Merge commit '852f2a6343518919e5ca8d3c1bbcab9f493e3cd8'

This commit is contained in:
Green Sky 2024-01-17 17:02:59 +01:00
commit f701b7d2f8
No known key found for this signature in database
1244 changed files with 50102 additions and 28146 deletions

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@ -23,6 +23,7 @@ jobs:
- uses: nttld/setup-ndk@v1 - uses: nttld/setup-ndk@v1
id: setup_ndk id: setup_ndk
with: with:
local-cache: true
ndk-version: r21e ndk-version: r21e
- name: Build (Android.mk) - name: Build (Android.mk)
if: ${{ matrix.platform.name == 'Android.mk' }} if: ${{ matrix.platform.name == 'Android.mk' }}

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@ -0,0 +1,56 @@
name: Build (C/P Actions)
on: [push, pull_request]
concurrency:
group: ${{ github.workflow }}-${{ github.event.pull_request.number || github.run_id }}
cancel-in-progress: true
jobs:
freebsd:
runs-on: ubuntu-latest
name: '${{ matrix.platform.name }} ${{ matrix.platform.os-version }}'
timeout-minutes: 30
strategy:
fail-fast: false
matrix:
platform:
- { name: FreeBSD, os: freebsd, os-version: 13.2, os-arch: x86-64, artifact: SDL-freebsd-x64,
sdl-cmake-configure-arguments: '-DSDL_CHECK_REQUIRED_INCLUDES="/usr/local/include" -DSDL_CHECK_REQUIRED_LINK_OPTIONS="-L/usr/local/lib"',
setup-cmd: 'sudo pkg update',
install-cmd: 'sudo pkg install -y cmake ninja pkgconf libXcursor libXext libXinerama libXi libXfixes libXrandr libXScrnSaver libXxf86vm wayland wayland-protocols libxkbcommon mesa-libs libglvnd evdev-proto libinotify alsa-lib jackit pipewire pulseaudio sndio dbus zh-fcitx ibus libudev-devd',
}
- { name: NetBSD, os: netbsd, os-version: 9.3, os-arch: x86-64, artifact: SDL-netbsd-x64,
sdl-cmake-configure-arguments: '',
setup-cmd: 'export PATH="/usr/pkg/sbin:/usr/pkg/bin:/sbin:$PATH";export PKG_CONFIG_PATH="/usr/pkg/lib/pkgconfig";export PKG_PATH="https://cdn.netBSD.org/pub/pkgsrc/packages/NetBSD/$(uname -p)/$(uname -r|cut -f "1 2" -d.)/All/";echo "PKG_PATH=$PKG_PATH";echo "uname -a -> \"$(uname -a)\"";sudo -E sysctl -w security.pax.aslr.enabled=0;sudo -E sysctl -w security.pax.aslr.global=0;sudo -E pkgin clean;sudo -E pkgin update',
install-cmd: 'sudo -E pkgin -y install cmake dbus pkgconf ninja-build pulseaudio libxkbcommon wayland wayland-protocols libinotify libusb1',
}
steps:
- uses: actions/checkout@v3
- name: Build
uses: cross-platform-actions/action@v0.21.1
with:
operating_system: ${{ matrix.platform.os }}
architecture: ${{ matrix.platform.os-arch }}
version: ${{ matrix.platform.os-version }}
run: |
${{ matrix.platform.setup-cmd }}
${{ matrix.platform.install-cmd }}
cmake -S . -B build -GNinja \
-Wdeprecated -Wdev -Werror \
-DCMAKE_BUILD_TYPE=Release \
-DSDL_WERROR=ON \
${{ matrix.platform.sdl-cmake-configure-arguments }}
cmake --build build/ --config Release --verbose
cmake --build build/ --config Release --target package
cmake --build build/ --config Release --target clean
rm -rf build/dist/_CPack_Packages
rm -rf build/CMakeFiles
rm -rf build/docs
- uses: actions/upload-artifact@v3
with:
if-no-files-found: error
name: ${{ matrix.platform.artifact }}
path: build/dist/SDL3*

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@ -43,6 +43,7 @@ jobs:
${{ matrix.platform.msys-env }}-cc ${{ matrix.platform.msys-env }}-cc
${{ matrix.platform.msys-env }}-cmake ${{ matrix.platform.msys-env }}-cmake
${{ matrix.platform.msys-env }}-ninja ${{ matrix.platform.msys-env }}-ninja
${{ matrix.platform.msys-env }}-perl
${{ matrix.platform.msys-env }}-pkg-config ${{ matrix.platform.msys-env }}-pkg-config
${{ matrix.platform.msys-env }}-clang-tools-extra ${{ matrix.platform.msys-env }}-clang-tools-extra
@ -65,6 +66,8 @@ jobs:
- name: Setup Macos dependencies - name: Setup Macos dependencies
if: runner.os == 'macOS' if: runner.os == 'macOS'
run: | run: |
export HOMEBREW_NO_INSTALLED_DEPENDENTS_CHECK=1
brew update
brew install \ brew install \
ninja \ ninja \
pkg-config \ pkg-config \
@ -73,12 +76,16 @@ jobs:
- name: Setup Intel oneAPI - name: Setup Intel oneAPI
if: matrix.platform.intel if: matrix.platform.intel
run: | run: |
# Setup oneAPI repo # Download the key to system keyring
wget https://apt.repos.intel.com/intel-gpg-keys/GPG-PUB-KEY-INTEL-SW-PRODUCTS-2023.PUB wget -O- https://apt.repos.intel.com/intel-gpg-keys/GPG-PUB-KEY-INTEL-SW-PRODUCTS.PUB \
sudo apt-key add GPG-PUB-KEY-INTEL-SW-PRODUCTS-2023.PUB | gpg --dearmor | sudo tee /usr/share/keyrings/oneapi-archive-keyring.gpg > /dev/null
sudo echo "deb https://apt.repos.intel.com/oneapi all main" | sudo tee /etc/apt/sources.list.d/oneAPI.list
# Add signed entry to apt sources and configure the APT client to use Intel repository:
echo "deb [signed-by=/usr/share/keyrings/oneapi-archive-keyring.gpg] https://apt.repos.intel.com/oneapi all main" | sudo tee /etc/apt/sources.list.d/oneAPI.list
# Update package list
sudo apt-get update -y sudo apt-get update -y
# Install oneAPI # Install oneAPI
sudo apt-get install -y intel-oneapi-compiler-dpcpp-cpp-and-cpp-classic sudo apt-get install -y intel-oneapi-compiler-dpcpp-cpp-and-cpp-classic
@ -103,6 +110,7 @@ jobs:
-DCMAKE_BUILD_TYPE=Release \ -DCMAKE_BUILD_TYPE=Release \
${{ matrix.platform.cmake }} ${{ matrix.platform.cmake }}
- name: Build (CMake) - name: Build (CMake)
id: build
run: | run: |
${{ matrix.platform.source_cmd }} ${{ matrix.platform.source_cmd }}
cmake --build build/ --config Release --verbose --parallel cmake --build build/ --config Release --verbose --parallel
@ -123,6 +131,7 @@ jobs:
cmake --install build/ --config Release cmake --install build/ --config Release
( cd cmake_prefix; find . ) | LC_ALL=C sort -u ( cd cmake_prefix; find . ) | LC_ALL=C sort -u
- name: Package (CPack) - name: Package (CPack)
if: ${{ always() && steps.build.outcome == 'success' }}
run: | run: |
cmake --build build/ --config Release --target package cmake --build build/ --config Release --target package
- name: Verify CMake configuration files - name: Verify CMake configuration files
@ -141,6 +150,7 @@ jobs:
export PKG_CONFIG_PATH=$(echo "${{ github.workspace }}/cmake_prefix/lib/pkgconfig" | sed -e 's#\\#/#g') export PKG_CONFIG_PATH=$(echo "${{ github.workspace }}/cmake_prefix/lib/pkgconfig" | sed -e 's#\\#/#g')
cmake/test/test_pkgconfig.sh cmake/test/test_pkgconfig.sh
- uses: actions/upload-artifact@v3 - uses: actions/upload-artifact@v3
if: ${{ always() && steps.build.outcome == 'success' }}
with: with:
if-no-files-found: error if-no-files-found: error
name: ${{ matrix.platform.artifact }} name: ${{ matrix.platform.artifact }}

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@ -21,9 +21,9 @@ jobs:
- { name: Windows static VCRT (x86), flags: -A Win32 -DSDL_FORCE_STATIC_VCRT=ON, artifact: 'SDL-VC-static-VCRT-x86' } - { name: Windows static VCRT (x86), flags: -A Win32 -DSDL_FORCE_STATIC_VCRT=ON, artifact: 'SDL-VC-static-VCRT-x86' }
- { name: Windows (clang-cl x64), flags: -T ClangCL -A x64, artifact: 'SDL-clang-cl-x64' } - { name: Windows (clang-cl x64), flags: -T ClangCL -A x64, artifact: 'SDL-clang-cl-x64' }
- { name: Windows (clang-cl x86), flags: -T ClangCL -A Win32, artifact: 'SDL-clang-cl-x86' } - { name: Windows (clang-cl x86), flags: -T ClangCL -A Win32, artifact: 'SDL-clang-cl-x86' }
- { name: Windows (ARM), flags: -A ARM, artifact: 'SDL-VC-arm32' } - { name: Windows (ARM), flags: -A ARM, artifact: 'SDL-VC-arm32', notests: true }
- { name: Windows (ARM64), flags: -A ARM64, artifact: 'SDL-VC-arm64' } - { name: Windows (ARM64), flags: -A ARM64, artifact: 'SDL-VC-arm64', notests: true }
- { name: UWP (x64), flags: -A x64 -DCMAKE_SYSTEM_NAME=WindowsStore -DCMAKE_SYSTEM_VERSION="10.0", nowerror: true, - { name: UWP (x64), flags: -A x64 -DCMAKE_SYSTEM_NAME=WindowsStore -DCMAKE_SYSTEM_VERSION="10.0", nowerror: true, notests: true,
project: VisualC-WinRT/SDL-UWP.sln, projectflags: '/p:Platform=x64 /p:WindowsTargetPlatformVersion=10.0.17763.0', artifact: 'SDL-VC-UWP' } project: VisualC-WinRT/SDL-UWP.sln, projectflags: '/p:Platform=x64 /p:WindowsTargetPlatformVersion=10.0.17763.0', artifact: 'SDL-VC-UWP' }
steps: steps:
@ -36,12 +36,20 @@ jobs:
srcdir = r"${{ github.workspace }}".replace("\\", "/") srcdir = r"${{ github.workspace }}".replace("\\", "/")
builddir = f"{ srcdir }/build" builddir = f"{ srcdir }/build"
os.makedirs(builddir) os.makedirs(builddir)
cmakelists_txt = textwrap.dedent(f"""\
# Always build .PDB symbol file
set(CMAKE_POLICY_DEFAULT_CMP0141 "NEW" CACHE STRING "MSVC debug information format flags are selected by an abstraction")
set(CMAKE_MSVC_DEBUG_INFORMATION_FORMAT "ProgramDatabase" CACHE STRING "MSVC debug information format")
set(CMAKE_EXE_LINKER_FLAGS "-DEBUG" CACHE STRING "Linker flags for executables")
set(CMAKE_SHARED_LINKER_FLAGS "-DEBUG" CACHE STRING "Linker flag for shared libraries")
cmake_minimum_required(VERSION 3.0...3.25)
project(sdl_user)
enable_testing()
add_subdirectory("{ srcdir }" SDL)
""")
print(cmakelists_txt)
with open(f"{ builddir }/CMakeLists.txt", "w") as f: with open(f"{ builddir }/CMakeLists.txt", "w") as f:
f.write(textwrap.dedent(f"""\ f.write(cmakelists_txt)
cmake_minimum_required(VERSION 3.0)
project(sdl_user)
add_subdirectory("{ srcdir }" SDL)
"""))
- name: Configure (CMake) - name: Configure (CMake)
run: cmake -S build -B build ` run: cmake -S build -B build `
-Wdeprecated -Wdev -Werror ` -Wdeprecated -Wdev -Werror `
@ -53,12 +61,15 @@ jobs:
-DSDL_VENDOR_INFO="Github Workflow" ` -DSDL_VENDOR_INFO="Github Workflow" `
-DSDL_DISABLE_INSTALL=OFF ` -DSDL_DISABLE_INSTALL=OFF `
-DSDL_DISABLE_INSTALL_CPACK=OFF ` -DSDL_DISABLE_INSTALL_CPACK=OFF `
-DSDL_DISABLE_INSTALL_DOCS=OFF `
${{ matrix.platform.flags }} ` ${{ matrix.platform.flags }} `
-DCMAKE_INSTALL_PREFIX=prefix -DCMAKE_INSTALL_PREFIX=prefix
- name: Build (CMake) - name: Build (CMake)
run: cmake --build build/ --config Release --parallel id: build
run: |
cmake --build build/ --config Release --parallel
- name: Run build-time tests - name: Run build-time tests
if: "! contains(matrix.platform.name, 'ARM')" if: ${{ !matrix.platform.notests }}
run: | run: |
$env:SDL_TESTS_QUICK=1 $env:SDL_TESTS_QUICK=1
ctest -VV --test-dir build/ -C Release -j2 ctest -VV --test-dir build/ -C Release -j2
@ -67,6 +78,7 @@ jobs:
echo "SDL3_DIR=$Env:GITHUB_WORKSPACE/prefix" >> $Env:GITHUB_ENV echo "SDL3_DIR=$Env:GITHUB_WORKSPACE/prefix" >> $Env:GITHUB_ENV
cmake --install build/ cmake --install build/
- name: Package (CPack) - name: Package (CPack)
if: ${{ always() && steps.build.outcome == 'success' }}
run: | run: |
cmake --build build/ --config Release --target PACKAGE cmake --build build/ --config Release --target PACKAGE
- name: Verify CMake configuration files - name: Verify CMake configuration files
@ -83,6 +95,7 @@ jobs:
if: ${{ matrix.platform.project != '' }} if: ${{ matrix.platform.project != '' }}
run: msbuild ${{ matrix.platform.project }} /m /p:BuildInParallel=true /p:Configuration=Release ${{ matrix.platform.projectflags }} run: msbuild ${{ matrix.platform.project }} /m /p:BuildInParallel=true /p:Configuration=Release ${{ matrix.platform.projectflags }}
- uses: actions/upload-artifact@v3 - uses: actions/upload-artifact@v3
if: ${{ always() && steps.build.outcome == 'success' }}
with: with:
if-no-files-found: error if-no-files-found: error
name: ${{ matrix.platform.artifact }} name: ${{ matrix.platform.artifact }}

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@ -17,15 +17,6 @@ jobs:
apk update apk update
apk add cmake gmp mpc1 mpfr4 ninja pkgconf make git apk add cmake gmp mpc1 mpfr4 ninja pkgconf make git
# To be removed once ps2_drivers is part of PS2DEV
- name: Install ps2_drivers lib
run: |
git clone https://github.com/fjtrujy/ps2_drivers.git
cd ps2_drivers
make -j $(getconf _NPROCESSORS_ONLN) clean
make -j $(getconf _NPROCESSORS_ONLN)
make -j $(getconf _NPROCESSORS_ONLN) install
- name: Configure (CMake) - name: Configure (CMake)
run: | run: |
cmake -S . -B build -G Ninja \ cmake -S . -B build -G Ninja \
@ -36,7 +27,7 @@ jobs:
-DCMAKE_INSTALL_PREFIX=cmake_prefix \ -DCMAKE_INSTALL_PREFIX=cmake_prefix \
-DCMAKE_BUILD_TYPE=Release -DCMAKE_BUILD_TYPE=Release
- name: Build (CMake) - name: Build (CMake)
run: cmake --build build --config Release --verbose -- -j 1 run: cmake --build build --config Release --verbose
- name: Install (CMake) - name: Install (CMake)
run: | run: |
set -eu set -eu
@ -45,7 +36,7 @@ jobs:
( cd cmake_prefix; find ) | LC_ALL=C sort -u ( cd cmake_prefix; find ) | LC_ALL=C sort -u
- name: Package (CPack) - name: Package (CPack)
run: | run: |
cmake --build build/ --config Release --target package -- -j 1 cmake --build build/ --config Release --target package
- name: Verify CMake configuration files - name: Verify CMake configuration files
run: | run: |
@ -55,7 +46,7 @@ jobs:
-DTEST_SHARED=FALSE \ -DTEST_SHARED=FALSE \
-DCMAKE_PREFIX_PATH=${{ env.SDL3_DIR }} \ -DCMAKE_PREFIX_PATH=${{ env.SDL3_DIR }} \
-DCMAKE_BUILD_TYPE=Release -DCMAKE_BUILD_TYPE=Release
cmake --build cmake_config_build --verbose -- -j 1 cmake --build cmake_config_build --verbose
- name: Verify sdl3.pc - name: Verify sdl3.pc
run: | run: |
export CC=mips64r5900el-ps2-elf-gcc export CC=mips64r5900el-ps2-elf-gcc

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@ -87,6 +87,11 @@ jobs:
run: | run: |
cp -rv /vita/dependencies/* ${VITASDK}/arm-vita-eabi cp -rv /vita/dependencies/* ${VITASDK}/arm-vita-eabi
- name: Fix vita.toolchain.cmake
run: |
# cache PKG_CONFIG_PATH
sed -i -E 's/set\( PKG_CONFIG_EXECUTABLE "\$\{VITASDK}\/bin\/arm-vita-eabi-pkg-config" )/set( PKG_CONFIG_EXECUTABLE "${VITASDK}\/bin\/arm-vita-eabi-pkg-config" CACHE PATH "Path of pkg-config executable" )/' ${VITASDK}/share/vita.toolchain.cmake
- name: Configure (CMake) - name: Configure (CMake)
run: | run: |
cmake -S . -B build -G Ninja \ cmake -S . -B build -G Ninja \

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@ -1,70 +0,0 @@
name: Build (VM Actions)
on: [push, pull_request]
concurrency:
group: ${{ github.workflow }}-${{ github.event.pull_request.number || github.run_id }}
cancel-in-progress: true
jobs:
freebsd:
runs-on: macos-12
name: FreeBSD
steps:
- uses: actions/checkout@v3
- name: Build
uses: vmactions/freebsd-vm@v0
with:
mem: 8192
usesh: true
prepare: |
pkg install -y \
cmake \
ninja \
pkgconf \
libXcursor \
libXext \
libXinerama \
libXi \
libXfixes \
libXrandr \
libXScrnSaver \
libXxf86vm \
wayland \
wayland-protocols \
libxkbcommon \
mesa-libs \
libglvnd \
evdev-proto \
libinotify \
alsa-lib \
jackit \
pipewire \
pulseaudio \
sndio \
dbus \
zh-fcitx \
ibus \
libsamplerate \
libudev-devd
run: |
cmake -S . -B build -GNinja \
-Wdeprecated -Wdev -Werror \
-DCMAKE_BUILD_TYPE=Release \
-DSDL_HIDAPI_LIBUSB=OFF \
-DSDL_CHECK_REQUIRED_INCLUDES="/usr/local/include" \
-DSDL_CHECK_REQUIRED_LINK_OPTIONS="-L/usr/local/lib"
cmake --build build/ --config Release --verbose -- -j`sysctl -n hw.ncpu`
cmake --build build/ --config Release --target package
cmake --build build/ --config Release --target clean
rm -rf build/dist/_CPack_Packages
rm -rf build/CMakeFiles
rm -rf build/docs
- uses: actions/upload-artifact@v3
with:
if-no-files-found: error
name: SDL-freebsd
path: build/dist/SDL3*

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@ -66,8 +66,7 @@ VisualC/tests/gamepadmap/button.bmp
VisualC/tests/gamepadmap/gamepadmap.bmp VisualC/tests/gamepadmap/gamepadmap.bmp
VisualC/tests/gamepadmap/gamepadmap_back.bmp VisualC/tests/gamepadmap/gamepadmap_back.bmp
VisualC/tests/loopwave/sample.wav VisualC/tests/loopwave/sample.wav
VisualC/tests/testautomation/CompareSurfaces0001_Reference.bmp VisualC/tests/testautomation/*.bmp
VisualC/tests/testautomation/CompareSurfaces0001_TestOutput.bmp
VisualC/tests/testgamepad/axis.bmp VisualC/tests/testgamepad/axis.bmp
VisualC/tests/testgamepad/button.bmp VisualC/tests/testgamepad/button.bmp
VisualC/tests/testgamepad/gamepadmap.bmp VisualC/tests/testgamepad/gamepadmap.bmp
@ -80,6 +79,7 @@ VisualC/tests/testscale/sample.bmp
VisualC/tests/testsprite/icon.bmp VisualC/tests/testsprite/icon.bmp
VisualC/tests/testyuv/testyuv.bmp VisualC/tests/testyuv/testyuv.bmp
VisualC-GDK/**/Layout VisualC-GDK/**/Layout
VisualC-GDK/shaders/*.h
# for Android # for Android
android-project/local.properties android-project/local.properties

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@ -24,6 +24,7 @@ LOCAL_SRC_FILES := \
$(wildcard $(LOCAL_PATH)/src/audio/openslES/*.c) \ $(wildcard $(LOCAL_PATH)/src/audio/openslES/*.c) \
$(LOCAL_PATH)/src/atomic/SDL_atomic.c.arm \ $(LOCAL_PATH)/src/atomic/SDL_atomic.c.arm \
$(LOCAL_PATH)/src/atomic/SDL_spinlock.c.arm \ $(LOCAL_PATH)/src/atomic/SDL_spinlock.c.arm \
$(wildcard $(LOCAL_PATH)/src/core/*.c) \
$(wildcard $(LOCAL_PATH)/src/core/android/*.c) \ $(wildcard $(LOCAL_PATH)/src/core/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/cpuinfo/*.c) \ $(wildcard $(LOCAL_PATH)/src/cpuinfo/*.c) \
$(wildcard $(LOCAL_PATH)/src/dynapi/*.c) \ $(wildcard $(LOCAL_PATH)/src/dynapi/*.c) \

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@ -220,6 +220,12 @@ if(VITA OR PSP OR PS2 OR N3DS OR RISCOS)
set(SDL_LOADSO_DEFAULT OFF) set(SDL_LOADSO_DEFAULT OFF)
endif() endif()
if((RISCOS OR UNIX_SYS) AND NOT (LINUX OR NETBSD OR OPENBSD))
set(SDL_OSS_DEFAULT ON)
else()
set(SDL_OSS_DEFAULT OFF)
endif()
if(SDL_SHARED_DEFAULT AND SDL_STATIC_DEFAULT AND SDL_SHARED_AVAILABLE) if(SDL_SHARED_DEFAULT AND SDL_STATIC_DEFAULT AND SDL_SHARED_AVAILABLE)
if(DEFINED BUILD_SHARED_LIBS) if(DEFINED BUILD_SHARED_LIBS)
# When defined, use BUILD_SHARED_LIBS as default # When defined, use BUILD_SHARED_LIBS as default
@ -295,6 +301,7 @@ dep_option(SDL_LASX "Use LASX assembly routines" ON "SDL_ASSEMBLY
set_option(SDL_LIBC "Use the system C library" ${SDL_LIBC_DEFAULT}) set_option(SDL_LIBC "Use the system C library" ${SDL_LIBC_DEFAULT})
set_option(SDL_SYSTEM_ICONV "Use iconv() from system-installed libraries" ${SDL_SYSTEM_ICONV_DEFAULT}) set_option(SDL_SYSTEM_ICONV "Use iconv() from system-installed libraries" ${SDL_SYSTEM_ICONV_DEFAULT})
set_option(SDL_LIBICONV "Prefer iconv() from libiconv, if available, over libc version" OFF)
set_option(SDL_GCC_ATOMICS "Use gcc builtin atomics" ${SDL_GCC_ATOMICS_DEFAULT}) set_option(SDL_GCC_ATOMICS "Use gcc builtin atomics" ${SDL_GCC_ATOMICS_DEFAULT})
dep_option(SDL_DBUS "Enable D-Bus support" ON ${UNIX_SYS} OFF) dep_option(SDL_DBUS "Enable D-Bus support" ON ${UNIX_SYS} OFF)
set_option(SDL_DISKAUDIO "Support the disk writer audio driver" ON) set_option(SDL_DISKAUDIO "Support the disk writer audio driver" ON)
@ -305,7 +312,7 @@ dep_option(SDL_OPENGL "Include OpenGL support" ON "NOT VISIONOS" OF
dep_option(SDL_OPENGLES "Include OpenGL ES support" ON "NOT VISIONOS" OFF) dep_option(SDL_OPENGLES "Include OpenGL ES support" ON "NOT VISIONOS" OFF)
set_option(SDL_PTHREADS "Use POSIX threads for multi-threading" ${SDL_PTHREADS_DEFAULT}) set_option(SDL_PTHREADS "Use POSIX threads for multi-threading" ${SDL_PTHREADS_DEFAULT})
dep_option(SDL_PTHREADS_SEM "Use pthread semaphores" ON "SDL_PTHREADS" OFF) dep_option(SDL_PTHREADS_SEM "Use pthread semaphores" ON "SDL_PTHREADS" OFF)
dep_option(SDL_OSS "Support the OSS audio API" ON "UNIX_SYS OR RISCOS" OFF) dep_option(SDL_OSS "Support the OSS audio API" ${SDL_OSS_DEFAULT} "UNIX_SYS OR RISCOS" OFF)
set_option(SDL_ALSA "Support the ALSA audio API" ${UNIX_SYS}) set_option(SDL_ALSA "Support the ALSA audio API" ${UNIX_SYS})
dep_option(SDL_ALSA_SHARED "Dynamically load ALSA audio support" ON "SDL_ALSA" OFF) dep_option(SDL_ALSA_SHARED "Dynamically load ALSA audio support" ON "SDL_ALSA" OFF)
set_option(SDL_JACK "Support the JACK audio API" ${UNIX_SYS}) set_option(SDL_JACK "Support the JACK audio API" ${UNIX_SYS})
@ -329,7 +336,6 @@ set_option(SDL_WAYLAND "Use Wayland video driver" ${UNIX_SYS})
dep_option(SDL_WAYLAND_SHARED "Dynamically load Wayland support" ON "SDL_WAYLAND" OFF) dep_option(SDL_WAYLAND_SHARED "Dynamically load Wayland support" ON "SDL_WAYLAND" OFF)
dep_option(SDL_WAYLAND_LIBDECOR "Use client-side window decorations on Wayland" ON "SDL_WAYLAND" OFF) dep_option(SDL_WAYLAND_LIBDECOR "Use client-side window decorations on Wayland" ON "SDL_WAYLAND" OFF)
dep_option(SDL_WAYLAND_LIBDECOR_SHARED "Dynamically load libdecor support" ON "SDL_WAYLAND_LIBDECOR;SDL_WAYLAND_SHARED" OFF) dep_option(SDL_WAYLAND_LIBDECOR_SHARED "Dynamically load libdecor support" ON "SDL_WAYLAND_LIBDECOR;SDL_WAYLAND_SHARED" OFF)
dep_option(SDL_WAYLAND_QT_TOUCH "QtWayland server support for Wayland video driver" ON "SDL_WAYLAND" OFF)
dep_option(SDL_RPI "Use Raspberry Pi video driver" ON "UNIX_SYS;SDL_CPU_ARM32 OR SDL_CPU_ARM64" OFF) dep_option(SDL_RPI "Use Raspberry Pi video driver" ON "UNIX_SYS;SDL_CPU_ARM32 OR SDL_CPU_ARM64" OFF)
dep_option(SDL_ROCKCHIP "Use ROCKCHIP Hardware Acceleration video driver" ON "UNIX_SYS;SDL_CPU_ARM32 OR SDL_CPU_ARM64" OFF) dep_option(SDL_ROCKCHIP "Use ROCKCHIP Hardware Acceleration video driver" ON "UNIX_SYS;SDL_CPU_ARM32 OR SDL_CPU_ARM64" OFF)
set_option(SDL_COCOA "Use Cocoa video driver" ${APPLE}) set_option(SDL_COCOA "Use Cocoa video driver" ${APPLE})
@ -344,6 +350,7 @@ set_option(SDL_METAL "Enable Metal support" ${APPLE})
set_option(SDL_KMSDRM "Use KMS DRM video driver" ${UNIX_SYS}) set_option(SDL_KMSDRM "Use KMS DRM video driver" ${UNIX_SYS})
dep_option(SDL_KMSDRM_SHARED "Dynamically load KMS DRM support" ON "SDL_KMSDRM" OFF) dep_option(SDL_KMSDRM_SHARED "Dynamically load KMS DRM support" ON "SDL_KMSDRM" OFF)
set_option(SDL_OFFSCREEN "Use offscreen video driver" ON) set_option(SDL_OFFSCREEN "Use offscreen video driver" ON)
dep_option(SDL_VIDEO_CAPTURE "Enable video capturing" ON SDL_VIDEO OFF)
option_string(SDL_BACKGROUNDING_SIGNAL "number to use for magic backgrounding signal or 'OFF'" OFF) option_string(SDL_BACKGROUNDING_SIGNAL "number to use for magic backgrounding signal or 'OFF'" OFF)
option_string(SDL_FOREGROUNDING_SIGNAL "number to use for magic foregrounding signal or 'OFF'" OFF) option_string(SDL_FOREGROUNDING_SIGNAL "number to use for magic foregrounding signal or 'OFF'" OFF)
dep_option(SDL_HIDAPI "Enable the HIDAPI subsystem" ON "NOT VISIONOS" OFF) dep_option(SDL_HIDAPI "Enable the HIDAPI subsystem" ON "NOT VISIONOS" OFF)
@ -423,7 +430,7 @@ if(WINDOWS_STORE)
sdl_compile_options(PRIVATE "-ZW") sdl_compile_options(PRIVATE "-ZW")
endif() endif()
check_linker_flag(C "-Wl,--version-script=${CMAKE_CURRENT_SOURCE_DIR}/src/dynapi/SDL_dynapi.sym" HAVE_WL_VERSION_SCRIPT) check_linker_supports_version_file(HAVE_WL_VERSION_SCRIPT)
if(HAVE_WL_VERSION_SCRIPT) if(HAVE_WL_VERSION_SCRIPT)
sdl_shared_link_options("-Wl,--version-script=${CMAKE_CURRENT_SOURCE_DIR}/src/dynapi/SDL_dynapi.sym") sdl_shared_link_options("-Wl,--version-script=${CMAKE_CURRENT_SOURCE_DIR}/src/dynapi/SDL_dynapi.sym")
else() else()
@ -475,6 +482,7 @@ sdl_glob_sources(
"${SDL3_SOURCE_DIR}/src/hidapi/*.c" "${SDL3_SOURCE_DIR}/src/hidapi/*.c"
"${SDL3_SOURCE_DIR}/src/libm/*.c" "${SDL3_SOURCE_DIR}/src/libm/*.c"
"${SDL3_SOURCE_DIR}/src/locale/*.c" "${SDL3_SOURCE_DIR}/src/locale/*.c"
"${SDL3_SOURCE_DIR}/src/main/*.c"
"${SDL3_SOURCE_DIR}/src/misc/*.c" "${SDL3_SOURCE_DIR}/src/misc/*.c"
"${SDL3_SOURCE_DIR}/src/power/*.c" "${SDL3_SOURCE_DIR}/src/power/*.c"
"${SDL3_SOURCE_DIR}/src/render/*.c" "${SDL3_SOURCE_DIR}/src/render/*.c"
@ -486,6 +494,18 @@ sdl_glob_sources(
"${SDL3_SOURCE_DIR}/src/video/*.c" "${SDL3_SOURCE_DIR}/src/video/*.c"
"${SDL3_SOURCE_DIR}/src/video/yuv2rgb/*.c" "${SDL3_SOURCE_DIR}/src/video/yuv2rgb/*.c"
) )
if(MSVC AND TARGET SDL3-shared)
if(SDL_CPU_X64)
enable_language(ASM_MASM)
set(asm_src "${SDL3_SOURCE_DIR}/src/stdlib/SDL_mslibc_x64.masm")
target_compile_options(SDL3-shared PRIVATE "$<$<COMPILE_LANGUAGE:ASM_MASM>:/nologo>")
set_property(SOURCE "${asm_src}" PROPERTY LANGUAGE "ASM_MASM")
target_sources(SDL3-shared PRIVATE "${asm_src}")
elseif(SDL_CPU_ARM32 OR SDL_CPU_ARM64)
# FIXME: ARM assembler (armasm.exe/armasm64.exe) is NOT ASM_MASM, and does currently not work with CMake
# (https://gitlab.kitware.com/cmake/cmake/-/issues/18912)
endif()
endif()
if(USE_INTELCC) if(USE_INTELCC)
# warning #39: division by zero # warning #39: division by zero
@ -985,12 +1005,21 @@ if(NOT HAVE_ARMNEON)
set(SDL_DISABLE_NEON 1) set(SDL_DISABLE_NEON 1)
endif() endif()
set(SDL_DISABLE_ALLOCA 0)
check_include_file("alloca.h" "HAVE_ALLOCA_H")
if(MSVC)
check_include_file("malloc.h" "HAVE_MALLOC")
check_symbol_exists("_alloca" "malloc.h" _ALLOCA_IN_MALLOC_H)
if(NOT HAVE_ALLOCA_H AND NOT _ALLOCA_IN_MALLOC_H)
set(SDL_DISABLE_ALLOCA 1)
endif()
endif()
# TODO: Can't deactivate on FreeBSD? w/o LIBC, SDL_stdinc.h can't define anything. # TODO: Can't deactivate on FreeBSD? w/o LIBC, SDL_stdinc.h can't define anything.
if(SDL_LIBC) if(SDL_LIBC)
set(available_headers) set(available_headers)
set(HAVE_LIBC TRUE) set(HAVE_LIBC TRUE)
set(headers_to_check set(headers_to_check
alloca.h
ctype.h ctype.h
float.h float.h
iconv.h iconv.h
@ -1022,7 +1051,7 @@ if(SDL_LIBC)
endforeach() endforeach()
set(symbols_to_check set(symbols_to_check
abs acos acosf alloca asin asinf atan atan2 atan2f atanf atof atoi abs acos acosf asin asinf atan atan2 atan2f atanf atof atoi
bcopy bsearch bcopy bsearch
calloc ceil ceilf copysign copysignf cos cosf calloc ceil ceilf copysign copysignf cos cosf
_Exit exp expf _Exit exp expf
@ -1036,7 +1065,7 @@ if(SDL_LIBC)
realloc rindex round roundf realloc rindex round roundf
scalbn scalbnf setenv sin sinf sqr sqrt sqrtf sscanf strchr scalbn scalbnf setenv sin sinf sqr sqrt sqrtf sscanf strchr
strcmp strlcat strlcpy strlen strncmp strnlen strcmp strlcat strlcpy strlen strncmp strnlen
strrchr strstr strtod strtok_r strtol strtoll strtoul strtoull strrchr strstr strnstr strtod strtok_r strtol strtoll strtoul strtoull
tan tanf trunc truncf tan tanf trunc truncf
unsetenv unsetenv
vsnprintf vsscanf vsnprintf vsscanf
@ -1066,8 +1095,6 @@ if(SDL_LIBC)
cmake_pop_check_state() cmake_pop_check_state()
if(NOT WINDOWS) if(NOT WINDOWS)
check_include_file(linux/input.h HAVE_LINUX_INPUT_H)
check_symbol_exists(getpagesize "unistd.h" HAVE_GETPAGESIZE) check_symbol_exists(getpagesize "unistd.h" HAVE_GETPAGESIZE)
check_symbol_exists(sigaction "signal.h" HAVE_SIGACTION) check_symbol_exists(sigaction "signal.h" HAVE_SIGACTION)
check_symbol_exists(setjmp "setjmp.h" HAVE_SETJMP) check_symbol_exists(setjmp "setjmp.h" HAVE_SETJMP)
@ -1079,24 +1106,31 @@ if(SDL_LIBC)
check_symbol_exists(poll "poll.h" HAVE_POLL) check_symbol_exists(poll "poll.h" HAVE_POLL)
if(SDL_SYSTEM_ICONV) if(SDL_SYSTEM_ICONV)
check_library_exists(iconv iconv_open "" HAVE_LIBICONV) check_c_source_compiles("
if(HAVE_LIBICONV) #define LIBICONV_PLUG 1 /* in case libiconv header is in include path */
find_package(Iconv) #include <stddef.h>
if(Iconv_FOUND AND NOT Iconv_IS_BUILT_IN) #include <iconv.h>
set(HAVE_ICONV 1) int main(int argc, char **argv) {
set(HAVE_SYSTEM_ICONV TRUE) return !iconv_open(NULL,NULL);
pkg_check_modules(PC_ICONV iconv) }" ICONV_IN_LIBC)
if(PC_ICONV_FOUND)
sdl_link_dependency(iconv LIBS Iconv::Iconv CMAKE_MODULE Iconv PKG_CONFIG_SPECS iconv) cmake_push_check_state()
else() list(APPEND CMAKE_REQUIRED_LIBRARIES iconv)
sdl_link_dependency(iconv LIBS Iconv::Iconv CMAKE_MODULE Iconv PKG_CONFIG_LIBS iconv) check_c_source_compiles("
endif() #include <stddef.h>
endif() #include <iconv.h>
else() int main(int argc, char **argv) {
check_library_exists(c iconv_open "" HAVE_BUILTIN_ICONV) return !iconv_open(NULL,NULL);
if(HAVE_BUILTIN_ICONV) }" ICONV_IN_LIBICONV)
set(HAVE_ICONV 1) cmake_pop_check_state()
set(HAVE_SYSTEM_ICONV TRUE)
if(ICONV_IN_LIBC OR ICONV_IN_LIBICONV)
set(HAVE_ICONV 1)
set(HAVE_SYSTEM_ICONV TRUE)
if(ICONV_IN_LIBICONV AND (SDL_LIBICONV OR (NOT ICONV_IN_LIBC)))
sdl_link_dependency(iconv LIBS iconv)
set(SDL_USE_LIBICONV 1)
set(HAVE_LIBICONV TRUE)
endif() endif()
endif() endif()
endif() endif()
@ -1330,6 +1364,10 @@ if(ANDROID)
VERSION "${SDL3_VERSION}" VERSION "${SDL3_VERSION}"
) )
set_property(TARGET SDL3-jar PROPERTY OUTPUT "${SDL3_BINARY_DIR}/SDL3-${SDL3_VERSION}.jar") set_property(TARGET SDL3-jar PROPERTY OUTPUT "${SDL3_BINARY_DIR}/SDL3-${SDL3_VERSION}.jar")
add_library(SDL3__Jar INTERFACE)
add_library(SDL3::Jar ALIAS SDL3__Jar)
get_property(sdl3_jar_location TARGET SDL3-jar PROPERTY JAR_FILE)
set_property(TARGET SDL3__Jar PROPERTY JAR_FILE "${sdl3_jar_location}")
set(javasourcesjar "${SDL3_BINARY_DIR}/SDL3-${SDL3_VERSION}-sources.jar") set(javasourcesjar "${SDL3_BINARY_DIR}/SDL3-${SDL3_VERSION}-sources.jar")
string(REGEX REPLACE "${android_java_sources_root}/" "" sdl_relative_java_sources "${SDL_JAVA_SOURCES}") string(REGEX REPLACE "${android_java_sources_root}/" "" sdl_relative_java_sources "${SDL_JAVA_SOURCES}")
add_custom_command( add_custom_command(
@ -1362,6 +1400,9 @@ elseif(EMSCRIPTEN)
# project. Uncomment at will for verbose cross-compiling -I/../ path info. # project. Uncomment at will for verbose cross-compiling -I/../ path info.
sdl_compile_options(PRIVATE "-Wno-warn-absolute-paths") sdl_compile_options(PRIVATE "-Wno-warn-absolute-paths")
sdl_glob_sources("${SDL3_SOURCE_DIR}/src/main/emscripten/*.c")
set(HAVE_SDL_MAIN_CALLBACKS TRUE)
if(SDL_MISC) if(SDL_MISC)
sdl_glob_sources("${SDL3_SOURCE_DIR}/src/misc/emscripten/*.c") sdl_glob_sources("${SDL3_SOURCE_DIR}/src/misc/emscripten/*.c")
set(HAVE_SDL_MISC TRUE) set(HAVE_SDL_MISC TRUE)
@ -1457,14 +1498,12 @@ elseif(UNIX AND NOT APPLE AND NOT RISCOS AND NOT HAIKU)
if(UNIX) if(UNIX)
sdl_glob_sources("${SDL3_SOURCE_DIR}/src/core/unix/*.c") sdl_glob_sources("${SDL3_SOURCE_DIR}/src/core/unix/*.c")
if (HAVE_LINUX_INPUT_H) check_c_source_compiles("
check_c_source_compiles(" #include <linux/input.h>
#include <linux/input.h> #ifndef EVIOCGNAME
#ifndef EVIOCGNAME #error EVIOCGNAME() ioctl not available
#error EVIOCGNAME() ioctl not available #endif
#endif int main(int argc, char** argv) { return 0; }" HAVE_LINUX_INPUT_H)
int main(int argc, char** argv) { return 0; }" HAVE_INPUT_EVENTS)
endif()
if(LINUX) if(LINUX)
check_c_source_compiles(" check_c_source_compiles("
@ -1500,11 +1539,11 @@ elseif(UNIX AND NOT APPLE AND NOT RISCOS AND NOT HAIKU)
}" HAVE_INPUT_WSCONS) }" HAVE_INPUT_WSCONS)
endif() endif()
if(HAVE_INPUT_EVENTS) if(HAVE_LINUX_INPUT_H)
set(SDL_INPUT_LINUXEV 1) set(SDL_INPUT_LINUXEV 1)
endif() endif()
if(SDL_HAPTIC AND HAVE_INPUT_EVENTS) if(SDL_HAPTIC AND HAVE_LINUX_INPUT_H)
set(SDL_HAPTIC_LINUX 1) set(SDL_HAPTIC_LINUX 1)
sdl_glob_sources("${SDL3_SOURCE_DIR}/src/haptic/linux/*.c") sdl_glob_sources("${SDL3_SOURCE_DIR}/src/haptic/linux/*.c")
set(HAVE_SDL_HAPTIC TRUE) set(HAVE_SDL_HAPTIC TRUE)
@ -1557,7 +1596,7 @@ elseif(UNIX AND NOT APPLE AND NOT RISCOS AND NOT HAIKU)
set(SDL_USE_IME 1) set(SDL_USE_IME 1)
endif() endif()
if(FREEBSD AND NOT HAVE_INOTIFY) if((FREEBSD OR NETBSD) AND NOT HAVE_INOTIFY)
set(LibInotify_PKG_CONFIG_SPEC libinotify) set(LibInotify_PKG_CONFIG_SPEC libinotify)
pkg_check_modules(PC_LIBINOTIFY IMPORTED_TARGET ${LibInotify_PKG_CONFIG_SPEC}) pkg_check_modules(PC_LIBINOTIFY IMPORTED_TARGET ${LibInotify_PKG_CONFIG_SPEC})
if(PC_LIBINOTIFY_FOUND) if(PC_LIBINOTIFY_FOUND)
@ -1592,7 +1631,7 @@ elseif(UNIX AND NOT APPLE AND NOT RISCOS AND NOT HAIKU)
sdl_sources("${SDL3_SOURCE_DIR}/src/core/linux/SDL_udev.c") sdl_sources("${SDL3_SOURCE_DIR}/src/core/linux/SDL_udev.c")
endif() endif()
if(HAVE_INPUT_EVENTS) if(HAVE_LINUX_INPUT_H)
sdl_sources( sdl_sources(
"${SDL3_SOURCE_DIR}/src/core/linux/SDL_evdev.c" "${SDL3_SOURCE_DIR}/src/core/linux/SDL_evdev.c"
"${SDL3_SOURCE_DIR}/src/core/linux/SDL_evdev_kbd.c" "${SDL3_SOURCE_DIR}/src/core/linux/SDL_evdev_kbd.c"
@ -1603,6 +1642,13 @@ elseif(UNIX AND NOT APPLE AND NOT RISCOS AND NOT HAIKU)
sdl_sources("${SDL3_SOURCE_DIR}/src/core/freebsd/SDL_evdev_kbd_freebsd.c") sdl_sources("${SDL3_SOURCE_DIR}/src/core/freebsd/SDL_evdev_kbd_freebsd.c")
endif() endif()
if(HAVE_INPUT_WSCONS)
sdl_sources(
"${SDL3_SOURCE_DIR}/src/core/openbsd/SDL_wscons_kbd.c"
"${SDL3_SOURCE_DIR}/src/core/openbsd/SDL_wscons_mouse.c"
)
endif()
# Always compiled for Linux, unconditionally: # Always compiled for Linux, unconditionally:
sdl_sources( sdl_sources(
"${SDL3_SOURCE_DIR}/src/core/linux/SDL_evdev_capabilities.c" "${SDL3_SOURCE_DIR}/src/core/linux/SDL_evdev_capabilities.c"
@ -1717,7 +1763,7 @@ elseif(WINDOWS)
if(TARGET SDL3-shared AND MSVC AND NOT SDL_LIBC) if(TARGET SDL3-shared AND MSVC AND NOT SDL_LIBC)
# Prevent codegen that would use the VC runtime libraries. # Prevent codegen that would use the VC runtime libraries.
target_compile_options(SDL3-shared PRIVATE "/GS-" "/Gs1048576") target_compile_options(SDL3-shared PRIVATE $<$<COMPILE_LANGUAGE:C,CXX>:/GS-> $<$<COMPILE_LANGUAGE:C,CXX>:/Gs1048576>)
if(SDL_CPU_X86) if(SDL_CPU_X86)
target_compile_options(SDL3-shared PRIVATE "/arch:SSE") target_compile_options(SDL3-shared PRIVATE "/arch:SSE")
endif() endif()
@ -1783,16 +1829,6 @@ elseif(WINDOWS)
#include <windows.h> #include <windows.h>
#include <xinput.h> #include <xinput.h>
int main(int argc, char **argv) { return 0; }" HAVE_XINPUT_H) int main(int argc, char **argv) { return 0; }" HAVE_XINPUT_H)
check_c_source_compiles("
#include <windows.h>
#include <xinput.h>
XINPUT_GAMEPAD_EX x1;
int main(int argc, char **argv) { return 0; }" HAVE_XINPUT_GAMEPAD_EX)
check_c_source_compiles("
#include <windows.h>
#include <xinput.h>
XINPUT_STATE_EX s1;
int main(int argc, char **argv) { return 0; }" HAVE_XINPUT_STATE_EX)
check_c_source_compiles(" check_c_source_compiles("
#define COBJMACROS #define COBJMACROS
#include <windows.gaming.input.h> #include <windows.gaming.input.h>
@ -1922,8 +1958,8 @@ elseif(WINDOWS)
vccorlib$<$<CONFIG:Debug>:d>.lib vccorlib$<$<CONFIG:Debug>:d>.lib
msvcrt$<$<CONFIG:Debug>:d>.lib msvcrt$<$<CONFIG:Debug>:d>.lib
LINK_OPTIONS LINK_OPTIONS
-nodefaultlib:vccorlib$<$<CONFIG:Debug>:d> /nodefaultlib:vccorlib$<$<CONFIG:Debug>:d>
-nodefaultlib:msvcrt$<$<CONFIG:Debug>:d> /nodefaultlib:msvcrt$<$<CONFIG:Debug>:d>
) )
endif() endif()
@ -2012,6 +2048,8 @@ elseif(WINDOWS)
elseif(APPLE) elseif(APPLE)
# TODO: rework this all for proper macOS, iOS and Darwin support # TODO: rework this all for proper macOS, iOS and Darwin support
# !!! FIXME: all the `if(IOS OR TVOS OR VISIONOS)` checks should get merged into one variable, so we're ready for the next platform (or just WatchOS).
# We always need these libs on macOS at the moment. # We always need these libs on macOS at the moment.
# !!! FIXME: we need Carbon for some very old API calls in # !!! FIXME: we need Carbon for some very old API calls in
# !!! FIXME: src/video/cocoa/SDL_cocoakeyboard.c, but we should figure out # !!! FIXME: src/video/cocoa/SDL_cocoakeyboard.c, but we should figure out
@ -2023,12 +2061,22 @@ elseif(APPLE)
set(SDL_FRAMEWORK_FOUNDATION 1) set(SDL_FRAMEWORK_FOUNDATION 1)
set(SDL_FRAMEWORK_COREVIDEO 1) set(SDL_FRAMEWORK_COREVIDEO 1)
# iOS can use a CADisplayLink for main callbacks. macOS just uses the generic one atm.
if(IOS OR TVOS OR VISIONOS)
sdl_glob_sources("${SDL3_SOURCE_DIR}/src/main/ios/*.m")
set(HAVE_SDL_MAIN_CALLBACKS TRUE)
endif()
# Requires the darwin file implementation # Requires the darwin file implementation
if(SDL_FILE) if(SDL_FILE)
sdl_glob_sources("${SDL3_SOURCE_DIR}/src/file/cocoa/*.m") sdl_glob_sources("${SDL3_SOURCE_DIR}/src/file/cocoa/*.m")
set(HAVE_SDL_FILE TRUE) set(HAVE_SDL_FILE TRUE)
endif() endif()
if(IOS OR TVOS OR MACOSX OR DARWIN)
sdl_sources("${SDL3_SOURCE_DIR}/src/video/SDL_video_capture_apple.m")
endif()
if(SDL_MISC) if(SDL_MISC)
if(IOS OR TVOS OR VISIONOS) if(IOS OR TVOS OR VISIONOS)
sdl_glob_sources("${SDL3_SOURCE_DIR}/src/misc/ios/*.m") sdl_glob_sources("${SDL3_SOURCE_DIR}/src/misc/ios/*.m")
@ -2131,7 +2179,7 @@ elseif(APPLE)
set(SDL_TIMER_UNIX 1) set(SDL_TIMER_UNIX 1)
sdl_glob_sources("${SDL3_SOURCE_DIR}/src/timer/unix/*.c") sdl_glob_sources("${SDL3_SOURCE_DIR}/src/timer/unix/*.c")
set(HAVE_SDL_TIMERS TRUE) set(HAVE_SDL_TIMERS TRUE)
endif(SDL_TIMERS) endif()
if(SDL_FILESYSTEM) if(SDL_FILESYSTEM)
set(SDL_FILESYSTEM_COCOA 1) set(SDL_FILESYSTEM_COCOA 1)
@ -2212,6 +2260,10 @@ elseif(APPLE)
# Actually load the frameworks at the end so we don't duplicate include. # Actually load the frameworks at the end so we don't duplicate include.
if(SDL_FRAMEWORK_COREVIDEO) if(SDL_FRAMEWORK_COREVIDEO)
find_library(COREMEDIA CoreMedia)
if(COREMEDIA)
sdl_link_dependency(corevideo LINK_OPTIONS "-Wl,-framework,CoreMedia")
endif()
sdl_link_dependency(corevideo LINK_OPTIONS "-Wl,-framework,CoreVideo") sdl_link_dependency(corevideo LINK_OPTIONS "-Wl,-framework,CoreVideo")
endif() endif()
if(SDL_FRAMEWORK_COCOA) if(SDL_FRAMEWORK_COCOA)
@ -2418,7 +2470,7 @@ elseif(VITA)
"${SDL3_SOURCE_DIR}/src/thread/vita/SDL_sysmutex.c" "${SDL3_SOURCE_DIR}/src/thread/vita/SDL_sysmutex.c"
"${SDL3_SOURCE_DIR}/src/thread/vita/SDL_syssem.c" "${SDL3_SOURCE_DIR}/src/thread/vita/SDL_syssem.c"
"${SDL3_SOURCE_DIR}/src/thread/vita/SDL_systhread.c" "${SDL3_SOURCE_DIR}/src/thread/vita/SDL_systhread.c"
"${SDL3_SOURCE_DIR}/src/thread/vita/SDL_syscond.c" "${SDL3_SOURCE_DIR}/src/thread/generic/SDL_syscond.c"
"${SDL3_SOURCE_DIR}/src/thread/generic/SDL_sysrwlock.c" "${SDL3_SOURCE_DIR}/src/thread/generic/SDL_sysrwlock.c"
"${SDL3_SOURCE_DIR}/src/thread/generic/SDL_systls.c" "${SDL3_SOURCE_DIR}/src/thread/generic/SDL_systls.c"
) )
@ -2549,6 +2601,7 @@ elseif(PSP)
if(SDL_THREADS) if(SDL_THREADS)
set(SDL_THREAD_PSP 1) set(SDL_THREAD_PSP 1)
sdl_glob_sources( sdl_glob_sources(
"${SDL3_SOURCE_DIR}/src/thread/generic/SDL_syscond.c"
"${SDL3_SOURCE_DIR}/src/thread/generic/SDL_systls.c" "${SDL3_SOURCE_DIR}/src/thread/generic/SDL_systls.c"
"${SDL3_SOURCE_DIR}/src/thread/generic/SDL_sysrwlock.c" "${SDL3_SOURCE_DIR}/src/thread/generic/SDL_sysrwlock.c"
"${SDL3_SOURCE_DIR}/src/thread/psp/*.c" "${SDL3_SOURCE_DIR}/src/thread/psp/*.c"
@ -2778,8 +2831,12 @@ if(NOT HAVE_SDL_THREADS)
endif() endif()
endif() endif()
if(NOT HAVE_SDL_TIMERS) if(NOT HAVE_SDL_TIMERS)
set(SDL_TIMER_DUMMY 1) message(FATAL_ERROR "Timers are needed by many SDL subsystems and may not be disabled")
sdl_glob_sources("${SDL3_SOURCE_DIR}/src/timer/dummy/*.c") endif()
# Most platforms use this.
if(NOT HAVE_SDL_MAIN_CALLBACKS)
sdl_glob_sources("${SDL3_SOURCE_DIR}/src/main/generic/*.c")
endif() endif()
# config variables may contain generator expression, so we need to generate SDL_build_config.h in 2 steps: # config variables may contain generator expression, so we need to generate SDL_build_config.h in 2 steps:
@ -2804,7 +2861,7 @@ set(SDL_REVISION "" CACHE STRING "Custom SDL revision (overrides SDL_REVISION_SU
if(NOT SDL_REVISION) if(NOT SDL_REVISION)
set(SDL_REVISION_SUFFIX "" CACHE STRING "Suffix for the SDL revision") set(SDL_REVISION_SUFFIX "" CACHE STRING "Suffix for the SDL revision")
if(EXISTS "${CMAKE_CURRENT_SOURCE_DIR}/VERSION.txt") if(EXISTS "${CMAKE_CURRENT_SOURCE_DIR}/VERSION.txt")
# If VERSION exists, it contains the SDL version # If VERSION.txt exists, it contains the SDL version
file(READ "${CMAKE_CURRENT_SOURCE_DIR}/VERSION.txt" SDL_REVISION_CENTER) file(READ "${CMAKE_CURRENT_SOURCE_DIR}/VERSION.txt" SDL_REVISION_CENTER)
string(STRIP "${SDL_REVISION_CENTER}" SDL_REVISION_CENTER) string(STRIP "${SDL_REVISION_CENTER}" SDL_REVISION_CENTER)
else() else()
@ -2952,6 +3009,12 @@ if(ANDROID)
endif() endif()
if(APPLE) if(APPLE)
cmake_push_check_state(RESET)
check_c_compiler_flag(-fobjc-arc COMPILER_SUPPORTS_FOBJC_ARC)
cmake_pop_check_state()
if(NOT COMPILER_SUPPORTS_FOBJC_ARC)
message(FATAL_ERROR "Compiler does not support -fobjc-arc: this is required on Apple platforms")
endif()
sdl_compile_options(PRIVATE "-fobjc-arc") sdl_compile_options(PRIVATE "-fobjc-arc")
endif() endif()
@ -2959,6 +3022,24 @@ if(PS2)
sdl_compile_options(PRIVATE "-Wno-error=declaration-after-statement") sdl_compile_options(PRIVATE "-Wno-error=declaration-after-statement")
endif() endif()
if(NOT SDL_LIBC)
if(MSVC)
set(saved_CMAKE_TRY_COMPILE_TARGET_TYPE "${CMAKE_TRY_COMPILE_TARGET_TYPE}")
cmake_push_check_state(RESET)
set(CMAKE_TRY_COMPILE_TARGET_TYPE "STATIC_LIBRARY")
check_c_compiler_flag("/Zl" COMPILER_SUPPORTS_Zl)
cmake_pop_check_state()
set(CMAKE_TRY_COMPILE_TARGET_TYPE "${saved_CMAKE_TRY_COMPILE_TARGET_TYPE}")
if(COMPILER_SUPPORTS_Zl)
# /Zl omits the default C runtime library name from the .obj file.
sdl_compile_options(PRIVATE "$<$<OR:$<COMPILE_LANGUAGE:C>,$<COMPILE_LANGUAGE:CXX>>:/Zl>")
if(TARGET SDL3_test)
target_compile_options(SDL3_test PRIVATE "/Zl")
endif()
endif()
endif()
endif()
if(APPLE) if(APPLE)
get_property(sources TARGET SDL3-collector PROPERTY INTERFACE_SOURCES) get_property(sources TARGET SDL3-collector PROPERTY INTERFACE_SOURCES)
foreach(SOURCE_FILE IN LISTS sources) foreach(SOURCE_FILE IN LISTS sources)
@ -3029,9 +3110,15 @@ if(SDL_SHARED)
) )
endif() endif()
if(NOT SDL_LIBC) if(NOT SDL_LIBC)
if(MSVC AND SDL_CPU_X86) if(MSVC AND (NOT MSVC_CLANG AND NOT WINDOWS_STORE))
# FIXME: should be added for all architectures (missing symbols for ARM) # Don't try to link with the default set of libraries.
target_link_libraries(SDL3-shared PRIVATE "-nodefaultlib:MSVCRT") # Note: The clang toolset for Visual Studio does not support /NODEFAULTLIB.
target_link_options(SDL3-shared PRIVATE "/NODEFAULTLIB")
if(SDL_CPU_ARM32)
# linking to msvcrt.lib avoid unresolved external symbols
# (__rt_sdiv, __rt_udiv, __rt_sdiv64, _rt_udiv64, __dtou64, __u64tod, __i64tos)
target_link_libraries(SDL3-shared PRIVATE msvcrt.lib)
endif()
endif() endif()
if(HAS_Q_NO_USE_LIBIRC) if(HAS_Q_NO_USE_LIBIRC)
target_compile_options(SDL3-shared PRIVATE /Q_no-use-libirc) target_compile_options(SDL3-shared PRIVATE /Q_no-use-libirc)
@ -3066,14 +3153,6 @@ if(SDL_SHARED)
) )
endif() endif()
endif() endif()
# Note: The clang toolset for Visual Studio does not support /NODEFAULTLIB.
if(MSVC AND NOT SDL_LIBC AND NOT MSVC_CLANG AND NOT SDL_CPU_ARM32)
# Don't try to link with the default set of libraries.
if(NOT WINDOWS_STORE)
# FIXME: is this needed? "-nodefaultlib:MSVCRT" ia already added when SDL_LIBC is false
target_link_options(SDL3-shared PRIVATE "/NODEFAULTLIB")
endif()
endif()
target_link_libraries(SDL3-shared PRIVATE ${SDL_CMAKE_DEPENDS}) target_link_libraries(SDL3-shared PRIVATE ${SDL_CMAKE_DEPENDS})
target_include_directories(SDL3-shared target_include_directories(SDL3-shared
PRIVATE PRIVATE
@ -3231,6 +3310,7 @@ sdl_cmake_config_find_pkg_config_commands(SDL_TEST_FIND_PKG_CONFIG_COMMANDS
include(CMakePackageConfigHelpers) include(CMakePackageConfigHelpers)
configure_package_config_file(cmake/SDL3Config.cmake.in SDL3Config.cmake configure_package_config_file(cmake/SDL3Config.cmake.in SDL3Config.cmake
NO_SET_AND_CHECK_MACRO
PATH_VARS CMAKE_INSTALL_PREFIX PATH_VARS CMAKE_INSTALL_PREFIX
INSTALL_DESTINATION "${SDL_SDL_INSTALL_CMAKEDIR}" INSTALL_DESTINATION "${SDL_SDL_INSTALL_CMAKEDIR}"
) )
@ -3264,6 +3344,9 @@ if(NOT SDL_DISABLE_INSTALL)
FRAMEWORK DESTINATION "." FRAMEWORK DESTINATION "."
RESOURCE DESTINATION "${SDL_SDL_INSTALL_RESOURCEDIR}" RESOURCE DESTINATION "${SDL_SDL_INSTALL_RESOURCEDIR}"
) )
if(MSVC)
SDL_install_pdb(SDL3-shared "${CMAKE_INSTALL_BINDIR}")
endif()
endif() endif()
if(SDL_STATIC) if(SDL_STATIC)
@ -3272,6 +3355,9 @@ if(NOT SDL_DISABLE_INSTALL)
FRAMEWORK DESTINATION "." FRAMEWORK DESTINATION "."
RESOURCE DESTINATION "${SDL_SDLstatic_INSTALL_RESOURCEDIR}" RESOURCE DESTINATION "${SDL_SDLstatic_INSTALL_RESOURCEDIR}"
) )
if(MSVC)
SDL_install_pdb(SDL3-static "${CMAKE_INSTALL_LIBDIR}")
endif()
endif() endif()
if(SDL_TEST_LIBRARY) if(SDL_TEST_LIBRARY)
@ -3280,6 +3366,9 @@ if(NOT SDL_DISABLE_INSTALL)
FRAMEWORK DESTINATION "." FRAMEWORK DESTINATION "."
RESOURCE DESTINATION "${SDL_SDLtest_INSTALL_RESOURCEDIR}" RESOURCE DESTINATION "${SDL_SDLtest_INSTALL_RESOURCEDIR}"
) )
if(MSVC)
SDL_install_pdb(SDL3_test "${CMAKE_INSTALL_LIBDIR}")
endif()
endif() endif()
##### Install CMake Targets ##### ##### Install CMake Targets #####
@ -3351,10 +3440,19 @@ if(NOT SDL_DISABLE_INSTALL)
endif() endif()
if(ANDROID) if(ANDROID)
set(SDL_INSTALL_JAVADIR "${CMAKE_INSTALL_DATAROOTDIR}/java" CACHE PATH "Path where to install java clases + java sources")
if(TARGET SDL3-jar) if(TARGET SDL3-jar)
install(FILES "${SDL3_BINARY_DIR}/SDL3.jar" "${SDL3_BINARY_DIR}/SDL3-${SDL3_VERSION}.jar" set(SDL_INSTALL_JAVADIR "${CMAKE_INSTALL_DATAROOTDIR}/java" CACHE PATH "Path where to install java clases + java sources")
install(FILES $<TARGET_PROPERTY:SDL3-jar,INSTALL_FILES>
DESTINATION "${SDL_INSTALL_JAVADIR}/SDL3") DESTINATION "${SDL_INSTALL_JAVADIR}/SDL3")
configure_package_config_file(cmake/SDL3jarTargets.cmake.in SDL3jarTargets.cmake
INSTALL_DESTINATION "${SDL_SDL_INSTALL_CMAKEDIR}"
PATH_VARS SDL_INSTALL_JAVADIR
NO_CHECK_REQUIRED_COMPONENTS_MACRO
INSTALL_PREFIX "${CMAKE_INSTALL_PREFIX}"
)
install(FILES "${CMAKE_CURRENT_BINARY_DIR}/SDL3jarTargets.cmake"
DESTINATION "${SDL_SDL_INSTALL_CMAKEDIR}"
)
endif() endif()
if(TARGET SDL3-javasources) if(TARGET SDL3-javasources)
install(FILES "${SDL3_BINARY_DIR}/SDL3-${SDL3_VERSION}-sources.jar" install(FILES "${SDL3_BINARY_DIR}/SDL3-${SDL3_VERSION}-sources.jar"
@ -3364,6 +3462,7 @@ if(NOT SDL_DISABLE_INSTALL)
if(NOT SDL_DISABLE_INSTALL_DOCS) if(NOT SDL_DISABLE_INSTALL_DOCS)
SDL_generate_manpages( SDL_generate_manpages(
HEADERS_DIR "${PROJECT_SOURCE_DIR}/include/SDL3"
SYMBOL "SDL_Init" SYMBOL "SDL_Init"
WIKIHEADERS_PL_PATH "${CMAKE_CURRENT_SOURCE_DIR}/build-scripts/wikiheaders.pl" WIKIHEADERS_PL_PATH "${CMAKE_CURRENT_SOURCE_DIR}/build-scripts/wikiheaders.pl"
REVISION "${SDL_REVISION}" REVISION "${SDL_REVISION}"

