 4 axes, 2 buttons, 2 hats and 0 balls,
|
||||
the line should be:
|
||||
|
||||
SET SDL_OS2_JOYSTICK=Gravis_GamePad 4 2 2 0
|
||||
|
||||
If you want to add spaces in your joystick name, just surround it with
|
||||
quotes or double-quotes:
|
||||
|
||||
SET SDL_OS2_JOYSTICK='Gravis GamePad' 4 2 2 0
|
||||
|
||||
or
|
||||
|
||||
SET SDL_OS2_JOYSTICK="Gravis GamePad" 4 2 2 0
|
||||
|
||||
Note however that Balls and Hats are not supported under OS/2, and the
|
||||
value will be ignored... but it is wise to define these correctly because
|
||||
in the future those can be supported.
|
||||
|
||||
Also the number of buttons is limited to 2 when using two joysticks,
|
||||
4 when using one joystick with 4 axes, 6 when using a joystick with 3 axes
|
||||
and 8 when using a joystick with 2 axes. Notice however these are limitations
|
||||
of the Joystick Port hardware, not OS/2.
|
||||
@@ -1,17 +1,17 @@
|
||||
Pandora
|
||||
=====================================================================
|
||||
|
||||
( http://openpandora.org/ )
|
||||
- A pandora specific video driver was written to allow SDL 2.0 with OpenGL ES
|
||||
support to work on the pandora under the framebuffer. This driver do not have
|
||||
input support for now, so if you use it you will have to add your own control code.
|
||||
The video driver name is "pandora" so if you have problem running it from
|
||||
the framebuffer, try to set the following variable before starting your application :
|
||||
"export SDL_VIDEODRIVER=pandora"
|
||||
|
||||
- OpenGL ES support was added to the x11 driver, so it's working like the normal
|
||||
x11 driver one with OpenGLX support, with SDL input event's etc..
|
||||
|
||||
|
||||
David Carré (Cpasjuste)
|
||||
cpasjuste@gmail.com
|
||||
Pandora
|
||||
=====================================================================
|
||||
|
||||
( http://openpandora.org/ )
|
||||
- A pandora specific video driver was written to allow SDL 2.0 with OpenGL ES
|
||||
support to work on the pandora under the framebuffer. This driver do not have
|
||||
input support for now, so if you use it you will have to add your own control code.
|
||||
The video driver name is "pandora" so if you have problem running it from
|
||||
the framebuffer, try to set the following variable before starting your application :
|
||||
"export SDL_VIDEODRIVER=pandora"
|
||||
|
||||
- OpenGL ES support was added to the x11 driver, so it's working like the normal
|
||||
x11 driver one with OpenGLX support, with SDL input event's etc..
|
||||
|
||||
|
||||
David Carré (Cpasjuste)
|
||||
cpasjuste@gmail.com
|
||||
@@ -1,8 +1,8 @@
|
||||
Platforms
|
||||
=========
|
||||
|
||||
We maintain the list of supported platforms on our wiki now, and how to
|
||||
build and install SDL for those platforms:
|
||||
|
||||
https://wiki.libsdl.org/Installation
|
||||
|
||||
Platforms
|
||||
=========
|
||||
|
||||
We maintain the list of supported platforms on our wiki now, and how to
|
||||
build and install SDL for those platforms:
|
||||
|
||||
https://wiki.libsdl.org/Installation
|
||||
|
||||
@@ -1,68 +1,68 @@
|
||||
Porting
|
||||
=======
|
||||
|
||||
* Porting To A New Platform
|
||||
|
||||
The first thing you have to do when porting to a new platform, is look at
|
||||
include/SDL_platform.h and create an entry there for your operating system.
|
||||
The standard format is "__PLATFORM__", where PLATFORM is the name of the OS.
|
||||
Ideally SDL_platform.h will be able to auto-detect the system it's building
|
||||
on based on C preprocessor symbols.
|
||||
|
||||
There are two basic ways of building SDL at the moment:
|
||||
|
||||
1. The "UNIX" way: ./configure; make; make install
|
||||
|
||||
If you have a GNUish system, then you might try this. Edit configure.ac,
|
||||
take a look at the large section labelled:
|
||||
|
||||
"Set up the configuration based on the host platform!"
|
||||
|
||||
Add a section for your platform, and then re-run autogen.sh and build!
|
||||
|
||||
2. Using an IDE:
|
||||
|
||||
If you're using an IDE or other non-configure build system, you'll probably
|
||||
want to create a custom SDL_config.h for your platform. Edit SDL_config.h,
|
||||
add a section for your platform, and create a custom SDL_config_{platform}.h,
|
||||
based on SDL_config_minimal.h and SDL_config.h.in
|
||||
|
||||
Add the top level include directory to the header search path, and then add
|
||||
the following sources to the project:
|
||||
|
||||
src/*.c
|
||||
src/atomic/*.c
|
||||
src/audio/*.c
|
||||
src/cpuinfo/*.c
|
||||
src/events/*.c
|
||||
src/file/*.c
|
||||
src/haptic/*.c
|
||||
src/joystick/*.c
|
||||
src/power/*.c
|
||||
src/render/*.c
|
||||
src/render/software/*.c
|
||||
src/stdlib/*.c
|
||||
src/thread/*.c
|
||||
src/timer/*.c
|
||||
src/video/*.c
|
||||
src/audio/disk/*.c
|
||||
src/audio/dummy/*.c
|
||||
src/filesystem/dummy/*.c
|
||||
src/video/dummy/*.c
|
||||
src/haptic/dummy/*.c
|
||||
src/joystick/dummy/*.c
|
||||
src/main/dummy/*.c
|
||||
src/thread/generic/*.c
|
||||
src/timer/dummy/*.c
|
||||
src/loadso/dummy/*.c
|
||||
|
||||
|
||||
Once you have a working library without any drivers, you can go back to each
|
||||
of the major subsystems and start implementing drivers for your platform.
|
||||
|
||||
If you have any questions, don't hesitate to ask on the SDL mailing list:
|
||||
http://www.libsdl.org/mailing-list.php
|
||||
|
||||
Enjoy!
|
||||
Sam Lantinga (slouken@libsdl.org)
|
||||
|
||||
Porting
|
||||
=======
|
||||
|
||||
* Porting To A New Platform
|
||||
|
||||
The first thing you have to do when porting to a new platform, is look at
|
||||
include/SDL_platform.h and create an entry there for your operating system.
|
||||
The standard format is "__PLATFORM__", where PLATFORM is the name of the OS.
|
||||
Ideally SDL_platform.h will be able to auto-detect the system it's building
|
||||
on based on C preprocessor symbols.
|
||||
|
||||
There are two basic ways of building SDL at the moment:
|
||||
|
||||
1. The "UNIX" way: ./configure; make; make install
|
||||
|
||||
If you have a GNUish system, then you might try this. Edit configure.ac,
|
||||
take a look at the large section labelled:
|
||||
|
||||
"Set up the configuration based on the host platform!"
|
||||
|
||||
Add a section for your platform, and then re-run autogen.sh and build!
|
||||
|
||||
2. Using an IDE:
|
||||
|
||||
If you're using an IDE or other non-configure build system, you'll probably
|
||||
want to create a custom SDL_config.h for your platform. Edit SDL_config.h,
|
||||
add a section for your platform, and create a custom SDL_config_{platform}.h,
|
||||
based on SDL_config_minimal.h and SDL_config.h.in
|
||||
|
||||
Add the top level include directory to the header search path, and then add
|
||||
the following sources to the project:
|
||||
|
||||
src/*.c
|
||||
src/atomic/*.c
|
||||
src/audio/*.c
|
||||
src/cpuinfo/*.c
|
||||
src/events/*.c
|
||||
src/file/*.c
|
||||
src/haptic/*.c
|
||||
src/joystick/*.c
|
||||
src/power/*.c
|
||||
src/render/*.c
|
||||
src/render/software/*.c
|
||||
src/stdlib/*.c
|
||||
src/thread/*.c
|
||||
src/timer/*.c
|
||||
src/video/*.c
|
||||
src/audio/disk/*.c
|
||||
src/audio/dummy/*.c
|
||||
src/filesystem/dummy/*.c
|
||||
src/video/dummy/*.c
|
||||
src/haptic/dummy/*.c
|
||||
src/joystick/dummy/*.c
|
||||
src/main/dummy/*.c
|
||||
src/thread/generic/*.c
|
||||
src/timer/dummy/*.c
|
||||
src/loadso/dummy/*.c
|
||||
|
||||
|
||||
Once you have a working library without any drivers, you can go back to each
|
||||
of the major subsystems and start implementing drivers for your platform.
|
||||
|
||||
If you have any questions, don't hesitate to ask on the SDL mailing list:
|
||||
http://www.libsdl.org/mailing-list.php
|
||||
|
||||
Enjoy!
|
||||
Sam Lantinga (slouken@libsdl.org)
|
||||
|
||||
@@ -0,0 +1,51 @@
|
||||
PS2
|
||||
======
|
||||
SDL2 port for the Sony Playstation 2 contributed by:
|
||||
- Francisco Javier Trujillo Mata
|
||||
|
||||
|
||||
Credit to
|
||||
- The guys that ported SDL to PSP & Vita because I'm taking them as reference.
|
||||
- David G. F. for helping me with several issues and tests.
|
||||
|
||||
## Building
|
||||
To build SDL2 library for the PS2, make sure you have the latest PS2Dev status and run:
|
||||
```bash
|
||||
cmake -S. -Bbuild -DCMAKE_BUILD_TYPE=Release -DCMAKE_TOOLCHAIN_FILE=$PS2DEV/ps2sdk/ps2dev.cmake
|
||||
cmake --build build
|
||||
cmake --install build
|
||||
```
|
||||
|
||||
## Hints
|
||||
The PS2 port has a special Hint for having a dynamic VSYNC. The Hint is `SDL_HINT_PS2_DYNAMIC_VSYNC`.
|
||||
If you enabled the dynamic vsync having as well `SDL_RENDERER_PRESENTVSYNC` enabled, then if the app is not able to run at 60 FPS, automatically the `vsync` will be disabled having a better performance, instead of droping FPS to 30.
|
||||
|
||||
## Notes
|
||||
If you trying to debug a SDL app through [ps2client](https://github.com/ps2dev/ps2client) you need to avoid the IOP reset, otherwise you will lose the conection with your computer.
|
||||
So to avoid the reset of the IOP CPU, you need to call to the macro `SDL_PS2_SKIP_IOP_RESET();`.
|
||||
It could be something similar as:
|
||||
```c
|
||||
.....
|
||||
|
||||
SDL_PS2_SKIP_IOP_RESET();
|
||||
|
||||
int main(int argc, char *argv[])
|
||||
{
|
||||
.....
|
||||
```
|
||||
For a release binary is recommendable to reset the IOP always.
|
||||
|
||||
Remember to do a clean compilation everytime you enable or disable the `SDL_PS2_SKIP_IOP_RESET` otherwise the change won't be reflected.
|
||||
|
||||
## Getting PS2 Dev
|
||||
[Installing PS2 Dev](https://github.com/ps2dev/ps2dev)
|
||||
|
||||
## Running on PCSX2 Emulator
|
||||
[PCSX2](https://github.com/PCSX2/pcsx2)
|
||||
|
||||
[More PCSX2 information](https://pcsx2.net/)
|
||||
|
||||
## To Do
|
||||
- PS2 Screen Keyboard
|
||||
- Dialogs
|
||||
- Others
|
||||
@@ -1,36 +1,36 @@
|
||||
PSP
|
||||
======
|
||||
SDL2 port for the Sony PSP contributed by:
|
||||
- Captian Lex
|
||||
- Francisco Javier Trujillo Mata
|
||||
- Wouter Wijsman
|
||||
|
||||
|
||||
Credit to
|
||||
Marcus R.Brown,Jim Paris,Matthew H for the original SDL 1.2 for PSP
|
||||
Geecko for his PSP GU lib "Glib2d"
|
||||
|
||||
## Building
|
||||
To build SDL2 library for the PSP, make sure you have the latest PSPDev status and run:
|
||||
```bash
|
||||
cmake -S. -Bbuild -DCMAKE_BUILD_TYPE=Release -DCMAKE_TOOLCHAIN_FILE=$PSPDEV/psp/share/pspdev.cmake
|
||||
cmake --build build
|
||||
cmake --install build
|
||||
```
|
||||
|
||||
|
||||
## Getting PSP Dev
|
||||
[Installing PSP Dev](https://github.com/pspdev/pspdev)
|
||||
|
||||
## Running on PPSSPP Emulator
|
||||
[PPSSPP](https://github.com/hrydgard/ppsspp)
|
||||
|
||||
[Build Instructions](https://github.com/hrydgard/ppsspp/wiki/Build-instructions)
|
||||
|
||||
|
||||
## Compiling a HelloWorld
|
||||
[PSP Hello World](https://psp-dev.org/doku.php?id=tutorial:hello_world)
|
||||
|
||||
## To Do
|
||||
- PSP Screen Keyboard
|
||||
- Dialogs
|
||||
PSP
|
||||
======
|
||||
SDL2 port for the Sony PSP contributed by:
|
||||
- Captian Lex
|
||||
- Francisco Javier Trujillo Mata
|
||||
- Wouter Wijsman
|
||||
|
||||
|
||||
Credit to
|
||||
Marcus R.Brown,Jim Paris,Matthew H for the original SDL 1.2 for PSP
|
||||
Geecko for his PSP GU lib "Glib2d"
|
||||
|
||||
## Building
|
||||
To build SDL2 library for the PSP, make sure you have the latest PSPDev status and run:
|
||||
```bash
|
||||
cmake -S. -Bbuild -DCMAKE_BUILD_TYPE=Release -DCMAKE_TOOLCHAIN_FILE=$PSPDEV/psp/share/pspdev.cmake
|
||||
cmake --build build
|
||||
cmake --install build
|
||||
```
|
||||
|
||||
|
||||
## Getting PSP Dev
|
||||
[Installing PSP Dev](https://github.com/pspdev/pspdev)
|
||||
|
||||
## Running on PPSSPP Emulator
|
||||
[PPSSPP](https://github.com/hrydgard/ppsspp)
|
||||
|
||||
[Build Instructions](https://github.com/hrydgard/ppsspp/wiki/Build-instructions)
|
||||
|
||||
|
||||
## Compiling a HelloWorld
|
||||
[PSP Hello World](https://psp-dev.org/doku.php?id=tutorial:hello_world)
|
||||
|
||||
## To Do
|
||||
- PSP Screen Keyboard
|
||||
- Dialogs
|
||||
@@ -1,180 +1,180 @@
|
||||
Raspberry Pi
|
||||
============
|
||||
|
||||
Requirements:
|
||||
|
||||
Raspbian (other Linux distros may work as well).
|
||||
|
||||
Features
|
||||
--------
|
||||
|
||||
* Works without X11
|
||||
* Hardware accelerated OpenGL ES 2.x
|
||||
* Sound via ALSA
|
||||
* Input (mouse/keyboard/joystick) via EVDEV
|
||||
* Hotplugging of input devices via UDEV
|
||||
|
||||
|
||||
Raspbian Build Dependencies
|
||||
---------------------------
|
||||
|
||||
sudo apt-get install libudev-dev libasound2-dev libdbus-1-dev
|
||||
|
||||
You also need the VideoCore binary stuff that ships in /opt/vc for EGL and
|
||||
OpenGL ES 2.x, it usually comes pre-installed, but in any case:
|
||||
|
||||
sudo apt-get install libraspberrypi0 libraspberrypi-bin libraspberrypi-dev
|
||||
|
||||
|
||||
NEON
|
||||
----
|
||||
|
||||
If your Pi has NEON support, make sure you add -mfpu=neon to your CFLAGS so
|
||||
that SDL will select some otherwise-disabled highly-optimized code. The
|
||||
original Pi units don't have NEON, the Pi2 probably does, and the Pi3
|
||||
definitely does.
|
||||
|
||||
|
||||
Cross compiling from x86 Linux
|
||||
------------------------------
|
||||
|
||||
To cross compile SDL for Raspbian from your desktop machine, you'll need a
|
||||
Raspbian system root and the cross compilation tools. We'll assume these tools
|
||||
will be placed in /opt/rpi-tools
|
||||
|
||||
sudo git clone --depth 1 https://github.com/raspberrypi/tools /opt/rpi-tools
|
||||
|
||||
You'll also need a Raspbian binary image.
|
||||
Get it from: http://downloads.raspberrypi.org/raspbian_latest
|
||||
After unzipping, you'll get file with a name like: "<date>-wheezy-raspbian.img"
|
||||
Let's assume the sysroot will be built in /opt/rpi-sysroot.
|
||||
|
||||
export SYSROOT=/opt/rpi-sysroot
|
||||
sudo kpartx -a -v <path_to_raspbian_image>.img
|
||||
sudo mount -o loop /dev/mapper/loop0p2 /mnt
|
||||
sudo cp -r /mnt $SYSROOT
|
||||
sudo apt-get install qemu binfmt-support qemu-user-static
|
||||
sudo cp /usr/bin/qemu-arm-static $SYSROOT/usr/bin
|
||||
sudo mount --bind /dev $SYSROOT/dev
|
||||
sudo mount --bind /proc $SYSROOT/proc
|
||||
sudo mount --bind /sys $SYSROOT/sys
|
||||
|
||||
Now, before chrooting into the ARM sysroot, you'll need to apply a workaround,
|
||||
edit $SYSROOT/etc/ld.so.preload and comment out all lines in it.
|
||||
|
||||
sudo chroot $SYSROOT
|
||||
apt-get install libudev-dev libasound2-dev libdbus-1-dev libraspberrypi0 libraspberrypi-bin libraspberrypi-dev libx11-dev libxext-dev libxrandr-dev libxcursor-dev libxi-dev libxinerama-dev libxxf86vm-dev libxss-dev
|
||||
exit
|
||||
sudo umount $SYSROOT/dev
|
||||
sudo umount $SYSROOT/proc
|
||||
sudo umount $SYSROOT/sys
|
||||
sudo umount /mnt
|
||||
|
||||
There's one more fix required, as the libdl.so symlink uses an absolute path
|
||||
which doesn't quite work in our setup.
|
||||
|
||||
sudo rm -rf $SYSROOT/usr/lib/arm-linux-gnueabihf/libdl.so
|
||||
sudo ln -s ../../../lib/arm-linux-gnueabihf/libdl.so.2 $SYSROOT/usr/lib/arm-linux-gnueabihf/libdl.so
|
||||
|
||||
The final step is compiling SDL itself.
|
||||
|
||||
export CC="/opt/rpi-tools/arm-bcm2708/gcc-linaro-arm-linux-gnueabihf-raspbian/bin/arm-linux-gnueabihf-gcc --sysroot=$SYSROOT -I$SYSROOT/opt/vc/include -I$SYSROOT/usr/include -I$SYSROOT/opt/vc/include/interface/vcos/pthreads -I$SYSROOT/opt/vc/include/interface/vmcs_host/linux"
|
||||
cd <SDL SOURCE>
|
||||
mkdir -p build;cd build
|
||||
LDFLAGS="-L$SYSROOT/opt/vc/lib" ../configure --with-sysroot=$SYSROOT --host=arm-raspberry-linux-gnueabihf --prefix=$PWD/rpi-sdl2-installed --disable-pulseaudio --disable-esd
|
||||
make
|
||||
make install
|
||||
|
||||
To be able to deploy this to /usr/local in the Raspbian system you need to fix up a few paths:
|
||||
|
||||
perl -w -pi -e "s#$PWD/rpi-sdl2-installed#/usr/local#g;" ./rpi-sdl2-installed/lib/libSDL2.la ./rpi-sdl2-installed/lib/pkgconfig/sdl2.pc ./rpi-sdl2-installed/bin/sdl2-config
|
||||
|
||||
Apps don't work or poor video/audio performance
|
||||
-----------------------------------------------
|
||||
|
||||
If you get sound problems, buffer underruns, etc, run "sudo rpi-update" to
|
||||
update the RPi's firmware. Note that doing so will fix these problems, but it
|
||||
will also render the CMA - Dynamic Memory Split functionality useless.
|
||||
|
||||
Also, by default the Raspbian distro configures the GPU RAM at 64MB, this is too
|
||||
low in general, specially if a 1080p TV is hooked up.
|
||||
|
||||
See here how to configure this setting: http://elinux.org/RPiconfig
|
||||
|
||||
Using a fixed gpu_mem=128 is the best option (specially if you updated the
|
||||
firmware, using CMA probably won't work, at least it's the current case).
|
||||
|
||||
No input
|
||||
--------
|
||||
|
||||
Make sure you belong to the "input" group.
|
||||
|
||||
sudo usermod -aG input `whoami`
|
||||
|
||||
No HDMI Audio
|
||||
-------------
|
||||
|
||||
If you notice that ALSA works but there's no audio over HDMI, try adding:
|
||||
|
||||
hdmi_drive=2
|
||||
|
||||
to your config.txt file and reboot.
|
||||
|
||||
Reference: http://www.raspberrypi.org/phpBB3/viewtopic.php?t=5062
|
||||
|
||||
Text Input API support
|
||||
----------------------
|
||||
|
||||
The Text Input API is supported, with translation of scan codes done via the
|
||||
kernel symbol tables. For this to work, SDL needs access to a valid console.
|
||||
If you notice there's no SDL_TEXTINPUT message being emitted, double check that
|
||||
your app has read access to one of the following:
|
||||
|
||||
* /proc/self/fd/0
|
||||
* /dev/tty
|
||||
* /dev/tty[0...6]
|
||||
* /dev/vc/0
|
||||
* /dev/console
|
||||
|
||||
This is usually not a problem if you run from the physical terminal (as opposed
|
||||
to running from a pseudo terminal, such as via SSH). If running from a PTS, a
|
||||
quick workaround is to run your app as root or add yourself to the tty group,
|
||||
then re-login to the system.
|
||||
|
||||
sudo usermod -aG tty `whoami`
|
||||
|
||||
The keyboard layout used by SDL is the same as the one the kernel uses.
|
||||
To configure the layout on Raspbian:
|
||||
|
||||
sudo dpkg-reconfigure keyboard-configuration
|
||||
|
||||
To configure the locale, which controls which keys are interpreted as letters,
|
||||
this determining the CAPS LOCK behavior:
|
||||
|
||||
sudo dpkg-reconfigure locales
|
||||
|
||||
|
||||
OpenGL problems
|
||||
---------------
|
||||
|
||||
If you have desktop OpenGL headers installed at build time in your RPi or cross
|
||||
compilation environment, support for it will be built in. However, the chipset
|
||||
does not actually have support for it, which causes issues in certain SDL apps
|
||||
since the presence of OpenGL support supersedes the ES/ES2 variants.
|
||||
The workaround is to disable OpenGL at configuration time:
|
||||
|
||||
./configure --disable-video-opengl
|
||||
|
||||
Or if the application uses the Render functions, you can use the SDL_RENDER_DRIVER
|
||||
environment variable:
|
||||
|
||||
export SDL_RENDER_DRIVER=opengles2
|
||||
|
||||
Notes
|
||||
-----
|
||||
|
||||
* When launching apps remotely (via SSH), SDL can prevent local keystrokes from
|
||||
leaking into the console only if it has root privileges. Launching apps locally
|
||||
does not suffer from this issue.
|
||||
|
||||
|
||||
Raspberry Pi
|
||||
============
|
||||
|
||||
Requirements:
|
||||
|
||||
Raspbian (other Linux distros may work as well).
|
||||
|
||||
Features
|
||||
--------
|
||||
|
||||
* Works without X11
|
||||
* Hardware accelerated OpenGL ES 2.x
|
||||
* Sound via ALSA
|
||||
* Input (mouse/keyboard/joystick) via EVDEV
|
||||
* Hotplugging of input devices via UDEV
|
||||
|
||||
|
||||
Raspbian Build Dependencies
|
||||
---------------------------
|
||||
|
||||
sudo apt-get install libudev-dev libasound2-dev libdbus-1-dev
|
||||
|
||||
You also need the VideoCore binary stuff that ships in /opt/vc for EGL and
|
||||
OpenGL ES 2.x, it usually comes pre-installed, but in any case:
|
||||
|
||||
sudo apt-get install libraspberrypi0 libraspberrypi-bin libraspberrypi-dev
|
||||
|
||||
|
||||
NEON
|
||||
----
|
||||
|
||||
If your Pi has NEON support, make sure you add -mfpu=neon to your CFLAGS so
|
||||
that SDL will select some otherwise-disabled highly-optimized code. The
|
||||
original Pi units don't have NEON, the Pi2 probably does, and the Pi3
|
||||
definitely does.
|
||||
|
||||
|
||||
Cross compiling from x86 Linux
|
||||
------------------------------
|
||||
|
||||
To cross compile SDL for Raspbian from your desktop machine, you'll need a
|
||||
Raspbian system root and the cross compilation tools. We'll assume these tools
|
||||
will be placed in /opt/rpi-tools
|
||||
|
||||
sudo git clone --depth 1 https://github.com/raspberrypi/tools /opt/rpi-tools
|
||||
|
||||
You'll also need a Raspbian binary image.
|
||||
Get it from: http://downloads.raspberrypi.org/raspbian_latest
|
||||
After unzipping, you'll get file with a name like: "<date>-wheezy-raspbian.img"
|
||||
Let's assume the sysroot will be built in /opt/rpi-sysroot.
|
||||
|
||||
export SYSROOT=/opt/rpi-sysroot
|
||||
sudo kpartx -a -v <path_to_raspbian_image>.img
|
||||
sudo mount -o loop /dev/mapper/loop0p2 /mnt
|
||||
sudo cp -r /mnt $SYSROOT
|
||||
sudo apt-get install qemu binfmt-support qemu-user-static
|
||||
sudo cp /usr/bin/qemu-arm-static $SYSROOT/usr/bin
|
||||
sudo mount --bind /dev $SYSROOT/dev
|
||||
sudo mount --bind /proc $SYSROOT/proc
|
||||
sudo mount --bind /sys $SYSROOT/sys
|
||||
|
||||
Now, before chrooting into the ARM sysroot, you'll need to apply a workaround,
|
||||
edit $SYSROOT/etc/ld.so.preload and comment out all lines in it.
|
||||
|
||||
sudo chroot $SYSROOT
|
||||
apt-get install libudev-dev libasound2-dev libdbus-1-dev libraspberrypi0 libraspberrypi-bin libraspberrypi-dev libx11-dev libxext-dev libxrandr-dev libxcursor-dev libxi-dev libxss-dev
|
||||
exit
|
||||
sudo umount $SYSROOT/dev
|
||||
sudo umount $SYSROOT/proc
|
||||
sudo umount $SYSROOT/sys
|
||||
sudo umount /mnt
|
||||
|
||||
There's one more fix required, as the libdl.so symlink uses an absolute path
|
||||
which doesn't quite work in our setup.
|
||||
|
||||
sudo rm -rf $SYSROOT/usr/lib/arm-linux-gnueabihf/libdl.so
|
||||
sudo ln -s ../../../lib/arm-linux-gnueabihf/libdl.so.2 $SYSROOT/usr/lib/arm-linux-gnueabihf/libdl.so
|
||||
|
||||
The final step is compiling SDL itself.
|
||||
|
||||
export CC="/opt/rpi-tools/arm-bcm2708/gcc-linaro-arm-linux-gnueabihf-raspbian/bin/arm-linux-gnueabihf-gcc --sysroot=$SYSROOT -I$SYSROOT/opt/vc/include -I$SYSROOT/usr/include -I$SYSROOT/opt/vc/include/interface/vcos/pthreads -I$SYSROOT/opt/vc/include/interface/vmcs_host/linux"
|
||||
cd <SDL SOURCE>
|
||||
mkdir -p build;cd build
|
||||
LDFLAGS="-L$SYSROOT/opt/vc/lib" ../configure --with-sysroot=$SYSROOT --host=arm-raspberry-linux-gnueabihf --prefix=$PWD/rpi-sdl2-installed --disable-pulseaudio --disable-esd
|
||||
make
|
||||
make install
|
||||
|
||||
To be able to deploy this to /usr/local in the Raspbian system you need to fix up a few paths:
|
||||
|
||||
perl -w -pi -e "s#$PWD/rpi-sdl2-installed#/usr/local#g;" ./rpi-sdl2-installed/lib/libSDL2.la ./rpi-sdl2-installed/lib/pkgconfig/sdl2.pc ./rpi-sdl2-installed/bin/sdl2-config
|
||||
|
||||
Apps don't work or poor video/audio performance
|
||||
-----------------------------------------------
|
||||
|
||||
If you get sound problems, buffer underruns, etc, run "sudo rpi-update" to
|
||||
update the RPi's firmware. Note that doing so will fix these problems, but it
|
||||
will also render the CMA - Dynamic Memory Split functionality useless.
|
||||
|
||||
Also, by default the Raspbian distro configures the GPU RAM at 64MB, this is too
|
||||
low in general, specially if a 1080p TV is hooked up.
|
||||
|
||||
See here how to configure this setting: http://elinux.org/RPiconfig
|
||||
|
||||
Using a fixed gpu_mem=128 is the best option (specially if you updated the
|
||||
firmware, using CMA probably won't work, at least it's the current case).
|
||||
|
||||
No input
|
||||
--------
|
||||
|
||||
Make sure you belong to the "input" group.
|
||||
|
||||
sudo usermod -aG input `whoami`
|
||||
|
||||
No HDMI Audio
|
||||
-------------
|
||||
|
||||
If you notice that ALSA works but there's no audio over HDMI, try adding:
|
||||
|
||||
hdmi_drive=2
|
||||
|
||||
to your config.txt file and reboot.
|
||||
|
||||
Reference: http://www.raspberrypi.org/phpBB3/viewtopic.php?t=5062
|
||||
|
||||
Text Input API support
|
||||
----------------------
|
||||
|
||||
The Text Input API is supported, with translation of scan codes done via the
|
||||
kernel symbol tables. For this to work, SDL needs access to a valid console.
|
||||
If you notice there's no SDL_TEXTINPUT message being emitted, double check that
|
||||
your app has read access to one of the following:
|
||||
|
||||
* /proc/self/fd/0
|
||||
* /dev/tty
|
||||
* /dev/tty[0...6]
|
||||
* /dev/vc/0
|
||||
* /dev/console
|
||||
|
||||
This is usually not a problem if you run from the physical terminal (as opposed
|
||||
to running from a pseudo terminal, such as via SSH). If running from a PTS, a
|
||||
quick workaround is to run your app as root or add yourself to the tty group,
|
||||
then re-login to the system.
|
||||
|
||||
sudo usermod -aG tty `whoami`
|
||||
|
||||
The keyboard layout used by SDL is the same as the one the kernel uses.
|
||||
To configure the layout on Raspbian:
|
||||
|
||||
sudo dpkg-reconfigure keyboard-configuration
|
||||
|
||||
To configure the locale, which controls which keys are interpreted as letters,
|
||||
this determining the CAPS LOCK behavior:
|
||||
|
||||
sudo dpkg-reconfigure locales
|
||||
|
||||
|
||||
OpenGL problems
|
||||
---------------
|
||||
|
||||
If you have desktop OpenGL headers installed at build time in your RPi or cross
|
||||
compilation environment, support for it will be built in. However, the chipset
|
||||
does not actually have support for it, which causes issues in certain SDL apps
|
||||
since the presence of OpenGL support supersedes the ES/ES2 variants.
|
||||
The workaround is to disable OpenGL at configuration time:
|
||||
|
||||
./configure --disable-video-opengl
|
||||
|
||||
Or if the application uses the Render functions, you can use the SDL_RENDER_DRIVER
|
||||
environment variable:
|
||||
|
||||
export SDL_RENDER_DRIVER=opengles2
|
||||
|
||||
Notes
|
||||
-----
|
||||
|
||||
* When launching apps remotely (via SSH), SDL can prevent local keystrokes from
|
||||
leaking into the console only if it has root privileges. Launching apps locally
|
||||
does not suffer from this issue.
|
||||
|
||||
|
||||
@@ -1,41 +1,41 @@
|
||||
RISC OS
|
||||
=======
|
||||
|
||||
Requirements:
|
||||
|
||||
* RISC OS 3.5 or later.
|
||||
* [SharedUnixLibrary](http://www.riscos.info/packages/LibraryDetails.html#SharedUnixLibraryarm).
|
||||
* [DigitalRenderer](http://www.riscos.info/packages/LibraryDetails.html#DRendererarm), for audio support.
|
||||
* [Iconv](http://www.netsurf-browser.org/projects/iconv/), for `SDL_iconv` and related functions.
|
||||
|
||||
|
||||
Compiling:
|
||||
----------
|
||||
|
||||
Currently, SDL2 for RISC OS only supports compiling with GCCSDK under Linux. Both the autoconf and CMake build systems are supported.
|
||||
|
||||
The following commands can be used to build SDL2 for RISC OS using autoconf:
|
||||
|
||||
./configure --host=arm-unknown-riscos --prefix=$GCCSDK_INSTALL_ENV --disable-gcc-atomics
|
||||
make
|
||||
make install
|
||||
|
||||
The following commands can be used to build SDL2 for RISC OS using CMake:
|
||||
|
||||
cmake -Bbuild-riscos -DCMAKE_TOOLCHAIN_FILE=$GCCSDK_INSTALL_ENV/toolchain-riscos.cmake -DRISCOS=ON -DCMAKE_INSTALL_PREFIX=$GCCSDK_INSTALL_ENV -DCMAKE_BUILD_TYPE=Release -DSDL_GCC_ATOMICS=OFF
|
||||
cmake --build build-riscos
|
||||
cmake --build build-riscos --target install
|
||||
|
||||
|
||||
Current level of implementation
|
||||
-------------------------------
|
||||
|
||||
The video driver currently provides full screen video support with keyboard and mouse input. Windowed mode is not yet supported, but is planned in the future. Only software rendering is supported.
|
||||
|
||||
The filesystem APIs return either Unix-style paths or RISC OS-style paths based on the value of the `__riscosify_control` symbol, as is standard for UnixLib functions.
|
||||
|
||||
The audio, loadso, thread and timer APIs are currently provided by UnixLib.
|
||||
|
||||
GCC atomics are currently broken on some platforms, meaning it's currently necessary to compile with `--disable-gcc-atomics` using autotools or `-DSDL_GCC_ATOMICS=OFF` using CMake.
|
||||
|
||||
The joystick, locale and power APIs are not yet implemented.
|
||||
RISC OS
|
||||
=======
|
||||
|
||||
Requirements:
|
||||
|
||||
* RISC OS 3.5 or later.
|
||||
* [SharedUnixLibrary](http://www.riscos.info/packages/LibraryDetails.html#SharedUnixLibraryarm).
|
||||
* [DigitalRenderer](http://www.riscos.info/packages/LibraryDetails.html#DRendererarm), for audio support.
|
||||
* [Iconv](http://www.netsurf-browser.org/projects/iconv/), for `SDL_iconv` and related functions.
|
||||
|
||||
|
||||
Compiling:
|
||||
----------
|
||||
|
||||
Currently, SDL2 for RISC OS only supports compiling with GCCSDK under Linux. Both the autoconf and CMake build systems are supported.
|
||||
|
||||
The following commands can be used to build SDL2 for RISC OS using autoconf:
|
||||
|
||||
./configure --host=arm-unknown-riscos --prefix=$GCCSDK_INSTALL_ENV --disable-gcc-atomics
|
||||
make
|
||||
make install
|
||||
|
||||
The following commands can be used to build SDL2 for RISC OS using CMake:
|
||||
|
||||
cmake -Bbuild-riscos -DCMAKE_TOOLCHAIN_FILE=$GCCSDK_INSTALL_ENV/toolchain-riscos.cmake -DRISCOS=ON -DCMAKE_INSTALL_PREFIX=$GCCSDK_INSTALL_ENV -DCMAKE_BUILD_TYPE=Release -DSDL_GCC_ATOMICS=OFF
|
||||
cmake --build build-riscos
|
||||
cmake --build build-riscos --target install
|
||||
|
||||
|
||||
Current level of implementation
|
||||
-------------------------------
|
||||
|
||||
The video driver currently provides full screen video support with keyboard and mouse input. Windowed mode is not yet supported, but is planned in the future. Only software rendering is supported.
