Merge pull request #13 from Jj0YzL5nvJ/up2023.2

Upgrade SDL2 and other libraries...
This commit is contained in:
Richard Goedeken 2023-03-02 21:57:03 -08:00 committed by GitHub
commit de8111fdcb
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GPG key ID: 4AEE18F83AFDEB23
2559 changed files with 11514 additions and 6501 deletions

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Emscripten
================================================================================
Build:
$ mkdir build
$ cd build
$ emconfigure ../configure --host=asmjs-unknown-emscripten --disable-assembly --disable-threads --disable-cpuinfo CFLAGS="-O2"
$ emmake make
Or with cmake:
$ mkdir build
$ cd build
$ emcmake cmake ..
$ emmake make
To build one of the tests:
$ cd test/
$ emcc -O2 --js-opts 0 -g4 testdraw2.c -I../include ../build/.libs/libSDL2.a ../build/libSDL2_test.a -o a.html
Uses GLES2 renderer or software
Some other SDL2 libraries can be easily built (assuming SDL2 is installed somewhere):
SDL_mixer (http://www.libsdl.org/projects/SDL_mixer/):
$ EMCONFIGURE_JS=1 emconfigure ../configure
build as usual...
SDL_gfx (http://cms.ferzkopp.net/index.php/software/13-sdl-gfx):
$ EMCONFIGURE_JS=1 emconfigure ../configure --disable-mmx
build as usual...

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# Release checklist
## New feature release
* Update `WhatsNew.txt`
* Bump version number to 2.EVEN.0 in all these locations:
* `configure.ac`, `CMakeLists.txt`: `SDL_*_VERSION`
* `Xcode/SDL/Info-Framework.plist`: `CFBundleShortVersionString`,
`CFBundleVersion`
* `Makefile.os2`: `VERSION`
* `Makefile.w32`: `*_VERSION`
* `include/SDL_version.h`: `SDL_*_VERSION`, `SDL_PATCHLEVEL`
* `src/main/windows/version.rc`: `FILEVERSION`, `PRODUCTVERSION`,
`FileVersion`, `ProductVersion`
* Bump ABI version information
* `CMakeLists.txt`, `Xcode/SDL/SDL.xcodeproj/project.pbxproj`:
`DYLIB_CURRENT_VERSION`, `DYLIB_COMPATIBILITY_VERSION`
* set first number in `DYLIB_CURRENT_VERSION` to
(100 * *minor*) + 1
* set second number in `DYLIB_CURRENT_VERSION` to 0
* if backwards compatibility has been broken,
increase `DYLIB_COMPATIBILITY_VERSION` (?)
* Run test/versioning.sh to verify that everything is consistent
* Regenerate `configure`
* Do the release
## New bugfix release
* Check that no new API/ABI was added
* If it was, do a new feature release (see above) instead
* Bump version number from 2.Y.Z to 2.Y.(Z+1) (Y is even)
* Same places as listed above
* Bump ABI version information
* `CMakeLists.txt`, `Xcode/SDL/SDL.xcodeproj/project.pbxproj`:
`DYLIB_CURRENT_VERSION`, `DYLIB_COMPATIBILITY_VERSION`
* set second number in `DYLIB_CURRENT_VERSION` to *patchlevel*
* Run test/versioning.sh to verify that everything is consistent
* Regenerate `configure`
* Do the release
## After a feature release
* Create a branch like `release-2.24.x`
* Bump version number to 2.ODD.0 for next development branch
* Same places as listed above
* Bump ABI version information
* Same places as listed above
* Assume that the next feature release will contain new API/ABI
* Run test/versioning.sh to verify that everything is consistent
## New development prerelease
* Bump version number from 2.Y.Z to 2.Y.(Z+1) (Y is odd)
* Same places as listed above
* Bump ABI version information
* `CMakeLists.txt`, `Xcode/SDL/SDL.xcodeproj/project.pbxproj`:
`DYLIB_CURRENT_VERSION`, `DYLIB_COMPATIBILITY_VERSION`
* set first number in `DYLIB_CURRENT_VERSION` to
(100 * *minor*) + *patchlevel* + 1
* set second number in `DYLIB_CURRENT_VERSION` to 0
* if backwards compatibility has been broken,
increase `DYLIB_COMPATIBILITY_VERSION` (?)
* Run test/versioning.sh to verify that everything is consistent
* Regenerate `configure`
* Do the release

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#ifndef __gl2_h_
#define __gl2_h_
/* $Revision: 20555 $ on $Date:: 2013-02-12 14:32:47 -0800 #$ */
/*#include <GLES2/gl2platform.h>*/
#ifdef __cplusplus
extern "C" {
#endif
/*
* This document is licensed under the SGI Free Software B License Version
* 2.0. For details, see http://oss.sgi.com/projects/FreeB/ .
*/
/*-------------------------------------------------------------------------
* Data type definitions
*-----------------------------------------------------------------------*/
typedef void GLvoid;
typedef char GLchar;
typedef unsigned int GLenum;
typedef unsigned char GLboolean;
typedef unsigned int GLbitfield;
typedef khronos_int8_t GLbyte;
typedef short GLshort;
typedef int GLint;
typedef int GLsizei;
typedef khronos_uint8_t GLubyte;
typedef unsigned short GLushort;
typedef unsigned int GLuint;
typedef khronos_float_t GLfloat;
typedef khronos_float_t GLclampf;
typedef khronos_int32_t GLfixed;
/* GL types for handling large vertex buffer objects */
typedef khronos_intptr_t GLintptr;
typedef khronos_ssize_t GLsizeiptr;
/* OpenGL ES core versions */
#define GL_ES_VERSION_2_0 1
/* ClearBufferMask */
#define GL_DEPTH_BUFFER_BIT 0x00000100
#define GL_STENCIL_BUFFER_BIT 0x00000400
#define GL_COLOR_BUFFER_BIT 0x00004000
/* Boolean */
#define GL_FALSE 0
#define GL_TRUE 1
/* BeginMode */
#define GL_POINTS 0x0000
#define GL_LINES 0x0001
#define GL_LINE_LOOP 0x0002
#define GL_LINE_STRIP 0x0003
#define GL_TRIANGLES 0x0004
#define GL_TRIANGLE_STRIP 0x0005
#define GL_TRIANGLE_FAN 0x0006
/* AlphaFunction (not supported in ES20) */
/* GL_NEVER */
/* GL_LESS */
/* GL_EQUAL */
/* GL_LEQUAL */
/* GL_GREATER */
/* GL_NOTEQUAL */
/* GL_GEQUAL */
/* GL_ALWAYS */
/* BlendingFactorDest */
#define GL_ZERO 0
#define GL_ONE 1
#define GL_SRC_COLOR 0x0300
#define GL_ONE_MINUS_SRC_COLOR 0x0301
#define GL_SRC_ALPHA 0x0302
#define GL_ONE_MINUS_SRC_ALPHA 0x0303
#define GL_DST_ALPHA 0x0304
#define GL_ONE_MINUS_DST_ALPHA 0x0305
/* BlendingFactorSrc */
/* GL_ZERO */
/* GL_ONE */
#define GL_DST_COLOR 0x0306
#define GL_ONE_MINUS_DST_COLOR 0x0307
#define GL_SRC_ALPHA_SATURATE 0x0308
/* GL_SRC_ALPHA */
/* GL_ONE_MINUS_SRC_ALPHA */
/* GL_DST_ALPHA */
/* GL_ONE_MINUS_DST_ALPHA */
/* BlendEquationSeparate */
#define GL_FUNC_ADD 0x8006
#define GL_BLEND_EQUATION 0x8009
#define GL_BLEND_EQUATION_RGB 0x8009 /* same as BLEND_EQUATION */
#define GL_BLEND_EQUATION_ALPHA 0x883D
/* BlendSubtract */
#define GL_FUNC_SUBTRACT 0x800A
#define GL_FUNC_REVERSE_SUBTRACT 0x800B
/* Separate Blend Functions */
#define GL_BLEND_DST_RGB 0x80C8
#define GL_BLEND_SRC_RGB 0x80C9
#define GL_BLEND_DST_ALPHA 0x80CA
#define GL_BLEND_SRC_ALPHA 0x80CB
#define GL_CONSTANT_COLOR 0x8001
#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002
#define GL_CONSTANT_ALPHA 0x8003
#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004
#define GL_BLEND_COLOR 0x8005
/* Buffer Objects */
#define GL_ARRAY_BUFFER 0x8892
#define GL_ELEMENT_ARRAY_BUFFER 0x8893
#define GL_ARRAY_BUFFER_BINDING 0x8894
#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
#define GL_STREAM_DRAW 0x88E0
#define GL_STATIC_DRAW 0x88E4
#define GL_DYNAMIC_DRAW 0x88E8
#define GL_BUFFER_SIZE 0x8764
#define GL_BUFFER_USAGE 0x8765
#define GL_CURRENT_VERTEX_ATTRIB 0x8626
/* CullFaceMode */
#define GL_FRONT 0x0404
#define GL_BACK 0x0405
#define GL_FRONT_AND_BACK 0x0408
/* DepthFunction */
/* GL_NEVER */
/* GL_LESS */
/* GL_EQUAL */
/* GL_LEQUAL */
/* GL_GREATER */
/* GL_NOTEQUAL */
/* GL_GEQUAL */
/* GL_ALWAYS */
/* EnableCap */
#define GL_TEXTURE_2D 0x0DE1
#define GL_CULL_FACE 0x0B44
#define GL_BLEND 0x0BE2
#define GL_DITHER 0x0BD0
#define GL_STENCIL_TEST 0x0B90
#define GL_DEPTH_TEST 0x0B71
#define GL_SCISSOR_TEST 0x0C11
#define GL_POLYGON_OFFSET_FILL 0x8037
#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E
#define GL_SAMPLE_COVERAGE 0x80A0
/* ErrorCode */
#define GL_NO_ERROR 0
#define GL_INVALID_ENUM 0x0500
#define GL_INVALID_VALUE 0x0501
#define GL_INVALID_OPERATION 0x0502
#define GL_OUT_OF_MEMORY 0x0505
/* FrontFaceDirection */
#define GL_CW 0x0900
#define GL_CCW 0x0901
/* GetPName */
#define GL_LINE_WIDTH 0x0B21
#define GL_ALIASED_POINT_SIZE_RANGE 0x846D
#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E
#define GL_CULL_FACE_MODE 0x0B45
#define GL_FRONT_FACE 0x0B46
#define GL_DEPTH_RANGE 0x0B70
#define GL_DEPTH_WRITEMASK 0x0B72