34
external/sdl/SDL/CREDITS.md vendored Normal file
View File

@ -0,0 +1,34 @@
# Simple DirectMedia Layer CREDITS
Thanks to everyone who made this possible, including:
- Cliff Matthews, for giving me a reason to start this project. :) -- Executor rocks! *grin*
- Ryan Gordon for helping everybody out and keeping the dream alive. :)
- Gabriel Jacobo for his work on the Android port and generally helping out all around.
- Philipp Wiesemann for his attention to detail reviewing the entire SDL code base and proposes patches.
- Andreas Schiffler for his dedication to unit tests, Visual Studio projects, and managing the Google Summer of Code.
- Mike Sartain for incorporating SDL into Team Fortress 2 and cheering me on at Valve.
- Alfred Reynolds for the game controller API and general (in)sanity
- Jørgen Tjernø¸ for numerous magical macOS fixes.
- Pierre-Loup Griffais for his deep knowledge of OpenGL drivers.
- Julian Winter for the SDL 2.0 website.
- Sheena Smith for many months of great work on the SDL wiki creating the API documentation and style guides.
- Paul Hunkin for his port of SDL to Android during the Google Summer of Code 2010.
- Eli Gottlieb for his work on shaped windows during the Google Summer of Code 2010.
- Jim Grandpre for his work on multi-touch and gesture recognition during
the Google Summer of Code 2010.
- Edgar "bobbens" Simo for his force feedback API development during the
Google Summer of Code 2008.
- Aaron Wishnick for his work on audio resampling and pitch shifting during
the Google Summer of Code 2008.
- Holmes Futrell for his port of SDL to the iPhone and iPod Touch during the
Google Summer of Code 2008.
- Jon Atkins for SDL_image, SDL_mixer and SDL_net documentation.
- Everybody at Loki Software, Inc. for their great contributions!
And a big hand to everyone else who has contributed over the years.
THANKS! :)
-- Sam Lantinga <slouken@libsdl.org>

View File

@ -1,53 +0,0 @@
Simple DirectMedia Layer CREDITS
Thanks to everyone who made this possible, including:
* Cliff Matthews, for giving me a reason to start this project. :)
-- Executor rocks! *grin*
* Ryan Gordon for helping everybody out and keeping the dream alive. :)
* Gabriel Jacobo for his work on the Android port and generally helping out all around.
* Philipp Wiesemann for his attention to detail reviewing the entire SDL code base and proposes patches.
* Andreas Schiffler for his dedication to unit tests, Visual Studio projects, and managing the Google Summer of Code.
* Mike Sartain for incorporating SDL into Team Fortress 2 and cheering me on at Valve.
* Alfred Reynolds for the game controller API and general (in)sanity
* Jørgen Tjernø for numerous magical macOS fixes.
* Pierre-Loup Griffais for his deep knowledge of OpenGL drivers.
* Julian Winter for the SDL 2.0 website.
* Sheena Smith for many months of great work on the SDL wiki creating the API documentation and style guides.
* Paul Hunkin for his port of SDL to Android during the Google Summer of Code 2010.
* Eli Gottlieb for his work on shaped windows during the Google Summer of Code 2010.
* Jim Grandpre for his work on multi-touch and gesture recognition during
the Google Summer of Code 2010.
* Edgar "bobbens" Simo for his force feedback API development during the
Google Summer of Code 2008.
* Aaron Wishnick for his work on audio resampling and pitch shifting during
the Google Summer of Code 2008.
* Holmes Futrell for his port of SDL to the iPhone and iPod Touch during the
Google Summer of Code 2008.
* Jon Atkins for SDL_image, SDL_mixer and SDL_net documentation.
* Everybody at Loki Software, Inc. for their great contributions!
And a big hand to everyone else who has contributed over the years.
THANKS! :)
-- Sam Lantinga <slouken@libsdl.org>

64
external/sdl/SDL/INSTALL.md vendored Normal file
View File

@ -0,0 +1,64 @@
# To compile and install SDL:
## Windows with Visual Studio:
Read ./docs/README-visualc.md
## Windows building with mingw-w64 for x86:
Run: `cmake -S . -B build -DCMAKE_TOOLCHAIN_FILE=build-scripts/cmake-toolchain-mingw64-i686.cmake && cmake --build build && cmake --install build`
## Windows building with mingw-w64 for x64:
Run: `cmake -S . -B build -DCMAKE_TOOLCHAIN_FILE=build-scripts/cmake-toolchain-mingw64-x86_64.cmake && cmake --build build && cmake --install build`
## macOS with Xcode:
Read docs/README-macos.md
## macOS from the command line:
Run: `cmake -S . -B build && cmake --build build && cmake --install build`
## Linux and other UNIX systems:
Run: `cmake -S . -B build && cmake --build build && cmake --install build`
## Android:
Read docs/README-android.md
## iOS:
Read docs/README-ios.md
## Using CMake:
Read docs/README-cmake.md
# Example code
Look at the example programs in ./test, and check out the online
documentation at https://wiki.libsdl.org/SDL3/
# Discussion
## Forums/mailing lists
Join the SDL developer discussions, sign up on
https://discourse.libsdl.org/
and go to the development forum
https://discourse.libsdl.org/c/sdl-development/6
Once you sign up, you can use the forum through the website, or as a mailing
list from your email client.
## Announcement list
Sign up for the announcement list through the web interface:
https://www.libsdl.org/mailing-list.php

View File

@ -1,43 +0,0 @@
To compile and install SDL:
1. Windows with Visual Studio:
* Read ./docs/README-visualc.md
Windows building with mingw-w64 for x86:
* Run: cmake -S . -B build -DCMAKE_TOOLCHAIN_FILE=build-scripts/cmake-toolchain-mingw64-i686.cmake && cmake --build build && cmake --install build
Windows building with mingw-w64 for x64:
* Run: cmake -S . -B build -DCMAKE_TOOLCHAIN_FILE=build-scripts/cmake-toolchain-mingw64-x86_64.cmake && cmake --build build && cmake --install build
macOS with Xcode:
* Read docs/README-macos.md
macOS from the command line:
* Run: cmake -S . -B build && cmake --build build && cmake --install build
Linux and other UNIX systems:
* Run: cmake -S . -B build && cmake --build build && cmake --install build
Android:
* Read docs/README-android.md
iOS:
* Read docs/README-ios.md
Using Cmake:
* Read docs/README-cmake.md
2. Look at the example programs in ./test, and check out the online
documentation at https://wiki.libsdl.org/
3. Join the SDL developer discussions, sign up on
https://discourse.libsdl.org/
and go to the development forum
https://discourse.libsdl.org/c/sdl-development/6
4. Sign up for the announcement list through the web interface:
https://www.libsdl.org/mailing-list.php
That's it!
Sam Lantinga <slouken@libsdl.org>

View File

@ -1,4 +1,4 @@
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages

View File

@ -1,18 +1,18 @@
# Simple DirectMedia Layer (SDL) Version 3.0 # Simple DirectMedia Layer (SDL) Version 3.0
https://www.libsdl.org/ https://www.libsdl.org/
Simple DirectMedia Layer is a cross-platform development library designed Simple DirectMedia Layer is a cross-platform development library designed
to provide low level access to audio, keyboard, mouse, joystick, and graphics to provide low level access to audio, keyboard, mouse, joystick, and graphics
hardware via OpenGL and Direct3D. It is used by video playback software, hardware via OpenGL and Direct3D. It is used by video playback software,
emulators, and popular games including Valve's award winning catalog emulators, and popular games including Valve's award winning catalog
and many Humble Bundle games. and many Humble Bundle games.
More extensive documentation is available in the docs directory, starting More extensive documentation is available in the docs directory, starting
with [README.md](docs/README.md). If you are migrating to SDL 3.0 from SDL 2.0, with [README.md](docs/README.md). If you are migrating to SDL 3.0 from SDL 2.0,
the changes are extensively documented in [README-migration.md](docs/README-migration.md). the changes are extensively documented in [README-migration.md](docs/README-migration.md).
Enjoy! Enjoy!
Sam Lantinga (slouken@libsdl.org) Sam Lantinga (slouken@libsdl.org)

View File

@ -1,10 +0,0 @@
Future work roadmap:
* http://wiki.libsdl.org/Roadmap
* Check 1.2 revisions:
3554 - Need to resolve semantics for locking keys on different platforms
4874 - Do we want screen rotation? At what level?
4974 - Windows file code needs to convert UTF-8 to Unicode, but we don't need to tap dance for Windows 95/98
4865 - See if this is still needed (mouse coordinate clamping)
4866 - See if this is still needed (blocking window repositioning)

View File

@ -11,6 +11,9 @@ EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL3_test", "SDL_test\SDL_test.vcxproj", "{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL3_test", "SDL_test\SDL_test.vcxproj", "{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testcontroller", "tests\testcontroller\testcontroller.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08305}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testcontroller", "tests\testcontroller\testcontroller.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08305}"
ProjectSection(ProjectDependencies) = postProject
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
EndProjectSection
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgdk", "tests\testgdk\testgdk.vcxproj", "{1C9A3F71-35A5-4C56-B292-F4375B3C3649}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgdk", "tests\testgdk\testgdk.vcxproj", "{1C9A3F71-35A5-4C56-B292-F4375B3C3649}"
EndProject EndProject

View File

@ -59,6 +59,7 @@
</PropertyGroup> </PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings"> <ImportGroup Label="ExtensionSettings">
<Import Project="$(VCTargetsPath)\BuildCustomizations\masm.props" />
</ImportGroup> </ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Desktop.x64'" Label="PropertySheets"> <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Desktop.x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
@ -129,7 +130,7 @@
<DebugInformationFormat>OldStyle</DebugInformationFormat> <DebugInformationFormat>OldStyle</DebugInformationFormat>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion> <InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
<OmitDefaultLibName>true</OmitDefaultLibName> <OmitDefaultLibName>true</OmitDefaultLibName>
<PrecompiledHeader>Use</PrecompiledHeader> <PrecompiledHeader>NotUsing</PrecompiledHeader>
<PrecompiledHeaderFile>SDL_internal.h</PrecompiledHeaderFile> <PrecompiledHeaderFile>SDL_internal.h</PrecompiledHeaderFile>
</ClCompile> </ClCompile>
<ResourceCompile> <ResourceCompile>
@ -169,6 +170,12 @@
<SubSystem>Windows</SubSystem> <SubSystem>Windows</SubSystem>
<IgnoreAllDefaultLibraries>true</IgnoreAllDefaultLibraries> <IgnoreAllDefaultLibraries>true</IgnoreAllDefaultLibraries>
</Link> </Link>
<PreBuildEvent>
<Command>$(SolutionDir)\shaders\buildshaders.bat $(SolutionDir)</Command>
</PreBuildEvent>
<PreBuildEvent>
<Message>Building shader blobs (Xbox Series)</Message>
</PreBuildEvent>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.XboxOne.x64'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.XboxOne.x64'">
<Midl> <Midl>
@ -197,6 +204,12 @@
<SubSystem>Windows</SubSystem> <SubSystem>Windows</SubSystem>
<IgnoreAllDefaultLibraries>true</IgnoreAllDefaultLibraries> <IgnoreAllDefaultLibraries>true</IgnoreAllDefaultLibraries>
</Link> </Link>
<PreBuildEvent>
<Command>$(SolutionDir)\shaders\buildshaders.bat $(SolutionDir) one</Command>
</PreBuildEvent>
<PreBuildEvent>
<Message>Building shader blobs (Xbox One)</Message>
</PreBuildEvent>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Desktop.x64'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Desktop.x64'">
<Midl> <Midl>
@ -214,7 +227,7 @@
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat> <DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion> <InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
<OmitDefaultLibName>true</OmitDefaultLibName> <OmitDefaultLibName>true</OmitDefaultLibName>
<PrecompiledHeader>Use</PrecompiledHeader> <PrecompiledHeader>NotUsing</PrecompiledHeader>
<PrecompiledHeaderFile>SDL_internal.h</PrecompiledHeaderFile> <PrecompiledHeaderFile>SDL_internal.h</PrecompiledHeaderFile>
</ClCompile> </ClCompile>
<ResourceCompile> <ResourceCompile>
@ -257,6 +270,12 @@
<EnableCOMDATFolding>true</EnableCOMDATFolding> <EnableCOMDATFolding>true</EnableCOMDATFolding>
<IgnoreAllDefaultLibraries>true</IgnoreAllDefaultLibraries> <IgnoreAllDefaultLibraries>true</IgnoreAllDefaultLibraries>
</Link> </Link>
<PreBuildEvent>
<Command>$(SolutionDir)\shaders\buildshaders.bat $(SolutionDir)</Command>
</PreBuildEvent>
<PreBuildEvent>
<Message>Building shader blobs (Xbox Series)</Message>
</PreBuildEvent>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.XboxOne.x64'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.XboxOne.x64'">
<Midl> <Midl>
@ -286,6 +305,12 @@
<EnableCOMDATFolding>true</EnableCOMDATFolding> <EnableCOMDATFolding>true</EnableCOMDATFolding>
<IgnoreAllDefaultLibraries>true</IgnoreAllDefaultLibraries> <IgnoreAllDefaultLibraries>true</IgnoreAllDefaultLibraries>
</Link> </Link>
<PreBuildEvent>
<Command>$(SolutionDir)\shaders\buildshaders.bat $(SolutionDir) one</Command>
</PreBuildEvent>
<PreBuildEvent>
<Message>Building shader blobs (Xbox One)</Message>
</PreBuildEvent>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="..\..\include\SDL3\SDL_begin_code.h" /> <ClInclude Include="..\..\include\SDL3\SDL_begin_code.h" />
@ -329,6 +354,7 @@
<ClInclude Include="..\..\include\SDL3\SDL_opengles2_gl2ext.h" /> <ClInclude Include="..\..\include\SDL3\SDL_opengles2_gl2ext.h" />
<ClInclude Include="..\..\include\SDL3\SDL_opengles2_gl2platform.h" /> <ClInclude Include="..\..\include\SDL3\SDL_opengles2_gl2platform.h" />
<ClInclude Include="..\..\include\SDL3\SDL_opengles2_khrplatform.h" /> <ClInclude Include="..\..\include\SDL3\SDL_opengles2_khrplatform.h" />
<ClInclude Include="..\..\include\SDL3\SDL_pen.h" />
<ClInclude Include="..\..\include\SDL3\SDL_pixels.h" /> <ClInclude Include="..\..\include\SDL3\SDL_pixels.h" />
<ClInclude Include="..\..\include\SDL3\SDL_platform.h" /> <ClInclude Include="..\..\include\SDL3\SDL_platform.h" />
<ClInclude Include="..\..\include\SDL3\SDL_platform_defines.h" /> <ClInclude Include="..\..\include\SDL3\SDL_platform_defines.h" />
@ -340,11 +366,9 @@
<ClInclude Include="..\..\include\SDL3\SDL_rwops.h" /> <ClInclude Include="..\..\include\SDL3\SDL_rwops.h" />
<ClInclude Include="..\..\include\SDL3\SDL_scancode.h" /> <ClInclude Include="..\..\include\SDL3\SDL_scancode.h" />
<ClInclude Include="..\..\include\SDL3\SDL_sensor.h" /> <ClInclude Include="..\..\include\SDL3\SDL_sensor.h" />
<ClInclude Include="..\..\include\SDL3\SDL_shape.h" />
<ClInclude Include="..\..\include\SDL3\SDL_stdinc.h" /> <ClInclude Include="..\..\include\SDL3\SDL_stdinc.h" />
<ClInclude Include="..\..\include\SDL3\SDL_surface.h" /> <ClInclude Include="..\..\include\SDL3\SDL_surface.h" />
<ClInclude Include="..\..\include\SDL3\SDL_system.h" /> <ClInclude Include="..\..\include\SDL3\SDL_system.h" />
<ClInclude Include="..\..\include\SDL3\SDL_syswm.h" />
<ClInclude Include="..\..\include\SDL3\SDL_test.h" /> <ClInclude Include="..\..\include\SDL3\SDL_test.h" />
<ClInclude Include="..\..\include\SDL3\SDL_test_assert.h" /> <ClInclude Include="..\..\include\SDL3\SDL_test_assert.h" />
<ClInclude Include="..\..\include\SDL3\SDL_test_common.h" /> <ClInclude Include="..\..\include\SDL3\SDL_test_common.h" />
@ -407,6 +431,7 @@
<ClInclude Include="..\..\src\joystick\SDL_gamepad_c.h" /> <ClInclude Include="..\..\src\joystick\SDL_gamepad_c.h" />
<ClInclude Include="..\..\src\joystick\SDL_gamepad_db.h" /> <ClInclude Include="..\..\src\joystick\SDL_gamepad_db.h" />
<ClInclude Include="..\..\src\joystick\SDL_joystick_c.h" /> <ClInclude Include="..\..\src\joystick\SDL_joystick_c.h" />
<ClInclude Include="..\..\src\joystick\SDL_steam_virtual_gamepad.h" />
<ClInclude Include="..\..\src\joystick\SDL_sysjoystick.h" /> <ClInclude Include="..\..\src\joystick\SDL_sysjoystick.h" />
<ClInclude Include="..\..\src\joystick\usb_ids.h" /> <ClInclude Include="..\..\src\joystick\usb_ids.h" />
<ClInclude Include="..\..\src\joystick\virtual\SDL_virtualjoystick_c.h" /> <ClInclude Include="..\..\src\joystick\virtual\SDL_virtualjoystick_c.h" />
@ -417,6 +442,7 @@
<ClInclude Include="..\..\src\libm\math_libm.h" /> <ClInclude Include="..\..\src\libm\math_libm.h" />
<ClInclude Include="..\..\src\libm\math_private.h" /> <ClInclude Include="..\..\src\libm\math_private.h" />
<ClInclude Include="..\..\src\locale\SDL_syslocale.h" /> <ClInclude Include="..\..\src\locale\SDL_syslocale.h" />
<ClInclude Include="..\..\src\main\SDL_main_callbacks.h" />
<ClInclude Include="..\..\src\misc\SDL_sysurl.h" /> <ClInclude Include="..\..\src\misc\SDL_sysurl.h" />
<ClInclude Include="..\..\src\power\SDL_syspower.h" /> <ClInclude Include="..\..\src\power\SDL_syspower.h" />
<ClInclude Include="..\..\src\render\direct3d11\SDL_shaders_d3d11.h" /> <ClInclude Include="..\..\src\render\direct3d11\SDL_shaders_d3d11.h" />
@ -455,6 +481,12 @@
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Desktop.x64'">Create</PrecompiledHeader> <PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Desktop.x64'">Create</PrecompiledHeader>
<PrecompiledHeaderOutputFile Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Desktop.x64'">$(IntDir)$(TargetName)_cpp.pch</PrecompiledHeaderOutputFile> <PrecompiledHeaderOutputFile Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Desktop.x64'">$(IntDir)$(TargetName)_cpp.pch</PrecompiledHeaderOutputFile>
</ClCompile> </ClCompile>
<ClCompile Include="..\..\src\filesystem\windows\SDL_sysfilesystem.c">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.Scarlett.x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.Scarlett.x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.XboxOne.x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.XboxOne.x64'">true</ExcludedFromBuild>
</ClCompile>
<ClCompile Include="..\..\src\render\direct3d12\SDL_render_d3d12_xbox.cpp"> <ClCompile Include="..\..\src\render\direct3d12\SDL_render_d3d12_xbox.cpp">
<PrecompiledHeaderOutputFile Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Desktop.x64'">$(IntDir)$(TargetName)_cpp.pch</PrecompiledHeaderOutputFile> <PrecompiledHeaderOutputFile Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Desktop.x64'">$(IntDir)$(TargetName)_cpp.pch</PrecompiledHeaderOutputFile>
<PrecompiledHeaderOutputFile Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Desktop.x64'">$(IntDir)$(TargetName)_cpp.pch</PrecompiledHeaderOutputFile> <PrecompiledHeaderOutputFile Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Desktop.x64'">$(IntDir)$(TargetName)_cpp.pch</PrecompiledHeaderOutputFile>
@ -467,11 +499,15 @@
<PrecompiledHeaderOutputFile Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Desktop.x64'">$(IntDir)$(TargetName)_cpp.pch</PrecompiledHeaderOutputFile> <PrecompiledHeaderOutputFile Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Desktop.x64'">$(IntDir)$(TargetName)_cpp.pch</PrecompiledHeaderOutputFile>
<PrecompiledHeaderOutputFile Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Desktop.x64'">$(IntDir)$(TargetName)_cpp.pch</PrecompiledHeaderOutputFile> <PrecompiledHeaderOutputFile Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Desktop.x64'">$(IntDir)$(TargetName)_cpp.pch</PrecompiledHeaderOutputFile>
</ClCompile> </ClCompile>
<ClCompile Include="..\..\src\main\generic\SDL_sysmain_callbacks.c" />
<ClCompile Include="..\..\src\main\SDL_main_callbacks.c" />
<ClCompile Include="..\..\src\SDL_guid.c" /> <ClCompile Include="..\..\src\SDL_guid.c" />
<ClInclude Include="..\..\src\SDL_hashtable.h" />
<ClInclude Include="..\..\src\SDL_hints_c.h" /> <ClInclude Include="..\..\src\SDL_hints_c.h" />
<ClInclude Include="..\..\src\SDL_internal.h" /> <ClInclude Include="..\..\src\SDL_internal.h" />
<ClInclude Include="..\..\src\SDL_list.h" /> <ClInclude Include="..\..\src\SDL_list.h" />
<ClInclude Include="..\..\src\SDL_log_c.h" /> <ClInclude Include="..\..\src\SDL_log_c.h" />
<ClInclude Include="..\..\src\SDL_properties_c.h" />
<ClInclude Include="..\..\src\sensor\dummy\SDL_dummysensor.h" /> <ClInclude Include="..\..\src\sensor\dummy\SDL_dummysensor.h" />
<ClInclude Include="..\..\src\sensor\SDL_sensor_c.h" /> <ClInclude Include="..\..\src\sensor\SDL_sensor_c.h" />
<ClInclude Include="..\..\src\sensor\SDL_syssensor.h" /> <ClInclude Include="..\..\src\sensor\SDL_syssensor.h" />
@ -517,12 +553,10 @@
<ClInclude Include="..\..\src\video\SDL_pixels_c.h" /> <ClInclude Include="..\..\src\video\SDL_pixels_c.h" />
<ClInclude Include="..\..\src\video\SDL_rect_c.h" /> <ClInclude Include="..\..\src\video\SDL_rect_c.h" />
<ClInclude Include="..\..\src\video\SDL_RLEaccel_c.h" /> <ClInclude Include="..\..\src\video\SDL_RLEaccel_c.h" />
<ClInclude Include="..\..\src\video\SDL_shape_internals.h" />
<ClInclude Include="..\..\src\video\SDL_sysvideo.h" /> <ClInclude Include="..\..\src\video\SDL_sysvideo.h" />
<ClInclude Include="..\..\src\video\SDL_vulkan_internal.h" /> <ClInclude Include="..\..\src\video\SDL_vulkan_internal.h" />
<ClInclude Include="..\..\src\video\SDL_yuv_c.h" /> <ClInclude Include="..\..\src\video\SDL_yuv_c.h" />
<ClInclude Include="..\..\src\video\windows\SDL_msctf.h" /> <ClInclude Include="..\..\src\video\windows\SDL_msctf.h" />
<ClInclude Include="..\..\src\video\windows\SDL_vkeys.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowsclipboard.h" /> <ClInclude Include="..\..\src\video\windows\SDL_windowsclipboard.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowsevents.h" /> <ClInclude Include="..\..\src\video\windows\SDL_windowsevents.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowsframebuffer.h" /> <ClInclude Include="..\..\src\video\windows\SDL_windowsframebuffer.h" />
@ -532,7 +566,6 @@
<ClInclude Include="..\..\src\video\windows\SDL_windowsmouse.h" /> <ClInclude Include="..\..\src\video\windows\SDL_windowsmouse.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowsopengl.h" /> <ClInclude Include="..\..\src\video\windows\SDL_windowsopengl.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowsopengles.h" /> <ClInclude Include="..\..\src\video\windows\SDL_windowsopengles.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowsshape.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowsvideo.h" /> <ClInclude Include="..\..\src\video\windows\SDL_windowsvideo.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowsvulkan.h" /> <ClInclude Include="..\..\src\video\windows\SDL_windowsvulkan.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowswindow.h" /> <ClInclude Include="..\..\src\video\windows\SDL_windowswindow.h" />
@ -540,8 +573,6 @@
<ClInclude Include="..\..\src\video\yuv2rgb\yuv_rgb.h" /> <ClInclude Include="..\..\src\video\yuv2rgb\yuv_rgb.h" />
<ClInclude Include="..\..\src\video\yuv2rgb\yuv_rgb_sse_func.h" /> <ClInclude Include="..\..\src\video\yuv2rgb\yuv_rgb_sse_func.h" />
<ClInclude Include="..\..\src\video\yuv2rgb\yuv_rgb_std_func.h" /> <ClInclude Include="..\..\src\video\yuv2rgb\yuv_rgb_std_func.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\src\atomic\SDL_atomic.c" /> <ClCompile Include="..\..\src\atomic\SDL_atomic.c" />
<ClCompile Include="..\..\src\atomic\SDL_spinlock.c" /> <ClCompile Include="..\..\src\atomic\SDL_spinlock.c" />
<ClCompile Include="..\..\src\audio\directsound\SDL_directsound.c" /> <ClCompile Include="..\..\src\audio\directsound\SDL_directsound.c" />
@ -557,6 +588,8 @@
<ClCompile Include="..\..\src\audio\SDL_wave.c" /> <ClCompile Include="..\..\src\audio\SDL_wave.c" />
<ClCompile Include="..\..\src\audio\wasapi\SDL_wasapi.c" /> <ClCompile Include="..\..\src\audio\wasapi\SDL_wasapi.c" />
<ClCompile Include="..\..\src\audio\wasapi\SDL_wasapi_win32.c" /> <ClCompile Include="..\..\src\audio\wasapi\SDL_wasapi_win32.c" />
<ClCompile Include="..\..\src\core\SDL_core_unsupported.c" />
<ClCompile Include="..\..\src\core\SDL_runapp.c" />
<ClCompile Include="..\..\src\core\windows\SDL_hid.c" /> <ClCompile Include="..\..\src\core\windows\SDL_hid.c" />
<ClCompile Include="..\..\src\core\windows\SDL_immdevice.c" /> <ClCompile Include="..\..\src\core\windows\SDL_immdevice.c" />
<ClCompile Include="..\..\src\core\windows\SDL_windows.c" /> <ClCompile Include="..\..\src\core\windows\SDL_windows.c" />
@ -581,11 +614,15 @@
<ClCompile Include="..\..\src\events\SDL_events.c" /> <ClCompile Include="..\..\src\events\SDL_events.c" />
<ClCompile Include="..\..\src\events\SDL_keyboard.c" /> <ClCompile Include="..\..\src\events\SDL_keyboard.c" />
<ClCompile Include="..\..\src\events\SDL_mouse.c" /> <ClCompile Include="..\..\src\events\SDL_mouse.c" />
<ClCompile Include="..\..\src\events\SDL_pen.c" />
<ClCompile Include="..\..\src\events\SDL_quit.c" /> <ClCompile Include="..\..\src\events\SDL_quit.c" />
<ClCompile Include="..\..\src\events\SDL_touch.c" /> <ClCompile Include="..\..\src\events\SDL_touch.c" />
<ClCompile Include="..\..\src\events\SDL_windowevents.c" /> <ClCompile Include="..\..\src\events\SDL_windowevents.c" />
<ClCompile Include="..\..\src\file\SDL_rwops.c" /> <ClCompile Include="..\..\src\file\SDL_rwops.c" />
<ClCompile Include="..\..\src\filesystem\gdk\SDL_sysfilesystem.c" /> <ClCompile Include="..\..\src\filesystem\gdk\SDL_sysfilesystem.cpp">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Desktop.x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Desktop.x64'">true</ExcludedFromBuild>
</ClCompile>
<ClCompile Include="..\..\src\haptic\dummy\SDL_syshaptic.c" /> <ClCompile Include="..\..\src\haptic\dummy\SDL_syshaptic.c" />
<ClCompile Include="..\..\src\haptic\SDL_haptic.c" /> <ClCompile Include="..\..\src\haptic\SDL_haptic.c" />
<ClCompile Include="..\..\src\haptic\windows\SDL_dinputhaptic.c" /> <ClCompile Include="..\..\src\haptic\windows\SDL_dinputhaptic.c" />
@ -623,6 +660,7 @@
<ClCompile Include="..\..\src\joystick\hidapi\SDL_hidapi_shield.c" /> <ClCompile Include="..\..\src\joystick\hidapi\SDL_hidapi_shield.c" />
<ClCompile Include="..\..\src\joystick\hidapi\SDL_hidapi_stadia.c" /> <ClCompile Include="..\..\src\joystick\hidapi\SDL_hidapi_stadia.c" />
<ClCompile Include="..\..\src\joystick\hidapi\SDL_hidapi_steam.c" /> <ClCompile Include="..\..\src\joystick\hidapi\SDL_hidapi_steam.c" />
<ClCompile Include="..\..\src\joystick\hidapi\SDL_hidapi_steamdeck.c" />
<ClCompile Include="..\..\src\joystick\hidapi\SDL_hidapi_switch.c" /> <ClCompile Include="..\..\src\joystick\hidapi\SDL_hidapi_switch.c" />
<ClCompile Include="..\..\src\joystick\hidapi\SDL_hidapi_wii.c" /> <ClCompile Include="..\..\src\joystick\hidapi\SDL_hidapi_wii.c" />
<ClCompile Include="..\..\src\joystick\hidapi\SDL_hidapi_xbox360.c" /> <ClCompile Include="..\..\src\joystick\hidapi\SDL_hidapi_xbox360.c" />
@ -630,6 +668,7 @@
<ClCompile Include="..\..\src\joystick\hidapi\SDL_hidapi_xboxone.c" /> <ClCompile Include="..\..\src\joystick\hidapi\SDL_hidapi_xboxone.c" />
<ClCompile Include="..\..\src\joystick\SDL_gamepad.c" /> <ClCompile Include="..\..\src\joystick\SDL_gamepad.c" />
<ClCompile Include="..\..\src\joystick\SDL_joystick.c" /> <ClCompile Include="..\..\src\joystick\SDL_joystick.c" />
<ClCompile Include="..\..\src\joystick\SDL_steam_virtual_gamepad.c" />
<ClCompile Include="..\..\src\joystick\virtual\SDL_virtualjoystick.c" /> <ClCompile Include="..\..\src\joystick\virtual\SDL_virtualjoystick.c" />
<ClCompile Include="..\..\src\joystick\windows\SDL_dinputjoystick.c" /> <ClCompile Include="..\..\src\joystick\windows\SDL_dinputjoystick.c" />
<ClCompile Include="..\..\src\joystick\windows\SDL_rawinputjoystick.c" /> <ClCompile Include="..\..\src\joystick\windows\SDL_rawinputjoystick.c" />
@ -699,6 +738,7 @@
<ClCompile Include="..\..\src\render\opengles2\SDL_shaders_gles2.c" /> <ClCompile Include="..\..\src\render\opengles2\SDL_shaders_gles2.c" />
<ClCompile Include="..\..\src\render\SDL_d3dmath.c" /> <ClCompile Include="..\..\src\render\SDL_d3dmath.c" />
<ClCompile Include="..\..\src\render\SDL_render.c" /> <ClCompile Include="..\..\src\render\SDL_render.c" />
<ClCompile Include="..\..\src\render\SDL_render_unsupported.c" />
<ClCompile Include="..\..\src\render\SDL_yuv_sw.c" /> <ClCompile Include="..\..\src\render\SDL_yuv_sw.c" />
<ClCompile Include="..\..\src\render\software\SDL_blendfillrect.c" /> <ClCompile Include="..\..\src\render\software\SDL_blendfillrect.c" />
<ClCompile Include="..\..\src\render\software\SDL_blendline.c" /> <ClCompile Include="..\..\src\render\software\SDL_blendline.c" />
@ -712,8 +752,10 @@
<ClCompile Include="..\..\src\SDL_assert.c" /> <ClCompile Include="..\..\src\SDL_assert.c" />
<ClCompile Include="..\..\src\SDL_list.c" /> <ClCompile Include="..\..\src\SDL_list.c" />
<ClCompile Include="..\..\src\SDL_error.c" /> <ClCompile Include="..\..\src\SDL_error.c" />
<ClCompile Include="..\..\src\SDL_hashtable.c" />
<ClCompile Include="..\..\src\SDL_hints.c" /> <ClCompile Include="..\..\src\SDL_hints.c" />
<ClCompile Include="..\..\src\SDL_log.c" /> <ClCompile Include="..\..\src\SDL_log.c" />
<ClCompile Include="..\..\src\SDL_properties.c" />
<ClCompile Include="..\..\src\SDL_utils.c" /> <ClCompile Include="..\..\src\SDL_utils.c" />
<ClCompile Include="..\..\src\sensor\dummy\SDL_dummysensor.c" /> <ClCompile Include="..\..\src\sensor\dummy\SDL_dummysensor.c" />
<ClCompile Include="..\..\src\sensor\SDL_sensor.c" /> <ClCompile Include="..\..\src\sensor\SDL_sensor.c" />
@ -724,6 +766,9 @@
<ClCompile Include="..\..\src\stdlib\SDL_iconv.c" /> <ClCompile Include="..\..\src\stdlib\SDL_iconv.c" />
<ClCompile Include="..\..\src\stdlib\SDL_malloc.c" /> <ClCompile Include="..\..\src\stdlib\SDL_malloc.c" />
<ClCompile Include="..\..\src\stdlib\SDL_mslibc.c" /> <ClCompile Include="..\..\src\stdlib\SDL_mslibc.c" />
<MASM Condition="'$(Platform)'=='x64'" Include="..\..\src\stdlib\SDL_mslibc_x64.masm">
<PrecompiledHeader>NotUsing</PrecompiledHeader>
</MASM>
<ClCompile Include="..\..\src\stdlib\SDL_qsort.c" /> <ClCompile Include="..\..\src\stdlib\SDL_qsort.c" />
<ClCompile Include="..\..\src\stdlib\SDL_stdlib.c" /> <ClCompile Include="..\..\src\stdlib\SDL_stdlib.c" />
<ClCompile Include="..\..\src\stdlib\SDL_string.c" /> <ClCompile Include="..\..\src\stdlib\SDL_string.c" />
@ -761,10 +806,11 @@
<ClCompile Include="..\..\src\video\SDL_pixels.c" /> <ClCompile Include="..\..\src\video\SDL_pixels.c" />
<ClCompile Include="..\..\src\video\SDL_rect.c" /> <ClCompile Include="..\..\src\video\SDL_rect.c" />
<ClCompile Include="..\..\src\video\SDL_RLEaccel.c" /> <ClCompile Include="..\..\src\video\SDL_RLEaccel.c" />
<ClCompile Include="..\..\src\video\SDL_shape.c" />
<ClCompile Include="..\..\src\video\SDL_stretch.c" /> <ClCompile Include="..\..\src\video\SDL_stretch.c" />
<ClCompile Include="..\..\src\video\SDL_surface.c" /> <ClCompile Include="..\..\src\video\SDL_surface.c" />
<ClCompile Include="..\..\src\video\SDL_video.c" /> <ClCompile Include="..\..\src\video\SDL_video.c" />
<ClCompile Include="..\..\src\video\SDL_video_capture.c" />
<ClCompile Include="..\..\src\video\SDL_video_unsupported.c" />
<ClCompile Include="..\..\src\video\SDL_vulkan_utils.c" /> <ClCompile Include="..\..\src\video\SDL_vulkan_utils.c" />
<ClCompile Include="..\..\src\video\SDL_yuv.c" /> <ClCompile Include="..\..\src\video\SDL_yuv.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowsclipboard.c" /> <ClCompile Include="..\..\src\video\windows\SDL_windowsclipboard.c" />
@ -776,7 +822,6 @@
<ClCompile Include="..\..\src\video\windows\SDL_windowsmouse.c" /> <ClCompile Include="..\..\src\video\windows\SDL_windowsmouse.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowsopengl.c" /> <ClCompile Include="..\..\src\video\windows\SDL_windowsopengl.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowsopengles.c" /> <ClCompile Include="..\..\src\video\windows\SDL_windowsopengles.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowsshape.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowsvideo.c" /> <ClCompile Include="..\..\src\video\windows\SDL_windowsvideo.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowsvulkan.c" /> <ClCompile Include="..\..\src\video\windows\SDL_windowsvulkan.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowswindow.c" /> <ClCompile Include="..\..\src\video\windows\SDL_windowswindow.c" />
@ -787,5 +832,6 @@
</ItemGroup> </ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets"> <ImportGroup Label="ExtensionTargets">
<Import Project="$(VCTargetsPath)\BuildCustomizations\masm.targets" />
</ImportGroup> </ImportGroup>
</Project> </Project>

File diff suppressed because it is too large Load Diff

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@ -4,3 +4,4 @@ find . -type f \( -name '*.bmp' -o -name '*.wav' -o -name '*.dat' \) -print -del
find . -depth -type d \( -name Gaming.Desktop.x64 \) -exec rm -rv {} \; find . -depth -type d \( -name Gaming.Desktop.x64 \) -exec rm -rv {} \;
find . -depth -type d \( -name Gaming.Xbox.Scarlett.x64 \) -exec rm -rv {} \; find . -depth -type d \( -name Gaming.Xbox.Scarlett.x64 \) -exec rm -rv {} \;
find . -depth -type d \( -name Gaming.Xbox.XboxOne.x64 \) -exec rm -rv {} \; find . -depth -type d \( -name Gaming.Xbox.XboxOne.x64 \) -exec rm -rv {} \;
rm shaders/*.h

View File

@ -0,0 +1,19 @@
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
#define ColorRS \
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
"DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
"DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
"DENY_HULL_SHADER_ROOT_ACCESS )," \
"RootConstants(num32BitConstants=32, b0)"
[RootSignature(ColorRS)]
float4 main(PixelShaderInput input) : SV_TARGET0
{
return input.color;
}

View File

@ -0,0 +1,43 @@
Texture2D theTextureY : register(t0);
Texture2D theTextureUV : register(t1);
SamplerState theSampler : register(s0);
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
#define NVRS \
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
" DENY_HULL_SHADER_ROOT_ACCESS )," \
"RootConstants(num32BitConstants=32, b0),"\
"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
[RootSignature(NVRS)]
float4 main(PixelShaderInput input) : SV_TARGET
{
const float3 offset = {-0.0627451017, -0.501960814, -0.501960814};
const float3 Rcoeff = {1.1644, 0.0000, 1.5960};
const float3 Gcoeff = {1.1644, -0.3918, -0.8130};
const float3 Bcoeff = {1.1644, 2.0172, 0.0000};
float4 Output;
float3 yuv;
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
yuv.yz = theTextureUV.Sample(theSampler, input.tex).rg;
yuv += offset;
Output.r = dot(yuv, Rcoeff);
Output.g = dot(yuv, Gcoeff);
Output.b = dot(yuv, Bcoeff);
Output.a = 1.0f;
return Output * input.color;
}

View File

@ -0,0 +1,43 @@
Texture2D theTextureY : register(t0);
Texture2D theTextureUV : register(t1);
SamplerState theSampler : register(s0);
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
#define NVRS \
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
" DENY_HULL_SHADER_ROOT_ACCESS )," \
"RootConstants(num32BitConstants=32, b0),"\
"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
[RootSignature(NVRS)]
float4 main(PixelShaderInput input) : SV_TARGET
{
const float3 offset = {-0.0627451017, -0.501960814, -0.501960814};
const float3 Rcoeff = {1.1644, 0.0000, 1.7927};
const float3 Gcoeff = {1.1644, -0.2132, -0.5329};
const float3 Bcoeff = {1.1644, 2.1124, 0.0000};
float4 Output;
float3 yuv;
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
yuv.yz = theTextureUV.Sample(theSampler, input.tex).rg;
yuv += offset;
Output.r = dot(yuv, Rcoeff);
Output.g = dot(yuv, Gcoeff);
Output.b = dot(yuv, Bcoeff);
Output.a = 1.0f;
return Output * input.color;
}

View File

@ -0,0 +1,43 @@
Texture2D theTextureY : register(t0);
Texture2D theTextureUV : register(t1);
SamplerState theSampler : register(s0);
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
#define NVRS \
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
" DENY_HULL_SHADER_ROOT_ACCESS )," \
"RootConstants(num32BitConstants=32, b0),"\
"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
[RootSignature(NVRS)]
float4 main(PixelShaderInput input) : SV_TARGET
{
const float3 offset = {0.0, -0.501960814, -0.501960814};
const float3 Rcoeff = {1.0000, 0.0000, 1.4020};
const float3 Gcoeff = {1.0000, -0.3441, -0.7141};
const float3 Bcoeff = {1.0000, 1.7720, 0.0000};
float4 Output;
float3 yuv;
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
yuv.yz = theTextureUV.Sample(theSampler, input.tex).rg;
yuv += offset;
Output.r = dot(yuv, Rcoeff);
Output.g = dot(yuv, Gcoeff);
Output.b = dot(yuv, Bcoeff);
Output.a = 1.0f;
return Output * input.color;
}

View File

@ -0,0 +1,43 @@
Texture2D theTextureY : register(t0);
Texture2D theTextureUV : register(t1);
SamplerState theSampler : register(s0);
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
#define NVRS \
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
" DENY_HULL_SHADER_ROOT_ACCESS )," \
"RootConstants(num32BitConstants=32, b0),"\
"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
[RootSignature(NVRS)]
float4 main(PixelShaderInput input) : SV_TARGET
{
const float3 offset = {-0.0627451017, -0.501960814, -0.501960814};
const float3 Rcoeff = {1.1644, 0.0000, 1.5960};
const float3 Gcoeff = {1.1644, -0.3918, -0.8130};
const float3 Bcoeff = {1.1644, 2.0172, 0.0000};
float4 Output;
float3 yuv;
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
yuv.yz = theTextureUV.Sample(theSampler, input.tex).gr;
yuv += offset;
Output.r = dot(yuv, Rcoeff);
Output.g = dot(yuv, Gcoeff);
Output.b = dot(yuv, Bcoeff);
Output.a = 1.0f;
return Output * input.color;
}

View File

@ -0,0 +1,43 @@
Texture2D theTextureY : register(t0);
Texture2D theTextureUV : register(t1);
SamplerState theSampler : register(s0);
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
#define NVRS \
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
" DENY_HULL_SHADER_ROOT_ACCESS )," \
"RootConstants(num32BitConstants=32, b0),"\
"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
[RootSignature(NVRS)]
float4 main(PixelShaderInput input) : SV_TARGET
{
const float3 offset = {-0.0627451017, -0.501960814, -0.501960814};
const float3 Rcoeff = {1.1644, 0.0000, 1.7927};
const float3 Gcoeff = {1.1644, -0.2132, -0.5329};
const float3 Bcoeff = {1.1644, 2.1124, 0.0000};
float4 Output;
float3 yuv;
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
yuv.yz = theTextureUV.Sample(theSampler, input.tex).gr;
yuv += offset;
Output.r = dot(yuv, Rcoeff);
Output.g = dot(yuv, Gcoeff);
Output.b = dot(yuv, Bcoeff);
Output.a = 1.0f;
return Output * input.color;
}

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@ -0,0 +1,43 @@
Texture2D theTextureY : register(t0);
Texture2D theTextureUV : register(t1);
SamplerState theSampler : register(s0);
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
#define NVRS \
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
" DENY_HULL_SHADER_ROOT_ACCESS )," \
"RootConstants(num32BitConstants=32, b0),"\
"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
[RootSignature(NVRS)]
float4 main(PixelShaderInput input) : SV_TARGET
{
const float3 offset = {0.0, -0.501960814, -0.501960814};
const float3 Rcoeff = {1.0000, 0.0000, 1.4020};
const float3 Gcoeff = {1.0000, -0.3441, -0.7141};
const float3 Bcoeff = {1.0000, 1.7720, 0.0000};
float4 Output;
float3 yuv;
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
yuv.yz = theTextureUV.Sample(theSampler, input.tex).gr;
yuv += offset;
Output.r = dot(yuv, Rcoeff);
Output.g = dot(yuv, Gcoeff);
Output.b = dot(yuv, Bcoeff);
Output.a = 1.0f;
return Output * input.color;
}

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@ -0,0 +1,24 @@
Texture2D theTexture : register(t0);
SamplerState theSampler : register(s0);
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
#define TextureRS \
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
" DENY_HULL_SHADER_ROOT_ACCESS )," \
"RootConstants(num32BitConstants=32, b0),"\
"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
[RootSignature(TextureRS)]
float4 main(PixelShaderInput input) : SV_TARGET
{
return theTexture.Sample(theSampler, input.tex) * input.color;
}

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@ -0,0 +1,46 @@
Texture2D theTextureY : register(t0);
Texture2D theTextureU : register(t1);
Texture2D theTextureV : register(t2);
SamplerState theSampler : register(s0);
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
#define YUVRS \
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
" DENY_HULL_SHADER_ROOT_ACCESS )," \
"RootConstants(num32BitConstants=32, b0),"\
"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( SRV(t2), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
[RootSignature(YUVRS)]
float4 main(PixelShaderInput input) : SV_TARGET
{
const float3 offset = {-0.0627451017, -0.501960814, -0.501960814};
const float3 Rcoeff = {1.1644, 0.0000, 1.5960};
const float3 Gcoeff = {1.1644, -0.3918, -0.8130};
const float3 Bcoeff = {1.1644, 2.0172, 0.0000};
float4 Output;
float3 yuv;
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
yuv.y = theTextureU.Sample(theSampler, input.tex).r;
yuv.z = theTextureV.Sample(theSampler, input.tex).r;
yuv += offset;
Output.r = dot(yuv, Rcoeff);
Output.g = dot(yuv, Gcoeff);
Output.b = dot(yuv, Bcoeff);
Output.a = 1.0f;
return Output * input.color;
}

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@ -0,0 +1,46 @@
Texture2D theTextureY : register(t0);
Texture2D theTextureU : register(t1);
Texture2D theTextureV : register(t2);
SamplerState theSampler : register(s0);
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
#define YUVRS \
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
" DENY_HULL_SHADER_ROOT_ACCESS )," \
"RootConstants(num32BitConstants=32, b0),"\
"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( SRV(t2), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
[RootSignature(YUVRS)]
float4 main(PixelShaderInput input) : SV_TARGET
{
const float3 offset = {-0.0627451017, -0.501960814, -0.501960814};
const float3 Rcoeff = {1.1644, 0.0000, 1.7927};
const float3 Gcoeff = {1.1644, -0.2132, -0.5329};
const float3 Bcoeff = {1.1644, 2.1124, 0.0000};
float4 Output;
float3 yuv;
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
yuv.y = theTextureU.Sample(theSampler, input.tex).r;
yuv.z = theTextureV.Sample(theSampler, input.tex).r;
yuv += offset;
Output.r = dot(yuv, Rcoeff);
Output.g = dot(yuv, Gcoeff);
Output.b = dot(yuv, Bcoeff);
Output.a = 1.0f;
return Output * input.color;
}

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@ -0,0 +1,46 @@
Texture2D theTextureY : register(t0);
Texture2D theTextureU : register(t1);
Texture2D theTextureV : register(t2);
SamplerState theSampler : register(s0);
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
#define YUVRS \
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
" DENY_HULL_SHADER_ROOT_ACCESS )," \
"RootConstants(num32BitConstants=32, b0),"\
"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( SRV(t2), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
[RootSignature(YUVRS)]
float4 main(PixelShaderInput input) : SV_TARGET
{
const float3 offset = {0.0, -0.501960814, -0.501960814};
const float3 Rcoeff = {1.0000, 0.0000, 1.4020};
const float3 Gcoeff = {1.0000, -0.3441, -0.7141};
const float3 Bcoeff = {1.0000, 1.7720, 0.0000};
float4 Output;
float3 yuv;
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
yuv.y = theTextureU.Sample(theSampler, input.tex).r;
yuv.z = theTextureV.Sample(theSampler, input.tex).r;
yuv += offset;
Output.r = dot(yuv, Rcoeff);
Output.g = dot(yuv, Gcoeff);
Output.b = dot(yuv, Bcoeff);
Output.a = 1.0f;
return Output * input.color;
}