|
||||
|
||||
The filesystem APIs return either Unix-style paths or RISC OS-style paths based on the value of the `__riscosify_control` symbol, as is standard for UnixLib functions.
|
||||
|
||||
The audio, loadso, thread and timer APIs are currently provided by UnixLib.
|
||||
|
||||
GCC atomics are currently broken on some platforms, meaning it's currently necessary to compile with `--disable-gcc-atomics` using autotools or `-DSDL_GCC_ATOMICS=OFF` using CMake.
|
||||
|
||||
The joystick, locale and power APIs are not yet implemented.
|
||||
@@ -1,86 +1,86 @@
|
||||
Touch
|
||||
===========================================================================
|
||||
System Specific Notes
|
||||
===========================================================================
|
||||
Linux:
|
||||
The linux touch system is currently based off event streams, and proc/bus/devices. The active user must be given permissions to read /dev/input/TOUCHDEVICE, where TOUCHDEVICE is the event stream for your device. Currently only Wacom tablets are supported. If you have an unsupported tablet contact me at jim.tla+sdl_touch@gmail.com and I will help you get support for it.
|
||||
|
||||
Mac:
|
||||
The Mac and iPhone APIs are pretty. If your touch device supports them then you'll be fine. If it doesn't, then there isn't much we can do.
|
||||
|
||||
iPhone:
|
||||
Works out of box.
|
||||
|
||||
Windows:
|
||||
Unfortunately there is no windows support as of yet. Support for Windows 7 is planned, but we currently have no way to test. If you have a Windows 7 WM_TOUCH supported device, and are willing to help test please contact me at jim.tla+sdl_touch@gmail.com
|
||||
|
||||
===========================================================================
|
||||
Events
|
||||
===========================================================================
|
||||
SDL_FINGERDOWN:
|
||||
Sent when a finger (or stylus) is placed on a touch device.
|
||||
Fields:
|
||||
* event.tfinger.touchId - the Id of the touch device.
|
||||
* event.tfinger.fingerId - the Id of the finger which just went down.
|
||||
* event.tfinger.x - the x coordinate of the touch (0..1)
|
||||
* event.tfinger.y - the y coordinate of the touch (0..1)
|
||||
* event.tfinger.pressure - the pressure of the touch (0..1)
|
||||
|
||||
SDL_FINGERMOTION:
|
||||
Sent when a finger (or stylus) is moved on the touch device.
|
||||
Fields:
|
||||
Same as SDL_FINGERDOWN but with additional:
|
||||
* event.tfinger.dx - change in x coordinate during this motion event.
|
||||
* event.tfinger.dy - change in y coordinate during this motion event.
|
||||
|
||||
SDL_FINGERUP:
|
||||
Sent when a finger (or stylus) is lifted from the touch device.
|
||||
Fields:
|
||||
Same as SDL_FINGERDOWN.
|
||||
|
||||
|
||||
===========================================================================
|
||||
Functions
|
||||
===========================================================================
|
||||
SDL provides the ability to access the underlying SDL_Finger structures.
|
||||
These structures should _never_ be modified.
|
||||
|
||||
The following functions are included from SDL_touch.h
|
||||
|
||||
To get a SDL_TouchID call SDL_GetTouchDevice(int index).
|
||||
This returns a SDL_TouchID.
|
||||
IMPORTANT: If the touch has been removed, or there is no touch with the given index, SDL_GetTouchDevice() will return 0. Be sure to check for this!
|
||||
|
||||
The number of touch devices can be queried with SDL_GetNumTouchDevices().
|
||||
|
||||
A SDL_TouchID may be used to get pointers to SDL_Finger.
|
||||
|
||||
SDL_GetNumTouchFingers(touchID) may be used to get the number of fingers currently down on the device.
|
||||
|
||||
The most common reason to access SDL_Finger is to query the fingers outside the event. In most cases accessing the fingers is using the event. This would be accomplished by code like the following:
|
||||
|
||||
float x = event.tfinger.x;
|
||||
float y = event.tfinger.y;
|
||||
|
||||
|
||||
|
||||
To get a SDL_Finger, call SDL_GetTouchFinger(SDL_TouchID touchID, int index), where touchID is a SDL_TouchID, and index is the requested finger.
|
||||
This returns a SDL_Finger *, or NULL if the finger does not exist, or has been removed.
|
||||
A SDL_Finger is guaranteed to be persistent for the duration of a touch, but it will be de-allocated as soon as the finger is removed. This occurs when the SDL_FINGERUP event is _added_ to the event queue, and thus _before_ the SDL_FINGERUP event is polled.
|
||||
As a result, be very careful to check for NULL return values.
|
||||
|
||||
A SDL_Finger has the following fields:
|
||||
* x, y:
|
||||
The current coordinates of the touch.
|
||||
* pressure:
|
||||
The pressure of the touch.
|
||||
|
||||
|
||||
===========================================================================
|
||||
Notes
|
||||
===========================================================================
|
||||
For a complete example see test/testgesture.c
|
||||
|
||||
Please direct questions/comments to:
|
||||
jim.tla+sdl_touch@gmail.com
|
||||
(original author, API was changed since)
|
||||
Touch
|
||||
===========================================================================
|
||||
System Specific Notes
|
||||
===========================================================================
|
||||
Linux:
|
||||
The linux touch system is currently based off event streams, and proc/bus/devices. The active user must be given permissions to read /dev/input/TOUCHDEVICE, where TOUCHDEVICE is the event stream for your device. Currently only Wacom tablets are supported. If you have an unsupported tablet contact me at jim.tla+sdl_touch@gmail.com and I will help you get support for it.
|
||||
|
||||
Mac:
|
||||
The Mac and iPhone APIs are pretty. If your touch device supports them then you'll be fine. If it doesn't, then there isn't much we can do.
|
||||
|
||||
iPhone:
|
||||
Works out of box.
|
||||
|
||||
Windows:
|
||||
Unfortunately there is no windows support as of yet. Support for Windows 7 is planned, but we currently have no way to test. If you have a Windows 7 WM_TOUCH supported device, and are willing to help test please contact me at jim.tla+sdl_touch@gmail.com
|
||||
|
||||
===========================================================================
|
||||
Events
|
||||
===========================================================================
|
||||
SDL_FINGERDOWN:
|
||||
Sent when a finger (or stylus) is placed on a touch device.
|
||||
Fields:
|
||||
* event.tfinger.touchId - the Id of the touch device.
|
||||
* event.tfinger.fingerId - the Id of the finger which just went down.
|
||||
* event.tfinger.x - the x coordinate of the touch (0..1)
|
||||
* event.tfinger.y - the y coordinate of the touch (0..1)
|
||||
* event.tfinger.pressure - the pressure of the touch (0..1)
|
||||
|
||||
SDL_FINGERMOTION:
|
||||
Sent when a finger (or stylus) is moved on the touch device.
|
||||
Fields:
|
||||
Same as SDL_FINGERDOWN but with additional:
|
||||
* event.tfinger.dx - change in x coordinate during this motion event.
|
||||
* event.tfinger.dy - change in y coordinate during this motion event.
|
||||
|
||||
SDL_FINGERUP:
|
||||
Sent when a finger (or stylus) is lifted from the touch device.
|
||||
Fields:
|
||||
Same as SDL_FINGERDOWN.
|
||||
|
||||
|
||||
===========================================================================
|
||||
Functions
|
||||
===========================================================================
|
||||
SDL provides the ability to access the underlying SDL_Finger structures.
|
||||
These structures should _never_ be modified.
|
||||
|
||||
The following functions are included from SDL_touch.h
|
||||
|
||||
To get a SDL_TouchID call SDL_GetTouchDevice(int index).
|
||||
This returns a SDL_TouchID.
|
||||
IMPORTANT: If the touch has been removed, or there is no touch with the given index, SDL_GetTouchDevice() will return 0. Be sure to check for this!
|
||||
|
||||
The number of touch devices can be queried with SDL_GetNumTouchDevices().
|
||||
|
||||
A SDL_TouchID may be used to get pointers to SDL_Finger.
|
||||
|
||||
SDL_GetNumTouchFingers(touchID) may be used to get the number of fingers currently down on the device.
|
||||
|
||||
The most common reason to access SDL_Finger is to query the fingers outside the event. In most cases accessing the fingers is using the event. This would be accomplished by code like the following:
|
||||
|
||||
float x = event.tfinger.x;
|
||||
float y = event.tfinger.y;
|
||||
|
||||
|
||||
|
||||
To get a SDL_Finger, call SDL_GetTouchFinger(SDL_TouchID touchID, int index), where touchID is a SDL_TouchID, and index is the requested finger.
|
||||
This returns a SDL_Finger *, or NULL if the finger does not exist, or has been removed.
|
||||
A SDL_Finger is guaranteed to be persistent for the duration of a touch, but it will be de-allocated as soon as the finger is removed. This occurs when the SDL_FINGERUP event is _added_ to the event queue, and thus _before_ the SDL_FINGERUP event is polled.
|
||||
As a result, be very careful to check for NULL return values.
|
||||
|
||||
A SDL_Finger has the following fields:
|
||||
* x, y:
|
||||
The current coordinates of the touch.
|
||||
* pressure:
|
||||
The pressure of the touch.
|
||||
|
||||
|
||||
===========================================================================
|
||||
Notes
|
||||
===========================================================================
|
||||
For a complete example see test/testgesture.c
|
||||
|
||||
Please direct questions/comments to:
|
||||
jim.tla+sdl_touch@gmail.com
|
||||
(original author, API was changed since)
|
||||
@@ -0,0 +1,60 @@
|
||||
# Versioning
|
||||
|
||||
## Since 2.23.0
|
||||
|
||||
SDL follows an "odd/even" versioning policy, similar to GLib, GTK, Flatpak
|
||||
and older versions of the Linux kernel:
|
||||
|
||||
* The major version (first part) increases when backwards compatibility
|
||||
is broken, which will happen infrequently.
|
||||
|
||||
* If the minor version (second part) is divisible by 2
|
||||
(for example 2.24.x, 2.26.x), this indicates a version of SDL that
|
||||
is believed to be stable and suitable for production use.
|
||||
|
||||
* In stable releases, the patchlevel or micro version (third part)
|
||||
indicates bugfix releases. Bugfix releases should not add or
|
||||
remove ABI, so the ".0" release (for example 2.24.0) should be
|
||||
forwards-compatible with all the bugfix releases from the
|
||||
same cycle (for example 2.24.1).
|
||||
|
||||
* The minor version increases when new API or ABI is added, or when
|
||||
other significant changes are made. Newer minor versions are
|
||||
backwards-compatible, but not fully forwards-compatible.
|
||||
For example, programs built against SDL 2.24.x should work fine
|
||||
with SDL 2.26.x, but programs built against SDL 2.26.x will not
|
||||
necessarily work with 2.24.x.
|
||||
|
||||
* If the minor version (second part) is not divisible by 2
|
||||
(for example 2.23.x, 2.25.x), this indicates a development prerelease
|
||||
of SDL that is not suitable for stable software distributions.
|
||||
Use with caution.
|
||||
|
||||
* The patchlevel or micro version (third part) increases with
|
||||
each prerelease.
|
||||
|
||||
* Each prerelease might add new API and/or ABI.
|
||||
|
||||
* Prereleases are backwards-compatible with older stable branches.
|
||||
For example, 2.25.x will be backwards-compatible with 2.24.x.
|
||||
|
||||
* Prereleases are not guaranteed to be backwards-compatible with
|
||||
each other. For example, new API or ABI added in 2.25.1
|
||||
might be removed or changed in 2.25.2.
|
||||
If this would be a problem for you, please do not use prereleases.
|
||||
|
||||
* Only upgrade to a prerelease if you can guarantee that you will
|
||||
promptly upgrade to the stable release that follows it.
|
||||
For example, do not upgrade to 2.23.x unless you will be able to
|
||||
upgrade to 2.24.0 when it becomes available.
|
||||
|
||||
* Software distributions that have a freeze policy (in particular Linux
|
||||
distributions with a release cycle, such as Debian and Fedora)
|
||||
should usually only package stable releases, and not prereleases.
|
||||
|
||||
## Before 2.23.0
|
||||
|
||||
Older versions of SDL followed a similar policy, but instead of the
|
||||
odd/even rule applying to the minor version, it applied to the patchlevel
|
||||
(micro version, third part). For example, 2.0.22 was a stable release
|
||||
and 2.0.21 was a prerelease.
|
||||
+114
-114
@@ -1,114 +1,114 @@
|
||||
Using SDL with Microsoft Visual C++
|
||||
===================================
|
||||
|
||||
### by Lion Kimbro with additions by James Turk
|
||||
|
||||
You can either use the precompiled libraries from the [SDL](https://www.libsdl.org/download.php) web site, or you can build SDL
|
||||
yourself.
|
||||
|
||||
### Building SDL
|
||||
|
||||
0. To build SDL, your machine must, at a minimum, have the DirectX9.0c SDK installed. It may or may not be retrievable from
|
||||
the [Microsoft](https://www.microsoft.com) website, so you might need to locate it [online](https://duckduckgo.com/?q=directx9.0c+sdk+download&t=h_&ia=web).
|
||||
_Editor's note: I've been able to successfully build SDL using Visual Studio 2019 **without** the DX9.0c SDK_
|
||||
|
||||
1. Open the Visual Studio solution file at `./VisualC/SDL.sln`.
|
||||
|
||||
2. Your IDE will likely prompt you to upgrade this solution file to whatever later version of the IDE you're using. In the `Retarget Projects` dialog,
|
||||
all of the affected project files should be checked allowing you to use the latest `Windows SDK Version` you have installed, along with
|
||||
the `Platform Toolset`.
|
||||
|
||||
If you choose *NOT* to upgrade to use the latest `Windows SDK Version` or `Platform Toolset`, then you'll need the `Visual Studio 2010 Platform Toolset`.
|
||||
|
||||
3. Build the `.dll` and `.lib` files by right clicking on each project in turn (Projects are listed in the _Workspace_
|
||||
panel in the _FileView_ tab), and selecting `Build`.
|
||||
|
||||
You may get a few warnings, but you should not get any errors.
|
||||
|
||||
Later, we will refer to the following `.lib` and `.dll` files that have just been generated:
|
||||
|
||||
- `./VisualC/Win32/Debug/SDL2.dll` or `./VisualC/Win32/Release/SDL2.dll`
|
||||
- `./VisualC/Win32/Debug/SDL2.lib` or `./VisualC/Win32/Release/SDL2.lib`
|
||||
- `./VisualC/Win32/Debug/SDL2main.lib` or `./VisualC/Win32/Release/SDL2main.lib`
|
||||
|
||||
_Note for the `x64` versions, just replace `Win32` in the path with `x64`_
|
||||
|
||||
### Creating a Project with SDL
|
||||
|
||||
- Create a project as a `Win32 Application`.
|
||||
|
||||
- Create a C++ file for your project.
|
||||
|
||||
- Set the C runtime to `Multi-threaded DLL` in the menu:
|
||||
`Project|Settings|C/C++ tab|Code Generation|Runtime Library `.
|
||||
|
||||
- Add the SDL `include` directory to your list of includes in the menu:
|
||||
`Project|Settings|C/C++ tab|Preprocessor|Additional include directories `
|
||||
|
||||
*VC7 Specific: Instead of doing this, I find it easier to add the
|
||||
include and library directories to the list that VC7 keeps. Do this by
|
||||
selecting Tools|Options|Projects|VC++ Directories and under the "Show
|
||||
Directories For:" dropbox select "Include Files", and click the "New
|
||||
Directory Icon" and add the [SDLROOT]\\include directory (e.g. If you
|
||||
installed to c:\\SDL\\ add c:\\SDL\\include). Proceed to change the
|
||||
dropbox selection to "Library Files" and add [SDLROOT]\\lib.*
|
||||
|
||||
The "include directory" I am referring to is the `./include` folder.
|
||||
|
||||
Now we're going to use the files that we had created earlier in the *Build SDL* step.
|
||||
|
||||
Copy the following file into your Project directory:
|
||||
|
||||
- `SDL2.dll`
|
||||
|
||||
Add the following files to your project (It is not necessary to copy them to your project directory):
|
||||
|
||||
- `SDL2.lib`
|
||||
- `SDL2main.lib`
|
||||
|
||||
To add them to your project, right click on your project, and select
|
||||
`Add files to project`.
|
||||
|
||||
**Instead of adding the files to your project, it is more desirable to add them to the linker options: Project|Properties|Linker|Command Line
|
||||
and type the names of the libraries to link with in the "Additional Options:" box. Note: This must be done for each build configuration
|
||||
(e.g. Release,Debug).**
|
||||
|
||||
### Hello SDL2
|
||||
|
||||
Here's a sample SDL snippet to verify everything is setup in your IDE:
|
||||
|
||||
```
|
||||
#include "SDL.h"
|
||||
|
||||
int main( int argc, char* argv[] )
|
||||
{
|
||||
const int WIDTH = 640;
|
||||
const int HEIGHT = 480;
|
||||
SDL_Window* window = NULL;
|
||||
SDL_Renderer* renderer = NULL;
|
||||
|
||||
SDL_Init(SDL_INIT_VIDEO);
|
||||
window = SDL_CreateWindow("SDL2 Test", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, WIDTH, HEIGHT, SDL_WINDOW_SHOWN);
|
||||
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
|
||||
|
||||
SDL_DestroyRenderer(renderer);
|
||||
SDL_DestroyWindow(window);
|
||||
SDL_Quit();
|
||||
return 0;
|
||||
}
|
||||
```
|
||||
|
||||
### That's it!
|
||||
|
||||
I hope that this document has helped you get through the most difficult part of using the SDL: installing it.
|
||||
Suggestions for improvements should be posted to the [Github Issues](https://github.com/libsdl-org/SDL/issues).
|
||||
|
||||
### Credits
|
||||
|
||||
Thanks to [Paulus Esterhazy](mailto:pesterhazy@gmx.net), for the work on VC++ port.
|
||||
|
||||
This document was originally called "VisualC.txt", and was written by [Sam Lantinga](mailto:slouken@libsdl.org).
|
||||
|
||||
Later, it was converted to HTML and expanded into the document that you see today by [Lion Kimbro](mailto:snowlion@sprynet.com).
|
||||
|
||||
Minor Fixes and Visual C++ 7 Information (In Green) was added by [James Turk](mailto:james@conceptofzero.net)
|
||||
Using SDL with Microsoft Visual C++
|
||||
===================================
|
||||
|
||||
### by Lion Kimbro with additions by James Turk
|
||||
|
||||
You can either use the precompiled libraries from the [SDL](https://www.libsdl.org/download.php) web site, or you can build SDL
|
||||
yourself.
|
||||
|
||||
### Building SDL
|
||||
|
||||
0. To build SDL, your machine must, at a minimum, have the DirectX9.0c SDK installed. It may or may not be retrievable from
|
||||
the [Microsoft](https://www.microsoft.com) website, so you might need to locate it [online](https://duckduckgo.com/?q=directx9.0c+sdk+download&t=h_&ia=web).
|
||||
_Editor's note: I've been able to successfully build SDL using Visual Studio 2019 **without** the DX9.0c SDK_
|
||||
|
||||
1. Open the Visual Studio solution file at `./VisualC/SDL.sln`.
|
||||
|
||||
2. Your IDE will likely prompt you to upgrade this solution file to whatever later version of the IDE you're using. In the `Retarget Projects` dialog,
|
||||
all of the affected project files should be checked allowing you to use the latest `Windows SDK Version` you have installed, along with
|
||||
the `Platform Toolset`.
|
||||
|
||||
If you choose *NOT* to upgrade to use the latest `Windows SDK Version` or `Platform Toolset`, then you'll need the `Visual Studio 2010 Platform Toolset`.
|
||||
|
||||
3. Build the `.dll` and `.lib` files by right clicking on each project in turn (Projects are listed in the _Workspace_
|
||||
panel in the _FileView_ tab), and selecting `Build`.
|
||||
|
||||
You may get a few warnings, but you should not get any errors.
|
||||
|
||||
Later, we will refer to the following `.lib` and `.dll` files that have just been generated:
|
||||
|
||||
- `./VisualC/Win32/Debug/SDL2.dll` or `./VisualC/Win32/Release/SDL2.dll`
|
||||
- `./VisualC/Win32/Debug/SDL2.lib` or `./VisualC/Win32/Release/SDL2.lib`
|
||||
- `./VisualC/Win32/Debug/SDL2main.lib` or `./VisualC/Win32/Release/SDL2main.lib`
|
||||
|
||||
_Note for the `x64` versions, just replace `Win32` in the path with `x64`_
|
||||
|
||||
### Creating a Project with SDL
|
||||
|
||||
- Create a project as a `Win32 Application`.
|
||||
|
||||
- Create a C++ file for your project.
|
||||
|
||||
- Set the C runtime to `Multi-threaded DLL` in the menu:
|
||||
`Project|Settings|C/C++ tab|Code Generation|Runtime Library `.
|
||||
|
||||
- Add the SDL `include` directory to your list of includes in the menu:
|
||||
`Project|Settings|C/C++ tab|Preprocessor|Additional include directories `
|
||||
|
||||
*VC7 Specific: Instead of doing this, I find it easier to add the
|
||||
include and library directories to the list that VC7 keeps. Do this by
|
||||
selecting Tools|Options|Projects|VC++ Directories and under the "Show
|
||||
Directories For:" dropbox select "Include Files", and click the "New
|
||||
Directory Icon" and add the [SDLROOT]\\include directory (e.g. If you
|
||||
installed to c:\\SDL\\ add c:\\SDL\\include). Proceed to change the
|
||||
dropbox selection to "Library Files" and add [SDLROOT]\\lib.*
|
||||
|
||||
The "include directory" I am referring to is the `./include` folder.
|
||||
|
||||
Now we're going to use the files that we had created earlier in the *Build SDL* step.
|
||||
|
||||
Copy the following file into your Project directory:
|
||||
|
||||
- `SDL2.dll`
|
||||
|
||||
Add the following files to your project (It is not necessary to copy them to your project directory):
|
||||
|
||||
- `SDL2.lib`
|
||||
- `SDL2main.lib`
|
||||
|
||||
To add them to your project, right click on your project, and select
|
||||
`Add files to project`.
|
||||
|
||||
**Instead of adding the files to your project, it is more desirable to add them to the linker options: Project|Properties|Linker|Command Line
|
||||
and type the names of the libraries to link with in the "Additional Options:" box. Note: This must be done for each build configuration
|
||||
(e.g. Release,Debug).**
|
||||
|
||||
### Hello SDL2
|
||||
|
||||
Here's a sample SDL snippet to verify everything is setup in your IDE:
|
||||
|
||||
```
|
||||
#include "SDL.h"
|
||||
|
||||
int main( int argc, char* argv[] )
|
||||
{
|
||||
const int WIDTH = 640;
|
||||
const int HEIGHT = 480;
|
||||
SDL_Window* window = NULL;
|
||||
SDL_Renderer* renderer = NULL;
|
||||
|
||||
SDL_Init(SDL_INIT_VIDEO);
|
||||
window = SDL_CreateWindow("SDL2 Test", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, WIDTH, HEIGHT, SDL_WINDOW_SHOWN);
|
||||
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
|
||||
|
||||
SDL_DestroyRenderer(renderer);
|
||||
SDL_DestroyWindow(window);
|
||||
SDL_Quit();
|
||||
return 0;
|
||||
}
|
||||
```
|
||||
|
||||
### That's it!
|
||||
|
||||
I hope that this document has helped you get through the most difficult part of using the SDL: installing it.
|
||||
Suggestions for improvements should be posted to the [Github Issues](https://github.com/libsdl-org/SDL/issues).
|
||||
|
||||
### Credits
|
||||
|
||||
Thanks to [Paulus Esterhazy](mailto:pesterhazy@gmx.net), for the work on VC++ port.
|
||||
|
||||
This document was originally called "VisualC.txt", and was written by [Sam Lantinga](mailto:slouken@libsdl.org).
|
||||
|
||||
Later, it was converted to HTML and expanded into the document that you see today by [Lion Kimbro](mailto:snowlion@sprynet.com).
|
||||
|
||||
Minor Fixes and Visual C++ 7 Information (In Green) was added by [James Turk](mailto:james@conceptofzero.net)
|
||||
@@ -1,33 +1,33 @@
|
||||
PS Vita
|
||||
=======
|
||||
SDL port for the Sony Playstation Vita and Sony Playstation TV
|
||||
|
||||
Credit to
|
||||
* xerpi, cpasjuste and rsn8887 for initial (vita2d) port
|
||||
* vitasdk/dolcesdk devs
|
||||
* CBPS discord (Namely Graphene and SonicMastr)
|
||||
|
||||
Building
|
||||
--------
|
||||
To build for the PSVita, make sure you have vitasdk and cmake installed and run:
|
||||
```
|
||||
cmake -S. -Bbuild -DCMAKE_TOOLCHAIN_FILE=${VITASDK}/share/vita.toolchain.cmake -DCMAKE_BUILD_TYPE=Release
|
||||
cmake --build build
|
||||
cmake --install build
|
||||
```
|
||||
|
||||
|
||||
Notes
|
||||
-----
|
||||
* gles1/gles2 support and renderers are disabled by default and can be enabled by configuring with `-DVIDEO_VITA_PVR=ON`
|
||||
These renderers support 720p and 1080i resolutions. These can be specified with:
|
||||
`SDL_setenv("VITA_RESOLUTION", "720", 1);` and `SDL_setenv("VITA_RESOLUTION", "1080", 1);`
|
||||
* Desktop GL 1.X and 2.X support and renderers are also disabled by default and also can be enabled with `-DVIDEO_VITA_PVR=ON` as long as gl4es4vita is present in your SDK.
|
||||
They support the same resolutions as the gles1/gles2 backends and require specifying `SDL_setenv("VITA_PVR_OGL", "1", 1);`
|
||||
anytime before video subsystem initialization.
|
||||
* gles2 support via PIB is disabled by default and can be enabled by configuring with `-DVIDEO_VITA_PIB=ON`
|
||||
* By default SDL emits mouse events for touch events on every touchscreen.
|
||||
Vita has two touchscreens, so it's recommended to use `SDL_SetHint(SDL_HINT_TOUCH_MOUSE_EVENTS, "0");` and handle touch events instead.
|
||||
Individual touchscreens can be disabled with:
|
||||
`SDL_setenv("VITA_DISABLE_TOUCH_FRONT", "1", 1);` and `SDL_setenv("VITA_DISABLE_TOUCH_BACK", "1", 1);`
|
||||
* Support for L2/R2/R3/R3 buttons, haptic feedback and gamepad led only available on PSTV, or when using external ds4 gamepad on vita.
|
||||
PS Vita
|
||||
=======
|
||||
SDL port for the Sony Playstation Vita and Sony Playstation TV
|
||||
|
||||
Credit to
|
||||
* xerpi, cpasjuste and rsn8887 for initial (vita2d) port
|
||||
* vitasdk/dolcesdk devs
|
||||
* CBPS discord (Namely Graphene and SonicMastr)
|
||||
|
||||
Building
|
||||
--------
|
||||
To build for the PSVita, make sure you have vitasdk and cmake installed and run:
|
||||
```
|
||||
cmake -S. -Bbuild -DCMAKE_TOOLCHAIN_FILE=${VITASDK}/share/vita.toolchain.cmake -DCMAKE_BUILD_TYPE=Release
|
||||
cmake --build build
|
||||
cmake --install build
|
||||
```
|
||||
|
||||
|
||||
Notes
|
||||
-----
|
||||
* gles1/gles2 support and renderers are disabled by default and can be enabled by configuring with `-DVIDEO_VITA_PVR=ON`
|
||||
These renderers support 720p and 1080i resolutions. These can be specified with:
|
||||
`SDL_setenv("VITA_RESOLUTION", "720", 1);` and `SDL_setenv("VITA_RESOLUTION", "1080", 1);`
|
||||
* Desktop GL 1.X and 2.X support and renderers are also disabled by default and also can be enabled with `-DVIDEO_VITA_PVR=ON` as long as gl4es4vita is present in your SDK.
|
||||
They support the same resolutions as the gles1/gles2 backends and require specifying `SDL_setenv("VITA_PVR_OGL", "1", 1);`
|
||||
anytime before video subsystem initialization.
|
||||
* gles2 support via PIB is disabled by default and can be enabled by configuring with `-DVIDEO_VITA_PIB=ON`
|
||||
* By default SDL emits mouse events for touch events on every touchscreen.
|
||||
Vita has two touchscreens, so it's recommended to use `SDL_SetHint(SDL_HINT_TOUCH_MOUSE_EVENTS, "0");` and handle touch events instead.
|
||||
Individual touchscreens can be disabled with:
|
||||
`SDL_setenv("VITA_DISABLE_TOUCH_FRONT", "1", 1);` and `SDL_setenv("VITA_DISABLE_TOUCH_BACK", "1", 1);`
|
||||
* Support for L2/R2/R3/R3 buttons, haptic feedback and gamepad led only available on PSTV, or when using external ds4 gamepad on vita.
|
||||
@@ -1,10 +1,10 @@
|
||||
WinCE
|
||||
=====
|
||||
|
||||
Windows CE is no longer supported by SDL.
|
||||
|
||||
We have left the CE support in SDL 1.2 for those that must have it, and we
|
||||
have support for Windows Phone 8 and WinRT in SDL2, as of SDL 2.0.3.
|
||||
|
||||
--ryan.
|
||||
|
||||
WinCE
|
||||
=====
|
||||
|
||||
Windows CE is no longer supported by SDL.
|
||||
|
||||
We have left the CE support in SDL 1.2 for those that must have it, and we
|
||||
have support for Windows Phone 8 and WinRT in SDL2, as of SDL 2.0.3.
|
||||
|
||||
--ryan.
|
||||
|
||||
@@ -1,58 +1,58 @@
|
||||
# Windows
|
||||
|
||||
## LLVM and Intel C++ compiler support
|
||||
|
||||
SDL will build with the Visual Studio project files with LLVM-based compilers, such as the Intel oneAPI C++
|
||||
compiler, but you'll have to manually add the "-msse3" command line option
|
||||
to at least the SDL_audiocvt.c source file, and possibly others. This may
|
||||
not be necessary if you build SDL with CMake instead of the included Visual
|
||||
Studio solution.
|
||||
|
||||
Details are here: https://github.com/libsdl-org/SDL/issues/5186
|
||||
|
||||
|
||||
## OpenGL ES 2.x support
|
||||
|
||||
SDL has support for OpenGL ES 2.x under Windows via two alternative
|
||||
implementations.
|
||||
|
||||
The most straightforward method consists in running your app in a system with
|
||||
a graphic card paired with a relatively recent (as of November of 2013) driver
|
||||
which supports the WGL_EXT_create_context_es2_profile extension. Vendors known
|
||||
to ship said extension on Windows currently include nVidia and Intel.
|
||||
|
||||
The other method involves using the
|
||||
[ANGLE library](https://code.google.com/p/angleproject/). If an OpenGL ES 2.x
|
||||
context is requested and no WGL_EXT_create_context_es2_profile extension is
|
||||
found, SDL will try to load the libEGL.dll library provided by ANGLE.
|
||||
|
||||
To obtain the ANGLE binaries, you can either compile from source from
|
||||
https://chromium.googlesource.com/angle/angle or copy the relevant binaries
|
||||
from a recent Chrome/Chromium install for Windows. The files you need are:
|
||||
|
||||
- libEGL.dll
|
||||
- libGLESv2.dll
|
||||
- d3dcompiler_46.dll (supports Windows Vista or later, better shader
|
||||
compiler) *or* d3dcompiler_43.dll (supports Windows XP or later)
|
||||
|
||||
If you compile ANGLE from source, you can configure it so it does not need the
|
||||
d3dcompiler_* DLL at all (for details on this, see their documentation).
|
||||
However, by default SDL will try to preload the d3dcompiler_46.dll to
|
||||
comply with ANGLE's requirements. If you wish SDL to preload
|
||||
d3dcompiler_43.dll (to support Windows XP) or to skip this step at all, you
|
||||
can use the SDL_HINT_VIDEO_WIN_D3DCOMPILER hint (see SDL_hints.h for more
|
||||
details).
|
||||
|
||||
Known Bugs:
|
||||
|
||||
- SDL_GL_SetSwapInterval is currently a no op when using ANGLE. It appears
|
||||
that there's a bug in the library which prevents the window contents from
|
||||
refreshing if this is set to anything other than the default value.
|
||||
|
||||
## Vulkan Surface Support
|
||||
|
||||
Support for creating Vulkan surfaces is configured on by default. To disable
|
||||
it change the value of `SDL_VIDEO_VULKAN` to 0 in `SDL_config_windows.h`. You
|
||||
must install the [Vulkan SDK](https://www.lunarg.com/vulkan-sdk/) in order to
|
||||
use Vulkan graphics in your application.
|
||||
|
||||
# Windows
|
||||
|
||||
## LLVM and Intel C++ compiler support
|
||||
|
||||
SDL will build with the Visual Studio project files with LLVM-based compilers, such as the Intel oneAPI C++
|
||||
compiler, but you'll have to manually add the "-msse3" command line option
|
||||
to at least the SDL_audiocvt.c source file, and possibly others. This may
|
||||
not be necessary if you build SDL with CMake instead of the included Visual
|
||||
Studio solution.
|
||||
|
||||
Details are here: https://github.com/libsdl-org/SDL/issues/5186
|
||||
|
||||
|
||||
## OpenGL ES 2.x support
|
||||
|
||||
SDL has support for OpenGL ES 2.x under Windows via two alternative
|
||||
implementations.
|
||||
|
||||
The most straightforward method consists in running your app in a system with
|
||||
a graphic card paired with a relatively recent (as of November of 2013) driver
|
||||
which supports the WGL_EXT_create_context_es2_profile extension. Vendors known
|
||||
to ship said extension on Windows currently include nVidia and Intel.
|
||||
|
||||
The other method involves using the
|
||||
[ANGLE library](https://code.google.com/p/angleproject/). If an OpenGL ES 2.x
|
||||
context is requested and no WGL_EXT_create_context_es2_profile extension is
|
||||
found, SDL will try to load the libEGL.dll library provided by ANGLE.
|
||||
|
||||
To obtain the ANGLE binaries, you can either compile from source from
|
||||
https://chromium.googlesource.com/angle/angle or copy the relevant binaries
|
||||
from a recent Chrome/Chromium install for Windows. The files you need are:
|
||||
|
||||
- libEGL.dll
|
||||
- libGLESv2.dll
|
||||
- d3dcompiler_46.dll (supports Windows Vista or later, better shader
|
||||
compiler) *or* d3dcompiler_43.dll (supports Windows XP or later)
|
||||
|
||||
If you compile ANGLE from source, you can configure it so it does not need the
|
||||
d3dcompiler_* DLL at all (for details on this, see their documentation).
|
||||
However, by default SDL will try to preload the d3dcompiler_46.dll to
|
||||
comply with ANGLE's requirements. If you wish SDL to preload
|
||||
d3dcompiler_43.dll (to support Windows XP) or to skip this step at all, you
|
||||
can use the SDL_HINT_VIDEO_WIN_D3DCOMPILER hint (see SDL_hints.h for more
|
||||
details).
|
||||
|
||||
Known Bugs:
|
||||
|
||||
- SDL_GL_SetSwapInterval is currently a no op when using ANGLE. It appears
|
||||
that there's a bug in the library which prevents the window contents from
|
||||
refreshing if this is set to anything other than the default value.
|
||||
|
||||
## Vulkan Surface Support
|
||||
|
||||
Support for creating Vulkan surfaces is configured on by default. To disable
|
||||
it change the value of `SDL_VIDEO_VULKAN` to 0 in `SDL_config_windows.h`. You
|
||||
must install the [Vulkan SDK](https://www.lunarg.com/vulkan-sdk/) in order to
|
||||
use Vulkan graphics in your application.
|
||||
|
||||
+519
-550
File diff suppressed because it is too large.
