Merge pull request #418 from Azaezel/alpha40_sdl2_0_14

update sdl2 to release 2.0.14
This commit is contained in:
Brian Roberts 2020-12-28 22:04:16 -06:00 committed by GitHub
commit 5eb99027d8
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GPG key ID: 4AEE18F83AFDEB23
688 changed files with 189181 additions and 67288 deletions

155
Engine/lib/sdl/.hgignore Normal file
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@ -0,0 +1,155 @@
syntax:glob
aclocal.m4
autom4te*
config.cache
config.log
config.status
libtool
Makefile
Makefile.rules
sdl2-config
sdl2-config.cmake
sdl2.pc
SDL2.spec
build
gen
Build
# for CMake
CMakeFiles/
CMakeCache.txt
cmake_install.cmake
cmake_uninstall.cmake
SDL2ConfigVersion.cmake
*.a
*.la
*.so
*.so.*
.ninja_*
*.ninja
# for CLion
.idea
cmake-build-*
# for Xcode
*.orig
*.swp
*.tmp
*.rej
*~
*.o
*.mode1*
*.perspective*
*.pbxuser
(^|/)build($|/)
.DS_Store
xcuserdata
*.xcworkspace
# for Visual C++
Debug
Release
*.user
*.ncb
*.suo
*.sdf
VisualC/tests/loopwave/sample.wav
VisualC/tests/testautomation/CompareSurfaces0001_Reference.bmp
VisualC/tests/testautomation/CompareSurfaces0001_TestOutput.bmp
VisualC/tests/testgamecontroller/axis.bmp
VisualC/tests/testgamecontroller/button.bmp
VisualC/tests/testgamecontroller/controllermap.bmp
VisualC/tests/testoverlay2/moose.dat
VisualC/tests/testrendertarget/icon.bmp
VisualC/tests/testrendertarget/sample.bmp
VisualC/tests/testscale/icon.bmp
VisualC/tests/testscale/sample.bmp
VisualC/tests/testsprite2/icon.bmp
VisualC/visualtest/icon.bmp
VisualC/visualtest/testquit.actions
VisualC/visualtest/testquit.config
VisualC/visualtest/testquit.exe
VisualC/visualtest/testquit.parameters
VisualC/visualtest/testsprite2.exe
VisualC/visualtest/testsprite2_sample.actions
VisualC/visualtest/testsprite2_sample.config
VisualC/visualtest/testsprite2_sample.parameters
# for Android
android-project/local.properties
test/aclocal.m4
test/autom4te*
test/config.cache
test/config.log
test/config.status
test/Makefile
test/SDL2.dll
test/checkkeys
test/controllermap
test/loopwave
test/loopwavequeue
test/testatomic
test/testaudiocapture
test/testaudiohotplug
test/testaudioinfo
test/testautomation
test/testbounds
test/testcustomcursor
test/testdisplayinfo
test/testdraw2
test/testdrawchessboard
test/testdropfile
test/testerror
test/testfile
test/testfilesystem
test/testgamecontroller
test/testgesture
test/testgl2
test/testgles
test/testgles2
test/testhaptic
test/testhittesting
test/testhotplug
test/testiconv
test/testime
test/testintersections
test/testjoystick
test/testkeys
test/testloadso
test/testlock
test/testmessage
test/testmultiaudio
test/testnative
test/testoverlay2
test/testplatform
test/testpower
test/testqsort
test/testrelative
test/testrendercopyex
test/testrendertarget
test/testresample
test/testrumble
test/testscale
test/testsem
test/testsensor
test/testshader
test/testshape
test/testsprite2
test/testspriteminimal
test/teststreaming
test/testthread
test/testtimer
test/testver
test/testviewport
test/testvulkan
test/testwm2
test/testyuv
test/torturethread
test/*.exe
test/*,e1f
test/*,ff8
test/*.dSYM
buildbot
test/buildbot

40
Engine/lib/sdl/.hgtags Normal file
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@ -0,0 +1,40 @@
0afe0e38e02cf2048e93582f01c52fbb91d3c7bb release-1.2.7
230b156829ed13b31134d96f689c917981f57b84 release-1.2.5
27cab50ec9c746e886ce0f3fdaa0b0cdc55a594f release-1.2.11
2fe3fbd2bff50165b3cad33bf40d70b3bb3c9fd0 release-1.2.3
3c052d3bcc76c899dfd4846be76243a78e8c7180 release-1.2.4
3c5eed71a3320962551af3b3dfbee0c99fcf0086 release-1.2.10
4867f7f7dd3426d1dbbeef48b3f3b3aa19590cc4 release-1.2.12
6e28dae59e3baf4447c83e833a8d2ac912536f5b release-1.2.1
7c2589fb8d4df54c6faabd3faebd0c0e73f67879 release-1.2.13
86de11faf082881ad9b73a1a1d78733ca07f8db8 release-1.2.6
bb051fa871aa0b53ea57df56a446cec3bb85924c release-1.2.2
cfcb2e1c36ebe9809577adf768b0ec53e8768af9 release-1.2.8
e044e7c70a50a2f54d14ee20d0933e904e5853b6 release-1.2.9
f14cf9d71233934811774f941d0de121d5f96ccf release-1.2.14
39c22a953456f6c9e2c8993c8ff973824104102a pre-touch-removal
ccf5fbfa2afabab429ad911308f362201a94d810 macosx_10_4_supported
d6a8fa507a45d9de7258e51585eab3e45c415149 release-2.0.0
a8bd63b33636715f2cf6e7d36ab7201acbd478fe release-2.0.1
a8bd63b33636715f2cf6e7d36ab7201acbd478fe release-2.0.1
715a01415ac9305b9f8ec72b99fcf8cc9dd64dde release-2.0.1
715a01415ac9305b9f8ec72b99fcf8cc9dd64dde release-2.0.1
9ec71e56071cc80eda6691a3f8719ed5395dfcfb release-2.0.1
9ec71e56071cc80eda6691a3f8719ed5395dfcfb release-2.0.1
0000000000000000000000000000000000000000 release-2.0.1
0000000000000000000000000000000000000000 release-2.0.1
b9663c77f5c95ebf05f3c18e80619caae8ae1460 release-2.0.1
be2102f000d0d2d9bab75e9703a1d503d0f6bb33 release-2.0.2
f285b9487756ff681f76c85644222c03a7bfa1c7 release-2.0.3
f285b9487756ff681f76c85644222c03a7bfa1c7 release-2.0.3
704a0bfecf754e4e1383f83c7d5118b00cae26ea release-2.0.3
e12c387305129c847b3928a123300b113782fe3f release-2.0.4
007dfe83abf81b1ff5df40186f65e8e64987b825 release-2.0.5
8df7a59b55283aa09889522369a2b32674c048de release-2.0.6
2088cd828335797d73d151e3288d899f77204862 release-2.0.7
f1084c419f33610cf274e309a8b2798d2ae665c7 release-2.0.8
8feb5da6f2fb75703bde2c06813375af984a57f0 release-2.0.9
bc90ce38f1e27ace54b83bebf987993002504f7f release-2.0.10
78d0bb6f3b8f9b8f2a76cb357a407bc7ace57234 release-2.0.12
78d0bb6f3b8f9b8f2a76cb357a407bc7ace57234 release-2.0.12
355a4f94a782747a990b2fedaebc7bebd280e153 release-2.0.12

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@ -33,7 +33,12 @@ LOCAL_SRC_FILES := \
$(wildcard $(LOCAL_PATH)/src/joystick/*.c) \
$(wildcard $(LOCAL_PATH)/src/joystick/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/joystick/hidapi/*.c) \
$(wildcard $(LOCAL_PATH)/src/joystick/virtual/*.c) \
$(wildcard $(LOCAL_PATH)/src/loadso/dlopen/*.c) \
$(wildcard $(LOCAL_PATH)/src/locale/*.c) \
$(wildcard $(LOCAL_PATH)/src/locale/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/misc/*.c) \
$(wildcard $(LOCAL_PATH)/src/misc/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/power/*.c) \
$(wildcard $(LOCAL_PATH)/src/power/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/filesystem/android/*.c) \

