Compare commits

195 Commits

Author SHA1 Message Date
4e083a8cdb item.cpp: afegida rotació 2025-09-30 14:16:25 +02:00
cbe4315701 moving_sprite.cpp: afegit umbral a stopRotate() 2025-09-30 14:11:58 +02:00
49d561b583 moving_sprite.cpp: afegida funcio per a escalar la velocitat de rotacio 2025-09-30 13:59:13 +02:00
6e56a6fd79 moving_sprite.cpp: afegits nous metodes per controlar la rotació 2025-09-30 13:47:48 +02:00
267d9647e0 moving_sprite.cpp: la variable rotate.speed ja no es gastava 2025-09-30 13:38:06 +02:00
13b3702d00 eliminat param.game.item_size 2025-09-30 13:23:50 +02:00
4500845dcd muguda la logica de demo de utils.cpp a demo.cpp 2025-09-30 12:58:32 +02:00
a4abc02f88 nou: modificat el valor de velocitat en la creació dels globos verds. i tornat a deixar com estava 2025-09-30 12:42:38 +02:00
a0fb6934b0 corregit: en el mode demo no calculava correctament el estat del fondo 2025-09-30 09:56:32 +02:00
19645445b2 corregit: els fills dels globos verds eixien taronja 2025-09-30 08:47:49 +02:00
efe8628a3c corregit: el log de CREATING PLAYER TEXTURES en resource.cpp 2025-09-29 14:22:44 +02:00
c98cb0d29f repensada la forma d'asignar fitxers de demo als jugadors
refets els fitxers de demo i afegit un tercer fitxer
2025-09-29 14:00:10 +02:00
c16fc1bae5 corregit: el mode demo ja funciona correctament 2025-09-29 12:47:13 +02:00
fa0af1179a corregit: no trobava version.h 2025-09-29 07:54:46 +02:00
d1e4a5eb07 eliminat tot el define NO_AUDIO del codi 2025-09-27 00:33:05 +02:00
e18d1b186a player.h: eliminat codi mort 2025-09-27 00:22:46 +02:00
d056a5e336 nou: afegida versió de git en la pantalla de carrega 2025-09-27 00:20:46 +02:00
b9e26aa755 corregit: flags estatics en credits.cpp i title.cpp 2025-09-26 23:48:08 +02:00
b2afef2226 corregit: flags estatics en hiscore_tale.cpp 2025-09-26 23:40:37 +02:00
c400aa96c0 corregit: flags estatics en game.cpp 2025-09-26 23:36:49 +02:00
8818954dcd afegit define rapidet per a renderer metal basic en macos 2025-09-26 22:45:14 +02:00
b92e5df98b nou: sonidos de bala diferent per a cada jugador 2025-09-26 20:48:22 +02:00
83871273ec nou: bales de colors diferents per a cada jugador 2025-09-26 20:37:00 +02:00
0459b39366 screen.cpp: getDisplayInfo()
resource.cpp: afegida info del display en la pantalla de carrega
2025-09-26 19:42:39 +02:00
5bb0ff19bc corregit: asset::checkFile() fallava desde fora del directori 2025-09-26 19:16:25 +02:00
a867b3cf4d integrat empaquetador de recursos en el makefile 2025-09-26 18:16:48 +02:00
8a6ce8e66d organitzat player.h 2025-09-26 17:37:29 +02:00
a40f04a739 nou: musiqueta i veu per al game over i timings ajustats 2025-09-26 17:20:35 +02:00
0c670fd344 novetat: canvi de color de les bales quan queda poc powerUp 2025-09-26 14:13:52 +02:00
35f4bf690c corregit: bug en Audio::fadeOutMusic quan la musica no es reproduia en bucle 2025-09-25 21:21:39 +02:00
abeaf47f96 corregit: timing de les celebracions del final 2025-09-25 19:48:58 +02:00
6498c35628 corregit audio i timing del game over 2025-09-25 19:36:40 +02:00
d1c6af02db corregit: la musica del joc soles sonava la primera volta 2025-09-25 19:19:46 +02:00
5edef17d84 nou: musica al completar el joc 2025-09-25 19:10:46 +02:00
e4532fcef2 nou: ruidet per a quan acabes de posar el nom 2025-09-25 18:18:39 +02:00
7a8d66c29d nou: quan arribes a la maxima puntuació, posa un lletreret 2025-09-25 17:52:49 +02:00
54292c9f8f fix: warning de override 2025-09-25 16:58:01 +02:00
3897553704 eliminat el vector precalculat en tiled_bg per al moviment circular 2025-09-25 08:08:29 +02:00
308f5c20fb corregit en background.cpp la desaceleració final, millorada amb funció de suavitzat i arreglades les velocitats dels nuvols que no variaven amb el pas del joc 2025-09-24 21:54:38 +02:00
987dcd0205 fix: el audio del logo.cpp soles sonava la primera volta 2025-09-24 20:54:45 +02:00
d56f23544c corregit menu_renderer.cpp, de vegades es modificava el ample del menu al canviar les opcions 2025-09-24 20:46:07 +02:00
c79a846b29 migrat service_menu.cpp a deltaTime 2025-09-24 19:34:08 +02:00
ad39d55e79 style: static auto *const SCREEN = Screen::get(); 2025-09-24 18:57:10 +02:00
853ef426f0 corregit el START PROMPT en title.cpp que no resetejava el contador de parpadeig 2025-09-24 18:51:36 +02:00
cadf7de3d8 tiled_bg.cpp, afegit changeSpeedTo() 2025-09-24 18:44:37 +02:00
ec65ff9acb corregit audio de timeStopItem 2025-09-24 18:26:39 +02:00
d077374883 migrat a deltaTime screen.cpp i notifier.cpp 2025-09-24 18:08:50 +02:00
40a2b2cc00 afegit TODO per al proxim dia 2025-09-24 14:02:30 +02:00
b3f3f151da corregits alguns parametres de ms a s 2025-09-24 13:56:12 +02:00
3fdd61655a corregit throwCoffee() i el rolling del jugador 2025-09-24 13:24:05 +02:00
504727b95f corregit del delay entre formacions 2025-09-24 13:09:54 +02:00
ff5446fcdf corregit createItemText() 2025-09-24 12:41:41 +02:00
545eb70082 corregida la creacio de globos 2025-09-24 12:37:21 +02:00
232a23a5dd corregida velocitat_y en createChild() 2025-09-24 11:42:48 +02:00
c9a29e26dd revisant la seccio game: bales, items e inici 2025-09-24 11:37:23 +02:00
2977869ab5 revisat tabe.cpp, item.cpp i game.cpp 2025-09-24 09:37:23 +02:00
6a223b68ba revisant title.cpp (falla el jugador) 2025-09-23 14:13:48 +02:00
3fafff026b revisat balloon_formationc.cpp i credits.cpp 2025-09-23 14:03:07 +02:00
159528adc9 revisat credits.cpp, player.cpp, balloon.cpp i balloon_manager.cpp 2025-09-23 13:42:09 +02:00
6c8f231b34 revisat instructions.cpp 2025-09-23 12:10:16 +02:00
c5d6d77ebf revisat hiscore_table.cpp 2025-09-23 11:24:29 +02:00
5e73327b2f revisat intro.cpp, path_sprite i writer.cpp 2025-09-23 11:13:15 +02:00
720d286dcf revisat logo.cpp 2025-09-23 09:11:29 +02:00
dd13a2bd7c revisat background, game_logo, smart sprite, tiled_bg 2025-09-23 09:00:00 +02:00
1a6ef79466 revisat moving i animated sprite 2025-09-23 08:29:29 +02:00
8f83a1d13e magic numbers: moving_sprite.cpp i game_logo.cpp 2025-09-22 13:57:58 +02:00
9edfe6877f magic numbers: item.cpp 2025-09-22 13:14:23 +02:00
91b26631c6 magic numbers: bullet.cpp 2025-09-22 12:14:09 +02:00
331a690b78 fix: balloon_manager.cpp conflicto al crear los globos y detener el tiempo 2025-09-22 10:13:12 +02:00
5e3946e28b fix: no inicialitzava be animated_sprite 2025-09-22 10:03:38 +02:00
d4a0189dc8 arreglant balloon.cpp per a deltaTime pur 2025-09-19 14:15:44 +02:00
568b941990 eliminats metodes frame-based obsolets 2025-09-19 09:56:25 +02:00
49a3989ecf magic numbers: game.cpp 2025-09-19 09:11:10 +02:00
af7cb01ead magic numbers: game.cpp 2025-09-19 07:33:27 +02:00
5c82916650 magic numbers: game.cpp i player.cpp 2025-09-18 14:17:54 +02:00
0c0518adac magic numbers: game.cpp i player.cpp (en progres) 2025-09-18 13:15:43 +02:00
cb7b290818 magic numbers: game.cpp 2025-09-17 14:20:13 +02:00
ae30c9b34f magic numbers: title.cpp 2025-09-17 13:53:31 +02:00
9acd9aa631 magic numbers: intro.cpp 2025-09-17 13:25:16 +02:00
577510ff8c magic numbers: logo.cpp 2025-09-17 13:01:43 +02:00
66566913f6 delta-time: game.cpp (funciona pero va un poc massa ràpid) 2025-09-16 22:56:00 +02:00
3e6cc9dfab delta-time: explosions.cpp 2025-09-16 22:43:16 +02:00
a15e29344f delta-time: balloon.cpp
delta-time: balloon_manager.cpp
delta-time: credits.cpp
2025-09-16 22:38:48 +02:00
a96a17e11b delta-time: tabe.cpp 2025-09-16 20:29:35 +02:00
e0f6a424a9 delta-time: bullet.cpp 2025-09-16 20:26:22 +02:00
49e30f947a delta-time: title.cpp 2025-09-16 20:23:10 +02:00
470a07d28c delta-time: player.cpp 2025-09-16 19:21:44 +02:00
65716fce20 delta-time: tiled_bg.cpp 2025-09-16 17:35:03 +02:00
dfa66b0e95 delta-time: game_logo.cpp
delta-time: smart_sprite.cpp
2025-09-16 17:19:05 +02:00
3d9ffe356e Elimina .claude 2025-09-16 17:18:39 +02:00
19768cb72b delta-time: animated_sprite.cpp 2025-09-16 16:51:31 +02:00
26e0fd7247 delta-time: moving_sprite.cpp 2025-09-16 16:37:39 +02:00
e2fd470ad3 migració a delta time 2025-09-16 12:23:02 +02:00
a72ae0a5fc migració a delta time 2025-09-16 12:06:49 +02:00
7579594c22 migració a delta time 2025-09-16 10:48:22 +02:00
6c702e7e23 Logo: convertit per a usar delta time 2025-09-16 08:40:41 +02:00
fb9c78eb49 warning: balloon_manager.cpp varios ordres de inicialització mal 2025-08-27 10:27:18 +02:00
62f65cbd5a warning: balloon_manager.cpp varios ordres de inicialització mal 2025-08-27 10:19:30 +02:00
057d3dcfee bug fix: en la tabla de puntuacions, no apareix la estreleta al completar el joc amb 1CC
bug fix: posant nom al completar el joc, si "passes" el mostrar el nom, mata al jugador en lloc de fer que se'n vaja

Resol #92 i #98
2025-08-26 08:21:33 +02:00
c85336a4d0 fix: el tabe podia spawnejar-se en la seqüencia final.
Resol #89
2025-08-24 18:54:20 +02:00
e4702e4e24 bug fix: Audio::fadeOutMusic no ha de fer fade si la musica no sona 2025-08-24 17:39:07 +02:00
928335576c corregida la llista de inicialització en clang-format
creat Balloon::Config per a inicialitzar globos
2025-08-24 17:16:49 +02:00
fe950e6f17 bug fix: en el modo demo la powerball feia ruido.
Resol #84
2025-08-24 14:57:08 +02:00
6e81b6e60c Merge branch 'main' of https://gitea.sustancia.synology.me/jaildesigner/coffee_crisis_arcade_edition 2025-08-24 14:37:32 +02:00
74f6fe3501 Afegit outline al text 2x
corregit el marcador durant el Player::State::RECOVER
2025-08-24 14:37:30 +02:00
dfdb679054 Merge branch 'main' of https://gitea.sustancia.synology.me/JailDesigner/coffee_crisis_arcade_edition 2025-08-24 10:51:10 +02:00
26ed479306 delete 2025-08-24 10:51:07 +02:00
32e9da55ef Afegit so de service_menu_back
Retocats els audios de service menu
Afegit so a ENTER NAME
Arreglos visuals a ENTER NAME
2025-08-23 21:06:20 +02:00
610083578e style: eliminat soroll de drop item amb maquina de café
Quan ix una maquina de café ja no se sent el so de drop item
per a millorar l'experiència sonora del joc.

Resol #91
2025-08-23 20:05:16 +02:00
7250073d60 actualitzat LICENSE 2025-08-19 16:45:00 +02:00
dfa06870e4 actualitzat makefile per a linux 2025-08-19 16:42:40 +02:00
81f3a25143 afegit makefile per a macos 2025-08-19 16:39:39 +02:00
5aca95f3d2 neteja de temporals al acabar 2025-08-19 16:29:52 +02:00
7b193605e6 refet makefile i eliminades *.dll 2025-08-19 14:09:11 +02:00
089a5b15d7 actualitzat Makefile per a windows 2025-08-19 14:01:32 +02:00
e6a14ca57d eliminat el log del codi 2025-08-19 13:55:22 +02:00
467d609c28 debug 2025-08-19 13:50:11 +02:00
e03c798000 afegits logs peer a la carrega de musica i sons 2025-08-19 13:46:07 +02:00
52d76b7338 arreglos pa NO integrar jail_audio en ResourceHelper 2025-08-19 13:36:03 +02:00
83ee9c2649 integrat animated_sprite amb ResourceHelper 2025-08-19 13:25:12 +02:00
43788bb01a faltaven mes integracions de texture amb ResourceHelper 2025-08-19 13:22:38 +02:00
58cf78e1e3 integracions de texture.cpp amb ResourceHelper 2025-08-19 13:13:27 +02:00
6bf8490776 integrades mes clases amb ResourceHelper
mogudes les dades de la demo a resource.pack
2025-08-19 13:08:37 +02:00
8cfe28922c integrat Text amb ResourceHelper 2025-08-19 12:45:53 +02:00
63990c75c2 modificat texture.cpp per a gastar ResourceHelper 2025-08-19 12:41:08 +02:00
94dca528ab fix assets.txt 2025-08-19 10:13:12 +02:00
4b6b89ceb2 integrat Asset amb ResourceHelper 2025-08-19 10:06:52 +02:00
ed077c1da5 treballant en resources.pack 2025-08-19 09:46:19 +02:00
2819b3628e el fitxer de parametres es guarda en options/config.txt 2025-08-17 21:42:26 +02:00
1e9e664012 creat param_red.txt
afegides guardes en setParams
2025-08-17 21:29:49 +02:00
0c8b39cee7 els items ja no tenen vel_x = 0 2025-08-17 20:42:55 +02:00
d7b3af5ab8 en el modo demo asignava cafes al jugador que no jugava i eixia saludant amb la camisa que no toca 2025-08-17 20:22:53 +02:00
5e5227305f arreglat bug en el estat pre del fade 2025-08-17 20:17:55 +02:00
3fc15a9512 afegit el fade RANDOM_SQAURE2
canviat els timings del fade a milisegons
2025-08-17 19:34:48 +02:00
e774e0e8ad modificat el efecte de invulnerabilitat per a que vaja menguant 2025-08-17 17:21:03 +02:00
a95776e6c7 retocat el audio de recover 2025-08-17 17:01:49 +02:00
0428ff26d5 options.h ara gasta defaults.h 2025-08-17 16:28:30 +02:00
fc3e2deb1f Item fix: alguns items es quedaven engantxats en la part de dalt 2025-08-17 16:18:48 +02:00
65ca17f938 afegit i parametritzat outline per als textos dels items 2025-08-17 16:07:16 +02:00
ff2a51a507 noves coses chules en la clase text 2025-08-17 14:25:17 +02:00
fe0083abd4 afagit a param el color de la camiseta per defecte 2025-08-17 13:25:10 +02:00
1c058694fd afegit a param el color de outline dels jugadors 2025-08-17 12:58:20 +02:00
cb0c3266d5 proposta 1 de versio RC2 2025-08-17 10:54:45 +02:00
8ddc5d94f1 clang-tidy 2025-08-17 10:20:41 +02:00
b359a73d50 He tornat a deixar el progres del fondo que fa tope en la ultima fase, no en el final del joc 2025-08-17 08:20:38 +02:00
142603db71 hi_score_table: faltava posar el fondo en modo manual
game: redefinides les prioritats de dibuixat -> jugadors altra volta al front
2025-08-17 08:08:48 +02:00
1ec272f017 . 2025-08-17 01:10:57 +02:00
327987447d passant linters a vore si trobe variables sense inicialitzar 2025-08-17 00:23:59 +02:00
ada5025c65 claude: arreglos d'estil 2025-08-16 19:48:32 +02:00
1ced698093 ja guarda la configuració del mando amb els boto-triggers 2025-08-16 18:13:55 +02:00
2a4c47a6ca ja permet mapejar botons tipo trigger 2025-08-16 18:03:32 +02:00
6102504d32 parametrizats els colors de les camisetes dels jugadors quan pillen café 2025-08-16 13:12:22 +02:00
a123b3aa93 afegit window_message a param 2025-08-16 11:24:28 +02:00
81d486f2d3 afegit defaults.h amb els valors per defecte de Param 2025-08-16 10:29:30 +02:00
0c10898bdc Tabe: afegit a Param 2025-08-16 09:54:34 +02:00
a3cd404545 retocs en els fitxers de configuració 2025-08-16 09:44:06 +02:00
5c708fc60a eliminat codi mort 2025-08-16 09:33:40 +02:00
960ee367df fix: els globos apareixien un frame mal situats al crearse desde un pare 2025-08-15 13:09:07 +02:00
a7519fc372 afegit AnimatedSprite::getCurrentAnimationFrame()
fix: player2.gif faltava el outline
noves veus i arreglo d'altres
style: fitxer de config
2025-08-15 11:09:17 +02:00
a983269080 animacions noves de recuperació per als jugadors 2025-08-15 06:38:52 +02:00
3964503f1c game fix: la velocitat dels globos dins de la fase actual muntava al primer globo explotat
game fix: al trencar una powerball ja no eixien mes globos
style: renombrades variables i funcions
2025-08-14 20:41:44 +02:00
8fcb7d1eb5 eliminat un warning en systemes unix 2025-08-14 18:05:36 +02:00
3e68afa4be game.cpp: llevat codi comentat mort de feia temps 2025-08-14 13:58:24 +02:00
ca6edcccc0 Afegida animacioneta pa quan continues 2025-08-14 12:55:29 +02:00
a388005968 Afegit lletreret de "gracies" al continuar 2025-08-14 12:37:39 +02:00
ea7628259a la IA havia trencat el recorregut de la lluna 2025-08-14 12:20:34 +02:00
a13e024934 fix: la IA havia trencat el indicador de fases restants 2025-08-14 11:36:29 +02:00
4cc5102d70 Stage ja carrega desde fitxer la informació de les fases 2025-08-14 11:14:54 +02:00
b2139d8e06 treballant en Background i Stage 2025-08-14 09:53:01 +02:00
ea3e704d34 posant ordre en Stage i Background 2025-08-13 14:04:24 +02:00
d5ab5748a7 actualitzat makefile per a linux desktop 2025-08-11 21:39:43 +02:00
e950eb335d YE! ACTUALIZAT MAKEFILE PA WINDOWS ALTRA VOLTA. PUTA IA 2025-08-11 20:30:59 +02:00
e667063767 actualitzat makefile per a linux 2025-08-11 20:28:16 +02:00
3534e4cc54 actualitzat makefile per a windows 2025-08-11 20:27:40 +02:00
685b04c840 afegits nous iconos per a la aplicació
afegit script en python per a crear els iconos
2025-08-11 19:12:17 +02:00
2bc28d47cd fix shutdown.cpp per a macos (altra volta) 2025-08-11 08:31:30 +02:00
214a4045f0 fix shutdown.cpp per a macos 2025-08-11 08:21:09 +02:00
3df13fdfa6 creat shutdown.h i system_utils.h
fix: arreglants uns includes per a windows
2025-08-11 08:15:54 +02:00
6011365330 actualitzat Director::shutdownSystem() 2025-08-10 22:56:42 +02:00
03db5b4b0a actualitzat makefile per a linux_release 2025-08-10 22:56:19 +02:00
b1d4c8af07 actualitzat gitignore 2025-08-10 22:56:04 +02:00
45919eabab actualitzat makefile per a macos
director fix: nom de variable en MACOS_BUNDLE
actualitzat info.plist
2025-08-10 22:35:34 +02:00
98cd87e2f0 actualitzat frameworks 2025-08-10 22:21:50 +02:00
aabbb964e1 actualitzat makefile 2025-08-10 22:18:09 +02:00
41e3fd1d8d iwyu
clang-tidy
clang-format
2025-08-10 22:01:18 +02:00
659a4ced44 fix: el nom apareixia duplicat en la tabla de records 2025-08-10 20:36:13 +02:00
0fc709f6d5 fix: el jugador saludant no es pintava si apareixia el lletrero de game over 2025-08-10 20:05:55 +02:00
4695f14de6 canviada la tecla de servei a F12 2025-08-10 19:53:30 +02:00
6eb35a6194 actualitzat readme.md 2025-08-10 19:45:21 +02:00
645862ecb5 precarrega les textures del jugador amb variants de paleta 2025-08-10 19:36:10 +02:00
72e606f6d3 fix: Game no es desregistrava de ServiceMenu al destruirse 2025-08-10 16:00:43 +02:00
cadd8fd293 Afegit sistema de carrega de recursos on_demand 2025-08-10 15:58:56 +02:00
8da2db9686 clang-format 2025-08-10 14:49:49 +02:00
d21a474754 afegida Player::computeAnimation() i soluciona algunes animacions incorrectes que havia 2025-08-10 14:42:22 +02:00
c727cb6541 clang-tidy 2025-08-10 14:13:11 +02:00
679 changed files with 379201 additions and 32558 deletions

View File

@@ -6,7 +6,16 @@ BreakBeforeBraces: Attach # Llaves en la misma línea
AllowShortIfStatementsOnASingleLine: true
AllowShortBlocksOnASingleLine: true
AllowShortFunctionsOnASingleLine: All
AlignOperands: false
AlignOperands: DontAlign
AlignAfterOpenBracket: DontAlign
BinPackArguments: false
BinPackParameters: false
ContinuationIndentWidth: 4
ConstructorInitializerIndentWidth: 4
IndentWrappedFunctionNames: false
Cpp11BracedListStyle: true
BreakConstructorInitializers: BeforeColon
AllowAllConstructorInitializersOnNextLine: false
PackConstructorInitializers: Never
AllowAllArgumentsOnNextLine: false
AllowAllParametersOfDeclarationOnNextLine: false

View File

@@ -1,8 +1,21 @@
Checks: >
readability-*,
modernize-*,
performance-*,
bugprone-unchecked-optional-access,
bugprone-sizeof-expression,
bugprone-suspicious-missing-comma,
bugprone-suspicious-index,
bugprone-undefined-memory-manipulation,
bugprone-use-after-move,
bugprone-out-of-bound-access,
-readability-identifier-length,
-readability-magic-numbers
-readability-magic-numbers,
-bugprone-narrowing-conversions,
-performance-enum-size,
-performance-inefficient-string-concatenation,
-bugprone-integer-division,
-bugprone-easily-swappable-parameters,
WarningsAsErrors: '*'
# Solo incluir archivos de tu código fuente

4
.gitignore vendored
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@@ -1,4 +1,5 @@
.vscode
.claude
build/
data/config/config.txt
*.DS_Store
@@ -10,10 +11,11 @@ thumbs.db
*.tar.gz
*.zip
*.app
*.dll
*config.bin
*score.bin
coffee_crisis*
debug.txt
cppcheck-result*
desktop.ini
ccae_release/
resources.pack

View File

@@ -14,6 +14,22 @@ set(CMAKE_CXX_STANDARD_REQUIRED True)
cmake_policy(SET CMP0072 NEW)
set(OpenGL_GL_PREFERENCE GLVND)
# --- GENERACIÓN DE VERSIÓN AUTOMÁTICA ---
find_package(Git QUIET)
if(GIT_FOUND)
execute_process(
COMMAND ${GIT_EXECUTABLE} rev-parse --short=7 HEAD
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
OUTPUT_VARIABLE GIT_HASH
OUTPUT_STRIP_TRAILING_WHITESPACE
ERROR_QUIET
)
else()
set(GIT_HASH "unknown")
endif()
# Configurar archivo de versión
configure_file(${CMAKE_SOURCE_DIR}/source/version.h.in ${CMAKE_BINARY_DIR}/version.h @ONLY)
# --- 1. LISTA EXPLÍCITA DE FUENTES ---
set(APP_SOURCES
@@ -28,6 +44,9 @@ set(APP_SOURCES
source/main.cpp
source/param.cpp
source/resource.cpp
source/resource_helper.cpp
source/resource_loader.cpp
source/resource_pack.cpp
source/screen.cpp
source/text.cpp
source/writer.cpp
@@ -76,28 +95,26 @@ set(APP_SOURCES
# --- Otros ---
source/color.cpp
source/demo.cpp
source/define_buttons.cpp
source/difficulty.cpp
source/input_types.cpp
source/mouse.cpp
source/options.cpp
source/shutdown.cpp
source/stage.cpp
source/system_utils.cpp
source/utils.cpp
)
# Fuentes de librerías de terceros
set(EXTERNAL_SOURCES
source/external/jail_audio.cpp
source/external/jail_shader.cpp
source/external/json.hpp
source/external/gif.cpp
)
# Añadir jail_audio.cpp solo si el audio está habilitado
if(NOT DISABLE_AUDIO)
list(APPEND EXTERNAL_SOURCES source/external/jail_audio.cpp)
endif()
# Configuración de SDL3
find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3)
message(STATUS "SDL3 encontrado: ${SDL3_INCLUDE_DIRS}")
@@ -108,7 +125,8 @@ add_executable(${PROJECT_NAME} ${APP_SOURCES} ${EXTERNAL_SOURCES})
# --- 3. DIRECTORIOS DE INCLUSIÓN ---
target_include_directories(${PROJECT_NAME} PUBLIC
"${CMAKE_SOURCE_DIR}/source"
"${CMAKE_SOURCE_DIR}/source/external"
"${CMAKE_SOURCE_DIR}/source/external"
"${CMAKE_BINARY_DIR}"
)
# Enlazar la librería SDL3
@@ -123,16 +141,9 @@ target_compile_options(${PROJECT_NAME} PRIVATE $<$<CONFIG:RELEASE>:-Os -ffunctio
# Definir _DEBUG en modo Debug
target_compile_definitions(${PROJECT_NAME} PRIVATE $<$<CONFIG:DEBUG>:_DEBUG>)
# Opción para habilitar/deshabilitar audio
option(DISABLE_AUDIO "Disable audio system" OFF)
# Descomentar la siguiente línea para activar el modo grabación de demos
# target_compile_definitions(${PROJECT_NAME} PRIVATE RECORDING)
# Definir NO_AUDIO si la opción está activada
if(DISABLE_AUDIO)
target_compile_definitions(${PROJECT_NAME} PRIVATE NO_AUDIO)
message(STATUS "Audio deshabilitado - NO_AUDIO definido")
else()
message(STATUS "Audio habilitado")
endif()
# Configuración específica para cada plataforma
if(WIN32)

22
LICENSE
View File

@@ -1 +1,21 @@
GNU General Public License v3.0 only
Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License
Copyright (c) 2025 Coffee Crisis Arcade Edition
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
You are free to:
- Share — copy and redistribute the material in any medium or format
- Adapt — remix, transform, and build upon the material
Under the following terms:
- Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
- NonCommercial — You may not use the material for commercial purposes.
- ShareAlike — If you remix, transform, or build upon the material, you must distribute your contributions under the same license as the original.
No additional restrictions — You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits.
To view a copy of this license, visit:
https://creativecommons.org/licenses/by-nc-sa/4.0/
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

348
Makefile
View File

@@ -3,6 +3,7 @@ DIR_ROOT := $(dir $(abspath $(MAKEFILE_LIST)))
DIR_SOURCES := $(addsuffix /, $(DIR_ROOT)source)
DIR_BIN := $(addsuffix /, $(DIR_ROOT))
DIR_BUILD := $(addsuffix /, $(DIR_ROOT)build)
DIR_TOOLS := $(addsuffix /, $(DIR_ROOT)tools)
# Variables
TARGET_NAME := coffee_crisis_arcade_edition
@@ -11,7 +12,33 @@ APP_NAME := Coffee Crisis Arcade Edition
RELEASE_FOLDER := ccae_release
RELEASE_FILE := $(RELEASE_FOLDER)/$(TARGET_NAME)
RESOURCE_FILE := release/coffee.res
VERSION := 2025-03-25
# Variables para herramienta de empaquetado
ifeq ($(OS),Windows_NT)
PACK_TOOL := $(DIR_TOOLS)pack_resources.exe
PACK_CXX := $(CXX)
else
PACK_TOOL := $(DIR_TOOLS)pack_resources
PACK_CXX := $(CXX)
endif
PACK_SOURCES := $(DIR_TOOLS)pack_resources.cpp $(DIR_SOURCES)resource_pack.cpp
PACK_INCLUDES := -I$(DIR_ROOT)
# Versión automática basada en la fecha actual (específica por SO)
ifeq ($(OS),Windows_NT)
VERSION := $(shell powershell -Command "Get-Date -Format 'yyyy-MM-dd'")
else
VERSION := $(shell date +%Y-%m-%d)
endif
# Variables específicas para Windows (usando APP_NAME)
ifeq ($(OS),Windows_NT)
WIN_TARGET_FILE := $(DIR_BIN)$(APP_NAME)
WIN_RELEASE_FILE := $(RELEASE_FOLDER)/$(APP_NAME)
else
WIN_TARGET_FILE := $(TARGET_FILE)
WIN_RELEASE_FILE := $(RELEASE_FILE)
endif
# Nombres para los ficheros de lanzamiento
WINDOWS_RELEASE := $(TARGET_NAME)-$(VERSION)-win32-x64.zip
@@ -20,62 +47,148 @@ MACOS_APPLE_SILICON_RELEASE := $(TARGET_FILE)-$(VERSION)-macos-apple-silicon.dmg
LINUX_RELEASE := $(TARGET_FILE)-$(VERSION)-linux.tar.gz
RASPI_RELEASE := $(TARGET_FILE)-$(VERSION)-raspberry.tar.gz
# Lista completa de archivos fuente (basada en CMakeLists.txt)
APP_SOURCES := \
source/animated_sprite.cpp \
source/asset.cpp \
source/audio.cpp \
source/background.cpp \
source/balloon_formations.cpp \
source/balloon_manager.cpp \
source/balloon.cpp \
source/bullet.cpp \
source/color.cpp \
source/define_buttons.cpp \
source/difficulty.cpp \
source/director.cpp \
source/enter_name.cpp \
source/explosions.cpp \
source/external/gif.cpp \
source/external/jail_audio.cpp \
source/external/jail_shader.cpp \
source/fade.cpp \
source/game_logo.cpp \
source/global_events.cpp \
source/global_inputs.cpp \
source/input_types.cpp \
source/input.cpp \
source/item.cpp \
source/lang.cpp \
source/main.cpp \
source/manage_hiscore_table.cpp \
source/mouse.cpp \
source/moving_sprite.cpp \
source/options.cpp \
source/param.cpp \
source/path_sprite.cpp \
source/player.cpp \
source/resource.cpp \
source/resource_helper.cpp \
source/resource_loader.cpp \
source/resource_pack.cpp \
source/scoreboard.cpp \
source/screen.cpp \
source/sections/credits.cpp \
source/sections/game.cpp \
source/sections/hiscore_table.cpp \
source/sections/instructions.cpp \
source/sections/intro.cpp \
source/sections/logo.cpp \
source/sections/title.cpp \
source/shutdown.cpp \
source/smart_sprite.cpp \
source/sprite.cpp \
source/stage.cpp \
source/system_utils.cpp \
source/tabe.cpp \
source/text.cpp \
source/texture.cpp \
source/tiled_bg.cpp \
source/ui/menu_option.cpp \
source/ui/menu_renderer.cpp \
source/ui/notifier.cpp \
source/ui/service_menu.cpp \
source/ui/ui_message.cpp \
source/ui/window_message.cpp \
source/utils.cpp \
source/writer.cpp
# Includes
INCLUDES := -I$(DIR_SOURCES)
INCLUDES := -Isource -Isource/external
# Variables según el sistema operativo
ifeq ($(OS),Windows_NT)
FixPath = $(subst /,\\,$1)
SOURCES := source/*.cpp
CXXFLAGS := -std=c++20 -Wall -Os -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows
CXXFLAGS_DEBUG := -std=c++20 -Wall -g
CXXFLAGS := -std=c++20 -Wall -Os -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -static-libgcc -Wl,-Bstatic -lpthread -Wl,-Bdynamic -Wl,-subsystem,windows -DWINDOWS_BUILD
CXXFLAGS_DEBUG := -std=c++20 -Wall -g -D_DEBUG -DWINDOWS_BUILD
LDFLAGS := -lmingw32 -lws2_32 -lSDL3 -lopengl32
RM := del /Q
MKDIR := mkdir
else
FixPath = $1
SOURCES := source/*.cpp
CXXFLAGS := -std=c++20 -Wall -Os -ffunction-sections -fdata-sections
CXXFLAGS_DEBUG := -std=c++20 -Wall -g
CXXFLAGS_DEBUG := -std=c++20 -Wall -g -D_DEBUG
LDFLAGS := -lSDL3
RMFILE := rm -f
RMDIR := rm -rdf
RMDIR := rm -rdf
MKDIR := mkdir -p
UNAME_S := $(shell uname -s)
ifeq ($(UNAME_S),Linux)
CXXFLAGS += -DLINUX_BUILD
LDFLAGS += -lGL
endif
ifeq ($(UNAME_S),Darwin)
CXXFLAGS += -Wno-deprecated
CXXFLAGS_DEBUG += -Wno-deprecated
CXXFLAGS += -Wno-deprecated -DMACOS_BUILD
CXXFLAGS_DEBUG += -Wno-deprecated -DMACOS_BUILD
LDFLAGS += -framework OpenGL
# Configurar arquitectura (por defecto arm64, como en CMake)
CXXFLAGS += -arch arm64
CXXFLAGS_DEBUG += -arch arm64
endif
endif
# Reglas para herramienta de empaquetado y resources.pack
$(PACK_TOOL): $(PACK_SOURCES)
@echo "Compilando herramienta de empaquetado..."
$(PACK_CXX) -std=c++17 -Wall -Os $(PACK_INCLUDES) $(PACK_SOURCES) -o $(PACK_TOOL)
@echo "✓ Herramienta de empaquetado lista: $(PACK_TOOL)"
pack_tool: $(PACK_TOOL)
resources.pack: $(PACK_TOOL)
@echo "Generando resources.pack desde directorio data/..."
$(PACK_TOOL) data resources.pack
@echo "✓ resources.pack generado exitosamente"
# Reglas para compilación
windows:
@echo off
@echo Compilando para Windows con nombre: "$(APP_NAME).exe"
windres release/coffee.rc -O coff -o $(RESOURCE_FILE)
$(CXX) $(SOURCES) $(RESOURCE_FILE) $(CXXFLAGS) $(LDFLAGS) -o "$(TARGET_FILE).exe"
strip -s -R .comment -R .gnu.version "$(TARGET_FILE).exe" --strip-unneeded
$(CXX) $(APP_SOURCES) $(RESOURCE_FILE) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(WIN_TARGET_FILE).exe"
strip -s -R .comment -R .gnu.version "$(WIN_TARGET_FILE).exe" --strip-unneeded
windows_rec:
@echo off
$(CXX) $(SOURCES) -D RECORDING $(CXXFLAGS) $(LDFLAGS) -o "$(TARGET_FILE)_rec.exe"
@echo Compilando version de grabacion para Windows: "$(APP_NAME)_rec.exe"
$(CXX) $(APP_SOURCES) $(INCLUDES) -DRECORDING $(CXXFLAGS) $(LDFLAGS) -o "$(WIN_TARGET_FILE)_rec.exe"
windows_debug:
@echo off
$(CXX) $(SOURCES) -D DEBUG -D VERBOSE $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug.exe"
@echo Compilando version debug para Windows: "$(APP_NAME)_debug.exe"
$(CXX) $(APP_SOURCES) $(INCLUDES) -DDEBUG -DVERBOSE $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(WIN_TARGET_FILE)_debug.exe"
windows_release:
windows_release: resources.pack
@echo off
@echo Creando release para Windows - Version: $(VERSION)
# Crea carpeta temporal 'RELEASE_FOLDER'
powershell if (Test-Path "$(RELEASE_FOLDER)") {Remove-Item "$(RELEASE_FOLDER)" -Recurse -Force}
powershell if (-not (Test-Path "$(RELEASE_FOLDER)")) {New-Item "$(RELEASE_FOLDER)" -ItemType Directory}
# Copia la carpeta 'data'
powershell Copy-Item -Path "data" -Destination "$(RELEASE_FOLDER)" -recurse -Force
# Copia la carpeta 'config' y el archivo 'resources.pack'
powershell Copy-Item -Path "config" -Destination "$(RELEASE_FOLDER)" -recurse -Force
powershell Copy-Item -Path "resources.pack" -Destination "$(RELEASE_FOLDER)"
# Copia los ficheros que estan en la raíz del proyecto
powershell Copy-Item "LICENSE" -Destination "$(RELEASE_FOLDER)"
@@ -84,23 +197,27 @@ windows_release:
# Compila
windres release/coffee.rc -O coff -o $(RESOURCE_FILE)
$(CXX) $(SOURCES) $(RESOURCE_FILE) $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FILE).exe"
strip -s -R .comment -R .gnu.version "$(RELEASE_FILE).exe" --strip-unneeded
$(CXX) $(APP_SOURCES) $(RESOURCE_FILE) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(WIN_RELEASE_FILE).exe"
strip -s -R .comment -R .gnu.version "$(WIN_RELEASE_FILE).exe" --strip-unneeded
# Crea el fichero .zip
powershell if (Test-Path "$(WINDOWS_RELEASE)") {Remove-Item "$(WINDOWS_RELEASE)"}
powershell Compress-Archive -Path "$(RELEASE_FOLDER)"/* -DestinationPath "$(WINDOWS_RELEASE)"
@echo Release creado: $(WINDOWS_RELEASE)
# Elimina la carpeta temporal 'RELEASE_FOLDER'
powershell if (Test-Path "$(RELEASE_FOLDER)") {Remove-Item "$(RELEASE_FOLDER)" -Recurse -Force}
macos:
$(CXX) $(SOURCES) $(CXXFLAGS) $(LDFLAGS) -o "$(TARGET_FILE)"
@echo "Compilando para macOS: $(TARGET_NAME)"
$(CXX) $(APP_SOURCES) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(TARGET_FILE)"
macos_debug:
$(CXX) $(SOURCES) -D DEBUG -D VERBOSE $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug"
@echo "Compilando version debug para macOS: $(TARGET_NAME)_debug"
$(CXX) $(APP_SOURCES) $(INCLUDES) -DDEBUG -DVERBOSE $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug"
macos_release:
macos_release: resources.pack
@echo "Creando release para macOS - Version: $(VERSION)"
# Elimina datos de compilaciones anteriores
$(RMDIR) "$(RELEASE_FOLDER)"
$(RMDIR) Frameworks
@@ -115,9 +232,10 @@ macos_release:
$(MKDIR) Frameworks
# Copia carpetas y ficheros
cp -R data "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
cp -R release/SDL2.framework "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks"
cp -R release/SDL2.framework Frameworks
cp -R config "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
cp resources.pack "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
cp -R release/frameworks/SDL3.xcframework "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks"
cp -R release/frameworks/SDL3.xcframework Frameworks
cp release/*.icns "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
cp release/Info.plist "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents"
cp LICENSE "$(RELEASE_FOLDER)"
@@ -128,7 +246,7 @@ macos_release:
# Compila la versión para procesadores Intel
ifdef ENABLE_MACOS_X86_64
$(CXX) $(SOURCES) -D MACOS_BUNDLE $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)" -rpath @executable_path/../Frameworks/ -target x86_64-apple-macos10.15
$(CXX) $(APP_SOURCES) $(INCLUDES) -DMACOS_BUNDLE $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)" -rpath @executable_path/../Frameworks/ -target x86_64-apple-macos10.15
# Firma la aplicación
codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app"
@@ -137,10 +255,11 @@ ifdef ENABLE_MACOS_X86_64
hdiutil create tmp.dmg -ov -volname "$(APP_NAME)" -fs HFS+ -srcfolder "$(RELEASE_FOLDER)"
hdiutil convert tmp.dmg -format UDZO -o "$(MACOS_INTEL_RELEASE)"
$(RMFILE) tmp.dmg
@echo "Release Intel creado: $(MACOS_INTEL_RELEASE)"
endif
# Compila la versión para procesadores Apple Silicon
$(CXX) $(SOURCES) -D MACOS_BUNDLE -D SDL_DISABLE_IMMINTRIN_H $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)" -rpath @executable_path/../Frameworks/ -target arm64-apple-macos11
$(CXX) $(APP_SOURCES) $(INCLUDES) -DMACOS_BUNDLE -DSDL_DISABLE_IMMINTRIN_H $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)" -rpath @executable_path/../Frameworks/ -target arm64-apple-macos11
# Firma la aplicación
codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app"
@@ -149,19 +268,23 @@ endif
hdiutil create tmp.dmg -ov -volname "$(APP_NAME)" -fs HFS+ -srcfolder "$(RELEASE_FOLDER)"
hdiutil convert tmp.dmg -format UDZO -o "$(MACOS_APPLE_SILICON_RELEASE)"
$(RMFILE) tmp.dmg
@echo "Release Apple Silicon creado: $(MACOS_APPLE_SILICON_RELEASE)"
# Elimina las carpetas temporales
$(RMDIR) Frameworks
$(RMDIR) "$(RELEASE_FOLDER)"
linux:
$(CXX) $(SOURCES) $(CXXFLAGS) $(LDFLAGS) -o "$(TARGET_FILE)"
@echo "Compilando para Linux: $(TARGET_NAME)"
$(CXX) $(APP_SOURCES) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(TARGET_FILE)"
strip -s -R .comment -R .gnu.version "$(TARGET_FILE)" --strip-unneeded
linux_debug:
$(CXX) $(SOURCES) -D DEBUG -D VERBOSE $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug"
@echo "Compilando version debug para Linux: $(TARGET_NAME)_debug"
$(CXX) $(APP_SOURCES) $(INCLUDES) -DDEBUG -DVERBOSE $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug"
linux_release:
linux_release: resources.pack
@echo "Creando release para Linux - Version: $(VERSION)"
# Elimina carpetas previas
$(RMDIR) "$(RELEASE_FOLDER)"
@@ -169,29 +292,130 @@ linux_release:
$(MKDIR) "$(RELEASE_FOLDER)"
# Copia ficheros
cp -R data "$(RELEASE_FOLDER)"
cp -R config "$(RELEASE_FOLDER)"
cp resources.pack "$(RELEASE_FOLDER)"
cp LICENSE "$(RELEASE_FOLDER)"
cp README.md "$(RELEASE_FOLDER)"
# Compila
$(CXX) $(SOURCES) $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FILE)"
$(CXX) $(APP_SOURCES) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FILE)"
strip -s -R .comment -R .gnu.version "$(RELEASE_FILE)" --strip-unneeded
# Empaqueta ficheros
$(RMFILE) "$(LINUX_RELEASE)"
cd "$(RELEASE_FOLDER)" && tar -czvf "$(LINUX_RELEASE)" *
tar -czvf "$(LINUX_RELEASE)" -C "$(RELEASE_FOLDER)" .
@echo "Release creado: $(LINUX_RELEASE)"
# Elimina la carpeta temporal
$(RMDIR) "$(RELEASE_FOLDER)"
linux_release_desktop: resources.pack
@echo "Creando release con integracion desktop para Linux - Version: $(VERSION)"
# Elimina carpetas previas
$(RMDIR) "$(RELEASE_FOLDER)"
# Crea la estructura de directorios estándar para Linux
$(MKDIR) "$(RELEASE_FOLDER)/$(TARGET_NAME)"
$(MKDIR) "$(RELEASE_FOLDER)/$(TARGET_NAME)/bin"
$(MKDIR) "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications"
$(MKDIR) "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/icons/hicolor/256x256/apps"
$(MKDIR) "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/$(TARGET_NAME)"
# Copia ficheros del juego
cp -R config "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/$(TARGET_NAME)/"
cp resources.pack "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/$(TARGET_NAME)/"
cp LICENSE "$(RELEASE_FOLDER)/$(TARGET_NAME)/"
cp README.md "$(RELEASE_FOLDER)/$(TARGET_NAME)/"
# Compila el ejecutable
$(CXX) $(APP_SOURCES) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FOLDER)/$(TARGET_NAME)/bin/$(TARGET_NAME)"
strip -s -R .comment -R .gnu.version "$(RELEASE_FOLDER)/$(TARGET_NAME)/bin/$(TARGET_NAME)" --strip-unneeded
# Crea el archivo .desktop
@echo '[Desktop Entry]' > "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
@echo 'Version=1.0' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
@echo 'Type=Application' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
@echo 'Name=$(APP_NAME)' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
@echo 'Comment=Arcade action game - defend Earth from alien invasion!' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
@echo 'Exec=/opt/$(TARGET_NAME)/bin/$(TARGET_NAME)' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
@echo 'Icon=$(TARGET_NAME)' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
@echo 'Path=/opt/$(TARGET_NAME)/share/$(TARGET_NAME)' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
@echo 'Terminal=false' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
@echo 'StartupNotify=true' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
@echo 'Categories=Game;ArcadeGame;' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
@echo 'Keywords=arcade;action;shooter;retro;' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
# Copia el icono (si existe) y lo redimensiona si es necesario
@if [ -f "release/icon.png" ]; then \
if command -v magick >/dev/null 2>&1; then \
magick "release/icon.png" -resize 256x256 "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png"; \
echo "Icono redimensionado de release/icon.png (usando ImageMagick)"; \
elif command -v convert >/dev/null 2>&1; then \
convert "release/icon.png" -resize 256x256 "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png"; \
echo "Icono redimensionado de release/icon.png (usando ImageMagick legacy)"; \
elif command -v ffmpeg >/dev/null 2>&1; then \
ffmpeg -i "release/icon.png" -vf scale=256:256 "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png" -y -loglevel quiet; \
echo "Icono redimensionado de release/icon.png (usando ffmpeg)"; \
else \
cp "release/icon.png" "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png"; \
echo "Icono copiado sin redimensionar (instalar ImageMagick o ffmpeg para redimensionado automatico)"; \
fi; \
elif [ -f "release/coffee.png" ]; then \
cp "release/coffee.png" "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png"; \
echo "Icono copiado desde release/coffee.png"; \
else \
echo "Advertencia: No se encontró release/icon.png ni release/coffee.png - crear icono manualmente"; \
fi
# Crea script de instalación
@echo '#!/bin/bash' > "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
@echo 'echo "Instalando $(APP_NAME)..."' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
@echo 'sudo mkdir -p /opt/$(TARGET_NAME)' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
@echo 'sudo cp -R bin /opt/$(TARGET_NAME)/' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
@echo 'sudo cp -R share /opt/$(TARGET_NAME)/' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
@echo 'sudo cp LICENSE /opt/$(TARGET_NAME)/' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
@echo 'sudo cp README.md /opt/$(TARGET_NAME)/' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
@echo 'sudo mkdir -p /usr/share/applications' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
@echo 'sudo mkdir -p /usr/share/icons/hicolor/256x256/apps' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
@echo 'sudo cp /opt/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop /usr/share/applications/' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
@echo 'sudo cp /opt/$(TARGET_NAME)/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png /usr/share/icons/hicolor/256x256/apps/' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
@echo 'sudo update-desktop-database /usr/share/applications 2>/dev/null || true' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
@echo 'sudo gtk-update-icon-cache /usr/share/icons/hicolor 2>/dev/null || true' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
@echo 'echo "$(APP_NAME) instalado correctamente!"' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
@echo 'echo "Ya puedes encontrarlo en el menu de aplicaciones en la categoria Juegos."' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
chmod +x "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
# Crea script de desinstalación
@echo '#!/bin/bash' > "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh"
@echo 'echo "Desinstalando $(APP_NAME)..."' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh"
@echo 'sudo rm -rf /opt/$(TARGET_NAME)' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh"
@echo 'sudo rm -f /usr/share/applications/$(TARGET_NAME).desktop' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh"
@echo 'sudo rm -f /usr/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh"
@echo 'sudo update-desktop-database /usr/share/applications 2>/dev/null || true' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh"
@echo 'sudo gtk-update-icon-cache /usr/share/icons/hicolor 2>/dev/null || true' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh"
@echo 'echo "$(APP_NAME) desinstalado correctamente."' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh"
chmod +x "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh"
# Empaqueta ficheros
$(RMFILE) "$(TARGET_NAME)-$(VERSION)-linux-desktop.tar.gz"
tar -czvf "$(TARGET_NAME)-$(VERSION)-linux-desktop.tar.gz" -C "$(RELEASE_FOLDER)" .
@echo "Release con integracion desktop creado: $(TARGET_NAME)-$(VERSION)-linux-desktop.tar.gz"
@echo "Para instalar: extraer y ejecutar ./$(TARGET_NAME)/install.sh"
# Elimina la carpeta temporal
$(RMDIR) "$(RELEASE_FOLDER)"
raspi:
$(CXX) $(SOURCES) -D VERBOSE $(CXXFLAGS) $(LDFLAGS) -o $(TARGET_FILE)
@echo "Compilando para Raspberry Pi: $(TARGET_NAME)"
$(CXX) $(APP_SOURCES) $(INCLUDES) -DVERBOSE $(CXXFLAGS) $(LDFLAGS) -o $(TARGET_FILE)
strip -s -R .comment -R .gnu.version $(TARGET_FILE) --strip-unneeded
raspi_debug:
$(CXX) $(SOURCES) -D VERBOSE -D DEBUG $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug"
@echo "Compilando version debug para Raspberry Pi: $(TARGET_NAME)_debug"
$(CXX) $(APP_SOURCES) $(INCLUDES) -DVERBOSE -DDEBUG $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug"
raspi_release:
raspi_release: resources.pack
@echo "Creando release para Raspberry Pi - Version: $(VERSION)"
# Elimina carpetas previas
$(RMDIR) "$(RELEASE_FOLDER)"
@@ -199,22 +423,25 @@ raspi_release:
$(MKDIR) "$(RELEASE_FOLDER)"
# Copia ficheros
cp -R data "$(RELEASE_FOLDER)"
cp -R config "$(RELEASE_FOLDER)"
cp resources.pack "$(RELEASE_FOLDER)"
cp LICENSE "$(RELEASE_FOLDER)"
cp README.md "$(RELEASE_FOLDER)"
# Compila
$(CXX) $(SOURCES) -D VERBOSE $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FILE)"
$(CXX) $(APP_SOURCES) $(INCLUDES) -DVERBOSE $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FILE)"
strip -s -R .comment -R .gnu.version "$(RELEASE_FILE)" --strip-unneeded
# Empaqueta ficheros
$(RMFILE) "$(LINUX_RELEASE)"
cd "$(RELEASE_FOLDER)" && tar -czvf "$(RASPI_RELEASE)" *
$(RMFILE) "$(RASPI_RELEASE)"
tar -czvf "$(RASPI_RELEASE)" -C "$(RELEASE_FOLDER)" .
@echo "Release creado: $(RASPI_RELEASE)"
# Elimina la carpeta temporal
$(RMDIR) "$(RELEASE_FOLDER)"
anbernic:
anbernic: resources.pack
@echo "Compilando para Anbernic: $(TARGET_NAME)"
# Elimina carpetas previas
$(RMDIR) "$(RELEASE_FOLDER)"_anbernic
@@ -222,7 +449,42 @@ anbernic:
$(MKDIR) "$(RELEASE_FOLDER)"_anbernic
# Copia ficheros
cp -R data "$(RELEASE_FOLDER)"_anbernic
cp -R config "$(RELEASE_FOLDER)"_anbernic
cp resources.pack "$(RELEASE_FOLDER)"_anbernic
# Compila
$(CXX) $(SOURCES) -D ANBERNIC -D NO_SHADERS -D ARCADE -D VERBOSE $(CXXFLAGS) $(LDFLAGS) -o $(RELEASE_FOLDER)_anbernic/$(TARGET_NAME)
$(CXX) $(APP_SOURCES) $(INCLUDES) -DANBERNIC -DNO_SHADERS -DARCADE -DVERBOSE $(CXXFLAGS) $(LDFLAGS) -o $(RELEASE_FOLDER)_anbernic/$(TARGET_NAME)
# Opción para deshabilitar audio (equivalente a la opción DISABLE_AUDIO de CMake)
no_audio:
@echo "Compilando sin audio: $(TARGET_NAME)_no_audio"
$(CXX) $(filter-out source/external/jail_audio.cpp,$(APP_SOURCES)) $(INCLUDES) -DNO_AUDIO $(CXXFLAGS) $(LDFLAGS) -o "$(TARGET_FILE)_no_audio"
# Regla para mostrar la versión actual
show_version:
@echo "Version actual: $(VERSION)"
# Regla de ayuda
help:
@echo "Makefile para Coffee Crisis Arcade Edition"
@echo "Comandos disponibles:"
@echo " windows - Compilar para Windows"
@echo " windows_debug - Compilar debug para Windows"
@echo " windows_release - Crear release completo para Windows"
@echo " linux - Compilar para Linux"
@echo " linux_debug - Compilar debug para Linux"
@echo " linux_release - Crear release basico para Linux"
@echo " linux_release_desktop - Crear release con integracion desktop para Linux"
@echo " macos - Compilar para macOS"
@echo " macos_debug - Compilar debug para macOS"
@echo " macos_release - Crear release completo para macOS"
@echo " raspi - Compilar para Raspberry Pi"
@echo " raspi_release - Crear release completo para Raspberry Pi"
@echo " anbernic - Compilar para Anbernic"
@echo " no_audio - Compilar sin sistema de audio"
@echo " pack_tool - Compilar herramienta de empaquetado"
@echo " resources.pack - Generar pack de recursos desde data/"
@echo " show_version - Mostrar version actual ($(VERSION))"
@echo " help - Mostrar esta ayuda"
.PHONY: windows windows_rec windows_debug windows_release macos macos_debug macos_release linux linux_debug linux_release linux_release_desktop raspi raspi_debug raspi_release anbernic no_audio show_version help pack_tool