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@ -0,0 +1,95 @@
#pragma pack_matrix( row_major )
struct VertexShaderConstants
{
matrix model;
matrix projectionAndView;
};
ConstantBuffer<VertexShaderConstants> Constants : register(b0);
struct VertexShaderInput
{
float3 pos : POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
struct VertexShaderOutput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
#define ColorRS \
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
"DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
"DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
"DENY_HULL_SHADER_ROOT_ACCESS )," \
"RootConstants(num32BitConstants=32, b0)"
#define TextureRS \
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
" DENY_HULL_SHADER_ROOT_ACCESS )," \
"RootConstants(num32BitConstants=32, b0),"\
"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
#define YUVRS \
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
" DENY_HULL_SHADER_ROOT_ACCESS )," \
"RootConstants(num32BitConstants=32, b0),"\
"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( SRV(t2), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
#define NVRS \
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
" DENY_HULL_SHADER_ROOT_ACCESS )," \
"RootConstants(num32BitConstants=32, b0),"\
"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
[RootSignature(ColorRS)]
VertexShaderOutput mainColor(VertexShaderInput input)
{
VertexShaderOutput output;
float4 pos = float4(input.pos, 1.0f);
// Transform the vertex position into projected space.
pos = mul(pos, Constants.model);
pos = mul(pos, Constants.projectionAndView);
output.pos = pos;
// Pass through texture coordinates and color values without transformation
output.tex = input.tex;
output.color = input.color;
return output;
}
[RootSignature(TextureRS)]
VertexShaderOutput mainTexture(VertexShaderInput input)
{
return mainColor(input);
}
[RootSignature(YUVRS)]
VertexShaderOutput mainYUV(VertexShaderInput input)
{
return mainColor(input);
}
[RootSignature(NVRS)]
VertexShaderOutput mainNV(VertexShaderInput input)
{
return mainColor(input);
}

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@ -0,0 +1,35 @@
if %2.==one. goto setxboxone
rem Xbox Series compile
set XBOXDXC="%GameDKLatest%\GXDK\bin\Scarlett\DXC.exe"
set SUFFIX=_Series.h
goto startbuild
:setxboxone
set XBOXDXC="%GameDKLatest%\GXDK\bin\XboxOne\DXC.exe"
set SUFFIX=_One.h
:startbuild
echo Building with %XBOXDXC%
cd "%1\shaders"
rem Root Signatures
%XBOXDXC% -E ColorRS -T rootsig_1_1 -rootsig-define ColorRS -Fh D3D12_RootSig_Color%SUFFIX% -Vn D3D12_RootSig_Color D3D12_VertexShader.hlsl
%XBOXDXC% -E TextureRS -T rootsig_1_1 -rootsig-define TextureRS -Fh D3D12_RootSig_Texture%SUFFIX% -Vn D3D12_RootSig_Texture D3D12_VertexShader.hlsl
%XBOXDXC% -E YUVRS -T rootsig_1_1 -rootsig-define YUVRS -Fh D3D12_RootSig_YUV%SUFFIX% -Vn D3D12_RootSig_YUV D3D12_VertexShader.hlsl
%XBOXDXC% -E NVRS -T rootsig_1_1 -rootsig-define NVRS -Fh D3D12_RootSig_NV%SUFFIX% -Vn D3D12_RootSig_NV D3D12_VertexShader.hlsl
rem Vertex Shaders
%XBOXDXC% -E mainColor -T vs_6_0 -Fh D3D12_VertexShader_Color%SUFFIX% -Vn D3D12_VertexShader_Color D3D12_VertexShader.hlsl
%XBOXDXC% -E mainTexture -T vs_6_0 -Fh D3D12_VertexShader_Texture%SUFFIX% -Vn D3D12_VertexShader_Texture D3D12_VertexShader.hlsl
%XBOXDXC% -E mainNV -T vs_6_0 -Fh D3D12_VertexShader_NV%SUFFIX% -Vn D3D12_VertexShader_NV D3D12_VertexShader.hlsl
%XBOXDXC% -E mainYUV -T vs_6_0 -Fh D3D12_VertexShader_YUV%SUFFIX% -Vn D3D12_VertexShader_YUV D3D12_VertexShader.hlsl
rem Pixel Shaders
%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_Colors%SUFFIX% -Vn D3D12_PixelShader_Colors D3D12_PixelShader_Colors.hlsl
%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_NV12_BT601%SUFFIX% -Vn D3D12_PixelShader_NV12_BT601 D3D12_PixelShader_NV12_BT601.hlsl
%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_NV12_BT709%SUFFIX% -Vn D3D12_PixelShader_NV12_BT709 D3D12_PixelShader_NV12_BT709.hlsl
%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_NV12_JPEG%SUFFIX% -Vn D3D12_PixelShader_NV12_JPEG D3D12_PixelShader_NV12_JPEG.hlsl
%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_NV21_BT601%SUFFIX% -Vn D3D12_PixelShader_NV21_BT601 D3D12_PixelShader_NV21_BT601.hlsl
%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_NV21_BT709%SUFFIX% -Vn D3D12_PixelShader_NV21_BT709 D3D12_PixelShader_NV21_BT709.hlsl
%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_NV21_JPEG%SUFFIX% -Vn D3D12_PixelShader_NV21_JPEG D3D12_PixelShader_NV21_JPEG.hlsl
%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_Textures%SUFFIX% -Vn D3D12_PixelShader_Textures D3D12_PixelShader_Textures.hlsl
%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_YUV_BT601%SUFFIX% -Vn D3D12_PixelShader_YUV_BT601 D3D12_PixelShader_YUV_BT601.hlsl
%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_YUV_BT709%SUFFIX% -Vn D3D12_PixelShader_YUV_BT709 D3D12_PixelShader_YUV_BT709.hlsl
%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_YUV_JPEG%SUFFIX% -Vn D3D12_PixelShader_YUV_JPEG D3D12_PixelShader_YUV_JPEG.hlsl

View File

@ -1,333 +1,339 @@
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Desktop.x64'">true</ExcludedFromBuild> </ItemGroup>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Desktop.x64'">true</ExcludedFromBuild> <ItemGroup>
</CopyFileToFolders> <CopyFileToFolders Include="xboxone\MicrosoftGame.config">
</ItemGroup> <FileType>Document</FileType>
<ItemGroup> <ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.Scarlett.x64'">true</ExcludedFromBuild>
<CopyFileToFolders Include="..\..\logos\SplashScreenImage.png" /> <ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.Scarlett.x64'">true</ExcludedFromBuild>
</ItemGroup> <ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Desktop.x64'">true</ExcludedFromBuild>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> <ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Desktop.x64'">true</ExcludedFromBuild>
<ImportGroup Label="ExtensionTargets"> </CopyFileToFolders>
</ImportGroup> </ItemGroup>
</Project> <ItemGroup>
<CopyFileToFolders Include="..\..\logos\SplashScreenImage.png" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@ -1,52 +1,52 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup> <ItemGroup>
<ClCompile Include="..\..\..\test\testcontroller.c" /> <ClCompile Include="..\..\..\test\testcontroller.c" />
<ClCompile Include="..\..\..\test\testutils.c" /> <ClCompile Include="..\..\..\test\testutils.c" />
<ClCompile Include="..\..\..\test\gamepadutils.c" /> <ClCompile Include="..\..\..\test\gamepadutils.c" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<CopyFileToFolders Include="..\..\logos\Logo44x44.png"> <CopyFileToFolders Include="..\..\logos\Logo44x44.png">
<Filter>logos</Filter> <Filter>logos</Filter>
</CopyFileToFolders> </CopyFileToFolders>
<CopyFileToFolders Include="..\..\logos\Logo100x100.png"> <CopyFileToFolders Include="..\..\logos\Logo100x100.png">
<Filter>logos</Filter> <Filter>logos</Filter>
</CopyFileToFolders> </CopyFileToFolders>
<CopyFileToFolders Include="..\..\logos\Logo150x150.png"> <CopyFileToFolders Include="..\..\logos\Logo150x150.png">
<Filter>logos</Filter> <Filter>logos</Filter>
</CopyFileToFolders> </CopyFileToFolders>
<CopyFileToFolders Include="..\..\logos\Logo480x480.png"> <CopyFileToFolders Include="..\..\logos\Logo480x480.png">
<Filter>logos</Filter> <Filter>logos</Filter>
</CopyFileToFolders> </CopyFileToFolders>
<CopyFileToFolders Include="$(Console_GRDKExtLibRoot)Xbox.Services.API.C\DesignTime\CommonConfiguration\Neutral\Lib\Release\Microsoft.Xbox.Services.141.GDK.C.Thunks.dll"> <CopyFileToFolders Include="wingdk\MicrosoftGame.config">
<Filter>wingdk</Filter> <Filter>wingdk</Filter>
</CopyFileToFolders> </CopyFileToFolders>
<CopyFileToFolders Include="wingdk\MicrosoftGame.config"> <CopyFileToFolders Include="xboxseries\MicrosoftGame.config">
<Filter>wingdk</Filter> <Filter>xboxseries</Filter>
</CopyFileToFolders> </CopyFileToFolders>
<CopyFileToFolders Include="xboxseries\MicrosoftGame.config"> <CopyFileToFolders Include="xboxone\MicrosoftGame.config">
<Filter>xboxseries</Filter> <Filter>xboxone</Filter>
</CopyFileToFolders> </CopyFileToFolders>
<CopyFileToFolders Include="xboxone\MicrosoftGame.config"> <CopyFileToFolders Include="..\..\logos\SplashScreenImage.png">
<Filter>xboxone</Filter> <Filter>logos</Filter>
</CopyFileToFolders> </CopyFileToFolders>
<CopyFileToFolders Include="..\..\logos\SplashScreenImage.png"> <CopyFileToFolders Include="PackageLayout.xml" />
<Filter>logos</Filter> <CopyFileToFolders Include="$(Console_GRDKExtLibRoot)Xbox.Services.API.C\DesignTime\CommonConfiguration\Neutral\Lib\Release\Microsoft.Xbox.Services.GDK.C.Thunks.dll">
</CopyFileToFolders> <Filter>wingdk</Filter>
<CopyFileToFolders Include="PackageLayout.xml" /> </CopyFileToFolders>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Filter Include="logos"> <Filter Include="logos">
<UniqueIdentifier>{5e858cf0-6fba-498d-b33d-11c8ecbb79c7}</UniqueIdentifier> <UniqueIdentifier>{5e858cf0-6fba-498d-b33d-11c8ecbb79c7}</UniqueIdentifier>
</Filter> </Filter>
<Filter Include="xboxseries"> <Filter Include="xboxseries">
<UniqueIdentifier>{5790a250-283e-4f51-8f28-6a977d3c7a6c}</UniqueIdentifier> <UniqueIdentifier>{5790a250-283e-4f51-8f28-6a977d3c7a6c}</UniqueIdentifier>
</Filter> </Filter>
<Filter Include="wingdk"> <Filter Include="wingdk">
<UniqueIdentifier>{a4d235e4-4017-4193-af62-ecb2ac249be4}</UniqueIdentifier> <UniqueIdentifier>{a4d235e4-4017-4193-af62-ecb2ac249be4}</UniqueIdentifier>
</Filter> </Filter>
<Filter Include="xboxone"> <Filter Include="xboxone">
<UniqueIdentifier>{e704dcb9-c83c-4c94-a139-b0f3e3f428f2}</UniqueIdentifier> <UniqueIdentifier>{e704dcb9-c83c-4c94-a139-b0f3e3f428f2}</UniqueIdentifier>
</Filter> </Filter>
</ItemGroup> </ItemGroup>
</Project> </Project>

View File

@ -1,5 +1,5 @@
/* /*
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -53,23 +53,14 @@ static struct
int soundpos; /* Current play position */ int soundpos; /* Current play position */
} wave; } wave;
static SDL_AudioDeviceID device; static SDL_AudioStream *stream;
static void
close_audio()
{
if (device != 0) {
SDL_CloseAudioDevice(device);
device = 0;
}
}
/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
static void static void
quit(int rc) quit(int rc)
{ {
SDL_free(sprites); SDL_free(sprites);
close_audio(); SDL_DestroyAudioStream(stream);
SDL_free(wave.sound); SDL_free(wave.sound);
SDLTest_CommonQuit(state); SDLTest_CommonQuit(state);
/* If rc is 0, just let main return normally rather than calling exit. /* If rc is 0, just let main return normally rather than calling exit.
@ -80,49 +71,13 @@ quit(int rc)
} }
} }
static void static int fillerup(void)
open_audio()
{ {
/* Initialize fillerup() variables */ const int minimum = (wave.soundlen / SDL_AUDIO_FRAMESIZE(wave.spec)) / 2;
device = SDL_OpenAudioDevice(NULL, SDL_FALSE, &wave.spec, NULL, 0); if (SDL_GetAudioStreamQueued(stream) < minimum) {
if (!device) { SDL_PutAudioStreamData(stream, wave.sound, wave.soundlen);
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't open audio: %s\n", SDL_GetError());
SDL_free(wave.sound);
quit(2);
} }
return 0;
/* Let the audio run */
SDL_PlayAudioDevice(device);
}
static void
reopen_audio()
{
close_audio();
open_audio();
}
void SDLCALL
fillerup(void *unused, Uint8 *stream, int len)
{
Uint8 *waveptr;
int waveleft;
/* Set up the pointers */
waveptr = wave.sound + wave.soundpos;
waveleft = wave.soundlen - wave.soundpos;
/* Go! */
while (waveleft <= len) {
SDL_memcpy(stream, waveptr, waveleft);
stream += waveleft;
len -= waveleft;
waveptr = wave.sound;
waveleft = wave.soundlen;
wave.soundpos = 0;
}
SDL_memcpy(stream, waveptr, len);
wave.soundpos += len;
} }
void void
@ -371,6 +326,7 @@ loop()
} }
DrawSprites(state->renderers[i], sprites[i]); DrawSprites(state->renderers[i], sprites[i]);
} }
fillerup();
} }
int int
@ -385,7 +341,7 @@ main(int argc, char *argv[])
/* Initialize test framework */ /* Initialize test framework */
state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO | SDL_INIT_AUDIO); state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO | SDL_INIT_AUDIO);
if (state == NULL) { if (!state) {
return 1; return 1;
} }
@ -448,7 +404,7 @@ main(int argc, char *argv[])
/* Create the windows, initialize the renderers, and load the textures */ /* Create the windows, initialize the renderers, and load the textures */
sprites = sprites =
(SDL_Texture **) SDL_malloc(state->num_windows * sizeof(*sprites)); (SDL_Texture **) SDL_malloc(state->num_windows * sizeof(*sprites));
if (sprites == NULL) { if (!sprites) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n"); SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
quit(2); quit(2);
} }
@ -463,19 +419,17 @@ main(int argc, char *argv[])
soundname = GetResourceFilename(argc > 1 ? argv[1] : NULL, "sample.wav"); soundname = GetResourceFilename(argc > 1 ? argv[1] : NULL, "sample.wav");
if (soundname == NULL) { if (!soundname) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%s\n", SDL_GetError()); SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%s\n", SDL_GetError());
quit(1); quit(1);
} }
/* Load the wave file into memory */ /* Load the wave file into memory */
if (SDL_LoadWAV(soundname, &wave.spec, &wave.sound, &wave.soundlen) == NULL) { if (SDL_LoadWAV(soundname, &wave.spec, &wave.sound, &wave.soundlen) == -1) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s\n", soundname, SDL_GetError()); SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s\n", soundname, SDL_GetError());
quit(1); quit(1);
} }
wave.spec.callback = fillerup;
/* Show the list of available drivers */ /* Show the list of available drivers */
SDL_Log("Available audio drivers:"); SDL_Log("Available audio drivers:");
for (i = 0; i < SDL_GetNumAudioDrivers(); ++i) { for (i = 0; i < SDL_GetNumAudioDrivers(); ++i) {
@ -484,7 +438,12 @@ main(int argc, char *argv[])
SDL_Log("Using audio driver: %s\n", SDL_GetCurrentAudioDriver()); SDL_Log("Using audio driver: %s\n", SDL_GetCurrentAudioDriver());
open_audio(); stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_OUTPUT, &wave.spec, NULL, NULL);
if (!stream) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create audio stream: %s\n", SDL_GetError());
return -1;
}
SDL_ResumeAudioDevice(SDL_GetAudioStreamDevice(stream));
/* Main render loop */ /* Main render loop */
done = 0; done = 0;

View File

@ -139,7 +139,7 @@
</ResourceCompile> </ResourceCompile>
<Link> <Link>
<SubSystem>Windows</SubSystem> <SubSystem>Windows</SubSystem>
<AdditionalDependencies>xgameruntime.lib;../Microsoft.Xbox.Services.141.GDK.C.Thunks.lib;%(AdditionalDependencies)</AdditionalDependencies> <AdditionalDependencies>xgameruntime.lib;../Microsoft.Xbox.Services.GDK.C.Thunks.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link> </Link>
<PostBuildEvent> <PostBuildEvent>
<Command> <Command>
@ -223,7 +223,7 @@
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem> <SubSystem>Windows</SubSystem>
<AdditionalDependencies>xgameruntime.lib;../Microsoft.Xbox.Services.141.GDK.C.Thunks.lib;%(AdditionalDependencies)</AdditionalDependencies> <AdditionalDependencies>xgameruntime.lib;../Microsoft.Xbox.Services.GDK.C.Thunks.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link> </Link>
<PostBuildEvent> <PostBuildEvent>
<Command> <Command>
@ -346,7 +346,7 @@ copy "%(FullPath)" "$(OutDir)\"</Command>
</CopyFileToFolders> </CopyFileToFolders>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<CopyFileToFolders Include="$(Console_GRDKExtLibRoot)Xbox.Services.API.C\DesignTime\CommonConfiguration\Neutral\Lib\Release\Microsoft.Xbox.Services.141.GDK.C.Thunks.dll"> <CopyFileToFolders Include="$(Console_GRDKExtLibRoot)Xbox.Services.API.C\DesignTime\CommonConfiguration\Neutral\Lib\Release\Microsoft.Xbox.Services.GDK.C.Thunks.dll">
<FileType>Document</FileType> <FileType>Document</FileType>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.Scarlett.x64'">true</ExcludedFromBuild> <ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.Scarlett.x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.XboxOne.x64'">true</ExcludedFromBuild> <ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.XboxOne.x64'">true</ExcludedFromBuild>

View File

@ -18,9 +18,6 @@
<CopyFileToFolders Include="..\..\logos\Logo480x480.png"> <CopyFileToFolders Include="..\..\logos\Logo480x480.png">
<Filter>logos</Filter> <Filter>logos</Filter>
</CopyFileToFolders> </CopyFileToFolders>
<CopyFileToFolders Include="$(Console_GRDKExtLibRoot)Xbox.Services.API.C\DesignTime\CommonConfiguration\Neutral\Lib\Release\Microsoft.Xbox.Services.141.GDK.C.Thunks.dll">
<Filter>wingdk</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="wingdk\MicrosoftGame.config"> <CopyFileToFolders Include="wingdk\MicrosoftGame.config">
<Filter>wingdk</Filter> <Filter>wingdk</Filter>
</CopyFileToFolders> </CopyFileToFolders>
@ -35,6 +32,9 @@
<Filter>logos</Filter> <Filter>logos</Filter>
</CopyFileToFolders> </CopyFileToFolders>
<CopyFileToFolders Include="PackageLayout.xml" /> <CopyFileToFolders Include="PackageLayout.xml" />
<CopyFileToFolders Include="$(Console_GRDKExtLibRoot)Xbox.Services.API.C\DesignTime\CommonConfiguration\Neutral\Lib\Release\Microsoft.Xbox.Services.GDK.C.Thunks.dll">
<Filter>wingdk</Filter>
</CopyFileToFolders>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Filter Include="logos"> <Filter Include="logos">

View File

@ -139,7 +139,7 @@
</ResourceCompile> </ResourceCompile>
<Link> <Link>
<SubSystem>Windows</SubSystem> <SubSystem>Windows</SubSystem>
<AdditionalDependencies>xgameruntime.lib;../Microsoft.Xbox.Services.141.GDK.C.Thunks.lib;%(AdditionalDependencies)</AdditionalDependencies> <AdditionalDependencies>xgameruntime.lib;../Microsoft.Xbox.Services.GDK.C.Thunks.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link> </Link>
<PostBuildEvent> <PostBuildEvent>
<Command> <Command>
@ -223,7 +223,7 @@
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem> <SubSystem>Windows</SubSystem>
<AdditionalDependencies>xgameruntime.lib;../Microsoft.Xbox.Services.141.GDK.C.Thunks.lib;%(AdditionalDependencies)</AdditionalDependencies> <AdditionalDependencies>xgameruntime.lib;../Microsoft.Xbox.Services.GDK.C.Thunks.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link> </Link>
<PostBuildEvent> <PostBuildEvent>
<Command> <Command>
@ -346,7 +346,7 @@ copy "%(FullPath)" "$(OutDir)\"</Command>
</CopyFileToFolders> </CopyFileToFolders>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<CopyFileToFolders Include="$(Console_GRDKExtLibRoot)Xbox.Services.API.C\DesignTime\CommonConfiguration\Neutral\Lib\Release\Microsoft.Xbox.Services.141.GDK.C.Thunks.dll"> <CopyFileToFolders Include="$(Console_GRDKExtLibRoot)Xbox.Services.API.C\DesignTime\CommonConfiguration\Neutral\Lib\Release\Microsoft.Xbox.Services.GDK.C.Thunks.dll">
<FileType>Document</FileType> <FileType>Document</FileType>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.Scarlett.x64'">true</ExcludedFromBuild> <ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.Scarlett.x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.XboxOne.x64'">true</ExcludedFromBuild> <ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.XboxOne.x64'">true</ExcludedFromBuild>

View File

@ -18,9 +18,6 @@
<CopyFileToFolders Include="..\..\logos\Logo480x480.png"> <CopyFileToFolders Include="..\..\logos\Logo480x480.png">
<Filter>logos</Filter> <Filter>logos</Filter>
</CopyFileToFolders> </CopyFileToFolders>
<CopyFileToFolders Include="$(Console_GRDKExtLibRoot)Xbox.Services.API.C\DesignTime\CommonConfiguration\Neutral\Lib\Release\Microsoft.Xbox.Services.141.GDK.C.Thunks.dll">
<Filter>wingdk</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="xboxseries\MicrosoftGame.config"> <CopyFileToFolders Include="xboxseries\MicrosoftGame.config">
<Filter>xboxseries</Filter> <Filter>xboxseries</Filter>
</CopyFileToFolders> </CopyFileToFolders>
@ -34,6 +31,9 @@
<Filter>logos</Filter> <Filter>logos</Filter>
</CopyFileToFolders> </CopyFileToFolders>
<CopyFileToFolders Include="PackageLayout.xml" /> <CopyFileToFolders Include="PackageLayout.xml" />
<CopyFileToFolders Include="$(Console_GRDKExtLibRoot)Xbox.Services.API.C\DesignTime\CommonConfiguration\Neutral\Lib\Release\Microsoft.Xbox.Services.GDK.C.Thunks.dll">
<Filter>wingdk</Filter>
</CopyFileToFolders>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Filter Include="logos"> <Filter Include="logos">

View File

@ -67,10 +67,12 @@
<ClInclude Include="..\include\SDL3\SDL_mouse.h" /> <ClInclude Include="..\include\SDL3\SDL_mouse.h" />
<ClInclude Include="..\include\SDL3\SDL_mutex.h" /> <ClInclude Include="..\include\SDL3\SDL_mutex.h" />
<ClInclude Include="..\include\SDL3\SDL_opengles2.h" /> <ClInclude Include="..\include\SDL3\SDL_opengles2.h" />
<ClInclude Include="..\include\SDL3\SDL_pen.h" />
<ClInclude Include="..\include\SDL3\SDL_pixels.h" /> <ClInclude Include="..\include\SDL3\SDL_pixels.h" />
<ClInclude Include="..\include\SDL3\SDL_platform.h" /> <ClInclude Include="..\include\SDL3\SDL_platform.h" />
<ClInclude Include="..\include\SDL3\SDL_platform_defines.h" /> <ClInclude Include="..\include\SDL3\SDL_platform_defines.h" />
<ClInclude Include="..\include\SDL3\SDL_power.h" /> <ClInclude Include="..\include\SDL3\SDL_power.h" />
<ClInclude Include="..\include\SDL3\SDL_properties.h" />
<ClInclude Include="..\include\SDL3\SDL_quit.h" /> <ClInclude Include="..\include\SDL3\SDL_quit.h" />
<ClInclude Include="..\include\SDL3\SDL_rect.h" /> <ClInclude Include="..\include\SDL3\SDL_rect.h" />
<ClInclude Include="..\include\SDL3\SDL_render.h" /> <ClInclude Include="..\include\SDL3\SDL_render.h" />
@ -78,27 +80,23 @@
<ClInclude Include="..\include\SDL3\SDL_rwops.h" /> <ClInclude Include="..\include\SDL3\SDL_rwops.h" />
<ClInclude Include="..\include\SDL3\SDL_scancode.h" /> <ClInclude Include="..\include\SDL3\SDL_scancode.h" />
<ClInclude Include="..\include\SDL3\SDL_sensor.h" /> <ClInclude Include="..\include\SDL3\SDL_sensor.h" />
<ClInclude Include="..\include\SDL3\SDL_shape.h" />
<ClInclude Include="..\include\SDL3\SDL_stdinc.h" /> <ClInclude Include="..\include\SDL3\SDL_stdinc.h" />
<ClInclude Include="..\include\SDL3\SDL_surface.h" /> <ClInclude Include="..\include\SDL3\SDL_surface.h" />
<ClInclude Include="..\include\SDL3\SDL_system.h" /> <ClInclude Include="..\include\SDL3\SDL_system.h" />
<ClInclude Include="..\include\SDL3\SDL_syswm.h" />
<ClInclude Include="..\include\SDL3\SDL_thread.h" /> <ClInclude Include="..\include\SDL3\SDL_thread.h" />
<ClInclude Include="..\include\SDL3\SDL_timer.h" /> <ClInclude Include="..\include\SDL3\SDL_timer.h" />
<ClInclude Include="..\include\SDL3\SDL_touch.h" /> <ClInclude Include="..\include\SDL3\SDL_touch.h" />
<ClInclude Include="..\include\SDL3\SDL_types.h" /> <ClInclude Include="..\include\SDL3\SDL_types.h" />
<ClInclude Include="..\include\SDL3\SDL_version.h" /> <ClInclude Include="..\include\SDL3\SDL_version.h" />
<ClInclude Include="..\include\SDL3\SDL_video.h" /> <ClInclude Include="..\include\SDL3\SDL_video.h" />
<ClInclude Include="..\include\SDL3\SDL_video_capture.h" />
<ClInclude Include="..\src\audio\disk\SDL_diskaudio.h" /> <ClInclude Include="..\src\audio\disk\SDL_diskaudio.h" />
<ClInclude Include="..\src\audio\dummy\SDL_dummyaudio.h" /> <ClInclude Include="..\src\audio\dummy\SDL_dummyaudio.h" />
<ClInclude Include="..\src\audio\SDL_audiodev_c.h" /> <ClInclude Include="..\src\audio\SDL_audiodev_c.h" />
<ClInclude Include="..\src\audio\SDL_audio_c.h" /> <ClInclude Include="..\src\audio\SDL_audio_c.h" />
<ClInclude Include="..\src\audio\SDL_sysaudio.h" /> <ClInclude Include="..\src\audio\SDL_sysaudio.h" />
<<<<<<< HEAD
=======
<ClInclude Include="..\src\audio\SDL_audioqueue.h" /> <ClInclude Include="..\src\audio\SDL_audioqueue.h" />
<ClInclude Include="..\src\audio\SDL_audioresample.h" /> <ClInclude Include="..\src\audio\SDL_audioresample.h" />
>>>>>>> 644725478f4de0f074a6834e8423ac36dce3974f
<ClInclude Include="..\src\audio\SDL_wave.h" /> <ClInclude Include="..\src\audio\SDL_wave.h" />
<ClInclude Include="..\src\audio\wasapi\SDL_wasapi.h" /> <ClInclude Include="..\src\audio\wasapi\SDL_wasapi.h" />
<ClInclude Include="..\src\core\windows\SDL_directx.h" /> <ClInclude Include="..\src\core\windows\SDL_directx.h" />
@ -129,12 +127,14 @@
<ClInclude Include="..\src\joystick\SDL_gamepad_c.h" /> <ClInclude Include="..\src\joystick\SDL_gamepad_c.h" />
<ClInclude Include="..\src\joystick\SDL_gamepad_db.h" /> <ClInclude Include="..\src\joystick\SDL_gamepad_db.h" />
<ClInclude Include="..\src\joystick\SDL_joystick_c.h" /> <ClInclude Include="..\src\joystick\SDL_joystick_c.h" />
<ClInclude Include="..\src\joystick\SDL_steam_virtual_gamepad.h" />
<ClInclude Include="..\src\joystick\SDL_sysjoystick.h" /> <ClInclude Include="..\src\joystick\SDL_sysjoystick.h" />
<ClInclude Include="..\src\joystick\virtual\SDL_virtualjoystick_c.h" /> <ClInclude Include="..\src\joystick\virtual\SDL_virtualjoystick_c.h" />
<ClInclude Include="..\src\joystick\windows\SDL_dinputjoystick_c.h" /> <ClInclude Include="..\src\joystick\windows\SDL_dinputjoystick_c.h" />
<ClInclude Include="..\src\joystick\windows\SDL_windowsjoystick_c.h" /> <ClInclude Include="..\src\joystick\windows\SDL_windowsjoystick_c.h" />
<ClInclude Include="..\src\joystick\windows\SDL_xinputjoystick_c.h" /> <ClInclude Include="..\src\joystick\windows\SDL_xinputjoystick_c.h" />
<ClInclude Include="..\src\locale\SDL_syslocale.h" /> <ClInclude Include="..\src\locale\SDL_syslocale.h" />
<ClInclude Include="..\src\main\SDL_main_callbacks.h" />
<ClInclude Include="..\src\render\direct3d11\SDL_render_winrt.h" /> <ClInclude Include="..\src\render\direct3d11\SDL_render_winrt.h" />
<ClInclude Include="..\src\render\direct3d11\SDL_shaders_d3d11.h" /> <ClInclude Include="..\src\render\direct3d11\SDL_shaders_d3d11.h" />
<ClInclude Include="..\src\render\opengles2\SDL_gles2funcs.h" /> <ClInclude Include="..\src\render\opengles2\SDL_gles2funcs.h" />
@ -152,16 +152,14 @@
<ClInclude Include="..\src\render\software\SDL_rotate.h" /> <ClInclude Include="..\src\render\software\SDL_rotate.h" />
<ClInclude Include="..\src\render\software\SDL_triangle.h" /> <ClInclude Include="..\src\render\software\SDL_triangle.h" />
<ClInclude Include="..\src\SDL_assert_c.h" /> <ClInclude Include="..\src\SDL_assert_c.h" />
<<<<<<< HEAD
<ClInclude Include="..\src\SDL_dataqueue.h" />
=======
>>>>>>> 644725478f4de0f074a6834e8423ac36dce3974f
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@ -182,8 +180,8 @@
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<ClInclude Include="..\src\video\SDL_RLEaccel_c.h" /> <ClInclude Include="..\src\video\SDL_RLEaccel_c.h" />
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<ClInclude Include="..\src\video\SDL_sysvideo.h" /> <ClInclude Include="..\src\video\SDL_sysvideo.h" />
<ClInclude Include="..\src\video\SDL_sysvidocapture.h" />
<ClInclude Include="..\src\video\SDL_yuv_c.h" /> <ClInclude Include="..\src\video\SDL_yuv_c.h" />
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@ -202,11 +200,8 @@
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<ClCompile Include="..\src\audio\SDL_audiodev.c" /> <ClCompile Include="..\src\audio\SDL_audiodev.c" />
<ClCompile Include="..\src\audio\SDL_audiotypecvt.c" /> <ClCompile Include="..\src\audio\SDL_audiotypecvt.c" />
<<<<<<< HEAD
=======
<ClCompile Include="..\src\audio\SDL_audioqueue.c" /> <ClCompile Include="..\src\audio\SDL_audioqueue.c" />
<ClCompile Include="..\src\audio\SDL_audioresample.c" /> <ClCompile Include="..\src\audio\SDL_audioresample.c" />
>>>>>>> 644725478f4de0f074a6834e8423ac36dce3974f
<ClCompile Include="..\src\audio\SDL_mixer.c" /> <ClCompile Include="..\src\audio\SDL_mixer.c" />
<ClCompile Include="..\src\audio\SDL_wave.c" /> <ClCompile Include="..\src\audio\SDL_wave.c" />
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@ -257,6 +252,8 @@
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@ -309,6 +306,7 @@
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@ -334,6 +332,7 @@
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@ -342,6 +341,8 @@
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@ -390,6 +391,7 @@
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@ -401,15 +403,13 @@
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<ClCompile Include="..\src\SDL_assert.c" /> <ClCompile Include="..\src\SDL_assert.c" />
<<<<<<< HEAD <ClCompile Include="..\src\SDL_hashtable.c" />
<ClCompile Include="..\src\SDL_dataqueue.c" />
=======
>>>>>>> 644725478f4de0f074a6834e8423ac36dce3974f
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@ -419,6 +419,9 @@
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@ -517,10 +520,11 @@
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@ -673,6 +677,7 @@
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@ -872,5 +877,6 @@
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View File

@ -7,6 +7,12 @@
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@ -99,6 +105,9 @@
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@ -129,9 +138,6 @@
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@ -141,9 +147,6 @@
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@ -162,6 +165,9 @@
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@ -183,15 +189,12 @@
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<<<<<<< HEAD
=======
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>>>>>>> 644725478f4de0f074a6834e8423ac36dce3974f
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@ -258,6 +261,9 @@
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@ -273,6 +279,9 @@
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@ -327,6 +336,9 @@
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@ -336,6 +348,9 @@
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@ -390,10 +405,10 @@
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>>>>>>> 644725478f4de0f074a6834e8423ac36dce3974f
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<<<<<<< HEAD
=======
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>>>>>>> 644725478f4de0f074a6834e8423ac36dce3974f
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@ -504,6 +510,12 @@
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<Filter>Source Files</Filter> <Filter>Source Files</Filter>
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@ -780,6 +816,12 @@
<ClCompile Include="..\src\video\SDL_video.c"> <ClCompile Include="..\src\video\SDL_video.c">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="..\src\video\SDL_video_capture.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\src\video\SDL_video_unsupported.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\src\video\winrt\SDL_winrtevents.cpp"> <ClCompile Include="..\src\video\winrt\SDL_winrtevents.cpp">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</ClCompile> </ClCompile>
@ -807,18 +849,6 @@
<ClCompile Include="..\src\video\winrt\SDL_winrtgamebar.cpp"> <ClCompile Include="..\src\video\winrt\SDL_winrtgamebar.cpp">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</ClCompile> </ClCompile>
<<<<<<< HEAD
<ClCompile Include="..\src\SDL_dataqueue.c">
<Filter>Source Files</Filter>
</ClCompile>
=======
>>>>>>> 644725478f4de0f074a6834e8423ac36dce3974f
<ClCompile Include="..\src\SDL_list.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\src\SDL_utils.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\src\haptic\windows\SDL_dinputhaptic.c"> <ClCompile Include="..\src\haptic\windows\SDL_dinputhaptic.c">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</ClCompile> </ClCompile>
@ -869,6 +899,9 @@
<ClCompile Include="..\src\stdlib\SDL_mslibc.c"> <ClCompile Include="..\src\stdlib\SDL_mslibc.c">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</ClCompile> </ClCompile>
<MASM Include="..\src\stdlib\SDL_mslibc_x64.masm">
<Filter>stdlib</Filter>
</MASM>
<ClCompile Include="..\src\core\windows\pch.c"> <ClCompile Include="..\src\core\windows\pch.c">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</ClCompile> </ClCompile>

View File

@ -1,284 +1,295 @@
Microsoft Visual Studio Solution File, Format Version 11.00 Microsoft Visual Studio Solution File, Format Version 11.00
# Visual Studio 2010 # Visual Studio 2010
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "tests", "tests", "{D69D5741-611F-4E14-8541-1FEE94F50B5A}" Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "tests", "tests", "{D69D5741-611F-4E14-8541-1FEE94F50B5A}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL3", "SDL\SDL.vcxproj", "{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL3", "SDL\SDL.vcxproj", "{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "checkkeys", "tests\checkkeys\checkkeys.vcxproj", "{26828762-C95D-4637-9CB1-7F0979523813}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "checkkeys", "tests\checkkeys\checkkeys.vcxproj", "{26828762-C95D-4637-9CB1-7F0979523813}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "loopwave", "tests\loopwave\loopwave.vcxproj", "{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "loopwave", "tests\loopwave\loopwave.vcxproj", "{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testatomic", "tests\testatomic\testatomic.vcxproj", "{66B32F7E-5716-48D0-B5B9-D832FD052DD5}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testatomic", "tests\testatomic\testatomic.vcxproj", "{66B32F7E-5716-48D0-B5B9-D832FD052DD5}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testautomation", "tests\testautomation\testautomation.vcxproj", "{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testautomation", "tests\testautomation\testautomation.vcxproj", "{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testdraw", "tests\testdraw\testdraw.vcxproj", "{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testdraw", "tests\testdraw\testdraw.vcxproj", "{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testfile", "tests\testfile\testfile.vcxproj", "{CAE4F1D0-314F-4B10-805B-0EFD670133A0}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testfile", "tests\testfile\testfile.vcxproj", "{CAE4F1D0-314F-4B10-805B-0EFD670133A0}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgl", "tests\testgl\testgl.vcxproj", "{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgl", "tests\testgl\testgl.vcxproj", "{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testoverlay", "tests\testoverlay\testoverlay.vcxproj", "{B51E0D74-F0A2-45A2-BD2A-8B7D95B8204A}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testoverlay", "tests\testoverlay\testoverlay.vcxproj", "{B51E0D74-F0A2-45A2-BD2A-8B7D95B8204A}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testplatform", "tests\testplatform\testplatform.vcxproj", "{26932B24-EFC6-4E3A-B277-ED653DA37968}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testplatform", "tests\testplatform\testplatform.vcxproj", "{26932B24-EFC6-4E3A-B277-ED653DA37968}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testpower", "tests\testpower\testpower.vcxproj", "{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testpower", "tests\testpower\testpower.vcxproj", "{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testrendertarget", "tests\testrendertarget\testrendertarget.vcxproj", "{2D17C1EB-1157-460E-9A99-A82BFC1F9D1E}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testrendertarget", "tests\testrendertarget\testrendertarget.vcxproj", "{2D17C1EB-1157-460E-9A99-A82BFC1F9D1E}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testrumble", "tests\testrumble\testrumble.vcxproj", "{BFF40245-E9A6-4297-A425-A554E5D767E8}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testrumble", "tests\testrumble\testrumble.vcxproj", "{BFF40245-E9A6-4297-A425-A554E5D767E8}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testscale", "tests\testscale\testscale.vcxproj", "{5D0930C0-7C91-4ECE-9014-7B7DDE9502E6}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testscale", "tests\testscale\testscale.vcxproj", "{5D0930C0-7C91-4ECE-9014-7B7DDE9502E6}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testshape", "tests\testshape\testshape.vcxproj", "{31A3E4E1-AAE9-4EF3-9B23-18D0924BE4D2}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testshape", "tests\testshape\testshape.vcxproj", "{31A3E4E1-AAE9-4EF3-9B23-18D0924BE4D2}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testsprite", "tests\testsprite\testsprite.vcxproj", "{40FB7794-D3C3-4CFE-BCF4-A80C96635682}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testsprite", "tests\testsprite\testsprite.vcxproj", "{40FB7794-D3C3-4CFE-BCF4-A80C96635682}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL3_test", "SDL_test\SDL_test.vcxproj", "{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL3_test", "SDL_test\SDL_test.vcxproj", "{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testcontroller", "tests\testcontroller\testcontroller.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08305}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testcontroller", "tests\testcontroller\testcontroller.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08305}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgles2", "tests\testgles2\testgles2.vcxproj", "{E9558DFE-1961-4DD4-B09B-DD0EEFD5C315}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgles2", "tests\testgles2\testgles2.vcxproj", "{E9558DFE-1961-4DD4-B09B-DD0EEFD5C315}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testvulkan", "tests\testvulkan\testvulkan.vcxproj", "{0D604DFD-AAB6-442C-9368-F91A344146AB}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testvulkan", "tests\testvulkan\testvulkan.vcxproj", "{0D604DFD-AAB6-442C-9368-F91A344146AB}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testwm", "tests\testwm\testwm.vcxproj", "{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A5}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testwm", "tests\testwm\testwm.vcxproj", "{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A5}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testyuv", "tests\testyuv\testyuv.vcxproj", "{40FB7794-D3C3-4CFE-BCF4-A80C97635682}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testyuv", "tests\testyuv\testyuv.vcxproj", "{40FB7794-D3C3-4CFE-BCF4-A80C97635682}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testsensor", "tests\testsensor\testsensor.vcxproj", "{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A4}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testsensor", "tests\testsensor\testsensor.vcxproj", "{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A4}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testsurround", "tests\testsurround\testsurround.vcxproj", "{70B894A9-E306-49E8-ABC2-932A952A5E5F}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testsurround", "tests\testsurround\testsurround.vcxproj", "{70B894A9-E306-49E8-ABC2-932A952A5E5F}"
EndProject EndProject
Global Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testpen", "tests\testpen\testpen.vcxproj", "{C4E04D18-EF76-4B42-B4C2-16A1BACDC1A3}"
GlobalSection(SolutionConfigurationPlatforms) = preSolution EndProject
Debug|Win32 = Debug|Win32 Global
Debug|x64 = Debug|x64 GlobalSection(SolutionConfigurationPlatforms) = preSolution
Release|Win32 = Release|Win32 Debug|Win32 = Debug|Win32
Release|x64 = Release|x64 Debug|x64 = Debug|x64
EndGlobalSection Release|Win32 = Release|Win32
GlobalSection(ProjectConfigurationPlatforms) = postSolution Release|x64 = Release|x64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|Win32.ActiveCfg = Debug|Win32 EndGlobalSection
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|Win32.Build.0 = Debug|Win32 GlobalSection(ProjectConfigurationPlatforms) = postSolution
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|x64.ActiveCfg = Debug|x64 {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|Win32.ActiveCfg = Debug|Win32
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|x64.Build.0 = Debug|x64 {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|Win32.Build.0 = Debug|Win32
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|Win32.ActiveCfg = Release|Win32 {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|x64.ActiveCfg = Debug|x64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|Win32.Build.0 = Release|Win32 {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|x64.Build.0 = Debug|x64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|x64.ActiveCfg = Release|x64 {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|Win32.ActiveCfg = Release|Win32
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|x64.Build.0 = Release|x64 {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|Win32.Build.0 = Release|Win32
{26828762-C95D-4637-9CB1-7F0979523813}.Debug|Win32.ActiveCfg = Debug|Win32 {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|x64.ActiveCfg = Release|x64
{26828762-C95D-4637-9CB1-7F0979523813}.Debug|Win32.Build.0 = Debug|Win32 {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|x64.Build.0 = Release|x64
{26828762-C95D-4637-9CB1-7F0979523813}.Debug|x64.ActiveCfg = Debug|x64 {26828762-C95D-4637-9CB1-7F0979523813}.Debug|Win32.ActiveCfg = Debug|Win32
{26828762-C95D-4637-9CB1-7F0979523813}.Debug|x64.Build.0 = Debug|x64 {26828762-C95D-4637-9CB1-7F0979523813}.Debug|Win32.Build.0 = Debug|Win32
{26828762-C95D-4637-9CB1-7F0979523813}.Release|Win32.ActiveCfg = Release|Win32 {26828762-C95D-4637-9CB1-7F0979523813}.Debug|x64.ActiveCfg = Debug|x64
{26828762-C95D-4637-9CB1-7F0979523813}.Release|Win32.Build.0 = Release|Win32 {26828762-C95D-4637-9CB1-7F0979523813}.Debug|x64.Build.0 = Debug|x64
{26828762-C95D-4637-9CB1-7F0979523813}.Release|x64.ActiveCfg = Release|x64 {26828762-C95D-4637-9CB1-7F0979523813}.Release|Win32.ActiveCfg = Release|Win32
{26828762-C95D-4637-9CB1-7F0979523813}.Release|x64.Build.0 = Release|x64 {26828762-C95D-4637-9CB1-7F0979523813}.Release|Win32.Build.0 = Release|Win32
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|Win32.ActiveCfg = Debug|Win32 {26828762-C95D-4637-9CB1-7F0979523813}.Release|x64.ActiveCfg = Release|x64
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|Win32.Build.0 = Debug|Win32 {26828762-C95D-4637-9CB1-7F0979523813}.Release|x64.Build.0 = Release|x64
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|x64.ActiveCfg = Debug|x64 {AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|Win32.ActiveCfg = Debug|Win32
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|x64.Build.0 = Debug|x64 {AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|Win32.Build.0 = Debug|Win32
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|Win32.ActiveCfg = Release|Win32 {AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|x64.ActiveCfg = Debug|x64
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|Win32.Build.0 = Release|Win32 {AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|x64.Build.0 = Debug|x64
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|x64.ActiveCfg = Release|x64 {AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|Win32.ActiveCfg = Release|Win32
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|x64.Build.0 = Release|x64 {AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|Win32.Build.0 = Release|Win32
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{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Debug|x64.ActiveCfg = Debug|x64 {66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Debug|Win32.ActiveCfg = Debug|Win32
{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Debug|x64.Build.0 = Debug|x64 {66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Debug|Win32.Build.0 = Debug|Win32
{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Release|Win32.ActiveCfg = Release|Win32 {66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Debug|x64.ActiveCfg = Debug|x64
{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Release|Win32.Build.0 = Release|Win32 {66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Debug|x64.Build.0 = Debug|x64
{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Release|x64.ActiveCfg = Release|x64 {66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Release|Win32.ActiveCfg = Release|Win32
{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Release|x64.Build.0 = Release|x64 {66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Release|Win32.Build.0 = Release|Win32
{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Debug|Win32.ActiveCfg = Debug|Win32 {66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Release|x64.ActiveCfg = Release|x64
{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Debug|Win32.Build.0 = Debug|Win32 {66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Release|x64.Build.0 = Release|x64
{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Debug|x64.ActiveCfg = Debug|x64 {9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Debug|Win32.ActiveCfg = Debug|Win32
{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Debug|x64.Build.0 = Debug|x64 {9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Debug|Win32.Build.0 = Debug|Win32
{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Release|Win32.ActiveCfg = Release|Win32 {9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Debug|x64.ActiveCfg = Debug|x64
{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Release|Win32.Build.0 = Release|Win32 {9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Debug|x64.Build.0 = Debug|x64
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@ -43,6 +43,7 @@
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@ -279,10 +280,12 @@
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@ -290,11 +293,9 @@
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@ -394,11 +398,15 @@
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@ -443,12 +451,10 @@
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@ -458,7 +464,6 @@
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@ -466,8 +471,6 @@
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@ -483,6 +486,8 @@
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@ -500,6 +505,7 @@
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@ -524,6 +530,7 @@
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@ -531,6 +538,7 @@
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@ -577,6 +585,7 @@
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@ -602,6 +613,9 @@
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@ -635,10 +649,11 @@
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@ -650,7 +665,6 @@
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View File

@ -169,6 +169,12 @@
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<ClInclude Include="..\..\src\video\SDL_sysvideo.h"> <ClInclude Include="..\..\src\video\SDL_sysvideo.h">
<Filter>video</Filter> <Filter>video</Filter>
</ClInclude> </ClInclude>
@ -611,9 +624,6 @@
<ClInclude Include="..\..\src\video\yuv2rgb\yuv_rgb_std_func.h"> <ClInclude Include="..\..\src\video\yuv2rgb\yuv_rgb_std_func.h">
<Filter>video\yuv2rgb</Filter> <Filter>video\yuv2rgb</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\..\src\video\windows\SDL_vkeys.h">
<Filter>video\windows</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\windows\SDL_windowsclipboard.h"> <ClInclude Include="..\..\src\video\windows\SDL_windowsclipboard.h">
<Filter>video\windows</Filter> <Filter>video\windows</Filter>
</ClInclude> </ClInclude>
@ -638,9 +648,6 @@
<ClInclude Include="..\..\src\video\windows\SDL_windowsopengl.h"> <ClInclude Include="..\..\src\video\windows\SDL_windowsopengl.h">
<Filter>video\windows</Filter> <Filter>video\windows</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\..\src\video\windows\SDL_windowsshape.h">
<Filter>video\windows</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\windows\SDL_windowsvideo.h"> <ClInclude Include="..\..\src\video\windows\SDL_windowsvideo.h">
<Filter>video\windows</Filter> <Filter>video\windows</Filter>
</ClInclude> </ClInclude>
@ -813,6 +820,7 @@
<ClInclude Include="..\..\src\SDL_hints_c.h" /> <ClInclude Include="..\..\src\SDL_hints_c.h" />
<ClInclude Include="..\..\src\SDL_internal.h" /> <ClInclude Include="..\..\src\SDL_internal.h" />
<ClInclude Include="..\..\src\SDL_log_c.h" /> <ClInclude Include="..\..\src\SDL_log_c.h" />
<ClInclude Include="..\..\src\SDL_properties_c.h" />
<ClInclude Include="..\..\src\render\direct3d12\SDL_shaders_d3d12.h"> <ClInclude Include="..\..\src\render\direct3d12\SDL_shaders_d3d12.h">
<Filter>render\direct3d12</Filter> <Filter>render\direct3d12</Filter>
</ClInclude> </ClInclude>
@ -820,12 +828,20 @@
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="..\..\src\audio\wasapi\SDL_wasapi.c" /> <ClCompile Include="..\..\src\audio\wasapi\SDL_wasapi.c" />
<ClCompile Include="..\..\src\main\generic\SDL_sysmain_callbacks.c">
<Filter>main\generic</Filter>
</ClCompile>
<ClCompile Include="..\..\src\main\SDL_main_callbacks.c">
<Filter>main</Filter>
</ClCompile>
<ClCompile Include="..\..\src\SDL.c" /> <ClCompile Include="..\..\src\SDL.c" />
<ClCompile Include="..\..\src\SDL_assert.c" /> <ClCompile Include="..\..\src\SDL_assert.c" />
<ClCompile Include="..\..\src\SDL_error.c" /> <ClCompile Include="..\..\src\SDL_error.c" />
<ClCompile Include="..\..\src\SDL_guid.c" /> <ClCompile Include="..\..\src\SDL_guid.c" />
<ClCompile Include="..\..\src\SDL_hashtable.c" />
<ClCompile Include="..\..\src\SDL_hints.c" /> <ClCompile Include="..\..\src\SDL_hints.c" />
<ClCompile Include="..\..\src\SDL_list.c" /> <ClCompile Include="..\..\src\SDL_list.c" />
<ClCompile Include="..\..\src\SDL_properties.c" />
<ClCompile Include="..\..\src\SDL_utils.c" /> <ClCompile Include="..\..\src\SDL_utils.c" />
<ClCompile Include="..\..\src\audio\SDL_audio.c"> <ClCompile Include="..\..\src\audio\SDL_audio.c">
<Filter>audio</Filter> <Filter>audio</Filter>
@ -857,6 +873,12 @@
<ClCompile Include="..\..\src\atomic\SDL_spinlock.c"> <ClCompile Include="..\..\src\atomic\SDL_spinlock.c">
<Filter>atomic</Filter> <Filter>atomic</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="..\..\src\core\SDL_core_unsupported.c">
<Filter>core</Filter>
</ClCompile>
<ClCompile Include="..\..\src\core\SDL_runapp.c">
<Filter>core</Filter>
</ClCompile>
<ClCompile Include="..\..\src\core\windows\SDL_hid.c"> <ClCompile Include="..\..\src\core\windows\SDL_hid.c">
<Filter>core\windows</Filter> <Filter>core\windows</Filter>
</ClCompile> </ClCompile>
@ -893,6 +915,9 @@
<ClCompile Include="..\..\src\events\SDL_mouse.c"> <ClCompile Include="..\..\src\events\SDL_mouse.c">
<Filter>events</Filter> <Filter>events</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="..\..\src\events\SDL_pen.c">
<Filter>events</Filter>
</ClCompile>
<ClCompile Include="..\..\src\events\SDL_quit.c"> <ClCompile Include="..\..\src\events\SDL_quit.c">
<Filter>events</Filter> <Filter>events</Filter>
</ClCompile> </ClCompile>
@ -923,6 +948,9 @@
<ClCompile Include="..\..\src\joystick\SDL_joystick.c"> <ClCompile Include="..\..\src\joystick\SDL_joystick.c">
<Filter>joystick</Filter> <Filter>joystick</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="..\..\src\joystick\SDL_steam_virtual_gamepad.c">
<Filter>joystick</Filter>
</ClCompile>
<ClCompile Include="..\..\src\libm\e_atan2.c"> <ClCompile Include="..\..\src\libm\e_atan2.c">
<Filter>libm</Filter> <Filter>libm</Filter>
</ClCompile> </ClCompile>
@ -1061,6 +1089,9 @@
<ClCompile Include="..\..\src\joystick\hidapi\SDL_hidapi_steam.c"> <ClCompile Include="..\..\src\joystick\hidapi\SDL_hidapi_steam.c">
<Filter>joystick\hidapi</Filter> <Filter>joystick\hidapi</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="..\..\src\joystick\hidapi\SDL_hidapi_steamdeck.c">
<Filter>joystick\hidapi</Filter>
</ClCompile>
<ClCompile Include="..\..\src\joystick\hidapi\SDL_hidapi_switch.c"> <ClCompile Include="..\..\src\joystick\hidapi\SDL_hidapi_switch.c">
<Filter>joystick\hidapi</Filter> <Filter>joystick\hidapi</Filter>
</ClCompile> </ClCompile>
@ -1142,9 +1173,6 @@
<ClCompile Include="..\..\src\video\SDL_rect.c"> <ClCompile Include="..\..\src\video\SDL_rect.c">
<Filter>video</Filter> <Filter>video</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="..\..\src\video\SDL_shape.c">
<Filter>video</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_stretch.c"> <ClCompile Include="..\..\src\video\SDL_stretch.c">
<Filter>video</Filter> <Filter>video</Filter>
</ClCompile> </ClCompile>
@ -1154,6 +1182,12 @@
<ClCompile Include="..\..\src\video\SDL_video.c"> <ClCompile Include="..\..\src\video\SDL_video.c">
<Filter>video</Filter> <Filter>video</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="..\..\src\video\SDL_video_unsupported.c">
<Filter>video</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_video_capture.c">
<Filter>video</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_yuv.c"> <ClCompile Include="..\..\src\video\SDL_yuv.c">
<Filter>video</Filter> <Filter>video</Filter>
</ClCompile> </ClCompile>
@ -1199,9 +1233,6 @@
<ClCompile Include="..\..\src\video\windows\SDL_windowsopengles.c"> <ClCompile Include="..\..\src\video\windows\SDL_windowsopengles.c">
<Filter>video\windows</Filter> <Filter>video\windows</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="..\..\src\video\windows\SDL_windowsshape.c">
<Filter>video\windows</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\windows\SDL_windowsvideo.c"> <ClCompile Include="..\..\src\video\windows\SDL_windowsvideo.c">
<Filter>video\windows</Filter> <Filter>video\windows</Filter>
</ClCompile> </ClCompile>
@ -1283,6 +1314,9 @@
<ClCompile Include="..\..\src\render\SDL_render.c"> <ClCompile Include="..\..\src\render\SDL_render.c">
<Filter>render</Filter> <Filter>render</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="..\..\src\render\SDL_render_unsupported.c">
<Filter>render</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\SDL_yuv_sw.c"> <ClCompile Include="..\..\src\render\SDL_yuv_sw.c">
<Filter>render</Filter> <Filter>render</Filter>
</ClCompile> </ClCompile>
@ -1353,6 +1387,9 @@
<ClCompile Include="..\..\src\stdlib\SDL_mslibc.c"> <ClCompile Include="..\..\src\stdlib\SDL_mslibc.c">
<Filter>stdlib</Filter> <Filter>stdlib</Filter>
</ClCompile> </ClCompile>
<MASM Include="..\..\src\stdlib\SDL_mslibc_x64.masm">
<Filter>stdlib</Filter>
</MASM>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ResourceCompile Include="..\..\src\core\windows\version.rc" /> <ResourceCompile Include="..\..\src\core\windows\version.rc" />

