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| e950eb335d |
@@ -1,12 +1,22 @@
|
||||
BasedOnStyle: Google
|
||||
IndentWidth: 4
|
||||
IndentAccessModifiers: true
|
||||
NamespaceIndentation: All
|
||||
IndentAccessModifiers: false
|
||||
ColumnLimit: 0 # Sin límite de longitud de línea
|
||||
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
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
source/external/**
|
||||
@@ -1,12 +0,0 @@
|
||||
BasedOnStyle: Google
|
||||
IndentWidth: 4
|
||||
IndentAccessModifiers: true
|
||||
ColumnLimit: 0 # Sin límite de longitud de línea
|
||||
BreakBeforeBraces: Attach # Llaves en la misma línea
|
||||
AllowShortIfStatementsOnASingleLine: true
|
||||
AllowShortBlocksOnASingleLine: true
|
||||
AllowShortFunctionsOnASingleLine: All
|
||||
AlignOperands: false
|
||||
AlignAfterOpenBracket: DontAlign
|
||||
BinPackArguments: false
|
||||
BinPackParameters: false
|
||||
15
.clang-tidy
@@ -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
|
||||
|
||||
@@ -1,68 +0,0 @@
|
||||
Checks: >
|
||||
readability-identifier-naming,
|
||||
readability-*,
|
||||
modernize-*,
|
||||
clang-analyzer-*,
|
||||
-readability-identifier-length,
|
||||
-readability-magic-numbers
|
||||
|
||||
WarningsAsErrors: '*'
|
||||
|
||||
HeaderFilterRegex: '.*'
|
||||
FormatStyle: file
|
||||
|
||||
CheckOptions:
|
||||
# Variables locales en snake_case
|
||||
- { key: readability-identifier-naming.VariableCase, value: lower_case }
|
||||
|
||||
# Miembros privados en snake_case con sufijo _
|
||||
- { key: readability-identifier-naming.PrivateMemberCase, value: lower_case }
|
||||
- { key: readability-identifier-naming.PrivateMemberSuffix, value: _ }
|
||||
|
||||
# Miembros protegidos en snake_case con sufijo _
|
||||
- { key: readability-identifier-naming.ProtectedMemberCase, value: lower_case }
|
||||
- { key: readability-identifier-naming.ProtectedMemberSuffix, value: _ }
|
||||
|
||||
# Miembros públicos en snake_case (sin sufijo)
|
||||
- { key: readability-identifier-naming.PublicMemberCase, value: lower_case }
|
||||
|
||||
# Namespaces en CamelCase
|
||||
- { key: readability-identifier-naming.NamespaceCase, value: CamelCase }
|
||||
|
||||
# Constantes globales en UPPER_CASE
|
||||
- { key: readability-identifier-naming.GlobalConstantCase, value: UPPER_CASE }
|
||||
|
||||
# Variables constexpr globales en UPPER_CASE
|
||||
- { key: readability-identifier-naming.ConstexprVariableCase, value: UPPER_CASE }
|
||||
|
||||
# Constantes locales en UPPER_CASE
|
||||
- { key: readability-identifier-naming.LocalConstantCase, value: UPPER_CASE }
|
||||
|
||||
# Constantes estáticas dentro de clases en UPPER_CASE (sin sufijo)
|
||||
- { key: readability-identifier-naming.StaticConstantCase, value: UPPER_CASE }
|
||||
|
||||
# Constexpr miembros en UPPER_CASE (sin sufijo)
|
||||
- { key: readability-identifier-naming.ConstexprMemberCase, value: UPPER_CASE }
|
||||
|
||||
# Constexpr miembros privados/protegidos con sufijo _
|
||||
- { key: readability-identifier-naming.ConstexprMethodCase, value: UPPER_CASE }
|
||||
|
||||
# Clases, structs y enums en CamelCase
|
||||
- { key: readability-identifier-naming.ClassCase, value: CamelCase }
|
||||
- { key: readability-identifier-naming.StructCase, value: CamelCase }
|
||||
- { key: readability-identifier-naming.EnumCase, value: CamelCase }
|
||||
|
||||
# Valores de enums en UPPER_CASE
|
||||
- { key: readability-identifier-naming.EnumConstantCase, value: UPPER_CASE }
|
||||
|
||||
# Métodos en camelBack (sin sufijos)
|
||||
- { key: readability-identifier-naming.MethodCase, value: camelBack }
|
||||
- { key: readability-identifier-naming.PrivateMethodCase, value: camelBack }
|
||||
- { key: readability-identifier-naming.ProtectedMethodCase, value: camelBack }
|
||||
- { key: readability-identifier-naming.PublicMethodCase, value: camelBack }
|
||||
|
||||
# Funciones en camelBack
|
||||
- { key: readability-identifier-naming.FunctionCase, value: camelBack }
|
||||
|
||||
# Parámetros en lower_case
|
||||
- { key: readability-identifier-naming.ParameterCase, value: lower_case }
|
||||
12
.gitignore
vendored
@@ -1,4 +1,6 @@
|
||||
.vscode
|
||||
.vscode/
|
||||
.claude/
|
||||
.cache/
|
||||
build/
|
||||
data/config/config.txt
|
||||
*.DS_Store
|
||||
@@ -16,4 +18,10 @@ coffee_crisis*
|
||||
debug.txt
|
||||
cppcheck-result*
|
||||
desktop.ini
|
||||
ccae_release/
|
||||
dist/
|
||||
release/windows/coffee.res
|
||||
resources.pack
|
||||
|
||||
# Herramienta pack_resources (todas las plataformas)
|
||||
tools/pack_resources/pack_resources
|
||||
tools/pack_resources/pack_resources.exe
|
||||
|
||||
182
CMakeLists.txt
@@ -6,14 +6,25 @@ project(coffee_crisis_arcade_edition VERSION 2.00)
|
||||
# Establecer estándar de C++
|
||||
set(CMAKE_CXX_STANDARD 20)
|
||||
set(CMAKE_CXX_STANDARD_REQUIRED True)
|
||||
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
|
||||
|
||||
# Establece la política CMP0072 para indicar cómo se debe seleccionar la implementación de OpenGL.
|
||||
# En este caso, se elige la opción "GLVND", que utiliza bibliotecas modernas y modulares (libOpenGL, libGLX),
|
||||
# en lugar de la biblioteca OpenGL clásica (libGL). Esto mejora la compatibilidad con drivers recientes
|
||||
# y evita ambigüedades cuando se encuentran múltiples implementaciones de OpenGL en el sistema.
|
||||
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 +39,9 @@ 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
|
||||
@@ -45,6 +59,7 @@ set(APP_SOURCES
|
||||
source/balloon_manager.cpp
|
||||
source/balloon.cpp
|
||||
source/bullet.cpp
|
||||
source/bullet_manager.cpp
|
||||
source/enter_name.cpp
|
||||
source/explosions.cpp
|
||||
source/game_logo.cpp
|
||||
@@ -76,6 +91,7 @@ set(APP_SOURCES
|
||||
|
||||
# --- Otros ---
|
||||
source/color.cpp
|
||||
source/demo.cpp
|
||||
source/define_buttons.cpp
|
||||
source/difficulty.cpp
|
||||
source/input_types.cpp
|
||||
@@ -89,28 +105,69 @@ set(APP_SOURCES
|
||||
|
||||
# Fuentes de librerías de terceros
|
||||
set(EXTERNAL_SOURCES
|
||||
source/external/jail_shader.cpp
|
||||
source/external/jail_audio.cpp
|
||||
source/external/json.hpp
|
||||
source/external/gif.cpp
|
||||
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()
|
||||
|
||||
# Fuentes del sistema de renderizado
|
||||
set(RENDERING_SOURCES
|
||||
source/rendering/sdl3gpu/sdl3gpu_shader.cpp
|
||||
)
|
||||
|
||||
# Configuración de SDL3
|
||||
find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3)
|
||||
message(STATUS "SDL3 encontrado: ${SDL3_INCLUDE_DIRS}")
|
||||
|
||||
# --- SHADER COMPILATION (Linux/Windows only - macOS uses Metal) ---
|
||||
if(NOT APPLE)
|
||||
find_program(GLSLC_EXE NAMES glslc)
|
||||
|
||||
set(SHADER_VERT_SRC "${CMAKE_SOURCE_DIR}/data/shaders/postfx.vert")
|
||||
set(SHADER_FRAG_SRC "${CMAKE_SOURCE_DIR}/data/shaders/postfx.frag")
|
||||
set(SHADER_VERT_H "${CMAKE_SOURCE_DIR}/source/rendering/sdl3gpu/postfx_vert_spv.h")
|
||||
set(SHADER_FRAG_H "${CMAKE_SOURCE_DIR}/source/rendering/sdl3gpu/postfx_frag_spv.h")
|
||||
|
||||
if(GLSLC_EXE)
|
||||
add_custom_command(
|
||||
OUTPUT "${SHADER_VERT_H}" "${SHADER_FRAG_H}"
|
||||
COMMAND "${CMAKE_SOURCE_DIR}/tools/shaders/compile_spirv.sh"
|
||||
DEPENDS "${SHADER_VERT_SRC}" "${SHADER_FRAG_SRC}"
|
||||
WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}"
|
||||
COMMENT "Compilando shaders SPIR-V..."
|
||||
)
|
||||
add_custom_target(shaders DEPENDS "${SHADER_VERT_H}" "${SHADER_FRAG_H}")
|
||||
message(STATUS "glslc encontrado: shaders se compilarán automáticamente")
|
||||
else()
|
||||
if(NOT EXISTS "${SHADER_VERT_H}" OR NOT EXISTS "${SHADER_FRAG_H}")
|
||||
message(FATAL_ERROR
|
||||
"glslc no encontrado y headers SPIR-V no existen.\n"
|
||||
" Instala glslc: sudo apt install glslang-tools (Linux)\n"
|
||||
" choco install vulkan-sdk (Windows)\n"
|
||||
" O genera los headers manualmente: tools/shaders/compile_spirv.sh"
|
||||
)
|
||||
else()
|
||||
message(STATUS "glslc no encontrado - usando headers SPIR-V precompilados")
|
||||
endif()
|
||||
endif()
|
||||
else()
|
||||
message(STATUS "macOS: shaders SPIR-V omitidos (usa Metal)")
|
||||
endif()
|
||||
|
||||
# --- 2. AÑADIR EJECUTABLE ---
|
||||
add_executable(${PROJECT_NAME} ${APP_SOURCES} ${EXTERNAL_SOURCES})
|
||||
add_executable(${PROJECT_NAME} ${APP_SOURCES} ${EXTERNAL_SOURCES} ${RENDERING_SOURCES})
|
||||
|
||||
if(NOT APPLE AND GLSLC_EXE)
|
||||
add_dependencies(${PROJECT_NAME} shaders)
|
||||
endif()
|
||||
|
||||
# --- 3. DIRECTORIOS DE INCLUSIÓN ---
|
||||
target_include_directories(${PROJECT_NAME} PUBLIC
|
||||
"${CMAKE_SOURCE_DIR}/source"
|
||||
"${CMAKE_SOURCE_DIR}/source/external"
|
||||
"${CMAKE_SOURCE_DIR}/source/external"
|
||||
"${CMAKE_SOURCE_DIR}/source/rendering"
|
||||
"${CMAKE_SOURCE_DIR}/source/rendering/sdl3gpu"
|
||||
"${CMAKE_BINARY_DIR}"
|
||||
)
|
||||
|
||||
# Enlazar la librería SDL3
|
||||
@@ -125,39 +182,90 @@ target_compile_options(${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)
|
||||
target_compile_definitions(${PROJECT_NAME} PRIVATE WINDOWS_BUILD)
|
||||
target_link_libraries(${PROJECT_NAME} PRIVATE ws2_32 mingw32 opengl32)
|
||||
target_link_libraries(${PROJECT_NAME} PRIVATE ws2_32 mingw32)
|
||||
elseif(APPLE)
|
||||
target_compile_definitions(${PROJECT_NAME} PRIVATE MACOS_BUILD)
|
||||
target_compile_options(${PROJECT_NAME} PRIVATE -Wno-deprecated)
|
||||
set(CMAKE_OSX_ARCHITECTURES "arm64")
|
||||
elseif(UNIX AND NOT APPLE)
|
||||
target_compile_definitions(${PROJECT_NAME} PRIVATE LINUX_BUILD)
|
||||
endif()
|
||||
|
||||
# Configuración común para OpenGL
|
||||
if(NOT WIN32)
|
||||
find_package(OpenGL REQUIRED)
|
||||
if(OPENGL_FOUND)
|
||||
message(STATUS "OpenGL encontrado: ${OPENGL_LIBRARIES}")
|
||||
target_link_libraries(${PROJECT_NAME} PRIVATE ${OPENGL_LIBRARIES})
|
||||
else()
|
||||
message(FATAL_ERROR "OpenGL no encontrado")
|
||||
endif()
|
||||
endif()
|
||||
|
||||
# Especificar la ubicación del ejecutable
|
||||
set_target_properties(${PROJECT_NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR})
|
||||
|
||||
# --- 5. STATIC ANALYSIS TARGETS ---
|
||||
|
||||
find_program(CLANG_TIDY_EXE NAMES clang-tidy)
|
||||
find_program(CLANG_FORMAT_EXE NAMES clang-format)
|
||||
|
||||
# Recopilar todos los archivos fuente, excluyendo external/
|
||||
file(GLOB_RECURSE ALL_SOURCE_FILES
|
||||
"${CMAKE_SOURCE_DIR}/source/*.cpp"
|
||||
"${CMAKE_SOURCE_DIR}/source/*.hpp"
|
||||
"${CMAKE_SOURCE_DIR}/source/*.h"
|
||||
)
|
||||
list(FILTER ALL_SOURCE_FILES EXCLUDE REGEX ".*/external/.*")
|
||||
|
||||
# Targets de clang-tidy
|
||||
if(CLANG_TIDY_EXE)
|
||||
# En macOS con clang-tidy de Homebrew LLVM, es necesario pasar el sysroot
|
||||
# explícitamente para que encuentre los headers del sistema (string, memory, etc.)
|
||||
if(APPLE)
|
||||
execute_process(
|
||||
COMMAND xcrun --show-sdk-path
|
||||
OUTPUT_VARIABLE MACOS_SDK_PATH
|
||||
OUTPUT_STRIP_TRAILING_WHITESPACE
|
||||
)
|
||||
set(TIDY_EXTRA_ARGS --extra-arg=-isysroot --extra-arg=${MACOS_SDK_PATH})
|
||||
endif()
|
||||
|
||||
add_custom_target(tidy
|
||||
COMMAND ${CLANG_TIDY_EXE}
|
||||
-p ${CMAKE_BINARY_DIR}
|
||||
${TIDY_EXTRA_ARGS}
|
||||
${ALL_SOURCE_FILES}
|
||||
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
|
||||
COMMENT "Running clang-tidy..."
|
||||
)
|
||||
|
||||
add_custom_target(tidy-fix
|
||||
COMMAND ${CLANG_TIDY_EXE}
|
||||
-p ${CMAKE_BINARY_DIR}
|
||||
--fix
|
||||
${TIDY_EXTRA_ARGS}
|
||||
${ALL_SOURCE_FILES}
|
||||
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
|
||||
COMMENT "Running clang-tidy with fixes..."
|
||||
)
|
||||
else()
|
||||
message(STATUS "clang-tidy no encontrado - targets 'tidy' y 'tidy-fix' no disponibles")
|
||||
endif()
|
||||
|
||||
# Targets de clang-format
|
||||
if(CLANG_FORMAT_EXE)
|
||||
add_custom_target(format
|
||||
COMMAND ${CLANG_FORMAT_EXE}
|
||||
-i
|
||||
${ALL_SOURCE_FILES}
|
||||
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
|
||||
COMMENT "Running clang-format..."
|
||||
)
|
||||
|
||||
add_custom_target(format-check
|
||||
COMMAND ${CLANG_FORMAT_EXE}
|
||||
--dry-run
|
||||
--Werror
|
||||
${ALL_SOURCE_FILES}
|
||||
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
|
||||
COMMENT "Checking clang-format..."
|
||||
)
|
||||
else()
|
||||
message(STATUS "clang-format no encontrado - targets 'format' y 'format-check' no disponibles")
|
||||
endif()
|
||||
|
||||
22
LICENSE
@@ -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.
|
||||
309
Makefile
@@ -3,17 +3,34 @@ 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
|
||||
TARGET_FILE := $(DIR_BIN)$(TARGET_NAME)
|
||||
APP_NAME := Coffee Crisis Arcade Edition
|
||||
RELEASE_FOLDER := ccae_release
|
||||
DIST_DIR := dist
|
||||
RELEASE_FOLDER := dist/_tmp
|
||||
RELEASE_FILE := $(RELEASE_FOLDER)/$(TARGET_NAME)
|
||||
RESOURCE_FILE := release/coffee.res
|
||||
RESOURCE_FILE := release/windows/coffee.res
|
||||
|
||||
# Versión automática basada en la fecha actual
|
||||
VERSION := $(shell date +%Y-%m-%d)
|
||||
# Variables para herramienta de empaquetado
|
||||
ifeq ($(OS),Windows_NT)
|
||||
PACK_TOOL := $(DIR_TOOLS)pack_resources/pack_resources.exe
|
||||
PACK_CXX := $(CXX)
|
||||
else
|
||||
PACK_TOOL := $(DIR_TOOLS)pack_resources/pack_resources
|
||||
PACK_CXX := $(CXX)
|
||||
endif
|
||||
PACK_SOURCES := $(DIR_TOOLS)pack_resources/pack_resources.cpp $(DIR_SOURCES)resource_pack.cpp
|
||||
PACK_INCLUDES := -I$(DIR_ROOT) -I$(DIR_BUILD)
|
||||
|
||||
# Versión automática basada en la fecha actual (específica por SO)
|
||||
ifeq ($(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)
|
||||
@@ -25,50 +42,49 @@ else
|
||||
endif
|
||||
|
||||
# Nombres para los ficheros de lanzamiento
|
||||
WINDOWS_RELEASE := $(TARGET_NAME)-$(VERSION)-win32-x64.zip
|
||||
MACOS_INTEL_RELEASE := $(TARGET_FILE)-$(VERSION)-macos-intel.dmg
|
||||
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
|
||||
WINDOWS_RELEASE := $(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-win32-x64.zip
|
||||
MACOS_INTEL_RELEASE := $(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-macos-intel.dmg
|
||||
MACOS_APPLE_SILICON_RELEASE := $(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-macos-apple-silicon.dmg
|
||||
LINUX_RELEASE := $(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-linux.tar.gz
|
||||
RASPI_RELEASE := $(DIST_DIR)/$(TARGET_NAME)-$(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/director.cpp \
|
||||
source/global_events.cpp \
|
||||
source/global_inputs.cpp \
|
||||
source/input.cpp \
|
||||
source/lang.cpp \
|
||||
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 \
|
||||
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/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/bullet_manager.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/scoreboard.cpp \
|
||||
source/screen.cpp \
|
||||
source/tabe.cpp \
|
||||
source/sections/credits.cpp \
|
||||
source/sections/game.cpp \
|
||||
source/sections/hiscore_table.cpp \
|
||||
@@ -76,33 +92,39 @@ APP_SOURCES := \
|
||||
source/sections/intro.cpp \
|
||||
source/sections/logo.cpp \
|
||||
source/sections/title.cpp \
|
||||
source/shutdown.cpp \
|
||||
source/animated_sprite.cpp \
|
||||
source/background.cpp \
|
||||
source/fade.cpp \
|
||||
source/moving_sprite.cpp \
|
||||
source/path_sprite.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/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 \
|
||||
source/writer.cpp
|
||||
source/external/jail_audio.cpp \
|
||||
source/external/gif.cpp \
|
||||
source/rendering/sdl3gpu/sdl3gpu_shader.cpp
|
||||
|
||||
# Includes
|
||||
INCLUDES := -Isource -Isource/external
|
||||
INCLUDES := -Isource -Isource/external -Isource/rendering -Isource/rendering/sdl3gpu -I$(DIR_BUILD)
|
||||
|
||||
# Variables según el sistema operativo
|
||||
ifeq ($(OS),Windows_NT)
|
||||
FixPath = $(subst /,\\,$1)
|
||||
CXXFLAGS := -std=c++20 -Wall -Os -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -DWINDOWS_BUILD
|
||||
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
|
||||
LDFLAGS := -lmingw32 -lws2_32 -lSDL3
|
||||
RM := del /Q
|
||||
MKDIR := mkdir
|
||||
else
|
||||
@@ -116,23 +138,34 @@ else
|
||||
UNAME_S := $(shell uname -s)
|
||||
ifeq ($(UNAME_S),Linux)
|
||||
CXXFLAGS += -DLINUX_BUILD
|
||||
LDFLAGS += -lGL
|
||||
endif
|
||||
ifeq ($(UNAME_S),Darwin)
|
||||
CXXFLAGS += -Wno-deprecated -DMACOS_BUILD
|
||||
CXXFLAGS_DEBUG += -Wno-deprecated -DMACOS_BUILD
|
||||
LDFLAGS += -framework OpenGL
|
||||
CXXFLAGS += -DMACOS_BUILD
|
||||
CXXFLAGS_DEBUG += -DMACOS_BUILD
|
||||
# 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): FORCE
|
||||
@echo "Compilando herramienta de empaquetado..."
|
||||
$(PACK_CXX) -std=c++20 -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)
|
||||
windres release/windows/coffee.rc -O coff -o $(RESOURCE_FILE)
|
||||
$(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
|
||||
|
||||
@@ -147,24 +180,28 @@ windows_debug:
|
||||
$(CXX) $(APP_SOURCES) $(INCLUDES) -DDEBUG -DVERBOSE $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(WIN_TARGET_FILE)_debug.exe"
|
||||
|
||||
windows_release:
|
||||
@$(MAKE) pack_tool
|
||||
@$(MAKE) resources.pack
|
||||
@echo off
|
||||
@echo Creando release para Windows - Version: $(VERSION)
|
||||
|
||||
# Crea carpeta temporal 'RELEASE_FOLDER'
|
||||
# Crea carpeta de distribución y carpeta temporal 'RELEASE_FOLDER'
|
||||
powershell if (-not (Test-Path "$(DIST_DIR)")) {New-Item "$(DIST_DIR)" -ItemType Directory}
|
||||
powershell if (Test-Path "$(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 "$(RELEASE_FOLDER)"
|
||||
powershell Copy-Item "README.md" -Destination "$(RELEASE_FOLDER)"
|
||||
powershell Copy-Item "release\*.dll" -Destination "$(RELEASE_FOLDER)"
|
||||
powershell Copy-Item "release\windows\dll\*.dll" -Destination "$(RELEASE_FOLDER)"
|
||||
|
||||
# Compila
|
||||
windres release/coffee.rc -O coff -o $(RESOURCE_FILE)
|
||||
$(CXX) $(APP_SOURCES) $(RESOURCE_FILE) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(WIN_RELEASE_FILE).exe"
|
||||
windres release/windows/coffee.rc -O coff -o $(RESOURCE_FILE)
|
||||
$(CXX) $(APP_SOURCES) $(RESOURCE_FILE) $(INCLUDES) -DRELEASE_BUILD $(CXXFLAGS) $(LDFLAGS) -o "$(WIN_RELEASE_FILE).exe"
|
||||
strip -s -R .comment -R .gnu.version "$(WIN_RELEASE_FILE).exe" --strip-unneeded
|
||||
|
||||
# Crea el fichero .zip
|
||||
@@ -184,61 +221,86 @@ macos_debug:
|
||||
$(CXX) $(APP_SOURCES) $(INCLUDES) -DDEBUG -DVERBOSE $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug"
|
||||
|
||||
macos_release:
|
||||
@$(MAKE) pack_tool
|
||||
@$(MAKE) resources.pack
|
||||
@echo "Creando release para macOS - Version: $(VERSION)"
|
||||
|
||||
# Verificar e instalar create-dmg si es necesario
|
||||
@which create-dmg > /dev/null || (echo "Instalando create-dmg..." && brew install create-dmg)
|
||||
|
||||
# Elimina datos de compilaciones anteriores
|
||||
$(RMDIR) "$(RELEASE_FOLDER)"
|
||||
$(RMDIR) Frameworks
|
||||
$(RMFILE) tmp.dmg
|
||||
$(RMFILE) "$(DIST_DIR)"/rw.*
|
||||
$(RMFILE) "$(MACOS_INTEL_RELEASE)"
|
||||
$(RMFILE) "$(MACOS_APPLE_SILICON_RELEASE)"
|
||||
|
||||
# Crea la carpeta temporal para hacer el trabajo y las carpetas obligatorias para crear una app de macos
|
||||
# Crea la carpeta de distribución y la carpeta temporal con las carpetas obligatorias para una app macOS
|
||||
$(MKDIR) "$(DIST_DIR)"
|
||||
$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks"
|
||||
$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS"
|
||||
$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
|
||||
$(MKDIR) Frameworks
|
||||
|
||||
# Copia carpetas y ficheros
|
||||
cp -R data "$(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)/$(APP_NAME).app/Contents"
|
||||
cp -R config "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
|
||||
cp resources.pack "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
|
||||
cp -R release/macos/frameworks/SDL3.xcframework/macos-arm64_x86_64/SDL3.framework "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks"
|
||||
cp release/icons/*.icns "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
|
||||
cp release/macos/Info.plist "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents"
|
||||
cp LICENSE "$(RELEASE_FOLDER)"
|
||||
cp README.md "$(RELEASE_FOLDER)"
|
||||
|
||||
# Crea enlaces
|
||||
ln -s /Applications "$(RELEASE_FOLDER)"/Applications
|
||||
|
||||
# Compila la versión para procesadores Intel
|
||||
ifdef ENABLE_MACOS_X86_64
|
||||
$(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
|
||||
$(CXX) $(APP_SOURCES) $(INCLUDES) -DMACOS_BUNDLE -DMACOS_BUILD -DRELEASE_BUILD -std=c++20 -Wall -Os -Wno-deprecated -framework SDL3 -F release/macos/frameworks/SDL3.xcframework/macos-arm64_x86_64 -ffunction-sections -fdata-sections -o "$(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"
|
||||
|
||||
# Empaqueta el .dmg de la versión Intel
|
||||
hdiutil create tmp.dmg -ov -volname "$(APP_NAME)" -fs HFS+ -srcfolder "$(RELEASE_FOLDER)"
|
||||
hdiutil convert tmp.dmg -format UDZO -o "$(MACOS_INTEL_RELEASE)"
|
||||
$(RMFILE) tmp.dmg
|
||||
# Empaqueta el .dmg de la versión Intel con create-dmg
|
||||
@echo "Creando DMG Intel con iconos de 96x96..."
|
||||
create-dmg \
|
||||
--volname "$(APP_NAME)" \
|
||||
--window-pos 200 120 \
|
||||
--window-size 720 300 \
|
||||
--icon-size 96 \
|
||||
--text-size 12 \
|
||||
--icon "$(APP_NAME).app" 278 102 \
|
||||
--icon "LICENSE" 441 102 \
|
||||
--icon "README.md" 604 102 \
|
||||
--app-drop-link 115 102 \
|
||||
--hide-extension "$(APP_NAME).app" \
|
||||
"$(MACOS_INTEL_RELEASE)" \
|
||||
"$(RELEASE_FOLDER)" || true
|
||||
@echo "Release Intel creado: $(MACOS_INTEL_RELEASE)"
|
||||
endif
|
||||
|
||||
# Compila la versión para procesadores Apple Silicon
|
||||
$(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
|
||||
$(CXX) $(APP_SOURCES) $(INCLUDES) -DMACOS_BUNDLE -DMACOS_BUILD -DRELEASE_BUILD -DSDL_DISABLE_IMMINTRIN_H -std=c++20 -Wall -Os -Wno-deprecated -framework SDL3 -F release/macos/frameworks/SDL3.xcframework/macos-arm64_x86_64 -ffunction-sections -fdata-sections -o "$(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"
|
||||
|
||||
# Empaqueta el .dmg de la versión Apple Silicon
|
||||
hdiutil create tmp.dmg -ov -volname "$(APP_NAME)" -fs HFS+ -srcfolder "$(RELEASE_FOLDER)"
|
||||
hdiutil convert tmp.dmg -format UDZO -o "$(MACOS_APPLE_SILICON_RELEASE)"
|
||||
$(RMFILE) tmp.dmg
|
||||
# Empaqueta el .dmg de la versión Apple Silicon con create-dmg
|
||||
@echo "Creando DMG Apple Silicon con iconos de 96x96..."
