mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-15 16:44:36 +00:00
update sdl to 2.32.6
This commit is contained in:
parent
e557f5962b
commit
ddc1f8c1e2
1339 changed files with 53966 additions and 19207 deletions
7
Engine/lib/sdl/VisualC-GDK/clean.sh
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7
Engine/lib/sdl/VisualC-GDK/clean.sh
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#!/bin/sh
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find . -type f \( -name '*.user' -o -name '*.sdf' -o -name '*.ncb' -o -name '*.suo' \) -print -delete
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find . -type f \( -name '*.bmp' -o -name '*.wav' -o -name '*.dat' \) -print -delete
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find . -depth -type d \( -name Gaming.Desktop.x64 \) -exec rm -rv {} \;
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find . -depth -type d \( -name Gaming.Xbox.Scarlett.x64 \) -exec rm -rv {} \;
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find . -depth -type d \( -name Gaming.Xbox.XboxOne.x64 \) -exec rm -rv {} \;
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rm shaders/*.h
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BIN
Engine/lib/sdl/VisualC-GDK/logos/Logo100x100.png
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Engine/lib/sdl/VisualC-GDK/logos/Logo100x100.png
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After Width: | Height: | Size: 11 KiB |
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Engine/lib/sdl/VisualC-GDK/logos/Logo150x150.png
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Engine/lib/sdl/VisualC-GDK/logos/Logo150x150.png
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After Width: | Height: | Size: 12 KiB |
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Engine/lib/sdl/VisualC-GDK/logos/Logo44x44.png
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Engine/lib/sdl/VisualC-GDK/logos/Logo44x44.png
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After Width: | Height: | Size: 7.3 KiB |
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Engine/lib/sdl/VisualC-GDK/logos/Logo480x480.png
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Engine/lib/sdl/VisualC-GDK/logos/Logo480x480.png
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After Width: | Height: | Size: 28 KiB |
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Engine/lib/sdl/VisualC-GDK/logos/SplashScreenImage.png
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Engine/lib/sdl/VisualC-GDK/logos/SplashScreenImage.png
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After Width: | Height: | Size: 6.4 KiB |
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struct PixelShaderInput
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{
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float4 pos : SV_POSITION;
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float2 tex : TEXCOORD0;
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float4 color : COLOR0;
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};
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#define ColorRS \
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"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
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"DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
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"DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
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"DENY_HULL_SHADER_ROOT_ACCESS )," \
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"RootConstants(num32BitConstants=32, b0)"
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[RootSignature(ColorRS)]
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float4 main(PixelShaderInput input) : SV_TARGET0
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{
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return input.color;
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}
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Texture2D theTextureY : register(t0);
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Texture2D theTextureUV : register(t1);
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SamplerState theSampler : register(s0);
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struct PixelShaderInput
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{
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float4 pos : SV_POSITION;
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float2 tex : TEXCOORD0;
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float4 color : COLOR0;
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};
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#define NVRS \
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"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
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" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
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" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
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" DENY_HULL_SHADER_ROOT_ACCESS )," \
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"RootConstants(num32BitConstants=32, b0),"\
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"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
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"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
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"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
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[RootSignature(NVRS)]
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float4 main(PixelShaderInput input) : SV_TARGET
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{
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const float3 offset = {-0.0627451017, -0.501960814, -0.501960814};
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const float3 Rcoeff = {1.1644, 0.0000, 1.5960};
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const float3 Gcoeff = {1.1644, -0.3918, -0.8130};
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const float3 Bcoeff = {1.1644, 2.0172, 0.0000};
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float4 Output;
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float3 yuv;
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yuv.x = theTextureY.Sample(theSampler, input.tex).r;
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yuv.yz = theTextureUV.Sample(theSampler, input.tex).rg;
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yuv += offset;
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Output.r = dot(yuv, Rcoeff);
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Output.g = dot(yuv, Gcoeff);
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Output.b = dot(yuv, Bcoeff);
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Output.a = 1.0f;
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return Output * input.color;
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}
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Texture2D theTextureY : register(t0);
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Texture2D theTextureUV : register(t1);
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SamplerState theSampler : register(s0);
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struct PixelShaderInput
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{
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float4 pos : SV_POSITION;
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float2 tex : TEXCOORD0;
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float4 color : COLOR0;
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};
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#define NVRS \
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"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
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" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
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" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
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" DENY_HULL_SHADER_ROOT_ACCESS )," \
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"RootConstants(num32BitConstants=32, b0),"\
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"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
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"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
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"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
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[RootSignature(NVRS)]
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float4 main(PixelShaderInput input) : SV_TARGET
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{
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const float3 offset = {-0.0627451017, -0.501960814, -0.501960814};
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const float3 Rcoeff = {1.1644, 0.0000, 1.7927};
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const float3 Gcoeff = {1.1644, -0.2132, -0.5329};
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const float3 Bcoeff = {1.1644, 2.1124, 0.0000};
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float4 Output;
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float3 yuv;
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yuv.x = theTextureY.Sample(theSampler, input.tex).r;
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yuv.yz = theTextureUV.Sample(theSampler, input.tex).rg;
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yuv += offset;
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Output.r = dot(yuv, Rcoeff);
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Output.g = dot(yuv, Gcoeff);
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Output.b = dot(yuv, Bcoeff);
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Output.a = 1.0f;
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return Output * input.color;
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}
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Texture2D theTextureY : register(t0);
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Texture2D theTextureUV : register(t1);
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SamplerState theSampler : register(s0);
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struct PixelShaderInput
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{
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float4 pos : SV_POSITION;
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float2 tex : TEXCOORD0;