View File

@ -40,7 +40,7 @@ else()
endif() endif()
set_and_check(_sdl3_prefix "${CMAKE_CURRENT_LIST_DIR}/..") set_and_check(_sdl3_prefix "${CMAKE_CURRENT_LIST_DIR}/..")
set(_sdl3_include_dirs "${_sdl3_prefix}/include;${_sdl3_prefix}/include/SDL3") set(_sdl3_include_dirs "${_sdl3_prefix}/include")
unset(_sdl3_prefix) unset(_sdl3_prefix)
set(SDL3_LIBRARIES SDL3::SDL3) set(SDL3_LIBRARIES SDL3::SDL3)

View File

@ -1,230 +1,237 @@
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@ -987,10 +1031,28 @@
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F3F7D8BA2933074A00816151 /* SDL_shape.h */,
F3F7D8AC2933074900816151 /* SDL_stdinc.h */, F3F7D8AC2933074900816151 /* SDL_stdinc.h */,
F3F7D8BB2933074A00816151 /* SDL_surface.h */, F3F7D8BB2933074A00816151 /* SDL_surface.h */,
F3F7D8E82933074E00816151 /* SDL_system.h */, F3F7D8E82933074E00816151 /* SDL_system.h */,
F3F7D8BF2933074A00816151 /* SDL_syswm.h */,
F3F7D8CD2933074C00816151 /* SDL_thread.h */, F3F7D8CD2933074C00816151 /* SDL_thread.h */,
F3F7D8B22933074900816151 /* SDL_timer.h */, F3F7D8B22933074900816151 /* SDL_timer.h */,
F3F7D8AF2933074900816151 /* SDL_touch.h */, F3F7D8AF2933074900816151 /* SDL_touch.h */,
F3F7D8E42933074D00816151 /* SDL_version.h */, F3F7D8E42933074D00816151 /* SDL_version.h */,
F3DDCC5F2AFD432500B0842B /* SDL_video_capture.h */,
F3F7D8C52933074B00816151 /* SDL_video.h */, F3F7D8C52933074B00816151 /* SDL_video.h */,
F3F7D8D42933074C00816151 /* SDL_vulkan.h */, F3F7D8D42933074C00816151 /* SDL_vulkan.h */,
F3F7D8CF2933074C00816151 /* SDL.h */,
); );
name = "Public Headers"; name = "Public Headers";
path = ../../include; path = ../../include;
@ -1106,6 +1170,7 @@
A7D8A91123E2514000DCD162 /* libm */, A7D8A91123E2514000DCD162 /* libm */,
A7D8A85D23E2513F00DCD162 /* loadso */, A7D8A85D23E2513F00DCD162 /* loadso */,
566E26CB246274AE00718109 /* locale */, 566E26CB246274AE00718109 /* locale */,
000082EF09C89B62BD840000 /* main */,
5616CA47252BB278005D5928 /* misc */, 5616CA47252BB278005D5928 /* misc */,
A7D8A7DF23E2513F00DCD162 /* power */, A7D8A7DF23E2513F00DCD162 /* power */,
A7D8A8DA23E2514000DCD162 /* render */, A7D8A8DA23E2514000DCD162 /* render */,
@ -1119,6 +1184,8 @@
A7D8A57523E2513D00DCD162 /* SDL_error_c.h */, A7D8A57523E2513D00DCD162 /* SDL_error_c.h */,
A7D8A8BF23E2513F00DCD162 /* SDL_error.c */, A7D8A8BF23E2513F00DCD162 /* SDL_error.c */,
F382071C284F362F004DD584 /* SDL_guid.c */, F382071C284F362F004DD584 /* SDL_guid.c */,
000078E1881E857EBB6C0000 /* SDL_hashtable.c */,
0000B6ADCD88CAD6610F0000 /* SDL_hashtable.h */,
A7D8A8D123E2514000DCD162 /* SDL_hints_c.h */, A7D8A8D123E2514000DCD162 /* SDL_hints_c.h */,
A7D8A5AB23E2513D00DCD162 /* SDL_hints.c */, A7D8A5AB23E2513D00DCD162 /* SDL_hints.c */,
A7D8A58323E2513D00DCD162 /* SDL_internal.h */, A7D8A58323E2513D00DCD162 /* SDL_internal.h */,
@ -1126,6 +1193,7 @@
A1BB8B6227F6CF330057CFA8 /* SDL_list.h */, A1BB8B6227F6CF330057CFA8 /* SDL_list.h */,
F386F6E42884663E001840AA /* SDL_log_c.h */, F386F6E42884663E001840AA /* SDL_log_c.h */,
A7D8A5DD23E2513D00DCD162 /* SDL_log.c */, A7D8A5DD23E2513D00DCD162 /* SDL_log.c */,
F3E5A6EA2AD5E0E600293D83 /* SDL_properties.c */,
F386F6E52884663E001840AA /* SDL_utils_c.h */, F386F6E52884663E001840AA /* SDL_utils_c.h */,
F386F6E62884663E001840AA /* SDL_utils.c */, F386F6E62884663E001840AA /* SDL_utils.c */,
A7D8A57123E2513D00DCD162 /* SDL.c */, A7D8A57123E2513D00DCD162 /* SDL.c */,
@ -1310,6 +1378,7 @@
A7D8A5DB23E2513D00DCD162 /* SDL_dynapi_procs.h */, A7D8A5DB23E2513D00DCD162 /* SDL_dynapi_procs.h */,
A7D8A5DA23E2513D00DCD162 /* SDL_dynapi.c */, A7D8A5DA23E2513D00DCD162 /* SDL_dynapi.c */,
A7D8A5D823E2513D00DCD162 /* SDL_dynapi.h */, A7D8A5D823E2513D00DCD162 /* SDL_dynapi.h */,
E4F7981B2AD8D85500669F54 /* SDL_dynapi_unsupported.h */,
); );
path = dynapi; path = dynapi;
sourceTree = "<group>"; sourceTree = "<group>";
@ -1317,7 +1386,6 @@
A7D8A5DE23E2513D00DCD162 /* timer */ = { A7D8A5DE23E2513D00DCD162 /* timer */ = {
isa = PBXGroup; isa = PBXGroup;
children = ( children = (
A7D8A5E123E2513D00DCD162 /* dummy */,
A7D8A5E723E2513D00DCD162 /* unix */, A7D8A5E723E2513D00DCD162 /* unix */,
A7D8A5E023E2513D00DCD162 /* SDL_timer_c.h */, A7D8A5E023E2513D00DCD162 /* SDL_timer_c.h */,
A7D8A5DF23E2513D00DCD162 /* SDL_timer.c */, A7D8A5DF23E2513D00DCD162 /* SDL_timer.c */,
@ -1325,14 +1393,6 @@
path = timer; path = timer;
sourceTree = "<group>"; sourceTree = "<group>";
}; };
A7D8A5E123E2513D00DCD162 /* dummy */ = {
isa = PBXGroup;
children = (
A7D8A5E223E2513D00DCD162 /* SDL_systimer.c */,
);
path = dummy;
sourceTree = "<group>";
};
A7D8A5E723E2513D00DCD162 /* unix */ = { A7D8A5E723E2513D00DCD162 /* unix */ = {
isa = PBXGroup; isa = PBXGroup;
children = ( children = (
@ -1363,6 +1423,7 @@
A7D8A64C23E2513D00DCD162 /* SDL_blit.c */, A7D8A64C23E2513D00DCD162 /* SDL_blit.c */,
A7D8A76B23E2513E00DCD162 /* SDL_blit.h */, A7D8A76B23E2513E00DCD162 /* SDL_blit.h */,
A7D8A77323E2513E00DCD162 /* SDL_bmp.c */, A7D8A77323E2513E00DCD162 /* SDL_bmp.c */,
F3DDCC4D2AFD42B500B0842B /* SDL_clipboard_c.h */,
A7D8A67B23E2513E00DCD162 /* SDL_clipboard.c */, A7D8A67B23E2513E00DCD162 /* SDL_clipboard.c */,
A7D8A60423E2513D00DCD162 /* SDL_egl_c.h */, A7D8A60423E2513D00DCD162 /* SDL_egl_c.h */,
A7D8A6B623E2513E00DCD162 /* SDL_egl.c */, A7D8A6B623E2513E00DCD162 /* SDL_egl.c */,
@ -1370,14 +1431,21 @@
A7D8A74023E2513E00DCD162 /* SDL_pixels_c.h */, A7D8A74023E2513E00DCD162 /* SDL_pixels_c.h */,
A7D8A64D23E2513D00DCD162 /* SDL_pixels.c */, A7D8A64D23E2513D00DCD162 /* SDL_pixels.c */,
A7D8A60C23E2513D00DCD162 /* SDL_rect_c.h */, A7D8A60C23E2513D00DCD162 /* SDL_rect_c.h */,
F3DDCC542AFD42B600B0842B /* SDL_rect_impl.h */,
A7D8A63423E2513D00DCD162 /* SDL_rect.c */, A7D8A63423E2513D00DCD162 /* SDL_rect.c */,
A7D8A76723E2513E00DCD162 /* SDL_RLEaccel_c.h */, A7D8A76723E2513E00DCD162 /* SDL_RLEaccel_c.h */,
A7D8A61523E2513D00DCD162 /* SDL_RLEaccel.c */, A7D8A61523E2513D00DCD162 /* SDL_RLEaccel.c */,
A7D8A60D23E2513D00DCD162 /* SDL_shape_internals.h */,
A7D8A76923E2513E00DCD162 /* SDL_shape.c */,
A7D8A60323E2513D00DCD162 /* SDL_stretch.c */, A7D8A60323E2513D00DCD162 /* SDL_stretch.c */,
F3DDCC4E2AFD42B500B0842B /* SDL_surface_pixel_impl.h */,
A7D8A61423E2513D00DCD162 /* SDL_surface.c */, A7D8A61423E2513D00DCD162 /* SDL_surface.c */,
A7D8A61723E2513D00DCD162 /* SDL_sysvideo.h */, A7D8A61723E2513D00DCD162 /* SDL_sysvideo.h */,
F3DDCC532AFD42B600B0842B /* SDL_sysvideocapture.h */,
F3DDCC522AFD42B600B0842B /* SDL_video_c.h */,
F3DDCC502AFD42B500B0842B /* SDL_video_capture_apple.m */,
F3DDCC512AFD42B500B0842B /* SDL_video_capture_c.h */,
F3DDCC552AFD42B600B0842B /* SDL_video_capture_v4l2.c */,
F3DDCC4F2AFD42B500B0842B /* SDL_video_capture.c */,
E4F7981F2AD8D87F00669F54 /* SDL_video_unsupported.c */,
A7D8A60E23E2513D00DCD162 /* SDL_video.c */, A7D8A60E23E2513D00DCD162 /* SDL_video.c */,
A7D8A63E23E2513D00DCD162 /* SDL_vulkan_internal.h */, A7D8A63E23E2513D00DCD162 /* SDL_vulkan_internal.h */,
A7D8A64023E2513D00DCD162 /* SDL_vulkan_utils.c */, A7D8A64023E2513D00DCD162 /* SDL_vulkan_utils.c */,
@ -1471,8 +1539,6 @@
A7D8A67F23E2513E00DCD162 /* SDL_cocoaopengl.m */, A7D8A67F23E2513E00DCD162 /* SDL_cocoaopengl.m */,
A7D8A69023E2513E00DCD162 /* SDL_cocoaopengles.h */, A7D8A69023E2513E00DCD162 /* SDL_cocoaopengles.h */,
A7D8A68223E2513E00DCD162 /* SDL_cocoaopengles.m */, A7D8A68223E2513E00DCD162 /* SDL_cocoaopengles.m */,
A7D8A67E23E2513E00DCD162 /* SDL_cocoashape.h */,
A7D8A68E23E2513E00DCD162 /* SDL_cocoashape.m */,
A7D8A69323E2513E00DCD162 /* SDL_cocoavideo.h */, A7D8A69323E2513E00DCD162 /* SDL_cocoavideo.h */,
A7D8A68523E2513E00DCD162 /* SDL_cocoavideo.m */, A7D8A68523E2513E00DCD162 /* SDL_cocoavideo.m */,
A7D8A68F23E2513E00DCD162 /* SDL_cocoavulkan.h */, A7D8A68F23E2513E00DCD162 /* SDL_cocoavulkan.h */,
@ -1601,12 +1667,16 @@
A7D8A7BE23E2513E00DCD162 /* hidapi */, A7D8A7BE23E2513E00DCD162 /* hidapi */,
A7D8A7A123E2513E00DCD162 /* steam */, A7D8A7A123E2513E00DCD162 /* steam */,
75E09157241EA924004729E1 /* virtual */, 75E09157241EA924004729E1 /* virtual */,
A7D8A7AD23E2513E00DCD162 /* SDL_gamepad.c */, F362B9152B3349E200D30B94 /* controller_list.h */,
A7D8A7A923E2513E00DCD162 /* SDL_joystick.c */,
F3820712284F3609004DD584 /* controller_type.c */, F3820712284F3609004DD584 /* controller_type.c */,
A7D8A7D923E2513E00DCD162 /* controller_type.h */, A7D8A7D923E2513E00DCD162 /* controller_type.h */,
F362B9162B3349E200D30B94 /* SDL_gamepad_c.h */,
A7D8A79E23E2513E00DCD162 /* SDL_gamepad_db.h */, A7D8A79E23E2513E00DCD162 /* SDL_gamepad_db.h */,
A7D8A7AD23E2513E00DCD162 /* SDL_gamepad.c */,
A7D8A7D023E2513E00DCD162 /* SDL_joystick_c.h */, A7D8A7D023E2513E00DCD162 /* SDL_joystick_c.h */,
A7D8A7A923E2513E00DCD162 /* SDL_joystick.c */,
F362B9182B3349E200D30B94 /* SDL_steam_virtual_gamepad.c */,
F362B9172B3349E200D30B94 /* SDL_steam_virtual_gamepad.h */,
A7D8A7CF23E2513E00DCD162 /* SDL_sysjoystick.h */, A7D8A7CF23E2513E00DCD162 /* SDL_sysjoystick.h */,
A7D8A7CB23E2513E00DCD162 /* usb_ids.h */, A7D8A7CB23E2513E00DCD162 /* usb_ids.h */,
); );
@ -1642,6 +1712,7 @@
A7D8A7BE23E2513E00DCD162 /* hidapi */ = { A7D8A7BE23E2513E00DCD162 /* hidapi */ = {
isa = PBXGroup; isa = PBXGroup;
children = ( children = (
A797456F2B2E9D39009D224A /* SDL_hidapi_steamdeck.c */,
F32305FE28939F6400E66D30 /* SDL_hidapi_combined.c */, F32305FE28939F6400E66D30 /* SDL_hidapi_combined.c */,
A7D8A7C923E2513E00DCD162 /* SDL_hidapi_gamecube.c */, A7D8A7C923E2513E00DCD162 /* SDL_hidapi_gamecube.c */,
F3F07D59269640160074468B /* SDL_hidapi_luna.c */, F3F07D59269640160074468B /* SDL_hidapi_luna.c */,
@ -1868,6 +1939,7 @@
A7D8A8FF23E2514000DCD162 /* SDL_d3dmath.c */, A7D8A8FF23E2514000DCD162 /* SDL_d3dmath.c */,
A7D8A8DC23E2514000DCD162 /* SDL_d3dmath.h */, A7D8A8DC23E2514000DCD162 /* SDL_d3dmath.h */,
A7D8A8DB23E2514000DCD162 /* SDL_render.c */, A7D8A8DB23E2514000DCD162 /* SDL_render.c */,
E4F7981D2AD8D86A00669F54 /* SDL_render_unsupported.c */,
A7D8A8EE23E2514000DCD162 /* SDL_sysrender.h */, A7D8A8EE23E2514000DCD162 /* SDL_sysrender.h */,
A7D8A8EC23E2514000DCD162 /* SDL_yuv_sw_c.h */, A7D8A8EC23E2514000DCD162 /* SDL_yuv_sw_c.h */,
A7D8A8ED23E2514000DCD162 /* SDL_yuv_sw.c */, A7D8A8ED23E2514000DCD162 /* SDL_yuv_sw.c */,
@ -1983,6 +2055,8 @@
A7D8A93823E2514000DCD162 /* SDL_keyboard.c */, A7D8A93823E2514000DCD162 /* SDL_keyboard.c */,
A7D8A92B23E2514000DCD162 /* SDL_mouse_c.h */, A7D8A92B23E2514000DCD162 /* SDL_mouse_c.h */,
A7D8A92A23E2514000DCD162 /* SDL_mouse.c */, A7D8A92A23E2514000DCD162 /* SDL_mouse.c */,
63134A232A7902FD0021E9A6 /* SDL_pen_c.h */,
63134A242A7902FD0021E9A6 /* SDL_pen.c */,
A7D8A93C23E2514000DCD162 /* SDL_quit.c */, A7D8A93C23E2514000DCD162 /* SDL_quit.c */,
A7D8A93723E2514000DCD162 /* SDL_touch_c.h */, A7D8A93723E2514000DCD162 /* SDL_touch_c.h */,
A7D8A93E23E2514000DCD162 /* SDL_touch.c */, A7D8A93E23E2514000DCD162 /* SDL_touch.c */,
@ -2000,9 +2074,18 @@
path = SDL3; path = SDL3;
sourceTree = "<group>"; sourceTree = "<group>";
}; };
E4A568B42AF763940062EEC4 /* generic */ = {
isa = PBXGroup;
children = (
E4A568B52AF763940062EEC4 /* SDL_sysmain_callbacks.c */,
);
path = generic;
sourceTree = "<group>";
};
F36C7ACF294B9F5E004D61C3 /* core */ = { F36C7ACF294B9F5E004D61C3 /* core */ = {
isa = PBXGroup; isa = PBXGroup;
children = ( children = (
E4F798192AD8D84800669F54 /* SDL_core_unsupported.c */,
F36C7AD0294BA009004D61C3 /* SDL_runapp.c */, F36C7AD0294BA009004D61C3 /* SDL_runapp.c */,
); );
path = core; path = core;
@ -2048,7 +2131,9 @@
A7D8B61723E2514300DCD162 /* SDL_assert_c.h in Headers */, A7D8B61723E2514300DCD162 /* SDL_assert_c.h in Headers */,
F3F7D9292933074E00816151 /* SDL_atomic.h in Headers */, F3F7D9292933074E00816151 /* SDL_atomic.h in Headers */,
F3F7D8ED2933074E00816151 /* SDL_audio.h in Headers */, F3F7D8ED2933074E00816151 /* SDL_audio.h in Headers */,
F3DDCC602AFD432500B0842B /* SDL_video_capture.h in Headers */,
A7D8B7A023E2514400DCD162 /* SDL_audio_c.h in Headers */, A7D8B7A023E2514400DCD162 /* SDL_audio_c.h in Headers */,
F3DDCC5A2AFD42B600B0842B /* SDL_video_capture_c.h in Headers */,
A7D8B7B223E2514400DCD162 /* SDL_audiodev_c.h in Headers */, A7D8B7B223E2514400DCD162 /* SDL_audiodev_c.h in Headers */,
F3F7D9E12933074E00816151 /* SDL_begin_code.h in Headers */, F3F7D9E12933074E00816151 /* SDL_begin_code.h in Headers */,
F3F7D9A52933074E00816151 /* SDL_bits.h in Headers */, F3F7D9A52933074E00816151 /* SDL_bits.h in Headers */,
@ -2064,6 +2149,7 @@
A7D8BB6F23E2514500DCD162 /* SDL_clipboardevents_c.h in Headers */, A7D8BB6F23E2514500DCD162 /* SDL_clipboardevents_c.h in Headers */,
F3F7D9D92933074E00816151 /* SDL_close_code.h in Headers */, F3F7D9D92933074E00816151 /* SDL_close_code.h in Headers */,
A7D8AECA23E2514100DCD162 /* SDL_cocoaclipboard.h in Headers */, A7D8AECA23E2514100DCD162 /* SDL_cocoaclipboard.h in Headers */,
F3DDCC5C2AFD42B600B0842B /* SDL_sysvideocapture.h in Headers */,
A7D8AF1223E2514100DCD162 /* SDL_cocoaevents.h in Headers */, A7D8AF1223E2514100DCD162 /* SDL_cocoaevents.h in Headers */,
A7D8AE8E23E2514100DCD162 /* SDL_cocoakeyboard.h in Headers */, A7D8AE8E23E2514100DCD162 /* SDL_cocoakeyboard.h in Headers */,
A7D8AF0623E2514100DCD162 /* SDL_cocoamessagebox.h in Headers */, A7D8AF0623E2514100DCD162 /* SDL_cocoamessagebox.h in Headers */,
@ -2072,7 +2158,6 @@
A7D8AF1E23E2514100DCD162 /* SDL_cocoamouse.h in Headers */, A7D8AF1E23E2514100DCD162 /* SDL_cocoamouse.h in Headers */,
A7D8AEDC23E2514100DCD162 /* SDL_cocoaopengl.h in Headers */, A7D8AEDC23E2514100DCD162 /* SDL_cocoaopengl.h in Headers */,
A7D8AEEE23E2514100DCD162 /* SDL_cocoaopengles.h in Headers */, A7D8AEEE23E2514100DCD162 /* SDL_cocoaopengles.h in Headers */,
A7D8AE8223E2514100DCD162 /* SDL_cocoashape.h in Headers */,
A7D8AF0023E2514100DCD162 /* SDL_cocoavideo.h in Headers */, A7D8AF0023E2514100DCD162 /* SDL_cocoavideo.h in Headers */,
A7D8AEE823E2514100DCD162 /* SDL_cocoavulkan.h in Headers */, A7D8AEE823E2514100DCD162 /* SDL_cocoavulkan.h in Headers */,
A7D8AEFA23E2514100DCD162 /* SDL_cocoawindow.h in Headers */, A7D8AEFA23E2514100DCD162 /* SDL_cocoawindow.h in Headers */,
@ -2083,6 +2168,7 @@
F3F7D9B92933074E00816151 /* SDL_cpuinfo.h in Headers */, F3F7D9B92933074E00816151 /* SDL_cpuinfo.h in Headers */,
F3990E062A788303000D8759 /* SDL_hidapi_ios.h in Headers */, F3990E062A788303000D8759 /* SDL_hidapi_ios.h in Headers */,
A7D8B98023E2514400DCD162 /* SDL_d3dmath.h in Headers */, A7D8B98023E2514400DCD162 /* SDL_d3dmath.h in Headers */,
F362B91A2B3349E200D30B94 /* SDL_gamepad_c.h in Headers */,
A7D8B8A223E2514400DCD162 /* SDL_diskaudio.h in Headers */, A7D8B8A223E2514400DCD162 /* SDL_diskaudio.h in Headers */,
A7D8BB3F23E2514500DCD162 /* SDL_displayevents_c.h in Headers */, A7D8BB3F23E2514500DCD162 /* SDL_displayevents_c.h in Headers */,
A7D8BA1923E2514400DCD162 /* SDL_draw.h in Headers */, A7D8BA1923E2514400DCD162 /* SDL_draw.h in Headers */,
@ -2096,6 +2182,7 @@
A7D8AB1023E2514100DCD162 /* SDL_dynapi_overrides.h in Headers */, A7D8AB1023E2514100DCD162 /* SDL_dynapi_overrides.h in Headers */,
A7D8AB1C23E2514100DCD162 /* SDL_dynapi_procs.h in Headers */, A7D8AB1C23E2514100DCD162 /* SDL_dynapi_procs.h in Headers */,
F3F7D9252933074E00816151 /* SDL_egl.h in Headers */, F3F7D9252933074E00816151 /* SDL_egl.h in Headers */,
F362B9192B3349E200D30B94 /* controller_list.h in Headers */,
A7D8ABD923E2514100DCD162 /* SDL_egl_c.h in Headers */, A7D8ABD923E2514100DCD162 /* SDL_egl_c.h in Headers */,
F3F7D93D2933074E00816151 /* SDL_endian.h in Headers */, F3F7D93D2933074E00816151 /* SDL_endian.h in Headers */,
F3F7D9352933074E00816151 /* SDL_error.h in Headers */, F3F7D9352933074E00816151 /* SDL_error.h in Headers */,
@ -2135,6 +2222,7 @@
F3F7D91D2933074E00816151 /* SDL_messagebox.h in Headers */, F3F7D91D2933074E00816151 /* SDL_messagebox.h in Headers */,
F3F7D98D2933074E00816151 /* SDL_metal.h in Headers */, F3F7D98D2933074E00816151 /* SDL_metal.h in Headers */,
F395C1BA2569C6A000942BFF /* SDL_mfijoystick_c.h in Headers */, F395C1BA2569C6A000942BFF /* SDL_mfijoystick_c.h in Headers */,
F362B91B2B3349E200D30B94 /* SDL_steam_virtual_gamepad.h in Headers */,
F3F7D9992933074E00816151 /* SDL_misc.h in Headers */, F3F7D9992933074E00816151 /* SDL_misc.h in Headers */,
F3F7D9AD2933074E00816151 /* SDL_mouse.h in Headers */, F3F7D9AD2933074E00816151 /* SDL_mouse.h in Headers */,
A7D8BB1B23E2514500DCD162 /* SDL_mouse_c.h in Headers */, A7D8BB1B23E2514500DCD162 /* SDL_mouse_c.h in Headers */,
@ -2150,6 +2238,8 @@
F3B38CDB296E2E52005DA6D3 /* SDL_oldnames.h in Headers */, F3B38CDB296E2E52005DA6D3 /* SDL_oldnames.h in Headers */,
F3F7D9C92933074E00816151 /* SDL_opengl.h in Headers */, F3F7D9C92933074E00816151 /* SDL_opengl.h in Headers */,
F3F7D9452933074E00816151 /* SDL_opengl_glext.h in Headers */, F3F7D9452933074E00816151 /* SDL_opengl_glext.h in Headers */,
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@ -2437,7 +2532,7 @@
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@ -2464,6 +2559,7 @@
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@ -2477,7 +2573,6 @@
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A7D8BBD323E2574800DCD162 /* SDL_uikitappdelegate.m in Sources */, A7D8BBD323E2574800DCD162 /* SDL_uikitappdelegate.m in Sources */,
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A7D8B5F323E2514300DCD162 /* SDL_syspower.c in Sources */, A7D8B5F323E2514300DCD162 /* SDL_syspower.c in Sources */,
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F3E5A6EB2AD5E0E600293D83 /* SDL_properties.c in Sources */,
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A7D8B99223E2514400DCD162 /* SDL_shaders_metal.metal in Sources */, A7D8B99223E2514400DCD162 /* SDL_shaders_metal.metal in Sources */,
@ -2524,6 +2621,7 @@
A7D8B79A23E2514400DCD162 /* SDL_dummyaudio.c in Sources */, A7D8B79A23E2514400DCD162 /* SDL_dummyaudio.c in Sources */,
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E4F7981A2AD8D84800669F54 /* SDL_core_unsupported.c in Sources */,
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A7D8B96223E2514400DCD162 /* SDL_strtokr.c in Sources */, A7D8B96223E2514400DCD162 /* SDL_strtokr.c in Sources */,
A7D8BB7523E2514500DCD162 /* SDL_clipboardevents.c in Sources */, A7D8BB7523E2514500DCD162 /* SDL_clipboardevents.c in Sources */,
E4F798202AD8D87F00669F54 /* SDL_video_unsupported.c in Sources */,
A1BB8B6327F6CF330057CFA8 /* SDL_list.c in Sources */, A1BB8B6327F6CF330057CFA8 /* SDL_list.c in Sources */,
A7D8BAB523E2514400DCD162 /* k_cos.c in Sources */, A7D8BAB523E2514400DCD162 /* k_cos.c in Sources */,
A7D8B54523E2514300DCD162 /* SDL_hidapijoystick.c in Sources */, A7D8B54523E2514300DCD162 /* SDL_hidapijoystick.c in Sources */,
@ -2563,6 +2662,7 @@
A7D8BBD523E2574800DCD162 /* SDL_uikitclipboard.m in Sources */, A7D8BBD523E2574800DCD162 /* SDL_uikitclipboard.m in Sources */,
A7D8B5C923E2514300DCD162 /* SDL_rwopsbundlesupport.m in Sources */, A7D8B5C923E2514300DCD162 /* SDL_rwopsbundlesupport.m in Sources */,
F386F6F92884663E001840AA /* SDL_utils.c in Sources */, F386F6F92884663E001840AA /* SDL_utils.c in Sources */,
E4F7981E2AD8D86A00669F54 /* SDL_render_unsupported.c in Sources */,
A7D8AC0F23E2514100DCD162 /* SDL_video.c in Sources */, A7D8AC0F23E2514100DCD162 /* SDL_video.c in Sources */,
A7D8BA5B23E2514400DCD162 /* SDL_shaders_gles2.c in Sources */, A7D8BA5B23E2514400DCD162 /* SDL_shaders_gles2.c in Sources */,
A7D8B14023E2514200DCD162 /* SDL_blit_1.c in Sources */, A7D8B14023E2514200DCD162 /* SDL_blit_1.c in Sources */,
@ -2584,6 +2684,10 @@
A7D8AEA023E2514100DCD162 /* SDL_cocoavulkan.m in Sources */, A7D8AEA023E2514100DCD162 /* SDL_cocoavulkan.m in Sources */,
A7D8AB6123E2514100DCD162 /* SDL_offscreenwindow.c in Sources */, A7D8AB6123E2514100DCD162 /* SDL_offscreenwindow.c in Sources */,
566E26D8246274CC00718109 /* SDL_locale.c in Sources */, 566E26D8246274CC00718109 /* SDL_locale.c in Sources */,
63134A262A7902FD0021E9A6 /* SDL_pen.c in Sources */,
000040E76FDC6AE48CBF0000 /* SDL_hashtable.c in Sources */,
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View File

@ -1,6 +1,6 @@
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages

View File

@ -3,7 +3,7 @@
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F35E56E52983130F00A43A5F /* testautomation_mouse.c in Sources */ = {isa = PBXBuildFile; fileRef = F35E56CD2983130F00A43A5F /* testautomation_mouse.c */; }; F35E56E52983130F00A43A5F /* testautomation_mouse.c in Sources */ = {isa = PBXBuildFile; fileRef = F35E56CD2983130F00A43A5F /* testautomation_mouse.c */; };
@ -1329,7 +1328,6 @@
F35E56C72983130E00A43A5F /* testautomation_keyboard.c */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.c; path = testautomation_keyboard.c; sourceTree = "<group>"; }; F35E56C72983130E00A43A5F /* testautomation_keyboard.c */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.c; path = testautomation_keyboard.c; sourceTree = "<group>"; };
F35E56C82983130E00A43A5F /* testautomation_sdltest.c */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.c; path = testautomation_sdltest.c; sourceTree = "<group>"; }; F35E56C82983130E00A43A5F /* testautomation_sdltest.c */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.c; path = testautomation_sdltest.c; sourceTree = "<group>"; };
F35E56C92983130E00A43A5F /* testautomation_guid.c */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.c; path = testautomation_guid.c; sourceTree = "<group>"; }; F35E56C92983130E00A43A5F /* testautomation_guid.c */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.c; path = testautomation_guid.c; sourceTree = "<group>"; };
F35E56CA2983130E00A43A5F /* testautomation_syswm.c */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.c; path = testautomation_syswm.c; sourceTree = "<group>"; };
F35E56CB2983130F00A43A5F /* testautomation_surface.c */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.c; path = testautomation_surface.c; sourceTree = "<group>"; }; F35E56CB2983130F00A43A5F /* testautomation_surface.c */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.c; path = testautomation_surface.c; sourceTree = "<group>"; };
F35E56CC2983130F00A43A5F /* testautomation.c */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.c; path = testautomation.c; sourceTree = "<group>"; }; F35E56CC2983130F00A43A5F /* testautomation.c */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.c; path = testautomation.c; sourceTree = "<group>"; };
F35E56CD2983130F00A43A5F /* testautomation_mouse.c */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.c; path = testautomation_mouse.c; sourceTree = "<group>"; }; F35E56CD2983130F00A43A5F /* testautomation_mouse.c */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.c; path = testautomation_mouse.c; sourceTree = "<group>"; };
@ -1780,7 +1778,6 @@
F35E56C82983130E00A43A5F /* testautomation_sdltest.c */, F35E56C82983130E00A43A5F /* testautomation_sdltest.c */,
F35E56BE2983130C00A43A5F /* testautomation_stdlib.c */, F35E56BE2983130C00A43A5F /* testautomation_stdlib.c */,
F35E56CB2983130F00A43A5F /* testautomation_surface.c */, F35E56CB2983130F00A43A5F /* testautomation_surface.c */,
F35E56CA2983130E00A43A5F /* testautomation_syswm.c */,
F35E56BD2983130B00A43A5F /* testautomation_timer.c */, F35E56BD2983130B00A43A5F /* testautomation_timer.c */,
F35E56C12983130C00A43A5F /* testautomation_video.c */, F35E56C12983130C00A43A5F /* testautomation_video.c */,
F35E56CC2983130F00A43A5F /* testautomation.c */, F35E56CC2983130F00A43A5F /* testautomation.c */,
@ -3357,7 +3354,6 @@
buildActionMask = 2147483647; buildActionMask = 2147483647;
files = ( files = (
F35E56D12983130F00A43A5F /* testautomation_render.c in Sources */, F35E56D12983130F00A43A5F /* testautomation_render.c in Sources */,
F35E56E22983130F00A43A5F /* testautomation_syswm.c in Sources */,
F399C6512A7892D800C86979 /* testautomation_intrinsics.c in Sources */, F399C6512A7892D800C86979 /* testautomation_intrinsics.c in Sources */,
F35E56D22983130F00A43A5F /* testautomation_rwops.c in Sources */, F35E56D22983130F00A43A5F /* testautomation_rwops.c in Sources */,
F35E56E32983130F00A43A5F /* testautomation_surface.c in Sources */, F35E56E32983130F00A43A5F /* testautomation_surface.c in Sources */,

View File

@ -273,6 +273,7 @@ public class HIDDeviceManager {
final int XB1_IFACE_SUBCLASS = 71; final int XB1_IFACE_SUBCLASS = 71;
final int XB1_IFACE_PROTOCOL = 208; final int XB1_IFACE_PROTOCOL = 208;
final int[] SUPPORTED_VENDORS = { final int[] SUPPORTED_VENDORS = {
0x03f0, // HP
0x044f, // Thrustmaster 0x044f, // Thrustmaster
0x045e, // Microsoft 0x045e, // Microsoft
0x0738, // Mad Catz 0x0738, // Mad Catz
@ -358,6 +359,12 @@ public class HIDDeviceManager {
private void initializeBluetooth() { private void initializeBluetooth() {
Log.d(TAG, "Initializing Bluetooth"); Log.d(TAG, "Initializing Bluetooth");
if (Build.VERSION.SDK_INT >= 31 /* Android 12 */ &&
mContext.getPackageManager().checkPermission(android.Manifest.permission.BLUETOOTH_CONNECT, mContext.getPackageName()) != PackageManager.PERMISSION_GRANTED) {
Log.d(TAG, "Couldn't initialize Bluetooth, missing android.permission.BLUETOOTH_CONNECT");
return;
}
if (Build.VERSION.SDK_INT <= 30 /* Android 11.0 (R) */ && if (Build.VERSION.SDK_INT <= 30 /* Android 11.0 (R) */ &&
mContext.getPackageManager().checkPermission(android.Manifest.permission.BLUETOOTH, mContext.getPackageName()) != PackageManager.PERMISSION_GRANTED) { mContext.getPackageManager().checkPermission(android.Manifest.permission.BLUETOOTH, mContext.getPackageName()) != PackageManager.PERMISSION_GRANTED) {
Log.d(TAG, "Couldn't initialize Bluetooth, missing android.permission.BLUETOOTH"); Log.d(TAG, "Couldn't initialize Bluetooth, missing android.permission.BLUETOOTH");

View File

@ -23,9 +23,6 @@ import android.os.Build;
import android.os.Bundle; import android.os.Bundle;
import android.os.Handler; import android.os.Handler;
import android.os.Message; import android.os.Message;
import android.text.Editable;
import android.text.InputType;
import android.text.Selection;
import android.util.DisplayMetrics; import android.util.DisplayMetrics;
import android.util.Log; import android.util.Log;
import android.util.SparseArray; import android.util.SparseArray;
@ -39,12 +36,9 @@ import android.view.View;
import android.view.ViewGroup; import android.view.ViewGroup;
import android.view.Window; import android.view.Window;
import android.view.WindowManager; import android.view.WindowManager;
import android.view.inputmethod.BaseInputConnection;
import android.view.inputmethod.EditorInfo;
import android.view.inputmethod.InputConnection; import android.view.inputmethod.InputConnection;
import android.view.inputmethod.InputMethodManager; import android.view.inputmethod.InputMethodManager;
import android.widget.Button; import android.widget.Button;
import android.widget.EditText;
import android.widget.LinearLayout; import android.widget.LinearLayout;
import android.widget.RelativeLayout; import android.widget.RelativeLayout;
import android.widget.TextView; import android.widget.TextView;
@ -186,6 +180,14 @@ public class SDLActivity extends Activity implements View.OnSystemUiVisibilityCh
private static final int SDL_SYSTEM_CURSOR_SIZEALL = 9; private static final int SDL_SYSTEM_CURSOR_SIZEALL = 9;
private static final int SDL_SYSTEM_CURSOR_NO = 10; private static final int SDL_SYSTEM_CURSOR_NO = 10;
private static final int SDL_SYSTEM_CURSOR_HAND = 11; private static final int SDL_SYSTEM_CURSOR_HAND = 11;
private static final int SDL_SYSTEM_CURSOR_WINDOW_TOPLEFT = 12;
private static final int SDL_SYSTEM_CURSOR_WINDOW_TOP = 13;
private static final int SDL_SYSTEM_CURSOR_WINDOW_TOPRIGHT = 14;
private static final int SDL_SYSTEM_CURSOR_WINDOW_RIGHT = 15;
private static final int SDL_SYSTEM_CURSOR_WINDOW_BOTTOMRIGHT = 16;
private static final int SDL_SYSTEM_CURSOR_WINDOW_BOTTOM = 17;
private static final int SDL_SYSTEM_CURSOR_WINDOW_BOTTOMLEFT = 18;
private static final int SDL_SYSTEM_CURSOR_WINDOW_LEFT = 19;
protected static final int SDL_ORIENTATION_UNKNOWN = 0; protected static final int SDL_ORIENTATION_UNKNOWN = 0;
protected static final int SDL_ORIENTATION_LANDSCAPE = 1; protected static final int SDL_ORIENTATION_LANDSCAPE = 1;
@ -210,7 +212,7 @@ public class SDLActivity extends Activity implements View.OnSystemUiVisibilityCh
// Main components // Main components
protected static SDLActivity mSingleton; protected static SDLActivity mSingleton;
protected static SDLSurface mSurface; protected static SDLSurface mSurface;
protected static DummyEdit mTextEdit; protected static SDLDummyEdit mTextEdit;
protected static boolean mScreenKeyboardShown; protected static boolean mScreenKeyboardShown;
protected static ViewGroup mLayout; protected static ViewGroup mLayout;
protected static SDLClipboardHandler mClipboardHandler; protected static SDLClipboardHandler mClipboardHandler;
@ -238,6 +240,15 @@ public class SDLActivity extends Activity implements View.OnSystemUiVisibilityCh
return mMotionListener; return mMotionListener;
} }
/**
* This method creates a Runnable which invokes SDL_main. The default implementation
* uses the getMainSharedObject() and getMainFunction() methods to invoke native
* code from the specified shared library.
*/
protected Runnable createSDLMainRunnable() {
return new SDLMain();
}
/** /**
* This method returns the name of the shared object with the application entry point * This method returns the name of the shared object with the application entry point
* It can be overridden by derived classes. * It can be overridden by derived classes.
@ -672,11 +683,11 @@ public class SDLActivity extends Activity implements View.OnSystemUiVisibilityCh
// Wait for "SDLThread" thread to end // Wait for "SDLThread" thread to end
try { try {
// 500ms timeout, because: // Use a timeout because:
// C SDLmain() thread might have started (mSDLThread.start() called) // C SDLmain() thread might have started (mSDLThread.start() called)
// while the SDL_Init() might not have been called yet, // while the SDL_Init() might not have been called yet,
// and so the previous QUIT event will be discarded by SDL_Init() and app is running, not exiting. // and so the previous QUIT event will be discarded by SDL_Init() and app is running, not exiting.
SDLActivity.mSDLThread.join(500); SDLActivity.mSDLThread.join(1000);
} catch(Exception e) { } catch(Exception e) {
Log.v(TAG, "Problem stopping SDLThread: " + e); Log.v(TAG, "Problem stopping SDLThread: " + e);
} }
@ -777,13 +788,13 @@ public class SDLActivity extends Activity implements View.OnSystemUiVisibilityCh
// Try a transition to resumed state // Try a transition to resumed state
if (mNextNativeState == NativeState.RESUMED) { if (mNextNativeState == NativeState.RESUMED) {
if (mSurface.mIsSurfaceReady && mHasFocus && mIsResumedCalled) { if (mSurface.mIsSurfaceReady && (mHasFocus || mHasMultiWindow) && mIsResumedCalled) {
if (mSDLThread == null) { if (mSDLThread == null) {
// This is the entry point to the C app. // This is the entry point to the C app.
// Start up the C app thread and enable sensor input for the first time // Start up the C app thread and enable sensor input for the first time
// FIXME: Why aren't we enabling sensor input at start? // FIXME: Why aren't we enabling sensor input at start?
mSDLThread = new Thread(new SDLMain(), "SDLThread"); mSDLThread = new Thread(SDLActivity.mSingleton.createSDLMainRunnable(), "SDLThread");
mSurface.enableSensor(Sensor.TYPE_ACCELEROMETER, true); mSurface.enableSensor(Sensor.TYPE_ACCELEROMETER, true);
mSDLThread.start(); mSDLThread.start();
@ -799,11 +810,10 @@ public class SDLActivity extends Activity implements View.OnSystemUiVisibilityCh
} }
// Messages from the SDLMain thread // Messages from the SDLMain thread
static final int COMMAND_CHANGE_TITLE = 1; protected static final int COMMAND_CHANGE_TITLE = 1;
static final int COMMAND_CHANGE_WINDOW_STYLE = 2; protected static final int COMMAND_CHANGE_WINDOW_STYLE = 2;
static final int COMMAND_TEXTEDIT_HIDE = 3; protected static final int COMMAND_TEXTEDIT_HIDE = 3;
static final int COMMAND_SET_KEEP_SCREEN_ON = 5; protected static final int COMMAND_SET_KEEP_SCREEN_ON = 5;
protected static final int COMMAND_USER = 0x8000; protected static final int COMMAND_USER = 0x8000;
protected static boolean mFullscreenModeActive; protected static boolean mFullscreenModeActive;
@ -911,7 +921,7 @@ public class SDLActivity extends Activity implements View.OnSystemUiVisibilityCh
Handler commandHandler = new SDLCommandHandler(); Handler commandHandler = new SDLCommandHandler();
// Send a message from the SDLMain thread // Send a message from the SDLMain thread
boolean sendCommand(int command, Object data) { protected boolean sendCommand(int command, Object data) {
Message msg = commandHandler.obtainMessage(); Message msg = commandHandler.obtainMessage();
msg.arg1 = command; msg.arg1 = command;
msg.obj = data; msg.obj = data;
@ -1123,23 +1133,6 @@ public class SDLActivity extends Activity implements View.OnSystemUiVisibilityCh
* This method is called by SDL using JNI. * This method is called by SDL using JNI.
*/ */
public static boolean shouldMinimizeOnFocusLoss() { public static boolean shouldMinimizeOnFocusLoss() {
/*
if (Build.VERSION.SDK_INT >= 24) {
if (mSingleton == null) {
return true;
}
if (mSingleton.isInMultiWindowMode()) {
return false;
}
if (mSingleton.isInPictureInPictureMode()) {
return false;
}
}
return true;
*/
return false; return false;
} }
@ -1344,7 +1337,7 @@ public class SDLActivity extends Activity implements View.OnSystemUiVisibilityCh
params.topMargin = y; params.topMargin = y;
if (mTextEdit == null) { if (mTextEdit == null) {
mTextEdit = new DummyEdit(SDL.getContext()); mTextEdit = new SDLDummyEdit(SDL.getContext());
mLayout.addView(mTextEdit, params); mLayout.addView(mTextEdit, params);
} else { } else {
@ -1828,6 +1821,30 @@ public class SDLActivity extends Activity implements View.OnSystemUiVisibilityCh
case SDL_SYSTEM_CURSOR_HAND: case SDL_SYSTEM_CURSOR_HAND:
cursor_type = 1002; //PointerIcon.TYPE_HAND; cursor_type = 1002; //PointerIcon.TYPE_HAND;
break; break;
case SDL_SYSTEM_CURSOR_WINDOW_TOPLEFT:
cursor_type = 1017; //PointerIcon.TYPE_TOP_LEFT_DIAGONAL_DOUBLE_ARROW;
break;
case SDL_SYSTEM_CURSOR_WINDOW_TOP:
cursor_type = 1015; //PointerIcon.TYPE_VERTICAL_DOUBLE_ARROW;
break;
case SDL_SYSTEM_CURSOR_WINDOW_TOPRIGHT:
cursor_type = 1016; //PointerIcon.TYPE_TOP_RIGHT_DIAGONAL_DOUBLE_ARROW;
break;
case SDL_SYSTEM_CURSOR_WINDOW_RIGHT:
cursor_type = 1014; //PointerIcon.TYPE_HORIZONTAL_DOUBLE_ARROW;
break;
case SDL_SYSTEM_CURSOR_WINDOW_BOTTOMRIGHT:
cursor_type = 1017; //PointerIcon.TYPE_TOP_LEFT_DIAGONAL_DOUBLE_ARROW;
break;
case SDL_SYSTEM_CURSOR_WINDOW_BOTTOM:
cursor_type = 1015; //PointerIcon.TYPE_VERTICAL_DOUBLE_ARROW;
break;
case SDL_SYSTEM_CURSOR_WINDOW_BOTTOMLEFT:
cursor_type = 1016; //PointerIcon.TYPE_TOP_RIGHT_DIAGONAL_DOUBLE_ARROW;
break;
case SDL_SYSTEM_CURSOR_WINDOW_LEFT:
cursor_type = 1014; //PointerIcon.TYPE_HORIZONTAL_DOUBLE_ARROW;
break;
} }
if (Build.VERSION.SDK_INT >= 24 /* Android 7.0 (N) */) { if (Build.VERSION.SDK_INT >= 24 /* Android 7.0 (N) */) {
try { try {
@ -1898,11 +1915,11 @@ public class SDLActivity extends Activity implements View.OnSystemUiVisibilityCh
try try
{ {
class OneShotTask implements Runnable { class OneShotTask implements Runnable {
String mMessage; private final String mMessage;
int mDuration; private final int mDuration;
int mGravity; private final int mGravity;
int mXOffset; private final int mXOffset;
int mYOffset; private final int mYOffset;
OneShotTask(String message, int duration, int gravity, int xOffset, int yOffset) { OneShotTask(String message, int duration, int gravity, int xOffset, int yOffset) {
mMessage = message; mMessage = message;
@ -1966,186 +1983,6 @@ class SDLMain implements Runnable {
} }
} }
/* This is a fake invisible editor view that receives the input and defines the
* pan&scan region
*/
class DummyEdit extends View implements View.OnKeyListener {
InputConnection ic;
public DummyEdit(Context context) {
super(context);
setFocusableInTouchMode(true);
setFocusable(true);
setOnKeyListener(this);
}
@Override
public boolean onCheckIsTextEditor() {
return true;
}
@Override
public boolean onKey(View v, int keyCode, KeyEvent event) {
return SDLActivity.handleKeyEvent(v, keyCode, event, ic);
}
//
@Override
public boolean onKeyPreIme (int keyCode, KeyEvent event) {
// As seen on StackOverflow: http://stackoverflow.com/questions/7634346/keyboard-hide-event
// FIXME: Discussion at http://bugzilla.libsdl.org/show_bug.cgi?id=1639
// FIXME: This is not a 100% effective solution to the problem of detecting if the keyboard is showing or not
// FIXME: A more effective solution would be to assume our Layout to be RelativeLayout or LinearLayout
// FIXME: And determine the keyboard presence doing this: http://stackoverflow.com/questions/2150078/how-to-check-visibility-of-software-keyboard-in-android
// FIXME: An even more effective way would be if Android provided this out of the box, but where would the fun be in that :)
if (event.getAction()==KeyEvent.ACTION_UP && keyCode == KeyEvent.KEYCODE_BACK) {
if (SDLActivity.mTextEdit != null && SDLActivity.mTextEdit.getVisibility() == View.VISIBLE) {
SDLActivity.onNativeKeyboardFocusLost();
}
}
return super.onKeyPreIme(keyCode, event);
}
@Override
public InputConnection onCreateInputConnection(EditorInfo outAttrs) {
ic = new SDLInputConnection(this, true);
outAttrs.inputType = InputType.TYPE_CLASS_TEXT |
InputType.TYPE_TEXT_FLAG_MULTI_LINE;
outAttrs.imeOptions = EditorInfo.IME_FLAG_NO_EXTRACT_UI |
EditorInfo.IME_FLAG_NO_FULLSCREEN /* API 11 */;
return ic;
}
}
class SDLInputConnection extends BaseInputConnection {
protected EditText mEditText;
protected String mCommittedText = "";
public SDLInputConnection(View targetView, boolean fullEditor) {
super(targetView, fullEditor);
mEditText = new EditText(SDL.getContext());
}
@Override
public Editable getEditable() {
return mEditText.getEditableText();
}
@Override
public boolean sendKeyEvent(KeyEvent event) {
/*
* This used to handle the keycodes from soft keyboard (and IME-translated input from hardkeyboard)
* However, as of Ice Cream Sandwich and later, almost all soft keyboard doesn't generate key presses
* and so we need to generate them ourselves in commitText. To avoid duplicates on the handful of keys
* that still do, we empty this out.
*/
/*
* Return DOES still generate a key event, however. So rather than using it as the 'click a button' key
* as we do with physical keyboards, let's just use it to hide the keyboard.
*/
if (event.getKeyCode() == KeyEvent.KEYCODE_ENTER) {
if (SDLActivity.onNativeSoftReturnKey()) {
return true;
}
}
return super.sendKeyEvent(event);
}
@Override
public boolean commitText(CharSequence text, int newCursorPosition) {
if (!super.commitText(text, newCursorPosition)) {
return false;
}
updateText();
return true;
}
@Override
public boolean setComposingText(CharSequence text, int newCursorPosition) {
if (!super.setComposingText(text, newCursorPosition)) {
return false;
}
updateText();
return true;
}
@Override
public boolean deleteSurroundingText(int beforeLength, int afterLength) {
if (Build.VERSION.SDK_INT <= 29 /* Android 10.0 (Q) */) {
// Workaround to capture backspace key. Ref: http://stackoverflow.com/questions>/14560344/android-backspace-in-webview-baseinputconnection
// and https://bugzilla.libsdl.org/show_bug.cgi?id=2265
if (beforeLength > 0 && afterLength == 0) {
// backspace(s)
while (beforeLength-- > 0) {
nativeGenerateScancodeForUnichar('\b');
}
return true;
}
}
if (!super.deleteSurroundingText(beforeLength, afterLength)) {
return false;
}
updateText();
return true;
}
protected void updateText() {
final Editable content = getEditable();
if (content == null) {
return;
}
String text = content.toString();
int compareLength = Math.min(text.length(), mCommittedText.length());
int matchLength, offset;
/* Backspace over characters that are no longer in the string */
for (matchLength = 0; matchLength < compareLength; ) {
int codePoint = mCommittedText.codePointAt(matchLength);
if (codePoint != text.codePointAt(matchLength)) {
break;
}
matchLength += Character.charCount(codePoint);
}
/* FIXME: This doesn't handle graphemes, like '🌬️' */
for (offset = matchLength; offset < mCommittedText.length(); ) {
int codePoint = mCommittedText.codePointAt(offset);
nativeGenerateScancodeForUnichar('\b');
offset += Character.charCount(codePoint);
}
if (matchLength < text.length()) {
String pendingText = text.subSequence(matchLength, text.length()).toString();
for (offset = 0; offset < pendingText.length(); ) {
int codePoint = pendingText.codePointAt(offset);
if (codePoint == '\n') {
if (SDLActivity.onNativeSoftReturnKey()) {
return;
}
}
/* Higher code points don't generate simulated scancodes */
if (codePoint < 128) {
nativeGenerateScancodeForUnichar((char)codePoint);
}
offset += Character.charCount(codePoint);
}
SDLInputConnection.nativeCommitText(pendingText, 0);
}
mCommittedText = text;
}
public static native void nativeCommitText(String text, int newCursorPosition);
public static native void nativeGenerateScancodeForUnichar(char c);
}
class SDLClipboardHandler implements class SDLClipboardHandler implements
ClipboardManager.OnPrimaryClipChangedListener { ClipboardManager.OnPrimaryClipChangedListener {

View File

@ -0,0 +1,62 @@
package org.libsdl.app;
import android.content.*;
import android.text.InputType;
import android.view.*;
import android.view.inputmethod.EditorInfo;
import android.view.inputmethod.InputConnection;
/* This is a fake invisible editor view that receives the input and defines the
* pan&scan region
*/
public class SDLDummyEdit extends View implements View.OnKeyListener
{
InputConnection ic;
public SDLDummyEdit(Context context) {
super(context);
setFocusableInTouchMode(true);
setFocusable(true);
setOnKeyListener(this);
}
@Override
public boolean onCheckIsTextEditor() {
return true;
}
@Override
public boolean onKey(View v, int keyCode, KeyEvent event) {
return SDLActivity.handleKeyEvent(v, keyCode, event, ic);
}
//
@Override
public boolean onKeyPreIme (int keyCode, KeyEvent event) {
// As seen on StackOverflow: http://stackoverflow.com/questions/7634346/keyboard-hide-event
// FIXME: Discussion at http://bugzilla.libsdl.org/show_bug.cgi?id=1639
// FIXME: This is not a 100% effective solution to the problem of detecting if the keyboard is showing or not
// FIXME: A more effective solution would be to assume our Layout to be RelativeLayout or LinearLayout
// FIXME: And determine the keyboard presence doing this: http://stackoverflow.com/questions/2150078/how-to-check-visibility-of-software-keyboard-in-android
// FIXME: An even more effective way would be if Android provided this out of the box, but where would the fun be in that :)
if (event.getAction()==KeyEvent.ACTION_UP && keyCode == KeyEvent.KEYCODE_BACK) {
if (SDLActivity.mTextEdit != null && SDLActivity.mTextEdit.getVisibility() == View.VISIBLE) {
SDLActivity.onNativeKeyboardFocusLost();
}
}
return super.onKeyPreIme(keyCode, event);
}
@Override
public InputConnection onCreateInputConnection(EditorInfo outAttrs) {
ic = new SDLInputConnection(this, true);
outAttrs.inputType = InputType.TYPE_CLASS_TEXT |
InputType.TYPE_TEXT_FLAG_MULTI_LINE;
outAttrs.imeOptions = EditorInfo.IME_FLAG_NO_EXTRACT_UI |
EditorInfo.IME_FLAG_NO_FULLSCREEN /* API 11 */;
return ic;
}
}