View File

@@ -24,6 +24,15 @@ El joc està optimitzat per a ser jugat amb un mando de jocs, encara que un dels
- **Fletxes**: Mou al personatge.
- **Q, W, E**: Disparar a l'esquerra, al centre i a la dreta, respectivament.
### Menú de servei:
| Teclat | Mando | Acció |
|:------------|:----------------------------------|:---------------------------------|
| **F12** | Botó de servei | Obrir o tancar el menú de servei |
| **Fletxes** | Mando direccional | Moure's pel menú |
| **Enter** | Botó de disparar cap a l'esquerra | Acceptar opció |
| **Borrar** | Botó de disparar cap al centre | Tornar arrere |
> Nota: El joc suporta nomes un jugador amb teclat.
<p align="center">
@@ -36,6 +45,7 @@ El joc està optimitzat per a ser jugat amb un mando de jocs, encara que un dels
| Tecla | Funció |
|:-----------:|----------------------------------------------------|
| **ESC** | Tancar el joc |
| **F12** | Menu de servei |
| **P** | Pausar el joc |
| **F1** | Fa la finestra més xicoteta |
| **F2** | Fa la finestra més gran |

61
TODO.md Normal file
View File

@@ -0,0 +1,61 @@
# TODO
## Tareas pendientes
- [ ] Revisar todas las variables static de los métodos para ver si se resetean correctamente
## Mejoras arquitecturales (refactoring)
### Eliminar variables static locales y usar patrones profesionales:
**Opción 1: Máquina de Estados**
```cpp
class GameCompletedState {
bool start_celebrations_done = false;
bool end_celebrations_done = false;
float timer = 0.0f;
public:
void reset() {
start_celebrations_done = false;
end_celebrations_done = false;
timer = 0.0f;
}
void update(float deltaTime) {
timer += deltaTime;
// lógica aquí
}
};
```
**Opción 2: Sistema de Eventos/Callbacks**
```cpp
// Al entrar en COMPLETED state
eventSystem.scheduleEvent(6.0f, []{ startCelebrations(); });
eventSystem.scheduleEvent(14.0f, []{ endCelebrations(); });
```
**Opción 3: Flags como miembros privados**
```cpp
class Game {
private:
struct GameOverState {
bool game_over_triggered = false;
bool start_celebrations_triggered = false;
bool end_celebrations_triggered = false;
void reset() {
game_over_triggered = false;
start_celebrations_triggered = false;
end_celebrations_triggered = false;
}
} game_over_state_;
};
```
**Ventajas:**
- Más fáciles de testear
- Más fáciles de debugear
- Más fáciles de entender y mantener
- No tienen "estado oculto"

View File

@@ -1,4 +1,4 @@
# Coffee Crisis - Asset Configuration
# Coffee Crisis Arcade Edition - Asset Configuration
# Formato: TIPO|RUTA [|OPCIONES]
# Opciones: optional, absolute (separadas por comas)
# Variables: ${PREFIX}, ${SYSTEM_FOLDER}
@@ -9,33 +9,41 @@ DATA|${SYSTEM_FOLDER}/controllers.json|optional,absolute
DATA|${SYSTEM_FOLDER}/score.bin|optional,absolute
# Archivos de configuración del juego
DATA|${PREFIX}/data/config/param_320x240.txt
DATA|${PREFIX}/data/config/param_320x256.txt
DEMODATA|${PREFIX}/data/config/demo1.bin
DEMODATA|${PREFIX}/data/config/demo2.bin
DATA|${PREFIX}/data/config/gamecontrollerdb.txt
DATA|${PREFIX}/data/config/formations.txt
DATA|${PREFIX}/data/config/pools.txt
DATA|${PREFIX}/config/formations.txt
DATA|${PREFIX}/config/gamecontrollerdb.txt
DATA|${PREFIX}/config/param_320x240.txt
DATA|${PREFIX}/config/param_320x256.txt
DATA|${PREFIX}/config/param_red.txt
DATA|${PREFIX}/config/pools.txt
DATA|${PREFIX}/config/stages.txt
# Archivos con los datos de la demo
DEMODATA|${PREFIX}/data/demo/demo1.bin
DEMODATA|${PREFIX}/data/demo/demo2.bin
DEMODATA|${PREFIX}/data/demo/demo3.bin
# Música
MUSIC|${PREFIX}/data/music/congratulations.ogg
MUSIC|${PREFIX}/data/music/credits.ogg
MUSIC|${PREFIX}/data/music/intro.ogg
MUSIC|${PREFIX}/data/music/playing.ogg
MUSIC|${PREFIX}/data/music/title.ogg
MUSIC|${PREFIX}/data/music/credits.ogg
# Sonidos
SOUND|${PREFIX}/data/sound/balloon_pop0.wav
SOUND|${PREFIX}/data/sound/balloon_pop1.wav
SOUND|${PREFIX}/data/sound/balloon_pop2.wav
SOUND|${PREFIX}/data/sound/balloon_pop3.wav
SOUND|${PREFIX}/data/sound/balloon_bounce0.wav
SOUND|${PREFIX}/data/sound/balloon_bounce1.wav
SOUND|${PREFIX}/data/sound/balloon_bounce2.wav
SOUND|${PREFIX}/data/sound/balloon_bounce3.wav
SOUND|${PREFIX}/data/sound/bullet.wav
SOUND|${PREFIX}/data/sound/balloon_pop0.wav
SOUND|${PREFIX}/data/sound/balloon_pop1.wav
SOUND|${PREFIX}/data/sound/balloon_pop2.wav
SOUND|${PREFIX}/data/sound/balloon_pop3.wav
SOUND|${PREFIX}/data/sound/bullet1p.wav
SOUND|${PREFIX}/data/sound/bullet2p.wav
SOUND|${PREFIX}/data/sound/clock.wav
SOUND|${PREFIX}/data/sound/coffee_out.wav
SOUND|${PREFIX}/data/sound/continue_clock.wav
SOUND|${PREFIX}/data/sound/credit.wav
SOUND|${PREFIX}/data/sound/debian_drop.wav
SOUND|${PREFIX}/data/sound/debian_pickup.wav
SOUND|${PREFIX}/data/sound/hi_score_achieved.wav
@@ -43,10 +51,12 @@ SOUND|${PREFIX}/data/sound/item_drop.wav
SOUND|${PREFIX}/data/sound/item_pickup.wav
SOUND|${PREFIX}/data/sound/jump.wav
SOUND|${PREFIX}/data/sound/logo.wav
SOUND|${PREFIX}/data/sound/name_input_accept.wav
SOUND|${PREFIX}/data/sound/notify.wav
SOUND|${PREFIX}/data/sound/player_collision.wav
SOUND|${PREFIX}/data/sound/power_ball_explosion.wav
SOUND|${PREFIX}/data/sound/service_menu_adjust.wav
SOUND|${PREFIX}/data/sound/service_menu_back.wav
SOUND|${PREFIX}/data/sound/service_menu_move.wav
SOUND|${PREFIX}/data/sound/service_menu_select.wav
SOUND|${PREFIX}/data/sound/stage_change.wav
@@ -55,57 +65,60 @@ SOUND|${PREFIX}/data/sound/tabe.wav
SOUND|${PREFIX}/data/sound/title.wav
SOUND|${PREFIX}/data/sound/voice_aw_aw_aw.wav
SOUND|${PREFIX}/data/sound/voice_coffee.wav
SOUND|${PREFIX}/data/sound/voice_credit_thankyou.wav
SOUND|${PREFIX}/data/sound/voice_game_over.wav
SOUND|${PREFIX}/data/sound/voice_get_ready.wav
SOUND|${PREFIX}/data/sound/voice_no.wav
SOUND|${PREFIX}/data/sound/voice_power_up.wav
SOUND|${PREFIX}/data/sound/voice_recover.wav
SOUND|${PREFIX}/data/sound/voice_thankyou.wav
SOUND|${PREFIX}/data/sound/walk.wav
# Shaders
DATA|${PREFIX}/data/shaders/crtpi_256.glsl
DATA|${PREFIX}/data/shaders/crtpi_240.glsl
DATA|${PREFIX}/data/shaders/crtpi_256.glsl
# Texturas - Balloons
BITMAP|${PREFIX}/data/gfx/balloon/balloon0.png
ANIMATION|${PREFIX}/data/gfx/balloon/balloon0.ani
BITMAP|${PREFIX}/data/gfx/balloon/balloon1.png
ANIMATION|${PREFIX}/data/gfx/balloon/balloon1.ani
BITMAP|${PREFIX}/data/gfx/balloon/balloon2.png
ANIMATION|${PREFIX}/data/gfx/balloon/balloon2.ani
BITMAP|${PREFIX}/data/gfx/balloon/balloon3.png
ANIMATION|${PREFIX}/data/gfx/balloon/balloon3.ani
BITMAP|${PREFIX}/data/gfx/balloon/balloon0.png
BITMAP|${PREFIX}/data/gfx/balloon/balloon1.png
BITMAP|${PREFIX}/data/gfx/balloon/balloon2.png
BITMAP|${PREFIX}/data/gfx/balloon/balloon3.png
# Texturas - Explosiones
BITMAP|${PREFIX}/data/gfx/balloon/explosion0.png
ANIMATION|${PREFIX}/data/gfx/balloon/explosion0.ani
BITMAP|${PREFIX}/data/gfx/balloon/explosion1.png
ANIMATION|${PREFIX}/data/gfx/balloon/explosion1.ani
BITMAP|${PREFIX}/data/gfx/balloon/explosion2.png
ANIMATION|${PREFIX}/data/gfx/balloon/explosion2.ani
BITMAP|${PREFIX}/data/gfx/balloon/explosion3.png
ANIMATION|${PREFIX}/data/gfx/balloon/explosion3.ani
BITMAP|${PREFIX}/data/gfx/balloon/explosion0.png
BITMAP|${PREFIX}/data/gfx/balloon/explosion1.png
BITMAP|${PREFIX}/data/gfx/balloon/explosion2.png
BITMAP|${PREFIX}/data/gfx/balloon/explosion3.png
# Texturas - Power Ball
BITMAP|${PREFIX}/data/gfx/balloon/powerball.png
ANIMATION|${PREFIX}/data/gfx/balloon/powerball.ani
BITMAP|${PREFIX}/data/gfx/balloon/powerball.png
# Texturas - Bala
BITMAP|${PREFIX}/data/gfx/bullet/bullet.png
ANIMATION|${PREFIX}/data/gfx/bullet/bullet.ani
BITMAP|${PREFIX}/data/gfx/bullet/bullet.png
# Texturas - Tabe
BITMAP|${PREFIX}/data/gfx/tabe/tabe.png
ANIMATION|${PREFIX}/data/gfx/tabe/tabe.ani
BITMAP|${PREFIX}/data/gfx/tabe/tabe.png
# Texturas - Juego
BITMAP|${PREFIX}/data/gfx/game/game_buildings.png
BITMAP|${PREFIX}/data/gfx/game/game_clouds1.png
BITMAP|${PREFIX}/data/gfx/game/game_clouds2.png
BITMAP|${PREFIX}/data/gfx/game/game_grass.png
BITMAP|${PREFIX}/data/gfx/game/game_moon.png
BITMAP|${PREFIX}/data/gfx/game/game_power_meter.png
BITMAP|${PREFIX}/data/gfx/game/game_sky_colors.png
BITMAP|${PREFIX}/data/gfx/game/game_sun.png
BITMAP|${PREFIX}/data/gfx/game/game_moon.png
# Texturas - Intro
BITMAP|${PREFIX}/data/gfx/intro/intro1.png
@@ -116,75 +129,77 @@ BITMAP|${PREFIX}/data/gfx/intro/intro5.png
BITMAP|${PREFIX}/data/gfx/intro/intro6.png
# Texturas - Logo
BITMAP|${PREFIX}/data/gfx/logo/logo_jailgames.png
BITMAP|${PREFIX}/data/gfx/logo/logo_jailgames_mini.png
BITMAP|${PREFIX}/data/gfx/logo/logo_jailgames.png
BITMAP|${PREFIX}/data/gfx/logo/logo_since_1998.png
# Texturas - Items
BITMAP|${PREFIX}/data/gfx/item/item_points1_disk.png
ANIMATION|${PREFIX}/data/gfx/item/item_clock.ani
ANIMATION|${PREFIX}/data/gfx/item/item_coffee_machine.ani
ANIMATION|${PREFIX}/data/gfx/item/item_coffee.ani
ANIMATION|${PREFIX}/data/gfx/item/item_debian.ani
ANIMATION|${PREFIX}/data/gfx/item/item_points1_disk.ani
BITMAP|${PREFIX}/data/gfx/item/item_points2_gavina.png
ANIMATION|${PREFIX}/data/gfx/item/item_points2_gavina.ani
BITMAP|${PREFIX}/data/gfx/item/item_points3_pacmar.png
ANIMATION|${PREFIX}/data/gfx/item/item_points3_pacmar.ani
BITMAP|${PREFIX}/data/gfx/item/item_clock.png
ANIMATION|${PREFIX}/data/gfx/item/item_clock.ani
BITMAP|${PREFIX}/data/gfx/item/item_coffee.png
ANIMATION|${PREFIX}/data/gfx/item/item_coffee.ani
BITMAP|${PREFIX}/data/gfx/item/item_debian.png
ANIMATION|${PREFIX}/data/gfx/item/item_debian.ani
BITMAP|${PREFIX}/data/gfx/item/item_coffee_machine.png
ANIMATION|${PREFIX}/data/gfx/item/item_coffee_machine.ani
BITMAP|${PREFIX}/data/gfx/item/item_coffee.png
BITMAP|${PREFIX}/data/gfx/item/item_debian.png
BITMAP|${PREFIX}/data/gfx/item/item_points1_disk.png
BITMAP|${PREFIX}/data/gfx/item/item_points2_gavina.png
BITMAP|${PREFIX}/data/gfx/item/item_points3_pacmar.png
# Texturas - Titulo
ANIMATION|${PREFIX}/data/gfx/title/title_dust.ani
BITMAP|${PREFIX}/data/gfx/title/title_arcade_edition.png
BITMAP|${PREFIX}/data/gfx/title/title_bg_tile.png
BITMAP|${PREFIX}/data/gfx/title/title_coffee.png
BITMAP|${PREFIX}/data/gfx/title/title_crisis.png
BITMAP|${PREFIX}/data/gfx/title/title_arcade_edition.png
BITMAP|${PREFIX}/data/gfx/title/title_dust.png
ANIMATION|${PREFIX}/data/gfx/title/title_dust.ani
# Texturas - Jugador 1
BITMAP|${PREFIX}/data/gfx/player/player1_power.png
BITMAP|${PREFIX}/data/gfx/player/player1.gif
PALETTE|${PREFIX}/data/gfx/player/player1_coffee1.pal
PALETTE|${PREFIX}/data/gfx/player/player1_coffee2.pal
PALETTE|${PREFIX}/data/gfx/player/player1_invencible.pal
BITMAP|${PREFIX}/data/gfx/player/player1_power.png
# Texturas - Jugador 2
BITMAP|${PREFIX}/data/gfx/player/player2_power.png
BITMAP|${PREFIX}/data/gfx/player/player2.gif
PALETTE|${PREFIX}/data/gfx/player/player2_coffee1.pal
PALETTE|${PREFIX}/data/gfx/player/player2_coffee2.pal
PALETTE|${PREFIX}/data/gfx/player/player2_invencible.pal
BITMAP|${PREFIX}/data/gfx/player/player2_power.png
# Animaciones del jugador
ANIMATION|${PREFIX}/data/gfx/player/player.ani
ANIMATION|${PREFIX}/data/gfx/player/player_power.ani
ANIMATION|${PREFIX}/data/gfx/player/player.ani
# Texturas - Golpe del jugador
BITMAP|${PREFIX}/data/gfx/player/hit.png
# Fuentes de texto
BITMAP|${PREFIX}/data/font/8bithud.png
FONT|${PREFIX}/data/font/8bithud.txt
BITMAP|${PREFIX}/data/font/aseprite.png
FONT|${PREFIX}/data/font/aseprite.txt
BITMAP|${PREFIX}/data/font/smb2.png
BITMAP|${PREFIX}/data/font/smb2_grad.png
FONT|${PREFIX}/data/font/smb2.txt
BITMAP|${PREFIX}/data/font/04b_25.png
FONT|${PREFIX}/data/font/04b_25.txt
BITMAP|${PREFIX}/data/font/04b_25_2x.png
FONT|${PREFIX}/data/font/04b_25_2x.txt
BITMAP|${PREFIX}/data/font/04b_25_metal.png
BITMAP|${PREFIX}/data/font/04b_25_grey.png
BITMAP|${PREFIX}/data/font/04b_25_flat.png
BITMAP|${PREFIX}/data/font/04b_25_reversed.png
BITMAP|${PREFIX}/data/font/04b_25_2x_white.png
BITMAP|${PREFIX}/data/font/04b_25_flat_2x.png
BITMAP|${PREFIX}/data/font/04b_25_flat.png
BITMAP|${PREFIX}/data/font/04b_25_grey.png
BITMAP|${PREFIX}/data/font/04b_25_metal.png
BITMAP|${PREFIX}/data/font/04b_25_reversed_2x.png
BITMAP|${PREFIX}/data/font/04b_25_reversed.png
BITMAP|${PREFIX}/data/font/04b_25_white.png
BITMAP|${PREFIX}/data/font/04b_25.png
BITMAP|${PREFIX}/data/font/8bithud.png
BITMAP|${PREFIX}/data/font/aseprite.png
BITMAP|${PREFIX}/data/font/smb2_grad.png
BITMAP|${PREFIX}/data/font/smb2.png
FONT|${PREFIX}/data/font/04b_25_2x.txt
FONT|${PREFIX}/data/font/04b_25.txt
FONT|${PREFIX}/data/font/8bithud.txt
FONT|${PREFIX}/data/font/aseprite.txt
FONT|${PREFIX}/data/font/smb2.txt
# Idiomas
LANG|${PREFIX}/data/lang/es_ES.json
LANG|${PREFIX}/data/lang/ba_BA.json
LANG|${PREFIX}/data/lang/en_UK.json
LANG|${PREFIX}/data/lang/ba_BA.json
LANG|${PREFIX}/data/lang/es_ES.json

277
config/formations.txt Normal file
View File

@@ -0,0 +1,277 @@
# Coffee Crisis Arcade Edition - Archivo de configuración de formaciones de globos
# Formato por línea: x, desp, y, vel_x, tipo, tamaño, retraso_tiempo_creacion
# Variables disponibles:
# X0_0, X0_50, X0_100, X1_0, X1_100, X2_0, X2_100, X3_0, X3_100
# X3_25, X3_75, DEFAULT_POS_Y
# SMALL, MEDIUM, LARGE, EXTRALARGE
# RIGHT, LEFT
formation: 0
# Dos enemigos BALLOON3 uno a cada extremo
X3_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0.0000
X3_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0.0000
formation: 1
# Dos enemigos BALLOON3 uno a cada cuarto. Ambos van hacia el centro
X3_25, 0, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0.0000
X3_75, 0, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0.0000
formation: 2
# Cuatro enemigos BALLOON1 uno detrás del otro. A la izquierda y hacia el centro
X1_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.5000
X1_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.3333
X1_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.1667
X1_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.0000
formation: 3
# Cuatro enemigos BALLOON1 uno detrás del otro. A la derecha y hacia el centro
X1_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.5000
X1_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.3333
X1_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.1667
X1_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.0000
formation: 4
# Tres enemigos BALLOON2. 0, 25, 50. Hacia la derecha
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.3333
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.1667
X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.0000
formation: 5
# Tres enemigos BALLOON2. 50, 75, 100. Hacia la izquierda
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.3333
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.1667
X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.0000
formation: 6
# Tres enemigos BALLOON2. 0, 0, 0. Hacia la derecha
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.3333
X2_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.1667
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.0000
formation: 7
# Tres enemigos BALLOON2. 100, 100, 100. Hacia la izquierda
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.3333
X2_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.1667
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.0000
formation: 8
# Seis enemigos BALLOON0. 0, 0, 0, 0, 0, 0. Hacia la derecha
X0_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.8333
X0_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.6667
X0_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.5000
X0_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.3333
X0_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.1667
X0_0, 5, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.0000
formation: 9
# Seis enemigos BALLOON0. 100, 100, 100, 100, 100, 100. Hacia la izquierda
X0_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.8333
X0_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.6667
X0_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.5000
X0_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.3333
X0_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.1667
X0_100, -5, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.0000
formation: 10
# Tres enemigos BALLOON3 seguidos desde la izquierda. Hacia la derecha
X3_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0.5000
X3_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0.2500
X3_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0.0000
formation: 11
# Tres enemigos BALLOON3 seguidos desde la derecha. Hacia la izquierda
X3_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0.5000
X3_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0.2500
X3_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0.0000
formation: 12
# Seis enemigos BALLOON1 uno detrás del otro. A la izquierda y hacia el centro
X1_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.8333
X1_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.6667
X1_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.5000
X1_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.3333
X1_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.1667
X1_0, 5, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.0000
formation: 13
# Seis enemigos BALLOON1 uno detrás del otro. A la derecha y hacia el centro
X1_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.8333
X1_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.6667
X1_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.5000
X1_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.3333
X1_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.1667
X1_100, -5, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.0000
formation: 14
# Cinco enemigos BALLOON2. Hacia la derecha. Separados
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.6667
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.5000
X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.3333
X2_0, 6, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.1667
X2_0, 8, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.0000
formation: 15
# Cinco enemigos BALLOON2. Hacia la izquierda. Separados
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.6667
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.5000
X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.3333
X2_100, -6, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.1667
X2_100, -8, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.0000
formation: 16
# Cinco enemigos BALLOON2. Hacia la derecha. Juntos
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.6667
X2_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.5000
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.3333
X2_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.1667
X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.0000
formation: 17
# Cinco enemigos BALLOON2. Hacia la izquierda. Juntos
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.6667
X2_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.5000
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.3333
X2_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.1667
X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.0000
formation: 18
# Doce enemigos BALLOON0. Hacia la derecha. Juntos
X0_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.8333
X0_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.6667
X0_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.5000
X0_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.3333
X0_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.1667
X0_0, 5, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.0000
X0_0, 6, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.8333
X0_0, 7, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.6667
X0_0, 8, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.5000
X0_0, 9, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.3333
X0_0, 10, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.1667
X0_0, 11, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.0000
formation: 19
# Doce enemigos BALLOON0. Hacia la izquierda. Juntos
X0_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.8333
X0_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.6667
X0_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.5000
X0_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.3333
X0_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.1667
X0_100, -5, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.0000
X0_100, -6, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.8333
X0_100, -7, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.6667
X0_100, -8, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.5000
X0_100, -9, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.3333
X0_100, -10, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.1667
X0_100, -11, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.0000
formation: 20
# Cuatro enemigos BALLOON3 seguidos desde la izquierda/derecha. Simétricos
X3_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0.0000
X3_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0.0000
X3_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0.0000
X3_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0.0000
formation: 21
# Diez enemigos BALLOON1 uno detrás del otro. Izquierda/derecha. Simétricos
X1_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.2000
X1_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.1500
X1_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.1000
X1_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.0500
X1_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.0000
X1_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.2000
X1_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.1500
X1_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.1000
X1_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.0500
X1_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.0000
formation: 22
# Diez enemigos BALLOON2. Hacia la derecha/izquierda. Separados. Simétricos
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.6667
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.5000
X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.3333
X2_0, 6, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.1667
X2_0, 8, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.0000
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.6667
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.5000
X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.3333
X2_100, -6, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.1667
X2_100, -8, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.0000
formation: 23
# Diez enemigos BALLOON2. Hacia la derecha. Juntos. Simétricos
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.6667
X2_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.5000
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.3333
X2_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.1667
X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.0000
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.6667
X2_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.5000
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.3333
X2_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.1667
X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.0000
formation: 24
# Treinta enemigos BALLOON0. Del centro hacia los extremos. Juntos. Simétricos
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.0000
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.0833
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.1667
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.2500
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.3333
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.4167
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.5000
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.5833
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.6667
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.7500
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.8333
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.9167
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.0000
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.0833
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.1667
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.0000
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.0833
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.1667
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.2500
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.3333
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.4167
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.5000
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.5833
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.6667
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.7500
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.8333
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.9167
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.0000
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.0833
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.1667
formation: 25
# Treinta enemigos BALLOON0. Del centro hacia adentro. Juntos. Simétricos
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.1667
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.0833
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.0000
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.9167
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.8333
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.7500
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.6667
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.5833
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.5000
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.4167
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.3333
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.2500
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.1667
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.0833
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.0000
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.1667
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.0833
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.0000
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.9167
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.8333
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.7500
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.6667
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.5833
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.5000
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.4167
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.3333
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.2500
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.1667
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.0833
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.0000

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# Coffee Crisis Arcade Edition - Fichero de parametros
# Formato: PARAMETRO VALOR
# --- GAME ---
game.item_text_outline_color E0E0E0F0 # Color del outline del texto de los items (RGBA hex)
game.width 320 # Ancho de la resolución nativa del juego (en píxeles)
game.height 240 # Alto de la resolución nativa del juego (en píxeles)
game.play_area.rect.x 0 # Posición X de la zona jugable
game.play_area.rect.y 0 # Posición Y de la zona jugable
game.play_area.rect.w 320 # Ancho de la zona jugable
game.play_area.rect.h 200 # Alto de la zona jugable
game.name_entry_idle_time 10 # Segundos para introducir el nombre al finalizar la partida si no se pulsa nada
game.name_entry_total_time 60 # Segundos totales para introducir el nombre al finalizar la partida
game.hit_stop false # Indica si debe haber un paro cuando el jugador es golpeado por un globo
game.hit_stop_ms 500 # Cantidad de milisegundos que dura el hit_stop
# --- FADE ---
fade.color 1F2B30 # Color hexadecimal para el efecto de fundido
fade.num_squares_width 64 # Número de cuadrados en el eje X para el fundido
fade.num_squares_height 48 # Número de cuadrados en el eje Y para el fundido
fade.random_squares_duration_ms 1200 # Duración del fade en milisegundos
fade.post_duration_ms 500 # Duración tras el fundido en milisegundos
fade.venetian_size 12 # Tamaño de las bandas para el efecto veneciano (en píxeles)
# --- SCOREBOARD ---
scoreboard.rect.x 0 # Posición X del marcador
scoreboard.rect.y 216 # Posición Y del marcador
scoreboard.rect.w 320 # Ancho del marcador
scoreboard.rect.h 40 # Alto del marcador
scoreboard.separator_autocolor true # ¿El separador usa color automático?
scoreboard.separator_color 0D1A2B # Color del separador (hexadecimal)
scoreboard.easy_color 4B692F # Color para la dificultad fácil
scoreboard.normal_color 2E3F47 # Color para la dificultad normal
scoreboard.hard_color 76428A # Color para la dificultad difícil
scoreboard.text_autocolor true # ¿El texto usa color automático?
scoreboard.text_color1 FFFFFF # Color principal del texto del marcador
scoreboard.text_color2 FFFFFF # Color secundario del texto del marcador
scoreboard.skip_countdown_value 8 # Valor para saltar la cuenta atrás (segundos)
# --- TITLE ---
title.press_start_position 180 # Posición Y del texto "Press Start"
title.title_duration 14 # Duración de la pantalla de título (segundos)
title.arcade_edition_position 123 # Posición Y del subtítulo "Arcade Edition"
title.title_c_c_position 80 # Posición Y del título principal
title.bg_color 41526F # Color de fondo en la sección titulo
# --- BACKGROUND ---
background.attenuate_color FFFFFF00 # Color de atenuación del fondo (RGBA hexadecimal)
# --- BALLOONS --- (deltaTime en segundos: vel en pixels/s, grav en pixels/s²)
balloon.settings[0].vel 165.0f # Velocidad inicial del globo 1 (pixels/s)
balloon.settings[0].grav 320.0f # Gravedad aplicada al globo 1 (pixels/s²)
balloon.settings[1].vel 222.0f # Velocidad inicial del globo 2 (pixels/s)
balloon.settings[1].grav 360.0f # Gravedad aplicada al globo 2 (pixels/s²)
balloon.settings[2].vel 282.0f # Velocidad inicial del globo 3 (pixels/s)
balloon.settings[2].grav 360.0f # Gravedad aplicada al globo 3 (pixels/s²)
balloon.settings[3].vel 327.0f # Velocidad inicial del globo 4 (pixels/s)
balloon.settings[3].grav 360.0f # Gravedad aplicada al globo 4 (pixels/s²)
balloon.color[0] blue # Color de creación del globo normal
balloon.color[1] orange # Color del globo normal
balloon.color[2] red # Color de creación del globo que rebota
balloon.color[3] green # Color del globo que rebota
balloon.bouncing_sound false # Indica si los globos hacer sonido al rebotar
# --- NOTIFICATION ---
notification.pos_v TOP # Posición vertical de la notificación (TOP/BOTTOM)
notification.pos_h LEFT # Posición horizontal de la notificación (LEFT/RIGHT)
notification.sound false # ¿La notificación reproduce sonido?
notification.color 303030 # Color de fondo de la notificación (hexadecimal)
# --- SERVICE MENU ---
service_menu.title_color 99FF62 # Color del título del menú de servicio
service_menu.text_color FFFFFF # Color del texto del menú de servicio
service_menu.selected_color FFDC44 # Color de la opción seleccionada en el menú de servicio
service_menu.bg_color 000F00F5 # Color de fondo del menú de servicio (RGBA hexadecimal)
service_menu.drop_shadow false # ¿El menú de servicio tiene sombra?
service_menu.window_message.bg_color 141E32F0 # Color de fondo de ventanas de mensaje (RGBA hexadecimal)
service_menu.window_message.border_color 6496C8FF # Color del borde de ventanas de mensaje (RGBA hexadecimal)
service_menu.window_message.title_color 6496C8FF # Color del título en ventanas de mensaje (RGBA hexadecimal)
service_menu.window_message.text_color DCDCDCFF # Color del texto en ventanas de mensaje (RGBA hexadecimal)
service_menu.window_message.padding 15.0f # Espaciado interno de ventanas de mensaje (píxeles)
service_menu.window_message.line_spacing 5.0f # Espaciado entre líneas de texto (píxeles)
service_menu.window_message.title_separator_spacing 20.0f # Espaciado entre título y contenido (píxeles)
service_menu.window_message.min_width 200.0f # Ancho mínimo de ventanas de mensaje (píxeles)
service_menu.window_message.min_height 32.0f # Alto mínimo de ventanas de mensaje (píxeles)
service_menu.window_message.max_width_ratio 0.8f # Ratio máximo de ancho respecto a pantalla (0.0-1.0)
service_menu.window_message.max_height_ratio 0.8f # Ratio máximo de alto respecto a pantalla (0.0-1.0)
service_menu.window_message.text_safety_margin 15.0f # Margen de seguridad para el texto (píxeles)
service_menu.window_message.animation_duration 0.3f # Duración de animaciones de ventanas (segundos)
# --- INTRO ---
intro.bg_color 4664BD # Color de fondo de la intro
intro.card_color CBDBFC # Color de las tarjetas en la intro
intro.shadow_color 00000080 # Color de la sombra de las tarjetas en la intro
intro.text_distance_from_bottom 48 # Posicion del texto
# --- DEBUG ---
debug.color 00FFFF # Color para elementos de depuración
# --- RESOURCE ---
resource.color FFFFFF # Color de recurso 1
resource.color FFFFFF # Color de recurso 2
# --- TABE ---
tabe.min_spawn_time 2.0f # Tiempo mínimo en minutos para que aparezca el Tabe
tabe.max_spawn_time 3.0f # Tiempo máximo en minutos para que aparezca el Tabe
# --- PLAYER ---
# Jugador 1 - Camiseta por defecto
player.default_shirt[0].darkest 028ECFFF # Tono más oscuro - bordes y contornos (Jugador 1, por defecto)
player.default_shirt[0].dark 0297DBFF # Tono oscuro - sombras (Jugador 1, por defecto)
player.default_shirt[0].base 029FE8FF # Tono principal - color base (Jugador 1, por defecto)
player.default_shirt[0].light 03A9F4FF # Tono claro - zonas iluminadas (Jugador 1, por defecto)
# Jugador 2 - Camiseta por defecto
player.default_shirt[1].darkest 8E8E8EFF # Tono más oscuro - bordes y contornos (Jugador 2, por defecto)
player.default_shirt[1].dark AEADADFF # Tono oscuro - sombras (Jugador 2, por defecto)
player.default_shirt[1].base E4E4E4FF # Tono principal - color base (Jugador 2, por defecto)
player.default_shirt[1].light F7F1F1FF # Tono claro - zonas iluminadas (Jugador 2, por defecto)
# Jugador 1 - Camiseta con 1 café
player.one_coffee_shirt[0].darkest 3D9C70FF # Tono más oscuro - bordes y contornos (Jugador 1, 1 café)
player.one_coffee_shirt[0].dark 4FA370FF # Tono oscuro - sombras (Jugador 1, 1 café)
player.one_coffee_shirt[0].base 5DDE70FF # Tono principal - color base (Jugador 1, 1 café)
player.one_coffee_shirt[0].light 7DF25CFF # Tono claro - zonas iluminadas (Jugador 1, 1 café)
# Jugador 1 - Camiseta con 2 cafés
player.two_coffee_shirt[0].darkest D6A41AFF # Tono más oscuro - bordes y contornos (Jugador 1, 2 cafés)
player.two_coffee_shirt[0].dark E3AE1BFF # Tono oscuro - sombras (Jugador 1, 2 cafés)
player.two_coffee_shirt[0].base EFB71DFF # Tono principal - color base (Jugador 1, 2 cafés)
player.two_coffee_shirt[0].light FCC11EFF # Tono claro - zonas iluminadas (Jugador 1, 2 cafés)
# Jugador 2 - Camiseta con 1 café
player.one_coffee_shirt[1].darkest 2E8B57FF # Tono más oscuro - bordes y contornos (Jugador 2, 1 café)
player.one_coffee_shirt[1].dark 3CB371FF # Tono oscuro - sombras (Jugador 2, 1 café)
player.one_coffee_shirt[1].base 48D181FF # Tono principal - color base (Jugador 2, 1 café)
player.one_coffee_shirt[1].light 55EF8DFF # Tono claro - zonas iluminadas (Jugador 2, 1 café)
# Jugador 2 - Camiseta con 2 cafés
player.two_coffee_shirt[1].darkest E08500FF # Tono más oscuro - bordes y contornos (Jugador 2, 2 cafés)
player.two_coffee_shirt[1].dark FA7D00FF # Tono oscuro - sombras (Jugador 2, 2 cafés)
player.two_coffee_shirt[1].base FAA200FF # Tono principal - color base (Jugador 2, 2 cafés)
player.two_coffee_shirt[1].light FA8500FF # Tono claro - zonas iluminadas (Jugador 2, 2 cafés)
# Colores de contorno de los jugadores
player.outline_color[0] 66323FFF # Color del contorno del sprite del Jugador 1
player.outline_color[1] 422028FF # Color del contorno del sprite del Jugador 2