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@ -2,9 +2,21 @@ if(${CMAKE_SOURCE_DIR} STREQUAL ${CMAKE_BINARY_DIR})
message(FATAL_ERROR "Prevented in-tree built. Please create a build directory outside of the SDL source code and call cmake from there")
endif()
cmake_minimum_required(VERSION 2.8.11)
cmake_minimum_required(VERSION 3.0.0)
project(SDL2 C CXX)
if(WINDOWS_STORE)
enable_language(CXX)
cmake_minimum_required(VERSION 3.11)
add_definitions(-DSDL_BUILDING_WINRT=1 -ZW)
link_libraries(
-nodefaultlib:vccorlib$<$<CONFIG:Debug>:d>
-nodefaultlib:msvcrt$<$<CONFIG:Debug>:d>
vccorlib$<$<CONFIG:Debug>:d>.lib
msvcrt$<$<CONFIG:Debug>:d>.lib
)
endif()
# !!! FIXME: this should probably do "MACOSX_RPATH ON" as a target property
# !!! FIXME: for the SDL2 shared library (so you get an
# !!! FIXME: install_name ("soname") of "@rpath/libSDL-whatever.dylib"
@ -15,7 +27,6 @@ project(SDL2 C CXX)
# !!! FIXME: properly resolved.
#cmake_policy(SET CMP0042 OLD)
include(CheckFunctionExists)
include(CheckLibraryExists)
include(CheckIncludeFiles)
include(CheckIncludeFile)
@ -42,12 +53,12 @@ include(${SDL2_SOURCE_DIR}/cmake/sdlchecks.cmake)
# set SDL_BINARY_AGE and SDL_INTERFACE_AGE to 0.
set(SDL_MAJOR_VERSION 2)
set(SDL_MINOR_VERSION 0)
set(SDL_MICRO_VERSION 12)
set(SDL_MICRO_VERSION 14)
set(SDL_INTERFACE_AGE 0)
set(SDL_BINARY_AGE 12)
set(SDL_BINARY_AGE 14)
set(SDL_VERSION "${SDL_MAJOR_VERSION}.${SDL_MINOR_VERSION}.${SDL_MICRO_VERSION}")
# the following should match the versions in Xcode project file:
set(DYLIB_CURRENT_VERSION 12.0.0)
set(DYLIB_CURRENT_VERSION 15.0.0)
set(DYLIB_COMPATIBILITY_VERSION 1.0.0)
# Set defaults preventing destination file conflicts
@ -161,7 +172,7 @@ endif()
# so we'll just use libusb when it's available. libusb does not support iOS,
# so we default to yes on iOS.
# TODO: Windows can support libusb, the hid.c file just depends on Unix APIs
if(WINDOWS OR IOS OR TVOS OR ANDROID)
if((WINDOWS AND NOT WINDOWS_STORE) OR IOS OR TVOS OR ANDROID)
set(HIDAPI_SKIP_LIBUSB TRUE)
else()
set(HIDAPI_SKIP_LIBUSB FALSE)
@ -266,7 +277,7 @@ add_definitions(-DUSING_GENERATED_CONFIG_H)
# General includes
include_directories(${SDL2_BINARY_DIR}/include ${SDL2_SOURCE_DIR}/include)
if(USE_GCC OR USE_CLANG)
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -idirafter ${SDL2_SOURCE_DIR}/src/video/khronos")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -idirafter \"${SDL2_SOURCE_DIR}/src/video/khronos\"")
else()
include_directories(${SDL2_SOURCE_DIR}/src/video/khronos)
endif()
@ -308,7 +319,7 @@ endif()
set(SDL_SUBSYSTEMS
Atomic Audio Video Render Events Joystick Haptic Power Threads Timers
File Loadso CPUinfo Filesystem Dlopen Sensor)
File Loadso CPUinfo Filesystem Dlopen Sensor Locale)
foreach(_SUB ${SDL_SUBSYSTEMS})
string(TOUPPER ${_SUB} _OPT)
if (NOT DEFINED SDL_${_OPT}_ENABLED_BY_DEFAULT)
@ -329,8 +340,8 @@ set_option(SSE "Use SSE assembly routines" ${OPT_DEF_ASM})
set_option(SSE2 "Use SSE2 assembly routines" ${OPT_DEF_SSEMATH})
set_option(SSE3 "Use SSE3 assembly routines" ${OPT_DEF_SSEMATH})
set_option(ALTIVEC "Use Altivec assembly routines" ${OPT_DEF_ASM})
set_option(ARMSIMD "use SIMD assembly blitters on ARM" ON)
set_option(ARMNEON "use NEON assembly blitters on ARM" ON)
set_option(ARMSIMD "use SIMD assembly blitters on ARM" OFF)
set_option(ARMNEON "use NEON assembly blitters on ARM" OFF)
set_option(DISKAUDIO "Support the disk writer audio driver" ON)
set_option(DUMMYAUDIO "Support the dummy audio driver" ON)
set_option(VIDEO_DIRECTFB "Use DirectFB video driver" OFF)
@ -355,13 +366,13 @@ dep_option(ARTS_SHARED "Dynamically load aRts audio support" ON "ARTS" O
set_option(NAS "Support the NAS audio API" ${UNIX_SYS})
set_option(NAS_SHARED "Dynamically load NAS audio API" ${UNIX_SYS})
set_option(SNDIO "Support the sndio audio API" ${UNIX_SYS})
dep_option(SNDIO_SHARED "Dynamically load the sndio audio API" ${UNIX_SYS} ON "SNDIO" OFF)
set_option(FUSIONSOUND "Use FusionSound audio driver" OFF)
dep_option(FUSIONSOUND_SHARED "Dynamically load fusionsound audio support" ON "FUSIONSOUND" OFF)
set_option(LIBSAMPLERATE "Use libsamplerate for audio rate conversion" ${UNIX_SYS})
dep_option(LIBSAMPLERATE_SHARED "Dynamically load libsamplerate" ON "LIBSAMPLERATE" OFF)
set_option(RPATH "Use an rpath when linking SDL" ${UNIX_SYS})
set_option(CLOCK_GETTIME "Use clock_gettime() instead of gettimeofday()" OFF)
set_option(INPUT_TSLIB "Use the Touchscreen library for input" ${UNIX_SYS})
set_option(VIDEO_X11 "Use X11 video driver" ${UNIX_SYS})
set_option(VIDEO_WAYLAND "Use Wayland video driver" ${UNIX_SYS})
dep_option(WAYLAND_SHARED "Dynamically load Wayland support" ON "VIDEO_WAYLAND" OFF)
@ -387,6 +398,7 @@ set_option(VIDEO_OFFSCREEN "Use offscreen video driver" OFF)
option_string(BACKGROUNDING_SIGNAL "number to use for magic backgrounding signal or 'OFF'" "OFF")
option_string(FOREGROUNDING_SIGNAL "number to use for magic foregrounding signal or 'OFF'" "OFF")
set_option(HIDAPI "Use HIDAPI for low level joystick drivers" ${OPT_DEF_HIDAPI})
set_option(JOYSTICK_VIRTUAL "Enable the virtual-joystick driver" ON)
set(SDL_SHARED ${SDL_SHARED_ENABLED_BY_DEFAULT} CACHE BOOL "Build a shared version of the library")
set(SDL_STATIC ${SDL_STATIC_ENABLED_BY_DEFAULT} CACHE BOOL "Build a static version of the library")
@ -403,9 +415,14 @@ file(GLOB SOURCE_FILES
${SDL2_SOURCE_DIR}/src/dynapi/*.c
${SDL2_SOURCE_DIR}/src/events/*.c
${SDL2_SOURCE_DIR}/src/file/*.c
${SDL2_SOURCE_DIR}/src/haptic/*.c
${SDL2_SOURCE_DIR}/src/libm/*.c
${SDL2_SOURCE_DIR}/src/locale/*.c
${SDL2_SOURCE_DIR}/src/misc/*.c
${SDL2_SOURCE_DIR}/src/power/*.c
${SDL2_SOURCE_DIR}/src/render/*.c
${SDL2_SOURCE_DIR}/src/render/*/*.c
${SDL2_SOURCE_DIR}/src/sensor/*.c
${SDL2_SOURCE_DIR}/src/stdlib/*.c
${SDL2_SOURCE_DIR}/src/thread/*.c
${SDL2_SOURCE_DIR}/src/timer/*.c
@ -760,13 +777,14 @@ if(LIBC)
set(HAVE_SIGNAL_H 1)
foreach(_FN
malloc calloc realloc free qsort abs memset memcpy memmove memcmp
wcslen wcslcpy wcslcat wcsdup wcsstr wcscmp wcsncmp
wcslen wcsdup wcsstr wcscmp wcsncmp _wcsicmp _wcsnicmp
strlen _strrev _strupr _strlwr strchr strrchr strstr itoa _ltoa
_ultoa strtol strtoul strtoll strtod atoi atof strcmp strncmp
_stricmp _strnicmp strtok_s sscanf
acos acosf asin asinf atan atanf atan2 atan2f ceil ceilf
copysign copysignf cos cosf exp expf fabs fabsf floor floorf fmod fmodf
log logf log10 log10f pow powf scalbn scalbnf sin sinf sqrt sqrtf tan tanf)
log logf log10 log10f pow powf scalbn scalbnf sin sinf sqrt sqrtf tan tanf
trunc truncf)
string(TOUPPER ${_FN} _UPPER)
set(HAVE_${_UPPER} 1)
endforeach()
@ -787,7 +805,8 @@ if(LIBC)
check_include_file("${_HEADER}" ${_HAVE_H})
endforeach()
check_include_files("dlfcn.h;stdint.h;stddef.h;inttypes.h;stdlib.h;strings.h;string.h;float.h" STDC_HEADERS)
set(STDC_HEADER_NAMES "stddef.h;stdarg.h;stdlib.h;string.h;stdio.h;wchar.h;float.h")
check_include_files("${STDC_HEADER_NAMES}" STDC_HEADERS)
check_type_size("size_t" SIZEOF_SIZE_T)
check_symbol_exists(M_PI math.h HAVE_M_PI)
# TODO: refine the mprotect check
@ -801,14 +820,23 @@ if(LIBC)
_uitoa _ultoa strtol strtoul _i64toa _ui64toa strtoll strtoull
atoi atof strcmp strncmp _stricmp strcasecmp _strnicmp strncasecmp
wcscmp wcsdup wcslcat wcslcpy wcslen wcsncmp wcsstr
sscanf vsscanf vsnprintf fopen64 fseeko fseeko64 sigaction setjmp
nanosleep sysconf sysctlbyname getauxval poll _Exit
wcscasecmp _wcsicmp wcsncasecmp _wcsnicmp
sscanf vsscanf vsnprintf fopen64 fseeko fseeko64 _Exit
)
string(TOUPPER ${_FN} _UPPER)
set(_HAVEVAR "HAVE_${_UPPER}")
check_function_exists("${_FN}" ${_HAVEVAR})
check_symbol_exists("${_FN}" "${STDC_HEADER_NAMES}" ${_HAVEVAR})
endforeach()
check_symbol_exists(sigaction "signal.h" HAVE_SIGACTION)
check_symbol_exists(setjmp "setjmp.h" HAVE_SETJMP)
check_symbol_exists(nanosleep "time.h" HAVE_NANOSLEEP)
check_symbol_exists(sysconf "unistd.h" HAVE_SYSCONF)
check_symbol_exists(sysctlbyname "sys/types.h;sys/sysctl.h" HAVE_SYSCTLBYNAME)
check_symbol_exists(getauxval "sys/auxv.h" HAVE_GETAUXVAL)
check_symbol_exists(elf_aux_info "sys/auxv.h" HAVE_ELF_AUX_INFO)
check_symbol_exists(poll "poll.h" HAVE_POLL)
check_library_exists(m pow "" HAVE_LIBM)
if(HAVE_LIBM)
set(CMAKE_REQUIRED_LIBRARIES m)
@ -816,24 +844,32 @@ if(LIBC)
atan atan2 atanf atan2f ceil ceilf copysign copysignf cos cosf
exp expf fabs fabsf floor floorf fmod fmodf log logf log10 log10f
pow powf scalbn scalbnf sin sinf sqrt sqrtf tan tanf acos acosf
asin asinf)
asin asinf trunc truncf)
string(TOUPPER ${_FN} _UPPER)
set(_HAVEVAR "HAVE_${_UPPER}")
check_function_exists("${_FN}" ${_HAVEVAR})
check_symbol_exists("${_FN}" "math.h" ${_HAVEVAR})
endforeach()
set(CMAKE_REQUIRED_LIBRARIES)
list(APPEND EXTRA_LIBS m)
endif()
check_library_exists(iconv iconv_open "" HAVE_LIBICONV)
if(HAVE_LIBICONV)
check_library_exists(c iconv_open "" HAVE_BUILTIN_ICONV)
if(HAVE_BUILTIN_ICONV)
set(HAVE_ICONV 1)
elseif(HAVE_LIBICONV)
list(APPEND EXTRA_LIBS iconv)
set(HAVE_ICONV 1)
endif()
if(NOT APPLE)
check_include_file(alloca.h HAVE_ALLOCA_H)
check_function_exists(alloca HAVE_ALLOCA)
check_symbol_exists(alloca "alloca.h" HAVE_ALLOCA1)
check_symbol_exists(alloca "stdlib.h" HAVE_ALLOCA2)
check_symbol_exists(alloca "malloc.h" HAVE_ALLOCA3)
if(HAVE_ALLOCA1 OR HAVE_ALLOCA2 OR HAVE_ALLOCA3)
set(HAVE_ALLOCA 1)
endif()
else()
set(HAVE_ALLOCA_H 1)
set(HAVE_ALLOCA 1)
@ -865,17 +901,9 @@ if(SDL_HAPTIC)
# Haptic requires some private functions from the joystick subsystem.
message_error("SDL_HAPTIC requires SDL_JOYSTICK, which is not enabled")
endif()
file(GLOB HAPTIC_SOURCES ${SDL2_SOURCE_DIR}/src/haptic/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${HAPTIC_SOURCES})
endif()
if(SDL_SENSOR)
file(GLOB SENSOR_SOURCES ${SDL2_SOURCE_DIR}/src/sensor/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${SENSOR_SOURCES})
endif()
if(SDL_POWER)
file(GLOB POWER_SOURCES ${SDL2_SOURCE_DIR}/src/power/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${POWER_SOURCES})
endif()
# TODO: in configure.ac, the test for LOADSO and SDL_DLOPEN is a bit weird:
# if LOADSO is not wanted, SDL_LOADSO_DISABLED is set
# If however on Unix or APPLE dlopen() is detected via CheckDLOPEN(),
@ -905,6 +933,14 @@ if(SDL_DLOPEN)
endif()
endif()
if(SDL_JOYSTICK)
if(JOYSTICK_VIRTUAL)
set(SDL_JOYSTICK_VIRTUAL 1)
file(GLOB JOYSTICK_VIRTUAL_SOURCES ${SDL2_SOURCE_DIR}/src/joystick/virtual/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${JOYSTICK_VIRTUAL_SOURCES})
endif()
endif()
if(SDL_VIDEO)
if(VIDEO_DUMMY)
set(SDL_VIDEO_DRIVER_DUMMY 1)
@ -925,7 +961,11 @@ endif()
# Platform-specific options and settings
if(ANDROID)
file(GLOB ANDROID_CORE_SOURCES ${SDL2_SOURCE_DIR}/src/core/android/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${ANDROID_CORE_SOURCES})
set(SOURCE_FILES ${SOURCE_FILES} ${ANDROID_CORE_SOURCES} ${ANDROID_NDK}/sources/android/cpufeatures/cpu-features.c)
file(GLOB ANDROID_MISC_SOURCES ${SDL2_SOURCE_DIR}/src/misc/android/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${ANDROID_MISC_SOURCES})
set(HAVE_SDL_MISC TRUE)
# SDL_spinlock.c Needs to be compiled in ARM mode.
# There seems to be no better way currently to set the ARM mode.
@ -976,6 +1016,11 @@ if(ANDROID)
set(SOURCE_FILES ${SOURCE_FILES} ${ANDROID_POWER_SOURCES})
set(HAVE_SDL_POWER TRUE)
endif()
if(SDL_LOCALE)
file(GLOB ANDROID_LOCALE_SOURCES ${SDL2_SOURCE_DIR}/src/locale/android/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${ANDROID_LOCALE_SOURCES})
set(HAVE_SDL_LOCALE TRUE)
endif()
if(SDL_TIMERS)
set(SDL_TIMER_UNIX 1)
file(GLOB TIMER_SOURCES ${SDL2_SOURCE_DIR}/src/timer/unix/*.c)
@ -1066,6 +1111,11 @@ elseif(EMSCRIPTEN)
set(SOURCE_FILES ${SOURCE_FILES} ${EM_POWER_SOURCES})
set(HAVE_SDL_POWER TRUE)
endif()
if(SDL_LOCALE)
file(GLOB LOCALE_SOURCES ${SDL2_SOURCE_DIR}/src/locale/emscripten/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${LOCALE_SOURCES})
set(HAVE_SDL_LOCALE TRUE)
endif()
if(SDL_TIMERS)
set(SDL_TIMER_UNIX 1)
file(GLOB TIMER_SOURCES ${SDL2_SOURCE_DIR}/src/timer/unix/*.c)
@ -1157,9 +1207,6 @@ elseif(UNIX AND NOT APPLE AND NOT ANDROID AND NOT RISCOS)
ioctl(0, KDGKBENT, &kbe);
}" HAVE_INPUT_KD)
file(GLOB CORE_LINUX_SOURCES ${SDL2_SOURCE_DIR}/src/core/linux/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${CORE_LINUX_SOURCES})
if(HAVE_INPUT_EVENTS)
set(SDL_INPUT_LINUXEV 1)
endif()
@ -1176,6 +1223,12 @@ elseif(UNIX AND NOT APPLE AND NOT ANDROID AND NOT RISCOS)
endif()
check_include_file("libudev.h" HAVE_LIBUDEV_H)
check_include_file("sys/inotify.h" HAVE_SYS_INOTIFY_H)
check_symbol_exists(inotify_init "sys/inotify.h" HAVE_INOTIFY_INIT)
check_symbol_exists(inotify_init1 "sys/inotify.h" HAVE_INOTIFY_INIT1)
if(HAVE_SYS_INOTIFY_H AND HAVE_INOTIFY_INIT)
set(HAVE_INOTIFY 1)
endif()
if(PKG_CONFIG_FOUND)
pkg_search_module(DBUS dbus-1 dbus)
@ -1183,6 +1236,8 @@ elseif(UNIX AND NOT APPLE AND NOT ANDROID AND NOT RISCOS)
set(HAVE_DBUS_DBUS_H TRUE)
include_directories(${DBUS_INCLUDE_DIRS})
list(APPEND EXTRA_LIBS ${DBUS_LIBRARIES})
# Fcitx need only dbus.
set(HAVE_FCITX TRUE)
endif()
pkg_search_module(IBUS ibus-1.0 ibus)
@ -1190,7 +1245,11 @@ elseif(UNIX AND NOT APPLE AND NOT ANDROID AND NOT RISCOS)
set(HAVE_IBUS_IBUS_H TRUE)
include_directories(${IBUS_INCLUDE_DIRS})
list(APPEND EXTRA_LIBS ${IBUS_LIBRARIES})
add_definitions(-DSDL_USE_IME)
endif()
if (HAVE_IBUS_IBUS_H OR HAVE_FCITX)
set(SDL_USE_IME TRUE)
add_definitions(-DSDL_USE_IME) # !!! FIXME: why isn't this a definition and not in SDL_config.h.cmake?
endif()
if(HAVE_LIBUNWIND_H)
# We've already found the header, so REQUIRE the lib to be present
@ -1200,17 +1259,36 @@ elseif(UNIX AND NOT APPLE AND NOT ANDROID AND NOT RISCOS)
endif()
endif()
check_include_file("fcitx/frontend.h" HAVE_FCITX_FRONTEND_H)
endif()
if(INPUT_TSLIB)
check_c_source_compiles("
#include \"tslib.h\"
int main(int argc, char** argv) { }" HAVE_INPUT_TSLIB)
if(HAVE_INPUT_TSLIB)
set(SDL_INPUT_TSLIB 1)
list(APPEND EXTRA_LIBS ts)
if(HAVE_DBUS_DBUS_H)
set(SOURCE_FILES ${SOURCE_FILES} "${SDL2_SOURCE_DIR}/src/core/linux/SDL_dbus.c")
endif()
if(SDL_USE_IME)
set(SOURCE_FILES ${SOURCE_FILES} "${SDL2_SOURCE_DIR}/src/core/linux/SDL_ime.c")
endif()
if(HAVE_IBUS_IBUS_H)
set(SOURCE_FILES ${SOURCE_FILES} "${SDL2_SOURCE_DIR}/src/core/linux/SDL_ibus.c")
endif()
if(HAVE_FCITX)
set(SOURCE_FILES ${SOURCE_FILES} "${SDL2_SOURCE_DIR}/src/core/linux/SDL_fcitx.c")
endif()
if(HAVE_LIBUDEV_H)
set(SOURCE_FILES ${SOURCE_FILES} "${SDL2_SOURCE_DIR}/src/core/linux/SDL_udev.c")
endif()
if(HAVE_INPUT_EVENTS)
set(SOURCE_FILES ${SOURCE_FILES} "${SDL2_SOURCE_DIR}/src/core/linux/SDL_evdev.c")
set(SOURCE_FILES ${SOURCE_FILES} "${SDL2_SOURCE_DIR}/src/core/linux/SDL_evdev_kbd.c")
endif()
# Always compiled for Linux, unconditionally:
set(SOURCE_FILES ${SOURCE_FILES} "${SDL2_SOURCE_DIR}/src/core/linux/SDL_evdev_capabilities.c")
set(SOURCE_FILES ${SOURCE_FILES} "${SDL2_SOURCE_DIR}/src/core/linux/SDL_threadprio.c")
# src/core/unix/*.c is included in a generic if(UNIX) section, elsewhere.
endif()
if(SDL_JOYSTICK)
@ -1246,6 +1324,10 @@ elseif(UNIX AND NOT APPLE AND NOT ANDROID AND NOT RISCOS)
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DHAVE_LINUX_VERSION_H")
endif()
file(GLOB MISC_SOURCES ${SDL2_SOURCE_DIR}/src/misc/unix/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${MISC_SOURCES})
set(HAVE_SDL_MISC TRUE)
if(SDL_POWER)
if(LINUX)
set(SDL_POWER_LINUX 1)
@ -1255,6 +1337,12 @@ elseif(UNIX AND NOT APPLE AND NOT ANDROID AND NOT RISCOS)
endif()
endif()
if(SDL_LOCALE)
file(GLOB LOCALE_SOURCES ${SDL2_SOURCE_DIR}/src/locale/unix/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${LOCALE_SOURCES})
set(HAVE_SDL_LOCALE TRUE)
endif()
if(SDL_FILESYSTEM)
set(SDL_FILESYSTEM_UNIX 1)
file(GLOB FILESYSTEM_SOURCES ${SDL2_SOURCE_DIR}/src/filesystem/unix/*.c)
@ -1269,8 +1357,8 @@ elseif(UNIX AND NOT APPLE AND NOT ANDROID AND NOT RISCOS)
set(HAVE_SDL_TIMERS TRUE)
endif()
if(RPATH)
set(SDL_RLD_FLAGS "")
set(SDL_RLD_FLAGS "")
if(RPATH AND SDL_SHARED)
if(BSDI OR FREEBSD OR LINUX OR NETBSD)
set(CMAKE_REQUIRED_FLAGS "-Wl,--enable-new-dtags")
check_c_compiler_flag("" HAVE_ENABLE_NEW_DTAGS)
@ -1297,6 +1385,11 @@ elseif(WINDOWS)
file(GLOB CORE_SOURCES ${SDL2_SOURCE_DIR}/src/core/windows/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${CORE_SOURCES})
if(WINDOWS_STORE)
file(GLOB WINRT_SOURCE_FILES ${SDL2_SOURCE_DIR}/src/core/winrt/*.c ${SDL2_SOURCE_DIR}/src/core/winrt/*.cpp)
list(APPEND SOURCE_FILES ${WINRT_SOURCE_FILES})
endif()
if(MSVC)
# Prevent codegen that would use the VC runtime libraries.
set_property(DIRECTORY . APPEND PROPERTY COMPILE_OPTIONS "/GS-")
@ -1305,6 +1398,10 @@ elseif(WINDOWS)
endif()
endif()
file(GLOB MISC_SOURCES ${SDL2_SOURCE_DIR}/src/misc/windows/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${MISC_SOURCES})
set(HAVE_SDL_MISC TRUE)
# Check for DirectX
if(DIRECTX)
if(DEFINED MSVC_VERSION AND NOT ${MSVC_VERSION} LESS 1700)
@ -1342,6 +1439,9 @@ elseif(WINDOWS)
check_include_file(ddraw.h HAVE_DDRAW_H)
check_include_file(dsound.h HAVE_DSOUND_H)
check_include_file(dinput.h HAVE_DINPUT_H)
if(WINDOWS_STORE OR VCPKG_TARGET_TRIPLET MATCHES "arm-windows")
set(HAVE_DINPUT_H 0)
endif()
check_include_file(dxgi.h HAVE_DXGI_H)
if(HAVE_D3D_H OR HAVE_D3D11_H OR HAVE_DDRAW_H OR HAVE_DSOUND_H OR HAVE_DINPUT_H)
set(HAVE_DIRECTX TRUE)
@ -1357,20 +1457,23 @@ elseif(WINDOWS)
# headers needed elsewhere
check_include_file(mmdeviceapi.h HAVE_MMDEVICEAPI_H)
check_include_file(audioclient.h HAVE_AUDIOCLIENT_H)
check_include_file(sensorsapi.h HAVE_SENSORSAPI_H)
if(SDL_AUDIO)
if(NOT WINDOWS_STORE)
set(SDL_AUDIO_DRIVER_WINMM 1)
file(GLOB WINMM_AUDIO_SOURCES ${SDL2_SOURCE_DIR}/src/audio/winmm/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${WINMM_AUDIO_SOURCES})
endif()
set(HAVE_SDL_AUDIO TRUE)
if(HAVE_DSOUND_H)
if(HAVE_DSOUND_H AND NOT WINDOWS_STORE)
set(SDL_AUDIO_DRIVER_DSOUND 1)
file(GLOB DSOUND_AUDIO_SOURCES ${SDL2_SOURCE_DIR}/src/audio/directsound/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${DSOUND_AUDIO_SOURCES})
endif()
if(WASAPI AND HAVE_AUDIOCLIENT_H AND HAVE_MMDEVICEAPI_H)
if(WASAPI AND HAVE_AUDIOCLIENT_H AND HAVE_MMDEVICEAPI_H AND NOT WINDOWS_STORE)
set(SDL_AUDIO_DRIVER_WASAPI 1)
file(GLOB WASAPI_AUDIO_SOURCES ${SDL2_SOURCE_DIR}/src/audio/wasapi/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${WASAPI_AUDIO_SOURCES})
@ -1382,11 +1485,20 @@ elseif(WINDOWS)
if(NOT SDL_LOADSO)
message_error("SDL_VIDEO requires SDL_LOADSO, which is not enabled")
endif()
if(WINDOWS_STORE)
set(SDL_VIDEO_DRIVER_WINRT 1)
file(GLOB WIN_VIDEO_SOURCES
${SDL2_SOURCE_DIR}/src/video/winrt/*.c
${SDL2_SOURCE_DIR}/src/video/winrt/*.cpp
${SDL2_SOURCE_DIR}/src/render/direct3d11/*.cpp
)
else()
set(SDL_VIDEO_DRIVER_WINDOWS 1)
file(GLOB WIN_VIDEO_SOURCES ${SDL2_SOURCE_DIR}/src/video/windows/*.c)
endif()
set(SOURCE_FILES ${SOURCE_FILES} ${WIN_VIDEO_SOURCES})
if(RENDER_D3D AND HAVE_D3D_H)
if(RENDER_D3D AND HAVE_D3D_H AND NOT WINDOWS_STORE)
set(SDL_VIDEO_RENDER_D3D 1)
set(HAVE_RENDER_D3D TRUE)
endif()
@ -1408,21 +1520,45 @@ elseif(WINDOWS)
set(HAVE_SDL_THREADS TRUE)
endif()
if(SDL_SENSOR AND HAVE_SENSORSAPI_H)
set(SDL_SENSOR_WINDOWS 1)
set(HAVE_SDL_SENSORS TRUE)
file(GLOB WINDOWS_SENSOR_SOURCES ${SDL2_SOURCE_DIR}/src/sensor/windows/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${WINDOWS_SENSOR_SOURCES})
endif()
if(SDL_POWER)
set(SDL_POWER_WINDOWS 1)
set(SOURCE_FILES ${SOURCE_FILES} ${SDL2_SOURCE_DIR}/src/power/windows/SDL_syspower.c)
set(HAVE_SDL_POWER TRUE)
if(WINDOWS_STORE)
set(SDL_POWER_WINRT 1)
set(SOURCE_FILES ${SOURCE_FILES} ${SDL2_SOURCE_DIR}/src/power/winrt/SDL_syspower.cpp)
else()
set(SDL_POWER_WINDOWS 1)
set(SOURCE_FILES ${SOURCE_FILES} ${SDL2_SOURCE_DIR}/src/power/windows/SDL_syspower.c)
set(HAVE_SDL_POWER TRUE)
endif()
endif()
if(SDL_LOCALE)
file(GLOB LOCALE_SOURCES ${SDL2_SOURCE_DIR}/src/locale/windows/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${LOCALE_SOURCES})
set(HAVE_SDL_LOCALE TRUE)
endif()
if(SDL_FILESYSTEM)
set(SDL_FILESYSTEM_WINDOWS 1)
file(GLOB FILESYSTEM_SOURCES ${SDL2_SOURCE_DIR}/src/filesystem/windows/*.c)
if(WINDOWS_STORE)
file(GLOB FILESYSTEM_SOURCES ${SDL2_SOURCE_DIR}/src/filesystem/winrt/*.cpp)
else()
file(GLOB FILESYSTEM_SOURCES ${SDL2_SOURCE_DIR}/src/filesystem/windows/*.c)
endif()
set(SOURCE_FILES ${SOURCE_FILES} ${FILESYSTEM_SOURCES})
set(HAVE_SDL_FILESYSTEM TRUE)
endif()
# Libraries for Win32 native and MinGW
list(APPEND EXTRA_LIBS user32 gdi32 winmm imm32 ole32 oleaut32 version uuid advapi32 setupapi shell32)
if(NOT WINDOWS_STORE)
list(APPEND EXTRA_LIBS user32 gdi32 winmm imm32 ole32 oleaut32 version uuid advapi32 setupapi shell32)
endif()
# TODO: in configure.ac the check for timers is set on
# cygwin | mingw32* - does this include mingw32CE?
@ -1444,7 +1580,7 @@ elseif(WINDOWS)
set(SOURCE_FILES ${SOURCE_FILES} ${CORE_SOURCES})
if(SDL_VIDEO)
if(VIDEO_OPENGL)
if(VIDEO_OPENGL AND NOT WINDOWS_STORE)
set(SDL_VIDEO_OPENGL 1)
set(SDL_VIDEO_OPENGL_WGL 1)
set(SDL_VIDEO_RENDER_OGL 1)
@ -1470,11 +1606,6 @@ elseif(WINDOWS)
if(HAVE_DINPUT_H)
set(SDL_JOYSTICK_DINPUT 1)
list(APPEND EXTRA_LIBS dinput8)
if(CMAKE_COMPILER_IS_MINGW)
list(APPEND EXTRA_LIBS dxerr8)
elseif (NOT USE_WINSDK_DIRECTX)
list(APPEND EXTRA_LIBS dxerr)
endif()
endif()
if(HAVE_XINPUT_H)
set(SDL_JOYSTICK_XINPUT 1)
@ -1537,6 +1668,10 @@ elseif(APPLE)
message_error("SDL_FILE must be enabled to build on MacOS X")
endif()
file(GLOB MISC_SOURCES ${SDL2_SOURCE_DIR}/src/misc/macosx/*.m)
set(SOURCE_FILES ${SOURCE_FILES} ${MISC_SOURCES})
set(HAVE_SDL_MISC TRUE)
if(SDL_AUDIO)
set(SDL_AUDIO_DRIVER_COREAUDIO 1)
file(GLOB AUDIO_SOURCES ${SDL2_SOURCE_DIR}/src/audio/coreaudio/*.m)
@ -1566,7 +1701,8 @@ elseif(APPLE)
set(SDL_FRAMEWORK_GAMECONTROLLER 1)
set(HAVE_SDL_SENSORS 1)
else()
file(GLOB JOYSTICK_SOURCES ${SDL2_SOURCE_DIR}/src/joystick/darwin/*.c)
file(GLOB JOYSTICK_SOURCES ${SDL2_SOURCE_DIR}/src/joystick/darwin/*.c ${SDL2_SOURCE_DIR}/src/joystick/iphoneos/*.m)
# FIXME: add checks for SDL_JOYSTICK_MFI???
set(SDL_JOYSTICK_IOKIT 1)
set(SDL_FRAMEWORK_IOKIT 1)
set(SDL_FRAMEWORK_FF 1)
@ -1605,6 +1741,12 @@ elseif(APPLE)
set(HAVE_SDL_POWER TRUE)
endif()
if(SDL_LOCALE)
file(GLOB LOCALE_SOURCES ${SDL2_SOURCE_DIR}/src/locale/macosx/*.m)
set(SOURCE_FILES ${SOURCE_FILES} ${LOCALE_SOURCES})
set(HAVE_SDL_LOCALE TRUE)
endif()
if(SDL_TIMERS)
set(SDL_TIMER_UNIX 1)
file(GLOB TIMER_SOURCES ${SDL2_SOURCE_DIR}/src/timer/unix/*.c)
@ -1666,7 +1808,7 @@ elseif(APPLE)
if(VIDEO_VULKAN OR VIDEO_METAL OR RENDER_METAL)
set(ORIG_CMAKE_REQUIRED_FLAGS ${CMAKE_REQUIRED_FLAGS})
set(CMAKE_REQUIRED_FLAGS "${CMAKE_REQUIRED_FLAGS} -x objective-c")
set(CMAKE_REQUIRED_FLAGS "${CMAKE_REQUIRED_FLAGS} -ObjC")
check_c_source_compiles("
#include <AvailabilityMacros.h>
#import <Metal/Metal.h>
@ -1785,24 +1927,16 @@ elseif(APPLE)
CheckPTHREAD()
elseif(HAIKU)
file(GLOB MISC_SOURCES ${SDL2_SOURCE_DIR}/src/misc/haiku/*.cc)
set(SOURCE_FILES ${SOURCE_FILES} ${MISC_SOURCES})
set(HAVE_SDL_MISC TRUE)
if(SDL_VIDEO)
set(SDL_VIDEO_DRIVER_HAIKU 1)
file(GLOB HAIKUVIDEO_SOURCES ${SDL2_SOURCE_DIR}/src/video/haiku/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${HAIKUVIDEO_SOURCES})
set(HAVE_SDL_VIDEO TRUE)
set(SDL_FILESYSTEM_HAIKU 1)
file(GLOB FILESYSTEM_SOURCES ${SDL2_SOURCE_DIR}/src/filesystem/haiku/*.cc)
set(SOURCE_FILES ${SOURCE_FILES} ${FILESYSTEM_SOURCES})
set(HAVE_SDL_FILESYSTEM TRUE)
if(SDL_TIMERS)
set(SDL_TIMER_HAIKU 1)
file(GLOB TIMER_SOURCES ${SDL2_SOURCE_DIR}/src/timer/haiku/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${TIMER_SOURCES})
set(HAVE_SDL_TIMERS TRUE)
endif(SDL_TIMERS)
if(VIDEO_OPENGL)
# TODO: Use FIND_PACKAGE(OpenGL) instead
set(SDL_VIDEO_OPENGL 1)
@ -1813,9 +1947,31 @@ elseif(HAIKU)
endif()
endif()
set(SDL_FILESYSTEM_HAIKU 1)
file(GLOB FILESYSTEM_SOURCES ${SDL2_SOURCE_DIR}/src/filesystem/haiku/*.cc)
set(SOURCE_FILES ${SOURCE_FILES} ${FILESYSTEM_SOURCES})
set(HAVE_SDL_FILESYSTEM TRUE)
if(SDL_TIMERS)
set(SDL_TIMER_HAIKU 1)
file(GLOB TIMER_SOURCES ${SDL2_SOURCE_DIR}/src/timer/haiku/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${TIMER_SOURCES})
set(HAVE_SDL_TIMERS TRUE)
endif()
if(SDL_LOCALE)
file(GLOB LOCALE_SOURCES ${SDL2_SOURCE_DIR}/src/locale/haiku/*.cc)
set(SOURCE_FILES ${SOURCE_FILES} ${LOCALE_SOURCES})
set(HAVE_SDL_LOCALE TRUE)
endif()
CheckPTHREAD()
elseif(RISCOS)
file(GLOB MISC_SOURCES ${SDL2_SOURCE_DIR}/src/misc/riscos/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${MISC_SOURCES})
set(HAVE_SDL_MISC TRUE)
if(SDL_TIMERS)
set(SDL_TIMER_UNIX 1)
file(GLOB TIMER_SOURCES ${SDL2_SOURCE_DIR}/src/timer/unix/*.c)
@ -1850,7 +2006,6 @@ endif()
if(NOT HAVE_SDL_JOYSTICK)
set(SDL_JOYSTICK_DUMMY 1)
if(SDL_JOYSTICK AND NOT APPLE) # results in unresolved symbols on OSX
file(GLOB JOYSTICK_SOURCES ${SDL2_SOURCE_DIR}/src/joystick/dummy/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${JOYSTICK_SOURCES})
endif()
@ -1875,6 +2030,16 @@ if(NOT HAVE_SDL_FILESYSTEM)
file(GLOB FILESYSTEM_SOURCES ${SDL2_SOURCE_DIR}/src/filesystem/dummy/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${FILESYSTEM_SOURCES})
endif()
if(NOT HAVE_SDL_LOCALE)
set(SDL_LOCALE_DISABLED 1)
file(GLOB LOCALE_SOURCES ${SDL2_SOURCE_DIR}/src/locale/dummy/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${LOCALE_SOURCES})
endif()
if(NOT HAVE_SDL_MISC)
set(SDL_MISC_DISABLED 1)
file(GLOB LOCALE_SOURCES ${SDL2_SOURCE_DIR}/src/misc/dummy/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${LOCALE_SOURCES})
endif()
# We always need to have threads and timers around
if(NOT HAVE_SDL_THREADS)
@ -1916,10 +2081,12 @@ listtostr(EXTRA_CFLAGS _EXTRA_CFLAGS)
set(EXTRA_CFLAGS ${_EXTRA_CFLAGS})
# Compat helpers for the configuration files
if(NOT WINDOWS OR CYGWIN)
if(NOT CMAKE_HOST_WIN32)
# TODO: we need a Windows script, too
execute_process(COMMAND sh ${SDL2_SOURCE_DIR}/build-scripts/updaterev.sh)
execute_process(COMMAND sh ${SDL2_SOURCE_DIR}/build-scripts/updaterev.sh
WORKING_DIRECTORY ${SDL2_BINARY_DIR})
endif()
if(NOT WINDOWS OR CYGWIN)
set(prefix ${CMAKE_INSTALL_PREFIX})
set(exec_prefix "\${prefix}")
set(libdir "\${exec_prefix}/lib${LIB_SUFFIX}")
@ -1933,16 +2100,19 @@ if(NOT WINDOWS OR CYGWIN)
set(ENABLE_STATIC_FALSE "")
endif()
if(SDL_SHARED)
set(PKG_CONFIG_LIBS_PRIV "
Libs.private:")
set(ENABLE_SHARED_TRUE "")
set(ENABLE_SHARED_FALSE "#")
else()
set(PKG_CONFIG_LIBS_PRIV "")
set(ENABLE_SHARED_TRUE "#")
set(ENABLE_SHARED_FALSE "")
endif()
# Clean up the different lists
listtostr(EXTRA_LIBS _EXTRA_LIBS "-l")
set(SDL_STATIC_LIBS ${SDL_LIBS} ${EXTRA_LDFLAGS} ${_EXTRA_LIBS})
set(SDL_STATIC_LIBS ${EXTRA_LDFLAGS} ${_EXTRA_LIBS})
list(REMOVE_DUPLICATES SDL_STATIC_LIBS)
listtostr(SDL_STATIC_LIBS _SDL_STATIC_LIBS)
set(SDL_STATIC_LIBS ${_SDL_STATIC_LIBS})
@ -2027,12 +2197,14 @@ endif()
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} ${EXTRA_CFLAGS}")
# Always build SDLmain
if(NOT WINDOWS_STORE)
add_library(SDL2main STATIC ${SDLMAIN_SOURCES})
target_include_directories(SDL2main PUBLIC "$<BUILD_INTERFACE:${SDL2_SOURCE_DIR}/include>" $<INSTALL_INTERFACE:include> $<INSTALL_INTERFACE:include/SDL2>)
set(_INSTALL_LIBS "SDL2main")
if (NOT ANDROID)
set_target_properties(SDL2main PROPERTIES DEBUG_POSTFIX "${SDL_CMAKE_DEBUG_POSTFIX}")
endif()
endif()
if (ANDROID AND HAVE_HIDAPI)
set(_INSTALL_LIBS ${_INSTALL_LIBS} "hidapi")
@ -2050,6 +2222,10 @@ if(SDL_SHARED)
SOVERSION ${LT_REVISION}
OUTPUT_NAME "SDL2-${LT_RELEASE}")
else()
if(WINDOWS OR CYGWIN)
set_target_properties(SDL2 PROPERTIES
DEFINE_SYMBOL DLL_EXPORT)
endif()
set_target_properties(SDL2 PROPERTIES
VERSION ${SDL_VERSION}
SOVERSION ${LT_REVISION}
@ -2062,12 +2238,11 @@ if(SDL_SHARED)
set_target_properties(SDL2 PROPERTIES STATIC_LIBRARY_FLAGS "/NODEFAULTLIB")
endif()
set(_INSTALL_LIBS "SDL2" ${_INSTALL_LIBS})
target_link_libraries(SDL2 PUBLIC ${EXTRA_LIBS} ${EXTRA_LDFLAGS})
if(MSVC_VERSION GREATER_EQUAL 1920)
target_link_libraries(SDL2 PRIVATE optimized vcruntime)
endif()
target_link_libraries(SDL2 PRIVATE ${EXTRA_LIBS} ${EXTRA_LDFLAGS})
target_include_directories(SDL2 PUBLIC "$<BUILD_INTERFACE:${SDL2_SOURCE_DIR}/include>" $<INSTALL_INTERFACE:include> $<INSTALL_INTERFACE:include/SDL2>)
if (NOT ANDROID)
if(ANDROID)
target_include_directories(SDL2 PRIVATE ${ANDROID_NDK}/sources/android/cpufeatures)
else()
set_target_properties(SDL2 PROPERTIES DEBUG_POSTFIX "${SDL_CMAKE_DEBUG_POSTFIX}")
endif()
if(IOS OR TVOS)
@ -2113,7 +2288,9 @@ if(SDL_STATIC)
set(_INSTALL_LIBS "SDL2-static" ${_INSTALL_LIBS})
target_link_libraries(SDL2-static ${EXTRA_LIBS} ${EXTRA_LDFLAGS})
target_include_directories(SDL2-static PUBLIC "$<BUILD_INTERFACE:${SDL2_SOURCE_DIR}/include>" $<INSTALL_INTERFACE:include> $<INSTALL_INTERFACE:include/SDL2>)
if (NOT ANDROID)
if(ANDROID)
target_include_directories(SDL2-static PRIVATE ${ANDROID_NDK}/sources/android/cpufeatures)
else()
set_target_properties(SDL2-static PROPERTIES DEBUG_POSTFIX "${SDL_CMAKE_DEBUG_POSTFIX}")
endif()
if(IOS OR TVOS)

