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main
| Author | SHA256 | Date | |
|---|---|---|---|
| 4fce05a927 | |||
| d98a70bb19 | |||
| 1da99ca6c1 | |||
| f50b68c9ba | |||
| 6f5873e778 | |||
| a596028ed9 | |||
| 226f60e9ae |
@@ -1,2 +1,5 @@
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# TSE
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packages needed for building under linux:
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build-essential llvm cmake ninja-build clang mesa-common-dev gdb
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@@ -101,7 +101,11 @@ void TSE::Camera::SetRenderTarget(IRenderTarget *target)
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if(target != nullptr)
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target->AddResizeNotifiable(this);
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rt = target;
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RecalculateProjMatrix();
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if(lastRtSize != rt->GetRawIResizableSize())
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{
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lastRtSize = rt->GetRawIResizableSize();
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RecalculateProjMatrix();
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}
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}
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TSE::IRenderTarget *TSE::Camera::GetRenderTarget()
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@@ -1,6 +1,7 @@
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#include "OrdererSpriteSet.hpp"
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#include <algorithm>
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#include <tuple>
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#include "Debug.hpp"
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TSE::OrdererSpriteSetChunk::OrdererSpriteSetChunk(int _chunksize, const Vector2 &_pos, SortingOrder _order)
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{
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@@ -144,6 +145,8 @@ void TSE::OrdererSpriteSet::SetSprite(Vector2 p, Vector2 Spriteindex, float heig
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{
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Vector2 chunkInnerPos = LocalToChunkPos(p);
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Vector2 chunkIndex = p - chunkInnerPos;
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// Vector2 p2 = Vector2((int)p.x % chunkSize, (int)p.y % chunkSize);
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// Vector2 chunkIndex = p - p2;
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if(!chunks.contains(chunkIndex))
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{
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dirty = true;
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@@ -175,7 +178,9 @@ const std::vector<TSE::Vector2> *TSE::OrdererSpriteSet::GetChunkPositionsInOrder
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case TopLeft:
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std::sort(orderedChunks.begin(), orderedChunks.end(), [](const Vector2& a, const Vector2& b)
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{
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return std::tie(a.y, a.x) > std::tie(b.y, b.x);
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if (a.y != b.y)
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return a.y > b.y;
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return a.x < b.x;
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});
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break;
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case TopRight:
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@@ -189,7 +194,9 @@ const std::vector<TSE::Vector2> *TSE::OrdererSpriteSet::GetChunkPositionsInOrder
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case BottomLeft:
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std::sort(orderedChunks.begin(), orderedChunks.end(), [](const Vector2& a, const Vector2& b)
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{
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return std::tie(a.y, a.x) < std::tie(b.y, b.x);
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if (a.y != b.y)
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return a.y < b.y;
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return a.x < b.x;
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});
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break;
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case BottomRight:
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@@ -203,6 +210,14 @@ const std::vector<TSE::Vector2> *TSE::OrdererSpriteSet::GetChunkPositionsInOrder
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}
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dirty = false;
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string poses = "[";
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for(auto pos : orderedChunks)
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{
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poses += pos.ToString() + ",";
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}
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poses.erase(poses.end() - 1);
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poses += "]";
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TSE_LOG("orderedPositions: " + poses);
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}
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return &orderedChunks;
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}
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40
TSE_Core/src/elements/RenderPipeline.cpp
Normal file
40
TSE_Core/src/elements/RenderPipeline.cpp
Normal file
@@ -0,0 +1,40 @@
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#include "RenderPipeline.hpp"
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void TSE::RenderPipeline::AddRenderStep(const RenderStep &step)
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{
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steps.push_back(step);
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}
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void TSE::RenderPipeline::AddRenderStepAt(const RenderStep &step, int n)
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{
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steps.insert(steps.begin() + n, step);
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}
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void TSE::RenderPipeline::SetRenderStepAt(const RenderStep &step, int n)
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{
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steps[n] = step;
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}
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void TSE::RenderPipeline::RemoveRenderStepAt(int n)
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{
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auto i = steps.begin() += n;
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steps.erase(i);
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}
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int TSE::RenderPipeline::GetRenderStepCount()
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{
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return steps.size();
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}
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const TSE::RenderStep &TSE::RenderPipeline::GetRenderStepAt(int n)
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{
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return steps[n];
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}
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TSE::RenderPipeline* TSE::RenderPipeline::CreateEmpty()
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{
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RenderPipeline* res = new RenderPipeline();
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RenderStep step;
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res->AddRenderStep(step);
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return res;
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}
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23
TSE_Core/src/elements/RenderPipeline.hpp
Normal file
23
TSE_Core/src/elements/RenderPipeline.hpp
Normal file
@@ -0,0 +1,23 @@
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#pragma once
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#include "RenderStep.hpp"
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namespace TSE
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{
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class RenderPipeline
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{
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private:
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std::vector<RenderStep> steps;
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public:
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void AddRenderStep(const RenderStep& step);
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void AddRenderStepAt(const RenderStep& step, int n);
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void SetRenderStepAt(const RenderStep& step, int n);
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void RemoveRenderStepAt(int n);
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int GetRenderStepCount();
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const RenderStep& GetRenderStepAt(int n);
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static RenderPipeline* CreateEmpty();
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};
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} // namespace TSE
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18
TSE_Core/src/elements/RenderStep.hpp
Normal file
18
TSE_Core/src/elements/RenderStep.hpp
Normal file
@@ -0,0 +1,18 @@
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#pragma once
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#include "Layer.hpp"
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#include <vector>
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#include "interfaces/IRenderTarget.hpp"
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#include "Types.hpp"
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namespace TSE
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{
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struct RenderStep
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{
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public:
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std::vector<Layer*> layersToRender;
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IRenderTarget* target;
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bool EditorCamera = true;
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};
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} // namespace TSE
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@@ -2,38 +2,88 @@
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#include "BehaviourScripts/Camera.hpp"
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#include <algorithm>
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#include "Debug.hpp"
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#include "RenderPipeline.hpp"
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void TSE::Scene::Render(IRenderer &rnd, const IWindow &wnd)
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{
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RenderPipeline* pipeline = IRenderer::pipeline;
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auto camerasBackup = std::vector<Camera*>(IRenderer::camerasToRenderWith);
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int counter = 1;
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for(auto l : layers)
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if(pipeline != nullptr)
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{
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IRenderer::camerasToRenderWith.clear();
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if(!l.second->IsVisual()) continue;
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for(auto camera : camerasBackup)
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for(int i = 0; i < pipeline->GetRenderStepCount(); i++)
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{
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auto it = std::find(camera->layersNotToRender.begin(), camera->layersNotToRender.end(), l.second->GetID());
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if(it == camera->layersNotToRender.end())
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IRenderer::camerasToRenderWith = std::vector<Camera*>(camerasBackup);
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const RenderStep& step = pipeline->GetRenderStepAt(i);
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if(!step.EditorCamera)
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{
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IRenderer::camerasToRenderWith.push_back(camera);
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for(int i = 0; i < IRenderer::camerasToRenderWith.size(); i++)
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{
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if(IRenderer::camerasToRenderWith[i]->baseObject->name == ".EditorCamera")
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IRenderer::camerasToRenderWith.erase(IRenderer::camerasToRenderWith.begin() + i);
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}
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}
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for(int i = 0; i < IRenderer::camerasToRenderWith.size(); i++)
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{
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if(IRenderer::camerasToRenderWith[i]->baseObject->name != ".EditorCamera")
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IRenderer::camerasToRenderWith[i]->SetRenderTarget(step.target);
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}
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int counter = 1;
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for(auto l : step.layersToRender)
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{
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if(!l->IsVisual()) continue;
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l->Render(rnd);
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if(counter++ != layers.size())
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{
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rnd.End(); //OPTIMIZE:
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//takes up 13,97% of function, but only needed, if there is more then one layer
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//possible optimizations:
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// -remove layers
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// -make layer calculations, in shader
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// -make an offset, that is calculated on cpu, and then commit everything at once
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// now it is better because it is only done once per frame if only one shader is used, or textures are full, or more then one layers are used
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rnd.Flush();
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rnd.Begin();
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wnd.ClearDepthBuffer();
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}
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}
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}
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l.second->Render(rnd);
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if(counter++ != layers.size())
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}
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else
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{
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int counter = 1;
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for(auto l : layers)
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{
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rnd.End(); //OPTIMIZE:
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//takes up 13,97% of function, but only needed, if there is more then one layer
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//possible optimizations:
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// -remove layers
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// -make layer calculations, in shader
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// -make an offset, that is calculated on cpu, and then commit everything at once
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IRenderer::camerasToRenderWith.clear();
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if(!l.second->IsVisual()) continue;
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for(auto camera : camerasBackup)
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{
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auto it = std::find(camera->layersNotToRender.begin(), camera->layersNotToRender.end(), l.second->GetID());
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if(it == camera->layersNotToRender.end())
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{
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IRenderer::camerasToRenderWith.push_back(camera);
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}
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}
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// now it is better because it is only done once per frame if only one shader is used, or textures are full, or more then one layers are used
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rnd.Flush();
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rnd.Begin();
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wnd.ClearDepthBuffer();
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l.second->Render(rnd);
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if(counter++ != layers.size())
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{
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rnd.End(); //OPTIMIZE:
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//takes up 13,97% of function, but only needed, if there is more then one layer
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//possible optimizations:
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// -remove layers
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// -make layer calculations, in shader
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// -make an offset, that is calculated on cpu, and then commit everything at once
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// now it is better because it is only done once per frame if only one shader is used, or textures are full, or more then one layers are used
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rnd.Flush();
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rnd.Begin();
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wnd.ClearDepthBuffer();
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}
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}
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}
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}
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@@ -23,7 +23,6 @@ namespace TSE
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public:
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string name = "Unnamed";
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inline static ITextureHelper* helper = nullptr;
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Texture(const string& path);
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Texture(const int& width, const int& height, int bpp = 32);
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429
TSE_Core/src/elements/VolumeTexture3D.cpp
Normal file
429
TSE_Core/src/elements/VolumeTexture3D.cpp
Normal file
@@ -0,0 +1,429 @@
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#include "VolumeTexture3D.hpp"
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#include "Debug.hpp"
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#include <algorithm>
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#include <cctype>
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#include <filesystem>
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#include <vector>
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TSE::VolumeTexture3D::VolumeTexture3D(const string &path)
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{
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namespace fs = std::filesystem;
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Size = Vector3(0, 0, 0);
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Bpp = 0;
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std::error_code ec;
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const fs::path folderPath = fs::absolute(path, ec);
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if(ec || !fs::exists(folderPath, ec))
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{
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TSE_WARNING("Can't create VolumeTexture3D because the given path is inaccessible: \n" + path);
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return;
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}
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if(ec || !fs::is_directory(folderPath, ec))
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{
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TSE_WARNING("Can't create VolumeTexture3D because the given path is not a folder: \n" + folderPath.string());
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return;
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}
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std::vector<fs::path> pngFiles;
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for(fs::directory_iterator it(folderPath, ec); !ec && it != fs::directory_iterator(); it.increment(ec))
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{
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if(!it->is_regular_file(ec))
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continue;
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const fs::path &filePath = it->path();
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auto extension = filePath.extension().string();
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std::transform(extension.begin(), extension.end(), extension.begin(), [](unsigned char c) { return static_cast<char>(std::tolower(c)); });
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if(extension == ".png")
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pngFiles.push_back(filePath);
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}
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if(ec)
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{
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TSE_WARNING("Can't read VolumeTexture3D folder: \n" + folderPath.string());
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return;
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}
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if(pngFiles.empty())
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{
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TSE_WARNING("Can't create VolumeTexture3D because the folder contains no png files: \n" + folderPath.string());
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return;
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}
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std::sort(pngFiles.begin(), pngFiles.end());
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std::vector<FIBITMAP*> loadedBitmaps;
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loadedBitmaps.reserve(pngFiles.size());
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uint width = 0;
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uint height = 0;
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for(const fs::path &filePath : pngFiles)
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{
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FREE_IMAGE_FORMAT fif = FreeImage_GetFileType(filePath.string().c_str(), 0);
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if(fif == FREE_IMAGE_FORMAT::FIF_UNKNOWN)
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fif = FreeImage_GetFIFFromFilename(filePath.string().c_str());
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if(fif == FREE_IMAGE_FORMAT::FIF_UNKNOWN || !FreeImage_FIFSupportsReading(fif))
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{
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TSE_WARNING("Failed to load png for VolumeTexture3D: \n" + filePath.string());
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for(FIBITMAP* loadedBmp : loadedBitmaps)
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FreeImage_Unload(loadedBmp);
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return;
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}
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FIBITMAP* currentBmp = FreeImage_Load(fif, filePath.string().c_str());
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if(currentBmp == nullptr)
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{
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TSE_WARNING("Failed to load png for VolumeTexture3D: \n" + filePath.string());
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for(FIBITMAP* loadedBmp : loadedBitmaps)
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FreeImage_Unload(loadedBmp);
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return;
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}
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if(FreeImage_GetBPP(currentBmp) != 32)
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{
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FIBITMAP* convertedBmp = FreeImage_ConvertTo32Bits(currentBmp);
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FreeImage_Unload(currentBmp);
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currentBmp = convertedBmp;
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}
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if(currentBmp == nullptr)
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{
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TSE_WARNING("Failed to convert png for VolumeTexture3D: \n" + filePath.string());
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for(FIBITMAP* loadedBmp : loadedBitmaps)
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FreeImage_Unload(loadedBmp);
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return;
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}
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const uint currentWidth = FreeImage_GetWidth(currentBmp);
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const uint currentHeight = FreeImage_GetHeight(currentBmp);
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if(loadedBitmaps.empty())
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{
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width = currentWidth;
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height = currentHeight;
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}
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else if(currentWidth != width || currentHeight != height)
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{
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TSE_WARNING("Can't create VolumeTexture3D because all pngs must have the same dimensions: \n" + filePath.string());
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FreeImage_Unload(currentBmp);
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for(FIBITMAP* loadedBmp : loadedBitmaps)
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FreeImage_Unload(loadedBmp);
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return;
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}
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loadedBitmaps.push_back(currentBmp);
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}
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Bpp = 32;
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chanels = 4;
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Size = Vector3(width, height, static_cast<float>(loadedBitmaps.size()));
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bmp = new FIBITMAP*[loadedBitmaps.size()];
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imagePtr = new byte*[loadedBitmaps.size()];
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for(size_t i = 0; i < loadedBitmaps.size(); ++i)
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{
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bmp[i] = loadedBitmaps[i];
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imagePtr[i] = FreeImage_GetBits(bmp[i]);
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}
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regist();
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}
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TSE::VolumeTexture3D::VolumeTexture3D(const int &width, const int &height, const int &depth, int bpp)
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{
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switch (bpp)
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{
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case 32:
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chanels = 4;
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break;
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case 24:
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chanels = 3;
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case 16:
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chanels = 1;
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case 8:
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chanels = 4;
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}
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Bpp = bpp;
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Size = Vector3(width, height, depth);
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bmp = new FIBITMAP*[depth];
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imagePtr = new byte*[depth];
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for(int i = 0; i < Depth(); i++)
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{
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bmp[i] = FreeImage_Allocate(width, height, bpp);
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imagePtr[i] = FreeImage_GetBits(bmp[i]);
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}
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regist();
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}
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TSE::VolumeTexture3D::VolumeTexture3D(const Vector3 &size, int bpp)
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: VolumeTexture3D(size.x, size.y, size.z, bpp) { }
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TSE::VolumeTexture3D::~VolumeTexture3D()
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{
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if(bmp != nullptr)
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{
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for(int i = 0; i < Depth(); i++)
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{
|
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if(bmp[i] != nullptr)
|
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{
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FreeImage_Unload(bmp[i]);
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bmp[i] = nullptr;
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}
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}
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delete [] bmp;
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delete [] imagePtr;
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}
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if(TextureID != 0)
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{
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PlatformDestroy();
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TextureID = 0;
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}
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}
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TSE::uint TSE::VolumeTexture3D::bpp() const
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{
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return Bpp;
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}
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TSE::Vector2 TSE::VolumeTexture3D::size() const
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{
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return Vector2(Size.x, Size.y);
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}
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float TSE::VolumeTexture3D::Width() const
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{
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return Size.x;
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}
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float TSE::VolumeTexture3D::Height() const
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{
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return Size.y;
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}
|
||||
|
||||
float TSE::VolumeTexture3D::Depth() const
|
||||
{
|
||||
return Size.z;
|
||||
}
|
||||
|
||||
TSE::byte TSE::VolumeTexture3D::Chanels() const
|
||||
{
|
||||
return chanels;
|
||||
}
|
||||
|
||||
TSE::byte *TSE::VolumeTexture3D::GetImagePtr(const int depth) const
|
||||
{
|
||||
return imagePtr[depth];
|
||||
}
|
||||
|
||||
void TSE::VolumeTexture3D::SetPixel(const Vector3 &pos, const Color &c)
|
||||
{
|
||||
SetPixel(pos.x, pos.y, pos.z, c);
|
||||
}
|
||||
|
||||
void TSE::VolumeTexture3D::GetPixel(const Vector3 &pos, Color &c) const
|
||||
{
|
||||
GetPixel(pos.x, pos.y, pos.z, c);
|
||||
}
|
||||
|
||||
void TSE::VolumeTexture3D::SetPixelNoApply(const Vector3 &pos, const Color &c)
|
||||
{
|
||||
SetPixelNoApply(pos.x, pos.y, pos.z, c);
|
||||
}
|
||||
|
||||
void TSE::VolumeTexture3D::SetChanels(const byte &ch)
|
||||
{
|
||||
chanels = ch;
|
||||
}
|
||||
|
||||
TSE::uint TSE::VolumeTexture3D::GetTextureId() const
|
||||
{
|
||||
return TextureID;
|
||||
}
|
||||
|
||||
void TSE::VolumeTexture3D::SetTextureId(uint id)
|
||||
{
|
||||
TextureID = id;
|
||||
}
|
||||
|
||||
void TSE::VolumeTexture3D::SetPixel(const int &x, const int &y, const int &z, const Color &c)
|
||||
{
|
||||
SetPixelNoApply(x,y,z,c);
|
||||
Apply();
|
||||
}
|
||||
|
||||
void TSE::VolumeTexture3D::GetPixel(const int &x, const int &y, const int &z, Color &c) const
|
||||
{
|
||||
|
||||
if(x >= Width() || x < 0 || y >= Height() || y < 0|| z >= Depth() || z < 0)
|
||||
{
|
||||
TSE_WARNING("trying to access pixel outside of texture.\n pixel: (" + std::to_string(x) + ";" + std::to_string(y) + ";" + std::to_string(z) + ")\nTexture size: (" + std::to_string(Width()) + ";" + std::to_string(Height()) + ";" + std::to_string(Depth()) );
|
||||
return;
|
||||
}
|
||||
byte* pixel = getPixelPointer(x,y,z);
|
||||
byte b = *pixel++;
|
||||
byte g = *pixel++;
|
||||
byte r = *pixel++;
|
||||
byte a = *pixel++;
|
||||
if(bpp() == 8)
|
||||
c = Color(r,r,r);
|
||||
else if(bpp() == 24)
|
||||
c = Color(r,g,b,a);
|
||||
else if(bpp() == 32)
|
||||
c = Color(r,g,b);
|
||||
}
|
||||
|
||||
void TSE::VolumeTexture3D::Fill(const Color &c)
|
||||
{
|
||||
for (int x = 0; x < Width(); x++)
|
||||
{
|
||||
for (int y = 0; y < Height(); y++)
|
||||
{
|
||||
for (int z = 0; z < Depth(); z++)
|
||||
{
|
||||
SetPixelNoApply(x,y,z,c);
|
||||
}
|
||||
}
|
||||
}
|
||||
Apply();
|
||||
}
|
||||
|
||||
void TSE::VolumeTexture3D::SetPixelNoApply(const int &x, const int &y, const int &z, const Color &c)
|
||||
{
|
||||
if(x >= Width() || x < 0 || y >= Height() || y < 0 || z >= Depth() || z < 0)
|
||||
{
|
||||
TSE_WARNING("trying to access pixel outside of texture.\n pixel: (" + std::to_string(x) + ";" + std::to_string(y) + ";" + std::to_string(z) + ")\nTexture size: (" + std::to_string(Width()) + ";" + std::to_string(Height()) + ";" + std::to_string(Depth()) );
|
||||
return;
|
||||
}
|
||||
|
||||
byte* pixel = getPixelPointer(x,y,z);
|
||||
if(chanels == 4 && bpp() == 8)
|
||||
{
|
||||
byte r2bit = static_cast<byte>(c.r * 3.0f);
|
||||
byte g2bit = static_cast<byte>(c.g * 3.0f);
|
||||
byte b2bit = static_cast<byte>(c.b * 3.0f);
|
||||
byte a2bit = static_cast<byte>(c.a * 3.0f);
|
||||
|
||||
byte result = (r2bit << 6) | (g2bit << 4) | (b2bit << 2) | a2bit;
|
||||
*pixel++ = result;
|
||||
return;
|
||||
}
|
||||
*pixel++ = c.B();
|
||||
if(bpp() > 8)
|
||||
{
|
||||
*pixel++ = c.G();
|
||||
*pixel++ = c.R();
|
||||
if(bpp() > 24)
|
||||
*pixel++ = c.A();
|
||||
}
|
||||
}
|
||||
|
||||
void TSE::VolumeTexture3D::AddPixelNoApply(const int &x, const int &y, const int &z, const Color &c)
|
||||
{
|
||||
if(x >= Width() || x < 0 ||y >= Height() || y < 0 || z >= Depth() || z < 0)
|
||||
{
|
||||
TSE_WARNING("trying to access pixel outside of texture.\n pixel: (" + std::to_string(x) + ";" + std::to_string(y) + ";" + std::to_string(z) + ")\nTexture size: (" + std::to_string(Width()) + ";" + std::to_string(Height()) + ";" + std::to_string(Depth()) );
|
||||
return;
|
||||
}
|
||||
|
||||
byte* pixel = getPixelPointer(x,y,z);
|
||||
if(chanels == 4 && bpp() == 8) //TODO add propper adding, becouse currently is only setting
|
||||
{
|
||||
byte r2bit = static_cast<byte>(c.r * 3.0f);
|
||||
byte g2bit = static_cast<byte>(c.g * 3.0f);
|
||||
byte b2bit = static_cast<byte>(c.b * 3.0f);
|
||||
byte a2bit = static_cast<byte>(c.a * 3.0f);
|
||||
|
||||
byte result = (r2bit << 6) | (g2bit << 4) | (b2bit << 2) | a2bit;
|
||||
*pixel++ = result;
|
||||
return;
|
||||
}
|
||||
Color bc(pixel[2], pixel[1], pixel[0], pixel[3]);
|
||||
|
||||
bc = c + bc;
|
||||
|
||||
*pixel++ = bc.B();
|
||||
if(bpp() > 8)
|
||||
{
|
||||
*pixel++ = bc.G();
|
||||
*pixel++ = bc.R();
|
||||
if(bpp() > 24)
|
||||
*pixel++ = bc.A();
|
||||
}
|
||||
}
|
||||
|
||||
void TSE::VolumeTexture3D::Recreate(const int &x, const int &y, const int &z, const int &bpp, const int &chanels)
|
||||
{
|
||||
if(bmp != nullptr)
|
||||
{
|
||||
for(int i = 0; i < Depth(); i++)
|
||||
{
|
||||
if(bmp[i] != nullptr)
|
||||
{
|
||||
FreeImage_Unload(bmp[i]);
|
||||
bmp[i] = nullptr;
|
||||
}
|
||||
}
|
||||
delete [] bmp;
|
||||
delete [] imagePtr;
|
||||
}
|
||||
if(TextureID != 0)
|
||||
{
|
||||
PlatformDestroy();
|
||||
TextureID = 0;
|
||||
}
|
||||
this->chanels = chanels;
|
||||
Bpp = bpp;
|
||||
Size = Vector3(x, y, z);
|
||||
bmp = new FIBITMAP*[z];
|
||||
imagePtr = new byte*[z];
|
||||
|
||||
for(int i = 0; i < Depth(); i++)
|
||||
{
|
||||
bmp[i] = FreeImage_Allocate(x, y, bpp);
|
||||
imagePtr[i] = FreeImage_GetBits(bmp[i]);
|
||||
}
|
||||
|
||||
regist();
|
||||
}
|
||||
|
||||
void TSE::VolumeTexture3D::SavePNG(const std::string &path) const
|
||||
{
|
||||
//TODO: implement save all images as PNG in the given path, if the given path is inaccaseable, or not a folder, ust TSE_WARNING with an apropriate message
|
||||
}
|
||||
|
||||
TSE::byte *TSE::VolumeTexture3D::getPixelPointer(const int &x, const int &y, const int &z) const
|
||||
{
|
||||
int alphaoffset = y * 2;
|
||||
if(bpp() > 24)
|
||||
alphaoffset = 0;
|
||||
int offset = ((y * Width() + x) * (bpp() / 8) + alphaoffset);
|
||||
return imagePtr[z] + offset;
|
||||
}
|
||||
|
||||
void TSE::VolumeTexture3D::bind() const
|
||||
{
|
||||
helper->Bind3D(this);
|
||||
}
|
||||
|
||||
void TSE::VolumeTexture3D::unbind() const
|
||||
{
|
||||
helper->UnBind3D(this);
|
||||
}
|
||||
|
||||
void TSE::VolumeTexture3D::Apply()
|
||||
{
|
||||
helper->Apply3D(this);
|
||||
}
|
||||
|
||||
void TSE::VolumeTexture3D::regist()
|
||||
{
|
||||
helper->Regist3D(this);
|
||||
}
|
||||
|
||||
void TSE::VolumeTexture3D::PlatformDestroy()
|
||||
{
|
||||
helper->PlatromDestroy3D(this);
|
||||
}
|
||||
61
TSE_Core/src/elements/VolumeTexture3D.hpp
Normal file
61
TSE_Core/src/elements/VolumeTexture3D.hpp
Normal file
@@ -0,0 +1,61 @@
|
||||
#pragma once
|
||||
|
||||
#include "interfaces/ITexture.hpp"
|
||||
#include "Types.hpp"
|
||||
#include "Vector3.hpp"
|
||||
#include "Color.hpp"
|
||||
#include "interfaces/ITextureHelper.hpp"
|
||||
|
||||
#define FREEIMAGE_LIB
|
||||
#include "FI/FreeImage.h"
|
||||
|
||||
namespace TSE
|
||||
{
|
||||
class VolumeTexture3D : public ITexture
|
||||
{
|
||||
protected:
|
||||
uint TextureID = 0;
|
||||
Vector3 Size;
|
||||
uint Bpp;
|
||||
byte chanels = 0;
|
||||
FIBITMAP** bmp = nullptr;
|
||||
byte** imagePtr = nullptr;
|
||||
|
||||
public:
|
||||
string name = "Unnamed";
|
||||
|
||||
VolumeTexture3D(const string& path);
|
||||
VolumeTexture3D(const int& width, const int& height, const int& depth, int bpp = 32);
|
||||
VolumeTexture3D(const Vector3& size, int bpp = 32);
|
||||
~VolumeTexture3D();
|
||||
|
||||
uint bpp() const;
|
||||
Vector2 size() const override;
|
||||
float Width() const override;
|
||||
float Height() const override;
|
||||
float Depth() const;
|
||||
byte Chanels() const;
|
||||
byte* GetImagePtr(const int depth) const;
|
||||
void SetPixel(const Vector3& pos, const Color& c);
|
||||
void GetPixel(const Vector3& pos, Color& c) const;
|
||||
void SetPixelNoApply(const Vector3& pos, const Color& c);
|
||||
void SetChanels(const byte& ch);
|
||||
uint GetTextureId() const override;
|
||||
void SetTextureId(uint id);
|
||||
void SetPixel(const int& x, const int& y, const int& z, const Color& c);
|
||||
void GetPixel(const int& x, const int& y, const int& z, Color& c) const;
|
||||
void Fill(const Color& c);
|
||||
void SetPixelNoApply(const int& x, const int& y, const int& z, const Color& c);
|
||||
void AddPixelNoApply(const int& x, const int& y, const int& z, const Color& c);
|
||||
void Recreate(const int& x, const int& y, const int& z, const int& bpp, const int& chanels);
|
||||
void SavePNG(const std::string& path) const;
|
||||
byte* getPixelPointer(const int& x, const int& y, const int& z) const;
|
||||
|
||||
void bind() const;
|
||||
void unbind() const;
|
||||
void Apply();
|
||||
void regist();
|
||||
void PlatformDestroy();
|
||||
};
|
||||
|
||||
} // namespace TSE
|
||||
@@ -19,6 +19,7 @@ namespace TSE
|
||||
|
||||
enum Modifier
|
||||
{
|
||||
None = 0x0000,
|
||||
ShiftMod = 0x0001,
|
||||
ControlMod = 0x0002,
|
||||
AltMod = 0x0004,
|
||||
|
||||
@@ -7,11 +7,13 @@
|
||||
namespace TSE
|
||||
{
|
||||
class Camera;
|
||||
class RenderPipeline;
|
||||
|
||||
class IRenderer
|
||||
{
|
||||
public:
|
||||
|
||||
inline static TSE::RenderPipeline* pipeline = nullptr;
|
||||
static std::vector<Camera*> camerasToRenderWith;
|
||||
|
||||
virtual void End() = 0;
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
|
||||
#include <list>
|
||||
#include "IResizeNotifiable.hpp"
|
||||
#include "Vector2.hpp"
|
||||
|
||||
namespace TSE
|
||||
{
|
||||
@@ -15,5 +16,9 @@ namespace TSE
|
||||
public:
|
||||
void AddResizeNotifiable(IResizeNotifiable* obj);
|
||||
void RemoveResizeNotifiable(IResizeNotifiable* obj);
|
||||
inline Vector2 GetRawIResizableSize()
|
||||
{
|
||||
return Vector2(width, height);
|
||||
};
|
||||
};
|
||||
} // namespace TSE
|
||||
|
||||
@@ -1,12 +1,15 @@
|
||||
#pragma once
|
||||
|
||||
#include "Vector2.hpp"
|
||||
#include "interfaces/ITextureHelper.hpp"
|
||||
|
||||
namespace TSE
|
||||
{
|
||||
class ITexture
|
||||
{
|
||||
public:
|
||||
inline static ITextureHelper* helper = nullptr;
|
||||
|
||||
virtual ~ITexture() = default;
|
||||
virtual Vector2 size() const = 0;
|
||||
virtual float Width() const = 0;
|
||||
|
||||
@@ -3,6 +3,7 @@
|
||||
namespace TSE
|
||||
{
|
||||
class Texture;
|
||||
class VolumeTexture3D;
|
||||
|
||||
class ITextureHelper
|
||||
{
|
||||
@@ -12,5 +13,11 @@ namespace TSE
|
||||
virtual void Apply(Texture* tex) = 0;
|
||||
virtual void Regist(Texture* tex) = 0;
|
||||
virtual void PlatromDestroy(Texture* tex) = 0;
|
||||
|
||||
virtual void Bind3D(const VolumeTexture3D* tex) = 0;
|
||||
virtual void UnBind3D(const VolumeTexture3D* tex) = 0;
|
||||
virtual void Apply3D(VolumeTexture3D* tex) = 0;
|
||||
virtual void Regist3D(VolumeTexture3D* tex) = 0;
|
||||
virtual void PlatromDestroy3D(VolumeTexture3D* tex) = 0;
|
||||
};
|
||||
} // namespace TSE
|
||||
|
||||
@@ -3,6 +3,9 @@
|
||||
#include "BehaviourScriptRegistry.hpp"
|
||||
#include "BehaviourScripts/AudioListener.hpp"
|
||||
#include "BehaviourScripts/AudioSource.hpp"
|
||||
#include "BehaviourScripts/TileMap.hpp"
|
||||
#include "BehaviourScripts/OrdererSpriteSet.hpp"
|
||||
#include "BehaviourScripts/PhysicsObject.hpp"
|
||||
#include "BehaviourScripts/basicEditorCamera.hpp"
|
||||
|
||||
TSE::EDITOR::EditorSubsystem::EditorSubsystem() : sv(nullptr), editorLayer("")
|
||||
@@ -26,6 +29,9 @@ TSE::EDITOR::EditorSubsystem::EditorSubsystem() : sv(nullptr), editorLayer("")
|
||||
BehaviourScriptRegistry::RegisterBehaviourScript("Camera", []() -> BehaviourScript* {return new Camera();});
|
||||
BehaviourScriptRegistry::RegisterBehaviourScript("Audio Listener", []() -> BehaviourScript* {return new AudioListener();});
|
||||
BehaviourScriptRegistry::RegisterBehaviourScript("Audio Source", []() -> BehaviourScript* {return new AudioSource();});
|
||||
BehaviourScriptRegistry::RegisterBehaviourScript("Tile Map", []() -> BehaviourScript* {return new TileMap();});
|
||||
BehaviourScriptRegistry::RegisterBehaviourScript("Orderer Sprite Set", []() -> BehaviourScript* {return new OrdererSpriteSet();});
|
||||
BehaviourScriptRegistry::RegisterBehaviourScript("Physics Object", []() -> BehaviourScript* { return new PhysicsObject(BodyType::Dynamic, ColliderShape::Box, 1.0f, 0.3f, Vector3(1, 1, 0)); });
|
||||
|
||||
#pragma region camerastuff
|
||||
|
||||
|
||||
@@ -208,6 +208,10 @@ namespace TSE::EDITOR
|
||||
{
|
||||
Draw((TileMap*)element, debug);
|
||||
}
|
||||
else if (name == "Orderer Sprite Set")
|
||||
{
|
||||
Draw((OrdererSpriteSet*)element, debug);
|
||||
}
|
||||
else
|
||||
{
|
||||
element->CustomDraw(debug);
|
||||
@@ -915,6 +919,30 @@ namespace TSE::EDITOR
|
||||
ImGui::TextDisabled(("Chunk Count: " + std::to_string(element->GetChunkCount())).c_str());
|
||||
}
|
||||
}
|
||||
void ElementDrawer::Draw(OrdererSpriteSet *element, const bool &debug)
|
||||
{
|
||||
int orderIndex = static_cast<int>(element->order);
|
||||
const char* orderItems[] = { "TopRight", "TopLeft", "BottomRight", "BottomLeft" };
|
||||
if (ImGui::Combo("Order", &orderIndex, orderItems, IM_ARRAYSIZE(orderItems)))
|
||||
{
|
||||
element->order = static_cast<SortingOrder>(orderIndex);
|
||||
for (auto& [_, chunk] : element->chunks)
|
||||
{
|
||||
chunk.SetOrdering(element->order);
|
||||
}
|
||||
element->DirtyAll();
|
||||
}
|
||||
|
||||
ImGui::BeginDisabled();
|
||||
ImGui::DragInt("Chunk Size", &element->chunkSize, 1.0f);
|
||||
ImGui::EndDisabled();
|
||||
|
||||
if (debug)
|
||||
{
|
||||
ImGui::Separator();
|
||||
ImGui::TextDisabled(("Chunk Count: " + std::to_string(element->GetChunkCount())).c_str());
|
||||
}
|
||||
}
|
||||
void ElementDrawer::DrawAudioClipCompact(AudioClip *element, const bool &debug, const std::string &label)
|
||||
{
|
||||
float item_spacing = ImGui::GetStyle().ItemSpacing.x;
|
||||
|
||||
@@ -14,6 +14,7 @@
|
||||
#include "BehaviourScripts/AudioListener.hpp"
|
||||
#include "BehaviourScripts/AudioSource.hpp"
|
||||
#include "BehaviourScripts/TileMap.hpp"
|
||||
#include "BehaviourScripts/OrdererSpriteSet.hpp"
|
||||
|
||||
namespace TSE::EDITOR
|
||||
{
|
||||
@@ -81,6 +82,7 @@ namespace TSE::EDITOR
|
||||
static void Draw(Camera* element, const bool& debug);
|
||||
static void Draw(ParticleSystem* element, const bool& debug);
|
||||
static void Draw(TileMap* element, const bool& debug);
|
||||
static void Draw(OrdererSpriteSet* element, const bool& debug);
|
||||
|
||||
static void DrawAudioClipCompact(AudioClip* element, const bool& debug, const std::string& label);
|
||||
static void DrawAudioClipNormal(AudioClip* element, const bool& debug, const std::string& label);
|
||||
|
||||
@@ -7,7 +7,6 @@
|
||||
#include "enums/WindowType.hpp"
|
||||
#include "Color.hpp"
|
||||
|
||||
|
||||
namespace TSE::GLFW
|
||||
{
|
||||
class WindowGlfw : public IWindow
|
||||
|
||||
3
TSE_GlfwImpl/src/WindowManager.hpp
Normal file
3
TSE_GlfwImpl/src/WindowManager.hpp
Normal file
@@ -0,0 +1,3 @@
|
||||
#pragma once
|
||||
|
||||
#define TSE_GLFW
|
||||
@@ -1,59 +0,0 @@
|
||||
#include "RenderTexture.hpp"
|
||||
|
||||
TSE::GLFW::RenderTexture::RenderTexture(Vector2 v, uint textureCount) : buffer(v, textureCount)
|
||||
{
|
||||
buffer.AddResizeNotifiable(this);
|
||||
}
|
||||
|
||||
TSE::Vector2 TSE::GLFW::RenderTexture::size() const
|
||||
{
|
||||
return buffer.GetSize();
|
||||
}
|
||||
|
||||
void TSE::GLFW::RenderTexture::SetSize(Vector2 v)
|
||||
{
|
||||
buffer.Resize(v);
|
||||
}
|
||||
|
||||
float TSE::GLFW::RenderTexture::Width() const
|
||||
{
|
||||
return buffer.GetSize().x;
|
||||
}
|
||||
|
||||
float TSE::GLFW::RenderTexture::Height() const
|
||||
{
|
||||
return buffer.GetSize().y;
|
||||
}
|
||||
|
||||
TSE::uint TSE::GLFW::RenderTexture::GetTextureId() const
|
||||
{
|
||||
return buffer.GetTextureId();
|
||||
}
|
||||
|
||||
TSE::uint TSE::GLFW::RenderTexture::GetTextureId(uint id) const
|
||||
{
|
||||
return buffer.GetTextureId(id);
|
||||
}
|
||||
|
||||
void TSE::GLFW::RenderTexture::Update()
|
||||
{
|
||||
buffer.Update();
|
||||
}
|
||||
|
||||
void TSE::GLFW::RenderTexture::Bind()
|
||||
{
|
||||
buffer.Bind();
|
||||
}
|
||||
|
||||
void TSE::GLFW::RenderTexture::Unbind()
|
||||
{
|
||||
buffer.Unbind();
|
||||
}
|
||||
|
||||
void TSE::GLFW::RenderTexture::OnResize(float width, float height, IResizable *wnd)
|
||||
{
|
||||
for (auto const& i : objectsToResize)
|
||||
{
|
||||
i->OnResize(width, height, this);
|
||||
}
|
||||
}
|
||||
@@ -1,61 +0,0 @@
|
||||
#include "GL/gl3w.h"
|
||||
#include "GL/gl.h"
|
||||
#include "TextureHelperOpenGL.hpp"
|
||||
|
||||
void TSE::GLFW::TextureHelperOpenGL::Bind(const Texture *tex)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, tex->GetTextureId());
|
||||
}
|
||||
|
||||
void TSE::GLFW::TextureHelperOpenGL::UnBind(const Texture *tex)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
|
||||
void TSE::GLFW::TextureHelperOpenGL::Apply(Texture *tex)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, tex->GetTextureId());
|
||||
if(tex->Chanels() == 1)
|
||||
{
|
||||
if (tex->bpp() == 8)
|
||||
glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA, tex->Width(), tex->Height(), 0, GL_RED, GL_UNSIGNED_BYTE, tex->GetImagePtr());
|
||||
}
|
||||
if(tex->Chanels() == 3)
|
||||
{
|
||||
if(tex->bpp() == 24)
|
||||
glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA, tex->Width(), tex->Height(), 0, GL_BGR, GL_UNSIGNED_BYTE, tex->GetImagePtr());
|
||||
}
|
||||
else if(tex->Chanels() == 4)
|
||||
{
|
||||
if(tex->bpp() == 32)
|
||||
glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA, tex->Width(), tex->Height(), 0, GL_BGRA, GL_UNSIGNED_BYTE, tex->GetImagePtr());
|
||||
if (tex->bpp() == 8) //need to decode it with bitwise operations in shader
|
||||
glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA, tex->Width(), tex->Height(), 0, GL_RED, GL_UNSIGNED_BYTE, tex->GetImagePtr());
|
||||
}
|
||||
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
|
||||
void TSE::GLFW::TextureHelperOpenGL::Regist(Texture *tex)
|
||||
{
|
||||
uint TextureID;
|
||||
|
||||
glGenTextures(1, &TextureID);
|
||||
glBindTexture(GL_TEXTURE_2D, TextureID);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
|
||||
tex->SetTextureId(TextureID);
|
||||
|
||||
tex->Apply();
|
||||
}
|
||||
|
||||
void TSE::GLFW::TextureHelperOpenGL::PlatromDestroy(Texture *tex)
|
||||
{
|
||||
uint id = tex->GetTextureId();
|
||||
glDeleteTextures(1, &id);
|
||||
}
|
||||
71
TSE_OpenGlImpl/CMakeLists.txt
Normal file
71
TSE_OpenGlImpl/CMakeLists.txt
Normal file
@@ -0,0 +1,71 @@
|
||||
#cmake version
|
||||
cmake_minimum_required(VERSION 3.31)
|
||||
|
||||
#project name
|
||||
project(TSE_OpenGlImpl)
|
||||
|
||||
#cpp settings
|
||||
find_program(CLANG_C NAMES clang)
|
||||
find_program(CLANG_CXX NAMES clang++)
|
||||
|
||||
if(CLANG_C AND CLANG_CXX)
|
||||
message(STATUS "foung Clang, using as Compiler")
|
||||
set(CMAKE_C_COMPILER ${CLANG_C} CACHE STRING "C Compiler" FORCE)
|
||||
set(CMAKE_CXX_COMPILER ${CLANG_CXX} CACHE STRING "C++ Compiler" FORCE)
|
||||
else()
|
||||
message(STATUS "Clang not found, using Standard-Compiler")
|
||||
endif()
|
||||
set(CMAKE_CXX_STANDARD 20)
|
||||
set(CMAKE_CXX_STANDARD_REQUIRED True)
|
||||
|
||||
#project output settings
|
||||
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY "${PROJECT_SOURCE_DIR}/lib")
|
||||
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_DEBUG "${PROJECT_SOURCE_DIR}/lib/Debug")
|
||||
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_RELEASE "${PROJECT_SOURCE_DIR}/lib/Release")
|
||||
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY "${PROJECT_SOURCE_DIR}/lib")
|
||||
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY_DEBUG "${PROJECT_SOURCE_DIR}/lib/Debug")
|
||||
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY_RELEASE "${PROJECT_SOURCE_DIR}/lib/Release")
|
||||
|
||||
#source files
|
||||
file(GLOB CPP_SOURCE_TSE
|
||||
"${PROJECT_SOURCE_DIR}/src/*.cpp"
|
||||
"${PROJECT_SOURCE_DIR}/src/*/*.cpp"
|
||||
"${PROJECT_SOURCE_DIR}/src/*/*/*.cpp"
|
||||
"${PROJECT_SOURCE_DIR}/src/*/*/*/*.cpp"
|
||||
"${PROJECT_SOURCE_DIR}/src/*.c"
|
||||
"${PROJECT_SOURCE_DIR}/src/*/*.c"
|
||||
"${PROJECT_SOURCE_DIR}/src/*/*/*.c"
|
||||
"${PROJECT_SOURCE_DIR}/src/*/*/*/*.c"
|
||||
)
|
||||
|
||||
#includes
|
||||
include_directories(${PROJECT_SOURCE_DIR}/src)
|
||||
include_directories(${PROJECT_SOURCE_DIR}/include)
|
||||
include_directories(${PROJECT_SOURCE_DIR}/../TSE_Base/src)
|
||||
include_directories(${PROJECT_SOURCE_DIR}/../TSE_Base/include)
|
||||
include_directories(${PROJECT_SOURCE_DIR}/../TSE_Math/src)
|
||||
include_directories(${PROJECT_SOURCE_DIR}/../TSE_Core/src)
|
||||
include_directories(${PROJECT_SOURCE_DIR}/../TSE_Core/include)
|
||||
|
||||
#project def
|
||||
if(Lib)
|
||||
add_library(TSE_OpenGlImpl SHARED ${CPP_SOURCE_TSE})
|
||||
else()
|
||||
add_library(TSE_OpenGlImpl STATIC ${CPP_SOURCE_TSE})
|
||||
endif()
|
||||
|
||||
# Window backend specific includes for WindowManager.hpp and platform glue.
|
||||
if(USE_GLFW)
|
||||
target_include_directories(TSE_OpenGlImpl PRIVATE
|
||||
${PROJECT_SOURCE_DIR}/../TSE_GlfwImpl/src
|
||||
${PROJECT_SOURCE_DIR}/../TSE_GlfwImpl/include
|
||||
)
|
||||
elseif(USE_SDL3)
|
||||
target_include_directories(TSE_OpenGlImpl PRIVATE
|
||||
${PROJECT_SOURCE_DIR}/../TSE_Sdl3Impl/src
|
||||
${PROJECT_SOURCE_DIR}/../TSE_Sdl3Impl/include
|
||||
)
|
||||
endif()
|
||||
|
||||
#flags
|
||||
target_compile_options(TSE_OpenGlImpl PRIVATE -march=native)
|
||||
@@ -4,7 +4,7 @@
|
||||
#include "GL/gl3w.h"
|
||||
#include "GL/gl.h"
|
||||
|
||||
namespace TSE::GLFW
|
||||
namespace TSE::OpenGL
|
||||
{
|
||||
class CameraHelperOpenGL : public ICameraHelper
|
||||
{
|
||||
@@ -14,4 +14,4 @@ namespace TSE::GLFW
|
||||
glViewport(0, 0, width, height);
|
||||
};
|
||||
};
|
||||
} // namespace TSE::GLFW
|
||||
} // namespace TSE::OpenGL
|
||||
@@ -6,13 +6,13 @@
|
||||
#define RENDERER_MAX_SPRITES 20000
|
||||
#define RENDERER_MAX_INDECIES 60000
|
||||
|
||||
TSE::GLFW::DefaultRendererOpenGL::DefaultRendererOpenGL(Shader &shader)
|
||||
TSE::OpenGL::DefaultRendererOpenGL::DefaultRendererOpenGL(Shader &shader)
|
||||
{
|
||||
iboData = new ushort[RENDERER_MAX_INDECIES];
|
||||
InitShader(shader, true);
|
||||
}
|
||||
|
||||
TSE::GLFW::DefaultRendererOpenGL::~DefaultRendererOpenGL()
|
||||
TSE::OpenGL::DefaultRendererOpenGL::~DefaultRendererOpenGL()
|
||||
{
|
||||
if(vao != 0)
|
||||
glDeleteVertexArrays(1, &vao);
|
||||
@@ -20,7 +20,7 @@ TSE::GLFW::DefaultRendererOpenGL::~DefaultRendererOpenGL()
|
||||
delete ibo;
|
||||
}
|
||||
|
||||
void TSE::GLFW::DefaultRendererOpenGL::InitShader(Shader &s, bool init)
|
||||
void TSE::OpenGL::DefaultRendererOpenGL::InitShader(Shader &s, bool init)
|
||||
{
|
||||
if(!init) End();
|
||||
if(vao != 0)
|
||||
@@ -51,13 +51,13 @@ void TSE::GLFW::DefaultRendererOpenGL::InitShader(Shader &s, bool init)
|
||||
if(!init) Begin();
|
||||
}
|
||||
|
||||
void TSE::GLFW::DefaultRendererOpenGL::End()
|
||||
void TSE::OpenGL::DefaultRendererOpenGL::End()
|
||||
{
|
||||
glUnmapBuffer(GL_ARRAY_BUFFER);
|
||||
vbo.Unbind();
|
||||
}
|
||||
|
||||
void TSE::GLFW::DefaultRendererOpenGL::Flush()
|
||||
void TSE::OpenGL::DefaultRendererOpenGL::Flush()
|
||||
{
|
||||
lastShader->Flush();
|
||||
|
||||
@@ -91,18 +91,18 @@ void TSE::GLFW::DefaultRendererOpenGL::Flush()
|
||||
iboOffset = 0;
|
||||
}
|
||||
|
||||
void TSE::GLFW::DefaultRendererOpenGL::Begin()
|
||||
void TSE::OpenGL::DefaultRendererOpenGL::Begin()
|
||||
{
|
||||
vbo.Bind();
|
||||
bufferPointer = (float*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
|
||||
}
|
||||
|
||||
void TSE::GLFW::DefaultRendererOpenGL::Submit(const Transformable &trans, TransformationStack &stack)
|
||||
void TSE::OpenGL::DefaultRendererOpenGL::Submit(const Transformable &trans, TransformationStack &stack)
|
||||
{
|
||||
Submit(trans, (IShader*)lastShader, stack);
|
||||
}
|
||||
|
||||
void TSE::GLFW::DefaultRendererOpenGL::Submit(const Transformable &trans, IShader *shader, TransformationStack &stack)
|
||||
void TSE::OpenGL::DefaultRendererOpenGL::Submit(const Transformable &trans, IShader *shader, TransformationStack &stack)
|
||||
{
|
||||
Shader* s = dynamic_cast<Shader*>(shader);
|
||||
if(lastShader == nullptr) InitShader(*s, true);
|
||||
@@ -137,14 +137,14 @@ void TSE::GLFW::DefaultRendererOpenGL::Submit(const Transformable &trans, IShade
|
||||
lastShader->Submit(trans, bufferPointer, stack, Redraw, *this);
|
||||
}
|
||||
|
||||
void TSE::GLFW::DefaultRendererOpenGL::Redraw(IRenderer &rnd)
|
||||
void TSE::OpenGL::DefaultRendererOpenGL::Redraw(IRenderer &rnd)
|
||||
{
|
||||
rnd.End();
|
||||
rnd.Flush();
|
||||
rnd.Begin();
|
||||
}
|
||||
|
||||
bool TSE::GLFW::DefaultRendererOpenGL::CreateIbo()
|
||||
bool TSE::OpenGL::DefaultRendererOpenGL::CreateIbo()
|
||||
{
|
||||
if(indexCount == 0) return true;
|
||||
if(ibo != nullptr)
|
||||
@@ -6,7 +6,7 @@
|
||||
#include "interfaces/IRenderer.hpp"
|
||||
#include <vector>
|
||||
|
||||
namespace TSE::GLFW
|
||||
namespace TSE::OpenGL
|
||||
{
|
||||
class DefaultRendererOpenGL : public IRenderer
|
||||
{
|
||||
@@ -35,4 +35,4 @@ namespace TSE::GLFW
|
||||
static void Redraw(IRenderer& rnd);
|
||||
bool CreateIbo();
|
||||
};
|
||||
} // namespace TSE::GLFW
|
||||
} // namespace TSE::OpenGL
|
||||
@@ -1,24 +1,36 @@
|
||||
#include "GL/gl3w.h"
|
||||
#include "GL/gl.h"
|
||||
#include "OpenGLRenderingBackend.hpp"
|
||||
#include "GLFW/glfw3.h"
|
||||
#include "WindowGlfw.hpp"
|
||||
#include "Debug.hpp"
|
||||
#include "imgui/imgui.h"
|
||||
#include "extern/imgui_impl_glfw.h"
|
||||
#include "extern/imgui_impl_opengl3.h"
|
||||
#include "PathHelper.hpp"
|
||||
#include "elements/Texture.hpp"
|
||||
#include "interfaces/ITexture.hpp"
|
||||
#include "TextureHelperOpenGL.hpp"
|
||||
#include "interfaces/IRenderer.hpp"
|
||||
#include "BehaviourScripts/Camera.hpp"
|
||||
#include "RenderTextureCreatorOpenGL.hpp"
|
||||
#include "CameraHelperOpenGL.hpp"
|
||||
|
||||
TSE::GLFW::OpenGLRenderingBackend::OpenGLRenderingBackend(Color _backgroundColor, bool _vsync)