|
||||
create-dmg \
|
||||
--volname "$(APP_NAME)" \
|
||||
--window-pos 200 120 \
|
||||
--window-size 720 300 \
|
||||
--icon-size 96 \
|
||||
--text-size 12 \
|
||||
--icon "$(APP_NAME).app" 278 102 \
|
||||
--icon "LICENSE" 441 102 \
|
||||
--icon "README.md" 604 102 \
|
||||
--app-drop-link 115 102 \
|
||||
--hide-extension "$(APP_NAME).app" \
|
||||
"$(MACOS_APPLE_SILICON_RELEASE)" \
|
||||
"$(RELEASE_FOLDER)" || true
|
||||
@echo "Release Apple Silicon creado: $(MACOS_APPLE_SILICON_RELEASE)"
|
||||
|
||||
# Elimina las carpetas temporales
|
||||
$(RMDIR) Frameworks
|
||||
$(RMDIR) "$(RELEASE_FOLDER)"
|
||||
$(RMFILE) "$(DIST_DIR)"/rw.*
|
||||
|
||||
linux:
|
||||
@echo "Compilando para Linux: $(TARGET_NAME)"
|
||||
@@ -250,20 +312,21 @@ linux_debug:
|
||||
$(CXX) $(APP_SOURCES) $(INCLUDES) -DDEBUG -DVERBOSE $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug"
|
||||
|
||||
linux_release:
|
||||
@$(MAKE) pack_tool
|
||||
@$(MAKE) resources.pack
|
||||
@echo "Creando release para Linux - Version: $(VERSION)"
|
||||
# Elimina carpetas previas
|
||||
# Elimina carpetas previas y recrea (crea dist/ si no existe)
|
||||
$(RMDIR) "$(RELEASE_FOLDER)"
|
||||
|
||||
# Crea la carpeta temporal para realizar el lanzamiento
|
||||
$(MKDIR) "$(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) $(APP_SOURCES) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FILE)"
|
||||
$(CXX) $(APP_SOURCES) $(INCLUDES) -DRELEASE_BUILD $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FILE)"
|
||||
strip -s -R .comment -R .gnu.version "$(RELEASE_FILE)" --strip-unneeded
|
||||
|
||||
# Empaqueta ficheros
|
||||
@@ -275,8 +338,10 @@ linux_release:
|
||||
$(RMDIR) "$(RELEASE_FOLDER)"
|
||||
|
||||
linux_release_desktop:
|
||||
@$(MAKE) pack_tool
|
||||
@$(MAKE) resources.pack
|
||||
@echo "Creando release con integracion desktop para Linux - Version: $(VERSION)"
|
||||
# Elimina carpetas previas
|
||||
# Elimina carpetas previas y recrea (crea dist/ si no existe)
|
||||
$(RMDIR) "$(RELEASE_FOLDER)"
|
||||
|
||||
# Crea la estructura de directorios estándar para Linux
|
||||
@@ -287,12 +352,13 @@ linux_release_desktop:
|
||||
$(MKDIR) "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/$(TARGET_NAME)"
|
||||
|
||||
# Copia ficheros del juego
|
||||
cp -R data "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/$(TARGET_NAME)/"
|
||||
cp -R config "$(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)"
|
||||
$(CXX) $(APP_SOURCES) $(INCLUDES) -DRELEASE_BUILD $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FOLDER)/$(TARGET_NAME)/bin/$(TARGET_NAME)"
|
||||
strip -s -R .comment -R .gnu.version "$(RELEASE_FOLDER)/$(TARGET_NAME)/bin/$(TARGET_NAME)" --strip-unneeded
|
||||
|
||||
# Crea el archivo .desktop
|
||||
@@ -310,33 +376,36 @@ linux_release_desktop:
|
||||
@echo 'Keywords=arcade;action;shooter;retro;' >> "$(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 [ -f "release/icons/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/$(TARGET_NAME).png"; \
|
||||
echo "Icono redimensionado de release/icon.png (usando ImageMagick)"; \
|
||||
magick "release/icons/icon.png" -resize 256x256 "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png"; \
|
||||
echo "Icono redimensionado de release/icons/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/$(TARGET_NAME).png"; \
|
||||
echo "Icono redimensionado de release/icon.png (usando ImageMagick legacy)"; \
|
||||
convert "release/icons/icon.png" -resize 256x256 "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png"; \
|
||||
echo "Icono redimensionado de release/icons/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/$(TARGET_NAME).png" -y -loglevel quiet; \
|
||||
echo "Icono redimensionado de release/icon.png (usando ffmpeg)"; \
|
||||
ffmpeg -i "release/icons/icon.png" -vf scale=256:256 "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png" -y -loglevel quiet; \
|
||||
echo "Icono redimensionado de release/icons/icon.png (usando ffmpeg)"; \
|
||||
else \
|
||||
cp "release/icon.png" "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png"; \
|
||||
cp "release/icons/icon.png" "$(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/$(TARGET_NAME).png"; \
|
||||
echo "Icono copiado desde release/coffee.png"; \
|
||||
else \
|
||||
echo "Advertencia: No se encontró release/icon.png ni release/coffee.png - crear icono manualmente"; \
|
||||
echo "Advertencia: No se encontró release/icons/icon.png - crear icono manualmente"; \
|
||||
fi
|
||||
|
||||
# Crea script de instalación
|
||||
@echo '#!/bin/bash' > "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
|
||||
@echo 'echo "Instalando $(APP_NAME)..."' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
|
||||
@echo 'sudo cp -R * /opt/$(TARGET_NAME)/' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
|
||||
@echo 'sudo ln -sf /opt/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop /usr/share/applications/' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
|
||||
@echo 'sudo ln -sf /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 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"
|
||||
@@ -355,9 +424,9 @@ linux_release_desktop:
|
||||
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"
|
||||
$(RMFILE) "$(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-linux-desktop.tar.gz"
|
||||
tar -czvf "$(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-linux-desktop.tar.gz" -C "$(RELEASE_FOLDER)" .
|
||||
@echo "Release con integracion desktop creado: $(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-linux-desktop.tar.gz"
|
||||
@echo "Para instalar: extraer y ejecutar ./$(TARGET_NAME)/install.sh"
|
||||
|
||||
# Elimina la carpeta temporal
|
||||
@@ -373,20 +442,21 @@ raspi_debug:
|
||||
$(CXX) $(APP_SOURCES) $(INCLUDES) -DVERBOSE -DDEBUG $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug"
|
||||
|
||||
raspi_release:
|
||||
@$(MAKE) pack_tool
|
||||
@$(MAKE) resources.pack
|
||||
@echo "Creando release para Raspberry Pi - Version: $(VERSION)"
|
||||
# Elimina carpetas previas
|
||||
# Elimina carpetas previas y recrea (crea dist/ si no existe)
|
||||
$(RMDIR) "$(RELEASE_FOLDER)"
|
||||
|
||||
# Crea la carpeta temporal para realizar el lanzamiento
|
||||
$(MKDIR) "$(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) $(APP_SOURCES) $(INCLUDES) -DVERBOSE $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FILE)"
|
||||
$(CXX) $(APP_SOURCES) $(INCLUDES) -DRELEASE_BUILD -DVERBOSE $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FILE)"
|
||||
strip -s -R .comment -R .gnu.version "$(RELEASE_FILE)" --strip-unneeded
|
||||
|
||||
# Empaqueta ficheros
|
||||
@@ -398,6 +468,8 @@ raspi_release:
|
||||
$(RMDIR) "$(RELEASE_FOLDER)"
|
||||
|
||||
anbernic:
|
||||
@$(MAKE) pack_tool
|
||||
@$(MAKE) resources.pack
|
||||
@echo "Compilando para Anbernic: $(TARGET_NAME)"
|
||||
# Elimina carpetas previas
|
||||
$(RMDIR) "$(RELEASE_FOLDER)"_anbernic
|
||||
@@ -406,10 +478,11 @@ 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) $(APP_SOURCES) $(INCLUDES) -DANBERNIC -DNO_SHADERS -DARCADE -DVERBOSE $(CXXFLAGS) $(LDFLAGS) -o $(RELEASE_FOLDER)_anbernic/$(TARGET_NAME)
|
||||
$(CXX) $(APP_SOURCES) $(INCLUDES) -DRELEASE_BUILD -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:
|
||||
@@ -438,7 +511,15 @@ help:
|
||||
@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
|
||||
spirv:
|
||||
@echo "Compilando shaders SPIR-V..."
|
||||
tools/shaders/compile_spirv.sh
|
||||
|
||||
.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 resources.pack spirv
|
||||
|
||||
FORCE:
|
||||
13
README.md
@@ -1,6 +1,8 @@
|
||||
# Coffee Crisis Arcade Edition
|
||||
<div align="center">
|
||||
<img src="https://php.sustancia.synology.me/images/ccae/coffee_crisis_arcade_edition_cover_web.png" width="600" alt="Coffee Crisis Cover">
|
||||
</div>
|
||||
|
||||
<img src="https://php.sustancia.synology.me/images/ccae/coffee_crisis_arcade_edition_cover_web.png" width="300" align="left" style="margin-right: 20px; margin-bottom: 10px;" alt="Coffee Crisis Cover">
|
||||
# Coffee Crisis Arcade Edition
|
||||
|
||||
## ¡La batalla definitiva pel cafè està ací!
|
||||
|
||||
@@ -35,10 +37,7 @@ El joc està optimitzat per a ser jugat amb un mando de jocs, encara que un dels
|
||||
|
||||
> Nota: El joc suporta nomes un jugador amb teclat.
|
||||
|
||||
<p align="center">
|
||||
<img src="https://php.sustancia.synology.me/images/ccae/ccae1.png" alt="Joc" width="45%" />
|
||||
<img src="https://php.sustancia.synology.me/images/ccae/ccae3.png" alt="Joc" width="45%" />
|
||||
</p>
|
||||

|
||||
|
||||
## Altres tecles
|
||||
|
||||
@@ -64,6 +63,8 @@ El joc està optimitzat per a ser jugat amb un mando de jocs, encara que un dels
|
||||
2. Descomprimix i executa l'arxiu `coffee_crisis_arcade_edition.exe`.
|
||||
3. Gaudeix del joc!
|
||||
|
||||

|
||||
|
||||
## Agraïments
|
||||
|
||||
Vull expressar la meua gratitud a **ChatGPT** i **GitHub Copilot**. Gràcies per ser un suport constant en el desenvolupament d'aquest joc!
|
||||
|
||||
201
config/assets.txt
Normal file
@@ -0,0 +1,201 @@
|
||||
# Coffee Crisis Arcade Edition - Asset Configuration
|
||||
# Formato: TIPO|RUTA [|OPCIONES]
|
||||
# Opciones: optional, absolute (separadas por comas)
|
||||
# Variables: ${PREFIX}, ${SYSTEM_FOLDER}
|
||||
|
||||
# Archivos de configuración del sistema (absolutos y opcionales)
|
||||
DATA|${SYSTEM_FOLDER}/config.yaml|optional,absolute
|
||||
DATA|${SYSTEM_FOLDER}/controllers.json|optional,absolute
|
||||
DATA|${SYSTEM_FOLDER}/postfx.yaml|optional,absolute
|
||||
DATA|${SYSTEM_FOLDER}/score.bin|optional,absolute
|
||||
|
||||
# Archivos de configuración del juego
|
||||
DATA|${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|/data/demo/demo1.bin
|
||||
DEMODATA|/data/demo/demo2.bin
|
||||
DEMODATA|/data/demo/demo3.bin
|
||||
|
||||
# Música
|
||||
MUSIC|/data/music/congratulations.ogg
|
||||
MUSIC|/data/music/credits.ogg
|
||||
MUSIC|/data/music/intro.ogg
|
||||
MUSIC|/data/music/playing.ogg
|
||||
MUSIC|/data/music/title.ogg
|
||||
|
||||
# Sonidos
|
||||
SOUND|/data/sound/balloon_bounce0.wav
|
||||
SOUND|/data/sound/balloon_bounce1.wav
|
||||
SOUND|/data/sound/balloon_bounce2.wav
|
||||
SOUND|/data/sound/balloon_bounce3.wav
|
||||
SOUND|/data/sound/balloon_pop0.wav
|
||||
SOUND|/data/sound/balloon_pop1.wav
|
||||
SOUND|/data/sound/balloon_pop2.wav
|
||||
SOUND|/data/sound/balloon_pop3.wav
|
||||
SOUND|/data/sound/bullet1p.wav
|
||||
SOUND|/data/sound/bullet2p.wav
|
||||
SOUND|/data/sound/clock.wav
|
||||
SOUND|/data/sound/coffee_out.wav
|
||||
SOUND|/data/sound/continue_clock.wav
|
||||
SOUND|/data/sound/credit.wav
|
||||
SOUND|/data/sound/debian_drop.wav
|
||||
SOUND|/data/sound/debian_pickup.wav
|
||||
SOUND|/data/sound/hi_score_achieved.wav
|
||||
SOUND|/data/sound/item_drop.wav
|
||||
SOUND|/data/sound/item_pickup.wav
|
||||
SOUND|/data/sound/jump.wav
|
||||
SOUND|/data/sound/logo.wav
|
||||
SOUND|/data/sound/name_input_accept.wav
|
||||
SOUND|/data/sound/notify.wav
|
||||
SOUND|/data/sound/player_collision.wav
|
||||
SOUND|/data/sound/power_ball_explosion.wav
|
||||
SOUND|/data/sound/service_menu_adjust.wav
|
||||
SOUND|/data/sound/service_menu_back.wav
|
||||
SOUND|/data/sound/service_menu_move.wav
|
||||
SOUND|/data/sound/service_menu_select.wav
|
||||
SOUND|/data/sound/stage_change.wav
|
||||
SOUND|/data/sound/tabe_hit.wav
|
||||
SOUND|/data/sound/tabe.wav
|
||||
SOUND|/data/sound/title.wav
|
||||
SOUND|/data/sound/voice_aw_aw_aw.wav
|
||||
SOUND|/data/sound/voice_coffee.wav
|
||||
SOUND|/data/sound/voice_credit_thankyou.wav
|
||||
SOUND|/data/sound/voice_game_over.wav
|
||||
SOUND|/data/sound/voice_get_ready.wav
|
||||
SOUND|/data/sound/voice_no.wav
|
||||
SOUND|/data/sound/voice_power_up.wav
|
||||
SOUND|/data/sound/voice_recover.wav
|
||||
SOUND|/data/sound/voice_thankyou.wav
|
||||
SOUND|/data/sound/walk.wav
|
||||
|
||||
# Texturas - Balloons
|
||||
ANIMATION|/data/gfx/balloon/balloon0.ani
|
||||
ANIMATION|/data/gfx/balloon/balloon1.ani
|
||||
ANIMATION|/data/gfx/balloon/balloon2.ani
|
||||
ANIMATION|/data/gfx/balloon/balloon3.ani
|
||||
BITMAP|/data/gfx/balloon/balloon0.png
|
||||
BITMAP|/data/gfx/balloon/balloon1.png
|
||||
BITMAP|/data/gfx/balloon/balloon2.png
|
||||
BITMAP|/data/gfx/balloon/balloon3.png
|
||||
|
||||
# Texturas - Explosiones
|
||||
ANIMATION|/data/gfx/balloon/explosion0.ani
|
||||
ANIMATION|/data/gfx/balloon/explosion1.ani
|
||||
ANIMATION|/data/gfx/balloon/explosion2.ani
|
||||
ANIMATION|/data/gfx/balloon/explosion3.ani
|
||||
BITMAP|/data/gfx/balloon/explosion0.png
|
||||
BITMAP|/data/gfx/balloon/explosion1.png
|
||||
BITMAP|/data/gfx/balloon/explosion2.png
|
||||
BITMAP|/data/gfx/balloon/explosion3.png
|
||||
|
||||
# Texturas - Power Ball
|
||||
ANIMATION|/data/gfx/balloon/powerball.ani
|
||||
BITMAP|/data/gfx/balloon/powerball.png
|
||||
|
||||
# Texturas - Bala
|
||||
ANIMATION|/data/gfx/bullet/bullet.ani
|
||||
BITMAP|/data/gfx/bullet/bullet.png
|
||||
|
||||
# Texturas - Tabe
|
||||
ANIMATION|/data/gfx/tabe/tabe.ani
|
||||
BITMAP|/data/gfx/tabe/tabe.png
|
||||
|
||||
# Texturas - Juego
|
||||
BITMAP|/data/gfx/game/game_buildings.png
|
||||
BITMAP|/data/gfx/game/game_clouds1.png
|
||||
BITMAP|/data/gfx/game/game_clouds2.png
|
||||
ANIMATION|/data/gfx/game/game_grass.ani
|
||||
BITMAP|/data/gfx/game/game_grass.png
|
||||
BITMAP|/data/gfx/game/game_moon.png
|
||||
BITMAP|/data/gfx/game/game_power_meter.png
|
||||
BITMAP|/data/gfx/game/game_sky_colors.png
|
||||
BITMAP|/data/gfx/game/game_sun.png
|
||||
|
||||
# Texturas - Intro
|
||||
BITMAP|/data/gfx/intro/intro1.png
|
||||
BITMAP|/data/gfx/intro/intro2.png
|
||||
BITMAP|/data/gfx/intro/intro3.png
|
||||
BITMAP|/data/gfx/intro/intro4.png
|
||||
BITMAP|/data/gfx/intro/intro5.png
|
||||
BITMAP|/data/gfx/intro/intro6.png
|
||||
|
||||
# Texturas - Logo
|
||||
BITMAP|/data/gfx/logo/logo_jailgames_mini.png
|
||||
BITMAP|/data/gfx/logo/logo_jailgames.png
|
||||
BITMAP|/data/gfx/logo/logo_since_1998.png
|
||||
|
||||
# Texturas - Items
|
||||
ANIMATION|/data/gfx/item/item_clock.ani
|
||||
ANIMATION|/data/gfx/item/item_coffee_machine.ani
|
||||
ANIMATION|/data/gfx/item/item_coffee.ani
|
||||
ANIMATION|/data/gfx/item/item_debian.ani
|
||||
ANIMATION|/data/gfx/item/item_points1_disk.ani
|
||||
ANIMATION|/data/gfx/item/item_points2_gavina.ani
|
||||
ANIMATION|/data/gfx/item/item_points3_pacmar.ani
|
||||
BITMAP|/data/gfx/item/item_clock.png
|
||||
BITMAP|/data/gfx/item/item_coffee_machine.png
|
||||
BITMAP|/data/gfx/item/item_coffee.png
|
||||
BITMAP|/data/gfx/item/item_debian.png
|
||||
BITMAP|/data/gfx/item/item_points1_disk.png
|
||||
BITMAP|/data/gfx/item/item_points2_gavina.png
|
||||
BITMAP|/data/gfx/item/item_points3_pacmar.png
|
||||
|
||||
# Texturas - Titulo
|
||||
ANIMATION|/data/gfx/title/title_dust.ani
|
||||
BITMAP|/data/gfx/title/title_arcade_edition.png
|
||||
BITMAP|/data/gfx/title/title_bg_tile.png
|
||||
BITMAP|/data/gfx/title/title_coffee.png
|
||||
BITMAP|/data/gfx/title/title_crisis.png
|
||||
BITMAP|/data/gfx/title/title_dust.png
|
||||
|
||||
# Texturas - Jugador 1
|
||||
BITMAP|/data/gfx/player/player1_power.png
|
||||
BITMAP|/data/gfx/player/player1.gif
|
||||
PALETTE|/data/gfx/player/player1_coffee1.pal
|
||||
PALETTE|/data/gfx/player/player1_coffee2.pal
|
||||
PALETTE|/data/gfx/player/player1_invencible.pal
|
||||
|
||||
# Texturas - Jugador 2
|
||||
BITMAP|/data/gfx/player/player2_power.png
|
||||
BITMAP|/data/gfx/player/player2.gif
|
||||
PALETTE|/data/gfx/player/player2_coffee1.pal
|
||||
PALETTE|/data/gfx/player/player2_coffee2.pal
|
||||
PALETTE|/data/gfx/player/player2_invencible.pal
|
||||
|
||||
# Animaciones del jugador
|
||||
ANIMATION|/data/gfx/player/player_power.ani
|
||||
ANIMATION|/data/gfx/player/player1.ani
|
||||
ANIMATION|/data/gfx/player/player2.ani
|
||||
|
||||
# Fuentes de texto
|
||||
BITMAP|/data/font/04b_25_2x.png
|
||||
BITMAP|/data/font/04b_25_2x_white.png
|
||||
BITMAP|/data/font/04b_25_flat_2x.png
|
||||
BITMAP|/data/font/04b_25_flat.png
|
||||
BITMAP|/data/font/04b_25_grey.png
|
||||
BITMAP|/data/font/04b_25_metal.png
|
||||
BITMAP|/data/font/04b_25_reversed_2x.png
|
||||
BITMAP|/data/font/04b_25_reversed.png
|
||||
BITMAP|/data/font/04b_25_white.png
|
||||
BITMAP|/data/font/04b_25.png
|
||||
BITMAP|/data/font/8bithud.png
|
||||
BITMAP|/data/font/aseprite.png
|
||||
BITMAP|/data/font/smb2_grad.png
|
||||
BITMAP|/data/font/smb2.png
|
||||
FONT|/data/font/04b_25_2x.txt
|
||||
FONT|/data/font/04b_25.txt
|
||||
FONT|/data/font/8bithud.txt
|
||||
FONT|/data/font/aseprite.txt
|
||||
FONT|/data/font/smb2.txt
|
||||
|
||||
# Idiomas
|
||||
LANG|/data/lang/ba_BA.json
|
||||
LANG|/data/lang/en_UK.json
|
||||
LANG|/data/lang/es_ES.json
|
||||
277
config/formations.txt
Normal 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
|
||||
148
config/param_320x240.txt
Normal file
@@ -0,0 +1,148 @@
|
||||
# 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
|
||||
|
||||
# --- 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
|
||||
147
config/param_320x256.txt
Normal file
@@ -0,0 +1,147 @@
|
||||
# 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 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
|
||||
|
||||
# --- 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
|
||||
150
config/param_red.txt
Normal file
@@ -0,0 +1,150 @@
|
||||
# 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
|
||||
34
config/pools.txt
Normal file
@@ -0,0 +1,34 @@
|
||||
# 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
|
||||
19
config/stages.txt
Normal file
@@ -0,0 +1,19 @@
|
||||
# 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
|
||||
@@ -1,190 +0,0 @@
|
||||
# Coffee Crisis - Asset Configuration
|
||||
# Formato: TIPO|RUTA [|OPCIONES]
|
||||
# Opciones: optional, absolute (separadas por comas)
|
||||
# Variables: ${PREFIX}, ${SYSTEM_FOLDER}
|
||||
|
||||
# Archivos de configuración del sistema (absolutos y opcionales)
|
||||
DATA|${SYSTEM_FOLDER}/config.txt|optional,absolute
|
||||
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|${PREFIX}/data/config/pools.txt
|
||||
|
||||
# Música
|
||||
MUSIC|${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|${PREFIX}/data/sound/clock.wav
|
||||
SOUND|${PREFIX}/data/sound/coffee_out.wav
|
||||
SOUND|${PREFIX}/data/sound/continue_clock.wav
|
||||
SOUND|${PREFIX}/data/sound/debian_drop.wav
|
||||
SOUND|${PREFIX}/data/sound/debian_pickup.wav
|
||||
SOUND|${PREFIX}/data/sound/hi_score_achieved.wav
|
||||
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|${PREFIX}/data/sound/notify.wav
|
||||
SOUND|${PREFIX}/data/sound/player_collision.wav
|
||||
SOUND|${PREFIX}/data/sound/power_ball_explosion.wav
|
||||
SOUND|${PREFIX}/data/sound/service_menu_adjust.wav
|
||||
SOUND|${PREFIX}/data/sound/service_menu_move.wav
|
||||
SOUND|${PREFIX}/data/sound/service_menu_select.wav
|
||||
SOUND|${PREFIX}/data/sound/stage_change.wav
|
||||
SOUND|${PREFIX}/data/sound/tabe_hit.wav
|
||||
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|${PREFIX}/data/sound/voice_get_ready.wav
|
||||
SOUND|${PREFIX}/data/sound/voice_no.wav
|
||||
SOUND|${PREFIX}/data/sound/voice_power_up.wav
|
||||
SOUND|${PREFIX}/data/sound/voice_thankyou.wav
|
||||
SOUND|${PREFIX}/data/sound/walk.wav
|
||||
|
||||
# Shaders
|
||||
DATA|${PREFIX}/data/shaders/crtpi_256.glsl
|
||||
DATA|${PREFIX}/data/shaders/crtpi_240.glsl
|
||||
|
||||
# Texturas - Balloons
|
||||
BITMAP|${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|${PREFIX}/data/gfx/balloon/balloon3.ani
|
||||
|
||||
# Texturas - Explosiones
|
||||
BITMAP|${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|${PREFIX}/data/gfx/balloon/explosion3.ani
|
||||
|
||||
# Texturas - Power Ball
|
||||
BITMAP|${PREFIX}/data/gfx/balloon/powerball.png
|
||||
ANIMATION|${PREFIX}/data/gfx/balloon/powerball.ani
|
||||
|
||||
# Texturas - Bala
|
||||
BITMAP|${PREFIX}/data/gfx/bullet/bullet.png
|
||||
ANIMATION|${PREFIX}/data/gfx/bullet/bullet.ani
|
||||
|
||||
# Texturas - Tabe
|
||||
BITMAP|${PREFIX}/data/gfx/tabe/tabe.png
|
||||
ANIMATION|${PREFIX}/data/gfx/tabe/tabe.ani
|
||||
|
||||
# Texturas - Juego
|
||||
BITMAP|${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_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
|
||||
BITMAP|${PREFIX}/data/gfx/intro/intro2.png
|
||||
BITMAP|${PREFIX}/data/gfx/intro/intro3.png
|
||||
BITMAP|${PREFIX}/data/gfx/intro/intro4.png
|
||||
BITMAP|${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_since_1998.png
|
||||
|
||||
# Texturas - Items
|
||||
BITMAP|${PREFIX}/data/gfx/item/item_points1_disk.png
|
||||
ANIMATION|${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
|
||||
|
||||
# Texturas - Titulo
|
||||
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|${PREFIX}/data/gfx/player/player1.gif
|
||||
PALETTE|${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.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
|
||||
|
||||
# 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|${PREFIX}/data/font/04b_25_flat_2x.png
|
||||
BITMAP|${PREFIX}/data/font/04b_25_reversed_2x.png
|
||||
|
||||
# Idiomas
|
||||
LANG|${PREFIX}/data/lang/es_ES.json
|
||||
LANG|${PREFIX}/data/lang/en_UK.json
|
||||
LANG|${PREFIX}/data/lang/ba_BA.json
|
||||
|
Before Width: | Height: | Size: 12 KiB |
|
Before Width: | Height: | Size: 12 KiB |
@@ -1,277 +0,0 @@
|
||||
# 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
|
||||
@@ -1,89 +0,0 @@
|
||||
## --- 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
|
||||
@@ -1,89 +0,0 @@
|
||||
## --- 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
|
||||
@@ -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
|
||||
BIN
data/demo/demo1.bin
Normal file
|
After Width: | Height: | Size: 12 KiB |
BIN
data/demo/demo2.bin
Normal file
|
After Width: | Height: | Size: 12 KiB |
BIN
data/demo/demo3.bin
Normal file
|
After Width: | Height: | Size: 12 KiB |
BIN
data/font/04b_25_2x_white.png
Normal file
|
After Width: | Height: | Size: 4.2 KiB |
BIN
data/font/04b_25_white.png
Normal file
|
After Width: | Height: | Size: 1.9 KiB |
|
Before Width: | Height: | Size: 1.1 KiB After Width: | Height: | Size: 1.1 KiB |
@@ -185,7 +185,7 @@
|
||||
# 122 z
|
||||
5
|
||||
# 123 {
|
||||
3
|
||||
7
|
||||
# 124 |
|
||||
2
|
||||
# 125 }
|
||||
|
||||
|
Before Width: | Height: | Size: 872 B After Width: | Height: | Size: 882 B |
@@ -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]
|
||||
@@ -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]
|
||||
@@ -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]
|
||||
@@ -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]
|
||||
@@ -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]
|
||||
@@ -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]
|
||||
@@ -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]
|
||||
@@ -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]
|
||||
@@ -3,7 +3,7 @@ frame_height=49
|
||||
|
||||
[animation]
|
||||
name=powerball
|
||||
speed=10
|
||||
speed=0.0167
|
||||
loop=-1
|
||||
frames=1
|
||||
[/animation]
|
||||
@@ -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]
|
||||
|
Before Width: | Height: | Size: 2.0 KiB After Width: | Height: | Size: 1.7 KiB |
9
data/gfx/game/game_grass.ani
Normal file
@@ -0,0 +1,9 @@
|
||||
frame_width=320
|
||||
frame_height=10
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.2
|
||||
loop=0
|
||||
frames=0,1,2,1
|
||||
[/animation]
|
||||
|
Before Width: | Height: | Size: 1.1 KiB After Width: | Height: | Size: 1.6 KiB |
@@ -2,8 +2,15 @@ frame_width=20
|
||||
frame_height=20
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=8
|
||||
name=blink
|
||||
speed=0.2
|
||||
loop=0
|
||||
frames=0,0,1
|
||||
frames=0,1