View file

@ -28,7 +28,7 @@ LIBTOOL = @LIBTOOL@
INSTALL = @INSTALL@
AR = @AR@
RANLIB = @RANLIB@
WINDRES = @WINDRES@
RC = @RC@
TARGET = libSDL2.la
OBJECTS = @OBJECTS@
@ -55,6 +55,7 @@ RUN_CMD_CC = @echo " CC " $@;
RUN_CMD_CXX = @echo " CXX " $@;
RUN_CMD_LTLINK = @echo " LTLINK" $@;
RUN_CMD_RANLIB = @echo " RANLIB" $@;
RUN_CMD_RC = @echo " RC " $@;
RUN_CMD_GEN = @echo " GEN " $@;
LIBTOOL += --quiet
endif
@ -81,10 +82,12 @@ HDRS = \
SDL_keyboard.h \
SDL_keycode.h \
SDL_loadso.h \
SDL_locale.h \
SDL_log.h \
SDL_main.h \
SDL_messagebox.h \
SDL_metal.h \
SDL_misc.h \
SDL_mouse.h \
SDL_mutex.h \
SDL_name.h \
@ -175,7 +178,7 @@ install-hdrs: update-revision
$(INSTALL) -m 644 $(srcdir)/include/SDL_revision.h $(DESTDIR)$(includedir)/SDL2/SDL_revision.h; \
fi
install-lib: $(objects) $(objects)/$(TARGET) $(objects)/$(SDLMAIN_TARGET) $(objects)/$(SDLTEST_TARGET)
install-lib: $(objects)/$(TARGET) $(objects)/$(SDLMAIN_TARGET) $(objects)/$(SDLTEST_TARGET)
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(libdir)
$(LIBTOOL) --mode=install $(INSTALL) $(objects)/$(TARGET) $(DESTDIR)$(libdir)/$(TARGET)
$(LIBTOOL) --mode=install $(INSTALL) $(objects)/$(SDLMAIN_TARGET) $(DESTDIR)$(libdir)/$(SDLMAIN_TARGET)

View file

@ -2,18 +2,17 @@
# wmake -f Makefile.os2
LIBNAME = SDL2
VERSION = 2.0.12
VERSION = 2.0.14
DESCRIPTION = Simple DirectMedia Layer 2
LIBHOME = .
LIBPATH = $(LIBHOME)/lib
DLLFILE = $(LIBHOME)/$(LIBNAME).dll
LIBFILE = $(LIBHOME)/$(LIBNAME).lib
LNKFILE = $(LIBNAME).lnk
INCPATH = -I"$(%WATCOM)/h/os2" -I"$(%WATCOM)/h"
INCPATH+= -I"$(LIBHOME)/h"
INCPATH+= -Iinclude
INCPATH+= -I"src/core/os2" -I"src/core/os2/geniconv"
LIBM = libm.lib
LIBS = mmpm2.lib libuls.lib libconv.lib $(LIBM)
@ -21,6 +20,8 @@ LIBS = mmpm2.lib libuls.lib libconv.lib $(LIBM)
CFLAGS = -bt=os2 -d0 -q -bm -5s -fp5 -fpi87 -sg -oteanbmier -ei
# max warnings:
CFLAGS+= -wx
# newer OpenWatcom versions enable W303 by default
CFLAGS+= -wcd=303
# building dll:
CFLAGS+= -bd
# the include paths :
@ -28,12 +29,18 @@ CFLAGS+= $(INCPATH)
# building SDL itself (for DECLSPEC):
CFLAGS+= -DBUILD_SDL
# Debug options:
# - debug messages from OS/2 related code to stdout:
#CFLAGS+= -DOS2DEBUG
# - debug messages from OS/2 code via SDL_LogDebug():
#CFLAGS+= -DOS2DEBUG=2
MSRCS= e_atan2.c e_exp.c e_fmod.c e_log10.c e_log.c e_pow.c e_rem_pio2.c e_sqrt.c &
k_cos.c k_rem_pio2.c k_sin.c k_tan.c &
s_atan.c s_copysign.c s_cos.c s_fabs.c s_floor.c s_scalbn.c s_sin.c s_tan.c
SRCS = SDL.c SDL_assert.c SDL_error.c SDL_log.c SDL_dataqueue.c SDL_hints.c
SRCS+= SDL_getenv.c SDL_iconv.c SDL_malloc.c SDL_qsort.c SDL_stdlib.c SDL_string.c SDL_strtokr.c
SRCS+= SDL_getenv.c SDL_iconv.c SDL_malloc.c SDL_qsort.c SDL_stdlib.c SDL_string.c SDL_strtokr.c SDL_crc32.c
SRCS+= SDL_cpuinfo.c SDL_atomic.c SDL_spinlock.c SDL_thread.c SDL_timer.c
SRCS+= SDL_rwops.c SDL_power.c
SRCS+= SDL_audio.c SDL_audiocvt.c SDL_audiodev.c SDL_audiotypecvt.c SDL_mixer.c SDL_wave.c
@ -54,9 +61,17 @@ SRCS+= SDL_systimer.c
SRCS+= SDL_sysloadso.c
SRCS+= SDL_sysfilesystem.c
SRCS+= SDL_syshaptic.c SDL_sysjoystick.c
SRCS+= SDL_virtualjoystick.c
SRCS+= SDL_dummyaudio.c SDL_diskaudio.c
SRCS+= SDL_nullvideo.c SDL_nullframebuffer.c SDL_nullevents.c
SRCS+= SDL_dummysensor.c
SRCS+= SDL_locale.c SDL_syslocale.c
SRCS+= SDL_url.c SDL_sysurl.c
SRCS+= SDL_os2.c geniconv.c os2cp.c os2iconv.c sys2utf8.c
SRCS+= SDL_os2audio.c
SRCS+= SDL_os2video.c SDL_os2util.c SDL_os2dive.c SDL_os2vman.c &
SDL_os2mouse.c SDL_os2messagebox.c
SRCS+= SDL_dynapi.c
@ -67,8 +82,9 @@ MOBJS= $(MSRCS:.c=.obj)
.extensions: .lib .dll .obj .c .asm
.c: ./src;./src/dynapi;./src/audio;./src/cpuinfo;./src/events;./src/file;./src/haptic;./src/joystick;./src/power;./src/render;./src/render/software;./src/sensor;./src/stdlib;./src/thread;./src/timer;./src/video;./src/video/yuv2rgb;./src/atomic;./src/audio/disk;
.c: ./src/haptic/dummy;./src/joystick/dummy;./src/audio/dummy;./src/video/dummy;./src/sensor/dummy;
.c: ./src/loadso/dummy;./src/filesystem/dummy;./src/timer/dummy;./src/thread/generic;
.c: ./src/haptic/dummy;./src/joystick/dummy;./src/joystick/virtual;./src/audio/dummy;./src/video/dummy;./src/sensor/dummy;
.c: ./src/core/os2;./src/core/os2/geniconv;./src/audio/os2;./src/loadso/os2;./src/filesystem/os2;./src/thread/os2;./src/timer/os2;./src/video/os2;
.c: ./src/locale/;./src/locale/unix;./src/misc;./src/misc/dummy
all: $(DLLFILE) $(LIBFILE) .symbolic
@ -83,6 +99,9 @@ $(LIBFILE): $(DLLFILE)
.c.obj:
wcc386 $(CFLAGS) -fo=$^@ $<
SDL_syscond.obj: "src/thread/generic/SDL_syscond.c"
wcc386 $(CFLAGS) -fo=$^@ $<
SDL_cpuinfo.obj: SDL_cpuinfo.c
wcc386 $(CFLAGS) -wcd=200 -fo=$^@ $<
@ -114,13 +133,11 @@ $(LNKFILE):
@%append $@ SYSTEM os2v2_dll INITINSTANCE TERMINSTANCE
@%append $@ NAME $(DLLFILE)
@for %i in ($(OBJS)) do @%append $@ FILE %i
@%append $@ LIBPATH $(%LIB);$(LIBPATH)
@for %i in ($(LIBS)) do @%append $@ LIB %i
@%append $@ OPTION QUIET
@%append $@ OPTION IMPF=$(LIBHOME)/$^&.exp
@%append $@ OPTION MAP=$(LIBHOME)/$^&.map
@%append $@ OPTION DESCRIPTION '@$#libsdl org:$(VERSION)$#@$(DESCRIPTION)'
@%append $@ OPTION QUIET
@%append $@ OPTION ELIMINATE
@%append $@ OPTION MANYAUTODATA
@%append $@ OPTION OSNAME='OS/2 and eComStation'

