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Author SHA1 Message Date
efd1227b8b changelog.md 2026-04-03 11:25:52 +02:00
f8166787a6 eliminats fitxers sobrants de frameworks 2026-04-03 10:48:22 +02:00
46dc81124f clang-tidy 2026-04-03 09:31:41 +02:00
8dcc1d282a arreglos en stats.cpp 2026-04-03 08:29:06 +02:00
dc1470ec0e - nou format per a assets.yaml
- ResourceList gestiona addAsset i removeAsset
2026-04-03 08:17:41 +02:00
052607873b posat un poc d'ordre en els comandos de la consola 2026-04-03 07:50:11 +02:00
6faa80eef4 continue amb els ambits 2026-04-02 23:01:39 +02:00
9ffd29bea8 - ambits en la consola
- verifica que la habitacio de debug.yaml existisca
2026-04-02 22:45:27 +02:00
7287d65ca3 afegir i borrar rooms 2026-04-02 22:14:19 +02:00
cea5492abc fix: bug que feia que en el editor, al canviar d'habitació el renderInfo tornara a eixir 2026-04-02 19:55:28 +02:00
cccb2359cf mes retocs a minimap. arreglat el calcul dels minipixels en els tiles amb transparent 2026-04-02 19:49:43 +02:00
b5e822c65f retocs sucosets al minimap 2026-04-02 19:16:01 +02:00
c14774478c treballant en el minimapa 2026-04-02 18:46:28 +02:00
3c3e012386 - afegides opcions persistents al editor
- afegida rejilla
2026-04-02 17:38:03 +02:00
44b6f6830d primera versió del editor de tiles 2026-04-02 16:55:56 +02:00
0d12591925 tile_picker ara gasta spacing_in i spacing_out 2026-04-02 14:57:54 +02:00
22d6ac2fbf treballant en editor de items i tile_picker 2026-04-02 14:49:26 +02:00
acaf434e5c reorganitzada la status bar del editor 2026-04-02 14:13:05 +02:00
5f25562d52 editar les propietats de la habitacio 2026-04-02 14:06:35 +02:00
fc28586940 - faltava propietat mirror
- al fer clic es tanca la consola
2026-04-02 13:02:35 +02:00
273d9304dc editar propietats del enemic 2026-04-02 12:45:29 +02:00
3a5b16346b RoomSaver ja no reventa els yamals 2026-04-02 11:52:53 +02:00
0e61b94848 - es pot canviar d'habitacio amb el editor obert
- nous comandos per a navegar per les habitacions (left, right, up i down)
2026-04-02 11:38:46 +02:00
eca5a55d3c nova font per al editor 2026-04-02 11:30:16 +02:00
dccd0d41e4 tecla 9 per entrar i eixir del editor 2026-04-02 11:25:03 +02:00
20bac58814 al eixir del editor, recarrega la habitació nova 2026-04-02 11:21:08 +02:00
a6fae7b001 guardat dels canvis en la habitacio 2026-04-02 11:10:03 +02:00
b31346830f drag'n drop de enemics, boundaries i items 2026-04-02 10:53:21 +02:00
b6fec3eba7 drag'n drop del jugador 2026-04-02 10:39:57 +02:00
606388227c mostra les rutes dels enemics al editor 2026-04-02 10:36:41 +02:00
a2caf95005 començem a treballar en el editor 2026-04-02 10:28:19 +02:00
0bfb535d4d - actualització masiva de CLAUDE.md
- pujat a versió 1.13
2026-04-02 09:20:27 +02:00
405f2248ec actualitzat changelog 2026-04-02 08:57:24 +02:00
93b1cd80b7 corregit make release per a macos 2026-04-02 08:55:36 +02:00
b53bf87730 arreglos en makefile 2026-04-02 08:35:36 +02:00
015a9cc4e1 - restaurades les paletes amb la ordenacio original
- afegida opció de reordenar les paletes automaticament per luminositat o paregut a la paleta d'spectrum
2026-04-02 07:59:30 +02:00
3bd13b72cd afegit .vscode a git 2026-04-01 23:06:24 +02:00
c94adf39af reestructurat els comandos de consola 2026-04-01 22:46:02 +02:00
950eeffb07 el indicador de trucos ja no es el color del jugador sino que es veu al marcador 2026-04-01 22:12:52 +02:00
b37b62ef1e - pots canviar el color del jugador desde la consola (persistent)
- cokmprova que el color no siga el mateix que el del fono (canvia a default)
- eliminades animacions sobrants del jugador
- canviada la logica del marcador pero a mostrar la animació de les vides del jugador
- posibilitat d'utilitzar skins d'enemics en el jugador
- canvi en calent de la skin en el marcador (abans soles en el constructir)
2026-04-01 21:31:25 +02:00
0c8aa5fe50 fix: entrar i eixir al mode debug manté l'estat previ del jugador 2026-04-01 20:17:31 +02:00
fe520dd341 - Es pot posar shader preset directament per nom desde la consola
- shader preset i palette ja autocompleten amb la llista de noms
2026-04-01 20:08:55 +02:00
ec9a9aff81 Console ara llig els comandos desde un fitxer extern 2026-04-01 19:31:09 +02:00
f9c1c4843d reestructurat el apartat de video de config.yaml 2026-04-01 18:57:32 +02:00
a804ad1368 - posibilitat de desactivar la aceleració hardware desde el fitxer de configuració de manera mes intuitiva
- si no hi ha aceleració ja no va cap tecla ni comando relacionat amb els shaders
2026-04-01 18:24:22 +02:00
c689507982 - afegides noves paletes
- ordenades les paletes que tenien els color mal ubicats
- eliminades responsabilitats a Options sobre les paletes
- "pretty" name per a les paletes (canvia els "-" per " ")
- nova tool/ en python per a reordenar paletes
2026-03-31 20:02:18 +02:00
417643018f optimitzacions en Surface 2026-03-31 14:56:39 +02:00
2ed7316948 afegit changelog.md 2026-03-31 07:56:09 +02:00
2228153d59 corregit makefile 2026-03-31 07:29:29 +02:00
7315032ff2 fix: si entraves a GAME amb la consola oberta, el jugador no tenia els inputs deshabilitats 2026-03-31 07:28:03 +02:00
3fc6795593 decrementada la responsabilitat d'Screen i afegit PaletteManager 2026-03-31 07:14:58 +02:00
16924cf503 screen: opcio d'establir el nivell de zoom directament
console: opcio d'establir el zoom directament
2026-03-30 23:42:30 +02:00
705a9fc7cd corregit el case en algunes respostes de console 2026-03-30 23:33:58 +02:00
b164c11ba7 console crea la tabla tab_completions automaticament 2026-03-30 23:27:38 +02:00
1817d00881 screen torna llista de paletes i permet canviar a una paleta pel nom
console 2.1 por canviar de paleta pel nom
2026-03-30 23:03:21 +02:00
8dcf473f31 autocompletar amb armadura de lagarto 2026-03-30 22:50:56 +02:00
8f191f02fa afegit autocompletar a la consola. si la de raimon en te, la meua no anava a ser menos 2026-03-30 22:26:53 +02:00
1077c13fd0 amb la consola oberta el jugador te els inputs deshabilitats. si moria amb la consola oberta, recuperava els inputs i es movia mentre escrius comandos en la consola 2026-03-30 20:48:21 +02:00
d5a4caa86e al fer restart, si estava sonant la musica del attract mode, la musica no parava al anar al logo 2026-03-30 20:22:14 +02:00
f3bad9f4ed afegida guarda per a que en debug el jugador no caiga infinitament si ix de la pantalla 2026-03-30 20:19:07 +02:00
32f22c99db mil arreglos cosmetics a console 2.0 2026-03-30 19:56:31 +02:00
cd14ae22c5 separacio de linies automatica en console 2026-03-30 19:35:43 +02:00
1fdc29e9d2 afegit typewriter effect a console 2026-03-30 19:16:57 +02:00
0a740a5be2 new: treballant en Console 2.0 2026-03-30 19:11:24 +02:00
9e1b2b8960 fix: make macos_release 2026-03-30 18:09:53 +02:00
ed3724193e fix: no es llegien els fitxers de Locale desde resources.pack 2026-03-30 17:59:59 +02:00
98f01a6dde corregit makefile per a windows 2026-03-30 09:41:28 +02:00
e13a28f69a - faltaven varios sources al makefile
- help de la consola organitzat
- modificats alguns comandos i comentaris de la consola
- habilitat render_info en release
2026-03-29 23:15:12 +02:00
301e0145fb la consola ja no pausa al jugador 2026-03-29 18:24:47 +02:00
3b233f0e12 eliminat Options::console 2026-03-29 18:14:51 +02:00
fd9be2066d reorganitzats els comandos de consola 2026-03-29 18:08:33 +02:00
7551115912 renderInfo amb animacio 2026-03-29 17:47:48 +02:00
b986778bb4 fix: dos logs de consola amb el format incorrecte 2026-03-29 17:34:42 +02:00
fd2e2f1014 eliminat el soport per a arguments 2026-03-29 17:32:06 +02:00
77b844065e canvi d'skin en la consola 2026-03-29 17:21:05 +02:00
2fe79de1d8 arreglos en Console i SS 2026-03-29 14:24:20 +02:00
d6ecadfd3a fix: vsync off no anava en Wayland 2026-03-29 14:13:02 +02:00
ad467847b9 corregit compile_spirv.cmake y la system_folder per a shaders 2026-03-29 13:45:29 +02:00
1bb2142d19 fix: corregida logica per obrir i entrar a la jail. ja no mira el nom de la habitacio sino el numero 2026-03-29 12:58:32 +02:00
f5a82229fe afegits cheats a la consola 2026-03-29 12:42:51 +02:00
145bab037f - eliminats accents en titols d'habitacions
- corregits fitxers .fnt (falta aseprite)
- corregint font_gent.py
- revisades algunes traduccions
2026-03-29 09:48:58 +02:00
754ad2de49 comandos i tecles per a manejar el nou disseny de shaders 2026-03-29 09:09:22 +02:00
a9b7c3f025 treballant en poder incloure diferents shaders 2026-03-29 08:23:42 +02:00
4db92d423c cos: afegida duracio final el logo 2026-03-29 07:45:28 +02:00
6717c1e307 fix: bug mileanri que deixava al jugador atascat en algunes rampes en certes condicions 2026-03-28 22:22:32 +01:00
9282d661aa millorada una mica la classe Debug en quant a mostrar info 2026-03-28 21:58:54 +01:00
a21f530dd4 corregit el caracter de coret que s'havia perdut 2026-03-28 20:53:33 +01:00
7483bf63c8 establir la posicio i habitacio inicial de debug desde la consola 2026-03-28 20:36:56 +01:00
268763f162 clase Debug ara carrega la posicio i habitacio inicial desde un fitxer 2026-03-28 20:15:44 +01:00
71c7b8e553 mes comandos per a Console 2026-03-28 14:14:33 +01:00
854a5f04b2 les tecles de funcio ja tornena a funcionar amb la consola oberta 2026-03-28 14:03:41 +01:00
ed21a47f92 augmentat el limit de caracters en la consola 2026-03-28 13:53:07 +01:00
637df23bc7 mes comandos en Console 2026-03-28 13:37:46 +01:00
ea421b4e17 fix: en TITLE, la consola no bloquejava la pulsacio del 1 al 4 i entrava a les opcions 2026-03-28 13:31:20 +01:00
3a5ff06dab - afegits comandos de GameControl per activar trucos o canviar de habitacio
- modificat el comando debug, ja no activa el overlay sino el mode debug
- nou alias show info i hide info
2026-03-28 13:27:33 +01:00
dfb0d2134f ajustat "al gust" el hud (consola, render info i notifier) 2026-03-28 13:04:03 +01:00
b459e2106f clang format 2026-03-28 12:50:00 +01:00
065f66d40e nova clase renderInfo
afegit control de offset a les notificacions
2026-03-28 12:49:38 +01:00
f15658a767 afegit soport per a configurar el audio (en config i en console) 2026-03-28 11:08:01 +01:00
21c8d1e8ca eliminat renderInfo de ResourceCache::init 2026-03-28 10:49:39 +01:00
a06eb8c8e9 fix: #include <iomanip> en Screen per a std::setprecision() 2026-03-28 10:08:08 +01:00
6b73a76d31 canvis en renderInfo
acabant de pulir el calcul actual del zoom en non integer scale
2026-03-28 02:01:51 +01:00
348a76090b permet escollir driver de gpu o no escollir-ne cap 2026-03-28 01:14:41 +01:00
02c1bf647e modificats defaults per a kiosk mode 2026-03-28 00:42:27 +01:00
a7f0a18e6d canvis de upscale i downscale en consola 2026-03-28 00:37:52 +01:00
8355c266a6 afegits comandos y restriccions en la consola per al modo kiosko 2026-03-28 00:26:29 +01:00
7bad27d686 canvi i reinici d'escene en la consola 2026-03-28 00:02:14 +01:00
d39622c7e2 afegits els comandos de les tecles de funció 2026-03-27 23:32:44 +01:00
4910d201f9 primer comando implementat en la consola 2026-03-27 23:19:47 +01:00
e85800c5ed ja es pot escriure en la consola 2026-03-27 22:54:47 +01:00
f25ee18329 treballant en la consola 2026-03-27 22:24:55 +01:00
3712f0c8d9 implementat lanzcos en el supersampling 2026-03-27 21:59:14 +01:00
c063488e8e optimitzat textureToRenderer() 2026-03-27 20:34:45 +01:00
deb0a8677f mostra el render device en info_debug 2026-03-27 10:18:41 +01:00
c5a7c9e70d optimitzant textureToRenderer() 2026-03-27 09:46:25 +01:00
92453a6104 llevats colorins del debug 2026-03-26 08:49:49 +01:00
7aff3e2109 afegit overlay de debug 2026-03-26 08:47:24 +01:00
8d213e7b3e afinant els shaders 2026-03-26 07:46:11 +01:00
c6d409c303 corregides scanlines per a treballar amb subpixels per proporció 2026-03-25 22:31:34 +01:00
6914f7df93 supersampling ara aplica al tamany de la finestra, no a la textura base 2026-03-25 22:00:10 +01:00
1dbfff2c17 fix: el supersampling es feia per cpu en lloc de per gpu 2026-03-25 21:33:06 +01:00
3493636954 correccions en les traduccions 2026-03-25 20:51:52 +01:00
8ff1073e4a corregides les scanlines per a paletes amb fondo blanc 2026-03-25 18:31:36 +01:00
6497e26202 reordenades i renombrades les classes sprite 2026-03-25 18:01:33 +01:00
e0e37204d7 eliminada la classe Texture 2026-03-25 17:54:23 +01:00
6595b28790 clang-format
clang-tidy (macos)
2026-03-23 07:26:21 +01:00
0ddb6c85e1 afegit un poc de chroma al preset crt 2026-03-22 23:00:39 +01:00
f84007902e afegit flicker a postfx 2026-03-22 22:38:18 +01:00
49ae2ae41f per defecte el joc eixirà ara en valencià 2026-03-22 22:07:12 +01:00
c701421a8f corregits offsets en smb2.fnt 2026-03-22 22:04:23 +01:00
1ecb427106 supersampling implementat 2026-03-22 21:55:18 +01:00
c87779cc09 imlementant supersampling 2026-03-22 21:24:20 +01:00
24594fa89a deixant postfx al gust 2026-03-22 20:54:02 +01:00
030779794e F12 toggle de showFPS en mode debug 2026-03-22 19:59:48 +01:00
495c23a3d2 fix: en la migracio de la marquesina a la nova versio de Text s'havia posat per error un kerning superior al que havia
opt: millores en la getió de la marquesina per optimitzar rendiment
2026-03-22 19:43:35 +01:00
516 changed files with 30646 additions and 317294 deletions

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@@ -21,7 +21,7 @@ Checks:
WarningsAsErrors: '*'
# Solo incluir archivos de tu código fuente (external tiene su propio .clang-tidy)
# Excluye jail_audio.hpp del análisis
HeaderFilterRegex: '^source/(?!core/audio/jail_audio\.hpp).*'
HeaderFilterRegex: 'source/(?!core/audio/jail_audio\.hpp|core/rendering/sdl3gpu/.*_spv\.h).*'
FormatStyle: file
CheckOptions:

2
.gitignore vendored
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@@ -1,5 +1,5 @@
.cache/
.vscode/
*data/config/config.yaml
*stats.txt
*.DS_Store

3
.vscode/settings.json vendored Normal file
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@@ -0,0 +1,3 @@
{
"C_Cpp.default.compileCommands": "${workspaceFolder}/build/compile_commands.json"
}

204
CHANGELOG.md Normal file
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@@ -0,0 +1,204 @@
# Changelog
Tots els canvis notables de JailDoctor's Dilemma es documenten ací.
---
## [v1.13] - 2026-04-03
### Novetats
- **Editor de mapes (mode debug):** editor complet de nivells integrat en el joc
- Drag & drop de jugador, enemics, boundaries i ítems
- Editor de tiles amb TilePicker (amb spacing_in i spacing_out)
- Edició de propietats d'enemics i d'habitacions
- MiniMapa amb visualització de tiles i càlcul correcte de minipíxels
- Rejilla configurable
- Navegació entre habitacions (left, right, up, down)
- Guardat automàtic dels canvis en l'habitació
- Creació i eliminació d'habitacions
- Nova font específica per a l'editor
- Opcions persistents de l'editor
- Tecla 9 per a entrar i eixir de l'editor
- Al eixir de l'editor, recarrega l'habitació amb els canvis
- Mostra les rutes dels enemics
- RoomSaver millorat (ja no corromp els fitxers YAML)
- Status bar de l'editor reorganitzada
- **Àmbits en la consola:** filtratge de comandos per mode (editor, debug, global)
- **Nou format per a assets.yaml:** ResourceList gestiona addAsset i removeAsset
- Eliminats fitxers sobrants de frameworks
- Arreglos en stats.cpp
- Posat un poc d'ordre en els comandos de la consola
### Correccions
- Fix: bug que feia que en l'editor, al canviar d'habitació el renderInfo tornara a eixir
- Fix: faltava propietat mirror en els enemics
- Fix: al fer clic es tanca la consola
- Arreglat el càlcul dels minipíxels en els tiles amb transparent
- Verificació que l'habitació de debug.yaml existisca
---
## [v1.12] - 2026-04-02
### Novetats
- **Color del jugador configurable:** es pot canviar des de la consola (persistent), amb comprovació automàtica per a evitar que coincidisca amb el color de fons
- **Skins d'enemics per al jugador:** possibilitat d'utilitzar skins d'enemics en el jugador, amb canvi en calent en el marcador
- **Indicador de trucs millorat:** ja no gasta el color del jugador, ara es mostra al marcador
- **Shader presets per nom:** es pot establir un shader preset directament per nom des de la consola, amb autocompletat
- **Comandos externs en consola:** la consola llig els comandos des d'un fitxer extern
- **Gestió de paletes millorada:**
- Noves paletes afegides
- Restaurat l'ordre original de les paletes
- Opció de reordenar paletes automàticament per luminositat o paregut a la paleta d'Spectrum
- Noms "pretty" per a les paletes (canvia els `-` per ` `)
- Eliminades responsabilitats d'`Options` sobre les paletes
- Nova ferramenta en Python per a reordenar paletes
- **Acceleració hardware configurable:** possibilitat de desactivar l'acceleració hardware des del fitxer de configuració; si no hi ha acceleració, es deshabiliten tecles i comandos de shaders
- **Autocompletat millorat:** shader preset i palette autocompleten amb la llista de noms
- Reestructuració de comandos de consola
- Reestructuració de l'apartat de vídeo en `config.yaml`
- Optimitzacions en `Surface`
### Correccions
- Fix: entrar i eixir del mode debug manté l'estat previ del jugador
- Corregit Makefile: migració completa a cmake, detecció automàtica de SO per a release
---
## [v1.11] - 2026-03-31
### Novetats
- **PaletteManager:** refactorització de `Screen`, responsabilitats de gestió de paletes extretes a classe pròpia
- **Consola 2.1:** la consola pot canviar de paleta per nom (`Screen` torna llista de paletes)
- **Zoom configurable:** `Screen` permet establir el nivell de zoom directament des de la consola
- **Autocompletar en consola:** autocompletat de comandos amb Tab (incloent suport per a armadura de lagarto)
- Generació automàtica de taula de tab-completions en la consola
### Correccions
- Fix: al entrar a GAME amb la consola oberta, el jugador no tenia els inputs deshabilitats
- Fix: al fer restart amb la música de l'attract mode sonant, la música no parava al anar al logo
- Fix: en mode debug, protecció per a que el jugador no caiga infinitament si ix de la pantalla
- Corregit el case en algunes respostes de la consola
- Corregit Makefile
---
## [v1.10] - 2026-03-30
### Novetats
- **Consola 2.0:** redisseny complet de la consola de desenvolupador
- Efecte typewriter al mostrar text
- Separació de línies automàtica
- Canvi de skin
- Historial i navegació millorada
- Comandos per a cheats, control d'escena, debug, àudio i shaders
- Tecles de funció operatives amb la consola oberta
- Límit de caràcters ampliat
- La consola ja no pausa al jugador
- Reorganització del sistema de comandos i aliases (`show info`, `hide info`, etc.)
- **RenderInfo:** nova classe amb animació per a mostrar info de renderitzat en pantalla
- **Suport multi-shader:** comandos i tecles per a manejar el nou disseny de shaders (SPIRV/SPIR-V)
- **Mode kiosc:** defaults i restriccions de comandos per a mode kiosc
- **Supersampling Lanczos:** implementació d'escalat Lanczos en el supersampling
- **Driver GPU configurable:** permet triar driver de GPU o cap des de la consola
- Cheats accessibles des de la consola
- Canvi i reinici d'escena des de la consola
- Posició i habitació inicial de debug configurables des de la consola i fitxer
- `Debug` carrega posició i habitació inicial des de fitxer
- Comandos d'àudio configurables des de la consola
- Renderitzat del dispositiu GPU en info_debug
- `Screen` optimitzat (`textureToRenderer()`)
- Eliminat suport per a arguments de línia de comandos
- Eliminat `Options::console`
- Help de consola organitzat
### Correccions
- Fix: vsync off no funcionava en Wayland
- Fix: en TITLE, la consola no bloquejava la pulsació de l'1 al 4 i entrava a opcions
- Fix: dos logs de consola amb format incorrecte
- Fix: lògica per a obrir i entrar a la jail (ara gasta número d'habitació, no nom)
- Corregit `compile_spirv.cmake` i la `system_folder` per a shaders
- Corregit caràcter de caret que s'havia perdut
- Eliminats accents en títols d'habitacions que causaven problemes amb fonts
- Revisades i corregides traduccions
- Corregits fitxers `.fnt`
- Correcció en `Screen` per a `std::setprecision()` (faltava `#include <iomanip>`)
---
## [v1.09] - 2025-03-01
### Novetats
- **Refactorització a singletons:** `Screen`, `Input`, `Audio`, `Resource::Cache`, `Resource::List`, `Director`, `Cheevos`, `Debug` convertits a singletons thread-safe
- **Smart pointers:** ús de `std::shared_ptr` i `std::unique_ptr` per a gestió de recursos i sprites
- **Surfaces 8-bit indexades:** nou sistema de renderitzat amb color indexat i paletes intercanviables
- **Sistema de notificacions redissenyat:** nou engine de notificacions amb control d'offset
- **Modes de vídeo millorats:** la finestra manté posició al canviar tamany o activar borde; pot créixer segons l'escriptori
- **ItemTracker:** nou singleton per a rastrejar ítems arreplegats
- **globalEvents:** nou sistema d'events globals SDL
- **Barra de progrés en càrrega de recursos** (actualització cada 5 ítems per a major rendiment amb vsync)
- **Mètodes show/hide finestra:** mètodes per a mostrar o amagar la finestra
- Afinada la classe `Options`
- Actualitzada a l'última versió de `jail_audio`
- Implementats shaders
- Nova tipografia afegida
- Paràmetres de fitxers `.ani` migrats a snake_case
- Música de Title i attract mode restaurada
- Eliminat sistema online complet
### Correccions
- Fix: notificacions ja no embruten la pantalla de càrrega
- Fix: no pintava l'efecte de càrrega del borde en `LoadingScreen`
- Fix: bug amb el punter a `ScoreboardData`
- Fix: càrrega d'opcions i recursos corregida
- Eliminats accents problemàtics
---
## [v1.08] - 2024-02-22
### Novetats
- Possibilitat de saltar la pantalla de càrrega ja completada des del menú de títol
- El `gamestate_title` pot començar en diferents estats
- Pantalla de càrrega amb fade de paleta
- GIF loader: dibuixat correcte de GIFs en pantalla
- Afegida `paleta.cpp`/`.h` i `gif.c`
### Correccions
- Corregit bug en el fade de paleta (el canal blau no es propagava)
- Arreglada la separació entre el títol i el fade
- Online deshabilitat per defecte al crear el fitxer de configuració
- Temps de la pantalla de càrrega augmentat
---
## [v1.07] - 2022-12-02
### Novetats
- El nom de l'habitació es pinta a partir d'una textura
- Afegit Batman a FEEL THE HEAT
- Cel de la Jail actualitzat
- Retocada la pantalla de títol
- Sprite de PACO modificat
- Nom de l'enemic diskette canviat a floppy
- Canvis cosmètics en algunes habitacions (BE CAREFUL WITH THE FUSE reanomenat)
- El color de fons de l'habitació es pinta en la textura del mapa
- Optimitzacions en intro i title
- Preparació per a compatibilitat amb consoles
- Actualitzat `jail_audio` a l'última versió
- Eliminats la major part d'accessos a `vector::at()`
### Correccions
- Corregit bug: en la jail es rellenaven les vides mentre estava activa la pausa
- Corregit memory leak en `texture.cpp`
- Corregit bug en obertura de la Jail
---
## [v1.0] - 2022-11-13
Versió de llançament inicial.
---
*El format d'este changelog seguix [Keep a Changelog](https://keepachangelog.com/).*

154
CLAUDE.md
View File

@@ -53,7 +53,7 @@ cmake --build build --clean-first
./jaildoctors_dilemma
```
**Important:** The build directory is `/Users/sergio/Gitea/jaildoctors_dilemma/build` and the output executable is placed in the project root directory.
**Important:** The build directory is `build/` relative to the project root and the output executable is placed in the project root directory.
### Testing in Headless Environment (SSH/Remote Server)
@@ -67,17 +67,12 @@ sudo apt-get install xvfb
#### Running the Game in Headless Mode
**Option 1: Using the wrapper script (RECOMMENDED)**
```bash
./run_headless.sh
```
**Option 2: Using xvfb-run directly**
**Option 1: Using xvfb-run directly (RECOMMENDED)**
```bash
xvfb-run -a ./jaildoctors_dilemma
```
**Option 3: Custom display configuration**
**Option 2: Custom display configuration**
```bash
xvfb-run -a -s "-screen 0 1280x720x24" ./jaildoctors_dilemma
```
@@ -238,26 +233,39 @@ The architecture follows a **layered, modular design** with clear separation of
source/
├── core/ # Core engine systems
│ ├── audio/ # Audio management
│ │ ── audio.hpp/cpp # Audio singleton (music, sounds, volumes)
│ │ ── audio.hpp/cpp # Audio singleton (music, sounds, volumes)
│ │ └── jail_audio.hpp # Custom jail_audio library wrapper
│ ├── input/ # Input handling
│ │ ├── input.hpp/cpp # Input manager (keyboard, gamepad)
│ │ ├── input_types.hpp # Input type definitions
│ │ ├── global_inputs.hpp # Global input state
│ │ └── mouse.hpp # Mouse input
│ ├── locale/ # Localization
│ │ └── locale.hpp # Locale/language support
│ ├── rendering/ # Graphics rendering
│ │ ├── screen.hpp/cpp # Screen/window singleton, SDL renderer
│ │ ├── surface.hpp/cpp # 8-bit indexed color surface abstraction
│ │ ├── surface_sprite.hpp # Static sprite rendering
│ │ ├── surface_animated_sprite.hpp # Animated sprite with frame data
│ │ ├── surface_moving_sprite.hpp # Moving sprite with velocity
│ │ ├── texture.hpp/cpp # SDL texture wrapper
│ │ ├── sprite/ # Sprite rendering classes
│ │ ├── sprite.hpp # Static sprite rendering
│ │ │ ├── animated_sprite.hpp # Animated sprite with frame data
│ │ │ ├── moving_sprite.hpp # Moving sprite with velocity
│ │ │ └── dissolve_sprite.hpp # Dissolve transition sprite
│ │ ├── text.hpp/cpp # Text rendering system
│ │ ├── gif.hpp/cpp # GIF image loader
│ │ ├── opengl/ # OpenGL shader backend
│ │ │ └── opengl_shader.hpp/cpp # CRT shader effects
│ │ ├── pixel_reveal.hpp # Pixel reveal effect
│ │ ├── render_info.hpp # Render information data
│ │ ├── palette_manager.hpp # Palette management
│ │ ├── sdl3gpu/ # SDL3 GPU shader backend
│ │ │ ├── sdl3gpu_shader.hpp/cpp # CRT/post-processing shader effects
│ │ │ └── *_spv.h # Pre-compiled SPIR-V shader headers
│ │ └── shader_backend.hpp # Abstract shader interface
│ ├── resources/ # Asset & Resource management
│ │ ├── asset.hpp/cpp # Asset registry (file path mapping)
│ │ ── resource.hpp/cpp # Resource singleton (loads/caches assets)
│ │ ├── resource_list.hpp # Asset path registry (O(1) lookups)
│ │ ── resource_cache.hpp # Resource caching singleton
│ │ ├── resource_loader.hpp # Asset loading logic
│ │ ├── resource_pack.hpp # Resource pack handling
│ │ ├── resource_helper.hpp # Resource utility functions
│ │ └── resource_types.hpp # Resource type definitions
│ └── system/ # System management
│ ├── director.hpp/cpp # Main application controller
│ ├── debug.hpp/cpp # Debug info overlay
@@ -268,8 +276,13 @@ source/
│ │ ├── enemy.hpp/cpp # Enemy entities
│ │ └── item.hpp/cpp # Collectible items
│ ├── gameplay/ # Core gameplay systems
│ │ ├── room.hpp/cpp # Room/level logic, tilemap, collision
│ │ ├── room.hpp/cpp # Room/level logic, collision
│ │ ├── room_loader.hpp/cpp # Room loading from YAML files
│ │ ├── room_tracker.hpp/cpp # Tracks visited rooms
│ │ ├── collision_map.hpp/cpp # Collision map data
│ │ ├── tilemap_renderer.hpp/cpp # Tilemap rendering
│ │ ├── enemy_manager.hpp/cpp # Enemy lifecycle management
│ │ ├── item_manager.hpp/cpp # Item lifecycle management
│ │ ├── scoreboard.hpp/cpp # Score display & data
│ │ ├── item_tracker.hpp/cpp # Tracks collected items
│ │ ├── stats.hpp/cpp # Game statistics
@@ -284,18 +297,20 @@ source/
│ │ ├── ending2.hpp/cpp # Ending sequence 2
│ │ └── credits.hpp/cpp # Credits screen
│ ├── ui/ # User interface
│ │ ── notifier.hpp/cpp # Achievement/notification display
│ │ ── notifier.hpp/cpp # Achievement/notification display
│ │ ├── console.hpp/cpp # In-game debug console
│ │ └── console_commands.hpp/cpp # Console command definitions
│ ├── options.hpp/cpp # Game configuration/options
│ ├── game_control.hpp # Game control logic
│ ├── scene_manager.hpp # Scene flow state machine
── defaults.hpp # Game defaults constants
│ └── gameplay.hpp # Gameplay constants
── defaults.hpp # Game defaults constants
├── external/ # Third-party libraries
│ ├── jail_audio.hpp/cpp # Custom audio library
│ ├── jail_audio.h # C interface for jail_audio
│ ├── fkyaml_node.hpp # YAML parsing library
│ ├── stb_image.h # Image loading library
│ └── stb_vorbis.h # OGG Vorbis audio decoding
├── utils/ # Utility code
│ ├── delta_timer.hpp/cpp # Frame-rate independent timing
│ ├── easing_functions.hpp # Easing/interpolation functions
│ ├── defines.hpp # Game constants (resolutions, block sizes)
│ └── utils.hpp/cpp # Helper functions (colors, math)
└── main.cpp # Application entry point
@@ -360,7 +375,7 @@ The game uses a scene manager to control application flow:
// namespace SceneManager
enum class Scene {
LOGO, LOADING_SCREEN, TITLE, CREDITS, GAME, DEMO,
GAME_OVER, ENDING, ENDING2, QUIT
GAME_OVER, ENDING, ENDING2, RESTART_CURRENT, QUIT
};
inline Scene current = Scene::LOGO; // Global scene state
@@ -397,9 +412,10 @@ Display
**Key Components:**
- `Surface` - 8-bit indexed pixel buffer with palette support
- `SurfaceSprite` - Renders a fixed region of a surface
- `SurfaceAnimatedSprite` - Frame-based animation on top of sprite
- `SurfaceMovingSprite` - Adds velocity/position to animated sprite
- `Sprite` - Renders a fixed region of a surface
- `AnimatedSprite` - Frame-based animation on top of sprite
- `MovingSprite` - Adds velocity/position to animated sprite
- `DissolveSprite` - Dissolve transition effect sprite
- Supports color replacement, palette swapping, and shader effects (CRT)
### 3.5 Tile-Based Collision System
@@ -439,8 +455,8 @@ struct AnimationData {
int counter;
};
// Loaded from .ani files (list of animation names)
// Rendered with SurfaceAnimatedSprite
// Loaded from .yaml animation definition files
// Rendered with AnimatedSprite
```
---
@@ -454,7 +470,7 @@ main()
Director::Director() [Initialization]
├─ Resource::List::init() - Initialize asset registry singleton
├─ Director::setFileList() - Load assets.yaml configuration (no verification)
├─ Director::setFileList() - Load assets.yaml via Resource::List (no verification)
├─ Options::loadFromFile() - Load game configuration
├─ Audio::init() - Initialize SDL audio
├─ Screen::init() - Create window, SDL renderer
@@ -510,7 +526,7 @@ Game::run() {
```
Director::setFileList()
└─ Asset::loadFromFile(config_path, PREFIX, system_folder_)
└─ Resource::List::loadFromFile(config_path, PREFIX, system_folder_)
├─ Read config/assets.yaml - Parse text configuration file
├─ Parse YAML structure: assets grouped by category
├─ Replace variables (${PREFIX}, ${SYSTEM_FOLDER})
@@ -570,7 +586,7 @@ Game code
**Classes:**
- `PascalCase` for classes: `Player`, `Room`, `Screen`, `Director`
- Suffix `Sprite` for sprite classes: `SurfaceSprite`, `SurfaceAnimatedSprite`
- Suffix `Sprite` for sprite classes: `Sprite`, `AnimatedSprite`, `MovingSprite`
**Methods:**
- `get*()` for getters: `getWidth()`, `getRect()`
@@ -613,8 +629,9 @@ Provides **time scaling** for slow-motion effects.
### 5.4 Palette System
- 8-bit indexed color (256 colors per palette)
- Multiple palettes can be loaded and swapped
- `Surface::setPalette()` changes rendering colors
- Multiple palettes can be loaded and swapped via `PaletteManager`
- `Screen::setPaletteByName()` changes the active palette
- Supports palette sort modes (by luminosity, similarity to Spectrum palette, etc.)
- Supports color replacement per-render: `renderWithColorReplace()`
- CRT shader effects can modify colors in real-time
@@ -664,7 +681,7 @@ Achievements trigger notifications on unlock.
| Component | Technology | Version | Role |
|-----------|-----------|---------|------|
| **Graphics** | SDL3 | Latest | Window, rendering, input |
| **GPU Rendering** | OpenGL | 3.2+ | Shader effects (CRT) |
| **GPU Rendering** | SDL3 GPU | Latest | Shader effects (CRT, post-processing via SPIR-V) |
| **Audio** | SDL3 Audio | Latest | Audio device, mixing |
| **Audio Decoding** | jail_audio (custom) | 1.x | OGG/WAV playback |
| **Image Loading** | stb_image | v2.x | PNG/GIF image loading |
@@ -700,6 +717,7 @@ Achievements trigger notifications on unlock.
| `Audio` | Music and SFX playback | Singleton |
| `Resource::Cache` | Asset caching and loading (with detailed error messages) | Singleton |
| `Resource::List` | Asset path registry from config/assets.yaml, O(1) lookups, variable substitution | Singleton |
| `PaletteManager` | Palette loading, switching, and sorting | Managed by Screen |
| `Debug` | Debug overlay information | Singleton |
| `globalEvents` | Global SDL event handling (quit, device reset, mouse) | Namespace |
@@ -709,7 +727,12 @@ Achievements trigger notifications on unlock.
|-------|---------|
| `Game` | Main gameplay scene, orchestrates update/render |
| `Player` | Player entity with physics and animation |
| `Room` | Level data, collision detection, tilemap rendering |
| `Room` | Level data, collision detection |
| `RoomLoader` | Room loading from YAML files |
| `TilemapRenderer` | Tilemap rendering |
| `CollisionMap` | Collision map data |
| `EnemyManager` | Enemy lifecycle management |
| `ItemManager` | Item lifecycle management |
| `Enemy` | Enemy entity behavior and rendering |
| `Item` | Collectible items |
| `Scoreboard` | HUD display data |
@@ -722,17 +745,20 @@ Achievements trigger notifications on unlock.
| Class | Purpose |
|-------|---------|
| `Surface` | 8-bit indexed color pixel buffer with palette |
| `SurfaceSprite` | Renders a sprite region |
| `SurfaceAnimatedSprite` | Frame-based animation rendering |
| `SurfaceMovingSprite` | Sprite with velocity/position |
| `Sprite` | Renders a sprite region |
| `AnimatedSprite` | Frame-based animation rendering |
| `MovingSprite` | Sprite with velocity/position |
| `DissolveSprite` | Dissolve transition sprite |
| `Text` | Text rendering system |
| `OpenGLShader` | Shader compilation and effects |
| `Sdl3gpuShader` | SDL3 GPU shader compilation and effects |
| `PaletteManager` | Palette loading and management |
### Utility Classes
| Class | Purpose |
| Class/Header | Purpose |
|-------|---------|
| `DeltaTimer` | Frame-rate independent timing |
| `easing_functions.hpp` | Easing/interpolation functions for animations |
---
@@ -848,7 +874,7 @@ assets:
- type: BITMAP
path: ${PREFIX}/data/font/smb2.gif
- type: FONT
path: ${PREFIX}/data/font/smb2.txt
path: ${PREFIX}/data/font/smb2.fnt
# PLAYER
player:
@@ -892,23 +918,26 @@ assets:
- `${PREFIX}` - Replaced with `/../Resources` on macOS bundles, empty otherwise
- `${SYSTEM_FOLDER}` - Replaced with user's system config folder
### Animation Files (.ani)
List of animation names, one per line:
```
default
jump
run
fall
### Animation Files (.yaml)
YAML-based animation definitions with frame data:
```yaml
animations:
- name: default
frameWidth: 16
frameHeight: 16
speed: 100
loop: 0
frames: [...]
