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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-12 23:24:41 +00:00
Updates the SDL library to the latest standard bugfix release
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cb766f2878
commit
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1280 changed files with 343926 additions and 179615 deletions
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@ -1,5 +1,5 @@
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/*
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Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
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Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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@ -27,7 +27,7 @@ static SDLTest_CommonState *state;
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static SDL_bool use_texture = SDL_FALSE;
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static SDL_Texture **sprites;
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static SDL_BlendMode blendMode = SDL_BLENDMODE_NONE;
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static double angle = 0.0;
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static float angle = 0.0f;
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static int sprite_w, sprite_h;
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int done;
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@ -41,8 +41,7 @@ quit(int rc)
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exit(rc);
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}
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int
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LoadSprite(const char *file)
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int LoadSprite(const char *file)
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{
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int i;
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@ -50,22 +49,20 @@ LoadSprite(const char *file)
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/* This does the SDL_LoadBMP step repeatedly, but that's OK for test code. */
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sprites[i] = LoadTexture(state->renderers[i], file, SDL_TRUE, &sprite_w, &sprite_h);
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if (!sprites[i]) {
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return (-1);
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return -1;
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}
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if (SDL_SetTextureBlendMode(sprites[i], blendMode) < 0) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't set blend mode: %s\n", SDL_GetError());
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SDL_DestroyTexture(sprites[i]);
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return (-1);
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return -1;
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}
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}
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/* We're ready to roll. :) */
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return (0);
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return 0;
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}
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void
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loop()
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void loop()
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{
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int i;
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SDL_Event event;
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@ -99,16 +96,17 @@ loop()
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for (i = 0; i < state->num_windows; ++i) {
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SDL_Renderer *renderer = state->renderers[i];
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if (state->windows[i] == NULL)
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if (state->windows[i] == NULL) {
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continue;
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}
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SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
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SDL_RenderClear(renderer);
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{
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SDL_Rect viewport;
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SDL_Vertex verts[3];
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double a;
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double d;
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float a;
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float d;
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int cx, cy;
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/* Query the sizes */
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@ -116,39 +114,39 @@ loop()
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SDL_zeroa(verts);
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cx = viewport.x + viewport.w / 2;
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cy = viewport.y + viewport.h / 2;
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d = (viewport.w + viewport.h) / 5;
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d = (viewport.w + viewport.h) / 5.f;
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a = (angle * 3.1415) / 180.0;
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verts[0].position.x = cx + d * SDL_cos(a);
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verts[0].position.y = cy + d * SDL_sin(a);
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a = (angle * 3.1415f) / 180.0f;
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verts[0].position.x = cx + d * SDL_cosf(a);
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verts[0].position.y = cy + d * SDL_sinf(a);
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verts[0].color.r = 0xFF;
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verts[0].color.g = 0;
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verts[0].color.b = 0;
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verts[0].color.a = 0xFF;
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a = ((angle + 120) * 3.1415) / 180.0;
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verts[1].position.x = cx + d * SDL_cos(a);
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verts[1].position.y = cy + d * SDL_sin(a);
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a = ((angle + 120) * 3.1415f) / 180.0f;
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verts[1].position.x = cx + d * SDL_cosf(a);
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verts[1].position.y = cy + d * SDL_sinf(a);
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verts[1].color.r = 0;
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verts[1].color.g = 0xFF;
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verts[1].color.b = 0;
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verts[1].color.a = 0xFF;
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a = ((angle + 240) * 3.1415) / 180.0;
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verts[2].position.x = cx + d * SDL_cos(a);
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verts[2].position.y = cy + d * SDL_sin(a);
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a = ((angle + 240) * 3.1415f) / 180.0f;
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verts[2].position.x = cx + d * SDL_cosf(a);
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verts[2].position.y = cy + d * SDL_sinf(a);
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verts[2].color.r = 0;
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verts[2].color.g = 0;
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verts[2].color.b = 0xFF;
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verts[2].color.a = 0xFF;
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if (use_texture) {
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verts[0].tex_coord.x = 0.5;
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verts[0].tex_coord.y = 0.0;
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verts[1].tex_coord.x = 1.0;
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verts[1].tex_coord.y = 1.0;
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verts[2].tex_coord.x = 0.0;
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verts[2].tex_coord.y = 1.0;
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verts[0].tex_coord.x = 0.5f;
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verts[0].tex_coord.y = 0.0f;
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verts[1].tex_coord.x = 1.0f;
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verts[1].tex_coord.y = 1.0f;
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verts[2].tex_coord.x = 0.0f;
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verts[2].tex_coord.y = 1.0f;
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}
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SDL_RenderGeometry(renderer, sprites[i], verts, 3, NULL, 0);
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@ -163,8 +161,7 @@ loop()
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#endif
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}
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int
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main(int argc, char *argv[])
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int main(int argc, char *argv[])
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{
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int i;
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const char *icon = "icon.bmp";
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@ -175,7 +172,7 @@ main(int argc, char *argv[])
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/* Initialize test framework */
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state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
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if (!state) {
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if (state == NULL) {
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return 1;
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}
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for (i = 1; i < argc;) {
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@ -218,8 +215,8 @@ main(int argc, char *argv[])
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/* Create the windows, initialize the renderers, and load the textures */
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sprites =
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(SDL_Texture **) SDL_malloc(state->num_windows * sizeof(*sprites));
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if (!sprites) {
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(SDL_Texture **)SDL_malloc(state->num_windows * sizeof(*sprites));
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if (sprites == NULL) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
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quit(2);
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}
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@ -237,7 +234,6 @@ main(int argc, char *argv[])
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}
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}
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srand((unsigned int)time(NULL));
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/* Main render loop */
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@ -251,16 +247,16 @@ main(int argc, char *argv[])
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while (!done) {
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++frames;
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loop();
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}
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}
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#endif
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/* Print out some timing information */
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now = SDL_GetTicks();
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if (now > then) {
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double fps = ((double) frames * 1000) / (now - then);
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double fps = ((double)frames * 1000) / (now - then);
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SDL_Log("%2.2f frames per second\n", fps);
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}
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quit(0);
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return 0;
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