|
||||
#include "WindowManager.hpp"
|
||||
|
||||
#if defined(TSE_GLFW)
|
||||
#include "GLFW/glfw3.h"
|
||||
#include "WindowGlfw.hpp"
|
||||
#include "extern/imgui_impl_glfw.h"
|
||||
using namespace TSE::GLFW;
|
||||
#elif defined(TSE_SDL3)
|
||||
#include "SDL3/SDL.h"
|
||||
#include "WindowSdl3.hpp"
|
||||
#include "extern/imgui_impl_sdl3.h"
|
||||
using namespace TSE::SDL3;
|
||||
#endif
|
||||
|
||||
|
||||
TSE::OpenGL::OpenGLRenderingBackend::OpenGLRenderingBackend(Color _backgroundColor, bool _vsync)
|
||||
: OpenGLRenderingBackend(_backgroundColor, _vsync, 0, false){ }
|
||||
|
||||
TSE::GLFW::OpenGLRenderingBackend::OpenGLRenderingBackend(Color _backgroundColor, bool _vsync, int _samples, bool _useseImGui)
|
||||
TSE::OpenGL::OpenGLRenderingBackend::OpenGLRenderingBackend(Color _backgroundColor, bool _vsync, int _samples, bool _useseImGui)
|
||||
{
|
||||
backgroundColor = _backgroundColor;
|
||||
vsync = _vsync;
|
||||
@@ -26,33 +38,50 @@ TSE::GLFW::OpenGLRenderingBackend::OpenGLRenderingBackend(Color _backgroundColor
|
||||
useseImGui = _useseImGui;
|
||||
}
|
||||
|
||||
TSE::GLFW::OpenGLRenderingBackend::~OpenGLRenderingBackend()
|
||||
TSE::OpenGL::OpenGLRenderingBackend::~OpenGLRenderingBackend()
|
||||
{
|
||||
if(useseImGui)
|
||||
{
|
||||
ImGui_ImplOpenGL3_Shutdown();
|
||||
#if defined(TSE_GLFW)
|
||||
ImGui_ImplGlfw_Shutdown();
|
||||
#elif defined(TSE_SDL3)
|
||||
ImGui_ImplSDL3_Shutdown();
|
||||
#endif
|
||||
ImGui::DestroyContext();
|
||||
}
|
||||
}
|
||||
|
||||
void TSE::GLFW::OpenGLRenderingBackend::InitPreWindow()
|
||||
void TSE::OpenGL::OpenGLRenderingBackend::InitPreWindow()
|
||||
{
|
||||
IRenderTexture::factory = new RenderTextureCreatorOpenGL();
|
||||
Texture::helper = new TextureHelperOpenGL();
|
||||
ITexture::helper = new TextureHelperOpenGL();
|
||||
Camera::helper = new CameraHelperOpenGL();
|
||||
|
||||
#if defined(TSE_GLFW)
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, TSE_OPENGL_VERSION_MAJOR);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, TSE_OPENGL_VERSION_MINOR);
|
||||
glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, 1);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
glfwWindowHint(GLFW_SAMPLES, samples);
|
||||
#elif defined(TSE_SDL3)
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, TSE_OPENGL_VERSION_MAJOR);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, TSE_OPENGL_VERSION_MINOR);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
|
||||
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
|
||||
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, samples);
|
||||
#endif
|
||||
}
|
||||
|
||||
bool TSE::GLFW::OpenGLRenderingBackend::InitPostWindow()
|
||||
bool TSE::OpenGL::OpenGLRenderingBackend::InitPostWindow()
|
||||
{
|
||||
#if defined(TSE_GLFW)
|
||||
WindowGlfw* wnd = static_cast<WindowGlfw*>(window);
|
||||
glfwMakeContextCurrent(wnd->window);
|
||||
#elif defined(TSE_SDL3)
|
||||
WindowSdl3* wnd = static_cast<WindowSdl3*>(window);
|
||||
wnd->context = SDL_GL_CreateContext(wnd->window);
|
||||
SDL_GL_MakeCurrent(wnd->window, wnd->context);
|
||||
#endif
|
||||
if(gl3wInit())
|
||||
{
|
||||
Debug::Log("Failed to initialize gl3w.");
|
||||
@@ -63,9 +92,17 @@ bool TSE::GLFW::OpenGLRenderingBackend::InitPostWindow()
|
||||
Debug::Log("gl3w dose not support the selected version of OpenGL.");
|
||||
return false;
|
||||
}
|
||||
|
||||
#if defined(TSE_GLFW)
|
||||
if(vsync) glfwSwapInterval(1);
|
||||
else glfwSwapInterval(0);
|
||||
#elif defined(TSE_SDL3)
|
||||
if(vsync)
|
||||
{
|
||||
if(!SDL_GL_SetSwapInterval(-1))
|
||||
SDL_GL_SetSwapInterval(1);
|
||||
}
|
||||
else SDL_GL_SetSwapInterval(0);
|
||||
#endif
|
||||
|
||||
Debug::Log("OpenGL:" + std::string((const char*)glGetString(GL_VERSION)));
|
||||
Debug::Log("GLSL:" + std::string((const char*)glGetString(GL_SHADING_LANGUAGE_VERSION)));
|
||||
@@ -88,7 +125,7 @@ bool TSE::GLFW::OpenGLRenderingBackend::InitPostWindow()
|
||||
|
||||
std::string imguiIniPath;
|
||||
|
||||
bool TSE::GLFW::OpenGLRenderingBackend::InitEnd()
|
||||
bool TSE::OpenGL::OpenGLRenderingBackend::InitEnd()
|
||||
{
|
||||
if(useseImGui)
|
||||
{
|
||||
@@ -102,8 +139,15 @@ bool TSE::GLFW::OpenGLRenderingBackend::InitEnd()
|
||||
io.IniFilename = imguiIniPath.c_str();
|
||||
ImGui::StyleColorsDark();
|
||||
|
||||
#if defined(TSE_GLFW)
|
||||
WindowGlfw* wnd = static_cast<WindowGlfw*>(window);
|
||||
wnd->useImGui = true;
|
||||
ImGui_ImplGlfw_InitForOpenGL(wnd->window, true);
|
||||
#elif defined(TSE_SDL3)
|
||||
WindowSdl3* wnd = static_cast<WindowSdl3*>(window);
|
||||
wnd->useImGui = true;
|
||||
ImGui_ImplSDL3_InitForOpenGL(wnd->window, wnd->context);
|
||||
#endif
|
||||
ImGui_ImplOpenGL3_Init("#version 130");
|
||||
|
||||
Debug::Log("ImGui:" + std::string(ImGui::GetVersion()));
|
||||
@@ -111,12 +155,12 @@ bool TSE::GLFW::OpenGLRenderingBackend::InitEnd()
|
||||
return true;
|
||||
}
|
||||
|
||||
void TSE::GLFW::OpenGLRenderingBackend::onResize(int width, int height)
|
||||
void TSE::OpenGL::OpenGLRenderingBackend::onResize(int width, int height)
|
||||
{
|
||||
glViewport(0,0,width, height);
|
||||
}
|
||||
|
||||
void TSE::GLFW::OpenGLRenderingBackend::onUpdate() const
|
||||
void TSE::OpenGL::OpenGLRenderingBackend::onUpdate() const
|
||||
{
|
||||
int error = glGetError();
|
||||
if(error != GL_NO_ERROR)
|
||||
@@ -124,6 +168,12 @@ void TSE::GLFW::OpenGLRenderingBackend::onUpdate() const
|
||||
Debug::Log("OpenGL Error: " + std::to_string(error));
|
||||
}
|
||||
|
||||
#if defined(TSE_GLFW)
|
||||
WindowGlfw* wnd = static_cast<WindowGlfw*>(window);
|
||||
#elif defined(TSE_SDL3)
|
||||
WindowSdl3* wnd = static_cast<WindowSdl3*>(window);
|
||||
#endif
|
||||
|
||||
if(useseImGui)
|
||||
{
|
||||
ImGui::Render();
|
||||
@@ -132,19 +182,30 @@ void TSE::GLFW::OpenGLRenderingBackend::onUpdate() const
|
||||
|
||||
if(ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
#if defined(TSE_GLFW)
|
||||
GLFWwindow* backup_current_context = glfwGetCurrentContext();
|
||||
#elif defined(TSE_SDL3)
|
||||
SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
|
||||
#endif
|
||||
ImGui::UpdatePlatformWindows();
|
||||
ImGui::RenderPlatformWindowsDefault();
|
||||
#if defined(TSE_GLFW)
|
||||
glfwMakeContextCurrent(backup_current_context);
|
||||
#elif defined(TSE_SDL3)
|
||||
SDL_GL_MakeCurrent(wnd->window, backup_current_context);
|
||||
#endif
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
WindowGlfw* wnd = static_cast<WindowGlfw*>(window);
|
||||
#if defined(TSE_GLFW)
|
||||
glfwSwapBuffers(wnd->window);
|
||||
#elif defined(TSE_SDL3)
|
||||
SDL_GL_SwapWindow(wnd->window);
|
||||
#endif
|
||||
}
|
||||
|
||||
void TSE::GLFW::OpenGLRenderingBackend::onClear() const
|
||||
void TSE::OpenGL::OpenGLRenderingBackend::onClear() const
|
||||
{
|
||||
for (int i = 0; i < IRenderer::camerasToRenderWith.size(); i++)
|
||||
{
|
||||
@@ -158,12 +219,16 @@ void TSE::GLFW::OpenGLRenderingBackend::onClear() const
|
||||
if(useseImGui)
|
||||
{
|
||||
ImGui_ImplOpenGL3_NewFrame();
|
||||
#if defined(TSE_GLFW)
|
||||
ImGui_ImplGlfw_NewFrame();
|
||||
#elif defined(TSE_SDL3)
|
||||
ImGui_ImplSDL3_NewFrame();
|
||||
#endif
|
||||
ImGui::NewFrame();
|
||||
}
|
||||
}
|
||||
|
||||
void TSE::GLFW::OpenGLRenderingBackend::onClearDepthBuffer() const
|
||||
void TSE::OpenGL::OpenGLRenderingBackend::onClearDepthBuffer() const
|
||||
{
|
||||
for (int i = 0; i < IRenderer::camerasToRenderWith.size(); i++)
|
||||
{
|
||||
@@ -5,7 +5,7 @@
|
||||
#define TSE_OPENGL_VERSION_MAJOR 3
|
||||
#define TSE_OPENGL_VERSION_MINOR 3
|
||||
|
||||
namespace TSE::GLFW
|
||||
namespace TSE::OpenGL
|
||||
{
|
||||
class OpenGLRenderingBackend : public IRenderingBackend
|
||||
{
|
||||
@@ -25,4 +25,4 @@ namespace TSE::GLFW
|
||||
void onClear() const override;
|
||||
void onClearDepthBuffer() const override;
|
||||
};
|
||||
} // namespace TSE
|
||||
} // namespace OpenGL
|
||||
59
TSE_OpenGlImpl/src/RenderTexture.cpp
Normal file
59
TSE_OpenGlImpl/src/RenderTexture.cpp
Normal file
@@ -0,0 +1,59 @@
|
||||
#include "RenderTexture.hpp"
|
||||
|
||||
TSE::OpenGL::RenderTexture::RenderTexture(Vector2 v, uint textureCount) : buffer(v, textureCount)
|
||||
{
|
||||
buffer.AddResizeNotifiable(this);
|
||||
}
|
||||
|
||||
TSE::Vector2 TSE::OpenGL::RenderTexture::size() const
|
||||
{
|
||||
return buffer.GetSize();
|
||||
}
|
||||
|
||||
void TSE::OpenGL::RenderTexture::SetSize(Vector2 v)
|
||||
{
|
||||
buffer.Resize(v);
|
||||
}
|
||||
|
||||
float TSE::OpenGL::RenderTexture::Width() const
|
||||
{
|
||||
return buffer.GetSize().x;
|
||||
}
|
||||
|
||||
float TSE::OpenGL::RenderTexture::Height() const
|
||||
{
|
||||
return buffer.GetSize().y;
|
||||
}
|
||||
|
||||
TSE::uint TSE::OpenGL::RenderTexture::GetTextureId() const
|
||||
{
|
||||
return buffer.GetTextureId();
|
||||
}
|
||||
|
||||
TSE::uint TSE::OpenGL::RenderTexture::GetTextureId(uint id) const
|
||||
{
|
||||
return buffer.GetTextureId(id);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::RenderTexture::Update()
|
||||
{
|
||||
buffer.Update();
|
||||
}
|
||||
|
||||
void TSE::OpenGL::RenderTexture::Bind()
|
||||
{
|
||||
buffer.Bind();
|
||||
}
|
||||
|
||||
void TSE::OpenGL::RenderTexture::Unbind()
|
||||
{
|
||||
buffer.Unbind();
|
||||
}
|
||||
|
||||
void TSE::OpenGL::RenderTexture::OnResize(float width, float height, IResizable *wnd)
|
||||
{
|
||||
for (auto const& i : objectsToResize)
|
||||
{
|
||||
i->OnResize(width, height, this);
|
||||
}
|
||||
}
|
||||
@@ -6,7 +6,7 @@
|
||||
#include "interfaces/IResizeNotifiable.hpp"
|
||||
#include "interfaces/IRenderTexture.hpp"
|
||||
|
||||
namespace TSE::GLFW
|
||||
namespace TSE::OpenGL
|
||||
{
|
||||
class RenderTexture : public IRenderTexture
|
||||
{
|
||||
@@ -28,4 +28,4 @@ namespace TSE::GLFW
|
||||
|
||||
void OnResize(float width, float height, IResizable* wnd) override;
|
||||
};
|
||||
} // namespace TSE::GLFW
|
||||
} // namespace TSE::OpenGL
|
||||
@@ -3,7 +3,7 @@
|
||||
#include "interfaces/IRenderTexture.hpp"
|
||||
#include "RenderTexture.hpp"
|
||||
|
||||
namespace TSE::GLFW
|
||||
namespace TSE::OpenGL
|
||||
{
|
||||
class RenderTextureCreatorOpenGL : public IRenderTextureCreator
|
||||
{
|
||||
@@ -13,4 +13,4 @@ namespace TSE::GLFW
|
||||
return new RenderTexture(v, textureCount);
|
||||
};
|
||||
};
|
||||
} // namespace name
|
||||
} // namespace OpenGL
|
||||
165
TSE_OpenGlImpl/src/TextureHelperOpenGL.cpp
Normal file
165
TSE_OpenGlImpl/src/TextureHelperOpenGL.cpp
Normal file
@@ -0,0 +1,165 @@
|
||||
#include "GL/gl3w.h"
|
||||
#include "GL/gl.h"
|
||||
#include "TextureHelperOpenGL.hpp"
|
||||
|
||||
void TSE::OpenGL::TextureHelperOpenGL::Bind(const Texture *tex)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, tex->GetTextureId());
|
||||
}
|
||||
|
||||
void TSE::OpenGL::TextureHelperOpenGL::UnBind(const Texture *tex)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::TextureHelperOpenGL::Apply(Texture *tex)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, tex->GetTextureId());
|
||||
if(tex->Chanels() == 1)
|
||||
{
|
||||
if (tex->bpp() == 8)
|
||||
glTexImage2D(GL_TEXTURE_2D, 0,GL_R8, tex->Width(), tex->Height(), 0, GL_RED, GL_UNSIGNED_BYTE, tex->GetImagePtr());
|
||||
if (tex->bpp() == 16)
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_R16I, tex->Width(), tex->Height(), 0, GL_RED, GL_SHORT, tex->GetImagePtr());
|
||||
}
|
||||
if(tex->Chanels() == 3)
|
||||
{
|
||||
if(tex->bpp() == 24)
|
||||
glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, tex->Width(), tex->Height(), 0, GL_BGR, GL_UNSIGNED_BYTE, tex->GetImagePtr());
|
||||
}
|
||||
else if(tex->Chanels() == 4)
|
||||
{
|
||||
if(tex->bpp() == 32)
|
||||
glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA, tex->Width(), tex->Height(), 0, GL_BGRA, GL_UNSIGNED_BYTE, tex->GetImagePtr());
|
||||
if (tex->bpp() == 8) //need to decode it with bitwise operations in shader
|
||||
glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA2, tex->Width(), tex->Height(), 0, GL_RED, GL_UNSIGNED_BYTE, tex->GetImagePtr());
|
||||
}
|
||||
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::TextureHelperOpenGL::Regist(Texture *tex)
|
||||
{
|
||||
uint TextureID;
|
||||
|
||||
glGenTextures(1, &TextureID);
|
||||
glBindTexture(GL_TEXTURE_2D, TextureID);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
|
||||
tex->SetTextureId(TextureID);
|
||||
|
||||
tex->Apply();
|
||||
}
|
||||
|
||||
void TSE::OpenGL::TextureHelperOpenGL::PlatromDestroy(Texture *tex)
|
||||
{
|
||||
uint id = tex->GetTextureId();
|
||||
glDeleteTextures(1, &id);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::TextureHelperOpenGL::Bind3D(const VolumeTexture3D *tex)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_3D, tex->GetTextureId());
|
||||
}
|
||||
|
||||
void TSE::OpenGL::TextureHelperOpenGL::UnBind3D(const VolumeTexture3D *tex)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_3D, 0);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::TextureHelperOpenGL::Apply3D(VolumeTexture3D *tex)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_3D, tex->GetTextureId());
|
||||
ushort internal,input,size;
|
||||
|
||||
if(tex->Chanels() == 1)
|
||||
{
|
||||
if (tex->bpp() == 8)
|
||||
{
|
||||
internal = GL_R8;
|
||||
input = GL_RED;
|
||||
size = GL_UNSIGNED_BYTE;
|
||||
}
|
||||
if (tex->bpp() == 16)
|
||||
{
|
||||
internal = GL_R16I;
|
||||
input = GL_RED;
|
||||
size = GL_SHORT;
|
||||
}
|
||||
}
|
||||
if(tex->Chanels() == 3)
|
||||
{
|
||||
if(tex->bpp() == 24)
|
||||
{
|
||||
internal = GL_RGB;
|
||||
input = GL_BGR;
|
||||
size = GL_UNSIGNED_BYTE;
|
||||
}
|
||||
}
|
||||
else if(tex->Chanels() == 4)
|
||||
{
|
||||
if(tex->bpp() == 32)
|
||||
{
|
||||
internal = GL_RGBA;
|
||||
input = GL_BGRA;
|
||||
size = GL_UNSIGNED_BYTE;
|
||||
}
|
||||
if (tex->bpp() == 8) //need to decode it with bitwise operations in shader
|
||||
{
|
||||
internal = GL_RGBA2;
|
||||
input = GL_RED;
|
||||
size = GL_UNSIGNED_BYTE;
|
||||
}
|
||||
}
|
||||
|
||||
glTexImage3D(GL_TEXTURE_3D, 0, internal, tex->Width(), tex->Height(), tex->Depth(), 0, input, size, nullptr);
|
||||
|
||||
for (int z = 0; z < tex->Depth(); ++z)
|
||||
{
|
||||
glTexSubImage3D(
|
||||
GL_TEXTURE_3D,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
z,
|
||||
tex->Width(),
|
||||
tex->Height(),
|
||||
1,
|
||||
input,
|
||||
size,
|
||||
tex->GetImagePtr(z)
|
||||
);
|
||||
}
|
||||
|
||||
glGenerateMipmap(GL_TEXTURE_3D);
|
||||
|
||||
glBindTexture(GL_TEXTURE_3D, 0);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::TextureHelperOpenGL::Regist3D(VolumeTexture3D *tex)
|
||||
{
|
||||
uint TextureID;
|
||||
|
||||
glGenTextures(1, &TextureID);
|
||||
glBindTexture(GL_TEXTURE_3D, TextureID);
|
||||
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
||||
|
||||
tex->SetTextureId(TextureID);
|
||||
|
||||
tex->Apply();
|
||||
}
|
||||
|
||||
void TSE::OpenGL::TextureHelperOpenGL::PlatromDestroy3D(VolumeTexture3D *tex)
|
||||
{
|
||||
uint id = tex->GetTextureId();
|
||||
glDeleteTextures(1, &id);
|
||||
}
|
||||
@@ -2,8 +2,9 @@
|
||||
|
||||
#include "interfaces/ITextureHelper.hpp"
|
||||
#include "elements/Texture.hpp"
|
||||
#include "elements/VolumeTexture3D.hpp"
|
||||
|
||||
namespace TSE::GLFW
|
||||
namespace TSE::OpenGL
|
||||
{
|
||||
class TextureHelperOpenGL : public ITextureHelper
|
||||
{
|
||||
@@ -13,5 +14,11 @@ namespace TSE::GLFW
|
||||
void Apply(Texture* tex) override;
|
||||
void Regist(Texture* tex) override;
|
||||
void PlatromDestroy(Texture* tex) override;
|
||||
|
||||
void Bind3D(const VolumeTexture3D* tex) override;
|
||||
void UnBind3D(const VolumeTexture3D* tex) override;
|
||||
void Apply3D(VolumeTexture3D* tex) override;
|
||||
void Regist3D(VolumeTexture3D* tex) override;
|
||||
void PlatromDestroy3D(VolumeTexture3D* tex) override;
|
||||
};
|
||||
} // namespace TSE::GLFW
|
||||
} // namespace TSE::OpenGL
|
||||
@@ -1,7 +1,7 @@
|
||||
#include "FrameBuffer.hpp"
|
||||
#include "Debug.hpp"
|
||||
|
||||
TSE::GLFW::FrameBuffer::FrameBuffer(const Vector2 &size, uint textureCount)
|
||||
TSE::OpenGL::FrameBuffer::FrameBuffer(const Vector2 &size, uint textureCount)
|
||||
{
|
||||
textureOutputCount = textureCount;
|
||||
width = size.x;
|
||||
@@ -14,17 +14,17 @@ TSE::GLFW::FrameBuffer::FrameBuffer(const Vector2 &size, uint textureCount)
|
||||
Initialize();
|
||||
}
|
||||
|
||||
void TSE::GLFW::FrameBuffer::Bind()
|
||||
void TSE::OpenGL::FrameBuffer::Bind()
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, bufferID);
|
||||
}
|
||||
|
||||
void TSE::GLFW::FrameBuffer::Unbind()
|
||||
void TSE::OpenGL::FrameBuffer::Unbind()
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
|
||||
TSE::GLFW::FrameBuffer::~FrameBuffer()
|
||||
TSE::OpenGL::FrameBuffer::~FrameBuffer()
|
||||
{
|
||||
glDeleteFramebuffers(1,&bufferID);
|
||||
for (int i = 0; i < textureOutputCount; i++)
|
||||
@@ -34,14 +34,14 @@ TSE::GLFW::FrameBuffer::~FrameBuffer()
|
||||
glDeleteRenderbuffers(1, &depthRboID);
|
||||
}
|
||||
|
||||
void TSE::GLFW::FrameBuffer::Resize(Vector2 size)
|
||||
void TSE::OpenGL::FrameBuffer::Resize(Vector2 size)
|
||||
{
|
||||
width = size.x;
|
||||
height = size.y;
|
||||
shouldResize = true;
|
||||
}
|
||||
|
||||
void TSE::GLFW::FrameBuffer::Update()
|
||||
void TSE::OpenGL::FrameBuffer::Update()
|
||||
{
|
||||
if (!shouldResize) return;
|
||||
shouldResize = false;
|
||||
@@ -52,17 +52,17 @@ void TSE::GLFW::FrameBuffer::Update()
|
||||
}
|
||||
}
|
||||
|
||||
TSE::uint TSE::GLFW::FrameBuffer::GetTextureId(uint id) const
|
||||
TSE::uint TSE::OpenGL::FrameBuffer::GetTextureId(uint id) const
|
||||
{
|
||||
return textureIDs[id];
|
||||
}
|
||||
|
||||
TSE::Vector2 TSE::GLFW::FrameBuffer::GetSize() const
|
||||
TSE::Vector2 TSE::OpenGL::FrameBuffer::GetSize() const
|
||||
{
|
||||
return {width, height};
|
||||
}
|
||||
|
||||
void TSE::GLFW::FrameBuffer::Initialize()
|
||||
void TSE::OpenGL::FrameBuffer::Initialize()
|
||||
{
|
||||
glGenFramebuffers(1, &bufferID);
|
||||
Bind();
|
||||
@@ -85,7 +85,7 @@ void TSE::GLFW::FrameBuffer::Initialize()
|
||||
Unbind();
|
||||
}
|
||||
|
||||
void TSE::GLFW::FrameBuffer::LoadFBTexture()
|
||||
void TSE::OpenGL::FrameBuffer::LoadFBTexture()
|
||||
{
|
||||
for (int i = 0; i < textureOutputCount; i++)
|
||||
{
|
||||
@@ -104,7 +104,7 @@ void TSE::GLFW::FrameBuffer::LoadFBTexture()
|
||||
}
|
||||
}
|
||||
|
||||
void TSE::GLFW::FrameBuffer::CreateFBTexture()
|
||||
void TSE::OpenGL::FrameBuffer::CreateFBTexture()
|
||||
{
|
||||
glViewport(0,0, width, height);
|
||||
//resize
|
||||
@@ -4,7 +4,7 @@
|
||||
#include "interfaces/IResizable.hpp"
|
||||
#include "Vector2.hpp"
|
||||
|
||||
namespace TSE::GLFW
|
||||
namespace TSE::OpenGL
|
||||
{
|
||||
class FrameBuffer : public buffer, public IResizable
|
||||
{
|
||||
@@ -1,24 +1,24 @@
|
||||
#include "IndexBuffer.hpp"
|
||||
|
||||
TSE::GLFW::IndexBuffer::IndexBuffer(ushort *data, ushort count)
|
||||
TSE::OpenGL::IndexBuffer::IndexBuffer(ushort *data, ushort count)
|
||||
{
|
||||
glGenBuffers(1, &bufferID);
|
||||
WriteData(data, count);
|
||||
}
|
||||
|
||||
void TSE::GLFW::IndexBuffer::WriteData(ushort *data, ushort count)
|
||||
void TSE::OpenGL::IndexBuffer::WriteData(ushort *data, ushort count)
|
||||
{
|
||||
Bind();
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(ushort) * count, data, GL_DYNAMIC_DRAW);
|
||||
Unbind();
|
||||
}
|
||||
|
||||
void TSE::GLFW::IndexBuffer::Bind()
|
||||
void TSE::OpenGL::IndexBuffer::Bind()
|
||||
{
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferID);
|
||||
}
|
||||
|
||||
void TSE::GLFW::IndexBuffer::Unbind()
|
||||
void TSE::OpenGL::IndexBuffer::Unbind()
|
||||
{
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
}
|
||||
@@ -3,7 +3,7 @@
|
||||
#include "buffer.hpp"
|
||||
#include "Types.hpp"
|
||||
|
||||
namespace TSE::GLFW
|
||||
namespace TSE::OpenGL
|
||||
{
|
||||
class IndexBuffer : public buffer
|
||||
{
|
||||
@@ -1,35 +1,35 @@
|
||||
#include "VertexBuffer.hpp"
|
||||
|
||||
TSE::uint TSE::GLFW::VertexBuffer::boundBuffer = 0;
|
||||
TSE::uint TSE::OpenGL::VertexBuffer::boundBuffer = 0;
|
||||
|
||||
TSE::GLFW::VertexBuffer::VertexBuffer()
|
||||
TSE::OpenGL::VertexBuffer::VertexBuffer()
|
||||
{
|
||||
glGenBuffers(1, &bufferID);
|
||||
}
|
||||
|
||||
void TSE::GLFW::VertexBuffer::SetData(int size, void *buffer, GLenum usage)
|
||||
void TSE::OpenGL::VertexBuffer::SetData(int size, void *buffer, GLenum usage)
|
||||
{
|
||||
glBufferData(GL_ARRAY_BUFFER, size, buffer, usage);
|
||||
}
|
||||
|
||||
void TSE::GLFW::VertexBuffer::Bind()
|
||||
void TSE::OpenGL::VertexBuffer::Bind()
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, bufferID);
|
||||
boundBuffer = bufferID;
|
||||
}
|
||||
|
||||
void TSE::GLFW::VertexBuffer::Unbind()
|
||||
void TSE::OpenGL::VertexBuffer::Unbind()
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
boundBuffer = 0;
|
||||
}
|
||||
|
||||
bool TSE::GLFW::VertexBuffer::IsBound()
|
||||
bool TSE::OpenGL::VertexBuffer::IsBound()
|
||||
{
|
||||
return boundBuffer == bufferID;
|
||||
}
|
||||
|
||||
TSE::GLFW::VertexBuffer::~VertexBuffer()
|
||||
TSE::OpenGL::VertexBuffer::~VertexBuffer()
|
||||
{
|
||||
if(bufferID != 0)
|
||||
{
|
||||
@@ -2,7 +2,7 @@
|
||||
|
||||
#include "buffer.hpp"
|
||||
|
||||
namespace TSE::GLFW
|
||||
namespace TSE::OpenGL
|
||||
{
|
||||
class VertexBuffer : public buffer
|
||||
{
|
||||
@@ -4,7 +4,7 @@
|
||||
#include "GL/gl.h"
|
||||
#include "Types.hpp"
|
||||
|
||||
namespace TSE::GLFW
|
||||
namespace TSE::OpenGL
|
||||
{
|
||||
class buffer
|
||||
{
|
||||
@@ -3,63 +3,63 @@
|
||||
#include "Shader.hpp"
|
||||
#include "Debug.hpp"
|
||||
|
||||
TSE::uint TSE::GLFW::Shader::activeProgramID = 0;
|
||||
TSE::uint TSE::OpenGL::Shader::activeProgramID = 0;
|
||||
|
||||
void TSE::GLFW::Shader::Bind() const
|
||||
void TSE::OpenGL::Shader::Bind() const
|
||||
{
|
||||
Enable(true);
|
||||
}
|
||||
|
||||
void TSE::GLFW::Shader::Unbind() const
|
||||
void TSE::OpenGL::Shader::Unbind() const
|
||||
{
|
||||
Disable(true);
|
||||
}
|
||||
|
||||
void TSE::GLFW::Shader::Enable(bool notify) const
|
||||
void TSE::OpenGL::Shader::Enable(bool notify) const
|
||||
{
|
||||
activeProgramID = programID;
|
||||
glUseProgram(programID);
|
||||
if(notify) OnEnable();
|
||||
}
|
||||
|
||||
void TSE::GLFW::Shader::Disable(bool notify) const
|
||||
void TSE::OpenGL::Shader::Disable(bool notify) const
|
||||
{
|
||||
activeProgramID = 0;
|
||||
glUseProgram(0);
|
||||
if(notify) OnDisable();
|
||||
}
|
||||
|
||||
void TSE::GLFW::Shader::Flush()
|
||||
void TSE::OpenGL::Shader::Flush()
|
||||
{
|
||||
OnFlush();
|
||||
}
|
||||
|
||||
void TSE::GLFW::Shader::DrawCall(int indexCount)
|
||||
void TSE::OpenGL::Shader::DrawCall(int indexCount)
|
||||
{
|
||||
OnDrawCall(indexCount);
|
||||
}
|
||||
|
||||
void TSE::GLFW::Shader::PostDraw()
|
||||
void TSE::OpenGL::Shader::PostDraw()
|
||||
{
|
||||
OnPostDraw();
|
||||
}
|
||||
|
||||
void TSE::GLFW::Shader::Submit(const Transformable &t, float *&target, TransformationStack &stack, void (*restartDrawcall)(IRenderer &), IRenderer &rnd)
|
||||
void TSE::OpenGL::Shader::Submit(const Transformable &t, float *&target, TransformationStack &stack, void (*restartDrawcall)(IRenderer &), IRenderer &rnd)
|
||||
{
|
||||
OnSubmit(t, target, stack, restartDrawcall, rnd);
|
||||
}
|
||||
|
||||
bool TSE::GLFW::Shader::IsEnabled() const
|
||||
bool TSE::OpenGL::Shader::IsEnabled() const
|
||||
{
|
||||
return programID == activeProgramID;
|
||||
}
|
||||
|
||||
int TSE::GLFW::Shader::packageSize()
|
||||
int TSE::OpenGL::Shader::packageSize()
|
||||
{
|
||||
return PackageSize;
|
||||
}
|
||||
|
||||
TSE::GLFW::Shader::Shader(const std::vector<std::unique_ptr<ShaderPart>> &parts)
|
||||
TSE::OpenGL::Shader::Shader(const std::vector<std::unique_ptr<ShaderPart>> &parts)
|
||||
{
|
||||
programID = glCreateProgram();
|
||||
|
||||
@@ -85,12 +85,12 @@ TSE::GLFW::Shader::Shader(const std::vector<std::unique_ptr<ShaderPart>> &parts)
|
||||
}
|
||||
}
|
||||
|
||||
TSE::GLFW::Shader::~Shader()
|
||||
TSE::OpenGL::Shader::~Shader()
|
||||
{
|
||||
glDeleteProgram(programID);
|
||||
}
|
||||
|
||||
int TSE::GLFW::Shader::GetUniformLocation(const char *name)
|
||||
int TSE::OpenGL::Shader::GetUniformLocation(const char *name)
|
||||
{
|
||||
auto it = uniformLocations.find(name);
|
||||
if (it != uniformLocations.end()) return it->second;
|
||||
@@ -100,44 +100,44 @@ int TSE::GLFW::Shader::GetUniformLocation(const char *name)
|
||||
return loc;
|
||||
}
|
||||
|
||||
void TSE::GLFW::Shader::SetUniform(const char *name, int value)
|
||||
void TSE::OpenGL::Shader::SetUniform(const char *name, int value)
|
||||
{
|
||||
glUniform1i(GetUniformLocation(name), value);
|
||||
}
|
||||
|
||||
void TSE::GLFW::Shader::SetUniform(const char *name, const int *value, const int count)
|
||||
void TSE::OpenGL::Shader::SetUniform(const char *name, const int *value, const int count)
|
||||
{
|
||||
glUniform1iv(GetUniformLocation(name), count, value);
|
||||
}
|
||||
|
||||
void TSE::GLFW::Shader::SetUniform(const char *name, const Matrix4x4 *value)
|
||||
void TSE::OpenGL::Shader::SetUniform(const char *name, const Matrix4x4 *value)
|
||||
{
|
||||
float colmbMajor[16];
|
||||
value->ToArrayColumnMajor(colmbMajor);
|
||||
glUniformMatrix4fv(GetUniformLocation(name),1, false, colmbMajor);
|
||||
}
|
||||
|
||||
void TSE::GLFW::Shader::SetUniform(const char *name, float value)
|
||||
void TSE::OpenGL::Shader::SetUniform(const char *name, float value)
|
||||
{
|
||||
glUniform1f(GetUniformLocation(name), value);
|
||||
}
|
||||
|
||||
void TSE::GLFW::Shader::SetUniform(const char *name, const float *value, const int count)
|
||||
void TSE::OpenGL::Shader::SetUniform(const char *name, const float *value, const int count)
|
||||
{
|
||||
glUniform1fv(GetUniformLocation(name), count, value);
|
||||
}
|
||||
|
||||
void TSE::GLFW::Shader::SetUniform(const char *name, const Vector2 *value)
|
||||
void TSE::OpenGL::Shader::SetUniform(const char *name, const Vector2 *value)
|
||||
{
|
||||
glUniform2f(GetUniformLocation(name), value->x, value->y);
|
||||
}
|
||||
|
||||
void TSE::GLFW::Shader::SetUniform(const char *name, const Vector3 *value)
|
||||
void TSE::OpenGL::Shader::SetUniform(const char *name, const Vector3 *value)
|
||||
{
|
||||
glUniform3f(GetUniformLocation(name), value->x, value->y, value->z);
|
||||
}
|
||||
|
||||
void TSE::GLFW::Shader::SetUniform(const char *name, const Vector4 *value)
|
||||
void TSE::OpenGL::Shader::SetUniform(const char *name, const Vector4 *value)
|
||||
{
|
||||
glUniform4f(GetUniformLocation(name), value->x, value->y, value->z, value->w);
|
||||
}
|
||||
@@ -9,7 +9,7 @@
|
||||
#include "TransformationStack.hpp"
|
||||
#include "interfaces/IRenderer.hpp"
|
||||
|
||||
namespace TSE::GLFW
|
||||
namespace TSE::OpenGL
|
||||
{
|
||||
class Shader : public IShader
|
||||
{
|
||||
@@ -54,4 +54,4 @@ namespace TSE::GLFW
|
||||
void SetUniform(const char* name, const Vector3* value) override;
|
||||
void SetUniform(const char* name, const Vector4* value) override;
|
||||
};
|
||||
} // namespace TSE::GLFW
|
||||
} // namespace TSE::OpenGL
|
||||
@@ -6,7 +6,7 @@
|
||||
#include <fstream>
|
||||
#include "PathHelper.hpp"
|
||||
|
||||
void TSE::GLFW::ShaderPart::Init(const string &str, int shaderType)
|
||||
void TSE::OpenGL::ShaderPart::Init(const string &str, int shaderType)
|
||||
{
|
||||
shaderPartID = glCreateShader(shaderType);
|
||||
const char * cstr = str.c_str();
|
||||
@@ -27,12 +27,12 @@ void TSE::GLFW::ShaderPart::Init(const string &str, int shaderType)
|
||||
}
|
||||
}
|
||||
|
||||
TSE::GLFW::ShaderPart::~ShaderPart()
|
||||
TSE::OpenGL::ShaderPart::~ShaderPart()
|
||||
{
|
||||
glDeleteShader(shaderPartID);
|
||||
}
|
||||
|
||||
std::unique_ptr<TSE::GLFW::ShaderPart> TSE::GLFW::ShaderPart::LoadFromString(const std::string &str, int shaderType)
|
||||
std::unique_ptr<TSE::OpenGL::ShaderPart> TSE::OpenGL::ShaderPart::LoadFromString(const std::string &str, int shaderType)
|
||||
{
|
||||
if (str.length() == 0) throw;
|
||||
std::unique_ptr<ShaderPart> shader = std::make_unique<ShaderPart>();
|
||||
@@ -40,7 +40,7 @@ std::unique_ptr<TSE::GLFW::ShaderPart> TSE::GLFW::ShaderPart::LoadFromString(con
|
||||
return shader;
|
||||
}
|
||||
|
||||
std::unique_ptr<TSE::GLFW::ShaderPart> TSE::GLFW::ShaderPart::LoadFromPath(const std::string &path, int shaderType)
|
||||
std::unique_ptr<TSE::OpenGL::ShaderPart> TSE::OpenGL::ShaderPart::LoadFromPath(const std::string &path, int shaderType)
|
||||
{
|
||||
std::ifstream stream;
|
||||
OpenFileReading(stream, path);
|
||||
@@ -3,7 +3,7 @@
|
||||
#include "Types.hpp"
|
||||
#include <memory>
|
||||
|
||||
namespace TSE::GLFW
|
||||
namespace TSE::OpenGL
|
||||
{
|
||||
class ShaderPart
|
||||
{
|
||||
@@ -20,4 +20,4 @@ namespace TSE::GLFW
|
||||
static std::unique_ptr<ShaderPart> LoadFromString(const std::string& str, int shaderType);
|
||||
static std::unique_ptr<ShaderPart> LoadFromPath(const std::string& path, int shaderType);
|
||||
};
|
||||
} // namespace TSE
|
||||
} // namespace OpenGL
|
||||
@@ -5,7 +5,7 @@
|
||||
#include "basicOrderedSpriteSetShaderGLSL.hpp"
|
||||
|
||||
using namespace TSE;
|
||||
using namespace TSE::GLFW;
|
||||
using namespace TSE::OpenGL;
|
||||
|
||||
#define SHADER_MESH_INDEX 0
|
||||
#define SHADER_POS_INDEX 1
|
||||
@@ -17,21 +17,21 @@ using namespace TSE::GLFW;
|
||||
#define SHADER_PACKAGE_SIZE sizeof(float) * (3 + 1 + 1 + 1 + 2)
|
||||
|
||||
|
||||
TSE::GLFW::BasicOrderedSpriteSetShader* BasicOrderedSpriteSetShader::instance = nullptr;
|
||||
TSE::OpenGL::BasicOrderedSpriteSetShader* BasicOrderedSpriteSetShader::instance = nullptr;
|
||||
|
||||
TSE::GLFW::BasicOrderedSpriteSetShader *TSE::GLFW::BasicOrderedSpriteSetShader::Instance()
|
||||
TSE::OpenGL::BasicOrderedSpriteSetShader *TSE::OpenGL::BasicOrderedSpriteSetShader::Instance()
|
||||
{
|
||||
return instance;
|
||||
}
|
||||
|
||||
void TSE::GLFW::BasicOrderedSpriteSetShader::Destroy()
|
||||
void TSE::OpenGL::BasicOrderedSpriteSetShader::Destroy()
|
||||
{
|
||||
if(instance != nullptr)
|
||||
delete instance;
|
||||
instance = nullptr;
|
||||
}
|
||||
|
||||
void TSE::GLFW::BasicOrderedSpriteSetShader::Init(float width, float height)
|
||||