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float4 color : COLOR0;
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};
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#define NVRS \
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"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
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" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
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" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
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" DENY_HULL_SHADER_ROOT_ACCESS )," \
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"RootConstants(num32BitConstants=32, b0),"\
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"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
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"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
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"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
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[RootSignature(NVRS)]
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float4 main(PixelShaderInput input) : SV_TARGET
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{
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const float3 offset = {0.0, -0.501960814, -0.501960814};
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const float3 Rcoeff = {1.0000, 0.0000, 1.4020};
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const float3 Gcoeff = {1.0000, -0.3441, -0.7141};
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const float3 Bcoeff = {1.0000, 1.7720, 0.0000};
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float4 Output;
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float3 yuv;
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yuv.x = theTextureY.Sample(theSampler, input.tex).r;
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yuv.yz = theTextureUV.Sample(theSampler, input.tex).rg;
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yuv += offset;
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Output.r = dot(yuv, Rcoeff);
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Output.g = dot(yuv, Gcoeff);
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Output.b = dot(yuv, Bcoeff);
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Output.a = 1.0f;
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return Output * input.color;
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}
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Texture2D theTextureY : register(t0);
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Texture2D theTextureUV : register(t1);
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SamplerState theSampler : register(s0);
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struct PixelShaderInput
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{
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float4 pos : SV_POSITION;
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float2 tex : TEXCOORD0;
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float4 color : COLOR0;
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};
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#define NVRS \
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"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
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" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
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" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
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" DENY_HULL_SHADER_ROOT_ACCESS )," \
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"RootConstants(num32BitConstants=32, b0),"\
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"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
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"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
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"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
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[RootSignature(NVRS)]
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float4 main(PixelShaderInput input) : SV_TARGET
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{
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const float3 offset = {-0.0627451017, -0.501960814, -0.501960814};
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const float3 Rcoeff = {1.1644, 0.0000, 1.5960};
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const float3 Gcoeff = {1.1644, -0.3918, -0.8130};
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const float3 Bcoeff = {1.1644, 2.0172, 0.0000};
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float4 Output;
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float3 yuv;
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yuv.x = theTextureY.Sample(theSampler, input.tex).r;
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yuv.yz = theTextureUV.Sample(theSampler, input.tex).gr;
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yuv += offset;
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Output.r = dot(yuv, Rcoeff);
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Output.g = dot(yuv, Gcoeff);
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Output.b = dot(yuv, Bcoeff);
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Output.a = 1.0f;
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return Output * input.color;
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}
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Texture2D theTextureY : register(t0);
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Texture2D theTextureUV : register(t1);
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SamplerState theSampler : register(s0);
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struct PixelShaderInput
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{
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float4 pos : SV_POSITION;
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float2 tex : TEXCOORD0;
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float4 color : COLOR0;
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};
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#define NVRS \
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"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
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" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
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" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
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" DENY_HULL_SHADER_ROOT_ACCESS )," \
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"RootConstants(num32BitConstants=32, b0),"\
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"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
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"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
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"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
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[RootSignature(NVRS)]
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float4 main(PixelShaderInput input) : SV_TARGET
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{
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const float3 offset = {-0.0627451017, -0.501960814, -0.501960814};
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const float3 Rcoeff = {1.1644, 0.0000, 1.7927};
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const float3 Gcoeff = {1.1644, -0.2132, -0.5329};
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const float3 Bcoeff = {1.1644, 2.1124, 0.0000};
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float4 Output;
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float3 yuv;
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yuv.x = theTextureY.Sample(theSampler, input.tex).r;
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yuv.yz = theTextureUV.Sample(theSampler, input.tex).gr;
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yuv += offset;
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Output.r = dot(yuv, Rcoeff);
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Output.g = dot(yuv, Gcoeff);
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Output.b = dot(yuv, Bcoeff);
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Output.a = 1.0f;
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return Output * input.color;
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}
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Texture2D theTextureY : register(t0);
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Texture2D theTextureUV : register(t1);
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SamplerState theSampler : register(s0);
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struct PixelShaderInput
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{
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float4 pos : SV_POSITION;
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float2 tex : TEXCOORD0;
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float4 color : COLOR0;
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};
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#define NVRS \
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"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
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" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
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" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
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" DENY_HULL_SHADER_ROOT_ACCESS )," \
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"RootConstants(num32BitConstants=32, b0),"\
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"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
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"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
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"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
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[RootSignature(NVRS)]
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float4 main(PixelShaderInput input) : SV_TARGET
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{
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const float3 offset = {0.0, -0.501960814, -0.501960814};
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const float3 Rcoeff = {1.0000, 0.0000, 1.4020};