Load diff
+63
-65
@@ -1,65 +1,63 @@
|
||||
Simple DirectMedia Layer {#mainpage}
|
||||
========================
|
||||
|
||||
(SDL)
|
||||
|
||||
Version 2.0
|
||||
|
||||
---
|
||||
http://www.libsdl.org/
|
||||
|
||||
Simple DirectMedia Layer is a cross-platform development library designed
|
||||
to provide low level access to audio, keyboard, mouse, joystick, and graphics
|
||||
hardware via OpenGL and Direct3D. It is used by video playback software,
|
||||
emulators, and popular games including Valve's award winning catalog
|
||||
and many Humble Bundle games.
|
||||
|
||||
SDL officially supports Windows, macOS, Linux, iOS, and Android.
|
||||
Support for other platforms may be found in the source code.
|
||||
|
||||
SDL is written in C, works natively with C++, and there are bindings
|
||||
available for several other languages, including C# and Python.
|
||||
|
||||
This library is distributed under the zlib license, which can be found
|
||||
in the file "LICENSE.txt".
|
||||
|
||||
The best way to learn how to use SDL is to check out the header files in
|
||||
the "include" subdirectory and the programs in the "test" subdirectory.
|
||||
The header files and test programs are well commented and always up to date.
|
||||
|
||||
More documentation and FAQs are available online at [the wiki](http://wiki.libsdl.org/)
|
||||
|
||||
- [Android](README-android.md)
|
||||
- [CMake](README-cmake.md)
|
||||
- [DirectFB](README-directfb.md)
|
||||
- [DynAPI](README-dynapi.md)
|
||||
- [Emscripten](README-emscripten.md)
|
||||
- [Gesture](README-gesture.md)
|
||||
- [Git](README-git.md)
|
||||
- [iOS](README-ios.md)
|
||||
- [Linux](README-linux.md)
|
||||
- [macOS](README-macos.md)
|
||||
- [OS/2](README-os2.md)
|
||||
- [Native Client](README-nacl.md)
|
||||
- [Pandora](README-pandora.md)
|
||||
- [Supported Platforms](README-platforms.md)
|
||||
- [Porting information](README-porting.md)
|
||||
- [PSP](README-psp.md)
|
||||
- [Raspberry Pi](README-raspberrypi.md)
|
||||
- [Touch](README-touch.md)
|
||||
- [WinCE](README-wince.md)
|
||||
- [Windows](README-windows.md)
|
||||
- [WinRT](README-winrt.md)
|
||||
- [PSVita](README-vita.md)
|
||||
|
||||
If you need help with the library, or just want to discuss SDL related
|
||||
issues, you can join the [SDL Discourse](https://discourse.libsdl.org/),
|
||||
which can be used as a web forum or a mailing list, at your preference.
|
||||
|
||||
If you want to report bugs or contribute patches, please submit them to
|
||||
[our bug tracker](https://github.com/libsdl-org/SDL/issues)
|
||||
|
||||
Enjoy!
|
||||
|
||||
|
||||
Sam Lantinga <mailto:slouken@libsdl.org>
|
||||
# Simple DirectMedia Layer
|
||||
|
||||
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.
|
||||
|
||||
SDL officially supports Windows, macOS, Linux, iOS, and Android.
|
||||
Support for other platforms may be found in the source code.
|
||||
|
||||
SDL is written in C, works natively with C++, and there are bindings
|
||||
available for several other languages, including C# and Python.
|
||||
|
||||
This library is distributed under the zlib license, which can be found
|
||||
in the file "LICENSE.txt".
|
||||
|
||||
The best way to learn how to use SDL is to check out the header files in
|
||||
the "include" subdirectory and the programs in the "test" subdirectory.
|
||||
The header files and test programs are well commented and always up to date.
|
||||
|
||||
More documentation and FAQs are available online at [the wiki](http://wiki.libsdl.org/)
|
||||
|
||||
- [Android](README-android.md)
|
||||
- [CMake](README-cmake.md)
|
||||
- [DirectFB](README-directfb.md)
|
||||
- [DynAPI](README-dynapi.md)
|
||||
- [Emscripten](README-emscripten.md)
|
||||
- [GDK](README-gdk.md)
|
||||
- [Gesture](README-gesture.md)
|
||||
- [Git](README-git.md)
|
||||
- [iOS](README-ios.md)
|
||||
- [Linux](README-linux.md)
|
||||
- [macOS](README-macos.md)
|
||||
- [OS/2](README-os2.md)
|
||||
- [Native Client](README-nacl.md)
|
||||
- [Pandora](README-pandora.md)
|
||||
- [Supported Platforms](README-platforms.md)
|
||||
- [Porting information](README-porting.md)
|
||||
- [PSP](README-psp.md)
|
||||
- [PS2](README-ps2.md)
|
||||
- [Raspberry Pi](README-raspberrypi.md)
|
||||
- [Touch](README-touch.md)
|
||||
- [Versions](README-versions.md)
|
||||
- [WinCE](README-wince.md)
|
||||
- [Windows](README-windows.md)
|
||||
- [WinRT](README-winrt.md)
|
||||
- [PSVita](README-vita.md)
|
||||
- [Nokia N-Gage](README-ngage.md)
|
||||
|
||||
If you need help with the library, or just want to discuss SDL related
|
||||
issues, you can join the [SDL Discourse](https://discourse.libsdl.org/),
|
||||
which can be used as a web forum or a mailing list, at your preference.
|
||||
|
||||
If you want to report bugs or contribute patches, please submit them to
|
||||
[our bug tracker](https://github.com/libsdl-org/SDL/issues)
|
||||
|
||||
Enjoy!
|
||||
|
||||
|
||||
Sam Lantinga <mailto:slouken@libsdl.org>
|
||||
+1561
-1560
File diff suppressed because it is too large.
Load diff
@@ -0,0 +1,49 @@
|
||||
# Release checklist
|
||||
|
||||
When changing the version, run `build-scripts/update-version.sh X Y Z`,
|
||||
where `X Y Z` are the major version, minor version, and patch level. So
|
||||
`2 28 1` means "change the version to 2.28.1". This script does much of the
|
||||
mechanical work.
|
||||
|
||||
|
||||
## New feature release
|
||||
|
||||
* Update `WhatsNew.txt`
|
||||
|
||||
* Bump version number to 2.EVEN.0:
|
||||
|
||||
* `./build-scripts/update-version.sh 2 EVEN 0`
|
||||
|
||||
* Do the release
|
||||
|
||||
* Update the website file include/header.inc.php to reflect the new version
|
||||
|
||||
## New bugfix release
|
||||
|
||||
* Check that no new API/ABI was added
|
||||
|
||||
* If it was, do a new feature release (see above) instead
|
||||
|
||||
* Bump version number from 2.Y.Z to 2.Y.(Z+1) (Y is even)
|
||||
|
||||
* `./build-scripts/update-version.sh 2 Y Z+1`
|
||||
|
||||
* Do the release
|
||||
|
||||
* Update the website file include/header.inc.php to reflect the new version
|
||||
|
||||
## After a feature release
|
||||
|
||||
* Create a branch like `release-2.24.x`
|
||||
|
||||
* Bump version number to 2.ODD.0 for next development branch
|
||||
|
||||
* `./build-scripts/update-version.sh 2 ODD 0`
|
||||
|
||||
## New development prerelease
|
||||
|
||||
* Bump version number from 2.Y.Z to 2.Y.(Z+1) (Y is odd)
|
||||
|
||||
* `./build-scripts/update-version.sh 2 Y Z+1`
|
||||
|
||||
* Do the release
|
||||
Executable → Regular
BIN
Binary file not shown.
Executable → Regular
+65
-60
@@ -1,60 +1,65 @@
|
||||
#!/bin/sh
|
||||
|
||||
prefix=/opt/local/i686-w64-mingw32
|
||||
exec_prefix=${prefix}
|
||||
exec_prefix_set=no
|
||||
libdir=${exec_prefix}/lib
|
||||
|
||||
#usage="\
|
||||
#Usage: $0 [--prefix[=DIR]] [--exec-prefix[=DIR]] [--version] [--cflags] [--libs]"
|
||||
usage="\
|
||||
Usage: $0 [--prefix[=DIR]] [--exec-prefix[=DIR]] [--version] [--cflags] [--libs] [--static-libs]"
|
||||
|
||||
if test $# -eq 0; then
|
||||
echo "${usage}" 1>&2
|
||||
exit 1
|
||||
fi
|
||||
|
||||
while test $# -gt 0; do
|
||||
case "$1" in
|
||||
-*=*) optarg=`echo "$1" | sed 's/[-_a-zA-Z0-9]*=//'` ;;
|
||||
*) optarg= ;;
|
||||
esac
|
||||
|
||||
case $1 in
|
||||
--prefix=*)
|
||||
prefix=$optarg
|
||||
if test $exec_prefix_set = no ; then
|
||||
exec_prefix=$optarg
|
||||
fi
|
||||
;;
|
||||
--prefix)
|
||||
echo $prefix
|
||||
;;
|
||||
--exec-prefix=*)
|
||||
exec_prefix=$optarg
|
||||
exec_prefix_set=yes
|
||||
;;
|
||||
--exec-prefix)
|
||||
echo $exec_prefix
|
||||
;;
|
||||
--version)
|
||||
echo 2.0.22
|
||||
;;
|
||||
--cflags)
|
||||
echo -I${prefix}/include/SDL2 -Dmain=SDL_main
|
||||
;;
|
||||
--libs)
|
||||
echo -L${exec_prefix}/lib -lmingw32 -lSDL2main -lSDL2 -mwindows
|
||||
;;
|
||||
--static-libs)
|
||||
# --libs|--static-libs)
|
||||
echo -L${exec_prefix}/lib -lmingw32 -lSDL2main -lSDL2 -mwindows -Wl,--dynamicbase -Wl,--nxcompat -lm -ldinput8 -ldxguid -ldxerr8 -luser32 -lgdi32 -lwinmm -limm32 -lole32 -loleaut32 -lshell32 -lsetupapi -lversion -luuid
|
||||
;;
|
||||
*)
|
||||
echo "${usage}" 1>&2
|
||||
exit 1
|
||||
;;
|
||||
esac
|
||||
shift
|
||||
done
|
||||
#!/bin/sh
|
||||
|
||||
# Get the canonical path of the folder containing this script
|
||||
bindir=$(cd -P -- "$(dirname -- "$0")" && printf '%s\n' "$(pwd -P)")
|
||||
|
||||
# Calculate the canonical path of the prefix, relative to the folder of this script
|
||||
prefix=$(cd -P -- "$bindir/.." && printf '%s\n' "$(pwd -P)")
|
||||
exec_prefix=${prefix}
|
||||
exec_prefix_set=no
|
||||
libdir=${exec_prefix}/lib
|
||||
|
||||
#usage="\
|
||||
#Usage: $0 [--prefix[=DIR]] [--exec-prefix[=DIR]] [--version] [--cflags] [--libs]"
|
||||
usage="\
|
||||
Usage: $0 [--prefix[=DIR]] [--exec-prefix[=DIR]] [--version] [--cflags] [--libs] [--static-libs]"
|
||||
|
||||
if test $# -eq 0; then
|
||||
echo "${usage}" 1>&2
|
||||
exit 1
|
||||
fi
|
||||
|
||||
while test $# -gt 0; do
|
||||
case "$1" in
|
||||
-*=*) optarg=`echo "$1" | sed 's/[-_a-zA-Z0-9]*=//'` ;;
|
||||
*) optarg= ;;
|
||||
esac
|
||||
|
||||
case $1 in
|
||||
--prefix=*)
|
||||
prefix=$optarg
|
||||
if test $exec_prefix_set = no ; then
|
||||
exec_prefix=$optarg
|
||||
fi
|
||||
;;
|
||||
--prefix)
|
||||
echo $prefix
|
||||
;;
|
||||
--exec-prefix=*)
|
||||
exec_prefix=$optarg
|
||||
exec_prefix_set=yes
|
||||
;;
|
||||
--exec-prefix)
|
||||
echo $exec_prefix
|
||||
;;
|
||||
--version)
|
||||
echo 2.28.5
|
||||
;;
|
||||
--cflags)
|
||||
echo -I${prefix}/include/SDL2 -Dmain=SDL_main
|
||||
;;
|
||||
--libs)
|
||||
echo -L${exec_prefix}/lib -lmingw32 -lSDL2main -lSDL2 -mwindows
|
||||
;;
|
||||
--static-libs)
|
||||
# --libs|--static-libs)
|
||||
sdl_static_libs=$(echo "-lmingw32 -lSDL2main -lSDL2 -mwindows -Wl,--dynamicbase -Wl,--nxcompat -lm -ldinput8 -ldxguid -ldxerr8 -luser32 -lgdi32 -lwinmm -limm32 -lole32 -loleaut32 -lshell32 -lsetupapi -lversion -luuid" | sed -E "s#-lSDL2[ $]#$libdir/libSDL2.a #g")
|
||||
echo -L${exec_prefix}/lib $sdl_static_libs
|
||||
;;
|
||||
*)
|
||||
echo "${usage}" 1>&2
|
||||
exit 1
|
||||
;;
|
||||
esac
|
||||
shift
|
||||
done
|
||||
@@ -1,6 +1,6 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
@@ -41,6 +41,7 @@
|
||||
#include "SDL_events.h"
|
||||
#include "SDL_filesystem.h"
|
||||
#include "SDL_gamecontroller.h"
|
||||
#include "SDL_guid.h"
|
||||
#include "SDL_haptic.h"
|
||||
#include "SDL_hidapi.h"
|
||||
#include "SDL_hints.h"
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
@@ -22,7 +22,7 @@
|
||||
#ifndef SDL_assert_h_
|
||||
#define SDL_assert_h_
|
||||
|
||||
#include "SDL_config.h"
|
||||
#include "SDL_stdinc.h"
|
||||
|
||||
#include "begin_code.h"
|
||||
/* Set up for C function definitions, even when using C++ */
|
||||
@@ -51,8 +51,12 @@ assert can have unique static variables associated with it.
|
||||
/* Don't include intrin.h here because it contains C++ code */
|
||||
extern void __cdecl __debugbreak(void);
|
||||
#define SDL_TriggerBreakpoint() __debugbreak()
|
||||
#elif _SDL_HAS_BUILTIN(__builtin_debugtrap)
|
||||
#define SDL_TriggerBreakpoint() __builtin_debugtrap()
|
||||
#elif ( (!defined(__NACL__)) && ((defined(__GNUC__) || defined(__clang__)) && (defined(__i386__) || defined(__x86_64__))) )
|
||||
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "int $3\n\t" )
|
||||
#elif (defined(__GNUC__) || defined(__clang__)) && defined(__riscv)
|
||||
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "ebreak\n\t" )
|
||||
#elif ( defined(__APPLE__) && (defined(__arm64__) || defined(__aarch64__)) ) /* this might work on other ARM targets, but this is a known quantity... */
|
||||
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "brk #22\n\t" )
|
||||
#elif defined(__APPLE__) && defined(__arm__)
|
||||
@@ -69,7 +73,7 @@ assert can have unique static variables associated with it.
|
||||
|
||||
#if defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 199901L) /* C99 supports __func__ as a standard. */
|
||||
# define SDL_FUNCTION __func__
|
||||
#elif ((__GNUC__ >= 2) || defined(_MSC_VER) || defined (__WATCOMC__))
|
||||
#elif ((defined(__GNUC__) && (__GNUC__ >= 2)) || defined(_MSC_VER) || defined (__WATCOMC__))
|
||||
# define SDL_FUNCTION __FUNCTION__
|
||||
#else
|
||||
# define SDL_FUNCTION "???"
|
||||
@@ -123,12 +127,10 @@ typedef struct SDL_AssertData
|
||||
const struct SDL_AssertData *next;
|
||||
} SDL_AssertData;
|
||||
|
||||
#if (SDL_ASSERT_LEVEL > 0)
|
||||
|
||||
/* Never call this directly. Use the SDL_assert* macros. */
|
||||
extern DECLSPEC SDL_AssertState SDLCALL SDL_ReportAssertion(SDL_AssertData *,
|
||||
const char *,
|
||||
const char *, int)
|
||||
const char *,
|
||||
const char *, int)
|
||||
#if defined(__clang__)
|
||||
#if __has_feature(attribute_analyzer_noreturn)
|
||||
/* this tells Clang's static analysis that we're a custom assert function,
|
||||
@@ -149,9 +151,7 @@ extern DECLSPEC SDL_AssertState SDLCALL SDL_ReportAssertion(SDL_AssertData *,
|
||||
#define SDL_enabled_assert(condition) \
|
||||
do { \
|
||||
while ( !(condition) ) { \
|
||||
static struct SDL_AssertData sdl_assert_data = { \
|
||||
0, 0, #condition, 0, 0, 0, 0 \
|
||||
}; \
|
||||
static struct SDL_AssertData sdl_assert_data = { 0, 0, #condition, 0, 0, 0, 0 }; \
|
||||
const SDL_AssertState sdl_assert_state = SDL_ReportAssertion(&sdl_assert_data, SDL_FUNCTION, SDL_FILE, SDL_LINE); \
|
||||
if (sdl_assert_state == SDL_ASSERTION_RETRY) { \
|
||||
continue; /* go again. */ \
|
||||
@@ -162,8 +162,6 @@ extern DECLSPEC SDL_AssertState SDLCALL SDL_ReportAssertion(SDL_AssertData *,
|
||||
} \
|
||||
} while (SDL_NULL_WHILE_LOOP_CONDITION)
|
||||
|
||||
#endif /* enabled assertions support code */
|
||||
|
||||
/* Enable various levels of assertions. */
|
||||
#if SDL_ASSERT_LEVEL == 0 /* assertions disabled */
|
||||
# define SDL_assert(condition) SDL_disabled_assert(condition)
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
@@ -237,6 +237,25 @@ typedef void (*SDL_KernelMemoryBarrierFunc)();
|
||||
#endif
|
||||
#endif
|
||||
|
||||
/* "REP NOP" is PAUSE, coded for tools that don't know it by that name. */
|
||||
#if (defined(__GNUC__) || defined(__clang__)) && (defined(__i386__) || defined(__x86_64__))
|
||||
#define SDL_CPUPauseInstruction() __asm__ __volatile__("pause\n") /* Some assemblers can't do REP NOP, so go with PAUSE. */
|
||||
#elif (defined(__arm__) && defined(__ARM_ARCH) && __ARM_ARCH >= 7) || defined(__aarch64__)
|
||||
#define SDL_CPUPauseInstruction() __asm__ __volatile__("yield" ::: "memory")
|
||||
#elif (defined(__powerpc__) || defined(__powerpc64__))
|
||||
#define SDL_CPUPauseInstruction() __asm__ __volatile__("or 27,27,27");
|
||||
#elif defined(_MSC_VER) && (defined(_M_IX86) || defined(_M_X64))
|
||||
#define SDL_CPUPauseInstruction() _mm_pause() /* this is actually "rep nop" and not a SIMD instruction. No inline asm in MSVC x86-64! */
|
||||
#elif defined(_MSC_VER) && (defined(_M_ARM) || defined(_M_ARM64))
|
||||
#define SDL_CPUPauseInstruction() __yield()
|
||||
#elif defined(__WATCOMC__) && defined(__386__)
|
||||
extern __inline void SDL_CPUPauseInstruction(void);
|
||||
#pragma aux SDL_CPUPauseInstruction = ".686p" ".xmm2" "pause"
|
||||
#else
|
||||
#define SDL_CPUPauseInstruction()
|
||||
#endif
|
||||
|
||||
|
||||
/**
|
||||
* \brief A type representing an atomic integer value. It is a struct
|
||||
* so people don't accidentally use numeric operations on it.
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
@@ -169,13 +169,13 @@ typedef void (SDLCALL * SDL_AudioCallback) (void *userdata, Uint8 * stream,
|
||||
* The calculated values in this structure are calculated by SDL_OpenAudio().
|
||||
*
|
||||
* For multi-channel audio, the default SDL channel mapping is:
|
||||
* 2: FL FR (stereo)
|
||||
* 3: FL FR LFE (2.1 surround)
|
||||
* 4: FL FR BL BR (quad)
|
||||
* 5: FL FR FC BL BR (quad + center)
|
||||
* 6: FL FR FC LFE SL SR (5.1 surround - last two can also be BL BR)
|
||||
* 7: FL FR FC LFE BC SL SR (6.1 surround)
|
||||
* 8: FL FR FC LFE BL BR SL SR (7.1 surround)
|
||||
* 2: FL FR (stereo)
|
||||
* 3: FL FR LFE (2.1 surround)
|
||||
* 4: FL FR BL BR (quad)
|
||||
* 5: FL FR LFE BL BR (4.1 surround)
|
||||
* 6: FL FR FC LFE SL SR (5.1 surround - last two can also be BL BR)
|
||||
* 7: FL FR FC LFE BC SL SR (6.1 surround)
|
||||
* 8: FL FR FC LFE BL BR SL SR (7.1 surround)
|
||||
*/
|
||||
typedef struct SDL_AudioSpec
|
||||
{
|
||||
@@ -487,6 +487,7 @@ extern DECLSPEC int SDLCALL SDL_GetNumAudioDevices(int iscapture);
|
||||
* \since This function is available since SDL 2.0.0.
|
||||
*
|
||||
* \sa SDL_GetNumAudioDevices
|
||||
* \sa SDL_GetDefaultAudioInfo
|
||||
*/
|
||||
extern DECLSPEC const char *SDLCALL SDL_GetAudioDeviceName(int index,
|
||||
int iscapture);
|
||||
@@ -512,12 +513,48 @@ extern DECLSPEC const char *SDLCALL SDL_GetAudioDeviceName(int index,
|
||||
* \since This function is available since SDL 2.0.16.
|
||||
*
|
||||
* \sa SDL_GetNumAudioDevices
|
||||
* \sa SDL_GetDefaultAudioInfo
|
||||
*/
|
||||
extern DECLSPEC int SDLCALL SDL_GetAudioDeviceSpec(int index,
|
||||
int iscapture,
|
||||
SDL_AudioSpec *spec);
|
||||
|
||||
|
||||
/**
|
||||
* Get the name and preferred format of the default audio device.
|
||||
*
|
||||
* Some (but not all!) platforms have an isolated mechanism to get information
|
||||
* about the "default" device. This can actually be a completely different
|
||||
* device that's not in the list you get from SDL_GetAudioDeviceSpec(). It can
|
||||
* even be a network address! (This is discussed in SDL_OpenAudioDevice().)
|
||||
*
|
||||
* As a result, this call is not guaranteed to be performant, as it can query
|
||||
* the sound server directly every time, unlike the other query functions. You
|
||||
* should call this function sparingly!
|
||||
*
|
||||
* `spec` will be filled with the sample rate, sample format, and channel
|
||||
* count, if a default device exists on the system. If `name` is provided,
|
||||
* will be filled with either a dynamically-allocated UTF-8 string or NULL.
|
||||
*
|
||||
* \param name A pointer to be filled with the name of the default device (can
|
||||
* be NULL). Please call SDL_free() when you are done with this
|
||||
* pointer!
|
||||
* \param spec The SDL_AudioSpec to be initialized by this function.
|
||||
* \param iscapture non-zero to query the default recording device, zero to
|
||||
* query the default output device.
|
||||
* \returns 0 on success, nonzero on error
|
||||
*
|
||||
* \since This function is available since SDL 2.24.0.
|
||||
*
|
||||
* \sa SDL_GetAudioDeviceName
|
||||
* \sa SDL_GetAudioDeviceSpec
|
||||
* \sa SDL_OpenAudioDevice
|
||||
*/
|
||||
extern DECLSPEC int SDLCALL SDL_GetDefaultAudioInfo(char **name,
|
||||
SDL_AudioSpec *spec,
|
||||
int iscapture);
|
||||
|
||||
|
||||
/**
|
||||
* Open a specific audio device.
|
||||
*
|
||||
@@ -584,6 +621,7 @@ extern DECLSPEC int SDLCALL SDL_GetAudioDeviceSpec(int index,
|
||||
* - `SDL_AUDIO_ALLOW_FREQUENCY_CHANGE`
|
||||
* - `SDL_AUDIO_ALLOW_FORMAT_CHANGE`
|
||||
* - `SDL_AUDIO_ALLOW_CHANNELS_CHANGE`
|
||||
* - `SDL_AUDIO_ALLOW_SAMPLES_CHANGE`
|
||||
* - `SDL_AUDIO_ALLOW_ANY_CHANGE`
|
||||
*
|
||||
* These flags specify how SDL should behave when a device cannot offer a
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
@@ -52,7 +52,7 @@ typedef enum
|
||||
dstA = dstA */
|
||||
SDL_BLENDMODE_MUL = 0x00000008, /**< color multiply
|
||||
dstRGB = (srcRGB * dstRGB) + (dstRGB * (1-srcA))
|
||||
dstA = (srcA * dstA) + (dstA * (1-srcA)) */
|
||||
dstA = dstA */
|
||||
SDL_BLENDMODE_INVALID = 0x7FFFFFFF
|
||||
|
||||
/* Additional custom blend modes can be returned by SDL_ComposeCustomBlendMode() */
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
@@ -82,6 +82,53 @@ extern DECLSPEC char * SDLCALL SDL_GetClipboardText(void);
|
||||
*/
|
||||
extern DECLSPEC SDL_bool SDLCALL SDL_HasClipboardText(void);
|
||||
|
||||
/**
|
||||
* Put UTF-8 text into the primary selection.
|
||||
*
|
||||
* \param text the text to store in the primary selection
|
||||
* \returns 0 on success or a negative error code on failure; call
|
||||
* SDL_GetError() for more information.
|
||||
*
|
||||
* \since This function is available since SDL 2.26.0.
|
||||
*
|
||||
* \sa SDL_GetPrimarySelectionText
|
||||
* \sa SDL_HasPrimarySelectionText
|
||||
*/
|
||||
extern DECLSPEC int SDLCALL SDL_SetPrimarySelectionText(const char *text);
|
||||
|
||||
/**
|
||||
* Get UTF-8 text from the primary selection, which must be freed with
|
||||
* SDL_free().
|
||||
*
|
||||
* This functions returns empty string if there was not enough memory left for
|
||||
* a copy of the primary selection's content.
|
||||
*
|
||||
* \returns the primary selection text on success or an empty string on
|
||||
* failure; call SDL_GetError() for more information. Caller must
|
||||
* call SDL_free() on the returned pointer when done with it (even if
|
||||
* there was an error).
|
||||
*
|
||||
* \since This function is available since SDL 2.26.0.
|
||||
*
|
||||
* \sa SDL_HasPrimarySelectionText
|
||||
* \sa SDL_SetPrimarySelectionText
|
||||
*/
|
||||
extern DECLSPEC char * SDLCALL SDL_GetPrimarySelectionText(void);
|
||||
|
||||
/**
|
||||
* Query whether the primary selection exists and contains a non-empty text
|
||||
* string.
|
||||
*
|
||||
* \returns SDL_TRUE if the primary selection has text, or SDL_FALSE if it
|
||||
* does not.
|
||||
*
|
||||
* \since This function is available since SDL 2.26.0.
|
||||
*
|
||||
* \sa SDL_GetPrimarySelectionText
|
||||
* \sa SDL_SetPrimarySelectionText
|
||||
*/
|
||||
extern DECLSPEC SDL_bool SDLCALL SDL_HasPrimarySelectionText(void);
|
||||
|
||||
|
||||
/* Ends C function definitions when using C++ */
|
||||
#ifdef __cplusplus
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
@@ -38,12 +38,23 @@
|
||||
#include <winsdkver.h>
|
||||
#endif
|
||||
|
||||
/* sdkddkver.h defines more specific SDK version numbers. This is needed because older versions of the
|
||||
* Windows 10 SDK have broken declarations for the C API for DirectX 12. */
|
||||
#if !defined(HAVE_SDKDDKVER_H) && defined(__has_include)
|
||||
#if __has_include(<sdkddkver.h>)
|
||||
#define HAVE_SDKDDKVER_H 1
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef HAVE_SDKDDKVER_H
|
||||
#include <sdkddkver.h>
|
||||
#endif
|
||||
|
||||
/* This is a set of defines to configure the SDL features */
|
||||
|
||||
#if !defined(_STDINT_H_) && (!defined(HAVE_STDINT_H) || !_HAVE_STDINT_H)
|
||||
#if defined(__GNUC__) || defined(__DMC__) || defined(__WATCOMC__) || defined(__clang__) || defined(__BORLANDC__) || defined(__CODEGEARC__)
|
||||
#define HAVE_STDINT_H 1
|
||||
#elif defined(_MSC_VER)
|
||||
#if !defined(HAVE_STDINT_H) && !defined(_STDINT_H_)
|
||||
/* Most everything except Visual Studio 2008 and earlier has stdint.h now */
|
||||
#if defined(_MSC_VER) && (_MSC_VER < 1600)
|
||||
typedef signed __int8 int8_t;
|
||||
typedef unsigned __int8 uint8_t;
|
||||
typedef signed __int16 int16_t;
|
||||
@@ -60,28 +71,9 @@ typedef unsigned int uintptr_t;
|
||||
#endif
|
||||
#define _UINTPTR_T_DEFINED
|
||||
#endif
|
||||
/* Older Visual C++ headers don't have the Win64-compatible typedefs... */
|
||||
#if ((_MSC_VER <= 1200) && (!defined(DWORD_PTR)))
|
||||
#define DWORD_PTR DWORD
|
||||
#endif
|
||||
#if ((_MSC_VER <= 1200) && (!defined(LONG_PTR)))
|
||||
#define LONG_PTR LONG
|
||||
#endif
|
||||
#else /* !__GNUC__ && !_MSC_VER */
|
||||
typedef signed char int8_t;
|
||||
typedef unsigned char uint8_t;
|
||||
typedef signed short int16_t;
|
||||
typedef unsigned short uint16_t;
|
||||
typedef signed int int32_t;
|
||||
typedef unsigned int uint32_t;
|
||||
typedef signed long long int64_t;
|
||||
typedef unsigned long long uint64_t;
|
||||
#ifndef _SIZE_T_DEFINED_
|
||||
#define _SIZE_T_DEFINED_
|
||||
typedef unsigned int size_t;
|
||||
#endif
|
||||
typedef unsigned int uintptr_t;
|
||||
#endif /* __GNUC__ || _MSC_VER */
|
||||
#else
|
||||
#define HAVE_STDINT_H 1
|
||||
#endif /* Visual Studio 2008 */
|
||||
#endif /* !_STDINT_H_ && !HAVE_STDINT_H */
|
||||
|
||||
#ifdef _WIN64
|
||||
@@ -97,6 +89,7 @@ typedef unsigned int uintptr_t;
|
||||
#define HAVE_DDRAW_H 1
|
||||
#define HAVE_DINPUT_H 1
|
||||
#define HAVE_DSOUND_H 1
|
||||
#ifndef __WATCOMC__
|
||||
#define HAVE_DXGI_H 1
|
||||
#define HAVE_XINPUT_H 1
|
||||
#if defined(_WIN32_MAXVER) && _WIN32_MAXVER >= 0x0A00 /* Windows 10 SDK */
|
||||
@@ -106,10 +99,17 @@ typedef unsigned int uintptr_t;
|
||||
#define HAVE_D3D11_H 1
|
||||
#define HAVE_ROAPI_H 1
|
||||
#endif
|
||||
#if defined(WDK_NTDDI_VERSION) && WDK_NTDDI_VERSION > 0x0A000008 /* 10.0.19041.0 */
|
||||
#define HAVE_D3D12_H 1
|
||||
#endif
|
||||
#if defined(_WIN32_MAXVER) && _WIN32_MAXVER >= 0x0603 /* Windows 8.1 SDK */
|
||||
#define HAVE_SHELLSCALINGAPI_H 1
|
||||
#endif
|
||||
#define HAVE_MMDEVICEAPI_H 1
|
||||
#define HAVE_AUDIOCLIENT_H 1
|
||||
#define HAVE_TPCSHRD_H 1
|
||||
#define HAVE_SENSORSAPI_H 1
|
||||
#endif
|
||||
#if (defined(_M_IX86) || defined(_M_X64) || defined(_M_AMD64)) && (defined(_MSC_VER) && _MSC_VER >= 1600)
|
||||
#define HAVE_IMMINTRIN_H 1
|
||||
#elif defined(__has_include) && (defined(__i386__) || defined(__x86_64))
|
||||
@@ -136,7 +136,11 @@ typedef unsigned int uintptr_t;
|
||||
#define HAVE_REALLOC 1
|
||||
#define HAVE_FREE 1
|
||||
#define HAVE_ALLOCA 1
|
||||
/* OpenWatcom requires specific calling conventions for qsort and bsearch */
|
||||
#ifndef __WATCOMC__
|
||||
#define HAVE_QSORT 1
|
||||
#define HAVE_BSEARCH 1
|
||||
#endif
|
||||
#define HAVE_ABS 1
|
||||
#define HAVE_MEMSET 1
|
||||
#define HAVE_MEMCPY 1
|
||||
@@ -167,37 +171,40 @@ typedef unsigned int uintptr_t;
|
||||
#define HAVE__WCSNICMP 1
|
||||
#define HAVE__WCSDUP 1
|
||||
#define HAVE_ACOS 1
|
||||
#define HAVE_ACOSF 1
|
||||
#define HAVE_ASIN 1
|
||||
#define HAVE_ASINF 1
|
||||
#define HAVE_ATAN 1
|
||||
#define HAVE_ATANF 1
|
||||
#define HAVE_ATAN2 1
|
||||
#define HAVE_CEIL 1
|
||||
#define HAVE_COS 1
|
||||
#define HAVE_EXP 1
|
||||
#define HAVE_FABS 1
|
||||
#define HAVE_FLOOR 1
|
||||
#define HAVE_FMOD 1
|
||||
#define HAVE_LOG 1
|
||||
#define HAVE_LOG10 1
|
||||
#define HAVE_POW 1
|
||||
#define HAVE_SIN 1
|
||||
#define HAVE_SQRT 1
|
||||
#define HAVE_TAN 1
|
||||
#ifndef __WATCOMC__
|
||||
#define HAVE_ACOSF 1
|
||||
#define HAVE_ASINF 1
|
||||
#define HAVE_ATANF 1
|
||||
#define HAVE_ATAN2F 1
|
||||
#define HAVE_CEILF 1
|
||||
#define HAVE__COPYSIGN 1
|
||||
#define HAVE_COS 1
|
||||
#define HAVE_COSF 1
|
||||
#define HAVE_EXP 1
|
||||
#define HAVE_EXPF 1
|
||||
#define HAVE_FABS 1
|
||||
#define HAVE_FABSF 1
|
||||
#define HAVE_FLOOR 1
|
||||
#define HAVE_FLOORF 1
|
||||
#define HAVE_FMOD 1
|
||||
#define HAVE_FMODF 1
|
||||
#define HAVE_LOG 1
|
||||
#define HAVE_LOGF 1
|
||||
#define HAVE_LOG10 1
|
||||
#define HAVE_LOG10F 1
|
||||
#define HAVE_POW 1
|
||||
#define HAVE_POWF 1
|
||||
#define HAVE_SIN 1
|
||||
#define HAVE_SINF 1
|
||||
#define HAVE_SQRT 1
|
||||
#define HAVE_SQRTF 1
|
||||
#define HAVE_TAN 1
|
||||
#define HAVE_TANF 1
|
||||
#endif
|
||||
#if defined(_MSC_VER)
|
||||
/* These functions were added with the VC++ 2013 C runtime library */
|
||||
#if _MSC_VER >= 1800
|
||||
@@ -217,8 +224,18 @@ typedef unsigned int uintptr_t;
|
||||
#if _MSC_VER >= 1400
|
||||
#define HAVE__FSEEKI64 1
|
||||
#endif
|
||||
#ifdef _USE_MATH_DEFINES
|
||||
#define HAVE_M_PI 1
|
||||
#endif
|
||||
#if !defined(_MSC_VER) || defined(_USE_MATH_DEFINES)
|
||||
#elif defined(__WATCOMC__)
|
||||
#define HAVE__FSEEKI64 1
|
||||
#define HAVE_STRTOLL 1
|
||||
#define HAVE_STRTOULL 1
|
||||
#define HAVE_VSSCANF 1
|
||||
#define HAVE_ROUND 1
|
||||
#define HAVE_SCALBN 1
|
||||
#define HAVE_TRUNC 1
|
||||
#else
|
||||
#define HAVE_M_PI 1
|
||||
#endif
|
||||
#else
|
||||
@@ -227,7 +244,9 @@ typedef unsigned int uintptr_t;
|
||||
#endif
|
||||
|
||||
/* Enable various audio drivers */
|
||||
#if defined(HAVE_MMDEVICEAPI_H) && defined(HAVE_AUDIOCLIENT_H)
|
||||
#define SDL_AUDIO_DRIVER_WASAPI 1
|
||||
#endif
|
||||
#define SDL_AUDIO_DRIVER_DSOUND 1
|
||||
#define SDL_AUDIO_DRIVER_WINMM 1
|
||||
#define SDL_AUDIO_DRIVER_DISK 1
|
||||
@@ -248,7 +267,11 @@ typedef unsigned int uintptr_t;
|
||||
#define SDL_HAPTIC_XINPUT 1
|
||||
|
||||
/* Enable the sensor driver */
|
||||
#ifdef HAVE_SENSORSAPI_H
|
||||
#define SDL_SENSOR_WINDOWS 1
|
||||
#else
|
||||
#define SDL_SENSOR_DUMMY 1
|
||||
#endif
|
||||
|
||||
/* Enable various shared object loading systems */
|
||||
#define SDL_LOADSO_WINDOWS 1
|
||||
@@ -270,6 +293,9 @@ typedef unsigned int uintptr_t;
|
||||
#if !defined(SDL_VIDEO_RENDER_D3D11) && defined(HAVE_D3D11_H)
|
||||
#define SDL_VIDEO_RENDER_D3D11 1
|
||||
#endif
|
||||
#if !defined(SDL_VIDEO_RENDER_D3D12) && defined(HAVE_D3D12_H)
|
||||
#define SDL_VIDEO_RENDER_D3D12 1
|
||||
#endif
|
||||
|
||||
/* Enable OpenGL support */
|
||||
#ifndef SDL_VIDEO_OPENGL
|
||||
@@ -300,11 +326,6 @@ typedef unsigned int uintptr_t;
|
||||
/* Enable filesystem support */
|
||||
#define SDL_FILESYSTEM_WINDOWS 1
|
||||
|
||||
/* Enable assembly routines (Win64 doesn't have inline asm) */
|
||||
#ifndef _WIN64
|
||||
#define SDL_ASSEMBLY_ROUTINES 1
|
||||
#endif
|
||||
|
||||
#endif /* SDL_config_windows_h_ */
|
||||
|
||||
/* vi: set ts=4 sw=4 expandtab: */
|
||||
@@ -1,6 +1,6 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
@@ -79,7 +79,7 @@ _m_prefetch(void *__P)
|
||||
#if !defined(SDL_DISABLE_ARM_NEON_H)
|
||||
# if defined(__ARM_NEON)
|
||||
# include <arm_neon.h>
|
||||
# elif defined(__WINDOWS__) || defined(__WINRT__)
|
||||
# elif defined(__WINDOWS__) || defined(__WINRT__) || defined(__GDK__)
|
||||
/* Visual Studio doesn't define __ARM_ARCH, but _M_ARM (if set, always 7), and _M_ARM64 (if set, always 1). */
|
||||
# if defined(_M_ARM)
|
||||
# include <armintr.h>
|
||||
@@ -90,6 +90,7 @@ _m_prefetch(void *__P)
|
||||
# include <arm64intr.h>
|
||||
# include <arm64_neon.h>
|
||||
# define __ARM_NEON 1 /* Set __ARM_NEON so that it can be used elsewhere, at compile time */
|
||||
# define __ARM_ARCH 8
|
||||
# endif
|
||||
# endif
|
||||
#endif
|
||||
@@ -98,6 +99,14 @@ _m_prefetch(void *__P)
|
||||
#if defined(__3dNOW__) && !defined(SDL_DISABLE_MM3DNOW_H)
|
||||
#include <mm3dnow.h>
|
||||
#endif
|
||||
#if defined(__loongarch_sx) && !defined(SDL_DISABLE_LSX_H)
|
||||
#include <lsxintrin.h>
|
||||
#define __LSX__
|
||||
#endif
|
||||
#if defined(__loongarch_asx) && !defined(SDL_DISABLE_LASX_H)
|
||||
#include <lasxintrin.h>
|
||||
#define __LASX__
|
||||
#endif
|
||||
#if defined(HAVE_IMMINTRIN_H) && !defined(SDL_DISABLE_IMMINTRIN_H)
|
||||
#include <immintrin.h>
|
||||
#else
|
||||
@@ -433,10 +442,36 @@ extern DECLSPEC SDL_bool SDLCALL SDL_HasARMSIMD(void);
|
||||
*/
|
||||
extern DECLSPEC SDL_bool SDLCALL SDL_HasNEON(void);
|
||||
|
||||
/**
|
||||
* Determine whether the CPU has LSX (LOONGARCH SIMD) features.