void TSE::OpenGL::BasicOrderedSpriteSetShader::Init(float width, float height)
|
||||
{
|
||||
std::vector<std::unique_ptr<ShaderPart>> parts;
|
||||
parts.push_back(ShaderPart::LoadFromString(vertOrderedSet, GL_VERTEX_SHADER));
|
||||
@@ -44,18 +44,18 @@ void TSE::GLFW::BasicOrderedSpriteSetShader::Init(float width, float height)
|
||||
instance->Disable();
|
||||
}
|
||||
|
||||
TSE::GLFW::BasicOrderedSpriteSetShader::BasicOrderedSpriteSetShader(std::vector<std::unique_ptr<ShaderPart>> &&parts) : Shader(parts)
|
||||
TSE::OpenGL::BasicOrderedSpriteSetShader::BasicOrderedSpriteSetShader(std::vector<std::unique_ptr<ShaderPart>> &&parts) : Shader(parts)
|
||||
{
|
||||
PackageSize = SHADER_PACKAGE_SIZE;
|
||||
}
|
||||
|
||||
TSE::GLFW::BasicOrderedSpriteSetShader::~BasicOrderedSpriteSetShader()
|
||||
TSE::OpenGL::BasicOrderedSpriteSetShader::~BasicOrderedSpriteSetShader()
|
||||
{
|
||||
if (meshVBO) glDeleteBuffers(1, &meshVBO);
|
||||
if (meshIBO) glDeleteBuffers(1, &meshIBO);
|
||||
}
|
||||
|
||||
void TSE::GLFW::BasicOrderedSpriteSetShader::SetMesh(const void *verts, int vertCount, int stride, int floatCountPerVertex, int posOffsetBytes, GLenum primitive, const void *indices, int indexCount, GLenum indexType)
|
||||
void TSE::OpenGL::BasicOrderedSpriteSetShader::SetMesh(const void *verts, int vertCount, int stride, int floatCountPerVertex, int posOffsetBytes, GLenum primitive, const void *indices, int indexCount, GLenum indexType)
|
||||
{
|
||||
GLint prevVAO = 0, prevArrayBuffer = 0, prevElementBuffer = 0;
|
||||
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &prevVAO);
|
||||
@@ -96,7 +96,7 @@ void TSE::GLFW::BasicOrderedSpriteSetShader::SetMesh(const void *verts, int vert
|
||||
glBindVertexArray(prevVAO);
|
||||
}
|
||||
|
||||
void TSE::GLFW::BasicOrderedSpriteSetShader::OnEnable() const
|
||||
void TSE::OpenGL::BasicOrderedSpriteSetShader::OnEnable() const
|
||||
{
|
||||
if (!meshReady)
|
||||
{
|
||||
@@ -138,7 +138,7 @@ void TSE::GLFW::BasicOrderedSpriteSetShader::OnEnable() const
|
||||
glVertexAttribDivisor(SHADER_SCALE_INDEX, 1);
|
||||
}
|
||||
|
||||
void TSE::GLFW::BasicOrderedSpriteSetShader::OnDisable() const
|
||||
void TSE::OpenGL::BasicOrderedSpriteSetShader::OnDisable() const
|
||||
{
|
||||
glDisableVertexAttribArray(SHADER_MESH_INDEX);
|
||||
glDisableVertexAttribArray(SHADER_POS_INDEX);
|
||||
@@ -148,14 +148,14 @@ void TSE::GLFW::BasicOrderedSpriteSetShader::OnDisable() const
|
||||
glDisableVertexAttribArray(SHADER_SCALE_INDEX);
|
||||
}
|
||||
|
||||
void TSE::GLFW::BasicOrderedSpriteSetShader::OnFlush()
|
||||
void TSE::OpenGL::BasicOrderedSpriteSetShader::OnFlush()
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, TextureID);
|
||||
glDisable(GL_BLEND);
|
||||
}
|
||||
|
||||
void TSE::GLFW::BasicOrderedSpriteSetShader::OnDrawCall(int indexCount)
|
||||
void TSE::OpenGL::BasicOrderedSpriteSetShader::OnDrawCall(int indexCount)
|
||||
{
|
||||
if (instanceCount <= 0) return;
|
||||
SetUniform("spriteCount", &SpriteCount);
|
||||
@@ -177,13 +177,13 @@ void TSE::GLFW::BasicOrderedSpriteSetShader::OnDrawCall(int indexCount)
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, (GLuint)prevElementBuffer);
|
||||
}
|
||||
|
||||
void TSE::GLFW::BasicOrderedSpriteSetShader::OnPostDraw()
|
||||
void TSE::OpenGL::BasicOrderedSpriteSetShader::OnPostDraw()
|
||||
{
|
||||
glEnable(GL_BLEND);
|
||||
instanceCount = 0;
|
||||
}
|
||||
|
||||
void TSE::GLFW::BasicOrderedSpriteSetShader::OnSubmit(const Transformable &t, float *&target, TransformationStack &stack, void (*restartDrawcall)(IRenderer &), IRenderer &rnd)
|
||||
void TSE::OpenGL::BasicOrderedSpriteSetShader::OnSubmit(const Transformable &t, float *&target, TransformationStack &stack, void (*restartDrawcall)(IRenderer &), IRenderer &rnd)
|
||||
{
|
||||
auto* r = dynamic_cast<Renderable*>(t.GetBehaviourScript(RENDERABLE));
|
||||
if (!r) return;
|
||||
@@ -5,7 +5,7 @@
|
||||
#include "Shader.hpp"
|
||||
#include "Types.hpp"
|
||||
|
||||
namespace TSE::GLFW
|
||||
namespace TSE::OpenGL
|
||||
{
|
||||
class BasicOrderedSpriteSetShader : public Shader
|
||||
{
|
||||
@@ -12,21 +12,21 @@
|
||||
|
||||
#define SHADER_PACKAGE_SIZE sizeof(float) * (3 + 1 + 1 + 4)
|
||||
|
||||
TSE::GLFW::BasicParticleShader* TSE::GLFW::BasicParticleShader::instance = nullptr;
|
||||
TSE::OpenGL::BasicParticleShader* TSE::OpenGL::BasicParticleShader::instance = nullptr;
|
||||
|
||||
TSE::GLFW::BasicParticleShader *TSE::GLFW::BasicParticleShader::Instance()
|
||||
TSE::OpenGL::BasicParticleShader *TSE::OpenGL::BasicParticleShader::Instance()
|
||||
{
|
||||
return instance;
|
||||
}
|
||||
|
||||
void TSE::GLFW::BasicParticleShader::Destroy()
|
||||
void TSE::OpenGL::BasicParticleShader::Destroy()
|
||||
{
|
||||
if(instance != nullptr)
|
||||
delete instance;
|
||||
instance = nullptr;
|
||||
}
|
||||
|
||||
void TSE::GLFW::BasicParticleShader::Init(float width, float height)
|
||||
void TSE::OpenGL::BasicParticleShader::Init(float width, float height)
|
||||
{
|
||||
std::vector<std::unique_ptr<ShaderPart>> parts;
|
||||
parts.push_back(ShaderPart::LoadFromString(vertPart, GL_VERTEX_SHADER));
|
||||
@@ -34,18 +34,18 @@ void TSE::GLFW::BasicParticleShader::Init(float width, float height)
|
||||
instance = new BasicParticleShader(std::move(parts));
|
||||
}
|
||||
|
||||
TSE::GLFW::BasicParticleShader::BasicParticleShader(std::vector<std::unique_ptr<ShaderPart>> &&parts) : Shader(parts)
|
||||
TSE::OpenGL::BasicParticleShader::BasicParticleShader(std::vector<std::unique_ptr<ShaderPart>> &&parts) : Shader(parts)
|
||||
{
|
||||
PackageSize = SHADER_PACKAGE_SIZE;
|
||||
}
|
||||
|
||||
TSE::GLFW::BasicParticleShader::~BasicParticleShader()
|
||||
TSE::OpenGL::BasicParticleShader::~BasicParticleShader()
|
||||
{
|
||||
if (meshVBO) glDeleteBuffers(1, &meshVBO);
|
||||
if (meshIBO) glDeleteBuffers(1, &meshIBO);
|
||||
}
|
||||
|
||||
void TSE::GLFW::BasicParticleShader::SetMesh(const void *verts, int vertCount, int stride, int floatCountPerVertex, int posOffsetBytes, GLenum primitive, const void *indices, int indexCount, GLenum indexType)
|
||||
void TSE::OpenGL::BasicParticleShader::SetMesh(const void *verts, int vertCount, int stride, int floatCountPerVertex, int posOffsetBytes, GLenum primitive, const void *indices, int indexCount, GLenum indexType)
|
||||
{
|
||||
GLint prevVAO = 0, prevArrayBuffer = 0, prevElementBuffer = 0;
|
||||
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &prevVAO);
|
||||
@@ -86,7 +86,7 @@ void TSE::GLFW::BasicParticleShader::SetMesh(const void *verts, int vertCount, i
|
||||
glBindVertexArray(prevVAO);
|
||||
}
|
||||
|
||||
void TSE::GLFW::BasicParticleShader::OnEnable() const
|
||||
void TSE::OpenGL::BasicParticleShader::OnEnable() const
|
||||
{
|
||||
if (!meshReady)
|
||||
{
|
||||
@@ -128,7 +128,7 @@ void TSE::GLFW::BasicParticleShader::OnEnable() const
|
||||
glVertexAttribDivisor(SHADER_COLOR_INDEX, 1);
|
||||
}
|
||||
|
||||
void TSE::GLFW::BasicParticleShader::OnDisable() const
|
||||
void TSE::OpenGL::BasicParticleShader::OnDisable() const
|
||||
{
|
||||
glDisableVertexAttribArray(SHADER_MESH_INDEX);
|
||||
glDisableVertexAttribArray(SHADER_POS_INDEX);
|
||||
@@ -137,11 +137,11 @@ void TSE::GLFW::BasicParticleShader::OnDisable() const
|
||||
glDisableVertexAttribArray(SHADER_COLOR_INDEX);
|
||||
}
|
||||
|
||||
void TSE::GLFW::BasicParticleShader::OnFlush()
|
||||
void TSE::OpenGL::BasicParticleShader::OnFlush()
|
||||
{
|
||||
}
|
||||
|
||||
void TSE::GLFW::BasicParticleShader::OnDrawCall(int indexCount)
|
||||
void TSE::OpenGL::BasicParticleShader::OnDrawCall(int indexCount)
|
||||
{
|
||||
if (instanceCount <= 0) return;
|
||||
|
||||
@@ -163,7 +163,7 @@ void TSE::GLFW::BasicParticleShader::OnDrawCall(int indexCount)
|
||||
instanceCount = 0;
|
||||
}
|
||||
|
||||
void TSE::GLFW::BasicParticleShader::OnSubmit(const Transformable &t, float *&target, TransformationStack &stack, void (*restartDrawcall)(IRenderer &), IRenderer &rnd)
|
||||
void TSE::OpenGL::BasicParticleShader::OnSubmit(const Transformable &t, float *&target, TransformationStack &stack, void (*restartDrawcall)(IRenderer &), IRenderer &rnd)
|
||||
{
|
||||
auto* r = dynamic_cast<Renderable*>(t.GetBehaviourScript(RENDERABLE));
|
||||
if (!r) return;
|
||||
@@ -5,7 +5,7 @@
|
||||
#include "Shader.hpp"
|
||||
#include "Types.hpp"
|
||||
|
||||
namespace TSE::GLFW
|
||||
namespace TSE::OpenGL
|
||||
{
|
||||
class BasicParticleShader : public Shader
|
||||
{
|
||||
@@ -11,21 +11,21 @@
|
||||
|
||||
#define SHADER_PACKAGE_SIZE sizeof(float) * (3 + 4)
|
||||
|
||||
TSE::GLFW::BasicShader* TSE::GLFW::BasicShader::instance = nullptr;
|
||||
TSE::OpenGL::BasicShader* TSE::OpenGL::BasicShader::instance = nullptr;
|
||||
|
||||
TSE::GLFW::BasicShader *TSE::GLFW::BasicShader::Instance()
|
||||
TSE::OpenGL::BasicShader *TSE::OpenGL::BasicShader::Instance()
|
||||
{
|
||||
return instance;
|
||||
}
|
||||
|
||||
void TSE::GLFW::BasicShader::Destroy()
|
||||
void TSE::OpenGL::BasicShader::Destroy()
|
||||
{
|
||||
if(instance != nullptr)
|
||||
delete instance;
|
||||
instance = nullptr;
|
||||
}
|
||||
|
||||
void TSE::GLFW::BasicShader::Init(float width, float height)
|
||||
void TSE::OpenGL::BasicShader::Init(float width, float height)
|
||||
{
|
||||
std::vector<std::unique_ptr<ShaderPart>> parts;
|
||||
parts.push_back(ShaderPart::LoadFromString(vert, GL_VERTEX_SHADER));
|
||||
@@ -33,12 +33,12 @@ void TSE::GLFW::BasicShader::Init(float width, float height)
|
||||
instance = new BasicShader(std::move(parts));
|
||||
}
|
||||
|
||||
TSE::GLFW::BasicShader::BasicShader(std::vector<std::unique_ptr<ShaderPart>> &&parts) : Shader(parts)
|
||||
TSE::OpenGL::BasicShader::BasicShader(std::vector<std::unique_ptr<ShaderPart>> &&parts) : Shader(parts)
|
||||
{
|
||||
PackageSize = SHADER_PACKAGE_SIZE;
|
||||
}
|
||||
|
||||
void TSE::GLFW::BasicShader::OnEnable() const
|
||||
void TSE::OpenGL::BasicShader::OnEnable() const
|
||||
{
|
||||
glEnableVertexAttribArray(SHADER_VERTEX_INDEX);
|
||||
glVertexAttribPointer(SHADER_VERTEX_INDEX, 3, GL_FLOAT, false, SHADER_PACKAGE_SIZE, (void*)0);
|
||||
@@ -46,22 +46,22 @@ void TSE::GLFW::BasicShader::OnEnable() const
|
||||
glVertexAttribPointer(SHADER_COLOR_INDEX, 4, GL_FLOAT, false, SHADER_PACKAGE_SIZE, (void*)(sizeof(float) * 3));
|
||||
}
|
||||
|
||||
void TSE::GLFW::BasicShader::OnDisable() const
|
||||
void TSE::OpenGL::BasicShader::OnDisable() const
|
||||
{
|
||||
glDisableVertexAttribArray(SHADER_VERTEX_INDEX);
|
||||
glDisableVertexAttribArray(SHADER_COLOR_INDEX);
|
||||
}
|
||||
|
||||
void TSE::GLFW::BasicShader::OnFlush()
|
||||
void TSE::OpenGL::BasicShader::OnFlush()
|
||||
{
|
||||
}
|
||||
|
||||
void TSE::GLFW::BasicShader::OnDrawCall(int indexCount)
|
||||
void TSE::OpenGL::BasicShader::OnDrawCall(int indexCount)
|
||||
{
|
||||
glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_SHORT, NULL);
|
||||
}
|
||||
|
||||
void TSE::GLFW::BasicShader::OnSubmit(const Transformable &t, float *&target, TransformationStack &stack, void (*restartDrawcall)(IRenderer &), IRenderer &rnd)
|
||||
void TSE::OpenGL::BasicShader::OnSubmit(const Transformable &t, float *&target, TransformationStack &stack, void (*restartDrawcall)(IRenderer &), IRenderer &rnd)
|
||||
{
|
||||
auto* r = dynamic_cast<Renderable*>(t.GetBehaviourScript(RENDERABLE));
|
||||
if (!r) return;
|
||||
@@ -2,7 +2,7 @@
|
||||
|
||||
#include "Shader.hpp"
|
||||
|
||||
namespace TSE::GLFW
|
||||
namespace TSE::OpenGL
|
||||
{
|
||||
class BasicShader : public Shader
|
||||
{
|
||||
@@ -22,4 +22,4 @@ namespace TSE::GLFW
|
||||
void OnDrawCall(int indexCount) override;
|
||||
void OnSubmit(const Transformable& t, float*& target, TransformationStack& stack, void (*restartDrawcall)(IRenderer&), IRenderer& rnd) override;
|
||||
};
|
||||
} // namespace TSE::GLFW
|
||||
} // namespace TSE::OpenGL
|
||||
@@ -13,22 +13,22 @@
|
||||
|
||||
#define SHADER_PACKAGE_SIZE (sizeof(float) * (3 + 4 + 2 + 1))
|
||||
|
||||
TSE::GLFW::BasicTextureShader* TSE::GLFW::BasicTextureShader::instance = nullptr;
|
||||
std::map<TSE::uint, float> TSE::GLFW::BasicTextureShader::textureSlots;
|
||||
TSE::OpenGL::BasicTextureShader* TSE::OpenGL::BasicTextureShader::instance = nullptr;
|
||||
std::map<TSE::uint, float> TSE::OpenGL::BasicTextureShader::textureSlots;
|
||||
|
||||
TSE::GLFW::BasicTextureShader *TSE::GLFW::BasicTextureShader::Instance()
|
||||
TSE::OpenGL::BasicTextureShader *TSE::OpenGL::BasicTextureShader::Instance()
|
||||
{
|
||||
return instance;
|
||||
}
|
||||
|
||||
void TSE::GLFW::BasicTextureShader::Destroy()
|
||||
void TSE::OpenGL::BasicTextureShader::Destroy()
|
||||
{
|
||||
if(instance != nullptr)
|
||||
delete instance;
|
||||
instance = nullptr;
|
||||
}
|
||||
|
||||
void TSE::GLFW::BasicTextureShader::Init(float width, float height)
|
||||
void TSE::OpenGL::BasicTextureShader::Init(float width, float height)
|
||||
{
|
||||
std::vector<std::unique_ptr<ShaderPart>> parts;
|
||||
parts.push_back(ShaderPart::LoadFromString(vertT, GL_VERTEX_SHADER));
|
||||
@@ -41,12 +41,12 @@ void TSE::GLFW::BasicTextureShader::Init(float width, float height)
|
||||
instance->Disable();
|
||||
}
|
||||
|
||||
TSE::GLFW::BasicTextureShader::BasicTextureShader(std::vector<std::unique_ptr<ShaderPart>> &&parts) : Shader(parts)
|
||||
TSE::OpenGL::BasicTextureShader::BasicTextureShader(std::vector<std::unique_ptr<ShaderPart>> &&parts) : Shader(parts)
|
||||
{
|
||||
PackageSize = SHADER_PACKAGE_SIZE;
|
||||
}
|
||||
|
||||
void TSE::GLFW::BasicTextureShader::OnEnable() const
|
||||
void TSE::OpenGL::BasicTextureShader::OnEnable() const
|
||||
{
|
||||
glEnableVertexAttribArray(SHADER_VERTEX_INDEX);
|
||||
glVertexAttribPointer(SHADER_VERTEX_INDEX, 3, GL_FLOAT, false, SHADER_PACKAGE_SIZE, (void*)0);
|
||||
@@ -58,7 +58,7 @@ void TSE::GLFW::BasicTextureShader::OnEnable() const
|
||||
glVertexAttribPointer(SHADER_TID_INDEX, 1, GL_FLOAT, false, SHADER_PACKAGE_SIZE, (void*)(sizeof(float) * 9));
|
||||
}
|
||||
|
||||
void TSE::GLFW::BasicTextureShader::OnDisable() const
|
||||
void TSE::OpenGL::BasicTextureShader::OnDisable() const
|
||||
{
|
||||
glDisableVertexAttribArray(SHADER_VERTEX_INDEX);
|
||||
glDisableVertexAttribArray(SHADER_COLOR_INDEX);
|
||||
@@ -66,7 +66,7 @@ void TSE::GLFW::BasicTextureShader::OnDisable() const
|
||||
glDisableVertexAttribArray(SHADER_TID_INDEX);
|
||||
}
|
||||
|
||||
void TSE::GLFW::BasicTextureShader::OnFlush()
|
||||
void TSE::OpenGL::BasicTextureShader::OnFlush()
|
||||
{
|
||||
auto it = textureSlots.begin();
|
||||
for (int i = 0; i < textureSlots.size(); i++, it++)
|
||||
@@ -76,12 +76,12 @@ void TSE::GLFW::BasicTextureShader::OnFlush()
|
||||
}
|
||||
}
|
||||
|
||||
void TSE::GLFW::BasicTextureShader::OnDrawCall(int indexCount)
|
||||
void TSE::OpenGL::BasicTextureShader::OnDrawCall(int indexCount)
|
||||
{
|
||||
glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_SHORT, NULL);
|
||||
}
|
||||
|
||||
void TSE::GLFW::BasicTextureShader::OnSubmit(const Transformable &t, float *&target, TransformationStack &stack, void (*restartDrawcall)(IRenderer &), IRenderer &rnd)
|
||||
void TSE::OpenGL::BasicTextureShader::OnSubmit(const Transformable &t, float *&target, TransformationStack &stack, void (*restartDrawcall)(IRenderer &), IRenderer &rnd)
|
||||
{
|
||||
auto* r = dynamic_cast<Renderable*>(t.GetBehaviourScript(RENDERABLE));
|
||||
if (!r) return;
|
||||
@@ -4,7 +4,7 @@
|
||||
#include "Types.hpp"
|
||||
#include <map>
|
||||
|
||||
namespace TSE::GLFW
|
||||
namespace TSE::OpenGL
|
||||
{
|
||||
class BasicTextureShader : public Shader
|
||||
{
|
||||
@@ -25,4 +25,4 @@ namespace TSE::GLFW
|
||||
void OnDrawCall(int indexCount) override;
|
||||
void OnSubmit(const Transformable& t, float*& target, TransformationStack& stack, void (*restartDrawcall)(IRenderer&), IRenderer& rnd) override;
|
||||
};
|
||||
} // namespace TSE::GLFW
|
||||
} // namespace TSE::OpenGL
|
||||
@@ -10,21 +10,21 @@
|
||||
|
||||
#define SHADER_PACKAGE_SIZE sizeof(float) * (3 + 1)
|
||||
|
||||
TSE::GLFW::BasicTileMapShader* TSE::GLFW::BasicTileMapShader::instance = nullptr;
|
||||
TSE::OpenGL::BasicTileMapShader* TSE::OpenGL::BasicTileMapShader::instance = nullptr;
|
||||
|
||||
TSE::GLFW::BasicTileMapShader *TSE::GLFW::BasicTileMapShader::Instance()
|
||||
TSE::OpenGL::BasicTileMapShader *TSE::OpenGL::BasicTileMapShader::Instance()
|
||||
{
|
||||
return instance;
|
||||
}
|
||||
|
||||
void TSE::GLFW::BasicTileMapShader::Destroy()
|
||||
void TSE::OpenGL::BasicTileMapShader::Destroy()
|
||||
{
|
||||
if(instance != nullptr)
|
||||
delete instance;
|
||||
instance = nullptr;
|
||||
}
|
||||
|
||||
void TSE::GLFW::BasicTileMapShader::Init(float width, float height)
|
||||
void TSE::OpenGL::BasicTileMapShader::Init(float width, float height)
|
||||
{
|
||||
std::vector<std::unique_ptr<ShaderPart>> parts;
|
||||
parts.push_back(ShaderPart::LoadFromString(vertTile, GL_VERTEX_SHADER));
|
||||
@@ -37,18 +37,18 @@ void TSE::GLFW::BasicTileMapShader::Init(float width, float height)
|
||||
instance->Disable();
|
||||
}
|
||||
|
||||
TSE::GLFW::BasicTileMapShader::BasicTileMapShader(std::vector<std::unique_ptr<ShaderPart>> &&parts) : Shader(parts)
|
||||
TSE::OpenGL::BasicTileMapShader::BasicTileMapShader(std::vector<std::unique_ptr<ShaderPart>> &&parts) : Shader(parts)
|
||||
{
|
||||
PackageSize = SHADER_PACKAGE_SIZE;
|
||||
}
|
||||
|
||||
TSE::GLFW::BasicTileMapShader::~BasicTileMapShader()
|
||||
TSE::OpenGL::BasicTileMapShader::~BasicTileMapShader()
|
||||
{
|
||||
if (meshVBO) glDeleteBuffers(1, &meshVBO);
|
||||
if (meshIBO) glDeleteBuffers(1, &meshIBO);
|
||||
}
|
||||
|
||||
void TSE::GLFW::BasicTileMapShader::SetMesh(const void *verts, int vertCount, int stride, int floatCountPerVertex, int posOffsetBytes, GLenum primitive, const void *indices, int indexCount, GLenum indexType)
|
||||
void TSE::OpenGL::BasicTileMapShader::SetMesh(const void *verts, int vertCount, int stride, int floatCountPerVertex, int posOffsetBytes, GLenum primitive, const void *indices, int indexCount, GLenum indexType)
|
||||
{
|
||||
GLint prevVAO = 0, prevArrayBuffer = 0, prevElementBuffer = 0;
|
||||
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &prevVAO);
|
||||
@@ -89,7 +89,7 @@ void TSE::GLFW::BasicTileMapShader::SetMesh(const void *verts, int vertCount, in
|
||||
glBindVertexArray(prevVAO);
|
||||
}
|
||||
|
||||
void TSE::GLFW::BasicTileMapShader::OnEnable() const
|
||||
void TSE::OpenGL::BasicTileMapShader::OnEnable() const
|
||||
{
|
||||
if (!meshReady)
|
||||
{
|
||||
@@ -121,20 +121,20 @@ void TSE::GLFW::BasicTileMapShader::OnEnable() const
|
||||
glVertexAttribDivisor(SHADER_SPRITE_INDEX, 1);
|
||||
}
|
||||
|
||||
void TSE::GLFW::BasicTileMapShader::OnDisable() const
|
||||
void TSE::OpenGL::BasicTileMapShader::OnDisable() const
|
||||
{
|
||||
glDisableVertexAttribArray(SHADER_MESH_INDEX);
|
||||
glDisableVertexAttribArray(SHADER_POS_INDEX);
|
||||
glDisableVertexAttribArray(SHADER_SPRITE_INDEX);
|
||||
}
|
||||
|
||||
void TSE::GLFW::BasicTileMapShader::OnFlush()
|
||||
void TSE::OpenGL::BasicTileMapShader::OnFlush()
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, TextureID);
|
||||
}
|
||||
|
||||
void TSE::GLFW::BasicTileMapShader::OnDrawCall(int indexCount)
|
||||
void TSE::OpenGL::BasicTileMapShader::OnDrawCall(int indexCount)
|
||||
{
|
||||
if (instanceCount <= 0) return;
|
||||
SetUniform("spriteCount", &SpriteCount);
|
||||
@@ -158,7 +158,7 @@ void TSE::GLFW::BasicTileMapShader::OnDrawCall(int indexCount)
|
||||
instanceCount = 0;
|
||||
}
|
||||
|
||||
void TSE::GLFW::BasicTileMapShader::OnSubmit(const Transformable &t, float *&target, TransformationStack &stack, void (*restartDrawcall)(IRenderer &), IRenderer &rnd)
|
||||
void TSE::OpenGL::BasicTileMapShader::OnSubmit(const Transformable &t, float *&target, TransformationStack &stack, void (*restartDrawcall)(IRenderer &), IRenderer &rnd)
|
||||
{
|
||||
auto* r = dynamic_cast<Renderable*>(t.GetBehaviourScript(RENDERABLE));
|
||||
if (!r) return;
|
||||
@@ -5,7 +5,7 @@
|
||||
#include "Shader.hpp"
|
||||
#include "Types.hpp"
|
||||
|
||||
namespace TSE::GLFW
|
||||
namespace TSE::OpenGL
|
||||
{
|
||||
class BasicTileMapShader : public Shader
|
||||
{
|
||||
@@ -41,4 +41,4 @@ namespace TSE::GLFW
|
||||
void OnDrawCall(int indexCount) override;
|
||||
void OnSubmit(const Transformable& t, float*& target, TransformationStack& stack, void (*restartDrawcall)(IRenderer&), IRenderer& rnd) override;
|
||||
};
|
||||
} // namespace TSE::GLFW
|
||||
} // namespace TSE::OpenGL
|
||||
@@ -7,7 +7,7 @@
|
||||
#include "basicOrderedSpriteSetShader.hpp"
|
||||
#include "elements/ShaderRegistry.hpp"
|
||||
|
||||
void TSE::GLFW::LoadBasicShaders(float width, float height)
|
||||
void TSE::OpenGL::LoadBasicShaders(float width, float height)
|
||||
{
|
||||
BasicShader::Init(width, height);
|
||||
BasicTextureShader::Init(width, height);
|
||||
@@ -23,7 +23,7 @@ void TSE::GLFW::LoadBasicShaders(float width, float height)
|
||||
ShaderRegistry::SetShader("Basic Ordered Sprite Set Shader", BasicOrderedSpriteSetShader::Instance());
|
||||
}
|
||||
|
||||
void TSE::GLFW::UnLoadBasicShaders()
|
||||
void TSE::OpenGL::UnLoadBasicShaders()
|
||||
{
|
||||
ShaderRegistry::RemoveShader("Basic Unlit Shader");
|
||||
ShaderRegistry::RemoveShader("Basic Unlit Texture Shader");
|
||||
@@ -1,6 +1,6 @@
|
||||
#pragma once
|
||||
|
||||
namespace TSE::GLFW
|
||||
namespace TSE::OpenGL
|
||||
{
|
||||
void LoadBasicShaders(float width, float height);
|
||||
void UnLoadBasicShaders();
|
||||
@@ -10,21 +10,21 @@
|
||||
|
||||
#define SHADER_PACKAGE_SIZE sizeof(float) * (3 + 4)
|
||||
|
||||
TSE::GLFW::DitheringShader* TSE::GLFW::DitheringShader::instance = nullptr;
|
||||
TSE::OpenGL::DitheringShader* TSE::OpenGL::DitheringShader::instance = nullptr;
|
||||
|
||||
TSE::GLFW::DitheringShader *TSE::GLFW::DitheringShader::Instance()
|
||||
TSE::OpenGL::DitheringShader *TSE::OpenGL::DitheringShader::Instance()
|
||||
{
|
||||
return instance;
|
||||
}
|
||||
|
||||
void TSE::GLFW::DitheringShader::Destroy()
|
||||
void TSE::OpenGL::DitheringShader::Destroy()
|
||||
{
|
||||
if(instance != nullptr)
|
||||
delete instance;
|
||||
instance = nullptr;
|
||||
}
|
||||
|
||||
void TSE::GLFW::DitheringShader::Init(float width, float height)
|
||||
void TSE::OpenGL::DitheringShader::Init(float width, float height)
|
||||
{
|
||||
std::vector<std::unique_ptr<ShaderPart>> parts;
|
||||
parts.push_back(ShaderPart::LoadFromString(vertD, GL_VERTEX_SHADER));
|
||||
@@ -32,12 +32,12 @@ void TSE::GLFW::DitheringShader::Init(float width, float height)
|
||||
instance = new DitheringShader(std::move(parts));
|
||||
}
|
||||
|
||||
TSE::GLFW::DitheringShader::DitheringShader(std::vector<std::unique_ptr<ShaderPart>> &&parts) : Shader(parts)
|
||||
TSE::OpenGL::DitheringShader::DitheringShader(std::vector<std::unique_ptr<ShaderPart>> &&parts) : Shader(parts)
|
||||
{
|
||||
PackageSize = SHADER_PACKAGE_SIZE;
|
||||
}
|
||||
|
||||
void TSE::GLFW::DitheringShader::OnEnable() const
|
||||
void TSE::OpenGL::DitheringShader::OnEnable() const
|
||||
{
|
||||
glEnableVertexAttribArray(SHADER_VERTEX_INDEX);
|
||||
glVertexAttribPointer(SHADER_VERTEX_INDEX, 3, GL_FLOAT, false, SHADER_PACKAGE_SIZE, (void*)0);
|
||||
@@ -45,22 +45,22 @@ void TSE::GLFW::DitheringShader::OnEnable() const
|
||||
glVertexAttribPointer(SHADER_COLOR_INDEX, 4, GL_FLOAT, false, SHADER_PACKAGE_SIZE, (void*)(sizeof(float) * 3));
|
||||
}
|
||||
|
||||
void TSE::GLFW::DitheringShader::OnDisable() const
|
||||
void TSE::OpenGL::DitheringShader::OnDisable() const
|
||||
{
|
||||
glDisableVertexAttribArray(SHADER_VERTEX_INDEX);
|
||||
glDisableVertexAttribArray(SHADER_COLOR_INDEX);
|
||||
}
|
||||
|
||||
void TSE::GLFW::DitheringShader::OnFlush()
|
||||
void TSE::OpenGL::DitheringShader::OnFlush()
|
||||
{
|
||||
}
|
||||
|
||||
void TSE::GLFW::DitheringShader::OnDrawCall(int indexCount)
|
||||
void TSE::OpenGL::DitheringShader::OnDrawCall(int indexCount)
|
||||
{
|
||||
glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_SHORT, NULL);
|
||||
}
|
||||
|
||||
void TSE::GLFW::DitheringShader::OnSubmit(const Transformable &t, float *&target, TransformationStack &stack, void (*restartDrawcall)(IRenderer &), IRenderer &rnd)
|
||||
void TSE::OpenGL::DitheringShader::OnSubmit(const Transformable &t, float *&target, TransformationStack &stack, void (*restartDrawcall)(IRenderer &), IRenderer &rnd)
|
||||
{
|
||||
auto* r = dynamic_cast<Renderable*>(t.GetBehaviourScript(RENDERABLE));
|
||||
if (!r) return;
|
||||
@@ -2,7 +2,7 @@
|
||||
|
||||
#include "Shader.hpp"
|
||||
|
||||
namespace TSE::GLFW
|
||||
namespace TSE::OpenGL
|
||||
{
|
||||
class DitheringShader : public Shader
|
||||
{
|
||||
@@ -22,4 +22,4 @@ namespace TSE::GLFW
|
||||
void OnDrawCall(int indexCount) override;
|
||||
void OnSubmit(const Transformable& t, float*& target, TransformationStack& stack, void (*restartDrawcall)(IRenderer&), IRenderer& rnd) override;
|
||||
};
|
||||
} // namespace TSE::GLFW
|
||||
} // namespace TSE::OpenGL
|
||||
@@ -2,7 +2,7 @@
|
||||
cmake_minimum_required(VERSION 3.31)
|
||||
|
||||
#project name
|
||||
project(TSE_GlfwOpenGlImpl)
|
||||
project(TSE_Sdl3Impl)
|
||||
|
||||
#cpp settings
|
||||
find_program(CLANG_C NAMES clang)
|
||||
@@ -46,16 +46,14 @@ include_directories(${PROJECT_SOURCE_DIR}/../TSE_Base/include)
|
||||
include_directories(${PROJECT_SOURCE_DIR}/../TSE_Math/src)
|
||||
include_directories(${PROJECT_SOURCE_DIR}/../TSE_Core/src)
|
||||
include_directories(${PROJECT_SOURCE_DIR}/../TSE_Core/include)
|
||||
include_directories(${PROJECT_SOURCE_DIR}/../TSE_GlfwImpl/src)
|
||||
include_directories(${PROJECT_SOURCE_DIR}/../TSE_GlfwImpl/include)
|
||||
|
||||
#project def
|
||||
if(Lib)
|
||||
add_library(TSE_GlfwOpenGlImpl SHARED ${CPP_SOURCE_TSE})
|
||||
add_library(TSE_Sdl3Impl SHARED ${CPP_SOURCE_TSE})
|
||||
else()
|
||||
add_library(TSE_GlfwOpenGlImpl STATIC ${CPP_SOURCE_TSE})
|
||||
add_library(TSE_Sdl3Impl STATIC ${CPP_SOURCE_TSE})
|
||||
endif()
|
||||
|
||||
#flags
|
||||
target_compile_options(TSE_GlfwOpenGlImpl PRIVATE -march=native)
|
||||
target_compile_options(TSE_Sdl3Impl PRIVATE -march=native)
|
||||
|
||||
BIN
TSE_Sdl3Impl/include/SDL3-static.lib
Normal file
BIN
TSE_Sdl3Impl/include/SDL3-static.lib
Normal file
Binary file not shown.
91
TSE_Sdl3Impl/include/SDL3/SDL.h
Normal file
91
TSE_Sdl3Impl/include/SDL3/SDL.h
Normal file
@@ -0,0 +1,91 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2026 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
/**
|
||||
* Main include header for the SDL library, version 3.4.2
|
||||
*
|
||||
* It is almost always best to include just this one header instead of
|
||||
* picking out individual headers included here. There are exceptions to
|
||||
* this rule--SDL_main.h is special and not included here--but usually
|
||||
* letting SDL.h include the kitchen sink for you is the correct approach.
|
||||
*/
|
||||
|
||||
#ifndef SDL_h_
|
||||
#define SDL_h_
|
||||
|
||||
#include <SDL3/SDL_stdinc.h>
|
||||
#include <SDL3/SDL_assert.h>
|
||||
#include <SDL3/SDL_asyncio.h>
|
||||
#include <SDL3/SDL_atomic.h>
|
||||
#include <SDL3/SDL_audio.h>
|
||||
#include <SDL3/SDL_bits.h>
|
||||
#include <SDL3/SDL_blendmode.h>
|
||||
#include <SDL3/SDL_camera.h>
|
||||
#include <SDL3/SDL_clipboard.h>
|
||||
#include <SDL3/SDL_cpuinfo.h>
|
||||
#include <SDL3/SDL_dialog.h>
|
||||
#include <SDL3/SDL_dlopennote.h>
|
||||
#include <SDL3/SDL_endian.h>
|
||||
#include <SDL3/SDL_error.h>
|
||||
#include <SDL3/SDL_events.h>
|
||||
#include <SDL3/SDL_filesystem.h>
|
||||
#include <SDL3/SDL_gamepad.h>
|
||||
#include <SDL3/SDL_gpu.h>
|
||||
#include <SDL3/SDL_guid.h>
|
||||
#include <SDL3/SDL_haptic.h>
|
||||
#include <SDL3/SDL_hidapi.h>
|
||||
#include <SDL3/SDL_hints.h>
|
||||
#include <SDL3/SDL_init.h>
|
||||
#include <SDL3/SDL_iostream.h>
|
||||
#include <SDL3/SDL_joystick.h>
|
||||
#include <SDL3/SDL_keyboard.h>
|
||||
#include <SDL3/SDL_keycode.h>
|
||||
#include <SDL3/SDL_loadso.h>
|
||||
#include <SDL3/SDL_locale.h>
|
||||
#include <SDL3/SDL_log.h>
|
||||
#include <SDL3/SDL_messagebox.h>
|
||||
#include <SDL3/SDL_metal.h>
|
||||
#include <SDL3/SDL_misc.h>
|
||||
#include <SDL3/SDL_mouse.h>
|
||||
#include <SDL3/SDL_mutex.h>
|
||||
#include <SDL3/SDL_pen.h>
|
||||
#include <SDL3/SDL_pixels.h>
|
||||
#include <SDL3/SDL_platform.h>
|
||||
#include <SDL3/SDL_power.h>
|
||||
#include <SDL3/SDL_process.h>
|
||||
#include <SDL3/SDL_properties.h>
|
||||
#include <SDL3/SDL_rect.h>
|
||||
#include <SDL3/SDL_render.h>
|
||||
#include <SDL3/SDL_scancode.h>
|
||||
#include <SDL3/SDL_sensor.h>
|
||||
#include <SDL3/SDL_storage.h>
|
||||
#include <SDL3/SDL_surface.h>
|
||||
#include <SDL3/SDL_system.h>
|
||||
#include <SDL3/SDL_thread.h>
|
||||
#include <SDL3/SDL_time.h>
|
||||
#include <SDL3/SDL_timer.h>
|
||||
#include <SDL3/SDL_tray.h>
|
||||
#include <SDL3/SDL_touch.h>
|
||||
#include <SDL3/SDL_version.h>
|
||||
#include <SDL3/SDL_video.h>
|
||||
#include <SDL3/SDL_oldnames.h>
|
||||
|
||||
#endif /* SDL_h_ */
|
||||
697
TSE_Sdl3Impl/include/SDL3/SDL_assert.h
Normal file
697
TSE_Sdl3Impl/include/SDL3/SDL_assert.h
Normal file
@@ -0,0 +1,697 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2026 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
/**
|
||||
* # CategoryAssert
|
||||
*
|
||||
* A helpful assertion macro!
|
||||
*
|
||||
* SDL assertions operate like your usual `assert` macro, but with some added
|
||||
* features:
|
||||
*
|
||||
* - It uses a trick with the `sizeof` operator, so disabled assertions
|
||||
* vaporize out of the compiled code, but variables only referenced in the
|
||||
* assertion won't trigger compiler warnings about being unused.
|
||||
* - It is safe to use with a dangling-else: `if (x) SDL_assert(y); else
|
||||
* do_something();`
|
||||
* - It works the same everywhere, instead of counting on various platforms'
|
||||
* compiler and C runtime to behave.
|
||||
* - It provides multiple levels of assertion (SDL_assert, SDL_assert_release,
|
||||
* SDL_assert_paranoid) instead of a single all-or-nothing option.
|
||||
* - It offers a variety of responses when an assertion fails (retry, trigger
|
||||
* the debugger, abort the program, ignore the failure once, ignore it for
|
||||
* the rest of the program's run).