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const float3 Gcoeff = {1.0000, -0.3441, -0.7141};
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const float3 Bcoeff = {1.0000, 1.7720, 0.0000};
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float4 Output;
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float3 yuv;
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yuv.x = theTextureY.Sample(theSampler, input.tex).r;
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yuv.yz = theTextureUV.Sample(theSampler, input.tex).gr;
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yuv += offset;
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Output.r = dot(yuv, Rcoeff);
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Output.g = dot(yuv, Gcoeff);
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Output.b = dot(yuv, Bcoeff);
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Output.a = 1.0f;
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return Output * input.color;
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}
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Texture2D theTexture : register(t0);
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SamplerState theSampler : register(s0);
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struct PixelShaderInput
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{
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float4 pos : SV_POSITION;
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float2 tex : TEXCOORD0;
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float4 color : COLOR0;
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};
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#define TextureRS \
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"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
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" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
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" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
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" DENY_HULL_SHADER_ROOT_ACCESS )," \
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"RootConstants(num32BitConstants=32, b0),"\
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"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
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"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
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[RootSignature(TextureRS)]
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float4 main(PixelShaderInput input) : SV_TARGET
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{
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return theTexture.Sample(theSampler, input.tex) * input.color;
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}
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Texture2D theTextureY : register(t0);
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Texture2D theTextureU : register(t1);
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Texture2D theTextureV : register(t2);
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SamplerState theSampler : register(s0);
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struct PixelShaderInput
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{
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float4 pos : SV_POSITION;
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float2 tex : TEXCOORD0;
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float4 color : COLOR0;
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};
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#define YUVRS \
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"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
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" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
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" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
|
||||
" DENY_HULL_SHADER_ROOT_ACCESS )," \
|
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"RootConstants(num32BitConstants=32, b0),"\
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"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
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"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
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"DescriptorTable ( SRV(t2), visibility = SHADER_VISIBILITY_PIXEL ),"\
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"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
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[RootSignature(YUVRS)]
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float4 main(PixelShaderInput input) : SV_TARGET
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{
|
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const float3 offset = {-0.0627451017, -0.501960814, -0.501960814};
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const float3 Rcoeff = {1.1644, 0.0000, 1.5960};
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const float3 Gcoeff = {1.1644, -0.3918, -0.8130};
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const float3 Bcoeff = {1.1644, 2.0172, 0.0000};
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float4 Output;
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float3 yuv;
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yuv.x = theTextureY.Sample(theSampler, input.tex).r;
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yuv.y = theTextureU.Sample(theSampler, input.tex).r;
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yuv.z = theTextureV.Sample(theSampler, input.tex).r;
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yuv += offset;
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Output.r = dot(yuv, Rcoeff);
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Output.g = dot(yuv, Gcoeff);
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Output.b = dot(yuv, Bcoeff);
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Output.a = 1.0f;
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return Output * input.color;
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}
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Texture2D theTextureY : register(t0);
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Texture2D theTextureU : register(t1);
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Texture2D theTextureV : register(t2);
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SamplerState theSampler : register(s0);
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||||
|
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struct PixelShaderInput
|
||||
{
|
||||
float4 pos : SV_POSITION;
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float2 tex : TEXCOORD0;
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float4 color : COLOR0;
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};
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#define YUVRS \
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"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
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" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
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||||
" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
|
||||
" DENY_HULL_SHADER_ROOT_ACCESS )," \
|
||||
"RootConstants(num32BitConstants=32, b0),"\
|
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"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
|
||||
"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
|
||||
"DescriptorTable ( SRV(t2), visibility = SHADER_VISIBILITY_PIXEL ),"\
|
||||
"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
|
||||
|
||||
[RootSignature(YUVRS)]
|
||||
float4 main(PixelShaderInput input) : SV_TARGET
|
||||
{
|
||||
const float3 offset = {-0.0627451017, -0.501960814, -0.501960814};
|
||||
const float3 Rcoeff = {1.1644, 0.0000, 1.7927};
|
||||
const float3 Gcoeff = {1.1644, -0.2132, -0.5329};
|
||||
const float3 Bcoeff = {1.1644, 2.1124, 0.0000};
|
||||
|
||||
float4 Output;
|
||||
|
||||
float3 yuv;
|
||||
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
|
||||
yuv.y = theTextureU.Sample(theSampler, input.tex).r;
|
||||
yuv.z = theTextureV.Sample(theSampler, input.tex).r;
|
||||
|
||||
yuv += offset;
|
||||
Output.r = dot(yuv, Rcoeff);
|
||||
Output.g = dot(yuv, Gcoeff);
|
||||
Output.b = dot(yuv, Bcoeff);
|
||||
Output.a = 1.0f;
|
||||
|
||||
return Output * input.color;
|
||||
}
|
||||
|
|
@ -0,0 +1,46 @@
|
|||
Texture2D theTextureY : register(t0);
|
||||
Texture2D theTextureU : register(t1);
|
||||
Texture2D theTextureV : register(t2);
|
||||
SamplerState theSampler : register(s0);
|
||||
|
||||
struct PixelShaderInput
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
float4 color : COLOR0;
|
||||
};
|
||||
|
||||
#define YUVRS \
|
||||
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
|
||||
" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
|
||||
" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
|
||||
" DENY_HULL_SHADER_ROOT_ACCESS )," \
|
||||
"RootConstants(num32BitConstants=32, b0),"\
|
||||
"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
|
||||
"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
|
||||
"DescriptorTable ( SRV(t2), visibility = SHADER_VISIBILITY_PIXEL ),"\
|
||||
"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
|
||||
|
||||
[RootSignature(YUVRS)]
|
||||
float4 main(PixelShaderInput input) : SV_TARGET
|
||||
{
|
||||
const float3 offset = {0.0, -0.501960814, -0.501960814};
|
||||
const float3 Rcoeff = {1.0000, 0.0000, 1.4020};
|
||||
const float3 Gcoeff = {1.0000, -0.3441, -0.7141};
|
||||
const float3 Bcoeff = {1.0000, 1.7720, 0.0000};
|
||||
|
||||
float4 Output;
|
||||
|
||||
float3 yuv;
|
||||
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
|
||||
yuv.y = theTextureU.Sample(theSampler, input.tex).r;
|
||||
yuv.z = theTextureV.Sample(theSampler, input.tex).r;
|
||||
|
||||
yuv += offset;
|
||||
Output.r = dot(yuv, Rcoeff);
|
||||
Output.g = dot(yuv, Gcoeff);
|
||||
Output.b = dot(yuv, Bcoeff);
|
||||
Output.a = 1.0f;
|
||||
|
||||
return Output * input.color;
|
||||
}
|
||||
95
Engine/lib/sdl/VisualC-GDK/shaders/D3D12_VertexShader.hlsl
Normal file
95
Engine/lib/sdl/VisualC-GDK/shaders/D3D12_VertexShader.hlsl
Normal file
|
|
@ -0,0 +1,95 @@
|
|||
#pragma pack_matrix( row_major )
|
||||
|
||||
struct VertexShaderConstants
|
||||
{
|
||||
matrix model;
|
||||
matrix projectionAndView;
|
||||
};
|
||||
ConstantBuffer<VertexShaderConstants> Constants : register(b0);
|
||||
|
||||
struct VertexShaderInput
|
||||
{
|
||||
float3 pos : POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
float4 color : COLOR0;
|
||||
};
|
||||
|
||||
