diff --git a/COPYRIGHT.txt b/COPYRIGHT.txt index 6d227d6615a..7ef9a046fb2 100644 --- a/COPYRIGHT.txt +++ b/COPYRIGHT.txt @@ -476,6 +476,11 @@ Comment: RVO2 Copyright: 2016, University of North Carolina at Chapel Hill License: Apache-2.0 +Files: ./thirdparty/sdl_headers/ +Comment: SDL +Copyright: 1997-2024 Sam Lantinga +License: Zlib + Files: ./thirdparty/spirv-cross/ Comment: SPIRV-Cross Copyright: 2015-2021, Arm Limited diff --git a/drivers/SCsub b/drivers/SCsub index 219c4451eef..a59ec25cd0f 100644 --- a/drivers/SCsub +++ b/drivers/SCsub @@ -47,6 +47,9 @@ if env["metal"]: Exit(255) SConscript("metal/SCsub") +# Input drivers +SConscript("sdl/SCsub") + # Core dependencies SConscript("png/SCsub") diff --git a/drivers/sdl/SCsub b/drivers/sdl/SCsub new file mode 100644 index 00000000000..c6605fd7bed --- /dev/null +++ b/drivers/sdl/SCsub @@ -0,0 +1,9 @@ +#!/usr/bin/env python + +Import("env") + +if "sdl" in env and env["sdl"]: + if env["use_sowrap"]: + env.add_source_files(env.drivers_sources, "SDL2-so_wrap.c") + +env.add_source_files(env.drivers_sources, "*.cpp") diff --git a/drivers/sdl/SDL2-so_wrap.c b/drivers/sdl/SDL2-so_wrap.c new file mode 100644 index 00000000000..a19ebfbc29c --- /dev/null +++ b/drivers/sdl/SDL2-so_wrap.c @@ -0,0 +1,2010 @@ +// This file is generated. Do not edit! +// see https://github.com/hpvb/dynload-wrapper for details +// generated by /home/eirexe/repos/sdl_test/dynload-wrapper/generate-wrapper.py 0.5 on 2024-03-15 04:48:00 +// flags: /home/eirexe/repos/sdl_test/dynload-wrapper/generate-wrapper.py --ignore-other --include ./thirdparty/sdl_headers/SDL.h --sys-include thirdparty/sdl_headers/SDL.h --include ./thirdparty/sdl_headers/SDL_main.h --sys-include thirdparty/sdl_headers/SDL_main.h --include ./thirdparty/sdl_headers/SDL_error.h --sys-include thirdparty/sdl_headers/SDL_error.h --include ./thirdparty/sdl_headers/SDL_hints.h --sys-include thirdparty/sdl_headers/SDL_hints.h --include ./thirdparty/sdl_headers/SDL_joystick.h --sys-include thirdparty/sdl_headers/SDL_joystick.h --include ./thirdparty/sdl_headers/SDL_events.h --sys-include thirdparty/sdl_headers/SDL_events.h --include ./thirdparty/sdl_headers/SDL_gamecontroller.h --sys-include thirdparty/sdl_headers/SDL_gamecontroller.h --include ./thirdparty/sdl_headers/SDL_rwops.h --sys-include thirdparty/sdl_headers/SDL_rwops.h --soname libSDL2-2.0.so --omit-prefix SDL_main --omit-prefix SDL_GameControllerGetSteamHandle --init-name SDL2 --output-header ./drivers/sdl/SDL2-so_wrap.h --output-implementation ./drivers/sdl/SDL2-so_wrap.c +// +#include + +#define SDL_SetMainReady SDL_SetMainReady_dylibloader_orig_SDL2 +#define SDL_SetError SDL_SetError_dylibloader_orig_SDL2 +#define SDL_GetError SDL_GetError_dylibloader_orig_SDL2 +#define SDL_GetErrorMsg SDL_GetErrorMsg_dylibloader_orig_SDL2 +#define SDL_ClearError SDL_ClearError_dylibloader_orig_SDL2 +#define SDL_Error SDL_Error_dylibloader_orig_SDL2 +#define SDL_RWFromFile SDL_RWFromFile_dylibloader_orig_SDL2 +#define SDL_RWFromFP SDL_RWFromFP_dylibloader_orig_SDL2 +#define SDL_RWFromMem SDL_RWFromMem_dylibloader_orig_SDL2 +#define SDL_RWFromConstMem SDL_RWFromConstMem_dylibloader_orig_SDL2 +#define SDL_AllocRW SDL_AllocRW_dylibloader_orig_SDL2 +#define SDL_FreeRW SDL_FreeRW_dylibloader_orig_SDL2 +#define SDL_RWsize SDL_RWsize_dylibloader_orig_SDL2 +#define SDL_RWseek SDL_RWseek_dylibloader_orig_SDL2 +#define SDL_RWtell SDL_RWtell_dylibloader_orig_SDL2 +#define SDL_RWread SDL_RWread_dylibloader_orig_SDL2 +#define SDL_RWwrite SDL_RWwrite_dylibloader_orig_SDL2 +#define SDL_RWclose SDL_RWclose_dylibloader_orig_SDL2 +#define SDL_LoadFile_RW SDL_LoadFile_RW_dylibloader_orig_SDL2 +#define SDL_LoadFile SDL_LoadFile_dylibloader_orig_SDL2 +#define SDL_ReadU8 SDL_ReadU8_dylibloader_orig_SDL2 +#define SDL_ReadLE16 SDL_ReadLE16_dylibloader_orig_SDL2 +#define SDL_ReadBE16 SDL_ReadBE16_dylibloader_orig_SDL2 +#define SDL_ReadLE32 SDL_ReadLE32_dylibloader_orig_SDL2 +#define SDL_ReadBE32 SDL_ReadBE32_dylibloader_orig_SDL2 +#define SDL_ReadLE64 SDL_ReadLE64_dylibloader_orig_SDL2 +#define SDL_ReadBE64 SDL_ReadBE64_dylibloader_orig_SDL2 +#define SDL_WriteU8 SDL_WriteU8_dylibloader_orig_SDL2 +#define SDL_WriteLE16 SDL_WriteLE16_dylibloader_orig_SDL2 +#define SDL_WriteBE16 SDL_WriteBE16_dylibloader_orig_SDL2 +#define SDL_WriteLE32 SDL_WriteLE32_dylibloader_orig_SDL2 +#define SDL_WriteBE32 SDL_WriteBE32_dylibloader_orig_SDL2 +#define SDL_WriteLE64 SDL_WriteLE64_dylibloader_orig_SDL2 +#define SDL_WriteBE64 SDL_WriteBE64_dylibloader_orig_SDL2 +#define SDL_LockJoysticks SDL_LockJoysticks_dylibloader_orig_SDL2 +#define SDL_UnlockJoysticks SDL_UnlockJoysticks_dylibloader_orig_SDL2 +#define SDL_NumJoysticks SDL_NumJoysticks_dylibloader_orig_SDL2 +#define SDL_JoystickNameForIndex SDL_JoystickNameForIndex_dylibloader_orig_SDL2 +#define SDL_JoystickPathForIndex SDL_JoystickPathForIndex_dylibloader_orig_SDL2 +#define SDL_JoystickGetDevicePlayerIndex SDL_JoystickGetDevicePlayerIndex_dylibloader_orig_SDL2 +#define SDL_JoystickGetDeviceGUID SDL_JoystickGetDeviceGUID_dylibloader_orig_SDL2 +#define SDL_JoystickGetDeviceVendor SDL_JoystickGetDeviceVendor_dylibloader_orig_SDL2 +#define SDL_JoystickGetDeviceProduct SDL_JoystickGetDeviceProduct_dylibloader_orig_SDL2 +#define SDL_JoystickGetDeviceProductVersion SDL_JoystickGetDeviceProductVersion_dylibloader_orig_SDL2 +#define SDL_JoystickGetDeviceType SDL_JoystickGetDeviceType_dylibloader_orig_SDL2 +#define SDL_JoystickGetDeviceInstanceID SDL_JoystickGetDeviceInstanceID_dylibloader_orig_SDL2 +#define SDL_JoystickOpen SDL_JoystickOpen_dylibloader_orig_SDL2 +#define SDL_JoystickFromInstanceID SDL_JoystickFromInstanceID_dylibloader_orig_SDL2 +#define SDL_JoystickFromPlayerIndex SDL_JoystickFromPlayerIndex_dylibloader_orig_SDL2 +#define SDL_JoystickAttachVirtual SDL_JoystickAttachVirtual_dylibloader_orig_SDL2 +#define SDL_JoystickAttachVirtualEx SDL_JoystickAttachVirtualEx_dylibloader_orig_SDL2 +#define SDL_JoystickDetachVirtual SDL_JoystickDetachVirtual_dylibloader_orig_SDL2 +#define SDL_JoystickIsVirtual SDL_JoystickIsVirtual_dylibloader_orig_SDL2 +#define SDL_JoystickSetVirtualAxis SDL_JoystickSetVirtualAxis_dylibloader_orig_SDL2 +#define SDL_JoystickSetVirtualButton SDL_JoystickSetVirtualButton_dylibloader_orig_SDL2 +#define SDL_JoystickSetVirtualHat SDL_JoystickSetVirtualHat_dylibloader_orig_SDL2 +#define SDL_JoystickName SDL_JoystickName_dylibloader_orig_SDL2 +#define SDL_JoystickPath SDL_JoystickPath_dylibloader_orig_SDL2 +#define SDL_JoystickGetPlayerIndex SDL_JoystickGetPlayerIndex_dylibloader_orig_SDL2 +#define SDL_JoystickSetPlayerIndex SDL_JoystickSetPlayerIndex_dylibloader_orig_SDL2 +#define SDL_JoystickGetGUID SDL_JoystickGetGUID_dylibloader_orig_SDL2 +#define SDL_JoystickGetVendor SDL_JoystickGetVendor_dylibloader_orig_SDL2 +#define SDL_JoystickGetProduct SDL_JoystickGetProduct_dylibloader_orig_SDL2 +#define SDL_JoystickGetProductVersion SDL_JoystickGetProductVersion_dylibloader_orig_SDL2 +#define SDL_JoystickGetFirmwareVersion SDL_JoystickGetFirmwareVersion_dylibloader_orig_SDL2 +#define SDL_JoystickGetSerial SDL_JoystickGetSerial_dylibloader_orig_SDL2 +#define SDL_JoystickGetType SDL_JoystickGetType_dylibloader_orig_SDL2 +#define SDL_JoystickGetGUIDString SDL_JoystickGetGUIDString_dylibloader_orig_SDL2 +#define SDL_JoystickGetGUIDFromString SDL_JoystickGetGUIDFromString_dylibloader_orig_SDL2 +#define SDL_GetJoystickGUIDInfo SDL_GetJoystickGUIDInfo_dylibloader_orig_SDL2 +#define SDL_JoystickGetAttached SDL_JoystickGetAttached_dylibloader_orig_SDL2 +#define SDL_JoystickInstanceID SDL_JoystickInstanceID_dylibloader_orig_SDL2 +#define SDL_JoystickNumAxes SDL_JoystickNumAxes_dylibloader_orig_SDL2 +#define SDL_JoystickNumBalls SDL_JoystickNumBalls_dylibloader_orig_SDL2 +#define SDL_JoystickNumHats SDL_JoystickNumHats_dylibloader_orig_SDL2 +#define SDL_JoystickNumButtons SDL_JoystickNumButtons_dylibloader_orig_SDL2 +#define SDL_JoystickUpdate SDL_JoystickUpdate_dylibloader_orig_SDL2 +#define SDL_JoystickEventState SDL_JoystickEventState_dylibloader_orig_SDL2 +#define SDL_JoystickGetAxis SDL_JoystickGetAxis_dylibloader_orig_SDL2 +#define SDL_JoystickGetAxisInitialState SDL_JoystickGetAxisInitialState_dylibloader_orig_SDL2 +#define SDL_JoystickGetHat SDL_JoystickGetHat_dylibloader_orig_SDL2 +#define SDL_JoystickGetBall SDL_JoystickGetBall_dylibloader_orig_SDL2 +#define SDL_JoystickGetButton SDL_JoystickGetButton_dylibloader_orig_SDL2 +#define SDL_JoystickRumble SDL_JoystickRumble_dylibloader_orig_SDL2 +#define SDL_JoystickRumbleTriggers SDL_JoystickRumbleTriggers_dylibloader_orig_SDL2 +#define SDL_JoystickHasLED SDL_JoystickHasLED_dylibloader_orig_SDL2 +#define SDL_JoystickHasRumble SDL_JoystickHasRumble_dylibloader_orig_SDL2 +#define SDL_JoystickHasRumbleTriggers SDL_JoystickHasRumbleTriggers_dylibloader_orig_SDL2 +#define SDL_JoystickSetLED SDL_JoystickSetLED_dylibloader_orig_SDL2 +#define SDL_JoystickSendEffect SDL_JoystickSendEffect_dylibloader_orig_SDL2 +#define SDL_JoystickClose SDL_JoystickClose_dylibloader_orig_SDL2 +#define SDL_JoystickCurrentPowerLevel SDL_JoystickCurrentPowerLevel_dylibloader_orig_SDL2 +#define SDL_GameControllerAddMappingsFromRW SDL_GameControllerAddMappingsFromRW_dylibloader_orig_SDL2 +#define SDL_GameControllerAddMapping SDL_GameControllerAddMapping_dylibloader_orig_SDL2 +#define SDL_GameControllerNumMappings SDL_GameControllerNumMappings_dylibloader_orig_SDL2 +#define SDL_GameControllerMappingForIndex SDL_GameControllerMappingForIndex_dylibloader_orig_SDL2 +#define SDL_GameControllerMappingForGUID SDL_GameControllerMappingForGUID_dylibloader_orig_SDL2 +#define SDL_GameControllerMapping SDL_GameControllerMapping_dylibloader_orig_SDL2 +#define SDL_IsGameController SDL_IsGameController_dylibloader_orig_SDL2 +#define SDL_GameControllerNameForIndex SDL_GameControllerNameForIndex_dylibloader_orig_SDL2 +#define SDL_GameControllerPathForIndex SDL_GameControllerPathForIndex_dylibloader_orig_SDL2 +#define SDL_GameControllerTypeForIndex SDL_GameControllerTypeForIndex_dylibloader_orig_SDL2 +#define SDL_GameControllerMappingForDeviceIndex SDL_GameControllerMappingForDeviceIndex_dylibloader_orig_SDL2 +#define SDL_GameControllerOpen SDL_GameControllerOpen_dylibloader_orig_SDL2 +#define SDL_GameControllerFromInstanceID SDL_GameControllerFromInstanceID_dylibloader_orig_SDL2 +#define SDL_GameControllerFromPlayerIndex SDL_GameControllerFromPlayerIndex_dylibloader_orig_SDL2 +#define SDL_GameControllerName SDL_GameControllerName_dylibloader_orig_SDL2 +#define SDL_GameControllerPath SDL_GameControllerPath_dylibloader_orig_SDL2 +#define SDL_GameControllerGetType SDL_GameControllerGetType_dylibloader_orig_SDL2 +#define SDL_GameControllerGetPlayerIndex SDL_GameControllerGetPlayerIndex_dylibloader_orig_SDL2 +#define SDL_GameControllerSetPlayerIndex SDL_GameControllerSetPlayerIndex_dylibloader_orig_SDL2 +#define SDL_GameControllerGetVendor SDL_GameControllerGetVendor_dylibloader_orig_SDL2 +#define SDL_GameControllerGetProduct SDL_GameControllerGetProduct_dylibloader_orig_SDL2 +#define SDL_GameControllerGetProductVersion SDL_GameControllerGetProductVersion_dylibloader_orig_SDL2 +#define SDL_GameControllerGetFirmwareVersion SDL_GameControllerGetFirmwareVersion_dylibloader_orig_SDL2 +#define SDL_GameControllerGetSerial SDL_GameControllerGetSerial_dylibloader_orig_SDL2 +#define SDL_GameControllerGetAttached SDL_GameControllerGetAttached_dylibloader_orig_SDL2 +#define SDL_GameControllerGetJoystick SDL_GameControllerGetJoystick_dylibloader_orig_SDL2 +#define SDL_GameControllerEventState SDL_GameControllerEventState_dylibloader_orig_SDL2 +#define SDL_GameControllerUpdate SDL_GameControllerUpdate_dylibloader_orig_SDL2 +#define SDL_GameControllerGetAxisFromString SDL_GameControllerGetAxisFromString_dylibloader_orig_SDL2 +#define SDL_GameControllerGetStringForAxis SDL_GameControllerGetStringForAxis_dylibloader_orig_SDL2 +#define SDL_GameControllerGetBindForAxis SDL_GameControllerGetBindForAxis_dylibloader_orig_SDL2 +#define SDL_GameControllerHasAxis SDL_GameControllerHasAxis_dylibloader_orig_SDL2 +#define SDL_GameControllerGetAxis SDL_GameControllerGetAxis_dylibloader_orig_SDL2 +#define SDL_GameControllerGetButtonFromString SDL_GameControllerGetButtonFromString_dylibloader_orig_SDL2 +#define SDL_GameControllerGetStringForButton SDL_GameControllerGetStringForButton_dylibloader_orig_SDL2 +#define SDL_GameControllerGetBindForButton SDL_GameControllerGetBindForButton_dylibloader_orig_SDL2 +#define SDL_GameControllerHasButton SDL_GameControllerHasButton_dylibloader_orig_SDL2 +#define SDL_GameControllerGetButton SDL_GameControllerGetButton_dylibloader_orig_SDL2 +#define SDL_GameControllerGetNumTouchpads SDL_GameControllerGetNumTouchpads_dylibloader_orig_SDL2 +#define SDL_GameControllerGetNumTouchpadFingers SDL_GameControllerGetNumTouchpadFingers_dylibloader_orig_SDL2 +#define SDL_GameControllerGetTouchpadFinger SDL_GameControllerGetTouchpadFinger_dylibloader_orig_SDL2 +#define SDL_GameControllerHasSensor SDL_GameControllerHasSensor_dylibloader_orig_SDL2 +#define SDL_GameControllerSetSensorEnabled SDL_GameControllerSetSensorEnabled_dylibloader_orig_SDL2 +#define SDL_GameControllerIsSensorEnabled SDL_GameControllerIsSensorEnabled_dylibloader_orig_SDL2 +#define SDL_GameControllerGetSensorDataRate SDL_GameControllerGetSensorDataRate_dylibloader_orig_SDL2 +#define SDL_GameControllerGetSensorData SDL_GameControllerGetSensorData_dylibloader_orig_SDL2 +#define SDL_GameControllerGetSensorDataWithTimestamp SDL_GameControllerGetSensorDataWithTimestamp_dylibloader_orig_SDL2 +#define SDL_GameControllerRumble SDL_GameControllerRumble_dylibloader_orig_SDL2 +#define SDL_GameControllerRumbleTriggers SDL_GameControllerRumbleTriggers_dylibloader_orig_SDL2 +#define SDL_GameControllerHasLED SDL_GameControllerHasLED_dylibloader_orig_SDL2 +#define SDL_GameControllerHasRumble SDL_GameControllerHasRumble_dylibloader_orig_SDL2 +#define SDL_GameControllerHasRumbleTriggers SDL_GameControllerHasRumbleTriggers_dylibloader_orig_SDL2 +#define SDL_GameControllerSetLED SDL_GameControllerSetLED_dylibloader_orig_SDL2 +#define SDL_GameControllerSendEffect SDL_GameControllerSendEffect_dylibloader_orig_SDL2 +#define SDL_GameControllerClose SDL_GameControllerClose_dylibloader_orig_SDL2 +#define SDL_GameControllerGetAppleSFSymbolsNameForButton SDL_GameControllerGetAppleSFSymbolsNameForButton_dylibloader_orig_SDL2 +#define SDL_GameControllerGetAppleSFSymbolsNameForAxis SDL_GameControllerGetAppleSFSymbolsNameForAxis_dylibloader_orig_SDL2 +#define SDL_PumpEvents SDL_PumpEvents_dylibloader_orig_SDL2 +#define SDL_PeepEvents SDL_PeepEvents_dylibloader_orig_SDL2 +#define SDL_HasEvent SDL_HasEvent_dylibloader_orig_SDL2 +#define SDL_HasEvents SDL_HasEvents_dylibloader_orig_SDL2 +#define SDL_FlushEvent SDL_FlushEvent_dylibloader_orig_SDL2 +#define SDL_FlushEvents SDL_FlushEvents_dylibloader_orig_SDL2 +#define SDL_PollEvent SDL_PollEvent_dylibloader_orig_SDL2 +#define SDL_WaitEvent SDL_WaitEvent_dylibloader_orig_SDL2 +#define SDL_WaitEventTimeout SDL_WaitEventTimeout_dylibloader_orig_SDL2 +#define SDL_PushEvent SDL_PushEvent_dylibloader_orig_SDL2 +#define SDL_SetEventFilter SDL_SetEventFilter_dylibloader_orig_SDL2 +#define SDL_GetEventFilter SDL_GetEventFilter_dylibloader_orig_SDL2 +#define SDL_AddEventWatch SDL_AddEventWatch_dylibloader_orig_SDL2 +#define SDL_DelEventWatch SDL_DelEventWatch_dylibloader_orig_SDL2 +#define SDL_FilterEvents SDL_FilterEvents_dylibloader_orig_SDL2 +#define SDL_EventState SDL_EventState_dylibloader_orig_SDL2 +#define SDL_RegisterEvents SDL_RegisterEvents_dylibloader_orig_SDL2 +#define SDL_SetHintWithPriority SDL_SetHintWithPriority_dylibloader_orig_SDL2 +#define SDL_SetHint SDL_SetHint_dylibloader_orig_SDL2 +#define SDL_ResetHint SDL_ResetHint_dylibloader_orig_SDL2 +#define SDL_ResetHints SDL_ResetHints_dylibloader_orig_SDL2 +#define SDL_GetHint SDL_GetHint_dylibloader_orig_SDL2 +#define SDL_GetHintBoolean SDL_GetHintBoolean_dylibloader_orig_SDL2 +#define SDL_AddHintCallback SDL_AddHintCallback_dylibloader_orig_SDL2 +#define SDL_DelHintCallback SDL_DelHintCallback_dylibloader_orig_SDL2 +#define SDL_ClearHints SDL_ClearHints_dylibloader_orig_SDL2 +#define SDL_Init SDL_Init_dylibloader_orig_SDL2 +#define SDL_InitSubSystem SDL_InitSubSystem_dylibloader_orig_SDL2 +#define SDL_QuitSubSystem SDL_QuitSubSystem_dylibloader_orig_SDL2 +#define SDL_WasInit SDL_WasInit_dylibloader_orig_SDL2 +#define SDL_Quit SDL_Quit_dylibloader_orig_SDL2 +#include "thirdparty/sdl_headers/SDL.h" +#include "thirdparty/sdl_headers/SDL_main.h" +#include "thirdparty/sdl_headers/SDL_error.h" +#include "thirdparty/sdl_headers/SDL_hints.h" +#include "thirdparty/sdl_headers/SDL_joystick.h" +#include "thirdparty/sdl_headers/SDL_events.h" +#include "thirdparty/sdl_headers/SDL_gamecontroller.h" +#include "thirdparty/sdl_headers/SDL_rwops.h" +#undef SDL_SetMainReady +#undef SDL_SetError +#undef SDL_GetError +#undef SDL_GetErrorMsg +#undef SDL_ClearError +#undef SDL_Error +#undef SDL_RWFromFile +#undef SDL_RWFromFP +#undef SDL_RWFromMem +#undef SDL_RWFromConstMem +#undef SDL_AllocRW +#undef SDL_FreeRW +#undef SDL_RWsize +#undef SDL_RWseek +#undef SDL_RWtell +#undef SDL_RWread +#undef SDL_RWwrite +#undef SDL_RWclose +#undef SDL_LoadFile_RW +#undef SDL_LoadFile +#undef SDL_ReadU8 +#undef SDL_ReadLE16 +#undef SDL_ReadBE16 +#undef SDL_ReadLE32 +#undef SDL_ReadBE32 +#undef SDL_ReadLE64 +#undef SDL_ReadBE64 +#undef SDL_WriteU8 +#undef SDL_WriteLE16 +#undef SDL_WriteBE16 +#undef SDL_WriteLE32 +#undef SDL_WriteBE32 +#undef SDL_WriteLE64 +#undef SDL_WriteBE64 +#undef SDL_LockJoysticks +#undef SDL_UnlockJoysticks +#undef SDL_NumJoysticks +#undef SDL_JoystickNameForIndex +#undef SDL_JoystickPathForIndex +#undef SDL_JoystickGetDevicePlayerIndex +#undef SDL_JoystickGetDeviceGUID +#undef SDL_JoystickGetDeviceVendor +#undef SDL_JoystickGetDeviceProduct +#undef SDL_JoystickGetDeviceProductVersion +#undef SDL_JoystickGetDeviceType +#undef SDL_JoystickGetDeviceInstanceID +#undef SDL_JoystickOpen +#undef SDL_JoystickFromInstanceID +#undef SDL_JoystickFromPlayerIndex +#undef SDL_JoystickAttachVirtual +#undef SDL_JoystickAttachVirtualEx +#undef SDL_JoystickDetachVirtual +#undef SDL_JoystickIsVirtual +#undef SDL_JoystickSetVirtualAxis +#undef SDL_JoystickSetVirtualButton +#undef SDL_JoystickSetVirtualHat +#undef SDL_JoystickName +#undef SDL_JoystickPath +#undef SDL_JoystickGetPlayerIndex +#undef SDL_JoystickSetPlayerIndex +#undef SDL_JoystickGetGUID +#undef SDL_JoystickGetVendor +#undef SDL_JoystickGetProduct +#undef SDL_JoystickGetProductVersion +#undef SDL_JoystickGetFirmwareVersion +#undef SDL_JoystickGetSerial +#undef SDL_JoystickGetType +#undef SDL_JoystickGetGUIDString +#undef SDL_JoystickGetGUIDFromString +#undef SDL_GetJoystickGUIDInfo +#undef SDL_JoystickGetAttached +#undef SDL_JoystickInstanceID +#undef SDL_JoystickNumAxes +#undef SDL_JoystickNumBalls +#undef SDL_JoystickNumHats +#undef SDL_JoystickNumButtons +#undef SDL_JoystickUpdate +#undef SDL_JoystickEventState +#undef SDL_JoystickGetAxis +#undef SDL_JoystickGetAxisInitialState +#undef SDL_JoystickGetHat +#undef SDL_JoystickGetBall +#undef SDL_JoystickGetButton +#undef SDL_JoystickRumble +#undef SDL_JoystickRumbleTriggers +#undef SDL_JoystickHasLED +#undef SDL_JoystickHasRumble +#undef SDL_JoystickHasRumbleTriggers +#undef SDL_JoystickSetLED +#undef SDL_JoystickSendEffect +#undef SDL_JoystickClose +#undef SDL_JoystickCurrentPowerLevel +#undef SDL_GameControllerAddMappingsFromRW +#undef SDL_GameControllerAddMapping +#undef SDL_GameControllerNumMappings +#undef SDL_GameControllerMappingForIndex +#undef SDL_GameControllerMappingForGUID +#undef SDL_GameControllerMapping +#undef SDL_IsGameController +#undef SDL_GameControllerNameForIndex +#undef SDL_GameControllerPathForIndex +#undef SDL_GameControllerTypeForIndex +#undef SDL_GameControllerMappingForDeviceIndex +#undef SDL_GameControllerOpen +#undef SDL_GameControllerFromInstanceID +#undef SDL_GameControllerFromPlayerIndex +#undef SDL_GameControllerName +#undef SDL_GameControllerPath +#undef SDL_GameControllerGetType +#undef SDL_GameControllerGetPlayerIndex +#undef SDL_GameControllerSetPlayerIndex +#undef SDL_GameControllerGetVendor +#undef SDL_GameControllerGetProduct +#undef SDL_GameControllerGetProductVersion +#undef SDL_GameControllerGetFirmwareVersion +#undef SDL_GameControllerGetSerial +#undef SDL_GameControllerGetAttached +#undef SDL_GameControllerGetJoystick +#undef SDL_GameControllerEventState +#undef SDL_GameControllerUpdate +#undef SDL_GameControllerGetAxisFromString +#undef SDL_GameControllerGetStringForAxis +#undef SDL_GameControllerGetBindForAxis +#undef SDL_GameControllerHasAxis +#undef SDL_GameControllerGetAxis +#undef SDL_GameControllerGetButtonFromString +#undef SDL_GameControllerGetStringForButton +#undef SDL_GameControllerGetBindForButton +#undef SDL_GameControllerHasButton +#undef SDL_GameControllerGetButton +#undef SDL_GameControllerGetNumTouchpads +#undef SDL_GameControllerGetNumTouchpadFingers +#undef SDL_GameControllerGetTouchpadFinger +#undef SDL_GameControllerHasSensor +#undef SDL_GameControllerSetSensorEnabled +#undef SDL_GameControllerIsSensorEnabled +#undef SDL_GameControllerGetSensorDataRate +#undef SDL_GameControllerGetSensorData +#undef SDL_GameControllerGetSensorDataWithTimestamp +#undef SDL_GameControllerRumble +#undef SDL_GameControllerRumbleTriggers +#undef SDL_GameControllerHasLED +#undef SDL_GameControllerHasRumble +#undef SDL_GameControllerHasRumbleTriggers +#undef SDL_GameControllerSetLED +#undef SDL_GameControllerSendEffect +#undef SDL_GameControllerClose +#undef SDL_GameControllerGetAppleSFSymbolsNameForButton +#undef SDL_GameControllerGetAppleSFSymbolsNameForAxis +#undef SDL_PumpEvents +#undef SDL_PeepEvents +#undef SDL_HasEvent +#undef SDL_HasEvents +#undef SDL_FlushEvent +#undef SDL_FlushEvents +#undef SDL_PollEvent +#undef SDL_WaitEvent +#undef SDL_WaitEventTimeout +#undef SDL_PushEvent +#undef SDL_SetEventFilter +#undef SDL_GetEventFilter +#undef SDL_AddEventWatch +#undef SDL_DelEventWatch +#undef SDL_FilterEvents +#undef SDL_EventState +#undef SDL_RegisterEvents +#undef SDL_SetHintWithPriority +#undef SDL_SetHint +#undef SDL_ResetHint +#undef SDL_ResetHints +#undef SDL_GetHint +#undef SDL_GetHintBoolean +#undef SDL_AddHintCallback +#undef SDL_DelHintCallback +#undef SDL_ClearHints +#undef SDL_Init +#undef SDL_InitSubSystem +#undef SDL_QuitSubSystem +#undef SDL_WasInit +#undef SDL_Quit +#include +#include +void (*SDL_SetMainReady_dylibloader_wrapper_SDL2)(void); +int (*SDL_SetError_dylibloader_wrapper_SDL2)(const char *, ...); +const char *(*SDL_GetError_dylibloader_wrapper_SDL2)(void); +char *(*SDL_GetErrorMsg_dylibloader_wrapper_SDL2)(char *, int); +void (*SDL_ClearError_dylibloader_wrapper_SDL2)(void); +int (*SDL_Error_dylibloader_wrapper_SDL2)(SDL_errorcode); +SDL_RWops *(*SDL_RWFromFile_dylibloader_wrapper_SDL2)(const char *, const char *); +SDL_RWops *(*SDL_RWFromFP_dylibloader_wrapper_SDL2)(void *, SDL_bool); +SDL_RWops *(*SDL_RWFromMem_dylibloader_wrapper_SDL2)(void *, int); +SDL_RWops *(*SDL_RWFromConstMem_dylibloader_wrapper_SDL2)(const void *, int); +SDL_RWops *(*SDL_AllocRW_dylibloader_wrapper_SDL2)(void); +void (*SDL_FreeRW_dylibloader_wrapper_SDL2)(SDL_RWops *); +Sint64 (*SDL_RWsize_dylibloader_wrapper_SDL2)(SDL_RWops *); +Sint64 (*SDL_RWseek_dylibloader_wrapper_SDL2)(SDL_RWops *, Sint64, int); +Sint64 (*SDL_RWtell_dylibloader_wrapper_SDL2)(SDL_RWops *); +size_t (*SDL_RWread_dylibloader_wrapper_SDL2)(SDL_RWops *, void *, size_t, size_t); +size_t (*SDL_RWwrite_dylibloader_wrapper_SDL2)(SDL_RWops *, const void *, size_t, size_t); +int (*SDL_RWclose_dylibloader_wrapper_SDL2)(SDL_RWops *); +void *(*SDL_LoadFile_RW_dylibloader_wrapper_SDL2)(SDL_RWops *, size_t *, int); +void *(*SDL_LoadFile_dylibloader_wrapper_SDL2)(const char *, size_t *); +Uint8 (*SDL_ReadU8_dylibloader_wrapper_SDL2)(SDL_RWops *); +Uint16 (*SDL_ReadLE16_dylibloader_wrapper_SDL2)(SDL_RWops *); +Uint16 (*SDL_ReadBE16_dylibloader_wrapper_SDL2)(SDL_RWops *); +Uint32 (*SDL_ReadLE32_dylibloader_wrapper_SDL2)(SDL_RWops *); +Uint32 (*SDL_ReadBE32_dylibloader_wrapper_SDL2)(SDL_RWops *); +Uint64 (*SDL_ReadLE64_dylibloader_wrapper_SDL2)(SDL_RWops *); +Uint64 (*SDL_ReadBE64_dylibloader_wrapper_SDL2)(SDL_RWops *); +size_t (*SDL_WriteU8_dylibloader_wrapper_SDL2)(SDL_RWops *, Uint8); +size_t (*SDL_WriteLE16_dylibloader_wrapper_SDL2)(SDL_RWops *, Uint16); +size_t (*SDL_WriteBE16_dylibloader_wrapper_SDL2)(SDL_RWops *, Uint16); +size_t (*SDL_WriteLE32_dylibloader_wrapper_SDL2)(SDL_RWops *, Uint32); +size_t (*SDL_WriteBE32_dylibloader_wrapper_SDL2)(SDL_RWops *, Uint32); +size_t (*SDL_WriteLE64_dylibloader_wrapper_SDL2)(SDL_RWops *, Uint64); +size_t (*SDL_WriteBE64_dylibloader_wrapper_SDL2)(SDL_RWops *, Uint64); +void (*SDL_LockJoysticks_dylibloader_wrapper_SDL2)(void); +void (*SDL_UnlockJoysticks_dylibloader_wrapper_SDL2)(void); +int (*SDL_NumJoysticks_dylibloader_wrapper_SDL2)(void); +const char *(*SDL_JoystickNameForIndex_dylibloader_wrapper_SDL2)(int); +const char *(*SDL_JoystickPathForIndex_dylibloader_wrapper_SDL2)(int); +int (*SDL_JoystickGetDevicePlayerIndex_dylibloader_wrapper_SDL2)(int); +SDL_JoystickGUID (*SDL_JoystickGetDeviceGUID_dylibloader_wrapper_SDL2)(int); +Uint16 (*SDL_JoystickGetDeviceVendor_dylibloader_wrapper_SDL2)(int); +Uint16 (*SDL_JoystickGetDeviceProduct_dylibloader_wrapper_SDL2)(int); +Uint16 (*SDL_JoystickGetDeviceProductVersion_dylibloader_wrapper_SDL2)(int); +SDL_JoystickType (*SDL_JoystickGetDeviceType_dylibloader_wrapper_SDL2)(int); +SDL_JoystickID (*SDL_JoystickGetDeviceInstanceID_dylibloader_wrapper_SDL2)(int); +SDL_Joystick *(*SDL_JoystickOpen_dylibloader_wrapper_SDL2)(int); +SDL_Joystick *(*SDL_JoystickFromInstanceID_dylibloader_wrapper_SDL2)(SDL_JoystickID); +SDL_Joystick *(*SDL_JoystickFromPlayerIndex_dylibloader_wrapper_SDL2)(int); +int (*SDL_JoystickAttachVirtual_dylibloader_wrapper_SDL2)(SDL_JoystickType, int, int, int); +int (*SDL_JoystickAttachVirtualEx_dylibloader_wrapper_SDL2)(const SDL_VirtualJoystickDesc *); +int (*SDL_JoystickDetachVirtual_dylibloader_wrapper_SDL2)(int); +SDL_bool (*SDL_JoystickIsVirtual_dylibloader_wrapper_SDL2)(int); +int (*SDL_JoystickSetVirtualAxis_dylibloader_wrapper_SDL2)(SDL_Joystick *, int, Sint16); +int (*SDL_JoystickSetVirtualButton_dylibloader_wrapper_SDL2)(SDL_Joystick *, int, Uint8); +int (*SDL_JoystickSetVirtualHat_dylibloader_wrapper_SDL2)(SDL_Joystick *, int, Uint8); +const char *(*SDL_JoystickName_dylibloader_wrapper_SDL2)(SDL_Joystick *); +const char *(*SDL_JoystickPath_dylibloader_wrapper_SDL2)(SDL_Joystick *); +int (*SDL_JoystickGetPlayerIndex_dylibloader_wrapper_SDL2)(SDL_Joystick *); +void (*SDL_JoystickSetPlayerIndex_dylibloader_wrapper_SDL2)(SDL_Joystick *, int); +SDL_JoystickGUID (*SDL_JoystickGetGUID_dylibloader_wrapper_SDL2)(SDL_Joystick *); +Uint16 (*SDL_JoystickGetVendor_dylibloader_wrapper_SDL2)(SDL_Joystick *); +Uint16 (*SDL_JoystickGetProduct_dylibloader_wrapper_SDL2)(SDL_Joystick *); +Uint16 (*SDL_JoystickGetProductVersion_dylibloader_wrapper_SDL2)(SDL_Joystick *); +Uint16 (*SDL_JoystickGetFirmwareVersion_dylibloader_wrapper_SDL2)(SDL_Joystick *); +const char *(*SDL_JoystickGetSerial_dylibloader_wrapper_SDL2)(SDL_Joystick *); +SDL_JoystickType (*SDL_JoystickGetType_dylibloader_wrapper_SDL2)(SDL_Joystick *); +void (*SDL_JoystickGetGUIDString_dylibloader_wrapper_SDL2)(SDL_JoystickGUID, char *, int); +SDL_JoystickGUID (*SDL_JoystickGetGUIDFromString_dylibloader_wrapper_SDL2)(const char *); +void (*SDL_GetJoystickGUIDInfo_dylibloader_wrapper_SDL2)(SDL_JoystickGUID, Uint16 *, Uint16 *, Uint16 *, Uint16 *); +SDL_bool (*SDL_JoystickGetAttached_dylibloader_wrapper_SDL2)(SDL_Joystick *); +SDL_JoystickID (*SDL_JoystickInstanceID_dylibloader_wrapper_SDL2)(SDL_Joystick *); +int (*SDL_JoystickNumAxes_dylibloader_wrapper_SDL2)(SDL_Joystick *); +int (*SDL_JoystickNumBalls_dylibloader_wrapper_SDL2)(SDL_Joystick *); +int (*SDL_JoystickNumHats_dylibloader_wrapper_SDL2)(SDL_Joystick *); +int (*SDL_JoystickNumButtons_dylibloader_wrapper_SDL2)(SDL_Joystick *); +void (*SDL_JoystickUpdate_dylibloader_wrapper_SDL2)(void); +int (*SDL_JoystickEventState_dylibloader_wrapper_SDL2)(int); +Sint16 (*SDL_JoystickGetAxis_dylibloader_wrapper_SDL2)(SDL_Joystick *, int); +SDL_bool (*SDL_JoystickGetAxisInitialState_dylibloader_wrapper_SDL2)(SDL_Joystick *, int, Sint16 *); +Uint8 (*SDL_JoystickGetHat_dylibloader_wrapper_SDL2)(SDL_Joystick *, int); +int (*SDL_JoystickGetBall_dylibloader_wrapper_SDL2)(SDL_Joystick *, int, int *, int *); +Uint8 (*SDL_JoystickGetButton_dylibloader_wrapper_SDL2)(SDL_Joystick *, int); +int (*SDL_JoystickRumble_dylibloader_wrapper_SDL2)(SDL_Joystick *, Uint16, Uint16, Uint32); +int (*SDL_JoystickRumbleTriggers_dylibloader_wrapper_SDL2)(SDL_Joystick *, Uint16, Uint16, Uint32); +SDL_bool (*SDL_JoystickHasLED_dylibloader_wrapper_SDL2)(SDL_Joystick *); +SDL_bool (*SDL_JoystickHasRumble_dylibloader_wrapper_SDL2)(SDL_Joystick *); +SDL_bool (*SDL_JoystickHasRumbleTriggers_dylibloader_wrapper_SDL2)(SDL_Joystick *); +int (*SDL_JoystickSetLED_dylibloader_wrapper_SDL2)(SDL_Joystick *, Uint8, Uint8, Uint8); +int (*SDL_JoystickSendEffect_dylibloader_wrapper_SDL2)(SDL_Joystick *, const void *, int); +void (*SDL_JoystickClose_dylibloader_wrapper_SDL2)(SDL_Joystick *); +SDL_JoystickPowerLevel (*SDL_JoystickCurrentPowerLevel_dylibloader_wrapper_SDL2)(SDL_Joystick *); +int (*SDL_GameControllerAddMappingsFromRW_dylibloader_wrapper_SDL2)(SDL_RWops *, int); +int (*SDL_GameControllerAddMapping_dylibloader_wrapper_SDL2)(const char *); +int (*SDL_GameControllerNumMappings_dylibloader_wrapper_SDL2)(void); +char *(*SDL_GameControllerMappingForIndex_dylibloader_wrapper_SDL2)(int); +char *(*SDL_GameControllerMappingForGUID_dylibloader_wrapper_SDL2)(SDL_JoystickGUID); +char *(*SDL_GameControllerMapping_dylibloader_wrapper_SDL2)(SDL_GameController *); +SDL_bool (*SDL_IsGameController_dylibloader_wrapper_SDL2)(int); +const char *(*SDL_GameControllerNameForIndex_dylibloader_wrapper_SDL2)(int); +const char *(*SDL_GameControllerPathForIndex_dylibloader_wrapper_SDL2)(int); +SDL_GameControllerType (*SDL_GameControllerTypeForIndex_dylibloader_wrapper_SDL2)(int); +char *(*SDL_GameControllerMappingForDeviceIndex_dylibloader_wrapper_SDL2)(int); +SDL_GameController *(*SDL_GameControllerOpen_dylibloader_wrapper_SDL2)(int); +SDL_GameController *(*SDL_GameControllerFromInstanceID_dylibloader_wrapper_SDL2)(SDL_JoystickID); +SDL_GameController *(*SDL_GameControllerFromPlayerIndex_dylibloader_wrapper_SDL2)(int); +const char *(*SDL_GameControllerName_dylibloader_wrapper_SDL2)(SDL_GameController *); +const char *(*SDL_GameControllerPath_dylibloader_wrapper_SDL2)(SDL_GameController *); +SDL_GameControllerType (*SDL_GameControllerGetType_dylibloader_wrapper_SDL2)(SDL_GameController *); +int (*SDL_GameControllerGetPlayerIndex_dylibloader_wrapper_SDL2)(SDL_GameController *); +void (*SDL_GameControllerSetPlayerIndex_dylibloader_wrapper_SDL2)(SDL_GameController *, int); +Uint16 (*SDL_GameControllerGetVendor_dylibloader_wrapper_SDL2)(SDL_GameController *); +Uint16 (*SDL_GameControllerGetProduct_dylibloader_wrapper_SDL2)(SDL_GameController *); +Uint16 (*SDL_GameControllerGetProductVersion_dylibloader_wrapper_SDL2)(SDL_GameController *); +Uint16 (*SDL_GameControllerGetFirmwareVersion_dylibloader_wrapper_SDL2)(SDL_GameController *); +const char *(*SDL_GameControllerGetSerial_dylibloader_wrapper_SDL2)(SDL_GameController *); +SDL_bool (*SDL_GameControllerGetAttached_dylibloader_wrapper_SDL2)(SDL_GameController *); +SDL_Joystick *(*SDL_GameControllerGetJoystick_dylibloader_wrapper_SDL2)(SDL_GameController *); +int (*SDL_GameControllerEventState_dylibloader_wrapper_SDL2)(int); +void (*SDL_GameControllerUpdate_dylibloader_wrapper_SDL2)(void); +SDL_GameControllerAxis (*SDL_GameControllerGetAxisFromString_dylibloader_wrapper_SDL2)(const char *); +const char *(*SDL_GameControllerGetStringForAxis_dylibloader_wrapper_SDL2)(SDL_GameControllerAxis); +SDL_GameControllerButtonBind (*SDL_GameControllerGetBindForAxis_dylibloader_wrapper_SDL2)(SDL_GameController *, SDL_GameControllerAxis); +SDL_bool (*SDL_GameControllerHasAxis_dylibloader_wrapper_SDL2)(SDL_GameController *, SDL_GameControllerAxis); +Sint16 (*SDL_GameControllerGetAxis_dylibloader_wrapper_SDL2)(SDL_GameController *, SDL_GameControllerAxis); +SDL_GameControllerButton (*SDL_GameControllerGetButtonFromString_dylibloader_wrapper_SDL2)(const char *); +const char *(*SDL_GameControllerGetStringForButton_dylibloader_wrapper_SDL2)(SDL_GameControllerButton); +SDL_GameControllerButtonBind (*SDL_GameControllerGetBindForButton_dylibloader_wrapper_SDL2)(SDL_GameController *, SDL_GameControllerButton); +SDL_bool (*SDL_GameControllerHasButton_dylibloader_wrapper_SDL2)(SDL_GameController *, SDL_GameControllerButton); +Uint8 (*SDL_GameControllerGetButton_dylibloader_wrapper_SDL2)(SDL_GameController *, SDL_GameControllerButton); +int (*SDL_GameControllerGetNumTouchpads_dylibloader_wrapper_SDL2)(SDL_GameController *); +int (*SDL_GameControllerGetNumTouchpadFingers_dylibloader_wrapper_SDL2)(SDL_GameController *, int); +int (*SDL_GameControllerGetTouchpadFinger_dylibloader_wrapper_SDL2)(SDL_GameController *, int, int, Uint8 *, float *, float *, float *); +SDL_bool (*SDL_GameControllerHasSensor_dylibloader_wrapper_SDL2)(SDL_GameController *, SDL_SensorType); +int (*SDL_GameControllerSetSensorEnabled_dylibloader_wrapper_SDL2)(SDL_GameController *, SDL_SensorType, SDL_bool); +SDL_bool (*SDL_GameControllerIsSensorEnabled_dylibloader_wrapper_SDL2)(SDL_GameController *, SDL_SensorType); +float (*SDL_GameControllerGetSensorDataRate_dylibloader_wrapper_SDL2)(SDL_GameController *, SDL_SensorType); +int (*SDL_GameControllerGetSensorData_dylibloader_wrapper_SDL2)(SDL_GameController *, SDL_SensorType, float *, int); +int (*SDL_GameControllerGetSensorDataWithTimestamp_dylibloader_wrapper_SDL2)(SDL_GameController *, SDL_SensorType, Uint64 *, float *, int); +int (*SDL_GameControllerRumble_dylibloader_wrapper_SDL2)(SDL_GameController *, Uint16, Uint16, Uint32); +int (*SDL_GameControllerRumbleTriggers_dylibloader_wrapper_SDL2)(SDL_GameController *, Uint16, Uint16, Uint32); +SDL_bool (*SDL_GameControllerHasLED_dylibloader_wrapper_SDL2)(SDL_GameController *); +SDL_bool (*SDL_GameControllerHasRumble_dylibloader_wrapper_SDL2)(SDL_GameController *); +SDL_bool (*SDL_GameControllerHasRumbleTriggers_dylibloader_wrapper_SDL2)(SDL_GameController *); +int (*SDL_GameControllerSetLED_dylibloader_wrapper_SDL2)(SDL_GameController *, Uint8, Uint8, Uint8); +int (*SDL_GameControllerSendEffect_dylibloader_wrapper_SDL2)(SDL_GameController *, const void *, int); +void (*SDL_GameControllerClose_dylibloader_wrapper_SDL2)(SDL_GameController *); +const char *(*SDL_GameControllerGetAppleSFSymbolsNameForButton_dylibloader_wrapper_SDL2)(SDL_GameController *, SDL_GameControllerButton); +const char *(*SDL_GameControllerGetAppleSFSymbolsNameForAxis_dylibloader_wrapper_SDL2)(SDL_GameController *, SDL_GameControllerAxis); +void (*SDL_PumpEvents_dylibloader_wrapper_SDL2)(void); +int (*SDL_PeepEvents_dylibloader_wrapper_SDL2)(SDL_Event *, int, SDL_eventaction, Uint32, Uint32); +SDL_bool (*SDL_HasEvent_dylibloader_wrapper_SDL2)(Uint32); +SDL_bool (*SDL_HasEvents_dylibloader_wrapper_SDL2)(Uint32, Uint32); +void (*SDL_FlushEvent_dylibloader_wrapper_SDL2)(Uint32); +void (*SDL_FlushEvents_dylibloader_wrapper_SDL2)(Uint32, Uint32); +int (*SDL_PollEvent_dylibloader_wrapper_SDL2)(SDL_Event *); +int (*SDL_WaitEvent_dylibloader_wrapper_SDL2)(SDL_Event *); +int (*SDL_WaitEventTimeout_dylibloader_wrapper_SDL2)(SDL_Event *, int); +int (*SDL_PushEvent_dylibloader_wrapper_SDL2)(SDL_Event *); +void (*SDL_SetEventFilter_dylibloader_wrapper_SDL2)(SDL_EventFilter, void *); +SDL_bool (*SDL_GetEventFilter_dylibloader_wrapper_SDL2)(SDL_EventFilter *, void **); +void (*SDL_AddEventWatch_dylibloader_wrapper_SDL2)(SDL_EventFilter, void *); +void (*SDL_DelEventWatch_dylibloader_wrapper_SDL2)(SDL_EventFilter, void *); +void (*SDL_FilterEvents_dylibloader_wrapper_SDL2)(SDL_EventFilter, void *); +Uint8 (*SDL_EventState_dylibloader_wrapper_SDL2)(Uint32, int); +Uint32 (*SDL_RegisterEvents_dylibloader_wrapper_SDL2)(int); +SDL_bool (*SDL_SetHintWithPriority_dylibloader_wrapper_SDL2)(const char *, const char *, SDL_HintPriority); +SDL_bool (*SDL_SetHint_dylibloader_wrapper_SDL2)(const char *, const char *); +SDL_bool (*SDL_ResetHint_dylibloader_wrapper_SDL2)(const char *); +void (*SDL_ResetHints_dylibloader_wrapper_SDL2)(void); +const char *(*SDL_GetHint_dylibloader_wrapper_SDL2)(const char *); +SDL_bool (*SDL_GetHintBoolean_dylibloader_wrapper_SDL2)(const char *, SDL_bool); +void (*SDL_AddHintCallback_dylibloader_wrapper_SDL2)(const char *, SDL_HintCallback, void *); +void (*SDL_DelHintCallback_dylibloader_wrapper_SDL2)(const char *, SDL_HintCallback, void *); +void (*SDL_ClearHints_dylibloader_wrapper_SDL2)(void); +int (*SDL_Init_dylibloader_wrapper_SDL2)(Uint32); +int (*SDL_InitSubSystem_dylibloader_wrapper_SDL2)(Uint32); +void (*SDL_QuitSubSystem_dylibloader_wrapper_SDL2)(Uint32); +Uint32 (*SDL_WasInit_dylibloader_wrapper_SDL2)(Uint32); +void (*SDL_Quit_dylibloader_wrapper_SDL2)(void); +int initialize_SDL2(int verbose) { + void *handle; + char *error; + handle = dlopen("libSDL2-2.0.so.0", RTLD_LAZY); + if (!handle) { + if (verbose) { + fprintf(stderr, "%s\n", dlerror()); + } + return(1); + } + dlerror(); +// SDL_SetMainReady + *(void **) (&SDL_SetMainReady_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_SetMainReady"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_SetError + *(void **) (&SDL_SetError_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_SetError"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GetError + *(void **) (&SDL_GetError_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GetError"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GetErrorMsg + *(void **) (&SDL_GetErrorMsg_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GetErrorMsg"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_ClearError + *(void **) (&SDL_ClearError_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_ClearError"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_Error + *(void **) (&SDL_Error_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_Error"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_RWFromFile + *(void **) (&SDL_RWFromFile_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_RWFromFile"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_RWFromFP + *(void **) (&SDL_RWFromFP_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_RWFromFP"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_RWFromMem + *(void **) (&SDL_RWFromMem_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_RWFromMem"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_RWFromConstMem + *(void **) (&SDL_RWFromConstMem_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_RWFromConstMem"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_AllocRW + *(void **) (&SDL_AllocRW_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_AllocRW"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_FreeRW + *(void **) (&SDL_FreeRW_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_FreeRW"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_RWsize + *(void **) (&SDL_RWsize_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_RWsize"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_RWseek + *(void **) (&SDL_RWseek_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_RWseek"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_RWtell + *(void **) (&SDL_RWtell_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_RWtell"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_RWread + *(void **) (&SDL_RWread_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_RWread"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_RWwrite + *(void **) (&SDL_RWwrite_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_RWwrite"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_RWclose + *(void **) (&SDL_RWclose_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_RWclose"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_LoadFile_RW + *(void **) (&SDL_LoadFile_RW_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_LoadFile_RW"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_LoadFile + *(void **) (&SDL_LoadFile_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_LoadFile"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_ReadU8 + *(void **) (&SDL_ReadU8_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_ReadU8"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_ReadLE16 + *(void **) (&SDL_ReadLE16_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_ReadLE16"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_ReadBE16 + *(void **) (&SDL_ReadBE16_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_ReadBE16"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_ReadLE32 + *(void **) (&SDL_ReadLE32_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_ReadLE32"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_ReadBE32 + *(void **) (&SDL_ReadBE32_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_ReadBE32"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_ReadLE64 + *(void **) (&SDL_ReadLE64_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_ReadLE64"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_ReadBE64 + *(void **) (&SDL_ReadBE64_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_ReadBE64"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_WriteU8 + *(void **) (&SDL_WriteU8_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_WriteU8"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_WriteLE16 + *(void **) (&SDL_WriteLE16_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_WriteLE16"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_WriteBE16 + *(void **) (&SDL_WriteBE16_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_WriteBE16"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_WriteLE32 + *(void **) (&SDL_WriteLE32_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_WriteLE32"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_WriteBE32 + *(void **) (&SDL_WriteBE32_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_WriteBE32"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_WriteLE64 + *(void **) (&SDL_WriteLE64_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_WriteLE64"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_WriteBE64 + *(void **) (&SDL_WriteBE64_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_WriteBE64"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_LockJoysticks + *(void **) (&SDL_LockJoysticks_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_LockJoysticks"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_UnlockJoysticks + *(void **) (&SDL_UnlockJoysticks_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_UnlockJoysticks"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_NumJoysticks + *(void **) (&SDL_NumJoysticks_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_NumJoysticks"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickNameForIndex + *(void **) (&SDL_JoystickNameForIndex_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickNameForIndex"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickPathForIndex + *(void **) (&SDL_JoystickPathForIndex_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickPathForIndex"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickGetDevicePlayerIndex + *(void **) (&SDL_JoystickGetDevicePlayerIndex_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickGetDevicePlayerIndex"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickGetDeviceGUID + *(void **) (&SDL_JoystickGetDeviceGUID_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickGetDeviceGUID"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickGetDeviceVendor + *(void **) (&SDL_JoystickGetDeviceVendor_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickGetDeviceVendor"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickGetDeviceProduct + *(void **) (&SDL_JoystickGetDeviceProduct_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickGetDeviceProduct"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickGetDeviceProductVersion + *(void **) (&SDL_JoystickGetDeviceProductVersion_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickGetDeviceProductVersion"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickGetDeviceType + *(void **) (&SDL_JoystickGetDeviceType_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickGetDeviceType"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickGetDeviceInstanceID + *(void **) (&SDL_JoystickGetDeviceInstanceID_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickGetDeviceInstanceID"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickOpen + *(void **) (&SDL_JoystickOpen_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickOpen"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickFromInstanceID + *(void **) (&SDL_JoystickFromInstanceID_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickFromInstanceID"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickFromPlayerIndex + *(void **) (&SDL_JoystickFromPlayerIndex_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickFromPlayerIndex"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickAttachVirtual + *(void **) (&SDL_JoystickAttachVirtual_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickAttachVirtual"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickAttachVirtualEx + *(void **) (&SDL_JoystickAttachVirtualEx_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickAttachVirtualEx"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickDetachVirtual + *(void **) (&SDL_JoystickDetachVirtual_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickDetachVirtual"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickIsVirtual + *(void **) (&SDL_JoystickIsVirtual_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickIsVirtual"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickSetVirtualAxis + *(void **) (&SDL_JoystickSetVirtualAxis_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickSetVirtualAxis"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickSetVirtualButton + *(void **) (&SDL_JoystickSetVirtualButton_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickSetVirtualButton"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickSetVirtualHat + *(void **) (&SDL_JoystickSetVirtualHat_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickSetVirtualHat"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickName + *(void **) (&SDL_JoystickName_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickName"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickPath + *(void **) (&SDL_JoystickPath_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickPath"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickGetPlayerIndex + *(void **) (&SDL_JoystickGetPlayerIndex_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickGetPlayerIndex"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickSetPlayerIndex + *(void **) (&SDL_JoystickSetPlayerIndex_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickSetPlayerIndex"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickGetGUID + *(void **) (&SDL_JoystickGetGUID_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickGetGUID"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickGetVendor + *(void **) (&SDL_JoystickGetVendor_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickGetVendor"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickGetProduct + *(void **) (&SDL_JoystickGetProduct_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickGetProduct"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickGetProductVersion + *(void **) (&SDL_JoystickGetProductVersion_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickGetProductVersion"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickGetFirmwareVersion + *(void **) (&SDL_JoystickGetFirmwareVersion_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickGetFirmwareVersion"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickGetSerial + *(void **) (&SDL_JoystickGetSerial_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickGetSerial"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickGetType + *(void **) (&SDL_JoystickGetType_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickGetType"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickGetGUIDString + *(void **) (&SDL_JoystickGetGUIDString_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickGetGUIDString"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickGetGUIDFromString + *(void **) (&SDL_JoystickGetGUIDFromString_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickGetGUIDFromString"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GetJoystickGUIDInfo + *(void **) (&SDL_GetJoystickGUIDInfo_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GetJoystickGUIDInfo"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickGetAttached + *(void **) (&SDL_JoystickGetAttached_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickGetAttached"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickInstanceID + *(void **) (&SDL_JoystickInstanceID_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickInstanceID"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickNumAxes + *(void **) (&SDL_JoystickNumAxes_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickNumAxes"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickNumBalls + *(void **) (&SDL_JoystickNumBalls_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickNumBalls"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickNumHats + *(void **) (&SDL_JoystickNumHats_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickNumHats"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickNumButtons + *(void **) (&SDL_JoystickNumButtons_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickNumButtons"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickUpdate + *(void **) (&SDL_JoystickUpdate_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickUpdate"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickEventState + *(void **) (&SDL_JoystickEventState_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickEventState"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickGetAxis + *(void **) (&SDL_JoystickGetAxis_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickGetAxis"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickGetAxisInitialState + *(void **) (&SDL_JoystickGetAxisInitialState_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickGetAxisInitialState"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickGetHat + *(void **) (&SDL_JoystickGetHat_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickGetHat"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickGetBall + *(void **) (&SDL_JoystickGetBall_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickGetBall"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickGetButton + *(void **) (&SDL_JoystickGetButton_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickGetButton"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickRumble + *(void **) (&SDL_JoystickRumble_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickRumble"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickRumbleTriggers + *(void **) (&SDL_JoystickRumbleTriggers_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickRumbleTriggers"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickHasLED + *(void **) (&SDL_JoystickHasLED_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickHasLED"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickHasRumble + *(void **) (&SDL_JoystickHasRumble_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickHasRumble"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickHasRumbleTriggers + *(void **) (&SDL_JoystickHasRumbleTriggers_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickHasRumbleTriggers"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickSetLED + *(void **) (&SDL_JoystickSetLED_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickSetLED"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickSendEffect + *(void **) (&SDL_JoystickSendEffect_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickSendEffect"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickClose + *(void **) (&SDL_JoystickClose_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickClose"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_JoystickCurrentPowerLevel + *(void **) (&SDL_JoystickCurrentPowerLevel_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_JoystickCurrentPowerLevel"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerAddMappingsFromRW + *(void **) (&SDL_GameControllerAddMappingsFromRW_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerAddMappingsFromRW"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerAddMapping + *(void **) (&SDL_GameControllerAddMapping_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerAddMapping"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerNumMappings + *(void **) (&SDL_GameControllerNumMappings_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerNumMappings"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerMappingForIndex + *(void **) (&SDL_GameControllerMappingForIndex_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerMappingForIndex"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerMappingForGUID + *(void **) (&SDL_GameControllerMappingForGUID_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerMappingForGUID"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerMapping + *(void **) (&SDL_GameControllerMapping_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerMapping"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_IsGameController + *(void **) (&SDL_IsGameController_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_IsGameController"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerNameForIndex + *(void **) (&SDL_GameControllerNameForIndex_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerNameForIndex"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerPathForIndex + *(void **) (&SDL_GameControllerPathForIndex_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerPathForIndex"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerTypeForIndex + *(void **) (&SDL_GameControllerTypeForIndex_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerTypeForIndex"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerMappingForDeviceIndex + *(void **) (&SDL_GameControllerMappingForDeviceIndex_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerMappingForDeviceIndex"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerOpen + *(void **) (&SDL_GameControllerOpen_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerOpen"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerFromInstanceID + *(void **) (&SDL_GameControllerFromInstanceID_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerFromInstanceID"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerFromPlayerIndex + *(void **) (&SDL_GameControllerFromPlayerIndex_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerFromPlayerIndex"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerName + *(void **) (&SDL_GameControllerName_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerName"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerPath + *(void **) (&SDL_GameControllerPath_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerPath"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerGetType + *(void **) (&SDL_GameControllerGetType_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerGetType"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerGetPlayerIndex + *(void **) (&SDL_GameControllerGetPlayerIndex_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerGetPlayerIndex"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerSetPlayerIndex + *(void **) (&SDL_GameControllerSetPlayerIndex_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerSetPlayerIndex"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerGetVendor + *(void **) (&SDL_GameControllerGetVendor_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerGetVendor"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerGetProduct + *(void **) (&SDL_GameControllerGetProduct_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerGetProduct"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerGetProductVersion + *(void **) (&SDL_GameControllerGetProductVersion_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerGetProductVersion"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerGetFirmwareVersion + *(void **) (&SDL_GameControllerGetFirmwareVersion_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerGetFirmwareVersion"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerGetSerial + *(void **) (&SDL_GameControllerGetSerial_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerGetSerial"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerGetAttached + *(void **) (&SDL_GameControllerGetAttached_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerGetAttached"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerGetJoystick + *(void **) (&SDL_GameControllerGetJoystick_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerGetJoystick"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerEventState + *(void **) (&SDL_GameControllerEventState_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerEventState"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerUpdate + *(void **) (&SDL_GameControllerUpdate_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerUpdate"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerGetAxisFromString + *(void **) (&SDL_GameControllerGetAxisFromString_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerGetAxisFromString"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerGetStringForAxis + *(void **) (&SDL_GameControllerGetStringForAxis_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerGetStringForAxis"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerGetBindForAxis + *(void **) (&SDL_GameControllerGetBindForAxis_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerGetBindForAxis"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerHasAxis + *(void **) (&SDL_GameControllerHasAxis_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerHasAxis"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerGetAxis + *(void **) (&SDL_GameControllerGetAxis_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerGetAxis"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerGetButtonFromString + *(void **) (&SDL_GameControllerGetButtonFromString_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerGetButtonFromString"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerGetStringForButton + *(void **) (&SDL_GameControllerGetStringForButton_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerGetStringForButton"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerGetBindForButton + *(void **) (&SDL_GameControllerGetBindForButton_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerGetBindForButton"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerHasButton + *(void **) (&SDL_GameControllerHasButton_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerHasButton"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerGetButton + *(void **) (&SDL_GameControllerGetButton_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerGetButton"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerGetNumTouchpads + *(void **) (&SDL_GameControllerGetNumTouchpads_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerGetNumTouchpads"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerGetNumTouchpadFingers + *(void **) (&SDL_GameControllerGetNumTouchpadFingers_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerGetNumTouchpadFingers"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerGetTouchpadFinger + *(void **) (&SDL_GameControllerGetTouchpadFinger_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerGetTouchpadFinger"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerHasSensor + *(void **) (&SDL_GameControllerHasSensor_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerHasSensor"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerSetSensorEnabled + *(void **) (&SDL_GameControllerSetSensorEnabled_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerSetSensorEnabled"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerIsSensorEnabled + *(void **) (&SDL_GameControllerIsSensorEnabled_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerIsSensorEnabled"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerGetSensorDataRate + *(void **) (&SDL_GameControllerGetSensorDataRate_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerGetSensorDataRate"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerGetSensorData + *(void **) (&SDL_GameControllerGetSensorData_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerGetSensorData"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerGetSensorDataWithTimestamp + *(void **) (&SDL_GameControllerGetSensorDataWithTimestamp_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerGetSensorDataWithTimestamp"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerRumble + *(void **) (&SDL_GameControllerRumble_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerRumble"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerRumbleTriggers + *(void **) (&SDL_GameControllerRumbleTriggers_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerRumbleTriggers"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerHasLED + *(void **) (&SDL_GameControllerHasLED_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerHasLED"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerHasRumble + *(void **) (&SDL_GameControllerHasRumble_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerHasRumble"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerHasRumbleTriggers + *(void **) (&SDL_GameControllerHasRumbleTriggers_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerHasRumbleTriggers"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerSetLED + *(void **) (&SDL_GameControllerSetLED_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerSetLED"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerSendEffect + *(void **) (&SDL_GameControllerSendEffect_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerSendEffect"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerClose + *(void **) (&SDL_GameControllerClose_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerClose"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerGetAppleSFSymbolsNameForButton + *(void **) (&SDL_GameControllerGetAppleSFSymbolsNameForButton_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerGetAppleSFSymbolsNameForButton"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GameControllerGetAppleSFSymbolsNameForAxis + *(void **) (&SDL_GameControllerGetAppleSFSymbolsNameForAxis_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GameControllerGetAppleSFSymbolsNameForAxis"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_PumpEvents + *(void **) (&SDL_PumpEvents_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_PumpEvents"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_PeepEvents + *(void **) (&SDL_PeepEvents_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_PeepEvents"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_HasEvent + *(void **) (&SDL_HasEvent_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_HasEvent"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_HasEvents + *(void **) (&SDL_HasEvents_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_HasEvents"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_FlushEvent + *(void **) (&SDL_FlushEvent_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_FlushEvent"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_FlushEvents + *(void **) (&SDL_FlushEvents_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_FlushEvents"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_PollEvent + *(void **) (&SDL_PollEvent_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_PollEvent"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_WaitEvent + *(void **) (&SDL_WaitEvent_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_WaitEvent"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_WaitEventTimeout + *(void **) (&SDL_WaitEventTimeout_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_WaitEventTimeout"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_PushEvent + *(void **) (&SDL_PushEvent_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_PushEvent"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_SetEventFilter + *(void **) (&SDL_SetEventFilter_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_SetEventFilter"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GetEventFilter + *(void **) (&SDL_GetEventFilter_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GetEventFilter"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_AddEventWatch + *(void **) (&SDL_AddEventWatch_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_AddEventWatch"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_DelEventWatch + *(void **) (&SDL_DelEventWatch_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_DelEventWatch"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_FilterEvents + *(void **) (&SDL_FilterEvents_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_FilterEvents"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_EventState + *(void **) (&SDL_EventState_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_EventState"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_RegisterEvents + *(void **) (&SDL_RegisterEvents_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_RegisterEvents"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_SetHintWithPriority + *(void **) (&SDL_SetHintWithPriority_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_SetHintWithPriority"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_SetHint + *(void **) (&SDL_SetHint_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_SetHint"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_ResetHint + *(void **) (&SDL_ResetHint_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_ResetHint"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_ResetHints + *(void **) (&SDL_ResetHints_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_ResetHints"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GetHint + *(void **) (&SDL_GetHint_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GetHint"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_GetHintBoolean + *(void **) (&SDL_GetHintBoolean_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_GetHintBoolean"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_AddHintCallback + *(void **) (&SDL_AddHintCallback_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_AddHintCallback"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_DelHintCallback + *(void **) (&SDL_DelHintCallback_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_DelHintCallback"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_ClearHints + *(void **) (&SDL_ClearHints_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_ClearHints"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_Init + *(void **) (&SDL_Init_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_Init"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_InitSubSystem + *(void **) (&SDL_InitSubSystem_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_InitSubSystem"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_QuitSubSystem + *(void **) (&SDL_QuitSubSystem_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_QuitSubSystem"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_WasInit + *(void **) (&SDL_WasInit_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_WasInit"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +// SDL_Quit + *(void **) (&SDL_Quit_dylibloader_wrapper_SDL2) = dlsym(handle, "SDL_Quit"); + if (verbose) { + error = dlerror(); + if (error != NULL) { + fprintf(stderr, "%s\n", error); + } + } +return 0; +} diff --git a/drivers/sdl/SDL2-so_wrap.h b/drivers/sdl/SDL2-so_wrap.h new file mode 100644 index 00000000000..9a10c09d8c8 --- /dev/null +++ b/drivers/sdl/SDL2-so_wrap.h @@ -0,0 +1,745 @@ +#ifndef DYLIBLOAD_WRAPPER_SDL2 +#define DYLIBLOAD_WRAPPER_SDL2 +// This file is generated. Do not edit! +// see https://github.com/hpvb/dynload-wrapper for details +// generated by /home/eirexe/repos/sdl_test/dynload-wrapper/generate-wrapper.py 0.5 on 2024-03-15 04:48:00 +// flags: /home/eirexe/repos/sdl_test/dynload-wrapper/generate-wrapper.py --ignore-other --include ./thirdparty/sdl_headers/SDL.h --sys-include thirdparty/sdl_headers/SDL.h --include ./thirdparty/sdl_headers/SDL_main.h --sys-include thirdparty/sdl_headers/SDL_main.h --include ./thirdparty/sdl_headers/SDL_error.h --sys-include thirdparty/sdl_headers/SDL_error.h --include ./thirdparty/sdl_headers/SDL_hints.h --sys-include thirdparty/sdl_headers/SDL_hints.h --include ./thirdparty/sdl_headers/SDL_joystick.h --sys-include thirdparty/sdl_headers/SDL_joystick.h --include ./thirdparty/sdl_headers/SDL_events.h --sys-include thirdparty/sdl_headers/SDL_events.h --include ./thirdparty/sdl_headers/SDL_gamecontroller.h --sys-include thirdparty/sdl_headers/SDL_gamecontroller.h --include ./thirdparty/sdl_headers/SDL_rwops.h --sys-include thirdparty/sdl_headers/SDL_rwops.h --soname libSDL2-2.0.so --omit-prefix SDL_main --omit-prefix SDL_GameControllerGetSteamHandle --init-name SDL2 --output-header ./drivers/sdl/SDL2-so_wrap.h --output-implementation ./drivers/sdl/SDL2-so_wrap.c +// +#include + +#define SDL_SetMainReady SDL_SetMainReady_dylibloader_orig_SDL2 +#define SDL_SetError SDL_SetError_dylibloader_orig_SDL2 +#define SDL_GetError SDL_GetError_dylibloader_orig_SDL2 +#define SDL_GetErrorMsg SDL_GetErrorMsg_dylibloader_orig_SDL2 +#define SDL_ClearError SDL_ClearError_dylibloader_orig_SDL2 +#define SDL_Error SDL_Error_dylibloader_orig_SDL2 +#define SDL_RWFromFile SDL_RWFromFile_dylibloader_orig_SDL2 +#define SDL_RWFromFP SDL_RWFromFP_dylibloader_orig_SDL2 +#define SDL_RWFromMem SDL_RWFromMem_dylibloader_orig_SDL2 +#define SDL_RWFromConstMem SDL_RWFromConstMem_dylibloader_orig_SDL2 +#define SDL_AllocRW SDL_AllocRW_dylibloader_orig_SDL2 +#define SDL_FreeRW SDL_FreeRW_dylibloader_orig_SDL2 +#define SDL_RWsize SDL_RWsize_dylibloader_orig_SDL2 +#define SDL_RWseek SDL_RWseek_dylibloader_orig_SDL2 +#define SDL_RWtell SDL_RWtell_dylibloader_orig_SDL2 +#define SDL_RWread SDL_RWread_dylibloader_orig_SDL2 +#define SDL_RWwrite SDL_RWwrite_dylibloader_orig_SDL2 +#define SDL_RWclose SDL_RWclose_dylibloader_orig_SDL2 +#define SDL_LoadFile_RW SDL_LoadFile_RW_dylibloader_orig_SDL2 +#define SDL_LoadFile SDL_LoadFile_dylibloader_orig_SDL2 +#define SDL_ReadU8 SDL_ReadU8_dylibloader_orig_SDL2 +#define SDL_ReadLE16 SDL_ReadLE16_dylibloader_orig_SDL2 +#define SDL_ReadBE16 SDL_ReadBE16_dylibloader_orig_SDL2 +#define SDL_ReadLE32 SDL_ReadLE32_dylibloader_orig_SDL2 +#define SDL_ReadBE32 SDL_ReadBE32_dylibloader_orig_SDL2 +#define SDL_ReadLE64 SDL_ReadLE64_dylibloader_orig_SDL2 +#define SDL_ReadBE64 SDL_ReadBE64_dylibloader_orig_SDL2 +#define SDL_WriteU8 SDL_WriteU8_dylibloader_orig_SDL2 +#define SDL_WriteLE16 SDL_WriteLE16_dylibloader_orig_SDL2 +#define SDL_WriteBE16 SDL_WriteBE16_dylibloader_orig_SDL2 +#define SDL_WriteLE32 SDL_WriteLE32_dylibloader_orig_SDL2 +#define SDL_WriteBE32 SDL_WriteBE32_dylibloader_orig_SDL2 +#define SDL_WriteLE64 SDL_WriteLE64_dylibloader_orig_SDL2 +#define SDL_WriteBE64 SDL_WriteBE64_dylibloader_orig_SDL2 +#define SDL_LockJoysticks SDL_LockJoysticks_dylibloader_orig_SDL2 +#define SDL_UnlockJoysticks SDL_UnlockJoysticks_dylibloader_orig_SDL2 +#define SDL_NumJoysticks SDL_NumJoysticks_dylibloader_orig_SDL2 +#define SDL_JoystickNameForIndex SDL_JoystickNameForIndex_dylibloader_orig_SDL2 +#define SDL_JoystickPathForIndex SDL_JoystickPathForIndex_dylibloader_orig_SDL2 +#define SDL_JoystickGetDevicePlayerIndex SDL_JoystickGetDevicePlayerIndex_dylibloader_orig_SDL2 +#define SDL_JoystickGetDeviceGUID SDL_JoystickGetDeviceGUID_dylibloader_orig_SDL2 +#define SDL_JoystickGetDeviceVendor SDL_JoystickGetDeviceVendor_dylibloader_orig_SDL2 +#define SDL_JoystickGetDeviceProduct SDL_JoystickGetDeviceProduct_dylibloader_orig_SDL2 +#define SDL_JoystickGetDeviceProductVersion SDL_JoystickGetDeviceProductVersion_dylibloader_orig_SDL2 +#define SDL_JoystickGetDeviceType SDL_JoystickGetDeviceType_dylibloader_orig_SDL2 +#define SDL_JoystickGetDeviceInstanceID SDL_JoystickGetDeviceInstanceID_dylibloader_orig_SDL2 +#define SDL_JoystickOpen SDL_JoystickOpen_dylibloader_orig_SDL2 +#define SDL_JoystickFromInstanceID SDL_JoystickFromInstanceID_dylibloader_orig_SDL2 +#define SDL_JoystickFromPlayerIndex SDL_JoystickFromPlayerIndex_dylibloader_orig_SDL2 +#define SDL_JoystickAttachVirtual SDL_JoystickAttachVirtual_dylibloader_orig_SDL2 +#define SDL_JoystickAttachVirtualEx SDL_JoystickAttachVirtualEx_dylibloader_orig_SDL2 +#define SDL_JoystickDetachVirtual SDL_JoystickDetachVirtual_dylibloader_orig_SDL2 +#define SDL_JoystickIsVirtual SDL_JoystickIsVirtual_dylibloader_orig_SDL2 +#define SDL_JoystickSetVirtualAxis SDL_JoystickSetVirtualAxis_dylibloader_orig_SDL2 +#define SDL_JoystickSetVirtualButton SDL_JoystickSetVirtualButton_dylibloader_orig_SDL2 +#define SDL_JoystickSetVirtualHat SDL_JoystickSetVirtualHat_dylibloader_orig_SDL2 +#define SDL_JoystickName SDL_JoystickName_dylibloader_orig_SDL2 +#define SDL_JoystickPath SDL_JoystickPath_dylibloader_orig_SDL2 +#define SDL_JoystickGetPlayerIndex SDL_JoystickGetPlayerIndex_dylibloader_orig_SDL2 +#define SDL_JoystickSetPlayerIndex SDL_JoystickSetPlayerIndex_dylibloader_orig_SDL2 +#define SDL_JoystickGetGUID SDL_JoystickGetGUID_dylibloader_orig_SDL2 +#define SDL_JoystickGetVendor SDL_JoystickGetVendor_dylibloader_orig_SDL2 +#define SDL_JoystickGetProduct SDL_JoystickGetProduct_dylibloader_orig_SDL2 +#define SDL_JoystickGetProductVersion SDL_JoystickGetProductVersion_dylibloader_orig_SDL2 +#define SDL_JoystickGetFirmwareVersion SDL_JoystickGetFirmwareVersion_dylibloader_orig_SDL2 +#define SDL_JoystickGetSerial SDL_JoystickGetSerial_dylibloader_orig_SDL2 +#define SDL_JoystickGetType SDL_JoystickGetType_dylibloader_orig_SDL2 +#define SDL_JoystickGetGUIDString SDL_JoystickGetGUIDString_dylibloader_orig_SDL2 +#define SDL_JoystickGetGUIDFromString SDL_JoystickGetGUIDFromString_dylibloader_orig_SDL2 +#define SDL_GetJoystickGUIDInfo SDL_GetJoystickGUIDInfo_dylibloader_orig_SDL2 +#define SDL_JoystickGetAttached SDL_JoystickGetAttached_dylibloader_orig_SDL2 +#define SDL_JoystickInstanceID SDL_JoystickInstanceID_dylibloader_orig_SDL2 +#define SDL_JoystickNumAxes SDL_JoystickNumAxes_dylibloader_orig_SDL2 +#define SDL_JoystickNumBalls SDL_JoystickNumBalls_dylibloader_orig_SDL2 +#define SDL_JoystickNumHats SDL_JoystickNumHats_dylibloader_orig_SDL2 +#define SDL_JoystickNumButtons SDL_JoystickNumButtons_dylibloader_orig_SDL2 +#define SDL_JoystickUpdate SDL_JoystickUpdate_dylibloader_orig_SDL2 +#define SDL_JoystickEventState SDL_JoystickEventState_dylibloader_orig_SDL2 +#define SDL_JoystickGetAxis SDL_JoystickGetAxis_dylibloader_orig_SDL2 +#define SDL_JoystickGetAxisInitialState SDL_JoystickGetAxisInitialState_dylibloader_orig_SDL2 +#define SDL_JoystickGetHat SDL_JoystickGetHat_dylibloader_orig_SDL2 +#define SDL_JoystickGetBall SDL_JoystickGetBall_dylibloader_orig_SDL2 +#define SDL_JoystickGetButton SDL_JoystickGetButton_dylibloader_orig_SDL2 +#define SDL_JoystickRumble SDL_JoystickRumble_dylibloader_orig_SDL2 +#define SDL_JoystickRumbleTriggers SDL_JoystickRumbleTriggers_dylibloader_orig_SDL2 +#define SDL_JoystickHasLED SDL_JoystickHasLED_dylibloader_orig_SDL2 +#define SDL_JoystickHasRumble SDL_JoystickHasRumble_dylibloader_orig_SDL2 +#define SDL_JoystickHasRumbleTriggers SDL_JoystickHasRumbleTriggers_dylibloader_orig_SDL2 +#define SDL_JoystickSetLED SDL_JoystickSetLED_dylibloader_orig_SDL2 +#define SDL_JoystickSendEffect SDL_JoystickSendEffect_dylibloader_orig_SDL2 +#define SDL_JoystickClose SDL_JoystickClose_dylibloader_orig_SDL2 +#define SDL_JoystickCurrentPowerLevel SDL_JoystickCurrentPowerLevel_dylibloader_orig_SDL2 +#define SDL_GameControllerAddMappingsFromRW SDL_GameControllerAddMappingsFromRW_dylibloader_orig_SDL2 +#define SDL_GameControllerAddMapping SDL_GameControllerAddMapping_dylibloader_orig_SDL2 +#define SDL_GameControllerNumMappings SDL_GameControllerNumMappings_dylibloader_orig_SDL2 +#define SDL_GameControllerMappingForIndex SDL_GameControllerMappingForIndex_dylibloader_orig_SDL2 +#define SDL_GameControllerMappingForGUID SDL_GameControllerMappingForGUID_dylibloader_orig_SDL2 +#define SDL_GameControllerMapping SDL_GameControllerMapping_dylibloader_orig_SDL2 +#define SDL_IsGameController SDL_IsGameController_dylibloader_orig_SDL2 +#define SDL_GameControllerNameForIndex SDL_GameControllerNameForIndex_dylibloader_orig_SDL2 +#define SDL_GameControllerPathForIndex SDL_GameControllerPathForIndex_dylibloader_orig_SDL2 +#define SDL_GameControllerTypeForIndex SDL_GameControllerTypeForIndex_dylibloader_orig_SDL2 +#define SDL_GameControllerMappingForDeviceIndex SDL_GameControllerMappingForDeviceIndex_dylibloader_orig_SDL2 +#define SDL_GameControllerOpen SDL_GameControllerOpen_dylibloader_orig_SDL2 +#define SDL_GameControllerFromInstanceID SDL_GameControllerFromInstanceID_dylibloader_orig_SDL2 +#define SDL_GameControllerFromPlayerIndex SDL_GameControllerFromPlayerIndex_dylibloader_orig_SDL2 +#define SDL_GameControllerName SDL_GameControllerName_dylibloader_orig_SDL2 +#define SDL_GameControllerPath SDL_GameControllerPath_dylibloader_orig_SDL2 +#define SDL_GameControllerGetType SDL_GameControllerGetType_dylibloader_orig_SDL2 +#define SDL_GameControllerGetPlayerIndex SDL_GameControllerGetPlayerIndex_dylibloader_orig_SDL2 +#define SDL_GameControllerSetPlayerIndex SDL_GameControllerSetPlayerIndex_dylibloader_orig_SDL2 +#define SDL_GameControllerGetVendor SDL_GameControllerGetVendor_dylibloader_orig_SDL2 +#define SDL_GameControllerGetProduct SDL_GameControllerGetProduct_dylibloader_orig_SDL2 +#define SDL_GameControllerGetProductVersion SDL_GameControllerGetProductVersion_dylibloader_orig_SDL2 +#define SDL_GameControllerGetFirmwareVersion SDL_GameControllerGetFirmwareVersion_dylibloader_orig_SDL2 +#define SDL_GameControllerGetSerial SDL_GameControllerGetSerial_dylibloader_orig_SDL2 +#define SDL_GameControllerGetAttached SDL_GameControllerGetAttached_dylibloader_orig_SDL2 +#define SDL_GameControllerGetJoystick SDL_GameControllerGetJoystick_dylibloader_orig_SDL2 +#define SDL_GameControllerEventState SDL_GameControllerEventState_dylibloader_orig_SDL2 +#define SDL_GameControllerUpdate SDL_GameControllerUpdate_dylibloader_orig_SDL2 +#define SDL_GameControllerGetAxisFromString SDL_GameControllerGetAxisFromString_dylibloader_orig_SDL2 +#define SDL_GameControllerGetStringForAxis SDL_GameControllerGetStringForAxis_dylibloader_orig_SDL2 +#define SDL_GameControllerGetBindForAxis SDL_GameControllerGetBindForAxis_dylibloader_orig_SDL2 +#define SDL_GameControllerHasAxis SDL_GameControllerHasAxis_dylibloader_orig_SDL2 +#define SDL_GameControllerGetAxis SDL_GameControllerGetAxis_dylibloader_orig_SDL2 +#define SDL_GameControllerGetButtonFromString SDL_GameControllerGetButtonFromString_dylibloader_orig_SDL2 +#define SDL_GameControllerGetStringForButton SDL_GameControllerGetStringForButton_dylibloader_orig_SDL2 +#define SDL_GameControllerGetBindForButton SDL_GameControllerGetBindForButton_dylibloader_orig_SDL2 +#define SDL_GameControllerHasButton SDL_GameControllerHasButton_dylibloader_orig_SDL2 +#define SDL_GameControllerGetButton SDL_GameControllerGetButton_dylibloader_orig_SDL2 +#define SDL_GameControllerGetNumTouchpads SDL_GameControllerGetNumTouchpads_dylibloader_orig_SDL2 +#define SDL_GameControllerGetNumTouchpadFingers SDL_GameControllerGetNumTouchpadFingers_dylibloader_orig_SDL2 +#define SDL_GameControllerGetTouchpadFinger SDL_GameControllerGetTouchpadFinger_dylibloader_orig_SDL2 +#define SDL_GameControllerHasSensor SDL_GameControllerHasSensor_dylibloader_orig_SDL2 +#define SDL_GameControllerSetSensorEnabled SDL_GameControllerSetSensorEnabled_dylibloader_orig_SDL2 +#define SDL_GameControllerIsSensorEnabled SDL_GameControllerIsSensorEnabled_dylibloader_orig_SDL2 +#define SDL_GameControllerGetSensorDataRate SDL_GameControllerGetSensorDataRate_dylibloader_orig_SDL2 +#define SDL_GameControllerGetSensorData SDL_GameControllerGetSensorData_dylibloader_orig_SDL2 +#define SDL_GameControllerGetSensorDataWithTimestamp SDL_GameControllerGetSensorDataWithTimestamp_dylibloader_orig_SDL2 +#define SDL_GameControllerRumble SDL_GameControllerRumble_dylibloader_orig_SDL2 +#define SDL_GameControllerRumbleTriggers SDL_GameControllerRumbleTriggers_dylibloader_orig_SDL2 +#define SDL_GameControllerHasLED SDL_GameControllerHasLED_dylibloader_orig_SDL2 +#define SDL_GameControllerHasRumble SDL_GameControllerHasRumble_dylibloader_orig_SDL2 +#define SDL_GameControllerHasRumbleTriggers SDL_GameControllerHasRumbleTriggers_dylibloader_orig_SDL2 +#define SDL_GameControllerSetLED SDL_GameControllerSetLED_dylibloader_orig_SDL2 +#define SDL_GameControllerSendEffect SDL_GameControllerSendEffect_dylibloader_orig_SDL2 +#define SDL_GameControllerClose SDL_GameControllerClose_dylibloader_orig_SDL2 +#define SDL_GameControllerGetAppleSFSymbolsNameForButton SDL_GameControllerGetAppleSFSymbolsNameForButton_dylibloader_orig_SDL2 +#define SDL_GameControllerGetAppleSFSymbolsNameForAxis SDL_GameControllerGetAppleSFSymbolsNameForAxis_dylibloader_orig_SDL2 +#define SDL_PumpEvents SDL_PumpEvents_dylibloader_orig_SDL2 +#define SDL_PeepEvents SDL_PeepEvents_dylibloader_orig_SDL2 +#define SDL_HasEvent SDL_HasEvent_dylibloader_orig_SDL2 +#define SDL_HasEvents SDL_HasEvents_dylibloader_orig_SDL2 +#define SDL_FlushEvent SDL_FlushEvent_dylibloader_orig_SDL2 +#define SDL_FlushEvents SDL_FlushEvents_dylibloader_orig_SDL2 +#define SDL_PollEvent SDL_PollEvent_dylibloader_orig_SDL2 +#define SDL_WaitEvent SDL_WaitEvent_dylibloader_orig_SDL2 +#define SDL_WaitEventTimeout SDL_WaitEventTimeout_dylibloader_orig_SDL2 +#define SDL_PushEvent SDL_PushEvent_dylibloader_orig_SDL2 +#define SDL_SetEventFilter SDL_SetEventFilter_dylibloader_orig_SDL2 +#define SDL_GetEventFilter SDL_GetEventFilter_dylibloader_orig_SDL2 +#define SDL_AddEventWatch SDL_AddEventWatch_dylibloader_orig_SDL2 +#define SDL_DelEventWatch SDL_DelEventWatch_dylibloader_orig_SDL2 +#define SDL_FilterEvents SDL_FilterEvents_dylibloader_orig_SDL2 +#define SDL_EventState SDL_EventState_dylibloader_orig_SDL2 +#define SDL_RegisterEvents SDL_RegisterEvents_dylibloader_orig_SDL2 +#define SDL_SetHintWithPriority SDL_SetHintWithPriority_dylibloader_orig_SDL2 +#define SDL_SetHint SDL_SetHint_dylibloader_orig_SDL2 +#define SDL_ResetHint SDL_ResetHint_dylibloader_orig_SDL2 +#define SDL_ResetHints SDL_ResetHints_dylibloader_orig_SDL2 +#define SDL_GetHint SDL_GetHint_dylibloader_orig_SDL2 +#define SDL_GetHintBoolean SDL_GetHintBoolean_dylibloader_orig_SDL2 +#define SDL_AddHintCallback SDL_AddHintCallback_dylibloader_orig_SDL2 +#define SDL_DelHintCallback SDL_DelHintCallback_dylibloader_orig_SDL2 +#define SDL_ClearHints SDL_ClearHints_dylibloader_orig_SDL2 +#define SDL_Init SDL_Init_dylibloader_orig_SDL2 +#define SDL_InitSubSystem SDL_InitSubSystem_dylibloader_orig_SDL2 +#define SDL_QuitSubSystem SDL_QuitSubSystem_dylibloader_orig_SDL2 +#define SDL_WasInit SDL_WasInit_dylibloader_orig_SDL2 +#define SDL_Quit SDL_Quit_dylibloader_orig_SDL2 +#include "thirdparty/sdl_headers/SDL.h" +#include "thirdparty/sdl_headers/SDL_main.h" +#include "thirdparty/sdl_headers/SDL_error.h" +#include "thirdparty/sdl_headers/SDL_hints.h" +#include "thirdparty/sdl_headers/SDL_joystick.h" +#include "thirdparty/sdl_headers/SDL_events.h" +#include "thirdparty/sdl_headers/SDL_gamecontroller.h" +#include "thirdparty/sdl_headers/SDL_rwops.h" +#undef SDL_SetMainReady +#undef SDL_SetError +#undef SDL_GetError +#undef SDL_GetErrorMsg +#undef SDL_ClearError +#undef SDL_Error +#undef SDL_RWFromFile +#undef SDL_RWFromFP +#undef SDL_RWFromMem +#undef SDL_RWFromConstMem +#undef SDL_AllocRW +#undef SDL_FreeRW +#undef SDL_RWsize +#undef SDL_RWseek +#undef SDL_RWtell +#undef SDL_RWread +#undef SDL_RWwrite +#undef SDL_RWclose +#undef SDL_LoadFile_RW +#undef SDL_LoadFile +#undef SDL_ReadU8 +#undef SDL_ReadLE16 +#undef SDL_ReadBE16 +#undef SDL_ReadLE32 +#undef SDL_ReadBE32 +#undef SDL_ReadLE64 +#undef SDL_ReadBE64 +#undef SDL_WriteU8 +#undef SDL_WriteLE16 +#undef SDL_WriteBE16 +#undef SDL_WriteLE32 +#undef SDL_WriteBE32 +#undef SDL_WriteLE64 +#undef SDL_WriteBE64 +#undef SDL_LockJoysticks +#undef SDL_UnlockJoysticks +#undef SDL_NumJoysticks +#undef SDL_JoystickNameForIndex +#undef SDL_JoystickPathForIndex +#undef SDL_JoystickGetDevicePlayerIndex +#undef SDL_JoystickGetDeviceGUID +#undef SDL_JoystickGetDeviceVendor +#undef SDL_JoystickGetDeviceProduct +#undef SDL_JoystickGetDeviceProductVersion +#undef SDL_JoystickGetDeviceType +#undef SDL_JoystickGetDeviceInstanceID +#undef SDL_JoystickOpen +#undef SDL_JoystickFromInstanceID +#undef SDL_JoystickFromPlayerIndex +#undef SDL_JoystickAttachVirtual +#undef SDL_JoystickAttachVirtualEx +#undef SDL_JoystickDetachVirtual +#undef SDL_JoystickIsVirtual +#undef SDL_JoystickSetVirtualAxis +#undef SDL_JoystickSetVirtualButton +#undef SDL_JoystickSetVirtualHat +#undef SDL_JoystickName +#undef SDL_JoystickPath +#undef SDL_JoystickGetPlayerIndex +#undef SDL_JoystickSetPlayerIndex +#undef SDL_JoystickGetGUID +#undef SDL_JoystickGetVendor +#undef SDL_JoystickGetProduct +#undef SDL_JoystickGetProductVersion +#undef SDL_JoystickGetFirmwareVersion +#undef SDL_JoystickGetSerial +#undef SDL_JoystickGetType +#undef SDL_JoystickGetGUIDString +#undef SDL_JoystickGetGUIDFromString +#undef SDL_GetJoystickGUIDInfo +#undef SDL_JoystickGetAttached +#undef SDL_JoystickInstanceID +#undef SDL_JoystickNumAxes +#undef SDL_JoystickNumBalls +#undef SDL_JoystickNumHats +#undef SDL_JoystickNumButtons +#undef SDL_JoystickUpdate +#undef SDL_JoystickEventState +#undef SDL_JoystickGetAxis +#undef SDL_JoystickGetAxisInitialState +#undef SDL_JoystickGetHat +#undef SDL_JoystickGetBall +#undef SDL_JoystickGetButton +#undef SDL_JoystickRumble +#undef SDL_JoystickRumbleTriggers +#undef SDL_JoystickHasLED +#undef SDL_JoystickHasRumble +#undef SDL_JoystickHasRumbleTriggers +#undef SDL_JoystickSetLED +#undef SDL_JoystickSendEffect +#undef SDL_JoystickClose +#undef SDL_JoystickCurrentPowerLevel +#undef SDL_GameControllerAddMappingsFromRW +#undef SDL_GameControllerAddMapping +#undef SDL_GameControllerNumMappings +#undef SDL_GameControllerMappingForIndex +#undef SDL_GameControllerMappingForGUID +#undef SDL_GameControllerMapping +#undef SDL_IsGameController +#undef SDL_GameControllerNameForIndex +#undef SDL_GameControllerPathForIndex +#undef SDL_GameControllerTypeForIndex +#undef SDL_GameControllerMappingForDeviceIndex +#undef SDL_GameControllerOpen +#undef SDL_GameControllerFromInstanceID +#undef SDL_GameControllerFromPlayerIndex +#undef SDL_GameControllerName +#undef SDL_GameControllerPath +#undef SDL_GameControllerGetType +#undef SDL_GameControllerGetPlayerIndex +#undef SDL_GameControllerSetPlayerIndex +#undef SDL_GameControllerGetVendor +#undef SDL_GameControllerGetProduct +#undef SDL_GameControllerGetProductVersion +#undef SDL_GameControllerGetFirmwareVersion +#undef SDL_GameControllerGetSerial +#undef SDL_GameControllerGetAttached +#undef SDL_GameControllerGetJoystick +#undef SDL_GameControllerEventState +#undef SDL_GameControllerUpdate +#undef SDL_GameControllerGetAxisFromString +#undef SDL_GameControllerGetStringForAxis +#undef SDL_GameControllerGetBindForAxis +#undef SDL_GameControllerHasAxis +#undef SDL_GameControllerGetAxis +#undef SDL_GameControllerGetButtonFromString +#undef SDL_GameControllerGetStringForButton +#undef SDL_GameControllerGetBindForButton +#undef SDL_GameControllerHasButton +#undef SDL_GameControllerGetButton +#undef SDL_GameControllerGetNumTouchpads +#undef SDL_GameControllerGetNumTouchpadFingers +#undef SDL_GameControllerGetTouchpadFinger +#undef SDL_GameControllerHasSensor +#undef SDL_GameControllerSetSensorEnabled +#undef SDL_GameControllerIsSensorEnabled +#undef SDL_GameControllerGetSensorDataRate +#undef SDL_GameControllerGetSensorData +#undef SDL_GameControllerGetSensorDataWithTimestamp +#undef SDL_GameControllerRumble +#undef SDL_GameControllerRumbleTriggers +#undef SDL_GameControllerHasLED +#undef SDL_GameControllerHasRumble +#undef SDL_GameControllerHasRumbleTriggers +#undef SDL_GameControllerSetLED +#undef SDL_GameControllerSendEffect +#undef SDL_GameControllerClose +#undef SDL_GameControllerGetAppleSFSymbolsNameForButton +#undef SDL_GameControllerGetAppleSFSymbolsNameForAxis +#undef SDL_PumpEvents +#undef SDL_PeepEvents +#undef SDL_HasEvent +#undef SDL_HasEvents +#undef SDL_FlushEvent +#undef SDL_FlushEvents +#undef SDL_PollEvent +#undef SDL_WaitEvent +#undef SDL_WaitEventTimeout +#undef SDL_PushEvent +#undef SDL_SetEventFilter +#undef SDL_GetEventFilter +#undef SDL_AddEventWatch +#undef SDL_DelEventWatch +#undef SDL_FilterEvents +#undef SDL_EventState +#undef SDL_RegisterEvents +#undef SDL_SetHintWithPriority +#undef SDL_SetHint +#undef SDL_ResetHint +#undef SDL_ResetHints +#undef SDL_GetHint +#undef SDL_GetHintBoolean +#undef SDL_AddHintCallback +#undef SDL_DelHintCallback +#undef SDL_ClearHints +#undef SDL_Init +#undef SDL_InitSubSystem +#undef SDL_QuitSubSystem +#undef SDL_WasInit +#undef SDL_Quit +#ifdef __cplusplus +extern "C" { +#endif +#define SDL_SetMainReady SDL_SetMainReady_dylibloader_wrapper_SDL2 +#define SDL_SetError SDL_SetError_dylibloader_wrapper_SDL2 +#define SDL_GetError SDL_GetError_dylibloader_wrapper_SDL2 +#define SDL_GetErrorMsg SDL_GetErrorMsg_dylibloader_wrapper_SDL2 +#define SDL_ClearError SDL_ClearError_dylibloader_wrapper_SDL2 +#define SDL_Error SDL_Error_dylibloader_wrapper_SDL2 +#define SDL_RWFromFile SDL_RWFromFile_dylibloader_wrapper_SDL2 +#define SDL_RWFromFP SDL_RWFromFP_dylibloader_wrapper_SDL2 +#define SDL_RWFromMem SDL_RWFromMem_dylibloader_wrapper_SDL2 +#define SDL_RWFromConstMem SDL_RWFromConstMem_dylibloader_wrapper_SDL2 +#define SDL_AllocRW SDL_AllocRW_dylibloader_wrapper_SDL2 +#define SDL_FreeRW SDL_FreeRW_dylibloader_wrapper_SDL2 +#define SDL_RWsize SDL_RWsize_dylibloader_wrapper_SDL2 +#define SDL_RWseek SDL_RWseek_dylibloader_wrapper_SDL2 +#define SDL_RWtell SDL_RWtell_dylibloader_wrapper_SDL2 +#define SDL_RWread SDL_RWread_dylibloader_wrapper_SDL2 +#define SDL_RWwrite SDL_RWwrite_dylibloader_wrapper_SDL2 +#define SDL_RWclose SDL_RWclose_dylibloader_wrapper_SDL2 +#define SDL_LoadFile_RW SDL_LoadFile_RW_dylibloader_wrapper_SDL2 +#define SDL_LoadFile SDL_LoadFile_dylibloader_wrapper_SDL2 +#define SDL_ReadU8 SDL_ReadU8_dylibloader_wrapper_SDL2 +#define SDL_ReadLE16 SDL_ReadLE16_dylibloader_wrapper_SDL2 +#define SDL_ReadBE16 SDL_ReadBE16_dylibloader_wrapper_SDL2 +#define SDL_ReadLE32 SDL_ReadLE32_dylibloader_wrapper_SDL2 +#define SDL_ReadBE32 SDL_ReadBE32_dylibloader_wrapper_SDL2 +#define SDL_ReadLE64 SDL_ReadLE64_dylibloader_wrapper_SDL2 +#define SDL_ReadBE64 SDL_ReadBE64_dylibloader_wrapper_SDL2 +#define SDL_WriteU8 SDL_WriteU8_dylibloader_wrapper_SDL2 +#define SDL_WriteLE16 SDL_WriteLE16_dylibloader_wrapper_SDL2 +#define SDL_WriteBE16 SDL_WriteBE16_dylibloader_wrapper_SDL2 +#define SDL_WriteLE32 SDL_WriteLE32_dylibloader_wrapper_SDL2 +#define SDL_WriteBE32 SDL_WriteBE32_dylibloader_wrapper_SDL2 +#define SDL_WriteLE64 SDL_WriteLE64_dylibloader_wrapper_SDL2 +#define SDL_WriteBE64 SDL_WriteBE64_dylibloader_wrapper_SDL2 +#define SDL_LockJoysticks SDL_LockJoysticks_dylibloader_wrapper_SDL2 +#define SDL_UnlockJoysticks SDL_UnlockJoysticks_dylibloader_wrapper_SDL2 +#define SDL_NumJoysticks SDL_NumJoysticks_dylibloader_wrapper_SDL2 +#define SDL_JoystickNameForIndex SDL_JoystickNameForIndex_dylibloader_wrapper_SDL2 +#define SDL_JoystickPathForIndex SDL_JoystickPathForIndex_dylibloader_wrapper_SDL2 +#define SDL_JoystickGetDevicePlayerIndex SDL_JoystickGetDevicePlayerIndex_dylibloader_wrapper_SDL2 +#define SDL_JoystickGetDeviceGUID SDL_JoystickGetDeviceGUID_dylibloader_wrapper_SDL2 +#define SDL_JoystickGetDeviceVendor SDL_JoystickGetDeviceVendor_dylibloader_wrapper_SDL2 +#define SDL_JoystickGetDeviceProduct SDL_JoystickGetDeviceProduct_dylibloader_wrapper_SDL2 +#define SDL_JoystickGetDeviceProductVersion SDL_JoystickGetDeviceProductVersion_dylibloader_wrapper_SDL2 +#define SDL_JoystickGetDeviceType SDL_JoystickGetDeviceType_dylibloader_wrapper_SDL2 +#define SDL_JoystickGetDeviceInstanceID SDL_JoystickGetDeviceInstanceID_dylibloader_wrapper_SDL2 +#define SDL_JoystickOpen SDL_JoystickOpen_dylibloader_wrapper_SDL2 +#define SDL_JoystickFromInstanceID SDL_JoystickFromInstanceID_dylibloader_wrapper_SDL2 +#define SDL_JoystickFromPlayerIndex SDL_JoystickFromPlayerIndex_dylibloader_wrapper_SDL2 +#define SDL_JoystickAttachVirtual SDL_JoystickAttachVirtual_dylibloader_wrapper_SDL2 +#define SDL_JoystickAttachVirtualEx SDL_JoystickAttachVirtualEx_dylibloader_wrapper_SDL2 +#define SDL_JoystickDetachVirtual SDL_JoystickDetachVirtual_dylibloader_wrapper_SDL2 +#define SDL_JoystickIsVirtual SDL_JoystickIsVirtual_dylibloader_wrapper_SDL2 +#define SDL_JoystickSetVirtualAxis SDL_JoystickSetVirtualAxis_dylibloader_wrapper_SDL2 +#define SDL_JoystickSetVirtualButton SDL_JoystickSetVirtualButton_dylibloader_wrapper_SDL2 +#define SDL_JoystickSetVirtualHat SDL_JoystickSetVirtualHat_dylibloader_wrapper_SDL2 +#define SDL_JoystickName SDL_JoystickName_dylibloader_wrapper_SDL2 +#define SDL_JoystickPath SDL_JoystickPath_dylibloader_wrapper_SDL2 +#define SDL_JoystickGetPlayerIndex SDL_JoystickGetPlayerIndex_dylibloader_wrapper_SDL2 +#define SDL_JoystickSetPlayerIndex SDL_JoystickSetPlayerIndex_dylibloader_wrapper_SDL2 +#define SDL_JoystickGetGUID SDL_JoystickGetGUID_dylibloader_wrapper_SDL2 +#define SDL_JoystickGetVendor SDL_JoystickGetVendor_dylibloader_wrapper_SDL2 +#define SDL_JoystickGetProduct SDL_JoystickGetProduct_dylibloader_wrapper_SDL2 +#define SDL_JoystickGetProductVersion SDL_JoystickGetProductVersion_dylibloader_wrapper_SDL2 +#define SDL_JoystickGetFirmwareVersion SDL_JoystickGetFirmwareVersion_dylibloader_wrapper_SDL2 +#define SDL_JoystickGetSerial SDL_JoystickGetSerial_dylibloader_wrapper_SDL2 +#define SDL_JoystickGetType SDL_JoystickGetType_dylibloader_wrapper_SDL2 +#define SDL_JoystickGetGUIDString SDL_JoystickGetGUIDString_dylibloader_wrapper_SDL2 +#define SDL_JoystickGetGUIDFromString SDL_JoystickGetGUIDFromString_dylibloader_wrapper_SDL2 +#define SDL_GetJoystickGUIDInfo SDL_GetJoystickGUIDInfo_dylibloader_wrapper_SDL2 +#define SDL_JoystickGetAttached SDL_JoystickGetAttached_dylibloader_wrapper_SDL2 +#define SDL_JoystickInstanceID SDL_JoystickInstanceID_dylibloader_wrapper_SDL2 +#define SDL_JoystickNumAxes SDL_JoystickNumAxes_dylibloader_wrapper_SDL2 +#define SDL_JoystickNumBalls SDL_JoystickNumBalls_dylibloader_wrapper_SDL2 +#define SDL_JoystickNumHats SDL_JoystickNumHats_dylibloader_wrapper_SDL2 +#define SDL_JoystickNumButtons SDL_JoystickNumButtons_dylibloader_wrapper_SDL2 +#define SDL_JoystickUpdate SDL_JoystickUpdate_dylibloader_wrapper_SDL2 +#define SDL_JoystickEventState SDL_JoystickEventState_dylibloader_wrapper_SDL2 +#define SDL_JoystickGetAxis SDL_JoystickGetAxis_dylibloader_wrapper_SDL2 +#define SDL_JoystickGetAxisInitialState SDL_JoystickGetAxisInitialState_dylibloader_wrapper_SDL2 +#define SDL_JoystickGetHat SDL_JoystickGetHat_dylibloader_wrapper_SDL2 +#define SDL_JoystickGetBall SDL_JoystickGetBall_dylibloader_wrapper_SDL2 +#define SDL_JoystickGetButton SDL_JoystickGetButton_dylibloader_wrapper_SDL2 +#define SDL_JoystickRumble SDL_JoystickRumble_dylibloader_wrapper_SDL2 +#define SDL_JoystickRumbleTriggers SDL_JoystickRumbleTriggers_dylibloader_wrapper_SDL2 +#define SDL_JoystickHasLED SDL_JoystickHasLED_dylibloader_wrapper_SDL2 +#define SDL_JoystickHasRumble SDL_JoystickHasRumble_dylibloader_wrapper_SDL2 +#define SDL_JoystickHasRumbleTriggers SDL_JoystickHasRumbleTriggers_dylibloader_wrapper_SDL2 +#define SDL_JoystickSetLED SDL_JoystickSetLED_dylibloader_wrapper_SDL2 +#define SDL_JoystickSendEffect SDL_JoystickSendEffect_dylibloader_wrapper_SDL2 +#define SDL_JoystickClose SDL_JoystickClose_dylibloader_wrapper_SDL2 +#define SDL_JoystickCurrentPowerLevel SDL_JoystickCurrentPowerLevel_dylibloader_wrapper_SDL2 +#define SDL_GameControllerAddMappingsFromRW SDL_GameControllerAddMappingsFromRW_dylibloader_wrapper_SDL2 +#define SDL_GameControllerAddMapping SDL_GameControllerAddMapping_dylibloader_wrapper_SDL2 +#define SDL_GameControllerNumMappings SDL_GameControllerNumMappings_dylibloader_wrapper_SDL2 +#define SDL_GameControllerMappingForIndex SDL_GameControllerMappingForIndex_dylibloader_wrapper_SDL2 +#define SDL_GameControllerMappingForGUID SDL_GameControllerMappingForGUID_dylibloader_wrapper_SDL2 +#define SDL_GameControllerMapping SDL_GameControllerMapping_dylibloader_wrapper_SDL2 +#define SDL_IsGameController SDL_IsGameController_dylibloader_wrapper_SDL2 +#define SDL_GameControllerNameForIndex SDL_GameControllerNameForIndex_dylibloader_wrapper_SDL2 +#define SDL_GameControllerPathForIndex SDL_GameControllerPathForIndex_dylibloader_wrapper_SDL2 +#define SDL_GameControllerTypeForIndex SDL_GameControllerTypeForIndex_dylibloader_wrapper_SDL2 +#define SDL_GameControllerMappingForDeviceIndex SDL_GameControllerMappingForDeviceIndex_dylibloader_wrapper_SDL2 +#define SDL_GameControllerOpen SDL_GameControllerOpen_dylibloader_wrapper_SDL2 +#define SDL_GameControllerFromInstanceID SDL_GameControllerFromInstanceID_dylibloader_wrapper_SDL2 +#define SDL_GameControllerFromPlayerIndex SDL_GameControllerFromPlayerIndex_dylibloader_wrapper_SDL2 +#define SDL_GameControllerName SDL_GameControllerName_dylibloader_wrapper_SDL2 +#define SDL_GameControllerPath SDL_GameControllerPath_dylibloader_wrapper_SDL2 +#define SDL_GameControllerGetType SDL_GameControllerGetType_dylibloader_wrapper_SDL2 +#define SDL_GameControllerGetPlayerIndex SDL_GameControllerGetPlayerIndex_dylibloader_wrapper_SDL2 +#define SDL_GameControllerSetPlayerIndex SDL_GameControllerSetPlayerIndex_dylibloader_wrapper_SDL2 +#define SDL_GameControllerGetVendor SDL_GameControllerGetVendor_dylibloader_wrapper_SDL2 +#define SDL_GameControllerGetProduct SDL_GameControllerGetProduct_dylibloader_wrapper_SDL2 +#define SDL_GameControllerGetProductVersion SDL_GameControllerGetProductVersion_dylibloader_wrapper_SDL2 +#define SDL_GameControllerGetFirmwareVersion SDL_GameControllerGetFirmwareVersion_dylibloader_wrapper_SDL2 +#define SDL_GameControllerGetSerial SDL_GameControllerGetSerial_dylibloader_wrapper_SDL2 +#define SDL_GameControllerGetAttached SDL_GameControllerGetAttached_dylibloader_wrapper_SDL2 +#define SDL_GameControllerGetJoystick SDL_GameControllerGetJoystick_dylibloader_wrapper_SDL2 +#define SDL_GameControllerEventState SDL_GameControllerEventState_dylibloader_wrapper_SDL2 +#define SDL_GameControllerUpdate SDL_GameControllerUpdate_dylibloader_wrapper_SDL2 +#define SDL_GameControllerGetAxisFromString SDL_GameControllerGetAxisFromString_dylibloader_wrapper_SDL2 +#define SDL_GameControllerGetStringForAxis SDL_GameControllerGetStringForAxis_dylibloader_wrapper_SDL2 +#define SDL_GameControllerGetBindForAxis SDL_GameControllerGetBindForAxis_dylibloader_wrapper_SDL2 +#define SDL_GameControllerHasAxis SDL_GameControllerHasAxis_dylibloader_wrapper_SDL2 +#define SDL_GameControllerGetAxis SDL_GameControllerGetAxis_dylibloader_wrapper_SDL2 +#define SDL_GameControllerGetButtonFromString SDL_GameControllerGetButtonFromString_dylibloader_wrapper_SDL2 +#define SDL_GameControllerGetStringForButton SDL_GameControllerGetStringForButton_dylibloader_wrapper_SDL2 +#define SDL_GameControllerGetBindForButton SDL_GameControllerGetBindForButton_dylibloader_wrapper_SDL2 +#define SDL_GameControllerHasButton SDL_GameControllerHasButton_dylibloader_wrapper_SDL2 +#define SDL_GameControllerGetButton SDL_GameControllerGetButton_dylibloader_wrapper_SDL2 +#define SDL_GameControllerGetNumTouchpads SDL_GameControllerGetNumTouchpads_dylibloader_wrapper_SDL2 +#define SDL_GameControllerGetNumTouchpadFingers SDL_GameControllerGetNumTouchpadFingers_dylibloader_wrapper_SDL2 +#define SDL_GameControllerGetTouchpadFinger SDL_GameControllerGetTouchpadFinger_dylibloader_wrapper_SDL2 +#define SDL_GameControllerHasSensor SDL_GameControllerHasSensor_dylibloader_wrapper_SDL2 +#define SDL_GameControllerSetSensorEnabled SDL_GameControllerSetSensorEnabled_dylibloader_wrapper_SDL2 +#define SDL_GameControllerIsSensorEnabled SDL_GameControllerIsSensorEnabled_dylibloader_wrapper_SDL2 +#define SDL_GameControllerGetSensorDataRate SDL_GameControllerGetSensorDataRate_dylibloader_wrapper_SDL2 +#define SDL_GameControllerGetSensorData SDL_GameControllerGetSensorData_dylibloader_wrapper_SDL2 +#define SDL_GameControllerGetSensorDataWithTimestamp SDL_GameControllerGetSensorDataWithTimestamp_dylibloader_wrapper_SDL2 +#define SDL_GameControllerRumble SDL_GameControllerRumble_dylibloader_wrapper_SDL2 +#define SDL_GameControllerRumbleTriggers SDL_GameControllerRumbleTriggers_dylibloader_wrapper_SDL2 +#define SDL_GameControllerHasLED SDL_GameControllerHasLED_dylibloader_wrapper_SDL2 +#define SDL_GameControllerHasRumble SDL_GameControllerHasRumble_dylibloader_wrapper_SDL2 +#define SDL_GameControllerHasRumbleTriggers SDL_GameControllerHasRumbleTriggers_dylibloader_wrapper_SDL2 +#define SDL_GameControllerSetLED SDL_GameControllerSetLED_dylibloader_wrapper_SDL2 +#define SDL_GameControllerSendEffect SDL_GameControllerSendEffect_dylibloader_wrapper_SDL2 +#define SDL_GameControllerClose SDL_GameControllerClose_dylibloader_wrapper_SDL2 +#define SDL_GameControllerGetAppleSFSymbolsNameForButton SDL_GameControllerGetAppleSFSymbolsNameForButton_dylibloader_wrapper_SDL2 +#define SDL_GameControllerGetAppleSFSymbolsNameForAxis SDL_GameControllerGetAppleSFSymbolsNameForAxis_dylibloader_wrapper_SDL2 +#define SDL_PumpEvents SDL_PumpEvents_dylibloader_wrapper_SDL2 +#define SDL_PeepEvents SDL_PeepEvents_dylibloader_wrapper_SDL2 +#define SDL_HasEvent SDL_HasEvent_dylibloader_wrapper_SDL2 +#define SDL_HasEvents SDL_HasEvents_dylibloader_wrapper_SDL2 +#define SDL_FlushEvent SDL_FlushEvent_dylibloader_wrapper_SDL2 +#define SDL_FlushEvents SDL_FlushEvents_dylibloader_wrapper_SDL2 +#define SDL_PollEvent SDL_PollEvent_dylibloader_wrapper_SDL2 +#define SDL_WaitEvent SDL_WaitEvent_dylibloader_wrapper_SDL2 +#define SDL_WaitEventTimeout SDL_WaitEventTimeout_dylibloader_wrapper_SDL2 +#define SDL_PushEvent SDL_PushEvent_dylibloader_wrapper_SDL2 +#define SDL_SetEventFilter SDL_SetEventFilter_dylibloader_wrapper_SDL2 +#define SDL_GetEventFilter SDL_GetEventFilter_dylibloader_wrapper_SDL2 +#define SDL_AddEventWatch SDL_AddEventWatch_dylibloader_wrapper_SDL2 +#define SDL_DelEventWatch SDL_DelEventWatch_dylibloader_wrapper_SDL2 +#define SDL_FilterEvents SDL_FilterEvents_dylibloader_wrapper_SDL2 +#define SDL_EventState SDL_EventState_dylibloader_wrapper_SDL2 +#define SDL_RegisterEvents SDL_RegisterEvents_dylibloader_wrapper_SDL2 +#define SDL_SetHintWithPriority SDL_SetHintWithPriority_dylibloader_wrapper_SDL2 +#define SDL_SetHint SDL_SetHint_dylibloader_wrapper_SDL2 +#define SDL_ResetHint SDL_ResetHint_dylibloader_wrapper_SDL2 +#define SDL_ResetHints SDL_ResetHints_dylibloader_wrapper_SDL2 +#define SDL_GetHint SDL_GetHint_dylibloader_wrapper_SDL2 +#define SDL_GetHintBoolean SDL_GetHintBoolean_dylibloader_wrapper_SDL2 +#define SDL_AddHintCallback SDL_AddHintCallback_dylibloader_wrapper_SDL2 +#define SDL_DelHintCallback SDL_DelHintCallback_dylibloader_wrapper_SDL2 +#define SDL_ClearHints SDL_ClearHints_dylibloader_wrapper_SDL2 +#define SDL_Init SDL_Init_dylibloader_wrapper_SDL2 +#define SDL_InitSubSystem SDL_InitSubSystem_dylibloader_wrapper_SDL2 +#define SDL_QuitSubSystem SDL_QuitSubSystem_dylibloader_wrapper_SDL2 +#define SDL_WasInit SDL_WasInit_dylibloader_wrapper_SDL2 +#define SDL_Quit SDL_Quit_dylibloader_wrapper_SDL2 +extern void (*SDL_SetMainReady_dylibloader_wrapper_SDL2)(void); +extern int (*SDL_SetError_dylibloader_wrapper_SDL2)(const char *, ...); +extern const char *(*SDL_GetError_dylibloader_wrapper_SDL2)(void); +extern char *(*SDL_GetErrorMsg_dylibloader_wrapper_SDL2)(char *, int); +extern void (*SDL_ClearError_dylibloader_wrapper_SDL2)(void); +extern int (*SDL_Error_dylibloader_wrapper_SDL2)(SDL_errorcode); +extern SDL_RWops *(*SDL_RWFromFile_dylibloader_wrapper_SDL2)(const char *, const char *); +extern SDL_RWops *(*SDL_RWFromFP_dylibloader_wrapper_SDL2)(void *, SDL_bool); +extern SDL_RWops *(*SDL_RWFromMem_dylibloader_wrapper_SDL2)(void *, int); +extern SDL_RWops *(*SDL_RWFromConstMem_dylibloader_wrapper_SDL2)(const void *, int); +extern SDL_RWops *(*SDL_AllocRW_dylibloader_wrapper_SDL2)(void); +extern void (*SDL_FreeRW_dylibloader_wrapper_SDL2)(SDL_RWops *); +extern Sint64 (*SDL_RWsize_dylibloader_wrapper_SDL2)(SDL_RWops *); +extern Sint64 (*SDL_RWseek_dylibloader_wrapper_SDL2)(SDL_RWops *, Sint64, int); +extern Sint64 (*SDL_RWtell_dylibloader_wrapper_SDL2)(SDL_RWops *); +extern size_t (*SDL_RWread_dylibloader_wrapper_SDL2)(SDL_RWops *, void *, size_t, size_t); +extern size_t (*SDL_RWwrite_dylibloader_wrapper_SDL2)(SDL_RWops *, const void *, size_t, size_t); +extern int (*SDL_RWclose_dylibloader_wrapper_SDL2)(SDL_RWops *); +extern void *(*SDL_LoadFile_RW_dylibloader_wrapper_SDL2)(SDL_RWops *, size_t *, int); +extern void *(*SDL_LoadFile_dylibloader_wrapper_SDL2)(const char *, size_t *); +extern Uint8 (*SDL_ReadU8_dylibloader_wrapper_SDL2)(SDL_RWops *); +extern Uint16 (*SDL_ReadLE16_dylibloader_wrapper_SDL2)(SDL_RWops *); +extern Uint16 (*SDL_ReadBE16_dylibloader_wrapper_SDL2)(SDL_RWops *); +extern Uint32 (*SDL_ReadLE32_dylibloader_wrapper_SDL2)(SDL_RWops *); +extern Uint32 (*SDL_ReadBE32_dylibloader_wrapper_SDL2)(SDL_RWops *); +extern Uint64 (*SDL_ReadLE64_dylibloader_wrapper_SDL2)(SDL_RWops *); +extern Uint64 (*SDL_ReadBE64_dylibloader_wrapper_SDL2)(SDL_RWops *); +extern size_t (*SDL_WriteU8_dylibloader_wrapper_SDL2)(SDL_RWops *, Uint8); +extern size_t (*SDL_WriteLE16_dylibloader_wrapper_SDL2)(SDL_RWops *, Uint16); +extern size_t (*SDL_WriteBE16_dylibloader_wrapper_SDL2)(SDL_RWops *, Uint16); +extern size_t (*SDL_WriteLE32_dylibloader_wrapper_SDL2)(SDL_RWops *, Uint32); +extern size_t (*SDL_WriteBE32_dylibloader_wrapper_SDL2)(SDL_RWops *, Uint32); +extern size_t (*SDL_WriteLE64_dylibloader_wrapper_SDL2)(SDL_RWops *, Uint64); +extern size_t (*SDL_WriteBE64_dylibloader_wrapper_SDL2)(SDL_RWops *, Uint64); +extern void (*SDL_LockJoysticks_dylibloader_wrapper_SDL2)(void); +extern void (*SDL_UnlockJoysticks_dylibloader_wrapper_SDL2)(void); +extern int (*SDL_NumJoysticks_dylibloader_wrapper_SDL2)(void); +extern const char *(*SDL_JoystickNameForIndex_dylibloader_wrapper_SDL2)(int); +extern const char *(*SDL_JoystickPathForIndex_dylibloader_wrapper_SDL2)(int); +extern int (*SDL_JoystickGetDevicePlayerIndex_dylibloader_wrapper_SDL2)(int); +extern SDL_JoystickGUID (*SDL_JoystickGetDeviceGUID_dylibloader_wrapper_SDL2)(int); +extern Uint16 (*SDL_JoystickGetDeviceVendor_dylibloader_wrapper_SDL2)(int); +extern Uint16 (*SDL_JoystickGetDeviceProduct_dylibloader_wrapper_SDL2)(int); +extern Uint16 (*SDL_JoystickGetDeviceProductVersion_dylibloader_wrapper_SDL2)(int); +extern SDL_JoystickType (*SDL_JoystickGetDeviceType_dylibloader_wrapper_SDL2)(int); +extern SDL_JoystickID (*SDL_JoystickGetDeviceInstanceID_dylibloader_wrapper_SDL2)(int); +extern SDL_Joystick *(*SDL_JoystickOpen_dylibloader_wrapper_SDL2)(int); +extern SDL_Joystick *(*SDL_JoystickFromInstanceID_dylibloader_wrapper_SDL2)(SDL_JoystickID); +extern SDL_Joystick *(*SDL_JoystickFromPlayerIndex_dylibloader_wrapper_SDL2)(int); +extern int (*SDL_JoystickAttachVirtual_dylibloader_wrapper_SDL2)(SDL_JoystickType, int, int, int); +extern int (*SDL_JoystickAttachVirtualEx_dylibloader_wrapper_SDL2)(const SDL_VirtualJoystickDesc *); +extern int (*SDL_JoystickDetachVirtual_dylibloader_wrapper_SDL2)(int); +extern SDL_bool (*SDL_JoystickIsVirtual_dylibloader_wrapper_SDL2)(int); +extern int (*SDL_JoystickSetVirtualAxis_dylibloader_wrapper_SDL2)(SDL_Joystick *, int, Sint16); +extern int (*SDL_JoystickSetVirtualButton_dylibloader_wrapper_SDL2)(SDL_Joystick *, int, Uint8); +extern int (*SDL_JoystickSetVirtualHat_dylibloader_wrapper_SDL2)(SDL_Joystick *, int, Uint8); +extern const char *(*SDL_JoystickName_dylibloader_wrapper_SDL2)(SDL_Joystick *); +extern const char *(*SDL_JoystickPath_dylibloader_wrapper_SDL2)(SDL_Joystick *); +extern int (*SDL_JoystickGetPlayerIndex_dylibloader_wrapper_SDL2)(SDL_Joystick *); +extern void (*SDL_JoystickSetPlayerIndex_dylibloader_wrapper_SDL2)(SDL_Joystick *, int); +extern SDL_JoystickGUID (*SDL_JoystickGetGUID_dylibloader_wrapper_SDL2)(SDL_Joystick *); +extern Uint16 (*SDL_JoystickGetVendor_dylibloader_wrapper_SDL2)(SDL_Joystick *); +extern Uint16 (*SDL_JoystickGetProduct_dylibloader_wrapper_SDL2)(SDL_Joystick *); +extern Uint16 (*SDL_JoystickGetProductVersion_dylibloader_wrapper_SDL2)(SDL_Joystick *); +extern Uint16 (*SDL_JoystickGetFirmwareVersion_dylibloader_wrapper_SDL2)(SDL_Joystick *); +extern const char *(*SDL_JoystickGetSerial_dylibloader_wrapper_SDL2)(SDL_Joystick *); +extern SDL_JoystickType (*SDL_JoystickGetType_dylibloader_wrapper_SDL2)(SDL_Joystick *); +extern void (*SDL_JoystickGetGUIDString_dylibloader_wrapper_SDL2)(SDL_JoystickGUID, char *, int); +extern SDL_JoystickGUID (*SDL_JoystickGetGUIDFromString_dylibloader_wrapper_SDL2)(const char *); +extern void (*SDL_GetJoystickGUIDInfo_dylibloader_wrapper_SDL2)(SDL_JoystickGUID, Uint16 *, Uint16 *, Uint16 *, Uint16 *); +extern SDL_bool (*SDL_JoystickGetAttached_dylibloader_wrapper_SDL2)(SDL_Joystick *); +extern SDL_JoystickID (*SDL_JoystickInstanceID_dylibloader_wrapper_SDL2)(SDL_Joystick *); +extern int (*SDL_JoystickNumAxes_dylibloader_wrapper_SDL2)(SDL_Joystick *); +extern int (*SDL_JoystickNumBalls_dylibloader_wrapper_SDL2)(SDL_Joystick *); +extern int (*SDL_JoystickNumHats_dylibloader_wrapper_SDL2)(SDL_Joystick *); +extern int (*SDL_JoystickNumButtons_dylibloader_wrapper_SDL2)(SDL_Joystick *); +extern void (*SDL_JoystickUpdate_dylibloader_wrapper_SDL2)(void); +extern int (*SDL_JoystickEventState_dylibloader_wrapper_SDL2)(int); +extern Sint16 (*SDL_JoystickGetAxis_dylibloader_wrapper_SDL2)(SDL_Joystick *, int); +extern SDL_bool (*SDL_JoystickGetAxisInitialState_dylibloader_wrapper_SDL2)(SDL_Joystick *, int, Sint16 *); +extern Uint8 (*SDL_JoystickGetHat_dylibloader_wrapper_SDL2)(SDL_Joystick *, int); +extern int (*SDL_JoystickGetBall_dylibloader_wrapper_SDL2)(SDL_Joystick *, int, int *, int *); +extern Uint8 (*SDL_JoystickGetButton_dylibloader_wrapper_SDL2)(SDL_Joystick *, int); +extern int (*SDL_JoystickRumble_dylibloader_wrapper_SDL2)(SDL_Joystick *, Uint16, Uint16, Uint32); +extern int (*SDL_JoystickRumbleTriggers_dylibloader_wrapper_SDL2)(SDL_Joystick *, Uint16, Uint16, Uint32); +extern SDL_bool (*SDL_JoystickHasLED_dylibloader_wrapper_SDL2)(SDL_Joystick *); +extern SDL_bool (*SDL_JoystickHasRumble_dylibloader_wrapper_SDL2)(SDL_Joystick *); +extern SDL_bool (*SDL_JoystickHasRumbleTriggers_dylibloader_wrapper_SDL2)(SDL_Joystick *); +extern int (*SDL_JoystickSetLED_dylibloader_wrapper_SDL2)(SDL_Joystick *, Uint8, Uint8, Uint8); +extern int (*SDL_JoystickSendEffect_dylibloader_wrapper_SDL2)(SDL_Joystick *, const void *, int); +extern void (*SDL_JoystickClose_dylibloader_wrapper_SDL2)(SDL_Joystick *); +extern SDL_JoystickPowerLevel (*SDL_JoystickCurrentPowerLevel_dylibloader_wrapper_SDL2)(SDL_Joystick *); +extern int (*SDL_GameControllerAddMappingsFromRW_dylibloader_wrapper_SDL2)(SDL_RWops *, int); +extern int (*SDL_GameControllerAddMapping_dylibloader_wrapper_SDL2)(const char *); +extern int (*SDL_GameControllerNumMappings_dylibloader_wrapper_SDL2)(void); +extern char *(*SDL_GameControllerMappingForIndex_dylibloader_wrapper_SDL2)(int); +extern char *(*SDL_GameControllerMappingForGUID_dylibloader_wrapper_SDL2)(SDL_JoystickGUID); +extern char *(*SDL_GameControllerMapping_dylibloader_wrapper_SDL2)(SDL_GameController *); +extern SDL_bool (*SDL_IsGameController_dylibloader_wrapper_SDL2)(int); +extern const char *(*SDL_GameControllerNameForIndex_dylibloader_wrapper_SDL2)(int); +extern const char *(*SDL_GameControllerPathForIndex_dylibloader_wrapper_SDL2)(int); +extern SDL_GameControllerType (*SDL_GameControllerTypeForIndex_dylibloader_wrapper_SDL2)(int); +extern char *(*SDL_GameControllerMappingForDeviceIndex_dylibloader_wrapper_SDL2)(int); +extern SDL_GameController *(*SDL_GameControllerOpen_dylibloader_wrapper_SDL2)(int); +extern SDL_GameController *(*SDL_GameControllerFromInstanceID_dylibloader_wrapper_SDL2)(SDL_JoystickID); +extern SDL_GameController *(*SDL_GameControllerFromPlayerIndex_dylibloader_wrapper_SDL2)(int); +extern const char *(*SDL_GameControllerName_dylibloader_wrapper_SDL2)(SDL_GameController *); +extern const char *(*SDL_GameControllerPath_dylibloader_wrapper_SDL2)(SDL_GameController *); +extern SDL_GameControllerType (*SDL_GameControllerGetType_dylibloader_wrapper_SDL2)(SDL_GameController *); +extern int (*SDL_GameControllerGetPlayerIndex_dylibloader_wrapper_SDL2)(SDL_GameController *); +extern void (*SDL_GameControllerSetPlayerIndex_dylibloader_wrapper_SDL2)(SDL_GameController *, int); +extern Uint16 (*SDL_GameControllerGetVendor_dylibloader_wrapper_SDL2)(SDL_GameController *); +extern Uint16 (*SDL_GameControllerGetProduct_dylibloader_wrapper_SDL2)(SDL_GameController *); +extern Uint16 (*SDL_GameControllerGetProductVersion_dylibloader_wrapper_SDL2)(SDL_GameController *); +extern Uint16 (*SDL_GameControllerGetFirmwareVersion_dylibloader_wrapper_SDL2)(SDL_GameController *); +extern const char *(*SDL_GameControllerGetSerial_dylibloader_wrapper_SDL2)(SDL_GameController *); +extern SDL_bool (*SDL_GameControllerGetAttached_dylibloader_wrapper_SDL2)(SDL_GameController *); +extern SDL_Joystick *(*SDL_GameControllerGetJoystick_dylibloader_wrapper_SDL2)(SDL_GameController *); +extern int (*SDL_GameControllerEventState_dylibloader_wrapper_SDL2)(int); +extern void (*SDL_GameControllerUpdate_dylibloader_wrapper_SDL2)(void); +extern SDL_GameControllerAxis (*SDL_GameControllerGetAxisFromString_dylibloader_wrapper_SDL2)(const char *); +extern const char *(*SDL_GameControllerGetStringForAxis_dylibloader_wrapper_SDL2)(SDL_GameControllerAxis); +extern SDL_GameControllerButtonBind (*SDL_GameControllerGetBindForAxis_dylibloader_wrapper_SDL2)(SDL_GameController *, SDL_GameControllerAxis); +extern SDL_bool (*SDL_GameControllerHasAxis_dylibloader_wrapper_SDL2)(SDL_GameController *, SDL_GameControllerAxis); +extern Sint16 (*SDL_GameControllerGetAxis_dylibloader_wrapper_SDL2)(SDL_GameController *, SDL_GameControllerAxis); +extern SDL_GameControllerButton (*SDL_GameControllerGetButtonFromString_dylibloader_wrapper_SDL2)(const char *); +extern const char *(*SDL_GameControllerGetStringForButton_dylibloader_wrapper_SDL2)(SDL_GameControllerButton); +extern SDL_GameControllerButtonBind (*SDL_GameControllerGetBindForButton_dylibloader_wrapper_SDL2)(SDL_GameController *, SDL_GameControllerButton); +extern SDL_bool (*SDL_GameControllerHasButton_dylibloader_wrapper_SDL2)(SDL_GameController *, SDL_GameControllerButton); +extern Uint8 (*SDL_GameControllerGetButton_dylibloader_wrapper_SDL2)(SDL_GameController *, SDL_GameControllerButton); +extern int (*SDL_GameControllerGetNumTouchpads_dylibloader_wrapper_SDL2)(SDL_GameController *); +extern int (*SDL_GameControllerGetNumTouchpadFingers_dylibloader_wrapper_SDL2)(SDL_GameController *, int); +extern int (*SDL_GameControllerGetTouchpadFinger_dylibloader_wrapper_SDL2)(SDL_GameController *, int, int, Uint8 *, float *, float *, float *); +extern SDL_bool (*SDL_GameControllerHasSensor_dylibloader_wrapper_SDL2)(SDL_GameController *, SDL_SensorType); +extern int (*SDL_GameControllerSetSensorEnabled_dylibloader_wrapper_SDL2)(SDL_GameController *, SDL_SensorType, SDL_bool); +extern SDL_bool (*SDL_GameControllerIsSensorEnabled_dylibloader_wrapper_SDL2)(SDL_GameController *, SDL_SensorType); +extern float (*SDL_GameControllerGetSensorDataRate_dylibloader_wrapper_SDL2)(SDL_GameController *, SDL_SensorType); +extern int (*SDL_GameControllerGetSensorData_dylibloader_wrapper_SDL2)(SDL_GameController *, SDL_SensorType, float *, int); +extern int (*SDL_GameControllerGetSensorDataWithTimestamp_dylibloader_wrapper_SDL2)(SDL_GameController *, SDL_SensorType, Uint64 *, float *, int); +extern int (*SDL_GameControllerRumble_dylibloader_wrapper_SDL2)(SDL_GameController *, Uint16, Uint16, Uint32); +extern int (*SDL_GameControllerRumbleTriggers_dylibloader_wrapper_SDL2)(SDL_GameController *, Uint16, Uint16, Uint32); +extern SDL_bool (*SDL_GameControllerHasLED_dylibloader_wrapper_SDL2)(SDL_GameController *); +extern SDL_bool (*SDL_GameControllerHasRumble_dylibloader_wrapper_SDL2)(SDL_GameController *); +extern SDL_bool (*SDL_GameControllerHasRumbleTriggers_dylibloader_wrapper_SDL2)(SDL_GameController *); +extern int (*SDL_GameControllerSetLED_dylibloader_wrapper_SDL2)(SDL_GameController *, Uint8, Uint8, Uint8); +extern int (*SDL_GameControllerSendEffect_dylibloader_wrapper_SDL2)(SDL_GameController *, const void *, int); +extern void (*SDL_GameControllerClose_dylibloader_wrapper_SDL2)(SDL_GameController *); +extern const char *(*SDL_GameControllerGetAppleSFSymbolsNameForButton_dylibloader_wrapper_SDL2)(SDL_GameController *, SDL_GameControllerButton); +extern const char *(*SDL_GameControllerGetAppleSFSymbolsNameForAxis_dylibloader_wrapper_SDL2)(SDL_GameController *, SDL_GameControllerAxis); +extern void (*SDL_PumpEvents_dylibloader_wrapper_SDL2)(void); +extern int (*SDL_PeepEvents_dylibloader_wrapper_SDL2)(SDL_Event *, int, SDL_eventaction, Uint32, Uint32); +extern SDL_bool (*SDL_HasEvent_dylibloader_wrapper_SDL2)(Uint32); +extern SDL_bool (*SDL_HasEvents_dylibloader_wrapper_SDL2)(Uint32, Uint32); +extern void (*SDL_FlushEvent_dylibloader_wrapper_SDL2)(Uint32); +extern void (*SDL_FlushEvents_dylibloader_wrapper_SDL2)(Uint32, Uint32); +extern int (*SDL_PollEvent_dylibloader_wrapper_SDL2)(SDL_Event *); +extern int (*SDL_WaitEvent_dylibloader_wrapper_SDL2)(SDL_Event *); +extern int (*SDL_WaitEventTimeout_dylibloader_wrapper_SDL2)(SDL_Event *, int); +extern int (*SDL_PushEvent_dylibloader_wrapper_SDL2)(SDL_Event *); +extern void (*SDL_SetEventFilter_dylibloader_wrapper_SDL2)(SDL_EventFilter, void *); +extern SDL_bool (*SDL_GetEventFilter_dylibloader_wrapper_SDL2)(SDL_EventFilter *, void **); +extern void (*SDL_AddEventWatch_dylibloader_wrapper_SDL2)(SDL_EventFilter, void *); +extern void (*SDL_DelEventWatch_dylibloader_wrapper_SDL2)(SDL_EventFilter, void *); +extern void (*SDL_FilterEvents_dylibloader_wrapper_SDL2)(SDL_EventFilter, void *); +extern Uint8 (*SDL_EventState_dylibloader_wrapper_SDL2)(Uint32, int); +extern Uint32 (*SDL_RegisterEvents_dylibloader_wrapper_SDL2)(int); +extern SDL_bool (*SDL_SetHintWithPriority_dylibloader_wrapper_SDL2)(const char *, const char *, SDL_HintPriority); +extern SDL_bool (*SDL_SetHint_dylibloader_wrapper_SDL2)(const char *, const char *); +extern SDL_bool (*SDL_ResetHint_dylibloader_wrapper_SDL2)(const char *); +extern void (*SDL_ResetHints_dylibloader_wrapper_SDL2)(void); +extern const char *(*SDL_GetHint_dylibloader_wrapper_SDL2)(const char *); +extern SDL_bool (*SDL_GetHintBoolean_dylibloader_wrapper_SDL2)(const char *, SDL_bool); +extern void (*SDL_AddHintCallback_dylibloader_wrapper_SDL2)(const char *, SDL_HintCallback, void *); +extern void (*SDL_DelHintCallback_dylibloader_wrapper_SDL2)(const char *, SDL_HintCallback, void *); +extern void (*SDL_ClearHints_dylibloader_wrapper_SDL2)(void); +extern int (*SDL_Init_dylibloader_wrapper_SDL2)(Uint32); +extern int (*SDL_InitSubSystem_dylibloader_wrapper_SDL2)(Uint32); +extern void (*SDL_QuitSubSystem_dylibloader_wrapper_SDL2)(Uint32); +extern Uint32 (*SDL_WasInit_dylibloader_wrapper_SDL2)(Uint32); +extern void (*SDL_Quit_dylibloader_wrapper_SDL2)(void); +int initialize_SDL2(int verbose); +#ifdef __cplusplus +} +#endif +#endif diff --git a/drivers/sdl/joypad_sdl.cpp b/drivers/sdl/joypad_sdl.cpp new file mode 100644 index 00000000000..dc2fe15cd26 --- /dev/null +++ b/drivers/sdl/joypad_sdl.cpp @@ -0,0 +1,388 @@ +/**************************************************************************/ +/* joypad_sdl.