|
||||
* - It tries to show the user a dialog by default, if possible, but the app
|
||||
* can provide a callback to handle assertion failures however they like.
|
||||
* - It lets failed assertions be retried. Perhaps you had a network failure
|
||||
* and just want to retry the test after plugging your network cable back
|
||||
* in? You can.
|
||||
* - It lets the user ignore an assertion failure, if there's a harmless
|
||||
* problem that one can continue past.
|
||||
* - It lets the user mark an assertion as ignored for the rest of the
|
||||
* program's run; if there's a harmless problem that keeps popping up.
|
||||
* - It provides statistics and data on all failed assertions to the app.
|
||||
* - It allows the default assertion handler to be controlled with environment
|
||||
* variables, in case an automated script needs to control it.
|
||||
* - It can be used as an aid to Clang's static analysis; it will treat SDL
|
||||
* assertions as universally true (under the assumption that you are serious
|
||||
* about the asserted claims and that your debug builds will detect when
|
||||
* these claims were wrong). This can help the analyzer avoid false
|
||||
* positives.
|
||||
*
|
||||
* To use it: compile a debug build and just sprinkle around tests to check
|
||||
* your code!
|
||||
*/
|
||||
|
||||
#ifndef SDL_assert_h_
|
||||
#define SDL_assert_h_
|
||||
|
||||
#include <SDL3/SDL_stdinc.h>
|
||||
|
||||
#include <SDL3/SDL_begin_code.h>
|
||||
/* Set up for C function definitions, even when using C++ */
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
|
||||
|
||||
/**
|
||||
* The level of assertion aggressiveness.
|
||||
*
|
||||
* This value changes depending on compiler options and other preprocessor
|
||||
* defines.
|
||||
*
|
||||
* It is currently one of the following values, but future SDL releases might
|
||||
* add more:
|
||||
*
|
||||
* - 0: All SDL assertion macros are disabled.
|
||||
* - 1: Release settings: SDL_assert disabled, SDL_assert_release enabled.
|
||||
* - 2: Debug settings: SDL_assert and SDL_assert_release enabled.
|
||||
* - 3: Paranoid settings: All SDL assertion macros enabled, including
|
||||
* SDL_assert_paranoid.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_ASSERT_LEVEL SomeNumberBasedOnVariousFactors
|
||||
|
||||
#elif !defined(SDL_ASSERT_LEVEL)
|
||||
#ifdef SDL_DEFAULT_ASSERT_LEVEL
|
||||
#define SDL_ASSERT_LEVEL SDL_DEFAULT_ASSERT_LEVEL
|
||||
#elif defined(_DEBUG) || defined(DEBUG) || \
|
||||
(defined(__GNUC__) && !defined(__OPTIMIZE__))
|
||||
#define SDL_ASSERT_LEVEL 2
|
||||
#else
|
||||
#define SDL_ASSERT_LEVEL 1
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
|
||||
|
||||
/**
|
||||
* Attempt to tell an attached debugger to pause.
|
||||
*
|
||||
* This allows an app to programmatically halt ("break") the debugger as if it
|
||||
* had hit a breakpoint, allowing the developer to examine program state, etc.
|
||||
*
|
||||
* This is a macro--not a function--so that the debugger breaks on the source
|
||||
* code line that used SDL_TriggerBreakpoint and not in some random guts of
|
||||
* SDL. SDL_assert uses this macro for the same reason.
|
||||
*
|
||||
* If the program is not running under a debugger, SDL_TriggerBreakpoint will
|
||||
* likely terminate the app, possibly without warning. If the current platform
|
||||
* isn't supported, this macro is left undefined.
|
||||
*
|
||||
* \threadsafety It is safe to call this macro from any thread.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_TriggerBreakpoint() TriggerABreakpointInAPlatformSpecificManner
|
||||
|
||||
#elif defined(__MINGW32__) || (defined(_MSC_VER) && _MSC_VER >= 1310)
|
||||
/* Don't include intrin.h here because it contains C++ code */
|
||||
extern void __cdecl __debugbreak(void);
|
||||
#define SDL_TriggerBreakpoint() __debugbreak()
|
||||
#elif defined(_MSC_VER) && defined(_M_IX86)
|
||||
#define SDL_TriggerBreakpoint() { _asm { int 0x03 } }
|
||||
#elif SDL_HAS_BUILTIN(__builtin_debugtrap)
|
||||
#define SDL_TriggerBreakpoint() __builtin_debugtrap()
|
||||
#elif SDL_HAS_BUILTIN(__builtin_trap)
|
||||
#define SDL_TriggerBreakpoint() __builtin_trap()
|
||||
#elif (defined(__GNUC__) || defined(__clang__) || defined(__TINYC__) || defined(__slimcc__)) && (defined(__i386__) || defined(__x86_64__))
|
||||
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "int $3\n\t" )
|
||||
#elif (defined(__GNUC__) || defined(__clang__)) && defined(__riscv)
|
||||
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "ebreak\n\t" )
|
||||
#elif ( defined(SDL_PLATFORM_APPLE) && (defined(__arm64__) || defined(__aarch64__)) ) /* this might work on other ARM targets, but this is a known quantity... */
|
||||
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "brk #22\n\t" )
|
||||
#elif defined(SDL_PLATFORM_APPLE) && defined(__arm__)
|
||||
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "bkpt #22\n\t" )
|
||||
#elif defined(_WIN32) && ((defined(__GNUC__) || defined(__clang__)) && (defined(__arm64__) || defined(__aarch64__)) )
|
||||
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "brk #0xF000\n\t" )
|
||||
#elif defined(__GNUC__) || defined(__clang__)
|
||||
#define SDL_TriggerBreakpoint() __builtin_trap() /* older gcc may not support SDL_HAS_BUILTIN(__builtin_trap) above */
|
||||
#elif defined(__386__) && defined(__WATCOMC__)
|
||||
#define SDL_TriggerBreakpoint() { _asm { int 0x03 } }
|
||||
#elif defined(HAVE_SIGNAL_H) && !defined(__WATCOMC__)
|
||||
#include <signal.h>
|
||||
#define SDL_TriggerBreakpoint() raise(SIGTRAP)
|
||||
#else
|
||||
/* SDL_TriggerBreakpoint is intentionally left undefined on unknown platforms. */
|
||||
#endif
|
||||
|
||||
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
|
||||
|
||||
/**
|
||||
* A constant that contains the current function being compiled.
|
||||
*
|
||||
* If SDL can't figure how the compiler reports this, it will use "???".
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_FUNCTION __FUNCTION__
|
||||
|
||||
#elif !defined(SDL_FUNCTION)
|
||||
#if defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 199901L) /* C99 supports __func__ as a standard. */
|
||||
# define SDL_FUNCTION __func__
|
||||
#elif ((defined(__GNUC__) && (__GNUC__ >= 2)) || defined(_MSC_VER) || defined (__WATCOMC__))
|
||||
# define SDL_FUNCTION __FUNCTION__
|
||||
#else
|
||||
# define SDL_FUNCTION "???"
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
|
||||
|
||||
/**
|
||||
* A macro that reports the current file being compiled.
|
||||
*
|
||||
* This macro is only defined if it isn't already defined, so to override it
|
||||
* (perhaps with something that doesn't provide path information at all, so
|
||||
* build machine information doesn't leak into public binaries), apps can
|
||||
* define this macro before including SDL.h or SDL_assert.h.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_FILE __FILE_NAME__
|
||||
|
||||
#elif !defined(SDL_FILE)
|
||||
#ifdef __FILE_NAME__
|
||||
#define SDL_FILE __FILE_NAME__
|
||||
#else
|
||||
#define SDL_FILE __FILE__
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
|
||||
|
||||
/**
|
||||
* A macro that reports the current file being compiled, for use in
|
||||
* assertions.
|
||||
*
|
||||
* This macro is only defined if it isn't already defined, so to override it
|
||||
* (perhaps with something that doesn't provide path information at all, so
|
||||
* build machine information doesn't leak into public binaries), apps can
|
||||
* define this macro before including SDL_assert.h. For example, defining this
|
||||
* to `""` will make sure no source path information is included in asserts.
|
||||
*
|
||||
* \since This macro is available since SDL 3.4.0.
|
||||
*/
|
||||
#define SDL_ASSERT_FILE SDL_FILE
|
||||
|
||||
#elif !defined(SDL_ASSERT_FILE)
|
||||
#define SDL_ASSERT_FILE SDL_FILE
|
||||
#endif
|
||||
|
||||
|
||||
/**
|
||||
* A macro that reports the current line number of the file being compiled.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_LINE __LINE__
|
||||
|
||||
/*
|
||||
sizeof (x) makes the compiler still parse the expression even without
|
||||
assertions enabled, so the code is always checked at compile time, but
|
||||
doesn't actually generate code for it, so there are no side effects or
|
||||
expensive checks at run time, just the constant size of what x WOULD be,
|
||||
which presumably gets optimized out as unused.
|
||||
This also solves the problem of...
|
||||
|
||||
int somevalue = blah();
|
||||
SDL_assert(somevalue == 1);
|
||||
|
||||
...which would cause compiles to complain that somevalue is unused if we
|
||||
disable assertions.
|
||||
*/
|
||||
|
||||
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
|
||||
|
||||
/**
|
||||
* A macro for wrapping code in `do {} while (0);` without compiler warnings.
|
||||
*
|
||||
* Visual Studio with really aggressive warnings enabled needs this to avoid
|
||||
* compiler complaints.
|
||||
*
|
||||
* the `do {} while (0);` trick is useful for wrapping code in a macro that
|
||||
* may or may not be a single statement, to avoid various C language
|
||||
* accidents.
|
||||
*
|
||||
* To use:
|
||||
*
|
||||
* ```c
|
||||
* do { SomethingOnce(); } while (SDL_NULL_WHILE_LOOP_CONDITION (0));
|
||||
* ```
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_NULL_WHILE_LOOP_CONDITION (0)
|
||||
|
||||
#elif defined(_MSC_VER) /* Avoid /W4 warnings. */
|
||||
/* "while (0,0)" fools Microsoft's compiler's /W4 warning level into thinking
|
||||
this condition isn't constant. And looks like an owl's face! */
|
||||
#define SDL_NULL_WHILE_LOOP_CONDITION (0,0)
|
||||
#else
|
||||
#define SDL_NULL_WHILE_LOOP_CONDITION (0)
|
||||
#endif
|
||||
|
||||
/**
|
||||
* The macro used when an assertion is disabled.
|
||||
*
|
||||
* This isn't for direct use by apps, but this is the code that is inserted
|
||||
* when an SDL_assert is disabled (perhaps in a release build).
|
||||
*
|
||||
* The code does nothing, but wraps `condition` in a sizeof operator, which
|
||||
* generates no code and has no side effects, but avoid compiler warnings
|
||||
* about unused variables.
|
||||
*
|
||||
* \param condition the condition to assert (but not actually run here).
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_disabled_assert(condition) \
|
||||
do { (void) sizeof ((condition)); } while (SDL_NULL_WHILE_LOOP_CONDITION)
|
||||
|
||||
/**
|
||||
* Possible outcomes from a triggered assertion.
|
||||
*
|
||||
* When an enabled assertion triggers, it may call the assertion handler
|
||||
* (possibly one provided by the app via SDL_SetAssertionHandler), which will
|
||||
* return one of these values, possibly after asking the user.
|
||||
*
|
||||
* Then SDL will respond based on this outcome (loop around to retry the
|
||||
* condition, try to break in a debugger, kill the program, or ignore the
|
||||
* problem).
|
||||
*
|
||||
* \since This enum is available since SDL 3.2.0.
|
||||
*/
|
||||
typedef enum SDL_AssertState
|
||||
{
|
||||
SDL_ASSERTION_RETRY, /**< Retry the assert immediately. */
|
||||
SDL_ASSERTION_BREAK, /**< Make the debugger trigger a breakpoint. */
|
||||
SDL_ASSERTION_ABORT, /**< Terminate the program. */
|
||||
SDL_ASSERTION_IGNORE, /**< Ignore the assert. */
|
||||
SDL_ASSERTION_ALWAYS_IGNORE /**< Ignore the assert from now on. */
|
||||
} SDL_AssertState;
|
||||
|
||||
/**
|
||||
* Information about an assertion failure.
|
||||
*
|
||||
* This structure is filled in with information about a triggered assertion,
|
||||
* used by the assertion handler, then added to the assertion report. This is
|
||||
* returned as a linked list from SDL_GetAssertionReport().
|
||||
*
|
||||
* \since This struct is available since SDL 3.2.0.
|
||||
*/
|
||||
typedef struct SDL_AssertData
|
||||
{
|
||||
bool always_ignore; /**< true if app should always continue when assertion is triggered. */
|
||||
unsigned int trigger_count; /**< Number of times this assertion has been triggered. */
|
||||
const char *condition; /**< A string of this assert's test code. */
|
||||
const char *filename; /**< The source file where this assert lives. */
|
||||
int linenum; /**< The line in `filename` where this assert lives. */
|
||||
const char *function; /**< The name of the function where this assert lives. */
|
||||
const struct SDL_AssertData *next; /**< next item in the linked list. */
|
||||
} SDL_AssertData;
|
||||
|
||||
/**
|
||||
* Never call this directly.
|
||||
*
|
||||
* Use the SDL_assert macros instead.
|
||||
*
|
||||
* \param data assert data structure.
|
||||
* \param func function name.
|
||||
* \param file file name.
|
||||
* \param line line number.
|
||||
* \returns assert state.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC SDL_AssertState SDLCALL SDL_ReportAssertion(SDL_AssertData *data,
|
||||
const char *func,
|
||||
const char *file, int line) SDL_ANALYZER_NORETURN;
|
||||
|
||||
|
||||
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
|
||||
|
||||
/**
|
||||
* The macro used when an assertion triggers a breakpoint.
|
||||
*
|
||||
* This isn't for direct use by apps; use SDL_assert or SDL_TriggerBreakpoint
|
||||
* instead.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_AssertBreakpoint() SDL_TriggerBreakpoint()
|
||||
|
||||
#elif !defined(SDL_AssertBreakpoint)
|
||||
# if defined(ANDROID) && defined(assert)
|
||||
/* Define this as empty in case assert() is defined as SDL_assert */
|
||||
# define SDL_AssertBreakpoint()
|
||||
# else
|
||||
# define SDL_AssertBreakpoint() SDL_TriggerBreakpoint()
|
||||
# endif
|
||||
#endif /* !SDL_AssertBreakpoint */
|
||||
|
||||
/**
|
||||
* The macro used when an assertion is enabled.
|
||||
*
|
||||
* This isn't for direct use by apps, but this is the code that is inserted
|
||||
* when an SDL_assert is enabled.
|
||||
*
|
||||
* The `do {} while(0)` avoids dangling else problems:
|
||||
*
|
||||
* ```c
|
||||
* if (x) SDL_assert(y); else blah();
|
||||
* ```
|
||||
*
|
||||
* ... without the do/while, the "else" could attach to this macro's "if". We
|
||||
* try to handle just the minimum we need here in a macro...the loop, the
|
||||
* static vars, and break points. The heavy lifting is handled in
|
||||
* SDL_ReportAssertion().
|
||||
*
|
||||
* \param condition the condition to assert.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_enabled_assert(condition) \
|
||||
do { \
|
||||
while ( !(condition) ) { \
|
||||
static struct SDL_AssertData sdl_assert_data = { false, 0, #condition, NULL, 0, NULL, NULL }; \
|
||||
const SDL_AssertState sdl_assert_state = SDL_ReportAssertion(&sdl_assert_data, SDL_FUNCTION, SDL_ASSERT_FILE, SDL_LINE); \
|
||||
if (sdl_assert_state == SDL_ASSERTION_RETRY) { \
|
||||
continue; /* go again. */ \
|
||||
} else if (sdl_assert_state == SDL_ASSERTION_BREAK) { \
|
||||
SDL_AssertBreakpoint(); \
|
||||
} \
|
||||
break; /* not retrying. */ \
|
||||
} \
|
||||
} while (SDL_NULL_WHILE_LOOP_CONDITION)
|
||||
|
||||
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
|
||||
|
||||
/**
|
||||
* An assertion test that is normally performed only in debug builds.
|
||||
*
|
||||
* This macro is enabled when the SDL_ASSERT_LEVEL is >= 2, otherwise it is
|
||||
* disabled. This is meant to only do these tests in debug builds, so they can
|
||||
* tend to be more expensive, and they are meant to bring everything to a halt
|
||||
* when they fail, with the programmer there to assess the problem.
|
||||
*
|
||||
* In short: you can sprinkle these around liberally and assume they will
|
||||
* evaporate out of the build when building for end-users.
|
||||
*
|
||||
* When assertions are disabled, this wraps `condition` in a `sizeof`
|
||||
* operator, which means any function calls and side effects will not run, but
|
||||
* the compiler will not complain about any otherwise-unused variables that
|
||||
* are only referenced in the assertion.
|
||||
*
|
||||
* One can set the environment variable "SDL_ASSERT" to one of several strings
|
||||
* ("abort", "break", "retry", "ignore", "always_ignore") to force a default
|
||||
* behavior, which may be desirable for automation purposes. If your platform
|
||||
* requires GUI interfaces to happen on the main thread but you're debugging
|
||||
* an assertion in a background thread, it might be desirable to set this to
|
||||
* "break" so that your debugger takes control as soon as assert is triggered,
|
||||
* instead of risking a bad UI interaction (deadlock, etc) in the application.
|
||||
*
|
||||
* \param condition boolean value to test.
|
||||
*
|
||||
* \threadsafety It is safe to call this macro from any thread.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_assert(condition) if (assertion_enabled && (condition)) { trigger_assertion; }
|
||||
|
||||
/**
|
||||
* An assertion test that is performed even in release builds.
|
||||
*
|
||||
* This macro is enabled when the SDL_ASSERT_LEVEL is >= 1, otherwise it is
|
||||
* disabled. This is meant to be for tests that are cheap to make and
|
||||
* extremely unlikely to fail; generally it is frowned upon to have an
|
||||
* assertion failure in a release build, so these assertions generally need to
|
||||
* be of more than life-and-death importance if there's a chance they might
|
||||
* trigger. You should almost always consider handling these cases more
|
||||
* gracefully than an assert allows.
|
||||
*
|
||||
* When assertions are disabled, this wraps `condition` in a `sizeof`
|
||||
* operator, which means any function calls and side effects will not run, but
|
||||
* the compiler will not complain about any otherwise-unused variables that
|
||||
* are only referenced in the assertion.
|
||||
*
|
||||
* One can set the environment variable "SDL_ASSERT" to one of several strings
|
||||
* ("abort", "break", "retry", "ignore", "always_ignore") to force a default
|
||||
* behavior, which may be desirable for automation purposes. If your platform
|
||||
* requires GUI interfaces to happen on the main thread but you're debugging
|
||||
* an assertion in a background thread, it might be desirable to set this to
|
||||
* "break" so that your debugger takes control as soon as assert is triggered,
|
||||
* instead of risking a bad UI interaction (deadlock, etc) in the application.
|
||||
* *
|
||||
*
|
||||
* \param condition boolean value to test.
|
||||
*
|
||||
* \threadsafety It is safe to call this macro from any thread.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_assert_release(condition) SDL_disabled_assert(condition)
|
||||
|
||||
/**
|
||||
* An assertion test that is performed only when built with paranoid settings.
|
||||
*
|
||||
* This macro is enabled when the SDL_ASSERT_LEVEL is >= 3, otherwise it is
|
||||
* disabled. This is a higher level than both release and debug, so these
|
||||
* tests are meant to be expensive and only run when specifically looking for
|
||||
* extremely unexpected failure cases in a special build.
|
||||
*
|
||||
* When assertions are disabled, this wraps `condition` in a `sizeof`
|
||||
* operator, which means any function calls and side effects will not run, but
|
||||
* the compiler will not complain about any otherwise-unused variables that
|
||||
* are only referenced in the assertion.
|
||||
*
|
||||
* One can set the environment variable "SDL_ASSERT" to one of several strings
|
||||
* ("abort", "break", "retry", "ignore", "always_ignore") to force a default
|
||||
* behavior, which may be desirable for automation purposes. If your platform
|
||||
* requires GUI interfaces to happen on the main thread but you're debugging
|
||||
* an assertion in a background thread, it might be desirable to set this to
|
||||
* "break" so that your debugger takes control as soon as assert is triggered,
|
||||
* instead of risking a bad UI interaction (deadlock, etc) in the application.
|
||||
*
|
||||
* \param condition boolean value to test.
|
||||
*
|
||||
* \threadsafety It is safe to call this macro from any thread.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_assert_paranoid(condition) SDL_disabled_assert(condition)
|
||||
|
||||
/* Enable various levels of assertions. */
|
||||
#elif SDL_ASSERT_LEVEL == 0 /* assertions disabled */
|
||||
# define SDL_assert(condition) SDL_disabled_assert(condition)
|
||||
# define SDL_assert_release(condition) SDL_disabled_assert(condition)
|
||||
# define SDL_assert_paranoid(condition) SDL_disabled_assert(condition)
|
||||
#elif SDL_ASSERT_LEVEL == 1 /* release settings. */
|
||||
# define SDL_assert(condition) SDL_disabled_assert(condition)
|
||||
# define SDL_assert_release(condition) SDL_enabled_assert(condition)
|
||||
# define SDL_assert_paranoid(condition) SDL_disabled_assert(condition)
|
||||
#elif SDL_ASSERT_LEVEL == 2 /* debug settings. */
|
||||
# define SDL_assert(condition) SDL_enabled_assert(condition)
|
||||
# define SDL_assert_release(condition) SDL_enabled_assert(condition)
|
||||
# define SDL_assert_paranoid(condition) SDL_disabled_assert(condition)
|
||||
#elif SDL_ASSERT_LEVEL == 3 /* paranoid settings. */
|
||||
# define SDL_assert(condition) SDL_enabled_assert(condition)
|
||||
# define SDL_assert_release(condition) SDL_enabled_assert(condition)
|
||||
# define SDL_assert_paranoid(condition) SDL_enabled_assert(condition)
|
||||
#else
|
||||
# error Unknown assertion level.
|
||||
#endif
|
||||
|
||||
/**
|
||||
* An assertion test that is always performed.
|
||||
*
|
||||
* This macro is always enabled no matter what SDL_ASSERT_LEVEL is set to. You
|
||||
* almost never want to use this, as it could trigger on an end-user's system,
|
||||
* crashing your program.
|
||||
*
|
||||
* One can set the environment variable "SDL_ASSERT" to one of several strings
|
||||
* ("abort", "break", "retry", "ignore", "always_ignore") to force a default
|
||||
* behavior, which may be desirable for automation purposes. If your platform
|
||||
* requires GUI interfaces to happen on the main thread but you're debugging
|
||||
* an assertion in a background thread, it might be desirable to set this to
|
||||
* "break" so that your debugger takes control as soon as assert is triggered,
|
||||
* instead of risking a bad UI interaction (deadlock, etc) in the application.
|
||||
*
|
||||
* \param condition boolean value to test.
|
||||
*
|
||||
* \threadsafety It is safe to call this macro from any thread.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_assert_always(condition) SDL_enabled_assert(condition)
|
||||
|
||||
|
||||
/**
|
||||
* A callback that fires when an SDL assertion fails.
|
||||
*
|
||||
* \param data a pointer to the SDL_AssertData structure corresponding to the
|
||||
* current assertion.
|
||||
* \param userdata what was passed as `userdata` to SDL_SetAssertionHandler().
|
||||
* \returns an SDL_AssertState value indicating how to handle the failure.
|
||||
*
|
||||
* \threadsafety This callback may be called from any thread that triggers an
|
||||
* assert at any time.
|
||||
*
|
||||
* \since This datatype is available since SDL 3.2.0.
|
||||
*/
|
||||
typedef SDL_AssertState (SDLCALL *SDL_AssertionHandler)(
|
||||
const SDL_AssertData *data, void *userdata);
|
||||
|
||||
/**
|
||||
* Set an application-defined assertion handler.
|
||||
*
|
||||
* This function allows an application to show its own assertion UI and/or
|
||||
* force the response to an assertion failure. If the application doesn't
|
||||
* provide this, SDL will try to do the right thing, popping up a
|
||||
* system-specific GUI dialog, and probably minimizing any fullscreen windows.
|
||||
*
|
||||
* This callback may fire from any thread, but it runs wrapped in a mutex, so
|
||||
* it will only fire from one thread at a time.
|
||||
*
|
||||
* This callback is NOT reset to SDL's internal handler upon SDL_Quit()!
|
||||
*
|
||||
* \param handler the SDL_AssertionHandler function to call when an assertion
|
||||
* fails or NULL for the default handler.
|
||||
* \param userdata a pointer that is passed to `handler`.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetAssertionHandler
|
||||
*/
|
||||
extern SDL_DECLSPEC void SDLCALL SDL_SetAssertionHandler(
|
||||
SDL_AssertionHandler handler,
|
||||
void *userdata);
|
||||
|
||||
/**
|
||||
* Get the default assertion handler.
|
||||
*
|
||||
* This returns the function pointer that is called by default when an
|
||||
* assertion is triggered. This is an internal function provided by SDL, that
|
||||
* is used for assertions when SDL_SetAssertionHandler() hasn't been used to
|
||||
* provide a different function.
|
||||
*
|
||||
* \returns the default SDL_AssertionHandler that is called when an assert
|
||||
* triggers.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetAssertionHandler
|
||||
*/
|
||||
extern SDL_DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetDefaultAssertionHandler(void);
|
||||
|
||||
/**
|
||||
* Get the current assertion handler.
|
||||
*
|
||||
* This returns the function pointer that is called when an assertion is
|
||||
* triggered. This is either the value last passed to
|
||||
* SDL_SetAssertionHandler(), or if no application-specified function is set,
|
||||
* is equivalent to calling SDL_GetDefaultAssertionHandler().
|
||||
*
|
||||
* The parameter `puserdata` is a pointer to a void*, which will store the
|
||||
* "userdata" pointer that was passed to SDL_SetAssertionHandler(). This value
|
||||
* will always be NULL for the default handler. If you don't care about this
|
||||
* data, it is safe to pass a NULL pointer to this function to ignore it.
|
||||
*
|
||||
* \param puserdata pointer which is filled with the "userdata" pointer that
|
||||
* was passed to SDL_SetAssertionHandler().
|
||||
* \returns the SDL_AssertionHandler that is called when an assert triggers.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_SetAssertionHandler
|
||||
*/
|
||||
extern SDL_DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetAssertionHandler(void **puserdata);
|
||||
|
||||
/**
|
||||
* Get a list of all assertion failures.
|
||||
*
|
||||
* This function gets all assertions triggered since the last call to
|
||||
* SDL_ResetAssertionReport(), or the start of the program.
|
||||
*
|
||||
* The proper way to examine this data looks something like this:
|
||||
*
|
||||
* ```c
|
||||
* const SDL_AssertData *item = SDL_GetAssertionReport();
|
||||
* while (item) {
|
||||
* printf("'%s', %s (%s:%d), triggered %u times, always ignore: %s.\\n",
|
||||
* item->condition, item->function, item->filename,
|
||||
* item->linenum, item->trigger_count,
|
||||
* item->always_ignore ? "yes" : "no");
|
||||
* item = item->next;
|
||||
* }
|
||||
* ```
|
||||
*
|
||||
* \returns a list of all failed assertions or NULL if the list is empty. This
|
||||
* memory should not be modified or freed by the application. This
|
||||
* pointer remains valid until the next call to SDL_Quit() or
|
||||
* SDL_ResetAssertionReport().
|
||||
*
|
||||
* \threadsafety This function is not thread safe. Other threads calling
|
||||
* SDL_ResetAssertionReport() simultaneously, may render the
|
||||
* returned pointer invalid.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_ResetAssertionReport
|
||||
*/
|
||||
extern SDL_DECLSPEC const SDL_AssertData * SDLCALL SDL_GetAssertionReport(void);
|
||||
|
||||
/**
|
||||
* Clear the list of all assertion failures.
|
||||
*
|
||||
* This function will clear the list of all assertions triggered up to that
|
||||
* point. Immediately following this call, SDL_GetAssertionReport will return
|
||||
* no items. In addition, any previously-triggered assertions will be reset to
|
||||
* a trigger_count of zero, and their always_ignore state will be false.
|
||||
*
|
||||
* \threadsafety This function is not thread safe. Other threads triggering an
|
||||
* assertion, or simultaneously calling this function may cause
|
||||
* memory leaks or crashes.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetAssertionReport
|
||||
*/
|
||||
extern SDL_DECLSPEC void SDLCALL SDL_ResetAssertionReport(void);
|
||||
|
||||
/* Ends C function definitions when using C++ */
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
#include <SDL3/SDL_close_code.h>
|
||||
|
||||
#endif /* SDL_assert_h_ */
|
||||
550
TSE_Sdl3Impl/include/SDL3/SDL_asyncio.h
Normal file
550
TSE_Sdl3Impl/include/SDL3/SDL_asyncio.h
Normal file
@@ -0,0 +1,550 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2026 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
/* WIKI CATEGORY: AsyncIO */
|
||||
|
||||
/**
|
||||
* # CategoryAsyncIO
|
||||
*
|
||||
* SDL offers a way to perform I/O asynchronously. This allows an app to read
|
||||
* or write files without waiting for data to actually transfer; the functions
|
||||
* that request I/O never block while the request is fulfilled.
|
||||
*
|
||||
* Instead, the data moves in the background and the app can check for results
|
||||
* at their leisure.
|
||||
*
|
||||
* This is more complicated than just reading and writing files in a
|
||||
* synchronous way, but it can allow for more efficiency, and never having
|
||||
* framerate drops as the hard drive catches up, etc.
|
||||
*
|
||||
* The general usage pattern for async I/O is:
|
||||
*
|
||||
* - Create one or more SDL_AsyncIOQueue objects.
|
||||
* - Open files with SDL_AsyncIOFromFile.
|
||||
* - Start I/O tasks to the files with SDL_ReadAsyncIO or SDL_WriteAsyncIO,
|
||||
* putting those tasks into one of the queues.
|
||||
* - Later on, use SDL_GetAsyncIOResult on a queue to see if any task is
|
||||
* finished without blocking. Tasks might finish in any order with success
|
||||
* or failure.
|
||||
* - When all your tasks are done, close the file with SDL_CloseAsyncIO. This
|
||||
* also generates a task, since it might flush data to disk!
|
||||
*
|
||||
* This all works, without blocking, in a single thread, but one can also wait
|
||||
* on a queue in a background thread, sleeping until new results have arrived:
|
||||
*
|
||||
* - Call SDL_WaitAsyncIOResult from one or more threads to efficiently block
|
||||
* until new tasks complete.
|
||||
* - When shutting down, call SDL_SignalAsyncIOQueue to unblock any sleeping
|
||||
* threads despite there being no new tasks completed.
|
||||
*
|
||||
* And, of course, to match the synchronous SDL_LoadFile, we offer
|
||||
* SDL_LoadFileAsync as a convenience function. This will handle allocating a
|
||||
* buffer, slurping in the file data, and null-terminating it; you still check
|
||||
* for results later.
|
||||
*
|
||||
* Behind the scenes, SDL will use newer, efficient APIs on platforms that
|
||||
* support them: Linux's io_uring and Windows 11's IoRing, for example. If
|
||||
* those technologies aren't available, SDL will offload the work to a thread
|
||||
* pool that will manage otherwise-synchronous loads without blocking the app.
|
||||
*
|
||||
* ## Best Practices
|
||||
*
|
||||
* Simple non-blocking I/O--for an app that just wants to pick up data
|
||||
* whenever it's ready without losing framerate waiting on disks to spin--can
|
||||
* use whatever pattern works well for the program. In this case, simply call
|
||||
* SDL_ReadAsyncIO, or maybe SDL_LoadFileAsync, as needed. Once a frame, call
|
||||
* SDL_GetAsyncIOResult to check for any completed tasks and deal with the
|
||||
* data as it arrives.
|
||||
*
|
||||
* If two separate pieces of the same program need their own I/O, it is legal
|
||||
* for each to create their own queue. This will prevent either piece from
|
||||
* accidentally consuming the other's completed tasks. Each queue does require
|
||||
* some amount of resources, but it is not an overwhelming cost. Do not make a
|
||||
* queue for each task, however. It is better to put many tasks into a single
|
||||
* queue. They will be reported in order of completion, not in the order they
|
||||
* were submitted, so it doesn't generally matter what order tasks are
|
||||
* started.
|
||||
*
|
||||
* One async I/O queue can be shared by multiple threads, or one thread can
|
||||
* have more than one queue, but the most efficient way--if ruthless
|
||||
* efficiency is the goal--is to have one queue per thread, with multiple
|
||||
* threads working in parallel, and attempt to keep each queue loaded with
|
||||
* tasks that are both started by and consumed by the same thread. On modern
|
||||
* platforms that can use newer interfaces, this can keep data flowing as
|
||||
* efficiently as possible all the way from storage hardware to the app, with
|
||||
* no contention between threads for access to the same queue.
|
||||
*
|
||||
* Written data is not guaranteed to make it to physical media by the time a
|
||||
* closing task is completed, unless SDL_CloseAsyncIO is called with its
|
||||
* `flush` parameter set to true, which is to say that a successful result
|
||||
* here can still result in lost data during an unfortunately-timed power
|
||||
* outage if not flushed. However, flushing will take longer and may be
|
||||
* unnecessary, depending on the app's needs.
|
||||
*/
|
||||
|
||||
#ifndef SDL_asyncio_h_
|
||||
#define SDL_asyncio_h_
|
||||
|
||||
#include <SDL3/SDL_stdinc.h>
|
||||
|
||||
#include <SDL3/SDL_begin_code.h>
|
||||
/* Set up for C function definitions, even when using C++ */
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
/**
|
||||
* The asynchronous I/O operation structure.