struct VertexShaderOutput
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
float4 color : COLOR0;
|
||||
};
|
||||
|
||||
#define ColorRS \
|
||||
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
|
||||
"DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
|
||||
"DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
|
||||
"DENY_HULL_SHADER_ROOT_ACCESS )," \
|
||||
"RootConstants(num32BitConstants=32, b0)"
|
||||
|
||||
#define TextureRS \
|
||||
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
|
||||
" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
|
||||
" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
|
||||
" DENY_HULL_SHADER_ROOT_ACCESS )," \
|
||||
"RootConstants(num32BitConstants=32, b0),"\
|
||||
"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
|
||||
"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
|
||||
|
||||
#define YUVRS \
|
||||
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
|
||||
" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
|
||||
" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
|
||||
" DENY_HULL_SHADER_ROOT_ACCESS )," \
|
||||
"RootConstants(num32BitConstants=32, b0),"\
|
||||
"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
|
||||
"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
|
||||
"DescriptorTable ( SRV(t2), visibility = SHADER_VISIBILITY_PIXEL ),"\
|
||||
"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
|
||||
|
||||
#define NVRS \
|
||||
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
|
||||
" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
|
||||
" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
|
||||
" DENY_HULL_SHADER_ROOT_ACCESS )," \
|
||||
"RootConstants(num32BitConstants=32, b0),"\
|
||||
"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
|
||||
"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
|
||||
"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
|
||||
|
||||
[RootSignature(ColorRS)]
|
||||
VertexShaderOutput mainColor(VertexShaderInput input)
|
||||
{
|
||||
VertexShaderOutput output;
|
||||
float4 pos = float4(input.pos, 1.0f);
|
||||
|
||||
// Transform the vertex position into projected space.
|
||||
pos = mul(pos, Constants.model);
|
||||
pos = mul(pos, Constants.projectionAndView);
|
||||
output.pos = pos;
|
||||
|
||||
// Pass through texture coordinates and color values without transformation
|
||||
output.tex = input.tex;
|
||||
output.color = input.color;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
[RootSignature(TextureRS)]
|
||||
VertexShaderOutput mainTexture(VertexShaderInput input)
|
||||
{
|
||||
return mainColor(input);
|
||||
}
|
||||
|
||||
[RootSignature(YUVRS)]
|
||||
VertexShaderOutput mainYUV(VertexShaderInput input)
|
||||
{
|
||||
return mainColor(input);
|
||||
}
|
||||
|
||||
[RootSignature(NVRS)]
|
||||
VertexShaderOutput mainNV(VertexShaderInput input)
|
||||
{
|
||||
return mainColor(input);
|
||||
}
|
||||
35
Engine/lib/sdl/VisualC-GDK/shaders/buildshaders.bat
Normal file
35
Engine/lib/sdl/VisualC-GDK/shaders/buildshaders.bat
Normal file
|
|
@ -0,0 +1,35 @@
|
|||
if %2.==one. goto setxboxone
|
||||
rem Xbox Series compile
|
||||
set XBOXDXC="%GameDKLatest%\GXDK\bin\Scarlett\DXC.exe"
|
||||
set SUFFIX=_Series.h
|
||||
goto startbuild
|
||||
|
||||
:setxboxone
|
||||
set XBOXDXC="%GameDKLatest%\GXDK\bin\XboxOne\DXC.exe"
|
||||
set SUFFIX=_One.h
|
||||
|
||||
:startbuild
|
||||
echo Building with %XBOXDXC%
|
||||
cd "%1\shaders"
|
||||
rem Root Signatures
|
||||
%XBOXDXC% -E ColorRS -T rootsig_1_1 -rootsig-define ColorRS -Fh D3D12_RootSig_Color%SUFFIX% -Vn D3D12_RootSig_Color D3D12_VertexShader.hlsl
|
||||
%XBOXDXC% -E TextureRS -T rootsig_1_1 -rootsig-define TextureRS -Fh D3D12_RootSig_Texture%SUFFIX% -Vn D3D12_RootSig_Texture D3D12_VertexShader.hlsl
|
||||
%XBOXDXC% -E YUVRS -T rootsig_1_1 -rootsig-define YUVRS -Fh D3D12_RootSig_YUV%SUFFIX% -Vn D3D12_RootSig_YUV D3D12_VertexShader.hlsl
|
||||
%XBOXDXC% -E NVRS -T rootsig_1_1 -rootsig-define NVRS -Fh D3D12_RootSig_NV%SUFFIX% -Vn D3D12_RootSig_NV D3D12_VertexShader.hlsl
|
||||
rem Vertex Shaders
|
||||
%XBOXDXC% -E mainColor -T vs_6_0 -Fh D3D12_VertexShader_Color%SUFFIX% -Vn D3D12_VertexShader_Color D3D12_VertexShader.hlsl
|
||||
%XBOXDXC% -E mainTexture -T vs_6_0 -Fh D3D12_VertexShader_Texture%SUFFIX% -Vn D3D12_VertexShader_Texture D3D12_VertexShader.hlsl
|
||||
%XBOXDXC% -E mainNV -T vs_6_0 -Fh D3D12_VertexShader_NV%SUFFIX% -Vn D3D12_VertexShader_NV D3D12_VertexShader.hlsl
|
||||
%XBOXDXC% -E mainYUV -T vs_6_0 -Fh D3D12_VertexShader_YUV%SUFFIX% -Vn D3D12_VertexShader_YUV D3D12_VertexShader.hlsl
|
||||
rem Pixel Shaders
|
||||
%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_Colors%SUFFIX% -Vn D3D12_PixelShader_Colors D3D12_PixelShader_Colors.hlsl
|
||||
%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_NV12_BT601%SUFFIX% -Vn D3D12_PixelShader_NV12_BT601 D3D12_PixelShader_NV12_BT601.hlsl
|
||||
%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_NV12_BT709%SUFFIX% -Vn D3D12_PixelShader_NV12_BT709 D3D12_PixelShader_NV12_BT709.hlsl
|
||||
%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_NV12_JPEG%SUFFIX% -Vn D3D12_PixelShader_NV12_JPEG D3D12_PixelShader_NV12_JPEG.hlsl
|
||||
%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_NV21_BT601%SUFFIX% -Vn D3D12_PixelShader_NV21_BT601 D3D12_PixelShader_NV21_BT601.hlsl
|
||||
%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_NV21_BT709%SUFFIX% -Vn D3D12_PixelShader_NV21_BT709 D3D12_PixelShader_NV21_BT709.hlsl
|
||||
%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_NV21_JPEG%SUFFIX% -Vn D3D12_PixelShader_NV21_JPEG D3D12_PixelShader_NV21_JPEG.hlsl
|
||||
%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_Textures%SUFFIX% -Vn D3D12_PixelShader_Textures D3D12_PixelShader_Textures.hlsl
|
||||
%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_YUV_BT601%SUFFIX% -Vn D3D12_PixelShader_YUV_BT601 D3D12_PixelShader_YUV_BT601.hlsl
|
||||
%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_YUV_BT709%SUFFIX% -Vn D3D12_PixelShader_YUV_BT709 D3D12_PixelShader_YUV_BT709.hlsl
|
||||
%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_YUV_JPEG%SUFFIX% -Vn D3D12_PixelShader_YUV_JPEG D3D12_PixelShader_YUV_JPEG.hlsl
|
||||
|
|
@ -0,0 +1,9 @@
|
|||
<Package>
|
||||
<Chunk Id="1000" Marker="Launch">
|
||||
<FileGroup DestinationPath="." SourcePath="." Include="testgamecontroller.exe" />
|
||||
<FileGroup DestinationPath="." SourcePath="." Include="MicrosoftGame.config" />
|
||||
<FileGroup DestinationPath="." SourcePath="." Include="*.bmp" />
|
||||
<FileGroup DestinationPath="." SourcePath="." Include="*.png" />
|
||||
<FileGroup DestinationPath="." SourcePath="." Include="*.dll" />
|
||||
</Chunk>
|
||||
</Package>
|
||||
|
|
@ -0,0 +1,34 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Game configVersion="1">
|
||||
|
||||
<!-- Set these to the correct identifiers from Partner Center -->
|
||||
<Identity Name="SDL"
|
||||
Version="1.0.0.0"
|
||||
Publisher="CN=Publisher"/>
|
||||
|
||||
<ExecutableList>
|
||||
<Executable Name="testgamecontroller.exe"
|
||||
TargetDeviceFamily="PC"
|
||||
Id="Game" />
|
||||
</ExecutableList>
|
||||
|
||||
<DesktopRegistration>
|
||||
<DependencyList>
|
||||
<KnownDependency Name="VC14"/>
|
||||
</DependencyList>
|
||||
</DesktopRegistration>
|
||||
|
||||
<!-- Set these to the correct values from Partner Center -->
|
||||
<MSAAppId>PleaseChangeMe</MSAAppId>
|
||||
<TitleId>FFFFFFFF</TitleId>
|
||||
|
||||
<ShellVisuals DefaultDisplayName="testgamecontroller"
|
||||
PublisherDisplayName="SDL"
|
||||
Square480x480Logo="Logo480x480.png"
|
||||
Square150x150Logo="Logo150x150.png"
|
||||
Square44x44Logo="Logo44x44.png"
|
||||
Description="testgamecontroller"
|
||||
ForegroundText="light"
|
||||
BackgroundColor="#000000"
|
||||
StoreLogo="Logo100x100.png"/>
|
||||
</Game>
|
||||
|
|
@ -0,0 +1,29 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Game configVersion="1">
|
||||
|
||||
<!-- Set these to the correct identifiers from Partner Center -->
|
||||
<Identity Name="SDL"
|
||||
Version="1.0.0.0"
|
||||
Publisher="CN=Publisher"/>
|
||||
|
||||
<ExecutableList>
|
||||
<Executable Name="testgamecontroller.exe"
|
||||
TargetDeviceFamily="XboxOne"
|
||||
Id="Game" />
|
||||
</ExecutableList>
|
||||
|
||||
<!-- Set these to the correct values from Partner Center -->
|
||||
<MSAAppId>PleaseChangeMe</MSAAppId>
|
||||
<TitleId>FFFFFFFF</TitleId>
|
||||
|
||||
<ShellVisuals DefaultDisplayName="testgamecontroller"
|
||||
PublisherDisplayName="SDL"
|
||||
Square480x480Logo="Logo480x480.png"
|
||||
Square150x150Logo="Logo150x150.png"
|
||||
Square44x44Logo="Logo44x44.png"
|
||||
SplashScreenImage="SplashScreenImage.png"
|
||||
Description="testgamecontroller"
|
||||
ForegroundText="light"
|
||||
BackgroundColor="#000000"
|
||||
StoreLogo="Logo100x100.png"/>
|
||||
</Game>
|
||||
|
|
@ -0,0 +1,29 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Game configVersion="1">
|
||||
|
||||
<!-- Set these to the correct identifiers from Partner Center -->
|
||||
<Identity Name="SDL"
|
||||
Version="1.0.0.0"
|
||||
Publisher="CN=Publisher"/>
|
||||
|
||||
<ExecutableList>
|
||||
<Executable Name="testgamecontroller.exe"
|
||||
TargetDeviceFamily="Scarlett"
|
||||
Id="Game" />
|
||||
</ExecutableList>
|
||||
|
||||
<!-- Set these to the correct values from Partner Center -->
|
||||
<MSAAppId>PleaseChangeMe</MSAAppId>
|
||||
<TitleId>FFFFFFFF</TitleId>
|
||||
|
||||
<ShellVisuals DefaultDisplayName="testgamecontroller"
|
||||
PublisherDisplayName="SDL"
|
||||
Square480x480Logo="Logo480x480.png"
|
||||
Square150x150Logo="Logo150x150.png"
|
||||
Square44x44Logo="Logo44x44.png"
|
||||
SplashScreenImage="SplashScreenImage.png"
|
||||
Description="testgamecontroller"
|
||||
ForegroundText="light"
|
||||
BackgroundColor="#000000"
|
||||
StoreLogo="Logo100x100.png"/>
|
||||
</Game>
|
||||
10
Engine/lib/sdl/VisualC-GDK/tests/testgdk/PackageLayout.xml
Normal file
10
Engine/lib/sdl/VisualC-GDK/tests/testgdk/PackageLayout.xml
Normal file
|
|
@ -0,0 +1,10 @@
|
|||
<Package>
|
||||
<Chunk Id="1000" Marker="Launch">
|
||||
<FileGroup DestinationPath="." SourcePath="." Include="testgdk.exe" />
|
||||
<FileGroup DestinationPath="." SourcePath="." Include="MicrosoftGame.config" />
|
||||
<FileGroup DestinationPath="." SourcePath="." Include="*.bmp" />
|
||||
<FileGroup DestinationPath="." SourcePath="." Include="*.wav" />
|
||||
<FileGroup DestinationPath="." SourcePath="." Include="*.png" />
|
||||
<FileGroup DestinationPath="." SourcePath="." Include="*.dll" />
|
||||
</Chunk>
|
||||
</Package>
|
||||
503
Engine/lib/sdl/VisualC-GDK/tests/testgdk/src/testgdk.cpp
Normal file
503
Engine/lib/sdl/VisualC-GDK/tests/testgdk/src/testgdk.cpp
Normal file
|
|
@ -0,0 +1,503 @@
|
|||
/*
|
||||
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely.