View File

@ -0,0 +1,136 @@
package org.libsdl.app;
import android.content.*;
import android.os.Build;
import android.text.Editable;
import android.view.*;
import android.view.inputmethod.BaseInputConnection;
import android.widget.EditText;
public class SDLInputConnection extends BaseInputConnection
{
protected EditText mEditText;
protected String mCommittedText = "";
public SDLInputConnection(View targetView, boolean fullEditor) {
super(targetView, fullEditor);
mEditText = new EditText(SDL.getContext());
}
@Override
public Editable getEditable() {
return mEditText.getEditableText();
}
@Override
public boolean sendKeyEvent(KeyEvent event) {
/*
* This used to handle the keycodes from soft keyboard (and IME-translated input from hardkeyboard)
* However, as of Ice Cream Sandwich and later, almost all soft keyboard doesn't generate key presses
* and so we need to generate them ourselves in commitText. To avoid duplicates on the handful of keys
* that still do, we empty this out.
*/
/*
* Return DOES still generate a key event, however. So rather than using it as the 'click a button' key
* as we do with physical keyboards, let's just use it to hide the keyboard.
*/
if (event.getKeyCode() == KeyEvent.KEYCODE_ENTER) {
if (SDLActivity.onNativeSoftReturnKey()) {
return true;
}
}
return super.sendKeyEvent(event);
}
@Override
public boolean commitText(CharSequence text, int newCursorPosition) {
if (!super.commitText(text, newCursorPosition)) {
return false;
}
updateText();
return true;
}
@Override
public boolean setComposingText(CharSequence text, int newCursorPosition) {
if (!super.setComposingText(text, newCursorPosition)) {
return false;
}
updateText();
return true;
}
@Override
public boolean deleteSurroundingText(int beforeLength, int afterLength) {
if (Build.VERSION.SDK_INT <= 29 /* Android 10.0 (Q) */) {
// Workaround to capture backspace key. Ref: http://stackoverflow.com/questions>/14560344/android-backspace-in-webview-baseinputconnection
// and https://bugzilla.libsdl.org/show_bug.cgi?id=2265
if (beforeLength > 0 && afterLength == 0) {
// backspace(s)
while (beforeLength-- > 0) {
nativeGenerateScancodeForUnichar('\b');
}
return true;
}
}
if (!super.deleteSurroundingText(beforeLength, afterLength)) {
return false;
}
updateText();
return true;
}
protected void updateText() {
final Editable content = getEditable();
if (content == null) {
return;
}
String text = content.toString();
int compareLength = Math.min(text.length(), mCommittedText.length());
int matchLength, offset;
/* Backspace over characters that are no longer in the string */
for (matchLength = 0; matchLength < compareLength; ) {
int codePoint = mCommittedText.codePointAt(matchLength);
if (codePoint != text.codePointAt(matchLength)) {
break;
}
matchLength += Character.charCount(codePoint);
}
/* FIXME: This doesn't handle graphemes, like '🌬️' */
for (offset = matchLength; offset < mCommittedText.length(); ) {
int codePoint = mCommittedText.codePointAt(offset);
nativeGenerateScancodeForUnichar('\b');
offset += Character.charCount(codePoint);
}
if (matchLength < text.length()) {
String pendingText = text.subSequence(matchLength, text.length()).toString();
for (offset = 0; offset < pendingText.length(); ) {
int codePoint = pendingText.codePointAt(offset);
if (codePoint == '\n') {
if (SDLActivity.onNativeSoftReturnKey()) {
return;
}
}
/* Higher code points don't generate simulated scancodes */
if (codePoint < 128) {
nativeGenerateScancodeForUnichar((char)codePoint);
}
offset += Character.charCount(codePoint);
}
SDLInputConnection.nativeCommitText(pendingText, 0);
}
mCommittedText = text;
}
public static native void nativeCommitText(String text, int newCursorPosition);
public static native void nativeGenerateScancodeForUnichar(char c);
}

View File

@ -164,13 +164,10 @@ public class SDLSurface extends SurfaceView implements SurfaceHolder.Callback,
} }
} }
// Don't skip in MultiWindow. // Don't skip if we might be multi-window or have popup dialogs
if (skip) { if (skip) {
if (Build.VERSION.SDK_INT >= 24 /* Android 7.0 (N) */) { if (Build.VERSION.SDK_INT >= 24 /* Android 7.0 (N) */) {
if (SDLActivity.mSingleton.isInMultiWindowMode()) { skip = false;
Log.v("SDL", "Don't skip in Multi-Window");
skip = false;
}
} }
} }
@ -196,6 +193,24 @@ public class SDLSurface extends SurfaceView implements SurfaceHolder.Callback,
return SDLActivity.handleKeyEvent(v, keyCode, event, null); return SDLActivity.handleKeyEvent(v, keyCode, event, null);
} }
private float getNormalizedX(float x)
{
if (mWidth <= 1) {
return 0.5f;
} else {
return (x / (mWidth - 1));
}
}
private float getNormalizedY(float y)
{
if (mHeight <= 1) {
return 0.5f;
} else {
return (y / (mHeight - 1));
}
}
// Touch events // Touch events
@Override @Override
public boolean onTouch(View v, MotionEvent event) { public boolean onTouch(View v, MotionEvent event) {
@ -242,8 +257,8 @@ public class SDLSurface extends SurfaceView implements SurfaceHolder.Callback,
case MotionEvent.ACTION_MOVE: case MotionEvent.ACTION_MOVE:
for (i = 0; i < pointerCount; i++) { for (i = 0; i < pointerCount; i++) {
pointerFingerId = event.getPointerId(i); pointerFingerId = event.getPointerId(i);
x = event.getX(i) / mWidth; x = getNormalizedX(event.getX(i));
y = event.getY(i) / mHeight; y = getNormalizedY(event.getY(i));
p = event.getPressure(i); p = event.getPressure(i);
if (p > 1.0f) { if (p > 1.0f) {
// may be larger than 1.0f on some devices // may be larger than 1.0f on some devices
@ -267,8 +282,8 @@ public class SDLSurface extends SurfaceView implements SurfaceHolder.Callback,
} }
pointerFingerId = event.getPointerId(i); pointerFingerId = event.getPointerId(i);
x = event.getX(i) / mWidth; x = getNormalizedX(event.getX(i));
y = event.getY(i) / mHeight; y = getNormalizedY(event.getY(i));
p = event.getPressure(i); p = event.getPressure(i);
if (p > 1.0f) { if (p > 1.0f) {
// may be larger than 1.0f on some devices // may be larger than 1.0f on some devices
@ -281,8 +296,8 @@ public class SDLSurface extends SurfaceView implements SurfaceHolder.Callback,
case MotionEvent.ACTION_CANCEL: case MotionEvent.ACTION_CANCEL:
for (i = 0; i < pointerCount; i++) { for (i = 0; i < pointerCount; i++) {
pointerFingerId = event.getPointerId(i); pointerFingerId = event.getPointerId(i);
x = event.getX(i) / mWidth; x = getNormalizedX(event.getX(i));
y = event.getY(i) / mHeight; y = getNormalizedY(event.getY(i));
p = event.getPressure(i); p = event.getPressure(i);
if (p > 1.0f) { if (p > 1.0f) {
// may be larger than 1.0f on some devices // may be larger than 1.0f on some devices

View File

@ -1240,21 +1240,11 @@ typedef SDL_GameControllerButton, SDL_GamepadButton;
(...) (...)
@@ @@
@@ @@
- SDL_GameControllerMappingForIndex
+ SDL_GetGamepadMappingForIndex
(...)
@@
@@
- SDL_GameControllerName - SDL_GameControllerName
+ SDL_GetGamepadName + SDL_GetGamepadName
(...) (...)
@@ @@
@@ @@
- SDL_GameControllerNumMappings
+ SDL_GetNumGamepadMappings
(...)
@@
@@
- SDL_GameControllerOpen - SDL_GameControllerOpen
+ SDL_OpenGamepad + SDL_OpenGamepad
(...) (...)
@ -1934,10 +1924,10 @@ expression e2;
+ SDL_BlitSurfaceUnchecked + SDL_BlitSurfaceUnchecked
(...) (...)
@@ @@
expression e1, e2, e3, e4;
@@ @@
- SDL_LowerBlitScaled - SDL_LowerBlitScaled(e1, e2, e3, e4)
+ SDL_BlitSurfaceUncheckedScaled + SDL_BlitSurfaceUncheckedScaled(e1, e2, e3, e4, SDL_SCALEMODE_NEAREST)
(...)
@@ @@
@@ @@
- SDL_SetClipRect - SDL_SetClipRect
@ -1954,10 +1944,10 @@ expression e2;
+ SDL_BlitSurface + SDL_BlitSurface
(...) (...)
@@ @@
expression e1, e2, e3, e4;
@@ @@
- SDL_UpperBlitScaled - SDL_UpperBlitScaled(e1, e2, e3, e4)
+ SDL_BlitSurfaceScaled + SDL_BlitSurfaceScaled(e1, e2, e3, e4, SDL_SCALEMODE_NEAREST)
(...)
@@ @@
@@ @@
- SDL_RenderGetD3D11Device - SDL_RenderGetD3D11Device
@ -2735,3 +2725,42 @@ typedef SDL_cond, SDL_Condition;
- SDL_WriteBE64 - SDL_WriteBE64
+ SDL_WriteU64BE + SDL_WriteU64BE
(...) (...)
@@
expression e, n;
@@
- SDL_GetWindowData(e, n)
+ SDL_GetProperty(SDL_GetWindowProperties(e), n)
@@
expression e, n, v;
@@
- SDL_SetWindowData(e, n, v)
+ SDL_SetProperty(SDL_GetWindowProperties(e), n, v, NULL, NULL)
@@
expression w, i, s;
@@
- SDL_Vulkan_CreateSurface(w, i, s)
+ SDL_Vulkan_CreateSurface(w, i, NULL, s)
@@
@@
- SDL_RenderFlush
+ SDL_FlushRenderer
(...)
@@
@@
- SDL_CONTROLLERSTEAMHANDLEUPDATED
+ SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED
@@
@@
- SDL_GameControllerGetSteamHandle
+ SDL_GetGamepadSteamHandle
(...)
@@
expression e1, e2, e3, e4;
@@
- SDL_SoftStretch(e1, e2, e3, e4)
+ SDL_SoftStretch(e1, e2, e3, e4, SDL_SCALEMODE_NEAREST)
@@
expression e1, e2, e3, e4;
@@
- SDL_SoftStretchLinear(e1, e2, e3, e4)
+ SDL_SoftStretch(e1, e2, e3, e4, SDL_SCALEMODE_LINEAR)

View File

@ -438,6 +438,7 @@ sub process_visualstudio {
$filter = lc(dirname($addpath)); $filter = lc(dirname($addpath));
$filter =~ s/\Asrc\///; # there's no filter for the base "src/" dir, where SDL.c and friends live. $filter =~ s/\Asrc\///; # there's no filter for the base "src/" dir, where SDL.c and friends live.
$filter =~ s/\//\\/g; $filter =~ s/\//\\/g;
$filter = '' if $filter eq 'src';
if ($filter ne '') { if ($filter ne '') {
# see if the filter already exists, otherwise add it. # see if the filter already exists, otherwise add it.

View File

@ -1,7 +1,7 @@
#!/usr/bin/env python3 #!/usr/bin/env python3
# #
# Simple DirectMedia Layer # Simple DirectMedia Layer
# Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org> # Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
# #
# This software is provided 'as-is', without any express or implied # This software is provided 'as-is', without any express or implied
# warranty. In no event will the authors be held liable for any damages # warranty. In no event will the authors be held liable for any damages

View File

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -269,7 +269,7 @@ static void write_converter(const int fromchans, const int tochans)
"\n", lowercase(fromstr), lowercase(tostr)); "\n", lowercase(fromstr), lowercase(tostr));
if (convert_backwards) { /* must convert backwards when growing the output in-place. */ if (convert_backwards) { /* must convert backwards when growing the output in-place. */
printf(" /* convert backwards, since output is growing in-place. */\n"); printf(" // convert backwards, since output is growing in-place.\n");
printf(" src += (num_frames-1)"); printf(" src += (num_frames-1)");
if (fromchans != 1) { if (fromchans != 1) {
printf(" * %d", fromchans); printf(" * %d", fromchans);
@ -406,7 +406,7 @@ int main(void)
printf( printf(
"/*\n" "/*\n"
" Simple DirectMedia Layer\n" " Simple DirectMedia Layer\n"
" Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>\n" " Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>\n"
"\n" "\n"
" This software is provided 'as-is', without any express or implied\n" " This software is provided 'as-is', without any express or implied\n"
" warranty. In no event will the authors be held liable for any damages\n" " warranty. In no event will the authors be held liable for any damages\n"
@ -425,7 +425,7 @@ int main(void)
" 3. This notice may not be removed or altered from any source distribution.\n" " 3. This notice may not be removed or altered from any source distribution.\n"
"*/\n" "*/\n"
"\n" "\n"
"/* DO NOT EDIT, THIS FILE WAS GENERATED BY build-scripts/gen_audio_channel_conversion.c */\n" "// DO NOT EDIT, THIS FILE WAS GENERATED BY build-scripts/gen_audio_channel_conversion.c\n"
"\n" "\n"
"\n" "\n"
"typedef void (*SDL_AudioChannelConverter)(float *dst, const float *src, int num_frames);\n" "typedef void (*SDL_AudioChannelConverter)(float *dst, const float *src, int num_frames);\n"

View File

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -25,7 +25,7 @@ Built with:
gcc -o genfilter build-scripts/gen_audio_resampler_filter.c -lm && ./genfilter > src/audio/SDL_audio_resampler_filter.h gcc -o genfilter build-scripts/gen_audio_resampler_filter.c -lm && ./genfilter > src/audio/SDL_audio_resampler_filter.h
*/ */
/* /*
SDL's resampler uses a "bandlimited interpolation" algorithm: SDL's resampler uses a "bandlimited interpolation" algorithm:
@ -109,7 +109,7 @@ int main(void)
printf( printf(
"/*\n" "/*\n"
" Simple DirectMedia Layer\n" " Simple DirectMedia Layer\n"
" Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>\n" " Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>\n"
"\n" "\n"
" This software is provided 'as-is', without any express or implied\n" " This software is provided 'as-is', without any express or implied\n"
" warranty. In no event will the authors be held liable for any damages\n" " warranty. In no event will the authors be held liable for any damages\n"
@ -128,7 +128,7 @@ int main(void)
" 3. This notice may not be removed or altered from any source distribution.\n" " 3. This notice may not be removed or altered from any source distribution.\n"
"*/\n" "*/\n"
"\n" "\n"
"/* DO NOT EDIT, THIS FILE WAS GENERATED BY build-scripts/gen_audio_resampler_filter.c */\n" "// DO NOT EDIT, THIS FILE WAS GENERATED BY build-scripts/gen_audio_resampler_filter.c\n"
"\n" "\n"
"#define RESAMPLER_ZERO_CROSSINGS %d\n" "#define RESAMPLER_ZERO_CROSSINGS %d\n"
"#define RESAMPLER_BITS_PER_SAMPLE %d\n" "#define RESAMPLER_BITS_PER_SAMPLE %d\n"

View File

@ -36,6 +36,10 @@ def main():
if not header.exists(): if not header.exists():
raise Exception("Couldn't find header %s" % header) raise Exception("Couldn't find header %s" % header)
header_name = header.name
if (header.name == "SDL_gamepad.h"):
header_name = "SDL_gamecontroller.h"
header_text = header.read_text() header_text = header.read_text()
# Replace the symbols in source code # Replace the symbols in source code
@ -62,8 +66,8 @@ def main():
oldname = args.args[i + 0] oldname = args.args[i + 0]
newname = args.args[i + 1] newname = args.args[i + 1]
add_symbol_to_oldnames(header.name, oldname, newname) add_symbol_to_oldnames(header_name, oldname, newname)
add_symbol_to_migration(header.name, args.type, oldname, newname) add_symbol_to_migration(header_name, args.type, oldname, newname)
add_symbol_to_coccinelle(args.type, oldname, newname) add_symbol_to_coccinelle(args.type, oldname, newname)
i += 2 i += 2

View File

@ -25,7 +25,7 @@ def main():
else: else:
if len(args.args) < 3: if len(args.args) < 3:
print("Usage: %s oldname newname files_or_directories ..." % sys.argv[0]) print("Usage: %s [--substring] oldname newname files_or_directories ..." % sys.argv[0])
exit(1) exit(1)
replacements = { args.args[0]: args.args[1] } replacements = { args.args[0]: args.args[1] }

View File

@ -1090,7 +1090,7 @@ if ($copy_direction == 1) { # --copy-to-headers
my $dent = $_; my $dent = $_;
if ($dent =~ /\A(.*?)\.md\Z/) { # we only bridge Markdown files here. if ($dent =~ /\A(.*?)\.md\Z/) { # we only bridge Markdown files here.
next if $1 eq 'FrontPage'; next if $1 eq 'FrontPage';
filecopy("$wikireadmepath/$dent", "$readmepath/README-$dent", "\r\n"); filecopy("$wikireadmepath/$dent", "$readmepath/README-$dent", "\n");
} }
} }
closedir(DH); closedir(DH);

138
external/sdl/SDL/cmake/FindFFmpeg.cmake vendored Normal file
View File

@ -0,0 +1,138 @@
# - Try to find the required ffmpeg components(default: AVFORMAT, AVUTIL, AVCODEC)
#
# Once done this will define
# FFMPEG_FOUND - System has the all required components.
# FFMPEG_LIBRARIES - Link these to use the required ffmpeg components.
#
# For each of the components it will additionally set.
# - AVCODEC
# - AVDEVICE
# - AVFORMAT
# - AVFILTER
# - AVUTIL
# - POSTPROC
# - SWSCALE
# the following target will be defined
# FFmpeg::SDL::<component> - link to this target to
# the following variables will be defined
# FFmpeg_<component>_FOUND - System has <component>
# FFmpeg_<component>_INCLUDE_DIRS - Include directory necessary for using the <component> headers
# FFmpeg_<component>_LIBRARIES - Link these to use <component>
# FFmpeg_<component>_DEFINITIONS - Compiler switches required for using <component>
# FFmpeg_<component>_VERSION - The components version
#
# Copyright (c) 2006, Matthias Kretz, <kretz@kde.org>
# Copyright (c) 2008, Alexander Neundorf, <neundorf@kde.org>
# Copyright (c) 2011, Michael Jansen, <kde@michael-jansen.biz>
# Copyright (c) 2023, Sam lantinga, <slouken@libsdl.org>
#
# Redistribution and use is allowed according to the terms of the BSD license.
# For details see the accompanying COPYING-CMAKE-SCRIPTS file.
include(FindPackageHandleStandardArgs)
include("${CMAKE_CURRENT_LIST_DIR}/PkgConfigHelper.cmake")
# The default components were taken from a survey over other FindFFMPEG.cmake files
if(NOT FFmpeg_FIND_COMPONENTS)
set(FFmpeg_FIND_COMPONENTS AVCODEC AVFORMAT AVUTIL)
foreach(_component IN LISTS FFmpeg_FIND_COMPONENTS)
set(FFmpeg_FIND_REQUIRED_${_component} TRUE)
endforeach()
endif()
find_package(PkgConfig QUIET)
#
### Macro: find_component
#
# Checks for the given component by invoking pkgconfig and then looking up the libraries and
# include directories.
#
macro(find_component _component _pkgconfig _library _header)
# use pkg-config to get the directories and then use these values
# in the FIND_PATH() and FIND_LIBRARY() calls
if(PKG_CONFIG_FOUND)
pkg_check_modules(PC_${_component} QUIET ${_pkgconfig})
endif()
find_path(FFmpeg_${_component}_INCLUDE_DIRS
NAMES ${_header}
HINTS
${PC_${_component}_INCLUDE_DIRS}
PATH_SUFFIXES
ffmpeg
)
find_library(FFmpeg_${_component}_LIBRARY
NAMES ${_library}
HINTS
${PC_${_component}_LIBRARY_DIRS}
)
if(FFmpeg_${_component}_INCLUDE_DIRS AND FFmpeg_${_component}_LIBRARY)
set(FFmpeg_${_component}_FOUND TRUE)
endif()
if(PC_${_component}_FOUND)
get_flags_from_pkg_config("${FFmpeg_${_component}_LIBRARY}" "PC_${_component}" "${_component}")
endif()
set(FFmpeg_${_component}_VERSION "${PC_${_component}_VERSION}")
set(FFmpeg_${_component}_COMPILE_OPTIONS "${${_component}_options}" CACHE STRING "Extra compile options of FFmpeg ${_component}")
set(FFmpeg_${_component}_LIBRARIES "${${_component}_link_libraries}" CACHE STRING "Extra link libraries of FFmpeg ${_component}")
set(FFmpeg_${_component}_LINK_OPTIONS "${${_component}_link_options}" CACHE STRING "Extra link flags of FFmpeg ${_component}")
set(FFmpeg_${_component}_LINK_DIRECTORIES "${${_component}_link_directories}" CACHE PATH "Extra link directories of FFmpeg ${_component}")
mark_as_advanced(
FFmpeg_${_component}_INCLUDE_DIRS
FFmpeg_${_component}_LIBRARY
FFmpeg_${_component}_COMPILE_OPTIONS
FFmpeg_${_component}_LIBRARIES
FFmpeg_${_component}_LINK_OPTIONS
FFmpeg_${_component}_LINK_DIRECTORIES
)
endmacro()
# Check for all possible component.
find_component(AVCODEC libavcodec avcodec libavcodec/avcodec.h)
find_component(AVFORMAT libavformat avformat libavformat/avformat.h)
find_component(AVDEVICE libavdevice avdevice libavdevice/avdevice.h)
find_component(AVUTIL libavutil avutil libavutil/avutil.h)
find_component(AVFILTER libavfilter avfilter libavfilter/avfilter.h)
find_component(SWSCALE libswscale swscale libswscale/swscale.h)
find_component(POSTPROC libpostproc postproc libpostproc/postprocess.h)
find_component(SWRESAMPLE libswresample swresample libswresample/swresample.h)
# Compile the list of required vars
set(_FFmpeg_REQUIRED_VARS)
foreach(_component ${FFmpeg_FIND_COMPONENTS})
list(APPEND _FFmpeg_REQUIRED_VARS FFmpeg_${_component}_INCLUDE_DIRS FFmpeg_${_component}_LIBRARY)
endforeach ()
# Give a nice error message if some of the required vars are missing.
find_package_handle_standard_args(FFmpeg DEFAULT_MSG ${_FFmpeg_REQUIRED_VARS})
set(FFMPEG_LIBRARIES)
if(FFmpeg_FOUND)
foreach(_component IN LISTS FFmpeg_FIND_COMPONENTS)
if(FFmpeg_${_component}_FOUND)
list(APPEND FFMPEG_LIBRARIES FFmpeg::SDL::${_component})
if(NOT TARGET FFmpeg::SDL::${_component})
add_library(FFmpeg::SDL::${_component} UNKNOWN IMPORTED)
set_target_properties(FFmpeg::SDL::${_component} PROPERTIES
IMPORTED_LOCATION "${FFmpeg_${_component}_LIBRARY}"
INTERFACE_INCLUDE_DIRECTORIES "${FFmpeg_${_component}_INCLUDE_DIRS}"
INTERFACE_COMPILE_OPTIONS "${FFmpeg_${_component}_COMPILE_OPTIONS}"
INTERFACE_LINK_LIBRARIES "${FFmpeg_${_component}_LIBRARIES}"
INTERFACE_LINK_OPTIONS "${FFmpeg_${_component}_LINK_OPTIONS}"
INTERFACE_LINK_DIRECTORIES "${FFmpeg_${_component}_LINK_DIRECTORIES}"
)
endif()
endif()
endforeach()
endif()

View File

@ -2,13 +2,11 @@
function(get_flags_from_pkg_config _library _pc_prefix _out_prefix) function(get_flags_from_pkg_config _library _pc_prefix _out_prefix)
if("${_library}" MATCHES "${CMAKE_STATIC_LIBRARY_SUFFIX}$") if("${_library}" MATCHES "${CMAKE_STATIC_LIBRARY_SUFFIX}$")
set(_include_dirs ${_pc_prefix}_STATIC_INCLUDE_DIRS)
set(_cflags ${_pc_prefix}_STATIC_CFLAGS_OTHER) set(_cflags ${_pc_prefix}_STATIC_CFLAGS_OTHER)
set(_link_libraries ${_pc_prefix}_STATIC_LIBRARIES) set(_link_libraries ${_pc_prefix}_STATIC_LIBRARIES)
set(_link_options ${_pc_prefix}_STATIC_LDFLAGS_OTHER) set(_link_options ${_pc_prefix}_STATIC_LDFLAGS_OTHER)
set(_library_dirs ${_pc_prefix}_STATIC_LIBRARY_DIRS) set(_library_dirs ${_pc_prefix}_STATIC_LIBRARY_DIRS)
else() else()
set(_include_dirs ${_pc_prefix}_INCLUDE_DIRS)
set(_cflags ${_pc_prefix}_CFLAGS_OTHER) set(_cflags ${_pc_prefix}_CFLAGS_OTHER)
set(_link_libraries ${_pc_prefix}_LIBRARIES) set(_link_libraries ${_pc_prefix}_LIBRARIES)
set(_link_options ${_pc_prefix}_LDFLAGS_OTHER) set(_link_options ${_pc_prefix}_LDFLAGS_OTHER)
@ -21,9 +19,6 @@ function(get_flags_from_pkg_config _library _pc_prefix _out_prefix)
# Work around CMake's flag deduplication when pc files use `-framework A` instead of `-Wl,-framework,A` # Work around CMake's flag deduplication when pc files use `-framework A` instead of `-Wl,-framework,A`
string(REPLACE "-framework;" "-Wl,-framework," "_filtered_link_options" "${${_link_options}}") string(REPLACE "-framework;" "-Wl,-framework," "_filtered_link_options" "${${_link_options}}")
set(${_out_prefix}_include_dirs
"${${_include_dirs}}"
PARENT_SCOPE)
set(${_out_prefix}_compile_options set(${_out_prefix}_compile_options
"${${_cflags}}" "${${_cflags}}"
PARENT_SCOPE) PARENT_SCOPE)

View File

@ -48,6 +48,11 @@ else()
endif() endif()
endif() endif()
if(ANDROID AND EXISTS "${CMAKE_CURRENT_LIST_DIR}/SDL3jarTargets.cmake")
include("${CMAKE_CURRENT_LIST_DIR}/SDL3jarTargets.cmake")
set(SDL3_Jar_FOUND TRUE)
endif()
if(SDL3_SDL3-shared_FOUND OR SDL3_SDL3-static_FOUND) if(SDL3_SDL3-shared_FOUND OR SDL3_SDL3-static_FOUND)
set(SDL3_SDL3_FOUND TRUE) set(SDL3_SDL3_FOUND TRUE)
endif() endif()

View File

@ -0,0 +1,10 @@
@PACKAGE_INIT@
set_and_check(SDL3_JAR "@PACKAGE_SDL_INSTALL_JAVADIR@/SDL3/SDL3-@SDL3_VERSION@.jar")
if(NOT TARGET SDL3::Jar)
add_library(SDL3::Jar INTERFACE IMPORTED)
set_property(TARGET SDL3::Jar PROPERTY JAR_FILE "${SDL3_JAR}")
endif()
unset(SDL3_JAR)

View File

@ -82,16 +82,48 @@ if(APPLE)
enable_language(OBJC) enable_language(OBJC)
endif() endif()
function(SDL_detect_linker)
if(CMAKE_VERSION VERSION_LESS 3.29)
if(NOT DEFINED SDL_CMAKE_C_COMPILER_LINKER_ID)
execute_process(COMMAND ${CMAKE_LINKER} -v OUTPUT_VARIABLE LINKER_OUTPUT ERROR_VARIABLE LINKER_OUTPUT)
string(REGEX REPLACE "[\r\n]" " " LINKER_OUTPUT "${LINKER_OUTPUT}")
if(LINKER_OUTPUT MATCHES ".*Microsoft.*")
set(linker MSVC)
else()
set(linker GNUlike)
endif()
message(STATUS "Linker identification: ${linker}")
set(SDL_CMAKE_C_COMPILER_LINKER_ID "${linker}" CACHE STRING "Linker identification")
mark_as_advanced(SDL_CMAKE_C_COMPILER_LINKER_ID)
endif()
set(CMAKE_C_COMPILER_LINKER_ID "${SDL_CMAKE_C_COMPILER_LINKER_ID}" PARENT_SCOPE)
endif()
endfunction()
function(check_linker_supports_version_file VAR)
SDL_detect_linker()
if(CMAKE_C_COMPILER_LINKER_ID MATCHES "^(MSVC)$")
set(LINKER_SUPPORTS_VERSION_SCRIPT FALSE)
else()
cmake_push_check_state(RESET)
file(WRITE "${CMAKE_CURRENT_BINARY_DIR}/dummy.sym" "n_0 {\n global:\n func;\n local: *;\n};\n")
list(APPEND CMAKE_REQUIRED_LINK_OPTIONS "-Wl,--version-script=${CMAKE_CURRENT_BINARY_DIR}/dummy.sym")
check_c_source_compiles("int func(void) {return 0;} int main(int argc,char*argv[]){(void)argc;(void)argv;return func();}" LINKER_SUPPORTS_VERSION_SCRIPT FAIL_REGEX "(unsupported|syntax error|unrecognized option)")
cmake_pop_check_state()
endif()
set(${VAR} "${LINKER_SUPPORTS_VERSION_SCRIPT}" PARENT_SCOPE)
endfunction()
if(CMAKE_VERSION VERSION_LESS 3.18) if(CMAKE_VERSION VERSION_LESS 3.18)
function(check_linker_flag LANG FLAG VAR) function(check_linker_flag LANG FLAG VAR)
cmake_push_check_state() cmake_push_check_state(RESET)
list(APPEND CMAKE_REQUIRED_LINK_OPTIONS ${FLAG} ) list(APPEND CMAKE_REQUIRED_LINK_OPTIONS ${FLAG})
if(LANG STREQUAL "C") if(LANG STREQUAL "C")
include(CheckCSourceCompiles) include(CheckCSourceCompiles)
check_c_source_compiles("int main(int argc,char*argv[]){(void)argc;(void)argv;return 0;}" ${VAR} FAIL_REGEX "warning") check_c_source_compiles("int main(int argc,char*argv[]){(void)argc;(void)argv;return 0;}" ${VAR} FAIL_REGEX "(unsupported|syntax error)")
elseif(LANG STREQUAL "CXX") elseif(LANG STREQUAL "CXX")
include(CheckCXXSourceCompiles) include(CheckCXXSourceCompiles)
check_cxx_source_compiles("int main(int argc,char*argv[]){(void)argc;(void)argv;return 0;}" ${VAR} FAIL_REGEX "warning") check_cxx_source_compiles("int main(int argc,char*argv[]){(void)argc;(void)argv;return 0;}" ${VAR} FAIL_REGEX "(unsupported|syntax error)")
else() else()
message(FATAL_ERROR "Unsupported language: ${LANG}") message(FATAL_ERROR "Unsupported language: ${LANG}")
endif() endif()
@ -169,3 +201,17 @@ function(SDL_PrintSummary)
message(STATUS "") message(STATUS "")
endif() endif()
endfunction() endfunction()
function(SDL_install_pdb TARGET DIRECTORY)
get_property(type TARGET ${TARGET} PROPERTY TYPE)
if(type MATCHES "^(SHARED_LIBRARY|EXECUTABLE)$")
install(FILES $<TARGET_PDB_FILE:${TARGET}> DESTINATION "${DIRECTORY}" OPTIONAL)
elseif(type STREQUAL "STATIC_LIBRARY")
# FIXME: Use $<TARGET_COMPILE_PDB_FILE:${TARGET} once it becomes available (https://gitlab.kitware.com/cmake/cmake/-/issues/25244)
if(CMAKE_GENERATOR MATCHES "^Visual Studio.*")
install(CODE "file(INSTALL DESTINATION \"\${CMAKE_INSTALL_PREFIX}/${DIRECTORY}\" TYPE FILE OPTIONAL FILES \"${CMAKE_CURRENT_BINARY_DIR}/\${CMAKE_INSTALL_CONFIG_NAME}/${TARGET}.pdb\")")
else()
install(CODE "file(INSTALL DESTINATION \"\${CMAKE_INSTALL_PREFIX}/${DIRECTORY}\" TYPE FILE OPTIONAL FILES \"${CMAKE_CURRENT_BINARY_DIR}/CMakeFiles/${TARGET}.dir/${TARGET}.pdb\")")
endif()
endif()
endfunction()

View File

@ -162,7 +162,7 @@ endmacro()
# - HAVE_SDL_LOADSO opt # - HAVE_SDL_LOADSO opt
macro(CheckPulseAudio) macro(CheckPulseAudio)
if(SDL_PULSEAUDIO) if(SDL_PULSEAUDIO)
set(PulseAudio_PKG_CONFIG_SPEC "libpulse>=5.0") set(PulseAudio_PKG_CONFIG_SPEC "libpulse>=0.9.15")
pkg_check_modules(PC_PULSEAUDIO IMPORTED_TARGET ${PulseAudio_PKG_CONFIG_SPEC}) pkg_check_modules(PC_PULSEAUDIO IMPORTED_TARGET ${PulseAudio_PKG_CONFIG_SPEC})
if(PC_PULSEAUDIO_FOUND) if(PC_PULSEAUDIO_FOUND)
set(HAVE_PULSEAUDIO TRUE) set(HAVE_PULSEAUDIO TRUE)
@ -307,7 +307,9 @@ macro(CheckX11)
sdl_glob_sources("${SDL3_SOURCE_DIR}/src/video/x11/*.c") sdl_glob_sources("${SDL3_SOURCE_DIR}/src/video/x11/*.c")
set(SDL_VIDEO_DRIVER_X11 1) set(SDL_VIDEO_DRIVER_X11 1)
# !!! FIXME: why is this disabled for Apple? # Note: Disabled on Apple because the dynamic mode backend for X11 doesn't
# work properly on Apple during several issues like inconsistent paths
# among platforms. See #6778 (https://github.com/libsdl-org/SDL/issues/6778)
if(APPLE) if(APPLE)
set(SDL_X11_SHARED OFF) set(SDL_X11_SHARED OFF)
endif() endif()
@ -533,11 +535,6 @@ macro(CheckWayland)
WaylandProtocolGen("${WAYLAND_SCANNER}" "${WAYLAND_SCANNER_CODE_MODE}" "${SDL3_SOURCE_DIR}/wayland-protocols/${_XML}" "${_PROTL}") WaylandProtocolGen("${WAYLAND_SCANNER}" "${WAYLAND_SCANNER_CODE_MODE}" "${SDL3_SOURCE_DIR}/wayland-protocols/${_XML}" "${_PROTL}")
endforeach() endforeach()
if(SDL_WAYLAND_QT_TOUCH)
set(HAVE_WAYLAND_QT_TOUCH TRUE)
set(SDL_VIDEO_DRIVER_WAYLAND_QT_TOUCH 1)
endif()
if(SDL_WAYLAND_SHARED AND NOT HAVE_SDL_LOADSO) if(SDL_WAYLAND_SHARED AND NOT HAVE_SDL_LOADSO)
message(WARNING "You must have SDL_LoadObject() support for dynamic Wayland loading") message(WARNING "You must have SDL_LoadObject() support for dynamic Wayland loading")
endif() endif()
@ -560,10 +557,10 @@ macro(CheckWayland)
set(LibDecor_PKG_CONFIG_SPEC libdecor-0) set(LibDecor_PKG_CONFIG_SPEC libdecor-0)
pkg_check_modules(PC_LIBDECOR IMPORTED_TARGET ${LibDecor_PKG_CONFIG_SPEC}) pkg_check_modules(PC_LIBDECOR IMPORTED_TARGET ${LibDecor_PKG_CONFIG_SPEC})
if(PC_LIBDECOR_FOUND) if(PC_LIBDECOR_FOUND)
# Version 0.1.2 or higher is needed for suspended window state and statically linked min/max getters. # Version 0.2.0 or higher is needed for suspended window state and statically linked min/max getters.
if(PC_LIBDECOR_VERSION VERSION_GREATER_EQUAL "0.1.2") if(PC_LIBDECOR_VERSION VERSION_GREATER_EQUAL "0.2.0")
set(SDL_HAVE_LIBDECOR_VER_0_1_2 1) set(SDL_HAVE_LIBDECOR_VER_0_2_0 1)
set(LibDecor_PKG_CONFIG_SPEC "libdecor-0>=0.1.2") set(LibDecor_PKG_CONFIG_SPEC "libdecor-0>=0.2.0")
endif() endif()
set(HAVE_WAYLAND_LIBDECOR TRUE) set(HAVE_WAYLAND_LIBDECOR TRUE)
set(HAVE_LIBDECOR_H 1) set(HAVE_LIBDECOR_H 1)
@ -1024,7 +1021,7 @@ macro(CheckHIDAPI)
if(SDL_HIDAPI_LIBUSB) if(SDL_HIDAPI_LIBUSB)
set(HAVE_LIBUSB FALSE) set(HAVE_LIBUSB FALSE)
set(LibUSB_PKG_CONFIG_SPEC libusb-1.0) set(LibUSB_PKG_CONFIG_SPEC libusb-1.0>=1.0.16)
pkg_check_modules(PC_LIBUSB IMPORTED_TARGET ${LibUSB_PKG_CONFIG_SPEC}) pkg_check_modules(PC_LIBUSB IMPORTED_TARGET ${LibUSB_PKG_CONFIG_SPEC})
if(PC_LIBUSB_FOUND) if(PC_LIBUSB_FOUND)
cmake_push_check_state() cmake_push_check_state()

View File

@ -49,12 +49,12 @@ function(SDL_AddCommonCompilerFlags TARGET)
check_c_compiler_flag(-Wundef HAVE_GCC_WUNDEF) check_c_compiler_flag(-Wundef HAVE_GCC_WUNDEF)
if(HAVE_GCC_WUNDEF) if(HAVE_GCC_WUNDEF)
target_compile_options(${TARGET} PRIVATE "-Wundef") target_compile_options(${TARGET} PRIVATE "$<$<COMPILE_LANGUAGE:C,CXX>:-Wundef>")
endif() endif()
check_c_compiler_flag(-fno-strict-aliasing HAVE_GCC_NO_STRICT_ALIASING) check_c_compiler_flag(-fno-strict-aliasing HAVE_GCC_NO_STRICT_ALIASING)
if(HAVE_GCC_NO_STRICT_ALIASING) if(HAVE_GCC_NO_STRICT_ALIASING)
target_compile_options(${TARGET} PRIVATE "-fno-strict-aliasing") target_compile_options(${TARGET} PRIVATE "$<$<COMPILE_LANGUAGE:C,CXX>:-fno-strict-aliasing>")
endif() endif()
check_c_compiler_flag(-Wdocumentation HAVE_GCC_WDOCUMENTATION) check_c_compiler_flag(-Wdocumentation HAVE_GCC_WDOCUMENTATION)
@ -62,10 +62,10 @@ function(SDL_AddCommonCompilerFlags TARGET)
if(SDL_WERROR) if(SDL_WERROR)
check_c_compiler_flag(-Werror=documentation HAVE_GCC_WERROR_DOCUMENTATION) check_c_compiler_flag(-Werror=documentation HAVE_GCC_WERROR_DOCUMENTATION)
if(HAVE_GCC_WERROR_DOCUMENTATION) if(HAVE_GCC_WERROR_DOCUMENTATION)
target_compile_options(${TARGET} PRIVATE "-Werror=documentation") target_compile_options(${TARGET} PRIVATE "$<$<COMPILE_LANGUAGE:C,CXX>:-Werror=documentation>")
endif() endif()
endif() endif()
target_compile_options(${TARGET} PRIVATE "-Wdocumentation") target_compile_options(${TARGET} PRIVATE "$<$<COMPILE_LANGUAGE:C,CXX>:-Wdocumentation>")
endif() endif()
check_c_compiler_flag(-Wdocumentation-unknown-command HAVE_GCC_WDOCUMENTATION_UNKNOWN_COMMAND) check_c_compiler_flag(-Wdocumentation-unknown-command HAVE_GCC_WDOCUMENTATION_UNKNOWN_COMMAND)
@ -73,30 +73,30 @@ function(SDL_AddCommonCompilerFlags TARGET)
if(SDL_WERROR) if(SDL_WERROR)
check_c_compiler_flag(-Werror=documentation-unknown-command HAVE_GCC_WERROR_DOCUMENTATION_UNKNOWN_COMMAND) check_c_compiler_flag(-Werror=documentation-unknown-command HAVE_GCC_WERROR_DOCUMENTATION_UNKNOWN_COMMAND)
if(HAVE_GCC_WERROR_DOCUMENTATION_UNKNOWN_COMMAND) if(HAVE_GCC_WERROR_DOCUMENTATION_UNKNOWN_COMMAND)
target_compile_options(${TARGET} PRIVATE "-Werror=documentation-unknown-command") target_compile_options(${TARGET} PRIVATE "$<$<COMPILE_LANGUAGE:C,CXX>:-Werror=documentation-unknown-command>")
endif() endif()
endif() endif()
target_compile_options(${TARGET} PRIVATE "-Wdocumentation-unknown-command") target_compile_options(${TARGET} PRIVATE "$<$<COMPILE_LANGUAGE:C,CXX>:-Wdocumentation-unknown-command>")
endif() endif()
check_c_compiler_flag(-fcomment-block-commands=threadsafety HAVE_GCC_COMMENT_BLOCK_COMMANDS) check_c_compiler_flag(-fcomment-block-commands=threadsafety HAVE_GCC_COMMENT_BLOCK_COMMANDS)
if(HAVE_GCC_COMMENT_BLOCK_COMMANDS) if(HAVE_GCC_COMMENT_BLOCK_COMMANDS)
target_compile_options(${TARGET} PRIVATE "-fcomment-block-commands=threadsafety") target_compile_options(${TARGET} PRIVATE "$<$<COMPILE_LANGUAGE:C,CXX>:-fcomment-block-commands=threadsafety>")
else() else()
check_c_compiler_flag(/clang:-fcomment-block-commands=threadsafety HAVE_CLANG_COMMENT_BLOCK_COMMANDS) check_c_compiler_flag(/clang:-fcomment-block-commands=threadsafety HAVE_CLANG_COMMENT_BLOCK_COMMANDS)
if(HAVE_CLANG_COMMENT_BLOCK_COMMANDS) if(HAVE_CLANG_COMMENT_BLOCK_COMMANDS)
target_compile_options(${TARGET} PRIVATE "/clang:-fcomment-block-commands=threadsafety") target_compile_options(${TARGET} PRIVATE "$<$<COMPILE_LANGUAGE:C,CXX>:/clang:-fcomment-block-commands=threadsafety>")
endif() endif()
endif() endif()
check_c_compiler_flag(-Wshadow HAVE_GCC_WSHADOW) check_c_compiler_flag(-Wshadow HAVE_GCC_WSHADOW)
if(HAVE_GCC_WSHADOW) if(HAVE_GCC_WSHADOW)
target_compile_options(${TARGET} PRIVATE "-Wshadow") target_compile_options(${TARGET} PRIVATE "$<$<COMPILE_LANGUAGE:C,CXX>:-Wshadow>")
endif() endif()
check_c_compiler_flag(-Wunused-local-typedefs HAVE_GCC_WUNUSED_LOCAL_TYPEDEFS) check_c_compiler_flag(-Wunused-local-typedefs HAVE_GCC_WUNUSED_LOCAL_TYPEDEFS)
if(HAVE_GCC_WUNUSED_LOCAL_TYPEDEFS) if(HAVE_GCC_WUNUSED_LOCAL_TYPEDEFS)
target_compile_options(${TARGET} PRIVATE "-Wno-unused-local-typedefs") target_compile_options(${TARGET} PRIVATE "$<$<COMPILE_LANGUAGE:C,CXX>:-Wno-unused-local-typedefs>")
endif() endif()
endif() endif()
@ -109,7 +109,7 @@ function(SDL_AddCommonCompilerFlags TARGET)
elseif(USE_GCC OR USE_CLANG OR USE_INTELCC OR USE_QNX) elseif(USE_GCC OR USE_CLANG OR USE_INTELCC OR USE_QNX)
check_c_compiler_flag(-Werror HAVE_WERROR) check_c_compiler_flag(-Werror HAVE_WERROR)
if(HAVE_WERROR) if(HAVE_WERROR)
target_compile_options(${TARGET} PRIVATE "-Werror") target_compile_options(${TARGET} PRIVATE "$<$<COMPILE_LANGUAGE:C,CXX>:-Werror>")
endif() endif()
endif() endif()
endif() endif()
@ -117,12 +117,12 @@ function(SDL_AddCommonCompilerFlags TARGET)
if(USE_CLANG) if(USE_CLANG)
check_c_compiler_flag("-fcolor-diagnostics" COMPILER_SUPPORTS_FCOLOR_DIAGNOSTICS) check_c_compiler_flag("-fcolor-diagnostics" COMPILER_SUPPORTS_FCOLOR_DIAGNOSTICS)
if(COMPILER_SUPPORTS_FCOLOR_DIAGNOSTICS) if(COMPILER_SUPPORTS_FCOLOR_DIAGNOSTICS)
target_compile_options(${TARGET} PRIVATE "-fcolor-diagnostics") target_compile_options(${TARGET} PRIVATE "$<$<COMPILE_LANGUAGE:C,CXX>:-fcolor-diagnostics>")
endif() endif()
else() else()
check_c_compiler_flag("-fdiagnostics-color=always" COMPILER_SUPPORTS_FDIAGNOSTICS_COLOR_ALWAYS) check_c_compiler_flag("-fdiagnostics-color=always" COMPILER_SUPPORTS_FDIAGNOSTICS_COLOR_ALWAYS)
if(COMPILER_SUPPORTS_FDIAGNOSTICS_COLOR_ALWAYS) if(COMPILER_SUPPORTS_FDIAGNOSTICS_COLOR_ALWAYS)
target_compile_options(${TARGET} PRIVATE "-fdiagnostics-color=always") target_compile_options(${TARGET} PRIVATE "$<$<COMPILE_LANGUAGE:C,CXX>:-fdiagnostics-color=always>")
endif() endif()
endif() endif()
endfunction() endfunction()

View File

@ -19,7 +19,7 @@ function(SDL_generate_manpages)
endif() endif()
if(NOT ARG_HEADERS_DIR) if(NOT ARG_HEADERS_DIR)
set(ARG_HEADERS_DIR "${PROJECT_SOURCE_DIR}/include/SDL3") message(FATAL_ERROR "Missing required HEADERS_DIR argument")
endif() endif()
# FIXME: get rid of SYMBOL and let the perl script figure out the dependencies # FIXME: get rid of SYMBOL and let the perl script figure out the dependencies

View File

@ -332,6 +332,9 @@ function(configure_sdl3_pc)
endif() endif()
# Calculate prefix relative to location of sdl3.pc # Calculate prefix relative to location of sdl3.pc
if(NOT IS_ABSOLUTE "${CMAKE_INSTALL_PREFIX}")
set(CMAKE_INSTALL_PREFIX "${CMAKE_BINARY_DIR}/${CMAKE_INSTALL_PREFIX}")
endif()
file(RELATIVE_PATH SDL_PATH_PREFIX_RELATIVE_TO_PKGCONFIG "${CMAKE_INSTALL_PREFIX}/${SDL_PKGCONFIG_INSTALLDIR}" "${CMAKE_INSTALL_PREFIX}") file(RELATIVE_PATH SDL_PATH_PREFIX_RELATIVE_TO_PKGCONFIG "${CMAKE_INSTALL_PREFIX}/${SDL_PKGCONFIG_INSTALLDIR}" "${CMAKE_INSTALL_PREFIX}")
string(REGEX REPLACE "[/]+$" "" SDL_PATH_PREFIX_RELATIVE_TO_PKGCONFIG "${SDL_PATH_PREFIX_RELATIVE_TO_PKGCONFIG}") string(REGEX REPLACE "[/]+$" "" SDL_PATH_PREFIX_RELATIVE_TO_PKGCONFIG "${SDL_PATH_PREFIX_RELATIVE_TO_PKGCONFIG}")
set(SDL_PKGCONFIG_PREFIX "\${pcfiledir}/${SDL_PATH_PREFIX_RELATIVE_TO_PKGCONFIG}") set(SDL_PKGCONFIG_PREFIX "\${pcfiledir}/${SDL_PATH_PREFIX_RELATIVE_TO_PKGCONFIG}")

View File

@ -93,4 +93,8 @@ find_package(SDL3 REQUIRED CONFIG COMPONENTS SDL3)
add_executable(gui-whatever WIN32 main_gui.c) add_executable(gui-whatever WIN32 main_gui.c)
target_link_libraries(gui-whatever PRIVATE SDL3::SDL3) target_link_libraries(gui-whatever PRIVATE SDL3::SDL3)
if(ANDROID)
find_package(SDL3 REQUIRED CONFIG COMPONENTS Jar)
endif()
feature_summary(WHAT ALL) feature_summary(WHAT ALL)

View File

@ -10,7 +10,7 @@ int main(int argc, char *argv[])
return 1; return 1;
} }
window = SDL_CreateWindow("Hello SDL", 640, 480, 0); window = SDL_CreateWindow("Hello SDL", 640, 480, 0);
if (window == NULL) { if (!window) {
SDL_Log("could not create window: %s\n", SDL_GetError()); SDL_Log("could not create window: %s\n", SDL_GetError());
return 1; return 1;
} }