|
||||
*
|
||||
* This operates as an opaque handle. One can then request read or write
|
||||
* operations on it.
|
||||
*
|
||||
* \since This struct is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_AsyncIOFromFile
|
||||
*/
|
||||
typedef struct SDL_AsyncIO SDL_AsyncIO;
|
||||
|
||||
/**
|
||||
* Types of asynchronous I/O tasks.
|
||||
*
|
||||
* \since This enum is available since SDL 3.2.0.
|
||||
*/
|
||||
typedef enum SDL_AsyncIOTaskType
|
||||
{
|
||||
SDL_ASYNCIO_TASK_READ, /**< A read operation. */
|
||||
SDL_ASYNCIO_TASK_WRITE, /**< A write operation. */
|
||||
SDL_ASYNCIO_TASK_CLOSE /**< A close operation. */
|
||||
} SDL_AsyncIOTaskType;
|
||||
|
||||
/**
|
||||
* Possible outcomes of an asynchronous I/O task.
|
||||
*
|
||||
* \since This enum is available since SDL 3.2.0.
|
||||
*/
|
||||
typedef enum SDL_AsyncIOResult
|
||||
{
|
||||
SDL_ASYNCIO_COMPLETE, /**< request was completed without error */
|
||||
SDL_ASYNCIO_FAILURE, /**< request failed for some reason; check SDL_GetError()! */
|
||||
SDL_ASYNCIO_CANCELED /**< request was canceled before completing. */
|
||||
} SDL_AsyncIOResult;
|
||||
|
||||
/**
|
||||
* Information about a completed asynchronous I/O request.
|
||||
*
|
||||
* \since This struct is available since SDL 3.2.0.
|
||||
*/
|
||||
typedef struct SDL_AsyncIOOutcome
|
||||
{
|
||||
SDL_AsyncIO *asyncio; /**< what generated this task. This pointer will be invalid if it was closed! */
|
||||
SDL_AsyncIOTaskType type; /**< What sort of task was this? Read, write, etc? */
|
||||
SDL_AsyncIOResult result; /**< the result of the work (success, failure, cancellation). */
|
||||
void *buffer; /**< buffer where data was read/written. */
|
||||
Uint64 offset; /**< offset in the SDL_AsyncIO where data was read/written. */
|
||||
Uint64 bytes_requested; /**< number of bytes the task was to read/write. */
|
||||
Uint64 bytes_transferred; /**< actual number of bytes that were read/written. */
|
||||
void *userdata; /**< pointer provided by the app when starting the task */
|
||||
} SDL_AsyncIOOutcome;
|
||||
|
||||
/**
|
||||
* A queue of completed asynchronous I/O tasks.
|
||||
*
|
||||
* When starting an asynchronous operation, you specify a queue for the new
|
||||
* task. A queue can be asked later if any tasks in it have completed,
|
||||
* allowing an app to manage multiple pending tasks in one place, in whatever
|
||||
* order they complete.
|
||||
*
|
||||
* \since This struct is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_CreateAsyncIOQueue
|
||||
* \sa SDL_ReadAsyncIO
|
||||
* \sa SDL_WriteAsyncIO
|
||||
* \sa SDL_GetAsyncIOResult
|
||||
* \sa SDL_WaitAsyncIOResult
|
||||
*/
|
||||
typedef struct SDL_AsyncIOQueue SDL_AsyncIOQueue;
|
||||
|
||||
/**
|
||||
* Use this function to create a new SDL_AsyncIO object for reading from
|
||||
* and/or writing to a named file.
|
||||
*
|
||||
* The `mode` string understands the following values:
|
||||
*
|
||||
* - "r": Open a file for reading only. It must exist.
|
||||
* - "w": Open a file for writing only. It will create missing files or
|
||||
* truncate existing ones.
|
||||
* - "r+": Open a file for update both reading and writing. The file must
|
||||
* exist.
|
||||
* - "w+": Create an empty file for both reading and writing. If a file with
|
||||
* the same name already exists its content is erased and the file is
|
||||
* treated as a new empty file.
|
||||
*
|
||||
* There is no "b" mode, as there is only "binary" style I/O, and no "a" mode
|
||||
* for appending, since you specify the position when starting a task.
|
||||
*
|
||||
* This function supports Unicode filenames, but they must be encoded in UTF-8
|
||||
* format, regardless of the underlying operating system.
|
||||
*
|
||||
* This call is _not_ asynchronous; it will open the file before returning,
|
||||
* under the assumption that doing so is generally a fast operation. Future
|
||||
* reads and writes to the opened file will be async, however.
|
||||
*
|
||||
* \param file a UTF-8 string representing the filename to open.
|
||||
* \param mode an ASCII string representing the mode to be used for opening
|
||||
* the file.
|
||||
* \returns a pointer to the SDL_AsyncIO structure that is created or NULL on
|
||||
* failure; call SDL_GetError() for more information.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_CloseAsyncIO
|
||||
* \sa SDL_ReadAsyncIO
|
||||
* \sa SDL_WriteAsyncIO
|
||||
*/
|
||||
extern SDL_DECLSPEC SDL_AsyncIO * SDLCALL SDL_AsyncIOFromFile(const char *file, const char *mode);
|
||||
|
||||
/**
|
||||
* Use this function to get the size of the data stream in an SDL_AsyncIO.
|
||||
*
|
||||
* This call is _not_ asynchronous; it assumes that obtaining this info is a
|
||||
* non-blocking operation in most reasonable cases.
|
||||
*
|
||||
* \param asyncio the SDL_AsyncIO to get the size of the data stream from.
|
||||
* \returns the size of the data stream in the SDL_IOStream on success or a
|
||||
* negative error code on failure; call SDL_GetError() for more
|
||||
* information.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC Sint64 SDLCALL SDL_GetAsyncIOSize(SDL_AsyncIO *asyncio);
|
||||
|
||||
/**
|
||||
* Start an async read.
|
||||
*
|
||||
* This function reads up to `size` bytes from `offset` position in the data
|
||||
* source to the area pointed at by `ptr`. This function may read less bytes
|
||||
* than requested.
|
||||
*
|
||||
* This function returns as quickly as possible; it does not wait for the read
|
||||
* to complete. On a successful return, this work will continue in the
|
||||
* background. If the work begins, even failure is asynchronous: a failing
|
||||
* return value from this function only means the work couldn't start at all.
|
||||
*
|
||||
* `ptr` must remain available until the work is done, and may be accessed by
|
||||
* the system at any time until then. Do not allocate it on the stack, as this
|
||||
* might take longer than the life of the calling function to complete!
|
||||
*
|
||||
* An SDL_AsyncIOQueue must be specified. The newly-created task will be added
|
||||
* to it when it completes its work.
|
||||
*
|
||||
* \param asyncio a pointer to an SDL_AsyncIO structure.
|
||||
* \param ptr a pointer to a buffer to read data into.
|
||||
* \param offset the position to start reading in the data source.
|
||||
* \param size the number of bytes to read from the data source.
|
||||
* \param queue a queue to add the new SDL_AsyncIO to.
|
||||
* \param userdata an app-defined pointer that will be provided with the task
|
||||
* results.
|
||||
* \returns true on success or false on failure; call SDL_GetError() for more
|
||||
* information.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_WriteAsyncIO
|
||||
* \sa SDL_CreateAsyncIOQueue
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_ReadAsyncIO(SDL_AsyncIO *asyncio, void *ptr, Uint64 offset, Uint64 size, SDL_AsyncIOQueue *queue, void *userdata);
|
||||
|
||||
/**
|
||||
* Start an async write.
|
||||
*
|
||||
* This function writes `size` bytes from `offset` position in the data source
|
||||
* to the area pointed at by `ptr`.
|
||||
*
|
||||
* This function returns as quickly as possible; it does not wait for the
|
||||
* write to complete. On a successful return, this work will continue in the
|
||||
* background. If the work begins, even failure is asynchronous: a failing
|
||||
* return value from this function only means the work couldn't start at all.
|
||||
*
|
||||
* `ptr` must remain available until the work is done, and may be accessed by
|
||||
* the system at any time until then. Do not allocate it on the stack, as this
|
||||
* might take longer than the life of the calling function to complete!
|
||||
*
|
||||
* An SDL_AsyncIOQueue must be specified. The newly-created task will be added
|
||||
* to it when it completes its work.
|
||||
*
|
||||
* \param asyncio a pointer to an SDL_AsyncIO structure.
|
||||
* \param ptr a pointer to a buffer to write data from.
|
||||
* \param offset the position to start writing to the data source.
|
||||
* \param size the number of bytes to write to the data source.
|
||||
* \param queue a queue to add the new SDL_AsyncIO to.
|
||||
* \param userdata an app-defined pointer that will be provided with the task
|
||||
* results.
|
||||
* \returns true on success or false on failure; call SDL_GetError() for more
|
||||
* information.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_ReadAsyncIO
|
||||
* \sa SDL_CreateAsyncIOQueue
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_WriteAsyncIO(SDL_AsyncIO *asyncio, void *ptr, Uint64 offset, Uint64 size, SDL_AsyncIOQueue *queue, void *userdata);
|
||||
|
||||
/**
|
||||
* Close and free any allocated resources for an async I/O object.
|
||||
*
|
||||
* Closing a file is _also_ an asynchronous task! If a write failure were to
|
||||
* happen during the closing process, for example, the task results will
|
||||
* report it as usual.
|
||||
*
|
||||
* Closing a file that has been written to does not guarantee the data has
|
||||
* made it to physical media; it may remain in the operating system's file
|
||||
* cache, for later writing to disk. This means that a successfully-closed
|
||||
* file can be lost if the system crashes or loses power in this small window.
|
||||
* To prevent this, call this function with the `flush` parameter set to true.
|
||||
* This will make the operation take longer, and perhaps increase system load
|
||||
* in general, but a successful result guarantees that the data has made it to
|
||||
* physical storage. Don't use this for temporary files, caches, and
|
||||
* unimportant data, and definitely use it for crucial irreplaceable files,
|
||||
* like game saves.
|
||||
*
|
||||
* This function guarantees that the close will happen after any other pending
|
||||
* tasks to `asyncio`, so it's safe to open a file, start several operations,
|
||||
* close the file immediately, then check for all results later. This function
|
||||
* will not block until the tasks have completed.
|
||||
*
|
||||
* Once this function returns true, `asyncio` is no longer valid, regardless
|
||||
* of any future outcomes. Any completed tasks might still contain this
|
||||
* pointer in their SDL_AsyncIOOutcome data, in case the app was using this
|
||||
* value to track information, but it should not be used again.
|
||||
*
|
||||
* If this function returns false, the close wasn't started at all, and it's
|
||||
* safe to attempt to close again later.
|
||||
*
|
||||
* An SDL_AsyncIOQueue must be specified. The newly-created task will be added
|
||||
* to it when it completes its work.
|
||||
*
|
||||
* \param asyncio a pointer to an SDL_AsyncIO structure to close.
|
||||
* \param flush true if data should sync to disk before the task completes.
|
||||
* \param queue a queue to add the new SDL_AsyncIO to.
|
||||
* \param userdata an app-defined pointer that will be provided with the task
|
||||
* results.
|
||||
* \returns true on success or false on failure; call SDL_GetError() for more
|
||||
* information.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread, but two
|
||||
* threads should not attempt to close the same object.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_CloseAsyncIO(SDL_AsyncIO *asyncio, bool flush, SDL_AsyncIOQueue *queue, void *userdata);
|
||||
|
||||
/**
|
||||
* Create a task queue for tracking multiple I/O operations.
|
||||
*
|
||||
* Async I/O operations are assigned to a queue when started. The queue can be
|
||||
* checked for completed tasks thereafter.
|
||||
*
|
||||
* \returns a new task queue object or NULL if there was an error; call
|
||||
* SDL_GetError() for more information.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_DestroyAsyncIOQueue
|
||||
* \sa SDL_GetAsyncIOResult
|
||||
* \sa SDL_WaitAsyncIOResult
|
||||
*/
|
||||
extern SDL_DECLSPEC SDL_AsyncIOQueue * SDLCALL SDL_CreateAsyncIOQueue(void);
|
||||
|
||||
/**
|
||||
* Destroy a previously-created async I/O task queue.
|
||||
*
|
||||
* If there are still tasks pending for this queue, this call will block until
|
||||
* those tasks are finished. All those tasks will be deallocated. Their
|
||||
* results will be lost to the app.
|
||||
*
|
||||
* Any pending reads from SDL_LoadFileAsync() that are still in this queue
|
||||
* will have their buffers deallocated by this function, to prevent a memory
|
||||
* leak.
|
||||
*
|
||||
* Once this function is called, the queue is no longer valid and should not
|
||||
* be used, including by other threads that might access it while destruction
|
||||
* is blocking on pending tasks.
|
||||
*
|
||||
* Do not destroy a queue that still has threads waiting on it through
|
||||
* SDL_WaitAsyncIOResult(). You can call SDL_SignalAsyncIOQueue() first to
|
||||
* unblock those threads, and take measures (such as SDL_WaitThread()) to make
|
||||
* sure they have finished their wait and won't wait on the queue again.
|
||||
*
|
||||
* \param queue the task queue to destroy.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread, so long as
|
||||
* no other thread is waiting on the queue with
|
||||
* SDL_WaitAsyncIOResult.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC void SDLCALL SDL_DestroyAsyncIOQueue(SDL_AsyncIOQueue *queue);
|
||||
|
||||
/**
|
||||
* Query an async I/O task queue for completed tasks.
|
||||
*
|
||||
* If a task assigned to this queue has finished, this will return true and
|
||||
* fill in `outcome` with the details of the task. If no task in the queue has
|
||||
* finished, this function will return false. This function does not block.
|
||||
*
|
||||
* If a task has completed, this function will free its resources and the task
|
||||
* pointer will no longer be valid. The task will be removed from the queue.
|
||||
*
|
||||
* It is safe for multiple threads to call this function on the same queue at
|
||||
* once; a completed task will only go to one of the threads.
|
||||
*
|
||||
* \param queue the async I/O task queue to query.
|
||||
* \param outcome details of a finished task will be written here. May not be
|
||||
* NULL.
|
||||
* \returns true if a task has completed, false otherwise.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_WaitAsyncIOResult
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_GetAsyncIOResult(SDL_AsyncIOQueue *queue, SDL_AsyncIOOutcome *outcome);
|
||||
|
||||
/**
|
||||
* Block until an async I/O task queue has a completed task.
|
||||
*
|
||||
* This function puts the calling thread to sleep until there a task assigned
|
||||
* to the queue that has finished.
|
||||
*
|
||||
* If a task assigned to the queue has finished, this will return true and
|
||||
* fill in `outcome` with the details of the task. If no task in the queue has
|
||||
* finished, this function will return false.
|
||||
*
|
||||
* If a task has completed, this function will free its resources and the task
|
||||
* pointer will no longer be valid. The task will be removed from the queue.
|
||||
*
|
||||
* It is safe for multiple threads to call this function on the same queue at
|
||||
* once; a completed task will only go to one of the threads.
|
||||
*
|
||||
* Note that by the nature of various platforms, more than one waiting thread
|
||||
* may wake to handle a single task, but only one will obtain it, so
|
||||
* `timeoutMS` is a _maximum_ wait time, and this function may return false
|
||||
* sooner.
|
||||
*
|
||||
* This function may return false if there was a system error, the OS
|
||||
* inadvertently awoke multiple threads, or if SDL_SignalAsyncIOQueue() was
|
||||
* called to wake up all waiting threads without a finished task.
|
||||
*
|
||||
* A timeout can be used to specify a maximum wait time, but rather than
|
||||
* polling, it is possible to have a timeout of -1 to wait forever, and use
|
||||
* SDL_SignalAsyncIOQueue() to wake up the waiting threads later.
|
||||
*
|
||||
* \param queue the async I/O task queue to wait on.
|
||||
* \param outcome details of a finished task will be written here. May not be
|
||||
* NULL.
|
||||
* \param timeoutMS the maximum time to wait, in milliseconds, or -1 to wait
|
||||
* indefinitely.
|
||||
* \returns true if task has completed, false otherwise.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_SignalAsyncIOQueue
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_WaitAsyncIOResult(SDL_AsyncIOQueue *queue, SDL_AsyncIOOutcome *outcome, Sint32 timeoutMS);
|
||||
|
||||
/**
|
||||
* Wake up any threads that are blocking in SDL_WaitAsyncIOResult().
|
||||
*
|
||||
* This will unblock any threads that are sleeping in a call to
|
||||
* SDL_WaitAsyncIOResult for the specified queue, and cause them to return
|
||||
* from that function.
|
||||
*
|
||||
* This can be useful when destroying a queue to make sure nothing is touching
|
||||
* it indefinitely. In this case, once this call completes, the caller should
|
||||
* take measures to make sure any previously-blocked threads have returned
|
||||
* from their wait and will not touch the queue again (perhaps by setting a
|
||||
* flag to tell the threads to terminate and then using SDL_WaitThread() to
|
||||
* make sure they've done so).
|
||||
*
|
||||
* \param queue the async I/O task queue to signal.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_WaitAsyncIOResult
|
||||
*/
|
||||
extern SDL_DECLSPEC void SDLCALL SDL_SignalAsyncIOQueue(SDL_AsyncIOQueue *queue);
|
||||
|
||||
/**
|
||||
* Load all the data from a file path, asynchronously.
|
||||
*
|
||||
* This function returns as quickly as possible; it does not wait for the read
|
||||
* to complete. On a successful return, this work will continue in the
|
||||
* background. If the work begins, even failure is asynchronous: a failing
|
||||
* return value from this function only means the work couldn't start at all.
|
||||
*
|
||||
* The data is allocated with a zero byte at the end (null terminated) for
|
||||
* convenience. This extra byte is not included in SDL_AsyncIOOutcome's
|
||||
* bytes_transferred value.
|
||||
*
|
||||
* This function will allocate the buffer to contain the file. It must be
|
||||
* deallocated by calling SDL_free() on SDL_AsyncIOOutcome's buffer field
|
||||
* after completion.
|
||||
*
|
||||
* An SDL_AsyncIOQueue must be specified. The newly-created task will be added
|
||||
* to it when it completes its work.
|
||||
*
|
||||
* \param file the path to read all available data from.
|
||||
* \param queue a queue to add the new SDL_AsyncIO to.
|
||||
* \param userdata an app-defined pointer that will be provided with the task
|
||||
* results.
|
||||
* \returns true on success or false on failure; call SDL_GetError() for more
|
||||
* information.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_LoadFile_IO
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_LoadFileAsync(const char *file, SDL_AsyncIOQueue *queue, void *userdata);
|
||||
|
||||
/* Ends C function definitions when using C++ */
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
#include <SDL3/SDL_close_code.h>
|
||||
|
||||
#endif /* SDL_asyncio_h_ */
|
||||
682
TSE_Sdl3Impl/include/SDL3/SDL_atomic.h
Normal file
682
TSE_Sdl3Impl/include/SDL3/SDL_atomic.h
Normal file
@@ -0,0 +1,682 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2026 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
/**
|
||||
* # CategoryAtomic
|
||||
*
|
||||
* Atomic operations.
|
||||
*
|
||||
* IMPORTANT: If you are not an expert in concurrent lockless programming, you
|
||||
* should not be using any functions in this file. You should be protecting
|
||||
* your data structures with full mutexes instead.
|
||||
*
|
||||
* ***Seriously, here be dragons!***
|
||||
*
|
||||
* You can find out a little more about lockless programming and the subtle
|
||||
* issues that can arise here:
|
||||
* https://learn.microsoft.com/en-us/windows/win32/dxtecharts/lockless-programming
|
||||
*
|
||||
* There's also lots of good information here:
|
||||
*
|
||||
* - https://www.1024cores.net/home/lock-free-algorithms
|
||||
* - https://preshing.com/
|
||||
*
|
||||
* These operations may or may not actually be implemented using processor
|
||||
* specific atomic operations. When possible they are implemented as true
|
||||
* processor specific atomic operations. When that is not possible the are
|
||||
* implemented using locks that *do* use the available atomic operations.
|
||||
*
|
||||
* All of the atomic operations that modify memory are full memory barriers.
|
||||
*/
|
||||
|
||||
#ifndef SDL_atomic_h_
|
||||
#define SDL_atomic_h_
|
||||
|
||||
#include <SDL3/SDL_stdinc.h>
|
||||
#include <SDL3/SDL_platform_defines.h>
|
||||
|
||||
#include <SDL3/SDL_begin_code.h>
|
||||
|
||||
/* Set up for C function definitions, even when using C++ */
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
/**
|
||||
* An atomic spinlock.
|
||||
*
|
||||
* The atomic locks are efficient spinlocks using CPU instructions, but are
|
||||
* vulnerable to starvation and can spin forever if a thread holding a lock
|
||||
* has been terminated. For this reason you should minimize the code executed
|
||||
* inside an atomic lock and never do expensive things like API or system
|
||||
* calls while holding them.
|
||||
*
|
||||
* They are also vulnerable to starvation if the thread holding the lock is
|
||||
* lower priority than other threads and doesn't get scheduled. In general you
|
||||
* should use mutexes instead, since they have better performance and
|
||||
* contention behavior.
|
||||
*
|
||||
* The atomic locks are not safe to lock recursively.
|
||||
*
|
||||
* Porting Note: The spin lock functions and type are required and can not be
|
||||
* emulated because they are used in the atomic emulation code.
|
||||
*/
|
||||
typedef int SDL_SpinLock;
|
||||
|
||||
/**
|
||||
* Try to lock a spin lock by setting it to a non-zero value.
|
||||
*
|
||||
* ***Please note that spinlocks are dangerous if you don't know what you're
|
||||
* doing. Please be careful using any sort of spinlock!***
|
||||
*
|
||||
* \param lock a pointer to a lock variable.
|
||||
* \returns true if the lock succeeded, false if the lock is already held.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_LockSpinlock
|
||||
* \sa SDL_UnlockSpinlock
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_TryLockSpinlock(SDL_SpinLock *lock);
|
||||
|
||||
/**
|
||||
* Lock a spin lock by setting it to a non-zero value.
|
||||
*
|
||||
* ***Please note that spinlocks are dangerous if you don't know what you're
|
||||
* doing. Please be careful using any sort of spinlock!***
|
||||
*
|
||||
* \param lock a pointer to a lock variable.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_TryLockSpinlock
|
||||
* \sa SDL_UnlockSpinlock
|
||||
*/
|
||||
extern SDL_DECLSPEC void SDLCALL SDL_LockSpinlock(SDL_SpinLock *lock);
|
||||
|
||||
/**
|
||||
* Unlock a spin lock by setting it to 0.
|
||||
*
|
||||
* Always returns immediately.
|
||||
*
|
||||
* ***Please note that spinlocks are dangerous if you don't know what you're
|
||||
* doing. Please be careful using any sort of spinlock!***
|
||||
*
|
||||
* \param lock a pointer to a lock variable.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_LockSpinlock
|
||||
* \sa SDL_TryLockSpinlock
|
||||
*/
|
||||
extern SDL_DECLSPEC void SDLCALL SDL_UnlockSpinlock(SDL_SpinLock *lock);
|
||||
|
||||
|
||||
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
|
||||
|
||||
/**
|
||||
* Mark a compiler barrier.
|
||||
*
|
||||
* A compiler barrier prevents the compiler from reordering reads and writes
|
||||
* to globally visible variables across the call.
|
||||
*
|
||||
* This macro only prevents the compiler from reordering reads and writes, it
|
||||
* does not prevent the CPU from reordering reads and writes. However, all of
|
||||
* the atomic operations that modify memory are full memory barriers.
|
||||
*
|
||||
* \threadsafety Obviously this macro is safe to use from any thread at any
|
||||
* time, but if you find yourself needing this, you are probably
|
||||
* dealing with some very sensitive code; be careful!
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_CompilerBarrier() DoCompilerSpecificReadWriteBarrier()
|
||||
|
||||
#elif defined(_MSC_VER) && (_MSC_VER > 1200) && !defined(__clang__)
|
||||
void _ReadWriteBarrier(void);
|
||||
#pragma intrinsic(_ReadWriteBarrier)
|
||||
#define SDL_CompilerBarrier() _ReadWriteBarrier()
|
||||
#elif (defined(__GNUC__) && !defined(SDL_PLATFORM_EMSCRIPTEN)) || (defined(__SUNPRO_C) && (__SUNPRO_C >= 0x5120))
|
||||
/* This is correct for all CPUs when using GCC or Solaris Studio 12.1+. */
|
||||
#define SDL_CompilerBarrier() __asm__ __volatile__ ("" : : : "memory")
|
||||
#elif defined(__WATCOMC__)
|
||||
extern __inline void SDL_CompilerBarrier(void);
|
||||
#pragma aux SDL_CompilerBarrier = "" parm [] modify exact [];
|
||||
#else
|
||||
#define SDL_CompilerBarrier() \
|
||||
{ SDL_SpinLock _tmp = 0; SDL_LockSpinlock(&_tmp); SDL_UnlockSpinlock(&_tmp); }
|
||||
#endif
|
||||
|
||||
/**
|
||||
* Insert a memory release barrier (function version).
|
||||
*
|
||||
* Please refer to SDL_MemoryBarrierRelease for details. This is a function
|
||||
* version, which might be useful if you need to use this functionality from a
|
||||
* scripting language, etc. Also, some of the macro versions call this
|
||||
* function behind the scenes, where more heavy lifting can happen inside of
|
||||
* SDL. Generally, though, an app written in C/C++/etc should use the macro
|
||||
* version, as it will be more efficient.
|
||||
*
|
||||
* \threadsafety Obviously this function is safe to use from any thread at any
|
||||
* time, but if you find yourself needing this, you are probably
|
||||
* dealing with some very sensitive code; be careful!
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_MemoryBarrierRelease
|
||||
*/
|
||||
extern SDL_DECLSPEC void SDLCALL SDL_MemoryBarrierReleaseFunction(void);
|
||||
|
||||
/**
|
||||
* Insert a memory acquire barrier (function version).
|
||||
*
|
||||
* Please refer to SDL_MemoryBarrierRelease for details. This is a function
|
||||
* version, which might be useful if you need to use this functionality from a
|
||||
* scripting language, etc. Also, some of the macro versions call this
|
||||
* function behind the scenes, where more heavy lifting can happen inside of
|
||||
* SDL. Generally, though, an app written in C/C++/etc should use the macro
|
||||
* version, as it will be more efficient.
|
||||
*
|
||||
* \threadsafety Obviously this function is safe to use from any thread at any
|
||||
* time, but if you find yourself needing this, you are probably
|
||||
* dealing with some very sensitive code; be careful!
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_MemoryBarrierAcquire
|
||||
*/
|
||||
extern SDL_DECLSPEC void SDLCALL SDL_MemoryBarrierAcquireFunction(void);
|
||||
|
||||
|
||||
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
|
||||
|
||||
/**
|
||||
* Insert a memory release barrier (macro version).
|
||||
*
|
||||
* Memory barriers are designed to prevent reads and writes from being
|
||||
* reordered by the compiler and being seen out of order on multi-core CPUs.
|
||||
*
|
||||
* A typical pattern would be for thread A to write some data and a flag, and
|
||||
* for thread B to read the flag and get the data. In this case you would
|
||||
* insert a release barrier between writing the data and the flag,
|
||||
* guaranteeing that the data write completes no later than the flag is
|
||||
* written, and you would insert an acquire barrier between reading the flag
|
||||
* and reading the data, to ensure that all the reads associated with the flag
|
||||
* have completed.
|
||||
*
|
||||
* In this pattern you should always see a release barrier paired with an
|
||||
* acquire barrier and you should gate the data reads/writes with a single
|
||||
* flag variable.
|
||||
*
|
||||
* For more information on these semantics, take a look at the blog post:
|
||||
* http://preshing.com/20120913/acquire-and-release-semantics
|
||||
*
|
||||
* This is the macro version of this functionality; if possible, SDL will use
|
||||
* compiler intrinsics or inline assembly, but some platforms might need to
|
||||
* call the function version of this, SDL_MemoryBarrierReleaseFunction to do
|
||||
* the heavy lifting. Apps that can use the macro should favor it over the
|
||||
* function.
|
||||
*
|
||||
* \threadsafety Obviously this macro is safe to use from any thread at any
|
||||
* time, but if you find yourself needing this, you are probably
|
||||
* dealing with some very sensitive code; be careful!
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_MemoryBarrierAcquire
|
||||
* \sa SDL_MemoryBarrierReleaseFunction
|
||||
*/
|
||||
#define SDL_MemoryBarrierRelease() SDL_MemoryBarrierReleaseFunction()
|
||||
|
||||
/**
|
||||
* Insert a memory acquire barrier (macro version).
|
||||
*
|
||||
* Please see SDL_MemoryBarrierRelease for the details on what memory barriers
|
||||
* are and when to use them.
|
||||
*
|
||||
* This is the macro version of this functionality; if possible, SDL will use
|
||||
* compiler intrinsics or inline assembly, but some platforms might need to
|
||||
* call the function version of this, SDL_MemoryBarrierAcquireFunction, to do
|
||||
* the heavy lifting. Apps that can use the macro should favor it over the
|
||||
* function.
|
||||
*
|
||||
* \threadsafety Obviously this macro is safe to use from any thread at any
|
||||
* time, but if you find yourself needing this, you are probably
|
||||
* dealing with some very sensitive code; be careful!