|
||||
*/
|
||||
/* testgdk: Basic tests of using task queue/xbl (with simple drawing) in GDK.
|
||||
* NOTE: As of June 2022 GDK, login will only work if MicrosoftGame.config is
|
||||
* configured properly. See README-gdk.md.
|
||||
*/
|
||||
|
||||
#include <stdlib.h>
|
||||
#include <stdio.h>
|
||||
#include <time.h>
|
||||
|
||||
#include "SDL_test.h"
|
||||
#include "SDL_test_common.h"
|
||||
#include "../src/core/windows/SDL_windows.h"
|
||||
|
||||
extern "C" {
|
||||
#include "../test/testutils.h"
|
||||
}
|
||||
|
||||
#include <XGameRuntime.h>
|
||||
|
||||
#define NUM_SPRITES 100
|
||||
#define MAX_SPEED 1
|
||||
|
||||
static SDLTest_CommonState *state;
|
||||
static int num_sprites;
|
||||
static SDL_Texture **sprites;
|
||||
static SDL_bool cycle_color;
|
||||
static SDL_bool cycle_alpha;
|
||||
static int cycle_direction = 1;
|
||||
static int current_alpha = 0;
|
||||
static int current_color = 0;
|
||||
static int sprite_w, sprite_h;
|
||||
static SDL_BlendMode blendMode = SDL_BLENDMODE_BLEND;
|
||||
|
||||
int done;
|
||||
|
||||
static struct
|
||||
{
|
||||
SDL_AudioSpec spec;
|
||||
Uint8 *sound; /* Pointer to wave data */
|
||||
Uint32 soundlen; /* Length of wave data */
|
||||
int soundpos; /* Current play position */
|
||||
} wave;
|
||||
|
||||
static SDL_AudioDeviceID device;
|
||||
|
||||
static void
|
||||
close_audio()
|
||||
{
|
||||
if (device != 0) {
|
||||
SDL_CloseAudioDevice(device);
|
||||
device = 0;
|
||||
}
|
||||
}
|
||||
|
||||
/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
|
||||
static void
|
||||
quit(int rc)
|
||||
{
|
||||
SDL_free(sprites);
|
||||
close_audio();
|
||||
SDL_FreeWAV(wave.sound);
|
||||
SDLTest_CommonQuit(state);
|
||||
/* If rc is 0, just let main return normally rather than calling exit.
|
||||
* This allows testing of platforms where SDL_main is required and does meaningful cleanup.
|
||||
*/
|
||||
if (rc != 0) {
|
||||
exit(rc);
|
||||
}
|
||||
}
|
||||
|
||||
static void
|
||||
open_audio()
|
||||
{
|
||||
/* Initialize fillerup() variables */
|
||||
device = SDL_OpenAudioDevice(NULL, SDL_FALSE, &wave.spec, NULL, 0);
|
||||
if (!device) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't open audio: %s\n", SDL_GetError());
|
||||
SDL_FreeWAV(wave.sound);
|
||||
quit(2);
|
||||
}
|
||||
|
||||
/* Let the audio run */
|
||||
SDL_PauseAudioDevice(device, SDL_FALSE);
|
||||
}
|
||||
|
||||
static void
|
||||
reopen_audio()
|
||||
{
|
||||
close_audio();
|
||||
open_audio();
|
||||
}
|
||||
|
||||
void SDLCALL
|
||||
fillerup(void *unused, Uint8 *stream, int len)
|
||||
{
|
||||
Uint8 *waveptr;
|
||||
int waveleft;
|
||||
|
||||
/* Set up the pointers */
|
||||
waveptr = wave.sound + wave.soundpos;
|
||||
waveleft = wave.soundlen - wave.soundpos;
|
||||
|
||||
/* Go! */
|
||||
while (waveleft <= len) {
|
||||
SDL_memcpy(stream, waveptr, waveleft);
|
||||
stream += waveleft;
|
||||
len -= waveleft;
|
||||
waveptr = wave.sound;
|
||||
waveleft = wave.soundlen;
|
||||
wave.soundpos = 0;
|
||||
}
|
||||
SDL_memcpy(stream, waveptr, len);
|
||||
wave.soundpos += len;
|
||||
}
|
||||
|
||||
void
|
||||
UserLoggedIn(XUserHandle user)
|
||||
{
|
||||
HRESULT hr;
|
||||
char gamertag[128];
|
||||
hr = XUserGetGamertag(user, XUserGamertagComponent::UniqueModern, sizeof(gamertag), gamertag, NULL);
|
||||
|
||||
if (SUCCEEDED(hr)) {
|
||||
SDL_Log("User logged in: %s", gamertag);
|
||||
} else {
|
||||
SDL_Log("[GDK] UserLoggedIn -- XUserGetGamertag failed: 0x%08x.", hr);
|
||||
}
|
||||
|
||||
XUserCloseHandle(user);
|
||||
}
|
||||
|
||||
void
|
||||
AddUserUICallback(XAsyncBlock *asyncBlock)
|
||||
{
|
||||
HRESULT hr;
|
||||
XUserHandle user = NULL;
|
||||
|
||||
hr = XUserAddResult(asyncBlock, &user);
|
||||
if (SUCCEEDED(hr)) {
|
||||
uint64_t userId;
|
||||
|
||||
hr = XUserGetId(user, &userId);
|
||||
if (FAILED(hr)) {
|
||||
/* If unable to get the user ID, it means the account is banned, etc. */
|
||||
SDL_Log("[GDK] AddUserSilentCallback -- XUserGetId failed: 0x%08x.", hr);
|
||||
XUserCloseHandle(user);
|
||||
|
||||
/* Per the docs, likely should call XUserResolveIssueWithUiAsync here. */
|
||||
} else {
|
||||
UserLoggedIn(user);
|
||||
}
|
||||
} else {
|
||||
SDL_Log("[GDK] AddUserUICallback -- XUserAddAsync failed: 0x%08x.", hr);
|
||||
}
|
||||
|
||||
delete asyncBlock;
|
||||
}
|
||||
|
||||
void
|
||||
AddUserUI()
|
||||
{
|
||||
HRESULT hr;
|
||||
XAsyncBlock *asyncBlock = new XAsyncBlock;
|
||||
|
||||
asyncBlock->context = NULL;
|
||||
asyncBlock->queue = NULL; /* A null queue will use the global process task queue */
|
||||
asyncBlock->callback = &AddUserUICallback;
|
||||
|
||||
hr = XUserAddAsync(XUserAddOptions::None, asyncBlock);
|
||||
|
||||
if (FAILED(hr)) {
|
||||
delete asyncBlock;
|
||||
SDL_Log("[GDK] AddUserSilent -- failed: 0x%08x", hr);
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
AddUserSilentCallback(XAsyncBlock *asyncBlock)
|
||||
{
|
||||
HRESULT hr;
|
||||
XUserHandle user = NULL;
|
||||
|
||||
hr = XUserAddResult(asyncBlock, &user);
|
||||
if (SUCCEEDED(hr)) {
|
||||
uint64_t userId;
|
||||
|
||||
hr = XUserGetId(user, &userId);
|
||||
if (FAILED(hr)) {
|
||||
/* If unable to get the user ID, it means the account is banned, etc. */
|
||||
SDL_Log("[GDK] AddUserSilentCallback -- XUserGetId failed: 0x%08x. Trying with UI.", hr);
|
||||
XUserCloseHandle(user);
|
||||
