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https://github.com/TorqueGameEngines/Torque3D.git
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sdl 2.0.8 update
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commit
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894 changed files with 66879 additions and 43299 deletions
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@ -1,6 +1,6 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
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Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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@ -25,8 +25,8 @@
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* Include file for SDL custom system window manager hooks.
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*/
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#ifndef _SDL_syswm_h
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#define _SDL_syswm_h
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#ifndef SDL_syswm_h_
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#define SDL_syswm_h_
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#include "SDL_stdinc.h"
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#include "SDL_error.h"
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@ -125,7 +125,8 @@ typedef enum
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SDL_SYSWM_MIR,
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SDL_SYSWM_WINRT,
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SDL_SYSWM_ANDROID,
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SDL_SYSWM_VIVANTE
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SDL_SYSWM_VIVANTE,
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SDL_SYSWM_OS2
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} SDL_SYSWM_TYPE;
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/**
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@ -201,6 +202,7 @@ struct SDL_SysWMinfo
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{
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HWND window; /**< The window handle */
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HDC hdc; /**< The window device context */
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HINSTANCE hinstance; /**< The instance handle */
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} win;
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#endif
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#if defined(SDL_VIDEO_DRIVER_WINRT)
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@ -228,9 +230,9 @@ struct SDL_SysWMinfo
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struct
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{
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#if defined(__OBJC__) && defined(__has_feature) && __has_feature(objc_arc)
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NSWindow __unsafe_unretained *window; /* The Cocoa window */
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NSWindow __unsafe_unretained *window; /**< The Cocoa window */
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#else
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NSWindow *window; /* The Cocoa window */
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NSWindow *window; /**< The Cocoa window */
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#endif
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} cocoa;
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#endif
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@ -238,13 +240,13 @@ struct SDL_SysWMinfo
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struct
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{
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#if defined(__OBJC__) && defined(__has_feature) && __has_feature(objc_arc)
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UIWindow __unsafe_unretained *window; /* The UIKit window */
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UIWindow __unsafe_unretained *window; /**< The UIKit window */
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#else
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UIWindow *window; /* The UIKit window */
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UIWindow *window; /**< The UIKit window */
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#endif
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GLuint framebuffer; /* The GL view's Framebuffer Object. It must be bound when rendering to the screen using GL. */
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GLuint colorbuffer; /* The GL view's color Renderbuffer Object. It must be bound when SDL_GL_SwapWindow is called. */
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GLuint resolveFramebuffer; /* The Framebuffer Object which holds the resolve color Renderbuffer, when MSAA is used. */
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GLuint framebuffer; /**< The GL view's Framebuffer Object. It must be bound when rendering to the screen using GL. */
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GLuint colorbuffer; /**< The GL view's color Renderbuffer Object. It must be bound when SDL_GL_SwapWindow is called. */
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GLuint resolveFramebuffer; /**< The Framebuffer Object which holds the resolve color Renderbuffer, when MSAA is used. */
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} uikit;
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#endif
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#if defined(SDL_VIDEO_DRIVER_WAYLAND)
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@ -279,8 +281,9 @@ struct SDL_SysWMinfo
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} vivante;
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#endif
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/* Can't have an empty union */
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int dummy;
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/* Make sure this union is always 64 bytes (8 64-bit pointers). */
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/* Be careful not to overflow this if you add a new target! */
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Uint8 dummy[64];
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} info;
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};
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@ -316,6 +319,6 @@ extern DECLSPEC SDL_bool SDLCALL SDL_GetWindowWMInfo(SDL_Window * window,
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#endif
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#include "close_code.h"
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#endif /* _SDL_syswm_h */
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#endif /* SDL_syswm_h_ */
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/* vi: set ts=4 sw=4 expandtab: */
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