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_MemoryBarrierRelease
|
||||
* \sa SDL_MemoryBarrierAcquireFunction
|
||||
*/
|
||||
#define SDL_MemoryBarrierAcquire() SDL_MemoryBarrierAcquireFunction()
|
||||
|
||||
#elif defined(__GNUC__) && (defined(__powerpc__) || defined(__ppc__))
|
||||
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("lwsync" : : : "memory")
|
||||
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("lwsync" : : : "memory")
|
||||
#elif defined(__GNUC__) && defined(__aarch64__)
|
||||
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("dmb ish" : : : "memory")
|
||||
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("dmb ish" : : : "memory")
|
||||
#elif defined(__GNUC__) && defined(__arm__)
|
||||
#if 0 /* defined(SDL_PLATFORM_LINUX) || defined(SDL_PLATFORM_ANDROID) */
|
||||
/* Information from:
|
||||
https://chromium.googlesource.com/chromium/chromium/+/trunk/base/atomicops_internals_arm_gcc.h#19
|
||||
|
||||
The Linux kernel provides a helper function which provides the right code for a memory barrier,
|
||||
hard-coded at address 0xffff0fa0
|
||||
*/
|
||||
typedef void (*SDL_KernelMemoryBarrierFunc)();
|
||||
#define SDL_MemoryBarrierRelease() ((SDL_KernelMemoryBarrierFunc)0xffff0fa0)()
|
||||
#define SDL_MemoryBarrierAcquire() ((SDL_KernelMemoryBarrierFunc)0xffff0fa0)()
|
||||
#else
|
||||
#if defined(__ARM_ARCH_7__) || defined(__ARM_ARCH_7A__) || defined(__ARM_ARCH_7EM__) || defined(__ARM_ARCH_7R__) || defined(__ARM_ARCH_7M__) || defined(__ARM_ARCH_7S__) || defined(__ARM_ARCH_8A__)
|
||||
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("dmb ish" : : : "memory")
|
||||
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("dmb ish" : : : "memory")
|
||||
#elif defined(__ARM_ARCH_6__) || defined(__ARM_ARCH_6J__) || defined(__ARM_ARCH_6K__) || defined(__ARM_ARCH_6T2__) || defined(__ARM_ARCH_6Z__) || defined(__ARM_ARCH_6ZK__)
|
||||
#ifdef __thumb__
|
||||
/* The mcr instruction isn't available in thumb mode, use real functions */
|
||||
#define SDL_MEMORY_BARRIER_USES_FUNCTION
|
||||
#define SDL_MemoryBarrierRelease() SDL_MemoryBarrierReleaseFunction()
|
||||
#define SDL_MemoryBarrierAcquire() SDL_MemoryBarrierAcquireFunction()
|
||||
#else
|
||||
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("mcr p15, 0, %0, c7, c10, 5" : : "r"(0) : "memory")
|
||||
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("mcr p15, 0, %0, c7, c10, 5" : : "r"(0) : "memory")
|
||||
#endif /* __thumb__ */
|
||||
#else
|
||||
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("" : : : "memory")
|
||||
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("" : : : "memory")
|
||||
#endif /* SDL_PLATFORM_LINUX || SDL_PLATFORM_ANDROID */
|
||||
#endif /* __GNUC__ && __arm__ */
|
||||
#else
|
||||
#if (defined(__SUNPRO_C) && (__SUNPRO_C >= 0x5120))
|
||||
/* This is correct for all CPUs on Solaris when using Solaris Studio 12.1+. */
|
||||
#include <mbarrier.h>
|
||||
#define SDL_MemoryBarrierRelease() __machine_rel_barrier()
|
||||
#define SDL_MemoryBarrierAcquire() __machine_acq_barrier()
|
||||
#else
|
||||
/* This is correct for the x86 and x64 CPUs, and we'll expand this over time. */
|
||||
#define SDL_MemoryBarrierRelease() SDL_CompilerBarrier()
|
||||
#define SDL_MemoryBarrierAcquire() SDL_CompilerBarrier()
|
||||
#endif
|
||||
#endif
|
||||
|
||||
/* "REP NOP" is PAUSE, coded for tools that don't know it by that name. */
|
||||
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
|
||||
|
||||
/**
|
||||
* A macro to insert a CPU-specific "pause" instruction into the program.
|
||||
*
|
||||
* This can be useful in busy-wait loops, as it serves as a hint to the CPU as
|
||||
* to the program's intent; some CPUs can use this to do more efficient
|
||||
* processing. On some platforms, this doesn't do anything, so using this
|
||||
* macro might just be a harmless no-op.
|
||||
*
|
||||
* Note that if you are busy-waiting, there are often more-efficient
|
||||
* approaches with other synchronization primitives: mutexes, semaphores,
|
||||
* condition variables, etc.
|
||||
*
|
||||
* \threadsafety This macro is safe to use from any thread.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_CPUPauseInstruction() DoACPUPauseInACompilerAndArchitectureSpecificWay
|
||||
|
||||
#elif (defined(__GNUC__) || defined(__clang__)) && (defined(__i386__) || defined(__x86_64__))
|
||||
#define SDL_CPUPauseInstruction() __asm__ __volatile__("pause\n") /* Some assemblers can't do REP NOP, so go with PAUSE. */
|
||||
#elif (defined(__arm__) && defined(__ARM_ARCH) && __ARM_ARCH >= 7) || defined(__aarch64__)
|
||||
#define SDL_CPUPauseInstruction() __asm__ __volatile__("yield" ::: "memory")
|
||||
#elif (defined(__powerpc__) || defined(__powerpc64__))
|
||||
#define SDL_CPUPauseInstruction() __asm__ __volatile__("or 27,27,27");
|
||||
#elif (defined(__riscv) && __riscv_xlen == 64)
|
||||
#define SDL_CPUPauseInstruction() __asm__ __volatile__(".insn i 0x0F, 0, x0, x0, 0x010");
|
||||
#elif defined(_MSC_VER) && (defined(_M_IX86) || defined(_M_X64))
|
||||
#define SDL_CPUPauseInstruction() _mm_pause() /* this is actually "rep nop" and not a SIMD instruction. No inline asm in MSVC x86-64! */
|
||||
#elif defined(_MSC_VER) && (defined(_M_ARM) || defined(_M_ARM64))
|
||||
#define SDL_CPUPauseInstruction() __yield()
|
||||
#elif defined(__WATCOMC__) && defined(__386__)
|
||||
extern __inline void SDL_CPUPauseInstruction(void);
|
||||
#pragma aux SDL_CPUPauseInstruction = ".686p" ".xmm2" "pause"
|
||||
#else
|
||||
#define SDL_CPUPauseInstruction()
|
||||
#endif
|
||||
|
||||
|
||||
/**
|
||||
* A type representing an atomic integer value.
|
||||
*
|
||||
* This can be used to manage a value that is synchronized across multiple
|
||||
* CPUs without a race condition; when an app sets a value with
|
||||
* SDL_SetAtomicInt all other threads, regardless of the CPU it is running on,
|
||||
* will see that value when retrieved with SDL_GetAtomicInt, regardless of CPU
|
||||
* caches, etc.
|
||||
*
|
||||
* This is also useful for atomic compare-and-swap operations: a thread can
|
||||
* change the value as long as its current value matches expectations. When
|
||||
* done in a loop, one can guarantee data consistency across threads without a
|
||||
* lock (but the usual warnings apply: if you don't know what you're doing, or
|
||||
* you don't do it carefully, you can confidently cause any number of
|
||||
* disasters with this, so in most cases, you _should_ use a mutex instead of
|
||||
* this!).
|
||||
*
|
||||
* This is a struct so people don't accidentally use numeric operations on it
|
||||
* directly. You have to use SDL atomic functions.
|
||||
*
|
||||
* \since This struct is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_CompareAndSwapAtomicInt
|
||||
* \sa SDL_GetAtomicInt
|
||||
* \sa SDL_SetAtomicInt
|
||||
* \sa SDL_AddAtomicInt
|
||||
*/
|
||||
typedef struct SDL_AtomicInt { int value; } SDL_AtomicInt;
|
||||
|
||||
/**
|
||||
* Set an atomic variable to a new value if it is currently an old value.
|
||||
*
|
||||
* ***Note: If you don't know what this function is for, you shouldn't use
|
||||
* it!***
|
||||
*
|
||||
* \param a a pointer to an SDL_AtomicInt variable to be modified.
|
||||
* \param oldval the old value.
|
||||
* \param newval the new value.
|
||||
* \returns true if the atomic variable was set, false otherwise.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetAtomicInt
|
||||
* \sa SDL_SetAtomicInt
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_CompareAndSwapAtomicInt(SDL_AtomicInt *a, int oldval, int newval);
|
||||
|
||||
/**
|
||||
* Set an atomic variable to a value.
|
||||
*
|
||||
* This function also acts as a full memory barrier.
|
||||
*
|
||||
* ***Note: If you don't know what this function is for, you shouldn't use
|
||||
* it!***
|
||||
*
|
||||
* \param a a pointer to an SDL_AtomicInt variable to be modified.
|
||||
* \param v the desired value.
|
||||
* \returns the previous value of the atomic variable.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetAtomicInt
|
||||
*/
|
||||
extern SDL_DECLSPEC int SDLCALL SDL_SetAtomicInt(SDL_AtomicInt *a, int v);
|
||||
|
||||
/**
|
||||
* Get the value of an atomic variable.
|
||||
*
|
||||
* ***Note: If you don't know what this function is for, you shouldn't use
|
||||
* it!***
|
||||
*
|
||||
* \param a a pointer to an SDL_AtomicInt variable.
|
||||
* \returns the current value of an atomic variable.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_SetAtomicInt
|
||||
*/
|
||||
extern SDL_DECLSPEC int SDLCALL SDL_GetAtomicInt(SDL_AtomicInt *a);
|
||||
|
||||
/**
|
||||
* Add to an atomic variable.
|
||||
*
|
||||
* This function also acts as a full memory barrier.
|
||||
*
|
||||
* ***Note: If you don't know what this function is for, you shouldn't use
|
||||
* it!***
|
||||
*
|
||||
* \param a a pointer to an SDL_AtomicInt variable to be modified.
|
||||
* \param v the desired value to add.
|
||||
* \returns the previous value of the atomic variable.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_AtomicDecRef
|
||||
* \sa SDL_AtomicIncRef
|
||||
*/
|
||||
extern SDL_DECLSPEC int SDLCALL SDL_AddAtomicInt(SDL_AtomicInt *a, int v);
|
||||
|
||||
#ifndef SDL_AtomicIncRef
|
||||
|
||||
/**
|
||||
* Increment an atomic variable used as a reference count.
|
||||
*
|
||||
* ***Note: If you don't know what this macro is for, you shouldn't use it!***
|
||||
*
|
||||
* \param a a pointer to an SDL_AtomicInt to increment.
|
||||
* \returns the previous value of the atomic variable.
|
||||
*
|
||||
* \threadsafety It is safe to call this macro from any thread.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_AtomicDecRef
|
||||
*/
|
||||
#define SDL_AtomicIncRef(a) SDL_AddAtomicInt(a, 1)
|
||||
#endif
|
||||
|
||||
#ifndef SDL_AtomicDecRef
|
||||
|
||||
/**
|
||||
* Decrement an atomic variable used as a reference count.
|
||||
*
|
||||
* ***Note: If you don't know what this macro is for, you shouldn't use it!***
|
||||
*
|
||||
* \param a a pointer to an SDL_AtomicInt to decrement.
|
||||
* \returns true if the variable reached zero after decrementing, false
|
||||
* otherwise.
|
||||
*
|
||||
* \threadsafety It is safe to call this macro from any thread.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_AtomicIncRef
|
||||
*/
|
||||
#define SDL_AtomicDecRef(a) (SDL_AddAtomicInt(a, -1) == 1)
|
||||
#endif
|
||||
|
||||
/**
|
||||
* A type representing an atomic unsigned 32-bit value.
|
||||
*
|
||||
* This can be used to manage a value that is synchronized across multiple
|
||||
* CPUs without a race condition; when an app sets a value with
|
||||
* SDL_SetAtomicU32 all other threads, regardless of the CPU it is running on,
|
||||
* will see that value when retrieved with SDL_GetAtomicU32, regardless of CPU
|
||||
* caches, etc.
|
||||
*
|
||||
* This is also useful for atomic compare-and-swap operations: a thread can
|
||||
* change the value as long as its current value matches expectations. When
|
||||
* done in a loop, one can guarantee data consistency across threads without a
|
||||
* lock (but the usual warnings apply: if you don't know what you're doing, or
|
||||
* you don't do it carefully, you can confidently cause any number of
|
||||
* disasters with this, so in most cases, you _should_ use a mutex instead of
|
||||
* this!).
|
||||
*
|
||||
* This is a struct so people don't accidentally use numeric operations on it
|
||||
* directly. You have to use SDL atomic functions.
|
||||
*
|
||||
* \since This struct is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_CompareAndSwapAtomicU32
|
||||
* \sa SDL_GetAtomicU32
|
||||
* \sa SDL_SetAtomicU32
|
||||
*/
|
||||
typedef struct SDL_AtomicU32 { Uint32 value; } SDL_AtomicU32;
|
||||
|
||||
/**
|
||||
* Set an atomic variable to a new value if it is currently an old value.
|
||||
*
|
||||
* ***Note: If you don't know what this function is for, you shouldn't use
|
||||
* it!***
|
||||
*
|
||||
* \param a a pointer to an SDL_AtomicU32 variable to be modified.
|
||||
* \param oldval the old value.
|
||||
* \param newval the new value.
|
||||
* \returns true if the atomic variable was set, false otherwise.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetAtomicU32
|
||||
* \sa SDL_SetAtomicU32
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_CompareAndSwapAtomicU32(SDL_AtomicU32 *a, Uint32 oldval, Uint32 newval);
|
||||
|
||||
/**
|
||||
* Set an atomic variable to a value.
|
||||
*
|
||||
* This function also acts as a full memory barrier.
|
||||
*
|
||||
* ***Note: If you don't know what this function is for, you shouldn't use
|
||||
* it!***
|
||||
*
|
||||
* \param a a pointer to an SDL_AtomicU32 variable to be modified.
|
||||
* \param v the desired value.
|
||||
* \returns the previous value of the atomic variable.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetAtomicU32
|
||||
*/
|
||||
extern SDL_DECLSPEC Uint32 SDLCALL SDL_SetAtomicU32(SDL_AtomicU32 *a, Uint32 v);
|
||||
|
||||
/**
|
||||
* Get the value of an atomic variable.
|
||||
*
|
||||
* ***Note: If you don't know what this function is for, you shouldn't use
|
||||
* it!***
|
||||
*
|
||||
* \param a a pointer to an SDL_AtomicU32 variable.
|
||||
* \returns the current value of an atomic variable.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_SetAtomicU32
|
||||
*/
|
||||
extern SDL_DECLSPEC Uint32 SDLCALL SDL_GetAtomicU32(SDL_AtomicU32 *a);
|
||||
|
||||
/**
|
||||
* Add to an atomic variable.
|
||||
*
|
||||
* This function also acts as a full memory barrier.
|
||||
*
|
||||
* ***Note: If you don't know what this function is for, you shouldn't use
|
||||
* it!***
|
||||
*
|
||||
* \param a a pointer to an SDL_AtomicU32 variable to be modified.
|
||||
* \param v the desired value to add or subtract.
|
||||
* \returns the previous value of the atomic variable.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.4.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC Uint32 SDLCALL SDL_AddAtomicU32(SDL_AtomicU32 *a, int v);
|
||||
|
||||
/**
|
||||
* Set a pointer to a new value if it is currently an old value.
|
||||
*
|
||||
* ***Note: If you don't know what this function is for, you shouldn't use
|
||||
* it!***
|
||||
*
|
||||
* \param a a pointer to a pointer.
|
||||
* \param oldval the old pointer value.
|
||||
* \param newval the new pointer value.
|
||||
* \returns true if the pointer was set, false otherwise.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_CompareAndSwapAtomicInt
|
||||
* \sa SDL_GetAtomicPointer
|
||||
* \sa SDL_SetAtomicPointer
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_CompareAndSwapAtomicPointer(void **a, void *oldval, void *newval);
|
||||
|
||||
/**
|
||||
* Set a pointer to a value atomically.
|
||||
*
|
||||
* ***Note: If you don't know what this function is for, you shouldn't use
|
||||
* it!***
|
||||
*
|
||||
* \param a a pointer to a pointer.
|
||||
* \param v the desired pointer value.
|
||||
* \returns the previous value of the pointer.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_CompareAndSwapAtomicPointer
|
||||
* \sa SDL_GetAtomicPointer
|
||||
*/
|
||||
extern SDL_DECLSPEC void * SDLCALL SDL_SetAtomicPointer(void **a, void *v);
|
||||
|
||||
/**
|
||||
* Get the value of a pointer atomically.
|
||||
*
|
||||
* ***Note: If you don't know what this function is for, you shouldn't use
|
||||
* it!***
|
||||
*
|
||||
* \param a a pointer to a pointer.
|
||||
* \returns the current value of a pointer.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_CompareAndSwapAtomicPointer
|
||||
* \sa SDL_SetAtomicPointer
|
||||
*/
|
||||
extern SDL_DECLSPEC void * SDLCALL SDL_GetAtomicPointer(void **a);
|
||||
|
||||
/* Ends C function definitions when using C++ */
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#include <SDL3/SDL_close_code.h>
|
||||
|
||||
#endif /* SDL_atomic_h_ */
|
||||
2357
TSE_Sdl3Impl/include/SDL3/SDL_audio.h
Normal file
2357
TSE_Sdl3Impl/include/SDL3/SDL_audio.h
Normal file
File diff suppressed because it is too large
Load Diff
553
TSE_Sdl3Impl/include/SDL3/SDL_begin_code.h
Normal file
553
TSE_Sdl3Impl/include/SDL3/SDL_begin_code.h
Normal file
@@ -0,0 +1,553 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2026 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
/* WIKI CATEGORY: BeginCode */
|
||||
|
||||
/**
|
||||
* # CategoryBeginCode
|
||||
*
|
||||
* `SDL_begin_code.h` sets things up for C dynamic library function
|
||||
* definitions, static inlined functions, and structures aligned at 4-byte
|
||||
* alignment. If you don't like ugly C preprocessor code, don't look at this
|
||||
* file. :)
|
||||
*
|
||||
* SDL's headers use this; applications generally should not include this
|
||||
* header directly.
|
||||
*/
|
||||
|
||||
/* This shouldn't be nested -- included it around code only. */
|
||||
#ifdef SDL_begin_code_h
|
||||
#error Nested inclusion of SDL_begin_code.h
|
||||
#endif
|
||||
#define SDL_begin_code_h
|
||||
|
||||
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
|
||||
|
||||
/**
|
||||
* A macro to tag a symbol as deprecated.
|
||||
*
|
||||
* A function is marked deprecated by adding this macro to its declaration:
|
||||
*
|
||||
* ```c
|
||||
* extern SDL_DEPRECATED int ThisFunctionWasABadIdea(void);
|
||||
* ```
|
||||
*
|
||||
* Compilers with deprecation support can give a warning when a deprecated
|
||||
* function is used. This symbol may be used in SDL's headers, but apps are
|
||||
* welcome to use it for their own interfaces as well.
|
||||
*
|
||||
* SDL, on occasion, might deprecate a function for various reasons. However,
|
||||
* SDL never removes symbols before major versions, so deprecated interfaces
|
||||
* in SDL3 will remain available until SDL4, where it would be expected an app
|
||||
* would have to take steps to migrate anyhow.
|
||||
*
|
||||
* On compilers without a deprecation mechanism, this is defined to nothing,
|
||||
* and using a deprecated function will not generate a warning.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_DEPRECATED __attribute__((deprecated))
|
||||
|
||||
/**
|
||||
* A macro to tag a symbol as a public API.
|
||||
*
|
||||
* SDL uses this macro for all its public functions. On some targets, it is
|
||||
* used to signal to the compiler that this function needs to be exported from
|
||||
* a shared library, but it might have other side effects.
|
||||
*
|
||||
* This symbol is used in SDL's headers, but apps and other libraries are
|
||||
* welcome to use it for their own interfaces as well.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_DECLSPEC __attribute__ ((visibility("default")))
|
||||
|
||||
/**
|
||||
* A macro to set a function's calling conventions.
|
||||
*
|
||||
* SDL uses this macro for all its public functions, and any callbacks it
|
||||
* defines. This macro guarantees that calling conventions match between SDL
|
||||
* and the app, even if the two were built with different compilers or
|
||||
* optimization settings.
|
||||
*
|
||||
* When writing a callback function, it is very important for it to be
|
||||
* correctly tagged with SDLCALL, as mismatched calling conventions can cause
|
||||
* strange behaviors and can be difficult to diagnose. Plus, on many
|
||||
* platforms, SDLCALL is defined to nothing, so compilers won't be able to
|
||||
* warn that the tag is missing.
|
||||
*
|
||||
* This symbol is used in SDL's headers, but apps and other libraries are
|
||||
* welcome to use it for their own interfaces as well.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDLCALL __cdecl
|
||||
|
||||
/**
|
||||
* A macro to request a function be inlined.
|
||||
*
|
||||
* This is a hint to the compiler to inline a function. The compiler is free
|
||||
* to ignore this request. On compilers without inline support, this is
|
||||
* defined to nothing.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_INLINE __inline
|
||||
|
||||
/**
|
||||
* A macro to demand a function be inlined.
|
||||
*
|
||||
* This is a command to the compiler to inline a function. SDL uses this macro
|
||||
* in its public headers for a handful of simple functions. On compilers
|
||||
* without forceinline support, this is defined to `static SDL_INLINE`, which
|
||||
* is often good enough.
|
||||
*
|
||||
* This symbol is used in SDL's headers, but apps and other libraries are
|
||||
* welcome to use it for their own interfaces as well.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_FORCE_INLINE __forceinline
|
||||
|
||||
/**
|
||||
* A macro to tag a function as never-returning.
|
||||
*
|
||||
* This is a hint to the compiler that a function does not return. An example
|
||||
* of a function like this is the C runtime's exit() function.
|
||||
*
|
||||
* This hint can lead to code optimizations, and help analyzers understand
|
||||
* code flow better. On compilers without noreturn support, this is defined to
|
||||
* nothing.
|
||||
*
|
||||
* This symbol is used in SDL's headers, but apps and other libraries are
|
||||
* welcome to use it for their own interfaces as well.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_NORETURN __attribute__((noreturn))
|
||||
|
||||
/**
|
||||
* A macro to tag a function as never-returning (for analysis purposes).
|
||||
*
|
||||
* This is almost identical to SDL_NORETURN, except functions marked with this
|
||||
* _can_ actually return. The difference is that this isn't used for code
|
||||
* generation, but rather static analyzers use this information to assume
|
||||
* truths about program state and available code paths. Specifically, this tag
|
||||
* is useful for writing an assertion mechanism. Indeed, SDL_assert uses this
|
||||
* tag behind the scenes. Generally, apps that don't understand the specific
|
||||
* use-case for this tag should avoid using it directly.
|
||||
*
|
||||
* On compilers without analyzer_noreturn support, this is defined to nothing.
|
||||
*
|
||||
* This symbol is used in SDL's headers, but apps and other libraries are
|
||||
* welcome to use it for their own interfaces as well.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_ANALYZER_NORETURN __attribute__((analyzer_noreturn))
|
||||
|
||||
|
||||
/**
|
||||
* A macro to signal that a case statement without a `break` is intentional.
|
||||
*
|
||||
* C compilers have gotten more aggressive about warning when a switch's
|
||||
* `case` block does not end with a `break` or other flow control statement,
|
||||
* flowing into the next case's code, as this is a common accident that leads
|
||||
* to strange bugs. But sometimes falling through to the next case is the
|
||||
* correct and desired behavior. This symbol lets an app communicate this
|
||||
* intention to the compiler, so it doesn't generate a warning.
|
||||
*
|
||||
* It is used like this:
|
||||
*
|
||||
* ```c
|
||||
* switch (x) {
|
||||
* case 1:
|
||||
* DoSomethingOnlyForOne();
|
||||
* SDL_FALLTHROUGH; // tell the compiler this was intentional.
|
||||
* case 2:
|
||||
* DoSomethingForOneAndTwo();
|
||||
* break;
|
||||
* }
|
||||
* ```
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_FALLTHROUGH [[fallthrough]]
|
||||
|
||||
/**
|
||||
* A macro to tag a function's return value as critical.
|
||||
*
|
||||
* This is a hint to the compiler that a function's return value should not be
|
||||
* ignored.
|
||||
*
|
||||
* If an NODISCARD function's return value is thrown away (the function is
|
||||
* called as if it returns `void`), the compiler will issue a warning.
|
||||
*
|
||||
* While it's generally good practice to check return values for errors, often
|
||||
* times legitimate programs do not for good reasons. Be careful about what
|
||||
* functions are tagged as NODISCARD. It operates best when used on a function
|
||||
* that's failure is surprising and catastrophic; a good example would be a
|
||||
* program that checks the return values of all its file write function calls
|
||||
* but not the call to close the file, which it assumes incorrectly never
|
||||
* fails.
|
||||
*
|
||||
* Function callers that want to throw away a NODISCARD return value can call
|
||||
* the function with a `(void)` cast, which informs the compiler the act is
|
||||
* intentional.
|
||||
*
|
||||
* On compilers without nodiscard support, this is defined to nothing.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_NODISCARD [[nodiscard]]
|
||||
|
||||
/**
|
||||
* A macro to tag a function as an allocator.
|
||||
*
|
||||
* This is a hint to the compiler that a function is an allocator, like
|
||||
* malloc(), with certain rules. A description of how GCC treats this hint is
|
||||
* here:
|
||||
*
|
||||
* https://gcc.gnu.org/onlinedocs/gcc/Common-Function-Attributes.html#index-malloc-function-attribute
|
||||
*
|
||||
* On compilers without allocator tag support, this is defined to nothing.
|
||||
*
|
||||
* Most apps don't need to, and should not, use this directly.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_MALLOC __declspec(allocator) __desclspec(restrict)
|
||||
|
||||
/**
|
||||
* A macro to tag a function as returning a certain allocation.
|
||||
*
|
||||
* This is a hint to the compiler that a function allocates and returns a
|
||||
* specific amount of memory based on one of its arguments. For example, the C
|
||||
* runtime's malloc() function could use this macro with an argument of 1
|
||||
* (first argument to malloc is the size of the allocation).
|
||||
*
|
||||
* On compilers without alloc_size support, this is defined to nothing.
|
||||
*
|
||||
* Most apps don't need to, and should not, use this directly.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_ALLOC_SIZE(p) __attribute__((alloc_size(p)))
|
||||
|
||||
/**
|
||||
* A macro to tag a pointer variable, to help with pointer aliasing.
|
||||
*
|
||||
* A good explanation of the restrict keyword is here:
|
||||
*
|
||||
* https://en.wikipedia.org/wiki/Restrict
|
||||
*
|
||||
* On compilers without restrict support, this is defined to nothing.
|
||||
*
|
||||
* \since This macro is available since SDL 3.4.0.
|
||||
*/
|
||||
#define SDL_RESTRICT __restrict
|
||||
|
||||
/**
|
||||
* Check if the compiler supports a given builtin functionality.
|
||||
*
|
||||
* This allows preprocessor checks for things that otherwise might fail to
|
||||
* compile.
|
||||
*
|
||||
* Supported by virtually all clang versions and more-recent GCCs. Use this
|
||||
* instead of checking the clang version if possible.
|
||||
*
|
||||
* On compilers without has_builtin support, this is defined to 0 (always
|
||||
* false).
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_HAS_BUILTIN(x) __has_builtin(x)
|
||||
|
||||
/**
|
||||
* A macro to specify data alignment.
|
||||
*
|
||||
* This informs the compiler that a given datatype or variable must be aligned
|
||||
* to a specific byte count.
|
||||
*
|
||||
* For example:
|
||||
*
|
||||
* ```c
|
||||
* // make sure this is struct is aligned to 16 bytes for SIMD access.
|
||||
* typedef struct {
|
||||
* float x, y, z, w;
|
||||
* } SDL_ALIGNED(16) MySIMDAlignedData;
|
||||
*
|
||||
* // make sure this one field in a struct is aligned to 16 bytes for SIMD access.
|
||||
* typedef struct {
|
||||
* SomeStuff stuff;
|
||||
* float SDL_ALIGNED(16) position[4];
|
||||
* SomeOtherStuff other_stuff;
|
||||
* } MyStruct;
|
||||
*
|
||||
* // make sure this variable is aligned to 32 bytes.
|
||||
* int SDL_ALIGNED(32) myval = 0;
|
||||
* ```
|
||||
*
|
||||
* Alignment is only guaranteed for things the compiler places: local
|
||||
* variables on the stack and global/static variables. To dynamically allocate
|
||||
* something that respects this alignment, use SDL_aligned_alloc() or some
|
||||
* other mechanism.
|
||||
*
|
||||
* On compilers without alignment support, this macro is defined to an invalid
|
||||
* symbol, to make it clear that the current compiler is likely to generate
|
||||
* incorrect code when it sees this macro.
|
||||
*
|
||||
* \param x the byte count to align to, so the data's address will be a
|
||||
* multiple of this value.
|
||||
*
|
||||
* \since This macro is available since SDL 3.4.0.
|
||||
*/
|
||||
#define SDL_ALIGNED(x) __attribute__((aligned(x)))
|
||||
|
||||
/* end of wiki documentation section. */
|
||||
#endif
|
||||
|
||||
/* `restrict` is from C99, but __restrict works with both Visual Studio and GCC. */
|
||||
#ifndef SDL_RESTRICT
|
||||
# if defined(restrict) || ((defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 199901L)))
|
||||
# define SDL_RESTRICT restrict
|
||||
# elif defined(_MSC_VER) || defined(__GNUC__) || defined(__clang__)
|
||||
# define SDL_RESTRICT __restrict
|
||||
# else
|
||||
# define SDL_RESTRICT
|
||||
# endif
|
||||
#endif
|
||||
|
||||
#ifndef SDL_HAS_BUILTIN
|
||||
#ifdef __has_builtin
|
||||
#define SDL_HAS_BUILTIN(x) __has_builtin(x)
|
||||
#else
|
||||
#define SDL_HAS_BUILTIN(x) 0
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifndef SDL_DEPRECATED
|
||||
# if defined(__GNUC__) && (__GNUC__ >= 4) /* technically, this arrived in gcc 3.1, but oh well. */
|
||||
# define SDL_DEPRECATED __attribute__((deprecated))
|
||||
# elif defined(_MSC_VER)
|
||||
# define SDL_DEPRECATED __declspec(deprecated)
|
||||
# else
|
||||
# define SDL_DEPRECATED
|
||||
# endif
|
||||
#endif
|
||||
|
||||
#ifndef SDL_UNUSED
|
||||
# ifdef __GNUC__
|
||||
# define SDL_UNUSED __attribute__((unused))
|
||||
# else
|
||||
# define SDL_UNUSED
|
||||
# endif
|
||||
#endif
|
||||
|
||||
/* Some compilers use a special export keyword */
|
||||
#ifndef SDL_DECLSPEC
|
||||
# if defined(SDL_PLATFORM_WINDOWS)
|
||||
# ifdef DLL_EXPORT
|
||||
# define SDL_DECLSPEC __declspec(dllexport)
|
||||
# else
|
||||
# define SDL_DECLSPEC
|
||||
# endif
|
||||
# else
|
||||
# if defined(__GNUC__) && __GNUC__ >= 4
|
||||
# define SDL_DECLSPEC __attribute__ ((visibility("default")))
|
||||
# else
|
||||
# define SDL_DECLSPEC
|
||||
# endif
|
||||
# endif
|
||||
#endif
|
||||
|
||||
/* By default SDL uses the C calling convention */
|
||||
#ifndef SDLCALL
|
||||
#if defined(SDL_PLATFORM_WINDOWS) && !defined(__GNUC__)
|
||||
#define SDLCALL __cdecl
|
||||
#else
|
||||
#define SDLCALL
|
||||
#endif
|
||||
#endif /* SDLCALL */
|
||||
|
||||
/* Force structure packing at 4 byte alignment.
|
||||
This is necessary if the header is included in code which has structure
|
||||
packing set to an alternate value, say for loading structures from disk.
|
||||
The packing is reset to the previous value in SDL_close_code.h
|
||||
*/
|
||||
#if defined(_MSC_VER) || defined(__MWERKS__) || defined(__BORLANDC__)
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning(disable: 4103)
|
||||
#endif
|
||||
#ifdef __clang__
|
||||
#pragma clang diagnostic ignored "-Wpragma-pack"
|
||||
#endif
|
||||
#ifdef __BORLANDC__
|
||||
#pragma nopackwarning
|
||||
#endif
|
||||
#ifdef _WIN64
|
||||
/* Use 8-byte alignment on 64-bit architectures, so pointers are aligned */
|
||||
#pragma pack(push,8)
|
||||
#else
|
||||
#pragma pack(push,4)
|
||||
#endif
|
||||
#endif /* Compiler needs structure packing set */
|
||||
|
||||
#ifndef SDL_INLINE
|
||||
#ifdef __GNUC__
|
||||
#define SDL_INLINE __inline__
|
||||
#elif defined(_MSC_VER) || defined(__BORLANDC__) || \
|
||||
defined(__DMC__) || defined(__SC__) || \
|
||||
defined(__WATCOMC__) || defined(__LCC__) || \
|
||||
defined(__DECC) || defined(__CC_ARM)
|
||||
#define SDL_INLINE __inline
|
||||
#ifndef __inline__
|
||||
#define __inline__ __inline
|
||||
#endif
|
||||
#else
|
||||
#define SDL_INLINE inline
|
||||
#ifndef __inline__
|
||||
#define __inline__ inline
|
||||
#endif
|
||||
#endif
|
||||
#endif /* SDL_INLINE not defined */
|
||||
|
||||
#ifndef SDL_FORCE_INLINE
|
||||
#if defined(_MSC_VER) && (_MSC_VER >= 1200)
|
||||
#define SDL_FORCE_INLINE __forceinline
|
||||
#elif ( (defined(__GNUC__) && (__GNUC__ >= 4)) || defined(__clang__) )
|
||||
#define SDL_FORCE_INLINE __attribute__((always_inline)) static __inline__
|
||||
#else
|
||||
#define SDL_FORCE_INLINE static SDL_INLINE
|
||||
#endif
|
||||
#endif /* SDL_FORCE_INLINE not defined */
|
||||
|
||||
#ifndef SDL_NORETURN
|
||||
#if defined(__GNUC__)
|
||||
#define SDL_NORETURN __attribute__((noreturn))
|
||||
#elif defined(_MSC_VER)
|
||||
#define SDL_NORETURN __declspec(noreturn)
|
||||
#else
|
||||
#define SDL_NORETURN
|
||||
#endif
|
||||
#endif /* SDL_NORETURN not defined */
|
||||
|
||||
#ifdef __clang__
|
||||
#if __has_feature(attribute_analyzer_noreturn)
|
||||
#define SDL_ANALYZER_NORETURN __attribute__((analyzer_noreturn))
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifndef SDL_ANALYZER_NORETURN
|
||||
#define SDL_ANALYZER_NORETURN
|
||||
#endif
|
||||
|
||||
/* Apparently this is needed by several Windows compilers */
|
||||
#ifndef __MACH__
|
||||
#ifndef NULL
|
||||
#ifdef __cplusplus
|
||||
#define NULL 0
|
||||
#else
|
||||
#define NULL ((void *)0)
|
||||
#endif
|
||||
#endif /* NULL */
|
||||
#endif /* ! macOS - breaks precompiled headers */
|
||||
|
||||
#ifndef SDL_FALLTHROUGH
|
||||
#if (defined(__cplusplus) && __cplusplus >= 201703L) || \
|
||||
(defined(__STDC_VERSION__) && __STDC_VERSION__ >= 202000L)
|
||||
#define SDL_FALLTHROUGH [[fallthrough]]
|
||||
#else
|
||||
#if defined(__has_attribute) && !defined(__SUNPRO_C) && !defined(__SUNPRO_CC)
|
||||
#define SDL_HAS_FALLTHROUGH __has_attribute(__fallthrough__)
|
||||
#else
|
||||
#define SDL_HAS_FALLTHROUGH 0
|
||||
#endif /* __has_attribute */
|
||||
#if SDL_HAS_FALLTHROUGH && \
|
||||
((defined(__GNUC__) && __GNUC__ >= 7) || \
|
||||
(defined(__clang_major__) && __clang_major__ >= 10))
|
||||
#define SDL_FALLTHROUGH __attribute__((__fallthrough__))
|
||||
#else
|
||||
#define SDL_FALLTHROUGH do {} while (0) /* fallthrough */
|
||||
#endif /* SDL_HAS_FALLTHROUGH */
|
||||
#undef SDL_HAS_FALLTHROUGH
|
||||
#endif /* C++17 or C2x */
|
||||
#endif /* SDL_FALLTHROUGH not defined */
|
||||
|
||||
#ifndef SDL_NODISCARD
|
||||
#if (defined(__cplusplus) && __cplusplus >= 201703L) || \
|
||||
(defined(__STDC_VERSION__) && __STDC_VERSION__ >= 202311L)
|
||||
#define SDL_NODISCARD [[nodiscard]]
|
||||
#elif ( (defined(__GNUC__) && (__GNUC__ >= 4)) || defined(__clang__) )
|
||||
#define SDL_NODISCARD __attribute__((warn_unused_result))
|
||||
#elif defined(_MSC_VER) && (_MSC_VER >= 1700)
|
||||
#define SDL_NODISCARD _Check_return_
|
||||
#else
|
||||
#define SDL_NODISCARD
|
||||
#endif /* C++17 or C23 */
|
||||
#endif /* SDL_NODISCARD not defined */
|
||||
|
||||
#ifndef SDL_MALLOC
|
||||
#if defined(__GNUC__) && (__GNUC__ >= 3)
|
||||
#define SDL_MALLOC __attribute__((malloc))
|
||||
/** FIXME
|
||||
#elif defined(_MSC_VER)
|
||||
#define SDL_MALLOC __declspec(allocator) __desclspec(restrict)
|
||||
**/
|
||||
#else
|
||||
#define SDL_MALLOC
|
||||
#endif
|
||||
#endif /* SDL_MALLOC not defined */
|
||||
|
||||
#ifndef SDL_ALLOC_SIZE
|
||||
#if (defined(__clang__) && __clang_major__ >= 4) || (defined(__GNUC__) && (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3)))
|
||||
#define SDL_ALLOC_SIZE(p) __attribute__((alloc_size(p)))
|
||||
#elif defined(_MSC_VER)
|
||||
#define SDL_ALLOC_SIZE(p)
|
||||
#else
|
||||
#define SDL_ALLOC_SIZE(p)
|
||||
#endif
|
||||
#endif /* SDL_ALLOC_SIZE not defined */
|
||||
|
||||
#ifndef SDL_ALLOC_SIZE2
|
||||
#if (defined(__clang__) && __clang_major__ >= 4) || (defined(__GNUC__) && (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3)))
|
||||
#define SDL_ALLOC_SIZE2(p1, p2) __attribute__((alloc_size(p1, p2)))
|
||||
#elif defined(_MSC_VER)
|
||||
#define SDL_ALLOC_SIZE2(p1, p2)
|
||||
#else
|
||||
#define SDL_ALLOC_SIZE2(p1, p2)
|
||||
#endif
|
||||
#endif /* SDL_ALLOC_SIZE2 not defined */
|
||||
|
||||
#ifndef SDL_ALIGNED
|
||||
#if defined(__clang__) || defined(__GNUC__)
|
||||
#define SDL_ALIGNED(x) __attribute__((aligned(x)))
|
||||
#elif defined(_MSC_VER)
|
||||
#define SDL_ALIGNED(x) __declspec(align(x))
|
||||
#elif defined(__cplusplus) && (__cplusplus >= 201103L)
|
||||
#define SDL_ALIGNED(x) alignas(x)
|
||||
#elif defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 201112L)
|
||||
#define SDL_ALIGNED(x) _Alignas(x)
|
||||
#else
|
||||
#define SDL_ALIGNED(x) PLEASE_DEFINE_SDL_ALIGNED
|
||||
#endif
|
||||
#endif /* SDL_ALIGNED not defined */
|
||||
|
||||
147
TSE_Sdl3Impl/include/SDL3/SDL_bits.h
Normal file
147
TSE_Sdl3Impl/include/SDL3/SDL_bits.h
Normal file
@@ -0,0 +1,147 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2026 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
/**
|
||||
* # CategoryBits
|
||||
*
|
||||
* Functions for fiddling with bits and bitmasks.