View file

@ -1,119 +0,0 @@
Summary: Simple DirectMedia Layer
Name: SDL2
Version: 2.0.12
Release: 2
Source: http://www.libsdl.org/release/%{name}-%{version}.tar.gz
URL: http://www.libsdl.org/
License: zlib
Group: System Environment/Libraries
BuildRoot: %{_tmppath}/%{name}-%{version}-buildroot
Prefix: %{_prefix}
%ifos linux
Provides: libSDL2-2.0.so.0
%endif
%define __defattr %defattr(-,root,root)
%define __soext so
%description
This is the Simple DirectMedia Layer, a generic API that provides low
level access to audio, keyboard, mouse, and display framebuffer across
multiple platforms.
%package devel
Summary: Libraries, includes and more to develop SDL applications.
Group: Development/Libraries
Requires: %{name} = %{version}
%description devel
This is the Simple DirectMedia Layer, a generic API that provides low
level access to audio, keyboard, mouse, and display framebuffer across
multiple platforms.
This is the libraries, include files and other resources you can use
to develop SDL applications.
%prep
%setup -q
%build
%ifos linux
CFLAGS="$RPM_OPT_FLAGS" ./configure --prefix=%{prefix} --disable-video-directfb
%else
%configure
%endif
make
%install
rm -rf $RPM_BUILD_ROOT
%ifos linux
make install prefix=$RPM_BUILD_ROOT%{prefix} \
bindir=$RPM_BUILD_ROOT%{_bindir} \
libdir=$RPM_BUILD_ROOT%{_libdir} \
includedir=$RPM_BUILD_ROOT%{_includedir} \
datadir=$RPM_BUILD_ROOT%{_datadir} \
mandir=$RPM_BUILD_ROOT%{_mandir}
%else
%makeinstall
%endif
%clean
rm -rf $RPM_BUILD_ROOT
%files
%{__defattr}
%doc README*.txt COPYING.txt CREDITS.txt BUGS.txt
%{_libdir}/lib*.%{__soext}.*
%files devel
%{__defattr}
%doc docs/README*.md
%{_bindir}/*-config
%{_libdir}/lib*.a
%{_libdir}/lib*.la
%{_libdir}/lib*.%{__soext}
%{_includedir}/*/*.h
%{_libdir}/cmake/*
%{_libdir}/pkgconfig/SDL2/*
%{_datadir}/aclocal/*
%changelog
* Thu Jun 04 2015 Ryan C. Gordon <icculus@icculus.org>
- Fixed README paths.
* Sun Dec 07 2014 Simone Contini <s.contini@oltrelinux.com>
- Fixed changelog date issue and docs filenames
* Sun Jan 22 2012 Sam Lantinga <slouken@libsdl.org>
- Updated for SDL 2.0
* Tue May 16 2006 Sam Lantinga <slouken@libsdl.org>
- Removed support for Darwin, due to build problems on ps2linux
* Sat Jan 03 2004 Anders Bjorklund <afb@algonet.se>
- Added support for Darwin, updated spec file
* Wed Jan 19 2000 Sam Lantinga <slouken@libsdl.org>
- Re-integrated spec file into SDL distribution
- 'name' and 'version' come from configure
- Some of the documentation is devel specific
- Removed SMP support from %build - it doesn't work with libtool anyway
* Tue Jan 18 2000 Hakan Tandogan <hakan@iconsult.com>
- Hacked Mandrake sdl spec to build 1.1
* Sun Dec 19 1999 John Buswell <johnb@mandrakesoft.com>
- Build Release
* Sat Dec 18 1999 John Buswell <johnb@mandrakesoft.com>
- Add symlink for libSDL-1.0.so.0 required by sdlbomber
- Added docs
* Thu Dec 09 1999 Lenny Cartier <lenny@mandrakesoft.com>
- v 1.0.0
* Mon Nov 1 1999 Chmouel Boudjnah <chmouel@mandrakesoft.com>
- First spec file for Mandrake distribution.
# end of file

View file

@ -0,0 +1,23 @@
<?xml version="1.0"?>
<package >
<metadata>
<id>SDL2-WinRT</id>
<version>2.0.4-Unofficial</version>
<authors>Sam Lantinga</authors>
<owners>David Ludwig</owners>
<licenseUrl>http://libsdl.org/license.php</licenseUrl>
<projectUrl>http://libsdl.org</projectUrl>
<requireLicenseAcceptance>false</requireLicenseAcceptance>
<description>Unofficial pre-release of LibSDL2, built for WinRT platforms</description>
<copyright>Copyright 2015</copyright>
<tags>SDL2 SDL LibSDL OpenGL C C++ nativepackage</tags>
</metadata>
<files>
<file src="lib\**\*.dll" target="bin"/>
<file src="lib\**\*.lib" target="bin"/>
<file src="lib\**\*.pdb" target="bin"/>
<file src="..\include\**\*.*" target="include"/>
<file src="..\src\**\*.*" target="src"/>
<file src="SDL2-WinRT.targets" target="build\native"/>
</files>
</package>

View file

@ -0,0 +1,38 @@
<?xml version="1.0" encoding="utf-8"?>
<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<LibSDL2-DeviceType Condition="'$(TargetPlatformIdentifier)' == 'Windows' and '$(TargetPlatformVersion)' == '8.1'">WinRT81</LibSDL2-DeviceType>
<LibSDL2-DeviceType Condition="'$(TargetPlatformIdentifier)' == 'Windows Phone' and '$(TargetPlatformVersion)' == '8.0'">WinPhone80</LibSDL2-DeviceType>
<LibSDL2-DeviceType Condition="'$(TargetPlatformIdentifier)' == 'WindowsPhoneApp' and '$(TargetPlatformVersion)' == '8.1'">WinPhone81</LibSDL2-DeviceType>
<LibSDL2-DeviceType Condition="'$(TargetPlatformIdentifier)' == 'UAP'">UWP</LibSDL2-DeviceType>
<LibSDL2-BinPath>$(MSBuildThisFileDirectory)..\..\bin\$(LibSDL2-DeviceType)\$(Platform)</LibSDL2-BinPath>
</PropertyGroup>
<Target Name="LibSDL2-DeviceType-Check" BeforeTargets="ResolveAssemblyReferences">
<Error Condition="'$(LibSDL2-DeviceType)' == ''" Text="Unable to determine which version of Windows is being built-for" />
</Target>
<ItemDefinitionGroup>
<Link>
<AdditionalLibraryDirectories>$(LibSDL2-BinPath);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>SDL2.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup>
<ClCompile>
<AdditionalIncludeDirectories>$(MSBuildThisFileDirectory)..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
</ItemDefinitionGroup>
<ItemGroup Label="LibSDL2">
<PackagingOutputs Include="$(LibSDL2-BinPath)\SDL2.dll">
<OutputGroup>LibSDL2Binaries</OutputGroup>
<ProjectName>$(ProjectName)</ProjectName>
<TargetPath>%(Filename)%(Extension)</TargetPath>
</PackagingOutputs>
</ItemGroup>
</Project>

View file

@ -0,0 +1,22 @@
<?xml version="1.0"?>
<package >
<metadata>
<id>SDL2main-WinRT-NonXAML</id>
<version>2.0.4-Unofficial</version>
<authors>Sam Lantinga</authors>
<owners>David Ludwig</owners>
<licenseUrl>http://libsdl.org/license.php</licenseUrl>
<projectUrl>http://libsdl.org</projectUrl>
<requireLicenseAcceptance>false</requireLicenseAcceptance>
<description>WinMain() function for SDL2 + WinRT + CoreWindow (non-XAML) apps</description>
<copyright>Copyright 2015</copyright>
<tags>SDL2 SDL LibSDL OpenGL C C++ nativepackage</tags>
<dependencies>
<dependency id="SDL2-WinRT" version="2.0.4"/>
</dependencies>
</metadata>
<files>
<file src="..\src\main\winrt\SDL_winrt_main_NonXAML.cpp" target="src\main\winrt"/>
<file src="SDL2main-WinRT-NonXAML.targets" target="build\native"/>
</files>
</package>

View file

@ -0,0 +1,10 @@
<?xml version="1.0" encoding="utf-8"?>
<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="LibSDL2">
<ClCompile Include="$(MSBuildThisFileDirectory)..\..\src\main\winrt\SDL_winrt_main_NonXAML.cpp">
<CompileAsWinRT>true</CompileAsWinRT>
</ClCompile>
</ItemGroup>
</Project>

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@ -0,0 +1,42 @@
<?xml version="1.0" encoding="utf-8"?>
<Package xmlns="http://schemas.microsoft.com/appx/2010/manifest">
<Identity Name="1702c480-cf09-431e-a5e4-b21b283ec818"
Publisher="CN=David"
Version="1.0.0.0" />
<Properties>
<DisplayName>loopwave_VS2012_WinRT</DisplayName>
<PublisherDisplayName>David</PublisherDisplayName>
<Logo>Assets\StoreLogo.png</Logo>
</Properties>
<Prerequisites>
<OSMinVersion>6.2.1</OSMinVersion>
<OSMaxVersionTested>6.2.1</OSMaxVersionTested>
</Prerequisites>
<Resources>
<Resource Language="x-generate"/>
</Resources>
<Applications>
<Application Id="App"
Executable="$targetnametoken$.exe"
EntryPoint="loopwave_VS2012_WinRT.App">
<VisualElements
DisplayName="loopwave_VS2012_WinRT"
Logo="Assets\Logo.png"
SmallLogo="Assets\SmallLogo.png"
Description="loopwave_VS2012_WinRT"
ForegroundText="light"
BackgroundColor="#464646">
<DefaultTile ShowName="allLogos" />
<SplashScreen Image="Assets\SplashScreen.png" />
</VisualElements>
</Application>
</Applications>
<Capabilities>
<Capability Name="internetClient" />
</Capabilities>
</Package>

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@ -0,0 +1,42 @@
<?xml version="1.0" encoding="utf-8"?>
<Package xmlns="http://schemas.microsoft.com/appx/2010/manifest">
<Identity Name="ca3178f1-b2b2-43bf-97dd-28ee1b7d32c5"
Publisher="CN=David"
Version="1.0.0.0" />
<Properties>
<DisplayName>testthread_VS2012_WinRT</DisplayName>
<PublisherDisplayName>David</PublisherDisplayName>
<Logo>Assets\StoreLogo.png</Logo>
</Properties>
<Prerequisites>
<OSMinVersion>6.2.1</OSMinVersion>
<OSMaxVersionTested>6.2.1</OSMaxVersionTested>
</Prerequisites>
<Resources>
<Resource Language="x-generate"/>
</Resources>
<Applications>
<Application Id="App"
Executable="$targetnametoken$.exe"
EntryPoint="testthread_VS2012_WinRT.App">
<VisualElements
DisplayName="testthread_VS2012_WinRT"
Logo="Assets\Logo.png"
SmallLogo="Assets\SmallLogo.png"
Description="testthread_VS2012_WinRT"
ForegroundText="light"
BackgroundColor="#464646">
<DefaultTile ShowName="allLogos" />
<SplashScreen Image="Assets\SplashScreen.png" />
</VisualElements>
</Application>
</Applications>
<Capabilities>
<Capability Name="internetClient" />
</Capabilities>
</Package>

View file

@ -0,0 +1,4 @@
#!/bin/sh
find . -type f \( -name '*.user' -o -name '*.sdf' -o -name '*.ncb' -o -name '*.suo' \) -print -delete
find . -type f \( -name '*.bmp' -o -name '*.wav' -o -name '*.dat' \) -print -delete
find . -depth -type d \( -name Win32 -o -name x64 \) -exec rm -rv {} \;

View file

@ -1,6 +1,80 @@
This is a list of major changes in SDL's version history.
---------------------------------------------------------------------------
2.0.14:
---------------------------------------------------------------------------
General:
* Added support for PS5 DualSense and Xbox Series X controllers to the HIDAPI controller driver
* Added game controller button constants for paddles and new buttons
* Added game controller functions to get additional information:
* SDL_GameControllerGetSerial()
* SDL_GameControllerHasAxis()
* SDL_GameControllerHasButton()
* SDL_GameControllerGetNumTouchpads()
* SDL_GameControllerGetNumTouchpadFingers()
* SDL_GameControllerGetTouchpadFinger()
* SDL_GameControllerHasSensor()
* SDL_GameControllerSetSensorEnabled()
* SDL_GameControllerIsSensorEnabled()
* SDL_GameControllerGetSensorData()
* SDL_GameControllerRumbleTriggers()
* SDL_GameControllerHasLED()
* SDL_GameControllerSetLED()
* Added the hint SDL_HINT_JOYSTICK_HIDAPI_PS5 to control whether the HIDAPI driver for PS5 controllers should be used.
* Added joystick functions to get additional information:
* SDL_JoystickGetSerial()
* SDL_JoystickRumbleTriggers()
* SDL_JoystickHasLED()
* SDL_JoystickSetLED()
* Added an API to allow the application to create virtual joysticks:
* SDL_JoystickAttachVirtual()
* SDL_JoystickDetachVirtual()
* SDL_JoystickIsVirtual()
* SDL_JoystickSetVirtualAxis()
* SDL_JoystickSetVirtualButton()
* SDL_JoystickSetVirtualHat()
* Added SDL_LockSensors() and SDL_UnlockSensors() to guarantee exclusive access to the sensor list
* Added SDL_HAPTIC_STEERING_AXIS to play an effect on the steering wheel
* Added the hint SDL_HINT_MOUSE_RELATIVE_SCALING to control whether relative motion is scaled by the screen DPI or renderer logical size
* The default value for SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS is now false for better compatibility with modern window managers
* Added SDL_GetPreferredLocales() to get the application's current locale setting
* Added the hint SDL_HINT_PREFERRED_LOCALES to override your application's default locale setting
* Added SDL_OpenURL() to open a URL in the system's default browser
* Added SDL_HasSurfaceRLE() to tell whether a surface is currently using RLE encoding
* Added SDL_SIMDRealloc() to reallocate memory obtained from SDL_SIMDAlloc()
* Added SDL_GetErrorMsg() to get the last error in a thread-safe way
* Added SDL_crc32(), SDL_wcscasecmp(), SDL_wcsncasecmp(), SDL_trunc(), SDL_truncf()
* Added clearer names for RGB pixel formats, e.g. SDL_PIXELFORMAT_XRGB8888, SDL_PIXELFORMAT_XBGR8888, etc.
Windows:
* Added the RAWINPUT controller driver to support more than 4 Xbox controllers simultaneously
* Added the hint SDL_HINT_JOYSTICK_RAWINPUT to control whether the RAWINPUT driver should be used
* Added the hint SDL_HINT_JOYSTICK_HIDAPI_CORRELATE_XINPUT to control whether XInput and WGI should be used to for complete controller functionality with the RAWINPUT driver.
macOS:
* Added the SDL_WINDOW_METAL flag to specify that a window should be created with a Metal view
* Added SDL_Metal_GetLayer() to get the CAMetalLayer backing a Metal view
* Added SDL_Metal_GetDrawableSize() to get the size of a window's drawable, in pixels
Linux:
* Added the hint SDL_HINT_AUDIO_DEVICE_APP_NAME to specify the name that shows up in PulseAudio for your application
* Added the hint SDL_HINT_AUDIO_DEVICE_STREAM_NAME to specify the name that shows up in PulseAudio associated with your audio stream
* Added the hint SDL_HINT_LINUX_JOYSTICK_DEADZONES to control whether HID defined dead zones should be respected on Linux
* Added the hint SDL_HINT_THREAD_PRIORITY_POLICY to specify the thread scheduler policy
* Added the hint SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL to allow time critical threads to use a realtime scheduling policy
Android:
* Added SDL_AndroidRequestPermission() to request a specific system permission
* Added the hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO to control whether audio will pause when the application goes intot he background
OS/2:
* Added support for OS/2, see docs/README-os2.md for details
Emscripten (running in a web browser):
* Added the hint SDL_HINT_EMSCRIPTEN_ASYNCIFY to control whether SDL should call emscripten_sleep internally
---------------------------------------------------------------------------
2.0.12:
---------------------------------------------------------------------------

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<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>en</string>
<key>CFBundleDisplayName</key>
<string>${PRODUCT_NAME}</string>
<key>CFBundleExecutable</key>
<string>${EXECUTABLE_NAME}</string>
<key>CFBundleIconFile</key>
<string></string>
<key>CFBundleIdentifier</key>
<string>$(PRODUCT_BUNDLE_IDENTIFIER)</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>${PRODUCT_NAME}</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleSignature</key>
<string>????</string>
<key>CFBundleVersion</key>
<string>1.0</string>
<key>NSMainNibFile</key>
<string></string>
<key>UILaunchStoryboardName</key>
<string>iOS Launch Screen</string>
<key>UISupportedInterfaceOrientations</key>
<array/>
</dict>
</plist>

View file

@ -0,0 +1,43 @@
==============================================================================
About the iPhone OS Demo Applications
==============================================================================
Demos.xcodeproj contains several targets for iPhone oriented SDL demos. These demos are written strictly using SDL 2.0 calls. All the demos except for Fireworks (which requires OpenGL ES) should work on platforms other than iPhone OS, though you'll need to write your own compile script.
Common files:
common.c and common.h contain code common to all demo applications. This includes functions about delta timing (in seconds), simple error handling, and functions for generating random numbers.
Rectangles (rectangles.c):
Draws randomly sized and colored rectangles all over the screen by using SDL_RenderFillRect. This is the simplest of all the demos.
Happy (happy.c):
Loads the classic happy-face bitmap and draws a large number of happy faces bouncing around the screen. Shows how you can load a bitmap into an SDL_Texture.
Accelerometer (accelerometer.c):
Uses the iPhone's accelerometer as a joystick device to move a spaceship around the screen. Note the use of the macro SDL_IPHONE_MAX_GFORCE (normally defined in SDL_config_iphoneos.h) which converts between the Sint16 number returned by SDL_JoystickGetAxis, and the floating point units of g-force reported natively by the iPhone.
Touch (touch.c):
Acts as a finger-paint type program. Demonstrates how you can use SDL mouse input to accept touch input from the iPhone. If SDL for iPhone is compiled with multitouch as multiple mouse emulation (SDL_IPHONE_MULTIPLE_MICE in SDL_config_iphoneos.h) then the program will accept multiple finger inputs simultaneously.
Mixer (mixer.c):
Displays several rectangular buttons which can be used as a virtual drumkit. Demonstrates how you can play .wav sounds in SDL and how you can use SDL_MixAudioFormat to build a software mixer that can play multiple sounds at once.
Keyboard (keyboard.c):
Loads a bitmap font and let's the user type words, numbers, and symbols using the iPhone's virtual keyboard. The iPhone's onscreen keyboard visibility is toggled when the user taps the screen. If the user types ':)' a happy face is displayed. Demonstrates how to use functions added to the iPhone implementation of SDL to toggle keyboard onscreen visibility.
Fireworks (fireworks.c):
Displays a fireworks show. When you tap the iPhone's screen, fireworks fly from the bottom of the screen and explode at the point that you tapped. Demonstrates how you can use SDL on iPhone to build an OpenGL ES based application. Shows you how you can use SDL_LoadBMP to load a bmp image and convert it to an OpenGL ES texture. Of lesser importance, shows how you can use OpenGL ES point sprites to build an efficient particle system.
==============================================================================
Building and Running the demos
==============================================================================
Before building the demos you must first build SDL as a static library for BOTH the iPhone Simulator and the iPhone itself. See the iPhone SDL main README file for directions on how to do this. Once this is done, simply launch XCode, select the target you'd like to build, select the active SDK (simulator or device), and then build and go.