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# Coffee Crisis Arcade Edition - Fichero de parametros
# Formato: PARAMETRO VALOR
# --- GAME ---
game.item_size 20 # Tamaño de los items del juego (en píxeles)
game.item_text_outline_color E0E0E0F0 # Color del outline del texto de los items (RGBA hex)
game.width 320 # Ancho de la resolución nativa del juego (en píxeles)
game.height 256 # Alto de la resolución nativa del juego (en píxeles)
game.play_area.rect.x 0 # Posición X de la zona jugable
game.play_area.rect.y 0 # Posición Y de la zona jugable
game.play_area.rect.w 320 # Ancho de la zona jugable
game.play_area.rect.h 216 # Alto de la zona jugable
game.name_entry_idle_time 10 # Segundos para introducir el nombre al finalizar la partida si no se pulsa nada
game.name_entry_total_time 60 # Segundos totales para introducir el nombre al finalizar la partida
game.hit_stop false # Indica si debe haber un paro cuando el jugador es golpeado por un globo
game.hit_stop_ms 500 # Cantidad de milisegundos que dura el hit_stop
# --- FADE ---
fade.color 1F2B30 # Color hexadecimal para el efecto de fundido
fade.num_squares_width 64 # Número de cuadrados en el eje X para el fundido
fade.num_squares_height 48 # Número de cuadrados en el eje Y para el fundido
fade.random_squares_duration_ms 1200 # Duración del fade en milisegundos
fade.post_duration_ms 500 # Duración tras el fundido en milisegundos
fade.venetian_size 12 # Tamaño de las bandas para el efecto veneciano (en píxeles)
# --- SCOREBOARD ---
scoreboard.rect.x 0 # Posición X del marcador
scoreboard.rect.y 216 # Posición Y del marcador
scoreboard.rect.w 320 # Ancho del marcador
scoreboard.rect.h 40 # Alto del marcador
scoreboard.separator_autocolor true # ¿El separador usa color automático?
scoreboard.separator_color 0D1A2B # Color del separador (hexadecimal)
scoreboard.easy_color 4B692F # Color para la dificultad fácil
scoreboard.normal_color 2E3F47 # Color para la dificultad normal
scoreboard.hard_color 76428A # Color para la dificultad difícil
scoreboard.text_autocolor true # ¿El texto usa color automático?
scoreboard.text_color1 FFFFFF # Color principal del texto del marcador
scoreboard.text_color2 FFFFFF # Color secundario del texto del marcador
scoreboard.skip_countdown_value 8 # Valor para saltar la cuenta atrás (segundos)
# --- TITLE ---
title.press_start_position 180 # Posición Y del texto "Press Start"
title.title_duration 14 # Duración de la pantalla de título (segundos)
title.arcade_edition_position 123 # Posición Y del subtítulo "Arcade Edition"
title.title_c_c_position 80 # Posición Y del título principal
title.bg_color 41526F # Color de fondo en la sección titulo
# --- BACKGROUND ---
background.attenuate_color FFFFFF00 # Color de atenuación del fondo (RGBA hexadecimal)
# --- BALLOONS --- (deltaTime en segundos: vel en pixels/s, grav en pixels/s²)
balloon.settings[0].vel 165.0f # Velocidad inicial del globo 1 (pixels/s)
balloon.settings[0].grav 320.0f # Gravedad aplicada al globo 1 (pixels/s²)
balloon.settings[1].vel 222.0f # Velocidad inicial del globo 2 (pixels/s)
balloon.settings[1].grav 360.0f # Gravedad aplicada al globo 2 (pixels/s²)
balloon.settings[2].vel 282.0f # Velocidad inicial del globo 3 (pixels/s)
balloon.settings[2].grav 360.0f # Gravedad aplicada al globo 3 (pixels/s²)
balloon.settings[3].vel 327.0f # Velocidad inicial del globo 4 (pixels/s)
balloon.settings[3].grav 360.0f # Gravedad aplicada al globo 4 (pixels/s²)
balloon.color[0] blue # Color de creación del globo normal
balloon.color[1] orange # Color del globo normal
balloon.color[2] red # Color de creación del globo que rebota
balloon.color[3] green # Color del globo que rebota
balloon.bouncing_sound false # Indica si los globos hacer sonido al rebotar
# --- NOTIFICATION ---
notification.pos_v TOP # Posición vertical de la notificación (TOP/BOTTOM)
notification.pos_h LEFT # Posición horizontal de la notificación (LEFT/RIGHT)
notification.sound false # ¿La notificación reproduce sonido?
notification.color 303030 # Color de fondo de la notificación (hexadecimal)
# --- SERVICE MENU ---
service_menu.title_color 99FF62 # Color del título del menú de servicio
service_menu.text_color FFFFFF # Color del texto del menú de servicio
service_menu.selected_color FFDC44 # Color de la opción seleccionada en el menú de servicio
service_menu.bg_color 000F00F5 # Color de fondo del menú de servicio (RGBA hexadecimal)
service_menu.drop_shadow false # ¿El menú de servicio tiene sombra?
service_menu.window_message.bg_color 141E32F0 # Color de fondo de ventanas de mensaje (RGBA hexadecimal)
service_menu.window_message.border_color 6496C8FF # Color del borde de ventanas de mensaje (RGBA hexadecimal)
service_menu.window_message.title_color 6496C8FF # Color del título en ventanas de mensaje (RGBA hexadecimal)
service_menu.window_message.text_color DCDCDCFF # Color del texto en ventanas de mensaje (RGBA hexadecimal)
service_menu.window_message.padding 15.0f # Espaciado interno de ventanas de mensaje (píxeles)
service_menu.window_message.line_spacing 5.0f # Espaciado entre líneas de texto (píxeles)
service_menu.window_message.title_separator_spacing 20.0f # Espaciado entre título y contenido (píxeles)
service_menu.window_message.min_width 200.0f # Ancho mínimo de ventanas de mensaje (píxeles)
service_menu.window_message.min_height 32.0f # Alto mínimo de ventanas de mensaje (píxeles)
service_menu.window_message.max_width_ratio 0.8f # Ratio máximo de ancho respecto a pantalla (0.0-1.0)
service_menu.window_message.max_height_ratio 0.8f # Ratio máximo de alto respecto a pantalla (0.0-1.0)
service_menu.window_message.text_safety_margin 15.0f # Margen de seguridad para el texto (píxeles)
service_menu.window_message.animation_duration 0.3f # Duración de animaciones de ventanas (segundos)
# --- INTRO ---
intro.bg_color 4664BD # Color de fondo de la intro
intro.card_color CBDBFC # Color de las tarjetas en la intro
intro.shadow_color 00000080 # Color de la sombra de las tarjetas en la intro
intro.text_distance_from_bottom 48 # Posición del texto desde la parte inferior
# --- DEBUG ---
debug.color 00FFFF # Color para elementos de depuración
# --- RESOURCE ---
resource.color FFFFFF # Color de recursos
# --- TABE ---
tabe.min_spawn_time 2.0f # Tiempo mínimo en segundos para que aparezca el Tabe
tabe.max_spawn_time 3.0f # Tiempo máximo en segundos para que aparezca el Tabe
# --- PLAYER ---
# Jugador 1 - Camiseta por defecto
player.default_shirt[0].darkest 028ECFFF # Tono más oscuro - bordes y contornos (Jugador 1, por defecto)
player.default_shirt[0].dark 0297DBFF # Tono oscuro - sombras (Jugador 1, por defecto)
player.default_shirt[0].base 029FE8FF # Tono principal - color base (Jugador 1, por defecto)
player.default_shirt[0].light 03A9F4FF # Tono claro - zonas iluminadas (Jugador 1, por defecto)
# Jugador 2 - Camiseta por defecto
player.default_shirt[1].darkest 8E8E8EFF # Tono más oscuro - bordes y contornos (Jugador 2, por defecto)
player.default_shirt[1].dark AEADADFF # Tono oscuro - sombras (Jugador 2, por defecto)
player.default_shirt[1].base E4E4E4FF # Tono principal - color base (Jugador 2, por defecto)
player.default_shirt[1].light F7F1F1FF # Tono claro - zonas iluminadas (Jugador 2, por defecto)
# Jugador 1 - Camiseta con 1 café
player.one_coffee_shirt[0].darkest 3D9C70FF # Tono más oscuro - bordes y contornos (Jugador 1, 1 café)
player.one_coffee_shirt[0].dark 4FA370FF # Tono oscuro - sombras (Jugador 1, 1 café)
player.one_coffee_shirt[0].base 5DDE70FF # Tono principal - color base (Jugador 1, 1 café)
player.one_coffee_shirt[0].light 7DF25CFF # Tono claro - zonas iluminadas (Jugador 1, 1 café)
# Jugador 1 - Camiseta con 2 cafés
player.two_coffee_shirt[0].darkest D6A41AFF # Tono más oscuro - bordes y contornos (Jugador 1, 2 cafés)
player.two_coffee_shirt[0].dark E3AE1BFF # Tono oscuro - sombras (Jugador 1, 2 cafés)
player.two_coffee_shirt[0].base EFB71DFF # Tono principal - color base (Jugador 1, 2 cafés)
player.two_coffee_shirt[0].light FCC11EFF # Tono claro - zonas iluminadas (Jugador 1, 2 cafés)
# Jugador 2 - Camiseta con 1 café
player.one_coffee_shirt[1].darkest 2E8B57FF # Tono más oscuro - bordes y contornos (Jugador 2, 1 café)
player.one_coffee_shirt[1].dark 3CB371FF # Tono oscuro - sombras (Jugador 2, 1 café)
player.one_coffee_shirt[1].base 48D181FF # Tono principal - color base (Jugador 2, 1 café)
player.one_coffee_shirt[1].light 55EF8DFF # Tono claro - zonas iluminadas (Jugador 2, 1 café)
# Jugador 2 - Camiseta con 2 cafés
player.two_coffee_shirt[1].darkest E08500FF # Tono más oscuro - bordes y contornos (Jugador 2, 2 cafés)
player.two_coffee_shirt[1].dark FA7D00FF # Tono oscuro - sombras (Jugador 2, 2 cafés)
player.two_coffee_shirt[1].base FAA200FF # Tono principal - color base (Jugador 2, 2 cafés)
player.two_coffee_shirt[1].light FA8500FF # Tono claro - zonas iluminadas (Jugador 2, 2 cafés)
# Colores de contorno de los jugadores
player.outline_color[0] 66323FFF # Color del contorno del sprite del Jugador 1
player.outline_color[1] 422028FF # Color del contorno del sprite del Jugador 2

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# Coffee Crisis Arcade Edition - Fichero de parametros - RED THEME
# Formato: PARAMETRO VALOR
# --- GAME ---
game.item_size 20 # Tamaño de los items del juego (en píxeles)
game.item_text_outline_color FFB8B8F0 # Color del outline del texto de los items (RGBA hex) - Rojo claro
game.width 320 # Ancho de la resolución nativa del juego (en píxeles)
game.height 256 # Alto de la resolución nativa del juego (en píxeles)
game.play_area.rect.x 0 # Posición X de la zona jugable
game.play_area.rect.y 0 # Posición Y de la zona jugable
game.play_area.rect.w 320 # Ancho de la zona jugable
game.play_area.rect.h 216 # Alto de la zona jugable
game.name_entry_idle_time 10 # Segundos para introducir el nombre al finalizar la partida si no se pulsa nada
game.name_entry_total_time 60 # Segundos totales para introducir el nombre al finalizar la partida
game.hit_stop false # Indica si debe haber un paro cuando el jugador es golpeado por un globo
game.hit_stop_ms 500 # Cantidad de milisegundos que dura el hit_stop
# --- FADE ---
fade.color 5C1F1F # Color hexadecimal para el efecto de fundido - Rojo oscuro
fade.num_squares_width 64 # Número de cuadrados en el eje X para el fundido
fade.num_squares_height 48 # Número de cuadrados en el eje Y para el fundido
fade.random_squares_duration_ms 1200 # Duración del fade en milisegundos
fade.post_duration_ms 500 # Duración tras el fundido en milisegundos
fade.venetian_size 12 # Tamaño de las bandas para el efecto veneciano (en píxeles)
# --- SCOREBOARD ---
scoreboard.rect.x 0 # Posición X del marcador
scoreboard.rect.y 216 # Posición Y del marcador
scoreboard.rect.w 320 # Ancho del marcador
scoreboard.rect.h 40 # Alto del marcador
scoreboard.separator_autocolor true # ¿El separador usa color automático?
scoreboard.separator_color 2B0D0D # Color del separador - Rojo muy oscuro
scoreboard.easy_color 8B4A2F # Color para la dificultad fácil - Marrón rojizo
scoreboard.normal_color 6B2F2F # Color para la dificultad normal - Rojo medio
scoreboard.hard_color A73030 # Color para la dificultad difícil - Rojo fuerte
scoreboard.text_autocolor true # ¿El texto usa color automático?
scoreboard.text_color1 FFE6E6 # Color principal del texto del marcador - Blanco rosado
scoreboard.text_color2 FFE6E6 # Color secundario del texto del marcador - Blanco rosado
scoreboard.skip_countdown_value 8 # Valor para saltar la cuenta atrás (segundos)
# --- TITLE ---
title.press_start_position 180 # Posición Y del texto "Press Start"
title.title_duration 800 # Duración de la pantalla de título (frames)
title.arcade_edition_position 123 # Posición Y del subtítulo "Arcade Edition"
title.title_c_c_position 80 # Posición Y del título principal
title.bg_color 8B4A3A # Color de fondo en la sección titulo - Marrón rojizo
# --- BACKGROUND ---
background.attenuate_color FF4A3A40 # Color de atenuación del fondo (RGBA hexadecimal) - Blanco rosado
# --- BALLOONS ---
balloon.settings[0].vel 2.75f # Velocidad inicial del globo 1
balloon.settings[0].grav 0.09f # Gravedad aplicada al globo 1
balloon.settings[1].vel 3.70f # Velocidad inicial del globo 2
balloon.settings[1].grav 0.10f # Gravedad aplicada al globo 2
balloon.settings[2].vel 4.70f # Velocidad inicial del globo 3
balloon.settings[2].grav 0.10f # Gravedad aplicada al globo 3
balloon.settings[3].vel 5.45f # Velocidad inicial del globo 4
balloon.settings[3].grav 0.10f # Gravedad aplicada al globo 4
balloon.color[0] orange # Color de creación del globo normal
balloon.color[1] red # Color del globo normal
balloon.color[2] blue # Color de creación del globo que rebota
balloon.color[3] green # Color del globo que rebota
balloon.bouncing_sound false # Indica si los globos hacer sonido al rebotar
# --- NOTIFICATION ---
notification.pos_v TOP # Posición vertical de la notificación (TOP/BOTTOM)
notification.pos_h LEFT # Posición horizontal de la notificación (LEFT/RIGHT)
notification.sound false # ¿La notificación reproduce sonido?
notification.color 4D1A1A # Color de fondo de la notificación - Rojo oscuro
# --- SERVICE MENU ---
service_menu.title_color FF9966 # Color del título del menú de servicio - Naranja claro
service_menu.text_color FFE6E6 # Color del texto del menú de servicio - Blanco rosado
service_menu.selected_color FFB366 # Color de la opción seleccionada - Naranja dorado
service_menu.bg_color 331A0AF5 # Color de fondo del menú de servicio - Marrón rojizo oscuro con alpha
service_menu.drop_shadow false # ¿El menú de servicio tiene sombra?
service_menu.window_message.bg_color 4D1A1AF0 # Color de fondo de ventanas - Rojo oscuro con alpha
service_menu.window_message.border_color CC6633FF # Color del borde de ventanas - Naranja rojizo
service_menu.window_message.title_color CC6633FF # Color del título en ventanas - Naranja rojizo
service_menu.window_message.text_color FFE6E6FF # Color del texto en ventanas - Blanco rosado
service_menu.window_message.padding 15.0f # Espaciado interno de ventanas de mensaje (píxeles)
service_menu.window_message.line_spacing 5.0f # Espaciado entre líneas de texto (píxeles)
service_menu.window_message.title_separator_spacing 20.0f # Espaciado entre título y contenido (píxeles)
service_menu.window_message.min_width 200.0f # Ancho mínimo de ventanas de mensaje (píxeles)
service_menu.window_message.min_height 32.0f # Alto mínimo de ventanas de mensaje (píxeles)
service_menu.window_message.max_width_ratio 0.8f # Ratio máximo de ancho respecto a pantalla (0.0-1.0)
service_menu.window_message.max_height_ratio 0.8f # Ratio máximo de alto respecto a pantalla (0.0-1.0)
service_menu.window_message.text_safety_margin 15.0f # Margen de seguridad para el texto (píxeles)
service_menu.window_message.animation_duration 0.3f # Duración de animaciones de ventanas (segundos)
# --- INTRO ---
intro.bg_color B8664D # Color de fondo de la intro - Naranja tierra
intro.card_color FFE6CC # Color de las tarjetas en la intro - Crema rojizo
intro.shadow_color 66000080 # Color de la sombra de las tarjetas - Rojo muy oscuro con alpha
intro.text_distance_from_bottom 48 # Posición del texto desde la parte inferior
# --- DEBUG ---
debug.color FF6666 # Color para elementos de depuración - Rojo claro
# --- RESOURCE ---
resource.color FFE6E6 # Color de recursos - Blanco rosado
# --- TABE ---
tabe.min_spawn_time 2.0f # Tiempo mínimo en segundos para que aparezca el Tabe
tabe.max_spawn_time 3.0f # Tiempo máximo en segundos para que aparezca el Tabe
# --- PLAYER ---
# Jugador 1 - Camiseta por defecto (tonos rojos)
player.default_shirt[0].darkest B33030FF # Tono más oscuro - Rojo fuerte
player.default_shirt[0].dark CC4040FF # Tono oscuro - Rojo medio
player.default_shirt[0].base E65050FF # Tono principal - Rojo claro
player.default_shirt[0].light FF6666FF # Tono claro - Rojo muy claro
# Jugador 2 - Camiseta por defecto (tonos naranjas)
player.default_shirt[1].darkest B36030FF # Tono más oscuro - Naranja oscuro
player.default_shirt[1].dark CC7540FF # Tono oscuro - Naranja medio
player.default_shirt[1].base E68A50FF # Tono principal - Naranja claro
player.default_shirt[1].light FF9966FF # Tono claro - Naranja muy claro
# Jugador 1 - Camiseta con 1 café (tonos rojizos más intensos)
player.one_coffee_shirt[0].darkest 8B2635FF # Tono más oscuro - Rojo granate
player.one_coffee_shirt[0].dark A53040FF # Tono oscuro - Rojo granate claro
player.one_coffee_shirt[0].base BF3A50FF # Tono principal - Rojo vibrante
player.one_coffee_shirt[0].light D94460FF # Tono claro - Rojo vibrante claro
# Jugador 1 - Camiseta con 2 cafés (tonos naranja dorado)
player.two_coffee_shirt[0].darkest CC6600FF # Tono más oscuro - Naranja dorado oscuro
player.two_coffee_shirt[0].dark E6750AFF # Tono oscuro - Naranja dorado
player.two_coffee_shirt[0].base FF8514FF # Tono principal - Naranja dorado claro
player.two_coffee_shirt[0].light FF991EFF # Tono claro - Naranja dorado muy claro
# Jugador 2 - Camiseta con 1 café (tonos terracotas)
player.one_coffee_shirt[1].darkest A0472DFF # Tono más oscuro - Terracota oscuro
player.one_coffee_shirt[1].dark B8553AFF # Tono oscuro - Terracota medio
player.one_coffee_shirt[1].base D06347FF # Tono principal - Terracota claro
player.one_coffee_shirt[1].light E87154FF # Tono claro - Terracota muy claro
# Jugador 2 - Camiseta con 2 cafés (tonos naranjas cálidos)
player.two_coffee_shirt[1].darkest CC5500FF # Tono más oscuro - Naranja intenso
player.two_coffee_shirt[1].dark E66600FF # Tono oscuro - Naranja fuerte
player.two_coffee_shirt[1].base FF7700FF # Tono principal - Naranja brillante
player.two_coffee_shirt[1].light FF8800FF # Tono claro - Naranja muy brillante
# Colores de contorno de los jugadores
player.outline_color[0] 994D33FF # Color del contorno del Jugador 1 - Marrón rojizo
player.outline_color[1] 664433FF # Color del contorno del Jugador 2 - Marrón tierra

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# Coffee Crisis Arcade Edition - Archivo de configuración de pools de formaciones de globos
# Formato: POOL: <id> FORMATIONS: <id1>, <id2>, <id3>, ...
# Los IDs de formación pueden repetirse
# Los pools no necesitan estar ordenados ni ser consecutivos
# Pool para la fase 1
POOL: 0 FORMATIONS: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9
# Pool para la fase 2
POOL: 1 FORMATIONS: 10, 11, 12, 13, 14, 15, 16, 17, 18, 19
# Pool para la fase 3
POOL: 2 FORMATIONS: 0, 1, 2, 3, 4, 55, 56, 57, 58, 59
# Pool para la fase 4
POOL: 3 FORMATIONS: 50, 51, 52, 53, 54, 5, 6, 7, 8, 9
# Pool para la fase 5
POOL: 4 FORMATIONS: 60, 61, 62, 63, 64, 65, 66, 67, 68, 69
# Pool para la fase 6
POOL: 5 FORMATIONS: 10, 61, 12, 63, 14, 65, 16, 67, 18, 69
# Pool para la fase 7
POOL: 6 FORMATIONS: 60, 11, 62, 13, 64, 15, 66, 17, 68, 19
# Pool para la fase 8
POOL: 7 FORMATIONS: 20, 21, 22, 23, 24, 65, 66, 67, 68, 69
# Pool para la fase 9
POOL: 8 FORMATIONS: 70, 71, 72, 73, 74, 15, 16, 17, 18, 19
# Pool para la fase 10
POOL: 9 FORMATIONS: 20, 21, 22, 23, 24, 70, 71, 72, 73, 74

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# Coffee Crisis Arcade Edition - Archivo de configuración de fases
# Formato: power_to_complete,min_menace,max_menace,name
# Líneas que empiezan con # son comentarios y se ignoran
# Fases iniciales - Tutorial y aprendizaje
200, 11, 19, Tutorial
300, 15, 23, Primeros pasos
# Fases intermedias - Incremento de dificultad
400, 19, 27, Intensificación
400, 19, 27, Persistencia
400, 23, 31, Desafío medio
400, 23, 31, Resistencia
# Fases avanzadas - Desafío final
600, 27, 35, Aproximación final
600, 27, 35, Penúltimo obstáculo
700, 31, 39, Clímax
950, 35, 47, Maestría

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# Archivo de configuración de formaciones de globos
# Formato por línea: x, desp, y, vel_x, tipo, tamaño, retraso_tiempo_creacion
# Variables disponibles:
# X0_0, X0_50, X0_100, X1_0, X1_100, X2_0, X2_100, X3_0, X3_100
# X3_25, X3_75, DEFAULT_POS_Y
# SMALL, MEDIUM, LARGE, EXTRALARGE
# RIGHT, LEFT
formation: 0
# Dos enemigos BALLOON3 uno a cada extremo
X3_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0
X3_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0
formation: 1
# Dos enemigos BALLOON3 uno a cada cuarto. Ambos van hacia el centro
X3_25, 0, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0
X3_75, 0, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0
formation: 2
# Cuatro enemigos BALLOON1 uno detrás del otro. A la izquierda y hacia el centro
X1_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 30
X1_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 20
X1_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 10
X1_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0
formation: 3
# Cuatro enemigos BALLOON1 uno detrás del otro. A la derecha y hacia el centro
X1_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 30
X1_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 20
X1_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 10
X1_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0
formation: 4
# Tres enemigos BALLOON2. 0, 25, 50. Hacia la derecha
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 20
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 10
X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0
formation: 5
# Tres enemigos BALLOON2. 50, 75, 100. Hacia la izquierda
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 20
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 10
X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0
formation: 6
# Tres enemigos BALLOON2. 0, 0, 0. Hacia la derecha
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 20
X2_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 10
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0
formation: 7
# Tres enemigos BALLOON2. 100, 100, 100. Hacia la izquierda
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 20
X2_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 10
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0
formation: 8
# Seis enemigos BALLOON0. 0, 0, 0, 0, 0, 0. Hacia la derecha
X0_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 50
X0_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 40
X0_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 30
X0_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 20
X0_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 10
X0_0, 5, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0
formation: 9
# Seis enemigos BALLOON0. 100, 100, 100, 100, 100, 100. Hacia la izquierda
X0_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 50
X0_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 40
X0_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 30
X0_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 20
X0_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 10
X0_100, -5, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0
formation: 10
# Tres enemigos BALLOON3 seguidos desde la izquierda. Hacia la derecha
X3_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 30
X3_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 15
X3_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0
formation: 11
# Tres enemigos BALLOON3 seguidos desde la derecha. Hacia la izquierda
X3_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 30
X3_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 15
X3_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0
formation: 12
# Seis enemigos BALLOON1 uno detrás del otro. A la izquierda y hacia el centro
X1_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 50
X1_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 40
X1_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 30
X1_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 20
X1_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 10
X1_0, 5, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0
formation: 13
# Seis enemigos BALLOON1 uno detrás del otro. A la derecha y hacia el centro
X1_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 50
X1_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 40
X1_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 30
X1_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 20
X1_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 10
X1_100, -5, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0
formation: 14
# Cinco enemigos BALLOON2. Hacia la derecha. Separados
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 40
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 30
X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 20
X2_0, 6, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 10
X2_0, 8, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0
formation: 15
# Cinco enemigos BALLOON2. Hacia la izquierda. Separados
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 40
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 30
X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 20
X2_100, -6, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 10
X2_100, -8, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0
formation: 16
# Cinco enemigos BALLOON2. Hacia la derecha. Juntos
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 40
X2_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 30
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 20
X2_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 10
X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0
formation: 17
# Cinco enemigos BALLOON2. Hacia la izquierda. Juntos
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 40
X2_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 30
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 20
X2_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 10
X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0
formation: 18
# Doce enemigos BALLOON0. Hacia la derecha. Juntos
X0_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 110
X0_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 100
X0_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 90
X0_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 80
X0_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 70
X0_0, 5, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 60
X0_0, 6, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 50
X0_0, 7, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 40
X0_0, 8, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 30
X0_0, 9, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 20
X0_0, 10, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 10
X0_0, 11, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0
formation: 19
# Doce enemigos BALLOON0. Hacia la izquierda. Juntos
X0_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 110
X0_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 100
X0_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 90
X0_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 80
X0_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 70
X0_100, -5, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 60
X0_100, -6, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 50
X0_100, -7, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 40
X0_100, -8, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 30
X0_100, -9, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 20
X0_100, -10, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 10
X0_100, -11, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0
formation: 20
# Cuatro enemigos BALLOON3 seguidos desde la izquierda/derecha. Simétricos
X3_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0
X3_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0
X3_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0
X3_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0
formation: 21
# Diez enemigos BALLOON1 uno detrás del otro. Izquierda/derecha. Simétricos
X1_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 12
X1_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 9
X1_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 6
X1_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 3
X1_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0
X1_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 12
X1_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 9
X1_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 6
X1_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 3
X1_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0
formation: 22
# Diez enemigos BALLOON2. Hacia la derecha/izquierda. Separados. Simétricos
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 40
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 30
X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 20
X2_0, 6, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 10
X2_0, 8, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 40
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 30
X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 20
X2_100, -6, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 10
X2_100, -8, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0
formation: 23
# Diez enemigos BALLOON2. Hacia la derecha. Juntos. Simétricos
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 40
X2_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 30
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 20
X2_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 10
X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 40
X2_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 30
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 20
X2_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 10
X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0
formation: 24
# Treinta enemigos BALLOON0. Del centro hacia los extremos. Juntos. Simétricos
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 5
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 10
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 15
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 20
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 25
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 30
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 35
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 40
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 45
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 50
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 55
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 60
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 65
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 70
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 5
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 10
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 15
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 20
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 25
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 30
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 35
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 40
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 45
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 50
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 55
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 60
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 65
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 70
formation: 25
# Treinta enemigos BALLOON0. Del centro hacia adentro. Juntos. Simétricos
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 70
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 65
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 60
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 55
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 50
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 45
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 40
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 35
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 30
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 25
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 20
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 15
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 10
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 5
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 70
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 65
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 60
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 55
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 50
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 45
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 40
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 35
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 30
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 25
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 20
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 15
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 10
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 5
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0

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## --- GAME ---
game.item_size 20 # Tamaño de los items del juego (en píxeles)
game.width 320 # Ancho de la resolución nativa del juego (en píxeles)
game.height 240 # Alto de la resolución nativa del juego (en píxeles)
game.play_area.rect.x 0 # Posición X de la zona jugable
game.play_area.rect.y 0 # Posición Y de la zona jugable
game.play_area.rect.w 320 # Ancho de la zona jugable
game.play_area.rect.h 200 # Alto de la zona jugable
game.name_entry_idle_time 10 # Segundos para introducir el nombre al finalizar la partida si no se pulsa nada
game.name_entry_total_time 60 # Segundos totales para introducir el nombre al finalizar la partida
game.hit_stop false # Indica si debe haber un paro cuando el jugador es golpeado por un globo
game.hit_stop_ms 500 # Cantidad de milisegundos que dura el hit_stop
## --- FADE ---
fade.color 1F2B30 # Color hexadecimal para el efecto de fundido
fade.num_squares_width 160 # Número de cuadrados en el eje X para el fundido
fade.num_squares_height 120 # Número de cuadrados en el eje Y para el fundido
fade.random_squares_delay 1 # Delay entre aparición de cuadrados aleatorios (frames)
fade.random_squares_mult 500 # Multiplicador para la velocidad de aparición aleatoria
fade.post_duration 80 # Duración tras el fundido (frames)
fade.venetian_size 12 # Tamaño de las bandas para el efecto veneciano (en píxeles)
## --- SCOREBOARD ---
scoreboard.rect.x 0 # Posición X del marcador
scoreboard.rect.y 216 # Posición Y del marcador
scoreboard.rect.w 320 # Ancho del marcador
scoreboard.rect.h 40 # Alto del marcador
scoreboard.separator_autocolor true # ¿El separador usa color automático?
scoreboard.separator_color 0D1A2B # Color del separador (hexadecimal)
scoreboard.easy_color 4B692F # Color para la dificultad fácil
scoreboard.normal_color 2E3F47 # Color para la dificultad normal
scoreboard.hard_color 76428A # Color para la dificultad difícil
scoreboard.text_autocolor true # ¿El texto usa color automático?
scoreboard.text_color1 FFFFFF # Color principal del texto del marcador
scoreboard.text_color2 FFFFFF # Color secundario del texto del marcador
scoreboard.skip_countdown_value 8 # Valor para saltar la cuenta atrás (segundos)
## --- TITLE ---
title.press_start_position 180 # Posición Y del texto "Press Start"
title.title_duration 800 # Duración de la pantalla de título (frames)
title.arcade_edition_position 123 # Posición Y del subtítulo "Arcade Edition"
title.title_c_c_position 80 # Posición Y del título principal
title.bg_color 41526F # Color de fondo en la sección titulo
## --- BACKGROUND ---
background.attenuate_color FFFFFF00 # Color de atenuación del fondo (RGBA hexadecimal)
## --- BALLOONS ---
balloon.settings[0].vel 2.75f # Velocidad inicial del globo 1
balloon.settings[0].grav 0.09f # Gravedad aplicada al globo 1
balloon.settings[1].vel 3.70f # Velocidad inicial del globo 2
balloon.settings[1].grav 0.10f # Gravedad aplicada al globo 2
balloon.settings[2].vel 4.70f # Velocidad inicial del globo 3
balloon.settings[2].grav 0.10f # Gravedad aplicada al globo 3
balloon.settings[3].vel 5.45f # Velocidad inicial del globo 4
balloon.settings[3].grav 0.10f # Gravedad aplicada al globo 4
balloon.color[0] blue # Color de creación del globo normal
balloon.color[1] orange # Color del globo normal
balloon.color[2] red # Color de creación del globo que rebota
balloon.color[3] green # Color del globo que rebota
balloon.bouncing_sound false # Indica si los globos hacer sonido al rebotar
## --- NOTIFICATION ---
notification.pos_v TOP # Posición vertical de la notificación (TOP/BOTTOM)
notification.pos_h LEFT # Posición horizontal de la notificación (LEFT/RIGHT)
notification.sound false # ¿La notificación reproduce sonido?
notification.color 303030 # Color de fondo de la notificación (hexadecimal)
## --- SERVICE MENU ---
service_menu.title_color 99FF62 # Color del título del menú de servicio
service_menu.text_color FFFFFF # Color del texto del menú de servicio
service_menu.selected_color FFDC44 # Color de la opción seleccionada en el menú de servicio
service_menu.bg_color 003000F5 # Color de fondo del menú de servicio (RGBA hexadecimal)
service_menu.drop_shadow false # ¿El menú de servicio tiene sombra?
## --- INTRO ---
intro.bg_color 4664BD # Color de fondo de la intro
intro.card_color CBDBFC # Color de las tarjetas en la intro
intro.shadow_color 00000080 # Color de la sombra de las tarjetas en la intro
intro.text_distance_from_bottom 48 # Posicion del texto
## --- DEBUG ---
debug.color 00FFFF # Color para elementos de depuración
## --- RESOURCE ---
resource.color FFFFFF # Color de recurso 1
resource.color FFFFFF # Color de recurso 2

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## --- GAME ---
game.item_size 20 # Tamaño de los items del juego (en píxeles)
game.width 320 # Ancho de la resolución nativa del juego (en píxeles)
game.height 256 # Alto de la resolución nativa del juego (en píxeles)
game.play_area.rect.x 0 # Posición X de la zona jugable
game.play_area.rect.y 0 # Posición Y de la zona jugable
game.play_area.rect.w 320 # Ancho de la zona jugable
game.play_area.rect.h 216 # Alto de la zona jugable
game.name_entry_idle_time 10 # Segundos para introducir el nombre al finalizar la partida si no se pulsa nada
game.name_entry_total_time 60 # Segundos totales para introducir el nombre al finalizar la partida
game.hit_stop false # Indica si debe haber un paro cuando el jugador es golpeado por un globo
game.hit_stop_ms 500 # Cantidad de milisegundos que dura el hit_stop
## --- FADE ---
fade.color 1F2B30 # Color hexadecimal para el efecto de fundido
fade.num_squares_width 160 # Número de cuadrados en el eje X para el fundido
fade.num_squares_height 128 # Número de cuadrados en el eje Y para el fundido
fade.random_squares_delay 1 # Delay entre aparición de cuadrados aleatorios (frames)
fade.random_squares_mult 500 # Multiplicador para la velocidad de aparición aleatoria
fade.post_duration 80 # Duración tras el fundido (frames)
fade.venetian_size 12 # Tamaño de las bandas para el efecto veneciano (en píxeles)
## --- SCOREBOARD ---
scoreboard.rect.x 0 # Posición X del marcador
scoreboard.rect.y 216 # Posición Y del marcador
scoreboard.rect.w 320 # Ancho del marcador
scoreboard.rect.h 40 # Alto del marcador
scoreboard.separator_autocolor true # ¿El separador usa color automático?
scoreboard.separator_color 0D1A2B # Color del separador (hexadecimal)
scoreboard.easy_color 4B692F # Color para la dificultad fácil
scoreboard.normal_color 2E3F47 # Color para la dificultad normal
scoreboard.hard_color 76428A # Color para la dificultad difícil
scoreboard.text_autocolor true # ¿El texto usa color automático?
scoreboard.text_color1 FFFFFF # Color principal del texto del marcador
scoreboard.text_color2 FFFFFF # Color secundario del texto del marcador
scoreboard.skip_countdown_value 8 # Valor para saltar la cuenta atrás (segundos)
## --- TITLE ---
title.press_start_position 180 # Posición Y del texto "Press Start"
title.title_duration 800 # Duración de la pantalla de título (frames)
title.arcade_edition_position 123 # Posición Y del subtítulo "Arcade Edition"
title.title_c_c_position 80 # Posición Y del título principal
title.bg_color 41526F # Color de fondo en la sección titulo
## --- BACKGROUND ---
background.attenuate_color FFFFFF00 # Color de atenuación del fondo (RGBA hexadecimal)
## --- BALLOONS ---
balloon.settings[0].vel 2.75f # Velocidad inicial del globo 1
balloon.settings[0].grav 0.09f # Gravedad aplicada al globo 1
balloon.settings[1].vel 3.70f # Velocidad inicial del globo 2
balloon.settings[1].grav 0.10f # Gravedad aplicada al globo 2
balloon.settings[2].vel 4.70f # Velocidad inicial del globo 3
balloon.settings[2].grav 0.10f # Gravedad aplicada al globo 3
balloon.settings[3].vel 5.45f # Velocidad inicial del globo 4
balloon.settings[3].grav 0.10f # Gravedad aplicada al globo 4
balloon.color[0] blue # Color de creación del globo normal
balloon.color[1] orange # Color del globo normal
balloon.color[2] red # Color de creación del globo que rebota
balloon.color[3] green # Color del globo que rebota
balloon.bouncing_sound false # Indica si los globos hacer sonido al rebotar
## --- NOTIFICATION ---
notification.pos_v TOP # Posición vertical de la notificación (TOP/BOTTOM)
notification.pos_h LEFT # Posición horizontal de la notificación (LEFT/RIGHT)
notification.sound false # ¿La notificación reproduce sonido?
notification.color 303030 # Color de fondo de la notificación (hexadecimal)
## --- SERVICE MENU ---
service_menu.title_color 99FF62 # Color del título del menú de servicio
service_menu.text_color FFFFFF # Color del texto del menú de servicio
service_menu.selected_color FFDC44 # Color de la opción seleccionada en el menú de servicio
service_menu.bg_color 000F00F5 # Color de fondo del menú de servicio (RGBA hexadecimal)
service_menu.drop_shadow false # ¿El menú de servicio tiene sombra?
## --- INTRO ---
intro.bg_color 4664BD # Color de fondo de la intro
intro.card_color CBDBFC # Color de las tarjetas en la intro
intro.shadow_color 00000080 # Color de la sombra de las tarjetas en la intro
intro.text_distance_from_bottom 48 # Posicion del texto
## --- DEBUG ---
debug.color 00FFFF # Color para elementos de depuración
## --- RESOURCE ---
resource.color FFFFFF # Color de recurso 1
resource.color FFFFFF # Color de recurso 2

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@@ -1,34 +0,0 @@
# Archivo de configuración de pools de formaciones de globos
# Formato: POOL: <id> FORMATIONS: <id1>, <id2>, <id3>, ...
# Los IDs de formación pueden repetirse
# Los pools no necesitan estar ordenados ni ser consecutivos
# Pool para la fase 1
POOL: 0 FORMATIONS: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9
# Pool para la fase 2
POOL: 1 FORMATIONS: 10, 11, 12, 13, 14, 15, 16, 17, 18, 19
# Pool para la fase 3
POOL: 2 FORMATIONS: 0, 1, 2, 3, 4, 55, 56, 57, 58, 59
# Pool para la fase 4
POOL: 3 FORMATIONS: 50, 51, 52, 53, 54, 5, 6, 7, 8, 9
# Pool para la fase 5
POOL: 4 FORMATIONS: 60, 61, 62, 63, 64, 65, 66, 67, 68, 69
# Pool para la fase 6
POOL: 5 FORMATIONS: 10, 61, 12, 63, 14, 65, 16, 67, 18, 69
# Pool para la fase 7
POOL: 6 FORMATIONS: 60, 11, 62, 13, 64, 15, 66, 17, 68, 19
# Pool para la fase 8
POOL: 7 FORMATIONS: 20, 21, 22, 23, 24, 65, 66, 67, 68, 69
# Pool para la fase 9
POOL: 8 FORMATIONS: 70, 71, 72, 73, 74, 15, 16, 17, 18, 19
# Pool para la fase 10
POOL: 9 FORMATIONS: 20, 21, 22, 23, 24, 70, 71, 72, 73, 74

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@@ -3,28 +3,28 @@ frame_height=10
[animation]
name=orange
speed=10
speed=0.1667
loop=0
frames=0,1,2,3,4,5,6,7,8,9
[/animation]
[animation]
name=blue
speed=20
speed=0.3333
loop=0
frames=10,11,12,13,14,15,16,17,18,19
[/animation]
[animation]
name=green
speed=10
speed=0.1667
loop=0
frames=20,21,22,23,24,25,26,27,28,29
[/animation]
[animation]
name=red
speed=20
speed=0.3333
loop=0
frames=30,31,32,33,34,35,36,37,38,39
[/animation]

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@@ -3,28 +3,28 @@ frame_height=16
[animation]
name=orange
speed=10
speed=0.1667
loop=0
frames=0,1,2,3,4,5,6,7,8,9
[/animation]
[animation]
name=blue
speed=20
speed=0.3333
loop=0
frames=10,11,12,13,14,15,16,17,18,19
[/animation]
[animation]
name=green
speed=10
speed=0.1667
loop=0
frames=20,21,22,23,24,25,26,27,28,29
[/animation]
[animation]
name=red
speed=20
speed=0.3333
loop=0
frames=30,31,32,33,34,35,36,37,38,39
[/animation]

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@@ -3,28 +3,28 @@ frame_height=26
[animation]
name=orange
speed=10
speed=0.1667
loop=0
frames=0,1,2,3,4,5,6,7,8,9
[/animation]
[animation]
name=blue
speed=20
speed=0.3333
loop=0
frames=10,11,12,13,14,15,16,17,18,19
[/animation]
[animation]
name=green
speed=10
speed=0.1667
loop=0
frames=20,21,22,23,24,25,26,27,28,29
[/animation]
[animation]
name=red
speed=20
speed=0.3333
loop=0
frames=30,31,32,33,34,35,36,37,38,39
[/animation]

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@@ -3,28 +3,28 @@ frame_height=48
[animation]
name=orange
speed=10
speed=0.1667
loop=0
frames=0,1,2,3,4,5,6,7,8,9
[/animation]
[animation]
name=blue
speed=20
speed=0.3333
loop=0
frames=10,11,12,13,14,15,16,17,18,19
[/animation]
[animation]
name=green
speed=10
speed=0.1667
loop=0
frames=20,21,22,23,24,25,26,27,28,29
[/animation]
[animation]
name=red
speed=20
speed=0.3333
loop=0
frames=30,31,32,33,34,35,36,37,38,39
[/animation]

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@@ -3,7 +3,7 @@ frame_height=10
[animation]
name=default
speed=5
speed=0.0833
loop=-1
frames=0,1,2,3,4,5,6,7,8,9
[/animation]

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@@ -3,7 +3,7 @@ frame_height=16
[animation]
name=default
speed=5
speed=0.0833
loop=-1
frames=0,1,2,3,4,5,6,7,8,9
[/animation]

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@@ -3,7 +3,7 @@ frame_height=26
[animation]
name=default
speed=5
speed=0.0833
loop=-1
frames=0,1,2,3,4,5,6,7,8,9
[/animation]

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@@ -3,7 +3,7 @@ frame_height=48
[animation]
name=default
speed=5
speed=0.0833
loop=-1
frames=0,1,2,3,4,5,6,7,8,9
[/animation]

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@@ -3,7 +3,7 @@ frame_height=49
[animation]
name=powerball
speed=10
speed=0.0167
loop=-1
frames=1
[/animation]

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@@ -2,43 +2,85 @@ frame_width=12
frame_height=12
[animation]
name=normal_up
speed=5
loop=0
frames=0,1,2
name=yellow_up
speed=20
loop=-1
frames=0
[/animation]
[animation]
name=normal_left
speed=5
loop=0
frames=3,4,5,5,4,3
name=yellow_left
speed=20
loop=-1
frames=1
[/animation]
[animation]
name=normal_right
speed=5
loop=0
frames=6,7,8,8,7,6
name=yellow_right
speed=20
loop=-1
frames=2
[/animation]
[animation]
name=powered_up
speed=5
loop=0
frames=9,10,11,11,10,9
name=green_up
speed=20
loop=-1
frames=3
[/animation]
[animation]
name=powered_left
speed=5
loop=0
frames=12,13,14,14,13,12
name=green_left
speed=20
loop=-1
frames=4
[/animation]
[animation]
name=powered_right
speed=5
loop=0
frames=15,16,17,17,26,15
name=green_right
speed=20
loop=-1
frames=5
[/animation]
[animation]
name=red_up
speed=20
loop=-1
frames=6
[/animation]
[animation]
name=red_left
speed=20
loop=-1
frames=7
[/animation]
[animation]
name=red_right
speed=20
loop=-1
frames=8
[/animation]
[animation]
name=purple_up
speed=20
loop=-1
frames=9
[/animation]
[animation]
name=purple_left
speed=20
loop=-1
frames=10
[/animation]
[animation]
name=purple_right
speed=20
loop=-1
frames=11
[/animation]