```
### Room Data Files (.room)
Key-value pairs defining room properties:
```
number=01
name=Starting Room
bg_color=0x000000
border_color=0xFF00FF
...
### Room Data Files (.yaml)
YAML-based room definitions:
```yaml
room:
name_en: Starting Room
bgColor: 0x000000
connections: [...]
tilemap: [...]
```
### Tilemap Files (.tmx)
@@ -923,7 +952,8 @@ Binary 256-color palette format (256 × 4 bytes RGBA).
### For Graphics Issues
- `Screen::render()` - Main rendering method
- `Screen::setPalete()` - Palette application
- `Screen::setPaletteByName()` - Palette switching
- `PaletteManager` - Palette loading and sorting
- `Surface` class - Pixel buffer operations
### For Input Issues
@@ -942,10 +972,10 @@ Binary 256-color palette format (256 × 4 bytes RGBA).
### For Asset Management
- `config/assets.yaml` - Asset configuration file (text-based, no recompilation needed)
- `Asset::loadFromFile()` - Loads assets from config file
- `Resource::List::loadFromFile()` - Loads asset registry from config file
- `Resource::List::get()` - Retrieves asset path (O(1) lookup with unordered_map)
- `Resource::load()` - Asset loading
- `Director::setFileList()` - Calls `Asset::loadFromFile()` with PREFIX and system_folder
- `Resource::Cache` - Asset loading and caching
- `Director::setFileList()` - Calls `Resource::List::loadFromFile()` with PREFIX and system_folder
---
@@ -985,6 +1015,6 @@ Binary 256-color palette format (256 × 4 bytes RGBA).
---
**Last Updated:** November 2022 (per README)
**Last Updated:** April 2026
**Original Author:** JailDesigner
**Repository:** Gitea (internal)

View File

@@ -34,31 +34,32 @@ set(APP_SOURCES
# Core - Input
source/core/input/global_inputs.cpp
source/core/input/input.cpp
source/core/input/input_types.cpp
source/core/input/input.cpp
source/core/input/mouse.cpp
# Core - Rendering
source/core/rendering/gif.cpp
source/core/rendering/palette_manager.cpp
source/core/rendering/pixel_reveal.cpp
source/core/rendering/render_info.cpp
source/core/rendering/screen.cpp
source/core/rendering/sprite/animated_sprite.cpp
source/core/rendering/sprite/dissolve_sprite.cpp
source/core/rendering/sprite/moving_sprite.cpp
source/core/rendering/sprite/sprite.cpp
source/core/rendering/surface.cpp
source/core/rendering/surface_animated_sprite.cpp
source/core/rendering/surface_dissolve_sprite.cpp
source/core/rendering/surface_moving_sprite.cpp
source/core/rendering/surface_sprite.cpp
source/core/rendering/text.cpp
source/core/rendering/texture.cpp
# Core - Locale
source/core/locale/locale.cpp
# Core - Resources
source/core/resources/resource_list.cpp
source/core/resources/resource_cache.cpp
source/core/resources/resource_pack.cpp
source/core/resources/resource_loader.cpp
source/core/resources/resource_helper.cpp
source/core/resources/resource_list.cpp
source/core/resources/resource_loader.cpp
source/core/resources/resource_pack.cpp
# Core - System
source/core/system/director.cpp
@@ -78,9 +79,9 @@ set(APP_SOURCES
source/game/gameplay/enemy_manager.cpp
source/game/gameplay/item_manager.cpp
source/game/gameplay/item_tracker.cpp
source/game/gameplay/room.cpp
source/game/gameplay/room_loader.cpp
source/game/gameplay/room_tracker.cpp
source/game/gameplay/room.cpp
source/game/gameplay/scoreboard.cpp
source/game/gameplay/stats.cpp
source/game/gameplay/tilemap_renderer.cpp
@@ -89,13 +90,22 @@ set(APP_SOURCES
source/game/scenes/credits.cpp
source/game/scenes/ending.cpp
source/game/scenes/ending2.cpp
source/game/scenes/game.cpp
source/game/scenes/game_over.cpp
source/game/scenes/game.cpp
source/game/scenes/loading_screen.cpp
source/game/scenes/logo.cpp
source/game/scenes/title.cpp
# Game - Editor (debug only, guarded by #ifdef _DEBUG in source)
source/game/editor/map_editor.cpp
source/game/editor/editor_statusbar.cpp
source/game/editor/room_saver.cpp
source/game/editor/tile_picker.cpp
source/game/editor/mini_map.cpp
# Game - UI
source/game/ui/console.cpp
source/game/ui/console_commands.cpp
source/game/ui/notifier.cpp
# Utils
@@ -124,32 +134,62 @@ message(STATUS "SDL3 encontrado: ${SDL3_INCLUDE_DIRS}")
if(NOT APPLE)
find_program(GLSLC_EXE NAMES glslc)
set(SHADER_VERT_SRC "${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/core/rendering/sdl3gpu/postfx_vert_spv.h")
set(SHADER_FRAG_H "${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu/postfx_frag_spv.h")
set(SHADERS_DIR "${CMAKE_SOURCE_DIR}/data/shaders")
set(HEADERS_DIR "${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu")
set(SHADER_POSTFX_VERT_SRC "${SHADERS_DIR}/postfx.vert")
set(SHADER_POSTFX_FRAG_SRC "${SHADERS_DIR}/postfx.frag")
set(SHADER_UPSCALE_FRAG_SRC "${SHADERS_DIR}/upscale.frag")
set(SHADER_DOWNSCALE_FRAG_SRC "${SHADERS_DIR}/downscale.frag")
set(SHADER_CRTPI_FRAG_SRC "${SHADERS_DIR}/crtpi_frag.glsl")
set(SHADER_POSTFX_VERT_H "${HEADERS_DIR}/postfx_vert_spv.h")
set(SHADER_POSTFX_FRAG_H "${HEADERS_DIR}/postfx_frag_spv.h")
set(SHADER_UPSCALE_FRAG_H "${HEADERS_DIR}/upscale_frag_spv.h")
set(SHADER_DOWNSCALE_FRAG_H "${HEADERS_DIR}/downscale_frag_spv.h")
set(SHADER_CRTPI_FRAG_H "${HEADERS_DIR}/crtpi_frag_spv.h")
set(ALL_SHADER_HEADERS
"${SHADER_POSTFX_VERT_H}"
"${SHADER_POSTFX_FRAG_H}"
"${SHADER_UPSCALE_FRAG_H}"
"${SHADER_DOWNSCALE_FRAG_H}"
"${SHADER_CRTPI_FRAG_H}"
)
set(ALL_SHADER_SOURCES
"${SHADER_POSTFX_VERT_SRC}"
"${SHADER_POSTFX_FRAG_SRC}"
"${SHADER_UPSCALE_FRAG_SRC}"
"${SHADER_DOWNSCALE_FRAG_SRC}"
"${SHADER_CRTPI_FRAG_SRC}"
)
if(GLSLC_EXE)
add_custom_command(
OUTPUT "${SHADER_VERT_H}" "${SHADER_FRAG_H}"
COMMAND "${CMAKE_SOURCE_DIR}/tools/shaders/compile_spirv.sh"
DEPENDS "${SHADER_VERT_SRC}" "${SHADER_FRAG_SRC}"
OUTPUT ${ALL_SHADER_HEADERS}
COMMAND ${CMAKE_COMMAND}
-D GLSLC=${GLSLC_EXE}
-D SHADERS_DIR=${SHADERS_DIR}
-D HEADERS_DIR=${HEADERS_DIR}
-P ${CMAKE_SOURCE_DIR}/tools/shaders/compile_spirv.cmake
DEPENDS ${ALL_SHADER_SOURCES}
WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}"
COMMENT "Compilando shaders SPIR-V..."
)
add_custom_target(shaders DEPENDS "${SHADER_VERT_H}" "${SHADER_FRAG_H}")
add_custom_target(shaders DEPENDS ${ALL_SHADER_HEADERS})
message(STATUS "glslc encontrado: shaders se compilarán automáticamente")
else()
if(NOT EXISTS "${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()
foreach(HDR ${ALL_SHADER_HEADERS})
if(NOT EXISTS "${HDR}")
message(FATAL_ERROR
"glslc no encontrado y header SPIR-V no existe: ${HDR}\n"
" Instala glslc: sudo apt install glslang-tools (Linux)\n"
" choco install vulkan-sdk (Windows)\n"
" O genera los headers manualmente: tools/shaders/compile_spirv.sh"
)
endif()
endforeach()
message(STATUS "glslc no encontrado - usando headers SPIR-V precompilados")
endif()
else()
message(STATUS "macOS: shaders SPIR-V omitidos (usa Metal)")
@@ -192,7 +232,17 @@ if(WIN32)
elseif(APPLE)
target_compile_definitions(${PROJECT_NAME} PRIVATE MACOS_BUILD)
target_compile_options(${PROJECT_NAME} PRIVATE -Wno-deprecated)
set(CMAKE_OSX_ARCHITECTURES "arm64")
if(NOT CMAKE_OSX_ARCHITECTURES)
set(CMAKE_OSX_ARCHITECTURES "arm64")
endif()
if(MACOS_BUNDLE)
target_compile_definitions(${PROJECT_NAME} PRIVATE MACOS_BUNDLE)
target_link_options(${PROJECT_NAME} PRIVATE
-framework SDL3
-F ${CMAKE_SOURCE_DIR}/release/macos/frameworks/SDL3.xcframework/macos-arm64_x86_64
-rpath @executable_path/../Frameworks/
)
endif()
elseif(UNIX AND NOT APPLE)
target_compile_definitions(${PROJECT_NAME} PRIVATE LINUX_BUILD)
endif()

311
Makefile
View File

@@ -18,25 +18,18 @@ RELEASE_FILE := $(RELEASE_FOLDER)/$(TARGET_NAME)
RESOURCE_FILE := release/windows/jdd.res
# ==============================================================================
# PACKING TOOL
# ==============================================================================
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 source/core/resources/resource_pack.cpp
PACK_INCLUDES := -Isource
# ==============================================================================
# SHADERS
# TOOLS
# ==============================================================================
DIR_PACK_TOOL := $(DIR_TOOLS)pack_resources
SHADER_SCRIPT := $(DIR_ROOT)tools/shaders/compile_spirv.sh
SHADER_VERT_H := $(DIR_ROOT)source/core/rendering/sdl3gpu/postfx_vert_spv.h
SHADER_FRAG_H := $(DIR_ROOT)source/core/rendering/sdl3gpu/postfx_frag_spv.h
GLSLC := $(shell command -v glslc 2>/dev/null)
SHADER_CMAKE := $(DIR_ROOT)tools/shaders/compile_spirv.cmake
SHADERS_DIR := $(DIR_ROOT)data/shaders
HEADERS_DIR := $(DIR_ROOT)source/core/rendering/sdl3gpu
ifeq ($(OS),Windows_NT)
GLSLC := $(shell where glslc 2>NUL)
else
GLSLC := $(shell command -v glslc 2>/dev/null)
endif
# ==============================================================================
# VERSION (extracted from defines.hpp)
@@ -47,6 +40,14 @@ else
VERSION := v$(shell grep 'constexpr const char\* VERSION' source/utils/defines.hpp | sed -E 's/.*VERSION = "([^"]+)".*/\1/')
endif
# ==============================================================================
# SHELL (Windows usa cmd.exe para que las recetas con powershell funcionen igual
# desde cualquier terminal: PowerShell, cmd o git-bash)
# ==============================================================================
ifeq ($(OS),Windows_NT)
SHELL := cmd.exe
endif
# ==============================================================================
# WINDOWS-SPECIFIC VARIABLES
# ==============================================================================
@@ -67,213 +68,116 @@ MACOS_APPLE_SILICON_RELEASE := $(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-macos-apple
LINUX_RELEASE := $(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-linux.tar.gz
# ==============================================================================
# SOURCE FILES
# PLATAFORMA
# ==============================================================================
APP_SOURCES := \
source/main.cpp \
source/core/audio/audio.cpp \
source/core/input/input.cpp \
source/core/input/input_types.cpp \
source/core/input/mouse.cpp \
source/core/input/global_inputs.cpp \
source/core/rendering/screen.cpp \
source/core/rendering/surface.cpp \
source/core/rendering/surface_sprite.cpp \
source/core/rendering/surface_animated_sprite.cpp \
source/core/rendering/surface_moving_sprite.cpp \
source/core/rendering/text.cpp \
source/core/rendering/texture.cpp \
source/core/rendering/gif.cpp \
source/core/rendering/pixel_reveal.cpp \
source/core/rendering/surface_dissolve_sprite.cpp \
source/core/rendering/sdl3gpu/sdl3gpu_shader.cpp \
source/core/resources/resource_list.cpp \
source/core/resources/resource_cache.cpp \
source/core/resources/resource_helper.cpp \
source/core/resources/resource_loader.cpp \
source/core/resources/resource_pack.cpp \
source/core/system/director.cpp \
source/core/system/debug.cpp \
source/core/system/global_events.cpp \
source/game/options.cpp \
source/game/entities/player.cpp \
source/game/entities/enemy.cpp \
source/game/entities/item.cpp \
source/game/gameplay/room.cpp \
source/game/gameplay/collision_map.cpp \
source/game/gameplay/enemy_manager.cpp \
source/game/gameplay/item_manager.cpp \
source/game/gameplay/room_loader.cpp \
source/game/gameplay/tilemap_renderer.cpp \
source/game/gameplay/scoreboard.cpp \
source/game/gameplay/cheevos.cpp \
source/game/gameplay/item_tracker.cpp \
source/game/gameplay/room_tracker.cpp \
source/game/gameplay/stats.cpp \
source/game/scenes/logo.cpp \
source/game/scenes/loading_screen.cpp \
source/game/scenes/title.cpp \
source/game/scenes/game.cpp \
source/game/scenes/game_over.cpp \
source/game/scenes/ending.cpp \
source/game/scenes/ending2.cpp \
source/game/scenes/credits.cpp \
source/game/ui/notifier.cpp \
source/utils/utils.cpp \
source/utils/delta_timer.cpp
# All sources combined
ALL_SOURCES := $(APP_SOURCES)
# ==============================================================================
# INCLUDES
# ==============================================================================
INCLUDES := -Isource
# ==============================================================================
# COMPILER FLAGS (OS-specific)
# ==============================================================================
CPP_STANDARD := c++20
ifeq ($(OS),Windows_NT)
FixPath = $(subst /,\\,$1)
CXXFLAGS := -std=$(CPP_STANDARD) -Wall -Os -ffunction-sections -fdata-sections \
-Wl,--gc-sections -static-libstdc++ -static-libgcc \
-Wl,-subsystem,windows -DWINDOWS_BUILD
CXXFLAGS_DEBUG := -std=$(CPP_STANDARD) -Wall -g -D_DEBUG -DWINDOWS_BUILD
LDFLAGS := -lmingw32 -lws2_32 -lSDL3
RM := del /Q
MKDIR := mkdir
else
FixPath = $1
CXXFLAGS := -std=$(CPP_STANDARD) -Wall -Os -ffunction-sections -fdata-sections
CXXFLAGS_DEBUG := -std=$(CPP_STANDARD) -Wall -g -D_DEBUG
LDFLAGS := -lSDL3
RMFILE := rm -f
RMDIR := rm -rdf
MKDIR := mkdir -p
UNAME_S := $(shell uname -s)
ifeq ($(UNAME_S),Linux)
CXXFLAGS += -DLINUX_BUILD
endif
ifeq ($(UNAME_S),Darwin)
CXXFLAGS += -DMACOS_BUILD
CXXFLAGS_DEBUG += -DMACOS_BUILD
# Configurar arquitectura (por defecto arm64)
CXXFLAGS += -arch arm64
CXXFLAGS_DEBUG += -arch arm64
endif
endif
# ==============================================================================
# REGLAS PARA COMPILACIÓN DE SHADERS
# COMPILACIÓN CON CMAKE
# ==============================================================================
all:
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake --build build
debug:
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Debug
@cmake --build build
# ==============================================================================
# RELEASE AUTOMÁTICO (detecta SO)
# ==============================================================================
release:
ifeq ($(OS),Windows_NT)
@"$(MAKE)" windows_release
else
ifeq ($(UNAME_S),Darwin)
@$(MAKE) macos_release
else
@$(MAKE) linux_release
endif
endif
# ==============================================================================
# REGLAS PARA COMPILACIÓN DE SHADERS (multiplataforma via cmake)
# ==============================================================================
compile_shaders:
ifdef GLSLC
@echo "Compilando shaders SPIR-V..."
@$(SHADER_SCRIPT)
@echo "✓ Shaders compilados"
@cmake -D GLSLC=$(GLSLC) -D SHADERS_DIR=$(SHADERS_DIR) -D HEADERS_DIR=$(HEADERS_DIR) -P $(SHADER_CMAKE)
else
@if [ -f "$(SHADER_VERT_H)" ] && [ -f "$(SHADER_FRAG_H)" ]; then \
echo "⚠ glslc no encontrado - usando headers SPIR-V precompilados"; \
else \
echo "ERROR: glslc no encontrado y headers SPIR-V no existen."; \
echo " Instala glslc: sudo apt install glslang-tools"; \
echo " O ejecuta manualmente: tools/shaders/compile_spirv.sh"; \
exit 1; \
fi
@echo "glslc no encontrado - asegurate de que los headers SPIR-V precompilados existen"
endif
# ==============================================================================
# REGLAS PARA HERRAMIENTA DE EMPAQUETADO Y RESOURCES.PACK
# ==============================================================================
$(PACK_TOOL): FORCE
@echo "Compilando herramienta de empaquetado..."
$(PACK_CXX) -std=$(CPP_STANDARD) -Wall -Os $(PACK_INCLUDES) $(PACK_SOURCES) -o $(PACK_TOOL)
@echo "✓ Herramienta de empaquetado lista: $(PACK_TOOL)"
pack_tool:
@$(MAKE) -C $(DIR_PACK_TOOL)
pack_tool: $(PACK_TOOL)
resources.pack: $(PACK_TOOL)
@echo "Generando resources.pack desde directorio data/..."
$(PACK_TOOL) data resources.pack
@echo "✓ resources.pack generado exitosamente"
resources.pack: pack_tool
@$(MAKE) -C $(DIR_PACK_TOOL) pack
# ==============================================================================
# COMPILACIÓN PARA WINDOWS
# COMPILACIÓN PARA WINDOWS (RELEASE)
# ==============================================================================
windows:
@echo off
@echo Generando version.h...
@powershell -Command "$$GIT_HASH = (git rev-parse --short=7 HEAD 2>$$null); if (-not $$GIT_HASH) { $$GIT_HASH = 'unknown' }; (Get-Content source/version.h.in) -replace '@GIT_HASH@', $$GIT_HASH | Set-Content source/version.h"
@echo Compilando para Windows con nombre: "$(WIN_TARGET_FILE).exe"
windres release/windows/jdd.rc -O coff -o $(RESOURCE_FILE)
g++ $(ALL_SOURCES) $(RESOURCE_FILE) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(WIN_TARGET_FILE).exe"
strip -s -R .comment -R .gnu.version "$(WIN_TARGET_FILE).exe" --strip-unneeded
windows_release:
@$(MAKE) compile_shaders
@$(MAKE) resources.pack
@echo off
@echo Creando release para Windows - Version: $(VERSION)
# Generate version.h from version.h.in
@echo "Generando version.h..."
@powershell -Command "$$GIT_HASH = (git rev-parse --short=7 HEAD 2>$$null); if (-not $$GIT_HASH) { $$GIT_HASH = 'unknown' }; (Get-Content source/version.h.in) -replace '@GIT_HASH@', $$GIT_HASH | Set-Content source/version.h"
# Compila con cmake (genera shaders, resources.pack y ejecutable)
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake --build build
# 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}
@powershell -Command "if (-not (Test-Path '$(DIST_DIR)')) {New-Item '$(DIST_DIR)' -ItemType Directory}"
@powershell -Command "if (Test-Path '$(RELEASE_FOLDER)') {Remove-Item '$(RELEASE_FOLDER)' -Recurse -Force}"
@powershell -Command "if (-not (Test-Path '$(RELEASE_FOLDER)')) {New-Item '$(RELEASE_FOLDER)' -ItemType Directory}"
# Copia el archivo 'resources.pack'
powershell Copy-Item -Path "resources.pack" -Destination "$(RELEASE_FOLDER)"
# Copia los ficheros que están en la raíz del proyecto
powershell Copy-Item "LICENSE" -Destination "$(RELEASE_FOLDER)"
powershell Copy-Item "README.md" -Destination "$(RELEASE_FOLDER)"
powershell Copy-Item "gamecontrollerdb.txt" -Destination "$(RELEASE_FOLDER)"
powershell Copy-Item "release\windows\dll\*.dll" -Destination "$(RELEASE_FOLDER)"
# Compila (con icono)
windres release/windows/jdd.rc -O coff -o $(RESOURCE_FILE)
g++ $(ALL_SOURCES) $(RESOURCE_FILE) $(INCLUDES) -DRELEASE_BUILD $(CXXFLAGS) $(LDFLAGS) -o "$(WIN_RELEASE_FILE).exe"
# Copia ficheros
@powershell -Command "Copy-Item -Path 'resources.pack' -Destination '$(RELEASE_FOLDER)'"
@powershell -Command "Copy-Item 'LICENSE' -Destination '$(RELEASE_FOLDER)'"
@powershell -Command "Copy-Item 'README.md' -Destination '$(RELEASE_FOLDER)'"
@powershell -Command "Copy-Item 'gamecontrollerdb.txt' -Destination '$(RELEASE_FOLDER)'"
@powershell -Command "Copy-Item 'release\windows\dll\*.dll' -Destination '$(RELEASE_FOLDER)'"
@powershell -Command "Copy-Item -Path '$(TARGET_FILE)' -Destination '\"$(WIN_RELEASE_FILE).exe\"'"
strip -s -R .comment -R .gnu.version "$(WIN_RELEASE_FILE).exe" --strip-unneeded
# Crea el fichero .zip
powershell if (Test-Path "$(WINDOWS_RELEASE)") {Remove-Item "$(WINDOWS_RELEASE)"}
powershell Compress-Archive -Path "$(RELEASE_FOLDER)"/* -DestinationPath "$(WINDOWS_RELEASE)"
@powershell -Command "if (Test-Path '$(WINDOWS_RELEASE)') {Remove-Item '$(WINDOWS_RELEASE)'}"
@powershell -Command "Compress-Archive -Path '$(RELEASE_FOLDER)/*' -DestinationPath '$(WINDOWS_RELEASE)'"
@echo Release creado: $(WINDOWS_RELEASE)
# Elimina la carpeta temporal 'RELEASE_FOLDER'
powershell if (Test-Path "$(RELEASE_FOLDER)") {Remove-Item "$(RELEASE_FOLDER)" -Recurse -Force}
@powershell -Command "if (Test-Path '$(RELEASE_FOLDER)') {Remove-Item '$(RELEASE_FOLDER)' -Recurse -Force}"
# ==============================================================================
# COMPILACIÓN PARA MACOS
# COMPILACIÓN PARA MACOS (RELEASE)
# ==============================================================================
macos:
@GIT_HASH=$$(git rev-parse --short=7 HEAD 2>/dev/null || echo "unknown"); \
sed "s/@GIT_HASH@/$$GIT_HASH/g" source/version.h.in > source/version.h
@echo "Compilando para macOS: $(TARGET_NAME)"
clang++ $(ALL_SOURCES) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(TARGET_FILE)"
macos_release:
@$(MAKE) compile_shaders
@$(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)
# Generate version.h from version.h.in
@echo "Generando version.h..."
@GIT_HASH=$$(git rev-parse --short=7 HEAD 2>/dev/null || echo "unknown"); \
sed "s/@GIT_HASH@/$$GIT_HASH/g" source/version.h.in > source/version.h
# Compila la versión para procesadores Intel con cmake (genera shaders y resources.pack)
@cmake -S . -B build/intel -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES=x86_64 -DCMAKE_OSX_DEPLOYMENT_TARGET=10.15 -DMACOS_BUNDLE=ON
@cmake --build build/intel
# Elimina datos de compilaciones anteriores
$(RMDIR) "$(RELEASE_FOLDER)"
$(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
$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks"
@@ -295,8 +199,8 @@ macos_release:
sed -i '' '/<key>CFBundleShortVersionString<\/key>/{n;s|<string>.*</string>|<string>'"$$RAW_VERSION"'</string>|;}' "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Info.plist"; \
sed -i '' '/<key>CFBundleVersion<\/key>/{n;s|<string>.*</string>|<string>'"$$RAW_VERSION"'</string>|;}' "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Info.plist"
# Compila la versión para procesadores Intel
clang++ $(ALL_SOURCES) $(INCLUDES) -DMACOS_BUNDLE -DRELEASE_BUILD -std=$(CPP_STANDARD) -Wall -Os -framework SDL3 -F release/macos/frameworks/SDL3.xcframework/macos-arm64_x86_64 -ffunction-sections -fdata-sections -o "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)" -rpath @executable_path/../Frameworks/ -target x86_64-apple-macos10.15
# Copia el ejecutable Intel al bundle
cp "$(TARGET_FILE)" "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)"
# Firma la aplicación
codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app"
@@ -318,8 +222,10 @@ macos_release:
"$(RELEASE_FOLDER)" || true
@echo "Release Intel creado: $(MACOS_INTEL_RELEASE)"
# Compila la versión para procesadores Apple Silicon
clang++ $(ALL_SOURCES) $(INCLUDES) -DMACOS_BUNDLE -DRELEASE_BUILD -std=$(CPP_STANDARD) -Wall -Os -framework SDL3 -F release/macos/frameworks/SDL3.xcframework/macos-arm64_x86_64 -ffunction-sections -fdata-sections -o "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)" -rpath @executable_path/../Frameworks/ -target arm64-apple-macos11
# Compila la versión para procesadores Apple Silicon con cmake
@cmake -S . -B build/arm -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES=arm64 -DCMAKE_OSX_DEPLOYMENT_TARGET=11.0 -DMACOS_BUNDLE=ON
@cmake --build build/arm
cp "$(TARGET_FILE)" "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)"
# Firma la aplicación
codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app"
@@ -343,27 +249,19 @@ macos_release:
# Elimina las carpetas temporales
$(RMDIR) "$(RELEASE_FOLDER)"
$(RMDIR) build/intel
$(RMDIR) build/arm
$(RMFILE) "$(DIST_DIR)"/rw.*
# ==============================================================================
# COMPILACIÓN PARA LINUX
# COMPILACIÓN PARA LINUX (RELEASE)
# ==============================================================================
linux:
@GIT_HASH=$$(git rev-parse --short=7 HEAD 2>/dev/null || echo "unknown"); \
sed "s/@GIT_HASH@/$$GIT_HASH/g" source/version.h.in > source/version.h
@echo "Compilando para Linux: $(TARGET_NAME)"
g++ $(ALL_SOURCES) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(TARGET_FILE)"
strip -s -R .comment -R .gnu.version "$(TARGET_FILE)" --strip-unneeded
linux_release:
@$(MAKE) compile_shaders
@$(MAKE) resources.pack
@echo "Creando release para Linux - Version: $(VERSION)"
# Generate version.h from version.h.in
@echo "Generando version.h..."