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=no-blink
|
||||
speed=0
|
||||
loop=-1
|
||||
frames=1
|
||||
[/animation]
|
||||
@@ -2,8 +2,15 @@ frame_width=20
|
||||
frame_height=20
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=8
|
||||
name=blink
|
||||
speed=0.2
|
||||
loop=0
|
||||
frames=0,0,1
|
||||
frames=0,1
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=no-blink
|
||||
speed=0
|
||||
loop=-1
|
||||
frames=1
|
||||
[/animation]
|
||||
@@ -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]
|
||||
@@ -2,8 +2,15 @@ frame_width=20
|
||||
frame_height=20
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=8
|
||||
name=blink
|
||||
speed=0.2
|
||||
loop=0
|
||||
frames=0,0,1
|
||||
frames=0,1
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=no-blink
|
||||
speed=0
|
||||
loop=-1
|
||||
frames=1
|
||||
[/animation]
|
||||
@@ -2,8 +2,15 @@ frame_width=20
|
||||
frame_height=20
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=8
|
||||
name=blink
|
||||
speed=0.2
|
||||
loop=0
|
||||
frames=0,0,1
|
||||
frames=0,1
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=no-blink
|
||||
speed=0
|
||||
loop=-1
|
||||
frames=1
|
||||
[/animation]
|
||||
@@ -2,8 +2,15 @@ frame_width=20
|
||||
frame_height=20
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=8
|
||||
name=blink
|
||||
speed=0.2
|
||||
loop=0
|
||||
frames=0,0,1
|
||||
frames=0,1
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=no-blink
|
||||
speed=0
|
||||
loop=-1
|
||||
frames=1
|
||||
[/animation]
|
||||
@@ -2,8 +2,15 @@ frame_width=20
|
||||
frame_height=20
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=8
|
||||
name=blink
|
||||
speed=0.2
|
||||
loop=0
|
||||
frames=0,0,1
|
||||
frames=0,1
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=no-blink
|
||||
speed=0
|
||||
loop=-1
|
||||
frames=1
|
||||
[/animation]
|
||||
|
Before Width: | Height: | Size: 717 B After Width: | Height: | Size: 696 B |
|
Before Width: | Height: | Size: 720 B After Width: | Height: | Size: 624 B |
|
Before Width: | Height: | Size: 312 B |
@@ -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
|
||||
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
|
||||
speed=0.167
|
||||
loop=0
|
||||
frames=42,42,42,43,44,45,44,43,42,43,44,45,44,43,42,43,44,45,44,43,42,46,46,46,46,46,46,47,48,49,50,50,50,50,50,50,49,49,49,50,50,50,49,49,49,48,47,46,46,46
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=dizzy
|
||||
speed=5
|
||||
speed=0.0833
|
||||
loop=0
|
||||
frames=47,48,49,50,51,52,53
|
||||
frames=51,52,53,54,55,56,57
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=recover
|
||||
speed=0.05
|
||||
loop=-1
|
||||
frames=58,58,58,58,59,60,61,62,62,62,63,64,65,62,63,64,65,62,63,64,65,66,66,66,66
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=hello
|
||||
speed=3
|
||||
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=67,68,69,70,71,72,73,74,75,76,77,77,77,77,77,77,77,77,77,77,77,77,77,78,79,80,81,82,83,84,85,86,86,85,84,83,83,84,85,86,86,85,84,83,83,84,85,86,86,85,84,83,83,84,85,86,86,85,84,83,82,81,80,79,78,77,76,75,74,73,72,71,70,69,68,67
|
||||
[/animation]
|
||||
|
Before Width: | Height: | Size: 14 KiB After Width: | Height: | Size: 16 KiB |
135
data/gfx/player/player2.ani
Normal file
@@ -0,0 +1,135 @@
|
||||
frame_width=32
|
||||
frame_height=32
|
||||
|
||||
[animation]
|
||||
name=walk
|
||||
speed=0.0833
|
||||
loop=0
|
||||
frames=0,1,2,3
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=stand
|
||||
speed=0.167
|
||||
loop=0
|
||||
frames=4,5,6,7
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=walk-fire-side
|
||||
speed=0.0833
|
||||
loop=0
|
||||
frames=8,9,10,11
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=walk-recoil-side
|
||||
speed=0.0833
|
||||
loop=0
|
||||
frames=12,13,14,15
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=walk-cool-side
|
||||
speed=0.0833
|
||||
loop=0
|
||||
frames=16,17,18,19
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=stand-fire-side
|
||||
speed=0.0833
|
||||
loop=0
|
||||
frames=20
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=stand-recoil-side
|
||||
speed=0.0833
|
||||
loop=0
|
||||
frames=21
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=stand-cool-side
|
||||
speed=0.0833
|
||||
loop=0
|
||||
frames=22
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=walk-fire-center
|
||||
speed=0.0833
|
||||
loop=0
|
||||
frames=23,24,25,26
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=walk-recoil-center
|
||||
speed=0.0833
|
||||
loop=0
|
||||
frames=27,28,29,30
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=walk-cool-center
|
||||
speed=0.0833
|
||||
loop=0
|
||||
frames=31,32,33,34
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=stand-fire-center
|
||||
speed=0.0833
|
||||
loop=0
|
||||
frames=35
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=stand-recoil-center
|
||||
speed=0.0833
|
||||
loop=0
|
||||
frames=36
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=stand-cool-center
|
||||
speed=0.0833
|
||||
loop=0
|
||||
frames=37
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=rolling
|
||||
speed=0.167
|
||||
loop=0
|
||||
frames=38,39,40,41
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=celebration
|
||||
speed=0.167
|
||||
loop=0
|
||||
frames=47,47,47,47,47,47,48,49,50,51,51,51,51,51,51,50,50,50,51,51,51,50,50,50,49,48,47,47,47,42,42,42,43,44,45,46,45,46,45,46,45,46,45,46,45,46,45,44,43,42
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=dizzy
|
||||
speed=0.0833
|
||||
loop=0
|
||||
frames=52,53,54,55,56,57,58
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=recover
|
||||
speed=0.05
|
||||
loop=-1
|
||||
frames=59,59,59,59,60,61,62,63,63,63,64,65,66,63,64,65,66,63,64,65,66,67,67,67,67
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=hello
|
||||
speed=0.05
|
||||
loop=-1
|
||||
frames=68,69,70,71,72,73,74,75,76,77,78,78,78,78,78,78,78,78,78,78,78,78,78,79,80,81,82,83,84,85,86,87,87,86,85,84,84,85,86,87,87,86,85,84,84,85,86,87,87,86,85,84,84,85,86,87,87,86,85,84,83,82,81,80,79,78,77,76,75,74,73,72,71,70,69,68
|
||||
[/animation]
|
||||
|
Before Width: | Height: | Size: 14 KiB After Width: | Height: | Size: 16 KiB |
@@ -3,7 +3,7 @@ frame_height=44
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=5
|
||||
speed=0.0833
|
||||
loop=0
|
||||
frames=0,1,2,3
|
||||
[/animation]
|
||||
@@ -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]
|
||||
@@ -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]
|
||||
@@ -21,11 +21,13 @@
|
||||
"[GAME_TEXT] 2": "Queden ",
|
||||
"[GAME_TEXT] 2A": " fases mes!",
|
||||
"[GAME_TEXT] 3": "Ultima fase!",
|
||||
"[GAME_TEXT] 4": "SuperPoder!",
|
||||
"[GAME_TEXT] 4": "Automatic!",
|
||||
"[GAME_TEXT] 5": "+1 Colp",
|
||||
"[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",
|
||||
|
||||
@@ -77,7 +79,9 @@
|
||||
"[SERVICE_MENU] SHUTDOWN": "Apagar el sistema",
|
||||
"[SERVICE_MENU] FULLSCREEN": "Pantalla completa",
|
||||
"[SERVICE_MENU] WINDOW_SIZE": "Tamany de la finestra",
|
||||
"[SERVICE_MENU] SHADERS": "Filtre",
|
||||
"[SERVICE_MENU] POSTFX": "PostFX",
|
||||
"[SERVICE_MENU] POSTFX_PRESET": "Preset PostFX",
|
||||
"[SERVICE_MENU] SUPERSAMPLING": "Supermostreig",
|
||||
"[SERVICE_MENU] VSYNC": "Sincronisme vertical",
|
||||
"[SERVICE_MENU] INTEGER_SCALE": "Escalat sencer",
|
||||
"[SERVICE_MENU] MAIN_VOLUME": "Volumen general",
|
||||
|
||||
@@ -20,11 +20,13 @@
|
||||
"[GAME_TEXT] 2": "",
|
||||
"[GAME_TEXT] 2A": " stages left!",
|
||||
"[GAME_TEXT] 3": "Last stage!",
|
||||
"[GAME_TEXT] 4": "PowerUp",
|
||||
"[GAME_TEXT] 4": "AutoFire!",
|
||||
"[GAME_TEXT] 5": "+1 Hit",
|
||||
"[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",
|
||||
|
||||
@@ -76,7 +78,9 @@
|
||||
"[SERVICE_MENU] SHUTDOWN": "Shutdown System",
|
||||
"[SERVICE_MENU] FULLSCREEN": "Fullscreen",
|
||||
"[SERVICE_MENU] WINDOW_SIZE": "Window Zoom",
|
||||
"[SERVICE_MENU] SHADERS": "Shaders",
|
||||
"[SERVICE_MENU] POSTFX": "PostFX",
|
||||
"[SERVICE_MENU] POSTFX_PRESET": "PostFX Preset",
|
||||
"[SERVICE_MENU] SUPERSAMPLING": "Supersampling",
|
||||
"[SERVICE_MENU] VSYNC": "V-Sync",
|
||||
"[SERVICE_MENU] INTEGER_SCALE": "Integer Scale",
|
||||
"[SERVICE_MENU] MAIN_VOLUME": "Main Volume",
|
||||
|
||||
@@ -20,11 +20,13 @@
|
||||
"[GAME_TEXT] 2": "!Quedan ",
|
||||
"[GAME_TEXT] 2A": " fases!",
|
||||
"[GAME_TEXT] 3": "Ultima fase!",
|
||||
"[GAME_TEXT] 4": "Potenciador",
|
||||
"[GAME_TEXT] 4": "Automatico!",
|
||||
"[GAME_TEXT] 5": "+1 Golpe",
|
||||
"[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",
|
||||
|
||||
@@ -76,7 +78,9 @@
|
||||
"[SERVICE_MENU] SHUTDOWN": "Apagar el sistema",
|
||||
"[SERVICE_MENU] FULLSCREEN": "Pantalla completa",
|
||||
"[SERVICE_MENU] WINDOW_SIZE": "Zoom de ventana",
|
||||
"[SERVICE_MENU] SHADERS": "Filtro grafico",
|
||||
"[SERVICE_MENU] POSTFX": "PostFX",
|
||||
"[SERVICE_MENU] POSTFX_PRESET": "Preset PostFX",
|
||||
"[SERVICE_MENU] SUPERSAMPLING": "Supersampling",
|
||||
"[SERVICE_MENU] VSYNC": "Sincronismo vertical",
|
||||
"[SERVICE_MENU] INTEGER_SCALE": "Escalado proporcional",
|
||||
"[SERVICE_MENU] MAIN_VOLUME": "Volumen general",
|
||||
|
||||
BIN
data/music/congratulations.ogg
Normal file
@@ -1,234 +0,0 @@
|
||||
/*
|
||||
crt-pi - A Raspberry Pi friendly CRT shader.
|
||||
|
||||
Copyright (C) 2015-2016 davej
|
||||
|
||||
This program is free software; you can redistribute it and/or modify it
|
||||
under the terms of the GNU General Public License as published by the Free
|
||||
Software Foundation; either version 2 of the License, or (at your option)
|
||||
any later version.
|
||||
|
||||
|
||||
Notes:
|
||||
|
||||
This shader is designed to work well on Raspberry Pi GPUs (i.e. 1080P @ 60Hz on a game with a 4:3 aspect ratio). It pushes the Pi's GPU hard and enabling some features will slow it down so that it is no longer able to match 1080P @ 60Hz. You will need to overclock your Pi to the fastest setting in raspi-config to get the best results from this shader: 'Pi2' for Pi2 and 'Turbo' for original Pi and Pi Zero. Note: Pi2s are slower at running the shader than other Pis, this seems to be down to Pi2s lower maximum memory speed. Pi2s don't quite manage 1080P @ 60Hz - they drop about 1 in 1000 frames. You probably won't notice this, but if you do, try enabling FAKE_GAMMA.
|
||||
|
||||
SCANLINES enables scanlines. You'll almost certainly want to use it with MULTISAMPLE to reduce moire effects. SCANLINE_WEIGHT defines how wide scanlines are (it is an inverse value so a higher number = thinner lines). SCANLINE_GAP_BRIGHTNESS defines how dark the gaps between the scan lines are. Darker gaps between scan lines make moire effects more likely.
|
||||
|
||||
GAMMA enables gamma correction using the values in INPUT_GAMMA and OUTPUT_GAMMA. FAKE_GAMMA causes it to ignore the values in INPUT_GAMMA and OUTPUT_GAMMA and approximate gamma correction in a way which is faster than true gamma whilst still looking better than having none. You must have GAMMA defined to enable FAKE_GAMMA.
|
||||
|
||||
CURVATURE distorts the screen by CURVATURE_X and CURVATURE_Y. Curvature slows things down a lot.
|
||||
|
||||
By default the shader uses linear blending horizontally. If you find this too blury, enable SHARPER.
|
||||
|
||||
BLOOM_FACTOR controls the increase in width for bright scanlines.
|
||||
|
||||
MASK_TYPE defines what, if any, shadow mask to use. MASK_BRIGHTNESS defines how much the mask type darkens the screen.
|
||||
|
||||
*/
|
||||
|
||||
#pragma parameter CURVATURE_X "Screen curvature - horizontal" 0.10 0.0 1.0 0.01
|
||||
#pragma parameter CURVATURE_Y "Screen curvature - vertical" 0.15 0.0 1.0 0.01
|
||||
#pragma parameter MASK_BRIGHTNESS "Mask brightness" 0.70 0.0 1.0 0.01
|
||||
#pragma parameter SCANLINE_WEIGHT "Scanline weight" 6.0 0.0 15.0 0.1
|
||||
#pragma parameter SCANLINE_GAP_BRIGHTNESS "Scanline gap brightness" 0.12 0.0 1.0 0.01
|
||||
#pragma parameter BLOOM_FACTOR "Bloom factor" 1.5 0.0 5.0 0.01
|
||||
#pragma parameter INPUT_GAMMA "Input gamma" 2.4 0.0 5.0 0.01
|
||||
#pragma parameter OUTPUT_GAMMA "Output gamma" 2.2 0.0 5.0 0.01
|
||||
|
||||
// Haven't put these as parameters as it would slow the code down.
|
||||
#define SCANLINES
|
||||
#define MULTISAMPLE
|
||||
#define GAMMA
|
||||
//#define FAKE_GAMMA
|
||||
//#define CURVATURE
|
||||
//#define SHARPER
|
||||
// MASK_TYPE: 0 = none, 1 = green/magenta, 2 = trinitron(ish)
|
||||
#define MASK_TYPE 2
|
||||
|
||||
|
||||
#ifdef GL_ES
|
||||
#define COMPAT_PRECISION mediump
|
||||
precision mediump float;
|
||||
#else
|
||||
#define COMPAT_PRECISION
|
||||
#endif
|
||||
|
||||
#ifdef PARAMETER_UNIFORM
|
||||
uniform COMPAT_PRECISION float CURVATURE_X;
|
||||
uniform COMPAT_PRECISION float CURVATURE_Y;
|
||||
uniform COMPAT_PRECISION float MASK_BRIGHTNESS;
|
||||
uniform COMPAT_PRECISION float SCANLINE_WEIGHT;
|
||||
uniform COMPAT_PRECISION float SCANLINE_GAP_BRIGHTNESS;
|
||||
uniform COMPAT_PRECISION float BLOOM_FACTOR;
|
||||
uniform COMPAT_PRECISION float INPUT_GAMMA;
|
||||
uniform COMPAT_PRECISION float OUTPUT_GAMMA;
|
||||
#else
|
||||
#define CURVATURE_X 0.05
|
||||
#define CURVATURE_Y 0.1
|
||||
#define MASK_BRIGHTNESS 0.80
|
||||
#define SCANLINE_WEIGHT 6.0
|
||||
#define SCANLINE_GAP_BRIGHTNESS 0.12
|
||||
#define BLOOM_FACTOR 3.5
|
||||
#define INPUT_GAMMA 2.4
|
||||
#define OUTPUT_GAMMA 2.2
|
||||
#endif
|
||||
|
||||
/* COMPATIBILITY
|
||||
- GLSL compilers
|
||||
*/
|
||||
|
||||
//uniform vec2 TextureSize;
|
||||
#if defined(CURVATURE)
|
||||
varying vec2 screenScale;
|
||||
#endif
|
||||
varying vec2 TEX0;
|
||||
varying float filterWidth;
|
||||
|
||||
#if defined(VERTEX)
|
||||
//uniform mat4 MVPMatrix;
|
||||
//attribute vec4 VertexCoord;
|
||||
//attribute vec2 TexCoord;
|
||||
//uniform vec2 InputSize;
|
||||
//uniform vec2 OutputSize;
|
||||
|
||||
void main()
|
||||
{
|
||||
#if defined(CURVATURE)
|
||||
screenScale = vec2(1.0, 1.0); //TextureSize / InputSize;
|
||||
#endif
|
||||
filterWidth = (768.0 / 240.0) / 3.0;
|
||||
TEX0 = vec2(gl_MultiTexCoord0.x, 1.0-gl_MultiTexCoord0.y)*1.0001;
|
||||
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
}
|
||||
#elif defined(FRAGMENT)
|
||||
|
||||
uniform sampler2D Texture;
|
||||
|
||||
#if defined(CURVATURE)
|
||||
vec2 Distort(vec2 coord)
|
||||
{
|
||||
vec2 CURVATURE_DISTORTION = vec2(CURVATURE_X, CURVATURE_Y);
|
||||
// Barrel distortion shrinks the display area a bit, this will allow us to counteract that.
|
||||
vec2 barrelScale = 1.0 - (0.23 * CURVATURE_DISTORTION);
|
||||
coord *= screenScale;
|
||||
coord -= vec2(0.5);
|
||||
float rsq = coord.x * coord.x + coord.y * coord.y;
|
||||
coord += coord * (CURVATURE_DISTORTION * rsq);
|
||||
coord *= barrelScale;
|
||||
if (abs(coord.x) >= 0.5 || abs(coord.y) >= 0.5)
|
||||
coord = vec2(-1.0); // If out of bounds, return an invalid value.
|
||||
else
|
||||
{
|
||||
coord += vec2(0.5);
|
||||
coord /= screenScale;
|
||||
}
|
||||
|
||||
return coord;
|
||||
}
|
||||
#endif
|
||||
|
||||
float CalcScanLineWeight(float dist)
|
||||
{
|
||||
return max(1.0-dist*dist*SCANLINE_WEIGHT, SCANLINE_GAP_BRIGHTNESS);
|
||||
}
|
||||
|
||||
float CalcScanLine(float dy)
|
||||
{
|
||||
float scanLineWeight = CalcScanLineWeight(dy);
|
||||
#if defined(MULTISAMPLE)
|
||||
scanLineWeight += CalcScanLineWeight(dy-filterWidth);
|
||||
scanLineWeight += CalcScanLineWeight(dy+filterWidth);
|
||||
scanLineWeight *= 0.3333333;
|
||||
#endif
|
||||
return scanLineWeight;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 TextureSize = vec2(320.0, 240.0);
|
||||
#if defined(CURVATURE)
|
||||
vec2 texcoord = Distort(TEX0);
|
||||
if (texcoord.x < 0.0)
|
||||
gl_FragColor = vec4(0.0);
|
||||
else
|
||||
#else
|
||||
vec2 texcoord = TEX0;
|
||||
#endif
|
||||
{
|
||||
vec2 texcoordInPixels = texcoord * TextureSize;
|
||||
#if defined(SHARPER)
|
||||
vec2 tempCoord = floor(texcoordInPixels) + 0.5;
|
||||
vec2 coord = tempCoord / TextureSize;
|
||||
vec2 deltas = texcoordInPixels - tempCoord;
|
||||
float scanLineWeight = CalcScanLine(deltas.y);
|
||||
vec2 signs = sign(deltas);
|
||||
deltas.x *= 2.0;
|
||||
deltas = deltas * deltas;
|
||||
deltas.y = deltas.y * deltas.y;
|
||||
deltas.x *= 0.5;
|
||||
deltas.y *= 8.0;
|
||||
deltas /= TextureSize;
|
||||
deltas *= signs;
|
||||
vec2 tc = coord + deltas;
|
||||
#else
|
||||
float tempY = floor(texcoordInPixels.y) + 0.5;
|
||||
float yCoord = tempY / TextureSize.y;
|
||||
float dy = texcoordInPixels.y - tempY;
|
||||
float scanLineWeight = CalcScanLine(dy);
|
||||
float signY = sign(dy);
|
||||
dy = dy * dy;
|
||||
dy = dy * dy;
|
||||
dy *= 8.0;
|
||||
dy /= TextureSize.y;
|
||||
dy *= signY;
|
||||
vec2 tc = vec2(texcoord.x, yCoord + dy);
|
||||
#endif
|
||||
|
||||
vec3 colour = texture2D(Texture, tc).rgb;
|
||||
|
||||
#if defined(SCANLINES)
|
||||
#if defined(GAMMA)
|
||||
#if defined(FAKE_GAMMA)
|
||||
colour = colour * colour;
|
||||
#else
|
||||
colour = pow(colour, vec3(INPUT_GAMMA));
|
||||
#endif
|
||||
#endif
|
||||
scanLineWeight *= BLOOM_FACTOR;
|
||||
colour *= scanLineWeight;
|
||||
|
||||
#if defined(GAMMA)
|
||||
#if defined(FAKE_GAMMA)
|
||||
colour = sqrt(colour);
|
||||
#else
|
||||
colour = pow(colour, vec3(1.0/OUTPUT_GAMMA));
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
#if MASK_TYPE == 0
|
||||
gl_FragColor = vec4(colour, 1.0);
|
||||
#else
|
||||
#if MASK_TYPE == 1
|
||||
float whichMask = fract((gl_FragCoord.x*1.0001) * 0.5);
|
||||
vec3 mask;
|
||||
if (whichMask < 0.5)
|
||||
mask = vec3(MASK_BRIGHTNESS, 1.0, MASK_BRIGHTNESS);
|
||||
else
|
||||
mask = vec3(1.0, MASK_BRIGHTNESS, 1.0);
|
||||
#elif MASK_TYPE == 2
|
||||
float whichMask = fract((gl_FragCoord.x*1.0001) * 0.3333333);
|
||||
vec3 mask = vec3(MASK_BRIGHTNESS, MASK_BRIGHTNESS, MASK_BRIGHTNESS);
|
||||
if (whichMask < 0.3333333)
|
||||
mask.x = 1.0;
|
||||
else if (whichMask < 0.6666666)
|
||||
mask.y = 1.0;
|
||||
else
|
||||
mask.z = 1.0;
|
||||
#endif
|
||||
|
||||
gl_FragColor = vec4(colour * mask, 1.0);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -1,234 +0,0 @@
|
||||
/*
|
||||
crt-pi - A Raspberry Pi friendly CRT shader.
|
||||
|
||||
Copyright (C) 2015-2016 davej
|
||||
|
||||
This program is free software; you can redistribute it and/or modify it
|
||||
under the terms of the GNU General Public License as published by the Free
|
||||
Software Foundation; either version 2 of the License, or (at your option)
|
||||
any later version.
|
||||
|
||||
|
||||
Notes:
|
||||
|
||||
This shader is designed to work well on Raspberry Pi GPUs (i.e. 1080P @ 60Hz on a game with a 4:3 aspect ratio). It pushes the Pi's GPU hard and enabling some features will slow it down so that it is no longer able to match 1080P @ 60Hz. You will need to overclock your Pi to the fastest setting in raspi-config to get the best results from this shader: 'Pi2' for Pi2 and 'Turbo' for original Pi and Pi Zero. Note: Pi2s are slower at running the shader than other Pis, this seems to be down to Pi2s lower maximum memory speed. Pi2s don't quite manage 1080P @ 60Hz - they drop about 1 in 1000 frames. You probably won't notice this, but if you do, try enabling FAKE_GAMMA.
|
||||
|
||||
SCANLINES enables scanlines. You'll almost certainly want to use it with MULTISAMPLE to reduce moire effects. SCANLINE_WEIGHT defines how wide scanlines are (it is an inverse value so a higher number = thinner lines). SCANLINE_GAP_BRIGHTNESS defines how dark the gaps between the scan lines are. Darker gaps between scan lines make moire effects more likely.
|
||||
|
||||
GAMMA enables gamma correction using the values in INPUT_GAMMA and OUTPUT_GAMMA. FAKE_GAMMA causes it to ignore the values in INPUT_GAMMA and OUTPUT_GAMMA and approximate gamma correction in a way which is faster than true gamma whilst still looking better than having none. You must have GAMMA defined to enable FAKE_GAMMA.
|
||||
|
||||
CURVATURE distorts the screen by CURVATURE_X and CURVATURE_Y. Curvature slows things down a lot.
|
||||
|
||||
By default the shader uses linear blending horizontally. If you find this too blury, enable SHARPER.
|
||||
|
||||
BLOOM_FACTOR controls the increase in width for bright scanlines.
|
||||
|
||||
MASK_TYPE defines what, if any, shadow mask to use. MASK_BRIGHTNESS defines how much the mask type darkens the screen.
|
||||
|
||||
*/
|
||||
|
||||
#pragma parameter CURVATURE_X "Screen curvature - horizontal" 0.10 0.0 1.0 0.01
|
||||
#pragma parameter CURVATURE_Y "Screen curvature - vertical" 0.15 0.0 1.0 0.01
|
||||
#pragma parameter MASK_BRIGHTNESS "Mask brightness" 0.70 0.0 1.0 0.01
|
||||
#pragma parameter SCANLINE_WEIGHT "Scanline weight" 6.0 0.0 15.0 0.1
|
||||
#pragma parameter SCANLINE_GAP_BRIGHTNESS "Scanline gap brightness" 0.12 0.0 1.0 0.01
|
||||
#pragma parameter BLOOM_FACTOR "Bloom factor" 1.5 0.0 5.0 0.01
|
||||
#pragma parameter INPUT_GAMMA "Input gamma" 2.4 0.0 5.0 0.01
|
||||
#pragma parameter OUTPUT_GAMMA "Output gamma" 2.2 0.0 5.0 0.01
|
||||
|
||||
// Haven't put these as parameters as it would slow the code down.
|
||||
#define SCANLINES
|
||||
#define MULTISAMPLE
|
||||
#define GAMMA
|
||||
//#define FAKE_GAMMA
|
||||
//#define CURVATURE
|
||||
//#define SHARPER
|
||||
// MASK_TYPE: 0 = none, 1 = green/magenta, 2 = trinitron(ish)
|
||||
#define MASK_TYPE 2
|
||||
|
||||
|
||||
#ifdef GL_ES
|
||||
#define COMPAT_PRECISION mediump
|
||||
precision mediump float;
|
||||
#else
|
||||
#define COMPAT_PRECISION
|
||||
#endif
|
||||
|
||||
#ifdef PARAMETER_UNIFORM
|
||||
uniform COMPAT_PRECISION float CURVATURE_X;
|
||||
uniform COMPAT_PRECISION float CURVATURE_Y;
|
||||
uniform COMPAT_PRECISION float MASK_BRIGHTNESS;
|
||||
uniform COMPAT_PRECISION float SCANLINE_WEIGHT;
|
||||
uniform COMPAT_PRECISION float SCANLINE_GAP_BRIGHTNESS;
|
||||
uniform COMPAT_PRECISION float BLOOM_FACTOR;
|
||||
uniform COMPAT_PRECISION float INPUT_GAMMA;
|
||||
uniform COMPAT_PRECISION float OUTPUT_GAMMA;
|
||||
#else
|
||||
#define CURVATURE_X 0.05
|
||||
#define CURVATURE_Y 0.1
|
||||
#define MASK_BRIGHTNESS 0.80
|
||||
#define SCANLINE_WEIGHT 6.0
|
||||
#define SCANLINE_GAP_BRIGHTNESS 0.12
|
||||
#define BLOOM_FACTOR 3.5
|
||||
#define INPUT_GAMMA 2.4
|
||||
#define OUTPUT_GAMMA 2.2
|
||||
#endif
|
||||
|
||||
/* COMPATIBILITY
|
||||
- GLSL compilers
|
||||
*/
|
||||
|
||||
//uniform vec2 TextureSize;
|
||||
#if defined(CURVATURE)
|
||||
varying vec2 screenScale;
|
||||
#endif
|
||||
varying vec2 TEX0;
|
||||
varying float filterWidth;
|
||||
|
||||
#if defined(VERTEX)
|
||||
//uniform mat4 MVPMatrix;
|
||||
//attribute vec4 VertexCoord;
|
||||
//attribute vec2 TexCoord;
|
||||
//uniform vec2 InputSize;
|
||||
//uniform vec2 OutputSize;
|
||||
|
||||
void main()
|
||||
{
|
||||
#if defined(CURVATURE)
|
||||
screenScale = vec2(1.0, 1.0); //TextureSize / InputSize;
|
||||
#endif
|
||||
filterWidth = (768.0 / 256.0) / 3.0;
|
||||
TEX0 = vec2(gl_MultiTexCoord0.x, 1.0-gl_MultiTexCoord0.y)*1.0001;
|
||||
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
}
|
||||
#elif defined(FRAGMENT)
|
||||
|
||||
uniform sampler2D Texture;
|
||||
|
||||
#if defined(CURVATURE)
|
||||
vec2 Distort(vec2 coord)
|
||||
{
|
||||
vec2 CURVATURE_DISTORTION = vec2(CURVATURE_X, CURVATURE_Y);
|
||||
// Barrel distortion shrinks the display area a bit, this will allow us to counteract that.
|
||||
vec2 barrelScale = 1.0 - (0.23 * CURVATURE_DISTORTION);
|
||||
coord *= screenScale;
|
||||
coord -= vec2(0.5);
|
||||
float rsq = coord.x * coord.x + coord.y * coord.y;
|
||||
coord += coord * (CURVATURE_DISTORTION * rsq);
|
||||
coord *= barrelScale;
|
||||
if (abs(coord.x) >= 0.5 || abs(coord.y) >= 0.5)
|
||||
coord = vec2(-1.0); // If out of bounds, return an invalid value.