#define GL_DEPTH_CLEAR_VALUE 0x0B73
#define GL_DEPTH_FUNC 0x0B74
#define GL_STENCIL_CLEAR_VALUE 0x0B91
#define GL_STENCIL_FUNC 0x0B92
#define GL_STENCIL_FAIL 0x0B94
#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95
#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96
#define GL_STENCIL_REF 0x0B97
#define GL_STENCIL_VALUE_MASK 0x0B93
#define GL_STENCIL_WRITEMASK 0x0B98
#define GL_STENCIL_BACK_FUNC 0x8800
#define GL_STENCIL_BACK_FAIL 0x8801
#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802
#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803
#define GL_STENCIL_BACK_REF 0x8CA3
#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4
#define GL_STENCIL_BACK_WRITEMASK 0x8CA5
#define GL_VIEWPORT 0x0BA2
#define GL_SCISSOR_BOX 0x0C10
/* GL_SCISSOR_TEST */
#define GL_COLOR_CLEAR_VALUE 0x0C22
#define GL_COLOR_WRITEMASK 0x0C23
#define GL_UNPACK_ALIGNMENT 0x0CF5
#define GL_PACK_ALIGNMENT 0x0D05
#define GL_MAX_TEXTURE_SIZE 0x0D33
#define GL_MAX_VIEWPORT_DIMS 0x0D3A
#define GL_SUBPIXEL_BITS 0x0D50
#define GL_RED_BITS 0x0D52
#define GL_GREEN_BITS 0x0D53
#define GL_BLUE_BITS 0x0D54
#define GL_ALPHA_BITS 0x0D55
#define GL_DEPTH_BITS 0x0D56
#define GL_STENCIL_BITS 0x0D57
#define GL_POLYGON_OFFSET_UNITS 0x2A00
/* GL_POLYGON_OFFSET_FILL */
#define GL_POLYGON_OFFSET_FACTOR 0x8038
#define GL_TEXTURE_BINDING_2D 0x8069
#define GL_SAMPLE_BUFFERS 0x80A8
#define GL_SAMPLES 0x80A9
#define GL_SAMPLE_COVERAGE_VALUE 0x80AA
#define GL_SAMPLE_COVERAGE_INVERT 0x80AB
/* GetTextureParameter */
/* GL_TEXTURE_MAG_FILTER */
/* GL_TEXTURE_MIN_FILTER */
/* GL_TEXTURE_WRAP_S */
/* GL_TEXTURE_WRAP_T */
#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2
#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3
/* HintMode */
#define GL_DONT_CARE 0x1100
#define GL_FASTEST 0x1101
#define GL_NICEST 0x1102
/* HintTarget */
#define GL_GENERATE_MIPMAP_HINT 0x8192
/* DataType */
#define GL_BYTE 0x1400
#define GL_UNSIGNED_BYTE 0x1401
#define GL_SHORT 0x1402
#define GL_UNSIGNED_SHORT 0x1403
#define GL_INT 0x1404
#define GL_UNSIGNED_INT 0x1405
#define GL_FLOAT 0x1406
#define GL_FIXED 0x140C
/* PixelFormat */
#define GL_DEPTH_COMPONENT 0x1902
#define GL_ALPHA 0x1906
#define GL_RGB 0x1907
#define GL_RGBA 0x1908
#define GL_LUMINANCE 0x1909
#define GL_LUMINANCE_ALPHA 0x190A
/* PixelType */
/* GL_UNSIGNED_BYTE */
#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
#define GL_UNSIGNED_SHORT_5_6_5 0x8363
/* Shaders */
#define GL_FRAGMENT_SHADER 0x8B30
#define GL_VERTEX_SHADER 0x8B31
#define GL_MAX_VERTEX_ATTRIBS 0x8869
#define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB
#define GL_MAX_VARYING_VECTORS 0x8DFC
#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D
#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C
#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872
#define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD
#define GL_SHADER_TYPE 0x8B4F
#define GL_DELETE_STATUS 0x8B80
#define GL_LINK_STATUS 0x8B82
#define GL_VALIDATE_STATUS 0x8B83
#define GL_ATTACHED_SHADERS 0x8B85
#define GL_ACTIVE_UNIFORMS 0x8B86
#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87
#define GL_ACTIVE_ATTRIBUTES 0x8B89
#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A
#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
#define GL_CURRENT_PROGRAM 0x8B8D
/* StencilFunction */
#define GL_NEVER 0x0200
#define GL_LESS 0x0201
#define GL_EQUAL 0x0202
#define GL_LEQUAL 0x0203
#define GL_GREATER 0x0204
#define GL_NOTEQUAL 0x0205
#define GL_GEQUAL 0x0206
#define GL_ALWAYS 0x0207
/* StencilOp */
/* GL_ZERO */
#define GL_KEEP 0x1E00
#define GL_REPLACE 0x1E01
#define GL_INCR 0x1E02
#define GL_DECR 0x1E03
#define GL_INVERT 0x150A
#define GL_INCR_WRAP 0x8507
#define GL_DECR_WRAP 0x8508
/* StringName */
#define GL_VENDOR 0x1F00
#define GL_RENDERER 0x1F01
#define GL_VERSION 0x1F02
#define GL_EXTENSIONS 0x1F03
/* TextureMagFilter */
#define GL_NEAREST 0x2600
#define GL_LINEAR 0x2601
/* TextureMinFilter */
/* GL_NEAREST */
/* GL_LINEAR */
#define GL_NEAREST_MIPMAP_NEAREST 0x2700
#define GL_LINEAR_MIPMAP_NEAREST 0x2701
#define GL_NEAREST_MIPMAP_LINEAR 0x2702
#define GL_LINEAR_MIPMAP_LINEAR 0x2703
/* TextureParameterName */
#define GL_TEXTURE_MAG_FILTER 0x2800
#define GL_TEXTURE_MIN_FILTER 0x2801
#define GL_TEXTURE_WRAP_S 0x2802
#define GL_TEXTURE_WRAP_T 0x2803
/* TextureTarget */
/* GL_TEXTURE_2D */
#define GL_TEXTURE 0x1702
#define GL_TEXTURE_CUBE_MAP 0x8513
#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514
#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A
#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C
/* TextureUnit */
#define GL_TEXTURE0 0x84C0
#define GL_TEXTURE1 0x84C1
#define GL_TEXTURE2 0x84C2
#define GL_TEXTURE3 0x84C3
#define GL_TEXTURE4 0x84C4
#define GL_TEXTURE5 0x84C5
#define GL_TEXTURE6 0x84C6
#define GL_TEXTURE7 0x84C7
#define GL_TEXTURE8 0x84C8
#define GL_TEXTURE9 0x84C9
#define GL_TEXTURE10 0x84CA
#define GL_TEXTURE11 0x84CB
#define GL_TEXTURE12 0x84CC
#define GL_TEXTURE13 0x84CD
#define GL_TEXTURE14 0x84CE
#define GL_TEXTURE15 0x84CF
#define GL_TEXTURE16 0x84D0
#define GL_TEXTURE17 0x84D1
#define GL_TEXTURE18 0x84D2
#define GL_TEXTURE19 0x84D3
#define GL_TEXTURE20 0x84D4
#define GL_TEXTURE21 0x84D5
#define GL_TEXTURE22 0x84D6
#define GL_TEXTURE23 0x84D7
#define GL_TEXTURE24 0x84D8
#define GL_TEXTURE25 0x84D9
#define GL_TEXTURE26 0x84DA
#define GL_TEXTURE27 0x84DB
#define GL_TEXTURE28 0x84DC
#define GL_TEXTURE29 0x84DD
#define GL_TEXTURE30 0x84DE
#define GL_TEXTURE31 0x84DF
#define GL_ACTIVE_TEXTURE 0x84E0
/* TextureWrapMode */
#define GL_REPEAT 0x2901
#define GL_CLAMP_TO_EDGE 0x812F
#define GL_MIRRORED_REPEAT 0x8370
/* Uniform Types */
#define GL_FLOAT_VEC2 0x8B50
#define GL_FLOAT_VEC3 0x8B51
#define GL_FLOAT_VEC4 0x8B52
#define GL_INT_VEC2 0x8B53
#define GL_INT_VEC3 0x8B54
#define GL_INT_VEC4 0x8B55
#define GL_BOOL 0x8B56
#define GL_BOOL_VEC2 0x8B57
#define GL_BOOL_VEC3 0x8B58
#define GL_BOOL_VEC4 0x8B59
#define GL_FLOAT_MAT2 0x8B5A
#define GL_FLOAT_MAT3 0x8B5B
#define GL_FLOAT_MAT4 0x8B5C
#define GL_SAMPLER_2D 0x8B5E
#define GL_SAMPLER_CUBE 0x8B60
/* Vertex Arrays */
#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F
/* Read Format */
#define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A
#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B
/* Shader Source */
#define GL_COMPILE_STATUS 0x8B81
#define GL_INFO_LOG_LENGTH 0x8B84
#define GL_SHADER_SOURCE_LENGTH 0x8B88
#define GL_SHADER_COMPILER 0x8DFA
/* Shader Binary */
#define GL_SHADER_BINARY_FORMATS 0x8DF8
#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9
/* Shader Precision-Specified Types */
#define GL_LOW_FLOAT 0x8DF0
#define GL_MEDIUM_FLOAT 0x8DF1
#define GL_HIGH_FLOAT 0x8DF2
#define GL_LOW_INT 0x8DF3
#define GL_MEDIUM_INT 0x8DF4
#define GL_HIGH_INT 0x8DF5
/* Framebuffer Object. */
#define GL_FRAMEBUFFER 0x8D40
#define GL_RENDERBUFFER 0x8D41
#define GL_RGBA4 0x8056
#define GL_RGB5_A1 0x8057
#define GL_RGB565 0x8D62
#define GL_DEPTH_COMPONENT16 0x81A5
#define GL_STENCIL_INDEX8 0x8D48
#define GL_RENDERBUFFER_WIDTH 0x8D42
#define GL_RENDERBUFFER_HEIGHT 0x8D43
#define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44
#define GL_RENDERBUFFER_RED_SIZE 0x8D50
#define GL_RENDERBUFFER_GREEN_SIZE 0x8D51
#define GL_RENDERBUFFER_BLUE_SIZE 0x8D52
#define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53
#define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54
#define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3
#define GL_COLOR_ATTACHMENT0 0x8CE0
#define GL_DEPTH_ATTACHMENT 0x8D00
#define GL_STENCIL_ATTACHMENT 0x8D20
#define GL_NONE 0
#define GL_FRAMEBUFFER_COMPLETE 0x8CD5
#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6
#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7
#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS 0x8CD9
#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD
#define GL_FRAMEBUFFER_BINDING 0x8CA6
#define GL_RENDERBUFFER_BINDING 0x8CA7
#define GL_MAX_RENDERBUFFER_SIZE 0x84E8
#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506
/*-------------------------------------------------------------------------
* GL core functions.