@GIT_HASH=$$(git rev-parse --short=7 HEAD 2>/dev/null || echo "unknown"); \
sed "s/@GIT_HASH@/$$GIT_HASH/g" source/version.h.in > source/version.h
# Compila con cmake (genera shaders, resources.pack y ejecutable)
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake --build build
# Elimina carpeta temporal previa y la recrea (crea dist/ si no existe)
$(RMDIR) "$(RELEASE_FOLDER)"
@@ -374,9 +272,7 @@ linux_release:
cp LICENSE "$(RELEASE_FOLDER)"
cp README.md "$(RELEASE_FOLDER)"
cp gamecontrollerdb.txt "$(RELEASE_FOLDER)"
# Compila
g++ $(ALL_SOURCES) $(INCLUDES) -DRELEASE_BUILD $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FILE)"
cp "$(TARGET_FILE)" "$(RELEASE_FILE)"
strip -s -R .comment -R .gnu.version "$(RELEASE_FILE)" --strip-unneeded
# Empaqueta ficheros
@@ -398,17 +294,24 @@ show_version:
help:
@echo "Makefile para JailDoctor's Dilemma"
@echo "Comandos disponibles:"
@echo " windows - Compilar para Windows"
@echo " windows_release - Crear release completo para Windows"
@echo " linux - Compilar para Linux"
@echo " linux_release - Crear release completo para Linux"
@echo " macos - Compilar para macOS"
@echo " macos_release - Crear release completo para macOS"
@echo " pack_tool - Compilar herramienta de empaquetado"
@echo " resources.pack - Generar pack de recursos desde data/"
@echo " show_version - Mostrar version actual ($(VERSION))"
@echo " help - Mostrar esta ayuda"
@echo ""
@echo " Compilacion:"
@echo " make - Compilar con cmake (Release)"
@echo " make debug - Compilar con cmake (Debug)"
@echo ""
@echo " Release:"
@echo " make release - Crear release (detecta SO automaticamente)"
@echo " make windows_release - Crear release para Windows"
@echo " make linux_release - Crear release para Linux"
@echo " make macos_release - Crear release para macOS"
@echo ""
@echo " Herramientas:"
@echo " make compile_shaders - Compilar shaders SPIR-V"
@echo " make pack_tool - Compilar herramienta de empaquetado"
@echo " make resources.pack - Generar pack de recursos desde data/"
@echo ""
@echo " Otros:"
@echo " make show_version - Mostrar version actual ($(VERSION))"
@echo " make help - Mostrar esta ayuda"
FORCE:
.PHONY: windows windows_release macos macos_release linux linux_release compile_shaders pack_tool resources.pack show_version help
.PHONY: all debug release windows_release macos_release linux_release compile_shaders pack_tool resources.pack show_version help

View File

@@ -4,589 +4,369 @@
assets:
# FONTS
fonts:
- type: BITMAP
path: ${PREFIX}/data/font/smb2.gif
- type: FONT
path: ${PREFIX}/data/font/smb2.fnt
- type: BITMAP
path: ${PREFIX}/data/font/aseprite.gif
- type: FONT
path: ${PREFIX}/data/font/aseprite.fnt
- type: BITMAP
path: ${PREFIX}/data/font/gauntlet.gif
- type: FONT
path: ${PREFIX}/data/font/gauntlet.fnt
- type: BITMAP
path: ${PREFIX}/data/font/subatomic.gif
- type: FONT
path: ${PREFIX}/data/font/subatomic.fnt
- type: BITMAP
path: ${PREFIX}/data/font/8bithud.gif
- type: FONT
path: ${PREFIX}/data/font/8bithud.fnt
BITMAP:
- ${PREFIX}/data/font/smb2.gif
- ${PREFIX}/data/font/aseprite.gif
- ${PREFIX}/data/font/gauntlet.gif
- ${PREFIX}/data/font/subatomic.gif
- ${PREFIX}/data/font/8bithud.gif
FONT:
- ${PREFIX}/data/font/smb2.fnt
- ${PREFIX}/data/font/aseprite.fnt
- ${PREFIX}/data/font/gauntlet.fnt
- ${PREFIX}/data/font/subatomic.fnt
- ${PREFIX}/data/font/8bithud.fnt
# PALETTES
palettes:
- type: PALETTE
path: ${PREFIX}/data/palette/zx-spectrum.pal
- type: PALETTE
path: ${PREFIX}/data/palette/zx-spectrum-adjusted.pal
- type: PALETTE
path: ${PREFIX}/data/palette/zxarne-5-2.pal
- type: PALETTE
path: ${PREFIX}/data/palette/black-and-white.pal
- type: PALETTE
path: ${PREFIX}/data/palette/green-phosphor.pal
- type: PALETTE
path: ${PREFIX}/data/palette/orange-screen.pal
- type: PALETTE
path: ${PREFIX}/data/palette/ruzx-spectrum.pal
- type: PALETTE
path: ${PREFIX}/data/palette/ruzx-spectrum-revision-2.pal
- type: PALETTE
path: ${PREFIX}/data/palette/pico-8.pal
- type: PALETTE
path: ${PREFIX}/data/palette/sweetie-16.pal
- type: PALETTE
path: ${PREFIX}/data/palette/island-joy-16.pal
- type: PALETTE
path: ${PREFIX}/data/palette/lost-century.pal
- type: PALETTE
path: ${PREFIX}/data/palette/na16.pal
- type: PALETTE
path: ${PREFIX}/data/palette/steam-lords.pal
PALETTE:
- ${PREFIX}/data/palette/zx-spectrum.pal
- ${PREFIX}/data/palette/zx-spectrum-adjusted.pal
- ${PREFIX}/data/palette/zxarne-5.2.pal
- ${PREFIX}/data/palette/black-and-white.pal
- ${PREFIX}/data/palette/green-phosphor.pal
- ${PREFIX}/data/palette/orange-screen.pal
- ${PREFIX}/data/palette/ruzx-spectrum.pal
- ${PREFIX}/data/palette/ruzx-spectrum-revision-2.pal
- ${PREFIX}/data/palette/pico-8.pal
- ${PREFIX}/data/palette/sweetie.pal
- ${PREFIX}/data/palette/island-joy.pal
- ${PREFIX}/data/palette/lost-century.pal
- ${PREFIX}/data/palette/na.pal
- ${PREFIX}/data/palette/steam-lords.pal
- ${PREFIX}/data/palette/winds-seed-pc98.pal
- ${PREFIX}/data/palette/psychic-fibre.pal
- ${PREFIX}/data/palette/shido-cyberneon.pal
- ${PREFIX}/data/palette/darkseed.pal
- ${PREFIX}/data/palette/antiquity.pal
- ${PREFIX}/data/palette/bubblegum.pal
- ${PREFIX}/data/palette/vanilla-milkshake.pal
- ${PREFIX}/data/palette/aged-terracotta.pal
- ${PREFIX}/data/palette/h16da.pal
# LOCALE
locale:
- type: DATA
path: ${PREFIX}/data/locale/en.yaml
- type: DATA
path: ${PREFIX}/data/locale/ca.yaml
DATA:
- ${PREFIX}/data/locale/en.yaml
- ${PREFIX}/data/locale/ca.yaml
# INPUT
input:
- type: DATA
path: ${PREFIX}/gamecontrollerdb.txt
DATA:
- ${PREFIX}/gamecontrollerdb.txt
# SYSTEM
system:
- type: DATA
path: ${SYSTEM_FOLDER}/config.yaml
required: false
absolute: true
- type: DATA
path: ${SYSTEM_FOLDER}/stats_buffer.csv
required: false
absolute: true
- type: DATA
path: ${SYSTEM_FOLDER}/stats.csv
required: false
absolute: true
- type: DATA
path: ${SYSTEM_FOLDER}/cheevos.bin
required: false
absolute: true
- type: DATA
path: ${SYSTEM_FOLDER}/postfx.yaml
required: false
absolute: true
DATA:
- path: ${SYSTEM_FOLDER}/config.yaml
required: false
absolute: true
- path: ${SYSTEM_FOLDER}/debug.yaml
required: false
absolute: true
- path: ${SYSTEM_FOLDER}/editor.yaml
required: false
absolute: true
- path: ${SYSTEM_FOLDER}/stats_buffer.csv
required: false
absolute: true
- path: ${SYSTEM_FOLDER}/stats.csv
required: false
absolute: true
- path: ${SYSTEM_FOLDER}/cheevos.bin
required: false
absolute: true
- path: ${SYSTEM_FOLDER}/shaders/postfx.yaml
required: false
absolute: true
- path: ${SYSTEM_FOLDER}/shaders/crtpi.yaml
required: false
absolute: true
# CONSOLE
console:
DATA:
- ${PREFIX}/data/console/commands.yaml
# ROOMS
rooms:
- type: ROOM
path: ${PREFIX}/data/room/01.yaml
- type: ROOM
path: ${PREFIX}/data/room/02.yaml
- type: ROOM
path: ${PREFIX}/data/room/03.yaml
- type: ROOM
path: ${PREFIX}/data/room/04.yaml
- type: ROOM
path: ${PREFIX}/data/room/05.yaml
- type: ROOM
path: ${PREFIX}/data/room/06.yaml
- type: ROOM
path: ${PREFIX}/data/room/07.yaml
- type: ROOM
path: ${PREFIX}/data/room/08.yaml
- type: ROOM
path: ${PREFIX}/data/room/09.yaml
- type: ROOM
path: ${PREFIX}/data/room/10.yaml
- type: ROOM
path: ${PREFIX}/data/room/11.yaml
- type: ROOM
path: ${PREFIX}/data/room/12.yaml
- type: ROOM
path: ${PREFIX}/data/room/13.yaml
- type: ROOM
path: ${PREFIX}/data/room/14.yaml
- type: ROOM
path: ${PREFIX}/data/room/15.yaml
- type: ROOM
path: ${PREFIX}/data/room/16.yaml
- type: ROOM
path: ${PREFIX}/data/room/17.yaml
- type: ROOM
path: ${PREFIX}/data/room/18.yaml
- type: ROOM
path: ${PREFIX}/data/room/19.yaml
- type: ROOM
path: ${PREFIX}/data/room/20.yaml
- type: ROOM
path: ${PREFIX}/data/room/21.yaml
- type: ROOM
path: ${PREFIX}/data/room/22.yaml
- type: ROOM
path: ${PREFIX}/data/room/23.yaml
- type: ROOM
path: ${PREFIX}/data/room/24.yaml
- type: ROOM
path: ${PREFIX}/data/room/25.yaml
- type: ROOM
path: ${PREFIX}/data/room/26.yaml
- type: ROOM
path: ${PREFIX}/data/room/27.yaml
- type: ROOM
path: ${PREFIX}/data/room/28.yaml
- type: ROOM
path: ${PREFIX}/data/room/29.yaml
- type: ROOM
path: ${PREFIX}/data/room/30.yaml
- type: ROOM
path: ${PREFIX}/data/room/31.yaml
- type: ROOM
path: ${PREFIX}/data/room/32.yaml
- type: ROOM
path: ${PREFIX}/data/room/33.yaml
- type: ROOM
path: ${PREFIX}/data/room/34.yaml
- type: ROOM
path: ${PREFIX}/data/room/35.yaml
- type: ROOM
path: ${PREFIX}/data/room/36.yaml
- type: ROOM
path: ${PREFIX}/data/room/37.yaml
- type: ROOM
path: ${PREFIX}/data/room/38.yaml
- type: ROOM
path: ${PREFIX}/data/room/39.yaml
- type: ROOM
path: ${PREFIX}/data/room/40.yaml
- type: ROOM
path: ${PREFIX}/data/room/41.yaml
- type: ROOM
path: ${PREFIX}/data/room/42.yaml
- type: ROOM
path: ${PREFIX}/data/room/43.yaml
- type: ROOM
path: ${PREFIX}/data/room/44.yaml
- type: ROOM
path: ${PREFIX}/data/room/45.yaml
- type: ROOM
path: ${PREFIX}/data/room/46.yaml
- type: ROOM
path: ${PREFIX}/data/room/47.yaml
- type: ROOM
path: ${PREFIX}/data/room/48.yaml
- type: ROOM
path: ${PREFIX}/data/room/49.yaml
- type: ROOM
path: ${PREFIX}/data/room/50.yaml
- type: ROOM
path: ${PREFIX}/data/room/51.yaml
- type: ROOM
path: ${PREFIX}/data/room/52.yaml
- type: ROOM
path: ${PREFIX}/data/room/53.yaml
- type: ROOM
path: ${PREFIX}/data/room/54.yaml
- type: ROOM
path: ${PREFIX}/data/room/55.yaml
- type: ROOM
path: ${PREFIX}/data/room/56.yaml
- type: ROOM
path: ${PREFIX}/data/room/57.yaml
- type: ROOM
path: ${PREFIX}/data/room/58.yaml
- type: ROOM
path: ${PREFIX}/data/room/59.yaml
- type: ROOM
path: ${PREFIX}/data/room/60.yaml
ROOM:
- ${PREFIX}/data/room/01.yaml
- ${PREFIX}/data/room/02.yaml
- ${PREFIX}/data/room/03.yaml
- ${PREFIX}/data/room/04.yaml
- ${PREFIX}/data/room/05.yaml
- ${PREFIX}/data/room/06.yaml
- ${PREFIX}/data/room/07.yaml
- ${PREFIX}/data/room/08.yaml
- ${PREFIX}/data/room/09.yaml
- ${PREFIX}/data/room/10.yaml
- ${PREFIX}/data/room/11.yaml
- ${PREFIX}/data/room/12.yaml
- ${PREFIX}/data/room/13.yaml
- ${PREFIX}/data/room/14.yaml
- ${PREFIX}/data/room/15.yaml
- ${PREFIX}/data/room/16.yaml
- ${PREFIX}/data/room/17.yaml
- ${PREFIX}/data/room/18.yaml
- ${PREFIX}/data/room/19.yaml
- ${PREFIX}/data/room/20.yaml
- ${PREFIX}/data/room/21.yaml
- ${PREFIX}/data/room/22.yaml
- ${PREFIX}/data/room/23.yaml
- ${PREFIX}/data/room/24.yaml
- ${PREFIX}/data/room/25.yaml
- ${PREFIX}/data/room/26.yaml
- ${PREFIX}/data/room/27.yaml
- ${PREFIX}/data/room/28.yaml
- ${PREFIX}/data/room/29.yaml
- ${PREFIX}/data/room/30.yaml
- ${PREFIX}/data/room/31.yaml
- ${PREFIX}/data/room/32.yaml
- ${PREFIX}/data/room/33.yaml
- ${PREFIX}/data/room/34.yaml
- ${PREFIX}/data/room/35.yaml
- ${PREFIX}/data/room/36.yaml
- ${PREFIX}/data/room/37.yaml
- ${PREFIX}/data/room/38.yaml
- ${PREFIX}/data/room/39.yaml
- ${PREFIX}/data/room/40.yaml
- ${PREFIX}/data/room/41.yaml
- ${PREFIX}/data/room/42.yaml
- ${PREFIX}/data/room/43.yaml
- ${PREFIX}/data/room/44.yaml
- ${PREFIX}/data/room/45.yaml
- ${PREFIX}/data/room/46.yaml
- ${PREFIX}/data/room/47.yaml
- ${PREFIX}/data/room/48.yaml
- ${PREFIX}/data/room/49.yaml
- ${PREFIX}/data/room/50.yaml
- ${PREFIX}/data/room/51.yaml
- ${PREFIX}/data/room/52.yaml
- ${PREFIX}/data/room/53.yaml
- ${PREFIX}/data/room/54.yaml
- ${PREFIX}/data/room/55.yaml
- ${PREFIX}/data/room/56.yaml
- ${PREFIX}/data/room/57.yaml
- ${PREFIX}/data/room/58.yaml
- ${PREFIX}/data/room/59.yaml
- ${PREFIX}/data/room/60.yaml
# TILESETS
tilesets:
- type: BITMAP
path: ${PREFIX}/data/tilesets/standard.gif
BITMAP:
- ${PREFIX}/data/tilesets/standard.gif
# ENEMIES
enemies:
- type: ANIMATION
path: ${PREFIX}/data/enemies/abad_bell.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/abad_bell.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/abad.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/abad.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/amstrad_cs.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/amstrad_cs.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/flying_arounder.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/flying_arounder.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/stopped_arounder.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/stopped_arounder.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/walking_arounder.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/walking_arounder.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/arounders_door.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/arounders_door.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/arounders_machine.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/arounders_machine.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/bat.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/bat.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/batman_bell.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/batman_bell.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/batman_fire.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/batman_fire.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/batman.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/batman.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/bell.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/bell.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/bin.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/bin.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/bird.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/bird.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/breakout.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/breakout.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/bry.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/bry.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/chip.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/chip.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/code.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/code.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/congo.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/congo.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/crosshair.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/crosshair.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/demon.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/demon.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/dimallas.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/dimallas.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/floppy.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/floppy.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/dong.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/dong.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/guitar.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/guitar.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/heavy.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/heavy.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/jailer1.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/jailer1.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/jailer2.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/jailer2.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/jailer3.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/jailer3.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/jailbattle_alien.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/jailbattle_alien.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/jailbattle_human.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/jailbattle_human.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/jeannine.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/jeannine.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/lamp.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/lamp.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/lord_abad.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/lord_abad.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/matatunos.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/matatunos.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/mummy.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/mummy.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/paco.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/paco.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/elsa.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/elsa.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/qvoid.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/qvoid.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/robot.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/robot.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/sam.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/sam.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/shock.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/shock.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/sigmasua.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/sigmasua.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/spark.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/spark.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/special/aerojailer.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/special/aerojailer.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/special/arounder.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/special/arounder.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/special/pepe_rosita_job.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/special/pepe_rosita_job.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/special/shooting_star.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/special/shooting_star.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/spider.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/spider.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/tree_thing.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/tree_thing.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/tuno.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/tuno.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/tv_panel.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/tv_panel.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/tv.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/tv.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/upv_student.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/upv_student.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/wave.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/wave.gif
- type: ANIMATION
path: ${PREFIX}/data/enemies/z80.yaml
- type: BITMAP
path: ${PREFIX}/data/enemies/z80.gif
ANIMATION:
- ${PREFIX}/data/enemies/abad_bell.yaml
- ${PREFIX}/data/enemies/abad.yaml
- ${PREFIX}/data/enemies/amstrad_cs.yaml
- ${PREFIX}/data/enemies/flying_arounder.yaml
- ${PREFIX}/data/enemies/stopped_arounder.yaml
- ${PREFIX}/data/enemies/walking_arounder.yaml
- ${PREFIX}/data/enemies/arounders_door.yaml
- ${PREFIX}/data/enemies/arounders_machine.yaml
- ${PREFIX}/data/enemies/bat.yaml
- ${PREFIX}/data/enemies/batman_bell.yaml
- ${PREFIX}/data/enemies/batman_fire.yaml
- ${PREFIX}/data/enemies/batman.yaml
- ${PREFIX}/data/enemies/bell.yaml
- ${PREFIX}/data/enemies/bin.yaml
- ${PREFIX}/data/enemies/bird.yaml
- ${PREFIX}/data/enemies/breakout.yaml
- ${PREFIX}/data/enemies/bry.yaml
- ${PREFIX}/data/enemies/chip.yaml
- ${PREFIX}/data/enemies/code.yaml
- ${PREFIX}/data/enemies/congo.yaml
- ${PREFIX}/data/enemies/crosshair.yaml
- ${PREFIX}/data/enemies/demon.yaml
- ${PREFIX}/data/enemies/dimallas.yaml
- ${PREFIX}/data/enemies/floppy.yaml
- ${PREFIX}/data/enemies/dong.yaml
- ${PREFIX}/data/enemies/guitar.yaml
- ${PREFIX}/data/enemies/heavy.yaml
- ${PREFIX}/data/enemies/jailer1.yaml
- ${PREFIX}/data/enemies/jailer2.yaml
- ${PREFIX}/data/enemies/jailer3.yaml
- ${PREFIX}/data/enemies/jailbattle_alien.yaml
- ${PREFIX}/data/enemies/jailbattle_human.yaml
- ${PREFIX}/data/enemies/jeannine.yaml
- ${PREFIX}/data/enemies/lamp.yaml
- ${PREFIX}/data/enemies/lord_abad.yaml
- ${PREFIX}/data/enemies/matatunos.yaml
- ${PREFIX}/data/enemies/mummy.yaml
- ${PREFIX}/data/enemies/paco.yaml
- ${PREFIX}/data/enemies/elsa.yaml
- ${PREFIX}/data/enemies/qvoid.yaml
- ${PREFIX}/data/enemies/robot.yaml
- ${PREFIX}/data/enemies/sam.yaml
- ${PREFIX}/data/enemies/shock.yaml
- ${PREFIX}/data/enemies/sigmasua.yaml
- ${PREFIX}/data/enemies/spark.yaml
- ${PREFIX}/data/enemies/special/aerojailer.yaml
- ${PREFIX}/data/enemies/special/arounder.yaml
- ${PREFIX}/data/enemies/special/pepe_rosita_job.yaml
- ${PREFIX}/data/enemies/special/shooting_star.yaml
- ${PREFIX}/data/enemies/spider.yaml
- ${PREFIX}/data/enemies/tree_thing.yaml
- ${PREFIX}/data/enemies/tuno.yaml
- ${PREFIX}/data/enemies/tv_panel.yaml
- ${PREFIX}/data/enemies/tv.yaml
- ${PREFIX}/data/enemies/upv_student.yaml
- ${PREFIX}/data/enemies/wave.yaml
- ${PREFIX}/data/enemies/z80.yaml
BITMAP:
- ${PREFIX}/data/enemies/abad_bell.gif
- ${PREFIX}/data/enemies/abad.gif
- ${PREFIX}/data/enemies/amstrad_cs.gif
- ${PREFIX}/data/enemies/flying_arounder.gif
- ${PREFIX}/data/enemies/stopped_arounder.gif
- ${PREFIX}/data/enemies/walking_arounder.gif
- ${PREFIX}/data/enemies/arounders_door.gif
- ${PREFIX}/data/enemies/arounders_machine.gif
- ${PREFIX}/data/enemies/bat.gif
- ${PREFIX}/data/enemies/batman_bell.gif
- ${PREFIX}/data/enemies/batman_fire.gif
- ${PREFIX}/data/enemies/batman.gif
- ${PREFIX}/data/enemies/bell.gif
- ${PREFIX}/data/enemies/bin.gif
- ${PREFIX}/data/enemies/bird.gif
- ${PREFIX}/data/enemies/breakout.gif
- ${PREFIX}/data/enemies/bry.gif
- ${PREFIX}/data/enemies/chip.gif
- ${PREFIX}/data/enemies/code.gif
- ${PREFIX}/data/enemies/congo.gif
- ${PREFIX}/data/enemies/crosshair.gif
- ${PREFIX}/data/enemies/demon.gif
- ${PREFIX}/data/enemies/dimallas.gif
- ${PREFIX}/data/enemies/floppy.gif
- ${PREFIX}/data/enemies/dong.gif
- ${PREFIX}/data/enemies/guitar.gif
- ${PREFIX}/data/enemies/heavy.gif
- ${PREFIX}/data/enemies/jailer1.gif
- ${PREFIX}/data/enemies/jailer2.gif
- ${PREFIX}/data/enemies/jailer3.gif
- ${PREFIX}/data/enemies/jailbattle_alien.gif
- ${PREFIX}/data/enemies/jailbattle_human.gif
- ${PREFIX}/data/enemies/jeannine.gif
- ${PREFIX}/data/enemies/lamp.gif
- ${PREFIX}/data/enemies/lord_abad.gif
- ${PREFIX}/data/enemies/matatunos.gif
- ${PREFIX}/data/enemies/mummy.gif
- ${PREFIX}/data/enemies/paco.gif
- ${PREFIX}/data/enemies/elsa.gif
- ${PREFIX}/data/enemies/qvoid.gif
- ${PREFIX}/data/enemies/robot.gif
- ${PREFIX}/data/enemies/sam.gif
- ${PREFIX}/data/enemies/shock.gif
- ${PREFIX}/data/enemies/sigmasua.gif
- ${PREFIX}/data/enemies/spark.gif
- ${PREFIX}/data/enemies/special/aerojailer.gif
- ${PREFIX}/data/enemies/special/arounder.gif
- ${PREFIX}/data/enemies/special/pepe_rosita_job.gif
- ${PREFIX}/data/enemies/special/shooting_star.gif
- ${PREFIX}/data/enemies/spider.gif
- ${PREFIX}/data/enemies/tree_thing.gif
- ${PREFIX}/data/enemies/tuno.gif
- ${PREFIX}/data/enemies/tv_panel.gif
- ${PREFIX}/data/enemies/tv.gif
- ${PREFIX}/data/enemies/upv_student.gif
- ${PREFIX}/data/enemies/wave.gif
- ${PREFIX}/data/enemies/z80.gif
# PLAYER
player:
- type: BITMAP
path: ${PREFIX}/data/player/player.gif
- type: ANIMATION
path: ${PREFIX}/data/player/player.yaml
- type: BITMAP
path: ${PREFIX}/data/player/player2.gif
- type: ANIMATION
path: ${PREFIX}/data/player/player2.yaml
- type: BITMAP
path: ${PREFIX}/data/player/player_game_over.gif
- type: ANIMATION
path: ${PREFIX}/data/player/player_game_over.yaml
BITMAP:
- ${PREFIX}/data/player/player.gif
- ${PREFIX}/data/player/player2.gif
- ${PREFIX}/data/player/player_game_over.gif
ANIMATION:
- ${PREFIX}/data/player/player.yaml
- ${PREFIX}/data/player/player2.yaml
- ${PREFIX}/data/player/player_game_over.yaml
# ITEMS
items:
- type: BITMAP
path: ${PREFIX}/data/items/items.gif
BITMAP:
- ${PREFIX}/data/items/items.gif
# MUSIC
music:
- type: MUSIC
path: ${PREFIX}/data/music/title.ogg
- type: MUSIC
path: ${PREFIX}/data/music/game.ogg
- type: MUSIC
path: ${PREFIX}/data/music/loading_data1.ogg
- type: MUSIC
path: ${PREFIX}/data/music/loading_data2.ogg
- type: MUSIC
path: ${PREFIX}/data/music/loading_header.ogg
- type: MUSIC
path: ${PREFIX}/data/music/loading_screen_color.ogg
- type: MUSIC
path: ${PREFIX}/data/music/loading_screen_data.ogg
- type: MUSIC
path: ${PREFIX}/data/music/ending1.ogg
- type: MUSIC
path: ${PREFIX}/data/music/ending2.ogg
- type: MUSIC
path: ${PREFIX}/data/music/game_over.ogg
MUSIC:
- ${PREFIX}/data/music/title.ogg
- ${PREFIX}/data/music/game.ogg
- ${PREFIX}/data/music/loading_data1.ogg
- ${PREFIX}/data/music/loading_data2.ogg
- ${PREFIX}/data/music/loading_header.ogg
- ${PREFIX}/data/music/loading_screen_color.ogg
- ${PREFIX}/data/music/loading_screen_data.ogg
- ${PREFIX}/data/music/ending1.ogg
- ${PREFIX}/data/music/ending2.ogg
- ${PREFIX}/data/music/game_over.ogg
# SOUNDS
sounds:
- type: SOUND
path: ${PREFIX}/data/sound/item.wav
- type: SOUND
path: ${PREFIX}/data/sound/death.wav
- type: SOUND
path: ${PREFIX}/data/sound/notify.wav
- type: SOUND
path: ${PREFIX}/data/sound/jump1.wav
- type: SOUND
path: ${PREFIX}/data/sound/jump2.wav
- type: SOUND
path: ${PREFIX}/data/sound/jump3.wav
- type: SOUND
path: ${PREFIX}/data/sound/jump4.wav
- type: SOUND
path: ${PREFIX}/data/sound/jump5.wav
- type: SOUND
path: ${PREFIX}/data/sound/jump6.wav
- type: SOUND
path: ${PREFIX}/data/sound/jump7.wav
- type: SOUND
path: ${PREFIX}/data/sound/jump8.wav
- type: SOUND
path: ${PREFIX}/data/sound/jump9.wav
- type: SOUND
path: ${PREFIX}/data/sound/jump10.wav
- type: SOUND
path: ${PREFIX}/data/sound/jump11.wav
- type: SOUND
path: ${PREFIX}/data/sound/jump12.wav
- type: SOUND
path: ${PREFIX}/data/sound/jump13.wav
- type: SOUND
path: ${PREFIX}/data/sound/jump14.wav
- type: SOUND
path: ${PREFIX}/data/sound/jump15.wav
- type: SOUND
path: ${PREFIX}/data/sound/jump16.wav
- type: SOUND
path: ${PREFIX}/data/sound/jump17.wav
- type: SOUND
path: ${PREFIX}/data/sound/jump18.wav
- type: SOUND
path: ${PREFIX}/data/sound/jump19.wav
- type: SOUND
path: ${PREFIX}/data/sound/jump20.wav
- type: SOUND
path: ${PREFIX}/data/sound/jump21.wav
- type: SOUND
path: ${PREFIX}/data/sound/jump22.wav
- type: SOUND
path: ${PREFIX}/data/sound/jump23.wav
- type: SOUND
path: ${PREFIX}/data/sound/jump24.wav
SOUND:
- ${PREFIX}/data/sound/item.wav
- ${PREFIX}/data/sound/death.wav
- ${PREFIX}/data/sound/notify.wav
- ${PREFIX}/data/sound/jump1.wav
- ${PREFIX}/data/sound/jump2.wav
- ${PREFIX}/data/sound/jump3.wav
- ${PREFIX}/data/sound/jump4.wav
- ${PREFIX}/data/sound/jump5.wav
- ${PREFIX}/data/sound/jump6.wav
- ${PREFIX}/data/sound/jump7.wav
- ${PREFIX}/data/sound/jump8.wav
- ${PREFIX}/data/sound/jump9.wav
- ${PREFIX}/data/sound/jump10.wav
- ${PREFIX}/data/sound/jump11.wav
- ${PREFIX}/data/sound/jump12.wav
- ${PREFIX}/data/sound/jump13.wav
- ${PREFIX}/data/sound/jump14.wav
- ${PREFIX}/data/sound/jump15.wav
- ${PREFIX}/data/sound/jump16.wav
- ${PREFIX}/data/sound/jump17.wav
- ${PREFIX}/data/sound/jump18.wav
- ${PREFIX}/data/sound/jump19.wav
- ${PREFIX}/data/sound/jump20.wav
- ${PREFIX}/data/sound/jump21.wav
- ${PREFIX}/data/sound/jump22.wav
- ${PREFIX}/data/sound/jump23.wav
- ${PREFIX}/data/sound/jump24.wav
# LOGO
logo:
- type: BITMAP
path: ${PREFIX}/data/logo/jailgames.gif
- type: BITMAP
path: ${PREFIX}/data/logo/since_1998.gif
BITMAP:
- ${PREFIX}/data/logo/jailgames.gif
- ${PREFIX}/data/logo/since_1998.gif
# LOADING
loading:
- type: BITMAP
path: ${PREFIX}/data/loading/loading_screen_bn.gif
- type: BITMAP
path: ${PREFIX}/data/loading/loading_screen_color.gif
- type: BITMAP
path: ${PREFIX}/data/loading/program_jaildoc.gif
BITMAP:
- ${PREFIX}/data/loading/loading_screen_bn.gif
- ${PREFIX}/data/loading/loading_screen_color.gif
- ${PREFIX}/data/loading/program_jaildoc.gif
# TITLE
title:
- type: BITMAP
path: ${PREFIX}/data/title/title_logo.gif
BITMAP:
- ${PREFIX}/data/title/title_logo.gif
# ENDING
ending:
- type: BITMAP
path: ${PREFIX}/data/ending/ending1.gif
- type: BITMAP
path: ${PREFIX}/data/ending/ending2.gif
- type: BITMAP
path: ${PREFIX}/data/ending/ending3.gif
- type: BITMAP
path: ${PREFIX}/data/ending/ending4.gif
- type: BITMAP
path: ${PREFIX}/data/ending/ending5.gif
BITMAP:
- ${PREFIX}/data/ending/ending1.gif
- ${PREFIX}/data/ending/ending2.gif
- ${PREFIX}/data/ending/ending3.gif
- ${PREFIX}/data/ending/ending4.gif
- ${PREFIX}/data/ending/ending5.gif
# CREDITS
credits:
- type: BITMAP
path: ${PREFIX}/data/credits/shine.gif
- type: ANIMATION
path: ${PREFIX}/data/credits/shine.yaml
BITMAP:
- ${PREFIX}/data/credits/shine.gif
ANIMATION:
- ${PREFIX}/data/credits/shine.yaml

286
data/console/commands.yaml Normal file
View File

@@ -0,0 +1,286 @@
# JailDoctor's Dilemma - Console Commands
# Metadata for the in-game console command system.
# Execution logic stays in C++; this file defines metadata only.
#
# Fields:
# keyword - Command name (uppercase)
# handler - C++ handler function identifier
# description - Short description for help output
# usage - Full usage string for terminal help
# instant - (optional) Skip typewriter effect (default: false)
# hidden - (optional) Hide from TAB completion (default: false)
# debug_only - (optional) Only available in debug builds (default: false)
# help_hidden - (optional) Don't show in help output (default: false)
# dynamic_completions - (optional) Completions generated at runtime (default: false)
# completions - (optional) Static TAB completion tree
# debug_extras - (optional) Overrides applied in debug builds
# scope - (optional) Visibility scope: global, game, editor, debug (default: global)
# Can be a string or a list. Categories can set a default scope for all commands.
categories:
- name: VIDEO
scope: game
commands:
- keyword: SS
handler: cmd_ss
description: Supersampling
usage: "SS [ON|OFF|SIZE|UPSCALE [NEAREST|LINEAR]|DOWNSCALE [BILINEAR|LANCZOS2|LANCZOS3]]"
completions:
SS: [ON, OFF, SIZE, UPSCALE, DOWNSCALE]
SS UPSCALE: [NEAREST, LINEAR]
SS DOWNSCALE: [BILINEAR, LANCZOS2, LANCZOS3]
- keyword: SHADER
handler: cmd_shader
description: "Toggle/select shader (F4)"
usage: "SHADER [ON|OFF|NEXT|POSTFX|CRTPI|PRESET [NEXT|PREV|<name>]]"
completions:
SHADER: [ON, OFF, NEXT, POSTFX, CRTPI, PRESET]
dynamic_completions: true
- keyword: BORDER
handler: cmd_border
description: "Decorative border (B)"
usage: "BORDER [ON|OFF]"
completions:
BORDER: [ON, OFF]
- keyword: FULLSCREEN
handler: cmd_fullscreen
description: "Fullscreen mode (F3)"
usage: "FULLSCREEN [ON|OFF]"
completions:
FULLSCREEN: [ON, OFF]
- keyword: ZOOM
handler: cmd_zoom
description: "Window zoom (F1/F2)"
usage: "ZOOM [UP|DOWN|<1-N>]"
completions:
ZOOM: [UP, DOWN]
- keyword: INTSCALE
handler: cmd_intscale
description: "Integer scaling (F7)"
usage: "INTSCALE [ON|OFF]"
completions:
INTSCALE: [ON, OFF]
- keyword: VSYNC
handler: cmd_vsync
description: "Vertical sync"
usage: "VSYNC [ON|OFF]"
completions:
VSYNC: [ON, OFF]
- keyword: DRIVER
handler: cmd_driver
description: "GPU driver (restart to apply)"
usage: "DRIVER [LIST|AUTO|NONE|<name>]"
completions:
DRIVER: [LIST, AUTO, NONE]
- keyword: PALETTE
handler: cmd_palette
description: "Color palette (F5/F6)"
usage: "PALETTE [NEXT|PREV|SORT [ORIGINAL|LUMINANCE|SPECTRUM]|DEFAULT|<name>]"
completions:
PALETTE SORT: [ORIGINAL, LUMINANCE, SPECTRUM]
dynamic_completions: true
- name: AUDIO
scope: game
commands:
- keyword: AUDIO
handler: cmd_audio
description: Audio master
usage: "AUDIO [ON|OFF|VOL <0-100>]"
completions:
AUDIO: [ON, OFF, VOL]
- keyword: MUSIC
handler: cmd_music
description: Music volume
usage: "MUSIC [ON|OFF|VOL <0-100>]"
completions:
MUSIC: [ON, OFF, VOL]
- keyword: SOUND
handler: cmd_sound
description: Sound volume
usage: "SOUND [ON|OFF|VOL <0-100>]"
completions:
SOUND: [ON, OFF, VOL]
- name: GAME
scope: game
commands:
- keyword: PLAYER
handler: cmd_player
description: "Player skin and color"
usage: "PLAYER SKIN <name> | PLAYER COLOR <0-15>|DEFAULT"
completions:
PLAYER: [SKIN, COLOR]
PLAYER SKIN: [DEFAULT, ABAD, BATMAN, CHIP, CONGO, JEANNINE, MUMMY, UPV_STUDENT]
PLAYER COLOR: [DEFAULT]
- keyword: RESTART
handler: cmd_restart
description: Restart from the beginning
usage: RESTART
instant: true
- keyword: KIOSK
handler: cmd_kiosk
description: Enable kiosk mode
usage: "KIOSK [ON]"
completions:
KIOSK: [ON]
- keyword: EXIT
handler: cmd_exit
description: Quit application
usage: EXIT
instant: true
scope: global
- keyword: QUIT
handler: cmd_quit
description: Quit application
usage: QUIT
instant: true
help_hidden: true
scope: global
- name: INFO
scope: global
commands:
- keyword: SHOW
handler: cmd_show
description: Show info overlay
usage: "SHOW [INFO]"
completions:
SHOW: [INFO]
debug_extras:
description: "Show overlay/test notification"
usage: "SHOW [INFO|NOTIFICATION|CHEEVO]"
completions:
SHOW: [INFO, NOTIFICATION, CHEEVO]
- keyword: HIDE
handler: cmd_hide
description: Hide info overlay
usage: "HIDE [INFO]"
completions:
HIDE: [INFO]
- keyword: SIZE
handler: cmd_size
description: Window size in pixels
usage: SIZE
- keyword: HELP
handler: cmd_help
description: "Show this help"
usage: "HELP [<command>]"
dynamic_completions: true
- keyword: "?"
handler: cmd_help
help_hidden: true
- name: DEBUG
debug_only: true
scope: debug
commands:
- keyword: DEBUG
handler: cmd_debug
description: "Debug mode and start options (F12)"
usage: "DEBUG [MODE [ON|OFF]|START [HERE|ROOM|POS|SCENE <name>]]"
completions:
DEBUG: [MODE, START]
DEBUG MODE: [ON, OFF]
DEBUG START: [HERE, ROOM, POS, SCENE]
DEBUG START SCENE: [LOGO, LOADING, TITLE, CREDITS, GAME, ENDING, ENDING2]
- keyword: ITEMS
handler: cmd_items
description: "Set item count (GAME only)"
usage: "ITEMS <0-200>"
- keyword: ROOM
handler: cmd_room
description: "Change to room number (GAME only)"
usage: "ROOM <1-60>|NEXT|PREV|LEFT|RIGHT|UP|DOWN"
scope: [debug, editor]
completions:
ROOM: [NEXT, PREV, LEFT, RIGHT, UP, DOWN, NEW, DELETE]
ROOM NEW: [LEFT, RIGHT, UP, DOWN]
- keyword: SCENE
handler: cmd_scene
description: Change scene
usage: "SCENE [LOGO|LOADING|TITLE|CREDITS|GAME|ENDING|ENDING2|RESTART]"
completions:
SCENE: [LOGO, LOADING, TITLE, CREDITS, GAME, ENDING, ENDING2, RESTART]
- keyword: EDIT
handler: cmd_edit
description: "Map editor mode (GAME only)"
usage: "EDIT [ON|OFF|REVERT|SHOW|HIDE|MAPBG|MAPCONN] [...]"
scope: [debug, editor]
dynamic_completions: true
completions:
EDIT: [ON, OFF, REVERT, SHOW, HIDE, MAPBG, MAPCONN]
EDIT SHOW: [INFO, GRID]
EDIT HIDE: [INFO, GRID]
- name: EDITOR
debug_only: true
scope: editor
commands:
- keyword: ENEMY
handler: cmd_enemy
description: "Add, delete or duplicate enemy"
usage: "ENEMY <ADD|DELETE|DUPLICATE>"
completions:
ENEMY: [ADD, DELETE, DUPLICATE]
- keyword: ITEM
handler: cmd_item
description: "Add, delete or duplicate item"
usage: "ITEM <ADD|DELETE|DUPLICATE>"
completions:
ITEM: [ADD, DELETE, DUPLICATE]
- keyword: SET
handler: cmd_set
description: "Set property (enemy, item or room)"
usage: "SET <property> <value>"
dynamic_completions: true
completions:
SET FLIP: [ON, OFF]
SET MIRROR: [ON, OFF]
SET CONVEYOR: [LEFT, NONE, RIGHT]
- name: CHEATS
scope: [game, editor]
commands:
- keyword: CHEAT
handler: cmd_cheat
description: "Game cheats (GAME only)"
usage: "CHEAT [INFINITE LIVES|INVINCIBILITY|OPEN THE JAIL|CLOSE THE JAIL]"
hidden: true
help_hidden: true
completions:
CHEAT: [INFINITE, INVINCIBILITY, OPEN, CLOSE]
CHEAT INFINITE: [LIVES]
CHEAT INFINITE LIVES: [ON, OFF]
CHEAT INVINCIBILITY: [ON, OFF]
CHEAT OPEN: [THE]
CHEAT OPEN THE: [JAIL]
CHEAT CLOSE: [THE]
CHEAT CLOSE THE: [JAIL]
debug_extras:
hidden: false
help_hidden: false

View File

@@ -105,24 +105,24 @@ columns 15
193 6 # Á
200 6 # È
201 6 # É
204 6 # Ì
205 6 # Í
207 6 # Ï
210 6 # Ò
211 6 # Ó
219 6 # Ù
218 6 # Ú
220 6 # Ü
209 6 # Ñ
199 6 # Ç
224 5 # à
225 5 # á
232 5 # è
233 5 # é
236 4 # ì
237 4 # í
239 4 # ï
242 5 # ò
243 5 # ó
249 5 # ù
250 5 # ú
252 5 # ü
241 5 # ñ
231 5 # ç
161 2 # ¡

View File

@@ -101,24 +101,24 @@ columns 15
193 6 # Á
200 7 # È
201 7 # É
204 6 # Ì
205 6 # Í
207 6 # Ï
210 7 # Ò
211 7 # Ó
217 6 # Ù
218 6 # Ú
220 6 # Ü
209 7 # Ñ
199 7 # Ç
224 6 # à
225 6 # á
232 7 # è
233 7 # é
236 6 # ì
237 6 # í
239 6 # ï
242 7 # ò
243 7 # ó
249 6 # ù
250 6 # ú
252 6 # ü
241 7 # ñ
231 7 # ç
161 2 # ¡

View File

@@ -6,24 +6,24 @@ box_height 8
columns 15
# codepoint_decimal ancho_visual
32 8 # U+0020
33 5 # !
34 6 # "
32 7 # U+0020
33 7 # !
34 7 # "
35 7 # #
36 7 # $
37 7 # %
38 7 # &
39 4 # '
40 6 # (
41 5 # )
39 7 # '
40 7 # (
41 7 # )
42 7 # *
43 7 # +
44 4 # ,
44 7 # ,
45 7 # -
46 4 # .
46 7 # .
47 7 # /
48 7 # 0
49 6 # 1
49 7 # 1
50 7 # 2
51 7 # 3
52 7 # 4
@@ -32,11 +32,11 @@ columns 15
55 7 # 7
56 7 # 8
57 7 # 9
58 4 # :
59 4 # ;
60 6 # <
61 6 # =
62 6 # >
58 7 # :
59 7 # ;
60 7 # <
61 7 # =
62 7 # >
63 7 # ?