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/**************************************************************************/ + +#include "joypad_sdl.h" +#ifdef SDL_ENABLED +#include "core/error/error_macros.h" + +#ifdef SOWRAP_ENABLED +#include "SDL2-so_wrap.h" +#endif + +#include "core/input/default_controller_mappings.h" +#include "thirdparty/sdl_headers/SDL.h" + +void JoypadSDL::process_inputs_thread_func(void *p_userdata) { + JoypadSDL *joy = static_cast(p_userdata); + joy->process_inputs_run(); +} + +#define HANDLE_SDL_ERROR(call) \ + error = call; \ + ERR_FAIL_COND_V_MSG(error != 0, FAILED, SDL_GetError()) + +void JoypadSDL::process_inputs_run() { + while (!process_inputs_exit.is_set()) { + for (int i = 0; i < Input::JOYPADS_MAX; i++) { + float ff_weak; + float ff_strong; + SDL_Joystick *joy = nullptr; + uint32_t ff_duration_ms; + + joypads_lock[i].lock(); + if (joypads[i].attached && joypads[i].supports_force_feedback && joypads[i].needs_ff_update) { + joy = SDL_JoystickFromInstanceID(joypads[i].sdl_instance_idx); + ff_weak = joypads[i].ff_weak; + ff_strong = joypads[i].ff_strong; + ff_duration_ms = joypads[i].ff_duration_ms; + joypads[i].needs_ff_update = false; + } + joypads_lock[i].unlock(); + + // It may be that we've closed the joystick but the main thread isn't aware of this fact yet + // because the event queue hasn't been processed + if (joy == nullptr) { + continue; + } + uint16_t weak = ff_weak * UINT16_MAX; + uint16_t strong = ff_strong * UINT16_MAX; + SDL_JoystickRumble(joy, strong, weak, ff_duration_ms); + } + + SDL_Event e; + int has_event = SDL_WaitEventTimeout(&e, 16); + if (has_event != 0) { + switch (e.type) { + case SDL_JOYDEVICEADDED: { + JoypadEvent joypad_event = {}; + joypad_event.type = JoypadEventType::DEVICE_ADDED; + SDL_Joystick *joy = nullptr; + SDL_GameController *game_controller = nullptr; + + // Game controllers must be opened with GameControllerOpen to get their special remapped events + if (SDL_IsGameController(e.jdevice.which) == SDL_TRUE) { + joypad_event.device_type = JoypadType::GAME_CONTROLLER; + game_controller = SDL_GameControllerOpen(e.jdevice.which); + + ERR_CONTINUE_MSG(!game_controller, vformat("Error opening game controller at index %d", e.jdevice.which)); + + joypad_event.device_name = SDL_GameControllerName(game_controller); + joy = SDL_GameControllerGetJoystick(game_controller); + if (is_print_verbose_enabled()) { + print_line(vformat("SDL: Game controller %s connected", SDL_GameControllerName(game_controller))); + } + } else { + joypad_event.device_type = JoypadType::JOYSTICK; + joy = SDL_JoystickOpen(e.jdevice.which); + ERR_CONTINUE_MSG(!joy, vformat("Error opening joy device %d: %s", SDL_GetError())); + if (is_print_verbose_enabled()) { + print_line(vformat("SDL: Joystick %s connected", SDL_JoystickName(joy))); + } + } + + joypad_event.sdl_joystick_instance_id = SDL_JoystickInstanceID(joy); + joypad_event.device_name = String(SDL_JoystickName(joy)); + + const int MAX_GUID_SIZE = 64; + char guid[MAX_GUID_SIZE] = {}; + + SDL_JoystickGetGUIDString(SDL_JoystickGetGUID(joy), guid, MAX_GUID_SIZE); + joypad_event.device_guid = String(guid); + joypad_event.device_supports_force_feedback = SDL_JoystickHasRumble(joy); + + MutexLock lock(joypad_event_queue_lock); + joypad_event_queue.push_back(joypad_event); + } break; + case SDL_JOYDEVICEREMOVED: { + JoypadEvent joypad_event = {}; + joypad_event.type = JoypadEventType::DEVICE_REMOVED; + joypad_event.sdl_joystick_instance_id = e.jdevice.which; + + SDL_GameController *game_controller = SDL_GameControllerFromInstanceID(e.jdevice.which); + if (game_controller != nullptr) { + SDL_GameControllerClose(game_controller); + } else { + SDL_JoystickClose(SDL_JoystickFromInstanceID(e.jdevice.which)); + } + + MutexLock lock(joypad_event_queue_lock); + joypad_event_queue.push_back(joypad_event); + } break; + case SDL_JOYAXISMOTION: { + if (SDL_GameControllerFromInstanceID(e.jbutton.which) != nullptr) { + continue; + } + JoypadEvent joypad_event = {}; + joypad_event.type = JoypadEventType::AXIS; + // Godot joy axis constants are already intentionally the same as SDL's + joypad_event.axis = static_cast(e.jaxis.axis); + + joypad_event.sdl_joystick_instance_id = e.jaxis.which; + + joypad_event.value = (e.jaxis.value - SDL_JOYSTICK_AXIS_MIN) / (float)(SDL_JOYSTICK_AXIS_MAX - SDL_JOYSTICK_AXIS_MIN); + joypad_event.value -= 0.5f; + joypad_event.value *= 2.0f; + + MutexLock lock(joypad_event_queue_lock); + joypad_event_queue.push_back(joypad_event); + } break; + case SDL_JOYBUTTONUP: + case SDL_JOYBUTTONDOWN: { + if (SDL_GameControllerFromInstanceID(e.jbutton.which) != nullptr) { + continue; + } + JoypadEvent joypad_event = {}; + joypad_event.type = JoypadEventType::BUTTON; + joypad_event.sdl_joystick_instance_id = e.jbutton.which; + joypad_event.pressed = e.jbutton.state == SDL_PRESSED; + + // Godot button constants are intentionally the same as SDL's, so we can just straight up use them + joypad_event.button = static_cast(e.jbutton.button); + + MutexLock lock(joypad_event_queue_lock); + joypad_event_queue.push_back(joypad_event); + } break; + case SDL_JOYHATMOTION: { + if (SDL_GameControllerFromInstanceID(e.jbutton.which) != nullptr) { + continue; + } + // Godot hat masks are identical to SDL hat masks, so we can just use them as-is. + JoypadEvent joypad_event = {}; + joypad_event.type = JoypadEventType::HAT; + joypad_event.hat_mask = e.jhat.value; + joypad_event.sdl_joystick_instance_id = e.jhat.which; + + MutexLock lock(joypad_event_queue_lock); + joypad_event_queue.push_back(joypad_event); + } break; + case SDL_CONTROLLERAXISMOTION: { + JoypadEvent joypad_event = {}; + joypad_event.type = JoypadEventType::AXIS; + // Godot joy axis constants are already intentionally the same as SDL's + joypad_event.axis = static_cast(e.caxis.axis); + + joypad_event.sdl_joystick_instance_id = e.caxis.which; + + if (e.caxis.axis == SDL_CONTROLLER_AXIS_TRIGGERLEFT || e.caxis.axis == SDL_CONTROLLER_AXIS_TRIGGERRIGHT) { + // Game controller triggers go from 0 to SDL_JOYSTICK_AXIS_MAX + joypad_event.value = e.caxis.value / (float)SDL_JOYSTICK_AXIS_MAX; + } else { + // Other axis go from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX + joypad_event.value = (e.caxis.value - SDL_JOYSTICK_AXIS_MIN) / (float)(SDL_JOYSTICK_AXIS_MAX - SDL_JOYSTICK_AXIS_MIN); + joypad_event.value -= 0.5f; + joypad_event.value *= 2.0f; + } + + MutexLock lock(joypad_event_queue_lock); + joypad_event_queue.push_back(joypad_event); + } break; + // Do note SDL game controllers do not have separate events for the dpad + case SDL_CONTROLLERBUTTONUP: + case SDL_CONTROLLERBUTTONDOWN: { + JoypadEvent joypad_event = {}; + joypad_event.type = JoypadEventType::BUTTON; + joypad_event.sdl_joystick_instance_id = e.cbutton.which; + joypad_event.pressed = e.cbutton.state == SDL_PRESSED; + + // Godot button constants are intentionally the same as SDL's, so we can just straight up use them + joypad_event.button = static_cast(e.cbutton.button); + + MutexLock lock(joypad_event_queue_lock); + joypad_event_queue.push_back(joypad_event); + } break; + } + } + } +} + +void JoypadSDL::joypad_vibration_start(int p_pad_idx, float p_weak, float p_strong, float p_duration, uint64_t p_timestamp) { + Joypad &pad = joypads[p_pad_idx]; + + uint32_t duration_msec = p_duration * 1000; + + MutexLock lock(joypads_lock[p_pad_idx]); + pad.needs_ff_update = true; + pad.ff_duration_ms = duration_msec; + pad.ff_weak = p_weak; + pad.ff_strong = p_strong; + pad.ff_effect_timestamp = p_timestamp; +} + +void JoypadSDL::joypad_vibration_stop(int p_pad_idx, uint64_t p_timestamp) { + Joypad &pad = joypads[p_pad_idx]; + + MutexLock lock(joypads_lock[p_pad_idx]); + pad.needs_ff_update = true; + pad.ff_duration_ms = 0; + pad.ff_weak = 0; + pad.ff_strong = 0; + pad.ff_effect_timestamp = p_timestamp; +} + +JoypadSDL::JoypadSDL(Input *in) { + input = in; +} + +JoypadSDL::~JoypadSDL() { + if (process_inputs_thread.is_started()) { + process_inputs_exit.set(); + process_inputs_thread.wait_to_finish(); + // Process any remaining input events + process_events(); + for (int i = 0; i < Input::JOYPADS_MAX; i++) { + if (joypads[i].attached) { + if (joypads[i].type == JoypadType::GAME_CONTROLLER) { + SDL_GameController *controller = SDL_GameControllerFromInstanceID(joypads[i].sdl_instance_idx); + SDL_GameControllerClose(controller); + } else { + SDL_Joystick *joy = SDL_JoystickFromInstanceID(joypads[i].sdl_instance_idx); + SDL_JoystickClose(joy); + } + } + } + SDL_Quit(); + } +} + +Error JoypadSDL::initialize() { +#ifdef SOWRAP_ENABLED +#ifdef DEBUG_ENABLED + int dylibloader_verbose = 1; +#else + int dylibloader_verbose = 0; +#endif + if (initialize_SDL2(dylibloader_verbose)) { + print_verbose("SDL: Failed to open, probably not present in the system."); + return ERR_CANT_OPEN; + } +#endif + + SDL_SetHint(SDL_HINT_NO_SIGNAL_HANDLERS, "1"); + + int error; + SDL_SetHint(SDL_HINT_JOYSTICK_THREAD, "1"); + HANDLE_SDL_ERROR(SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER)); + + // Add godot's mapping database from memory + int i = 0; + while (DefaultControllerMappings::mappings[i]) { + String mapping_string = DefaultControllerMappings::mappings[i++]; + CharString data = mapping_string.utf8(); + SDL_RWops *rw = SDL_RWFromMem((void *)data.ptr(), data.size()); + SDL_GameControllerAddMappingsFromRW(rw, 1); + } + + print_verbose("SDL: Init OK!"); + + process_inputs_thread.start(&JoypadSDL::process_inputs_thread_func, this); + return OK; +} + +void JoypadSDL::process_events() { + Vector events; + joypad_event_queue_lock.lock(); + events = joypad_event_queue; + joypad_event_queue.clear(); + joypad_event_queue_lock.unlock(); + + for (int i = 0; i < events.size(); i++) { + JoypadEvent event = events[i]; + + switch (event.type) { + case DEVICE_ADDED: { + int joy_id = Input::get_singleton()->get_unused_joy_id(); + if (joy_id == -1) { + // There ain't no space for more joypads... + print_error("Joypad limit reached!"); + } + joypads[joy_id].attached = true; + joypads[joy_id].sdl_instance_idx = event.sdl_joystick_instance_id; + joypads[joy_id].supports_force_feedback = event.device_supports_force_feedback; + joypads[joy_id].type = event.device_type; + + sdl_instance_id_to_joypad_id.insert(event.sdl_joystick_instance_id, joy_id); + // Don't give joysticks of type GAME_CONTROLLER a GUID to prevent godot from messing us up with its own remapping logic + if (event.device_type == JoypadType::GAME_CONTROLLER) { + input->joy_connection_changed(joy_id, true, event.device_name, ""); + } else { + input->joy_connection_changed(joy_id, true, event.device_name, event.device_guid); + } + } break; + case DEVICE_REMOVED: { + if (sdl_instance_id_to_joypad_id.has(event.sdl_joystick_instance_id)) { + int joy_id = sdl_instance_id_to_joypad_id.get(event.sdl_joystick_instance_id); + MutexLock lock(joypads_lock[joy_id]); + joypads[joy_id].attached = false; + sdl_instance_id_to_joypad_id.erase(event.sdl_joystick_instance_id); + input->joy_connection_changed(joy_id, false, ""); + + joypads[joy_id].needs_ff_update = false; + } + } break; + case AXIS: { + if (sdl_instance_id_to_joypad_id.has(event.sdl_joystick_instance_id)) { + int joy_id = sdl_instance_id_to_joypad_id.get(event.sdl_joystick_instance_id); + input->joy_axis(joy_id, event.axis, event.value); + } + } break; + + case BUTTON: { + if (sdl_instance_id_to_joypad_id.has(event.sdl_joystick_instance_id)) { + int joy_id = sdl_instance_id_to_joypad_id.get(event.sdl_joystick_instance_id); + + input->joy_button(joy_id, event.button, event.pressed); + } + } break; + case HAT: { + if (sdl_instance_id_to_joypad_id.has(event.sdl_joystick_instance_id)) { + int joy_id = sdl_instance_id_to_joypad_id.get(event.sdl_joystick_instance_id); + + input->joy_hat(joy_id, event.hat_mask); + } + } break; + } + } + for (int i = 0; i < Input::JOYPADS_MAX; i++) { + Joypad &joy = joypads[i]; + if (joy.attached && joy.supports_force_feedback) { + uint64_t timestamp = input->get_joy_vibration_timestamp(i); + if (timestamp > joy.ff_effect_timestamp) { + Vector2 strength = input->get_joy_vibration_strength(i); + float duration = input->get_joy_vibration_duration(i); + if (strength.x == 0 && strength.y == 0) { + joypad_vibration_stop(i, timestamp); + } else { + joypad_vibration_start(i, strength.x, strength.y, duration, timestamp); + } + } + } + } +} +#endif diff --git a/drivers/sdl/joypad_sdl.h b/drivers/sdl/joypad_sdl.h new file mode 100644 index 00000000000..cc8d5e0c09a --- /dev/null +++ b/drivers/sdl/joypad_sdl.h @@ -0,0 +1,114 @@ +/**************************************************************************/ +/* joypad_sdl.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/**************************************************************************/ + +#ifndef JOYPAD_SDL_H +#define JOYPAD_SDL_H + +#ifdef SDL_ENABLED + +#include "core/input/input.h" +#include "core/os/thread.h" + +typedef int32_t SDL_JoystickID; + +class JoypadSDL { + // SDL differentiates between game controllers and generic joysticks + // game controllers refer to playstation/xbox style controllers + enum JoypadType { + GAME_CONTROLLER, + JOYSTICK + }; + + struct Joypad { + bool attached = false; + JoypadType type; + + SDL_JoystickID sdl_instance_idx; + + bool supports_force_feedback = false; + uint64_t ff_effect_timestamp; + bool needs_ff_update = false; + float ff_weak = 0.0f; + float ff_strong = 0.0f; + int ff_duration_ms = 0; + }; + + Joypad joypads[Input::JOYPADS_MAX]; + HashMap sdl_instance_id_to_joypad_id; + Mutex joypads_lock[Input::JOYPADS_MAX]; + + Input *input; + + enum JoypadEventType { + DEVICE_ADDED, + DEVICE_REMOVED, + AXIS, + BUTTON, + HAT + }; + + struct JoypadEvent { + String device_name; + String device_guid; + JoypadEventType type; + SDL_JoystickID sdl_joystick_instance_id; + union { + JoyAxis axis; + JoyButton button; + JoypadType device_type; + }; + BitField hat_mask; + union { + float value = 0.0f; + bool pressed; + bool device_supports_force_feedback; + }; + }; + + Vector joypad_event_queue; + Mutex joypad_event_queue_lock; + + SafeFlag process_inputs_exit; + Thread process_inputs_thread; + static void process_inputs_thread_func(void *p_userdata); + void process_inputs_run(); + void joypad_vibration_start(int p_pad_idx, float p_weak, float p_strong, float p_duration, uint64_t timestamp); + void joypad_vibration_stop(int p_pad_idx, uint64_t timestamp); + +public: + JoypadSDL(Input *in); + ~JoypadSDL(); + Error initialize(); + void process_events(); +}; + +#endif // SDL_ENABLED + +#endif // JOYPAD_SDL_H diff --git a/platform/linuxbsd/detect.py b/platform/linuxbsd/detect.py index a67434527c6..46457a70fa5 100644 --- a/platform/linuxbsd/detect.py +++ b/platform/linuxbsd/detect.py @@ -42,6 +42,7 @@ def get_opts(): BoolVariable("use_sowrap", "Dynamically load system libraries", True), BoolVariable("alsa", "Use ALSA", True), BoolVariable("pulseaudio", "Use PulseAudio", True), + BoolVariable("sdl", "Use SDL for input handling", True), BoolVariable("dbus", "Use D-Bus to handle screensaver and portal desktop settings", True), BoolVariable("speechd", "Use Speech Dispatcher for Text-to-Speech support", True), BoolVariable("fontconfig", "Use fontconfig for system fonts support", True), @@ -345,6 +346,17 @@ def configure(env: "SConsEnvironment"): else: env.Append(CPPDEFINES=["PULSEAUDIO_ENABLED", "_REENTRANT"]) + if env["sdl"]: + if not env["use_sowrap"]: + if os.system("pkg-config --exists sdl2") == 0: # 0 means found + env.ParseConfig("pkg-config sdl2 --cflags --libs") + env.Append(CPPDEFINES=["SDL_ENABLED"]) + else: + print("Warning: SDL development libraries not found. Disabling the SDL input driver.") + env["sdl"] = False + else: + env.Append(CPPDEFINES=["SDL_ENABLED", "_REENTRANT"]) + if env["dbus"]: if not env["use_sowrap"]: if os.system("pkg-config --exists dbus-1") == 0: # 0 means found diff --git a/platform/linuxbsd/os_linuxbsd.cpp b/platform/linuxbsd/os_linuxbsd.cpp index 6355562febd..3ade0d2a324 100644 --- a/platform/linuxbsd/os_linuxbsd.cpp +++ b/platform/linuxbsd/os_linuxbsd.cpp @@ -32,6 +32,7 @@ #include "core/io/certs_compressed.gen.h" #include "core/io/dir_access.h" +#include "drivers/sdl/joypad_sdl.h" #include "main/main.h" #include "servers/display_server.h" #include "servers/rendering_server.h" @@ -141,6 +142,15 @@ void OS_LinuxBSD::initialize() { } void OS_LinuxBSD::initialize_joypads() { +#ifdef SDL_ENABLED + joypad_sdl = memnew(JoypadSDL(Input::get_singleton())); + if (joypad_sdl->initialize() == OK) { + return; + } + // SDL init failed, fallback to the native driver + memdelete(joypad_sdl); + joypad_sdl = nullptr; +#endif #ifdef JOYDEV_ENABLED joypad = memnew(JoypadLinux(Input::get_singleton())); #endif @@ -229,6 +239,12 @@ void OS_LinuxBSD::finalize() { memdelete(joypad); } #endif + +#ifdef SDL_ENABLED + if (joypad_sdl) { + memdelete(joypad_sdl); + } +#endif } MainLoop *OS_LinuxBSD::get_main_loop() const { @@ -956,8 +972,15 @@ void OS_LinuxBSD::run() { while (true) { DisplayServer::get_singleton()->process_events(); // get rid of pending events +#ifdef SDL_ENABLED + if (joypad_sdl) { + joypad_sdl->process_events(); + } +#endif #ifdef JOYDEV_ENABLED - joypad->process_joypads(); + if (joypad) { + joypad->process_joypads(); + } #endif if (Main::iteration()) { break; diff --git a/platform/linuxbsd/os_linuxbsd.h b/platform/linuxbsd/os_linuxbsd.h index 9084061eb96..8cedd4859b0 100644 --- a/platform/linuxbsd/os_linuxbsd.h +++ b/platform/linuxbsd/os_linuxbsd.h @@ -48,7 +48,7 @@ #include #endif #endif - +class JoypadSDL; class OS_LinuxBSD : public OS_Unix { virtual void delete_main_loop() override; @@ -65,6 +65,10 @@ class OS_LinuxBSD : public OS_Unix { JoypadLinux *joypad = nullptr; #endif +#ifdef SDL_ENABLED + JoypadSDL *joypad_sdl = nullptr; +#endif + #ifdef ALSA_ENABLED AudioDriverALSA driver_alsa; #endif diff --git a/thirdparty/README.md b/thirdparty/README.md index a219839afca..07747e7de08 100644 --- a/thirdparty/README.md +++ b/thirdparty/README.md @@ -840,6 +840,55 @@ and solve conflicts and also enrich the feature set originally proposed by these libraries and better integrate them with Godot. +## sdl_headers +- Upstream: https://github.com/libsdl-org/SDL +- Version: 2.31.0 (8ce6fb25131912c7e83267bff03a5d1797545d5c, 2024) +- License: Zlib + +Files extracted from upstream source: + +- `LICENSE.txt` +- All `.h` files in the `include/` folder except: + - `SDL_config_android.h` + - `SDL_syswm.h` + - `SDL_opengles2.h` + - `SDL_config_ngage.h` + - `SDL_test_fuzzer.h` + - `SDL_test_compare.h` + - `SDL_config_emscripten.h` + - `SDL_config_macosx.h` + - `SDL_test_random.h` + - `SDL_config_windows.h` + - `SDL_test_log.h` + - `SDL_config_xbox.h` + - `SDL_test_md5.h` + - `SDL_test.h` + - `SDL_test_memory.h` + - `SDL_revision.h` + - `SDL_opengles.h` + - `SDL_egl.h` + - `SDL_test_common.h` + - `SDL_test_assert.h` + - `SDL_opengles2_gl2.h` + - `SDL_copying.h` + - `SDL_config_winrt.h` + - `SDL_name.h` + - `SDL_config_iphoneos.h` + - `SDL_types.h` + - `SDL_config_wingdk.h` + - `SDL_opengles2_khrplatform.h` + - `SDL_test_crc32.h` + - `SDL_opengles2_gl2platform.h` + - `SDL_test_font.h` + - `SDL_opengl.h` + - `SDL_opengl_glext.h` + - `SDL_opengles2_gl2ext.h` + - `SDL_config_pandora.h` + - `SDL_test_images.h` + - `SDL_config_os2.h` + - `SDL_vulkan.h` + + ## spirv-cross - Upstream: https://github.com/KhronosGroup/SPIRV-Cross diff --git a/thirdparty/sdl_headers/LICENSE.txt b/thirdparty/sdl_headers/LICENSE.txt new file mode 100644 index 00000000000..96a932cc07d --- /dev/null +++ b/thirdparty/sdl_headers/LICENSE.txt @@ -0,0 +1,17 @@ +Copyright (C) 1997-2024 Sam Lantinga + +This software is provided 'as-is', without any express or implied +warranty. In no event will the authors be held liable for any damages +arising from the use of this software. + +Permission is granted to anyone to use this software for any purpose, +including commercial applications, and to alter it and redistribute it +freely, subject to the following restrictions: + +1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. +2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. +3. This notice may not be removed or altered from any source distribution. diff --git a/thirdparty/sdl_headers/SDL.h b/thirdparty/sdl_headers/SDL.h new file mode 100644 index 00000000000..20c903b2fe4 --- /dev/null +++ b/thirdparty/sdl_headers/SDL.h @@ -0,0 +1,233 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * \file SDL.h + * + * Main include header for the SDL library + */ + + +#ifndef SDL_h_ +#define SDL_h_ + +#include "SDL_main.h" +#include "SDL_stdinc.h" +#include "SDL_assert.h" +#include "SDL_atomic.h" +#include "SDL_audio.h" +#include "SDL_clipboard.h" +#include "SDL_cpuinfo.h" +#include "SDL_endian.h" +#include "SDL_error.h" +#include "SDL_events.h" +#include "SDL_filesystem.h" +#include "SDL_gamecontroller.h" +#include "SDL_guid.h" +#include "SDL_haptic.h" +#include "SDL_hidapi.h" +#include "SDL_hints.h" +#include "SDL_joystick.h" +#include "SDL_loadso.h" +#include "SDL_log.h" +#include "SDL_messagebox.h" +#include "SDL_metal.h" +#include "SDL_mutex.h" +#include "SDL_power.h" +#include "SDL_render.h" +#include "SDL_rwops.h" +#include "SDL_sensor.h" +#include "SDL_shape.h" +#include "SDL_system.h" +#include "SDL_thread.h" +#include "SDL_timer.h" +#include "SDL_version.h" +#include "SDL_video.h" +#include "SDL_locale.h" +#include "SDL_misc.h" + +#include "begin_code.h" +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/* As of version 0.5, SDL is loaded dynamically into the application */ + +/** + * \name SDL_INIT_* + * + * These are the flags which may be passed to SDL_Init(). You should + * specify the subsystems which you will be using in your application. + */ +/* @{ */ +#define SDL_INIT_TIMER 0x00000001u +#define SDL_INIT_AUDIO 0x00000010u +#define SDL_INIT_VIDEO 0x00000020u /**< SDL_INIT_VIDEO implies SDL_INIT_EVENTS */ +#define SDL_INIT_JOYSTICK 0x00000200u /**< SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS */ +#define SDL_INIT_HAPTIC 0x00001000u +#define SDL_INIT_GAMECONTROLLER 0x00002000u /**< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK */ +#define SDL_INIT_EVENTS 0x00004000u +#define SDL_INIT_SENSOR 0x00008000u +#define SDL_INIT_NOPARACHUTE 0x00100000u /**< compatibility; this flag is ignored. */ +#define SDL_INIT_EVERYTHING ( \ + SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS | \ + SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER | SDL_INIT_SENSOR \ + ) +/* @} */ + +/** + * Initialize the SDL library. + * + * SDL_Init() simply forwards to calling SDL_InitSubSystem(). Therefore, the + * two may be used interchangeably. Though for readability of your code + * SDL_InitSubSystem() might be preferred. + * + * The file I/O (for example: SDL_RWFromFile) and threading (SDL_CreateThread) + * subsystems are initialized by default. Message boxes + * (SDL_ShowSimpleMessageBox) also attempt to work without initializing the + * video subsystem, in hopes of being useful in showing an error dialog when + * SDL_Init fails. You must specifically initialize other subsystems if you + * use them in your application. + * + * Logging (such as SDL_Log) works without initialization, too. + * + * `flags` may be any of the following OR'd together: + * + * - `SDL_INIT_TIMER`: timer subsystem + * - `SDL_INIT_AUDIO`: audio subsystem + * - `SDL_INIT_VIDEO`: video subsystem; automatically initializes the events + * subsystem + * - `SDL_INIT_JOYSTICK`: joystick subsystem; automatically initializes the + * events subsystem + * - `SDL_INIT_HAPTIC`: haptic (force feedback) subsystem + * - `SDL_INIT_GAMECONTROLLER`: controller subsystem; automatically + * initializes the joystick subsystem + * - `SDL_INIT_EVENTS`: events subsystem + * - `SDL_INIT_EVERYTHING`: all of the above subsystems + * - `SDL_INIT_NOPARACHUTE`: compatibility; this flag is ignored + * + * Subsystem initialization is ref-counted, you must call SDL_QuitSubSystem() + * for each SDL_InitSubSystem() to correctly shutdown a subsystem manually (or + * call SDL_Quit() to force shutdown). If a subsystem is already loaded then + * this call will increase the ref-count and return. + * + * \param flags subsystem initialization flags + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_InitSubSystem + * \sa SDL_Quit + * \sa SDL_SetMainReady + * \sa SDL_WasInit + */ +extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags); + +/** + * Compatibility function to initialize the SDL library. + * + * In SDL2, this function and SDL_Init() are interchangeable. + * + * \param flags any of the flags used by SDL_Init(); see SDL_Init for details. + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_Init + * \sa SDL_Quit + * \sa SDL_QuitSubSystem + */ +extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags); + +/** + * Shut down specific SDL subsystems. + * + * If you start a subsystem using a call to that subsystem's init function + * (for example SDL_VideoInit()) instead of SDL_Init() or SDL_InitSubSystem(), + * SDL_QuitSubSystem() and SDL_WasInit() will not work. You will need to use + * that subsystem's quit function (SDL_VideoQuit()) directly instead. But + * generally, you should not be using those functions directly anyhow; use + * SDL_Init() instead. + * + * You still need to call SDL_Quit() even if you close all open subsystems + * with SDL_QuitSubSystem(). + * + * \param flags any of the flags used by SDL_Init(); see SDL_Init for details. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_InitSubSystem + * \sa SDL_Quit + */ +extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags); + +/** + * Get a mask of the specified subsystems which are currently initialized. + * + * \param flags any of the flags used by SDL_Init(); see SDL_Init for details. + * \returns a mask of all initialized subsystems if `flags` is 0, otherwise it + * returns the initialization status of the specified subsystems. + * + * The return value does not include SDL_INIT_NOPARACHUTE. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_Init + * \sa SDL_InitSubSystem + */ +extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags); + +/** + * Clean up all initialized subsystems. + * + * You should call this function even if you have already shutdown each + * initialized subsystem with SDL_QuitSubSystem(). It is safe to call this + * function even in the case of errors in initialization. + * + * If you start a subsystem using a call to that subsystem's init function + * (for example SDL_VideoInit()) instead of SDL_Init() or SDL_InitSubSystem(), + * then you must use that subsystem's quit function (SDL_VideoQuit()) to shut + * it down before calling SDL_Quit(). But generally, you should not be using + * those functions directly anyhow; use SDL_Init() instead. + * + * You can use this function with atexit() to ensure that it is run when your + * application is shutdown, but it is not wise to do this from a library or + * other dynamically loaded code. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_Init + * \sa SDL_QuitSubSystem + */ +extern DECLSPEC void SDLCALL SDL_Quit(void); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include "close_code.h" + +#endif /* SDL_h_ */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/thirdparty/sdl_headers/SDL_assert.h b/thirdparty/sdl_headers/SDL_assert.h new file mode 100644 index 00000000000..a396d4e02ed --- /dev/null +++ b/thirdparty/sdl_headers/SDL_assert.h @@ -0,0 +1,322 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +#ifndef SDL_assert_h_ +#define SDL_assert_h_ + +#include "SDL_stdinc.h" + +#include "begin_code.h" +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +#ifndef SDL_ASSERT_LEVEL +#ifdef SDL_DEFAULT_ASSERT_LEVEL +#define SDL_ASSERT_LEVEL SDL_DEFAULT_ASSERT_LEVEL +#elif defined(_DEBUG) || defined(DEBUG) || \ + (defined(__GNUC__) && !defined(__OPTIMIZE__)) +#define SDL_ASSERT_LEVEL 2 +#else +#define SDL_ASSERT_LEVEL 1 +#endif +#endif /* SDL_ASSERT_LEVEL */ + +/* +These are macros and not first class functions so that the debugger breaks +on the assertion line and not in some random guts of SDL, and so each +assert can have unique static variables associated with it. +*/ + +#if defined(_MSC_VER) +/* Don't include intrin.h here because it contains C++ code */ + extern void __cdecl __debugbreak(void); + #define SDL_TriggerBreakpoint() __debugbreak() +#elif _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__) + #define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "bkpt #22\n\t" ) +#elif defined(__386__) && defined(__WATCOMC__) + #define SDL_TriggerBreakpoint() { _asm { int 0x03 } } +#elif defined(HAVE_SIGNAL_H) && !defined(__WATCOMC__) + #include + #define SDL_TriggerBreakpoint() raise(SIGTRAP) +#else + /* How do we trigger breakpoints on this platform? */ + #define SDL_TriggerBreakpoint() +#endif + +#if defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 199901L) /* C99 supports __func__ as a standard. */ +# define SDL_FUNCTION __func__ +#elif ((defined(__GNUC__) && (__GNUC__ >= 2)) || defined(_MSC_VER) || defined (__WATCOMC__)) +# define SDL_FUNCTION __FUNCTION__ +#else +# define SDL_FUNCTION "???" +#endif +#define SDL_FILE __FILE__ +#define SDL_LINE __LINE__ + +/* +sizeof (x) makes the compiler still parse the expression even without +assertions enabled, so the code is always checked at compile time, but +doesn't actually generate code for it, so there are no side effects or +expensive checks at run time, just the constant size of what x WOULD be, +which presumably gets optimized out as unused. +This also solves the problem of... + + int somevalue = blah(); + SDL_assert(somevalue == 1); + +...which would cause compiles to complain that somevalue is unused if we +disable assertions. +*/ + +/* "while (0,0)" fools Microsoft's compiler's /W4 warning level into thinking + this condition isn't constant. And looks like an owl's face! */ +#ifdef _MSC_VER /* stupid /W4 warnings. */ +#define SDL_NULL_WHILE_LOOP_CONDITION (0,0) +#else +#define SDL_NULL_WHILE_LOOP_CONDITION (0) +#endif + +#define SDL_disabled_assert(condition) \ + do { (void) sizeof ((condition)); } while (SDL_NULL_WHILE_LOOP_CONDITION) + +typedef enum +{ + SDL_ASSERTION_RETRY, /**< Retry the assert immediately. */ + SDL_ASSERTION_BREAK, /**< Make the debugger trigger a breakpoint. */ + SDL_ASSERTION_ABORT, /**< Terminate the program. */ + SDL_ASSERTION_IGNORE, /**< Ignore the assert. */ + SDL_ASSERTION_ALWAYS_IGNORE /**< Ignore the assert from now on. */ +} SDL_AssertState; + +typedef struct SDL_AssertData +{ + int always_ignore; + unsigned int trigger_count; + const char *condition; + const char *filename; + int linenum; + const char *function; + const struct SDL_AssertData *next; +} SDL_AssertData; + +/* Never call this directly. Use the SDL_assert* macros. */ +extern DECLSPEC SDL_AssertState SDLCALL SDL_ReportAssertion(SDL_AssertData *, + const char *, + const char *, int) +#if defined(__clang__) +#if __has_feature(attribute_analyzer_noreturn) +/* this tells Clang's static analysis that we're a custom assert function, + and that the analyzer should assume the condition was always true past this + SDL_assert test. */ + __attribute__((analyzer_noreturn)) +#endif +#endif +; + +/* the do {} while(0) avoids dangling else problems: + if (x) SDL_assert(y); else blah(); + ... without the do/while, the "else" could attach to this macro's "if". + We try to handle just the minimum we need here in a macro...the loop, + the static vars, and break points. The heavy lifting is handled in + SDL_ReportAssertion(), in SDL_assert.c. +*/ +#define SDL_enabled_assert(condition) \ + do { \ + while ( !(condition) ) { \ + static struct SDL_AssertData sdl_assert_data = { 0, 0, #condition, 0, 0, 0, 0 }; \ + const SDL_AssertState sdl_assert_state = SDL_ReportAssertion(&sdl_assert_data, SDL_FUNCTION, SDL_FILE, SDL_LINE); \ + if (sdl_assert_state == SDL_ASSERTION_RETRY) { \ + continue; /* go again. */ \ + } else if (sdl_assert_state == SDL_ASSERTION_BREAK) { \ + SDL_TriggerBreakpoint(); \ + } \ + break; /* not retrying. */ \ + } \ + } while (SDL_NULL_WHILE_LOOP_CONDITION) + +/* Enable various levels of assertions. */ +#if SDL_ASSERT_LEVEL == 0 /* assertions disabled */ +# define SDL_assert(condition) SDL_disabled_assert(condition) +# define SDL_assert_release(condition) SDL_disabled_assert(condition) +# define SDL_assert_paranoid(condition) SDL_disabled_assert(condition) +#elif SDL_ASSERT_LEVEL == 1 /* release settings. */ +# define SDL_assert(condition) SDL_disabled_assert(condition) +# define SDL_assert_release(condition) SDL_enabled_assert(condition) +# define SDL_assert_paranoid(condition) SDL_disabled_assert(condition) +#elif SDL_ASSERT_LEVEL == 2 /* normal settings. */ +# define SDL_assert(condition) SDL_enabled_assert(condition) +# define SDL_assert_release(condition) SDL_enabled_assert(condition) +# define SDL_assert_paranoid(condition) SDL_disabled_assert(condition) +#elif SDL_ASSERT_LEVEL == 3 /* paranoid settings. */ +# define SDL_assert(condition) SDL_enabled_assert(condition) +# define SDL_assert_release(condition) SDL_enabled_assert(condition) +# define SDL_assert_paranoid(condition) SDL_enabled_assert(condition) +#else +# error Unknown assertion level. +#endif + +/* this assertion is never disabled at any level. */ +#define SDL_assert_always(condition) SDL_enabled_assert(condition) + + +/** + * A callback that fires when an SDL assertion fails. + * + * \param data a pointer to the SDL_AssertData structure corresponding to the + * current assertion + * \param userdata what was passed as `userdata` to SDL_SetAssertionHandler() + * \returns an SDL_AssertState value indicating how to handle the failure. + */ +typedef SDL_AssertState (SDLCALL *SDL_AssertionHandler)( + const SDL_AssertData* data, void* userdata); + +/** + * Set an application-defined assertion handler. + * + * This function allows an application to show its own assertion UI and/or + * force the response to an assertion failure. If the application doesn't + * provide this, SDL will try to do the right thing, popping up a + * system-specific GUI dialog, and probably minimizing any fullscreen windows. + * + * This callback may fire from any thread, but it runs wrapped in a mutex, so + * it will only fire from one thread at a time. + * + * This callback is NOT reset to SDL's internal handler upon SDL_Quit()! + * + * \param handler the SDL_AssertionHandler function to call when an assertion + * fails or NULL for the default handler + * \param userdata a pointer that is passed to `handler` + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetAssertionHandler + */ +extern DECLSPEC void SDLCALL SDL_SetAssertionHandler( + SDL_AssertionHandler handler, + void *userdata); + +/** + * Get the default assertion handler. + * + * This returns the function pointer that is called by default when an + * assertion is triggered. This is an internal function provided by SDL, that + * is used for assertions when SDL_SetAssertionHandler() hasn't been used to + * provide a different function. + * + * \returns the default SDL_AssertionHandler that is called when an assert + * triggers. + * + * \since This function is available since SDL 2.0.2. + * + * \sa SDL_GetAssertionHandler + */ +extern DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetDefaultAssertionHandler(void); + +/** + * Get the current assertion handler. + * + * This returns the function pointer that is called when an assertion is + * triggered. This is either the value last passed to + * SDL_SetAssertionHandler(), or if no application-specified function is set, + * is equivalent to calling SDL_GetDefaultAssertionHandler(). + * + * The parameter `puserdata` is a pointer to a void*, which will store the + * "userdata" pointer that was passed to SDL_SetAssertionHandler(). This value + * will always be NULL for the default handler. If you don't care about this + * data, it is safe to pass a NULL pointer to this function to ignore it. + * + * \param puserdata pointer which is filled with the "userdata" pointer that + * was passed to SDL_SetAssertionHandler() + * \returns the SDL_AssertionHandler that is called when an assert triggers. + * + * \since This function is available since SDL 2.0.2. + * + * \sa SDL_SetAssertionHandler + */ +extern DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetAssertionHandler(void **puserdata); + +/** + * Get a list of all assertion failures. + * + * This function gets all assertions triggered since the last call to + * SDL_ResetAssertionReport(), or the start of the program. + * + * The proper way to examine this data looks something like this: + * + * ```c + * const SDL_AssertData *item = SDL_GetAssertionReport(); + * while (item) { + * printf("'%s', %s (%s:%d), triggered %u times, always ignore: %s.\\n", + * item->condition, item->function, item->filename, + * item->linenum, item->trigger_count, + * item->always_ignore ? "yes" : "no"); + * item = item->next; + * } + * ``` + * + * \returns a list of all failed assertions or NULL if the list is empty. This + * memory should not be modified or freed by the application. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_ResetAssertionReport + */ +extern DECLSPEC const SDL_AssertData * SDLCALL SDL_GetAssertionReport(void); + +/** + * Clear the list of all assertion failures. + * + * This function will clear the list of all assertions triggered up to that + * point. Immediately following this call, SDL_GetAssertionReport will return + * no items. In addition, any previously-triggered assertions will be reset to + * a trigger_count of zero, and their always_ignore state will be false. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetAssertionReport + */ +extern DECLSPEC void SDLCALL SDL_ResetAssertionReport(void); + + +/* these had wrong naming conventions until 2.0.4. Please update your app! */ +#define SDL_assert_state SDL_AssertState +#define SDL_assert_data SDL_AssertData + + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include "close_code.h" + +#endif /* SDL_assert_h_ */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/thirdparty/sdl_headers/SDL_atomic.h b/thirdparty/sdl_headers/SDL_atomic.h new file mode 100644 index 00000000000..1fa18f49fe0 --- /dev/null +++ b/thirdparty/sdl_headers/SDL_atomic.h @@ -0,0 +1,414 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * \file SDL_atomic.h + * + * Atomic operations. + * + * IMPORTANT: + * If you are not an expert in concurrent lockless programming, you should + * only be using the atomic lock and reference counting functions in this + * file. In all other cases you should be protecting your data structures + * with full mutexes. + * + * The list of "safe" functions to use are: + * SDL_AtomicLock() + * SDL_AtomicUnlock() + * SDL_AtomicIncRef() + * SDL_AtomicDecRef() + * + * Seriously, here be dragons! + * ^^^^^^^^^^^^^^^^^^^^^^^^^^^ + * + * You can find out a little more about lockless programming and the + * subtle issues that can arise here: + * http://msdn.microsoft.com/en-us/library/ee418650%28v=vs.85%29.aspx + * + * There's also lots of good information here: + * http://www.1024cores.net/home/lock-free-algorithms + * http://preshing.com/ + * + * These operations may or may not actually be implemented using + * processor specific atomic operations. When possible they are + * implemented as true processor specific atomic operations. When that + * is not possible the are implemented using locks that *do* use the + * available atomic operations. + * + * All of the atomic operations that modify memory are full memory barriers. + */ + +#ifndef SDL_atomic_h_ +#define SDL_atomic_h_ + +#include "SDL_stdinc.h" +#include "SDL_platform.h" + +#include "begin_code.h" + +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * \name SDL AtomicLock + * + * The atomic locks are efficient spinlocks using CPU instructions, + * but are vulnerable to starvation and can spin forever if a thread + * holding a lock has been terminated. For this reason you should + * minimize the code executed inside an atomic lock and never do + * expensive things like API or system calls while holding them. + * + * The atomic locks are not safe to lock recursively. + * + * Porting Note: + * The spin lock functions and type are required and can not be + * emulated because they are used in the atomic emulation code. + */ +/* @{ */ + +typedef int SDL_SpinLock; + +/** + * Try to lock a spin lock by setting it to a non-zero value. + * + * ***Please note that spinlocks are dangerous if you don't know what you're + * doing. Please be careful using any sort of spinlock!*** + * + * \param lock a pointer to a lock variable + * \returns SDL_TRUE if the lock succeeded, SDL_FALSE if the lock is already + * held. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AtomicLock + * \sa SDL_AtomicUnlock + */ +extern DECLSPEC SDL_bool SDLCALL SDL_AtomicTryLock(SDL_SpinLock *lock); + +/** + * Lock a spin lock by setting it to a non-zero value. + * + * ***Please note that spinlocks are dangerous if you don't know what you're + * doing. Please be careful using any sort of spinlock!*** + * + * \param lock a pointer to a lock variable + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AtomicTryLock + * \sa SDL_AtomicUnlock + */ +extern DECLSPEC void SDLCALL SDL_AtomicLock(SDL_SpinLock *lock); + +/** + * Unlock a spin lock by setting it to 0. + * + * Always returns immediately. + * + * ***Please note that spinlocks are dangerous if you don't know what you're + * doing. Please be careful using any sort of spinlock!*** + * + * \param lock a pointer to a lock variable + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AtomicLock + * \sa SDL_AtomicTryLock + */ +extern DECLSPEC void SDLCALL SDL_AtomicUnlock(SDL_SpinLock *lock); + +/* @} *//* SDL AtomicLock */ + + +/** + * The compiler barrier prevents the compiler from reordering + * reads and writes to globally visible variables across the call. + */ +#if defined(_MSC_VER) && (_MSC_VER > 1200) && !defined(__clang__) +void _ReadWriteBarrier(void); +#pragma intrinsic(_ReadWriteBarrier) +#define SDL_CompilerBarrier() _ReadWriteBarrier() +#elif (defined(__GNUC__) && !defined(__EMSCRIPTEN__)) || (defined(__SUNPRO_C) && (__SUNPRO_C >= 0x5120)) +/* This is correct for all CPUs when using GCC or Solaris Studio 12.1+. */ +#define SDL_CompilerBarrier() __asm__ __volatile__ ("" : : : "memory") +#elif defined(__WATCOMC__) +extern __inline void SDL_CompilerBarrier(void); +#pragma aux SDL_CompilerBarrier = "" parm [] modify exact []; +#else +#define SDL_CompilerBarrier() \ +{ SDL_SpinLock _tmp = 0; SDL_AtomicLock(&_tmp); SDL_AtomicUnlock(&_tmp); } +#endif + +/** + * Memory barriers are designed to prevent reads and writes from being + * reordered by the compiler and being seen out of order on multi-core CPUs. + * + * A typical pattern would be for thread A to write some data and a flag, and + * for thread B to read the flag and get the data. In this case you would + * insert a release barrier between writing the data and the flag, + * guaranteeing that the data write completes no later than the flag is + * written, and you would insert an acquire barrier between reading the flag + * and reading the data, to ensure that all the reads associated with the flag + * have completed. + * + * In this pattern you should always see a release barrier paired with an + * acquire barrier and you should gate the data reads/writes with a single + * flag variable. + * + * For more information on these semantics, take a look at the blog post: + * http://preshing.com/20120913/acquire-and-release-semantics + * + * \since This function is available since SDL 2.0.6. + */ +extern DECLSPEC void SDLCALL SDL_MemoryBarrierReleaseFunction(void); +extern DECLSPEC void SDLCALL SDL_MemoryBarrierAcquireFunction(void); + +#if defined(__GNUC__) && (defined(__powerpc__) || defined(__ppc__)) +#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("lwsync" : : : "memory") +#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("lwsync" : : : "memory") +#elif defined(__GNUC__) && defined(__aarch64__) +#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("dmb ish" : : : "memory") +#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("dmb ish" : : : "memory") +#elif defined(__GNUC__) && defined(__arm__) +#if 0 /* defined(__LINUX__) || defined(__ANDROID__) */ +/* Information from: + https://chromium.googlesource.com/chromium/chromium/+/trunk/base/atomicops_internals_arm_gcc.h#19 + + The Linux kernel provides a helper function which provides the right code for a memory barrier, + hard-coded at address 0xffff0fa0 +*/ +typedef void (*SDL_KernelMemoryBarrierFunc)(); +#define SDL_MemoryBarrierRelease() ((SDL_KernelMemoryBarrierFunc)0xffff0fa0)() +#define SDL_MemoryBarrierAcquire() ((SDL_KernelMemoryBarrierFunc)0xffff0fa0)() +#elif 0 /* defined(__QNXNTO__) */ +#include + +#define SDL_MemoryBarrierRelease() __cpu_membarrier() +#define SDL_MemoryBarrierAcquire() __cpu_membarrier() +#else +#if defined(__ARM_ARCH_7__) || defined(__ARM_ARCH_7A__) || defined(__ARM_ARCH_7EM__) || defined(__ARM_ARCH_7R__) || defined(__ARM_ARCH_7M__) || defined(__ARM_ARCH_7S__) || defined(__ARM_ARCH_8A__) +#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("dmb ish" : : : "memory") +#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("dmb ish" : : : "memory") +#elif defined(__ARM_ARCH_6__) || defined(__ARM_ARCH_6J__) || defined(__ARM_ARCH_6K__) || defined(__ARM_ARCH_6T2__) || defined(__ARM_ARCH_6Z__) || defined(__ARM_ARCH_6ZK__) +#ifdef __thumb__ +/* The mcr instruction isn't available in thumb mode, use real functions */ +#define SDL_MEMORY_BARRIER_USES_FUNCTION +#define SDL_MemoryBarrierRelease() SDL_MemoryBarrierReleaseFunction() +#define SDL_MemoryBarrierAcquire() SDL_MemoryBarrierAcquireFunction() +#else +#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("mcr p15, 0, %0, c7, c10, 5" : : "r"(0) : "memory") +#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("mcr p15, 0, %0, c7, c10, 5" : : "r"(0) : "memory") +#endif /* __thumb__ */ +#else +#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("" : : : "memory") +#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("" : : : "memory") +#endif /* __LINUX__ || __ANDROID__ */ +#endif /* __GNUC__ && __arm__ */ +#else +#if (defined(__SUNPRO_C) && (__SUNPRO_C >= 0x5120)) +/* This is correct for all CPUs on Solaris when using Solaris Studio 12.1+. */ +#include +#define SDL_MemoryBarrierRelease() __machine_rel_barrier() +#define SDL_MemoryBarrierAcquire() __machine_acq_barrier() +#else +/* This is correct for the x86 and x64 CPUs, and we'll expand this over time. */ +#define SDL_MemoryBarrierRelease() SDL_CompilerBarrier() +#define SDL_MemoryBarrierAcquire() SDL_CompilerBarrier() +#endif +#endif + +/* "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. + */ +typedef struct { int value; } SDL_atomic_t; + +/** + * Set an atomic variable to a new value if it is currently an old value. + * + * ***Note: If you don't know what this function is for, you shouldn't use + * it!*** + * + * \param a a pointer to an SDL_atomic_t variable to be modified + * \param oldval the old value + * \param newval the new value + * \returns SDL_TRUE if the atomic variable was set, SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AtomicCASPtr + * \sa SDL_AtomicGet + * \sa SDL_AtomicSet + */ +extern DECLSPEC SDL_bool SDLCALL SDL_AtomicCAS(SDL_atomic_t *a, int oldval, int newval); + +/** + * Set an atomic variable to a value. + * + * This function also acts as a full memory barrier. + * + * ***Note: If you don't know what this function is for, you shouldn't use + * it!*** + * + * \param a a pointer to an SDL_atomic_t variable to be modified + * \param v the desired value + * \returns the previous value of the atomic variable. + * + * \since This function is available since SDL 2.0.2. + * + * \sa SDL_AtomicGet + */ +extern DECLSPEC int SDLCALL SDL_AtomicSet(SDL_atomic_t *a, int v); + +/** + * Get the value of an atomic variable. + * + * ***Note: If you don't know what this function is for, you shouldn't use + * it!*** + * + * \param a a pointer to an SDL_atomic_t variable + * \returns the current value of an atomic variable. + * + * \since This function is available since SDL 2.0.2. + * + * \sa SDL_AtomicSet + */ +extern DECLSPEC int SDLCALL SDL_AtomicGet(SDL_atomic_t *a); + +/** + * Add to an atomic variable. + * + * This function also acts as a full memory barrier. + * + * ***Note: If you don't know what this function is for, you shouldn't use + * it!*** + * + * \param a a pointer to an SDL_atomic_t variable to be modified + * \param v the desired value to add + * \returns the previous value of the atomic variable. + * + * \since This function is available since SDL 2.0.2. + * + * \sa SDL_AtomicDecRef + * \sa SDL_AtomicIncRef + */ +extern DECLSPEC int SDLCALL SDL_AtomicAdd(SDL_atomic_t *a, int v); + +/** + * \brief Increment an atomic variable used as a reference count. + */ +#ifndef SDL_AtomicIncRef +#define SDL_AtomicIncRef(a) SDL_AtomicAdd(a, 1) +#endif + +/** + * \brief Decrement an atomic variable used as a reference count. + * + * \return SDL_TRUE if the variable reached zero after decrementing, + * SDL_FALSE otherwise + */ +#ifndef SDL_AtomicDecRef +#define SDL_AtomicDecRef(a) (SDL_AtomicAdd(a, -1) == 1) +#endif + +/** + * Set a pointer to a new value if it is currently an old value. + * + * ***Note: If you don't know what this function is for, you shouldn't use + * it!*** + * + * \param a a pointer to a pointer + * \param oldval the old pointer value + * \param newval the new pointer value + * \returns SDL_TRUE if the pointer was set, SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AtomicCAS + * \sa SDL_AtomicGetPtr + * \sa SDL_AtomicSetPtr + */ +extern DECLSPEC SDL_bool SDLCALL SDL_AtomicCASPtr(void **a, void *oldval, void *newval); + +/** + * Set a pointer to a value atomically. + * + * ***Note: If you don't know what this function is for, you shouldn't use + * it!*** + * + * \param a a pointer to a pointer + * \param v the desired pointer value + * \returns the previous value of the pointer. + * + * \since This function is available since SDL 2.0.2. + * + * \sa SDL_AtomicCASPtr + * \sa SDL_AtomicGetPtr + */ +extern DECLSPEC void* SDLCALL SDL_AtomicSetPtr(void **a, void* v); + +/** + * Get the value of a pointer atomically. + * + * ***Note: If you don't know what this function is for, you shouldn't use + * it!*** + * + * \param a a pointer to a pointer + * \returns the current value of a pointer. + * + * \since This function is available since SDL 2.0.2. + * + * \sa SDL_AtomicCASPtr + * \sa SDL_AtomicSetPtr + */ +extern DECLSPEC void* SDLCALL SDL_AtomicGetPtr(void **a); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif + +#include "close_code.h" + +#endif /* SDL_atomic_h_ */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/thirdparty/sdl_headers/SDL_audio.h b/thirdparty/sdl_headers/SDL_audio.h new file mode 100644 index 00000000000..bd8e7ab6fa6 --- /dev/null +++ b/thirdparty/sdl_headers/SDL_audio.h @@ -0,0 +1,1500 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/* !!! FIXME: several functions in here need Doxygen comments. */ + +/** + * \file SDL_audio.h + * + * Access to the raw audio mixing buffer for the SDL library. + */ + +#ifndef SDL_audio_h_ +#define SDL_audio_h_ + +#include "SDL_stdinc.h" +#include "SDL_error.h" +#include "SDL_endian.h" +#include "SDL_mutex.h" +#include "SDL_thread.h" +#include "SDL_rwops.h" + +#include "begin_code.h" +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * \brief Audio format flags. + * + * These are what the 16 bits in SDL_AudioFormat currently mean... + * (Unspecified bits are always zero). + * + * \verbatim + ++-----------------------sample is signed if set + || + || ++-----------sample is bigendian if set + || || + || || ++---sample is float if set + || || || + || || || +---sample bit size---+ + || || || | | + 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 + \endverbatim + * + * There are macros in SDL 2.0 and later to query these bits. + */ +typedef Uint16 SDL_AudioFormat; + +/** + * \name Audio flags + */ +/* @{ */ + +#define SDL_AUDIO_MASK_BITSIZE (0xFF) +#define SDL_AUDIO_MASK_DATATYPE (1<<8) +#define SDL_AUDIO_MASK_ENDIAN (1<<12) +#define SDL_AUDIO_MASK_SIGNED (1<<15) +#define SDL_AUDIO_BITSIZE(x) (x & SDL_AUDIO_MASK_BITSIZE) +#define SDL_AUDIO_ISFLOAT(x) (x & SDL_AUDIO_MASK_DATATYPE) +#define SDL_AUDIO_ISBIGENDIAN(x) (x & SDL_AUDIO_MASK_ENDIAN) +#define SDL_AUDIO_ISSIGNED(x) (x & SDL_AUDIO_MASK_SIGNED) +#define SDL_AUDIO_ISINT(x) (!SDL_AUDIO_ISFLOAT(x)) +#define SDL_AUDIO_ISLITTLEENDIAN(x) (!SDL_AUDIO_ISBIGENDIAN(x)) +#define SDL_AUDIO_ISUNSIGNED(x) (!SDL_AUDIO_ISSIGNED(x)) + +/** + * \name Audio format flags + * + * Defaults to LSB byte order. + */ +/* @{ */ +#define AUDIO_U8 0x0008 /**< Unsigned 8-bit samples */ +#define AUDIO_S8 0x8008 /**< Signed 8-bit samples */ +#define AUDIO_U16LSB 0x0010 /**< Unsigned 16-bit samples */ +#define AUDIO_S16LSB 0x8010 /**< Signed 16-bit samples */ +#define AUDIO_U16MSB 0x1010 /**< As above, but big-endian byte order */ +#define AUDIO_S16MSB 0x9010 /**< As above, but big-endian byte order */ +#define AUDIO_U16 AUDIO_U16LSB +#define AUDIO_S16 AUDIO_S16LSB +/* @} */ + +/** + * \name int32 support + */ +/* @{ */ +#define AUDIO_S32LSB 0x8020 /**< 32-bit integer samples */ +#define AUDIO_S32MSB 0x9020 /**< As above, but big-endian byte order */ +#define AUDIO_S32 AUDIO_S32LSB +/* @} */ + +/** + * \name float32 support + */ +/* @{ */ +#define AUDIO_F32LSB 0x8120 /**< 32-bit floating point samples */ +#define AUDIO_F32MSB 0x9120 /**< As above, but big-endian byte order */ +#define AUDIO_F32 AUDIO_F32LSB +/* @} */ + +/** + * \name Native audio byte ordering + */ +/* @{ */ +#if SDL_BYTEORDER == SDL_LIL_ENDIAN +#define AUDIO_U16SYS AUDIO_U16LSB +#define AUDIO_S16SYS AUDIO_S16LSB +#define AUDIO_S32SYS AUDIO_S32LSB +#define AUDIO_F32SYS AUDIO_F32LSB +#else +#define AUDIO_U16SYS AUDIO_U16MSB +#define AUDIO_S16SYS AUDIO_S16MSB +#define AUDIO_S32SYS AUDIO_S32MSB +#define AUDIO_F32SYS AUDIO_F32MSB +#endif +/* @} */ + +/** + * \name Allow change flags + * + * Which audio format changes are allowed when opening a device. + */ +/* @{ */ +#define SDL_AUDIO_ALLOW_FREQUENCY_CHANGE 0x00000001 +#define SDL_AUDIO_ALLOW_FORMAT_CHANGE 0x00000002 +#define SDL_AUDIO_ALLOW_CHANNELS_CHANGE 0x00000004 +#define SDL_AUDIO_ALLOW_SAMPLES_CHANGE 0x00000008 +#define SDL_AUDIO_ALLOW_ANY_CHANGE (SDL_AUDIO_ALLOW_FREQUENCY_CHANGE|SDL_AUDIO_ALLOW_FORMAT_CHANGE|SDL_AUDIO_ALLOW_CHANNELS_CHANGE|SDL_AUDIO_ALLOW_SAMPLES_CHANGE) +/* @} */ + +/* @} *//* Audio flags */ + +/** + * This function is called when the audio device needs more data. + * + * \param userdata An application-specific parameter saved in + * the SDL_AudioSpec structure + * \param stream A pointer to the audio data buffer. + * \param len The length of that buffer in bytes. + * + * Once the callback returns, the buffer will no longer be valid. + * Stereo samples are stored in a LRLRLR ordering. + * + * You can choose to avoid callbacks and use SDL_QueueAudio() instead, if + * you like. Just open your audio device with a NULL callback. + */ +typedef void (SDLCALL * SDL_AudioCallback) (void *userdata, Uint8 * stream, + int len); + +/** + * The calculated values in this structure are calculated by SDL_OpenAudio(). + * + * For multi-channel audio, the default SDL channel mapping is: + * 2: FL FR (stereo) + * 3: FL FR LFE (2.1 surround) + * 4: FL FR BL BR (quad) + * 5: FL FR 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 +{ + int freq; /**< DSP frequency -- samples per second */ + SDL_AudioFormat format; /**< Audio data format */ + Uint8 channels; /**< Number of channels: 1 mono, 2 stereo */ + Uint8 silence; /**< Audio buffer silence value (calculated) */ + Uint16 samples; /**< Audio buffer size in sample FRAMES (total samples divided by channel count) */ + Uint16 padding; /**< Necessary for some compile environments */ + Uint32 size; /**< Audio buffer size in bytes (calculated) */ + SDL_AudioCallback callback; /**< Callback that feeds the audio device (NULL to use SDL_QueueAudio()). */ + void *userdata; /**< Userdata passed to callback (ignored for NULL callbacks). */ +} SDL_AudioSpec; + + +struct SDL_AudioCVT; +typedef void (SDLCALL * SDL_AudioFilter) (struct SDL_AudioCVT * cvt, + SDL_AudioFormat format); + +/** + * \brief Upper limit of filters in SDL_AudioCVT + * + * The maximum number of SDL_AudioFilter functions in SDL_AudioCVT is + * currently limited to 9. The SDL_AudioCVT.filters array has 10 pointers, + * one of which is the terminating NULL pointer. + */ +#define SDL_AUDIOCVT_MAX_FILTERS 9 + +/** + * \struct SDL_AudioCVT + * \brief A structure to hold a set of audio conversion filters and buffers. + * + * Note that various parts of the conversion pipeline can take advantage + * of SIMD operations (like SSE2, for example). SDL_AudioCVT doesn't require + * you to pass it aligned data, but can possibly run much faster if you + * set both its (buf) field to a pointer that is aligned to 16 bytes, and its + * (len) field to something that's a multiple of 16, if possible. + */ +#if defined(__GNUC__) && !defined(__CHERI_PURE_CAPABILITY__) +/* This structure is 84 bytes on 32-bit architectures, make sure GCC doesn't + pad it out to 88 bytes to guarantee ABI compatibility between compilers. + This is not a concern on CHERI architectures, where pointers must be stored + at aligned locations otherwise they will become invalid, and thus structs + containing pointers cannot be packed without giving a warning or error. + vvv + The next time we rev the ABI, make sure to size the ints and add padding. +*/ +#define SDL_AUDIOCVT_PACKED __attribute__((packed)) +#else +#define SDL_AUDIOCVT_PACKED +#endif +/* */ +typedef struct SDL_AudioCVT +{ + int needed; /**< Set to 1 if conversion possible */ + SDL_AudioFormat src_format; /**< Source audio format */ + SDL_AudioFormat dst_format; /**< Target audio format */ + double rate_incr; /**< Rate conversion increment */ + Uint8 *buf; /**< Buffer to hold entire audio data */ + int len; /**< Length of original audio buffer */ + int len_cvt; /**< Length of converted audio buffer */ + int len_mult; /**< buffer must be len*len_mult big */ + double len_ratio; /**< Given len, final size is len*len_ratio */ + SDL_AudioFilter filters[SDL_AUDIOCVT_MAX_FILTERS + 1]; /**< NULL-terminated list of filter functions */ + int filter_index; /**< Current audio conversion function */ +} SDL_AUDIOCVT_PACKED SDL_AudioCVT; + + +/* Function prototypes */ + +/** + * \name Driver discovery functions + * + * These functions return the list of built in audio drivers, in the + * order that they are normally initialized by default. + */ +/* @{ */ + +/** + * Use this function to get the number of built-in audio drivers. + * + * This function returns a hardcoded number. This never returns a negative + * value; if there are no drivers compiled into this build of SDL, this + * function returns zero. The presence of a driver in this list does not mean + * it will function, it just means SDL is capable of interacting with that + * interface. For example, a build of SDL might have esound support, but if + * there's no esound server available, SDL's esound driver would fail if used. + * + * By default, SDL tries all drivers, in its preferred order, until one is + * found to be usable. + * + * \returns the number of built-in audio drivers. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetAudioDriver + */ +extern DECLSPEC int SDLCALL SDL_GetNumAudioDrivers(void); + +/** + * Use this function to get the name of a built in audio driver. + * + * The list of audio drivers is given in the order that they are normally + * initialized by default; the drivers that seem more reasonable to choose + * first (as far as the SDL developers believe) are earlier in the list. + * + * The names of drivers are all simple, low-ASCII identifiers, like "alsa", + * "coreaudio" or "xaudio2". These never have Unicode characters, and are not + * meant to be proper names. + * + * \param index the index of the audio driver; the value ranges from 0 to + * SDL_GetNumAudioDrivers() - 1 + * \returns the name of the audio driver at the requested index, or NULL if an + * invalid index was specified. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetNumAudioDrivers + */ +extern DECLSPEC const char *SDLCALL SDL_GetAudioDriver(int index); +/* @} */ + +/** + * \name Initialization and cleanup + * + * \internal These functions are used internally, and should not be used unless + * you have a specific need to specify the audio driver you want to + * use. You should normally use SDL_Init() or SDL_InitSubSystem(). + */ +/* @{ */ + +/** + * Use this function to initialize a particular audio driver. + * + * This function is used internally, and should not be used unless you have a + * specific need to designate the audio driver you want to use. You should + * normally use SDL_Init() or SDL_InitSubSystem(). + * + * \param driver_name the name of the desired audio driver + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AudioQuit + */ +extern DECLSPEC int SDLCALL SDL_AudioInit(const char *driver_name); + +/** + * Use this function to shut down audio if you initialized it with + * SDL_AudioInit(). + * + * This function is used internally, and should not be used unless you have a + * specific need to specify the audio driver you want to use. You should + * normally use SDL_Quit() or SDL_QuitSubSystem(). + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AudioInit + */ +extern DECLSPEC void SDLCALL SDL_AudioQuit(void); +/* @} */ + +/** + * Get the name of the current audio driver. + * + * The returned string points to internal static memory and thus never becomes + * invalid, even if you quit the audio subsystem and initialize a new driver + * (although such a case would return a different static string from another + * call to this function, of course). As such, you should not modify or free + * the returned string. + * + * \returns the name of the current audio driver or NULL if no driver has been + * initialized. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AudioInit + */ +extern DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void); + +/** + * This function is a legacy means of opening the audio device. + * + * This function remains for compatibility with SDL 1.2, but also because it's + * slightly easier to use than the new functions in SDL 2.0. The new, more + * powerful, and preferred way to do this is SDL_OpenAudioDevice(). + * + * This function is roughly equivalent to: + * + * ```c + * SDL_OpenAudioDevice(NULL, 0, desired, obtained, SDL_AUDIO_ALLOW_ANY_CHANGE); + * ``` + * + * With two notable exceptions: + * + * - If `obtained` is NULL, we use `desired` (and allow no changes), which + * means desired will be modified to have the correct values for silence, + * etc, and SDL will convert any differences between your app's specific + * request and the hardware behind the scenes. + * - The return value is always success or failure, and not a device ID, which + * means you can only have one device open at a time with this function. + * + * \param desired an SDL_AudioSpec structure representing the desired output + * format. Please refer to the SDL_OpenAudioDevice + * documentation for details on how to prepare this structure. + * \param obtained an SDL_AudioSpec structure filled in with the actual + * parameters, or NULL. + * \returns 0 if successful, placing the actual hardware parameters in the + * structure pointed to by `obtained`. + * + * If `obtained` is NULL, the audio data passed to the callback + * function will be guaranteed to be in the requested format, and + * will be automatically converted to the actual hardware audio + * format if necessary. If `obtained` is NULL, `desired` will have + * fields modified. + * + * This function returns a negative error code on failure to open the + * audio device or failure to set up the audio thread; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CloseAudio + * \sa SDL_LockAudio + * \sa SDL_PauseAudio + * \sa SDL_UnlockAudio + */ +extern DECLSPEC int SDLCALL SDL_OpenAudio(SDL_AudioSpec * desired, + SDL_AudioSpec * obtained); + +/** + * SDL Audio Device IDs. + * + * A successful call to SDL_OpenAudio() is always device id 1, and legacy + * SDL audio APIs assume you want this device ID. SDL_OpenAudioDevice() calls + * always returns devices >= 2 on success. The legacy calls are good both + * for backwards compatibility and when you don't care about multiple, + * specific, or capture devices. + */ +typedef Uint32 SDL_AudioDeviceID; + +/** + * Get the number of built-in audio devices. + * + * This function is only valid after successfully initializing the audio + * subsystem. + * + * Note that audio capture support is not implemented as of SDL 2.0.4, so the + * `iscapture` parameter is for future expansion and should always be zero for + * now. + * + * This function will return -1 if an explicit list of devices can't be + * determined. Returning -1 is not an error. For example, if SDL is set up to + * talk to a remote audio server, it can't list every one available on the + * Internet, but it will still allow a specific host to be specified in + * SDL_OpenAudioDevice(). + * + * In many common cases, when this function returns a value <= 0, it can still + * successfully open the default device (NULL for first argument of + * SDL_OpenAudioDevice()). + * + * This function may trigger a complete redetect of available hardware. It + * should not be called for each iteration of a loop, but rather once at the + * start of a loop: + * + * ```c + * // Don't do this: + * for (int i = 0; i < SDL_GetNumAudioDevices(0); i++) + * + * // do this instead: + * const int count = SDL_GetNumAudioDevices(0); + * for (int i = 0; i < count; ++i) { do_something_here(); } + * ``` + * + * \param iscapture zero to request playback devices, non-zero to request + * recording devices + * \returns the number of available devices exposed by the current driver or + * -1 if an explicit list of devices can't be determined. A return + * value of -1 does not necessarily mean an error condition. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetAudioDeviceName + * \sa SDL_OpenAudioDevice + */ +extern DECLSPEC int SDLCALL SDL_GetNumAudioDevices(int iscapture); + +/** + * Get the human-readable name of a specific audio device. + * + * This function is only valid after successfully initializing the audio + * subsystem. The values returned by this function reflect the latest call to + * SDL_GetNumAudioDevices(); re-call that function to redetect available + * hardware. + * + * The string returned by this function is UTF-8 encoded, read-only, and + * managed internally. You are not to free it. If you need to keep the string + * for any length of time, you should make your own copy of it, as it will be + * invalid next time any of several other SDL functions are called. + * + * \param index the index of the audio device; valid values range from 0 to + * SDL_GetNumAudioDevices() - 1 + * \param iscapture non-zero to query the list of recording devices, zero to + * query the list of output devices. + * \returns the name of the audio device at the requested index, or NULL on + * error. + * + * \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); + +/** + * Get the preferred audio format of a specific audio device. + * + * This function is only valid after a successfully initializing the audio + * subsystem. The values returned by this function reflect the latest call to + * SDL_GetNumAudioDevices(); re-call that function to redetect available + * hardware. + * + * `spec` will be filled with the sample rate, sample format, and channel + * count. + * + * \param index the index of the audio device; valid values range from 0 to + * SDL_GetNumAudioDevices() - 1 + * \param iscapture non-zero to query the list of recording devices, zero to + * query the list of output devices. + * \param spec The SDL_AudioSpec to be initialized by this function. + * \returns 0 on success, nonzero on error + * + * \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. + * + * SDL_OpenAudio(), unlike this function, always acts on device ID 1. As such, + * this function will never return a 1 so as not to conflict with the legacy + * function. + * + * Please note that SDL 2.0 before 2.0.5 did not support recording; as such, + * this function would fail if `iscapture` was not zero. Starting with SDL + * 2.0.5, recording is implemented and this value can be non-zero. + * + * Passing in a `device` name of NULL requests the most reasonable default + * (and is equivalent to what SDL_OpenAudio() does to choose a device). The + * `device` name is a UTF-8 string reported by SDL_GetAudioDeviceName(), but + * some drivers allow arbitrary and driver-specific strings, such as a + * hostname/IP address for a remote audio server, or a filename in the + * diskaudio driver. + * + * An opened audio device starts out paused, and should be enabled for playing + * by calling SDL_PauseAudioDevice(devid, 0) when you are ready for your audio + * callback function to be called. Since the audio driver may modify the + * requested size of the audio buffer, you should allocate any local mixing + * buffers after you open the audio device. + * + * The audio callback runs in a separate thread in most cases; you can prevent + * race conditions between your callback and other threads without fully + * pausing playback with SDL_LockAudioDevice(). For more information about the + * callback, see SDL_AudioSpec. + * + * Managing the audio spec via 'desired' and 'obtained': + * + * When filling in the desired audio spec structure: + * + * - `desired->freq` should be the frequency in sample-frames-per-second (Hz). + * - `desired->format` should be the audio format (`AUDIO_S16SYS`, etc). + * - `desired->samples` is the desired size of the audio buffer, in _sample + * frames_ (with stereo output, two samples--left and right--would make a + * single sample frame). This number should be a power of two, and may be + * adjusted by the audio driver to a value more suitable for the hardware. + * Good values seem to range between 512 and 8096 inclusive, depending on + * the application and CPU speed. Smaller values reduce latency, but can + * lead to underflow if the application is doing heavy processing and cannot + * fill the audio buffer in time. Note that the number of sample frames is + * directly related to time by the following formula: `ms = + * (sampleframes*1000)/freq` + * - `desired->size` is the size in _bytes_ of the audio buffer, and is + * calculated by SDL_OpenAudioDevice(). You don't initialize this. + * - `desired->silence` is the value used to set the buffer to silence, and is + * calculated by SDL_OpenAudioDevice(). You don't initialize this. + * - `desired->callback` should be set to a function that will be called when + * the audio device is ready for more data. It is passed a pointer to the + * audio buffer, and the length in bytes of the audio buffer. This function + * usually runs in a separate thread, and so you should protect data + * structures that it accesses by calling SDL_LockAudioDevice() and + * SDL_UnlockAudioDevice() in your code. Alternately, you may pass a NULL + * pointer here, and call SDL_QueueAudio() with some frequency, to queue + * more audio samples to be played (or for capture devices, call + * SDL_DequeueAudio() with some frequency, to obtain audio samples). + * - `desired->userdata` is passed as the first parameter to your callback + * function. If you passed a NULL callback, this value is ignored. + * + * `allowed_changes` can have the following flags OR'd together: + * + * - `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 + * specific feature. If the application requests a feature that the hardware + * doesn't offer, SDL will always try to get the closest equivalent. + * + * For example, if you ask for float32 audio format, but the sound card only + * supports int16, SDL will set the hardware to int16. If you had set + * SDL_AUDIO_ALLOW_FORMAT_CHANGE, SDL will change the format in the `obtained` + * structure. If that flag was *not* set, SDL will prepare to convert your + * callback's float32 audio to int16 before feeding it to the hardware and + * will keep the originally requested format in the `obtained` structure. + * + * The resulting audio specs, varying depending on hardware and on what + * changes were allowed, will then be written back to `obtained`. + * + * If your application can only handle one specific data format, pass a zero + * for `allowed_changes` and let SDL transparently handle any differences. + * + * \param device a UTF-8 string reported by SDL_GetAudioDeviceName() or a + * driver-specific name as appropriate. NULL requests the most + * reasonable default device. + * \param iscapture non-zero to specify a device should be opened for + * recording, not playback + * \param desired an SDL_AudioSpec structure representing the desired output + * format; see SDL_OpenAudio() for more information + * \param obtained an SDL_AudioSpec structure filled in with the actual output + * format; see SDL_OpenAudio() for more information + * \param allowed_changes 0, or one or more flags OR'd together + * \returns a valid device ID that is > 0 on success or 0 on failure; call + * SDL_GetError() for more information. + * + * For compatibility with SDL 1.2, this will never return 1, since + * SDL reserves that ID for the legacy SDL_OpenAudio() function. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CloseAudioDevice + * \sa SDL_GetAudioDeviceName + * \sa SDL_LockAudioDevice + * \sa SDL_OpenAudio + * \sa SDL_PauseAudioDevice + * \sa SDL_UnlockAudioDevice + */ +extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice( + const char *device, + int iscapture, + const SDL_AudioSpec *desired, + SDL_AudioSpec *obtained, + int allowed_changes); + + + +/** + * \name Audio state + * + * Get the current audio state. + */ +/* @{ */ +typedef enum +{ + SDL_AUDIO_STOPPED = 0, + SDL_AUDIO_PLAYING, + SDL_AUDIO_PAUSED +} SDL_AudioStatus; + +/** + * This function is a legacy means of querying the audio device. + * + * New programs might want to use SDL_GetAudioDeviceStatus() instead. This + * function is equivalent to calling... + * + * ```c + * SDL_GetAudioDeviceStatus(1); + * ``` + * + * ...and is only useful if you used the legacy SDL_OpenAudio() function. + * + * \returns the SDL_AudioStatus of the audio device opened by SDL_OpenAudio(). + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetAudioDeviceStatus + */ +extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioStatus(void); + +/** + * Use this function to get the current audio state of an audio device. + * + * \param dev the ID of an audio device previously opened with + * SDL_OpenAudioDevice() + * \returns the SDL_AudioStatus of the specified audio device. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_PauseAudioDevice + */ +extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioDeviceStatus(SDL_AudioDeviceID dev); +/* @} *//* Audio State */ + +/** + * \name Pause audio functions + * + * These functions pause and unpause the audio callback processing. + * They should be called with a parameter of 0 after opening the audio + * device to start playing sound. This is so you can safely initialize + * data for your callback function after opening the audio device. + * Silence will be written to the audio device during the pause. + */ +/* @{ */ + +/** + * This function is a legacy means of pausing the audio device. + * + * New programs might want to use SDL_PauseAudioDevice() instead. This + * function is equivalent to calling... + * + * ```c + * SDL_PauseAudioDevice(1, pause_on); + * ``` + * + * ...and is only useful if you used the legacy SDL_OpenAudio() function. + * + * \param pause_on non-zero to pause, 0 to unpause + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetAudioStatus + * \sa SDL_PauseAudioDevice + */ +extern DECLSPEC void SDLCALL SDL_PauseAudio(int pause_on); + +/** + * Use this function to pause and unpause audio playback on a specified + * device. + * + * This function pauses and unpauses the audio callback processing for a given + * device. Newly-opened audio devices start in the paused state, so you must + * call this function with **pause_on**=0 after opening the specified audio + * device to start playing sound. This allows you to safely initialize data + * for your callback function after opening the audio device. Silence will be + * written to the audio device while paused, and the audio callback is + * guaranteed to not be called. Pausing one device does not prevent other + * unpaused devices from running their callbacks. + * + * Pausing state does not stack; even if you pause a device several times, a + * single unpause will start the device playing again, and vice versa. This is + * different from how SDL_LockAudioDevice() works. + * + * If you just need to protect a few variables from race conditions vs your + * callback, you shouldn't pause the audio device, as it will lead to dropouts + * in the audio playback. Instead, you should use SDL_LockAudioDevice(). + * + * \param dev a device opened by SDL_OpenAudioDevice() + * \param pause_on non-zero to pause, 0 to unpause + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LockAudioDevice + */ +extern DECLSPEC void SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev, + int pause_on); +/* @} *//* Pause audio functions */ + +/** + * Load the audio data of a WAVE file into memory. + * + * Loading a WAVE file requires `src`, `spec`, `audio_buf` and `audio_len` to + * be valid pointers. The entire data portion of the file is then loaded into + * memory and decoded if necessary. + * + * If `freesrc` is non-zero, the data source gets automatically closed and + * freed before the function returns. + * + * Supported formats are RIFF WAVE files with the formats PCM (8, 16, 24, and + * 32 bits), IEEE Float (32 bits), Microsoft ADPCM and IMA ADPCM (4 bits), and + * A-law and mu-law (8 bits). Other formats are currently unsupported and + * cause an error. + * + * If this function succeeds, the pointer returned by it is equal to `spec` + * and the pointer to the audio data allocated by the function is written to + * `audio_buf` and its length in bytes to `audio_len`. The SDL_AudioSpec + * members `freq`, `channels`, and `format` are set to the values of the audio + * data in the buffer. The `samples` member is set to a sane default and all + * others are set to zero. + * + * It's necessary to use SDL_FreeWAV() to free the audio data returned in + * `audio_buf` when it is no longer used. + * + * Because of the underspecification of the .WAV format, there are many + * problematic files in the wild that cause issues with strict decoders. To + * provide compatibility with these files, this decoder is lenient in regards + * to the truncation of the file, the fact chunk, and the size of the RIFF + * chunk. The hints `SDL_HINT_WAVE_RIFF_CHUNK_SIZE`, + * `SDL_HINT_WAVE_TRUNCATION`, and `SDL_HINT_WAVE_FACT_CHUNK` can be used to + * tune the behavior of the loading process. + * + * Any file that is invalid (due to truncation, corruption, or wrong values in + * the headers), too big, or unsupported causes an error. Additionally, any + * critical I/O error from the data source will terminate the loading process + * with an error. The function returns NULL on error and in all cases (with + * the exception of `src` being NULL), an appropriate error message will be + * set. + * + * It is required that the data source supports seeking. + * + * Example: + * + * ```c + * SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, &spec, &buf, &len); + * ``` + * + * Note that the SDL_LoadWAV macro does this same thing for you, but in a less + * messy way: + * + * ```c + * SDL_LoadWAV("sample.wav", &spec, &buf, &len); + * ``` + * + * \param src The data source for the WAVE data + * \param freesrc If non-zero, SDL will _always_ free the data source + * \param spec An SDL_AudioSpec that will be filled in with the wave file's + * format details + * \param audio_buf A pointer filled with the audio data, allocated by the + * function. + * \param audio_len A pointer filled with the length of the audio data buffer + * in bytes + * \returns This function, if successfully called, returns `spec`, which will + * be filled with the audio data format of the wave source data. + * `audio_buf` will be filled with a pointer to an allocated buffer + * containing the audio data, and `audio_len` is filled with the + * length of that audio buffer in bytes. + * + * This function returns NULL if the .WAV file cannot be opened, uses + * an unknown data format, or is corrupt; call SDL_GetError() for + * more information. + * + * When the application is done with the data returned in + * `audio_buf`, it should call SDL_FreeWAV() to dispose of it. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_FreeWAV + * \sa SDL_LoadWAV + */ +extern DECLSPEC SDL_AudioSpec *SDLCALL SDL_LoadWAV_RW(SDL_RWops * src, + int freesrc, + SDL_AudioSpec * spec, + Uint8 ** audio_buf, + Uint32 * audio_len); + +/** + * Loads a WAV from a file. + * Compatibility convenience function. + */ +#define SDL_LoadWAV(file, spec, audio_buf, audio_len) \ + SDL_LoadWAV_RW(SDL_RWFromFile(file, "rb"),1, spec,audio_buf,audio_len) + +/** + * Free data previously allocated with SDL_LoadWAV() or SDL_LoadWAV_RW(). + * + * After a WAVE file has been opened with SDL_LoadWAV() or SDL_LoadWAV_RW() + * its data can eventually be freed with SDL_FreeWAV(). It is safe to call + * this function with a NULL pointer. + * + * \param audio_buf a pointer to the buffer created by SDL_LoadWAV() or + * SDL_LoadWAV_RW() + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LoadWAV + * \sa SDL_LoadWAV_RW + */ +extern DECLSPEC void SDLCALL SDL_FreeWAV(Uint8 * audio_buf); + +/** + * Initialize an SDL_AudioCVT structure for conversion. + * + * Before an SDL_AudioCVT structure can be used to convert audio data it must + * be initialized with source and destination information. + * + * This function will zero out every field of the SDL_AudioCVT, so it must be + * called before the application fills in the final buffer information. + * + * Once this function has returned successfully, and reported that a + * conversion is necessary, the application fills in the rest of the fields in + * SDL_AudioCVT, now that it knows how large a buffer it needs to allocate, + * and then can call SDL_ConvertAudio() to complete the conversion. + * + * \param cvt an SDL_AudioCVT structure filled in with audio conversion + * information + * \param src_format the source format of the audio data; for more info see + * SDL_AudioFormat + * \param src_channels the number of channels in the source + * \param src_rate the frequency (sample-frames-per-second) of the source + * \param dst_format the destination format of the audio data; for more info + * see SDL_AudioFormat + * \param dst_channels the number of channels in the destination + * \param dst_rate the frequency (sample-frames-per-second) of the destination + * \returns 1 if the audio filter is prepared, 0 if no conversion is needed, + * or a negative error code on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_ConvertAudio + */ +extern DECLSPEC int SDLCALL SDL_BuildAudioCVT(SDL_AudioCVT * cvt, + SDL_AudioFormat src_format, + Uint8 src_channels, + int src_rate, + SDL_AudioFormat dst_format, + Uint8 dst_channels, + int dst_rate); + +/** + * Convert audio data to a desired audio format. + * + * This function does the actual audio data conversion, after the application + * has called SDL_BuildAudioCVT() to prepare the conversion information and + * then filled in the buffer details. + * + * Once the application has initialized the `cvt` structure using + * SDL_BuildAudioCVT(), allocated an audio buffer and filled it with audio + * data in the source format, this function will convert the buffer, in-place, + * to the desired format. + * + * The data conversion may go through several passes; any given pass may + * possibly temporarily increase the size of the data. For example, SDL might + * expand 16-bit data to 32 bits before resampling to a lower frequency, + * shrinking the data size after having grown it briefly. Since the supplied + * buffer will be both the source and destination, converting as necessary + * in-place, the application must allocate a buffer that will fully contain + * the data during its largest conversion pass. After SDL_BuildAudioCVT() + * returns, the application should set the `cvt->len` field to the size, in + * bytes, of the source data, and allocate a buffer that is `cvt->len * + * cvt->len_mult` bytes long for the `buf` field. + * + * The source data should be copied into this buffer before the call to + * SDL_ConvertAudio(). Upon successful return, this buffer will contain the + * converted audio, and `cvt->len_cvt` will be the size of the converted data, + * in bytes. Any bytes in the buffer past `cvt->len_cvt` are undefined once + * this function returns. + * + * \param cvt an SDL_AudioCVT structure that was previously set up by + * SDL_BuildAudioCVT(). + * \returns 0 if the conversion was completed successfully or a negative error + * code on failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_BuildAudioCVT + */ +extern DECLSPEC int SDLCALL SDL_ConvertAudio(SDL_AudioCVT * cvt); + +/* SDL_AudioStream is a new audio conversion interface. + The benefits vs SDL_AudioCVT: + - it can handle resampling data in chunks without generating + artifacts, when it doesn't have the complete buffer available. + - it can handle incoming data in any variable size. + - You push data as you have it, and pull it when you need it + */ +/* this is opaque to the outside world. */ +struct _SDL_AudioStream; +typedef struct _SDL_AudioStream SDL_AudioStream; + +/** + * Create a new audio stream. + * + * \param src_format The format of the source audio + * \param src_channels The number of channels of the source audio + * \param src_rate The sampling rate of the source audio + * \param dst_format The format of the desired audio output + * \param dst_channels The number of channels of the desired audio output + * \param dst_rate The sampling rate of the desired audio output + * \returns 0 on success, or -1 on error. + * + * \since This function is available since SDL 2.0.7. + * + * \sa SDL_AudioStreamPut + * \sa SDL_AudioStreamGet + * \sa SDL_AudioStreamAvailable + * \sa SDL_AudioStreamFlush + * \sa SDL_AudioStreamClear + * \sa SDL_FreeAudioStream + */ +extern DECLSPEC SDL_AudioStream * SDLCALL SDL_NewAudioStream(const SDL_AudioFormat src_format, + const Uint8 src_channels, + const int src_rate, + const SDL_AudioFormat dst_format, + const Uint8 dst_channels, + const int dst_rate); + +/** + * Add data to be converted/resampled to the stream. + * + * \param stream The stream the audio data is being added to + * \param buf A pointer to the audio data to add + * \param len The number of bytes to write to the stream + * \returns 0 on success, or -1 on error. + * + * \since This function is available since SDL 2.0.7. + * + * \sa SDL_NewAudioStream + * \sa SDL_AudioStreamGet + * \sa SDL_AudioStreamAvailable + * \sa SDL_AudioStreamFlush + * \sa SDL_AudioStreamClear + * \sa SDL_FreeAudioStream + */ +extern DECLSPEC int SDLCALL SDL_AudioStreamPut(SDL_AudioStream *stream, const void *buf, int len); + +/** + * Get converted/resampled data from the stream + * + * \param stream The stream the audio is being requested from + * \param buf A buffer to fill with audio data + * \param len The maximum number of bytes to fill + * \returns the number of bytes read from the stream, or -1 on error + * + * \since This function is available since SDL 2.0.7. + * + * \sa SDL_NewAudioStream + * \sa SDL_AudioStreamPut + * \sa SDL_AudioStreamAvailable + * \sa SDL_AudioStreamFlush + * \sa SDL_AudioStreamClear + * \sa SDL_FreeAudioStream + */ +extern DECLSPEC int SDLCALL SDL_AudioStreamGet(SDL_AudioStream *stream, void *buf, int len); + +/** + * Get the number of converted/resampled bytes available. + * + * The stream may be buffering data behind the scenes until it has enough to + * resample correctly, so this number might be lower than what you expect, or + * even be zero. Add more data or flush the stream if you need the data now. + * + * \since This function is available since SDL 2.0.7. + * + * \sa SDL_NewAudioStream + * \sa SDL_AudioStreamPut + * \sa SDL_AudioStreamGet + * \sa SDL_AudioStreamFlush + * \sa SDL_AudioStreamClear + * \sa SDL_FreeAudioStream + */ +extern DECLSPEC int SDLCALL SDL_AudioStreamAvailable(SDL_AudioStream *stream); + +/** + * Tell the stream that you're done sending data, and anything being buffered + * should be converted/resampled and made available immediately. + * + * It is legal to add more data to a stream after flushing, but there will be + * audio gaps in the output. Generally this is intended to signal the end of + * input, so the complete output becomes available. + * + * \since This function is available since SDL 2.0.7. + * + * \sa SDL_NewAudioStream + * \sa SDL_AudioStreamPut + * \sa SDL_AudioStreamGet + * \sa SDL_AudioStreamAvailable + * \sa SDL_AudioStreamClear + * \sa SDL_FreeAudioStream + */ +extern DECLSPEC int SDLCALL SDL_AudioStreamFlush(SDL_AudioStream *stream); + +/** + * Clear any pending data in the stream without converting it + * + * \since This function is available since SDL 2.0.7. + * + * \sa SDL_NewAudioStream + * \sa SDL_AudioStreamPut + * \sa SDL_AudioStreamGet + * \sa SDL_AudioStreamAvailable + * \sa SDL_AudioStreamFlush + * \sa SDL_FreeAudioStream + */ +extern DECLSPEC void SDLCALL SDL_AudioStreamClear(SDL_AudioStream *stream); + +/** + * Free an audio stream + * + * \since This function is available since SDL 2.0.7. + * + * \sa SDL_NewAudioStream + * \sa SDL_AudioStreamPut + * \sa SDL_AudioStreamGet + * \sa SDL_AudioStreamAvailable + * \sa SDL_AudioStreamFlush + * \sa SDL_AudioStreamClear + */ +extern DECLSPEC void SDLCALL SDL_FreeAudioStream(SDL_AudioStream *stream); + +#define SDL_MIX_MAXVOLUME 128 + +/** + * This function is a legacy means of mixing audio. + * + * This function is equivalent to calling... + * + * ```c + * SDL_MixAudioFormat(dst, src, format, len, volume); + * ``` + * + * ...where `format` is the obtained format of the audio device from the + * legacy SDL_OpenAudio() function. + * + * \param dst the destination for the mixed audio + * \param src the source audio buffer to be mixed + * \param len the length of the audio buffer in bytes + * \param volume ranges from 0 - 128, and should be set to SDL_MIX_MAXVOLUME + * for full audio volume + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_MixAudioFormat + */ +extern DECLSPEC void SDLCALL SDL_MixAudio(Uint8 * dst, const Uint8 * src, + Uint32 len, int volume); + +/** + * Mix audio data in a specified format. + * + * This takes an audio buffer `src` of `len` bytes of `format` data and mixes + * it into `dst`, performing addition, volume adjustment, and overflow + * clipping. The buffer pointed to by `dst` must also be `len` bytes of + * `format` data. + * + * This is provided for convenience -- you can mix your own audio data. + * + * Do not use this function for mixing together more than two streams of + * sample data. The output from repeated application of this function may be + * distorted by clipping, because there is no accumulator with greater range + * than the input (not to mention this being an inefficient way of doing it). + * + * It is a common misconception that this function is required to write audio + * data to an output stream in an audio callback. While you can do that, + * SDL_MixAudioFormat() is really only needed when you're mixing a single + * audio stream with a volume adjustment. + * + * \param dst the destination for the mixed audio + * \param src the source audio buffer to be mixed + * \param format the SDL_AudioFormat structure representing the desired audio + * format + * \param len the length of the audio buffer in bytes + * \param volume ranges from 0 - 128, and should be set to SDL_MIX_MAXVOLUME + * for full audio volume + * + * \since This function is available since SDL 2.0.0. + */ +extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst, + const Uint8 * src, + SDL_AudioFormat format, + Uint32 len, int volume); + +/** + * Queue more audio on non-callback devices. + * + * If you are looking to retrieve queued audio from a non-callback capture + * device, you want SDL_DequeueAudio() instead. SDL_QueueAudio() will return + * -1 to signify an error if you use it with capture devices. + * + * SDL offers two ways to feed audio to the device: you can either supply a + * callback that SDL triggers with some frequency to obtain more audio (pull + * method), or you can supply no callback, and then SDL will expect you to + * supply data at regular intervals (push method) with this function. + * + * There are no limits on the amount of data you can queue, short of + * exhaustion of address space. Queued data will drain to the device as + * necessary without further intervention from you. If the device needs audio + * but there is not enough queued, it will play silence to make up the + * difference. This means you will have skips in your audio playback if you + * aren't routinely queueing sufficient data. + * + * This function copies the supplied data, so you are safe to free it when the + * function returns. This function is thread-safe, but queueing to the same + * device from two threads at once does not promise which buffer will be + * queued first. + * + * You may not queue audio on a device that is using an application-supplied + * callback; doing so returns an error. You have to use the audio callback or + * queue audio with this function, but not both. + * + * You should not call SDL_LockAudio() on the device before queueing; SDL + * handles locking internally for this function. + * + * Note that SDL2 does not support planar audio. You will need to resample + * from planar audio formats into a non-planar one (see SDL_AudioFormat) + * before queuing audio. + * + * \param dev the device ID to which we will queue audio + * \param data the data to queue to the device for later playback + * \param len the number of bytes (not samples!) to which `data` points + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.4. + * + * \sa SDL_ClearQueuedAudio + * \sa SDL_GetQueuedAudioSize + */ +extern DECLSPEC int SDLCALL SDL_QueueAudio(SDL_AudioDeviceID dev, const void *data, Uint32 len); + +/** + * Dequeue more audio on non-callback devices. + * + * If you are looking to queue audio for output on a non-callback playback + * device, you want SDL_QueueAudio() instead. SDL_DequeueAudio() will always + * return 0 if you use it with playback devices. + * + * SDL offers two ways to retrieve audio from a capture device: you can either + * supply a callback that SDL triggers with some frequency as the device + * records more audio data, (push method), or you can supply no callback, and + * then SDL will expect you to retrieve data at regular intervals (pull + * method) with this function. + * + * There are no limits on the amount of data you can queue, short of + * exhaustion of address space. Data from the device will keep queuing as + * necessary without further intervention from you. This means you will + * eventually run out of memory if you aren't routinely dequeueing data. + * + * Capture devices will not queue data when paused; if you are expecting to + * not need captured audio for some length of time, use SDL_PauseAudioDevice() + * to stop the capture device from queueing more data. This can be useful + * during, say, level loading times. When unpaused, capture devices will start + * queueing data from that point, having flushed any capturable data available + * while paused. + * + * This function is thread-safe, but dequeueing from the same device from two + * threads at once does not promise which thread will dequeue data first. + * + * You may not dequeue audio from a device that is using an + * application-supplied callback; doing so returns an error. You have to use + * the audio callback, or dequeue audio with this function, but not both. + * + * You should not call SDL_LockAudio() on the device before dequeueing; SDL + * handles locking internally for this function. + * + * \param dev the device ID from which we will dequeue audio + * \param data a pointer into where audio data should be copied + * \param len the number of bytes (not samples!) to which (data) points + * \returns the number of bytes dequeued, which could be less than requested; + * call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.5. + * + * \sa SDL_ClearQueuedAudio + * \sa SDL_GetQueuedAudioSize + */ +extern DECLSPEC Uint32 SDLCALL SDL_DequeueAudio(SDL_AudioDeviceID dev, void *data, Uint32 len); + +/** + * Get the number of bytes of still-queued audio. + * + * For playback devices: this is the number of bytes that have been queued for + * playback with SDL_QueueAudio(), but have not yet been sent to the hardware. + * + * Once we've sent it to the hardware, this function can not decide the exact + * byte boundary of what has been played. It's possible that we just gave the + * hardware several kilobytes right before you called this function, but it + * hasn't played any of it yet, or maybe half of it, etc. + * + * For capture devices, this is the number of bytes that have been captured by + * the device and are waiting for you to dequeue. This number may grow at any + * time, so this only informs of the lower-bound of available data. + * + * You may not queue or dequeue audio on a device that is using an + * application-supplied callback; calling this function on such a device + * always returns 0. You have to use the audio callback or queue audio, but + * not both. + * + * You should not call SDL_LockAudio() on the device before querying; SDL + * handles locking internally for this function. + * + * \param dev the device ID of which we will query queued audio size + * \returns the number of bytes (not samples!) of queued audio. + * + * \since This function is available since SDL 2.0.4. + * + * \sa SDL_ClearQueuedAudio + * \sa SDL_QueueAudio + * \sa SDL_DequeueAudio + */ +extern DECLSPEC Uint32 SDLCALL SDL_GetQueuedAudioSize(SDL_AudioDeviceID dev); + +/** + * Drop any queued audio data waiting to be sent to the hardware. + * + * Immediately after this call, SDL_GetQueuedAudioSize() will return 0. For + * output devices, the hardware will start playing silence if more audio isn't + * queued. For capture devices, the hardware will start filling the empty + * queue with new data if the capture device isn't paused. + * + * This will not prevent playback of queued audio that's already been sent to + * the hardware, as we can not undo that, so expect there to be some fraction + * of a second of audio that might still be heard. This can be useful if you + * want to, say, drop any pending music or any unprocessed microphone input + * during a level change in your game. + * + * You may not queue or dequeue audio on a device that is using an + * application-supplied callback; calling this function on such a device + * always returns 0. You have to use the audio callback or queue audio, but + * not both. + * + * You should not call SDL_LockAudio() on the device before clearing the + * queue; SDL handles locking internally for this function. + * + * This function always succeeds and thus returns void. + * + * \param dev the device ID of which to clear the audio queue + * + * \since This function is available since SDL 2.0.4. + * + * \sa SDL_GetQueuedAudioSize + * \sa SDL_QueueAudio + * \sa SDL_DequeueAudio + */ +extern DECLSPEC void SDLCALL SDL_ClearQueuedAudio(SDL_AudioDeviceID dev); + + +/** + * \name Audio lock functions + * + * The lock manipulated by these functions protects the callback function. + * During a SDL_LockAudio()/SDL_UnlockAudio() pair, you can be guaranteed that + * the callback function is not running. Do not call these from the callback + * function or you will cause deadlock. + */ +/* @{ */ + +/** + * This function is a legacy means of locking the audio device. + * + * New programs might want to use SDL_LockAudioDevice() instead. This function + * is equivalent to calling... + * + * ```c + * SDL_LockAudioDevice(1); + * ``` + * + * ...and is only useful if you used the legacy SDL_OpenAudio() function. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LockAudioDevice + * \sa SDL_UnlockAudio + * \sa SDL_UnlockAudioDevice + */ +extern DECLSPEC void SDLCALL SDL_LockAudio(void); + +/** + * Use this function to lock out the audio callback function for a specified + * device. + * + * The lock manipulated by these functions protects the audio callback + * function specified in SDL_OpenAudioDevice(). During a + * SDL_LockAudioDevice()/SDL_UnlockAudioDevice() pair, you can be guaranteed + * that the callback function for that device is not running, even if the + * device is not paused. While a device is locked, any other unpaused, + * unlocked devices may still run their callbacks. + * + * Calling this function from inside your audio callback is unnecessary. SDL + * obtains this lock before calling your function, and releases it when the + * function returns. + * + * You should not hold the lock longer than absolutely necessary. If you hold + * it too long, you'll experience dropouts in your audio playback. Ideally, + * your application locks the device, sets a few variables and unlocks again. + * Do not do heavy work while holding the lock for a device. + * + * It is safe to lock the audio device multiple times, as long as you unlock + * it an equivalent number of times. The callback will not run until the + * device has been unlocked completely in this way. If your application fails + * to unlock the device appropriately, your callback will never run, you might + * hear repeating bursts of audio, and SDL_CloseAudioDevice() will probably + * deadlock. + * + * Internally, the audio device lock is a mutex; if you lock from two threads + * at once, not only will you block the audio callback, you'll block the other + * thread. + * + * \param dev the ID of the device to be locked + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_UnlockAudioDevice + */ +extern DECLSPEC void SDLCALL SDL_LockAudioDevice(SDL_AudioDeviceID dev); + +/** + * This function is a legacy means of unlocking the audio device. + * + * New programs might want to use SDL_UnlockAudioDevice() instead. This + * function is equivalent to calling... + * + * ```c + * SDL_UnlockAudioDevice(1); + * ``` + * + * ...and is only useful if you used the legacy SDL_OpenAudio() function. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LockAudio + * \sa SDL_UnlockAudioDevice + */ +extern DECLSPEC void SDLCALL SDL_UnlockAudio(void); + +/** + * Use this function to unlock the audio callback function for a specified + * device. + * + * This function should be paired with a previous SDL_LockAudioDevice() call. + * + * \param dev the ID of the device to be unlocked + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LockAudioDevice + */ +extern DECLSPEC void SDLCALL SDL_UnlockAudioDevice(SDL_AudioDeviceID dev); +/* @} *//* Audio lock functions */ + +/** + * This function is a legacy means of closing the audio device. + * + * This function is equivalent to calling... + * + * ```c + * SDL_CloseAudioDevice(1); + * ``` + * + * ...and is only useful if you used the legacy SDL_OpenAudio() function. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_OpenAudio + */ +extern DECLSPEC void SDLCALL SDL_CloseAudio(void); + +/** + * Use this function to shut down audio processing and close the audio device. + * + * The application should close open audio devices once they are no longer + * needed. Calling this function will wait until the device's audio callback + * is not running, release the audio hardware and then clean up internal + * state. No further audio will play from this device once this function + * returns. + * + * This function may block briefly while pending audio data is played by the + * hardware, so that applications don't drop the last buffer of data they + * supplied. + * + * The device ID is invalid as soon as the device is closed, and is eligible + * for reuse in a new SDL_OpenAudioDevice() call immediately. + * + * \param dev an audio device previously opened with SDL_OpenAudioDevice() + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_OpenAudioDevice + */ +extern DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID dev); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include "close_code.h" + +#endif /* SDL_audio_h_ */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/thirdparty/sdl_headers/SDL_bits.h b/thirdparty/sdl_headers/SDL_bits.h new file mode 100644 index 00000000000..83e8a78c783 --- /dev/null +++ b/thirdparty/sdl_headers/SDL_bits.h @@ -0,0 +1,126 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * \file SDL_bits.h + * + * Functions for fiddling with bits and bitmasks. + */ + +#ifndef SDL_bits_h_ +#define SDL_bits_h_ + +#include "SDL_stdinc.h" + +#include "begin_code.h" +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * \file SDL_bits.h + */ + +/** + * Get the index of the most significant bit. Result is undefined when called + * with 0. This operation can also be stated as "count leading zeroes" and + * "log base 2". + * + * \return the index of the most significant bit, or -1 if the value is 0. + */ +#if defined(__WATCOMC__) && defined(__386__) +extern __inline int _SDL_bsr_watcom(Uint32); +#pragma aux _SDL_bsr_watcom = \ + "bsr eax, eax" \ + parm [eax] nomemory \ + value [eax] \ + modify exact [eax] nomemory; +#endif + +SDL_FORCE_INLINE int +SDL_MostSignificantBitIndex32(Uint32 x) +{ +#if defined(__GNUC__) && (__GNUC__ >= 4 || (__GNUC__ == 3 && __GNUC_MINOR__ >= 4)) + /* Count Leading Zeroes builtin in GCC. + * http://gcc.gnu.org/onlinedocs/gcc-4.3.4/gcc/Other-Builtins.html + */ + if (x == 0) { + return -1; + } + return 31 - __builtin_clz(x); +#elif defined(__WATCOMC__) && defined(__386__) + if (x == 0) { + return -1; + } + return _SDL_bsr_watcom(x); +#elif defined(_MSC_VER) + unsigned long index; + if (_BitScanReverse(&index, x)) { + return index; + } + return -1; +#else + /* Based off of Bit Twiddling Hacks by Sean Eron Anderson + * , released in the public domain. + * http://graphics.stanford.edu/~seander/bithacks.html#IntegerLog + */ + const Uint32 b[] = {0x2, 0xC, 0xF0, 0xFF00, 0xFFFF0000}; + const int S[] = {1, 2, 4, 8, 16}; + + int msbIndex = 0; + int i; + + if (x == 0) { + return -1; + } + + for (i = 4; i >= 0; i--) + { + if (x & b[i]) + { + x >>= S[i]; + msbIndex |= S[i]; + } + } + + return msbIndex; +#endif +} + +SDL_FORCE_INLINE SDL_bool +SDL_HasExactlyOneBitSet32(Uint32 x) +{ + if (x && !(x & (x - 1))) { + return SDL_TRUE; + } + return SDL_FALSE; +} + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include "close_code.h" + +#endif /* SDL_bits_h_ */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/thirdparty/sdl_headers/SDL_blendmode.h b/thirdparty/sdl_headers/SDL_blendmode.h new file mode 100644 index 00000000000..09d01477d8d --- /dev/null +++ b/thirdparty/sdl_headers/SDL_blendmode.h @@ -0,0 +1,198 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * \file SDL_blendmode.h + * + * Header file declaring the SDL_BlendMode enumeration + */ + +#ifndef SDL_blendmode_h_ +#define SDL_blendmode_h_ + +#include "begin_code.h" +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * \brief The blend mode used in SDL_RenderCopy() and drawing operations. + */ +typedef enum +{ + SDL_BLENDMODE_NONE = 0x00000000, /**< no blending + dstRGBA = srcRGBA */ + SDL_BLENDMODE_BLEND = 0x00000001, /**< alpha blending + dstRGB = (srcRGB * srcA) + (dstRGB * (1-srcA)) + dstA = srcA + (dstA * (1-srcA)) */ + SDL_BLENDMODE_ADD = 0x00000002, /**< additive blending + dstRGB = (srcRGB * srcA) + dstRGB + dstA = dstA */ + SDL_BLENDMODE_MOD = 0x00000004, /**< color modulate + dstRGB = srcRGB * dstRGB + dstA = dstA */ + SDL_BLENDMODE_MUL = 0x00000008, /**< color multiply + dstRGB = (srcRGB * dstRGB) + (dstRGB * (1-srcA)) + dstA = dstA */ + SDL_BLENDMODE_INVALID = 0x7FFFFFFF + + /* Additional custom blend modes can be returned by SDL_ComposeCustomBlendMode() */ + +} SDL_BlendMode; + +/** + * \brief The blend operation used when combining source and destination pixel components + */ +typedef enum +{ + SDL_BLENDOPERATION_ADD = 0x1, /**< dst + src: supported by all renderers */ + SDL_BLENDOPERATION_SUBTRACT = 0x2, /**< src - dst : supported by D3D9, D3D11, OpenGL, OpenGLES */ + SDL_BLENDOPERATION_REV_SUBTRACT = 0x3, /**< dst - src : supported by D3D9, D3D11, OpenGL, OpenGLES */ + SDL_BLENDOPERATION_MINIMUM = 0x4, /**< min(dst, src) : supported by D3D9, D3D11 */ + SDL_BLENDOPERATION_MAXIMUM = 0x5 /**< max(dst, src) : supported by D3D9, D3D11 */ +} SDL_BlendOperation; + +/** + * \brief The normalized factor used to multiply pixel components + */ +typedef enum +{ + SDL_BLENDFACTOR_ZERO = 0x1, /**< 0, 0, 0, 0 */ + SDL_BLENDFACTOR_ONE = 0x2, /**< 1, 1, 1, 1 */ + SDL_BLENDFACTOR_SRC_COLOR = 0x3, /**< srcR, srcG, srcB, srcA */ + SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR = 0x4, /**< 1-srcR, 1-srcG, 1-srcB, 1-srcA */ + SDL_BLENDFACTOR_SRC_ALPHA = 0x5, /**< srcA, srcA, srcA, srcA */ + SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA = 0x6, /**< 1-srcA, 1-srcA, 1-srcA, 1-srcA */ + SDL_BLENDFACTOR_DST_COLOR = 0x7, /**< dstR, dstG, dstB, dstA */ + SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR = 0x8, /**< 1-dstR, 1-dstG, 1-dstB, 1-dstA */ + SDL_BLENDFACTOR_DST_ALPHA = 0x9, /**< dstA, dstA, dstA, dstA */ + SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA = 0xA /**< 1-dstA, 1-dstA, 1-dstA, 1-dstA */ +} SDL_BlendFactor; + +/** + * Compose a custom blend mode for renderers. + * + * The functions SDL_SetRenderDrawBlendMode and SDL_SetTextureBlendMode accept + * the SDL_BlendMode returned by this function if the renderer supports it. + * + * A blend mode controls how the pixels from a drawing operation (source) get + * combined with the pixels from the render target (destination). First, the + * components of the source and destination pixels get multiplied with their + * blend factors. Then, the blend operation takes the two products and + * calculates the result that will get stored in the render target. + * + * Expressed in pseudocode, it would look like this: + * + * ```c + * dstRGB = colorOperation(srcRGB * srcColorFactor, dstRGB * dstColorFactor); + * dstA = alphaOperation(srcA * srcAlphaFactor, dstA * dstAlphaFactor); + * ``` + * + * Where the functions `colorOperation(src, dst)` and `alphaOperation(src, + * dst)` can return one of the following: + * + * - `src + dst` + * - `src - dst` + * - `dst - src` + * - `min(src, dst)` + * - `max(src, dst)` + * + * The red, green, and blue components are always multiplied with the first, + * second, and third components of the SDL_BlendFactor, respectively. The + * fourth component is not used. + * + * The alpha component is always multiplied with the fourth component of the + * SDL_BlendFactor. The other components are not used in the alpha + * calculation. + * + * Support for these blend modes varies for each renderer. To check if a + * specific SDL_BlendMode is supported, create a renderer and pass it to + * either SDL_SetRenderDrawBlendMode or SDL_SetTextureBlendMode. They will + * return with an error if the blend mode is not supported. + * + * This list describes the support of custom blend modes for each renderer in + * SDL 2.0.6. All renderers support the four blend modes listed in the + * SDL_BlendMode enumeration. + * + * - **direct3d**: Supports all operations with all factors. However, some + * factors produce unexpected results with `SDL_BLENDOPERATION_MINIMUM` and + * `SDL_BLENDOPERATION_MAXIMUM`. + * - **direct3d11**: Same as Direct3D 9. + * - **opengl**: Supports the `SDL_BLENDOPERATION_ADD` operation with all + * factors. OpenGL versions 1.1, 1.2, and 1.3 do not work correctly with SDL + * 2.0.6. + * - **opengles**: Supports the `SDL_BLENDOPERATION_ADD` operation with all + * factors. Color and alpha factors need to be the same. OpenGL ES 1 + * implementation specific: May also support `SDL_BLENDOPERATION_SUBTRACT` + * and `SDL_BLENDOPERATION_REV_SUBTRACT`. May support color and alpha + * operations being different from each other. May support color and alpha + * factors being different from each other. + * - **opengles2**: Supports the `SDL_BLENDOPERATION_ADD`, + * `SDL_BLENDOPERATION_SUBTRACT`, `SDL_BLENDOPERATION_REV_SUBTRACT` + * operations with all factors. + * - **psp**: No custom blend mode support. + * - **software**: No custom blend mode support. + * + * Some renderers do not provide an alpha component for the default render + * target. The `SDL_BLENDFACTOR_DST_ALPHA` and + * `SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA` factors do not have an effect in this + * case. + * + * \param srcColorFactor the SDL_BlendFactor applied to the red, green, and + * blue components of the source pixels + * \param dstColorFactor the SDL_BlendFactor applied to the red, green, and + * blue components of the destination pixels + * \param colorOperation the SDL_BlendOperation used to combine the red, + * green, and blue components of the source and + * destination pixels + * \param srcAlphaFactor the SDL_BlendFactor applied to the alpha component of + * the source pixels + * \param dstAlphaFactor the SDL_BlendFactor applied to the alpha component of + * the destination pixels + * \param alphaOperation the SDL_BlendOperation used to combine the alpha + * component of the source and destination pixels + * \returns an SDL_BlendMode that represents the chosen factors and + * operations. + * + * \since This function is available since SDL 2.0.6. + * + * \sa SDL_SetRenderDrawBlendMode + * \sa SDL_GetRenderDrawBlendMode + * \sa SDL_SetTextureBlendMode + * \sa SDL_GetTextureBlendMode + */ +extern DECLSPEC SDL_BlendMode SDLCALL SDL_ComposeCustomBlendMode(SDL_BlendFactor srcColorFactor, + SDL_BlendFactor dstColorFactor, + SDL_BlendOperation colorOperation, + SDL_BlendFactor srcAlphaFactor, + SDL_BlendFactor dstAlphaFactor, + SDL_BlendOperation alphaOperation); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include "close_code.h" + +#endif /* SDL_blendmode_h_ */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/thirdparty/sdl_headers/SDL_clipboard.h b/thirdparty/sdl_headers/SDL_clipboard.h new file mode 100644 index 00000000000..bd4b044c6dd --- /dev/null +++ b/thirdparty/sdl_headers/SDL_clipboard.h @@ -0,0 +1,141 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * \file SDL_clipboard.h + * + * Include file for SDL clipboard handling + */ + +#ifndef SDL_clipboard_h_ +#define SDL_clipboard_h_ + +#include "SDL_stdinc.h" + +#include "begin_code.h" +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/* Function prototypes */ + +/** + * Put UTF-8 text into the clipboard. + * + * \param text the text to store in the clipboard + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetClipboardText + * \sa SDL_HasClipboardText + */ +extern DECLSPEC int SDLCALL SDL_SetClipboardText(const char *text); + +/** + * Get UTF-8 text from the clipboard, which must be freed with SDL_free(). + * + * This functions returns empty string if there was not enough memory left for + * a copy of the clipboard's content. + * + * \returns the clipboard 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 2.0.0. + * + * \sa SDL_HasClipboardText + * \sa SDL_SetClipboardText + */ +extern DECLSPEC char * SDLCALL SDL_GetClipboardText(void); + +/** + * Query whether the clipboard exists and contains a non-empty text string. + * + * \returns SDL_TRUE if the clipboard has text, or SDL_FALSE if it does not. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetClipboardText + * \sa SDL_SetClipboardText + */ +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 +} +#endif +#include "close_code.h" + +#endif /* SDL_clipboard_h_ */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/thirdparty/sdl_headers/SDL_config.h b/thirdparty/sdl_headers/SDL_config.h new file mode 100644 index 00000000000..49605b1e8a8 --- /dev/null +++ b/thirdparty/sdl_headers/SDL_config.h @@ -0,0 +1,61 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +#ifndef SDL_config_h_ +#define SDL_config_h_ + +#include "SDL_platform.h" + +/** + * \file SDL_config.h + */ + +/* Add any platform that doesn't build using the configure system. */ +#if defined(__WIN32__) +#include "SDL_config_windows.h" +#elif defined(__WINRT__) +#include "SDL_config_winrt.h" +#elif defined(__WINGDK__) +#include "SDL_config_wingdk.h" +#elif defined(__XBOXONE__) || defined(__XBOXSERIES__) +#include "SDL_config_xbox.h" +#elif defined(__MACOSX__) +#include "SDL_config_macosx.h" +#elif defined(__IPHONEOS__) +#include "SDL_config_iphoneos.h" +#elif defined(__ANDROID__) +#include "SDL_config_android.h" +#elif defined(__OS2__) +#include "SDL_config_os2.h" +#elif defined(__EMSCRIPTEN__) +#include "SDL_config_emscripten.h" +#elif defined(__NGAGE__) +#include "SDL_config_ngage.h" +#else +/* This is a minimal configuration just to get SDL running on new platforms. */ +#include "SDL_config_minimal.h" +#endif /* platform config */ + +#ifdef USING_GENERATED_CONFIG_H +#error Wrong SDL_config.h, check your include path? +#endif + +#endif /* SDL_config_h_ */ diff --git a/thirdparty/sdl_headers/SDL_config_minimal.h b/thirdparty/sdl_headers/SDL_config_minimal.h new file mode 100644 index 00000000000..ceedda2d649 --- /dev/null +++ b/thirdparty/sdl_headers/SDL_config_minimal.h @@ -0,0 +1,95 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +#ifndef SDL_config_minimal_h_ +#define SDL_config_minimal_h_ +#define SDL_config_h_ + +#include "SDL_platform.h" + +/** + * \file SDL_config_minimal.h + * + * This is the minimal configuration that can be used to build SDL. + */ + +#define HAVE_STDARG_H 1 +#define HAVE_STDDEF_H 1 + +#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; +typedef unsigned __int16 uint16_t; +typedef signed __int32 int32_t; +typedef unsigned __int32 uint32_t; +typedef signed __int64 int64_t; +typedef unsigned __int64 uint64_t; +#ifndef _UINTPTR_T_DEFINED +#ifdef _WIN64 +typedef unsigned __int64 uintptr_t; +#else +typedef unsigned int uintptr_t; +#endif +#define _UINTPTR_T_DEFINED +#endif +#else +#define HAVE_STDINT_H 1 +#endif /* Visual Studio 2008 */ +#endif /* !