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@ -0,0 +1,258 @@
__ _ _
/ _| | | | |
| |_ ___ _ __ | |_ _ __ __ _ ___| | __
| _/ _ \| '_ \| __| '_ \ / _` |/ __| |/ /
| || (_) | | | | |_| |_) | (_| | (__| <
|_| \___/|_| |_|\__| .__/ \__,_|\___|_|\_\
| |
|_|
----------------------------------------------------------------------
Product : font-pack.zip
Website : http://www.spicypixel.net
Author : Marc Russell
Released: 16th January 2008
----------------------------------------------------------------------
What is this?
-------------
font-pack is a package of free art assets to be used under the terms of this document. It is available to game developers and hobbyists alike.
Contents
--------
The contents of the font-pack ZIP file include 20 bitmap fonts
Usage License & Restrictions
----------------------------
font-pack is distributed under the "Common Public License Version 1.0."
The terms of which are given below. If you do not understand the terms of the license please refer to a solicitor. It should however, be relatively clear how this package can be used.
THE ACCOMPANYING PROGRAM IS PROVIDED UNDER THE TERMS OF THIS COMMON
PUBLIC LICENSE ("AGREEMENT"). ANY USE, REPRODUCTION OR DISTRIBUTION OF
THE PROGRAM CONSTITUTES RECIPIENT'S ACCEPTANCE OF THIS AGREEMENT.
1. DEFINITIONS
"Contribution" means:
a) in the case of the initial Contributor, the initial code and
documentation distributed under this Agreement, and
b) in the case of each subsequent Contributor:
i) changes to the Program, and
ii) additions to the Program;
where such changes and/or additions to the Program originate from
and are distributed by that particular Contributor. A Contribution
'originates' from a Contributor if it was added to the Program by
such Contributor itself or anyone acting on such Contributor's
behalf. Contributions do not include additions to the Program which:
(i) are separate modules of software distributed in conjunction with
the Program under their own license agreement, and (ii) are not
derivative works of the Program.
"Contributor" means any person or entity that distributes the Program.
"Licensed Patents " mean patent claims licensable by a Contributor which
are necessarily infringed by the use or sale of its Contribution alone
or when combined with the Program.
"Program" means the Contributions distributed in accordance with this
Agreement.
"Recipient" means anyone who receives the Program under this Agreement,
including all Contributors.
2. GRANT OF RIGHTS
a) Subject to the terms of this Agreement, each Contributor hereby
grants Recipient a non-exclusive, worldwide, royalty-free copyright
license to reproduce, prepare derivative works of, publicly display,
publicly perform, distribute and sublicense the Contribution of such
Contributor, if any, and such derivative works, in source code and
object code form.
b) Subject to the terms of this Agreement, each Contributor hereby
grants Recipient a non-exclusive, worldwide, royalty-free patent
license under Licensed Patents to make, use, sell, offer to sell,
import and otherwise transfer the Contribution of such Contributor,
if any, in source code and object code form. This patent license
shall apply to the combination of the Contribution and the Program
if, at the time the Contribution is added by the Contributor, such
addition of the Contribution causes such combination to be covered
by the Licensed Patents. The patent license shall not apply to any
other combinations which include the Contribution. No hardware per
se is licensed hereunder.
c) Recipient understands that although each Contributor grants the
licenses to its Contributions set forth herein, no assurances are
provided by any Contributor that the Program does not infringe the
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Each Contributor disclaims any liability to Recipient for claims
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needed, if any. For example, if a third party patent license is
required to allow Recipient to distribute the Program, it is
Recipient's responsibility to acquire that license before
distributing the Program.
d) Each Contributor represents that to its knowledge it has
sufficient copyright rights in its Contribution, if any, to grant
the copyright license set forth in this Agreement.
3. REQUIREMENTS
A Contributor may choose to distribute the Program in object code form
under its own license agreement, provided that:
a) it complies with the terms and conditions of this Agreement; and
b) its license agreement:
i) effectively disclaims on behalf of all Contributors all
warranties and conditions, express and implied, including warranties
or conditions of title and non-infringement, and implied warranties
or conditions of merchantability and fitness for a particular
purpose;
ii) effectively excludes on behalf of all Contributors all liability
for damages, including direct, indirect, special, incidental and
consequential damages, such as lost profits;
iii) states that any provisions which differ from this Agreement are
offered by that Contributor alone and not by any other party; and
iv) states that source code for the Program is available from such
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exchange.
When the Program is made available in source code form:
a) it must be made available under this Agreement; and
b) a copy of this Agreement must be included with each copy of the
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Contributors may not remove or alter any copyright notices contained
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Recipients to identify the originator of the Contribution.
4. COMMERCIAL DISTRIBUTION
Commercial distributors of software may accept certain responsibilities
with respect to end users, business partners and the like. While this
license is intended to facilitate the commercial use of the Program, the
Contributor who includes the Program in a commercial product offering
should do so in a manner which does not create potential liability for
other Contributors. Therefore, if a Contributor includes the Program in
a commercial product offering, such Contributor ("Commercial
Contributor") hereby agrees to defend and indemnify every other
Contributor ("Indemnified Contributor") against any losses, damages and
costs (collectively "Losses") arising from claims, lawsuits and other
legal actions brought by a third party against the Indemnified
Contributor to the extent caused by the acts or omissions of such
Commercial Contributor in connection with its distribution of the
Program in a commercial product offering. The obligations in this
section do not apply to any claims or Losses relating to any actual or
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Indemnified Contributor must: a) promptly notify the Commercial
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For example, a Contributor might include the Program in a commercial
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EXCEPT AS EXPRESSLY SET FORTH IN THIS AGREEMENT, THE PROGRAM IS PROVIDED
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EITHER EXPRESS OR IMPLIED INCLUDING, WITHOUT LIMITATION, ANY WARRANTIES
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<?xml version="1.0" encoding="UTF-8"?>
<document type="com.apple.InterfaceBuilder3.CocoaTouch.Storyboard.XIB" version="3.0" toolsVersion="11201" systemVersion="16A323" targetRuntime="iOS.CocoaTouch" propertyAccessControl="none" useAutolayout="YES" launchScreen="YES" useTraitCollections="YES" colorMatched="YES" initialViewController="01J-lp-oVM">
<dependencies>
<deployment identifier="iOS"/>
<plugIn identifier="com.apple.InterfaceBuilder.IBCocoaTouchPlugin" version="11161"/>
<capability name="documents saved in the Xcode 8 format" minToolsVersion="8.0"/>
</dependencies>
<scenes>
<!--View Controller-->
<scene sceneID="EHf-IW-A2E">
<objects>
<viewController id="01J-lp-oVM" sceneMemberID="viewController">
<layoutGuides>
<viewControllerLayoutGuide type="top" id="Llm-lL-Icb"/>
<viewControllerLayoutGuide type="bottom" id="xb3-aO-Qok"/>
</layoutGuides>
<view key="view" contentMode="scaleToFill" id="Ze5-6b-2t3">
<rect key="frame" x="0.0" y="0.0" width="375" height="667"/>
<autoresizingMask key="autoresizingMask" widthSizable="YES" heightSizable="YES"/>
<subviews>
<imageView userInteractionEnabled="NO" contentMode="scaleAspectFit" horizontalHuggingPriority="251" verticalHuggingPriority="251" image="Default.png" translatesAutoresizingMaskIntoConstraints="NO" id="VeL-6u-rS3"/>
</subviews>
<color key="backgroundColor" red="1" green="1" blue="1" alpha="1" colorSpace="custom" customColorSpace="sRGB"/>
<constraints>
<constraint firstItem="VeL-6u-rS3" firstAttribute="top" secondItem="Ze5-6b-2t3" secondAttribute="top" id="C5X-Vg-tvO"/>
<constraint firstAttribute="trailing" secondItem="VeL-6u-rS3" secondAttribute="trailing" id="X4i-1U-3JE"/>
<constraint firstItem="VeL-6u-rS3" firstAttribute="bottom" secondItem="xb3-aO-Qok" secondAttribute="top" id="dSu-2l-DcF"/>
<constraint firstItem="VeL-6u-rS3" firstAttribute="leading" secondItem="Ze5-6b-2t3" secondAttribute="leading" id="xKC-uj-bxE"/>
</constraints>
</view>
</viewController>
<placeholder placeholderIdentifier="IBFirstResponder" id="iYj-Kq-Ea1" userLabel="First Responder" sceneMemberID="firstResponder"/>
</objects>
<point key="canvasLocation" x="52" y="374.66266866566718"/>
</scene>
</scenes>
<resources>
<image name="Default.png" width="320" height="480"/>
</resources>
</document>

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/*
* accelerometer.c
* written by Holmes Futrell
* use however you want
*/
#include "SDL.h"
#include <math.h>
#include "common.h"
#define DAMPING 0.5f; /* after bouncing off a wall, damping coefficient determines final speed */
#define FRICTION 0.0008f /* coefficient of acceleration that opposes direction of motion */
#define GRAVITY_CONSTANT 0.004f /* how sensitive the ship is to the accelerometer */
/* If we aren't on an iPhone, then this definition ought to yield reasonable behavior */
#ifndef SDL_IPHONE_MAX_GFORCE
#define SDL_IPHONE_MAX_GFORCE 5.0f
#endif
static SDL_Joystick *accelerometer; /* used for controlling the ship */
static struct
{
float x, y; /* position of ship */
float vx, vy; /* velocity of ship (in pixels per millesecond) */
SDL_Rect rect; /* (drawn) position and size of ship */
} shipData;
static SDL_Texture *ship = 0; /* texture for spaceship */
static SDL_Texture *space = 0; /* texture for space (background */
void
render(SDL_Renderer *renderer, int w, int h, double deltaTime)
{
double deltaMilliseconds = deltaTime * 1000;
float speed;
/* get joystick (accelerometer) axis values and normalize them */
float ax = SDL_JoystickGetAxis(accelerometer, 0);
float ay = SDL_JoystickGetAxis(accelerometer, 1);
/* ship screen constraints */
Uint32 minx = 0.0f;
Uint32 maxx = w - shipData.rect.w;
Uint32 miny = 0.0f;
Uint32 maxy = h - shipData.rect.h;
#define SINT16_MAX ((float)(0x7FFF))
/* update velocity from accelerometer
the factor SDL_IPHONE_MAX_G_FORCE / SINT16_MAX converts between
SDL's units reported from the joytick, and units of g-force, as reported by the accelerometer
*/
shipData.vx +=
ax * SDL_IPHONE_MAX_GFORCE / SINT16_MAX * GRAVITY_CONSTANT *
deltaMilliseconds;
shipData.vy +=
ay * SDL_IPHONE_MAX_GFORCE / SINT16_MAX * GRAVITY_CONSTANT *
deltaMilliseconds;
speed = sqrt(shipData.vx * shipData.vx + shipData.vy * shipData.vy);
if (speed > 0) {
/* compensate for friction */
float dirx = shipData.vx / speed; /* normalized x velocity */
float diry = shipData.vy / speed; /* normalized y velocity */
/* update velocity due to friction */
if (speed - FRICTION * deltaMilliseconds > 0) {
/* apply friction */
shipData.vx -= dirx * FRICTION * deltaMilliseconds;
shipData.vy -= diry * FRICTION * deltaMilliseconds;
} else {
/* applying friction would MORE than stop the ship, so just stop the ship */
shipData.vx = 0.0f;
shipData.vy = 0.0f;
}
}
/* update ship location */
shipData.x += shipData.vx * deltaMilliseconds;
shipData.y += shipData.vy * deltaMilliseconds;
if (shipData.x > maxx) {
shipData.x = maxx;
shipData.vx = -shipData.vx * DAMPING;
} else if (shipData.x < minx) {
shipData.x = minx;
shipData.vx = -shipData.vx * DAMPING;
}
if (shipData.y > maxy) {
shipData.y = maxy;
shipData.vy = -shipData.vy * DAMPING;
} else if (shipData.y < miny) {
shipData.y = miny;
shipData.vy = -shipData.vy * DAMPING;
}
/* draw the background */
SDL_RenderCopy(renderer, space, NULL, NULL);
/* draw the ship */
shipData.rect.x = shipData.x;
shipData.rect.y = shipData.y;
SDL_RenderCopy(renderer, ship, NULL, &shipData.rect);
/* update screen */
SDL_RenderPresent(renderer);
}
void
initializeTextures(SDL_Renderer *renderer)
{
SDL_Surface *bmp_surface;
/* load the ship */
bmp_surface = SDL_LoadBMP("ship.bmp");
if (bmp_surface == NULL) {
fatalError("could not ship.bmp");
}
/* set blue to transparent on the ship */
SDL_SetColorKey(bmp_surface, 1,
SDL_MapRGB(bmp_surface->format, 0, 0, 255));
/* create ship texture from surface */
ship = SDL_CreateTextureFromSurface(renderer, bmp_surface);
if (ship == 0) {
fatalError("could not create ship texture");
}
SDL_SetTextureBlendMode(ship, SDL_BLENDMODE_BLEND);
/* set the width and height of the ship from the surface dimensions */
shipData.rect.w = bmp_surface->w;
shipData.rect.h = bmp_surface->h;
SDL_FreeSurface(bmp_surface);
/* load the space background */
bmp_surface = SDL_LoadBMP("space.bmp");
if (bmp_surface == NULL) {
fatalError("could not load space.bmp");
}
/* create space texture from surface */
space = SDL_CreateTextureFromSurface(renderer, bmp_surface);
if (space == 0) {
fatalError("could not create space texture");
}
SDL_FreeSurface(bmp_surface);
}
int
main(int argc, char *argv[])
{
SDL_Window *window; /* main window */
SDL_Renderer *renderer;
int done; /* should we clean up and exit? */
int w, h;
/* initialize SDL */
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0) {
fatalError("Could not initialize SDL");
}
/* create main window and renderer */
window = SDL_CreateWindow(NULL, 0, 0, 320, 480, SDL_WINDOW_FULLSCREEN | SDL_WINDOW_ALLOW_HIGHDPI);
renderer = SDL_CreateRenderer(window, 0, 0);
SDL_GetWindowSize(window, &w, &h);
SDL_RenderSetLogicalSize(renderer, w, h);
/* print out some info about joysticks and try to open accelerometer for use */
printf("There are %d joysticks available\n", SDL_NumJoysticks());
printf("Default joystick (index 0) is %s\n", SDL_JoystickName(0));
accelerometer = SDL_JoystickOpen(0);
if (accelerometer == NULL) {
fatalError("Could not open joystick (accelerometer)");
}
printf("joystick number of axis = %d\n",
SDL_JoystickNumAxes(accelerometer));
printf("joystick number of hats = %d\n",
SDL_JoystickNumHats(accelerometer));
printf("joystick number of balls = %d\n",
SDL_JoystickNumBalls(accelerometer));
printf("joystick number of buttons = %d\n",
SDL_JoystickNumButtons(accelerometer));
/* load graphics */
initializeTextures(renderer);
/* setup ship */
shipData.x = (w - shipData.rect.w) / 2;
shipData.y = (h - shipData.rect.h) / 2;
shipData.vx = 0.0f;
shipData.vy = 0.0f;
done = 0;
/* enter main loop */
while (!done) {
double deltaTime = updateDeltaTime();
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
done = 1;
}
}
render(renderer, w, h, deltaTime);
SDL_Delay(1);
}
/* delete textures */
SDL_DestroyTexture(ship);
SDL_DestroyTexture(space);
/* shutdown SDL */
SDL_Quit();
return 0;
}

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/*
* common.c
* written by Holmes Futrell
* use however you want
*/
#include "common.h"
#include "SDL.h"
#include <stdlib.h>
/*
Produces a random int x, min <= x <= max
following a uniform distribution
*/
int
randomInt(int min, int max)
{
return min + rand() % (max - min + 1);
}
/*
Produces a random float x, min <= x <= max
following a uniform distribution
*/
float
randomFloat(float min, float max)
{
return rand() / (float) RAND_MAX *(max - min) + min;
}
void
fatalError(const char *string)
{
printf("%s: %s\n", string, SDL_GetError());
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, string, SDL_GetError(), NULL);
exit(1);
}
static Uint64 prevTime = 0;
double
updateDeltaTime(void)
{
Uint64 curTime;
double deltaTime;
if (prevTime == 0) {
prevTime = SDL_GetPerformanceCounter();
}
curTime = SDL_GetPerformanceCounter();
deltaTime = (double) (curTime - prevTime) / (double) SDL_GetPerformanceFrequency();
prevTime = curTime;
return deltaTime;
}

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/*
* common.h
* written by Holmes Futrell
* use however you want
*/
extern int randomInt(int min, int max);
extern float randomFloat(float min, float max);
extern void fatalError(const char *string);
extern double updateDeltaTime(void);

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/*
* fireworks.c
* written by Holmes Futrell
* use however you want
*/
#include "SDL.h"
#include "SDL_opengles.h"
#include "common.h"
#include <math.h>
#include <time.h>
#define ACCEL 0.0001f /* acceleration due to gravity, units in pixels per millesecond squared */
#define WIND_RESISTANCE 0.00005f /* acceleration per unit velocity due to wind resistance */
#define MAX_PARTICLES 2000 /* maximum number of particles displayed at once */
static GLuint particleTextureID; /* OpenGL particle texture id */
static SDL_bool pointSizeExtensionSupported; /* is GL_OES_point_size_array supported ? */
static float pointSizeScale;
/*
used to describe what type of particle a given struct particle is.
emitter - this particle flies up, shooting off trail particles, then finally explodes into dust particles.
trail - shoots off, following emitter particle
dust - radiates outwards from emitter explosion
*/
enum particleType
{
emitter = 0,
trail,
dust
};
/*
struct particle is used to describe each particle displayed on screen
*/
struct particle
{
GLfloat x; /* x position of particle */
GLfloat y; /* y position of particle */
GLubyte color[4]; /* rgba color of particle */
GLfloat size; /* size of particle in pixels */
GLfloat xvel; /* x velocity of particle in pixels per milesecond */
GLfloat yvel; /* y velocity of particle in pixels per millescond */
int isActive; /* if not active, then particle is overwritten */
enum particleType type; /* see enum particleType */
} particles[MAX_PARTICLES]; /* this array holds all our particles */
static int num_active_particles; /* how many members of the particle array are actually being drawn / animated? */
static int screen_w, screen_h;
/* function declarations */
void spawnTrailFromEmitter(struct particle *emitter);
void spawnEmitterParticle(GLfloat x, GLfloat y);
void explodeEmitter(struct particle *emitter);
void initializeParticles(void);
void initializeTexture();
int nextPowerOfTwo(int x);
void drawParticles();
void stepParticles(double deltaTime);
/* helper function (used in texture loading)
returns next power of two greater than or equal to x
*/
int
nextPowerOfTwo(int x)
{
int val = 1;
while (val < x) {
val *= 2;
}
return val;
}
/*
steps each active particle by timestep deltaTime
*/
void
stepParticles(double deltaTime)
{
float deltaMilliseconds = deltaTime * 1000;
int i;
struct particle *slot = particles;
struct particle *curr = particles;
for (i = 0; i < num_active_particles; i++) {
/* is the particle actually active, or is it marked for deletion? */
if (curr->isActive) {
/* is the particle off the screen? */
if (curr->y > screen_h)
curr->isActive = 0;
else if (curr->y < 0)
curr->isActive = 0;
if (curr->x > screen_w)
curr->isActive = 0;
else if (curr->x < 0)
curr->isActive = 0;
/* step velocity, then step position */
curr->yvel += ACCEL * deltaMilliseconds;
curr->xvel += 0.0f;
curr->y += curr->yvel * deltaMilliseconds;
curr->x += curr->xvel * deltaMilliseconds;
/* particle behavior */
if (curr->type == emitter) {
/* if we're an emitter, spawn a trail */
spawnTrailFromEmitter(curr);
/* if we've reached our peak, explode */
if (curr->yvel > 0.0) {
explodeEmitter(curr);
}
} else {
float speed =
sqrt(curr->xvel * curr->xvel + curr->yvel * curr->yvel);
/* if wind resistance is not powerful enough to stop us completely,
then apply winde resistance, otherwise just stop us completely */
if (WIND_RESISTANCE * deltaMilliseconds < speed) {
float normx = curr->xvel / speed;
float normy = curr->yvel / speed;
curr->xvel -=
normx * WIND_RESISTANCE * deltaMilliseconds;
curr->yvel -=
normy * WIND_RESISTANCE * deltaMilliseconds;
} else {
curr->xvel = curr->yvel = 0; /* stop particle */
}
if (curr->color[3] <= deltaMilliseconds * 0.1275f) {
/* if this next step will cause us to fade out completely
then just mark for deletion */
curr->isActive = 0;
} else {
/* otherwise, let's fade a bit more */
curr->color[3] -= deltaMilliseconds * 0.1275f;
}
/* if we're a dust particle, shrink our size */
if (curr->type == dust)
curr->size -= deltaMilliseconds * 0.010f;
}
/* if we're still active, pack ourselves in the array next
to the last active guy (pack the array tightly) */
if (curr->isActive)
*(slot++) = *curr;
} /* endif (curr->isActive) */
curr++;
}
/* the number of active particles is computed as the difference between
old number of active particles, where slot points, and the
new size of the array, where particles points */
num_active_particles = (int) (slot - particles);
}
/*
This draws all the particles shown on screen
*/
void
drawParticles()
{
/* draw the background */
glClear(GL_COLOR_BUFFER_BIT);
/* set up the position and color pointers */
glVertexPointer(2, GL_FLOAT, sizeof(struct particle), particles);
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(struct particle),
particles[0].color);
if (pointSizeExtensionSupported) {
/* pass in our array of point sizes */
glPointSizePointerOES(GL_FLOAT, sizeof(struct particle),
&(particles[0].size));
}
/* draw our particles! */
glDrawArrays(GL_POINTS, 0, num_active_particles);
}
/*
This causes an emitter to explode in a circular bloom of dust particles
*/
void
explodeEmitter(struct particle *emitter)
{
/* first off, we're done with this particle, so turn active off */
emitter->isActive = 0;
int i;
for (i = 0; i < 200; i++) {
if (num_active_particles >= MAX_PARTICLES)
return;
/* come up with a random angle and speed for new particle */
float theta = randomFloat(0, 2.0f * 3.141592);
float exponent = 3.0f;
float speed = randomFloat(0.00, powf(0.17, exponent));
speed = powf(speed, 1.0f / exponent);
/* select the particle at the end of our array */
struct particle *p = &particles[num_active_particles];
/* set the particles properties */
p->xvel = speed * cos(theta);
p->yvel = speed * sin(theta);
p->x = emitter->x + emitter->xvel;
p->y = emitter->y + emitter->yvel;
p->isActive = 1;
p->type = dust;
p->size = 15 * pointSizeScale;
/* inherit emitter's color */
p->color[0] = emitter->color[0];
p->color[1] = emitter->color[1];
p->color[2] = emitter->color[2];
p->color[3] = 255;
/* our array has expanded at the end */
num_active_particles++;
}
}
/*
This spawns a trail particle from an emitter
*/
void
spawnTrailFromEmitter(struct particle *emitter)
{
if (num_active_particles >= MAX_PARTICLES)
return;
/* select the particle at the slot at the end of our array */
struct particle *p = &particles[num_active_particles];
/* set position and velocity to roughly that of the emitter */
p->x = emitter->x + randomFloat(-3.0, 3.0);
p->y = emitter->y + emitter->size / 2.0f;
p->xvel = emitter->xvel + randomFloat(-0.005, 0.005);
p->yvel = emitter->yvel + 0.1;
/* set the color to a random-ish orangy type color */
p->color[0] = (0.8f + randomFloat(-0.1, 0.0)) * 255;
p->color[1] = (0.4f + randomFloat(-0.1, 0.1)) * 255;
p->color[2] = (0.0f + randomFloat(0.0, 0.2)) * 255;
p->color[3] = (0.7f) * 255;
/* set other attributes */
p->size = 10 * pointSizeScale;
p->type = trail;
p->isActive = 1;
/* our array has expanded at the end */
num_active_particles++;
}
/*
spawns a new emitter particle at the bottom of the screen
destined for the point (x,y).
*/
void
spawnEmitterParticle(GLfloat x, GLfloat y)
{
if (num_active_particles >= MAX_PARTICLES)
return;
/* find particle at endpoint of array */
struct particle *p = &particles[num_active_particles];
/* set the color randomly */
switch (rand() % 4) {
case 0:
p->color[0] = 255;
p->color[1] = 100;
p->color[2] = 100;
break;
case 1:
p->color[0] = 100;
p->color[1] = 255;
p->color[2] = 100;
break;
case 2:
p->color[0] = 100;
p->color[1] = 100;
p->color[2] = 255;
break;
case 3:
p->color[0] = 255;
p->color[1] = 150;
p->color[2] = 50;
break;
}
p->color[3] = 255;
/* set position to (x, screen_h) */
p->x = x;
p->y = screen_h;
/* set velocity so that terminal point is (x,y) */
p->xvel = 0;
p->yvel = -sqrt(2 * ACCEL * (screen_h - y));
/* set other attributes */
p->size = 10 * pointSizeScale;
p->type = emitter;
p->isActive = 1;
/* our array has expanded at the end */
num_active_particles++;
}
/* just sets the endpoint of the particle array to element zero */
void
initializeParticles(void)
{
num_active_particles = 0;
}
/*
loads the particle texture
*/
void
initializeTexture()
{
int bpp; /* texture bits per pixel */
Uint32 Rmask, Gmask, Bmask, Amask; /* masks for pixel format passed into OpenGL */
SDL_Surface *bmp_surface; /* the bmp is loaded here */
SDL_Surface *bmp_surface_rgba8888; /* this serves as a destination to convert the BMP
to format passed into OpenGL */
bmp_surface = SDL_LoadBMP("stroke.bmp");
if (bmp_surface == NULL) {
fatalError("could not load stroke.bmp");
}
/* Grab info about format that will be passed into OpenGL */
SDL_PixelFormatEnumToMasks(SDL_PIXELFORMAT_ABGR8888, &bpp, &Rmask, &Gmask,
&Bmask, &Amask);
/* Create surface that will hold pixels passed into OpenGL */
bmp_surface_rgba8888 =
SDL_CreateRGBSurface(0, bmp_surface->w, bmp_surface->h, bpp, Rmask,
Gmask, Bmask, Amask);
/* Blit to this surface, effectively converting the format */
SDL_BlitSurface(bmp_surface, NULL, bmp_surface_rgba8888, NULL);
glGenTextures(1, &particleTextureID);
glBindTexture(GL_TEXTURE_2D, particleTextureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
nextPowerOfTwo(bmp_surface->w),
nextPowerOfTwo(bmp_surface->h),
0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
/* this is where we actually pass in the pixel data */
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bmp_surface->w, bmp_surface->h, 0,
GL_RGBA, GL_UNSIGNED_BYTE, bmp_surface_rgba8888->pixels);
/* free bmp surface and converted bmp surface */
SDL_FreeSurface(bmp_surface);
SDL_FreeSurface(bmp_surface_rgba8888);
}
int
main(int argc, char *argv[])
{
SDL_Window *window; /* main window */
SDL_GLContext context;
int drawableW, drawableH;
int done; /* should we clean up and exit? */
/* initialize SDL */
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
fatalError("Could not initialize SDL");
}
/* seed the random number generator */
srand(time(NULL));
/*
request some OpenGL parameters
that may speed drawing
*/
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_RETAINED_BACKING, 0);
SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
/* create main window and renderer */
window = SDL_CreateWindow(NULL, 0, 0, 320, 480,
SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS | SDL_WINDOW_ALLOW_HIGHDPI);
context = SDL_GL_CreateContext(window);
/* The window size and drawable size may be different when highdpi is enabled,
* due to the increased pixel density of the drawable. */
SDL_GetWindowSize(window, &screen_w, &screen_h);
SDL_GL_GetDrawableSize(window, &drawableW, &drawableH);
/* In OpenGL, point sizes are always in pixels. We don't want them looking
* tiny on a retina screen. */
pointSizeScale = (float) drawableH / (float) screen_h;
/* load the particle texture */
initializeTexture();
/* check if GL_POINT_SIZE_ARRAY_OES is supported
this is used to give each particle its own size
*/
pointSizeExtensionSupported =
SDL_GL_ExtensionSupported("GL_OES_point_size_array");
/* set up some OpenGL state */
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glViewport(0, 0, drawableW, drawableH);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrthof((GLfloat) 0,
(GLfloat) screen_w,
(GLfloat) screen_h,
(GLfloat) 0, 0.0, 1.0);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnable(GL_POINT_SPRITE_OES);
glTexEnvi(GL_POINT_SPRITE_OES, GL_COORD_REPLACE_OES, 1);
if (pointSizeExtensionSupported) {
/* we use this to set the sizes of all the particles */
glEnableClientState(GL_POINT_SIZE_ARRAY_OES);
} else {
/* if extension not available then all particles have size 10 */
glPointSize(10 * pointSizeScale);
}
done = 0;
/* enter main loop */
while (!done) {
SDL_Event event;
double deltaTime = updateDeltaTime();
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
done = 1;
}
if (event.type == SDL_MOUSEBUTTONDOWN) {
int x, y;
SDL_GetMouseState(&x, &y);
spawnEmitterParticle(x, y);
}
}
stepParticles(deltaTime);
drawParticles();
SDL_GL_SwapWindow(window);
SDL_Delay(1);
}
/* delete textures */
glDeleteTextures(1, &particleTextureID);
/* shutdown SDL */
SDL_Quit();
return 0;
}