64 7 # @
65 7 # A
@@ -47,7 +47,7 @@ columns 15
70 7 # F
71 7 # G
72 7 # H
73 6 # I
73 7 # I
74 7 # J
75 7 # K
76 7 # L
@@ -65,12 +65,12 @@ columns 15
88 7 # X
89 7 # Y
90 7 # Z
91 6 # [
91 7 # [
92 7 # \
93 5 # ]
94 6 # ^
93 7 # ]
94 7 # ^
95 7 # _
96 4 # `
96 7 # `
97 7 # a
98 7 # b
99 7 # c
@@ -79,7 +79,7 @@ columns 15
102 7 # f
103 7 # g
104 7 # h
105 6 # i
105 7 # i
106 7 # j
107 7 # k
108 7 # l
@@ -97,36 +97,37 @@ columns 15
120 7 # x
121 7 # y
122 7 # z
123 6 # {
124 5 # |
125 5 # }
123 7 # {
124 7 # |
125 7 # }
126 7 # ~
192 7 # À
193 7 # Á
200 7 # È
201 7 # É
205 6 # Í
207 6 # Ï
204 7 # Ì
205 7 # Í
210 7 # Ò
211 7 # Ó
217 7 # Ù
218 7 # Ú
220 7 # Ü
209 7 # Ñ
199 7 # Ç
224 7 # à
225 7 # á
232 7 # è
233 7 # é
237 6 # í
239 6 # ï
236 7 # ì
237 7 # í
242 7 # ò
243 7 # ó
249 7 # ù
250 7 # ú
252 7 # ü
241 7 # ñ
231 7 # ç
161 5 # ¡
161 7 # ¡
191 7 # ¿
171 7 # «
187 7 # »
183 4 # ·
183 7 # ·
228 7 # ä (corazón)

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@@ -105,24 +105,24 @@ columns 15
193 5 # Á
200 4 # È
201 4 # É
204 1 # Ì
205 1 # Í
207 1 # Ï
210 5 # Ò
211 5 # Ó
217 5 # Ù
218 5 # Ú
220 5 # Ü
209 5 # Ñ
199 5 # Ç
224 4 # à
225 4 # á
232 4 # è
233 4 # é
236 1 # ì
237 1 # í
239 1 # ï
242 4 # ò
243 4 # ó
249 4 # ù
250 4 # ú
252 4 # ü
241 4 # ñ
231 3 # ç
161 1 # ¡

View File

@@ -2,10 +2,10 @@
# lang: ca
title:
marquee: "EH JAILEROS!! ESTEM EN 2022 I ENCARA HO PETEM COM EN 1998!! QUE, HO HEU SENTIT O NO? ELS JAILGAMES HAN TORNAT!! SÍ, COLLONS, HAN TORNAT!! MÉS DE 10 TÍTOLS QUE EL JAILDOC TÉ A FOC LENT!! AIXÒ ÉS UNA BARBARITAT, PERÒ... QUIN EIXIRÀ PRIMER? I ATENCIÓ, QUE HI HA UN APARELLET NOU QUE VOS FARÀ VOLAR EL CAP: EL P.A.C.O.! PERÒ UN MOMENT... QUÈ ÉS AQUELL ENCANTET QUE VE ALLÀ? OOOH, AQUELLA MINIASCII ÉS AMOR DEL BO!! LI PEGARIA UNA MOSSEGADA A CADA BYTE! OSTRES! I NO VOS OBLIDEU DE PUJAR AQUELLS JAILGAMES VELLS I PANXUTS DE MS-DOS A GITHUB, QUE SI NO ES PERDRAN!! QUIN SERÀ EL PROPER PROJECTE DEL JAILDOC? QUÈ PRENDRA VIDA? AI MARE... NI IDEA, PERÒ ACÍ PODEU SABER-HO SI RESOLGUEU EL DILEMA DEL JAILDOCTOR... VOS ATREVIU O QUÈ?"
marquee: "EI JAILERS!! ESTEM EN 2022 I ENCARA HO PETEM COM EN 1998!! QUÉ, HO HEU SENTIT O NO? ELS JAILGAMES HAN TORNAT!! SÍ, COLLONS, HAN TORNAT!! MÉS DE 10 TÍTOLS QUE EL JAILDOC TÉ EN LA CUINA A FOC LENT!! MOLT LENT!! AIXÒ ÉS UNA BARBARITAT, PERÒ... QUIN EIXIRÀ PRIMER? I ATENCIÓ, QUE HI HA UN APARELLET NOU QUE VOS FARÀ VOLAR EL CAP: EL P.A.C.O.! PERÒ UN MOMENT... QUÈ ÉS AQUELLA COSETA QUE VE PER ALLÀ? OOOH, AQUELLA MINIASCII ÉS AMOR DEL BO!! LI PEGARIA UNA LLEPAETA A CADA BYTE! OSTRES! I NO VOS OBLIDEU DE PUJAR AQUELLS JAILGAMES VELLS I PANXUTS DE MS-DOS A GITHUB, QUE SI NO ES PERDRAN!! QUIN SERÀ EL PRÒXIM PROJECTE DE JAILDOC? SERÀ UN PROJECTE DE MERDA? AI MARE... NI IDEA, PERÒ ACÍ PODEU SABER-HO SI RESOLEU EL DILEMA DEL JAILDOCTOR... VOS ATREVIU O QUÈ? VAAAAA!!!"
menu:
play: "1. JUGAR"
keyboard: "2. REDEFINIR TECLAT"
keyboard: "2. REDEFINIR TECLES"
joystick: "3. REDEFINIR MANDO"
projects: "4. PROJECTES"
keys:
@@ -42,11 +42,11 @@ ending:
t6: "FOREN ALLIBERATS"
t7: "HI HAVIA FINS I TOT BARRULLS"
t8: "I BEGGINERS ENTRE LA GENT"
t9: "BRY ESTAVA FENT LLAGRIMETA..."
t9: "BRY ESTAVA PLORANT..."
t10: "PERÒ DE SOBTE ALGUNA COSA"
t11: "LI VA CRIDAR L'ATENCIÓ"
t12: "UN MUNT DE FERRALLA!"
t13: "PLE D'ANDROMINES QUE NI ANAVEN!!"
t13: "PLE DE TRASTOS QUE NI ANAVEN!!"
t14: "I ALESHORES,"
t15: "QUARANTA PROJECTES NOUS"
t16: "VAN NÀIXER..."
@@ -71,7 +71,7 @@ credits:
f9: "F9 VORA DE LA PANTALLA"
author: "UN JOC DE JAILDESIGNER"
date: "FET A L'ESTIU/TARDOR DEL 2022"
love: "M'ENCANTEN ELS JAILGAMES!"
love: "I LOVE JAILGAMES! "
achievements:
header: "ASSOLIMENT DESBLOQUEJAT!"
@@ -108,10 +108,15 @@ ui:
fullscreen_enabled: "PANTALLA COMPLETA ACTIVADA"
fullscreen_disabled: "PANTALLA COMPLETA DESACTIVADA"
window_zoom: "ZOOM FINESTRA x"
postfx_enabled: "POSTFX ACTIVAT"
postfx_disabled: "POSTFX DESACTIVAT"
shaders_enabled: "SHADERS ACTIVATS"
shaders_disabled: "SHADERS DESACTIVATS"
shader: "SHADER"
postfx: "POSTFX"
crtpi: "CRTPI"
supersampling_enabled: "SUPERMOSTREIG ACTIVAT"
supersampling_disabled: "SUPERMOSTREIG DESACTIVAT"
palette: "PALETA"
palette_sort: "ORDENACIÓ PALETA"
integer_scale_enabled: "ESCALAT SENCER ACTIVAT"
integer_scale_disabled: "ESCALAT SENCER DESACTIVAT"
vsync_enabled: "V-SYNC ACTIVAT"
@@ -121,6 +126,8 @@ scoreboard:
items: "TRESORS PILLATS "
time: " HORA "
rooms: "SALES"
cheat_infinite_lives: "vides inf"
cheat_invincibility: "inv"
game:
music_enabled: "MÚSICA ACTIVADA"
@@ -134,3 +141,5 @@ game:
cheat_jail_open: "JAIL OBERTA"
debug_enabled: "DEBUG ACTIVAT"
debug_disabled: "DEBUG DESACTIVAT"
editor_enabled: "EDITOR ACTIVAT"
editor_disabled: "EDITOR DESACTIVAT"

View File

@@ -108,10 +108,15 @@ ui:
fullscreen_enabled: "FULLSCREEN ENABLED"
fullscreen_disabled: "FULLSCREEN DISABLED"
window_zoom: "WINDOW ZOOM x"
postfx_enabled: "POSTFX ENABLED"
postfx_disabled: "POSTFX DISABLED"
shaders_enabled: "SHADERS ON"
shaders_disabled: "SHADERS OFF"
shader: "SHADER"
postfx: "POSTFX"
crtpi: "CRTPI"
supersampling_enabled: "SUPERSAMPLING ON"
supersampling_disabled: "SUPERSAMPLING OFF"
palette: "PALETTE"
palette_sort: "PALETTE SORT"
integer_scale_enabled: "INTEGER SCALE ENABLED"
integer_scale_disabled: "INTEGER SCALE DISABLED"
vsync_enabled: "V-SYNC ENABLED"
@@ -121,6 +126,8 @@ scoreboard:
items: "ITEMS COLLECTED "
time: " TIME "
rooms: "ROOMS"
cheat_infinite_lives: "inf lives"
cheat_invincibility: "inv"
game:
music_enabled: "MUSIC ENABLED"
@@ -134,3 +141,5 @@ game:
cheat_jail_open: "JAIL IS OPEN"
debug_enabled: "DEBUG ENABLED"
debug_disabled: "DEBUG DISABLED"
editor_enabled: "EDITOR ENABLED"
editor_disabled: "EDITOR DISABLED"

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@@ -0,0 +1,19 @@
JASC-PAL
0100
16
52 49 40
80 73 57
92 104 82
108 116 76
125 130 73
163 158 85
202 181 103
119 63 53
132 86 64
160 119 84
188 153 120
214 193 157
234 220 193
247 240 221
255 251 237
255 255 255

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@@ -0,0 +1,19 @@
JASC-PAL
0100
16
32 32 32
45 33 30
69 41 35
109 61 41
177 107 74
232 159 110
232 190 130
93 117 87
142 146 87
112 123 136
138 167 172
229 93 77
241 134 108
210 103 48
222 154 40
232 216 165

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@@ -0,0 +1,19 @@
JASC-PAL
0100
16
22 23 26
127 6 34
214 36 17
255 132 38
255 209 0
250 253 255
255 128 164
255 38 116
148 33 106
67 0 103
35 73 117
104 174 212
191 255 60
16 210 117
0 120 153
0 40 89

19
data/palette/darkseed.pal Normal file
View File

@@ -0,0 +1,19 @@
JASC-PAL
0100
16
0 0 0
0 20 24
0 32 36
0 44 56
20 52 68
68 52 68
88 60 72
108 76 68
128 96 88
108 112 108
136 128 120
164 148 132
196 172 156
216 176 168
236 212 208
252 252 252

19
data/palette/h16da.pal Normal file
View File

@@ -0,0 +1,19 @@
JASC-PAL
0100
16
226 217 228
108 154 154
82 103 93
55 64 59
243 200 147
229 152 125
203 94 92
114 51 76
192 165 169
191 125 133
128 77 83
64 48 56
124 143 178
76 82 116
46 51 77
31 32 37

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@@ -1,19 +1,19 @@
JASC-PAL
0100
16
255 255 255
109 247 193
17 173 193
96 108 129
57 52 87
30 136 117
91 179 97
161 229 90
247 228 118
249 146 82
203 77 104
106 55 113
201 36 100
244 140 182
247 182 158
155 156 130
JASC-PAL
0100
16
255 255 255
109 247 193
17 173 193
96 108 129
57 52 87
30 136 117
91 179 97
161 229 90
247 228 118
249 146 82
203 77 104
106 55 113
201 36 100
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155 156 130

View File

@@ -1,19 +1,19 @@
JASC-PAL
0100
16
209 177 135
199 123 88
174 93 64
121 68 74
75 61 68
186 145 88
146 116 65
77 69 57
119 116 59
179 165 85
210 201 165
140 171 161
75 114 110
87 72 82
132 120 117
171 155 142
JASC-PAL
0100
16
209 177 135
199 123 88
174 93 64
121 68 74
75 61 68
186 145 88
146 116 65
77 69 57
119 116 59
179 165 85
210 201 165
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75 114 110
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View File

@@ -1,19 +1,19 @@
JASC-PAL
0100
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192 199 65
100 125 52
228 148 58
157 48 59
210 100 113
112 55 127
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52 133 157
23 67 75
31 14 28
JASC-PAL
0100
16
140 143 174
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62 33 55
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245 237 186
192 199 65
100 125 52
228 148 58
157 48 59
210 100 113
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31 14 28

View File

@@ -1,19 +1,19 @@
JASC-PAL
0100
16
0 0 0
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0 135 81
171 82 54
95 87 79
194 195 199
255 241 232
255 0 77
255 163 0
255 236 39
0 228 54
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131 118 156
255 119 168
255 204 170
JASC-PAL
0100
16
0 0 0
29 43 83
126 37 83
0 135 81
171 82 54
95 87 79
194 195 199
255 241 232
255 0 77
255 163 0
255 236 39
0 228 54
41 173 255
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View File

@@ -0,0 +1,19 @@
JASC-PAL
0100
16
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87 84 117
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205 95 105
229 76 81
201 55 73
144 161 168
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219 182 167

View File

@@ -1,19 +1,19 @@
JASC-PAL
0100
16
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36 34 114
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159 32 98
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44 126 75
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67 152 196
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JASC-PAL
0100
16
17 17 37
82 75 109
176 201 196
255 252 241
36 34 114
52 112 190
159 32 98
255 94 57
150 58 191
255 105 246
44 126 75
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67 152 196
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View File

@@ -1,19 +1,19 @@
JASC-PAL
0100
16
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40 19 160
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160 35 17
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115 16 147
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JASC-PAL
0100
16
15 11 56
97 106 130
173 180 183
249 255 236
40 19 160
74 107 255
160 35 17
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View File

@@ -0,0 +1,19 @@
JASC-PAL
0100
16
0 3 60
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View File

@@ -1,19 +1,19 @@
JASC-PAL
0100
16
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JASC-PAL
0100
16
33 59 37
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67 58 96
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View File

@@ -1,19 +0,0 @@
JASC-PAL
0100
16
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View File

@@ -1,19 +1,19 @@
JASC-PAL
0100
16
26 28 44
41 54 111
51 60 87
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59 93 201
37 113 121
93 39 93
177 62 83
56 183 100
167 240 112
65 166 246
115 239 247
239 125 87
255 205 117
148 176 194
244 244 244
JASC-PAL
0100
16
26 28 44
93 39 93
177 62 83
239 125 87
255 205 117
167 240 112
56 183 100
37 113 121
41 54 111
59 93 201
65 166 246
115 239 247
244 244 244
148 176 194
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View File

@@ -0,0 +1,19 @@
JASC-PAL
0100
16
40 40 46
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View File

@@ -0,0 +1,19 @@
JASC-PAL
0100
16
0 0 0
50 1 50
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1 186 152
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119 70 2
186 118 84
254 1 69
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254 205 205

View File

@@ -4,17 +4,7 @@ frameWidth: 8
frameHeight: 16
animations:
- name: stand
speed: 0.1333
loop: 0
frames: [0]
- name: walk
- name: default
speed: 0.1333
loop: 0
frames: [0, 1, 2, 3]
- name: walk_menu
speed: 0.0
loop: 0
frames: [0, 1, 2, 3]

View File

@@ -4,17 +4,7 @@ frameWidth: 8
frameHeight: 16
animations:
- name: stand
speed: 0.1333
loop: 0
frames: [0]
- name: walk
- name: default
speed: 0.1333
loop: 0
frames: [0, 1, 2, 3, 4, 5, 6, 7]
- name: walk_menu
speed: 0.0
loop: 0
frames: [0, 1, 2, 3, 4, 5, 6, 7]

View File

@@ -1,7 +1,7 @@
# BIG JUMP
room:
name_en: "BIG JUMP"
name_ca: "GRAN SALT"
name_ca: "EL GRAN BOT"
bgColor: black
border: red
tileSetFile: standard.gif

View File

@@ -1,7 +1,7 @@
# WELCOME TO MY ABBEY
room:
name_en: "WELCOME TO MY ABBEY"
name_ca: "BENVINGUT A LA MEVA ABADIA"
name_ca: "BENVINGUT A LA MEUA ABADIA"
bgColor: blue
border: yellow
tileSetFile: standard.gif

View File

@@ -1,7 +1,7 @@
# TREE TOP
room:
name_en: "TREE TOP"
name_ca: "AMUNT DE L'ARBRE"
name_ca: "DALT DE L'ARBRE"
bgColor: bright_black
border: blue
tileSetFile: standard.gif

View File

@@ -1,7 +1,7 @@
# LAZY ROOM
room:
name_en: "LAZY ROOM"
name_ca: "SALA DE LA PEREA"
name_ca: "LA SALA GOSSA"
bgColor: black
border: blue
tileSetFile: standard.gif

View File

@@ -1,7 +1,7 @@
# KILLING SPREE
room:
name_en: "KILLING SPREE"
name_ca: "MATANCA INDISCRIMINADA"
name_ca: "MATANÇA INDISCRIMINADA"
bgColor: black
border: blue
tileSetFile: standard.gif

View File

@@ -1,7 +1,7 @@
# NOW THIS IS THE BATCAVE!
room:
name_en: "NOW THIS IS THE BATCAVE!"
name_ca: "AQUESTA SI QUE ES LA BATCOVA!"
name_ca: "ESTA SI QUE ES LA BATCOVA!"
bgColor: black
border: black
tileSetFile: standard.gif

View File

@@ -1,7 +1,7 @@
# THE FRIDGE
room:
name_en: "THE FRIDGE"
name_ca: "LA NEVERA"
name_ca: "EL FRIGO"
bgColor: blue
border: blue
tileSetFile: standard.gif

View File

@@ -1,7 +1,7 @@
# I DID NOT COPY THIS ONE
room:
name_en: "I DID NOT COPY THIS ONE"
name_ca: "ESTA NO LA HE COPIADA, NO"
name_ca: "ESTA NO LA HE COPIADA"
bgColor: black
border: magenta
tileSetFile: standard.gif

View File

@@ -1,7 +1,7 @@
# THIS CAN'T BE THE BATCAVE
room:
name_en: "THIS CAN'T BE THE BATCAVE"
name_ca: "AQUESTA NO POT SER LA BATCOVA"
name_ca: "ESTA NO POT SER LA BATCOVA"
bgColor: black
border: cyan
tileSetFile: standard.gif

View File

@@ -1,7 +1,7 @@
# ENTER PAKU SIMBEL
room:
name_en: "ENTER PAKU SIMBEL"
name_ca: "ENTRANT A PAKU SIMBEL"
name_ca: "ACCEDINT A PAKU SIMBEL"
bgColor: bright_black
border: yellow
tileSetFile: standard.gif

View File

@@ -1,7 +1,7 @@
# } WE ALL LOVE JAILGAMES }
room:
name_en: "} WE ALL LOVE JAILGAMES }"
name_ca: "} AMOR PELS JAILGAMES }"
name_en: "ä WE ALL LOVE JAILGAMES ä"
name_ca: "ä AMOR PELS JAILGAMES ä"
bgColor: black
border: bright_black
tileSetFile: standard.gif

View File

@@ -1,7 +1,7 @@
# PREVENT THE CRISIS
room:
name_en: "PREVENT THE CRISIS"
name_ca: "PREVEU LA CRISI"
name_ca: "EVITA LA CRISI"
bgColor: black
border: bright_magenta
tileSetFile: standard.gif

View File

@@ -1,7 +1,7 @@
# AROUND WITH ME
room:
name_en: "AROUND WITH ME"
name_ca: "VOLTA AMB MI"
name_ca: "AROUNDA AMB MI"
bgColor: black
border: blue
tileSetFile: standard.gif

View File

@@ -1,7 +1,7 @@
# SANDWITCH AND COUNTER
room:
name_en: "SANDWITCH AND COUNTER"
name_ca: "SANDVITX I COUNTER S."
name_ca: "SANDVITX I COUNTER STRIKE"
bgColor: black
border: cyan
tileSetFile: standard.gif

View File

@@ -1,7 +1,7 @@
# FEEL THE HEAT
room:
name_en: "FEEL THE HEAT"
name_ca: "NOTA LA CALOR"
name_ca: "NOTA EL CALORET"
bgColor: bright_black
border: bright_yellow
tileSetFile: standard.gif

View File

@@ -1,7 +1,7 @@
# WE NEED A ROBOT
room:
name_en: "WE NEED A ROBOT"
name_ca: "NECESSITEM UN ROBOT"
name_en: "WE NEED A JAILROBOT"
name_ca: "NECESSITEM UN JAILROBOT"
bgColor: black
border: red
tileSetFile: standard.gif

View File

@@ -1,7 +1,7 @@
# STORED JAILGAMES
room:
name_en: "STORED JAILGAMES"
name_ca: "JAILGAMES EMMAGATZEMATS"
name_ca: "EL MAGATZEM DE JAILGAMES"
bgColor: black
border: blue
tileSetFile: standard.gif

View File

@@ -1,7 +1,7 @@
# P.A.C.O. WORKSHOP
room:
name_en: "P.A.C.O. WORKSHOP"
name_ca: "TALLER DE P.A.C.O."
name_ca: "EL TALLER DE P.A.C.O."
bgColor: black
border: yellow
tileSetFile: standard.gif

View File

@@ -1,7 +1,7 @@
# CHIRPING
room:
name_en: "CHIRPING DEVELOPMENT"
name_ca: "DESENVOLUPANT CHIRPING"
name_en: "CHIRPING"
name_ca: "CHIRPING"
bgColor: black
border: magenta
tileSetFile: standard.gif

157
data/shaders/crtpi.glsl Normal file
View File

@@ -0,0 +1,157 @@
#version 330 core
// Configuración
#define SCANLINES
#define MULTISAMPLE
#define GAMMA
//#define FAKE_GAMMA
//#define CURVATURE
//#define SHARPER
#define MASK_TYPE 2
#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
// Inputs desde vertex shader
in vec2 vTexCoord;
in float vFilterWidth;
#if defined(CURVATURE)
in vec2 vScreenScale;
#endif
// Output
out vec4 FragColor;
// Uniforms
uniform sampler2D Texture;
uniform vec2 TextureSize;
#if defined(CURVATURE)
vec2 Distort(vec2 coord)
{
vec2 CURVATURE_DISTORTION = vec2(CURVATURE_X, CURVATURE_Y);
vec2 barrelScale = 1.0 - (0.23 * CURVATURE_DISTORTION);
coord *= vScreenScale;
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);
else
{
coord += vec2(0.5);
coord /= vScreenScale;
}
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 - vFilterWidth);
scanLineWeight += CalcScanLineWeight(dy + vFilterWidth);
scanLineWeight *= 0.3333333;
#endif
return scanLineWeight;
}
void main()
{
#if defined(CURVATURE)
vec2 texcoord = Distort(vTexCoord);
if (texcoord.x < 0.0) {
FragColor = vec4(0.0);
return;
}
#else
vec2 texcoord = vTexCoord;
#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 = texture(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
FragColor = vec4(colour, 1.0);
#elif MASK_TYPE == 1
float whichMask = fract(gl_FragCoord.x * 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);
FragColor = vec4(colour * mask, 1.0);
#elif MASK_TYPE == 2
float whichMask = fract(gl_FragCoord.x * 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;
FragColor = vec4(colour * mask, 1.0);
#endif
}

48
data/shaders/crtpi.vert Normal file
View File

@@ -0,0 +1,48 @@
#version 330 core
// Configuración
#define SCANLINES
#define MULTISAMPLE
#define GAMMA
//#define FAKE_GAMMA
//#define CURVATURE
//#define SHARPER
#define MASK_TYPE 2
#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
// Inputs (desde VAO)
layout(location = 0) in vec2 aPosition;
layout(location = 1) in vec2 aTexCoord;
// Outputs al fragment shader
out vec2 vTexCoord;
out float vFilterWidth;
#if defined(CURVATURE)
out vec2 vScreenScale;
#endif
// Uniforms
uniform vec2 TextureSize;
void main()
{
#if defined(CURVATURE)
vScreenScale = vec2(1.0, 1.0);
#endif
// Calcula filterWidth dinámicamente basándose en la altura de la textura
vFilterWidth = (768.0 / TextureSize.y) / 3.0;
// Pasar coordenadas de textura (invertir Y para SDL)
vTexCoord = vec2(aTexCoord.x, 1.0 - aTexCoord.y) * 1.0001;
// Posición del vértice (ya en espacio de clip [-1, 1])
gl_Position = vec4(aPosition, 0.0, 1.0);
}

View File

@@ -0,0 +1,152 @@
#version 450
// Vulkan GLSL fragment shader — CRT-Pi PostFX
// Algoritmo de scanlines continuas con pesos gaussianos, bloom y máscara de fósforo.
// Basado en el shader CRT-Pi original (GLSL 3.3), portado a GLSL 4.50 con parámetros uniformes.
//
// Compile: glslc -fshader-stage=frag --target-env=vulkan1.0 crtpi_frag.glsl -o crtpi_frag.spv
// xxd -i crtpi_frag.spv > ../../source/core/rendering/sdl3gpu/crtpi_frag_spv.h
layout(location = 0) in vec2 v_uv;
layout(location = 0) out vec4 out_color;
layout(set = 2, binding = 0) uniform sampler2D Texture;
layout(set = 3, binding = 0) uniform CrtPiBlock {
// vec4 #0
float scanline_weight; // Ajuste gaussiano de scanlines (default 6.0)
float scanline_gap_brightness; // Brillo mínimo entre scanlines (default 0.12)
float bloom_factor; // Factor de brillo en zonas iluminadas (default 3.5)
float input_gamma; // Gamma de entrada — linealización (default 2.4)
// vec4 #1
float output_gamma; // Gamma de salida — codificación (default 2.2)
float mask_brightness; // Brillo sub-píxeles de la máscara (default 0.80)
float curvature_x; // Distorsión barrel eje X (default 0.05)
float curvature_y; // Distorsión barrel eje Y (default 0.10)
// vec4 #2
int mask_type; // 0=ninguna, 1=verde/magenta, 2=RGB fósforo
int enable_scanlines; // 0 = off, 1 = on
int enable_multisample; // 0 = off, 1 = on (antialiasing analítico de scanlines)
int enable_gamma; // 0 = off, 1 = on
// vec4 #3
int enable_curvature; // 0 = off, 1 = on
int enable_sharper; // 0 = off, 1 = on
float texture_width; // Ancho del canvas lógico en píxeles
float texture_height; // Alto del canvas lógico en píxeles
} u;
// Distorsión barrel CRT
vec2 distort(vec2 coord, vec2 screen_scale) {
vec2 curvature = vec2(u.curvature_x, u.curvature_y);
vec2 barrel_scale = 1.0 - (0.23 * curvature);
coord *= screen_scale;
coord -= vec2(0.5);
float rsq = coord.x * coord.x + coord.y * coord.y;
coord += coord * (curvature * rsq);
coord *= barrel_scale;
if (abs(coord.x) >= 0.5 || abs(coord.y) >= 0.5) {
return vec2(-1.0); // fuera de pantalla
}
coord += vec2(0.5);
coord /= screen_scale;
return coord;
}
float calcScanLineWeight(float dist) {
return max(1.0 - dist * dist * u.scanline_weight, u.scanline_gap_brightness);
}
float calcScanLine(float dy, float filter_width) {
float weight = calcScanLineWeight(dy);
if (u.enable_multisample != 0) {
weight += calcScanLineWeight(dy - filter_width);
weight += calcScanLineWeight(dy + filter_width);
weight *= 0.3333333;
}
return weight;
}
void main() {
vec2 tex_size = vec2(u.texture_width, u.texture_height);
// filterWidth: equivalente al original (768.0 / TextureSize.y) / 3.0
float filter_width = (768.0 / u.texture_height) / 3.0;
vec2 texcoord = v_uv;
// Curvatura barrel opcional
if (u.enable_curvature != 0) {
texcoord = distort(texcoord, vec2(1.0, 1.0));
if (texcoord.x < 0.0) {
out_color = vec4(0.0, 0.0, 0.0, 1.0);
return;
}
}
vec2 texcoord_in_pixels = texcoord * tex_size;
vec2 tc;
float scan_line_weight;
if (u.enable_sharper != 0) {
// Modo SHARPER: filtrado bicúbico-like con subpixel sharpen
vec2 temp_coord = floor(texcoord_in_pixels) + 0.5;
tc = temp_coord / tex_size;
vec2 deltas = texcoord_in_pixels - temp_coord;
scan_line_weight = calcScanLine(deltas.y, filter_width);
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 /= tex_size;
deltas *= signs;
tc = tc + deltas;
} else {
// Modo estándar
float temp_y = floor(texcoord_in_pixels.y) + 0.5;
float y_coord = temp_y / tex_size.y;
float dy = texcoord_in_pixels.y - temp_y;
scan_line_weight = calcScanLine(dy, filter_width);
float sign_y = sign(dy);
dy = dy * dy;
dy = dy * dy;
dy *= 8.0;
dy /= tex_size.y;
dy *= sign_y;
tc = vec2(texcoord.x, y_coord + dy);
}
vec3 colour = texture(Texture, tc).rgb;
if (u.enable_scanlines != 0) {
if (u.enable_gamma != 0) {
colour = pow(colour, vec3(u.input_gamma));
}
colour *= scan_line_weight * u.bloom_factor;
if (u.enable_gamma != 0) {
colour = pow(colour, vec3(1.0 / u.output_gamma));
}
}
// Máscara de fósforo
if (u.mask_type == 1) {
float which_mask = fract(gl_FragCoord.x * 0.5);
vec3 mask = (which_mask < 0.5)
? vec3(u.mask_brightness, 1.0, u.mask_brightness)
: vec3(1.0, u.mask_brightness, 1.0);
colour *= mask;
} else if (u.mask_type == 2) {
float which_mask = fract(gl_FragCoord.x * 0.3333333);
vec3 mask = vec3(u.mask_brightness);
if (which_mask < 0.3333333)
mask.x = 1.0;
else if (which_mask < 0.6666666)
mask.y = 1.0;
else
mask.z = 1.0;
colour *= mask;
}
out_color = vec4(colour, 1.0);
}

BIN
data/shaders/crtpi_frag.spv Normal file

Binary file not shown.

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@@ -0,0 +1,48 @@
#version 450
layout(location = 0) in vec2 v_uv;
layout(location = 0) out vec4 out_color;
layout(set = 2, binding = 0) uniform sampler2D source;
layout(set = 3, binding = 0) uniform DownscaleUniforms {
int algorithm; // 0 = Lanczos2 (ventana 2, ±2 taps), 1 = Lanczos3 (ventana 3, ±3 taps)
float pad0;
float pad1;
float pad2;
} u;
// Kernel Lanczos normalizado: sinc(t) * sinc(t/a) para |t| < a, 0 fuera.
float lanczos(float t, float a) {
t = abs(t);
if (t < 0.0001) { return 1.0; }
if (t >= a) { return 0.0; }
const float PI = 3.14159265358979;
float pt = PI * t;
return (a * sin(pt) * sin(pt / a)) / (pt * pt);
}
void main() {
vec2 src_size = vec2(textureSize(source, 0));
// Posición en coordenadas de texel (centros de texel en N+0.5)
vec2 p = v_uv * src_size;
vec2 p_floor = floor(p);
float a = (u.algorithm == 0) ? 2.0 : 3.0;
int win = int(a);
vec4 color = vec4(0.0);
float weight_sum = 0.0;
for (int j = -win; j <= win; j++) {
for (int i = -win; i <= win; i++) {
// Centro del texel (i,j) relativo a p_floor
vec2 tap_center = p_floor + vec2(float(i), float(j)) + 0.5;
vec2 offset = tap_center - p;
float w = lanczos(offset.x, a) * lanczos(offset.y, a);
color += texture(source, tap_center / src_size) * w;
weight_sum += w;
}
}
out_color = (weight_sum > 0.0) ? (color / weight_sum) : vec4(0.0, 0.0, 0.0, 1.0);
}

View File

@@ -22,6 +22,10 @@ layout(set = 3, binding = 0) uniform PostFXUniforms {
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
@@ -64,23 +68,25 @@ void main() {
// Muestra base
vec3 base = texture(scene, uv).rgb;
// Sangrado NTSC — difuminado horizontal de crominancia
// 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 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/tw, 0.0)).rgb);
vec3 ycc_l1 = rgb_to_ycc(texture(scene, uv - vec2(1.0/tw, 0.0)).rgb);
vec3 ycc_r1 = rgb_to_ycc(texture(scene, uv + vec2(1.0/tw, 0.0)).rgb);
vec3 ycc_r2 = rgb_to_ycc(texture(scene, uv + vec2(2.0/tw, 0.0)).rgb);
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
float ca = u.chroma_strength * 0.005;
// 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;
@@ -90,14 +96,24 @@ void main() {
colour = mix(colour, lin, u.gamma_strength);
}
// Scanlines
float texHeight = float(textureSize(scene, 0).y);
float scaleY = u.screen_height / texHeight;
float screenY = uv.y * u.screen_height;
float posInRow = mod(screenY, scaleY);
float scanLineDY = posInRow / scaleY - 0.5;
float scan = max(1.0 - scanLineDY * scanLineDY * 6.0, 0.12) * 3.5;
colour *= mix(1.0, scan, u.scanline_strength);
// Scanlines — proporción 2/3 brillantes + 1/3 oscuras por fila lógica.
// Casos especiales: 1 subfila → sin efecto; 2 subfilas → 1+1 (50/50).
// Constantes ajustables:
const float SCAN_DARK_RATIO = 0.333; // fracción de subfilas oscuras (ps >= 3)
const float SCAN_DARK_FLOOR = 0.42; // multiplicador de brillo de subfilas oscuras
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);
// bright_rows: cuántas subfilas son brillantes
// ps==1 → ps (todo brillante → is_dark nunca se activa)
// ps==2 → 1 brillante + 1 oscura
// ps>=3 → floor(ps * (1 - DARK_RATIO)) brillantes
float bright_rows = (ps < 2.0) ? ps : ((ps < 3.0) ? 1.0 : floor(ps * (1.0 - SCAN_DARK_RATIO)));
float is_dark = step(bright_rows, row_pos);
float scan = mix(1.0, SCAN_DARK_FLOOR, 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));
@@ -109,7 +125,8 @@ void main() {
float vignette = 1.0 - dot(d, d) * u.vignette_strength;
colour *= clamp(vignette, 0.0, 1.0);
// Máscara de fósforo RGB
// 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);
@@ -122,5 +139,11 @@ void main() {
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);
}

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15
data/shaders/upscale.frag Normal file
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@@ -0,0 +1,15 @@
#version 450
// Vulkan GLSL fragment shader — Nearest-neighbour upscale pass
// Used as the first render pass when supersampling is active.
// Compile: glslc upscale.frag -o upscale.frag.spv
// xxd -i upscale.frag.spv > ../../source/core/rendering/sdl3gpu/upscale_frag_spv.h
layout(location = 0) in vec2 v_uv;
layout(location = 0) out vec4 out_color;
layout(set = 2, binding = 0) uniform sampler2D scene;
void main() {
out_color = texture(scene, v_uv);
}

Binary file not shown.

View File

@@ -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)

View File

@@ -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()

View File

@@ -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_ */

View File

@@ -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_ */

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@@ -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_ */

View File

@@ -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_ */

View File

@@ -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 */

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@@ -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_ */

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@@ -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_ */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* # 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_ */

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@@ -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_ */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/*
* 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 */

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@@ -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. */

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@@ -1,353 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/* WIKI CATEGORY: CPUInfo */
/**
* # CategoryCPUInfo
*
* CPU feature detection for SDL.
*
* These functions are largely concerned with reporting if the system has
* access to various SIMD instruction sets, but also has other important info
* to share, such as system RAM size and number of logical CPU cores.
*
* CPU instruction set checks, like SDL_HasSSE() and SDL_HasNEON(), are
* available on all platforms, even if they don't make sense (an ARM processor
* will never have SSE and an x86 processor will never have NEON, for example,
* but these functions still exist and will simply return false in these
* cases).
*/
#ifndef SDL_cpuinfo_h_
#define SDL_cpuinfo_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 guess for the cacheline size used for padding.
*
* Most x86 processors have a 64 byte cache line. The 64-bit PowerPC
* processors have a 128 byte cache line. We use the larger value to be
* generally safe.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_CACHELINE_SIZE 128
/**
* Get the number of logical CPU cores available.
*
* \returns the total number of logical CPU cores. On CPUs that include
* technologies such as hyperthreading, the number of logical cores
* may be more than the number of physical cores.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC int SDLCALL SDL_GetNumLogicalCPUCores(void);
/**
* Determine the L1 cache line size of the CPU.
*
* This is useful for determining multi-threaded structure padding or SIMD
* prefetch sizes.
*
* \returns the L1 cache line size of the CPU, in bytes.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC int SDLCALL SDL_GetCPUCacheLineSize(void);
/**
* Determine whether the CPU has AltiVec features.
*
* This always returns false on CPUs that aren't using PowerPC instruction
* sets.
*
* \returns true if the CPU has AltiVec features or false if not.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC bool SDLCALL SDL_HasAltiVec(void);
/**
* Determine whether the CPU has MMX features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns true if the CPU has MMX features or false if not.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC bool SDLCALL SDL_HasMMX(void);
/**
* Determine whether the CPU has SSE features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns true if the CPU has SSE features or false if not.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_HasSSE2
* \sa SDL_HasSSE3
* \sa SDL_HasSSE41
* \sa SDL_HasSSE42
*/
extern SDL_DECLSPEC bool SDLCALL SDL_HasSSE(void);
/**
* Determine whether the CPU has SSE2 features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns true if the CPU has SSE2 features or false if not.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_HasSSE
* \sa SDL_HasSSE3
* \sa SDL_HasSSE41
* \sa SDL_HasSSE42
*/
extern SDL_DECLSPEC bool SDLCALL SDL_HasSSE2(void);
/**
* Determine whether the CPU has SSE3 features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns true if the CPU has SSE3 features or false if not.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_HasSSE
* \sa SDL_HasSSE2
* \sa SDL_HasSSE41
* \sa SDL_HasSSE42
*/
extern SDL_DECLSPEC bool SDLCALL SDL_HasSSE3(void);
/**
* Determine whether the CPU has SSE4.1 features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns true if the CPU has SSE4.1 features or false if not.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_HasSSE
* \sa SDL_HasSSE2
* \sa SDL_HasSSE3
* \sa SDL_HasSSE42
*/
extern SDL_DECLSPEC bool SDLCALL SDL_HasSSE41(void);
/**
* Determine whether the CPU has SSE4.2 features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns true if the CPU has SSE4.2 features or false if not.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_HasSSE
* \sa SDL_HasSSE2
* \sa SDL_HasSSE3
* \sa SDL_HasSSE41
*/
extern SDL_DECLSPEC bool SDLCALL SDL_HasSSE42(void);
/**
* Determine whether the CPU has AVX features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns true if the CPU has AVX features or false if not.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_HasAVX2
* \sa SDL_HasAVX512F
*/
extern SDL_DECLSPEC bool SDLCALL SDL_HasAVX(void);
/**
* Determine whether the CPU has AVX2 features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns true if the CPU has AVX2 features or false if not.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_HasAVX
* \sa SDL_HasAVX512F
*/
extern SDL_DECLSPEC bool SDLCALL SDL_HasAVX2(void);
/**
* Determine whether the CPU has AVX-512F (foundation) features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns true if the CPU has AVX-512F features or false if not.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_HasAVX
* \sa SDL_HasAVX2
*/
extern SDL_DECLSPEC bool SDLCALL SDL_HasAVX512F(void);
/**
* Determine whether the CPU has ARM SIMD (ARMv6) features.