|
||||
*
|
||||
* This always returns false on CPUs that aren't using LOONGARCH instruction
|
||||
* sets.
|
||||
*
|
||||
* \returns SDL_TRUE if the CPU has LOONGARCH LSX features or SDL_FALSE if
|
||||
* not.
|
||||
*
|
||||
* \since This function is available since SDL 2.24.0.
|
||||
*/
|
||||
extern DECLSPEC SDL_bool SDLCALL SDL_HasLSX(void);
|
||||
|
||||
/**
|
||||
* Determine whether the CPU has LASX (LOONGARCH SIMD) features.
|
||||
*
|
||||
* This always returns false on CPUs that aren't using LOONGARCH instruction
|
||||
* sets.
|
||||
*
|
||||
* \returns SDL_TRUE if the CPU has LOONGARCH LASX features or SDL_FALSE if
|
||||
* not.
|
||||
*
|
||||
* \since This function is available since SDL 2.24.0.
|
||||
*/
|
||||
extern DECLSPEC SDL_bool SDLCALL SDL_HasLASX(void);
|
||||
|
||||
/**
|
||||
* Get the amount of RAM configured in the system.
|
||||
*
|
||||
* \returns the amount of RAM configured in the system in MB.
|
||||
* \returns the amount of RAM configured in the system in MiB.
|
||||
*
|
||||
* \since This function is available since SDL 2.0.1.
|
||||
*/
|
||||
@@ -494,7 +529,7 @@ extern DECLSPEC size_t SDLCALL SDL_SIMDGetAlignment(void);
|
||||
*
|
||||
* \since This function is available since SDL 2.0.10.
|
||||
*
|
||||
* \sa SDL_SIMDAlignment
|
||||
* \sa SDL_SIMDGetAlignment
|
||||
* \sa SDL_SIMDRealloc
|
||||
* \sa SDL_SIMDFree
|
||||
*/
|
||||
@@ -518,7 +553,7 @@ extern DECLSPEC void * SDLCALL SDL_SIMDAlloc(const size_t len);
|
||||
*
|
||||
* \since This function is available since SDL 2.0.14.
|
||||
*
|
||||
* \sa SDL_SIMDAlignment
|
||||
* \sa SDL_SIMDGetAlignment
|
||||
* \sa SDL_SIMDAlloc
|
||||
* \sa SDL_SIMDFree
|
||||
*/
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
@@ -192,6 +192,20 @@ typedef int64_t khronos_int64_t;
|
||||
typedef uint64_t khronos_uint64_t;
|
||||
#define KHRONOS_SUPPORT_INT64 1
|
||||
#define KHRONOS_SUPPORT_FLOAT 1
|
||||
/*
|
||||
* To support platform where unsigned long cannot be used interchangeably with
|
||||
* inptr_t (e.g. CHERI-extended ISAs), we can use the stdint.h intptr_t.
|
||||
* Ideally, we could just use (u)intptr_t everywhere, but this could result in
|
||||
* ABI breakage if khronos_uintptr_t is changed from unsigned long to
|
||||
* unsigned long long or similar (this results in different C++ name mangling).
|
||||
* To avoid changes for existing platforms, we restrict usage of intptr_t to
|
||||
* platforms where the size of a pointer is larger than the size of long.
|
||||
*/
|
||||
#if defined(__SIZEOF_LONG__) && defined(__SIZEOF_POINTER__)
|
||||
#if __SIZEOF_POINTER__ > __SIZEOF_LONG__
|
||||
#define KHRONOS_USE_INTPTR_T
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#elif defined(__VMS ) || defined(__sgi)
|
||||
|
||||
@@ -274,14 +288,21 @@ typedef unsigned short int khronos_uint16_t;
|
||||
* pointers are 64 bits, but 'long' is still 32 bits. Win64 appears
|
||||
* to be the only LLP64 architecture in current use.
|
||||
*/
|
||||
#ifdef _WIN64
|
||||
#ifdef KHRONOS_USE_INTPTR_T
|
||||
typedef intptr_t khronos_intptr_t;
|
||||
typedef uintptr_t khronos_uintptr_t;
|
||||
#elif defined(_WIN64)
|
||||
typedef signed long long int khronos_intptr_t;
|
||||
typedef unsigned long long int khronos_uintptr_t;
|
||||
typedef signed long long int khronos_ssize_t;
|
||||
typedef unsigned long long int khronos_usize_t;
|
||||
#else
|
||||
typedef signed long int khronos_intptr_t;
|
||||
typedef unsigned long int khronos_uintptr_t;
|
||||
#endif
|
||||
|
||||
#if defined(_WIN64)
|
||||
typedef signed long long int khronos_ssize_t;
|
||||
typedef unsigned long long int khronos_usize_t;
|
||||
#else
|
||||
typedef signed long int khronos_ssize_t;
|
||||
typedef unsigned long int khronos_usize_t;
|
||||
#endif
|
||||
@@ -516,7 +537,7 @@ extern "C" {
|
||||
** used to make the header, and the header can be found at
|
||||
** http://www.khronos.org/registry/egl
|
||||
**
|
||||
** Khronos $Git commit SHA1: b35e89ca9a $ on $Git commit date: 2021-09-01 09:34:00 +0530 $
|
||||
** Khronos $Git commit SHA1: 6fb1daea15 $ on $Git commit date: 2022-05-25 09:41:13 -0600 $
|
||||
*/
|
||||
|
||||
/*#include <EGL/eglplatform.h>*/
|
||||
@@ -525,7 +546,7 @@ extern "C" {
|
||||
#define EGL_EGL_PROTOTYPES 1
|
||||
#endif
|
||||
|
||||
/* Generated on date 20210901 */
|
||||
/* Generated on date 20220525 */
|
||||
|
||||
/* Generated C header for:
|
||||
* API: egl
|
||||
@@ -860,12 +881,12 @@ extern "C" {
|
||||
** used to make the header, and the header can be found at
|
||||
** http://www.khronos.org/registry/egl
|
||||
**
|
||||
** Khronos $Git commit SHA1: b35e89ca9a $ on $Git commit date: 2021-09-01 09:34:00 +0530 $
|
||||
** Khronos $Git commit SHA1: 6fb1daea15 $ on $Git commit date: 2022-05-25 09:41:13 -0600 $
|
||||
*/
|
||||
|
||||
/*#include <EGL/eglplatform.h>*/
|
||||
|
||||
#define EGL_EGLEXT_VERSION 20210901
|
||||
#define EGL_EGLEXT_VERSION 20220525
|
||||
|
||||
/* Generated C header for:
|
||||
* API: egl
|
||||
@@ -1569,6 +1590,10 @@ EGLAPI EGLBoolean EGLAPIENTRY eglQueryDeviceBinaryEXT (EGLDeviceEXT device, EGLi
|
||||
#define EGL_RENDERER_EXT 0x335F
|
||||
#endif /* EGL_EXT_device_query_name */
|
||||
|
||||
#ifndef EGL_EXT_explicit_device
|
||||
#define EGL_EXT_explicit_device 1
|
||||
#endif /* EGL_EXT_explicit_device */
|
||||
|
||||
#ifndef EGL_EXT_gl_colorspace_bt2020_linear
|
||||
#define EGL_EXT_gl_colorspace_bt2020_linear 1
|
||||
#define EGL_GL_COLORSPACE_BT2020_LINEAR_EXT 0x333F
|
||||
@@ -1794,6 +1819,31 @@ EGLAPI EGLBoolean EGLAPIENTRY eglStreamConsumerOutputEXT (EGLDisplay dpy, EGLStr
|
||||
#define EGL_METADATA_SCALING_EXT 50000
|
||||
#endif /* EGL_EXT_surface_SMPTE2086_metadata */
|
||||
|
||||
#ifndef EGL_EXT_surface_compression
|
||||
#define EGL_EXT_surface_compression 1
|
||||
#define EGL_SURFACE_COMPRESSION_EXT 0x34B0
|
||||
#define EGL_SURFACE_COMPRESSION_PLANE1_EXT 0x328E
|
||||
#define EGL_SURFACE_COMPRESSION_PLANE2_EXT 0x328F
|
||||
#define EGL_SURFACE_COMPRESSION_FIXED_RATE_NONE_EXT 0x34B1
|
||||
#define EGL_SURFACE_COMPRESSION_FIXED_RATE_DEFAULT_EXT 0x34B2
|
||||
#define EGL_SURFACE_COMPRESSION_FIXED_RATE_1BPC_EXT 0x34B4
|
||||
#define EGL_SURFACE_COMPRESSION_FIXED_RATE_2BPC_EXT 0x34B5
|
||||
#define EGL_SURFACE_COMPRESSION_FIXED_RATE_3BPC_EXT 0x34B6
|
||||
#define EGL_SURFACE_COMPRESSION_FIXED_RATE_4BPC_EXT 0x34B7
|
||||
#define EGL_SURFACE_COMPRESSION_FIXED_RATE_5BPC_EXT 0x34B8
|
||||
#define EGL_SURFACE_COMPRESSION_FIXED_RATE_6BPC_EXT 0x34B9
|
||||
#define EGL_SURFACE_COMPRESSION_FIXED_RATE_7BPC_EXT 0x34BA
|
||||
#define EGL_SURFACE_COMPRESSION_FIXED_RATE_8BPC_EXT 0x34BB
|
||||
#define EGL_SURFACE_COMPRESSION_FIXED_RATE_9BPC_EXT 0x34BC
|
||||
#define EGL_SURFACE_COMPRESSION_FIXED_RATE_10BPC_EXT 0x34BD
|
||||
#define EGL_SURFACE_COMPRESSION_FIXED_RATE_11BPC_EXT 0x34BE
|
||||
#define EGL_SURFACE_COMPRESSION_FIXED_RATE_12BPC_EXT 0x34BF
|
||||
typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYSUPPORTEDCOMPRESSIONRATESEXTPROC) (EGLDisplay dpy, EGLConfig config, const EGLAttrib *attrib_list, EGLint *rates, EGLint rate_size, EGLint *num_rates);
|
||||
#ifdef EGL_EGLEXT_PROTOTYPES
|
||||
EGLAPI EGLBoolean EGLAPIENTRY eglQuerySupportedCompressionRatesEXT (EGLDisplay dpy, EGLConfig config, const EGLAttrib *attrib_list, EGLint *rates, EGLint rate_size, EGLint *num_rates);
|
||||
#endif
|
||||
#endif /* EGL_EXT_surface_compression */
|
||||
|
||||
#ifndef EGL_EXT_swap_buffers_with_damage
|
||||
#define EGL_EXT_swap_buffers_with_damage 1
|
||||
typedef EGLBoolean (EGLAPIENTRYP PFNEGLSWAPBUFFERSWITHDAMAGEEXTPROC) (EGLDisplay dpy, EGLSurface surface, const EGLint *rects, EGLint n_rects);
|
||||
@@ -2028,12 +2078,12 @@ EGLAPI EGLBoolean EGLAPIENTRY eglPostSubBufferNV (EGLDisplay dpy, EGLSurface sur
|
||||
#define EGL_STREAM_IMAGE_ADD_NV 0x3374
|
||||
#define EGL_STREAM_IMAGE_REMOVE_NV 0x3375
|
||||
#define EGL_STREAM_IMAGE_AVAILABLE_NV 0x3376
|
||||
typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMIMAGECONSUMERCONNECTNVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLint num_modifiers, EGLuint64KHR *modifiers, EGLAttrib *attrib_list);
|
||||
typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMIMAGECONSUMERCONNECTNVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLint num_modifiers, const EGLuint64KHR *modifiers, const EGLAttrib *attrib_list);
|
||||
typedef EGLint (EGLAPIENTRYP PFNEGLQUERYSTREAMCONSUMEREVENTNVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLTime timeout, EGLenum *event, EGLAttrib *aux);
|
||||
typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMACQUIREIMAGENVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLImage *pImage, EGLSync sync);
|
||||
typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMRELEASEIMAGENVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLImage image, EGLSync sync);
|
||||
#ifdef EGL_EGLEXT_PROTOTYPES
|
||||
EGLAPI EGLBoolean EGLAPIENTRY eglStreamImageConsumerConnectNV (EGLDisplay dpy, EGLStreamKHR stream, EGLint num_modifiers, EGLuint64KHR *modifiers, EGLAttrib *attrib_list);
|
||||
EGLAPI EGLBoolean EGLAPIENTRY eglStreamImageConsumerConnectNV (EGLDisplay dpy, EGLStreamKHR stream, EGLint num_modifiers, const EGLuint64KHR *modifiers, const EGLAttrib *attrib_list);
|
||||
EGLAPI EGLint EGLAPIENTRY eglQueryStreamConsumerEventNV (EGLDisplay dpy, EGLStreamKHR stream, EGLTime timeout, EGLenum *event, EGLAttrib *aux);
|
||||
EGLAPI EGLBoolean EGLAPIENTRY eglStreamAcquireImageNV (EGLDisplay dpy, EGLStreamKHR stream, EGLImage *pImage, EGLSync sync);
|
||||
EGLAPI EGLBoolean EGLAPIENTRY eglStreamReleaseImageNV (EGLDisplay dpy, EGLStreamKHR stream, EGLImage image, EGLSync sync);
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
@@ -39,7 +39,7 @@
|
||||
static __inline__ void __attribute__((__always_inline__, __nodebug__))
|
||||
_m_prefetch(void *__P)
|
||||
{
|
||||
__builtin_prefetch (__P, 0, 3 /* _MM_HINT_T0 */);
|
||||
__builtin_prefetch(__P, 0, 3 /* _MM_HINT_T0 */);
|
||||
}
|
||||
#endif /* __PRFCHWINTRIN_H */
|
||||
#endif /* __clang__ */
|
||||
@@ -59,7 +59,7 @@ _m_prefetch(void *__P)
|
||||
#ifdef __linux__
|
||||
#include <endian.h>
|
||||
#define SDL_BYTEORDER __BYTE_ORDER
|
||||
#elif defined(__OpenBSD__)
|
||||
#elif defined(__OpenBSD__) || defined(__DragonFly__)
|
||||
#include <endian.h>
|
||||
#define SDL_BYTEORDER BYTE_ORDER
|
||||
#elif defined(__FreeBSD__) || defined(__NetBSD__)
|
||||
@@ -78,7 +78,7 @@ _m_prefetch(void *__P)
|
||||
#if defined(__hppa__) || \
|
||||
defined(__m68k__) || defined(mc68000) || defined(_M_M68K) || \
|
||||
(defined(__MIPS__) && defined(__MIPSEB__)) || \
|
||||
defined(__ppc__) || defined(__POWERPC__) || defined(_M_PPC) || \
|
||||
defined(__ppc__) || defined(__POWERPC__) || defined(__powerpc__) || defined(__PPC__) || \
|
||||
defined(__sparc__)
|
||||
#define SDL_BYTEORDER SDL_BIG_ENDIAN
|
||||
#else
|
||||
@@ -87,6 +87,28 @@ _m_prefetch(void *__P)
|
||||
#endif /* __linux__ */
|
||||
#endif /* !SDL_BYTEORDER */
|
||||
|
||||
#ifndef SDL_FLOATWORDORDER /* Not defined in SDL_config.h? */
|
||||
/* predefs from newer gcc versions: */
|
||||
#if defined(__ORDER_LITTLE_ENDIAN__) && defined(__ORDER_BIG_ENDIAN__) && defined(__FLOAT_WORD_ORDER__)
|
||||
#if (__FLOAT_WORD_ORDER__ == __ORDER_LITTLE_ENDIAN__)
|
||||
#define SDL_FLOATWORDORDER SDL_LIL_ENDIAN
|
||||
#elif (__FLOAT_WORD_ORDER__ == __ORDER_BIG_ENDIAN__)
|
||||
#define SDL_FLOATWORDORDER SDL_BIG_ENDIAN
|
||||
#else
|
||||
#error Unsupported endianness
|
||||
#endif /**/
|
||||
#elif defined(__MAVERICK__)
|
||||
/* For Maverick, float words are always little-endian. */
|
||||
#define SDL_FLOATWORDORDER SDL_LIL_ENDIAN
|
||||
#elif (defined(__arm__) || defined(__thumb__)) && !defined(__VFP_FP__) && !defined(__ARM_EABI__)
|
||||
/* For FPA, float words are always big-endian. */
|
||||
#define SDL_FLOATWORDORDER SDL_BIG_ENDIAN
|
||||
#else
|
||||
/* By default, assume that floats words follow the memory system mode. */
|
||||
#define SDL_FLOATWORDORDER SDL_BYTEORDER
|
||||
#endif /* __FLOAT_WORD_ORDER__ */
|
||||
#endif /* !SDL_FLOATWORDORDER */
|
||||
|
||||
|
||||
#include "begin_code.h"
|
||||
/* Set up for C function definitions, even when using C++ */
|
||||
@@ -118,7 +140,7 @@ extern "C" {
|
||||
|
||||
#if HAS_BUILTIN_BSWAP16
|
||||
#define SDL_Swap16(x) __builtin_bswap16(x)
|
||||
#elif defined(_MSC_VER) && (_MSC_VER >= 1400)
|
||||
#elif (defined(_MSC_VER) && (_MSC_VER >= 1400)) && !defined(__ICL)
|
||||
#pragma intrinsic(_byteswap_ushort)
|
||||
#define SDL_Swap16(x) _byteswap_ushort(x)
|
||||
#elif defined(__i386__) && !HAS_BROKEN_BSWAP
|
||||
@@ -167,7 +189,7 @@ SDL_Swap16(Uint16 x)
|
||||
|
||||
#if HAS_BUILTIN_BSWAP32
|
||||
#define SDL_Swap32(x) __builtin_bswap32(x)
|
||||
#elif defined(_MSC_VER) && (_MSC_VER >= 1400)
|
||||
#elif (defined(_MSC_VER) && (_MSC_VER >= 1400)) && !defined(__ICL)
|
||||
#pragma intrinsic(_byteswap_ulong)
|
||||
#define SDL_Swap32(x) _byteswap_ulong(x)
|
||||
#elif defined(__i386__) && !HAS_BROKEN_BSWAP
|
||||
@@ -219,7 +241,7 @@ SDL_Swap32(Uint32 x)
|
||||
|
||||
#if HAS_BUILTIN_BSWAP64
|
||||
#define SDL_Swap64(x) __builtin_bswap64(x)
|
||||
#elif defined(_MSC_VER) && (_MSC_VER >= 1400)
|
||||
#elif (defined(_MSC_VER) && (_MSC_VER >= 1400)) && !defined(__ICL)
|
||||
#pragma intrinsic(_byteswap_uint64)
|
||||
#define SDL_Swap64(x) _byteswap_uint64(x)
|
||||
#elif defined(__i386__) && !HAS_BROKEN_BSWAP
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
@@ -118,6 +118,7 @@ typedef enum
|
||||
SDL_JOYBUTTONUP, /**< Joystick button released */
|
||||
SDL_JOYDEVICEADDED, /**< A new joystick has been inserted into the system */
|
||||
SDL_JOYDEVICEREMOVED, /**< An opened joystick has been removed */
|
||||
SDL_JOYBATTERYUPDATED, /**< Joystick battery level change */
|
||||
|
||||
/* Game controller events */
|
||||
SDL_CONTROLLERAXISMOTION = 0x650, /**< Game controller axis motion */
|
||||
@@ -142,7 +143,7 @@ typedef enum
|
||||
SDL_MULTIGESTURE,
|
||||
|
||||
/* Clipboard events */
|
||||
SDL_CLIPBOARDUPDATE = 0x900, /**< The clipboard changed */
|
||||
SDL_CLIPBOARDUPDATE = 0x900, /**< The clipboard or primary selection changed */
|
||||
|
||||
/* Drag and drop events */
|
||||
SDL_DROPFILE = 0x1000, /**< The system requests a file open */
|
||||
@@ -317,6 +318,8 @@ typedef struct SDL_MouseWheelEvent
|
||||
Uint32 direction; /**< Set to one of the SDL_MOUSEWHEEL_* defines. When FLIPPED the values in X and Y will be opposite. Multiply by -1 to change them back */
|
||||
float preciseX; /**< The amount scrolled horizontally, positive to the right and negative to the left, with float precision (added in 2.0.18) */
|
||||
float preciseY; /**< The amount scrolled vertically, positive away from the user and negative toward the user, with float precision (added in 2.0.18) */
|
||||
Sint32 mouseX; /**< X coordinate, relative to window (added in 2.26.0) */
|
||||
Sint32 mouseY; /**< Y coordinate, relative to window (added in 2.26.0) */
|
||||
} SDL_MouseWheelEvent;
|
||||
|
||||
/**
|
||||
@@ -395,6 +398,16 @@ typedef struct SDL_JoyDeviceEvent
|
||||
Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED event */
|
||||
} SDL_JoyDeviceEvent;
|
||||
|
||||
/**
|
||||
* \brief Joysick battery level change event structure (event.jbattery.*)
|
||||
*/
|
||||
typedef struct SDL_JoyBatteryEvent
|
||||
{
|
||||
Uint32 type; /**< ::SDL_JOYBATTERYUPDATED */
|
||||
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
|
||||
SDL_JoystickID which; /**< The joystick instance id */
|
||||
SDL_JoystickPowerLevel level; /**< The joystick battery level */
|
||||
} SDL_JoyBatteryEvent;
|
||||
|
||||
/**
|
||||
* \brief Game controller axis motion event structure (event.caxis.*)
|
||||
@@ -463,6 +476,7 @@ typedef struct SDL_ControllerSensorEvent
|
||||
SDL_JoystickID which; /**< The joystick instance id */
|
||||
Sint32 sensor; /**< The type of the sensor, one of the values of ::SDL_SensorType */
|
||||
float data[3]; /**< Up to 3 values from the sensor, as defined in SDL_sensor.h */
|
||||
Uint64 timestamp_us; /**< The timestamp of the sensor reading in microseconds, if the hardware provides this information. */
|
||||
} SDL_ControllerSensorEvent;
|
||||
|
||||
/**
|
||||
@@ -554,6 +568,7 @@ typedef struct SDL_SensorEvent
|
||||
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
|
||||
Sint32 which; /**< The instance ID of the sensor */
|
||||
float data[6]; /**< Up to 6 values from the sensor - additional values can be queried using SDL_SensorGetData() */
|
||||
Uint64 timestamp_us; /**< The timestamp of the sensor reading in microseconds, if the hardware provides this information. */
|
||||
} SDL_SensorEvent;
|
||||
|
||||
/**
|
||||
@@ -625,6 +640,7 @@ typedef union SDL_Event
|
||||
SDL_JoyHatEvent jhat; /**< Joystick hat event data */
|
||||
SDL_JoyButtonEvent jbutton; /**< Joystick button event data */
|
||||
SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */
|
||||
SDL_JoyBatteryEvent jbattery; /**< Joystick battery event data */
|
||||
SDL_ControllerAxisEvent caxis; /**< Game Controller axis event data */
|
||||
SDL_ControllerButtonEvent cbutton; /**< Game Controller button event data */
|
||||
SDL_ControllerDeviceEvent cdevice; /**< Game Controller device event data */
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
@@ -60,6 +60,10 @@ extern "C" {
|
||||
* - `parent`: the containing directory of the bundle. For example:
|
||||
* `/Applications/SDLApp/`
|
||||
*
|
||||
* **Nintendo 3DS Specific Functionality**: This function returns "romfs"
|
||||
* directory of the application as it is uncommon to store resources outside
|
||||
* the executable. As such it is not a writable directory.
|
||||
*
|
||||
* The returned path is guaranteed to end with a path separator ('\' on
|
||||
* Windows, '/' on most other platforms).
|
||||
*
|
||||
@@ -92,7 +96,7 @@ extern DECLSPEC char *SDLCALL SDL_GetBasePath(void);
|
||||
*
|
||||
* `C:\\Users\\bob\\AppData\\Roaming\\My Company\\My Program Name\\`
|
||||
*
|
||||
* On Linux, the string might look like"
|
||||
* On Linux, the string might look like:
|
||||
*
|
||||
* `/home/bob/.local/share/My Program Name/`
|
||||
*
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
@@ -69,7 +69,11 @@ typedef enum
|
||||
SDL_CONTROLLER_TYPE_VIRTUAL,
|
||||
SDL_CONTROLLER_TYPE_PS5,
|
||||
SDL_CONTROLLER_TYPE_AMAZON_LUNA,
|
||||
SDL_CONTROLLER_TYPE_GOOGLE_STADIA
|
||||
SDL_CONTROLLER_TYPE_GOOGLE_STADIA,
|
||||
SDL_CONTROLLER_TYPE_NVIDIA_SHIELD,
|
||||
SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_LEFT,
|
||||
SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT,
|
||||
SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_PAIR
|
||||
} SDL_GameControllerType;
|
||||
|
||||
typedef enum
|
||||
@@ -289,6 +293,25 @@ extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
|
||||
*/
|
||||
extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
|
||||
|
||||
/**
|
||||
* Get the implementation dependent path for the game controller.
|
||||
*
|
||||
* This function can be called before any controllers are opened.
|
||||
*
|
||||
* `joystick_index` is the same as the `device_index` passed to
|
||||
* SDL_JoystickOpen().
|
||||
*
|
||||
* \param joystick_index the device_index of a device, from zero to
|
||||
* SDL_NumJoysticks()-1
|
||||
* \returns the implementation-dependent path for the game controller, or NULL
|
||||
* if there is no path or the index is invalid.
|
||||
*
|
||||
* \since This function is available since SDL 2.24.0.
|
||||
*
|
||||
* \sa SDL_GameControllerPath
|
||||
*/
|
||||
extern DECLSPEC const char *SDLCALL SDL_GameControllerPathForIndex(int joystick_index);
|
||||
|
||||
/**
|
||||
* Get the type of a game controller.
|
||||
*
|
||||
@@ -386,6 +409,23 @@ extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(in
|
||||
*/
|
||||
extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
|
||||
|
||||
/**
|
||||
* Get the implementation-dependent path for an opened game controller.
|
||||
*
|
||||
* This is the same path as returned by SDL_GameControllerNameForIndex(), but
|
||||
* it takes a controller identifier instead of the (unstable) device index.
|
||||
*
|
||||
* \param gamecontroller a game controller identifier previously returned by
|
||||
* SDL_GameControllerOpen()
|
||||
* \returns the implementation dependent path for the game controller, or NULL
|
||||
* if there is no path or the identifier passed is invalid.
|
||||
*
|
||||
* \since This function is available since SDL 2.24.0.
|
||||
*
|
||||
* \sa SDL_GameControllerPathForIndex
|
||||
*/
|
||||
extern DECLSPEC const char *SDLCALL SDL_GameControllerPath(SDL_GameController *gamecontroller);
|
||||
|
||||
/**
|
||||
* Get the type of this currently opened controller
|
||||
*
|
||||
@@ -415,7 +455,8 @@ extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController
|
||||
* Set the player index of an opened game controller.
|
||||
*
|
||||
* \param gamecontroller the game controller object to adjust.
|
||||
* \param player_index Player index to assign to this controller.
|
||||
* \param player_index Player index to assign to this controller, or -1 to
|
||||
* clear the player index and turn off player LEDs.
|
||||
*
|
||||
* \since This function is available since SDL 2.0.12.
|
||||
*/
|
||||
@@ -457,6 +498,18 @@ extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController *
|
||||
*/
|
||||
extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController *gamecontroller);
|
||||
|
||||
/**
|
||||
* Get the firmware version of an opened controller, if available.
|
||||
*
|
||||
* If the firmware version isn't available this function returns 0.
|
||||
*
|
||||
* \param gamecontroller the game controller object to query.
|
||||
* \return the controller firmware version, or zero if unavailable.
|
||||
*
|
||||
* \since This function is available since SDL 2.24.0.
|
||||
*/
|
||||
extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetFirmwareVersion(SDL_GameController *gamecontroller);
|
||||
|
||||
/**
|
||||
* Get the serial number of an opened controller, if available.
|
||||
*
|
||||
@@ -671,10 +724,10 @@ typedef enum
|
||||
SDL_CONTROLLER_BUTTON_DPAD_LEFT,
|
||||
SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
|
||||
SDL_CONTROLLER_BUTTON_MISC1, /* Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button */
|
||||
SDL_CONTROLLER_BUTTON_PADDLE1, /* Xbox Elite paddle P1 */
|
||||
SDL_CONTROLLER_BUTTON_PADDLE2, /* Xbox Elite paddle P3 */
|
||||
SDL_CONTROLLER_BUTTON_PADDLE3, /* Xbox Elite paddle P2 */
|
||||
SDL_CONTROLLER_BUTTON_PADDLE4, /* Xbox Elite paddle P4 */
|
||||
SDL_CONTROLLER_BUTTON_PADDLE1, /* Xbox Elite paddle P1 (upper left, facing the back) */
|
||||
SDL_CONTROLLER_BUTTON_PADDLE2, /* Xbox Elite paddle P3 (upper right, facing the back) */
|
||||
SDL_CONTROLLER_BUTTON_PADDLE3, /* Xbox Elite paddle P2 (lower left, facing the back) */
|
||||
SDL_CONTROLLER_BUTTON_PADDLE4, /* Xbox Elite paddle P4 (lower right, facing the back) */
|
||||
SDL_CONTROLLER_BUTTON_TOUCHPAD, /* PS4/PS5 touchpad button */
|
||||
SDL_CONTROLLER_BUTTON_MAX
|
||||
} SDL_GameControllerButton;
|
||||
@@ -701,7 +754,7 @@ extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFrom
|
||||
* The caller should not SDL_free() the returned string.
|
||||
*
|
||||
* \param button an enum value for a given SDL_GameControllerButton
|
||||
* \returns a string for the given button, or NULL if an invalid axis is
|
||||
* \returns a string for the given button, or NULL if an invalid button is
|
||||
* specified. The string returned is of the format used by
|
||||
* SDL_GameController mapping strings.
|
||||
*
|
||||
@@ -842,6 +895,25 @@ extern DECLSPEC float SDLCALL SDL_GameControllerGetSensorDataRate(SDL_GameContro
|
||||
*/
|
||||
extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorData(SDL_GameController *gamecontroller, SDL_SensorType type, float *data, int num_values);
|
||||
|
||||
/**
|
||||
* Get the current state of a game controller sensor with the timestamp of the
|
||||
* last update.
|
||||
*
|
||||
* The number of values and interpretation of the data is sensor dependent.
|
||||
* See SDL_sensor.h for the details for each type of sensor.
|
||||
*
|
||||
* \param gamecontroller The controller to query
|
||||
* \param type The type of sensor to query
|
||||
* \param timestamp A pointer filled with the timestamp in microseconds of the
|
||||
* current sensor reading if available, or 0 if not
|
||||
* \param data A pointer filled with the current sensor state
|
||||
* \param num_values The number of values to write to data
|
||||
* \return 0 or -1 if an error occurred.
|
||||
*
|
||||
* \since This function is available since SDL 2.26.0.
|
||||
*/
|
||||
extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorDataWithTimestamp(SDL_GameController *gamecontroller, SDL_SensorType type, Uint64 *timestamp, float *data, int num_values);
|
||||
|
||||
/**
|
||||
* Start a rumble effect on a game controller.
|
||||
*
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
|
||||
@@ -0,0 +1,100 @@
|
||||
/*
|
||||
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.