*-----------------------------------------------------------------------*/
GL_APICALL void GL_APIENTRY glActiveTexture (GLenum texture);
GL_APICALL void GL_APIENTRY glAttachShader (GLuint program, GLuint shader);
GL_APICALL void GL_APIENTRY glBindAttribLocation (GLuint program, GLuint index, const GLchar* name);
GL_APICALL void GL_APIENTRY glBindBuffer (GLenum target, GLuint buffer);
GL_APICALL void GL_APIENTRY glBindFramebuffer (GLenum target, GLuint framebuffer);
GL_APICALL void GL_APIENTRY glBindRenderbuffer (GLenum target, GLuint renderbuffer);
GL_APICALL void GL_APIENTRY glBindTexture (GLenum target, GLuint texture);
GL_APICALL void GL_APIENTRY glBlendColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
GL_APICALL void GL_APIENTRY glBlendEquation ( GLenum mode );
GL_APICALL void GL_APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha);
GL_APICALL void GL_APIENTRY glBlendFunc (GLenum sfactor, GLenum dfactor);
GL_APICALL void GL_APIENTRY glBlendFuncSeparate (GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
GL_APICALL void GL_APIENTRY glBufferData (GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage);
GL_APICALL void GL_APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data);
GL_APICALL GLenum GL_APIENTRY glCheckFramebufferStatus (GLenum target);
GL_APICALL void GL_APIENTRY glClear (GLbitfield mask);
GL_APICALL void GL_APIENTRY glClearColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
GL_APICALL void GL_APIENTRY glClearDepthf (GLclampf depth);
GL_APICALL void GL_APIENTRY glClearStencil (GLint s);
GL_APICALL void GL_APIENTRY glColorMask (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
GL_APICALL void GL_APIENTRY glCompileShader (GLuint shader);
GL_APICALL void GL_APIENTRY glCompressedTexImage2D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid* data);
GL_APICALL void GL_APIENTRY glCompressedTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid* data);
GL_APICALL void GL_APIENTRY glCopyTexImage2D (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
GL_APICALL void GL_APIENTRY glCopyTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
GL_APICALL GLuint GL_APIENTRY glCreateProgram (void);
GL_APICALL GLuint GL_APIENTRY glCreateShader (GLenum type);
GL_APICALL void GL_APIENTRY glCullFace (GLenum mode);
GL_APICALL void GL_APIENTRY glDeleteBuffers (GLsizei n, const GLuint* buffers);
GL_APICALL void GL_APIENTRY glDeleteFramebuffers (GLsizei n, const GLuint* framebuffers);
GL_APICALL void GL_APIENTRY glDeleteProgram (GLuint program);
GL_APICALL void GL_APIENTRY glDeleteRenderbuffers (GLsizei n, const GLuint* renderbuffers);
GL_APICALL void GL_APIENTRY glDeleteShader (GLuint shader);
GL_APICALL void GL_APIENTRY glDeleteTextures (GLsizei n, const GLuint* textures);
GL_APICALL void GL_APIENTRY glDepthFunc (GLenum func);
GL_APICALL void GL_APIENTRY glDepthMask (GLboolean flag);
GL_APICALL void GL_APIENTRY glDepthRangef (GLclampf zNear, GLclampf zFar);
GL_APICALL void GL_APIENTRY glDetachShader (GLuint program, GLuint shader);
GL_APICALL void GL_APIENTRY glDisable (GLenum cap);
GL_APICALL void GL_APIENTRY glDisableVertexAttribArray (GLuint index);
GL_APICALL void GL_APIENTRY glDrawArrays (GLenum mode, GLint first, GLsizei count);
GL_APICALL void GL_APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const GLvoid* indices);
GL_APICALL void GL_APIENTRY glEnable (GLenum cap);
GL_APICALL void GL_APIENTRY glEnableVertexAttribArray (GLuint index);
GL_APICALL void GL_APIENTRY glFinish (void);
GL_APICALL void GL_APIENTRY glFlush (void);
GL_APICALL void GL_APIENTRY glFramebufferRenderbuffer (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
GL_APICALL void GL_APIENTRY glFramebufferTexture2D (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
GL_APICALL void GL_APIENTRY glFrontFace (GLenum mode);
GL_APICALL void GL_APIENTRY glGenBuffers (GLsizei n, GLuint* buffers);
GL_APICALL void GL_APIENTRY glGenerateMipmap (GLenum target);
GL_APICALL void GL_APIENTRY glGenFramebuffers (GLsizei n, GLuint* framebuffers);
GL_APICALL void GL_APIENTRY glGenRenderbuffers (GLsizei n, GLuint* renderbuffers);
GL_APICALL void GL_APIENTRY glGenTextures (GLsizei n, GLuint* textures);
GL_APICALL void GL_APIENTRY glGetActiveAttrib (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
GL_APICALL void GL_APIENTRY glGetActiveUniform (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
GL_APICALL void GL_APIENTRY glGetAttachedShaders (GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders);
GL_APICALL GLint GL_APIENTRY glGetAttribLocation (GLuint program, const GLchar* name);
GL_APICALL void GL_APIENTRY glGetBooleanv (GLenum pname, GLboolean* params);
GL_APICALL void GL_APIENTRY glGetBufferParameteriv (GLenum target, GLenum pname, GLint* params);
GL_APICALL GLenum GL_APIENTRY glGetError (void);
GL_APICALL void GL_APIENTRY glGetFloatv (GLenum pname, GLfloat* params);
GL_APICALL void GL_APIENTRY glGetFramebufferAttachmentParameteriv (GLenum target, GLenum attachment, GLenum pname, GLint* params);
GL_APICALL void GL_APIENTRY glGetIntegerv (GLenum pname, GLint* params);
GL_APICALL void GL_APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint* params);
GL_APICALL void GL_APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog);
GL_APICALL void GL_APIENTRY glGetRenderbufferParameteriv (GLenum target, GLenum pname, GLint* params);
GL_APICALL void GL_APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint* params);
GL_APICALL void GL_APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog);
GL_APICALL void GL_APIENTRY glGetShaderPrecisionFormat (GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision);
GL_APICALL void GL_APIENTRY glGetShaderSource (GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source);
GL_APICALL const GLubyte* GL_APIENTRY glGetString (GLenum name);
GL_APICALL void GL_APIENTRY glGetTexParameterfv (GLenum target, GLenum pname, GLfloat* params);
GL_APICALL void GL_APIENTRY glGetTexParameteriv (GLenum target, GLenum pname, GLint* params);
GL_APICALL void GL_APIENTRY glGetUniformfv (GLuint program, GLint location, GLfloat* params);
GL_APICALL void GL_APIENTRY glGetUniformiv (GLuint program, GLint location, GLint* params);
GL_APICALL GLint GL_APIENTRY glGetUniformLocation (GLuint program, const GLchar* name);
GL_APICALL void GL_APIENTRY glGetVertexAttribfv (GLuint index, GLenum pname, GLfloat* params);
GL_APICALL void GL_APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint* params);
GL_APICALL void GL_APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, GLvoid** pointer);
GL_APICALL void GL_APIENTRY glHint (GLenum target, GLenum mode);
GL_APICALL GLboolean GL_APIENTRY glIsBuffer (GLuint buffer);
GL_APICALL GLboolean GL_APIENTRY glIsEnabled (GLenum cap);
GL_APICALL GLboolean GL_APIENTRY glIsFramebuffer (GLuint framebuffer);
GL_APICALL GLboolean GL_APIENTRY glIsProgram (GLuint program);
GL_APICALL GLboolean GL_APIENTRY glIsRenderbuffer (GLuint renderbuffer);
GL_APICALL GLboolean GL_APIENTRY glIsShader (GLuint shader);
GL_APICALL GLboolean GL_APIENTRY glIsTexture (GLuint texture);
GL_APICALL void GL_APIENTRY glLineWidth (GLfloat width);
GL_APICALL void GL_APIENTRY glLinkProgram (GLuint program);
GL_APICALL void GL_APIENTRY glPixelStorei (GLenum pname, GLint param);
GL_APICALL void GL_APIENTRY glPolygonOffset (GLfloat factor, GLfloat units);
GL_APICALL void GL_APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels);
GL_APICALL void GL_APIENTRY glReleaseShaderCompiler (void);
GL_APICALL void GL_APIENTRY glRenderbufferStorage (GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
GL_APICALL void GL_APIENTRY glSampleCoverage (GLclampf value, GLboolean invert);
GL_APICALL void GL_APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height);
GL_APICALL void GL_APIENTRY glShaderBinary (GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length);
GL_APICALL void GL_APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length);
GL_APICALL void GL_APIENTRY glStencilFunc (GLenum func, GLint ref, GLuint mask);
GL_APICALL void GL_APIENTRY glStencilFuncSeparate (GLenum face, GLenum func, GLint ref, GLuint mask);
GL_APICALL void GL_APIENTRY glStencilMask (GLuint mask);
GL_APICALL void GL_APIENTRY glStencilMaskSeparate (GLenum face, GLuint mask);
GL_APICALL void GL_APIENTRY glStencilOp (GLenum fail, GLenum zfail, GLenum zpass);
GL_APICALL void GL_APIENTRY glStencilOpSeparate (GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
GL_APICALL void GL_APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels);
GL_APICALL void GL_APIENTRY glTexParameterf (GLenum target, GLenum pname, GLfloat param);
GL_APICALL void GL_APIENTRY glTexParameterfv (GLenum target, GLenum pname, const GLfloat* params);
GL_APICALL void GL_APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param);
GL_APICALL void GL_APIENTRY glTexParameteriv (GLenum target, GLenum pname, const GLint* params);
GL_APICALL void GL_APIENTRY glTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels);
GL_APICALL void GL_APIENTRY glUniform1f (GLint location, GLfloat x);
GL_APICALL void GL_APIENTRY glUniform1fv (GLint location, GLsizei count, const GLfloat* v);
GL_APICALL void GL_APIENTRY glUniform1i (GLint location, GLint x);
GL_APICALL void GL_APIENTRY glUniform1iv (GLint location, GLsizei count, const GLint* v);