|
||||
else
|
||||
{
|
||||
coord += vec2(0.5);
|
||||
coord /= screenScale;
|
||||
}
|
||||
|
||||
return coord;
|
||||
}
|
||||
#endif
|
||||
|
||||
float CalcScanLineWeight(float dist)
|
||||
{
|
||||
return max(1.0-dist*dist*SCANLINE_WEIGHT, SCANLINE_GAP_BRIGHTNESS);
|
||||
}
|
||||
|
||||
float CalcScanLine(float dy)
|
||||
{
|
||||
float scanLineWeight = CalcScanLineWeight(dy);
|
||||
#if defined(MULTISAMPLE)
|
||||
scanLineWeight += CalcScanLineWeight(dy-filterWidth);
|
||||
scanLineWeight += CalcScanLineWeight(dy+filterWidth);
|
||||
scanLineWeight *= 0.3333333;
|
||||
#endif
|
||||
return scanLineWeight;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 TextureSize = vec2(320.0, 256.0);
|
||||
#if defined(CURVATURE)
|
||||
vec2 texcoord = Distort(TEX0);
|
||||
if (texcoord.x < 0.0)
|
||||
gl_FragColor = vec4(0.0);
|
||||
else
|
||||
#else
|
||||
vec2 texcoord = TEX0;
|
||||
#endif
|
||||
{
|
||||
vec2 texcoordInPixels = texcoord * TextureSize;
|
||||
#if defined(SHARPER)
|
||||
vec2 tempCoord = floor(texcoordInPixels) + 0.5;
|
||||
vec2 coord = tempCoord / TextureSize;
|
||||
vec2 deltas = texcoordInPixels - tempCoord;
|
||||
float scanLineWeight = CalcScanLine(deltas.y);
|
||||
vec2 signs = sign(deltas);
|
||||
deltas.x *= 2.0;
|
||||
deltas = deltas * deltas;
|
||||
deltas.y = deltas.y * deltas.y;
|
||||
deltas.x *= 0.5;
|
||||
deltas.y *= 8.0;
|
||||
deltas /= TextureSize;
|
||||
deltas *= signs;
|
||||
vec2 tc = coord + deltas;
|
||||
#else
|
||||
float tempY = floor(texcoordInPixels.y) + 0.5;
|
||||
float yCoord = tempY / TextureSize.y;
|
||||
float dy = texcoordInPixels.y - tempY;
|
||||
float scanLineWeight = CalcScanLine(dy);
|
||||
float signY = sign(dy);
|
||||
dy = dy * dy;
|
||||
dy = dy * dy;
|
||||
dy *= 8.0;
|
||||
dy /= TextureSize.y;
|
||||
dy *= signY;
|
||||
vec2 tc = vec2(texcoord.x, yCoord + dy);
|
||||
#endif
|
||||
|
||||
vec3 colour = texture2D(Texture, tc).rgb;
|
||||
|
||||
#if defined(SCANLINES)
|
||||
#if defined(GAMMA)
|
||||
#if defined(FAKE_GAMMA)
|
||||
colour = colour * colour;
|
||||
#else
|
||||
colour = pow(colour, vec3(INPUT_GAMMA));
|
||||
#endif
|
||||
#endif
|
||||
scanLineWeight *= BLOOM_FACTOR;
|
||||
colour *= scanLineWeight;
|
||||
|
||||
#if defined(GAMMA)
|
||||
#if defined(FAKE_GAMMA)
|
||||
colour = sqrt(colour);
|
||||
#else
|
||||
colour = pow(colour, vec3(1.0/OUTPUT_GAMMA));
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
#if MASK_TYPE == 0
|
||||
gl_FragColor = vec4(colour, 1.0);
|
||||
#else
|
||||
#if MASK_TYPE == 1
|
||||
float whichMask = fract((gl_FragCoord.x*1.0001) * 0.5);
|
||||
vec3 mask;
|
||||
if (whichMask < 0.5)
|
||||
mask = vec3(MASK_BRIGHTNESS, 1.0, MASK_BRIGHTNESS);
|
||||
else
|
||||
mask = vec3(1.0, MASK_BRIGHTNESS, 1.0);
|
||||
#elif MASK_TYPE == 2
|
||||
float whichMask = fract((gl_FragCoord.x*1.0001) * 0.3333333);
|
||||
vec3 mask = vec3(MASK_BRIGHTNESS, MASK_BRIGHTNESS, MASK_BRIGHTNESS);
|
||||
if (whichMask < 0.3333333)
|
||||
mask.x = 1.0;
|
||||
else if (whichMask < 0.6666666)
|
||||
mask.y = 1.0;
|
||||
else
|
||||
mask.z = 1.0;
|
||||
#endif
|
||||
|
||||
gl_FragColor = vec4(colour * mask, 1.0);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
#endif
|
||||
142
data/shaders/postfx.frag
Normal file
@@ -0,0 +1,142 @@
|
||||
#version 450
|
||||
|
||||
// Vulkan GLSL fragment shader — PostFX effects
|
||||
// Used for SDL3 GPU API (SPIR-V path, Win/Linux).
|
||||
// Compile: glslc postfx.frag -o postfx.frag.spv
|
||||
// xxd -i postfx.frag.spv > ../../source/core/rendering/sdl3gpu/postfx_frag_spv.h
|
||||
//
|
||||
// PostFXUniforms must match exactly the C++ struct in sdl3gpu_shader.hpp
|
||||
// (8 floats, 32 bytes, std140/scalar layout).
|
||||
|
||||
layout(location = 0) in vec2 v_uv;
|
||||
layout(location = 0) out vec4 out_color;
|
||||
|
||||
layout(set = 2, binding = 0) uniform sampler2D scene;
|
||||
|
||||
layout(set = 3, binding = 0) uniform PostFXUniforms {
|
||||
float vignette_strength;
|
||||
float chroma_strength;
|
||||
float scanline_strength;
|
||||
float screen_height;
|
||||
float mask_strength;
|
||||
float gamma_strength;
|
||||
float curvature;
|
||||
float bleeding;
|
||||
float pixel_scale; // physical pixels per logical pixel (vh / tex_height_)
|
||||
float time; // seconds since SDL init
|
||||
float oversample; // supersampling factor (1.0 = off, 3.0 = 3×SS)
|
||||
float flicker; // 0 = off, 1 = phosphor flicker ~50 Hz — 48 bytes total (3 × 16)
|
||||
} u;
|
||||
|
||||
// YCbCr helpers for NTSC bleeding
|
||||
vec3 rgb_to_ycc(vec3 rgb) {
|
||||
return vec3(
|
||||
0.299*rgb.r + 0.587*rgb.g + 0.114*rgb.b,
|
||||
-0.169*rgb.r - 0.331*rgb.g + 0.500*rgb.b + 0.5,
|
||||
0.500*rgb.r - 0.419*rgb.g - 0.081*rgb.b + 0.5
|
||||
);
|
||||
}
|
||||
vec3 ycc_to_rgb(vec3 ycc) {
|
||||
float y = ycc.x;
|
||||
float cb = ycc.y - 0.5;
|
||||
float cr = ycc.z - 0.5;
|
||||
return clamp(vec3(
|
||||
y + 1.402*cr,
|
||||
y - 0.344*cb - 0.714*cr,
|
||||
y + 1.772*cb
|
||||
), 0.0, 1.0);
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 uv = v_uv;
|
||||
|
||||
// Curvatura barrel CRT
|
||||
if (u.curvature > 0.0) {
|
||||
vec2 c = uv - 0.5;
|
||||
float rsq = dot(c, c);
|
||||
vec2 dist = vec2(0.05, 0.1) * u.curvature;
|
||||
vec2 barrelScale = vec2(1.0) - 0.23 * dist;
|
||||
c += c * (dist * rsq);
|
||||
c *= barrelScale;
|
||||
if (abs(c.x) >= 0.5 || abs(c.y) >= 0.5) {
|
||||
out_color = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
return;
|
||||
}
|
||||
uv = c + 0.5;
|
||||
}
|
||||
|
||||
// Muestra base
|
||||
vec3 base = texture(scene, uv).rgb;
|
||||
|
||||
// Sangrado NTSC — difuminado horizontal de crominancia.
|
||||
// step = 1 pixel lógico de juego en UV (corrige SS: textureSize.x = game_w * oversample).
|
||||
vec3 colour;
|
||||
if (u.bleeding > 0.0) {
|
||||
float tw = float(textureSize(scene, 0).x);
|
||||
float step = u.oversample / tw; // 1 pixel lógico en UV
|
||||
vec3 ycc = rgb_to_ycc(base);
|
||||
vec3 ycc_l2 = rgb_to_ycc(texture(scene, uv - vec2(2.0*step, 0.0)).rgb);
|
||||
vec3 ycc_l1 = rgb_to_ycc(texture(scene, uv - vec2(1.0*step, 0.0)).rgb);
|
||||
vec3 ycc_r1 = rgb_to_ycc(texture(scene, uv + vec2(1.0*step, 0.0)).rgb);
|
||||
vec3 ycc_r2 = rgb_to_ycc(texture(scene, uv + vec2(2.0*step, 0.0)).rgb);
|
||||
ycc.yz = (ycc_l2.yz + ycc_l1.yz*2.0 + ycc.yz*2.0 + ycc_r1.yz*2.0 + ycc_r2.yz) / 8.0;
|
||||
colour = mix(base, ycc_to_rgb(ycc), u.bleeding);
|
||||
} else {
|
||||
colour = base;
|
||||
}
|
||||
|
||||
// Aberración cromática (drift animado con time para efecto NTSC real)
|
||||
float ca = u.chroma_strength * 0.005 * (1.0 + 0.15 * sin(u.time * 7.3));
|
||||
colour.r = texture(scene, uv + vec2(ca, 0.0)).r;
|
||||
colour.b = texture(scene, uv - vec2(ca, 0.0)).b;
|
||||
|
||||
// Corrección gamma (linealizar antes de scanlines, codificar después)
|
||||
if (u.gamma_strength > 0.0) {
|
||||
vec3 lin = pow(colour, vec3(2.4));
|
||||
colour = mix(colour, lin, u.gamma_strength);
|
||||
}
|
||||
|
||||
// Scanlines — 1 pixel físico oscuro por fila lógica.
|
||||
// Modelo sustractivo: las filas de scanline se oscurecen, las demás no cambian.
|
||||
// Esto evita el efecto de sobrebrillo en contenido con colores vivos.
|
||||
if (u.scanline_strength > 0.0) {
|
||||
float ps = max(1.0, round(u.pixel_scale));
|
||||
float frac_in_row = fract(uv.y * u.screen_height);
|
||||
float row_pos = floor(frac_in_row * ps);
|
||||
float is_dark = step(ps - 1.0, row_pos);
|
||||
float scan = mix(1.0, 0.0, is_dark);
|
||||
colour *= mix(1.0, scan, u.scanline_strength);
|
||||
}
|
||||
|
||||
if (u.gamma_strength > 0.0) {
|
||||
vec3 enc = pow(colour, vec3(1.0 / 2.2));
|
||||
colour = mix(colour, enc, u.gamma_strength);
|
||||
}
|
||||
|
||||
// Viñeta
|
||||
vec2 d = uv - 0.5;
|
||||
float vignette = 1.0 - dot(d, d) * u.vignette_strength;
|
||||
colour *= clamp(vignette, 0.0, 1.0);
|
||||
|
||||
// Máscara de fósforo RGB — después de scanlines (orden original):
|
||||
// filas brillantes saturadas → máscara invisible, filas oscuras → RGB visible.
|
||||
if (u.mask_strength > 0.0) {
|
||||
float whichMask = fract(gl_FragCoord.x * 0.3333333);
|
||||
vec3 mask = vec3(0.80);
|
||||
if (whichMask < 0.3333333)
|
||||
mask.x = 1.0;
|
||||
else if (whichMask < 0.6666666)
|
||||
mask.y = 1.0;
|
||||
else
|
||||
mask.z = 1.0;
|
||||
colour = mix(colour, colour * mask, u.mask_strength);
|
||||
}
|
||||
|
||||
// Parpadeo de fósforo CRT (~50 Hz)
|
||||
if (u.flicker > 0.0) {
|
||||
float flicker_wave = sin(u.time * 100.0) * 0.5 + 0.5;
|
||||
colour *= 1.0 - u.flicker * 0.04 * flicker_wave;
|
||||
}
|
||||
|
||||
out_color = vec4(colour, 1.0);
|
||||
}
|
||||
24
data/shaders/postfx.vert
Normal file
@@ -0,0 +1,24 @@
|
||||
#version 450
|
||||
|
||||
// Vulkan GLSL vertex shader — postfx full-screen triangle
|
||||
// Used for SDL3 GPU API (SPIR-V path, Win/Linux).
|
||||
// Compile: glslc postfx.vert -o postfx.vert.spv
|
||||
// xxd -i postfx.vert.spv > ../../source/core/rendering/sdl3gpu/postfx_vert_spv.h
|
||||
|
||||
layout(location = 0) out vec2 v_uv;
|
||||
|
||||
void main() {
|
||||
// Full-screen triangle (no vertex buffer needed)
|
||||
const vec2 positions[3] = vec2[3](
|
||||
vec2(-1.0, -1.0),
|
||||
vec2( 3.0, -1.0),
|
||||
vec2(-1.0, 3.0)
|
||||
);
|
||||
const vec2 uvs[3] = vec2[3](
|
||||
vec2(0.0, 1.0),
|
||||
vec2(2.0, 1.0),
|
||||
vec2(0.0,-1.0)
|
||||
);
|
||||
gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
|
||||
v_uv = uvs[gl_VertexIndex];
|
||||
}
|
||||
BIN
data/sound/bullet2p.wav
Normal file
BIN
data/sound/credit.wav
Normal file
BIN
data/sound/name_input_accept.wav
Normal file
BIN
data/sound/service_menu_back.wav
Normal file
BIN
data/sound/voice_credit_thankyou.wav
Normal file
BIN
data/sound/voice_game_over.wav
Normal file
BIN
data/sound/voice_recover.wav
Normal file
|
Before Width: | Height: | Size: 3.0 KiB |
@@ -1,106 +0,0 @@
|
||||
# SDL3 CMake configuration file:
|
||||
# This file is meant to be placed in Resources/CMake of a SDL3 framework
|
||||
|
||||
# INTERFACE_LINK_OPTIONS needs CMake 3.12
|
||||
cmake_minimum_required(VERSION 3.12)
|
||||
|
||||
include(FeatureSummary)
|
||||
set_package_properties(SDL3 PROPERTIES
|
||||
URL "https://www.libsdl.org/"
|
||||
DESCRIPTION "low level access to audio, keyboard, mouse, joystick, and graphics hardware"
|
||||
)
|
||||
|
||||
# Copied from `configure_package_config_file`
|
||||
macro(set_and_check _var _file)
|
||||
set(${_var} "${_file}")
|
||||
if(NOT EXISTS "${_file}")
|
||||
message(FATAL_ERROR "File or directory ${_file} referenced by variable ${_var} does not exist !")
|
||||
endif()
|
||||
endmacro()
|
||||
|
||||
# Copied from `configure_package_config_file`
|
||||
macro(check_required_components _NAME)
|
||||
foreach(comp ${${_NAME}_FIND_COMPONENTS})
|
||||
if(NOT ${_NAME}_${comp}_FOUND)
|
||||
if(${_NAME}_FIND_REQUIRED_${comp})
|
||||
set(${_NAME}_FOUND FALSE)
|
||||
endif()
|
||||
endif()
|
||||
endforeach()
|
||||
endmacro()
|
||||
|
||||
set(SDL3_FOUND TRUE)
|
||||
|
||||
# Compute the installation prefix relative to this file.
|
||||
set(_sdl3_framework_path "${CMAKE_CURRENT_LIST_DIR}") # > /SDL3.framework/Resources/CMake/
|
||||
get_filename_component(_sdl3_framework_path "${_sdl3_framework_path}" REALPATH) # > /SDL3.framework/Versions/Current/Resources/CMake
|
||||
get_filename_component(_sdl3_framework_path "${_sdl3_framework_path}" REALPATH) # > /SDL3.framework/Versions/A/Resources/CMake/
|
||||
get_filename_component(_sdl3_framework_path "${_sdl3_framework_path}" PATH) # > /SDL3.framework/Versions/A/Resources/
|
||||
get_filename_component(_sdl3_framework_path "${_sdl3_framework_path}" PATH) # > /SDL3.framework/Versions/A/
|
||||
get_filename_component(_sdl3_framework_path "${_sdl3_framework_path}" PATH) # > /SDL3.framework/Versions/
|
||||
get_filename_component(_sdl3_framework_path "${_sdl3_framework_path}" PATH) # > /SDL3.framework/
|
||||
get_filename_component(_sdl3_framework_parent_path "${_sdl3_framework_path}" PATH) # > /
|
||||
|
||||
|
||||
# All targets are created, even when some might not be requested though COMPONENTS.
|
||||
# This is done for compatibility with CMake generated SDL3-target.cmake files.
|
||||
|
||||
if(NOT TARGET SDL3::Headers)
|
||||
add_library(SDL3::Headers INTERFACE IMPORTED)
|
||||
set_target_properties(SDL3::Headers
|
||||
PROPERTIES
|
||||
INTERFACE_COMPILE_OPTIONS "SHELL:-F \"${_sdl3_framework_parent_path}\""
|
||||
)
|
||||
endif()
|
||||
set(SDL3_Headers_FOUND TRUE)
|
||||
|
||||
if(NOT TARGET SDL3::SDL3-shared)
|
||||
add_library(SDL3::SDL3-shared SHARED IMPORTED)
|
||||
set_target_properties(SDL3::SDL3-shared
|
||||
PROPERTIES
|
||||
FRAMEWORK "TRUE"
|
||||
IMPORTED_LOCATION "${_sdl3_framework_path}/SDL3"
|
||||
INTERFACE_LINK_LIBRARIES "SDL3::Headers"
|
||||
COMPATIBLE_INTERFACE_BOOL "SDL3_SHARED"
|
||||
INTERFACE_SDL3_SHARED "ON"
|
||||
COMPATIBLE_INTERFACE_STRING "SDL_VERSION"
|
||||
INTERFACE_SDL_VERSION "SDL3"
|
||||
)
|
||||
endif()
|
||||
set(SDL3_SDL3-shared_FOUND TRUE)
|
||||
|
||||
set(SDL3_SDL3-static FALSE)
|
||||
|
||||
set(SDL3_SDL3_test FALSE)
|
||||
|
||||
unset(_sdl3_framework_parent_path)
|
||||
unset(_sdl3_framework_path)
|
||||
|
||||
if(SDL3_SDL3-shared_FOUND)
|
||||
set(SDL3_SDL3_FOUND TRUE)
|
||||
endif()
|
||||
|
||||
function(_sdl_create_target_alias_compat NEW_TARGET TARGET)
|
||||
if(CMAKE_VERSION VERSION_LESS "3.18")
|
||||
# Aliasing local targets is not supported on CMake < 3.18, so make it global.
|
||||
add_library(${NEW_TARGET} INTERFACE IMPORTED)
|
||||
set_target_properties(${NEW_TARGET} PROPERTIES INTERFACE_LINK_LIBRARIES "${TARGET}")
|
||||
else()
|
||||
add_library(${NEW_TARGET} ALIAS ${TARGET})
|
||||
endif()
|
||||
endfunction()
|
||||
|
||||
# Make sure SDL3::SDL3 always exists
|
||||
if(NOT TARGET SDL3::SDL3)
|
||||
if(TARGET SDL3::SDL3-shared)
|
||||
_sdl_create_target_alias_compat(SDL3::SDL3 SDL3::SDL3-shared)
|
||||
endif()
|
||||
endif()
|
||||
|
||||
check_required_components(SDL3)
|
||||
|
||||
set(SDL3_LIBRARIES SDL3::SDL3)
|
||||
set(SDL3_STATIC_LIBRARIES SDL3::SDL3-static)
|
||||
set(SDL3_STATIC_PRIVATE_LIBS)
|
||||
|
||||
set(SDL3TEST_LIBRARY SDL3::SDL3_test)
|
||||
@@ -1,57 +0,0 @@
|
||||
# based on the files generated by CMake's write_basic_package_version_file
|
||||
|
||||
# SDL CMake version configuration file:
|
||||
# This file is meant to be placed in Resources/CMake of a SDL3 framework
|
||||
|
||||
cmake_minimum_required(VERSION 3.12)
|
||||
|
||||
if(NOT EXISTS "${CMAKE_CURRENT_LIST_DIR}/../../Headers/SDL_version.h")
|
||||
message(AUTHOR_WARNING "Could not find SDL_version.h. This script is meant to be placed in the Resources/CMake directory of SDL2.framework")
|
||||
return()
|
||||
endif()
|
||||
|
||||
file(READ "${CMAKE_CURRENT_LIST_DIR}/../../Headers/SDL_version.h" _sdl_version_h)
|
||||
string(REGEX MATCH "#define[ \t]+SDL_MAJOR_VERSION[ \t]+([0-9]+)" _sdl_major_re "${_sdl_version_h}")
|
||||
set(_sdl_major "${CMAKE_MATCH_1}")
|
||||
string(REGEX MATCH "#define[ \t]+SDL_MINOR_VERSION[ \t]+([0-9]+)" _sdl_minor_re "${_sdl_version_h}")
|
||||
set(_sdl_minor "${CMAKE_MATCH_1}")
|
||||
string(REGEX MATCH "#define[ \t]+SDL_MICRO_VERSION[ \t]+([0-9]+)" _sdl_micro_re "${_sdl_version_h}")
|
||||
set(_sdl_micro "${CMAKE_MATCH_1}")
|
||||
if(_sdl_major_re AND _sdl_minor_re AND _sdl_micro_re)
|
||||
set(PACKAGE_VERSION "${_sdl_major}.${_sdl_minor}.${_sdl_micro}")
|
||||
else()
|
||||
message(AUTHOR_WARNING "Could not extract version from SDL_version.h.")
|
||||
return()
|
||||
endif()
|
||||
|
||||
unset(_sdl_major_re)
|
||||
unset(_sdl_major)
|
||||
unset(_sdl_minor_re)
|
||||
unset(_sdl_minor)
|
||||
unset(_sdl_micro_re)
|
||||
unset(_sdl_micro)
|
||||
|
||||
if(PACKAGE_FIND_VERSION_RANGE)
|
||||
# Package version must be in the requested version range
|
||||
if ((PACKAGE_FIND_VERSION_RANGE_MIN STREQUAL "INCLUDE" AND PACKAGE_VERSION VERSION_LESS PACKAGE_FIND_VERSION_MIN)
|
||||
OR ((PACKAGE_FIND_VERSION_RANGE_MAX STREQUAL "INCLUDE" AND PACKAGE_VERSION VERSION_GREATER PACKAGE_FIND_VERSION_MAX)
|
||||
OR (PACKAGE_FIND_VERSION_RANGE_MAX STREQUAL "EXCLUDE" AND PACKAGE_VERSION VERSION_GREATER_EQUAL PACKAGE_FIND_VERSION_MAX)))
|
||||
set(PACKAGE_VERSION_COMPATIBLE FALSE)
|
||||
else()
|
||||
set(PACKAGE_VERSION_COMPATIBLE TRUE)
|
||||
endif()
|
||||
else()
|
||||
if(PACKAGE_VERSION VERSION_LESS PACKAGE_FIND_VERSION)
|
||||
set(PACKAGE_VERSION_COMPATIBLE FALSE)
|
||||
else()
|
||||
set(PACKAGE_VERSION_COMPATIBLE TRUE)
|
||||
if(PACKAGE_FIND_VERSION STREQUAL PACKAGE_VERSION)
|
||||
set(PACKAGE_VERSION_EXACT TRUE)
|
||||
endif()
|
||||
endif()
|
||||
endif()
|
||||
|
||||
# The SDL3.xcframework only contains 64-bit archives
|
||||
if(NOT "${CMAKE_SIZEOF_VOID_P}" EQUAL "8")
|
||||
set(PACKAGE_VERSION_UNSUITABLE TRUE)
|
||||
endif()
|
||||
@@ -1,90 +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.
|
||||
*/
|
||||
|
||||
/**
|
||||
* Main include header for the SDL library, version 3.2.20
|
||||
*
|
||||
* It is almost always best to include just this one header instead of
|
||||
* picking out individual headers included here. There are exceptions to
|
||||
* this rule--SDL_main.h is special and not included here--but usually
|
||||
* letting SDL.h include the kitchen sink for you is the correct approach.
|
||||
*/
|
||||
|
||||
#ifndef SDL_h_
|
||||
#define SDL_h_
|
||||
|
||||
#include <SDL3/SDL_stdinc.h>
|
||||
#include <SDL3/SDL_assert.h>
|
||||
#include <SDL3/SDL_asyncio.h>
|
||||
#include <SDL3/SDL_atomic.h>
|
||||
#include <SDL3/SDL_audio.h>
|
||||
#include <SDL3/SDL_bits.h>
|
||||
#include <SDL3/SDL_blendmode.h>
|
||||
#include <SDL3/SDL_camera.h>
|
||||
#include <SDL3/SDL_clipboard.h>
|
||||
#include <SDL3/SDL_cpuinfo.h>
|
||||
#include <SDL3/SDL_dialog.h>
|
||||
#include <SDL3/SDL_endian.h>
|
||||
#include <SDL3/SDL_error.h>
|
||||
#include <SDL3/SDL_events.h>
|
||||
#include <SDL3/SDL_filesystem.h>
|
||||
#include <SDL3/SDL_gamepad.h>
|
||||
#include <SDL3/SDL_gpu.h>
|
||||
#include <SDL3/SDL_guid.h>
|
||||
#include <SDL3/SDL_haptic.h>
|
||||
#include <SDL3/SDL_hidapi.h>
|
||||
#include <SDL3/SDL_hints.h>
|
||||
#include <SDL3/SDL_init.h>
|
||||
#include <SDL3/SDL_iostream.h>
|
||||
#include <SDL3/SDL_joystick.h>
|
||||
#include <SDL3/SDL_keyboard.h>
|
||||
#include <SDL3/SDL_keycode.h>
|
||||
#include <SDL3/SDL_loadso.h>
|
||||
#include <SDL3/SDL_locale.h>
|
||||
#include <SDL3/SDL_log.h>
|
||||
#include <SDL3/SDL_messagebox.h>
|
||||
#include <SDL3/SDL_metal.h>
|
||||
#include <SDL3/SDL_misc.h>
|
||||
#include <SDL3/SDL_mouse.h>
|
||||
#include <SDL3/SDL_mutex.h>
|
||||
#include <SDL3/SDL_pen.h>
|
||||
#include <SDL3/SDL_pixels.h>
|
||||
#include <SDL3/SDL_platform.h>
|
||||
#include <SDL3/SDL_power.h>
|
||||
#include <SDL3/SDL_process.h>
|
||||
#include <SDL3/SDL_properties.h>
|
||||
#include <SDL3/SDL_rect.h>
|
||||
#include <SDL3/SDL_render.h>
|
||||
#include <SDL3/SDL_scancode.h>
|
||||
#include <SDL3/SDL_sensor.h>
|
||||
#include <SDL3/SDL_storage.h>
|
||||
#include <SDL3/SDL_surface.h>
|
||||
#include <SDL3/SDL_system.h>
|
||||
#include <SDL3/SDL_thread.h>
|
||||
#include <SDL3/SDL_time.h>
|
||||
#include <SDL3/SDL_timer.h>
|
||||
#include <SDL3/SDL_tray.h>
|
||||
#include <SDL3/SDL_touch.h>
|
||||
#include <SDL3/SDL_version.h>
|
||||
#include <SDL3/SDL_video.h>
|
||||
#include <SDL3/SDL_oldnames.h>
|
||||
|
||||
#endif /* SDL_h_ */
|
||||
@@ -1,662 +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.
|
||||
*/
|
||||
|
||||
/**
|
||||
* # CategoryAssert
|
||||
*
|
||||
* A helpful assertion macro!
|
||||
*
|
||||
* SDL assertions operate like your usual `assert` macro, but with some added
|
||||
* features:
|
||||
*
|
||||
* - It uses a trick with the `sizeof` operator, so disabled assertions
|
||||
* vaporize out of the compiled code, but variables only referenced in the
|
||||
* assertion won't trigger compiler warnings about being unused.
|
||||
* - It is safe to use with a dangling-else: `if (x) SDL_assert(y); else
|
||||
* do_something();`
|
||||
* - It works the same everywhere, instead of counting on various platforms'
|
||||
* compiler and C runtime to behave.
|
||||
* - It provides multiple levels of assertion (SDL_assert, SDL_assert_release,
|
||||
* SDL_assert_paranoid) instead of a single all-or-nothing option.
|
||||
* - It offers a variety of responses when an assertion fails (retry, trigger
|
||||
* the debugger, abort the program, ignore the failure once, ignore it for
|
||||
* the rest of the program's run).
|
||||
* - It tries to show the user a dialog by default, if possible, but the app
|
||||
* can provide a callback to handle assertion failures however they like.
|
||||
* - It lets failed assertions be retried. Perhaps you had a network failure
|
||||
* and just want to retry the test after plugging your network cable back
|
||||
* in? You can.
|
||||
* - It lets the user ignore an assertion failure, if there's a harmless
|
||||
* problem that one can continue past.
|
||||
* - It lets the user mark an assertion as ignored for the rest of the
|
||||
* program's run; if there's a harmless problem that keeps popping up.
|
||||
* - It provides statistics and data on all failed assertions to the app.
|
||||
* - It allows the default assertion handler to be controlled with environment
|
||||
* variables, in case an automated script needs to control it.
|
||||
* - It can be used as an aid to Clang's static analysis; it will treat SDL
|
||||
* assertions as universally true (under the assumption that you are serious
|
||||
* about the asserted claims and that your debug builds will detect when
|
||||
* these claims were wrong). This can help the analyzer avoid false
|
||||
* positives.
|
||||
*
|
||||
* To use it: compile a debug build and just sprinkle around tests to check
|
||||
* your code!
|
||||
*/
|
||||
|
||||
#ifndef SDL_assert_h_
|
||||
#define SDL_assert_h_
|
||||
|
||||
#include <SDL3/SDL_stdinc.h>
|
||||
|
||||
#include <SDL3/SDL_begin_code.h>
|
||||
/* Set up for C function definitions, even when using C++ */
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
|
||||
|
||||
/**
|
||||
* The level of assertion aggressiveness.
|
||||
*
|
||||
* This value changes depending on compiler options and other preprocessor
|
||||
* defines.
|
||||
*
|
||||
* It is currently one of the following values, but future SDL releases might
|
||||
* add more:
|
||||
*
|
||||
* - 0: All SDL assertion macros are disabled.
|
||||
* - 1: Release settings: SDL_assert disabled, SDL_assert_release enabled.
|
||||
* - 2: Debug settings: SDL_assert and SDL_assert_release enabled.
|
||||
* - 3: Paranoid settings: All SDL assertion macros enabled, including
|
||||
* SDL_assert_paranoid.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_ASSERT_LEVEL SomeNumberBasedOnVariousFactors
|
||||
|
||||
#elif !defined(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
|
||||
|
||||
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
|
||||
|
||||
/**
|
||||
* Attempt to tell an attached debugger to pause.
|
||||
*
|
||||
* This allows an app to programmatically halt ("break") the debugger as if it
|
||||
* had hit a breakpoint, allowing the developer to examine program state, etc.
|
||||
*
|
||||
* This is a macro--not a function--so that the debugger breaks on the source
|
||||
* code line that used SDL_TriggerBreakpoint and not in some random guts of
|
||||
* SDL. SDL_assert uses this macro for the same reason.
|
||||
*
|
||||
* If the program is not running under a debugger, SDL_TriggerBreakpoint will
|
||||
* likely terminate the app, possibly without warning. If the current platform
|
||||
* isn't supported, this macro is left undefined.
|
||||
*
|
||||
* \threadsafety It is safe to call this macro from any thread.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_TriggerBreakpoint() TriggerABreakpointInAPlatformSpecificManner
|
||||
|
||||
#elif defined(_MSC_VER) && _MSC_VER >= 1310
|
||||
/* Don't include intrin.h here because it contains C++ code */
|
||||
extern void __cdecl __debugbreak(void);
|
||||
#define SDL_TriggerBreakpoint() __debugbreak()
|
||||
#elif defined(_MSC_VER) && defined(_M_IX86)
|
||||
#define SDL_TriggerBreakpoint() { _asm { int 0x03 } }
|
||||
#elif defined(ANDROID)
|
||||
#include <assert.h>
|
||||
#define SDL_TriggerBreakpoint() assert(0)
|
||||
#elif SDL_HAS_BUILTIN(__builtin_debugtrap)
|
||||
#define SDL_TriggerBreakpoint() __builtin_debugtrap()
|
||||
#elif SDL_HAS_BUILTIN(__builtin_trap)
|
||||
#define SDL_TriggerBreakpoint() __builtin_trap()
|
||||
#elif (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(SDL_PLATFORM_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(SDL_PLATFORM_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(__GNUC__) || defined(__clang__)
|
||||
#define SDL_TriggerBreakpoint() __builtin_trap() /* older gcc may not support SDL_HAS_BUILTIN(__builtin_trap) above */
|
||||
#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
|
||||
/* SDL_TriggerBreakpoint is intentionally left undefined on unknown platforms. */
|
||||
#endif
|
||||
|
||||
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
|
||||
|
||||
/**
|
||||
* A macro that reports the current function being compiled.
|
||||
*
|
||||
* If SDL can't figure how the compiler reports this, it will use "???".