|
||||
*/
|
||||
|
||||
/**
|
||||
* \file SDL_guid.h
|
||||
*
|
||||
* Include file for handling ::SDL_GUID values.
|
||||
*/
|
||||
|
||||
#ifndef SDL_guid_h_
|
||||
#define SDL_guid_h_
|
||||
|
||||
#include "SDL_stdinc.h"
|
||||
#include "SDL_error.h"
|
||||
|
||||
#include "begin_code.h"
|
||||
/* Set up for C function definitions, even when using C++ */
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
/**
|
||||
* An SDL_GUID is a 128-bit identifier for an input device that
|
||||
* identifies that device across runs of SDL programs on the same
|
||||
* platform. If the device is detached and then re-attached to a
|
||||
* different port, or if the base system is rebooted, the device
|
||||
* should still report the same GUID.
|
||||
*
|
||||
* GUIDs are as precise as possible but are not guaranteed to
|
||||
* distinguish physically distinct but equivalent devices. For
|
||||
* example, two game controllers from the same vendor with the same
|
||||
* product ID and revision may have the same GUID.
|
||||
*
|
||||
* GUIDs may be platform-dependent (i.e., the same device may report
|
||||
* different GUIDs on different operating systems).
|
||||
*/
|
||||
typedef struct {
|
||||
Uint8 data[16];
|
||||
} SDL_GUID;
|
||||
|
||||
/* Function prototypes */
|
||||
|
||||
/**
|
||||
* Get an ASCII string representation for a given ::SDL_GUID.
|
||||
*
|
||||
* You should supply at least 33 bytes for pszGUID.
|
||||
*
|
||||
* \param guid the ::SDL_GUID you wish to convert to string
|
||||
* \param pszGUID buffer in which to write the ASCII string
|
||||
* \param cbGUID the size of pszGUID
|
||||
*
|
||||
* \since This function is available since SDL 2.24.0.
|
||||
*
|
||||
* \sa SDL_GUIDFromString
|
||||
*/
|
||||
extern DECLSPEC void SDLCALL SDL_GUIDToString(SDL_GUID guid, char *pszGUID, int cbGUID);
|
||||
|
||||
/**
|
||||
* Convert a GUID string into a ::SDL_GUID structure.
|
||||
*
|
||||
* Performs no error checking. If this function is given a string containing
|
||||
* an invalid GUID, the function will silently succeed, but the GUID generated
|
||||
* will not be useful.
|
||||
*
|
||||
* \param pchGUID string containing an ASCII representation of a GUID
|
||||
* \returns a ::SDL_GUID structure.
|
||||
*
|
||||
* \since This function is available since SDL 2.24.0.
|
||||
*
|
||||
* \sa SDL_GUIDToString
|
||||
*/
|
||||
extern DECLSPEC SDL_GUID SDLCALL SDL_GUIDFromString(const char *pchGUID);
|
||||
|
||||
/* Ends C function definitions when using C++ */
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
#include "close_code.h"
|
||||
|
||||
#endif /* SDL_guid_h_ */
|
||||
|
||||
/* vi: set ts=4 sw=4 expandtab: */
|
||||
@@ -1,6 +1,6 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
@@ -92,7 +92,7 @@ extern "C" {
|
||||
* By default this hint is not set and the APK expansion files are not searched.
|
||||
*/
|
||||
#define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION"
|
||||
|
||||
|
||||
/**
|
||||
* \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc.
|
||||
*
|
||||
@@ -132,13 +132,13 @@ extern "C" {
|
||||
* \brief A variable to control whether we trap the Android back button to handle it manually.
|
||||
* This is necessary for the right mouse button to work on some Android devices, or
|
||||
* to be able to trap the back button for use in your code reliably. If set to true,
|
||||
* the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of
|
||||
* the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of
|
||||
* SDL_SCANCODE_AC_BACK.
|
||||
*
|
||||
* The variable can be set to the following values:
|
||||
* "0" - Back button will be handled as usual for system. (default)
|
||||
* "1" - Back button will be trapped, allowing you to handle the key press
|
||||
* manually. (This will also let right mouse click work on systems
|
||||
* manually. (This will also let right mouse click work on systems
|
||||
* where the right mouse button functions as back.)
|
||||
*
|
||||
* The value of this hint is used at runtime, so it can be changed at any time.
|
||||
@@ -147,7 +147,7 @@ extern "C" {
|
||||
|
||||
/**
|
||||
* \brief Specify an application name.
|
||||
*
|
||||
*
|
||||
* This hint lets you specify the application name sent to the OS when
|
||||
* required. For example, this will often appear in volume control applets for
|
||||
* audio streams, and in lists of applications which are inhibiting the
|
||||
@@ -278,10 +278,7 @@ extern "C" {
|
||||
* If this hint isn't specified to a valid setting, or libsamplerate isn't
|
||||
* available, SDL will use the default, internal resampling algorithm.
|
||||
*
|
||||
* Note that this is currently only applicable to resampling audio that is
|
||||
* being written to a device for playback or audio being read from a device
|
||||
* for capture. SDL_AudioCVT always uses the default resampler (although this
|
||||
* might change for SDL 2.1).
|
||||
* As of SDL 2.26, SDL_ConvertAudio() respects this hint when libsamplerate is available.
|
||||
*
|
||||
* This hint is currently only checked at audio subsystem initialization.
|
||||
*
|
||||
@@ -380,6 +377,17 @@ extern "C" {
|
||||
*/
|
||||
#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"
|
||||
|
||||
/**
|
||||
* \brief A variable that controls whether the on-screen keyboard should be shown when text input is active
|
||||
*
|
||||
* The variable can be set to the following values:
|
||||
* "0" - Do not show the on-screen keyboard
|
||||
* "1" - Show the on-screen keyboard
|
||||
*
|
||||
* The default value is "1". This hint must be set before text input is activated.
|
||||
*/
|
||||
#define SDL_HINT_ENABLE_SCREEN_KEYBOARD "SDL_ENABLE_SCREEN_KEYBOARD"
|
||||
|
||||
/**
|
||||
* \brief A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs
|
||||
*
|
||||
@@ -392,13 +400,14 @@ extern "C" {
|
||||
#define SDL_HINT_ENABLE_STEAM_CONTROLLERS "SDL_ENABLE_STEAM_CONTROLLERS"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether SDL logs all events pushed onto its internal queue.
|
||||
* \brief A variable controlling verbosity of the logging of SDL events pushed onto the internal queue.
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* This variable can be set to the following values, from least to most verbose:
|
||||
*
|
||||
* "0" - Don't log any events (default)
|
||||
* "1" - Log all events except mouse and finger motion, which are pretty spammy.
|
||||
* "2" - Log all events.
|
||||
* "1" - Log most events (other than the really spammy ones).
|
||||
* "2" - Include mouse and finger motion events.
|
||||
* "3" - Include SDL_SysWMEvent events.
|
||||
*
|
||||
* This is generally meant to be used to debug SDL itself, but can be useful
|
||||
* for application developers that need better visibility into what is going
|
||||
@@ -509,7 +518,7 @@ extern "C" {
|
||||
|
||||
/**
|
||||
* \brief If set, game controller face buttons report their values according to their labels instead of their positional layout.
|
||||
*
|
||||
*
|
||||
* For example, on Nintendo Switch controllers, normally you'd get:
|
||||
*
|
||||
* (Y)
|
||||
@@ -541,6 +550,14 @@ extern "C" {
|
||||
*/
|
||||
#define SDL_HINT_GRAB_KEYBOARD "SDL_GRAB_KEYBOARD"
|
||||
|
||||
/**
|
||||
* \brief A variable containing a list of devices to ignore in SDL_hid_enumerate()
|
||||
*
|
||||
* For example, to ignore the Shanwan DS3 controller and any Valve controller, you might
|
||||
* have the string "0x2563/0x0523,0x28de/0x0000"
|
||||
*/
|
||||
#define SDL_HINT_HIDAPI_IGNORE_DEVICES "SDL_HIDAPI_IGNORE_DEVICES"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the idle timer is disabled on iOS.
|
||||
*
|
||||
@@ -563,9 +580,9 @@ extern "C" {
|
||||
*
|
||||
* The variable can be set to the following values:
|
||||
* "0" - SDL_TEXTEDITING events are sent, and it is the application's
|
||||
* responsibility to render the text from these events and
|
||||
* responsibility to render the text from these events and
|
||||
* differentiate it somehow from committed text. (default)
|
||||
* "1" - If supported by the IME then SDL_TEXTEDITING events are not sent,
|
||||
* "1" - If supported by the IME then SDL_TEXTEDITING events are not sent,
|
||||
* and text that is being composed will be rendered in its own UI.
|
||||
*/
|
||||
#define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING"
|
||||
@@ -651,18 +668,38 @@ extern "C" {
|
||||
*/
|
||||
#define SDL_HINT_JOYSTICK_GAMECUBE_RUMBLE_BRAKE "SDL_JOYSTICK_GAMECUBE_RUMBLE_BRAKE"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether Switch Joy-Cons should be treated the same as Switch Pro Controllers when using the HIDAPI driver.
|
||||
/**
|
||||
* \brief A variable controlling whether the HIDAPI driver for Nintendo Switch Joy-Cons should be used.
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - basic Joy-Con support with no analog input (the default)
|
||||
* "1" - Joy-Cons treated as half full Pro Controllers with analog inputs and sensors
|
||||
* "0" - HIDAPI driver is not used
|
||||
* "1" - HIDAPI driver is used
|
||||
*
|
||||
* This does not combine Joy-Cons into a single controller. That's up to the user.
|
||||
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
|
||||
*/
|
||||
#define SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS "SDL_JOYSTICK_HIDAPI_JOY_CONS"
|
||||
|
||||
/**
|
||||
/**
|
||||
* \brief A variable controlling whether Nintendo Switch Joy-Con controllers will be combined into a single Pro-like controller when using the HIDAPI driver
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - Left and right Joy-Con controllers will not be combined and each will be a mini-gamepad
|
||||
* "1" - Left and right Joy-Con controllers will be combined into a single controller (the default)
|
||||
*/
|
||||
#define SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS "SDL_JOYSTICK_HIDAPI_COMBINE_JOY_CONS"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether Nintendo Switch Joy-Con controllers will be in vertical mode when using the HIDAPI driver
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - Left and right Joy-Con controllers will not be in vertical mode (the default)
|
||||
* "1" - Left and right Joy-Con controllers will be in vertical mode
|
||||
*
|
||||
* This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
|
||||
*/
|
||||
#define SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS "SDL_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the HIDAPI driver for Amazon Luna controllers connected via Bluetooth should be used.
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
@@ -673,6 +710,42 @@ extern "C" {
|
||||
*/
|
||||
#define SDL_HINT_JOYSTICK_HIDAPI_LUNA "SDL_JOYSTICK_HIDAPI_LUNA"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the HIDAPI driver for Nintendo Online classic controllers should be used.
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - HIDAPI driver is not used
|
||||
* "1" - HIDAPI driver is used
|
||||
*
|
||||
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
|
||||
*/
|
||||
#define SDL_HINT_JOYSTICK_HIDAPI_NINTENDO_CLASSIC "SDL_JOYSTICK_HIDAPI_NINTENDO_CLASSIC"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the HIDAPI driver for NVIDIA SHIELD controllers should be used.
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - HIDAPI driver is not used
|
||||
* "1" - HIDAPI driver is used
|
||||
*
|
||||
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
|
||||
*/
|
||||
#define SDL_HINT_JOYSTICK_HIDAPI_SHIELD "SDL_JOYSTICK_HIDAPI_SHIELD"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the HIDAPI driver for PS3 controllers should be used.
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - HIDAPI driver is not used
|
||||
* "1" - HIDAPI driver is used
|
||||
*
|
||||
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI on macOS, and "0" on other platforms.
|
||||
*
|
||||
* It is not possible to use this driver on Windows, due to limitations in the default drivers
|
||||
* installed. See https://github.com/ViGEm/DsHidMini for an alternative driver on Windows.
|
||||
*/
|
||||
#define SDL_HINT_JOYSTICK_HIDAPI_PS3 "SDL_JOYSTICK_HIDAPI_PS3"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the HIDAPI driver for PS4 controllers should be used.
|
||||
*
|
||||
@@ -755,7 +828,7 @@ extern "C" {
|
||||
#define SDL_HINT_JOYSTICK_HIDAPI_STADIA "SDL_JOYSTICK_HIDAPI_STADIA"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the HIDAPI driver for Steam Controllers should be used.
|
||||
* \brief A variable controlling whether the HIDAPI driver for Bluetooth Steam Controllers should be used.
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - HIDAPI driver is not used
|
||||
@@ -778,16 +851,56 @@ extern "C" {
|
||||
#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the Home button LED should be turned on when a Nintendo Switch controller is opened
|
||||
* \brief A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Pro controller is opened
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - home button LED is turned off
|
||||
* "1" - home button LED is turned on
|
||||
*
|
||||
* By default the Home button LED state is not changed.
|
||||
* By default the Home button LED state is not changed. This hint can also be set to a floating point value between 0.0 and 1.0 which controls the brightness of the Home button LED.
|
||||
*/
|
||||
#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED "SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Joy-Con controller is opened
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - home button LED is turned off
|
||||
* "1" - home button LED is turned on
|
||||
*
|
||||
* By default the Home button LED state is not changed. This hint can also be set to a floating point value between 0.0 and 1.0 which controls the brightness of the Home button LED.
|
||||
*/
|
||||
#define SDL_HINT_JOYSTICK_HIDAPI_JOYCON_HOME_LED "SDL_JOYSTICK_HIDAPI_JOYCON_HOME_LED"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Nintendo Switch controller.
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - player LEDs are not enabled
|
||||
* "1" - player LEDs are enabled (the default)
|
||||
*/
|
||||
#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED "SDL_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the HIDAPI driver for Nintendo Wii and Wii U controllers should be used.
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - HIDAPI driver is not used
|
||||
* "1" - HIDAPI driver is used
|
||||
*
|
||||
* This driver doesn't work with the dolphinbar, so the default is SDL_FALSE for now.
|
||||
*/
|
||||
#define SDL_HINT_JOYSTICK_HIDAPI_WII "SDL_JOYSTICK_HIDAPI_WII"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Wii controller.
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - player LEDs are not enabled
|
||||
* "1" - player LEDs are enabled (the default)
|
||||
*/
|
||||
#define SDL_HINT_JOYSTICK_HIDAPI_WII_PLAYER_LED "SDL_JOYSTICK_HIDAPI_WII_PLAYER_LED"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the HIDAPI driver for XBox controllers should be used.
|
||||
*
|
||||
@@ -799,7 +912,60 @@ extern "C" {
|
||||
*/
|
||||
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX "SDL_JOYSTICK_HIDAPI_XBOX"
|
||||
|
||||
/**
|
||||
/**
|
||||
* \brief A variable controlling whether the HIDAPI driver for XBox 360 controllers should be used.
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - HIDAPI driver is not used
|
||||
* "1" - HIDAPI driver is used
|
||||
*
|
||||
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX
|
||||
*/
|
||||
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360 "SDL_JOYSTICK_HIDAPI_XBOX_360"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with an Xbox 360 controller.
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - player LEDs are not enabled
|
||||
* "1" - player LEDs are enabled (the default)
|
||||
*/
|
||||
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED "SDL_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the HIDAPI driver for XBox 360 wireless controllers should be used.
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - HIDAPI driver is not used
|
||||
* "1" - HIDAPI driver is used
|
||||
*
|
||||
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX_360
|
||||
*/
|
||||
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_WIRELESS "SDL_JOYSTICK_HIDAPI_XBOX_360_WIRELESS"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the HIDAPI driver for XBox One controllers should be used.
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - HIDAPI driver is not used
|
||||
* "1" - HIDAPI driver is used
|
||||
*
|
||||
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX
|
||||
*/
|
||||
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE "SDL_JOYSTICK_HIDAPI_XBOX_ONE"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the Home button LED should be turned on when an Xbox One controller is opened
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - home button LED is turned off
|
||||
* "1" - home button LED is turned on
|
||||
*
|
||||
* By default the Home button LED state is not changed. This hint can also be set to a floating point value between 0.0 and 1.0 which controls the brightness of the Home button LED. The default brightness is 0.4.
|
||||
*/
|
||||
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED "SDL_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the RAWINPUT joystick drivers should be used for better handling XInput-capable devices.
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
@@ -808,7 +974,7 @@ extern "C" {
|
||||
*/
|
||||
#define SDL_HINT_JOYSTICK_RAWINPUT "SDL_JOYSTICK_RAWINPUT"
|
||||
|
||||
/**
|
||||
/**
|
||||
* \brief A variable controlling whether the RAWINPUT driver should pull correlated data from XInput.
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
@@ -821,7 +987,7 @@ extern "C" {
|
||||
*/
|
||||
#define SDL_HINT_JOYSTICK_RAWINPUT_CORRELATE_XINPUT "SDL_JOYSTICK_RAWINPUT_CORRELATE_XINPUT"
|
||||
|
||||
/**
|
||||
/**
|
||||
* \brief A variable controlling whether the ROG Chakram mice should show up as joysticks
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
@@ -830,7 +996,7 @@ extern "C" {
|
||||
*/
|
||||
#define SDL_HINT_JOYSTICK_ROG_CHAKRAM "SDL_JOYSTICK_ROG_CHAKRAM"
|
||||
|
||||
/**
|
||||
/**
|
||||
* \brief A variable controlling whether a separate thread should be used
|
||||
* for handling joystick detection and raw input messages on Windows
|
||||
*
|
||||
@@ -841,6 +1007,15 @@ extern "C" {
|
||||
*/
|
||||
#define SDL_HINT_JOYSTICK_THREAD "SDL_JOYSTICK_THREAD"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether Windows.Gaming.Input should be used for controller handling.
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - WGI is not used
|
||||
* "1" - WGI is used (the default)
|
||||
*/
|
||||
#define SDL_HINT_JOYSTICK_WGI "SDL_JOYSTICK_WGI"
|
||||
|
||||
/**
|
||||
* \brief Determines whether SDL enforces that DRM master is required in order
|
||||
* to initialize the KMSDRM video backend.
|
||||
@@ -864,14 +1039,32 @@ extern "C" {
|
||||
*/
|
||||
#define SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER "SDL_KMSDRM_REQUIRE_DRM_MASTER"
|
||||
|
||||
/**
|
||||
/**
|
||||
* \brief A comma separated list of devices to open as joysticks
|
||||
*
|
||||
* This variable is currently only used by the Linux joystick driver.
|
||||
*/
|
||||
#define SDL_HINT_JOYSTICK_DEVICE "SDL_JOYSTICK_DEVICE"
|
||||
|
||||
/**
|
||||
/**
|
||||
* \brief A variable controlling whether joysticks on Linux will always treat 'hat' axis inputs (ABS_HAT0X - ABS_HAT3Y) as 8-way digital hats without checking whether they may be analog.
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - Only map hat axis inputs to digital hat outputs if the input axes appear to actually be digital (the default)
|
||||
* "1" - Always handle the input axes numbered ABS_HAT0X to ABS_HAT3Y as digital hats
|
||||
*/
|
||||
#define SDL_HINT_LINUX_DIGITAL_HATS "SDL_LINUX_DIGITAL_HATS"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether digital hats on Linux will apply deadzones to their underlying input axes or use unfiltered values.
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - Return digital hat values based on unfiltered input axis values
|
||||
* "1" - Return digital hat values with deadzones on the input axes taken into account (the default)
|
||||
*/
|
||||
#define SDL_HINT_LINUX_HAT_DEADZONES "SDL_LINUX_HAT_DEADZONES"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether to use the classic /dev/input/js* joystick interface or the newer /dev/input/event* joystick interface on Linux
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
@@ -882,7 +1075,7 @@ extern "C" {
|
||||
*/
|
||||
#define SDL_HINT_LINUX_JOYSTICK_CLASSIC "SDL_LINUX_JOYSTICK_CLASSIC"
|
||||
|
||||
/**
|
||||
/**
|
||||
* \brief A variable controlling whether joysticks on Linux adhere to their HID-defined deadzones or return unfiltered values.
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
@@ -907,6 +1100,24 @@ extern "C" {
|
||||
*/
|
||||
#define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether dispatching OpenGL context updates should block the dispatching thread until the main thread finishes processing
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - Dispatching OpenGL context updates will block the dispatching thread until the main thread finishes processing (default).
|
||||
* "1" - Dispatching OpenGL context updates will allow the dispatching thread to continue execution.
|
||||
*
|
||||
* Generally you want the default, but if you have OpenGL code in a background thread on a Mac, and the main thread
|
||||
* hangs because it's waiting for that background thread, but that background thread is also hanging because it's
|
||||
* waiting for the main thread to do an update, this might fix your issue.
|
||||
*
|
||||
* This hint only applies to macOS.
|
||||
*
|
||||
* This hint is available since SDL 2.24.0.
|
||||
*
|
||||
*/
|
||||
#define SDL_HINT_MAC_OPENGL_ASYNC_DISPATCH "SDL_MAC_OPENGL_ASYNC_DISPATCH"
|
||||
|
||||
/**
|
||||
* \brief A variable setting the double click radius, in pixels.
|
||||
*/
|
||||
@@ -976,6 +1187,28 @@ extern "C" {
|
||||
*/
|
||||
#define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the system mouse acceleration curve is used for relative mouse motion.
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - Relative mouse motion will be unscaled (the default)
|
||||
* "1" - Relative mouse motion will be scaled using the system mouse acceleration curve.
|
||||
*
|
||||
* If SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE is set, that will override the system speed scale.
|
||||
*/
|
||||
#define SDL_HINT_MOUSE_RELATIVE_SYSTEM_SCALE "SDL_MOUSE_RELATIVE_SYSTEM_SCALE"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether a motion event should be generated for mouse warping in relative mode.
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - Warping the mouse will not generate a motion event in relative mode
|
||||
* "1" - Warping the mouse will generate a motion event in relative mode
|
||||
*
|
||||
* By default warping the mouse will not generate motion events in relative mode. This avoids the application having to filter out large relative motion due to warping.
|
||||
*/
|
||||
#define SDL_HINT_MOUSE_RELATIVE_WARP_MOTION "SDL_MOUSE_RELATIVE_WARP_MOTION"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether mouse events should generate synthetic touch events
|
||||
*
|
||||
@@ -1063,7 +1296,7 @@ extern "C" {
|
||||
* When polling for events, SDL_PumpEvents is used to gather new events from devices.
|
||||
* If a device keeps producing new events between calls to SDL_PumpEvents, a poll loop will
|
||||
* become stuck until the new events stop.
|
||||
* This is most noticable when moving a high frequency mouse.
|
||||
* This is most noticeable when moving a high frequency mouse.
|
||||
*
|
||||
* By default, poll sentinels are enabled.
|
||||
*/
|
||||
@@ -1097,6 +1330,8 @@ extern "C" {
|
||||
*
|
||||
* This variable can be one of the following values:
|
||||
* "primary" (default), "portrait", "landscape", "inverted-portrait", "inverted-landscape"
|
||||
*
|
||||
* Since SDL 2.0.22 this variable accepts a comma-separated list of values above.
|
||||
*/
|
||||
#define SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION "SDL_QTWAYLAND_CONTENT_ORIENTATION"
|
||||
|
||||
@@ -1181,6 +1416,8 @@ extern "C" {
|
||||
*
|
||||
* This variable is case insensitive and can be set to the following values:
|
||||
* "direct3d"
|
||||
* "direct3d11"
|
||||
* "direct3d12"
|
||||
* "opengl"
|
||||
* "opengles2"
|
||||
* "opengles"
|
||||
@@ -1237,7 +1474,29 @@ extern "C" {
|
||||
*/
|
||||
#define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC"
|
||||
|
||||
/**
|
||||
/**
|
||||
* \brief A variable controlling whether the Metal render driver select low power device over default one
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - Use the prefered OS device
|
||||
* "1" - Select a low power one
|
||||
*
|
||||
* By default the prefered OS device is used.
|
||||
*/
|
||||
#define SDL_HINT_RENDER_METAL_PREFER_LOW_POWER_DEVICE "SDL_RENDER_METAL_PREFER_LOW_POWER_DEVICE"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling if VSYNC is automatically disable if doesn't reach the enough FPS
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - It will be using VSYNC as defined in the main flag. Default
|
||||
* "1" - If VSYNC was previously enabled, then it will disable VSYNC if doesn't reach enough speed
|
||||
*
|
||||
* By default SDL does not enable the automatic VSYNC
|
||||
*/
|
||||
#define SDL_HINT_PS2_DYNAMIC_VSYNC "SDL_PS2_DYNAMIC_VSYNC"
|
||||
|
||||
/**
|
||||
* \brief A variable to control whether the return key on the soft keyboard
|
||||
* should hide the soft keyboard on Android and iOS.
|
||||
*
|
||||
@@ -1269,7 +1528,7 @@ extern "C" {
|
||||
* disabled. You should use a string that describes what your program is doing
|
||||
* (and, therefore, why the screensaver is disabled). For example, "Playing a
|
||||
* game" or "Watching a video".
|
||||
*
|
||||
*
|
||||
* Setting this to "" or leaving it unset will have SDL use a reasonable
|
||||
* default: "Playing a game" or something similar.
|
||||
*
|
||||
@@ -1283,13 +1542,13 @@ extern "C" {
|
||||
* On some platforms, like Linux, a realtime priority thread may be subject to restrictions
|
||||
* that require special handling by the application. This hint exists to let SDL know that
|
||||
* the app is prepared to handle said restrictions.
|
||||
*
|
||||
*
|
||||
* On Linux, SDL will apply the following configuration to any thread that becomes realtime:
|
||||
* * The SCHED_RESET_ON_FORK bit will be set on the scheduling policy,
|
||||
* * An RLIMIT_RTTIME budget will be configured to the rtkit specified limit.
|
||||
* * Exceeding this limit will result in the kernel sending SIGKILL to the app,
|
||||
* * Refer to the man pages for more information.
|
||||
*
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - default platform specific behaviour
|
||||
* "1" - Force SDL_THREAD_PRIORITY_TIME_CRITICAL to a realtime scheduling policy
|
||||
@@ -1377,7 +1636,7 @@ extern "C" {
|
||||
#define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the screensaver is enabled.
|
||||
* \brief A variable controlling whether the screensaver is enabled.
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - Disable screensaver
|
||||
@@ -1390,7 +1649,7 @@ extern "C" {
|
||||
/**
|
||||
* \brief Tell the video driver that we only want a double buffer.
|
||||
*
|
||||
* By default, most lowlevel 2D APIs will use a triple buffer scheme that
|
||||
* By default, most lowlevel 2D APIs will use a triple buffer scheme that
|
||||
* wastes no CPU time on waiting for vsync after issuing a flip, but
|
||||
* introduces a frame of latency. On the other hand, using a double buffer
|
||||
* scheme instead is recommended for cases where low latency is an important
|
||||
@@ -1450,9 +1709,7 @@ extern "C" {
|
||||
* SDL_WINDOW_RESIZABLE windows will offer the "fullscreen"
|
||||
* button on their titlebars).
|
||||
*
|
||||
* The default value is "1". Spaces are disabled regardless of this hint if
|
||||
* the OS isn't at least Mac OS X Lion (10.7). This hint must be set before
|
||||
* any windows are created.
|
||||
* The default value is "1". This hint must be set before any windows are created.
|
||||
*/
|
||||
#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES"
|
||||
|
||||
@@ -1489,11 +1746,43 @@ extern "C" {
|
||||
*/
|
||||
#define SDL_HINT_VIDEO_WAYLAND_PREFER_LIBDECOR "SDL_VIDEO_WAYLAND_PREFER_LIBDECOR"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether video mode emulation is enabled under Wayland.
|
||||
*
|
||||
* When this hint is set, a standard set of emulated CVT video modes will be exposed for use by the application.
|
||||
* If it is disabled, the only modes exposed will be the logical desktop size and, in the case of a scaled
|
||||
* desktop, the native display resolution.
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - Video mode emulation is disabled.
|
||||
* "1" - Video mode emulation is enabled.
|
||||
*
|
||||
* By default video mode emulation is enabled.
|
||||
*/
|
||||
#define SDL_HINT_VIDEO_WAYLAND_MODE_EMULATION "SDL_VIDEO_WAYLAND_MODE_EMULATION"
|
||||
|
||||
/**
|
||||
* \brief Enable or disable mouse pointer warp emulation, needed by some older games.
|
||||
*
|
||||
* When this hint is set, any SDL will emulate mouse warps using relative mouse mode.
|
||||
* This is required for some older games (such as Source engine games), which warp the
|
||||
* mouse to the centre of the screen rather than using relative mouse motion. Note that
|
||||
* relative mouse mode may have different mouse acceleration behaviour than pointer warps.
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - All mouse warps fail, as mouse warping is not available under wayland.
|
||||
* "1" - Some mouse warps will be emulated by forcing relative mouse mode.
|
||||
*
|
||||
* If not set, this is automatically enabled unless an application uses relative mouse
|
||||
* mode directly.
|
||||
*/
|
||||
#define SDL_HINT_VIDEO_WAYLAND_EMULATE_MOUSE_WARP "SDL_VIDEO_WAYLAND_EMULATE_MOUSE_WARP"
|
||||
|
||||
/**
|
||||
* \brief A variable that is the address of another SDL_Window* (as a hex string formatted with "%p").
|
||||
*
|
||||
*
|
||||
* If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has
|
||||
* SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly
|
||||
* SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly
|
||||
* created SDL_Window:
|
||||
*
|
||||
* 1. Its pixel format will be set to the same pixel format as this SDL_Window. This is
|
||||
@@ -1559,13 +1848,13 @@ extern "C" {
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used.
|
||||
*
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - Disable _NET_WM_BYPASS_COMPOSITOR
|
||||
* "1" - Enable _NET_WM_BYPASS_COMPOSITOR
|
||||
*
|
||||
*
|
||||
* By default SDL will use _NET_WM_BYPASS_COMPOSITOR
|
||||
*
|
||||
*
|
||||
*/
|
||||
#define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR"
|
||||
|
||||
@@ -1590,13 +1879,11 @@ extern "C" {
|
||||
#define SDL_HINT_VIDEO_X11_WINDOW_VISUALID "SDL_VIDEO_X11_WINDOW_VISUALID"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the X11 Xinerama extension should be used.
|
||||
* \brief A no-longer-used variable controlling whether the X11 Xinerama extension should be used.
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - Disable Xinerama
|
||||
* "1" - Enable Xinerama
|
||||
*
|
||||
* By default SDL will use Xinerama if it is available.
|
||||
* Before SDL 2.0.24, this would let apps and users disable Xinerama support on X11.
|
||||
* Now SDL never uses Xinerama, and does not check for this hint at all.
|
||||
* The preprocessor define is left here for source compatibility.
|
||||
*/
|
||||
#define SDL_HINT_VIDEO_X11_XINERAMA "SDL_VIDEO_X11_XINERAMA"
|
||||
|
||||
@@ -1607,18 +1894,16 @@ extern "C" {
|
||||
* "0" - Disable XRandR
|
||||
* "1" - Enable XRandR
|
||||
*
|
||||
* By default SDL will not use XRandR because of window manager issues.
|
||||
* By default SDL will use XRandR.
|
||||
*/
|
||||
#define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the X11 VidMode extension should be used.
|
||||
* \brief A no-longer-used variable controlling whether the X11 VidMode extension should be used.
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - Disable XVidMode
|
||||
* "1" - Enable XVidMode
|
||||
*
|
||||
* By default SDL will use XVidMode if it is available.
|
||||
* Before SDL 2.0.24, this would let apps and users disable XVidMode support on X11.
|
||||
* Now SDL never uses XVidMode, and does not check for this hint at all.
|
||||
* The preprocessor define is left here for source compatibility.
|
||||
*/
|
||||
#define SDL_HINT_VIDEO_X11_XVIDMODE "SDL_VIDEO_X11_XVIDMODE"
|
||||
|
||||
@@ -1703,7 +1988,29 @@ extern "C" {
|
||||
#define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING "SDL_WINDOWS_DISABLE_THREAD_NAMING"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the windows message loop is processed by SDL
|
||||
* \brief Controls whether menus can be opened with their keyboard shortcut (Alt+mnemonic).
|
||||
*
|
||||
* If the mnemonics are enabled, then menus can be opened by pressing the Alt
|
||||
* key and the corresponding mnemonic (for example, Alt+F opens the File menu).
|
||||
* However, in case an invalid mnemonic is pressed, Windows makes an audible
|
||||
* beep to convey that nothing happened. This is true even if the window has
|
||||
* no menu at all!
|
||||
*
|
||||
* Because most SDL applications don't have menus, and some want to use the Alt
|
||||
* key for other purposes, SDL disables mnemonics (and the beeping) by default.
|
||||
*
|
||||
* Note: This also affects keyboard events: with mnemonics enabled, when a
|
||||
* menu is opened from the keyboard, you will not receive a KEYUP event for
|
||||
* the mnemonic key, and *might* not receive one for Alt.
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - Alt+mnemonic does nothing, no beeping. (default)
|
||||
* "1" - Alt+mnemonic opens menus, invalid mnemonics produce a beep.
|
||||
*/
|
||||
#define SDL_HINT_WINDOWS_ENABLE_MENU_MNEMONICS "SDL_WINDOWS_ENABLE_MENU_MNEMONICS"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the windows message loop is processed by SDL
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - The window message loop is not run
|
||||
@@ -1744,7 +2051,7 @@ extern "C" {
|
||||
#define SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL "SDL_WINDOWS_FORCE_SEMAPHORE_KERNEL"
|
||||
|
||||
/**
|
||||
* \brief A variable to specify custom icon resource id from RC file on Windows platform
|
||||
* \brief A variable to specify custom icon resource id from RC file on Windows platform
|
||||
*/
|
||||
#define SDL_HINT_WINDOWS_INTRESOURCE_ICON "SDL_WINDOWS_INTRESOURCE_ICON"
|
||||
#define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL"
|
||||
@@ -1779,7 +2086,58 @@ extern "C" {
|
||||
#define SDL_HINT_WINDOWS_USE_D3D9EX "SDL_WINDOWS_USE_D3D9EX"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the window frame and title bar are interactive when the cursor is hidden
|
||||
* \brief Controls whether SDL will declare the process to be DPI aware.
|
||||
*
|
||||
* This hint must be set before initializing the video subsystem.
|
||||
*
|
||||
* The main purpose of declaring DPI awareness is to disable OS bitmap scaling of SDL windows on monitors with
|
||||
* a DPI scale factor.
|
||||
*
|
||||
* This hint is equivalent to requesting DPI awareness via external means (e.g. calling SetProcessDpiAwarenessContext)
|
||||
* and does not cause SDL to use a virtualized coordinate system, so it will generally give you 1 SDL coordinate = 1 pixel
|
||||
* even on high-DPI displays.
|
||||
*
|
||||
* For more information, see:
|
||||
* https://docs.microsoft.com/en-us/windows/win32/hidpi/high-dpi-desktop-application-development-on-windows
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "" - Do not change the DPI awareness (default).
|
||||
* "unaware" - Declare the process as DPI unaware. (Windows 8.1 and later).
|
||||
* "system" - Request system DPI awareness. (Vista and later).
|
||||
* "permonitor" - Request per-monitor DPI awareness. (Windows 8.1 and later).
|
||||
* "permonitorv2" - Request per-monitor V2 DPI awareness. (Windows 10, version 1607 and later).
|
||||
* The most visible difference from "permonitor" is that window title bar will be scaled
|
||||
* to the visually correct size when dragging between monitors with different scale factors.
|
||||
* This is the preferred DPI awareness level.
|
||||
*
|
||||
* If the requested DPI awareness is not available on the currently running OS, SDL will try to request the best
|
||||
* available match.
|
||||
*/
|
||||
#define SDL_HINT_WINDOWS_DPI_AWARENESS "SDL_WINDOWS_DPI_AWARENESS"
|
||||
|
||||
/**
|
||||
* \brief Uses DPI-scaled points as the SDL coordinate system on Windows.
|
||||
*
|
||||
* This changes the SDL coordinate system units to be DPI-scaled points, rather than pixels everywhere.
|
||||
* This means windows will be appropriately sized, even when created on high-DPI displays with scaling.
|
||||
*
|
||||
* e.g. requesting a 640x480 window from SDL, on a display with 125% scaling in Windows display settings,
|
||||
* will create a window with an 800x600 client area (in pixels).
|
||||
*
|
||||
* Setting this to "1" implicitly requests process DPI awareness (setting SDL_WINDOWS_DPI_AWARENESS is unnecessary),
|
||||
* and forces SDL_WINDOW_ALLOW_HIGHDPI on all windows.