GL_APICALL void GL_APIENTRY glUniform2f (GLint location, GLfloat x, GLfloat y);
GL_APICALL void GL_APIENTRY glUniform2fv (GLint location, GLsizei count, const GLfloat* v);
GL_APICALL void GL_APIENTRY glUniform2i (GLint location, GLint x, GLint y);
GL_APICALL void GL_APIENTRY glUniform2iv (GLint location, GLsizei count, const GLint* v);
GL_APICALL void GL_APIENTRY glUniform3f (GLint location, GLfloat x, GLfloat y, GLfloat z);
GL_APICALL void GL_APIENTRY glUniform3fv (GLint location, GLsizei count, const GLfloat* v);
GL_APICALL void GL_APIENTRY glUniform3i (GLint location, GLint x, GLint y, GLint z);
GL_APICALL void GL_APIENTRY glUniform3iv (GLint location, GLsizei count, const GLint* v);
GL_APICALL void GL_APIENTRY glUniform4f (GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
GL_APICALL void GL_APIENTRY glUniform4fv (GLint location, GLsizei count, const GLfloat* v);
GL_APICALL void GL_APIENTRY glUniform4i (GLint location, GLint x, GLint y, GLint z, GLint w);
GL_APICALL void GL_APIENTRY glUniform4iv (GLint location, GLsizei count, const GLint* v);
GL_APICALL void GL_APIENTRY glUniformMatrix2fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
GL_APICALL void GL_APIENTRY glUniformMatrix3fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
GL_APICALL void GL_APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
GL_APICALL void GL_APIENTRY glUseProgram (GLuint program);
GL_APICALL void GL_APIENTRY glValidateProgram (GLuint program);
GL_APICALL void GL_APIENTRY glVertexAttrib1f (GLuint indx, GLfloat x);
GL_APICALL void GL_APIENTRY glVertexAttrib1fv (GLuint indx, const GLfloat* values);
GL_APICALL void GL_APIENTRY glVertexAttrib2f (GLuint indx, GLfloat x, GLfloat y);
GL_APICALL void GL_APIENTRY glVertexAttrib2fv (GLuint indx, const GLfloat* values);
GL_APICALL void GL_APIENTRY glVertexAttrib3f (GLuint indx, GLfloat x, GLfloat y, GLfloat z);
GL_APICALL void GL_APIENTRY glVertexAttrib3fv (GLuint indx, const GLfloat* values);
GL_APICALL void GL_APIENTRY glVertexAttrib4f (GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
GL_APICALL void GL_APIENTRY glVertexAttrib4fv (GLuint indx, const GLfloat* values);
GL_APICALL void GL_APIENTRY glVertexAttribPointer (GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr);
GL_APICALL void GL_APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height);
#ifdef __cplusplus
}
#endif
#endif /* __gl2_h_ */

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@ -1,30 +0,0 @@
#ifndef __gl2platform_h_
#define __gl2platform_h_
/* $Revision: 10602 $ on $Date:: 2010-03-04 22:35:34 -0800 #$ */
/*
* This document is licensed under the SGI Free Software B License Version
* 2.0. For details, see http://oss.sgi.com/projects/FreeB/ .
*/
/* Platform-specific types and definitions for OpenGL ES 2.X gl2.h
*
* Adopters may modify khrplatform.h and this file to suit their platform.
* You are encouraged to submit all modifications to the Khronos group so that
* they can be included in future versions of this file. Please submit changes
* by sending them to the public Khronos Bugzilla (http://khronos.org/bugzilla)
* by filing a bug against product "OpenGL-ES" component "Registry".
*/
/*#include <KHR/khrplatform.h>*/
#ifndef GL_APICALL
#define GL_APICALL KHRONOS_APICALL
#endif
#ifndef GL_APIENTRY
#define GL_APIENTRY KHRONOS_APIENTRY
#endif
#endif /* __gl2platform_h_ */

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@ -1,2 +0,0 @@
#define SDL_REVISION "https://github.com/libsdl-org/SDL.git@8c9beb0c873f6ca5efbd88f1ad2648bfc793b2ac"
#define SDL_REVISION_NUMBER 0

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@ -1,6 +1,47 @@
This is a list of major changes in SDL's version history.
---------------------------------------------------------------------------
2.26.0:
---------------------------------------------------------------------------
General:
* Updated OpenGL headers to the latest API from The Khronos Group Inc.
* Added SDL_GetWindowSizeInPixels() to get the window size in pixels, which may differ from the window coordinate size for windows with high-DPI support
* Added simulated vsync synchronization for the software renderer
* Added the mouse position to SDL_MouseWheelEvent
* Added SDL_ResetHints() to reset all hints to their default values
* Added SDL_GetJoystickGUIDInfo() to get device information encoded in a joystick GUID
* Added the hint SDL_HINT_JOYSTICK_HIDAPI_XBOX_360 to control whether the HIDAPI driver for XBox 360 controllers should be used
* Added the hint SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED to control whether the player LEDs should be lit to indicate which player is associated with an Xbox 360 controller
* Added the hint SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_WIRELESS to control whether the HIDAPI driver for XBox 360 wireless controllers should be used
* Added the hint SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE to control whether the HIDAPI driver for XBox One controllers should be used
* Added the hint SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED to control the brightness of the XBox One guide button LED
* Added support for PS3 controllers to the HIDAPI driver, enabled by default on macOS, controlled by the SDL_HINT_JOYSTICK_HIDAPI_PS3 hint
* Added support for Nintendo Wii controllers to the HIDAPI driver, not enabled by default, controlled by the SDL_HINT_JOYSTICK_HIDAPI_WII hint
* Added the hint SDL_HINT_JOYSTICK_HIDAPI_WII_PLAYER_LED to control whether the player LED should be lit on the Nintendo Wii controllers
* Added the hint SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS to control whether Nintendo Switch Joy-Con controllers will be in vertical mode when using the HIDAPI driver
* Added access to the individual left and right gyro sensors of the combined Joy-Cons controller
* Added a microsecond timestamp to SDL_SensorEvent and SDL_ControllerSensorEvent, when the hardware provides that information
* Added SDL_SensorGetDataWithTimestamp() and SDL_GameControllerGetSensorDataWithTimestamp() to retrieve the last sensor data with the associated microsecond timestamp
* Added the hint SDL_HINT_HIDAPI_IGNORE_DEVICES to have the SDL HID API ignore specific devices
* SDL_GetRevision() now includes more information about the SDL build, including the git commit hash if available
Windows:
* Added the hint SDL_HINT_MOUSE_RELATIVE_SYSTEM_SCALE to control whether the system mouse acceleration curve is used for relative mouse motion
macOS:
* Implemented vsync synchronization on macOS 12
Linux:
* Added SDL_SetPrimarySelectionText(), SDL_GetPrimarySelectionText(), and SDL_HasPrimarySelectionText() to interact with the X11 primary selection clipboard
* Added the hint SDL_HINT_VIDEO_WAYLAND_EMULATE_MOUSE_WARP to control whether mouse pointer warp emulation is enabled under Wayland
Android:
* Enabled IME soft keyboard input
* Added version checking to make sure the SDL Java and C code are compatible
---------------------------------------------------------------------------
2.24.0:
---------------------------------------------------------------------------

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@ -13,7 +13,7 @@ supported, but you can use the "android-project-ant" directory as a template.
Requirements
================================================================================
Android SDK (version 26 or later)
Android SDK (version 31 or later)
https://developer.android.com/sdk/index.html
Android NDK r15c or later

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@ -0,0 +1,76 @@
# Emscripten
(This documentation is not very robust; we will update and expand this later.)
## A quick note about audio
Modern web browsers will not permit web pages to produce sound before the
user has interacted with them; this is for several reasons, not the least
of which being that no one likes when a random browser tab suddenly starts
making noise and the user has to scramble to figure out which and silence
it.
To solve this, most browsers will refuse to let a web app use the audio
subsystem at all before the user has interacted with (clicked on) the page
in a meaningful way. SDL-based apps also have to deal with this problem; if
the user hasn't interacted with the page, SDL_OpenAudioDevice will fail.
There are two reasonable ways to deal with this: if you are writing some
sort of media player thing, where the user expects there to be a volume
control when you mouseover the canvas, just default that control to a muted
state; if the user clicks on the control to unmute it, on this first click,
open the audio device. This allows the media to play at start, the user can
reasonably opt-in to listening, and you never get access denied to the audio
device.
Many games do not have this sort of UI, and are more rigid about starting
audio along with everything else at the start of the process. For these, your
best bet is to write a little Javascript that puts up a "Click here to play!"
UI, and upon the user clicking, remove that UI and then call the Emscripten
app's main() function. As far as the application knows, the audio device was
available to be opened as soon as the program started, and since this magic
happens in a little Javascript, you don't have to change your C/C++ code at
all to make it happen.