File diff suppressed because it is too large Load Diff

View File

@ -1,328 +1,328 @@
# CMake # CMake
[www.cmake.org](https://www.cmake.org/) [www.cmake.org](https://www.cmake.org/)
The CMake build system is supported on the following platforms: The CMake build system is supported on the following platforms:
* FreeBSD * FreeBSD
* Linux * Linux
* Microsoft Visual C * Microsoft Visual C
* MinGW and Msys * MinGW and Msys
* macOS, iOS, and tvOS, with support for XCode * macOS, iOS, and tvOS, with support for XCode
* Android * Android
* Emscripten * Emscripten
* FreeBSD * FreeBSD
* Haiku * Haiku
* Nintendo 3DS * Nintendo 3DS
* Playstation 2 * Playstation 2
* Playstation Vita * Playstation Vita
* QNX 7.x/8.x * QNX 7.x/8.x
* RiscOS * RiscOS
## Building SDL ## Building SDL
Assuming the source tree of SDL is located at `~/sdl`, Assuming the source tree of SDL is located at `~/sdl`,
this will configure and build SDL in the `~/build` directory: this will configure and build SDL in the `~/build` directory:
```sh ```sh
cmake -S ~/sdl -B ~/build cmake -S ~/sdl -B ~/build
cmake --build ~/build cmake --build ~/build
``` ```
Installation can be done using: Installation can be done using:
```sh ```sh
cmake --install ~/build --prefix /usr/local # '--install' requires CMake 3.15, or newer cmake --install ~/build --prefix /usr/local # '--install' requires CMake 3.15, or newer
``` ```
This will install SDL to /usr/local. This will install SDL to /usr/local.
### Building SDL tests ### Building SDL tests
You can build the SDL test programs by adding `-DSDL_TESTS=ON` to the first cmake command above: You can build the SDL test programs by adding `-DSDL_TESTS=ON` to the first cmake command above:
```sh ```sh
cmake -S ~/sdl -B ~/build -DSDL_TEST_LIBRARY=ON -DSDL_TESTS=ON cmake -S ~/sdl -B ~/build -DSDL_TEST_LIBRARY=ON -DSDL_TESTS=ON
``` ```
and then building normally. In this example, the test programs will be built and can be run from `~/build/tests/`. and then building normally. In this example, the test programs will be built and can be run from `~/build/tests/`.
## Including SDL in your project ## Including SDL in your project
SDL can be included in your project in 2 major ways: SDL can be included in your project in 2 major ways:
- using a system SDL library, provided by your (*nix) distribution or a package manager - using a system SDL library, provided by your (*nix) distribution or a package manager
- using a vendored SDL library: this is SDL copied or symlinked in a subfolder. - using a vendored SDL library: this is SDL copied or symlinked in a subfolder.
The following CMake script supports both, depending on the value of `MYGAME_VENDORED`. The following CMake script supports both, depending on the value of `MYGAME_VENDORED`.
```cmake ```cmake
cmake_minimum_required(VERSION 3.5) cmake_minimum_required(VERSION 3.5)
project(mygame) project(mygame)
# Create an option to switch between a system sdl library and a vendored SDL library # Create an option to switch between a system sdl library and a vendored SDL library
option(MYGAME_VENDORED "Use vendored libraries" OFF) option(MYGAME_VENDORED "Use vendored libraries" OFF)
if(MYGAME_VENDORED) if(MYGAME_VENDORED)
# This assumes you have added SDL as a submodule in vendored/SDL # This assumes you have added SDL as a submodule in vendored/SDL
add_subdirectory(vendored/SDL EXCLUDE_FROM_ALL) add_subdirectory(vendored/SDL EXCLUDE_FROM_ALL)
else() else()
# 1. Look for a SDL3 package, # 1. Look for a SDL3 package,
# 2. look for the SDL3-shared component, and # 2. look for the SDL3-shared component, and
# 3. fail if the shared component cannot be found. # 3. fail if the shared component cannot be found.
find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3-shared) find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3-shared)
endif() endif()
# Create your game executable target as usual # Create your game executable target as usual
add_executable(mygame WIN32 mygame.c) add_executable(mygame WIN32 mygame.c)
# Link to the actual SDL3 library. # Link to the actual SDL3 library.
target_link_libraries(mygame PRIVATE SDL3::SDL3) target_link_libraries(mygame PRIVATE SDL3::SDL3)
``` ```
### A system SDL library ### A system SDL library
For CMake to find SDL, it must be installed in [a default location CMake is looking for](https://cmake.org/cmake/help/latest/command/find_package.html#config-mode-search-procedure). For CMake to find SDL, it must be installed in [a default location CMake is looking for](https://cmake.org/cmake/help/latest/command/find_package.html#config-mode-search-procedure).
The following components are available, to be used as an argument of `find_package`. The following components are available, to be used as an argument of `find_package`.
| Component name | Description | | Component name | Description |
|----------------|------------------------------------------------------------------------------------------------------------------------------------------------------------------| |----------------|------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| SDL3-shared | The SDL3 shared library, available through the `SDL3::SDL3-shared` target | | SDL3-shared | The SDL3 shared library, available through the `SDL3::SDL3-shared` target |
| SDL3-static | The SDL3 static library, available through the `SDL3::SDL3-static` target | | SDL3-static | The SDL3 static library, available through the `SDL3::SDL3-static` target |
| SDL3_test | The SDL3_test static library, available through the `SDL3::SDL3_test` target | | SDL3_test | The SDL3_test static library, available through the `SDL3::SDL3_test` target |
| SDL3 | The SDL3 library, available through the `SDL3::SDL3` target. This is an alias of `SDL3::SDL3-shared` or `SDL3::SDL3-static`. This component is always available. | | SDL3 | The SDL3 library, available through the `SDL3::SDL3` target. This is an alias of `SDL3::SDL3-shared` or `SDL3::SDL3-static`. This component is always available. |
| Headers | The SDL3 headers, available through the `SDL3::Headers` target. This component is always available. | | Headers | The SDL3 headers, available through the `SDL3::Headers` target. This component is always available. |
### Using a vendored SDL ### Using a vendored SDL
This only requires a copy of SDL in a subdirectory + `add_subdirectory`. This only requires a copy of SDL in a subdirectory + `add_subdirectory`.
Alternatively, use [FetchContent](https://cmake.org/cmake/help/latest/module/FetchContent.html). Alternatively, use [FetchContent](https://cmake.org/cmake/help/latest/module/FetchContent.html).
Depending on the configuration, the same targets as a system SDL package are available. Depending on the configuration, the same targets as a system SDL package are available.
## CMake configuration options ## CMake configuration options
### Build optimized library ### Build optimized library
By default, CMake provides 4 build types: `Debug`, `Release`, `RelWithDebInfo` and `MinSizeRel`. By default, CMake provides 4 build types: `Debug`, `Release`, `RelWithDebInfo` and `MinSizeRel`.
The main difference(s) between these are the optimization options and the generation of debug info. The main difference(s) between these are the optimization options and the generation of debug info.
To configure SDL as an optimized `Release` library, configure SDL with: To configure SDL as an optimized `Release` library, configure SDL with:
```sh ```sh
cmake ~/SDL -DCMAKE_BUILD_TYPE=Release cmake ~/SDL -DCMAKE_BUILD_TYPE=Release
``` ```
To build it, run: To build it, run:
```sh ```sh
cmake --build . --config Release cmake --build . --config Release
``` ```
### Shared or static ### Shared or static
By default, only a shared SDL library is built and installed. By default, only a shared SDL library is built and installed.
The options `-DSDL_SHARED=` and `-DSDL_STATIC=` accept boolean values to change this. The options `-DSDL_SHARED=` and `-DSDL_STATIC=` accept boolean values to change this.
### Pass custom compile options to the compiler ### Pass custom compile options to the compiler
- Use [`CMAKE_<LANG>_FLAGS`](https://cmake.org/cmake/help/latest/variable/CMAKE_LANG_FLAGS.html) to pass extra - Use [`CMAKE_<LANG>_FLAGS`](https://cmake.org/cmake/help/latest/variable/CMAKE_LANG_FLAGS.html) to pass extra
flags to the compiler. flags to the compiler.
- Use [`CMAKE_EXE_LINKER_FLAGS`](https://cmake.org/cmake/help/latest/variable/CMAKE_EXE_LINKER_FLAGS.html) to pass extra option to the linker for executables. - Use [`CMAKE_EXE_LINKER_FLAGS`](https://cmake.org/cmake/help/latest/variable/CMAKE_EXE_LINKER_FLAGS.html) to pass extra option to the linker for executables.
- Use [`CMAKE_SHARED_LINKER_FLAGS`](https://cmake.org/cmake/help/latest/variable/CMAKE_SHARED_LINKER_FLAGS.html) to pass extra options to the linker for shared libraries. - Use [`CMAKE_SHARED_LINKER_FLAGS`](https://cmake.org/cmake/help/latest/variable/CMAKE_SHARED_LINKER_FLAGS.html) to pass extra options to the linker for shared libraries.
#### Examples #### Examples
- build a SDL library optimized for (more) modern x64 microprocessor architectures. - build a SDL library optimized for (more) modern x64 microprocessor architectures.
With gcc or clang: With gcc or clang:
```sh ```sh
cmake ~/sdl -DCMAKE_C_FLAGS="-march=x86-64-v3" -DCMAKE_CXX_FLAGS="-march=x86-64-v3" cmake ~/sdl -DCMAKE_C_FLAGS="-march=x86-64-v3" -DCMAKE_CXX_FLAGS="-march=x86-64-v3"
``` ```
With Visual C: With Visual C:
```sh ```sh
cmake .. -DCMAKE_C_FLAGS="/ARCH:AVX2" -DCMAKE_CXX_FLAGS="/ARCH:AVX2" cmake .. -DCMAKE_C_FLAGS="/ARCH:AVX2" -DCMAKE_CXX_FLAGS="/ARCH:AVX2"
``` ```
### iOS/tvOS ### iOS/tvOS
CMake 3.14+ natively includes support for iOS and tvOS. SDL binaries may be built CMake 3.14+ natively includes support for iOS and tvOS. SDL binaries may be built
using Xcode or Make, possibly among other build-systems. using Xcode or Make, possibly among other build-systems.
When using a recent version of CMake (3.14+), it should be possible to: When using a recent version of CMake (3.14+), it should be possible to:
- build SDL for iOS, both static and dynamic - build SDL for iOS, both static and dynamic
- build SDL test apps (as iOS/tvOS .app bundles) - build SDL test apps (as iOS/tvOS .app bundles)
- generate a working SDL_build_config.h for iOS (using SDL_build_config.h.cmake as a basis) - generate a working SDL_build_config.h for iOS (using SDL_build_config.h.cmake as a basis)
To use, set the following CMake variables when running CMake's configuration stage: To use, set the following CMake variables when running CMake's configuration stage:
- `CMAKE_SYSTEM_NAME=<OS>` (either `iOS` or `tvOS`) - `CMAKE_SYSTEM_NAME=<OS>` (either `iOS` or `tvOS`)
- `CMAKE_OSX_SYSROOT=<SDK>` (examples: `iphoneos`, `iphonesimulator`, `iphoneos12.4`, `/full/path/to/iPhoneOS.sdk`, - `CMAKE_OSX_SYSROOT=<SDK>` (examples: `iphoneos`, `iphonesimulator`, `iphoneos12.4`, `/full/path/to/iPhoneOS.sdk`,
`appletvos`, `appletvsimulator`, `appletvos12.4`, `/full/path/to/AppleTVOS.sdk`, etc.) `appletvos`, `appletvsimulator`, `appletvos12.4`, `/full/path/to/AppleTVOS.sdk`, etc.)
- `CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures>` (example: "arm64;armv7s;x86_64") - `CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures>` (example: "arm64;armv7s;x86_64")
#### Examples #### Examples
- for iOS-Simulator, using the latest, installed SDK: - for iOS-Simulator, using the latest, installed SDK:
```bash ```bash
cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
``` ```
- for iOS-Device, using the latest, installed SDK, 64-bit only - for iOS-Device, using the latest, installed SDK, 64-bit only
```bash ```bash
cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64 cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64
``` ```
- for iOS-Device, using the latest, installed SDK, mixed 32/64 bit - for iOS-Device, using the latest, installed SDK, mixed 32/64 bit
```cmake ```cmake
cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s" cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s"
``` ```
- for iOS-Device, using a specific SDK revision (iOS 12.4, in this example): - for iOS-Device, using a specific SDK revision (iOS 12.4, in this example):
```cmake ```cmake
cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64 cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64
``` ```
- for iOS-Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles): - for iOS-Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles):
```cmake ```cmake
cmake ~/sdl -DSDL_TESTS=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 cmake ~/sdl -DSDL_TESTS=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
``` ```
- for tvOS-Simulator, using the latest, installed SDK: - for tvOS-Simulator, using the latest, installed SDK:
```cmake ```cmake
cmake ~/sdl -DCMAKE_SYSTEM_NAME=tvOS -DCMAKE_OSX_SYSROOT=appletvsimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 cmake ~/sdl -DCMAKE_SYSTEM_NAME=tvOS -DCMAKE_OSX_SYSROOT=appletvsimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
``` ```
- for tvOS-Device, using the latest, installed SDK: - for tvOS-Device, using the latest, installed SDK:
```cmake ```cmake
cmake ~/sdl -DCMAKE_SYSTEM_NAME=tvOS -DCMAKE_OSX_SYSROOT=appletvos -DCMAKE_OSX_ARCHITECTURES=arm64` cmake ~/sdl -DCMAKE_SYSTEM_NAME=tvOS -DCMAKE_OSX_SYSROOT=appletvos -DCMAKE_OSX_ARCHITECTURES=arm64`
``` ```
- for QNX/aarch64, using the latest, installed SDK: - for QNX/aarch64, using the latest, installed SDK:
```cmake ```cmake
cmake ~/sdl -DCMAKE_TOOLCHAIN_FILE=~/sdl/build-scripts/cmake-toolchain-qnx-aarch64le.cmake -DSDL_X11=0 cmake ~/sdl -DCMAKE_TOOLCHAIN_FILE=~/sdl/build-scripts/cmake-toolchain-qnx-aarch64le.cmake -DSDL_X11=0
``` ```
## SDL-specific CMake options ## SDL-specific CMake options
SDL can be customized through (platform-specific) CMake options. SDL can be customized through (platform-specific) CMake options.
The following table shows generic options that are available for most platforms. The following table shows generic options that are available for most platforms.
At the end of SDL CMake configuration, a table shows all CMake options along with its detected value. At the end of SDL CMake configuration, a table shows all CMake options along with its detected value.
| CMake option | Valid values | Description | | CMake option | Valid values | Description |
|-------------------------------|--------------|-----------------------------------------------------------------------------------------------------| |-------------------------------|--------------|-----------------------------------------------------------------------------------------------------|
| `-DSDL_SHARED=` | `ON`/`OFF` | Build SDL shared library (not all platforms support this) (`libSDL3.so`/`libSDL3.dylib`/`SDL3.dll`) | | `-DSDL_SHARED=` | `ON`/`OFF` | Build SDL shared library (not all platforms support this) (`libSDL3.so`/`libSDL3.dylib`/`SDL3.dll`) |
| `-DSDL_STATIC=` | `ON`/`OFF` | Build SDL static library (`libSDL3.a`/`SDL3-static.lib`) | | `-DSDL_STATIC=` | `ON`/`OFF` | Build SDL static library (`libSDL3.a`/`SDL3-static.lib`) |
| `-DSDL_TEST_LIBRARY=` | `ON`/`OFF` | Build SDL test library (`libSDL3_test.a`/`SDL3_test.lib`) | | `-DSDL_TEST_LIBRARY=` | `ON`/`OFF` | Build SDL test library (`libSDL3_test.a`/`SDL3_test.lib`) |
| `-DSDL_TESTS=` | `ON`/`OFF` | Build SDL test programs (**requires `-DSDL_TEST_LIBRARY=ON`**) | | `-DSDL_TESTS=` | `ON`/`OFF` | Build SDL test programs (**requires `-DSDL_TEST_LIBRARY=ON`**) |
| `-DSDL_DISABLE_INSTALL=` | `ON`/`OFF` | Don't create a SDL install target | | `-DSDL_DISABLE_INSTALL=` | `ON`/`OFF` | Don't create a SDL install target |
| `-DSDL_DISABLE_INSTALL_DOCS=` | `ON`/`OFF` | Don't install the SDL documentation | | `-DSDL_DISABLE_INSTALL_DOCS=` | `ON`/`OFF` | Don't install the SDL documentation |
| `-DSDL_INSTALL_TESTS=` | `ON`/`OFF` | Install the SDL test programs | | `-DSDL_INSTALL_TESTS=` | `ON`/`OFF` | Install the SDL test programs |
## Help, it doesn't work! ## Help, it doesn't work!
Below, a SDL3 CMake project can be found that builds 99.9% of time (assuming you have internet connectivity). Below, a SDL3 CMake project can be found that builds 99.9% of time (assuming you have internet connectivity).
When you have a problem with building or using SDL, please modify it until it reproduces your issue. When you have a problem with building or using SDL, please modify it until it reproduces your issue.
```cmake ```cmake
cmake_minimum_required(VERSION 3.16) cmake_minimum_required(VERSION 3.16)
project(sdl_issue) project(sdl_issue)
# !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! # !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
# !!!!!! !!!!!! # !!!!!! !!!!!!
# !!!!!! This CMake script is not using "CMake best practices". !!!!!! # !!!!!! This CMake script is not using "CMake best practices". !!!!!!
# !!!!!! Don't use it in your project. !!!!!! # !!!!!! Don't use it in your project. !!!!!!
# !!!!!! !!!!!! # !!!!!! !!!!!!
# !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! # !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
# 1. Try system SDL3 package first # 1. Try system SDL3 package first
find_package(SDL3 QUIET) find_package(SDL3 QUIET)
if(SDL3_FOUND) if(SDL3_FOUND)
message(STATUS "Using SDL3 via find_package") message(STATUS "Using SDL3 via find_package")
endif() endif()
# 2. Try using a vendored SDL library # 2. Try using a vendored SDL library
if(NOT SDL3_FOUND AND EXISTS "${CMAKE_CURRENT_LIST_DIR}/SDL/CMakeLists.txt") if(NOT SDL3_FOUND AND EXISTS "${CMAKE_CURRENT_LIST_DIR}/SDL/CMakeLists.txt")
add_subdirectory(SDL) add_subdirectory(SDL)
message(STATUS "Using SDL3 via add_subdirectory") message(STATUS "Using SDL3 via add_subdirectory")
set(SDL3_FOUND TRUE) set(SDL3_FOUND TRUE)
endif() endif()
# 3. Download SDL, and use that. # 3. Download SDL, and use that.
if(NOT SDL3_FOUND) if(NOT SDL3_FOUND)
include(FetchContent) include(FetchContent)
set(SDL_SHARED TRUE CACHE BOOL "Build a SDL shared library (if available)") set(SDL_SHARED TRUE CACHE BOOL "Build a SDL shared library (if available)")
set(SDL_STATIC TRUE CACHE BOOL "Build a SDL static library (if available)") set(SDL_STATIC TRUE CACHE BOOL "Build a SDL static library (if available)")
FetchContent_Declare( FetchContent_Declare(
SDL SDL
GIT_REPOSITORY https://github.com/libsdl-org/SDL.git GIT_REPOSITORY https://github.com/libsdl-org/SDL.git
GIT_TAG main # Replace this with a particular git tag or git hash GIT_TAG main # Replace this with a particular git tag or git hash
GIT_SHALLOW TRUE GIT_SHALLOW TRUE
GIT_PROGRESS TRUE GIT_PROGRESS TRUE
) )
message(STATUS "Using SDL3 via FetchContent") message(STATUS "Using SDL3 via FetchContent")
FetchContent_MakeAvailable(SDL) FetchContent_MakeAvailable(SDL)
set_property(DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/_deps/sdl-src" PROPERTY EXCLUDE_FROM_ALL TRUE) set_property(DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/_deps/sdl-src" PROPERTY EXCLUDE_FROM_ALL TRUE)
endif() endif()
file(WRITE main.c [===========================================[ file(WRITE main.c [===========================================[
/** /**
* Modify this source such that it reproduces your problem. * Modify this source such that it reproduces your problem.
*/ */
/* START of source modifications */ /* START of source modifications */
#include <SDL3/SDL.h> #include <SDL3/SDL.h>
int main(int argc, char *argv[]) { int main(int argc, char *argv[]) {
if (SDL_Init(SDL_INIT_EVERYTHING) < 0) { if (SDL_Init(SDL_INIT_EVERYTHING) < 0) {
SDL_Log("SDL_Init failed (%s)", SDL_GetError()); SDL_Log("SDL_Init failed (%s)", SDL_GetError());
return 1; return 1;
} }
SDL_Window *window = NULL; SDL_Window *window = NULL;
SDL_Renderer *renderer = NULL; SDL_Renderer *renderer = NULL;
if (SDL_CreateWindowAndRenderer(640, 480, 0, &window, &renderer) < 0) { if (SDL_CreateWindowAndRenderer(640, 480, 0, &window, &renderer) < 0) {
SDL_Log("SDL_CreateWindowAndRenderer failed (%s)", SDL_GetError()); SDL_Log("SDL_CreateWindowAndRenderer failed (%s)", SDL_GetError());
SDL_Quit(); SDL_Quit();
return 1; return 1;
} }
SDL_SetWindowTitle(window, "SDL issue"); SDL_SetWindowTitle(window, "SDL issue");
while (1) { while (1) {
int finished = 0; int finished = 0;
SDL_Event event; SDL_Event event;
while (SDL_PollEvent(&event)) { while (SDL_PollEvent(&event)) {
if (event.type == SDL_EVENT_QUIT) { if (event.type == SDL_EVENT_QUIT) {
finished = 1; finished = 1;
break; break;
} }
} }
if (finished) { if (finished) {
break; break;
} }
SDL_SetRenderDrawColor(renderer, 80, 80, 80, SDL_ALPHA_OPAQUE); SDL_SetRenderDrawColor(renderer, 80, 80, 80, SDL_ALPHA_OPAQUE);
SDL_RenderClear(renderer); SDL_RenderClear(renderer);
SDL_RenderPresent(renderer); SDL_RenderPresent(renderer);
} }
SDL_DestroyRenderer(renderer); SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window); SDL_DestroyWindow(window);
SDL_Quit(); SDL_Quit();
} }
/* END of source modifications */ /* END of source modifications */
]===========================================]) ]===========================================])
add_executable(sdl_issue main.c) add_executable(sdl_issue main.c)
target_link_libraries(sdl_issue PRIVATE SDL3::SDL3) target_link_libraries(sdl_issue PRIVATE SDL3::SDL3)
# target_link_libraries(sdl_issue PRIVATE SDL3::SDL3-shared) # target_link_libraries(sdl_issue PRIVATE SDL3::SDL3-shared)
# target_link_libraries(sdl_issue PRIVATE SDL3::SDL3-static) # target_link_libraries(sdl_issue PRIVATE SDL3::SDL3-static)
``` ```

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@ -1,97 +1,97 @@
# Contributing to SDL # Contributing to SDL
We appreciate your interest in contributing to SDL, this document will describe how to report bugs, contribute code or ideas or edit documentation. We appreciate your interest in contributing to SDL, this document will describe how to report bugs, contribute code or ideas or edit documentation.
**Table Of Contents** **Table Of Contents**
- [Filing a GitHub issue](#filing-a-github-issue) - [Filing a GitHub issue](#filing-a-github-issue)
- [Reporting a bug](#reporting-a-bug) - [Reporting a bug](#reporting-a-bug)
- [Suggesting enhancements](#suggesting-enhancements) - [Suggesting enhancements](#suggesting-enhancements)
- [Contributing code](#contributing-code) - [Contributing code](#contributing-code)
- [Forking the project](#forking-the-project) - [Forking the project](#forking-the-project)
- [Following the style guide](#following-the-style-guide) - [Following the style guide](#following-the-style-guide)
- [Running the tests](#running-the-tests) - [Running the tests](#running-the-tests)
- [Opening a pull request](#opening-a-pull-request) - [Opening a pull request](#opening-a-pull-request)
- [Contributing to the documentation](#contributing-to-the-documentation) - [Contributing to the documentation](#contributing-to-the-documentation)
- [Editing a function documentation](#editing-a-function-documentation) - [Editing a function documentation](#editing-a-function-documentation)
- [Editing the wiki](#editing-the-wiki) - [Editing the wiki](#editing-the-wiki)
## Filing a GitHub issue ## Filing a GitHub issue
### Reporting a bug ### Reporting a bug
If you think you have found a bug and would like to report it, here are the steps you should take: If you think you have found a bug and would like to report it, here are the steps you should take:
- Before opening a new issue, ensure your bug has not already been reported on the [GitHub Issues page](https://github.com/libsdl-org/SDL/issues). - Before opening a new issue, ensure your bug has not already been reported on the [GitHub Issues page](https://github.com/libsdl-org/SDL/issues).
- On the issue tracker, click on [New Issue](https://github.com/libsdl-org/SDL/issues/new). - On the issue tracker, click on [New Issue](https://github.com/libsdl-org/SDL/issues/new).
- Include details about your environment, such as your Operating System and SDL version. - Include details about your environment, such as your Operating System and SDL version.
- If possible, provide a small example that reproduces your bug. - If possible, provide a small example that reproduces your bug.
### Suggesting enhancements ### Suggesting enhancements
If you want to suggest changes for the project, here are the steps you should take: If you want to suggest changes for the project, here are the steps you should take:
- Check if the suggestion has already been made on: - Check if the suggestion has already been made on:
- the [issue tracker](https://github.com/libsdl-org/SDL/issues); - the [issue tracker](https://github.com/libsdl-org/SDL/issues);
- the [discourse forum](https://discourse.libsdl.org/); - the [discourse forum](https://discourse.libsdl.org/);
- or if a [pull request](https://github.com/libsdl-org/SDL/pulls) already exists. - or if a [pull request](https://github.com/libsdl-org/SDL/pulls) already exists.
- On the issue tracker, click on [New Issue](https://github.com/libsdl-org/SDL/issues/new). - On the issue tracker, click on [New Issue](https://github.com/libsdl-org/SDL/issues/new).
- Describe what change you would like to happen. - Describe what change you would like to happen.
## Contributing code ## Contributing code
This section will cover how the process of forking the project, making a change and opening a pull request. This section will cover how the process of forking the project, making a change and opening a pull request.
### Forking the project ### Forking the project
The first step consists in making a fork of the project, this is only necessary for the first contribution. The first step consists in making a fork of the project, this is only necessary for the first contribution.
Head over to https://github.com/libsdl-org/SDL and click on the `Fork` button in the top right corner of your screen, you may leave the fields unchanged and click `Create Fork`. Head over to https://github.com/libsdl-org/SDL and click on the `Fork` button in the top right corner of your screen, you may leave the fields unchanged and click `Create Fork`.
You will be redirected to your fork of the repository, click the green `Code` button and copy the git clone link. You will be redirected to your fork of the repository, click the green `Code` button and copy the git clone link.
If you had already forked the repository, you may update it from the web page using the `Fetch upstream` button. If you had already forked the repository, you may update it from the web page using the `Fetch upstream` button.
### Following the style guide ### Following the style guide
Code formatting is done using a custom `.clang-format` file, you can learn more about how to run it [here](https://clang.llvm.org/docs/ClangFormat.html). Code formatting is done using a custom `.clang-format` file, you can learn more about how to run it [here](https://clang.llvm.org/docs/ClangFormat.html).
Some legacy code may not be formatted, as such avoid formatting the whole file at once and only format around your changes. Some legacy code may not be formatted, as such avoid formatting the whole file at once and only format around your changes.
For your commit message to be properly displayed on GitHub, it should contain: For your commit message to be properly displayed on GitHub, it should contain:
- A short description of the commit of 50 characters or less on the first line. - A short description of the commit of 50 characters or less on the first line.
- If necessary, add a blank line followed by a long description, each line should be 72 characters or less. - If necessary, add a blank line followed by a long description, each line should be 72 characters or less.
For example: For example:
``` ```
Fix crash in SDL_FooBar. Fix crash in SDL_FooBar.
This addresses the issue #123456 by making sure Foo was successful This addresses the issue #123456 by making sure Foo was successful
before calling Bar. before calling Bar.
``` ```
### Running the tests ### Running the tests
Tests allow you to verify if your changes did not break any behaviour, here are the steps to follow: Tests allow you to verify if your changes did not break any behaviour, here are the steps to follow:
- Before pushing, run the `testautomation` suite on your machine, there should be no more failing tests after your change than before. - Before pushing, run the `testautomation` suite on your machine, there should be no more failing tests after your change than before.
- After pushing to your fork, Continuous Integration (GitHub Actions) will ensure compilation and tests still pass on other systems. - After pushing to your fork, Continuous Integration (GitHub Actions) will ensure compilation and tests still pass on other systems.
### Opening a pull request ### Opening a pull request
- Head over to your fork's GitHub page. - Head over to your fork's GitHub page.
- Click on the `Contribute` button and `Open Pull Request`. - Click on the `Contribute` button and `Open Pull Request`.
- Fill out the pull request template. - Fill out the pull request template.
- If any changes are requested, you can add new commits to your fork and they will be automatically added to the pull request. - If any changes are requested, you can add new commits to your fork and they will be automatically added to the pull request.
## Contributing to the documentation ## Contributing to the documentation
### Editing a function documentation ### Editing a function documentation
The wiki documentation for API functions is synchronised from the headers' doxygen comments. As such, all modifications to syntax; function parameters; return value; version; related functions should be done in the header directly. The wiki documentation for API functions is synchronised from the headers' doxygen comments. As such, all modifications to syntax; function parameters; return value; version; related functions should be done in the header directly.
### Editing the wiki ### Editing the wiki
Other changes to the wiki should done directly from https://wiki.libsdl.org/ ... Just click the "edit" link at the bottom of any page! Other changes to the wiki should done directly from https://wiki.libsdl.org/ ... Just click the "edit" link at the bottom of any page!

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@ -1,138 +1,138 @@
# Dynamic API # Dynamic API
Originally posted on Ryan's Google+ account. Originally posted on Ryan's Google+ account.
Background: Background:
- The Steam Runtime has (at least in theory) a really kick-ass build of SDL, - The Steam Runtime has (at least in theory) a really kick-ass build of SDL,
but developers are shipping their own SDL with individual Steam games. but developers are shipping their own SDL with individual Steam games.
These games might stop getting updates, but a newer SDL might be needed later. These games might stop getting updates, but a newer SDL might be needed later.
Certainly we'll always be fixing bugs in SDL, even if a new video target isn't Certainly we'll always be fixing bugs in SDL, even if a new video target isn't
ever needed, and these fixes won't make it to a game shipping its own SDL. ever needed, and these fixes won't make it to a game shipping its own SDL.
- Even if we replace the SDL in those games with a compatible one, that is to - Even if we replace the SDL in those games with a compatible one, that is to
say, edit a developer's Steam depot (yuck!), there are developers that are say, edit a developer's Steam depot (yuck!), there are developers that are
statically linking SDL that we can't do this for. We can't even force the statically linking SDL that we can't do this for. We can't even force the
dynamic loader to ignore their SDL in this case, of course. dynamic loader to ignore their SDL in this case, of course.
- If you don't ship an SDL with the game in some form, people that disabled the - If you don't ship an SDL with the game in some form, people that disabled the
Steam Runtime, or just tried to run the game from the command line instead of Steam Runtime, or just tried to run the game from the command line instead of
Steam might find themselves unable to run the game, due to a missing dependency. Steam might find themselves unable to run the game, due to a missing dependency.
- If you want to ship on non-Steam platforms like GOG or Humble Bundle, or target - If you want to ship on non-Steam platforms like GOG or Humble Bundle, or target
generic Linux boxes that may or may not have SDL installed, you have to ship generic Linux boxes that may or may not have SDL installed, you have to ship
the library or risk a total failure to launch. So now, you might have to have the library or risk a total failure to launch. So now, you might have to have
a non-Steam build plus a Steam build (that is, one with and one without SDL a non-Steam build plus a Steam build (that is, one with and one without SDL
included), which is inconvenient if you could have had one universal build included), which is inconvenient if you could have had one universal build
that works everywhere. that works everywhere.
- We like the zlib license, but the biggest complaint from the open source - We like the zlib license, but the biggest complaint from the open source
community about the license change is the static linking. The LGPL forced this community about the license change is the static linking. The LGPL forced this
as a legal, not technical issue, but zlib doesn't care. Even those that aren't as a legal, not technical issue, but zlib doesn't care. Even those that aren't
concerned about the GNU freedoms found themselves solving the same problems: concerned about the GNU freedoms found themselves solving the same problems:
swapping in a newer SDL to an older game often times can save the day. swapping in a newer SDL to an older game often times can save the day.
Static linking stops this dead. Static linking stops this dead.
So here's what we did: So here's what we did:
SDL now has, internally, a table of function pointers. So, this is what SDL_Init SDL now has, internally, a table of function pointers. So, this is what SDL_Init
now looks like: now looks like:
```c ```c
UInt32 SDL_Init(Uint32 flags) UInt32 SDL_Init(Uint32 flags)
{ {
return jump_table.SDL_Init(flags); return jump_table.SDL_Init(flags);
} }
``` ```
Except that is all done with a bunch of macro magic so we don't have to maintain Except that is all done with a bunch of macro magic so we don't have to maintain
every one of these. every one of these.
What is jump_table.SDL_init()? Eventually, that's a function pointer of the real What is jump_table.SDL_init()? Eventually, that's a function pointer of the real
SDL_Init() that you've been calling all this time. But at startup, it looks more SDL_Init() that you've been calling all this time. But at startup, it looks more
like this: like this:
```c ```c
Uint32 SDL_Init_DEFAULT(Uint32 flags) Uint32 SDL_Init_DEFAULT(Uint32 flags)
{ {
SDL_InitDynamicAPI(); SDL_InitDynamicAPI();
return jump_table.SDL_Init(flags); return jump_table.SDL_Init(flags);
} }
``` ```
SDL_InitDynamicAPI() fills in jump_table with all the actual SDL function SDL_InitDynamicAPI() fills in jump_table with all the actual SDL function
pointers, which means that this `_DEFAULT` function never gets called again. pointers, which means that this `_DEFAULT` function never gets called again.
First call to any SDL function sets the whole thing up. First call to any SDL function sets the whole thing up.
So you might be asking, what was the value in that? Isn't this what the operating So you might be asking, what was the value in that? Isn't this what the operating
system's dynamic loader was supposed to do for us? Yes, but now we've got this system's dynamic loader was supposed to do for us? Yes, but now we've got this
level of indirection, we can do things like this: level of indirection, we can do things like this:
```bash ```bash
export SDL3_DYNAMIC_API=/my/actual/libSDL3.so.0 export SDL3_DYNAMIC_API=/my/actual/libSDL3.so.0
./MyGameThatIsStaticallyLinkedToSDL ./MyGameThatIsStaticallyLinkedToSDL
``` ```
And now, this game that is statically linked to SDL, can still be overridden And now, this game that is statically linked to SDL, can still be overridden
with a newer, or better, SDL. The statically linked one will only be used as with a newer, or better, SDL. The statically linked one will only be used as
far as calling into the jump table in this case. But in cases where no override far as calling into the jump table in this case. But in cases where no override
is desired, the statically linked version will provide its own jump table, is desired, the statically linked version will provide its own jump table,
and everyone is happy. and everyone is happy.
So now: So now:
- Developers can statically link SDL, and users can still replace it. - Developers can statically link SDL, and users can still replace it.
(We'd still rather you ship a shared library, though!) (We'd still rather you ship a shared library, though!)
- Developers can ship an SDL with their game, Valve can override it for, say, - Developers can ship an SDL with their game, Valve can override it for, say,
new features on SteamOS, or distros can override it for their own needs, new features on SteamOS, or distros can override it for their own needs,
but it'll also just work in the default case. but it'll also just work in the default case.
- Developers can ship the same package to everyone (Humble Bundle, GOG, etc), - Developers can ship the same package to everyone (Humble Bundle, GOG, etc),
and it'll do the right thing. and it'll do the right thing.
- End users (and Valve) can update a game's SDL in almost any case, - End users (and Valve) can update a game's SDL in almost any case,
to keep abandoned games running on newer platforms. to keep abandoned games running on newer platforms.
- Everyone develops with SDL exactly as they have been doing all along. - Everyone develops with SDL exactly as they have been doing all along.
Same headers, same ABI. Just get the latest version to enable this magic. Same headers, same ABI. Just get the latest version to enable this magic.
A little more about SDL_InitDynamicAPI(): A little more about SDL_InitDynamicAPI():
Internally, InitAPI does some locking to make sure everything waits until a Internally, InitAPI does some locking to make sure everything waits until a
single thread initializes everything (although even SDL_CreateThread() goes single thread initializes everything (although even SDL_CreateThread() goes
through here before spinning a thread, too), and then decides if it should use through here before spinning a thread, too), and then decides if it should use
an external SDL library. If not, it sets up the jump table using the current an external SDL library. If not, it sets up the jump table using the current
SDL's function pointers (which might be statically linked into a program, or in SDL's function pointers (which might be statically linked into a program, or in
a shared library of its own). If so, it loads that library and looks for and a shared library of its own). If so, it loads that library and looks for and
calls a single function: calls a single function:
```c ```c
SInt32 SDL_DYNAPI_entry(Uint32 version, void *table, Uint32 tablesize); SInt32 SDL_DYNAPI_entry(Uint32 version, void *table, Uint32 tablesize);
``` ```
That function takes a version number (more on that in a moment), the address of That function takes a version number (more on that in a moment), the address of
the jump table, and the size, in bytes, of the table. the jump table, and the size, in bytes, of the table.
Now, we've got policy here: this table's layout never changes; new stuff gets Now, we've got policy here: this table's layout never changes; new stuff gets
added to the end. Therefore SDL_DYNAPI_entry() knows that it can provide all added to the end. Therefore SDL_DYNAPI_entry() knows that it can provide all
the needed functions if tablesize <= sizeof its own jump table. If tablesize is the needed functions if tablesize <= sizeof its own jump table. If tablesize is
bigger (say, SDL 3.0.4 is trying to load SDL 3.0.3), then we know to abort, but bigger (say, SDL 3.0.4 is trying to load SDL 3.0.3), then we know to abort, but
if it's smaller, we know we can provide the entire API that the caller needs. if it's smaller, we know we can provide the entire API that the caller needs.
The version variable is a failsafe switch. The version variable is a failsafe switch.
Right now it's always 1. This number changes when there are major API changes Right now it's always 1. This number changes when there are major API changes
(so we know if the tablesize might be smaller, or entries in it have changed). (so we know if the tablesize might be smaller, or entries in it have changed).
Right now SDL_DYNAPI_entry gives up if the version doesn't match, but it's not Right now SDL_DYNAPI_entry gives up if the version doesn't match, but it's not
inconceivable to have a small dispatch library that only supplies this one inconceivable to have a small dispatch library that only supplies this one
function and loads different, otherwise-incompatible SDL libraries and has the function and loads different, otherwise-incompatible SDL libraries and has the
right one initialize the jump table based on the version. For something that right one initialize the jump table based on the version. For something that
must generically catch lots of different versions of SDL over time, like the must generically catch lots of different versions of SDL over time, like the
Steam Client, this isn't a bad option. Steam Client, this isn't a bad option.
Finally, I'm sure some people are reading this and thinking, Finally, I'm sure some people are reading this and thinking,
"I don't want that overhead in my project!" "I don't want that overhead in my project!"
To which I would point out that the extra function call through the jump table To which I would point out that the extra function call through the jump table
probably wouldn't even show up in a profile, but lucky you: this can all be probably wouldn't even show up in a profile, but lucky you: this can all be
disabled. You can build SDL without this if you absolutely must, but we would disabled. You can build SDL without this if you absolutely must, but we would
encourage you not to do that. However, on heavily locked down platforms like encourage you not to do that. However, on heavily locked down platforms like
iOS, or maybe when debugging, it makes sense to disable it. The way this is iOS, or maybe when debugging, it makes sense to disable it. The way this is
designed in SDL, you just have to change one #define, and the entire system designed in SDL, you just have to change one #define, and the entire system
vaporizes out, and SDL functions exactly like it always did. Most of it is vaporizes out, and SDL functions exactly like it always did. Most of it is
macro magic, so the system is contained to one C file and a few headers. macro magic, so the system is contained to one C file and a few headers.
However, this is on by default and you have to edit a header file to turn it However, this is on by default and you have to edit a header file to turn it
off. Our hopes is that if we make it easy to disable, but not too easy, off. Our hopes is that if we make it easy to disable, but not too easy,
everyone will ultimately be able to get what they want, but we've gently everyone will ultimately be able to get what they want, but we've gently
nudged everyone towards what we think is the best solution. nudged everyone towards what we think is the best solution.

View File

@ -1,365 +1,365 @@
# Emscripten # Emscripten
## The state of things ## The state of things
(As of September 2023, but things move quickly and we don't update this (As of September 2023, but things move quickly and we don't update this
document often.) document often.)
In modern times, all the browsers you probably care about (Chrome, Firefox, In modern times, all the browsers you probably care about (Chrome, Firefox,
Edge, and Safari, on Windows, macOS, Linux, iOS and Android), support some Edge, and Safari, on Windows, macOS, Linux, iOS and Android), support some
reasonable base configurations: reasonable base configurations:
- WebAssembly (don't bother with asm.js any more) - WebAssembly (don't bother with asm.js any more)
- WebGL (which will look like OpenGL ES 2 or 3 to your app). - WebGL (which will look like OpenGL ES 2 or 3 to your app).
- Threads (see caveats, though!) - Threads (see caveats, though!)
- Game controllers - Game controllers
- Autoupdating (so you can assume they have a recent version of the browser) - Autoupdating (so you can assume they have a recent version of the browser)
All this to say we're at the point where you don't have to make a lot of All this to say we're at the point where you don't have to make a lot of
concessions to get even a fairly complex SDL-based game up and running. concessions to get even a fairly complex SDL-based game up and running.
## RTFM ## RTFM
This document is a quick rundown of some high-level details. The This document is a quick rundown of some high-level details. The
documentation at [emscripten.org](https://emscripten.org/) is vast documentation at [emscripten.org](https://emscripten.org/) is vast
and extremely detailed for a wide variety of topics, and you should at and extremely detailed for a wide variety of topics, and you should at
least skim through it at some point. least skim through it at some point.
## Porting your app to Emscripten ## Porting your app to Emscripten
Many many things just need some simple adjustments and they'll compile Many many things just need some simple adjustments and they'll compile
like any other C/C++ code, as long as SDL was handling the platform-specific like any other C/C++ code, as long as SDL was handling the platform-specific
work for your program. work for your program.
First, you probably need this in at least one of your source files: First, you probably need this in at least one of your source files:
```c ```c
#ifdef __EMSCRIPTEN__ #ifdef __EMSCRIPTEN__
#include <emscripten.h> #include <emscripten.h>
#endif #endif
``` ```
Second: assembly language code has to go. Replace it with C. You can even use Second: assembly language code has to go. Replace it with C. You can even use
[x86 SIMD intrinsic functions in Emscripten](https://emscripten.org/docs/porting/simd.html)! [x86 SIMD intrinsic functions in Emscripten](https://emscripten.org/docs/porting/simd.html)!
Third: Middleware has to go. If you have a third-party library you link Third: Middleware has to go. If you have a third-party library you link
against, you either need an Emscripten port of it, or the source code to it against, you either need an Emscripten port of it, or the source code to it
to compile yourself, or you need to remove it. to compile yourself, or you need to remove it.
Fourth: You still start in a function called main(), but you need to get out of Fourth: You still start in a function called main(), but you need to get out of
it and into a function that gets called repeatedly, and returns quickly, it and into a function that gets called repeatedly, and returns quickly,
called a mainloop. called a mainloop.
Somewhere in your program, you probably have something that looks like a more Somewhere in your program, you probably have something that looks like a more
complicated version of this: complicated version of this:
```c ```c
void main(void) void main(void)
{ {
initialize_the_game(); initialize_the_game();
while (game_is_still_running) { while (game_is_still_running) {
check_for_new_input(); check_for_new_input();
think_about_stuff(); think_about_stuff();
draw_the_next_frame(); draw_the_next_frame();
} }
deinitialize_the_game(); deinitialize_the_game();
} }
``` ```
This will not work on Emscripten, because the main thread needs to be free This will not work on Emscripten, because the main thread needs to be free
to do stuff and can't sit in this loop forever. So Emscripten lets you set up to do stuff and can't sit in this loop forever. So Emscripten lets you set up
a [mainloop](https://emscripten.org/docs/porting/emscripten-runtime-environment.html#browser-main-loop). a [mainloop](https://emscripten.org/docs/porting/emscripten-runtime-environment.html#browser-main-loop).
```c ```c
static void mainloop(void) /* this will run often, possibly at the monitor's refresh rate */ static void mainloop(void) /* this will run often, possibly at the monitor's refresh rate */
{ {
if (!game_is_still_running) { if (!game_is_still_running) {
deinitialize_the_game(); deinitialize_the_game();
#ifdef __EMSCRIPTEN__ #ifdef __EMSCRIPTEN__
emscripten_cancel_main_loop(); /* this should "kill" the app. */ emscripten_cancel_main_loop(); /* this should "kill" the app. */
#else #else
exit(0); exit(0);
#endif #endif
} }
check_for_new_input(); check_for_new_input();
think_about_stuff(); think_about_stuff();
draw_the_next_frame(); draw_the_next_frame();
} }
void main(void) void main(void)
{ {
initialize_the_game(); initialize_the_game();
#ifdef __EMSCRIPTEN__ #ifdef __EMSCRIPTEN__
emscripten_set_main_loop(mainloop, 0, 1); emscripten_set_main_loop(mainloop, 0, 1);
#else #else
while (1) { mainloop(); } while (1) { mainloop(); }
#endif #endif
} }
``` ```
Basically, `emscripten_set_main_loop(mainloop, 0, 1);` says "run Basically, `emscripten_set_main_loop(mainloop, 0, 1);` says "run
`mainloop` over and over until I end the program." The function will `mainloop` over and over until I end the program." The function will
run, and return, freeing the main thread for other tasks, and then run, and return, freeing the main thread for other tasks, and then
run again when it's time. The `1` parameter does some magic to make run again when it's time. The `1` parameter does some magic to make
your main() function end immediately; this is useful because you your main() function end immediately; this is useful because you
don't want any shutdown code that might be sitting below this code don't want any shutdown code that might be sitting below this code
to actually run if main() were to continue on, since we're just to actually run if main() were to continue on, since we're just
getting started. getting started.
There's a lot of little details that are beyond the scope of this There's a lot of little details that are beyond the scope of this
document, but that's the biggest intial set of hurdles to porting document, but that's the biggest intial set of hurdles to porting
your app to the web. your app to the web.
## Do you need threads? ## Do you need threads?
If you plan to use threads, they work on all major browsers now. HOWEVER, If you plan to use threads, they work on all major browsers now. HOWEVER,
they bring with them a lot of careful considerations. Rendering _must_ they bring with them a lot of careful considerations. Rendering _must_
be done on the main thread. This is a general guideline for many be done on the main thread. This is a general guideline for many
platforms, but a hard requirement on the web. platforms, but a hard requirement on the web.
Many other things also must happen on the main thread; often times SDL Many other things also must happen on the main thread; often times SDL
and Emscripten make efforts to "proxy" work to the main thread that and Emscripten make efforts to "proxy" work to the main thread that
must be there, but you have to be careful (and read more detailed must be there, but you have to be careful (and read more detailed
documentation than this for the finer points). documentation than this for the finer points).
Even when using threads, your main thread needs to set an Emscripten Even when using threads, your main thread needs to set an Emscripten
mainloop that runs quickly and returns, or things will fail to work mainloop that runs quickly and returns, or things will fail to work
correctly. correctly.
You should definitely read [Emscripten's pthreads docs](https://emscripten.org/docs/porting/pthreads.html) You should definitely read [Emscripten's pthreads docs](https://emscripten.org/docs/porting/pthreads.html)
for all the finer points. Mostly SDL's thread API will work as expected, for all the finer points. Mostly SDL's thread API will work as expected,
but is built on pthreads, so it shares the same little incompatibilities but is built on pthreads, so it shares the same little incompatibilities
that are documented there, such as where you can use a mutex, and when that are documented there, such as where you can use a mutex, and when
a thread will start running, etc. a thread will start running, etc.
IMPORTANT: You have to decide to either build something that uses IMPORTANT: You have to decide to either build something that uses
threads or something that doesn't; you can't have one build threads or something that doesn't; you can't have one build
that works everywhere. This is an Emscripten (or maybe WebAssembly? that works everywhere. This is an Emscripten (or maybe WebAssembly?
Or just web browsers in general?) limitation. If you aren't using Or just web browsers in general?) limitation. If you aren't using
threads, it's easier to not enable them at all, at build time. threads, it's easier to not enable them at all, at build time.
If you use threads, you _have to_ run from a web server that has If you use threads, you _have to_ run from a web server that has
[COOP/COEP headers set correctly](https://web.dev/why-coop-coep/) [COOP/COEP headers set correctly](https://web.dev/why-coop-coep/)
or your program will fail to start at all. or your program will fail to start at all.
If building with threads, `__EMSCRIPTEN_PTHREADS__` will be defined If building with threads, `__EMSCRIPTEN_PTHREADS__` will be defined
for checking with the C preprocessor, so you can build something for checking with the C preprocessor, so you can build something
different depending on what sort of build you're compiling. different depending on what sort of build you're compiling.
## Audio ## Audio
Audio works as expected at the API level, but not exactly like other Audio works as expected at the API level, but not exactly like other
platforms. platforms.
You'll only see a single default audio device. Audio capture also works; You'll only see a single default audio device. Audio capture also works;
if the browser pops up a prompt to ask for permission to access the if the browser pops up a prompt to ask for permission to access the
microphone, the SDL_OpenAudioDevice call will succeed and start producing microphone, the SDL_OpenAudioDevice call will succeed and start producing
silence at a regular interval. Once the user approves the request, real silence at a regular interval. Once the user approves the request, real
audio data will flow. If the user denies it, the app is not informed and audio data will flow. If the user denies it, the app is not informed and
will just continue to receive silence. will just continue to receive silence.
Modern web browsers will not permit web pages to produce sound before the Modern web browsers will not permit web pages to produce sound before the
user has interacted with them (clicked or tapped on them, usually); this is user has interacted with them (clicked or tapped on them, usually); this is
for several reasons, not the least of which being that no one likes when a for several reasons, not the least of which being that no one likes when a
random browser tab suddenly starts making noise and the user has to scramble random browser tab suddenly starts making noise and the user has to scramble
to figure out which and silence it. to figure out which and silence it.
SDL will allow you to open the audio device for playback in this SDL will allow you to open the audio device for playback in this
circumstance, and your audio callback will fire, but SDL will throw the audio circumstance, and your audio callback will fire, but SDL will throw the audio
data away until the user interacts with the page. This helps apps that depend data away until the user interacts with the page. This helps apps that depend
on the audio callback to make progress, and also keeps audio playback in sync on the audio callback to make progress, and also keeps audio playback in sync
once the app is finally allowed to make noise. once the app is finally allowed to make noise.
There are two reasonable ways to deal with the silence at the app level: There are two reasonable ways to deal with the silence at the app level:
if you are writing some sort of media player thing, where the user expects if you are writing some sort of media player thing, where the user expects
there to be a volume control when you mouseover the canvas, just default there to be a volume control when you mouseover the canvas, just default
that control to a muted state; if the user clicks on the control to unmute that control to a muted state; if the user clicks on the control to unmute
it, on this first click, open the audio device. This allows the media to it, on this first click, open the audio device. This allows the media to
play at start, and the user can reasonably opt-in to listening. play at start, and the user can reasonably opt-in to listening.
Many games do not have this sort of UI, and are more rigid about starting Many games do not have this sort of UI, and are more rigid about starting
audio along with everything else at the start of the process. For these, your audio along with everything else at the start of the process. For these, your
best bet is to write a little Javascript that puts up a "Click here to play!" best bet is to write a little Javascript that puts up a "Click here to play!"
UI, and upon the user clicking, remove that UI and then call the Emscripten UI, and upon the user clicking, remove that UI and then call the Emscripten
app's main() function. As far as the application knows, the audio device was app's main() function. As far as the application knows, the audio device was
available to be opened as soon as the program started, and since this magic available to be opened as soon as the program started, and since this magic
happens in a little Javascript, you don't have to change your C/C++ code at happens in a little Javascript, you don't have to change your C/C++ code at
all to make it happen. all to make it happen.
Please see the discussion at https://github.com/libsdl-org/SDL/issues/6385 Please see the discussion at https://github.com/libsdl-org/SDL/issues/6385
for some Javascript code to steal for this approach. for some Javascript code to steal for this approach.
## Rendering ## Rendering
If you use SDL's 2D render API, it will use GLES2 internally, which If you use SDL's 2D render API, it will use GLES2 internally, which
Emscripten will turn into WebGL calls. You can also use OpenGL ES 2 Emscripten will turn into WebGL calls. You can also use OpenGL ES 2
directly by creating a GL context and drawing into it. directly by creating a GL context and drawing into it.
Calling SDL_RenderPresent (or SDL_GL_SwapWindow) will not actually Calling SDL_RenderPresent (or SDL_GL_SwapWindow) will not actually
present anything on the screen until your return from your mainloop present anything on the screen until your return from your mainloop
function. function.
## Building SDL/emscripten ## Building SDL/emscripten
First: do you _really_ need to build SDL from source? First: do you _really_ need to build SDL from source?
If you aren't developing SDL itself, have a desire to mess with its source If you aren't developing SDL itself, have a desire to mess with its source
code, or need something on the bleeding edge, don't build SDL. Just use code, or need something on the bleeding edge, don't build SDL. Just use
Emscripten's packaged version! Emscripten's packaged version!
Compile and link your app with `-sUSE_SDL=2` and it'll use a build of Compile and link your app with `-sUSE_SDL=2` and it'll use a build of
SDL packaged with Emscripten. This comes from the same source code and SDL packaged with Emscripten. This comes from the same source code and
fixes the Emscripten project makes to SDL are generally merged into SDL's fixes the Emscripten project makes to SDL are generally merged into SDL's
revision control, so often this is much easier for app developers. revision control, so often this is much easier for app developers.
`-sUSE_SDL=1` will select Emscripten's JavaScript reimplementation of SDL `-sUSE_SDL=1` will select Emscripten's JavaScript reimplementation of SDL
1.2 instead; if you need SDL 1.2, this might be fine, but we generally 1.2 instead; if you need SDL 1.2, this might be fine, but we generally
recommend you don't use SDL 1.2 in modern times. recommend you don't use SDL 1.2 in modern times.
If you want to build SDL, though... If you want to build SDL, though...
SDL currently requires at least Emscripten 3.1.35 to build. Newer versions SDL currently requires at least Emscripten 3.1.35 to build. Newer versions
are likely to work, as well. are likely to work, as well.
Build: Build:
This works on Linux/Unix and macOS. Please send comments about Windows. This works on Linux/Unix and macOS. Please send comments about Windows.
Make sure you've [installed emsdk](https://emscripten.org/docs/getting_started/downloads.html) Make sure you've [installed emsdk](https://emscripten.org/docs/getting_started/downloads.html)
first, and run `source emsdk_env.sh` at the command line so it finds the first, and run `source emsdk_env.sh` at the command line so it finds the
tools. tools.
(These cmake options might be overkill, but this has worked for me.) (These cmake options might be overkill, but this has worked for me.)
```bash ```bash
mkdir build mkdir build
cd build cd build
emcmake cmake .. emcmake cmake ..
# you can also do `emcmake cmake -G Ninja ..` and then use `ninja` instead of this command. # you can also do `emcmake cmake -G Ninja ..` and then use `ninja` instead of this command.
emmake make -j4 emmake make -j4
``` ```
If you want to build with thread support, something like this works: If you want to build with thread support, something like this works:
```bash ```bash
mkdir build mkdir build
cd build cd build
emcmake cmake -DSDL_THREADS=On .. emcmake cmake -DSDL_THREADS=On ..
# you can also do `emcmake cmake -G Ninja ..` and then use `ninja` instead of this command. # you can also do `emcmake cmake -G Ninja ..` and then use `ninja` instead of this command.
emmake make -j4 emmake make -j4
``` ```
To build the tests, add `-DSDL_TESTS=On` to the `emcmake cmake` command line. To build the tests, add `-DSDL_TESTS=On` to the `emcmake cmake` command line.
## Building your app ## Building your app
You need to compile with `emcc` instead of `gcc` or `clang` or whatever, but You need to compile with `emcc` instead of `gcc` or `clang` or whatever, but
mostly it uses the same command line arguments as Clang. mostly it uses the same command line arguments as Clang.
Link against the SDL/build/libSDL3.a file you generated by building SDL, Link against the SDL/build/libSDL3.a file you generated by building SDL,
link with `-sUSE_SDL=2` to use Emscripten's prepackaged SDL2 build. link with `-sUSE_SDL=2` to use Emscripten's prepackaged SDL2 build.
Usually you would produce a binary like this: Usually you would produce a binary like this:
```bash ```bash
gcc -o mygame mygame.c # or whatever gcc -o mygame mygame.c # or whatever
``` ```
But for Emscripten, you want to output something else: But for Emscripten, you want to output something else:
```bash ```bash
emcc -o index.html mygame.c emcc -o index.html mygame.c
``` ```
This will produce several files...support Javascript and WebAssembly (.wasm) This will produce several files...support Javascript and WebAssembly (.wasm)
files. The `-o index.html` will produce a simple HTML page that loads and files. The `-o index.html` will produce a simple HTML page that loads and
runs your app. You will (probably) eventually want to replace or customize runs your app. You will (probably) eventually want to replace or customize
that file and do `-o index.js` instead to just build the code pieces. that file and do `-o index.js` instead to just build the code pieces.
If you're working on a program of any serious size, you'll likely need to If you're working on a program of any serious size, you'll likely need to
link with `-sALLOW_MEMORY_GROWTH=1 -sMAXIMUM_MEMORY=1gb` to get access link with `-sALLOW_MEMORY_GROWTH=1 -sMAXIMUM_MEMORY=1gb` to get access
to more memory. If using pthreads, you'll need the `-sMAXIMUM_MEMORY=1gb` to more memory. If using pthreads, you'll need the `-sMAXIMUM_MEMORY=1gb`
or the app will fail to start on iOS browsers, but this might be a bug that or the app will fail to start on iOS browsers, but this might be a bug that
goes away in the future. goes away in the future.
## Data files ## Data files
Your game probably has data files. Here's how to access them. Your game probably has data files. Here's how to access them.
Filesystem access works like a Unix filesystem; you have a single directory Filesystem access works like a Unix filesystem; you have a single directory
tree, possibly interpolated from several mounted locations, no drive letters, tree, possibly interpolated from several mounted locations, no drive letters,
'/' for a path separator. You can access them with standard file APIs like '/' for a path separator. You can access them with standard file APIs like
open() or fopen() or SDL_RWops. You can read or write from the filesystem. open() or fopen() or SDL_RWops. You can read or write from the filesystem.
By default, you probably have a "MEMFS" filesystem (all files are stored in By default, you probably have a "MEMFS" filesystem (all files are stored in
memory, but access to them is immediate and doesn't need to block). There are memory, but access to them is immediate and doesn't need to block). There are
other options, like "IDBFS" (files are stored in a local database, so they other options, like "IDBFS" (files are stored in a local database, so they
don't need to be in RAM all the time and they can persist between runs of the don't need to be in RAM all the time and they can persist between runs of the
program, but access is not synchronous). You can mix and match these file program, but access is not synchronous). You can mix and match these file
systems, mounting a MEMFS filesystem at one place and idbfs elsewhere, etc, systems, mounting a MEMFS filesystem at one place and idbfs elsewhere, etc,
but that's beyond the scope of this document. Please refer to Emscripten's but that's beyond the scope of this document. Please refer to Emscripten's
[page on the topic](https://emscripten.org/docs/porting/files/file_systems_overview.html) [page on the topic](https://emscripten.org/docs/porting/files/file_systems_overview.html)
for more info. for more info.
The _easiest_ (but not the best) way to get at your data files is to embed The _easiest_ (but not the best) way to get at your data files is to embed
them in the app itself. Emscripten's linker has support for automating this. them in the app itself. Emscripten's linker has support for automating this.
```bash ```bash
emcc -o index.html loopwave.c --embed-file=../test/sample.wav@/sounds/sample.wav emcc -o index.html loopwave.c --embed-file=../test/sample.wav@/sounds/sample.wav
``` ```
This will pack ../test/sample.wav in your app, and make it available at This will pack ../test/sample.wav in your app, and make it available at
"/sounds/sample.wav" at runtime. Emscripten makes sure this data is available "/sounds/sample.wav" at runtime. Emscripten makes sure this data is available
before your main() function runs, and since it's in MEMFS, you can just before your main() function runs, and since it's in MEMFS, you can just
read it like you do on other platforms. `--embed-file` can also accept a read it like you do on other platforms. `--embed-file` can also accept a
directory to pack an entire tree, and you can specify the argument multiple directory to pack an entire tree, and you can specify the argument multiple
times to pack unrelated things into the final installation. times to pack unrelated things into the final installation.
Note that this is absolutely the best approach if you have a few small Note that this is absolutely the best approach if you have a few small
files to include and shouldn't worry about the issue further. However, if you files to include and shouldn't worry about the issue further. However, if you
have hundreds of megabytes and/or thousands of files, this is not so great, have hundreds of megabytes and/or thousands of files, this is not so great,
since the user will download it all every time they load your page, and it since the user will download it all every time they load your page, and it
all has to live in memory at runtime. all has to live in memory at runtime.
[Emscripten's documentation on the matter](https://emscripten.org/docs/porting/files/packaging_files.html) [Emscripten's documentation on the matter](https://emscripten.org/docs/porting/files/packaging_files.html)
gives other options and details, and is worth a read. gives other options and details, and is worth a read.
## Debugging ## Debugging
Debugging web apps is a mixed bag. You should compile and link with Debugging web apps is a mixed bag. You should compile and link with
`-gsource-map`, which embeds a ton of source-level debugging information into `-gsource-map`, which embeds a ton of source-level debugging information into
the build, and make sure _the app source code is available on the web server_, the build, and make sure _the app source code is available on the web server_,
which is often a scary proposition for various reasons. which is often a scary proposition for various reasons.
When you debug from the browser's tools and hit a breakpoint, you can step When you debug from the browser's tools and hit a breakpoint, you can step
through the actual C/C++ source code, though, which can be nice. through the actual C/C++ source code, though, which can be nice.
If you try debugging in Firefox and it doesn't work well for no apparent If you try debugging in Firefox and it doesn't work well for no apparent
reason, try Chrome, and vice-versa. These tools are still relatively new, reason, try Chrome, and vice-versa. These tools are still relatively new,
and improving all the time. and improving all the time.
SDL_Log() (or even plain old printf) will write to the Javascript console, SDL_Log() (or even plain old printf) will write to the Javascript console,
and honestly I find printf-style debugging to be easier than setting up a build and honestly I find printf-style debugging to be easier than setting up a build
for proper debugging, so use whatever tools work best for you. for proper debugging, so use whatever tools work best for you.
## Questions? ## Questions?
Please give us feedback on this document at [the SDL bug tracker](https://github.com/libsdl-org/SDL/issues). Please give us feedback on this document at [the SDL bug tracker](https://github.com/libsdl-org/SDL/issues).
If something is wrong or unclear, we want to know! If something is wrong or unclear, we want to know!