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - SDL coordinates equal Windows coordinates. No automatic window resizing when dragging
|
||||
* between monitors with different scale factors (unless this is performed by
|
||||
* Windows itself, which is the case when the process is DPI unaware).
|
||||
* "1" - SDL coordinates are in DPI-scaled points. Automatically resize windows as needed on
|
||||
* displays with non-100% scale factors.
|
||||
*/
|
||||
#define SDL_HINT_WINDOWS_DPI_SCALING "SDL_WINDOWS_DPI_SCALING"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the window frame and title bar are interactive when the cursor is hidden
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - The window frame is not interactive when the cursor is hidden (no move, resize, etc)
|
||||
@@ -1790,7 +2148,7 @@ extern "C" {
|
||||
#define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the window is activated when the SDL_ShowWindow function is called
|
||||
* \brief A variable controlling whether the window is activated when the SDL_ShowWindow function is called
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - The window is activated when the SDL_ShowWindow function is called
|
||||
@@ -1920,6 +2278,15 @@ extern "C" {
|
||||
*/
|
||||
#define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED"
|
||||
|
||||
/**
|
||||
* \brief A variable that lets you disable the detection and use of DirectInput gamepad devices
|
||||
*
|
||||
* The variable can be set to the following values:
|
||||
* "0" - Disable DirectInput detection (only uses XInput)
|
||||
* "1" - Enable DirectInput detection (the default)
|
||||
*/
|
||||
#define SDL_HINT_DIRECTINPUT_ENABLED "SDL_DIRECTINPUT_ENABLED"
|
||||
|
||||
/**
|
||||
* \brief A variable that causes SDL to use the old axis and button mapping for XInput devices.
|
||||
*
|
||||
@@ -2039,6 +2406,42 @@ extern "C" {
|
||||
*/
|
||||
#define SDL_HINT_AUDIODRIVER "SDL_AUDIODRIVER"
|
||||
|
||||
/**
|
||||
* \brief A variable that decides what KMSDRM device to use.
|
||||
*
|
||||
* Internally, SDL might open something like "/dev/dri/cardNN" to
|
||||
* access KMSDRM functionality, where "NN" is a device index number.
|
||||
*
|
||||
* SDL makes a guess at the best index to use (usually zero), but the
|
||||
* app or user can set this hint to a number between 0 and 99 to
|
||||
* force selection.
|
||||
*
|
||||
* This hint is available since SDL 2.24.0.
|
||||
*/
|
||||
#define SDL_HINT_KMSDRM_DEVICE_INDEX "SDL_KMSDRM_DEVICE_INDEX"
|
||||
|
||||
|
||||
/**
|
||||
* \brief A variable that treats trackpads as touch devices.
|
||||
*
|
||||
* On macOS (and possibly other platforms in the future), SDL will report
|
||||
* touches on a trackpad as mouse input, which is generally what users
|
||||
* expect from this device; however, these are often actually full
|
||||
* multitouch-capable touch devices, so it might be preferable to some apps
|
||||
* to treat them as such.
|
||||
*
|
||||
* Setting this hint to true will make the trackpad input report as a
|
||||
* multitouch device instead of a mouse. The default is false.
|
||||
*
|
||||
* Note that most platforms don't support this hint. As of 2.24.0, it
|
||||
* only supports MacBooks' trackpads on macOS. Others may follow later.
|
||||
*
|
||||
* This hint is checked during SDL_Init and can not be changed after.
|
||||
*
|
||||
* This hint is available since SDL 2.24.0.
|
||||
*/
|
||||
#define SDL_HINT_TRACKPAD_IS_TOUCH_ONLY "SDL_TRACKPAD_IS_TOUCH_ONLY"
|
||||
|
||||
|
||||
/**
|
||||
* \brief An enumeration of hint priorities
|
||||
@@ -2091,6 +2494,38 @@ extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name,
|
||||
extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name,
|
||||
const char *value);
|
||||
|
||||
/**
|
||||
* Reset a hint to the default value.
|
||||
*
|
||||
* This will reset a hint to the value of the environment variable, or NULL if
|
||||
* the environment isn't set. Callbacks will be called normally with this
|
||||
* change.
|
||||
*
|
||||
* \param name the hint to set
|
||||
* \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise.
|
||||
*
|
||||
* \since This function is available since SDL 2.24.0.
|
||||
*
|
||||
* \sa SDL_GetHint
|
||||
* \sa SDL_SetHint
|
||||
*/
|
||||
extern DECLSPEC SDL_bool SDLCALL SDL_ResetHint(const char *name);
|
||||
|
||||
/**
|
||||
* Reset all hints to the default values.
|
||||
*
|
||||
* This will reset all hints to the value of the associated environment
|
||||
* variable, or NULL if the environment isn't set. Callbacks will be called
|
||||
* normally with this change.
|
||||
*
|
||||
* \since This function is available since SDL 2.26.0.
|
||||
*
|
||||
* \sa SDL_GetHint
|
||||
* \sa SDL_SetHint
|
||||
* \sa SDL_ResetHint
|
||||
*/
|
||||
extern DECLSPEC void SDLCALL SDL_ResetHints(void);
|
||||
|
||||
/**
|
||||
* Get the value of a hint.
|
||||
*
|
||||
@@ -2164,9 +2599,16 @@ extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name,
|
||||
/**
|
||||
* Clear all hints.
|
||||
*
|
||||
* This function is automatically called during SDL_Quit().
|
||||
* This function is automatically called during SDL_Quit(), and deletes all
|
||||
* callbacks without calling them and frees all memory associated with hints.
|
||||
* If you're calling this from application code you probably want to call
|
||||
* SDL_ResetHints() instead.
|
||||
*
|
||||
* This function will be removed from the API the next time we rev the ABI.
|
||||
*
|
||||
* \since This function is available since SDL 2.0.0.
|
||||
*
|
||||
* \sa SDL_ResetHints
|
||||
*/
|
||||
extern DECLSPEC void SDLCALL SDL_ClearHints(void);
|
||||
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
@@ -43,6 +43,8 @@
|
||||
|
||||
#include "SDL_stdinc.h"
|
||||
#include "SDL_error.h"
|
||||
#include "SDL_guid.h"
|
||||
#include "SDL_mutex.h"
|
||||
|
||||
#include "begin_code.h"
|
||||
/* Set up for C function definitions, even when using C++ */
|
||||
@@ -65,13 +67,14 @@ extern "C" {
|
||||
/**
|
||||
* The joystick structure used to identify an SDL joystick
|
||||
*/
|
||||
#ifdef SDL_THREAD_SAFETY_ANALYSIS
|
||||
extern SDL_mutex *SDL_joystick_lock;
|
||||
#endif
|
||||
struct _SDL_Joystick;
|
||||
typedef struct _SDL_Joystick SDL_Joystick;
|
||||
|
||||
/* A structure that encodes the stable unique id for a joystick device */
|
||||
typedef struct {
|
||||
Uint8 data[16];
|
||||
} SDL_JoystickGUID;
|
||||
typedef SDL_GUID SDL_JoystickGUID;
|
||||
|
||||
/**
|
||||
* This is a unique ID for a joystick for the time it is connected to the system,
|
||||
@@ -125,9 +128,14 @@ typedef enum
|
||||
* the API functions that take a joystick index will be valid, and joystick
|
||||
* and game controller events will not be delivered.
|
||||
*
|
||||
* As of SDL 2.26.0, you can take the joystick lock around reinitializing the
|
||||
* joystick subsystem, to prevent other threads from seeing joysticks in an
|
||||
* uninitialized state. However, all open joysticks will be closed and SDL
|
||||
* functions called with them will fail.
|
||||
*
|
||||
* \since This function is available since SDL 2.0.7.
|
||||
*/
|
||||
extern DECLSPEC void SDLCALL SDL_LockJoysticks(void);
|
||||
extern DECLSPEC void SDLCALL SDL_LockJoysticks(void) SDL_ACQUIRE(SDL_joystick_lock);
|
||||
|
||||
|
||||
/**
|
||||
@@ -142,7 +150,7 @@ extern DECLSPEC void SDLCALL SDL_LockJoysticks(void);
|
||||
*
|
||||
* \since This function is available since SDL 2.0.7.
|
||||
*/
|
||||
extern DECLSPEC void SDLCALL SDL_UnlockJoysticks(void);
|
||||
extern DECLSPEC void SDLCALL SDL_UnlockJoysticks(void) SDL_RELEASE(SDL_joystick_lock);
|
||||
|
||||
/**
|
||||
* Count the number of joysticks attached to the system.
|
||||
@@ -153,6 +161,7 @@ extern DECLSPEC void SDLCALL SDL_UnlockJoysticks(void);
|
||||
* \since This function is available since SDL 2.0.0.
|
||||
*
|
||||
* \sa SDL_JoystickName
|
||||
* \sa SDL_JoystickPath
|
||||
* \sa SDL_JoystickOpen
|
||||
*/
|
||||
extern DECLSPEC int SDLCALL SDL_NumJoysticks(void);
|
||||
@@ -174,6 +183,23 @@ extern DECLSPEC int SDLCALL SDL_NumJoysticks(void);
|
||||
*/
|
||||
extern DECLSPEC const char *SDLCALL SDL_JoystickNameForIndex(int device_index);
|
||||
|
||||
/**
|
||||
* Get the implementation dependent path of a joystick.
|
||||
*
|
||||
* This can be called before any joysticks are opened.
|
||||
*
|
||||
* \param device_index the index of the joystick to query (the N'th joystick
|
||||
* on the system)
|
||||
* \returns the path of the selected joystick. If no path can be found, this
|
||||
* function returns NULL; call SDL_GetError() for more information.
|
||||
*
|
||||
* \since This function is available since SDL 2.24.0.
|
||||
*
|
||||
* \sa SDL_JoystickPath
|
||||
* \sa SDL_JoystickOpen
|
||||
*/
|
||||
extern DECLSPEC const char *SDLCALL SDL_JoystickPathForIndex(int device_index);
|
||||
|
||||
/**
|
||||
* Get the player index of a joystick, or -1 if it's not available This can be
|
||||
* called before any joysticks are opened.
|
||||
@@ -262,13 +288,12 @@ extern DECLSPEC SDL_JoystickType SDLCALL SDL_JoystickGetDeviceType(int device_in
|
||||
/**
|
||||
* Get the instance ID of a joystick.
|
||||
*
|
||||
* This can be called before any joysticks are opened. If the index is out of
|
||||
* range, this function will return -1.
|
||||
* This can be called before any joysticks are opened.
|
||||
*
|
||||
* \param device_index the index of the joystick to query (the N'th joystick
|
||||
* on the system
|
||||
* \returns the instance id of the selected joystick. If called on an invalid
|
||||
* index, this function returns zero
|
||||
* index, this function returns -1.
|
||||
*
|
||||
* \since This function is available since SDL 2.0.6.
|
||||
*/
|
||||
@@ -330,6 +355,54 @@ extern DECLSPEC int SDLCALL SDL_JoystickAttachVirtual(SDL_JoystickType type,
|
||||
int nbuttons,
|
||||
int nhats);
|
||||
|
||||
/**
|
||||
* The structure that defines an extended virtual joystick description
|
||||
*
|
||||
* The caller must zero the structure and then initialize the version with `SDL_VIRTUAL_JOYSTICK_DESC_VERSION` before passing it to SDL_JoystickAttachVirtualEx()
|
||||
* All other elements of this structure are optional and can be left 0.
|
||||
*
|
||||
* \sa SDL_JoystickAttachVirtualEx
|
||||
*/
|
||||
typedef struct SDL_VirtualJoystickDesc
|
||||
{
|
||||
Uint16 version; /**< `SDL_VIRTUAL_JOYSTICK_DESC_VERSION` */
|
||||
Uint16 type; /**< `SDL_JoystickType` */
|
||||
Uint16 naxes; /**< the number of axes on this joystick */
|
||||
Uint16 nbuttons; /**< the number of buttons on this joystick */
|
||||
Uint16 nhats; /**< the number of hats on this joystick */
|
||||
Uint16 vendor_id; /**< the USB vendor ID of this joystick */
|
||||
Uint16 product_id; /**< the USB product ID of this joystick */
|
||||
Uint16 padding; /**< unused */
|
||||
Uint32 button_mask; /**< A mask of which buttons are valid for this controller
|
||||
e.g. (1 << SDL_CONTROLLER_BUTTON_A) */
|
||||
Uint32 axis_mask; /**< A mask of which axes are valid for this controller
|
||||
e.g. (1 << SDL_CONTROLLER_AXIS_LEFTX) */
|
||||
const char *name; /**< the name of the joystick */
|
||||
|
||||
void *userdata; /**< User data pointer passed to callbacks */
|
||||
void (SDLCALL *Update)(void *userdata); /**< Called when the joystick state should be updated */
|
||||
void (SDLCALL *SetPlayerIndex)(void *userdata, int player_index); /**< Called when the player index is set */
|
||||
int (SDLCALL *Rumble)(void *userdata, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble); /**< Implements SDL_JoystickRumble() */
|
||||
int (SDLCALL *RumbleTriggers)(void *userdata, Uint16 left_rumble, Uint16 right_rumble); /**< Implements SDL_JoystickRumbleTriggers() */
|
||||
int (SDLCALL *SetLED)(void *userdata, Uint8 red, Uint8 green, Uint8 blue); /**< Implements SDL_JoystickSetLED() */
|
||||
int (SDLCALL *SendEffect)(void *userdata, const void *data, int size); /**< Implements SDL_JoystickSendEffect() */
|
||||
|
||||
} SDL_VirtualJoystickDesc;
|
||||
|
||||
/**
|
||||
* \brief The current version of the SDL_VirtualJoystickDesc structure
|
||||
*/
|
||||
#define SDL_VIRTUAL_JOYSTICK_DESC_VERSION 1
|
||||
|
||||
/**
|
||||
* Attach a new virtual joystick with extended properties.
|
||||
*
|
||||
* \returns the joystick's device index, or -1 if an error occurred.
|
||||
*
|
||||
* \since This function is available since SDL 2.24.0.
|
||||
*/
|
||||
extern DECLSPEC int SDLCALL SDL_JoystickAttachVirtualEx(const SDL_VirtualJoystickDesc *desc);
|
||||
|
||||
/**
|
||||
* Detach a virtual joystick.
|
||||
*
|
||||
@@ -360,6 +433,10 @@ extern DECLSPEC SDL_bool SDLCALL SDL_JoystickIsVirtual(int device_index);
|
||||
* the following: SDL_PollEvent, SDL_PumpEvents, SDL_WaitEventTimeout,
|
||||
* SDL_WaitEvent.
|
||||
*
|
||||
* Note that when sending trigger axes, you should scale the value to the full
|
||||
* range of Sint16. For example, a trigger at rest would have the value of
|
||||
* `SDL_JOYSTICK_AXIS_MIN`.
|
||||
*
|
||||
* \param joystick the virtual joystick on which to set state.
|
||||
* \param axis the specific axis on the virtual joystick to set.
|
||||
* \param value the new value for the specified axis.
|
||||
@@ -419,6 +496,19 @@ extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualHat(SDL_Joystick *joystick, in
|
||||
*/
|
||||
extern DECLSPEC const char *SDLCALL SDL_JoystickName(SDL_Joystick *joystick);
|
||||
|
||||
/**
|
||||
* Get the implementation dependent path of a joystick.
|
||||
*
|
||||
* \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
|
||||
* \returns the path of the selected joystick. If no path can be found, this
|
||||
* function returns NULL; call SDL_GetError() for more information.
|
||||
*
|
||||
* \since This function is available since SDL 2.24.0.
|
||||
*
|
||||
* \sa SDL_JoystickPathForIndex
|
||||
*/
|
||||
extern DECLSPEC const char *SDLCALL SDL_JoystickPath(SDL_Joystick *joystick);
|
||||
|
||||
/**
|
||||
* Get the player index of an opened joystick.
|
||||
*
|
||||
@@ -436,7 +526,8 @@ extern DECLSPEC int SDLCALL SDL_JoystickGetPlayerIndex(SDL_Joystick *joystick);
|
||||
* Set the player index of an opened joystick.
|
||||
*
|
||||
* \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
|
||||
* \param player_index the player index to set.
|
||||
* \param player_index Player index to assign to this joystick, or -1 to clear
|
||||
* the player index and turn off player LEDs.
|
||||
*
|
||||
* \since This function is available since SDL 2.0.12.
|
||||
*/
|
||||
@@ -495,6 +586,19 @@ extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetProduct(SDL_Joystick *joystick);
|
||||
*/
|
||||
extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetProductVersion(SDL_Joystick *joystick);
|
||||
|
||||
/**
|
||||
* Get the firmware version of an opened joystick, if available.
|
||||
*
|
||||
* If the firmware version isn't available this function returns 0.
|
||||
*
|
||||
* \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
|
||||
* \returns the firmware version of the selected joystick, or 0 if
|
||||
* unavailable.
|
||||
*
|
||||
* \since This function is available since SDL 2.24.0.
|
||||
*/
|
||||
extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetFirmwareVersion(SDL_Joystick *joystick);
|
||||
|
||||
/**
|
||||
* Get the serial number of an opened joystick, if available.
|
||||
*
|
||||
@@ -551,6 +655,25 @@ extern DECLSPEC void SDLCALL SDL_JoystickGetGUIDString(SDL_JoystickGUID guid, ch
|
||||
*/
|
||||
extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetGUIDFromString(const char *pchGUID);
|
||||
|
||||
/**
|
||||
* Get the device information encoded in a SDL_JoystickGUID structure
|
||||
*
|
||||
* \param guid the SDL_JoystickGUID you wish to get info about
|
||||
* \param vendor A pointer filled in with the device VID, or 0 if not
|
||||
* available
|
||||
* \param product A pointer filled in with the device PID, or 0 if not
|
||||
* available
|
||||
* \param version A pointer filled in with the device version, or 0 if not
|
||||
* available
|
||||
* \param crc16 A pointer filled in with a CRC used to distinguish different
|
||||
* products with the same VID/PID, or 0 if not available
|
||||
*
|
||||
* \since This function is available since SDL 2.26.0.
|
||||
*
|
||||
* \sa SDL_JoystickGetDeviceGUID
|
||||
*/
|
||||
extern DECLSPEC void SDLCALL SDL_GetJoystickGUIDInfo(SDL_JoystickGUID guid, Uint16 *vendor, Uint16 *product, Uint16 *version, Uint16 *crc16);
|
||||
|
||||
/**
|
||||
* Get the status of a specified joystick.
|
||||
*
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
@@ -90,9 +90,21 @@ extern DECLSPEC SDL_Window * SDLCALL SDL_GetKeyboardFocus(void);
|
||||
* \since This function is available since SDL 2.0.0.
|
||||
*
|
||||
* \sa SDL_PumpEvents
|
||||
* \sa SDL_ResetKeyboard
|
||||
*/
|
||||
extern DECLSPEC const Uint8 *SDLCALL SDL_GetKeyboardState(int *numkeys);
|
||||
|
||||
/**
|
||||
* Clear the state of the keyboard
|
||||
*
|
||||
* This function will generate key up events for all pressed keys.
|
||||
*
|
||||
* \since This function is available since SDL 2.24.0.
|
||||
*
|
||||
* \sa SDL_GetKeyboardState
|
||||
*/
|
||||
extern DECLSPEC void SDLCALL SDL_ResetKeyboard(void);
|
||||
|
||||
/**
|
||||
* Get the current key modifier state for the keyboard.
|
||||
*
|
||||
@@ -288,7 +300,11 @@ extern DECLSPEC SDL_bool SDLCALL SDL_IsTextInputShown(void);
|
||||
/**
|
||||
* Set the rectangle used to type Unicode text inputs.
|
||||
*
|
||||
* Note: If you want use system native IME window, try to set hint
|
||||
* To start text input in a given location, this function is intended to be
|
||||
* called before SDL_StartTextInput, although some platforms support moving
|
||||
* the rectangle even while text input (and a composition) is active.
|
||||
*
|
||||
* Note: If you want to use the system native IME window, try setting hint
|
||||
* **SDL_HINT_IME_SHOW_UI** to **1**, otherwise this function won't give you
|
||||
* any feedback.
|
||||
*
|
||||
@@ -299,7 +315,7 @@ extern DECLSPEC SDL_bool SDLCALL SDL_IsTextInputShown(void);
|
||||
*
|
||||
* \sa SDL_StartTextInput
|
||||
*/
|
||||
extern DECLSPEC void SDLCALL SDL_SetTextInputRect(SDL_Rect *rect);
|
||||
extern DECLSPEC void SDLCALL SDL_SetTextInputRect(const SDL_Rect *rect);
|
||||
|
||||
/**
|
||||
* Check whether the platform has screen keyboard support.
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
@@ -40,7 +40,7 @@
|
||||
* an SDLK_* constant for those keys that do not generate characters.
|
||||
*
|
||||
* A special exception is the number keys at the top of the keyboard which
|
||||
* always map to SDLK_0...SDLK_9, regardless of layout.
|
||||
* map to SDLK_0...SDLK_9 on AZERTY layouts.
|
||||
*/
|
||||
typedef Sint32 SDL_Keycode;
|
||||
|
||||
@@ -318,7 +318,12 @@ typedef enum
|
||||
SDLK_APP2 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_APP2),
|
||||
|
||||
SDLK_AUDIOREWIND = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOREWIND),
|
||||
SDLK_AUDIOFASTFORWARD = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOFASTFORWARD)
|
||||
SDLK_AUDIOFASTFORWARD = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOFASTFORWARD),
|
||||
|
||||
SDLK_SOFTLEFT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SOFTLEFT),
|
||||
SDLK_SOFTRIGHT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SOFTRIGHT),
|
||||
SDLK_CALL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CALL),
|
||||
SDLK_ENDCALL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_ENDCALL)
|
||||
} SDL_KeyCode;
|
||||
|
||||
/**
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
@@ -47,9 +47,9 @@ extern "C" {
|
||||
|
||||
|
||||
/**
|
||||
* \brief The maximum size of a log message
|
||||
* \brief The maximum size of a log message prior to SDL 2.0.24
|
||||
*
|
||||
* Messages longer than the maximum size will be truncated
|
||||
* As of 2.0.24 there is no limit to the length of SDL log messages.
|
||||
*/
|
||||
#define SDL_MAX_LOG_MESSAGE 4096
|
||||
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
@@ -51,6 +51,15 @@
|
||||
*/
|
||||
#define SDL_MAIN_NEEDED
|
||||
|
||||
#elif defined(__GDK__)
|
||||
/* On GDK, SDL provides a main function that initializes the game runtime.
|
||||
|
||||
Please note that #include'ing SDL_main.h is not enough to get a main()
|
||||
function working. You must either link against SDL2main or, if not possible,
|
||||
call the SDL_GDKRunApp function from your entry point.
|
||||
*/
|
||||
#define SDL_MAIN_NEEDED
|
||||
|
||||
#elif defined(__IPHONEOS__)
|
||||
/* On iOS SDL provides a main function that creates an application delegate
|
||||
and starts the iOS application run loop.
|
||||
@@ -92,6 +101,22 @@
|
||||
*/
|
||||
#define SDL_MAIN_AVAILABLE
|
||||
|
||||
#elif defined(__PS2__)
|
||||
#define SDL_MAIN_AVAILABLE
|
||||
|
||||
#define SDL_PS2_SKIP_IOP_RESET() \
|
||||
void reset_IOP(); \
|
||||
void reset_IOP() {}
|
||||
|
||||
#elif defined(__3DS__)
|
||||
/*
|
||||
On N3DS, SDL provides a main function that sets up the screens
|
||||
and storage.
|
||||
|
||||
If you provide this yourself, you may define SDL_MAIN_HANDLED
|
||||
*/
|
||||
#define SDL_MAIN_AVAILABLE
|
||||
|
||||
#endif
|
||||
#endif /* SDL_MAIN_HANDLED */
|
||||
|
||||
@@ -145,7 +170,7 @@ extern SDLMAIN_DECLSPEC int SDL_main(int argc, char *argv[]);
|
||||
*/
|
||||
extern DECLSPEC void SDLCALL SDL_SetMainReady(void);
|
||||
|
||||
#ifdef __WIN32__
|
||||
#if defined(__WIN32__) || defined(__GDK__)
|
||||
|
||||
/**
|
||||
* Register a win32 window class for SDL's use.
|
||||
@@ -189,7 +214,7 @@ extern DECLSPEC int SDLCALL SDL_RegisterApp(const char *name, Uint32 style, void
|
||||
*/
|
||||
extern DECLSPEC void SDLCALL SDL_UnregisterApp(void);
|
||||
|
||||
#endif /* __WIN32__ */
|
||||
#endif /* defined(__WIN32__) || defined(__GDK__) */
|
||||
|
||||
|
||||
#ifdef __WINRT__
|
||||
@@ -224,6 +249,28 @@ extern DECLSPEC int SDLCALL SDL_UIKitRunApp(int argc, char *argv[], SDL_main_fun
|
||||
|
||||
#endif /* __IPHONEOS__ */
|
||||
|
||||
#ifdef __GDK__
|
||||
|
||||
/**
|
||||
* Initialize and launch an SDL GDK application.
|
||||
*
|
||||
* \param mainFunction the SDL app's C-style main(), an SDL_main_func
|
||||
* \param reserved reserved for future use; should be NULL
|
||||
* \returns 0 on success or -1 on failure; call SDL_GetError() to retrieve
|
||||
* more information on the failure.
|
||||
*
|
||||
* \since This function is available since SDL 2.24.0.
|
||||
*/
|
||||
extern DECLSPEC int SDLCALL SDL_GDKRunApp(SDL_main_func mainFunction, void *reserved);
|
||||
|
||||
/**
|
||||
* Callback from the application to let the suspend continue.
|
||||
*
|
||||
* \since This function is available since SDL 2.28.0.
|
||||
*/
|
||||
extern DECLSPEC void SDLCALL SDL_GDKSuspendComplete(void);
|
||||
|
||||
#endif /* __GDK__ */
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
@@ -82,7 +82,7 @@ extern DECLSPEC void SDLCALL SDL_Metal_DestroyView(SDL_MetalView view);
|
||||
*
|
||||
* \since This function is available since SDL 2.0.14.
|
||||
*
|
||||
* \sa SDL_MetalCreateView
|
||||
* \sa SDL_Metal_CreateView
|
||||
*/
|
||||
extern DECLSPEC void *SDLCALL SDL_Metal_GetLayer(SDL_MetalView view);
|
||||
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
@@ -154,7 +154,9 @@ extern DECLSPEC Uint32 SDLCALL SDL_GetRelativeMouseState(int *x, int *y);
|
||||
/**
|
||||
* Move the mouse cursor to the given position within the window.
|
||||
*
|
||||
* This function generates a mouse motion event.
|
||||
* This function generates a mouse motion event if relative mode is not
|
||||
* enabled. If relative mode is enabled, you can force mouse events for the
|
||||
* warp by setting the SDL_HINT_MOUSE_RELATIVE_WARP_MOTION hint.
|
||||
*
|
||||
* Note that this function will appear to succeed, but not actually move the
|
||||
* mouse when used over Microsoft Remote Desktop.
|
||||
@@ -196,13 +198,9 @@ extern DECLSPEC int SDLCALL SDL_WarpMouseGlobal(int x, int y);
|
||||
/**
|
||||
* Set relative mouse mode.
|
||||
*
|
||||
* While the mouse is in relative mode, the cursor is hidden, and the driver
|
||||
* will try to report continuous motion in the current window. Only relative
|
||||
* motion events will be delivered, the mouse position will not change.
|
||||
*
|
||||
* Note that this function will not be able to provide continuous relative
|
||||
* motion when used over Microsoft Remote Desktop, instead motion is limited
|
||||
* to the bounds of the screen.
|
||||
* While the mouse is in relative mode, the cursor is hidden, the mouse
|
||||
* position is constrained to the window, and SDL will report continuous
|
||||
* relative mouse motion even if the mouse is at the edge of the window.
|
||||
*
|
||||
* This function will flush any pending mouse motion.
|
||||
*
|
||||
@@ -245,6 +243,15 @@ extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled);
|
||||
* While capturing is enabled, the current window will have the
|
||||
* `SDL_WINDOW_MOUSE_CAPTURE` flag set.
|
||||
*
|
||||
* Please note that as of SDL 2.0.22, SDL will attempt to "auto capture" the
|
||||
* mouse while the user is pressing a button; this is to try and make mouse
|
||||
* behavior more consistent between platforms, and deal with the common case
|
||||
* of a user dragging the mouse outside of the window. This means that if you
|
||||
* are calling SDL_CaptureMouse() only to deal with this situation, you no
|
||||
* longer have to (although it is safe to do so). If this causes problems for
|
||||
* your app, you can disable auto capture by setting the
|
||||
* `SDL_HINT_MOUSE_AUTO_CAPTURE` hint to zero.
|
||||
*
|
||||
* \param enabled SDL_TRUE to enable capturing, SDL_FALSE to disable.
|
||||
* \returns 0 on success or -1 if not supported; call SDL_GetError() for more
|
||||
* information.
|
||||
@@ -378,6 +385,9 @@ extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void);
|
||||
/**
|
||||
* Get the default cursor.
|
||||
*
|
||||
* You do not have to call SDL_FreeCursor() on the return value, but it is
|
||||
* safe to do so.
|
||||
*
|
||||
* \returns the default cursor on success or NULL on failure.
|
||||
*
|
||||
* \since This function is available since SDL 2.0.0.
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
@@ -31,6 +31,80 @@
|
||||
#include "SDL_stdinc.h"
|
||||
#include "SDL_error.h"
|
||||
|
||||
/******************************************************************************/
|
||||
/* Enable thread safety attributes only with clang.
|
||||
* The attributes can be safely erased when compiling with other compilers.
|
||||
*/
|
||||
#if defined(SDL_THREAD_SAFETY_ANALYSIS) && \
|
||||
defined(__clang__) && (!defined(SWIG))
|
||||
#define SDL_THREAD_ANNOTATION_ATTRIBUTE__(x) __attribute__((x))
|
||||
#else
|
||||
#define SDL_THREAD_ANNOTATION_ATTRIBUTE__(x) /* no-op */
|
||||
#endif
|
||||
|
||||
#define SDL_CAPABILITY(x) \
|
||||
SDL_THREAD_ANNOTATION_ATTRIBUTE__(capability(x))
|
||||
|
||||
#define SDL_SCOPED_CAPABILITY \
|
||||
SDL_THREAD_ANNOTATION_ATTRIBUTE__(scoped_lockable)
|
||||
|
||||
#define SDL_GUARDED_BY(x) \
|
||||
SDL_THREAD_ANNOTATION_ATTRIBUTE__(guarded_by(x))
|
||||
|
||||
#define SDL_PT_GUARDED_BY(x) \
|
||||
SDL_THREAD_ANNOTATION_ATTRIBUTE__(pt_guarded_by(x))
|
||||
|
||||
#define SDL_ACQUIRED_BEFORE(x) \
|
||||
SDL_THREAD_ANNOTATION_ATTRIBUTE__(acquired_before(x))
|
||||
|
||||
#define SDL_ACQUIRED_AFTER(x) \
|
||||
SDL_THREAD_ANNOTATION_ATTRIBUTE__(acquired_after(x))
|
||||
|
||||
#define SDL_REQUIRES(x) \
|
||||
SDL_THREAD_ANNOTATION_ATTRIBUTE__(requires_capability(x))
|
||||
|
||||
#define SDL_REQUIRES_SHARED(x) \
|
||||
SDL_THREAD_ANNOTATION_ATTRIBUTE__(requires_shared_capability(x))
|
||||
|
||||
#define SDL_ACQUIRE(x) \
|
||||
SDL_THREAD_ANNOTATION_ATTRIBUTE__(acquire_capability(x))
|
||||
|
||||
#define SDL_ACQUIRE_SHARED(x) \
|
||||
SDL_THREAD_ANNOTATION_ATTRIBUTE__(acquire_shared_capability(x))
|
||||
|
||||
#define SDL_RELEASE(x) \
|
||||
SDL_THREAD_ANNOTATION_ATTRIBUTE__(release_capability(x))
|
||||
|
||||
#define SDL_RELEASE_SHARED(x) \
|
||||
SDL_THREAD_ANNOTATION_ATTRIBUTE__(release_shared_capability(x))
|
||||
|
||||
#define SDL_RELEASE_GENERIC(x) \
|
||||
SDL_THREAD_ANNOTATION_ATTRIBUTE__(release_generic_capability(x))
|
||||
|
||||
#define SDL_TRY_ACQUIRE(x, y) \
|
||||
SDL_THREAD_ANNOTATION_ATTRIBUTE__(try_acquire_capability(x, y))
|
||||
|
||||
#define SDL_TRY_ACQUIRE_SHARED(x, y) \
|
||||
SDL_THREAD_ANNOTATION_ATTRIBUTE__(try_acquire_shared_capability(x, y))
|
||||
|
||||
#define SDL_EXCLUDES(x) \
|
||||
SDL_THREAD_ANNOTATION_ATTRIBUTE__(locks_excluded(x))
|
||||
|
||||
#define SDL_ASSERT_CAPABILITY(x) \
|
||||
SDL_THREAD_ANNOTATION_ATTRIBUTE__(assert_capability(x))
|
||||
|
||||
#define SDL_ASSERT_SHARED_CAPABILITY(x) \
|
||||
SDL_THREAD_ANNOTATION_ATTRIBUTE__(assert_shared_capability(x))
|
||||
|
||||
#define SDL_RETURN_CAPABILITY(x) \
|
||||
SDL_THREAD_ANNOTATION_ATTRIBUTE__(lock_returned(x))
|
||||
|
||||
#define SDL_NO_THREAD_SAFETY_ANALYSIS \
|
||||
SDL_THREAD_ANNOTATION_ATTRIBUTE__(no_thread_safety_analysis)
|
||||
|
||||
/******************************************************************************/
|
||||
|
||||
|
||||
#include "begin_code.h"
|
||||
/* Set up for C function definitions, even when using C++ */
|
||||
#ifdef __cplusplus
|
||||
@@ -96,7 +170,7 @@ extern DECLSPEC SDL_mutex *SDLCALL SDL_CreateMutex(void);
|
||||
*
|
||||
* \since This function is available since SDL 2.0.0.
|
||||
*/
|
||||
extern DECLSPEC int SDLCALL SDL_LockMutex(SDL_mutex * mutex);
|
||||
extern DECLSPEC int SDLCALL SDL_LockMutex(SDL_mutex * mutex) SDL_ACQUIRE(mutex);
|
||||
#define SDL_mutexP(m) SDL_LockMutex(m)
|
||||
|
||||
/**
|
||||
@@ -119,7 +193,7 @@ extern DECLSPEC int SDLCALL SDL_LockMutex(SDL_mutex * mutex);
|
||||
* \sa SDL_LockMutex
|
||||
* \sa SDL_UnlockMutex
|
||||
*/
|
||||
extern DECLSPEC int SDLCALL SDL_TryLockMutex(SDL_mutex * mutex);
|
||||
extern DECLSPEC int SDLCALL SDL_TryLockMutex(SDL_mutex * mutex) SDL_TRY_ACQUIRE(0, mutex);
|
||||
|
||||
/**
|
||||
* Unlock the mutex.
|
||||
@@ -138,7 +212,7 @@ extern DECLSPEC int SDLCALL SDL_TryLockMutex(SDL_mutex * mutex);
|
||||
*
|
||||
* \since This function is available since SDL 2.0.0.
|
||||
*/
|
||||
extern DECLSPEC int SDLCALL SDL_UnlockMutex(SDL_mutex * mutex);
|
||||
extern DECLSPEC int SDLCALL SDL_UnlockMutex(SDL_mutex * mutex) SDL_RELEASE(mutex);
|
||||
#define SDL_mutexV(m) SDL_UnlockMutex(m)
|
||||
|
||||
/**
|
||||
@@ -276,7 +350,7 @@ extern DECLSPEC int SDLCALL SDL_SemTryWait(SDL_sem * sem);
|
||||
* successful it will atomically decrement the semaphore value.
|
||||
*
|
||||
* \param sem the semaphore to wait on
|
||||
* \param ms the length of the timeout, in milliseconds
|
||||
* \param timeout the length of the timeout, in milliseconds
|
||||
* \returns 0 if the wait succeeds, `SDL_MUTEX_TIMEDOUT` if the wait does not
|
||||
* succeed in the allotted time, or a negative error code on failure;
|
||||
* call SDL_GetError() for more information.
|
||||
@@ -290,7 +364,7 @@ extern DECLSPEC int SDLCALL SDL_SemTryWait(SDL_sem * sem);
|
||||
* \sa SDL_SemValue
|
||||
* \sa SDL_SemWait
|
||||
*/
|
||||
extern DECLSPEC int SDLCALL SDL_SemWaitTimeout(SDL_sem * sem, Uint32 ms);
|
||||
extern DECLSPEC int SDLCALL SDL_SemWaitTimeout(SDL_sem *sem, Uint32 timeout);
|
||||
|
||||
/**
|
||||
* Atomically increment a semaphore's value and wake waiting threads.