AddUserUI();
|
||||
} else {
|
||||
UserLoggedIn(user);
|
||||
}
|
||||
} else {
|
||||
SDL_Log("[GDK] AddUserSilentCallback -- XUserAddAsync failed: 0x%08x. Trying with UI.", hr);
|
||||
AddUserUI();
|
||||
}
|
||||
|
||||
delete asyncBlock;
|
||||
}
|
||||
|
||||
void
|
||||
AddUserSilent()
|
||||
{
|
||||
HRESULT hr;
|
||||
XAsyncBlock *asyncBlock = new XAsyncBlock;
|
||||
|
||||
asyncBlock->context = NULL;
|
||||
asyncBlock->queue = NULL; /* A null queue will use the global process task queue */
|
||||
asyncBlock->callback = &AddUserSilentCallback;
|
||||
|
||||
hr = XUserAddAsync(XUserAddOptions::AddDefaultUserSilently, asyncBlock);
|
||||
|
||||
if (FAILED(hr)) {
|
||||
delete asyncBlock;
|
||||
SDL_Log("[GDK] AddUserSilent -- failed: 0x%08x", hr);
|
||||
}
|
||||
}
|
||||
|
||||
int
|
||||
LoadSprite(const char *file)
|
||||
{
|
||||
int i;
|
||||
|
||||
for (i = 0; i < state->num_windows; ++i) {
|
||||
/* This does the SDL_LoadBMP step repeatedly, but that's OK for test code. */
|
||||
sprites[i] = LoadTexture(state->renderers[i], file, SDL_TRUE, &sprite_w, &sprite_h);
|
||||
if (!sprites[i]) {
|
||||
return -1;
|
||||
}
|
||||
if (SDL_SetTextureBlendMode(sprites[i], blendMode) < 0) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't set blend mode: %s\n", SDL_GetError());
|
||||
SDL_DestroyTexture(sprites[i]);
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
|
||||
/* We're ready to roll. :) */
|
||||
return 0;
|
||||
}
|
||||
|
||||
void
|
||||
DrawSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
|
||||
{
|
||||
SDL_Rect viewport, temp;
|
||||
|
||||
/* Query the sizes */
|
||||
SDL_RenderGetViewport(renderer, &viewport);
|
||||
|
||||
/* Cycle the color and alpha, if desired */
|
||||
if (cycle_color) {
|
||||
current_color += cycle_direction;
|
||||
if (current_color < 0) {
|
||||
current_color = 0;
|
||||
cycle_direction = -cycle_direction;
|
||||
}
|
||||
if (current_color > 255) {
|
||||
current_color = 255;
|
||||
cycle_direction = -cycle_direction;
|
||||
}
|
||||
SDL_SetTextureColorMod(sprite, 255, (Uint8) current_color,
|
||||
(Uint8) current_color);
|
||||
}
|
||||
if (cycle_alpha) {
|
||||
current_alpha += cycle_direction;
|
||||
if (current_alpha < 0) {
|
||||
current_alpha = 0;
|
||||
cycle_direction = -cycle_direction;
|
||||
}
|
||||
if (current_alpha > 255) {
|
||||
current_alpha = 255;
|
||||
cycle_direction = -cycle_direction;
|
||||
}
|
||||
SDL_SetTextureAlphaMod(sprite, (Uint8) current_alpha);
|
||||
}
|
||||
|
||||
/* Draw a gray background */
|
||||
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
|
||||
SDL_RenderClear(renderer);
|
||||
|
||||
/* Test points */
|
||||
SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
|
||||
SDL_RenderDrawPoint(renderer, 0, 0);
|
||||
SDL_RenderDrawPoint(renderer, viewport.w-1, 0);
|
||||
SDL_RenderDrawPoint(renderer, 0, viewport.h-1);
|
||||
SDL_RenderDrawPoint(renderer, viewport.w-1, viewport.h-1);
|
||||
|
||||
/* Test horizontal and vertical lines */
|
||||
SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
|
||||
SDL_RenderDrawLine(renderer, 1, 0, viewport.w-2, 0);
|
||||
SDL_RenderDrawLine(renderer, 1, viewport.h-1, viewport.w-2, viewport.h-1);
|
||||
SDL_RenderDrawLine(renderer, 0, 1, 0, viewport.h-2);
|
||||
SDL_RenderDrawLine(renderer, viewport.w-1, 1, viewport.w-1, viewport.h-2);
|
||||
|
||||
/* Test fill and copy */
|
||||
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
|
||||
temp.x = 1;
|
||||
temp.y = 1;
|
||||
temp.w = sprite_w;
|
||||
temp.h = sprite_h;
|
||||
SDL_RenderFillRect(renderer, &temp);
|
||||
SDL_RenderCopy(renderer, sprite, NULL, &temp);
|
||||
temp.x = viewport.w-sprite_w-1;
|
||||
temp.y = 1;
|
||||
temp.w = sprite_w;
|
||||
temp.h = sprite_h;
|
||||
SDL_RenderFillRect(renderer, &temp);
|
||||
SDL_RenderCopy(renderer, sprite, NULL, &temp);
|
||||
temp.x = 1;
|
||||
temp.y = viewport.h-sprite_h-1;
|
||||
temp.w = sprite_w;
|
||||
temp.h = sprite_h;
|
||||
SDL_RenderFillRect(renderer, &temp);
|
||||
SDL_RenderCopy(renderer, sprite, NULL, &temp);
|
||||
temp.x = viewport.w-sprite_w-1;
|
||||
temp.y = viewport.h-sprite_h-1;
|
||||
temp.w = sprite_w;
|
||||
temp.h = sprite_h;
|
||||
SDL_RenderFillRect(renderer, &temp);
|
||||
SDL_RenderCopy(renderer, sprite, NULL, &temp);
|
||||
|
||||
/* Test diagonal lines */
|
||||
SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
|
||||
SDL_RenderDrawLine(renderer, sprite_w, sprite_h,
|
||||
viewport.w-sprite_w-2, viewport.h-sprite_h-2);
|
||||
SDL_RenderDrawLine(renderer, viewport.w-sprite_w-2, sprite_h,
|
||||
sprite_w, viewport.h-sprite_h-2);
|
||||
|
||||
/* Update the screen! */
|
||||
SDL_RenderPresent(renderer);
|
||||
}
|
||||
|
||||
void
|
||||
loop()
|
||||
{
|
||||
int i;
|
||||
SDL_Event event;
|
||||
|
||||
/* Check for events */
|
||||
while (SDL_PollEvent(&event)) {
|
||||
if (event.type == SDL_KEYDOWN && !event.key.repeat) {
|
||||
SDL_Log("Initial SDL_KEYDOWN: %s", SDL_GetScancodeName(event.key.keysym.scancode));
|
||||
}
|
||||
#if defined(__XBOXONE__) || defined(__XBOXSERIES__)
|
||||
/* On Xbox, ignore the keydown event because the features aren't supported */
|
||||
if (event.type != SDL_KEYDOWN) {
|
||||
SDLTest_CommonEvent(state, &event, &done);
|
||||
}
|
||||
#else
|
||||
SDLTest_CommonEvent(state, &event, &done);
|
||||
#endif
|
||||
}
|
||||
for (i = 0; i < state->num_windows; ++i) {