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[animation]
name=default
speed=8
speed=0.1333
loop=0
frames=0,0,1
[/animation]

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@@ -3,7 +3,7 @@ frame_height=20
[animation]
name=default
speed=8
speed=0.1333
loop=0
frames=0,0,1
[/animation]

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@@ -3,7 +3,7 @@ frame_height=39
[animation]
name=default
speed=6
speed=0.1
loop=0
frames=0,1,2,3,4,5,6,7,8
[/animation]

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@@ -3,7 +3,7 @@ frame_height=20
[animation]
name=default
speed=8
speed=0.1333
loop=0
frames=0,0,1
[/animation]

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@@ -3,7 +3,7 @@ frame_height=20
[animation]
name=default
speed=8
speed=0.1333
loop=0
frames=0,0,1
[/animation]

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[animation]
name=default
speed=8
speed=0.1333
loop=0
frames=0,0,1
[/animation]

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@@ -3,7 +3,7 @@ frame_height=20
[animation]
name=default
speed=8
speed=0.1333
loop=0
frames=0,0,1
[/animation]

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@@ -3,126 +3,133 @@ frame_height=32
[animation]
name=walk
speed=5
speed=0.0833
loop=0
frames=0,1,2,3
[/animation]
[animation]
name=stand
speed=10
speed=0.167
loop=0
frames=4,5,6,7
[/animation]
[animation]
name=walk-fire-side
speed=5
speed=0.0833
loop=0
frames=8,9,10,11
[/animation]
[animation]
name=walk-recoil-side
speed=5
speed=0.0833
loop=0
frames=12,13,14,15
[/animation]
[animation]
name=walk-cool-side
speed=5
speed=0.0833
loop=0
frames=16,17,18,19
[/animation]
[animation]
name=stand-fire-side
speed=5
speed=0.0833
loop=0
frames=20
[/animation]
[animation]
name=stand-recoil-side
speed=5
speed=0.0833
loop=0
frames=21
[/animation]
[animation]
name=stand-cool-side
speed=5
speed=0.0833
loop=0
frames=22
[/animation]
[animation]
name=walk-fire-center
speed=5
speed=0.0833
loop=0
frames=23,24,25,26
[/animation]
[animation]
name=walk-recoil-center
speed=5
speed=0.0833
loop=0
frames=27,28,29,30
[/animation]
[animation]
name=walk-cool-center
speed=5
speed=0.0833
loop=0
frames=31,32,33,34
[/animation]
[animation]
name=stand-fire-center
speed=5
speed=0.0833
loop=0
frames=35
[/animation]
[animation]
name=stand-recoil-center
speed=5
speed=0.0833
loop=0
frames=36
[/animation]
[animation]
name=stand-cool-center
speed=5
speed=0.0833
loop=0
frames=37
[/animation]
[animation]
name=rolling
speed=10
speed=0.167
loop=0
frames=38,39,40,41
[/animation]
[animation]
name=celebration
speed=10
loop=-1
speed=0.167
loop=0
frames=42,42,42,42,42,42,43,44,45,46,46,46,46,46,46,45,45,45,46,46,46,45,45,45,44,43,42,42,42
[/animation]
[animation]
name=dead
speed=5
name=dizzy
speed=0.0833
loop=0
frames=47,48,49,50,51,52,53
[/animation]
[animation]
name=hello
speed=3
name=recover
speed=0.05
loop=-1
frames=54,55,56,57,58,59,60,61,62,63,64,64,64,64,64,64,64,64,64,64,64,64,64,65,66,67,68,69,70,71,72,73,73,72,71,70,70,71,72,73,73,72,71,70,70,71,72,73,73,72,71,70,70,71,72,73,73,72,71,70,69,68,67,66,65,64,63,62,61,60,59,58,57,56,55,54
frames=54,54,54,54,55,56,57,58,58,58,59,60,61,58,59,60,61,58,59,60,61,62,62,62,62
[/animation]
[animation]
name=hello
speed=0.05
loop=-1
frames=63,64,65,66,67,68,69,70,71,72,73,73,73,73,73,73,73,73,73,73,73,73,73,74,75,76,77,78,79,80,81,82,82,81,80,79,79,80,81,82,82,81,80,79,79,80,81,82,82,81,80,79,79,80,81,82,82,81,80,79,78,77,76,75,74,73,72,71,70,69,68,67,66,65,64,63
[/animation]

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[animation]
name=default
speed=5
speed=0.0833
loop=0
frames=0,1,2,3
[/animation]

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@@ -3,14 +3,14 @@ frame_height=32
[animation]
name=fly
speed=2
speed=0.0333
loop=0
frames=0,1
[/animation]
[animation]
name=hit
speed=2
speed=0.0333
loop=0
frames=2,3
[/animation]

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@@ -3,7 +3,7 @@ frame_height=16
[animation]
name=default
speed=8
speed=0.1333
loop=-1
frames=0,1,2,3,4,5,6
[/animation]

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@@ -26,6 +26,8 @@
"[GAME_TEXT] 6": "Temps!",
"[GAME_TEXT] 7": "Endavant!",
"[GAME_TEXT] 8": "1.000.000 de punts!",
"[GAME_TEXT] THANK_YOU": "Gracies!",
"[GAME_TEXT] NEW_RECORD": "Nou record!",
"[HIGHSCORE_TABLE] CAPTION": "Millors puntuacions",

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@@ -25,6 +25,8 @@
"[GAME_TEXT] 6": "Stop!",
"[GAME_TEXT] 7": "Get Ready!",
"[GAME_TEXT] 8": "1,000,000 points!",
"[GAME_TEXT] THANK_YOU": "Thank you!",
"[GAME_TEXT] NEW_RECORD": "New record!",
"[HIGHSCORE_TABLE] CAPTION": "Best scores",

View File

@@ -25,6 +25,8 @@
"[GAME_TEXT] 6": "Tiempo!",
"[GAME_TEXT] 7": "Adelante!",
"[GAME_TEXT] 8": "1.000.000 de puntos!",
"[GAME_TEXT] THANK_YOU": "Gracias!",
"[GAME_TEXT] NEW_RECORD": "Nuevo record!",
"[HIGHSCORE_TABLE] CAPTION": "Mejores puntuaciones",

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43
development_guidelines.md Normal file
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@@ -0,0 +1,43 @@
# Directrices de Desarrollo - Coffee Crisis Arcade Edition
## Directrices Principales Confirmadas
### 1. **Sistema Temporal**
- **TODO migrado de frame based a time based**
- **Delta time en segundos (float)**
- **Unidades de tiempo: SOLO segundos** (no frames, no milisegundos)
### 2. **Contadores y Timers**
- **CRECIENTES**: para sistemas con múltiples eventos temporales (timeline)
- Patrón: `elapsed_time += deltaTime; if (elapsed_time >= EVENT_TIME) { /* acción */ }`
- **DECRECIENTES**: para contadores con diferentes valores de inicialización
- Patrón: `timer -= deltaTime; if (timer <= 0.0f) { /* acción */ timer = DURATION; }`
### 3. **Números Mágicos**
- **Definidos en constantes**
- **Preferencia**: cabecera de la clase
- **Excepción**: si es algo local a un método específico
## Problemas Pendientes de Reparación (game.cpp)
### ❌ PENDIENTES
1. **param.fade.post_duration_ms verification** (líneas 89, 1671)
2. **setRotateSpeed verification** (línea 797)
3. **TOTAL_DEMO_DATA - 200 magic number** (línea 1669)
4. **Comprehensive magic number search** - Buscar 100, 150, 200, 250, 300, 400, 500, 1000
### 4. **Velocidades y Aceleraciones**
- **Velocidades**: pixels/segundo
- **Aceleraciones**: pixels/segundo²
### 5. **Documentación de Conversiones**
- **Comentarios explicativos** en cambios críticos de timing
- Documentar conversiones frame→tiempo en el código
### 6. **Patrón de Constantes**
- Crear constantes para valores repetidos (evitar duplicación)
- Nombres descriptivos para constantes de tiempo
---
**Estado**: Directrices completas confirmadas

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@@ -8,9 +8,8 @@ fi
FILE="$1"
include-what-you-use -D DEBUG -D VERBOSE -std=c++20 -Wall "$FILE" \
include-what-you-use -D _DEBUG -std=c++20 -Wall "$FILE" \
-I../source \
-Xiwyu --mapping_file=sdl3_mapping.imp \
-Xiwyu --update_comments \
-Xiwyu --verbose=3 \
| \
python3 /usr/bin/fix_includes.py --update_comments
-Xiwyu --verbose=3

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@@ -0,0 +1,15 @@
#!/bin/bash
# 🏁 Ruta base del proyecto
BASE_DIR="/home/sergio/gitea/coffee_crisis_arcade_edition"
# 📁 Ruta al build
BUILD_DIR="$BASE_DIR/build"
# 📄 Archivo de mapping personalizado
MAPPING_FILE="$BASE_DIR/linux_utils/sdl3_mapping.imp"
# 📦 Generar compile_commands.json
echo "🔧 Generando compile_commands.json..."
cmake -DCMAKE_EXPORT_COMPILE_COMMANDS=ON -S "$BASE_DIR" -B "$BUILD_DIR"

44
linux_utils/run_clang-tidy.sh Executable file
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@@ -0,0 +1,44 @@
#!/bin/bash
# Script para ejecutar clang-tidy en múltiples directorios
# Uso: ./run_clang-tidy.sh
# Lista de rutas donde ejecutar clang-tidy
PATHS=(
"/home/sergio/gitea/coffee_crisis_arcade_edition/source"
"/home/sergio/gitea/coffee_crisis_arcade_edition/source/sections"
"/home/sergio/gitea/coffee_crisis_arcade_edition/source/ui"
)
# Ruta del directorio build (relativa desde donde se ejecuta el script)
BUILD_DIR="/home/sergio/gitea/coffee_crisis_arcade_edition/build/"
# Función para procesar un directorio
process_directory() {
local dir="$1"
echo "=== Procesando directorio: $dir ==="
# Verificar que el directorio existe
if [[ ! -d "$dir" ]]; then
echo "Error: El directorio $dir no existe"
return 1
fi
# Cambiar al directorio y ejecutar find con -maxdepth 1 para un solo nivel
cd "$dir" || return 1
# Buscar archivos .cpp, .h, .hpp solo en el nivel actual (no subdirectorios)
find . -maxdepth 1 \( -name '*.cpp' -o -name '*.h' -o -name '*.hpp' \) | \
xargs -P4 -I{} bash -c 'echo "Procesando: {}"; clang-tidy {} -p '"$BUILD_DIR"' --fix'
echo "=== Completado: $dir ==="
echo
}
# Procesar cada directorio en la lista
for path in "${PATHS[@]}"; do
process_directory "$path"
done
echo "¡Proceso completado para todos los directorios!"

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@@ -33,7 +33,7 @@
<key>NSHighResolutionCapable</key>
<true/>
<key>NSHumanReadableCopyright</key>
<string>Copyright 2023 JailDesigner</string>
<string>Copyright 2025 JailDesigner</string>
<key>NSPrincipalClass</key>
<string>NSApplication</string>
<key>SUPublicDSAKeyFile</key>

Binary file not shown.

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@@ -1 +0,0 @@
Versions/Current/SDL2

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@@ -1,234 +0,0 @@
/*
Simple DirectMedia Layer
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, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL.h
*
* Main include header for the SDL library
*/
#ifndef SDL_h_
#define SDL_h_
#include <SDL2/SDL_main.h>
#include <SDL2/SDL_stdinc.h>
#include <SDL2/SDL_assert.h>
#include <SDL2/SDL_atomic.h>
#include <SDL2/SDL_audio.h>
#include <SDL2/SDL_clipboard.h>
#include <SDL2/SDL_cpuinfo.h>
#include <SDL2/SDL_endian.h>
#include <SDL2/SDL_error.h>
#include <SDL2/SDL_events.h>
#include <SDL2/SDL_filesystem.h>
#include <SDL2/SDL_gamecontroller.h>
#include <SDL2/SDL_guid.h>
#include <SDL2/SDL_haptic.h>
#include <SDL2/SDL_hidapi.h>
#include <SDL2/SDL_hints.h>
#include <SDL2/SDL_joystick.h>
#include <SDL2/SDL_loadso.h>
#include <SDL2/SDL_log.h>
#include <SDL2/SDL_messagebox.h>
#include <SDL2/SDL_metal.h>
#include <SDL2/SDL_mutex.h>
#include <SDL2/SDL_power.h>
#include <SDL2/SDL_render.h>
#include <SDL2/SDL_rwops.h>
#include <SDL2/SDL_sensor.h>
#include <SDL2/SDL_shape.h>
#include <SDL2/SDL_system.h>
#include <SDL2/SDL_thread.h>
#include <SDL2/SDL_timer.h>
#include <SDL2/SDL_version.h>
#include <SDL2/SDL_video.h>
#include <SDL2/SDL_locale.h>
#include <SDL2/SDL_misc.h>
#include <SDL2/begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* WIKI CATEGORY: Init */
/* As of version 0.5, SDL is loaded dynamically into the application */
/**
* \name SDL_INIT_*
*
* These are the flags which may be passed to SDL_Init(). You should
* specify the subsystems which you will be using in your application.
*/
/* @{ */
#define SDL_INIT_TIMER 0x00000001u
#define SDL_INIT_AUDIO 0x00000010u
#define SDL_INIT_VIDEO 0x00000020u /**< SDL_INIT_VIDEO implies SDL_INIT_EVENTS */
#define SDL_INIT_JOYSTICK 0x00000200u /**< SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS */
#define SDL_INIT_HAPTIC 0x00001000u
#define SDL_INIT_GAMECONTROLLER 0x00002000u /**< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK */
#define SDL_INIT_EVENTS 0x00004000u
#define SDL_INIT_SENSOR 0x00008000u
#define SDL_INIT_NOPARACHUTE 0x00100000u /**< compatibility; this flag is ignored. */
#define SDL_INIT_EVERYTHING ( \
SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS | \
SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER | SDL_INIT_SENSOR \
)
/* @} */
/**
* Initialize the SDL library.
*
* SDL_Init() simply forwards to calling SDL_InitSubSystem(). Therefore, the
* two may be used interchangeably. Though for readability of your code
* SDL_InitSubSystem() might be preferred.
*
* The file I/O (for example: SDL_RWFromFile) and threading (SDL_CreateThread)
* subsystems are initialized by default. Message boxes
* (SDL_ShowSimpleMessageBox) also attempt to work without initializing the
* video subsystem, in hopes of being useful in showing an error dialog when
* SDL_Init fails. You must specifically initialize other subsystems if you
* use them in your application.
*
* Logging (such as SDL_Log) works without initialization, too.
*
* `flags` may be any of the following OR'd together:
*
* - `SDL_INIT_TIMER`: timer subsystem
* - `SDL_INIT_AUDIO`: audio subsystem
* - `SDL_INIT_VIDEO`: video subsystem; automatically initializes the events
* subsystem
* - `SDL_INIT_JOYSTICK`: joystick subsystem; automatically initializes the
* events subsystem
* - `SDL_INIT_HAPTIC`: haptic (force feedback) subsystem
* - `SDL_INIT_GAMECONTROLLER`: controller subsystem; automatically
* initializes the joystick subsystem
* - `SDL_INIT_EVENTS`: events subsystem
* - `SDL_INIT_EVERYTHING`: all of the above subsystems
* - `SDL_INIT_NOPARACHUTE`: compatibility; this flag is ignored
*
* Subsystem initialization is ref-counted, you must call SDL_QuitSubSystem()
* for each SDL_InitSubSystem() to correctly shutdown a subsystem manually (or
* call SDL_Quit() to force shutdown). If a subsystem is already loaded then
* this call will increase the ref-count and return.
*
* \param flags subsystem initialization flags.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_InitSubSystem
* \sa SDL_Quit
* \sa SDL_SetMainReady
* \sa SDL_WasInit
*/
extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags);
/**
* Compatibility function to initialize the SDL library.
*
* In SDL2, this function and SDL_Init() are interchangeable.
*
* \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Init
* \sa SDL_Quit
* \sa SDL_QuitSubSystem
*/
extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags);
/**
* Shut down specific SDL subsystems.
*
* If you start a subsystem using a call to that subsystem's init function
* (for example SDL_VideoInit()) instead of SDL_Init() or SDL_InitSubSystem(),
* SDL_QuitSubSystem() and SDL_WasInit() will not work. You will need to use
* that subsystem's quit function (SDL_VideoQuit()) directly instead. But
* generally, you should not be using those functions directly anyhow; use
* SDL_Init() instead.
*
* You still need to call SDL_Quit() even if you close all open subsystems
* with SDL_QuitSubSystem().
*
* \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_InitSubSystem
* \sa SDL_Quit
*/
extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags);
/**
* Get a mask of the specified subsystems which are currently initialized.
*
* \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
* \returns a mask of all initialized subsystems if `flags` is 0, otherwise it
* returns the initialization status of the specified subsystems.
*
* The return value does not include SDL_INIT_NOPARACHUTE.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Init
* \sa SDL_InitSubSystem
*/
extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags);
/**
* Clean up all initialized subsystems.
*
* You should call this function even if you have already shutdown each
* initialized subsystem with SDL_QuitSubSystem(). It is safe to call this
* function even in the case of errors in initialization.
*
* If you start a subsystem using a call to that subsystem's init function
* (for example SDL_VideoInit()) instead of SDL_Init() or SDL_InitSubSystem(),
* then you must use that subsystem's quit function (SDL_VideoQuit()) to shut
* it down before calling SDL_Quit(). But generally, you should not be using
* those functions directly anyhow; use SDL_Init() instead.
*
* You can use this function with atexit() to ensure that it is run when your
* application is shutdown, but it is not wise to do this from a library or
* other dynamically loaded code.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Init
* \sa SDL_QuitSubSystem
*/
extern DECLSPEC void SDLCALL SDL_Quit(void);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL2/close_code.h>
#endif /* SDL_h_ */
/* vi: set ts=4 sw=4 expandtab: */

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@@ -1,324 +0,0 @@
/*
Simple DirectMedia Layer
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, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SDL_assert_h_
#define SDL_assert_h_
#include <SDL2/SDL_stdinc.h>
#include <SDL2/begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
#ifndef SDL_ASSERT_LEVEL
#ifdef SDL_DEFAULT_ASSERT_LEVEL
#define SDL_ASSERT_LEVEL SDL_DEFAULT_ASSERT_LEVEL
#elif defined(_DEBUG) || defined(DEBUG) || \
(defined(__GNUC__) && !defined(__OPTIMIZE__))
#define SDL_ASSERT_LEVEL 2
#else
#define SDL_ASSERT_LEVEL 1
#endif
#endif /* SDL_ASSERT_LEVEL */
/*
These are macros and not first class functions so that the debugger breaks
on the assertion line and not in some random guts of SDL, and so each
assert can have unique static variables associated with it.
*/
#if defined(_MSC_VER)
/* Don't include intrin.h here because it contains C++ code */
extern void __cdecl __debugbreak(void);
#define SDL_TriggerBreakpoint() __debugbreak()
#elif _SDL_HAS_BUILTIN(__builtin_debugtrap)
#define SDL_TriggerBreakpoint() __builtin_debugtrap()
#elif ( (!defined(__NACL__)) && ((defined(__GNUC__) || defined(__clang__)) && (defined(__i386__) || defined(__x86_64__))) )
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "int $3\n\t" )
#elif (defined(__GNUC__) || defined(__clang__)) && defined(__riscv)
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "ebreak\n\t" )
#elif ( defined(__APPLE__) && (defined(__arm64__) || defined(__aarch64__)) ) /* this might work on other ARM targets, but this is a known quantity... */
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "brk #22\n\t" )
#elif defined(__APPLE__) && defined(__arm__)
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "bkpt #22\n\t" )
#elif defined(_WIN32) && ((defined(__GNUC__) || defined(__clang__)) && (defined(__arm64__) || defined(__aarch64__)) )
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "brk #0xF000\n\t" )
#elif defined(__386__) && defined(__WATCOMC__)
#define SDL_TriggerBreakpoint() { _asm { int 0x03 } }
#elif defined(HAVE_SIGNAL_H) && !defined(__WATCOMC__)
#include <signal.h>
#define SDL_TriggerBreakpoint() raise(SIGTRAP)
#else
/* How do we trigger breakpoints on this platform? */
#define SDL_TriggerBreakpoint()
#endif
#if defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 199901L) /* C99 supports __func__ as a standard. */
# define SDL_FUNCTION __func__
#elif ((defined(__GNUC__) && (__GNUC__ >= 2)) || defined(_MSC_VER) || defined (__WATCOMC__))
# define SDL_FUNCTION __FUNCTION__
#else
# define SDL_FUNCTION "???"
#endif
#define SDL_FILE __FILE__
#define SDL_LINE __LINE__
/*
sizeof (x) makes the compiler still parse the expression even without
assertions enabled, so the code is always checked at compile time, but
doesn't actually generate code for it, so there are no side effects or
expensive checks at run time, just the constant size of what x WOULD be,
which presumably gets optimized out as unused.
This also solves the problem of...
int somevalue = blah();
SDL_assert(somevalue == 1);
...which would cause compiles to complain that somevalue is unused if we
disable assertions.
*/
/* "while (0,0)" fools Microsoft's compiler's /W4 warning level into thinking
this condition isn't constant. And looks like an owl's face! */
#ifdef _MSC_VER /* stupid /W4 warnings. */
#define SDL_NULL_WHILE_LOOP_CONDITION (0,0)
#else
#define SDL_NULL_WHILE_LOOP_CONDITION (0)
#endif
#define SDL_disabled_assert(condition) \
do { (void) sizeof ((condition)); } while (SDL_NULL_WHILE_LOOP_CONDITION)
typedef enum
{
SDL_ASSERTION_RETRY, /**< Retry the assert immediately. */
SDL_ASSERTION_BREAK, /**< Make the debugger trigger a breakpoint. */
SDL_ASSERTION_ABORT, /**< Terminate the program. */
SDL_ASSERTION_IGNORE, /**< Ignore the assert. */
SDL_ASSERTION_ALWAYS_IGNORE /**< Ignore the assert from now on. */
} SDL_AssertState;
typedef struct SDL_AssertData
{
int always_ignore;
unsigned int trigger_count;
const char *condition;
const char *filename;
int linenum;
const char *function;
const struct SDL_AssertData *next;
} SDL_AssertData;
/* Never call this directly. Use the SDL_assert* macros. */
extern DECLSPEC SDL_AssertState SDLCALL SDL_ReportAssertion(SDL_AssertData *,
const char *,
const char *, int)
#if defined(__clang__)
#if __has_feature(attribute_analyzer_noreturn)
/* this tells Clang's static analysis that we're a custom assert function,
and that the analyzer should assume the condition was always true past this
SDL_assert test. */
__attribute__((analyzer_noreturn))
#endif
#endif
;
/* the do {} while(0) avoids dangling else problems:
if (x) SDL_assert(y); else blah();
... without the do/while, the "else" could attach to this macro's "if".
We try to handle just the minimum we need here in a macro...the loop,
the static vars, and break points. The heavy lifting is handled in
SDL_ReportAssertion(), in SDL_assert.c.
*/
#define SDL_enabled_assert(condition) \
do { \
while ( !(condition) ) { \
static struct SDL_AssertData sdl_assert_data = { 0, 0, #condition, 0, 0, 0, 0 }; \
const SDL_AssertState sdl_assert_state = SDL_ReportAssertion(&sdl_assert_data, SDL_FUNCTION, SDL_FILE, SDL_LINE); \
if (sdl_assert_state == SDL_ASSERTION_RETRY) { \
continue; /* go again. */ \
} else if (sdl_assert_state == SDL_ASSERTION_BREAK) { \
SDL_TriggerBreakpoint(); \
} \
break; /* not retrying. */ \
} \
} while (SDL_NULL_WHILE_LOOP_CONDITION)
/* Enable various levels of assertions. */
#if SDL_ASSERT_LEVEL == 0 /* assertions disabled */
# define SDL_assert(condition) SDL_disabled_assert(condition)
# define SDL_assert_release(condition) SDL_disabled_assert(condition)
# define SDL_assert_paranoid(condition) SDL_disabled_assert(condition)
#elif SDL_ASSERT_LEVEL == 1 /* release settings. */
# define SDL_assert(condition) SDL_disabled_assert(condition)
# define SDL_assert_release(condition) SDL_enabled_assert(condition)
# define SDL_assert_paranoid(condition) SDL_disabled_assert(condition)
#elif SDL_ASSERT_LEVEL == 2 /* normal settings. */
# define SDL_assert(condition) SDL_enabled_assert(condition)
# define SDL_assert_release(condition) SDL_enabled_assert(condition)
# define SDL_assert_paranoid(condition) SDL_disabled_assert(condition)
#elif SDL_ASSERT_LEVEL == 3 /* paranoid settings. */
# define SDL_assert(condition) SDL_enabled_assert(condition)
# define SDL_assert_release(condition) SDL_enabled_assert(condition)
# define SDL_assert_paranoid(condition) SDL_enabled_assert(condition)
#else
# error Unknown assertion level.
#endif
/* this assertion is never disabled at any level. */
#define SDL_assert_always(condition) SDL_enabled_assert(condition)
/**
* A callback that fires when an SDL assertion fails.
*
* \param data a pointer to the SDL_AssertData structure corresponding to the
* current assertion.
* \param userdata what was passed as `userdata` to SDL_SetAssertionHandler().
* \returns an SDL_AssertState value indicating how to handle the failure.
*/
typedef SDL_AssertState (SDLCALL *SDL_AssertionHandler)(
const SDL_AssertData* data, void* userdata);
/**
* Set an application-defined assertion handler.
*
* This function allows an application to show its own assertion UI and/or
* force the response to an assertion failure. If the application doesn't
* provide this, SDL will try to do the right thing, popping up a
* system-specific GUI dialog, and probably minimizing any fullscreen windows.
*
* This callback may fire from any thread, but it runs wrapped in a mutex, so
* it will only fire from one thread at a time.
*
* This callback is NOT reset to SDL's internal handler upon SDL_Quit()!
*
* \param handler the SDL_AssertionHandler function to call when an assertion
* fails or NULL for the default handler.
* \param userdata a pointer that is passed to `handler`.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetAssertionHandler
*/
extern DECLSPEC void SDLCALL SDL_SetAssertionHandler(
SDL_AssertionHandler handler,
void *userdata);
/**
* Get the default assertion handler.
*
* This returns the function pointer that is called by default when an
* assertion is triggered. This is an internal function provided by SDL, that
* is used for assertions when SDL_SetAssertionHandler() hasn't been used to
* provide a different function.
*
* \returns the default SDL_AssertionHandler that is called when an assert
* triggers.
*
* \since This function is available since SDL 2.0.2.
*
* \sa SDL_GetAssertionHandler
*/
extern DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetDefaultAssertionHandler(void);
/**
* Get the current assertion handler.
*
* This returns the function pointer that is called when an assertion is
* triggered. This is either the value last passed to
* SDL_SetAssertionHandler(), or if no application-specified function is set,
* is equivalent to calling SDL_GetDefaultAssertionHandler().
*
* The parameter `puserdata` is a pointer to a void*, which will store the
* "userdata" pointer that was passed to SDL_SetAssertionHandler(). This value
* will always be NULL for the default handler. If you don't care about this
* data, it is safe to pass a NULL pointer to this function to ignore it.
*
* \param puserdata pointer which is filled with the "userdata" pointer that
* was passed to SDL_SetAssertionHandler().
* \returns the SDL_AssertionHandler that is called when an assert triggers.
*
* \since This function is available since SDL 2.0.2.
*
* \sa SDL_SetAssertionHandler
*/
extern DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetAssertionHandler(void **puserdata);
/**
* Get a list of all assertion failures.
*
* This function gets all assertions triggered since the last call to
* SDL_ResetAssertionReport(), or the start of the program.
*
* The proper way to examine this data looks something like this:
*
* ```c
* const SDL_AssertData *item = SDL_GetAssertionReport();
* while (item) {
* printf("'%s', %s (%s:%d), triggered %u times, always ignore: %s.\\n",
* item->condition, item->function, item->filename,
* item->linenum, item->trigger_count,
* item->always_ignore ? "yes" : "no");
* item = item->next;
* }
* ```
*
* \returns a list of all failed assertions or NULL if the list is empty. This
* memory should not be modified or freed by the application.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_ResetAssertionReport
*/
extern DECLSPEC const SDL_AssertData * SDLCALL SDL_GetAssertionReport(void);
/**
* Clear the list of all assertion failures.
*
* This function will clear the list of all assertions triggered up to that
* point. Immediately following this call, SDL_GetAssertionReport will return
* no items. In addition, any previously-triggered assertions will be reset to
* a trigger_count of zero, and their always_ignore state will be false.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetAssertionReport
*/
extern DECLSPEC void SDLCALL SDL_ResetAssertionReport(void);
/* these had wrong naming conventions until 2.0.4. Please update your app! */
#define SDL_assert_state SDL_AssertState
#define SDL_assert_data SDL_AssertData
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL2/close_code.h>
#endif /* SDL_assert_h_ */
/* vi: set ts=4 sw=4 expandtab: */

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@@ -1,408 +0,0 @@
/*
Simple DirectMedia Layer
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, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* # CategoryAtomic
*
* Atomic operations.
*
* IMPORTANT: If you are not an expert in concurrent lockless programming, you
* should not be using any functions in this file. You should be protecting
* your data structures with full mutexes instead.
*
* ***Seriously, here be dragons!***
*
* You can find out a little more about lockless programming and the subtle
* issues that can arise here:
* https://learn.microsoft.com/en-us/windows/win32/dxtecharts/lockless-programming
*
* There's also lots of good information here:
*
* - https://www.1024cores.net/home/lock-free-algorithms
* - https://preshing.com/
*
* These operations may or may not actually be implemented using processor
* specific atomic operations. When possible they are implemented as true
* processor specific atomic operations. When that is not possible the are
* implemented using locks that *do* use the available atomic operations.
*
* All of the atomic operations that modify memory are full memory barriers.
*/
#ifndef SDL_atomic_h_
#define SDL_atomic_h_
#include <SDL2/SDL_stdinc.h>
#include <SDL2/SDL_platform.h>
#include <SDL2/begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \name SDL AtomicLock
*
* The atomic locks are efficient spinlocks using CPU instructions,
* but are vulnerable to starvation and can spin forever if a thread
* holding a lock has been terminated. For this reason you should
* minimize the code executed inside an atomic lock and never do
* expensive things like API or system calls while holding them.
*
* The atomic locks are not safe to lock recursively.
*
* Porting Note:
* The spin lock functions and type are required and can not be
* emulated because they are used in the atomic emulation code.
*/
/* @{ */
typedef int SDL_SpinLock;
/**
* Try to lock a spin lock by setting it to a non-zero value.
*
* ***Please note that spinlocks are dangerous if you don't know what you're
* doing. Please be careful using any sort of spinlock!***
*
* \param lock a pointer to a lock variable.
* \returns SDL_TRUE if the lock succeeded, SDL_FALSE if the lock is already
* held.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_AtomicLock
* \sa SDL_AtomicUnlock
*/
extern DECLSPEC SDL_bool SDLCALL SDL_AtomicTryLock(SDL_SpinLock *lock);
/**
* Lock a spin lock by setting it to a non-zero value.
*
* ***Please note that spinlocks are dangerous if you don't know what you're
* doing. Please be careful using any sort of spinlock!***
*
* \param lock a pointer to a lock variable.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_AtomicTryLock
* \sa SDL_AtomicUnlock
*/
extern DECLSPEC void SDLCALL SDL_AtomicLock(SDL_SpinLock *lock);
/**
* Unlock a spin lock by setting it to 0.
*
* Always returns immediately.
*
* ***Please note that spinlocks are dangerous if you don't know what you're
* doing. Please be careful using any sort of spinlock!***
*
* \param lock a pointer to a lock variable.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_AtomicLock
* \sa SDL_AtomicTryLock
*/
extern DECLSPEC void SDLCALL SDL_AtomicUnlock(SDL_SpinLock *lock);
/* @} *//* SDL AtomicLock */
/**
* The compiler barrier prevents the compiler from reordering
* reads and writes to globally visible variables across the call.
*/
#if defined(_MSC_VER) && (_MSC_VER > 1200) && !defined(__clang__)
void _ReadWriteBarrier(void);
#pragma intrinsic(_ReadWriteBarrier)
#define SDL_CompilerBarrier() _ReadWriteBarrier()
#elif (defined(__GNUC__) && !defined(__EMSCRIPTEN__)) || (defined(__SUNPRO_C) && (__SUNPRO_C >= 0x5120))
/* This is correct for all CPUs when using GCC or Solaris Studio 12.1+. */
#define SDL_CompilerBarrier() __asm__ __volatile__ ("" : : : "memory")
#elif defined(__WATCOMC__)
extern __inline void SDL_CompilerBarrier(void);
#pragma aux SDL_CompilerBarrier = "" parm [] modify exact [];
#else
#define SDL_CompilerBarrier() \
{ SDL_SpinLock _tmp = 0; SDL_AtomicLock(&_tmp); SDL_AtomicUnlock(&_tmp); }
#endif
/**
* Memory barriers are designed to prevent reads and writes from being
* reordered by the compiler and being seen out of order on multi-core CPUs.
*
* A typical pattern would be for thread A to write some data and a flag, and
* for thread B to read the flag and get the data. In this case you would
* insert a release barrier between writing the data and the flag,
* guaranteeing that the data write completes no later than the flag is
* written, and you would insert an acquire barrier between reading the flag
* and reading the data, to ensure that all the reads associated with the flag
* have completed.
*
* In this pattern you should always see a release barrier paired with an
* acquire barrier and you should gate the data reads/writes with a single
* flag variable.
*
* For more information on these semantics, take a look at the blog post:
* http://preshing.com/20120913/acquire-and-release-semantics
*
* \since This function is available since SDL 2.0.6.
*/
extern DECLSPEC void SDLCALL SDL_MemoryBarrierReleaseFunction(void);
extern DECLSPEC void SDLCALL SDL_MemoryBarrierAcquireFunction(void);
#if defined(__GNUC__) && (defined(__powerpc__) || defined(__ppc__))
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("lwsync" : : : "memory")
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("lwsync" : : : "memory")
#elif defined(__GNUC__) && defined(__aarch64__)
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("dmb ish" : : : "memory")
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("dmb ish" : : : "memory")
#elif defined(__GNUC__) && defined(__arm__)
#if 0 /* defined(__LINUX__) || defined(__ANDROID__) */
/* Information from:
https://chromium.googlesource.com/chromium/chromium/+/trunk/base/atomicops_internals_arm_gcc.h#19
The Linux kernel provides a helper function which provides the right code for a memory barrier,
hard-coded at address 0xffff0fa0
*/
typedef void (*SDL_KernelMemoryBarrierFunc)();
#define SDL_MemoryBarrierRelease() ((SDL_KernelMemoryBarrierFunc)0xffff0fa0)()
#define SDL_MemoryBarrierAcquire() ((SDL_KernelMemoryBarrierFunc)0xffff0fa0)()
#elif 0 /* defined(__QNXNTO__) */
#include <sys/cpuinline.h>
#define SDL_MemoryBarrierRelease() __cpu_membarrier()
#define SDL_MemoryBarrierAcquire() __cpu_membarrier()
#else
#if defined(__ARM_ARCH_7__) || defined(__ARM_ARCH_7A__) || defined(__ARM_ARCH_7EM__) || defined(__ARM_ARCH_7R__) || defined(__ARM_ARCH_7M__) || defined(__ARM_ARCH_7S__) || defined(__ARM_ARCH_8A__)
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("dmb ish" : : : "memory")
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("dmb ish" : : : "memory")
#elif defined(__ARM_ARCH_6__) || defined(__ARM_ARCH_6J__) || defined(__ARM_ARCH_6K__) || defined(__ARM_ARCH_6T2__) || defined(__ARM_ARCH_6Z__) || defined(__ARM_ARCH_6ZK__)
#ifdef __thumb__
/* The mcr instruction isn't available in thumb mode, use real functions */
#define SDL_MEMORY_BARRIER_USES_FUNCTION
#define SDL_MemoryBarrierRelease() SDL_MemoryBarrierReleaseFunction()
#define SDL_MemoryBarrierAcquire() SDL_MemoryBarrierAcquireFunction()
#else
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("mcr p15, 0, %0, c7, c10, 5" : : "r"(0) : "memory")
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("mcr p15, 0, %0, c7, c10, 5" : : "r"(0) : "memory")
#endif /* __thumb__ */
#else
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("" : : : "memory")
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("" : : : "memory")
#endif /* __LINUX__ || __ANDROID__ */
#endif /* __GNUC__ && __arm__ */
#else
#if (defined(__SUNPRO_C) && (__SUNPRO_C >= 0x5120))
/* This is correct for all CPUs on Solaris when using Solaris Studio 12.1+. */
#include <mbarrier.h>
#define SDL_MemoryBarrierRelease() __machine_rel_barrier()
#define SDL_MemoryBarrierAcquire() __machine_acq_barrier()
#else
/* This is correct for the x86 and x64 CPUs, and we'll expand this over time. */
#define SDL_MemoryBarrierRelease() SDL_CompilerBarrier()
#define SDL_MemoryBarrierAcquire() SDL_CompilerBarrier()
#endif
#endif
/* "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__) && defined(__ARM_ARCH) && __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");
#elif defined(_MSC_VER) && (defined(_M_IX86) || defined(_M_X64))
#define SDL_CPUPauseInstruction() _mm_pause() /* this is actually "rep nop" and not a SIMD instruction. No inline asm in MSVC x86-64! */
#elif defined(_MSC_VER) && (defined(_M_ARM) || defined(_M_ARM64))
#define SDL_CPUPauseInstruction() __yield()
#elif defined(__WATCOMC__) && defined(__386__)
extern __inline void SDL_CPUPauseInstruction(void);
#pragma aux SDL_CPUPauseInstruction = ".686p" ".xmm2" "pause"
#else
#define SDL_CPUPauseInstruction()
#endif
/**
* A type representing an atomic integer value.
*
* It is a struct so people don't accidentally use numeric operations on it.
*/
typedef struct SDL_atomic_t {
int value;
} SDL_atomic_t;
/**
* Set an atomic variable to a new value if it is currently an old value.
*
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to an SDL_atomic_t variable to be modified.
* \param oldval the old value.
* \param newval the new value.
* \returns SDL_TRUE if the atomic variable was set, SDL_FALSE otherwise.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_AtomicCASPtr
* \sa SDL_AtomicGet
* \sa SDL_AtomicSet
*/
extern DECLSPEC SDL_bool SDLCALL SDL_AtomicCAS(SDL_atomic_t *a, int oldval, int newval);
/**
* Set an atomic variable to a value.
*
* This function also acts as a full memory barrier.
*
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to an SDL_atomic_t variable to be modified.
* \param v the desired value.
* \returns the previous value of the atomic variable.
*
* \since This function is available since SDL 2.0.2.
*
* \sa SDL_AtomicGet
*/
extern DECLSPEC int SDLCALL SDL_AtomicSet(SDL_atomic_t *a, int v);
/**
* Get the value of an atomic variable.
*
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to an SDL_atomic_t variable.
* \returns the current value of an atomic variable.
*
* \since This function is available since SDL 2.0.2.
*
* \sa SDL_AtomicSet
*/
extern DECLSPEC int SDLCALL SDL_AtomicGet(SDL_atomic_t *a);
/**
* Add to an atomic variable.
*
* This function also acts as a full memory barrier.
*
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to an SDL_atomic_t variable to be modified.
* \param v the desired value to add.
* \returns the previous value of the atomic variable.
*
* \since This function is available since SDL 2.0.2.
*
* \sa SDL_AtomicDecRef
* \sa SDL_AtomicIncRef
*/
extern DECLSPEC int SDLCALL SDL_AtomicAdd(SDL_atomic_t *a, int v);
/**
* \brief Increment an atomic variable used as a reference count.
*/
#ifndef SDL_AtomicIncRef
#define SDL_AtomicIncRef(a) SDL_AtomicAdd(a, 1)
#endif
/**
* \brief Decrement an atomic variable used as a reference count.
*
* \return SDL_TRUE if the variable reached zero after decrementing,
* SDL_FALSE otherwise
*/
#ifndef SDL_AtomicDecRef
#define SDL_AtomicDecRef(a) (SDL_AtomicAdd(a, -1) == 1)
#endif
/**
* Set a pointer to a new value if it is currently an old value.
*
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to a pointer.
* \param oldval the old pointer value.
* \param newval the new pointer value.
* \returns SDL_TRUE if the pointer was set, SDL_FALSE otherwise.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_AtomicCAS
* \sa SDL_AtomicGetPtr
* \sa SDL_AtomicSetPtr
*/
extern DECLSPEC SDL_bool SDLCALL SDL_AtomicCASPtr(void **a, void *oldval, void *newval);
/**
* Set a pointer to a value atomically.
*
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to a pointer.
* \param v the desired pointer value.
* \returns the previous value of the pointer.
*
* \since This function is available since SDL 2.0.2.
*
* \sa SDL_AtomicCASPtr
* \sa SDL_AtomicGetPtr
*/
extern DECLSPEC void* SDLCALL SDL_AtomicSetPtr(void **a, void* v);
/**
* Get the value of a pointer atomically.
*
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to a pointer.
* \returns the current value of a pointer.
*
* \since This function is available since SDL 2.0.2.
*
* \sa SDL_AtomicCASPtr
* \sa SDL_AtomicSetPtr
*/
extern DECLSPEC void* SDLCALL SDL_AtomicGetPtr(void **a);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL2/close_code.h>
#endif /* SDL_atomic_h_ */
/* vi: set ts=4 sw=4 expandtab: */

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@@ -1,141 +0,0 @@
/*
Simple DirectMedia Layer
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, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* # CategoryClipboard
*
* Include file for SDL clipboard handling
*/
#ifndef SDL_clipboard_h_
#define SDL_clipboard_h_
#include <SDL2/SDL_stdinc.h>
#include <SDL2/begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* Function prototypes */
/**
* Put UTF-8 text into the clipboard.
*
* \param text the text to store in the clipboard.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetClipboardText
* \sa SDL_HasClipboardText
*/
extern DECLSPEC int SDLCALL SDL_SetClipboardText(const char *text);
/**
* Get UTF-8 text from the clipboard, which must be freed with SDL_free().
*
* This functions returns empty string if there was not enough memory left for
* a copy of the clipboard's content.
*
* \returns the clipboard 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 2.0.0.
*
* \sa SDL_HasClipboardText
* \sa SDL_SetClipboardText
*/
extern DECLSPEC char * SDLCALL SDL_GetClipboardText(void);
/**
* Query whether the clipboard exists and contains a non-empty text string.
*
* \returns SDL_TRUE if the clipboard has text, or SDL_FALSE if it does not.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetClipboardText
* \sa SDL_SetClipboardText
*/
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
}
#endif
#include <SDL2/close_code.h>
#endif /* SDL_clipboard_h_ */
/* vi: set ts=4 sw=4 expandtab: */

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@@ -1,59 +0,0 @@
/*
Simple DirectMedia Layer
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, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SDL_config_h_
#define SDL_config_h_
#include <SDL2/SDL_platform.h>
/* WIKI CATEGORY: - */
/* Add any platform that doesn't build using the configure system. */
#if defined(__WIN32__)
#include <SDL2/SDL_config_windows.h>
#elif defined(__WINRT__)
#include <SDL2/SDL_config_winrt.h>
#elif defined(__WINGDK__)
#include <SDL2/SDL_config_wingdk.h>
#elif defined(__XBOXONE__) || defined(__XBOXSERIES__)
#include <SDL2/SDL_config_xbox.h>
#elif defined(__MACOSX__)
#include <SDL2/SDL_config_macosx.h>
#elif defined(__IPHONEOS__)
#include <SDL2/SDL_config_iphoneos.h>
#elif defined(__ANDROID__)
#include <SDL2/SDL_config_android.h>
#elif defined(__OS2__)
#include <SDL2/SDL_config_os2.h>
#elif defined(__EMSCRIPTEN__)
#include <SDL2/SDL_config_emscripten.h>
#elif defined(__NGAGE__)
#include <SDL2/SDL_config_ngage.h>
#else
/* This is a minimal configuration just to get SDL running on new platforms. */
#include <SDL2/SDL_config_minimal.h>
#endif /* platform config */
#ifdef USING_GENERATED_CONFIG_H
#error Wrong SDL_config.h, check your include path?
#endif
#endif /* SDL_config_h_ */