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
@@ -2107,57 +2107,6 @@ typedef void (APIENTRYP PFNGLMULTITEXCOORD4SVARBPROC) (GLenum target, const GLsh
|
||||
|
||||
|
||||
|
||||
/*
|
||||
* ???. GL_MESA_packed_depth_stencil
|
||||
* XXX obsolete
|
||||
*/
|
||||
#ifndef GL_MESA_packed_depth_stencil
|
||||
#define GL_MESA_packed_depth_stencil 1
|
||||
|
||||
#define GL_DEPTH_STENCIL_MESA 0x8750
|
||||
#define GL_UNSIGNED_INT_24_8_MESA 0x8751
|
||||
#define GL_UNSIGNED_INT_8_24_REV_MESA 0x8752
|
||||
#define GL_UNSIGNED_SHORT_15_1_MESA 0x8753
|
||||
#define GL_UNSIGNED_SHORT_1_15_REV_MESA 0x8754
|
||||
|
||||
#endif /* GL_MESA_packed_depth_stencil */
|
||||
|
||||
|
||||
#ifndef GL_ATI_blend_equation_separate
|
||||
#define GL_ATI_blend_equation_separate 1
|
||||
|
||||
#define GL_ALPHA_BLEND_EQUATION_ATI 0x883D
|
||||
|
||||
GLAPI void GLAPIENTRY glBlendEquationSeparateATI( GLenum modeRGB, GLenum modeA );
|
||||
typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEATIPROC) (GLenum modeRGB, GLenum modeA);
|
||||
|
||||
#endif /* GL_ATI_blend_equation_separate */
|
||||
|
||||
|
||||
/* GL_OES_EGL_image */
|
||||
#ifndef GL_OES_EGL_image
|
||||
typedef void* GLeglImageOES;
|
||||
#endif
|
||||
|
||||
#ifndef GL_OES_EGL_image
|
||||
#define GL_OES_EGL_image 1
|
||||
#ifdef GL_GLEXT_PROTOTYPES
|
||||
GLAPI void APIENTRY glEGLImageTargetTexture2DOES (GLenum target, GLeglImageOES image);
|
||||
GLAPI void APIENTRY glEGLImageTargetRenderbufferStorageOES (GLenum target, GLeglImageOES image);
|
||||
#endif
|
||||
typedef void (APIENTRYP PFNGLEGLIMAGETARGETTEXTURE2DOESPROC) (GLenum target, GLeglImageOES image);
|
||||
typedef void (APIENTRYP PFNGLEGLIMAGETARGETRENDERBUFFERSTORAGEOESPROC) (GLenum target, GLeglImageOES image);
|
||||
#endif
|
||||
|
||||
|
||||
/**
|
||||
** NOTE!!!!! If you add new functions to this file, or update
|
||||
** glext.h be sure to regenerate the gl_mangle.h file. See comments
|
||||
** in that file for details.
|
||||
**/
|
||||
|
||||
|
||||
|
||||
/**********************************************************************
|
||||
* Begin system-specific stuff
|
||||
*/
|
||||
|
||||
File diff suppressed because it is too large.
Load diff
@@ -1,6 +1,6 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
|
||||
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
|
||||
@@ -1,56 +1,70 @@
|
||||
#ifndef __gl2_h_
|
||||
#define __gl2_h_
|
||||
|
||||
/* $Revision: 20555 $ on $Date:: 2013-02-12 14:32:47 -0800 #$ */
|
||||
|
||||
/*#include <GLES2/gl2platform.h>*/
|
||||
#ifndef __gles2_gl2_h_
|
||||
#define __gles2_gl2_h_ 1
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
/*
|
||||
* This document is licensed under the SGI Free Software B License Version
|
||||
* 2.0. For details, see http://oss.sgi.com/projects/FreeB/ .
|
||||
** Copyright 2013-2020 The Khronos Group Inc.
|
||||
** SPDX-License-Identifier: MIT
|
||||
**
|
||||
** This header is generated from the Khronos OpenGL / OpenGL ES XML
|
||||
** API Registry. The current version of the Registry, generator scripts
|
||||
** used to make the header, and the header can be found at
|
||||
** https://github.com/KhronosGroup/OpenGL-Registry
|
||||
*/
|
||||
|
||||
/*#include <GLES2/gl2platform.h>*/
|
||||
|
||||
#ifndef GL_APIENTRYP
|
||||
#define GL_APIENTRYP GL_APIENTRY*
|
||||
#endif
|
||||
|
||||
#ifndef GL_GLES_PROTOTYPES
|
||||
#define GL_GLES_PROTOTYPES 1
|
||||
#endif
|
||||
|
||||
/* Generated on date 20220530 */
|
||||
|
||||
/* Generated C header for:
|
||||
* API: gles2
|
||||
* Profile: common
|
||||
* Versions considered: 2\.[0-9]
|
||||
* Versions emitted: .*
|
||||
* Default extensions included: None
|
||||
* Additional extensions included: _nomatch_^
|
||||
* Extensions removed: _nomatch_^
|
||||
*/
|
||||
|
||||
/*-------------------------------------------------------------------------
|
||||
* Data type definitions
|
||||
*-----------------------------------------------------------------------*/
|
||||
|
||||
typedef void GLvoid;
|
||||
typedef char GLchar;
|
||||
typedef unsigned int GLenum;
|
||||
typedef unsigned char GLboolean;
|
||||
typedef unsigned int GLbitfield;
|
||||
typedef khronos_int8_t GLbyte;
|
||||
typedef short GLshort;
|
||||
typedef int GLint;
|
||||
typedef int GLsizei;
|
||||
typedef khronos_uint8_t GLubyte;
|
||||
typedef unsigned short GLushort;
|
||||
typedef unsigned int GLuint;
|
||||
typedef khronos_float_t GLfloat;
|
||||
typedef khronos_float_t GLclampf;
|
||||
typedef khronos_int32_t GLfixed;
|
||||
|
||||
/* GL types for handling large vertex buffer objects */
|
||||
#ifndef GL_ES_VERSION_2_0
|
||||
#define GL_ES_VERSION_2_0 1
|
||||
/*#include <KHR/khrplatform.h>*/
|
||||
typedef khronos_int8_t GLbyte;
|
||||
typedef khronos_float_t GLclampf;
|
||||
typedef khronos_int32_t GLfixed;
|
||||
typedef khronos_int16_t GLshort;
|
||||
typedef khronos_uint16_t GLushort;
|
||||
typedef void GLvoid;
|
||||
typedef struct __GLsync *GLsync;
|
||||
typedef khronos_int64_t GLint64;
|
||||
typedef khronos_uint64_t GLuint64;
|
||||
typedef unsigned int GLenum;
|
||||
typedef unsigned int GLuint;
|
||||
typedef char GLchar;
|
||||
typedef khronos_float_t GLfloat;
|
||||
typedef khronos_ssize_t GLsizeiptr;
|
||||
typedef khronos_intptr_t GLintptr;
|
||||
typedef khronos_ssize_t GLsizeiptr;
|
||||
|
||||
/* OpenGL ES core versions */
|
||||
#define GL_ES_VERSION_2_0 1
|
||||
|
||||
/* ClearBufferMask */
|
||||
typedef unsigned int GLbitfield;
|
||||
typedef int GLint;
|
||||
typedef unsigned char GLboolean;
|
||||
typedef int GLsizei;
|
||||
typedef khronos_uint8_t GLubyte;
|
||||
#define GL_DEPTH_BUFFER_BIT 0x00000100
|
||||
#define GL_STENCIL_BUFFER_BIT 0x00000400
|
||||
#define GL_COLOR_BUFFER_BIT 0x00004000
|
||||
|
||||
/* Boolean */
|
||||
#define GL_FALSE 0
|
||||
#define GL_TRUE 1
|
||||
|
||||
/* BeginMode */
|
||||
#define GL_POINTS 0x0000
|
||||
#define GL_LINES 0x0001
|
||||
#define GL_LINE_LOOP 0x0002
|
||||
@@ -58,18 +72,6 @@ typedef khronos_ssize_t GLsizeiptr;
|
||||
#define GL_TRIANGLES 0x0004
|
||||
#define GL_TRIANGLE_STRIP 0x0005
|
||||
#define GL_TRIANGLE_FAN 0x0006
|
||||
|
||||
/* AlphaFunction (not supported in ES20) */
|
||||
/* GL_NEVER */
|
||||
/* GL_LESS */
|
||||
/* GL_EQUAL */
|
||||
/* GL_LEQUAL */
|
||||
/* GL_GREATER */
|
||||
/* GL_NOTEQUAL */
|
||||
/* GL_GEQUAL */
|
||||
/* GL_ALWAYS */
|
||||
|
||||
/* BlendingFactorDest */
|
||||
#define GL_ZERO 0
|
||||
#define GL_ONE 1
|
||||
#define GL_SRC_COLOR 0x0300
|
||||
@@ -78,29 +80,15 @@ typedef khronos_ssize_t GLsizeiptr;
|
||||
#define GL_ONE_MINUS_SRC_ALPHA 0x0303
|
||||
#define GL_DST_ALPHA 0x0304
|
||||
#define GL_ONE_MINUS_DST_ALPHA 0x0305
|
||||
|
||||
/* BlendingFactorSrc */
|
||||
/* GL_ZERO */
|
||||
/* GL_ONE */
|
||||
#define GL_DST_COLOR 0x0306
|
||||
#define GL_ONE_MINUS_DST_COLOR 0x0307
|
||||
#define GL_SRC_ALPHA_SATURATE 0x0308
|
||||
/* GL_SRC_ALPHA */
|
||||
/* GL_ONE_MINUS_SRC_ALPHA */
|
||||
/* GL_DST_ALPHA */
|
||||
/* GL_ONE_MINUS_DST_ALPHA */
|
||||
|
||||
/* BlendEquationSeparate */
|
||||
#define GL_FUNC_ADD 0x8006
|
||||
#define GL_BLEND_EQUATION 0x8009
|
||||
#define GL_BLEND_EQUATION_RGB 0x8009 /* same as BLEND_EQUATION */
|
||||
#define GL_BLEND_EQUATION_RGB 0x8009
|
||||
#define GL_BLEND_EQUATION_ALPHA 0x883D
|
||||
|
||||
/* BlendSubtract */
|
||||
#define GL_FUNC_SUBTRACT 0x800A
|
||||
#define GL_FUNC_REVERSE_SUBTRACT 0x800B
|
||||
|
||||
/* Separate Blend Functions */
|
||||
#define GL_BLEND_DST_RGB 0x80C8
|
||||
#define GL_BLEND_SRC_RGB 0x80C9
|
||||
#define GL_BLEND_DST_ALPHA 0x80CA
|
||||
@@ -110,38 +98,19 @@ typedef khronos_ssize_t GLsizeiptr;
|
||||
#define GL_CONSTANT_ALPHA 0x8003
|
||||
#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004
|
||||
#define GL_BLEND_COLOR 0x8005
|
||||
|
||||
/* Buffer Objects */
|
||||
#define GL_ARRAY_BUFFER 0x8892
|
||||
#define GL_ELEMENT_ARRAY_BUFFER 0x8893
|
||||
#define GL_ARRAY_BUFFER_BINDING 0x8894
|
||||
#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
|
||||
|
||||
#define GL_STREAM_DRAW 0x88E0
|
||||
#define GL_STATIC_DRAW 0x88E4
|
||||
#define GL_DYNAMIC_DRAW 0x88E8
|
||||
|
||||
#define GL_BUFFER_SIZE 0x8764
|
||||
#define GL_BUFFER_USAGE 0x8765
|
||||
|
||||
#define GL_CURRENT_VERTEX_ATTRIB 0x8626
|
||||
|
||||
/* CullFaceMode */
|
||||
#define GL_FRONT 0x0404
|
||||
#define GL_BACK 0x0405
|
||||
#define GL_FRONT_AND_BACK 0x0408
|
||||
|
||||
/* DepthFunction */
|
||||
/* GL_NEVER */
|
||||
/* GL_LESS */
|
||||
/* GL_EQUAL */
|
||||
/* GL_LEQUAL */
|
||||
/* GL_GREATER */
|
||||
/* GL_NOTEQUAL */
|
||||
/* GL_GEQUAL */
|
||||
/* GL_ALWAYS */
|
||||
|
||||
/* EnableCap */
|
||||
#define GL_TEXTURE_2D 0x0DE1
|
||||
#define GL_CULL_FACE 0x0B44
|
||||
#define GL_BLEND 0x0BE2
|
||||
@@ -152,19 +121,13 @@ typedef khronos_ssize_t GLsizeiptr;
|
||||
#define GL_POLYGON_OFFSET_FILL 0x8037
|
||||
#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E
|
||||
#define GL_SAMPLE_COVERAGE 0x80A0
|
||||
|
||||
/* ErrorCode */
|
||||
#define GL_NO_ERROR 0
|
||||
#define GL_INVALID_ENUM 0x0500
|
||||
#define GL_INVALID_VALUE 0x0501
|
||||
#define GL_INVALID_OPERATION 0x0502
|
||||
#define GL_OUT_OF_MEMORY 0x0505
|
||||
|
||||
/* FrontFaceDirection */
|
||||
#define GL_CW 0x0900
|
||||
#define GL_CCW 0x0901
|
||||
|
||||
/* GetPName */
|
||||
#define GL_LINE_WIDTH 0x0B21
|
||||
#define GL_ALIASED_POINT_SIZE_RANGE 0x846D
|
||||
#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E
|
||||
@@ -191,7 +154,6 @@ typedef khronos_ssize_t GLsizeiptr;
|
||||
#define GL_STENCIL_BACK_WRITEMASK 0x8CA5
|
||||
#define GL_VIEWPORT 0x0BA2
|
||||
#define GL_SCISSOR_BOX 0x0C10
|
||||
/* GL_SCISSOR_TEST */
|
||||
#define GL_COLOR_CLEAR_VALUE 0x0C22
|
||||
#define GL_COLOR_WRITEMASK 0x0C23
|
||||
#define GL_UNPACK_ALIGNMENT 0x0CF5
|
||||
@@ -206,32 +168,18 @@ typedef khronos_ssize_t GLsizeiptr;
|
||||
#define GL_DEPTH_BITS 0x0D56
|
||||
#define GL_STENCIL_BITS 0x0D57
|
||||
#define GL_POLYGON_OFFSET_UNITS 0x2A00
|
||||
/* GL_POLYGON_OFFSET_FILL */
|
||||
#define GL_POLYGON_OFFSET_FACTOR 0x8038
|
||||
#define GL_TEXTURE_BINDING_2D 0x8069
|
||||
#define GL_SAMPLE_BUFFERS 0x80A8
|
||||
#define GL_SAMPLES 0x80A9
|
||||
#define GL_SAMPLE_COVERAGE_VALUE 0x80AA
|
||||
#define GL_SAMPLE_COVERAGE_INVERT 0x80AB
|
||||
|
||||
/* GetTextureParameter */
|
||||
/* GL_TEXTURE_MAG_FILTER */
|
||||
/* GL_TEXTURE_MIN_FILTER */
|
||||
/* GL_TEXTURE_WRAP_S */
|
||||
/* GL_TEXTURE_WRAP_T */
|
||||
|
||||
#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2
|
||||
#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3
|
||||
|
||||
/* HintMode */
|
||||
#define GL_DONT_CARE 0x1100
|
||||
#define GL_FASTEST 0x1101
|
||||
#define GL_NICEST 0x1102
|
||||
|
||||
/* HintTarget */
|
||||
#define GL_GENERATE_MIPMAP_HINT 0x8192
|
||||
|
||||
/* DataType */
|
||||
#define GL_GENERATE_MIPMAP_HINT 0x8192
|
||||
#define GL_BYTE 0x1400
|
||||
#define GL_UNSIGNED_BYTE 0x1401
|
||||
#define GL_SHORT 0x1402
|
||||
@@ -240,44 +188,35 @@ typedef khronos_ssize_t GLsizeiptr;
|
||||
#define GL_UNSIGNED_INT 0x1405
|
||||
#define GL_FLOAT 0x1406
|
||||
#define GL_FIXED 0x140C
|
||||
|
||||
/* PixelFormat */
|
||||
#define GL_DEPTH_COMPONENT 0x1902
|
||||
#define GL_ALPHA 0x1906
|
||||
#define GL_RGB 0x1907
|
||||
#define GL_RGBA 0x1908
|
||||
#define GL_LUMINANCE 0x1909
|
||||
#define GL_LUMINANCE_ALPHA 0x190A
|
||||
|
||||
/* PixelType */
|
||||
/* GL_UNSIGNED_BYTE */
|
||||
#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
|
||||
#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
|
||||
#define GL_UNSIGNED_SHORT_5_6_5 0x8363
|
||||
|
||||
/* Shaders */
|
||||
#define GL_FRAGMENT_SHADER 0x8B30
|
||||
#define GL_VERTEX_SHADER 0x8B31
|
||||
#define GL_MAX_VERTEX_ATTRIBS 0x8869
|
||||
#define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB
|
||||
#define GL_MAX_VARYING_VECTORS 0x8DFC
|
||||
#define GL_FRAGMENT_SHADER 0x8B30
|
||||
#define GL_VERTEX_SHADER 0x8B31
|
||||
#define GL_MAX_VERTEX_ATTRIBS 0x8869
|
||||
#define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB
|
||||
#define GL_MAX_VARYING_VECTORS 0x8DFC
|
||||
#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D
|
||||
#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C
|
||||
#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872
|
||||
#define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD
|
||||
#define GL_SHADER_TYPE 0x8B4F
|
||||
#define GL_DELETE_STATUS 0x8B80
|
||||
#define GL_LINK_STATUS 0x8B82
|
||||
#define GL_VALIDATE_STATUS 0x8B83
|
||||
#define GL_ATTACHED_SHADERS 0x8B85
|
||||
#define GL_ACTIVE_UNIFORMS 0x8B86
|
||||
#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87
|
||||
#define GL_ACTIVE_ATTRIBUTES 0x8B89
|
||||
#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A
|
||||
#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
|
||||
#define GL_CURRENT_PROGRAM 0x8B8D
|
||||
|
||||
/* StencilFunction */
|
||||
#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C
|
||||
#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872
|
||||
#define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD
|
||||
#define GL_SHADER_TYPE 0x8B4F
|
||||
#define GL_DELETE_STATUS 0x8B80
|
||||
#define GL_LINK_STATUS 0x8B82
|
||||
#define GL_VALIDATE_STATUS 0x8B83
|
||||
#define GL_ATTACHED_SHADERS 0x8B85
|
||||
#define GL_ACTIVE_UNIFORMS 0x8B86
|
||||
#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87
|
||||
#define GL_ACTIVE_ATTRIBUTES 0x8B89
|
||||
#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A
|
||||
#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
|
||||
#define GL_CURRENT_PROGRAM 0x8B8D
|
||||
#define GL_NEVER 0x0200
|
||||
#define GL_LESS 0x0201
|
||||
#define GL_EQUAL 0x0202
|
||||
@@ -286,9 +225,6 @@ typedef khronos_ssize_t GLsizeiptr;
|
||||
#define GL_NOTEQUAL 0x0205
|
||||
#define GL_GEQUAL 0x0206
|
||||
#define GL_ALWAYS 0x0207
|
||||
|
||||
/* StencilOp */
|
||||
/* GL_ZERO */
|
||||
#define GL_KEEP 0x1E00
|
||||
#define GL_REPLACE 0x1E01
|
||||
#define GL_INCR 0x1E02
|
||||
@@ -296,35 +232,21 @@ typedef khronos_ssize_t GLsizeiptr;
|
||||
#define GL_INVERT 0x150A
|
||||
#define GL_INCR_WRAP 0x8507
|
||||
#define GL_DECR_WRAP 0x8508
|
||||
|
||||
/* StringName */
|
||||
#define GL_VENDOR 0x1F00
|
||||
#define GL_RENDERER 0x1F01
|
||||
#define GL_VERSION 0x1F02
|
||||
#define GL_EXTENSIONS 0x1F03
|
||||
|
||||
/* TextureMagFilter */
|
||||
#define GL_NEAREST 0x2600
|
||||
#define GL_LINEAR 0x2601
|
||||
|
||||
/* TextureMinFilter */
|
||||
/* GL_NEAREST */
|
||||
/* GL_LINEAR */
|
||||
#define GL_NEAREST_MIPMAP_NEAREST 0x2700
|
||||
#define GL_LINEAR_MIPMAP_NEAREST 0x2701
|
||||
#define GL_NEAREST_MIPMAP_LINEAR 0x2702
|
||||
#define GL_LINEAR_MIPMAP_LINEAR 0x2703
|
||||
|
||||
/* TextureParameterName */
|
||||
#define GL_TEXTURE_MAG_FILTER 0x2800
|
||||
#define GL_TEXTURE_MIN_FILTER 0x2801
|
||||
#define GL_TEXTURE_WRAP_S 0x2802
|
||||
#define GL_TEXTURE_WRAP_T 0x2803
|
||||
|
||||
/* TextureTarget */
|
||||
/* GL_TEXTURE_2D */
|
||||
#define GL_TEXTURE 0x1702
|
||||
|
||||
#define GL_TEXTURE_CUBE_MAP 0x8513
|
||||
#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514
|
||||
#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515
|
||||
@@ -334,8 +256,6 @@ typedef khronos_ssize_t GLsizeiptr;
|
||||
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519
|
||||
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A
|
||||
#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C
|
||||
|
||||
/* TextureUnit */
|
||||
#define GL_TEXTURE0 0x84C0
|
||||
#define GL_TEXTURE1 0x84C1
|
||||
#define GL_TEXTURE2 0x84C2
|
||||
@@ -369,13 +289,9 @@ typedef khronos_ssize_t GLsizeiptr;
|
||||
#define GL_TEXTURE30 0x84DE
|
||||
#define GL_TEXTURE31 0x84DF
|
||||
#define GL_ACTIVE_TEXTURE 0x84E0
|
||||
|
||||
/* TextureWrapMode */
|
||||
#define GL_REPEAT 0x2901
|
||||
#define GL_CLAMP_TO_EDGE 0x812F
|
||||
#define GL_MIRRORED_REPEAT 0x8370
|
||||
|
||||
/* Uniform Types */
|
||||
#define GL_FLOAT_VEC2 0x8B50
|
||||
#define GL_FLOAT_VEC3 0x8B51
|
||||
#define GL_FLOAT_VEC4 0x8B52
|
||||
@@ -391,48 +307,34 @@ typedef khronos_ssize_t GLsizeiptr;
|
||||
#define GL_FLOAT_MAT4 0x8B5C
|
||||
#define GL_SAMPLER_2D 0x8B5E
|
||||
#define GL_SAMPLER_CUBE 0x8B60
|
||||
|
||||
/* Vertex Arrays */
|
||||
#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
|
||||
#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
|
||||
#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
|
||||
#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
|
||||
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
|
||||
#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
|
||||
#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
|
||||
#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
|
||||
#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
|
||||
#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
|
||||
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
|
||||
#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
|
||||
#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F
|
||||
|
||||
/* Read Format */
|
||||
#define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A
|
||||
#define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A
|
||||
#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B
|
||||
|
||||
/* Shader Source */
|
||||
#define GL_COMPILE_STATUS 0x8B81
|
||||
#define GL_INFO_LOG_LENGTH 0x8B84
|
||||
#define GL_SHADER_SOURCE_LENGTH 0x8B88
|
||||
#define GL_SHADER_COMPILER 0x8DFA
|
||||
|
||||
/* Shader Binary */
|
||||
#define GL_SHADER_BINARY_FORMATS 0x8DF8
|
||||
#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9
|
||||
|
||||
/* Shader Precision-Specified Types */
|
||||
#define GL_LOW_FLOAT 0x8DF0
|
||||
#define GL_MEDIUM_FLOAT 0x8DF1
|
||||
#define GL_HIGH_FLOAT 0x8DF2
|
||||
#define GL_LOW_INT 0x8DF3
|
||||
#define GL_MEDIUM_INT 0x8DF4
|
||||
#define GL_HIGH_INT 0x8DF5
|
||||
|
||||
/* Framebuffer Object. */
|
||||
#define GL_FRAMEBUFFER 0x8D40
|
||||
#define GL_RENDERBUFFER 0x8D41
|
||||
|
||||
#define GL_RGBA4 0x8056
|
||||
#define GL_RGB5_A1 0x8057
|
||||
#define GL_RGB565 0x8D62
|
||||
#define GL_DEPTH_COMPONENT16 0x81A5
|
||||
#define GL_STENCIL_INDEX8 0x8D48
|
||||
|
||||
#define GL_RENDERBUFFER_WIDTH 0x8D42
|
||||
#define GL_RENDERBUFFER_HEIGHT 0x8D43
|
||||
#define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44
|
||||
@@ -442,180 +344,313 @@ typedef khronos_ssize_t GLsizeiptr;
|
||||
#define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53
|
||||
#define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54
|
||||
#define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55
|
||||
|
||||
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0
|
||||
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1
|
||||
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2
|
||||
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0
|
||||
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1
|
||||
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2
|
||||
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3
|
||||
|
||||
#define GL_COLOR_ATTACHMENT0 0x8CE0
|
||||
#define GL_DEPTH_ATTACHMENT 0x8D00
|
||||
#define GL_STENCIL_ATTACHMENT 0x8D20
|
||||
|
||||
#define GL_NONE 0
|
||||
|
||||
#define GL_FRAMEBUFFER_COMPLETE 0x8CD5
|
||||
#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6
|
||||
#define GL_FRAMEBUFFER_COMPLETE 0x8CD5
|
||||
#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6
|
||||
#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7
|
||||
#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS 0x8CD9
|
||||
#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD
|
||||
|
||||
#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS 0x8CD9
|
||||
#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD
|
||||
#define GL_FRAMEBUFFER_BINDING 0x8CA6
|
||||
#define GL_RENDERBUFFER_BINDING 0x8CA7
|
||||
#define GL_MAX_RENDERBUFFER_SIZE 0x84E8
|
||||
|
||||
#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506
|
||||
|
||||
/*-------------------------------------------------------------------------
|
||||
* GL core functions.