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/*
* happy.c
* written by Holmes Futrell
* use however you want
*/
#include "SDL.h"
#include "common.h"
#define NUM_HAPPY_FACES 100 /* number of faces to draw */
#define HAPPY_FACE_SIZE 32 /* width and height of happyface */
static SDL_Texture *texture = 0; /* reference to texture holding happyface */
static struct
{
float x, y; /* position of happyface */
float xvel, yvel; /* velocity of happyface */
} faces[NUM_HAPPY_FACES];
/*
Sets initial positions and velocities of happyfaces
units of velocity are pixels per millesecond
*/
void
initializeHappyFaces(SDL_Renderer *renderer)
{
int i;
int w;
int h;
SDL_RenderGetLogicalSize(renderer, &w, &h);
for (i = 0; i < NUM_HAPPY_FACES; i++) {
faces[i].x = randomFloat(0.0f, w - HAPPY_FACE_SIZE);
faces[i].y = randomFloat(0.0f, h - HAPPY_FACE_SIZE);
faces[i].xvel = randomFloat(-60.0f, 60.0f);
faces[i].yvel = randomFloat(-60.0f, 60.0f);
}
}
void
render(SDL_Renderer *renderer, double deltaTime)
{
int i;
SDL_Rect srcRect;
SDL_Rect dstRect;
int w;
int h;
SDL_RenderGetLogicalSize(renderer, &w, &h);
/* setup boundaries for happyface bouncing */
int maxx = w - HAPPY_FACE_SIZE;
int maxy = h - HAPPY_FACE_SIZE;
int minx = 0;
int miny = 0;
/* setup rects for drawing */
srcRect.x = 0;
srcRect.y = 0;
srcRect.w = HAPPY_FACE_SIZE;
srcRect.h = HAPPY_FACE_SIZE;
dstRect.w = HAPPY_FACE_SIZE;
dstRect.h = HAPPY_FACE_SIZE;
/* fill background in with black */
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
/*
loop through all the happy faces:
- update position
- update velocity (if boundary is hit)
- draw
*/
for (i = 0; i < NUM_HAPPY_FACES; i++) {
faces[i].x += faces[i].xvel * deltaTime;
faces[i].y += faces[i].yvel * deltaTime;
if (faces[i].x > maxx) {
faces[i].x = maxx;
faces[i].xvel = -faces[i].xvel;
} else if (faces[i].y > maxy) {
faces[i].y = maxy;
faces[i].yvel = -faces[i].yvel;
}
if (faces[i].x < minx) {
faces[i].x = minx;
faces[i].xvel = -faces[i].xvel;
} else if (faces[i].y < miny) {
faces[i].y = miny;
faces[i].yvel = -faces[i].yvel;
}
dstRect.x = faces[i].x;
dstRect.y = faces[i].y;
SDL_RenderCopy(renderer, texture, &srcRect, &dstRect);
}
/* update screen */
SDL_RenderPresent(renderer);
}
/*
loads the happyface graphic into a texture
*/
void
initializeTexture(SDL_Renderer *renderer)
{
SDL_Surface *bmp_surface;
/* load the bmp */
bmp_surface = SDL_LoadBMP("icon.bmp");
if (bmp_surface == NULL) {
fatalError("could not load bmp");
}
/* set white to transparent on the happyface */
SDL_SetColorKey(bmp_surface, 1,
SDL_MapRGB(bmp_surface->format, 255, 255, 255));
/* convert RGBA surface to texture */
texture = SDL_CreateTextureFromSurface(renderer, bmp_surface);
if (texture == 0) {
fatalError("could not create texture");
}
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
/* free up allocated memory */
SDL_FreeSurface(bmp_surface);
}
int
main(int argc, char *argv[])
{
SDL_Window *window;
SDL_Renderer *renderer;
int done;
int width;
int height;
/* initialize SDL */
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
fatalError("Could not initialize SDL");
}
/* The specified window size doesn't matter - except for its aspect ratio,
* which determines whether the window is in portrait or landscape on iOS
* (if SDL_WINDOW_RESIZABLE isn't specified). */
window = SDL_CreateWindow(NULL, 0, 0, 320, 480, SDL_WINDOW_FULLSCREEN | SDL_WINDOW_ALLOW_HIGHDPI);
renderer = SDL_CreateRenderer(window, -1, 0);
SDL_GetWindowSize(window, &width, &height);
SDL_RenderSetLogicalSize(renderer, width, height);
initializeTexture(renderer);
initializeHappyFaces(renderer);
/* main loop */
done = 0;
while (!done) {
SDL_Event event;
double deltaTime = updateDeltaTime();
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
done = 1;
}
}
render(renderer, deltaTime);
SDL_Delay(1);
}
/* cleanup */
SDL_DestroyTexture(texture);
/* shutdown SDL */
SDL_Quit();
return 0;
}

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/*
* keyboard.c
* written by Holmes Futrell
* use however you want
*/
#include "SDL.h"
#include "common.h"
#define TEST_INPUT_RECT
#define GLYPH_SIZE_IMAGE 16 /* size of glyphs (characters) in the bitmap font file */
#define GLYPH_SIZE_SCREEN 32 /* size of glyphs (characters) as shown on the screen */
#define MAX_CHARS 1024
static SDL_Texture *texture; /* texture where we'll hold our font */
static SDL_Renderer *renderer;
static int numChars = 0; /* number of characters we've typed so far */
static SDL_Color bg_color = { 50, 50, 100, 255 }; /* color of background */
static int glyphs[MAX_CHARS];
/* this structure maps a scancode to an index in our bitmap font.
it also contains data about under which modifiers the mapping is valid
(for example, we don't want shift + 1 to produce the character '1',
but rather the character '!')
*/
typedef struct
{
SDL_Scancode scancode; /* scancode of the key we want to map */
int allow_no_mod; /* is the map valid if the key has no modifiers? */
SDL_Keymod mod; /* what modifiers are allowed for the mapping */
int index; /* what index in the font does the scancode map to */
} fontMapping;
#define TABLE_SIZE 51 /* size of our table which maps keys and modifiers to font indices */
/* Below is the table that defines the mapping between scancodes and modifiers to indices in the
bitmap font. As an example, then line '{ SDL_SCANCODE_A, 1, KMOD_SHIFT, 33 }' means, map
the key A (which has scancode SDL_SCANCODE_A) to index 33 in the font (which is a picture of an A),
The '1' means that the mapping is valid even if there are no modifiers, and KMOD_SHIFT means the
mapping is also valid if the user is holding shift.
*/
fontMapping map[TABLE_SIZE] = {
{SDL_SCANCODE_A, 1, KMOD_SHIFT, 33}, /* A */
{SDL_SCANCODE_B, 1, KMOD_SHIFT, 34}, /* B */
{SDL_SCANCODE_C, 1, KMOD_SHIFT, 35}, /* C */
{SDL_SCANCODE_D, 1, KMOD_SHIFT, 36}, /* D */
{SDL_SCANCODE_E, 1, KMOD_SHIFT, 37}, /* E */
{SDL_SCANCODE_F, 1, KMOD_SHIFT, 38}, /* F */
{SDL_SCANCODE_G, 1, KMOD_SHIFT, 39}, /* G */
{SDL_SCANCODE_H, 1, KMOD_SHIFT, 40}, /* H */
{SDL_SCANCODE_I, 1, KMOD_SHIFT, 41}, /* I */
{SDL_SCANCODE_J, 1, KMOD_SHIFT, 42}, /* J */
{SDL_SCANCODE_K, 1, KMOD_SHIFT, 43}, /* K */
{SDL_SCANCODE_L, 1, KMOD_SHIFT, 44}, /* L */
{SDL_SCANCODE_M, 1, KMOD_SHIFT, 45}, /* M */
{SDL_SCANCODE_N, 1, KMOD_SHIFT, 46}, /* N */
{SDL_SCANCODE_O, 1, KMOD_SHIFT, 47}, /* O */
{SDL_SCANCODE_P, 1, KMOD_SHIFT, 48}, /* P */
{SDL_SCANCODE_Q, 1, KMOD_SHIFT, 49}, /* Q */
{SDL_SCANCODE_R, 1, KMOD_SHIFT, 50}, /* R */
{SDL_SCANCODE_S, 1, KMOD_SHIFT, 51}, /* S */
{SDL_SCANCODE_T, 1, KMOD_SHIFT, 52}, /* T */
{SDL_SCANCODE_U, 1, KMOD_SHIFT, 53}, /* U */
{SDL_SCANCODE_V, 1, KMOD_SHIFT, 54}, /* V */
{SDL_SCANCODE_W, 1, KMOD_SHIFT, 55}, /* W */
{SDL_SCANCODE_X, 1, KMOD_SHIFT, 56}, /* X */
{SDL_SCANCODE_Y, 1, KMOD_SHIFT, 57}, /* Y */
{SDL_SCANCODE_Z, 1, KMOD_SHIFT, 58}, /* Z */
{SDL_SCANCODE_0, 1, 0, 16}, /* 0 */
{SDL_SCANCODE_1, 1, 0, 17}, /* 1 */
{SDL_SCANCODE_2, 1, 0, 18}, /* 2 */
{SDL_SCANCODE_3, 1, 0, 19}, /* 3 */
{SDL_SCANCODE_4, 1, 0, 20}, /* 4 */
{SDL_SCANCODE_5, 1, 0, 21}, /* 5 */
{SDL_SCANCODE_6, 1, 0, 22}, /* 6 */
{SDL_SCANCODE_7, 1, 0, 23}, /* 7 */
{SDL_SCANCODE_8, 1, 0, 24}, /* 8 */
{SDL_SCANCODE_9, 1, 0, 25}, /* 9 */
{SDL_SCANCODE_SPACE, 1, 0, 0}, /* ' ' */
{SDL_SCANCODE_1, 0, KMOD_SHIFT, 1}, /* ! */
{SDL_SCANCODE_SLASH, 0, KMOD_SHIFT, 31}, /* ? */
{SDL_SCANCODE_SLASH, 1, 0, 15}, /* / */
{SDL_SCANCODE_COMMA, 1, 0, 12}, /* , */
{SDL_SCANCODE_SEMICOLON, 1, 0, 27}, /* ; */
{SDL_SCANCODE_SEMICOLON, 0, KMOD_SHIFT, 26}, /* : */
{SDL_SCANCODE_PERIOD, 1, 0, 14}, /* . */
{SDL_SCANCODE_MINUS, 1, 0, 13}, /* - */
{SDL_SCANCODE_EQUALS, 0, KMOD_SHIFT, 11}, /* = */
{SDL_SCANCODE_APOSTROPHE, 1, 0, 7}, /* ' */
{SDL_SCANCODE_APOSTROPHE, 0, KMOD_SHIFT, 2}, /* " */
{SDL_SCANCODE_5, 0, KMOD_SHIFT, 5}, /* % */
};
/*
This function maps an SDL_KeySym to an index in the bitmap font.
It does so by scanning through the font mapping table one entry
at a time.
If a match is found (scancode and allowed modifiers), the proper
index is returned.
If there is no entry for the key, -1 is returned
*/
int
keyToGlyphIndex(SDL_Keysym key)
{
int i, index = -1;
for (i = 0; i < TABLE_SIZE; i++) {
fontMapping compare = map[i];
if (key.scancode == compare.scancode) {
/* if this entry is valid with no key mod and we have no keymod, or if
the key's modifiers are allowed modifiers for that mapping */
if ((compare.allow_no_mod && key.mod == 0)
|| (key.mod & compare.mod)) {
index = compare.index;
break;
}
}
}
return index;
}
/*
This function returns and x,y position for a given character number.
It is used for positioning each character of text
*/
void
getPositionForCharNumber(int n, int *x, int *y)
{
int renderW, renderH;
SDL_RenderGetLogicalSize(renderer, &renderW, &renderH);
int x_padding = 16; /* padding space on left and right side of screen */
int y_padding = 32; /* padding space at top of screen */
/* figure out the number of characters that can fit horizontally across the screen */
int max_x_chars = (renderW - 2 * x_padding) / GLYPH_SIZE_SCREEN;
int line_separation = 5; /* pixels between each line */
*x = (n % max_x_chars) * GLYPH_SIZE_SCREEN + x_padding;
#ifdef TEST_INPUT_RECT
*y = renderH - GLYPH_SIZE_SCREEN;
#else
*y = (n / max_x_chars) * (GLYPH_SIZE_SCREEN + line_separation) + y_padding;
#endif
}
void
drawGlyph(int glyph, int positionIndex)
{
int x, y;
getPositionForCharNumber(positionIndex, &x, &y);
SDL_Rect srcRect = { GLYPH_SIZE_IMAGE * glyph, 0, GLYPH_SIZE_IMAGE, GLYPH_SIZE_IMAGE };
SDL_Rect dstRect = { x, y, GLYPH_SIZE_SCREEN, GLYPH_SIZE_SCREEN };
SDL_RenderCopy(renderer, texture, &srcRect, &dstRect);
}
/* this function loads our font into an SDL_Texture and returns the SDL_Texture */
SDL_Texture*
loadFont(void)
{
SDL_Surface *surface = SDL_LoadBMP("kromasky_16x16.bmp");
if (!surface) {
printf("Error loading bitmap: %s\n", SDL_GetError());
return 0;
} else {
/* set the transparent color for the bitmap font (hot pink) */
SDL_SetColorKey(surface, 1, SDL_MapRGB(surface->format, 238, 0, 252));
/* now we convert the surface to our desired pixel format */
int format = SDL_PIXELFORMAT_ABGR8888; /* desired texture format */
Uint32 Rmask, Gmask, Bmask, Amask; /* masks for desired format */
int bpp; /* bits per pixel for desired format */
SDL_PixelFormatEnumToMasks(format, &bpp, &Rmask, &Gmask, &Bmask,
&Amask);
SDL_Surface *converted =
SDL_CreateRGBSurface(0, surface->w, surface->h, bpp, Rmask, Gmask,
Bmask, Amask);
SDL_BlitSurface(surface, NULL, converted, NULL);
/* create our texture */
texture = SDL_CreateTextureFromSurface(renderer, converted);
if (texture == 0) {
printf("texture creation failed: %s\n", SDL_GetError());
} else {
/* set blend mode for our texture */
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
}
SDL_FreeSurface(surface);
SDL_FreeSurface(converted);
return texture;
}
}
void
draw()
{
SDL_SetRenderDrawColor(renderer, bg_color.r, bg_color.g, bg_color.b, bg_color.a);
SDL_RenderClear(renderer);
for (int i = 0; i < numChars; i++) {
drawGlyph(glyphs[i], i);
}
drawGlyph(29, numChars); /* cursor is at index 29 in the bitmap font */
SDL_RenderPresent(renderer);
}
int
main(int argc, char *argv[])
{
SDL_Window *window;
SDL_Event event; /* last event received */
SDL_Scancode scancode; /* scancode of last key we pushed */
int width;
int height;
int done;
SDL_Rect textrect;
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
printf("Error initializing SDL: %s", SDL_GetError());
}
/* create window */
window = SDL_CreateWindow("iOS keyboard test", 0, 0, 0, 0, SDL_WINDOW_FULLSCREEN_DESKTOP | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
/* create renderer */
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_PRESENTVSYNC);
SDL_GetWindowSize(window, &width, &height);
SDL_RenderSetLogicalSize(renderer, width, height);
/* load up our font */
loadFont();
/* Show onscreen keyboard */
#ifdef TEST_INPUT_RECT
textrect.x = 0;
textrect.y = height - GLYPH_SIZE_IMAGE;
textrect.w = width;
textrect.h = GLYPH_SIZE_IMAGE;
SDL_SetTextInputRect(&textrect);
#endif
SDL_StartTextInput();
done = 0;
while (!done) {
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_QUIT:
done = 1;
break;
case SDL_WINDOWEVENT:
if (event.window.event == SDL_WINDOWEVENT_RESIZED) {
width = event.window.data1;
height = event.window.data2;
SDL_RenderSetLogicalSize(renderer, width, height);
#ifdef TEST_INPUT_RECT
textrect.x = 0;
textrect.y = height - GLYPH_SIZE_IMAGE;
textrect.w = width;
textrect.h = GLYPH_SIZE_IMAGE;
SDL_SetTextInputRect(&textrect);
#endif
}
break;
case SDL_KEYDOWN:
if (event.key.keysym.scancode == SDL_SCANCODE_BACKSPACE) {
if (numChars > 0) {
numChars--;
}
} else if (numChars + 1 < MAX_CHARS) {
int index = keyToGlyphIndex(event.key.keysym);
if (index >= 0) {
glyphs[numChars++] = index;
}
}
break;
case SDL_MOUSEBUTTONUP:
/* mouse up toggles onscreen keyboard visibility */
if (SDL_IsTextInputActive()) {
SDL_StopTextInput();
} else {
SDL_StartTextInput();
}
break;
}
}
draw();
SDL_Delay(15);
}
SDL_DestroyTexture(texture);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}