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@@ -1,277 +0,0 @@
/*
Simple DirectMedia Layer
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, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SDL_config_macosx_h_
#define SDL_config_macosx_h_
#define SDL_config_h_
#include <SDL2/SDL_platform.h>
/* This gets us MAC_OS_X_VERSION_MIN_REQUIRED... */
#include <AvailabilityMacros.h>
/* This is a set of defines to configure the SDL features */
#ifdef __LP64__
#define SIZEOF_VOIDP 8
#else
#define SIZEOF_VOIDP 4
#endif
/* Useful headers */
#define STDC_HEADERS 1
#define HAVE_ALLOCA_H 1
#define HAVE_CTYPE_H 1
#define HAVE_FLOAT_H 1
#define HAVE_INTTYPES_H 1
#define HAVE_LIMITS_H 1
#define HAVE_MATH_H 1
#define HAVE_SIGNAL_H 1
#define HAVE_STDINT_H 1
#define HAVE_STDIO_H 1
#define HAVE_STRING_H 1
#define HAVE_SYS_TYPES_H 1
#define HAVE_LIBUNWIND_H 1
/* C library functions */
#define HAVE_DLOPEN 1
#define HAVE_MALLOC 1
#define HAVE_CALLOC 1
#define HAVE_REALLOC 1
#define HAVE_FREE 1
#define HAVE_ALLOCA 1
#define HAVE_GETENV 1
#define HAVE_SETENV 1
#define HAVE_PUTENV 1
#define HAVE_UNSETENV 1
#define HAVE_QSORT 1
#define HAVE_BSEARCH 1
#define HAVE_ABS 1
#define HAVE_BCOPY 1
#define HAVE_MEMSET 1
#define HAVE_MEMCPY 1
#define HAVE_MEMMOVE 1
#define HAVE_MEMCMP 1
#define HAVE_STRLEN 1
#define HAVE_STRLCPY 1
#define HAVE_STRLCAT 1
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1
#define HAVE_STRTOK_R 1
#define HAVE_STRTOL 1
#define HAVE_STRTOUL 1
#define HAVE_STRTOLL 1
#define HAVE_STRTOULL 1
#define HAVE_STRTOD 1
#define HAVE_ATOI 1
#define HAVE_ATOF 1
#define HAVE_STRCMP 1
#define HAVE_STRNCMP 1
#define HAVE_STRCASECMP 1
#define HAVE_STRNCASECMP 1
#define HAVE_STRCASESTR 1
#define HAVE_VSSCANF 1
#define HAVE_VSNPRINTF 1
#define HAVE_M_PI 1
#define HAVE_ACOS 1
#define HAVE_ACOSF 1
#define HAVE_ASIN 1
#define HAVE_ASINF 1
#define HAVE_ATAN 1
#define HAVE_ATANF 1
#define HAVE_ATAN2 1
#define HAVE_ATAN2F 1
#define HAVE_CEIL 1
#define HAVE_CEILF 1
#define HAVE_COPYSIGN 1
#define HAVE_COPYSIGNF 1
#define HAVE_COS 1
#define HAVE_COSF 1
#define HAVE_EXP 1
#define HAVE_EXPF 1
#define HAVE_FABS 1
#define HAVE_FABSF 1
#define HAVE_FLOOR 1
#define HAVE_FLOORF 1
#define HAVE_FMOD 1
#define HAVE_FMODF 1
#define HAVE_LOG 1
#define HAVE_LOGF 1
#define HAVE_LOG10 1
#define HAVE_LOG10F 1
#define HAVE_LROUND 1
#define HAVE_LROUNDF 1
#define HAVE_POW 1
#define HAVE_POWF 1
#define HAVE_ROUND 1
#define HAVE_ROUNDF 1
#define HAVE_SCALBN 1
#define HAVE_SCALBNF 1
#define HAVE_SIN 1
#define HAVE_SINF 1
#define HAVE_SQRT 1
#define HAVE_SQRTF 1
#define HAVE_TAN 1
#define HAVE_TANF 1
#define HAVE_TRUNC 1
#define HAVE_TRUNCF 1
#define HAVE_SIGACTION 1
#define HAVE_SETJMP 1
#define HAVE_NANOSLEEP 1
#define HAVE_SYSCONF 1
#define HAVE_SYSCTLBYNAME 1
#if defined(__has_include) && (defined(__i386__) || defined(__x86_64))
# if __has_include(<immintrin.h>)
# define HAVE_IMMINTRIN_H 1
# endif
#endif
#if (MAC_OS_X_VERSION_MAX_ALLOWED >= 1070)
#define HAVE_O_CLOEXEC 1
#endif
#define HAVE_GCC_ATOMICS 1
/* Enable various audio drivers */
#define SDL_AUDIO_DRIVER_COREAUDIO 1
#define SDL_AUDIO_DRIVER_DISK 1
#define SDL_AUDIO_DRIVER_DUMMY 1
/* Enable various input drivers */
#define SDL_JOYSTICK_HIDAPI 1
#define SDL_JOYSTICK_IOKIT 1
#define SDL_JOYSTICK_VIRTUAL 1
#define SDL_HAPTIC_IOKIT 1
/* The MFI controller support requires ARC Objective C runtime */
#if MAC_OS_X_VERSION_MIN_REQUIRED >= 1080 && !defined(__i386__)
#define SDL_JOYSTICK_MFI 1
#endif
/* Enable the dummy sensor driver */
#define SDL_SENSOR_DUMMY 1
/* Enable various shared object loading systems */
#define SDL_LOADSO_DLOPEN 1
/* Enable various threading systems */
#define SDL_THREAD_PTHREAD 1
#define SDL_THREAD_PTHREAD_RECURSIVE_MUTEX 1
/* Enable various timer systems */
#define SDL_TIMER_UNIX 1
/* Enable various video drivers */
#define SDL_VIDEO_DRIVER_COCOA 1
#define SDL_VIDEO_DRIVER_DUMMY 1
#undef SDL_VIDEO_DRIVER_X11
#define SDL_VIDEO_DRIVER_X11_DYNAMIC "/opt/X11/lib/libX11.6.dylib"
#define SDL_VIDEO_DRIVER_X11_DYNAMIC_XEXT "/opt/X11/lib/libXext.6.dylib"
#define SDL_VIDEO_DRIVER_X11_DYNAMIC_XINPUT2 "/opt/X11/lib/libXi.6.dylib"
#define SDL_VIDEO_DRIVER_X11_DYNAMIC_XRANDR "/opt/X11/lib/libXrandr.2.dylib"
#define SDL_VIDEO_DRIVER_X11_DYNAMIC_XSS "/opt/X11/lib/libXss.1.dylib"
#define SDL_VIDEO_DRIVER_X11_XDBE 1
#define SDL_VIDEO_DRIVER_X11_XRANDR 1
#define SDL_VIDEO_DRIVER_X11_XSCRNSAVER 1
#define SDL_VIDEO_DRIVER_X11_XSHAPE 1
#define SDL_VIDEO_DRIVER_X11_HAS_XKBKEYCODETOKEYSYM 1
#ifdef MAC_OS_X_VERSION_10_8
/*
* No matter the versions targeted, this is the 10.8 or later SDK, so you have
* to use the external Xquartz, which is a more modern Xlib. Previous SDKs
* used an older Xlib.
*/
#define SDL_VIDEO_DRIVER_X11_XINPUT2 1
#define SDL_VIDEO_DRIVER_X11_SUPPORTS_GENERIC_EVENTS 1
#endif
#ifndef SDL_VIDEO_RENDER_OGL
#define SDL_VIDEO_RENDER_OGL 1
#endif
#ifndef SDL_VIDEO_RENDER_OGL_ES2
#define SDL_VIDEO_RENDER_OGL_ES2 1
#endif
/* Metal only supported on 64-bit architectures with 10.11+ */
#if TARGET_RT_64_BIT && (MAC_OS_X_VERSION_MAX_ALLOWED >= 101100)
#define SDL_PLATFORM_SUPPORTS_METAL 1
#else
#define SDL_PLATFORM_SUPPORTS_METAL 0
#endif
#ifndef SDL_VIDEO_RENDER_METAL
#if SDL_PLATFORM_SUPPORTS_METAL
#define SDL_VIDEO_RENDER_METAL 1
#else
#define SDL_VIDEO_RENDER_METAL 0
#endif
#endif
/* Enable OpenGL support */
#ifndef SDL_VIDEO_OPENGL
#define SDL_VIDEO_OPENGL 1
#endif
#ifndef SDL_VIDEO_OPENGL_ES2
#define SDL_VIDEO_OPENGL_ES2 1
#endif
#ifndef SDL_VIDEO_OPENGL_EGL
#define SDL_VIDEO_OPENGL_EGL 1
#endif
#ifndef SDL_VIDEO_OPENGL_CGL
#define SDL_VIDEO_OPENGL_CGL 1
#endif
#ifndef SDL_VIDEO_OPENGL_GLX
#define SDL_VIDEO_OPENGL_GLX 1
#endif
/* Enable Vulkan and Metal support */
#ifndef SDL_VIDEO_VULKAN
#if SDL_PLATFORM_SUPPORTS_METAL
#define SDL_VIDEO_VULKAN 1
#else
#define SDL_VIDEO_VULKAN 0
#endif
#endif
#ifndef SDL_VIDEO_METAL
#if SDL_PLATFORM_SUPPORTS_METAL
#define SDL_VIDEO_METAL 1
#else
#define SDL_VIDEO_METAL 0
#endif
#endif
/* Enable system power support */
#define SDL_POWER_MACOSX 1
/* enable filesystem support */
#define SDL_FILESYSTEM_COCOA 1
/* Enable assembly routines */
#ifdef __ppc__
#define SDL_ALTIVEC_BLITTERS 1
#endif
#endif /* SDL_config_macosx_h_ */

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@@ -1,602 +0,0 @@
/*
Simple DirectMedia Layer
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, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/* WIKI CATEGORY: CPUInfo */
/**
* # CategoryCPUInfo
*
* CPU feature detection for SDL.
*
* These functions are largely concerned with reporting if the system has
* access to various SIMD instruction sets, but also has other important info
* to share, such as number of logical CPU cores.
*/
#ifndef SDL_cpuinfo_h_
#define SDL_cpuinfo_h_
#include <SDL2/SDL_stdinc.h>
/* Need to do this here because intrin.h has C++ code in it */
/* Visual Studio 2005 has a bug where intrin.h conflicts with winnt.h */
#if defined(_MSC_VER) && (_MSC_VER >= 1500) && (defined(_M_IX86) || defined(_M_X64))
#ifdef __clang__
/* As of Clang 11, '_m_prefetchw' is conflicting with the winnt.h's version,
so we define the needed '_m_prefetch' here as a pseudo-header, until the issue is fixed. */
#ifndef __PRFCHWINTRIN_H
#define __PRFCHWINTRIN_H
static __inline__ void __attribute__((__always_inline__, __nodebug__))
_m_prefetch(void *__P)
{
__builtin_prefetch (__P, 0, 3 /* _MM_HINT_T0 */);
}
#endif /* __PRFCHWINTRIN_H */
#endif /* __clang__ */
#include <intrin.h>
#ifndef _WIN64
#ifndef __MMX__
#define __MMX__
#endif
/*
#ifndef __3dNOW__
#define __3dNOW__
#endif
*/
#endif
#ifndef __SSE__
#define __SSE__
#endif
#ifndef __SSE2__
#define __SSE2__
#endif
#ifndef __SSE3__
#define __SSE3__
#endif
#elif defined(__MINGW64_VERSION_MAJOR)
#include <intrin.h>
#if !defined(SDL_DISABLE_ARM_NEON_H) && defined(__ARM_NEON)
# include <arm_neon.h>
#endif
#else
/* altivec.h redefining bool causes a number of problems, see bugs 3993 and 4392, so you need to explicitly define SDL_ENABLE_ALTIVEC_H to have it included. */
#if defined(HAVE_ALTIVEC_H) && defined(__ALTIVEC__) && !defined(__APPLE_ALTIVEC__) && defined(SDL_ENABLE_ALTIVEC_H)
#include <altivec.h>
#endif
#if !defined(SDL_DISABLE_ARM_NEON_H)
# if defined(__ARM_NEON)
# include <arm_neon.h>
# elif defined(__WINDOWS__) || defined(__WINRT__) || defined(__GDK__)
/* Visual Studio doesn't define __ARM_ARCH, but _M_ARM (if set, always 7), and _M_ARM64 (if set, always 1). */
# if defined(_M_ARM)
# include <armintr.h>
# include <arm_neon.h>
# define __ARM_NEON 1 /* Set __ARM_NEON so that it can be used elsewhere, at compile time */
# endif
# if defined (_M_ARM64)
# 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
#endif /* compiler version */
#if defined(__3dNOW__) && !defined(SDL_DISABLE_MM3DNOW_H)
#include <mm3dnow.h>
#endif
#if defined(__loongarch_sx) && !defined(SDL_DISABLE_LSX_H)
#include <lsxintrin.h>
#define __LSX__
#endif
#if defined(__loongarch_asx) && !defined(SDL_DISABLE_LASX_H)
#include <lasxintrin.h>
#define __LASX__
#endif
#if defined(HAVE_IMMINTRIN_H) && !defined(SDL_DISABLE_IMMINTRIN_H)
#include <immintrin.h>
#else
#if defined(__MMX__) && !defined(SDL_DISABLE_MMINTRIN_H)
#include <mmintrin.h>
#endif
#if defined(__SSE__) && !defined(SDL_DISABLE_XMMINTRIN_H)
#include <xmmintrin.h>
#endif
#if defined(__SSE2__) && !defined(SDL_DISABLE_EMMINTRIN_H)
#include <emmintrin.h>
#endif
#if defined(__SSE3__) && !defined(SDL_DISABLE_PMMINTRIN_H)
#include <pmmintrin.h>
#endif
#endif /* HAVE_IMMINTRIN_H */
#include <SDL2/begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* This is a guess for the cacheline size used for padding.
* Most x86 processors have a 64 byte cache line.
* The 64-bit PowerPC processors have a 128 byte cache line.
* We'll use the larger value to be generally safe.
*/
#define SDL_CACHELINE_SIZE 128
/**
* Get the number of CPU cores available.
*
* \returns the total number of logical CPU cores. On CPUs that include
* technologies such as hyperthreading, the number of logical cores
* may be more than the number of physical cores.
*
* \since This function is available since SDL 2.0.0.
*/
extern DECLSPEC int SDLCALL SDL_GetCPUCount(void);
/**
* Determine the L1 cache line size of the CPU.
*
* This is useful for determining multi-threaded structure padding or SIMD
* prefetch sizes.
*
* \returns the L1 cache line size of the CPU, in bytes.
*
* \since This function is available since SDL 2.0.0.
*/
extern DECLSPEC int SDLCALL SDL_GetCPUCacheLineSize(void);
/**
* Determine whether the CPU has the RDTSC instruction.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns SDL_TRUE if the CPU has the RDTSC instruction or SDL_FALSE if not.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Has3DNow
* \sa SDL_HasAltiVec
* \sa SDL_HasAVX
* \sa SDL_HasAVX2
* \sa SDL_HasMMX
* \sa SDL_HasSSE
* \sa SDL_HasSSE2
* \sa SDL_HasSSE3
* \sa SDL_HasSSE41
* \sa SDL_HasSSE42
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasRDTSC(void);
/**
* Determine whether the CPU has AltiVec features.
*
* This always returns false on CPUs that aren't using PowerPC instruction
* sets.
*
* \returns SDL_TRUE if the CPU has AltiVec features or SDL_FALSE if not.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Has3DNow
* \sa SDL_HasAVX
* \sa SDL_HasAVX2
* \sa SDL_HasMMX
* \sa SDL_HasRDTSC
* \sa SDL_HasSSE
* \sa SDL_HasSSE2
* \sa SDL_HasSSE3
* \sa SDL_HasSSE41
* \sa SDL_HasSSE42
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasAltiVec(void);
/**
* Determine whether the CPU has MMX features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns SDL_TRUE if the CPU has MMX features or SDL_FALSE if not.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Has3DNow
* \sa SDL_HasAltiVec
* \sa SDL_HasAVX
* \sa SDL_HasAVX2
* \sa SDL_HasRDTSC
* \sa SDL_HasSSE
* \sa SDL_HasSSE2
* \sa SDL_HasSSE3
* \sa SDL_HasSSE41
* \sa SDL_HasSSE42
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasMMX(void);
/**
* Determine whether the CPU has 3DNow! features.
*
* This always returns false on CPUs that aren't using AMD instruction sets.
*
* \returns SDL_TRUE if the CPU has 3DNow! features or SDL_FALSE if not.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_HasAltiVec
* \sa SDL_HasAVX
* \sa SDL_HasAVX2
* \sa SDL_HasMMX
* \sa SDL_HasRDTSC
* \sa SDL_HasSSE
* \sa SDL_HasSSE2
* \sa SDL_HasSSE3
* \sa SDL_HasSSE41
* \sa SDL_HasSSE42
*/
extern DECLSPEC SDL_bool SDLCALL SDL_Has3DNow(void);
/**
* Determine whether the CPU has SSE features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns SDL_TRUE if the CPU has SSE features or SDL_FALSE if not.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Has3DNow
* \sa SDL_HasAltiVec
* \sa SDL_HasAVX
* \sa SDL_HasAVX2
* \sa SDL_HasMMX
* \sa SDL_HasRDTSC
* \sa SDL_HasSSE2
* \sa SDL_HasSSE3
* \sa SDL_HasSSE41
* \sa SDL_HasSSE42
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE(void);
/**
* Determine whether the CPU has SSE2 features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns SDL_TRUE if the CPU has SSE2 features or SDL_FALSE if not.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Has3DNow
* \sa SDL_HasAltiVec
* \sa SDL_HasAVX
* \sa SDL_HasAVX2
* \sa SDL_HasMMX
* \sa SDL_HasRDTSC
* \sa SDL_HasSSE
* \sa SDL_HasSSE3
* \sa SDL_HasSSE41
* \sa SDL_HasSSE42
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE2(void);
/**
* Determine whether the CPU has SSE3 features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns SDL_TRUE if the CPU has SSE3 features or SDL_FALSE if not.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Has3DNow
* \sa SDL_HasAltiVec
* \sa SDL_HasAVX
* \sa SDL_HasAVX2
* \sa SDL_HasMMX
* \sa SDL_HasRDTSC
* \sa SDL_HasSSE
* \sa SDL_HasSSE2
* \sa SDL_HasSSE41
* \sa SDL_HasSSE42
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE3(void);
/**
* Determine whether the CPU has SSE4.1 features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns SDL_TRUE if the CPU has SSE4.1 features or SDL_FALSE if not.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Has3DNow
* \sa SDL_HasAltiVec
* \sa SDL_HasAVX
* \sa SDL_HasAVX2
* \sa SDL_HasMMX
* \sa SDL_HasRDTSC
* \sa SDL_HasSSE
* \sa SDL_HasSSE2
* \sa SDL_HasSSE3
* \sa SDL_HasSSE42
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE41(void);
/**
* Determine whether the CPU has SSE4.2 features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns SDL_TRUE if the CPU has SSE4.2 features or SDL_FALSE if not.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Has3DNow
* \sa SDL_HasAltiVec
* \sa SDL_HasAVX
* \sa SDL_HasAVX2
* \sa SDL_HasMMX
* \sa SDL_HasRDTSC
* \sa SDL_HasSSE
* \sa SDL_HasSSE2
* \sa SDL_HasSSE3
* \sa SDL_HasSSE41
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE42(void);
/**
* Determine whether the CPU has AVX features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns SDL_TRUE if the CPU has AVX features or SDL_FALSE if not.
*
* \since This function is available since SDL 2.0.2.
*
* \sa SDL_Has3DNow
* \sa SDL_HasAltiVec
* \sa SDL_HasAVX2
* \sa SDL_HasMMX
* \sa SDL_HasRDTSC
* \sa SDL_HasSSE
* \sa SDL_HasSSE2
* \sa SDL_HasSSE3
* \sa SDL_HasSSE41
* \sa SDL_HasSSE42
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasAVX(void);
/**
* Determine whether the CPU has AVX2 features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns SDL_TRUE if the CPU has AVX2 features or SDL_FALSE if not.
*
* \since This function is available since SDL 2.0.4.
*
* \sa SDL_Has3DNow
* \sa SDL_HasAltiVec
* \sa SDL_HasAVX
* \sa SDL_HasMMX
* \sa SDL_HasRDTSC
* \sa SDL_HasSSE
* \sa SDL_HasSSE2
* \sa SDL_HasSSE3
* \sa SDL_HasSSE41
* \sa SDL_HasSSE42
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasAVX2(void);
/**
* Determine whether the CPU has AVX-512F (foundation) features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns SDL_TRUE if the CPU has AVX-512F features or SDL_FALSE if not.
*
* \since This function is available since SDL 2.0.9.
*
* \sa SDL_HasAVX
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasAVX512F(void);
/**
* Determine whether the CPU has ARM SIMD (ARMv6) features.
*
* This is different from ARM NEON, which is a different instruction set.
*
* This always returns false on CPUs that aren't using ARM instruction sets.
*
* \returns SDL_TRUE if the CPU has ARM SIMD features or SDL_FALSE if not.
*
* \since This function is available since SDL 2.0.12.
*
* \sa SDL_HasNEON
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasARMSIMD(void);
/**
* Determine whether the CPU has NEON (ARM SIMD) features.
*
* This always returns false on CPUs that aren't using ARM instruction sets.
*
* \returns SDL_TRUE if the CPU has ARM NEON features or SDL_FALSE if not.
*
* \since This function is available since SDL 2.0.6.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasNEON(void);
/**
* Determine whether the CPU has LSX (LOONGARCH SIMD) features.
*
* This always returns false on CPUs that aren't using LOONGARCH instruction
* sets.
*
* \returns SDL_TRUE if the CPU has LOONGARCH LSX features or SDL_FALSE if
* not.
*
* \since This function is available since SDL 2.24.0.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasLSX(void);
/**
* Determine whether the CPU has LASX (LOONGARCH SIMD) features.
*
* This always returns false on CPUs that aren't using LOONGARCH instruction
* sets.
*
* \returns SDL_TRUE if the CPU has LOONGARCH LASX features or SDL_FALSE if
* not.
*
* \since This function is available since SDL 2.24.0.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasLASX(void);
/**
* Get the amount of RAM configured in the system.
*
* \returns the amount of RAM configured in the system in MiB.
*
* \since This function is available since SDL 2.0.1.
*/
extern DECLSPEC int SDLCALL SDL_GetSystemRAM(void);
/**
* Report the alignment this system needs for SIMD allocations.
*
* This will return the minimum number of bytes to which a pointer must be
* aligned to be compatible with SIMD instructions on the current machine. For
* example, if the machine supports SSE only, it will return 16, but if it
* supports AVX-512F, it'll return 64 (etc). This only reports values for
* instruction sets SDL knows about, so if your SDL build doesn't have
* SDL_HasAVX512F(), then it might return 16 for the SSE support it sees and
* not 64 for the AVX-512 instructions that exist but SDL doesn't know about.
* Plan accordingly.
*
* \returns the alignment in bytes needed for available, known SIMD
* instructions.
*
* \since This function is available since SDL 2.0.10.
*/
extern DECLSPEC size_t SDLCALL SDL_SIMDGetAlignment(void);
/**
* Allocate memory in a SIMD-friendly way.
*
* This will allocate a block of memory that is suitable for use with SIMD
* instructions. Specifically, it will be properly aligned and padded for the
* system's supported vector instructions.
*
* The memory returned will be padded such that it is safe to read or write an
* incomplete vector at the end of the memory block. This can be useful so you
* don't have to drop back to a scalar fallback at the end of your SIMD
* processing loop to deal with the final elements without overflowing the
* allocated buffer.
*
* You must free this memory with SDL_FreeSIMD(), not free() or SDL_free() or
* delete[], etc.
*
* Note that SDL will only deal with SIMD instruction sets it is aware of; for
* example, SDL 2.0.8 knows that SSE wants 16-byte vectors (SDL_HasSSE()), and
* AVX2 wants 32 bytes (SDL_HasAVX2()), but doesn't know that AVX-512 wants
* 64. To be clear: if you can't decide to use an instruction set with an
* SDL_Has*() function, don't use that instruction set with memory allocated
* through here.
*
* SDL_AllocSIMD(0) will return a non-NULL pointer, assuming the system isn't
* out of memory, but you are not allowed to dereference it (because you only
* own zero bytes of that buffer).
*
* \param len The length, in bytes, of the block to allocate. The actual
* allocated block might be larger due to padding, etc.
* \returns a pointer to the newly-allocated block, NULL if out of memory.
*
* \since This function is available since SDL 2.0.10.
*
* \sa SDL_SIMDGetAlignment
* \sa SDL_SIMDRealloc
* \sa SDL_SIMDFree
*/
extern DECLSPEC void * SDLCALL SDL_SIMDAlloc(const size_t len);
/**
* Reallocate memory obtained from SDL_SIMDAlloc
*
* It is not valid to use this function on a pointer from anything but
* SDL_SIMDAlloc(). It can't be used on pointers from malloc, realloc,
* SDL_malloc, memalign, new[], etc.
*
* \param mem The pointer obtained from SDL_SIMDAlloc. This function also
* accepts NULL, at which point this function is the same as
* calling SDL_SIMDAlloc with a NULL pointer.
* \param len The length, in bytes, of the block to allocated. The actual
* allocated block might be larger due to padding, etc. Passing 0
* will return a non-NULL pointer, assuming the system isn't out of
* memory.
* \returns a pointer to the newly-reallocated block, NULL if out of memory.
*
* \since This function is available since SDL 2.0.14.
*
* \sa SDL_SIMDGetAlignment
* \sa SDL_SIMDAlloc
* \sa SDL_SIMDFree
*/
extern DECLSPEC void * SDLCALL SDL_SIMDRealloc(void *mem, const size_t len);
/**
* Deallocate memory obtained from SDL_SIMDAlloc
*
* It is not valid to use this function on a pointer from anything but
* SDL_SIMDAlloc() or SDL_SIMDRealloc(). It can't be used on pointers from
* malloc, realloc, SDL_malloc, memalign, new[], etc.
*
* However, SDL_SIMDFree(NULL) is a legal no-op.
*
* The memory pointed to by `ptr` is no longer valid for access upon return,
* and may be returned to the system or reused by a future allocation. The
* pointer passed to this function is no longer safe to dereference once this
* function returns, and should be discarded.
*
* \param ptr The pointer, returned from SDL_SIMDAlloc or SDL_SIMDRealloc, to
* deallocate. NULL is a legal no-op.
*
* \since This function is available since SDL 2.0.10.
*
* \sa SDL_SIMDAlloc
* \sa SDL_SIMDRealloc
*/
extern DECLSPEC void SDLCALL SDL_SIMDFree(void *ptr);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL2/close_code.h>
#endif /* SDL_cpuinfo_h_ */
/* vi: set ts=4 sw=4 expandtab: */

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@@ -1,396 +0,0 @@
/*
Simple DirectMedia Layer
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, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* # CategoryEndian
*
* Functions for reading and writing endian-specific values
*/
#ifndef SDL_endian_h_
#define SDL_endian_h_
#include <SDL2/SDL_stdinc.h>
#if defined(_MSC_VER) && (_MSC_VER >= 1400)
/* As of Clang 11, '_m_prefetchw' is conflicting with the winnt.h's version,
so we define the needed '_m_prefetch' here as a pseudo-header, until the issue is fixed. */
#ifdef __clang__
#ifndef __PRFCHWINTRIN_H
#define __PRFCHWINTRIN_H
static __inline__ void __attribute__((__always_inline__, __nodebug__))
_m_prefetch(void *__P)
{
__builtin_prefetch(__P, 0, 3 /* _MM_HINT_T0 */);
}
#endif /* __PRFCHWINTRIN_H */
#endif /* __clang__ */
#include <intrin.h>
#endif
/**
* \name The two types of endianness
*/
/* @{ */
#define SDL_LIL_ENDIAN 1234
#define SDL_BIG_ENDIAN 4321
/* @} */
#ifndef SDL_BYTEORDER /* Not defined in SDL_config.h? */
#ifdef __linux__
#include <endian.h>
#define SDL_BYTEORDER __BYTE_ORDER
#elif defined(__sun) && defined(__SVR4) /* Solaris */
#include <sys/byteorder.h>
#if defined(_LITTLE_ENDIAN)
#define SDL_BYTEORDER SDL_LIL_ENDIAN
#elif defined(_BIG_ENDIAN)
#define SDL_BYTEORDER SDL_BIG_ENDIAN
#else
#error Unsupported endianness
#endif
#elif defined(__OpenBSD__) || defined(__DragonFly__)
#include <endian.h>
#define SDL_BYTEORDER BYTE_ORDER
#elif defined(__FreeBSD__) || defined(__NetBSD__)
#include <sys/endian.h>
#define SDL_BYTEORDER BYTE_ORDER
/* predefs from newer gcc and clang versions: */
#elif defined(__ORDER_LITTLE_ENDIAN__) && defined(__ORDER_BIG_ENDIAN__) && defined(__BYTE_ORDER__)
#if (__BYTE_ORDER__ == __ORDER_LITTLE_ENDIAN__)
#define SDL_BYTEORDER SDL_LIL_ENDIAN
#elif (__BYTE_ORDER__ == __ORDER_BIG_ENDIAN__)
#define SDL_BYTEORDER SDL_BIG_ENDIAN
#else
#error Unsupported endianness
#endif /**/
#else
#if defined(__hppa__) || \
defined(__m68k__) || defined(mc68000) || defined(_M_M68K) || \
(defined(__MIPS__) && defined(__MIPSEB__)) || \
defined(__ppc__) || defined(__POWERPC__) || defined(__powerpc__) || defined(__PPC__) || \
defined(__sparc__) || defined(__sparc)
#define SDL_BYTEORDER SDL_BIG_ENDIAN
#else
#define SDL_BYTEORDER SDL_LIL_ENDIAN
#endif
#endif /* __linux__ */
#endif /* !SDL_BYTEORDER */
#ifndef SDL_FLOATWORDORDER /* Not defined in SDL_config.h? */
/* predefs from newer gcc versions: */
#if defined(__ORDER_LITTLE_ENDIAN__) && defined(__ORDER_BIG_ENDIAN__) && defined(__FLOAT_WORD_ORDER__)
#if (__FLOAT_WORD_ORDER__ == __ORDER_LITTLE_ENDIAN__)
#define SDL_FLOATWORDORDER SDL_LIL_ENDIAN
#elif (__FLOAT_WORD_ORDER__ == __ORDER_BIG_ENDIAN__)
#define SDL_FLOATWORDORDER SDL_BIG_ENDIAN
#else
#error Unsupported endianness
#endif /**/
#elif defined(__MAVERICK__)
/* For Maverick, float words are always little-endian. */
#define SDL_FLOATWORDORDER SDL_LIL_ENDIAN
#elif (defined(__arm__) || defined(__thumb__)) && !defined(__VFP_FP__) && !defined(__ARM_EABI__)
/* For FPA, float words are always big-endian. */
#define SDL_FLOATWORDORDER SDL_BIG_ENDIAN
#else
/* By default, assume that floats words follow the memory system mode. */
#define SDL_FLOATWORDORDER SDL_BYTEORDER
#endif /* __FLOAT_WORD_ORDER__ */
#endif /* !SDL_FLOATWORDORDER */
#include <SDL2/begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \file SDL_endian.h
*/
/* various modern compilers may have builtin swap */
#if defined(__GNUC__) || defined(__clang__)
# define HAS_BUILTIN_BSWAP16 (_SDL_HAS_BUILTIN(__builtin_bswap16)) || \
(__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 8))
# define HAS_BUILTIN_BSWAP32 (_SDL_HAS_BUILTIN(__builtin_bswap32)) || \
(__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3))
# define HAS_BUILTIN_BSWAP64 (_SDL_HAS_BUILTIN(__builtin_bswap64)) || \
(__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3))
/* this one is broken */
# define HAS_BROKEN_BSWAP (__GNUC__ == 2 && __GNUC_MINOR__ <= 95)
#else
# define HAS_BUILTIN_BSWAP16 0
# define HAS_BUILTIN_BSWAP32 0
# define HAS_BUILTIN_BSWAP64 0
# define HAS_BROKEN_BSWAP 0
#endif
#if HAS_BUILTIN_BSWAP16
#define SDL_Swap16(x) __builtin_bswap16(x)
#elif (defined(_MSC_VER) && (_MSC_VER >= 1400)) && !defined(__ICL)
#pragma intrinsic(_byteswap_ushort)
#define SDL_Swap16(x) _byteswap_ushort(x)
#elif defined(__i386__) && !HAS_BROKEN_BSWAP
SDL_FORCE_INLINE Uint16
SDL_Swap16(Uint16 x)
{
__asm__("xchgb %b0,%h0": "=q"(x):"0"(x));
return x;
}
#elif defined(__x86_64__)
SDL_FORCE_INLINE Uint16
SDL_Swap16(Uint16 x)
{
__asm__("xchgb %b0,%h0": "=Q"(x):"0"(x));
return x;
}
#elif (defined(__powerpc__) || defined(__ppc__))
SDL_FORCE_INLINE Uint16
SDL_Swap16(Uint16 x)
{
int result;
__asm__("rlwimi %0,%2,8,16,23": "=&r"(result):"0"(x >> 8), "r"(x));
return (Uint16)result;
}
#elif (defined(__m68k__) && !defined(__mcoldfire__))
SDL_FORCE_INLINE Uint16
SDL_Swap16(Uint16 x)
{
__asm__("rorw #8,%0": "=d"(x): "0"(x):"cc");
return x;
}
#elif defined(__WATCOMC__) && defined(__386__)
extern __inline Uint16 SDL_Swap16(Uint16);
#pragma aux SDL_Swap16 = \
"xchg al, ah" \
parm [ax] \
modify [ax];
#else
/**
* Use this function to swap the byte order of a 16-bit value.
*
* \param x the value to be swapped.
* \returns the swapped value.
*
* \sa SDL_SwapBE16
* \sa SDL_SwapLE16
*/
SDL_FORCE_INLINE Uint16
SDL_Swap16(Uint16 x)
{
return SDL_static_cast(Uint16, ((x << 8) | (x >> 8)));
}
#endif
#if HAS_BUILTIN_BSWAP32
#define SDL_Swap32(x) __builtin_bswap32(x)
#elif (defined(_MSC_VER) && (_MSC_VER >= 1400)) && !defined(__ICL)
#pragma intrinsic(_byteswap_ulong)
#define SDL_Swap32(x) _byteswap_ulong(x)
#elif defined(__i386__) && !HAS_BROKEN_BSWAP
SDL_FORCE_INLINE Uint32
SDL_Swap32(Uint32 x)
{
__asm__("bswap %0": "=r"(x):"0"(x));
return x;
}
#elif defined(__x86_64__)
SDL_FORCE_INLINE Uint32
SDL_Swap32(Uint32 x)
{
__asm__("bswapl %0": "=r"(x):"0"(x));
return x;
}
#elif (defined(__powerpc__) || defined(__ppc__))
SDL_FORCE_INLINE Uint32
SDL_Swap32(Uint32 x)
{
Uint32 result;
__asm__("rlwimi %0,%2,24,16,23": "=&r"(result): "0" (x>>24), "r"(x));
__asm__("rlwimi %0,%2,8,8,15" : "=&r"(result): "0" (result), "r"(x));
__asm__("rlwimi %0,%2,24,0,7" : "=&r"(result): "0" (result), "r"(x));
return result;
}
#elif (defined(__m68k__) && !defined(__mcoldfire__))
SDL_FORCE_INLINE Uint32
SDL_Swap32(Uint32 x)
{
__asm__("rorw #8,%0\n\tswap %0\n\trorw #8,%0": "=d"(x): "0"(x):"cc");
return x;
}
#elif defined(__WATCOMC__) && defined(__386__)
extern __inline Uint32 SDL_Swap32(Uint32);
#pragma aux SDL_Swap32 = \
"bswap eax" \
parm [eax] \
modify [eax];
#else
/**
* Use this function to swap the byte order of a 32-bit value.
*
* \param x the value to be swapped.
* \returns the swapped value.
*
* \sa SDL_SwapBE32
* \sa SDL_SwapLE32
*/
SDL_FORCE_INLINE Uint32
SDL_Swap32(Uint32 x)
{
return SDL_static_cast(Uint32, ((x << 24) | ((x << 8) & 0x00FF0000) |
((x >> 8) & 0x0000FF00) | (x >> 24)));
}
#endif
#if HAS_BUILTIN_BSWAP64
#define SDL_Swap64(x) __builtin_bswap64(x)
#elif (defined(_MSC_VER) && (_MSC_VER >= 1400)) && !defined(__ICL)
#pragma intrinsic(_byteswap_uint64)
#define SDL_Swap64(x) _byteswap_uint64(x)
#elif defined(__i386__) && !HAS_BROKEN_BSWAP
SDL_FORCE_INLINE Uint64
SDL_Swap64(Uint64 x)
{
union {
struct {
Uint32 a, b;
} s;
Uint64 u;
} v;
v.u = x;
__asm__("bswapl %0 ; bswapl %1 ; xchgl %0,%1"
: "=r"(v.s.a), "=r"(v.s.b)
: "0" (v.s.a), "1"(v.s.b));
return v.u;
}
#elif defined(__x86_64__)
SDL_FORCE_INLINE Uint64
SDL_Swap64(Uint64 x)
{
__asm__("bswapq %0": "=r"(x):"0"(x));
return x;
}
#elif defined(__WATCOMC__) && defined(__386__)
extern __inline Uint64 SDL_Swap64(Uint64);
#pragma aux SDL_Swap64 = \
"bswap eax" \
"bswap edx" \
"xchg eax,edx" \
parm [eax edx] \
modify [eax edx];
#else
/**
* Use this function to swap the byte order of a 64-bit value.
*
* \param x the value to be swapped.
* \returns the swapped value.
*
* \sa SDL_SwapBE64
* \sa SDL_SwapLE64
*/
SDL_FORCE_INLINE Uint64
SDL_Swap64(Uint64 x)
{
Uint32 hi, lo;
/* Separate into high and low 32-bit values and swap them */
lo = SDL_static_cast(Uint32, x & 0xFFFFFFFF);
x >>= 32;
hi = SDL_static_cast(Uint32, x & 0xFFFFFFFF);
x = SDL_Swap32(lo);
x <<= 32;
x |= SDL_Swap32(hi);
return (x);
}
#endif
/**
* Use this function to swap the byte order of a floating point value.
*
* \param x the value to be swapped.
* \returns the swapped value.
*
* \sa SDL_SwapFloatBE
* \sa SDL_SwapFloatLE
*/
SDL_FORCE_INLINE float
SDL_SwapFloat(float x)
{
union {
float f;
Uint32 ui32;
} swapper;
swapper.f = x;
swapper.ui32 = SDL_Swap32(swapper.ui32);
return swapper.f;
}
/* remove extra macros */
#undef HAS_BROKEN_BSWAP
#undef HAS_BUILTIN_BSWAP16
#undef HAS_BUILTIN_BSWAP32
#undef HAS_BUILTIN_BSWAP64
/**
* \name Swap to native
* Byteswap item from the specified endianness to the native endianness.
*/
/* @{ */
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
#define SDL_SwapLE16(X) (X)
#define SDL_SwapLE32(X) (X)
#define SDL_SwapLE64(X) (X)
#define SDL_SwapFloatLE(X) (X)
#define SDL_SwapBE16(X) SDL_Swap16(X)
#define SDL_SwapBE32(X) SDL_Swap32(X)
#define SDL_SwapBE64(X) SDL_Swap64(X)
#define SDL_SwapFloatBE(X) SDL_SwapFloat(X)
#else
#define SDL_SwapLE16(X) SDL_Swap16(X)
#define SDL_SwapLE32(X) SDL_Swap32(X)
#define SDL_SwapLE64(X) SDL_Swap64(X)
#define SDL_SwapFloatLE(X) SDL_SwapFloat(X)
#define SDL_SwapBE16(X) (X)
#define SDL_SwapBE32(X) (X)
#define SDL_SwapBE64(X) (X)
#define SDL_SwapFloatBE(X) (X)
#endif
/* @} *//* Swap to native */
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL2/close_code.h>
#endif /* SDL_endian_h_ */
/* vi: set ts=4 sw=4 expandtab: */