_STDINT_H_ && !HAVE_STDINT_H */ + +#ifdef __GNUC__ +#define HAVE_GCC_SYNC_LOCK_TEST_AND_SET 1 +#endif + +/* Enable the dummy audio driver (src/audio/dummy/\*.c) */ +#define SDL_AUDIO_DRIVER_DUMMY 1 + +/* Enable the stub joystick driver (src/joystick/dummy/\*.c) */ +#define SDL_JOYSTICK_DISABLED 1 + +/* Enable the stub haptic driver (src/haptic/dummy/\*.c) */ +#define SDL_HAPTIC_DISABLED 1 + +/* Enable the stub HIDAPI */ +#define SDL_HIDAPI_DISABLED 1 + +/* Enable the stub sensor driver (src/sensor/dummy/\*.c) */ +#define SDL_SENSOR_DISABLED 1 + +/* Enable the stub shared object loader (src/loadso/dummy/\*.c) */ +#define SDL_LOADSO_DISABLED 1 + +/* Enable the stub thread support (src/thread/generic/\*.c) */ +#define SDL_THREADS_DISABLED 1 + +/* Enable the stub timer support (src/timer/dummy/\*.c) */ +#define SDL_TIMERS_DISABLED 1 + +/* Enable the dummy video driver (src/video/dummy/\*.c) */ +#define SDL_VIDEO_DRIVER_DUMMY 1 + +/* Enable the dummy filesystem driver (src/filesystem/dummy/\*.c) */ +#define SDL_FILESYSTEM_DUMMY 1 + +#endif /* SDL_config_minimal_h_ */ diff --git a/thirdparty/sdl_headers/SDL_cpuinfo.h b/thirdparty/sdl_headers/SDL_cpuinfo.h new file mode 100644 index 00000000000..2a9dd380c2e --- /dev/null +++ b/thirdparty/sdl_headers/SDL_cpuinfo.h @@ -0,0 +1,594 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * \file SDL_cpuinfo.h + * + * CPU feature detection for SDL. + */ + +#ifndef SDL_cpuinfo_h_ +#define SDL_cpuinfo_h_ + +#include "SDL_stdinc.h" + +/* Need to do this here because intrin.h has C++ code in it */ +/* Visual Studio 2005 has a bug where intrin.h conflicts with winnt.h */ +#if defined(_MSC_VER) && (_MSC_VER >= 1500) && (defined(_M_IX86) || defined(_M_X64)) +#ifdef __clang__ +/* As of Clang 11, '_m_prefetchw' is conflicting with the winnt.h's version, + so we define the needed '_m_prefetch' here as a pseudo-header, until the issue is fixed. */ + +#ifndef __PRFCHWINTRIN_H +#define __PRFCHWINTRIN_H + +static __inline__ void __attribute__((__always_inline__, __nodebug__)) +_m_prefetch(void *__P) +{ + __builtin_prefetch (__P, 0, 3 /* _MM_HINT_T0 */); +} + +#endif /* __PRFCHWINTRIN_H */ +#endif /* __clang__ */ +#include +#ifndef _WIN64 +#ifndef __MMX__ +#define __MMX__ +#endif +#ifndef __3dNOW__ +#define __3dNOW__ +#endif +#endif +#ifndef __SSE__ +#define __SSE__ +#endif +#ifndef __SSE2__ +#define __SSE2__ +#endif +#ifndef __SSE3__ +#define __SSE3__ +#endif +#elif defined(__MINGW64_VERSION_MAJOR) +#include +#if !defined(SDL_DISABLE_ARM_NEON_H) && defined(__ARM_NEON) +# include +#endif +#else +/* altivec.h redefining bool causes a number of problems, see bugs 3993 and 4392, so you need to explicitly define SDL_ENABLE_ALTIVEC_H to have it included. */ +#if defined(HAVE_ALTIVEC_H) && defined(__ALTIVEC__) && !defined(__APPLE_ALTIVEC__) && defined(SDL_ENABLE_ALTIVEC_H) +#include +#endif +#if !defined(SDL_DISABLE_ARM_NEON_H) +# if defined(__ARM_NEON) +# include +# 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 +# include +# define __ARM_NEON 1 /* Set __ARM_NEON so that it can be used elsewhere, at compile time */ +# endif +# if defined (_M_ARM64) +# include +# include +# define __ARM_NEON 1 /* Set __ARM_NEON so that it can be used elsewhere, at compile time */ +# define __ARM_ARCH 8 +# endif +# endif +#endif +#endif /* compiler version */ + +#if defined(__3dNOW__) && !defined(SDL_DISABLE_MM3DNOW_H) +#include +#endif +#if defined(__loongarch_sx) && !defined(SDL_DISABLE_LSX_H) +#include +#define __LSX__ +#endif +#if defined(__loongarch_asx) && !defined(SDL_DISABLE_LASX_H) +#include +#define __LASX__ +#endif +#if defined(HAVE_IMMINTRIN_H) && !defined(SDL_DISABLE_IMMINTRIN_H) +#include +#else +#if defined(__MMX__) && !defined(SDL_DISABLE_MMINTRIN_H) +#include +#endif +#if defined(__SSE__) && !defined(SDL_DISABLE_XMMINTRIN_H) +#include +#endif +#if defined(__SSE2__) && !defined(SDL_DISABLE_EMMINTRIN_H) +#include +#endif +#if defined(__SSE3__) && !defined(SDL_DISABLE_PMMINTRIN_H) +#include +#endif +#endif /* HAVE_IMMINTRIN_H */ + +#include "begin_code.h" +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/* This is a guess for the cacheline size used for padding. + * Most x86 processors have a 64 byte cache line. + * The 64-bit PowerPC processors have a 128 byte cache line. + * We'll use the larger value to be generally safe. + */ +#define SDL_CACHELINE_SIZE 128 + +/** + * Get the number of CPU cores available. + * + * \returns the total number of logical CPU cores. On CPUs that include + * technologies such as hyperthreading, the number of logical cores + * may be more than the number of physical cores. + * + * \since This function is available since SDL 2.0.0. + */ +extern DECLSPEC int SDLCALL SDL_GetCPUCount(void); + +/** + * Determine the L1 cache line size of the CPU. + * + * This is useful for determining multi-threaded structure padding or SIMD + * prefetch sizes. + * + * \returns the L1 cache line size of the CPU, in bytes. + * + * \since This function is available since SDL 2.0.0. + */ +extern DECLSPEC int SDLCALL SDL_GetCPUCacheLineSize(void); + +/** + * Determine whether the CPU has the RDTSC instruction. + * + * This always returns false on CPUs that aren't using Intel instruction sets. + * + * \returns SDL_TRUE if the CPU has the RDTSC instruction or SDL_FALSE if not. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_Has3DNow + * \sa SDL_HasAltiVec + * \sa SDL_HasAVX + * \sa SDL_HasAVX2 + * \sa SDL_HasMMX + * \sa SDL_HasSSE + * \sa SDL_HasSSE2 + * \sa SDL_HasSSE3 + * \sa SDL_HasSSE41 + * \sa SDL_HasSSE42 + */ +extern DECLSPEC SDL_bool SDLCALL SDL_HasRDTSC(void); + +/** + * Determine whether the CPU has AltiVec features. + * + * This always returns false on CPUs that aren't using PowerPC instruction + * sets. + * + * \returns SDL_TRUE if the CPU has AltiVec features or SDL_FALSE if not. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_Has3DNow + * \sa SDL_HasAVX + * \sa SDL_HasAVX2 + * \sa SDL_HasMMX + * \sa SDL_HasRDTSC + * \sa SDL_HasSSE + * \sa SDL_HasSSE2 + * \sa SDL_HasSSE3 + * \sa SDL_HasSSE41 + * \sa SDL_HasSSE42 + */ +extern DECLSPEC SDL_bool SDLCALL SDL_HasAltiVec(void); + +/** + * Determine whether the CPU has MMX features. + * + * This always returns false on CPUs that aren't using Intel instruction sets. + * + * \returns SDL_TRUE if the CPU has MMX features or SDL_FALSE if not. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_Has3DNow + * \sa SDL_HasAltiVec + * \sa SDL_HasAVX + * \sa SDL_HasAVX2 + * \sa SDL_HasRDTSC + * \sa SDL_HasSSE + * \sa SDL_HasSSE2 + * \sa SDL_HasSSE3 + * \sa SDL_HasSSE41 + * \sa SDL_HasSSE42 + */ +extern DECLSPEC SDL_bool SDLCALL SDL_HasMMX(void); + +/** + * Determine whether the CPU has 3DNow! features. + * + * This always returns false on CPUs that aren't using AMD instruction sets. + * + * \returns SDL_TRUE if the CPU has 3DNow! features or SDL_FALSE if not. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HasAltiVec + * \sa SDL_HasAVX + * \sa SDL_HasAVX2 + * \sa SDL_HasMMX + * \sa SDL_HasRDTSC + * \sa SDL_HasSSE + * \sa SDL_HasSSE2 + * \sa SDL_HasSSE3 + * \sa SDL_HasSSE41 + * \sa SDL_HasSSE42 + */ +extern DECLSPEC SDL_bool SDLCALL SDL_Has3DNow(void); + +/** + * Determine whether the CPU has SSE features. + * + * This always returns false on CPUs that aren't using Intel instruction sets. + * + * \returns SDL_TRUE if the CPU has SSE features or SDL_FALSE if not. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_Has3DNow + * \sa SDL_HasAltiVec + * \sa SDL_HasAVX + * \sa SDL_HasAVX2 + * \sa SDL_HasMMX + * \sa SDL_HasRDTSC + * \sa SDL_HasSSE2 + * \sa SDL_HasSSE3 + * \sa SDL_HasSSE41 + * \sa SDL_HasSSE42 + */ +extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE(void); + +/** + * Determine whether the CPU has SSE2 features. + * + * This always returns false on CPUs that aren't using Intel instruction sets. + * + * \returns SDL_TRUE if the CPU has SSE2 features or SDL_FALSE if not. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_Has3DNow + * \sa SDL_HasAltiVec + * \sa SDL_HasAVX + * \sa SDL_HasAVX2 + * \sa SDL_HasMMX + * \sa SDL_HasRDTSC + * \sa SDL_HasSSE + * \sa SDL_HasSSE3 + * \sa SDL_HasSSE41 + * \sa SDL_HasSSE42 + */ +extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE2(void); + +/** + * Determine whether the CPU has SSE3 features. + * + * This always returns false on CPUs that aren't using Intel instruction sets. + * + * \returns SDL_TRUE if the CPU has SSE3 features or SDL_FALSE if not. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_Has3DNow + * \sa SDL_HasAltiVec + * \sa SDL_HasAVX + * \sa SDL_HasAVX2 + * \sa SDL_HasMMX + * \sa SDL_HasRDTSC + * \sa SDL_HasSSE + * \sa SDL_HasSSE2 + * \sa SDL_HasSSE41 + * \sa SDL_HasSSE42 + */ +extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE3(void); + +/** + * Determine whether the CPU has SSE4.1 features. + * + * This always returns false on CPUs that aren't using Intel instruction sets. + * + * \returns SDL_TRUE if the CPU has SSE4.1 features or SDL_FALSE if not. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_Has3DNow + * \sa SDL_HasAltiVec + * \sa SDL_HasAVX + * \sa SDL_HasAVX2 + * \sa SDL_HasMMX + * \sa SDL_HasRDTSC + * \sa SDL_HasSSE + * \sa SDL_HasSSE2 + * \sa SDL_HasSSE3 + * \sa SDL_HasSSE42 + */ +extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE41(void); + +/** + * Determine whether the CPU has SSE4.2 features. + * + * This always returns false on CPUs that aren't using Intel instruction sets. + * + * \returns SDL_TRUE if the CPU has SSE4.2 features or SDL_FALSE if not. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_Has3DNow + * \sa SDL_HasAltiVec + * \sa SDL_HasAVX + * \sa SDL_HasAVX2 + * \sa SDL_HasMMX + * \sa SDL_HasRDTSC + * \sa SDL_HasSSE + * \sa SDL_HasSSE2 + * \sa SDL_HasSSE3 + * \sa SDL_HasSSE41 + */ +extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE42(void); + +/** + * Determine whether the CPU has AVX features. + * + * This always returns false on CPUs that aren't using Intel instruction sets. + * + * \returns SDL_TRUE if the CPU has AVX features or SDL_FALSE if not. + * + * \since This function is available since SDL 2.0.2. + * + * \sa SDL_Has3DNow + * \sa SDL_HasAltiVec + * \sa SDL_HasAVX2 + * \sa SDL_HasMMX + * \sa SDL_HasRDTSC + * \sa SDL_HasSSE + * \sa SDL_HasSSE2 + * \sa SDL_HasSSE3 + * \sa SDL_HasSSE41 + * \sa SDL_HasSSE42 + */ +extern DECLSPEC SDL_bool SDLCALL SDL_HasAVX(void); + +/** + * Determine whether the CPU has AVX2 features. + * + * This always returns false on CPUs that aren't using Intel instruction sets. + * + * \returns SDL_TRUE if the CPU has AVX2 features or SDL_FALSE if not. + * + * \since This function is available since SDL 2.0.4. + * + * \sa SDL_Has3DNow + * \sa SDL_HasAltiVec + * \sa SDL_HasAVX + * \sa SDL_HasMMX + * \sa SDL_HasRDTSC + * \sa SDL_HasSSE + * \sa SDL_HasSSE2 + * \sa SDL_HasSSE3 + * \sa SDL_HasSSE41 + * \sa SDL_HasSSE42 + */ +extern DECLSPEC SDL_bool SDLCALL SDL_HasAVX2(void); + +/** + * Determine whether the CPU has AVX-512F (foundation) features. + * + * This always returns false on CPUs that aren't using Intel instruction sets. + * + * \returns SDL_TRUE if the CPU has AVX-512F features or SDL_FALSE if not. + * + * \since This function is available since SDL 2.0.9. + * + * \sa SDL_HasAVX + */ +extern DECLSPEC SDL_bool SDLCALL SDL_HasAVX512F(void); + +/** + * Determine whether the CPU has ARM SIMD (ARMv6) features. + * + * This is different from ARM NEON, which is a different instruction set. + * + * This always returns false on CPUs that aren't using ARM instruction sets. + * + * \returns SDL_TRUE if the CPU has ARM SIMD features or SDL_FALSE if not. + * + * \since This function is available since SDL 2.0.12. + * + * \sa SDL_HasNEON + */ +extern DECLSPEC SDL_bool SDLCALL SDL_HasARMSIMD(void); + +/** + * Determine whether the CPU has NEON (ARM SIMD) features. + * + * This always returns false on CPUs that aren't using ARM instruction sets. + * + * \returns SDL_TRUE if the CPU has ARM NEON features or SDL_FALSE if not. + * + * \since This function is available since SDL 2.0.6. + */ +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 MiB. + * + * \since This function is available since SDL 2.0.1. + */ +extern DECLSPEC int SDLCALL SDL_GetSystemRAM(void); + +/** + * Report the alignment this system needs for SIMD allocations. + * + * This will return the minimum number of bytes to which a pointer must be + * aligned to be compatible with SIMD instructions on the current machine. For + * example, if the machine supports SSE only, it will return 16, but if it + * supports AVX-512F, it'll return 64 (etc). This only reports values for + * instruction sets SDL knows about, so if your SDL build doesn't have + * SDL_HasAVX512F(), then it might return 16 for the SSE support it sees and + * not 64 for the AVX-512 instructions that exist but SDL doesn't know about. + * Plan accordingly. + * + * \returns the alignment in bytes needed for available, known SIMD + * instructions. + * + * \since This function is available since SDL 2.0.10. + */ +extern DECLSPEC size_t SDLCALL SDL_SIMDGetAlignment(void); + +/** + * Allocate memory in a SIMD-friendly way. + * + * This will allocate a block of memory that is suitable for use with SIMD + * instructions. Specifically, it will be properly aligned and padded for the + * system's supported vector instructions. + * + * The memory returned will be padded such that it is safe to read or write an + * incomplete vector at the end of the memory block. This can be useful so you + * don't have to drop back to a scalar fallback at the end of your SIMD + * processing loop to deal with the final elements without overflowing the + * allocated buffer. + * + * You must free this memory with SDL_FreeSIMD(), not free() or SDL_free() or + * delete[], etc. + * + * Note that SDL will only deal with SIMD instruction sets it is aware of; for + * example, SDL 2.0.8 knows that SSE wants 16-byte vectors (SDL_HasSSE()), and + * AVX2 wants 32 bytes (SDL_HasAVX2()), but doesn't know that AVX-512 wants + * 64. To be clear: if you can't decide to use an instruction set with an + * SDL_Has*() function, don't use that instruction set with memory allocated + * through here. + * + * SDL_AllocSIMD(0) will return a non-NULL pointer, assuming the system isn't + * out of memory, but you are not allowed to dereference it (because you only + * own zero bytes of that buffer). + * + * \param len The length, in bytes, of the block to allocate. The actual + * allocated block might be larger due to padding, etc. + * \returns a pointer to the newly-allocated block, NULL if out of memory. + * + * \since This function is available since SDL 2.0.10. + * + * \sa SDL_SIMDGetAlignment + * \sa SDL_SIMDRealloc + * \sa SDL_SIMDFree + */ +extern DECLSPEC void * SDLCALL SDL_SIMDAlloc(const size_t len); + +/** + * Reallocate memory obtained from SDL_SIMDAlloc + * + * It is not valid to use this function on a pointer from anything but + * SDL_SIMDAlloc(). It can't be used on pointers from malloc, realloc, + * SDL_malloc, memalign, new[], etc. + * + * \param mem The pointer obtained from SDL_SIMDAlloc. This function also + * accepts NULL, at which point this function is the same as + * calling SDL_SIMDAlloc with a NULL pointer. + * \param len The length, in bytes, of the block to allocated. The actual + * allocated block might be larger due to padding, etc. Passing 0 + * will return a non-NULL pointer, assuming the system isn't out of + * memory. + * \returns a pointer to the newly-reallocated block, NULL if out of memory. + * + * \since This function is available since SDL 2.0.14. + * + * \sa SDL_SIMDGetAlignment + * \sa SDL_SIMDAlloc + * \sa SDL_SIMDFree + */ +extern DECLSPEC void * SDLCALL SDL_SIMDRealloc(void *mem, const size_t len); + +/** + * Deallocate memory obtained from SDL_SIMDAlloc + * + * It is not valid to use this function on a pointer from anything but + * SDL_SIMDAlloc() or SDL_SIMDRealloc(). It can't be used on pointers from + * malloc, realloc, SDL_malloc, memalign, new[], etc. + * + * However, SDL_SIMDFree(NULL) is a legal no-op. + * + * The memory pointed to by `ptr` is no longer valid for access upon return, + * and may be returned to the system or reused by a future allocation. The + * pointer passed to this function is no longer safe to dereference once this + * function returns, and should be discarded. + * + * \param ptr The pointer, returned from SDL_SIMDAlloc or SDL_SIMDRealloc, to + * deallocate. NULL is a legal no-op. + * + * \since This function is available since SDL 2.0.10. + * + * \sa SDL_SIMDAlloc + * \sa SDL_SIMDRealloc + */ +extern DECLSPEC void SDLCALL SDL_SIMDFree(void *ptr); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include "close_code.h" + +#endif /* SDL_cpuinfo_h_ */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/thirdparty/sdl_headers/SDL_endian.h b/thirdparty/sdl_headers/SDL_endian.h new file mode 100644 index 00000000000..591ccac4256 --- /dev/null +++ b/thirdparty/sdl_headers/SDL_endian.h @@ -0,0 +1,348 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * \file SDL_endian.h + * + * Functions for reading and writing endian-specific values + */ + +#ifndef SDL_endian_h_ +#define SDL_endian_h_ + +#include "SDL_stdinc.h" + +#if defined(_MSC_VER) && (_MSC_VER >= 1400) +/* As of Clang 11, '_m_prefetchw' is conflicting with the winnt.h's version, + so we define the needed '_m_prefetch' here as a pseudo-header, until the issue is fixed. */ +#ifdef __clang__ +#ifndef __PRFCHWINTRIN_H +#define __PRFCHWINTRIN_H +static __inline__ void __attribute__((__always_inline__, __nodebug__)) +_m_prefetch(void *__P) +{ + __builtin_prefetch(__P, 0, 3 /* _MM_HINT_T0 */); +} +#endif /* __PRFCHWINTRIN_H */ +#endif /* __clang__ */ + +#include +#endif + +/** + * \name The two types of endianness + */ +/* @{ */ +#define SDL_LIL_ENDIAN 1234 +#define SDL_BIG_ENDIAN 4321 +/* @} */ + +#ifndef SDL_BYTEORDER /* Not defined in SDL_config.h? */ +#ifdef __linux__ +#include +#define SDL_BYTEORDER __BYTE_ORDER +#elif defined(__OpenBSD__) || defined(__DragonFly__) +#include +#define SDL_BYTEORDER BYTE_ORDER +#elif defined(__FreeBSD__) || defined(__NetBSD__) +#include +#define SDL_BYTEORDER BYTE_ORDER +/* predefs from newer gcc and clang versions: */ +#elif defined(__ORDER_LITTLE_ENDIAN__) && defined(__ORDER_BIG_ENDIAN__) && defined(__BYTE_ORDER__) +#if (__BYTE_ORDER__ == __ORDER_LITTLE_ENDIAN__) +#define SDL_BYTEORDER SDL_LIL_ENDIAN +#elif (__BYTE_ORDER__ == __ORDER_BIG_ENDIAN__) +#define SDL_BYTEORDER SDL_BIG_ENDIAN +#else +#error Unsupported endianness +#endif /**/ +#else +#if defined(__hppa__) || \ + defined(__m68k__) || defined(mc68000) || defined(_M_M68K) || \ + (defined(__MIPS__) && defined(__MIPSEB__)) || \ + defined(__ppc__) || defined(__POWERPC__) || defined(__powerpc__) || defined(__PPC__) || \ + defined(__sparc__) +#define SDL_BYTEORDER SDL_BIG_ENDIAN +#else +#define SDL_BYTEORDER SDL_LIL_ENDIAN +#endif +#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++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * \file SDL_endian.h + */ + +/* various modern compilers may have builtin swap */ +#if defined(__GNUC__) || defined(__clang__) +# define HAS_BUILTIN_BSWAP16 (_SDL_HAS_BUILTIN(__builtin_bswap16)) || \ + (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 8)) +# define HAS_BUILTIN_BSWAP32 (_SDL_HAS_BUILTIN(__builtin_bswap32)) || \ + (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3)) +# define HAS_BUILTIN_BSWAP64 (_SDL_HAS_BUILTIN(__builtin_bswap64)) || \ + (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3)) + + /* this one is broken */ +# define HAS_BROKEN_BSWAP (__GNUC__ == 2 && __GNUC_MINOR__ <= 95) +#else +# define HAS_BUILTIN_BSWAP16 0 +# define HAS_BUILTIN_BSWAP32 0 +# define HAS_BUILTIN_BSWAP64 0 +# define HAS_BROKEN_BSWAP 0 +#endif + +#if HAS_BUILTIN_BSWAP16 +#define SDL_Swap16(x) __builtin_bswap16(x) +#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 +SDL_FORCE_INLINE Uint16 +SDL_Swap16(Uint16 x) +{ + __asm__("xchgb %b0,%h0": "=q"(x):"0"(x)); + return x; +} +#elif defined(__x86_64__) +SDL_FORCE_INLINE Uint16 +SDL_Swap16(Uint16 x) +{ + __asm__("xchgb %b0,%h0": "=Q"(x):"0"(x)); + return x; +} +#elif (defined(__powerpc__) || defined(__ppc__)) +SDL_FORCE_INLINE Uint16 +SDL_Swap16(Uint16 x) +{ + int result; + + __asm__("rlwimi %0,%2,8,16,23": "=&r"(result):"0"(x >> 8), "r"(x)); + return (Uint16)result; +} +#elif (defined(__m68k__) && !defined(__mcoldfire__)) +SDL_FORCE_INLINE Uint16 +SDL_Swap16(Uint16 x) +{ + __asm__("rorw #8,%0": "=d"(x): "0"(x):"cc"); + return x; +} +#elif defined(__WATCOMC__) && defined(__386__) +extern __inline Uint16 SDL_Swap16(Uint16); +#pragma aux SDL_Swap16 = \ + "xchg al, ah" \ + parm [ax] \ + modify [ax]; +#else +SDL_FORCE_INLINE Uint16 +SDL_Swap16(Uint16 x) +{ + return SDL_static_cast(Uint16, ((x << 8) | (x >> 8))); +} +#endif + +#if HAS_BUILTIN_BSWAP32 +#define SDL_Swap32(x) __builtin_bswap32(x) +#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 +SDL_FORCE_INLINE Uint32 +SDL_Swap32(Uint32 x) +{ + __asm__("bswap %0": "=r"(x):"0"(x)); + return x; +} +#elif defined(__x86_64__) +SDL_FORCE_INLINE Uint32 +SDL_Swap32(Uint32 x) +{ + __asm__("bswapl %0": "=r"(x):"0"(x)); + return x; +} +#elif (defined(__powerpc__) || defined(__ppc__)) +SDL_FORCE_INLINE Uint32 +SDL_Swap32(Uint32 x) +{ + Uint32 result; + + __asm__("rlwimi %0,%2,24,16,23": "=&r"(result): "0" (x>>24), "r"(x)); + __asm__("rlwimi %0,%2,8,8,15" : "=&r"(result): "0" (result), "r"(x)); + __asm__("rlwimi %0,%2,24,0,7" : "=&r"(result): "0" (result), "r"(x)); + return result; +} +#elif (defined(__m68k__) && !defined(__mcoldfire__)) +SDL_FORCE_INLINE Uint32 +SDL_Swap32(Uint32 x) +{ + __asm__("rorw #8,%0\n\tswap %0\n\trorw #8,%0": "=d"(x): "0"(x):"cc"); + return x; +} +#elif defined(__WATCOMC__) && defined(__386__) +extern __inline Uint32 SDL_Swap32(Uint32); +#pragma aux SDL_Swap32 = \ + "bswap eax" \ + parm [eax] \ + modify [eax]; +#else +SDL_FORCE_INLINE Uint32 +SDL_Swap32(Uint32 x) +{ + return SDL_static_cast(Uint32, ((x << 24) | ((x << 8) & 0x00FF0000) | + ((x >> 8) & 0x0000FF00) | (x >> 24))); +} +#endif + +#if HAS_BUILTIN_BSWAP64 +#define SDL_Swap64(x) __builtin_bswap64(x) +#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 +SDL_FORCE_INLINE Uint64 +SDL_Swap64(Uint64 x) +{ + union { + struct { + Uint32 a, b; + } s; + Uint64 u; + } v; + v.u = x; + __asm__("bswapl %0 ; bswapl %1 ; xchgl %0,%1" + : "=r"(v.s.a), "=r"(v.s.b) + : "0" (v.s.a), "1"(v.s.b)); + return v.u; +} +#elif defined(__x86_64__) +SDL_FORCE_INLINE Uint64 +SDL_Swap64(Uint64 x) +{ + __asm__("bswapq %0": "=r"(x):"0"(x)); + return x; +} +#elif defined(__WATCOMC__) && defined(__386__) +extern __inline Uint64 SDL_Swap64(Uint64); +#pragma aux SDL_Swap64 = \ + "bswap eax" \ + "bswap edx" \ + "xchg eax,edx" \ + parm [eax edx] \ + modify [eax edx]; +#else +SDL_FORCE_INLINE Uint64 +SDL_Swap64(Uint64 x) +{ + Uint32 hi, lo; + + /* Separate into high and low 32-bit values and swap them */ + lo = SDL_static_cast(Uint32, x & 0xFFFFFFFF); + x >>= 32; + hi = SDL_static_cast(Uint32, x & 0xFFFFFFFF); + x = SDL_Swap32(lo); + x <<= 32; + x |= SDL_Swap32(hi); + return (x); +} +#endif + + +SDL_FORCE_INLINE float +SDL_SwapFloat(float x) +{ + union { + float f; + Uint32 ui32; + } swapper; + swapper.f = x; + swapper.ui32 = SDL_Swap32(swapper.ui32); + return swapper.f; +} + +/* remove extra macros */ +#undef HAS_BROKEN_BSWAP +#undef HAS_BUILTIN_BSWAP16 +#undef HAS_BUILTIN_BSWAP32 +#undef HAS_BUILTIN_BSWAP64 + +/** + * \name Swap to native + * Byteswap item from the specified endianness to the native endianness. + */ +/* @{ */ +#if SDL_BYTEORDER == SDL_LIL_ENDIAN +#define SDL_SwapLE16(X) (X) +#define SDL_SwapLE32(X) (X) +#define SDL_SwapLE64(X) (X) +#define SDL_SwapFloatLE(X) (X) +#define SDL_SwapBE16(X) SDL_Swap16(X) +#define SDL_SwapBE32(X) SDL_Swap32(X) +#define SDL_SwapBE64(X) SDL_Swap64(X) +#define SDL_SwapFloatBE(X) SDL_SwapFloat(X) +#else +#define SDL_SwapLE16(X) SDL_Swap16(X) +#define SDL_SwapLE32(X) SDL_Swap32(X) +#define SDL_SwapLE64(X) SDL_Swap64(X) +#define SDL_SwapFloatLE(X) SDL_SwapFloat(X) +#define SDL_SwapBE16(X) (X) +#define SDL_SwapBE32(X) (X) +#define SDL_SwapBE64(X) (X) +#define SDL_SwapFloatBE(X) (X) +#endif +/* @} *//* Swap to native */ + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include "close_code.h" + +#endif /* SDL_endian_h_ */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/thirdparty/sdl_headers/SDL_error.h b/thirdparty/sdl_headers/SDL_error.h new file mode 100644 index 00000000000..2df6463ad92 --- /dev/null +++ b/thirdparty/sdl_headers/SDL_error.h @@ -0,0 +1,163 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * \file SDL_error.h + * + * Simple error message routines for SDL. + */ + +#ifndef SDL_error_h_ +#define SDL_error_h_ + +#include "SDL_stdinc.h" + +#include "begin_code.h" +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/* Public functions */ + + +/** + * Set the SDL error message for the current thread. + * + * Calling this function will replace any previous error message that was set. + * + * This function always returns -1, since SDL frequently uses -1 to signify an + * failing result, leading to this idiom: + * + * ```c + * if (error_code) { + * return SDL_SetError("This operation has failed: %d", error_code); + * } + * ``` + * + * \param fmt a printf()-style message format string + * \param ... additional parameters matching % tokens in the `fmt` string, if + * any + * \returns always -1. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_ClearError + * \sa SDL_GetError + */ +extern DECLSPEC int SDLCALL SDL_SetError(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1); + +/** + * Retrieve a message about the last error that occurred on the current + * thread. + * + * It is possible for multiple errors to occur before calling SDL_GetError(). + * Only the last error is returned. + * + * The message is only applicable when an SDL function has signaled an error. + * You must check the return values of SDL function calls to determine when to + * appropriately call SDL_GetError(). You should *not* use the results of + * SDL_GetError() to decide if an error has occurred! Sometimes SDL will set + * an error string even when reporting success. + * + * SDL will *not* clear the error string for successful API calls. You *must* + * check return values for failure cases before you can assume the error + * string applies. + * + * Error strings are set per-thread, so an error set in a different thread + * will not interfere with the current thread's operation. + * + * The returned string is internally allocated and must not be freed by the + * application. + * + * \returns a message with information about the specific error that occurred, + * or an empty string if there hasn't been an error message set since + * the last call to SDL_ClearError(). The message is only applicable + * when an SDL function has signaled an error. You must check the + * return values of SDL function calls to determine when to + * appropriately call SDL_GetError(). + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_ClearError + * \sa SDL_SetError + */ +extern DECLSPEC const char *SDLCALL SDL_GetError(void); + +/** + * Get the last error message that was set for the current thread. + * + * This allows the caller to copy the error string into a provided buffer, but + * otherwise operates exactly the same as SDL_GetError(). + * + * \param errstr A buffer to fill with the last error message that was set for + * the current thread + * \param maxlen The size of the buffer pointed to by the errstr parameter + * \returns the pointer passed in as the `errstr` parameter. + * + * \since This function is available since SDL 2.0.14. + * + * \sa SDL_GetError + */ +extern DECLSPEC char * SDLCALL SDL_GetErrorMsg(char *errstr, int maxlen); + +/** + * Clear any previous error message for this thread. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetError + * \sa SDL_SetError + */ +extern DECLSPEC void SDLCALL SDL_ClearError(void); + +/** + * \name Internal error functions + * + * \internal + * Private error reporting function - used internally. + */ +/* @{ */ +#define SDL_OutOfMemory() SDL_Error(SDL_ENOMEM) +#define SDL_Unsupported() SDL_Error(SDL_UNSUPPORTED) +#define SDL_InvalidParamError(param) SDL_SetError("Parameter '%s' is invalid", (param)) +typedef enum +{ + SDL_ENOMEM, + SDL_EFREAD, + SDL_EFWRITE, + SDL_EFSEEK, + SDL_UNSUPPORTED, + SDL_LASTERROR +} SDL_errorcode; +/* SDL_Error() unconditionally returns -1. */ +extern DECLSPEC int SDLCALL SDL_Error(SDL_errorcode code); +/* @} *//* Internal error functions */ + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include "close_code.h" + +#endif /* SDL_error_h_ */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/thirdparty/sdl_headers/SDL_events.h b/thirdparty/sdl_headers/SDL_events.h new file mode 100644 index 00000000000..eccbba2553b --- /dev/null +++ b/thirdparty/sdl_headers/SDL_events.h @@ -0,0 +1,1159 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * \file SDL_events.h + * + * Include file for SDL event handling. + */ + +#ifndef SDL_events_h_ +#define SDL_events_h_ + +#include "SDL_stdinc.h" +#include "SDL_error.h" +#include "SDL_video.h" +#include "SDL_keyboard.h" +#include "SDL_mouse.h" +#include "SDL_joystick.h" +#include "SDL_gamecontroller.h" +#include "SDL_quit.h" +#include "SDL_gesture.h" +#include "SDL_touch.h" + +#include "begin_code.h" +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/* General keyboard/mouse state definitions */ +#define SDL_RELEASED 0 +#define SDL_PRESSED 1 + +/** + * The types of events that can be delivered. + */ +typedef enum +{ + SDL_FIRSTEVENT = 0, /**< Unused (do not remove) */ + + /* Application events */ + SDL_QUIT = 0x100, /**< User-requested quit */ + + /* These application events have special meaning on iOS, see README-ios.md for details */ + SDL_APP_TERMINATING, /**< The application is being terminated by the OS + Called on iOS in applicationWillTerminate() + Called on Android in onDestroy() + */ + SDL_APP_LOWMEMORY, /**< The application is low on memory, free memory if possible. + Called on iOS in applicationDidReceiveMemoryWarning() + Called on Android in onLowMemory() + */ + SDL_APP_WILLENTERBACKGROUND, /**< The application is about to enter the background + Called on iOS in applicationWillResignActive() + Called on Android in onPause() + */ + SDL_APP_DIDENTERBACKGROUND, /**< The application did enter the background and may not get CPU for some time + Called on iOS in applicationDidEnterBackground() + Called on Android in onPause() + */ + SDL_APP_WILLENTERFOREGROUND, /**< The application is about to enter the foreground + Called on iOS in applicationWillEnterForeground() + Called on Android in onResume() + */ + SDL_APP_DIDENTERFOREGROUND, /**< The application is now interactive + Called on iOS in applicationDidBecomeActive() + Called on Android in onResume() + */ + + SDL_LOCALECHANGED, /**< The user's locale preferences have changed. */ + + /* Display events */ + SDL_DISPLAYEVENT = 0x150, /**< Display state change */ + + /* Window events */ + SDL_WINDOWEVENT = 0x200, /**< Window state change */ + SDL_SYSWMEVENT, /**< System specific event */ + + /* Keyboard events */ + SDL_KEYDOWN = 0x300, /**< Key pressed */ + SDL_KEYUP, /**< Key released */ + SDL_TEXTEDITING, /**< Keyboard text editing (composition) */ + SDL_TEXTINPUT, /**< Keyboard text input */ + SDL_KEYMAPCHANGED, /**< Keymap changed due to a system event such as an + input language or keyboard layout change. + */ + SDL_TEXTEDITING_EXT, /**< Extended keyboard text editing (composition) */ + + /* Mouse events */ + SDL_MOUSEMOTION = 0x400, /**< Mouse moved */ + SDL_MOUSEBUTTONDOWN, /**< Mouse button pressed */ + SDL_MOUSEBUTTONUP, /**< Mouse button released */ + SDL_MOUSEWHEEL, /**< Mouse wheel motion */ + + /* Joystick events */ + SDL_JOYAXISMOTION = 0x600, /**< Joystick axis motion */ + SDL_JOYBALLMOTION, /**< Joystick trackball motion */ + SDL_JOYHATMOTION, /**< Joystick hat position change */ + SDL_JOYBUTTONDOWN, /**< Joystick button pressed */ + SDL_JOYBUTTONUP, /**< Joystick button released */ + SDL_JOYDEVICEADDED, /**< A new joystick has been inserted into the system */ + SDL_JOYDEVICEREMOVED, /**< An opened joystick has been removed */ + SDL_JOYBATTERYUPDATED, /**< Joystick battery level change */ + + /* Game controller events */ + SDL_CONTROLLERAXISMOTION = 0x650, /**< Game controller axis motion */ + SDL_CONTROLLERBUTTONDOWN, /**< Game controller button pressed */ + SDL_CONTROLLERBUTTONUP, /**< Game controller button released */ + SDL_CONTROLLERDEVICEADDED, /**< A new Game controller has been inserted into the system */ + SDL_CONTROLLERDEVICEREMOVED, /**< An opened Game controller has been removed */ + SDL_CONTROLLERDEVICEREMAPPED, /**< The controller mapping was updated */ + SDL_CONTROLLERTOUCHPADDOWN, /**< Game controller touchpad was touched */ + SDL_CONTROLLERTOUCHPADMOTION, /**< Game controller touchpad finger was moved */ + SDL_CONTROLLERTOUCHPADUP, /**< Game controller touchpad finger was lifted */ + SDL_CONTROLLERSENSORUPDATE, /**< Game controller sensor was updated */ + SDL_CONTROLLERUPDATECOMPLETE_RESERVED_FOR_SDL3, + SDL_CONTROLLERSTEAMHANDLEUPDATED, /**< Game controller Steam handle has changed */ + + /* Touch events */ + SDL_FINGERDOWN = 0x700, + SDL_FINGERUP, + SDL_FINGERMOTION, + + /* Gesture events */ + SDL_DOLLARGESTURE = 0x800, + SDL_DOLLARRECORD, + SDL_MULTIGESTURE, + + /* Clipboard events */ + SDL_CLIPBOARDUPDATE = 0x900, /**< The clipboard or primary selection changed */ + + /* Drag and drop events */ + SDL_DROPFILE = 0x1000, /**< The system requests a file open */ + SDL_DROPTEXT, /**< text/plain drag-and-drop event */ + SDL_DROPBEGIN, /**< A new set of drops is beginning (NULL filename) */ + SDL_DROPCOMPLETE, /**< Current set of drops is now complete (NULL filename) */ + + /* Audio hotplug events */ + SDL_AUDIODEVICEADDED = 0x1100, /**< A new audio device is available */ + SDL_AUDIODEVICEREMOVED, /**< An audio device has been removed. */ + + /* Sensor events */ + SDL_SENSORUPDATE = 0x1200, /**< A sensor was updated */ + + /* Render events */ + SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */ + SDL_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */ + + /* Internal events */ + SDL_POLLSENTINEL = 0x7F00, /**< Signals the end of an event poll cycle */ + + /** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use, + * and should be allocated with SDL_RegisterEvents() + */ + SDL_USEREVENT = 0x8000, + + /** + * This last event is only for bounding internal arrays + */ + SDL_LASTEVENT = 0xFFFF +} SDL_EventType; + +/** + * \brief Fields shared by every event + */ +typedef struct SDL_CommonEvent +{ + Uint32 type; + Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ +} SDL_CommonEvent; + +/** + * \brief Display state change event data (event.display.*) + */ +typedef struct SDL_DisplayEvent +{ + Uint32 type; /**< ::SDL_DISPLAYEVENT */ + Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ + Uint32 display; /**< The associated display index */ + Uint8 event; /**< ::SDL_DisplayEventID */ + Uint8 padding1; + Uint8 padding2; + Uint8 padding3; + Sint32 data1; /**< event dependent data */ +} SDL_DisplayEvent; + +/** + * \brief Window state change event data (event.window.*) + */ +typedef struct SDL_WindowEvent +{ + Uint32 type; /**< ::SDL_WINDOWEVENT */ + Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ + Uint32 windowID; /**< The associated window */ + Uint8 event; /**< ::SDL_WindowEventID */ + Uint8 padding1; + Uint8 padding2; + Uint8 padding3; + Sint32 data1; /**< event dependent data */ + Sint32 data2; /**< event dependent data */ +} SDL_WindowEvent; + +/** + * \brief Keyboard button event structure (event.key.*) + */ +typedef struct SDL_KeyboardEvent +{ + Uint32 type; /**< ::SDL_KEYDOWN or ::SDL_KEYUP */ + Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ + Uint32 windowID; /**< The window with keyboard focus, if any */ + Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */ + Uint8 repeat; /**< Non-zero if this is a key repeat */ + Uint8 padding2; + Uint8 padding3; + SDL_Keysym keysym; /**< The key that was pressed or released */ +} SDL_KeyboardEvent; + +#define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32) +/** + * \brief Keyboard text editing event structure (event.edit.*) + */ +typedef struct SDL_TextEditingEvent +{ + Uint32 type; /**< ::SDL_TEXTEDITING */ + Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ + Uint32 windowID; /**< The window with keyboard focus, if any */ + char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE]; /**< The editing text */ + Sint32 start; /**< The start cursor of selected editing text */ + Sint32 length; /**< The length of selected editing text */ +} SDL_TextEditingEvent; + +/** + * \brief Extended keyboard text editing event structure (event.editExt.*) when text would be + * truncated if stored in the text buffer SDL_TextEditingEvent + */ +typedef struct SDL_TextEditingExtEvent +{ + Uint32 type; /**< ::SDL_TEXTEDITING_EXT */ + Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ + Uint32 windowID; /**< The window with keyboard focus, if any */ + char* text; /**< The editing text, which should be freed with SDL_free(), and will not be NULL */ + Sint32 start; /**< The start cursor of selected editing text */ + Sint32 length; /**< The length of selected editing text */ +} SDL_TextEditingExtEvent; + +#define SDL_TEXTINPUTEVENT_TEXT_SIZE (32) +/** + * \brief Keyboard text input event structure (event.text.*) + */ +typedef struct SDL_TextInputEvent +{ + Uint32 type; /**< ::SDL_TEXTINPUT */ + Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ + Uint32 windowID; /**< The window with keyboard focus, if any */ + char text[SDL_TEXTINPUTEVENT_TEXT_SIZE]; /**< The input text */ +} SDL_TextInputEvent; + +/** + * \brief Mouse motion event structure (event.motion.*) + */ +typedef struct SDL_MouseMotionEvent +{ + Uint32 type; /**< ::SDL_MOUSEMOTION */ + Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ + Uint32 windowID; /**< The window with mouse focus, if any */ + Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */ + Uint32 state; /**< The current button state */ + Sint32 x; /**< X coordinate, relative to window */ + Sint32 y; /**< Y coordinate, relative to window */ + Sint32 xrel; /**< The relative motion in the X direction */ + Sint32 yrel; /**< The relative motion in the Y direction */ +} SDL_MouseMotionEvent; + +/** + * \brief Mouse button event structure (event.button.*) + */ +typedef struct SDL_MouseButtonEvent +{ + Uint32 type; /**< ::SDL_MOUSEBUTTONDOWN or ::SDL_MOUSEBUTTONUP */ + Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ + Uint32 windowID; /**< The window with mouse focus, if any */ + Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */ + Uint8 button; /**< The mouse button index */ + Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */ + Uint8 clicks; /**< 1 for single-click, 2 for double-click, etc. */ + Uint8 padding1; + Sint32 x; /**< X coordinate, relative to window */ + Sint32 y; /**< Y coordinate, relative to window */ +} SDL_MouseButtonEvent; + +/** + * \brief Mouse wheel event structure (event.wheel.*) + */ +typedef struct SDL_MouseWheelEvent +{ + Uint32 type; /**< ::SDL_MOUSEWHEEL */ + Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ + Uint32 windowID; /**< The window with mouse focus, if any */ + Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */ + Sint32 x; /**< The amount scrolled horizontally, positive to the right and negative to the left */ + Sint32 y; /**< The amount scrolled vertically, positive away from the user and negative toward the user */ + Uint32 direction; /**< Set to one of the SDL_MOUSEWHEEL_* defines. When FLIPPED the values in X and Y will be opposite. Multiply by -1 to change them back */ + 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; + +/** + * \brief Joystick axis motion event structure (event.jaxis.*) + */ +typedef struct SDL_JoyAxisEvent +{ + Uint32 type; /**< ::SDL_JOYAXISMOTION */ + Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ + SDL_JoystickID which; /**< The joystick instance id */ + Uint8 axis; /**< The joystick axis index */ + Uint8 padding1; + Uint8 padding2; + Uint8 padding3; + Sint16 value; /**< The axis value (range: -32768 to 32767) */ + Uint16 padding4; +} SDL_JoyAxisEvent; + +/** + * \brief Joystick trackball motion event structure (event.jball.*) + */ +typedef struct SDL_JoyBallEvent +{ + Uint32 type; /**< ::SDL_JOYBALLMOTION */ + Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ + SDL_JoystickID which; /**< The joystick instance id */ + Uint8 ball; /**< The joystick trackball index */ + Uint8 padding1; + Uint8 padding2; + Uint8 padding3; + Sint16 xrel; /**< The relative motion in the X direction */ + Sint16 yrel; /**< The relative motion in the Y direction */ +} SDL_JoyBallEvent; + +/** + * \brief Joystick hat position change event structure (event.jhat.*) + */ +typedef struct SDL_JoyHatEvent +{ + Uint32 type; /**< ::SDL_JOYHATMOTION */ + Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ + SDL_JoystickID which; /**< The joystick instance id */ + Uint8 hat; /**< The joystick hat index */ + Uint8 value; /**< The hat position value. + * \sa ::SDL_HAT_LEFTUP ::SDL_HAT_UP ::SDL_HAT_RIGHTUP + * \sa ::SDL_HAT_LEFT ::SDL_HAT_CENTERED ::SDL_HAT_RIGHT + * \sa ::SDL_HAT_LEFTDOWN ::SDL_HAT_DOWN ::SDL_HAT_RIGHTDOWN + * + * Note that zero means the POV is centered. + */ + Uint8 padding1; + Uint8 padding2; +} SDL_JoyHatEvent; + +/** + * \brief Joystick button event structure (event.jbutton.*) + */ +typedef struct SDL_JoyButtonEvent +{ + Uint32 type; /**< ::SDL_JOYBUTTONDOWN or ::SDL_JOYBUTTONUP */ + Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ + SDL_JoystickID which; /**< The joystick instance id */ + Uint8 button; /**< The joystick button index */ + Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */ + Uint8 padding1; + Uint8 padding2; +} SDL_JoyButtonEvent; + +/** + * \brief Joystick device event structure (event.jdevice.*) + */ +typedef struct SDL_JoyDeviceEvent +{ + Uint32 type; /**< ::SDL_JOYDEVICEADDED or ::SDL_JOYDEVICEREMOVED */ + Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ + Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED event */ +} SDL_JoyDeviceEvent; + +/** + * \brief 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.*) + */ +typedef struct SDL_ControllerAxisEvent +{ + Uint32 type; /**< ::SDL_CONTROLLERAXISMOTION */ + Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ + SDL_JoystickID which; /**< The joystick instance id */ + Uint8 axis; /**< The controller axis (SDL_GameControllerAxis) */ + Uint8 padding1; + Uint8 padding2; + Uint8 padding3; + Sint16 value; /**< The axis value (range: -32768 to 32767) */ + Uint16 padding4; +} SDL_ControllerAxisEvent; + + +/** + * \brief Game controller button event structure (event.cbutton.*) + */ +typedef struct SDL_ControllerButtonEvent +{ + Uint32 type; /**< ::SDL_CONTROLLERBUTTONDOWN or ::SDL_CONTROLLERBUTTONUP */ + Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ + SDL_JoystickID which; /**< The joystick instance id */ + Uint8 button; /**< The controller button (SDL_GameControllerButton) */ + Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */ + Uint8 padding1; + Uint8 padding2; +} SDL_ControllerButtonEvent; + + +/** + * \brief Controller device event structure (event.cdevice.*) + */ +typedef struct SDL_ControllerDeviceEvent +{ + Uint32 type; /**< ::SDL_CONTROLLERDEVICEADDED, ::SDL_CONTROLLERDEVICEREMOVED, ::SDL_CONTROLLERDEVICEREMAPPED, or ::SDL_CONTROLLERSTEAMHANDLEUPDATED */ + Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ + Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED or REMAPPED event */ +} SDL_ControllerDeviceEvent; + +/** + * \brief Game controller touchpad event structure (event.ctouchpad.*) + */ +typedef struct SDL_ControllerTouchpadEvent +{ + Uint32 type; /**< ::SDL_CONTROLLERTOUCHPADDOWN or ::SDL_CONTROLLERTOUCHPADMOTION or ::SDL_CONTROLLERTOUCHPADUP */ + Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ + SDL_JoystickID which; /**< The joystick instance id */ + Sint32 touchpad; /**< The index of the touchpad */ + Sint32 finger; /**< The index of the finger on the touchpad */ + float x; /**< Normalized in the range 0...1 with 0 being on the left */ + float y; /**< Normalized in the range 0...1 with 0 being at the top */ + float pressure; /**< Normalized in the range 0...1 */ +} SDL_ControllerTouchpadEvent; + +/** + * \brief Game controller sensor event structure (event.csensor.*) + */ +typedef struct SDL_ControllerSensorEvent +{ + Uint32 type; /**< ::SDL_CONTROLLERSENSORUPDATE */ + Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ + 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; + +/** + * \brief Audio device event structure (event.adevice.*) + */ +typedef struct SDL_AudioDeviceEvent +{ + Uint32 type; /**< ::SDL_AUDIODEVICEADDED, or ::SDL_AUDIODEVICEREMOVED */ + Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ + Uint32 which; /**< The audio device index for the ADDED event (valid until next SDL_GetNumAudioDevices() call), SDL_AudioDeviceID for the REMOVED event */ + Uint8 iscapture; /**< zero if an output device, non-zero if a capture device. */ + Uint8 padding1; + Uint8 padding2; + Uint8 padding3; +} SDL_AudioDeviceEvent; + + +/** + * \brief Touch finger event structure (event.tfinger.*) + */ +typedef struct SDL_TouchFingerEvent +{ + Uint32 type; /**< ::SDL_FINGERMOTION or ::SDL_FINGERDOWN or ::SDL_FINGERUP */ + Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ + SDL_TouchID touchId; /**< The touch device id */ + SDL_FingerID fingerId; + float x; /**< Normalized in the range 0...1 */ + float y; /**< Normalized in the range 0...1 */ + float dx; /**< Normalized in the range -1...1 */ + float dy; /**< Normalized in the range -1...1 */ + float pressure; /**< Normalized in the range 0...1 */ + Uint32 windowID; /**< The window underneath the finger, if any */ +} SDL_TouchFingerEvent; + + +/** + * \brief Multiple Finger Gesture Event (event.mgesture.*) + */ +typedef struct SDL_MultiGestureEvent +{ + Uint32 type; /**< ::SDL_MULTIGESTURE */ + Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ + SDL_TouchID touchId; /**< The touch device id */ + float dTheta; + float dDist; + float x; + float y; + Uint16 numFingers; + Uint16 padding; +} SDL_MultiGestureEvent; + + +/** + * \brief Dollar Gesture Event (event.dgesture.*) + */ +typedef struct SDL_DollarGestureEvent +{ + Uint32 type; /**< ::SDL_DOLLARGESTURE or ::SDL_DOLLARRECORD */ + Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ + SDL_TouchID touchId; /**< The touch device id */ + SDL_GestureID gestureId; + Uint32 numFingers; + float error; + float x; /**< Normalized center of gesture */ + float y; /**< Normalized center of gesture */ +} SDL_DollarGestureEvent; + + +/** + * \brief An event used to request a file open by the system (event.drop.*) + * This event is enabled by default, you can disable it with SDL_EventState(). + * \note If this event is enabled, you must free the filename in the event. + */ +typedef struct SDL_DropEvent +{ + Uint32 type; /**< ::SDL_DROPBEGIN or ::SDL_DROPFILE or ::SDL_DROPTEXT or ::SDL_DROPCOMPLETE */ + Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ + char *file; /**< The file name, which should be freed with SDL_free(), is NULL on begin/complete */ + Uint32 windowID; /**< The window that was dropped on, if any */ +} SDL_DropEvent; + + +/** + * \brief Sensor event structure (event.sensor.*) + */ +typedef struct SDL_SensorEvent +{ + Uint32 type; /**< ::SDL_SENSORUPDATE */ + Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ + Sint32 which; /**< The instance ID of the sensor */ + float data[6]; /**< Up to 6 values from the sensor - additional values can be queried using SDL_SensorGetData() */ + Uint64 timestamp_us; /**< The timestamp of the sensor reading in microseconds, if the hardware provides this information. */ +} SDL_SensorEvent; + +/** + * \brief The "quit requested" event + */ +typedef struct SDL_QuitEvent +{ + Uint32 type; /**< ::SDL_QUIT */ + Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ +} SDL_QuitEvent; + +/** + * \brief A user-defined event type (event.user.*) + */ +typedef struct SDL_UserEvent +{ + Uint32 type; /**< ::SDL_USEREVENT through ::SDL_LASTEVENT-1 */ + Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ + Uint32 windowID; /**< The associated window if any */ + Sint32 code; /**< User defined event code */ + void *data1; /**< User defined data pointer */ + void *data2; /**< User defined data pointer */ +} SDL_UserEvent; + + +struct SDL_SysWMmsg; +typedef struct SDL_SysWMmsg SDL_SysWMmsg; + +/** + * \brief A video driver dependent system event (event.syswm.*) + * This event is disabled by default, you can enable it with SDL_EventState() + * + * \note If you want to use this event, you should include SDL_syswm.h. + */ +typedef struct SDL_SysWMEvent +{ + Uint32 type; /**< ::SDL_SYSWMEVENT */ + Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ + SDL_SysWMmsg *msg; /**< driver dependent data, defined in SDL_syswm.h */ +} SDL_SysWMEvent; + +/** + * \brief General event structure + */ +typedef union SDL_Event +{ + Uint32 type; /**< Event type, shared with all events */ + SDL_CommonEvent common; /**< Common event data */ + SDL_DisplayEvent display; /**< Display event data */ + SDL_WindowEvent window; /**< Window event data */ + SDL_KeyboardEvent key; /**< Keyboard event data */ + SDL_TextEditingEvent edit; /**< Text editing event data */ + SDL_TextEditingExtEvent editExt; /**< Extended text editing event data */ + SDL_TextInputEvent text; /**< Text input event data */ + SDL_MouseMotionEvent motion; /**< Mouse motion event data */ + SDL_MouseButtonEvent button; /**< Mouse button event data */ + SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */ + SDL_JoyAxisEvent jaxis; /**< Joystick axis event data */ + SDL_JoyBallEvent jball; /**< Joystick ball event data */ + SDL_JoyHatEvent jhat; /**< Joystick hat event data */ + SDL_JoyButtonEvent jbutton; /**< Joystick button event data */ + SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */ + SDL_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 */ + SDL_ControllerTouchpadEvent ctouchpad; /**< Game Controller touchpad event data */ + SDL_ControllerSensorEvent csensor; /**< Game Controller sensor event data */ + SDL_AudioDeviceEvent adevice; /**< Audio device event data */ + SDL_SensorEvent sensor; /**< Sensor event data */ + SDL_QuitEvent quit; /**< Quit request event data */ + SDL_UserEvent user; /**< Custom event data */ + SDL_SysWMEvent syswm; /**< System dependent window event data */ + SDL_TouchFingerEvent tfinger; /**< Touch finger event data */ + SDL_MultiGestureEvent mgesture; /**< Gesture event data */ + SDL_DollarGestureEvent dgesture; /**< Gesture event data */ + SDL_DropEvent drop; /**< Drag and drop event data */ + + /* This is necessary for ABI compatibility between Visual C++ and GCC. + Visual C++ will respect the push pack pragma and use 52 bytes (size of + SDL_TextEditingEvent, the largest structure for 32-bit and 64-bit + architectures) for this union, and GCC will use the alignment of the + largest datatype within the union, which is 8 bytes on 64-bit + architectures. + + So... we'll add padding to force the size to be 56 bytes for both. + + On architectures where pointers are 16 bytes, this needs rounding up to + the next multiple of 16, 64, and on architectures where pointers are + even larger the size of SDL_UserEvent will dominate as being 3 pointers. + */ + Uint8 padding[sizeof(void *) <= 8 ? 56 : sizeof(void *) == 16 ? 64 : 3 * sizeof(void *)]; +} SDL_Event; + +/* Make sure we haven't broken binary compatibility */ +SDL_COMPILE_TIME_ASSERT(SDL_Event, sizeof(SDL_Event) == sizeof(((SDL_Event *)NULL)->padding)); + + +/* Function prototypes */ + +/** + * Pump the event loop, gathering events from the input devices. + * + * This function updates the event queue and internal input device state. + * + * **WARNING**: This should only be run in the thread that initialized the + * video subsystem, and for extra safety, you should consider only doing those + * things on the main thread in any case. + * + * SDL_PumpEvents() gathers all the pending input information from devices and + * places it in the event queue. Without calls to SDL_PumpEvents() no events + * would ever be placed on the queue. Often the need for calls to + * SDL_PumpEvents() is hidden from the user since SDL_PollEvent() and + * SDL_WaitEvent() implicitly call SDL_PumpEvents(). However, if you are not + * polling or waiting for events (e.g. you are filtering them), then you must + * call SDL_PumpEvents() to force an event queue update. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_PollEvent + * \sa SDL_WaitEvent + */ +extern DECLSPEC void SDLCALL SDL_PumpEvents(void); + +/* @{ */ +typedef enum +{ + SDL_ADDEVENT, + SDL_PEEKEVENT, + SDL_GETEVENT +} SDL_eventaction; + +/** + * Check the event queue for messages and optionally return them. + * + * `action` may be any of the following: + * + * - `SDL_ADDEVENT`: up to `numevents` events will be added to the back of the + * event queue. + * - `SDL_PEEKEVENT`: `numevents` events at the front of the event queue, + * within the specified minimum and maximum type, will be returned to the + * caller and will _not_ be removed from the queue. + * - `SDL_GETEVENT`: up to `numevents` events at the front of the event queue, + * within the specified minimum and maximum type, will be returned to the + * caller and will be removed from the queue. + * + * You may have to call SDL_PumpEvents() before calling this function. + * Otherwise, the events may not be ready to be filtered when you call + * SDL_PeepEvents(). + * + * This function is thread-safe. + * + * \param events destination buffer for the retrieved events + * \param numevents if action is SDL_ADDEVENT, the number of events to add + * back to the event queue; if action is SDL_PEEKEVENT or + * SDL_GETEVENT, the maximum number of events to retrieve + * \param action action to take; see [[#action|Remarks]] for details + * \param minType minimum value of the event type to be considered; + * SDL_FIRSTEVENT is a safe choice + * \param maxType maximum value of the event type to be considered; + * SDL_LASTEVENT is a safe choice + * \returns the number of events actually stored or a negative error code on + * failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_PollEvent + * \sa SDL_PumpEvents + * \sa SDL_PushEvent + */ +extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents, + SDL_eventaction action, + Uint32 minType, Uint32 maxType); +/* @} */ + +/** + * Check for the existence of a certain event type in the event queue. + * + * If you need to check for a range of event types, use SDL_HasEvents() + * instead. + * + * \param type the type of event to be queried; see SDL_EventType for details + * \returns SDL_TRUE if events matching `type` are present, or SDL_FALSE if + * events matching `type` are not present. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HasEvents + */ +extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type); + + +/** + * Check for the existence of certain event types in the event queue. + * + * If you need to check for a single event type, use SDL_HasEvent() instead. + * + * \param minType the low end of event type to be queried, inclusive; see + * SDL_EventType for details + * \param maxType the high end of event type to be queried, inclusive; see + * SDL_EventType for details + * \returns SDL_TRUE if events with type >= `minType` and <= `maxType` are + * present, or SDL_FALSE if not. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HasEvents + */ +extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType); + +/** + * Clear events of a specific type from the event queue. + * + * This will unconditionally remove any events from the queue that match + * `type`. If you need to remove a range of event types, use SDL_FlushEvents() + * instead. + * + * It's also normal to just ignore events you don't care about in your event + * loop without calling this function. + * + * This function only affects currently queued events. If you want to make + * sure that all pending OS events are flushed, you can call SDL_PumpEvents() + * on the main thread immediately before the flush call. + * + * \param type the type of event to be cleared; see SDL_EventType for details + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_FlushEvents + */ +extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type); + +/** + * Clear events of a range of types from the event queue. + * + * This will unconditionally remove any events from the queue that are in the + * range of `minType` to `maxType`, inclusive. If you need to remove a single + * event type, use SDL_FlushEvent() instead. + * + * It's also normal to just ignore events you don't care about in your event + * loop without calling this function. + * + * This function only affects currently queued events. If you want to make + * sure that all pending OS events are flushed, you can call SDL_PumpEvents() + * on the main thread immediately before the flush call. + * + * \param minType the low end of event type to be cleared, inclusive; see + * SDL_EventType for details + * \param maxType the high end of event type to be cleared, inclusive; see + * SDL_EventType for details + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_FlushEvent + */ +extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType); + +/** + * Poll for currently pending events. + * + * If `event` is not NULL, the next event is removed from the queue and stored + * in the SDL_Event structure pointed to by `event`. The 1 returned refers to + * this event, immediately stored in the SDL Event structure -- not an event + * to follow. + * + * If `event` is NULL, it simply returns 1 if there is an event in the queue, + * but will not remove it from the queue. + * + * As this function may implicitly call SDL_PumpEvents(), you can only call + * this function in the thread that set the video mode. + * + * SDL_PollEvent() is the favored way of receiving system events since it can + * be done from the main loop and does not suspend the main loop while waiting + * on an event to be posted. + * + * The common practice is to fully process the event queue once every frame, + * usually as a first step before updating the game's state: + * + * ```c + * while (game_is_still_running) { + * SDL_Event event; + * while (SDL_PollEvent(&event)) { // poll until all events are handled! + * // decide what to do with this event. + * } + * + * // update game state, draw the current frame + * } + * ``` + * + * \param event the SDL_Event structure to be filled with the next event from + * the queue, or NULL + * \returns 1 if there is a pending event or 0 if there are none available. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetEventFilter + * \sa SDL_PeepEvents + * \sa SDL_PushEvent + * \sa SDL_SetEventFilter + * \sa SDL_WaitEvent + * \sa SDL_WaitEventTimeout + */ +extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event); + +/** + * Wait indefinitely for the next available event. + * + * If `event` is not NULL, the next event is removed from the queue and stored + * in the SDL_Event structure pointed to by `event`. + * + * As this function may implicitly call SDL_PumpEvents(), you can only call + * this function in the thread that initialized the video subsystem. + * + * \param event the SDL_Event structure to be filled in with the next event + * from the queue, or NULL + * \returns 1 on success or 0 if there was an error while waiting for events; + * call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_PollEvent + * \sa SDL_PumpEvents + * \sa SDL_WaitEventTimeout + */ +extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event); + +/** + * Wait until the specified timeout (in milliseconds) for the next available + * event. + * + * If `event` is not NULL, the next event is removed from the queue and stored + * in the SDL_Event structure pointed to by `event`. + * + * As this function may implicitly call SDL_PumpEvents(), you can only call + * this function in the thread that initialized the video subsystem. + * + * \param event the SDL_Event structure to be filled in with the next event + * from the queue, or NULL + * \param timeout the maximum number of milliseconds to wait for the next + * available event + * \returns 1 on success or 0 if there was an error while waiting for events; + * call SDL_GetError() for more information. This also returns 0 if + * the timeout elapsed without an event arriving. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_PollEvent + * \sa SDL_PumpEvents + * \sa SDL_WaitEvent + */ +extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event * event, + int timeout); + +/** + * Add an event to the event queue. + * + * The event queue can actually be used as a two way communication channel. + * Not only can events be read from the queue, but the user can also push + * their own events onto it. `event` is a pointer to the event structure you + * wish to push onto the queue. The event is copied into the queue, and the + * caller may dispose of the memory pointed to after SDL_PushEvent() returns. + * + * Note: Pushing device input events onto the queue doesn't modify the state + * of the device within SDL. + * + * This function is thread-safe, and can be called from other threads safely. + * + * Note: Events pushed onto the queue with SDL_PushEvent() get passed through + * the event filter but events added with SDL_PeepEvents() do not. + * + * For pushing application-specific events, please use SDL_RegisterEvents() to + * get an event type that does not conflict with other code that also wants + * its own custom event types. + * + * \param event the SDL_Event to be added to the queue + * \returns 1 on success, 0 if the event was filtered, or a negative error + * code on failure; call SDL_GetError() for more information. A + * common reason for error is the event queue being full. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_PeepEvents + * \sa SDL_PollEvent + * \sa SDL_RegisterEvents + */ +extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event); + +/** + * A function pointer used for callbacks that watch the event queue. + * + * \param userdata what was passed as `userdata` to SDL_SetEventFilter() + * or SDL_AddEventWatch, etc + * \param event the event that triggered the callback + * \returns 1 to permit event to be added to the queue, and 0 to disallow + * it. When used with SDL_AddEventWatch, the return value is ignored. + * + * \sa SDL_SetEventFilter + * \sa SDL_AddEventWatch + */ +typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event); + +/** + * Set up a filter to process all events before they change internal state and + * are posted to the internal event queue. + * + * If the filter function returns 1 when called, then the event will be added + * to the internal queue. If it returns 0, then the event will be dropped from + * the queue, but the internal state will still be updated. This allows + * selective filtering of dynamically arriving events. + * + * **WARNING**: Be very careful of what you do in the event filter function, + * as it may run in a different thread! + * + * On platforms that support it, if the quit event is generated by an + * interrupt signal (e.g. pressing Ctrl-C), it will be delivered to the + * application at the next event poll. + * + * There is one caveat when dealing with the ::SDL_QuitEvent event type. The + * event filter is only called when the window manager desires to close the + * application window. If the event filter returns 1, then the window will be + * closed, otherwise the window will remain open if possible. + * + * Note: Disabled events never make it to the event filter function; see + * SDL_EventState(). + * + * Note: If you just want to inspect events without filtering, you should use + * SDL_AddEventWatch() instead. + * + * Note: Events pushed onto the queue with SDL_PushEvent() get passed through + * the event filter, but events pushed onto the queue with SDL_PeepEvents() do + * not. + * + * \param filter An SDL_EventFilter function to call when an event happens + * \param userdata a pointer that is passed to `filter` + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AddEventWatch + * \sa SDL_EventState + * \sa SDL_GetEventFilter + * \sa SDL_PeepEvents + * \sa SDL_PushEvent + */ +extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter, + void *userdata); + +/** + * Query the current event filter. + * + * This function can be used to "chain" filters, by saving the existing filter + * before replacing it with a function that will call that saved filter. + * + * \param filter the current callback function will be stored here + * \param userdata the pointer that is passed to the current event filter will + * be stored here + * \returns SDL_TRUE on success or SDL_FALSE if there is no event filter set. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetEventFilter + */ +extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter, + void **userdata); + +/** + * Add a callback to be triggered when an event is added to the event queue. + * + * `filter` will be called when an event happens, and its return value is + * ignored. + * + * **WARNING**: Be very careful of what you do in the event filter function, + * as it may run in a different thread! + * + * If the quit event is generated by a signal (e.g. SIGINT), it will bypass + * the internal queue and be delivered to the watch callback immediately, and + * arrive at the next event poll. + * + * Note: the callback is called for events posted by the user through + * SDL_PushEvent(), but not for disabled events, nor for events by a filter + * callback set with SDL_SetEventFilter(), nor for events posted by the user + * through SDL_PeepEvents(). + * + * \param filter an SDL_EventFilter function to call when an event happens. + * \param userdata a pointer that is passed to `filter` + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_DelEventWatch + * \sa SDL_SetEventFilter + */ +extern DECLSPEC void SDLCALL SDL_AddEventWatch(SDL_EventFilter filter, + void *userdata); + +/** + * Remove an event watch callback added with SDL_AddEventWatch(). + * + * This function takes the same input as SDL_AddEventWatch() to identify and + * delete the corresponding callback. + * + * \param filter the function originally passed to SDL_AddEventWatch() + * \param userdata the pointer originally passed to SDL_AddEventWatch() + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AddEventWatch + */ +extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter, + void *userdata); + +/** + * Run a specific filter function on the current event queue, removing any + * events for which the filter returns 0. + * + * See SDL_SetEventFilter() for more information. Unlike SDL_SetEventFilter(), + * this function does not change the filter permanently, it only uses the + * supplied filter until this function returns. + * + * \param filter the SDL_EventFilter function to call when an event happens + * \param userdata a pointer that is passed to `filter` + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetEventFilter + * \sa SDL_SetEventFilter + */ +extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter, + void *userdata); + +/* @{ */ +#define SDL_QUERY -1 +#define SDL_IGNORE 0 +#define SDL_DISABLE 0 +#define SDL_ENABLE 1 + +/** + * Set the state of processing events by type. + * + * `state` may be any of the following: + * + * - `SDL_QUERY`: returns the current processing state of the specified event + * - `SDL_IGNORE` (aka `SDL_DISABLE`): the event will automatically be dropped + * from the event queue and will not be filtered + * - `SDL_ENABLE`: the event will be processed normally + * + * \param type the type of event; see SDL_EventType for details + * \param state how to process the event + * \returns `SDL_DISABLE` or `SDL_ENABLE`, representing the processing state + * of the event before this function makes any changes to it. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetEventState + */ +extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint32 type, int state); +/* @} */ +#define SDL_GetEventState(type) SDL_EventState(type, SDL_QUERY) + +/** + * Allocate a set of user-defined events, and return the beginning event + * number for that set of events. + * + * Calling this function with `numevents` <= 0 is an error and will return + * (Uint32)-1. + * + * Note, (Uint32)-1 means the maximum unsigned 32-bit integer value (or + * 0xFFFFFFFF), but is clearer to write. + * + * \param numevents the number of events to be allocated + * \returns the beginning event number, or (Uint32)-1 if there are not enough + * user-defined events left. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_PushEvent + */ +extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include "close_code.h" + +#endif /* SDL_events_h_ */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/thirdparty/sdl_headers/SDL_filesystem.h b/thirdparty/sdl_headers/SDL_filesystem.h new file mode 100644 index 00000000000..07498898d32 --- /dev/null +++ b/thirdparty/sdl_headers/SDL_filesystem.h @@ -0,0 +1,149 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * \file SDL_filesystem.h + * + * \brief Include file for filesystem SDL API functions + */ + +#ifndef SDL_filesystem_h_ +#define SDL_filesystem_h_ + +#include "SDL_stdinc.h" + +#include "begin_code.h" + +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * Get the directory where the application was run from. + * + * This is not necessarily a fast call, so you should call this once near + * startup and save the string if you need it. + * + * **Mac OS X and iOS Specific Functionality**: If the application is in a + * ".app" bundle, this function returns the Resource directory (e.g. + * MyApp.app/Contents/Resources/). This behaviour can be overridden by adding + * a property to the Info.plist file. Adding a string key with the name + * SDL_FILESYSTEM_BASE_DIR_TYPE with a supported value will change the + * behaviour. + * + * Supported values for the SDL_FILESYSTEM_BASE_DIR_TYPE property (Given an + * application in /Applications/SDLApp/MyApp.app): + * + * - `resource`: bundle resource directory (the default). For example: + * `/Applications/SDLApp/MyApp.app/Contents/Resources` + * - `bundle`: the Bundle directory. For example: + * `/Applications/SDLApp/MyApp.app/` + * - `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). + * + * The pointer returned is owned by the caller. Please call SDL_free() on the + * pointer when done with it. + * + * \returns an absolute path in UTF-8 encoding to the application data + * directory. NULL will be returned on error or when the platform + * doesn't implement this functionality, call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 2.0.1. + * + * \sa SDL_GetPrefPath + */ +extern DECLSPEC char *SDLCALL SDL_GetBasePath(void); + +/** + * Get the user-and-app-specific path where files can be written. + * + * Get the "pref dir". This is meant to be where users can write personal + * files (preferences and save games, etc) that are specific to your + * application. This directory is unique per user, per application. + * + * This function will decide the appropriate location in the native + * filesystem, create the directory if necessary, and return a string of the + * absolute path to the directory in UTF-8 encoding. + * + * On Windows, the string might look like: + * + * `C:\\Users\\bob\\AppData\\Roaming\\My Company\\My Program Name\\` + * + * On Linux, the string might look like: + * + * `/home/bob/.local/share/My Program Name/` + * + * On Mac OS X, the string might look like: + * + * `/Users/bob/Library/Application Support/My Program Name/` + * + * You should assume the path returned by this function is the only safe place + * to write files (and that SDL_GetBasePath(), while it might be writable, or + * even the parent of the returned path, isn't where you should be writing + * things). + * + * Both the org and app strings may become part of a directory name, so please + * follow these rules: + * + * - Try to use the same org string (_including case-sensitivity_) for all + * your applications that use this function. + * - Always use a unique app string for each one, and make sure it never + * changes for an app once you've decided on it. + * - Unicode characters are legal, as long as it's UTF-8 encoded, but... + * - ...only use letters, numbers, and spaces. Avoid punctuation like "Game + * Name 2: Bad Guy's Revenge!" ... "Game Name 2" is sufficient. + * + * The returned path is guaranteed to end with a path separator ('\\' on + * Windows, '/' on most other platforms). + * + * The pointer returned is owned by the caller. Please call SDL_free() on the + * pointer when done with it. + * + * \param org the name of your organization + * \param app the name of your application + * \returns a UTF-8 string of the user directory in platform-dependent + * notation. NULL if there's a problem (creating directory failed, + * etc.). + * + * \since This function is available since SDL 2.0.1. + * + * \sa SDL_GetBasePath + */ +extern DECLSPEC char *SDLCALL SDL_GetPrefPath(const char *org, const char *app); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include "close_code.h" + +#endif /* SDL_filesystem_h_ */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/thirdparty/sdl_headers/SDL_gamecontroller.h b/thirdparty/sdl_headers/SDL_gamecontroller.h new file mode 100644 index 00000000000..281fa356c63 --- /dev/null +++ b/thirdparty/sdl_headers/SDL_gamecontroller.h @@ -0,0 +1,1096 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * \file SDL_gamecontroller.h + * + * Include file for SDL game controller event handling + */ + +#ifndef SDL_gamecontroller_h_ +#define SDL_gamecontroller_h_ + +#include "SDL_stdinc.h" +#include "SDL_error.h" +#include "SDL_rwops.h" +#include "SDL_sensor.h" +#include "SDL_joystick.h" + +#include "begin_code.h" +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * \file SDL_gamecontroller.h + * + * In order to use these functions, SDL_Init() must have been called + * with the ::SDL_INIT_GAMECONTROLLER flag. This causes SDL to scan the system + * for game controllers, and load appropriate drivers. + * + * If you would like to receive controller updates while the application + * is in the background, you should set the following hint before calling + * SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS + */ + +/** + * The gamecontroller structure used to identify an SDL game controller + */ +struct _SDL_GameController; +typedef struct _SDL_GameController SDL_GameController; + +typedef enum +{ + SDL_CONTROLLER_TYPE_UNKNOWN = 0, + SDL_CONTROLLER_TYPE_XBOX360, + SDL_CONTROLLER_TYPE_XBOXONE, + SDL_CONTROLLER_TYPE_PS3, + SDL_CONTROLLER_TYPE_PS4, + SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO, + SDL_CONTROLLER_TYPE_VIRTUAL, + SDL_CONTROLLER_TYPE_PS5, + SDL_CONTROLLER_TYPE_AMAZON_LUNA, + 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_CONTROLLER_TYPE_MAX +} SDL_GameControllerType; + +typedef enum +{ + SDL_CONTROLLER_BINDTYPE_NONE = 0, + SDL_CONTROLLER_BINDTYPE_BUTTON, + SDL_CONTROLLER_BINDTYPE_AXIS, + SDL_CONTROLLER_BINDTYPE_HAT +} SDL_GameControllerBindType; + +/** + * Get the SDL joystick layer binding for this controller button/axis mapping + */ +typedef struct SDL_GameControllerButtonBind +{ + SDL_GameControllerBindType bindType; + union + { + int button; + int axis; + struct { + int hat; + int hat_mask; + } hat; + } value; + +} SDL_GameControllerButtonBind; + + +/** + * To count the number of game controllers in the system for the following: + * + * ```c + * int nJoysticks = SDL_NumJoysticks(); + * int nGameControllers = 0; + * for (int i = 0; i < nJoysticks; i++) { + * if (SDL_IsGameController(i)) { + * nGameControllers++; + * } + * } + * ``` + * + * Using the SDL_HINT_GAMECONTROLLERCONFIG hint or the SDL_GameControllerAddMapping() you can add support for controllers SDL is unaware of or cause an existing controller to have a different binding. The format is: + * guid,name,mappings + * + * Where GUID is the string value from SDL_JoystickGetGUIDString(), name is the human readable string for the device and mappings are controller mappings to joystick ones. + * Under Windows there is a reserved GUID of "xinput" that covers any XInput devices. + * The mapping format for joystick is: + * bX - a joystick button, index X + * hX.Y - hat X with value Y + * aX - axis X of the joystick + * Buttons can be used as a controller axis and vice versa. + * + * This string shows an example of a valid mapping for a controller + * + * ```c + * "03000000341a00003608000000000000,PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7", + * ``` + */ + +/** + * Load a set of Game Controller mappings from a seekable SDL data stream. + * + * You can call this function several times, if needed, to load different + * database files. + * + * If a new mapping is loaded for an already known controller GUID, the later + * version will overwrite the one currently loaded. + * + * Mappings not belonging to the current platform or with no platform field + * specified will be ignored (i.e. mappings for Linux will be ignored in + * Windows, etc). + * + * This function will load the text database entirely in memory before + * processing it, so take this into consideration if you are in a memory + * constrained environment. + * + * \param rw the data stream for the mappings to be added + * \param freerw non-zero to close the stream after being read + * \returns the number of mappings added or -1 on error; call SDL_GetError() + * for more information. + * + * \since This function is available since SDL 2.0.2. + * + * \sa SDL_GameControllerAddMapping + * \sa SDL_GameControllerAddMappingsFromFile + * \sa SDL_GameControllerMappingForGUID + */ +extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw); + +/** + * Load a set of mappings from a file, filtered by the current SDL_GetPlatform() + * + * Convenience macro. + */ +#define SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1) + +/** + * Add support for controllers that SDL is unaware of or to cause an existing + * controller to have a different binding. + * + * The mapping string has the format "GUID,name,mapping", where GUID is the + * string value from SDL_JoystickGetGUIDString(), name is the human readable + * string for the device and mappings are controller mappings to joystick + * ones. Under Windows there is a reserved GUID of "xinput" that covers all + * XInput devices. The mapping format for joystick is: {| |bX |a joystick + * button, index X |- |hX.Y |hat X with value Y |- |aX |axis X of the joystick + * |} Buttons can be used as a controller axes and vice versa. + * + * This string shows an example of a valid mapping for a controller: + * + * ```c + * "341a3608000000000000504944564944,Afterglow PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7" + * ``` + * + * \param mappingString the mapping string + * \returns 1 if a new mapping is added, 0 if an existing mapping is updated, + * -1 on error; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GameControllerMapping + * \sa SDL_GameControllerMappingForGUID + */ +extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString); + +/** + * Get the number of mappings installed. + * + * \returns the number of mappings. + * + * \since This function is available since SDL 2.0.6. + */ +extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void); + +/** + * Get the mapping at a particular index. + * + * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if + * the index is out of range. + * + * \since This function is available since SDL 2.0.6. + */ +extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index); + +/** + * Get the game controller mapping string for a given GUID. + * + * The returned string must be freed with SDL_free(). + * + * \param guid a structure containing the GUID for which a mapping is desired + * \returns a mapping string or NULL on error; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_JoystickGetDeviceGUID + * \sa SDL_JoystickGetGUID + */ +extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid); + +/** + * Get the current mapping of a Game Controller. + * + * The returned string must be freed with SDL_free(). + * + * Details about mappings are discussed with SDL_GameControllerAddMapping(). + * + * \param gamecontroller the game controller you want to get the current + * mapping for + * \returns a string that has the controller's mapping or NULL if no mapping + * is available; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GameControllerAddMapping + * \sa SDL_GameControllerMappingForGUID + */ +extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController *gamecontroller); + +/** + * Check if the given joystick is supported by the game controller interface. + * + * `joystick_index` is the same as the `device_index` passed to + * SDL_JoystickOpen(). + * + * \param joystick_index the device_index of a device, up to + * SDL_NumJoysticks() + * \returns SDL_TRUE if the given joystick is supported by the game controller + * interface, SDL_FALSE if it isn't or it's an invalid index. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GameControllerNameForIndex + * \sa SDL_GameControllerOpen + */ +extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index); + +/** + * Get the implementation dependent name 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 name for the game controller, or NULL + * if there is no name or the index is invalid. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GameControllerName + * \sa SDL_GameControllerOpen + * \sa SDL_IsGameController + */ +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. + * + * This can be called before any controllers are opened. + * + * \param joystick_index the device_index of a device, from zero to + * SDL_NumJoysticks()-1 + * \returns the controller type. + * + * \since This function is available since SDL 2.0.12. + */ +extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerTypeForIndex(int joystick_index); + +/** + * Get the mapping of a game controller. + * + * This can be called before any controllers are opened. + * + * \param joystick_index the device_index of a device, from zero to + * SDL_NumJoysticks()-1 + * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if + * no mapping is available. + * + * \since This function is available since SDL 2.0.9. + */ +extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index); + +/** + * Open a game controller for use. + * + * `joystick_index` is the same as the `device_index` passed to + * SDL_JoystickOpen(). + * + * The index passed as an argument refers to the N'th game controller on the + * system. This index is not the value which will identify this controller in + * future controller events. The joystick's instance id (SDL_JoystickID) will + * be used there instead. + * + * \param joystick_index the device_index of a device, up to + * SDL_NumJoysticks() + * \returns a gamecontroller identifier or NULL if an error occurred; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GameControllerClose + * \sa SDL_GameControllerNameForIndex + * \sa SDL_IsGameController + */ +extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index); + +/** + * Get the SDL_GameController associated with an instance id. + * + * \param joyid the instance id to get the SDL_GameController for + * \returns an SDL_GameController on success or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.4. + */ +extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid); + +/** + * Get the SDL_GameController associated with a player index. + * + * Please note that the player index is _not_ the device index, nor is it the + * instance id! + * + * \param player_index the player index, which is not the device index or the + * instance id! + * \returns the SDL_GameController associated with a player index. + * + * \since This function is available since SDL 2.0.12. + * + * \sa SDL_GameControllerGetPlayerIndex + * \sa SDL_GameControllerSetPlayerIndex + */ +extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(int player_index); + +/** + * Get the implementation-dependent name for an opened game controller. + * + * This is the same name 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 name for the game controller, or NULL + * if there is no name or the identifier passed is invalid. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GameControllerNameForIndex + * \sa SDL_GameControllerOpen + */ +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 + * + * This is the same name as returned by SDL_GameControllerTypeForIndex(), but + * it takes a controller identifier instead of the (unstable) device index. + * + * \param gamecontroller the game controller object to query. + * \returns the controller type. + * + * \since This function is available since SDL 2.0.12. + */ +extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerGetType(SDL_GameController *gamecontroller); + +/** + * Get the player index of an opened game controller. + * + * For XInput controllers this returns the XInput user index. + * + * \param gamecontroller the game controller object to query. + * \returns the player index for controller, or -1 if it's not available. + * + * \since This function is available since SDL 2.0.9. + */ +extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *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, or -1 to + * clear the player index and turn off player LEDs. + * + * \since This function is available since SDL 2.0.12. + */ +extern DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index); + +/** + * Get the USB vendor ID of an opened controller, if available. + * + * If the vendor ID isn't available this function returns 0. + * + * \param gamecontroller the game controller object to query. + * \return the USB vendor ID, or zero if unavailable. + * + * \since This function is available since SDL 2.0.6. + */ +extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController *gamecontroller); + +/** + * Get the USB product ID of an opened controller, if available. + * + * If the product ID isn't available this function returns 0. + * + * \param gamecontroller the game controller object to query. + * \return the USB product ID, or zero if unavailable. + * + * \since This function is available since SDL 2.0.6. + */ +extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController *gamecontroller); + +/** + * Get the product version of an opened controller, if available. + * + * If the product version isn't available this function returns 0. + * + * \param gamecontroller the game controller object to query. + * \return the USB product version, or zero if unavailable. + * + * \since This function is available since SDL 2.0.6. + */ +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. + * + * Returns the serial number of the controller, or NULL if it is not + * available. + * + * \param gamecontroller the game controller object to query. + * \return the serial number, or NULL if unavailable. + * + * \since This function is available since SDL 2.0.14. + */ +extern DECLSPEC const char * SDLCALL SDL_GameControllerGetSerial(SDL_GameController *gamecontroller); + +/** + * Get the Steam Input handle of an opened controller, if available. + * + * Returns an InputHandle_t for the controller that can be used with Steam Input API: + * https://partner.steamgames.com/doc/api/ISteamInput + * + * \param gamecontroller the game controller object to query. + * \returns the gamepad handle, or 0 if unavailable. + * + * \since This function is available since SDL 2.30.0. + */ +extern DECLSPEC Uint64 SDLCALL SDL_GameControllerGetSteamHandle(SDL_GameController *gamecontroller); + + +/** + * Check if a controller has been opened and is currently connected. + * + * \param gamecontroller a game controller identifier previously returned by + * SDL_GameControllerOpen() + * \returns SDL_TRUE if the controller has been opened and is currently + * connected, or SDL_FALSE if not. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GameControllerClose + * \sa SDL_GameControllerOpen + */ +extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller); + +/** + * Get the Joystick ID from a Game Controller. + * + * This function will give you a SDL_Joystick object, which allows you to use + * the SDL_Joystick functions with a SDL_GameController object. This would be + * useful for getting a joystick's position at any given time, even if it + * hasn't moved (moving it would produce an event, which would have the axis' + * value). + * + * The pointer returned is owned by the SDL_GameController. You should not + * call SDL_JoystickClose() on it, for example, since doing so will likely + * cause SDL to crash. + * + * \param gamecontroller the game controller object that you want to get a + * joystick from + * \returns a SDL_Joystick object; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + */ +extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller); + +/** + * Query or change current state of Game Controller events. + * + * If controller events are disabled, you must call SDL_GameControllerUpdate() + * yourself and check the state of the controller when you want controller + * information. + * + * Any number can be passed to SDL_GameControllerEventState(), but only -1, 0, + * and 1 will have any effect. Other numbers will just be returned. + * + * \param state can be one of `SDL_QUERY`, `SDL_IGNORE`, or `SDL_ENABLE` + * \returns the same value passed to the function, with exception to -1 + * (SDL_QUERY), which will return the current state. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_JoystickEventState + */ +extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state); + +/** + * Manually pump game controller updates if not using the loop. + * + * This function is called automatically by the event loop if events are + * enabled. Under such circumstances, it will not be necessary to call this + * function. + * + * \since This function is available since SDL 2.0.0. + */ +extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void); + + +/** + * The list of axes available from a controller + * + * Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX, + * and are centered within ~8000 of zero, though advanced UI will allow users to set + * or autodetect the dead zone, which varies between controllers. + * + * Trigger axis values range from 0 (released) to SDL_JOYSTICK_AXIS_MAX + * (fully pressed) when reported by SDL_GameControllerGetAxis(). Note that this is not the + * same range that will be reported by the lower-level SDL_GetJoystickAxis(). + */ +typedef enum +{ + SDL_CONTROLLER_AXIS_INVALID = -1, + SDL_CONTROLLER_AXIS_LEFTX, + SDL_CONTROLLER_AXIS_LEFTY, + SDL_CONTROLLER_AXIS_RIGHTX, + SDL_CONTROLLER_AXIS_RIGHTY, + SDL_CONTROLLER_AXIS_TRIGGERLEFT, + SDL_CONTROLLER_AXIS_TRIGGERRIGHT, + SDL_CONTROLLER_AXIS_MAX +} SDL_GameControllerAxis; + +/** + * Convert a string into SDL_GameControllerAxis enum. + * + * This function is called internally to translate SDL_GameController mapping + * strings for the underlying joystick device into the consistent + * SDL_GameController mapping. You do not normally need to call this function + * unless you are parsing SDL_GameController mappings in your own code. + * + * Note specially that "righttrigger" and "lefttrigger" map to + * `SDL_CONTROLLER_AXIS_TRIGGERRIGHT` and `SDL_CONTROLLER_AXIS_TRIGGERLEFT`, + * respectively. + * + * \param str string representing a SDL_GameController axis + * \returns the SDL_GameControllerAxis enum corresponding to the input string, + * or `SDL_CONTROLLER_AXIS_INVALID` if no match was found. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GameControllerGetStringForAxis + */ +extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *str); + +/** + * Convert from an SDL_GameControllerAxis enum to a string. + * + * The caller should not SDL_free() the returned string. + * + * \param axis an enum value for a given SDL_GameControllerAxis + * \returns a string for the given axis, or NULL if an invalid axis is + * specified. The string returned is of the format used by + * SDL_GameController mapping strings. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GameControllerGetAxisFromString + */ +extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis); + +/** + * Get the SDL joystick layer binding for a controller axis mapping. + * + * \param gamecontroller a game controller + * \param axis an axis enum value (one of the SDL_GameControllerAxis values) + * \returns a SDL_GameControllerButtonBind describing the bind. On failure + * (like the given Controller axis doesn't exist on the device), its + * `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GameControllerGetBindForButton + */ +extern DECLSPEC SDL_GameControllerButtonBind SDLCALL +SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller, + SDL_GameControllerAxis axis); + +/** + * Query whether a game controller has a given axis. + * + * This merely reports whether the controller's mapping defined this axis, as + * that is all the information SDL has about the physical device. + * + * \param gamecontroller a game controller + * \param axis an axis enum value (an SDL_GameControllerAxis value) + * \returns SDL_TRUE if the controller has this axis, SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.14. + */ +extern DECLSPEC SDL_bool SDLCALL +SDL_GameControllerHasAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis); + +/** + * Get the current state of an axis control on a game controller. + * + * The axis indices start at index 0. + * + * For thumbsticks, the state is a value ranging from -32768 (up/left) + * to 32767 (down/right). + * + * Triggers range from 0 when released to 32767 when fully pressed, and + * never return a negative value. Note that this differs from the value + * reported by the lower-level SDL_GetJoystickAxis(), which normally uses + * the full range. + * + * \param gamecontroller a game controller + * \param axis an axis index (one of the SDL_GameControllerAxis values) + * \returns axis state (including 0) on success or 0 (also) on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GameControllerGetButton + */ +extern DECLSPEC Sint16 SDLCALL +SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis); + +/** + * The list of buttons available from a controller + */ +typedef enum +{ + SDL_CONTROLLER_BUTTON_INVALID = -1, + SDL_CONTROLLER_BUTTON_A, + SDL_CONTROLLER_BUTTON_B, + SDL_CONTROLLER_BUTTON_X, + SDL_CONTROLLER_BUTTON_Y, + SDL_CONTROLLER_BUTTON_BACK, + SDL_CONTROLLER_BUTTON_GUIDE, + SDL_CONTROLLER_BUTTON_START, + SDL_CONTROLLER_BUTTON_LEFTSTICK, + SDL_CONTROLLER_BUTTON_RIGHTSTICK, + SDL_CONTROLLER_BUTTON_LEFTSHOULDER, + SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, + SDL_CONTROLLER_BUTTON_DPAD_UP, + SDL_CONTROLLER_BUTTON_DPAD_DOWN, + SDL_CONTROLLER_BUTTON_DPAD_LEFT, + SDL_CONTROLLER_BUTTON_DPAD_RIGHT, + SDL_CONTROLLER_BUTTON_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 (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; + +/** + * Convert a string into an SDL_GameControllerButton enum. + * + * This function is called internally to translate SDL_GameController mapping + * strings for the underlying joystick device into the consistent + * SDL_GameController mapping. You do not normally need to call this function + * unless you are parsing SDL_GameController mappings in your own code. + * + * \param str string representing a SDL_GameController axis + * \returns the SDL_GameControllerButton enum corresponding to the input + * string, or `SDL_CONTROLLER_AXIS_INVALID` if no match was found. + * + * \since This function is available since SDL 2.0.0. + */ +extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *str); + +/** + * Convert from an SDL_GameControllerButton enum to a string. + * + * 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 button is + * specified. The string returned is of the format used by + * SDL_GameController mapping strings. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GameControllerGetButtonFromString + */ +extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button); + +/** + * Get the SDL joystick layer binding for a controller button mapping. + * + * \param gamecontroller a game controller + * \param button an button enum value (an SDL_GameControllerButton value) + * \returns a SDL_GameControllerButtonBind describing the bind. On failure + * (like the given Controller button doesn't exist on the device), + * its `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GameControllerGetBindForAxis + */ +extern DECLSPEC SDL_GameControllerButtonBind SDLCALL +SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller, + SDL_GameControllerButton button); + +/** + * Query whether a game controller has a given button. + * + * This merely reports whether the controller's mapping defined this button, + * as that is all the information SDL has about the physical device. + * + * \param gamecontroller a game controller + * \param button a button enum value (an SDL_GameControllerButton value) + * \returns SDL_TRUE if the controller has this button, SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.14. + */ +extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasButton(SDL_GameController *gamecontroller, + SDL_GameControllerButton button); + +/** + * Get the current state of a button on a game controller. + * + * \param gamecontroller a game controller + * \param button a button index (one of the SDL_GameControllerButton values) + * \returns 1 for pressed state or 0 for not pressed state or error; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GameControllerGetAxis + */ +extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller, + SDL_GameControllerButton button); + +/** + * Get the number of touchpads on a game controller. + * + * \since This function is available since SDL 2.0.14. + */ +extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpads(SDL_GameController *gamecontroller); + +/** + * Get the number of supported simultaneous fingers on a touchpad on a game + * controller. + * + * \since This function is available since SDL 2.0.14. + */ +extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpadFingers(SDL_GameController *gamecontroller, int touchpad); + +/** + * Get the current state of a finger on a touchpad on a game controller. + * + * \since This function is available since SDL 2.0.14. + */ +extern DECLSPEC int SDLCALL SDL_GameControllerGetTouchpadFinger(SDL_GameController *gamecontroller, int touchpad, int finger, Uint8 *state, float *x, float *y, float *pressure); + +/** + * Return whether a game controller has a particular sensor. + * + * \param gamecontroller The controller to query + * \param type The type of sensor to query + * \returns SDL_TRUE if the sensor exists, SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.14. + */ +extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasSensor(SDL_GameController *gamecontroller, SDL_SensorType type); + +/** + * Set whether data reporting for a game controller sensor is enabled. + * + * \param gamecontroller The controller to update + * \param type The type of sensor to enable/disable + * \param enabled Whether data reporting should be enabled + * \returns 0 or -1 if an error occurred. + * + * \since This function is available since SDL 2.0.14. + */ +extern DECLSPEC int SDLCALL SDL_GameControllerSetSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type, SDL_bool enabled); + +/** + * Query whether sensor data reporting is enabled for a game controller. + * + * \param gamecontroller The controller to query + * \param type The type of sensor to query + * \returns SDL_TRUE if the sensor is enabled, SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.14. + */ +extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerIsSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type); + +/** + * Get the data rate (number of events per second) of a game controller + * sensor. + * + * \param gamecontroller The controller to query + * \param type The type of sensor to query + * \return the data rate, or 0.0f if the data rate is not available. + * + * \since This function is available since SDL 2.0.16. + */ +extern DECLSPEC float SDLCALL SDL_GameControllerGetSensorDataRate(SDL_GameController *gamecontroller, SDL_SensorType type); + +/** + * Get the current state of a game controller sensor. + * + * 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 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 2.0.14. + */ +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. + * + * Each call to this function cancels any previous rumble effect, and calling + * it with 0 intensity stops any rumbling. + * + * \param gamecontroller The controller to vibrate + * \param low_frequency_rumble The intensity of the low frequency (left) + * rumble motor, from 0 to 0xFFFF + * \param high_frequency_rumble The intensity of the high frequency (right) + * rumble motor, from 0 to 0xFFFF + * \param duration_ms The duration of the rumble effect, in milliseconds + * \returns 0, or -1 if rumble isn't supported on this controller + * + * \since This function is available since SDL 2.0.9. + * + * \sa SDL_GameControllerHasRumble + */ +extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms); + +/** + * Start a rumble effect in the game controller's triggers. + * + * Each call to this function cancels any previous trigger rumble effect, and + * calling it with 0 intensity stops any rumbling. + * + * Note that this is rumbling of the _triggers_ and not the game controller as + * a whole. This is currently only supported on Xbox One controllers. If you + * want the (more common) whole-controller rumble, use + * SDL_GameControllerRumble() instead. + * + * \param gamecontroller The controller to vibrate + * \param left_rumble The intensity of the left trigger rumble motor, from 0 + * to 0xFFFF + * \param right_rumble The intensity of the right trigger rumble motor, from 0 + * to 0xFFFF + * \param duration_ms The duration of the rumble effect, in milliseconds + * \returns 0, or -1 if trigger rumble isn't supported on this controller + * + * \since This function is available since SDL 2.0.14. + * + * \sa SDL_GameControllerHasRumbleTriggers + */ +extern DECLSPEC int SDLCALL SDL_GameControllerRumbleTriggers(SDL_GameController *gamecontroller, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms); + +/** + * Query whether a game controller has an LED. + * + * \param gamecontroller The controller to query + * \returns SDL_TRUE, or SDL_FALSE if this controller does not have a + * modifiable LED + * + * \since This function is available since SDL 2.0.14. + */ +extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasLED(SDL_GameController *gamecontroller); + +/** + * Query whether a game controller has rumble support. + * + * \param gamecontroller The controller to query + * \returns SDL_TRUE, or SDL_FALSE if this controller does not have rumble + * support + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_GameControllerRumble + */ +extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumble(SDL_GameController *gamecontroller); + +/** + * Query whether a game controller has rumble support on triggers. + * + * \param gamecontroller The controller to query + * \returns SDL_TRUE, or SDL_FALSE if this controller does not have trigger + * rumble support + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_GameControllerRumbleTriggers + */ +extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumbleTriggers(SDL_GameController *gamecontroller); + +/** + * Update a game controller's LED color. + * + * \param gamecontroller The controller to update + * \param red The intensity of the red LED + * \param green The intensity of the green LED + * \param blue The intensity of the blue LED + * \returns 0, or -1 if this controller does not have a modifiable LED + * + * \since This function is available since SDL 2.0.14. + */ +extern DECLSPEC int SDLCALL SDL_GameControllerSetLED(SDL_GameController *gamecontroller, Uint8 red, Uint8 green, Uint8 blue); + +/** + * Send a controller specific effect packet + * + * \param gamecontroller The controller to affect + * \param data The data to send to the controller + * \param size The size of the data to send to the controller + * \returns 0, or -1 if this controller or driver doesn't support effect + * packets + * + * \since This function is available since SDL 2.0.16. + */ +extern DECLSPEC int SDLCALL SDL_GameControllerSendEffect(SDL_GameController *gamecontroller, const void *data, int size); + +/** + * Close a game controller previously opened with SDL_GameControllerOpen(). + * + * \param gamecontroller a game controller identifier previously returned by + * SDL_GameControllerOpen() + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GameControllerOpen + */ +extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller); + +/** + * Return the sfSymbolsName for a given button on a game controller on Apple + * platforms. + * + * \param gamecontroller the controller to query + * \param button a button on the game controller + * \returns the sfSymbolsName or NULL if the name can't be found + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_GameControllerGetAppleSFSymbolsNameForAxis + */ +extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button); + +/** + * Return the sfSymbolsName for a given axis on a game controller on Apple + * platforms. + * + * \param gamecontroller the controller to query + * \param axis an axis on the game controller + * \returns the sfSymbolsName or NULL if the name can't be found + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_GameControllerGetAppleSFSymbolsNameForButton + */ +extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis); + + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include "close_code.h" + +#endif /* SDL_gamecontroller_h_ */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/thirdparty/sdl_headers/SDL_gesture.h b/thirdparty/sdl_headers/SDL_gesture.h new file mode 100644 index 00000000000..4fffa5f3e87 --- /dev/null +++ b/thirdparty/sdl_headers/SDL_gesture.h @@ -0,0 +1,117 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * \file SDL_gesture.h + * + * Include file for SDL gesture event handling. + */ + +#ifndef SDL_gesture_h_ +#define SDL_gesture_h_ + +#include "SDL_stdinc.h" +#include "SDL_error.h" +#include "SDL_video.h" + +#include "SDL_touch.h" + + +#include "begin_code.h" +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +typedef Sint64 SDL_GestureID; + +/* Function prototypes */ + +/** + * Begin recording a gesture on a specified touch device or all touch devices. + * + * If the parameter `touchId` is -1 (i.e., all devices), this function will + * always return 1, regardless of whether there actually are any devices. + * + * \param touchId the touch device id, or -1 for all touch devices + * \returns 1 on success or 0 if the specified device could not be found. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetTouchDevice + */ +extern DECLSPEC int SDLCALL SDL_RecordGesture(SDL_TouchID touchId); + + +/** + * Save all currently loaded Dollar Gesture templates. + * + * \param dst a SDL_RWops to save to + * \returns the number of saved templates on success or 0 on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LoadDollarTemplates + * \sa SDL_SaveDollarTemplate + */ +extern DECLSPEC int SDLCALL SDL_SaveAllDollarTemplates(SDL_RWops *dst); + +/** + * Save a currently loaded Dollar Gesture template. + * + * \param gestureId a gesture id + * \param dst a SDL_RWops to save to + * \returns 1 on success or 0 on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LoadDollarTemplates + * \sa SDL_SaveAllDollarTemplates + */ +extern DECLSPEC int SDLCALL SDL_SaveDollarTemplate(SDL_GestureID gestureId,SDL_RWops *dst); + + +/** + * Load Dollar Gesture templates from a file. + * + * \param touchId a touch id + * \param src a SDL_RWops to load from + * \returns the number of loaded templates on success or a negative error code + * (or 0) on failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SaveAllDollarTemplates + * \sa SDL_SaveDollarTemplate + */ +extern DECLSPEC int SDLCALL SDL_LoadDollarTemplates(SDL_TouchID touchId, SDL_RWops *src); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include "close_code.h" + +#endif /* SDL_gesture_h_ */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/thirdparty/sdl_headers/SDL_guid.h b/thirdparty/sdl_headers/SDL_guid.h new file mode 100644 index 00000000000..7daa5f1f585 --- /dev/null +++ b/thirdparty/sdl_headers/SDL_guid.h @@ -0,0 +1,100 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * \file SDL_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: */ diff --git a/thirdparty/sdl_headers/SDL_haptic.h b/thirdparty/sdl_headers/SDL_haptic.h new file mode 100644 index 00000000000..c9ed847df02 --- /dev/null +++ b/thirdparty/sdl_headers/SDL_haptic.h @@ -0,0 +1,1341 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * \file SDL_haptic.h + * + * \brief The SDL haptic subsystem allows you to control haptic (force feedback) + * devices. + * + * The basic usage is as follows: + * - Initialize the subsystem (::SDL_INIT_HAPTIC). + * - Open a haptic device. + * - SDL_HapticOpen() to open from index. + * - SDL_HapticOpenFromJoystick() to open from an existing joystick. + * - Create an effect (::SDL_HapticEffect). + * - Upload the effect with SDL_HapticNewEffect(). + * - Run the effect with SDL_HapticRunEffect(). + * - (optional) Free the effect with SDL_HapticDestroyEffect(). + * - Close the haptic device with SDL_HapticClose(). + * + * \par Simple rumble example: + * \code + * SDL_Haptic *haptic; + * + * // Open the device + * haptic = SDL_HapticOpen( 0 ); + * if (haptic == NULL) + * return -1; + * + * // Initialize simple rumble + * if (SDL_HapticRumbleInit( haptic ) != 0) + * return -1; + * + * // Play effect at 50% strength for 2 seconds + * if (SDL_HapticRumblePlay( haptic, 0.5, 2000 ) != 0) + * return -1; + * SDL_Delay( 2000 ); + * + * // Clean up + * SDL_HapticClose( haptic ); + * \endcode + * + * \par Complete example: + * \code + * int test_haptic( SDL_Joystick * joystick ) { + * SDL_Haptic *haptic; + * SDL_HapticEffect effect; + * int effect_id; + * + * // Open the device + * haptic = SDL_HapticOpenFromJoystick( joystick ); + * if (haptic == NULL) return -1; // Most likely joystick isn't haptic + * + * // See if it can do sine waves + * if ((SDL_HapticQuery(haptic) & SDL_HAPTIC_SINE)==0) { + * SDL_HapticClose(haptic); // No sine effect + * return -1; + * } + * + * // Create the effect + * SDL_memset( &effect, 0, sizeof(SDL_HapticEffect) ); // 0 is safe default + * effect.type = SDL_HAPTIC_SINE; + * effect.periodic.direction.type = SDL_HAPTIC_POLAR; // Polar coordinates + * effect.periodic.direction.dir[0] = 18000; // Force comes from south + * effect.periodic.period = 1000; // 1000 ms + * effect.periodic.magnitude = 20000; // 20000/32767 strength + * effect.periodic.length = 5000; // 5 seconds long + * effect.periodic.attack_length = 1000; // Takes 1 second to get max strength + * effect.periodic.fade_length = 1000; // Takes 1 second to fade away + * + * // Upload the effect + * effect_id = SDL_HapticNewEffect( haptic, &effect ); + * + * // Test the effect + * SDL_HapticRunEffect( haptic, effect_id, 1 ); + * SDL_Delay( 5000); // Wait for the effect to finish + * + * // We destroy the effect, although closing the device also does this + * SDL_HapticDestroyEffect( haptic, effect_id ); + * + * // Close the device + * SDL_HapticClose(haptic); + * + * return 0; // Success + * } + * \endcode + */ + +#ifndef SDL_haptic_h_ +#define SDL_haptic_h_ + +#include "SDL_stdinc.h" +#include "SDL_error.h" +#include "SDL_joystick.h" + +#include "begin_code.h" +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif /* __cplusplus */ + +/* FIXME: For SDL 2.1, adjust all the magnitude variables to be Uint16 (0xFFFF). + * + * At the moment the magnitude variables are mixed between signed/unsigned, and + * it is also not made clear that ALL of those variables expect a max of 0x7FFF. + * + * Some platforms may have higher precision than that (Linux FF, Windows XInput) + * so we should fix the inconsistency in favor of higher possible precision, + * adjusting for platforms that use different scales. + * -flibit + */ + +/** + * \typedef SDL_Haptic + * + * \brief The haptic structure used to identify an SDL haptic. + * + * \sa SDL_HapticOpen + * \sa SDL_HapticOpenFromJoystick + * \sa SDL_HapticClose + */ +struct _SDL_Haptic; +typedef struct _SDL_Haptic SDL_Haptic; + + +/** + * \name Haptic features + * + * Different haptic features a device can have. + */ +/* @{ */ + +/** + * \name Haptic effects + */ +/* @{ */ + +/** + * \brief Constant effect supported. + * + * Constant haptic effect. + * + * \sa SDL_HapticCondition + */ +#define SDL_HAPTIC_CONSTANT (1u<<0) + +/** + * \brief Sine wave effect supported. + * + * Periodic haptic effect that simulates sine waves. + * + * \sa SDL_HapticPeriodic + */ +#define SDL_HAPTIC_SINE (1u<<1) + +/** + * \brief Left/Right effect supported. + * + * Haptic effect for direct control over high/low frequency motors. + * + * \sa SDL_HapticLeftRight + * \warning this value was SDL_HAPTIC_SQUARE right before 2.0.0 shipped. Sorry, + * we ran out of bits, and this is important for XInput devices. + */ +#define SDL_HAPTIC_LEFTRIGHT (1u<<2) + +/* !!! FIXME: put this back when we have more bits in 2.1 */ +/* #define SDL_HAPTIC_SQUARE (1<<2) */ + +/** + * \brief Triangle wave effect supported. + * + * Periodic haptic effect that simulates triangular waves. + * + * \sa SDL_HapticPeriodic + */ +#define SDL_HAPTIC_TRIANGLE (1u<<3) + +/** + * \brief Sawtoothup wave effect supported. + * + * Periodic haptic effect that simulates saw tooth up waves. + * + * \sa SDL_HapticPeriodic + */ +#define SDL_HAPTIC_SAWTOOTHUP (1u<<4) + +/** + * \brief Sawtoothdown wave effect supported. + * + * Periodic haptic effect that simulates saw tooth down waves. + * + * \sa SDL_HapticPeriodic + */ +#define SDL_HAPTIC_SAWTOOTHDOWN (1u<<5) + +/** + * \brief Ramp effect supported. + * + * Ramp haptic effect. + * + * \sa SDL_HapticRamp + */ +#define SDL_HAPTIC_RAMP (1u<<6) + +/** + * \brief Spring effect supported - uses axes position. + * + * Condition haptic effect that simulates a spring. Effect is based on the + * axes position. + * + * \sa SDL_HapticCondition + */ +#define SDL_HAPTIC_SPRING (1u<<7) + +/** + * \brief Damper effect supported - uses axes velocity. + * + * Condition haptic effect that simulates dampening. Effect is based on the + * axes velocity. + * + * \sa SDL_HapticCondition + */ +#define SDL_HAPTIC_DAMPER (1u<<8) + +/** + * \brief Inertia effect supported - uses axes acceleration. + * + * Condition haptic effect that simulates inertia. Effect is based on the axes + * acceleration. + * + * \sa SDL_HapticCondition + */ +#define SDL_HAPTIC_INERTIA (1u<<9) + +/** + * \brief Friction effect supported - uses axes movement. + * + * Condition haptic effect that simulates friction. Effect is based on the + * axes movement. + * + * \sa SDL_HapticCondition + */ +#define SDL_HAPTIC_FRICTION (1u<<10) + +/** + * \brief Custom effect is supported. + * + * User defined custom haptic effect. + */ +#define SDL_HAPTIC_CUSTOM (1u<<11) + +/* @} *//* Haptic effects */ + +/* These last few are features the device has, not effects */ + +/** + * \brief Device can set global gain. + * + * Device supports setting the global gain. + * + * \sa SDL_HapticSetGain + */ +#define SDL_HAPTIC_GAIN (1u<<12) + +/** + * \brief Device can set autocenter. + * + * Device supports setting autocenter. + * + * \sa SDL_HapticSetAutocenter + */ +#define SDL_HAPTIC_AUTOCENTER (1u<<13) + +/** + * \brief Device can be queried for effect status. + * + * Device supports querying effect status. + * + * \sa SDL_HapticGetEffectStatus + */ +#define SDL_HAPTIC_STATUS (1u<<14) + +/** + * \brief Device can be paused. + * + * Devices supports being paused. + * + * \sa SDL_HapticPause + * \sa SDL_HapticUnpause + */ +#define SDL_HAPTIC_PAUSE (1u<<15) + + +/** + * \name Direction encodings + */ +/* @{ */ + +/** + * \brief Uses polar coordinates for the direction. + * + * \sa SDL_HapticDirection + */ +#define SDL_HAPTIC_POLAR 0 + +/** + * \brief Uses cartesian coordinates for the direction. + * + * \sa SDL_HapticDirection + */ +#define SDL_HAPTIC_CARTESIAN 1 + +/** + * \brief Uses spherical coordinates for the direction. + * + * \sa SDL_HapticDirection + */ +#define SDL_HAPTIC_SPHERICAL 2 + +/** + * \brief Use this value to play an effect on the steering wheel axis. This + * provides better compatibility across platforms and devices as SDL will guess + * the correct axis. + * \sa SDL_HapticDirection + */ +#define SDL_HAPTIC_STEERING_AXIS 3 + +/* @} *//* Direction encodings */ + +/* @} *//* Haptic features */ + +/* + * Misc defines. + */ + +/** + * \brief Used to play a device an infinite number of times. + * + * \sa SDL_HapticRunEffect + */ +#define SDL_HAPTIC_INFINITY 4294967295U + + +/** + * \brief Structure that represents a haptic direction. + * + * This is the direction where the force comes from, + * instead of the direction in which the force is exerted. + * + * Directions can be specified by: + * - ::SDL_HAPTIC_POLAR : Specified by polar coordinates. + * - ::SDL_HAPTIC_CARTESIAN : Specified by cartesian coordinates. + * - ::SDL_HAPTIC_SPHERICAL : Specified by spherical coordinates. + * + * Cardinal directions of the haptic device are relative to the positioning + * of the device. North is considered to be away from the user. + * + * The following diagram represents the cardinal directions: + * \verbatim + .--. + |__| .-------. + |=.| |.-----.