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_FUNCTION __FUNCTION__
|
||||
|
||||
#elif 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
|
||||
|
||||
/**
|
||||
* A macro that reports the current file being compiled.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_FILE __FILE__
|
||||
|
||||
/**
|
||||
* A macro that reports the current line number of the file being compiled.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#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.
|
||||
*/
|
||||
|
||||
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
|
||||
|
||||
/**
|
||||
* A macro for wrapping code in `do {} while (0);` without compiler warnings.
|
||||
*
|
||||
* Visual Studio with really aggressive warnings enabled needs this to avoid
|
||||
* compiler complaints.
|
||||
*
|
||||
* the `do {} while (0);` trick is useful for wrapping code in a macro that
|
||||
* may or may not be a single statement, to avoid various C language
|
||||
* accidents.
|
||||
*
|
||||
* To use:
|
||||
*
|
||||
* ```c
|
||||
* do { SomethingOnce(); } while (SDL_NULL_WHILE_LOOP_CONDITION (0));
|
||||
* ```
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_NULL_WHILE_LOOP_CONDITION (0)
|
||||
|
||||
#elif defined(_MSC_VER) /* Avoid /W4 warnings. */
|
||||
/* "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! */
|
||||
#define SDL_NULL_WHILE_LOOP_CONDITION (0,0)
|
||||
#else
|
||||
#define SDL_NULL_WHILE_LOOP_CONDITION (0)
|
||||
#endif
|
||||
|
||||
/**
|
||||
* The macro used when an assertion is disabled.
|
||||
*
|
||||
* This isn't for direct use by apps, but this is the code that is inserted
|
||||
* when an SDL_assert is disabled (perhaps in a release build).
|
||||
*
|
||||
* The code does nothing, but wraps `condition` in a sizeof operator, which
|
||||
* generates no code and has no side effects, but avoid compiler warnings
|
||||
* about unused variables.
|
||||
*
|
||||
* \param condition the condition to assert (but not actually run here).
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_disabled_assert(condition) \
|
||||
do { (void) sizeof ((condition)); } while (SDL_NULL_WHILE_LOOP_CONDITION)
|
||||
|
||||
/**
|
||||
* Possible outcomes from a triggered assertion.
|
||||
*
|
||||
* When an enabled assertion triggers, it may call the assertion handler
|
||||
* (possibly one provided by the app via SDL_SetAssertionHandler), which will
|
||||
* return one of these values, possibly after asking the user.
|
||||
*
|
||||
* Then SDL will respond based on this outcome (loop around to retry the
|
||||
* condition, try to break in a debugger, kill the program, or ignore the
|
||||
* problem).
|
||||
*
|
||||
* \since This enum is available since SDL 3.2.0.
|
||||
*/
|
||||
typedef enum SDL_AssertState
|
||||
{
|
||||
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;
|
||||
|
||||
/**
|
||||
* Information about an assertion failure.
|
||||
*
|
||||
* This structure is filled in with information about a triggered assertion,
|
||||
* used by the assertion handler, then added to the assertion report. This is
|
||||
* returned as a linked list from SDL_GetAssertionReport().
|
||||
*
|
||||
* \since This struct is available since SDL 3.2.0.
|
||||
*/
|
||||
typedef struct SDL_AssertData
|
||||
{
|
||||
bool always_ignore; /**< true if app should always continue when assertion is triggered. */
|
||||
unsigned int trigger_count; /**< Number of times this assertion has been triggered. */
|
||||
const char *condition; /**< A string of this assert's test code. */
|
||||
const char *filename; /**< The source file where this assert lives. */
|
||||
int linenum; /**< The line in `filename` where this assert lives. */
|
||||
const char *function; /**< The name of the function where this assert lives. */
|
||||
const struct SDL_AssertData *next; /**< next item in the linked list. */
|
||||
} SDL_AssertData;
|
||||
|
||||
/**
|
||||
* Never call this directly.
|
||||
*
|
||||
* Use the SDL_assert macros instead.
|
||||
*
|
||||
* \param data assert data structure.
|
||||
* \param func function name.
|
||||
* \param file file name.
|
||||
* \param line line number.
|
||||
* \returns assert state.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC SDL_AssertState SDLCALL SDL_ReportAssertion(SDL_AssertData *data,
|
||||
const char *func,
|
||||
const char *file, int line) SDL_ANALYZER_NORETURN;
|
||||
|
||||
|
||||
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
|
||||
|
||||
/**
|
||||
* The macro used when an assertion triggers a breakpoint.
|
||||
*
|
||||
* This isn't for direct use by apps; use SDL_assert or SDL_TriggerBreakpoint
|
||||
* instead.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_AssertBreakpoint() SDL_TriggerBreakpoint()
|
||||
|
||||
#elif !defined(SDL_AssertBreakpoint)
|
||||
# if defined(ANDROID) && defined(assert)
|
||||
/* Define this as empty in case assert() is defined as SDL_assert */
|
||||
# define SDL_AssertBreakpoint()
|
||||
# else
|
||||
# define SDL_AssertBreakpoint() SDL_TriggerBreakpoint()
|
||||
# endif
|
||||
#endif /* !SDL_AssertBreakpoint */
|
||||
|
||||
/**
|
||||
* The macro used when an assertion is enabled.
|
||||
*
|
||||
* This isn't for direct use by apps, but this is the code that is inserted
|
||||
* when an SDL_assert is enabled.
|
||||
*
|
||||
* The `do {} while(0)` avoids dangling else problems:
|
||||
*
|
||||
* ```c
|
||||
* 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().
|
||||
*
|
||||
* \param condition the condition to assert.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_enabled_assert(condition) \
|
||||
do { \
|
||||
while ( !(condition) ) { \
|
||||
static struct SDL_AssertData sdl_assert_data = { false, 0, #condition, NULL, 0, NULL, NULL }; \
|
||||
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_AssertBreakpoint(); \
|
||||
} \
|
||||
break; /* not retrying. */ \
|
||||
} \
|
||||
} while (SDL_NULL_WHILE_LOOP_CONDITION)
|
||||
|
||||
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
|
||||
|
||||
/**
|
||||
* An assertion test that is normally performed only in debug builds.
|
||||
*
|
||||
* This macro is enabled when the SDL_ASSERT_LEVEL is >= 2, otherwise it is
|
||||
* disabled. This is meant to only do these tests in debug builds, so they can
|
||||
* tend to be more expensive, and they are meant to bring everything to a halt
|
||||
* when they fail, with the programmer there to assess the problem.
|
||||
*
|
||||
* In short: you can sprinkle these around liberally and assume they will
|
||||
* evaporate out of the build when building for end-users.
|
||||
*
|
||||
* When assertions are disabled, this wraps `condition` in a `sizeof`
|
||||
* operator, which means any function calls and side effects will not run, but
|
||||
* the compiler will not complain about any otherwise-unused variables that
|
||||
* are only referenced in the assertion.
|
||||
*
|
||||
* One can set the environment variable "SDL_ASSERT" to one of several strings
|
||||
* ("abort", "break", "retry", "ignore", "always_ignore") to force a default
|
||||
* behavior, which may be desirable for automation purposes. If your platform
|
||||
* requires GUI interfaces to happen on the main thread but you're debugging
|
||||
* an assertion in a background thread, it might be desirable to set this to
|
||||
* "break" so that your debugger takes control as soon as assert is triggered,
|
||||
* instead of risking a bad UI interaction (deadlock, etc) in the application.
|
||||
*
|
||||
* \param condition boolean value to test.
|
||||
*
|
||||
* \threadsafety It is safe to call this macro from any thread.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_assert(condition) if (assertion_enabled && (condition)) { trigger_assertion; }
|
||||
|
||||
/**
|
||||
* An assertion test that is performed even in release builds.
|
||||
*
|
||||
* This macro is enabled when the SDL_ASSERT_LEVEL is >= 1, otherwise it is
|
||||
* disabled. This is meant to be for tests that are cheap to make and
|
||||
* extremely unlikely to fail; generally it is frowned upon to have an
|
||||
* assertion failure in a release build, so these assertions generally need to
|
||||
* be of more than life-and-death importance if there's a chance they might
|
||||
* trigger. You should almost always consider handling these cases more
|
||||
* gracefully than an assert allows.
|
||||
*
|
||||
* When assertions are disabled, this wraps `condition` in a `sizeof`
|
||||
* operator, which means any function calls and side effects will not run, but
|
||||
* the compiler will not complain about any otherwise-unused variables that
|
||||
* are only referenced in the assertion.
|
||||
*
|
||||
* One can set the environment variable "SDL_ASSERT" to one of several strings
|
||||
* ("abort", "break", "retry", "ignore", "always_ignore") to force a default
|
||||
* behavior, which may be desirable for automation purposes. If your platform
|
||||
* requires GUI interfaces to happen on the main thread but you're debugging
|
||||
* an assertion in a background thread, it might be desirable to set this to
|
||||
* "break" so that your debugger takes control as soon as assert is triggered,
|
||||
* instead of risking a bad UI interaction (deadlock, etc) in the application.
|
||||
* *
|
||||
*
|
||||
* \param condition boolean value to test.
|
||||
*
|
||||
* \threadsafety It is safe to call this macro from any thread.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_assert_release(condition) SDL_disabled_assert(condition)
|
||||
|
||||
/**
|
||||
* An assertion test that is performed only when built with paranoid settings.
|
||||
*
|
||||
* This macro is enabled when the SDL_ASSERT_LEVEL is >= 3, otherwise it is
|
||||
* disabled. This is a higher level than both release and debug, so these
|
||||
* tests are meant to be expensive and only run when specifically looking for
|
||||
* extremely unexpected failure cases in a special build.
|
||||
*
|
||||
* When assertions are disabled, this wraps `condition` in a `sizeof`
|
||||
* operator, which means any function calls and side effects will not run, but
|
||||
* the compiler will not complain about any otherwise-unused variables that
|
||||
* are only referenced in the assertion.
|
||||
*
|
||||
* One can set the environment variable "SDL_ASSERT" to one of several strings
|
||||
* ("abort", "break", "retry", "ignore", "always_ignore") to force a default
|
||||
* behavior, which may be desirable for automation purposes. If your platform
|
||||
* requires GUI interfaces to happen on the main thread but you're debugging
|
||||
* an assertion in a background thread, it might be desirable to set this to
|
||||
* "break" so that your debugger takes control as soon as assert is triggered,
|
||||
* instead of risking a bad UI interaction (deadlock, etc) in the application.
|
||||
*
|
||||
* \param condition boolean value to test.
|
||||
*
|
||||
* \threadsafety It is safe to call this macro from any thread.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_assert_paranoid(condition) SDL_disabled_assert(condition)
|
||||
|
||||
/* Enable various levels of assertions. */
|
||||
#elif 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 /* debug 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
|
||||
|
||||
/**
|
||||
* An assertion test that is always performed.
|
||||
*
|
||||
* This macro is always enabled no matter what SDL_ASSERT_LEVEL is set to. You
|
||||
* almost never want to use this, as it could trigger on an end-user's system,
|
||||
* crashing your program.
|
||||
*
|
||||
* One can set the environment variable "SDL_ASSERT" to one of several strings
|
||||
* ("abort", "break", "retry", "ignore", "always_ignore") to force a default
|
||||
* behavior, which may be desirable for automation purposes. If your platform
|
||||
* requires GUI interfaces to happen on the main thread but you're debugging
|
||||
* an assertion in a background thread, it might be desirable to set this to
|
||||
* "break" so that your debugger takes control as soon as assert is triggered,
|
||||
* instead of risking a bad UI interaction (deadlock, etc) in the application.
|
||||
*
|
||||
* \param condition boolean value to test.
|
||||
*
|
||||
* \threadsafety It is safe to call this macro from any thread.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#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.
|
||||
*
|
||||
* \threadsafety This callback may be called from any thread that triggers an
|
||||
* assert at any time.
|
||||
*
|
||||
* \since This datatype is available since SDL 3.2.0.
|
||||
*/
|
||||
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`.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetAssertionHandler
|
||||
*/
|
||||
extern SDL_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.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetAssertionHandler
|
||||
*/
|
||||
extern SDL_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.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_SetAssertionHandler
|
||||
*/
|
||||
extern SDL_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. This
|
||||
* pointer remains valid until the next call to SDL_Quit() or
|
||||
* SDL_ResetAssertionReport().
|
||||
*
|
||||
* \threadsafety This function is not thread safe. Other threads calling
|
||||
* SDL_ResetAssertionReport() simultaneously, may render the
|
||||
* returned pointer invalid.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_ResetAssertionReport
|
||||
*/
|
||||
extern SDL_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.
|
||||
*
|
||||
* \threadsafety This function is not thread safe. Other threads triggering an
|
||||
* assertion, or simultaneously calling this function may cause
|
||||
* memory leaks or crashes.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetAssertionReport
|
||||
*/
|
||||
extern SDL_DECLSPEC void SDLCALL SDL_ResetAssertionReport(void);
|
||||
|
||||
/* Ends C function definitions when using C++ */
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
#include <SDL3/SDL_close_code.h>
|
||||
|
||||
#endif /* SDL_assert_h_ */
|
||||
@@ -1,546 +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: AsyncIO */
|
||||
|
||||
/**
|
||||
* # CategoryAsyncIO
|
||||
*
|
||||
* SDL offers a way to perform I/O asynchronously. This allows an app to read
|
||||
* or write files without waiting for data to actually transfer; the functions
|
||||
* that request I/O never block while the request is fulfilled.
|
||||
*
|
||||
* Instead, the data moves in the background and the app can check for results
|
||||
* at their leisure.
|
||||
*
|
||||
* This is more complicated than just reading and writing files in a
|
||||
* synchronous way, but it can allow for more efficiency, and never having
|
||||
* framerate drops as the hard drive catches up, etc.
|
||||
*
|
||||
* The general usage pattern for async I/O is:
|
||||
*
|
||||
* - Create one or more SDL_AsyncIOQueue objects.
|
||||
* - Open files with SDL_AsyncIOFromFile.
|
||||
* - Start I/O tasks to the files with SDL_ReadAsyncIO or SDL_WriteAsyncIO,
|
||||
* putting those tasks into one of the queues.
|
||||
* - Later on, use SDL_GetAsyncIOResult on a queue to see if any task is
|
||||
* finished without blocking. Tasks might finish in any order with success
|
||||
* or failure.
|
||||
* - When all your tasks are done, close the file with SDL_CloseAsyncIO. This
|
||||
* also generates a task, since it might flush data to disk!
|
||||
*
|
||||
* This all works, without blocking, in a single thread, but one can also wait
|
||||
* on a queue in a background thread, sleeping until new results have arrived:
|
||||
*
|
||||
* - Call SDL_WaitAsyncIOResult from one or more threads to efficiently block
|
||||
* until new tasks complete.
|
||||
* - When shutting down, call SDL_SignalAsyncIOQueue to unblock any sleeping
|
||||
* threads despite there being no new tasks completed.
|
||||
*
|
||||
* And, of course, to match the synchronous SDL_LoadFile, we offer
|
||||
* SDL_LoadFileAsync as a convenience function. This will handle allocating a
|
||||
* buffer, slurping in the file data, and null-terminating it; you still check
|
||||
* for results later.
|
||||
*
|
||||
* Behind the scenes, SDL will use newer, efficient APIs on platforms that
|
||||
* support them: Linux's io_uring and Windows 11's IoRing, for example. If
|
||||
* those technologies aren't available, SDL will offload the work to a thread
|
||||
* pool that will manage otherwise-synchronous loads without blocking the app.
|
||||
*
|
||||
* ## Best Practices
|
||||
*
|
||||
* Simple non-blocking I/O--for an app that just wants to pick up data
|
||||
* whenever it's ready without losing framerate waiting on disks to spin--can
|
||||
* use whatever pattern works well for the program. In this case, simply call
|
||||
* SDL_ReadAsyncIO, or maybe SDL_LoadFileAsync, as needed. Once a frame, call
|
||||
* SDL_GetAsyncIOResult to check for any completed tasks and deal with the
|
||||
* data as it arrives.
|
||||
*
|
||||
* If two separate pieces of the same program need their own I/O, it is legal
|
||||
* for each to create their own queue. This will prevent either piece from
|
||||
* accidentally consuming the other's completed tasks. Each queue does require
|
||||
* some amount of resources, but it is not an overwhelming cost. Do not make a
|
||||
* queue for each task, however. It is better to put many tasks into a single
|
||||
* queue. They will be reported in order of completion, not in the order they
|
||||
* were submitted, so it doesn't generally matter what order tasks are
|
||||
* started.
|
||||
*
|
||||
* One async I/O queue can be shared by multiple threads, or one thread can
|
||||
* have more than one queue, but the most efficient way--if ruthless
|
||||
* efficiency is the goal--is to have one queue per thread, with multiple
|
||||
* threads working in parallel, and attempt to keep each queue loaded with
|
||||
* tasks that are both started by and consumed by the same thread. On modern
|
||||
* platforms that can use newer interfaces, this can keep data flowing as
|
||||
* efficiently as possible all the way from storage hardware to the app, with
|
||||
* no contention between threads for access to the same queue.
|
||||
*
|
||||
* Written data is not guaranteed to make it to physical media by the time a
|
||||
* closing task is completed, unless SDL_CloseAsyncIO is called with its
|
||||
* `flush` parameter set to true, which is to say that a successful result
|
||||
* here can still result in lost data during an unfortunately-timed power
|
||||
* outage if not flushed. However, flushing will take longer and may be
|
||||
* unnecessary, depending on the app's needs.
|
||||
*/
|
||||
|
||||
#ifndef SDL_asyncio_h_
|
||||
#define SDL_asyncio_h_
|
||||
|
||||
#include <SDL3/SDL_stdinc.h>
|
||||
|
||||
#include <SDL3/SDL_begin_code.h>
|
||||
/* Set up for C function definitions, even when using C++ */
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
/**
|
||||
* The asynchronous I/O operation structure.
|
||||
*
|
||||
* This operates as an opaque handle. One can then request read or write
|
||||
* operations on it.
|
||||
*
|
||||
* \since This struct is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_AsyncIOFromFile
|
||||
*/
|
||||
typedef struct SDL_AsyncIO SDL_AsyncIO;
|
||||
|
||||
/**
|
||||
* Types of asynchronous I/O tasks.
|
||||
*
|
||||
* \since This enum is available since SDL 3.2.0.
|
||||
*/
|
||||
typedef enum SDL_AsyncIOTaskType
|
||||
{
|
||||
SDL_ASYNCIO_TASK_READ, /**< A read operation. */
|
||||
SDL_ASYNCIO_TASK_WRITE, /**< A write operation. */
|
||||
SDL_ASYNCIO_TASK_CLOSE /**< A close operation. */
|
||||
} SDL_AsyncIOTaskType;
|
||||
|
||||
/**
|
||||
* Possible outcomes of an asynchronous I/O task.
|
||||
*
|
||||
* \since This enum is available since SDL 3.2.0.
|
||||
*/
|
||||
typedef enum SDL_AsyncIOResult
|
||||
{
|
||||
SDL_ASYNCIO_COMPLETE, /**< request was completed without error */
|
||||
SDL_ASYNCIO_FAILURE, /**< request failed for some reason; check SDL_GetError()! */
|
||||
SDL_ASYNCIO_CANCELED /**< request was canceled before completing. */
|
||||
} SDL_AsyncIOResult;
|
||||
|
||||
/**
|
||||
* Information about a completed asynchronous I/O request.
|
||||
*
|
||||
* \since This struct is available since SDL 3.2.0.
|
||||
*/
|
||||
typedef struct SDL_AsyncIOOutcome
|
||||
{
|
||||
SDL_AsyncIO *asyncio; /**< what generated this task. This pointer will be invalid if it was closed! */
|
||||
SDL_AsyncIOTaskType type; /**< What sort of task was this? Read, write, etc? */
|
||||
SDL_AsyncIOResult result; /**< the result of the work (success, failure, cancellation). */
|
||||
void *buffer; /**< buffer where data was read/written. */
|
||||
Uint64 offset; /**< offset in the SDL_AsyncIO where data was read/written. */
|
||||
Uint64 bytes_requested; /**< number of bytes the task was to read/write. */
|
||||
Uint64 bytes_transferred; /**< actual number of bytes that were read/written. */
|
||||
void *userdata; /**< pointer provided by the app when starting the task */
|
||||
} SDL_AsyncIOOutcome;
|
||||
|
||||
/**
|
||||
* A queue of completed asynchronous I/O tasks.
|
||||
*
|
||||
* When starting an asynchronous operation, you specify a queue for the new
|
||||
* task. A queue can be asked later if any tasks in it have completed,
|
||||
* allowing an app to manage multiple pending tasks in one place, in whatever
|
||||
* order they complete.
|
||||
*
|
||||
* \since This struct is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_CreateAsyncIOQueue
|
||||
* \sa SDL_ReadAsyncIO
|
||||
* \sa SDL_WriteAsyncIO
|
||||
* \sa SDL_GetAsyncIOResult
|
||||
* \sa SDL_WaitAsyncIOResult
|
||||
*/
|
||||
typedef struct SDL_AsyncIOQueue SDL_AsyncIOQueue;
|
||||
|
||||
/**
|
||||
* Use this function to create a new SDL_AsyncIO object for reading from
|
||||
* and/or writing to a named file.
|
||||
*
|
||||
* The `mode` string understands the following values:
|
||||
*
|
||||
* - "r": Open a file for reading only. It must exist.
|
||||
* - "w": Open a file for writing only. It will create missing files or
|
||||
* truncate existing ones.
|
||||
* - "r+": Open a file for update both reading and writing. The file must
|
||||
* exist.
|
||||
* - "w+": Create an empty file for both reading and writing. If a file with
|
||||
* the same name already exists its content is erased and the file is
|
||||
* treated as a new empty file.
|
||||
*
|
||||
* There is no "b" mode, as there is only "binary" style I/O, and no "a" mode
|
||||
* for appending, since you specify the position when starting a task.
|
||||
*
|
||||
* This function supports Unicode filenames, but they must be encoded in UTF-8
|
||||
* format, regardless of the underlying operating system.
|
||||
*
|
||||
* This call is _not_ asynchronous; it will open the file before returning,
|
||||
* under the assumption that doing so is generally a fast operation. Future
|
||||
* reads and writes to the opened file will be async, however.
|
||||
*
|
||||
* \param file a UTF-8 string representing the filename to open.
|
||||
* \param mode an ASCII string representing the mode to be used for opening
|
||||
* the file.
|
||||
* \returns a pointer to the SDL_AsyncIO structure that is created or NULL on
|
||||
* failure; call SDL_GetError() for more information.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_CloseAsyncIO
|
||||
* \sa SDL_ReadAsyncIO
|
||||
* \sa SDL_WriteAsyncIO
|
||||
*/
|
||||
extern SDL_DECLSPEC SDL_AsyncIO * SDLCALL SDL_AsyncIOFromFile(const char *file, const char *mode);
|
||||
|
||||
/**
|
||||
* Use this function to get the size of the data stream in an SDL_AsyncIO.
|
||||
*
|
||||
* This call is _not_ asynchronous; it assumes that obtaining this info is a
|
||||
* non-blocking operation in most reasonable cases.
|
||||
*
|
||||
* \param asyncio the SDL_AsyncIO to get the size of the data stream from.
|
||||
* \returns the size of the data stream in the SDL_IOStream on success or a
|
||||
* negative error code on failure; call SDL_GetError() for more
|
||||
* information.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC Sint64 SDLCALL SDL_GetAsyncIOSize(SDL_AsyncIO *asyncio);
|
||||
|
||||
/**
|
||||
* Start an async read.
|
||||
*
|
||||
* This function reads up to `size` bytes from `offset` position in the data
|
||||
* source to the area pointed at by `ptr`. This function may read less bytes
|
||||
* than requested.
|
||||
*
|
||||
* This function returns as quickly as possible; it does not wait for the read
|
||||
* to complete. On a successful return, this work will continue in the
|
||||
* background. If the work begins, even failure is asynchronous: a failing
|
||||
* return value from this function only means the work couldn't start at all.
|
||||
*
|
||||
* `ptr` must remain available until the work is done, and may be accessed by
|
||||
* the system at any time until then. Do not allocate it on the stack, as this
|
||||
* might take longer than the life of the calling function to complete!
|
||||
*
|
||||
* An SDL_AsyncIOQueue must be specified. The newly-created task will be added
|
||||
* to it when it completes its work.
|
||||
*
|
||||
* \param asyncio a pointer to an SDL_AsyncIO structure.
|
||||
* \param ptr a pointer to a buffer to read data into.
|
||||
* \param offset the position to start reading in the data source.
|
||||
* \param size the number of bytes to read from the data source.
|
||||
* \param queue a queue to add the new SDL_AsyncIO to.
|
||||
* \param userdata an app-defined pointer that will be provided with the task
|
||||
* results.
|
||||
* \returns true on success or false on failure; call SDL_GetError() for more
|
||||
* information.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_WriteAsyncIO
|
||||
* \sa SDL_CreateAsyncIOQueue
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_ReadAsyncIO(SDL_AsyncIO *asyncio, void *ptr, Uint64 offset, Uint64 size, SDL_AsyncIOQueue *queue, void *userdata);
|
||||
|
||||
/**
|
||||
* Start an async write.
|
||||
*
|
||||
* This function writes `size` bytes from `offset` position in the data source
|
||||
* to the area pointed at by `ptr`.
|
||||
*
|
||||
* This function returns as quickly as possible; it does not wait for the
|
||||
* write to complete. On a successful return, this work will continue in the
|
||||
* background. If the work begins, even failure is asynchronous: a failing
|
||||
* return value from this function only means the work couldn't start at all.
|
||||
*
|
||||
* `ptr` must remain available until the work is done, and may be accessed by
|
||||
* the system at any time until then. Do not allocate it on the stack, as this
|
||||
* might take longer than the life of the calling function to complete!
|
||||
*
|
||||
* An SDL_AsyncIOQueue must be specified. The newly-created task will be added
|
||||
* to it when it completes its work.
|
||||
*
|
||||
* \param asyncio a pointer to an SDL_AsyncIO structure.
|
||||
* \param ptr a pointer to a buffer to write data from.
|
||||
* \param offset the position to start writing to the data source.
|
||||
* \param size the number of bytes to write to the data source.
|
||||
* \param queue a queue to add the new SDL_AsyncIO to.
|
||||
* \param userdata an app-defined pointer that will be provided with the task
|
||||
* results.
|
||||
* \returns true on success or false on failure; call SDL_GetError() for more
|
||||
* information.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_ReadAsyncIO
|
||||
* \sa SDL_CreateAsyncIOQueue
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_WriteAsyncIO(SDL_AsyncIO *asyncio, void *ptr, Uint64 offset, Uint64 size, SDL_AsyncIOQueue *queue, void *userdata);
|
||||
|
||||
/**
|
||||
* Close and free any allocated resources for an async I/O object.
|
||||
*
|
||||
* Closing a file is _also_ an asynchronous task! If a write failure were to
|
||||
* happen during the closing process, for example, the task results will
|
||||
* report it as usual.
|
||||
*
|
||||
* Closing a file that has been written to does not guarantee the data has
|
||||
* made it to physical media; it may remain in the operating system's file
|
||||
* cache, for later writing to disk. This means that a successfully-closed
|
||||
* file can be lost if the system crashes or loses power in this small window.
|
||||
* To prevent this, call this function with the `flush` parameter set to true.
|
||||
* This will make the operation take longer, and perhaps increase system load
|
||||
* in general, but a successful result guarantees that the data has made it to
|
||||
* physical storage. Don't use this for temporary files, caches, and
|
||||
* unimportant data, and definitely use it for crucial irreplaceable files,
|
||||
* like game saves.