|
||||
*-----------------------------------------------------------------------*/
|
||||
|
||||
GL_APICALL void GL_APIENTRY glActiveTexture (GLenum texture);
|
||||
GL_APICALL void GL_APIENTRY glAttachShader (GLuint program, GLuint shader);
|
||||
GL_APICALL void GL_APIENTRY glBindAttribLocation (GLuint program, GLuint index, const GLchar* name);
|
||||
GL_APICALL void GL_APIENTRY glBindBuffer (GLenum target, GLuint buffer);
|
||||
GL_APICALL void GL_APIENTRY glBindFramebuffer (GLenum target, GLuint framebuffer);
|
||||
GL_APICALL void GL_APIENTRY glBindRenderbuffer (GLenum target, GLuint renderbuffer);
|
||||
GL_APICALL void GL_APIENTRY glBindTexture (GLenum target, GLuint texture);
|
||||
GL_APICALL void GL_APIENTRY glBlendColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
|
||||
GL_APICALL void GL_APIENTRY glBlendEquation ( GLenum mode );
|
||||
GL_APICALL void GL_APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha);
|
||||
GL_APICALL void GL_APIENTRY glBlendFunc (GLenum sfactor, GLenum dfactor);
|
||||
GL_APICALL void GL_APIENTRY glBlendFuncSeparate (GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
|
||||
GL_APICALL void GL_APIENTRY glBufferData (GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage);
|
||||
GL_APICALL void GL_APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data);
|
||||
GL_APICALL GLenum GL_APIENTRY glCheckFramebufferStatus (GLenum target);
|
||||
GL_APICALL void GL_APIENTRY glClear (GLbitfield mask);
|
||||
GL_APICALL void GL_APIENTRY glClearColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
|
||||
GL_APICALL void GL_APIENTRY glClearDepthf (GLclampf depth);
|
||||
GL_APICALL void GL_APIENTRY glClearStencil (GLint s);
|
||||
GL_APICALL void GL_APIENTRY glColorMask (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
|
||||
GL_APICALL void GL_APIENTRY glCompileShader (GLuint shader);
|
||||
GL_APICALL void GL_APIENTRY glCompressedTexImage2D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid* data);
|
||||
GL_APICALL void GL_APIENTRY glCompressedTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid* data);
|
||||
GL_APICALL void GL_APIENTRY glCopyTexImage2D (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
|
||||
GL_APICALL void GL_APIENTRY glCopyTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
|
||||
GL_APICALL GLuint GL_APIENTRY glCreateProgram (void);
|
||||
GL_APICALL GLuint GL_APIENTRY glCreateShader (GLenum type);
|
||||
GL_APICALL void GL_APIENTRY glCullFace (GLenum mode);
|
||||
GL_APICALL void GL_APIENTRY glDeleteBuffers (GLsizei n, const GLuint* buffers);
|
||||
GL_APICALL void GL_APIENTRY glDeleteFramebuffers (GLsizei n, const GLuint* framebuffers);
|
||||
GL_APICALL void GL_APIENTRY glDeleteProgram (GLuint program);
|
||||
GL_APICALL void GL_APIENTRY glDeleteRenderbuffers (GLsizei n, const GLuint* renderbuffers);
|
||||
GL_APICALL void GL_APIENTRY glDeleteShader (GLuint shader);
|
||||
GL_APICALL void GL_APIENTRY glDeleteTextures (GLsizei n, const GLuint* textures);
|
||||
GL_APICALL void GL_APIENTRY glDepthFunc (GLenum func);
|
||||
GL_APICALL void GL_APIENTRY glDepthMask (GLboolean flag);
|
||||
GL_APICALL void GL_APIENTRY glDepthRangef (GLclampf zNear, GLclampf zFar);
|
||||
GL_APICALL void GL_APIENTRY glDetachShader (GLuint program, GLuint shader);
|
||||
GL_APICALL void GL_APIENTRY glDisable (GLenum cap);
|
||||
GL_APICALL void GL_APIENTRY glDisableVertexAttribArray (GLuint index);
|
||||
GL_APICALL void GL_APIENTRY glDrawArrays (GLenum mode, GLint first, GLsizei count);
|
||||
GL_APICALL void GL_APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const GLvoid* indices);
|
||||
GL_APICALL void GL_APIENTRY glEnable (GLenum cap);
|
||||
GL_APICALL void GL_APIENTRY glEnableVertexAttribArray (GLuint index);
|
||||
GL_APICALL void GL_APIENTRY glFinish (void);
|
||||
GL_APICALL void GL_APIENTRY glFlush (void);
|
||||
GL_APICALL void GL_APIENTRY glFramebufferRenderbuffer (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
|
||||
GL_APICALL void GL_APIENTRY glFramebufferTexture2D (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
|
||||
GL_APICALL void GL_APIENTRY glFrontFace (GLenum mode);
|
||||
GL_APICALL void GL_APIENTRY glGenBuffers (GLsizei n, GLuint* buffers);
|
||||
GL_APICALL void GL_APIENTRY glGenerateMipmap (GLenum target);
|
||||
GL_APICALL void GL_APIENTRY glGenFramebuffers (GLsizei n, GLuint* framebuffers);
|
||||
GL_APICALL void GL_APIENTRY glGenRenderbuffers (GLsizei n, GLuint* renderbuffers);
|
||||
GL_APICALL void GL_APIENTRY glGenTextures (GLsizei n, GLuint* textures);
|
||||
GL_APICALL void GL_APIENTRY glGetActiveAttrib (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
|
||||
GL_APICALL void GL_APIENTRY glGetActiveUniform (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
|
||||
GL_APICALL void GL_APIENTRY glGetAttachedShaders (GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders);
|
||||
GL_APICALL GLint GL_APIENTRY glGetAttribLocation (GLuint program, const GLchar* name);
|
||||
GL_APICALL void GL_APIENTRY glGetBooleanv (GLenum pname, GLboolean* params);
|
||||
GL_APICALL void GL_APIENTRY glGetBufferParameteriv (GLenum target, GLenum pname, GLint* params);
|
||||
GL_APICALL GLenum GL_APIENTRY glGetError (void);
|
||||
GL_APICALL void GL_APIENTRY glGetFloatv (GLenum pname, GLfloat* params);
|
||||
GL_APICALL void GL_APIENTRY glGetFramebufferAttachmentParameteriv (GLenum target, GLenum attachment, GLenum pname, GLint* params);
|
||||
GL_APICALL void GL_APIENTRY glGetIntegerv (GLenum pname, GLint* params);
|
||||
GL_APICALL void GL_APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint* params);
|
||||
GL_APICALL void GL_APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog);
|
||||
GL_APICALL void GL_APIENTRY glGetRenderbufferParameteriv (GLenum target, GLenum pname, GLint* params);
|
||||
GL_APICALL void GL_APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint* params);
|
||||
GL_APICALL void GL_APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog);
|
||||
GL_APICALL void GL_APIENTRY glGetShaderPrecisionFormat (GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision);
|
||||
GL_APICALL void GL_APIENTRY glGetShaderSource (GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source);
|
||||
GL_APICALL const GLubyte* GL_APIENTRY glGetString (GLenum name);
|
||||
GL_APICALL void GL_APIENTRY glGetTexParameterfv (GLenum target, GLenum pname, GLfloat* params);
|
||||
GL_APICALL void GL_APIENTRY glGetTexParameteriv (GLenum target, GLenum pname, GLint* params);
|
||||
GL_APICALL void GL_APIENTRY glGetUniformfv (GLuint program, GLint location, GLfloat* params);
|
||||
GL_APICALL void GL_APIENTRY glGetUniformiv (GLuint program, GLint location, GLint* params);
|
||||
GL_APICALL GLint GL_APIENTRY glGetUniformLocation (GLuint program, const GLchar* name);
|
||||
GL_APICALL void GL_APIENTRY glGetVertexAttribfv (GLuint index, GLenum pname, GLfloat* params);
|
||||
GL_APICALL void GL_APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint* params);
|
||||
GL_APICALL void GL_APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, GLvoid** pointer);
|
||||
GL_APICALL void GL_APIENTRY glHint (GLenum target, GLenum mode);
|
||||
GL_APICALL GLboolean GL_APIENTRY glIsBuffer (GLuint buffer);
|
||||
GL_APICALL GLboolean GL_APIENTRY glIsEnabled (GLenum cap);
|
||||
GL_APICALL GLboolean GL_APIENTRY glIsFramebuffer (GLuint framebuffer);
|
||||
GL_APICALL GLboolean GL_APIENTRY glIsProgram (GLuint program);
|
||||
GL_APICALL GLboolean GL_APIENTRY glIsRenderbuffer (GLuint renderbuffer);
|
||||
GL_APICALL GLboolean GL_APIENTRY glIsShader (GLuint shader);
|
||||
GL_APICALL GLboolean GL_APIENTRY glIsTexture (GLuint texture);
|
||||
GL_APICALL void GL_APIENTRY glLineWidth (GLfloat width);
|
||||
GL_APICALL void GL_APIENTRY glLinkProgram (GLuint program);
|
||||
GL_APICALL void GL_APIENTRY glPixelStorei (GLenum pname, GLint param);
|
||||
GL_APICALL void GL_APIENTRY glPolygonOffset (GLfloat factor, GLfloat units);
|
||||
GL_APICALL void GL_APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels);
|
||||
GL_APICALL void GL_APIENTRY glReleaseShaderCompiler (void);
|
||||
GL_APICALL void GL_APIENTRY glRenderbufferStorage (GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
|
||||
GL_APICALL void GL_APIENTRY glSampleCoverage (GLclampf value, GLboolean invert);
|
||||
GL_APICALL void GL_APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height);
|
||||
GL_APICALL void GL_APIENTRY glShaderBinary (GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length);
|
||||
GL_APICALL void GL_APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length);
|
||||
GL_APICALL void GL_APIENTRY glStencilFunc (GLenum func, GLint ref, GLuint mask);
|
||||
GL_APICALL void GL_APIENTRY glStencilFuncSeparate (GLenum face, GLenum func, GLint ref, GLuint mask);
|
||||
GL_APICALL void GL_APIENTRY glStencilMask (GLuint mask);
|
||||
GL_APICALL void GL_APIENTRY glStencilMaskSeparate (GLenum face, GLuint mask);
|
||||
GL_APICALL void GL_APIENTRY glStencilOp (GLenum fail, GLenum zfail, GLenum zpass);
|
||||
GL_APICALL void GL_APIENTRY glStencilOpSeparate (GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
|
||||
GL_APICALL void GL_APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels);
|
||||
GL_APICALL void GL_APIENTRY glTexParameterf (GLenum target, GLenum pname, GLfloat param);
|
||||
GL_APICALL void GL_APIENTRY glTexParameterfv (GLenum target, GLenum pname, const GLfloat* params);
|
||||
GL_APICALL void GL_APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param);
|
||||
GL_APICALL void GL_APIENTRY glTexParameteriv (GLenum target, GLenum pname, const GLint* params);
|
||||
GL_APICALL void GL_APIENTRY glTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels);
|
||||
GL_APICALL void GL_APIENTRY glUniform1f (GLint location, GLfloat x);
|
||||
GL_APICALL void GL_APIENTRY glUniform1fv (GLint location, GLsizei count, const GLfloat* v);
|
||||
GL_APICALL void GL_APIENTRY glUniform1i (GLint location, GLint x);
|
||||
GL_APICALL void GL_APIENTRY glUniform1iv (GLint location, GLsizei count, const GLint* v);
|
||||
GL_APICALL void GL_APIENTRY glUniform2f (GLint location, GLfloat x, GLfloat y);
|
||||
GL_APICALL void GL_APIENTRY glUniform2fv (GLint location, GLsizei count, const GLfloat* v);
|
||||
GL_APICALL void GL_APIENTRY glUniform2i (GLint location, GLint x, GLint y);
|
||||
GL_APICALL void GL_APIENTRY glUniform2iv (GLint location, GLsizei count, const GLint* v);
|
||||
GL_APICALL void GL_APIENTRY glUniform3f (GLint location, GLfloat x, GLfloat y, GLfloat z);
|
||||
GL_APICALL void GL_APIENTRY glUniform3fv (GLint location, GLsizei count, const GLfloat* v);
|
||||
GL_APICALL void GL_APIENTRY glUniform3i (GLint location, GLint x, GLint y, GLint z);
|
||||
GL_APICALL void GL_APIENTRY glUniform3iv (GLint location, GLsizei count, const GLint* v);
|
||||
GL_APICALL void GL_APIENTRY glUniform4f (GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
|
||||
GL_APICALL void GL_APIENTRY glUniform4fv (GLint location, GLsizei count, const GLfloat* v);
|
||||
GL_APICALL void GL_APIENTRY glUniform4i (GLint location, GLint x, GLint y, GLint z, GLint w);
|
||||
GL_APICALL void GL_APIENTRY glUniform4iv (GLint location, GLsizei count, const GLint* v);
|
||||
GL_APICALL void GL_APIENTRY glUniformMatrix2fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
|
||||
GL_APICALL void GL_APIENTRY glUniformMatrix3fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
|
||||
GL_APICALL void GL_APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
|
||||
GL_APICALL void GL_APIENTRY glUseProgram (GLuint program);
|
||||
GL_APICALL void GL_APIENTRY glValidateProgram (GLuint program);
|
||||
GL_APICALL void GL_APIENTRY glVertexAttrib1f (GLuint indx, GLfloat x);
|
||||
GL_APICALL void GL_APIENTRY glVertexAttrib1fv (GLuint indx, const GLfloat* values);
|
||||
GL_APICALL void GL_APIENTRY glVertexAttrib2f (GLuint indx, GLfloat x, GLfloat y);
|
||||
GL_APICALL void GL_APIENTRY glVertexAttrib2fv (GLuint indx, const GLfloat* values);
|
||||
GL_APICALL void GL_APIENTRY glVertexAttrib3f (GLuint indx, GLfloat x, GLfloat y, GLfloat z);
|
||||
GL_APICALL void GL_APIENTRY glVertexAttrib3fv (GLuint indx, const GLfloat* values);
|
||||
GL_APICALL void GL_APIENTRY glVertexAttrib4f (GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
|
||||
GL_APICALL void GL_APIENTRY glVertexAttrib4fv (GLuint indx, const GLfloat* values);
|
||||
GL_APICALL void GL_APIENTRY glVertexAttribPointer (GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr);
|
||||
GL_APICALL void GL_APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height);
|
||||
typedef void (GL_APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture);
|
||||
typedef void (GL_APIENTRYP PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
|
||||
typedef void (GL_APIENTRYP PFNGLBINDATTRIBLOCATIONPROC) (GLuint program, GLuint index, const GLchar *name);
|
||||
typedef void (GL_APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
|
||||
typedef void (GL_APIENTRYP PFNGLBINDFRAMEBUFFERPROC) (GLenum target, GLuint framebuffer);
|
||||
typedef void (GL_APIENTRYP PFNGLBINDRENDERBUFFERPROC) (GLenum target, GLuint renderbuffer);
|
||||
typedef void (GL_APIENTRYP PFNGLBINDTEXTUREPROC) (GLenum target, GLuint texture);
|
||||
typedef void (GL_APIENTRYP PFNGLBLENDCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
|
||||
typedef void (GL_APIENTRYP PFNGLBLENDEQUATIONPROC) (GLenum mode);
|
||||
typedef void (GL_APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha);
|
||||
typedef void (GL_APIENTRYP PFNGLBLENDFUNCPROC) (GLenum sfactor, GLenum dfactor);
|
||||
typedef void (GL_APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
|
||||
typedef void (GL_APIENTRYP PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
|
||||
typedef void (GL_APIENTRYP PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
|
||||
typedef GLenum (GL_APIENTRYP PFNGLCHECKFRAMEBUFFERSTATUSPROC) (GLenum target);
|
||||
typedef void (GL_APIENTRYP PFNGLCLEARPROC) (GLbitfield mask);
|
||||
typedef void (GL_APIENTRYP PFNGLCLEARCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
|
||||
typedef void (GL_APIENTRYP PFNGLCLEARDEPTHFPROC) (GLfloat d);
|
||||
typedef void (GL_APIENTRYP PFNGLCLEARSTENCILPROC) (GLint s);
|
||||
typedef void (GL_APIENTRYP PFNGLCOLORMASKPROC) (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
|
||||
typedef void (GL_APIENTRYP PFNGLCOMPILESHADERPROC) (GLuint shader);
|
||||
typedef void (GL_APIENTRYP PFNGLCOMPRESSEDTEXIMAGE2DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data);
|
||||
typedef void (GL_APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data);
|
||||
typedef void (GL_APIENTRYP PFNGLCOPYTEXIMAGE2DPROC) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
|
||||
typedef void (GL_APIENTRYP PFNGLCOPYTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
|
||||
typedef GLuint (GL_APIENTRYP PFNGLCREATEPROGRAMPROC) (void);
|
||||
typedef GLuint (GL_APIENTRYP PFNGLCREATESHADERPROC) (GLenum type);
|
||||
typedef void (GL_APIENTRYP PFNGLCULLFACEPROC) (GLenum mode);
|
||||
typedef void (GL_APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
|
||||
typedef void (GL_APIENTRYP PFNGLDELETEFRAMEBUFFERSPROC) (GLsizei n, const GLuint *framebuffers);
|
||||
typedef void (GL_APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program);
|
||||
typedef void (GL_APIENTRYP PFNGLDELETERENDERBUFFERSPROC) (GLsizei n, const GLuint *renderbuffers);
|
||||
typedef void (GL_APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader);
|
||||
typedef void (GL_APIENTRYP PFNGLDELETETEXTURESPROC) (GLsizei n, const GLuint *textures);
|
||||
typedef void (GL_APIENTRYP PFNGLDEPTHFUNCPROC) (GLenum func);
|
||||
typedef void (GL_APIENTRYP PFNGLDEPTHMASKPROC) (GLboolean flag);
|
||||
typedef void (GL_APIENTRYP PFNGLDEPTHRANGEFPROC) (GLfloat n, GLfloat f);
|
||||
typedef void (GL_APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader);
|
||||
typedef void (GL_APIENTRYP PFNGLDISABLEPROC) (GLenum cap);
|
||||
typedef void (GL_APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index);
|
||||
typedef void (GL_APIENTRYP PFNGLDRAWARRAYSPROC) (GLenum mode, GLint first, GLsizei count);
|
||||
typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices);
|
||||
typedef void (GL_APIENTRYP PFNGLENABLEPROC) (GLenum cap);
|
||||
typedef void (GL_APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
|
||||
typedef void (GL_APIENTRYP PFNGLFINISHPROC) (void);
|
||||
typedef void (GL_APIENTRYP PFNGLFLUSHPROC) (void);
|
||||
typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERRENDERBUFFERPROC) (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
|
||||
typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERTEXTURE2DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
|
||||
typedef void (GL_APIENTRYP PFNGLFRONTFACEPROC) (GLenum mode);
|
||||
typedef void (GL_APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
|
||||
typedef void (GL_APIENTRYP PFNGLGENERATEMIPMAPPROC) (GLenum target);
|
||||
typedef void (GL_APIENTRYP PFNGLGENFRAMEBUFFERSPROC) (GLsizei n, GLuint *framebuffers);
|
||||
typedef void (GL_APIENTRYP PFNGLGENRENDERBUFFERSPROC) (GLsizei n, GLuint *renderbuffers);
|
||||
typedef void (GL_APIENTRYP PFNGLGENTEXTURESPROC) (GLsizei n, GLuint *textures);
|
||||
typedef void (GL_APIENTRYP PFNGLGETACTIVEATTRIBPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
|
||||
typedef void (GL_APIENTRYP PFNGLGETACTIVEUNIFORMPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
|
||||
typedef void (GL_APIENTRYP PFNGLGETATTACHEDSHADERSPROC) (GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders);
|
||||
typedef GLint (GL_APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name);
|
||||
typedef void (GL_APIENTRYP PFNGLGETBOOLEANVPROC) (GLenum pname, GLboolean *data);
|
||||
typedef void (GL_APIENTRYP PFNGLGETBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params);
|
||||
typedef GLenum (GL_APIENTRYP PFNGLGETERRORPROC) (void);
|
||||
typedef void (GL_APIENTRYP PFNGLGETFLOATVPROC) (GLenum pname, GLfloat *data);
|
||||
typedef void (GL_APIENTRYP PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC) (GLenum target, GLenum attachment, GLenum pname, GLint *params);
|
||||
typedef void (GL_APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *data);
|
||||
typedef void (GL_APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);
|
||||
typedef void (GL_APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
|
||||
typedef void (GL_APIENTRYP PFNGLGETRENDERBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params);
|
||||
typedef void (GL_APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
|
||||
typedef void (GL_APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
|
||||
typedef void (GL_APIENTRYP PFNGLGETSHADERPRECISIONFORMATPROC) (GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision);
|
||||
typedef void (GL_APIENTRYP PFNGLGETSHADERSOURCEPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source);
|
||||
typedef const GLubyte *(GL_APIENTRYP PFNGLGETSTRINGPROC) (GLenum name);
|
||||
typedef void (GL_APIENTRYP PFNGLGETTEXPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params);
|
||||
typedef void (GL_APIENTRYP PFNGLGETTEXPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params);
|
||||
typedef void (GL_APIENTRYP PFNGLGETUNIFORMFVPROC) (GLuint program, GLint location, GLfloat *params);
|
||||
typedef void (GL_APIENTRYP PFNGLGETUNIFORMIVPROC) (GLuint program, GLint location, GLint *params);
|
||||
typedef GLint (GL_APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name);
|
||||
typedef void (GL_APIENTRYP PFNGLGETVERTEXATTRIBFVPROC) (GLuint index, GLenum pname, GLfloat *params);
|
||||
typedef void (GL_APIENTRYP PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint *params);
|
||||
typedef void (GL_APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, void **pointer);
|
||||
typedef void (GL_APIENTRYP PFNGLHINTPROC) (GLenum target, GLenum mode);
|
||||
typedef GLboolean (GL_APIENTRYP PFNGLISBUFFERPROC) (GLuint buffer);
|
||||
typedef GLboolean (GL_APIENTRYP PFNGLISENABLEDPROC) (GLenum cap);
|
||||
typedef GLboolean (GL_APIENTRYP PFNGLISFRAMEBUFFERPROC) (GLuint framebuffer);
|
||||
typedef GLboolean (GL_APIENTRYP PFNGLISPROGRAMPROC) (GLuint program);
|
||||
typedef GLboolean (GL_APIENTRYP PFNGLISRENDERBUFFERPROC) (GLuint renderbuffer);
|
||||
typedef GLboolean (GL_APIENTRYP PFNGLISSHADERPROC) (GLuint shader);
|
||||
typedef GLboolean (GL_APIENTRYP PFNGLISTEXTUREPROC) (GLuint texture);
|
||||
typedef void (GL_APIENTRYP PFNGLLINEWIDTHPROC) (GLfloat width);
|
||||
typedef void (GL_APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program);
|
||||
typedef void (GL_APIENTRYP PFNGLPIXELSTOREIPROC) (GLenum pname, GLint param);
|
||||
typedef void (GL_APIENTRYP PFNGLPOLYGONOFFSETPROC) (GLfloat factor, GLfloat units);
|
||||
typedef void (GL_APIENTRYP PFNGLREADPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
|
||||
typedef void (GL_APIENTRYP PFNGLRELEASESHADERCOMPILERPROC) (void);
|
||||
typedef void (GL_APIENTRYP PFNGLRENDERBUFFERSTORAGEPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
|
||||
typedef void (GL_APIENTRYP PFNGLSAMPLECOVERAGEPROC) (GLfloat value, GLboolean invert);
|
||||
typedef void (GL_APIENTRYP PFNGLSCISSORPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
|
||||
typedef void (GL_APIENTRYP PFNGLSHADERBINARYPROC) (GLsizei count, const GLuint *shaders, GLenum binaryFormat, const void *binary, GLsizei length);
|
||||
typedef void (GL_APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
|
||||
typedef void (GL_APIENTRYP PFNGLSTENCILFUNCPROC) (GLenum func, GLint ref, GLuint mask);
|
||||
typedef void (GL_APIENTRYP PFNGLSTENCILFUNCSEPARATEPROC) (GLenum face, GLenum func, GLint ref, GLuint mask);
|
||||
typedef void (GL_APIENTRYP PFNGLSTENCILMASKPROC) (GLuint mask);
|
||||
typedef void (GL_APIENTRYP PFNGLSTENCILMASKSEPARATEPROC) (GLenum face, GLuint mask);
|
||||
typedef void (GL_APIENTRYP PFNGLSTENCILOPPROC) (GLenum fail, GLenum zfail, GLenum zpass);
|
||||
typedef void (GL_APIENTRYP PFNGLSTENCILOPSEPARATEPROC) (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
|
||||
typedef void (GL_APIENTRYP PFNGLTEXIMAGE2DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
|
||||
typedef void (GL_APIENTRYP PFNGLTEXPARAMETERFPROC) (GLenum target, GLenum pname, GLfloat param);
|
||||
typedef void (GL_APIENTRYP PFNGLTEXPARAMETERFVPROC) (GLenum target, GLenum pname, const GLfloat *params);
|
||||
typedef void (GL_APIENTRYP PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, GLint param);
|
||||
typedef void (GL_APIENTRYP PFNGLTEXPARAMETERIVPROC) (GLenum target, GLenum pname, const GLint *params);
|
||||
typedef void (GL_APIENTRYP PFNGLTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels);
|
||||
typedef void (GL_APIENTRYP PFNGLUNIFORM1FPROC) (GLint location, GLfloat v0);
|
||||
typedef void (GL_APIENTRYP PFNGLUNIFORM1FVPROC) (GLint location, GLsizei count, const GLfloat *value);
|
||||
typedef void (GL_APIENTRYP PFNGLUNIFORM1IPROC) (GLint location, GLint v0);
|
||||
typedef void (GL_APIENTRYP PFNGLUNIFORM1IVPROC) (GLint location, GLsizei count, const GLint *value);
|
||||
typedef void (GL_APIENTRYP PFNGLUNIFORM2FPROC) (GLint location, GLfloat v0, GLfloat v1);
|
||||
typedef void (GL_APIENTRYP PFNGLUNIFORM2FVPROC) (GLint location, GLsizei count, const GLfloat *value);
|
||||
typedef void (GL_APIENTRYP PFNGLUNIFORM2IPROC) (GLint location, GLint v0, GLint v1);
|
||||
typedef void (GL_APIENTRYP PFNGLUNIFORM2IVPROC) (GLint location, GLsizei count, const GLint *value);
|
||||
typedef void (GL_APIENTRYP PFNGLUNIFORM3FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
|
||||
typedef void (GL_APIENTRYP PFNGLUNIFORM3FVPROC) (GLint location, GLsizei count, const GLfloat *value);
|
||||
typedef void (GL_APIENTRYP PFNGLUNIFORM3IPROC) (GLint location, GLint v0, GLint v1, GLint v2);
|
||||
typedef void (GL_APIENTRYP PFNGLUNIFORM3IVPROC) (GLint location, GLsizei count, const GLint *value);
|
||||
typedef void (GL_APIENTRYP PFNGLUNIFORM4FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
|
||||
typedef void (GL_APIENTRYP PFNGLUNIFORM4FVPROC) (GLint location, GLsizei count, const GLfloat *value);
|
||||
typedef void (GL_APIENTRYP PFNGLUNIFORM4IPROC) (GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
|
||||
typedef void (GL_APIENTRYP PFNGLUNIFORM4IVPROC) (GLint location, GLsizei count, const GLint *value);
|
||||
typedef void (GL_APIENTRYP PFNGLUNIFORMMATRIX2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
|
||||
typedef void (GL_APIENTRYP PFNGLUNIFORMMATRIX3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
|
||||
typedef void (GL_APIENTRYP PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
|
||||
typedef void (GL_APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program);
|
||||
typedef void (GL_APIENTRYP PFNGLVALIDATEPROGRAMPROC) (GLuint program);
|
||||
typedef void (GL_APIENTRYP PFNGLVERTEXATTRIB1FPROC) (GLuint index, GLfloat x);
|
||||
typedef void (GL_APIENTRYP PFNGLVERTEXATTRIB1FVPROC) (GLuint index, const GLfloat *v);
|
||||
typedef void (GL_APIENTRYP PFNGLVERTEXATTRIB2FPROC) (GLuint index, GLfloat x, GLfloat y);
|
||||
typedef void (GL_APIENTRYP PFNGLVERTEXATTRIB2FVPROC) (GLuint index, const GLfloat *v);
|
||||
typedef void (GL_APIENTRYP PFNGLVERTEXATTRIB3FPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z);
|
||||
typedef void (GL_APIENTRYP PFNGLVERTEXATTRIB3FVPROC) (GLuint index, const GLfloat *v);
|
||||
typedef void (GL_APIENTRYP PFNGLVERTEXATTRIB4FPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
|
||||
typedef void (GL_APIENTRYP PFNGLVERTEXATTRIB4FVPROC) (GLuint index, const GLfloat *v);
|
||||
typedef void (GL_APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
|
||||
typedef void (GL_APIENTRYP PFNGLVIEWPORTPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
|
||||
#if GL_GLES_PROTOTYPES
|
||||
GL_APICALL void GL_APIENTRY glActiveTexture (GLenum texture);
|
||||
GL_APICALL void GL_APIENTRY glAttachShader (GLuint program, GLuint shader);
|
||||
GL_APICALL void GL_APIENTRY glBindAttribLocation (GLuint program, GLuint index, const GLchar *name);
|
||||
GL_APICALL void GL_APIENTRY glBindBuffer (GLenum target, GLuint buffer);
|
||||
GL_APICALL void GL_APIENTRY glBindFramebuffer (GLenum target, GLuint framebuffer);
|
||||
GL_APICALL void GL_APIENTRY glBindRenderbuffer (GLenum target, GLuint renderbuffer);
|
||||
GL_APICALL void GL_APIENTRY glBindTexture (GLenum target, GLuint texture);
|
||||
GL_APICALL void GL_APIENTRY glBlendColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
|
||||
GL_APICALL void GL_APIENTRY glBlendEquation (GLenum mode);
|
||||
GL_APICALL void GL_APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha);
|
||||
GL_APICALL void GL_APIENTRY glBlendFunc (GLenum sfactor, GLenum dfactor);
|
||||
GL_APICALL void GL_APIENTRY glBlendFuncSeparate (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
|
||||
GL_APICALL void GL_APIENTRY glBufferData (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
|
||||
GL_APICALL void GL_APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
|
||||
GL_APICALL GLenum GL_APIENTRY glCheckFramebufferStatus (GLenum target);
|
||||
GL_APICALL void GL_APIENTRY glClear (GLbitfield mask);
|
||||
GL_APICALL void GL_APIENTRY glClearColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
|
||||
GL_APICALL void GL_APIENTRY glClearDepthf (GLfloat d);
|
||||
GL_APICALL void GL_APIENTRY glClearStencil (GLint s);
|
||||
GL_APICALL void GL_APIENTRY glColorMask (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
|
||||
GL_APICALL void GL_APIENTRY glCompileShader (GLuint shader);
|
||||
GL_APICALL void GL_APIENTRY glCompressedTexImage2D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data);
|
||||
GL_APICALL void GL_APIENTRY glCompressedTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data);
|
||||
GL_APICALL void GL_APIENTRY glCopyTexImage2D (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
|
||||
GL_APICALL void GL_APIENTRY glCopyTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
|
||||
GL_APICALL GLuint GL_APIENTRY glCreateProgram (void);
|
||||
GL_APICALL GLuint GL_APIENTRY glCreateShader (GLenum type);
|
||||
GL_APICALL void GL_APIENTRY glCullFace (GLenum mode);
|
||||
GL_APICALL void GL_APIENTRY glDeleteBuffers (GLsizei n, const GLuint *buffers);
|
||||
GL_APICALL void GL_APIENTRY glDeleteFramebuffers (GLsizei n, const GLuint *framebuffers);
|
||||
GL_APICALL void GL_APIENTRY glDeleteProgram (GLuint program);
|
||||
GL_APICALL void GL_APIENTRY glDeleteRenderbuffers (GLsizei n, const GLuint *renderbuffers);
|
||||
GL_APICALL void GL_APIENTRY glDeleteShader (GLuint shader);
|
||||
GL_APICALL void GL_APIENTRY glDeleteTextures (GLsizei n, const GLuint *textures);
|
||||
GL_APICALL void GL_APIENTRY glDepthFunc (GLenum func);
|
||||
GL_APICALL void GL_APIENTRY glDepthMask (GLboolean flag);
|
||||
GL_APICALL void GL_APIENTRY glDepthRangef (GLfloat n, GLfloat f);
|
||||
GL_APICALL void GL_APIENTRY glDetachShader (GLuint program, GLuint shader);
|
||||
GL_APICALL void GL_APIENTRY glDisable (GLenum cap);
|
||||
GL_APICALL void GL_APIENTRY glDisableVertexAttribArray (GLuint index);
|
||||
GL_APICALL void GL_APIENTRY glDrawArrays (GLenum mode, GLint first, GLsizei count);
|
||||
GL_APICALL void GL_APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const void *indices);
|
||||
GL_APICALL void GL_APIENTRY glEnable (GLenum cap);
|
||||
GL_APICALL void GL_APIENTRY glEnableVertexAttribArray (GLuint index);
|
||||
GL_APICALL void GL_APIENTRY glFinish (void);
|
||||
GL_APICALL void GL_APIENTRY glFlush (void);
|
||||
GL_APICALL void GL_APIENTRY glFramebufferRenderbuffer (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
|
||||
GL_APICALL void GL_APIENTRY glFramebufferTexture2D (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
|
||||
GL_APICALL void GL_APIENTRY glFrontFace (GLenum mode);
|
||||
GL_APICALL void GL_APIENTRY glGenBuffers (GLsizei n, GLuint *buffers);
|
||||
GL_APICALL void GL_APIENTRY glGenerateMipmap (GLenum target);
|
||||
GL_APICALL void GL_APIENTRY glGenFramebuffers (GLsizei n, GLuint *framebuffers);
|
||||
GL_APICALL void GL_APIENTRY glGenRenderbuffers (GLsizei n, GLuint *renderbuffers);
|
||||
GL_APICALL void GL_APIENTRY glGenTextures (GLsizei n, GLuint *textures);
|
||||
GL_APICALL void GL_APIENTRY glGetActiveAttrib (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
|
||||
GL_APICALL void GL_APIENTRY glGetActiveUniform (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
|
||||
GL_APICALL void GL_APIENTRY glGetAttachedShaders (GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders);
|
||||
GL_APICALL GLint GL_APIENTRY glGetAttribLocation (GLuint program, const GLchar *name);
|
||||
GL_APICALL void GL_APIENTRY glGetBooleanv (GLenum pname, GLboolean *data);
|
||||
GL_APICALL void GL_APIENTRY glGetBufferParameteriv (GLenum target, GLenum pname, GLint *params);
|
||||
GL_APICALL GLenum GL_APIENTRY glGetError (void);
|
||||
GL_APICALL void GL_APIENTRY glGetFloatv (GLenum pname, GLfloat *data);
|
||||
GL_APICALL void GL_APIENTRY glGetFramebufferAttachmentParameteriv (GLenum target, GLenum attachment, GLenum pname, GLint *params);
|
||||
GL_APICALL void GL_APIENTRY glGetIntegerv (GLenum pname, GLint *data);
|
||||
GL_APICALL void GL_APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint *params);
|
||||
GL_APICALL void GL_APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
|
||||
GL_APICALL void GL_APIENTRY glGetRenderbufferParameteriv (GLenum target, GLenum pname, GLint *params);
|
||||
GL_APICALL void GL_APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint *params);
|
||||
GL_APICALL void GL_APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
|
||||
GL_APICALL void GL_APIENTRY glGetShaderPrecisionFormat (GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision);
|
||||
GL_APICALL void GL_APIENTRY glGetShaderSource (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source);
|
||||
GL_APICALL const GLubyte *GL_APIENTRY glGetString (GLenum name);
|
||||
GL_APICALL void GL_APIENTRY glGetTexParameterfv (GLenum target, GLenum pname, GLfloat *params);
|
||||
GL_APICALL void GL_APIENTRY glGetTexParameteriv (GLenum target, GLenum pname, GLint *params);
|
||||
GL_APICALL void GL_APIENTRY glGetUniformfv (GLuint program, GLint location, GLfloat *params);
|
||||
GL_APICALL void GL_APIENTRY glGetUniformiv (GLuint program, GLint location, GLint *params);
|
||||
GL_APICALL GLint GL_APIENTRY glGetUniformLocation (GLuint program, const GLchar *name);
|
||||
GL_APICALL void GL_APIENTRY glGetVertexAttribfv (GLuint index, GLenum pname, GLfloat *params);
|
||||
GL_APICALL void GL_APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint *params);
|
||||
GL_APICALL void GL_APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, void **pointer);
|
||||
GL_APICALL void GL_APIENTRY glHint (GLenum target, GLenum mode);
|
||||
GL_APICALL GLboolean GL_APIENTRY glIsBuffer (GLuint buffer);
|
||||
GL_APICALL GLboolean GL_APIENTRY glIsEnabled (GLenum cap);
|
||||
GL_APICALL GLboolean GL_APIENTRY glIsFramebuffer (GLuint framebuffer);
|
||||
GL_APICALL GLboolean GL_APIENTRY glIsProgram (GLuint program);
|
||||
GL_APICALL GLboolean GL_APIENTRY glIsRenderbuffer (GLuint renderbuffer);
|
||||
GL_APICALL GLboolean GL_APIENTRY glIsShader (GLuint shader);
|
||||
GL_APICALL GLboolean GL_APIENTRY glIsTexture (GLuint texture);
|
||||
GL_APICALL void GL_APIENTRY glLineWidth (GLfloat width);
|
||||
GL_APICALL void GL_APIENTRY glLinkProgram (GLuint program);
|
||||
GL_APICALL void GL_APIENTRY glPixelStorei (GLenum pname, GLint param);
|
||||
GL_APICALL void GL_APIENTRY glPolygonOffset (GLfloat factor, GLfloat units);
|
||||
GL_APICALL void GL_APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
|
||||
GL_APICALL void GL_APIENTRY glReleaseShaderCompiler (void);
|
||||
GL_APICALL void GL_APIENTRY glRenderbufferStorage (GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
|
||||
GL_APICALL void GL_APIENTRY glSampleCoverage (GLfloat value, GLboolean invert);
|
||||
GL_APICALL void GL_APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height);
|
||||
GL_APICALL void GL_APIENTRY glShaderBinary (GLsizei count, const GLuint *shaders, GLenum binaryFormat, const void *binary, GLsizei length);
|
||||
GL_APICALL void GL_APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
|
||||
GL_APICALL void GL_APIENTRY glStencilFunc (GLenum func, GLint ref, GLuint mask);
|
||||
GL_APICALL void GL_APIENTRY glStencilFuncSeparate (GLenum face, GLenum func, GLint ref, GLuint mask);
|
||||
GL_APICALL void GL_APIENTRY glStencilMask (GLuint mask);
|
||||
GL_APICALL void GL_APIENTRY glStencilMaskSeparate (GLenum face, GLuint mask);
|
||||
GL_APICALL void GL_APIENTRY glStencilOp (GLenum fail, GLenum zfail, GLenum zpass);
|
||||
GL_APICALL void GL_APIENTRY glStencilOpSeparate (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
|
||||
GL_APICALL void GL_APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
|
||||
GL_APICALL void GL_APIENTRY glTexParameterf (GLenum target, GLenum pname, GLfloat param);
|
||||
GL_APICALL void GL_APIENTRY glTexParameterfv (GLenum target, GLenum pname, const GLfloat *params);
|
||||
GL_APICALL void GL_APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param);
|
||||
GL_APICALL void GL_APIENTRY glTexParameteriv (GLenum target, GLenum pname, const GLint *params);
|
||||
GL_APICALL void GL_APIENTRY glTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels);
|
||||
GL_APICALL void GL_APIENTRY glUniform1f (GLint location, GLfloat v0);
|
||||
GL_APICALL void GL_APIENTRY glUniform1fv (GLint location, GLsizei count, const GLfloat *value);
|
||||
GL_APICALL void GL_APIENTRY glUniform1i (GLint location, GLint v0);
|
||||
GL_APICALL void GL_APIENTRY glUniform1iv (GLint location, GLsizei count, const GLint *value);
|
||||
GL_APICALL void GL_APIENTRY glUniform2f (GLint location, GLfloat v0, GLfloat v1);
|
||||
GL_APICALL void GL_APIENTRY glUniform2fv (GLint location, GLsizei count, const GLfloat *value);
|
||||
GL_APICALL void GL_APIENTRY glUniform2i (GLint location, GLint v0, GLint v1);
|
||||
GL_APICALL void GL_APIENTRY glUniform2iv (GLint location, GLsizei count, const GLint *value);
|
||||
GL_APICALL void GL_APIENTRY glUniform3f (GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
|
||||
GL_APICALL void GL_APIENTRY glUniform3fv (GLint location, GLsizei count, const GLfloat *value);
|
||||
GL_APICALL void GL_APIENTRY glUniform3i (GLint location, GLint v0, GLint v1, GLint v2);
|
||||
GL_APICALL void GL_APIENTRY glUniform3iv (GLint location, GLsizei count, const GLint *value);
|
||||
GL_APICALL void GL_APIENTRY glUniform4f (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
|
||||
GL_APICALL void GL_APIENTRY glUniform4fv (GLint location, GLsizei count, const GLfloat *value);
|
||||
GL_APICALL void GL_APIENTRY glUniform4i (GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
|
||||
GL_APICALL void GL_APIENTRY glUniform4iv (GLint location, GLsizei count, const GLint *value);
|
||||
GL_APICALL void GL_APIENTRY glUniformMatrix2fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
|
||||
GL_APICALL void GL_APIENTRY glUniformMatrix3fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
|
||||
GL_APICALL void GL_APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
|
||||
GL_APICALL void GL_APIENTRY glUseProgram (GLuint program);
|
||||
GL_APICALL void GL_APIENTRY glValidateProgram (GLuint program);
|
||||
GL_APICALL void GL_APIENTRY glVertexAttrib1f (GLuint index, GLfloat x);
|
||||
GL_APICALL void GL_APIENTRY glVertexAttrib1fv (GLuint index, const GLfloat *v);
|
||||
GL_APICALL void GL_APIENTRY glVertexAttrib2f (GLuint index, GLfloat x, GLfloat y);
|
||||
GL_APICALL void GL_APIENTRY glVertexAttrib2fv (GLuint index, const GLfloat *v);
|
||||
GL_APICALL void GL_APIENTRY glVertexAttrib3f (GLuint index, GLfloat x, GLfloat y, GLfloat z);
|
||||
GL_APICALL void GL_APIENTRY glVertexAttrib3fv (GLuint index, const GLfloat *v);
|
||||
GL_APICALL void GL_APIENTRY glVertexAttrib4f (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
|
||||
GL_APICALL void GL_APIENTRY glVertexAttrib4fv (GLuint index, const GLfloat *v);
|
||||
GL_APICALL void GL_APIENTRY glVertexAttribPointer (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
|
||||
GL_APICALL void GL_APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height);
|
||||
#endif
|
||||
#endif /* GL_ES_VERSION_2_0 */
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif /* __gl2_h_ */
|
||||
|
||||
#endif
|
||||
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@@ -1,20 +1,17 @@
|
||||
#ifndef __gl2platform_h_
|
||||
#define __gl2platform_h_
|
||||
|
||||
/* $Revision: 10602 $ on $Date:: 2010-03-04 22:35:34 -0800 #$ */
|
||||
|
||||
/*
|
||||
* This document is licensed under the SGI Free Software B License Version
|
||||
* 2.0. For details, see http://oss.sgi.com/projects/FreeB/ .
|
||||
*/
|
||||
** Copyright 2017-2020 The Khronos Group Inc.
|
||||
** SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
/* Platform-specific types and definitions for OpenGL ES 2.X gl2.h
|
||||
*
|
||||
* Adopters may modify khrplatform.h and this file to suit their platform.
|
||||
* You are encouraged to submit all modifications to the Khronos group so that
|
||||
* they can be included in future versions of this file. Please submit changes
|
||||
* by sending them to the public Khronos Bugzilla (http://khronos.org/bugzilla)
|
||||
* by filing a bug against product "OpenGL-ES" component "Registry".
|
||||
* Please contribute modifications back to Khronos as pull requests on the
|
||||
* public github repository:
|
||||
* https://github.com/KhronosGroup/OpenGL-Registry
|
||||
*/
|
||||
|
||||
/*#include <KHR/khrplatform.h>*/
|
||||
|
||||
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