*
* This is different from ARM NEON, which is a different instruction set.
*
* This always returns false on CPUs that aren't using ARM instruction sets.
*
* \returns true if the CPU has ARM SIMD features or false if not.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_HasNEON
*/
extern SDL_DECLSPEC bool SDLCALL SDL_HasARMSIMD(void);
/**
* Determine whether the CPU has NEON (ARM SIMD) features.
*
* This always returns false on CPUs that aren't using ARM instruction sets.
*
* \returns true if the CPU has ARM NEON features or false if not.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC bool SDLCALL SDL_HasNEON(void);
/**
* Determine whether the CPU has LSX (LOONGARCH SIMD) features.
*
* This always returns false on CPUs that aren't using LOONGARCH instruction
* sets.
*
* \returns true if the CPU has LOONGARCH LSX features or false if not.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC bool SDLCALL SDL_HasLSX(void);
/**
* Determine whether the CPU has LASX (LOONGARCH SIMD) features.
*
* This always returns false on CPUs that aren't using LOONGARCH instruction
* sets.
*
* \returns true if the CPU has LOONGARCH LASX features or false if not.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC bool SDLCALL SDL_HasLASX(void);
/**
* Get the amount of RAM configured in the system.
*
* \returns the amount of RAM configured in the system in MiB.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC int SDLCALL SDL_GetSystemRAM(void);
/**
* Report the alignment this system needs for SIMD allocations.
*
* This will return the minimum number of bytes to which a pointer must be
* aligned to be compatible with SIMD instructions on the current machine. For
* example, if the machine supports SSE only, it will return 16, but if it
* supports AVX-512F, it'll return 64 (etc). This only reports values for
* instruction sets SDL knows about, so if your SDL build doesn't have
* SDL_HasAVX512F(), then it might return 16 for the SSE support it sees and
* not 64 for the AVX-512 instructions that exist but SDL doesn't know about.
* Plan accordingly.
*
* \returns the alignment in bytes needed for available, known SIMD
* instructions.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_aligned_alloc
* \sa SDL_aligned_free
*/
extern SDL_DECLSPEC size_t SDLCALL SDL_GetSIMDAlignment(void);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL3/SDL_close_code.h>
#endif /* SDL_cpuinfo_h_ */

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@@ -1,341 +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.
*/
/**
* # CategoryDialog
*
* File dialog support.
*
* SDL offers file dialogs, to let users select files with native GUI
* interfaces. There are "open" dialogs, "save" dialogs, and folder selection
* dialogs. The app can control some details, such as filtering to specific
* files, or whether multiple files can be selected by the user.
*
* Note that launching a file dialog is a non-blocking operation; control
* returns to the app immediately, and a callback is called later (possibly in
* another thread) when the user makes a choice.
*/
#ifndef SDL_dialog_h_
#define SDL_dialog_h_
#include <SDL3/SDL_stdinc.h>
#include <SDL3/SDL_error.h>
#include <SDL3/SDL_properties.h>
#include <SDL3/SDL_video.h>
#include <SDL3/SDL_begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* An entry for filters for file dialogs.
*
* `name` is a user-readable label for the filter (for example, "Office
* document").
*
* `pattern` is a semicolon-separated list of file extensions (for example,
* "doc;docx"). File extensions may only contain alphanumeric characters,
* hyphens, underscores and periods. Alternatively, the whole string can be a
* single asterisk ("*"), which serves as an "All files" filter.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_DialogFileCallback
* \sa SDL_ShowOpenFileDialog
* \sa SDL_ShowSaveFileDialog
* \sa SDL_ShowOpenFolderDialog
* \sa SDL_ShowFileDialogWithProperties
*/
typedef struct SDL_DialogFileFilter
{
const char *name;
const char *pattern;
} SDL_DialogFileFilter;
/**
* Callback used by file dialog functions.
*
* The specific usage is described in each function.
*
* If `filelist` is:
*
* - NULL, an error occurred. Details can be obtained with SDL_GetError().
* - A pointer to NULL, the user either didn't choose any file or canceled the
* dialog.
* - A pointer to non-`NULL`, the user chose one or more files. The argument
* is a null-terminated array of pointers to UTF-8 encoded strings, each
* containing a path.
*
* The filelist argument should not be freed; it will automatically be freed
* when the callback returns.
*
* The filter argument is the index of the filter that was selected, or -1 if
* no filter was selected or if the platform or method doesn't support
* fetching the selected filter.
*
* In Android, the `filelist` are `content://` URIs. They should be opened
* using SDL_IOFromFile() with appropriate modes. This applies both to open
* and save file dialog.
*
* \param userdata an app-provided pointer, for the callback's use.
* \param filelist the file(s) chosen by the user.
* \param filter index of the selected filter.
*
* \since This datatype is available since SDL 3.2.0.
*
* \sa SDL_DialogFileFilter
* \sa SDL_ShowOpenFileDialog
* \sa SDL_ShowSaveFileDialog
* \sa SDL_ShowOpenFolderDialog
* \sa SDL_ShowFileDialogWithProperties
*/
typedef void (SDLCALL *SDL_DialogFileCallback)(void *userdata, const char * const *filelist, int filter);
/**
* Displays a dialog that lets the user select a file on their filesystem.
*
* This is an asynchronous function; it will return immediately, and the
* result will be passed to the callback.
*
* The callback will be invoked with a null-terminated list of files the user
* chose. The list will be empty if the user canceled the dialog, and it will
* be NULL if an error occurred.
*
* Note that the callback may be called from a different thread than the one
* the function was invoked on.
*
* Depending on the platform, the user may be allowed to input paths that
* don't yet exist.
*
* On Linux, dialogs may require XDG Portals, which requires DBus, which
* requires an event-handling loop. Apps that do not use SDL to handle events
* should add a call to SDL_PumpEvents in their main loop.
*
* \param callback a function pointer to be invoked when the user selects a
* file and accepts, or cancels the dialog, or an error
* occurs.
* \param userdata an optional pointer to pass extra data to the callback when
* it will be invoked.
* \param window the window that the dialog should be modal for, may be NULL.
* Not all platforms support this option.
* \param filters a list of filters, may be NULL. Not all platforms support
* this option, and platforms that do support it may allow the
* user to ignore the filters. If non-NULL, it must remain
* valid at least until the callback is invoked.
* \param nfilters the number of filters. Ignored if filters is NULL.
* \param default_location the default folder or file to start the dialog at,
* may be NULL. Not all platforms support this option.
* \param allow_many if non-zero, the user will be allowed to select multiple
* entries. Not all platforms support this option.
*
* \threadsafety This function should be called only from the main thread. The
* callback may be invoked from the same thread or from a
* different one, depending on the OS's constraints.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_DialogFileCallback
* \sa SDL_DialogFileFilter
* \sa SDL_ShowSaveFileDialog
* \sa SDL_ShowOpenFolderDialog
* \sa SDL_ShowFileDialogWithProperties
*/
extern SDL_DECLSPEC void SDLCALL SDL_ShowOpenFileDialog(SDL_DialogFileCallback callback, void *userdata, SDL_Window *window, const SDL_DialogFileFilter *filters, int nfilters, const char *default_location, bool allow_many);
/**
* Displays a dialog that lets the user choose a new or existing file on their
* filesystem.
*
* This is an asynchronous function; it will return immediately, and the
* result will be passed to the callback.
*
* The callback will be invoked with a null-terminated list of files the user
* chose. The list will be empty if the user canceled the dialog, and it will
* be NULL if an error occurred.
*
* Note that the callback may be called from a different thread than the one
* the function was invoked on.
*
* The chosen file may or may not already exist.
*
* On Linux, dialogs may require XDG Portals, which requires DBus, which
* requires an event-handling loop. Apps that do not use SDL to handle events
* should add a call to SDL_PumpEvents in their main loop.
*
* \param callback a function pointer to be invoked when the user selects a
* file and accepts, or cancels the dialog, or an error
* occurs.
* \param userdata an optional pointer to pass extra data to the callback when
* it will be invoked.
* \param window the window that the dialog should be modal for, may be NULL.
* Not all platforms support this option.
* \param filters a list of filters, may be NULL. Not all platforms support
* this option, and platforms that do support it may allow the
* user to ignore the filters. If non-NULL, it must remain
* valid at least until the callback is invoked.
* \param nfilters the number of filters. Ignored if filters is NULL.
* \param default_location the default folder or file to start the dialog at,
* may be NULL. Not all platforms support this option.
*
* \threadsafety This function should be called only from the main thread. The
* callback may be invoked from the same thread or from a
* different one, depending on the OS's constraints.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_DialogFileCallback
* \sa SDL_DialogFileFilter
* \sa SDL_ShowOpenFileDialog
* \sa SDL_ShowOpenFolderDialog
* \sa SDL_ShowFileDialogWithProperties
*/
extern SDL_DECLSPEC void SDLCALL SDL_ShowSaveFileDialog(SDL_DialogFileCallback callback, void *userdata, SDL_Window *window, const SDL_DialogFileFilter *filters, int nfilters, const char *default_location);
/**
* Displays a dialog that lets the user select a folder on their filesystem.
*
* This is an asynchronous function; it will return immediately, and the
* result will be passed to the callback.
*
* The callback will be invoked with a null-terminated list of files the user
* chose. The list will be empty if the user canceled the dialog, and it will
* be NULL if an error occurred.
*
* Note that the callback may be called from a different thread than the one
* the function was invoked on.
*
* Depending on the platform, the user may be allowed to input paths that
* don't yet exist.
*
* On Linux, dialogs may require XDG Portals, which requires DBus, which
* requires an event-handling loop. Apps that do not use SDL to handle events
* should add a call to SDL_PumpEvents in their main loop.
*
* \param callback a function pointer to be invoked when the user selects a
* file and accepts, or cancels the dialog, or an error
* occurs.
* \param userdata an optional pointer to pass extra data to the callback when
* it will be invoked.
* \param window the window that the dialog should be modal for, may be NULL.
* Not all platforms support this option.
* \param default_location the default folder or file to start the dialog at,
* may be NULL. Not all platforms support this option.
* \param allow_many if non-zero, the user will be allowed to select multiple
* entries. Not all platforms support this option.
*
* \threadsafety This function should be called only from the main thread. The
* callback may be invoked from the same thread or from a
* different one, depending on the OS's constraints.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_DialogFileCallback
* \sa SDL_ShowOpenFileDialog
* \sa SDL_ShowSaveFileDialog
* \sa SDL_ShowFileDialogWithProperties
*/
extern SDL_DECLSPEC void SDLCALL SDL_ShowOpenFolderDialog(SDL_DialogFileCallback callback, void *userdata, SDL_Window *window, const char *default_location, bool allow_many);
/**
* Various types of file dialogs.
*
* This is used by SDL_ShowFileDialogWithProperties() to decide what kind of
* dialog to present to the user.
*
* \since This enum is available since SDL 3.2.0.
*
* \sa SDL_ShowFileDialogWithProperties
*/
typedef enum SDL_FileDialogType
{
SDL_FILEDIALOG_OPENFILE,
SDL_FILEDIALOG_SAVEFILE,
SDL_FILEDIALOG_OPENFOLDER
} SDL_FileDialogType;
/**
* Create and launch a file dialog with the specified properties.
*
* These are the supported properties:
*
* - `SDL_PROP_FILE_DIALOG_FILTERS_POINTER`: a pointer to a list of
* SDL_DialogFileFilter structs, which will be used as filters for
* file-based selections. Ignored if the dialog is an "Open Folder" dialog.
* If non-NULL, the array of filters must remain valid at least until the
* callback is invoked.
* - `SDL_PROP_FILE_DIALOG_NFILTERS_NUMBER`: the number of filters in the
* array of filters, if it exists.
* - `SDL_PROP_FILE_DIALOG_WINDOW_POINTER`: the window that the dialog should
* be modal for.
* - `SDL_PROP_FILE_DIALOG_LOCATION_STRING`: the default folder or file to
* start the dialog at.
* - `SDL_PROP_FILE_DIALOG_MANY_BOOLEAN`: true to allow the user to select
* more than one entry.
* - `SDL_PROP_FILE_DIALOG_TITLE_STRING`: the title for the dialog.
* - `SDL_PROP_FILE_DIALOG_ACCEPT_STRING`: the label that the accept button
* should have.
* - `SDL_PROP_FILE_DIALOG_CANCEL_STRING`: the label that the cancel button
* should have.
*
* Note that each platform may or may not support any of the properties.
*
* \param type the type of file dialog.
* \param callback a function pointer to be invoked when the user selects a
* file and accepts, or cancels the dialog, or an error
* occurs.
* \param userdata an optional pointer to pass extra data to the callback when
* it will be invoked.
* \param props the properties to use.
*
* \threadsafety This function should be called only from the main thread. The
* callback may be invoked from the same thread or from a
* different one, depending on the OS's constraints.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_FileDialogType
* \sa SDL_DialogFileCallback
* \sa SDL_DialogFileFilter
* \sa SDL_ShowOpenFileDialog
* \sa SDL_ShowSaveFileDialog
* \sa SDL_ShowOpenFolderDialog
*/
extern SDL_DECLSPEC void SDLCALL SDL_ShowFileDialogWithProperties(SDL_FileDialogType type, SDL_DialogFileCallback callback, void *userdata, SDL_PropertiesID props);
#define SDL_PROP_FILE_DIALOG_FILTERS_POINTER "SDL.filedialog.filters"
#define SDL_PROP_FILE_DIALOG_NFILTERS_NUMBER "SDL.filedialog.nfilters"
#define SDL_PROP_FILE_DIALOG_WINDOW_POINTER "SDL.filedialog.window"
#define SDL_PROP_FILE_DIALOG_LOCATION_STRING "SDL.filedialog.location"
#define SDL_PROP_FILE_DIALOG_MANY_BOOLEAN "SDL.filedialog.many"
#define SDL_PROP_FILE_DIALOG_TITLE_STRING "SDL.filedialog.title"
#define SDL_PROP_FILE_DIALOG_ACCEPT_STRING "SDL.filedialog.accept"
#define SDL_PROP_FILE_DIALOG_CANCEL_STRING "SDL.filedialog.cancel"
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL3/SDL_close_code.h>
#endif /* SDL_dialog_h_ */

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@@ -1,645 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* # CategoryEndian
*
* Functions converting endian-specific values to different byte orders.
*
* These functions either unconditionally swap byte order (SDL_Swap16,
* SDL_Swap32, SDL_Swap64, SDL_SwapFloat), or they swap to/from the system's
* native byte order (SDL_Swap16LE, SDL_Swap16BE, SDL_Swap32LE, SDL_Swap32BE,
* SDL_Swap32LE, SDL_Swap32BE, SDL_SwapFloatLE, SDL_SwapFloatBE). In the
* latter case, the functionality is provided by macros that become no-ops if
* a swap isn't necessary: on an x86 (littleendian) processor, SDL_Swap32LE
* does nothing, but SDL_Swap32BE reverses the bytes of the data. On a PowerPC
* processor (bigendian), the macros behavior is reversed.
*
* The swap routines are inline functions, and attempt to use compiler
* intrinsics, inline assembly, and other magic to make byteswapping
* efficient.
*/
#ifndef SDL_endian_h_
#define SDL_endian_h_
#include <SDL3/SDL_stdinc.h>
#if defined(_MSC_VER) && (_MSC_VER >= 1400)
/* As of Clang 11, '_m_prefetchw' is conflicting with the winnt.h's version,
so we define the needed '_m_prefetch' here as a pseudo-header, until the issue is fixed. */
#ifdef __clang__
#ifndef __PRFCHWINTRIN_H
#define __PRFCHWINTRIN_H
static __inline__ void __attribute__((__always_inline__, __nodebug__))
_m_prefetch(void *__P)
{
__builtin_prefetch(__P, 0, 3 /* _MM_HINT_T0 */);
}
#endif /* __PRFCHWINTRIN_H */
#endif /* __clang__ */
#include <intrin.h>
#endif
/**
* \name The two types of endianness
*/
/* @{ */
/**
* A value to represent littleendian byteorder.
*
* This is used with the preprocessor macro SDL_BYTEORDER, to determine a
* platform's byte ordering:
*
* ```c
* #if SDL_BYTEORDER == SDL_LIL_ENDIAN
* SDL_Log("This system is littleendian.");
* #endif
* ```
*
* \since This macro is available since SDL 3.2.0.
*
* \sa SDL_BYTEORDER
* \sa SDL_BIG_ENDIAN
*/
#define SDL_LIL_ENDIAN 1234
/**
* A value to represent bigendian byteorder.
*
* This is used with the preprocessor macro SDL_BYTEORDER, to determine a
* platform's byte ordering:
*
* ```c
* #if SDL_BYTEORDER == SDL_BIG_ENDIAN
* SDL_Log("This system is bigendian.");
* #endif
* ```
*
* \since This macro is available since SDL 3.2.0.
*
* \sa SDL_BYTEORDER
* \sa SDL_LIL_ENDIAN
*/
#define SDL_BIG_ENDIAN 4321
/* @} */
#ifndef SDL_BYTEORDER
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
/**
* A macro that reports the target system's byte order.
*
* This is set to either SDL_LIL_ENDIAN or SDL_BIG_ENDIAN (and maybe other
* values in the future, if something else becomes popular). This can be
* tested with the preprocessor, so decisions can be made at compile time.
*
* ```c
* #if SDL_BYTEORDER == SDL_BIG_ENDIAN
* SDL_Log("This system is bigendian.");
* #endif
* ```
*
* \since This macro is available since SDL 3.2.0.
*
* \sa SDL_LIL_ENDIAN
* \sa SDL_BIG_ENDIAN
*/
#define SDL_BYTEORDER SDL_LIL_ENDIAN___or_maybe___SDL_BIG_ENDIAN
#elif defined(SDL_PLATFORM_LINUX)
#include <endian.h>
#define SDL_BYTEORDER __BYTE_ORDER
#elif defined(SDL_PLATFORM_SOLARIS)
#include <sys/byteorder.h>
#if defined(_LITTLE_ENDIAN)
#define SDL_BYTEORDER SDL_LIL_ENDIAN
#elif defined(_BIG_ENDIAN)
#define SDL_BYTEORDER SDL_BIG_ENDIAN
#else
#error Unsupported endianness
#endif
#elif defined(SDL_PLATFORM_OPENBSD) || defined(__DragonFly__)
#include <endian.h>
#define SDL_BYTEORDER BYTE_ORDER
#elif defined(SDL_PLATFORM_FREEBSD) || defined(SDL_PLATFORM_NETBSD)
#include <sys/endian.h>
#define SDL_BYTEORDER BYTE_ORDER
/* predefs from newer gcc and clang versions: */
#elif defined(__ORDER_LITTLE_ENDIAN__) && defined(__ORDER_BIG_ENDIAN__) && defined(__BYTE_ORDER__)
#if (__BYTE_ORDER__ == __ORDER_LITTLE_ENDIAN__)
#define SDL_BYTEORDER SDL_LIL_ENDIAN
#elif (__BYTE_ORDER__ == __ORDER_BIG_ENDIAN__)
#define SDL_BYTEORDER SDL_BIG_ENDIAN
#else
#error Unsupported endianness
#endif /**/
#else
#if defined(__hppa__) || \
defined(__m68k__) || defined(mc68000) || defined(_M_M68K) || \
(defined(__MIPS__) && defined(__MIPSEB__)) || \
defined(__ppc__) || defined(__POWERPC__) || defined(__powerpc__) || defined(__PPC__) || \
defined(__sparc__) || defined(__sparc)
#define SDL_BYTEORDER SDL_BIG_ENDIAN
#else
#define SDL_BYTEORDER SDL_LIL_ENDIAN
#endif
#endif /* SDL_PLATFORM_LINUX */
#endif /* !SDL_BYTEORDER */
#ifndef SDL_FLOATWORDORDER
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
/**
* A macro that reports the target system's floating point word order.
*
* This is set to either SDL_LIL_ENDIAN or SDL_BIG_ENDIAN (and maybe other
* values in the future, if something else becomes popular). This can be
* tested with the preprocessor, so decisions can be made at compile time.
*
* ```c
* #if SDL_FLOATWORDORDER == SDL_BIG_ENDIAN
* SDL_Log("This system's floats are bigendian.");
* #endif
* ```
*
* \since This macro is available since SDL 3.2.0.
*
* \sa SDL_LIL_ENDIAN
* \sa SDL_BIG_ENDIAN
*/
#define SDL_FLOATWORDORDER SDL_LIL_ENDIAN___or_maybe___SDL_BIG_ENDIAN
/* predefs from newer gcc versions: */
#elif defined(__ORDER_LITTLE_ENDIAN__) && defined(__ORDER_BIG_ENDIAN__) && defined(__FLOAT_WORD_ORDER__)
#if (__FLOAT_WORD_ORDER__ == __ORDER_LITTLE_ENDIAN__)
#define SDL_FLOATWORDORDER SDL_LIL_ENDIAN
#elif (__FLOAT_WORD_ORDER__ == __ORDER_BIG_ENDIAN__)
#define SDL_FLOATWORDORDER SDL_BIG_ENDIAN
#else
#error Unsupported endianness
#endif /**/
#elif defined(__MAVERICK__)
/* For Maverick, float words are always little-endian. */
#define SDL_FLOATWORDORDER SDL_LIL_ENDIAN
#elif (defined(__arm__) || defined(__thumb__)) && !defined(__VFP_FP__) && !defined(__ARM_EABI__)
/* For FPA, float words are always big-endian. */
#define SDL_FLOATWORDORDER SDL_BIG_ENDIAN
#else
/* By default, assume that floats words follow the memory system mode. */
#define SDL_FLOATWORDORDER SDL_BYTEORDER
#endif /* __FLOAT_WORD_ORDER__ */
#endif /* !SDL_FLOATWORDORDER */
#include <SDL3/SDL_begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* various modern compilers may have builtin swap */
#if defined(__GNUC__) || defined(__clang__)
# define HAS_BUILTIN_BSWAP16 (SDL_HAS_BUILTIN(__builtin_bswap16)) || \
(__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 8))
# define HAS_BUILTIN_BSWAP32 (SDL_HAS_BUILTIN(__builtin_bswap32)) || \
(__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3))
# define HAS_BUILTIN_BSWAP64 (SDL_HAS_BUILTIN(__builtin_bswap64)) || \
(__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3))
/* this one is broken */
# define HAS_BROKEN_BSWAP (__GNUC__ == 2 && __GNUC_MINOR__ <= 95)
#else
# define HAS_BUILTIN_BSWAP16 0
# define HAS_BUILTIN_BSWAP32 0
# define HAS_BUILTIN_BSWAP64 0
# define HAS_BROKEN_BSWAP 0
#endif
/* Byte swap 16-bit integer. */
#ifndef SDL_WIKI_DOCUMENTATION_SECTION
#if HAS_BUILTIN_BSWAP16
#define SDL_Swap16(x) __builtin_bswap16(x)
#elif (defined(_MSC_VER) && (_MSC_VER >= 1400)) && !defined(__ICL)
#pragma intrinsic(_byteswap_ushort)
#define SDL_Swap16(x) _byteswap_ushort(x)
#elif defined(__i386__) && !HAS_BROKEN_BSWAP
SDL_FORCE_INLINE Uint16 SDL_Swap16(Uint16 x)
{
__asm__("xchgb %b0,%h0": "=q"(x):"0"(x));
return x;
}
#elif defined(__x86_64__)
SDL_FORCE_INLINE Uint16 SDL_Swap16(Uint16 x)
{
__asm__("xchgb %b0,%h0": "=Q"(x):"0"(x));
return x;
}
#elif (defined(__powerpc__) || defined(__ppc__))
SDL_FORCE_INLINE Uint16 SDL_Swap16(Uint16 x)
{
int result;
__asm__("rlwimi %0,%2,8,16,23": "=&r"(result):"0"(x >> 8), "r"(x));
return (Uint16)result;
}
#elif (defined(__m68k__) && !defined(__mcoldfire__))
SDL_FORCE_INLINE Uint16 SDL_Swap16(Uint16 x)
{
__asm__("rorw #8,%0": "=d"(x): "0"(x):"cc");
return x;
}
#elif defined(__WATCOMC__) && defined(__386__)
extern __inline Uint16 SDL_Swap16(Uint16);
#pragma aux SDL_Swap16 = \
"xchg al, ah" \
parm [ax] \
modify [ax];
#else
SDL_FORCE_INLINE Uint16 SDL_Swap16(Uint16 x)
{
return SDL_static_cast(Uint16, ((x << 8) | (x >> 8)));
}
#endif
#endif
/* Byte swap 32-bit integer. */
#ifndef SDL_WIKI_DOCUMENTATION_SECTION
#if HAS_BUILTIN_BSWAP32
#define SDL_Swap32(x) __builtin_bswap32(x)
#elif (defined(_MSC_VER) && (_MSC_VER >= 1400)) && !defined(__ICL)
#pragma intrinsic(_byteswap_ulong)
#define SDL_Swap32(x) _byteswap_ulong(x)
#elif defined(__i386__) && !HAS_BROKEN_BSWAP
SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x)
{
__asm__("bswap %0": "=r"(x):"0"(x));
return x;
}
#elif defined(__x86_64__)
SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x)
{
__asm__("bswapl %0": "=r"(x):"0"(x));
return x;
}
#elif (defined(__powerpc__) || defined(__ppc__))
SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x)
{
Uint32 result;
__asm__("rlwimi %0,%2,24,16,23": "=&r"(result): "0" (x>>24), "r"(x));
__asm__("rlwimi %0,%2,8,8,15" : "=&r"(result): "0" (result), "r"(x));
__asm__("rlwimi %0,%2,24,0,7" : "=&r"(result): "0" (result), "r"(x));
return result;
}
#elif (defined(__m68k__) && !defined(__mcoldfire__))
SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x)
{
__asm__("rorw #8,%0\n\tswap %0\n\trorw #8,%0": "=d"(x): "0"(x):"cc");
return x;
}
#elif defined(__WATCOMC__) && defined(__386__)
extern __inline Uint32 SDL_Swap32(Uint32);
#pragma aux SDL_Swap32 = \
"bswap eax" \
parm [eax] \
modify [eax];
#else
SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x)
{
return SDL_static_cast(Uint32, ((x << 24) | ((x << 8) & 0x00FF0000) |
((x >> 8) & 0x0000FF00) | (x >> 24)));
}
#endif
#endif
/* Byte swap 64-bit integer. */
#ifndef SDL_WIKI_DOCUMENTATION_SECTION
#if HAS_BUILTIN_BSWAP64
#define SDL_Swap64(x) __builtin_bswap64(x)
#elif (defined(_MSC_VER) && (_MSC_VER >= 1400)) && !defined(__ICL)
#pragma intrinsic(_byteswap_uint64)
#define SDL_Swap64(x) _byteswap_uint64(x)
#elif defined(__i386__) && !HAS_BROKEN_BSWAP
SDL_FORCE_INLINE Uint64 SDL_Swap64(Uint64 x)
{
union {
struct {
Uint32 a, b;
} s;
Uint64 u;
} v;
v.u = x;
__asm__("bswapl %0 ; bswapl %1 ; xchgl %0,%1"
: "=r"(v.s.a), "=r"(v.s.b)
: "0" (v.s.a), "1"(v.s.b));
return v.u;
}
#elif defined(__x86_64__)
SDL_FORCE_INLINE Uint64 SDL_Swap64(Uint64 x)
{
__asm__("bswapq %0": "=r"(x):"0"(x));
return x;
}
#elif defined(__WATCOMC__) && defined(__386__)
extern __inline Uint64 SDL_Swap64(Uint64);
#pragma aux SDL_Swap64 = \
"bswap eax" \
"bswap edx" \
"xchg eax,edx" \
parm [eax edx] \
modify [eax edx];
#else
SDL_FORCE_INLINE Uint64 SDL_Swap64(Uint64 x)
{
Uint32 hi, lo;
/* Separate into high and low 32-bit values and swap them */
lo = SDL_static_cast(Uint32, x & 0xFFFFFFFF);
x >>= 32;
hi = SDL_static_cast(Uint32, x & 0xFFFFFFFF);
x = SDL_Swap32(lo);
x <<= 32;
x |= SDL_Swap32(hi);
return (x);
}
#endif
#endif
/**
* Byte-swap a floating point number.
*
* This will always byte-swap the value, whether it's currently in the native
* byteorder of the system or not. You should use SDL_SwapFloatLE or
* SDL_SwapFloatBE instead, in most cases.
*
* 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 value to byte-swap.
* \returns x, with its bytes in the opposite endian order.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*/
SDL_FORCE_INLINE float SDL_SwapFloat(float x)
{
union {
float f;
Uint32 ui32;
} swapper;
swapper.f = x;
swapper.ui32 = SDL_Swap32(swapper.ui32);
return swapper.f;
}
/* remove extra macros */
#undef HAS_BROKEN_BSWAP
#undef HAS_BUILTIN_BSWAP16
#undef HAS_BUILTIN_BSWAP32
#undef HAS_BUILTIN_BSWAP64
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
/**
* Byte-swap an unsigned 16-bit number.
*
* This will always byte-swap the value, whether it's currently in the native
* byteorder of the system or not. You should use SDL_Swap16LE or SDL_Swap16BE
* instead, in most cases.
*
* 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 value to byte-swap.
* \returns `x`, with its bytes in the opposite endian order.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*/
SDL_FORCE_INLINE Uint16 SDL_Swap16(Uint16 x) { return x_but_byteswapped; }
/**
* Byte-swap an unsigned 32-bit number.
*
* This will always byte-swap the value, whether it's currently in the native
* byteorder of the system or not. You should use SDL_Swap32LE or SDL_Swap32BE
* instead, in most cases.
*
* 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 value to byte-swap.
* \returns `x`, with its bytes in the opposite endian order.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*/
SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x) { return x_but_byteswapped; }
/**
* Byte-swap an unsigned 64-bit number.
*
* This will always byte-swap the value, whether it's currently in the native
* byteorder of the system or not. You should use SDL_Swap64LE or SDL_Swap64BE
* instead, in most cases.
*
* 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 value to byte-swap.
* \returns `x`, with its bytes in the opposite endian order.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*/
SDL_FORCE_INLINE Uint64 SDL_Swap64(Uint64 x) { return x_but_byteswapped; }
/**
* Swap a 16-bit value from littleendian to native byte order.
*
* If this is running on a littleendian system, `x` is returned unchanged.
*
* This macro never references `x` more than once, avoiding side effects.
*
* \param x the value to swap, in littleendian byte order.
* \returns `x` in native byte order.
*
* \threadsafety It is safe to call this macro from any thread.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_Swap16LE(x) SwapOnlyIfNecessary(x)
/**
* Swap a 32-bit value from littleendian to native byte order.
*
* If this is running on a littleendian system, `x` is returned unchanged.
*
* This macro never references `x` more than once, avoiding side effects.
*
* \param x the value to swap, in littleendian byte order.
* \returns `x` in native byte order.
*
* \threadsafety It is safe to call this macro from any thread.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_Swap32LE(x) SwapOnlyIfNecessary(x)
/**
* Swap a 64-bit value from littleendian to native byte order.
*
* If this is running on a littleendian system, `x` is returned unchanged.
*
* This macro never references `x` more than once, avoiding side effects.
*
* \param x the value to swap, in littleendian byte order.
* \returns `x` in native byte order.
*
* \threadsafety It is safe to call this macro from any thread.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_Swap64LE(x) SwapOnlyIfNecessary(x)
/**
* Swap a floating point value from littleendian to native byte order.
*
* If this is running on a littleendian system, `x` is returned unchanged.
*
* This macro never references `x` more than once, avoiding side effects.
*
* \param x the value to swap, in littleendian byte order.
* \returns `x` in native byte order.
*
* \threadsafety It is safe to call this macro from any thread.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_SwapFloatLE(x) SwapOnlyIfNecessary(x)
/**
* Swap a 16-bit value from bigendian to native byte order.
*
* If this is running on a bigendian system, `x` is returned unchanged.
*
* This macro never references `x` more than once, avoiding side effects.
*
* \param x the value to swap, in bigendian byte order.
* \returns `x` in native byte order.
*
* \threadsafety It is safe to call this macro from any thread.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_Swap16BE(x) SwapOnlyIfNecessary(x)
/**
* Swap a 32-bit value from bigendian to native byte order.
*
* If this is running on a bigendian system, `x` is returned unchanged.
*
* This macro never references `x` more than once, avoiding side effects.
*
* \param x the value to swap, in bigendian byte order.
* \returns `x` in native byte order.
*
* \threadsafety It is safe to call this macro from any thread.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_Swap32BE(x) SwapOnlyIfNecessary(x)
/**
* Swap a 64-bit value from bigendian to native byte order.
*
* If this is running on a bigendian system, `x` is returned unchanged.
*
* This macro never references `x` more than once, avoiding side effects.
*
* \param x the value to swap, in bigendian byte order.
* \returns `x` in native byte order.
*
* \threadsafety It is safe to call this macro from any thread.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_Swap64BE(x) SwapOnlyIfNecessary(x)
/**
* Swap a floating point value from bigendian to native byte order.
*
* If this is running on a bigendian system, `x` is returned unchanged.
*
* This macro never references `x` more than once, avoiding side effects.
*
* \param x the value to swap, in bigendian byte order.
* \returns `x` in native byte order.
*
* \threadsafety It is safe to call this macro from any thread.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_SwapFloatBE(x) SwapOnlyIfNecessary(x)
#elif SDL_BYTEORDER == SDL_LIL_ENDIAN
#define SDL_Swap16LE(x) (x)
#define SDL_Swap32LE(x) (x)
#define SDL_Swap64LE(x) (x)
#define SDL_SwapFloatLE(x) (x)
#define SDL_Swap16BE(x) SDL_Swap16(x)
#define SDL_Swap32BE(x) SDL_Swap32(x)
#define SDL_Swap64BE(x) SDL_Swap64(x)
#define SDL_SwapFloatBE(x) SDL_SwapFloat(x)
#else
#define SDL_Swap16LE(x) SDL_Swap16(x)
#define SDL_Swap32LE(x) SDL_Swap32(x)
#define SDL_Swap64LE(x) SDL_Swap64(x)
#define SDL_SwapFloatLE(x) SDL_SwapFloat(x)
#define SDL_Swap16BE(x) (x)
#define SDL_Swap32BE(x) (x)
#define SDL_Swap64BE(x) (x)
#define SDL_SwapFloatBE(x) (x)
#endif
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL3/SDL_close_code.h>
#endif /* SDL_endian_h_ */

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@@ -1,226 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* # CategoryError
*
* Simple error message routines for SDL.
*
* Most apps will interface with these APIs in exactly one function: when
* almost any SDL function call reports failure, you can get a human-readable
* string of the problem from SDL_GetError().
*
* These strings are maintained per-thread, and apps are welcome to set their
* own errors, which is popular when building libraries on top of SDL for
* other apps to consume. These strings are set by calling SDL_SetError().
*
* A common usage pattern is to have a function that returns true for success
* and false for failure, and do this when something fails:
*
* ```c
* if (something_went_wrong) {
* return SDL_SetError("The thing broke in this specific way: %d", errcode);
* }
* ```
*
* It's also common to just return `false` in this case if the failing thing
* is known to call SDL_SetError(), so errors simply propagate through.
*/
#ifndef SDL_error_h_
#define SDL_error_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
/* Public functions */
/**
* Set the SDL error message for the current thread.
*
* Calling this function will replace any previous error message that was set.
*
* This function always returns false, since SDL frequently uses false to
* signify a failing result, leading to this idiom:
*
* ```c
* if (error_code) {
* return SDL_SetError("This operation has failed: %d", error_code);
* }
* ```
*
* \param fmt a printf()-style message format string.
* \param ... additional parameters matching % tokens in the `fmt` string, if
* any.
* \returns false.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_ClearError
* \sa SDL_GetError
* \sa SDL_SetErrorV
*/
extern SDL_DECLSPEC bool SDLCALL SDL_SetError(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1);
/**
* Set the SDL error message for the current thread.
*
* Calling this function will replace any previous error message that was set.
*
* \param fmt a printf()-style message format string.
* \param ap a variable argument list.
* \returns false.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_ClearError
* \sa SDL_GetError
* \sa SDL_SetError
*/
extern SDL_DECLSPEC bool SDLCALL SDL_SetErrorV(SDL_PRINTF_FORMAT_STRING const char *fmt, va_list ap) SDL_PRINTF_VARARG_FUNCV(1);
/**
* Set an error indicating that memory allocation failed.