|
||||
*
|
||||
* This function guarantees that the close will happen after any other pending
|
||||
* tasks to `asyncio`, so it's safe to open a file, start several operations,
|
||||
* close the file immediately, then check for all results later. This function
|
||||
* will not block until the tasks have completed.
|
||||
*
|
||||
* Once this function returns true, `asyncio` is no longer valid, regardless
|
||||
* of any future outcomes. Any completed tasks might still contain this
|
||||
* pointer in their SDL_AsyncIOOutcome data, in case the app was using this
|
||||
* value to track information, but it should not be used again.
|
||||
*
|
||||
* If this function returns false, the close wasn't started at all, and it's
|
||||
* safe to attempt to close again later.
|
||||
*
|
||||
* An SDL_AsyncIOQueue must be specified. The newly-created task will be added
|
||||
* to it when it completes its work.
|
||||
*
|
||||
* \param asyncio a pointer to an SDL_AsyncIO structure to close.
|
||||
* \param flush true if data should sync to disk before the task completes.
|
||||
* \param queue a queue to add the new SDL_AsyncIO to.
|
||||
* \param userdata an app-defined pointer that will be provided with the task
|
||||
* results.
|
||||
* \returns true on success or false on failure; call SDL_GetError() for more
|
||||
* information.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread, but two
|
||||
* threads should not attempt to close the same object.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_CloseAsyncIO(SDL_AsyncIO *asyncio, bool flush, SDL_AsyncIOQueue *queue, void *userdata);
|
||||
|
||||
/**
|
||||
* Create a task queue for tracking multiple I/O operations.
|
||||
*
|
||||
* Async I/O operations are assigned to a queue when started. The queue can be
|
||||
* checked for completed tasks thereafter.
|
||||
*
|
||||
* \returns a new task queue object or NULL if there was an error; call
|
||||
* SDL_GetError() for more information.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_DestroyAsyncIOQueue
|
||||
* \sa SDL_GetAsyncIOResult
|
||||
* \sa SDL_WaitAsyncIOResult
|
||||
*/
|
||||
extern SDL_DECLSPEC SDL_AsyncIOQueue * SDLCALL SDL_CreateAsyncIOQueue(void);
|
||||
|
||||
/**
|
||||
* Destroy a previously-created async I/O task queue.
|
||||
*
|
||||
* If there are still tasks pending for this queue, this call will block until
|
||||
* those tasks are finished. All those tasks will be deallocated. Their
|
||||
* results will be lost to the app.
|
||||
*
|
||||
* Any pending reads from SDL_LoadFileAsync() that are still in this queue
|
||||
* will have their buffers deallocated by this function, to prevent a memory
|
||||
* leak.
|
||||
*
|
||||
* Once this function is called, the queue is no longer valid and should not
|
||||
* be used, including by other threads that might access it while destruction
|
||||
* is blocking on pending tasks.
|
||||
*
|
||||
* Do not destroy a queue that still has threads waiting on it through
|
||||
* SDL_WaitAsyncIOResult(). You can call SDL_SignalAsyncIOQueue() first to
|
||||
* unblock those threads, and take measures (such as SDL_WaitThread()) to make
|
||||
* sure they have finished their wait and won't wait on the queue again.
|
||||
*
|
||||
* \param queue the task queue to destroy.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread, so long as
|
||||
* no other thread is waiting on the queue with
|
||||
* SDL_WaitAsyncIOResult.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC void SDLCALL SDL_DestroyAsyncIOQueue(SDL_AsyncIOQueue *queue);
|
||||
|
||||
/**
|
||||
* Query an async I/O task queue for completed tasks.
|
||||
*
|
||||
* If a task assigned to this queue has finished, this will return true and
|
||||
* fill in `outcome` with the details of the task. If no task in the queue has
|
||||
* finished, this function will return false. This function does not block.
|
||||
*
|
||||
* If a task has completed, this function will free its resources and the task
|
||||
* pointer will no longer be valid. The task will be removed from the queue.
|
||||
*
|
||||
* It is safe for multiple threads to call this function on the same queue at
|
||||
* once; a completed task will only go to one of the threads.
|
||||
*
|
||||
* \param queue the async I/O task queue to query.
|
||||
* \param outcome details of a finished task will be written here. May not be
|
||||
* NULL.
|
||||
* \returns true if a task has completed, false otherwise.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_WaitAsyncIOResult
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_GetAsyncIOResult(SDL_AsyncIOQueue *queue, SDL_AsyncIOOutcome *outcome);
|
||||
|
||||
/**
|
||||
* Block until an async I/O task queue has a completed task.
|
||||
*
|
||||
* This function puts the calling thread to sleep until there a task assigned
|
||||
* to the queue that has finished.
|
||||
*
|
||||
* If a task assigned to the queue has finished, this will return true and
|
||||
* fill in `outcome` with the details of the task. If no task in the queue has
|
||||
* finished, this function will return false.
|
||||
*
|
||||
* If a task has completed, this function will free its resources and the task
|
||||
* pointer will no longer be valid. The task will be removed from the queue.
|
||||
*
|
||||
* It is safe for multiple threads to call this function on the same queue at
|
||||
* once; a completed task will only go to one of the threads.
|
||||
*
|
||||
* Note that by the nature of various platforms, more than one waiting thread
|
||||
* may wake to handle a single task, but only one will obtain it, so
|
||||
* `timeoutMS` is a _maximum_ wait time, and this function may return false
|
||||
* sooner.
|
||||
*
|
||||
* This function may return false if there was a system error, the OS
|
||||
* inadvertently awoke multiple threads, or if SDL_SignalAsyncIOQueue() was
|
||||
* called to wake up all waiting threads without a finished task.
|
||||
*
|
||||
* A timeout can be used to specify a maximum wait time, but rather than
|
||||
* polling, it is possible to have a timeout of -1 to wait forever, and use
|
||||
* SDL_SignalAsyncIOQueue() to wake up the waiting threads later.
|
||||
*
|
||||
* \param queue the async I/O task queue to wait on.
|
||||
* \param outcome details of a finished task will be written here. May not be
|
||||
* NULL.
|
||||
* \param timeoutMS the maximum time to wait, in milliseconds, or -1 to wait
|
||||
* indefinitely.
|
||||
* \returns true if task has completed, false otherwise.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_SignalAsyncIOQueue
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_WaitAsyncIOResult(SDL_AsyncIOQueue *queue, SDL_AsyncIOOutcome *outcome, Sint32 timeoutMS);
|
||||
|
||||
/**
|
||||
* Wake up any threads that are blocking in SDL_WaitAsyncIOResult().
|
||||
*
|
||||
* This will unblock any threads that are sleeping in a call to
|
||||
* SDL_WaitAsyncIOResult for the specified queue, and cause them to return
|
||||
* from that function.
|
||||
*
|
||||
* This can be useful when destroying a queue to make sure nothing is touching
|
||||
* it indefinitely. In this case, once this call completes, the caller should
|
||||
* take measures to make sure any previously-blocked threads have returned
|
||||
* from their wait and will not touch the queue again (perhaps by setting a
|
||||
* flag to tell the threads to terminate and then using SDL_WaitThread() to
|
||||
* make sure they've done so).
|
||||
*
|
||||
* \param queue the async I/O task queue to signal.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_WaitAsyncIOResult
|
||||
*/
|
||||
extern SDL_DECLSPEC void SDLCALL SDL_SignalAsyncIOQueue(SDL_AsyncIOQueue *queue);
|
||||
|
||||
/**
|
||||
* Load all the data from a file path, asynchronously.
|
||||
*
|
||||
* This function returns as quickly as possible; it does not wait for the read
|
||||
* to complete. On a successful return, this work will continue in the
|
||||
* background. If the work begins, even failure is asynchronous: a failing
|
||||
* return value from this function only means the work couldn't start at all.
|
||||
*
|
||||
* The data is allocated with a zero byte at the end (null terminated) for
|
||||
* convenience. This extra byte is not included in SDL_AsyncIOOutcome's
|
||||
* bytes_transferred value.
|
||||
*
|
||||
* This function will allocate the buffer to contain the file. It must be
|
||||
* deallocated by calling SDL_free() on SDL_AsyncIOOutcome's buffer field
|
||||
* after completion.
|
||||
*
|
||||
* An SDL_AsyncIOQueue must be specified. The newly-created task will be added
|
||||
* to it when it completes its work.
|
||||
*
|
||||
* \param file the path to read all available data from.
|
||||
* \param queue a queue to add the new SDL_AsyncIO to.
|
||||
* \param userdata an app-defined pointer that will be provided with the task
|
||||
* results.
|
||||
* \returns true on success or false on failure; call SDL_GetError() for more
|
||||
* information.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_LoadFile_IO
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_LoadFileAsync(const char *file, SDL_AsyncIOQueue *queue, void *userdata);
|
||||
|
||||
/* Ends C function definitions when using C++ */
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
#include <SDL3/SDL_close_code.h>
|
||||
|
||||
#endif /* SDL_asyncio_h_ */
|
||||
@@ -1,664 +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 <SDL3/SDL_stdinc.h>
|
||||
#include <SDL3/SDL_platform_defines.h>
|
||||
|
||||
#include <SDL3/SDL_begin_code.h>
|
||||
|
||||
/* Set up for C function definitions, even when using C++ */
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
/**
|
||||
* An atomic spinlock.
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
* They are also vulnerable to starvation if the thread holding the lock is
|
||||
* lower priority than other threads and doesn't get scheduled. In general you
|
||||
* should use mutexes instead, since they have better performance and
|
||||
* contention behavior.
|
||||
*
|
||||
* 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 true if the lock succeeded, false if the lock is already held.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_LockSpinlock
|
||||
* \sa SDL_UnlockSpinlock
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_TryLockSpinlock(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.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_TryLockSpinlock
|
||||
* \sa SDL_UnlockSpinlock
|
||||
*/
|
||||
extern SDL_DECLSPEC void SDLCALL SDL_LockSpinlock(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.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_LockSpinlock
|
||||
* \sa SDL_TryLockSpinlock
|
||||
*/
|
||||
extern SDL_DECLSPEC void SDLCALL SDL_UnlockSpinlock(SDL_SpinLock *lock);
|
||||
|
||||
|
||||
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
|
||||
|
||||
/**
|
||||
* Mark a compiler barrier.
|
||||
*
|
||||
* A compiler barrier prevents the compiler from reordering reads and writes
|
||||
* to globally visible variables across the call.
|
||||
*
|
||||
* This macro only prevents the compiler from reordering reads and writes, it
|
||||
* does not prevent the CPU from reordering reads and writes. However, all of
|
||||
* the atomic operations that modify memory are full memory barriers.
|
||||
*
|
||||
* \threadsafety Obviously this macro is safe to use from any thread at any
|
||||
* time, but if you find yourself needing this, you are probably
|
||||
* dealing with some very sensitive code; be careful!
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_CompilerBarrier() DoCompilerSpecificReadWriteBarrier()
|
||||
|
||||
#elif defined(_MSC_VER) && (_MSC_VER > 1200) && !defined(__clang__)
|
||||
void _ReadWriteBarrier(void);
|
||||
#pragma intrinsic(_ReadWriteBarrier)
|
||||
#define SDL_CompilerBarrier() _ReadWriteBarrier()
|
||||
#elif (defined(__GNUC__) && !defined(SDL_PLATFORM_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_LockSpinlock(&_tmp); SDL_UnlockSpinlock(&_tmp); }
|
||||
#endif
|
||||
|
||||
/**
|
||||
* Insert a memory release barrier (function version).
|
||||
*
|
||||
* Please refer to SDL_MemoryBarrierRelease for details. This is a function
|
||||
* version, which might be useful if you need to use this functionality from a
|
||||
* scripting language, etc. Also, some of the macro versions call this
|
||||
* function behind the scenes, where more heavy lifting can happen inside of
|
||||
* SDL. Generally, though, an app written in C/C++/etc should use the macro
|
||||
* version, as it will be more efficient.
|
||||
*
|
||||
* \threadsafety Obviously this function is safe to use from any thread at any
|
||||
* time, but if you find yourself needing this, you are probably
|
||||
* dealing with some very sensitive code; be careful!
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_MemoryBarrierRelease
|
||||
*/
|
||||
extern SDL_DECLSPEC void SDLCALL SDL_MemoryBarrierReleaseFunction(void);
|
||||
|
||||
/**
|
||||
* Insert a memory acquire barrier (function version).
|
||||
*
|
||||
* Please refer to SDL_MemoryBarrierRelease for details. This is a function
|
||||
* version, which might be useful if you need to use this functionality from a
|
||||
* scripting language, etc. Also, some of the macro versions call this
|
||||
* function behind the scenes, where more heavy lifting can happen inside of
|
||||
* SDL. Generally, though, an app written in C/C++/etc should use the macro
|
||||
* version, as it will be more efficient.
|
||||
*
|
||||
* \threadsafety Obviously this function is safe to use from any thread at any
|
||||
* time, but if you find yourself needing this, you are probably
|
||||
* dealing with some very sensitive code; be careful!
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_MemoryBarrierAcquire
|
||||
*/
|
||||
extern SDL_DECLSPEC void SDLCALL SDL_MemoryBarrierAcquireFunction(void);
|
||||
|
||||
|
||||
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
|
||||
|
||||
/**
|
||||
* Insert a memory release barrier (macro version).
|
||||
*
|
||||
* 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
|
||||
*
|
||||
* This is the macro version of this functionality; if possible, SDL will use
|
||||
* compiler intrinsics or inline assembly, but some platforms might need to
|
||||
* call the function version of this, SDL_MemoryBarrierReleaseFunction to do
|
||||
* the heavy lifting. Apps that can use the macro should favor it over the
|
||||
* function.
|
||||
*
|
||||
* \threadsafety Obviously this macro is safe to use from any thread at any
|
||||
* time, but if you find yourself needing this, you are probably
|
||||
* dealing with some very sensitive code; be careful!
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_MemoryBarrierAcquire
|
||||
* \sa SDL_MemoryBarrierReleaseFunction
|
||||
*/
|
||||
#define SDL_MemoryBarrierRelease() SDL_MemoryBarrierReleaseFunction()
|
||||
|
||||
/**
|
||||
* Insert a memory acquire barrier (macro version).
|
||||
*
|
||||
* Please see SDL_MemoryBarrierRelease for the details on what memory barriers
|
||||
* are and when to use them.
|
||||
*
|
||||
* This is the macro version of this functionality; if possible, SDL will use
|
||||
* compiler intrinsics or inline assembly, but some platforms might need to
|
||||
* call the function version of this, SDL_MemoryBarrierAcquireFunction, to do
|
||||
* the heavy lifting. Apps that can use the macro should favor it over the
|
||||
* function.
|
||||
*
|
||||
* \threadsafety Obviously this macro is safe to use from any thread at any
|
||||
* time, but if you find yourself needing this, you are probably
|
||||
* dealing with some very sensitive code; be careful!
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_MemoryBarrierRelease
|
||||
* \sa SDL_MemoryBarrierAcquireFunction
|
||||
*/
|
||||
#define SDL_MemoryBarrierAcquire() SDL_MemoryBarrierAcquireFunction()
|
||||
|
||||
#elif 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(SDL_PLATFORM_LINUX) || defined(SDL_PLATFORM_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)()
|
||||
#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 /* SDL_PLATFORM_LINUX || SDL_PLATFORM_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. */
|
||||
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
|
||||
|
||||
/**
|
||||
* A macro to insert a CPU-specific "pause" instruction into the program.
|
||||
*
|
||||
* This can be useful in busy-wait loops, as it serves as a hint to the CPU as
|
||||
* to the program's intent; some CPUs can use this to do more efficient
|
||||
* processing. On some platforms, this doesn't do anything, so using this
|
||||
* macro might just be a harmless no-op.
|
||||
*
|
||||
* Note that if you are busy-waiting, there are often more-efficient
|
||||
* approaches with other synchronization primitives: mutexes, semaphores,
|
||||
* condition variables, etc.
|
||||
*
|
||||
* \threadsafety This macro is safe to use from any thread.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_CPUPauseInstruction() DoACPUPauseInACompilerAndArchitectureSpecificWay
|
||||
|
||||
#elif (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(__riscv) && __riscv_xlen == 64)
|
||||
#define SDL_CPUPauseInstruction() __asm__ __volatile__(".insn i 0x0F, 0, x0, x0, 0x010");
|
||||
#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.
|
||||
*
|
||||
* This can be used to manage a value that is synchronized across multiple
|
||||
* CPUs without a race condition; when an app sets a value with
|
||||
* SDL_SetAtomicInt all other threads, regardless of the CPU it is running on,
|
||||
* will see that value when retrieved with SDL_GetAtomicInt, regardless of CPU
|
||||
* caches, etc.
|
||||
*
|
||||
* This is also useful for atomic compare-and-swap operations: a thread can
|
||||
* change the value as long as its current value matches expectations. When
|
||||
* done in a loop, one can guarantee data consistency across threads without a
|
||||
* lock (but the usual warnings apply: if you don't know what you're doing, or
|
||||
* you don't do it carefully, you can confidently cause any number of
|
||||
* disasters with this, so in most cases, you _should_ use a mutex instead of
|
||||
* this!).
|
||||
*
|
||||
* This is a struct so people don't accidentally use numeric operations on it
|
||||
* directly. You have to use SDL atomic functions.
|
||||
*
|
||||
* \since This struct is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_CompareAndSwapAtomicInt
|
||||
* \sa SDL_GetAtomicInt
|
||||
* \sa SDL_SetAtomicInt
|
||||
* \sa SDL_AddAtomicInt
|
||||
*/
|
||||
typedef struct SDL_AtomicInt { int value; } SDL_AtomicInt;
|
||||
|
||||
/**
|
||||
* 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_AtomicInt variable to be modified.
|
||||
* \param oldval the old value.
|
||||
* \param newval the new value.
|
||||
* \returns true if the atomic variable was set, false otherwise.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetAtomicInt
|
||||
* \sa SDL_SetAtomicInt
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_CompareAndSwapAtomicInt(SDL_AtomicInt *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_AtomicInt variable to be modified.
|
||||
* \param v the desired value.
|
||||
* \returns the previous value of the atomic variable.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetAtomicInt
|
||||
*/
|
||||
extern SDL_DECLSPEC int SDLCALL SDL_SetAtomicInt(SDL_AtomicInt *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_AtomicInt variable.
|
||||
* \returns the current value of an atomic variable.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_SetAtomicInt
|
||||
*/
|
||||
extern SDL_DECLSPEC int SDLCALL SDL_GetAtomicInt(SDL_AtomicInt *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_AtomicInt variable to be modified.
|
||||
* \param v the desired value to add.
|
||||
* \returns the previous value of the atomic variable.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_AtomicDecRef
|
||||
* \sa SDL_AtomicIncRef
|
||||
*/
|
||||
extern SDL_DECLSPEC int SDLCALL SDL_AddAtomicInt(SDL_AtomicInt *a, int v);
|
||||
|
||||
#ifndef SDL_AtomicIncRef
|
||||
|
||||
/**
|
||||
* Increment an atomic variable used as a reference count.
|
||||
*
|
||||
* ***Note: If you don't know what this macro is for, you shouldn't use it!***
|
||||
*
|
||||
* \param a a pointer to an SDL_AtomicInt to increment.
|
||||
* \returns the previous value of the atomic variable.
|
||||
*
|
||||
* \threadsafety It is safe to call this macro from any thread.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_AtomicDecRef
|
||||
*/
|
||||
#define SDL_AtomicIncRef(a) SDL_AddAtomicInt(a, 1)
|
||||
#endif
|
||||
|
||||
#ifndef SDL_AtomicDecRef
|
||||
|
||||
/**
|
||||
* Decrement an atomic variable used as a reference count.
|
||||
*
|
||||
* ***Note: If you don't know what this macro is for, you shouldn't use it!***
|
||||
*
|
||||
* \param a a pointer to an SDL_AtomicInt to decrement.
|
||||
* \returns true if the variable reached zero after decrementing, false
|
||||
* otherwise.
|
||||
*
|
||||
* \threadsafety It is safe to call this macro from any thread.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_AtomicIncRef
|
||||
*/
|
||||
#define SDL_AtomicDecRef(a) (SDL_AddAtomicInt(a, -1) == 1)
|
||||
#endif
|
||||
|
||||
/**
|
||||
* A type representing an atomic unsigned 32-bit value.
|
||||
*
|
||||
* This can be used to manage a value that is synchronized across multiple
|
||||
* CPUs without a race condition; when an app sets a value with
|
||||
* SDL_SetAtomicU32 all other threads, regardless of the CPU it is running on,
|
||||
* will see that value when retrieved with SDL_GetAtomicU32, regardless of CPU
|
||||
* caches, etc.
|
||||
*
|
||||
* This is also useful for atomic compare-and-swap operations: a thread can
|
||||
* change the value as long as its current value matches expectations. When
|
||||
* done in a loop, one can guarantee data consistency across threads without a
|
||||
* lock (but the usual warnings apply: if you don't know what you're doing, or
|
||||
* you don't do it carefully, you can confidently cause any number of
|
||||
* disasters with this, so in most cases, you _should_ use a mutex instead of
|
||||
* this!).
|
||||
*
|
||||
* This is a struct so people don't accidentally use numeric operations on it
|
||||
* directly. You have to use SDL atomic functions.
|
||||
*
|
||||
* \since This struct is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_CompareAndSwapAtomicU32
|
||||
* \sa SDL_GetAtomicU32
|
||||
* \sa SDL_SetAtomicU32
|
||||
*/
|
||||
typedef struct SDL_AtomicU32 { Uint32 value; } SDL_AtomicU32;
|
||||
|
||||
/**
|
||||
* 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_AtomicU32 variable to be modified.
|
||||
* \param oldval the old value.
|
||||
* \param newval the new value.
|
||||
* \returns true if the atomic variable was set, false otherwise.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetAtomicU32
|
||||
* \sa SDL_SetAtomicU32
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_CompareAndSwapAtomicU32(SDL_AtomicU32 *a, Uint32 oldval, Uint32 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_AtomicU32 variable to be modified.
|
||||
* \param v the desired value.
|
||||
* \returns the previous value of the atomic variable.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetAtomicU32
|
||||
*/
|
||||
extern SDL_DECLSPEC Uint32 SDLCALL SDL_SetAtomicU32(SDL_AtomicU32 *a, Uint32 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_AtomicU32 variable.
|
||||
* \returns the current value of an atomic variable.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_SetAtomicU32
|
||||
*/
|
||||
extern SDL_DECLSPEC Uint32 SDLCALL SDL_GetAtomicU32(SDL_AtomicU32 *a);
|
||||
|
||||
/**
|
||||
* 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 true if the pointer was set, false otherwise.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_CompareAndSwapAtomicInt
|
||||
* \sa SDL_GetAtomicPointer
|
||||
* \sa SDL_SetAtomicPointer
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_CompareAndSwapAtomicPointer(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.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_CompareAndSwapAtomicPointer
|
||||
* \sa SDL_GetAtomicPointer
|
||||
*/
|
||||
extern SDL_DECLSPEC void * SDLCALL SDL_SetAtomicPointer(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.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_CompareAndSwapAtomicPointer
|
||||
* \sa SDL_SetAtomicPointer
|
||||
*/
|
||||
extern SDL_DECLSPEC void * SDLCALL SDL_GetAtomicPointer(void **a);
|
||||
|
||||
/* Ends C function definitions when using C++ */
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#include <SDL3/SDL_close_code.h>
|
||||
|
||||
#endif /* SDL_atomic_h_ */
|
||||
@@ -1,486 +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: BeginCode */
|
||||
|
||||
/**
|
||||
* # CategoryBeginCode
|
||||
*
|
||||
* `SDL_begin_code.h` sets things up for C dynamic library function
|
||||
* definitions, static inlined functions, and structures aligned at 4-byte
|
||||
* alignment. If you don't like ugly C preprocessor code, don't look at this
|
||||
* file. :)
|
||||
*
|
||||
* SDL's headers use this; applications generally should not include this
|
||||
* header directly.
|
||||
*/
|
||||
|
||||
/* This shouldn't be nested -- included it around code only. */
|
||||
#ifdef SDL_begin_code_h
|
||||
#error Nested inclusion of SDL_begin_code.h
|
||||
#endif
|
||||
#define SDL_begin_code_h
|
||||
|
||||
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
|
||||
|
||||
/**
|
||||
* A macro to tag a symbol as deprecated.
|
||||
*
|
||||
* A function is marked deprecated by adding this macro to its declaration:
|
||||
*
|
||||
* ```c
|
||||
* extern SDL_DEPRECATED int ThisFunctionWasABadIdea(void);
|
||||
* ```
|
||||
*
|
||||
* Compilers with deprecation support can give a warning when a deprecated
|
||||
* function is used. This symbol may be used in SDL's headers, but apps are
|
||||
* welcome to use it for their own interfaces as well.
|
||||
*
|
||||
* SDL, on occasion, might deprecate a function for various reasons. However,
|
||||
* SDL never removes symbols before major versions, so deprecated interfaces
|
||||
* in SDL3 will remain available until SDL4, where it would be expected an app
|
||||
* would have to take steps to migrate anyhow.
|
||||
*
|
||||
* On compilers without a deprecation mechanism, this is defined to nothing,
|
||||
* and using a deprecated function will not generate a warning.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_DEPRECATED __attribute__((deprecated))
|
||||
|
||||
/**
|
||||
* A macro to tag a symbol as a public API.
|
||||
*
|
||||
* SDL uses this macro for all its public functions. On some targets, it is
|
||||
* used to signal to the compiler that this function needs to be exported from
|
||||
* a shared library, but it might have other side effects.
|
||||
*
|
||||
* This symbol is used in SDL's headers, but apps and other libraries are
|
||||
* welcome to use it for their own interfaces as well.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_DECLSPEC __attribute__ ((visibility("default")))
|
||||
|
||||
/**
|
||||
* A macro to set a function's calling conventions.
|
||||
*
|
||||
* SDL uses this macro for all its public functions, and any callbacks it
|
||||
* defines. This macro guarantees that calling conventions match between SDL
|
||||
* and the app, even if the two were built with different compilers or
|
||||
* optimization settings.
|
||||
*
|
||||
* When writing a callback function, it is very important for it to be
|
||||
* correctly tagged with SDLCALL, as mismatched calling conventions can cause
|
||||
* strange behaviors and can be difficult to diagnose. Plus, on many
|
||||
* platforms, SDLCALL is defined to nothing, so compilers won't be able to
|
||||
* warn that the tag is missing.
|
||||
*
|
||||
* This symbol is used in SDL's headers, but apps and other libraries are
|
||||
* welcome to use it for their own interfaces as well.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDLCALL __cdecl
|
||||
|
||||
/**
|
||||
* A macro to request a function be inlined.
|
||||
*
|
||||
* This is a hint to the compiler to inline a function. The compiler is free
|
||||
* to ignore this request. On compilers without inline support, this is
|
||||
* defined to nothing.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_INLINE __inline
|
||||
|
||||
/**
|
||||
* A macro to demand a function be inlined.
|
||||
*
|
||||
* This is a command to the compiler to inline a function. SDL uses this macro
|
||||
* in its public headers for a handful of simple functions. On compilers
|
||||
* without forceinline support, this is defined to `static SDL_INLINE`, which
|
||||
* is often good enough.
|
||||
*
|
||||
* This symbol is used in SDL's headers, but apps and other libraries are
|
||||
* welcome to use it for their own interfaces as well.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_FORCE_INLINE __forceinline
|
||||
|
||||
/**
|
||||
* A macro to tag a function as never-returning.
|
||||
*
|
||||
* This is a hint to the compiler that a function does not return. An example
|
||||
* of a function like this is the C runtime's exit() function.
|
||||
*
|
||||
* This hint can lead to code optimizations, and help analyzers understand
|
||||
* code flow better. On compilers without noreturn support, this is defined to
|
||||
* nothing.
|
||||
*
|
||||
* This symbol is used in SDL's headers, but apps and other libraries are
|
||||
* welcome to use it for their own interfaces as well.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_NORETURN __attribute__((noreturn))
|
||||
|
||||
/**
|
||||
* A macro to tag a function as never-returning (for analysis purposes).
|
||||
*
|
||||
* This is almost identical to SDL_NORETURN, except functions marked with this
|
||||
* _can_ actually return. The difference is that this isn't used for code
|
||||
* generation, but rather static analyzers use this information to assume
|
||||
* truths about program state and available code paths. Specifically, this tag
|
||||
* is useful for writing an assertion mechanism. Indeed, SDL_assert uses this
|
||||
* tag behind the scenes. Generally, apps that don't understand the specific
|
||||
* use-case for this tag should avoid using it directly.
|
||||
*
|
||||
* On compilers without analyzer_noreturn support, this is defined to nothing.
|
||||
*
|
||||
* This symbol is used in SDL's headers, but apps and other libraries are
|
||||
* welcome to use it for their own interfaces as well.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_ANALYZER_NORETURN __attribute__((analyzer_noreturn))
|
||||
|
||||
|
||||
/**
|
||||
* A macro to signal that a case statement without a `break` is intentional.
|
||||
*
|
||||
* C compilers have gotten more aggressive about warning when a switch's
|
||||
* `case` block does not end with a `break` or other flow control statement,
|
||||
* flowing into the next case's code, as this is a common accident that leads
|
||||
* to strange bugs. But sometimes falling through to the next case is the
|
||||
* correct and desired behavior. This symbol lets an app communicate this
|
||||
* intention to the compiler, so it doesn't generate a warning.
|
||||
*
|
||||
* It is used like this:
|
||||
*
|
||||
* ```c
|
||||
* switch (x) {
|
||||
* case 1:
|
||||
* DoSomethingOnlyForOne();
|
||||
* SDL_FALLTHROUGH; // tell the compiler this was intentional.
|
||||
* case 2:
|
||||
* DoSomethingForOneAndTwo();
|
||||
* break;
|
||||
* }
|
||||
* ```
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_FALLTHROUGH [[fallthrough]]
|
||||
|
||||
/**
|
||||
* A macro to tag a function's return value as critical.
|
||||
*
|
||||
* This is a hint to the compiler that a function's return value should not be
|
||||
* ignored.
|
||||
*
|
||||
* If an NODISCARD function's return value is thrown away (the function is
|
||||
* called as if it returns `void`), the compiler will issue a warning.
|
||||
*
|
||||
* While it's generally good practice to check return values for errors, often
|
||||
* times legitimate programs do not for good reasons. Be careful about what
|
||||
* functions are tagged as NODISCARD. It operates best when used on a function
|
||||
* that's failure is surprising and catastrophic; a good example would be a
|
||||
* program that checks the return values of all its file write function calls
|
||||
* but not the call to close the file, which it assumes incorrectly never
|
||||
* fails.
|
||||
*
|
||||
* Function callers that want to throw away a NODISCARD return value can call
|
||||
* the function with a `(void)` cast, which informs the compiler the act is
|
||||
* intentional.
|
||||
*
|
||||
* On compilers without nodiscard support, this is defined to nothing.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_NODISCARD [[nodiscard]]
|
||||
|
||||
/**
|
||||
* A macro to tag a function as an allocator.
|
||||
*
|
||||
* This is a hint to the compiler that a function is an allocator, like
|
||||
* malloc(), with certain rules. A description of how GCC treats this hint is
|
||||
* here:
|
||||
*
|
||||
* https://gcc.gnu.org/onlinedocs/gcc/Common-Function-Attributes.html#index-malloc-function-attribute
|
||||
*
|
||||
* On compilers without allocator tag support, this is defined to nothing.
|
||||
*
|
||||
* Most apps don't need to, and should not, use this directly.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_MALLOC __declspec(allocator) __desclspec(restrict)
|
||||
|
||||
/**
|
||||
* A macro to tag a function as returning a certain allocation.
|
||||
*
|
||||
* This is a hint to the compiler that a function allocates and returns a
|
||||
* specific amount of memory based on one of its arguments. For example, the C
|
||||
* runtime's malloc() function could use this macro with an argument of 1
|
||||
* (first argument to malloc is the size of the allocation).
|
||||
*
|
||||
* On compilers without alloc_size support, this is defined to nothing.
|
||||
*
|
||||
* Most apps don't need to, and should not, use this directly.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_ALLOC_SIZE(p) __attribute__((alloc_size(p)))
|
||||
|
||||
/**
|
||||
* A macro to tag a pointer variable, to help with pointer aliasing.
|
||||
*
|
||||
* A good explanation of the restrict keyword is here:
|
||||
*
|
||||
* https://en.wikipedia.org/wiki/Restrict
|
||||
*
|
||||
* On compilers without restrict support, this is defined to nothing.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_RESTRICT __restrict__
|
||||
|
||||
/**
|
||||
* Check if the compiler supports a given builtin functionality.
|
||||
*
|
||||
* This allows preprocessor checks for things that otherwise might fail to
|
||||
* compile.
|
||||
*
|
||||
* Supported by virtually all clang versions and more-recent GCCs. Use this
|
||||
* instead of checking the clang version if possible.
|
||||
*
|
||||
* On compilers without has_builtin support, this is defined to 0 (always
|
||||
* false).