Please see the discussion at https://github.com/libsdl-org/SDL/issues/6385
for some Javascript code to steal for this approach.
## Building SDL/emscripten
SDL currently requires at least Emscripten 2.0.32 to build. Newer versions
are likely to work, as well.
Build:
$ mkdir build
$ cd build
$ emconfigure ../configure --host=asmjs-unknown-emscripten --disable-assembly --disable-threads --disable-cpuinfo CFLAGS="-O2"
$ emmake make
Or with cmake:
$ mkdir build
$ cd build
$ emcmake cmake ..
$ emmake make
To build one of the tests:
$ cd test/
$ emcc -O2 --js-opts 0 -g4 testdraw2.c -I../include ../build/.libs/libSDL2.a ../build/libSDL2_test.a -o a.html
Uses GLES2 renderer or software
Some other SDL2 libraries can be easily built (assuming SDL2 is installed somewhere):
SDL_mixer (http://www.libsdl.org/projects/SDL_mixer/):
$ EMCONFIGURE_JS=1 emconfigure ../configure
build as usual...
SDL_gfx (http://cms.ferzkopp.net/index.php/software/13-sdl-gfx):
$ EMCONFIGURE_JS=1 emconfigure ../configure --disable-mmx
build as usual...

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@ -191,6 +191,38 @@ More information on this subject is available here:
http://developer.apple.com/library/ios/#documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/Introduction/Introduction.html
Notes -- xcFramework
==============================================================================
The SDL.xcodeproj file now includes a target to build SDL2.xcframework. An xcframework is a new (Xcode 11) uber-framework which can handle any combination of processor type and target OS platform.
In the past, iOS devices were always an ARM variant processor, and the simulator was always i386 or x86_64, and thus libraries could be combined into a single framework for both simulator and device. With the introduction of the Apple Silicon ARM-based machines, regular frameworks would collide as CPU type was no longer sufficient to differentiate the platform. So Apple created the new xcframework library package.
The xcframework target builds into a Products directory alongside the SDL.xcodeproj file, as SDL2.xcframework. This can be brought in to any iOS project and will function properly for both simulator and device, no matter their CPUs. Note that Intel Macs cannot cross-compile for Apple Silicon Macs. If you need AS compatibility, perform this build on an Apple Silicon Mac.
This target requires Xcode 11 or later. The target will simply fail to build if attempted on older Xcodes.
In addition, on Apple platforms, main() cannot be in a dynamically loaded library. This means that iOS apps which used the statically-linked libSDL2.lib and now link with the xcframwork will need to define their own main() to call SDL_UIKitRunApp(), like this:
#ifndef SDL_MAIN_HANDLED
#ifdef main
#undef main
#endif
int
main(int argc, char *argv[])
{
return SDL_UIKitRunApp(argc, argv, SDL_main);
}
#endif /* !SDL_MAIN_HANDLED */
Using an xcFramework is similar to using a regular framework. However, issues have been seen with the build system not seeing the headers in the xcFramework. To remedy this, add the path to the xcFramework in your app's target ==> Build Settings ==> Framework Search Paths and mark it recursive (this is critical). Also critical is to remove "*.framework" from Build Settings ==> Sub-Directories to Exclude in Recursive Searches. Clean the build folder, and on your next build the build system should be able to see any of these in your code, as expected:
#include "SDL_main.h"
#include <SDL.h>
#include <SDL_main.h>
Notes -- iPhone SDL limitations
==============================================================================
@ -261,7 +293,7 @@ e.g.
Deploying to older versions of iOS
==============================================================================
SDL supports deploying to older versions of iOS than are supported by the latest version of Xcode, all the way back to iOS 6.1
SDL supports deploying to older versions of iOS than are supported by the latest version of Xcode, all the way back to iOS 8.0
In order to do that you need to download an older version of Xcode:
https://developer.apple.com/download/more/?name=Xcode

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@ -0,0 +1,27 @@
# Nintendo 3DS
SDL port for the Nintendo 3DS [Homebrew toolchain](https://devkitpro.org/) contributed by:
- [Pierre Wendling](https://github.com/FtZPetruska)
Credits to:
- The awesome people who ported SDL to other homebrew platforms.
- The Devkitpro team for making all the tools necessary to achieve this.
## Building
To build for the Nintendo 3DS, make sure you have devkitARM and cmake installed and run:
```bash
cmake -S. -Bbuild -DCMAKE_TOOLCHAIN_FILE="$DEVKITPRO/cmake/3DS.cmake" -DCMAKE_BUILD_TYPE=Release
cmake --build build
cmake --install build
```
## Notes
- Currently only software rendering is supported.
- SDL2main should be used to ensure ROMFS is enabled.
- By default, the extra L2 cache and higher clock speeds of the New 2/3DS lineup are enabled. If you wish to turn it off, use `osSetSpeedupEnable(false)` in your main function.
- `SDL_GetBasePath` returns the romfs root instead of the executable's directory.

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@ -16,6 +16,10 @@ cmake --build build
cmake --install build
```
## Hints
The PS2 port has a special Hint for having a dynamic VSYNC. The Hint is `SDL_HINT_PS2_DYNAMIC_VSYNC`.
If you enabled the dynamic vsync having as well `SDL_RENDERER_PRESENTVSYNC` enabled, then if the app is not able to run at 60 FPS, automatically the `vsync` will be disabled having a better performance, instead of droping FPS to 30.
## Notes
If you trying to debug a SDL app through [ps2client](https://github.com/ps2dev/ps2client) you need to avoid the IOP reset, otherwise you will lose the conection with your computer.
So to avoid the reset of the IOP CPU, you need to call to the macro `SDL_PS2_SKIP_IOP_RESET();`.

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@ -1,12 +1,6 @@
Simple DirectMedia Layer {#mainpage}
========================
# Simple DirectMedia Layer
(SDL)
Version 2.0
---
http://www.libsdl.org/
https://www.libsdl.org/
Simple DirectMedia Layer is a cross-platform development library designed
to provide low level access to audio, keyboard, mouse, joystick, and graphics

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@ -0,0 +1,49 @@
# Release checklist
When changing the version, run `build-scripts/update-version.sh X Y Z`,
where `X Y Z` are the major version, minor version, and patch level. So
`2 28 1` means "change the version to 2.28.1". This script does much of the
mechanical work.
## New feature release
* Update `WhatsNew.txt`
* Bump version number to 2.EVEN.0:
* `./build-scripts/update-version.sh 2 EVEN 0`
* Do the release
* Update the website file include/header.inc.php to reflect the new version
## New bugfix release
* Check that no new API/ABI was added
* If it was, do a new feature release (see above) instead
* Bump version number from 2.Y.Z to 2.Y.(Z+1) (Y is even)
* `./build-scripts/update-version.sh 2 Y Z+1`
* Do the release
* Update the website file include/header.inc.php to reflect the new version
## After a feature release
* Create a branch like `release-2.24.x`
* Bump version number to 2.ODD.0 for next development branch
* `./build-scripts/update-version.sh 2 ODD 0`
## New development prerelease
* Bump version number from 2.Y.Z to 2.Y.(Z+1) (Y is odd)
* `./build-scripts/update-version.sh 2 Y Z+1`
* Do the release

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@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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

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@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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

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@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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
@ -240,7 +240,7 @@ typedef void (*SDL_KernelMemoryBarrierFunc)();
/* "REP NOP" is PAUSE, coded for tools that don't know it by that name. */
#if (defined(__GNUC__) || defined(__clang__)) && (defined(__i386__) || defined(__x86_64__))
#define SDL_CPUPauseInstruction() __asm__ __volatile__("pause\n") /* Some assemblers can't do REP NOP, so go with PAUSE. */
#elif (defined(__arm__) && __ARM_ARCH__ >= 7) || defined(__aarch64__)
#elif (defined(__arm__) && __ARM_ARCH >= 7) || defined(__aarch64__)
#define SDL_CPUPauseInstruction() __asm__ __volatile__("yield" ::: "memory")
#elif (defined(__powerpc__) || defined(__powerpc64__))
#define SDL_CPUPauseInstruction() __asm__ __volatile__("or 27,27,27");

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@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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

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@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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

View file

@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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

View file

@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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
@ -82,6 +82,53 @@ extern DECLSPEC char * SDLCALL SDL_GetClipboardText(void);
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasClipboardText(void);
/**
* Put UTF-8 text into the primary selection.
*
* \param text the text to store in the primary selection
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.26.0.
*
* \sa SDL_GetPrimarySelectionText
* \sa SDL_HasPrimarySelectionText
*/
extern DECLSPEC int SDLCALL SDL_SetPrimarySelectionText(const char *text);
/**
* Get UTF-8 text from the primary selection, which must be freed with
* SDL_free().
*
* This functions returns empty string if there was not enough memory left for
* a copy of the primary selection's content.
*
* \returns the primary selection text on success or an empty string on
* failure; call SDL_GetError() for more information. Caller must
* call SDL_free() on the returned pointer when done with it (even if
* there was an error).
*
* \since This function is available since SDL 2.26.0.
*
* \sa SDL_HasPrimarySelectionText
* \sa SDL_SetPrimarySelectionText
*/
extern DECLSPEC char * SDLCALL SDL_GetPrimarySelectionText(void);
/**
* Query whether the primary selection exists and contains a non-empty text
* string.
*
* \returns SDL_TRUE if the primary selection has text, or SDL_FALSE if it
* does not.
*
* \since This function is available since SDL 2.26.0.