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/*
* mixer.c
* written by Holmes Futrell
* use however you want
*/
#include "SDL.h"
#include "common.h"
#define NUM_CHANNELS 8 /* max number of sounds we can play at once */
#define NUM_DRUMS 4 /* number of drums in our set */
static struct
{
SDL_Rect rect; /* where the button is drawn */
SDL_Color upColor; /* color when button is not active */
SDL_Color downColor; /* color when button is active */
int isPressed; /* is the button being pressed ? */
int touchIndex; /* what mouse (touch) index pressed the button ? */
} buttons[NUM_DRUMS];
struct sound
{
Uint8 *buffer; /* audio buffer for sound file */
Uint32 length; /* length of the buffer (in bytes) */
};
/* this array holds the audio for the drum noises */
static struct sound drums[NUM_DRUMS];
/* function declarations */
void handleMouseButtonDown(SDL_Event * event);
void handleMouseButtonUp(SDL_Event * event);
int playSound(struct sound *);
void initializeButtons(SDL_Renderer *);
void audioCallback(void *userdata, Uint8 * stream, int len);
void loadSound(const char *file, struct sound *s);
struct
{
/* channel array holds information about currently playing sounds */
struct
{
Uint8 *position; /* what is the current position in the buffer of this sound ? */
Uint32 remaining; /* how many bytes remaining before we're done playing the sound ? */
Uint32 timestamp; /* when did this sound start playing ? */
} channels[NUM_CHANNELS];
SDL_AudioSpec outputSpec; /* what audio format are we using for output? */
int numSoundsPlaying; /* how many sounds are currently playing */
} mixer;
/* sets up the buttons (color, position, state) */
void
initializeButtons(SDL_Renderer *renderer)
{
int i;
int spacing = 10; /* gap between drum buttons */
SDL_Rect buttonRect; /* keeps track of where to position drum */
SDL_Color upColor = { 86, 86, 140, 255 }; /* color of drum when not pressed */
SDL_Color downColor = { 191, 191, 221, 255 }; /* color of drum when pressed */
int renderW, renderH;
SDL_RenderGetLogicalSize(renderer, &renderW, &renderH);
buttonRect.x = spacing;
buttonRect.y = spacing;
buttonRect.w = renderW - 2 * spacing;
buttonRect.h = (renderH - (NUM_DRUMS + 1) * spacing) / NUM_DRUMS;
/* setup each button */
for (i = 0; i < NUM_DRUMS; i++) {
buttons[i].rect = buttonRect;
buttons[i].isPressed = 0;
buttons[i].upColor = upColor;
buttons[i].downColor = downColor;
buttonRect.y += spacing + buttonRect.h; /* setup y coordinate for next drum */
}
}
/*
loads a wav file (stored in 'file'), converts it to the mixer's output format,
and stores the resulting buffer and length in the sound structure
*/
void
loadSound(const char *file, struct sound *s)
{
SDL_AudioSpec spec; /* the audio format of the .wav file */
SDL_AudioCVT cvt; /* used to convert .wav to output format when formats differ */
int result;
if (SDL_LoadWAV(file, &spec, &s->buffer, &s->length) == NULL) {
fatalError("could not load .wav");
}
/* build the audio converter */
result = SDL_BuildAudioCVT(&cvt, spec.format, spec.channels, spec.freq,
mixer.outputSpec.format,
mixer.outputSpec.channels,
mixer.outputSpec.freq);
if (result == -1) {
fatalError("could not build audio CVT");
} else if (result != 0) {
/*
this happens when the .wav format differs from the output format.
we convert the .wav buffer here
*/
cvt.buf = (Uint8 *) SDL_malloc(s->length * cvt.len_mult); /* allocate conversion buffer */
cvt.len = s->length; /* set conversion buffer length */
SDL_memcpy(cvt.buf, s->buffer, s->length); /* copy sound to conversion buffer */
if (SDL_ConvertAudio(&cvt) == -1) { /* convert the sound */
fatalError("could not convert .wav");
}
SDL_free(s->buffer); /* free the original (unconverted) buffer */
s->buffer = cvt.buf; /* point sound buffer to converted buffer */
s->length = cvt.len_cvt; /* set sound buffer's new length */
}
}
/* called from main event loop */
void
handleMouseButtonDown(SDL_Event * event)
{
int x, y, mouseIndex, i, drumIndex;
mouseIndex = 0;
drumIndex = -1;
SDL_GetMouseState(&x, &y);
/* check if we hit any of the drum buttons */
for (i = 0; i < NUM_DRUMS; i++) {
if (x >= buttons[i].rect.x
&& x < buttons[i].rect.x + buttons[i].rect.w
&& y >= buttons[i].rect.y
&& y < buttons[i].rect.y + buttons[i].rect.h) {
drumIndex = i;
break;
}
}
if (drumIndex != -1) {
/* if we hit a button */
buttons[drumIndex].touchIndex = mouseIndex;
buttons[drumIndex].isPressed = 1;
playSound(&drums[drumIndex]);
}
}
/* called from main event loop */
void
handleMouseButtonUp(SDL_Event * event)
{
int i;
int mouseIndex = 0;
/* check if this should cause any of the buttons to become unpressed */
for (i = 0; i < NUM_DRUMS; i++) {
if (buttons[i].touchIndex == mouseIndex) {
buttons[i].isPressed = 0;
}
}
}
/* draws buttons to screen */
void
render(SDL_Renderer *renderer)
{
int i;
SDL_SetRenderDrawColor(renderer, 50, 50, 50, 255);
SDL_RenderClear(renderer); /* draw background (gray) */
/* draw the drum buttons */
for (i = 0; i < NUM_DRUMS; i++) {
SDL_Color color =
buttons[i].isPressed ? buttons[i].downColor : buttons[i].upColor;
SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, color.a);
SDL_RenderFillRect(renderer, &buttons[i].rect);
}
/* update the screen */
SDL_RenderPresent(renderer);
}
/*
finds a sound channel in the mixer for a sound
and sets it up to start playing
*/
int
playSound(struct sound *s)
{
/*
find an empty channel to play on.
if no channel is available, use oldest channel
*/
int i;
int selected_channel = -1;
int oldest_channel = 0;
if (mixer.numSoundsPlaying == 0) {
/* we're playing a sound now, so start audio callback back up */
SDL_PauseAudio(0);
}
/* find a sound channel to play the sound on */
for (i = 0; i < NUM_CHANNELS; i++) {
if (mixer.channels[i].position == NULL) {
/* if no sound on this channel, select it */
selected_channel = i;
break;
}
/* if this channel's sound is older than the oldest so far, set it to oldest */
if (mixer.channels[i].timestamp <
mixer.channels[oldest_channel].timestamp)
oldest_channel = i;
}
/* no empty channels, take the oldest one */
if (selected_channel == -1)
selected_channel = oldest_channel;
else
mixer.numSoundsPlaying++;
/* point channel data to wav data */
mixer.channels[selected_channel].position = s->buffer;
mixer.channels[selected_channel].remaining = s->length;
mixer.channels[selected_channel].timestamp = SDL_GetTicks();
return selected_channel;
}
/*
Called from SDL's audio system. Supplies sound input with data by mixing together all
currently playing sound effects.
*/
void
audioCallback(void *userdata, Uint8 * stream, int len)
{
int i;
int copy_amt;
SDL_memset(stream, mixer.outputSpec.silence, len); /* initialize buffer to silence */
/* for each channel, mix in whatever is playing on that channel */
for (i = 0; i < NUM_CHANNELS; i++) {
if (mixer.channels[i].position == NULL) {
/* if no sound is playing on this channel */
continue; /* nothing to do for this channel */
}
/* copy len bytes to the buffer, unless we have fewer than len bytes remaining */
copy_amt =
mixer.channels[i].remaining <
len ? mixer.channels[i].remaining : len;
/* mix this sound effect with the output */
SDL_MixAudioFormat(stream, mixer.channels[i].position,
mixer.outputSpec.format, copy_amt, SDL_MIX_MAXVOLUME);
/* update buffer position in sound effect and the number of bytes left */
mixer.channels[i].position += copy_amt;
mixer.channels[i].remaining -= copy_amt;
/* did we finish playing the sound effect ? */
if (mixer.channels[i].remaining == 0) {
mixer.channels[i].position = NULL; /* indicates no sound playing on channel anymore */
mixer.numSoundsPlaying--;
if (mixer.numSoundsPlaying == 0) {
/* if no sounds left playing, pause audio callback */
SDL_PauseAudio(1);
}
}
}
}
int
main(int argc, char *argv[])
{
int done; /* has user tried to quit ? */
SDL_Window *window; /* main window */
SDL_Renderer *renderer;
SDL_Event event;
int i;
int width;
int height;
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0) {
fatalError("could not initialize SDL");
}
window = SDL_CreateWindow(NULL, 0, 0, 320, 480, SDL_WINDOW_BORDERLESS | SDL_WINDOW_ALLOW_HIGHDPI);
renderer = SDL_CreateRenderer(window, 0, 0);
SDL_GetWindowSize(window, &width, &height);
SDL_RenderSetLogicalSize(renderer, width, height);
/* initialize the mixer */
SDL_memset(&mixer, 0, sizeof(mixer));
/* setup output format */
mixer.outputSpec.freq = 44100;
mixer.outputSpec.format = AUDIO_S16LSB;
mixer.outputSpec.channels = 2;
mixer.outputSpec.samples = 256;
mixer.outputSpec.callback = audioCallback;
mixer.outputSpec.userdata = NULL;
/* open audio for output */
if (SDL_OpenAudio(&mixer.outputSpec, NULL) != 0) {
fatalError("Opening audio failed");
}
/* load our drum noises */
loadSound("ds_kick_big_amb.wav", &drums[3]);
loadSound("ds_brush_snare.wav", &drums[2]);
loadSound("ds_loose_skin_mute.wav", &drums[1]);
loadSound("ds_china.wav", &drums[0]);
/* setup positions, colors, and state of buttons */
initializeButtons(renderer);
/* enter main loop */
done = 0;
while (!done) {
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_MOUSEBUTTONDOWN:
handleMouseButtonDown(&event);
break;
case SDL_MOUSEBUTTONUP:
handleMouseButtonUp(&event);
break;
case SDL_QUIT:
done = 1;
break;
}
}
render(renderer); /* draw buttons */
SDL_Delay(1);
}
/* cleanup code, let's free up those sound buffers */
for (i = 0; i < NUM_DRUMS; i++) {
SDL_free(drums[i].buffer);
}
/* let SDL do its exit code */
SDL_Quit();
return 0;
}

View file

@ -0,0 +1,92 @@
/*
* rectangles.c
* written by Holmes Futrell
* use however you want
*/
#include "SDL.h"
#include <time.h>
#include "common.h"
void
render(SDL_Renderer *renderer)
{
Uint8 r, g, b;
int renderW;
int renderH;
SDL_RenderGetLogicalSize(renderer, &renderW, &renderH);
/* Come up with a random rectangle */
SDL_Rect rect;
rect.w = randomInt(64, 128);
rect.h = randomInt(64, 128);
rect.x = randomInt(0, renderW);
rect.y = randomInt(0, renderH);
/* Come up with a random color */
r = randomInt(50, 255);
g = randomInt(50, 255);
b = randomInt(50, 255);
/* Fill the rectangle in the color */
SDL_SetRenderDrawColor(renderer, r, g, b, 255);
SDL_RenderFillRect(renderer, &rect);
/* update screen */
SDL_RenderPresent(renderer);
}
int
main(int argc, char *argv[])
{
SDL_Window *window;
SDL_Renderer *renderer;
int done;
SDL_Event event;
int windowW;
int windowH;
/* initialize SDL */
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
fatalError("Could not initialize SDL");
}
/* seed random number generator */
srand(time(NULL));
/* create window and renderer */
window = SDL_CreateWindow(NULL, 0, 0, 320, 480, SDL_WINDOW_ALLOW_HIGHDPI);
if (window == 0) {
fatalError("Could not initialize Window");
}
renderer = SDL_CreateRenderer(window, -1, 0);
if (!renderer) {
fatalError("Could not create renderer");
}
SDL_GetWindowSize(window, &windowW, &windowH);
SDL_RenderSetLogicalSize(renderer, windowW, windowH);
/* Fill screen with black */
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
/* Enter render loop, waiting for user to quit */
done = 0;
while (!done) {
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
done = 1;
}
}
render(renderer);
SDL_Delay(1);
}
/* shutdown SDL */
SDL_Quit();
return 0;
}

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@ -0,0 +1,129 @@
/*
* touch.c
* written by Holmes Futrell
* use however you want
*/
#include "SDL.h"
#include <math.h>
#include "common.h"
#define BRUSH_SIZE 32 /* width and height of the brush */
#define PIXELS_PER_ITERATION 5 /* number of pixels between brush blots when forming a line */
static SDL_Texture *brush = 0; /* texture for the brush */
/*
draws a line from (startx, starty) to (startx + dx, starty + dy)
this is accomplished by drawing several blots spaced PIXELS_PER_ITERATION apart
*/
void
drawLine(SDL_Renderer *renderer, float startx, float starty, float dx, float dy)
{
float distance = sqrt(dx * dx + dy * dy); /* length of line segment (pythagoras) */
int iterations = distance / PIXELS_PER_ITERATION + 1; /* number of brush sprites to draw for the line */
float dx_prime = dx / iterations; /* x-shift per iteration */
float dy_prime = dy / iterations; /* y-shift per iteration */
SDL_Rect dstRect; /* rect to draw brush sprite into */
float x;
float y;
int i;
dstRect.w = BRUSH_SIZE;
dstRect.h = BRUSH_SIZE;
/* setup x and y for the location of the first sprite */
x = startx - BRUSH_SIZE / 2.0f;
y = starty - BRUSH_SIZE / 2.0f;
/* draw a series of blots to form the line */
for (i = 0; i < iterations; i++) {
dstRect.x = x;
dstRect.y = y;
/* shift x and y for next sprite location */
x += dx_prime;
y += dy_prime;
/* draw brush blot */
SDL_RenderCopy(renderer, brush, NULL, &dstRect);
}
}
/*
loads the brush texture
*/
void
initializeTexture(SDL_Renderer *renderer)
{
SDL_Surface *bmp_surface;
bmp_surface = SDL_LoadBMP("stroke.bmp");
if (bmp_surface == NULL) {
fatalError("could not load stroke.bmp");
}
brush =
SDL_CreateTextureFromSurface(renderer, bmp_surface);
SDL_FreeSurface(bmp_surface);
if (brush == 0) {
fatalError("could not create brush texture");
}
/* additive blending -- laying strokes on top of eachother makes them brighter */
SDL_SetTextureBlendMode(brush, SDL_BLENDMODE_ADD);
/* set brush color (red) */
SDL_SetTextureColorMod(brush, 255, 100, 100);
}
int
main(int argc, char *argv[])
{
int x, y, dx, dy; /* mouse location */
Uint8 state; /* mouse (touch) state */
SDL_Event event;
SDL_Window *window; /* main window */
SDL_Renderer *renderer;
int done; /* does user want to quit? */
int w, h;
/* initialize SDL */
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
fatalError("Could not initialize SDL");
}
/* create main window and renderer */
window = SDL_CreateWindow(NULL, 0, 0, 320, 480, SDL_WINDOW_BORDERLESS | SDL_WINDOW_ALLOW_HIGHDPI);
renderer = SDL_CreateRenderer(window, 0, 0);
SDL_GetWindowSize(window, &w, &h);
SDL_RenderSetLogicalSize(renderer, w, h);
/* load brush texture */
initializeTexture(renderer);
/* fill canvass initially with all black */
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
SDL_RenderPresent(renderer);
done = 0;
while (!done && SDL_WaitEvent(&event)) {
switch (event.type) {
case SDL_QUIT:
done = 1;
break;
case SDL_MOUSEMOTION:
state = SDL_GetMouseState(&x, &y); /* get its location */
SDL_GetRelativeMouseState(&dx, &dy); /* find how much the mouse moved */
if (state & SDL_BUTTON_LMASK) { /* is the mouse (touch) down? */
drawLine(renderer, x - dx, y - dy, dx, dy); /* draw line segment */
SDL_RenderPresent(renderer);
}
break;
}
}
/* cleanup */
SDL_DestroyTexture(brush);
SDL_Quit();
return 0;
}

View file

@ -0,0 +1,422 @@
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View file

@ -0,0 +1,100 @@
/*
* rectangles.c
* written by Holmes Futrell
* use however you want
*/
#include "SDL.h"
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#define SCREEN_WIDTH 320
#define SCREEN_HEIGHT 480
int
randomInt(int min, int max)
{
return min + rand() % (max - min + 1);
}
void
render(SDL_Renderer *renderer)
{
SDL_Rect rect;
Uint8 r, g, b;
/* Clear the screen */
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
/* Come up with a random rectangle */
rect.w = randomInt(64, 128);
rect.h = randomInt(64, 128);
rect.x = randomInt(0, SCREEN_WIDTH);
rect.y = randomInt(0, SCREEN_HEIGHT);
/* Come up with a random color */
r = randomInt(50, 255);
g = randomInt(50, 255);
b = randomInt(50, 255);
SDL_SetRenderDrawColor(renderer, r, g, b, 255);
/* Fill the rectangle in the color */
SDL_RenderFillRect(renderer, &rect);
/* update screen */
SDL_RenderPresent(renderer);
}
int
main(int argc, char *argv[])
{
SDL_Window *window;
SDL_Renderer *renderer;
int done;
SDL_Event event;
/* initialize SDL */
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
printf("Could not initialize SDL\n");
return 1;
}
/* seed random number generator */
srand(time(NULL));
/* create window and renderer */
window =
SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
SDL_WINDOW_OPENGL);
if (!window) {
printf("Could not initialize Window\n");
return 1;
}
renderer = SDL_CreateRenderer(window, -1, 0);
if (!renderer) {
printf("Could not create renderer\n");
return 1;
}
/* Enter render loop, waiting for user to quit */
done = 0;
while (!done) {
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
done = 1;
}
}
render(renderer);
SDL_Delay(1);
}
/* shutdown SDL */
SDL_Quit();
return 0;
}

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@ -0,0 +1,34 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>en</string>
<key>CFBundleDisplayName</key>
<string>${PRODUCT_NAME}</string>
<key>CFBundleExecutable</key>
<string>${EXECUTABLE_NAME}</string>
<key>CFBundleIconFile</key>
<string></string>
<key>CFBundleIdentifier</key>
<string>com.yourcompany.${PRODUCT_NAME}</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>${PRODUCT_NAME}</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleShortVersionString</key>
<string>1.0</string>
<key>CFBundleSignature</key>
<string>????</string>
<key>CFBundleVersion</key>
<string>1.0</string>
<key>UIApplicationSupportsIndirectInputEvents</key>
<true/>
<key>NSBluetoothAlwaysUsageDescription</key>
<string>Steam Link would like to use Bluetooth controllers for input.</string>
<key>NSBluetoothPeripheralUsageDescription</key>
<string>Steam Link would like to use Bluetooth controllers for input.</string>
</dict>
</plist>

View file

@ -0,0 +1,11 @@
TestiPhoneOS.xcodeproj contains targets to compile many of the SDL test programs for iPhone OS. Most of these test programs work fine, with the following exceptions:
testthread:
SIGTERM kills the process immediately without executing the 'kill' function. The posix standard says this shouldn't happen. Apple seems intent on having iPhone apps exit promptly when the user requests it, so maybe that's why(?)
testlock:
Locks appear to work, but there doesn't appear to be a simple way to send the process SIGINT.
testsprite2:
SDL_CreateTextureFromSurface requests an ARGB pixel format, but iPhone's SDL video driver only supports ABGR.