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@@ -1,163 +0,0 @@
/*
Simple DirectMedia Layer
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, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* # CategoryError
*
* Simple error message routines for SDL.
*/
#ifndef SDL_error_h_
#define SDL_error_h_
#include <SDL2/SDL_stdinc.h>
#include <SDL2/begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* Public functions */
/**
* Set the SDL error message for the current thread.
*
* Calling this function will replace any previous error message that was set.
*
* This function always returns -1, since SDL frequently uses -1 to signify an
* failing result, leading to this idiom:
*
* ```c
* if (error_code) {
* return SDL_SetError("This operation has failed: %d", error_code);
* }
* ```
*
* \param fmt a printf()-style message format string.
* \param ... additional parameters matching % tokens in the `fmt` string, if
* any.
* \returns always -1.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_ClearError
* \sa SDL_GetError
*/
extern DECLSPEC int SDLCALL SDL_SetError(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1);
/**
* Retrieve a message about the last error that occurred on the current
* thread.
*
* It is possible for multiple errors to occur before calling SDL_GetError().
* Only the last error is returned.
*
* The message is only applicable when an SDL function has signaled an error.
* You must check the return values of SDL function calls to determine when to
* appropriately call SDL_GetError(). You should *not* use the results of
* SDL_GetError() to decide if an error has occurred! Sometimes SDL will set
* an error string even when reporting success.
*
* SDL will *not* clear the error string for successful API calls. You *must*
* check return values for failure cases before you can assume the error
* string applies.
*
* Error strings are set per-thread, so an error set in a different thread
* will not interfere with the current thread's operation.
*
* The returned string is internally allocated and must not be freed by the
* application.
*
* \returns a message with information about the specific error that occurred,
* or an empty string if there hasn't been an error message set since
* the last call to SDL_ClearError(). The message is only applicable
* when an SDL function has signaled an error. You must check the
* return values of SDL function calls to determine when to
* appropriately call SDL_GetError().
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_ClearError
* \sa SDL_SetError
*/
extern DECLSPEC const char *SDLCALL SDL_GetError(void);
/**
* Get the last error message that was set for the current thread.
*
* This allows the caller to copy the error string into a provided buffer, but
* otherwise operates exactly the same as SDL_GetError().
*
* \param errstr A buffer to fill with the last error message that was set for
* the current thread.
* \param maxlen The size of the buffer pointed to by the errstr parameter.
* \returns the pointer passed in as the `errstr` parameter.
*
* \since This function is available since SDL 2.0.14.
*
* \sa SDL_GetError
*/
extern DECLSPEC char * SDLCALL SDL_GetErrorMsg(char *errstr, int maxlen);
/**
* Clear any previous error message for this thread.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetError
* \sa SDL_SetError
*/
extern DECLSPEC void SDLCALL SDL_ClearError(void);
/**
* \name Internal error functions
*
* \internal
* Private error reporting function - used internally.
*/
/* @{ */
#define SDL_OutOfMemory() SDL_Error(SDL_ENOMEM)
#define SDL_Unsupported() SDL_Error(SDL_UNSUPPORTED)
#define SDL_InvalidParamError(param) SDL_SetError("Parameter '%s' is invalid", (param))
typedef enum
{
SDL_ENOMEM,
SDL_EFREAD,
SDL_EFWRITE,
SDL_EFSEEK,
SDL_UNSUPPORTED,
SDL_LASTERROR
} SDL_errorcode;
/* SDL_Error() unconditionally returns -1. */
extern DECLSPEC int SDLCALL SDL_Error(SDL_errorcode code);
/* @} *//* Internal error functions */
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL2/close_code.h>
#endif /* SDL_error_h_ */
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/*
Simple DirectMedia Layer
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, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* # CategoryFilesystem
*
* Include file for filesystem SDL API functions
*/
#ifndef SDL_filesystem_h_
#define SDL_filesystem_h_
#include <SDL2/SDL_stdinc.h>
#include <SDL2/begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* Get the directory where the application was run from.
*
* This is not necessarily a fast call, so you should call this once near
* startup and save the string if you need it.
*
* **Mac OS X and iOS Specific Functionality**: If the application is in a
* ".app" bundle, this function returns the Resource directory (e.g.
* MyApp.app/Contents/Resources/). This behaviour can be overridden by adding
* a property to the Info.plist file. Adding a string key with the name
* SDL_FILESYSTEM_BASE_DIR_TYPE with a supported value will change the
* behaviour.
*
* Supported values for the SDL_FILESYSTEM_BASE_DIR_TYPE property (Given an
* application in /Applications/SDLApp/MyApp.app):
*
* - `resource`: bundle resource directory (the default). For example:
* `/Applications/SDLApp/MyApp.app/Contents/Resources`
* - `bundle`: the Bundle directory. For example:
* `/Applications/SDLApp/MyApp.app/`
* - `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).
*
* The pointer returned is owned by the caller. Please call SDL_free() on the
* pointer when done with it.
*
* \returns an absolute path in UTF-8 encoding to the application data
* directory. NULL will be returned on error or when the platform
* doesn't implement this functionality, call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 2.0.1.
*
* \sa SDL_GetPrefPath
*/
extern DECLSPEC char *SDLCALL SDL_GetBasePath(void);
/**
* Get the user-and-app-specific path where files can be written.
*
* Get the "pref dir". This is meant to be where users can write personal
* files (preferences and save games, etc) that are specific to your
* application. This directory is unique per user, per application.
*
* This function will decide the appropriate location in the native
* filesystem, create the directory if necessary, and return a string of the
* absolute path to the directory in UTF-8 encoding.
*
* On Windows, the string might look like:
*
* `C:\\Users\\bob\\AppData\\Roaming\\My Company\\My Program Name\\`
*
* On Linux, the string might look like:
*
* `/home/bob/.local/share/My Program Name/`
*
* On Mac OS X, the string might look like:
*
* `/Users/bob/Library/Application Support/My Program Name/`
*
* You should assume the path returned by this function is the only safe place
* to write files (and that SDL_GetBasePath(), while it might be writable, or
* even the parent of the returned path, isn't where you should be writing
* things).
*
* Both the org and app strings may become part of a directory name, so please
* follow these rules:
*
* - Try to use the same org string (_including case-sensitivity_) for all
* your applications that use this function.
* - Always use a unique app string for each one, and make sure it never
* changes for an app once you've decided on it.
* - Unicode characters are legal, as long as it's UTF-8 encoded, but...
* - ...only use letters, numbers, and spaces. Avoid punctuation like "Game
* Name 2: Bad Guy's Revenge!" ... "Game Name 2" is sufficient.
*
* The returned path is guaranteed to end with a path separator ('\\' on
* Windows, '/' on most other platforms).
*
* The pointer returned is owned by the caller. Please call SDL_free() on the
* pointer when done with it.
*
* \param org the name of your organization.
* \param app the name of your application.
* \returns a UTF-8 string of the user directory in platform-dependent
* notation. NULL if there's a problem (creating directory failed,
* etc.).
*
* \since This function is available since SDL 2.0.1.
*
* \sa SDL_GetBasePath
*/
extern DECLSPEC char *SDLCALL SDL_GetPrefPath(const char *org, const char *app);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL2/close_code.h>
#endif /* SDL_filesystem_h_ */
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/*
Simple DirectMedia Layer
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, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* # CategoryGesture
*
* Include file for SDL gesture event handling.
*/
#ifndef SDL_gesture_h_
#define SDL_gesture_h_
#include <SDL2/SDL_stdinc.h>
#include <SDL2/SDL_error.h>
#include <SDL2/SDL_video.h>
#include <SDL2/SDL_touch.h>
#include <SDL2/begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
typedef Sint64 SDL_GestureID;
/* Function prototypes */
/**
* Begin recording a gesture on a specified touch device or all touch devices.
*
* If the parameter `touchId` is -1 (i.e., all devices), this function will
* always return 1, regardless of whether there actually are any devices.
*
* \param touchId the touch device id, or -1 for all touch devices.
* \returns 1 on success or 0 if the specified device could not be found.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetTouchDevice
*/
extern DECLSPEC int SDLCALL SDL_RecordGesture(SDL_TouchID touchId);
/**
* Save all currently loaded Dollar Gesture templates.
*
* \param dst a SDL_RWops to save to.
* \returns the number of saved templates on success or 0 on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_LoadDollarTemplates
* \sa SDL_SaveDollarTemplate
*/
extern DECLSPEC int SDLCALL SDL_SaveAllDollarTemplates(SDL_RWops *dst);
/**
* Save a currently loaded Dollar Gesture template.
*
* \param gestureId a gesture id.
* \param dst a SDL_RWops to save to.
* \returns 1 on success or 0 on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_LoadDollarTemplates
* \sa SDL_SaveAllDollarTemplates
*/
extern DECLSPEC int SDLCALL SDL_SaveDollarTemplate(SDL_GestureID gestureId,SDL_RWops *dst);
/**
* Load Dollar Gesture templates from a file.
*
* \param touchId a touch id.
* \param src a SDL_RWops to load from.
* \returns the number of loaded templates on success or a negative error code
* (or 0) on failure; call SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_SaveAllDollarTemplates
* \sa SDL_SaveDollarTemplate
*/
extern DECLSPEC int SDLCALL SDL_LoadDollarTemplates(SDL_TouchID touchId, SDL_RWops *src);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL2/close_code.h>
#endif /* SDL_gesture_h_ */
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/*
Simple DirectMedia Layer
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, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/* WIKI CATEGORY: HIDAPI */
/**
* # CategoryHIDAPI
*
* Header file for SDL HIDAPI functions.
*
* This is an adaptation of the original HIDAPI interface by Alan Ott, and
* includes source code licensed under the following license:
*
* ```
* HIDAPI - Multi-Platform library for
* communication with HID devices.
*
* Copyright 2009, Alan Ott, Signal 11 Software.
* All Rights Reserved.
*
* This software may be used by anyone for any reason so
* long as the copyright notice in the source files
* remains intact.
* ```
*
* (Note that this license is the same as item three of SDL's zlib license, so
* it adds no new requirements on the user.)
*
* If you would like a version of SDL without this code, you can build SDL
* with SDL_HIDAPI_DISABLED defined to 1. You might want to do this for
* example on iOS or tvOS to avoid a dependency on the CoreBluetooth
* framework.
*/
#ifndef SDL_hidapi_h_
#define SDL_hidapi_h_
#include <SDL2/SDL_stdinc.h>
#include <SDL2/begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* A handle representing an open HID device
*/
struct SDL_hid_device_;
typedef struct SDL_hid_device_ SDL_hid_device; /**< opaque hidapi structure */
/** hidapi info structure */
/**
* Information about a connected HID device
*/
typedef struct SDL_hid_device_info
{
/** Platform-specific device path */
char *path;
/** Device Vendor ID */
unsigned short vendor_id;
/** Device Product ID */
unsigned short product_id;
/** Serial Number */
wchar_t *serial_number;
/** Device Release Number in binary-coded decimal,
also known as Device Version Number */
unsigned short release_number;
/** Manufacturer String */
wchar_t *manufacturer_string;
/** Product string */
wchar_t *product_string;
/** Usage Page for this Device/Interface
(Windows/Mac only). */
unsigned short usage_page;
/** Usage for this Device/Interface
(Windows/Mac only).*/
unsigned short usage;
/** The USB interface which this logical device
represents.
* Valid on both Linux implementations in all cases.
* Valid on the Windows implementation only if the device
contains more than one interface. */
int interface_number;
/** Additional information about the USB interface.
Valid on libusb and Android implementations. */
int interface_class;
int interface_subclass;
int interface_protocol;
/** Pointer to the next device */
struct SDL_hid_device_info *next;
} SDL_hid_device_info;
/**
* Initialize the HIDAPI library.
*
* This function initializes the HIDAPI library. Calling it is not strictly
* necessary, as it will be called automatically by SDL_hid_enumerate() and
* any of the SDL_hid_open_*() functions if it is needed. This function should
* be called at the beginning of execution however, if there is a chance of
* HIDAPI handles being opened by different threads simultaneously.
*
* Each call to this function should have a matching call to SDL_hid_exit()
*
* \returns 0 on success and -1 on error.
*
* \since This function is available since SDL 2.0.18.
*
* \sa SDL_hid_exit
*/
extern DECLSPEC int SDLCALL SDL_hid_init(void);
/**
* Finalize the HIDAPI library.
*
* This function frees all of the static data associated with HIDAPI. It
* should be called at the end of execution to avoid memory leaks.
*
* \returns 0 on success and -1 on error.
*
* \since This function is available since SDL 2.0.18.
*
* \sa SDL_hid_init
*/
extern DECLSPEC int SDLCALL SDL_hid_exit(void);
/**
* Check to see if devices may have been added or removed.
*
* Enumerating the HID devices is an expensive operation, so you can call this
* to see if there have been any system device changes since the last call to
* this function. A change in the counter returned doesn't necessarily mean
* that anything has changed, but you can call SDL_hid_enumerate() to get an
* updated device list.
*
* Calling this function for the first time may cause a thread or other system
* resource to be allocated to track device change notifications.
*
* \returns a change counter that is incremented with each potential device
* change, or 0 if device change detection isn't available.
*
* \since This function is available since SDL 2.0.18.
*
* \sa SDL_hid_enumerate
*/
extern DECLSPEC Uint32 SDLCALL SDL_hid_device_change_count(void);
/**
* Enumerate the HID Devices.
*
* This function returns a linked list of all the HID devices attached to the
* system which match vendor_id and product_id. If `vendor_id` is set to 0
* then any vendor matches. If `product_id` is set to 0 then any product
* matches. If `vendor_id` and `product_id` are both set to 0, then all HID
* devices will be returned.
*
* \param vendor_id The Vendor ID (VID) of the types of device to open.
* \param product_id The Product ID (PID) of the types of device to open.
* \returns a pointer to a linked list of type SDL_hid_device_info, containing
* information about the HID devices attached to the system, or NULL
* in the case of failure. Free this linked list by calling
* SDL_hid_free_enumeration().
*
* \since This function is available since SDL 2.0.18.
*
* \sa SDL_hid_device_change_count
*/
extern DECLSPEC SDL_hid_device_info * SDLCALL SDL_hid_enumerate(unsigned short vendor_id, unsigned short product_id);
/**
* Free an enumeration Linked List
*
* This function frees a linked list created by SDL_hid_enumerate().
*
* \param devs Pointer to a list of struct_device returned from
* SDL_hid_enumerate().
*
* \since This function is available since SDL 2.0.18.
*/
extern DECLSPEC void SDLCALL SDL_hid_free_enumeration(SDL_hid_device_info *devs);
/**
* Open a HID device using a Vendor ID (VID), Product ID (PID) and optionally
* a serial number.
*
* If `serial_number` is NULL, the first device with the specified VID and PID
* is opened.
*
* \param vendor_id The Vendor ID (VID) of the device to open.
* \param product_id The Product ID (PID) of the device to open.
* \param serial_number The Serial Number of the device to open (Optionally
* NULL).
* \returns a pointer to a SDL_hid_device object on success or NULL on
* failure.
*
* \since This function is available since SDL 2.0.18.
*/
extern DECLSPEC SDL_hid_device * SDLCALL SDL_hid_open(unsigned short vendor_id, unsigned short product_id, const wchar_t *serial_number);
/**
* Open a HID device by its path name.
*
* The path name be determined by calling SDL_hid_enumerate(), or a
* platform-specific path name can be used (eg: /dev/hidraw0 on Linux).
*
* \param path The path name of the device to open.
* \returns a pointer to a SDL_hid_device object on success or NULL on
* failure.
*
* \since This function is available since SDL 2.0.18.
*/
extern DECLSPEC SDL_hid_device * SDLCALL SDL_hid_open_path(const char *path, int bExclusive);
/**
* Write an Output report to a HID device.
*
* The first byte of `data` must contain the Report ID. For devices which only
* support a single report, this must be set to 0x0. The remaining bytes
* contain the report data. Since the Report ID is mandatory, calls to
* SDL_hid_write() will always contain one more byte than the report contains.
* For example, if a hid report is 16 bytes long, 17 bytes must be passed to
* SDL_hid_write(), the Report ID (or 0x0, for devices with a single report),
* followed by the report data (16 bytes). In this example, the length passed
* in would be 17.
*
* SDL_hid_write() will send the data on the first OUT endpoint, if one
* exists. If it does not, it will send the data through the Control Endpoint
* (Endpoint 0).
*
* \param dev A device handle returned from SDL_hid_open().
* \param data The data to send, including the report number as the first
* byte.
* \param length The length in bytes of the data to send.
* \returns the actual number of bytes written and -1 on error.
*
* \since This function is available since SDL 2.0.18.
*/
extern DECLSPEC int SDLCALL SDL_hid_write(SDL_hid_device *dev, const unsigned char *data, size_t length);
/**
* Read an Input report from a HID device with timeout.
*
* Input reports are returned to the host through the INTERRUPT IN endpoint.
* The first byte will contain the Report number if the device uses numbered
* reports.
*
* \param dev A device handle returned from SDL_hid_open().
* \param data A buffer to put the read data into.
* \param length The number of bytes to read. For devices with multiple
* reports, make sure to read an extra byte for the report
* number.
* \param milliseconds timeout in milliseconds or -1 for blocking wait.
* \returns the actual number of bytes read and -1 on error. If no packet was
* available to be read within the timeout period, this function
* returns 0.
*
* \since This function is available since SDL 2.0.18.
*/
extern DECLSPEC int SDLCALL SDL_hid_read_timeout(SDL_hid_device *dev, unsigned char *data, size_t length, int milliseconds);
/**
* Read an Input report from a HID device.
*
* Input reports are returned to the host through the INTERRUPT IN endpoint.
* The first byte will contain the Report number if the device uses numbered
* reports.
*
* \param dev A device handle returned from SDL_hid_open().
* \param data A buffer to put the read data into.
* \param length The number of bytes to read. For devices with multiple
* reports, make sure to read an extra byte for the report
* number.
* \returns the actual number of bytes read and -1 on error. If no packet was
* available to be read and the handle is in non-blocking mode, this
* function returns 0.
*
* \since This function is available since SDL 2.0.18.
*/
extern DECLSPEC int SDLCALL SDL_hid_read(SDL_hid_device *dev, unsigned char *data, size_t length);
/**
* Set the device handle to be non-blocking.
*
* In non-blocking mode calls to SDL_hid_read() will return immediately with a
* value of 0 if there is no data to be read. In blocking mode, SDL_hid_read()
* will wait (block) until there is data to read before returning.
*
* Nonblocking can be turned on and off at any time.
*
* \param dev A device handle returned from SDL_hid_open().
* \param nonblock enable or not the nonblocking reads - 1 to enable
* nonblocking - 0 to disable nonblocking.
* \returns 0 on success and -1 on error.
*
* \since This function is available since SDL 2.0.18.
*/
extern DECLSPEC int SDLCALL SDL_hid_set_nonblocking(SDL_hid_device *dev, int nonblock);
/**
* Send a Feature report to the device.
*
* Feature reports are sent over the Control endpoint as a Set_Report
* transfer. The first byte of `data` must contain the Report ID. For devices
* which only support a single report, this must be set to 0x0. The remaining
* bytes contain the report data. Since the Report ID is mandatory, calls to
* SDL_hid_send_feature_report() will always contain one more byte than the
* report contains. For example, if a hid report is 16 bytes long, 17 bytes
* must be passed to SDL_hid_send_feature_report(): the Report ID (or 0x0, for
* devices which do not use numbered reports), followed by the report data (16
* bytes). In this example, the length passed in would be 17.
*
* \param dev A device handle returned from SDL_hid_open().
* \param data The data to send, including the report number as the first
* byte.
* \param length The length in bytes of the data to send, including the report
* number.
* \returns the actual number of bytes written and -1 on error.
*
* \since This function is available since SDL 2.0.18.
*/
extern DECLSPEC int SDLCALL SDL_hid_send_feature_report(SDL_hid_device *dev, const unsigned char *data, size_t length);
/**
* Get a feature report from a HID device.
*
* Set the first byte of `data` to the Report ID of the report to be read.
* Make sure to allow space for this extra byte in `data`. Upon return, the
* first byte will still contain the Report ID, and the report data will start
* in data[1].
*
* \param dev A device handle returned from SDL_hid_open().
* \param data A buffer to put the read data into, including the Report ID.
* Set the first byte of `data` to the Report ID of the report to
* be read, or set it to zero if your device does not use numbered
* reports.
* \param length The number of bytes to read, including an extra byte for the
* report ID. The buffer can be longer than the actual report.
* \returns the number of bytes read plus one for the report ID (which is
* still in the first byte), or -1 on error.
*
* \since This function is available since SDL 2.0.18.
*/
extern DECLSPEC int SDLCALL SDL_hid_get_feature_report(SDL_hid_device *dev, unsigned char *data, size_t length);
/**
* Close a HID device.
*
* \param dev A device handle returned from SDL_hid_open().
*
* \since This function is available since SDL 2.0.18.
*/
extern DECLSPEC void SDLCALL SDL_hid_close(SDL_hid_device *dev);
/**
* Get The Manufacturer String from a HID device.
*
* \param dev A device handle returned from SDL_hid_open().
* \param string A wide string buffer to put the data into.
* \param maxlen The length of the buffer in multiples of wchar_t.
* \returns 0 on success and -1 on error.
*
* \since This function is available since SDL 2.0.18.
*/
extern DECLSPEC int SDLCALL SDL_hid_get_manufacturer_string(SDL_hid_device *dev, wchar_t *string, size_t maxlen);
/**
* Get The Product String from a HID device.
*
* \param dev A device handle returned from SDL_hid_open().
* \param string A wide string buffer to put the data into.
* \param maxlen The length of the buffer in multiples of wchar_t.
* \returns 0 on success and -1 on error.
*
* \since This function is available since SDL 2.0.18.
*/
extern DECLSPEC int SDLCALL SDL_hid_get_product_string(SDL_hid_device *dev, wchar_t *string, size_t maxlen);
/**
* Get The Serial Number String from a HID device.
*
* \param dev A device handle returned from SDL_hid_open().
* \param string A wide string buffer to put the data into.
* \param maxlen The length of the buffer in multiples of wchar_t.
* \returns 0 on success and -1 on error.
*
* \since This function is available since SDL 2.0.18.
*/
extern DECLSPEC int SDLCALL SDL_hid_get_serial_number_string(SDL_hid_device *dev, wchar_t *string, size_t maxlen);
/**
* Get a string from a HID device, based on its string index.
*
* \param dev A device handle returned from SDL_hid_open().
* \param string_index The index of the string to get.
* \param string A wide string buffer to put the data into.
* \param maxlen The length of the buffer in multiples of wchar_t.
* \returns 0 on success and -1 on error.
*
* \since This function is available since SDL 2.0.18.
*/
extern DECLSPEC int SDLCALL SDL_hid_get_indexed_string(SDL_hid_device *dev, int string_index, wchar_t *string, size_t maxlen);
/**
* Start or stop a BLE scan on iOS and tvOS to pair Steam Controllers
*
* \param active SDL_TRUE to start the scan, SDL_FALSE to stop the scan.
*
* \since This function is available since SDL 2.0.18.
*/
extern DECLSPEC void SDLCALL SDL_hid_ble_scan(SDL_bool active);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL2/close_code.h>
#endif /* SDL_hidapi_h_ */
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/*
Simple DirectMedia Layer
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, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* # CategoryKeyboard
*
* Include file for SDL keyboard event handling
*/
#ifndef SDL_keyboard_h_
#define SDL_keyboard_h_
#include <SDL2/SDL_stdinc.h>
#include <SDL2/SDL_error.h>
#include <SDL2/SDL_keycode.h>
#include <SDL2/SDL_video.h>
#include <SDL2/begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* The SDL keysym structure, used in key events.
*
* If you are looking for translated character input, see the SDL_TEXTINPUT
* event.
*/
typedef struct SDL_Keysym
{
SDL_Scancode scancode; /**< SDL physical key code - see SDL_Scancode for details */
SDL_Keycode sym; /**< SDL virtual key code - see SDL_Keycode for details */
Uint16 mod; /**< current key modifiers */
Uint32 unused;
} SDL_Keysym;
/* Function prototypes */
/**
* Query the window which currently has keyboard focus.
*
* \returns the window with keyboard focus.
*
* \since This function is available since SDL 2.0.0.
*/
extern DECLSPEC SDL_Window * SDLCALL SDL_GetKeyboardFocus(void);
/**
* Get a snapshot of the current state of the keyboard.
*
* The pointer returned is a pointer to an internal SDL array. It will be
* valid for the whole lifetime of the application and should not be freed by
* the caller.
*
* A array element with a value of 1 means that the key is pressed and a value
* of 0 means that it is not. Indexes into this array are obtained by using
* SDL_Scancode values.
*
* Use SDL_PumpEvents() to update the state array.
*
* This function gives you the current state after all events have been
* processed, so if a key or button has been pressed and released before you
* process events, then the pressed state will never show up in the
* SDL_GetKeyboardState() calls.
*
* Note: This function doesn't take into account whether shift has been
* pressed or not.
*
* \param numkeys if non-NULL, receives the length of the returned array.
* \returns a pointer to an array of key states.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_PumpEvents
* \sa SDL_ResetKeyboard
*/
extern DECLSPEC const Uint8 *SDLCALL SDL_GetKeyboardState(int *numkeys);
/**
* Clear the state of the keyboard
*
* This function will generate key up events for all pressed keys.
*
* \since This function is available since SDL 2.24.0.
*
* \sa SDL_GetKeyboardState
*/
extern DECLSPEC void SDLCALL SDL_ResetKeyboard(void);
/**
* Get the current key modifier state for the keyboard.
*
* \returns an OR'd combination of the modifier keys for the keyboard. See
* SDL_Keymod for details.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetKeyboardState
* \sa SDL_SetModState
*/
extern DECLSPEC SDL_Keymod SDLCALL SDL_GetModState(void);
/**
* Set the current key modifier state for the keyboard.
*
* The inverse of SDL_GetModState(), SDL_SetModState() allows you to impose
* modifier key states on your application. Simply pass your desired modifier
* states into `modstate`. This value may be a bitwise, OR'd combination of
* SDL_Keymod values.
*
* This does not change the keyboard state, only the key modifier flags that
* SDL reports.
*
* \param modstate the desired SDL_Keymod for the keyboard.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetModState
*/
extern DECLSPEC void SDLCALL SDL_SetModState(SDL_Keymod modstate);
/**
* Get the key code corresponding to the given scancode according to the
* current keyboard layout.
*
* See SDL_Keycode for details.
*
* \param scancode the desired SDL_Scancode to query.
* \returns the SDL_Keycode that corresponds to the given SDL_Scancode.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetKeyName
* \sa SDL_GetScancodeFromKey
*/
extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromScancode(SDL_Scancode scancode);
/**
* Get the scancode corresponding to the given key code according to the
* current keyboard layout.
*
* See SDL_Scancode for details.
*
* \param key the desired SDL_Keycode to query.
* \returns the SDL_Scancode that corresponds to the given SDL_Keycode.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetKeyFromScancode
* \sa SDL_GetScancodeName
*/
extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromKey(SDL_Keycode key);
/**
* Get a human-readable name for a scancode.
*
* See SDL_Scancode for details.
*
* **Warning**: The returned name is by design not stable across platforms,
* e.g. the name for `SDL_SCANCODE_LGUI` is "Left GUI" under Linux but "Left
* Windows" under Microsoft Windows, and some scancodes like
* `SDL_SCANCODE_NONUSBACKSLASH` don't have any name at all. There are even
* scancodes that share names, e.g. `SDL_SCANCODE_RETURN` and
* `SDL_SCANCODE_RETURN2` (both called "Return"). This function is therefore
* unsuitable for creating a stable cross-platform two-way mapping between
* strings and scancodes.
*
* \param scancode the desired SDL_Scancode to query.
* \returns a pointer to the name for the scancode. If the scancode doesn't
* have a name this function returns an empty string ("").
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetScancodeFromKey
* \sa SDL_GetScancodeFromName
*/
extern DECLSPEC const char *SDLCALL SDL_GetScancodeName(SDL_Scancode scancode);
/**
* Get a scancode from a human-readable name.
*
* \param name the human-readable scancode name.
* \returns the SDL_Scancode, or `SDL_SCANCODE_UNKNOWN` if the name wasn't
* recognized; call SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetKeyFromName
* \sa SDL_GetScancodeFromKey
* \sa SDL_GetScancodeName
*/
extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromName(const char *name);
/**
* Get a human-readable name for a key.
*
* See SDL_Scancode and SDL_Keycode for details.
*
* \param key the desired SDL_Keycode to query.
* \returns a pointer to a UTF-8 string that stays valid at least until the
* next call to this function. If you need it around any longer, you
* must copy it. If the key doesn't have a name, this function
* returns an empty string ("").
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetKeyFromName
* \sa SDL_GetKeyFromScancode
* \sa SDL_GetScancodeFromKey
*/
extern DECLSPEC const char *SDLCALL SDL_GetKeyName(SDL_Keycode key);
/**
* Get a key code from a human-readable name.
*
* \param name the human-readable key name.
* \returns key code, or `SDLK_UNKNOWN` if the name wasn't recognized; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetKeyFromScancode
* \sa SDL_GetKeyName
* \sa SDL_GetScancodeFromName
*/
extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromName(const char *name);
/**
* Start accepting Unicode text input events.
*
* This function will start accepting Unicode text input events in the focused
* SDL window, and start emitting SDL_TextInputEvent (SDL_TEXTINPUT) and
* SDL_TextEditingEvent (SDL_TEXTEDITING) events. Please use this function in
* pair with SDL_StopTextInput().
*
* On some platforms using this function activates the screen keyboard.
*
* On desktop platforms, SDL_StartTextInput() is implicitly called on SDL
* video subsystem initialization which will cause SDL_TextInputEvent and
* SDL_TextEditingEvent to begin emitting.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_SetTextInputRect
* \sa SDL_StopTextInput
*/
extern DECLSPEC void SDLCALL SDL_StartTextInput(void);
/**
* Check whether or not Unicode text input events are enabled.
*
* \returns SDL_TRUE if text input events are enabled else SDL_FALSE.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_StartTextInput
*/
extern DECLSPEC SDL_bool SDLCALL SDL_IsTextInputActive(void);
/**
* Stop receiving any text input events.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_StartTextInput
*/
extern DECLSPEC void SDLCALL SDL_StopTextInput(void);
/**
* Dismiss the composition window/IME without disabling the subsystem.
*
* \since This function is available since SDL 2.0.22.
*
* \sa SDL_StartTextInput
* \sa SDL_StopTextInput
*/
extern DECLSPEC void SDLCALL SDL_ClearComposition(void);
/**
* Returns if an IME Composite or Candidate window is currently shown.
*
* \since This function is available since SDL 2.0.22.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_IsTextInputShown(void);
/**
* Set the rectangle used to type Unicode text inputs.
*
* Native input methods will place a window with word suggestions near it,
* without covering the text being inputted.
*
* To start text input in a given location, this function is intended to be
* called before SDL_StartTextInput, although some platforms support moving
* the rectangle even while text input (and a composition) is active.
*
* Note: If you want to use the system native IME window, try setting hint
* **SDL_HINT_IME_SHOW_UI** to **1**, otherwise this function won't give you
* any feedback.
*
* \param rect the SDL_Rect structure representing the rectangle to receive
* text (ignored if NULL).
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_StartTextInput
*/
extern DECLSPEC void SDLCALL SDL_SetTextInputRect(const SDL_Rect *rect);
/**
* Check whether the platform has screen keyboard support.
*
* \returns SDL_TRUE if the platform has some screen keyboard support or
* SDL_FALSE if not.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_StartTextInput
* \sa SDL_IsScreenKeyboardShown
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasScreenKeyboardSupport(void);
/**
* Check whether the screen keyboard is shown for given window.
*
* \param window the window for which screen keyboard should be queried.
* \returns SDL_TRUE if screen keyboard is shown or SDL_FALSE if not.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_HasScreenKeyboardSupport
*/
extern DECLSPEC SDL_bool SDLCALL SDL_IsScreenKeyboardShown(SDL_Window *window);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL2/close_code.h>
#endif /* SDL_keyboard_h_ */
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/*
Simple DirectMedia Layer
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, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* # CategoryKeycode
*
* Defines constants which identify keyboard keys and modifiers.
*/
#ifndef SDL_keycode_h_
#define SDL_keycode_h_
#include <SDL2/SDL_stdinc.h>
#include <SDL2/SDL_scancode.h>
/**
* The SDL virtual key representation.
*
* Values of this type are used to represent keyboard keys using the current
* layout of the keyboard. These values include Unicode values representing
* the unmodified character that would be generated by pressing the key, or an
* SDLK_* constant for those keys that do not generate characters.
*
* A special exception is the number keys at the top of the keyboard which map
* to SDLK_0...SDLK_9 on AZERTY layouts.
*/
typedef Sint32 SDL_Keycode;
#define SDLK_SCANCODE_MASK (1<<30)
#define SDL_SCANCODE_TO_KEYCODE(X) (X | SDLK_SCANCODE_MASK)
typedef enum SDL_KeyCode
{
SDLK_UNKNOWN = 0,
SDLK_RETURN = '\r',
SDLK_ESCAPE = '\x1B',
SDLK_BACKSPACE = '\b',
SDLK_TAB = '\t',
SDLK_SPACE = ' ',
SDLK_EXCLAIM = '!',
SDLK_QUOTEDBL = '"',
SDLK_HASH = '#',
SDLK_PERCENT = '%',
SDLK_DOLLAR = '$',
SDLK_AMPERSAND = '&',
SDLK_QUOTE = '\'',
SDLK_LEFTPAREN = '(',
SDLK_RIGHTPAREN = ')',
SDLK_ASTERISK = '*',
SDLK_PLUS = '+',
SDLK_COMMA = ',',
SDLK_MINUS = '-',
SDLK_PERIOD = '.',
SDLK_SLASH = '/',
SDLK_0 = '0',
SDLK_1 = '1',
SDLK_2 = '2',
SDLK_3 = '3',
SDLK_4 = '4',
SDLK_5 = '5',
SDLK_6 = '6',
SDLK_7 = '7',
SDLK_8 = '8',
SDLK_9 = '9',
SDLK_COLON = ':',
SDLK_SEMICOLON = ';',
SDLK_LESS = '<',
SDLK_EQUALS = '=',
SDLK_GREATER = '>',
SDLK_QUESTION = '?',
SDLK_AT = '@',
/*
Skip uppercase letters
*/
SDLK_LEFTBRACKET = '[',
SDLK_BACKSLASH = '\\',
SDLK_RIGHTBRACKET = ']',
SDLK_CARET = '^',
SDLK_UNDERSCORE = '_',
SDLK_BACKQUOTE = '`',
SDLK_a = 'a',
SDLK_b = 'b',
SDLK_c = 'c',
SDLK_d = 'd',
SDLK_e = 'e',
SDLK_f = 'f',
SDLK_g = 'g',
SDLK_h = 'h',
SDLK_i = 'i',
SDLK_j = 'j',
SDLK_k = 'k',
SDLK_l = 'l',
SDLK_m = 'm',
SDLK_n = 'n',
SDLK_o = 'o',
SDLK_p = 'p',
SDLK_q = 'q',
SDLK_r = 'r',
SDLK_s = 's',
SDLK_t = 't',
SDLK_u = 'u',
SDLK_v = 'v',
SDLK_w = 'w',
SDLK_x = 'x',
SDLK_y = 'y',
SDLK_z = 'z',
SDLK_CAPSLOCK = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CAPSLOCK),
SDLK_F1 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F1),
SDLK_F2 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F2),
SDLK_F3 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F3),
SDLK_F4 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F4),
SDLK_F5 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F5),
SDLK_F6 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F6),
SDLK_F7 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F7),
SDLK_F8 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F8),
SDLK_F9 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F9),
SDLK_F10 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F10),
SDLK_F11 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F11),
SDLK_F12 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F12),
SDLK_PRINTSCREEN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PRINTSCREEN),
SDLK_SCROLLLOCK = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SCROLLLOCK),
SDLK_PAUSE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAUSE),
SDLK_INSERT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_INSERT),
SDLK_HOME = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_HOME),
SDLK_PAGEUP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAGEUP),
SDLK_DELETE = '\x7F',
SDLK_END = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_END),
SDLK_PAGEDOWN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAGEDOWN),
SDLK_RIGHT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RIGHT),
SDLK_LEFT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LEFT),
SDLK_DOWN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_DOWN),
SDLK_UP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_UP),
SDLK_NUMLOCKCLEAR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_NUMLOCKCLEAR),
SDLK_KP_DIVIDE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DIVIDE),
SDLK_KP_MULTIPLY = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MULTIPLY),
SDLK_KP_MINUS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MINUS),
SDLK_KP_PLUS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PLUS),
SDLK_KP_ENTER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_ENTER),
SDLK_KP_1 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_1),
SDLK_KP_2 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_2),
SDLK_KP_3 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_3),
SDLK_KP_4 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_4),
SDLK_KP_5 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_5),
SDLK_KP_6 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_6),
SDLK_KP_7 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_7),
SDLK_KP_8 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_8),
SDLK_KP_9 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_9),
SDLK_KP_0 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_0),
SDLK_KP_PERIOD = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PERIOD),
SDLK_APPLICATION = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_APPLICATION),
SDLK_POWER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_POWER),
SDLK_KP_EQUALS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_EQUALS),
SDLK_F13 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F13),
SDLK_F14 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F14),
SDLK_F15 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F15),
SDLK_F16 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F16),
SDLK_F17 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F17),
SDLK_F18 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F18),
SDLK_F19 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F19),
SDLK_F20 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F20),
SDLK_F21 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F21),
SDLK_F22 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F22),
SDLK_F23 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F23),
SDLK_F24 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F24),
SDLK_EXECUTE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_EXECUTE),
SDLK_HELP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_HELP),
SDLK_MENU = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MENU),
SDLK_SELECT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SELECT),
SDLK_STOP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_STOP),
SDLK_AGAIN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AGAIN),
SDLK_UNDO = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_UNDO),
SDLK_CUT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CUT),
SDLK_COPY = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_COPY),
SDLK_PASTE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PASTE),
SDLK_FIND = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_FIND),
SDLK_MUTE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MUTE),
SDLK_VOLUMEUP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_VOLUMEUP),
SDLK_VOLUMEDOWN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_VOLUMEDOWN),
SDLK_KP_COMMA = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_COMMA),
SDLK_KP_EQUALSAS400 =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_EQUALSAS400),
SDLK_ALTERASE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_ALTERASE),
SDLK_SYSREQ = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SYSREQ),
SDLK_CANCEL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CANCEL),
SDLK_CLEAR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CLEAR),
SDLK_PRIOR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PRIOR),
SDLK_RETURN2 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RETURN2),
SDLK_SEPARATOR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SEPARATOR),
SDLK_OUT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_OUT),
SDLK_OPER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_OPER),
SDLK_CLEARAGAIN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CLEARAGAIN),
SDLK_CRSEL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CRSEL),
SDLK_EXSEL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_EXSEL),
SDLK_KP_00 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_00),
SDLK_KP_000 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_000),
SDLK_THOUSANDSSEPARATOR =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_THOUSANDSSEPARATOR),
SDLK_DECIMALSEPARATOR =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_DECIMALSEPARATOR),
SDLK_CURRENCYUNIT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CURRENCYUNIT),
SDLK_CURRENCYSUBUNIT =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CURRENCYSUBUNIT),
SDLK_KP_LEFTPAREN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_LEFTPAREN),
SDLK_KP_RIGHTPAREN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_RIGHTPAREN),
SDLK_KP_LEFTBRACE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_LEFTBRACE),
SDLK_KP_RIGHTBRACE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_RIGHTBRACE),
SDLK_KP_TAB = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_TAB),
SDLK_KP_BACKSPACE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_BACKSPACE),
SDLK_KP_A = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_A),
SDLK_KP_B = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_B),
SDLK_KP_C = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_C),
SDLK_KP_D = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_D),
SDLK_KP_E = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_E),
SDLK_KP_F = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_F),
SDLK_KP_XOR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_XOR),
SDLK_KP_POWER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_POWER),
SDLK_KP_PERCENT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PERCENT),
SDLK_KP_LESS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_LESS),
SDLK_KP_GREATER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_GREATER),
SDLK_KP_AMPERSAND = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_AMPERSAND),
SDLK_KP_DBLAMPERSAND =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DBLAMPERSAND),
SDLK_KP_VERTICALBAR =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_VERTICALBAR),
SDLK_KP_DBLVERTICALBAR =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DBLVERTICALBAR),
SDLK_KP_COLON = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_COLON),
SDLK_KP_HASH = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_HASH),
SDLK_KP_SPACE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_SPACE),
SDLK_KP_AT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_AT),
SDLK_KP_EXCLAM = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_EXCLAM),
SDLK_KP_MEMSTORE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMSTORE),
SDLK_KP_MEMRECALL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMRECALL),
SDLK_KP_MEMCLEAR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMCLEAR),
SDLK_KP_MEMADD = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMADD),
SDLK_KP_MEMSUBTRACT =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMSUBTRACT),
SDLK_KP_MEMMULTIPLY =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMMULTIPLY),
SDLK_KP_MEMDIVIDE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMDIVIDE),
SDLK_KP_PLUSMINUS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PLUSMINUS),
SDLK_KP_CLEAR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_CLEAR),
SDLK_KP_CLEARENTRY = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_CLEARENTRY),
SDLK_KP_BINARY = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_BINARY),
SDLK_KP_OCTAL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_OCTAL),
SDLK_KP_DECIMAL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DECIMAL),
SDLK_KP_HEXADECIMAL =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_HEXADECIMAL),
SDLK_LCTRL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LCTRL),
SDLK_LSHIFT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LSHIFT),
SDLK_LALT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LALT),
SDLK_LGUI = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LGUI),
SDLK_RCTRL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RCTRL),
SDLK_RSHIFT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RSHIFT),
SDLK_RALT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RALT),
SDLK_RGUI = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RGUI),
SDLK_MODE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MODE),
SDLK_AUDIONEXT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIONEXT),
SDLK_AUDIOPREV = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOPREV),
SDLK_AUDIOSTOP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOSTOP),
SDLK_AUDIOPLAY = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOPLAY),
SDLK_AUDIOMUTE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOMUTE),
SDLK_MEDIASELECT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIASELECT),
SDLK_WWW = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_WWW),
SDLK_MAIL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MAIL),
SDLK_CALCULATOR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CALCULATOR),
SDLK_COMPUTER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_COMPUTER),
SDLK_AC_SEARCH = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_SEARCH),
SDLK_AC_HOME = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_HOME),
SDLK_AC_BACK = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_BACK),
SDLK_AC_FORWARD = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_FORWARD),
SDLK_AC_STOP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_STOP),
SDLK_AC_REFRESH = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_REFRESH),
SDLK_AC_BOOKMARKS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_BOOKMARKS),
SDLK_BRIGHTNESSDOWN =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_BRIGHTNESSDOWN),
SDLK_BRIGHTNESSUP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_BRIGHTNESSUP),
SDLK_DISPLAYSWITCH = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_DISPLAYSWITCH),
SDLK_KBDILLUMTOGGLE =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KBDILLUMTOGGLE),
SDLK_KBDILLUMDOWN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KBDILLUMDOWN),
SDLK_KBDILLUMUP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KBDILLUMUP),
SDLK_EJECT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_EJECT),
SDLK_SLEEP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SLEEP),
SDLK_APP1 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_APP1),
SDLK_APP2 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_APP2),
SDLK_AUDIOREWIND = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOREWIND),
SDLK_AUDIOFASTFORWARD = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOFASTFORWARD),
SDLK_SOFTLEFT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SOFTLEFT),
SDLK_SOFTRIGHT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SOFTRIGHT),
SDLK_CALL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CALL),
SDLK_ENDCALL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_ENDCALL)
} SDL_KeyCode;
/**
* Enumeration of valid key mods (possibly OR'd together).
*/
typedef enum SDL_Keymod
{
KMOD_NONE = 0x0000,
KMOD_LSHIFT = 0x0001,
KMOD_RSHIFT = 0x0002,
KMOD_LCTRL = 0x0040,
KMOD_RCTRL = 0x0080,
KMOD_LALT = 0x0100,
KMOD_RALT = 0x0200,
KMOD_LGUI = 0x0400,
KMOD_RGUI = 0x0800,
KMOD_NUM = 0x1000,
KMOD_CAPS = 0x2000,
KMOD_MODE = 0x4000,
KMOD_SCROLL = 0x8000,
KMOD_CTRL = KMOD_LCTRL | KMOD_RCTRL,
KMOD_SHIFT = KMOD_LSHIFT | KMOD_RSHIFT,
KMOD_ALT = KMOD_LALT | KMOD_RALT,
KMOD_GUI = KMOD_LGUI | KMOD_RGUI,
KMOD_RESERVED = KMOD_SCROLL /* This is for source-level compatibility with SDL 2.0.0. */
} SDL_Keymod;
#endif /* SDL_keycode_h_ */
/* vi: set ts=4 sw=4 expandtab: */