*
* This function does not do any memory allocation.
*
* \returns false.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC bool SDLCALL SDL_OutOfMemory(void);
/**
* Retrieve a message about the last error that occurred on the current
* thread.
*
* It is possible for multiple errors to occur before calling SDL_GetError().
* Only the last error is returned.
*
* The message is only applicable when an SDL function has signaled an error.
* You must check the return values of SDL function calls to determine when to
* appropriately call SDL_GetError(). You should *not* use the results of
* SDL_GetError() to decide if an error has occurred! Sometimes SDL will set
* an error string even when reporting success.
*
* SDL will *not* clear the error string for successful API calls. You *must*
* check return values for failure cases before you can assume the error
* string applies.
*
* Error strings are set per-thread, so an error set in a different thread
* will not interfere with the current thread's operation.
*
* The returned value is a thread-local string which will remain valid until
* the current thread's error string is changed. The caller should make a copy
* if the value is needed after the next SDL API call.
*
* \returns a message with information about the specific error that occurred,
* or an empty string if there hasn't been an error message set since
* the last call to SDL_ClearError().
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_ClearError
* \sa SDL_SetError
*/
extern SDL_DECLSPEC const char * SDLCALL SDL_GetError(void);
/**
* Clear any previous error message for this thread.
*
* \returns true.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetError
* \sa SDL_SetError
*/
extern SDL_DECLSPEC bool SDLCALL SDL_ClearError(void);
/**
* \name Internal error functions
*
* \internal
* Private error reporting function - used internally.
*/
/* @{ */
/**
* A macro to standardize error reporting on unsupported operations.
*
* This simply calls SDL_SetError() with a standardized error string, for
* convenience, consistency, and clarity.
*
* \threadsafety It is safe to call this macro from any thread.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_Unsupported() SDL_SetError("That operation is not supported")
/**
* A macro to standardize error reporting on unsupported operations.
*
* This simply calls SDL_SetError() with a standardized error string, for
* convenience, consistency, and clarity.
*
* A common usage pattern inside SDL is this:
*
* ```c
* bool MyFunction(const char *str) {
* if (!str) {
* return SDL_InvalidParamError("str"); // returns false.
* }
* DoSomething(str);
* return true;
* }
* ```
*
* \threadsafety It is safe to call this macro from any thread.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_InvalidParamError(param) SDL_SetError("Parameter '%s' is invalid", (param))
/* @} *//* Internal error functions */
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL3/SDL_close_code.h>
#endif /* SDL_error_h_ */

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@@ -1,503 +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.
*/
/**
* # CategoryFilesystem
*
* SDL offers an API for examining and manipulating the system's filesystem.
* This covers most things one would need to do with directories, except for
* actual file I/O (which is covered by [CategoryIOStream](CategoryIOStream)
* and [CategoryAsyncIO](CategoryAsyncIO) instead).
*
* There are functions to answer necessary path questions:
*
* - Where is my app's data? SDL_GetBasePath().
* - Where can I safely write files? SDL_GetPrefPath().
* - Where are paths like Downloads, Desktop, Music? SDL_GetUserFolder().
* - What is this thing at this location? SDL_GetPathInfo().
* - What items live in this folder? SDL_EnumerateDirectory().
* - What items live in this folder by wildcard? SDL_GlobDirectory().
* - What is my current working directory? SDL_GetCurrentDirectory().
*
* SDL also offers functions to manipulate the directory tree: renaming,
* removing, copying files.
*/
#ifndef SDL_filesystem_h_
#define SDL_filesystem_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
/**
* Get the directory where the application was run from.
*
* SDL caches the result of this call internally, but the first call to this
* function is not necessarily fast, so plan accordingly.
*
* **macOS and iOS Specific Functionality**: If the application is in a ".app"
* bundle, this function returns the Resource directory (e.g.
* MyApp.app/Contents/Resources/). This behaviour can be overridden by adding
* a property to the Info.plist file. Adding a string key with the name
* SDL_FILESYSTEM_BASE_DIR_TYPE with a supported value will change the
* behaviour.
*
* Supported values for the SDL_FILESYSTEM_BASE_DIR_TYPE property (Given an
* application in /Applications/SDLApp/MyApp.app):
*
* - `resource`: bundle resource directory (the default). For example:
* `/Applications/SDLApp/MyApp.app/Contents/Resources`
* - `bundle`: the Bundle directory. For example:
* `/Applications/SDLApp/MyApp.app/`
* - `parent`: the containing directory of the bundle. For example:
* `/Applications/SDLApp/`
*
* **Nintendo 3DS Specific Functionality**: This function returns "romfs"
* directory of the application as it is uncommon to store resources outside
* the executable. As such it is not a writable directory.
*
* The returned path is guaranteed to end with a path separator ('\\' on
* Windows, '/' on most other platforms).
*
* \returns an absolute path in UTF-8 encoding to the application data
* directory. NULL will be returned on error or when the platform
* doesn't implement this functionality, call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetPrefPath
*/
extern SDL_DECLSPEC const char * SDLCALL SDL_GetBasePath(void);
/**
* Get the user-and-app-specific path where files can be written.
*
* Get the "pref dir". This is meant to be where users can write personal
* files (preferences and save games, etc) that are specific to your
* application. This directory is unique per user, per application.
*
* This function will decide the appropriate location in the native
* filesystem, create the directory if necessary, and return a string of the
* absolute path to the directory in UTF-8 encoding.
*
* On Windows, the string might look like:
*
* `C:\\Users\\bob\\AppData\\Roaming\\My Company\\My Program Name\\`
*
* On Linux, the string might look like:
*
* `/home/bob/.local/share/My Program Name/`
*
* On macOS, the string might look like:
*
* `/Users/bob/Library/Application Support/My Program Name/`
*
* You should assume the path returned by this function is the only safe place
* to write files (and that SDL_GetBasePath(), while it might be writable, or
* even the parent of the returned path, isn't where you should be writing
* things).
*
* Both the org and app strings may become part of a directory name, so please
* follow these rules:
*
* - Try to use the same org string (_including case-sensitivity_) for all
* your applications that use this function.
* - Always use a unique app string for each one, and make sure it never
* changes for an app once you've decided on it.
* - Unicode characters are legal, as long as they are UTF-8 encoded, but...
* - ...only use letters, numbers, and spaces. Avoid punctuation like "Game
* Name 2: Bad Guy's Revenge!" ... "Game Name 2" is sufficient.
*
* The returned path is guaranteed to end with a path separator ('\\' on
* Windows, '/' on most other platforms).
*
* \param org the name of your organization.
* \param app the name of your application.
* \returns a UTF-8 string of the user directory in platform-dependent
* notation. NULL if there's a problem (creating directory failed,
* etc.). This should be freed with SDL_free() when it is no longer
* needed.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetBasePath
*/
extern SDL_DECLSPEC char * SDLCALL SDL_GetPrefPath(const char *org, const char *app);
/**
* The type of the OS-provided default folder for a specific purpose.
*
* Note that the Trash folder isn't included here, because trashing files
* usually involves extra OS-specific functionality to remember the file's
* original location.
*
* The folders supported per platform are:
*
* | | Windows | macOS/iOS | tvOS | Unix (XDG) | Haiku | Emscripten |
* | ----------- | ------- | --------- | ---- | ---------- | ----- | ---------- |
* | HOME | X | X | | X | X | X |
* | DESKTOP | X | X | | X | X | |
* | DOCUMENTS | X | X | | X | | |
* | DOWNLOADS | Vista+ | X | | X | | |
* | MUSIC | X | X | | X | | |
* | PICTURES | X | X | | X | | |
* | PUBLICSHARE | | X | | X | | |
* | SAVEDGAMES | Vista+ | | | | | |
* | SCREENSHOTS | Vista+ | | | | | |
* | TEMPLATES | X | X | | X | | |
* | VIDEOS | X | X* | | X | | |
*
* Note that on macOS/iOS, the Videos folder is called "Movies".
*
* \since This enum is available since SDL 3.2.0.
*
* \sa SDL_GetUserFolder
*/
typedef enum SDL_Folder
{
SDL_FOLDER_HOME, /**< The folder which contains all of the current user's data, preferences, and documents. It usually contains most of the other folders. If a requested folder does not exist, the home folder can be considered a safe fallback to store a user's documents. */
SDL_FOLDER_DESKTOP, /**< The folder of files that are displayed on the desktop. Note that the existence of a desktop folder does not guarantee that the system does show icons on its desktop; certain GNU/Linux distros with a graphical environment may not have desktop icons. */
SDL_FOLDER_DOCUMENTS, /**< User document files, possibly application-specific. This is a good place to save a user's projects. */
SDL_FOLDER_DOWNLOADS, /**< Standard folder for user files downloaded from the internet. */
SDL_FOLDER_MUSIC, /**< Music files that can be played using a standard music player (mp3, ogg...). */
SDL_FOLDER_PICTURES, /**< Image files that can be displayed using a standard viewer (png, jpg...). */
SDL_FOLDER_PUBLICSHARE, /**< Files that are meant to be shared with other users on the same computer. */
SDL_FOLDER_SAVEDGAMES, /**< Save files for games. */
SDL_FOLDER_SCREENSHOTS, /**< Application screenshots. */
SDL_FOLDER_TEMPLATES, /**< Template files to be used when the user requests the desktop environment to create a new file in a certain folder, such as "New Text File.txt". Any file in the Templates folder can be used as a starting point for a new file. */
SDL_FOLDER_VIDEOS, /**< Video files that can be played using a standard video player (mp4, webm...). */
SDL_FOLDER_COUNT /**< Total number of types in this enum, not a folder type by itself. */
} SDL_Folder;
/**
* Finds the most suitable user folder for a specific purpose.
*
* Many OSes provide certain standard folders for certain purposes, such as
* storing pictures, music or videos for a certain user. This function gives
* the path for many of those special locations.
*
* This function is specifically for _user_ folders, which are meant for the
* user to access and manage. For application-specific folders, meant to hold
* data for the application to manage, see SDL_GetBasePath() and
* SDL_GetPrefPath().
*
* The returned path is guaranteed to end with a path separator ('\\' on
* Windows, '/' on most other platforms).
*
* If NULL is returned, the error may be obtained with SDL_GetError().
*
* \param folder the type of folder to find.
* \returns either a null-terminated C string containing the full path to the
* folder, or NULL if an error happened.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC const char * SDLCALL SDL_GetUserFolder(SDL_Folder folder);
/* Abstract filesystem interface */
/**
* Types of filesystem entries.
*
* Note that there may be other sorts of items on a filesystem: devices,
* symlinks, named pipes, etc. They are currently reported as
* SDL_PATHTYPE_OTHER.
*
* \since This enum is available since SDL 3.2.0.
*
* \sa SDL_PathInfo
*/
typedef enum SDL_PathType
{
SDL_PATHTYPE_NONE, /**< path does not exist */
SDL_PATHTYPE_FILE, /**< a normal file */
SDL_PATHTYPE_DIRECTORY, /**< a directory */
SDL_PATHTYPE_OTHER /**< something completely different like a device node (not a symlink, those are always followed) */
} SDL_PathType;
/**
* Information about a path on the filesystem.
*
* \since This datatype is available since SDL 3.2.0.
*
* \sa SDL_GetPathInfo
* \sa SDL_GetStoragePathInfo
*/
typedef struct SDL_PathInfo
{
SDL_PathType type; /**< the path type */
Uint64 size; /**< the file size in bytes */
SDL_Time create_time; /**< the time when the path was created */
SDL_Time modify_time; /**< the last time the path was modified */
SDL_Time access_time; /**< the last time the path was read */
} SDL_PathInfo;
/**
* Flags for path matching.
*
* \since This datatype is available since SDL 3.2.0.
*
* \sa SDL_GlobDirectory
* \sa SDL_GlobStorageDirectory
*/
typedef Uint32 SDL_GlobFlags;
#define SDL_GLOB_CASEINSENSITIVE (1u << 0)
/**
* Create a directory, and any missing parent directories.
*
* This reports success if `path` already exists as a directory.
*
* If parent directories are missing, it will also create them. Note that if
* this fails, it will not remove any parent directories it already made.
*
* \param path the path of the directory to create.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC bool SDLCALL SDL_CreateDirectory(const char *path);
/**
* Possible results from an enumeration callback.
*
* \since This enum is available since SDL 3.2.0.
*
* \sa SDL_EnumerateDirectoryCallback
*/
typedef enum SDL_EnumerationResult
{
SDL_ENUM_CONTINUE, /**< Value that requests that enumeration continue. */
SDL_ENUM_SUCCESS, /**< Value that requests that enumeration stop, successfully. */
SDL_ENUM_FAILURE /**< Value that requests that enumeration stop, as a failure. */
} SDL_EnumerationResult;
/**
* Callback for directory enumeration.
*
* Enumeration of directory entries will continue until either all entries
* have been provided to the callback, or the callback has requested a stop
* through its return value.
*
* Returning SDL_ENUM_CONTINUE will let enumeration proceed, calling the
* callback with further entries. SDL_ENUM_SUCCESS and SDL_ENUM_FAILURE will
* terminate the enumeration early, and dictate the return value of the
* enumeration function itself.
*
* `dirname` is guaranteed to end with a path separator ('\\' on Windows, '/'
* on most other platforms).
*
* \param userdata an app-controlled pointer that is passed to the callback.
* \param dirname the directory that is being enumerated.
* \param fname the next entry in the enumeration.
* \returns how the enumeration should proceed.
*
* \since This datatype is available since SDL 3.2.0.
*
* \sa SDL_EnumerateDirectory
*/
typedef SDL_EnumerationResult (SDLCALL *SDL_EnumerateDirectoryCallback)(void *userdata, const char *dirname, const char *fname);
/**
* Enumerate a directory through a callback function.
*
* This function provides every directory entry through an app-provided
* callback, called once for each directory entry, until all results have been
* provided or the callback returns either SDL_ENUM_SUCCESS or
* SDL_ENUM_FAILURE.
*
* This will return false if there was a system problem in general, or if a
* callback returns SDL_ENUM_FAILURE. A successful return means a callback
* returned SDL_ENUM_SUCCESS to halt enumeration, or all directory entries
* were enumerated.
*
* \param path the path of the directory to enumerate.
* \param callback a function that is called for each entry in the directory.
* \param userdata a pointer that is passed to `callback`.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC bool SDLCALL SDL_EnumerateDirectory(const char *path, SDL_EnumerateDirectoryCallback callback, void *userdata);
/**
* Remove a file or an empty directory.
*
* Directories that are not empty will fail; this function will not recursely
* delete directory trees.
*
* \param path the path to remove from the filesystem.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC bool SDLCALL SDL_RemovePath(const char *path);
/**
* Rename a file or directory.
*
* If the file at `newpath` already exists, it will replaced.
*
* Note that this will not copy files across filesystems/drives/volumes, as
* that is a much more complicated (and possibly time-consuming) operation.
*
* Which is to say, if this function fails, SDL_CopyFile() to a temporary file
* in the same directory as `newpath`, then SDL_RenamePath() from the
* temporary file to `newpath` and SDL_RemovePath() on `oldpath` might work
* for files. Renaming a non-empty directory across filesystems is
* dramatically more complex, however.
*
* \param oldpath the old path.
* \param newpath the new path.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC bool SDLCALL SDL_RenamePath(const char *oldpath, const char *newpath);
/**
* Copy a file.
*
* If the file at `newpath` already exists, it will be overwritten with the
* contents of the file at `oldpath`.
*
* This function will block until the copy is complete, which might be a
* significant time for large files on slow disks. On some platforms, the copy
* can be handed off to the OS itself, but on others SDL might just open both
* paths, and read from one and write to the other.
*
* Note that this is not an atomic operation! If something tries to read from
* `newpath` while the copy is in progress, it will see an incomplete copy of
* the data, and if the calling thread terminates (or the power goes out)
* during the copy, `newpath`'s previous contents will be gone, replaced with
* an incomplete copy of the data. To avoid this risk, it is recommended that
* the app copy to a temporary file in the same directory as `newpath`, and if
* the copy is successful, use SDL_RenamePath() to replace `newpath` with the
* temporary file. This will ensure that reads of `newpath` will either see a
* complete copy of the data, or it will see the pre-copy state of `newpath`.
*
* This function attempts to synchronize the newly-copied data to disk before
* returning, if the platform allows it, so that the renaming trick will not
* have a problem in a system crash or power failure, where the file could be
* renamed but the contents never made it from the system file cache to the
* physical disk.
*
* If the copy fails for any reason, the state of `newpath` is undefined. It
* might be half a copy, it might be the untouched data of what was already
* there, or it might be a zero-byte file, etc.
*
* \param oldpath the old path.
* \param newpath the new path.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC bool SDLCALL SDL_CopyFile(const char *oldpath, const char *newpath);
/**
* Get information about a filesystem path.
*
* \param path the path to query.
* \param info a pointer filled in with information about the path, or NULL to
* check for the existence of a file.
* \returns true on success or false if the file doesn't exist, or another
* failure; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC bool SDLCALL SDL_GetPathInfo(const char *path, SDL_PathInfo *info);
/**
* Enumerate a directory tree, filtered by pattern, and return a list.
*
* Files are filtered out if they don't match the string in `pattern`, which
* may contain wildcard characters '\*' (match everything) and '?' (match one
* character). If pattern is NULL, no filtering is done and all results are
* returned. Subdirectories are permitted, and are specified with a path
* separator of '/'. Wildcard characters '\*' and '?' never match a path
* separator.
*
* `flags` may be set to SDL_GLOB_CASEINSENSITIVE to make the pattern matching
* case-insensitive.
*
* The returned array is always NULL-terminated, for your iterating
* convenience, but if `count` is non-NULL, on return it will contain the
* number of items in the array, not counting the NULL terminator.
*
* \param path the path of the directory to enumerate.
* \param pattern the pattern that files in the directory must match. Can be
* NULL.
* \param flags `SDL_GLOB_*` bitflags that affect this search.
* \param count on return, will be set to the number of items in the returned
* array. Can be NULL.
* \returns an array of strings on success 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.
*/
extern SDL_DECLSPEC char ** SDLCALL SDL_GlobDirectory(const char *path, const char *pattern, SDL_GlobFlags flags, int *count);
/**
* Get what the system believes is the "current working directory."
*
* For systems without a concept of a current working directory, this will
* still attempt to provide something reasonable.
*
* SDL does not provide a means to _change_ the current working directory; for
* platforms without this concept, this would cause surprises with file access
* outside of SDL.
*
* The returned path is guaranteed to end with a path separator ('\\' on
* Windows, '/' on most other platforms).
*
* \returns a UTF-8 string of the current working directory in
* platform-dependent notation. NULL if there's a problem. This
* should be freed with SDL_free() when it is no longer needed.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC char * SDLCALL SDL_GetCurrentDirectory(void);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL3/SDL_close_code.h>
#endif /* SDL_filesystem_h_ */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/* WIKI CATEGORY: GUID */
/**
* # CategoryGUID
*
* A GUID is a 128-bit value that represents something that is uniquely
* identifiable by this value: "globally unique."
*
* SDL provides functions to convert a GUID to/from a string.
*/
#ifndef SDL_guid_h_
#define SDL_guid_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
/**
* An SDL_GUID is a 128-bit identifier for an input device that identifies
* that device across runs of SDL programs on the same platform.
*
* If the device is detached and then re-attached to a different port, or if
* the base system is rebooted, the device should still report the same GUID.
*
* GUIDs are as precise as possible but are not guaranteed to distinguish
* physically distinct but equivalent devices. For example, two game
* controllers from the same vendor with the same product ID and revision may
* have the same GUID.
*
* GUIDs may be platform-dependent (i.e., the same device may report different
* GUIDs on different operating systems).
*
* \since This struct is available since SDL 3.2.0.
*/
typedef struct SDL_GUID {
Uint8 data[16];
} SDL_GUID;
/* Function prototypes */
/**
* Get an ASCII string representation for a given SDL_GUID.
*
* \param guid the SDL_GUID you wish to convert to string.
* \param pszGUID buffer in which to write the ASCII string.
* \param cbGUID the size of pszGUID, should be at least 33 bytes.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_StringToGUID
*/
extern SDL_DECLSPEC void SDLCALL SDL_GUIDToString(SDL_GUID guid, char *pszGUID, int cbGUID);
/**
* Convert a GUID string into a SDL_GUID structure.
*
* Performs no error checking. If this function is given a string containing
* an invalid GUID, the function will silently succeed, but the GUID generated
* will not be useful.
*
* \param pchGUID string containing an ASCII representation of a GUID.
* \returns a SDL_GUID structure.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GUIDToString
*/
extern SDL_DECLSPEC SDL_GUID SDLCALL SDL_StringToGUID(const char *pchGUID);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL3/SDL_close_code.h>
#endif /* SDL_guid_h_ */

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@@ -1,552 +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: HIDAPI */
/**
* # CategoryHIDAPI
*
* Header file for SDL HIDAPI functions.
*
* This is an adaptation of the original HIDAPI interface by Alan Ott, and
* includes source code licensed under the following license:
*
* ```
* HIDAPI - Multi-Platform library for
* communication with HID devices.
*
* Copyright 2009, Alan Ott, Signal 11 Software.
* All Rights Reserved.
*
* This software may be used by anyone for any reason so
* long as the copyright notice in the source files
* remains intact.
* ```
*
* (Note that this license is the same as item three of SDL's zlib license, so
* it adds no new requirements on the user.)
*
* If you would like a version of SDL without this code, you can build SDL
* with SDL_HIDAPI_DISABLED defined to 1. You might want to do this for
* example on iOS or tvOS to avoid a dependency on the CoreBluetooth
* framework.
*/
#ifndef SDL_hidapi_h_
#define SDL_hidapi_h_
#include <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
/**
* An opaque handle representing an open HID device.
*
* \since This struct is available since SDL 3.2.0.
*/
typedef struct SDL_hid_device SDL_hid_device;
/**
* HID underlying bus types.
*
* \since This enum is available since SDL 3.2.0.
*/
typedef enum SDL_hid_bus_type {
/** Unknown bus type */
SDL_HID_API_BUS_UNKNOWN = 0x00,
/** USB bus
Specifications:
https://usb.org/hid */
SDL_HID_API_BUS_USB = 0x01,
/** Bluetooth or Bluetooth LE bus
Specifications:
https://www.bluetooth.com/specifications/specs/human-interface-device-profile-1-1-1/
https://www.bluetooth.com/specifications/specs/hid-service-1-0/
https://www.bluetooth.com/specifications/specs/hid-over-gatt-profile-1-0/ */
SDL_HID_API_BUS_BLUETOOTH = 0x02,
/** I2C bus
Specifications:
https://docs.microsoft.com/previous-versions/windows/hardware/design/dn642101(v=vs.85) */
SDL_HID_API_BUS_I2C = 0x03,
/** SPI bus
Specifications:
https://www.microsoft.com/download/details.aspx?id=103325 */
SDL_HID_API_BUS_SPI = 0x04
} SDL_hid_bus_type;
/** hidapi info structure */
/**
* Information about a connected HID device
*
* \since This struct is available since SDL 3.2.0.
*/
typedef struct SDL_hid_device_info
{
/** Platform-specific device path */
char *path;
/** Device Vendor ID */
unsigned short vendor_id;
/** Device Product ID */
unsigned short product_id;
/** Serial Number */
wchar_t *serial_number;
/** Device Release Number in binary-coded decimal,
also known as Device Version Number */
unsigned short release_number;
/** Manufacturer String */
wchar_t *manufacturer_string;
/** Product string */
wchar_t *product_string;
/** Usage Page for this Device/Interface
(Windows/Mac/hidraw only) */
unsigned short usage_page;
/** Usage for this Device/Interface
(Windows/Mac/hidraw only) */
unsigned short usage;
/** The USB interface which this logical device
represents.
Valid only if the device is a USB HID device.
Set to -1 in all other cases.
*/
int interface_number;
/** Additional information about the USB interface.
Valid on libusb and Android implementations. */
int interface_class;
int interface_subclass;
int interface_protocol;
/** Underlying bus type */
SDL_hid_bus_type bus_type;
/** Pointer to the next device */
struct SDL_hid_device_info *next;
} SDL_hid_device_info;
/**
* Initialize the HIDAPI library.
*
* This function initializes the HIDAPI library. Calling it is not strictly
* necessary, as it will be called automatically by SDL_hid_enumerate() and
* any of the SDL_hid_open_*() functions if it is needed. This function should
* be called at the beginning of execution however, if there is a chance of
* HIDAPI handles being opened by different threads simultaneously.
*
* Each call to this function should have a matching call to SDL_hid_exit()
*
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_hid_exit
*/
extern SDL_DECLSPEC int SDLCALL SDL_hid_init(void);
/**
* Finalize the HIDAPI library.
*
* This function frees all of the static data associated with HIDAPI. It
* should be called at the end of execution to avoid memory leaks.
*
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_hid_init
*/
extern SDL_DECLSPEC int SDLCALL SDL_hid_exit(void);
/**
* Check to see if devices may have been added or removed.
*
* Enumerating the HID devices is an expensive operation, so you can call this
* to see if there have been any system device changes since the last call to
* this function. A change in the counter returned doesn't necessarily mean
* that anything has changed, but you can call SDL_hid_enumerate() to get an
* updated device list.
*
* Calling this function for the first time may cause a thread or other system
* resource to be allocated to track device change notifications.
*
* \returns a change counter that is incremented with each potential device
* change, or 0 if device change detection isn't available.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_hid_enumerate
*/
extern SDL_DECLSPEC Uint32 SDLCALL SDL_hid_device_change_count(void);
/**
* Enumerate the HID Devices.
*
* This function returns a linked list of all the HID devices attached to the
* system which match vendor_id and product_id. If `vendor_id` is set to 0
* then any vendor matches. If `product_id` is set to 0 then any product
* matches. If `vendor_id` and `product_id` are both set to 0, then all HID
* devices will be returned.
*
* By default SDL will only enumerate controllers, to reduce risk of hanging
* or crashing on bad drivers, but SDL_HINT_HIDAPI_ENUMERATE_ONLY_CONTROLLERS
* can be set to "0" to enumerate all HID devices.
*
* \param vendor_id the Vendor ID (VID) of the types of device to open, or 0
* to match any vendor.
* \param product_id the Product ID (PID) of the types of device to open, or 0
* to match any product.
* \returns a pointer to a linked list of type SDL_hid_device_info, containing
* information about the HID devices attached to the system, or NULL
* in the case of failure. Free this linked list by calling
* SDL_hid_free_enumeration().
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_hid_device_change_count
*/
extern SDL_DECLSPEC SDL_hid_device_info * SDLCALL SDL_hid_enumerate(unsigned short vendor_id, unsigned short product_id);
/**
* Free an enumeration linked list.
*
* This function frees a linked list created by SDL_hid_enumerate().
*
* \param devs pointer to a list of struct_device returned from
* SDL_hid_enumerate().
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_hid_free_enumeration(SDL_hid_device_info *devs);
/**
* Open a HID device using a Vendor ID (VID), Product ID (PID) and optionally
* a serial number.
*
* If `serial_number` is NULL, the first device with the specified VID and PID
* is opened.
*
* \param vendor_id the Vendor ID (VID) of the device to open.
* \param product_id the Product ID (PID) of the device to open.
* \param serial_number the Serial Number of the device to open (Optionally
* NULL).
* \returns a pointer to a SDL_hid_device object on success or NULL on
* failure; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC SDL_hid_device * SDLCALL SDL_hid_open(unsigned short vendor_id, unsigned short product_id, const wchar_t *serial_number);
/**
* Open a HID device by its path name.
*
* The path name be determined by calling SDL_hid_enumerate(), or a
* platform-specific path name can be used (eg: /dev/hidraw0 on Linux).
*
* \param path the path name of the device to open.
* \returns a pointer to a SDL_hid_device object on success or NULL on
* failure; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC SDL_hid_device * SDLCALL SDL_hid_open_path(const char *path);
/**
* Write an Output report to a HID device.
*
* The first byte of `data` must contain the Report ID. For devices which only
* support a single report, this must be set to 0x0. The remaining bytes
* contain the report data. Since the Report ID is mandatory, calls to
* SDL_hid_write() will always contain one more byte than the report contains.
* For example, if a hid report is 16 bytes long, 17 bytes must be passed to
* SDL_hid_write(), the Report ID (or 0x0, for devices with a single report),
* followed by the report data (16 bytes). In this example, the length passed
* in would be 17.
*
* SDL_hid_write() will send the data on the first OUT endpoint, if one
* exists. If it does not, it will send the data through the Control Endpoint
* (Endpoint 0).
*
* \param dev a device handle returned from SDL_hid_open().
* \param data the data to send, including the report number as the first
* byte.
* \param length the length in bytes of the data to send.
* \returns the actual number of bytes written and -1 on on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC int SDLCALL SDL_hid_write(SDL_hid_device *dev, const unsigned char *data, size_t length);
/**
* Read an Input report from a HID device with timeout.
*
* Input reports are returned to the host through the INTERRUPT IN endpoint.
* The first byte will contain the Report number if the device uses numbered
* reports.
*
* \param dev a device handle returned from SDL_hid_open().
* \param data a buffer to put the read data into.
* \param length the number of bytes to read. For devices with multiple
* reports, make sure to read an extra byte for the report
* number.
* \param milliseconds timeout in milliseconds or -1 for blocking wait.
* \returns the actual number of bytes read and -1 on on failure; call
* SDL_GetError() for more information. If no packet was available to
* be read within the timeout period, this function returns 0.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC int SDLCALL SDL_hid_read_timeout(SDL_hid_device *dev, unsigned char *data, size_t length, int milliseconds);
/**
* Read an Input report from a HID device.
*
* Input reports are returned to the host through the INTERRUPT IN endpoint.
* The first byte will contain the Report number if the device uses numbered
* reports.
*
* \param dev a device handle returned from SDL_hid_open().
* \param data a buffer to put the read data into.
* \param length the number of bytes to read. For devices with multiple
* reports, make sure to read an extra byte for the report
* number.
* \returns the actual number of bytes read and -1 on failure; call
* SDL_GetError() for more information. If no packet was available to
* be read and the handle is in non-blocking mode, this function
* returns 0.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC int SDLCALL SDL_hid_read(SDL_hid_device *dev, unsigned char *data, size_t length);
/**
* Set the device handle to be non-blocking.
*
* In non-blocking mode calls to SDL_hid_read() will return immediately with a
* value of 0 if there is no data to be read. In blocking mode, SDL_hid_read()
* will wait (block) until there is data to read before returning.
*
* Nonblocking can be turned on and off at any time.
*
* \param dev a device handle returned from SDL_hid_open().
* \param nonblock enable or not the nonblocking reads - 1 to enable
* nonblocking - 0 to disable nonblocking.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC int SDLCALL SDL_hid_set_nonblocking(SDL_hid_device *dev, int nonblock);
/**
* Send a Feature report to the device.
*
* Feature reports are sent over the Control endpoint as a Set_Report
* transfer. The first byte of `data` must contain the Report ID. For devices
* which only support a single report, this must be set to 0x0. The remaining
* bytes contain the report data. Since the Report ID is mandatory, calls to
* SDL_hid_send_feature_report() will always contain one more byte than the
* report contains. For example, if a hid report is 16 bytes long, 17 bytes
* must be passed to SDL_hid_send_feature_report(): the Report ID (or 0x0, for
* devices which do not use numbered reports), followed by the report data (16
* bytes). In this example, the length passed in would be 17.
*
* \param dev a device handle returned from SDL_hid_open().
* \param data the data to send, including the report number as the first
* byte.
* \param length the length in bytes of the data to send, including the report
* number.
* \returns the actual number of bytes written and -1 on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC int SDLCALL SDL_hid_send_feature_report(SDL_hid_device *dev, const unsigned char *data, size_t length);
/**
* Get a feature report from a HID device.
*
* Set the first byte of `data` to the Report ID of the report to be read.
* Make sure to allow space for this extra byte in `data`. Upon return, the
* first byte will still contain the Report ID, and the report data will start
* in data[1].
*
* \param dev a device handle returned from SDL_hid_open().
* \param data a buffer to put the read data into, including the Report ID.
* Set the first byte of `data` to the Report ID of the report to
* be read, or set it to zero if your device does not use numbered
* reports.
* \param length the number of bytes to read, including an extra byte for the
* report ID. The buffer can be longer than the actual report.
* \returns the number of bytes read plus one for the report ID (which is
* still in the first byte), or -1 on on failure; call SDL_GetError()
* for more information.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC int SDLCALL SDL_hid_get_feature_report(SDL_hid_device *dev, unsigned char *data, size_t length);
/**
* Get an input report from a HID device.
*
* Set the first byte of `data` to the Report ID of the report to be read.
* Make sure to allow space for this extra byte in `data`. Upon return, the
* first byte will still contain the Report ID, and the report data will start
* in data[1].
*
* \param dev a device handle returned from SDL_hid_open().
* \param data a buffer to put the read data into, including the Report ID.
* Set the first byte of `data` to the Report ID of the report to
* be read, or set it to zero if your device does not use numbered
* reports.
* \param length the number of bytes to read, including an extra byte for the
* report ID. The buffer can be longer than the actual report.
* \returns the number of bytes read plus one for the report ID (which is
* still in the first byte), or -1 on on failure; call SDL_GetError()
* for more information.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC int SDLCALL SDL_hid_get_input_report(SDL_hid_device *dev, unsigned char *data, size_t length);
/**
* Close a HID device.
*
* \param dev a device handle returned from SDL_hid_open().
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC int SDLCALL SDL_hid_close(SDL_hid_device *dev);
/**
* Get The Manufacturer String from a HID device.
*
* \param dev a device handle returned from SDL_hid_open().
* \param string a wide string buffer to put the data into.
* \param maxlen the length of the buffer in multiples of wchar_t.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC int SDLCALL SDL_hid_get_manufacturer_string(SDL_hid_device *dev, wchar_t *string, size_t maxlen);
/**
* Get The Product String from a HID device.
*
* \param dev a device handle returned from SDL_hid_open().
* \param string a wide string buffer to put the data into.
* \param maxlen the length of the buffer in multiples of wchar_t.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC int SDLCALL SDL_hid_get_product_string(SDL_hid_device *dev, wchar_t *string, size_t maxlen);
/**
* Get The Serial Number String from a HID device.
*
* \param dev a device handle returned from SDL_hid_open().
* \param string a wide string buffer to put the data into.
* \param maxlen the length of the buffer in multiples of wchar_t.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC int SDLCALL SDL_hid_get_serial_number_string(SDL_hid_device *dev, wchar_t *string, size_t maxlen);
/**
* Get a string from a HID device, based on its string index.
*
* \param dev a device handle returned from SDL_hid_open().
* \param string_index the index of the string to get.
* \param string a wide string buffer to put the data into.
* \param maxlen the length of the buffer in multiples of wchar_t.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC int SDLCALL SDL_hid_get_indexed_string(SDL_hid_device *dev, int string_index, wchar_t *string, size_t maxlen);
/**
* Get the device info from a HID device.
*
* \param dev a device handle returned from SDL_hid_open().
* \returns a pointer to the SDL_hid_device_info for this hid_device or NULL
* on failure; call SDL_GetError() for more information. This struct
* is valid until the device is closed with SDL_hid_close().
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC SDL_hid_device_info * SDLCALL SDL_hid_get_device_info(SDL_hid_device *dev);
/**
* Get a report descriptor from a HID device.
*
* User has to provide a preallocated buffer where descriptor will be copied
* to. The recommended size for a preallocated buffer is 4096 bytes.
*
* \param dev a device handle returned from SDL_hid_open().
* \param buf the buffer to copy descriptor into.
* \param buf_size the size of the buffer in bytes.
* \returns the number of bytes actually copied or -1 on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC int SDLCALL SDL_hid_get_report_descriptor(SDL_hid_device *dev, unsigned char *buf, size_t buf_size);
/**
* Start or stop a BLE scan on iOS and tvOS to pair Steam Controllers.
*
* \param active true to start the scan, false to stop the scan.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_hid_ble_scan(bool active);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL3/SDL_close_code.h>
#endif /* SDL_hidapi_h_ */

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@@ -1,497 +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.
*/
/**
* # CategoryInit
*
* All SDL programs need to initialize the library before starting to work
* with it.
*
* Almost everything can simply call SDL_Init() near startup, with a handful
* of flags to specify subsystems to touch. These are here to make sure SDL
* does not even attempt to touch low-level pieces of the operating system
* that you don't intend to use. For example, you might be using SDL for video
* and input but chose an external library for audio, and in this case you
* would just need to leave off the `SDL_INIT_AUDIO` flag to make sure that
* external library has complete control.
*
* Most apps, when terminating, should call SDL_Quit(). This will clean up
* (nearly) everything that SDL might have allocated, and crucially, it'll
* make sure that the display's resolution is back to what the user expects if
* you had previously changed it for your game.
*
* SDL3 apps are strongly encouraged to call SDL_SetAppMetadata() at startup
* to fill in details about the program. This is completely optional, but it
* helps in small ways (we can provide an About dialog box for the macOS menu,
* we can name the app in the system's audio mixer, etc). Those that want to
* provide a _lot_ of information should look at the more-detailed
* SDL_SetAppMetadataProperty().
*/
#ifndef SDL_init_h_
#define SDL_init_h_
#include <SDL3/SDL_stdinc.h>
#include <SDL3/SDL_error.h>
#include <SDL3/SDL_events.h>
#include <SDL3/SDL_begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* As of version 0.5, SDL is loaded dynamically into the application */
/**
* Initialization flags for SDL_Init and/or SDL_InitSubSystem
*
* These are the flags which may be passed to SDL_Init(). You should specify
* the subsystems which you will be using in your application.