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_HAS_BUILTIN(x) __has_builtin(x)
|
||||
|
||||
/* end of wiki documentation section. */
|
||||
#endif
|
||||
|
||||
#ifndef SDL_HAS_BUILTIN
|
||||
#ifdef __has_builtin
|
||||
#define SDL_HAS_BUILTIN(x) __has_builtin(x)
|
||||
#else
|
||||
#define SDL_HAS_BUILTIN(x) 0
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifndef SDL_DEPRECATED
|
||||
# if defined(__GNUC__) && (__GNUC__ >= 4) /* technically, this arrived in gcc 3.1, but oh well. */
|
||||
# define SDL_DEPRECATED __attribute__((deprecated))
|
||||
# elif defined(_MSC_VER)
|
||||
# define SDL_DEPRECATED __declspec(deprecated)
|
||||
# else
|
||||
# define SDL_DEPRECATED
|
||||
# endif
|
||||
#endif
|
||||
|
||||
#ifndef SDL_UNUSED
|
||||
# ifdef __GNUC__
|
||||
# define SDL_UNUSED __attribute__((unused))
|
||||
# else
|
||||
# define SDL_UNUSED
|
||||
# endif
|
||||
#endif
|
||||
|
||||
/* Some compilers use a special export keyword */
|
||||
#ifndef SDL_DECLSPEC
|
||||
# if defined(SDL_PLATFORM_WINDOWS)
|
||||
# ifdef DLL_EXPORT
|
||||
# define SDL_DECLSPEC __declspec(dllexport)
|
||||
# else
|
||||
# define SDL_DECLSPEC
|
||||
# endif
|
||||
# else
|
||||
# if defined(__GNUC__) && __GNUC__ >= 4
|
||||
# define SDL_DECLSPEC __attribute__ ((visibility("default")))
|
||||
# else
|
||||
# define SDL_DECLSPEC
|
||||
# endif
|
||||
# endif
|
||||
#endif
|
||||
|
||||
/* By default SDL uses the C calling convention */
|
||||
#ifndef SDLCALL
|
||||
#if defined(SDL_PLATFORM_WINDOWS) && !defined(__GNUC__)
|
||||
#define SDLCALL __cdecl
|
||||
#else
|
||||
#define SDLCALL
|
||||
#endif
|
||||
#endif /* SDLCALL */
|
||||
|
||||
/* Force structure packing at 4 byte alignment.
|
||||
This is necessary if the header is included in code which has structure
|
||||
packing set to an alternate value, say for loading structures from disk.
|
||||
The packing is reset to the previous value in SDL_close_code.h
|
||||
*/
|
||||
#if defined(_MSC_VER) || defined(__MWERKS__) || defined(__BORLANDC__)
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning(disable: 4103)
|
||||
#endif
|
||||
#ifdef __clang__
|
||||
#pragma clang diagnostic ignored "-Wpragma-pack"
|
||||
#endif
|
||||
#ifdef __BORLANDC__
|
||||
#pragma nopackwarning
|
||||
#endif
|
||||
#ifdef _WIN64
|
||||
/* Use 8-byte alignment on 64-bit architectures, so pointers are aligned */
|
||||
#pragma pack(push,8)
|
||||
#else
|
||||
#pragma pack(push,4)
|
||||
#endif
|
||||
#endif /* Compiler needs structure packing set */
|
||||
|
||||
#ifndef SDL_INLINE
|
||||
#ifdef __GNUC__
|
||||
#define SDL_INLINE __inline__
|
||||
#elif defined(_MSC_VER) || defined(__BORLANDC__) || \
|
||||
defined(__DMC__) || defined(__SC__) || \
|
||||
defined(__WATCOMC__) || defined(__LCC__) || \
|
||||
defined(__DECC) || defined(__CC_ARM)
|
||||
#define SDL_INLINE __inline
|
||||
#ifndef __inline__
|
||||
#define __inline__ __inline
|
||||
#endif
|
||||
#else
|
||||
#define SDL_INLINE inline
|
||||
#ifndef __inline__
|
||||
#define __inline__ inline
|
||||
#endif
|
||||
#endif
|
||||
#endif /* SDL_INLINE not defined */
|
||||
|
||||
#ifndef SDL_FORCE_INLINE
|
||||
#ifdef _MSC_VER
|
||||
#define SDL_FORCE_INLINE __forceinline
|
||||
#elif ( (defined(__GNUC__) && (__GNUC__ >= 4)) || defined(__clang__) )
|
||||
#define SDL_FORCE_INLINE __attribute__((always_inline)) static __inline__
|
||||
#else
|
||||
#define SDL_FORCE_INLINE static SDL_INLINE
|
||||
#endif
|
||||
#endif /* SDL_FORCE_INLINE not defined */
|
||||
|
||||
#ifndef SDL_NORETURN
|
||||
#ifdef __GNUC__
|
||||
#define SDL_NORETURN __attribute__((noreturn))
|
||||
#elif defined(_MSC_VER)
|
||||
#define SDL_NORETURN __declspec(noreturn)
|
||||
#else
|
||||
#define SDL_NORETURN
|
||||
#endif
|
||||
#endif /* SDL_NORETURN not defined */
|
||||
|
||||
#ifdef __clang__
|
||||
#if __has_feature(attribute_analyzer_noreturn)
|
||||
#define SDL_ANALYZER_NORETURN __attribute__((analyzer_noreturn))
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifndef SDL_ANALYZER_NORETURN
|
||||
#define SDL_ANALYZER_NORETURN
|
||||
#endif
|
||||
|
||||
/* Apparently this is needed by several Windows compilers */
|
||||
#ifndef __MACH__
|
||||
#ifndef NULL
|
||||
#ifdef __cplusplus
|
||||
#define NULL 0
|
||||
#else
|
||||
#define NULL ((void *)0)
|
||||
#endif
|
||||
#endif /* NULL */
|
||||
#endif /* ! macOS - breaks precompiled headers */
|
||||
|
||||
#ifndef SDL_FALLTHROUGH
|
||||
#if (defined(__cplusplus) && __cplusplus >= 201703L) || \
|
||||
(defined(__STDC_VERSION__) && __STDC_VERSION__ >= 202000L)
|
||||
#define SDL_FALLTHROUGH [[fallthrough]]
|
||||
#else
|
||||
#if defined(__has_attribute) && !defined(__SUNPRO_C) && !defined(__SUNPRO_CC)
|
||||
#define SDL_HAS_FALLTHROUGH __has_attribute(__fallthrough__)
|
||||
#else
|
||||
#define SDL_HAS_FALLTHROUGH 0
|
||||
#endif /* __has_attribute */
|
||||
#if SDL_HAS_FALLTHROUGH && \
|
||||
((defined(__GNUC__) && __GNUC__ >= 7) || \
|
||||
(defined(__clang_major__) && __clang_major__ >= 10))
|
||||
#define SDL_FALLTHROUGH __attribute__((__fallthrough__))
|
||||
#else
|
||||
#define SDL_FALLTHROUGH do {} while (0) /* fallthrough */
|
||||
#endif /* SDL_HAS_FALLTHROUGH */
|
||||
#undef SDL_HAS_FALLTHROUGH
|
||||
#endif /* C++17 or C2x */
|
||||
#endif /* SDL_FALLTHROUGH not defined */
|
||||
|
||||
#ifndef SDL_NODISCARD
|
||||
#if (defined(__cplusplus) && __cplusplus >= 201703L) || \
|
||||
(defined(__STDC_VERSION__) && __STDC_VERSION__ >= 202311L)
|
||||
#define SDL_NODISCARD [[nodiscard]]
|
||||
#elif ( (defined(__GNUC__) && (__GNUC__ >= 4)) || defined(__clang__) )
|
||||
#define SDL_NODISCARD __attribute__((warn_unused_result))
|
||||
#elif defined(_MSC_VER) && (_MSC_VER >= 1700)
|
||||
#define SDL_NODISCARD _Check_return_
|
||||
#else
|
||||
#define SDL_NODISCARD
|
||||
#endif /* C++17 or C23 */
|
||||
#endif /* SDL_NODISCARD not defined */
|
||||
|
||||
#ifndef SDL_MALLOC
|
||||
#if defined(__GNUC__) && (__GNUC__ >= 3)
|
||||
#define SDL_MALLOC __attribute__((malloc))
|
||||
/** FIXME
|
||||
#elif defined(_MSC_VER)
|
||||
#define SDL_MALLOC __declspec(allocator) __desclspec(restrict)
|
||||
**/
|
||||
#else
|
||||
#define SDL_MALLOC
|
||||
#endif
|
||||
#endif /* SDL_MALLOC not defined */
|
||||
|
||||
#ifndef SDL_ALLOC_SIZE
|
||||
#if (defined(__clang__) && __clang_major__ >= 4) || (defined(__GNUC__) && (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3)))
|
||||
#define SDL_ALLOC_SIZE(p) __attribute__((alloc_size(p)))
|
||||
#elif defined(_MSC_VER)
|
||||
#define SDL_ALLOC_SIZE(p)
|
||||
#else
|
||||
#define SDL_ALLOC_SIZE(p)
|
||||
#endif
|
||||
#endif /* SDL_ALLOC_SIZE not defined */
|
||||
|
||||
#ifndef SDL_ALLOC_SIZE2
|
||||
#if (defined(__clang__) && __clang_major__ >= 4) || (defined(__GNUC__) && (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3)))
|
||||
#define SDL_ALLOC_SIZE2(p1, p2) __attribute__((alloc_size(p1, p2)))
|
||||
#elif defined(_MSC_VER)
|
||||
#define SDL_ALLOC_SIZE2(p1, p2)
|
||||
#else
|
||||
#define SDL_ALLOC_SIZE2(p1, p2)
|
||||
#endif
|
||||
#endif /* SDL_ALLOC_SIZE2 not defined */
|
||||
@@ -1,147 +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.
|
||||
*/
|
||||
|
||||
/**
|
||||
* # CategoryBits
|
||||
*
|
||||
* Functions for fiddling with bits and bitmasks.
|
||||
*/
|
||||
|
||||
#ifndef SDL_bits_h_
|
||||
#define SDL_bits_h_
|
||||
|
||||
#include <SDL3/SDL_stdinc.h>
|
||||
|
||||
#include <SDL3/SDL_begin_code.h>
|
||||
/* Set up for C function definitions, even when using C++ */
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
#if defined(__WATCOMC__) && defined(__386__)
|
||||
extern __inline int _SDL_bsr_watcom(Uint32);
|
||||
#pragma aux _SDL_bsr_watcom = \
|
||||
"bsr eax, eax" \
|
||||
parm [eax] nomemory \
|
||||
value [eax] \
|
||||
modify exact [eax] nomemory;
|
||||
#endif
|
||||
|
||||
/**
|
||||
* Get the index of the most significant (set) bit in a 32-bit number.
|
||||
*
|
||||
* Result is undefined when called with 0. This operation can also be stated
|
||||
* as "count leading zeroes" and "log base 2".
|
||||
*
|
||||
* Note that this is a forced-inline function in a header, and not a public
|
||||
* API function available in the SDL library (which is to say, the code is
|
||||
* embedded in the calling program and the linker and dynamic loader will not
|
||||
* be able to find this function inside SDL itself).
|
||||
*
|
||||
* \param x the 32-bit value to examine.
|
||||
* \returns the index of the most significant bit, or -1 if the value is 0.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
SDL_FORCE_INLINE int SDL_MostSignificantBitIndex32(Uint32 x)
|
||||
{
|
||||
#if defined(__GNUC__) && (__GNUC__ >= 4 || (__GNUC__ == 3 && __GNUC_MINOR__ >= 4))
|
||||
/* Count Leading Zeroes builtin in GCC.
|
||||
* http://gcc.gnu.org/onlinedocs/gcc-4.3.4/gcc/Other-Builtins.html
|
||||
*/
|
||||
if (x == 0) {
|
||||
return -1;
|
||||
}
|
||||
return 31 - __builtin_clz(x);
|
||||
#elif defined(__WATCOMC__) && defined(__386__)
|
||||
if (x == 0) {
|
||||
return -1;
|
||||
}
|
||||
return _SDL_bsr_watcom(x);
|
||||
#elif defined(_MSC_VER) && _MSC_VER >= 1400
|
||||
unsigned long index;
|
||||
if (_BitScanReverse(&index, x)) {
|
||||
return (int)index;
|
||||
}
|
||||
return -1;
|
||||
#else
|
||||
/* Based off of Bit Twiddling Hacks by Sean Eron Anderson
|
||||
* <seander@cs.stanford.edu>, released in the public domain.
|
||||
* http://graphics.stanford.edu/~seander/bithacks.html#IntegerLog
|
||||
*/
|
||||
const Uint32 b[] = {0x2, 0xC, 0xF0, 0xFF00, 0xFFFF0000};
|
||||
const int S[] = {1, 2, 4, 8, 16};
|
||||
|
||||
int msbIndex = 0;
|
||||
int i;
|
||||
|
||||
if (x == 0) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
for (i = 4; i >= 0; i--)
|
||||
{
|
||||
if (x & b[i])
|
||||
{
|
||||
x >>= S[i];
|
||||
msbIndex |= S[i];
|
||||
}
|
||||
}
|
||||
|
||||
return msbIndex;
|
||||
#endif
|
||||
}
|
||||
|
||||
/**
|
||||
* Determine if a unsigned 32-bit value has exactly one bit set.
|
||||
*
|
||||
* If there are no bits set (`x` is zero), or more than one bit set, this
|
||||
* returns false. If any one bit is exclusively set, this returns true.
|
||||
*
|
||||
* Note that this is a forced-inline function in a header, and not a public
|
||||
* API function available in the SDL library (which is to say, the code is
|
||||
* embedded in the calling program and the linker and dynamic loader will not
|
||||
* be able to find this function inside SDL itself).
|
||||
*
|
||||
* \param x the 32-bit value to examine.
|
||||
* \returns true if exactly one bit is set in `x`, false otherwise.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
SDL_FORCE_INLINE bool SDL_HasExactlyOneBitSet32(Uint32 x)
|
||||
{
|
||||
if (x && !(x & (x - 1))) {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/* Ends C function definitions when using C++ */
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
#include <SDL3/SDL_close_code.h>
|
||||
|
||||
#endif /* SDL_bits_h_ */
|
||||
@@ -1,202 +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.
|
||||
*/
|
||||
|
||||
/**
|
||||
* # CategoryBlendmode
|
||||
*
|
||||
* Blend modes decide how two colors will mix together. There are both
|
||||
* standard modes for basic needs and a means to create custom modes,
|
||||
* dictating what sort of math to do on what color components.
|
||||
*/
|
||||
|
||||
#ifndef SDL_blendmode_h_
|
||||
#define SDL_blendmode_h_
|
||||
|
||||
#include <SDL3/SDL_stdinc.h>
|
||||
|
||||
#include <SDL3/SDL_begin_code.h>
|
||||
/* Set up for C function definitions, even when using C++ */
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
/**
|
||||
* A set of blend modes used in drawing operations.
|
||||
*
|
||||
* These predefined blend modes are supported everywhere.
|
||||
*
|
||||
* Additional values may be obtained from SDL_ComposeCustomBlendMode.
|
||||
*
|
||||
* \since This datatype is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_ComposeCustomBlendMode
|
||||
*/
|
||||
typedef Uint32 SDL_BlendMode;
|
||||
|
||||
#define SDL_BLENDMODE_NONE 0x00000000u /**< no blending: dstRGBA = srcRGBA */
|
||||
#define SDL_BLENDMODE_BLEND 0x00000001u /**< alpha blending: dstRGB = (srcRGB * srcA) + (dstRGB * (1-srcA)), dstA = srcA + (dstA * (1-srcA)) */
|
||||
#define SDL_BLENDMODE_BLEND_PREMULTIPLIED 0x00000010u /**< pre-multiplied alpha blending: dstRGBA = srcRGBA + (dstRGBA * (1-srcA)) */
|
||||
#define SDL_BLENDMODE_ADD 0x00000002u /**< additive blending: dstRGB = (srcRGB * srcA) + dstRGB, dstA = dstA */
|
||||
#define SDL_BLENDMODE_ADD_PREMULTIPLIED 0x00000020u /**< pre-multiplied additive blending: dstRGB = srcRGB + dstRGB, dstA = dstA */
|
||||
#define SDL_BLENDMODE_MOD 0x00000004u /**< color modulate: dstRGB = srcRGB * dstRGB, dstA = dstA */
|
||||
#define SDL_BLENDMODE_MUL 0x00000008u /**< color multiply: dstRGB = (srcRGB * dstRGB) + (dstRGB * (1-srcA)), dstA = dstA */
|
||||
#define SDL_BLENDMODE_INVALID 0x7FFFFFFFu
|
||||
|
||||
/**
|
||||
* The blend operation used when combining source and destination pixel
|
||||
* components.
|
||||
*
|
||||
* \since This enum is available since SDL 3.2.0.
|
||||
*/
|
||||
typedef enum SDL_BlendOperation
|
||||
{
|
||||
SDL_BLENDOPERATION_ADD = 0x1, /**< dst + src: supported by all renderers */
|
||||
SDL_BLENDOPERATION_SUBTRACT = 0x2, /**< src - dst : supported by D3D, OpenGL, OpenGLES, and Vulkan */
|
||||
SDL_BLENDOPERATION_REV_SUBTRACT = 0x3, /**< dst - src : supported by D3D, OpenGL, OpenGLES, and Vulkan */
|
||||
SDL_BLENDOPERATION_MINIMUM = 0x4, /**< min(dst, src) : supported by D3D, OpenGL, OpenGLES, and Vulkan */
|
||||
SDL_BLENDOPERATION_MAXIMUM = 0x5 /**< max(dst, src) : supported by D3D, OpenGL, OpenGLES, and Vulkan */
|
||||
} SDL_BlendOperation;
|
||||
|
||||
/**
|
||||
* The normalized factor used to multiply pixel components.
|
||||
*
|
||||
* The blend factors are multiplied with the pixels from a drawing operation
|
||||
* (src) and the pixels from the render target (dst) before the blend
|
||||
* operation. The comma-separated factors listed above are always applied in
|
||||
* the component order red, green, blue, and alpha.
|
||||
*
|
||||
* \since This enum is available since SDL 3.2.0.
|
||||
*/
|
||||
typedef enum SDL_BlendFactor
|
||||
{
|
||||
SDL_BLENDFACTOR_ZERO = 0x1, /**< 0, 0, 0, 0 */
|
||||
SDL_BLENDFACTOR_ONE = 0x2, /**< 1, 1, 1, 1 */
|
||||
SDL_BLENDFACTOR_SRC_COLOR = 0x3, /**< srcR, srcG, srcB, srcA */
|
||||
SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR = 0x4, /**< 1-srcR, 1-srcG, 1-srcB, 1-srcA */
|
||||
SDL_BLENDFACTOR_SRC_ALPHA = 0x5, /**< srcA, srcA, srcA, srcA */
|
||||
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA = 0x6, /**< 1-srcA, 1-srcA, 1-srcA, 1-srcA */
|
||||
SDL_BLENDFACTOR_DST_COLOR = 0x7, /**< dstR, dstG, dstB, dstA */
|
||||
SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR = 0x8, /**< 1-dstR, 1-dstG, 1-dstB, 1-dstA */
|
||||
SDL_BLENDFACTOR_DST_ALPHA = 0x9, /**< dstA, dstA, dstA, dstA */
|
||||
SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA = 0xA /**< 1-dstA, 1-dstA, 1-dstA, 1-dstA */
|
||||
} SDL_BlendFactor;
|
||||
|
||||
/**
|
||||
* Compose a custom blend mode for renderers.
|
||||
*
|
||||
* The functions SDL_SetRenderDrawBlendMode and SDL_SetTextureBlendMode accept
|
||||
* the SDL_BlendMode returned by this function if the renderer supports it.
|
||||
*
|
||||
* A blend mode controls how the pixels from a drawing operation (source) get
|
||||
* combined with the pixels from the render target (destination). First, the
|
||||
* components of the source and destination pixels get multiplied with their
|
||||
* blend factors. Then, the blend operation takes the two products and
|
||||
* calculates the result that will get stored in the render target.
|
||||
*
|
||||
* Expressed in pseudocode, it would look like this:
|
||||
*
|
||||
* ```c
|
||||
* dstRGB = colorOperation(srcRGB * srcColorFactor, dstRGB * dstColorFactor);
|
||||
* dstA = alphaOperation(srcA * srcAlphaFactor, dstA * dstAlphaFactor);
|
||||
* ```
|
||||
*
|
||||
* Where the functions `colorOperation(src, dst)` and `alphaOperation(src,
|
||||
* dst)` can return one of the following:
|
||||
*
|
||||
* - `src + dst`
|
||||
* - `src - dst`
|
||||
* - `dst - src`
|
||||
* - `min(src, dst)`
|
||||
* - `max(src, dst)`
|
||||
*
|
||||
* The red, green, and blue components are always multiplied with the first,
|
||||
* second, and third components of the SDL_BlendFactor, respectively. The
|
||||
* fourth component is not used.
|
||||
*
|
||||
* The alpha component is always multiplied with the fourth component of the
|
||||
* SDL_BlendFactor. The other components are not used in the alpha
|
||||
* calculation.
|
||||
*
|
||||
* Support for these blend modes varies for each renderer. To check if a
|
||||
* specific SDL_BlendMode is supported, create a renderer and pass it to
|
||||
* either SDL_SetRenderDrawBlendMode or SDL_SetTextureBlendMode. They will
|
||||
* return with an error if the blend mode is not supported.
|
||||
*
|
||||
* This list describes the support of custom blend modes for each renderer.
|
||||
* All renderers support the four blend modes listed in the SDL_BlendMode
|
||||
* enumeration.
|
||||
*
|
||||
* - **direct3d**: Supports all operations with all factors. However, some
|
||||
* factors produce unexpected results with `SDL_BLENDOPERATION_MINIMUM` and
|
||||
* `SDL_BLENDOPERATION_MAXIMUM`.
|
||||
* - **direct3d11**: Same as Direct3D 9.
|
||||
* - **opengl**: Supports the `SDL_BLENDOPERATION_ADD` operation with all
|
||||
* factors. OpenGL versions 1.1, 1.2, and 1.3 do not work correctly here.
|
||||
* - **opengles2**: Supports the `SDL_BLENDOPERATION_ADD`,
|
||||
* `SDL_BLENDOPERATION_SUBTRACT`, `SDL_BLENDOPERATION_REV_SUBTRACT`
|
||||
* operations with all factors.
|
||||
* - **psp**: No custom blend mode support.
|
||||
* - **software**: No custom blend mode support.
|
||||
*
|
||||
* Some renderers do not provide an alpha component for the default render
|
||||
* target. The `SDL_BLENDFACTOR_DST_ALPHA` and
|
||||
* `SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA` factors do not have an effect in this
|
||||
* case.
|
||||
*
|
||||
* \param srcColorFactor the SDL_BlendFactor applied to the red, green, and
|
||||
* blue components of the source pixels.
|
||||
* \param dstColorFactor the SDL_BlendFactor applied to the red, green, and
|
||||
* blue components of the destination pixels.
|
||||
* \param colorOperation the SDL_BlendOperation used to combine the red,
|
||||
* green, and blue components of the source and
|
||||
* destination pixels.
|
||||
* \param srcAlphaFactor the SDL_BlendFactor applied to the alpha component of
|
||||
* the source pixels.
|
||||
* \param dstAlphaFactor the SDL_BlendFactor applied to the alpha component of
|
||||
* the destination pixels.
|
||||
* \param alphaOperation the SDL_BlendOperation used to combine the alpha
|
||||
* component of the source and destination pixels.
|
||||
* \returns an SDL_BlendMode that represents the chosen factors and
|
||||
* operations.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_SetRenderDrawBlendMode
|
||||
* \sa SDL_GetRenderDrawBlendMode
|
||||
* \sa SDL_SetTextureBlendMode
|
||||
* \sa SDL_GetTextureBlendMode
|
||||
*/
|
||||
extern SDL_DECLSPEC SDL_BlendMode SDLCALL SDL_ComposeCustomBlendMode(SDL_BlendFactor srcColorFactor,
|
||||
SDL_BlendFactor dstColorFactor,
|
||||
SDL_BlendOperation colorOperation,
|
||||
SDL_BlendFactor srcAlphaFactor,
|
||||
SDL_BlendFactor dstAlphaFactor,
|
||||
SDL_BlendOperation alphaOperation);
|
||||
|
||||
/* Ends C function definitions when using C++ */
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
#include <SDL3/SDL_close_code.h>
|
||||
|
||||
#endif /* SDL_blendmode_h_ */
|
||||
@@ -1,519 +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.
|
||||
*/
|
||||
|
||||
/**
|
||||
* # CategoryCamera
|
||||
*
|
||||
* Video capture for the SDL library.
|
||||
*
|
||||
* This API lets apps read input from video sources, like webcams. Camera
|
||||
* devices can be enumerated, queried, and opened. Once opened, it will
|
||||
* provide SDL_Surface objects as new frames of video come in. These surfaces
|
||||
* can be uploaded to an SDL_Texture or processed as pixels in memory.
|
||||
*
|
||||
* Several platforms will alert the user if an app tries to access a camera,
|
||||
* and some will present a UI asking the user if your application should be
|
||||
* allowed to obtain images at all, which they can deny. A successfully opened
|
||||
* camera will not provide images until permission is granted. Applications,
|
||||
* after opening a camera device, can see if they were granted access by
|
||||
* either polling with the SDL_GetCameraPermissionState() function, or waiting
|
||||
* for an SDL_EVENT_CAMERA_DEVICE_APPROVED or SDL_EVENT_CAMERA_DEVICE_DENIED
|
||||
* event. Platforms that don't have any user approval process will report
|
||||
* approval immediately.
|
||||
*
|
||||
* Note that SDL cameras only provide video as individual frames; they will
|
||||
* not provide full-motion video encoded in a movie file format, although an
|
||||
* app is free to encode the acquired frames into any format it likes. It also
|
||||
* does not provide audio from the camera hardware through this API; not only
|
||||
* do many webcams not have microphones at all, many people--from streamers to
|
||||
* people on Zoom calls--will want to use a separate microphone regardless of
|
||||
* the camera. In any case, recorded audio will be available through SDL's
|
||||
* audio API no matter what hardware provides the microphone.
|
||||
*
|
||||
* ## Camera gotchas
|
||||
*
|
||||
* Consumer-level camera hardware tends to take a little while to warm up,
|
||||
* once the device has been opened. Generally most camera apps have some sort
|
||||
* of UI to take a picture (a button to snap a pic while a preview is showing,
|
||||
* some sort of multi-second countdown for the user to pose, like a photo
|
||||
* booth), which puts control in the users' hands, or they are intended to
|
||||
* stay on for long times (Pokemon Go, etc).