*
* \sa SDL_GetPrimarySelectionText
* \sa SDL_SetPrimarySelectionText
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasPrimarySelectionText(void);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus

View file

@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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
@ -52,10 +52,9 @@
/* This is a set of defines to configure the SDL features */
#if !defined(_STDINT_H_) && (!defined(HAVE_STDINT_H) || !_HAVE_STDINT_H)
#if defined(__GNUC__) || defined(__DMC__) || defined(__WATCOMC__) || defined(__clang__) || defined(__BORLANDC__) || defined(__CODEGEARC__)
#define HAVE_STDINT_H 1
#elif defined(_MSC_VER)
#if !defined(HAVE_STDINT_H) && !defined(_STDINT_H_)
/* Most everything except Visual Studio 2008 and earlier has stdint.h now */
#if defined(_MSC_VER) && (_MSC_VER < 1600)
typedef signed __int8 int8_t;
typedef unsigned __int8 uint8_t;
typedef signed __int16 int16_t;
@ -72,28 +71,9 @@ typedef unsigned int uintptr_t;
#endif
#define _UINTPTR_T_DEFINED
#endif
/* Older Visual C++ headers don't have the Win64-compatible typedefs... */
#if ((_MSC_VER <= 1200) && (!defined(DWORD_PTR)))
#define DWORD_PTR DWORD
#endif
#if ((_MSC_VER <= 1200) && (!defined(LONG_PTR)))
#define LONG_PTR LONG
#endif
#else /* !__GNUC__ && !_MSC_VER */
typedef signed char int8_t;
typedef unsigned char uint8_t;
typedef signed short int16_t;
typedef unsigned short uint16_t;
typedef signed int int32_t;
typedef unsigned int uint32_t;
typedef signed long long int64_t;
typedef unsigned long long uint64_t;
#ifndef _SIZE_T_DEFINED_
#define _SIZE_T_DEFINED_
typedef unsigned int size_t;
#endif
typedef unsigned int uintptr_t;
#endif /* __GNUC__ || _MSC_VER */
#else
#define HAVE_STDINT_H 1
#endif /* Visual Studio 2008 */
#endif /* !_STDINT_H_ && !HAVE_STDINT_H */
#ifdef _WIN64

View file

@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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
@ -90,6 +90,7 @@ _m_prefetch(void *__P)
# include <arm64intr.h>
# include <arm64_neon.h>
# define __ARM_NEON 1 /* Set __ARM_NEON so that it can be used elsewhere, at compile time */
# define __ARM_ARCH 8
# endif
# endif
#endif

View file

@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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
@ -192,6 +192,20 @@ typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
/*
* To support platform where unsigned long cannot be used interchangeably with
* inptr_t (e.g. CHERI-extended ISAs), we can use the stdint.h intptr_t.
* Ideally, we could just use (u)intptr_t everywhere, but this could result in
* ABI breakage if khronos_uintptr_t is changed from unsigned long to
* unsigned long long or similar (this results in different C++ name mangling).
* To avoid changes for existing platforms, we restrict usage of intptr_t to
* platforms where the size of a pointer is larger than the size of long.
*/
#if defined(__SIZEOF_LONG__) && defined(__SIZEOF_POINTER__)
#if __SIZEOF_POINTER__ > __SIZEOF_LONG__
#define KHRONOS_USE_INTPTR_T
#endif
#endif
#elif defined(__VMS ) || defined(__sgi)
@ -274,14 +288,21 @@ typedef unsigned short int khronos_uint16_t;
* pointers are 64 bits, but 'long' is still 32 bits. Win64 appears
* to be the only LLP64 architecture in current use.
*/
#ifdef _WIN64
#ifdef KHRONOS_USE_INTPTR_T
typedef intptr_t khronos_intptr_t;
typedef uintptr_t khronos_uintptr_t;
#elif defined(_WIN64)
typedef signed long long int khronos_intptr_t;
typedef unsigned long long int khronos_uintptr_t;
typedef signed long long int khronos_ssize_t;
typedef unsigned long long int khronos_usize_t;
#else
typedef signed long int khronos_intptr_t;
typedef unsigned long int khronos_uintptr_t;
#endif
#if defined(_WIN64)
typedef signed long long int khronos_ssize_t;
typedef unsigned long long int khronos_usize_t;
#else
typedef signed long int khronos_ssize_t;
typedef unsigned long int khronos_usize_t;
#endif
@ -516,7 +537,7 @@ extern "C" {
** used to make the header, and the header can be found at
** http://www.khronos.org/registry/egl
**
** Khronos $Git commit SHA1: b35e89ca9a $ on $Git commit date: 2021-09-01 09:34:00 +0530 $
** Khronos $Git commit SHA1: 6fb1daea15 $ on $Git commit date: 2022-05-25 09:41:13 -0600 $
*/
/*#include <EGL/eglplatform.h>*/
@ -525,7 +546,7 @@ extern "C" {
#define EGL_EGL_PROTOTYPES 1
#endif
/* Generated on date 20210901 */
/* Generated on date 20220525 */
/* Generated C header for:
* API: egl
@ -860,12 +881,12 @@ extern "C" {
** used to make the header, and the header can be found at
** http://www.khronos.org/registry/egl
**
** Khronos $Git commit SHA1: b35e89ca9a $ on $Git commit date: 2021-09-01 09:34:00 +0530 $
** Khronos $Git commit SHA1: 6fb1daea15 $ on $Git commit date: 2022-05-25 09:41:13 -0600 $
*/
/*#include <EGL/eglplatform.h>*/
#define EGL_EGLEXT_VERSION 20210901
#define EGL_EGLEXT_VERSION 20220525
/* Generated C header for:
* API: egl
@ -1569,6 +1590,10 @@ EGLAPI EGLBoolean EGLAPIENTRY eglQueryDeviceBinaryEXT (EGLDeviceEXT device, EGLi
#define EGL_RENDERER_EXT 0x335F
#endif /* EGL_EXT_device_query_name */
#ifndef EGL_EXT_explicit_device
#define EGL_EXT_explicit_device 1
#endif /* EGL_EXT_explicit_device */
#ifndef EGL_EXT_gl_colorspace_bt2020_linear
#define EGL_EXT_gl_colorspace_bt2020_linear 1
#define EGL_GL_COLORSPACE_BT2020_LINEAR_EXT 0x333F
@ -1794,6 +1819,31 @@ EGLAPI EGLBoolean EGLAPIENTRY eglStreamConsumerOutputEXT (EGLDisplay dpy, EGLStr
#define EGL_METADATA_SCALING_EXT 50000
#endif /* EGL_EXT_surface_SMPTE2086_metadata */
#ifndef EGL_EXT_surface_compression
#define EGL_EXT_surface_compression 1
#define EGL_SURFACE_COMPRESSION_EXT 0x34B0
#define EGL_SURFACE_COMPRESSION_PLANE1_EXT 0x328E
#define EGL_SURFACE_COMPRESSION_PLANE2_EXT 0x328F
#define EGL_SURFACE_COMPRESSION_FIXED_RATE_NONE_EXT 0x34B1
#define EGL_SURFACE_COMPRESSION_FIXED_RATE_DEFAULT_EXT 0x34B2
#define EGL_SURFACE_COMPRESSION_FIXED_RATE_1BPC_EXT 0x34B4
#define EGL_SURFACE_COMPRESSION_FIXED_RATE_2BPC_EXT 0x34B5
#define EGL_SURFACE_COMPRESSION_FIXED_RATE_3BPC_EXT 0x34B6
#define EGL_SURFACE_COMPRESSION_FIXED_RATE_4BPC_EXT 0x34B7
#define EGL_SURFACE_COMPRESSION_FIXED_RATE_5BPC_EXT 0x34B8
#define EGL_SURFACE_COMPRESSION_FIXED_RATE_6BPC_EXT 0x34B9
#define EGL_SURFACE_COMPRESSION_FIXED_RATE_7BPC_EXT 0x34BA
#define EGL_SURFACE_COMPRESSION_FIXED_RATE_8BPC_EXT 0x34BB
#define EGL_SURFACE_COMPRESSION_FIXED_RATE_9BPC_EXT 0x34BC
#define EGL_SURFACE_COMPRESSION_FIXED_RATE_10BPC_EXT 0x34BD
#define EGL_SURFACE_COMPRESSION_FIXED_RATE_11BPC_EXT 0x34BE
#define EGL_SURFACE_COMPRESSION_FIXED_RATE_12BPC_EXT 0x34BF
typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYSUPPORTEDCOMPRESSIONRATESEXTPROC) (EGLDisplay dpy, EGLConfig config, const EGLAttrib *attrib_list, EGLint *rates, EGLint rate_size, EGLint *num_rates);
#ifdef EGL_EGLEXT_PROTOTYPES
EGLAPI EGLBoolean EGLAPIENTRY eglQuerySupportedCompressionRatesEXT (EGLDisplay dpy, EGLConfig config, const EGLAttrib *attrib_list, EGLint *rates, EGLint rate_size, EGLint *num_rates);
#endif
#endif /* EGL_EXT_surface_compression */
#ifndef EGL_EXT_swap_buffers_with_damage
#define EGL_EXT_swap_buffers_with_damage 1
typedef EGLBoolean (EGLAPIENTRYP PFNEGLSWAPBUFFERSWITHDAMAGEEXTPROC) (EGLDisplay dpy, EGLSurface surface, const EGLint *rects, EGLint n_rects);
@ -2028,12 +2078,12 @@ EGLAPI EGLBoolean EGLAPIENTRY eglPostSubBufferNV (EGLDisplay dpy, EGLSurface sur
#define EGL_STREAM_IMAGE_ADD_NV 0x3374
#define EGL_STREAM_IMAGE_REMOVE_NV 0x3375
#define EGL_STREAM_IMAGE_AVAILABLE_NV 0x3376
typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMIMAGECONSUMERCONNECTNVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLint num_modifiers, EGLuint64KHR *modifiers, EGLAttrib *attrib_list);
typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMIMAGECONSUMERCONNECTNVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLint num_modifiers, const EGLuint64KHR *modifiers, const EGLAttrib *attrib_list);
typedef EGLint (EGLAPIENTRYP PFNEGLQUERYSTREAMCONSUMEREVENTNVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLTime timeout, EGLenum *event, EGLAttrib *aux);
typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMACQUIREIMAGENVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLImage *pImage, EGLSync sync);
typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMRELEASEIMAGENVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLImage image, EGLSync sync);
#ifdef EGL_EGLEXT_PROTOTYPES
EGLAPI EGLBoolean EGLAPIENTRY eglStreamImageConsumerConnectNV (EGLDisplay dpy, EGLStreamKHR stream, EGLint num_modifiers, EGLuint64KHR *modifiers, EGLAttrib *attrib_list);
EGLAPI EGLBoolean EGLAPIENTRY eglStreamImageConsumerConnectNV (EGLDisplay dpy, EGLStreamKHR stream, EGLint num_modifiers, const EGLuint64KHR *modifiers, const EGLAttrib *attrib_list);
EGLAPI EGLint EGLAPIENTRY eglQueryStreamConsumerEventNV (EGLDisplay dpy, EGLStreamKHR stream, EGLTime timeout, EGLenum *event, EGLAttrib *aux);
EGLAPI EGLBoolean EGLAPIENTRY eglStreamAcquireImageNV (EGLDisplay dpy, EGLStreamKHR stream, EGLImage *pImage, EGLSync sync);
EGLAPI EGLBoolean EGLAPIENTRY eglStreamReleaseImageNV (EGLDisplay dpy, EGLStreamKHR stream, EGLImage image, EGLSync sync);

View file

@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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

View file

@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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

View file

@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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
@ -143,7 +143,7 @@ typedef enum
SDL_MULTIGESTURE,
/* Clipboard events */
SDL_CLIPBOARDUPDATE = 0x900, /**< The clipboard changed */
SDL_CLIPBOARDUPDATE = 0x900, /**< The clipboard or primary selection changed */
/* Drag and drop events */
SDL_DROPFILE = 0x1000, /**< The system requests a file open */