| + |--| || || + | | |'-----'| + |__|~')_____(' + [ COMPUTER ] + + + North (0,-1) + ^ + | + | + (-1,0) West <----[ HAPTIC ]----> East (1,0) + | + | + v + South (0,1) + + + [ USER ] + \|||/ + (o o) + ---ooO-(_)-Ooo--- + \endverbatim + * + * If type is ::SDL_HAPTIC_POLAR, direction is encoded by hundredths of a + * degree starting north and turning clockwise. ::SDL_HAPTIC_POLAR only uses + * the first \c dir parameter. The cardinal directions would be: + * - North: 0 (0 degrees) + * - East: 9000 (90 degrees) + * - South: 18000 (180 degrees) + * - West: 27000 (270 degrees) + * + * If type is ::SDL_HAPTIC_CARTESIAN, direction is encoded by three positions + * (X axis, Y axis and Z axis (with 3 axes)). ::SDL_HAPTIC_CARTESIAN uses + * the first three \c dir parameters. The cardinal directions would be: + * - North: 0,-1, 0 + * - East: 1, 0, 0 + * - South: 0, 1, 0 + * - West: -1, 0, 0 + * + * The Z axis represents the height of the effect if supported, otherwise + * it's unused. In cartesian encoding (1, 2) would be the same as (2, 4), you + * can use any multiple you want, only the direction matters. + * + * If type is ::SDL_HAPTIC_SPHERICAL, direction is encoded by two rotations. + * The first two \c dir parameters are used. The \c dir parameters are as + * follows (all values are in hundredths of degrees): + * - Degrees from (1, 0) rotated towards (0, 1). + * - Degrees towards (0, 0, 1) (device needs at least 3 axes). + * + * + * Example of force coming from the south with all encodings (force coming + * from the south means the user will have to pull the stick to counteract): + * \code + * SDL_HapticDirection direction; + * + * // Cartesian directions + * direction.type = SDL_HAPTIC_CARTESIAN; // Using cartesian direction encoding. + * direction.dir[0] = 0; // X position + * direction.dir[1] = 1; // Y position + * // Assuming the device has 2 axes, we don't need to specify third parameter. + * + * // Polar directions + * direction.type = SDL_HAPTIC_POLAR; // We'll be using polar direction encoding. + * direction.dir[0] = 18000; // Polar only uses first parameter + * + * // Spherical coordinates + * direction.type = SDL_HAPTIC_SPHERICAL; // Spherical encoding + * direction.dir[0] = 9000; // Since we only have two axes we don't need more parameters. + * \endcode + * + * \sa SDL_HAPTIC_POLAR + * \sa SDL_HAPTIC_CARTESIAN + * \sa SDL_HAPTIC_SPHERICAL + * \sa SDL_HAPTIC_STEERING_AXIS + * \sa SDL_HapticEffect + * \sa SDL_HapticNumAxes + */ +typedef struct SDL_HapticDirection +{ + Uint8 type; /**< The type of encoding. */ + Sint32 dir[3]; /**< The encoded direction. */ +} SDL_HapticDirection; + + +/** + * \brief A structure containing a template for a Constant effect. + * + * This struct is exclusively for the ::SDL_HAPTIC_CONSTANT effect. + * + * A constant effect applies a constant force in the specified direction + * to the joystick. + * + * \sa SDL_HAPTIC_CONSTANT + * \sa SDL_HapticEffect + */ +typedef struct SDL_HapticConstant +{ + /* Header */ + Uint16 type; /**< ::SDL_HAPTIC_CONSTANT */ + SDL_HapticDirection direction; /**< Direction of the effect. */ + + /* Replay */ + Uint32 length; /**< Duration of the effect. */ + Uint16 delay; /**< Delay before starting the effect. */ + + /* Trigger */ + Uint16 button; /**< Button that triggers the effect. */ + Uint16 interval; /**< How soon it can be triggered again after button. */ + + /* Constant */ + Sint16 level; /**< Strength of the constant effect. */ + + /* Envelope */ + Uint16 attack_length; /**< Duration of the attack. */ + Uint16 attack_level; /**< Level at the start of the attack. */ + Uint16 fade_length; /**< Duration of the fade. */ + Uint16 fade_level; /**< Level at the end of the fade. */ +} SDL_HapticConstant; + +/** + * \brief A structure containing a template for a Periodic effect. + * + * The struct handles the following effects: + * - ::SDL_HAPTIC_SINE + * - ::SDL_HAPTIC_LEFTRIGHT + * - ::SDL_HAPTIC_TRIANGLE + * - ::SDL_HAPTIC_SAWTOOTHUP + * - ::SDL_HAPTIC_SAWTOOTHDOWN + * + * A periodic effect consists in a wave-shaped effect that repeats itself + * over time. The type determines the shape of the wave and the parameters + * determine the dimensions of the wave. + * + * Phase is given by hundredth of a degree meaning that giving the phase a value + * of 9000 will displace it 25% of its period. Here are sample values: + * - 0: No phase displacement. + * - 9000: Displaced 25% of its period. + * - 18000: Displaced 50% of its period. + * - 27000: Displaced 75% of its period. + * - 36000: Displaced 100% of its period, same as 0, but 0 is preferred. + * + * Examples: + * \verbatim + SDL_HAPTIC_SINE + __ __ __ __ + / \ / \ / \ / + / \__/ \__/ \__/ + + SDL_HAPTIC_SQUARE + __ __ __ __ __ + | | | | | | | | | | + | |__| |__| |__| |__| | + + SDL_HAPTIC_TRIANGLE + /\ /\ /\ /\ /\ + / \ / \ / \ / \ / + / \/ \/ \/ \/ + + SDL_HAPTIC_SAWTOOTHUP + /| /| /| /| /| /| /| + / | / | / | / | / | / | / | + / |/ |/ |/ |/ |/ |/ | + + SDL_HAPTIC_SAWTOOTHDOWN + \ |\ |\ |\ |\ |\ |\ | + \ | \ | \ | \ | \ | \ | \ | + \| \| \| \| \| \| \| + \endverbatim + * + * \sa SDL_HAPTIC_SINE + * \sa SDL_HAPTIC_LEFTRIGHT + * \sa SDL_HAPTIC_TRIANGLE + * \sa SDL_HAPTIC_SAWTOOTHUP + * \sa SDL_HAPTIC_SAWTOOTHDOWN + * \sa SDL_HapticEffect + */ +typedef struct SDL_HapticPeriodic +{ + /* Header */ + Uint16 type; /**< ::SDL_HAPTIC_SINE, ::SDL_HAPTIC_LEFTRIGHT, + ::SDL_HAPTIC_TRIANGLE, ::SDL_HAPTIC_SAWTOOTHUP or + ::SDL_HAPTIC_SAWTOOTHDOWN */ + SDL_HapticDirection direction; /**< Direction of the effect. */ + + /* Replay */ + Uint32 length; /**< Duration of the effect. */ + Uint16 delay; /**< Delay before starting the effect. */ + + /* Trigger */ + Uint16 button; /**< Button that triggers the effect. */ + Uint16 interval; /**< How soon it can be triggered again after button. */ + + /* Periodic */ + Uint16 period; /**< Period of the wave. */ + Sint16 magnitude; /**< Peak value; if negative, equivalent to 180 degrees extra phase shift. */ + Sint16 offset; /**< Mean value of the wave. */ + Uint16 phase; /**< Positive phase shift given by hundredth of a degree. */ + + /* Envelope */ + Uint16 attack_length; /**< Duration of the attack. */ + Uint16 attack_level; /**< Level at the start of the attack. */ + Uint16 fade_length; /**< Duration of the fade. */ + Uint16 fade_level; /**< Level at the end of the fade. */ +} SDL_HapticPeriodic; + +/** + * \brief A structure containing a template for a Condition effect. + * + * The struct handles the following effects: + * - ::SDL_HAPTIC_SPRING: Effect based on axes position. + * - ::SDL_HAPTIC_DAMPER: Effect based on axes velocity. + * - ::SDL_HAPTIC_INERTIA: Effect based on axes acceleration. + * - ::SDL_HAPTIC_FRICTION: Effect based on axes movement. + * + * Direction is handled by condition internals instead of a direction member. + * The condition effect specific members have three parameters. The first + * refers to the X axis, the second refers to the Y axis and the third + * refers to the Z axis. The right terms refer to the positive side of the + * axis and the left terms refer to the negative side of the axis. Please + * refer to the ::SDL_HapticDirection diagram for which side is positive and + * which is negative. + * + * \sa SDL_HapticDirection + * \sa SDL_HAPTIC_SPRING + * \sa SDL_HAPTIC_DAMPER + * \sa SDL_HAPTIC_INERTIA + * \sa SDL_HAPTIC_FRICTION + * \sa SDL_HapticEffect + */ +typedef struct SDL_HapticCondition +{ + /* Header */ + Uint16 type; /**< ::SDL_HAPTIC_SPRING, ::SDL_HAPTIC_DAMPER, + ::SDL_HAPTIC_INERTIA or ::SDL_HAPTIC_FRICTION */ + SDL_HapticDirection direction; /**< Direction of the effect - Not used ATM. */ + + /* Replay */ + Uint32 length; /**< Duration of the effect. */ + Uint16 delay; /**< Delay before starting the effect. */ + + /* Trigger */ + Uint16 button; /**< Button that triggers the effect. */ + Uint16 interval; /**< How soon it can be triggered again after button. */ + + /* Condition */ + Uint16 right_sat[3]; /**< Level when joystick is to the positive side; max 0xFFFF. */ + Uint16 left_sat[3]; /**< Level when joystick is to the negative side; max 0xFFFF. */ + Sint16 right_coeff[3]; /**< How fast to increase the force towards the positive side. */ + Sint16 left_coeff[3]; /**< How fast to increase the force towards the negative side. */ + Uint16 deadband[3]; /**< Size of the dead zone; max 0xFFFF: whole axis-range when 0-centered. */ + Sint16 center[3]; /**< Position of the dead zone. */ +} SDL_HapticCondition; + +/** + * \brief A structure containing a template for a Ramp effect. + * + * This struct is exclusively for the ::SDL_HAPTIC_RAMP effect. + * + * The ramp effect starts at start strength and ends at end strength. + * It augments in linear fashion. If you use attack and fade with a ramp + * the effects get added to the ramp effect making the effect become + * quadratic instead of linear. + * + * \sa SDL_HAPTIC_RAMP + * \sa SDL_HapticEffect + */ +typedef struct SDL_HapticRamp +{ + /* Header */ + Uint16 type; /**< ::SDL_HAPTIC_RAMP */ + SDL_HapticDirection direction; /**< Direction of the effect. */ + + /* Replay */ + Uint32 length; /**< Duration of the effect. */ + Uint16 delay; /**< Delay before starting the effect. */ + + /* Trigger */ + Uint16 button; /**< Button that triggers the effect. */ + Uint16 interval; /**< How soon it can be triggered again after button. */ + + /* Ramp */ + Sint16 start; /**< Beginning strength level. */ + Sint16 end; /**< Ending strength level. */ + + /* Envelope */ + Uint16 attack_length; /**< Duration of the attack. */ + Uint16 attack_level; /**< Level at the start of the attack. */ + Uint16 fade_length; /**< Duration of the fade. */ + Uint16 fade_level; /**< Level at the end of the fade. */ +} SDL_HapticRamp; + +/** + * \brief A structure containing a template for a Left/Right effect. + * + * This struct is exclusively for the ::SDL_HAPTIC_LEFTRIGHT effect. + * + * The Left/Right effect is used to explicitly control the large and small + * motors, commonly found in modern game controllers. The small (right) motor + * is high frequency, and the large (left) motor is low frequency. + * + * \sa SDL_HAPTIC_LEFTRIGHT + * \sa SDL_HapticEffect + */ +typedef struct SDL_HapticLeftRight +{ + /* Header */ + Uint16 type; /**< ::SDL_HAPTIC_LEFTRIGHT */ + + /* Replay */ + Uint32 length; /**< Duration of the effect in milliseconds. */ + + /* Rumble */ + Uint16 large_magnitude; /**< Control of the large controller motor. */ + Uint16 small_magnitude; /**< Control of the small controller motor. */ +} SDL_HapticLeftRight; + +/** + * \brief A structure containing a template for the ::SDL_HAPTIC_CUSTOM effect. + * + * This struct is exclusively for the ::SDL_HAPTIC_CUSTOM effect. + * + * A custom force feedback effect is much like a periodic effect, where the + * application can define its exact shape. You will have to allocate the + * data yourself. Data should consist of channels * samples Uint16 samples. + * + * If channels is one, the effect is rotated using the defined direction. + * Otherwise it uses the samples in data for the different axes. + * + * \sa SDL_HAPTIC_CUSTOM + * \sa SDL_HapticEffect + */ +typedef struct SDL_HapticCustom +{ + /* Header */ + Uint16 type; /**< ::SDL_HAPTIC_CUSTOM */ + SDL_HapticDirection direction; /**< Direction of the effect. */ + + /* Replay */ + Uint32 length; /**< Duration of the effect. */ + Uint16 delay; /**< Delay before starting the effect. */ + + /* Trigger */ + Uint16 button; /**< Button that triggers the effect. */ + Uint16 interval; /**< How soon it can be triggered again after button. */ + + /* Custom */ + Uint8 channels; /**< Axes to use, minimum of one. */ + Uint16 period; /**< Sample periods. */ + Uint16 samples; /**< Amount of samples. */ + Uint16 *data; /**< Should contain channels*samples items. */ + + /* Envelope */ + Uint16 attack_length; /**< Duration of the attack. */ + Uint16 attack_level; /**< Level at the start of the attack. */ + Uint16 fade_length; /**< Duration of the fade. */ + Uint16 fade_level; /**< Level at the end of the fade. */ +} SDL_HapticCustom; + +/** + * \brief The generic template for any haptic effect. + * + * All values max at 32767 (0x7FFF). Signed values also can be negative. + * Time values unless specified otherwise are in milliseconds. + * + * You can also pass ::SDL_HAPTIC_INFINITY to length instead of a 0-32767 + * value. Neither delay, interval, attack_length nor fade_length support + * ::SDL_HAPTIC_INFINITY. Fade will also not be used since effect never ends. + * + * Additionally, the ::SDL_HAPTIC_RAMP effect does not support a duration of + * ::SDL_HAPTIC_INFINITY. + * + * Button triggers may not be supported on all devices, it is advised to not + * use them if possible. Buttons start at index 1 instead of index 0 like + * the joystick. + * + * If both attack_length and fade_level are 0, the envelope is not used, + * otherwise both values are used. + * + * Common parts: + * \code + * // Replay - All effects have this + * Uint32 length; // Duration of effect (ms). + * Uint16 delay; // Delay before starting effect. + * + * // Trigger - All effects have this + * Uint16 button; // Button that triggers effect. + * Uint16 interval; // How soon before effect can be triggered again. + * + * // Envelope - All effects except condition effects have this + * Uint16 attack_length; // Duration of the attack (ms). + * Uint16 attack_level; // Level at the start of the attack. + * Uint16 fade_length; // Duration of the fade out (ms). + * Uint16 fade_level; // Level at the end of the fade. + * \endcode + * + * + * Here we have an example of a constant effect evolution in time: + * \verbatim + Strength + ^ + | + | effect level --> _________________ + | / \ + | / \ + | / \ + | / \ + | attack_level --> | \ + | | | <--- fade_level + | + +--------------------------------------------------> Time + [--] [---] + attack_length fade_length + + [------------------][-----------------------] + delay length + \endverbatim + * + * Note either the attack_level or the fade_level may be above the actual + * effect level. + * + * \sa SDL_HapticConstant + * \sa SDL_HapticPeriodic + * \sa SDL_HapticCondition + * \sa SDL_HapticRamp + * \sa SDL_HapticLeftRight + * \sa SDL_HapticCustom + */ +typedef union SDL_HapticEffect +{ + /* Common for all force feedback effects */ + Uint16 type; /**< Effect type. */ + SDL_HapticConstant constant; /**< Constant effect. */ + SDL_HapticPeriodic periodic; /**< Periodic effect. */ + SDL_HapticCondition condition; /**< Condition effect. */ + SDL_HapticRamp ramp; /**< Ramp effect. */ + SDL_HapticLeftRight leftright; /**< Left/Right effect. */ + SDL_HapticCustom custom; /**< Custom effect. */ +} SDL_HapticEffect; + + +/* Function prototypes */ + +/** + * Count the number of haptic devices attached to the system. + * + * \returns the number of haptic devices detected on the system or a negative + * error code on failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticName + */ +extern DECLSPEC int SDLCALL SDL_NumHaptics(void); + +/** + * Get the implementation dependent name of a haptic device. + * + * This can be called before any joysticks are opened. If no name can be + * found, this function returns NULL. + * + * \param device_index index of the device to query. + * \returns the name of the device or NULL on failure; call SDL_GetError() for + * more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_NumHaptics + */ +extern DECLSPEC const char *SDLCALL SDL_HapticName(int device_index); + +/** + * Open a haptic device for use. + * + * The index passed as an argument refers to the N'th haptic device on this + * system. + * + * When opening a haptic device, its gain will be set to maximum and + * autocenter will be disabled. To modify these values use SDL_HapticSetGain() + * and SDL_HapticSetAutocenter(). + * + * \param device_index index of the device to open + * \returns the device identifier or NULL on failure; call SDL_GetError() for + * more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticClose + * \sa SDL_HapticIndex + * \sa SDL_HapticOpenFromJoystick + * \sa SDL_HapticOpenFromMouse + * \sa SDL_HapticPause + * \sa SDL_HapticSetAutocenter + * \sa SDL_HapticSetGain + * \sa SDL_HapticStopAll + */ +extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpen(int device_index); + +/** + * Check if the haptic device at the designated index has been opened. + * + * \param device_index the index of the device to query + * \returns 1 if it has been opened, 0 if it hasn't or on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticIndex + * \sa SDL_HapticOpen + */ +extern DECLSPEC int SDLCALL SDL_HapticOpened(int device_index); + +/** + * Get the index of a haptic device. + * + * \param haptic the SDL_Haptic device to query + * \returns the index of the specified haptic device or a negative error code + * on failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticOpen + * \sa SDL_HapticOpened + */ +extern DECLSPEC int SDLCALL SDL_HapticIndex(SDL_Haptic * haptic); + +/** + * Query whether or not the current mouse has haptic capabilities. + * + * \returns SDL_TRUE if the mouse is haptic or SDL_FALSE if it isn't. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticOpenFromMouse + */ +extern DECLSPEC int SDLCALL SDL_MouseIsHaptic(void); + +/** + * Try to open a haptic device from the current mouse. + * + * \returns the haptic device identifier or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticOpen + * \sa SDL_MouseIsHaptic + */ +extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpenFromMouse(void); + +/** + * Query if a joystick has haptic features. + * + * \param joystick the SDL_Joystick to test for haptic capabilities + * \returns SDL_TRUE if the joystick is haptic, SDL_FALSE if it isn't, or a + * negative error code on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticOpenFromJoystick + */ +extern DECLSPEC int SDLCALL SDL_JoystickIsHaptic(SDL_Joystick * joystick); + +/** + * Open a haptic device for use from a joystick device. + * + * You must still close the haptic device separately. It will not be closed + * with the joystick. + * + * When opened from a joystick you should first close the haptic device before + * closing the joystick device. If not, on some implementations the haptic + * device will also get unallocated and you'll be unable to use force feedback + * on that device. + * + * \param joystick the SDL_Joystick to create a haptic device from + * \returns a valid haptic device identifier on success or NULL on failure; + * call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticClose + * \sa SDL_HapticOpen + * \sa SDL_JoystickIsHaptic + */ +extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpenFromJoystick(SDL_Joystick * + joystick); + +/** + * Close a haptic device previously opened with SDL_HapticOpen(). + * + * \param haptic the SDL_Haptic device to close + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticOpen + */ +extern DECLSPEC void SDLCALL SDL_HapticClose(SDL_Haptic * haptic); + +/** + * Get the number of effects a haptic device can store. + * + * On some platforms this isn't fully supported, and therefore is an + * approximation. Always check to see if your created effect was actually + * created and do not rely solely on SDL_HapticNumEffects(). + * + * \param haptic the SDL_Haptic device to query + * \returns the number of effects the haptic device can store or a negative + * error code on failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticNumEffectsPlaying + * \sa SDL_HapticQuery + */ +extern DECLSPEC int SDLCALL SDL_HapticNumEffects(SDL_Haptic * haptic); + +/** + * Get the number of effects a haptic device can play at the same time. + * + * This is not supported on all platforms, but will always return a value. + * + * \param haptic the SDL_Haptic device to query maximum playing effects + * \returns the number of effects the haptic device can play at the same time + * or a negative error code on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticNumEffects + * \sa SDL_HapticQuery + */ +extern DECLSPEC int SDLCALL SDL_HapticNumEffectsPlaying(SDL_Haptic * haptic); + +/** + * Get the haptic device's supported features in bitwise manner. + * + * \param haptic the SDL_Haptic device to query + * \returns a list of supported haptic features in bitwise manner (OR'd), or 0 + * on failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticEffectSupported + * \sa SDL_HapticNumEffects + */ +extern DECLSPEC unsigned int SDLCALL SDL_HapticQuery(SDL_Haptic * haptic); + + +/** + * Get the number of haptic axes the device has. + * + * The number of haptic axes might be useful if working with the + * SDL_HapticDirection effect. + * + * \param haptic the SDL_Haptic device to query + * \returns the number of axes on success or a negative error code on failure; + * call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + */ +extern DECLSPEC int SDLCALL SDL_HapticNumAxes(SDL_Haptic * haptic); + +/** + * Check to see if an effect is supported by a haptic device. + * + * \param haptic the SDL_Haptic device to query + * \param effect the desired effect to query + * \returns SDL_TRUE if effect is supported, SDL_FALSE if it isn't, or a + * negative error code on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticNewEffect + * \sa SDL_HapticQuery + */ +extern DECLSPEC int SDLCALL SDL_HapticEffectSupported(SDL_Haptic * haptic, + SDL_HapticEffect * + effect); + +/** + * Create a new haptic effect on a specified device. + * + * \param haptic an SDL_Haptic device to create the effect on + * \param effect an SDL_HapticEffect structure containing the properties of + * the effect to create + * \returns the ID of the effect on success or a negative error code on + * failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticDestroyEffect + * \sa SDL_HapticRunEffect + * \sa SDL_HapticUpdateEffect + */ +extern DECLSPEC int SDLCALL SDL_HapticNewEffect(SDL_Haptic * haptic, + SDL_HapticEffect * effect); + +/** + * Update the properties of an effect. + * + * Can be used dynamically, although behavior when dynamically changing + * direction may be strange. Specifically the effect may re-upload itself and + * start playing from the start. You also cannot change the type either when + * running SDL_HapticUpdateEffect(). + * + * \param haptic the SDL_Haptic device that has the effect + * \param effect the identifier of the effect to update + * \param data an SDL_HapticEffect structure containing the new effect + * properties to use + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticDestroyEffect + * \sa SDL_HapticNewEffect + * \sa SDL_HapticRunEffect + */ +extern DECLSPEC int SDLCALL SDL_HapticUpdateEffect(SDL_Haptic * haptic, + int effect, + SDL_HapticEffect * data); + +/** + * Run the haptic effect on its associated haptic device. + * + * To repeat the effect over and over indefinitely, set `iterations` to + * `SDL_HAPTIC_INFINITY`. (Repeats the envelope - attack and fade.) To make + * one instance of the effect last indefinitely (so the effect does not fade), + * set the effect's `length` in its structure/union to `SDL_HAPTIC_INFINITY` + * instead. + * + * \param haptic the SDL_Haptic device to run the effect on + * \param effect the ID of the haptic effect to run + * \param iterations the number of iterations to run the effect; use + * `SDL_HAPTIC_INFINITY` to repeat forever + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticDestroyEffect + * \sa SDL_HapticGetEffectStatus + * \sa SDL_HapticStopEffect + */ +extern DECLSPEC int SDLCALL SDL_HapticRunEffect(SDL_Haptic * haptic, + int effect, + Uint32 iterations); + +/** + * Stop the haptic effect on its associated haptic device. + * + * * + * + * \param haptic the SDL_Haptic device to stop the effect on + * \param effect the ID of the haptic effect to stop + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticDestroyEffect + * \sa SDL_HapticRunEffect + */ +extern DECLSPEC int SDLCALL SDL_HapticStopEffect(SDL_Haptic * haptic, + int effect); + +/** + * Destroy a haptic effect on the device. + * + * This will stop the effect if it's running. Effects are automatically + * destroyed when the device is closed. + * + * \param haptic the SDL_Haptic device to destroy the effect on + * \param effect the ID of the haptic effect to destroy + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticNewEffect + */ +extern DECLSPEC void SDLCALL SDL_HapticDestroyEffect(SDL_Haptic * haptic, + int effect); + +/** + * Get the status of the current effect on the specified haptic device. + * + * Device must support the SDL_HAPTIC_STATUS feature. + * + * \param haptic the SDL_Haptic device to query for the effect status on + * \param effect the ID of the haptic effect to query its status + * \returns 0 if it isn't playing, 1 if it is playing, or a negative error + * code on failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticRunEffect + * \sa SDL_HapticStopEffect + */ +extern DECLSPEC int SDLCALL SDL_HapticGetEffectStatus(SDL_Haptic * haptic, + int effect); + +/** + * Set the global gain of the specified haptic device. + * + * Device must support the SDL_HAPTIC_GAIN feature. + * + * The user may specify the maximum gain by setting the environment variable + * `SDL_HAPTIC_GAIN_MAX` which should be between 0 and 100. All calls to + * SDL_HapticSetGain() will scale linearly using `SDL_HAPTIC_GAIN_MAX` as the + * maximum. + * + * \param haptic the SDL_Haptic device to set the gain on + * \param gain value to set the gain to, should be between 0 and 100 (0 - 100) + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticQuery + */ +extern DECLSPEC int SDLCALL SDL_HapticSetGain(SDL_Haptic * haptic, int gain); + +/** + * Set the global autocenter of the device. + * + * Autocenter should be between 0 and 100. Setting it to 0 will disable + * autocentering. + * + * Device must support the SDL_HAPTIC_AUTOCENTER feature. + * + * \param haptic the SDL_Haptic device to set autocentering on + * \param autocenter value to set autocenter to (0-100) + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticQuery + */ +extern DECLSPEC int SDLCALL SDL_HapticSetAutocenter(SDL_Haptic * haptic, + int autocenter); + +/** + * Pause a haptic device. + * + * Device must support the `SDL_HAPTIC_PAUSE` feature. Call + * SDL_HapticUnpause() to resume playback. + * + * Do not modify the effects nor add new ones while the device is paused. That + * can cause all sorts of weird errors. + * + * \param haptic the SDL_Haptic device to pause + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticUnpause + */ +extern DECLSPEC int SDLCALL SDL_HapticPause(SDL_Haptic * haptic); + +/** + * Unpause a haptic device. + * + * Call to unpause after SDL_HapticPause(). + * + * \param haptic the SDL_Haptic device to unpause + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticPause + */ +extern DECLSPEC int SDLCALL SDL_HapticUnpause(SDL_Haptic * haptic); + +/** + * Stop all the currently playing effects on a haptic device. + * + * \param haptic the SDL_Haptic device to stop + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + */ +extern DECLSPEC int SDLCALL SDL_HapticStopAll(SDL_Haptic * haptic); + +/** + * Check whether rumble is supported on a haptic device. + * + * \param haptic haptic device to check for rumble support + * \returns SDL_TRUE if effect is supported, SDL_FALSE if it isn't, or a + * negative error code on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticRumbleInit + * \sa SDL_HapticRumblePlay + * \sa SDL_HapticRumbleStop + */ +extern DECLSPEC int SDLCALL SDL_HapticRumbleSupported(SDL_Haptic * haptic); + +/** + * Initialize a haptic device for simple rumble playback. + * + * \param haptic the haptic device to initialize for simple rumble playback + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticOpen + * \sa SDL_HapticRumblePlay + * \sa SDL_HapticRumbleStop + * \sa SDL_HapticRumbleSupported + */ +extern DECLSPEC int SDLCALL SDL_HapticRumbleInit(SDL_Haptic * haptic); + +/** + * Run a simple rumble effect on a haptic device. + * + * \param haptic the haptic device to play the rumble effect on + * \param strength strength of the rumble to play as a 0-1 float value + * \param length length of the rumble to play in milliseconds + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticRumbleInit + * \sa SDL_HapticRumbleStop + * \sa SDL_HapticRumbleSupported + */ +extern DECLSPEC int SDLCALL SDL_HapticRumblePlay(SDL_Haptic * haptic, float strength, Uint32 length ); + +/** + * Stop the simple rumble on a haptic device. + * + * \param haptic the haptic device to stop the rumble effect on + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticRumbleInit + * \sa SDL_HapticRumblePlay + * \sa SDL_HapticRumbleSupported + */ +extern DECLSPEC int SDLCALL SDL_HapticRumbleStop(SDL_Haptic * haptic); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include "close_code.h" + +#endif /* SDL_haptic_h_ */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/thirdparty/sdl_headers/SDL_hidapi.h b/thirdparty/sdl_headers/SDL_hidapi.h new file mode 100644 index 00000000000..b9d8ffac388 --- /dev/null +++ b/thirdparty/sdl_headers/SDL_hidapi.h @@ -0,0 +1,451 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * \file SDL_hidapi.h + * + * Header file for SDL HIDAPI functions. + * + * This is an adaptation of the original HIDAPI interface by Alan Ott, + * and includes source code licensed under the following BSD license: + * + Copyright (c) 2010, Alan Ott, Signal 11 Software + All rights reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright + notice, this list of conditions and the following disclaimer in the + documentation and/or other materials provided with the distribution. + * Neither the name of Signal 11 Software nor the names of its + contributors may be used to endorse or promote products derived from + this software without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + * + * If you would like a version of SDL without this code, you can build SDL + * with SDL_HIDAPI_DISABLED defined to 1. You might want to do this for example + * on iOS or tvOS to avoid a dependency on the CoreBluetooth framework. + */ + +#ifndef SDL_hidapi_h_ +#define SDL_hidapi_h_ + +#include "SDL_stdinc.h" + +#include "begin_code.h" +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * \brief A handle representing an open HID device + */ +struct SDL_hid_device_; +typedef struct SDL_hid_device_ SDL_hid_device; /**< opaque hidapi structure */ + +/** hidapi info structure */ +/** + * \brief Information about a connected HID device + */ +typedef struct SDL_hid_device_info +{ + /** Platform-specific device path */ + char *path; + /** Device Vendor ID */ + unsigned short vendor_id; + /** Device Product ID */ + unsigned short product_id; + /** Serial Number */ + wchar_t *serial_number; + /** Device Release Number in binary-coded decimal, + also known as Device Version Number */ + unsigned short release_number; + /** Manufacturer String */ + wchar_t *manufacturer_string; + /** Product string */ + wchar_t *product_string; + /** Usage Page for this Device/Interface + (Windows/Mac only). */ + unsigned short usage_page; + /** Usage for this Device/Interface + (Windows/Mac only).*/ + unsigned short usage; + /** The USB interface which this logical device + represents. + + * Valid on both Linux implementations in all cases. + * Valid on the Windows implementation only if the device + contains more than one interface. */ + int interface_number; + + /** Additional information about the USB interface. + Valid on libusb and Android implementations. */ + int interface_class; + int interface_subclass; + int interface_protocol; + + /** Pointer to the next device */ + struct SDL_hid_device_info *next; +} SDL_hid_device_info; + + +/** + * Initialize the HIDAPI library. + * + * This function initializes the HIDAPI library. Calling it is not strictly + * necessary, as it will be called automatically by SDL_hid_enumerate() and + * any of the SDL_hid_open_*() functions if it is needed. This function should + * be called at the beginning of execution however, if there is a chance of + * HIDAPI handles being opened by different threads simultaneously. + * + * Each call to this function should have a matching call to SDL_hid_exit() + * + * \returns 0 on success and -1 on error. + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_hid_exit + */ +extern DECLSPEC int SDLCALL SDL_hid_init(void); + +/** + * Finalize the HIDAPI library. + * + * This function frees all of the static data associated with HIDAPI. It + * should be called at the end of execution to avoid memory leaks. + * + * \returns 0 on success and -1 on error. + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_hid_init + */ +extern DECLSPEC int SDLCALL SDL_hid_exit(void); + +/** + * Check to see if devices may have been added or removed. + * + * Enumerating the HID devices is an expensive operation, so you can call this + * to see if there have been any system device changes since the last call to + * this function. A change in the counter returned doesn't necessarily mean + * that anything has changed, but you can call SDL_hid_enumerate() to get an + * updated device list. + * + * Calling this function for the first time may cause a thread or other system + * resource to be allocated to track device change notifications. + * + * \returns a change counter that is incremented with each potential device + * change, or 0 if device change detection isn't available. + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_hid_enumerate + */ +extern DECLSPEC Uint32 SDLCALL SDL_hid_device_change_count(void); + +/** + * Enumerate the HID Devices. + * + * This function returns a linked list of all the HID devices attached to the + * system which match vendor_id and product_id. If `vendor_id` is set to 0 + * then any vendor matches. If `product_id` is set to 0 then any product + * matches. If `vendor_id` and `product_id` are both set to 0, then all HID + * devices will be returned. + * + * \param vendor_id The Vendor ID (VID) of the types of device to open. + * \param product_id The Product ID (PID) of the types of device to open. + * \returns a pointer to a linked list of type SDL_hid_device_info, containing + * information about the HID devices attached to the system, or NULL + * in the case of failure. Free this linked list by calling + * SDL_hid_free_enumeration(). + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_hid_device_change_count + */ +extern DECLSPEC SDL_hid_device_info * SDLCALL SDL_hid_enumerate(unsigned short vendor_id, unsigned short product_id); + +/** + * Free an enumeration Linked List + * + * This function frees a linked list created by SDL_hid_enumerate(). + * + * \param devs Pointer to a list of struct_device returned from + * SDL_hid_enumerate(). + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC void SDLCALL SDL_hid_free_enumeration(SDL_hid_device_info *devs); + +/** + * Open a HID device using a Vendor ID (VID), Product ID (PID) and optionally + * a serial number. + * + * If `serial_number` is NULL, the first device with the specified VID and PID + * is opened. + * + * \param vendor_id The Vendor ID (VID) of the device to open. + * \param product_id The Product ID (PID) of the device to open. + * \param serial_number The Serial Number of the device to open (Optionally + * NULL). + * \returns a pointer to a SDL_hid_device object on success or NULL on + * failure. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC SDL_hid_device * SDLCALL SDL_hid_open(unsigned short vendor_id, unsigned short product_id, const wchar_t *serial_number); + +/** + * Open a HID device by its path name. + * + * The path name be determined by calling SDL_hid_enumerate(), or a + * platform-specific path name can be used (eg: /dev/hidraw0 on Linux). + * + * \param path The path name of the device to open + * \returns a pointer to a SDL_hid_device object on success or NULL on + * failure. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC SDL_hid_device * SDLCALL SDL_hid_open_path(const char *path, int bExclusive /* = false */); + +/** + * Write an Output report to a HID device. + * + * The first byte of `data` must contain the Report ID. For devices which only + * support a single report, this must be set to 0x0. The remaining bytes + * contain the report data. Since the Report ID is mandatory, calls to + * SDL_hid_write() will always contain one more byte than the report contains. + * For example, if a hid report is 16 bytes long, 17 bytes must be passed to + * SDL_hid_write(), the Report ID (or 0x0, for devices with a single report), + * followed by the report data (16 bytes). In this example, the length passed + * in would be 17. + * + * SDL_hid_write() will send the data on the first OUT endpoint, if one + * exists. If it does not, it will send the data through the Control Endpoint + * (Endpoint 0). + * + * \param dev A device handle returned from SDL_hid_open(). + * \param data The data to send, including the report number as the first + * byte. + * \param length The length in bytes of the data to send. + * \returns the actual number of bytes written and -1 on error. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_hid_write(SDL_hid_device *dev, const unsigned char *data, size_t length); + +/** + * Read an Input report from a HID device with timeout. + * + * Input reports are returned to the host through the INTERRUPT IN endpoint. + * The first byte will contain the Report number if the device uses numbered + * reports. + * + * \param dev A device handle returned from SDL_hid_open(). + * \param data A buffer to put the read data into. + * \param length The number of bytes to read. For devices with multiple + * reports, make sure to read an extra byte for the report + * number. + * \param milliseconds timeout in milliseconds or -1 for blocking wait. + * \returns the actual number of bytes read and -1 on error. If no packet was + * available to be read within the timeout period, this function + * returns 0. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_hid_read_timeout(SDL_hid_device *dev, unsigned char *data, size_t length, int milliseconds); + +/** + * Read an Input report from a HID device. + * + * Input reports are returned to the host through the INTERRUPT IN endpoint. + * The first byte will contain the Report number if the device uses numbered + * reports. + * + * \param dev A device handle returned from SDL_hid_open(). + * \param data A buffer to put the read data into. + * \param length The number of bytes to read. For devices with multiple + * reports, make sure to read an extra byte for the report + * number. + * \returns the actual number of bytes read and -1 on error. If no packet was + * available to be read and the handle is in non-blocking mode, this + * function returns 0. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_hid_read(SDL_hid_device *dev, unsigned char *data, size_t length); + +/** + * Set the device handle to be non-blocking. + * + * In non-blocking mode calls to SDL_hid_read() will return immediately with a + * value of 0 if there is no data to be read. In blocking mode, SDL_hid_read() + * will wait (block) until there is data to read before returning. + * + * Nonblocking can be turned on and off at any time. + * + * \param dev A device handle returned from SDL_hid_open(). + * \param nonblock enable or not the nonblocking reads - 1 to enable + * nonblocking - 0 to disable nonblocking. + * \returns 0 on success and -1 on error. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_hid_set_nonblocking(SDL_hid_device *dev, int nonblock); + +/** + * Send a Feature report to the device. + * + * Feature reports are sent over the Control endpoint as a Set_Report + * transfer. The first byte of `data` must contain the Report ID. For devices + * which only support a single report, this must be set to 0x0. The remaining + * bytes contain the report data. Since the Report ID is mandatory, calls to + * SDL_hid_send_feature_report() will always contain one more byte than the + * report contains. For example, if a hid report is 16 bytes long, 17 bytes + * must be passed to SDL_hid_send_feature_report(): the Report ID (or 0x0, for + * devices which do not use numbered reports), followed by the report data (16 + * bytes). In this example, the length passed in would be 17. + * + * \param dev A device handle returned from SDL_hid_open(). + * \param data The data to send, including the report number as the first + * byte. + * \param length The length in bytes of the data to send, including the report + * number. + * \returns the actual number of bytes written and -1 on error. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_hid_send_feature_report(SDL_hid_device *dev, const unsigned char *data, size_t length); + +/** + * Get a feature report from a HID device. + * + * Set the first byte of `data` to the Report ID of the report to be read. + * Make sure to allow space for this extra byte in `data`. Upon return, the + * first byte will still contain the Report ID, and the report data will start + * in data[1]. + * + * \param dev A device handle returned from SDL_hid_open(). + * \param data A buffer to put the read data into, including the Report ID. + * Set the first byte of `data` to the Report ID of the report to + * be read, or set it to zero if your device does not use numbered + * reports. + * \param length The number of bytes to read, including an extra byte for the + * report ID. The buffer can be longer than the actual report. + * \returns the number of bytes read plus one for the report ID (which is + * still in the first byte), or -1 on error. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_hid_get_feature_report(SDL_hid_device *dev, unsigned char *data, size_t length); + +/** + * Close a HID device. + * + * \param dev A device handle returned from SDL_hid_open(). + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC void SDLCALL SDL_hid_close(SDL_hid_device *dev); + +/** + * Get The Manufacturer String from a HID device. + * + * \param dev A device handle returned from SDL_hid_open(). + * \param string A wide string buffer to put the data into. + * \param maxlen The length of the buffer in multiples of wchar_t. + * \returns 0 on success and -1 on error. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_hid_get_manufacturer_string(SDL_hid_device *dev, wchar_t *string, size_t maxlen); + +/** + * Get The Product String from a HID device. + * + * \param dev A device handle returned from SDL_hid_open(). + * \param string A wide string buffer to put the data into. + * \param maxlen The length of the buffer in multiples of wchar_t. + * \returns 0 on success and -1 on error. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_hid_get_product_string(SDL_hid_device *dev, wchar_t *string, size_t maxlen); + +/** + * Get The Serial Number String from a HID device. + * + * \param dev A device handle returned from SDL_hid_open(). + * \param string A wide string buffer to put the data into. + * \param maxlen The length of the buffer in multiples of wchar_t. + * \returns 0 on success and -1 on error. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_hid_get_serial_number_string(SDL_hid_device *dev, wchar_t *string, size_t maxlen); + +/** + * Get a string from a HID device, based on its string index. + * + * \param dev A device handle returned from SDL_hid_open(). + * \param string_index The index of the string to get. + * \param string A wide string buffer to put the data into. + * \param maxlen The length of the buffer in multiples of wchar_t. + * \returns 0 on success and -1 on error. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_hid_get_indexed_string(SDL_hid_device *dev, int string_index, wchar_t *string, size_t maxlen); + +/** + * Start or stop a BLE scan on iOS and tvOS to pair Steam Controllers + * + * \param active SDL_TRUE to start the scan, SDL_FALSE to stop the scan + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC void SDLCALL SDL_hid_ble_scan(SDL_bool active); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include "close_code.h" + +#endif /* SDL_hidapi_h_ */ + +/* vi: set sts=4 ts=4 sw=4 expandtab: */ diff --git a/thirdparty/sdl_headers/SDL_hints.h b/thirdparty/sdl_headers/SDL_hints.h new file mode 100644 index 00000000000..e775a6509bc --- /dev/null +++ b/thirdparty/sdl_headers/SDL_hints.h @@ -0,0 +1,2880 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * \file SDL_hints.h + * + * Official documentation for SDL configuration variables + * + * This file contains functions to set and get configuration hints, + * as well as listing each of them alphabetically. + * + * The convention for naming hints is SDL_HINT_X, where "SDL_X" is + * the environment variable that can be used to override the default. + * + * In general these hints are just that - they may or may not be + * supported or applicable on any given platform, but they provide + * a way for an application or user to give the library a hint as + * to how they would like the library to work. + */ + +#ifndef SDL_hints_h_ +#define SDL_hints_h_ + +#include "SDL_stdinc.h" + +#include "begin_code.h" +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * \brief A variable controlling whether the Android / iOS built-in + * accelerometer should be listed as a joystick device. + * + * This variable can be set to the following values: + * "0" - The accelerometer is not listed as a joystick + * "1" - The accelerometer is available as a 3 axis joystick (the default). + */ +#define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK" + +/** + * \brief Specify the behavior of Alt+Tab while the keyboard is grabbed. + * + * By default, SDL emulates Alt+Tab functionality while the keyboard is grabbed + * and your window is full-screen. This prevents the user from getting stuck in + * your application if you've enabled keyboard grab. + * + * The variable can be set to the following values: + * "0" - SDL will not handle Alt+Tab. Your application is responsible + for handling Alt+Tab while the keyboard is grabbed. + * "1" - SDL will minimize your window when Alt+Tab is pressed (default) +*/ +#define SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED "SDL_ALLOW_ALT_TAB_WHILE_GRABBED" + +/** + * \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it. + * This is a debugging aid for developers and not expected to be used by end users. The default is "1" + * + * This variable can be set to the following values: + * "0" - don't allow topmost + * "1" - allow topmost + */ +#define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST" + +/** + * \brief Android APK expansion main file version. Should be a string number like "1", "2" etc. + * + * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION. + * + * If both hints were set then SDL_RWFromFile() will look into expansion files + * after a given relative path was not found in the internal storage and assets. + * + * 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. + * + * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION. + * + * If both hints were set then SDL_RWFromFile() will look into expansion files + * after a given relative path was not found in the internal storage and assets. + * + * By default this hint is not set and the APK expansion files are not searched. + */ +#define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION" + +/** + * \brief A variable to control whether the event loop will block itself when the app is paused. + * + * The variable can be set to the following values: + * "0" - Non blocking. + * "1" - Blocking. (default) + * + * The value should be set before SDL is initialized. + */ +#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE" + +/** + * \brief A variable to control whether SDL will pause audio in background + * (Requires SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking") + * + * The variable can be set to the following values: + * "0" - Non paused. + * "1" - Paused. (default) + * + * The value should be set before SDL is initialized. + */ +#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO "SDL_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO" + +/** + * \brief A variable to control whether we trap the Android back button to handle it manually. + * This is necessary for the right mouse button to work on some Android devices, or + * to be able to trap the back button for use in your code reliably. If set to true, + * the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of + * SDL_SCANCODE_AC_BACK. + * + * The variable can be set to the following values: + * "0" - Back button will be handled as usual for system. (default) + * "1" - Back button will be trapped, allowing you to handle the key press + * manually. (This will also let right mouse click work on systems + * where the right mouse button functions as back.) + * + * The value of this hint is used at runtime, so it can be changed at any time. + */ +#define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON" + +/** + * \brief 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 + * screensaver. You should use a string that describes your program ("My Game + * 2: The Revenge") + * + * Setting this to "" or leaving it unset will have SDL use a reasonable + * default: probably the application's name or "SDL Application" if SDL + * doesn't have any better information. + * + * Note that, for audio streams, this can be overridden with + * SDL_HINT_AUDIO_DEVICE_APP_NAME. + * + * On targets where this is not supported, this hint does nothing. + */ +#define SDL_HINT_APP_NAME "SDL_APP_NAME" + +/** + * \brief A variable controlling whether controllers used with the Apple TV + * generate UI events. + * + * When UI events are generated by controller input, the app will be + * backgrounded when the Apple TV remote's menu button is pressed, and when the + * pause or B buttons on gamepads are pressed. + * + * More information about properly making use of controllers for the Apple TV + * can be found here: + * https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/ + * + * This variable can be set to the following values: + * "0" - Controller input does not generate UI events (the default). + * "1" - Controller input generates UI events. + */ +#define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS" + +/** + * \brief A variable controlling whether the Apple TV remote's joystick axes + * will automatically match the rotation of the remote. + * + * This variable can be set to the following values: + * "0" - Remote orientation does not affect joystick axes (the default). + * "1" - Joystick axes are based on the orientation of the remote. + */ +#define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION" + +/** + * \brief A variable controlling the audio category on iOS and Mac OS X + * + * This variable can be set to the following values: + * + * "ambient" - Use the AVAudioSessionCategoryAmbient audio category, will be muted by the phone mute switch (default) + * "playback" - Use the AVAudioSessionCategoryPlayback category + * + * For more information, see Apple's documentation: + * https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html + */ +#define SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY" + +/** + * \brief Specify an application name for an audio device. + * + * Some audio backends (such as PulseAudio) allow you to describe your audio + * stream. Among other things, this description might show up in a system + * control panel that lets the user adjust the volume on specific audio + * streams instead of using one giant master volume slider. + * + * This hints lets you transmit that information to the OS. The contents of + * this hint are used while opening an audio device. You should use a string + * that describes your program ("My Game 2: The Revenge") + * + * Setting this to "" or leaving it unset will have SDL use a reasonable + * default: this will be the name set with SDL_HINT_APP_NAME, if that hint is + * set. Otherwise, it'll probably the application's name or "SDL Application" + * if SDL doesn't have any better information. + * + * On targets where this is not supported, this hint does nothing. + */ +#define SDL_HINT_AUDIO_DEVICE_APP_NAME "SDL_AUDIO_DEVICE_APP_NAME" + +/** + * \brief Specify an application name for an audio device. + * + * Some audio backends (such as PulseAudio) allow you to describe your audio + * stream. Among other things, this description might show up in a system + * control panel that lets the user adjust the volume on specific audio + * streams instead of using one giant master volume slider. + * + * This hints lets you transmit that information to the OS. The contents of + * this hint are used while opening an audio device. You should use a string + * that describes your what your program is playing ("audio stream" is + * probably sufficient in many cases, but this could be useful for something + * like "team chat" if you have a headset playing VoIP audio separately). + * + * Setting this to "" or leaving it unset will have SDL use a reasonable + * default: "audio stream" or something similar. + * + * On targets where this is not supported, this hint does nothing. + */ +#define SDL_HINT_AUDIO_DEVICE_STREAM_NAME "SDL_AUDIO_DEVICE_STREAM_NAME" + +/** + * \brief Specify an application role for an audio device. + * + * Some audio backends (such as Pipewire) allow you to describe the role of + * your audio stream. Among other things, this description might show up in + * a system control panel or software for displaying and manipulating media + * playback/capture graphs. + * + * This hints lets you transmit that information to the OS. The contents of + * this hint are used while opening an audio device. You should use a string + * that describes your what your program is playing (Game, Music, Movie, + * etc...). + * + * Setting this to "" or leaving it unset will have SDL use a reasonable + * default: "Game" or something similar. + * + * On targets where this is not supported, this hint does nothing. + */ +#define SDL_HINT_AUDIO_DEVICE_STREAM_ROLE "SDL_AUDIO_DEVICE_STREAM_ROLE" + +/** + * \brief A variable controlling speed/quality tradeoff of audio resampling. + * + * If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ ) + * to handle audio resampling. There are different resampling modes available + * that produce different levels of quality, using more CPU. + * + * If this hint isn't specified to a valid setting, or libsamplerate isn't + * available, SDL will use the default, internal resampling algorithm. + * + * As of SDL 2.26, SDL_ConvertAudio() respects this hint when libsamplerate is available. + * + * This hint is currently only checked at audio subsystem initialization. + * + * This variable can be set to the following values: + * + * "0" or "default" - Use SDL's internal resampling (Default when not set - low quality, fast) + * "1" or "fast" - Use fast, slightly higher quality resampling, if available + * "2" or "medium" - Use medium quality resampling, if available + * "3" or "best" - Use high quality resampling, if available + */ +#define SDL_HINT_AUDIO_RESAMPLING_MODE "SDL_AUDIO_RESAMPLING_MODE" + +/** + * \brief A variable controlling whether SDL updates joystick state when getting input events + * + * This variable can be set to the following values: + * + * "0" - You'll call SDL_JoystickUpdate() manually + * "1" - SDL will automatically call SDL_JoystickUpdate() (default) + * + * This hint can be toggled on and off at runtime. + */ +#define SDL_HINT_AUTO_UPDATE_JOYSTICKS "SDL_AUTO_UPDATE_JOYSTICKS" + +/** + * \brief A variable controlling whether SDL updates sensor state when getting input events + * + * This variable can be set to the following values: + * + * "0" - You'll call SDL_SensorUpdate() manually + * "1" - SDL will automatically call SDL_SensorUpdate() (default) + * + * This hint can be toggled on and off at runtime. + */ +#define SDL_HINT_AUTO_UPDATE_SENSORS "SDL_AUTO_UPDATE_SENSORS" + +/** + * \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs. + * + * The bitmap header version 4 is required for proper alpha channel support and + * SDL will use it when required. Should this not be desired, this hint can + * force the use of the 40 byte header version which is supported everywhere. + * + * The variable can be set to the following values: + * "0" - Surfaces with a colorkey or an alpha channel are saved to a + * 32-bit BMP file with an alpha mask. SDL will use the bitmap + * header version 4 and set the alpha mask accordingly. + * "1" - Surfaces with a colorkey or an alpha channel are saved to a + * 32-bit BMP file without an alpha mask. The alpha channel data + * will be in the file, but applications are going to ignore it. + * + * The default value is "0". + */ +#define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT" + +/** + * \brief Override for SDL_GetDisplayUsableBounds() + * + * If set, this hint will override the expected results for + * SDL_GetDisplayUsableBounds() for display index 0. Generally you don't want + * to do this, but this allows an embedded system to request that some of the + * screen be reserved for other uses when paired with a well-behaved + * application. + * + * The contents of this hint must be 4 comma-separated integers, the first + * is the bounds x, then y, width and height, in that order. + */ +#define SDL_HINT_DISPLAY_USABLE_BOUNDS "SDL_DISPLAY_USABLE_BOUNDS" + +/** + * \brief Disable giving back control to the browser automatically + * when running with asyncify + * + * With -s ASYNCIFY, SDL2 calls emscripten_sleep during operations + * such as refreshing the screen or polling events. + * + * This hint only applies to the emscripten platform + * + * The variable can be set to the following values: + * "0" - Disable emscripten_sleep calls (if you give back browser control manually or use asyncify for other purposes) + * "1" - Enable emscripten_sleep calls (the default) + */ +#define SDL_HINT_EMSCRIPTEN_ASYNCIFY "SDL_EMSCRIPTEN_ASYNCIFY" + +/** + * \brief override the binding element for keyboard inputs for Emscripten builds + * + * This hint only applies to the emscripten platform + * + * The variable can be one of + * "#window" - The javascript window object (this is the default) + * "#document" - The javascript document object + * "#screen" - the javascript window.screen object + * "#canvas" - the WebGL canvas element + * any other string without a leading # sign applies to the element on the page with that ID. + */ +#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 + * + * The variable can be set to the following values: + * "0" - Do not scan for Steam Controllers + * "1" - Scan for Steam Controllers (the default) + * + * The default value is "1". This hint must be set before initializing the joystick subsystem. + */ +#define SDL_HINT_ENABLE_STEAM_CONTROLLERS "SDL_ENABLE_STEAM_CONTROLLERS" + +/** + * \brief A variable controlling verbosity of the logging of SDL events pushed onto the internal queue. + * + * This variable can be set to the following values, from least to most verbose: + * + * "0" - Don't log any events (default) + * "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 + * on in the event queue. Logged events are sent through SDL_Log(), which + * means by default they appear on stdout on most platforms or maybe + * OutputDebugString() on Windows, and can be funneled by the app with + * SDL_LogSetOutputFunction(), etc. + * + * This hint can be toggled on and off at runtime, if you only need to log + * events for a small subset of program execution. + */ +#define SDL_HINT_EVENT_LOGGING "SDL_EVENT_LOGGING" + +/** + * \brief A variable controlling whether raising the window should be done more forcefully + * + * This variable can be set to the following values: + * "0" - No forcing (the default) + * "1" - Extra level of forcing + * + * At present, this is only an issue under MS Windows, which makes it nearly impossible to + * programmatically move a window to the foreground, for "security" reasons. See + * http://stackoverflow.com/a/34414846 for a discussion. + */ +#define SDL_HINT_FORCE_RAISEWINDOW "SDL_HINT_FORCE_RAISEWINDOW" + +/** + * \brief A variable controlling how 3D acceleration is used to accelerate the SDL screen surface. + * + * SDL can try to accelerate the SDL screen surface by using streaming + * textures with a 3D rendering engine. This variable controls whether and + * how this is done. + * + * This variable can be set to the following values: + * "0" - Disable 3D acceleration + * "1" - Enable 3D acceleration, using the default renderer. + * "X" - Enable 3D acceleration, using X where X is one of the valid rendering drivers. (e.g. "direct3d", "opengl", etc.) + * + * By default SDL tries to make a best guess for each platform whether + * to use acceleration or not. + */ +#define SDL_HINT_FRAMEBUFFER_ACCELERATION "SDL_FRAMEBUFFER_ACCELERATION" + +/** + * \brief A variable that lets you manually hint extra gamecontroller db entries. + * + * The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h + * + * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) + * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping() + */ +#define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG" + +/** + * \brief A variable that lets you provide a file with extra gamecontroller db entries. + * + * The file should contain lines of gamecontroller config data, see SDL_gamecontroller.h + * + * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) + * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping() + */ +#define SDL_HINT_GAMECONTROLLERCONFIG_FILE "SDL_GAMECONTROLLERCONFIG_FILE" + +/** + * \brief A variable that overrides the automatic controller type detection + * + * The variable should be comma separated entries, in the form: VID/PID=type + * + * The VID and PID should be hexadecimal with exactly 4 digits, e.g. 0x00fd + * + * The type should be one of: + * Xbox360 + * XboxOne + * PS3 + * PS4 + * PS5 + * SwitchPro + * + * This hint affects what driver is used, and must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) + */ +#define SDL_HINT_GAMECONTROLLERTYPE "SDL_GAMECONTROLLERTYPE" + +/** + * \brief A variable containing a list of devices to skip when scanning for game controllers. + * + * The format of the string is a comma separated list of USB VID/PID pairs + * in hexadecimal form, e.g. + * + * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * + * The variable can also take the form of @file, in which case the named + * file will be loaded and interpreted as the value of the variable. + */ +#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES" + +/** + * \brief If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable. + * + * The format of the string is a comma separated list of USB VID/PID pairs + * in hexadecimal form, e.g. + * + * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * + * The variable can also take the form of @file, in which case the named + * file will be loaded and interpreted as the value of the variable. + */ +#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT" + +/** + * \brief 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) + * (X) (B) + * (A) + * + * but if this hint is set, you'll get: + * + * (X) + * (Y) (A) + * (B) + * + * The variable can be set to the following values: + * "0" - Report the face buttons by position, as though they were on an Xbox controller. + * "1" - Report the face buttons by label instead of position + * + * The default value is "1". This hint may be set at any time. + */ +#define SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS "SDL_GAMECONTROLLER_USE_BUTTON_LABELS" + +/** + * \brief A variable controlling whether grabbing input grabs the keyboard + * + * This variable can be set to the following values: + * "0" - Grab will affect only the mouse + * "1" - Grab will affect mouse and keyboard + * + * By default SDL will not grab the keyboard so system shortcuts still work. + */ +#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. + * + * When an iOS app does not receive touches for some time, the screen is + * dimmed automatically. For games where the accelerometer is the only input + * this is problematic. This functionality can be disabled by setting this + * hint. + * + * As of SDL 2.0.4, SDL_EnableScreenSaver() and SDL_DisableScreenSaver() + * accomplish the same thing on iOS. They should be preferred over this hint. + * + * This variable can be set to the following values: + * "0" - Enable idle timer + * "1" - Disable idle timer + */ +#define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED" + +/** + * \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events. + * + * 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 + * differentiate it somehow from committed text. (default) + * "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" + +/** + * \brief A variable to control whether certain IMEs should show native UI components (such as the Candidate List) instead of suppressing them. + * + * The variable can be set to the following values: + * "0" - Native UI components are not display. (default) + * "1" - Native UI components are displayed. + */ +#define SDL_HINT_IME_SHOW_UI "SDL_IME_SHOW_UI" + +/** + * \brief A variable to control if extended IME text support is enabled. + * If enabled then SDL_TextEditingExtEvent will be issued if the text would be truncated otherwise. + * Additionally SDL_TextInputEvent will be dispatched multiple times so that it is not truncated. + * + * The variable can be set to the following values: + * "0" - Legacy behavior. Text can be truncated, no heap allocations. (default) + * "1" - Modern behavior. + */ +#define SDL_HINT_IME_SUPPORT_EXTENDED_TEXT "SDL_IME_SUPPORT_EXTENDED_TEXT" + +/** + * \brief A variable controlling whether the home indicator bar on iPhone X + * should be hidden. + * + * This variable can be set to the following values: + * "0" - The indicator bar is not hidden (default for windowed applications) + * "1" - The indicator bar is hidden and is shown when the screen is touched (useful for movie playback applications) + * "2" - The indicator bar is dim and the first swipe makes it visible and the second swipe performs the "home" action (default for fullscreen applications) + */ +#define SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR" + +/** + * \brief A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background. + * + * The variable can be set to the following values: + * "0" - Disable joystick & gamecontroller input events when the + * application is in the background. + * "1" - Enable joystick & gamecontroller input events when the + * application is in the background. + * + * The default value is "0". This hint may be set at any time. + */ +#define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS" + +/** + * A variable containing a list of arcade stick style controllers. + * + * The format of the string is a comma separated list of USB VID/PID pairs + * in hexadecimal form, e.g. + * + * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * + * The variable can also take the form of @file, in which case the named + * file will be loaded and interpreted as the value of the variable. + */ +#define SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES "SDL_JOYSTICK_ARCADESTICK_DEVICES" + +/** + * A variable containing a list of devices that are not arcade stick style controllers. This will override SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES and the built in device list. + * + * The format of the string is a comma separated list of USB VID/PID pairs + * in hexadecimal form, e.g. + * + * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * + * The variable can also take the form of @file, in which case the named + * file will be loaded and interpreted as the value of the variable. + */ +#define SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES_EXCLUDED "SDL_JOYSTICK_ARCADESTICK_DEVICES_EXCLUDED" + +/** + * A variable containing a list of devices that should not be considerd joysticks. + * + * The format of the string is a comma separated list of USB VID/PID pairs + * in hexadecimal form, e.g. + * + * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * + * The variable can also take the form of @file, in which case the named + * file will be loaded and interpreted as the value of the variable. + */ +#define SDL_HINT_JOYSTICK_BLACKLIST_DEVICES "SDL_JOYSTICK_BLACKLIST_DEVICES" + +/** + * A variable containing a list of devices that should be considered joysticks. This will override SDL_HINT_JOYSTICK_BLACKLIST_DEVICES and the built in device list. + * + * The format of the string is a comma separated list of USB VID/PID pairs + * in hexadecimal form, e.g. + * + * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * + * The variable can also take the form of @file, in which case the named + * file will be loaded and interpreted as the value of the variable. + */ +#define SDL_HINT_JOYSTICK_BLACKLIST_DEVICES_EXCLUDED "SDL_JOYSTICK_BLACKLIST_DEVICES_EXCLUDED" + +/** + * A variable containing a list of flightstick style controllers. + * + * The format of the string is a comma separated list of USB VID/PID pairs + * in hexadecimal form, e.g. + * + * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * + * The variable can also take the form of @file, in which case the named + * file will be loaded and interpreted as the value of the variable. + */ +#define SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES "SDL_JOYSTICK_FLIGHTSTICK_DEVICES" + +/** + * A variable containing a list of devices that are not flightstick style controllers. This will override SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES and the built in device list. + * + * The format of the string is a comma separated list of USB VID/PID pairs + * in hexadecimal form, e.g. + * + * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * + * The variable can also take the form of @file, in which case the named + * file will be loaded and interpreted as the value of the variable. + */ +#define SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES_EXCLUDED "SDL_JOYSTICK_FLIGHTSTICK_DEVICES_EXCLUDED" + +/** + * A variable containing a list of devices known to have a GameCube form factor. + * + * The format of the string is a comma separated list of USB VID/PID pairs + * in hexadecimal form, e.g. + * + * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * + * The variable can also take the form of @file, in which case the named + * file will be loaded and interpreted as the value of the variable. + */ +#define SDL_HINT_JOYSTICK_GAMECUBE_DEVICES "SDL_JOYSTICK_GAMECUBE_DEVICES" + +/** + * A variable containing a list of devices known not to have a GameCube form factor. This will override SDL_HINT_JOYSTICK_GAMECUBE_DEVICES and the built in device list. + * + * The format of the string is a comma separated list of USB VID/PID pairs + * in hexadecimal form, e.g. + * + * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * + * The variable can also take the form of @file, in which case the named + * file will be loaded and interpreted as the value of the variable. + */ +#define SDL_HINT_JOYSTICK_GAMECUBE_DEVICES_EXCLUDED "SDL_JOYSTICK_GAMECUBE_DEVICES_EXCLUDED" + +/** + * \brief A variable controlling whether the HIDAPI joystick drivers should be used. + * + * This variable can be set to the following values: + * "0" - HIDAPI drivers are not used + * "1" - HIDAPI drivers are used (the default) + * + * This variable is the default for all drivers, but can be overridden by the hints for specific drivers below. + */ +#define SDL_HINT_JOYSTICK_HIDAPI "SDL_JOYSTICK_HIDAPI" + +/** + * \brief A variable controlling whether the HIDAPI driver for Nintendo GameCube 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_GAMECUBE "SDL_JOYSTICK_HIDAPI_GAMECUBE" + +/** + * \brief A variable controlling whether "low_frequency_rumble" and "high_frequency_rumble" is used to implement + * the GameCube controller's 3 rumble modes, Stop(0), Rumble(1), and StopHard(2) + * this is useful for applications that need full compatibility for things like ADSR envelopes. + * Stop is implemented by setting "low_frequency_rumble" to "0" and "high_frequency_rumble" ">0" + * Rumble is both at any arbitrary value, + * StopHard is implemented by setting both "low_frequency_rumble" and "high_frequency_rumble" to "0" + * + * This variable can be set to the following values: + * "0" - Normal rumble behavior is behavior is used (default) + * "1" - Proper GameCube controller rumble behavior is used + * + */ +#define SDL_HINT_JOYSTICK_GAMECUBE_RUMBLE_BRAKE "SDL_JOYSTICK_GAMECUBE_RUMBLE_BRAKE" + +/** + * \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" - 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_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: + * "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_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. + * + * This variable can be set to the following values: + * "0" - HIDAPI driver is not used + * "1" - HIDAPI driver is used + * + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI + */ +#define SDL_HINT_JOYSTICK_HIDAPI_PS4 "SDL_JOYSTICK_HIDAPI_PS4" + +/** + * \brief A variable controlling whether extended input reports should be used for PS4 controllers when using the HIDAPI driver. + * + * This variable can be set to the following values: + * "0" - extended reports are not enabled (the default) + * "1" - extended reports + * + * Extended input reports allow rumble on Bluetooth PS4 controllers, but + * break DirectInput handling for applications that don't use SDL. + * + * Once extended reports are enabled, they can not be disabled without + * power cycling the controller. + * + * For compatibility with applications written for versions of SDL prior + * to the introduction of PS5 controller support, this value will also + * control the state of extended reports on PS5 controllers when the + * SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE hint is not explicitly set. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE" + +/** + * \brief A variable controlling whether the HIDAPI driver for PS5 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_PS5 "SDL_JOYSTICK_HIDAPI_PS5" + +/** + * \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with a PS5 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_PS5_PLAYER_LED "SDL_JOYSTICK_HIDAPI_PS5_PLAYER_LED" + +/** + * \brief A variable controlling whether extended input reports should be used for PS5 controllers when using the HIDAPI driver. + * + * This variable can be set to the following values: + * "0" - extended reports are not enabled (the default) + * "1" - extended reports + * + * Extended input reports allow rumble on Bluetooth PS5 controllers, but + * break DirectInput handling for applications that don't use SDL. + * + * Once extended reports are enabled, they can not be disabled without + * power cycling the controller. + * + * For compatibility with applications written for versions of SDL prior + * to the introduction of PS5 controller support, this value defaults to + * the value of SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE "SDL_JOYSTICK_HIDAPI_PS5_RUMBLE" + +/** + * \brief A variable controlling whether the HIDAPI driver for Google Stadia 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_STADIA "SDL_JOYSTICK_HIDAPI_STADIA" + +/** + * \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 + * "1" - HIDAPI driver is used for Steam Controllers, which requires Bluetooth access + * and may prompt the user for permission on iOS and Android. + * + * The default is "0" + */ +#define SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM" + +/** + * \brief A variable controlling whether the HIDAPI driver for the Steam Deck builtin controller should be used. + * + * This variable can be set to the following values: + * "0" - HIDAPI driver is not used + * "1" - HIDAPI driver is used + * + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI + */ +#define SDL_HINT_JOYSTICK_HIDAPI_STEAMDECK "SDL_JOYSTICK_HIDAPI_STEAMDECK" + +/** + * \brief A variable controlling whether the HIDAPI driver for Nintendo Switch controllers should be used. + * + * This variable can be set to the following values: + * "0" - HIDAPI driver is not used + * "1" - HIDAPI driver is used + * + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI + */ +#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH" + +/** + * \brief A variable controlling whether the 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. 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. + * + * This variable can be set to the following values: + * "0" - HIDAPI driver is not used + * "1" - HIDAPI driver is used + * + * The default is "0" on Windows, otherwise the value of SDL_HINT_JOYSTICK_HIDAPI + */ +#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" + +/** + * A variable controlling whether IOKit should be used for controller handling. + * + * This variable can be set to the following values: + * "0" - IOKit is not used + * "1" - IOKit is used (the default) + */ +#define SDL_HINT_JOYSTICK_IOKIT "SDL_JOYSTICK_IOKIT" + +/** + * A variable controlling whether GCController should be used for controller handling. + * + * This variable can be set to the following values: + * "0" - GCController is not used + * "1" - GCController is used (the default) + */ +#define SDL_HINT_JOYSTICK_MFI "SDL_JOYSTICK_MFI" + +/** + * \brief A variable controlling whether the RAWINPUT joystick drivers should be used for better handling XInput-capable devices. + * + * This variable can be set to the following values: + * "0" - RAWINPUT drivers are not used + * "1" - RAWINPUT drivers are used (the default) + */ +#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: + * "0" - RAWINPUT driver will only use data from raw input APIs + * "1" - RAWINPUT driver will also pull data from XInput, providing + * better trigger axes, guide button presses, and rumble support + * for Xbox controllers + * + * The default is "1". This hint applies to any joysticks opened after setting the hint. + */ +#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: + * "0" - ROG Chakram mice do not show up as joysticks (the default) + * "1" - ROG Chakram mice show up as joysticks + */ +#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 + * + * This variable can be set to the following values: + * "0" - A separate thread is not used (the default) + * "1" - A separate thread is used for handling raw input messages + * + */ +#define SDL_HINT_JOYSTICK_THREAD "SDL_JOYSTICK_THREAD" + +/** + * A variable containing a list of throttle style controllers. + * + * The format of the string is a comma separated list of USB VID/PID pairs + * in hexadecimal form, e.g. + * + * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * + * The variable can also take the form of @file, in which case the named + * file will be loaded and interpreted as the value of the variable. + */ +#define SDL_HINT_JOYSTICK_THROTTLE_DEVICES "SDL_JOYSTICK_THROTTLE_DEVICES" + +/** + * A variable containing a list of devices that are not throttle style controllers. This will override SDL_HINT_JOYSTICK_THROTTLE_DEVICES and the built in device list. + * + * The format of the string is a comma separated list of USB VID/PID pairs + * in hexadecimal form, e.g. + * + * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * + * The variable can also take the form of @file, in which case the named + * file will be loaded and interpreted as the value of the variable. + */ +#define SDL_HINT_JOYSTICK_THROTTLE_DEVICES_EXCLUDED "SDL_JOYSTICK_THROTTLE_DEVICES_EXCLUDED" + +/** + * \brief A variable controlling whether Windows.Gaming.Input should be used for controller handling. + * + * 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" + +/** + * A variable containing a list of wheel style controllers. + * + * The format of the string is a comma separated list of USB VID/PID pairs + * in hexadecimal form, e.g. + * + * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * + * The variable can also take the form of @file, in which case the named + * file will be loaded and interpreted as the value of the variable. + */ +#define SDL_HINT_JOYSTICK_WHEEL_DEVICES "SDL_JOYSTICK_WHEEL_DEVICES" + +/** + * A variable containing a list of devices that are not wheel style controllers. This will override SDL_HINT_JOYSTICK_WHEEL_DEVICES and the built in device list. + * + * The format of the string is a comma separated list of USB VID/PID pairs + * in hexadecimal form, e.g. + * + * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * + * The variable can also take the form of @file, in which case the named + * file will be loaded and interpreted as the value of the variable. + */ +#define SDL_HINT_JOYSTICK_WHEEL_DEVICES_EXCLUDED "SDL_JOYSTICK_WHEEL_DEVICES_EXCLUDED" + +/** + * A variable containing a list of devices known to have all axes centered at zero. + * + * The format of the string is a comma separated list of USB VID/PID pairs + * in hexadecimal form, e.g. + * + * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * + * The variable can also take the form of @file, in which case the named + * file will be loaded and interpreted as the value of the variable. + */ +#define SDL_HINT_JOYSTICK_ZERO_CENTERED_DEVICES "SDL_JOYSTICK_ZERO_CENTERED_DEVICES" + +/** + * \brief Determines whether SDL enforces that DRM master is required in order + * to initialize the KMSDRM video backend. + * + * The DRM subsystem has a concept of a "DRM master" which is a DRM client that + * has the ability to set planes, set cursor, etc. When SDL is DRM master, it + * can draw to the screen using the SDL rendering APIs. Without DRM master, SDL + * is still able to process input and query attributes of attached displays, + * but it cannot change display state or draw to the screen directly. + * + * In some cases, it can be useful to have the KMSDRM backend even if it cannot + * be used for rendering. An app may want to use SDL for input processing while + * using another rendering API (such as an MMAL overlay on Raspberry Pi) or + * using its own code to render to DRM overlays that SDL doesn't support. + * + * This hint must be set before initializing the video subsystem. + * + * This variable can be set to the following values: + * "0" - SDL will allow usage of the KMSDRM backend without DRM master + * "1" - SDL Will require DRM master to use the KMSDRM backend (default) + */ +#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: + * "0" - Use /dev/input/event* + * "1" - Use /dev/input/js* + * + * By default the /dev/input/event* interfaces are used + */ +#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: + * "0" - Return unfiltered joystick axis values (the default) + * "1" - Return axis values with deadzones taken into account + */ +#define SDL_HINT_LINUX_JOYSTICK_DEADZONES "SDL_LINUX_JOYSTICK_DEADZONES" + +/** + * \brief A variable controlling the default SDL log levels. + * + * This variable is a comma separated set of category=level tokens that define the default logging levels for SDL applications. + * + * The category can be a numeric category, one of "app", "error", "assert", "system", "audio", "video", "render", "input", "test", or `*` for any unspecified category. + * + * The level can be a numeric level, one of "verbose", "debug", "info", "warn", "error", "critical", or "quiet" to disable that category. + * + * You can omit the category if you want to set the logging level for all categories. + * + * If this hint isn't set, the default log levels are equivalent to: + * "app=info,assert=warn,test=verbose,*=error" + */ +#define SDL_HINT_LOGGING "SDL_LOGGING" + +/** +* \brief When set don't force the SDL app to become a foreground process +* +* This hint only applies to Mac OS X. +* +*/ +#define SDL_HINT_MAC_BACKGROUND_APP "SDL_MAC_BACKGROUND_APP" + +/** + * \brief A variable that determines whether ctrl+click should generate a right-click event on Mac + * + * If present, holding ctrl while left clicking will generate a right click + * event when on Mac. + */ +#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. + */ +#define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS "SDL_MOUSE_DOUBLE_CLICK_RADIUS" + +/** + * \brief A variable setting the double click time, in milliseconds. + */ +#define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME "SDL_MOUSE_DOUBLE_CLICK_TIME" + +/** + * \brief Allow mouse click events when clicking to focus an SDL window + * + * This variable can be set to the following values: + * "0" - Ignore mouse clicks that activate a window + * "1" - Generate events for mouse clicks that activate a window + * + * By default SDL will ignore mouse clicks that activate a window + */ +#define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH" + +/** + * \brief A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode + */ +#define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE "SDL_MOUSE_NORMAL_SPEED_SCALE" + +/** + * \brief A variable controlling whether relative mouse mode constrains the mouse to the center of the window + * + * This variable can be set to the following values: + * "0" - Relative mouse mode constrains the mouse to the window + * "1" - Relative mouse mode constrains the mouse to the center of the window + * + * Constraining to the center of the window works better for FPS games and when the + * application is running over RDP. Constraining to the whole window works better + * for 2D games and increases the chance that the mouse will be in the correct + * position when using high DPI mice. + * + * By default SDL will constrain the mouse to the center of the window + */ +#define SDL_HINT_MOUSE_RELATIVE_MODE_CENTER "SDL_MOUSE_RELATIVE_MODE_CENTER" + +/** + * \brief A variable controlling whether relative mouse mode is implemented using mouse warping + * + * This variable can be set to the following values: + * "0" - Relative mouse mode uses raw input + * "1" - Relative mouse mode uses mouse warping + * + * By default SDL will use raw input for relative mouse mode + */ +#define SDL_HINT_MOUSE_RELATIVE_MODE_WARP "SDL_MOUSE_RELATIVE_MODE_WARP" + +/** + * \brief A variable controlling whether relative mouse motion is affected by renderer scaling + * + * This variable can be set to the following values: + * "0" - Relative motion is unaffected by DPI or renderer's logical size + * "1" - Relative motion is scaled according to DPI scaling and logical size + * + * By default relative mouse deltas are affected by DPI and renderer scaling + */ +#define SDL_HINT_MOUSE_RELATIVE_SCALING "SDL_MOUSE_RELATIVE_SCALING" + +/** + * \brief A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode + */ +#define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE" + +/** + * \brief A variable controlling whether 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 + * + * This variable can be set to the following values: + * "0" - Mouse events will not generate touch events (default for desktop platforms) + * "1" - Mouse events will generate touch events (default for mobile platforms, such as Android and iOS) + */ +#define SDL_HINT_MOUSE_TOUCH_EVENTS "SDL_MOUSE_TOUCH_EVENTS" + +/** + * \brief A variable controlling whether the mouse is captured while mouse buttons are pressed + * + * This variable can be set to the following values: + * "0" - The mouse is not captured while mouse buttons are pressed + * "1" - The mouse is captured while mouse buttons are pressed + * + * By default the mouse is captured while mouse buttons are pressed so if the mouse is dragged + * outside the window, the application continues to receive mouse events until the button is + * released. + */ +#define SDL_HINT_MOUSE_AUTO_CAPTURE "SDL_MOUSE_AUTO_CAPTURE" + +/** + * \brief Tell SDL not to catch the SIGINT or SIGTERM signals. + * + * This hint only applies to Unix-like platforms, and should set before + * any calls to SDL_Init() + * + * The variable can be set to the following values: + * "0" - SDL will install a SIGINT and SIGTERM handler, and when it + * catches a signal, convert it into an SDL_QUIT event. + * "1" - SDL will not install a signal handler at all. + */ +#define SDL_HINT_NO_SIGNAL_HANDLERS "SDL_NO_SIGNAL_HANDLERS" + +/** + * \brief A variable controlling what driver to use for OpenGL ES contexts. + * + * On some platforms, currently Windows and X11, OpenGL drivers may support + * creating contexts with an OpenGL ES profile. By default SDL uses these + * profiles, when available, otherwise it attempts to load an OpenGL ES + * library, e.g. that provided by the ANGLE project. This variable controls + * whether SDL follows this default behaviour or will always load an + * OpenGL ES library. + * + * Circumstances where this is useful include + * - Testing an app with a particular OpenGL ES implementation, e.g ANGLE, + * or emulator, e.g. those from ARM, Imagination or Qualcomm. + * - Resolving OpenGL ES function addresses at link time by linking with + * the OpenGL ES library instead of querying them at run time with + * SDL_GL_GetProcAddress(). + * + * Caution: for an application to work with the default behaviour across + * different OpenGL drivers it must query the OpenGL ES function + * addresses at run time using SDL_GL_GetProcAddress(). + * + * This variable is ignored on most platforms because OpenGL ES is native + * or not supported. + * + * This variable can be set to the following values: + * "0" - Use ES profile of OpenGL, if available. (Default when not set.) + * "1" - Load OpenGL ES library using the default library names. + * + */ +#define SDL_HINT_OPENGL_ES_DRIVER "SDL_OPENGL_ES_DRIVER" + +/** + * \brief A variable controlling which orientations are allowed on iOS/Android. + * + * In some circumstances it is necessary to be able to explicitly control + * which UI orientations are allowed. + * + * This variable is a space delimited list of the following values: + * "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown" + */ +#define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS" + +/** + * \brief A variable controlling the use of a sentinel event when polling the event queue + * + * This variable can be set to the following values: + * "0" - Disable poll sentinels + * "1" - Enable poll sentinels + * + * 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 noticeable when moving a high frequency mouse. + * + * By default, poll sentinels are enabled. + */ +#define SDL_HINT_POLL_SENTINEL "SDL_POLL_SENTINEL" + +/** + * \brief Override for SDL_GetPreferredLocales() + * + * If set, this will be favored over anything the OS might report for the + * user's preferred locales. Changing this hint at runtime will not generate + * a SDL_LOCALECHANGED event (but if you can change the hint, you can push + * your own event, if you want). + * + * The format of this hint is a comma-separated list of language and locale, + * combined with an underscore, as is a common format: "en_GB". Locale is + * optional: "en". So you might have a list like this: "en_GB,jp,es_PT" + */ +#define SDL_HINT_PREFERRED_LOCALES "SDL_PREFERRED_LOCALES" + +/** + * \brief A variable describing the content orientation on QtWayland-based platforms. + * + * On QtWayland platforms, windows are rotated client-side to allow for custom + * transitions. In order to correctly position overlays (e.g. volume bar) and + * gestures (e.g. events view, close/minimize gestures), the system needs to + * know in which orientation the application is currently drawing its contents. + * + * This does not cause the window to be rotated or resized, the application + * needs to take care of drawing the content in the right orientation (the + * framebuffer is always in portrait mode). + * + * This variable can be one of the following values: + * "primary" (default), "portrait", "landscape", "inverted-portrait", "inverted-landscape" + * + * 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" + +/** + * \brief Flags to set on QtWayland windows to integrate with the native window manager. + * + * On QtWayland platforms, this hint controls the flags to set on the windows. + * For example, on Sailfish OS "OverridesSystemGestures" disables swipe gestures. + * + * This variable is a space-separated list of the following values (empty = no flags): + * "OverridesSystemGestures", "StaysOnTop", "BypassWindowManager" + */ +#define SDL_HINT_QTWAYLAND_WINDOW_FLAGS "SDL_QTWAYLAND_WINDOW_FLAGS" + +/** + * \brief A variable controlling whether the 2D render API is compatible or efficient. + * + * This variable can be set to the following values: + * + * "0" - Don't use batching to make rendering more efficient. + * "1" - Use batching, but might cause problems if app makes its own direct OpenGL calls. + * + * Up to SDL 2.0.9, the render API would draw immediately when requested. Now + * it batches up draw requests and sends them all to the GPU only when forced + * to (during SDL_RenderPresent, when changing render targets, by updating a + * texture that the batch needs, etc). This is significantly more efficient, + * but it can cause problems for apps that expect to render on top of the + * render API's output. As such, SDL will disable batching if a specific + * render backend is requested (since this might indicate that the app is + * planning to use the underlying graphics API directly). This hint can + * be used to explicitly request batching in this instance. It is a contract + * that you will either never use the underlying graphics API directly, or + * if you do, you will call SDL_RenderFlush() before you do so any current + * batch goes to the GPU before your work begins. Not following this contract + * will result in undefined behavior. + */ +#define SDL_HINT_RENDER_BATCHING "SDL_RENDER_BATCHING" + +/** + * \brief A variable controlling how the 2D render API renders lines + * + * This variable can be set to the following values: + * "0" - Use the default line drawing method (Bresenham's line algorithm as of SDL 2.0.20) + * "1" - Use the driver point API using Bresenham's line algorithm (correct, draws many points) + * "2" - Use the driver line API (occasionally misses line endpoints based on hardware driver quirks, was the default before 2.0.20) + * "3" - Use the driver geometry API (correct, draws thicker diagonal lines) + * + * This variable should be set when the renderer is created. + */ +#define SDL_HINT_RENDER_LINE_METHOD "SDL_RENDER_LINE_METHOD" + +/** + * \brief A variable controlling whether to enable Direct3D 11+'s Debug Layer. + * + * This variable does not have any effect on the Direct3D 9 based renderer. + * + * This variable can be set to the following values: + * "0" - Disable Debug Layer use + * "1" - Enable Debug Layer use + * + * By default, SDL does not use Direct3D Debug Layer. + */ +#define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG" + +/** + * \brief A variable controlling whether the Direct3D device is initialized for thread-safe operations. + * + * This variable can be set to the following values: + * "0" - Thread-safety is not enabled (faster) + * "1" - Thread-safety is enabled + * + * By default the Direct3D device is created with thread-safety disabled. + */ +#define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE" + +/** + * \brief A variable specifying which render driver to use. + * + * If the application doesn't pick a specific renderer to use, this variable + * specifies the name of the preferred renderer. If the preferred renderer + * can't be initialized, the normal default renderer is used. + * + * This variable is case insensitive and can be set to the following values: + * "direct3d" + * "direct3d11" + * "direct3d12" + * "opengl" + * "opengles2" + * "opengles" + * "metal" + * "software" + * + * The default varies by platform, but it's the first one in the list that + * is available on the current platform. + */ +#define SDL_HINT_RENDER_DRIVER "SDL_RENDER_DRIVER" + +/** + * \brief A variable controlling the scaling policy for SDL_RenderSetLogicalSize. + * + * This variable can be set to the following values: + * "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen + * "1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen + * + * By default letterbox is used + */ +#define SDL_HINT_RENDER_LOGICAL_SIZE_MODE "SDL_RENDER_LOGICAL_SIZE_MODE" + +/** + * \brief A variable controlling whether the OpenGL render driver uses shaders if they are available. + * + * This variable can be set to the following values: + * "0" - Disable shaders + * "1" - Enable shaders + * + * By default shaders are used if OpenGL supports them. + */ +#define SDL_HINT_RENDER_OPENGL_SHADERS "SDL_RENDER_OPENGL_SHADERS" + +/** + * \brief A variable controlling the scaling quality + * + * This variable can be set to the following values: + * "0" or "nearest" - Nearest pixel sampling + * "1" or "linear" - Linear filtering (supported by OpenGL and Direct3D) + * "2" or "best" - Currently this is the same as "linear" + * + * By default nearest pixel sampling is used + */ +#define SDL_HINT_RENDER_SCALE_QUALITY "SDL_RENDER_SCALE_QUALITY" + +/** + * \brief A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing. + * + * This variable can be set to the following values: + * "0" - Disable vsync + * "1" - Enable vsync + * + * By default SDL does not sync screen surface updates with vertical refresh. + */ +#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" + +/** + * A variable containing a list of ROG gamepad capable mice. + * + * The format of the string is a comma separated list of USB VID/PID pairs + * in hexadecimal form, e.g. + * + * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * + * The variable can also take the form of @file, in which case the named + * file will be loaded and interpreted as the value of the variable. + */ +#define SDL_HINT_ROG_GAMEPAD_MICE "SDL_ROG_GAMEPAD_MICE" + +/** + * A variable containing a list of devices that are not ROG gamepad capable mice. This will override SDL_HINT_ROG_GAMEPAD_MICE and the built in device list. + * + * The format of the string is a comma separated list of USB VID/PID pairs + * in hexadecimal form, e.g. + * + * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * + * The variable can also take the form of @file, in which case the named + * file will be loaded and interpreted as the value of the variable. + */ +#define SDL_HINT_ROG_GAMEPAD_MICE_EXCLUDED "SDL_ROG_GAMEPAD_MICE_EXCLUDED" + +/** + * \brief A variable controlling if VSYNC is automatically disable if doesn't reach the enough FPS + * + * 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. + * + * The variable can be set to the following values: + * "0" - The return key will be handled as a key event. This is the behaviour of SDL <= 2.0.3. (default) + * "1" - The return key will hide the keyboard. + * + * The value of this hint is used at runtime, so it can be changed at any time. + */ +#define SDL_HINT_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME" + +/** + * \brief Tell SDL which Dispmanx layer to use on a Raspberry PI + * + * Also known as Z-order. The variable can take a negative or positive value. + * The default is 10000. + */ +#define SDL_HINT_RPI_VIDEO_LAYER "SDL_RPI_VIDEO_LAYER" + +/** + * \brief Specify an "activity name" for screensaver inhibition. + * + * Some platforms, notably Linux desktops, list the applications which are + * inhibiting the screensaver or other power-saving features. + * + * This hint lets you specify the "activity name" sent to the OS when + * SDL_DisableScreenSaver() is used (or the screensaver is automatically + * disabled). The contents of this hint are used when the screensaver is + * 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. + * + * On targets where this is not supported, this hint does nothing. + */ +#define SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME "SDL_SCREENSAVER_INHIBIT_ACTIVITY_NAME" + +/** + * \brief Specifies whether SDL_THREAD_PRIORITY_TIME_CRITICAL should be treated as realtime. + * + * 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 + */ +#define SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL "SDL_THREAD_FORCE_REALTIME_TIME_CRITICAL" + +/** +* \brief A string specifying additional information to use with SDL_SetThreadPriority. +* +* By default SDL_SetThreadPriority will make appropriate system changes in order to +* apply a thread priority. For example on systems using pthreads the scheduler policy +* is changed automatically to a policy that works well with a given priority. +* Code which has specific requirements can override SDL's default behavior with this hint. +* +* pthread hint values are "current", "other", "fifo" and "rr". +* Currently no other platform hint values are defined but may be in the future. +* +* \note On Linux, the kernel may send SIGKILL to realtime tasks which exceed the distro +* configured execution budget for rtkit. This budget can be queried through RLIMIT_RTTIME +* after calling SDL_SetThreadPriority(). +*/ +#define SDL_HINT_THREAD_PRIORITY_POLICY "SDL_THREAD_PRIORITY_POLICY" + +/** +* \brief A string specifying SDL's threads stack size in bytes or "0" for the backend's default size +* +* Use this hint in case you need to set SDL's threads stack size to other than the default. +* This is specially useful if you build SDL against a non glibc libc library (such as musl) which +* provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses). +* Support for this hint is currently available only in the pthread, Windows, and PSP backend. +* +* Instead of this hint, in 2.0.9 and later, you can use +* SDL_CreateThreadWithStackSize(). This hint only works with the classic +* SDL_CreateThread(). +*/ +#define SDL_HINT_THREAD_STACK_SIZE "SDL_THREAD_STACK_SIZE" + +/** + * \brief A variable that controls the timer resolution, in milliseconds. + * + * The higher resolution the timer, the more frequently the CPU services + * timer interrupts, and the more precise delays are, but this takes up + * power and CPU time. This hint is only used on Windows. + * + * See this blog post for more information: + * http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/ + * + * If this variable is set to "0", the system timer resolution is not set. + * + * The default value is "1". This hint may be set at any time. + */ +#define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION" + +/** + * \brief A variable controlling whether touch events should generate synthetic mouse events + * + * This variable can be set to the following values: + * "0" - Touch events will not generate mouse events + * "1" - Touch events will generate mouse events + * + * By default SDL will generate mouse events for touch events + */ +#define SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS" + +/** + * \brief A variable controlling which touchpad should generate synthetic mouse events + * + * This variable can be set to the following values: + * "0" - Only front touchpad should generate mouse events. Default + * "1" - Only back touchpad should generate mouse events. + * "2" - Both touchpads should generate mouse events. + * + * By default SDL will generate mouse events for all touch devices + */ +#define SDL_HINT_VITA_TOUCH_MOUSE_DEVICE "SDL_HINT_VITA_TOUCH_MOUSE_DEVICE" + +/** + * \brief A variable controlling whether the Android / tvOS remotes + * should be listed as joystick devices, instead of sending keyboard events. + * + * This variable can be set to the following values: + * "0" - Remotes send enter/escape/arrow key events + * "1" - Remotes are available as 2 axis, 2 button joysticks (the default). + */ +#define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK" + +/** + * \brief A variable controlling whether the screensaver is enabled. + * + * This variable can be set to the following values: + * "0" - Disable screensaver + * "1" - Enable screensaver + * + * By default SDL will disable the screensaver. + */ +#define SDL_HINT_VIDEO_ALLOW_SCREENSAVER "SDL_VIDEO_ALLOW_SCREENSAVER" + +/** + * \brief Tell the video driver that we only want a double buffer. + * + * By default, most lowlevel 2D APIs will use a triple buffer scheme that + * wastes no CPU time on waiting for vsync after issuing a flip, but + * introduces a frame of latency. On the other hand, using a double buffer + * scheme instead is recommended for cases where low latency is an important + * factor because we save a whole frame of latency. + * We do so by waiting for vsync immediately after issuing a flip, usually just + * after eglSwapBuffers call in the backend's *_SwapWindow function. + * + * Since it's driver-specific, it's only supported where possible and + * implemented. Currently supported the following drivers: + * + * - KMSDRM (kmsdrm) + * - Raspberry Pi (raspberrypi) + */ +#define SDL_HINT_VIDEO_DOUBLE_BUFFER "SDL_VIDEO_DOUBLE_BUFFER" + +/** + * \brief A variable controlling whether the EGL window is allowed to be + * composited as transparent, rather than opaque. + * + * Most window systems will always render windows opaque, even if the surface + * format has an alpha channel. This is not always true, however, so by default + * SDL will try to enforce opaque composition. To override this behavior, you + * can set this hint to "1". + */ +#define SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY "SDL_VIDEO_EGL_ALLOW_TRANSPARENCY" + +/** + * \brief A variable controlling whether the graphics context is externally managed. + * + * This variable can be set to the following values: + * "0" - SDL will manage graphics contexts that are attached to windows. + * "1" - Disable graphics context management on windows. + * + * By default SDL will manage OpenGL contexts in certain situations. For example, on Android the + * context will be automatically saved and restored when pausing the application. Additionally, some + * platforms will assume usage of OpenGL if Vulkan isn't used. Setting this to "1" will prevent this + * behavior, which is desireable when the application manages the graphics context, such as + * an externally managed OpenGL context or attaching a Vulkan surface to the window. + */ +#define SDL_HINT_VIDEO_EXTERNAL_CONTEXT "SDL_VIDEO_EXTERNAL_CONTEXT" + +/** + * \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS) + */ +#define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED" + +/** + * \brief A variable that dictates policy for fullscreen Spaces on Mac OS X. + * + * This hint only applies to Mac OS X. + * + * The variable can be set to the following values: + * "0" - Disable Spaces support (FULLSCREEN_DESKTOP won't use them and + * SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen" + * button on their titlebars). + * "1" - Enable Spaces support (FULLSCREEN_DESKTOP will use them and + * SDL_WINDOW_RESIZABLE windows will offer the "fullscreen" + * button on their titlebars). + * + * 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" + +/** + * \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to false. + * \warning Before SDL 2.0.14, this defaulted to true! In 2.0.14, we're + * seeing if "true" causes more problems than it solves in modern times. + * + */ +#define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS" + +/** + * \brief A variable controlling whether the libdecor Wayland backend is allowed to be used. + * + * This variable can be set to the following values: + * "0" - libdecor use is disabled. + * "1" - libdecor use is enabled (default). + * + * libdecor is used over xdg-shell when xdg-decoration protocol is unavailable. + */ +#define SDL_HINT_VIDEO_WAYLAND_ALLOW_LIBDECOR "SDL_VIDEO_WAYLAND_ALLOW_LIBDECOR" + +/** + * \brief A variable controlling whether the libdecor Wayland backend is preferred over native decrations. + * + * When this hint is set, libdecor will be used to provide window decorations, even if xdg-decoration is + * available. (Note that, by default, libdecor will use xdg-decoration itself if available). + * + * This variable can be set to the following values: + * "0" - libdecor is enabled only if server-side decorations are unavailable. + * "1" - libdecor is always enabled if available. + * + * libdecor is used over xdg-shell when xdg-decoration protocol is unavailable. + */ +#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 +* created SDL_Window: +* +* 1. Its pixel format will be set to the same pixel format as this SDL_Window. This is +* needed for example when sharing an OpenGL context across multiple windows. +* +* 2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for +* OpenGL rendering. +* +* This variable can be set to the following values: +* The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should +* share a pixel format with. +*/ +#define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT" + +/** + * \brief When calling SDL_CreateWindowFrom(), make the window compatible with OpenGL. + * + * This variable can be set to the following values: + * "0" - Don't add any graphics flags to the SDL_WindowFlags + * "1" - Add SDL_WINDOW_OPENGL to the SDL_WindowFlags + * + * By default SDL will not make the foreign window compatible with OpenGL. + */ +#define SDL_HINT_VIDEO_FOREIGN_WINDOW_OPENGL "SDL_VIDEO_FOREIGN_WINDOW_OPENGL" + +/** + * \brief When calling SDL_CreateWindowFrom(), make the window compatible with Vulkan. + * + * This variable can be set to the following values: + * "0" - Don't add any graphics flags to the SDL_WindowFlags + * "1" - Add SDL_WINDOW_VULKAN to the SDL_WindowFlags + * + * By default SDL will not make the foreign window compatible with Vulkan. + */ +#define SDL_HINT_VIDEO_FOREIGN_WINDOW_VULKAN "SDL_VIDEO_FOREIGN_WINDOW_VULKAN" + +/** +* \brief A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries +* +* SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It +* can use two different sets of binaries, those compiled by the user from source +* or those provided by the Chrome browser. In the later case, these binaries require +* that SDL loads a DLL providing the shader compiler. +* +* This variable can be set to the following values: +* "d3dcompiler_46.dll" - default, best for Vista or later. +* "d3dcompiler_43.dll" - for XP support. +* "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries. +* +*/ +#define SDL_HINT_VIDEO_WIN_D3DCOMPILER "SDL_VIDEO_WIN_D3DCOMPILER" + +/** + * \brief A variable controlling whether X11 should use GLX or EGL by default + * + * This variable can be set to the following values: + * "0" - Use GLX + * "1" - Use EGL + * + * By default SDL will use GLX when both are present. + */ +#define SDL_HINT_VIDEO_X11_FORCE_EGL "SDL_VIDEO_X11_FORCE_EGL" + +/** + * \brief A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used. + * + * This variable can be set to the following values: + * "0" - Disable _NET_WM_BYPASS_COMPOSITOR + * "1" - Enable _NET_WM_BYPASS_COMPOSITOR + * + * By default SDL will use _NET_WM_BYPASS_COMPOSITOR + * + */ +#define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR" + +/** + * \brief A variable controlling whether the X11 _NET_WM_PING protocol should be supported. + * + * This variable can be set to the following values: + * "0" - Disable _NET_WM_PING + * "1" - Enable _NET_WM_PING + * + * By default SDL will use _NET_WM_PING, but for applications that know they + * will not always be able to respond to ping requests in a timely manner they can + * turn it off to avoid the window manager thinking the app is hung. + * The hint is checked in CreateWindow. + */ +#define SDL_HINT_VIDEO_X11_NET_WM_PING "SDL_VIDEO_X11_NET_WM_PING" + +/** + * \brief A variable forcing the visual ID chosen for new X11 windows + * + */ +#define SDL_HINT_VIDEO_X11_WINDOW_VISUALID "SDL_VIDEO_X11_WINDOW_VISUALID" + +/** + * \brief A no-longer-used variable controlling whether the X11 Xinerama extension should be used. + * + * 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" + +/** + * \brief A variable controlling whether the X11 XRandR extension should be used. + * + * This variable can be set to the following values: + * "0" - Disable XRandR + * "1" - Enable XRandR + * + * By default SDL will use XRandR. + */ +#define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR" + +/** + * \brief A no-longer-used variable controlling whether the X11 VidMode extension should be used. + * + * 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" + +/** + * \brief Controls how the fact chunk affects the loading of a WAVE file. + * + * The fact chunk stores information about the number of samples of a WAVE + * file. The Standards Update from Microsoft notes that this value can be used + * to 'determine the length of the data in seconds'. This is especially useful + * for compressed formats (for which this is a mandatory chunk) if they produce + * multiple sample frames per block and truncating the block is not allowed. + * The fact chunk can exactly specify how many sample frames there should be + * in this case. + * + * Unfortunately, most application seem to ignore the fact chunk and so SDL + * ignores it by default as well. + * + * This variable can be set to the following values: + * + * "truncate" - Use the number of samples to truncate the wave data if + * the fact chunk is present and valid + * "strict" - Like "truncate", but raise an error if the fact chunk + * is invalid, not present for non-PCM formats, or if the + * data chunk doesn't have that many samples + * "ignorezero" - Like "truncate", but ignore fact chunk if the number of + * samples is zero + * "ignore" - Ignore fact chunk entirely (default) + */ +#define SDL_HINT_WAVE_FACT_CHUNK "SDL_WAVE_FACT_CHUNK" + +/** + * \brief Controls how the size of the RIFF chunk affects the loading of a WAVE file. + * + * The size of the RIFF chunk (which includes all the sub-chunks of the WAVE + * file) is not always reliable. In case the size is wrong, it's possible to + * just ignore it and step through the chunks until a fixed limit is reached. + * + * Note that files that have trailing data unrelated to the WAVE file or + * corrupt files may slow down the loading process without a reliable boundary. + * By default, SDL stops after 10000 chunks to prevent wasting time. Use the + * environment variable SDL_WAVE_CHUNK_LIMIT to adjust this value. + * + * This variable can be set to the following values: + * + * "force" - Always use the RIFF chunk size as a boundary for the chunk search + * "ignorezero" - Like "force", but a zero size searches up to 4 GiB (default) + * "ignore" - Ignore the RIFF chunk size and always search up to 4 GiB + * "maximum" - Search for chunks until the end of file (not recommended) + */ +#define SDL_HINT_WAVE_RIFF_CHUNK_SIZE "SDL_WAVE_RIFF_CHUNK_SIZE" + +/** + * \brief Controls how a truncated WAVE file is handled. + * + * A WAVE file is considered truncated if any of the chunks are incomplete or + * the data chunk size is not a multiple of the block size. By default, SDL + * decodes until the first incomplete block, as most applications seem to do. + * + * This variable can be set to the following values: + * + * "verystrict" - Raise an error if the file is truncated + * "strict" - Like "verystrict", but the size of the RIFF chunk is ignored + * "dropframe" - Decode until the first incomplete sample frame + * "dropblock" - Decode until the first incomplete block (default) + */ +#define SDL_HINT_WAVE_TRUNCATION "SDL_WAVE_TRUNCATION" + +/** + * \brief Tell SDL not to name threads on Windows with the 0x406D1388 Exception. + * The 0x406D1388 Exception is a trick used to inform Visual Studio of a + * thread's name, but it tends to cause problems with other debuggers, + * and the .NET runtime. Note that SDL 2.0.6 and later will still use + * the (safer) SetThreadDescription API, introduced in the Windows 10 + * Creators Update, if available. + * + * The variable can be set to the following values: + * "0" - SDL will raise the 0x406D1388 Exception to name threads. + * This is the default behavior of SDL <= 2.0.4. + * "1" - SDL will not raise this exception, and threads will be unnamed. (default) + * This is necessary with .NET languages or debuggers that aren't Visual Studio. + */ +#define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING "SDL_WINDOWS_DISABLE_THREAD_NAMING" + +/** + * \brief 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 + * "1" - The window message loop is processed in SDL_PumpEvents() + * + * By default SDL will process the windows message loop + */ +#define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP" + +/** + * \brief Force SDL to use Critical Sections for mutexes on Windows. + * On Windows 7 and newer, Slim Reader/Writer Locks are available. + * They offer better performance, allocate no kernel ressources and + * use less memory. SDL will fall back to Critical Sections on older + * OS versions or if forced to by this hint. + * + * This variable can be set to the following values: + * "0" - Use SRW Locks when available. If not, fall back to Critical Sections. (default) + * "1" - Force the use of Critical Sections in all cases. + * + */ +#define SDL_HINT_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS "SDL_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS" + +/** + * \brief Force SDL to use Kernel Semaphores on Windows. + * Kernel Semaphores are inter-process and require a context + * switch on every interaction. On Windows 8 and newer, the + * WaitOnAddress API is available. Using that and atomics to + * implement semaphores increases performance. + * SDL will fall back to Kernel Objects on older OS versions + * or if forced to by this hint. + * + * This variable can be set to the following values: + * "0" - Use Atomics and WaitOnAddress API when available. If not, fall back to Kernel Objects. (default) + * "1" - Force the use of Kernel Objects in all cases. + * + */ +#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 + */ +#define SDL_HINT_WINDOWS_INTRESOURCE_ICON "SDL_WINDOWS_INTRESOURCE_ICON" +#define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL" + +/** + * \brief Tell SDL not to generate window-close events for Alt+F4 on Windows. + * + * The variable can be set to the following values: + * "0" - SDL will generate a window-close event when it sees Alt+F4. + * "1" - SDL will only do normal key handling for Alt+F4. + */ +#define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4" + +/** + * \brief Use the D3D9Ex API introduced in Windows Vista, instead of normal D3D9. + * Direct3D 9Ex contains changes to state management that can eliminate device + * loss errors during scenarios like Alt+Tab or UAC prompts. D3D9Ex may require + * some changes to your application to cope with the new behavior, so this + * is disabled by default. + * + * This hint must be set before initializing the video subsystem. + * + * For more information on Direct3D 9Ex, see: + * - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/graphics-apis-in-windows-vista#direct3d-9ex + * - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/direct3d-9ex-improvements + * + * This variable can be set to the following values: + * "0" - Use the original Direct3D 9 API (default) + * "1" - Use the Direct3D 9Ex API on Vista and later (and fall back if D3D9Ex is unavailable) + * + */ +#define SDL_HINT_WINDOWS_USE_D3D9EX "SDL_WINDOWS_USE_D3D9EX" + +/** + * \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) + * "1" - The window frame is interactive when the cursor is hidden + * + * By default SDL will allow interaction with the window frame when the cursor is hidden + */ +#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 +* +* This variable can be set to the following values: +* "0" - The window is activated when the SDL_ShowWindow function is called +* "1" - The window is not activated when the SDL_ShowWindow function is called +* +* By default SDL will activate the window when the SDL_ShowWindow function is called +*/ +#define SDL_HINT_WINDOW_NO_ACTIVATION_WHEN_SHOWN "SDL_WINDOW_NO_ACTIVATION_WHEN_SHOWN" + +/** \brief Allows back-button-press events on Windows Phone to be marked as handled + * + * Windows Phone devices typically feature a Back button. When pressed, + * the OS will emit back-button-press events, which apps are expected to + * handle in an appropriate manner. If apps do not explicitly mark these + * events as 'Handled', then the OS will invoke its default behavior for + * unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to + * terminate the app (and attempt to switch to the previous app, or to the + * device's home screen). + * + * Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL + * to mark back-button-press events as Handled, if and when one is sent to + * the app. + * + * Internally, Windows Phone sends back button events as parameters to + * special back-button-press callback functions. Apps that need to respond + * to back-button-press events are expected to register one or more + * callback functions for such, shortly after being launched (during the + * app's initialization phase). After the back button is pressed, the OS + * will invoke these callbacks. If the app's callback(s) do not explicitly + * mark the event as handled by the time they return, or if the app never + * registers one of these callback, the OS will consider the event + * un-handled, and it will apply its default back button behavior (terminate + * the app). + * + * SDL registers its own back-button-press callback with the Windows Phone + * OS. This callback will emit a pair of SDL key-press events (SDL_KEYDOWN + * and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which + * it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON. + * If the hint's value is set to "1", the back button event's Handled + * property will get set to 'true'. If the hint's value is set to something + * else, or if it is unset, SDL will leave the event's Handled property + * alone. (By default, the OS sets this property to 'false', to note.) + * + * SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a + * back button is pressed, or can set it in direct-response to a back button + * being pressed. + * + * In order to get notified when a back button is pressed, SDL apps should + * register a callback function with SDL_AddEventWatch(), and have it listen + * for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK. + * (Alternatively, SDL_KEYUP events can be listened-for. Listening for + * either event type is suitable.) Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON + * set by such a callback, will be applied to the OS' current + * back-button-press event. + * + * More details on back button behavior in Windows Phone apps can be found + * at the following page, on Microsoft's developer site: + * http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx + */ +#define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON" + +/** \brief Label text for a WinRT app's privacy policy link + * + * Network-enabled WinRT apps must include a privacy policy. On Windows 8, 8.1, and RT, + * Microsoft mandates that this policy be available via the Windows Settings charm. + * SDL provides code to add a link there, with its label text being set via the + * optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL. + * + * Please note that a privacy policy's contents are not set via this hint. A separate + * hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the + * policy. + * + * The contents of this hint should be encoded as a UTF8 string. + * + * The default value is "Privacy Policy". This hint should only be set during app + * initialization, preferably before any calls to SDL_Init(). + * + * For additional information on linking to a privacy policy, see the documentation for + * SDL_HINT_WINRT_PRIVACY_POLICY_URL. + */ +#define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL" + +/** + * \brief A URL to a WinRT app's privacy policy + * + * All network-enabled WinRT apps must make a privacy policy available to its + * users. On Windows 8, 8.1, and RT, Microsoft mandates that this policy be + * be available in the Windows Settings charm, as accessed from within the app. + * SDL provides code to add a URL-based link there, which can point to the app's + * privacy policy. + * + * To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL + * before calling any SDL_Init() functions. The contents of the hint should + * be a valid URL. For example, "http://www.example.com". + * + * The default value is "", which will prevent SDL from adding a privacy policy + * link to the Settings charm. This hint should only be set during app init. + * + * The label text of an app's "Privacy Policy" link may be customized via another + * hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL. + * + * Please note that on Windows Phone, Microsoft does not provide standard UI + * for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL + * will not get used on that platform. Network-enabled phone apps should display + * their privacy policy through some other, in-app means. + */ +#define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL" + +/** + * \brief Mark X11 windows as override-redirect. + * + * If set, this _might_ increase framerate at the expense of the desktop + * not working as expected. Override-redirect windows aren't noticed by the + * window manager at all. + * + * You should probably only use this for fullscreen windows, and you probably + * shouldn't even use it for that. But it's here if you want to try! + */ +#define SDL_HINT_X11_FORCE_OVERRIDE_REDIRECT "SDL_X11_FORCE_OVERRIDE_REDIRECT" + +/** + * \brief A variable that lets you disable the detection and use of Xinput gamepad devices + * + * The variable can be set to the following values: + * "0" - Disable XInput detection (only uses direct input) + * "1" - Enable XInput detection (the default) + */ +#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. + * + * This hint is for backwards compatibility only and will be removed in SDL 2.1 + * + * The default value is "0". This hint must be set before SDL_Init() + */ +#define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING" + +/** + * \brief A variable that causes SDL to not ignore audio "monitors" + * + * This is currently only used for PulseAudio and ignored elsewhere. + * + * By default, SDL ignores audio devices that aren't associated with physical + * hardware. Changing this hint to "1" will expose anything SDL sees that + * appears to be an audio source or sink. This will add "devices" to the list + * that the user probably doesn't want or need, but it can be useful in + * scenarios where you want to hook up SDL to some sort of virtual device, + * etc. + * + * The default value is "0". This hint must be set before SDL_Init(). + * + * This hint is available since SDL 2.0.16. Before then, virtual devices are + * always ignored. + */ +#define SDL_HINT_AUDIO_INCLUDE_MONITORS "SDL_AUDIO_INCLUDE_MONITORS" + +/** + * \brief A variable that forces X11 windows to create as a custom type. + * + * This is currently only used for X11 and ignored elsewhere. + * + * During SDL_CreateWindow, SDL uses the _NET_WM_WINDOW_TYPE X11 property + * to report to the window manager the type of window it wants to create. + * This might be set to various things if SDL_WINDOW_TOOLTIP or + * SDL_WINDOW_POPUP_MENU, etc, were specified. For "normal" windows that + * haven't set a specific type, this hint can be used to specify a custom + * type. For example, a dock window might set this to + * "_NET_WM_WINDOW_TYPE_DOCK". + * + * If not set or set to "", this hint is ignored. This hint must be set + * before the SDL_CreateWindow() call that it is intended to affect. + * + * This hint is available since SDL 2.0.22. + */ +#define SDL_HINT_X11_WINDOW_TYPE "SDL_X11_WINDOW_TYPE" + +/** + * \brief A variable that decides whether to send SDL_QUIT when closing the final window. + * + * By default, SDL sends an SDL_QUIT event when there is only one window + * and it receives an SDL_WINDOWEVENT_CLOSE event, under the assumption most + * apps would also take the loss of this window as a signal to terminate the + * program. + * + * However, it's not unreasonable in some cases to have the program continue + * to live on, perhaps to create new windows later. + * + * Changing this hint to "0" will cause SDL to not send an SDL_QUIT event + * when the final window is requesting to close. Note that in this case, + * there are still other legitimate reasons one might get an SDL_QUIT + * event: choosing "Quit" from the macOS menu bar, sending a SIGINT (ctrl-c) + * on Unix, etc. + * + * The default value is "1". This hint can be changed at any time. + * + * This hint is available since SDL 2.0.22. Before then, you always get + * an SDL_QUIT event when closing the final window. + */ +#define SDL_HINT_QUIT_ON_LAST_WINDOW_CLOSE "SDL_QUIT_ON_LAST_WINDOW_CLOSE" + + +/** + * \brief A variable that decides what video backend to use. + * + * By default, SDL will try all available video backends in a reasonable + * order until it finds one that can work, but this hint allows the app + * or user to force a specific target, such as "x11" if, say, you are + * on Wayland but want to try talking to the X server instead. + * + * This functionality has existed since SDL 2.0.0 (indeed, before that) + * but before 2.0.22 this was an environment variable only. In 2.0.22, + * it was upgraded to a full SDL hint, so you can set the environment + * variable as usual or programatically set the hint with SDL_SetHint, + * which won't propagate to child processes. + * + * The default value is unset, in which case SDL will try to figure out + * the best video backend on your behalf. This hint needs to be set + * before SDL_Init() is called to be useful. + * + * This hint is available since SDL 2.0.22. Before then, you could set + * the environment variable to get the same effect. + */ +#define SDL_HINT_VIDEODRIVER "SDL_VIDEODRIVER" + +/** + * \brief A variable that decides what audio backend to use. + * + * By default, SDL will try all available audio backends in a reasonable + * order until it finds one that can work, but this hint allows the app + * or user to force a specific target, such as "alsa" if, say, you are + * on PulseAudio but want to try talking to the lower level instead. + * + * This functionality has existed since SDL 2.0.0 (indeed, before that) + * but before 2.0.22 this was an environment variable only. In 2.0.22, + * it was upgraded to a full SDL hint, so you can set the environment + * variable as usual or programatically set the hint with SDL_SetHint, + * which won't propagate to child processes. + * + * The default value is unset, in which case SDL will try to figure out + * the best audio backend on your behalf. This hint needs to be set + * before SDL_Init() is called to be useful. + * + * This hint is available since SDL 2.0.22. Before then, you could set + * the environment variable to get the same effect. + */ +#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" + +/** + * Cause SDL to call dbus_shutdown() on quit. + * + * This is useful as a debug tool to validate memory leaks, but shouldn't ever + * be set in production applications, as other libraries used by the application + * might use dbus under the hood and this cause cause crashes if they continue + * after SDL_Quit(). + * + * This variable can be set to the following values: + * "0" - SDL will not call dbus_shutdown() on quit (default) + * "1" - SDL will call dbus_shutdown() on quit + * + * This hint is available since SDL 2.30.0. + */ +#define SDL_HINT_SHUTDOWN_DBUS_ON_QUIT "SDL_SHUTDOWN_DBUS_ON_QUIT" + + +/** + * \brief An enumeration of hint priorities + */ +typedef enum +{ + SDL_HINT_DEFAULT, + SDL_HINT_NORMAL, + SDL_HINT_OVERRIDE +} SDL_HintPriority; + + +/** + * Set a hint with a specific priority. + * + * The priority controls the behavior when setting a hint that already has a + * value. Hints will replace existing hints of their priority and lower. + * Environment variables are considered to have override priority. + * + * \param name the hint to set + * \param value the value of the hint variable + * \param priority the SDL_HintPriority level for the hint + * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetHint + * \sa SDL_SetHint + */ +extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name, + const char *value, + SDL_HintPriority priority); + +/** + * Set a hint with normal priority. + * + * Hints will not be set if there is an existing override hint or environment + * variable that takes precedence. You can use SDL_SetHintWithPriority() to + * set the hint with override priority instead. + * + * \param name the hint to set + * \param value the value of the hint variable + * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetHint + * \sa SDL_SetHintWithPriority + */ +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. + * + * \param name the hint to query + * \returns the string value of a hint or NULL if the hint isn't set. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetHint + * \sa SDL_SetHintWithPriority + */ +extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name); + +/** + * Get the boolean value of a hint variable. + * + * \param name the name of the hint to get the boolean value from + * \param default_value the value to return if the hint does not exist + * \returns the boolean value of a hint or the provided default value if the + * hint does not exist. + * + * \since This function is available since SDL 2.0.5. + * + * \sa SDL_GetHint + * \sa SDL_SetHint + */ +extern DECLSPEC SDL_bool SDLCALL SDL_GetHintBoolean(const char *name, SDL_bool default_value); + +/** + * Type definition of the hint callback function. + * + * \param userdata what was passed as `userdata` to SDL_AddHintCallback() + * \param name what was passed as `name` to SDL_AddHintCallback() + * \param oldValue the previous hint value + * \param newValue the new value hint is to be set to + */ +typedef void (SDLCALL *SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue); + +/** + * Add a function to watch a particular hint. + * + * \param name the hint to watch + * \param callback An SDL_HintCallback function that will be called when the + * hint value changes + * \param userdata a pointer to pass to the callback function + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_DelHintCallback + */ +extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name, + SDL_HintCallback callback, + void *userdata); + +/** + * Remove a function watching a particular hint. + * + * \param name the hint being watched + * \param callback An SDL_HintCallback function that will be called when the + * hint value changes + * \param userdata a pointer being passed to the callback function + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AddHintCallback + */ +extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name, + SDL_HintCallback callback, + void *userdata); + +/** + * Clear all hints. + * + * 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); + + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include "close_code.h" + +#endif /* SDL_hints_h_ */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/thirdparty/sdl_headers/SDL_joystick.h b/thirdparty/sdl_headers/SDL_joystick.h new file mode 100644 index 00000000000..561e01099ce --- /dev/null +++ b/thirdparty/sdl_headers/SDL_joystick.h @@ -0,0 +1,1069 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * \file SDL_joystick.h + * + * Include file for SDL joystick event handling + * + * The term "device_index" identifies currently plugged in joystick devices between 0 and SDL_NumJoysticks(), with the exact joystick + * behind a device_index changing as joysticks are plugged and unplugged. + * + * The term "instance_id" is the current instantiation of a joystick device in the system, if the joystick is removed and then re-inserted + * then it will get a new instance_id, instance_id's are monotonically increasing identifiers of a joystick plugged in. + * + * The term "player_index" is the number assigned to a player on a specific + * controller. For XInput controllers this returns the XInput user index. + * Many joysticks will not be able to supply this information. + * + * The term JoystickGUID is a stable 128-bit identifier for a joystick device that does not change over time, it identifies class of + * the device (a X360 wired controller for example). This identifier is platform dependent. + */ + +#ifndef SDL_joystick_h_ +#define SDL_joystick_h_ + +#include "SDL_stdinc.h" +#include "SDL_error.h" +#include "SDL_guid.h" +#include "SDL_mutex.h" + +#include "begin_code.h" +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * \file SDL_joystick.h + * + * In order to use these functions, SDL_Init() must have been called + * with the ::SDL_INIT_JOYSTICK flag. This causes SDL to scan the system + * for joysticks, and load appropriate drivers. + * + * If you would like to receive joystick updates while the application + * is in the background, you should set the following hint before calling + * SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS + */ + +/** + * The joystick structure used to identify an SDL joystick + */ +#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 SDL_GUID SDL_JoystickGUID; + +/** + * This is a unique ID for a joystick for the time it is connected to the system, + * and is never reused for the lifetime of the application. If the joystick is + * disconnected and reconnected, it will get a new ID. + * + * The ID value starts at 0 and increments from there. The value -1 is an invalid ID. + */ +typedef Sint32 SDL_JoystickID; + +typedef enum +{ + SDL_JOYSTICK_TYPE_UNKNOWN, + SDL_JOYSTICK_TYPE_GAMECONTROLLER, + SDL_JOYSTICK_TYPE_WHEEL, + SDL_JOYSTICK_TYPE_ARCADE_STICK, + SDL_JOYSTICK_TYPE_FLIGHT_STICK, + SDL_JOYSTICK_TYPE_DANCE_PAD, + SDL_JOYSTICK_TYPE_GUITAR, + SDL_JOYSTICK_TYPE_DRUM_KIT, + SDL_JOYSTICK_TYPE_ARCADE_PAD, + SDL_JOYSTICK_TYPE_THROTTLE +} SDL_JoystickType; + +typedef enum +{ + SDL_JOYSTICK_POWER_UNKNOWN = -1, + SDL_JOYSTICK_POWER_EMPTY, /* <= 5% */ + SDL_JOYSTICK_POWER_LOW, /* <= 20% */ + SDL_JOYSTICK_POWER_MEDIUM, /* <= 70% */ + SDL_JOYSTICK_POWER_FULL, /* <= 100% */ + SDL_JOYSTICK_POWER_WIRED, + SDL_JOYSTICK_POWER_MAX +} SDL_JoystickPowerLevel; + +/* Set max recognized G-force from accelerometer + See src/joystick/uikit/SDL_sysjoystick.m for notes on why this is needed + */ +#define SDL_IPHONE_MAX_GFORCE 5.0 + + +/* Function prototypes */ + +/** + * Locking for multi-threaded access to the joystick API + * + * If you are using the joystick API or handling events from multiple threads + * you should use these locking functions to protect access to the joysticks. + * + * In particular, you are guaranteed that the joystick list won't change, so + * the API functions that take a joystick index will be valid, and joystick + * and game controller events will not be delivered. + * + * 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) SDL_ACQUIRE(SDL_joystick_lock); + + +/** + * Unlocking for multi-threaded access to the joystick API + * + * If you are using the joystick API or handling events from multiple threads + * you should use these locking functions to protect access to the joysticks. + * + * In particular, you are guaranteed that the joystick list won't change, so + * the API functions that take a joystick index will be valid, and joystick + * and game controller events will not be delivered. + * + * \since This function is available since SDL 2.0.7. + */ +extern DECLSPEC void SDLCALL SDL_UnlockJoysticks(void) SDL_RELEASE(SDL_joystick_lock); + +/** + * Count the number of joysticks attached to the system. + * + * \returns the number of attached joysticks on success or a negative error + * code on failure; call SDL_GetError() for more information. + * + * \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); + +/** + * Get the implementation dependent name 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 name of the selected joystick. If no name can be found, this + * function returns NULL; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_JoystickName + * \sa SDL_JoystickOpen + */ +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. + * + * \since This function is available since SDL 2.0.9. + */ +extern DECLSPEC int SDLCALL SDL_JoystickGetDevicePlayerIndex(int device_index); + +/** + * Get the implementation-dependent GUID for the joystick at a given device + * index. + * + * This function 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 GUID of the selected joystick. If called on an invalid index, + * this function returns a zero GUID + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_JoystickGetGUID + * \sa SDL_JoystickGetGUIDString + */ +extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetDeviceGUID(int device_index); + +/** + * Get the USB vendor ID of a joystick, if available. + * + * This can be called before any joysticks are opened. If the vendor ID isn't + * available this function returns 0. + * + * \param device_index the index of the joystick to query (the N'th joystick + * on the system + * \returns the USB vendor ID of the selected joystick. If called on an + * invalid index, this function returns zero + * + * \since This function is available since SDL 2.0.6. + */ +extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetDeviceVendor(int device_index); + +/** + * Get the USB product ID of a joystick, if available. + * + * This can be called before any joysticks are opened. If the product ID isn't + * available this function returns 0. + * + * \param device_index the index of the joystick to query (the N'th joystick + * on the system + * \returns the USB product ID of the selected joystick. If called on an + * invalid index, this function returns zero + * + * \since This function is available since SDL 2.0.6. + */ +extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetDeviceProduct(int device_index); + +/** + * Get the product version of a joystick, if available. + * + * This can be called before any joysticks are opened. If the product version + * isn't available this function returns 0. + * + * \param device_index the index of the joystick to query (the N'th joystick + * on the system + * \returns the product version of the selected joystick. If called on an + * invalid index, this function returns zero + * + * \since This function is available since SDL 2.0.6. + */ +extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetDeviceProductVersion(int device_index); + +/** + * Get the type of a joystick, if available. + * + * This can be called before any joysticks are opened. + * + * \param device_index the index of the joystick to query (the N'th joystick + * on the system + * \returns the SDL_JoystickType of the selected joystick. If called on an + * invalid index, this function returns `SDL_JOYSTICK_TYPE_UNKNOWN` + * + * \since This function is available since SDL 2.0.6. + */ +extern DECLSPEC SDL_JoystickType SDLCALL SDL_JoystickGetDeviceType(int device_index); + +/** + * Get the instance ID of a joystick. + * + * This can be called before any joysticks are opened. + * + * \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 -1. + * + * \since This function is available since SDL 2.0.6. + */ +extern DECLSPEC SDL_JoystickID SDLCALL SDL_JoystickGetDeviceInstanceID(int device_index); + +/** + * Open a joystick for use. + * + * The `device_index` argument refers to the N'th joystick presently + * recognized by SDL on the system. It is **NOT** the same as the instance ID + * used to identify the joystick in future events. See + * SDL_JoystickInstanceID() for more details about instance IDs. + * + * The joystick subsystem must be initialized before a joystick can be opened + * for use. + * + * \param device_index the index of the joystick to query + * \returns a joystick identifier or NULL if an error occurred; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_JoystickClose + * \sa SDL_JoystickInstanceID + */ +extern DECLSPEC SDL_Joystick *SDLCALL SDL_JoystickOpen(int device_index); + +/** + * Get the SDL_Joystick associated with an instance id. + * + * \param instance_id the instance id to get the SDL_Joystick for + * \returns an SDL_Joystick on success or NULL on failure; call SDL_GetError() + * for more information. + * + * \since This function is available since SDL 2.0.4. + */ +extern DECLSPEC SDL_Joystick *SDLCALL SDL_JoystickFromInstanceID(SDL_JoystickID instance_id); + +/** + * Get the SDL_Joystick associated with a player index. + * + * \param player_index the player index to get the SDL_Joystick for + * \returns an SDL_Joystick on success or NULL on failure; call SDL_GetError() + * for more information. + * + * \since This function is available since SDL 2.0.12. + */ +extern DECLSPEC SDL_Joystick *SDLCALL SDL_JoystickFromPlayerIndex(int player_index); + +/** + * Attach a new virtual joystick. + * + * \returns the joystick's device index, or -1 if an error occurred. + * + * \since This function is available since SDL 2.0.14. + */ +extern DECLSPEC int SDLCALL SDL_JoystickAttachVirtual(SDL_JoystickType type, + int naxes, + 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. + * + * \param device_index a value previously returned from + * SDL_JoystickAttachVirtual() + * \returns 0 on success, or -1 if an error occurred. + * + * \since This function is available since SDL 2.0.14. + */ +extern DECLSPEC int SDLCALL SDL_JoystickDetachVirtual(int device_index); + +/** + * Query whether or not the joystick at a given device index is virtual. + * + * \param device_index a joystick device index. + * \returns SDL_TRUE if the joystick is virtual, SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.14. + */ +extern DECLSPEC SDL_bool SDLCALL SDL_JoystickIsVirtual(int device_index); + +/** + * Set values on an opened, virtual-joystick's axis. + * + * Please note that values set here will not be applied until the next call to + * SDL_JoystickUpdate, which can either be called directly, or can be called + * indirectly through various other SDL APIs, including, but not limited to + * 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. + * \returns 0 on success, -1 on error. + * + * \since This function is available since SDL 2.0.14. + */ +extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualAxis(SDL_Joystick *joystick, int axis, Sint16 value); + +/** + * Set values on an opened, virtual-joystick's button. + * + * Please note that values set here will not be applied until the next call to + * SDL_JoystickUpdate, which can either be called directly, or can be called + * indirectly through various other SDL APIs, including, but not limited to + * the following: SDL_PollEvent, SDL_PumpEvents, SDL_WaitEventTimeout, + * SDL_WaitEvent. + * + * \param joystick the virtual joystick on which to set state. + * \param button the specific button on the virtual joystick to set. + * \param value the new value for the specified button. + * \returns 0 on success, -1 on error. + * + * \since This function is available since SDL 2.0.14. + */ +extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualButton(SDL_Joystick *joystick, int button, Uint8 value); + +/** + * Set values on an opened, virtual-joystick's hat. + * + * Please note that values set here will not be applied until the next call to + * SDL_JoystickUpdate, which can either be called directly, or can be called + * indirectly through various other SDL APIs, including, but not limited to + * the following: SDL_PollEvent, SDL_PumpEvents, SDL_WaitEventTimeout, + * SDL_WaitEvent. + * + * \param joystick the virtual joystick on which to set state. + * \param hat the specific hat on the virtual joystick to set. + * \param value the new value for the specified hat. + * \returns 0 on success, -1 on error. + * + * \since This function is available since SDL 2.0.14. + */ +extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualHat(SDL_Joystick *joystick, int hat, Uint8 value); + +/** + * Get the implementation dependent name of a joystick. + * + * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen() + * \returns the name of the selected joystick. If no name can be found, this + * function returns NULL; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_JoystickNameForIndex + * \sa SDL_JoystickOpen + */ +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. + * + * For XInput controllers this returns the XInput user index. Many joysticks + * will not be able to supply this information. + * + * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen() + * \returns the player index, or -1 if it's not available. + * + * \since This function is available since SDL 2.0.9. + */ +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 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. + */ +extern DECLSPEC void SDLCALL SDL_JoystickSetPlayerIndex(SDL_Joystick *joystick, int player_index); + +/** + * Get the implementation-dependent GUID for the joystick. + * + * This function requires an open joystick. + * + * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen() + * \returns the GUID of the given joystick. If called on an invalid index, + * this function returns a zero GUID; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_JoystickGetDeviceGUID + * \sa SDL_JoystickGetGUIDString + */ +extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetGUID(SDL_Joystick *joystick); + +/** + * Get the USB vendor ID of an opened joystick, if available. + * + * If the vendor ID isn't available this function returns 0. + * + * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen() + * \returns the USB vendor ID of the selected joystick, or 0 if unavailable. + * + * \since This function is available since SDL 2.0.6. + */ +extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetVendor(SDL_Joystick *joystick); + +/** + * Get the USB product ID of an opened joystick, if available. + * + * If the product ID isn't available this function returns 0. + * + * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen() + * \returns the USB product ID of the selected joystick, or 0 if unavailable. + * + * \since This function is available since SDL 2.0.6. + */ +extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetProduct(SDL_Joystick *joystick); + +/** + * Get the product version of an opened joystick, if available. + * + * If the product version isn't available this function returns 0. + * + * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen() + * \returns the product version of the selected joystick, or 0 if unavailable. + * + * \since This function is available since SDL 2.0.6. + */ +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. + * + * Returns the serial number of the joystick, or NULL if it is not available. + * + * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen() + * \returns the serial number of the selected joystick, or NULL if + * unavailable. + * + * \since This function is available since SDL 2.0.14. + */ +extern DECLSPEC const char * SDLCALL SDL_JoystickGetSerial(SDL_Joystick *joystick); + +/** + * Get the type of an opened joystick. + * + * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen() + * \returns the SDL_JoystickType of the selected joystick. + * + * \since This function is available since SDL 2.0.6. + */ +extern DECLSPEC SDL_JoystickType SDLCALL SDL_JoystickGetType(SDL_Joystick *joystick); + +/** + * Get an ASCII string representation for a given SDL_JoystickGUID. + * + * You should supply at least 33 bytes for pszGUID. + * + * \param guid the SDL_JoystickGUID 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 2.0.0. + * + * \sa SDL_JoystickGetDeviceGUID + * \sa SDL_JoystickGetGUID + * \sa SDL_JoystickGetGUIDFromString + */ +extern DECLSPEC void SDLCALL SDL_JoystickGetGUIDString(SDL_JoystickGUID guid, char *pszGUID, int cbGUID); + +/** + * Convert a GUID string into a SDL_JoystickGUID 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_JoystickGUID structure. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_JoystickGetGUIDString + */ +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. + * + * \param joystick the joystick to query + * \returns SDL_TRUE if the joystick has been opened, SDL_FALSE if it has not; + * call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_JoystickClose + * \sa SDL_JoystickOpen + */ +extern DECLSPEC SDL_bool SDLCALL SDL_JoystickGetAttached(SDL_Joystick *joystick); + +/** + * Get the instance ID of an opened joystick. + * + * \param joystick an SDL_Joystick structure containing joystick information + * \returns the instance ID of the specified joystick on success or a negative + * error code on failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_JoystickOpen + */ +extern DECLSPEC SDL_JoystickID SDLCALL SDL_JoystickInstanceID(SDL_Joystick *joystick); + +/** + * Get the number of general axis controls on a joystick. + * + * Often, the directional pad on a game controller will either look like 4 + * separate buttons or a POV hat, and not axes, but all of this is up to the + * device and platform. + * + * \param joystick an SDL_Joystick structure containing joystick information + * \returns the number of axis controls/number of axes on success or a + * negative error code on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_JoystickGetAxis + * \sa SDL_JoystickOpen + */ +extern DECLSPEC int SDLCALL SDL_JoystickNumAxes(SDL_Joystick *joystick); + +/** + * Get the number of trackballs on a joystick. + * + * Joystick trackballs have only relative motion events associated with them + * and their state cannot be polled. + * + * Most joysticks do not have trackballs. + * + * \param joystick an SDL_Joystick structure containing joystick information + * \returns the number of trackballs on success or a negative error code on + * failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_JoystickGetBall + */ +extern DECLSPEC int SDLCALL SDL_JoystickNumBalls(SDL_Joystick *joystick); + +/** + * Get the number of POV hats on a joystick. + * + * \param joystick an SDL_Joystick structure containing joystick information + * \returns the number of POV hats on success or a negative error code on + * failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_JoystickGetHat + * \sa SDL_JoystickOpen + */ +extern DECLSPEC int SDLCALL SDL_JoystickNumHats(SDL_Joystick *joystick); + +/** + * Get the number of buttons on a joystick. + * + * \param joystick an SDL_Joystick structure containing joystick information + * \returns the number of buttons on success or a negative error code on + * failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_JoystickGetButton + * \sa SDL_JoystickOpen + */ +extern DECLSPEC int SDLCALL SDL_JoystickNumButtons(SDL_Joystick *joystick); + +/** + * Update the current state of the open joysticks. + * + * This is called automatically by the event loop if any joystick events are + * enabled. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_JoystickEventState + */ +extern DECLSPEC void SDLCALL SDL_JoystickUpdate(void); + +/** + * Enable/disable joystick event polling. + * + * If joystick events are disabled, you must call SDL_JoystickUpdate() + * yourself and manually check the state of the joystick when you want + * joystick information. + * + * It is recommended that you leave joystick event handling enabled. + * + * **WARNING**: Calling this function may delete all events currently in SDL's + * event queue. + * + * \param state can be one of `SDL_QUERY`, `SDL_IGNORE`, or `SDL_ENABLE` + * \returns 1 if enabled, 0 if disabled, or a negative error code on failure; + * call SDL_GetError() for more information. + * + * If `state` is `SDL_QUERY` then the current state is returned, + * otherwise the new processing state is returned. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GameControllerEventState + */ +extern DECLSPEC int SDLCALL SDL_JoystickEventState(int state); + +#define SDL_JOYSTICK_AXIS_MAX 32767 +#define SDL_JOYSTICK_AXIS_MIN -32768 + +/** + * Get the current state of an axis control on a joystick. + * + * SDL makes no promises about what part of the joystick any given axis refers + * to. Your game should have some sort of configuration UI to let users + * specify what each axis should be bound to. Alternately, SDL's higher-level + * Game Controller API makes a great effort to apply order to this lower-level + * interface, so you know that a specific axis is the "left thumb stick," etc. + * + * The value returned by SDL_JoystickGetAxis() is a signed integer (-32768 to + * 32767) representing the current position of the axis. It may be necessary + * to impose certain tolerances on these values to account for jitter. + * + * \param joystick an SDL_Joystick structure containing joystick information + * \param axis the axis to query; the axis indices start at index 0 + * \returns a 16-bit signed integer representing the current position of the + * axis or 0 on failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_JoystickNumAxes + */ +extern DECLSPEC Sint16 SDLCALL SDL_JoystickGetAxis(SDL_Joystick *joystick, + int axis); + +/** + * Get the initial state of an axis control on a joystick. + * + * The state is a value ranging from -32768 to 32767. + * + * The axis indices start at index 0. + * + * \param joystick an SDL_Joystick structure containing joystick information + * \param axis the axis to query; the axis indices start at index 0 + * \param state Upon return, the initial value is supplied here. + * \return SDL_TRUE if this axis has any initial value, or SDL_FALSE if not. + * + * \since This function is available since SDL 2.0.6. + */ +extern DECLSPEC SDL_bool SDLCALL SDL_JoystickGetAxisInitialState(SDL_Joystick *joystick, + int axis, Sint16 *state); + +/** + * \name Hat positions + */ +/* @{ */ +#define SDL_HAT_CENTERED 0x00 +#define SDL_HAT_UP 0x01 +#define SDL_HAT_RIGHT 0x02 +#define SDL_HAT_DOWN 0x04 +#define SDL_HAT_LEFT 0x08 +#define SDL_HAT_RIGHTUP (SDL_HAT_RIGHT|SDL_HAT_UP) +#define SDL_HAT_RIGHTDOWN (SDL_HAT_RIGHT|SDL_HAT_DOWN) +#define SDL_HAT_LEFTUP (SDL_HAT_LEFT|SDL_HAT_UP) +#define SDL_HAT_LEFTDOWN (SDL_HAT_LEFT|SDL_HAT_DOWN) +/* @} */ + +/** + * Get the current state of a POV hat on a joystick. + * + * The returned value will be one of the following positions: + * + * - `SDL_HAT_CENTERED` + * - `SDL_HAT_UP` + * - `SDL_HAT_RIGHT` + * - `SDL_HAT_DOWN` + * - `SDL_HAT_LEFT` + * - `SDL_HAT_RIGHTUP` + * - `SDL_HAT_RIGHTDOWN` + * - `SDL_HAT_LEFTUP` + * - `SDL_HAT_LEFTDOWN` + * + * \param joystick an SDL_Joystick structure containing joystick information + * \param hat the hat index to get the state from; indices start at index 0 + * \returns the current hat position. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_JoystickNumHats + */ +extern DECLSPEC Uint8 SDLCALL SDL_JoystickGetHat(SDL_Joystick *joystick, + int hat); + +/** + * Get the ball axis change since the last poll. + * + * Trackballs can only return relative motion since the last call to + * SDL_JoystickGetBall(), these motion deltas are placed into `dx` and `dy`. + * + * Most joysticks do not have trackballs. + * + * \param joystick the SDL_Joystick to query + * \param ball the ball index to query; ball indices start at index 0 + * \param dx stores the difference in the x axis position since the last poll + * \param dy stores the difference in the y axis position since the last poll + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_JoystickNumBalls + */ +extern DECLSPEC int SDLCALL SDL_JoystickGetBall(SDL_Joystick *joystick, + int ball, int *dx, int *dy); + +/** + * Get the current state of a button on a joystick. + * + * \param joystick an SDL_Joystick structure containing joystick information + * \param button the button index to get the state from; indices start at + * index 0 + * \returns 1 if the specified button is pressed, 0 otherwise. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_JoystickNumButtons + */ +extern DECLSPEC Uint8 SDLCALL SDL_JoystickGetButton(SDL_Joystick *joystick, + int button); + +/** + * Start a rumble effect. + * + * Each call to this function cancels any previous rumble effect, and calling + * it with 0 intensity stops any rumbling. + * + * \param joystick The joystick to vibrate + * \param low_frequency_rumble The intensity of the low frequency (left) + * rumble motor, from 0 to 0xFFFF + * \param high_frequency_rumble The intensity of the high frequency (right) + * rumble motor, from 0 to 0xFFFF + * \param duration_ms The duration of the rumble effect, in milliseconds + * \returns 0, or -1 if rumble isn't supported on this joystick + * + * \since This function is available since SDL 2.0.9. + * + * \sa SDL_JoystickHasRumble + */ +extern DECLSPEC int SDLCALL SDL_JoystickRumble(SDL_Joystick *joystick, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms); + +/** + * Start a rumble effect in the joystick's triggers + * + * Each call to this function cancels any previous trigger rumble effect, and + * calling it with 0 intensity stops any rumbling. + * + * Note that this is rumbling of the _triggers_ and not the game controller as + * a whole. This is currently only supported on Xbox One controllers. If you + * want the (more common) whole-controller rumble, use SDL_JoystickRumble() + * instead. + * + * \param joystick The joystick to vibrate + * \param left_rumble The intensity of the left trigger rumble motor, from 0 + * to 0xFFFF + * \param right_rumble The intensity of the right trigger rumble motor, from 0 + * to 0xFFFF + * \param duration_ms The duration of the rumble effect, in milliseconds + * \returns 0, or -1 if trigger rumble isn't supported on this joystick + * + * \since This function is available since SDL 2.0.14. + * + * \sa SDL_JoystickHasRumbleTriggers + */ +extern DECLSPEC int SDLCALL SDL_JoystickRumbleTriggers(SDL_Joystick *joystick, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms); + +/** + * Query whether a joystick has an LED. + * + * An example of a joystick LED is the light on the back of a PlayStation 4's + * DualShock 4 controller. + * + * \param joystick The joystick to query + * \return SDL_TRUE if the joystick has a modifiable LED, SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.14. + */ +extern DECLSPEC SDL_bool SDLCALL SDL_JoystickHasLED(SDL_Joystick *joystick); + +/** + * Query whether a joystick has rumble support. + * + * \param joystick The joystick to query + * \return SDL_TRUE if the joystick has rumble, SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_JoystickRumble + */ +extern DECLSPEC SDL_bool SDLCALL SDL_JoystickHasRumble(SDL_Joystick *joystick); + +/** + * Query whether a joystick has rumble support on triggers. + * + * \param joystick The joystick to query + * \return SDL_TRUE if the joystick has trigger rumble, SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_JoystickRumbleTriggers + */ +extern DECLSPEC SDL_bool SDLCALL SDL_JoystickHasRumbleTriggers(SDL_Joystick *joystick); + +/** + * Update a joystick's LED color. + * + * An example of a joystick LED is the light on the back of a PlayStation 4's + * DualShock 4 controller. + * + * \param joystick The joystick to update + * \param red The intensity of the red LED + * \param green The intensity of the green LED + * \param blue The intensity of the blue LED + * \returns 0 on success, -1 if this joystick does not have a modifiable LED + * + * \since This function is available since SDL 2.0.14. + */ +extern DECLSPEC int SDLCALL SDL_JoystickSetLED(SDL_Joystick *joystick, Uint8 red, Uint8 green, Uint8 blue); + +/** + * Send a joystick specific effect packet + * + * \param joystick The joystick to affect + * \param data The data to send to the joystick + * \param size The size of the data to send to the joystick + * \returns 0, or -1 if this joystick or driver doesn't support effect packets + * + * \since This function is available since SDL 2.0.16. + */ +extern DECLSPEC int SDLCALL SDL_JoystickSendEffect(SDL_Joystick *joystick, const void *data, int size); + +/** + * Close a joystick previously opened with SDL_JoystickOpen(). + * + * \param joystick The joystick device to close + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_JoystickOpen + */ +extern DECLSPEC void SDLCALL SDL_JoystickClose(SDL_Joystick *joystick); + +/** + * Get the battery level of a joystick as SDL_JoystickPowerLevel. + * + * \param joystick the SDL_Joystick to query + * \returns the current battery level as SDL_JoystickPowerLevel on success or + * `SDL_JOYSTICK_POWER_UNKNOWN` if it is unknown + * + * \since This function is available since SDL 2.0.4. + */ +extern DECLSPEC SDL_JoystickPowerLevel SDLCALL SDL_JoystickCurrentPowerLevel(SDL_Joystick *joystick); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include "close_code.h" + +#endif /* SDL_joystick_h_ */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/thirdparty/sdl_headers/SDL_keyboard.h b/thirdparty/sdl_headers/SDL_keyboard.h new file mode 100644 index 00000000000..03c7b5a3705 --- /dev/null +++ b/thirdparty/sdl_headers/SDL_keyboard.h @@ -0,0 +1,355 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * \file SDL_keyboard.h + * + * Include file for SDL keyboard event handling + */ + +#ifndef SDL_keyboard_h_ +#define SDL_keyboard_h_ + +#include "SDL_stdinc.h" +#include "SDL_error.h" +#include "SDL_keycode.h" +#include "SDL_video.h" + +#include "begin_code.h" +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * \brief The SDL keysym structure, used in key events. + * + * \note If you are looking for translated character input, see the ::SDL_TEXTINPUT event. + */ +typedef struct SDL_Keysym +{ + SDL_Scancode scancode; /**< SDL physical key code - see ::SDL_Scancode for details */ + SDL_Keycode sym; /**< SDL virtual key code - see ::SDL_Keycode for details */ + Uint16 mod; /**< current key modifiers */ + Uint32 unused; +} SDL_Keysym; + +/* Function prototypes */ + +/** + * Query the window which currently has keyboard focus. + * + * \returns the window with keyboard focus. + * + * \since This function is available since SDL 2.0.0. + */ +extern DECLSPEC SDL_Window * SDLCALL SDL_GetKeyboardFocus(void); + +/** + * Get a snapshot of the current state of the keyboard. + * + * The pointer returned is a pointer to an internal SDL array. It will be + * valid for the whole lifetime of the application and should not be freed by + * the caller. + * + * A array element with a value of 1 means that the key is pressed and a value + * of 0 means that it is not. Indexes into this array are obtained by using + * SDL_Scancode values. + * + * Use SDL_PumpEvents() to update the state array. + * + * This function gives you the current state after all events have been + * processed, so if a key or button has been pressed and released before you + * process events, then the pressed state will never show up in the + * SDL_GetKeyboardState() calls. + * + * Note: This function doesn't take into account whether shift has been + * pressed or not. + * + * \param numkeys if non-NULL, receives the length of the returned array + * \returns a pointer to an array of key states. + * + * \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. + * + * \returns an OR'd combination of the modifier keys for the keyboard. See + * SDL_Keymod for details. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetKeyboardState + * \sa SDL_SetModState + */ +extern DECLSPEC SDL_Keymod SDLCALL SDL_GetModState(void); + +/** + * Set the current key modifier state for the keyboard. + * + * The inverse of SDL_GetModState(), SDL_SetModState() allows you to impose + * modifier key states on your application. Simply pass your desired modifier + * states into `modstate`. This value may be a bitwise, OR'd combination of + * SDL_Keymod values. + * + * This does not change the keyboard state, only the key modifier flags that + * SDL reports. + * + * \param modstate the desired SDL_Keymod for the keyboard + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetModState + */ +extern DECLSPEC void SDLCALL SDL_SetModState(SDL_Keymod modstate); + +/** + * Get the key code corresponding to the given scancode according to the + * current keyboard layout. + * + * See SDL_Keycode for details. + * + * \param scancode the desired SDL_Scancode to query + * \returns the SDL_Keycode that corresponds to the given SDL_Scancode. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetKeyName + * \sa SDL_GetScancodeFromKey + */ +extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromScancode(SDL_Scancode scancode); + +/** + * Get the scancode corresponding to the given key code according to the + * current keyboard layout. + * + * See SDL_Scancode for details. + * + * \param key the desired SDL_Keycode to query + * \returns the SDL_Scancode that corresponds to the given SDL_Keycode. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetKeyFromScancode + * \sa SDL_GetScancodeName + */ +extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromKey(SDL_Keycode key); + +/** + * Get a human-readable name for a scancode. + * + * See SDL_Scancode for details. + * + * **Warning**: The returned name is by design not stable across platforms, + * e.g. the name for `SDL_SCANCODE_LGUI` is "Left GUI" under Linux but "Left + * Windows" under Microsoft Windows, and some scancodes like + * `SDL_SCANCODE_NONUSBACKSLASH` don't have any name at all. There are even + * scancodes that share names, e.g. `SDL_SCANCODE_RETURN` and + * `SDL_SCANCODE_RETURN2` (both called "Return"). This function is therefore + * unsuitable for creating a stable cross-platform two-way mapping between + * strings and scancodes. + * + * \param scancode the desired SDL_Scancode to query + * \returns a pointer to the name for the scancode. If the scancode doesn't + * have a name this function returns an empty string (""). + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetScancodeFromKey + * \sa SDL_GetScancodeFromName + */ +extern DECLSPEC const char *SDLCALL SDL_GetScancodeName(SDL_Scancode scancode); + +/** + * Get a scancode from a human-readable name. + * + * \param name the human-readable scancode name + * \returns the SDL_Scancode, or `SDL_SCANCODE_UNKNOWN` if the name wasn't + * recognized; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetKeyFromName + * \sa SDL_GetScancodeFromKey + * \sa SDL_GetScancodeName + */ +extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromName(const char *name); + +/** + * Get a human-readable name for a key. + * + * See SDL_Scancode and SDL_Keycode for details. + * + * \param key the desired SDL_Keycode to query + * \returns a pointer to a UTF-8 string that stays valid at least until the + * next call to this function. If you need it around any longer, you + * must copy it. If the key doesn't have a name, this function + * returns an empty string (""). + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetKeyFromName + * \sa SDL_GetKeyFromScancode + * \sa SDL_GetScancodeFromKey + */ +extern DECLSPEC const char *SDLCALL SDL_GetKeyName(SDL_Keycode key); + +/** + * Get a key code from a human-readable name. + * + * \param name the human-readable key name + * \returns key code, or `SDLK_UNKNOWN` if the name wasn't recognized; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetKeyFromScancode + * \sa SDL_GetKeyName + * \sa SDL_GetScancodeFromName + */ +extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromName(const char *name); + +/** + * Start accepting Unicode text input events. + * + * This function will start accepting Unicode text input events in the focused + * SDL window, and start emitting SDL_TextInputEvent (SDL_TEXTINPUT) and + * SDL_TextEditingEvent (SDL_TEXTEDITING) events. Please use this function in + * pair with SDL_StopTextInput(). + * + * On some platforms using this function activates the screen keyboard. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetTextInputRect + * \sa SDL_StopTextInput + */ +extern DECLSPEC void SDLCALL SDL_StartTextInput(void); + +/** + * Check whether or not Unicode text input events are enabled. + * + * \returns SDL_TRUE if text input events are enabled else SDL_FALSE. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_StartTextInput + */ +extern DECLSPEC SDL_bool SDLCALL SDL_IsTextInputActive(void); + +/** + * Stop receiving any text input events. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_StartTextInput + */ +extern DECLSPEC void SDLCALL SDL_StopTextInput(void); + +/** + * Dismiss the composition window/IME without disabling the subsystem. + * + * \since This function is available since SDL 2.0.22. + * + * \sa SDL_StartTextInput + * \sa SDL_StopTextInput + */ +extern DECLSPEC void SDLCALL SDL_ClearComposition(void); + +/** + * Returns if an IME Composite or Candidate window is currently shown. + * + * \since This function is available since SDL 2.0.22. + */ +extern DECLSPEC SDL_bool SDLCALL SDL_IsTextInputShown(void); + +/** + * Set the rectangle used to type Unicode text inputs. Native input methods + * will place a window with word suggestions near it, without covering the + * text being inputted. + * + * 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. + * + * \param rect the SDL_Rect structure representing the rectangle to receive + * text (ignored if NULL) + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_StartTextInput + */ +extern DECLSPEC void SDLCALL SDL_SetTextInputRect(const SDL_Rect *rect); + +/** + * Check whether the platform has screen keyboard support. + * + * \returns SDL_TRUE if the platform has some screen keyboard support or + * SDL_FALSE if not. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_StartTextInput + * \sa SDL_IsScreenKeyboardShown + */ +extern DECLSPEC SDL_bool SDLCALL SDL_HasScreenKeyboardSupport(void); + +/** + * Check whether the screen keyboard is shown for given window. + * + * \param window the window for which screen keyboard should be queried + * \returns SDL_TRUE if screen keyboard is shown or SDL_FALSE if not. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HasScreenKeyboardSupport + */ +extern DECLSPEC SDL_bool SDLCALL SDL_IsScreenKeyboardShown(SDL_Window *window); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include "close_code.h" + +#endif /* SDL_keyboard_h_ */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/thirdparty/sdl_headers/SDL_keycode.h b/thirdparty/sdl_headers/SDL_keycode.h new file mode 100644 index 00000000000..57a71bd7969 --- /dev/null +++ b/thirdparty/sdl_headers/SDL_keycode.h @@ -0,0 +1,358 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * \file SDL_keycode.h + * + * Defines constants which identify keyboard keys and modifiers. + */ + +#ifndef SDL_keycode_h_ +#define SDL_keycode_h_ + +#include "SDL_stdinc.h" +#include "SDL_scancode.h" + +/** + * \brief The SDL virtual key representation. + * + * Values of this type are used to represent keyboard keys using the current + * layout of the keyboard. These values include Unicode values representing + * the unmodified character that would be generated by pressing the key, or + * an SDLK_* constant for those keys that do not generate characters. + * + * A special exception is the number keys at the top of the keyboard which + * map to SDLK_0...SDLK_9 on AZERTY layouts. + */ +typedef Sint32 SDL_Keycode; + +#define SDLK_SCANCODE_MASK (1<<30) +#define SDL_SCANCODE_TO_KEYCODE(X) (X | SDLK_SCANCODE_MASK) + +typedef enum +{ + SDLK_UNKNOWN = 0, + + SDLK_RETURN = '\r', + SDLK_ESCAPE = '\x1B', + SDLK_BACKSPACE = '\b', + SDLK_TAB = '\t', + SDLK_SPACE = ' ', + SDLK_EXCLAIM = '!', + SDLK_QUOTEDBL = '"', + SDLK_HASH = '#', + SDLK_PERCENT = '%', + SDLK_DOLLAR = '$', + SDLK_AMPERSAND = '&', + SDLK_QUOTE = '\'', + SDLK_LEFTPAREN = '(', + SDLK_RIGHTPAREN = ')', + SDLK_ASTERISK = '*', + SDLK_PLUS = '+', + SDLK_COMMA = ',', + SDLK_MINUS = '-', + SDLK_PERIOD = '.', + SDLK_SLASH = '/', + SDLK_0 = '0', + SDLK_1 = '1', + SDLK_2 = '2', + SDLK_3 = '3', + SDLK_4 = '4', + SDLK_5 = '5', + SDLK_6 = '6', + SDLK_7 = '7', + SDLK_8 = '8', + SDLK_9 = '9', + SDLK_COLON = ':', + SDLK_SEMICOLON = ';', + SDLK_LESS = '<', + SDLK_EQUALS = '=', + SDLK_GREATER = '>', + SDLK_QUESTION = '?', + SDLK_AT = '@', + + /* + Skip uppercase letters + */ + + SDLK_LEFTBRACKET = '[', + SDLK_BACKSLASH = '\\', + SDLK_RIGHTBRACKET = ']', + SDLK_CARET = '^', + SDLK_UNDERSCORE = '_', + SDLK_BACKQUOTE = '`', + SDLK_a = 'a', + SDLK_b = 'b', + SDLK_c = 'c', + SDLK_d = 'd', + SDLK_e = 'e', + SDLK_f = 'f', + SDLK_g = 'g', + SDLK_h = 'h', + SDLK_i = 'i', + SDLK_j = 'j', + SDLK_k = 'k', + SDLK_l = 'l', + SDLK_m = 'm', + SDLK_n = 'n', + SDLK_o = 'o', + SDLK_p = 'p', + SDLK_q = 'q', + SDLK_r = 'r', + SDLK_s = 's', + SDLK_t = 't', + SDLK_u = 'u', + SDLK_v = 'v', + SDLK_w = 'w', + SDLK_x = 'x', + SDLK_y = 'y', + SDLK_z = 'z', + + SDLK_CAPSLOCK = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CAPSLOCK), + + SDLK_F1 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F1), + SDLK_F2 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F2), + SDLK_F3 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F3), + SDLK_F4 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F4), + SDLK_F5 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F5), + SDLK_F6 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F6), + SDLK_F7 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F7), + SDLK_F8 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F8), + SDLK_F9 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F9), + SDLK_F10 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F10), + SDLK_F11 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F11), + SDLK_F12 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F12), + + SDLK_PRINTSCREEN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PRINTSCREEN), + SDLK_SCROLLLOCK = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SCROLLLOCK), + SDLK_PAUSE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAUSE), + SDLK_INSERT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_INSERT), + SDLK_HOME = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_HOME), + SDLK_PAGEUP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAGEUP), + SDLK_DELETE = '\x7F', + SDLK_END = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_END), + SDLK_PAGEDOWN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAGEDOWN), + SDLK_RIGHT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RIGHT), + SDLK_LEFT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LEFT), + SDLK_DOWN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_DOWN), + SDLK_UP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_UP), + + SDLK_NUMLOCKCLEAR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_NUMLOCKCLEAR), + SDLK_KP_DIVIDE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DIVIDE), + SDLK_KP_MULTIPLY = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MULTIPLY), + SDLK_KP_MINUS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MINUS), + SDLK_KP_PLUS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PLUS), + SDLK_KP_ENTER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_ENTER), + SDLK_KP_1 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_1), + SDLK_KP_2 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_2), + SDLK_KP_3 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_3), + SDLK_KP_4 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_4), + SDLK_KP_5 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_5), + SDLK_KP_6 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_6), + SDLK_KP_7 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_7), + SDLK_KP_8 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_8), + SDLK_KP_9 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_9), + SDLK_KP_0 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_0), + SDLK_KP_PERIOD = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PERIOD), + + SDLK_APPLICATION = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_APPLICATION), + SDLK_POWER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_POWER), + SDLK_KP_EQUALS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_EQUALS), + SDLK_F13 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F13), + SDLK_F14 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F14), + SDLK_F15 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F15), + SDLK_F16 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F16), + SDLK_F17 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F17), + SDLK_F18 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F18), + SDLK_F19 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F19), + SDLK_F20 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F20), + SDLK_F21 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F21), + SDLK_F22 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F22), + SDLK_F23 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F23), + SDLK_F24 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F24), + SDLK_EXECUTE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_EXECUTE), + SDLK_HELP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_HELP), + SDLK_MENU = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MENU), + SDLK_SELECT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SELECT), + SDLK_STOP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_STOP), + SDLK_AGAIN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AGAIN), + SDLK_UNDO = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_UNDO), + SDLK_CUT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CUT), + SDLK_COPY = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_COPY), + SDLK_PASTE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PASTE), + SDLK_FIND = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_FIND), + SDLK_MUTE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MUTE), + SDLK_VOLUMEUP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_VOLUMEUP), + SDLK_VOLUMEDOWN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_VOLUMEDOWN), + SDLK_KP_COMMA = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_COMMA), + SDLK_KP_EQUALSAS400 = + SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_EQUALSAS400), + + SDLK_ALTERASE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_ALTERASE), + SDLK_SYSREQ = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SYSREQ), + SDLK_CANCEL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CANCEL), + SDLK_CLEAR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CLEAR), + SDLK_PRIOR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PRIOR), + SDLK_RETURN2 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RETURN2), + SDLK_SEPARATOR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SEPARATOR), + SDLK_OUT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_OUT), + SDLK_OPER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_OPER), + SDLK_CLEARAGAIN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CLEARAGAIN), + SDLK_CRSEL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CRSEL), + SDLK_EXSEL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_EXSEL), + + SDLK_KP_00 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_00), + SDLK_KP_000 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_000), + SDLK_THOUSANDSSEPARATOR = + SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_THOUSANDSSEPARATOR), + SDLK_DECIMALSEPARATOR = + SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_DECIMALSEPARATOR), + SDLK_CURRENCYUNIT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CURRENCYUNIT), + SDLK_CURRENCYSUBUNIT = + SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CURRENCYSUBUNIT), + SDLK_KP_LEFTPAREN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_LEFTPAREN), + SDLK_KP_RIGHTPAREN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_RIGHTPAREN), + SDLK_KP_LEFTBRACE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_LEFTBRACE), + SDLK_KP_RIGHTBRACE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_RIGHTBRACE), + SDLK_KP_TAB = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_TAB), + SDLK_KP_BACKSPACE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_BACKSPACE), + SDLK_KP_A = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_A), + SDLK_KP_B = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_B), + SDLK_KP_C = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_C), + SDLK_KP_D = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_D), + SDLK_KP_E = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_E), + SDLK_KP_F = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_F), + SDLK_KP_XOR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_XOR), + SDLK_KP_POWER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_POWER), + SDLK_KP_PERCENT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PERCENT), + SDLK_KP_LESS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_LESS), + SDLK_KP_GREATER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_GREATER), + SDLK_KP_AMPERSAND = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_AMPERSAND), + SDLK_KP_DBLAMPERSAND = + SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DBLAMPERSAND), + SDLK_KP_VERTICALBAR = + SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_VERTICALBAR), + SDLK_KP_DBLVERTICALBAR = + SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DBLVERTICALBAR), + SDLK_KP_COLON = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_COLON), + SDLK_KP_HASH = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_HASH), + SDLK_KP_SPACE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_SPACE), + SDLK_KP_AT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_AT), + SDLK_KP_EXCLAM = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_EXCLAM), + SDLK_KP_MEMSTORE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMSTORE), + SDLK_KP_MEMRECALL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMRECALL), + SDLK_KP_MEMCLEAR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMCLEAR), + SDLK_KP_MEMADD = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMADD), + SDLK_KP_MEMSUBTRACT = + SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMSUBTRACT), + SDLK_KP_MEMMULTIPLY = + SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMMULTIPLY), + SDLK_KP_MEMDIVIDE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMDIVIDE), + SDLK_KP_PLUSMINUS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PLUSMINUS), + SDLK_KP_CLEAR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_CLEAR), + SDLK_KP_CLEARENTRY = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_CLEARENTRY), + SDLK_KP_BINARY = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_BINARY), + SDLK_KP_OCTAL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_OCTAL), + SDLK_KP_DECIMAL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DECIMAL), + SDLK_KP_HEXADECIMAL = + SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_HEXADECIMAL), + + SDLK_LCTRL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LCTRL), + SDLK_LSHIFT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LSHIFT), + SDLK_LALT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LALT), + SDLK_LGUI = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LGUI), + SDLK_RCTRL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RCTRL), + SDLK_RSHIFT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RSHIFT), + SDLK_RALT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RALT), + SDLK_RGUI = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RGUI), + + SDLK_MODE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MODE), + + SDLK_AUDIONEXT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIONEXT), + SDLK_AUDIOPREV = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOPREV), + SDLK_AUDIOSTOP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOSTOP), + SDLK_AUDIOPLAY = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOPLAY), + SDLK_AUDIOMUTE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOMUTE), + SDLK_MEDIASELECT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIASELECT), + SDLK_WWW = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_WWW), + SDLK_MAIL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MAIL), + SDLK_CALCULATOR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CALCULATOR), + SDLK_COMPUTER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_COMPUTER), + SDLK_AC_SEARCH = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_SEARCH), + SDLK_AC_HOME = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_HOME), + SDLK_AC_BACK = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_BACK), + SDLK_AC_FORWARD = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_FORWARD), + SDLK_AC_STOP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_STOP), + SDLK_AC_REFRESH = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_REFRESH), + SDLK_AC_BOOKMARKS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_BOOKMARKS), + + SDLK_BRIGHTNESSDOWN = + SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_BRIGHTNESSDOWN), + SDLK_BRIGHTNESSUP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_BRIGHTNESSUP), + SDLK_DISPLAYSWITCH = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_DISPLAYSWITCH), + SDLK_KBDILLUMTOGGLE = + SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KBDILLUMTOGGLE), + SDLK_KBDILLUMDOWN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KBDILLUMDOWN), + SDLK_KBDILLUMUP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KBDILLUMUP), + SDLK_EJECT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_EJECT), + SDLK_SLEEP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SLEEP), + SDLK_APP1 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_APP1), + SDLK_APP2 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_APP2), + + SDLK_AUDIOREWIND = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOREWIND), + SDLK_AUDIOFASTFORWARD = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOFASTFORWARD), + + 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; + +/** + * \brief Enumeration of valid key mods (possibly OR'd together). + */ +typedef enum +{ + KMOD_NONE = 0x0000, + KMOD_LSHIFT = 0x0001, + KMOD_RSHIFT = 0x0002, + KMOD_LCTRL = 0x0040, + KMOD_RCTRL = 0x0080, + KMOD_LALT = 0x0100, + KMOD_RALT = 0x0200, + KMOD_LGUI = 0x0400, + KMOD_RGUI = 0x0800, + KMOD_NUM = 0x1000, + KMOD_CAPS = 0x2000, + KMOD_MODE = 0x4000, + KMOD_SCROLL = 0x8000, + + KMOD_CTRL = KMOD_LCTRL | KMOD_RCTRL, + KMOD_SHIFT = KMOD_LSHIFT | KMOD_RSHIFT, + KMOD_ALT = KMOD_LALT | KMOD_RALT, + KMOD_GUI = KMOD_LGUI | KMOD_RGUI, + + KMOD_RESERVED = KMOD_SCROLL /* This is for source-level compatibility with SDL 2.0.0. */ +} SDL_Keymod; + +#endif /* SDL_keycode_h_ */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/thirdparty/sdl_headers/SDL_loadso.h b/thirdparty/sdl_headers/SDL_loadso.h new file mode 100644 index 00000000000..4edc22e9e75 --- /dev/null +++ b/thirdparty/sdl_headers/SDL_loadso.h @@ -0,0 +1,115 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * \file SDL_loadso.h + * + * System dependent library loading routines + * + * Some things to keep in mind: + * \li These functions only work on C function names. Other languages may + * have name mangling and intrinsic language support that varies from + * compiler to compiler. + * \li Make sure you declare your function pointers with the same calling + * convention as the actual library function. Your code will crash + * mysteriously if you do not do this. + * \li Avoid namespace collisions. If you load a symbol from the library, + * it is not defined whether or not it goes into the global symbol + * namespace for the application. If it does and it conflicts with + * symbols in your code or other shared libraries, you will not get + * the results you expect. :) + */ + +#ifndef SDL_loadso_h_ +#define SDL_loadso_h_ + +#include "SDL_stdinc.h" +#include "SDL_error.h" + +#include "begin_code.h" +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * Dynamically load a shared object. + * + * \param sofile a system-dependent name of the object file + * \returns an opaque pointer to the object handle or NULL if there was an + * error; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LoadFunction + * \sa SDL_UnloadObject + */ +extern DECLSPEC void *SDLCALL SDL_LoadObject(const char *sofile); + +/** + * Look up the address of the named function in a shared object. + * + * This function pointer is no longer valid after calling SDL_UnloadObject(). + * + * This function can only look up C function names. Other languages may have + * name mangling and intrinsic language support that varies from compiler to + * compiler. + * + * Make sure you declare your function pointers with the same calling + * convention as the actual library function. Your code will crash + * mysteriously if you do not do this. + * + * If the requested function doesn't exist, NULL is returned. + * + * \param handle a valid shared object handle returned by SDL_LoadObject() + * \param name the name of the function to look up + * \returns a pointer to the function or NULL if there was an error; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LoadObject + * \sa SDL_UnloadObject + */ +extern DECLSPEC void *SDLCALL SDL_LoadFunction(void *handle, + const char *name); + +/** + * Unload a shared object from memory. + * + * \param handle a valid shared object handle returned by SDL_LoadObject() + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LoadFunction + * \sa SDL_LoadObject + */ +extern DECLSPEC void SDLCALL SDL_UnloadObject(void *handle); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include "close_code.h" + +#endif /* SDL_loadso_h_ */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/thirdparty/sdl_headers/SDL_locale.h b/thirdparty/sdl_headers/SDL_locale.h new file mode 100644 index 00000000000..0b6118f0ef8 --- /dev/null +++ b/thirdparty/sdl_headers/SDL_locale.h @@ -0,0 +1,103 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * \file SDL_locale.h + * + * Include file for SDL locale services + */ + +#ifndef _SDL_locale_h +#define _SDL_locale_h + +#include "SDL_stdinc.h" +#include "SDL_error.h" + +#include "begin_code.h" +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +/* *INDENT-OFF* */ +extern "C" { +/* *INDENT-ON* */ +#endif + + +typedef struct SDL_Locale +{ + const char *language; /**< A language name, like "en" for English. */ + const char *country; /**< A country, like "US" for America. Can be NULL. */ +} SDL_Locale; + +/** + * Report the user's preferred locale. + * + * This returns an array of SDL_Locale structs, the final item zeroed out. + * When the caller is done with this array, it should call SDL_free() on the + * returned value; all the memory involved is allocated in a single block, so + * a single SDL_free() will suffice. + * + * Returned language strings are in the format xx, where 'xx' is an ISO-639 + * language specifier (such as "en" for English, "de" for German, etc). + * Country strings are in the format YY, where "YY" is an ISO-3166 country + * code (such as "US" for the United States, "CA" for Canada, etc). Country + * might be NULL if there's no specific guidance on them (so you might get { + * "en", "US" } for American English, but { "en", NULL } means "English + * language, generically"). Language strings are never NULL, except to + * terminate the array. + * + * Please note that not all of these strings are 2 characters; some are three + * or more. + * + * The returned list of locales are in the order of the user's preference. For + * example, a German citizen that is fluent in US English and knows enough + * Japanese to navigate around Tokyo might have a list like: { "de", "en_US", + * "jp", NULL }. Someone from England might prefer British English (where + * "color" is spelled "colour", etc), but will settle for anything like it: { + * "en_GB", "en", NULL }. + * + * This function returns NULL on error, including when the platform does not + * supply this information at all. + * + * This might be a "slow" call that has to query the operating system. It's + * best to ask for this once and save the results. However, this list can + * change, usually because the user has changed a system preference outside of + * your program; SDL will send an SDL_LOCALECHANGED event in this case, if + * possible, and you can call this function again to get an updated copy of + * preferred locales. + * + * \return array of locales, terminated with a locale with a NULL language + * field. Will return NULL on error. + * + * \since This function is available since SDL 2.0.14. + */ +extern DECLSPEC SDL_Locale * SDLCALL SDL_GetPreferredLocales(void); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +/* *INDENT-OFF* */ +} +/* *INDENT-ON* */ +#endif +#include "close_code.h" + +#endif /* _SDL_locale_h */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/thirdparty/sdl_headers/SDL_log.h b/thirdparty/sdl_headers/SDL_log.h new file mode 100644 index 00000000000..bd030c6d2d5 --- /dev/null +++ b/thirdparty/sdl_headers/SDL_log.h @@ -0,0 +1,404 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * \file SDL_log.h + * + * Simple log messages with categories and priorities. + * + * By default logs are quiet, but if you're debugging SDL you might want: + * + * SDL_LogSetAllPriority(SDL_LOG_PRIORITY_WARN); + * + * Here's where the messages go on different platforms: + * Windows: debug output stream + * Android: log output + * Others: standard error output (stderr) + */ + +#ifndef SDL_log_h_ +#define SDL_log_h_ + +#include "SDL_stdinc.h" + +#include "begin_code.h" +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + + +/** + * \brief The maximum size of a log message prior to SDL 2.0.24 + * + * As of 2.0.24 there is no limit to the length of SDL log messages. + */ +#define SDL_MAX_LOG_MESSAGE 4096 + +/** + * \brief The predefined log categories + * + * By default the application category is enabled at the INFO level, + * the assert category is enabled at the WARN level, test is enabled + * at the VERBOSE level and all other categories are enabled at the + * ERROR level. + */ +typedef enum +{ + SDL_LOG_CATEGORY_APPLICATION, + SDL_LOG_CATEGORY_ERROR, + SDL_LOG_CATEGORY_ASSERT, + SDL_LOG_CATEGORY_SYSTEM, + SDL_LOG_CATEGORY_AUDIO, + SDL_LOG_CATEGORY_VIDEO, + SDL_LOG_CATEGORY_RENDER, + SDL_LOG_CATEGORY_INPUT, + SDL_LOG_CATEGORY_TEST, + + /* Reserved for future SDL library use */ + SDL_LOG_CATEGORY_RESERVED1, + SDL_LOG_CATEGORY_RESERVED2, + SDL_LOG_CATEGORY_RESERVED3, + SDL_LOG_CATEGORY_RESERVED4, + SDL_LOG_CATEGORY_RESERVED5, + SDL_LOG_CATEGORY_RESERVED6, + SDL_LOG_CATEGORY_RESERVED7, + SDL_LOG_CATEGORY_RESERVED8, + SDL_LOG_CATEGORY_RESERVED9, + SDL_LOG_CATEGORY_RESERVED10, + + /* Beyond this point is reserved for application use, e.g. + enum { + MYAPP_CATEGORY_AWESOME1 = SDL_LOG_CATEGORY_CUSTOM, + MYAPP_CATEGORY_AWESOME2, + MYAPP_CATEGORY_AWESOME3, + ... + }; + */ + SDL_LOG_CATEGORY_CUSTOM +} SDL_LogCategory; + +/** + * \brief The predefined log priorities + */ +typedef enum +{ + SDL_LOG_PRIORITY_VERBOSE = 1, + SDL_LOG_PRIORITY_DEBUG, + SDL_LOG_PRIORITY_INFO, + SDL_LOG_PRIORITY_WARN, + SDL_LOG_PRIORITY_ERROR, + SDL_LOG_PRIORITY_CRITICAL, + SDL_NUM_LOG_PRIORITIES +} SDL_LogPriority; + + +/** + * Set the priority of all log categories. + * + * \param priority the SDL_LogPriority to assign + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LogSetPriority + */ +extern DECLSPEC void SDLCALL SDL_LogSetAllPriority(SDL_LogPriority priority); + +/** + * Set the priority of a particular log category. + * + * \param category the category to assign a priority to + * \param priority the SDL_LogPriority to assign + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LogGetPriority + * \sa SDL_LogSetAllPriority + */ +extern DECLSPEC void SDLCALL SDL_LogSetPriority(int category, + SDL_LogPriority priority); + +/** + * Get the priority of a particular log category. + * + * \param category the category to query + * \returns the SDL_LogPriority for the requested category + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LogSetPriority + */ +extern DECLSPEC SDL_LogPriority SDLCALL SDL_LogGetPriority(int category); + +/** + * Reset all priorities to default. + * + * This is called by SDL_Quit(). + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LogSetAllPriority + * \sa SDL_LogSetPriority + */ +extern DECLSPEC void SDLCALL SDL_LogResetPriorities(void); + +/** + * Log a message with SDL_LOG_CATEGORY_APPLICATION and SDL_LOG_PRIORITY_INFO. + * + * = * \param fmt a printf() style message format string + * + * \param ... additional parameters matching % tokens in the `fmt` string, if + * any + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LogCritical + * \sa SDL_LogDebug + * \sa SDL_LogError + * \sa SDL_LogInfo + * \sa SDL_LogMessage + * \sa SDL_LogMessageV + * \sa SDL_LogVerbose + * \sa SDL_LogWarn + */ +extern DECLSPEC void SDLCALL SDL_Log(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1); + +/** + * Log a message with SDL_LOG_PRIORITY_VERBOSE. + * + * \param category the category of the message + * \param fmt a printf() style message format string + * \param ... additional parameters matching % tokens in the **fmt** string, + * if any + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_Log + * \sa SDL_LogCritical + * \sa SDL_LogDebug + * \sa SDL_LogError + * \sa SDL_LogInfo + * \sa SDL_LogMessage + * \sa SDL_LogMessageV + * \sa SDL_LogWarn + */ +extern DECLSPEC void SDLCALL SDL_LogVerbose(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2); + +/** + * Log a message with SDL_LOG_PRIORITY_DEBUG. + * + * \param category the category of the message + * \param fmt a printf() style message format string + * \param ... additional parameters matching % tokens in the **fmt** string, + * if any + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_Log + * \sa SDL_LogCritical + * \sa SDL_LogError + * \sa SDL_LogInfo + * \sa SDL_LogMessage + * \sa SDL_LogMessageV + * \sa SDL_LogVerbose + * \sa SDL_LogWarn + */ +extern DECLSPEC void SDLCALL SDL_LogDebug(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2); + +/** + * Log a message with SDL_LOG_PRIORITY_INFO. + * + * \param category the category of the message + * \param fmt a printf() style message format string + * \param ... additional parameters matching % tokens in the **fmt** string, + * if any + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_Log + * \sa SDL_LogCritical + * \sa SDL_LogDebug + * \sa SDL_LogError + * \sa SDL_LogMessage + * \sa SDL_LogMessageV + * \sa SDL_LogVerbose + * \sa SDL_LogWarn + */ +extern DECLSPEC void SDLCALL SDL_LogInfo(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2); + +/** + * Log a message with SDL_LOG_PRIORITY_WARN. + * + * \param category the category of the message + * \param fmt a printf() style message format string + * \param ... additional parameters matching % tokens in the **fmt** string, + * if any + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_Log + * \sa SDL_LogCritical + * \sa SDL_LogDebug + * \sa SDL_LogError + * \sa SDL_LogInfo + * \sa SDL_LogMessage + * \sa SDL_LogMessageV + * \sa SDL_LogVerbose + */ +extern DECLSPEC void SDLCALL SDL_LogWarn(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2); + +/** + * Log a message with SDL_LOG_PRIORITY_ERROR. + * + * \param category the category of the message + * \param fmt a printf() style message format string + * \param ... additional parameters matching % tokens in the **fmt** string, + * if any + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_Log + * \sa SDL_LogCritical + * \sa SDL_LogDebug + * \sa SDL_LogInfo + * \sa SDL_LogMessage + * \sa SDL_LogMessageV + * \sa SDL_LogVerbose + * \sa SDL_LogWarn + */ +extern DECLSPEC void SDLCALL SDL_LogError(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2); + +/** + * Log a message with SDL_LOG_PRIORITY_CRITICAL. + * + * \param category the category of the message + * \param fmt a printf() style message format string + * \param ... additional parameters matching % tokens in the **fmt** string, + * if any + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_Log + * \sa SDL_LogDebug + * \sa SDL_LogError + * \sa SDL_LogInfo + * \sa SDL_LogMessage + * \sa SDL_LogMessageV + * \sa SDL_LogVerbose + * \sa SDL_LogWarn + */ +extern DECLSPEC void SDLCALL SDL_LogCritical(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2); + +/** + * Log a message with the specified category and priority. + * + * \param category the category of the message + * \param priority the priority of the message + * \param fmt a printf() style message format string + * \param ... additional parameters matching % tokens in the **fmt** string, + * if any + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_Log + * \sa SDL_LogCritical + * \sa SDL_LogDebug + * \sa SDL_LogError + * \sa SDL_LogInfo + * \sa SDL_LogMessageV + * \sa SDL_LogVerbose + * \sa SDL_LogWarn + */ +extern DECLSPEC void SDLCALL SDL_LogMessage(int category, + SDL_LogPriority priority, + SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(3); + +/** + * Log a message with the specified category and priority. + * + * \param category the category of the message + * \param priority the priority of the message + * \param fmt a printf() style message format string + * \param ap a variable argument list + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_Log + * \sa SDL_LogCritical + * \sa SDL_LogDebug + * \sa SDL_LogError + * \sa SDL_LogInfo + * \sa SDL_LogMessage + * \sa SDL_LogVerbose + * \sa SDL_LogWarn + */ +extern DECLSPEC void SDLCALL SDL_LogMessageV(int category, + SDL_LogPriority priority, + SDL_PRINTF_FORMAT_STRING const char *fmt, va_list ap) SDL_PRINTF_VARARG_FUNCV(3); + +/** + * The prototype for the log output callback function. + * + * This function is called by SDL when there is new text to be logged. + * + * \param userdata what was passed as `userdata` to SDL_LogSetOutputFunction() + * \param category the category of the message + * \param priority the priority of the message + * \param message the message being output + */ +typedef void (SDLCALL *SDL_LogOutputFunction)(void *userdata, int category, SDL_LogPriority priority, const char *message); + +/** + * Get the current log output function. + * + * \param callback an SDL_LogOutputFunction filled in with the current log + * callback + * \param userdata a pointer filled in with the pointer that is passed to + * `callback` + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LogSetOutputFunction + */ +extern DECLSPEC void SDLCALL SDL_LogGetOutputFunction(SDL_LogOutputFunction *callback, void **userdata); + +/** + * Replace the default log output function with one of your own. + * + * \param callback an SDL_LogOutputFunction to call instead of the default + * \param userdata a pointer that is passed to `callback` + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LogGetOutputFunction + */ +extern DECLSPEC void SDLCALL SDL_LogSetOutputFunction(SDL_LogOutputFunction callback, void *userdata); + + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include "close_code.h" + +#endif /* SDL_log_h_ */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/thirdparty/sdl_headers/SDL_main.h b/thirdparty/sdl_headers/SDL_main.h new file mode 100644 index 00000000000..a66c84b4e5f --- /dev/null +++ b/thirdparty/sdl_headers/SDL_main.h @@ -0,0 +1,282 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +#ifndef SDL_main_h_ +#define SDL_main_h_ + +#include "SDL_stdinc.h" + +/** + * \file SDL_main.h + * + * Redefine main() on some platforms so that it is called by SDL. + */ + +#ifndef SDL_MAIN_HANDLED +#if defined(__WIN32__) +/* On Windows SDL provides WinMain(), which parses the command line and passes + the arguments to your main function. + + If you provide your own WinMain(), you may define SDL_MAIN_HANDLED + */ +#define SDL_MAIN_AVAILABLE + +#elif defined(__WINRT__) +/* On WinRT, SDL provides a main function that initializes CoreApplication, + creating an instance of IFrameworkView in the process. + + Please note that #include'ing SDL_main.h is not enough to get a main() + function working. In non-XAML apps, the file, + src/main/winrt/SDL_WinRT_main_NonXAML.cpp, or a copy of it, must be compiled + into the app itself. In XAML apps, the function, SDL_WinRTRunApp must be + called, with a pointer to the Direct3D-hosted XAML control passed in. +*/ +#define SDL_MAIN_NEEDED + +#elif defined(__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. + + If you link with SDL dynamically on iOS, the main function can't be in a + shared library, so you need to link with libSDLmain.a, which includes a + stub main function that calls into the shared library to start execution. + + See src/video/uikit/SDL_uikitappdelegate.m for more details. + */ +#define SDL_MAIN_NEEDED + +#elif defined(__ANDROID__) +/* On Android SDL provides a Java class in SDLActivity.java that is the + main activity entry point. + + See docs/README-android.md for more details on extending that class. + */ +#define SDL_MAIN_NEEDED + +/* We need to export SDL_main so it can be launched from Java */ +#define SDLMAIN_DECLSPEC DECLSPEC + +#elif defined(__NACL__) +/* On NACL we use ppapi_simple to set up the application helper code, + then wait for the first PSE_INSTANCE_DIDCHANGEVIEW event before + starting the user main function. + All user code is run in a separate thread by ppapi_simple, thus + allowing for blocking io to take place via nacl_io +*/ +#define SDL_MAIN_NEEDED + +#elif defined(__PSP__) +/* On PSP SDL provides a main function that sets the module info, + activates the GPU and starts the thread required to be able to exit + the software. + + If you provide this yourself, you may define SDL_MAIN_HANDLED + */ +#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 */ + +#ifndef SDLMAIN_DECLSPEC +#define SDLMAIN_DECLSPEC +#endif + +/** + * \file SDL_main.h + * + * The application's main() function must be called with C linkage, + * and should be declared like this: + * \code + * #ifdef __cplusplus + * extern "C" + * #endif + * int main(int argc, char *argv[]) + * { + * } + * \endcode + */ + +#if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE) +#define main SDL_main +#endif + +#include "begin_code.h" +#ifdef __cplusplus +extern "C" { +#endif + +/** + * The prototype for the application's main() function + */ +typedef int (*SDL_main_func)(int argc, char *argv[]); +extern SDLMAIN_DECLSPEC int SDL_main(int argc, char *argv[]); + + +/** + * Circumvent failure of SDL_Init() when not using SDL_main() as an entry + * point. + * + * This function is defined in SDL_main.h, along with the preprocessor rule to + * redefine main() as SDL_main(). Thus to ensure that your main() function + * will not be changed it is necessary to define SDL_MAIN_HANDLED before + * including SDL.h. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_Init + */ +extern DECLSPEC void SDLCALL SDL_SetMainReady(void); + +#if defined(__WIN32__) || defined(__GDK__) + +/** + * Register a win32 window class for SDL's use. + * + * This can be called to set the application window class at startup. It is + * safe to call this multiple times, as long as every call is eventually + * paired with a call to SDL_UnregisterApp, but a second registration attempt + * while a previous registration is still active will be ignored, other than + * to increment a counter. + * + * Most applications do not need to, and should not, call this directly; SDL + * will call it when initializing the video subsystem. + * + * \param name the window class name, in UTF-8 encoding. If NULL, SDL + * currently uses "SDL_app" but this isn't guaranteed. + * \param style the value to use in WNDCLASSEX::style. If `name` is NULL, SDL + * currently uses `(CS_BYTEALIGNCLIENT | CS_OWNDC)` regardless of + * what is specified here. + * \param hInst the HINSTANCE to use in WNDCLASSEX::hInstance. If zero, SDL + * will use `GetModuleHandle(NULL)` instead. + * \returns 0 on success, -1 on error. SDL_GetError() may have details. + * + * \since This function is available since SDL 2.0.2. + */ +extern DECLSPEC int SDLCALL SDL_RegisterApp(const char *name, Uint32 style, void *hInst); + +/** + * Deregister the win32 window class from an SDL_RegisterApp call. + * + * This can be called to undo the effects of SDL_RegisterApp. + * + * Most applications do not need to, and should not, call this directly; SDL + * will call it when deinitializing the video subsystem. + * + * It is safe to call this multiple times, as long as every call is eventually + * paired with a prior call to SDL_RegisterApp. The window class will only be + * deregistered when the registration counter in SDL_RegisterApp decrements to + * zero through calls to this function. + * + * \since This function is available since SDL 2.0.2. + */ +extern DECLSPEC void SDLCALL SDL_UnregisterApp(void); + +#endif /* defined(__WIN32__) || defined(__GDK__) */ + + +#ifdef __WINRT__ + +/** + * Initialize and launch an SDL/WinRT 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 2.0.3. + */ +extern DECLSPEC int SDLCALL SDL_WinRTRunApp(SDL_main_func mainFunction, void * reserved); + +#endif /* __WINRT__ */ + +#if defined(__IPHONEOS__) + +/** + * Initializes and launches an SDL application. + * + * \param argc The argc parameter from the application's main() function + * \param argv The argv parameter from the application's main() function + * \param mainFunction The SDL app's C-style main(), an SDL_main_func + * \return the return value from mainFunction + * + * \since This function is available since SDL 2.0.10. + */ +extern DECLSPEC int SDLCALL SDL_UIKitRunApp(int argc, char *argv[], SDL_main_func mainFunction); + +#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 +} +#endif +#include "close_code.h" + +#endif /* SDL_main_h_ */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/thirdparty/sdl_headers/SDL_messagebox.h b/thirdparty/sdl_headers/SDL_messagebox.h new file mode 100644 index 00000000000..5ace6f2ddee --- /dev/null +++ b/thirdparty/sdl_headers/SDL_messagebox.h @@ -0,0 +1,193 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +#ifndef SDL_messagebox_h_ +#define SDL_messagebox_h_ + +#include "SDL_stdinc.h" +#include "SDL_video.h" /* For SDL_Window */ + +#include "begin_code.h" +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * SDL_MessageBox flags. If supported will display warning icon, etc. + */ +typedef enum +{ + SDL_MESSAGEBOX_ERROR = 0x00000010, /**< error dialog */ + SDL_MESSAGEBOX_WARNING = 0x00000020, /**< warning dialog */ + SDL_MESSAGEBOX_INFORMATION = 0x00000040, /**< informational dialog */ + SDL_MESSAGEBOX_BUTTONS_LEFT_TO_RIGHT = 0x00000080, /**< buttons placed left to right */ + SDL_MESSAGEBOX_BUTTONS_RIGHT_TO_LEFT = 0x00000100 /**< buttons placed right to left */ +} SDL_MessageBoxFlags; + +/** + * Flags for SDL_MessageBoxButtonData. + */ +typedef enum +{ + SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT = 0x00000001, /**< Marks the default button when return is hit */ + SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT = 0x00000002 /**< Marks the default button when escape is hit */ +} SDL_MessageBoxButtonFlags; + +/** + * Individual button data. + */ +typedef struct +{ + Uint32 flags; /**< ::SDL_MessageBoxButtonFlags */ + int buttonid; /**< User defined button id (value returned via SDL_ShowMessageBox) */ + const char * text; /**< The UTF-8 button text */ +} SDL_MessageBoxButtonData; + +/** + * RGB value used in a message box color scheme + */ +typedef struct +{ + Uint8 r, g, b; +} SDL_MessageBoxColor; + +typedef enum +{ + SDL_MESSAGEBOX_COLOR_BACKGROUND, + SDL_MESSAGEBOX_COLOR_TEXT, + SDL_MESSAGEBOX_COLOR_BUTTON_BORDER, + SDL_MESSAGEBOX_COLOR_BUTTON_BACKGROUND, + SDL_MESSAGEBOX_COLOR_BUTTON_SELECTED, + SDL_MESSAGEBOX_COLOR_MAX +} SDL_MessageBoxColorType; + +/** + * A set of colors to use for message box dialogs + */ +typedef struct +{ + SDL_MessageBoxColor colors[SDL_MESSAGEBOX_COLOR_MAX]; +} SDL_MessageBoxColorScheme; + +/** + * MessageBox structure containing title, text, window, etc. + */ +typedef struct +{ + Uint32 flags; /**< ::SDL_MessageBoxFlags */ + SDL_Window *window; /**< Parent window, can be NULL */ + const char *title; /**< UTF-8 title */ + const char *message; /**< UTF-8 message text */ + + int numbuttons; + const SDL_MessageBoxButtonData *buttons; + + const SDL_MessageBoxColorScheme *colorScheme; /**< ::SDL_MessageBoxColorScheme, can be NULL to use system settings */ +} SDL_MessageBoxData; + +/** + * Create a modal message box. + * + * If your needs aren't complex, it might be easier to use + * SDL_ShowSimpleMessageBox. + * + * This function should be called on the thread that created the parent + * window, or on the main thread if the messagebox has no parent. It will + * block execution of that thread until the user clicks a button or closes the + * messagebox. + * + * This function may be called at any time, even before SDL_Init(). This makes + * it useful for reporting errors like a failure to create a renderer or + * OpenGL context. + * + * On X11, SDL rolls its own dialog box with X11 primitives instead of a + * formal toolkit like GTK+ or Qt. + * + * Note that if SDL_Init() would fail because there isn't any available video + * target, this function is likely to fail for the same reasons. If this is a + * concern, check the return value from this function and fall back to writing + * to stderr if you can. + * + * \param messageboxdata the SDL_MessageBoxData structure with title, text and + * other options + * \param buttonid the pointer to which user id of hit button should be copied + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_ShowSimpleMessageBox + */ +extern DECLSPEC int SDLCALL SDL_ShowMessageBox(const SDL_MessageBoxData *messageboxdata, int *buttonid); + +/** + * Display a simple modal message box. + * + * If your needs aren't complex, this function is preferred over + * SDL_ShowMessageBox. + * + * `flags` may be any of the following: + * + * - `SDL_MESSAGEBOX_ERROR`: error dialog + * - `SDL_MESSAGEBOX_WARNING`: warning dialog + * - `SDL_MESSAGEBOX_INFORMATION`: informational dialog + * + * This function should be called on the thread that created the parent + * window, or on the main thread if the messagebox has no parent. It will + * block execution of that thread until the user clicks a button or closes the + * messagebox. + * + * This function may be called at any time, even before SDL_Init(). This makes + * it useful for reporting errors like a failure to create a renderer or + * OpenGL context. + * + * On X11, SDL rolls its own dialog box with X11 primitives instead of a + * formal toolkit like GTK+ or Qt. + * + * Note that if SDL_Init() would fail because there isn't any available video + * target, this function is likely to fail for the same reasons. If this is a + * concern, check the return value from this function and fall back to writing + * to stderr if you can. + * + * \param flags an SDL_MessageBoxFlags value + * \param title UTF-8 title text + * \param message UTF-8 message text + * \param window the parent window, or NULL for no parent + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_ShowMessageBox + */ +extern DECLSPEC int SDLCALL SDL_ShowSimpleMessageBox(Uint32 flags, const char *title, const char *message, SDL_Window *window); + + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include "close_code.h" + +#endif /* SDL_messagebox_h_ */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/thirdparty/sdl_headers/SDL_metal.h b/thirdparty/sdl_headers/SDL_metal.h new file mode 100644 index 00000000000..50f7b2aeb45 --- /dev/null +++ b/thirdparty/sdl_headers/SDL_metal.h @@ -0,0 +1,113 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * \file SDL_metal.h + * + * Header file for functions to creating Metal layers and views on SDL windows. + */ + +#ifndef SDL_metal_h_ +#define SDL_metal_h_ + +#include "SDL_video.h" + +#include "begin_code.h" +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * \brief A handle to a CAMetalLayer-backed NSView (macOS) or UIView (iOS/tvOS). + * + * \note This can be cast directly to an NSView or UIView. + */ +typedef void *SDL_MetalView; + +/** + * \name Metal support functions + */ +/* @{ */ + +/** + * Create a CAMetalLayer-backed NSView/UIView and attach it to the specified + * window. + * + * On macOS, this does *not* associate a MTLDevice with the CAMetalLayer on + * its own. It is up to user code to do that. + * + * The returned handle can be casted directly to a NSView or UIView. To access + * the backing CAMetalLayer, call SDL_Metal_GetLayer(). + * + * \since This function is available since SDL 2.0.12. + * + * \sa SDL_Metal_DestroyView + * \sa SDL_Metal_GetLayer + */ +extern DECLSPEC SDL_MetalView SDLCALL SDL_Metal_CreateView(SDL_Window * window); + +/** + * Destroy an existing SDL_MetalView object. + * + * This should be called before SDL_DestroyWindow, if SDL_Metal_CreateView was + * called after SDL_CreateWindow. + * + * \since This function is available since SDL 2.0.12. + * + * \sa SDL_Metal_CreateView + */ +extern DECLSPEC void SDLCALL SDL_Metal_DestroyView(SDL_MetalView view); + +/** + * Get a pointer to the backing CAMetalLayer for the given view. + * + * \since This function is available since SDL 2.0.14. + * + * \sa SDL_Metal_CreateView + */ +extern DECLSPEC void *SDLCALL SDL_Metal_GetLayer(SDL_MetalView view); + +/** + * Get the size of a window's underlying drawable in pixels (for use with + * setting viewport, scissor & etc). + * + * \param window SDL_Window from which the drawable size should be queried + * \param w Pointer to variable for storing the width in pixels, may be NULL + * \param h Pointer to variable for storing the height in pixels, may be NULL + * + * \since This function is available since SDL 2.0.14. + * + * \sa SDL_GetWindowSize + * \sa SDL_CreateWindow + */ +extern DECLSPEC void SDLCALL SDL_Metal_GetDrawableSize(SDL_Window* window, int *w, + int *h); + +/* @} *//* Metal support functions */ + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include "close_code.h" + +#endif /* SDL_metal_h_ */ diff --git a/thirdparty/sdl_headers/SDL_misc.h b/thirdparty/sdl_headers/SDL_misc.h new file mode 100644 index 00000000000..113ba7a1569 --- /dev/null +++ b/thirdparty/sdl_headers/SDL_misc.h @@ -0,0 +1,79 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * \file SDL_misc.h + * + * \brief Include file for SDL API functions that don't fit elsewhere. + */ + +#ifndef SDL_misc_h_ +#define SDL_misc_h_ + +#include "SDL_stdinc.h" + +#include "begin_code.h" + +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * Open a URL/URI in the browser or other appropriate external application. + * + * Open a URL in a separate, system-provided application. How this works will + * vary wildly depending on the platform. This will likely launch what makes + * sense to handle a specific URL's protocol (a web browser for `http://`, + * etc), but it might also be able to launch file managers for directories and + * other things. + * + * What happens when you open a URL varies wildly as well: your game window + * may lose focus (and may or may not lose focus if your game was fullscreen + * or grabbing input at the time). On mobile devices, your app will likely + * move to the background or your process might be paused. Any given platform + * may or may not handle a given URL. + * + * If this is unimplemented (or simply unavailable) for a platform, this will + * fail with an error. A successful result does not mean the URL loaded, just + * that we launched _something_ to handle it (or at least believe we did). + * + * All this to say: this function can be useful, but you should definitely + * test it on every platform you target. + * + * \param url A valid URL/URI to open. Use `file:///full/path/to/file` for + * local files, if supported. + * \returns 0 on success, or -1 on error; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 2.0.14. + */ +extern DECLSPEC int SDLCALL SDL_OpenURL(const char *url); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include "close_code.h" + +#endif /* SDL_misc_h_ */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/thirdparty/sdl_headers/SDL_mouse.h b/thirdparty/sdl_headers/SDL_mouse.h new file mode 100644 index 00000000000..687ff122d2c --- /dev/null +++ b/thirdparty/sdl_headers/SDL_mouse.h @@ -0,0 +1,464 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * \file SDL_mouse.h + * + * Include file for SDL mouse event handling. + */ + +#ifndef SDL_mouse_h_ +#define SDL_mouse_h_ + +#include "SDL_stdinc.h" +#include "SDL_error.h" +#include "SDL_video.h" + +#include "begin_code.h" +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +typedef struct SDL_Cursor SDL_Cursor; /**< Implementation dependent */ + +/** + * \brief Cursor types for SDL_CreateSystemCursor(). + */ +typedef enum +{ + SDL_SYSTEM_CURSOR_ARROW, /**< Arrow */ + SDL_SYSTEM_CURSOR_IBEAM, /**< I-beam */ + SDL_SYSTEM_CURSOR_WAIT, /**< Wait */ + SDL_SYSTEM_CURSOR_CROSSHAIR, /**< Crosshair */ + SDL_SYSTEM_CURSOR_WAITARROW, /**< Small wait cursor (or Wait if not available) */ + SDL_SYSTEM_CURSOR_SIZENWSE, /**< Double arrow pointing northwest and southeast */ + SDL_SYSTEM_CURSOR_SIZENESW, /**< Double arrow pointing northeast and southwest */ + SDL_SYSTEM_CURSOR_SIZEWE, /**< Double arrow pointing west and east */ + SDL_SYSTEM_CURSOR_SIZENS, /**< Double arrow pointing north and south */ + SDL_SYSTEM_CURSOR_SIZEALL, /**< Four pointed arrow pointing north, south, east, and west */ + SDL_SYSTEM_CURSOR_NO, /**< Slashed circle or crossbones */ + SDL_SYSTEM_CURSOR_HAND, /**< Hand */ + SDL_NUM_SYSTEM_CURSORS +} SDL_SystemCursor; + +/** + * \brief Scroll direction types for the Scroll event + */ +typedef enum +{ + SDL_MOUSEWHEEL_NORMAL, /**< The scroll direction is normal */ + SDL_MOUSEWHEEL_FLIPPED /**< The scroll direction is flipped / natural */ +} SDL_MouseWheelDirection; + +/* Function prototypes */ + +/** + * Get the window which currently has mouse focus. + * + * \returns the window with mouse focus. + * + * \since This function is available since SDL 2.0.0. + */ +extern DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void); + +/** + * Retrieve the current state of the mouse. + * + * The current button state is returned as a button bitmask, which can be + * tested using the `SDL_BUTTON(X)` macros (where `X` is generally 1 for the + * left, 2 for middle, 3 for the right button), and `x` and `y` are set to the + * mouse cursor position relative to the focus window. You can pass NULL for + * either `x` or `y`. + * + * \param x the x coordinate of the mouse cursor position relative to the + * focus window + * \param y the y coordinate of the mouse cursor position relative to the + * focus window + * \returns a 32-bit button bitmask of the current button state. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetGlobalMouseState + * \sa SDL_GetRelativeMouseState + * \sa SDL_PumpEvents + */ +extern DECLSPEC Uint32 SDLCALL SDL_GetMouseState(int *x, int *y); + +/** + * Get the current state of the mouse in relation to the desktop. + * + * This works similarly to SDL_GetMouseState(), but the coordinates will be + * reported relative to the top-left of the desktop. This can be useful if you + * need to track the mouse outside of a specific window and SDL_CaptureMouse() + * doesn't fit your needs. For example, it could be useful if you need to + * track the mouse while dragging a window, where coordinates relative to a + * window might not be in sync at all times. + * + * Note: SDL_GetMouseState() returns the mouse position as SDL understands it + * from the last pump of the event queue. This function, however, queries the + * OS for the current mouse position, and as such, might be a slightly less + * efficient function. Unless you know what you're doing and have a good + * reason to use this function, you probably want SDL_GetMouseState() instead. + * + * \param x filled in with the current X coord relative to the desktop; can be + * NULL + * \param y filled in with the current Y coord relative to the desktop; can be + * NULL + * \returns the current button state as a bitmask which can be tested using + * the SDL_BUTTON(X) macros. + * + * \since This function is available since SDL 2.0.4. + * + * \sa SDL_CaptureMouse + */ +extern DECLSPEC Uint32 SDLCALL SDL_GetGlobalMouseState(int *x, int *y); + +/** + * Retrieve the relative state of the mouse. + * + * The current button state is returned as a button bitmask, which can be + * tested using the `SDL_BUTTON(X)` macros (where `X` is generally 1 for the + * left, 2 for middle, 3 for the right button), and `x` and `y` are set to the + * mouse deltas since the last call to SDL_GetRelativeMouseState() or since + * event initialization. You can pass NULL for either `x` or `y`. + * + * \param x a pointer filled with the last recorded x coordinate of the mouse + * \param y a pointer filled with the last recorded y coordinate of the mouse + * \returns a 32-bit button bitmask of the relative button state. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetMouseState + */ +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 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. + * + * \param window the window to move the mouse into, or NULL for the current + * mouse focus + * \param x the x coordinate within the window + * \param y the y coordinate within the window + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_WarpMouseGlobal + */ +extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window, + int x, int y); + +/** + * Move the mouse to the given position in global screen space. + * + * This function generates a mouse motion event. + * + * A failure of this function usually means that it is unsupported by a + * platform. + * + * Note that this function will appear to succeed, but not actually move the + * mouse when used over Microsoft Remote Desktop. + * + * \param x the x coordinate + * \param y the y coordinate + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.4. + * + * \sa SDL_WarpMouseInWindow + */ +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, 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. + * + * \param enabled SDL_TRUE to enable relative mode, SDL_FALSE to disable. + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * If relative mode is not supported, this returns -1. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetRelativeMouseMode + */ +extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled); + +/** + * Capture the mouse and to track input outside an SDL window. + * + * Capturing enables your app to obtain mouse events globally, instead of just + * within your window. Not all video targets support this function. When + * capturing is enabled, the current window will get all mouse events, but + * unlike relative mode, no change is made to the cursor and it is not + * restrained to your window. + * + * This function may also deny mouse input to other windows--both those in + * your application and others on the system--so you should use this function + * sparingly, and in small bursts. For example, you might want to track the + * mouse while the user is dragging something, until the user releases a mouse + * button. It is not recommended that you capture the mouse for long periods + * of time, such as the entire time your app is running. For that, you should + * probably use SDL_SetRelativeMouseMode() or SDL_SetWindowGrab(), depending + * on your goals. + * + * While captured, mouse events still report coordinates relative to the + * current (foreground) window, but those coordinates may be outside the + * bounds of the window (including negative values). Capturing is only allowed + * for the foreground window. If the window loses focus while capturing, the + * capture will be disabled automatically. + * + * While capturing is enabled, the current window will have the + * `SDL_WINDOW_MOUSE_CAPTURE` flag set. + * + * 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. + * + * \since This function is available since SDL 2.0.4. + * + * \sa SDL_GetGlobalMouseState + */ +extern DECLSPEC int SDLCALL SDL_CaptureMouse(SDL_bool enabled); + +/** + * Query whether relative mouse mode is enabled. + * + * \returns SDL_TRUE if relative mode is enabled or SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetRelativeMouseMode + */ +extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void); + +/** + * Create a cursor using the specified bitmap data and mask (in MSB format). + * + * `mask` has to be in MSB (Most Significant Bit) format. + * + * The cursor width (`w`) must be a multiple of 8 bits. + * + * The cursor is created in black and white according to the following: + * + * - data=0, mask=1: white + * - data=1, mask=1: black + * - data=0, mask=0: transparent + * - data=1, mask=0: inverted color if possible, black if not. + * + * Cursors created with this function must be freed with SDL_FreeCursor(). + * + * If you want to have a color cursor, or create your cursor from an + * SDL_Surface, you should use SDL_CreateColorCursor(). Alternately, you can + * hide the cursor and draw your own as part of your game's rendering, but it + * will be bound to the framerate. + * + * Also, since SDL 2.0.0, SDL_CreateSystemCursor() is available, which + * provides twelve readily available system cursors to pick from. + * + * \param data the color value for each pixel of the cursor + * \param mask the mask value for each pixel of the cursor + * \param w the width of the cursor + * \param h the height of the cursor + * \param hot_x the X-axis location of the upper left corner of the cursor + * relative to the actual mouse position + * \param hot_y the Y-axis location of the upper left corner of the cursor + * relative to the actual mouse position + * \returns a new cursor with the specified parameters on success or NULL on + * failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_FreeCursor + * \sa SDL_SetCursor + * \sa SDL_ShowCursor + */ +extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data, + const Uint8 * mask, + int w, int h, int hot_x, + int hot_y); + +/** + * Create a color cursor. + * + * \param surface an SDL_Surface structure representing the cursor image + * \param hot_x the x position of the cursor hot spot + * \param hot_y the y position of the cursor hot spot + * \returns the new cursor on success or NULL on failure; call SDL_GetError() + * for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateCursor + * \sa SDL_FreeCursor + */ +extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateColorCursor(SDL_Surface *surface, + int hot_x, + int hot_y); + +/** + * Create a system cursor. + * + * \param id an SDL_SystemCursor enum value + * \returns a cursor on success or NULL on failure; call SDL_GetError() for + * more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_FreeCursor + */ +extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateSystemCursor(SDL_SystemCursor id); + +/** + * Set the active cursor. + * + * This function sets the currently active cursor to the specified one. If the + * cursor is currently visible, the change will be immediately represented on + * the display. SDL_SetCursor(NULL) can be used to force cursor redraw, if + * this is desired for any reason. + * + * \param cursor a cursor to make active + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateCursor + * \sa SDL_GetCursor + * \sa SDL_ShowCursor + */ +extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor * cursor); + +/** + * Get the active cursor. + * + * This function returns a pointer to the current cursor which is owned by the + * library. It is not necessary to free the cursor with SDL_FreeCursor(). + * + * \returns the active cursor or NULL if there is no mouse. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetCursor + */ +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. + * + * \sa SDL_CreateSystemCursor + */ +extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetDefaultCursor(void); + +/** + * Free a previously-created cursor. + * + * Use this function to free cursor resources created with SDL_CreateCursor(), + * SDL_CreateColorCursor() or SDL_CreateSystemCursor(). + * + * \param cursor the cursor to free + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateColorCursor + * \sa SDL_CreateCursor + * \sa SDL_CreateSystemCursor + */ +extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor * cursor); + +/** + * Toggle whether or not the cursor is shown. + * + * The cursor starts off displayed but can be turned off. Passing `SDL_ENABLE` + * displays the cursor and passing `SDL_DISABLE` hides it. + * + * The current state of the mouse cursor can be queried by passing + * `SDL_QUERY`; either `SDL_DISABLE` or `SDL_ENABLE` will be returned. + * + * \param toggle `SDL_ENABLE` to show the cursor, `SDL_DISABLE` to hide it, + * `SDL_QUERY` to query the current state without changing it. + * \returns `SDL_ENABLE` if the cursor is shown, or `SDL_DISABLE` if the + * cursor is hidden, or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateCursor + * \sa SDL_SetCursor + */ +extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle); + +/** + * Used as a mask when testing buttons in buttonstate. + * + * - Button 1: Left mouse button + * - Button 2: Middle mouse button + * - Button 3: Right mouse button + */ +#define SDL_BUTTON(X) (1 << ((X)-1)) +#define SDL_BUTTON_LEFT 1 +#define SDL_BUTTON_MIDDLE 2 +#define SDL_BUTTON_RIGHT 3 +#define SDL_BUTTON_X1 4 +#define SDL_BUTTON_X2 5 +#define SDL_BUTTON_LMASK SDL_BUTTON(SDL_BUTTON_LEFT) +#define SDL_BUTTON_MMASK SDL_BUTTON(SDL_BUTTON_MIDDLE) +#define SDL_BUTTON_RMASK SDL_BUTTON(SDL_BUTTON_RIGHT) +#define SDL_BUTTON_X1MASK SDL_BUTTON(SDL_BUTTON_X1) +#define SDL_BUTTON_X2MASK SDL_BUTTON(SDL_BUTTON_X2) + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include "close_code.h" + +#endif /* SDL_mouse_h_ */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/thirdparty/sdl_headers/SDL_mutex.h b/thirdparty/sdl_headers/SDL_mutex.h new file mode 100644 index 00000000000..eaa21f293f5 --- /dev/null +++ b/thirdparty/sdl_headers/SDL_mutex.h @@ -0,0 +1,545 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +#ifndef SDL_mutex_h_ +#define SDL_mutex_h_ + +/** + * \file SDL_mutex.h + * + * Functions to provide thread synchronization primitives. + */ + +#include "SDL_stdinc.h" +#include "SDL_error.h" + +/******************************************************************************/ +/* 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 +extern "C" { +#endif + +/** + * Synchronization functions which can time out return this value + * if they time out. + */ +#define SDL_MUTEX_TIMEDOUT 1 + +/** + * This is the timeout value which corresponds to never time out. + */ +#define SDL_MUTEX_MAXWAIT (~(Uint32)0) + + +/** + * \name Mutex functions + */ +/* @{ */ + +/* The SDL mutex structure, defined in SDL_sysmutex.c */ +struct SDL_mutex; +typedef struct SDL_mutex SDL_mutex; + +/** + * Create a new mutex. + * + * All newly-created mutexes begin in the _unlocked_ state. + * + * Calls to SDL_LockMutex() will not return while the mutex is locked by + * another thread. See SDL_TryLockMutex() to attempt to lock without blocking. + * + * SDL mutexes are reentrant. + * + * \returns the initialized and unlocked mutex or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_DestroyMutex + * \sa SDL_LockMutex + * \sa SDL_TryLockMutex + * \sa SDL_UnlockMutex + */ +extern DECLSPEC SDL_mutex *SDLCALL SDL_CreateMutex(void); + +/** + * Lock the mutex. + * + * This will block until the mutex is available, which is to say it is in the + * unlocked state and the OS has chosen the caller as the next thread to lock + * it. Of all threads waiting to lock the mutex, only one may do so at a time. + * + * It is legal for the owning thread to lock an already-locked mutex. It must + * unlock it the same number of times before it is actually made available for + * other threads in the system (this is known as a "recursive mutex"). + * + * \param mutex the mutex to lock + * \return 0, or -1 on error. + * + * \since This function is available since SDL 2.0.0. + */ +extern DECLSPEC int SDLCALL SDL_LockMutex(SDL_mutex * mutex) SDL_ACQUIRE(mutex); +#define SDL_mutexP(m) SDL_LockMutex(m) + +/** + * Try to lock a mutex without blocking. + * + * This works just like SDL_LockMutex(), but if the mutex is not available, + * this function returns `SDL_MUTEX_TIMEOUT` immediately. + * + * This technique is useful if you need exclusive access to a resource but + * don't want to wait for it, and will return to it to try again later. + * + * \param mutex the mutex to try to lock + * \returns 0, `SDL_MUTEX_TIMEDOUT`, or -1 on error; call SDL_GetError() for + * more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateMutex + * \sa SDL_DestroyMutex + * \sa SDL_LockMutex + * \sa SDL_UnlockMutex + */ +extern DECLSPEC int SDLCALL SDL_TryLockMutex(SDL_mutex * mutex) SDL_TRY_ACQUIRE(0, mutex); + +/** + * Unlock the mutex. + * + * It is legal for the owning thread to lock an already-locked mutex. It must + * unlock it the same number of times before it is actually made available for + * other threads in the system (this is known as a "recursive mutex"). + * + * It is an error to unlock a mutex that has not been locked by the current + * thread, and doing so results in undefined behavior. + * + * It is also an error to unlock a mutex that isn't locked at all. + * + * \param mutex the mutex to unlock. + * \returns 0, or -1 on error. + * + * \since This function is available since SDL 2.0.0. + */ +extern DECLSPEC int SDLCALL SDL_UnlockMutex(SDL_mutex * mutex) SDL_RELEASE(mutex); +#define SDL_mutexV(m) SDL_UnlockMutex(m) + +/** + * Destroy a mutex created with SDL_CreateMutex(). + * + * This function must be called on any mutex that is no longer needed. Failure + * to destroy a mutex will result in a system memory or resource leak. While + * it is safe to destroy a mutex that is _unlocked_, it is not safe to attempt + * to destroy a locked mutex, and may result in undefined behavior depending + * on the platform. + * + * \param mutex the mutex to destroy + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateMutex + * \sa SDL_LockMutex + * \sa SDL_TryLockMutex + * \sa SDL_UnlockMutex + */ +extern DECLSPEC void SDLCALL SDL_DestroyMutex(SDL_mutex * mutex); + +/* @} *//* Mutex functions */ + + +/** + * \name Semaphore functions + */ +/* @{ */ + +/* The SDL semaphore structure, defined in SDL_syssem.c */ +struct SDL_semaphore; +typedef struct SDL_semaphore SDL_sem; + +/** + * Create a semaphore. + * + * This function creates a new semaphore and initializes it with the value + * `initial_value`. Each wait operation on the semaphore will atomically + * decrement the semaphore value and potentially block if the semaphore value + * is 0. Each post operation will atomically increment the semaphore value and + * wake waiting threads and allow them to retry the wait operation. + * + * \param initial_value the starting value of the semaphore + * \returns a new semaphore or NULL on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_DestroySemaphore + * \sa SDL_SemPost + * \sa SDL_SemTryWait + * \sa SDL_SemValue + * \sa SDL_SemWait + * \sa SDL_SemWaitTimeout + */ +extern DECLSPEC SDL_sem *SDLCALL SDL_CreateSemaphore(Uint32 initial_value); + +/** + * Destroy a semaphore. + * + * It is not safe to destroy a semaphore if there are threads currently + * waiting on it. + * + * \param sem the semaphore to destroy + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateSemaphore + * \sa SDL_SemPost + * \sa SDL_SemTryWait + * \sa SDL_SemValue + * \sa SDL_SemWait + * \sa SDL_SemWaitTimeout + */ +extern DECLSPEC void SDLCALL SDL_DestroySemaphore(SDL_sem * sem); + +/** + * Wait until a semaphore has a positive value and then decrements it. + * + * This function suspends the calling thread until either the semaphore + * pointed to by `sem` has a positive value or the call is interrupted by a + * signal or error. If the call is successful it will atomically decrement the + * semaphore value. + * + * This function is the equivalent of calling SDL_SemWaitTimeout() with a time + * length of `SDL_MUTEX_MAXWAIT`. + * + * \param sem the semaphore wait on + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateSemaphore + * \sa SDL_DestroySemaphore + * \sa SDL_SemPost + * \sa SDL_SemTryWait + * \sa SDL_SemValue + * \sa SDL_SemWait + * \sa SDL_SemWaitTimeout + */ +extern DECLSPEC int SDLCALL SDL_SemWait(SDL_sem * sem); + +/** + * See if a semaphore has a positive value and decrement it if it does. + * + * This function checks to see if the semaphore pointed to by `sem` has a + * positive value and atomically decrements the semaphore value if it does. If + * the semaphore doesn't have a positive value, the function immediately + * returns SDL_MUTEX_TIMEDOUT. + * + * \param sem the semaphore to wait on + * \returns 0 if the wait succeeds, `SDL_MUTEX_TIMEDOUT` if the wait would + * block, or a negative error code on failure; call SDL_GetError() + * for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateSemaphore + * \sa SDL_DestroySemaphore + * \sa SDL_SemPost + * \sa SDL_SemValue + * \sa SDL_SemWait + * \sa SDL_SemWaitTimeout + */ +extern DECLSPEC int SDLCALL SDL_SemTryWait(SDL_sem * sem); + +/** + * Wait until a semaphore has a positive value and then decrements it. + * + * This function suspends the calling thread until either the semaphore + * pointed to by `sem` has a positive value, the call is interrupted by a + * signal or error, or the specified time has elapsed. If the call is + * successful it will atomically decrement the semaphore value. + * + * \param sem the semaphore to wait on + * \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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateSemaphore + * \sa SDL_DestroySemaphore + * \sa SDL_SemPost + * \sa SDL_SemTryWait + * \sa SDL_SemValue + * \sa SDL_SemWait + */ +extern DECLSPEC int SDLCALL SDL_SemWaitTimeout(SDL_sem *sem, Uint32 timeout); + +/** + * Atomically increment a semaphore's value and wake waiting threads. + * + * \param sem the semaphore to increment + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateSemaphore + * \sa SDL_DestroySemaphore + * \sa SDL_SemTryWait + * \sa SDL_SemValue + * \sa SDL_SemWait + * \sa SDL_SemWaitTimeout + */ +extern DECLSPEC int SDLCALL SDL_SemPost(SDL_sem * sem); + +/** + * Get the current value of a semaphore. + * + * \param sem the semaphore to query + * \returns the current value of the semaphore. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateSemaphore + */ +extern DECLSPEC Uint32 SDLCALL SDL_SemValue(SDL_sem * sem); + +/* @} *//* Semaphore functions */ + + +/** + * \name Condition variable functions + */ +/* @{ */ + +/* The SDL condition variable structure, defined in SDL_syscond.c */ +struct SDL_cond; +typedef struct SDL_cond SDL_cond; + +/** + * Create a condition variable. + * + * \returns a new condition variable or NULL on failure; call SDL_GetError() + * for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CondBroadcast + * \sa SDL_CondSignal + * \sa SDL_CondWait + * \sa SDL_CondWaitTimeout + * \sa SDL_DestroyCond + */ +extern DECLSPEC SDL_cond *SDLCALL SDL_CreateCond(void); + +/** + * Destroy a condition variable. + * + * \param cond the condition variable to destroy + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CondBroadcast + * \sa SDL_CondSignal + * \sa SDL_CondWait + * \sa SDL_CondWaitTimeout + * \sa SDL_CreateCond + */ +extern DECLSPEC void SDLCALL SDL_DestroyCond(SDL_cond * cond); + +/** + * Restart one of the threads that are waiting on the condition variable. + * + * \param cond the condition variable to signal + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CondBroadcast + * \sa SDL_CondWait + * \sa SDL_CondWaitTimeout + * \sa SDL_CreateCond + * \sa SDL_DestroyCond + */ +extern DECLSPEC int SDLCALL SDL_CondSignal(SDL_cond * cond); + +/** + * Restart all threads that are waiting on the condition variable. + * + * \param cond the condition variable to signal + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CondSignal + * \sa SDL_CondWait + * \sa SDL_CondWaitTimeout + * \sa SDL_CreateCond + * \sa SDL_DestroyCond + */ +extern DECLSPEC int SDLCALL SDL_CondBroadcast(SDL_cond * cond); + +/** + * Wait until a condition variable is signaled. + * + * This function unlocks the specified `mutex` and waits for another thread to + * call SDL_CondSignal() or SDL_CondBroadcast() on the condition variable + * `cond`. Once the condition variable is signaled, the mutex is re-locked and + * the function returns. + * + * The mutex must be locked before calling this function. + * + * This function is the equivalent of calling SDL_CondWaitTimeout() with a + * time length of `SDL_MUTEX_MAXWAIT`. + * + * \param cond the condition variable to wait on + * \param mutex the mutex used to coordinate thread access + * \returns 0 when it is signaled or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CondBroadcast + * \sa SDL_CondSignal + * \sa SDL_CondWaitTimeout + * \sa SDL_CreateCond + * \sa SDL_DestroyCond + */ +extern DECLSPEC int SDLCALL SDL_CondWait(SDL_cond * cond, SDL_mutex * mutex); + +/** + * Wait until a condition variable is signaled or a certain time has passed. + * + * This function unlocks the specified `mutex` and waits for another thread to + * call SDL_CondSignal() or SDL_CondBroadcast() on the condition variable + * `cond`, or for the specified time to elapse. Once the condition variable is + * signaled or the time elapsed, the mutex is re-locked and the function + * returns. + * + * The mutex must be locked before calling this function. + * + * \param cond the condition variable to wait on + * \param mutex the mutex used to coordinate thread access + * \param ms the maximum time to wait, in milliseconds, or `SDL_MUTEX_MAXWAIT` + * to wait indefinitely + * \returns 0 if the condition variable is signaled, `SDL_MUTEX_TIMEDOUT` if + * the condition is not signaled in the allotted time, or a negative + * error code on failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CondBroadcast + * \sa SDL_CondSignal + * \sa SDL_CondWait + * \sa SDL_CreateCond + * \sa SDL_DestroyCond + */ +extern DECLSPEC int SDLCALL SDL_CondWaitTimeout(SDL_cond * cond, + SDL_mutex * mutex, Uint32 ms); + +/* @} *//* Condition variable functions */ + + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include "close_code.h" + +#endif /* SDL_mutex_h_ */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/thirdparty/sdl_headers/SDL_pixels.h b/thirdparty/sdl_headers/SDL_pixels.h new file mode 100644 index 00000000000..44757cdcf4b --- /dev/null +++ b/thirdparty/sdl_headers/SDL_pixels.h @@ -0,0 +1,662 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * \file SDL_pixels.h + * + * Header for the enumerated pixel format definitions. + */ + +#ifndef SDL_pixels_h_ +#define SDL_pixels_h_ + +#include "SDL_stdinc.h" +#include "SDL_endian.h" + +#include "begin_code.h" +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * \name Transparency definitions + * + * These define alpha as the opacity of a surface. + */ +/* @{ */ +#define SDL_ALPHA_OPAQUE 255 +#define SDL_ALPHA_TRANSPARENT 0 +/* @} */ + +/** Pixel type. */ +typedef enum +{ + SDL_PIXELTYPE_UNKNOWN, + SDL_PIXELTYPE_INDEX1, + SDL_PIXELTYPE_INDEX4, + SDL_PIXELTYPE_INDEX8, + SDL_PIXELTYPE_PACKED8, + SDL_PIXELTYPE_PACKED16, + SDL_PIXELTYPE_PACKED32, + SDL_PIXELTYPE_ARRAYU8, + SDL_PIXELTYPE_ARRAYU16, + SDL_PIXELTYPE_ARRAYU32, + SDL_PIXELTYPE_ARRAYF16, + SDL_PIXELTYPE_ARRAYF32, + + /* This must be at the end of the list to avoid breaking the existing ABI */ + SDL_PIXELTYPE_INDEX2 +} SDL_PixelType; + +/** Bitmap pixel order, high bit -> low bit. */ +typedef enum +{ + SDL_BITMAPORDER_NONE, + SDL_BITMAPORDER_4321, + SDL_BITMAPORDER_1234 +} SDL_BitmapOrder; + +/** Packed component order, high bit -> low bit. */ +typedef enum +{ + SDL_PACKEDORDER_NONE, + SDL_PACKEDORDER_XRGB, + SDL_PACKEDORDER_RGBX, + SDL_PACKEDORDER_ARGB, + SDL_PACKEDORDER_RGBA, + SDL_PACKEDORDER_XBGR, + SDL_PACKEDORDER_BGRX, + SDL_PACKEDORDER_ABGR, + SDL_PACKEDORDER_BGRA +} SDL_PackedOrder; + +/** Array component order, low byte -> high byte. */ +/* !!! FIXME: in 2.1, make these not overlap differently with + !!! FIXME: SDL_PACKEDORDER_*, so we can simplify SDL_ISPIXELFORMAT_ALPHA */ +typedef enum +{ + SDL_ARRAYORDER_NONE, + SDL_ARRAYORDER_RGB, + SDL_ARRAYORDER_RGBA, + SDL_ARRAYORDER_ARGB, + SDL_ARRAYORDER_BGR, + SDL_ARRAYORDER_BGRA, + SDL_ARRAYORDER_ABGR +} SDL_ArrayOrder; + +/** Packed component layout. */ +typedef enum +{ + SDL_PACKEDLAYOUT_NONE, + SDL_PACKEDLAYOUT_332, + SDL_PACKEDLAYOUT_4444, + SDL_PACKEDLAYOUT_1555, + SDL_PACKEDLAYOUT_5551, + SDL_PACKEDLAYOUT_565, + SDL_PACKEDLAYOUT_8888, + SDL_PACKEDLAYOUT_2101010, + SDL_PACKEDLAYOUT_1010102 +} SDL_PackedLayout; + +#define SDL_DEFINE_PIXELFOURCC(A, B, C, D) SDL_FOURCC(A, B, C, D) + +#define SDL_DEFINE_PIXELFORMAT(type, order, layout, bits, bytes) \ + ((1 << 28) | ((type) << 24) | ((order) << 20) | ((layout) << 16) | \ + ((bits) << 8) | ((bytes) << 0)) + +#define SDL_PIXELFLAG(X) (((X) >> 28) & 0x0F) +#define SDL_PIXELTYPE(X) (((X) >> 24) & 0x0F) +#define SDL_PIXELORDER(X) (((X) >> 20) & 0x0F) +#define SDL_PIXELLAYOUT(X) (((X) >> 16) & 0x0F) +#define SDL_BITSPERPIXEL(X) (((X) >> 8) & 0xFF) +#define SDL_BYTESPERPIXEL(X) \ + (SDL_ISPIXELFORMAT_FOURCC(X) ? \ + ((((X) == SDL_PIXELFORMAT_YUY2) || \ + ((X) == SDL_PIXELFORMAT_UYVY) || \ + ((X) == SDL_PIXELFORMAT_YVYU)) ? 2 : 1) : (((X) >> 0) & 0xFF)) + +#define SDL_ISPIXELFORMAT_INDEXED(format) \ + (!SDL_ISPIXELFORMAT_FOURCC(format) && \ + ((SDL_PIXELTYPE(format) == SDL_PIXELTYPE_INDEX1) || \ + (SDL_PIXELTYPE(format) == SDL_PIXELTYPE_INDEX2) || \ + (SDL_PIXELTYPE(format) == SDL_PIXELTYPE_INDEX4) || \ + (SDL_PIXELTYPE(format) == SDL_PIXELTYPE_INDEX8))) + +#define SDL_ISPIXELFORMAT_PACKED(format) \ + (!SDL_ISPIXELFORMAT_FOURCC(format) && \ + ((SDL_PIXELTYPE(format) == SDL_PIXELTYPE_PACKED8) || \ + (SDL_PIXELTYPE(format) == SDL_PIXELTYPE_PACKED16) || \ + (SDL_PIXELTYPE(format) == SDL_PIXELTYPE_PACKED32))) + +#define SDL_ISPIXELFORMAT_ARRAY(format) \ + (!SDL_ISPIXELFORMAT_FOURCC(format) && \ + ((SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYU8) || \ + (SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYU16) || \ + (SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYU32) || \ + (SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYF16) || \ + (SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYF32))) + +#define SDL_ISPIXELFORMAT_ALPHA(format) \ + ((SDL_ISPIXELFORMAT_PACKED(format) && \ + ((SDL_PIXELORDER(format) == SDL_PACKEDORDER_ARGB) || \ + (SDL_PIXELORDER(format) == SDL_PACKEDORDER_RGBA) || \ + (SDL_PIXELORDER(format) == SDL_PACKEDORDER_ABGR) || \ + (SDL_PIXELORDER(format) == SDL_PACKEDORDER_BGRA))) || \ + (SDL_ISPIXELFORMAT_ARRAY(format) && \ + ((SDL_PIXELORDER(format) == SDL_ARRAYORDER_ARGB) || \ + (SDL_PIXELORDER(format) == SDL_ARRAYORDER_RGBA) || \ + (SDL_PIXELORDER(format) == SDL_ARRAYORDER_ABGR) || \ + (SDL_PIXELORDER(format) == SDL_ARRAYORDER_BGRA)))) + +/* The flag is set to 1 because 0x1? is not in the printable ASCII range */ +#define SDL_ISPIXELFORMAT_FOURCC(format) \ + ((format) && (SDL_PIXELFLAG(format) != 1)) + +/* Note: If you modify this list, update SDL_GetPixelFormatName() */ +typedef enum +{ + SDL_PIXELFORMAT_UNKNOWN, + SDL_PIXELFORMAT_INDEX1LSB = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX1, SDL_BITMAPORDER_4321, 0, + 1, 0), + SDL_PIXELFORMAT_INDEX1MSB = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX1, SDL_BITMAPORDER_1234, 0, + 1, 0), + SDL_PIXELFORMAT_INDEX2LSB = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX2, SDL_BITMAPORDER_4321, 0, + 2, 0), + SDL_PIXELFORMAT_INDEX2MSB = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX2, SDL_BITMAPORDER_1234, 0, + 2, 0), + SDL_PIXELFORMAT_INDEX4LSB = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX4, SDL_BITMAPORDER_4321, 0, + 4, 0), + SDL_PIXELFORMAT_INDEX4MSB = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX4, SDL_BITMAPORDER_1234, 0, + 4, 0), + SDL_PIXELFORMAT_INDEX8 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX8, 0, 0, 8, 1), + SDL_PIXELFORMAT_RGB332 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED8, SDL_PACKEDORDER_XRGB, + SDL_PACKEDLAYOUT_332, 8, 1), + SDL_PIXELFORMAT_XRGB4444 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XRGB, + SDL_PACKEDLAYOUT_4444, 12, 2), + SDL_PIXELFORMAT_RGB444 = SDL_PIXELFORMAT_XRGB4444, + SDL_PIXELFORMAT_XBGR4444 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XBGR, + SDL_PACKEDLAYOUT_4444, 12, 2), + SDL_PIXELFORMAT_BGR444 = SDL_PIXELFORMAT_XBGR4444, + SDL_PIXELFORMAT_XRGB1555 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XRGB, + SDL_PACKEDLAYOUT_1555, 15, 2), + SDL_PIXELFORMAT_RGB555 = SDL_PIXELFORMAT_XRGB1555, + SDL_PIXELFORMAT_XBGR1555 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XBGR, + SDL_PACKEDLAYOUT_1555, 15, 2), + SDL_PIXELFORMAT_BGR555 = SDL_PIXELFORMAT_XBGR1555, + SDL_PIXELFORMAT_ARGB4444 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_ARGB, + SDL_PACKEDLAYOUT_4444, 16, 2), + SDL_PIXELFORMAT_RGBA4444 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_RGBA, + SDL_PACKEDLAYOUT_4444, 16, 2), + SDL_PIXELFORMAT_ABGR4444 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_ABGR, + SDL_PACKEDLAYOUT_4444, 16, 2), + SDL_PIXELFORMAT_BGRA4444 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_BGRA, + SDL_PACKEDLAYOUT_4444, 16, 2), + SDL_PIXELFORMAT_ARGB1555 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_ARGB, + SDL_PACKEDLAYOUT_1555, 16, 2), + SDL_PIXELFORMAT_RGBA5551 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_RGBA, + SDL_PACKEDLAYOUT_5551, 16, 2), + SDL_PIXELFORMAT_ABGR1555 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_ABGR, + SDL_PACKEDLAYOUT_1555, 16, 2), + SDL_PIXELFORMAT_BGRA5551 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_BGRA, + SDL_PACKEDLAYOUT_5551, 16, 2), + SDL_PIXELFORMAT_RGB565 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XRGB, + SDL_PACKEDLAYOUT_565, 16, 2), + SDL_PIXELFORMAT_BGR565 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XBGR, + SDL_PACKEDLAYOUT_565, 16, 2), + SDL_PIXELFORMAT_RGB24 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYU8, SDL_ARRAYORDER_RGB, 0, + 24, 3), + SDL_PIXELFORMAT_BGR24 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYU8, SDL_ARRAYORDER_BGR, 0, + 24, 3), + SDL_PIXELFORMAT_XRGB8888 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_XRGB, + SDL_PACKEDLAYOUT_8888, 24, 4), + SDL_PIXELFORMAT_RGB888 = SDL_PIXELFORMAT_XRGB8888, + SDL_PIXELFORMAT_RGBX8888 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_RGBX, + SDL_PACKEDLAYOUT_8888, 24, 4), + SDL_PIXELFORMAT_XBGR8888 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_XBGR, + SDL_PACKEDLAYOUT_8888, 24, 4), + SDL_PIXELFORMAT_BGR888 = SDL_PIXELFORMAT_XBGR8888, + SDL_PIXELFORMAT_BGRX8888 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_BGRX, + SDL_PACKEDLAYOUT_8888, 24, 4), + SDL_PIXELFORMAT_ARGB8888 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_ARGB, + SDL_PACKEDLAYOUT_8888, 32, 4), + SDL_PIXELFORMAT_RGBA8888 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_RGBA, + SDL_PACKEDLAYOUT_8888, 32, 4), + SDL_PIXELFORMAT_ABGR8888 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_ABGR, + SDL_PACKEDLAYOUT_8888, 32, 4), + SDL_PIXELFORMAT_BGRA8888 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_BGRA, + SDL_PACKEDLAYOUT_8888, 32, 4), + SDL_PIXELFORMAT_ARGB2101010 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_ARGB, + SDL_PACKEDLAYOUT_2101010, 32, 4), + + /* Aliases for RGBA byte arrays of color data, for the current platform */ +#if SDL_BYTEORDER == SDL_BIG_ENDIAN + SDL_PIXELFORMAT_RGBA32 = SDL_PIXELFORMAT_RGBA8888, + SDL_PIXELFORMAT_ARGB32 = SDL_PIXELFORMAT_ARGB8888, + SDL_PIXELFORMAT_BGRA32 = SDL_PIXELFORMAT_BGRA8888, + SDL_PIXELFORMAT_ABGR32 = SDL_PIXELFORMAT_ABGR8888, + SDL_PIXELFORMAT_RGBX32 = SDL_PIXELFORMAT_RGBX8888, + SDL_PIXELFORMAT_XRGB32 = SDL_PIXELFORMAT_XRGB8888, + SDL_PIXELFORMAT_BGRX32 = SDL_PIXELFORMAT_BGRX8888, + SDL_PIXELFORMAT_XBGR32 = SDL_PIXELFORMAT_XBGR8888, +#else + SDL_PIXELFORMAT_RGBA32 = SDL_PIXELFORMAT_ABGR8888, + SDL_PIXELFORMAT_ARGB32 = SDL_PIXELFORMAT_BGRA8888, + SDL_PIXELFORMAT_BGRA32 = SDL_PIXELFORMAT_ARGB8888, + SDL_PIXELFORMAT_ABGR32 = SDL_PIXELFORMAT_RGBA8888, + SDL_PIXELFORMAT_RGBX32 = SDL_PIXELFORMAT_XBGR8888, + SDL_PIXELFORMAT_XRGB32 = SDL_PIXELFORMAT_BGRX8888, + SDL_PIXELFORMAT_BGRX32 = SDL_PIXELFORMAT_XRGB8888, + SDL_PIXELFORMAT_XBGR32 = SDL_PIXELFORMAT_RGBX8888, +#endif + + SDL_PIXELFORMAT_YV12 = /**< Planar mode: Y + V + U (3 planes) */ + SDL_DEFINE_PIXELFOURCC('Y', 'V', '1', '2'), + SDL_PIXELFORMAT_IYUV = /**< Planar mode: Y + U + V (3 planes) */ + SDL_DEFINE_PIXELFOURCC('I', 'Y', 'U', 'V'), + SDL_PIXELFORMAT_YUY2 = /**< Packed mode: Y0+U0+Y1+V0 (1 plane) */ + SDL_DEFINE_PIXELFOURCC('Y', 'U', 'Y', '2'), + SDL_PIXELFORMAT_UYVY = /**< Packed mode: U0+Y0+V0+Y1 (1 plane) */ + SDL_DEFINE_PIXELFOURCC('U', 'Y', 'V', 'Y'), + SDL_PIXELFORMAT_YVYU = /**< Packed mode: Y0+V0+Y1+U0 (1 plane) */ + SDL_DEFINE_PIXELFOURCC('Y', 'V', 'Y', 'U'), + SDL_PIXELFORMAT_NV12 = /**< Planar mode: Y + U/V interleaved (2 planes) */ + SDL_DEFINE_PIXELFOURCC('N', 'V', '1', '2'), + SDL_PIXELFORMAT_NV21 = /**< Planar mode: Y + V/U interleaved (2 planes) */ + SDL_DEFINE_PIXELFOURCC('N', 'V', '2', '1'), + SDL_PIXELFORMAT_EXTERNAL_OES = /**< Android video texture format */ + SDL_DEFINE_PIXELFOURCC('O', 'E', 'S', ' ') +} SDL_PixelFormatEnum; + +/** + * The bits of this structure can be directly reinterpreted as an integer-packed + * color which uses the SDL_PIXELFORMAT_RGBA32 format (SDL_PIXELFORMAT_ABGR8888 + * on little-endian systems and SDL_PIXELFORMAT_RGBA8888 on big-endian systems). + */ +typedef struct SDL_Color +{ + Uint8 r; + Uint8 g; + Uint8 b; + Uint8 a; +} SDL_Color; +#define SDL_Colour SDL_Color + +typedef struct SDL_Palette +{ + int ncolors; + SDL_Color *colors; + Uint32 version; + int refcount; +} SDL_Palette; + +/** + * \note Everything in the pixel format structure is read-only. + */ +typedef struct SDL_PixelFormat +{ + Uint32 format; + SDL_Palette *palette; + Uint8 BitsPerPixel; + Uint8 BytesPerPixel; + Uint8 padding[2]; + Uint32 Rmask; + Uint32 Gmask; + Uint32 Bmask; + Uint32 Amask; + Uint8 Rloss; + Uint8 Gloss; + Uint8 Bloss; + Uint8 Aloss; + Uint8 Rshift; + Uint8 Gshift; + Uint8 Bshift; + Uint8 Ashift; + int refcount; + struct SDL_PixelFormat *next; +} SDL_PixelFormat; + +/** + * Get the human readable name of a pixel format. + * + * \param format the pixel format to query + * \returns the human readable name of the specified pixel format or + * `SDL_PIXELFORMAT_UNKNOWN` if the format isn't recognized. + * + * \since This function is available since SDL 2.0.0. + */ +extern DECLSPEC const char* SDLCALL SDL_GetPixelFormatName(Uint32 format); + +/** + * Convert one of the enumerated pixel formats to a bpp value and RGBA masks. + * + * \param format one of the SDL_PixelFormatEnum values + * \param bpp a bits per pixel value; usually 15, 16, or 32 + * \param Rmask a pointer filled in with the red mask for the format + * \param Gmask a pointer filled in with the green mask for the format + * \param Bmask a pointer filled in with the blue mask for the format + * \param Amask a pointer filled in with the alpha mask for the format + * \returns SDL_TRUE on success or SDL_FALSE if the conversion wasn't + * possible; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_MasksToPixelFormatEnum + */ +extern DECLSPEC SDL_bool SDLCALL SDL_PixelFormatEnumToMasks(Uint32 format, + int *bpp, + Uint32 * Rmask, + Uint32 * Gmask, + Uint32 * Bmask, + Uint32 * Amask); + +/** + * Convert a bpp value and RGBA masks to an enumerated pixel format. + * + * This will return `SDL_PIXELFORMAT_UNKNOWN` if the conversion wasn't + * possible. + * + * \param bpp a bits per pixel value; usually 15, 16, or 32 + * \param Rmask the red mask for the format + * \param Gmask the green mask for the format + * \param Bmask the blue mask for the format + * \param Amask the alpha mask for the format + * \returns one of the SDL_PixelFormatEnum values + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_PixelFormatEnumToMasks + */ +extern DECLSPEC Uint32 SDLCALL SDL_MasksToPixelFormatEnum(int bpp, + Uint32 Rmask, + Uint32 Gmask, + Uint32 Bmask, + Uint32 Amask); + +/** + * Create an SDL_PixelFormat structure corresponding to a pixel format. + * + * Returned structure may come from a shared global cache (i.e. not newly + * allocated), and hence should not be modified, especially the palette. Weird + * errors such as `Blit combination not supported` may occur. + * + * \param pixel_format one of the SDL_PixelFormatEnum values + * \returns the new SDL_PixelFormat structure or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_FreeFormat + */ +extern DECLSPEC SDL_PixelFormat * SDLCALL SDL_AllocFormat(Uint32 pixel_format); + +/** + * Free an SDL_PixelFormat structure allocated by SDL_AllocFormat(). + * + * \param format the SDL_PixelFormat structure to free + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AllocFormat + */ +extern DECLSPEC void SDLCALL SDL_FreeFormat(SDL_PixelFormat *format); + +/** + * Create a palette structure with the specified number of color entries. + * + * The palette entries are initialized to white. + * + * \param ncolors represents the number of color entries in the color palette + * \returns a new SDL_Palette structure on success or NULL on failure (e.g. if + * there wasn't enough memory); call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_FreePalette + */ +extern DECLSPEC SDL_Palette *SDLCALL SDL_AllocPalette(int ncolors); + +/** + * Set the palette for a pixel format structure. + * + * \param format the SDL_PixelFormat structure that will use the palette + * \param palette the SDL_Palette structure that will be used + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AllocPalette + * \sa SDL_FreePalette + */ +extern DECLSPEC int SDLCALL SDL_SetPixelFormatPalette(SDL_PixelFormat * format, + SDL_Palette *palette); + +/** + * Set a range of colors in a palette. + * + * \param palette the SDL_Palette structure to modify + * \param colors an array of SDL_Color structures to copy into the palette + * \param firstcolor the index of the first palette entry to modify + * \param ncolors the number of entries to modify + * \returns 0 on success or a negative error code if not all of the colors + * could be set; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AllocPalette + * \sa SDL_CreateRGBSurface + */ +extern DECLSPEC int SDLCALL SDL_SetPaletteColors(SDL_Palette * palette, + const SDL_Color * colors, + int firstcolor, int ncolors); + +/** + * Free a palette created with SDL_AllocPalette(). + * + * \param palette the SDL_Palette structure to be freed + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AllocPalette + */ +extern DECLSPEC void SDLCALL SDL_FreePalette(SDL_Palette * palette); + +/** + * Map an RGB triple to an opaque pixel value for a given pixel format. + * + * This function maps the RGB color value to the specified pixel format and + * returns the pixel value best approximating the given RGB color value for + * the given pixel format. + * + * If the format has a palette (8-bit) the index of the closest matching color + * in the palette will be returned. + * + * If the specified pixel format has an alpha component it will be returned as + * all 1 bits (fully opaque). + * + * If the pixel format bpp (color depth) is less than 32-bpp then the unused + * upper bits of the return value can safely be ignored (e.g., with a 16-bpp + * format the return value can be assigned to a Uint16, and similarly a Uint8 + * for an 8-bpp format). + * + * \param format an SDL_PixelFormat structure describing the pixel format + * \param r the red component of the pixel in the range 0-255 + * \param g the green component of the pixel in the range 0-255 + * \param b the blue component of the pixel in the range 0-255 + * \returns a pixel value + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetRGB + * \sa SDL_GetRGBA + * \sa SDL_MapRGBA + */ +extern DECLSPEC Uint32 SDLCALL SDL_MapRGB(const SDL_PixelFormat * format, + Uint8 r, Uint8 g, Uint8 b); + +/** + * Map an RGBA quadruple to a pixel value for a given pixel format. + * + * This function maps the RGBA color value to the specified pixel format and + * returns the pixel value best approximating the given RGBA color value for + * the given pixel format. + * + * If the specified pixel format has no alpha component the alpha value will + * be ignored (as it will be in formats with a palette). + * + * If the format has a palette (8-bit) the index of the closest matching color + * in the palette will be returned. + * + * If the pixel format bpp (color depth) is less than 32-bpp then the unused + * upper bits of the return value can safely be ignored (e.g., with a 16-bpp + * format the return value can be assigned to a Uint16, and similarly a Uint8 + * for an 8-bpp format). + * + * \param format an SDL_PixelFormat structure describing the format of the + * pixel + * \param r the red component of the pixel in the range 0-255 + * \param g the green component of the pixel in the range 0-255 + * \param b the blue component of the pixel in the range 0-255 + * \param a the alpha component of the pixel in the range 0-255 + * \returns a pixel value + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetRGB + * \sa SDL_GetRGBA + * \sa SDL_MapRGB + */ +extern DECLSPEC Uint32 SDLCALL SDL_MapRGBA(const SDL_PixelFormat * format, + Uint8 r, Uint8 g, Uint8 b, + Uint8 a); + +/** + * Get RGB values from a pixel in the specified format. + * + * This function uses the entire 8-bit [0..255] range when converting color + * components from pixel formats with less than 8-bits per RGB component + * (e.g., a completely white pixel in 16-bit RGB565 format would return [0xff, + * 0xff, 0xff] not [0xf8, 0xfc, 0xf8]). + * + * \param pixel a pixel value + * \param format an SDL_PixelFormat structure describing the format of the + * pixel + * \param r a pointer filled in with the red component + * \param g a pointer filled in with the green component + * \param b a pointer filled in with the blue component + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetRGBA + * \sa SDL_MapRGB + * \sa SDL_MapRGBA + */ +extern DECLSPEC void SDLCALL SDL_GetRGB(Uint32 pixel, + const SDL_PixelFormat * format, + Uint8 * r, Uint8 * g, Uint8 * b); + +/** + * Get RGBA values from a pixel in the specified format. + * + * This function uses the entire 8-bit [0..255] range when converting color + * components from pixel formats with less than 8-bits per RGB component + * (e.g., a completely white pixel in 16-bit RGB565 format would return [0xff, + * 0xff, 0xff] not [0xf8, 0xfc, 0xf8]). + * + * If the surface has no alpha component, the alpha will be returned as 0xff + * (100% opaque). + * + * \param pixel a pixel value + * \param format an SDL_PixelFormat structure describing the format of the + * pixel + * \param r a pointer filled in with the red component + * \param g a pointer filled in with the green component + * \param b a pointer filled in with the blue component + * \param a a pointer filled in with the alpha component + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetRGB + * \sa SDL_MapRGB + * \sa SDL_MapRGBA + */ +extern DECLSPEC void SDLCALL SDL_GetRGBA(Uint32 pixel, + const SDL_PixelFormat * format, + Uint8 * r, Uint8 * g, Uint8 * b, + Uint8 * a); + +/** + * Calculate a 256 entry gamma ramp for a gamma value. + * + * \param gamma a gamma value where 0.0 is black and 1.0 is identity + * \param ramp an array of 256 values filled in with the gamma ramp + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetWindowGammaRamp + */ +extern DECLSPEC void SDLCALL SDL_CalculateGammaRamp(float gamma, Uint16 * ramp); + + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include "close_code.h" + +#endif /* SDL_pixels_h_ */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/thirdparty/sdl_headers/SDL_platform.h b/thirdparty/sdl_headers/SDL_platform.h new file mode 100644 index 00000000000..6e67b4577a3 --- /dev/null +++ b/thirdparty/sdl_headers/SDL_platform.h @@ -0,0 +1,267 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * \file SDL_platform.h + * + * Try to get a standard set of platform defines. + */ + +#ifndef SDL_platform_h_ +#define SDL_platform_h_ + +#if defined(_AIX) +#undef __AIX__ +#define __AIX__ 1 +#endif +#if defined(__HAIKU__) +#undef __HAIKU__ +#define __HAIKU__ 1 +#endif +#if defined(bsdi) || defined(__bsdi) || defined(__bsdi__) +#undef __BSDI__ +#define __BSDI__ 1 +#endif +#if defined(_arch_dreamcast) +#undef __DREAMCAST__ +#define __DREAMCAST__ 1 +#endif +#if defined(__FreeBSD__) || defined(__FreeBSD_kernel__) || defined(__DragonFly__) +#undef __FREEBSD__ +#define __FREEBSD__ 1 +#endif +#if defined(hpux) || defined(__hpux) || defined(__hpux__) +#undef __HPUX__ +#define __HPUX__ 1 +#endif +#if defined(sgi) || defined(__sgi) || defined(__sgi__) || defined(_SGI_SOURCE) +#undef __IRIX__ +#define __IRIX__ 1 +#endif +#if (defined(linux) || defined(__linux) || defined(__linux__)) +#undef __LINUX__ +#define __LINUX__ 1 +#endif +#if defined(ANDROID) || defined(__ANDROID__) +#undef __ANDROID__ +#undef __LINUX__ /* do we need to do this? */ +#define __ANDROID__ 1 +#endif +#if defined(__NGAGE__) +#undef __NGAGE__ +#define __NGAGE__ 1 +#endif + +#if defined(__APPLE__) +/* lets us know what version of Mac OS X we're compiling on */ +#include +#include + +/* Fix building with older SDKs that don't define these + See this for more information: + https://stackoverflow.com/questions/12132933/preprocessor-macro-for-os-x-targets +*/ +#ifndef TARGET_OS_MACCATALYST +#define TARGET_OS_MACCATALYST 0 +#endif +#ifndef TARGET_OS_IOS +#define TARGET_OS_IOS 0 +#endif +#ifndef TARGET_OS_IPHONE +#define TARGET_OS_IPHONE 0 +#endif +#ifndef TARGET_OS_TV +#define TARGET_OS_TV 0 +#endif +#ifndef TARGET_OS_SIMULATOR +#define TARGET_OS_SIMULATOR 0 +#endif + +#if TARGET_OS_TV +#undef __TVOS__ +#define __TVOS__ 1 +#endif +#if TARGET_OS_IPHONE +/* if compiling for iOS */ +#undef __IPHONEOS__ +#define __IPHONEOS__ 1 +#undef __MACOSX__ +#else +/* if not compiling for iOS */ +#undef __MACOSX__ +#define __MACOSX__ 1 +#if MAC_OS_X_VERSION_MIN_REQUIRED < 1070 +# error SDL for Mac OS X only supports deploying on 10.7 and above. +#endif /* MAC_OS_X_VERSION_MIN_REQUIRED < 1070 */ +#endif /* TARGET_OS_IPHONE */ +#endif /* defined(__APPLE__) */ + +#if defined(__NetBSD__) +#undef __NETBSD__ +#define __NETBSD__ 1 +#endif +#if defined(__OpenBSD__) +#undef __OPENBSD__ +#define __OPENBSD__ 1 +#endif +#if defined(__OS2__) || defined(__EMX__) +#undef __OS2__ +#define __OS2__ 1 +#endif +#if defined(osf) || defined(__osf) || defined(__osf__) || defined(_OSF_SOURCE) +#undef __OSF__ +#define __OSF__ 1 +#endif +#if defined(__QNXNTO__) +#undef __QNXNTO__ +#define __QNXNTO__ 1 +#endif +#if defined(riscos) || defined(__riscos) || defined(__riscos__) +#undef __RISCOS__ +#define __RISCOS__ 1 +#endif +#if defined(__sun) && defined(__SVR4) +#undef __SOLARIS__ +#define __SOLARIS__ 1 +#endif + +#if defined(WIN32) || defined(_WIN32) || defined(__CYGWIN__) || defined(__MINGW32__) +/* Try to find out if we're compiling for WinRT, GDK or non-WinRT/GDK */ +#if defined(_MSC_VER) && defined(__has_include) +#if __has_include() +#define HAVE_WINAPIFAMILY_H 1 +#else +#define HAVE_WINAPIFAMILY_H 0 +#endif + +/* If _USING_V110_SDK71_ is defined it means we are using the Windows XP toolset. */ +#elif defined(_MSC_VER) && (_MSC_VER >= 1700 && !_USING_V110_SDK71_) /* _MSC_VER == 1700 for Visual Studio 2012 */ +#define HAVE_WINAPIFAMILY_H 1 +#else +#define HAVE_WINAPIFAMILY_H 0 +#endif + +#if HAVE_WINAPIFAMILY_H +#include +#define WINAPI_FAMILY_WINRT (!WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP) && WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP)) +#else +#define WINAPI_FAMILY_WINRT 0 +#endif /* HAVE_WINAPIFAMILY_H */ + +#if (HAVE_WINAPIFAMILY_H) && defined(WINAPI_FAMILY_PHONE_APP) +#define SDL_WINAPI_FAMILY_PHONE (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP) +#else +#define SDL_WINAPI_FAMILY_PHONE 0 +#endif + +#if WINAPI_FAMILY_WINRT +#undef __WINRT__ +#define __WINRT__ 1 +#elif defined(_GAMING_DESKTOP) /* GDK project configuration always defines _GAMING_XXX */ +#undef __WINGDK__ +#define __WINGDK__ 1 +#elif defined(_GAMING_XBOX_XBOXONE) +#undef __XBOXONE__ +#define __XBOXONE__ 1 +#elif defined(_GAMING_XBOX_SCARLETT) +#undef __XBOXSERIES__ +#define __XBOXSERIES__ 1 +#else +#undef __WINDOWS__ +#define __WINDOWS__ 1 +#endif +#endif /* defined(WIN32) || defined(_WIN32) || defined(__CYGWIN__) */ + +#if defined(__WINDOWS__) +#undef __WIN32__ +#define __WIN32__ 1 +#endif +/* This is to support generic "any GDK" separate from a platform-specific GDK */ +#if defined(__WINGDK__) || defined(__XBOXONE__) || defined(__XBOXSERIES__) +#undef __GDK__ +#define __GDK__ 1 +#endif +#if defined(__PSP__) +#undef __PSP__ +#define __PSP__ 1 +#endif +#if defined(PS2) +#define __PS2__ 1 +#endif + +/* The NACL compiler defines __native_client__ and __pnacl__ + * Ref: http://www.chromium.org/nativeclient/pnacl/stability-of-the-pnacl-bitcode-abi + */ +#if defined(__native_client__) +#undef __LINUX__ +#undef __NACL__ +#define __NACL__ 1 +#endif +#if defined(__pnacl__) +#undef __LINUX__ +#undef __PNACL__ +#define __PNACL__ 1 +/* PNACL with newlib supports static linking only */ +#define __SDL_NOGETPROCADDR__ +#endif + +#if defined(__vita__) +#define __VITA__ 1 +#endif + +#if defined(__3DS__) +#undef __3DS__ +#define __3DS__ 1 +#endif + +#include "begin_code.h" +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * Get the name of the platform. + * + * Here are the names returned for some (but not all) supported platforms: + * + * - "Windows" + * - "Mac OS X" + * - "Linux" + * - "iOS" + * - "Android" + * + * \returns the name of the platform. If the correct platform name is not + * available, returns a string beginning with the text "Unknown". + * + * \since This function is available since SDL 2.0.0. + */ +extern DECLSPEC const char * SDLCALL SDL_GetPlatform (void); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include "close_code.h" + +#endif /* SDL_platform_h_ */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/thirdparty/sdl_headers/SDL_power.h b/thirdparty/sdl_headers/SDL_power.h new file mode 100644 index 00000000000..0520065cebb --- /dev/null +++ b/thirdparty/sdl_headers/SDL_power.h @@ -0,0 +1,87 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +#ifndef SDL_power_h_ +#define SDL_power_h_ + +/** + * \file SDL_power.h + * + * Header for the SDL power management routines. + */ + +#include "SDL_stdinc.h" + +#include "begin_code.h" +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * The basic state for the system's power supply. + */ +typedef enum +{ + SDL_POWERSTATE_UNKNOWN, /**< cannot determine power status */ + SDL_POWERSTATE_ON_BATTERY, /**< Not plugged in, running on the battery */ + SDL_POWERSTATE_NO_BATTERY, /**< Plugged in, no battery available */ + SDL_POWERSTATE_CHARGING, /**< Plugged in, charging battery */ + SDL_POWERSTATE_CHARGED /**< Plugged in, battery charged */ +} SDL_PowerState; + +/** + * Get the current power supply details. + * + * You should never take a battery status as absolute truth. Batteries + * (especially failing batteries) are delicate hardware, and the values + * reported here are best estimates based on what that hardware reports. It's + * not uncommon for older batteries to lose stored power much faster than it + * reports, or completely drain when reporting it has 20 percent left, etc. + * + * Battery status can change at any time; if you are concerned with power + * state, you should call this function frequently, and perhaps ignore changes + * until they seem to be stable for a few seconds. + * + * It's possible a platform can only report battery percentage or time left + * but not both. + * + * \param seconds seconds of battery life left, you can pass a NULL here if + * you don't care, will return -1 if we can't determine a + * value, or we're not running on a battery + * \param percent percentage of battery life left, between 0 and 100, you can + * pass a NULL here if you don't care, will return -1 if we + * can't determine a value, or we're not running on a battery + * \returns an SDL_PowerState enum representing the current battery state. + * + * \since This function is available since SDL 2.0.0. + */ +extern DECLSPEC SDL_PowerState SDLCALL SDL_GetPowerInfo(int *seconds, int *percent); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include "close_code.h" + +#endif /* SDL_power_h_ */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/thirdparty/sdl_headers/SDL_quit.h b/thirdparty/sdl_headers/SDL_quit.h new file mode 100644 index 00000000000..3f69dc9f260 --- /dev/null +++ b/thirdparty/sdl_headers/SDL_quit.h @@ -0,0 +1,58 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * \file SDL_quit.h + * + * Include file for SDL quit event handling. + */ + +#ifndef SDL_quit_h_ +#define SDL_quit_h_ + +#include "SDL_stdinc.h" +#include "SDL_error.h" + +/** + * \file SDL_quit.h + * + * An ::SDL_QUIT event is generated when the user tries to close the application + * window. If it is ignored or filtered out, the window will remain open. + * If it is not ignored or filtered, it is queued normally and the window + * is allowed to close. When the window is closed, screen updates will + * complete, but have no effect. + * + * SDL_Init() installs signal handlers for SIGINT (keyboard interrupt) + * and SIGTERM (system termination request), if handlers do not already + * exist, that generate ::SDL_QUIT events as well. There is no way + * to determine the cause of an ::SDL_QUIT event, but setting a signal + * handler in your application will override the default generation of + * quit events for that signal. + * + * \sa SDL_Quit() + */ + +/* There are no functions directly affecting the quit event */ + +#define SDL_QuitRequested() \ + (SDL_PumpEvents(), (SDL_PeepEvents(NULL,0,SDL_PEEKEVENT,SDL_QUIT,SDL_QUIT) > 0)) + +#endif /* SDL_quit_h_ */ diff --git a/thirdparty/sdl_headers/SDL_rect.h b/thirdparty/sdl_headers/SDL_rect.h new file mode 100644 index 00000000000..5ce1f0b4517 --- /dev/null +++ b/thirdparty/sdl_headers/SDL_rect.h @@ -0,0 +1,376 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * \file SDL_rect.h + * + * Header file for SDL_rect definition and management functions. + */ + +#ifndef SDL_rect_h_ +#define SDL_rect_h_ + +#include "SDL_stdinc.h" +#include "SDL_error.h" +#include "SDL_pixels.h" +#include "SDL_rwops.h" + +#include "begin_code.h" +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * The structure that defines a point (integer) + * + * \sa SDL_EnclosePoints + * \sa SDL_PointInRect + */ +typedef struct SDL_Point +{ + int x; + int y; +} SDL_Point; + +/** + * The structure that defines a point (floating point) + * + * \sa SDL_EncloseFPoints + * \sa SDL_PointInFRect + */ +typedef struct SDL_FPoint +{ + float x; + float y; +} SDL_FPoint; + + +/** + * A rectangle, with the origin at the upper left (integer). + * + * \sa SDL_RectEmpty + * \sa SDL_RectEquals + * \sa SDL_HasIntersection + * \sa SDL_IntersectRect + * \sa SDL_IntersectRectAndLine + * \sa SDL_UnionRect + * \sa SDL_EnclosePoints + */ +typedef struct SDL_Rect +{ + int x, y; + int w, h; +} SDL_Rect; + + +/** + * A rectangle, with the origin at the upper left (floating point). + * + * \sa SDL_FRectEmpty + * \sa SDL_FRectEquals + * \sa SDL_FRectEqualsEpsilon + * \sa SDL_HasIntersectionF + * \sa SDL_IntersectFRect + * \sa SDL_IntersectFRectAndLine + * \sa SDL_UnionFRect + * \sa SDL_EncloseFPoints + * \sa SDL_PointInFRect + */ +typedef struct SDL_FRect +{ + float x; + float y; + float w; + float h; +} SDL_FRect; + + +/** + * Returns true if point resides inside a rectangle. + */ +SDL_FORCE_INLINE SDL_bool SDL_PointInRect(const SDL_Point *p, const SDL_Rect *r) +{ + return ( (p->x >= r->x) && (p->x < (r->x + r->w)) && + (p->y >= r->y) && (p->y < (r->y + r->h)) ) ? SDL_TRUE : SDL_FALSE; +} + +/** + * Returns true if the rectangle has no area. + */ +SDL_FORCE_INLINE SDL_bool SDL_RectEmpty(const SDL_Rect *r) +{ + return ((!r) || (r->w <= 0) || (r->h <= 0)) ? SDL_TRUE : SDL_FALSE; +} + +/** + * Returns true if the two rectangles are equal. + */ +SDL_FORCE_INLINE SDL_bool SDL_RectEquals(const SDL_Rect *a, const SDL_Rect *b) +{ + return (a && b && (a->x == b->x) && (a->y == b->y) && + (a->w == b->w) && (a->h == b->h)) ? SDL_TRUE : SDL_FALSE; +} + +/** + * Determine whether two rectangles intersect. + * + * If either pointer is NULL the function will return SDL_FALSE. + * + * \param A an SDL_Rect structure representing the first rectangle + * \param B an SDL_Rect structure representing the second rectangle + * \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_IntersectRect + */ +extern DECLSPEC SDL_bool SDLCALL SDL_HasIntersection(const SDL_Rect * A, + const SDL_Rect * B); + +/** + * Calculate the intersection of two rectangles. + * + * If `result` is NULL then this function will return SDL_FALSE. + * + * \param A an SDL_Rect structure representing the first rectangle + * \param B an SDL_Rect structure representing the second rectangle + * \param result an SDL_Rect structure filled in with the intersection of + * rectangles `A` and `B` + * \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HasIntersection + */ +extern DECLSPEC SDL_bool SDLCALL SDL_IntersectRect(const SDL_Rect * A, + const SDL_Rect * B, + SDL_Rect * result); + +/** + * Calculate the union of two rectangles. + * + * \param A an SDL_Rect structure representing the first rectangle + * \param B an SDL_Rect structure representing the second rectangle + * \param result an SDL_Rect structure filled in with the union of rectangles + * `A` and `B` + * + * \since This function is available since SDL 2.0.0. + */ +extern DECLSPEC void SDLCALL SDL_UnionRect(const SDL_Rect * A, + const SDL_Rect * B, + SDL_Rect * result); + +/** + * Calculate a minimal rectangle enclosing a set of points. + * + * If `clip` is not NULL then only points inside of the clipping rectangle are + * considered. + * + * \param points an array of SDL_Point structures representing points to be + * enclosed + * \param count the number of structures in the `points` array + * \param clip an SDL_Rect used for clipping or NULL to enclose all points + * \param result an SDL_Rect structure filled in with the minimal enclosing + * rectangle + * \returns SDL_TRUE if any points were enclosed or SDL_FALSE if all the + * points were outside of the clipping rectangle. + * + * \since This function is available since SDL 2.0.0. + */ +extern DECLSPEC SDL_bool SDLCALL SDL_EnclosePoints(const SDL_Point * points, + int count, + const SDL_Rect * clip, + SDL_Rect * result); + +/** + * Calculate the intersection of a rectangle and line segment. + * + * This function is used to clip a line segment to a rectangle. A line segment + * contained entirely within the rectangle or that does not intersect will + * remain unchanged. A line segment that crosses the rectangle at either or + * both ends will be clipped to the boundary of the rectangle and the new + * coordinates saved in `X1`, `Y1`, `X2`, and/or `Y2` as necessary. + * + * \param rect an SDL_Rect structure representing the rectangle to intersect + * \param X1 a pointer to the starting X-coordinate of the line + * \param Y1 a pointer to the starting Y-coordinate of the line + * \param X2 a pointer to the ending X-coordinate of the line + * \param Y2 a pointer to the ending Y-coordinate of the line + * \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.0. + */ +extern DECLSPEC SDL_bool SDLCALL SDL_IntersectRectAndLine(const SDL_Rect * + rect, int *X1, + int *Y1, int *X2, + int *Y2); + + +/* SDL_FRect versions... */ + +/** + * Returns true if point resides inside a rectangle. + */ +SDL_FORCE_INLINE SDL_bool SDL_PointInFRect(const SDL_FPoint *p, const SDL_FRect *r) +{ + return ( (p->x >= r->x) && (p->x < (r->x + r->w)) && + (p->y >= r->y) && (p->y < (r->y + r->h)) ) ? SDL_TRUE : SDL_FALSE; +} + +/** + * Returns true if the rectangle has no area. + */ +SDL_FORCE_INLINE SDL_bool SDL_FRectEmpty(const SDL_FRect *r) +{ + return ((!r) || (r->w <= 0.0f) || (r->h <= 0.0f)) ? SDL_TRUE : SDL_FALSE; +} + +/** + * Returns true if the two rectangles are equal, within some given epsilon. + * + * \since This function is available since SDL 2.0.22. + */ +SDL_FORCE_INLINE SDL_bool SDL_FRectEqualsEpsilon(const SDL_FRect *a, const SDL_FRect *b, const float epsilon) +{ + return (a && b && ((a == b) || + ((SDL_fabsf(a->x - b->x) <= epsilon) && + (SDL_fabsf(a->y - b->y) <= epsilon) && + (SDL_fabsf(a->w - b->w) <= epsilon) && + (SDL_fabsf(a->h - b->h) <= epsilon)))) + ? SDL_TRUE : SDL_FALSE; +} + +/** + * Returns true if the two rectangles are equal, using a default epsilon. + * + * \since This function is available since SDL 2.0.22. + */ +SDL_FORCE_INLINE SDL_bool SDL_FRectEquals(const SDL_FRect *a, const SDL_FRect *b) +{ + return SDL_FRectEqualsEpsilon(a, b, SDL_FLT_EPSILON); +} + +/** + * Determine whether two rectangles intersect with float precision. + * + * If either pointer is NULL the function will return SDL_FALSE. + * + * \param A an SDL_FRect structure representing the first rectangle + * \param B an SDL_FRect structure representing the second rectangle + * \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.22. + * + * \sa SDL_IntersectRect + */ +extern DECLSPEC SDL_bool SDLCALL SDL_HasIntersectionF(const SDL_FRect * A, + const SDL_FRect * B); + +/** + * Calculate the intersection of two rectangles with float precision. + * + * If `result` is NULL then this function will return SDL_FALSE. + * + * \param A an SDL_FRect structure representing the first rectangle + * \param B an SDL_FRect structure representing the second rectangle + * \param result an SDL_FRect structure filled in with the intersection of + * rectangles `A` and `B` + * \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.22. + * + * \sa SDL_HasIntersectionF + */ +extern DECLSPEC SDL_bool SDLCALL SDL_IntersectFRect(const SDL_FRect * A, + const SDL_FRect * B, + SDL_FRect * result); + +/** + * Calculate the union of two rectangles with float precision. + * + * \param A an SDL_FRect structure representing the first rectangle + * \param B an SDL_FRect structure representing the second rectangle + * \param result an SDL_FRect structure filled in with the union of rectangles + * `A` and `B` + * + * \since This function is available since SDL 2.0.22. + */ +extern DECLSPEC void SDLCALL SDL_UnionFRect(const SDL_FRect * A, + const SDL_FRect * B, + SDL_FRect * result); + +/** + * Calculate a minimal rectangle enclosing a set of points with float + * precision. + * + * If `clip` is not NULL then only points inside of the clipping rectangle are + * considered. + * + * \param points an array of SDL_FPoint structures representing points to be + * enclosed + * \param count the number of structures in the `points` array + * \param clip an SDL_FRect used for clipping or NULL to enclose all points + * \param result an SDL_FRect structure filled in with the minimal enclosing + * rectangle + * \returns SDL_TRUE if any points were enclosed or SDL_FALSE if all the + * points were outside of the clipping rectangle. + * + * \since This function is available since SDL 2.0.22. + */ +extern DECLSPEC SDL_bool SDLCALL SDL_EncloseFPoints(const SDL_FPoint * points, + int count, + const SDL_FRect * clip, + SDL_FRect * result); + +/** + * Calculate the intersection of a rectangle and line segment with float + * precision. + * + * This function is used to clip a line segment to a rectangle. A line segment + * contained entirely within the rectangle or that does not intersect will + * remain unchanged. A line segment that crosses the rectangle at either or + * both ends will be clipped to the boundary of the rectangle and the new + * coordinates saved in `X1`, `Y1`, `X2`, and/or `Y2` as necessary. + * + * \param rect an SDL_FRect structure representing the rectangle to intersect + * \param X1 a pointer to the starting X-coordinate of the line + * \param Y1 a pointer to the starting Y-coordinate of the line + * \param X2 a pointer to the ending X-coordinate of the line + * \param Y2 a pointer to the ending Y-coordinate of the line + * \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.22. + */ +extern DECLSPEC SDL_bool SDLCALL SDL_IntersectFRectAndLine(const SDL_FRect * + rect, float *X1, + float *Y1, float *X2, + float *Y2); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include "close_code.h" + +#endif /* SDL_rect_h_ */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/thirdparty/sdl_headers/SDL_render.h b/thirdparty/sdl_headers/SDL_render.h new file mode 100644 index 00000000000..b7135bb9dd4 --- /dev/null +++ b/thirdparty/sdl_headers/SDL_render.h @@ -0,0 +1,1924 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * \file SDL_render.h + * + * Header file for SDL 2D rendering functions. + * + * This API supports the following features: + * * single pixel points + * * single pixel lines + * * filled rectangles + * * texture images + * + * The primitives may be drawn in opaque, blended, or additive modes. + * + * The texture images may be drawn in opaque, blended, or additive modes. + * They can have an additional color tint or alpha modulation applied to + * them, and may also be stretched with linear interpolation. + * + * This API is designed to accelerate simple 2D operations. You may + * want more functionality such as polygons and particle effects and + * in that case you should use SDL's OpenGL/Direct3D support or one + * of the many good 3D engines. + * + * These functions must be called from the main thread. + * See this bug for details: https://github.com/libsdl-org/SDL/issues/986 + */ + +#ifndef SDL_render_h_ +#define SDL_render_h_ + +#include "SDL_stdinc.h" +#include "SDL_rect.h" +#include "SDL_video.h" + +#include "begin_code.h" +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * Flags used when creating a rendering context + */ +typedef enum +{ + SDL_RENDERER_SOFTWARE = 0x00000001, /**< The renderer is a software fallback */ + SDL_RENDERER_ACCELERATED = 0x00000002, /**< The renderer uses hardware + acceleration */ + SDL_RENDERER_PRESENTVSYNC = 0x00000004, /**< Present is synchronized + with the refresh rate */ + SDL_RENDERER_TARGETTEXTURE = 0x00000008 /**< The renderer supports + rendering to texture */ +} SDL_RendererFlags; + +/** + * Information on the capabilities of a render driver or context. + */ +typedef struct SDL_RendererInfo +{ + const char *name; /**< The name of the renderer */ + Uint32 flags; /**< Supported ::SDL_RendererFlags */ + Uint32 num_texture_formats; /**< The number of available texture formats */ + Uint32 texture_formats[16]; /**< The available texture formats */ + int max_texture_width; /**< The maximum texture width */ + int max_texture_height; /**< The maximum texture height */ +} SDL_RendererInfo; + +/** + * Vertex structure + */ +typedef struct SDL_Vertex +{ + SDL_FPoint position; /**< Vertex position, in SDL_Renderer coordinates */ + SDL_Color color; /**< Vertex color */ + SDL_FPoint tex_coord; /**< Normalized texture coordinates, if needed */ +} SDL_Vertex; + +/** + * The scaling mode for a texture. + */ +typedef enum +{ + SDL_ScaleModeNearest, /**< nearest pixel sampling */ + SDL_ScaleModeLinear, /**< linear filtering */ + SDL_ScaleModeBest /**< anisotropic filtering */ +} SDL_ScaleMode; + +/** + * The access pattern allowed for a texture. + */ +typedef enum +{ + SDL_TEXTUREACCESS_STATIC, /**< Changes rarely, not lockable */ + SDL_TEXTUREACCESS_STREAMING, /**< Changes frequently, lockable */ + SDL_TEXTUREACCESS_TARGET /**< Texture can be used as a render target */ +} SDL_TextureAccess; + +/** + * The texture channel modulation used in SDL_RenderCopy(). + */ +typedef enum +{ + SDL_TEXTUREMODULATE_NONE = 0x00000000, /**< No modulation */ + SDL_TEXTUREMODULATE_COLOR = 0x00000001, /**< srcC = srcC * color */ + SDL_TEXTUREMODULATE_ALPHA = 0x00000002 /**< srcA = srcA * alpha */ +} SDL_TextureModulate; + +/** + * Flip constants for SDL_RenderCopyEx + */ +typedef enum +{ + SDL_FLIP_NONE = 0x00000000, /**< Do not flip */ + SDL_FLIP_HORIZONTAL = 0x00000001, /**< flip horizontally */ + SDL_FLIP_VERTICAL = 0x00000002 /**< flip vertically */ +} SDL_RendererFlip; + +/** + * A structure representing rendering state + */ +struct SDL_Renderer; +typedef struct SDL_Renderer SDL_Renderer; + +/** + * An efficient driver-specific representation of pixel data + */ +struct SDL_Texture; +typedef struct SDL_Texture SDL_Texture; + +/* Function prototypes */ + +/** + * Get the number of 2D rendering drivers available for the current display. + * + * A render driver is a set of code that handles rendering and texture + * management on a particular display. Normally there is only one, but some + * drivers may have several available with different capabilities. + * + * There may be none if SDL was compiled without render support. + * + * \returns a number >= 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateRenderer + * \sa SDL_GetRenderDriverInfo + */ +extern DECLSPEC int SDLCALL SDL_GetNumRenderDrivers(void); + +/** + * Get info about a specific 2D rendering driver for the current display. + * + * \param index the index of the driver to query information about + * \param info an SDL_RendererInfo structure to be filled with information on + * the rendering driver + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateRenderer + * \sa SDL_GetNumRenderDrivers + */ +extern DECLSPEC int SDLCALL SDL_GetRenderDriverInfo(int index, + SDL_RendererInfo * info); + +/** + * Create a window and default renderer. + * + * \param width the width of the window + * \param height the height of the window + * \param window_flags the flags used to create the window (see + * SDL_CreateWindow()) + * \param window a pointer filled with the window, or NULL on error + * \param renderer a pointer filled with the renderer, or NULL on error + * \returns 0 on success, or -1 on error; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateRenderer + * \sa SDL_CreateWindow + */ +extern DECLSPEC int SDLCALL SDL_CreateWindowAndRenderer( + int width, int height, Uint32 window_flags, + SDL_Window **window, SDL_Renderer **renderer); + + +/** + * Create a 2D rendering context for a window. + * + * \param window the window where rendering is displayed + * \param index the index of the rendering driver to initialize, or -1 to + * initialize the first one supporting the requested flags + * \param flags 0, or one or more SDL_RendererFlags OR'd together + * \returns a valid rendering context or NULL if there was an error; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateSoftwareRenderer + * \sa SDL_DestroyRenderer + * \sa SDL_GetNumRenderDrivers + * \sa SDL_GetRendererInfo + */ +extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window * window, + int index, Uint32 flags); + +/** + * Create a 2D software rendering context for a surface. + * + * Two other API which can be used to create SDL_Renderer: + * SDL_CreateRenderer() and SDL_CreateWindowAndRenderer(). These can _also_ + * create a software renderer, but they are intended to be used with an + * SDL_Window as the final destination and not an SDL_Surface. + * + * \param surface the SDL_Surface structure representing the surface where + * rendering is done + * \returns a valid rendering context or NULL if there was an error; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateRenderer + * \sa SDL_CreateWindowRenderer + * \sa SDL_DestroyRenderer + */ +extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateSoftwareRenderer(SDL_Surface * surface); + +/** + * Get the renderer associated with a window. + * + * \param window the window to query + * \returns the rendering context on success or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateRenderer + */ +extern DECLSPEC SDL_Renderer * SDLCALL SDL_GetRenderer(SDL_Window * window); + +/** + * Get the window associated with a renderer. + * + * \param renderer the renderer to query + * \returns the window on success or NULL on failure; call SDL_GetError() for + * more information. + * + * \since This function is available since SDL 2.0.22. + */ +extern DECLSPEC SDL_Window * SDLCALL SDL_RenderGetWindow(SDL_Renderer *renderer); + +/** + * Get information about a rendering context. + * + * \param renderer the rendering context + * \param info an SDL_RendererInfo structure filled with information about the + * current renderer + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateRenderer + */ +extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer * renderer, + SDL_RendererInfo * info); + +/** + * Get the output size in pixels of a rendering context. + * + * Due to high-dpi displays, you might end up with a rendering context that + * has more pixels than the window that contains it, so use this instead of + * SDL_GetWindowSize() to decide how much drawing area you have. + * + * \param renderer the rendering context + * \param w an int filled with the width + * \param h an int filled with the height + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetRenderer + */ +extern DECLSPEC int SDLCALL SDL_GetRendererOutputSize(SDL_Renderer * renderer, + int *w, int *h); + +/** + * Create a texture for a rendering context. + * + * You can set the texture scaling method by setting + * `SDL_HINT_RENDER_SCALE_QUALITY` before creating the texture. + * + * \param renderer the rendering context + * \param format one of the enumerated values in SDL_PixelFormatEnum + * \param access one of the enumerated values in SDL_TextureAccess + * \param w the width of the texture in pixels + * \param h the height of the texture in pixels + * \returns a pointer to the created texture or NULL if no rendering context + * was active, the format was unsupported, or the width or height + * were out of range; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateTextureFromSurface + * \sa SDL_DestroyTexture + * \sa SDL_QueryTexture + * \sa SDL_UpdateTexture + */ +extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTexture(SDL_Renderer * renderer, + Uint32 format, + int access, int w, + int h); + +/** + * Create a texture from an existing surface. + * + * The surface is not modified or freed by this function. + * + * The SDL_TextureAccess hint for the created texture is + * `SDL_TEXTUREACCESS_STATIC`. + * + * The pixel format of the created texture may be different from the pixel + * format of the surface. Use SDL_QueryTexture() to query the pixel format of + * the texture. + * + * \param renderer the rendering context + * \param surface the SDL_Surface structure containing pixel data used to fill + * the texture + * \returns the created texture or NULL on failure; call SDL_GetError() for + * more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateTexture + * \sa SDL_DestroyTexture + * \sa SDL_QueryTexture + */ +extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer * renderer, SDL_Surface * surface); + +/** + * Query the attributes of a texture. + * + * \param texture the texture to query + * \param format a pointer filled in with the raw format of the texture; the + * actual format may differ, but pixel transfers will use this + * format (one of the SDL_PixelFormatEnum values). This argument + * can be NULL if you don't need this information. + * \param access a pointer filled in with the actual access to the texture + * (one of the SDL_TextureAccess values). This argument can be + * NULL if you don't need this information. + * \param w a pointer filled in with the width of the texture in pixels. This + * argument can be NULL if you don't need this information. + * \param h a pointer filled in with the height of the texture in pixels. This + * argument can be NULL if you don't need this information. + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateTexture + */ +extern DECLSPEC int SDLCALL SDL_QueryTexture(SDL_Texture * texture, + Uint32 * format, int *access, + int *w, int *h); + +/** + * Set an additional color value multiplied into render copy operations. + * + * When this texture is rendered, during the copy operation each source color + * channel is modulated by the appropriate color value according to the + * following formula: + * + * `srcC = srcC * (color / 255)` + * + * Color modulation is not always supported by the renderer; it will return -1 + * if color modulation is not supported. + * + * \param texture the texture to update + * \param r the red color value multiplied into copy operations + * \param g the green color value multiplied into copy operations + * \param b the blue color value multiplied into copy operations + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetTextureColorMod + * \sa SDL_SetTextureAlphaMod + */ +extern DECLSPEC int SDLCALL SDL_SetTextureColorMod(SDL_Texture * texture, + Uint8 r, Uint8 g, Uint8 b); + + +/** + * Get the additional color value multiplied into render copy operations. + * + * \param texture the texture to query + * \param r a pointer filled in with the current red color value + * \param g a pointer filled in with the current green color value + * \param b a pointer filled in with the current blue color value + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetTextureAlphaMod + * \sa SDL_SetTextureColorMod + */ +extern DECLSPEC int SDLCALL SDL_GetTextureColorMod(SDL_Texture * texture, + Uint8 * r, Uint8 * g, + Uint8 * b); + +/** + * Set an additional alpha value multiplied into render copy operations. + * + * When this texture is rendered, during the copy operation the source alpha + * value is modulated by this alpha value according to the following formula: + * + * `srcA = srcA * (alpha / 255)` + * + * Alpha modulation is not always supported by the renderer; it will return -1 + * if alpha modulation is not supported. + * + * \param texture the texture to update + * \param alpha the source alpha value multiplied into copy operations + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetTextureAlphaMod + * \sa SDL_SetTextureColorMod + */ +extern DECLSPEC int SDLCALL SDL_SetTextureAlphaMod(SDL_Texture * texture, + Uint8 alpha); + +/** + * Get the additional alpha value multiplied into render copy operations. + * + * \param texture the texture to query + * \param alpha a pointer filled in with the current alpha value + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetTextureColorMod + * \sa SDL_SetTextureAlphaMod + */ +extern DECLSPEC int SDLCALL SDL_GetTextureAlphaMod(SDL_Texture * texture, + Uint8 * alpha); + +/** + * Set the blend mode for a texture, used by SDL_RenderCopy(). + * + * If the blend mode is not supported, the closest supported mode is chosen + * and this function returns -1. + * + * \param texture the texture to update + * \param blendMode the SDL_BlendMode to use for texture blending + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetTextureBlendMode + * \sa SDL_RenderCopy + */ +extern DECLSPEC int SDLCALL SDL_SetTextureBlendMode(SDL_Texture * texture, + SDL_BlendMode blendMode); + +/** + * Get the blend mode used for texture copy operations. + * + * \param texture the texture to query + * \param blendMode a pointer filled in with the current SDL_BlendMode + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetTextureBlendMode + */ +extern DECLSPEC int SDLCALL SDL_GetTextureBlendMode(SDL_Texture * texture, + SDL_BlendMode *blendMode); + +/** + * Set the scale mode used for texture scale operations. + * + * If the scale mode is not supported, the closest supported mode is chosen. + * + * \param texture The texture to update. + * \param scaleMode the SDL_ScaleMode to use for texture scaling. + * \returns 0 on success, or -1 if the texture is not valid. + * + * \since This function is available since SDL 2.0.12. + * + * \sa SDL_GetTextureScaleMode + */ +extern DECLSPEC int SDLCALL SDL_SetTextureScaleMode(SDL_Texture * texture, + SDL_ScaleMode scaleMode); + +/** + * Get the scale mode used for texture scale operations. + * + * \param texture the texture to query. + * \param scaleMode a pointer filled in with the current scale mode. + * \return 0 on success, or -1 if the texture is not valid. + * + * \since This function is available since SDL 2.0.12. + * + * \sa SDL_SetTextureScaleMode + */ +extern DECLSPEC int SDLCALL SDL_GetTextureScaleMode(SDL_Texture * texture, + SDL_ScaleMode *scaleMode); + +/** + * Associate a user-specified pointer with a texture. + * + * \param texture the texture to update. + * \param userdata the pointer to associate with the texture. + * \returns 0 on success, or -1 if the texture is not valid. + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_GetTextureUserData + */ +extern DECLSPEC int SDLCALL SDL_SetTextureUserData(SDL_Texture * texture, + void *userdata); + +/** + * Get the user-specified pointer associated with a texture + * + * \param texture the texture to query. + * \return the pointer associated with the texture, or NULL if the texture is + * not valid. + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_SetTextureUserData + */ +extern DECLSPEC void * SDLCALL SDL_GetTextureUserData(SDL_Texture * texture); + +/** + * Update the given texture rectangle with new pixel data. + * + * The pixel data must be in the pixel format of the texture. Use + * SDL_QueryTexture() to query the pixel format of the texture. + * + * This is a fairly slow function, intended for use with static textures that + * do not change often. + * + * If the texture is intended to be updated often, it is preferred to create + * the texture as streaming and use the locking functions referenced below. + * While this function will work with streaming textures, for optimization + * reasons you may not get the pixels back if you lock the texture afterward. + * + * \param texture the texture to update + * \param rect an SDL_Rect structure representing the area to update, or NULL + * to update the entire texture + * \param pixels the raw pixel data in the format of the texture + * \param pitch the number of bytes in a row of pixel data, including padding + * between lines + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateTexture + * \sa SDL_LockTexture + * \sa SDL_UnlockTexture + */ +extern DECLSPEC int SDLCALL SDL_UpdateTexture(SDL_Texture * texture, + const SDL_Rect * rect, + const void *pixels, int pitch); + +/** + * Update a rectangle within a planar YV12 or IYUV texture with new pixel + * data. + * + * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous + * block of Y and U/V planes in the proper order, but this function is + * available if your pixel data is not contiguous. + * + * \param texture the texture to update + * \param rect a pointer to the rectangle of pixels to update, or NULL to + * update the entire texture + * \param Yplane the raw pixel data for the Y plane + * \param Ypitch the number of bytes between rows of pixel data for the Y + * plane + * \param Uplane the raw pixel data for the U plane + * \param Upitch the number of bytes between rows of pixel data for the U + * plane + * \param Vplane the raw pixel data for the V plane + * \param Vpitch the number of bytes between rows of pixel data for the V + * plane + * \returns 0 on success or -1 if the texture is not valid; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.1. + * + * \sa SDL_UpdateTexture + */ +extern DECLSPEC int SDLCALL SDL_UpdateYUVTexture(SDL_Texture * texture, + const SDL_Rect * rect, + const Uint8 *Yplane, int Ypitch, + const Uint8 *Uplane, int Upitch, + const Uint8 *Vplane, int Vpitch); + +/** + * Update a rectangle within a planar NV12 or NV21 texture with new pixels. + * + * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous + * block of NV12/21 planes in the proper order, but this function is available + * if your pixel data is not contiguous. + * + * \param texture the texture to update + * \param rect a pointer to the rectangle of pixels to update, or NULL to + * update the entire texture. + * \param Yplane the raw pixel data for the Y plane. + * \param Ypitch the number of bytes between rows of pixel data for the Y + * plane. + * \param UVplane the raw pixel data for the UV plane. + * \param UVpitch the number of bytes between rows of pixel data for the UV + * plane. + * \return 0 on success, or -1 if the texture is not valid. + * + * \since This function is available since SDL 2.0.16. + */ +extern DECLSPEC int SDLCALL SDL_UpdateNVTexture(SDL_Texture * texture, + const SDL_Rect * rect, + const Uint8 *Yplane, int Ypitch, + const Uint8 *UVplane, int UVpitch); + +/** + * Lock a portion of the texture for **write-only** pixel access. + * + * As an optimization, the pixels made available for editing don't necessarily + * contain the old texture data. This is a write-only operation, and if you + * need to keep a copy of the texture data you should do that at the + * application level. + * + * You must use SDL_UnlockTexture() to unlock the pixels and apply any + * changes. + * + * \param texture the texture to lock for access, which was created with + * `SDL_TEXTUREACCESS_STREAMING` + * \param rect an SDL_Rect structure representing the area to lock for access; + * NULL to lock the entire texture + * \param pixels this is filled in with a pointer to the locked pixels, + * appropriately offset by the locked area + * \param pitch this is filled in with the pitch of the locked pixels; the + * pitch is the length of one row in bytes + * \returns 0 on success or a negative error code if the texture is not valid + * or was not created with `SDL_TEXTUREACCESS_STREAMING`; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_UnlockTexture + */ +extern DECLSPEC int SDLCALL SDL_LockTexture(SDL_Texture * texture, + const SDL_Rect * rect, + void **pixels, int *pitch); + +/** + * Lock a portion of the texture for **write-only** pixel access, and expose + * it as a SDL surface. + * + * Besides providing an SDL_Surface instead of raw pixel data, this function + * operates like SDL_LockTexture. + * + * As an optimization, the pixels made available for editing don't necessarily + * contain the old texture data. This is a write-only operation, and if you + * need to keep a copy of the texture data you should do that at the + * application level. + * + * You must use SDL_UnlockTexture() to unlock the pixels and apply any + * changes. + * + * The returned surface is freed internally after calling SDL_UnlockTexture() + * or SDL_DestroyTexture(). The caller should not free it. + * + * \param texture the texture to lock for access, which was created with + * `SDL_TEXTUREACCESS_STREAMING` + * \param rect a pointer to the rectangle to lock for access. If the rect is + * NULL, the entire texture will be locked + * \param surface this is filled in with an SDL surface representing the + * locked area + * \returns 0 on success, or -1 if the texture is not valid or was not created + * with `SDL_TEXTUREACCESS_STREAMING` + * + * \since This function is available since SDL 2.0.12. + * + * \sa SDL_LockTexture + * \sa SDL_UnlockTexture + */ +extern DECLSPEC int SDLCALL SDL_LockTextureToSurface(SDL_Texture *texture, + const SDL_Rect *rect, + SDL_Surface **surface); + +/** + * Unlock a texture, uploading the changes to video memory, if needed. + * + * **Warning**: Please note that SDL_LockTexture() is intended to be + * write-only; it will not guarantee the previous contents of the texture will + * be provided. You must fully initialize any area of a texture that you lock + * before unlocking it, as the pixels might otherwise be uninitialized memory. + * + * Which is to say: locking and immediately unlocking a texture can result in + * corrupted textures, depending on the renderer in use. + * + * \param texture a texture locked by SDL_LockTexture() + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LockTexture + */ +extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture * texture); + +/** + * Determine whether a renderer supports the use of render targets. + * + * \param renderer the renderer that will be checked + * \returns SDL_TRUE if supported or SDL_FALSE if not. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetRenderTarget + */ +extern DECLSPEC SDL_bool SDLCALL SDL_RenderTargetSupported(SDL_Renderer *renderer); + +/** + * Set a texture as the current rendering target. + * + * Before using this function, you should check the + * `SDL_RENDERER_TARGETTEXTURE` bit in the flags of SDL_RendererInfo to see if + * render targets are supported. + * + * The default render target is the window for which the renderer was created. + * To stop rendering to a texture and render to the window again, call this + * function with a NULL `texture`. + * + * \param renderer the rendering context + * \param texture the targeted texture, which must be created with the + * `SDL_TEXTUREACCESS_TARGET` flag, or NULL to render to the + * window instead of a texture. + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetRenderTarget + */ +extern DECLSPEC int SDLCALL SDL_SetRenderTarget(SDL_Renderer *renderer, + SDL_Texture *texture); + +/** + * Get the current render target. + * + * The default render target is the window for which the renderer was created, + * and is reported a NULL here. + * + * \param renderer the rendering context + * \returns the current render target or NULL for the default render target. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetRenderTarget + */ +extern DECLSPEC SDL_Texture * SDLCALL SDL_GetRenderTarget(SDL_Renderer *renderer); + +/** + * Set a device independent resolution for rendering. + * + * This function uses the viewport and scaling functionality to allow a fixed + * logical resolution for rendering, regardless of the actual output + * resolution. If the actual output resolution doesn't have the same aspect + * ratio the output rendering will be centered within the output display. + * + * If the output display is a window, mouse and touch events in the window + * will be filtered and scaled so they seem to arrive within the logical + * resolution. The SDL_HINT_MOUSE_RELATIVE_SCALING hint controls whether + * relative motion events are also scaled. + * + * If this function results in scaling or subpixel drawing by the rendering + * backend, it will be handled using the appropriate quality hints. + * + * \param renderer the renderer for which resolution should be set + * \param w the width of the logical resolution + * \param h the height of the logical resolution + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RenderGetLogicalSize + */ +extern DECLSPEC int SDLCALL SDL_RenderSetLogicalSize(SDL_Renderer * renderer, int w, int h); + +/** + * Get device independent resolution for rendering. + * + * When using the main rendering target (eg no target texture is set): this + * may return 0 for `w` and `h` if the SDL_Renderer has never had its logical + * size set by SDL_RenderSetLogicalSize(). Otherwise it returns the logical + * width and height. + * + * When using a target texture: Never return 0 for `w` and `h` at first. Then + * it returns the logical width and height that are set. + * + * \param renderer a rendering context + * \param w an int to be filled with the width + * \param h an int to be filled with the height + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RenderSetLogicalSize + */ +extern DECLSPEC void SDLCALL SDL_RenderGetLogicalSize(SDL_Renderer * renderer, int *w, int *h); + +/** + * Set whether to force integer scales for resolution-independent rendering. + * + * This function restricts the logical viewport to integer values - that is, + * when a resolution is between two multiples of a logical size, the viewport + * size is rounded down to the lower multiple. + * + * \param renderer the renderer for which integer scaling should be set + * \param enable enable or disable the integer scaling for rendering + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.5. + * + * \sa SDL_RenderGetIntegerScale + * \sa SDL_RenderSetLogicalSize + */ +extern DECLSPEC int SDLCALL SDL_RenderSetIntegerScale(SDL_Renderer * renderer, + SDL_bool enable); + +/** + * Get whether integer scales are forced for resolution-independent rendering. + * + * \param renderer the renderer from which integer scaling should be queried + * \returns SDL_TRUE if integer scales are forced or SDL_FALSE if not and on + * failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.5. + * + * \sa SDL_RenderSetIntegerScale + */ +extern DECLSPEC SDL_bool SDLCALL SDL_RenderGetIntegerScale(SDL_Renderer * renderer); + +/** + * Set the drawing area for rendering on the current target. + * + * When the window is resized, the viewport is reset to fill the entire new + * window size. + * + * \param renderer the rendering context + * \param rect the SDL_Rect structure representing the drawing area, or NULL + * to set the viewport to the entire target + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RenderGetViewport + */ +extern DECLSPEC int SDLCALL SDL_RenderSetViewport(SDL_Renderer * renderer, + const SDL_Rect * rect); + +/** + * Get the drawing area for the current target. + * + * \param renderer the rendering context + * \param rect an SDL_Rect structure filled in with the current drawing area + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RenderSetViewport + */ +extern DECLSPEC void SDLCALL SDL_RenderGetViewport(SDL_Renderer * renderer, + SDL_Rect * rect); + +/** + * Set the clip rectangle for rendering on the specified target. + * + * \param renderer the rendering context for which clip rectangle should be + * set + * \param rect an SDL_Rect structure representing the clip area, relative to + * the viewport, or NULL to disable clipping + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RenderGetClipRect + * \sa SDL_RenderIsClipEnabled + */ +extern DECLSPEC int SDLCALL SDL_RenderSetClipRect(SDL_Renderer * renderer, + const SDL_Rect * rect); + +/** + * Get the clip rectangle for the current target. + * + * \param renderer the rendering context from which clip rectangle should be + * queried + * \param rect an SDL_Rect structure filled in with the current clipping area + * or an empty rectangle if clipping is disabled + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RenderIsClipEnabled + * \sa SDL_RenderSetClipRect + */ +extern DECLSPEC void SDLCALL SDL_RenderGetClipRect(SDL_Renderer * renderer, + SDL_Rect * rect); + +/** + * Get whether clipping is enabled on the given renderer. + * + * \param renderer the renderer from which clip state should be queried + * \returns SDL_TRUE if clipping is enabled or SDL_FALSE if not; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.4. + * + * \sa SDL_RenderGetClipRect + * \sa SDL_RenderSetClipRect + */ +extern DECLSPEC SDL_bool SDLCALL SDL_RenderIsClipEnabled(SDL_Renderer * renderer); + + +/** + * Set the drawing scale for rendering on the current target. + * + * The drawing coordinates are scaled by the x/y scaling factors before they + * are used by the renderer. This allows resolution independent drawing with a + * single coordinate system. + * + * If this results in scaling or subpixel drawing by the rendering backend, it + * will be handled using the appropriate quality hints. For best results use + * integer scaling factors. + * + * \param renderer a rendering context + * \param scaleX the horizontal scaling factor + * \param scaleY the vertical scaling factor + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RenderGetScale + * \sa SDL_RenderSetLogicalSize + */ +extern DECLSPEC int SDLCALL SDL_RenderSetScale(SDL_Renderer * renderer, + float scaleX, float scaleY); + +/** + * Get the drawing scale for the current target. + * + * \param renderer the renderer from which drawing scale should be queried + * \param scaleX a pointer filled in with the horizontal scaling factor + * \param scaleY a pointer filled in with the vertical scaling factor + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RenderSetScale + */ +extern DECLSPEC void SDLCALL SDL_RenderGetScale(SDL_Renderer * renderer, + float *scaleX, float *scaleY); + +/** + * Get logical coordinates of point in renderer when given real coordinates of + * point in window. + * + * Logical coordinates will differ from real coordinates when render is scaled + * and logical renderer size set + * + * \param renderer the renderer from which the logical coordinates should be + * calculated + * \param windowX the real X coordinate in the window + * \param windowY the real Y coordinate in the window + * \param logicalX the pointer filled with the logical x coordinate + * \param logicalY the pointer filled with the logical y coordinate + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_RenderGetScale + * \sa SDL_RenderSetScale + * \sa SDL_RenderGetLogicalSize + * \sa SDL_RenderSetLogicalSize + */ +extern DECLSPEC void SDLCALL SDL_RenderWindowToLogical(SDL_Renderer * renderer, + int windowX, int windowY, + float *logicalX, float *logicalY); + + +/** + * Get real coordinates of point in window when given logical coordinates of + * point in renderer. + * + * Logical coordinates will differ from real coordinates when render is scaled + * and logical renderer size set + * + * \param renderer the renderer from which the window coordinates should be + * calculated + * \param logicalX the logical x coordinate + * \param logicalY the logical y coordinate + * \param windowX the pointer filled with the real X coordinate in the window + * \param windowY the pointer filled with the real Y coordinate in the window + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_RenderGetScale + * \sa SDL_RenderSetScale + * \sa SDL_RenderGetLogicalSize + * \sa SDL_RenderSetLogicalSize + */ +extern DECLSPEC void SDLCALL SDL_RenderLogicalToWindow(SDL_Renderer * renderer, + float logicalX, float logicalY, + int *windowX, int *windowY); + +/** + * Set the color used for drawing operations (Rect, Line and Clear). + * + * Set the color for drawing or filling rectangles, lines, and points, and for + * SDL_RenderClear(). + * + * \param renderer the rendering context + * \param r the red value used to draw on the rendering target + * \param g the green value used to draw on the rendering target + * \param b the blue value used to draw on the rendering target + * \param a the alpha value used to draw on the rendering target; usually + * `SDL_ALPHA_OPAQUE` (255). Use SDL_SetRenderDrawBlendMode to + * specify how the alpha channel is used + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetRenderDrawColor + * \sa SDL_RenderClear + * \sa SDL_RenderDrawLine + * \sa SDL_RenderDrawLines + * \sa SDL_RenderDrawPoint + * \sa SDL_RenderDrawPoints + * \sa SDL_RenderDrawRect + * \sa SDL_RenderDrawRects + * \sa SDL_RenderFillRect + * \sa SDL_RenderFillRects + */ +extern DECLSPEC int SDLCALL SDL_SetRenderDrawColor(SDL_Renderer * renderer, + Uint8 r, Uint8 g, Uint8 b, + Uint8 a); + +/** + * Get the color used for drawing operations (Rect, Line and Clear). + * + * \param renderer the rendering context + * \param r a pointer filled in with the red value used to draw on the + * rendering target + * \param g a pointer filled in with the green value used to draw on the + * rendering target + * \param b a pointer filled in with the blue value used to draw on the + * rendering target + * \param a a pointer filled in with the alpha value used to draw on the + * rendering target; usually `SDL_ALPHA_OPAQUE` (255) + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetRenderDrawColor + */ +extern DECLSPEC int SDLCALL SDL_GetRenderDrawColor(SDL_Renderer * renderer, + Uint8 * r, Uint8 * g, Uint8 * b, + Uint8 * a); + +/** + * Set the blend mode used for drawing operations (Fill and Line). + * + * If the blend mode is not supported, the closest supported mode is chosen. + * + * \param renderer the rendering context + * \param blendMode the SDL_BlendMode to use for blending + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetRenderDrawBlendMode + * \sa SDL_RenderDrawLine + * \sa SDL_RenderDrawLines + * \sa SDL_RenderDrawPoint + * \sa SDL_RenderDrawPoints + * \sa SDL_RenderDrawRect + * \sa SDL_RenderDrawRects + * \sa SDL_RenderFillRect + * \sa SDL_RenderFillRects + */ +extern DECLSPEC int SDLCALL SDL_SetRenderDrawBlendMode(SDL_Renderer * renderer, + SDL_BlendMode blendMode); + +/** + * Get the blend mode used for drawing operations. + * + * \param renderer the rendering context + * \param blendMode a pointer filled in with the current SDL_BlendMode + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetRenderDrawBlendMode + */ +extern DECLSPEC int SDLCALL SDL_GetRenderDrawBlendMode(SDL_Renderer * renderer, + SDL_BlendMode *blendMode); + +/** + * Clear the current rendering target with the drawing color. + * + * This function clears the entire rendering target, ignoring the viewport and + * the clip rectangle. + * + * \param renderer the rendering context + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetRenderDrawColor + */ +extern DECLSPEC int SDLCALL SDL_RenderClear(SDL_Renderer * renderer); + +/** + * Draw a point on the current rendering target. + * + * SDL_RenderDrawPoint() draws a single point. If you want to draw multiple, + * use SDL_RenderDrawPoints() instead. + * + * \param renderer the rendering context + * \param x the x coordinate of the point + * \param y the y coordinate of the point + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RenderDrawLine + * \sa SDL_RenderDrawLines + * \sa SDL_RenderDrawPoints + * \sa SDL_RenderDrawRect + * \sa SDL_RenderDrawRects + * \sa SDL_RenderFillRect + * \sa SDL_RenderFillRects + * \sa SDL_RenderPresent + * \sa SDL_SetRenderDrawBlendMode + * \sa SDL_SetRenderDrawColor + */ +extern DECLSPEC int SDLCALL SDL_RenderDrawPoint(SDL_Renderer * renderer, + int x, int y); + +/** + * Draw multiple points on the current rendering target. + * + * \param renderer the rendering context + * \param points an array of SDL_Point structures that represent the points to + * draw + * \param count the number of points to draw + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RenderDrawLine + * \sa SDL_RenderDrawLines + * \sa SDL_RenderDrawPoint + * \sa SDL_RenderDrawRect + * \sa SDL_RenderDrawRects + * \sa SDL_RenderFillRect + * \sa SDL_RenderFillRects + * \sa SDL_RenderPresent + * \sa SDL_SetRenderDrawBlendMode + * \sa SDL_SetRenderDrawColor + */ +extern DECLSPEC int SDLCALL SDL_RenderDrawPoints(SDL_Renderer * renderer, + const SDL_Point * points, + int count); + +/** + * Draw a line on the current rendering target. + * + * SDL_RenderDrawLine() draws the line to include both end points. If you want + * to draw multiple, connecting lines use SDL_RenderDrawLines() instead. + * + * \param renderer the rendering context + * \param x1 the x coordinate of the start point + * \param y1 the y coordinate of the start point + * \param x2 the x coordinate of the end point + * \param y2 the y coordinate of the end point + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RenderDrawLines + * \sa SDL_RenderDrawPoint + * \sa SDL_RenderDrawPoints + * \sa SDL_RenderDrawRect + * \sa SDL_RenderDrawRects + * \sa SDL_RenderFillRect + * \sa SDL_RenderFillRects + * \sa SDL_RenderPresent + * \sa SDL_SetRenderDrawBlendMode + * \sa SDL_SetRenderDrawColor + */ +extern DECLSPEC int SDLCALL SDL_RenderDrawLine(SDL_Renderer * renderer, + int x1, int y1, int x2, int y2); + +/** + * Draw a series of connected lines on the current rendering target. + * + * \param renderer the rendering context + * \param points an array of SDL_Point structures representing points along + * the lines + * \param count the number of points, drawing count-1 lines + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RenderDrawLine + * \sa SDL_RenderDrawPoint + * \sa SDL_RenderDrawPoints + * \sa SDL_RenderDrawRect + * \sa SDL_RenderDrawRects + * \sa SDL_RenderFillRect + * \sa SDL_RenderFillRects + * \sa SDL_RenderPresent + * \sa SDL_SetRenderDrawBlendMode + * \sa SDL_SetRenderDrawColor + */ +extern DECLSPEC int SDLCALL SDL_RenderDrawLines(SDL_Renderer * renderer, + const SDL_Point * points, + int count); + +/** + * Draw a rectangle on the current rendering target. + * + * \param renderer the rendering context + * \param rect an SDL_Rect structure representing the rectangle to draw, or + * NULL to outline the entire rendering target + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RenderDrawLine + * \sa SDL_RenderDrawLines + * \sa SDL_RenderDrawPoint + * \sa SDL_RenderDrawPoints + * \sa SDL_RenderDrawRects + * \sa SDL_RenderFillRect + * \sa SDL_RenderFillRects + * \sa SDL_RenderPresent + * \sa SDL_SetRenderDrawBlendMode + * \sa SDL_SetRenderDrawColor + */ +extern DECLSPEC int SDLCALL SDL_RenderDrawRect(SDL_Renderer * renderer, + const SDL_Rect * rect); + +/** + * Draw some number of rectangles on the current rendering target. + * + * \param renderer the rendering context + * \param rects an array of SDL_Rect structures representing the rectangles to + * be drawn + * \param count the number of rectangles + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RenderDrawLine + * \sa SDL_RenderDrawLines + * \sa SDL_RenderDrawPoint + * \sa SDL_RenderDrawPoints + * \sa SDL_RenderDrawRect + * \sa SDL_RenderFillRect + * \sa SDL_RenderFillRects + * \sa SDL_RenderPresent + * \sa SDL_SetRenderDrawBlendMode + * \sa SDL_SetRenderDrawColor + */ +extern DECLSPEC int SDLCALL SDL_RenderDrawRects(SDL_Renderer * renderer, + const SDL_Rect * rects, + int count); + +/** + * Fill a rectangle on the current rendering target with the drawing color. + * + * The current drawing color is set by SDL_SetRenderDrawColor(), and the + * color's alpha value is ignored unless blending is enabled with the + * appropriate call to SDL_SetRenderDrawBlendMode(). + * + * \param renderer the rendering context + * \param rect the SDL_Rect structure representing the rectangle to fill, or + * NULL for the entire rendering target + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RenderDrawLine + * \sa SDL_RenderDrawLines + * \sa SDL_RenderDrawPoint + * \sa SDL_RenderDrawPoints + * \sa SDL_RenderDrawRect + * \sa SDL_RenderDrawRects + * \sa SDL_RenderFillRects + * \sa SDL_RenderPresent + * \sa SDL_SetRenderDrawBlendMode + * \sa SDL_SetRenderDrawColor + */ +extern DECLSPEC int SDLCALL SDL_RenderFillRect(SDL_Renderer * renderer, + const SDL_Rect * rect); + +/** + * Fill some number of rectangles on the current rendering target with the + * drawing color. + * + * \param renderer the rendering context + * \param rects an array of SDL_Rect structures representing the rectangles to + * be filled + * \param count the number of rectangles + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RenderDrawLine + * \sa SDL_RenderDrawLines + * \sa SDL_RenderDrawPoint + * \sa SDL_RenderDrawPoints + * \sa SDL_RenderDrawRect + * \sa SDL_RenderDrawRects + * \sa SDL_RenderFillRect + * \sa SDL_RenderPresent + */ +extern DECLSPEC int SDLCALL SDL_RenderFillRects(SDL_Renderer * renderer, + const SDL_Rect * rects, + int count); + +/** + * Copy a portion of the texture to the current rendering target. + * + * The texture is blended with the destination based on its blend mode set + * with SDL_SetTextureBlendMode(). + * + * The texture color is affected based on its color modulation set by + * SDL_SetTextureColorMod(). + * + * The texture alpha is affected based on its alpha modulation set by + * SDL_SetTextureAlphaMod(). + * + * \param renderer the rendering context + * \param texture the source texture + * \param srcrect the source SDL_Rect structure or NULL for the entire texture + * \param dstrect the destination SDL_Rect structure or NULL for the entire + * rendering target; the texture will be stretched to fill the + * given rectangle + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RenderCopyEx + * \sa SDL_SetTextureAlphaMod + * \sa SDL_SetTextureBlendMode + * \sa SDL_SetTextureColorMod + */ +extern DECLSPEC int SDLCALL SDL_RenderCopy(SDL_Renderer * renderer, + SDL_Texture * texture, + const SDL_Rect * srcrect, + const SDL_Rect * dstrect); + +/** + * Copy a portion of the texture to the current rendering, with optional + * rotation and flipping. + * + * Copy a portion of the texture to the current rendering target, optionally + * rotating it by angle around the given center and also flipping it + * top-bottom and/or left-right. + * + * The texture is blended with the destination based on its blend mode set + * with SDL_SetTextureBlendMode(). + * + * The texture color is affected based on its color modulation set by + * SDL_SetTextureColorMod(). + * + * The texture alpha is affected based on its alpha modulation set by + * SDL_SetTextureAlphaMod(). + * + * \param renderer the rendering context + * \param texture the source texture + * \param srcrect the source SDL_Rect structure or NULL for the entire texture + * \param dstrect the destination SDL_Rect structure or NULL for the entire + * rendering target + * \param angle an angle in degrees that indicates the rotation that will be + * applied to dstrect, rotating it in a clockwise direction + * \param center a pointer to a point indicating the point around which + * dstrect will be rotated (if NULL, rotation will be done + * around `dstrect.w / 2`, `dstrect.h / 2`) + * \param flip a SDL_RendererFlip value stating which flipping actions should + * be performed on the texture + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RenderCopy + * \sa SDL_SetTextureAlphaMod + * \sa SDL_SetTextureBlendMode + * \sa SDL_SetTextureColorMod + */ +extern DECLSPEC int SDLCALL SDL_RenderCopyEx(SDL_Renderer * renderer, + SDL_Texture * texture, + const SDL_Rect * srcrect, + const SDL_Rect * dstrect, + const double angle, + const SDL_Point *center, + const SDL_RendererFlip flip); + + +/** + * Draw a point on the current rendering target at subpixel precision. + * + * \param renderer The renderer which should draw a point. + * \param x The x coordinate of the point. + * \param y The y coordinate of the point. + * \return 0 on success, or -1 on error + * + * \since This function is available since SDL 2.0.10. + */ +extern DECLSPEC int SDLCALL SDL_RenderDrawPointF(SDL_Renderer * renderer, + float x, float y); + +/** + * Draw multiple points on the current rendering target at subpixel precision. + * + * \param renderer The renderer which should draw multiple points. + * \param points The points to draw + * \param count The number of points to draw + * \return 0 on success, or -1 on error + * + * \since This function is available since SDL 2.0.10. + */ +extern DECLSPEC int SDLCALL SDL_RenderDrawPointsF(SDL_Renderer * renderer, + const SDL_FPoint * points, + int count); + +/** + * Draw a line on the current rendering target at subpixel precision. + * + * \param renderer The renderer which should draw a line. + * \param x1 The x coordinate of the start point. + * \param y1 The y coordinate of the start point. + * \param x2 The x coordinate of the end point. + * \param y2 The y coordinate of the end point. + * \return 0 on success, or -1 on error + * + * \since This function is available since SDL 2.0.10. + */ +extern DECLSPEC int SDLCALL SDL_RenderDrawLineF(SDL_Renderer * renderer, + float x1, float y1, float x2, float y2); + +/** + * Draw a series of connected lines on the current rendering target at + * subpixel precision. + * + * \param renderer The renderer which should draw multiple lines. + * \param points The points along the lines + * \param count The number of points, drawing count-1 lines + * \return 0 on success, or -1 on error + * + * \since This function is available since SDL 2.0.10. + */ +extern DECLSPEC int SDLCALL SDL_RenderDrawLinesF(SDL_Renderer * renderer, + const SDL_FPoint * points, + int count); + +/** + * Draw a rectangle on the current rendering target at subpixel precision. + * + * \param renderer The renderer which should draw a rectangle. + * \param rect A pointer to the destination rectangle, or NULL to outline the + * entire rendering target. + * \return 0 on success, or -1 on error + * + * \since This function is available since SDL 2.0.10. + */ +extern DECLSPEC int SDLCALL SDL_RenderDrawRectF(SDL_Renderer * renderer, + const SDL_FRect * rect); + +/** + * Draw some number of rectangles on the current rendering target at subpixel + * precision. + * + * \param renderer The renderer which should draw multiple rectangles. + * \param rects A pointer to an array of destination rectangles. + * \param count The number of rectangles. + * \return 0 on success, or -1 on error + * + * \since This function is available since SDL 2.0.10. + */ +extern DECLSPEC int SDLCALL SDL_RenderDrawRectsF(SDL_Renderer * renderer, + const SDL_FRect * rects, + int count); + +/** + * Fill a rectangle on the current rendering target with the drawing color at + * subpixel precision. + * + * \param renderer The renderer which should fill a rectangle. + * \param rect A pointer to the destination rectangle, or NULL for the entire + * rendering target. + * \return 0 on success, or -1 on error + * + * \since This function is available since SDL 2.0.10. + */ +extern DECLSPEC int SDLCALL SDL_RenderFillRectF(SDL_Renderer * renderer, + const SDL_FRect * rect); + +/** + * Fill some number of rectangles on the current rendering target with the + * drawing color at subpixel precision. + * + * \param renderer The renderer which should fill multiple rectangles. + * \param rects A pointer to an array of destination rectangles. + * \param count The number of rectangles. + * \return 0 on success, or -1 on error + * + * \since This function is available since SDL 2.0.10. + */ +extern DECLSPEC int SDLCALL SDL_RenderFillRectsF(SDL_Renderer * renderer, + const SDL_FRect * rects, + int count); + +/** + * Copy a portion of the texture to the current rendering target at subpixel + * precision. + * + * \param renderer The renderer which should copy parts of a texture. + * \param texture The source texture. + * \param srcrect A pointer to the source rectangle, or NULL for the entire + * texture. + * \param dstrect A pointer to the destination rectangle, or NULL for the + * entire rendering target. + * \return 0 on success, or -1 on error + * + * \since This function is available since SDL 2.0.10. + */ +extern DECLSPEC int SDLCALL SDL_RenderCopyF(SDL_Renderer * renderer, + SDL_Texture * texture, + const SDL_Rect * srcrect, + const SDL_FRect * dstrect); + +/** + * Copy a portion of the source texture to the current rendering target, with + * rotation and flipping, at subpixel precision. + * + * \param renderer The renderer which should copy parts of a texture. + * \param texture The source texture. + * \param srcrect A pointer to the source rectangle, or NULL for the entire + * texture. + * \param dstrect A pointer to the destination rectangle, or NULL for the + * entire rendering target. + * \param angle An angle in degrees that indicates the rotation that will be + * applied to dstrect, rotating it in a clockwise direction + * \param center A pointer to a point indicating the point around which + * dstrect will be rotated (if NULL, rotation will be done + * around dstrect.w/2, dstrect.h/2). + * \param flip An SDL_RendererFlip value stating which flipping actions should + * be performed on the texture + * \return 0 on success, or -1 on error + * + * \since This function is available since SDL 2.0.10. + */ +extern DECLSPEC int SDLCALL SDL_RenderCopyExF(SDL_Renderer * renderer, + SDL_Texture * texture, + const SDL_Rect * srcrect, + const SDL_FRect * dstrect, + const double angle, + const SDL_FPoint *center, + const SDL_RendererFlip flip); + +/** + * Render a list of triangles, optionally using a texture and indices into the + * vertex array Color and alpha modulation is done per vertex + * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored). + * + * \param renderer The rendering context. + * \param texture (optional) The SDL texture to use. + * \param vertices Vertices. + * \param num_vertices Number of vertices. + * \param indices (optional) An array of integer indices into the 'vertices' + * array, if NULL all vertices will be rendered in sequential + * order. + * \param num_indices Number of indices. + * \return 0 on success, or -1 if the operation is not supported + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_RenderGeometryRaw + * \sa SDL_Vertex + */ +extern DECLSPEC int SDLCALL SDL_RenderGeometry(SDL_Renderer *renderer, + SDL_Texture *texture, + const SDL_Vertex *vertices, int num_vertices, + const int *indices, int num_indices); + +/** + * Render a list of triangles, optionally using a texture and indices into the + * vertex arrays Color and alpha modulation is done per vertex + * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored). + * + * \param renderer The rendering context. + * \param texture (optional) The SDL texture to use. + * \param xy Vertex positions + * \param xy_stride Byte size to move from one element to the next element + * \param color Vertex colors (as SDL_Color) + * \param color_stride Byte size to move from one element to the next element + * \param uv Vertex normalized texture coordinates + * \param uv_stride Byte size to move from one element to the next element + * \param num_vertices Number of vertices. + * \param indices (optional) An array of indices into the 'vertices' arrays, + * if NULL all vertices will be rendered in sequential order. + * \param num_indices Number of indices. + * \param size_indices Index size: 1 (byte), 2 (short), 4 (int) + * \return 0 on success, or -1 if the operation is not supported + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_RenderGeometry + * \sa SDL_Vertex + */ +extern DECLSPEC int SDLCALL SDL_RenderGeometryRaw(SDL_Renderer *renderer, + SDL_Texture *texture, + const float *xy, int xy_stride, + const SDL_Color *color, int color_stride, + const float *uv, int uv_stride, + int num_vertices, + const void *indices, int num_indices, int size_indices); + +/** + * Read pixels from the current rendering target to an array of pixels. + * + * **WARNING**: This is a very slow operation, and should not be used + * frequently. If you're using this on the main rendering target, it should be + * called after rendering and before SDL_RenderPresent(). + * + * `pitch` specifies the number of bytes between rows in the destination + * `pixels` data. This allows you to write to a subrectangle or have padded + * rows in the destination. Generally, `pitch` should equal the number of + * pixels per row in the `pixels` data times the number of bytes per pixel, + * but it might contain additional padding (for example, 24bit RGB Windows + * Bitmap data pads all rows to multiples of 4 bytes). + * + * \param renderer the rendering context + * \param rect an SDL_Rect structure representing the area to read, or NULL + * for the entire render target + * \param format an SDL_PixelFormatEnum value of the desired format of the + * pixel data, or 0 to use the format of the rendering target + * \param pixels a pointer to the pixel data to copy into + * \param pitch the pitch of the `pixels` parameter + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + */ +extern DECLSPEC int SDLCALL SDL_RenderReadPixels(SDL_Renderer * renderer, + const SDL_Rect * rect, + Uint32 format, + void *pixels, int pitch); + +/** + * Update the screen with any rendering performed since the previous call. + * + * SDL's rendering functions operate on a backbuffer; that is, calling a + * rendering function such as SDL_RenderDrawLine() does not directly put a + * line on the screen, but rather updates the backbuffer. As such, you compose + * your entire scene and *present* the composed backbuffer to the screen as a + * complete picture. + * + * Therefore, when using SDL's rendering API, one does all drawing intended + * for the frame, and then calls this function once per frame to present the + * final drawing to the user. + * + * The backbuffer should be considered invalidated after each present; do not + * assume that previous contents will exist between frames. You are strongly + * encouraged to call SDL_RenderClear() to initialize the backbuffer before + * starting each new frame's drawing, even if you plan to overwrite every + * pixel. + * + * \param renderer the rendering context + * + * \threadsafety You may only call this function on the main thread. If this + * happens to work on a background thread on any given platform + * or backend, it's purely by luck and you should not rely on it + * to work next time. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RenderClear + * \sa SDL_RenderDrawLine + * \sa SDL_RenderDrawLines + * \sa SDL_RenderDrawPoint + * \sa SDL_RenderDrawPoints + * \sa SDL_RenderDrawRect + * \sa SDL_RenderDrawRects + * \sa SDL_RenderFillRect + * \sa SDL_RenderFillRects + * \sa SDL_SetRenderDrawBlendMode + * \sa SDL_SetRenderDrawColor + */ +extern DECLSPEC void SDLCALL SDL_RenderPresent(SDL_Renderer * renderer); + +/** + * Destroy the specified texture. + * + * Passing NULL or an otherwise invalid texture will set the SDL error message + * to "Invalid texture". + * + * \param texture the texture to destroy + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateTexture + * \sa SDL_CreateTextureFromSurface + */ +extern DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture * texture); + +/** + * Destroy the rendering context for a window and free associated textures. + * + * If `renderer` is NULL, this function will return immediately after setting + * the SDL error message to "Invalid renderer". See SDL_GetError(). + * + * \param renderer the rendering context + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateRenderer + */ +extern DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer * renderer); + +/** + * Force the rendering context to flush any pending commands to the underlying + * rendering API. + * + * You do not need to (and in fact, shouldn't) call this function unless you + * are planning to call into OpenGL/Direct3D/Metal/whatever directly in + * addition to using an SDL_Renderer. + * + * This is for a very-specific case: if you are using SDL's render API, you + * asked for a specific renderer backend (OpenGL, Direct3D, etc), you set + * SDL_HINT_RENDER_BATCHING to "1", and you plan to make OpenGL/D3D/whatever + * calls in addition to SDL render API calls. If all of this applies, you + * should call SDL_RenderFlush() between calls to SDL's render API and the + * low-level API you're using in cooperation. + * + * In all other cases, you can ignore this function. This is only here to get + * maximum performance out of a specific situation. In all other cases, SDL + * will do the right thing, perhaps at a performance loss. + * + * This function is first available in SDL 2.0.10, and is not needed in 2.0.9 + * and earlier, as earlier versions did not queue rendering commands at all, + * instead flushing them to the OS immediately. + * + * \param renderer the rendering context + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.10. + */ +extern DECLSPEC int SDLCALL SDL_RenderFlush(SDL_Renderer * renderer); + + +/** + * Bind an OpenGL/ES/ES2 texture to the current context. + * + * This is for use with OpenGL instructions when rendering OpenGL primitives + * directly. + * + * If not NULL, `texw` and `texh` will be filled with the width and height + * values suitable for the provided texture. In most cases, both will be 1.0, + * however, on systems that support the GL_ARB_texture_rectangle extension, + * these values will actually be the pixel width and height used to create the + * texture, so this factor needs to be taken into account when providing + * texture coordinates to OpenGL. + * + * You need a renderer to create an SDL_Texture, therefore you can only use + * this function with an implicit OpenGL context from SDL_CreateRenderer(), + * not with your own OpenGL context. If you need control over your OpenGL + * context, you need to write your own texture-loading methods. + * + * Also note that SDL may upload RGB textures as BGR (or vice-versa), and + * re-order the color channels in the shaders phase, so the uploaded texture + * may have swapped color channels. + * + * \param texture the texture to bind to the current OpenGL/ES/ES2 context + * \param texw a pointer to a float value which will be filled with the + * texture width or NULL if you don't need that value + * \param texh a pointer to a float value which will be filled with the + * texture height or NULL if you don't need that value + * \returns 0 on success, or -1 if the operation is not supported; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GL_MakeCurrent + * \sa SDL_GL_UnbindTexture + */ +extern DECLSPEC int SDLCALL SDL_GL_BindTexture(SDL_Texture *texture, float *texw, float *texh); + +/** + * Unbind an OpenGL/ES/ES2 texture from the current context. + * + * See SDL_GL_BindTexture() for examples on how to use these functions + * + * \param texture the texture to unbind from the current OpenGL/ES/ES2 context + * \returns 0 on success, or -1 if the operation is not supported + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GL_BindTexture + * \sa SDL_GL_MakeCurrent + */ +extern DECLSPEC int SDLCALL SDL_GL_UnbindTexture(SDL_Texture *texture); + +/** + * Get the CAMetalLayer associated with the given Metal renderer. + * + * This function returns `void *`, so SDL doesn't have to include Metal's + * headers, but it can be safely cast to a `CAMetalLayer *`. + * + * \param renderer The renderer to query + * \returns a `CAMetalLayer *` on success, or NULL if the renderer isn't a + * Metal renderer + * + * \since This function is available since SDL 2.0.8. + * + * \sa SDL_RenderGetMetalCommandEncoder + */ +extern DECLSPEC void *SDLCALL SDL_RenderGetMetalLayer(SDL_Renderer * renderer); + +/** + * Get the Metal command encoder for the current frame + * + * This function returns `void *`, so SDL doesn't have to include Metal's + * headers, but it can be safely cast to an `id`. + * + * Note that as of SDL 2.0.18, this will return NULL if Metal refuses to give + * SDL a drawable to render to, which might happen if the window is + * hidden/minimized/offscreen. This doesn't apply to command encoders for + * render targets, just the window's backbuffer. Check your return values! + * + * \param renderer The renderer to query + * \returns an `id` on success, or NULL if the + * renderer isn't a Metal renderer or there was an error. + * + * \since This function is available since SDL 2.0.8. + * + * \sa SDL_RenderGetMetalLayer + */ +extern DECLSPEC void *SDLCALL SDL_RenderGetMetalCommandEncoder(SDL_Renderer * renderer); + +/** + * Toggle VSync of the given renderer. + * + * \param renderer The renderer to toggle + * \param vsync 1 for on, 0 for off. All other values are reserved + * \returns a 0 int on success, or non-zero on failure + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_RenderSetVSync(SDL_Renderer* renderer, int vsync); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include "close_code.h" + +#endif /* SDL_render_h_ */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/thirdparty/sdl_headers/SDL_rwops.h b/thirdparty/sdl_headers/SDL_rwops.h new file mode 100644 index 00000000000..9dd99f92b15 --- /dev/null +++ b/thirdparty/sdl_headers/SDL_rwops.h @@ -0,0 +1,841 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * \file SDL_rwops.h + * + * This file provides a general interface for SDL to read and write + * data streams. It can easily be extended to files, memory, etc. + */ + +#ifndef SDL_rwops_h_ +#define SDL_rwops_h_ + +#include "SDL_stdinc.h" +#include "SDL_error.h" + +#include "begin_code.h" +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/* RWops Types */ +#define SDL_RWOPS_UNKNOWN 0U /**< Unknown stream type */ +#define SDL_RWOPS_WINFILE 1U /**< Win32 file */ +#define SDL_RWOPS_STDFILE 2U /**< Stdio file */ +#define SDL_RWOPS_JNIFILE 3U /**< Android asset */ +#define SDL_RWOPS_MEMORY 4U /**< Memory stream */ +#define SDL_RWOPS_MEMORY_RO 5U /**< Read-Only memory stream */ + +/** + * This is the read/write operation structure -- very basic. + */ +typedef struct SDL_RWops +{ + /** + * Return the size of the file in this rwops, or -1 if unknown + */ + Sint64 (SDLCALL * size) (struct SDL_RWops * context); + + /** + * Seek to \c offset relative to \c whence, one of stdio's whence values: + * RW_SEEK_SET, RW_SEEK_CUR, RW_SEEK_END + * + * \return the final offset in the data stream, or -1 on error. + */ + Sint64 (SDLCALL * seek) (struct SDL_RWops * context, Sint64 offset, + int whence); + + /** + * Read up to \c maxnum objects each of size \c size from the data + * stream to the area pointed at by \c ptr. + * + * \return the number of objects read, or 0 at error or end of file. + */ + size_t (SDLCALL * read) (struct SDL_RWops * context, void *ptr, + size_t size, size_t maxnum); + + /** + * Write exactly \c num objects each of size \c size from the area + * pointed at by \c ptr to data stream. + * + * \return the number of objects written, or 0 at error or end of file. + */ + size_t (SDLCALL * write) (struct SDL_RWops * context, const void *ptr, + size_t size, size_t num); + + /** + * Close and free an allocated SDL_RWops structure. + * + * \return 0 if successful or -1 on write error when flushing data. + */ + int (SDLCALL * close) (struct SDL_RWops * context); + + Uint32 type; + union + { +#if defined(__ANDROID__) + struct + { + void *asset; + } androidio; +#elif defined(__WIN32__) || defined(__GDK__) + struct + { + SDL_bool append; + void *h; + struct + { + void *data; + size_t size; + size_t left; + } buffer; + } windowsio; +#endif + +#ifdef HAVE_STDIO_H + struct + { + SDL_bool autoclose; + FILE *fp; + } stdio; +#endif + struct + { + Uint8 *base; + Uint8 *here; + Uint8 *stop; + } mem; + struct + { + void *data1; + void *data2; + } unknown; + } hidden; + +} SDL_RWops; + + +/** + * \name RWFrom functions + * + * Functions to create SDL_RWops structures from various data streams. + */ +/* @{ */ + +/** + * Use this function to create a new SDL_RWops structure for reading from + * and/or writing to a named file. + * + * The `mode` string is treated roughly the same as in a call to the C + * library's fopen(), even if SDL doesn't happen to use fopen() behind the + * scenes. + * + * Available `mode` strings: + * + * - "r": Open a file for reading. The file must exist. + * - "w": Create an empty file for writing. If a file with the same name + * already exists its content is erased and the file is treated as a new + * empty file. + * - "a": Append to a file. Writing operations append data at the end of the + * file. The file is created if it does not exist. + * - "r+": Open a file for update both reading and writing. The file must + * exist. + * - "w+": Create an empty file for both reading and writing. If a file with + * the same name already exists its content is erased and the file is + * treated as a new empty file. + * - "a+": Open a file for reading and appending. All writing operations are + * performed at the end of the file, protecting the previous content to be + * overwritten. You can reposition (fseek, rewind) the internal pointer to + * anywhere in the file for reading, but writing operations will move it + * back to the end of file. The file is created if it does not exist. + * + * **NOTE**: In order to open a file as a binary file, a "b" character has to + * be included in the `mode` string. This additional "b" character can either + * be appended at the end of the string (thus making the following compound + * modes: "rb", "wb", "ab", "r+b", "w+b", "a+b") or be inserted between the + * letter and the "+" sign for the mixed modes ("rb+", "wb+", "ab+"). + * Additional characters may follow the sequence, although they should have no + * effect. For example, "t" is sometimes appended to make explicit the file is + * a text file. + * + * This function supports Unicode filenames, but they must be encoded in UTF-8 + * format, regardless of the underlying operating system. + * + * As a fallback, SDL_RWFromFile() will transparently open a matching filename + * in an Android app's `assets`. + * + * Closing the SDL_RWops will close the file handle SDL is holding internally. + * + * \param file a UTF-8 string representing the filename to open + * \param mode an ASCII string representing the mode to be used for opening + * the file. + * \returns a pointer to the SDL_RWops structure that is created, or NULL on + * failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RWclose + * \sa SDL_RWFromConstMem + * \sa SDL_RWFromFP + * \sa SDL_RWFromMem + * \sa SDL_RWread + * \sa SDL_RWseek + * \sa SDL_RWtell + * \sa SDL_RWwrite + */ +extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromFile(const char *file, + const char *mode); + +#ifdef HAVE_STDIO_H + +extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromFP(FILE * fp, SDL_bool autoclose); + +#else + +/** + * Use this function to create an SDL_RWops structure from a standard I/O file + * pointer (stdio.h's `FILE*`). + * + * This function is not available on Windows, since files opened in an + * application on that platform cannot be used by a dynamically linked + * library. + * + * On some platforms, the first parameter is a `void*`, on others, it's a + * `FILE*`, depending on what system headers are available to SDL. It is + * always intended to be the `FILE*` type from the C runtime's stdio.h. + * + * \param fp the `FILE*` that feeds the SDL_RWops stream + * \param autoclose SDL_TRUE to close the `FILE*` when closing the SDL_RWops, + * SDL_FALSE to leave the `FILE*` open when the RWops is + * closed + * \returns a pointer to the SDL_RWops structure that is created, or NULL on + * failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RWclose + * \sa SDL_RWFromConstMem + * \sa SDL_RWFromFile + * \sa SDL_RWFromMem + * \sa SDL_RWread + * \sa SDL_RWseek + * \sa SDL_RWtell + * \sa SDL_RWwrite + */ +extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromFP(void * fp, + SDL_bool autoclose); +#endif + +/** + * Use this function to prepare a read-write memory buffer for use with + * SDL_RWops. + * + * This function sets up an SDL_RWops struct based on a memory area of a + * certain size, for both read and write access. + * + * This memory buffer is not copied by the RWops; the pointer you provide must + * remain valid until you close the stream. Closing the stream will not free + * the original buffer. + * + * If you need to make sure the RWops never writes to the memory buffer, you + * should use SDL_RWFromConstMem() with a read-only buffer of memory instead. + * + * \param mem a pointer to a buffer to feed an SDL_RWops stream + * \param size the buffer size, in bytes + * \returns a pointer to a new SDL_RWops structure, or NULL if it fails; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RWclose + * \sa SDL_RWFromConstMem + * \sa SDL_RWFromFile + * \sa SDL_RWFromFP + * \sa SDL_RWFromMem + * \sa SDL_RWread + * \sa SDL_RWseek + * \sa SDL_RWtell + * \sa SDL_RWwrite + */ +extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromMem(void *mem, int size); + +/** + * Use this function to prepare a read-only memory buffer for use with RWops. + * + * This function sets up an SDL_RWops struct based on a memory area of a + * certain size. It assumes the memory area is not writable. + * + * Attempting to write to this RWops stream will report an error without + * writing to the memory buffer. + * + * This memory buffer is not copied by the RWops; the pointer you provide must + * remain valid until you close the stream. Closing the stream will not free + * the original buffer. + * + * If you need to write to a memory buffer, you should use SDL_RWFromMem() + * with a writable buffer of memory instead. + * + * \param mem a pointer to a read-only buffer to feed an SDL_RWops stream + * \param size the buffer size, in bytes + * \returns a pointer to a new SDL_RWops structure, or NULL if it fails; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RWclose + * \sa SDL_RWFromConstMem + * \sa SDL_RWFromFile + * \sa SDL_RWFromFP + * \sa SDL_RWFromMem + * \sa SDL_RWread + * \sa SDL_RWseek + * \sa SDL_RWtell + */ +extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromConstMem(const void *mem, + int size); + +/* @} *//* RWFrom functions */ + + +/** + * Use this function to allocate an empty, unpopulated SDL_RWops structure. + * + * Applications do not need to use this function unless they are providing + * their own SDL_RWops implementation. If you just need a SDL_RWops to + * read/write a common data source, you should use the built-in + * implementations in SDL, like SDL_RWFromFile() or SDL_RWFromMem(), etc. + * + * You must free the returned pointer with SDL_FreeRW(). Depending on your + * operating system and compiler, there may be a difference between the + * malloc() and free() your program uses and the versions SDL calls + * internally. Trying to mix the two can cause crashing such as segmentation + * faults. Since all SDL_RWops must free themselves when their **close** + * method is called, all SDL_RWops must be allocated through this function, so + * they can all be freed correctly with SDL_FreeRW(). + * + * \returns a pointer to the allocated memory on success, or NULL on failure; + * call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_FreeRW + */ +extern DECLSPEC SDL_RWops *SDLCALL SDL_AllocRW(void); + +/** + * Use this function to free an SDL_RWops structure allocated by + * SDL_AllocRW(). + * + * Applications do not need to use this function unless they are providing + * their own SDL_RWops implementation. If you just need a SDL_RWops to + * read/write a common data source, you should use the built-in + * implementations in SDL, like SDL_RWFromFile() or SDL_RWFromMem(), etc, and + * call the **close** method on those SDL_RWops pointers when you are done + * with them. + * + * Only use SDL_FreeRW() on pointers returned by SDL_AllocRW(). The pointer is + * invalid as soon as this function returns. Any extra memory allocated during + * creation of the SDL_RWops is not freed by SDL_FreeRW(); the programmer must + * be responsible for managing that memory in their **close** method. + * + * \param area the SDL_RWops structure to be freed + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AllocRW + */ +extern DECLSPEC void SDLCALL SDL_FreeRW(SDL_RWops * area); + +#define RW_SEEK_SET 0 /**< Seek from the beginning of data */ +#define RW_SEEK_CUR 1 /**< Seek relative to current read point */ +#define RW_SEEK_END 2 /**< Seek relative to the end of data */ + +/** + * Use this function to get the size of the data stream in an SDL_RWops. + * + * Prior to SDL 2.0.10, this function was a macro. + * + * \param context the SDL_RWops to get the size of the data stream from + * \returns the size of the data stream in the SDL_RWops on success, -1 if + * unknown or a negative error code on failure; call SDL_GetError() + * for more information. + * + * \since This function is available since SDL 2.0.10. + */ +extern DECLSPEC Sint64 SDLCALL SDL_RWsize(SDL_RWops *context); + +/** + * Seek within an SDL_RWops data stream. + * + * This function seeks to byte `offset`, relative to `whence`. + * + * `whence` may be any of the following values: + * + * - `RW_SEEK_SET`: seek from the beginning of data + * - `RW_SEEK_CUR`: seek relative to current read point + * - `RW_SEEK_END`: seek relative to the end of data + * + * If this stream can not seek, it will return -1. + * + * SDL_RWseek() is actually a wrapper function that calls the SDL_RWops's + * `seek` method appropriately, to simplify application development. + * + * Prior to SDL 2.0.10, this function was a macro. + * + * \param context a pointer to an SDL_RWops structure + * \param offset an offset in bytes, relative to **whence** location; can be + * negative + * \param whence any of `RW_SEEK_SET`, `RW_SEEK_CUR`, `RW_SEEK_END` + * \returns the final offset in the data stream after the seek or -1 on error. + * + * \since This function is available since SDL 2.0.10. + * + * \sa SDL_RWclose + * \sa SDL_RWFromConstMem + * \sa SDL_RWFromFile + * \sa SDL_RWFromFP + * \sa SDL_RWFromMem + * \sa SDL_RWread + * \sa SDL_RWtell + * \sa SDL_RWwrite + */ +extern DECLSPEC Sint64 SDLCALL SDL_RWseek(SDL_RWops *context, + Sint64 offset, int whence); + +/** + * Determine the current read/write offset in an SDL_RWops data stream. + * + * SDL_RWtell is actually a wrapper function that calls the SDL_RWops's `seek` + * method, with an offset of 0 bytes from `RW_SEEK_CUR`, to simplify + * application development. + * + * Prior to SDL 2.0.10, this function was a macro. + * + * \param context a SDL_RWops data stream object from which to get the current + * offset + * \returns the current offset in the stream, or -1 if the information can not + * be determined. + * + * \since This function is available since SDL 2.0.10. + * + * \sa SDL_RWclose + * \sa SDL_RWFromConstMem + * \sa SDL_RWFromFile + * \sa SDL_RWFromFP + * \sa SDL_RWFromMem + * \sa SDL_RWread + * \sa SDL_RWseek + * \sa SDL_RWwrite + */ +extern DECLSPEC Sint64 SDLCALL SDL_RWtell(SDL_RWops *context); + +/** + * Read from a data source. + * + * This function reads up to `maxnum` objects each of size `size` from the + * data source to the area pointed at by `ptr`. This function may read less + * objects than requested. It will return zero when there has been an error or + * the data stream is completely read. + * + * SDL_RWread() is actually a function wrapper that calls the SDL_RWops's + * `read` method appropriately, to simplify application development. + * + * Prior to SDL 2.0.10, this function was a macro. + * + * \param context a pointer to an SDL_RWops structure + * \param ptr a pointer to a buffer to read data into + * \param size the size of each object to read, in bytes + * \param maxnum the maximum number of objects to be read + * \returns the number of objects read, or 0 at error or end of file; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.10. + * + * \sa SDL_RWclose + * \sa SDL_RWFromConstMem + * \sa SDL_RWFromFile + * \sa SDL_RWFromFP + * \sa SDL_RWFromMem + * \sa SDL_RWseek + * \sa SDL_RWwrite + */ +extern DECLSPEC size_t SDLCALL SDL_RWread(SDL_RWops *context, + void *ptr, size_t size, + size_t maxnum); + +/** + * Write to an SDL_RWops data stream. + * + * This function writes exactly `num` objects each of size `size` from the + * area pointed at by `ptr` to the stream. If this fails for any reason, it'll + * return less than `num` to demonstrate how far the write progressed. On + * success, it returns `num`. + * + * SDL_RWwrite is actually a function wrapper that calls the SDL_RWops's + * `write` method appropriately, to simplify application development. + * + * Prior to SDL 2.0.10, this function was a macro. + * + * \param context a pointer to an SDL_RWops structure + * \param ptr a pointer to a buffer containing data to write + * \param size the size of an object to write, in bytes + * \param num the number of objects to write + * \returns the number of objects written, which will be less than **num** on + * error; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.10. + * + * \sa SDL_RWclose + * \sa SDL_RWFromConstMem + * \sa SDL_RWFromFile + * \sa SDL_RWFromFP + * \sa SDL_RWFromMem + * \sa SDL_RWread + * \sa SDL_RWseek + */ +extern DECLSPEC size_t SDLCALL SDL_RWwrite(SDL_RWops *context, + const void *ptr, size_t size, + size_t num); + +/** + * Close and free an allocated SDL_RWops structure. + * + * SDL_RWclose() closes and cleans up the SDL_RWops stream. It releases any + * resources used by the stream and frees the SDL_RWops itself with + * SDL_FreeRW(). This returns 0 on success, or -1 if the stream failed to + * flush to its output (e.g. to disk). + * + * Note that if this fails to flush the stream to disk, this function reports + * an error, but the SDL_RWops is still invalid once this function returns. + * + * Prior to SDL 2.0.10, this function was a macro. + * + * \param context SDL_RWops structure to close + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.10. + * + * \sa SDL_RWFromConstMem + * \sa SDL_RWFromFile + * \sa SDL_RWFromFP + * \sa SDL_RWFromMem + * \sa SDL_RWread + * \sa SDL_RWseek + * \sa SDL_RWwrite + */ +extern DECLSPEC int SDLCALL SDL_RWclose(SDL_RWops *context); + +/** + * Load all the data from an SDL data stream. + * + * The data is allocated with a zero byte at the end (null terminated) for + * convenience. This extra byte is not included in the value reported via + * `datasize`. + * + * The data should be freed with SDL_free(). + * + * \param src the SDL_RWops to read all available data from + * \param datasize if not NULL, will store the number of bytes read + * \param freesrc if non-zero, calls SDL_RWclose() on `src` before returning + * \returns the data, or NULL if there was an error. + * + * \since This function is available since SDL 2.0.6. + */ +extern DECLSPEC void *SDLCALL SDL_LoadFile_RW(SDL_RWops *src, + size_t *datasize, + int freesrc); + +/** + * Load all the data from a file path. + * + * The data is allocated with a zero byte at the end (null terminated) for + * convenience. This extra byte is not included in the value reported via + * `datasize`. + * + * The data should be freed with SDL_free(). + * + * Prior to SDL 2.0.10, this function was a macro wrapping around + * SDL_LoadFile_RW. + * + * \param file the path to read all available data from + * \param datasize if not NULL, will store the number of bytes read + * \returns the data, or NULL if there was an error. + * + * \since This function is available since SDL 2.0.10. + */ +extern DECLSPEC void *SDLCALL SDL_LoadFile(const char *file, size_t *datasize); + +/** + * \name Read endian functions + * + * Read an item of the specified endianness and return in native format. + */ +/* @{ */ + +/** + * Use this function to read a byte from an SDL_RWops. + * + * \param src the SDL_RWops to read from + * \returns the read byte on success or 0 on failure; call SDL_GetError() for + * more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_WriteU8 + */ +extern DECLSPEC Uint8 SDLCALL SDL_ReadU8(SDL_RWops * src); + +/** + * Use this function to read 16 bits of little-endian data from an SDL_RWops + * and return in native format. + * + * SDL byteswaps the data only if necessary, so the data returned will be in + * the native byte order. + * + * \param src the stream from which to read data + * \returns 16 bits of data in the native byte order of the platform. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_ReadBE16 + */ +extern DECLSPEC Uint16 SDLCALL SDL_ReadLE16(SDL_RWops * src); + +/** + * Use this function to read 16 bits of big-endian data from an SDL_RWops and + * return in native format. + * + * SDL byteswaps the data only if necessary, so the data returned will be in + * the native byte order. + * + * \param src the stream from which to read data + * \returns 16 bits of data in the native byte order of the platform. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_ReadLE16 + */ +extern DECLSPEC Uint16 SDLCALL SDL_ReadBE16(SDL_RWops * src); + +/** + * Use this function to read 32 bits of little-endian data from an SDL_RWops + * and return in native format. + * + * SDL byteswaps the data only if necessary, so the data returned will be in + * the native byte order. + * + * \param src the stream from which to read data + * \returns 32 bits of data in the native byte order of the platform. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_ReadBE32 + */ +extern DECLSPEC Uint32 SDLCALL SDL_ReadLE32(SDL_RWops * src); + +/** + * Use this function to read 32 bits of big-endian data from an SDL_RWops and + * return in native format. + * + * SDL byteswaps the data only if necessary, so the data returned will be in + * the native byte order. + * + * \param src the stream from which to read data + * \returns 32 bits of data in the native byte order of the platform. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_ReadLE32 + */ +extern DECLSPEC Uint32 SDLCALL SDL_ReadBE32(SDL_RWops * src); + +/** + * Use this function to read 64 bits of little-endian data from an SDL_RWops + * and return in native format. + * + * SDL byteswaps the data only if necessary, so the data returned will be in + * the native byte order. + * + * \param src the stream from which to read data + * \returns 64 bits of data in the native byte order of the platform. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_ReadBE64 + */ +extern DECLSPEC Uint64 SDLCALL SDL_ReadLE64(SDL_RWops * src); + +/** + * Use this function to read 64 bits of big-endian data from an SDL_RWops and + * return in native format. + * + * SDL byteswaps the data only if necessary, so the data returned will be in + * the native byte order. + * + * \param src the stream from which to read data + * \returns 64 bits of data in the native byte order of the platform. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_ReadLE64 + */ +extern DECLSPEC Uint64 SDLCALL SDL_ReadBE64(SDL_RWops * src); +/* @} *//* Read endian functions */ + +/** + * \name Write endian functions + * + * Write an item of native format to the specified endianness. + */ +/* @{ */ + +/** + * Use this function to write a byte to an SDL_RWops. + * + * \param dst the SDL_RWops to write to + * \param value the byte value to write + * \returns 1 on success or 0 on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_ReadU8 + */ +extern DECLSPEC size_t SDLCALL SDL_WriteU8(SDL_RWops * dst, Uint8 value); + +/** + * Use this function to write 16 bits in native format to a SDL_RWops as + * little-endian data. + * + * SDL byteswaps the data only if necessary, so the application always + * specifies native format, and the data written will be in little-endian + * format. + * + * \param dst the stream to which data will be written + * \param value the data to be written, in native format + * \returns 1 on successful write, 0 on error. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_WriteBE16 + */ +extern DECLSPEC size_t SDLCALL SDL_WriteLE16(SDL_RWops * dst, Uint16 value); + +/** + * Use this function to write 16 bits in native format to a SDL_RWops as + * big-endian data. + * + * SDL byteswaps the data only if necessary, so the application always + * specifies native format, and the data written will be in big-endian format. + * + * \param dst the stream to which data will be written + * \param value the data to be written, in native format + * \returns 1 on successful write, 0 on error. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_WriteLE16 + */ +extern DECLSPEC size_t SDLCALL SDL_WriteBE16(SDL_RWops * dst, Uint16 value); + +/** + * Use this function to write 32 bits in native format to a SDL_RWops as + * little-endian data. + * + * SDL byteswaps the data only if necessary, so the application always + * specifies native format, and the data written will be in little-endian + * format. + * + * \param dst the stream to which data will be written + * \param value the data to be written, in native format + * \returns 1 on successful write, 0 on error. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_WriteBE32 + */ +extern DECLSPEC size_t SDLCALL SDL_WriteLE32(SDL_RWops * dst, Uint32 value); + +/** + * Use this function to write 32 bits in native format to a SDL_RWops as + * big-endian data. + * + * SDL byteswaps the data only if necessary, so the application always + * specifies native format, and the data written will be in big-endian format. + * + * \param dst the stream to which data will be written + * \param value the data to be written, in native format + * \returns 1 on successful write, 0 on error. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_WriteLE32 + */ +extern DECLSPEC size_t SDLCALL SDL_WriteBE32(SDL_RWops * dst, Uint32 value); + +/** + * Use this function to write 64 bits in native format to a SDL_RWops as + * little-endian data. + * + * SDL byteswaps the data only if necessary, so the application always + * specifies native format, and the data written will be in little-endian + * format. + * + * \param dst the stream to which data will be written + * \param value the data to be written, in native format + * \returns 1 on successful write, 0 on error. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_WriteBE64 + */ +extern DECLSPEC size_t SDLCALL SDL_WriteLE64(SDL_RWops * dst, Uint64 value); + +/** + * Use this function to write 64 bits in native format to a SDL_RWops as + * big-endian data. + * + * SDL byteswaps the data only if necessary, so the application always + * specifies native format, and the data written will be in big-endian format. + * + * \param dst the stream to which data will be written + * \param value the data to be written, in native format + * \returns 1 on successful write, 0 on error. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_WriteLE64 + */ +extern DECLSPEC size_t SDLCALL SDL_WriteBE64(SDL_RWops * dst, Uint64 value); +/* @} *//* Write endian functions */ + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include "close_code.h" + +#endif /* SDL_rwops_h_ */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/thirdparty/sdl_headers/SDL_scancode.h b/thirdparty/sdl_headers/SDL_scancode.h new file mode 100644 index 00000000000..fe13d5b7aaa --- /dev/null +++ b/thirdparty/sdl_headers/SDL_scancode.h @@ -0,0 +1,438 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * \file SDL_scancode.h + * + * Defines keyboard scancodes. + */ + +#ifndef SDL_scancode_h_ +#define SDL_scancode_h_ + +#include "SDL_stdinc.h" + +/** + * \brief The SDL keyboard scancode representation. + * + * Values of this type are used to represent keyboard keys, among other places + * in the \link SDL_Keysym::scancode key.keysym.scancode \endlink field of the + * SDL_Event structure. + * + * The values in this enumeration are based on the USB usage page standard: + * https://www.usb.org/sites/default/files/documents/hut1_12v2.pdf + */ +typedef enum +{ + SDL_SCANCODE_UNKNOWN = 0, + + /** + * \name Usage page 0x07 + * + * These values are from usage page 0x07 (USB keyboard page). + */ + /* @{ */ + + SDL_SCANCODE_A = 4, + SDL_SCANCODE_B = 5, + SDL_SCANCODE_C = 6, + SDL_SCANCODE_D = 7, + SDL_SCANCODE_E = 8, + SDL_SCANCODE_F = 9, + SDL_SCANCODE_G = 10, + SDL_SCANCODE_H = 11, + SDL_SCANCODE_I = 12, + SDL_SCANCODE_J = 13, + SDL_SCANCODE_K = 14, + SDL_SCANCODE_L = 15, + SDL_SCANCODE_M = 16, + SDL_SCANCODE_N = 17, + SDL_SCANCODE_O = 18, + SDL_SCANCODE_P = 19, + SDL_SCANCODE_Q = 20, + SDL_SCANCODE_R = 21, + SDL_SCANCODE_S = 22, + SDL_SCANCODE_T = 23, + SDL_SCANCODE_U = 24, + SDL_SCANCODE_V = 25, + SDL_SCANCODE_W = 26, + SDL_SCANCODE_X = 27, + SDL_SCANCODE_Y = 28, + SDL_SCANCODE_Z = 29, + + SDL_SCANCODE_1 = 30, + SDL_SCANCODE_2 = 31, + SDL_SCANCODE_3 = 32, + SDL_SCANCODE_4 = 33, + SDL_SCANCODE_5 = 34, + SDL_SCANCODE_6 = 35, + SDL_SCANCODE_7 = 36, + SDL_SCANCODE_8 = 37, + SDL_SCANCODE_9 = 38, + SDL_SCANCODE_0 = 39, + + SDL_SCANCODE_RETURN = 40, + SDL_SCANCODE_ESCAPE = 41, + SDL_SCANCODE_BACKSPACE = 42, + SDL_SCANCODE_TAB = 43, + SDL_SCANCODE_SPACE = 44, + + SDL_SCANCODE_MINUS = 45, + SDL_SCANCODE_EQUALS = 46, + SDL_SCANCODE_LEFTBRACKET = 47, + SDL_SCANCODE_RIGHTBRACKET = 48, + SDL_SCANCODE_BACKSLASH = 49, /**< Located at the lower left of the return + * key on ISO keyboards and at the right end + * of the QWERTY row on ANSI keyboards. + * Produces REVERSE SOLIDUS (backslash) and + * VERTICAL LINE in a US layout, REVERSE + * SOLIDUS and VERTICAL LINE in a UK Mac + * layout, NUMBER SIGN and TILDE in a UK + * Windows layout, DOLLAR SIGN and POUND SIGN + * in a Swiss German layout, NUMBER SIGN and + * APOSTROPHE in a German layout, GRAVE + * ACCENT and POUND SIGN in a French Mac + * layout, and ASTERISK and MICRO SIGN in a + * French Windows layout. + */ + SDL_SCANCODE_NONUSHASH = 50, /**< ISO USB keyboards actually use this code + * instead of 49 for the same key, but all + * OSes I've seen treat the two codes + * identically. So, as an implementor, unless + * your keyboard generates both of those + * codes and your OS treats them differently, + * you should generate SDL_SCANCODE_BACKSLASH + * instead of this code. As a user, you + * should not rely on this code because SDL + * will never generate it with most (all?) + * keyboards. + */ + SDL_SCANCODE_SEMICOLON = 51, + SDL_SCANCODE_APOSTROPHE = 52, + SDL_SCANCODE_GRAVE = 53, /**< Located in the top left corner (on both ANSI + * and ISO keyboards). Produces GRAVE ACCENT and + * TILDE in a US Windows layout and in US and UK + * Mac layouts on ANSI keyboards, GRAVE ACCENT + * and NOT SIGN in a UK Windows layout, SECTION + * SIGN and PLUS-MINUS SIGN in US and UK Mac + * layouts on ISO keyboards, SECTION SIGN and + * DEGREE SIGN in a Swiss German layout (Mac: + * only on ISO keyboards), CIRCUMFLEX ACCENT and + * DEGREE SIGN in a German layout (Mac: only on + * ISO keyboards), SUPERSCRIPT TWO and TILDE in a + * French Windows layout, COMMERCIAL AT and + * NUMBER SIGN in a French Mac layout on ISO + * keyboards, and LESS-THAN SIGN and GREATER-THAN + * SIGN in a Swiss German, German, or French Mac + * layout on ANSI keyboards. + */ + SDL_SCANCODE_COMMA = 54, + SDL_SCANCODE_PERIOD = 55, + SDL_SCANCODE_SLASH = 56, + + SDL_SCANCODE_CAPSLOCK = 57, + + SDL_SCANCODE_F1 = 58, + SDL_SCANCODE_F2 = 59, + SDL_SCANCODE_F3 = 60, + SDL_SCANCODE_F4 = 61, + SDL_SCANCODE_F5 = 62, + SDL_SCANCODE_F6 = 63, + SDL_SCANCODE_F7 = 64, + SDL_SCANCODE_F8 = 65, + SDL_SCANCODE_F9 = 66, + SDL_SCANCODE_F10 = 67, + SDL_SCANCODE_F11 = 68, + SDL_SCANCODE_F12 = 69, + + SDL_SCANCODE_PRINTSCREEN = 70, + SDL_SCANCODE_SCROLLLOCK = 71, + SDL_SCANCODE_PAUSE = 72, + SDL_SCANCODE_INSERT = 73, /**< insert on PC, help on some Mac keyboards (but + does send code 73, not 117) */ + SDL_SCANCODE_HOME = 74, + SDL_SCANCODE_PAGEUP = 75, + SDL_SCANCODE_DELETE = 76, + SDL_SCANCODE_END = 77, + SDL_SCANCODE_PAGEDOWN = 78, + SDL_SCANCODE_RIGHT = 79, + SDL_SCANCODE_LEFT = 80, + SDL_SCANCODE_DOWN = 81, + SDL_SCANCODE_UP = 82, + + SDL_SCANCODE_NUMLOCKCLEAR = 83, /**< num lock on PC, clear on Mac keyboards + */ + SDL_SCANCODE_KP_DIVIDE = 84, + SDL_SCANCODE_KP_MULTIPLY = 85, + SDL_SCANCODE_KP_MINUS = 86, + SDL_SCANCODE_KP_PLUS = 87, + SDL_SCANCODE_KP_ENTER = 88, + SDL_SCANCODE_KP_1 = 89, + SDL_SCANCODE_KP_2 = 90, + SDL_SCANCODE_KP_3 = 91, + SDL_SCANCODE_KP_4 = 92, + SDL_SCANCODE_KP_5 = 93, + SDL_SCANCODE_KP_6 = 94, + SDL_SCANCODE_KP_7 = 95, + SDL_SCANCODE_KP_8 = 96, + SDL_SCANCODE_KP_9 = 97, + SDL_SCANCODE_KP_0 = 98, + SDL_SCANCODE_KP_PERIOD = 99, + + SDL_SCANCODE_NONUSBACKSLASH = 100, /**< This is the additional key that ISO + * keyboards have over ANSI ones, + * located between left shift and Y. + * Produces GRAVE ACCENT and TILDE in a + * US or UK Mac layout, REVERSE SOLIDUS + * (backslash) and VERTICAL LINE in a + * US or UK Windows layout, and + * LESS-THAN SIGN and GREATER-THAN SIGN + * in a Swiss German, German, or French + * layout. */ + SDL_SCANCODE_APPLICATION = 101, /**< windows contextual menu, compose */ + SDL_SCANCODE_POWER = 102, /**< The USB document says this is a status flag, + * not a physical key - but some Mac keyboards + * do have a power key. */ + SDL_SCANCODE_KP_EQUALS = 103, + SDL_SCANCODE_F13 = 104, + SDL_SCANCODE_F14 = 105, + SDL_SCANCODE_F15 = 106, + SDL_SCANCODE_F16 = 107, + SDL_SCANCODE_F17 = 108, + SDL_SCANCODE_F18 = 109, + SDL_SCANCODE_F19 = 110, + SDL_SCANCODE_F20 = 111, + SDL_SCANCODE_F21 = 112, + SDL_SCANCODE_F22 = 113, + SDL_SCANCODE_F23 = 114, + SDL_SCANCODE_F24 = 115, + SDL_SCANCODE_EXECUTE = 116, + SDL_SCANCODE_HELP = 117, /**< AL Integrated Help Center */ + SDL_SCANCODE_MENU = 118, /**< Menu (show menu) */ + SDL_SCANCODE_SELECT = 119, + SDL_SCANCODE_STOP = 120, /**< AC Stop */ + SDL_SCANCODE_AGAIN = 121, /**< AC Redo/Repeat */ + SDL_SCANCODE_UNDO = 122, /**< AC Undo */ + SDL_SCANCODE_CUT = 123, /**< AC Cut */ + SDL_SCANCODE_COPY = 124, /**< AC Copy */ + SDL_SCANCODE_PASTE = 125, /**< AC Paste */ + SDL_SCANCODE_FIND = 126, /**< AC Find */ + SDL_SCANCODE_MUTE = 127, + SDL_SCANCODE_VOLUMEUP = 128, + SDL_SCANCODE_VOLUMEDOWN = 129, +/* not sure whether there's a reason to enable these */ +/* SDL_SCANCODE_LOCKINGCAPSLOCK = 130, */ +/* SDL_SCANCODE_LOCKINGNUMLOCK = 131, */ +/* SDL_SCANCODE_LOCKINGSCROLLLOCK = 132, */ + SDL_SCANCODE_KP_COMMA = 133, + SDL_SCANCODE_KP_EQUALSAS400 = 134, + + SDL_SCANCODE_INTERNATIONAL1 = 135, /**< used on Asian keyboards, see + footnotes in USB doc */ + SDL_SCANCODE_INTERNATIONAL2 = 136, + SDL_SCANCODE_INTERNATIONAL3 = 137, /**< Yen */ + SDL_SCANCODE_INTERNATIONAL4 = 138, + SDL_SCANCODE_INTERNATIONAL5 = 139, + SDL_SCANCODE_INTERNATIONAL6 = 140, + SDL_SCANCODE_INTERNATIONAL7 = 141, + SDL_SCANCODE_INTERNATIONAL8 = 142, + SDL_SCANCODE_INTERNATIONAL9 = 143, + SDL_SCANCODE_LANG1 = 144, /**< Hangul/English toggle */ + SDL_SCANCODE_LANG2 = 145, /**< Hanja conversion */ + SDL_SCANCODE_LANG3 = 146, /**< Katakana */ + SDL_SCANCODE_LANG4 = 147, /**< Hiragana */ + SDL_SCANCODE_LANG5 = 148, /**< Zenkaku/Hankaku */ + SDL_SCANCODE_LANG6 = 149, /**< reserved */ + SDL_SCANCODE_LANG7 = 150, /**< reserved */ + SDL_SCANCODE_LANG8 = 151, /**< reserved */ + SDL_SCANCODE_LANG9 = 152, /**< reserved */ + + SDL_SCANCODE_ALTERASE = 153, /**< Erase-Eaze */ + SDL_SCANCODE_SYSREQ = 154, + SDL_SCANCODE_CANCEL = 155, /**< AC Cancel */ + SDL_SCANCODE_CLEAR = 156, + SDL_SCANCODE_PRIOR = 157, + SDL_SCANCODE_RETURN2 = 158, + SDL_SCANCODE_SEPARATOR = 159, + SDL_SCANCODE_OUT = 160, + SDL_SCANCODE_OPER = 161, + SDL_SCANCODE_CLEARAGAIN = 162, + SDL_SCANCODE_CRSEL = 163, + SDL_SCANCODE_EXSEL = 164, + + SDL_SCANCODE_KP_00 = 176, + SDL_SCANCODE_KP_000 = 177, + SDL_SCANCODE_THOUSANDSSEPARATOR = 178, + SDL_SCANCODE_DECIMALSEPARATOR = 179, + SDL_SCANCODE_CURRENCYUNIT = 180, + SDL_SCANCODE_CURRENCYSUBUNIT = 181, + SDL_SCANCODE_KP_LEFTPAREN = 182, + SDL_SCANCODE_KP_RIGHTPAREN = 183, + SDL_SCANCODE_KP_LEFTBRACE = 184, + SDL_SCANCODE_KP_RIGHTBRACE = 185, + SDL_SCANCODE_KP_TAB = 186, + SDL_SCANCODE_KP_BACKSPACE = 187, + SDL_SCANCODE_KP_A = 188, + SDL_SCANCODE_KP_B = 189, + SDL_SCANCODE_KP_C = 190, + SDL_SCANCODE_KP_D = 191, + SDL_SCANCODE_KP_E = 192, + SDL_SCANCODE_KP_F = 193, + SDL_SCANCODE_KP_XOR = 194, + SDL_SCANCODE_KP_POWER = 195, + SDL_SCANCODE_KP_PERCENT = 196, + SDL_SCANCODE_KP_LESS = 197, + SDL_SCANCODE_KP_GREATER = 198, + SDL_SCANCODE_KP_AMPERSAND = 199, + SDL_SCANCODE_KP_DBLAMPERSAND = 200, + SDL_SCANCODE_KP_VERTICALBAR = 201, + SDL_SCANCODE_KP_DBLVERTICALBAR = 202, + SDL_SCANCODE_KP_COLON = 203, + SDL_SCANCODE_KP_HASH = 204, + SDL_SCANCODE_KP_SPACE = 205, + SDL_SCANCODE_KP_AT = 206, + SDL_SCANCODE_KP_EXCLAM = 207, + SDL_SCANCODE_KP_MEMSTORE = 208, + SDL_SCANCODE_KP_MEMRECALL = 209, + SDL_SCANCODE_KP_MEMCLEAR = 210, + SDL_SCANCODE_KP_MEMADD = 211, + SDL_SCANCODE_KP_MEMSUBTRACT = 212, + SDL_SCANCODE_KP_MEMMULTIPLY = 213, + SDL_SCANCODE_KP_MEMDIVIDE = 214, + SDL_SCANCODE_KP_PLUSMINUS = 215, + SDL_SCANCODE_KP_CLEAR = 216, + SDL_SCANCODE_KP_CLEARENTRY = 217, + SDL_SCANCODE_KP_BINARY = 218, + SDL_SCANCODE_KP_OCTAL = 219, + SDL_SCANCODE_KP_DECIMAL = 220, + SDL_SCANCODE_KP_HEXADECIMAL = 221, + + SDL_SCANCODE_LCTRL = 224, + SDL_SCANCODE_LSHIFT = 225, + SDL_SCANCODE_LALT = 226, /**< alt, option */ + SDL_SCANCODE_LGUI = 227, /**< windows, command (apple), meta */ + SDL_SCANCODE_RCTRL = 228, + SDL_SCANCODE_RSHIFT = 229, + SDL_SCANCODE_RALT = 230, /**< alt gr, option */ + SDL_SCANCODE_RGUI = 231, /**< windows, command (apple), meta */ + + SDL_SCANCODE_MODE = 257, /**< I'm not sure if this is really not covered + * by any of the above, but since there's a + * special KMOD_MODE for it I'm adding it here + */ + + /* @} *//* Usage page 0x07 */ + + /** + * \name Usage page 0x0C + * + * These values are mapped from usage page 0x0C (USB consumer page). + * See https://usb.org/sites/default/files/hut1_2.pdf + * + * There are way more keys in the spec than we can represent in the + * current scancode range, so pick the ones that commonly come up in + * real world usage. + */ + /* @{ */ + + SDL_SCANCODE_AUDIONEXT = 258, + SDL_SCANCODE_AUDIOPREV = 259, + SDL_SCANCODE_AUDIOSTOP = 260, + SDL_SCANCODE_AUDIOPLAY = 261, + SDL_SCANCODE_AUDIOMUTE = 262, + SDL_SCANCODE_MEDIASELECT = 263, + SDL_SCANCODE_WWW = 264, /**< AL Internet Browser */ + SDL_SCANCODE_MAIL = 265, + SDL_SCANCODE_CALCULATOR = 266, /**< AL Calculator */ + SDL_SCANCODE_COMPUTER = 267, + SDL_SCANCODE_AC_SEARCH = 268, /**< AC Search */ + SDL_SCANCODE_AC_HOME = 269, /**< AC Home */ + SDL_SCANCODE_AC_BACK = 270, /**< AC Back */ + SDL_SCANCODE_AC_FORWARD = 271, /**< AC Forward */ + SDL_SCANCODE_AC_STOP = 272, /**< AC Stop */ + SDL_SCANCODE_AC_REFRESH = 273, /**< AC Refresh */ + SDL_SCANCODE_AC_BOOKMARKS = 274, /**< AC Bookmarks */ + + /* @} *//* Usage page 0x0C */ + + /** + * \name Walther keys + * + * These are values that Christian Walther added (for mac keyboard?). + */ + /* @{ */ + + SDL_SCANCODE_BRIGHTNESSDOWN = 275, + SDL_SCANCODE_BRIGHTNESSUP = 276, + SDL_SCANCODE_DISPLAYSWITCH = 277, /**< display mirroring/dual display + switch, video mode switch */ + SDL_SCANCODE_KBDILLUMTOGGLE = 278, + SDL_SCANCODE_KBDILLUMDOWN = 279, + SDL_SCANCODE_KBDILLUMUP = 280, + SDL_SCANCODE_EJECT = 281, + SDL_SCANCODE_SLEEP = 282, /**< SC System Sleep */ + + SDL_SCANCODE_APP1 = 283, + SDL_SCANCODE_APP2 = 284, + + /* @} *//* Walther keys */ + + /** + * \name Usage page 0x0C (additional media keys) + * + * These values are mapped from usage page 0x0C (USB consumer page). + */ + /* @{ */ + + SDL_SCANCODE_AUDIOREWIND = 285, + SDL_SCANCODE_AUDIOFASTFORWARD = 286, + + /* @} *//* Usage page 0x0C (additional media keys) */ + + /** + * \name Mobile keys + * + * These are values that are often used on mobile phones. + */ + /* @{ */ + + SDL_SCANCODE_SOFTLEFT = 287, /**< Usually situated below the display on phones and + used as a multi-function feature key for selecting + a software defined function shown on the bottom left + of the display. */ + SDL_SCANCODE_SOFTRIGHT = 288, /**< Usually situated below the display on phones and + used as a multi-function feature key for selecting + a software defined function shown on the bottom right + of the display. */ + SDL_SCANCODE_CALL = 289, /**< Used for accepting phone calls. */ + SDL_SCANCODE_ENDCALL = 290, /**< Used for rejecting phone calls. */ + + /* @} *//* Mobile keys */ + + /* Add any other keys here. */ + + SDL_NUM_SCANCODES = 512 /**< not a key, just marks the number of scancodes + for array bounds */ +} SDL_Scancode; + +#endif /* SDL_scancode_h_ */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/thirdparty/sdl_headers/SDL_sensor.h b/thirdparty/sdl_headers/SDL_sensor.h new file mode 100644 index 00000000000..8b89ef6a526 --- /dev/null +++ b/thirdparty/sdl_headers/SDL_sensor.h @@ -0,0 +1,322 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * \file SDL_sensor.h + * + * Include file for SDL sensor event handling + * + */ + +#ifndef SDL_sensor_h_ +#define SDL_sensor_h_ + +#include "SDL_stdinc.h" +#include "SDL_error.h" + +#include "begin_code.h" +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +/* *INDENT-OFF* */ +extern "C" { +/* *INDENT-ON* */ +#endif + +/** + * \brief SDL_sensor.h + * + * In order to use these functions, SDL_Init() must have been called + * with the ::SDL_INIT_SENSOR flag. This causes SDL to scan the system + * for sensors, and load appropriate drivers. + */ + +struct _SDL_Sensor; +typedef struct _SDL_Sensor SDL_Sensor; + +/** + * This is a unique ID for a sensor for the time it is connected to the system, + * and is never reused for the lifetime of the application. + * + * The ID value starts at 0 and increments from there. The value -1 is an invalid ID. + */ +typedef Sint32 SDL_SensorID; + +/* The different sensors defined by SDL + * + * Additional sensors may be available, using platform dependent semantics. + * + * Hare are the additional Android sensors: + * https://developer.android.com/reference/android/hardware/SensorEvent.html#values + */ +typedef enum +{ + SDL_SENSOR_INVALID = -1, /**< Returned for an invalid sensor */ + SDL_SENSOR_UNKNOWN, /**< Unknown sensor type */ + SDL_SENSOR_ACCEL, /**< Accelerometer */ + SDL_SENSOR_GYRO, /**< Gyroscope */ + SDL_SENSOR_ACCEL_L, /**< Accelerometer for left Joy-Con controller and Wii nunchuk */ + SDL_SENSOR_GYRO_L, /**< Gyroscope for left Joy-Con controller */ + SDL_SENSOR_ACCEL_R, /**< Accelerometer for right Joy-Con controller */ + SDL_SENSOR_GYRO_R /**< Gyroscope for right Joy-Con controller */ +} SDL_SensorType; + +/** + * Accelerometer sensor + * + * The accelerometer returns the current acceleration in SI meters per + * second squared. This measurement includes the force of gravity, so + * a device at rest will have an value of SDL_STANDARD_GRAVITY away + * from the center of the earth, which is a positive Y value. + * + * values[0]: Acceleration on the x axis + * values[1]: Acceleration on the y axis + * values[2]: Acceleration on the z axis + * + * For phones held in portrait mode and game controllers held in front of you, + * the axes are defined as follows: + * -X ... +X : left ... right + * -Y ... +Y : bottom ... top + * -Z ... +Z : farther ... closer + * + * The axis data is not changed when the phone is rotated. + * + * \sa SDL_GetDisplayOrientation() + */ +#define SDL_STANDARD_GRAVITY 9.80665f + +/** + * Gyroscope sensor + * + * The gyroscope returns the current rate of rotation in radians per second. + * The rotation is positive in the counter-clockwise direction. That is, + * an observer looking from a positive location on one of the axes would + * see positive rotation on that axis when it appeared to be rotating + * counter-clockwise. + * + * values[0]: Angular speed around the x axis (pitch) + * values[1]: Angular speed around the y axis (yaw) + * values[2]: Angular speed around the z axis (roll) + * + * For phones held in portrait mode and game controllers held in front of you, + * the axes are defined as follows: + * -X ... +X : left ... right + * -Y ... +Y : bottom ... top + * -Z ... +Z : farther ... closer + * + * The axis data is not changed when the phone or controller is rotated. + * + * \sa SDL_GetDisplayOrientation() + */ + +/* Function prototypes */ + +/** + * Locking for multi-threaded access to the sensor API + * + * If you are using the sensor API or handling events from multiple threads + * you should use these locking functions to protect access to the sensors. + * + * In particular, you are guaranteed that the sensor list won't change, so the + * API functions that take a sensor index will be valid, and sensor events + * will not be delivered. + * + * \since This function is available since SDL 2.0.14. + */ +extern DECLSPEC void SDLCALL SDL_LockSensors(void); +extern DECLSPEC void SDLCALL SDL_UnlockSensors(void); + +/** + * Count the number of sensors attached to the system right now. + * + * \returns the number of sensors detected. + * + * \since This function is available since SDL 2.0.9. + */ +extern DECLSPEC int SDLCALL SDL_NumSensors(void); + +/** + * Get the implementation dependent name of a sensor. + * + * \param device_index The sensor to obtain name from + * \returns the sensor name, or NULL if `device_index` is out of range. + * + * \since This function is available since SDL 2.0.9. + */ +extern DECLSPEC const char *SDLCALL SDL_SensorGetDeviceName(int device_index); + +/** + * Get the type of a sensor. + * + * \param device_index The sensor to get the type from + * \returns the SDL_SensorType, or `SDL_SENSOR_INVALID` if `device_index` is + * out of range. + * + * \since This function is available since SDL 2.0.9. + */ +extern DECLSPEC SDL_SensorType SDLCALL SDL_SensorGetDeviceType(int device_index); + +/** + * Get the platform dependent type of a sensor. + * + * \param device_index The sensor to check + * \returns the sensor platform dependent type, or -1 if `device_index` is out + * of range. + * + * \since This function is available since SDL 2.0.9. + */ +extern DECLSPEC int SDLCALL SDL_SensorGetDeviceNonPortableType(int device_index); + +/** + * Get the instance ID of a sensor. + * + * \param device_index The sensor to get instance id from + * \returns the sensor instance ID, or -1 if `device_index` is out of range. + * + * \since This function is available since SDL 2.0.9. + */ +extern DECLSPEC SDL_SensorID SDLCALL SDL_SensorGetDeviceInstanceID(int device_index); + +/** + * Open a sensor for use. + * + * \param device_index The sensor to open + * \returns an SDL_Sensor sensor object, or NULL if an error occurred. + * + * \since This function is available since SDL 2.0.9. + */ +extern DECLSPEC SDL_Sensor *SDLCALL SDL_SensorOpen(int device_index); + +/** + * Return the SDL_Sensor associated with an instance id. + * + * \param instance_id The sensor from instance id + * \returns an SDL_Sensor object. + * + * \since This function is available since SDL 2.0.9. + */ +extern DECLSPEC SDL_Sensor *SDLCALL SDL_SensorFromInstanceID(SDL_SensorID instance_id); + +/** + * Get the implementation dependent name of a sensor + * + * \param sensor The SDL_Sensor object + * \returns the sensor name, or NULL if `sensor` is NULL. + * + * \since This function is available since SDL 2.0.9. + */ +extern DECLSPEC const char *SDLCALL SDL_SensorGetName(SDL_Sensor *sensor); + +/** + * Get the type of a sensor. + * + * \param sensor The SDL_Sensor object to inspect + * \returns the SDL_SensorType type, or `SDL_SENSOR_INVALID` if `sensor` is + * NULL. + * + * \since This function is available since SDL 2.0.9. + */ +extern DECLSPEC SDL_SensorType SDLCALL SDL_SensorGetType(SDL_Sensor *sensor); + +/** + * Get the platform dependent type of a sensor. + * + * \param sensor The SDL_Sensor object to inspect + * \returns the sensor platform dependent type, or -1 if `sensor` is NULL. + * + * \since This function is available since SDL 2.0.9. + */ +extern DECLSPEC int SDLCALL SDL_SensorGetNonPortableType(SDL_Sensor *sensor); + +/** + * Get the instance ID of a sensor. + * + * \param sensor The SDL_Sensor object to inspect + * \returns the sensor instance ID, or -1 if `sensor` is NULL. + * + * \since This function is available since SDL 2.0.9. + */ +extern DECLSPEC SDL_SensorID SDLCALL SDL_SensorGetInstanceID(SDL_Sensor *sensor); + +/** + * Get the current state of an opened sensor. + * + * The number of values and interpretation of the data is sensor dependent. + * + * \param sensor The SDL_Sensor object to query + * \param data A pointer filled with the current sensor state + * \param num_values The number of values to write to data + * \returns 0 or -1 if an error occurred. + * + * \since This function is available since SDL 2.0.9. + */ +extern DECLSPEC int SDLCALL SDL_SensorGetData(SDL_Sensor *sensor, float *data, int num_values); + +/** + * Get the current state of an opened sensor with the timestamp of the last + * update. + * + * The number of values and interpretation of the data is sensor dependent. + * + * \param sensor The SDL_Sensor object 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 + * \returns 0 or -1 if an error occurred. + * + * \since This function is available since SDL 2.26.0. + */ +extern DECLSPEC int SDLCALL SDL_SensorGetDataWithTimestamp(SDL_Sensor *sensor, Uint64 *timestamp, float *data, int num_values); + +/** + * Close a sensor previously opened with SDL_SensorOpen(). + * + * \param sensor The SDL_Sensor object to close + * + * \since This function is available since SDL 2.0.9. + */ +extern DECLSPEC void SDLCALL SDL_SensorClose(SDL_Sensor *sensor); + +/** + * Update the current state of the open sensors. + * + * This is called automatically by the event loop if sensor events are + * enabled. + * + * This needs to be called from the thread that initialized the sensor + * subsystem. + * + * \since This function is available since SDL 2.0.9. + */ +extern DECLSPEC void SDLCALL SDL_SensorUpdate(void); + + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +/* *INDENT-OFF* */ +} +/* *INDENT-ON* */ +#endif +#include "close_code.h" + +#endif /* SDL_sensor_h_ */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/thirdparty/sdl_headers/SDL_shape.h b/thirdparty/sdl_headers/SDL_shape.h new file mode 100644 index 00000000000..4783cf290e9 --- /dev/null +++ b/thirdparty/sdl_headers/SDL_shape.h @@ -0,0 +1,155 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +#ifndef SDL_shape_h_ +#define SDL_shape_h_ + +#include "SDL_stdinc.h" +#include "SDL_pixels.h" +#include "SDL_rect.h" +#include "SDL_surface.h" +#include "SDL_video.h" + +#include "begin_code.h" +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** \file SDL_shape.h + * + * Header file for the shaped window API. + */ + +#define SDL_NONSHAPEABLE_WINDOW -1 +#define SDL_INVALID_SHAPE_ARGUMENT -2 +#define SDL_WINDOW_LACKS_SHAPE -3 + +/** + * Create a window that can be shaped with the specified position, dimensions, + * and flags. + * + * \param title The title of the window, in UTF-8 encoding. + * \param x The x position of the window, ::SDL_WINDOWPOS_CENTERED, or + * ::SDL_WINDOWPOS_UNDEFINED. + * \param y The y position of the window, ::SDL_WINDOWPOS_CENTERED, or + * ::SDL_WINDOWPOS_UNDEFINED. + * \param w The width of the window. + * \param h The height of the window. + * \param flags The flags for the window, a mask of SDL_WINDOW_BORDERLESS with + * any of the following: ::SDL_WINDOW_OPENGL, + * ::SDL_WINDOW_INPUT_GRABBED, ::SDL_WINDOW_HIDDEN, + * ::SDL_WINDOW_RESIZABLE, ::SDL_WINDOW_MAXIMIZED, + * ::SDL_WINDOW_MINIMIZED, ::SDL_WINDOW_BORDERLESS is always set, + * and ::SDL_WINDOW_FULLSCREEN is always unset. + * \return the window created, or NULL if window creation failed. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_DestroyWindow + */ +extern DECLSPEC SDL_Window * SDLCALL SDL_CreateShapedWindow(const char *title,unsigned int x,unsigned int y,unsigned int w,unsigned int h,Uint32 flags); + +/** + * Return whether the given window is a shaped window. + * + * \param window The window to query for being shaped. + * \return SDL_TRUE if the window is a window that can be shaped, SDL_FALSE if + * the window is unshaped or NULL. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateShapedWindow + */ +extern DECLSPEC SDL_bool SDLCALL SDL_IsShapedWindow(const SDL_Window *window); + +/** \brief An enum denoting the specific type of contents present in an SDL_WindowShapeParams union. */ +typedef enum { + /** \brief The default mode, a binarized alpha cutoff of 1. */ + ShapeModeDefault, + /** \brief A binarized alpha cutoff with a given integer value. */ + ShapeModeBinarizeAlpha, + /** \brief A binarized alpha cutoff with a given integer value, but with the opposite comparison. */ + ShapeModeReverseBinarizeAlpha, + /** \brief A color key is applied. */ + ShapeModeColorKey +} WindowShapeMode; + +#define SDL_SHAPEMODEALPHA(mode) (mode == ShapeModeDefault || mode == ShapeModeBinarizeAlpha || mode == ShapeModeReverseBinarizeAlpha) + +/** \brief A union containing parameters for shaped windows. */ +typedef union { + /** \brief A cutoff alpha value for binarization of the window shape's alpha channel. */ + Uint8 binarizationCutoff; + SDL_Color colorKey; +} SDL_WindowShapeParams; + +/** \brief A struct that tags the SDL_WindowShapeParams union with an enum describing the type of its contents. */ +typedef struct SDL_WindowShapeMode { + /** \brief The mode of these window-shape parameters. */ + WindowShapeMode mode; + /** \brief Window-shape parameters. */ + SDL_WindowShapeParams parameters; +} SDL_WindowShapeMode; + +/** + * Set the shape and parameters of a shaped window. + * + * \param window The shaped window whose parameters should be set. + * \param shape A surface encoding the desired shape for the window. + * \param shape_mode The parameters to set for the shaped window. + * \return 0 on success, SDL_INVALID_SHAPE_ARGUMENT on an invalid shape + * argument, or SDL_NONSHAPEABLE_WINDOW if the SDL_Window given does + * not reference a valid shaped window. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_WindowShapeMode + * \sa SDL_GetShapedWindowMode + */ +extern DECLSPEC int SDLCALL SDL_SetWindowShape(SDL_Window *window,SDL_Surface *shape,SDL_WindowShapeMode *shape_mode); + +/** + * Get the shape parameters of a shaped window. + * + * \param window The shaped window whose parameters should be retrieved. + * \param shape_mode An empty shape-mode structure to fill, or NULL to check + * whether the window has a shape. + * \return 0 if the window has a shape and, provided shape_mode was not NULL, + * shape_mode has been filled with the mode data, + * SDL_NONSHAPEABLE_WINDOW if the SDL_Window given is not a shaped + * window, or SDL_WINDOW_LACKS_SHAPE if the SDL_Window given is a + * shapeable window currently lacking a shape. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_WindowShapeMode + * \sa SDL_SetWindowShape + */ +extern DECLSPEC int SDLCALL SDL_GetShapedWindowMode(SDL_Window *window,SDL_WindowShapeMode *shape_mode); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include "close_code.h" + +#endif /* SDL_shape_h_ */ diff --git a/thirdparty/sdl_headers/SDL_stdinc.h b/thirdparty/sdl_headers/SDL_stdinc.h new file mode 100644 index 00000000000..0035a357cf8 --- /dev/null +++ b/thirdparty/sdl_headers/SDL_stdinc.h @@ -0,0 +1,844 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * \file SDL_stdinc.h + * + * This is a general header that includes C language support. + */ + +#ifndef SDL_stdinc_h_ +#define SDL_stdinc_h_ + +#include "SDL_config.h" + +#ifdef HAVE_SYS_TYPES_H +#include +#endif +#ifdef HAVE_STDIO_H +#include +#endif +#if defined(STDC_HEADERS) +# include +# include +# include +#else +# if defined(HAVE_STDLIB_H) +# include +# elif defined(HAVE_MALLOC_H) +# include +# endif +# if defined(HAVE_STDDEF_H) +# include +# endif +# if defined(HAVE_STDARG_H) +# include +# endif +#endif +#ifdef HAVE_STRING_H +# if !defined(STDC_HEADERS) && defined(HAVE_MEMORY_H) +# include +# endif +# include +#endif +#ifdef HAVE_STRINGS_H +# include +#endif +#ifdef HAVE_WCHAR_H +# include +#endif +#if defined(HAVE_INTTYPES_H) +# include +#elif defined(HAVE_STDINT_H) +# include +#endif +#ifdef HAVE_CTYPE_H +# include +#endif +#ifdef HAVE_MATH_H +# if defined(_MSC_VER) +/* Defining _USE_MATH_DEFINES is required to get M_PI to be defined on + Visual Studio. See http://msdn.microsoft.com/en-us/library/4hwaceh6.aspx + for more information. +*/ +# ifndef _USE_MATH_DEFINES +# define _USE_MATH_DEFINES +# endif +# endif +# include +#endif +#ifdef HAVE_FLOAT_H +# include +#endif +#if defined(HAVE_ALLOCA) && !defined(alloca) +# if defined(HAVE_ALLOCA_H) +# include +# elif defined(__GNUC__) +# define alloca __builtin_alloca +# elif defined(_MSC_VER) +# include +# define alloca _alloca +# elif defined(__WATCOMC__) +# include +# elif defined(__BORLANDC__) +# include +# elif defined(__DMC__) +# include +# elif defined(__AIX__) +#pragma alloca +# elif defined(__MRC__) +void *alloca(unsigned); +# else +char *alloca(); +# endif +#endif + +#ifdef SIZE_MAX +# define SDL_SIZE_MAX SIZE_MAX +#else +# define SDL_SIZE_MAX ((size_t) -1) +#endif + +/** + * Check if the compiler supports a given builtin. + * Supported by virtually all clang versions and recent gcc. Use this + * instead of checking the clang version if possible. + */ +#ifdef __has_builtin +#define _SDL_HAS_BUILTIN(x) __has_builtin(x) +#else +#define _SDL_HAS_BUILTIN(x) 0 +#endif + +/** + * The number of elements in an array. + */ +#define SDL_arraysize(array) (sizeof(array)/sizeof(array[0])) +#define SDL_TABLESIZE(table) SDL_arraysize(table) + +/** + * Macro useful for building other macros with strings in them + * + * e.g. #define LOG_ERROR(X) OutputDebugString(SDL_STRINGIFY_ARG(__FUNCTION__) ": " X "\n") + */ +#define SDL_STRINGIFY_ARG(arg) #arg + +/** + * \name Cast operators + * + * Use proper C++ casts when compiled as C++ to be compatible with the option + * -Wold-style-cast of GCC (and -Werror=old-style-cast in GCC 4.2 and above). + */ +/* @{ */ +#ifdef __cplusplus +#define SDL_reinterpret_cast(type, expression) reinterpret_cast(expression) +#define SDL_static_cast(type, expression) static_cast(expression) +#define SDL_const_cast(type, expression) const_cast(expression) +#else +#define SDL_reinterpret_cast(type, expression) ((type)(expression)) +#define SDL_static_cast(type, expression) ((type)(expression)) +#define SDL_const_cast(type, expression) ((type)(expression)) +#endif +/* @} *//* Cast operators */ + +/* Define a four character code as a Uint32 */ +#define SDL_FOURCC(A, B, C, D) \ + ((SDL_static_cast(Uint32, SDL_static_cast(Uint8, (A))) << 0) | \ + (SDL_static_cast(Uint32, SDL_static_cast(Uint8, (B))) << 8) | \ + (SDL_static_cast(Uint32, SDL_static_cast(Uint8, (C))) << 16) | \ + (SDL_static_cast(Uint32, SDL_static_cast(Uint8, (D))) << 24)) + +/** + * \name Basic data types + */ +/* @{ */ + +#ifdef __CC_ARM +/* ARM's compiler throws warnings if we use an enum: like "SDL_bool x = a < b;" */ +#define SDL_FALSE 0 +#define SDL_TRUE 1 +typedef int SDL_bool; +#else +typedef enum +{ + SDL_FALSE = 0, + SDL_TRUE = 1 +} SDL_bool; +#endif + +/** + * \brief A signed 8-bit integer type. + */ +#define SDL_MAX_SINT8 ((Sint8)0x7F) /* 127 */ +#define SDL_MIN_SINT8 ((Sint8)(~0x7F)) /* -128 */ +typedef int8_t Sint8; +/** + * \brief An unsigned 8-bit integer type. + */ +#define SDL_MAX_UINT8 ((Uint8)0xFF) /* 255 */ +#define SDL_MIN_UINT8 ((Uint8)0x00) /* 0 */ +typedef uint8_t Uint8; +/** + * \brief A signed 16-bit integer type. + */ +#define SDL_MAX_SINT16 ((Sint16)0x7FFF) /* 32767 */ +#define SDL_MIN_SINT16 ((Sint16)(~0x7FFF)) /* -32768 */ +typedef int16_t Sint16; +/** + * \brief An unsigned 16-bit integer type. + */ +#define SDL_MAX_UINT16 ((Uint16)0xFFFF) /* 65535 */ +#define SDL_MIN_UINT16 ((Uint16)0x0000) /* 0 */ +typedef uint16_t Uint16; +/** + * \brief A signed 32-bit integer type. + */ +#define SDL_MAX_SINT32 ((Sint32)0x7FFFFFFF) /* 2147483647 */ +#define SDL_MIN_SINT32 ((Sint32)(~0x7FFFFFFF)) /* -2147483648 */ +typedef int32_t Sint32; +/** + * \brief An unsigned 32-bit integer type. + */ +#define SDL_MAX_UINT32 ((Uint32)0xFFFFFFFFu) /* 4294967295 */ +#define SDL_MIN_UINT32 ((Uint32)0x00000000) /* 0 */ +typedef uint32_t Uint32; + +/** + * \brief A signed 64-bit integer type. + */ +#define SDL_MAX_SINT64 ((Sint64)0x7FFFFFFFFFFFFFFFll) /* 9223372036854775807 */ +#define SDL_MIN_SINT64 ((Sint64)(~0x7FFFFFFFFFFFFFFFll)) /* -9223372036854775808 */ +typedef int64_t Sint64; +/** + * \brief An unsigned 64-bit integer type. + */ +#define SDL_MAX_UINT64 ((Uint64)0xFFFFFFFFFFFFFFFFull) /* 18446744073709551615 */ +#define SDL_MIN_UINT64 ((Uint64)(0x0000000000000000ull)) /* 0 */ +typedef uint64_t Uint64; + +/* @} *//* Basic data types */ + +/** + * \name Floating-point constants + */ +/* @{ */ + +#ifdef FLT_EPSILON +#define SDL_FLT_EPSILON FLT_EPSILON +#else +#define SDL_FLT_EPSILON 1.1920928955078125e-07F /* 0x0.000002p0 */ +#endif + +/* @} *//* Floating-point constants */ + +/* Make sure we have macros for printing width-based integers. + * should define these but this is not true all platforms. + * (for example win32) */ +#ifndef SDL_PRIs64 +#ifdef PRIs64 +#define SDL_PRIs64 PRIs64 +#elif defined(__WIN32__) || defined(__GDK__) +#define SDL_PRIs64 "I64d" +#elif defined(__LP64__) && !defined(__APPLE__) +#define SDL_PRIs64 "ld" +#else +#define SDL_PRIs64 "lld" +#endif +#endif +#ifndef SDL_PRIu64 +#ifdef PRIu64 +#define SDL_PRIu64 PRIu64 +#elif defined(__WIN32__) || defined(__GDK__) +#define SDL_PRIu64 "I64u" +#elif defined(__LP64__) && !defined(__APPLE__) +#define SDL_PRIu64 "lu" +#else +#define SDL_PRIu64 "llu" +#endif +#endif +#ifndef SDL_PRIx64 +#ifdef PRIx64 +#define SDL_PRIx64 PRIx64 +#elif defined(__WIN32__) || defined(__GDK__) +#define SDL_PRIx64 "I64x" +#elif defined(__LP64__) && !defined(__APPLE__) +#define SDL_PRIx64 "lx" +#else +#define SDL_PRIx64 "llx" +#endif +#endif +#ifndef SDL_PRIX64 +#ifdef PRIX64 +#define SDL_PRIX64 PRIX64 +#elif defined(__WIN32__) || defined(__GDK__) +#define SDL_PRIX64 "I64X" +#elif defined(__LP64__) && !defined(__APPLE__) +#define SDL_PRIX64 "lX" +#else +#define SDL_PRIX64 "llX" +#endif +#endif +#ifndef SDL_PRIs32 +#ifdef PRId32 +#define SDL_PRIs32 PRId32 +#else +#define SDL_PRIs32 "d" +#endif +#endif +#ifndef SDL_PRIu32 +#ifdef PRIu32 +#define SDL_PRIu32 PRIu32 +#else +#define SDL_PRIu32 "u" +#endif +#endif +#ifndef SDL_PRIx32 +#ifdef PRIx32 +#define SDL_PRIx32 PRIx32 +#else +#define SDL_PRIx32 "x" +#endif +#endif +#ifndef SDL_PRIX32 +#ifdef PRIX32 +#define SDL_PRIX32 PRIX32 +#else +#define SDL_PRIX32 "X" +#endif +#endif + +/* Annotations to help code analysis tools */ +#ifdef SDL_DISABLE_ANALYZE_MACROS +#define SDL_IN_BYTECAP(x) +#define SDL_INOUT_Z_CAP(x) +#define SDL_OUT_Z_CAP(x) +#define SDL_OUT_CAP(x) +#define SDL_OUT_BYTECAP(x) +#define SDL_OUT_Z_BYTECAP(x) +#define SDL_PRINTF_FORMAT_STRING +#define SDL_SCANF_FORMAT_STRING +#define SDL_PRINTF_VARARG_FUNC( fmtargnumber ) +#define SDL_PRINTF_VARARG_FUNCV( fmtargnumber ) +#define SDL_SCANF_VARARG_FUNC( fmtargnumber ) +#define SDL_SCANF_VARARG_FUNCV( fmtargnumber ) +#else +#if defined(_MSC_VER) && (_MSC_VER >= 1600) /* VS 2010 and above */ +#include + +#define SDL_IN_BYTECAP(x) _In_bytecount_(x) +#define SDL_INOUT_Z_CAP(x) _Inout_z_cap_(x) +#define SDL_OUT_Z_CAP(x) _Out_z_cap_(x) +#define SDL_OUT_CAP(x) _Out_cap_(x) +#define SDL_OUT_BYTECAP(x) _Out_bytecap_(x) +#define SDL_OUT_Z_BYTECAP(x) _Out_z_bytecap_(x) + +#define SDL_PRINTF_FORMAT_STRING _Printf_format_string_ +#define SDL_SCANF_FORMAT_STRING _Scanf_format_string_impl_ +#else +#define SDL_IN_BYTECAP(x) +#define SDL_INOUT_Z_CAP(x) +#define SDL_OUT_Z_CAP(x) +#define SDL_OUT_CAP(x) +#define SDL_OUT_BYTECAP(x) +#define SDL_OUT_Z_BYTECAP(x) +#define SDL_PRINTF_FORMAT_STRING +#define SDL_SCANF_FORMAT_STRING +#endif +#if defined(__GNUC__) +#define SDL_PRINTF_VARARG_FUNC( fmtargnumber ) __attribute__ (( format( __printf__, fmtargnumber, fmtargnumber+1 ))) +#define SDL_PRINTF_VARARG_FUNCV( fmtargnumber ) __attribute__(( format( __printf__, fmtargnumber, 0 ))) +#define SDL_SCANF_VARARG_FUNC( fmtargnumber ) __attribute__ (( format( __scanf__, fmtargnumber, fmtargnumber+1 ))) +#define SDL_SCANF_VARARG_FUNCV( fmtargnumber ) __attribute__(( format( __scanf__, fmtargnumber, 0 ))) +#else +#define SDL_PRINTF_VARARG_FUNC( fmtargnumber ) +#define SDL_PRINTF_VARARG_FUNCV( fmtargnumber ) +#define SDL_SCANF_VARARG_FUNC( fmtargnumber ) +#define SDL_SCANF_VARARG_FUNCV( fmtargnumber ) +#endif +#endif /* SDL_DISABLE_ANALYZE_MACROS */ + +#ifndef SDL_COMPILE_TIME_ASSERT +#if defined(__cplusplus) +#if (__cplusplus >= 201103L) +#define SDL_COMPILE_TIME_ASSERT(name, x) static_assert(x, #x) +#endif +#elif defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 201112L) +#define SDL_COMPILE_TIME_ASSERT(name, x) _Static_assert(x, #x) +#endif +#endif /* !SDL_COMPILE_TIME_ASSERT */ + +#ifndef SDL_COMPILE_TIME_ASSERT +/* universal, but may trigger -Wunused-local-typedefs */ +#define SDL_COMPILE_TIME_ASSERT(name, x) \ + typedef int SDL_compile_time_assert_ ## name[(x) * 2 - 1] +#endif + +/** \cond */ +#ifndef DOXYGEN_SHOULD_IGNORE_THIS +SDL_COMPILE_TIME_ASSERT(uint8, sizeof(Uint8) == 1); +SDL_COMPILE_TIME_ASSERT(sint8, sizeof(Sint8) == 1); +SDL_COMPILE_TIME_ASSERT(uint16, sizeof(Uint16) == 2); +SDL_COMPILE_TIME_ASSERT(sint16, sizeof(Sint16) == 2); +SDL_COMPILE_TIME_ASSERT(uint32, sizeof(Uint32) == 4); +SDL_COMPILE_TIME_ASSERT(sint32, sizeof(Sint32) == 4); +SDL_COMPILE_TIME_ASSERT(uint64, sizeof(Uint64) == 8); +SDL_COMPILE_TIME_ASSERT(sint64, sizeof(Sint64) == 8); +#endif /* DOXYGEN_SHOULD_IGNORE_THIS */ +/** \endcond */ + +/* Check to make sure enums are the size of ints, for structure packing. + For both Watcom C/C++ and Borland C/C++ the compiler option that makes + enums having the size of an int must be enabled. + This is "-b" for Borland C/C++ and "-ei" for Watcom C/C++ (v11). +*/ + +/** \cond */ +#ifndef DOXYGEN_SHOULD_IGNORE_THIS +#if !defined(__ANDROID__) && !defined(__VITA__) && !defined(__3DS__) + /* TODO: include/SDL_stdinc.h:174: error: size of array 'SDL_dummy_enum' is negative */ +typedef enum +{ + DUMMY_ENUM_VALUE +} SDL_DUMMY_ENUM; + +SDL_COMPILE_TIME_ASSERT(enum, sizeof(SDL_DUMMY_ENUM) == sizeof(int)); +#endif +#endif /* DOXYGEN_SHOULD_IGNORE_THIS */ +/** \endcond */ + +#include "begin_code.h" +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +#ifdef HAVE_ALLOCA +#define SDL_stack_alloc(type, count) (type*)alloca(sizeof(type)*(count)) +#define SDL_stack_free(data) +#else +#define SDL_stack_alloc(type, count) (type*)SDL_malloc(sizeof(type)*(count)) +#define SDL_stack_free(data) SDL_free(data) +#endif + +extern DECLSPEC void *SDLCALL SDL_malloc(size_t size); +extern DECLSPEC void *SDLCALL SDL_calloc(size_t nmemb, size_t size); +extern DECLSPEC void *SDLCALL SDL_realloc(void *mem, size_t size); +extern DECLSPEC void SDLCALL SDL_free(void *mem); + +typedef void *(SDLCALL *SDL_malloc_func)(size_t size); +typedef void *(SDLCALL *SDL_calloc_func)(size_t nmemb, size_t size); +typedef void *(SDLCALL *SDL_realloc_func)(void *mem, size_t size); +typedef void (SDLCALL *SDL_free_func)(void *mem); + +/** + * Get the original set of SDL memory functions + * + * \since This function is available since SDL 2.24.0. + */ +extern DECLSPEC void SDLCALL SDL_GetOriginalMemoryFunctions(SDL_malloc_func *malloc_func, + SDL_calloc_func *calloc_func, + SDL_realloc_func *realloc_func, + SDL_free_func *free_func); + +/** + * Get the current set of SDL memory functions + * + * \since This function is available since SDL 2.0.7. + */ +extern DECLSPEC void SDLCALL SDL_GetMemoryFunctions(SDL_malloc_func *malloc_func, + SDL_calloc_func *calloc_func, + SDL_realloc_func *realloc_func, + SDL_free_func *free_func); + +/** + * Replace SDL's memory allocation functions with a custom set + * + * \since This function is available since SDL 2.0.7. + */ +extern DECLSPEC int SDLCALL SDL_SetMemoryFunctions(SDL_malloc_func malloc_func, + SDL_calloc_func calloc_func, + SDL_realloc_func realloc_func, + SDL_free_func free_func); + +/** + * Get the number of outstanding (unfreed) allocations + * + * \since This function is available since SDL 2.0.7. + */ +extern DECLSPEC int SDLCALL SDL_GetNumAllocations(void); + +extern DECLSPEC char *SDLCALL SDL_getenv(const char *name); +extern DECLSPEC int SDLCALL SDL_setenv(const char *name, const char *value, int overwrite); + +extern DECLSPEC void SDLCALL SDL_qsort(void *base, size_t nmemb, size_t size, int (SDLCALL *compare) (const void *, const void *)); +extern DECLSPEC void * SDLCALL SDL_bsearch(const void *key, const void *base, size_t nmemb, size_t size, int (SDLCALL *compare) (const void *, const void *)); + +extern DECLSPEC int SDLCALL SDL_abs(int x); + +/* NOTE: these double-evaluate their arguments, so you should never have side effects in the parameters */ +#define SDL_min(x, y) (((x) < (y)) ? (x) : (y)) +#define SDL_max(x, y) (((x) > (y)) ? (x) : (y)) +#define SDL_clamp(x, a, b) (((x) < (a)) ? (a) : (((x) > (b)) ? (b) : (x))) + +extern DECLSPEC int SDLCALL SDL_isalpha(int x); +extern DECLSPEC int SDLCALL SDL_isalnum(int x); +extern DECLSPEC int SDLCALL SDL_isblank(int x); +extern DECLSPEC int SDLCALL SDL_iscntrl(int x); +extern DECLSPEC int SDLCALL SDL_isdigit(int x); +extern DECLSPEC int SDLCALL SDL_isxdigit(int x); +extern DECLSPEC int SDLCALL SDL_ispunct(int x); +extern DECLSPEC int SDLCALL SDL_isspace(int x); +extern DECLSPEC int SDLCALL SDL_isupper(int x); +extern DECLSPEC int SDLCALL SDL_islower(int x); +extern DECLSPEC int SDLCALL SDL_isprint(int x); +extern DECLSPEC int SDLCALL SDL_isgraph(int x); +extern DECLSPEC int SDLCALL SDL_toupper(int x); +extern DECLSPEC int SDLCALL SDL_tolower(int x); + +extern DECLSPEC Uint16 SDLCALL SDL_crc16(Uint16 crc, const void *data, size_t len); +extern DECLSPEC Uint32 SDLCALL SDL_crc32(Uint32 crc, const void *data, size_t len); + +extern DECLSPEC void *SDLCALL SDL_memset(SDL_OUT_BYTECAP(len) void *dst, int c, size_t len); + +#define SDL_zero(x) SDL_memset(&(x), 0, sizeof((x))) +#define SDL_zerop(x) SDL_memset((x), 0, sizeof(*(x))) +#define SDL_zeroa(x) SDL_memset((x), 0, sizeof((x))) + +#define SDL_copyp(dst, src) \ + { SDL_COMPILE_TIME_ASSERT(SDL_copyp, sizeof (*(dst)) == sizeof (*(src))); } \ + SDL_memcpy((dst), (src), sizeof (*(src))) + + +/* Note that memset() is a byte assignment and this is a 32-bit assignment, so they're not directly equivalent. */ +SDL_FORCE_INLINE void SDL_memset4(void *dst, Uint32 val, size_t dwords) +{ +#if defined(__GNUC__) && defined(__i386__) + int u0, u1, u2; + __asm__ __volatile__ ( + "cld \n\t" + "rep ; stosl \n\t" + : "=&D" (u0), "=&a" (u1), "=&c" (u2) + : "0" (dst), "1" (val), "2" (SDL_static_cast(Uint32, dwords)) + : "memory" + ); +#else + size_t _n = (dwords + 3) / 4; + Uint32 *_p = SDL_static_cast(Uint32 *, dst); + Uint32 _val = (val); + if (dwords == 0) { + return; + } + switch (dwords % 4) { + case 0: do { *_p++ = _val; SDL_FALLTHROUGH; + case 3: *_p++ = _val; SDL_FALLTHROUGH; + case 2: *_p++ = _val; SDL_FALLTHROUGH; + case 1: *_p++ = _val; + } while ( --_n ); + } +#endif +} + +extern DECLSPEC void *SDLCALL SDL_memcpy(SDL_OUT_BYTECAP(len) void *dst, SDL_IN_BYTECAP(len) const void *src, size_t len); + +extern DECLSPEC void *SDLCALL SDL_memmove(SDL_OUT_BYTECAP(len) void *dst, SDL_IN_BYTECAP(len) const void *src, size_t len); +extern DECLSPEC int SDLCALL SDL_memcmp(const void *s1, const void *s2, size_t len); + +extern DECLSPEC size_t SDLCALL SDL_wcslen(const wchar_t *wstr); +extern DECLSPEC size_t SDLCALL SDL_wcslcpy(SDL_OUT_Z_CAP(maxlen) wchar_t *dst, const wchar_t *src, size_t maxlen); +extern DECLSPEC size_t SDLCALL SDL_wcslcat(SDL_INOUT_Z_CAP(maxlen) wchar_t *dst, const wchar_t *src, size_t maxlen); +extern DECLSPEC wchar_t *SDLCALL SDL_wcsdup(const wchar_t *wstr); +extern DECLSPEC wchar_t *SDLCALL SDL_wcsstr(const wchar_t *haystack, const wchar_t *needle); + +extern DECLSPEC int SDLCALL SDL_wcscmp(const wchar_t *str1, const wchar_t *str2); +extern DECLSPEC int SDLCALL SDL_wcsncmp(const wchar_t *str1, const wchar_t *str2, size_t maxlen); +extern DECLSPEC int SDLCALL SDL_wcscasecmp(const wchar_t *str1, const wchar_t *str2); +extern DECLSPEC int SDLCALL SDL_wcsncasecmp(const wchar_t *str1, const wchar_t *str2, size_t len); + +extern DECLSPEC size_t SDLCALL SDL_strlen(const char *str); +extern DECLSPEC size_t SDLCALL SDL_strlcpy(SDL_OUT_Z_CAP(maxlen) char *dst, const char *src, size_t maxlen); +extern DECLSPEC size_t SDLCALL SDL_utf8strlcpy(SDL_OUT_Z_CAP(dst_bytes) char *dst, const char *src, size_t dst_bytes); +extern DECLSPEC size_t SDLCALL SDL_strlcat(SDL_INOUT_Z_CAP(maxlen) char *dst, const char *src, size_t maxlen); +extern DECLSPEC char *SDLCALL SDL_strdup(const char *str); +extern DECLSPEC char *SDLCALL SDL_strrev(char *str); +extern DECLSPEC char *SDLCALL SDL_strupr(char *str); +extern DECLSPEC char *SDLCALL SDL_strlwr(char *str); +extern DECLSPEC char *SDLCALL SDL_strchr(const char *str, int c); +extern DECLSPEC char *SDLCALL SDL_strrchr(const char *str, int c); +extern DECLSPEC char *SDLCALL SDL_strstr(const char *haystack, const char *needle); +extern DECLSPEC char *SDLCALL SDL_strcasestr(const char *haystack, const char *needle); +extern DECLSPEC char *SDLCALL SDL_strtokr(char *s1, const char *s2, char **saveptr); +extern DECLSPEC size_t SDLCALL SDL_utf8strlen(const char *str); +extern DECLSPEC size_t SDLCALL SDL_utf8strnlen(const char *str, size_t bytes); + +extern DECLSPEC char *SDLCALL SDL_itoa(int value, char *str, int radix); +extern DECLSPEC char *SDLCALL SDL_uitoa(unsigned int value, char *str, int radix); +extern DECLSPEC char *SDLCALL SDL_ltoa(long value, char *str, int radix); +extern DECLSPEC char *SDLCALL SDL_ultoa(unsigned long value, char *str, int radix); +extern DECLSPEC char *SDLCALL SDL_lltoa(Sint64 value, char *str, int radix); +extern DECLSPEC char *SDLCALL SDL_ulltoa(Uint64 value, char *str, int radix); + +extern DECLSPEC int SDLCALL SDL_atoi(const char *str); +extern DECLSPEC double SDLCALL SDL_atof(const char *str); +extern DECLSPEC long SDLCALL SDL_strtol(const char *str, char **endp, int base); +extern DECLSPEC unsigned long SDLCALL SDL_strtoul(const char *str, char **endp, int base); +extern DECLSPEC Sint64 SDLCALL SDL_strtoll(const char *str, char **endp, int base); +extern DECLSPEC Uint64 SDLCALL SDL_strtoull(const char *str, char **endp, int base); +extern DECLSPEC double SDLCALL SDL_strtod(const char *str, char **endp); + +extern DECLSPEC int SDLCALL SDL_strcmp(const char *str1, const char *str2); +extern DECLSPEC int SDLCALL SDL_strncmp(const char *str1, const char *str2, size_t maxlen); +extern DECLSPEC int SDLCALL SDL_strcasecmp(const char *str1, const char *str2); +extern DECLSPEC int SDLCALL SDL_strncasecmp(const char *str1, const char *str2, size_t len); + +extern DECLSPEC int SDLCALL SDL_sscanf(const char *text, SDL_SCANF_FORMAT_STRING const char *fmt, ...) SDL_SCANF_VARARG_FUNC(2); +extern DECLSPEC int SDLCALL SDL_vsscanf(const char *text, SDL_SCANF_FORMAT_STRING const char *fmt, va_list ap) SDL_SCANF_VARARG_FUNCV(2); +extern DECLSPEC int SDLCALL SDL_snprintf(SDL_OUT_Z_CAP(maxlen) char *text, size_t maxlen, SDL_PRINTF_FORMAT_STRING const char *fmt, ... ) SDL_PRINTF_VARARG_FUNC(3); +extern DECLSPEC int SDLCALL SDL_vsnprintf(SDL_OUT_Z_CAP(maxlen) char *text, size_t maxlen, SDL_PRINTF_FORMAT_STRING const char *fmt, va_list ap) SDL_PRINTF_VARARG_FUNCV(3); +extern DECLSPEC int SDLCALL SDL_asprintf(char **strp, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2); +extern DECLSPEC int SDLCALL SDL_vasprintf(char **strp, SDL_PRINTF_FORMAT_STRING const char *fmt, va_list ap) SDL_PRINTF_VARARG_FUNCV(2); + +#ifndef HAVE_M_PI +#ifndef M_PI +#define M_PI 3.14159265358979323846264338327950288 /**< pi */ +#endif +#endif + +/** + * Use this function to compute arc cosine of `x`. + * + * The definition of `y = acos(x)` is `x = cos(y)`. + * + * Domain: `-1 <= x <= 1` + * + * Range: `0 <= y <= Pi` + * + * \param x floating point value, in radians. + * \returns arc cosine of `x`. + * + * \since This function is available since SDL 2.0.2. + */ +extern DECLSPEC double SDLCALL SDL_acos(double x); +extern DECLSPEC float SDLCALL SDL_acosf(float x); +extern DECLSPEC double SDLCALL SDL_asin(double x); +extern DECLSPEC float SDLCALL SDL_asinf(float x); +extern DECLSPEC double SDLCALL SDL_atan(double x); +extern DECLSPEC float SDLCALL SDL_atanf(float x); +extern DECLSPEC double SDLCALL SDL_atan2(double y, double x); +extern DECLSPEC float SDLCALL SDL_atan2f(float y, float x); +extern DECLSPEC double SDLCALL SDL_ceil(double x); +extern DECLSPEC float SDLCALL SDL_ceilf(float x); +extern DECLSPEC double SDLCALL SDL_copysign(double x, double y); +extern DECLSPEC float SDLCALL SDL_copysignf(float x, float y); +extern DECLSPEC double SDLCALL SDL_cos(double x); +extern DECLSPEC float SDLCALL SDL_cosf(float x); +extern DECLSPEC double SDLCALL SDL_exp(double x); +extern DECLSPEC float SDLCALL SDL_expf(float x); +extern DECLSPEC double SDLCALL SDL_fabs(double x); +extern DECLSPEC float SDLCALL SDL_fabsf(float x); +extern DECLSPEC double SDLCALL SDL_floor(double x); +extern DECLSPEC float SDLCALL SDL_floorf(float x); +extern DECLSPEC double SDLCALL SDL_trunc(double x); +extern DECLSPEC float SDLCALL SDL_truncf(float x); +extern DECLSPEC double SDLCALL SDL_fmod(double x, double y); +extern DECLSPEC float SDLCALL SDL_fmodf(float x, float y); +extern DECLSPEC double SDLCALL SDL_log(double x); +extern DECLSPEC float SDLCALL SDL_logf(float x); +extern DECLSPEC double SDLCALL SDL_log10(double x); +extern DECLSPEC float SDLCALL SDL_log10f(float x); +extern DECLSPEC double SDLCALL SDL_pow(double x, double y); +extern DECLSPEC float SDLCALL SDL_powf(float x, float y); +extern DECLSPEC double SDLCALL SDL_round(double x); +extern DECLSPEC float SDLCALL SDL_roundf(float x); +extern DECLSPEC long SDLCALL SDL_lround(double x); +extern DECLSPEC long SDLCALL SDL_lroundf(float x); +extern DECLSPEC double SDLCALL SDL_scalbn(double x, int n); +extern DECLSPEC float SDLCALL SDL_scalbnf(float x, int n); +extern DECLSPEC double SDLCALL SDL_sin(double x); +extern DECLSPEC float SDLCALL SDL_sinf(float x); +extern DECLSPEC double SDLCALL SDL_sqrt(double x); +extern DECLSPEC float SDLCALL SDL_sqrtf(float x); +extern DECLSPEC double SDLCALL SDL_tan(double x); +extern DECLSPEC float SDLCALL SDL_tanf(float x); + +/* The SDL implementation of iconv() returns these error codes */ +#define SDL_ICONV_ERROR (size_t)-1 +#define SDL_ICONV_E2BIG (size_t)-2 +#define SDL_ICONV_EILSEQ (size_t)-3 +#define SDL_ICONV_EINVAL (size_t)-4 + +/* SDL_iconv_* are now always real symbols/types, not macros or inlined. */ +typedef struct _SDL_iconv_t *SDL_iconv_t; +extern DECLSPEC SDL_iconv_t SDLCALL SDL_iconv_open(const char *tocode, + const char *fromcode); +extern DECLSPEC int SDLCALL SDL_iconv_close(SDL_iconv_t cd); +extern DECLSPEC size_t SDLCALL SDL_iconv(SDL_iconv_t cd, const char **inbuf, + size_t * inbytesleft, char **outbuf, + size_t * outbytesleft); + +/** + * This function converts a buffer or string between encodings in one pass, + * returning a string that must be freed with SDL_free() or NULL on error. + * + * \since This function is available since SDL 2.0.0. + */ +extern DECLSPEC char *SDLCALL SDL_iconv_string(const char *tocode, + const char *fromcode, + const char *inbuf, + size_t inbytesleft); +#define SDL_iconv_utf8_locale(S) SDL_iconv_string("", "UTF-8", S, SDL_strlen(S)+1) +#define SDL_iconv_utf8_ucs2(S) (Uint16 *)SDL_iconv_string("UCS-2", "UTF-8", S, SDL_strlen(S)+1) +#define SDL_iconv_utf8_ucs4(S) (Uint32 *)SDL_iconv_string("UCS-4", "UTF-8", S, SDL_strlen(S)+1) +#define SDL_iconv_wchar_utf8(S) SDL_iconv_string("UTF-8", "WCHAR_T", (char *)S, (SDL_wcslen(S)+1)*sizeof(wchar_t)) + +/* force builds using Clang's static analysis tools to use literal C runtime + here, since there are possibly tests that are ineffective otherwise. */ +#if defined(__clang_analyzer__) && !defined(SDL_DISABLE_ANALYZE_MACROS) + +/* The analyzer knows about strlcpy even when the system doesn't provide it */ +#ifndef HAVE_STRLCPY +size_t strlcpy(char* dst, const char* src, size_t size); +#endif + +/* The analyzer knows about strlcat even when the system doesn't provide it */ +#ifndef HAVE_STRLCAT +size_t strlcat(char* dst, const char* src, size_t size); +#endif + +#ifndef HAVE_WCSLCPY +size_t wcslcpy(wchar_t *dst, const wchar_t *src, size_t size); +#endif + +#ifndef HAVE_WCSLCAT +size_t wcslcat(wchar_t *dst, const wchar_t *src, size_t size); +#endif + +/* Starting LLVM 16, the analyser errors out if these functions do not have + their prototype defined (clang-diagnostic-implicit-function-declaration) */ +#include +#include +#include + +#define SDL_malloc malloc +#define SDL_calloc calloc +#define SDL_realloc realloc +#define SDL_free free +#define SDL_memset memset +#define SDL_memcpy memcpy +#define SDL_memmove memmove +#define SDL_memcmp memcmp +#define SDL_strlcpy strlcpy +#define SDL_strlcat strlcat +#define SDL_strlen strlen +#define SDL_wcslen wcslen +#define SDL_wcslcpy wcslcpy +#define SDL_wcslcat wcslcat +#define SDL_strdup strdup +#define SDL_wcsdup wcsdup +#define SDL_strchr strchr +#define SDL_strrchr strrchr +#define SDL_strstr strstr +#define SDL_wcsstr wcsstr +#define SDL_strtokr strtok_r +#define SDL_strcmp strcmp +#define SDL_wcscmp wcscmp +#define SDL_strncmp strncmp +#define SDL_wcsncmp wcsncmp +#define SDL_strcasecmp strcasecmp +#define SDL_strncasecmp strncasecmp +#define SDL_sscanf sscanf +#define SDL_vsscanf vsscanf +#define SDL_snprintf snprintf +#define SDL_vsnprintf vsnprintf +#endif + +SDL_FORCE_INLINE void *SDL_memcpy4(SDL_OUT_BYTECAP(dwords*4) void *dst, SDL_IN_BYTECAP(dwords*4) const void *src, size_t dwords) +{ + return SDL_memcpy(dst, src, dwords * 4); +} + +/** + * If a * b would overflow, return -1. Otherwise store a * b via ret + * and return 0. + * + * \since This function is available since SDL 2.24.0. + */ +SDL_FORCE_INLINE int SDL_size_mul_overflow (size_t a, + size_t b, + size_t *ret) +{ + if (a != 0 && b > SDL_SIZE_MAX / a) { + return -1; + } + *ret = a * b; + return 0; +} + +#if _SDL_HAS_BUILTIN(__builtin_mul_overflow) +/* This needs to be wrapped in an inline rather than being a direct #define, + * because __builtin_mul_overflow() is type-generic, but we want to be + * consistent about interpreting a and b as size_t. */ +SDL_FORCE_INLINE int _SDL_size_mul_overflow_builtin (size_t a, + size_t b, + size_t *ret) +{ + return __builtin_mul_overflow(a, b, ret) == 0 ? 0 : -1; +} +#define SDL_size_mul_overflow(a, b, ret) (_SDL_size_mul_overflow_builtin(a, b, ret)) +#endif + +/** + * If a + b would overflow, return -1. Otherwise store a + b via ret + * and return 0. + * + * \since This function is available since SDL 2.24.0. + */ +SDL_FORCE_INLINE int SDL_size_add_overflow (size_t a, + size_t b, + size_t *ret) +{ + if (b > SDL_SIZE_MAX - a) { + return -1; + } + *ret = a + b; + return 0; +} + +#if _SDL_HAS_BUILTIN(__builtin_add_overflow) +/* This needs to be wrapped in an inline rather than being a direct #define, + * the same as the call to __builtin_mul_overflow() above. */ +SDL_FORCE_INLINE int _SDL_size_add_overflow_builtin (size_t a, + size_t b, + size_t *ret) +{ + return __builtin_add_overflow(a, b, ret) == 0 ? 0 : -1; +} +#define SDL_size_add_overflow(a, b, ret) (_SDL_size_add_overflow_builtin(a, b, ret)) +#endif + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include "close_code.h" + +#endif /* SDL_stdinc_h_ */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/thirdparty/sdl_headers/SDL_surface.h b/thirdparty/sdl_headers/SDL_surface.h new file mode 100644 index 00000000000..ceeb86bd867 --- /dev/null +++ b/thirdparty/sdl_headers/SDL_surface.h @@ -0,0 +1,997 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * \file SDL_surface.h + * + * Header file for ::SDL_Surface definition and management functions. + */ + +#ifndef SDL_surface_h_ +#define SDL_surface_h_ + +#include "SDL_stdinc.h" +#include "SDL_pixels.h" +#include "SDL_rect.h" +#include "SDL_blendmode.h" +#include "SDL_rwops.h" + +#include "begin_code.h" +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * \name Surface flags + * + * These are the currently supported flags for the ::SDL_Surface. + * + * \internal + * Used internally (read-only). + */ +/* @{ */ +#define SDL_SWSURFACE 0 /**< Just here for compatibility */ +#define SDL_PREALLOC 0x00000001 /**< Surface uses preallocated memory */ +#define SDL_RLEACCEL 0x00000002 /**< Surface is RLE encoded */ +#define SDL_DONTFREE 0x00000004 /**< Surface is referenced internally */ +#define SDL_SIMD_ALIGNED 0x00000008 /**< Surface uses aligned memory */ +/* @} *//* Surface flags */ + +/** + * Evaluates to true if the surface needs to be locked before access. + */ +#define SDL_MUSTLOCK(S) (((S)->flags & SDL_RLEACCEL) != 0) + +typedef struct SDL_BlitMap SDL_BlitMap; /* this is an opaque type. */ + +/** + * \brief A collection of pixels used in software blitting. + * + * \note This structure should be treated as read-only, except for \c pixels, + * which, if not NULL, contains the raw pixel data for the surface. + */ +typedef struct SDL_Surface +{ + Uint32 flags; /**< Read-only */ + SDL_PixelFormat *format; /**< Read-only */ + int w, h; /**< Read-only */ + int pitch; /**< Read-only */ + void *pixels; /**< Read-write */ + + /** Application data associated with the surface */ + void *userdata; /**< Read-write */ + + /** information needed for surfaces requiring locks */ + int locked; /**< Read-only */ + + /** list of BlitMap that hold a reference to this surface */ + void *list_blitmap; /**< Private */ + + /** clipping information */ + SDL_Rect clip_rect; /**< Read-only */ + + /** info for fast blit mapping to other surfaces */ + SDL_BlitMap *map; /**< Private */ + + /** Reference count -- used when freeing surface */ + int refcount; /**< Read-mostly */ +} SDL_Surface; + +/** + * \brief The type of function used for surface blitting functions. + */ +typedef int (SDLCALL *SDL_blit) (struct SDL_Surface * src, SDL_Rect * srcrect, + struct SDL_Surface * dst, SDL_Rect * dstrect); + +/** + * \brief The formula used for converting between YUV and RGB + */ +typedef enum +{ + SDL_YUV_CONVERSION_JPEG, /**< Full range JPEG */ + SDL_YUV_CONVERSION_BT601, /**< BT.601 (the default) */ + SDL_YUV_CONVERSION_BT709, /**< BT.709 */ + SDL_YUV_CONVERSION_AUTOMATIC /**< BT.601 for SD content, BT.709 for HD content */ +} SDL_YUV_CONVERSION_MODE; + +/** + * Allocate a new RGB surface. + * + * If `depth` is 4 or 8 bits, an empty palette is allocated for the surface. + * If `depth` is greater than 8 bits, the pixel format is set using the + * [RGBA]mask parameters. + * + * The [RGBA]mask parameters are the bitmasks used to extract that color from + * a pixel. For instance, `Rmask` being 0xFF000000 means the red data is + * stored in the most significant byte. Using zeros for the RGB masks sets a + * default value, based on the depth. For example: + * + * ```c++ + * SDL_CreateRGBSurface(0,w,h,32,0,0,0,0); + * ``` + * + * However, using zero for the Amask results in an Amask of 0. + * + * By default surfaces with an alpha mask are set up for blending as with: + * + * ```c++ + * SDL_SetSurfaceBlendMode(surface, SDL_BLENDMODE_BLEND) + * ``` + * + * You can change this by calling SDL_SetSurfaceBlendMode() and selecting a + * different `blendMode`. + * + * \param flags the flags are unused and should be set to 0 + * \param width the width of the surface + * \param height the height of the surface + * \param depth the depth of the surface in bits + * \param Rmask the red mask for the pixels + * \param Gmask the green mask for the pixels + * \param Bmask the blue mask for the pixels + * \param Amask the alpha mask for the pixels + * \returns the new SDL_Surface structure that is created or NULL if it fails; + * call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateRGBSurfaceFrom + * \sa SDL_CreateRGBSurfaceWithFormat + * \sa SDL_FreeSurface + */ +extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurface + (Uint32 flags, int width, int height, int depth, + Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask); + + +/* !!! FIXME for 2.1: why does this ask for depth? Format provides that. */ + +/** + * Allocate a new RGB surface with a specific pixel format. + * + * This function operates mostly like SDL_CreateRGBSurface(), except instead + * of providing pixel color masks, you provide it with a predefined format + * from SDL_PixelFormatEnum. + * + * \param flags the flags are unused and should be set to 0 + * \param width the width of the surface + * \param height the height of the surface + * \param depth the depth of the surface in bits + * \param format the SDL_PixelFormatEnum for the new surface's pixel format. + * \returns the new SDL_Surface structure that is created or NULL if it fails; + * call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.5. + * + * \sa SDL_CreateRGBSurface + * \sa SDL_CreateRGBSurfaceFrom + * \sa SDL_FreeSurface + */ +extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceWithFormat + (Uint32 flags, int width, int height, int depth, Uint32 format); + +/** + * Allocate a new RGB surface with existing pixel data. + * + * This function operates mostly like SDL_CreateRGBSurface(), except it does + * not allocate memory for the pixel data, instead the caller provides an + * existing buffer of data for the surface to use. + * + * No copy is made of the pixel data. Pixel data is not managed automatically; + * you must free the surface before you free the pixel data. + * + * \param pixels a pointer to existing pixel data + * \param width the width of the surface + * \param height the height of the surface + * \param depth the depth of the surface in bits + * \param pitch the pitch of the surface in bytes + * \param Rmask the red mask for the pixels + * \param Gmask the green mask for the pixels + * \param Bmask the blue mask for the pixels + * \param Amask the alpha mask for the pixels + * \returns the new SDL_Surface structure that is created or NULL if it fails; + * call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateRGBSurface + * \sa SDL_CreateRGBSurfaceWithFormat + * \sa SDL_FreeSurface + */ +extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceFrom(void *pixels, + int width, + int height, + int depth, + int pitch, + Uint32 Rmask, + Uint32 Gmask, + Uint32 Bmask, + Uint32 Amask); + +/* !!! FIXME for 2.1: why does this ask for depth? Format provides that. */ + +/** + * Allocate a new RGB surface with with a specific pixel format and existing + * pixel data. + * + * This function operates mostly like SDL_CreateRGBSurfaceFrom(), except + * instead of providing pixel color masks, you provide it with a predefined + * format from SDL_PixelFormatEnum. + * + * No copy is made of the pixel data. Pixel data is not managed automatically; + * you must free the surface before you free the pixel data. + * + * \param pixels a pointer to existing pixel data + * \param width the width of the surface + * \param height the height of the surface + * \param depth the depth of the surface in bits + * \param pitch the pitch of the surface in bytes + * \param format the SDL_PixelFormatEnum for the new surface's pixel format. + * \returns the new SDL_Surface structure that is created or NULL if it fails; + * call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.5. + * + * \sa SDL_CreateRGBSurfaceFrom + * \sa SDL_CreateRGBSurfaceWithFormat + * \sa SDL_FreeSurface + */ +extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceWithFormatFrom + (void *pixels, int width, int height, int depth, int pitch, Uint32 format); + +/** + * Free an RGB surface. + * + * It is safe to pass NULL to this function. + * + * \param surface the SDL_Surface to free. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateRGBSurface + * \sa SDL_CreateRGBSurfaceFrom + * \sa SDL_LoadBMP + * \sa SDL_LoadBMP_RW + */ +extern DECLSPEC void SDLCALL SDL_FreeSurface(SDL_Surface * surface); + +/** + * Set the palette used by a surface. + * + * A single palette can be shared with many surfaces. + * + * \param surface the SDL_Surface structure to update + * \param palette the SDL_Palette structure to use + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + */ +extern DECLSPEC int SDLCALL SDL_SetSurfacePalette(SDL_Surface * surface, + SDL_Palette * palette); + +/** + * Set up a surface for directly accessing the pixels. + * + * Between calls to SDL_LockSurface() / SDL_UnlockSurface(), you can write to + * and read from `surface->pixels`, using the pixel format stored in + * `surface->format`. Once you are done accessing the surface, you should use + * SDL_UnlockSurface() to release it. + * + * Not all surfaces require locking. If `SDL_MUSTLOCK(surface)` evaluates to + * 0, then you can read and write to the surface at any time, and the pixel + * format of the surface will not change. + * + * \param surface the SDL_Surface structure to be locked + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_MUSTLOCK + * \sa SDL_UnlockSurface + */ +extern DECLSPEC int SDLCALL SDL_LockSurface(SDL_Surface * surface); + +/** + * Release a surface after directly accessing the pixels. + * + * \param surface the SDL_Surface structure to be unlocked + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LockSurface + */ +extern DECLSPEC void SDLCALL SDL_UnlockSurface(SDL_Surface * surface); + +/** + * Load a BMP image from a seekable SDL data stream. + * + * The new surface should be freed with SDL_FreeSurface(). Not doing so will + * result in a memory leak. + * + * src is an open SDL_RWops buffer, typically loaded with SDL_RWFromFile. + * Alternitavely, you might also use the macro SDL_LoadBMP to load a bitmap + * from a file, convert it to an SDL_Surface and then close the file. + * + * \param src the data stream for the surface + * \param freesrc non-zero to close the stream after being read + * \returns a pointer to a new SDL_Surface structure or NULL if there was an + * error; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_FreeSurface + * \sa SDL_RWFromFile + * \sa SDL_LoadBMP + * \sa SDL_SaveBMP_RW + */ +extern DECLSPEC SDL_Surface *SDLCALL SDL_LoadBMP_RW(SDL_RWops * src, + int freesrc); + +/** + * Load a surface from a file. + * + * Convenience macro. + */ +#define SDL_LoadBMP(file) SDL_LoadBMP_RW(SDL_RWFromFile(file, "rb"), 1) + +/** + * Save a surface to a seekable SDL data stream in BMP format. + * + * Surfaces with a 24-bit, 32-bit and paletted 8-bit format get saved in the + * BMP directly. Other RGB formats with 8-bit or higher get converted to a + * 24-bit surface or, if they have an alpha mask or a colorkey, to a 32-bit + * surface before they are saved. YUV and paletted 1-bit and 4-bit formats are + * not supported. + * + * \param surface the SDL_Surface structure containing the image to be saved + * \param dst a data stream to save to + * \param freedst non-zero to close the stream after being written + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LoadBMP_RW + * \sa SDL_SaveBMP + */ +extern DECLSPEC int SDLCALL SDL_SaveBMP_RW + (SDL_Surface * surface, SDL_RWops * dst, int freedst); + +/** + * Save a surface to a file. + * + * Convenience macro. + */ +#define SDL_SaveBMP(surface, file) \ + SDL_SaveBMP_RW(surface, SDL_RWFromFile(file, "wb"), 1) + +/** + * Set the RLE acceleration hint for a surface. + * + * If RLE is enabled, color key and alpha blending blits are much faster, but + * the surface must be locked before directly accessing the pixels. + * + * \param surface the SDL_Surface structure to optimize + * \param flag 0 to disable, non-zero to enable RLE acceleration + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_BlitSurface + * \sa SDL_LockSurface + * \sa SDL_UnlockSurface + */ +extern DECLSPEC int SDLCALL SDL_SetSurfaceRLE(SDL_Surface * surface, + int flag); + +/** + * Returns whether the surface is RLE enabled + * + * It is safe to pass a NULL `surface` here; it will return SDL_FALSE. + * + * \param surface the SDL_Surface structure to query + * \returns SDL_TRUE if the surface is RLE enabled, SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.14. + * + * \sa SDL_SetSurfaceRLE + */ +extern DECLSPEC SDL_bool SDLCALL SDL_HasSurfaceRLE(SDL_Surface * surface); + +/** + * Set the color key (transparent pixel) in a surface. + * + * The color key defines a pixel value that will be treated as transparent in + * a blit. For example, one can use this to specify that cyan pixels should be + * considered transparent, and therefore not rendered. + * + * It is a pixel of the format used by the surface, as generated by + * SDL_MapRGB(). + * + * RLE acceleration can substantially speed up blitting of images with large + * horizontal runs of transparent pixels. See SDL_SetSurfaceRLE() for details. + * + * \param surface the SDL_Surface structure to update + * \param flag SDL_TRUE to enable color key, SDL_FALSE to disable color key + * \param key the transparent pixel + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_BlitSurface + * \sa SDL_GetColorKey + */ +extern DECLSPEC int SDLCALL SDL_SetColorKey(SDL_Surface * surface, + int flag, Uint32 key); + +/** + * Returns whether the surface has a color key + * + * It is safe to pass a NULL `surface` here; it will return SDL_FALSE. + * + * \param surface the SDL_Surface structure to query + * \return SDL_TRUE if the surface has a color key, SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.9. + * + * \sa SDL_SetColorKey + * \sa SDL_GetColorKey + */ +extern DECLSPEC SDL_bool SDLCALL SDL_HasColorKey(SDL_Surface * surface); + +/** + * Get the color key (transparent pixel) for a surface. + * + * The color key is a pixel of the format used by the surface, as generated by + * SDL_MapRGB(). + * + * If the surface doesn't have color key enabled this function returns -1. + * + * \param surface the SDL_Surface structure to query + * \param key a pointer filled in with the transparent pixel + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_BlitSurface + * \sa SDL_SetColorKey + */ +extern DECLSPEC int SDLCALL SDL_GetColorKey(SDL_Surface * surface, + Uint32 * key); + +/** + * Set an additional color value multiplied into blit operations. + * + * When this surface is blitted, during the blit operation each source color + * channel is modulated by the appropriate color value according to the + * following formula: + * + * `srcC = srcC * (color / 255)` + * + * \param surface the SDL_Surface structure to update + * \param r the red color value multiplied into blit operations + * \param g the green color value multiplied into blit operations + * \param b the blue color value multiplied into blit operations + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetSurfaceColorMod + * \sa SDL_SetSurfaceAlphaMod + */ +extern DECLSPEC int SDLCALL SDL_SetSurfaceColorMod(SDL_Surface * surface, + Uint8 r, Uint8 g, Uint8 b); + + +/** + * Get the additional color value multiplied into blit operations. + * + * \param surface the SDL_Surface structure to query + * \param r a pointer filled in with the current red color value + * \param g a pointer filled in with the current green color value + * \param b a pointer filled in with the current blue color value + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetSurfaceAlphaMod + * \sa SDL_SetSurfaceColorMod + */ +extern DECLSPEC int SDLCALL SDL_GetSurfaceColorMod(SDL_Surface * surface, + Uint8 * r, Uint8 * g, + Uint8 * b); + +/** + * Set an additional alpha value used in blit operations. + * + * When this surface is blitted, during the blit operation the source alpha + * value is modulated by this alpha value according to the following formula: + * + * `srcA = srcA * (alpha / 255)` + * + * \param surface the SDL_Surface structure to update + * \param alpha the alpha value multiplied into blit operations + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetSurfaceAlphaMod + * \sa SDL_SetSurfaceColorMod + */ +extern DECLSPEC int SDLCALL SDL_SetSurfaceAlphaMod(SDL_Surface * surface, + Uint8 alpha); + +/** + * Get the additional alpha value used in blit operations. + * + * \param surface the SDL_Surface structure to query + * \param alpha a pointer filled in with the current alpha value + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetSurfaceColorMod + * \sa SDL_SetSurfaceAlphaMod + */ +extern DECLSPEC int SDLCALL SDL_GetSurfaceAlphaMod(SDL_Surface * surface, + Uint8 * alpha); + +/** + * Set the blend mode used for blit operations. + * + * To copy a surface to another surface (or texture) without blending with the + * existing data, the blendmode of the SOURCE surface should be set to + * `SDL_BLENDMODE_NONE`. + * + * \param surface the SDL_Surface structure to update + * \param blendMode the SDL_BlendMode to use for blit blending + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetSurfaceBlendMode + */ +extern DECLSPEC int SDLCALL SDL_SetSurfaceBlendMode(SDL_Surface * surface, + SDL_BlendMode blendMode); + +/** + * Get the blend mode used for blit operations. + * + * \param surface the SDL_Surface structure to query + * \param blendMode a pointer filled in with the current SDL_BlendMode + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetSurfaceBlendMode + */ +extern DECLSPEC int SDLCALL SDL_GetSurfaceBlendMode(SDL_Surface * surface, + SDL_BlendMode *blendMode); + +/** + * Set the clipping rectangle for a surface. + * + * When `surface` is the destination of a blit, only the area within the clip + * rectangle is drawn into. + * + * Note that blits are automatically clipped to the edges of the source and + * destination surfaces. + * + * \param surface the SDL_Surface structure to be clipped + * \param rect the SDL_Rect structure representing the clipping rectangle, or + * NULL to disable clipping + * \returns SDL_TRUE if the rectangle intersects the surface, otherwise + * SDL_FALSE and blits will be completely clipped. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_BlitSurface + * \sa SDL_GetClipRect + */ +extern DECLSPEC SDL_bool SDLCALL SDL_SetClipRect(SDL_Surface * surface, + const SDL_Rect * rect); + +/** + * Get the clipping rectangle for a surface. + * + * When `surface` is the destination of a blit, only the area within the clip + * rectangle is drawn into. + * + * \param surface the SDL_Surface structure representing the surface to be + * clipped + * \param rect an SDL_Rect structure filled in with the clipping rectangle for + * the surface + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_BlitSurface + * \sa SDL_SetClipRect + */ +extern DECLSPEC void SDLCALL SDL_GetClipRect(SDL_Surface * surface, + SDL_Rect * rect); + +/* + * Creates a new surface identical to the existing surface. + * + * The returned surface should be freed with SDL_FreeSurface(). + * + * \param surface the surface to duplicate. + * \returns a copy of the surface, or NULL on failure; call SDL_GetError() for + * more information. + */ +extern DECLSPEC SDL_Surface *SDLCALL SDL_DuplicateSurface(SDL_Surface * surface); + +/** + * Copy an existing surface to a new surface of the specified format. + * + * This function is used to optimize images for faster *repeat* blitting. This + * is accomplished by converting the original and storing the result as a new + * surface. The new, optimized surface can then be used as the source for + * future blits, making them faster. + * + * \param src the existing SDL_Surface structure to convert + * \param fmt the SDL_PixelFormat structure that the new surface is optimized + * for + * \param flags the flags are unused and should be set to 0; this is a + * leftover from SDL 1.2's API + * \returns the new SDL_Surface structure that is created or NULL if it fails; + * call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AllocFormat + * \sa SDL_ConvertSurfaceFormat + * \sa SDL_CreateRGBSurface + */ +extern DECLSPEC SDL_Surface *SDLCALL SDL_ConvertSurface + (SDL_Surface * src, const SDL_PixelFormat * fmt, Uint32 flags); + +/** + * Copy an existing surface to a new surface of the specified format enum. + * + * This function operates just like SDL_ConvertSurface(), but accepts an + * SDL_PixelFormatEnum value instead of an SDL_PixelFormat structure. As such, + * it might be easier to call but it doesn't have access to palette + * information for the destination surface, in case that would be important. + * + * \param src the existing SDL_Surface structure to convert + * \param pixel_format the SDL_PixelFormatEnum that the new surface is + * optimized for + * \param flags the flags are unused and should be set to 0; this is a + * leftover from SDL 1.2's API + * \returns the new SDL_Surface structure that is created or NULL if it fails; + * call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AllocFormat + * \sa SDL_ConvertSurface + * \sa SDL_CreateRGBSurface + */ +extern DECLSPEC SDL_Surface *SDLCALL SDL_ConvertSurfaceFormat + (SDL_Surface * src, Uint32 pixel_format, Uint32 flags); + +/** + * Copy a block of pixels of one format to another format. + * + * \param width the width of the block to copy, in pixels + * \param height the height of the block to copy, in pixels + * \param src_format an SDL_PixelFormatEnum value of the `src` pixels format + * \param src a pointer to the source pixels + * \param src_pitch the pitch of the source pixels, in bytes + * \param dst_format an SDL_PixelFormatEnum value of the `dst` pixels format + * \param dst a pointer to be filled in with new pixel data + * \param dst_pitch the pitch of the destination pixels, in bytes + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + */ +extern DECLSPEC int SDLCALL SDL_ConvertPixels(int width, int height, + Uint32 src_format, + const void * src, int src_pitch, + Uint32 dst_format, + void * dst, int dst_pitch); + +/** + * Premultiply the alpha on a block of pixels. + * + * This is safe to use with src == dst, but not for other overlapping areas. + * + * This function is currently only implemented for SDL_PIXELFORMAT_ARGB8888. + * + * \param width the width of the block to convert, in pixels + * \param height the height of the block to convert, in pixels + * \param src_format an SDL_PixelFormatEnum value of the `src` pixels format + * \param src a pointer to the source pixels + * \param src_pitch the pitch of the source pixels, in bytes + * \param dst_format an SDL_PixelFormatEnum value of the `dst` pixels format + * \param dst a pointer to be filled in with premultiplied pixel data + * \param dst_pitch the pitch of the destination pixels, in bytes + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_PremultiplyAlpha(int width, int height, + Uint32 src_format, + const void * src, int src_pitch, + Uint32 dst_format, + void * dst, int dst_pitch); + +/** + * Perform a fast fill of a rectangle with a specific color. + * + * `color` should be a pixel of the format used by the surface, and can be + * generated by SDL_MapRGB() or SDL_MapRGBA(). If the color value contains an + * alpha component then the destination is simply filled with that alpha + * information, no blending takes place. + * + * If there is a clip rectangle set on the destination (set via + * SDL_SetClipRect()), then this function will fill based on the intersection + * of the clip rectangle and `rect`. + * + * \param dst the SDL_Surface structure that is the drawing target + * \param rect the SDL_Rect structure representing the rectangle to fill, or + * NULL to fill the entire surface + * \param color the color to fill with + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_FillRects + */ +extern DECLSPEC int SDLCALL SDL_FillRect + (SDL_Surface * dst, const SDL_Rect * rect, Uint32 color); + +/** + * Perform a fast fill of a set of rectangles with a specific color. + * + * `color` should be a pixel of the format used by the surface, and can be + * generated by SDL_MapRGB() or SDL_MapRGBA(). If the color value contains an + * alpha component then the destination is simply filled with that alpha + * information, no blending takes place. + * + * If there is a clip rectangle set on the destination (set via + * SDL_SetClipRect()), then this function will fill based on the intersection + * of the clip rectangle and `rect`. + * + * \param dst the SDL_Surface structure that is the drawing target + * \param rects an array of SDL_Rects representing the rectangles to fill. + * \param count the number of rectangles in the array + * \param color the color to fill with + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_FillRect + */ +extern DECLSPEC int SDLCALL SDL_FillRects + (SDL_Surface * dst, const SDL_Rect * rects, int count, Uint32 color); + +/* !!! FIXME: merge this documentation with the wiki */ +/** + * Performs a fast blit from the source surface to the destination surface. + * + * This assumes that the source and destination rectangles are + * the same size. If either \c srcrect or \c dstrect are NULL, the entire + * surface (\c src or \c dst) is copied. The final blit rectangles are saved + * in \c srcrect and \c dstrect after all clipping is performed. + * + * \returns 0 if the blit is successful, otherwise it returns -1. + * + * The blit function should not be called on a locked surface. + * + * The blit semantics for surfaces with and without blending and colorkey + * are defined as follows: + * \verbatim + RGBA->RGB: + Source surface blend mode set to SDL_BLENDMODE_BLEND: + alpha-blend (using the source alpha-channel and per-surface alpha) + SDL_SRCCOLORKEY ignored. + Source surface blend mode set to SDL_BLENDMODE_NONE: + copy RGB. + if SDL_SRCCOLORKEY set, only copy the pixels matching the + RGB values of the source color key, ignoring alpha in the + comparison. + + RGB->RGBA: + Source surface blend mode set to SDL_BLENDMODE_BLEND: + alpha-blend (using the source per-surface alpha) + Source surface blend mode set to SDL_BLENDMODE_NONE: + copy RGB, set destination alpha to source per-surface alpha value. + both: + if SDL_SRCCOLORKEY set, only copy the pixels matching the + source color key. + + RGBA->RGBA: + Source surface blend mode set to SDL_BLENDMODE_BLEND: + alpha-blend (using the source alpha-channel and per-surface alpha) + SDL_SRCCOLORKEY ignored. + Source surface blend mode set to SDL_BLENDMODE_NONE: + copy all of RGBA to the destination. + if SDL_SRCCOLORKEY set, only copy the pixels matching the + RGB values of the source color key, ignoring alpha in the + comparison. + + RGB->RGB: + Source surface blend mode set to SDL_BLENDMODE_BLEND: + alpha-blend (using the source per-surface alpha) + Source surface blend mode set to SDL_BLENDMODE_NONE: + copy RGB. + both: + if SDL_SRCCOLORKEY set, only copy the pixels matching the + source color key. + \endverbatim + * + * You should call SDL_BlitSurface() unless you know exactly how SDL + * blitting works internally and how to use the other blit functions. + */ +#define SDL_BlitSurface SDL_UpperBlit + +/** + * Perform a fast blit from the source surface to the destination surface. + * + * SDL_UpperBlit() has been replaced by SDL_BlitSurface(), which is merely a + * macro for this function with a less confusing name. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_BlitSurface + */ +extern DECLSPEC int SDLCALL SDL_UpperBlit + (SDL_Surface * src, const SDL_Rect * srcrect, + SDL_Surface * dst, SDL_Rect * dstrect); + +/** + * Perform low-level surface blitting only. + * + * This is a semi-private blit function and it performs low-level surface + * blitting, assuming the input rectangles have already been clipped. + * + * Unless you know what you're doing, you should be using SDL_BlitSurface() + * instead. + * + * \param src the SDL_Surface structure to be copied from + * \param srcrect the SDL_Rect structure representing the rectangle to be + * copied, or NULL to copy the entire surface + * \param dst the SDL_Surface structure that is the blit target + * \param dstrect the SDL_Rect structure representing the rectangle that is + * copied into + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_BlitSurface + */ +extern DECLSPEC int SDLCALL SDL_LowerBlit + (SDL_Surface * src, SDL_Rect * srcrect, + SDL_Surface * dst, SDL_Rect * dstrect); + + +/** + * Perform a fast, low quality, stretch blit between two surfaces of the same + * format. + * + * Please use SDL_BlitScaled() instead. + * + * \since This function is available since SDL 2.0.0. + */ +extern DECLSPEC int SDLCALL SDL_SoftStretch(SDL_Surface * src, + const SDL_Rect * srcrect, + SDL_Surface * dst, + const SDL_Rect * dstrect); + +/** + * Perform bilinear scaling between two surfaces of the same format, 32BPP. + * + * \since This function is available since SDL 2.0.16. + */ +extern DECLSPEC int SDLCALL SDL_SoftStretchLinear(SDL_Surface * src, + const SDL_Rect * srcrect, + SDL_Surface * dst, + const SDL_Rect * dstrect); + + +#define SDL_BlitScaled SDL_UpperBlitScaled + +/** + * Perform a scaled surface copy to a destination surface. + * + * SDL_UpperBlitScaled() has been replaced by SDL_BlitScaled(), which is + * merely a macro for this function with a less confusing name. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_BlitScaled + */ +extern DECLSPEC int SDLCALL SDL_UpperBlitScaled + (SDL_Surface * src, const SDL_Rect * srcrect, + SDL_Surface * dst, SDL_Rect * dstrect); + +/** + * Perform low-level surface scaled blitting only. + * + * This is a semi-private function and it performs low-level surface blitting, + * assuming the input rectangles have already been clipped. + * + * \param src the SDL_Surface structure to be copied from + * \param srcrect the SDL_Rect structure representing the rectangle to be + * copied + * \param dst the SDL_Surface structure that is the blit target + * \param dstrect the SDL_Rect structure representing the rectangle that is + * copied into + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_BlitScaled + */ +extern DECLSPEC int SDLCALL SDL_LowerBlitScaled + (SDL_Surface * src, SDL_Rect * srcrect, + SDL_Surface * dst, SDL_Rect * dstrect); + +/** + * Set the YUV conversion mode + * + * \since This function is available since SDL 2.0.8. + */ +extern DECLSPEC void SDLCALL SDL_SetYUVConversionMode(SDL_YUV_CONVERSION_MODE mode); + +/** + * Get the YUV conversion mode + * + * \since This function is available since SDL 2.0.8. + */ +extern DECLSPEC SDL_YUV_CONVERSION_MODE SDLCALL SDL_GetYUVConversionMode(void); + +/** + * Get the YUV conversion mode, returning the correct mode for the resolution + * when the current conversion mode is SDL_YUV_CONVERSION_AUTOMATIC + * + * \since This function is available since SDL 2.0.8. + */ +extern DECLSPEC SDL_YUV_CONVERSION_MODE SDLCALL SDL_GetYUVConversionModeForResolution(int width, int height); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include "close_code.h" + +#endif /* SDL_surface_h_ */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/thirdparty/sdl_headers/SDL_system.h b/thirdparty/sdl_headers/SDL_system.h new file mode 100644 index 00000000000..ddae4f8cc1f --- /dev/null +++ b/thirdparty/sdl_headers/SDL_system.h @@ -0,0 +1,638 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * \file SDL_system.h + * + * Include file for platform specific SDL API functions + */ + +#ifndef SDL_system_h_ +#define SDL_system_h_ + +#include "SDL_stdinc.h" +#include "SDL_keyboard.h" +#include "SDL_render.h" +#include "SDL_video.h" + +#include "begin_code.h" +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + + +/* Platform specific functions for Windows */ +#if defined(__WIN32__) || defined(__GDK__) + +typedef void (SDLCALL * SDL_WindowsMessageHook)(void *userdata, void *hWnd, unsigned int message, Uint64 wParam, Sint64 lParam); + +/** + * Set a callback for every Windows message, run before TranslateMessage(). + * + * \param callback The SDL_WindowsMessageHook function to call. + * \param userdata a pointer to pass to every iteration of `callback` + * + * \since This function is available since SDL 2.0.4. + */ +extern DECLSPEC void SDLCALL SDL_SetWindowsMessageHook(SDL_WindowsMessageHook callback, void *userdata); + +#endif /* defined(__WIN32__) || defined(__GDK__) */ + +#if defined(__WIN32__) || defined(__WINGDK__) + +/** + * Get the D3D9 adapter index that matches the specified display index. + * + * The returned adapter index can be passed to `IDirect3D9::CreateDevice` and + * controls on which monitor a full screen application will appear. + * + * \param displayIndex the display index for which to get the D3D9 adapter + * index + * \returns the D3D9 adapter index on success or a negative error code on + * failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.1. + */ +extern DECLSPEC int SDLCALL SDL_Direct3D9GetAdapterIndex( int displayIndex ); + +typedef struct IDirect3DDevice9 IDirect3DDevice9; + +/** + * Get the D3D9 device associated with a renderer. + * + * Once you are done using the device, you should release it to avoid a + * resource leak. + * + * \param renderer the renderer from which to get the associated D3D device + * \returns the D3D9 device associated with given renderer or NULL if it is + * not a D3D9 renderer; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.1. + */ +extern DECLSPEC IDirect3DDevice9* SDLCALL SDL_RenderGetD3D9Device(SDL_Renderer * renderer); + +typedef struct ID3D11Device ID3D11Device; + +/** + * Get the D3D11 device associated with a renderer. + * + * Once you are done using the device, you should release it to avoid a + * resource leak. + * + * \param renderer the renderer from which to get the associated D3D11 device + * \returns the D3D11 device associated with given renderer or NULL if it is + * not a D3D11 renderer; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.16. + */ +extern DECLSPEC ID3D11Device* SDLCALL SDL_RenderGetD3D11Device(SDL_Renderer * renderer); + +#endif /* defined(__WIN32__) || defined(__WINGDK__) */ + +#if defined(__WIN32__) || defined(__GDK__) + +typedef struct ID3D12Device ID3D12Device; + +/** + * Get the D3D12 device associated with a renderer. + * + * Once you are done using the device, you should release it to avoid a + * resource leak. + * + * \param renderer the renderer from which to get the associated D3D12 device + * \returns the D3D12 device associated with given renderer or NULL if it is + * not a D3D12 renderer; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.24.0. + */ +extern DECLSPEC ID3D12Device* SDLCALL SDL_RenderGetD3D12Device(SDL_Renderer* renderer); + +#endif /* defined(__WIN32__) || defined(__GDK__) */ + +#if defined(__WIN32__) || defined(__WINGDK__) + +/** + * Get the DXGI Adapter and Output indices for the specified display index. + * + * The DXGI Adapter and Output indices can be passed to `EnumAdapters` and + * `EnumOutputs` respectively to get the objects required to create a DX10 or + * DX11 device and swap chain. + * + * Before SDL 2.0.4 this function did not return a value. Since SDL 2.0.4 it + * returns an SDL_bool. + * + * \param displayIndex the display index for which to get both indices + * \param adapterIndex a pointer to be filled in with the adapter index + * \param outputIndex a pointer to be filled in with the output index + * \returns SDL_TRUE on success or SDL_FALSE on failure; call SDL_GetError() + * for more information. + * + * \since This function is available since SDL 2.0.2. + */ +extern DECLSPEC SDL_bool SDLCALL SDL_DXGIGetOutputInfo( int displayIndex, int *adapterIndex, int *outputIndex ); + +#endif /* defined(__WIN32__) || defined(__WINGDK__) */ + +/* Platform specific functions for Linux */ +#ifdef __LINUX__ + +/** + * Sets the UNIX nice value for a thread. + * + * This uses setpriority() if possible, and RealtimeKit if available. + * + * \param threadID the Unix thread ID to change priority of. + * \param priority The new, Unix-specific, priority value. + * \returns 0 on success, or -1 on error. + * + * \since This function is available since SDL 2.0.9. + */ +extern DECLSPEC int SDLCALL SDL_LinuxSetThreadPriority(Sint64 threadID, int priority); + +/** + * Sets the priority (not nice level) and scheduling policy for a thread. + * + * This uses setpriority() if possible, and RealtimeKit if available. + * + * \param threadID The Unix thread ID to change priority of. + * \param sdlPriority The new SDL_ThreadPriority value. + * \param schedPolicy The new scheduling policy (SCHED_FIFO, SCHED_RR, + * SCHED_OTHER, etc...) + * \returns 0 on success, or -1 on error. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_LinuxSetThreadPriorityAndPolicy(Sint64 threadID, int sdlPriority, int schedPolicy); + +#endif /* __LINUX__ */ + +/* Platform specific functions for iOS */ +#ifdef __IPHONEOS__ + +#define SDL_iOSSetAnimationCallback(window, interval, callback, callbackParam) SDL_iPhoneSetAnimationCallback(window, interval, callback, callbackParam) + +/** + * Use this function to set the animation callback on Apple iOS. + * + * The function prototype for `callback` is: + * + * ```c + * void callback(void* callbackParam); + * ``` + * + * Where its parameter, `callbackParam`, is what was passed as `callbackParam` + * to SDL_iPhoneSetAnimationCallback(). + * + * This function is only available on Apple iOS. + * + * For more information see: + * https://github.com/libsdl-org/SDL/blob/main/docs/README-ios.md + * + * This functions is also accessible using the macro + * SDL_iOSSetAnimationCallback() since SDL 2.0.4. + * + * \param window the window for which the animation callback should be set + * \param interval the number of frames after which **callback** will be + * called + * \param callback the function to call for every frame. + * \param callbackParam a pointer that is passed to `callback`. + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_iPhoneSetEventPump + */ +extern DECLSPEC int SDLCALL SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (SDLCALL *callback)(void*), void *callbackParam); + +#define SDL_iOSSetEventPump(enabled) SDL_iPhoneSetEventPump(enabled) + +/** + * Use this function to enable or disable the SDL event pump on Apple iOS. + * + * This function is only available on Apple iOS. + * + * This functions is also accessible using the macro SDL_iOSSetEventPump() + * since SDL 2.0.4. + * + * \param enabled SDL_TRUE to enable the event pump, SDL_FALSE to disable it + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_iPhoneSetAnimationCallback + */ +extern DECLSPEC void SDLCALL SDL_iPhoneSetEventPump(SDL_bool enabled); + +#endif /* __IPHONEOS__ */ + + +/* Platform specific functions for Android */ +#ifdef __ANDROID__ + +/** + * Get the Android Java Native Interface Environment of the current thread. + * + * This is the JNIEnv one needs to access the Java virtual machine from native + * code, and is needed for many Android APIs to be usable from C. + * + * The prototype of the function in SDL's code actually declare a void* return + * type, even if the implementation returns a pointer to a JNIEnv. The + * rationale being that the SDL headers can avoid including jni.h. + * + * \returns a pointer to Java native interface object (JNIEnv) to which the + * current thread is attached, or 0 on error. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AndroidGetActivity + */ +extern DECLSPEC void * SDLCALL SDL_AndroidGetJNIEnv(void); + +/** + * Retrieve the Java instance of the Android activity class. + * + * The prototype of the function in SDL's code actually declares a void* + * return type, even if the implementation returns a jobject. The rationale + * being that the SDL headers can avoid including jni.h. + * + * The jobject returned by the function is a local reference and must be + * released by the caller. See the PushLocalFrame() and PopLocalFrame() or + * DeleteLocalRef() functions of the Java native interface: + * + * https://docs.oracle.com/javase/1.5.0/docs/guide/jni/spec/functions.html + * + * \returns the jobject representing the instance of the Activity class of the + * Android application, or NULL on error. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AndroidGetJNIEnv + */ +extern DECLSPEC void * SDLCALL SDL_AndroidGetActivity(void); + +/** + * Query Android API level of the current device. + * + * - API level 31: Android 12 + * - API level 30: Android 11 + * - API level 29: Android 10 + * - API level 28: Android 9 + * - API level 27: Android 8.1 + * - API level 26: Android 8.0 + * - API level 25: Android 7.1 + * - API level 24: Android 7.0 + * - API level 23: Android 6.0 + * - API level 22: Android 5.1 + * - API level 21: Android 5.0 + * - API level 20: Android 4.4W + * - API level 19: Android 4.4 + * - API level 18: Android 4.3 + * - API level 17: Android 4.2 + * - API level 16: Android 4.1 + * - API level 15: Android 4.0.3 + * - API level 14: Android 4.0 + * - API level 13: Android 3.2 + * - API level 12: Android 3.1 + * - API level 11: Android 3.0 + * - API level 10: Android 2.3.3 + * + * \returns the Android API level. + * + * \since This function is available since SDL 2.0.12. + */ +extern DECLSPEC int SDLCALL SDL_GetAndroidSDKVersion(void); + +/** + * Query if the application is running on Android TV. + * + * \returns SDL_TRUE if this is Android TV, SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.8. + */ +extern DECLSPEC SDL_bool SDLCALL SDL_IsAndroidTV(void); + +/** + * Query if the application is running on a Chromebook. + * + * \returns SDL_TRUE if this is a Chromebook, SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.9. + */ +extern DECLSPEC SDL_bool SDLCALL SDL_IsChromebook(void); + +/** + * Query if the application is running on a Samsung DeX docking station. + * + * \returns SDL_TRUE if this is a DeX docking station, SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.9. + */ +extern DECLSPEC SDL_bool SDLCALL SDL_IsDeXMode(void); + +/** + * Trigger the Android system back button behavior. + * + * \since This function is available since SDL 2.0.9. + */ +extern DECLSPEC void SDLCALL SDL_AndroidBackButton(void); + +/** + See the official Android developer guide for more information: + http://developer.android.com/guide/topics/data/data-storage.html +*/ +#define SDL_ANDROID_EXTERNAL_STORAGE_READ 0x01 +#define SDL_ANDROID_EXTERNAL_STORAGE_WRITE 0x02 + +/** + * Get the path used for internal storage for this application. + * + * This path is unique to your application and cannot be written to by other + * applications. + * + * Your internal storage path is typically: + * `/data/data/your.app.package/files`. + * + * \returns the path used for internal storage or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AndroidGetExternalStorageState + */ +extern DECLSPEC const char * SDLCALL SDL_AndroidGetInternalStoragePath(void); + +/** + * Get the current state of external storage. + * + * The current state of external storage, a bitmask of these values: + * `SDL_ANDROID_EXTERNAL_STORAGE_READ`, `SDL_ANDROID_EXTERNAL_STORAGE_WRITE`. + * + * If external storage is currently unavailable, this will return 0. + * + * \returns the current state of external storage on success or 0 on failure; + * call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AndroidGetExternalStoragePath + */ +extern DECLSPEC int SDLCALL SDL_AndroidGetExternalStorageState(void); + +/** + * Get the path used for external storage for this application. + * + * This path is unique to your application, but is public and can be written + * to by other applications. + * + * Your external storage path is typically: + * `/storage/sdcard0/Android/data/your.app.package/files`. + * + * \returns the path used for external storage for this application on success + * or NULL on failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AndroidGetExternalStorageState + */ +extern DECLSPEC const char * SDLCALL SDL_AndroidGetExternalStoragePath(void); + +/** + * Request permissions at runtime. + * + * This blocks the calling thread until the permission is granted or denied. + * + * \param permission The permission to request. + * \returns SDL_TRUE if the permission was granted, SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.14. + */ +extern DECLSPEC SDL_bool SDLCALL SDL_AndroidRequestPermission(const char *permission); + +/** + * Shows an Android toast notification. + * + * Toasts are a sort of lightweight notification that are unique to Android. + * + * https://developer.android.com/guide/topics/ui/notifiers/toasts + * + * Shows toast in UI thread. + * + * For the `gravity` parameter, choose a value from here, or -1 if you don't + * have a preference: + * + * https://developer.android.com/reference/android/view/Gravity + * + * \param message text message to be shown + * \param duration 0=short, 1=long + * \param gravity where the notification should appear on the screen. + * \param xoffset set this parameter only when gravity >=0 + * \param yoffset set this parameter only when gravity >=0 + * \returns 0 if success, -1 if any error occurs. + * + * \since This function is available since SDL 2.0.16. + */ +extern DECLSPEC int SDLCALL SDL_AndroidShowToast(const char* message, int duration, int gravity, int xoffset, int yoffset); + +/** + * Send a user command to SDLActivity. + * + * Override "boolean onUnhandledMessage(Message msg)" to handle the message. + * + * \param command user command that must be greater or equal to 0x8000 + * \param param user parameter + * + * \since This function is available since SDL 2.0.22. + */ +extern DECLSPEC int SDLCALL SDL_AndroidSendMessage(Uint32 command, int param); + +#endif /* __ANDROID__ */ + +/* Platform specific functions for WinRT */ +#ifdef __WINRT__ + +/** + * \brief WinRT / Windows Phone path types + */ +typedef enum +{ + /** \brief The installed app's root directory. + Files here are likely to be read-only. */ + SDL_WINRT_PATH_INSTALLED_LOCATION, + + /** \brief The app's local data store. Files may be written here */ + SDL_WINRT_PATH_LOCAL_FOLDER, + + /** \brief The app's roaming data store. Unsupported on Windows Phone. + Files written here may be copied to other machines via a network + connection. + */ + SDL_WINRT_PATH_ROAMING_FOLDER, + + /** \brief The app's temporary data store. Unsupported on Windows Phone. + Files written here may be deleted at any time. */ + SDL_WINRT_PATH_TEMP_FOLDER +} SDL_WinRT_Path; + + +/** + * \brief WinRT Device Family + */ +typedef enum +{ + /** \brief Unknown family */ + SDL_WINRT_DEVICEFAMILY_UNKNOWN, + + /** \brief Desktop family*/ + SDL_WINRT_DEVICEFAMILY_DESKTOP, + + /** \brief Mobile family (for example smartphone) */ + SDL_WINRT_DEVICEFAMILY_MOBILE, + + /** \brief XBox family */ + SDL_WINRT_DEVICEFAMILY_XBOX, +} SDL_WinRT_DeviceFamily; + + +/** + * Retrieve a WinRT defined path on the local file system. + * + * Not all paths are available on all versions of Windows. This is especially + * true on Windows Phone. Check the documentation for the given SDL_WinRT_Path + * for more information on which path types are supported where. + * + * Documentation on most app-specific path types on WinRT can be found on + * MSDN, at the URL: + * + * https://msdn.microsoft.com/en-us/library/windows/apps/hh464917.aspx + * + * \param pathType the type of path to retrieve, one of SDL_WinRT_Path + * \returns a UCS-2 string (16-bit, wide-char) containing the path, or NULL if + * the path is not available for any reason; call SDL_GetError() for + * more information. + * + * \since This function is available since SDL 2.0.3. + * + * \sa SDL_WinRTGetFSPathUTF8 + */ +extern DECLSPEC const wchar_t * SDLCALL SDL_WinRTGetFSPathUNICODE(SDL_WinRT_Path pathType); + +/** + * Retrieve a WinRT defined path on the local file system. + * + * Not all paths are available on all versions of Windows. This is especially + * true on Windows Phone. Check the documentation for the given SDL_WinRT_Path + * for more information on which path types are supported where. + * + * Documentation on most app-specific path types on WinRT can be found on + * MSDN, at the URL: + * + * https://msdn.microsoft.com/en-us/library/windows/apps/hh464917.aspx + * + * \param pathType the type of path to retrieve, one of SDL_WinRT_Path + * \returns a UTF-8 string (8-bit, multi-byte) containing the path, or NULL if + * the path is not available for any reason; call SDL_GetError() for + * more information. + * + * \since This function is available since SDL 2.0.3. + * + * \sa SDL_WinRTGetFSPathUNICODE + */ +extern DECLSPEC const char * SDLCALL SDL_WinRTGetFSPathUTF8(SDL_WinRT_Path pathType); + +/** + * Detects the device family of WinRT platform at runtime. + * + * \returns a value from the SDL_WinRT_DeviceFamily enum. + * + * \since This function is available since SDL 2.0.8. + */ +extern DECLSPEC SDL_WinRT_DeviceFamily SDLCALL SDL_WinRTGetDeviceFamily(); + +#endif /* __WINRT__ */ + +/** + * Query if the current device is a tablet. + * + * If SDL can't determine this, it will return SDL_FALSE. + * + * \returns SDL_TRUE if the device is a tablet, SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.9. + */ +extern DECLSPEC SDL_bool SDLCALL SDL_IsTablet(void); + +/* Functions used by iOS application delegates to notify SDL about state changes */ +extern DECLSPEC void SDLCALL SDL_OnApplicationWillTerminate(void); +extern DECLSPEC void SDLCALL SDL_OnApplicationDidReceiveMemoryWarning(void); +extern DECLSPEC void SDLCALL SDL_OnApplicationWillResignActive(void); +extern DECLSPEC void SDLCALL SDL_OnApplicationDidEnterBackground(void); +extern DECLSPEC void SDLCALL SDL_OnApplicationWillEnterForeground(void); +extern DECLSPEC void SDLCALL SDL_OnApplicationDidBecomeActive(void); +#ifdef __IPHONEOS__ +extern DECLSPEC void SDLCALL SDL_OnApplicationDidChangeStatusBarOrientation(void); +#endif + +/* Functions used only by GDK */ +#if defined(__GDK__) +typedef struct XTaskQueueObject *XTaskQueueHandle; +typedef struct XUser *XUserHandle; + +/** + * Gets a reference to the global async task queue handle for GDK, + * initializing if needed. + * + * Once you are done with the task queue, you should call + * XTaskQueueCloseHandle to reduce the reference count to avoid a resource + * leak. + * + * \param outTaskQueue a pointer to be filled in with task queue handle. + * \returns 0 if success, -1 if any error occurs. + * + * \since This function is available since SDL 2.24.0. + */ +extern DECLSPEC int SDLCALL SDL_GDKGetTaskQueue(XTaskQueueHandle * outTaskQueue); + +/** + * Gets a reference to the default user handle for GDK. + * + * This is effectively a synchronous version of XUserAddAsync, which always + * prefers the default user and allows a sign-in UI. + * + * \param outUserHandle a pointer to be filled in with the default user + * handle. + * \returns 0 if success, -1 if any error occurs. + * + * \since This function is available since SDL 2.28.0. + */ +extern DECLSPEC int SDLCALL SDL_GDKGetDefaultUser(XUserHandle * outUserHandle); + +#endif + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include "close_code.h" + +#endif /* SDL_system_h_ */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/thirdparty/sdl_headers/SDL_thread.h b/thirdparty/sdl_headers/SDL_thread.h new file mode 100644 index 00000000000..dc7f5363aad --- /dev/null +++ b/thirdparty/sdl_headers/SDL_thread.h @@ -0,0 +1,464 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +#ifndef SDL_thread_h_ +#define SDL_thread_h_ + +/** + * \file SDL_thread.h + * + * Header for the SDL thread management routines. + */ + +#include "SDL_stdinc.h" +#include "SDL_error.h" + +/* Thread synchronization primitives */ +#include "SDL_atomic.h" +#include "SDL_mutex.h" + +#if (defined(__WIN32__) || defined(__GDK__)) && !defined(__WINRT__) +#include /* _beginthreadex() and _endthreadex() */ +#endif +#if defined(__OS2__) /* for _beginthread() and _endthread() */ +#ifndef __EMX__ +#include +#else +#include +#endif +#endif + +#include "begin_code.h" +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/* The SDL thread structure, defined in SDL_thread.c */ +struct SDL_Thread; +typedef struct SDL_Thread SDL_Thread; + +/* The SDL thread ID */ +typedef unsigned long SDL_threadID; + +/* Thread local storage ID, 0 is the invalid ID */ +typedef unsigned int SDL_TLSID; + +/** + * The SDL thread priority. + * + * SDL will make system changes as necessary in order to apply the thread priority. + * Code which attempts to control thread state related to priority should be aware + * that calling SDL_SetThreadPriority may alter such state. + * SDL_HINT_THREAD_PRIORITY_POLICY can be used to control aspects of this behavior. + * + * \note On many systems you require special privileges to set high or time critical priority. + */ +typedef enum { + SDL_THREAD_PRIORITY_LOW, + SDL_THREAD_PRIORITY_NORMAL, + SDL_THREAD_PRIORITY_HIGH, + SDL_THREAD_PRIORITY_TIME_CRITICAL +} SDL_ThreadPriority; + +/** + * The function passed to SDL_CreateThread(). + * + * \param data what was passed as `data` to SDL_CreateThread() + * \returns a value that can be reported through SDL_WaitThread(). + */ +typedef int (SDLCALL * SDL_ThreadFunction) (void *data); + + +#if (defined(__WIN32__) || defined(__GDK__)) && !defined(__WINRT__) +/** + * \file SDL_thread.h + * + * We compile SDL into a DLL. This means, that it's the DLL which + * creates a new thread for the calling process with the SDL_CreateThread() + * API. There is a problem with this, that only the RTL of the SDL2.DLL will + * be initialized for those threads, and not the RTL of the calling + * application! + * + * To solve this, we make a little hack here. + * + * We'll always use the caller's _beginthread() and _endthread() APIs to + * start a new thread. This way, if it's the SDL2.DLL which uses this API, + * then the RTL of SDL2.DLL will be used to create the new thread, and if it's + * the application, then the RTL of the application will be used. + * + * So, in short: + * Always use the _beginthread() and _endthread() of the calling runtime + * library! + */ +#define SDL_PASSED_BEGINTHREAD_ENDTHREAD + +typedef uintptr_t (__cdecl * pfnSDL_CurrentBeginThread) + (void *, unsigned, unsigned (__stdcall *func)(void *), + void * /*arg*/, unsigned, unsigned * /* threadID */); +typedef void (__cdecl * pfnSDL_CurrentEndThread) (unsigned code); + +#ifndef SDL_beginthread +#define SDL_beginthread _beginthreadex +#endif +#ifndef SDL_endthread +#define SDL_endthread _endthreadex +#endif + +extern DECLSPEC SDL_Thread *SDLCALL +SDL_CreateThread(SDL_ThreadFunction fn, const char *name, void *data, + pfnSDL_CurrentBeginThread pfnBeginThread, + pfnSDL_CurrentEndThread pfnEndThread); + +extern DECLSPEC SDL_Thread *SDLCALL +SDL_CreateThreadWithStackSize(SDL_ThreadFunction fn, + const char *name, const size_t stacksize, void *data, + pfnSDL_CurrentBeginThread pfnBeginThread, + pfnSDL_CurrentEndThread pfnEndThread); + + +#if defined(SDL_CreateThread) && SDL_DYNAMIC_API +#undef SDL_CreateThread +#define SDL_CreateThread(fn, name, data) SDL_CreateThread_REAL(fn, name, data, (pfnSDL_CurrentBeginThread)SDL_beginthread, (pfnSDL_CurrentEndThread)SDL_endthread) +#undef SDL_CreateThreadWithStackSize +#define SDL_CreateThreadWithStackSize(fn, name, stacksize, data) SDL_CreateThreadWithStackSize_REAL(fn, name, stacksize, data, (pfnSDL_CurrentBeginThread)SDL_beginthread, (pfnSDL_CurrentEndThread)SDL_endthread) +#else +#define SDL_CreateThread(fn, name, data) SDL_CreateThread(fn, name, data, (pfnSDL_CurrentBeginThread)SDL_beginthread, (pfnSDL_CurrentEndThread)SDL_endthread) +#define SDL_CreateThreadWithStackSize(fn, name, stacksize, data) SDL_CreateThreadWithStackSize(fn, name, stacksize, data, (pfnSDL_CurrentBeginThread)SDL_beginthread, (pfnSDL_CurrentEndThread)SDL_endthread) +#endif + +#elif defined(__OS2__) +/* + * just like the windows case above: We compile SDL2 + * into a dll with Watcom's runtime statically linked. + */ +#define SDL_PASSED_BEGINTHREAD_ENDTHREAD + +typedef int (*pfnSDL_CurrentBeginThread)(void (*func)(void *), void *, unsigned, void * /*arg*/); +typedef void (*pfnSDL_CurrentEndThread)(void); + +#ifndef SDL_beginthread +#define SDL_beginthread _beginthread +#endif +#ifndef SDL_endthread +#define SDL_endthread _endthread +#endif + +extern DECLSPEC SDL_Thread *SDLCALL +SDL_CreateThread(SDL_ThreadFunction fn, const char *name, void *data, + pfnSDL_CurrentBeginThread pfnBeginThread, + pfnSDL_CurrentEndThread pfnEndThread); +extern DECLSPEC SDL_Thread *SDLCALL +SDL_CreateThreadWithStackSize(SDL_ThreadFunction fn, const char *name, const size_t stacksize, void *data, + pfnSDL_CurrentBeginThread pfnBeginThread, + pfnSDL_CurrentEndThread pfnEndThread); + +#if defined(SDL_CreateThread) && SDL_DYNAMIC_API +#undef SDL_CreateThread +#define SDL_CreateThread(fn, name, data) SDL_CreateThread_REAL(fn, name, data, (pfnSDL_CurrentBeginThread)SDL_beginthread, (pfnSDL_CurrentEndThread)SDL_endthread) +#undef SDL_CreateThreadWithStackSize +#define SDL_CreateThreadWithStackSize(fn, name, stacksize, data) SDL_CreateThreadWithStackSize_REAL(fn, name, stacksize, data, (pfnSDL_CurrentBeginThread)SDL_beginthread, (pfnSDL_CurrentEndThread)SDL_endthread) +#else +#define SDL_CreateThread(fn, name, data) SDL_CreateThread(fn, name, data, (pfnSDL_CurrentBeginThread)SDL_beginthread, (pfnSDL_CurrentEndThread)SDL_endthread) +#define SDL_CreateThreadWithStackSize(fn, name, stacksize, data) SDL_CreateThreadWithStackSize(fn, name, stacksize, data, (pfnSDL_CurrentBeginThread)SDL_beginthread, (pfnSDL_CurrentEndThread)SDL_endthread) +#endif + +#else + +/** + * Create a new thread with a default stack size. + * + * This is equivalent to calling: + * + * ```c + * SDL_CreateThreadWithStackSize(fn, name, 0, data); + * ``` + * + * \param fn the SDL_ThreadFunction function to call in the new thread + * \param name the name of the thread + * \param data a pointer that is passed to `fn` + * \returns an opaque pointer to the new thread object on success, NULL if the + * new thread could not be created; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateThreadWithStackSize + * \sa SDL_WaitThread + */ +extern DECLSPEC SDL_Thread *SDLCALL +SDL_CreateThread(SDL_ThreadFunction fn, const char *name, void *data); + +/** + * Create a new thread with a specific stack size. + * + * SDL makes an attempt to report `name` to the system, so that debuggers can + * display it. Not all platforms support this. + * + * Thread naming is a little complicated: Most systems have very small limits + * for the string length (Haiku has 32 bytes, Linux currently has 16, Visual + * C++ 6.0 has _nine_!), and possibly other arbitrary rules. You'll have to + * see what happens with your system's debugger. The name should be UTF-8 (but + * using the naming limits of C identifiers is a better bet). There are no + * requirements for thread naming conventions, so long as the string is + * null-terminated UTF-8, but these guidelines are helpful in choosing a name: + * + * https://stackoverflow.com/questions/149932/naming-conventions-for-threads + * + * If a system imposes requirements, SDL will try to munge the string for it + * (truncate, etc), but the original string contents will be available from + * SDL_GetThreadName(). + * + * The size (in bytes) of the new stack can be specified. Zero means "use the + * system default" which might be wildly different between platforms. x86 + * Linux generally defaults to eight megabytes, an embedded device might be a + * few kilobytes instead. You generally need to specify a stack that is a + * multiple of the system's page size (in many cases, this is 4 kilobytes, but + * check your system documentation). + * + * In SDL 2.1, stack size will be folded into the original SDL_CreateThread + * function, but for backwards compatibility, this is currently a separate + * function. + * + * \param fn the SDL_ThreadFunction function to call in the new thread + * \param name the name of the thread + * \param stacksize the size, in bytes, to allocate for the new thread stack. + * \param data a pointer that is passed to `fn` + * \returns an opaque pointer to the new thread object on success, NULL if the + * new thread could not be created; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 2.0.9. + * + * \sa SDL_WaitThread + */ +extern DECLSPEC SDL_Thread *SDLCALL +SDL_CreateThreadWithStackSize(SDL_ThreadFunction fn, const char *name, const size_t stacksize, void *data); + +#endif + +/** + * Get the thread name as it was specified in SDL_CreateThread(). + * + * This is internal memory, not to be freed by the caller, and remains valid + * until the specified thread is cleaned up by SDL_WaitThread(). + * + * \param thread the thread to query + * \returns a pointer to a UTF-8 string that names the specified thread, or + * NULL if it doesn't have a name. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateThread + */ +extern DECLSPEC const char *SDLCALL SDL_GetThreadName(SDL_Thread *thread); + +/** + * Get the thread identifier for the current thread. + * + * This thread identifier is as reported by the underlying operating system. + * If SDL is running on a platform that does not support threads the return + * value will always be zero. + * + * This function also returns a valid thread ID when called from the main + * thread. + * + * \returns the ID of the current thread. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetThreadID + */ +extern DECLSPEC SDL_threadID SDLCALL SDL_ThreadID(void); + +/** + * Get the thread identifier for the specified thread. + * + * This thread identifier is as reported by the underlying operating system. + * If SDL is running on a platform that does not support threads the return + * value will always be zero. + * + * \param thread the thread to query + * \returns the ID of the specified thread, or the ID of the current thread if + * `thread` is NULL. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_ThreadID + */ +extern DECLSPEC SDL_threadID SDLCALL SDL_GetThreadID(SDL_Thread * thread); + +/** + * Set the priority for the current thread. + * + * Note that some platforms will not let you alter the priority (or at least, + * promote the thread to a higher priority) at all, and some require you to be + * an administrator account. Be prepared for this to fail. + * + * \param priority the SDL_ThreadPriority to set + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + */ +extern DECLSPEC int SDLCALL SDL_SetThreadPriority(SDL_ThreadPriority priority); + +/** + * Wait for a thread to finish. + * + * Threads that haven't been detached will remain (as a "zombie") until this + * function cleans them up. Not doing so is a resource leak. + * + * Once a thread has been cleaned up through this function, the SDL_Thread + * that references it becomes invalid and should not be referenced again. As + * such, only one thread may call SDL_WaitThread() on another. + * + * The return code for the thread function is placed in the area pointed to by + * `status`, if `status` is not NULL. + * + * You may not wait on a thread that has been used in a call to + * SDL_DetachThread(). Use either that function or this one, but not both, or + * behavior is undefined. + * + * It is safe to pass a NULL thread to this function; it is a no-op. + * + * Note that the thread pointer is freed by this function and is not valid + * afterward. + * + * \param thread the SDL_Thread pointer that was returned from the + * SDL_CreateThread() call that started this thread + * \param status pointer to an integer that will receive the value returned + * from the thread function by its 'return', or NULL to not + * receive such value back. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateThread + * \sa SDL_DetachThread + */ +extern DECLSPEC void SDLCALL SDL_WaitThread(SDL_Thread * thread, int *status); + +/** + * Let a thread clean up on exit without intervention. + * + * A thread may be "detached" to signify that it should not remain until + * another thread has called SDL_WaitThread() on it. Detaching a thread is + * useful for long-running threads that nothing needs to synchronize with or + * further manage. When a detached thread is done, it simply goes away. + * + * There is no way to recover the return code of a detached thread. If you + * need this, don't detach the thread and instead use SDL_WaitThread(). + * + * Once a thread is detached, you should usually assume the SDL_Thread isn't + * safe to reference again, as it will become invalid immediately upon the + * detached thread's exit, instead of remaining until someone has called + * SDL_WaitThread() to finally clean it up. As such, don't detach the same + * thread more than once. + * + * If a thread has already exited when passed to SDL_DetachThread(), it will + * stop waiting for a call to SDL_WaitThread() and clean up immediately. It is + * not safe to detach a thread that might be used with SDL_WaitThread(). + * + * You may not call SDL_WaitThread() on a thread that has been detached. Use + * either that function or this one, but not both, or behavior is undefined. + * + * It is safe to pass NULL to this function; it is a no-op. + * + * \param thread the SDL_Thread pointer that was returned from the + * SDL_CreateThread() call that started this thread + * + * \since This function is available since SDL 2.0.2. + * + * \sa SDL_CreateThread + * \sa SDL_WaitThread + */ +extern DECLSPEC void SDLCALL SDL_DetachThread(SDL_Thread * thread); + +/** + * Create a piece of thread-local storage. + * + * This creates an identifier that is globally visible to all threads but + * refers to data that is thread-specific. + * + * \returns the newly created thread local storage identifier or 0 on error. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_TLSGet + * \sa SDL_TLSSet + */ +extern DECLSPEC SDL_TLSID SDLCALL SDL_TLSCreate(void); + +/** + * Get the current thread's value associated with a thread local storage ID. + * + * \param id the thread local storage ID + * \returns the value associated with the ID for the current thread or NULL if + * no value has been set; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_TLSCreate + * \sa SDL_TLSSet + */ +extern DECLSPEC void * SDLCALL SDL_TLSGet(SDL_TLSID id); + +/** + * Set the current thread's value associated with a thread local storage ID. + * + * The function prototype for `destructor` is: + * + * ```c + * void destructor(void *value) + * ``` + * + * where its parameter `value` is what was passed as `value` to SDL_TLSSet(). + * + * \param id the thread local storage ID + * \param value the value to associate with the ID for the current thread + * \param destructor a function called when the thread exits, to free the + * value + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_TLSCreate + * \sa SDL_TLSGet + */ +extern DECLSPEC int SDLCALL SDL_TLSSet(SDL_TLSID id, const void *value, void (SDLCALL *destructor)(void*)); + +/** + * Cleanup all TLS data for this thread. + * + * \since This function is available since SDL 2.0.16. + */ +extern DECLSPEC void SDLCALL SDL_TLSCleanup(void); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include "close_code.h" + +#endif /* SDL_thread_h_ */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/thirdparty/sdl_headers/SDL_timer.h b/thirdparty/sdl_headers/SDL_timer.h new file mode 100644 index 00000000000..8123e432f1e --- /dev/null +++ b/thirdparty/sdl_headers/SDL_timer.h @@ -0,0 +1,222 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +#ifndef SDL_timer_h_ +#define SDL_timer_h_ + +/** + * \file SDL_timer.h + * + * Header for the SDL time management routines. + */ + +#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 + +/** + * Get the number of milliseconds since SDL library initialization. + * + * This value wraps if the program runs for more than ~49 days. + * + * This function is not recommended as of SDL 2.0.18; use SDL_GetTicks64() + * instead, where the value doesn't wrap every ~49 days. There are places in + * SDL where we provide a 32-bit timestamp that can not change without + * breaking binary compatibility, though, so this function isn't officially + * deprecated. + * + * \returns an unsigned 32-bit value representing the number of milliseconds + * since the SDL library initialized. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_TICKS_PASSED + */ +extern DECLSPEC Uint32 SDLCALL SDL_GetTicks(void); + +/** + * Get the number of milliseconds since SDL library initialization. + * + * Note that you should not use the SDL_TICKS_PASSED macro with values + * returned by this function, as that macro does clever math to compensate for + * the 32-bit overflow every ~49 days that SDL_GetTicks() suffers from. 64-bit + * values from this function can be safely compared directly. + * + * For example, if you want to wait 100 ms, you could do this: + * + * ```c + * const Uint64 timeout = SDL_GetTicks64() + 100; + * while (SDL_GetTicks64() < timeout) { + * // ... do work until timeout has elapsed + * } + * ``` + * + * \returns an unsigned 64-bit value representing the number of milliseconds + * since the SDL library initialized. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC Uint64 SDLCALL SDL_GetTicks64(void); + +/** + * Compare 32-bit SDL ticks values, and return true if `A` has passed `B`. + * + * This should be used with results from SDL_GetTicks(), as this macro + * attempts to deal with the 32-bit counter wrapping back to zero every ~49 + * days, but should _not_ be used with SDL_GetTicks64(), which does not have + * that problem. + * + * For example, with SDL_GetTicks(), if you want to wait 100 ms, you could + * do this: + * + * ```c + * const Uint32 timeout = SDL_GetTicks() + 100; + * while (!SDL_TICKS_PASSED(SDL_GetTicks(), timeout)) { + * // ... do work until timeout has elapsed + * } + * ``` + * + * Note that this does not handle tick differences greater + * than 2^31 so take care when using the above kind of code + * with large timeout delays (tens of days). + */ +#define SDL_TICKS_PASSED(A, B) ((Sint32)((B) - (A)) <= 0) + +/** + * Get the current value of the high resolution counter. + * + * This function is typically used for profiling. + * + * The counter values are only meaningful relative to each other. Differences + * between values can be converted to times by using + * SDL_GetPerformanceFrequency(). + * + * \returns the current counter value. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetPerformanceFrequency + */ +extern DECLSPEC Uint64 SDLCALL SDL_GetPerformanceCounter(void); + +/** + * Get the count per second of the high resolution counter. + * + * \returns a platform-specific count per second. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetPerformanceCounter + */ +extern DECLSPEC Uint64 SDLCALL SDL_GetPerformanceFrequency(void); + +/** + * Wait a specified number of milliseconds before returning. + * + * This function waits a specified number of milliseconds before returning. It + * waits at least the specified time, but possibly longer due to OS + * scheduling. + * + * \param ms the number of milliseconds to delay + * + * \since This function is available since SDL 2.0.0. + */ +extern DECLSPEC void SDLCALL SDL_Delay(Uint32 ms); + +/** + * Function prototype for the timer callback function. + * + * The callback function is passed the current timer interval and returns + * the next timer interval. If the returned value is the same as the one + * passed in, the periodic alarm continues, otherwise a new alarm is + * scheduled. If the callback returns 0, the periodic alarm is cancelled. + */ +typedef Uint32 (SDLCALL * SDL_TimerCallback) (Uint32 interval, void *param); + +/** + * Definition of the timer ID type. + */ +typedef int SDL_TimerID; + +/** + * Call a callback function at a future time. + * + * If you use this function, you must pass `SDL_INIT_TIMER` to SDL_Init(). + * + * The callback function is passed the current timer interval and the user + * supplied parameter from the SDL_AddTimer() call and should return the next + * timer interval. If the value returned from the callback is 0, the timer is + * canceled. + * + * The callback is run on a separate thread. + * + * Timers take into account the amount of time it took to execute the + * callback. For example, if the callback took 250 ms to execute and returned + * 1000 (ms), the timer would only wait another 750 ms before its next + * iteration. + * + * Timing may be inexact due to OS scheduling. Be sure to note the current + * time with SDL_GetTicks() or SDL_GetPerformanceCounter() in case your + * callback needs to adjust for variances. + * + * \param interval the timer delay, in milliseconds, passed to `callback` + * \param callback the SDL_TimerCallback function to call when the specified + * `interval` elapses + * \param param a pointer that is passed to `callback` + * \returns a timer ID or 0 if an error occurs; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RemoveTimer + */ +extern DECLSPEC SDL_TimerID SDLCALL SDL_AddTimer(Uint32 interval, + SDL_TimerCallback callback, + void *param); + +/** + * Remove a timer created with SDL_AddTimer(). + * + * \param id the ID of the timer to remove + * \returns SDL_TRUE if the timer is removed or SDL_FALSE if the timer wasn't + * found. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AddTimer + */ +extern DECLSPEC SDL_bool SDLCALL SDL_RemoveTimer(SDL_TimerID id); + + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include "close_code.h" + +#endif /* SDL_timer_h_ */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/thirdparty/sdl_headers/SDL_touch.h b/thirdparty/sdl_headers/SDL_touch.h new file mode 100644 index 00000000000..f6a5db413df --- /dev/null +++ b/thirdparty/sdl_headers/SDL_touch.h @@ -0,0 +1,150 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * \file SDL_touch.h + * + * Include file for SDL touch event handling. + */ + +#ifndef SDL_touch_h_ +#define SDL_touch_h_ + +#include "SDL_stdinc.h" +#include "SDL_error.h" +#include "SDL_video.h" + +#include "begin_code.h" +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +typedef Sint64 SDL_TouchID; +typedef Sint64 SDL_FingerID; + +typedef enum +{ + SDL_TOUCH_DEVICE_INVALID = -1, + SDL_TOUCH_DEVICE_DIRECT, /* touch screen with window-relative coordinates */ + SDL_TOUCH_DEVICE_INDIRECT_ABSOLUTE, /* trackpad with absolute device coordinates */ + SDL_TOUCH_DEVICE_INDIRECT_RELATIVE /* trackpad with screen cursor-relative coordinates */ +} SDL_TouchDeviceType; + +typedef struct SDL_Finger +{ + SDL_FingerID id; + float x; + float y; + float pressure; +} SDL_Finger; + +/* Used as the device ID for mouse events simulated with touch input */ +#define SDL_TOUCH_MOUSEID ((Uint32)-1) + +/* Used as the SDL_TouchID for touch events simulated with mouse input */ +#define SDL_MOUSE_TOUCHID ((Sint64)-1) + + +/** + * Get the number of registered touch devices. + * + * On some platforms SDL first sees the touch device if it was actually used. + * Therefore SDL_GetNumTouchDevices() may return 0 although devices are + * available. After using all devices at least once the number will be + * correct. + * + * This was fixed for Android in SDL 2.0.1. + * + * \returns the number of registered touch devices. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetTouchDevice + */ +extern DECLSPEC int SDLCALL SDL_GetNumTouchDevices(void); + +/** + * Get the touch ID with the given index. + * + * \param index the touch device index + * \returns the touch ID with the given index on success or 0 if the index is + * invalid; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetNumTouchDevices + */ +extern DECLSPEC SDL_TouchID SDLCALL SDL_GetTouchDevice(int index); + +/** + * Get the touch device name as reported from the driver or NULL if the index + * is invalid. + * + * \since This function is available since SDL 2.0.22. + */ +extern DECLSPEC const char* SDLCALL SDL_GetTouchName(int index); + +/** + * Get the type of the given touch device. + * + * \since This function is available since SDL 2.0.10. + */ +extern DECLSPEC SDL_TouchDeviceType SDLCALL SDL_GetTouchDeviceType(SDL_TouchID touchID); + +/** + * Get the number of active fingers for a given touch device. + * + * \param touchID the ID of a touch device + * \returns the number of active fingers for a given touch device on success + * or 0 on failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetTouchFinger + */ +extern DECLSPEC int SDLCALL SDL_GetNumTouchFingers(SDL_TouchID touchID); + +/** + * Get the finger object for specified touch device ID and finger index. + * + * The returned resource is owned by SDL and should not be deallocated. + * + * \param touchID the ID of the requested touch device + * \param index the index of the requested finger + * \returns a pointer to the SDL_Finger object or NULL if no object at the + * given ID and index could be found. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RecordGesture + */ +extern DECLSPEC SDL_Finger * SDLCALL SDL_GetTouchFinger(SDL_TouchID touchID, int index); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include "close_code.h" + +#endif /* SDL_touch_h_ */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/thirdparty/sdl_headers/SDL_version.h b/thirdparty/sdl_headers/SDL_version.h new file mode 100644 index 00000000000..c975cdf1960 --- /dev/null +++ b/thirdparty/sdl_headers/SDL_version.h @@ -0,0 +1,204 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * \file SDL_version.h + * + * This header defines the current SDL version. + */ + +#ifndef SDL_version_h_ +#define SDL_version_h_ + +#include "SDL_stdinc.h" + +#include "begin_code.h" +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * Information about the version of SDL in use. + * + * Represents the library's version as three levels: major revision + * (increments with massive changes, additions, and enhancements), + * minor revision (increments with backwards-compatible changes to the + * major revision), and patchlevel (increments with fixes to the minor + * revision). + * + * \sa SDL_VERSION + * \sa SDL_GetVersion + */ +typedef struct SDL_version +{ + Uint8 major; /**< major version */ + Uint8 minor; /**< minor version */ + Uint8 patch; /**< update version */ +} SDL_version; + +/* Printable format: "%d.%d.%d", MAJOR, MINOR, PATCHLEVEL +*/ +#define SDL_MAJOR_VERSION 2 +#define SDL_MINOR_VERSION 31 +#define SDL_PATCHLEVEL 0 + +/** + * Macro to determine SDL version program was compiled against. + * + * This macro fills in a SDL_version structure with the version of the + * library you compiled against. This is determined by what header the + * compiler uses. Note that if you dynamically linked the library, you might + * have a slightly newer or older version at runtime. That version can be + * determined with SDL_GetVersion(), which, unlike SDL_VERSION(), + * is not a macro. + * + * \param x A pointer to a SDL_version struct to initialize. + * + * \sa SDL_version + * \sa SDL_GetVersion + */ +#define SDL_VERSION(x) \ +{ \ + (x)->major = SDL_MAJOR_VERSION; \ + (x)->minor = SDL_MINOR_VERSION; \ + (x)->patch = SDL_PATCHLEVEL; \ +} + +/* TODO: Remove this whole block in SDL 3 */ +#if SDL_MAJOR_VERSION < 3 +/** + * This macro turns the version numbers into a numeric value: + * \verbatim + (1,2,3) -> (1203) + \endverbatim + * + * This assumes that there will never be more than 100 patchlevels. + * + * In versions higher than 2.9.0, the minor version overflows into + * the thousands digit: for example, 2.23.0 is encoded as 4300, + * and 2.255.99 would be encoded as 25799. + * This macro will not be available in SDL 3.x. + */ +#define SDL_VERSIONNUM(X, Y, Z) \ + ((X)*1000 + (Y)*100 + (Z)) + +/** + * This is the version number macro for the current SDL version. + * + * In versions higher than 2.9.0, the minor version overflows into + * the thousands digit: for example, 2.23.0 is encoded as 4300. + * This macro will not be available in SDL 3.x. + * + * Deprecated, use SDL_VERSION_ATLEAST or SDL_VERSION instead. + */ +#define SDL_COMPILEDVERSION \ + SDL_VERSIONNUM(SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_PATCHLEVEL) +#endif /* SDL_MAJOR_VERSION < 3 */ + +/** + * This macro will evaluate to true if compiled with SDL at least X.Y.Z. + */ +#define SDL_VERSION_ATLEAST(X, Y, Z) \ + ((SDL_MAJOR_VERSION >= X) && \ + (SDL_MAJOR_VERSION > X || SDL_MINOR_VERSION >= Y) && \ + (SDL_MAJOR_VERSION > X || SDL_MINOR_VERSION > Y || SDL_PATCHLEVEL >= Z)) + +/** + * Get the version of SDL that is linked against your program. + * + * If you are linking to SDL dynamically, then it is possible that the current + * version will be different than the version you compiled against. This + * function returns the current version, while SDL_VERSION() is a macro that + * tells you what version you compiled with. + * + * This function may be called safely at any time, even before SDL_Init(). + * + * \param ver the SDL_version structure that contains the version information + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetRevision + */ +extern DECLSPEC void SDLCALL SDL_GetVersion(SDL_version * ver); + +/** + * Get the code revision of SDL that is linked against your program. + * + * This value is the revision of the code you are linked with and may be + * different from the code you are compiling with, which is found in the + * constant SDL_REVISION. + * + * The revision is arbitrary string (a hash value) uniquely identifying the + * exact revision of the SDL library in use, and is only useful in comparing + * against other revisions. It is NOT an incrementing number. + * + * If SDL wasn't built from a git repository with the appropriate tools, this + * will return an empty string. + * + * Prior to SDL 2.0.16, before development moved to GitHub, this returned a + * hash for a Mercurial repository. + * + * You shouldn't use this function for anything but logging it for debugging + * purposes. The string is not intended to be reliable in any way. + * + * \returns an arbitrary string, uniquely identifying the exact revision of + * the SDL library in use. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetVersion + */ +extern DECLSPEC const char *SDLCALL SDL_GetRevision(void); + +/** + * Obsolete function, do not use. + * + * When SDL was hosted in a Mercurial repository, and was built carefully, + * this would return the revision number that the build was created from. This + * number was not reliable for several reasons, but more importantly, SDL is + * now hosted in a git repository, which does not offer numbers at all, only + * hashes. This function only ever returns zero now. Don't use it. + * + * Before SDL 2.0.16, this might have returned an unreliable, but non-zero + * number. + * + * \deprecated Use SDL_GetRevision() instead; if SDL was carefully built, it + * will return a git hash. + * + * \returns zero, always, in modern SDL releases. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetRevision + */ +extern SDL_DEPRECATED DECLSPEC int SDLCALL SDL_GetRevisionNumber(void); + + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include "close_code.h" + +#endif /* SDL_version_h_ */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/thirdparty/sdl_headers/SDL_video.h b/thirdparty/sdl_headers/SDL_video.h new file mode 100644 index 00000000000..fa47d30991d --- /dev/null +++ b/thirdparty/sdl_headers/SDL_video.h @@ -0,0 +1,2184 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * \file SDL_video.h + * + * Header file for SDL video functions. + */ + +#ifndef SDL_video_h_ +#define SDL_video_h_ + +#include "SDL_stdinc.h" +#include "SDL_pixels.h" +#include "SDL_rect.h" +#include "SDL_surface.h" + +#include "begin_code.h" +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * \brief The structure that defines a display mode + * + * \sa SDL_GetNumDisplayModes() + * \sa SDL_GetDisplayMode() + * \sa SDL_GetDesktopDisplayMode() + * \sa SDL_GetCurrentDisplayMode() + * \sa SDL_GetClosestDisplayMode() + * \sa SDL_SetWindowDisplayMode() + * \sa SDL_GetWindowDisplayMode() + */ +typedef struct +{ + Uint32 format; /**< pixel format */ + int w; /**< width, in screen coordinates */ + int h; /**< height, in screen coordinates */ + int refresh_rate; /**< refresh rate (or zero for unspecified) */ + void *driverdata; /**< driver-specific data, initialize to 0 */ +} SDL_DisplayMode; + +/** + * \brief The type used to identify a window + * + * \sa SDL_CreateWindow() + * \sa SDL_CreateWindowFrom() + * \sa SDL_DestroyWindow() + * \sa SDL_FlashWindow() + * \sa SDL_GetWindowData() + * \sa SDL_GetWindowFlags() + * \sa SDL_GetWindowGrab() + * \sa SDL_GetWindowKeyboardGrab() + * \sa SDL_GetWindowMouseGrab() + * \sa SDL_GetWindowPosition() + * \sa SDL_GetWindowSize() + * \sa SDL_GetWindowTitle() + * \sa SDL_HideWindow() + * \sa SDL_MaximizeWindow() + * \sa SDL_MinimizeWindow() + * \sa SDL_RaiseWindow() + * \sa SDL_RestoreWindow() + * \sa SDL_SetWindowData() + * \sa SDL_SetWindowFullscreen() + * \sa SDL_SetWindowGrab() + * \sa SDL_SetWindowKeyboardGrab() + * \sa SDL_SetWindowMouseGrab() + * \sa SDL_SetWindowIcon() + * \sa SDL_SetWindowPosition() + * \sa SDL_SetWindowSize() + * \sa SDL_SetWindowBordered() + * \sa SDL_SetWindowResizable() + * \sa SDL_SetWindowTitle() + * \sa SDL_ShowWindow() + */ +typedef struct SDL_Window SDL_Window; + +/** + * \brief The flags on a window + * + * \sa SDL_GetWindowFlags() + */ +typedef enum +{ + SDL_WINDOW_FULLSCREEN = 0x00000001, /**< fullscreen window */ + SDL_WINDOW_OPENGL = 0x00000002, /**< window usable with OpenGL context */ + SDL_WINDOW_SHOWN = 0x00000004, /**< window is visible */ + SDL_WINDOW_HIDDEN = 0x00000008, /**< window is not visible */ + SDL_WINDOW_BORDERLESS = 0x00000010, /**< no window decoration */ + SDL_WINDOW_RESIZABLE = 0x00000020, /**< window can be resized */ + SDL_WINDOW_MINIMIZED = 0x00000040, /**< window is minimized */ + SDL_WINDOW_MAXIMIZED = 0x00000080, /**< window is maximized */ + SDL_WINDOW_MOUSE_GRABBED = 0x00000100, /**< window has grabbed mouse input */ + SDL_WINDOW_INPUT_FOCUS = 0x00000200, /**< window has input focus */ + SDL_WINDOW_MOUSE_FOCUS = 0x00000400, /**< window has mouse focus */ + SDL_WINDOW_FULLSCREEN_DESKTOP = ( SDL_WINDOW_FULLSCREEN | 0x00001000 ), + SDL_WINDOW_FOREIGN = 0x00000800, /**< window not created by SDL */ + SDL_WINDOW_ALLOW_HIGHDPI = 0x00002000, /**< window should be created in high-DPI mode if supported. + On macOS NSHighResolutionCapable must be set true in the + application's Info.plist for this to have any effect. */ + SDL_WINDOW_MOUSE_CAPTURE = 0x00004000, /**< window has mouse captured (unrelated to MOUSE_GRABBED) */ + SDL_WINDOW_ALWAYS_ON_TOP = 0x00008000, /**< window should always be above others */ + SDL_WINDOW_SKIP_TASKBAR = 0x00010000, /**< window should not be added to the taskbar */ + SDL_WINDOW_UTILITY = 0x00020000, /**< window should be treated as a utility window */ + SDL_WINDOW_TOOLTIP = 0x00040000, /**< window should be treated as a tooltip */ + SDL_WINDOW_POPUP_MENU = 0x00080000, /**< window should be treated as a popup menu */ + SDL_WINDOW_KEYBOARD_GRABBED = 0x00100000, /**< window has grabbed keyboard input */ + SDL_WINDOW_VULKAN = 0x10000000, /**< window usable for Vulkan surface */ + SDL_WINDOW_METAL = 0x20000000, /**< window usable for Metal view */ + + SDL_WINDOW_INPUT_GRABBED = SDL_WINDOW_MOUSE_GRABBED /**< equivalent to SDL_WINDOW_MOUSE_GRABBED for compatibility */ +} SDL_WindowFlags; + +/** + * \brief Used to indicate that you don't care what the window position is. + */ +#define SDL_WINDOWPOS_UNDEFINED_MASK 0x1FFF0000u +#define SDL_WINDOWPOS_UNDEFINED_DISPLAY(X) (SDL_WINDOWPOS_UNDEFINED_MASK|(X)) +#define SDL_WINDOWPOS_UNDEFINED SDL_WINDOWPOS_UNDEFINED_DISPLAY(0) +#define SDL_WINDOWPOS_ISUNDEFINED(X) \ + (((X)&0xFFFF0000) == SDL_WINDOWPOS_UNDEFINED_MASK) + +/** + * \brief Used to indicate that the window position should be centered. + */ +#define SDL_WINDOWPOS_CENTERED_MASK 0x2FFF0000u +#define SDL_WINDOWPOS_CENTERED_DISPLAY(X) (SDL_WINDOWPOS_CENTERED_MASK|(X)) +#define SDL_WINDOWPOS_CENTERED SDL_WINDOWPOS_CENTERED_DISPLAY(0) +#define SDL_WINDOWPOS_ISCENTERED(X) \ + (((X)&0xFFFF0000) == SDL_WINDOWPOS_CENTERED_MASK) + +/** + * \brief Event subtype for window events + */ +typedef enum +{ + SDL_WINDOWEVENT_NONE, /**< Never used */ + SDL_WINDOWEVENT_SHOWN, /**< Window has been shown */ + SDL_WINDOWEVENT_HIDDEN, /**< Window has been hidden */ + SDL_WINDOWEVENT_EXPOSED, /**< Window has been exposed and should be + redrawn */ + SDL_WINDOWEVENT_MOVED, /**< Window has been moved to data1, data2 + */ + SDL_WINDOWEVENT_RESIZED, /**< Window has been resized to data1xdata2 */ + SDL_WINDOWEVENT_SIZE_CHANGED, /**< The window size has changed, either as + a result of an API call or through the + system or user changing the window size. */ + SDL_WINDOWEVENT_MINIMIZED, /**< Window has been minimized */ + SDL_WINDOWEVENT_MAXIMIZED, /**< Window has been maximized */ + SDL_WINDOWEVENT_RESTORED, /**< Window has been restored to normal size + and position */ + SDL_WINDOWEVENT_ENTER, /**< Window has gained mouse focus */ + SDL_WINDOWEVENT_LEAVE, /**< Window has lost mouse focus */ + SDL_WINDOWEVENT_FOCUS_GAINED, /**< Window has gained keyboard focus */ + SDL_WINDOWEVENT_FOCUS_LOST, /**< Window has lost keyboard focus */ + SDL_WINDOWEVENT_CLOSE, /**< The window manager requests that the window be closed */ + SDL_WINDOWEVENT_TAKE_FOCUS, /**< Window is being offered a focus (should SetWindowInputFocus() on itself or a subwindow, or ignore) */ + SDL_WINDOWEVENT_HIT_TEST, /**< Window had a hit test that wasn't SDL_HITTEST_NORMAL. */ + SDL_WINDOWEVENT_ICCPROF_CHANGED,/**< The ICC profile of the window's display has changed. */ + SDL_WINDOWEVENT_DISPLAY_CHANGED /**< Window has been moved to display data1. */ +} SDL_WindowEventID; + +/** + * \brief Event subtype for display events + */ +typedef enum +{ + SDL_DISPLAYEVENT_NONE, /**< Never used */ + SDL_DISPLAYEVENT_ORIENTATION, /**< Display orientation has changed to data1 */ + SDL_DISPLAYEVENT_CONNECTED, /**< Display has been added to the system */ + SDL_DISPLAYEVENT_DISCONNECTED, /**< Display has been removed from the system */ + SDL_DISPLAYEVENT_MOVED /**< Display has changed position */ +} SDL_DisplayEventID; + +/** + * \brief Display orientation + */ +typedef enum +{ + SDL_ORIENTATION_UNKNOWN, /**< The display orientation can't be determined */ + SDL_ORIENTATION_LANDSCAPE, /**< The display is in landscape mode, with the right side up, relative to portrait mode */ + SDL_ORIENTATION_LANDSCAPE_FLIPPED, /**< The display is in landscape mode, with the left side up, relative to portrait mode */ + SDL_ORIENTATION_PORTRAIT, /**< The display is in portrait mode */ + SDL_ORIENTATION_PORTRAIT_FLIPPED /**< The display is in portrait mode, upside down */ +} SDL_DisplayOrientation; + +/** + * \brief Window flash operation + */ +typedef enum +{ + SDL_FLASH_CANCEL, /**< Cancel any window flash state */ + SDL_FLASH_BRIEFLY, /**< Flash the window briefly to get attention */ + SDL_FLASH_UNTIL_FOCUSED /**< Flash the window until it gets focus */ +} SDL_FlashOperation; + +/** + * \brief An opaque handle to an OpenGL context. + */ +typedef void *SDL_GLContext; + +/** + * \brief OpenGL configuration attributes + */ +typedef enum +{ + SDL_GL_RED_SIZE, + SDL_GL_GREEN_SIZE, + SDL_GL_BLUE_SIZE, + SDL_GL_ALPHA_SIZE, + SDL_GL_BUFFER_SIZE, + SDL_GL_DOUBLEBUFFER, + SDL_GL_DEPTH_SIZE, + SDL_GL_STENCIL_SIZE, + SDL_GL_ACCUM_RED_SIZE, + SDL_GL_ACCUM_GREEN_SIZE, + SDL_GL_ACCUM_BLUE_SIZE, + SDL_GL_ACCUM_ALPHA_SIZE, + SDL_GL_STEREO, + SDL_GL_MULTISAMPLEBUFFERS, + SDL_GL_MULTISAMPLESAMPLES, + SDL_GL_ACCELERATED_VISUAL, + SDL_GL_RETAINED_BACKING, + SDL_GL_CONTEXT_MAJOR_VERSION, + SDL_GL_CONTEXT_MINOR_VERSION, + SDL_GL_CONTEXT_EGL, + SDL_GL_CONTEXT_FLAGS, + SDL_GL_CONTEXT_PROFILE_MASK, + SDL_GL_SHARE_WITH_CURRENT_CONTEXT, + SDL_GL_FRAMEBUFFER_SRGB_CAPABLE, + SDL_GL_CONTEXT_RELEASE_BEHAVIOR, + SDL_GL_CONTEXT_RESET_NOTIFICATION, + SDL_GL_CONTEXT_NO_ERROR, + SDL_GL_FLOATBUFFERS +} SDL_GLattr; + +typedef enum +{ + SDL_GL_CONTEXT_PROFILE_CORE = 0x0001, + SDL_GL_CONTEXT_PROFILE_COMPATIBILITY = 0x0002, + SDL_GL_CONTEXT_PROFILE_ES = 0x0004 /**< GLX_CONTEXT_ES2_PROFILE_BIT_EXT */ +} SDL_GLprofile; + +typedef enum +{ + SDL_GL_CONTEXT_DEBUG_FLAG = 0x0001, + SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG = 0x0002, + SDL_GL_CONTEXT_ROBUST_ACCESS_FLAG = 0x0004, + SDL_GL_CONTEXT_RESET_ISOLATION_FLAG = 0x0008 +} SDL_GLcontextFlag; + +typedef enum +{ + SDL_GL_CONTEXT_RELEASE_BEHAVIOR_NONE = 0x0000, + SDL_GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH = 0x0001 +} SDL_GLcontextReleaseFlag; + +typedef enum +{ + SDL_GL_CONTEXT_RESET_NO_NOTIFICATION = 0x0000, + SDL_GL_CONTEXT_RESET_LOSE_CONTEXT = 0x0001 +} SDL_GLContextResetNotification; + +/* Function prototypes */ + +/** + * Get the number of video drivers compiled into SDL. + * + * \returns a number >= 1 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetVideoDriver + */ +extern DECLSPEC int SDLCALL SDL_GetNumVideoDrivers(void); + +/** + * Get the name of a built in video driver. + * + * The video drivers are presented in the order in which they are normally + * checked during initialization. + * + * \param index the index of a video driver + * \returns the name of the video driver with the given **index**. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetNumVideoDrivers + */ +extern DECLSPEC const char *SDLCALL SDL_GetVideoDriver(int index); + +/** + * Initialize the video subsystem, optionally specifying a video driver. + * + * This function initializes the video subsystem, setting up a connection to + * the window manager, etc, and determines the available display modes and + * pixel formats, but does not initialize a window or graphics mode. + * + * If you use this function and you haven't used the SDL_INIT_VIDEO flag with + * either SDL_Init() or SDL_InitSubSystem(), you should call SDL_VideoQuit() + * before calling SDL_Quit(). + * + * It is safe to call this function multiple times. SDL_VideoInit() will call + * SDL_VideoQuit() itself if the video subsystem has already been initialized. + * + * You can use SDL_GetNumVideoDrivers() and SDL_GetVideoDriver() to find a + * specific `driver_name`. + * + * \param driver_name the name of a video driver to initialize, or NULL for + * the default driver + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetNumVideoDrivers + * \sa SDL_GetVideoDriver + * \sa SDL_InitSubSystem + * \sa SDL_VideoQuit + */ +extern DECLSPEC int SDLCALL SDL_VideoInit(const char *driver_name); + +/** + * Shut down the video subsystem, if initialized with SDL_VideoInit(). + * + * This function closes all windows, and restores the original video mode. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_VideoInit + */ +extern DECLSPEC void SDLCALL SDL_VideoQuit(void); + +/** + * Get the name of the currently initialized video driver. + * + * \returns the name of the current video driver or NULL if no driver has been + * initialized. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetNumVideoDrivers + * \sa SDL_GetVideoDriver + */ +extern DECLSPEC const char *SDLCALL SDL_GetCurrentVideoDriver(void); + +/** + * Get the number of available video displays. + * + * \returns a number >= 1 or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetDisplayBounds + */ +extern DECLSPEC int SDLCALL SDL_GetNumVideoDisplays(void); + +/** + * Get the name of a display in UTF-8 encoding. + * + * \param displayIndex the index of display from which the name should be + * queried + * \returns the name of a display or NULL for an invalid display index or + * failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetNumVideoDisplays + */ +extern DECLSPEC const char * SDLCALL SDL_GetDisplayName(int displayIndex); + +/** + * Get the desktop area represented by a display. + * + * The primary display (`displayIndex` zero) is always located at 0,0. + * + * \param displayIndex the index of the display to query + * \param rect the SDL_Rect structure filled in with the display bounds + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetNumVideoDisplays + */ +extern DECLSPEC int SDLCALL SDL_GetDisplayBounds(int displayIndex, SDL_Rect * rect); + +/** + * Get the usable desktop area represented by a display. + * + * The primary display (`displayIndex` zero) is always located at 0,0. + * + * This is the same area as SDL_GetDisplayBounds() reports, but with portions + * reserved by the system removed. For example, on Apple's macOS, this + * subtracts the area occupied by the menu bar and dock. + * + * Setting a window to be fullscreen generally bypasses these unusable areas, + * so these are good guidelines for the maximum space available to a + * non-fullscreen window. + * + * The parameter `rect` is ignored if it is NULL. + * + * This function also returns -1 if the parameter `displayIndex` is out of + * range. + * + * \param displayIndex the index of the display to query the usable bounds + * from + * \param rect the SDL_Rect structure filled in with the display bounds + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.5. + * + * \sa SDL_GetDisplayBounds + * \sa SDL_GetNumVideoDisplays + */ +extern DECLSPEC int SDLCALL SDL_GetDisplayUsableBounds(int displayIndex, SDL_Rect * rect); + +/** + * Get the dots/pixels-per-inch for a display. + * + * Diagonal, horizontal and vertical DPI can all be optionally returned if the + * appropriate parameter is non-NULL. + * + * A failure of this function usually means that either no DPI information is + * available or the `displayIndex` is out of range. + * + * **WARNING**: This reports the DPI that the hardware reports, and it is not + * always reliable! It is almost always better to use SDL_GetWindowSize() to + * find the window size, which might be in logical points instead of pixels, + * and then SDL_GL_GetDrawableSize(), SDL_Vulkan_GetDrawableSize(), + * SDL_Metal_GetDrawableSize(), or SDL_GetRendererOutputSize(), and compare + * the two values to get an actual scaling value between the two. We will be + * rethinking how high-dpi details should be managed in SDL3 to make things + * more consistent, reliable, and clear. + * + * \param displayIndex the index of the display from which DPI information + * should be queried + * \param ddpi a pointer filled in with the diagonal DPI of the display; may + * be NULL + * \param hdpi a pointer filled in with the horizontal DPI of the display; may + * be NULL + * \param vdpi a pointer filled in with the vertical DPI of the display; may + * be NULL + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.4. + * + * \sa SDL_GetNumVideoDisplays + */ +extern DECLSPEC int SDLCALL SDL_GetDisplayDPI(int displayIndex, float * ddpi, float * hdpi, float * vdpi); + +/** + * Get the orientation of a display. + * + * \param displayIndex the index of the display to query + * \returns The SDL_DisplayOrientation enum value of the display, or + * `SDL_ORIENTATION_UNKNOWN` if it isn't available. + * + * \since This function is available since SDL 2.0.9. + * + * \sa SDL_GetNumVideoDisplays + */ +extern DECLSPEC SDL_DisplayOrientation SDLCALL SDL_GetDisplayOrientation(int displayIndex); + +/** + * Get the number of available display modes. + * + * The `displayIndex` needs to be in the range from 0 to + * SDL_GetNumVideoDisplays() - 1. + * + * \param displayIndex the index of the display to query + * \returns a number >= 1 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetDisplayMode + * \sa SDL_GetNumVideoDisplays + */ +extern DECLSPEC int SDLCALL SDL_GetNumDisplayModes(int displayIndex); + +/** + * Get information about a specific display mode. + * + * The display modes are sorted in this priority: + * + * - width -> largest to smallest + * - height -> largest to smallest + * - bits per pixel -> more colors to fewer colors + * - packed pixel layout -> largest to smallest + * - refresh rate -> highest to lowest + * + * \param displayIndex the index of the display to query + * \param modeIndex the index of the display mode to query + * \param mode an SDL_DisplayMode structure filled in with the mode at + * `modeIndex` + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetNumDisplayModes + */ +extern DECLSPEC int SDLCALL SDL_GetDisplayMode(int displayIndex, int modeIndex, + SDL_DisplayMode * mode); + +/** + * Get information about the desktop's display mode. + * + * There's a difference between this function and SDL_GetCurrentDisplayMode() + * when SDL runs fullscreen and has changed the resolution. In that case this + * function will return the previous native display mode, and not the current + * display mode. + * + * \param displayIndex the index of the display to query + * \param mode an SDL_DisplayMode structure filled in with the current display + * mode + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetCurrentDisplayMode + * \sa SDL_GetDisplayMode + * \sa SDL_SetWindowDisplayMode + */ +extern DECLSPEC int SDLCALL SDL_GetDesktopDisplayMode(int displayIndex, SDL_DisplayMode * mode); + +/** + * Get information about the current display mode. + * + * There's a difference between this function and SDL_GetDesktopDisplayMode() + * when SDL runs fullscreen and has changed the resolution. In that case this + * function will return the current display mode, and not the previous native + * display mode. + * + * \param displayIndex the index of the display to query + * \param mode an SDL_DisplayMode structure filled in with the current display + * mode + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetDesktopDisplayMode + * \sa SDL_GetDisplayMode + * \sa SDL_GetNumVideoDisplays + * \sa SDL_SetWindowDisplayMode + */ +extern DECLSPEC int SDLCALL SDL_GetCurrentDisplayMode(int displayIndex, SDL_DisplayMode * mode); + + +/** + * Get the closest match to the requested display mode. + * + * The available display modes are scanned and `closest` is filled in with the + * closest mode matching the requested mode and returned. The mode format and + * refresh rate default to the desktop mode if they are set to 0. The modes + * are scanned with size being first priority, format being second priority, + * and finally checking the refresh rate. If all the available modes are too + * small, then NULL is returned. + * + * \param displayIndex the index of the display to query + * \param mode an SDL_DisplayMode structure containing the desired display + * mode + * \param closest an SDL_DisplayMode structure filled in with the closest + * match of the available display modes + * \returns the passed in value `closest` or NULL if no matching video mode + * was available; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetDisplayMode + * \sa SDL_GetNumDisplayModes + */ +extern DECLSPEC SDL_DisplayMode * SDLCALL SDL_GetClosestDisplayMode(int displayIndex, const SDL_DisplayMode * mode, SDL_DisplayMode * closest); + +/** + * Get the index of the display containing a point + * + * \param point the point to query + * \returns the index of the display containing the point or a negative error + * code on failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.24.0. + * + * \sa SDL_GetDisplayBounds + * \sa SDL_GetNumVideoDisplays + */ +extern DECLSPEC int SDLCALL SDL_GetPointDisplayIndex(const SDL_Point * point); + +/** + * Get the index of the display primarily containing a rect + * + * \param rect the rect to query + * \returns the index of the display entirely containing the rect or closest + * to the center of the rect on success or a negative error code on + * failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.24.0. + * + * \sa SDL_GetDisplayBounds + * \sa SDL_GetNumVideoDisplays + */ +extern DECLSPEC int SDLCALL SDL_GetRectDisplayIndex(const SDL_Rect * rect); + +/** + * Get the index of the display associated with a window. + * + * \param window the window to query + * \returns the index of the display containing the center of the window on + * success or a negative error code on failure; call SDL_GetError() + * for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetDisplayBounds + * \sa SDL_GetNumVideoDisplays + */ +extern DECLSPEC int SDLCALL SDL_GetWindowDisplayIndex(SDL_Window * window); + +/** + * Set the display mode to use when a window is visible at fullscreen. + * + * This only affects the display mode used when the window is fullscreen. To + * change the window size when the window is not fullscreen, use + * SDL_SetWindowSize(). + * + * \param window the window to affect + * \param mode the SDL_DisplayMode structure representing the mode to use, or + * NULL to use the window's dimensions and the desktop's format + * and refresh rate + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetWindowDisplayMode + * \sa SDL_SetWindowFullscreen + */ +extern DECLSPEC int SDLCALL SDL_SetWindowDisplayMode(SDL_Window * window, + const SDL_DisplayMode * mode); + +/** + * Query the display mode to use when a window is visible at fullscreen. + * + * \param window the window to query + * \param mode an SDL_DisplayMode structure filled in with the fullscreen + * display mode + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetWindowDisplayMode + * \sa SDL_SetWindowFullscreen + */ +extern DECLSPEC int SDLCALL SDL_GetWindowDisplayMode(SDL_Window * window, + SDL_DisplayMode * mode); + +/** + * Get the raw ICC profile data for the screen the window is currently on. + * + * Data returned should be freed with SDL_free. + * + * \param window the window to query + * \param size the size of the ICC profile + * \returns the raw ICC profile data on success or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC void* SDLCALL SDL_GetWindowICCProfile(SDL_Window * window, size_t* size); + +/** + * Get the pixel format associated with the window. + * + * \param window the window to query + * \returns the pixel format of the window on success or + * SDL_PIXELFORMAT_UNKNOWN on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 2.0.0. + */ +extern DECLSPEC Uint32 SDLCALL SDL_GetWindowPixelFormat(SDL_Window * window); + +/** + * Create a window with the specified position, dimensions, and flags. + * + * `flags` may be any of the following OR'd together: + * + * - `SDL_WINDOW_FULLSCREEN`: fullscreen window + * - `SDL_WINDOW_FULLSCREEN_DESKTOP`: fullscreen window at desktop resolution + * - `SDL_WINDOW_OPENGL`: window usable with an OpenGL context + * - `SDL_WINDOW_VULKAN`: window usable with a Vulkan instance + * - `SDL_WINDOW_METAL`: window usable with a Metal instance + * - `SDL_WINDOW_HIDDEN`: window is not visible + * - `SDL_WINDOW_BORDERLESS`: no window decoration + * - `SDL_WINDOW_RESIZABLE`: window can be resized + * - `SDL_WINDOW_MINIMIZED`: window is minimized + * - `SDL_WINDOW_MAXIMIZED`: window is maximized + * - `SDL_WINDOW_INPUT_GRABBED`: window has grabbed input focus + * - `SDL_WINDOW_ALLOW_HIGHDPI`: window should be created in high-DPI mode if + * supported (>= SDL 2.0.1) + * + * `SDL_WINDOW_SHOWN` is ignored by SDL_CreateWindow(). The SDL_Window is + * implicitly shown if SDL_WINDOW_HIDDEN is not set. `SDL_WINDOW_SHOWN` may be + * queried later using SDL_GetWindowFlags(). + * + * On Apple's macOS, you **must** set the NSHighResolutionCapable Info.plist + * property to YES, otherwise you will not receive a High-DPI OpenGL canvas. + * + * If the window is created with the `SDL_WINDOW_ALLOW_HIGHDPI` flag, its size + * in pixels may differ from its size in screen coordinates on platforms with + * high-DPI support (e.g. iOS and macOS). Use SDL_GetWindowSize() to query the + * client area's size in screen coordinates, and SDL_GL_GetDrawableSize() or + * SDL_GetRendererOutputSize() to query the drawable size in pixels. Note that + * when this flag is set, the drawable size can vary after the window is + * created and should be queried after major window events such as when the + * window is resized or moved between displays. + * + * If the window is set fullscreen, the width and height parameters `w` and + * `h` will not be used. However, invalid size parameters (e.g. too large) may + * still fail. Window size is actually limited to 16384 x 16384 for all + * platforms at window creation. + * + * If the window is created with any of the SDL_WINDOW_OPENGL or + * SDL_WINDOW_VULKAN flags, then the corresponding LoadLibrary function + * (SDL_GL_LoadLibrary or SDL_Vulkan_LoadLibrary) is called and the + * corresponding UnloadLibrary function is called by SDL_DestroyWindow(). + * + * If SDL_WINDOW_VULKAN is specified and there isn't a working Vulkan driver, + * SDL_CreateWindow() will fail because SDL_Vulkan_LoadLibrary() will fail. + * + * If SDL_WINDOW_METAL is specified on an OS that does not support Metal, + * SDL_CreateWindow() will fail. + * + * On non-Apple devices, SDL requires you to either not link to the Vulkan + * loader or link to a dynamic library version. This limitation may be removed + * in a future version of SDL. + * + * \param title the title of the window, in UTF-8 encoding + * \param x the x position of the window, `SDL_WINDOWPOS_CENTERED`, or + * `SDL_WINDOWPOS_UNDEFINED` + * \param y the y position of the window, `SDL_WINDOWPOS_CENTERED`, or + * `SDL_WINDOWPOS_UNDEFINED` + * \param w the width of the window, in screen coordinates + * \param h the height of the window, in screen coordinates + * \param flags 0, or one or more SDL_WindowFlags OR'd together + * \returns the window that was created or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateWindowFrom + * \sa SDL_DestroyWindow + */ +extern DECLSPEC SDL_Window * SDLCALL SDL_CreateWindow(const char *title, + int x, int y, int w, + int h, Uint32 flags); + +/** + * Create an SDL window from an existing native window. + * + * In some cases (e.g. OpenGL) and on some platforms (e.g. Microsoft Windows) + * the hint `SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT` needs to be configured + * before using SDL_CreateWindowFrom(). + * + * \param data a pointer to driver-dependent window creation data, typically + * your native window cast to a void* + * \returns the window that was created or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateWindow + * \sa SDL_DestroyWindow + */ +extern DECLSPEC SDL_Window * SDLCALL SDL_CreateWindowFrom(const void *data); + +/** + * Get the numeric ID of a window. + * + * The numeric ID is what SDL_WindowEvent references, and is necessary to map + * these events to specific SDL_Window objects. + * + * \param window the window to query + * \returns the ID of the window on success or 0 on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetWindowFromID + */ +extern DECLSPEC Uint32 SDLCALL SDL_GetWindowID(SDL_Window * window); + +/** + * Get a window from a stored ID. + * + * The numeric ID is what SDL_WindowEvent references, and is necessary to map + * these events to specific SDL_Window objects. + * + * \param id the ID of the window + * \returns the window associated with `id` or NULL if it doesn't exist; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetWindowID + */ +extern DECLSPEC SDL_Window * SDLCALL SDL_GetWindowFromID(Uint32 id); + +/** + * Get the window flags. + * + * \param window the window to query + * \returns a mask of the SDL_WindowFlags associated with `window` + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateWindow + * \sa SDL_HideWindow + * \sa SDL_MaximizeWindow + * \sa SDL_MinimizeWindow + * \sa SDL_SetWindowFullscreen + * \sa SDL_SetWindowGrab + * \sa SDL_ShowWindow + */ +extern DECLSPEC Uint32 SDLCALL SDL_GetWindowFlags(SDL_Window * window); + +/** + * Set the title of a window. + * + * This string is expected to be in UTF-8 encoding. + * + * \param window the window to change + * \param title the desired window title in UTF-8 format + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetWindowTitle + */ +extern DECLSPEC void SDLCALL SDL_SetWindowTitle(SDL_Window * window, + const char *title); + +/** + * Get the title of a window. + * + * \param window the window to query + * \returns the title of the window in UTF-8 format or "" if there is no + * title. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetWindowTitle + */ +extern DECLSPEC const char *SDLCALL SDL_GetWindowTitle(SDL_Window * window); + +/** + * Set the icon for a window. + * + * \param window the window to change + * \param icon an SDL_Surface structure containing the icon for the window + * + * \since This function is available since SDL 2.0.0. + */ +extern DECLSPEC void SDLCALL SDL_SetWindowIcon(SDL_Window * window, + SDL_Surface * icon); + +/** + * Associate an arbitrary named pointer with a window. + * + * `name` is case-sensitive. + * + * \param window the window to associate with the pointer + * \param name the name of the pointer + * \param userdata the associated pointer + * \returns the previous value associated with `name`. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetWindowData + */ +extern DECLSPEC void* SDLCALL SDL_SetWindowData(SDL_Window * window, + const char *name, + void *userdata); + +/** + * Retrieve the data pointer associated with a window. + * + * \param window the window to query + * \param name the name of the pointer + * \returns the value associated with `name`. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetWindowData + */ +extern DECLSPEC void *SDLCALL SDL_GetWindowData(SDL_Window * window, + const char *name); + +/** + * Set the position of a window. + * + * The window coordinate origin is the upper left of the display. + * + * \param window the window to reposition + * \param x the x coordinate of the window in screen coordinates, or + * `SDL_WINDOWPOS_CENTERED` or `SDL_WINDOWPOS_UNDEFINED` + * \param y the y coordinate of the window in screen coordinates, or + * `SDL_WINDOWPOS_CENTERED` or `SDL_WINDOWPOS_UNDEFINED` + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetWindowPosition + */ +extern DECLSPEC void SDLCALL SDL_SetWindowPosition(SDL_Window * window, + int x, int y); + +/** + * Get the position of a window. + * + * If you do not need the value for one of the positions a NULL may be passed + * in the `x` or `y` parameter. + * + * \param window the window to query + * \param x a pointer filled in with the x position of the window, in screen + * coordinates, may be NULL + * \param y a pointer filled in with the y position of the window, in screen + * coordinates, may be NULL + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetWindowPosition + */ +extern DECLSPEC void SDLCALL SDL_GetWindowPosition(SDL_Window * window, + int *x, int *y); + +/** + * Set the size of a window's client area. + * + * The window size in screen coordinates may differ from the size in pixels, + * if the window was created with `SDL_WINDOW_ALLOW_HIGHDPI` on a platform + * with high-dpi support (e.g. iOS or macOS). Use SDL_GL_GetDrawableSize() or + * SDL_GetRendererOutputSize() to get the real client area size in pixels. + * + * Fullscreen windows automatically match the size of the display mode, and + * you should use SDL_SetWindowDisplayMode() to change their size. + * + * \param window the window to change + * \param w the width of the window in pixels, in screen coordinates, must be + * > 0 + * \param h the height of the window in pixels, in screen coordinates, must be + * > 0 + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetWindowSize + * \sa SDL_SetWindowDisplayMode + */ +extern DECLSPEC void SDLCALL SDL_SetWindowSize(SDL_Window * window, int w, + int h); + +/** + * Get the size of a window's client area. + * + * NULL can safely be passed as the `w` or `h` parameter if the width or + * height value is not desired. + * + * The window size in screen coordinates may differ from the size in pixels, + * if the window was created with `SDL_WINDOW_ALLOW_HIGHDPI` on a platform + * with high-dpi support (e.g. iOS or macOS). Use SDL_GL_GetDrawableSize(), + * SDL_Vulkan_GetDrawableSize(), or SDL_GetRendererOutputSize() to get the + * real client area size in pixels. + * + * \param window the window to query the width and height from + * \param w a pointer filled in with the width of the window, in screen + * coordinates, may be NULL + * \param h a pointer filled in with the height of the window, in screen + * coordinates, may be NULL + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GL_GetDrawableSize + * \sa SDL_Vulkan_GetDrawableSize + * \sa SDL_SetWindowSize + */ +extern DECLSPEC void SDLCALL SDL_GetWindowSize(SDL_Window * window, int *w, + int *h); + +/** + * Get the size of a window's borders (decorations) around the client area. + * + * Note: If this function fails (returns -1), the size values will be + * initialized to 0, 0, 0, 0 (if a non-NULL pointer is provided), as if the + * window in question was borderless. + * + * Note: This function may fail on systems where the window has not yet been + * decorated by the display server (for example, immediately after calling + * SDL_CreateWindow). It is recommended that you wait at least until the + * window has been presented and composited, so that the window system has a + * chance to decorate the window and provide the border dimensions to SDL. + * + * This function also returns -1 if getting the information is not supported. + * + * \param window the window to query the size values of the border + * (decorations) from + * \param top pointer to variable for storing the size of the top border; NULL + * is permitted + * \param left pointer to variable for storing the size of the left border; + * NULL is permitted + * \param bottom pointer to variable for storing the size of the bottom + * border; NULL is permitted + * \param right pointer to variable for storing the size of the right border; + * NULL is permitted + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.5. + * + * \sa SDL_GetWindowSize + */ +extern DECLSPEC int SDLCALL SDL_GetWindowBordersSize(SDL_Window * window, + int *top, int *left, + int *bottom, int *right); + +/** + * Get the size of a window in pixels. + * + * This may differ from SDL_GetWindowSize() if we're rendering to a high-DPI + * drawable, i.e. the window was created with `SDL_WINDOW_ALLOW_HIGHDPI` on a + * platform with high-DPI support (Apple calls this "Retina"), and not + * disabled by the `SDL_HINT_VIDEO_HIGHDPI_DISABLED` hint. + * + * \param window the window from which the drawable size should be queried + * \param w a pointer to variable for storing the width in pixels, may be NULL + * \param h a pointer to variable for storing the height in pixels, may be + * NULL + * + * \since This function is available since SDL 2.26.0. + * + * \sa SDL_CreateWindow + * \sa SDL_GetWindowSize + */ +extern DECLSPEC void SDLCALL SDL_GetWindowSizeInPixels(SDL_Window * window, + int *w, int *h); + +/** + * Set the minimum size of a window's client area. + * + * \param window the window to change + * \param min_w the minimum width of the window in pixels + * \param min_h the minimum height of the window in pixels + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetWindowMinimumSize + * \sa SDL_SetWindowMaximumSize + */ +extern DECLSPEC void SDLCALL SDL_SetWindowMinimumSize(SDL_Window * window, + int min_w, int min_h); + +/** + * Get the minimum size of a window's client area. + * + * \param window the window to query + * \param w a pointer filled in with the minimum width of the window, may be + * NULL + * \param h a pointer filled in with the minimum height of the window, may be + * NULL + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetWindowMaximumSize + * \sa SDL_SetWindowMinimumSize + */ +extern DECLSPEC void SDLCALL SDL_GetWindowMinimumSize(SDL_Window * window, + int *w, int *h); + +/** + * Set the maximum size of a window's client area. + * + * \param window the window to change + * \param max_w the maximum width of the window in pixels + * \param max_h the maximum height of the window in pixels + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetWindowMaximumSize + * \sa SDL_SetWindowMinimumSize + */ +extern DECLSPEC void SDLCALL SDL_SetWindowMaximumSize(SDL_Window * window, + int max_w, int max_h); + +/** + * Get the maximum size of a window's client area. + * + * \param window the window to query + * \param w a pointer filled in with the maximum width of the window, may be + * NULL + * \param h a pointer filled in with the maximum height of the window, may be + * NULL + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetWindowMinimumSize + * \sa SDL_SetWindowMaximumSize + */ +extern DECLSPEC void SDLCALL SDL_GetWindowMaximumSize(SDL_Window * window, + int *w, int *h); + +/** + * Set the border state of a window. + * + * This will add or remove the window's `SDL_WINDOW_BORDERLESS` flag and add + * or remove the border from the actual window. This is a no-op if the + * window's border already matches the requested state. + * + * You can't change the border state of a fullscreen window. + * + * \param window the window of which to change the border state + * \param bordered SDL_FALSE to remove border, SDL_TRUE to add border + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetWindowFlags + */ +extern DECLSPEC void SDLCALL SDL_SetWindowBordered(SDL_Window * window, + SDL_bool bordered); + +/** + * Set the user-resizable state of a window. + * + * This will add or remove the window's `SDL_WINDOW_RESIZABLE` flag and + * allow/disallow user resizing of the window. This is a no-op if the window's + * resizable state already matches the requested state. + * + * You can't change the resizable state of a fullscreen window. + * + * \param window the window of which to change the resizable state + * \param resizable SDL_TRUE to allow resizing, SDL_FALSE to disallow + * + * \since This function is available since SDL 2.0.5. + * + * \sa SDL_GetWindowFlags + */ +extern DECLSPEC void SDLCALL SDL_SetWindowResizable(SDL_Window * window, + SDL_bool resizable); + +/** + * Set the window to always be above the others. + * + * This will add or remove the window's `SDL_WINDOW_ALWAYS_ON_TOP` flag. This + * will bring the window to the front and keep the window above the rest. + * + * \param window The window of which to change the always on top state + * \param on_top SDL_TRUE to set the window always on top, SDL_FALSE to + * disable + * + * \since This function is available since SDL 2.0.16. + * + * \sa SDL_GetWindowFlags + */ +extern DECLSPEC void SDLCALL SDL_SetWindowAlwaysOnTop(SDL_Window * window, + SDL_bool on_top); + +/** + * Show a window. + * + * \param window the window to show + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HideWindow + * \sa SDL_RaiseWindow + */ +extern DECLSPEC void SDLCALL SDL_ShowWindow(SDL_Window * window); + +/** + * Hide a window. + * + * \param window the window to hide + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_ShowWindow + */ +extern DECLSPEC void SDLCALL SDL_HideWindow(SDL_Window * window); + +/** + * Raise a window above other windows and set the input focus. + * + * \param window the window to raise + * + * \since This function is available since SDL 2.0.0. + */ +extern DECLSPEC void SDLCALL SDL_RaiseWindow(SDL_Window * window); + +/** + * Make a window as large as possible. + * + * \param window the window to maximize + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_MinimizeWindow + * \sa SDL_RestoreWindow + */ +extern DECLSPEC void SDLCALL SDL_MaximizeWindow(SDL_Window * window); + +/** + * Minimize a window to an iconic representation. + * + * \param window the window to minimize + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_MaximizeWindow + * \sa SDL_RestoreWindow + */ +extern DECLSPEC void SDLCALL SDL_MinimizeWindow(SDL_Window * window); + +/** + * Restore the size and position of a minimized or maximized window. + * + * \param window the window to restore + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_MaximizeWindow + * \sa SDL_MinimizeWindow + */ +extern DECLSPEC void SDLCALL SDL_RestoreWindow(SDL_Window * window); + +/** + * Set a window's fullscreen state. + * + * `flags` may be `SDL_WINDOW_FULLSCREEN`, for "real" fullscreen with a + * videomode change; `SDL_WINDOW_FULLSCREEN_DESKTOP` for "fake" fullscreen + * that takes the size of the desktop; and 0 for windowed mode. + * + * \param window the window to change + * \param flags `SDL_WINDOW_FULLSCREEN`, `SDL_WINDOW_FULLSCREEN_DESKTOP` or 0 + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetWindowDisplayMode + * \sa SDL_SetWindowDisplayMode + */ +extern DECLSPEC int SDLCALL SDL_SetWindowFullscreen(SDL_Window * window, + Uint32 flags); + +/** + * Return whether the window has a surface associated with it. + * + * \returns SDL_TRUE if there is a surface associated with the window, or + * SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.28.0. + * + * \sa SDL_GetWindowSurface + */ +extern DECLSPEC SDL_bool SDLCALL SDL_HasWindowSurface(SDL_Window *window); + +/** + * Get the SDL surface associated with the window. + * + * A new surface will be created with the optimal format for the window, if + * necessary. This surface will be freed when the window is destroyed. Do not + * free this surface. + * + * This surface will be invalidated if the window is resized. After resizing a + * window this function must be called again to return a valid surface. + * + * You may not combine this with 3D or the rendering API on this window. + * + * This function is affected by `SDL_HINT_FRAMEBUFFER_ACCELERATION`. + * + * \param window the window to query + * \returns the surface associated with the window, or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_DestroyWindowSurface + * \sa SDL_HasWindowSurface + * \sa SDL_UpdateWindowSurface + * \sa SDL_UpdateWindowSurfaceRects + */ +extern DECLSPEC SDL_Surface * SDLCALL SDL_GetWindowSurface(SDL_Window * window); + +/** + * Copy the window surface to the screen. + * + * This is the function you use to reflect any changes to the surface on the + * screen. + * + * This function is equivalent to the SDL 1.2 API SDL_Flip(). + * + * \param window the window to update + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetWindowSurface + * \sa SDL_UpdateWindowSurfaceRects + */ +extern DECLSPEC int SDLCALL SDL_UpdateWindowSurface(SDL_Window * window); + +/** + * Copy areas of the window surface to the screen. + * + * This is the function you use to reflect changes to portions of the surface + * on the screen. + * + * This function is equivalent to the SDL 1.2 API SDL_UpdateRects(). + * + * Note that this function will update _at least_ the rectangles specified, + * but this is only intended as an optimization; in practice, this might + * update more of the screen (or all of the screen!), depending on what + * method SDL uses to send pixels to the system. + * + * \param window the window to update + * \param rects an array of SDL_Rect structures representing areas of the + * surface to copy, in pixels + * \param numrects the number of rectangles + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetWindowSurface + * \sa SDL_UpdateWindowSurface + */ +extern DECLSPEC int SDLCALL SDL_UpdateWindowSurfaceRects(SDL_Window * window, + const SDL_Rect * rects, + int numrects); + +/** + * Destroy the surface associated with the window. + * + * \param window the window to update + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.28.0. + * + * \sa SDL_GetWindowSurface + * \sa SDL_HasWindowSurface + */ +extern DECLSPEC int SDLCALL SDL_DestroyWindowSurface(SDL_Window *window); + +/** + * Set a window's input grab mode. + * + * When input is grabbed, the mouse is confined to the window. This function + * will also grab the keyboard if `SDL_HINT_GRAB_KEYBOARD` is set. To grab the + * keyboard without also grabbing the mouse, use SDL_SetWindowKeyboardGrab(). + * + * If the caller enables a grab while another window is currently grabbed, the + * other window loses its grab in favor of the caller's window. + * + * \param window the window for which the input grab mode should be set + * \param grabbed SDL_TRUE to grab input or SDL_FALSE to release input + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetGrabbedWindow + * \sa SDL_GetWindowGrab + */ +extern DECLSPEC void SDLCALL SDL_SetWindowGrab(SDL_Window * window, + SDL_bool grabbed); + +/** + * Set a window's keyboard grab mode. + * + * Keyboard grab enables capture of system keyboard shortcuts like Alt+Tab or + * the Meta/Super key. Note that not all system keyboard shortcuts can be + * captured by applications (one example is Ctrl+Alt+Del on Windows). + * + * This is primarily intended for specialized applications such as VNC clients + * or VM frontends. Normal games should not use keyboard grab. + * + * When keyboard grab is enabled, SDL will continue to handle Alt+Tab when the + * window is full-screen to ensure the user is not trapped in your + * application. If you have a custom keyboard shortcut to exit fullscreen + * mode, you may suppress this behavior with + * `SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED`. + * + * If the caller enables a grab while another window is currently grabbed, the + * other window loses its grab in favor of the caller's window. + * + * \param window The window for which the keyboard grab mode should be set. + * \param grabbed This is SDL_TRUE to grab keyboard, and SDL_FALSE to release. + * + * \since This function is available since SDL 2.0.16. + * + * \sa SDL_GetWindowKeyboardGrab + * \sa SDL_SetWindowMouseGrab + * \sa SDL_SetWindowGrab + */ +extern DECLSPEC void SDLCALL SDL_SetWindowKeyboardGrab(SDL_Window * window, + SDL_bool grabbed); + +/** + * Set a window's mouse grab mode. + * + * Mouse grab confines the mouse cursor to the window. + * + * \param window The window for which the mouse grab mode should be set. + * \param grabbed This is SDL_TRUE to grab mouse, and SDL_FALSE to release. + * + * \since This function is available since SDL 2.0.16. + * + * \sa SDL_GetWindowMouseGrab + * \sa SDL_SetWindowKeyboardGrab + * \sa SDL_SetWindowGrab + */ +extern DECLSPEC void SDLCALL SDL_SetWindowMouseGrab(SDL_Window * window, + SDL_bool grabbed); + +/** + * Get a window's input grab mode. + * + * \param window the window to query + * \returns SDL_TRUE if input is grabbed, SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetWindowGrab + */ +extern DECLSPEC SDL_bool SDLCALL SDL_GetWindowGrab(SDL_Window * window); + +/** + * Get a window's keyboard grab mode. + * + * \param window the window to query + * \returns SDL_TRUE if keyboard is grabbed, and SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.16. + * + * \sa SDL_SetWindowKeyboardGrab + * \sa SDL_GetWindowGrab + */ +extern DECLSPEC SDL_bool SDLCALL SDL_GetWindowKeyboardGrab(SDL_Window * window); + +/** + * Get a window's mouse grab mode. + * + * \param window the window to query + * \returns SDL_TRUE if mouse is grabbed, and SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.16. + * + * \sa SDL_SetWindowKeyboardGrab + * \sa SDL_GetWindowGrab + */ +extern DECLSPEC SDL_bool SDLCALL SDL_GetWindowMouseGrab(SDL_Window * window); + +/** + * Get the window that currently has an input grab enabled. + * + * \returns the window if input is grabbed or NULL otherwise. + * + * \since This function is available since SDL 2.0.4. + * + * \sa SDL_GetWindowGrab + * \sa SDL_SetWindowGrab + */ +extern DECLSPEC SDL_Window * SDLCALL SDL_GetGrabbedWindow(void); + +/** + * Confines the cursor to the specified area of a window. + * + * Note that this does NOT grab the cursor, it only defines the area a cursor + * is restricted to when the window has mouse focus. + * + * \param window The window that will be associated with the barrier. + * \param rect A rectangle area in window-relative coordinates. If NULL the + * barrier for the specified window will be destroyed. + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_GetWindowMouseRect + * \sa SDL_SetWindowMouseGrab + */ +extern DECLSPEC int SDLCALL SDL_SetWindowMouseRect(SDL_Window * window, const SDL_Rect * rect); + +/** + * Get the mouse confinement rectangle of a window. + * + * \param window The window to query + * \returns A pointer to the mouse confinement rectangle of a window, or NULL + * if there isn't one. + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_SetWindowMouseRect + */ +extern DECLSPEC const SDL_Rect * SDLCALL SDL_GetWindowMouseRect(SDL_Window * window); + +/** + * Set the brightness (gamma multiplier) for a given window's display. + * + * Despite the name and signature, this method sets the brightness of the + * entire display, not an individual window. A window is considered to be + * owned by the display that contains the window's center pixel. (The index of + * this display can be retrieved using SDL_GetWindowDisplayIndex().) The + * brightness set will not follow the window if it is moved to another + * display. + * + * Many platforms will refuse to set the display brightness in modern times. + * You are better off using a shader to adjust gamma during rendering, or + * something similar. + * + * \param window the window used to select the display whose brightness will + * be changed + * \param brightness the brightness (gamma multiplier) value to set where 0.0 + * is completely dark and 1.0 is normal brightness + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetWindowBrightness + * \sa SDL_SetWindowGammaRamp + */ +extern DECLSPEC int SDLCALL SDL_SetWindowBrightness(SDL_Window * window, float brightness); + +/** + * Get the brightness (gamma multiplier) for a given window's display. + * + * Despite the name and signature, this method retrieves the brightness of the + * entire display, not an individual window. A window is considered to be + * owned by the display that contains the window's center pixel. (The index of + * this display can be retrieved using SDL_GetWindowDisplayIndex().) + * + * \param window the window used to select the display whose brightness will + * be queried + * \returns the brightness for the display where 0.0 is completely dark and + * 1.0 is normal brightness. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetWindowBrightness + */ +extern DECLSPEC float SDLCALL SDL_GetWindowBrightness(SDL_Window * window); + +/** + * Set the opacity for a window. + * + * The parameter `opacity` will be clamped internally between 0.0f + * (transparent) and 1.0f (opaque). + * + * This function also returns -1 if setting the opacity isn't supported. + * + * \param window the window which will be made transparent or opaque + * \param opacity the opacity value (0.0f - transparent, 1.0f - opaque) + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.5. + * + * \sa SDL_GetWindowOpacity + */ +extern DECLSPEC int SDLCALL SDL_SetWindowOpacity(SDL_Window * window, float opacity); + +/** + * Get the opacity of a window. + * + * If transparency isn't supported on this platform, opacity will be reported + * as 1.0f without error. + * + * The parameter `opacity` is ignored if it is NULL. + * + * This function also returns -1 if an invalid window was provided. + * + * \param window the window to get the current opacity value from + * \param out_opacity the float filled in (0.0f - transparent, 1.0f - opaque) + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.5. + * + * \sa SDL_SetWindowOpacity + */ +extern DECLSPEC int SDLCALL SDL_GetWindowOpacity(SDL_Window * window, float * out_opacity); + +/** + * Set the window as a modal for another window. + * + * \param modal_window the window that should be set modal + * \param parent_window the parent window for the modal window + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.5. + */ +extern DECLSPEC int SDLCALL SDL_SetWindowModalFor(SDL_Window * modal_window, SDL_Window * parent_window); + +/** + * Explicitly set input focus to the window. + * + * You almost certainly want SDL_RaiseWindow() instead of this function. Use + * this with caution, as you might give focus to a window that is completely + * obscured by other windows. + * + * \param window the window that should get the input focus + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.5. + * + * \sa SDL_RaiseWindow + */ +extern DECLSPEC int SDLCALL SDL_SetWindowInputFocus(SDL_Window * window); + +/** + * Set the gamma ramp for the display that owns a given window. + * + * Set the gamma translation table for the red, green, and blue channels of + * the video hardware. Each table is an array of 256 16-bit quantities, + * representing a mapping between the input and output for that channel. The + * input is the index into the array, and the output is the 16-bit gamma value + * at that index, scaled to the output color precision. + * + * Despite the name and signature, this method sets the gamma ramp of the + * entire display, not an individual window. A window is considered to be + * owned by the display that contains the window's center pixel. (The index of + * this display can be retrieved using SDL_GetWindowDisplayIndex().) The gamma + * ramp set will not follow the window if it is moved to another display. + * + * \param window the window used to select the display whose gamma ramp will + * be changed + * \param red a 256 element array of 16-bit quantities representing the + * translation table for the red channel, or NULL + * \param green a 256 element array of 16-bit quantities representing the + * translation table for the green channel, or NULL + * \param blue a 256 element array of 16-bit quantities representing the + * translation table for the blue channel, or NULL + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetWindowGammaRamp + */ +extern DECLSPEC int SDLCALL SDL_SetWindowGammaRamp(SDL_Window * window, + const Uint16 * red, + const Uint16 * green, + const Uint16 * blue); + +/** + * Get the gamma ramp for a given window's display. + * + * Despite the name and signature, this method retrieves the gamma ramp of the + * entire display, not an individual window. A window is considered to be + * owned by the display that contains the window's center pixel. (The index of + * this display can be retrieved using SDL_GetWindowDisplayIndex().) + * + * \param window the window used to select the display whose gamma ramp will + * be queried + * \param red a 256 element array of 16-bit quantities filled in with the + * translation table for the red channel, or NULL + * \param green a 256 element array of 16-bit quantities filled in with the + * translation table for the green channel, or NULL + * \param blue a 256 element array of 16-bit quantities filled in with the + * translation table for the blue channel, or NULL + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetWindowGammaRamp + */ +extern DECLSPEC int SDLCALL SDL_GetWindowGammaRamp(SDL_Window * window, + Uint16 * red, + Uint16 * green, + Uint16 * blue); + +/** + * Possible return values from the SDL_HitTest callback. + * + * \sa SDL_HitTest + */ +typedef enum +{ + SDL_HITTEST_NORMAL, /**< Region is normal. No special properties. */ + SDL_HITTEST_DRAGGABLE, /**< Region can drag entire window. */ + SDL_HITTEST_RESIZE_TOPLEFT, + SDL_HITTEST_RESIZE_TOP, + SDL_HITTEST_RESIZE_TOPRIGHT, + SDL_HITTEST_RESIZE_RIGHT, + SDL_HITTEST_RESIZE_BOTTOMRIGHT, + SDL_HITTEST_RESIZE_BOTTOM, + SDL_HITTEST_RESIZE_BOTTOMLEFT, + SDL_HITTEST_RESIZE_LEFT +} SDL_HitTestResult; + +/** + * Callback used for hit-testing. + * + * \param win the SDL_Window where hit-testing was set on + * \param area an SDL_Point which should be hit-tested + * \param data what was passed as `callback_data` to SDL_SetWindowHitTest() + * \return an SDL_HitTestResult value. + * + * \sa SDL_SetWindowHitTest + */ +typedef SDL_HitTestResult (SDLCALL *SDL_HitTest)(SDL_Window *win, + const SDL_Point *area, + void *data); + +/** + * Provide a callback that decides if a window region has special properties. + * + * Normally windows are dragged and resized by decorations provided by the + * system window manager (a title bar, borders, etc), but for some apps, it + * makes sense to drag them from somewhere else inside the window itself; for + * example, one might have a borderless window that wants to be draggable from + * any part, or simulate its own title bar, etc. + * + * This function lets the app provide a callback that designates pieces of a + * given window as special. This callback is run during event processing if we + * need to tell the OS to treat a region of the window specially; the use of + * this callback is known as "hit testing." + * + * Mouse input may not be delivered to your application if it is within a + * special area; the OS will often apply that input to moving the window or + * resizing the window and not deliver it to the application. + * + * Specifying NULL for a callback disables hit-testing. Hit-testing is + * disabled by default. + * + * Platforms that don't support this functionality will return -1 + * unconditionally, even if you're attempting to disable hit-testing. + * + * Your callback may fire at any time, and its firing does not indicate any + * specific behavior (for example, on Windows, this certainly might fire when + * the OS is deciding whether to drag your window, but it fires for lots of + * other reasons, too, some unrelated to anything you probably care about _and + * when the mouse isn't actually at the location it is testing_). Since this + * can fire at any time, you should try to keep your callback efficient, + * devoid of allocations, etc. + * + * \param window the window to set hit-testing on + * \param callback the function to call when doing a hit-test + * \param callback_data an app-defined void pointer passed to **callback** + * \returns 0 on success or -1 on error (including unsupported); call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.4. + */ +extern DECLSPEC int SDLCALL SDL_SetWindowHitTest(SDL_Window * window, + SDL_HitTest callback, + void *callback_data); + +/** + * Request a window to demand attention from the user. + * + * \param window the window to be flashed + * \param operation the flash operation + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.16. + */ +extern DECLSPEC int SDLCALL SDL_FlashWindow(SDL_Window * window, SDL_FlashOperation operation); + +/** + * Destroy a window. + * + * If `window` is NULL, this function will return immediately after setting + * the SDL error message to "Invalid window". See SDL_GetError(). + * + * \param window the window to destroy + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateWindow + * \sa SDL_CreateWindowFrom + */ +extern DECLSPEC void SDLCALL SDL_DestroyWindow(SDL_Window * window); + + +/** + * Check whether the screensaver is currently enabled. + * + * The screensaver is disabled by default since SDL 2.0.2. Before SDL 2.0.2 + * the screensaver was enabled by default. + * + * The default can also be changed using `SDL_HINT_VIDEO_ALLOW_SCREENSAVER`. + * + * \returns SDL_TRUE if the screensaver is enabled, SDL_FALSE if it is + * disabled. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_DisableScreenSaver + * \sa SDL_EnableScreenSaver + */ +extern DECLSPEC SDL_bool SDLCALL SDL_IsScreenSaverEnabled(void); + +/** + * Allow the screen to be blanked by a screen saver. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_DisableScreenSaver + * \sa SDL_IsScreenSaverEnabled + */ +extern DECLSPEC void SDLCALL SDL_EnableScreenSaver(void); + +/** + * Prevent the screen from being blanked by a screen saver. + * + * If you disable the screensaver, it is automatically re-enabled when SDL + * quits. + * + * The screensaver is disabled by default since SDL 2.0.2. Before SDL 2.0.2 + * the screensaver was enabled by default. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_EnableScreenSaver + * \sa SDL_IsScreenSaverEnabled + */ +extern DECLSPEC void SDLCALL SDL_DisableScreenSaver(void); + + +/** + * \name OpenGL support functions + */ +/* @{ */ + +/** + * Dynamically load an OpenGL library. + * + * This should be done after initializing the video driver, but before + * creating any OpenGL windows. If no OpenGL library is loaded, the default + * library will be loaded upon creation of the first OpenGL window. + * + * If you do this, you need to retrieve all of the GL functions used in your + * program from the dynamic library using SDL_GL_GetProcAddress(). + * + * \param path the platform dependent OpenGL library name, or NULL to open the + * default OpenGL library + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GL_GetProcAddress + * \sa SDL_GL_UnloadLibrary + */ +extern DECLSPEC int SDLCALL SDL_GL_LoadLibrary(const char *path); + +/** + * Get an OpenGL function by name. + * + * If the GL library is loaded at runtime with SDL_GL_LoadLibrary(), then all + * GL functions must be retrieved this way. Usually this is used to retrieve + * function pointers to OpenGL extensions. + * + * There are some quirks to looking up OpenGL functions that require some + * extra care from the application. If you code carefully, you can handle + * these quirks without any platform-specific code, though: + * + * - On Windows, function pointers are specific to the current GL context; + * this means you need to have created a GL context and made it current + * before calling SDL_GL_GetProcAddress(). If you recreate your context or + * create a second context, you should assume that any existing function + * pointers aren't valid to use with it. This is (currently) a + * Windows-specific limitation, and in practice lots of drivers don't suffer + * this limitation, but it is still the way the wgl API is documented to + * work and you should expect crashes if you don't respect it. Store a copy + * of the function pointers that comes and goes with context lifespan. + * - On X11, function pointers returned by this function are valid for any + * context, and can even be looked up before a context is created at all. + * This means that, for at least some common OpenGL implementations, if you + * look up a function that doesn't exist, you'll get a non-NULL result that + * is _NOT_ safe to call. You must always make sure the function is actually + * available for a given GL context before calling it, by checking for the + * existence of the appropriate extension with SDL_GL_ExtensionSupported(), + * or verifying that the version of OpenGL you're using offers the function + * as core functionality. + * - Some OpenGL drivers, on all platforms, *will* return NULL if a function + * isn't supported, but you can't count on this behavior. Check for + * extensions you use, and if you get a NULL anyway, act as if that + * extension wasn't available. This is probably a bug in the driver, but you + * can code defensively for this scenario anyhow. + * - Just because you're on Linux/Unix, don't assume you'll be using X11. + * Next-gen display servers are waiting to replace it, and may or may not + * make the same promises about function pointers. + * - OpenGL function pointers must be declared `APIENTRY` as in the example + * code. This will ensure the proper calling convention is followed on + * platforms where this matters (Win32) thereby avoiding stack corruption. + * + * \param proc the name of an OpenGL function + * \returns a pointer to the named OpenGL function. The returned pointer + * should be cast to the appropriate function signature. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GL_ExtensionSupported + * \sa SDL_GL_LoadLibrary + * \sa SDL_GL_UnloadLibrary + */ +extern DECLSPEC void *SDLCALL SDL_GL_GetProcAddress(const char *proc); + +/** + * Unload the OpenGL library previously loaded by SDL_GL_LoadLibrary(). + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GL_LoadLibrary + */ +extern DECLSPEC void SDLCALL SDL_GL_UnloadLibrary(void); + +/** + * Check if an OpenGL extension is supported for the current context. + * + * This function operates on the current GL context; you must have created a + * context and it must be current before calling this function. Do not assume + * that all contexts you create will have the same set of extensions + * available, or that recreating an existing context will offer the same + * extensions again. + * + * While it's probably not a massive overhead, this function is not an O(1) + * operation. Check the extensions you care about after creating the GL + * context and save that information somewhere instead of calling the function + * every time you need to know. + * + * \param extension the name of the extension to check + * \returns SDL_TRUE if the extension is supported, SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.0. + */ +extern DECLSPEC SDL_bool SDLCALL SDL_GL_ExtensionSupported(const char + *extension); + +/** + * Reset all previously set OpenGL context attributes to their default values. + * + * \since This function is available since SDL 2.0.2. + * + * \sa SDL_GL_GetAttribute + * \sa SDL_GL_SetAttribute + */ +extern DECLSPEC void SDLCALL SDL_GL_ResetAttributes(void); + +/** + * Set an OpenGL window attribute before window creation. + * + * This function sets the OpenGL attribute `attr` to `value`. The requested + * attributes should be set before creating an OpenGL window. You should use + * SDL_GL_GetAttribute() to check the values after creating the OpenGL + * context, since the values obtained can differ from the requested ones. + * + * \param attr an SDL_GLattr enum value specifying the OpenGL attribute to set + * \param value the desired value for the attribute + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GL_GetAttribute + * \sa SDL_GL_ResetAttributes + */ +extern DECLSPEC int SDLCALL SDL_GL_SetAttribute(SDL_GLattr attr, int value); + +/** + * Get the actual value for an attribute from the current context. + * + * \param attr an SDL_GLattr enum value specifying the OpenGL attribute to get + * \param value a pointer filled in with the current value of `attr` + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GL_ResetAttributes + * \sa SDL_GL_SetAttribute + */ +extern DECLSPEC int SDLCALL SDL_GL_GetAttribute(SDL_GLattr attr, int *value); + +/** + * Create an OpenGL context for an OpenGL window, and make it current. + * + * Windows users new to OpenGL should note that, for historical reasons, GL + * functions added after OpenGL version 1.1 are not available by default. + * Those functions must be loaded at run-time, either with an OpenGL + * extension-handling library or with SDL_GL_GetProcAddress() and its related + * functions. + * + * SDL_GLContext is an alias for `void *`. It's opaque to the application. + * + * \param window the window to associate with the context + * \returns the OpenGL context associated with `window` or NULL on error; call + * SDL_GetError() for more details. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GL_DeleteContext + * \sa SDL_GL_MakeCurrent + */ +extern DECLSPEC SDL_GLContext SDLCALL SDL_GL_CreateContext(SDL_Window * + window); + +/** + * Set up an OpenGL context for rendering into an OpenGL window. + * + * The context must have been created with a compatible window. + * + * \param window the window to associate with the context + * \param context the OpenGL context to associate with the window + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GL_CreateContext + */ +extern DECLSPEC int SDLCALL SDL_GL_MakeCurrent(SDL_Window * window, + SDL_GLContext context); + +/** + * Get the currently active OpenGL window. + * + * \returns the currently active OpenGL window on success or NULL on failure; + * call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + */ +extern DECLSPEC SDL_Window* SDLCALL SDL_GL_GetCurrentWindow(void); + +/** + * Get the currently active OpenGL context. + * + * \returns the currently active OpenGL context or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GL_MakeCurrent + */ +extern DECLSPEC SDL_GLContext SDLCALL SDL_GL_GetCurrentContext(void); + +/** + * Get the size of a window's underlying drawable in pixels. + * + * This returns info useful for calling glViewport(). + * + * This may differ from SDL_GetWindowSize() if we're rendering to a high-DPI + * drawable, i.e. the window was created with `SDL_WINDOW_ALLOW_HIGHDPI` on a + * platform with high-DPI support (Apple calls this "Retina"), and not + * disabled by the `SDL_HINT_VIDEO_HIGHDPI_DISABLED` hint. + * + * \param window the window from which the drawable size should be queried + * \param w a pointer to variable for storing the width in pixels, may be NULL + * \param h a pointer to variable for storing the height in pixels, may be + * NULL + * + * \since This function is available since SDL 2.0.1. + * + * \sa SDL_CreateWindow + * \sa SDL_GetWindowSize + */ +extern DECLSPEC void SDLCALL SDL_GL_GetDrawableSize(SDL_Window * window, int *w, + int *h); + +/** + * Set the swap interval for the current OpenGL context. + * + * Some systems allow specifying -1 for the interval, to enable adaptive + * vsync. Adaptive vsync works the same as vsync, but if you've already missed + * the vertical retrace for a given frame, it swaps buffers immediately, which + * might be less jarring for the user during occasional framerate drops. If an + * application requests adaptive vsync and the system does not support it, + * this function will fail and return -1. In such a case, you should probably + * retry the call with 1 for the interval. + * + * Adaptive vsync is implemented for some glX drivers with + * GLX_EXT_swap_control_tear, and for some Windows drivers with + * WGL_EXT_swap_control_tear. + * + * Read more on the Khronos wiki: + * https://www.khronos.org/opengl/wiki/Swap_Interval#Adaptive_Vsync + * + * \param interval 0 for immediate updates, 1 for updates synchronized with + * the vertical retrace, -1 for adaptive vsync + * \returns 0 on success or -1 if setting the swap interval is not supported; + * call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GL_GetSwapInterval + */ +extern DECLSPEC int SDLCALL SDL_GL_SetSwapInterval(int interval); + +/** + * Get the swap interval for the current OpenGL context. + * + * If the system can't determine the swap interval, or there isn't a valid + * current context, this function will return 0 as a safe default. + * + * \returns 0 if there is no vertical retrace synchronization, 1 if the buffer + * swap is synchronized with the vertical retrace, and -1 if late + * swaps happen immediately instead of waiting for the next retrace; + * call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GL_SetSwapInterval + */ +extern DECLSPEC int SDLCALL SDL_GL_GetSwapInterval(void); + +/** + * Update a window with OpenGL rendering. + * + * This is used with double-buffered OpenGL contexts, which are the default. + * + * On macOS, make sure you bind 0 to the draw framebuffer before swapping the + * window, otherwise nothing will happen. If you aren't using + * glBindFramebuffer(), this is the default and you won't have to do anything + * extra. + * + * \param window the window to change + * + * \since This function is available since SDL 2.0.0. + */ +extern DECLSPEC void SDLCALL SDL_GL_SwapWindow(SDL_Window * window); + +/** + * Delete an OpenGL context. + * + * \param context the OpenGL context to be deleted + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GL_CreateContext + */ +extern DECLSPEC void SDLCALL SDL_GL_DeleteContext(SDL_GLContext context); + +/* @} *//* OpenGL support functions */ + + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include "close_code.h" + +#endif /* SDL_video_h_ */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/thirdparty/sdl_headers/begin_code.h b/thirdparty/sdl_headers/begin_code.h new file mode 100644 index 00000000000..a47a7d2b641 --- /dev/null +++ b/thirdparty/sdl_headers/begin_code.h @@ -0,0 +1,189 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * \file begin_code.h + * + * This file sets things up for C dynamic library function definitions, + * static inlined functions, and structures aligned at 4-byte alignment. + * If you don't like ugly C preprocessor code, don't look at this file. :) + */ + +/* This shouldn't be nested -- included it around code only. */ +#ifdef SDL_begin_code_h +#error Nested inclusion of begin_code.h +#endif +#define SDL_begin_code_h + +#ifndef SDL_DEPRECATED +# if defined(__GNUC__) && (__GNUC__ >= 4) /* technically, this arrived in gcc 3.1, but oh well. */ +# define SDL_DEPRECATED __attribute__((deprecated)) +# elif defined(_MSC_VER) +# define SDL_DEPRECATED __declspec(deprecated) +# else +# define SDL_DEPRECATED +# endif +#endif + +#ifndef SDL_UNUSED +# ifdef __GNUC__ +# define SDL_UNUSED __attribute__((unused)) +# else +# define SDL_UNUSED +# endif +#endif + +/* Some compilers use a special export keyword */ +#ifndef DECLSPEC +# if defined(__WIN32__) || defined(__WINRT__) || defined(__CYGWIN__) || defined(__GDK__) +# ifdef DLL_EXPORT +# define DECLSPEC __declspec(dllexport) +# else +# define DECLSPEC +# endif +# elif defined(__OS2__) +# ifdef BUILD_SDL +# define DECLSPEC __declspec(dllexport) +# else +# define DECLSPEC +# endif +# else +# if defined(__GNUC__) && __GNUC__ >= 4 +# define DECLSPEC __attribute__ ((visibility("default"))) +# else +# define DECLSPEC +# endif +# endif +#endif + +/* By default SDL uses the C calling convention */ +#ifndef SDLCALL +#if (defined(__WIN32__) || defined(__WINRT__) || defined(__GDK__)) && !defined(__GNUC__) +#define SDLCALL __cdecl +#elif defined(__OS2__) || defined(__EMX__) +#define SDLCALL _System +# if defined (__GNUC__) && !defined(_System) +# define _System /* for old EMX/GCC compat. */ +# endif +#else +#define SDLCALL +#endif +#endif /* SDLCALL */ + +/* Removed DECLSPEC on Symbian OS because SDL cannot be a DLL in EPOC */ +#ifdef __SYMBIAN32__ +#undef DECLSPEC +#define DECLSPEC +#endif /* __SYMBIAN32__ */ + +/* Force structure packing at 4 byte alignment. + This is necessary if the header is included in code which has structure + packing set to an alternate value, say for loading structures from disk. + The packing is reset to the previous value in close_code.h + */ +#if defined(_MSC_VER) || defined(__MWERKS__) || defined(__BORLANDC__) +#ifdef _MSC_VER +#pragma warning(disable: 4103) +#endif +#ifdef __clang__ +#pragma clang diagnostic ignored "-Wpragma-pack" +#endif +#ifdef __BORLANDC__ +#pragma nopackwarning +#endif +#ifdef _WIN64 +/* Use 8-byte alignment on 64-bit architectures, so pointers are aligned */ +#pragma pack(push,8) +#else +#pragma pack(push,4) +#endif +#endif /* Compiler needs structure packing set */ + +#ifndef SDL_INLINE +#if defined(__GNUC__) +#define SDL_INLINE __inline__ +#elif defined(_MSC_VER) || defined(__BORLANDC__) || \ + defined(__DMC__) || defined(__SC__) || \ + defined(__WATCOMC__) || defined(__LCC__) || \ + defined(__DECC) || defined(__CC_ARM) +#define SDL_INLINE __inline +#ifndef __inline__ +#define __inline__ __inline +#endif +#else +#define SDL_INLINE inline +#ifndef __inline__ +#define __inline__ inline +#endif +#endif +#endif /* SDL_INLINE not defined */ + +#ifndef SDL_FORCE_INLINE +#if defined(_MSC_VER) +#define SDL_FORCE_INLINE __forceinline +#elif ( (defined(__GNUC__) && (__GNUC__ >= 4)) || defined(__clang__) ) +#define SDL_FORCE_INLINE __attribute__((always_inline)) static __inline__ +#else +#define SDL_FORCE_INLINE static SDL_INLINE +#endif +#endif /* SDL_FORCE_INLINE not defined */ + +#ifndef SDL_NORETURN +#if defined(__GNUC__) +#define SDL_NORETURN __attribute__((noreturn)) +#elif defined(_MSC_VER) +#define SDL_NORETURN __declspec(noreturn) +#else +#define SDL_NORETURN +#endif +#endif /* SDL_NORETURN not defined */ + +/* Apparently this is needed by several Windows compilers */ +#if !defined(__MACH__) +#ifndef NULL +#ifdef __cplusplus +#define NULL 0 +#else +#define NULL ((void *)0) +#endif +#endif /* NULL */ +#endif /* ! Mac OS X - breaks precompiled headers */ + +#ifndef SDL_FALLTHROUGH +#if (defined(__cplusplus) && __cplusplus >= 201703L) || \ + (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 202000L) +#define SDL_FALLTHROUGH [[fallthrough]] +#else +#if defined(__has_attribute) +#define SDL_HAS_FALLTHROUGH __has_attribute(__fallthrough__) +#else +#define SDL_HAS_FALLTHROUGH 0 +#endif /* __has_attribute */ +#if SDL_HAS_FALLTHROUGH && \ + ((defined(__GNUC__) && __GNUC__ >= 7) || \ + (defined(__clang_major__) && __clang_major__ >= 10)) +#define SDL_FALLTHROUGH __attribute__((__fallthrough__)) +#else +#define SDL_FALLTHROUGH do {} while (0) /* fallthrough */ +#endif /* SDL_HAS_FALLTHROUGH */ +#undef SDL_HAS_FALLTHROUGH +#endif /* C++17 or C2x */ +#endif /* SDL_FALLTHROUGH not defined */ diff --git a/thirdparty/sdl_headers/close_code.h b/thirdparty/sdl_headers/close_code.h new file mode 100644 index 00000000000..50a0e6f3b44 --- /dev/null +++ b/thirdparty/sdl_headers/close_code.h @@ -0,0 +1,40 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * \file close_code.h + * + * This file reverses the effects of begin_code.h and should be included + * after you finish any function and structure declarations in your headers + */ + +#ifndef SDL_begin_code_h +#error close_code.h included without matching begin_code.h +#endif +#undef SDL_begin_code_h + +/* Reset structure packing at previous byte alignment */ +#if defined(_MSC_VER) || defined(__MWERKS__) || defined(__BORLANDC__) +#ifdef __BORLANDC__ +#pragma nopackwarning +#endif +#pragma pack(pop) +#endif /* Compiler needs structure packing set */