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@ -0,0 +1,28 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>English</string>
<key>CFBundleExecutable</key>
<string>${EXECUTABLE_NAME}</string>
<key>CFBundleGetInfoString</key>
<string>http://www.libsdl.org</string>
<key>CFBundleIconFile</key>
<string></string>
<key>CFBundleIdentifier</key>
<string>$(PRODUCT_BUNDLE_IDENTIFIER)</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>Simple DirectMedia Layer</string>
<key>CFBundlePackageType</key>
<string>FMWK</string>
<key>CFBundleShortVersionString</key>
<string>2.0.14</string>
<key>CFBundleSignature</key>
<string>SDLX</string>
<key>CFBundleVersion</key>
<string>2.0.14</string>
</dict>
</plist>

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@ -0,0 +1,22 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>$(DEVELOPMENT_LANGUAGE)</string>
<key>CFBundleExecutable</key>
<string>$(EXECUTABLE_NAME)</string>
<key>CFBundleIdentifier</key>
<string>$(PRODUCT_BUNDLE_IDENTIFIER)</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>$(PRODUCT_NAME)</string>
<key>CFBundlePackageType</key>
<string>$(PRODUCT_BUNDLE_PACKAGE_TYPE)</string>
<key>CFBundleShortVersionString</key>
<string>$(CURRENT_PROJECT_VERSION)</string>
<key>CFBundleVersion</key>
<string>$(CURRENT_PROJECT_VERSION)</string>
</dict>
</plist>

View file

@ -0,0 +1,15 @@
Title SDL 2.0.0
Version 1
Description SDL Library for Mac OS X (http://www.libsdl.org)
DefaultLocation /Library/Frameworks
Diskname (null)
DeleteWarning
NeedsAuthorization NO
DisableStop NO
UseUserMask NO
Application NO
Relocatable YES
Required NO
InstallOnly NO
RequiresReboot NO
InstallFat NO

View file

@ -0,0 +1,19 @@
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.

View file

@ -0,0 +1,32 @@
The Simple DirectMedia Layer (SDL for short) is a cross-platform
library designed to make it easy to write multi-media software,
such as games and emulators.
The Simple DirectMedia Layer library source code is available from:
http://www.libsdl.org/
This library is distributed under the terms of the zlib license:
http://zlib.net/zlib_license.html
This packages contains the SDL framework for OS X.
Conforming with Apple guidelines, this framework
contains both the SDL runtime component and development header files.
To Install:
Copy the SDL2.framework to /Library/Frameworks
You may alternatively install it in <Your home directory>/Library/Frameworks
if your access privileges are not high enough.
Additional References:
- Screencast tutorials for getting started with OpenSceneGraph/Mac OS X are
available at:
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/MacOSXTips
Though these are OpenSceneGraph centric, the same exact concepts apply to
SDL, thus the videos are recommended for everybody getting started with
developing on Mac OS X. (You can skim over the PlugIns stuff since SDL
doesn't have any PlugIns to worry about.)

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@ -0,0 +1,35 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>English</string>
<key>CFBundleDocumentTypes</key>
<array>
<dict>
<key>CFBundleTypeRole</key>
<string>Viewer</string>
<key>LSHandlerRank</key>
<string>Alternate</string>
<key>LSItemContentTypes</key>
<array>
<string>public.data</string>
</array>
</dict>
</array>
<key>CFBundleExecutable</key>
<string>${EXECUTABLE_NAME}</string>
<key>CFBundleIdentifier</key>
<string>org.libsdl.test-dropfile</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleShortVersionString</key>
<string>1.0</string>
<key>CFBundleVersion</key>
<string>1.0</string>
<key>LSMinimumSystemVersion</key>
<string>10.6</string>
</dict>
</plist>

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@ -1,4 +1,4 @@
AC_DEFUN([AC_CHECK_DEFINE],[dnl
AC_DEFUN([AC_CHECK_DEFINE],[AC_REQUIRE([AC_PROG_CPP])dnl
AC_CACHE_CHECK(for $1 in $2, ac_cv_define_$1,
AC_EGREP_CPP([YES_IS_DEFINED], [
#include <$2>
@ -11,4 +11,4 @@ YES_IS_DEFINED
AC_DEFINE([HAVE_$1],[],[Added by AC_CHECK_DEFINE])
fi
])dnl
AC_DEFINE([HAVE_$1],[],[Added by AC_CHECK_DEFINE])

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@ -1,4 +1,3 @@
##############################################################################
dnl Configure Paths for Alsa
dnl Some modifications by Richard Boulton <richard-alsa@tartarus.org>
dnl Christopher Lansdown <lansdoct@cs.alfred.edu>
@ -7,12 +6,13 @@ dnl Last modification: alsa.m4,v 1.23 2004/01/16 18:14:22 tiwai Exp
dnl AM_PATH_ALSA([MINIMUM-VERSION [, ACTION-IF-FOUND [, ACTION-IF-NOT-FOUND]]])
dnl Test for libasound, and define ALSA_CFLAGS and ALSA_LIBS as appropriate.
dnl enables arguments --with-alsa-prefix=
dnl --with-alsa-enc-prefix=
dnl --with-alsa-inc-prefix=
dnl --disable-alsatest
dnl
dnl For backwards compatibility, if ACTION_IF_NOT_FOUND is not specified,
dnl and the alsa libraries are not found, a fatal AC_MSG_ERROR() will result.
dnl
AC_DEFUN([AM_PATH_ALSA],
[dnl Save the original CFLAGS, LDFLAGS, and LIBS
alsa_save_CFLAGS="$CFLAGS"
@ -62,7 +62,7 @@ LIBS="$ALSA_LIBS $LIBS"
AC_MSG_RESULT($ALSA_LIBS)
dnl Check for a working version of libasound that is of the right version.
min_alsa_version=ifelse([$1], ,0.1.1,$1)
min_alsa_version=ifelse([$1], ,0.1.1, $1)
AC_MSG_CHECKING(for libasound headers version >= $min_alsa_version)
no_alsa=""
alsa_min_major_version=`echo $min_alsa_version | \

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@ -1,79 +0,0 @@
# ===========================================================================
# http://www.gnu.org/software/autoconf-archive/ax_gcc_x86_cpuid.html
# ===========================================================================
#
# SYNOPSIS
#
# AX_GCC_X86_CPUID(OP)
#
# DESCRIPTION
#
# On Pentium and later x86 processors, with gcc or a compiler that has a
# compatible syntax for inline assembly instructions, run a small program
# that executes the cpuid instruction with input OP. This can be used to
# detect the CPU type.
#
# On output, the values of the eax, ebx, ecx, and edx registers are stored
# as hexadecimal strings as "eax:ebx:ecx:edx" in the cache variable
# ax_cv_gcc_x86_cpuid_OP.
#
# If the cpuid instruction fails (because you are running a
# cross-compiler, or because you are not using gcc, or because you are on
# a processor that doesn't have this instruction), ax_cv_gcc_x86_cpuid_OP
# is set to the string "unknown".
#
# This macro mainly exists to be used in AX_GCC_ARCHFLAG.
#
# LICENSE
#
# Copyright (c) 2008 Steven G. Johnson <stevenj@alum.mit.edu>
# Copyright (c) 2008 Matteo Frigo
#
# This program is free software: you can redistribute it and/or modify it
# under the terms of the GNU General Public License as published by the
# Free Software Foundation, either version 3 of the License, or (at your
# option) any later version.
#
# This program is distributed in the hope that it will be useful, but
# WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General
# Public License for more details.
#
# You should have received a copy of the GNU General Public License along
# with this program. If not, see <http://www.gnu.org/licenses/>.
#
# As a special exception, the respective Autoconf Macro's copyright owner
# gives unlimited permission to copy, distribute and modify the configure
# scripts that are the output of Autoconf when processing the Macro. You
# need not follow the terms of the GNU General Public License when using
# or distributing such scripts, even though portions of the text of the
# Macro appear in them. The GNU General Public License (GPL) does govern
# all other use of the material that constitutes the Autoconf Macro.
#
# This special exception to the GPL applies to versions of the Autoconf
# Macro released by the Autoconf Archive. When you make and distribute a
# modified version of the Autoconf Macro, you may extend this special
# exception to the GPL to apply to your modified version as well.
#serial 7
AC_DEFUN([AX_GCC_X86_CPUID],
[AC_REQUIRE([AC_PROG_CC])
AC_LANG_PUSH([C])
AC_CACHE_CHECK(for x86 cpuid $1 output, ax_cv_gcc_x86_cpuid_$1,
[AC_RUN_IFELSE([AC_LANG_PROGRAM([#include <stdio.h>], [
int op = $1, eax, ebx, ecx, edx;
FILE *f;
__asm__("cpuid"
: "=a" (eax), "=b" (ebx), "=c" (ecx), "=d" (edx)
: "a" (op));
f = fopen("conftest_cpuid", "w"); if (!f) return 1;
fprintf(f, "%x:%x:%x:%x\n", eax, ebx, ecx, edx);
fclose(f);
return 0;
])],
[ax_cv_gcc_x86_cpuid_$1=`cat conftest_cpuid`; rm -f conftest_cpuid],
[ax_cv_gcc_x86_cpuid_$1=unknown; rm -f conftest_cpuid],
[ax_cv_gcc_x86_cpuid_$1=unknown])])
AC_LANG_POP([C])
])

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@ -1,7 +1,3 @@
##############################################################################
#
# --- esd.m4 ---
#
# Configure paths for ESD
# Manish Singh 98-9-30
# stolen back from Frank Belew

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@ -0,0 +1 @@
../android-project/app/src/main/AndroidManifest.xml

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@ -0,0 +1,17 @@
# This file is used to override default values used by the Ant build system.
#
# This file must be checked into Version Control Systems, as it is
# integral to the build system of your project.
# This file is only used by the Ant script.
# You can use this to override default values such as
# 'source.dir' for the location of your java source folder and
# 'out.dir' for the location of your output folder.
# You can also use it define how the release builds are signed by declaring
# the following properties:
# 'key.store' for the location of your keystore and
# 'key.alias' for the name of the key to use.
# The password will be asked during the build when you use the 'release' target.

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@ -0,0 +1,17 @@
# This file is used to override default values used by the Ant build system.
#
# This file must be checked in Version Control Systems, as it is
# integral to the build system of your project.
# This file is only used by the Ant script.
# You can use this to override default values such as
# 'source.dir' for the location of your java source folder and
# 'out.dir' for the location of your output folder.
# You can also use it define how the release builds are signed by declaring
# the following properties:
# 'key.store' for the location of your keystore and
# 'key.alias' for the name of the key to use.
# The password will be asked during the build when you use the 'release' target.

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@ -0,0 +1,93 @@
<?xml version="1.0" encoding="UTF-8"?>
<!-- This should be changed to the name of your project -->
<project name="SDLActivity" default="help">
<!-- The local.properties file is created and updated by the 'android' tool.
It contains the path to the SDK. It should *NOT* be checked into
Version Control Systems. -->
<property file="local.properties" />
<!-- The ant.properties file can be created by you. It is only edited by the
'android' tool to add properties to it.
This is the place to change some Ant specific build properties.
Here are some properties you may want to change/update:
source.dir
The name of the source directory. Default is 'src'.
out.dir
The name of the output directory. Default is 'bin'.
For other overridable properties, look at the beginning of the rules
files in the SDK, at tools/ant/build.xml
Properties related to the SDK location or the project target should
be updated using the 'android' tool with the 'update' action.
This file is an integral part of the build system for your
application and should be checked into Version Control Systems.
-->
<property file="ant.properties" />
<!-- if sdk.dir was not set from one of the property file, then
get it from the ANDROID_HOME env var.
This must be done before we load project.properties since
the proguard config can use sdk.dir -->
<property environment="env" />
<condition property="sdk.dir" value="${env.ANDROID_HOME}">
<isset property="env.ANDROID_HOME" />
</condition>
<!-- The project.properties file is created and updated by the 'android'
tool, as well as ADT.
This contains project specific properties such as project target, and library
dependencies. Lower level build properties are stored in ant.properties
(or in .classpath for Eclipse projects).
This file is an integral part of the build system for your
application and should be checked into Version Control Systems. -->
<loadproperties srcFile="project.properties" />
<!-- quick check on sdk.dir -->
<fail
message="sdk.dir is missing. Make sure to generate local.properties using 'android update project' or to inject it through the ANDROID_HOME environment variable."
unless="sdk.dir"
/>
<!--
Import per project custom build rules if present at the root of the project.
This is the place to put custom intermediary targets such as:
-pre-build
-pre-compile
-post-compile (This is typically used for code obfuscation.
Compiled code location: ${out.classes.absolute.dir}
If this is not done in place, override ${out.dex.input.absolute.dir})
-post-package
-post-build
-pre-clean
-->
<import file="custom_rules.xml" optional="true" />
<!-- Import the actual build file.
To customize existing targets, there are two options:
- Customize only one target:
- copy/paste the target into this file, *before* the
<import> task.
- customize it to your needs.
- Customize the whole content of build.xml
- copy/paste the content of the rules files (minus the top node)
into this file, replacing the <import> task.
- customize to your needs.
***********************
****** IMPORTANT ******
***********************
In all cases you must update the value of version-tag below to read 'custom' instead of an integer,
in order to avoid having your file be overridden by tools such as "android update project"
-->
<!-- version-tag: 1 -->
<import file="${sdk.dir}/tools/ant/build.xml" />
</project>

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@ -0,0 +1,11 @@
# This file is automatically generated by Android Tools.
# Do not modify this file -- YOUR CHANGES WILL BE ERASED!
#
# This file must be checked in Version Control Systems.
#
# To customize properties used by the Ant build system use,
# "build.properties", and override values to adapt the script to your
# project structure.
# Project target.
target=android-16

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@ -0,0 +1 @@
include $(call all-subdir-makefiles)

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@ -0,0 +1,10 @@
# Uncomment this if you're using STL in your project
# See CPLUSPLUS-SUPPORT.html in the NDK documentation for more information
# APP_STL := stlport_static
APP_ABI := armeabi armeabi-v7a x86
# Min SDK level
APP_PLATFORM=android-10

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@ -0,0 +1,18 @@
LOCAL_PATH := $(call my-dir)
include $(CLEAR_VARS)
LOCAL_MODULE := main
SDL_PATH := ../SDL
LOCAL_C_INCLUDES := $(LOCAL_PATH)/$(SDL_PATH)/include
# Add your application source files here...
LOCAL_SRC_FILES := YourSourceHere.c
LOCAL_SHARED_LIBRARIES := SDL2
LOCAL_LDLIBS := -lGLESv1_CM -lGLESv2 -llog
include $(BUILD_SHARED_LIBRARY)

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@ -0,0 +1,12 @@
LOCAL_PATH := $(call my-dir)
include $(CLEAR_VARS)
LOCAL_MODULE := main
LOCAL_SRC_FILES := YourSourceHere.c
LOCAL_STATIC_LIBRARIES := SDL2_static
include $(BUILD_SHARED_LIBRARY)
$(call import-module,SDL)LOCAL_PATH := $(call my-dir)

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@ -0,0 +1,20 @@
# To enable ProGuard in your project, edit project.properties
# to define the proguard.config property as described in that file.
#
# Add project specific ProGuard rules here.
# By default, the flags in this file are appended to flags specified
# in ${sdk.dir}/tools/proguard/proguard-android.txt
# You can edit the include path and order by changing the ProGuard
# include property in project.properties.
#
# For more details, see
# http://developer.android.com/guide/developing/tools/proguard.html
# Add any project specific keep options here:
# If your project uses WebView with JS, uncomment the following
# and specify the fully qualified class name to the JavaScript interface
# class:
#-keepclassmembers class fqcn.of.javascript.interface.for.webview {
# public *;
#}

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@ -0,0 +1,14 @@
# This file is automatically generated by Android Tools.
# Do not modify this file -- YOUR CHANGES WILL BE ERASED!
#
# This file must be checked in Version Control Systems.
#
# To customize properties used by the Ant build system edit
# "ant.properties", and override values to adapt the script to your
# project structure.
#
# To enable ProGuard to shrink and obfuscate your code, uncomment this (available properties: sdk.dir, user.home):
#proguard.config=${sdk.dir}/tools/proguard/proguard-android.txt:proguard-project.txt
# Project target.
target=android-16

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@ -0,0 +1,13 @@
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:orientation="vertical"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
>
<TextView
android:layout_width="fill_parent"
android:layout_height="wrap_content"
android:text="Hello World, SDLActivity"
/>
</LinearLayout>

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@ -0,0 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="app_name">SDL App</string>
</resources>

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@ -0,0 +1 @@
../android-project/app/src/main/java

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@ -0,0 +1,71 @@
def buildAsLibrary = project.hasProperty('BUILD_AS_LIBRARY');
def buildAsApplication = !buildAsLibrary
if (buildAsApplication) {
apply plugin: 'com.android.application'
}
else {
apply plugin: 'com.android.library'
}
android {
compileSdkVersion 26
defaultConfig {
if (buildAsApplication) {
applicationId "org.libsdl.app"
}
minSdkVersion 16
targetSdkVersion 26
versionCode 1
versionName "1.0"
externalNativeBuild {
ndkBuild {
arguments "APP_PLATFORM=android-16"
abiFilters 'armeabi-v7a', 'arm64-v8a', 'x86', 'x86_64'
}
// cmake {
// arguments "-DANDROID_APP_PLATFORM=android-16", "-DANDROID_STL=c++_static"
// // abiFilters 'armeabi-v7a', 'arm64-v8a', 'x86', 'x86_64'
// abiFilters 'arm64-v8a'
// }
}
}
buildTypes {
release {
minifyEnabled false
proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-rules.pro'
}
}
if (!project.hasProperty('EXCLUDE_NATIVE_LIBS')) {
sourceSets.main {
jniLibs.srcDir 'libs'
}
externalNativeBuild {
ndkBuild {
path 'jni/Android.mk'
}
// cmake {
// path 'jni/CMakeLists.txt'
// }
}
}
lintOptions {
abortOnError false
}
if (buildAsLibrary) {
libraryVariants.all { variant ->
variant.outputs.each { output ->
def outputFile = output.outputFile
if (outputFile != null && outputFile.name.endsWith(".aar")) {
def fileName = "org.libsdl.app.aar";
output.outputFile = new File(outputFile.parent, fileName);
}
}
}
}
}
dependencies {
implementation fileTree(include: ['*.jar'], dir: 'libs')
}

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@ -0,0 +1 @@
include $(call all-subdir-makefiles)

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@ -0,0 +1,10 @@
# Uncomment this if you're using STL in your project
# You can find more information here:
# https://developer.android.com/ndk/guides/cpp-support
# APP_STL := c++_shared
APP_ABI := armeabi-v7a arm64-v8a x86 x86_64
# Min runtime API level
APP_PLATFORM=android-16

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@ -0,0 +1,20 @@
cmake_minimum_required(VERSION 3.6)
project(GAME)
# armeabi-v7a requires cpufeatures library
# include(AndroidNdkModules)
# android_ndk_import_module_cpufeatures()
# SDL sources are in a subfolder named "SDL"
add_subdirectory(SDL)
# Compilation of companion libraries
#add_subdirectory(SDL_image)
#add_subdirectory(SDL_mixer)
#add_subdirectory(SDL_ttf)
# Your game and its CMakeLists.txt are in a subfolder named "src"
add_subdirectory(src)

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@ -0,0 +1,18 @@
LOCAL_PATH := $(call my-dir)
include $(CLEAR_VARS)
LOCAL_MODULE := main
SDL_PATH := ../SDL
LOCAL_C_INCLUDES := $(LOCAL_PATH)/$(SDL_PATH)/include
# Add your application source files here...
LOCAL_SRC_FILES := YourSourceHere.c
LOCAL_SHARED_LIBRARIES := SDL2
LOCAL_LDLIBS := -lGLESv1_CM -lGLESv2 -llog
include $(BUILD_SHARED_LIBRARY)

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