*
* \since This datatype is available since SDL 3.2.0.
*
* \sa SDL_Init
* \sa SDL_Quit
* \sa SDL_InitSubSystem
* \sa SDL_QuitSubSystem
* \sa SDL_WasInit
*/
typedef Uint32 SDL_InitFlags;
#define SDL_INIT_AUDIO 0x00000010u /**< `SDL_INIT_AUDIO` implies `SDL_INIT_EVENTS` */
#define SDL_INIT_VIDEO 0x00000020u /**< `SDL_INIT_VIDEO` implies `SDL_INIT_EVENTS`, should be initialized on the main thread */
#define SDL_INIT_JOYSTICK 0x00000200u /**< `SDL_INIT_JOYSTICK` implies `SDL_INIT_EVENTS` */
#define SDL_INIT_HAPTIC 0x00001000u
#define SDL_INIT_GAMEPAD 0x00002000u /**< `SDL_INIT_GAMEPAD` implies `SDL_INIT_JOYSTICK` */
#define SDL_INIT_EVENTS 0x00004000u
#define SDL_INIT_SENSOR 0x00008000u /**< `SDL_INIT_SENSOR` implies `SDL_INIT_EVENTS` */
#define SDL_INIT_CAMERA 0x00010000u /**< `SDL_INIT_CAMERA` implies `SDL_INIT_EVENTS` */
/**
* Return values for optional main callbacks.
*
* Returning SDL_APP_SUCCESS or SDL_APP_FAILURE from SDL_AppInit,
* SDL_AppEvent, or SDL_AppIterate will terminate the program and report
* success/failure to the operating system. What that means is
* platform-dependent. On Unix, for example, on success, the process error
* code will be zero, and on failure it will be 1. This interface doesn't
* allow you to return specific exit codes, just whether there was an error
* generally or not.
*
* Returning SDL_APP_CONTINUE from these functions will let the app continue
* to run.
*
* See
* [Main callbacks in SDL3](https://wiki.libsdl.org/SDL3/README/main-functions#main-callbacks-in-sdl3)
* for complete details.
*
* \since This enum is available since SDL 3.2.0.
*/
typedef enum SDL_AppResult
{
SDL_APP_CONTINUE, /**< Value that requests that the app continue from the main callbacks. */
SDL_APP_SUCCESS, /**< Value that requests termination with success from the main callbacks. */
SDL_APP_FAILURE /**< Value that requests termination with error from the main callbacks. */
} SDL_AppResult;
/**
* Function pointer typedef for SDL_AppInit.
*
* These are used by SDL_EnterAppMainCallbacks. This mechanism operates behind
* the scenes for apps using the optional main callbacks. Apps that want to
* use this should just implement SDL_AppInit directly.
*
* \param appstate a place where the app can optionally store a pointer for
* future use.
* \param argc the standard ANSI C main's argc; number of elements in `argv`.
* \param argv the standard ANSI C main's argv; array of command line
* arguments.
* \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to
* terminate with success, SDL_APP_CONTINUE to continue.
*
* \since This datatype is available since SDL 3.2.0.
*/
typedef SDL_AppResult (SDLCALL *SDL_AppInit_func)(void **appstate, int argc, char *argv[]);
/**
* Function pointer typedef for SDL_AppIterate.
*
* These are used by SDL_EnterAppMainCallbacks. This mechanism operates behind
* the scenes for apps using the optional main callbacks. Apps that want to
* use this should just implement SDL_AppIterate directly.
*
* \param appstate an optional pointer, provided by the app in SDL_AppInit.
* \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to
* terminate with success, SDL_APP_CONTINUE to continue.
*
* \since This datatype is available since SDL 3.2.0.
*/
typedef SDL_AppResult (SDLCALL *SDL_AppIterate_func)(void *appstate);
/**
* Function pointer typedef for SDL_AppEvent.
*
* These are used by SDL_EnterAppMainCallbacks. This mechanism operates behind
* the scenes for apps using the optional main callbacks. Apps that want to
* use this should just implement SDL_AppEvent directly.
*
* \param appstate an optional pointer, provided by the app in SDL_AppInit.
* \param event the new event for the app to examine.
* \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to
* terminate with success, SDL_APP_CONTINUE to continue.
*
* \since This datatype is available since SDL 3.2.0.
*/
typedef SDL_AppResult (SDLCALL *SDL_AppEvent_func)(void *appstate, SDL_Event *event);
/**
* Function pointer typedef for SDL_AppQuit.
*
* These are used by SDL_EnterAppMainCallbacks. This mechanism operates behind
* the scenes for apps using the optional main callbacks. Apps that want to
* use this should just implement SDL_AppEvent directly.
*
* \param appstate an optional pointer, provided by the app in SDL_AppInit.
* \param result the result code that terminated the app (success or failure).
*
* \since This datatype is available since SDL 3.2.0.
*/
typedef void (SDLCALL *SDL_AppQuit_func)(void *appstate, SDL_AppResult result);
/**
* Initialize the SDL library.
*
* SDL_Init() simply forwards to calling SDL_InitSubSystem(). Therefore, the
* two may be used interchangeably. Though for readability of your code
* SDL_InitSubSystem() might be preferred.
*
* The file I/O (for example: SDL_IOFromFile) and threading (SDL_CreateThread)
* subsystems are initialized by default. Message boxes
* (SDL_ShowSimpleMessageBox) also attempt to work without initializing the
* video subsystem, in hopes of being useful in showing an error dialog when
* SDL_Init fails. You must specifically initialize other subsystems if you
* use them in your application.
*
* Logging (such as SDL_Log) works without initialization, too.
*
* `flags` may be any of the following OR'd together:
*
* - `SDL_INIT_AUDIO`: audio subsystem; automatically initializes the events
* subsystem
* - `SDL_INIT_VIDEO`: video subsystem; automatically initializes the events
* subsystem, should be initialized on the main thread.
* - `SDL_INIT_JOYSTICK`: joystick subsystem; automatically initializes the
* events subsystem
* - `SDL_INIT_HAPTIC`: haptic (force feedback) subsystem
* - `SDL_INIT_GAMEPAD`: gamepad subsystem; automatically initializes the
* joystick subsystem
* - `SDL_INIT_EVENTS`: events subsystem
* - `SDL_INIT_SENSOR`: sensor subsystem; automatically initializes the events
* subsystem
* - `SDL_INIT_CAMERA`: camera subsystem; automatically initializes the events
* subsystem
*
* Subsystem initialization is ref-counted, you must call SDL_QuitSubSystem()
* for each SDL_InitSubSystem() to correctly shutdown a subsystem manually (or
* call SDL_Quit() to force shutdown). If a subsystem is already loaded then
* this call will increase the ref-count and return.
*
* Consider reporting some basic metadata about your application before
* calling SDL_Init, using either SDL_SetAppMetadata() or
* SDL_SetAppMetadataProperty().
*
* \param flags subsystem initialization flags.
* \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_SetAppMetadata
* \sa SDL_SetAppMetadataProperty
* \sa SDL_InitSubSystem
* \sa SDL_Quit
* \sa SDL_SetMainReady
* \sa SDL_WasInit
*/
extern SDL_DECLSPEC bool SDLCALL SDL_Init(SDL_InitFlags flags);
/**
* Compatibility function to initialize the SDL library.
*
* This function and SDL_Init() are interchangeable.
*
* \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
* \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_Init
* \sa SDL_Quit
* \sa SDL_QuitSubSystem
*/
extern SDL_DECLSPEC bool SDLCALL SDL_InitSubSystem(SDL_InitFlags flags);
/**
* Shut down specific SDL subsystems.
*
* You still need to call SDL_Quit() even if you close all open subsystems
* with SDL_QuitSubSystem().
*
* \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_InitSubSystem
* \sa SDL_Quit
*/
extern SDL_DECLSPEC void SDLCALL SDL_QuitSubSystem(SDL_InitFlags flags);
/**
* Get a mask of the specified subsystems which are currently initialized.
*
* \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
* \returns a mask of all initialized subsystems if `flags` is 0, otherwise it
* returns the initialization status of the specified subsystems.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_Init
* \sa SDL_InitSubSystem
*/
extern SDL_DECLSPEC SDL_InitFlags SDLCALL SDL_WasInit(SDL_InitFlags flags);
/**
* Clean up all initialized subsystems.
*
* You should call this function even if you have already shutdown each
* initialized subsystem with SDL_QuitSubSystem(). It is safe to call this
* function even in the case of errors in initialization.
*
* You can use this function with atexit() to ensure that it is run when your
* application is shutdown, but it is not wise to do this from a library or
* other dynamically loaded code.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_Init
* \sa SDL_QuitSubSystem
*/
extern SDL_DECLSPEC void SDLCALL SDL_Quit(void);
/**
* Return whether this is the main thread.
*
* On Apple platforms, the main thread is the thread that runs your program's
* main() entry point. On other platforms, the main thread is the one that
* calls SDL_Init(SDL_INIT_VIDEO), which should usually be the one that runs
* your program's main() entry point. If you are using the main callbacks,
* SDL_AppInit(), SDL_AppIterate(), and SDL_AppQuit() are all called on the
* main thread.
*
* \returns true if this thread is the main thread, or 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_RunOnMainThread
*/
extern SDL_DECLSPEC bool SDLCALL SDL_IsMainThread(void);
/**
* Callback run on the main thread.
*
* \param userdata an app-controlled pointer that is passed to the callback.
*
* \since This datatype is available since SDL 3.2.0.
*
* \sa SDL_RunOnMainThread
*/
typedef void (SDLCALL *SDL_MainThreadCallback)(void *userdata);
/**
* Call a function on the main thread during event processing.
*
* If this is called on the main thread, the callback is executed immediately.
* If this is called on another thread, this callback is queued for execution
* on the main thread during event processing.
*
* Be careful of deadlocks when using this functionality. You should not have
* the main thread wait for the current thread while this function is being
* called with `wait_complete` true.
*
* \param callback the callback to call on the main thread.
* \param userdata a pointer that is passed to `callback`.
* \param wait_complete true to wait for the callback to complete, false to
* return immediately.
* \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_IsMainThread
*/
extern SDL_DECLSPEC bool SDLCALL SDL_RunOnMainThread(SDL_MainThreadCallback callback, void *userdata, bool wait_complete);
/**
* Specify basic metadata about your app.
*
* You can optionally provide metadata about your app to SDL. This is not
* required, but strongly encouraged.
*
* There are several locations where SDL can make use of metadata (an "About"
* box in the macOS menu bar, the name of the app can be shown on some audio
* mixers, etc). Any piece of metadata can be left as NULL, if a specific
* detail doesn't make sense for the app.
*
* This function should be called as early as possible, before SDL_Init.
* Multiple calls to this function are allowed, but various state might not
* change once it has been set up with a previous call to this function.
*
* Passing a NULL removes any previous metadata.
*
* This is a simplified interface for the most important information. You can
* supply significantly more detailed metadata with
* SDL_SetAppMetadataProperty().
*
* \param appname The name of the application ("My Game 2: Bad Guy's
* Revenge!").
* \param appversion The version of the application ("1.0.0beta5" or a git
* hash, or whatever makes sense).
* \param appidentifier A unique string in reverse-domain format that
* identifies this app ("com.example.mygame2").
* \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_SetAppMetadataProperty
*/
extern SDL_DECLSPEC bool SDLCALL SDL_SetAppMetadata(const char *appname, const char *appversion, const char *appidentifier);
/**
* Specify metadata about your app through a set of properties.
*
* You can optionally provide metadata about your app to SDL. This is not
* required, but strongly encouraged.
*
* There are several locations where SDL can make use of metadata (an "About"
* box in the macOS menu bar, the name of the app can be shown on some audio
* mixers, etc). Any piece of metadata can be left out, if a specific detail
* doesn't make sense for the app.
*
* This function should be called as early as possible, before SDL_Init.
* Multiple calls to this function are allowed, but various state might not
* change once it has been set up with a previous call to this function.
*
* Once set, this metadata can be read using SDL_GetAppMetadataProperty().
*
* These are the supported properties:
*
* - `SDL_PROP_APP_METADATA_NAME_STRING`: The human-readable name of the
* application, like "My Game 2: Bad Guy's Revenge!". This will show up
* anywhere the OS shows the name of the application separately from window
* titles, such as volume control applets, etc. This defaults to "SDL
* Application".
* - `SDL_PROP_APP_METADATA_VERSION_STRING`: The version of the app that is
* running; there are no rules on format, so "1.0.3beta2" and "April 22nd,
* 2024" and a git hash are all valid options. This has no default.
* - `SDL_PROP_APP_METADATA_IDENTIFIER_STRING`: A unique string that
* identifies this app. This must be in reverse-domain format, like
* "com.example.mygame2". This string is used by desktop compositors to
* identify and group windows together, as well as match applications with
* associated desktop settings and icons. If you plan to package your
* application in a container such as Flatpak, the app ID should match the
* name of your Flatpak container as well. This has no default.
* - `SDL_PROP_APP_METADATA_CREATOR_STRING`: The human-readable name of the
* creator/developer/maker of this app, like "MojoWorkshop, LLC"
* - `SDL_PROP_APP_METADATA_COPYRIGHT_STRING`: The human-readable copyright
* notice, like "Copyright (c) 2024 MojoWorkshop, LLC" or whatnot. Keep this
* to one line, don't paste a copy of a whole software license in here. This
* has no default.
* - `SDL_PROP_APP_METADATA_URL_STRING`: A URL to the app on the web. Maybe a
* product page, or a storefront, or even a GitHub repository, for user's
* further information This has no default.
* - `SDL_PROP_APP_METADATA_TYPE_STRING`: The type of application this is.
* Currently this string can be "game" for a video game, "mediaplayer" for a
* media player, or generically "application" if nothing else applies.
* Future versions of SDL might add new types. This defaults to
* "application".
*
* \param name the name of the metadata property to set.
* \param value the value of the property, or NULL to remove that property.
* \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_GetAppMetadataProperty
* \sa SDL_SetAppMetadata
*/
extern SDL_DECLSPEC bool SDLCALL SDL_SetAppMetadataProperty(const char *name, const char *value);
#define SDL_PROP_APP_METADATA_NAME_STRING "SDL.app.metadata.name"
#define SDL_PROP_APP_METADATA_VERSION_STRING "SDL.app.metadata.version"
#define SDL_PROP_APP_METADATA_IDENTIFIER_STRING "SDL.app.metadata.identifier"
#define SDL_PROP_APP_METADATA_CREATOR_STRING "SDL.app.metadata.creator"
#define SDL_PROP_APP_METADATA_COPYRIGHT_STRING "SDL.app.metadata.copyright"
#define SDL_PROP_APP_METADATA_URL_STRING "SDL.app.metadata.url"
#define SDL_PROP_APP_METADATA_TYPE_STRING "SDL.app.metadata.type"
/**
* Get metadata about your app.
*
* This returns metadata previously set using SDL_SetAppMetadata() or
* SDL_SetAppMetadataProperty(). See SDL_SetAppMetadataProperty() for the list
* of available properties and their meanings.
*
* \param name the name of the metadata property to get.
* \returns the current value of the metadata property, or the default if it
* is not set, NULL for properties with no default.
*
* \threadsafety It is safe to call this function from any thread, although
* the string returned is not protected and could potentially be
* freed if you call SDL_SetAppMetadataProperty() to set that
* property from another thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_SetAppMetadata
* \sa SDL_SetAppMetadataProperty
*/
extern SDL_DECLSPEC const char * SDLCALL SDL_GetAppMetadataProperty(const char *name);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL3/SDL_close_code.h>
#endif /* SDL_init_h_ */

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@@ -1,407 +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: Intrinsics */
/**
* # CategoryIntrinsics
*
* SDL does some preprocessor gymnastics to determine if any CPU-specific
* compiler intrinsics are available, as this is not necessarily an easy thing
* to calculate, and sometimes depends on quirks of a system, versions of
* build tools, and other external forces.
*
* Apps including SDL's headers will be able to check consistent preprocessor
* definitions to decide if it's safe to use compiler intrinsics for a
* specific CPU architecture. This check only tells you that the compiler is
* capable of using those intrinsics; at runtime, you should still check if
* they are available on the current system with the
* [CPU info functions](https://wiki.libsdl.org/SDL3/CategoryCPUInfo)
* , such as SDL_HasSSE() or SDL_HasNEON(). Otherwise, the process might crash
* for using an unsupported CPU instruction.
*
* SDL only sets preprocessor defines for CPU intrinsics if they are
* supported, so apps should check with `#ifdef` and not `#if`.
*
* SDL will also include the appropriate instruction-set-specific support
* headers, so if SDL decides to define SDL_SSE2_INTRINSICS, it will also
* `#include <emmintrin.h>` as well.
*/
#ifndef SDL_intrin_h_
#define SDL_intrin_h_
#include <SDL3/SDL_stdinc.h>
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
/**
* Defined if (and only if) the compiler supports Loongarch LSX intrinsics.
*
* If this macro is defined, SDL will have already included `<lsxintrin.h>`
*
* \since This macro is available since SDL 3.2.0.
*
* \sa SDL_LASX_INTRINSICS
*/
#define SDL_LSX_INTRINSICS 1
/**
* Defined if (and only if) the compiler supports Loongarch LSX intrinsics.
*
* If this macro is defined, SDL will have already included `<lasxintrin.h>`
*
* \since This macro is available since SDL 3.2.0.
*
* \sa SDL_LASX_INTRINSICS
*/
#define SDL_LASX_INTRINSICS 1
/**
* Defined if (and only if) the compiler supports ARM NEON intrinsics.
*
* If this macro is defined, SDL will have already included `<armintr.h>`
* `<arm_neon.h>`, `<arm64intr.h>`, and `<arm64_neon.h>`, as appropriate.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_NEON_INTRINSICS 1
/**
* Defined if (and only if) the compiler supports PowerPC Altivec intrinsics.
*
* If this macro is defined, SDL will have already included `<altivec.h>`
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_ALTIVEC_INTRINSICS 1
/**
* Defined if (and only if) the compiler supports Intel MMX intrinsics.
*
* If this macro is defined, SDL will have already included `<mmintrin.h>`
*
* \since This macro is available since SDL 3.2.0.
*
* \sa SDL_SSE_INTRINSICS
*/
#define SDL_MMX_INTRINSICS 1
/**
* Defined if (and only if) the compiler supports Intel SSE intrinsics.
*
* If this macro is defined, SDL will have already included `<xmmintrin.h>`
*
* \since This macro is available since SDL 3.2.0.
*
* \sa SDL_SSE2_INTRINSICS
* \sa SDL_SSE3_INTRINSICS
* \sa SDL_SSE4_1_INTRINSICS
* \sa SDL_SSE4_2_INTRINSICS
*/
#define SDL_SSE_INTRINSICS 1
/**
* Defined if (and only if) the compiler supports Intel SSE2 intrinsics.
*
* If this macro is defined, SDL will have already included `<emmintrin.h>`
*
* \since This macro is available since SDL 3.2.0.
*
* \sa SDL_SSE_INTRINSICS
* \sa SDL_SSE3_INTRINSICS
* \sa SDL_SSE4_1_INTRINSICS
* \sa SDL_SSE4_2_INTRINSICS
*/
#define SDL_SSE2_INTRINSICS 1
/**
* Defined if (and only if) the compiler supports Intel SSE3 intrinsics.
*
* If this macro is defined, SDL will have already included `<pmmintrin.h>`
*
* \since This macro is available since SDL 3.2.0.
*
* \sa SDL_SSE_INTRINSICS
* \sa SDL_SSE2_INTRINSICS
* \sa SDL_SSE4_1_INTRINSICS
* \sa SDL_SSE4_2_INTRINSICS
*/
#define SDL_SSE3_INTRINSICS 1
/**
* Defined if (and only if) the compiler supports Intel SSE4.1 intrinsics.
*
* If this macro is defined, SDL will have already included `<smmintrin.h>`
*
* \since This macro is available since SDL 3.2.0.
*
* \sa SDL_SSE_INTRINSICS
* \sa SDL_SSE2_INTRINSICS
* \sa SDL_SSE3_INTRINSICS
* \sa SDL_SSE4_2_INTRINSICS
*/
#define SDL_SSE4_1_INTRINSICS 1
/**
* Defined if (and only if) the compiler supports Intel SSE4.2 intrinsics.
*
* If this macro is defined, SDL will have already included `<nmmintrin.h>`
*
* \since This macro is available since SDL 3.2.0.
*
* \sa SDL_SSE_INTRINSICS
* \sa SDL_SSE2_INTRINSICS
* \sa SDL_SSE3_INTRINSICS
* \sa SDL_SSE4_1_INTRINSICS
*/
#define SDL_SSE4_2_INTRINSICS 1
/**
* Defined if (and only if) the compiler supports Intel AVX intrinsics.
*
* If this macro is defined, SDL will have already included `<immintrin.h>`
*
* \since This macro is available since SDL 3.2.0.
*
* \sa SDL_AVX2_INTRINSICS
* \sa SDL_AVX512F_INTRINSICS
*/
#define SDL_AVX_INTRINSICS 1
/**
* Defined if (and only if) the compiler supports Intel AVX2 intrinsics.
*
* If this macro is defined, SDL will have already included `<immintrin.h>`
*
* \since This macro is available since SDL 3.2.0.
*
* \sa SDL_AVX_INTRINSICS
* \sa SDL_AVX512F_INTRINSICS
*/
#define SDL_AVX2_INTRINSICS 1
/**
* Defined if (and only if) the compiler supports Intel AVX-512F intrinsics.
*
* AVX-512F is also sometimes referred to as "AVX-512 Foundation."
*
* If this macro is defined, SDL will have already included `<immintrin.h>`
*
* \since This macro is available since SDL 3.2.0.
*
* \sa SDL_AVX_INTRINSICS
* \sa SDL_AVX2_INTRINSICS
*/
#define SDL_AVX512F_INTRINSICS 1
#endif
/* Need to do this here because intrin.h has C++ code in it */
/* Visual Studio 2005 has a bug where intrin.h conflicts with winnt.h */
#if defined(_MSC_VER) && (_MSC_VER >= 1500) && (defined(_M_IX86) || defined(_M_X64))
#ifdef __clang__
/* As of Clang 11, '_m_prefetchw' is conflicting with the winnt.h's version,
so we define the needed '_m_prefetch' here as a pseudo-header, until the issue is fixed. */
#ifndef __PRFCHWINTRIN_H
#define __PRFCHWINTRIN_H
static __inline__ void __attribute__((__always_inline__, __nodebug__))
_m_prefetch(void *__P)
{
__builtin_prefetch (__P, 0, 3 /* _MM_HINT_T0 */);
}
#endif /* __PRFCHWINTRIN_H */
#endif /* __clang__ */
#include <intrin.h>
#elif defined(__MINGW64_VERSION_MAJOR)
#include <intrin.h>
#if defined(__ARM_NEON) && !defined(SDL_DISABLE_NEON)
# define SDL_NEON_INTRINSICS 1
# include <arm_neon.h>
#endif
#else
/* altivec.h redefining bool causes a number of problems, see bugs 3993 and 4392, so you need to explicitly define SDL_ENABLE_ALTIVEC to have it included. */
#if defined(__ALTIVEC__) && defined(SDL_ENABLE_ALTIVEC)
#define SDL_ALTIVEC_INTRINSICS 1
#include <altivec.h>
#endif
#ifndef SDL_DISABLE_NEON
# ifdef __ARM_NEON
# define SDL_NEON_INTRINSICS 1
# include <arm_neon.h>
# elif defined(SDL_PLATFORM_WINDOWS)
/* Visual Studio doesn't define __ARM_ARCH, but _M_ARM (if set, always 7), and _M_ARM64 (if set, always 1). */
# ifdef _M_ARM
# define SDL_NEON_INTRINSICS 1
# include <armintr.h>
# include <arm_neon.h>
# define __ARM_NEON 1 /* Set __ARM_NEON so that it can be used elsewhere, at compile time */
# endif
# if defined (_M_ARM64)
# define SDL_NEON_INTRINSICS 1
# include <arm64intr.h>
# include <arm64_neon.h>
# define __ARM_NEON 1 /* Set __ARM_NEON so that it can be used elsewhere, at compile time */
# define __ARM_ARCH 8
# endif
# endif
#endif
#endif /* compiler version */
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
/**
* A macro to decide if the compiler supports `__attribute__((target))`.
*
* Even though this is defined in SDL's public headers, it is generally not
* used directly by apps. Apps should probably just use SDL_TARGETING
* directly, instead.
*
* \since This macro is available since SDL 3.2.0.
*
* \sa SDL_TARGETING
*/
#define SDL_HAS_TARGET_ATTRIBS
#elif defined(__clang__) && defined(__has_attribute)
# if __has_attribute(target)
# define SDL_HAS_TARGET_ATTRIBS
# endif
#elif defined(__GNUC__) && (__GNUC__ + (__GNUC_MINOR__ >= 9) > 4) /* gcc >= 4.9 */
# define SDL_HAS_TARGET_ATTRIBS
#elif defined(__ICC) && __ICC >= 1600
# define SDL_HAS_TARGET_ATTRIBS
#endif
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
/**
* A macro to tag a function as targeting a specific CPU architecture.
*
* This is a hint to the compiler that a function should be built with support
* for a CPU instruction set that might be different than the rest of the
* program.
*
* The particulars of this are explained in the GCC documentation:
*
* https://gcc.gnu.org/onlinedocs/gcc/Common-Function-Attributes.html#index-target-function-attribute
*
* An example of using this feature is to turn on SSE2 support for a specific
* function, even if the rest of the source code is not compiled to use SSE2
* code:
*
* ```c
* #ifdef SDL_SSE2_INTRINSICS
* static void SDL_TARGETING("sse2") DoSomethingWithSSE2(char *x) {
* ...use SSE2 intrinsic functions, etc...
* }
* #endif
*
* // later...
* #ifdef SDL_SSE2_INTRINSICS
* if (SDL_HasSSE2()) {
* DoSomethingWithSSE2(str);
* }
* #endif
* ```
*
* The application is, on a whole, built without SSE2 instructions, so it will
* run on Intel machines that don't support SSE2. But then at runtime, it
* checks if the system supports the instructions, and then calls into a
* function that uses SSE2 opcodes. The ifdefs make sure that this code isn't
* used on platforms that don't have SSE2 at all.
*
* On compilers without target support, this is defined to nothing.
*
* This symbol is used by SDL internally, 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_TARGETING(x) __attribute__((target(x)))
#elif defined(SDL_HAS_TARGET_ATTRIBS)
# define SDL_TARGETING(x) __attribute__((target(x)))
#else
# define SDL_TARGETING(x)
#endif
#ifdef __loongarch64
# ifndef SDL_DISABLE_LSX
# define SDL_LSX_INTRINSICS 1
# include <lsxintrin.h>
# endif
# ifndef SDL_DISABLE_LASX
# define SDL_LASX_INTRINSICS 1
# include <lasxintrin.h>
# endif
#endif
#if defined(__x86_64__) || defined(_M_X64) || defined(__i386__) || defined(_M_IX86)
# if ((defined(_MSC_VER) && !defined(_M_X64)) || defined(__MMX__) || defined(SDL_HAS_TARGET_ATTRIBS)) && !defined(SDL_DISABLE_MMX)
# define SDL_MMX_INTRINSICS 1
# include <mmintrin.h>
# endif
# if (defined(_MSC_VER) || defined(__SSE__) || defined(SDL_HAS_TARGET_ATTRIBS)) && !defined(SDL_DISABLE_SSE)
# define SDL_SSE_INTRINSICS 1
# include <xmmintrin.h>
# endif
# if (defined(_MSC_VER) || defined(__SSE2__) || defined(SDL_HAS_TARGET_ATTRIBS)) && !defined(SDL_DISABLE_SSE2)
# define SDL_SSE2_INTRINSICS 1
# include <emmintrin.h>
# endif
# if (defined(_MSC_VER) || defined(__SSE3__) || defined(SDL_HAS_TARGET_ATTRIBS)) && !defined(SDL_DISABLE_SSE3)
# define SDL_SSE3_INTRINSICS 1
# include <pmmintrin.h>
# endif
# if (defined(_MSC_VER) || defined(__SSE4_1__) || defined(SDL_HAS_TARGET_ATTRIBS)) && !defined(SDL_DISABLE_SSE4_1)
# define SDL_SSE4_1_INTRINSICS 1
# include <smmintrin.h>
# endif
# if (defined(_MSC_VER) || defined(__SSE4_2__) || defined(SDL_HAS_TARGET_ATTRIBS)) && !defined(SDL_DISABLE_SSE4_2)
# define SDL_SSE4_2_INTRINSICS 1
# include <nmmintrin.h>
# endif
# if defined(__clang__) && (defined(_MSC_VER) || defined(__SCE__)) && !defined(__AVX__) && !defined(SDL_DISABLE_AVX)
# define SDL_DISABLE_AVX /* see https://reviews.llvm.org/D20291 and https://reviews.llvm.org/D79194 */
# endif
# if (defined(_MSC_VER) || defined(__AVX__) || defined(SDL_HAS_TARGET_ATTRIBS)) && !defined(_M_ARM64EC) && !defined(SDL_DISABLE_AVX)
# define SDL_AVX_INTRINSICS 1
# include <immintrin.h>
# endif
# if defined(__clang__) && (defined(_MSC_VER) || defined(__SCE__)) && !defined(__AVX2__) && !defined(SDL_DISABLE_AVX2)
# define SDL_DISABLE_AVX2 /* see https://reviews.llvm.org/D20291 and https://reviews.llvm.org/D79194 */
# endif
# if (defined(_MSC_VER) || defined(__AVX2__) || defined(SDL_HAS_TARGET_ATTRIBS)) && !defined(_M_ARM64EC) && !defined(SDL_DISABLE_AVX2)
# define SDL_AVX2_INTRINSICS 1
# include <immintrin.h>
# endif
# if defined(__clang__) && (defined(_MSC_VER) || defined(__SCE__)) && !defined(__AVX512F__) && !defined(SDL_DISABLE_AVX512F)
# define SDL_DISABLE_AVX512F /* see https://reviews.llvm.org/D20291 and https://reviews.llvm.org/D79194 */
# endif
# if (defined(_MSC_VER) || defined(__AVX512F__) || defined(SDL_HAS_TARGET_ATTRIBS)) && !defined(_M_ARM64EC) && !defined(SDL_DISABLE_AVX512F)
# define SDL_AVX512F_INTRINSICS 1
# include <immintrin.h>
# endif
#endif /* defined(__x86_64__) || defined(_M_X64) || defined(__i386__) || defined(_M_IX86) */
#endif /* SDL_intrin_h_ */

View File

@@ -1,609 +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.
*/
/**
* # CategoryKeyboard
*
* SDL keyboard management.
*
* Please refer to the Best Keyboard Practices document for details on how
* best to accept keyboard input in various types of programs:
*
* https://wiki.libsdl.org/SDL3/BestKeyboardPractices
*/
#ifndef SDL_keyboard_h_
#define SDL_keyboard_h_
#include <SDL3/SDL_stdinc.h>
#include <SDL3/SDL_error.h>
#include <SDL3/SDL_keycode.h>
#include <SDL3/SDL_properties.h>
#include <SDL3/SDL_rect.h>
#include <SDL3/SDL_scancode.h>
#include <SDL3/SDL_video.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 keyboard for the time it is connected to the
* system, and is never reused for the lifetime of the application.
*
* If the keyboard 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.
*/
typedef Uint32 SDL_KeyboardID;
/* Function prototypes */
/**
* Return whether a keyboard is currently connected.
*
* \returns true if a keyboard is connected, false otherwise.
*
* \threadsafety This function should only be called on the main thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetKeyboards
*/
extern SDL_DECLSPEC bool SDLCALL SDL_HasKeyboard(void);
/**
* Get a list of currently connected keyboards.
*
* Note that this will include any device or virtual driver that includes
* keyboard functionality, including some mice, KVM switches, motherboard
* power buttons, etc. You should wait for input from a device before you
* consider it actively in use.
*
* \param count a pointer filled in with the number of keyboards returned, may
* be NULL.
* \returns a 0 terminated array of keyboards 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 This function should only be called on the main thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetKeyboardNameForID
* \sa SDL_HasKeyboard
*/
extern SDL_DECLSPEC SDL_KeyboardID * SDLCALL SDL_GetKeyboards(int *count);
/**
* Get the name of a keyboard.
*
* This function returns "" if the keyboard doesn't have a name.
*
* \param instance_id the keyboard instance ID.
* \returns the name of the selected keyboard or NULL 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_GetKeyboards
*/
extern SDL_DECLSPEC const char * SDLCALL SDL_GetKeyboardNameForID(SDL_KeyboardID instance_id);
/**
* Query the window which currently has keyboard focus.
*
* \returns the window with keyboard focus.
*
* \threadsafety This function should only be called on the main thread.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetKeyboardFocus(void);
/**
* Get a snapshot of the current state of the keyboard.
*
* The pointer returned is a pointer to an internal SDL array. It will be
* valid for the whole lifetime of the application and should not be freed by
* the caller.
*
* A array element with a value of true means that the key is pressed and a
* value of false means that it is not. Indexes into this array are obtained
* by using SDL_Scancode values.
*
* Use SDL_PumpEvents() to update the state array.
*
* This function gives you the current state after all events have been
* processed, so if a key or button has been pressed and released before you
* process events, then the pressed state will never show up in the
* SDL_GetKeyboardState() calls.
*
* Note: This function doesn't take into account whether shift has been
* pressed or not.
*
* \param numkeys if non-NULL, receives the length of the returned array.
* \returns a pointer to an array of key states.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_PumpEvents
* \sa SDL_ResetKeyboard
*/
extern SDL_DECLSPEC const bool * SDLCALL SDL_GetKeyboardState(int *numkeys);
/**
* Clear the state of the keyboard.
*
* This function will generate key up events for all pressed keys.
*
* \threadsafety This function should only be called on the main thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetKeyboardState
*/
extern SDL_DECLSPEC void SDLCALL SDL_ResetKeyboard(void);
/**
* Get the current key modifier state for the keyboard.
*
* \returns an OR'd combination of the modifier keys for the keyboard. See
* SDL_Keymod for details.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetKeyboardState
* \sa SDL_SetModState
*/
extern SDL_DECLSPEC SDL_Keymod SDLCALL SDL_GetModState(void);
/**
* Set the current key modifier state for the keyboard.
*
* The inverse of SDL_GetModState(), SDL_SetModState() allows you to impose
* modifier key states on your application. Simply pass your desired modifier
* states into `modstate`. This value may be a bitwise, OR'd combination of
* SDL_Keymod values.
*
* This does not change the keyboard state, only the key modifier flags that
* SDL reports.
*
* \param modstate the desired SDL_Keymod for the keyboard.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetModState
*/
extern SDL_DECLSPEC void SDLCALL SDL_SetModState(SDL_Keymod modstate);
/**
* Get the key code corresponding to the given scancode according to the
* current keyboard layout.
*
* If you want to get the keycode as it would be delivered in key events,
* including options specified in SDL_HINT_KEYCODE_OPTIONS, then you should
* pass `key_event` as true. Otherwise this function simply translates the
* scancode based on the given modifier state.
*
* \param scancode the desired SDL_Scancode to query.
* \param modstate the modifier state to use when translating the scancode to
* a keycode.
* \param key_event true if the keycode will be used in key events.
* \returns the SDL_Keycode that corresponds to the given SDL_Scancode.
*
* \threadsafety This function is not thread safe.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetKeyName
* \sa SDL_GetScancodeFromKey
*/
extern SDL_DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromScancode(SDL_Scancode scancode, SDL_Keymod modstate, bool key_event);
/**
* Get the scancode corresponding to the given key code according to the
* current keyboard layout.
*
* Note that there may be multiple scancode+modifier states that can generate
* this keycode, this will just return the first one found.
*
* \param key the desired SDL_Keycode to query.
* \param modstate a pointer to the modifier state that would be used when the
* scancode generates this key, may be NULL.
* \returns the SDL_Scancode that corresponds to the given SDL_Keycode.
*
* \threadsafety This function is not thread safe.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetKeyFromScancode
* \sa SDL_GetScancodeName
*/
extern SDL_DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromKey(SDL_Keycode key, SDL_Keymod *modstate);
/**
* Set a human-readable name for a scancode.
*
* \param scancode the desired SDL_Scancode.
* \param name the name to use for the scancode, encoded as UTF-8. The string
* is not copied, so the pointer given to this function must stay
* valid while SDL is being used.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \threadsafety This function is not thread safe.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetScancodeName
*/
extern SDL_DECLSPEC bool SDLCALL SDL_SetScancodeName(SDL_Scancode scancode, const char *name);
/**
* Get a human-readable name for a scancode.
*
* **Warning**: The returned name is by design not stable across platforms,
* e.g. the name for `SDL_SCANCODE_LGUI` is "Left GUI" under Linux but "Left
* Windows" under Microsoft Windows, and some scancodes like
* `SDL_SCANCODE_NONUSBACKSLASH` don't have any name at all. There are even
* scancodes that share names, e.g. `SDL_SCANCODE_RETURN` and
* `SDL_SCANCODE_RETURN2` (both called "Return"). This function is therefore
* unsuitable for creating a stable cross-platform two-way mapping between
* strings and scancodes.