View File

@@ -1,405 +0,0 @@
/*
Simple DirectMedia Layer
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, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* # CategoryLog
*
* Simple log messages with categories and priorities.
*
* By default logs are quiet, but if you're debugging SDL you might want:
*
* SDL_LogSetAllPriority(SDL_LOG_PRIORITY_WARN);
*
* Here's where the messages go on different platforms:
*
* - Windows: debug output stream
* - Android: log output
* - Others: standard error output (stderr)
*/
#ifndef SDL_log_h_
#define SDL_log_h_
#include <SDL2/SDL_stdinc.h>
#include <SDL2/begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* The maximum size of a log message prior to SDL 2.0.24
*
* As of 2.0.24 there is no limit to the length of SDL log messages.
*/
#define SDL_MAX_LOG_MESSAGE 4096
/**
* The predefined log categories
*
* By default the application category is enabled at the INFO level, the
* assert category is enabled at the WARN level, test is enabled at the
* VERBOSE level and all other categories are enabled at the ERROR level.
*/
typedef enum SDL_LogCategory
{
SDL_LOG_CATEGORY_APPLICATION,
SDL_LOG_CATEGORY_ERROR,
SDL_LOG_CATEGORY_ASSERT,
SDL_LOG_CATEGORY_SYSTEM,
SDL_LOG_CATEGORY_AUDIO,
SDL_LOG_CATEGORY_VIDEO,
SDL_LOG_CATEGORY_RENDER,
SDL_LOG_CATEGORY_INPUT,
SDL_LOG_CATEGORY_TEST,
/* Reserved for future SDL library use */
SDL_LOG_CATEGORY_RESERVED1,
SDL_LOG_CATEGORY_RESERVED2,
SDL_LOG_CATEGORY_RESERVED3,
SDL_LOG_CATEGORY_RESERVED4,
SDL_LOG_CATEGORY_RESERVED5,
SDL_LOG_CATEGORY_RESERVED6,
SDL_LOG_CATEGORY_RESERVED7,
SDL_LOG_CATEGORY_RESERVED8,
SDL_LOG_CATEGORY_RESERVED9,
SDL_LOG_CATEGORY_RESERVED10,
/* Beyond this point is reserved for application use, e.g.
enum {
MYAPP_CATEGORY_AWESOME1 = SDL_LOG_CATEGORY_CUSTOM,
MYAPP_CATEGORY_AWESOME2,
MYAPP_CATEGORY_AWESOME3,
...
};
*/
SDL_LOG_CATEGORY_CUSTOM
} SDL_LogCategory;
/**
* The predefined log priorities
*/
typedef enum SDL_LogPriority
{
SDL_LOG_PRIORITY_VERBOSE = 1,
SDL_LOG_PRIORITY_DEBUG,
SDL_LOG_PRIORITY_INFO,
SDL_LOG_PRIORITY_WARN,
SDL_LOG_PRIORITY_ERROR,
SDL_LOG_PRIORITY_CRITICAL,
SDL_NUM_LOG_PRIORITIES
} SDL_LogPriority;
/**
* Set the priority of all log categories.
*
* \param priority the SDL_LogPriority to assign.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_LogSetPriority
*/
extern DECLSPEC void SDLCALL SDL_LogSetAllPriority(SDL_LogPriority priority);
/**
* Set the priority of a particular log category.
*
* \param category the category to assign a priority to.
* \param priority the SDL_LogPriority to assign.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_LogGetPriority
* \sa SDL_LogSetAllPriority
*/
extern DECLSPEC void SDLCALL SDL_LogSetPriority(int category,
SDL_LogPriority priority);
/**
* Get the priority of a particular log category.
*
* \param category the category to query.
* \returns the SDL_LogPriority for the requested category.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_LogSetPriority
*/
extern DECLSPEC SDL_LogPriority SDLCALL SDL_LogGetPriority(int category);
/**
* Reset all priorities to default.
*
* This is called by SDL_Quit().
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_LogSetAllPriority
* \sa SDL_LogSetPriority
*/
extern DECLSPEC void SDLCALL SDL_LogResetPriorities(void);
/**
* Log a message with SDL_LOG_CATEGORY_APPLICATION and SDL_LOG_PRIORITY_INFO.
*
* = * \param fmt a printf() style message format string
*
* \param ... additional parameters matching % tokens in the `fmt` string, if
* any.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_LogCritical
* \sa SDL_LogDebug
* \sa SDL_LogError
* \sa SDL_LogInfo
* \sa SDL_LogMessage
* \sa SDL_LogMessageV
* \sa SDL_LogVerbose
* \sa SDL_LogWarn
*/
extern DECLSPEC void SDLCALL SDL_Log(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1);
/**
* Log a message with SDL_LOG_PRIORITY_VERBOSE.
*
* \param category the category of the message.
* \param fmt a printf() style message format string.
* \param ... additional parameters matching % tokens in the **fmt** string,
* if any.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Log
* \sa SDL_LogCritical
* \sa SDL_LogDebug
* \sa SDL_LogError
* \sa SDL_LogInfo
* \sa SDL_LogMessage
* \sa SDL_LogMessageV
* \sa SDL_LogWarn
*/
extern DECLSPEC void SDLCALL SDL_LogVerbose(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
/**
* Log a message with SDL_LOG_PRIORITY_DEBUG.
*
* \param category the category of the message.
* \param fmt a printf() style message format string.
* \param ... additional parameters matching % tokens in the **fmt** string,
* if any.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Log
* \sa SDL_LogCritical
* \sa SDL_LogError
* \sa SDL_LogInfo
* \sa SDL_LogMessage
* \sa SDL_LogMessageV
* \sa SDL_LogVerbose
* \sa SDL_LogWarn
*/
extern DECLSPEC void SDLCALL SDL_LogDebug(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
/**
* Log a message with SDL_LOG_PRIORITY_INFO.
*
* \param category the category of the message.
* \param fmt a printf() style message format string.
* \param ... additional parameters matching % tokens in the **fmt** string,
* if any.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Log
* \sa SDL_LogCritical
* \sa SDL_LogDebug
* \sa SDL_LogError
* \sa SDL_LogMessage
* \sa SDL_LogMessageV
* \sa SDL_LogVerbose
* \sa SDL_LogWarn
*/
extern DECLSPEC void SDLCALL SDL_LogInfo(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
/**
* Log a message with SDL_LOG_PRIORITY_WARN.
*
* \param category the category of the message.
* \param fmt a printf() style message format string.
* \param ... additional parameters matching % tokens in the **fmt** string,
* if any.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Log
* \sa SDL_LogCritical
* \sa SDL_LogDebug
* \sa SDL_LogError
* \sa SDL_LogInfo
* \sa SDL_LogMessage
* \sa SDL_LogMessageV
* \sa SDL_LogVerbose
*/
extern DECLSPEC void SDLCALL SDL_LogWarn(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
/**
* Log a message with SDL_LOG_PRIORITY_ERROR.
*
* \param category the category of the message.
* \param fmt a printf() style message format string.
* \param ... additional parameters matching % tokens in the **fmt** string,
* if any.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Log
* \sa SDL_LogCritical
* \sa SDL_LogDebug
* \sa SDL_LogInfo
* \sa SDL_LogMessage
* \sa SDL_LogMessageV
* \sa SDL_LogVerbose
* \sa SDL_LogWarn
*/
extern DECLSPEC void SDLCALL SDL_LogError(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
/**
* Log a message with SDL_LOG_PRIORITY_CRITICAL.
*
* \param category the category of the message.
* \param fmt a printf() style message format string.
* \param ... additional parameters matching % tokens in the **fmt** string,
* if any.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Log
* \sa SDL_LogDebug
* \sa SDL_LogError
* \sa SDL_LogInfo
* \sa SDL_LogMessage
* \sa SDL_LogMessageV
* \sa SDL_LogVerbose
* \sa SDL_LogWarn
*/
extern DECLSPEC void SDLCALL SDL_LogCritical(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
/**
* Log a message with the specified category and priority.
*
* \param category the category of the message.
* \param priority the priority of the message.
* \param fmt a printf() style message format string.
* \param ... additional parameters matching % tokens in the **fmt** string,
* if any.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Log
* \sa SDL_LogCritical
* \sa SDL_LogDebug
* \sa SDL_LogError
* \sa SDL_LogInfo
* \sa SDL_LogMessageV
* \sa SDL_LogVerbose
* \sa SDL_LogWarn
*/
extern DECLSPEC void SDLCALL SDL_LogMessage(int category,
SDL_LogPriority priority,
SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(3);
/**
* Log a message with the specified category and priority.
*
* \param category the category of the message.
* \param priority the priority of the message.
* \param fmt a printf() style message format string.
* \param ap a variable argument list.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Log
* \sa SDL_LogCritical
* \sa SDL_LogDebug
* \sa SDL_LogError
* \sa SDL_LogInfo
* \sa SDL_LogMessage
* \sa SDL_LogVerbose
* \sa SDL_LogWarn
*/
extern DECLSPEC void SDLCALL SDL_LogMessageV(int category,
SDL_LogPriority priority,
SDL_PRINTF_FORMAT_STRING const char *fmt, va_list ap) SDL_PRINTF_VARARG_FUNCV(3);
/**
* The prototype for the log output callback function.
*
* This function is called by SDL when there is new text to be logged.
*
* \param userdata what was passed as `userdata` to
* SDL_LogSetOutputFunction().
* \param category the category of the message.
* \param priority the priority of the message.
* \param message the message being output.
*/
typedef void (SDLCALL *SDL_LogOutputFunction)(void *userdata, int category, SDL_LogPriority priority, const char *message);
/**
* Get the current log output function.
*
* \param callback an SDL_LogOutputFunction filled in with the current log
* callback.
* \param userdata a pointer filled in with the pointer that is passed to
* `callback`.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_LogSetOutputFunction
*/
extern DECLSPEC void SDLCALL SDL_LogGetOutputFunction(SDL_LogOutputFunction *callback, void **userdata);
/**
* Replace the default log output function with one of your own.
*
* \param callback an SDL_LogOutputFunction to call instead of the default.
* \param userdata a pointer that is passed to `callback`.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_LogGetOutputFunction
*/
extern DECLSPEC void SDLCALL SDL_LogSetOutputFunction(SDL_LogOutputFunction callback, void *userdata);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL2/close_code.h>
#endif /* SDL_log_h_ */
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/*
Simple DirectMedia Layer
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, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SDL_main_h_
#define SDL_main_h_
#include <SDL2/SDL_stdinc.h>
/**
* # CategoryMain
*
* Redefine main() on some platforms so that it is called by SDL.
*/
#ifndef SDL_MAIN_HANDLED
#if defined(__WIN32__)
/* On Windows SDL provides WinMain(), which parses the command line and passes
the arguments to your main function.
If you provide your own WinMain(), you may define SDL_MAIN_HANDLED
*/
#define SDL_MAIN_AVAILABLE
#elif defined(__WINRT__)
/* On WinRT, SDL provides a main function that initializes CoreApplication,
creating an instance of IFrameworkView in the process.
Please note that #include'ing SDL_main.h is not enough to get a main()
function working. In non-XAML apps, the file,
src/main/winrt/SDL_WinRT_main_NonXAML.cpp, or a copy of it, must be compiled
into the app itself. In XAML apps, the function, SDL_WinRTRunApp must be
called, with a pointer to the Direct3D-hosted XAML control passed in.
*/
#define SDL_MAIN_NEEDED
#elif defined(__GDK__)
/* On GDK, SDL provides a main function that initializes the game runtime.
Please note that #include'ing SDL_main.h is not enough to get a main()
function working. You must either link against SDL2main or, if not possible,
call the SDL_GDKRunApp function from your entry point.
*/
#define SDL_MAIN_NEEDED
#elif defined(__IPHONEOS__)
/* On iOS SDL provides a main function that creates an application delegate
and starts the iOS application run loop.
If you link with SDL dynamically on iOS, the main function can't be in a
shared library, so you need to link with libSDLmain.a, which includes a
stub main function that calls into the shared library to start execution.
See src/video/uikit/SDL_uikitappdelegate.m for more details.
*/
#define SDL_MAIN_NEEDED
#elif defined(__ANDROID__)
/* On Android SDL provides a Java class in SDLActivity.java that is the
main activity entry point.
See docs/README-android.md for more details on extending that class.
*/
#define SDL_MAIN_NEEDED
/* We need to export SDL_main so it can be launched from Java */
#define SDLMAIN_DECLSPEC DECLSPEC
#elif defined(__NACL__)
/* On NACL we use ppapi_simple to set up the application helper code,
then wait for the first PSE_INSTANCE_DIDCHANGEVIEW event before
starting the user main function.
All user code is run in a separate thread by ppapi_simple, thus
allowing for blocking io to take place via nacl_io
*/
#define SDL_MAIN_NEEDED
#elif defined(__PSP__)
/* On PSP SDL provides a main function that sets the module info,
activates the GPU and starts the thread required to be able to exit
the software.
If you provide this yourself, you may define SDL_MAIN_HANDLED
*/
#define SDL_MAIN_AVAILABLE
#elif defined(__PS2__)
#define SDL_MAIN_AVAILABLE
#define SDL_PS2_SKIP_IOP_RESET() \
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 */
#ifndef SDLMAIN_DECLSPEC
#define SDLMAIN_DECLSPEC
#endif
/**
* \file SDL_main.h
*
* The application's main() function must be called with C linkage,
* and should be declared like this:
* ```c
* #ifdef __cplusplus
* extern "C"
* #endif
* int main(int argc, char *argv[])
* {
* }
* ```
*/
#if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE)
#define main SDL_main
#endif
#include <SDL2/begin_code.h>
#ifdef __cplusplus
extern "C" {
#endif
/**
* The prototype for the application's main() function
*/
typedef int (*SDL_main_func)(int argc, char *argv[]);
extern SDLMAIN_DECLSPEC int SDL_main(int argc, char *argv[]);
/**
* Circumvent failure of SDL_Init() when not using SDL_main() as an entry
* point.
*
* This function is defined in SDL_main.h, along with the preprocessor rule to
* redefine main() as SDL_main(). Thus to ensure that your main() function
* will not be changed it is necessary to define SDL_MAIN_HANDLED before
* including SDL.h.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Init
*/
extern DECLSPEC void SDLCALL SDL_SetMainReady(void);
#if defined(__WIN32__) || defined(__GDK__)
/**
* Register a win32 window class for SDL's use.
*
* This can be called to set the application window class at startup. It is
* safe to call this multiple times, as long as every call is eventually
* paired with a call to SDL_UnregisterApp, but a second registration attempt
* while a previous registration is still active will be ignored, other than
* to increment a counter.
*
* Most applications do not need to, and should not, call this directly; SDL
* will call it when initializing the video subsystem.
*
* \param name the window class name, in UTF-8 encoding. If NULL, SDL
* currently uses "SDL_app" but this isn't guaranteed.
* \param style the value to use in WNDCLASSEX::style. If `name` is NULL, SDL
* currently uses `(CS_BYTEALIGNCLIENT | CS_OWNDC)` regardless of
* what is specified here.
* \param hInst the HINSTANCE to use in WNDCLASSEX::hInstance. If zero, SDL
* will use `GetModuleHandle(NULL)` instead.
* \returns 0 on success, -1 on error. SDL_GetError() may have details.
*
* \since This function is available since SDL 2.0.2.
*/
extern DECLSPEC int SDLCALL SDL_RegisterApp(const char *name, Uint32 style, void *hInst);
/**
* Deregister the win32 window class from an SDL_RegisterApp call.
*
* This can be called to undo the effects of SDL_RegisterApp.
*
* Most applications do not need to, and should not, call this directly; SDL
* will call it when deinitializing the video subsystem.
*
* It is safe to call this multiple times, as long as every call is eventually
* paired with a prior call to SDL_RegisterApp. The window class will only be
* deregistered when the registration counter in SDL_RegisterApp decrements to
* zero through calls to this function.
*
* \since This function is available since SDL 2.0.2.
*/
extern DECLSPEC void SDLCALL SDL_UnregisterApp(void);
#endif /* defined(__WIN32__) || defined(__GDK__) */
#ifdef __WINRT__
/**
* Initialize and launch an SDL/WinRT application.
*
* \param mainFunction the SDL app's C-style main(), an SDL_main_func.
* \param reserved reserved for future use; should be NULL.
* \returns 0 on success or -1 on failure; call SDL_GetError() to retrieve
* more information on the failure.
*
* \since This function is available since SDL 2.0.3.
*/
extern DECLSPEC int SDLCALL SDL_WinRTRunApp(SDL_main_func mainFunction, void * reserved);
#endif /* __WINRT__ */
#if defined(__IPHONEOS__)
/**
* Initializes and launches an SDL application.
*
* \param argc The argc parameter from the application's main() function.
* \param argv The argv parameter from the application's main() function.
* \param mainFunction The SDL app's C-style main(), an SDL_main_func.
* \return the return value from mainFunction.
*
* \since This function is available since SDL 2.0.10.
*/
extern DECLSPEC int SDLCALL SDL_UIKitRunApp(int argc, char *argv[], SDL_main_func mainFunction);
#endif /* __IPHONEOS__ */
#ifdef __GDK__
/**
* Initialize and launch an SDL GDK application.
*
* \param mainFunction the SDL app's C-style main(), an SDL_main_func.
* \param reserved reserved for future use; should be NULL.
* \returns 0 on success or -1 on failure; call SDL_GetError() to retrieve
* more information on the failure.
*
* \since This function is available since SDL 2.24.0.
*/
extern DECLSPEC int SDLCALL SDL_GDKRunApp(SDL_main_func mainFunction, void *reserved);
/**
* Callback from the application to let the suspend continue.
*
* \since This function is available since SDL 2.28.0.
*/
extern DECLSPEC void SDLCALL SDL_GDKSuspendComplete(void);
#endif /* __GDK__ */
#ifdef __cplusplus
}
#endif
#include <SDL2/close_code.h>
#endif /* SDL_main_h_ */
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/*
Simple DirectMedia Layer
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, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* # CategoryMouse
*
* Include file for SDL mouse event handling.
*/
#ifndef SDL_mouse_h_
#define SDL_mouse_h_
#include <SDL2/SDL_stdinc.h>
#include <SDL2/SDL_error.h>
#include <SDL2/SDL_video.h>
#include <SDL2/begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
typedef struct SDL_Cursor SDL_Cursor; /**< Implementation dependent */
/**
* Cursor types for SDL_CreateSystemCursor().
*/
typedef enum SDL_SystemCursor
{
SDL_SYSTEM_CURSOR_ARROW, /**< Arrow */
SDL_SYSTEM_CURSOR_IBEAM, /**< I-beam */
SDL_SYSTEM_CURSOR_WAIT, /**< Wait */
SDL_SYSTEM_CURSOR_CROSSHAIR, /**< Crosshair */
SDL_SYSTEM_CURSOR_WAITARROW, /**< Small wait cursor (or Wait if not available) */
SDL_SYSTEM_CURSOR_SIZENWSE, /**< Double arrow pointing northwest and southeast */
SDL_SYSTEM_CURSOR_SIZENESW, /**< Double arrow pointing northeast and southwest */
SDL_SYSTEM_CURSOR_SIZEWE, /**< Double arrow pointing west and east */
SDL_SYSTEM_CURSOR_SIZENS, /**< Double arrow pointing north and south */
SDL_SYSTEM_CURSOR_SIZEALL, /**< Four pointed arrow pointing north, south, east, and west */
SDL_SYSTEM_CURSOR_NO, /**< Slashed circle or crossbones */
SDL_SYSTEM_CURSOR_HAND, /**< Hand */
SDL_NUM_SYSTEM_CURSORS
} SDL_SystemCursor;
/**
* Scroll direction types for the Scroll event
*/
typedef enum SDL_MouseWheelDirection
{
SDL_MOUSEWHEEL_NORMAL, /**< The scroll direction is normal */
SDL_MOUSEWHEEL_FLIPPED /**< The scroll direction is flipped / natural */
} SDL_MouseWheelDirection;
/* Function prototypes */
/**
* Get the window which currently has mouse focus.
*
* \returns the window with mouse focus.
*
* \since This function is available since SDL 2.0.0.
*/
extern DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void);
/**
* Retrieve the current state of the mouse.
*
* The current button state is returned as a button bitmask, which can be
* tested using the `SDL_BUTTON(X)` macros (where `X` is generally 1 for the
* left, 2 for middle, 3 for the right button), and `x` and `y` are set to the
* mouse cursor position relative to the focus window. You can pass NULL for
* either `x` or `y`.
*
* \param x the x coordinate of the mouse cursor position relative to the
* focus window.
* \param y the y coordinate of the mouse cursor position relative to the
* focus window.
* \returns a 32-bit button bitmask of the current button state.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetGlobalMouseState
* \sa SDL_GetRelativeMouseState
* \sa SDL_PumpEvents
*/
extern DECLSPEC Uint32 SDLCALL SDL_GetMouseState(int *x, int *y);
/**
* Get the current state of the mouse in relation to the desktop.
*
* This works similarly to SDL_GetMouseState(), but the coordinates will be
* reported relative to the top-left of the desktop. This can be useful if you
* need to track the mouse outside of a specific window and SDL_CaptureMouse()
* doesn't fit your needs. For example, it could be useful if you need to
* track the mouse while dragging a window, where coordinates relative to a
* window might not be in sync at all times.
*
* Note: SDL_GetMouseState() returns the mouse position as SDL understands it
* from the last pump of the event queue. This function, however, queries the
* OS for the current mouse position, and as such, might be a slightly less
* efficient function. Unless you know what you're doing and have a good
* reason to use this function, you probably want SDL_GetMouseState() instead.
*
* \param x filled in with the current X coord relative to the desktop; can be
* NULL.
* \param y filled in with the current Y coord relative to the desktop; can be
* NULL.
* \returns the current button state as a bitmask which can be tested using
* the SDL_BUTTON(X) macros.
*
* \since This function is available since SDL 2.0.4.
*
* \sa SDL_CaptureMouse
*/
extern DECLSPEC Uint32 SDLCALL SDL_GetGlobalMouseState(int *x, int *y);
/**
* Retrieve the relative state of the mouse.
*
* The current button state is returned as a button bitmask, which can be
* tested using the `SDL_BUTTON(X)` macros (where `X` is generally 1 for the
* left, 2 for middle, 3 for the right button), and `x` and `y` are set to the
* mouse deltas since the last call to SDL_GetRelativeMouseState() or since
* event initialization. You can pass NULL for either `x` or `y`.
*
* \param x a pointer filled with the last recorded x coordinate of the mouse.
* \param y a pointer filled with the last recorded y coordinate of the mouse.
* \returns a 32-bit button bitmask of the relative button state.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetMouseState
*/
extern DECLSPEC Uint32 SDLCALL SDL_GetRelativeMouseState(int *x, int *y);
/**
* Move the mouse cursor to the given position within the window.
*
* This function generates a mouse motion event if relative mode is not
* enabled. If relative mode is enabled, you can force mouse events for the
* warp by setting the SDL_HINT_MOUSE_RELATIVE_WARP_MOTION hint.
*
* Note that this function will appear to succeed, but not actually move the
* mouse when used over Microsoft Remote Desktop.
*
* \param window the window to move the mouse into, or NULL for the current
* mouse focus.
* \param x the x coordinate within the window.
* \param y the y coordinate within the window.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_WarpMouseGlobal
*/
extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window,
int x, int y);
/**
* Move the mouse to the given position in global screen space.
*
* This function generates a mouse motion event.
*
* A failure of this function usually means that it is unsupported by a
* platform.
*
* Note that this function will appear to succeed, but not actually move the
* mouse when used over Microsoft Remote Desktop.
*
* \param x the x coordinate.
* \param y the y coordinate.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.4.
*
* \sa SDL_WarpMouseInWindow
*/
extern DECLSPEC int SDLCALL SDL_WarpMouseGlobal(int x, int y);
/**
* Set relative mouse mode.
*
* While the mouse is in relative mode, the cursor is hidden, the mouse
* position is constrained to the window, and SDL will report continuous
* relative mouse motion even if the mouse is at the edge of the window.
*
* This function will flush any pending mouse motion.
*
* \param enabled SDL_TRUE to enable relative mode, SDL_FALSE to disable.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* If relative mode is not supported, this returns -1.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetRelativeMouseMode
*/
extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled);
/**
* Capture the mouse and to track input outside an SDL window.
*
* Capturing enables your app to obtain mouse events globally, instead of just
* within your window. Not all video targets support this function. When
* capturing is enabled, the current window will get all mouse events, but
* unlike relative mode, no change is made to the cursor and it is not
* restrained to your window.
*
* This function may also deny mouse input to other windows--both those in
* your application and others on the system--so you should use this function
* sparingly, and in small bursts. For example, you might want to track the
* mouse while the user is dragging something, until the user releases a mouse
* button. It is not recommended that you capture the mouse for long periods
* of time, such as the entire time your app is running. For that, you should
* probably use SDL_SetRelativeMouseMode() or SDL_SetWindowGrab(), depending
* on your goals.
*
* While captured, mouse events still report coordinates relative to the
* current (foreground) window, but those coordinates may be outside the
* bounds of the window (including negative values). Capturing is only allowed
* for the foreground window. If the window loses focus while capturing, the
* capture will be disabled automatically.
*
* While capturing is enabled, the current window will have the
* `SDL_WINDOW_MOUSE_CAPTURE` flag set.
*
* Please note that as of SDL 2.0.22, SDL will attempt to "auto capture" the
* mouse while the user is pressing a button; this is to try and make mouse
* behavior more consistent between platforms, and deal with the common case
* of a user dragging the mouse outside of the window. This means that if you
* are calling SDL_CaptureMouse() only to deal with this situation, you no
* longer have to (although it is safe to do so). If this causes problems for
* your app, you can disable auto capture by setting the
* `SDL_HINT_MOUSE_AUTO_CAPTURE` hint to zero.
*
* \param enabled SDL_TRUE to enable capturing, SDL_FALSE to disable.
* \returns 0 on success or -1 if not supported; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 2.0.4.
*
* \sa SDL_GetGlobalMouseState
*/
extern DECLSPEC int SDLCALL SDL_CaptureMouse(SDL_bool enabled);
/**
* Query whether relative mouse mode is enabled.
*
* \returns SDL_TRUE if relative mode is enabled or SDL_FALSE otherwise.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_SetRelativeMouseMode
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void);
/**
* Create a cursor using the specified bitmap data and mask (in MSB format).
*
* `mask` has to be in MSB (Most Significant Bit) format.
*
* The cursor width (`w`) must be a multiple of 8 bits.
*
* The cursor is created in black and white according to the following:
*
* - data=0, mask=1: white
* - data=1, mask=1: black
* - data=0, mask=0: transparent
* - data=1, mask=0: inverted color if possible, black if not.
*
* Cursors created with this function must be freed with SDL_FreeCursor().
*
* If you want to have a color cursor, or create your cursor from an
* SDL_Surface, you should use SDL_CreateColorCursor(). Alternately, you can
* hide the cursor and draw your own as part of your game's rendering, but it
* will be bound to the framerate.
*
* Also, since SDL 2.0.0, SDL_CreateSystemCursor() is available, which
* provides twelve readily available system cursors to pick from.
*
* \param data the color value for each pixel of the cursor.
* \param mask the mask value for each pixel of the cursor.
* \param w the width of the cursor.
* \param h the height of the cursor.
* \param hot_x the X-axis location of the upper left corner of the cursor
* relative to the actual mouse position.
* \param hot_y the Y-axis location of the upper left corner of the cursor
* relative to the actual mouse position.
* \returns a new cursor with the specified parameters on success or NULL on
* failure; call SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_FreeCursor
* \sa SDL_SetCursor
* \sa SDL_ShowCursor
*/
extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data,
const Uint8 * mask,
int w, int h, int hot_x,
int hot_y);
/**
* Create a color cursor.
*
* \param surface an SDL_Surface structure representing the cursor image.
* \param hot_x the x position of the cursor hot spot.
* \param hot_y the y position of the cursor hot spot.
* \returns the new cursor on success or NULL on failure; call SDL_GetError()
* for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_CreateCursor
* \sa SDL_FreeCursor
*/
extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateColorCursor(SDL_Surface *surface,
int hot_x,
int hot_y);
/**
* Create a system cursor.
*
* \param id an SDL_SystemCursor enum value.
* \returns a cursor on success or NULL on failure; call SDL_GetError() for
* more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_FreeCursor
*/
extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateSystemCursor(SDL_SystemCursor id);
/**
* Set the active cursor.
*
* This function sets the currently active cursor to the specified one. If the
* cursor is currently visible, the change will be immediately represented on
* the display. SDL_SetCursor(NULL) can be used to force cursor redraw, if
* this is desired for any reason.
*
* \param cursor a cursor to make active.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_CreateCursor
* \sa SDL_GetCursor
* \sa SDL_ShowCursor
*/
extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor * cursor);
/**
* Get the active cursor.
*
* This function returns a pointer to the current cursor which is owned by the
* library. It is not necessary to free the cursor with SDL_FreeCursor().
*
* \returns the active cursor or NULL if there is no mouse.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_SetCursor
*/
extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void);
/**
* Get the default cursor.
*
* You do not have to call SDL_FreeCursor() on the return value, but it is
* safe to do so.
*
* \returns the default cursor on success or NULL on failure.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_CreateSystemCursor
*/
extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetDefaultCursor(void);
/**
* Free a previously-created cursor.
*
* Use this function to free cursor resources created with SDL_CreateCursor(),
* SDL_CreateColorCursor() or SDL_CreateSystemCursor().
*
* \param cursor the cursor to free.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_CreateColorCursor
* \sa SDL_CreateCursor
* \sa SDL_CreateSystemCursor
*/
extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor * cursor);
/**
* Toggle whether or not the cursor is shown.
*
* The cursor starts off displayed but can be turned off. Passing `SDL_ENABLE`
* displays the cursor and passing `SDL_DISABLE` hides it.
*
* The current state of the mouse cursor can be queried by passing
* `SDL_QUERY`; either `SDL_DISABLE` or `SDL_ENABLE` will be returned.
*
* \param toggle `SDL_ENABLE` to show the cursor, `SDL_DISABLE` to hide it,
* `SDL_QUERY` to query the current state without changing it.
* \returns `SDL_ENABLE` if the cursor is shown, or `SDL_DISABLE` if the
* cursor is hidden, or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_CreateCursor
* \sa SDL_SetCursor
*/
extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle);
/**
* Used as a mask when testing buttons in buttonstate.
*
* - Button 1: Left mouse button
* - Button 2: Middle mouse button
* - Button 3: Right mouse button
*/
#define SDL_BUTTON(X) (1 << ((X)-1))
#define SDL_BUTTON_LEFT 1
#define SDL_BUTTON_MIDDLE 2
#define SDL_BUTTON_RIGHT 3
#define SDL_BUTTON_X1 4
#define SDL_BUTTON_X2 5
#define SDL_BUTTON_LMASK SDL_BUTTON(SDL_BUTTON_LEFT)
#define SDL_BUTTON_MMASK SDL_BUTTON(SDL_BUTTON_MIDDLE)
#define SDL_BUTTON_RMASK SDL_BUTTON(SDL_BUTTON_RIGHT)
#define SDL_BUTTON_X1MASK SDL_BUTTON(SDL_BUTTON_X1)
#define SDL_BUTTON_X2MASK SDL_BUTTON(SDL_BUTTON_X2)
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL2/close_code.h>
#endif /* SDL_mouse_h_ */
/* vi: set ts=4 sw=4 expandtab: */

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@@ -1,545 +0,0 @@
/*
Simple DirectMedia Layer
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, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SDL_mutex_h_
#define SDL_mutex_h_
/**
* # CategoryMutex
*
* Functions to provide thread synchronization primitives.
*/
#include <SDL2/SDL_stdinc.h>
#include <SDL2/SDL_error.h>
/******************************************************************************/
/* Enable thread safety attributes only with clang.
* The attributes can be safely erased when compiling with other compilers.
*/
#if defined(SDL_THREAD_SAFETY_ANALYSIS) && \
defined(__clang__) && (!defined(SWIG))
#define SDL_THREAD_ANNOTATION_ATTRIBUTE__(x) __attribute__((x))
#else
#define SDL_THREAD_ANNOTATION_ATTRIBUTE__(x) /* no-op */
#endif
#define SDL_CAPABILITY(x) \
SDL_THREAD_ANNOTATION_ATTRIBUTE__(capability(x))
#define SDL_SCOPED_CAPABILITY \
SDL_THREAD_ANNOTATION_ATTRIBUTE__(scoped_lockable)
#define SDL_GUARDED_BY(x) \
SDL_THREAD_ANNOTATION_ATTRIBUTE__(guarded_by(x))
#define SDL_PT_GUARDED_BY(x) \
SDL_THREAD_ANNOTATION_ATTRIBUTE__(pt_guarded_by(x))
#define SDL_ACQUIRED_BEFORE(x) \
SDL_THREAD_ANNOTATION_ATTRIBUTE__(acquired_before(x))
#define SDL_ACQUIRED_AFTER(x) \
SDL_THREAD_ANNOTATION_ATTRIBUTE__(acquired_after(x))
#define SDL_REQUIRES(x) \
SDL_THREAD_ANNOTATION_ATTRIBUTE__(requires_capability(x))
#define SDL_REQUIRES_SHARED(x) \
SDL_THREAD_ANNOTATION_ATTRIBUTE__(requires_shared_capability(x))
#define SDL_ACQUIRE(x) \
SDL_THREAD_ANNOTATION_ATTRIBUTE__(acquire_capability(x))
#define SDL_ACQUIRE_SHARED(x) \
SDL_THREAD_ANNOTATION_ATTRIBUTE__(acquire_shared_capability(x))
#define SDL_RELEASE(x) \
SDL_THREAD_ANNOTATION_ATTRIBUTE__(release_capability(x))
#define SDL_RELEASE_SHARED(x) \
SDL_THREAD_ANNOTATION_ATTRIBUTE__(release_shared_capability(x))
#define SDL_RELEASE_GENERIC(x) \
SDL_THREAD_ANNOTATION_ATTRIBUTE__(release_generic_capability(x))
#define SDL_TRY_ACQUIRE(x, y) \
SDL_THREAD_ANNOTATION_ATTRIBUTE__(try_acquire_capability(x, y))
#define SDL_TRY_ACQUIRE_SHARED(x, y) \
SDL_THREAD_ANNOTATION_ATTRIBUTE__(try_acquire_shared_capability(x, y))
#define SDL_EXCLUDES(x) \
SDL_THREAD_ANNOTATION_ATTRIBUTE__(locks_excluded(x))
#define SDL_ASSERT_CAPABILITY(x) \
SDL_THREAD_ANNOTATION_ATTRIBUTE__(assert_capability(x))
#define SDL_ASSERT_SHARED_CAPABILITY(x) \
SDL_THREAD_ANNOTATION_ATTRIBUTE__(assert_shared_capability(x))
#define SDL_RETURN_CAPABILITY(x) \
SDL_THREAD_ANNOTATION_ATTRIBUTE__(lock_returned(x))
#define SDL_NO_THREAD_SAFETY_ANALYSIS \
SDL_THREAD_ANNOTATION_ATTRIBUTE__(no_thread_safety_analysis)
/******************************************************************************/
#include <SDL2/begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* Synchronization functions which can time out return this value if they time
* out.
*/
#define SDL_MUTEX_TIMEDOUT 1
/**
* This is the timeout value which corresponds to never time out.
*/
#define SDL_MUTEX_MAXWAIT (~(Uint32)0)
/**
* \name Mutex functions
*/
/* @{ */
/* The SDL mutex structure, defined in SDL_sysmutex.c */
struct SDL_mutex;
typedef struct SDL_mutex SDL_mutex;
/**
* Create a new mutex.
*
* All newly-created mutexes begin in the _unlocked_ state.
*
* Calls to SDL_LockMutex() will not return while the mutex is locked by
* another thread. See SDL_TryLockMutex() to attempt to lock without blocking.
*
* SDL mutexes are reentrant.
*
* \returns the initialized and unlocked mutex or NULL on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_DestroyMutex
* \sa SDL_LockMutex
* \sa SDL_TryLockMutex
* \sa SDL_UnlockMutex
*/
extern DECLSPEC SDL_mutex *SDLCALL SDL_CreateMutex(void);
/**
* Lock the mutex.
*
* This will block until the mutex is available, which is to say it is in the
* unlocked state and the OS has chosen the caller as the next thread to lock
* it. Of all threads waiting to lock the mutex, only one may do so at a time.
*
* It is legal for the owning thread to lock an already-locked mutex. It must
* unlock it the same number of times before it is actually made available for
* other threads in the system (this is known as a "recursive mutex").
*
* \param mutex the mutex to lock.
* \return 0, or -1 on error.
*
* \since This function is available since SDL 2.0.0.
*/
extern DECLSPEC int SDLCALL SDL_LockMutex(SDL_mutex * mutex) SDL_ACQUIRE(mutex);
#define SDL_mutexP(m) SDL_LockMutex(m)
/**
* Try to lock a mutex without blocking.
*
* This works just like SDL_LockMutex(), but if the mutex is not available,
* this function returns `SDL_MUTEX_TIMEOUT` immediately.
*
* This technique is useful if you need exclusive access to a resource but
* don't want to wait for it, and will return to it to try again later.
*
* \param mutex the mutex to try to lock.
* \returns 0, `SDL_MUTEX_TIMEDOUT`, or -1 on error; call SDL_GetError() for
* more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_CreateMutex
* \sa SDL_DestroyMutex
* \sa SDL_LockMutex
* \sa SDL_UnlockMutex
*/
extern DECLSPEC int SDLCALL SDL_TryLockMutex(SDL_mutex * mutex) SDL_TRY_ACQUIRE(0, mutex);
/**
* Unlock the mutex.
*
* It is legal for the owning thread to lock an already-locked mutex. It must
* unlock it the same number of times before it is actually made available for
* other threads in the system (this is known as a "recursive mutex").
*
* It is an error to unlock a mutex that has not been locked by the current
* thread, and doing so results in undefined behavior.
*
* It is also an error to unlock a mutex that isn't locked at all.
*
* \param mutex the mutex to unlock.
* \returns 0, or -1 on error.
*
* \since This function is available since SDL 2.0.0.
*/
extern DECLSPEC int SDLCALL SDL_UnlockMutex(SDL_mutex * mutex) SDL_RELEASE(mutex);
#define SDL_mutexV(m) SDL_UnlockMutex(m)
/**
* Destroy a mutex created with SDL_CreateMutex().
*
* This function must be called on any mutex that is no longer needed. Failure
* to destroy a mutex will result in a system memory or resource leak. While
* it is safe to destroy a mutex that is _unlocked_, it is not safe to attempt
* to destroy a locked mutex, and may result in undefined behavior depending
* on the platform.
*
* \param mutex the mutex to destroy.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_CreateMutex
* \sa SDL_LockMutex
* \sa SDL_TryLockMutex
* \sa SDL_UnlockMutex
*/
extern DECLSPEC void SDLCALL SDL_DestroyMutex(SDL_mutex * mutex);
/* @} *//* Mutex functions */
/**
* \name Semaphore functions
*/
/* @{ */
/* The SDL semaphore structure, defined in SDL_syssem.c */
struct SDL_semaphore;
typedef struct SDL_semaphore SDL_sem;
/**
* Create a semaphore.
*
* This function creates a new semaphore and initializes it with the value
* `initial_value`. Each wait operation on the semaphore will atomically
* decrement the semaphore value and potentially block if the semaphore value
* is 0. Each post operation will atomically increment the semaphore value and
* wake waiting threads and allow them to retry the wait operation.
*
* \param initial_value the starting value of the semaphore.
* \returns a new semaphore or NULL on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_DestroySemaphore
* \sa SDL_SemPost
* \sa SDL_SemTryWait
* \sa SDL_SemValue
* \sa SDL_SemWait
* \sa SDL_SemWaitTimeout
*/
extern DECLSPEC SDL_sem *SDLCALL SDL_CreateSemaphore(Uint32 initial_value);
/**
* Destroy a semaphore.
*
* It is not safe to destroy a semaphore if there are threads currently
* waiting on it.
*
* \param sem the semaphore to destroy.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_CreateSemaphore
* \sa SDL_SemPost
* \sa SDL_SemTryWait
* \sa SDL_SemValue
* \sa SDL_SemWait
* \sa SDL_SemWaitTimeout
*/
extern DECLSPEC void SDLCALL SDL_DestroySemaphore(SDL_sem * sem);
/**
* Wait until a semaphore has a positive value and then decrements it.
*
* This function suspends the calling thread until either the semaphore
* pointed to by `sem` has a positive value or the call is interrupted by a
* signal or error. If the call is successful it will atomically decrement the
* semaphore value.
*
* This function is the equivalent of calling SDL_SemWaitTimeout() with a time
* length of `SDL_MUTEX_MAXWAIT`.
*
* \param sem the semaphore wait on.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_CreateSemaphore
* \sa SDL_DestroySemaphore
* \sa SDL_SemPost
* \sa SDL_SemTryWait
* \sa SDL_SemValue
* \sa SDL_SemWait
* \sa SDL_SemWaitTimeout
*/
extern DECLSPEC int SDLCALL SDL_SemWait(SDL_sem * sem);
/**
* See if a semaphore has a positive value and decrement it if it does.
*
* This function checks to see if the semaphore pointed to by `sem` has a
* positive value and atomically decrements the semaphore value if it does. If
* the semaphore doesn't have a positive value, the function immediately
* returns SDL_MUTEX_TIMEDOUT.
*
* \param sem the semaphore to wait on.
* \returns 0 if the wait succeeds, `SDL_MUTEX_TIMEDOUT` if the wait would
* block, or a negative error code on failure; call SDL_GetError()
* for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_CreateSemaphore
* \sa SDL_DestroySemaphore
* \sa SDL_SemPost
* \sa SDL_SemValue
* \sa SDL_SemWait
* \sa SDL_SemWaitTimeout
*/
extern DECLSPEC int SDLCALL SDL_SemTryWait(SDL_sem * sem);
/**
* Wait until a semaphore has a positive value and then decrements it.
*
* This function suspends the calling thread until either the semaphore
* pointed to by `sem` has a positive value, the call is interrupted by a
* signal or error, or the specified time has elapsed. If the call is
* successful it will atomically decrement the semaphore value.
*
* \param sem the semaphore to wait on.
* \param timeout the length of the timeout, in milliseconds.
* \returns 0 if the wait succeeds, `SDL_MUTEX_TIMEDOUT` if the wait does not
* succeed in the allotted time, or a negative error code on failure;
* call SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_CreateSemaphore
* \sa SDL_DestroySemaphore
* \sa SDL_SemPost
* \sa SDL_SemTryWait
* \sa SDL_SemValue
* \sa SDL_SemWait
*/
extern DECLSPEC int SDLCALL SDL_SemWaitTimeout(SDL_sem *sem, Uint32 timeout);
/**
* Atomically increment a semaphore's value and wake waiting threads.
*
* \param sem the semaphore to increment.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_CreateSemaphore
* \sa SDL_DestroySemaphore
* \sa SDL_SemTryWait
* \sa SDL_SemValue
* \sa SDL_SemWait
* \sa SDL_SemWaitTimeout
*/
extern DECLSPEC int SDLCALL SDL_SemPost(SDL_sem * sem);
/**
* Get the current value of a semaphore.
*
* \param sem the semaphore to query.
* \returns the current value of the semaphore.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_CreateSemaphore
*/
extern DECLSPEC Uint32 SDLCALL SDL_SemValue(SDL_sem * sem);
/* @} *//* Semaphore functions */
/**
* \name Condition variable functions
*/
/* @{ */
/* The SDL condition variable structure, defined in SDL_syscond.c */
struct SDL_cond;
typedef struct SDL_cond SDL_cond;
/**
* Create a condition variable.
*
* \returns a new condition variable or NULL on failure; call SDL_GetError()
* for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_CondBroadcast
* \sa SDL_CondSignal
* \sa SDL_CondWait
* \sa SDL_CondWaitTimeout
* \sa SDL_DestroyCond
*/
extern DECLSPEC SDL_cond *SDLCALL SDL_CreateCond(void);
/**
* Destroy a condition variable.
*
* \param cond the condition variable to destroy.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_CondBroadcast
* \sa SDL_CondSignal
* \sa SDL_CondWait
* \sa SDL_CondWaitTimeout
* \sa SDL_CreateCond
*/
extern DECLSPEC void SDLCALL SDL_DestroyCond(SDL_cond * cond);
/**
* Restart one of the threads that are waiting on the condition variable.
*
* \param cond the condition variable to signal.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_CondBroadcast
* \sa SDL_CondWait
* \sa SDL_CondWaitTimeout
* \sa SDL_CreateCond
* \sa SDL_DestroyCond
*/
extern DECLSPEC int SDLCALL SDL_CondSignal(SDL_cond * cond);
/**
* Restart all threads that are waiting on the condition variable.
*
* \param cond the condition variable to signal.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_CondSignal
* \sa SDL_CondWait
* \sa SDL_CondWaitTimeout
* \sa SDL_CreateCond
* \sa SDL_DestroyCond
*/
extern DECLSPEC int SDLCALL SDL_CondBroadcast(SDL_cond * cond);
/**
* Wait until a condition variable is signaled.
*
* This function unlocks the specified `mutex` and waits for another thread to
* call SDL_CondSignal() or SDL_CondBroadcast() on the condition variable
* `cond`. Once the condition variable is signaled, the mutex is re-locked and
* the function returns.
*
* The mutex must be locked before calling this function.
*
* This function is the equivalent of calling SDL_CondWaitTimeout() with a
* time length of `SDL_MUTEX_MAXWAIT`.
*
* \param cond the condition variable to wait on.
* \param mutex the mutex used to coordinate thread access.
* \returns 0 when it is signaled or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_CondBroadcast
* \sa SDL_CondSignal
* \sa SDL_CondWaitTimeout
* \sa SDL_CreateCond
* \sa SDL_DestroyCond
*/
extern DECLSPEC int SDLCALL SDL_CondWait(SDL_cond * cond, SDL_mutex * mutex);
/**
* Wait until a condition variable is signaled or a certain time has passed.
*
* This function unlocks the specified `mutex` and waits for another thread to
* call SDL_CondSignal() or SDL_CondBroadcast() on the condition variable
* `cond`, or for the specified time to elapse. Once the condition variable is
* signaled or the time elapsed, the mutex is re-locked and the function
* returns.
*
* The mutex must be locked before calling this function.
*
* \param cond the condition variable to wait on.
* \param mutex the mutex used to coordinate thread access.
* \param ms the maximum time to wait, in milliseconds, or `SDL_MUTEX_MAXWAIT`
* to wait indefinitely.
* \returns 0 if the condition variable is signaled, `SDL_MUTEX_TIMEDOUT` if
* the condition is not signaled in the allotted time, or a negative
* error code on failure; call SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_CondBroadcast
* \sa SDL_CondSignal
* \sa SDL_CondWait
* \sa SDL_CreateCond
* \sa SDL_DestroyCond
*/
extern DECLSPEC int SDLCALL SDL_CondWaitTimeout(SDL_cond * cond,
SDL_mutex * mutex, Uint32 ms);
/* @} *//* Condition variable functions */
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL2/close_code.h>
#endif /* SDL_mutex_h_ */
/* vi: set ts=4 sw=4 expandtab: */