|
||||
if (state->windows[i] == NULL) {
|
||||
continue;
|
||||
}
|
||||
DrawSprites(state->renderers[i], sprites[i]);
|
||||
}
|
||||
}
|
||||
|
||||
int
|
||||
main(int argc, char *argv[])
|
||||
{
|
||||
int i;
|
||||
const char *icon = "icon.bmp";
|
||||
char *soundname = NULL;
|
||||
|
||||
/* Initialize parameters */
|
||||
num_sprites = NUM_SPRITES;
|
||||
|
||||
/* Initialize test framework */
|
||||
state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO | SDL_INIT_AUDIO);
|
||||
if (!state) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
for (i = 1; i < argc;) {
|
||||
int consumed;
|
||||
|
||||
consumed = SDLTest_CommonArg(state, i);
|
||||
if (consumed == 0) {
|
||||
consumed = -1;
|
||||
if (SDL_strcasecmp(argv[i], "--blend") == 0) {
|
||||
if (argv[i + 1]) {
|
||||
if (SDL_strcasecmp(argv[i + 1], "none") == 0) {
|
||||
blendMode = SDL_BLENDMODE_NONE;
|
||||
consumed = 2;
|
||||
} else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) {
|
||||
blendMode = SDL_BLENDMODE_BLEND;
|
||||
consumed = 2;
|
||||
} else if (SDL_strcasecmp(argv[i + 1], "add") == 0) {
|
||||
blendMode = SDL_BLENDMODE_ADD;
|
||||
consumed = 2;
|
||||
} else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) {
|
||||
blendMode = SDL_BLENDMODE_MOD;
|
||||
consumed = 2;
|
||||
} else if (SDL_strcasecmp(argv[i + 1], "sub") == 0) {
|
||||
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_SUBTRACT, SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_SUBTRACT);
|
||||
consumed = 2;
|
||||
}
|
||||
}
|
||||
} else if (SDL_strcasecmp(argv[i], "--cyclecolor") == 0) {
|
||||
cycle_color = SDL_TRUE;
|
||||
consumed = 1;
|
||||
} else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) {
|
||||
cycle_alpha = SDL_TRUE;
|
||||
consumed = 1;
|
||||
} else if (SDL_isdigit(*argv[i])) {
|
||||
num_sprites = SDL_atoi(argv[i]);
|
||||
consumed = 1;
|
||||
} else if (argv[i][0] != '-') {
|
||||
icon = argv[i];
|
||||
consumed = 1;
|
||||
}
|
||||
}
|
||||
if (consumed < 0) {
|
||||
static const char *options[] = {
|
||||
"[--blend none|blend|add|mod]",
|
||||
"[--cyclecolor]",
|
||||
"[--cyclealpha]",
|
||||
"[num_sprites]",
|
||||
"[icon.bmp]",
|
||||
NULL };
|
||||
SDLTest_CommonLogUsage(state, argv[0], options);
|
||||
quit(1);
|
||||
}
|
||||
i += consumed;
|
||||
}
|
||||
if (!SDLTest_CommonInit(state)) {
|
||||
quit(2);
|
||||
}
|
||||
|
||||
/* Create the windows, initialize the renderers, and load the textures */
|
||||
sprites =
|
||||
(SDL_Texture **) SDL_malloc(state->num_windows * sizeof(*sprites));
|
||||
if (!sprites) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
|
||||
quit(2);
|
||||
}
|
||||
for (i = 0; i < state->num_windows; ++i) {
|
||||
SDL_Renderer *renderer = state->renderers[i];
|
||||
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
|
||||
SDL_RenderClear(renderer);
|
||||
}
|
||||
if (LoadSprite(icon) < 0) {
|
||||
quit(2);
|
||||
}
|
||||
|
||||
soundname = GetResourceFilename(argc > 1 ? argv[1] : NULL, "sample.wav");
|
||||
|
||||
if (!soundname) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%s\n", SDL_GetError());
|
||||
quit(1);
|
||||
}
|
||||
|
||||
/* Load the wave file into memory */
|
||||
if (SDL_LoadWAV(soundname, &wave.spec, &wave.sound, &wave.soundlen) == NULL) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s\n", soundname, SDL_GetError());
|
||||
quit(1);
|
||||
}
|
||||
|
||||
wave.spec.callback = fillerup;
|
||||
|
||||
/* Show the list of available drivers */
|
||||
SDL_Log("Available audio drivers:");
|
||||
for (i = 0; i < SDL_GetNumAudioDrivers(); ++i) {
|
||||
SDL_Log("%i: %s", i, SDL_GetAudioDriver(i));
|
||||
}
|
||||
|
||||
SDL_Log("Using audio driver: %s\n", SDL_GetCurrentAudioDriver());
|
||||
|
||||
open_audio();
|
||||
|
||||
/* Main render loop */
|
||||
done = 0;
|
||||
|
||||
/* Try to add the default user silently */
|
||||
AddUserSilent();
|
||||
|
||||
while (!done) {
|
||||
loop();
|
||||
}
|
||||
|
||||
quit(0);
|
||||
|
||||
SDL_free(soundname);
|
||||
return 0;
|
||||
}
|
||||
|
||||
/* vi: set ts=4 sw=4 expandtab: */
|
||||
|
|
@ -0,0 +1,34 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Game configVersion="1">
|
||||
|
||||
<!-- Set these to the correct identifiers from Partner Center -->
|
||||
<Identity Name="SDL"
|
||||
Version="1.0.0.0"
|
||||
Publisher="CN=Publisher"/>
|
||||
|
||||
<ExecutableList>
|
||||
<Executable Name="testgdk.exe"
|
||||
TargetDeviceFamily="PC"
|
||||
Id="Game" />
|
||||
</ExecutableList>
|
||||
|
||||
<DesktopRegistration>
|
||||
<DependencyList>
|
||||
<KnownDependency Name="VC14"/>
|
||||
</DependencyList>
|
||||
</DesktopRegistration>
|
||||
|
||||
<!-- Set these to the correct values from Partner Center -->
|
||||
<MSAAppId>PleaseChangeMe</MSAAppId>
|
||||
<TitleId>FFFFFFFF</TitleId>
|
||||
|
||||
<ShellVisuals DefaultDisplayName="testgdk"
|
||||
PublisherDisplayName="SDL"
|
||||
Square480x480Logo="Logo480x480.png"
|
||||
Square150x150Logo="Logo150x150.png"
|
||||
Square44x44Logo="Logo44x44.png"
|
||||
Description="testgdk"
|
||||
ForegroundText="light"
|
||||
BackgroundColor="#000000"
|
||||
StoreLogo="Logo100x100.png"/>
|
||||
</Game>
|
||||
|
|
@ -0,0 +1,29 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Game configVersion="1">
|
||||
|
||||
<!-- Set these to the correct identifiers from Partner Center -->
|
||||
<Identity Name="SDL"
|
||||