@ -318,6 +318,8 @@ typedef struct SDL_MouseWheelEvent
Uint32 direction; /**< Set to one of the SDL_MOUSEWHEEL_* defines. When FLIPPED the values in X and Y will be opposite. Multiply by -1 to change them back */
float preciseX; /**< The amount scrolled horizontally, positive to the right and negative to the left, with float precision (added in 2.0.18) */
float preciseY; /**< The amount scrolled vertically, positive away from the user and negative toward the user, with float precision (added in 2.0.18) */
Sint32 mouseX; /**< X coordinate, relative to window (added in 2.26.0) */
Sint32 mouseY; /**< Y coordinate, relative to window (added in 2.26.0) */
} SDL_MouseWheelEvent;
/**
@ -474,6 +476,7 @@ typedef struct SDL_ControllerSensorEvent
SDL_JoystickID which; /**< The joystick instance id */
Sint32 sensor; /**< The type of the sensor, one of the values of ::SDL_SensorType */
float data[3]; /**< Up to 3 values from the sensor, as defined in SDL_sensor.h */
Uint64 timestamp_us; /**< The timestamp of the sensor reading in microseconds, if the hardware provides this information. */
} SDL_ControllerSensorEvent;
/**
@ -565,6 +568,7 @@ typedef struct SDL_SensorEvent
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
Sint32 which; /**< The instance ID of the sensor */
float data[6]; /**< Up to 6 values from the sensor - additional values can be queried using SDL_SensorGetData() */
Uint64 timestamp_us; /**< The timestamp of the sensor reading in microseconds, if the hardware provides this information. */
} SDL_SensorEvent;
/**

View file

@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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
@ -60,6 +60,10 @@ extern "C" {
* - `parent`: the containing directory of the bundle. For example:
* `/Applications/SDLApp/`
*
* **Nintendo 3DS Specific Functionality**: This function returns "romfs"
* directory of the application as it is uncommon to store resources outside
* the executable. As such it is not a writable directory.
*
* The returned path is guaranteed to end with a path separator ('\' on
* Windows, '/' on most other platforms).
*

View file

@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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
@ -754,7 +754,7 @@ extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFrom
* The caller should not SDL_free() the returned string.
*
* \param button an enum value for a given SDL_GameControllerButton
* \returns a string for the given button, or NULL if an invalid axis is
* \returns a string for the given button, or NULL if an invalid button is
* specified. The string returned is of the format used by
* SDL_GameController mapping strings.
*
@ -895,6 +895,25 @@ extern DECLSPEC float SDLCALL SDL_GameControllerGetSensorDataRate(SDL_GameContro
*/
extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorData(SDL_GameController *gamecontroller, SDL_SensorType type, float *data, int num_values);
/**
* Get the current state of a game controller sensor with the timestamp of the
* last update.
*
* The number of values and interpretation of the data is sensor dependent.
* See SDL_sensor.h for the details for each type of sensor.
*
* \param gamecontroller The controller to query
* \param type The type of sensor to query
* \param timestamp A pointer filled with the timestamp in microseconds of the
* current sensor reading if available, or 0 if not
* \param data A pointer filled with the current sensor state
* \param num_values The number of values to write to data
* \return 0 or -1 if an error occurred.
*
* \since This function is available since SDL 2.26.0.
*/
extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorDataWithTimestamp(SDL_GameController *gamecontroller, SDL_SensorType type, Uint64 *timestamp, float *data, int num_values);
/**
* Start a rumble effect on a game controller.
*

View file

@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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

View file

@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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

View file

@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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

View file

@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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

View file

@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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
@ -278,10 +278,7 @@ extern "C" {
* If this hint isn't specified to a valid setting, or libsamplerate isn't
* available, SDL will use the default, internal resampling algorithm.
*
* Note that this is currently only applicable to resampling audio that is
* being written to a device for playback or audio being read from a device
* for capture. SDL_AudioCVT always uses the default resampler (although this
* might change for SDL 2.1).
* As of SDL 2.26, SDL_ConvertAudio() respects this hint when libsamplerate is available.
*
* This hint is currently only checked at audio subsystem initialization.
*
@ -542,6 +539,14 @@ extern "C" {
*/
#define SDL_HINT_GRAB_KEYBOARD "SDL_GRAB_KEYBOARD"
/**
* \brief A variable containing a list of devices to ignore in SDL_hid_enumerate()
*
* For example, to ignore the Shanwan DS3 controller and any Valve controller, you might
* have the string "0x2563/0x0523,0x28de/0x0000"
*/
#define SDL_HINT_HIDAPI_IGNORE_DEVICES "SDL_HIDAPI_IGNORE_DEVICES"
/**
* \brief A variable controlling whether the idle timer is disabled on iOS.
*
@ -672,6 +677,17 @@ extern "C" {
*/
#define SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS "SDL_JOYSTICK_HIDAPI_COMBINE_JOY_CONS"
/**
* \brief A variable controlling whether Nintendo Switch Joy-Con controllers will be in vertical mode when using the HIDAPI driver
*
* This variable can be set to the following values:
* "0" - Left and right Joy-Con controllers will not be in vertical mode (the default)
* "1" - Left and right Joy-Con controllers will be in vertical mode
*
* This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
*/
#define SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS "SDL_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS"
/**
* \brief A variable controlling whether the HIDAPI driver for Amazon Luna controllers connected via Bluetooth should be used.
*
@ -705,6 +721,20 @@ extern "C" {
*/
#define SDL_HINT_JOYSTICK_HIDAPI_SHIELD "SDL_JOYSTICK_HIDAPI_SHIELD"
/**
* \brief A variable controlling whether the HIDAPI driver for PS3 controllers should be used.
*
* This variable can be set to the following values:
* "0" - HIDAPI driver is not used
* "1" - HIDAPI driver is used
*
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI on macOS, and "0" on other platforms.
*
* It is not possible to use this driver on Windows, due to limitations in the default drivers
* installed. See https://github.com/ViGEm/DsHidMini for an alternative driver on Windows.
*/
#define SDL_HINT_JOYSTICK_HIDAPI_PS3 "SDL_JOYSTICK_HIDAPI_PS3"
/**
* \brief A variable controlling whether the HIDAPI driver for PS4 controllers should be used.
*
@ -787,7 +817,7 @@ extern "C" {
#define SDL_HINT_JOYSTICK_HIDAPI_STADIA "SDL_JOYSTICK_HIDAPI_STADIA"
/**
* \brief A variable controlling whether the HIDAPI driver for Steam Controllers should be used.
* \brief A variable controlling whether the HIDAPI driver for Bluetooth Steam Controllers should be used.
*
* This variable can be set to the following values:
* "0" - HIDAPI driver is not used
@ -840,6 +870,26 @@ extern "C" {
*/
#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED "SDL_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED"
/**
* \brief A variable controlling whether the HIDAPI driver for Nintendo Wii and Wii U controllers should be used.
*
* This variable can be set to the following values:
* "0" - HIDAPI driver is not used
* "1" - HIDAPI driver is used
*
* This driver doesn't work with the dolphinbar, so the default is SDL_FALSE for now.
*/
#define SDL_HINT_JOYSTICK_HIDAPI_WII "SDL_JOYSTICK_HIDAPI_WII"
/**
* \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Wii controller.
*
* This variable can be set to the following values:
* "0" - player LEDs are not enabled
* "1" - player LEDs are enabled (the default)
*/
#define SDL_HINT_JOYSTICK_HIDAPI_WII_PLAYER_LED "SDL_JOYSTICK_HIDAPI_WII_PLAYER_LED"
/**
* \brief A variable controlling whether the HIDAPI driver for XBox controllers should be used.
*
@ -851,6 +901,59 @@ extern "C" {
*/
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX "SDL_JOYSTICK_HIDAPI_XBOX"
/**
* \brief A variable controlling whether the HIDAPI driver for XBox 360 controllers should be used.
*
* This variable can be set to the following values:
* "0" - HIDAPI driver is not used
* "1" - HIDAPI driver is used
*
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX
*/
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360 "SDL_JOYSTICK_HIDAPI_XBOX_360"
/**
* \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with an Xbox 360 controller.
*
* This variable can be set to the following values:
* "0" - player LEDs are not enabled
* "1" - player LEDs are enabled (the default)
*/
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED "SDL_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED"
/**
* \brief A variable controlling whether the HIDAPI driver for XBox 360 wireless controllers should be used.
*
* This variable can be set to the following values:
* "0" - HIDAPI driver is not used
* "1" - HIDAPI driver is used
*
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX_360
*/
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_WIRELESS "SDL_JOYSTICK_HIDAPI_XBOX_360_WIRELESS"
/**
* \brief A variable controlling whether the HIDAPI driver for XBox One controllers should be used.