*
* \param scancode the desired SDL_Scancode to query.
* \returns a pointer to the name for the scancode. If the scancode doesn't
* have a name this function returns an empty string ("").
*
* \threadsafety This function is not thread safe.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetScancodeFromKey
* \sa SDL_GetScancodeFromName
* \sa SDL_SetScancodeName
*/
extern SDL_DECLSPEC const char * SDLCALL SDL_GetScancodeName(SDL_Scancode scancode);
/**
* Get a scancode from a human-readable name.
*
* \param name the human-readable scancode name.
* \returns the SDL_Scancode, or `SDL_SCANCODE_UNKNOWN` if the name wasn't
* recognized; call SDL_GetError() for more information.
*
* \threadsafety This function is not thread safe.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetKeyFromName
* \sa SDL_GetScancodeFromKey
* \sa SDL_GetScancodeName
*/
extern SDL_DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromName(const char *name);
/**
* Get a human-readable name for a key.
*
* If the key doesn't have a name, this function returns an empty string ("").
*
* Letters will be presented in their uppercase form, if applicable.
*
* \param key the desired SDL_Keycode to query.
* \returns a UTF-8 encoded string of the key name.
*
* \threadsafety This function is not thread safe.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetKeyFromName
* \sa SDL_GetKeyFromScancode
* \sa SDL_GetScancodeFromKey
*/
extern SDL_DECLSPEC const char * SDLCALL SDL_GetKeyName(SDL_Keycode key);
/**
* Get a key code from a human-readable name.
*
* \param name the human-readable key name.
* \returns key code, or `SDLK_UNKNOWN` if the name wasn't recognized; call
* SDL_GetError() for more information.
*
* \threadsafety This function is not thread safe.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetKeyFromScancode
* \sa SDL_GetKeyName
* \sa SDL_GetScancodeFromName
*/
extern SDL_DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromName(const char *name);
/**
* Start accepting Unicode text input events in a window.
*
* This function will enable text input (SDL_EVENT_TEXT_INPUT and
* SDL_EVENT_TEXT_EDITING events) in the specified window. Please use this
* function paired with SDL_StopTextInput().
*
* Text input events are not received by default.
*
* On some platforms using this function shows the screen keyboard and/or
* activates an IME, which can prevent some key press events from being passed
* through.
*
* \param window the window to enable text input.
* \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_SetTextInputArea
* \sa SDL_StartTextInputWithProperties
* \sa SDL_StopTextInput
* \sa SDL_TextInputActive
*/
extern SDL_DECLSPEC bool SDLCALL SDL_StartTextInput(SDL_Window *window);
/**
* Text input type.
*
* These are the valid values for SDL_PROP_TEXTINPUT_TYPE_NUMBER. Not every
* value is valid on every platform, but where a value isn't supported, a
* reasonable fallback will be used.
*
* \since This enum is available since SDL 3.2.0.
*
* \sa SDL_StartTextInputWithProperties
*/
typedef enum SDL_TextInputType
{
SDL_TEXTINPUT_TYPE_TEXT, /**< The input is text */
SDL_TEXTINPUT_TYPE_TEXT_NAME, /**< The input is a person's name */
SDL_TEXTINPUT_TYPE_TEXT_EMAIL, /**< The input is an e-mail address */
SDL_TEXTINPUT_TYPE_TEXT_USERNAME, /**< The input is a username */
SDL_TEXTINPUT_TYPE_TEXT_PASSWORD_HIDDEN, /**< The input is a secure password that is hidden */
SDL_TEXTINPUT_TYPE_TEXT_PASSWORD_VISIBLE, /**< The input is a secure password that is visible */
SDL_TEXTINPUT_TYPE_NUMBER, /**< The input is a number */
SDL_TEXTINPUT_TYPE_NUMBER_PASSWORD_HIDDEN, /**< The input is a secure PIN that is hidden */
SDL_TEXTINPUT_TYPE_NUMBER_PASSWORD_VISIBLE /**< The input is a secure PIN that is visible */
} SDL_TextInputType;
/**
* Auto capitalization type.
*
* These are the valid values for SDL_PROP_TEXTINPUT_CAPITALIZATION_NUMBER.
* Not every value is valid on every platform, but where a value isn't
* supported, a reasonable fallback will be used.
*
* \since This enum is available since SDL 3.2.0.
*
* \sa SDL_StartTextInputWithProperties
*/
typedef enum SDL_Capitalization
{
SDL_CAPITALIZE_NONE, /**< No auto-capitalization will be done */
SDL_CAPITALIZE_SENTENCES, /**< The first letter of sentences will be capitalized */
SDL_CAPITALIZE_WORDS, /**< The first letter of words will be capitalized */
SDL_CAPITALIZE_LETTERS /**< All letters will be capitalized */
} SDL_Capitalization;
/**
* Start accepting Unicode text input events in a window, with properties
* describing the input.
*
* This function will enable text input (SDL_EVENT_TEXT_INPUT and
* SDL_EVENT_TEXT_EDITING events) in the specified window. Please use this
* function paired with SDL_StopTextInput().
*
* Text input events are not received by default.
*
* On some platforms using this function shows the screen keyboard and/or
* activates an IME, which can prevent some key press events from being passed
* through.
*
* These are the supported properties:
*
* - `SDL_PROP_TEXTINPUT_TYPE_NUMBER` - an SDL_TextInputType value that
* describes text being input, defaults to SDL_TEXTINPUT_TYPE_TEXT.
* - `SDL_PROP_TEXTINPUT_CAPITALIZATION_NUMBER` - an SDL_Capitalization value
* that describes how text should be capitalized, defaults to
* SDL_CAPITALIZE_SENTENCES for normal text entry, SDL_CAPITALIZE_WORDS for
* SDL_TEXTINPUT_TYPE_TEXT_NAME, and SDL_CAPITALIZE_NONE for e-mail
* addresses, usernames, and passwords.
* - `SDL_PROP_TEXTINPUT_AUTOCORRECT_BOOLEAN` - true to enable auto completion
* and auto correction, defaults to true.
* - `SDL_PROP_TEXTINPUT_MULTILINE_BOOLEAN` - true if multiple lines of text
* are allowed. This defaults to true if SDL_HINT_RETURN_KEY_HIDES_IME is
* "0" or is not set, and defaults to false if SDL_HINT_RETURN_KEY_HIDES_IME
* is "1".
*
* On Android you can directly specify the input type:
*
* - `SDL_PROP_TEXTINPUT_ANDROID_INPUTTYPE_NUMBER` - the text input type to
* use, overriding other properties. This is documented at
* https://developer.android.com/reference/android/text/InputType
*
* \param window the window to enable text input.
* \param props the properties to use.
* \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_SetTextInputArea
* \sa SDL_StartTextInput
* \sa SDL_StopTextInput
* \sa SDL_TextInputActive
*/
extern SDL_DECLSPEC bool SDLCALL SDL_StartTextInputWithProperties(SDL_Window *window, SDL_PropertiesID props);
#define SDL_PROP_TEXTINPUT_TYPE_NUMBER "SDL.textinput.type"
#define SDL_PROP_TEXTINPUT_CAPITALIZATION_NUMBER "SDL.textinput.capitalization"
#define SDL_PROP_TEXTINPUT_AUTOCORRECT_BOOLEAN "SDL.textinput.autocorrect"
#define SDL_PROP_TEXTINPUT_MULTILINE_BOOLEAN "SDL.textinput.multiline"
#define SDL_PROP_TEXTINPUT_ANDROID_INPUTTYPE_NUMBER "SDL.textinput.android.inputtype"
/**
* Check whether or not Unicode text input events are enabled for a window.
*
* \param window the window to check.
* \returns true if text input events are enabled else false.
*
* \threadsafety This function should only be called on the main thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_StartTextInput
*/
extern SDL_DECLSPEC bool SDLCALL SDL_TextInputActive(SDL_Window *window);
/**
* Stop receiving any text input events in a window.
*
* If SDL_StartTextInput() showed the screen keyboard, this function will hide
* it.
*
* \param window the window to disable text input.
* \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_StartTextInput
*/
extern SDL_DECLSPEC bool SDLCALL SDL_StopTextInput(SDL_Window *window);
/**
* Dismiss the composition window/IME without disabling the subsystem.
*
* \param window the window to affect.
* \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_StartTextInput
* \sa SDL_StopTextInput
*/
extern SDL_DECLSPEC bool SDLCALL SDL_ClearComposition(SDL_Window *window);
/**
* Set the area used to type Unicode text input.
*
* Native input methods may place a window with word suggestions near the
* cursor, without covering the text being entered.
*
* \param window the window for which to set the text input area.
* \param rect the SDL_Rect representing the text input area, in window
* coordinates, or NULL to clear it.
* \param cursor the offset of the current cursor location relative to
* `rect->x`, in window coordinates.
* \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_GetTextInputArea
* \sa SDL_StartTextInput
*/
extern SDL_DECLSPEC bool SDLCALL SDL_SetTextInputArea(SDL_Window *window, const SDL_Rect *rect, int cursor);
/**
* Get the area used to type Unicode text input.
*
* This returns the values previously set by SDL_SetTextInputArea().
*
* \param window the window for which to query the text input area.
* \param rect a pointer to an SDL_Rect filled in with the text input area,
* may be NULL.
* \param cursor a pointer to the offset of the current cursor location
* relative to `rect->x`, may be NULL.
* \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_SetTextInputArea
*/
extern SDL_DECLSPEC bool SDLCALL SDL_GetTextInputArea(SDL_Window *window, SDL_Rect *rect, int *cursor);
/**
* Check whether the platform has screen keyboard support.
*
* \returns true if the platform has some screen keyboard support or false if
* not.
*
* \threadsafety This function should only be called on the main thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_StartTextInput
* \sa SDL_ScreenKeyboardShown
*/
extern SDL_DECLSPEC bool SDLCALL SDL_HasScreenKeyboardSupport(void);
/**
* Check whether the screen keyboard is shown for given window.
*
* \param window the window for which screen keyboard should be queried.
* \returns true if screen keyboard is shown or false if not.
*
* \threadsafety This function should only be called on the main thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_HasScreenKeyboardSupport
*/
extern SDL_DECLSPEC bool SDLCALL SDL_ScreenKeyboardShown(SDL_Window *window);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL3/SDL_close_code.h>
#endif /* SDL_keyboard_h_ */

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@@ -1,343 +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.
*/
/**
* # CategoryKeycode
*
* Defines constants which identify keyboard keys and modifiers.
*
* Please refer to the Best Keyboard Practices document for details on what
* this information means and how best to use it.
*
* https://wiki.libsdl.org/SDL3/BestKeyboardPractices
*/
#ifndef SDL_keycode_h_
#define SDL_keycode_h_
#include <SDL3/SDL_stdinc.h>
#include <SDL3/SDL_scancode.h>
/**
* The SDL virtual key representation.
*
* Values of this type are used to represent keyboard keys using the current
* layout of the keyboard. These values include Unicode values representing
* the unmodified character that would be generated by pressing the key, or an
* `SDLK_*` constant for those keys that do not generate characters.
*
* A special exception is the number keys at the top of the keyboard which map
* to SDLK_0...SDLK_9 on AZERTY layouts.
*
* Keys with the `SDLK_EXTENDED_MASK` bit set do not map to a scancode or
* unicode code point.
*
* \since This datatype is available since SDL 3.2.0.
*/
typedef Uint32 SDL_Keycode;
#define SDLK_EXTENDED_MASK (1u << 29)
#define SDLK_SCANCODE_MASK (1u << 30)
#define SDL_SCANCODE_TO_KEYCODE(X) (X | SDLK_SCANCODE_MASK)
#define SDLK_UNKNOWN 0x00000000u /**< 0 */
#define SDLK_RETURN 0x0000000du /**< '\r' */
#define SDLK_ESCAPE 0x0000001bu /**< '\x1B' */
#define SDLK_BACKSPACE 0x00000008u /**< '\b' */
#define SDLK_TAB 0x00000009u /**< '\t' */
#define SDLK_SPACE 0x00000020u /**< ' ' */
#define SDLK_EXCLAIM 0x00000021u /**< '!' */
#define SDLK_DBLAPOSTROPHE 0x00000022u /**< '"' */
#define SDLK_HASH 0x00000023u /**< '#' */
#define SDLK_DOLLAR 0x00000024u /**< '$' */
#define SDLK_PERCENT 0x00000025u /**< '%' */
#define SDLK_AMPERSAND 0x00000026u /**< '&' */
#define SDLK_APOSTROPHE 0x00000027u /**< '\'' */
#define SDLK_LEFTPAREN 0x00000028u /**< '(' */
#define SDLK_RIGHTPAREN 0x00000029u /**< ')' */
#define SDLK_ASTERISK 0x0000002au /**< '*' */
#define SDLK_PLUS 0x0000002bu /**< '+' */
#define SDLK_COMMA 0x0000002cu /**< ',' */
#define SDLK_MINUS 0x0000002du /**< '-' */
#define SDLK_PERIOD 0x0000002eu /**< '.' */
#define SDLK_SLASH 0x0000002fu /**< '/' */
#define SDLK_0 0x00000030u /**< '0' */
#define SDLK_1 0x00000031u /**< '1' */
#define SDLK_2 0x00000032u /**< '2' */
#define SDLK_3 0x00000033u /**< '3' */
#define SDLK_4 0x00000034u /**< '4' */
#define SDLK_5 0x00000035u /**< '5' */
#define SDLK_6 0x00000036u /**< '6' */
#define SDLK_7 0x00000037u /**< '7' */
#define SDLK_8 0x00000038u /**< '8' */
#define SDLK_9 0x00000039u /**< '9' */
#define SDLK_COLON 0x0000003au /**< ':' */
#define SDLK_SEMICOLON 0x0000003bu /**< ';' */
#define SDLK_LESS 0x0000003cu /**< '<' */
#define SDLK_EQUALS 0x0000003du /**< '=' */
#define SDLK_GREATER 0x0000003eu /**< '>' */
#define SDLK_QUESTION 0x0000003fu /**< '?' */
#define SDLK_AT 0x00000040u /**< '@' */
#define SDLK_LEFTBRACKET 0x0000005bu /**< '[' */
#define SDLK_BACKSLASH 0x0000005cu /**< '\\' */
#define SDLK_RIGHTBRACKET 0x0000005du /**< ']' */
#define SDLK_CARET 0x0000005eu /**< '^' */
#define SDLK_UNDERSCORE 0x0000005fu /**< '_' */
#define SDLK_GRAVE 0x00000060u /**< '`' */
#define SDLK_A 0x00000061u /**< 'a' */
#define SDLK_B 0x00000062u /**< 'b' */
#define SDLK_C 0x00000063u /**< 'c' */
#define SDLK_D 0x00000064u /**< 'd' */
#define SDLK_E 0x00000065u /**< 'e' */
#define SDLK_F 0x00000066u /**< 'f' */
#define SDLK_G 0x00000067u /**< 'g' */
#define SDLK_H 0x00000068u /**< 'h' */
#define SDLK_I 0x00000069u /**< 'i' */
#define SDLK_J 0x0000006au /**< 'j' */
#define SDLK_K 0x0000006bu /**< 'k' */
#define SDLK_L 0x0000006cu /**< 'l' */
#define SDLK_M 0x0000006du /**< 'm' */
#define SDLK_N 0x0000006eu /**< 'n' */
#define SDLK_O 0x0000006fu /**< 'o' */
#define SDLK_P 0x00000070u /**< 'p' */
#define SDLK_Q 0x00000071u /**< 'q' */
#define SDLK_R 0x00000072u /**< 'r' */
#define SDLK_S 0x00000073u /**< 's' */
#define SDLK_T 0x00000074u /**< 't' */
#define SDLK_U 0x00000075u /**< 'u' */
#define SDLK_V 0x00000076u /**< 'v' */
#define SDLK_W 0x00000077u /**< 'w' */
#define SDLK_X 0x00000078u /**< 'x' */
#define SDLK_Y 0x00000079u /**< 'y' */
#define SDLK_Z 0x0000007au /**< 'z' */
#define SDLK_LEFTBRACE 0x0000007bu /**< '{' */
#define SDLK_PIPE 0x0000007cu /**< '|' */
#define SDLK_RIGHTBRACE 0x0000007du /**< '}' */
#define SDLK_TILDE 0x0000007eu /**< '~' */
#define SDLK_DELETE 0x0000007fu /**< '\x7F' */
#define SDLK_PLUSMINUS 0x000000b1u /**< '\xB1' */
#define SDLK_CAPSLOCK 0x40000039u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CAPSLOCK) */
#define SDLK_F1 0x4000003au /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F1) */
#define SDLK_F2 0x4000003bu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F2) */
#define SDLK_F3 0x4000003cu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F3) */
#define SDLK_F4 0x4000003du /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F4) */
#define SDLK_F5 0x4000003eu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F5) */
#define SDLK_F6 0x4000003fu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F6) */
#define SDLK_F7 0x40000040u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F7) */
#define SDLK_F8 0x40000041u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F8) */
#define SDLK_F9 0x40000042u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F9) */
#define SDLK_F10 0x40000043u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F10) */
#define SDLK_F11 0x40000044u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F11) */
#define SDLK_F12 0x40000045u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F12) */
#define SDLK_PRINTSCREEN 0x40000046u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PRINTSCREEN) */
#define SDLK_SCROLLLOCK 0x40000047u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SCROLLLOCK) */
#define SDLK_PAUSE 0x40000048u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAUSE) */
#define SDLK_INSERT 0x40000049u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_INSERT) */
#define SDLK_HOME 0x4000004au /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_HOME) */
#define SDLK_PAGEUP 0x4000004bu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAGEUP) */
#define SDLK_END 0x4000004du /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_END) */
#define SDLK_PAGEDOWN 0x4000004eu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAGEDOWN) */
#define SDLK_RIGHT 0x4000004fu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RIGHT) */
#define SDLK_LEFT 0x40000050u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LEFT) */
#define SDLK_DOWN 0x40000051u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_DOWN) */
#define SDLK_UP 0x40000052u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_UP) */
#define SDLK_NUMLOCKCLEAR 0x40000053u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_NUMLOCKCLEAR) */
#define SDLK_KP_DIVIDE 0x40000054u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DIVIDE) */
#define SDLK_KP_MULTIPLY 0x40000055u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MULTIPLY) */
#define SDLK_KP_MINUS 0x40000056u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MINUS) */
#define SDLK_KP_PLUS 0x40000057u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PLUS) */
#define SDLK_KP_ENTER 0x40000058u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_ENTER) */
#define SDLK_KP_1 0x40000059u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_1) */
#define SDLK_KP_2 0x4000005au /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_2) */
#define SDLK_KP_3 0x4000005bu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_3) */
#define SDLK_KP_4 0x4000005cu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_4) */
#define SDLK_KP_5 0x4000005du /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_5) */
#define SDLK_KP_6 0x4000005eu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_6) */
#define SDLK_KP_7 0x4000005fu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_7) */
#define SDLK_KP_8 0x40000060u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_8) */
#define SDLK_KP_9 0x40000061u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_9) */
#define SDLK_KP_0 0x40000062u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_0) */
#define SDLK_KP_PERIOD 0x40000063u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PERIOD) */
#define SDLK_APPLICATION 0x40000065u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_APPLICATION) */
#define SDLK_POWER 0x40000066u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_POWER) */
#define SDLK_KP_EQUALS 0x40000067u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_EQUALS) */
#define SDLK_F13 0x40000068u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F13) */
#define SDLK_F14 0x40000069u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F14) */
#define SDLK_F15 0x4000006au /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F15) */
#define SDLK_F16 0x4000006bu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F16) */
#define SDLK_F17 0x4000006cu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F17) */
#define SDLK_F18 0x4000006du /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F18) */
#define SDLK_F19 0x4000006eu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F19) */
#define SDLK_F20 0x4000006fu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F20) */
#define SDLK_F21 0x40000070u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F21) */
#define SDLK_F22 0x40000071u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F22) */
#define SDLK_F23 0x40000072u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F23) */
#define SDLK_F24 0x40000073u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F24) */
#define SDLK_EXECUTE 0x40000074u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_EXECUTE) */
#define SDLK_HELP 0x40000075u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_HELP) */
#define SDLK_MENU 0x40000076u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MENU) */
#define SDLK_SELECT 0x40000077u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SELECT) */
#define SDLK_STOP 0x40000078u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_STOP) */
#define SDLK_AGAIN 0x40000079u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AGAIN) */
#define SDLK_UNDO 0x4000007au /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_UNDO) */
#define SDLK_CUT 0x4000007bu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CUT) */
#define SDLK_COPY 0x4000007cu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_COPY) */
#define SDLK_PASTE 0x4000007du /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PASTE) */
#define SDLK_FIND 0x4000007eu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_FIND) */
#define SDLK_MUTE 0x4000007fu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MUTE) */
#define SDLK_VOLUMEUP 0x40000080u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_VOLUMEUP) */
#define SDLK_VOLUMEDOWN 0x40000081u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_VOLUMEDOWN) */
#define SDLK_KP_COMMA 0x40000085u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_COMMA) */
#define SDLK_KP_EQUALSAS400 0x40000086u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_EQUALSAS400) */
#define SDLK_ALTERASE 0x40000099u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_ALTERASE) */
#define SDLK_SYSREQ 0x4000009au /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SYSREQ) */
#define SDLK_CANCEL 0x4000009bu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CANCEL) */
#define SDLK_CLEAR 0x4000009cu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CLEAR) */
#define SDLK_PRIOR 0x4000009du /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PRIOR) */
#define SDLK_RETURN2 0x4000009eu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RETURN2) */
#define SDLK_SEPARATOR 0x4000009fu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SEPARATOR) */
#define SDLK_OUT 0x400000a0u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_OUT) */
#define SDLK_OPER 0x400000a1u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_OPER) */
#define SDLK_CLEARAGAIN 0x400000a2u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CLEARAGAIN) */
#define SDLK_CRSEL 0x400000a3u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CRSEL) */
#define SDLK_EXSEL 0x400000a4u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_EXSEL) */
#define SDLK_KP_00 0x400000b0u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_00) */
#define SDLK_KP_000 0x400000b1u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_000) */
#define SDLK_THOUSANDSSEPARATOR 0x400000b2u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_THOUSANDSSEPARATOR) */
#define SDLK_DECIMALSEPARATOR 0x400000b3u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_DECIMALSEPARATOR) */
#define SDLK_CURRENCYUNIT 0x400000b4u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CURRENCYUNIT) */
#define SDLK_CURRENCYSUBUNIT 0x400000b5u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CURRENCYSUBUNIT) */
#define SDLK_KP_LEFTPAREN 0x400000b6u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_LEFTPAREN) */
#define SDLK_KP_RIGHTPAREN 0x400000b7u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_RIGHTPAREN) */
#define SDLK_KP_LEFTBRACE 0x400000b8u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_LEFTBRACE) */
#define SDLK_KP_RIGHTBRACE 0x400000b9u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_RIGHTBRACE) */
#define SDLK_KP_TAB 0x400000bau /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_TAB) */
#define SDLK_KP_BACKSPACE 0x400000bbu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_BACKSPACE) */
#define SDLK_KP_A 0x400000bcu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_A) */
#define SDLK_KP_B 0x400000bdu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_B) */
#define SDLK_KP_C 0x400000beu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_C) */
#define SDLK_KP_D 0x400000bfu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_D) */
#define SDLK_KP_E 0x400000c0u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_E) */
#define SDLK_KP_F 0x400000c1u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_F) */
#define SDLK_KP_XOR 0x400000c2u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_XOR) */
#define SDLK_KP_POWER 0x400000c3u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_POWER) */
#define SDLK_KP_PERCENT 0x400000c4u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PERCENT) */
#define SDLK_KP_LESS 0x400000c5u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_LESS) */
#define SDLK_KP_GREATER 0x400000c6u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_GREATER) */
#define SDLK_KP_AMPERSAND 0x400000c7u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_AMPERSAND) */
#define SDLK_KP_DBLAMPERSAND 0x400000c8u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DBLAMPERSAND) */
#define SDLK_KP_VERTICALBAR 0x400000c9u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_VERTICALBAR) */
#define SDLK_KP_DBLVERTICALBAR 0x400000cau /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DBLVERTICALBAR) */
#define SDLK_KP_COLON 0x400000cbu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_COLON) */
#define SDLK_KP_HASH 0x400000ccu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_HASH) */
#define SDLK_KP_SPACE 0x400000cdu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_SPACE) */
#define SDLK_KP_AT 0x400000ceu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_AT) */
#define SDLK_KP_EXCLAM 0x400000cfu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_EXCLAM) */
#define SDLK_KP_MEMSTORE 0x400000d0u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMSTORE) */
#define SDLK_KP_MEMRECALL 0x400000d1u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMRECALL) */
#define SDLK_KP_MEMCLEAR 0x400000d2u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMCLEAR) */
#define SDLK_KP_MEMADD 0x400000d3u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMADD) */
#define SDLK_KP_MEMSUBTRACT 0x400000d4u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMSUBTRACT) */
#define SDLK_KP_MEMMULTIPLY 0x400000d5u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMMULTIPLY) */
#define SDLK_KP_MEMDIVIDE 0x400000d6u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMDIVIDE) */
#define SDLK_KP_PLUSMINUS 0x400000d7u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PLUSMINUS) */
#define SDLK_KP_CLEAR 0x400000d8u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_CLEAR) */
#define SDLK_KP_CLEARENTRY 0x400000d9u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_CLEARENTRY) */
#define SDLK_KP_BINARY 0x400000dau /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_BINARY) */
#define SDLK_KP_OCTAL 0x400000dbu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_OCTAL) */
#define SDLK_KP_DECIMAL 0x400000dcu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DECIMAL) */
#define SDLK_KP_HEXADECIMAL 0x400000ddu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_HEXADECIMAL) */
#define SDLK_LCTRL 0x400000e0u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LCTRL) */
#define SDLK_LSHIFT 0x400000e1u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LSHIFT) */
#define SDLK_LALT 0x400000e2u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LALT) */
#define SDLK_LGUI 0x400000e3u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LGUI) */
#define SDLK_RCTRL 0x400000e4u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RCTRL) */
#define SDLK_RSHIFT 0x400000e5u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RSHIFT) */
#define SDLK_RALT 0x400000e6u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RALT) */
#define SDLK_RGUI 0x400000e7u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RGUI) */
#define SDLK_MODE 0x40000101u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MODE) */
#define SDLK_SLEEP 0x40000102u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SLEEP) */
#define SDLK_WAKE 0x40000103u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_WAKE) */
#define SDLK_CHANNEL_INCREMENT 0x40000104u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CHANNEL_INCREMENT) */
#define SDLK_CHANNEL_DECREMENT 0x40000105u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CHANNEL_DECREMENT) */
#define SDLK_MEDIA_PLAY 0x40000106u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_PLAY) */
#define SDLK_MEDIA_PAUSE 0x40000107u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_PAUSE) */
#define SDLK_MEDIA_RECORD 0x40000108u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_RECORD) */
#define SDLK_MEDIA_FAST_FORWARD 0x40000109u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_FAST_FORWARD) */
#define SDLK_MEDIA_REWIND 0x4000010au /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_REWIND) */
#define SDLK_MEDIA_NEXT_TRACK 0x4000010bu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_NEXT_TRACK) */
#define SDLK_MEDIA_PREVIOUS_TRACK 0x4000010cu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_PREVIOUS_TRACK) */
#define SDLK_MEDIA_STOP 0x4000010du /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_STOP) */
#define SDLK_MEDIA_EJECT 0x4000010eu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_EJECT) */
#define SDLK_MEDIA_PLAY_PAUSE 0x4000010fu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_PLAY_PAUSE) */
#define SDLK_MEDIA_SELECT 0x40000110u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_SELECT) */
#define SDLK_AC_NEW 0x40000111u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_NEW) */
#define SDLK_AC_OPEN 0x40000112u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_OPEN) */
#define SDLK_AC_CLOSE 0x40000113u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_CLOSE) */
#define SDLK_AC_EXIT 0x40000114u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_EXIT) */
#define SDLK_AC_SAVE 0x40000115u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_SAVE) */
#define SDLK_AC_PRINT 0x40000116u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_PRINT) */
#define SDLK_AC_PROPERTIES 0x40000117u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_PROPERTIES) */
#define SDLK_AC_SEARCH 0x40000118u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_SEARCH) */
#define SDLK_AC_HOME 0x40000119u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_HOME) */
#define SDLK_AC_BACK 0x4000011au /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_BACK) */
#define SDLK_AC_FORWARD 0x4000011bu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_FORWARD) */
#define SDLK_AC_STOP 0x4000011cu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_STOP) */
#define SDLK_AC_REFRESH 0x4000011du /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_REFRESH) */
#define SDLK_AC_BOOKMARKS 0x4000011eu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_BOOKMARKS) */
#define SDLK_SOFTLEFT 0x4000011fu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SOFTLEFT) */
#define SDLK_SOFTRIGHT 0x40000120u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SOFTRIGHT) */
#define SDLK_CALL 0x40000121u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CALL) */
#define SDLK_ENDCALL 0x40000122u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_ENDCALL) */
#define SDLK_LEFT_TAB 0x20000001u /**< Extended key Left Tab */
#define SDLK_LEVEL5_SHIFT 0x20000002u /**< Extended key Level 5 Shift */
#define SDLK_MULTI_KEY_COMPOSE 0x20000003u /**< Extended key Multi-key Compose */
#define SDLK_LMETA 0x20000004u /**< Extended key Left Meta */
#define SDLK_RMETA 0x20000005u /**< Extended key Right Meta */
#define SDLK_LHYPER 0x20000006u /**< Extended key Left Hyper */
#define SDLK_RHYPER 0x20000007u /**< Extended key Right Hyper */
/**
* Valid key modifiers (possibly OR'd together).
*
* \since This datatype is available since SDL 3.2.0.
*/
typedef Uint16 SDL_Keymod;
#define SDL_KMOD_NONE 0x0000u /**< no modifier is applicable. */
#define SDL_KMOD_LSHIFT 0x0001u /**< the left Shift key is down. */
#define SDL_KMOD_RSHIFT 0x0002u /**< the right Shift key is down. */
#define SDL_KMOD_LEVEL5 0x0004u /**< the Level 5 Shift key is down. */
#define SDL_KMOD_LCTRL 0x0040u /**< the left Ctrl (Control) key is down. */
#define SDL_KMOD_RCTRL 0x0080u /**< the right Ctrl (Control) key is down. */
#define SDL_KMOD_LALT 0x0100u /**< the left Alt key is down. */
#define SDL_KMOD_RALT 0x0200u /**< the right Alt key is down. */
#define SDL_KMOD_LGUI 0x0400u /**< the left GUI key (often the Windows key) is down. */
#define SDL_KMOD_RGUI 0x0800u /**< the right GUI key (often the Windows key) is down. */
#define SDL_KMOD_NUM 0x1000u /**< the Num Lock key (may be located on an extended keypad) is down. */
#define SDL_KMOD_CAPS 0x2000u /**< the Caps Lock key is down. */
#define SDL_KMOD_MODE 0x4000u /**< the !AltGr key is down. */
#define SDL_KMOD_SCROLL 0x8000u /**< the Scroll Lock key is down. */
#define SDL_KMOD_CTRL (SDL_KMOD_LCTRL | SDL_KMOD_RCTRL) /**< Any Ctrl key is down. */
#define SDL_KMOD_SHIFT (SDL_KMOD_LSHIFT | SDL_KMOD_RSHIFT) /**< Any Shift key is down. */
#define SDL_KMOD_ALT (SDL_KMOD_LALT | SDL_KMOD_RALT) /**< Any Alt key is down. */
#define SDL_KMOD_GUI (SDL_KMOD_LGUI | SDL_KMOD_RGUI) /**< Any GUI key is down. */
#endif /* SDL_keycode_h_ */

View File

@@ -1,145 +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: SharedObject */
/**
* # CategorySharedObject
*
* System-dependent library loading routines.
*
* Shared objects are code that is programmatically loadable at runtime.
* Windows calls these "DLLs", Linux calls them "shared libraries", etc.
*
* To use them, build such a library, then call SDL_LoadObject() on it. Once
* loaded, you can use SDL_LoadFunction() on that object to find the address
* of its exported symbols. When done with the object, call SDL_UnloadObject()
* to dispose of it.
*
* Some things to keep in mind:
*
* - These functions only work on C function names. Other languages may have
* name mangling and intrinsic language support that varies from compiler to
* compiler.
* - Make sure you declare your function pointers with the same calling
* convention as the actual library function. Your code will crash
* mysteriously if you do not do this.
* - Avoid namespace collisions. If you load a symbol from the library, it is
* not defined whether or not it goes into the global symbol namespace for
* the application. If it does and it conflicts with symbols in your code or
* other shared libraries, you will not get the results you expect. :)
* - Once a library is unloaded, all pointers into it obtained through
* SDL_LoadFunction() become invalid, even if the library is later reloaded.
* Don't unload a library if you plan to use these pointers in the future.
* Notably: beware of giving one of these pointers to atexit(), since it may
* call that pointer after the library unloads.
*/
#ifndef SDL_loadso_h_
#define SDL_loadso_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
/**
* An opaque datatype that represents a loaded shared object.
*
* \since This datatype is available since SDL 3.2.0.
*
* \sa SDL_LoadObject
* \sa SDL_LoadFunction
* \sa SDL_UnloadObject
*/
typedef struct SDL_SharedObject SDL_SharedObject;
/**
* Dynamically load a shared object.
*
* \param sofile a system-dependent name of the object file.
* \returns an opaque pointer to the object handle 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_LoadFunction
* \sa SDL_UnloadObject
*/
extern SDL_DECLSPEC SDL_SharedObject * SDLCALL SDL_LoadObject(const char *sofile);
/**
* Look up the address of the named function in a shared object.
*
* This function pointer is no longer valid after calling SDL_UnloadObject().
*
* This function can only look up C function names. Other languages may have
* name mangling and intrinsic language support that varies from compiler to
* compiler.
*
* Make sure you declare your function pointers with the same calling
* convention as the actual library function. Your code will crash
* mysteriously if you do not do this.
*
* If the requested function doesn't exist, NULL is returned.
*
* \param handle a valid shared object handle returned by SDL_LoadObject().
* \param name the name of the function to look up.
* \returns a pointer to the function 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_LoadObject
*/
extern SDL_DECLSPEC SDL_FunctionPointer SDLCALL SDL_LoadFunction(SDL_SharedObject *handle, const char *name);
/**
* Unload a shared object from memory.
*
* Note that any pointers from this object looked up through
* SDL_LoadFunction() will no longer be valid.
*
* \param handle a valid shared object handle returned by SDL_LoadObject().
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_LoadObject
*/
extern SDL_DECLSPEC void SDLCALL SDL_UnloadObject(SDL_SharedObject *handle);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL3/SDL_close_code.h>
#endif /* SDL_loadso_h_ */

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@@ -1,117 +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.
*/
/**
* # CategoryLocale
*
* SDL locale services.
*
* This provides a way to get a list of preferred locales (language plus
* country) for the user. There is exactly one function:
* SDL_GetPreferredLocales(), which handles all the heavy lifting, and offers
* documentation on all the strange ways humans might have configured their
* language settings.
*/
#ifndef SDL_locale_h
#define SDL_locale_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
/* *INDENT-OFF* */
extern "C" {
/* *INDENT-ON* */
#endif
/**
* A struct to provide locale data.
*
* Locale data is split into a spoken language, like English, and an optional
* country, like Canada. The language will be in ISO-639 format (so English
* would be "en"), and the country, if not NULL, will be an ISO-3166 country
* code (so Canada would be "CA").
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetPreferredLocales
*/
typedef struct SDL_Locale
{
const char *language; /**< A language name, like "en" for English. */
const char *country; /**< A country, like "US" for America. Can be NULL. */
} SDL_Locale;
/**
* Report the user's preferred locale.
*
* Returned language strings are in the format xx, where 'xx' is an ISO-639
* language specifier (such as "en" for English, "de" for German, etc).
* Country strings are in the format YY, where "YY" is an ISO-3166 country
* code (such as "US" for the United States, "CA" for Canada, etc). Country
* might be NULL if there's no specific guidance on them (so you might get {
* "en", "US" } for American English, but { "en", NULL } means "English
* language, generically"). Language strings are never NULL, except to
* terminate the array.
*
* Please note that not all of these strings are 2 characters; some are three
* or more.
*
* The returned list of locales are in the order of the user's preference. For
* example, a German citizen that is fluent in US English and knows enough
* Japanese to navigate around Tokyo might have a list like: { "de", "en_US",
* "jp", NULL }. Someone from England might prefer British English (where
* "color" is spelled "colour", etc), but will settle for anything like it: {
* "en_GB", "en", NULL }.
*
* This function returns NULL on error, including when the platform does not
* supply this information at all.
*
* This might be a "slow" call that has to query the operating system. It's
* best to ask for this once and save the results. However, this list can
* change, usually because the user has changed a system preference outside of
* your program; SDL will send an SDL_EVENT_LOCALE_CHANGED event in this case,
* if possible, and you can call this function again to get an updated copy of
* preferred locales.
*
* \param count a pointer filled in with the number of locales returned, may
* be NULL.
* \returns a NULL terminated array of locale pointers, 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.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC SDL_Locale ** SDLCALL SDL_GetPreferredLocales(int *count);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
/* *INDENT-OFF* */
}
/* *INDENT-ON* */
#endif
#include <SDL3/SDL_close_code.h>
#endif /* SDL_locale_h */

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