Version="1.0.0.0"
|
||||
Publisher="CN=Publisher"/>
|
||||
|
||||
<ExecutableList>
|
||||
<Executable Name="testgdk.exe"
|
||||
TargetDeviceFamily="XboxOne"
|
||||
Id="Game" />
|
||||
</ExecutableList>
|
||||
|
||||
<!-- Set these to the correct values from Partner Center -->
|
||||
<MSAAppId>PleaseChangeMe</MSAAppId>
|
||||
<TitleId>FFFFFFFF</TitleId>
|
||||
|
||||
<ShellVisuals DefaultDisplayName="testgdk"
|
||||
PublisherDisplayName="SDL"
|
||||
Square480x480Logo="Logo480x480.png"
|
||||
Square150x150Logo="Logo150x150.png"
|
||||
Square44x44Logo="Logo44x44.png"
|
||||
SplashScreenImage="SplashScreenImage.png"
|
||||
Description="testgdk"
|
||||
ForegroundText="light"
|
||||
BackgroundColor="#000000"
|
||||
StoreLogo="Logo100x100.png"/>
|
||||
</Game>
|
||||
|
|
@ -0,0 +1,29 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Game configVersion="1">
|
||||
|
||||
<!-- Set these to the correct identifiers from Partner Center -->
|
||||
<Identity Name="SDL"
|
||||
Version="1.0.0.0"
|
||||
Publisher="CN=Publisher"/>
|
||||
|
||||
<ExecutableList>
|
||||
<Executable Name="testgdk.exe"
|
||||
TargetDeviceFamily="Scarlett"
|
||||
Id="Game" />
|
||||
</ExecutableList>
|
||||
|
||||
<!-- Set these to the correct values from Partner Center -->
|
||||
<MSAAppId>PleaseChangeMe</MSAAppId>
|
||||
<TitleId>FFFFFFFF</TitleId>
|
||||
|
||||
<ShellVisuals DefaultDisplayName="testgdk"
|
||||
PublisherDisplayName="SDL"
|
||||
Square480x480Logo="Logo480x480.png"
|
||||
Square150x150Logo="Logo150x150.png"
|
||||
Square44x44Logo="Logo44x44.png"
|
||||
SplashScreenImage="SplashScreenImage.png"
|
||||
Description="testgdk"
|
||||
ForegroundText="light"
|
||||
BackgroundColor="#000000"
|
||||
StoreLogo="Logo100x100.png"/>
|
||||
</Game>
|
||||
|
|
@ -0,0 +1,9 @@
|
|||
<Package>
|
||||
<Chunk Id="1000" Marker="Launch">
|
||||
<FileGroup DestinationPath="." SourcePath="." Include="testsprite2.exe" />
|
||||
<FileGroup DestinationPath="." SourcePath="." Include="MicrosoftGame.config" />
|
||||
<FileGroup DestinationPath="." SourcePath="." Include="*.bmp" />
|
||||
<FileGroup DestinationPath="." SourcePath="." Include="*.png" />
|
||||
<FileGroup DestinationPath="." SourcePath="." Include="*.dll" />
|
||||
</Chunk>
|
||||
</Package>
|
||||
|
|
@ -0,0 +1,34 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Game configVersion="1">
|
||||
|
||||
<!-- Set these to the correct identifiers from Partner Center -->
|
||||
<Identity Name="SDL"
|
||||
Version="1.0.0.0"
|
||||
Publisher="CN=Publisher"/>
|
||||
|
||||
<ExecutableList>
|
||||
<Executable Name="testsprite2.exe"
|
||||
TargetDeviceFamily="PC"
|
||||
Id="Game" />
|
||||
</ExecutableList>
|
||||
|
||||
<DesktopRegistration>
|
||||
<DependencyList>
|
||||
<KnownDependency Name="VC14"/>
|
||||
</DependencyList>
|
||||
</DesktopRegistration>
|
||||
|
||||
<!-- Set these to the correct values from Partner Center -->
|
||||
<MSAAppId>PleaseChangeMe</MSAAppId>
|
||||
<TitleId>FFFFFFFF</TitleId>
|
||||
|
||||
<ShellVisuals DefaultDisplayName="testsprite2"
|
||||
PublisherDisplayName="SDL"
|
||||
Square480x480Logo="Logo480x480.png"
|
||||
Square150x150Logo="Logo150x150.png"
|
||||
Square44x44Logo="Logo44x44.png"
|
||||
Description="testsprite2"
|
||||
ForegroundText="light"
|
||||
BackgroundColor="#000000"
|
||||
StoreLogo="Logo100x100.png"/>
|
||||
</Game>
|
||||
|
|
@ -0,0 +1,29 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Game configVersion="1">
|
||||
|
||||
<!-- Set these to the correct identifiers from Partner Center -->
|
||||
<Identity Name="SDL"
|
||||
Version="1.0.0.0"
|
||||
Publisher="CN=Publisher"/>
|
||||
|
||||
<ExecutableList>
|
||||
<Executable Name="testsprite2.exe"
|
||||
TargetDeviceFamily="XboxOne"
|
||||
Id="Game" />
|
||||
</ExecutableList>
|
||||
|
||||
<!-- Set these to the correct values from Partner Center -->
|
||||
<MSAAppId>PleaseChangeMe</MSAAppId>
|
||||
<TitleId>FFFFFFFF</TitleId>
|
||||
|
||||
<ShellVisuals DefaultDisplayName="testsprite2"
|
||||
PublisherDisplayName="SDL"
|
||||
Square480x480Logo="Logo480x480.png"
|
||||
Square150x150Logo="Logo150x150.png"
|
||||
Square44x44Logo="Logo44x44.png"
|
||||
SplashScreenImage="SplashScreenImage.png"
|
||||
Description="testsprite2"
|
||||
ForegroundText="light"
|
||||
BackgroundColor="#000000"
|
||||
StoreLogo="Logo100x100.png"/>
|
||||
</Game>
|
||||
|
|
@ -0,0 +1,29 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Game configVersion="1">
|
||||
|
||||
<!-- Set these to the correct identifiers from Partner Center -->
|
||||
<Identity Name="SDL"
|
||||
Version="1.0.0.0"
|
||||
Publisher="CN=Publisher"/>
|
||||
|
||||
<ExecutableList>
|
||||
<Executable Name="testsprite2.exe"
|
||||
TargetDeviceFamily="Scarlett"
|
||||
Id="Game" />
|
||||
</ExecutableList>
|
||||
|
||||
<!-- Set these to the correct values from Partner Center -->
|
||||
<MSAAppId>PleaseChangeMe</MSAAppId>
|
||||
<TitleId>FFFFFFFF</TitleId>
|
||||
|
||||
<ShellVisuals DefaultDisplayName="testsprite2"
|
||||
PublisherDisplayName="SDL"
|
||||
Square480x480Logo="Logo480x480.png"
|
||||
Square150x150Logo="Logo150x150.png"
|
||||
Square44x44Logo="Logo44x44.png"
|
||||
Description="testsprite2"
|
||||
SplashScreenImage="SplashScreenImage.png"
|
||||
ForegroundText="light"
|
||||
BackgroundColor="#000000"
|
||||
StoreLogo="Logo100x100.png"/>
|
||||
</Game>
|
||||
Loading…
Add table
Add a link
Reference in a new issue