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GDK GDK
===== =====
This port allows SDL applications to run via Microsoft's Game Development Kit (GDK). This port allows SDL applications to run via Microsoft's Game Development Kit (GDK).
Windows (GDK) and Xbox One/Xbox Series (GDKX) are supported. Although most of the Xbox code is included in the public SDL source code, NDA access is required for a small number of source files. If you have access to GDKX, these required Xbox files are posted on the GDK forums [here](https://forums.xboxlive.com/questions/130003/). Windows (GDK) and Xbox One/Xbox Series (GDKX) are both supported and all the required code is included in this public SDL release. However, only licensed Xbox developers have access to the GDKX libraries which will allow you to build the Xbox targets.
Requirements Requirements
------------ ------------
* Microsoft Visual Studio 2022 (in theory, it should also work in 2017 or 2019, but this has not been tested) * Microsoft Visual Studio 2022 (in theory, it should also work in 2017 or 2019, but this has not been tested)
* Microsoft GDK June 2022 or newer (public release [here](https://github.com/microsoft/GDK/releases/tag/June_2022)) * Microsoft GDK October 2023 Update 1 or newer (public release [here](https://github.com/microsoft/GDK/releases/tag/October_2023_Update_1))
* To publish a package or successfully authenticate a user, you will need to create an app id/configure services in Partner Center. However, for local testing purposes (without authenticating on Xbox Live), the identifiers used by the GDK test programs in the included solution will work. * For Xbox, you will need the corresponding GDKX version (licensed developers only)
* To publish a package or successfully authenticate a user, you will need to create an app id/configure services in Partner Center. However, for local testing purposes (without authenticating on Xbox Live), the test identifiers used by the GDK test programs in the included solution work.
Windows GDK Status
------ Windows GDK Status
------
The Windows GDK port supports the full set of Win32 APIs, renderers, controllers, input devices, etc., as the normal Windows x64 build of SDL.
The Windows GDK port supports the full set of Win32 APIs, renderers, controllers, input devices, etc., as the normal Windows x64 build of SDL.
* Additionally, the GDK port adds the following:
* Compile-time platform detection for SDL programs. The `__GDK__` is `#define`d on every GDK platform, and the `__WINGDK__` is `#define`d on Windows GDK, specifically. (This distinction exists because other GDK platforms support a smaller subset of functionality. This allows you to mark code for "any" GDK separate from Windows GDK.) * Additionally, the GDK port adds the following:
* GDK-specific setup: * Compile-time platform detection for SDL programs. The `__GDK__` is `#define`d on every GDK platform, and the `__WINGDK__` is `#define`d on Windows GDK, specifically. (This distinction exists because other GDK platforms support a smaller subset of functionality. This allows you to mark code for "any" GDK separate from Windows GDK.)
* Initializing/uninitializing the game runtime, and initializing Xbox Live services * GDK-specific setup:
* Creating a global task queue and setting it as the default for the process. When running any async operations, passing in `NULL` as the task queue will make the task get added to the global task queue. * Initializing/uninitializing the game runtime, and initializing Xbox Live services
* Creating a global task queue and setting it as the default for the process. When running any async operations, passing in `NULL` as the task queue will make the task get added to the global task queue.
* An implementation on `WinMain` that performs the above GDK setup that you can use by #include'ing SDL_main.h in the source file that includes your standard main() function. If you are unable to do this, you can instead manually call `SDL_RunApp` from your entry point, passing in your `SDL_main` function and `NULL` as the parameters. To use `SDL_RunApp`, `#define SDL_MAIN_HANDLED` before `#include <SDL3/SDL_main.h>`.
* Global task queue callbacks are dispatched during `SDL_PumpEvents` (which is also called internally if using `SDL_PollEvent`). * An implementation on `WinMain` that performs the above GDK setup that you can use by #include'ing SDL_main.h in the source file that includes your standard main() function. If you are unable to do this, you can instead manually call `SDL_RunApp` from your entry point, passing in your `SDL_main` function and `NULL` as the parameters. To use `SDL_RunApp`, `#define SDL_MAIN_HANDLED` before `#include <SDL3/SDL_main.h>`.
* You can get the handle of the global task queue through `SDL_GDKGetTaskQueue`, if needed. When done with the queue, be sure to use `XTaskQueueCloseHandle` to decrement the reference count (otherwise it will cause a resource leak). * Global task queue callbacks are dispatched during `SDL_PumpEvents` (which is also called internally if using `SDL_PollEvent`).
* You can get the handle of the global task queue through `SDL_GDKGetTaskQueue`, if needed. When done with the queue, be sure to use `XTaskQueueCloseHandle` to decrement the reference count (otherwise it will cause a resource leak).
* Single-player games have some additional features available:
* Call `SDL_GDKGetDefaultUser` to get the default XUserHandle pointer. * Single-player games have some additional features available:
* `SDL_GetPrefPath` still works, but only for single-player titles. * Call `SDL_GDKGetDefaultUser` to get the default XUserHandle pointer.
* `SDL_GetPrefPath` still works, but only for single-player titles.
These functions mostly wrap around async APIs, and thus should be treated as synchronous alternatives. Also note that the single-player functions return on any OS errors, so be sure to validate the return values!
These functions mostly wrap around async APIs, and thus should be treated as synchronous alternatives. Also note that the single-player functions return on any OS errors, so be sure to validate the return values!
* What doesn't work:
* Compilation with anything other than through the included Visual C++ solution file * What doesn't work:
* Compilation with anything other than through the included Visual C++ solution file
## VisualC-GDK Solution
## VisualC-GDK Solution
The included `VisualC-GDK/SDL.sln` solution includes the following targets for the Gaming.Desktop.x64 configuration:
The included `VisualC-GDK/SDL.sln` solution includes the following targets for the Gaming.Desktop.x64 configuration:
* SDL3 (DLL) - This is the typical SDL3.dll, but for Gaming.Desktop.x64.
* tests/testgamecontroller - Standard SDL test program demonstrating controller functionality. * SDL3 (DLL) - This is the typical SDL3.dll, but for Gaming.Desktop.x64.
* tests/testgdk - GDK-specific test program that demonstrates using the global task queue to login a user into Xbox Live. * tests/testgamecontroller - Standard SDL test program demonstrating controller functionality.
*NOTE*: As of the June 2022 GDK, you cannot test user logins without a valid Title ID and MSAAppId. You will need to manually change the identifiers in the `MicrosoftGame.config` to your valid IDs from Partner Center if you wish to test this. * tests/testgdk - GDK-specific test program that demonstrates using the global task queue to login a user into Xbox Live.
* tests/testsprite - Standard SDL test program demonstrating sprite drawing functionality. *NOTE*: As of the June 2022 GDK, you cannot test user logins without a valid Title ID and MSAAppId. You will need to manually change the identifiers in the `MicrosoftGame.config` to your valid IDs from Partner Center if you wish to test this.
* tests/testsprite - Standard SDL test program demonstrating sprite drawing functionality.
If you set one of the test programs as a startup project, you can run it directly from Visual Studio.
If you set one of the test programs as a startup project, you can run it directly from Visual Studio.
Windows GDK Setup, Detailed Steps
--------------------- Windows GDK Setup, Detailed Steps
---------------------
These steps assume you already have a game using SDL that runs on Windows x64 along with a corresponding Visual Studio solution file for the x64 version. If you don't have this, it's easiest to use one of the test program vcxproj files in the `VisualC-GDK` directory as a starting point, though you will still need to do most of the steps below.
These steps assume you already have a game using SDL that runs on Windows x64 along with a corresponding Visual Studio solution file for the x64 version. If you don't have this, it's easiest to use one of the test program vcxproj files in the `VisualC-GDK` directory as a starting point, though you will still need to do most of the steps below.
### 1. Add a Gaming.Desktop.x64 Configuration ###
### 1. Add a Gaming.Desktop.x64 Configuration ###
In your game's existing Visual Studio Solution, go to Build > Configuration Manager. From the "Active solution platform" drop-down select "New...". From the drop-down list, select Gaming.Desktop.x64 and copy the settings from the x64 configuration.
In your game's existing Visual Studio Solution, go to Build > Configuration Manager. From the "Active solution platform" drop-down select "New...". From the drop-down list, select Gaming.Desktop.x64 and copy the settings from the x64 configuration.
### 2. Build SDL3 for GDK ###
### 2. Build SDL3 for GDK ###
Open `VisualC-GDK/SDL.sln` in Visual Studio, you need to build the SDL3 target for the Gaming.Desktop.x64 platform (Release is recommended). You will need to copy/keep track of the `SDL3.dll`, `XCurl.dll` (which is output by Gaming.Desktop.x64), and `SDL3.lib` output files for your game project.
Open `VisualC-GDK/SDL.sln` in Visual Studio, you need to build the SDL3 target for the Gaming.Desktop.x64 platform (Release is recommended). You will need to copy/keep track of the `SDL3.dll`, `XCurl.dll` (which is output by Gaming.Desktop.x64), and `SDL3.lib` output files for your game project.
*Alternatively*, you could setup your solution file to instead reference the SDL3 project file targets from the SDL source, and add those projects as a dependency. This would mean that SDL3 would be built when your game is built.
*Alternatively*, you could setup your solution file to instead reference the SDL3 project file targets from the SDL source, and add those projects as a dependency. This would mean that SDL3 would be built when your game is built.
### 3. Configuring Project Settings ###
### 3. Configuring Project Settings ###
While the Gaming.Desktop.x64 configuration sets most of the required settings, there are some additional items to configure for your game project under the Gaming.Desktop.x64 Configuration:
While the Gaming.Desktop.x64 configuration sets most of the required settings, there are some additional items to configure for your game project under the Gaming.Desktop.x64 Configuration:
* Under C/C++ > General > Additional Include Directories, make sure the `SDL/include` path is referenced
* Under Linker > General > Additional Library Directories, make sure to reference the path where the newly-built SDL3.lib are * Under C/C++ > General > Additional Include Directories, make sure the `SDL/include` path is referenced
* Under Linker > Input > Additional Dependencies, you need the following: * Under Linker > General > Additional Library Directories, make sure to reference the path where the newly-built SDL3.lib are
* `SDL3.lib` * Under Linker > Input > Additional Dependencies, you need the following:
* `xgameruntime.lib` * `SDL3.lib`
* `../Microsoft.Xbox.Services.141.GDK.C.Thunks.lib` * `xgameruntime.lib`
* Note that in general, the GDK libraries depend on the MSVC C/C++ runtime, so there is no way to remove this dependency from a GDK program that links against GDK. * `../Microsoft.Xbox.Services.GDK.C.Thunks.lib`
* Note that in general, the GDK libraries depend on the MSVC C/C++ runtime, so there is no way to remove this dependency from a GDK program that links against GDK.
### 4. Setting up SDL_main ###
### 4. Setting up SDL_main ###
Rather than using your own implementation of `WinMain`, it's recommended that you instead `#include <SDL3/SDL_main.h>` and declare a standard main function. If you are unable to do this, you can instead manually call `SDL_RunApp` from your entry point, passing in your `SDL_main` function and `NULL` as the parameters; in that case `#define SDL_MAIN_HANDLED` before including SDL_main.h
Rather than using your own implementation of `WinMain`, it's recommended that you instead `#include <SDL3/SDL_main.h>` and declare a standard main function. If you are unable to do this, you can instead manually call `SDL_RunApp` from your entry point, passing in your `SDL_main` function and `NULL` as the parameters; in that case `#define SDL_MAIN_HANDLED` before including SDL_main.h
### 5. Required DLLs ###
### 5. Required DLLs ###
The game will not launch in the debugger unless required DLLs are included in the directory that contains the game's .exe file. You need to make sure that the following files are copied into the directory:
The game will not launch in the debugger unless required DLLs are included in the directory that contains the game's .exe file. You need to make sure that the following files are copied into the directory:
* Your SDL3.dll
* "$(Console_GRDKExtLibRoot)Xbox.Services.API.C\DesignTime\CommonConfiguration\Neutral\Lib\Release\Microsoft.Xbox.Services.141.GDK.C.Thunks.dll" * Your SDL3.dll
* XCurl.dll * "$(Console_GRDKExtLibRoot)Xbox.Services.API.C\DesignTime\CommonConfiguration\Neutral\Lib\Release\Microsoft.Xbox.Services.GDK.C.Thunks.dll"
* XCurl.dll
You can either copy these in a post-build step, or you can add the dlls into the project and set its Configuration Properties > General > Item type to "Copy file," which will also copy them into the output directory.
You can either copy these in a post-build step, or you can add the dlls into the project and set its Configuration Properties > General > Item type to "Copy file," which will also copy them into the output directory.
### 6. Setting up MicrosoftGame.config ###
### 6. Setting up MicrosoftGame.config ###
You can copy `VisualC-GDK/tests/testgdk/MicrosoftGame.config` and use that as a starting point in your project. Minimally, you will want to change the Executable Name attribute, the DefaultDisplayName, and the Description.
You can copy `VisualC-GDK/tests/testgdk/MicrosoftGame.config` and use that as a starting point in your project. Minimally, you will want to change the Executable Name attribute, the DefaultDisplayName, and the Description.
This file must be copied into the same directory as the game's .exe file. As with the DLLs, you can either use a post-build step or the "Copy file" item type.
This file must be copied into the same directory as the game's .exe file. As with the DLLs, you can either use a post-build step or the "Copy file" item type.
For basic testing, you do not need to change anything else in `MicrosoftGame.config`. However, if you want to test any Xbox Live services (such as logging in users) _or_ publish a package, you will need to setup a Game app on Partner Center.
For basic testing, you do not need to change anything else in `MicrosoftGame.config`. However, if you want to test any Xbox Live services (such as logging in users) _or_ publish a package, you will need to setup a Game app on Partner Center.
Then, you need to set the following values to the values from Partner Center:
Then, you need to set the following values to the values from Partner Center:
* Identity tag - Name and Publisher attributes
* TitleId * Identity tag - Name and Publisher attributes
* MSAAppId * TitleId
* MSAAppId
### 7. Adding Required Logos
### 7. Adding Required Logos
Several logo PNG files are required to be able to launch the game, even from the debugger. You can use the sample logos provided in `VisualC-GDK/logos`. As with the other files, they must be copied into the same directory as the game's .exe file.
Several logo PNG files are required to be able to launch the game, even from the debugger. You can use the sample logos provided in `VisualC-GDK/logos`. As with the other files, they must be copied into the same directory as the game's .exe file.
### 8. Copying any Data Files ###
### 8. Copying any Data Files ###
When debugging GDK games, there is no way to specify a working directory. Therefore, any required game data must also be copied into the output directory, likely in a post-build step.
When debugging GDK games, there is no way to specify a working directory. Therefore, any required game data must also be copied into the output directory, likely in a post-build step.
### 9. Build and Run from Visual Studio ###
### 9. Build and Run from Visual Studio ###
At this point, you should be able to build and run your game from the Visual Studio Debugger. If you get any linker errors, make sure you double-check that you referenced all the required libs.
At this point, you should be able to build and run your game from the Visual Studio Debugger. If you get any linker errors, make sure you double-check that you referenced all the required libs.
If you are testing Xbox Live functionality, it's likely you will need to change to the Sandbox for your title. To do this:
If you are testing Xbox Live functionality, it's likely you will need to change to the Sandbox for your title. To do this:
1. Run "Desktop VS 2022 Gaming Command Prompt" from the Start Menu
2. Switch the sandbox name with: 1. Run "Desktop VS 2022 Gaming Command Prompt" from the Start Menu
`XblPCSandbox SANDBOX.#` 2. Switch the sandbox name with:
3. (To switch back to the retail sandbox): `XblPCSandbox SANDBOX.#`
`XblPCSandbox RETAIL` 3. (To switch back to the retail sandbox):
`XblPCSandbox RETAIL`
### 10. Packaging and Installing Locally
### 10. Packaging and Installing Locally
You can use one of the test program's `PackageLayout.xml` as a starting point. Minimally, you will need to change the exe to the correct name and also reference any required game data. As with the other data files, it's easiest if you have this copy to the output directory, although it's not a requirement as you can specify relative paths to files.
You can use one of the test program's `PackageLayout.xml` as a starting point. Minimally, you will need to change the exe to the correct name and also reference any required game data. As with the other data files, it's easiest if you have this copy to the output directory, although it's not a requirement as you can specify relative paths to files.
To create the package:
To create the package:
1. Run "Desktop VS 2022 Gaming Command Prompt" from the Start Menu
2. `cd` to the directory containing the `PackageLayout.xml` with the correct paths (if you use the local path as in the sample package layout, this would be from your .exe output directory) 1. Run "Desktop VS 2022 Gaming Command Prompt" from the Start Menu
3. `mkdir Package` to create an output directory 2. `cd` to the directory containing the `PackageLayout.xml` with the correct paths (if you use the local path as in the sample package layout, this would be from your .exe output directory)
4. To package the file into the `Package` directory, use: 3. `mkdir Package` to create an output directory
`makepkg pack /f PackageLayout.xml /lt /d . /nogameos /pc /pd Package` 4. To package the file into the `Package` directory, use:
5. To install the package, use: `makepkg pack /f PackageLayout.xml /lt /d . /nogameos /pc /pd Package`
`wdapp install PACKAGENAME.msixvc` 5. To install the package, use:
6. Once the package is installed, you can run it from the start menu. `wdapp install PACKAGENAME.msixvc`
7. As with when running from Visual Studio, if you need to test any Xbox Live functionality you must switch to the correct sandbox. 6. Once the package is installed, you can run it from the start menu.
7. As with when running from Visual Studio, if you need to test any Xbox Live functionality you must switch to the correct sandbox.
Troubleshooting Xbox GDKX Setup
--------------- ---------------------
In general, the same process in the Windows GDK instructions work. There are just a few additional notes:
#### Xbox Live Login does not work * For Xbox One consoles, use the Gaming.Xbox.XboxOne.x64 target
* For Xbox Series consoles, use the Gaming.Xbox.Scarlett.x64 target
As of June 2022 GDK, you must have a valid Title Id and MSAAppId in order to test Xbox Live functionality such as user login. Make sure these are set correctly in the `MicrosoftGame.config`. This means that even testgdk will not let you login without setting these properties to valid values. * The Xbox One target sets the `__XBOXONE__` define and the Xbox Series target sets the `__XBOXSERIES__` define
* You don't need to link against the Xbox.Services Thunks lib nor include that dll in your package (it doesn't exist for Xbox)
Furthermore, confirm that your PC is set to the correct sandbox. * The shader blobs for Xbox are created in a pre-build step for the Xbox targets, rather than included in the source (due to NDA and version compatability reasons)
* To create a package, use:
`makepkg pack /f PackageLayout.xml /lt /d . /pd Package`
#### "The current user has already installed an unpackaged version of this app. A packaged version cannot replace this." error when installing * To install the package, use:
`xbapp install [PACKAGE].xvc`
Prior to June 2022 GDK, running from the Visual Studio debugger would still locally register the app (and it would appear on the start menu). To fix this, you have to uninstall it (it's simplest to right click on it from the start menu to uninstall it). * For some reason, if you make changes that require SDL3.dll to build, and you are running through the debugger (instead of a package), you have to rebuild your .exe target for the debugger to recognize the dll has changed and needs to be transferred to the console again
* While there are successful releases of Xbox titles using this port, it is not as extensively tested as other targets
Troubleshooting
---------------
#### Xbox Live Login does not work
As of June 2022 GDK, you must have a valid Title Id and MSAAppId in order to test Xbox Live functionality such as user login. Make sure these are set correctly in the `MicrosoftGame.config`. This means that even testgdk will not let you login without setting these properties to valid values.
Furthermore, confirm that your PC is set to the correct sandbox.
#### "The current user has already installed an unpackaged version of this app. A packaged version cannot replace this." error when installing
Prior to June 2022 GDK, running from the Visual Studio debugger would still locally register the app (and it would appear on the start menu). To fix this, you have to uninstall it (it's simplest to right click on it from the start menu to uninstall it).

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git git
========= =========
The latest development version of SDL is available via git. The latest development version of SDL is available via git.
Git allows you to get up-to-the-minute fixes and enhancements; Git allows you to get up-to-the-minute fixes and enhancements;
as a developer works on a source tree, you can use "git" to mirror that as a developer works on a source tree, you can use "git" to mirror that
source tree instead of waiting for an official release. Please look source tree instead of waiting for an official release. Please look
at the Git website ( https://git-scm.com/ ) for more at the Git website ( https://git-scm.com/ ) for more
information on using git, where you can also download software for information on using git, where you can also download software for
macOS, Windows, and Unix systems. macOS, Windows, and Unix systems.
git clone https://github.com/libsdl-org/SDL git clone https://github.com/libsdl-org/SDL
If you are building SDL via configure, you will need to run autogen.sh If you are building SDL via configure, you will need to run autogen.sh
before running configure. before running configure.
There is a web interface to the Git repository at: There is a web interface to the Git repository at:
http://github.com/libsdl-org/SDL/ http://github.com/libsdl-org/SDL/

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Mercurial Mercurial
====== ======
We are no longer hosted in Mercurial. Please see README-git.md for details. We are no longer hosted in Mercurial. Please see README-git.md for details.
Thanks! Thanks!

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SDL 3.0 has new support for high DPI displays SDL 3.0 has new support for high DPI displays
Displays now have a content display scale, which is the expected scale for content based on the DPI settings of the display. For example, a 4K display might have a 2.0 (200%) display scale, which means that the user expects UI elements to be twice as big on this display, to aid in readability. You can query the display content scale using `SDL_GetDisplayContentScale()`, and when this changes you get an `SDL_EVENT_WINDOW_DISPLAY_SCALE_CHANGED` event. Displays now have a content display scale, which is the expected scale for content based on the DPI settings of the display. For example, a 4K display might have a 2.0 (200%) display scale, which means that the user expects UI elements to be twice as big on this display, to aid in readability. You can query the display content scale using `SDL_GetDisplayContentScale()`, and when this changes you get an `SDL_EVENT_WINDOW_DISPLAY_SCALE_CHANGED` event.
The window size is now distinct from the window pixel size, and the ratio between the two is the window pixel density. If the window is created with the `SDL_WINDOW_HIGH_PIXEL_DENSITY` flag, SDL will try to match the native pixel density for the display, otherwise it will try to have the pixel size match the window size. You can query the window pixel density using `SDL_GetWindowPixelDensity()`. You can query the window pixel size using `SDL_GetWindowSizeInPixels()`, and when this changes you get an `SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED` event. You are guaranteed to get a `SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED` event when a window is created and resized, and you can use this event to create and resize your graphics context for the window. The window size is now distinct from the window pixel size, and the ratio between the two is the window pixel density. If the window is created with the `SDL_WINDOW_HIGH_PIXEL_DENSITY` flag, SDL will try to match the native pixel density for the display, otherwise it will try to have the pixel size match the window size. You can query the window pixel density using `SDL_GetWindowPixelDensity()`. You can query the window pixel size using `SDL_GetWindowSizeInPixels()`, and when this changes you get an `SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED` event. You are guaranteed to get a `SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED` event when a window is created and resized, and you can use this event to create and resize your graphics context for the window.
The window has a display scale, which is the scale from the pixel resolution to the desired content size, e.g. the combination of the pixel density and the content scale. For example, a 3840x2160 window displayed at 200% on Windows, and a 1920x1080 window with the high density flag on a 2x display on macOS will both have a pixel size of 3840x2160 and a display scale of 2.0. You can query the window display scale using `SDL_GetWindowDisplayScale()`, and when this changes you get an `SDL_EVENT_WINDOW_DISPLAY_SCALE_CHANGED` event. The window has a display scale, which is the scale from the pixel resolution to the desired content size, e.g. the combination of the pixel density and the content scale. For example, a 3840x2160 window displayed at 200% on Windows, and a 1920x1080 window with the high density flag on a 2x display on macOS will both have a pixel size of 3840x2160 and a display scale of 2.0. You can query the window display scale using `SDL_GetWindowDisplayScale()`, and when this changes you get an `SDL_EVENT_WINDOW_DISPLAY_SCALE_CHANGED` event.

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iOS iOS
====== ======
Building the Simple DirectMedia Layer for iOS 9.0+ Building the Simple DirectMedia Layer for iOS 9.0+
============================================================================== ==============================================================================
Requirements: macOS 10.9 or later and the iOS 9.0 or newer SDK. Requirements: macOS 10.9 or later and the iOS 9.0 or newer SDK.
Instructions: Instructions:
1. Open SDL.xcodeproj (located in Xcode/SDL) in Xcode. 1. Open SDL.xcodeproj (located in Xcode/SDL) in Xcode.
2. Select your desired target, and hit build. 2. Select your desired target, and hit build.
Using the Simple DirectMedia Layer for iOS Using the Simple DirectMedia Layer for iOS
============================================================================== ==============================================================================
1. Run Xcode and create a new project using the iOS Game template, selecting the Objective C language and Metal game technology. 1. Run Xcode and create a new project using the iOS Game template, selecting the Objective C language and Metal game technology.
2. In the main view, delete all files except for Assets and LaunchScreen 2. In the main view, delete all files except for Assets and LaunchScreen
3. Right click the project in the main view, select "Add Files...", and add the SDL project, Xcode/SDL/SDL.xcodeproj 3. Right click the project in the main view, select "Add Files...", and add the SDL project, Xcode/SDL/SDL.xcodeproj
4. Select the project in the main view, go to the "Info" tab and under "Custom iOS Target Properties" remove the line "Main storyboard file base name" 4. Select the project in the main view, go to the "Info" tab and under "Custom iOS Target Properties" remove the line "Main storyboard file base name"
5. Select the project in the main view, go to the "Build Settings" tab, select "All", and edit "Header Search Path" and drag over the SDL "Public Headers" folder from the left 5. Select the project in the main view, go to the "Build Settings" tab, select "All", and edit "Header Search Path" and drag over the SDL "Public Headers" folder from the left
6. Select the project in the main view, go to the "Build Phases" tab, select "Link Binary With Libraries", and add SDL3.framework from "Framework-iOS" 6. Select the project in the main view, go to the "Build Phases" tab, select "Link Binary With Libraries", and add SDL3.framework from "Framework-iOS"
7. Select the project in the main view, go to the "General" tab, scroll down to "Frameworks, Libraries, and Embedded Content", and select "Embed & Sign" for the SDL library. 7. Select the project in the main view, go to the "General" tab, scroll down to "Frameworks, Libraries, and Embedded Content", and select "Embed & Sign" for the SDL library.
8. Add the source files that you would normally have for an SDL program, making sure to have #include "SDL.h" at the top of the file containing your main() function. 8. Add the source files that you would normally have for an SDL program, making sure to have #include "SDL.h" at the top of the file containing your main() function.
9. Add any assets that your application needs. 9. Add any assets that your application needs.
10. Enjoy! 10. Enjoy!
TODO: Add information regarding App Store requirements such as icons, etc. TODO: Add information regarding App Store requirements such as icons, etc.
Notes -- Retina / High-DPI and window sizes Notes -- Retina / High-DPI and window sizes
============================================================================== ==============================================================================
Window and display mode sizes in SDL are in points rather than in pixels. Window and display mode sizes in SDL are in points rather than in pixels.
On iOS this means that a window created on an iPhone 6 will have a size in On iOS this means that a window created on an iPhone 6 will have a size in
points of 375 x 667, rather than a size in pixels of 750 x 1334. All iOS apps points of 375 x 667, rather than a size in pixels of 750 x 1334. All iOS apps
are expected to size their content based on points rather than pixels, are expected to size their content based on points rather than pixels,
as this allows different iOS devices to have different pixel densities as this allows different iOS devices to have different pixel densities
(Retina versus non-Retina screens, etc.) without apps caring too much. (Retina versus non-Retina screens, etc.) without apps caring too much.
SDL_GetWindowSize() and mouse coordinates are in points rather than pixels, SDL_GetWindowSize() and mouse coordinates are in points rather than pixels,
but the window will have a much greater pixel density when the device supports but the window will have a much greater pixel density when the device supports
it, and the SDL_GetWindowSizeInPixels() can be called to determine the size it, and the SDL_GetWindowSizeInPixels() can be called to determine the size
in pixels of the drawable screen framebuffer. in pixels of the drawable screen framebuffer.
The SDL 2D rendering API will automatically handle this for you, by default The SDL 2D rendering API will automatically handle this for you, by default
providing a rendering area in points, and you can call SDL_SetRenderLogicalPresentation() providing a rendering area in points, and you can call SDL_SetRenderLogicalPresentation()
to gain access to the higher density resolution. to gain access to the higher density resolution.
Some OpenGL ES functions such as glViewport expect sizes in pixels rather than Some OpenGL ES functions such as glViewport expect sizes in pixels rather than
sizes in points. When doing 2D rendering with OpenGL ES, an orthographic projection sizes in points. When doing 2D rendering with OpenGL ES, an orthographic projection
matrix using the size in points (SDL_GetWindowSize()) can be used in order to matrix using the size in points (SDL_GetWindowSize()) can be used in order to
display content at the same scale no matter whether a Retina device is used or not. display content at the same scale no matter whether a Retina device is used or not.
Notes -- Application events Notes -- Application events
============================================================================== ==============================================================================
On iOS the application goes through a fixed life cycle and you will get On iOS the application goes through a fixed life cycle and you will get
notifications of state changes via application events. When these events notifications of state changes via application events. When these events
are delivered you must handle them in an event callback because the OS may are delivered you must handle them in an event callback because the OS may
not give you any processing time after the events are delivered. not give you any processing time after the events are delivered.
e.g. e.g.
int HandleAppEvents(void *userdata, SDL_Event *event) int HandleAppEvents(void *userdata, SDL_Event *event)
{ {
switch (event->type) switch (event->type)
{ {
case SDL_EVENT_TERMINATING: case SDL_EVENT_TERMINATING:
/* Terminate the app. /* Terminate the app.
Shut everything down before returning from this function. Shut everything down before returning from this function.
*/ */
return 0; return 0;
case SDL_EVENT_LOW_MEMORY: case SDL_EVENT_LOW_MEMORY:
/* You will get this when your app is paused and iOS wants more memory. /* You will get this when your app is paused and iOS wants more memory.
Release as much memory as possible. Release as much memory as possible.
*/ */
return 0; return 0;
case SDL_EVENT_WILL_ENTER_BACKGROUND: case SDL_EVENT_WILL_ENTER_BACKGROUND:
/* Prepare your app to go into the background. Stop loops, etc. /* Prepare your app to go into the background. Stop loops, etc.
This gets called when the user hits the home button, or gets a call. This gets called when the user hits the home button, or gets a call.
*/ */
return 0; return 0;
case SDL_EVENT_DID_ENTER_BACKGROUND: case SDL_EVENT_DID_ENTER_BACKGROUND:
/* This will get called if the user accepted whatever sent your app to the background. /* This will get called if the user accepted whatever sent your app to the background.
If the user got a phone call and canceled it, you'll instead get an SDL_EVENT_DID_ENTER_FOREGROUND event and restart your loops. If the user got a phone call and canceled it, you'll instead get an SDL_EVENT_DID_ENTER_FOREGROUND event and restart your loops.
When you get this, you have 5 seconds to save all your state or the app will be terminated. When you get this, you have 5 seconds to save all your state or the app will be terminated.
Your app is NOT active at this point. Your app is NOT active at this point.
*/ */
return 0; return 0;
case SDL_EVENT_WILL_ENTER_FOREGROUND: case SDL_EVENT_WILL_ENTER_FOREGROUND:
/* This call happens when your app is coming back to the foreground. /* This call happens when your app is coming back to the foreground.
Restore all your state here. Restore all your state here.
*/ */
return 0; return 0;
case SDL_EVENT_DID_ENTER_FOREGROUND: case SDL_EVENT_DID_ENTER_FOREGROUND:
/* Restart your loops here. /* Restart your loops here.
Your app is interactive and getting CPU again. Your app is interactive and getting CPU again.
*/ */
return 0; return 0;
default: default:
/* No special processing, add it to the event queue */ /* No special processing, add it to the event queue */
return 1; return 1;
} }
} }
int main(int argc, char *argv[]) int main(int argc, char *argv[])
{ {
SDL_SetEventFilter(HandleAppEvents, NULL); SDL_SetEventFilter(HandleAppEvents, NULL);
... run your main loop ... run your main loop
return 0; return 0;
} }
Notes -- Accelerometer as Joystick Notes -- Accelerometer as Joystick
============================================================================== ==============================================================================
SDL for iPhone supports polling the built in accelerometer as a joystick device. For an example on how to do this, see the accelerometer.c in the demos directory. SDL for iPhone supports polling the built in accelerometer as a joystick device. For an example on how to do this, see the accelerometer.c in the demos directory.
The main thing to note when using the accelerometer with SDL is that while the iPhone natively reports accelerometer as floating point values in units of g-force, SDL_GetJoystickAxis() reports joystick values as signed integers. Hence, in order to convert between the two, some clamping and scaling is necessary on the part of the iPhone SDL joystick driver. To convert SDL_GetJoystickAxis() reported values BACK to units of g-force, simply multiply the values by SDL_IPHONE_MAX_GFORCE / 0x7FFF. The main thing to note when using the accelerometer with SDL is that while the iPhone natively reports accelerometer as floating point values in units of g-force, SDL_GetJoystickAxis() reports joystick values as signed integers. Hence, in order to convert between the two, some clamping and scaling is necessary on the part of the iPhone SDL joystick driver. To convert SDL_GetJoystickAxis() reported values BACK to units of g-force, simply multiply the values by SDL_IPHONE_MAX_GFORCE / 0x7FFF.
Notes -- OpenGL ES Notes -- Keyboard
============================================================================== ==============================================================================
Your SDL application for iOS uses OpenGL ES for video by default. The SDL keyboard API has been extended to support on-screen keyboards:
OpenGL ES for iOS supports several display pixel formats, such as RGBA8 and RGB565, which provide a 32 bit and 16 bit color buffer respectively. By default, the implementation uses RGB565, but you may use RGBA8 by setting each color component to 8 bits in SDL_GL_SetAttribute(). void SDL_StartTextInput()
-- enables text events and reveals the onscreen keyboard.
If your application doesn't use OpenGL's depth buffer, you may find significant performance improvement by setting SDL_GL_DEPTH_SIZE to 0.
void SDL_StopTextInput()
Finally, if your application completely redraws the screen each frame, you may find significant performance improvement by setting the attribute SDL_GL_RETAINED_BACKING to 0. -- disables text events and hides the onscreen keyboard.
OpenGL ES on iOS doesn't use the traditional system-framebuffer setup provided in other operating systems. Special care must be taken because of this: SDL_bool SDL_TextInputActive()
-- returns whether or not text events are enabled (and the onscreen keyboard is visible)
- The drawable Renderbuffer must be bound to the GL_RENDERBUFFER binding point when SDL_GL_SwapWindow() is called.
- The drawable Framebuffer Object must be bound while rendering to the screen and when SDL_GL_SwapWindow() is called.
- If multisample antialiasing (MSAA) is used and glReadPixels is used on the screen, the drawable framebuffer must be resolved to the MSAA resolve framebuffer (via glBlitFramebuffer or glResolveMultisampleFramebufferAPPLE), and the MSAA resolve framebuffer must be bound to the GL_READ_FRAMEBUFFER binding point, before glReadPixels is called. Notes -- Mouse
==============================================================================
The above objects can be obtained via SDL_GetWindowWMInfo() (in SDL_syswm.h).
iOS now supports Bluetooth mice on iPad, but by default will provide the mouse input as touch. In order for SDL to see the real mouse events, you should set the key UIApplicationSupportsIndirectInputEvents to true in your Info.plist
Notes -- Keyboard
============================================================================== Notes -- Reading and Writing files
==============================================================================
The SDL keyboard API has been extended to support on-screen keyboards:
Each application installed on iPhone resides in a sandbox which includes its own Application Home directory. Your application may not access files outside this directory.
void SDL_StartTextInput()
-- enables text events and reveals the onscreen keyboard. Once your application is installed its directory tree looks like:
void SDL_StopTextInput() MySDLApp Home/
-- disables text events and hides the onscreen keyboard. MySDLApp.app
Documents/
SDL_bool SDL_TextInputActive() Library/
-- returns whether or not text events are enabled (and the onscreen keyboard is visible) Preferences/
tmp/
Notes -- Mouse When your SDL based iPhone application starts up, it sets the working directory to the main bundle (MySDLApp Home/MySDLApp.app), where your application resources are stored. You cannot write to this directory. Instead, I advise you to write document files to "../Documents/" and preferences to "../Library/Preferences".
==============================================================================
More information on this subject is available here:
iOS now supports Bluetooth mice on iPad, but by default will provide the mouse input as touch. In order for SDL to see the real mouse events, you should set the key UIApplicationSupportsIndirectInputEvents to true in your Info.plist http://developer.apple.com/library/ios/#documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/Introduction/Introduction.html
Notes -- Reading and Writing files Notes -- xcFramework
============================================================================== ==============================================================================
Each application installed on iPhone resides in a sandbox which includes its own Application Home directory. Your application may not access files outside this directory. The SDL.xcodeproj file now includes a target to build SDL3.xcframework. An xcframework is a new (Xcode 11) uber-framework which can handle any combination of processor type and target OS platform.
Once your application is installed its directory tree looks like: In the past, iOS devices were always an ARM variant processor, and the simulator was always i386 or x86_64, and thus libraries could be combined into a single framework for both simulator and device. With the introduction of the Apple Silicon ARM-based machines, regular frameworks would collide as CPU type was no longer sufficient to differentiate the platform. So Apple created the new xcframework library package.
MySDLApp Home/ The xcframework target builds into a Products directory alongside the SDL.xcodeproj file, as SDL3.xcframework. This can be brought in to any iOS project and will function properly for both simulator and device, no matter their CPUs. Note that Intel Macs cannot cross-compile for Apple Silicon Macs. If you need AS compatibility, perform this build on an Apple Silicon Mac.
MySDLApp.app
Documents/ This target requires Xcode 11 or later. The target will simply fail to build if attempted on older Xcodes.
Library/
Preferences/ In addition, on Apple platforms, main() cannot be in a dynamically loaded library.
tmp/ However, unlike in SDL2, in SDL3 SDL_main is implemented inline in SDL_main.h, so you don't need to link against a static libSDL3main.lib, and you don't need to copy a .c file from the SDL3 source either.
This means that iOS apps which used the statically-linked libSDL3.lib and now link with the xcframwork can just `#include <SDL3/SDL_main.h>` in the source file that contains their standard `int main(int argc; char *argv[])` function to get a header-only SDL_main implementation that calls the `SDL_RunApp()` with your standard main function.
When your SDL based iPhone application starts up, it sets the working directory to the main bundle (MySDLApp Home/MySDLApp.app), where your application resources are stored. You cannot write to this directory. Instead, I advise you to write document files to "../Documents/" and preferences to "../Library/Preferences".
Using an xcFramework is similar to using a regular framework. However, issues have been seen with the build system not seeing the headers in the xcFramework. To remedy this, add the path to the xcFramework in your app's target ==> Build Settings ==> Framework Search Paths and mark it recursive (this is critical). Also critical is to remove "*.framework" from Build Settings ==> Sub-Directories to Exclude in Recursive Searches. Clean the build folder, and on your next build the build system should be able to see any of these in your code, as expected:
More information on this subject is available here:
http://developer.apple.com/library/ios/#documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/Introduction/Introduction.html #include "SDL_main.h"
#include <SDL.h>
#include <SDL_main.h>
Notes -- xcFramework
==============================================================================
Notes -- iPhone SDL limitations
The SDL.xcodeproj file now includes a target to build SDL3.xcframework. An xcframework is a new (Xcode 11) uber-framework which can handle any combination of processor type and target OS platform. ==============================================================================
In the past, iOS devices were always an ARM variant processor, and the simulator was always i386 or x86_64, and thus libraries could be combined into a single framework for both simulator and device. With the introduction of the Apple Silicon ARM-based machines, regular frameworks would collide as CPU type was no longer sufficient to differentiate the platform. So Apple created the new xcframework library package. Windows:
Full-size, single window applications only. You cannot create multi-window SDL applications for iPhone OS. The application window will fill the display, though you have the option of turning on or off the menu-bar (pass SDL_CreateWindow() the flag SDL_WINDOW_BORDERLESS).
The xcframework target builds into a Products directory alongside the SDL.xcodeproj file, as SDL3.xcframework. This can be brought in to any iOS project and will function properly for both simulator and device, no matter their CPUs. Note that Intel Macs cannot cross-compile for Apple Silicon Macs. If you need AS compatibility, perform this build on an Apple Silicon Mac.
Textures:
This target requires Xcode 11 or later. The target will simply fail to build if attempted on older Xcodes. The optimal texture formats on iOS are SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_XBGR8888, and SDL_PIXELFORMAT_RGB24 pixel formats.
In addition, on Apple platforms, main() cannot be in a dynamically loaded library. Loading Shared Objects:
However, unlike in SDL2, in SDL3 SDL_main is implemented inline in SDL_main.h, so you don't need to link against a static libSDL3main.lib, and you don't need to copy a .c file from the SDL3 source either. This is disabled by default since it seems to break the terms of the iOS SDK agreement for iOS versions prior to iOS 8. It can be re-enabled in SDL_config_ios.h.
This means that iOS apps which used the statically-linked libSDL3.lib and now link with the xcframwork can just `#include <SDL3/SDL_main.h>` in the source file that contains their standard `int main(int argc; char *argv[])` function to get a header-only SDL_main implementation that calls the `SDL_RunApp()` with your standard main function.
Using an xcFramework is similar to using a regular framework. However, issues have been seen with the build system not seeing the headers in the xcFramework. To remedy this, add the path to the xcFramework in your app's target ==> Build Settings ==> Framework Search Paths and mark it recursive (this is critical). Also critical is to remove "*.framework" from Build Settings ==> Sub-Directories to Exclude in Recursive Searches. Clean the build folder, and on your next build the build system should be able to see any of these in your code, as expected: Notes -- CoreBluetooth.framework
==============================================================================
#include "SDL_main.h"
#include <SDL.h> SDL_JOYSTICK_HIDAPI is disabled by default. It can give you access to a lot
#include <SDL_main.h> more game controller devices, but it requires permission from the user before
your app will be able to talk to the Bluetooth hardware. "Made For iOS"
branded controllers do not need this as we don't have to speak to them
Notes -- iPhone SDL limitations directly with raw bluetooth, so many apps can live without this.
==============================================================================
You'll need to link with CoreBluetooth.framework and add something like this
Windows: to your Info.plist:
Full-size, single window applications only. You cannot create multi-window SDL applications for iPhone OS. The application window will fill the display, though you have the option of turning on or off the menu-bar (pass SDL_CreateWindow() the flag SDL_WINDOW_BORDERLESS).
<key>NSBluetoothPeripheralUsageDescription</key>
Textures: <string>MyApp would like to remain connected to nearby bluetooth Game Controllers and Game Pads even when you're not using the app.</string>
The optimal texture formats on iOS are SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_XBGR8888, and SDL_PIXELFORMAT_RGB24 pixel formats.
Loading Shared Objects: Game Center
This is disabled by default since it seems to break the terms of the iOS SDK agreement for iOS versions prior to iOS 8. It can be re-enabled in SDL_config_ios.h. ==============================================================================
Game Center integration might require that you break up your main loop in order to yield control back to the system. In other words, instead of running an endless main loop, you run each frame in a callback function, using:
Notes -- CoreBluetooth.framework
============================================================================== int SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam);
SDL_JOYSTICK_HIDAPI is disabled by default. It can give you access to a lot This will set up the given function to be called back on the animation callback, and then you have to return from main() to let the Cocoa event loop run.
more game controller devices, but it requires permission from the user before
your app will be able to talk to the Bluetooth hardware. "Made For iOS" e.g.
branded controllers do not need this as we don't have to speak to them
directly with raw bluetooth, so many apps can live without this. extern "C"
void ShowFrame(void*)
You'll need to link with CoreBluetooth.framework and add something like this {
to your Info.plist: ... do event handling, frame logic and rendering ...
}
<key>NSBluetoothPeripheralUsageDescription</key>
<string>MyApp would like to remain connected to nearby bluetooth Game Controllers and Game Pads even when you're not using the app.</string> int main(int argc, char *argv[])
{
... initialize game ...
Game Center
============================================================================== #ifdef __IOS__
// Initialize the Game Center for scoring and matchmaking
Game Center integration might require that you break up your main loop in order to yield control back to the system. In other words, instead of running an endless main loop, you run each frame in a callback function, using: InitGameCenter();
int SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam); // Set up the game to run in the window animation callback on iOS
// so that Game Center and so forth works correctly.
This will set up the given function to be called back on the animation callback, and then you have to return from main() to let the Cocoa event loop run. SDL_iPhoneSetAnimationCallback(window, 1, ShowFrame, NULL);
#else
e.g. while ( running ) {
ShowFrame(0);
extern "C" DelayFrame();
void ShowFrame(void*) }
{ #endif
... do event handling, frame logic and rendering ... return 0;
} }
int main(int argc, char *argv[])
{ Deploying to older versions of iOS
... initialize game ... ==============================================================================
#ifdef __IOS__ SDL supports deploying to older versions of iOS than are supported by the latest version of Xcode, all the way back to iOS 8.0
// Initialize the Game Center for scoring and matchmaking
InitGameCenter(); In order to do that you need to download an older version of Xcode:
https://developer.apple.com/download/more/?name=Xcode
// Set up the game to run in the window animation callback on iOS
// so that Game Center and so forth works correctly. Open the package contents of the older Xcode and your newer version of Xcode and copy over the folders in Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/DeviceSupport
SDL_iPhoneSetAnimationCallback(window, 1, ShowFrame, NULL);
#else Then open the file Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk/SDKSettings.plist and add the versions of iOS you want to deploy to the key Root/DefaultProperties/DEPLOYMENT_TARGET_SUGGESTED_VALUES
while ( running ) {
ShowFrame(0); Open your project and set your deployment target to the desired version of iOS
DelayFrame();
} Finally, remove GameController from the list of frameworks linked by your application and edit the build settings for "Other Linker Flags" and add -weak_framework GameController
#endif
return 0;
}
Deploying to older versions of iOS
==============================================================================
SDL supports deploying to older versions of iOS than are supported by the latest version of Xcode, all the way back to iOS 8.0
In order to do that you need to download an older version of Xcode:
https://developer.apple.com/download/more/?name=Xcode
Open the package contents of the older Xcode and your newer version of Xcode and copy over the folders in Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/DeviceSupport
Then open the file Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk/SDKSettings.plist and add the versions of iOS you want to deploy to the key Root/DefaultProperties/DEPLOYMENT_TARGET_SUGGESTED_VALUES
Open your project and set your deployment target to the desired version of iOS
Finally, remove GameController from the list of frameworks linked by your application and edit the build settings for "Other Linker Flags" and add -weak_framework GameController

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KMSDRM on *BSD KMSDRM on *BSD
================================================== ==================================================
KMSDRM is supported on FreeBSD and OpenBSD. DragonFlyBSD works but requires being a root user. NetBSD isn't supported yet because the application will crash when creating the KMSDRM screen. KMSDRM is supported on FreeBSD and OpenBSD. DragonFlyBSD works but requires being a root user. NetBSD isn't supported yet because the application will crash when creating the KMSDRM screen.
WSCONS support has been brought back, but only as an input backend. It will not be brought back as a video backend to ease maintenance. WSCONS support has been brought back, but only as an input backend. It will not be brought back as a video backend to ease maintenance.
OpenBSD note: Note that the video backend assumes that the user has read/write permissions to the /dev/drm* devices. OpenBSD note: Note that the video backend assumes that the user has read/write permissions to the /dev/drm* devices.
SDL WSCONS input backend features SDL WSCONS input backend features
=================================================== ===================================================
1. It is keymap-aware; it will work properly with different keymaps. 1. It is keymap-aware; it will work properly with different keymaps.
2. It has mouse support. 2. It has mouse support.
3. Accent input is supported. 3. Accent input is supported.
4. Compose keys are supported. 4. Compose keys are supported.
5. AltGr and Meta Shift keys work as intended. 5. AltGr and Meta Shift keys work as intended.
Partially working or no input on OpenBSD/NetBSD. Partially working or no input on OpenBSD/NetBSD.
================================================== ==================================================
The WSCONS input backend needs read/write access to the /dev/wskbd* devices, without which it will not work properly. /dev/wsmouse must also be read/write accessible, otherwise mouse input will not work. The WSCONS input backend needs read/write access to the /dev/wskbd* devices, without which it will not work properly. /dev/wsmouse must also be read/write accessible, otherwise mouse input will not work.
Partially working or no input on FreeBSD. Partially working or no input on FreeBSD.
================================================== ==================================================
The evdev devices are only accessible to the root user by default. Edit devfs rules to allow access to such devices. The /dev/kbd* devices are also only accessible to the root user by default. Edit devfs rules to allow access to such devices. The evdev devices are only accessible to the root user by default. Edit devfs rules to allow access to such devices. The /dev/kbd* devices are also only accessible to the root user by default. Edit devfs rules to allow access to such devices.

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@ -1,88 +1,88 @@
Linux Linux
================================================================================ ================================================================================
By default SDL will only link against glibc, the rest of the features will be By default SDL will only link against glibc, the rest of the features will be
enabled dynamically at runtime depending on the available features on the target enabled dynamically at runtime depending on the available features on the target
system. So, for example if you built SDL with XRandR support and the target system. So, for example if you built SDL with XRandR support and the target
system does not have the XRandR libraries installed, it will be disabled system does not have the XRandR libraries installed, it will be disabled
at runtime, and you won't get a missing library error, at least with the at runtime, and you won't get a missing library error, at least with the
default configuration parameters. default configuration parameters.
Build Dependencies Build Dependencies
-------------------------------------------------------------------------------- --------------------------------------------------------------------------------
Ubuntu 18.04, all available features enabled: Ubuntu 18.04, all available features enabled:
sudo apt-get install build-essential git make \ sudo apt-get install build-essential git make \
pkg-config cmake ninja-build gnome-desktop-testing libasound2-dev libpulse-dev \ pkg-config cmake ninja-build gnome-desktop-testing libasound2-dev libpulse-dev \
libaudio-dev libjack-dev libsndio-dev libx11-dev libxext-dev \ libaudio-dev libjack-dev libsndio-dev libx11-dev libxext-dev \
libxrandr-dev libxcursor-dev libxfixes-dev libxi-dev libxss-dev \ libxrandr-dev libxcursor-dev libxfixes-dev libxi-dev libxss-dev \
libxkbcommon-dev libdrm-dev libgbm-dev libgl1-mesa-dev libgles2-mesa-dev \ libxkbcommon-dev libdrm-dev libgbm-dev libgl1-mesa-dev libgles2-mesa-dev \
libegl1-mesa-dev libdbus-1-dev libibus-1.0-dev libudev-dev fcitx-libs-dev libegl1-mesa-dev libdbus-1-dev libibus-1.0-dev libudev-dev fcitx-libs-dev
Ubuntu 22.04+ can also add `libpipewire-0.3-dev libwayland-dev libdecor-0-dev` to that command line. Ubuntu 22.04+ can also add `libpipewire-0.3-dev libwayland-dev libdecor-0-dev` to that command line.
Fedora 35, all available features enabled: Fedora 35, all available features enabled:
sudo yum install gcc git-core make cmake \ sudo yum install gcc git-core make cmake \
alsa-lib-devel pulseaudio-libs-devel nas-devel pipewire-devel \ alsa-lib-devel pulseaudio-libs-devel nas-devel pipewire-devel \
libX11-devel libXext-devel libXrandr-devel libXcursor-devel libXfixes-devel \ libX11-devel libXext-devel libXrandr-devel libXcursor-devel libXfixes-devel \
libXi-devel libXScrnSaver-devel dbus-devel ibus-devel fcitx-devel \ libXi-devel libXScrnSaver-devel dbus-devel ibus-devel fcitx-devel \
systemd-devel mesa-libGL-devel libxkbcommon-devel mesa-libGLES-devel \ systemd-devel mesa-libGL-devel libxkbcommon-devel mesa-libGLES-devel \
mesa-libEGL-devel vulkan-devel wayland-devel wayland-protocols-devel \ mesa-libEGL-devel vulkan-devel wayland-devel wayland-protocols-devel \
libdrm-devel mesa-libgbm-devel libusb-devel libdecor-devel \ libdrm-devel mesa-libgbm-devel libusb-devel libdecor-devel \
pipewire-jack-audio-connection-kit-devel \ pipewire-jack-audio-connection-kit-devel \
NOTES: NOTES:
- The sndio audio target is unavailable on Fedora (but probably not what you - The sndio audio target is unavailable on Fedora (but probably not what you
should want to use anyhow). should want to use anyhow).
Joystick does not work Joystick does not work
-------------------------------------------------------------------------------- --------------------------------------------------------------------------------
If you compiled or are using a version of SDL with udev support (and you should!) If you compiled or are using a version of SDL with udev support (and you should!)
there's a few issues that may cause SDL to fail to detect your joystick. To there's a few issues that may cause SDL to fail to detect your joystick. To
debug this, start by installing the evtest utility. On Ubuntu/Debian: debug this, start by installing the evtest utility. On Ubuntu/Debian:
sudo apt-get install evtest sudo apt-get install evtest
Then run: Then run:
sudo evtest sudo evtest
You'll hopefully see your joystick listed along with a name like "/dev/input/eventXX" You'll hopefully see your joystick listed along with a name like "/dev/input/eventXX"
Now run: Now run:
cat /dev/input/event/XX cat /dev/input/event/XX
If you get a permission error, you need to set a udev rule to change the mode of If you get a permission error, you need to set a udev rule to change the mode of
your device (see below) your device (see below)
Also, try: Also, try:
sudo udevadm info --query=all --name=input/eventXX sudo udevadm info --query=all --name=input/eventXX
If you see a line stating ID_INPUT_JOYSTICK=1, great, if you don't see it, If you see a line stating ID_INPUT_JOYSTICK=1, great, if you don't see it,
you need to set up an udev rule to force this variable. you need to set up an udev rule to force this variable.
A combined rule for the Saitek Pro Flight Rudder Pedals to fix both issues looks A combined rule for the Saitek Pro Flight Rudder Pedals to fix both issues looks
like: like:
SUBSYSTEM=="input", ATTRS{idProduct}=="0763", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1" SUBSYSTEM=="input", ATTRS{idProduct}=="0763", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1"
SUBSYSTEM=="input", ATTRS{idProduct}=="0764", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1" SUBSYSTEM=="input", ATTRS{idProduct}=="0764", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1"
You can set up similar rules for your device by changing the values listed in You can set up similar rules for your device by changing the values listed in
idProduct and idVendor. To obtain these values, try: idProduct and idVendor. To obtain these values, try:
sudo udevadm info -a --name=input/eventXX | grep idVendor sudo udevadm info -a --name=input/eventXX | grep idVendor
sudo udevadm info -a --name=input/eventXX | grep idProduct sudo udevadm info -a --name=input/eventXX | grep idProduct
If multiple values come up for each of these, the one you want is the first one of each. If multiple values come up for each of these, the one you want is the first one of each.
On other systems which ship with an older udev (such as CentOS), you may need On other systems which ship with an older udev (such as CentOS), you may need
to set up a rule such as: to set up a rule such as:
SUBSYSTEM=="input", ENV{ID_CLASS}=="joystick", ENV{ID_INPUT_JOYSTICK}="1" SUBSYSTEM=="input", ENV{ID_CLASS}=="joystick", ENV{ID_INPUT_JOYSTICK}="1"