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@@ -1,686 +0,0 @@
/*
Simple DirectMedia Layer
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, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* # CategoryPixels
*
* Header for the enumerated pixel format definitions.
*/
#ifndef SDL_pixels_h_
#define SDL_pixels_h_
#include <SDL2/SDL_stdinc.h>
#include <SDL2/SDL_endian.h>
#include <SDL2/begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \name Transparency definitions
*
* These define alpha as the opacity of a surface.
*/
/* @{ */
#define SDL_ALPHA_OPAQUE 255
#define SDL_ALPHA_TRANSPARENT 0
/* @} */
/** Pixel type. */
typedef enum
{
SDL_PIXELTYPE_UNKNOWN,
SDL_PIXELTYPE_INDEX1,
SDL_PIXELTYPE_INDEX4,
SDL_PIXELTYPE_INDEX8,
SDL_PIXELTYPE_PACKED8,
SDL_PIXELTYPE_PACKED16,
SDL_PIXELTYPE_PACKED32,
SDL_PIXELTYPE_ARRAYU8,
SDL_PIXELTYPE_ARRAYU16,
SDL_PIXELTYPE_ARRAYU32,
SDL_PIXELTYPE_ARRAYF16,
SDL_PIXELTYPE_ARRAYF32,
/* This must be at the end of the list to avoid breaking the existing ABI */
SDL_PIXELTYPE_INDEX2
} SDL_PixelType;
/** Bitmap pixel order, high bit -> low bit. */
typedef enum
{
SDL_BITMAPORDER_NONE,
SDL_BITMAPORDER_4321,
SDL_BITMAPORDER_1234
} SDL_BitmapOrder;
/** Packed component order, high bit -> low bit. */
typedef enum
{
SDL_PACKEDORDER_NONE,
SDL_PACKEDORDER_XRGB,
SDL_PACKEDORDER_RGBX,
SDL_PACKEDORDER_ARGB,
SDL_PACKEDORDER_RGBA,
SDL_PACKEDORDER_XBGR,
SDL_PACKEDORDER_BGRX,
SDL_PACKEDORDER_ABGR,
SDL_PACKEDORDER_BGRA
} SDL_PackedOrder;
/** Array component order, low byte -> high byte. */
/* !!! FIXME: in 2.1, make these not overlap differently with
!!! FIXME: SDL_PACKEDORDER_*, so we can simplify SDL_ISPIXELFORMAT_ALPHA */
typedef enum
{
SDL_ARRAYORDER_NONE,
SDL_ARRAYORDER_RGB,
SDL_ARRAYORDER_RGBA,
SDL_ARRAYORDER_ARGB,
SDL_ARRAYORDER_BGR,
SDL_ARRAYORDER_BGRA,
SDL_ARRAYORDER_ABGR
} SDL_ArrayOrder;
/** Packed component layout. */
typedef enum
{
SDL_PACKEDLAYOUT_NONE,
SDL_PACKEDLAYOUT_332,
SDL_PACKEDLAYOUT_4444,
SDL_PACKEDLAYOUT_1555,
SDL_PACKEDLAYOUT_5551,
SDL_PACKEDLAYOUT_565,
SDL_PACKEDLAYOUT_8888,
SDL_PACKEDLAYOUT_2101010,
SDL_PACKEDLAYOUT_1010102
} SDL_PackedLayout;
#define SDL_DEFINE_PIXELFOURCC(A, B, C, D) SDL_FOURCC(A, B, C, D)
#define SDL_DEFINE_PIXELFORMAT(type, order, layout, bits, bytes) \
((1 << 28) | ((type) << 24) | ((order) << 20) | ((layout) << 16) | \
((bits) << 8) | ((bytes) << 0))
#define SDL_PIXELFLAG(X) (((X) >> 28) & 0x0F)
#define SDL_PIXELTYPE(X) (((X) >> 24) & 0x0F)
#define SDL_PIXELORDER(X) (((X) >> 20) & 0x0F)
#define SDL_PIXELLAYOUT(X) (((X) >> 16) & 0x0F)
#define SDL_BITSPERPIXEL(X) (((X) >> 8) & 0xFF)
#define SDL_BYTESPERPIXEL(X) \
(SDL_ISPIXELFORMAT_FOURCC(X) ? \
((((X) == SDL_PIXELFORMAT_YUY2) || \
((X) == SDL_PIXELFORMAT_UYVY) || \
((X) == SDL_PIXELFORMAT_YVYU)) ? 2 : 1) : (((X) >> 0) & 0xFF))
#define SDL_ISPIXELFORMAT_INDEXED(format) \
(!SDL_ISPIXELFORMAT_FOURCC(format) && \
((SDL_PIXELTYPE(format) == SDL_PIXELTYPE_INDEX1) || \
(SDL_PIXELTYPE(format) == SDL_PIXELTYPE_INDEX2) || \
(SDL_PIXELTYPE(format) == SDL_PIXELTYPE_INDEX4) || \
(SDL_PIXELTYPE(format) == SDL_PIXELTYPE_INDEX8)))
#define SDL_ISPIXELFORMAT_PACKED(format) \
(!SDL_ISPIXELFORMAT_FOURCC(format) && \
((SDL_PIXELTYPE(format) == SDL_PIXELTYPE_PACKED8) || \
(SDL_PIXELTYPE(format) == SDL_PIXELTYPE_PACKED16) || \
(SDL_PIXELTYPE(format) == SDL_PIXELTYPE_PACKED32)))
#define SDL_ISPIXELFORMAT_ARRAY(format) \
(!SDL_ISPIXELFORMAT_FOURCC(format) && \
((SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYU8) || \
(SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYU16) || \
(SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYU32) || \
(SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYF16) || \
(SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYF32)))
#define SDL_ISPIXELFORMAT_ALPHA(format) \
((SDL_ISPIXELFORMAT_PACKED(format) && \
((SDL_PIXELORDER(format) == SDL_PACKEDORDER_ARGB) || \
(SDL_PIXELORDER(format) == SDL_PACKEDORDER_RGBA) || \
(SDL_PIXELORDER(format) == SDL_PACKEDORDER_ABGR) || \
(SDL_PIXELORDER(format) == SDL_PACKEDORDER_BGRA))) || \
(SDL_ISPIXELFORMAT_ARRAY(format) && \
((SDL_PIXELORDER(format) == SDL_ARRAYORDER_ARGB) || \
(SDL_PIXELORDER(format) == SDL_ARRAYORDER_RGBA) || \
(SDL_PIXELORDER(format) == SDL_ARRAYORDER_ABGR) || \
(SDL_PIXELORDER(format) == SDL_ARRAYORDER_BGRA))))
/* The flag is set to 1 because 0x1? is not in the printable ASCII range */
#define SDL_ISPIXELFORMAT_FOURCC(format) \
((format) && (SDL_PIXELFLAG(format) != 1))
/* Note: If you modify this list, update SDL_GetPixelFormatName() */
typedef enum
{
SDL_PIXELFORMAT_UNKNOWN,
SDL_PIXELFORMAT_INDEX1LSB =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX1, SDL_BITMAPORDER_4321, 0,
1, 0),
SDL_PIXELFORMAT_INDEX1MSB =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX1, SDL_BITMAPORDER_1234, 0,
1, 0),
SDL_PIXELFORMAT_INDEX2LSB =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX2, SDL_BITMAPORDER_4321, 0,
2, 0),
SDL_PIXELFORMAT_INDEX2MSB =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX2, SDL_BITMAPORDER_1234, 0,
2, 0),
SDL_PIXELFORMAT_INDEX4LSB =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX4, SDL_BITMAPORDER_4321, 0,
4, 0),
SDL_PIXELFORMAT_INDEX4MSB =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX4, SDL_BITMAPORDER_1234, 0,
4, 0),
SDL_PIXELFORMAT_INDEX8 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX8, 0, 0, 8, 1),
SDL_PIXELFORMAT_RGB332 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED8, SDL_PACKEDORDER_XRGB,
SDL_PACKEDLAYOUT_332, 8, 1),
SDL_PIXELFORMAT_XRGB4444 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XRGB,
SDL_PACKEDLAYOUT_4444, 12, 2),
SDL_PIXELFORMAT_RGB444 = SDL_PIXELFORMAT_XRGB4444,
SDL_PIXELFORMAT_XBGR4444 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XBGR,
SDL_PACKEDLAYOUT_4444, 12, 2),
SDL_PIXELFORMAT_BGR444 = SDL_PIXELFORMAT_XBGR4444,
SDL_PIXELFORMAT_XRGB1555 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XRGB,
SDL_PACKEDLAYOUT_1555, 15, 2),
SDL_PIXELFORMAT_RGB555 = SDL_PIXELFORMAT_XRGB1555,
SDL_PIXELFORMAT_XBGR1555 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XBGR,
SDL_PACKEDLAYOUT_1555, 15, 2),
SDL_PIXELFORMAT_BGR555 = SDL_PIXELFORMAT_XBGR1555,
SDL_PIXELFORMAT_ARGB4444 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_ARGB,
SDL_PACKEDLAYOUT_4444, 16, 2),
SDL_PIXELFORMAT_RGBA4444 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_RGBA,
SDL_PACKEDLAYOUT_4444, 16, 2),
SDL_PIXELFORMAT_ABGR4444 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_ABGR,
SDL_PACKEDLAYOUT_4444, 16, 2),
SDL_PIXELFORMAT_BGRA4444 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_BGRA,
SDL_PACKEDLAYOUT_4444, 16, 2),
SDL_PIXELFORMAT_ARGB1555 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_ARGB,
SDL_PACKEDLAYOUT_1555, 16, 2),
SDL_PIXELFORMAT_RGBA5551 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_RGBA,
SDL_PACKEDLAYOUT_5551, 16, 2),
SDL_PIXELFORMAT_ABGR1555 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_ABGR,
SDL_PACKEDLAYOUT_1555, 16, 2),
SDL_PIXELFORMAT_BGRA5551 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_BGRA,
SDL_PACKEDLAYOUT_5551, 16, 2),
SDL_PIXELFORMAT_RGB565 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XRGB,
SDL_PACKEDLAYOUT_565, 16, 2),
SDL_PIXELFORMAT_BGR565 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XBGR,
SDL_PACKEDLAYOUT_565, 16, 2),
SDL_PIXELFORMAT_RGB24 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYU8, SDL_ARRAYORDER_RGB, 0,
24, 3),
SDL_PIXELFORMAT_BGR24 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYU8, SDL_ARRAYORDER_BGR, 0,
24, 3),
SDL_PIXELFORMAT_XRGB8888 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_XRGB,
SDL_PACKEDLAYOUT_8888, 24, 4),
SDL_PIXELFORMAT_RGB888 = SDL_PIXELFORMAT_XRGB8888,
SDL_PIXELFORMAT_RGBX8888 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_RGBX,
SDL_PACKEDLAYOUT_8888, 24, 4),
SDL_PIXELFORMAT_XBGR8888 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_XBGR,
SDL_PACKEDLAYOUT_8888, 24, 4),
SDL_PIXELFORMAT_BGR888 = SDL_PIXELFORMAT_XBGR8888,
SDL_PIXELFORMAT_BGRX8888 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_BGRX,
SDL_PACKEDLAYOUT_8888, 24, 4),
SDL_PIXELFORMAT_ARGB8888 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_ARGB,
SDL_PACKEDLAYOUT_8888, 32, 4),
SDL_PIXELFORMAT_RGBA8888 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_RGBA,
SDL_PACKEDLAYOUT_8888, 32, 4),
SDL_PIXELFORMAT_ABGR8888 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_ABGR,
SDL_PACKEDLAYOUT_8888, 32, 4),
SDL_PIXELFORMAT_BGRA8888 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_BGRA,
SDL_PACKEDLAYOUT_8888, 32, 4),
SDL_PIXELFORMAT_ARGB2101010 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_ARGB,
SDL_PACKEDLAYOUT_2101010, 32, 4),
/* Aliases for RGBA byte arrays of color data, for the current platform */
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
SDL_PIXELFORMAT_RGBA32 = SDL_PIXELFORMAT_RGBA8888,
SDL_PIXELFORMAT_ARGB32 = SDL_PIXELFORMAT_ARGB8888,
SDL_PIXELFORMAT_BGRA32 = SDL_PIXELFORMAT_BGRA8888,
SDL_PIXELFORMAT_ABGR32 = SDL_PIXELFORMAT_ABGR8888,
SDL_PIXELFORMAT_RGBX32 = SDL_PIXELFORMAT_RGBX8888,
SDL_PIXELFORMAT_XRGB32 = SDL_PIXELFORMAT_XRGB8888,
SDL_PIXELFORMAT_BGRX32 = SDL_PIXELFORMAT_BGRX8888,
SDL_PIXELFORMAT_XBGR32 = SDL_PIXELFORMAT_XBGR8888,
#else
SDL_PIXELFORMAT_RGBA32 = SDL_PIXELFORMAT_ABGR8888,
SDL_PIXELFORMAT_ARGB32 = SDL_PIXELFORMAT_BGRA8888,
SDL_PIXELFORMAT_BGRA32 = SDL_PIXELFORMAT_ARGB8888,
SDL_PIXELFORMAT_ABGR32 = SDL_PIXELFORMAT_RGBA8888,
SDL_PIXELFORMAT_RGBX32 = SDL_PIXELFORMAT_XBGR8888,
SDL_PIXELFORMAT_XRGB32 = SDL_PIXELFORMAT_BGRX8888,
SDL_PIXELFORMAT_BGRX32 = SDL_PIXELFORMAT_XRGB8888,
SDL_PIXELFORMAT_XBGR32 = SDL_PIXELFORMAT_RGBX8888,
#endif
SDL_PIXELFORMAT_YV12 = /**< Planar mode: Y + V + U (3 planes) */
SDL_DEFINE_PIXELFOURCC('Y', 'V', '1', '2'),
SDL_PIXELFORMAT_IYUV = /**< Planar mode: Y + U + V (3 planes) */
SDL_DEFINE_PIXELFOURCC('I', 'Y', 'U', 'V'),
SDL_PIXELFORMAT_YUY2 = /**< Packed mode: Y0+U0+Y1+V0 (1 plane) */
SDL_DEFINE_PIXELFOURCC('Y', 'U', 'Y', '2'),
SDL_PIXELFORMAT_UYVY = /**< Packed mode: U0+Y0+V0+Y1 (1 plane) */
SDL_DEFINE_PIXELFOURCC('U', 'Y', 'V', 'Y'),
SDL_PIXELFORMAT_YVYU = /**< Packed mode: Y0+V0+Y1+U0 (1 plane) */
SDL_DEFINE_PIXELFOURCC('Y', 'V', 'Y', 'U'),
SDL_PIXELFORMAT_NV12 = /**< Planar mode: Y + U/V interleaved (2 planes) */
SDL_DEFINE_PIXELFOURCC('N', 'V', '1', '2'),
SDL_PIXELFORMAT_NV21 = /**< Planar mode: Y + V/U interleaved (2 planes) */
SDL_DEFINE_PIXELFOURCC('N', 'V', '2', '1'),
SDL_PIXELFORMAT_EXTERNAL_OES = /**< Android video texture format */
SDL_DEFINE_PIXELFOURCC('O', 'E', 'S', ' ')
} SDL_PixelFormatEnum;
/**
* The bits of this structure can be directly reinterpreted as an
* integer-packed color which uses the SDL_PIXELFORMAT_RGBA32 format
* (SDL_PIXELFORMAT_ABGR8888 on little-endian systems and
* SDL_PIXELFORMAT_RGBA8888 on big-endian systems).
*/
typedef struct SDL_Color
{
Uint8 r;
Uint8 g;
Uint8 b;
Uint8 a;
} SDL_Color;
#define SDL_Colour SDL_Color
typedef struct SDL_Palette
{
int ncolors;
SDL_Color *colors;
Uint32 version;
int refcount;
} SDL_Palette;
/**
* A structure that contains pixel format information.
*
* Everything in the pixel format structure is read-only.
*
* A pixel format has either a palette or masks. If a palette is used `Rmask`,
* `Gmask`, `Bmask`, and `Amask` will be 0.
*
* An SDL_PixelFormat describes the format of the pixel data stored at the
* `pixels` field of an SDL_Surface. Every surface stores an SDL_PixelFormat
* in the `format` field.
*
* If you wish to do pixel level modifications on a surface, then
* understanding how SDL stores its color information is essential.
*
* For information on modern pixel color spaces, see the following Wikipedia
* article: http://en.wikipedia.org/wiki/RGBA_color_space
*
* \sa SDL_ConvertSurface
* \sa SDL_GetRGB
* \sa SDL_GetRGBA
* \sa SDL_MapRGB
* \sa SDL_MapRGBA
* \sa SDL_AllocFormat
* \sa SDL_FreeFormat
*/
typedef struct SDL_PixelFormat
{
Uint32 format;
SDL_Palette *palette;
Uint8 BitsPerPixel;
Uint8 BytesPerPixel;
Uint8 padding[2];
Uint32 Rmask;
Uint32 Gmask;
Uint32 Bmask;
Uint32 Amask;
Uint8 Rloss;
Uint8 Gloss;
Uint8 Bloss;
Uint8 Aloss;
Uint8 Rshift;
Uint8 Gshift;
Uint8 Bshift;
Uint8 Ashift;
int refcount;
struct SDL_PixelFormat *next;
} SDL_PixelFormat;
/**
* Get the human readable name of a pixel format.
*
* \param format the pixel format to query.
* \returns the human readable name of the specified pixel format or
* `SDL_PIXELFORMAT_UNKNOWN` if the format isn't recognized.
*
* \since This function is available since SDL 2.0.0.
*/
extern DECLSPEC const char* SDLCALL SDL_GetPixelFormatName(Uint32 format);
/**
* Convert one of the enumerated pixel formats to a bpp value and RGBA masks.
*
* \param format one of the SDL_PixelFormatEnum values.
* \param bpp a bits per pixel value; usually 15, 16, or 32.
* \param Rmask a pointer filled in with the red mask for the format.
* \param Gmask a pointer filled in with the green mask for the format.
* \param Bmask a pointer filled in with the blue mask for the format.
* \param Amask a pointer filled in with the alpha mask for the format.
* \returns SDL_TRUE on success or SDL_FALSE if the conversion wasn't
* possible; call SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_MasksToPixelFormatEnum
*/
extern DECLSPEC SDL_bool SDLCALL SDL_PixelFormatEnumToMasks(Uint32 format,
int *bpp,
Uint32 * Rmask,
Uint32 * Gmask,
Uint32 * Bmask,
Uint32 * Amask);
/**
* Convert a bpp value and RGBA masks to an enumerated pixel format.
*
* This will return `SDL_PIXELFORMAT_UNKNOWN` if the conversion wasn't
* possible.
*
* \param bpp a bits per pixel value; usually 15, 16, or 32.
* \param Rmask the red mask for the format.
* \param Gmask the green mask for the format.
* \param Bmask the blue mask for the format.
* \param Amask the alpha mask for the format.
* \returns one of the SDL_PixelFormatEnum values.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_PixelFormatEnumToMasks
*/
extern DECLSPEC Uint32 SDLCALL SDL_MasksToPixelFormatEnum(int bpp,
Uint32 Rmask,
Uint32 Gmask,
Uint32 Bmask,
Uint32 Amask);
/**
* Create an SDL_PixelFormat structure corresponding to a pixel format.
*
* Returned structure may come from a shared global cache (i.e. not newly
* allocated), and hence should not be modified, especially the palette. Weird
* errors such as `Blit combination not supported` may occur.
*
* \param pixel_format one of the SDL_PixelFormatEnum values.
* \returns the new SDL_PixelFormat structure or NULL on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_FreeFormat
*/
extern DECLSPEC SDL_PixelFormat * SDLCALL SDL_AllocFormat(Uint32 pixel_format);
/**
* Free an SDL_PixelFormat structure allocated by SDL_AllocFormat().
*
* \param format the SDL_PixelFormat structure to free.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_AllocFormat
*/
extern DECLSPEC void SDLCALL SDL_FreeFormat(SDL_PixelFormat *format);
/**
* Create a palette structure with the specified number of color entries.
*
* The palette entries are initialized to white.
*
* \param ncolors represents the number of color entries in the color palette.
* \returns a new SDL_Palette structure on success or NULL on failure (e.g. if
* there wasn't enough memory); call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_FreePalette
*/
extern DECLSPEC SDL_Palette *SDLCALL SDL_AllocPalette(int ncolors);
/**
* Set the palette for a pixel format structure.
*
* \param format the SDL_PixelFormat structure that will use the palette.
* \param palette the SDL_Palette structure that will be used.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_AllocPalette
* \sa SDL_FreePalette
*/
extern DECLSPEC int SDLCALL SDL_SetPixelFormatPalette(SDL_PixelFormat * format,
SDL_Palette *palette);
/**
* Set a range of colors in a palette.
*
* \param palette the SDL_Palette structure to modify.
* \param colors an array of SDL_Color structures to copy into the palette.
* \param firstcolor the index of the first palette entry to modify.
* \param ncolors the number of entries to modify.
* \returns 0 on success or a negative error code if not all of the colors
* could be set; call SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_AllocPalette
* \sa SDL_CreateRGBSurface
*/
extern DECLSPEC int SDLCALL SDL_SetPaletteColors(SDL_Palette * palette,
const SDL_Color * colors,
int firstcolor, int ncolors);
/**
* Free a palette created with SDL_AllocPalette().
*
* \param palette the SDL_Palette structure to be freed.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_AllocPalette
*/
extern DECLSPEC void SDLCALL SDL_FreePalette(SDL_Palette * palette);
/**
* Map an RGB triple to an opaque pixel value for a given pixel format.
*
* This function maps the RGB color value to the specified pixel format and
* returns the pixel value best approximating the given RGB color value for
* the given pixel format.
*
* If the format has a palette (8-bit) the index of the closest matching color
* in the palette will be returned.
*
* If the specified pixel format has an alpha component it will be returned as
* all 1 bits (fully opaque).
*
* If the pixel format bpp (color depth) is less than 32-bpp then the unused
* upper bits of the return value can safely be ignored (e.g., with a 16-bpp
* format the return value can be assigned to a Uint16, and similarly a Uint8
* for an 8-bpp format).
*
* \param format an SDL_PixelFormat structure describing the pixel format.
* \param r the red component of the pixel in the range 0-255.
* \param g the green component of the pixel in the range 0-255.
* \param b the blue component of the pixel in the range 0-255.
* \returns a pixel value.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetRGB
* \sa SDL_GetRGBA
* \sa SDL_MapRGBA
*/
extern DECLSPEC Uint32 SDLCALL SDL_MapRGB(const SDL_PixelFormat * format,
Uint8 r, Uint8 g, Uint8 b);
/**
* Map an RGBA quadruple to a pixel value for a given pixel format.
*
* This function maps the RGBA color value to the specified pixel format and
* returns the pixel value best approximating the given RGBA color value for
* the given pixel format.
*
* If the specified pixel format has no alpha component the alpha value will
* be ignored (as it will be in formats with a palette).
*
* If the format has a palette (8-bit) the index of the closest matching color
* in the palette will be returned.
*
* If the pixel format bpp (color depth) is less than 32-bpp then the unused
* upper bits of the return value can safely be ignored (e.g., with a 16-bpp
* format the return value can be assigned to a Uint16, and similarly a Uint8
* for an 8-bpp format).
*
* \param format an SDL_PixelFormat structure describing the format of the
* pixel.
* \param r the red component of the pixel in the range 0-255.
* \param g the green component of the pixel in the range 0-255.
* \param b the blue component of the pixel in the range 0-255.
* \param a the alpha component of the pixel in the range 0-255.
* \returns a pixel value.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetRGB
* \sa SDL_GetRGBA
* \sa SDL_MapRGB
*/
extern DECLSPEC Uint32 SDLCALL SDL_MapRGBA(const SDL_PixelFormat * format,
Uint8 r, Uint8 g, Uint8 b,
Uint8 a);
/**
* Get RGB values from a pixel in the specified format.
*
* This function uses the entire 8-bit [0..255] range when converting color
* components from pixel formats with less than 8-bits per RGB component
* (e.g., a completely white pixel in 16-bit RGB565 format would return [0xff,
* 0xff, 0xff] not [0xf8, 0xfc, 0xf8]).
*
* \param pixel a pixel value.
* \param format an SDL_PixelFormat structure describing the format of the
* pixel.
* \param r a pointer filled in with the red component.
* \param g a pointer filled in with the green component.
* \param b a pointer filled in with the blue component.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetRGBA
* \sa SDL_MapRGB
* \sa SDL_MapRGBA
*/
extern DECLSPEC void SDLCALL SDL_GetRGB(Uint32 pixel,
const SDL_PixelFormat * format,
Uint8 * r, Uint8 * g, Uint8 * b);
/**
* Get RGBA values from a pixel in the specified format.
*
* This function uses the entire 8-bit [0..255] range when converting color
* components from pixel formats with less than 8-bits per RGB component
* (e.g., a completely white pixel in 16-bit RGB565 format would return [0xff,
* 0xff, 0xff] not [0xf8, 0xfc, 0xf8]).
*
* If the surface has no alpha component, the alpha will be returned as 0xff
* (100% opaque).
*
* \param pixel a pixel value.
* \param format an SDL_PixelFormat structure describing the format of the
* pixel.
* \param r a pointer filled in with the red component.
* \param g a pointer filled in with the green component.
* \param b a pointer filled in with the blue component.
* \param a a pointer filled in with the alpha component.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetRGB
* \sa SDL_MapRGB
* \sa SDL_MapRGBA
*/
extern DECLSPEC void SDLCALL SDL_GetRGBA(Uint32 pixel,
const SDL_PixelFormat * format,
Uint8 * r, Uint8 * g, Uint8 * b,
Uint8 * a);
/**
* Calculate a 256 entry gamma ramp for a gamma value.
*
* \param gamma a gamma value where 0.0 is black and 1.0 is identity.
* \param ramp an array of 256 values filled in with the gamma ramp.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_SetWindowGammaRamp
*/
extern DECLSPEC void SDLCALL SDL_CalculateGammaRamp(float gamma, Uint16 * ramp);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL2/close_code.h>
#endif /* SDL_pixels_h_ */
/* vi: set ts=4 sw=4 expandtab: */

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@@ -1,275 +0,0 @@
/*
Simple DirectMedia Layer
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, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* # CategoryPlatform
*
* Try to get a standard set of platform defines.
*/
#ifndef SDL_platform_h_
#define SDL_platform_h_
#if defined(_AIX)
#undef __AIX__
#define __AIX__ 1
#endif
#if defined(__HAIKU__)
#undef __HAIKU__
#define __HAIKU__ 1
#endif
#if defined(bsdi) || defined(__bsdi) || defined(__bsdi__)
#undef __BSDI__
#define __BSDI__ 1
#endif
#if defined(_arch_dreamcast)
#undef __DREAMCAST__
#define __DREAMCAST__ 1
#endif
#if defined(__FreeBSD__) || defined(__FreeBSD_kernel__) || defined(__DragonFly__)
#undef __FREEBSD__
#define __FREEBSD__ 1
#endif
#if defined(hpux) || defined(__hpux) || defined(__hpux__)
#undef __HPUX__
#define __HPUX__ 1
#endif
#if defined(sgi) || defined(__sgi) || defined(__sgi__) || defined(_SGI_SOURCE)
#undef __IRIX__
#define __IRIX__ 1
#endif
#if (defined(linux) || defined(__linux) || defined(__linux__))
#undef __LINUX__
#define __LINUX__ 1
#endif
#if defined(ANDROID) || defined(__ANDROID__)
#undef __ANDROID__
#undef __LINUX__ /* do we need to do this? */
#define __ANDROID__ 1
#endif
#if defined(__NGAGE__)
#undef __NGAGE__
#define __NGAGE__ 1
#endif
#if defined(__APPLE__)
/* lets us know what version of Mac OS X we're compiling on */
#include <AvailabilityMacros.h>
#ifndef __has_extension /* Older compilers don't support this */
#define __has_extension(x) 0
#include <TargetConditionals.h>
#undef __has_extension
#else
#include <TargetConditionals.h>
#endif
/* Fix building with older SDKs that don't define these
See this for more information:
https://stackoverflow.com/questions/12132933/preprocessor-macro-for-os-x-targets
*/
#ifndef TARGET_OS_MACCATALYST
#define TARGET_OS_MACCATALYST 0
#endif
#ifndef TARGET_OS_IOS
#define TARGET_OS_IOS 0
#endif
#ifndef TARGET_OS_IPHONE
#define TARGET_OS_IPHONE 0
#endif
#ifndef TARGET_OS_TV
#define TARGET_OS_TV 0
#endif
#ifndef TARGET_OS_SIMULATOR
#define TARGET_OS_SIMULATOR 0
#endif
#if TARGET_OS_TV
#undef __TVOS__
#define __TVOS__ 1
#endif
#if TARGET_OS_IPHONE
/* if compiling for iOS */
#undef __IPHONEOS__
#define __IPHONEOS__ 1
#undef __MACOSX__
#else
/* if not compiling for iOS */
#undef __MACOSX__
#define __MACOSX__ 1
#if MAC_OS_X_VERSION_MIN_REQUIRED < 1070
# error SDL for Mac OS X only supports deploying on 10.7 and above.
#endif /* MAC_OS_X_VERSION_MIN_REQUIRED < 1070 */
#endif /* TARGET_OS_IPHONE */
#endif /* defined(__APPLE__) */
#if defined(__NetBSD__)
#undef __NETBSD__
#define __NETBSD__ 1
#endif
#if defined(__OpenBSD__)
#undef __OPENBSD__
#define __OPENBSD__ 1
#endif
#if defined(__OS2__) || defined(__EMX__)
#undef __OS2__
#define __OS2__ 1
#endif
#if defined(osf) || defined(__osf) || defined(__osf__) || defined(_OSF_SOURCE)
#undef __OSF__
#define __OSF__ 1
#endif
#if defined(__QNXNTO__)
#undef __QNXNTO__
#define __QNXNTO__ 1
#endif
#if defined(riscos) || defined(__riscos) || defined(__riscos__)
#undef __RISCOS__
#define __RISCOS__ 1
#endif
#if defined(__sun) && defined(__SVR4)
#undef __SOLARIS__
#define __SOLARIS__ 1
#endif
#if defined(WIN32) || defined(_WIN32) || defined(__CYGWIN__) || defined(__MINGW32__)
/* Try to find out if we're compiling for WinRT, GDK or non-WinRT/GDK */
#if defined(_MSC_VER) && defined(__has_include)
#if __has_include(<winapifamily.h>)
#define HAVE_WINAPIFAMILY_H 1
#else
#define HAVE_WINAPIFAMILY_H 0
#endif
/* If _USING_V110_SDK71_ is defined it means we are using the Windows XP toolset. */
#elif defined(_MSC_VER) && (_MSC_VER >= 1700 && !_USING_V110_SDK71_) /* _MSC_VER == 1700 for Visual Studio 2012 */
#define HAVE_WINAPIFAMILY_H 1
#else
#define HAVE_WINAPIFAMILY_H 0
#endif
#if HAVE_WINAPIFAMILY_H
#include <winapifamily.h>
#define WINAPI_FAMILY_WINRT (!WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP) && WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP))
#else
#define WINAPI_FAMILY_WINRT 0
#endif /* HAVE_WINAPIFAMILY_H */
#if (HAVE_WINAPIFAMILY_H) && defined(WINAPI_FAMILY_PHONE_APP)
#define SDL_WINAPI_FAMILY_PHONE (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
#else
#define SDL_WINAPI_FAMILY_PHONE 0
#endif
#if WINAPI_FAMILY_WINRT
#undef __WINRT__
#define __WINRT__ 1
#elif defined(_GAMING_DESKTOP) /* GDK project configuration always defines _GAMING_XXX */
#undef __WINGDK__
#define __WINGDK__ 1
#elif defined(_GAMING_XBOX_XBOXONE)
#undef __XBOXONE__
#define __XBOXONE__ 1
#elif defined(_GAMING_XBOX_SCARLETT)
#undef __XBOXSERIES__
#define __XBOXSERIES__ 1
#else
#undef __WINDOWS__
#define __WINDOWS__ 1
#endif
#endif /* defined(WIN32) || defined(_WIN32) || defined(__CYGWIN__) */
#if defined(__WINDOWS__)
#undef __WIN32__
#define __WIN32__ 1
#endif
/* This is to support generic "any GDK" separate from a platform-specific GDK */
#if defined(__WINGDK__) || defined(__XBOXONE__) || defined(__XBOXSERIES__)
#undef __GDK__
#define __GDK__ 1
#endif
#if defined(__PSP__) || defined(__psp__)
#ifdef __PSP__
#undef __PSP__
#endif
#define __PSP__ 1
#endif
#if defined(PS2)
#define __PS2__ 1
#endif
/* The NACL compiler defines __native_client__ and __pnacl__
* Ref: http://www.chromium.org/nativeclient/pnacl/stability-of-the-pnacl-bitcode-abi
*/
#if defined(__native_client__)
#undef __LINUX__
#undef __NACL__
#define __NACL__ 1
#endif
#if defined(__pnacl__)
#undef __LINUX__
#undef __PNACL__
#define __PNACL__ 1
/* PNACL with newlib supports static linking only */
#define __SDL_NOGETPROCADDR__
#endif
#if defined(__vita__)
#define __VITA__ 1
#endif
#if defined(__3DS__)
#undef __3DS__
#define __3DS__ 1
#endif
#include <SDL2/begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* Get the name of the platform.
*
* Here are the names returned for some (but not all) supported platforms:
*
* - "Windows"
* - "Mac OS X"
* - "Linux"
* - "iOS"
* - "Android"
*
* \returns the name of the platform. If the correct platform name is not
* available, returns a string beginning with the text "Unknown".
*
* \since This function is available since SDL 2.0.0.
*/
extern DECLSPEC const char * SDLCALL SDL_GetPlatform (void);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL2/close_code.h>
#endif /* SDL_platform_h_ */
/* vi: set ts=4 sw=4 expandtab: */

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@@ -1,50 +0,0 @@
/*
Simple DirectMedia Layer
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, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* # CategoryQuit
*
* An SDL_QUIT event is generated when the user tries to close the application
* window. If it is ignored or filtered out, the window will remain open. If
* it is not ignored or filtered, it is queued normally and the window is
* allowed to close. When the window is closed, screen updates will complete,
* but have no effect.
*
* SDL_Init() installs signal handlers for SIGINT (keyboard interrupt) and
* SIGTERM (system termination request), if handlers do not already exist,
* that generate SDL_QUIT events as well. There is no way to determine the
* cause of an SDL_QUIT event, but setting a signal handler in your
* application will override the default generation of quit events for that
* signal.
*/
#ifndef SDL_quit_h_
#define SDL_quit_h_
#include <SDL2/SDL_stdinc.h>
#include <SDL2/SDL_error.h>
/* There are no functions directly affecting the quit event */
#define SDL_QuitRequested() \
(SDL_PumpEvents(), (SDL_PeepEvents(NULL,0,SDL_PEEKEVENT,SDL_QUIT,SDL_QUIT) > 0))
#endif /* SDL_quit_h_ */

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@@ -1,376 +0,0 @@
/*
Simple DirectMedia Layer
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, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* # CategoryRect
*
* Header file for SDL_rect definition and management functions.
*/
#ifndef SDL_rect_h_
#define SDL_rect_h_
#include <SDL2/SDL_stdinc.h>
#include <SDL2/SDL_error.h>
#include <SDL2/SDL_pixels.h>
#include <SDL2/SDL_rwops.h>
#include <SDL2/begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* The structure that defines a point (integer)
*
* \sa SDL_EnclosePoints
* \sa SDL_PointInRect
*/
typedef struct SDL_Point
{
int x;
int y;
} SDL_Point;
/**
* The structure that defines a point (floating point)
*
* \sa SDL_EncloseFPoints
* \sa SDL_PointInFRect
*/
typedef struct SDL_FPoint
{
float x;
float y;
} SDL_FPoint;
/**
* A rectangle, with the origin at the upper left (integer).
*
* \sa SDL_RectEmpty
* \sa SDL_RectEquals
* \sa SDL_HasIntersection
* \sa SDL_IntersectRect
* \sa SDL_IntersectRectAndLine
* \sa SDL_UnionRect
* \sa SDL_EnclosePoints
*/
typedef struct SDL_Rect
{
int x, y;
int w, h;
} SDL_Rect;
/**
* A rectangle, with the origin at the upper left (floating point).
*
* \sa SDL_FRectEmpty
* \sa SDL_FRectEquals
* \sa SDL_FRectEqualsEpsilon
* \sa SDL_HasIntersectionF
* \sa SDL_IntersectFRect
* \sa SDL_IntersectFRectAndLine
* \sa SDL_UnionFRect
* \sa SDL_EncloseFPoints
* \sa SDL_PointInFRect
*/
typedef struct SDL_FRect
{
float x;
float y;
float w;
float h;
} SDL_FRect;
/**
* Returns true if point resides inside a rectangle.
*/
SDL_FORCE_INLINE SDL_bool SDL_PointInRect(const SDL_Point *p, const SDL_Rect *r)
{
return ( (p->x >= r->x) && (p->x < (r->x + r->w)) &&
(p->y >= r->y) && (p->y < (r->y + r->h)) ) ? SDL_TRUE : SDL_FALSE;
}
/**
* Returns true if the rectangle has no area.
*/
SDL_FORCE_INLINE SDL_bool SDL_RectEmpty(const SDL_Rect *r)
{
return ((!r) || (r->w <= 0) || (r->h <= 0)) ? SDL_TRUE : SDL_FALSE;
}
/**
* Returns true if the two rectangles are equal.
*/
SDL_FORCE_INLINE SDL_bool SDL_RectEquals(const SDL_Rect *a, const SDL_Rect *b)
{
return (a && b && (a->x == b->x) && (a->y == b->y) &&
(a->w == b->w) && (a->h == b->h)) ? SDL_TRUE : SDL_FALSE;
}
/**
* Determine whether two rectangles intersect.
*
* If either pointer is NULL the function will return SDL_FALSE.
*
* \param A an SDL_Rect structure representing the first rectangle.
* \param B an SDL_Rect structure representing the second rectangle.
* \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_IntersectRect
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasIntersection(const SDL_Rect * A,
const SDL_Rect * B);
/**
* Calculate the intersection of two rectangles.
*
* If `result` is NULL then this function will return SDL_FALSE.
*
* \param A an SDL_Rect structure representing the first rectangle.
* \param B an SDL_Rect structure representing the second rectangle.
* \param result an SDL_Rect structure filled in with the intersection of
* rectangles `A` and `B`.
* \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_HasIntersection
*/
extern DECLSPEC SDL_bool SDLCALL SDL_IntersectRect(const SDL_Rect * A,
const SDL_Rect * B,
SDL_Rect * result);
/**
* Calculate the union of two rectangles.
*
* \param A an SDL_Rect structure representing the first rectangle.
* \param B an SDL_Rect structure representing the second rectangle.
* \param result an SDL_Rect structure filled in with the union of rectangles
* `A` and `B`.
*
* \since This function is available since SDL 2.0.0.
*/
extern DECLSPEC void SDLCALL SDL_UnionRect(const SDL_Rect * A,
const SDL_Rect * B,
SDL_Rect * result);
/**
* Calculate a minimal rectangle enclosing a set of points.
*
* If `clip` is not NULL then only points inside of the clipping rectangle are
* considered.
*
* \param points an array of SDL_Point structures representing points to be
* enclosed.
* \param count the number of structures in the `points` array.
* \param clip an SDL_Rect used for clipping or NULL to enclose all points.
* \param result an SDL_Rect structure filled in with the minimal enclosing
* rectangle.
* \returns SDL_TRUE if any points were enclosed or SDL_FALSE if all the
* points were outside of the clipping rectangle.
*
* \since This function is available since SDL 2.0.0.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_EnclosePoints(const SDL_Point * points,
int count,
const SDL_Rect * clip,
SDL_Rect * result);
/**
* Calculate the intersection of a rectangle and line segment.
*
* This function is used to clip a line segment to a rectangle. A line segment
* contained entirely within the rectangle or that does not intersect will
* remain unchanged. A line segment that crosses the rectangle at either or
* both ends will be clipped to the boundary of the rectangle and the new
* coordinates saved in `X1`, `Y1`, `X2`, and/or `Y2` as necessary.
*
* \param rect an SDL_Rect structure representing the rectangle to intersect.
* \param X1 a pointer to the starting X-coordinate of the line.
* \param Y1 a pointer to the starting Y-coordinate of the line.
* \param X2 a pointer to the ending X-coordinate of the line.
* \param Y2 a pointer to the ending Y-coordinate of the line.
* \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
*
* \since This function is available since SDL 2.0.0.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_IntersectRectAndLine(const SDL_Rect *
rect, int *X1,
int *Y1, int *X2,
int *Y2);
/* SDL_FRect versions... */
/**
* Returns true if point resides inside a rectangle.
*/
SDL_FORCE_INLINE SDL_bool SDL_PointInFRect(const SDL_FPoint *p, const SDL_FRect *r)
{
return ( (p->x >= r->x) && (p->x < (r->x + r->w)) &&
(p->y >= r->y) && (p->y < (r->y + r->h)) ) ? SDL_TRUE : SDL_FALSE;
}
/**
* Returns true if the rectangle has no area.
*/
SDL_FORCE_INLINE SDL_bool SDL_FRectEmpty(const SDL_FRect *r)
{
return ((!r) || (r->w <= 0.0f) || (r->h <= 0.0f)) ? SDL_TRUE : SDL_FALSE;
}
/**
* Returns true if the two rectangles are equal, within some given epsilon.
*
* \since This function is available since SDL 2.0.22.
*/
SDL_FORCE_INLINE SDL_bool SDL_FRectEqualsEpsilon(const SDL_FRect *a, const SDL_FRect *b, const float epsilon)
{
return (a && b && ((a == b) ||
((SDL_fabsf(a->x - b->x) <= epsilon) &&
(SDL_fabsf(a->y - b->y) <= epsilon) &&
(SDL_fabsf(a->w - b->w) <= epsilon) &&
(SDL_fabsf(a->h - b->h) <= epsilon))))
? SDL_TRUE : SDL_FALSE;
}
/**
* Returns true if the two rectangles are equal, using a default epsilon.
*
* \since This function is available since SDL 2.0.22.
*/
SDL_FORCE_INLINE SDL_bool SDL_FRectEquals(const SDL_FRect *a, const SDL_FRect *b)
{
return SDL_FRectEqualsEpsilon(a, b, SDL_FLT_EPSILON);
}
/**
* Determine whether two rectangles intersect with float precision.
*
* If either pointer is NULL the function will return SDL_FALSE.
*
* \param A an SDL_FRect structure representing the first rectangle.
* \param B an SDL_FRect structure representing the second rectangle.
* \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
*
* \since This function is available since SDL 2.0.22.
*
* \sa SDL_IntersectRect
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasIntersectionF(const SDL_FRect * A,
const SDL_FRect * B);
/**
* Calculate the intersection of two rectangles with float precision.
*
* If `result` is NULL then this function will return SDL_FALSE.
*
* \param A an SDL_FRect structure representing the first rectangle.
* \param B an SDL_FRect structure representing the second rectangle.
* \param result an SDL_FRect structure filled in with the intersection of
* rectangles `A` and `B`.
* \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
*
* \since This function is available since SDL 2.0.22.
*
* \sa SDL_HasIntersectionF
*/
extern DECLSPEC SDL_bool SDLCALL SDL_IntersectFRect(const SDL_FRect * A,
const SDL_FRect * B,
SDL_FRect * result);
/**
* Calculate the union of two rectangles with float precision.
*
* \param A an SDL_FRect structure representing the first rectangle.
* \param B an SDL_FRect structure representing the second rectangle.
* \param result an SDL_FRect structure filled in with the union of rectangles
* `A` and `B`.
*
* \since This function is available since SDL 2.0.22.
*/
extern DECLSPEC void SDLCALL SDL_UnionFRect(const SDL_FRect * A,
const SDL_FRect * B,
SDL_FRect * result);
/**
* Calculate a minimal rectangle enclosing a set of points with float
* precision.
*
* If `clip` is not NULL then only points inside of the clipping rectangle are
* considered.
*
* \param points an array of SDL_FPoint structures representing points to be
* enclosed.
* \param count the number of structures in the `points` array.
* \param clip an SDL_FRect used for clipping or NULL to enclose all points.
* \param result an SDL_FRect structure filled in with the minimal enclosing
* rectangle.
* \returns SDL_TRUE if any points were enclosed or SDL_FALSE if all the
* points were outside of the clipping rectangle.
*
* \since This function is available since SDL 2.0.22.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_EncloseFPoints(const SDL_FPoint * points,
int count,
const SDL_FRect * clip,
SDL_FRect * result);
/**
* Calculate the intersection of a rectangle and line segment with float
* precision.
*
* This function is used to clip a line segment to a rectangle. A line segment
* contained entirely within the rectangle or that does not intersect will
* remain unchanged. A line segment that crosses the rectangle at either or
* both ends will be clipped to the boundary of the rectangle and the new
* coordinates saved in `X1`, `Y1`, `X2`, and/or `Y2` as necessary.
*
* \param rect an SDL_FRect structure representing the rectangle to intersect.
* \param X1 a pointer to the starting X-coordinate of the line.
* \param Y1 a pointer to the starting Y-coordinate of the line.
* \param X2 a pointer to the ending X-coordinate of the line.
* \param Y2 a pointer to the ending Y-coordinate of the line.
* \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
*
* \since This function is available since SDL 2.0.22.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_IntersectFRectAndLine(const SDL_FRect *
rect, float *X1,
float *Y1, float *X2,
float *Y2);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL2/close_code.h>
#endif /* SDL_rect_h_ */
/* vi: set ts=4 sw=4 expandtab: */

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