*
* This variable can be set to the following values:
* "0" - HIDAPI driver is not used
* "1" - HIDAPI driver is used
*
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX
*/
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE "SDL_JOYSTICK_HIDAPI_XBOX_ONE"
/**
* \brief A variable controlling whether the Home button LED should be turned on when an Xbox One controller is opened
*
* This variable can be set to the following values:
* "0" - home button LED is turned off
* "1" - home button LED is turned on
*
* By default the Home button LED state is not changed. This hint can also be set to a floating point value between 0.0 and 1.0 which controls the brightness of the Home button LED. The default brightness is 0.4.
*/
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED "SDL_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED"
/**
* \brief A variable controlling whether the RAWINPUT joystick drivers should be used for better handling XInput-capable devices.
*
@ -1064,6 +1167,17 @@ extern "C" {
*/
#define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE"
/**
* \brief A variable controlling whether the system mouse acceleration curve is used for relative mouse motion.
*
* This variable can be set to the following values:
* "0" - Relative mouse motion will be unscaled (the default)
* "1" - Relative mouse motion will be scaled using the system mouse acceleration curve.
*
* If SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE is set, that will override the system speed scale.
*/
#define SDL_HINT_MOUSE_RELATIVE_SYSTEM_SCALE "SDL_MOUSE_RELATIVE_SYSTEM_SCALE"
/**
* \brief A variable controlling whether a motion event should be generated for mouse warping in relative mode.
*
@ -1162,7 +1276,7 @@ extern "C" {
* When polling for events, SDL_PumpEvents is used to gather new events from devices.
* If a device keeps producing new events between calls to SDL_PumpEvents, a poll loop will
* become stuck until the new events stop.
* This is most noticable when moving a high frequency mouse.
* This is most noticeable when moving a high frequency mouse.
*
* By default, poll sentinels are enabled.
*/
@ -1338,6 +1452,17 @@ extern "C" {
*/
#define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC"
/**
* \brief A variable controlling if VSYNC is automatically disable if doesn't reach the enough FPS
*
* This variable can be set to the following values:
* "0" - It will be using VSYNC as defined in the main flag. Default
* "1" - If VSYNC was previously enabled, then it will disable VSYNC if doesn't reach enough speed
*
* By default SDL does not enable the automatic VSYNC
*/
#define SDL_HINT_PS2_DYNAMIC_VSYNC "SDL_PS2_DYNAMIC_VSYNC"
/**
* \brief A variable to control whether the return key on the soft keyboard
* should hide the soft keyboard on Android and iOS.
@ -1603,6 +1728,23 @@ extern "C" {
*/
#define SDL_HINT_VIDEO_WAYLAND_MODE_EMULATION "SDL_VIDEO_WAYLAND_MODE_EMULATION"
/**
* \brief Enable or disable mouse pointer warp emulation, needed by some older games.
*
* When this hint is set, any SDL will emulate mouse warps using relative mouse mode.
* This is required for some older games (such as Source engine games), which warp the
* mouse to the centre of the screen rather than using relative mouse motion. Note that
* relative mouse mode may have different mouse acceleration behaviour than pointer warps.
*
* This variable can be set to the following values:
* "0" - All mouse warps fail, as mouse warping is not available under wayland.
* "1" - Some mouse warps will be emulated by forcing relative mouse mode.
*
* If not set, this is automatically enabled unless an application uses relative mouse
* mode directly.
*/
#define SDL_HINT_VIDEO_WAYLAND_EMULATE_MOUSE_WARP "SDL_VIDEO_WAYLAND_EMULATE_MOUSE_WARP"
/**
* \brief A variable that is the address of another SDL_Window* (as a hex string formatted with "%p").
*
@ -2314,6 +2456,21 @@ extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name,
*/
extern DECLSPEC SDL_bool SDLCALL SDL_ResetHint(const char *name);
/**
* Reset all hints to the default values.
*
* This will reset all hints to the value of the associated environment
* variable, or NULL if the environment isn't set. Callbacks will be called
* normally with this change.
*
* \since This function is available since SDL 2.26.0.
*
* \sa SDL_GetHint
* \sa SDL_SetHint
* \sa SDL_ResetHint
*/
extern DECLSPEC void SDLCALL SDL_ResetHints(void);
/**
* Get the value of a hint.
*
@ -2387,9 +2544,16 @@ extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name,
/**
* Clear all hints.
*
* This function is automatically called during SDL_Quit().
* This function is automatically called during SDL_Quit(), and deletes all
* callbacks without calling them and frees all memory associated with hints.
* If you're calling this from application code you probably want to call
* SDL_ResetHints() instead.
*
* This function will be removed from the API the next time we rev the ABI.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_ResetHints
*/
extern DECLSPEC void SDLCALL SDL_ClearHints(void);

View file

@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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
@ -124,6 +124,11 @@ typedef enum
* the API functions that take a joystick index will be valid, and joystick
* and game controller events will not be delivered.
*
* As of SDL 2.26.0, you can take the joystick lock around reinitializing the
* joystick subsystem, to prevent other threads from seeing joysticks in an
* uninitialized state. However, all open joysticks will be closed and SDL
* functions called with them will fail.
*
* \since This function is available since SDL 2.0.7.
*/
extern DECLSPEC void SDLCALL SDL_LockJoysticks(void);
@ -425,6 +430,10 @@ extern DECLSPEC SDL_bool SDLCALL SDL_JoystickIsVirtual(int device_index);
* the following: SDL_PollEvent, SDL_PumpEvents, SDL_WaitEventTimeout,
* SDL_WaitEvent.
*
* Note that when sending trigger axes, you should scale the value to the full
* range of Sint16. For example, a trigger at rest would have the value of
* `SDL_JOYSTICK_AXIS_MIN`.
*
* \param joystick the virtual joystick on which to set state.
* \param axis the specific axis on the virtual joystick to set.
* \param value the new value for the specified axis.
@ -643,6 +652,25 @@ extern DECLSPEC void SDLCALL SDL_JoystickGetGUIDString(SDL_JoystickGUID guid, ch
*/
extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetGUIDFromString(const char *pchGUID);
/**
* Get the device information encoded in a SDL_JoystickGUID structure
*
* \param guid the SDL_JoystickGUID you wish to get info about
* \param vendor A pointer filled in with the device VID, or 0 if not
* available
* \param product A pointer filled in with the device PID, or 0 if not
* available
* \param version A pointer filled in with the device version, or 0 if not
* available
* \param crc16 A pointer filled in with a CRC used to distinguish different
* products with the same VID/PID, or 0 if not available
*
* \since This function is available since SDL 2.26.0.
*
* \sa SDL_JoystickGetDeviceGUID
*/
extern DECLSPEC void SDLCALL SDL_GetJoystickGUIDInfo(SDL_JoystickGUID guid, Uint16 *vendor, Uint16 *product, Uint16 *version, Uint16 *crc16);
/**
* Get the status of a specified joystick.
*

View file

@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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

View file

@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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

View file

@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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

View file

@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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

View file

@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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

View file

@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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
@ -108,6 +108,15 @@
void reset_IOP(); \
void reset_IOP() {}
#elif defined(__3DS__)
/*
On N3DS, SDL provides a main function that sets up the screens
and storage.
If you provide this yourself, you may define SDL_MAIN_HANDLED
*/
#define SDL_MAIN_AVAILABLE
#endif
#endif /* SDL_MAIN_HANDLED */

View file

@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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

View file

@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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
@ -82,7 +82,7 @@ extern DECLSPEC void SDLCALL SDL_Metal_DestroyView(SDL_MetalView view);
*
* \since This function is available since SDL 2.0.14.
*
* \sa SDL_MetalCreateView
* \sa SDL_Metal_CreateView
*/
extern DECLSPEC void *SDLCALL SDL_Metal_GetLayer(SDL_MetalView view);

View file

@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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

View file

@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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

View file

@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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

View file

@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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

View file

@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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
@ -2107,57 +2107,6 @@ typedef void (APIENTRYP PFNGLMULTITEXCOORD4SVARBPROC) (GLenum target, const GLsh
/*
* ???. GL_MESA_packed_depth_stencil
* XXX obsolete
*/
#ifndef GL_MESA_packed_depth_stencil
#define GL_MESA_packed_depth_stencil 1
#define GL_DEPTH_STENCIL_MESA 0x8750
#define GL_UNSIGNED_INT_24_8_MESA 0x8751
#define GL_UNSIGNED_INT_8_24_REV_MESA 0x8752
#define GL_UNSIGNED_SHORT_15_1_MESA 0x8753
#define GL_UNSIGNED_SHORT_1_15_REV_MESA 0x8754
#endif /* GL_MESA_packed_depth_stencil */
#ifndef GL_ATI_blend_equation_separate
#define GL_ATI_blend_equation_separate 1
#define GL_ALPHA_BLEND_EQUATION_ATI 0x883D
GLAPI void GLAPIENTRY glBlendEquationSeparateATI( GLenum modeRGB, GLenum modeA );
typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEATIPROC) (GLenum modeRGB, GLenum modeA);
#endif /* GL_ATI_blend_equation_separate */
/* GL_OES_EGL_image */
#ifndef GL_OES_EGL_image
typedef void* GLeglImageOES;
#endif
#ifndef GL_OES_EGL_image
#define GL_OES_EGL_image 1
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glEGLImageTargetTexture2DOES (GLenum target, GLeglImageOES image);
GLAPI void APIENTRY glEGLImageTargetRenderbufferStorageOES (GLenum target, GLeglImageOES image);
#endif
typedef void (APIENTRYP PFNGLEGLIMAGETARGETTEXTURE2DOESPROC) (GLenum target, GLeglImageOES image);
typedef void (APIENTRYP PFNGLEGLIMAGETARGETRENDERBUFFERSTORAGEOESPROC) (GLenum target, GLeglImageOES image);
#endif
/**
** NOTE!!!!! If you add new functions to this file, or update
** glext.h be sure to regenerate the gl_mangle.h file. See comments
** in that file for details.
**/
/**********************************************************************
* Begin system-specific stuff
*/

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