|
||||
*
|
||||
* It's not uncommon that a newly-opened camera will provide a couple of
|
||||
* completely black frames, maybe followed by some under-exposed images. If
|
||||
* taking a single frame automatically, or recording video from a camera's
|
||||
* input without the user initiating it from a preview, it could be wise to
|
||||
* drop the first several frames (if not the first several _seconds_ worth of
|
||||
* frames!) before using images from a camera.
|
||||
*/
|
||||
|
||||
#ifndef SDL_camera_h_
|
||||
#define SDL_camera_h_
|
||||
|
||||
#include <SDL3/SDL_stdinc.h>
|
||||
#include <SDL3/SDL_error.h>
|
||||
#include <SDL3/SDL_pixels.h>
|
||||
#include <SDL3/SDL_properties.h>
|
||||
#include <SDL3/SDL_surface.h>
|
||||
|
||||
#include <SDL3/SDL_begin_code.h>
|
||||
/* Set up for C function definitions, even when using C++ */
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
/**
|
||||
* This is a unique ID for a camera device for the time it is connected to the
|
||||
* system, and is never reused for the lifetime of the application.
|
||||
*
|
||||
* If the device is disconnected and reconnected, it will get a new ID.
|
||||
*
|
||||
* The value 0 is an invalid ID.
|
||||
*
|
||||
* \since This datatype is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetCameras
|
||||
*/
|
||||
typedef Uint32 SDL_CameraID;
|
||||
|
||||
/**
|
||||
* The opaque structure used to identify an opened SDL camera.
|
||||
*
|
||||
* \since This struct is available since SDL 3.2.0.
|
||||
*/
|
||||
typedef struct SDL_Camera SDL_Camera;
|
||||
|
||||
/**
|
||||
* The details of an output format for a camera device.
|
||||
*
|
||||
* Cameras often support multiple formats; each one will be encapsulated in
|
||||
* this struct.
|
||||
*
|
||||
* \since This struct is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetCameraSupportedFormats
|
||||
* \sa SDL_GetCameraFormat
|
||||
*/
|
||||
typedef struct SDL_CameraSpec
|
||||
{
|
||||
SDL_PixelFormat format; /**< Frame format */
|
||||
SDL_Colorspace colorspace; /**< Frame colorspace */
|
||||
int width; /**< Frame width */
|
||||
int height; /**< Frame height */
|
||||
int framerate_numerator; /**< Frame rate numerator ((num / denom) == FPS, (denom / num) == duration in seconds) */
|
||||
int framerate_denominator; /**< Frame rate demoninator ((num / denom) == FPS, (denom / num) == duration in seconds) */
|
||||
} SDL_CameraSpec;
|
||||
|
||||
/**
|
||||
* The position of camera in relation to system device.
|
||||
*
|
||||
* \since This enum is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetCameraPosition
|
||||
*/
|
||||
typedef enum SDL_CameraPosition
|
||||
{
|
||||
SDL_CAMERA_POSITION_UNKNOWN,
|
||||
SDL_CAMERA_POSITION_FRONT_FACING,
|
||||
SDL_CAMERA_POSITION_BACK_FACING
|
||||
} SDL_CameraPosition;
|
||||
|
||||
|
||||
/**
|
||||
* Use this function to get the number of built-in camera drivers.
|
||||
*
|
||||
* This function returns a hardcoded number. This never returns a negative
|
||||
* value; if there are no drivers compiled into this build of SDL, this
|
||||
* function returns zero. The presence of a driver in this list does not mean
|
||||
* it will function, it just means SDL is capable of interacting with that
|
||||
* interface. For example, a build of SDL might have v4l2 support, but if
|
||||
* there's no kernel support available, SDL's v4l2 driver would fail if used.
|
||||
*
|
||||
* By default, SDL tries all drivers, in its preferred order, until one is
|
||||
* found to be usable.
|
||||
*
|
||||
* \returns the number of built-in camera drivers.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetCameraDriver
|
||||
*/
|
||||
extern SDL_DECLSPEC int SDLCALL SDL_GetNumCameraDrivers(void);
|
||||
|
||||
/**
|
||||
* Use this function to get the name of a built in camera driver.
|
||||
*
|
||||
* The list of camera drivers is given in the order that they are normally
|
||||
* initialized by default; the drivers that seem more reasonable to choose
|
||||
* first (as far as the SDL developers believe) are earlier in the list.
|
||||
*
|
||||
* The names of drivers are all simple, low-ASCII identifiers, like "v4l2",
|
||||
* "coremedia" or "android". These never have Unicode characters, and are not
|
||||
* meant to be proper names.
|
||||
*
|
||||
* \param index the index of the camera driver; the value ranges from 0 to
|
||||
* SDL_GetNumCameraDrivers() - 1.
|
||||
* \returns the name of the camera driver at the requested index, or NULL if
|
||||
* an invalid index was specified.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetNumCameraDrivers
|
||||
*/
|
||||
extern SDL_DECLSPEC const char * SDLCALL SDL_GetCameraDriver(int index);
|
||||
|
||||
/**
|
||||
* Get the name of the current camera driver.
|
||||
*
|
||||
* The names of drivers are all simple, low-ASCII identifiers, like "v4l2",
|
||||
* "coremedia" or "android". These never have Unicode characters, and are not
|
||||
* meant to be proper names.
|
||||
*
|
||||
* \returns the name of the current camera driver or NULL if no driver has
|
||||
* been initialized.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC const char * SDLCALL SDL_GetCurrentCameraDriver(void);
|
||||
|
||||
/**
|
||||
* Get a list of currently connected camera devices.
|
||||
*
|
||||
* \param count a pointer filled in with the number of cameras returned, may
|
||||
* be NULL.
|
||||
* \returns a 0 terminated array of camera instance IDs or NULL on failure;
|
||||
* call SDL_GetError() for more information. This should be freed
|
||||
* with SDL_free() when it is no longer needed.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_OpenCamera
|
||||
*/
|
||||
extern SDL_DECLSPEC SDL_CameraID * SDLCALL SDL_GetCameras(int *count);
|
||||
|
||||
/**
|
||||
* Get the list of native formats/sizes a camera supports.
|
||||
*
|
||||
* This returns a list of all formats and frame sizes that a specific camera
|
||||
* can offer. This is useful if your app can accept a variety of image formats
|
||||
* and sizes and so want to find the optimal spec that doesn't require
|
||||
* conversion.
|
||||
*
|
||||
* This function isn't strictly required; if you call SDL_OpenCamera with a
|
||||
* NULL spec, SDL will choose a native format for you, and if you instead
|
||||
* specify a desired format, it will transparently convert to the requested
|
||||
* format on your behalf.
|
||||
*
|
||||
* If `count` is not NULL, it will be filled with the number of elements in
|
||||
* the returned array.
|
||||
*
|
||||
* Note that it's legal for a camera to supply an empty list. This is what
|
||||
* will happen on Emscripten builds, since that platform won't tell _anything_
|
||||
* about available cameras until you've opened one, and won't even tell if
|
||||
* there _is_ a camera until the user has given you permission to check
|
||||
* through a scary warning popup.
|
||||
*
|
||||
* \param instance_id the camera device instance ID.
|
||||
* \param count a pointer filled in with the number of elements in the list,
|
||||
* may be NULL.
|
||||
* \returns a NULL terminated array of pointers to SDL_CameraSpec or NULL on
|
||||
* failure; call SDL_GetError() for more information. This is a
|
||||
* single allocation that should be freed with SDL_free() when it is
|
||||
* no longer needed.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetCameras
|
||||
* \sa SDL_OpenCamera
|
||||
*/
|
||||
extern SDL_DECLSPEC SDL_CameraSpec ** SDLCALL SDL_GetCameraSupportedFormats(SDL_CameraID instance_id, int *count);
|
||||
|
||||
/**
|
||||
* Get the human-readable device name for a camera.
|
||||
*
|
||||
* \param instance_id the camera device instance ID.
|
||||
* \returns a human-readable device name or NULL on failure; call
|
||||
* SDL_GetError() for more information.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetCameras
|
||||
*/
|
||||
extern SDL_DECLSPEC const char * SDLCALL SDL_GetCameraName(SDL_CameraID instance_id);
|
||||
|
||||
/**
|
||||
* Get the position of the camera in relation to the system.
|
||||
*
|
||||
* Most platforms will report UNKNOWN, but mobile devices, like phones, can
|
||||
* often make a distinction between cameras on the front of the device (that
|
||||
* points towards the user, for taking "selfies") and cameras on the back (for
|
||||
* filming in the direction the user is facing).
|
||||
*
|
||||
* \param instance_id the camera device instance ID.
|
||||
* \returns the position of the camera on the system hardware.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetCameras
|
||||
*/
|
||||
extern SDL_DECLSPEC SDL_CameraPosition SDLCALL SDL_GetCameraPosition(SDL_CameraID instance_id);
|
||||
|
||||
/**
|
||||
* Open a video recording device (a "camera").
|
||||
*
|
||||
* You can open the device with any reasonable spec, and if the hardware can't
|
||||
* directly support it, it will convert data seamlessly to the requested
|
||||
* format. This might incur overhead, including scaling of image data.
|
||||
*
|
||||
* If you would rather accept whatever format the device offers, you can pass
|
||||
* a NULL spec here and it will choose one for you (and you can use
|
||||
* SDL_Surface's conversion/scaling functions directly if necessary).
|
||||
*
|
||||
* You can call SDL_GetCameraFormat() to get the actual data format if passing
|
||||
* a NULL spec here. You can see the exact specs a device can support without
|
||||
* conversion with SDL_GetCameraSupportedFormats().
|
||||
*
|
||||
* SDL will not attempt to emulate framerate; it will try to set the hardware
|
||||
* to the rate closest to the requested speed, but it won't attempt to limit
|
||||
* or duplicate frames artificially; call SDL_GetCameraFormat() to see the
|
||||
* actual framerate of the opened the device, and check your timestamps if
|
||||
* this is crucial to your app!
|
||||
*
|
||||
* Note that the camera is not usable until the user approves its use! On some
|
||||
* platforms, the operating system will prompt the user to permit access to
|
||||
* the camera, and they can choose Yes or No at that point. Until they do, the
|
||||
* camera will not be usable. The app should either wait for an
|
||||
* SDL_EVENT_CAMERA_DEVICE_APPROVED (or SDL_EVENT_CAMERA_DEVICE_DENIED) event,
|
||||
* or poll SDL_GetCameraPermissionState() occasionally until it returns
|
||||
* non-zero. On platforms that don't require explicit user approval (and
|
||||
* perhaps in places where the user previously permitted access), the approval
|
||||
* event might come immediately, but it might come seconds, minutes, or hours
|
||||
* later!
|
||||
*
|
||||
* \param instance_id the camera device instance ID.
|
||||
* \param spec the desired format for data the device will provide. Can be
|
||||
* NULL.
|
||||
* \returns an SDL_Camera object or NULL on failure; call SDL_GetError() for
|
||||
* more information.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetCameras
|
||||
* \sa SDL_GetCameraFormat
|
||||
*/
|
||||
extern SDL_DECLSPEC SDL_Camera * SDLCALL SDL_OpenCamera(SDL_CameraID instance_id, const SDL_CameraSpec *spec);
|
||||
|
||||
/**
|
||||
* Query if camera access has been approved by the user.
|
||||
*
|
||||
* Cameras will not function between when the device is opened by the app and
|
||||
* when the user permits access to the hardware. On some platforms, this
|
||||
* presents as a popup dialog where the user has to explicitly approve access;
|
||||
* on others the approval might be implicit and not alert the user at all.
|
||||
*
|
||||
* This function can be used to check the status of that approval. It will
|
||||
* return 0 if still waiting for user response, 1 if the camera is approved
|
||||
* for use, and -1 if the user denied access.
|
||||
*
|
||||
* Instead of polling with this function, you can wait for a
|
||||
* SDL_EVENT_CAMERA_DEVICE_APPROVED (or SDL_EVENT_CAMERA_DEVICE_DENIED) event
|
||||
* in the standard SDL event loop, which is guaranteed to be sent once when
|
||||
* permission to use the camera is decided.
|
||||
*
|
||||
* If a camera is declined, there's nothing to be done but call
|
||||
* SDL_CloseCamera() to dispose of it.
|
||||
*
|
||||
* \param camera the opened camera device to query.
|
||||
* \returns -1 if user denied access to the camera, 1 if user approved access,
|
||||
* 0 if no decision has been made yet.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_OpenCamera
|
||||
* \sa SDL_CloseCamera
|
||||
*/
|
||||
extern SDL_DECLSPEC int SDLCALL SDL_GetCameraPermissionState(SDL_Camera *camera);
|
||||
|
||||
/**
|
||||
* Get the instance ID of an opened camera.
|
||||
*
|
||||
* \param camera an SDL_Camera to query.
|
||||
* \returns the instance ID of the specified camera on success or 0 on
|
||||
* failure; call SDL_GetError() for more information.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_OpenCamera
|
||||
*/
|
||||
extern SDL_DECLSPEC SDL_CameraID SDLCALL SDL_GetCameraID(SDL_Camera *camera);
|
||||
|
||||
/**
|
||||
* Get the properties associated with an opened camera.
|
||||
*
|
||||
* \param camera the SDL_Camera obtained from SDL_OpenCamera().
|
||||
* \returns a valid property ID on success or 0 on failure; call
|
||||
* SDL_GetError() for more information.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetCameraProperties(SDL_Camera *camera);
|
||||
|
||||
/**
|
||||
* Get the spec that a camera is using when generating images.
|
||||
*
|
||||
* Note that this might not be the native format of the hardware, as SDL might
|
||||
* be converting to this format behind the scenes.
|
||||
*
|
||||
* If the system is waiting for the user to approve access to the camera, as
|
||||
* some platforms require, this will return false, but this isn't necessarily
|
||||
* a fatal error; you should either wait for an
|
||||
* SDL_EVENT_CAMERA_DEVICE_APPROVED (or SDL_EVENT_CAMERA_DEVICE_DENIED) event,
|
||||
* or poll SDL_GetCameraPermissionState() occasionally until it returns
|
||||
* non-zero.
|
||||
*
|
||||
* \param camera opened camera device.
|
||||
* \param spec the SDL_CameraSpec to be initialized by this function.
|
||||
* \returns true on success or false on failure; call SDL_GetError() for more
|
||||
* information.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_OpenCamera
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_GetCameraFormat(SDL_Camera *camera, SDL_CameraSpec *spec);
|
||||
|
||||
/**
|
||||
* Acquire a frame.
|
||||
*
|
||||
* The frame is a memory pointer to the image data, whose size and format are
|
||||
* given by the spec requested when opening the device.
|
||||
*
|
||||
* This is a non blocking API. If there is a frame available, a non-NULL
|
||||
* surface is returned, and timestampNS will be filled with a non-zero value.
|
||||
*
|
||||
* Note that an error case can also return NULL, but a NULL by itself is
|
||||
* normal and just signifies that a new frame is not yet available. Note that
|
||||
* even if a camera device fails outright (a USB camera is unplugged while in
|
||||
* use, etc), SDL will send an event separately to notify the app, but
|
||||
* continue to provide blank frames at ongoing intervals until
|
||||
* SDL_CloseCamera() is called, so real failure here is almost always an out
|
||||
* of memory condition.
|
||||
*
|
||||
* After use, the frame should be released with SDL_ReleaseCameraFrame(). If
|
||||
* you don't do this, the system may stop providing more video!
|
||||
*
|
||||
* Do not call SDL_DestroySurface() on the returned surface! It must be given
|
||||
* back to the camera subsystem with SDL_ReleaseCameraFrame!
|
||||
*
|
||||
* If the system is waiting for the user to approve access to the camera, as
|
||||
* some platforms require, this will return NULL (no frames available); you
|
||||
* should either wait for an SDL_EVENT_CAMERA_DEVICE_APPROVED (or
|
||||
* SDL_EVENT_CAMERA_DEVICE_DENIED) event, or poll
|
||||
* SDL_GetCameraPermissionState() occasionally until it returns non-zero.
|
||||
*
|
||||
* \param camera opened camera device.
|
||||
* \param timestampNS a pointer filled in with the frame's timestamp, or 0 on
|
||||
* error. Can be NULL.
|
||||
* \returns a new frame of video on success, NULL if none is currently
|
||||
* available.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_ReleaseCameraFrame
|
||||
*/
|
||||
extern SDL_DECLSPEC SDL_Surface * SDLCALL SDL_AcquireCameraFrame(SDL_Camera *camera, Uint64 *timestampNS);
|
||||
|
||||
/**
|
||||
* Release a frame of video acquired from a camera.
|
||||
*
|
||||
* Let the back-end re-use the internal buffer for camera.
|
||||
*
|
||||
* This function _must_ be called only on surface objects returned by
|
||||
* SDL_AcquireCameraFrame(). This function should be called as quickly as
|
||||
* possible after acquisition, as SDL keeps a small FIFO queue of surfaces for
|
||||
* video frames; if surfaces aren't released in a timely manner, SDL may drop
|
||||
* upcoming video frames from the camera.
|
||||
*
|
||||
* If the app needs to keep the surface for a significant time, they should
|
||||
* make a copy of it and release the original.
|
||||
*
|
||||
* The app should not use the surface again after calling this function;
|
||||
* assume the surface is freed and the pointer is invalid.
|
||||
*
|
||||
* \param camera opened camera device.
|
||||
* \param frame the video frame surface to release.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_AcquireCameraFrame
|
||||
*/
|
||||
extern SDL_DECLSPEC void SDLCALL SDL_ReleaseCameraFrame(SDL_Camera *camera, SDL_Surface *frame);
|
||||
|
||||
/**
|
||||
* Use this function to shut down camera processing and close the camera
|
||||
* device.
|
||||
*
|
||||
* \param camera opened camera device.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread, but no
|
||||
* thread may reference `device` once this function is called.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_OpenCamera
|
||||
*/
|
||||
extern SDL_DECLSPEC void SDLCALL SDL_CloseCamera(SDL_Camera *camera);
|
||||
|
||||
/* Ends C function definitions when using C++ */
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
#include <SDL3/SDL_close_code.h>
|
||||
|
||||
#endif /* SDL_camera_h_ */
|
||||
@@ -1,331 +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
|
||||
*
|
||||
* SDL provides access to the system clipboard, both for reading information
|
||||
* from other processes and publishing information of its own.
|
||||
*
|
||||
* This is not just text! SDL apps can access and publish data by mimetype.
|
||||
*
|
||||
* ## Basic use (text)
|
||||
*
|
||||
* Obtaining and publishing simple text to the system clipboard is as easy as
|
||||
* calling SDL_GetClipboardText() and SDL_SetClipboardText(), respectively.
|
||||
* These deal with C strings in UTF-8 encoding. Data transmission and encoding
|
||||
* conversion is completely managed by SDL.
|
||||
*
|
||||
* ## Clipboard callbacks (data other than text)
|
||||
*
|
||||
* Things get more complicated when the clipboard contains something other
|
||||
* than text. Not only can the system clipboard contain data of any type, in
|
||||
* some cases it can contain the same data in different formats! For example,
|
||||
* an image painting app might let the user copy a graphic to the clipboard,
|
||||
* and offers it in .BMP, .JPG, or .PNG format for other apps to consume.
|
||||
*
|
||||
* Obtaining clipboard data ("pasting") like this is a matter of calling
|
||||
* SDL_GetClipboardData() and telling it the mimetype of the data you want.
|
||||
* But how does one know if that format is available? SDL_HasClipboardData()
|
||||
* can report if a specific mimetype is offered, and
|
||||
* SDL_GetClipboardMimeTypes() can provide the entire list of mimetypes
|
||||
* available, so the app can decide what to do with the data and what formats
|
||||
* it can support.
|
||||
*
|
||||
* Setting the clipboard ("copying") to arbitrary data is done with
|
||||
* SDL_SetClipboardData. The app does not provide the data in this call, but
|
||||
* rather the mimetypes it is willing to provide and a callback function.
|
||||
* During the callback, the app will generate the data. This allows massive
|
||||
* data sets to be provided to the clipboard, without any data being copied
|
||||
* before it is explicitly requested. More specifically, it allows an app to
|
||||
* offer data in multiple formats without providing a copy of all of them
|
||||
* upfront. If the app has an image that it could provide in PNG or JPG
|
||||
* format, it doesn't have to encode it to either of those unless and until
|
||||
* something tries to paste it.
|
||||
*
|
||||
* ## Primary Selection
|
||||
*
|
||||
* The X11 and Wayland video targets have a concept of the "primary selection"
|
||||
* in addition to the usual clipboard. This is generally highlighted (but not
|
||||
* explicitly copied) text from various apps. SDL offers APIs for this through
|
||||
* SDL_GetPrimarySelectionText() and SDL_SetPrimarySelectionText(). SDL offers
|
||||
* these APIs on platforms without this concept, too, but only so far that it
|
||||
* will keep a copy of a string that the app sets for later retrieval; the
|
||||
* operating system will not ever attempt to change the string externally if
|
||||
* it doesn't support a primary selection.
|
||||
*/
|
||||
|
||||
#ifndef SDL_clipboard_h_
|
||||
#define SDL_clipboard_h_
|
||||
|
||||
#include <SDL3/SDL_stdinc.h>
|
||||
#include <SDL3/SDL_error.h>
|
||||
|
||||
#include <SDL3/SDL_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 true on success or false on failure; call SDL_GetError() for more
|
||||
* information.
|
||||
*
|
||||
* \threadsafety This function should only be called on the main thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetClipboardText
|
||||
* \sa SDL_HasClipboardText
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_SetClipboardText(const char *text);
|
||||
|
||||
/**
|
||||
* Get UTF-8 text from the clipboard.
|
||||
*
|
||||
* This function returns an empty string if there is 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. This should be freed with
|
||||
* SDL_free() when it is no longer needed.
|
||||
*
|
||||
* \threadsafety This function should only be called on the main thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_HasClipboardText
|
||||
* \sa SDL_SetClipboardText
|
||||
*/
|
||||
extern SDL_DECLSPEC char * SDLCALL SDL_GetClipboardText(void);
|
||||
|
||||
/**
|
||||
* Query whether the clipboard exists and contains a non-empty text string.
|
||||
*
|
||||
* \returns true if the clipboard has text, or false if it does not.
|
||||
*
|
||||
* \threadsafety This function should only be called on the main thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetClipboardText
|
||||
* \sa SDL_SetClipboardText
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_HasClipboardText(void);
|
||||
|
||||
/**
|
||||
* Put UTF-8 text into the primary selection.
|
||||
*
|
||||
* \param text the text to store in the primary selection.
|
||||
* \returns true on success or false on failure; call SDL_GetError() for more
|
||||
* information.
|
||||
*
|
||||
* \threadsafety This function should only be called on the main thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetPrimarySelectionText
|
||||
* \sa SDL_HasPrimarySelectionText
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_SetPrimarySelectionText(const char *text);
|
||||
|
||||
/**
|
||||
* Get UTF-8 text from the primary selection.
|
||||
*
|
||||
* This function returns an empty string if there is 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. This should be
|
||||
* freed with SDL_free() when it is no longer needed.
|
||||
*
|
||||
* \threadsafety This function should only be called on the main thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_HasPrimarySelectionText
|
||||
* \sa SDL_SetPrimarySelectionText
|
||||
*/
|
||||
extern SDL_DECLSPEC char * SDLCALL SDL_GetPrimarySelectionText(void);
|
||||
|
||||
/**
|
||||
* Query whether the primary selection exists and contains a non-empty text
|
||||
* string.
|
||||
*
|
||||
* \returns true if the primary selection has text, or false if it does not.
|
||||
*
|
||||
* \threadsafety This function should only be called on the main thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetPrimarySelectionText
|
||||
* \sa SDL_SetPrimarySelectionText
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_HasPrimarySelectionText(void);
|
||||
|
||||
/**
|
||||
* Callback function that will be called when data for the specified mime-type
|
||||
* is requested by the OS.
|
||||
*
|
||||
* The callback function is called with NULL as the mime_type when the
|
||||
* clipboard is cleared or new data is set. The clipboard is automatically
|
||||
* cleared in SDL_Quit().
|
||||
*
|
||||
* \param userdata a pointer to the provided user data.
|
||||
* \param mime_type the requested mime-type.
|
||||
* \param size a pointer filled in with the length of the returned data.
|
||||
* \returns a pointer to the data for the provided mime-type. Returning NULL
|
||||
* or setting the length to 0 will cause no data to be sent to the
|
||||
* "receiver". It is up to the receiver to handle this. Essentially
|
||||
* returning no data is more or less undefined behavior and may cause
|
||||
* breakage in receiving applications. The returned data will not be
|
||||
* freed, so it needs to be retained and dealt with internally.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_SetClipboardData
|
||||
*/
|
||||
typedef const void *(SDLCALL *SDL_ClipboardDataCallback)(void *userdata, const char *mime_type, size_t *size);
|
||||
|
||||
/**
|
||||
* Callback function that will be called when the clipboard is cleared, or when new
|
||||
* data is set.
|
||||
*
|
||||
* \param userdata a pointer to the provided user data.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_SetClipboardData
|
||||
*/
|
||||
typedef void (SDLCALL *SDL_ClipboardCleanupCallback)(void *userdata);
|
||||
|
||||
/**
|
||||
* Offer clipboard data to the OS.
|
||||
*
|
||||
* Tell the operating system that the application is offering clipboard data
|
||||
* for each of the provided mime-types. Once another application requests the
|
||||
* data the callback function will be called, allowing it to generate and
|
||||
* respond with the data for the requested mime-type.
|
||||
*
|
||||
* The size of text data does not include any terminator, and the text does
|
||||
* not need to be null-terminated (e.g., you can directly copy a portion of a
|
||||
* document).
|
||||
*
|
||||
* \param callback a function pointer to the function that provides the
|
||||
* clipboard data.
|
||||
* \param cleanup a function pointer to the function that cleans up the
|
||||
* clipboard data.
|
||||
* \param userdata an opaque pointer that will be forwarded to the callbacks.
|
||||
* \param mime_types a list of mime-types that are being offered. SDL copies the given list.
|
||||
* \param num_mime_types the number of mime-types in the mime_types list.
|
||||
* \returns true on success or false on failure; call SDL_GetError() for more
|
||||
* information.
|
||||
*
|
||||
* \threadsafety This function should only be called on the main thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_ClearClipboardData
|
||||
* \sa SDL_GetClipboardData
|
||||
* \sa SDL_HasClipboardData
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_SetClipboardData(SDL_ClipboardDataCallback callback, SDL_ClipboardCleanupCallback cleanup, void *userdata, const char **mime_types, size_t num_mime_types);
|
||||
|
||||
/**
|
||||
* Clear the clipboard data.
|
||||
*
|
||||
* \returns true on success or false on failure; call SDL_GetError() for more
|
||||
* information.
|
||||
*
|
||||
* \threadsafety This function should only be called on the main thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_SetClipboardData
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_ClearClipboardData(void);
|
||||
|
||||
/**
|
||||
* Get the data from the clipboard for a given mime type.
|
||||
*
|
||||
* The size of text data does not include the terminator, but the text is
|
||||
* guaranteed to be null-terminated.
|
||||
*
|
||||
* \param mime_type the mime type to read from the clipboard.
|
||||
* \param size a pointer filled in with the length of the returned data.
|
||||
* \returns the retrieved data buffer or NULL on failure; call SDL_GetError()
|
||||
* for more information. This should be freed with SDL_free() when it
|
||||
* is no longer needed.
|
||||
*
|
||||
* \threadsafety This function should only be called on the main thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_HasClipboardData
|
||||
* \sa SDL_SetClipboardData
|
||||
*/
|
||||
extern SDL_DECLSPEC void * SDLCALL SDL_GetClipboardData(const char *mime_type, size_t *size);
|
||||
|
||||
/**
|
||||
* Query whether there is data in the clipboard for the provided mime type.
|
||||
*
|
||||
* \param mime_type the mime type to check for data.
|
||||
* \returns true if data exists in the clipboard for the provided mime type,
|
||||
* false if it does not.
|
||||
*
|
||||
* \threadsafety This function should only be called on the main thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_SetClipboardData
|
||||
* \sa SDL_GetClipboardData
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_HasClipboardData(const char *mime_type);
|
||||
|
||||
/**
|
||||
* Retrieve the list of mime types available in the clipboard.
|
||||
*
|
||||
* \param num_mime_types a pointer filled with the number of mime types, may
|
||||
* be NULL.
|
||||
* \returns a null-terminated array of strings with mime types, or NULL on
|
||||
* failure; call SDL_GetError() for more information. This should be
|
||||
* freed with SDL_free() when it is no longer needed.
|
||||
*
|
||||
* \threadsafety This function should only be called on the main thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_SetClipboardData
|
||||
*/
|
||||
extern SDL_DECLSPEC char ** SDLCALL SDL_GetClipboardMimeTypes(size_t *num_mime_types);
|
||||
|
||||
/* Ends C function definitions when using C++ */
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
#include <SDL3/SDL_close_code.h>
|
||||
|
||||
#endif /* SDL_clipboard_h_ */
|
||||
@@ -1,41 +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.
|
||||
*/
|
||||
|
||||
/*
|
||||
* This file reverses the effects of SDL_begin_code.h and should be included
|
||||
* after you finish any function and structure declarations in your headers.
|
||||
*
|
||||
* SDL's headers use this; applications generally should not include this
|
||||
* header directly.
|
||||
*/
|
||||
|
||||
#ifndef SDL_begin_code_h
|
||||
#error SDL_close_code.h included without matching SDL_begin_code.h
|
||||
#endif
|
||||
#undef SDL_begin_code_h
|
||||
|
||||
/* Reset structure packing at previous byte alignment */
|
||||
#if defined(_MSC_VER) || defined(__MWERKS__) || defined(__BORLANDC__)
|
||||
#ifdef __BORLANDC__
|
||||
#pragma nopackwarning
|
||||
#endif
|
||||
#pragma pack(pop)
|
||||
#endif /* Compiler needs structure packing set */
|
||||
@@ -1,22 +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.
|
||||
*/
|
||||
|
||||
/* Header file containing SDL's license. */
|
||||