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@ -1,252 +1,252 @@
# macOS # macOS
These instructions are for people using Apple's macOS. These instructions are for people using Apple's macOS.
From the developer's point of view, macOS is a sort of hybrid Mac and From the developer's point of view, macOS is a sort of hybrid Mac and
Unix system, and you have the option of using either traditional Unix system, and you have the option of using either traditional
command line tools or Apple's IDE Xcode. command line tools or Apple's IDE Xcode.
# Command Line Build # Command Line Build
To build SDL using the command line, use the CMake build script: To build SDL using the command line, use the CMake build script:
```bash ```bash
mkdir build mkdir build
cd build cd build
cmake .. cmake ..
cmake --build . cmake --build .
sudo cmake --install . sudo cmake --install .
``` ```
You can also build SDL as a Universal library (a single binary for both You can also build SDL as a Universal library (a single binary for both
64-bit Intel and ARM architectures): 64-bit Intel and ARM architectures):
```bash ```bash
mkdir build mkdir build
cd build cd build
cmake .. "-DCMAKE_OSX_ARCHITECTURES=arm64;x86_64" cmake .. "-DCMAKE_OSX_ARCHITECTURES=arm64;x86_64"
cmake --build . cmake --build .
sudo cmake --install . sudo cmake --install .
``` ```
Please note that building SDL requires at least Xcode 6 and the 10.9 SDK. Please note that building SDL requires at least Xcode 6 and the 10.9 SDK.
PowerPC support for macOS has been officially dropped as of SDL 2.0.2. PowerPC support for macOS has been officially dropped as of SDL 2.0.2.
32-bit Intel and macOS 10.8 runtime support has been officially dropped as 32-bit Intel and macOS 10.8 runtime support has been officially dropped as
of SDL 2.24.0. of SDL 2.24.0.
To use the library once it's built, you essential have two possibilities: To use the library once it's built, you essential have two possibilities:
use the traditional autoconf/automake/make method, or use Xcode. use the traditional autoconf/automake/make method, or use Xcode.
# Caveats for using SDL with macOS # Caveats for using SDL with macOS
If you register your own NSApplicationDelegate (using [NSApp setDelegate:]), If you register your own NSApplicationDelegate (using [NSApp setDelegate:]),
SDL will not register its own. This means that SDL will not terminate using SDL will not register its own. This means that SDL will not terminate using
SDL_Quit if it receives a termination request, it will terminate like a SDL_Quit if it receives a termination request, it will terminate like a
normal app, and it will not send a SDL_EVENT_DROP_FILE when you request to open a normal app, and it will not send a SDL_EVENT_DROP_FILE when you request to open a
file with the app. To solve these issues, put the following code in your file with the app. To solve these issues, put the following code in your
NSApplicationDelegate implementation: NSApplicationDelegate implementation:
```objc ```objc
- (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender - (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender
{ {
if (SDL_GetEventState(SDL_EVENT_QUIT) == SDL_ENABLE) { if (SDL_GetEventState(SDL_EVENT_QUIT) == SDL_ENABLE) {
SDL_Event event; SDL_Event event;
event.type = SDL_EVENT_QUIT; event.type = SDL_EVENT_QUIT;
SDL_PushEvent(&event); SDL_PushEvent(&event);
} }
return NSTerminateCancel; return NSTerminateCancel;
} }
- (BOOL)application:(NSApplication *)theApplication openFile:(NSString *)filename - (BOOL)application:(NSApplication *)theApplication openFile:(NSString *)filename
{ {
if (SDL_GetEventState(SDL_EVENT_DROP_FILE) == SDL_ENABLE) { if (SDL_GetEventState(SDL_EVENT_DROP_FILE) == SDL_ENABLE) {
SDL_Event event; SDL_Event event;
event.type = SDL_EVENT_DROP_FILE; event.type = SDL_EVENT_DROP_FILE;
event.drop.file = SDL_strdup([filename UTF8String]); event.drop.file = SDL_strdup([filename UTF8String]);
return (SDL_PushEvent(&event) > 0); return (SDL_PushEvent(&event) > 0);
} }
return NO; return NO;
} }
``` ```
# Using the Simple DirectMedia Layer with a traditional Makefile # Using the Simple DirectMedia Layer with a traditional Makefile
An existing build system for your SDL app has good chances to work almost An existing build system for your SDL app has good chances to work almost
unchanged on macOS, as long as you link with the SDL framework. However, unchanged on macOS, as long as you link with the SDL framework. However,
to produce a "real" Mac binary that you can distribute to users, you need to produce a "real" Mac binary that you can distribute to users, you need
to put the generated binary into a so called "bundle", which is basically to put the generated binary into a so called "bundle", which is basically
a fancy folder with a name like "MyCoolGame.app". a fancy folder with a name like "MyCoolGame.app".
To get this build automatically, add something like the following rule to To get this build automatically, add something like the following rule to
your Makefile.am: your Makefile.am:
```make ```make
bundle_contents = APP_NAME.app/Contents bundle_contents = APP_NAME.app/Contents
APP_NAME_bundle: EXE_NAME APP_NAME_bundle: EXE_NAME
mkdir -p $(bundle_contents)/MacOS mkdir -p $(bundle_contents)/MacOS
mkdir -p $(bundle_contents)/Resources mkdir -p $(bundle_contents)/Resources
echo "APPL????" > $(bundle_contents)/PkgInfo echo "APPL????" > $(bundle_contents)/PkgInfo
$(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/ $(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/
``` ```
You should replace `EXE_NAME` with the name of the executable. `APP_NAME` is You should replace `EXE_NAME` with the name of the executable. `APP_NAME` is
what will be visible to the user in the Finder. Usually it will be the same what will be visible to the user in the Finder. Usually it will be the same
as `EXE_NAME` but capitalized. E.g. if `EXE_NAME` is "testgame" then `APP_NAME` as `EXE_NAME` but capitalized. E.g. if `EXE_NAME` is "testgame" then `APP_NAME`
usually is "TestGame". You might also want to use `@PACKAGE@` to use the usually is "TestGame". You might also want to use `@PACKAGE@` to use the
package name as specified in your configure.ac file. package name as specified in your configure.ac file.
If your project builds more than one application, you will have to do a bit If your project builds more than one application, you will have to do a bit
more. For each of your target applications, you need a separate rule. more. For each of your target applications, you need a separate rule.
If you want the created bundles to be installed, you may want to add this If you want the created bundles to be installed, you may want to add this
rule to your Makefile.am: rule to your Makefile.am:
```make ```make
install-exec-hook: APP_NAME_bundle install-exec-hook: APP_NAME_bundle
rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app
mkdir -p $(DESTDIR)$(prefix)/Applications/ mkdir -p $(DESTDIR)$(prefix)/Applications/
cp -r $< /$(DESTDIR)$(prefix)Applications/ cp -r $< /$(DESTDIR)$(prefix)Applications/
``` ```
This rule takes the Bundle created by the rule from step 3 and installs them This rule takes the Bundle created by the rule from step 3 and installs them
into "$(DESTDIR)$(prefix)/Applications/". into "$(DESTDIR)$(prefix)/Applications/".
Again, if you want to install multiple applications, you will have to augment Again, if you want to install multiple applications, you will have to augment
the make rule accordingly. the make rule accordingly.
But beware! That is only part of the story! With the above, you end up with But beware! That is only part of the story! With the above, you end up with
a barebones .app bundle, which is double-clickable from the Finder. But a barebones .app bundle, which is double-clickable from the Finder. But
there are some more things you should do before shipping your product... there are some more things you should do before shipping your product...
1. You'll need to copy the SDL framework into the Contents/Frameworks 1. You'll need to copy the SDL framework into the Contents/Frameworks
folder in your bundle, so it is included along with your application. folder in your bundle, so it is included along with your application.
2. Add an 'Info.plist' to your application. That is a special XML file which 2. Add an 'Info.plist' to your application. That is a special XML file which
contains some meta-information about your application (like some copyright contains some meta-information about your application (like some copyright
information, the version of your app, the name of an optional icon file, information, the version of your app, the name of an optional icon file,
and other things). Part of that information is displayed by the Finder and other things). Part of that information is displayed by the Finder
when you click on the .app, or if you look at the "Get Info" window. when you click on the .app, or if you look at the "Get Info" window.
More information about Info.plist files can be found on Apple's homepage. More information about Info.plist files can be found on Apple's homepage.
As a final remark, let me add that I use some of the techniques (and some As a final remark, let me add that I use some of the techniques (and some
variations of them) in [Exult](https://github.com/exult/exult) and variations of them) in [Exult](https://github.com/exult/exult) and
[ScummVM](https://github.com/scummvm/scummvm); both are available in source on [ScummVM](https://github.com/scummvm/scummvm); both are available in source on
the net, so feel free to take a peek at them for inspiration! the net, so feel free to take a peek at them for inspiration!
# Using the Simple DirectMedia Layer with Xcode # Using the Simple DirectMedia Layer with Xcode
These instructions are for using Apple's Xcode IDE to build SDL applications. These instructions are for using Apple's Xcode IDE to build SDL applications.
## First steps ## First steps
The first thing to do is to unpack the Xcode.tar.gz archive in the The first thing to do is to unpack the Xcode.tar.gz archive in the
top level SDL directory (where the Xcode.tar.gz archive resides). top level SDL directory (where the Xcode.tar.gz archive resides).
Because Stuffit Expander will unpack the archive into a subdirectory, Because Stuffit Expander will unpack the archive into a subdirectory,
you should unpack the archive manually from the command line: you should unpack the archive manually from the command line:
```bash ```bash
cd [path_to_SDL_source] cd [path_to_SDL_source]
tar zxf Xcode.tar.gz tar zxf Xcode.tar.gz
``` ```
This will create a new folder called Xcode, which you can browse This will create a new folder called Xcode, which you can browse
normally from the Finder. normally from the Finder.
## Building the Framework ## Building the Framework
The SDL Library is packaged as a framework bundle, an organized The SDL Library is packaged as a framework bundle, an organized
relocatable folder hierarchy of executable code, interface headers, relocatable folder hierarchy of executable code, interface headers,
and additional resources. For practical purposes, you can think of a and additional resources. For practical purposes, you can think of a
framework as a more user and system-friendly shared library, whose library framework as a more user and system-friendly shared library, whose library
file behaves more or less like a standard UNIX shared library. file behaves more or less like a standard UNIX shared library.
To build the framework, simply open the framework project and build it. To build the framework, simply open the framework project and build it.
By default, the framework bundle "SDL.framework" is installed in By default, the framework bundle "SDL.framework" is installed in
/Library/Frameworks. Therefore, the testers and project stationary expect /Library/Frameworks. Therefore, the testers and project stationary expect
it to be located there. However, it will function the same in any of the it to be located there. However, it will function the same in any of the
following locations: following locations:
* ~/Library/Frameworks * ~/Library/Frameworks
* /Local/Library/Frameworks * /Local/Library/Frameworks
* /System/Library/Frameworks * /System/Library/Frameworks
## Build Options ## Build Options
There are two "Build Styles" (See the "Targets" tab) for SDL. There are two "Build Styles" (See the "Targets" tab) for SDL.
"Deployment" should be used if you aren't tweaking the SDL library. "Deployment" should be used if you aren't tweaking the SDL library.
"Development" should be used to debug SDL apps or the library itself. "Development" should be used to debug SDL apps or the library itself.
## Building the Testers ## Building the Testers
Open the SDLTest project and build away! Open the SDLTest project and build away!
## Using the Project Stationary ## Using the Project Stationary
Copy the stationary to the indicated folders to access it from Copy the stationary to the indicated folders to access it from
the "New Project" and "Add target" menus. What could be easier? the "New Project" and "Add target" menus. What could be easier?
## Setting up a new project by hand ## Setting up a new project by hand
Some of you won't want to use the Stationary so I'll give some tips: Some of you won't want to use the Stationary so I'll give some tips:
(this is accurate as of Xcode 12.5.) (this is accurate as of Xcode 12.5.)
* Click "File" -> "New" -> "Project... * Click "File" -> "New" -> "Project...
* Choose "macOS" and then "App" from the "Application" section. * Choose "macOS" and then "App" from the "Application" section.
* Fill out the options in the next window. User interface is "XIB" and * Fill out the options in the next window. User interface is "XIB" and
Language is "Objective-C". Language is "Objective-C".
* Remove "main.m" from your project * Remove "main.m" from your project
* Remove "MainMenu.xib" from your project * Remove "MainMenu.xib" from your project
* Remove "AppDelegates.*" from your project * Remove "AppDelegates.*" from your project
* Add "\$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path * Add "\$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path
* Add "\$(HOME)/Library/Frameworks" to the frameworks search path * Add "\$(HOME)/Library/Frameworks" to the frameworks search path
* Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS" * Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS"
* Add your files * Add your files
* Clean and build * Clean and build
## Building from command line ## Building from command line
Use `xcode-build` in the same directory as your .pbxproj file Use `xcode-build` in the same directory as your .pbxproj file
## Running your app ## Running your app
You can send command line args to your app by either invoking it from You can send command line args to your app by either invoking it from
the command line (in *.app/Contents/MacOS) or by entering them in the the command line (in *.app/Contents/MacOS) or by entering them in the
Executables" panel of the target settings. Executables" panel of the target settings.
# Implementation Notes # Implementation Notes
Some things that may be of interest about how it all works... Some things that may be of interest about how it all works...
## Working directory ## Working directory
In SDL 1.2, the working directory of your SDL app is by default set to its In SDL 1.2, the working directory of your SDL app is by default set to its
parent, but this is no longer the case in SDL 2.0. SDL2 does change the parent, but this is no longer the case in SDL 2.0. SDL2 does change the
working directory, which means it'll be whatever the command line prompt working directory, which means it'll be whatever the command line prompt
that launched the program was using, or if launched by double-clicking in that launched the program was using, or if launched by double-clicking in
the finger, it will be "/", the _root of the filesystem_. Plan accordingly! the finger, it will be "/", the _root of the filesystem_. Plan accordingly!
You can use SDL_GetBasePath() to find where the program is running from and You can use SDL_GetBasePath() to find where the program is running from and
chdir() there directly. chdir() there directly.
## You have a Cocoa App! ## You have a Cocoa App!
Your SDL app is essentially a Cocoa application. When your app Your SDL app is essentially a Cocoa application. When your app
starts up and the libraries finish loading, a Cocoa procedure is called, starts up and the libraries finish loading, a Cocoa procedure is called,
which sets up the working directory and calls your main() method. which sets up the working directory and calls your main() method.
You are free to modify your Cocoa app with generally no consequence You are free to modify your Cocoa app with generally no consequence
to SDL. You cannot, however, easily change the SDL window itself. to SDL. You cannot, however, easily change the SDL window itself.
Functionality may be added in the future to help this. Functionality may be added in the future to help this.
# Bug reports # Bug reports
Bugs are tracked at [the GitHub issue tracker](https://github.com/libsdl-org/SDL/issues/). Bugs are tracked at [the GitHub issue tracker](https://github.com/libsdl-org/SDL/issues/).
Please feel free to report bugs there! Please feel free to report bugs there!

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@ -0,0 +1,194 @@
# Where an SDL program starts running.
## History
SDL has a long, complicated history with starting a program.
In most of the civilized world, an application starts in a C-callable
function named "main". You probably learned it a long time ago:
```c
int main(int argc, char **argv)
{
printf("Hello world!\n");
return 0;
}
```
But not all platforms work like this. Windows apps might want a different
function named "WinMain", for example, so SDL set out to paper over this
difference.
Generally how this would work is: your app would always use the "standard"
`main(argc, argv)` function as its entry point, and `#include` the proper
SDL header before that, which did some macro magic. On platforms that used
a standard `main`, it would do nothing and what you saw was what you got.
But those other platforms! If they needed something that _wasn't_ `main`,
SDL's macro magic would quietly rename your function to `SDL_main`, and
provide its own entry point that called it. Your app was none the wiser and
your code worked everywhere without changes.
## The main entry point in SDL3
Previous versions of SDL had a static library, SDLmain, that you would link
your app against. SDL3 still has the same macro tricks, but the static library
is gone. Now it's supplied by a "single-header library," which means you
`#include <SDL3/SDL_main.h>` and that header will insert a small amount of
code into the source file that included it, so you no longer have to worry
about linking against an extra library that you might need on some platforms.
You just build your app and it works.
You should _only_ include SDL_main.h from one file (the umbrella header,
SDL.h, does _not_ include it), and know that it will `#define main` to
something else, so if you use this symbol elsewhere as a variable name, etc,
it can cause you unexpected problems.
SDL_main.h will also include platform-specific code (WinMain or whatnot) that
calls your _actual_ main function. This is compiled directly into your
program.
If for some reason you need to include SDL_main.h in a file but also _don't_
want it to generate this platform-specific code, you should define a special
macro before including the header:
```c
#define SDL_MAIN_NOIMPL
```
If you are moving from SDL2, remove any references to the SDLmain static
library from your build system, and you should be done. Things should work as
they always have.
If you have never controlled your process's entry point (you are using SDL
as a module from a general-purpose scripting language interpreter, or you're
using SDL in a plugin for some otherwise-unrelated app), then there is nothing
required of you here; there is no startup code in SDL's entry point code that
is required, so using SDL_main.h is completely optional. Just start using
the SDL API when you are ready.
## Main callbacks in SDL3
There is a second option in SDL3 for how to structure your program. This is
completely optional and you can ignore it if you're happy using a standard
"main" function.
Some platforms would rather your program operate in chunks. Most of the time,
games tend to look like this at the highest level:
```c
int main(int argc, char **argv)
{
initialize();
while (keep_running()) {
handle_new_events();
do_one_frame_of_stuff();
}
deinitialize();
}
```
There are platforms that would rather be in charge of that `while` loop:
iOS would rather you return from main() immediately and then it will let you
know that it's time to update and draw the next frame of video. Emscripten
(programs that run on a web page) absolutely requires this to function at all.
Video targets like Wayland can notify the app when to draw a new frame, to
save battery life and cooperate with the compositor more closely.
In most cases, you can add special-case code to your program to deal with this
on different platforms, but SDL3 offers a system to handle this transparently on
the app's behalf.
To use this, you have to redesign the highest level of your app a little. Once
you do, it'll work on all supported SDL platforms without problems and
`#ifdef`s in your code.
Instead of providing a "main" function, under this system, you would provide
several functions that SDL will call as appropriate.
Using the callback entry points works on every platform, because on platforms
that don't require them, we can fake them with a simple loop in an internal
implementation of the usual SDL_main.
The primary way we expect people to write SDL apps is still with SDL_main, and
this is not intended to replace it. If the app chooses to use this, it just
removes some platform-specific details they might have to otherwise manage,
and maybe removes a barrier to entry on some future platform. And you might
find you enjoy structuring your program like this more!
## How to use main callbacks in SDL3
To enable the callback entry points, you include SDL_main.h with an extra define,
from a single source file in your project:
```c
#define SDL_MAIN_USE_CALLBACKS
#include <SDL3/SDL_main.h>
```
Once you do this, you do not write a "main" function at all (and if you do,
the app will likely fail to link). Instead, you provide the following
functions:
First:
```c
int SDL_AppInit(int argc, char **argv);
```
This will be called _once_ before anything else. argc/argv work like they
always do. If this returns 0, the app runs. If it returns < 0, the app calls
SDL_AppQuit and terminates with an exit code that reports an error to the
platform. If it returns > 0, the app calls SDL_AppQuit and terminates with
an exit code that reports success to the platform. This function should not
go into an infinite mainloop; it should do any one-time startup it requires
and then return.
Then:
```c
int SDL_AppIterate(void);
```
This is called over and over, possibly at the refresh rate of the display or
some other metric that the platform dictates. This is where the heart of your
app runs. It should return as quickly as reasonably possible, but it's not a
"run one memcpy and that's all the time you have" sort of thing. The app
should do any game updates, and render a frame of video. If it returns < 0,
SDL will call SDL_AppQuit and terminate the process with an exit code that
reports an error to the platform. If it returns > 0, the app calls
SDL_AppQuit and terminates with an exit code that reports success to the
platform. If it returns 0, then SDL_AppIterate will be called again at some
regular frequency. The platform may choose to run this more or less (perhaps
less in the background, etc), or it might just call this function in a loop
as fast as possible. You do not check the event queue in this function
(SDL_AppEvent exists for that).
Next:
```c
int SDL_AppEvent(const SDL_Event *event);
```
This will be called whenever an SDL event arrives, on the thread that runs
SDL_AppIterate. Your app should also not call SDL_PollEvent, SDL_PumpEvent,
etc, as SDL will manage all this for you. Return values are the same as from
SDL_AppIterate(), so you can terminate in response to SDL_EVENT_QUIT, etc.
Finally:
```c
void SDL_AppQuit(void);
```
This is called once before terminating the app--assuming the app isn't being
forcibly killed or crashed--as a last chance to clean up. After this returns,
SDL will call SDL_Quit so the app doesn't have to (but it's safe for the app
to call it, too). Process termination proceeds as if the app returned normally
from main(), so atexit handles will run, if your platform supports that.

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# Nintendo 3DS # Nintendo 3DS
SDL port for the Nintendo 3DS [Homebrew toolchain](https://devkitpro.org/) contributed by: SDL port for the Nintendo 3DS [Homebrew toolchain](https://devkitpro.org/) contributed by:
- [Pierre Wendling](https://github.com/FtZPetruska) - [Pierre Wendling](https://github.com/FtZPetruska)
Credits to: Credits to:
- The awesome people who ported SDL to other homebrew platforms. - The awesome people who ported SDL to other homebrew platforms.
- The Devkitpro team for making all the tools necessary to achieve this. - The Devkitpro team for making all the tools necessary to achieve this.
## Building ## Building
To build for the Nintendo 3DS, make sure you have devkitARM and cmake installed and run: To build for the Nintendo 3DS, make sure you have devkitARM and cmake installed and run:
```bash ```bash
cmake -S. -Bbuild -DCMAKE_TOOLCHAIN_FILE="$DEVKITPRO/cmake/3DS.cmake" -DCMAKE_BUILD_TYPE=Release cmake -S. -Bbuild -DCMAKE_TOOLCHAIN_FILE="$DEVKITPRO/cmake/3DS.cmake" -DCMAKE_BUILD_TYPE=Release
cmake --build build cmake --build build
cmake --install build cmake --install build
``` ```
## Notes ## Notes
- Currently only software rendering is supported. - Currently only software rendering is supported.
- SDL3_main should be used to ensure ROMFS is enabled - this is done with `#include <SDL3/SDL_main.h>` in the source file that contains your main function. - SDL3_main should be used to ensure ROMFS is enabled - this is done with `#include <SDL3/SDL_main.h>` in the source file that contains your main function.
- By default, the extra L2 cache and higher clock speeds of the New 2/3DS lineup are enabled. If you wish to turn it off, use `osSetSpeedupEnable(false)` in your main function. - By default, the extra L2 cache and higher clock speeds of the New 2/3DS lineup are enabled. If you wish to turn it off, use `osSetSpeedupEnable(false)` in your main function.
- `SDL_GetBasePath` returns the romfs root instead of the executable's directory. - `SDL_GetBasePath` returns the romfs root instead of the executable's directory.
- The Nintendo 3DS uses a cooperative threading model on a single core, meaning a thread will never yield unless done manually through the `SDL_Delay` functions, or blocking waits (`SDL_LockMutex`, `SDL_WaitSemaphore`, `SDL_WaitCondition`, `SDL_WaitThread`). To avoid starving other threads, `SDL_TryWaitSemaphore` and `SDL_WaitSemaphoreTimeout` will yield if they fail to acquire the semaphore, see https://github.com/libsdl-org/SDL/pull/6776 for more information. - The Nintendo 3DS uses a cooperative threading model on a single core, meaning a thread will never yield unless done manually through the `SDL_Delay` functions, or blocking waits (`SDL_LockMutex`, `SDL_WaitSemaphore`, `SDL_WaitCondition`, `SDL_WaitThread`). To avoid starving other threads, `SDL_TryWaitSemaphore` and `SDL_WaitSemaphoreTimeout` will yield if they fail to acquire the semaphore, see https://github.com/libsdl-org/SDL/pull/6776 for more information.

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Nokia N-Gage Nokia N-Gage
============ ============
SDL port for Symbian S60v1 and v2 with a main focus on the Nokia N-Gage SDL port for Symbian S60v1 and v2 with a main focus on the Nokia N-Gage
(Classic and QD) by [Michael Fitzmayer](https://github.com/mupfdev). (Classic and QD) by [Michael Fitzmayer](https://github.com/mupfdev).
Compiling Compiling
--------- ---------
SDL is part of the [N-Gage SDK.](https://github.com/ngagesdk) project. SDL is part of the [N-Gage SDK.](https://github.com/ngagesdk) project.
The library is included in the The library is included in the
[toolchain](https://github.com/ngagesdk/ngage-toolchain) as a [toolchain](https://github.com/ngagesdk/ngage-toolchain) as a
sub-module. sub-module.
A complete example project based on SDL can be found in the GitHub A complete example project based on SDL can be found in the GitHub
account of the SDK: [Wordle](https://github.com/ngagesdk/wordle). account of the SDK: [Wordle](https://github.com/ngagesdk/wordle).
Current level of implementation Current level of implementation
------------------------------- -------------------------------
The video driver currently provides full screen video support with The video driver currently provides full screen video support with
keyboard input. keyboard input.
At the moment only the software renderer works. At the moment only the software renderer works.
Audio is not yet implemented. Audio is not yet implemented.
Acknowledgements Acknowledgements
---------------- ----------------
Thanks to Hannu Viitala, Kimmo Kinnunen and Markus Mertama for the Thanks to Hannu Viitala, Kimmo Kinnunen and Markus Mertama for the
valuable insight into Symbian programming. Without the SDL 1.2 port valuable insight into Symbian programming. Without the SDL 1.2 port
which was specially developed for CDoom (Doom for the Nokia 9210), this which was specially developed for CDoom (Doom for the Nokia 9210), this
adaptation would not have been possible. adaptation would not have been possible.
I would like to thank my friends I would like to thank my friends
[Razvan](https://twitter.com/bewarerazvan) and [Dan [Razvan](https://twitter.com/bewarerazvan) and [Dan
Whelan](https://danwhelan.ie/), for their continuous support. Without Whelan](https://danwhelan.ie/), for their continuous support. Without
you and the [N-Gage community](https://discord.gg/dbUzqJ26vs), I would you and the [N-Gage community](https://discord.gg/dbUzqJ26vs), I would
have lost my patience long ago. have lost my patience long ago.
Last but not least, I would like to thank the development team of Last but not least, I would like to thank the development team of
[EKA2L1](https://12z1.com/) (an experimental Symbian OS emulator). Your [EKA2L1](https://12z1.com/) (an experimental Symbian OS emulator). Your
patience and support in troubleshooting helped me a lot. patience and support in troubleshooting helped me a lot.

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Platforms Platforms
========= =========
We maintain the list of supported platforms on our wiki now, and how to We maintain the list of supported platforms on our wiki now, and how to
build and install SDL for those platforms: build and install SDL for those platforms:
https://wiki.libsdl.org/Installation https://wiki.libsdl.org/Installation

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Porting Porting
======= =======
* Porting To A New Platform * Porting To A New Platform
The first thing you have to do when porting to a new platform, is look at The first thing you have to do when porting to a new platform, is look at
include/SDL_platform.h and create an entry there for your operating system. include/SDL_platform.h and create an entry there for your operating system.
The standard format is "__PLATFORM__", where PLATFORM is the name of the OS. The standard format is "__PLATFORM__", where PLATFORM is the name of the OS.
Ideally SDL_platform_defines.h will be able to auto-detect the system it's building Ideally SDL_platform_defines.h will be able to auto-detect the system it's building
on based on C preprocessor symbols. on based on C preprocessor symbols.
There are two basic ways of building SDL at the moment: There are two basic ways of building SDL at the moment:
1. CMake: cmake -S . -B build && cmake --build build && cmake --install install 1. CMake: cmake -S . -B build && cmake --build build && cmake --install install
If you have a system that supports CMake, then you might try this. Edit CMakeLists.txt, If you have a system that supports CMake, then you might try this. Edit CMakeLists.txt,
take a look at the large section labelled: take a look at the large section labelled:
"Platform-specific options and settings!" "Platform-specific options and settings!"
Add a section for your platform, and then re-run 'cmake -S . -B build' and build! Add a section for your platform, and then re-run 'cmake -S . -B build' and build!
2. Using an IDE: 2. Using an IDE:
If you're using an IDE or other non-configure build system, you'll probably want to create a custom `SDL_build_config.h` for your platform. Edit `include/build_config/SDL_build_config.h`, add a section for your platform, and create a custom `SDL_build_config_{platform}.h`, based on `SDL_build_config_minimal.h` and `SDL_build_config.h.cmake` If you're using an IDE or other non-configure build system, you'll probably want to create a custom `SDL_build_config.h` for your platform. Edit `include/build_config/SDL_build_config.h`, add a section for your platform, and create a custom `SDL_build_config_{platform}.h`, based on `SDL_build_config_minimal.h` and `SDL_build_config.h.cmake`
Add the top level include directory to the header search path, and then add Add the top level include directory to the header search path, and then add
the following sources to the project: the following sources to the project:
src/*.c src/*.c
src/atomic/*.c src/atomic/*.c
src/audio/*.c src/audio/*.c
src/cpuinfo/*.c src/cpuinfo/*.c
src/events/*.c src/events/*.c
src/file/*.c src/file/*.c
src/haptic/*.c src/haptic/*.c
src/joystick/*.c src/joystick/*.c
src/power/*.c src/power/*.c
src/render/*.c src/render/*.c
src/render/software/*.c src/render/software/*.c
src/stdlib/*.c src/stdlib/*.c
src/thread/*.c src/thread/*.c
src/timer/*.c src/timer/*.c
src/video/*.c src/video/*.c
src/audio/disk/*.c src/audio/disk/*.c
src/audio/dummy/*.c src/audio/dummy/*.c
src/filesystem/dummy/*.c src/filesystem/dummy/*.c
src/video/dummy/*.c src/video/dummy/*.c
src/haptic/dummy/*.c src/haptic/dummy/*.c
src/joystick/dummy/*.c src/joystick/dummy/*.c
src/thread/generic/*.c src/thread/generic/*.c
src/timer/dummy/*.c src/timer/dummy/*.c
src/loadso/dummy/*.c src/loadso/dummy/*.c
Once you have a working library without any drivers, you can go back to each Once you have a working library without any drivers, you can go back to each
of the major subsystems and start implementing drivers for your platform. of the major subsystems and start implementing drivers for your platform.
If you have any questions, don't hesitate to ask on the SDL mailing list: If you have any questions, don't hesitate to ask on the SDL mailing list:
http://www.libsdl.org/mailing-list.php http://www.libsdl.org/mailing-list.php
Enjoy! Enjoy!
Sam Lantinga (slouken@libsdl.org) Sam Lantinga (slouken@libsdl.org)

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PS2 PS2
====== ======
SDL port for the Sony Playstation 2 contributed by: SDL port for the Sony Playstation 2 contributed by:
- Francisco Javier Trujillo Mata - Francisco Javier Trujillo Mata
Credit to Credit to
- The guys that ported SDL to PSP & Vita because I'm taking them as reference. - The guys that ported SDL to PSP & Vita because I'm taking them as reference.
- David G. F. for helping me with several issues and tests. - David G. F. for helping me with several issues and tests.
## Building ## Building
To build SDL library for the PS2, make sure you have the latest PS2Dev status and run: To build SDL library for the PS2, make sure you have the latest PS2Dev status and run:
```bash ```bash
cmake -S. -Bbuild -DCMAKE_BUILD_TYPE=Release -DCMAKE_TOOLCHAIN_FILE=$PS2DEV/ps2sdk/ps2dev.cmake cmake -S. -Bbuild -DCMAKE_BUILD_TYPE=Release -DCMAKE_TOOLCHAIN_FILE=$PS2DEV/ps2sdk/ps2dev.cmake
cmake --build build cmake --build build
cmake --install build cmake --install build
``` ```
## Hints ## Hints
The PS2 port has a special Hint for having a dynamic VSYNC. The Hint is `SDL_HINT_PS2_DYNAMIC_VSYNC`. The PS2 port has a special Hint for having a dynamic VSYNC. The Hint is `SDL_HINT_PS2_DYNAMIC_VSYNC`.
If you enabled the dynamic vsync having as well `SDL_RENDERER_PRESENTVSYNC` enabled, then if the app is not able to run at 60 FPS, automatically the `vsync` will be disabled having a better performance, instead of dropping FPS to 30. If you enabled the dynamic vsync having as well `SDL_RENDERER_PRESENTVSYNC` enabled, then if the app is not able to run at 60 FPS, automatically the `vsync` will be disabled having a better performance, instead of dropping FPS to 30.
## Notes ## Notes
If you trying to debug a SDL app through [ps2client](https://github.com/ps2dev/ps2client) you need to avoid the IOP reset, otherwise you will lose the connection with your computer. If you trying to debug a SDL app through [ps2client](https://github.com/ps2dev/ps2client) you need to avoid the IOP reset, otherwise you will lose the connection with your computer.
So to avoid the reset of the IOP CPU, you need to call to the macro `SDL_PS2_SKIP_IOP_RESET();`. So to avoid the reset of the IOP CPU, you need to call to the macro `SDL_PS2_SKIP_IOP_RESET();`.
It could be something similar as: It could be something similar as:
```c ```c
..... .....
SDL_PS2_SKIP_IOP_RESET(); SDL_PS2_SKIP_IOP_RESET();
int main(int argc, char *argv[]) int main(int argc, char *argv[])
{ {
..... .....
``` ```
For a release binary is recommendable to reset the IOP always. For a release binary is recommendable to reset the IOP always.
Remember to do a clean compilation everytime you enable or disable the `SDL_PS2_SKIP_IOP_RESET` otherwise the change won't be reflected. Remember to do a clean compilation everytime you enable or disable the `SDL_PS2_SKIP_IOP_RESET` otherwise the change won't be reflected.
## Getting PS2 Dev ## Getting PS2 Dev
[Installing PS2 Dev](https://github.com/ps2dev/ps2dev) [Installing PS2 Dev](https://github.com/ps2dev/ps2dev)
## Running on PCSX2 Emulator ## Running on PCSX2 Emulator
[PCSX2](https://github.com/PCSX2/pcsx2) [PCSX2](https://github.com/PCSX2/pcsx2)
[More PCSX2 information](https://pcsx2.net/) [More PCSX2 information](https://pcsx2.net/)
## To Do ## To Do
- PS2 Screen Keyboard - PS2 Screen Keyboard
- Dialogs - Dialogs
- Others - Others

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PSP PSP
====== ======
SDL port for the Sony PSP contributed by: SDL port for the Sony PSP contributed by:
- Captian Lex - Captian Lex
- Francisco Javier Trujillo Mata - Francisco Javier Trujillo Mata
- Wouter Wijsman - Wouter Wijsman
Credit to Credit to
Marcus R.Brown,Jim Paris,Matthew H for the original SDL 1.2 for PSP Marcus R.Brown,Jim Paris,Matthew H for the original SDL 1.2 for PSP
Geecko for his PSP GU lib "Glib2d" Geecko for his PSP GU lib "Glib2d"
## Building ## Building
To build SDL library for the PSP, make sure you have the latest PSPDev status and run: To build SDL library for the PSP, make sure you have the latest PSPDev status and run:
```bash ```bash
cmake -S. -Bbuild -DCMAKE_BUILD_TYPE=Release -DCMAKE_TOOLCHAIN_FILE=$PSPDEV/psp/share/pspdev.cmake cmake -S. -Bbuild -DCMAKE_BUILD_TYPE=Release -DCMAKE_TOOLCHAIN_FILE=$PSPDEV/psp/share/pspdev.cmake
cmake --build build cmake --build build
cmake --install build cmake --install build
``` ```
## Getting PSP Dev ## Getting PSP Dev
[Installing PSP Dev](https://github.com/pspdev/pspdev) [Installing PSP Dev](https://github.com/pspdev/pspdev)
## Running on PPSSPP Emulator ## Running on PPSSPP Emulator
[PPSSPP](https://github.com/hrydgard/ppsspp) [PPSSPP](https://github.com/hrydgard/ppsspp)
[Build Instructions](https://github.com/hrydgard/ppsspp/wiki/Build-instructions) [Build Instructions](https://github.com/hrydgard/ppsspp/wiki/Build-instructions)
## Compiling a HelloWorld ## Compiling a HelloWorld
[PSP Hello World](https://psp-dev.org/doku.php?id=tutorial:hello_world) [PSP Hello World](https://psp-dev.org/doku.php?id=tutorial:hello_world)
## To Do ## To Do
- PSP Screen Keyboard - PSP Screen Keyboard
- Dialogs - Dialogs

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Raspberry Pi Raspberry Pi
============ ============
Requirements: Requirements:
Raspbian (other Linux distros may work as well). Raspbian (other Linux distros may work as well).
Features Features
-------- --------
* Works without X11 * Works without X11
* Hardware accelerated OpenGL ES 2.x * Hardware accelerated OpenGL ES 2.x
* Sound via ALSA * Sound via ALSA
* Input (mouse/keyboard/joystick) via EVDEV * Input (mouse/keyboard/joystick) via EVDEV
* Hotplugging of input devices via UDEV * Hotplugging of input devices via UDEV
Raspbian Build Dependencies Raspbian Build Dependencies
--------------------------- ---------------------------
sudo apt-get install libudev-dev libasound2-dev libdbus-1-dev sudo apt-get install libudev-dev libasound2-dev libdbus-1-dev
You also need the VideoCore binary stuff that ships in /opt/vc for EGL and You also need the VideoCore binary stuff that ships in /opt/vc for EGL and
OpenGL ES 2.x, it usually comes pre-installed, but in any case: OpenGL ES 2.x, it usually comes pre-installed, but in any case:
sudo apt-get install libraspberrypi0 libraspberrypi-bin libraspberrypi-dev sudo apt-get install libraspberrypi0 libraspberrypi-bin libraspberrypi-dev
NEON NEON
---- ----
If your Pi has NEON support, make sure you add -mfpu=neon to your CFLAGS so If your Pi has NEON support, make sure you add -mfpu=neon to your CFLAGS so
that SDL will select some otherwise-disabled highly-optimized code. The that SDL will select some otherwise-disabled highly-optimized code. The
original Pi units don't have NEON, the Pi2 probably does, and the Pi3 original Pi units don't have NEON, the Pi2 probably does, and the Pi3
definitely does. definitely does.
Cross compiling from x86 Linux Cross compiling from x86 Linux
------------------------------ ------------------------------
To cross compile SDL for Raspbian from your desktop machine, you'll need a To cross compile SDL for Raspbian from your desktop machine, you'll need a
Raspbian system root and the cross compilation tools. We'll assume these tools Raspbian system root and the cross compilation tools. We'll assume these tools
will be placed in /opt/rpi-tools will be placed in /opt/rpi-tools
sudo git clone --depth 1 https://github.com/raspberrypi/tools /opt/rpi-tools sudo git clone --depth 1 https://github.com/raspberrypi/tools /opt/rpi-tools
You'll also need a Raspbian binary image. You'll also need a Raspbian binary image.
Get it from: http://downloads.raspberrypi.org/raspbian_latest Get it from: http://downloads.raspberrypi.org/raspbian_latest
After unzipping, you'll get file with a name like: "<date>-wheezy-raspbian.img" After unzipping, you'll get file with a name like: "<date>-wheezy-raspbian.img"
Let's assume the sysroot will be built in /opt/rpi-sysroot. Let's assume the sysroot will be built in /opt/rpi-sysroot.
export SYSROOT=/opt/rpi-sysroot export SYSROOT=/opt/rpi-sysroot
sudo kpartx -a -v <path_to_raspbian_image>.img sudo kpartx -a -v <path_to_raspbian_image>.img
sudo mount -o loop /dev/mapper/loop0p2 /mnt sudo mount -o loop /dev/mapper/loop0p2 /mnt
sudo cp -r /mnt $SYSROOT sudo cp -r /mnt $SYSROOT
sudo apt-get install qemu binfmt-support qemu-user-static sudo apt-get install qemu binfmt-support qemu-user-static
sudo cp /usr/bin/qemu-arm-static $SYSROOT/usr/bin sudo cp /usr/bin/qemu-arm-static $SYSROOT/usr/bin
sudo mount --bind /dev $SYSROOT/dev sudo mount --bind /dev $SYSROOT/dev
sudo mount --bind /proc $SYSROOT/proc sudo mount --bind /proc $SYSROOT/proc
sudo mount --bind /sys $SYSROOT/sys sudo mount --bind /sys $SYSROOT/sys
Now, before chrooting into the ARM sysroot, you'll need to apply a workaround, Now, before chrooting into the ARM sysroot, you'll need to apply a workaround,
edit $SYSROOT/etc/ld.so.preload and comment out all lines in it. edit $SYSROOT/etc/ld.so.preload and comment out all lines in it.
sudo chroot $SYSROOT sudo chroot $SYSROOT
apt-get install libudev-dev libasound2-dev libdbus-1-dev libraspberrypi0 libraspberrypi-bin libraspberrypi-dev libx11-dev libxext-dev libxrandr-dev libxcursor-dev libxi-dev libxss-dev apt-get install libudev-dev libasound2-dev libdbus-1-dev libraspberrypi0 libraspberrypi-bin libraspberrypi-dev libx11-dev libxext-dev libxrandr-dev libxcursor-dev libxi-dev libxss-dev
exit exit
sudo umount $SYSROOT/dev sudo umount $SYSROOT/dev
sudo umount $SYSROOT/proc sudo umount $SYSROOT/proc
sudo umount $SYSROOT/sys sudo umount $SYSROOT/sys
sudo umount /mnt sudo umount /mnt
There's one more fix required, as the libdl.so symlink uses an absolute path There's one more fix required, as the libdl.so symlink uses an absolute path
which doesn't quite work in our setup. which doesn't quite work in our setup.
sudo rm -rf $SYSROOT/usr/lib/arm-linux-gnueabihf/libdl.so sudo rm -rf $SYSROOT/usr/lib/arm-linux-gnueabihf/libdl.so
sudo ln -s ../../../lib/arm-linux-gnueabihf/libdl.so.2 $SYSROOT/usr/lib/arm-linux-gnueabihf/libdl.so sudo ln -s ../../../lib/arm-linux-gnueabihf/libdl.so.2 $SYSROOT/usr/lib/arm-linux-gnueabihf/libdl.so
The final step is compiling SDL itself. The final step is compiling SDL itself.
export CC="/opt/rpi-tools/arm-bcm2708/gcc-linaro-arm-linux-gnueabihf-raspbian/bin/arm-linux-gnueabihf-gcc --sysroot=$SYSROOT -I$SYSROOT/opt/vc/include -I$SYSROOT/usr/include -I$SYSROOT/opt/vc/include/interface/vcos/pthreads -I$SYSROOT/opt/vc/include/interface/vmcs_host/linux" export CC="/opt/rpi-tools/arm-bcm2708/gcc-linaro-arm-linux-gnueabihf-raspbian/bin/arm-linux-gnueabihf-gcc --sysroot=$SYSROOT -I$SYSROOT/opt/vc/include -I$SYSROOT/usr/include -I$SYSROOT/opt/vc/include/interface/vcos/pthreads -I$SYSROOT/opt/vc/include/interface/vmcs_host/linux"
cd <SDL SOURCE> cd <SDL SOURCE>
mkdir -p build;cd build mkdir -p build;cd build
LDFLAGS="-L$SYSROOT/opt/vc/lib" ../configure --with-sysroot=$SYSROOT --host=arm-raspberry-linux-gnueabihf --prefix=$PWD/rpi-sdl3-installed --disable-pulseaudio --disable-esd LDFLAGS="-L$SYSROOT/opt/vc/lib" ../configure --with-sysroot=$SYSROOT --host=arm-raspberry-linux-gnueabihf --prefix=$PWD/rpi-sdl3-installed --disable-pulseaudio --disable-esd
make make
make install make install
To be able to deploy this to /usr/local in the Raspbian system you need to fix up a few paths: To be able to deploy this to /usr/local in the Raspbian system you need to fix up a few paths:
perl -w -pi -e "s#$PWD/rpi-sdl3-installed#/usr/local#g;" ./rpi-sdl3-installed/lib/libSDL3.la ./rpi-sdl3-installed/lib/pkgconfig/sdl3.pc perl -w -pi -e "s#$PWD/rpi-sdl3-installed#/usr/local#g;" ./rpi-sdl3-installed/lib/libSDL3.la ./rpi-sdl3-installed/lib/pkgconfig/sdl3.pc
Apps don't work or poor video/audio performance Apps don't work or poor video/audio performance
----------------------------------------------- -----------------------------------------------
If you get sound problems, buffer underruns, etc, run "sudo rpi-update" to If you get sound problems, buffer underruns, etc, run "sudo rpi-update" to
update the RPi's firmware. Note that doing so will fix these problems, but it update the RPi's firmware. Note that doing so will fix these problems, but it
will also render the CMA - Dynamic Memory Split functionality useless. will also render the CMA - Dynamic Memory Split functionality useless.
Also, by default the Raspbian distro configures the GPU RAM at 64MB, this is too Also, by default the Raspbian distro configures the GPU RAM at 64MB, this is too
low in general, specially if a 1080p TV is hooked up. low in general, specially if a 1080p TV is hooked up.
See here how to configure this setting: http://elinux.org/RPiconfig See here how to configure this setting: http://elinux.org/RPiconfig
Using a fixed gpu_mem=128 is the best option (specially if you updated the Using a fixed gpu_mem=128 is the best option (specially if you updated the
firmware, using CMA probably won't work, at least it's the current case). firmware, using CMA probably won't work, at least it's the current case).
No input No input
-------- --------
Make sure you belong to the "input" group. Make sure you belong to the "input" group.
sudo usermod -aG input `whoami` sudo usermod -aG input `whoami`
No HDMI Audio No HDMI Audio
------------- -------------
If you notice that ALSA works but there's no audio over HDMI, try adding: If you notice that ALSA works but there's no audio over HDMI, try adding:
hdmi_drive=2 hdmi_drive=2
to your config.txt file and reboot. to your config.txt file and reboot.
Reference: http://www.raspberrypi.org/phpBB3/viewtopic.php?t=5062 Reference: http://www.raspberrypi.org/phpBB3/viewtopic.php?t=5062
Text Input API support Text Input API support
---------------------- ----------------------
The Text Input API is supported, with translation of scan codes done via the The Text Input API is supported, with translation of scan codes done via the
kernel symbol tables. For this to work, SDL needs access to a valid console. kernel symbol tables. For this to work, SDL needs access to a valid console.
If you notice there's no SDL_EVENT_TEXT_INPUT message being emitted, double check that If you notice there's no SDL_EVENT_TEXT_INPUT message being emitted, double check that
your app has read access to one of the following: your app has read access to one of the following:
* /proc/self/fd/0 * /proc/self/fd/0
* /dev/tty * /dev/tty
* /dev/tty[0...6] * /dev/tty[0...6]
* /dev/vc/0 * /dev/vc/0
* /dev/console * /dev/console
This is usually not a problem if you run from the physical terminal (as opposed This is usually not a problem if you run from the physical terminal (as opposed
to running from a pseudo terminal, such as via SSH). If running from a PTS, a to running from a pseudo terminal, such as via SSH). If running from a PTS, a
quick workaround is to run your app as root or add yourself to the tty group, quick workaround is to run your app as root or add yourself to the tty group,
then re-login to the system. then re-login to the system.
sudo usermod -aG tty `whoami` sudo usermod -aG tty `whoami`
The keyboard layout used by SDL is the same as the one the kernel uses. The keyboard layout used by SDL is the same as the one the kernel uses.
To configure the layout on Raspbian: To configure the layout on Raspbian:
sudo dpkg-reconfigure keyboard-configuration sudo dpkg-reconfigure keyboard-configuration
To configure the locale, which controls which keys are interpreted as letters, To configure the locale, which controls which keys are interpreted as letters,
this determining the CAPS LOCK behavior: this determining the CAPS LOCK behavior:
sudo dpkg-reconfigure locales sudo dpkg-reconfigure locales
OpenGL problems OpenGL problems
--------------- ---------------
If you have desktop OpenGL headers installed at build time in your RPi or cross If you have desktop OpenGL headers installed at build time in your RPi or cross
compilation environment, support for it will be built in. However, the chipset compilation environment, support for it will be built in. However, the chipset
does not actually have support for it, which causes issues in certain SDL apps does not actually have support for it, which causes issues in certain SDL apps
since the presence of OpenGL support supersedes the ES/ES2 variants. since the presence of OpenGL support supersedes the ES/ES2 variants.
The workaround is to disable OpenGL at configuration time: The workaround is to disable OpenGL at configuration time:
./configure --disable-video-opengl ./configure --disable-video-opengl
Or if the application uses the Render functions, you can use the SDL_RENDER_DRIVER Or if the application uses the Render functions, you can use the SDL_RENDER_DRIVER
environment variable: environment variable:
export SDL_RENDER_DRIVER=opengles2 export SDL_RENDER_DRIVER=opengles2
Notes Notes
----- -----
* When launching apps remotely (via SSH), SDL can prevent local keystrokes from * When launching apps remotely (via SSH), SDL can prevent local keystrokes from
leaking into the console only if it has root privileges. Launching apps locally leaking into the console only if it has root privileges. Launching apps locally
does not suffer from this issue. does not suffer from this issue.

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RISC OS RISC OS
======= =======
Requirements: Requirements:
* RISC OS 3.5 or later. * RISC OS 3.5 or later.
* [SharedUnixLibrary](http://www.riscos.info/packages/LibraryDetails.html#SharedUnixLibraryarm). * [SharedUnixLibrary](http://www.riscos.info/packages/LibraryDetails.html#SharedUnixLibraryarm).
* [DigitalRenderer](http://www.riscos.info/packages/LibraryDetails.html#DRendererarm), for audio support. * [DigitalRenderer](http://www.riscos.info/packages/LibraryDetails.html#DRendererarm), for audio support.
* [Iconv](http://www.netsurf-browser.org/projects/iconv/), for `SDL_iconv` and related functions. * [Iconv](http://www.netsurf-browser.org/projects/iconv/), for `SDL_iconv` and related functions.
Compiling: Compiling:
---------- ----------
Currently, SDL for RISC OS only supports compiling with GCCSDK under Linux. Currently, SDL for RISC OS only supports compiling with GCCSDK under Linux.
The following commands can be used to build SDL for RISC OS using CMake: The following commands can be used to build SDL for RISC OS using CMake:
cmake -Bbuild-riscos -DCMAKE_TOOLCHAIN_FILE=$GCCSDK_INSTALL_ENV/toolchain-riscos.cmake -DRISCOS=ON -DCMAKE_INSTALL_PREFIX=$GCCSDK_INSTALL_ENV -DCMAKE_BUILD_TYPE=Release cmake -Bbuild-riscos -DCMAKE_TOOLCHAIN_FILE=$GCCSDK_INSTALL_ENV/toolchain-riscos.cmake -DRISCOS=ON -DCMAKE_INSTALL_PREFIX=$GCCSDK_INSTALL_ENV -DCMAKE_BUILD_TYPE=Release
cmake --build build-riscos cmake --build build-riscos
cmake --install build-riscos cmake --install build-riscos
When using GCCSDK 4.7.4 release 6 or earlier versions, the builtin atomic functions are broken, meaning it's currently necessary to compile with `-DSDL_GCC_ATOMICS=OFF` using CMake. Newer versions of GCCSDK don't have this problem. When using GCCSDK 4.7.4 release 6 or earlier versions, the builtin atomic functions are broken, meaning it's currently necessary to compile with `-DSDL_GCC_ATOMICS=OFF` using CMake. Newer versions of GCCSDK don't have this problem.
Current level of implementation Current level of implementation
------------------------------- -------------------------------
The video driver currently provides full screen video support with keyboard and mouse input. Windowed mode is not yet supported, but is planned in the future. Only software rendering is supported. The video driver currently provides full screen video support with keyboard and mouse input. Windowed mode is not yet supported, but is planned in the future. Only software rendering is supported.
The filesystem APIs return either Unix-style paths or RISC OS-style paths based on the value of the `__riscosify_control` symbol, as is standard for UnixLib functions. The filesystem APIs return either Unix-style paths or RISC OS-style paths based on the value of the `__riscosify_control` symbol, as is standard for UnixLib functions.
The audio, loadso, thread and timer APIs are currently provided by UnixLib. The audio, loadso, thread and timer APIs are currently provided by UnixLib.
The joystick, locale and power APIs are not yet implemented. The joystick, locale and power APIs are not yet implemented.

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Touch Touch
=========================================================================== ===========================================================================
System Specific Notes System Specific Notes
=========================================================================== ===========================================================================
Linux: Linux:
The linux touch system is currently based off event streams, and proc/bus/devices. The active user must be given permissions to read /dev/input/TOUCHDEVICE, where TOUCHDEVICE is the event stream for your device. Currently only Wacom tablets are supported. If you have an unsupported tablet contact me at jim.tla+sdl_touch@gmail.com and I will help you get support for it. The linux touch system is currently based off event streams, and proc/bus/devices. The active user must be given permissions to read /dev/input/TOUCHDEVICE, where TOUCHDEVICE is the event stream for your device. Currently only Wacom tablets are supported. If you have an unsupported tablet contact me at jim.tla+sdl_touch@gmail.com and I will help you get support for it.
Mac: Mac:
The Mac and iPhone APIs are pretty. If your touch device supports them then you'll be fine. If it doesn't, then there isn't much we can do. The Mac and iPhone APIs are pretty. If your touch device supports them then you'll be fine. If it doesn't, then there isn't much we can do.
iPhone: iPhone:
Works out of box. Works out of box.
Windows: Windows:
Unfortunately there is no windows support as of yet. Support for Windows 7 is planned, but we currently have no way to test. If you have a Windows 7 WM_TOUCH supported device, and are willing to help test please contact me at jim.tla+sdl_touch@gmail.com Unfortunately there is no windows support as of yet. Support for Windows 7 is planned, but we currently have no way to test. If you have a Windows 7 WM_TOUCH supported device, and are willing to help test please contact me at jim.tla+sdl_touch@gmail.com
=========================================================================== ===========================================================================
Events Events
=========================================================================== ===========================================================================
SDL_EVENT_FINGER_DOWN: SDL_EVENT_FINGER_DOWN:
Sent when a finger (or stylus) is placed on a touch device. Sent when a finger (or stylus) is placed on a touch device.
Fields: Fields:
* event.tfinger.touchId - the Id of the touch device. * event.tfinger.touchId - the Id of the touch device.
* event.tfinger.fingerId - the Id of the finger which just went down. * event.tfinger.fingerId - the Id of the finger which just went down.
* event.tfinger.x - the x coordinate of the touch (0..1) * event.tfinger.x - the x coordinate of the touch (0..1)
* event.tfinger.y - the y coordinate of the touch (0..1) * event.tfinger.y - the y coordinate of the touch (0..1)
* event.tfinger.pressure - the pressure of the touch (0..1) * event.tfinger.pressure - the pressure of the touch (0..1)
SDL_EVENT_FINGER_MOTION: SDL_EVENT_FINGER_MOTION:
Sent when a finger (or stylus) is moved on the touch device. Sent when a finger (or stylus) is moved on the touch device.
Fields: Fields:
Same as SDL_EVENT_FINGER_DOWN but with additional: Same as SDL_EVENT_FINGER_DOWN but with additional:
* event.tfinger.dx - change in x coordinate during this motion event. * event.tfinger.dx - change in x coordinate during this motion event.
* event.tfinger.dy - change in y coordinate during this motion event. * event.tfinger.dy - change in y coordinate during this motion event.
SDL_EVENT_FINGER_UP: SDL_EVENT_FINGER_UP:
Sent when a finger (or stylus) is lifted from the touch device. Sent when a finger (or stylus) is lifted from the touch device.
Fields: Fields:
Same as SDL_EVENT_FINGER_DOWN. Same as SDL_EVENT_FINGER_DOWN.
=========================================================================== ===========================================================================
Functions Functions
=========================================================================== ===========================================================================
SDL provides the ability to access the underlying SDL_Finger structures. SDL provides the ability to access the underlying SDL_Finger structures.
These structures should _never_ be modified. These structures should _never_ be modified.
The following functions are included from SDL_touch.h The following functions are included from SDL_touch.h
To get a SDL_TouchID call SDL_GetTouchDevice(int index). Devices are tracked by instance ID, of type SDL_TouchID.
This returns a SDL_TouchID.
IMPORTANT: If the touch has been removed, or there is no touch with the given index, SDL_GetTouchDevice() will return 0. Be sure to check for this! To get a list of available device SDL_TouchID values, call SDL_GetTouchDevices().
This returns an array of device IDs, terminated by a zero ID. Optionally, you can
The number of touch devices can be queried with SDL_GetNumTouchDevices(). get a count of IDs by passing a non-NULL int* to SDL_GetTouchDevices() if you'd
rather not iterate the whole array to get this number.
A SDL_TouchID may be used to get pointers to SDL_Finger.
A SDL_TouchID may be used to get pointers to SDL_Finger.
SDL_GetNumTouchFingers(touchID) may be used to get the number of fingers currently down on the device.
SDL_GetNumTouchFingers(touchID) may be used to get the number of fingers currently down on the device.
The most common reason to access SDL_Finger is to query the fingers outside the event. In most cases accessing the fingers is using the event. This would be accomplished by code like the following:
The most common reason to access SDL_Finger is to query the fingers outside the event. In most cases accessing the fingers is using the event. This would be accomplished by code like the following:
float x = event.tfinger.x;
float y = event.tfinger.y; float x = event.tfinger.x;
float y = event.tfinger.y;
To get a SDL_Finger, call SDL_GetTouchFinger(SDL_TouchID touchID, int index), where touchID is a SDL_TouchID, and index is the requested finger.
This returns a SDL_Finger *, or NULL if the finger does not exist, or has been removed. To get a SDL_Finger, call SDL_GetTouchFinger(SDL_TouchID touchID, int index), where touchID is a SDL_TouchID, and index is the requested finger.
A SDL_Finger is guaranteed to be persistent for the duration of a touch, but it will be de-allocated as soon as the finger is removed. This occurs when the SDL_EVENT_FINGER_UP event is _added_ to the event queue, and thus _before_ the SDL_EVENT_FINGER_UP event is polled. This returns a SDL_Finger *, or NULL if the finger does not exist, or has been removed.
As a result, be very careful to check for NULL return values. A SDL_Finger is guaranteed to be persistent for the duration of a touch, but it will be de-allocated as soon as the finger is removed. This occurs when the SDL_EVENT_FINGER_UP event is _added_ to the event queue, and thus _before_ the SDL_EVENT_FINGER_UP event is polled.
As a result, be very careful to check for NULL return values.
A SDL_Finger has the following fields:
* x, y: A SDL_Finger has the following fields:
The current coordinates of the touch. * x, y:
* pressure: The current coordinates of the touch.
The pressure of the touch. * pressure:
The pressure of the touch.
Please direct questions/comments to:
jim.tla+sdl_touch@gmail.com Please direct questions/comments to:
(original author, API was changed since) jim.tla+sdl_touch@gmail.com
(original author, API was changed since)

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