|
||||
*/
|
||||
|
||||
#ifndef SDL_bits_h_
|
||||
#define SDL_bits_h_
|
||||
|
||||
#include <SDL3/SDL_stdinc.h>
|
||||
|
||||
#include <SDL3/SDL_begin_code.h>
|
||||
/* Set up for C function definitions, even when using C++ */
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
#if defined(__WATCOMC__) && defined(__386__)
|
||||
extern __inline int _SDL_bsr_watcom(Uint32);
|
||||
#pragma aux _SDL_bsr_watcom = \
|
||||
"bsr eax, eax" \
|
||||
parm [eax] nomemory \
|
||||
value [eax] \
|
||||
modify exact [eax] nomemory;
|
||||
#endif
|
||||
|
||||
/**
|
||||
* Get the index of the most significant (set) bit in a 32-bit number.
|
||||
*
|
||||
* Result is undefined when called with 0. This operation can also be stated
|
||||
* as "count leading zeroes" and "log base 2".
|
||||
*
|
||||
* Note that this is a forced-inline function in a header, and not a public
|
||||
* API function available in the SDL library (which is to say, the code is
|
||||
* embedded in the calling program and the linker and dynamic loader will not
|
||||
* be able to find this function inside SDL itself).
|
||||
*
|
||||
* \param x the 32-bit value to examine.
|
||||
* \returns the index of the most significant bit, or -1 if the value is 0.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
SDL_FORCE_INLINE int SDL_MostSignificantBitIndex32(Uint32 x)
|
||||
{
|
||||
#if defined(__GNUC__) && (__GNUC__ >= 4 || (__GNUC__ == 3 && __GNUC_MINOR__ >= 4))
|
||||
/* Count Leading Zeroes builtin in GCC.
|
||||
* http://gcc.gnu.org/onlinedocs/gcc-4.3.4/gcc/Other-Builtins.html
|
||||
*/
|
||||
if (x == 0) {
|
||||
return -1;
|
||||
}
|
||||
return 31 - __builtin_clz(x);
|
||||
#elif defined(__WATCOMC__) && defined(__386__)
|
||||
if (x == 0) {
|
||||
return -1;
|
||||
}
|
||||
return _SDL_bsr_watcom(x);
|
||||
#elif defined(_MSC_VER) && _MSC_VER >= 1400
|
||||
unsigned long index;
|
||||
if (_BitScanReverse(&index, x)) {
|
||||
return (int)index;
|
||||
}
|
||||
return -1;
|
||||
#else
|
||||
/* Based off of Bit Twiddling Hacks by Sean Eron Anderson
|
||||
* <seander@cs.stanford.edu>, released in the public domain.
|
||||
* http://graphics.stanford.edu/~seander/bithacks.html#IntegerLog
|
||||
*/
|
||||
const Uint32 b[] = {0x2, 0xC, 0xF0, 0xFF00, 0xFFFF0000};
|
||||
const int S[] = {1, 2, 4, 8, 16};
|
||||
|
||||
int msbIndex = 0;
|
||||
int i;
|
||||
|
||||
if (x == 0) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
for (i = 4; i >= 0; i--)
|
||||
{
|
||||
if (x & b[i])
|
||||
{
|
||||
x >>= S[i];
|
||||
msbIndex |= S[i];
|
||||
}
|
||||
}
|
||||
|
||||
return msbIndex;
|
||||
#endif
|
||||
}
|
||||
|
||||
/**
|
||||
* Determine if a unsigned 32-bit value has exactly one bit set.
|
||||
*
|
||||
* If there are no bits set (`x` is zero), or more than one bit set, this
|
||||
* returns false. If any one bit is exclusively set, this returns true.
|
||||
*
|
||||
* Note that this is a forced-inline function in a header, and not a public
|
||||
* API function available in the SDL library (which is to say, the code is
|
||||
* embedded in the calling program and the linker and dynamic loader will not
|
||||
* be able to find this function inside SDL itself).
|
||||
*
|
||||
* \param x the 32-bit value to examine.
|
||||
* \returns true if exactly one bit is set in `x`, false otherwise.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
SDL_FORCE_INLINE bool SDL_HasExactlyOneBitSet32(Uint32 x)
|
||||
{
|
||||
if (x && !(x & (x - 1))) {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/* Ends C function definitions when using C++ */
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
#include <SDL3/SDL_close_code.h>
|
||||
|
||||
#endif /* SDL_bits_h_ */
|
||||
202
TSE_Sdl3Impl/include/SDL3/SDL_blendmode.h
Normal file
202
TSE_Sdl3Impl/include/SDL3/SDL_blendmode.h
Normal file
@@ -0,0 +1,202 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2026 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
/**
|
||||
* # CategoryBlendmode
|
||||
*
|
||||
* Blend modes decide how two colors will mix together. There are both
|
||||
* standard modes for basic needs and a means to create custom modes,
|
||||
* dictating what sort of math to do on what color components.
|
||||
*/
|
||||
|
||||
#ifndef SDL_blendmode_h_
|
||||
#define SDL_blendmode_h_
|
||||
|
||||
#include <SDL3/SDL_stdinc.h>
|
||||
|
||||
#include <SDL3/SDL_begin_code.h>
|
||||
/* Set up for C function definitions, even when using C++ */
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
/**
|
||||
* A set of blend modes used in drawing operations.
|
||||
*
|
||||
* These predefined blend modes are supported everywhere.
|
||||
*
|
||||
* Additional values may be obtained from SDL_ComposeCustomBlendMode.
|
||||
*
|
||||
* \since This datatype is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_ComposeCustomBlendMode
|
||||
*/
|
||||
typedef Uint32 SDL_BlendMode;
|
||||
|
||||
#define SDL_BLENDMODE_NONE 0x00000000u /**< no blending: dstRGBA = srcRGBA */
|
||||
#define SDL_BLENDMODE_BLEND 0x00000001u /**< alpha blending: dstRGB = (srcRGB * srcA) + (dstRGB * (1-srcA)), dstA = srcA + (dstA * (1-srcA)) */
|
||||
#define SDL_BLENDMODE_BLEND_PREMULTIPLIED 0x00000010u /**< pre-multiplied alpha blending: dstRGBA = srcRGBA + (dstRGBA * (1-srcA)) */
|
||||
#define SDL_BLENDMODE_ADD 0x00000002u /**< additive blending: dstRGB = (srcRGB * srcA) + dstRGB, dstA = dstA */
|
||||
#define SDL_BLENDMODE_ADD_PREMULTIPLIED 0x00000020u /**< pre-multiplied additive blending: dstRGB = srcRGB + dstRGB, dstA = dstA */
|
||||
#define SDL_BLENDMODE_MOD 0x00000004u /**< color modulate: dstRGB = srcRGB * dstRGB, dstA = dstA */
|
||||
#define SDL_BLENDMODE_MUL 0x00000008u /**< color multiply: dstRGB = (srcRGB * dstRGB) + (dstRGB * (1-srcA)), dstA = dstA */
|
||||
#define SDL_BLENDMODE_INVALID 0x7FFFFFFFu
|
||||
|
||||
/**
|
||||
* The blend operation used when combining source and destination pixel
|
||||
* components.
|
||||
*
|
||||
* \since This enum is available since SDL 3.2.0.
|
||||
*/
|
||||
typedef enum SDL_BlendOperation
|
||||
{
|
||||
SDL_BLENDOPERATION_ADD = 0x1, /**< dst + src: supported by all renderers */
|
||||
SDL_BLENDOPERATION_SUBTRACT = 0x2, /**< src - dst : supported by D3D, OpenGL, OpenGLES, and Vulkan */
|
||||
SDL_BLENDOPERATION_REV_SUBTRACT = 0x3, /**< dst - src : supported by D3D, OpenGL, OpenGLES, and Vulkan */
|
||||
SDL_BLENDOPERATION_MINIMUM = 0x4, /**< min(dst, src) : supported by D3D, OpenGL, OpenGLES, and Vulkan */
|
||||
SDL_BLENDOPERATION_MAXIMUM = 0x5 /**< max(dst, src) : supported by D3D, OpenGL, OpenGLES, and Vulkan */
|
||||
} SDL_BlendOperation;
|
||||
|
||||
/**
|
||||
* The normalized factor used to multiply pixel components.
|
||||
*
|
||||
* The blend factors are multiplied with the pixels from a drawing operation
|
||||
* (src) and the pixels from the render target (dst) before the blend
|
||||
* operation. The comma-separated factors listed above are always applied in
|
||||
* the component order red, green, blue, and alpha.
|
||||
*
|
||||
* \since This enum is available since SDL 3.2.0.
|
||||
*/
|
||||
typedef enum SDL_BlendFactor
|
||||
{
|
||||
SDL_BLENDFACTOR_ZERO = 0x1, /**< 0, 0, 0, 0 */
|
||||
SDL_BLENDFACTOR_ONE = 0x2, /**< 1, 1, 1, 1 */
|
||||
SDL_BLENDFACTOR_SRC_COLOR = 0x3, /**< srcR, srcG, srcB, srcA */
|
||||
SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR = 0x4, /**< 1-srcR, 1-srcG, 1-srcB, 1-srcA */
|
||||
SDL_BLENDFACTOR_SRC_ALPHA = 0x5, /**< srcA, srcA, srcA, srcA */
|
||||
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA = 0x6, /**< 1-srcA, 1-srcA, 1-srcA, 1-srcA */
|
||||
SDL_BLENDFACTOR_DST_COLOR = 0x7, /**< dstR, dstG, dstB, dstA */
|
||||
SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR = 0x8, /**< 1-dstR, 1-dstG, 1-dstB, 1-dstA */
|
||||
SDL_BLENDFACTOR_DST_ALPHA = 0x9, /**< dstA, dstA, dstA, dstA */
|
||||
SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA = 0xA /**< 1-dstA, 1-dstA, 1-dstA, 1-dstA */
|
||||
} SDL_BlendFactor;
|
||||
|
||||
/**
|
||||
* Compose a custom blend mode for renderers.
|
||||
*
|
||||
* The functions SDL_SetRenderDrawBlendMode and SDL_SetTextureBlendMode accept
|
||||
* the SDL_BlendMode returned by this function if the renderer supports it.
|
||||
*
|
||||
* A blend mode controls how the pixels from a drawing operation (source) get
|
||||
* combined with the pixels from the render target (destination). First, the
|
||||
* components of the source and destination pixels get multiplied with their
|
||||
* blend factors. Then, the blend operation takes the two products and
|
||||
* calculates the result that will get stored in the render target.
|
||||
*
|
||||
* Expressed in pseudocode, it would look like this:
|
||||
*
|
||||
* ```c
|
||||
* dstRGB = colorOperation(srcRGB * srcColorFactor, dstRGB * dstColorFactor);
|
||||
* dstA = alphaOperation(srcA * srcAlphaFactor, dstA * dstAlphaFactor);
|
||||
* ```
|
||||
*
|
||||
* Where the functions `colorOperation(src, dst)` and `alphaOperation(src,
|
||||
* dst)` can return one of the following:
|
||||
*
|
||||
* - `src + dst`
|
||||
* - `src - dst`
|
||||
* - `dst - src`
|
||||
* - `min(src, dst)`
|
||||
* - `max(src, dst)`
|
||||
*
|
||||
* The red, green, and blue components are always multiplied with the first,
|
||||
* second, and third components of the SDL_BlendFactor, respectively. The
|
||||
* fourth component is not used.
|
||||
*
|
||||
* The alpha component is always multiplied with the fourth component of the
|
||||
* SDL_BlendFactor. The other components are not used in the alpha
|
||||
* calculation.
|
||||
*
|
||||
* Support for these blend modes varies for each renderer. To check if a
|
||||
* specific SDL_BlendMode is supported, create a renderer and pass it to
|
||||
* either SDL_SetRenderDrawBlendMode or SDL_SetTextureBlendMode. They will
|
||||
* return with an error if the blend mode is not supported.
|
||||
*
|
||||
* This list describes the support of custom blend modes for each renderer.
|
||||
* All renderers support the four blend modes listed in the SDL_BlendMode
|
||||
* enumeration.
|
||||
*
|
||||
* - **direct3d**: Supports all operations with all factors. However, some
|
||||
* factors produce unexpected results with `SDL_BLENDOPERATION_MINIMUM` and
|
||||
* `SDL_BLENDOPERATION_MAXIMUM`.
|
||||
* - **direct3d11**: Same as Direct3D 9.
|
||||
* - **opengl**: Supports the `SDL_BLENDOPERATION_ADD` operation with all
|
||||
* factors. OpenGL versions 1.1, 1.2, and 1.3 do not work correctly here.
|
||||
* - **opengles2**: Supports the `SDL_BLENDOPERATION_ADD`,
|
||||
* `SDL_BLENDOPERATION_SUBTRACT`, `SDL_BLENDOPERATION_REV_SUBTRACT`
|
||||
* operations with all factors.
|
||||
* - **psp**: No custom blend mode support.
|
||||
* - **software**: No custom blend mode support.
|
||||
*
|
||||
* Some renderers do not provide an alpha component for the default render
|
||||
* target. The `SDL_BLENDFACTOR_DST_ALPHA` and
|
||||
* `SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA` factors do not have an effect in this
|
||||
* case.
|
||||
*
|
||||
* \param srcColorFactor the SDL_BlendFactor applied to the red, green, and
|
||||
* blue components of the source pixels.
|
||||
* \param dstColorFactor the SDL_BlendFactor applied to the red, green, and
|
||||
* blue components of the destination pixels.
|
||||
* \param colorOperation the SDL_BlendOperation used to combine the red,
|
||||
* green, and blue components of the source and
|
||||
* destination pixels.
|
||||
* \param srcAlphaFactor the SDL_BlendFactor applied to the alpha component of
|
||||
* the source pixels.
|
||||
* \param dstAlphaFactor the SDL_BlendFactor applied to the alpha component of
|
||||
* the destination pixels.
|
||||
* \param alphaOperation the SDL_BlendOperation used to combine the alpha
|
||||
* component of the source and destination pixels.
|
||||
* \returns an SDL_BlendMode that represents the chosen factors and
|
||||
* operations.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_SetRenderDrawBlendMode
|
||||
* \sa SDL_GetRenderDrawBlendMode
|
||||
* \sa SDL_SetTextureBlendMode
|
||||
* \sa SDL_GetTextureBlendMode
|
||||
*/
|
||||
extern SDL_DECLSPEC SDL_BlendMode SDLCALL SDL_ComposeCustomBlendMode(SDL_BlendFactor srcColorFactor,
|
||||
SDL_BlendFactor dstColorFactor,
|
||||
SDL_BlendOperation colorOperation,
|
||||
SDL_BlendFactor srcAlphaFactor,
|
||||
SDL_BlendFactor dstAlphaFactor,
|
||||
SDL_BlendOperation alphaOperation);
|
||||
|
||||
/* Ends C function definitions when using C++ */
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
#include <SDL3/SDL_close_code.h>
|
||||
|
||||
#endif /* SDL_blendmode_h_ */
|
||||
535
TSE_Sdl3Impl/include/SDL3/SDL_camera.h
Normal file
535
TSE_Sdl3Impl/include/SDL3/SDL_camera.h
Normal file
@@ -0,0 +1,535 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2026 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
/**
|
||||
* # CategoryCamera
|
||||
*
|
||||
* Video capture for the SDL library.
|
||||
*
|
||||
* This API lets apps read input from video sources, like webcams. Camera
|
||||
* devices can be enumerated, queried, and opened. Once opened, it will
|
||||
* provide SDL_Surface objects as new frames of video come in. These surfaces
|
||||
* can be uploaded to an SDL_Texture or processed as pixels in memory.
|
||||
*
|
||||
* Several platforms will alert the user if an app tries to access a camera,
|
||||
* and some will present a UI asking the user if your application should be
|
||||
* allowed to obtain images at all, which they can deny. A successfully opened
|
||||
* camera will not provide images until permission is granted. Applications,
|
||||
* after opening a camera device, can see if they were granted access by
|
||||
* either polling with the SDL_GetCameraPermissionState() function, or waiting
|
||||
* for an SDL_EVENT_CAMERA_DEVICE_APPROVED or SDL_EVENT_CAMERA_DEVICE_DENIED
|
||||
* event. Platforms that don't have any user approval process will report
|
||||
* approval immediately.
|
||||
*
|
||||
* Note that SDL cameras only provide video as individual frames; they will
|
||||
* not provide full-motion video encoded in a movie file format, although an
|
||||
* app is free to encode the acquired frames into any format it likes. It also
|
||||
* does not provide audio from the camera hardware through this API; not only
|
||||
* do many webcams not have microphones at all, many people--from streamers to
|
||||
* people on Zoom calls--will want to use a separate microphone regardless of
|
||||
* the camera. In any case, recorded audio will be available through SDL's
|
||||
* audio API no matter what hardware provides the microphone.
|
||||
*
|
||||
* ## Camera gotchas
|
||||
*
|
||||
* Consumer-level camera hardware tends to take a little while to warm up,
|
||||
* once the device has been opened. Generally most camera apps have some sort
|
||||
* of UI to take a picture (a button to snap a pic while a preview is showing,
|
||||
* some sort of multi-second countdown for the user to pose, like a photo
|
||||
* booth), which puts control in the users' hands, or they are intended to
|
||||
* stay on for long times (Pokemon Go, etc).
|
||||
*
|
||||
* It's not uncommon that a newly-opened camera will provide a couple of
|
||||
* completely black frames, maybe followed by some under-exposed images. If
|
||||
* taking a single frame automatically, or recording video from a camera's
|
||||
* input without the user initiating it from a preview, it could be wise to
|
||||
* drop the first several frames (if not the first several _seconds_ worth of
|
||||
* frames!) before using images from a camera.
|
||||
*/
|
||||
|
||||
#ifndef SDL_camera_h_
|
||||
#define SDL_camera_h_
|
||||
|
||||
#include <SDL3/SDL_stdinc.h>
|
||||
#include <SDL3/SDL_error.h>
|
||||
#include <SDL3/SDL_pixels.h>
|
||||
#include <SDL3/SDL_properties.h>
|
||||
#include <SDL3/SDL_surface.h>
|
||||
|
||||
#include <SDL3/SDL_begin_code.h>
|
||||
/* Set up for C function definitions, even when using C++ */
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
/**
|
||||
* This is a unique ID for a camera device for the time it is connected to the
|
||||
* system, and is never reused for the lifetime of the application.
|
||||
*
|
||||
* If the device is disconnected and reconnected, it will get a new ID.
|
||||
*
|
||||
* The value 0 is an invalid ID.
|
||||
*
|
||||
* \since This datatype is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetCameras
|
||||
*/
|
||||
typedef Uint32 SDL_CameraID;
|
||||
|
||||
/**
|
||||
* The opaque structure used to identify an opened SDL camera.
|
||||
*
|
||||
* \since This struct is available since SDL 3.2.0.
|
||||
*/
|
||||
typedef struct SDL_Camera SDL_Camera;
|
||||
|
||||
/**
|
||||
* The details of an output format for a camera device.
|
||||
*
|
||||
* Cameras often support multiple formats; each one will be encapsulated in
|
||||
* this struct.
|
||||
*
|
||||
* \since This struct is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetCameraSupportedFormats
|
||||
* \sa SDL_GetCameraFormat
|
||||
*/
|
||||
typedef struct SDL_CameraSpec
|
||||
{
|
||||
SDL_PixelFormat format; /**< Frame format */
|
||||
SDL_Colorspace colorspace; /**< Frame colorspace */
|
||||
int width; /**< Frame width */
|
||||
int height; /**< Frame height */
|
||||
int framerate_numerator; /**< Frame rate numerator ((num / denom) == FPS, (denom / num) == duration in seconds) */
|
||||
int framerate_denominator; /**< Frame rate denominator ((num / denom) == FPS, (denom / num) == duration in seconds) */
|
||||
} SDL_CameraSpec;
|
||||
|
||||
/**
|
||||
* The position of camera in relation to system device.
|
||||
*
|
||||
* \since This enum is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetCameraPosition
|
||||
*/
|
||||
typedef enum SDL_CameraPosition
|
||||
{
|
||||
SDL_CAMERA_POSITION_UNKNOWN,
|
||||
SDL_CAMERA_POSITION_FRONT_FACING,
|
||||
SDL_CAMERA_POSITION_BACK_FACING
|
||||
} SDL_CameraPosition;
|
||||
|
||||
/**
|
||||
* The current state of a request for camera access.
|
||||
*
|
||||
* \since This enum is available since SDL 3.4.0.
|
||||
*
|
||||
* \sa SDL_GetCameraPermissionState
|
||||
*/
|
||||
typedef enum SDL_CameraPermissionState
|
||||
{
|
||||
SDL_CAMERA_PERMISSION_STATE_DENIED = -1,
|
||||
SDL_CAMERA_PERMISSION_STATE_PENDING,
|
||||
SDL_CAMERA_PERMISSION_STATE_APPROVED,
|
||||
} SDL_CameraPermissionState;
|
||||
|
||||
|
||||
/**
|
||||
* Use this function to get the number of built-in camera drivers.
|
||||
*
|
||||
* This function returns a hardcoded number. This never returns a negative
|
||||
* value; if there are no drivers compiled into this build of SDL, this
|
||||
* function returns zero. The presence of a driver in this list does not mean
|
||||
* it will function, it just means SDL is capable of interacting with that
|
||||
* interface. For example, a build of SDL might have v4l2 support, but if
|
||||
* there's no kernel support available, SDL's v4l2 driver would fail if used.
|
||||
*
|
||||
* By default, SDL tries all drivers, in its preferred order, until one is
|
||||
* found to be usable.
|
||||
*
|
||||
* \returns the number of built-in camera drivers.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetCameraDriver
|
||||
*/
|
||||
extern SDL_DECLSPEC int SDLCALL SDL_GetNumCameraDrivers(void);
|
||||
|
||||
/**
|
||||
* Use this function to get the name of a built in camera driver.
|
||||
*
|
||||
* The list of camera drivers is given in the order that they are normally
|
||||
* initialized by default; the drivers that seem more reasonable to choose
|
||||
* first (as far as the SDL developers believe) are earlier in the list.
|
||||
*
|
||||
* The names of drivers are all simple, low-ASCII identifiers, like "v4l2",
|
||||
* "coremedia" or "android". These never have Unicode characters, and are not
|
||||
* meant to be proper names.
|
||||
*
|
||||
* \param index the index of the camera driver; the value ranges from 0 to
|
||||
* SDL_GetNumCameraDrivers() - 1.
|
||||
* \returns the name of the camera driver at the requested index, or NULL if
|
||||
* an invalid index was specified.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetNumCameraDrivers
|
||||
*/
|
||||
extern SDL_DECLSPEC const char * SDLCALL SDL_GetCameraDriver(int index);
|
||||
|
||||
/**
|
||||
* Get the name of the current camera driver.
|
||||
*
|
||||
* The names of drivers are all simple, low-ASCII identifiers, like "v4l2",
|
||||
* "coremedia" or "android". These never have Unicode characters, and are not
|
||||
* meant to be proper names.
|
||||
*
|
||||
* \returns the name of the current camera driver or NULL if no driver has
|
||||
* been initialized.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC const char * SDLCALL SDL_GetCurrentCameraDriver(void);
|
||||
|
||||
/**
|
||||
* Get a list of currently connected camera devices.
|
||||
*
|
||||
* \param count a pointer filled in with the number of cameras returned, may
|
||||
* be NULL.
|
||||
* \returns a 0 terminated array of camera instance IDs or NULL on failure;
|
||||
* call SDL_GetError() for more information. This should be freed
|
||||
* with SDL_free() when it is no longer needed.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_OpenCamera
|
||||
*/
|
||||
extern SDL_DECLSPEC SDL_CameraID * SDLCALL SDL_GetCameras(int *count);
|
||||
|
||||
/**
|
||||
* Get the list of native formats/sizes a camera supports.
|
||||
*
|
||||
* This returns a list of all formats and frame sizes that a specific camera
|
||||
* can offer. This is useful if your app can accept a variety of image formats
|
||||
* and sizes and so want to find the optimal spec that doesn't require
|
||||
* conversion.
|
||||
*
|
||||
* This function isn't strictly required; if you call SDL_OpenCamera with a
|
||||
* NULL spec, SDL will choose a native format for you, and if you instead
|
||||
* specify a desired format, it will transparently convert to the requested
|
||||
* format on your behalf.
|
||||
*
|
||||
* If `count` is not NULL, it will be filled with the number of elements in
|
||||
* the returned array.
|
||||
*
|
||||
* Note that it's legal for a camera to supply an empty list. This is what
|
||||
* will happen on Emscripten builds, since that platform won't tell _anything_
|
||||
* about available cameras until you've opened one, and won't even tell if
|
||||
* there _is_ a camera until the user has given you permission to check
|
||||
* through a scary warning popup.
|
||||
*
|
||||
* \param instance_id the camera device instance ID.
|
||||
* \param count a pointer filled in with the number of elements in the list,
|
||||
* may be NULL.
|
||||
* \returns a NULL terminated array of pointers to SDL_CameraSpec or NULL on
|
||||
* failure; call SDL_GetError() for more information. This is a
|
||||
* single allocation that should be freed with SDL_free() when it is
|
||||
* no longer needed.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetCameras
|
||||
* \sa SDL_OpenCamera
|
||||
*/
|
||||
extern SDL_DECLSPEC SDL_CameraSpec ** SDLCALL SDL_GetCameraSupportedFormats(SDL_CameraID instance_id, int *count);
|
||||
|
||||
/**
|
||||
* Get the human-readable device name for a camera.
|
||||
*
|
||||
* \param instance_id the camera device instance ID.
|
||||
* \returns a human-readable device name or NULL on failure; call
|
||||
* SDL_GetError() for more information.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetCameras
|
||||
*/
|
||||
extern SDL_DECLSPEC const char * SDLCALL SDL_GetCameraName(SDL_CameraID instance_id);
|
||||
|
||||
/**
|
||||
* Get the position of the camera in relation to the system.
|
||||
*
|
||||
* Most platforms will report UNKNOWN, but mobile devices, like phones, can
|
||||
* often make a distinction between cameras on the front of the device (that
|
||||
* points towards the user, for taking "selfies") and cameras on the back (for
|
||||
* filming in the direction the user is facing).
|
||||
*
|
||||
* \param instance_id the camera device instance ID.
|
||||
* \returns the position of the camera on the system hardware.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetCameras
|
||||
*/
|
||||
extern SDL_DECLSPEC SDL_CameraPosition SDLCALL SDL_GetCameraPosition(SDL_CameraID instance_id);
|
||||
|
||||
/**
|
||||
* Open a video recording device (a "camera").
|
||||
*
|
||||
* You can open the device with any reasonable spec, and if the hardware can't
|
||||
* directly support it, it will convert data seamlessly to the requested
|
||||
* format. This might incur overhead, including scaling of image data.
|
||||
*
|
||||
* If you would rather accept whatever format the device offers, you can pass
|
||||
* a NULL spec here and it will choose one for you (and you can use
|
||||
* SDL_Surface's conversion/scaling functions directly if necessary).
|
||||
*
|
||||
* You can call SDL_GetCameraFormat() to get the actual data format if passing
|
||||
* a NULL spec here. You can see the exact specs a device can support without
|
||||
* conversion with SDL_GetCameraSupportedFormats().
|
||||
*
|
||||
* SDL will not attempt to emulate framerate; it will try to set the hardware
|
||||
* to the rate closest to the requested speed, but it won't attempt to limit
|
||||
* or duplicate frames artificially; call SDL_GetCameraFormat() to see the
|
||||
* actual framerate of the opened the device, and check your timestamps if
|
||||
* this is crucial to your app!
|
||||
*
|
||||
* Note that the camera is not usable until the user approves its use! On some
|
||||
* platforms, the operating system will prompt the user to permit access to
|
||||
* the camera, and they can choose Yes or No at that point. Until they do, the
|
||||
* camera will not be usable. The app should either wait for an
|
||||
* SDL_EVENT_CAMERA_DEVICE_APPROVED (or SDL_EVENT_CAMERA_DEVICE_DENIED) event,
|
||||
* or poll SDL_GetCameraPermissionState() occasionally until it returns
|
||||
* non-zero. On platforms that don't require explicit user approval (and
|
||||
* perhaps in places where the user previously permitted access), the approval
|
||||
* event might come immediately, but it might come seconds, minutes, or hours
|
||||
* later!
|
||||
*
|
||||
* \param instance_id the camera device instance ID.
|
||||
* \param spec the desired format for data the device will provide. Can be
|
||||
* NULL.
|
||||
* \returns an SDL_Camera object or NULL on failure; call SDL_GetError() for
|
||||
* more information.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetCameras
|
||||
* \sa SDL_GetCameraFormat
|
||||
*/
|
||||
extern SDL_DECLSPEC SDL_Camera * SDLCALL SDL_OpenCamera(SDL_CameraID instance_id, const SDL_CameraSpec *spec);
|
||||
|
||||
/**
|
||||
* Query if camera access has been approved by the user.
|
||||
*
|
||||
* Cameras will not function between when the device is opened by the app and
|
||||
* when the user permits access to the hardware. On some platforms, this
|
||||
* presents as a popup dialog where the user has to explicitly approve access;
|
||||
* on others the approval might be implicit and not alert the user at all.
|
||||
*
|
||||
* This function can be used to check the status of that approval. It will
|
||||
* return SDL_CAMERA_PERMISSION_STATE_PENDING if waiting for user response,
|
||||
* SDL_CAMERA_PERMISSION_STATE_APPROVED if the camera is approved for use, and
|
||||
* SDL_CAMERA_PERMISSION_STATE_DENIED if the user denied access.
|
||||
*
|
||||
* Instead of polling with this function, you can wait for a
|
||||
* SDL_EVENT_CAMERA_DEVICE_APPROVED (or SDL_EVENT_CAMERA_DEVICE_DENIED) event
|
||||
* in the standard SDL event loop, which is guaranteed to be sent once when
|
||||
* permission to use the camera is decided.
|
||||
*
|
||||
* If a camera is declined, there's nothing to be done but call
|
||||
* SDL_CloseCamera() to dispose of it.
|
||||
*
|
||||
* \param camera the opened camera device to query.
|
||||
* \returns an SDL_CameraPermissionState value indicating if access is
|
||||
* granted, or `SDL_CAMERA_PERMISSION_STATE_PENDING` if the decision
|
||||
* is still pending.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_OpenCamera
|
||||
* \sa SDL_CloseCamera
|
||||
*/
|
||||
extern SDL_DECLSPEC SDL_CameraPermissionState SDLCALL SDL_GetCameraPermissionState(SDL_Camera *camera);
|
||||
|
||||
/**
|
||||
* Get the instance ID of an opened camera.
|
||||
*
|
||||
* \param camera an SDL_Camera to query.
|
||||
* \returns the instance ID of the specified camera on success or 0 on
|
||||
* failure; call SDL_GetError() for more information.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_OpenCamera
|
||||
*/
|
||||
extern SDL_DECLSPEC SDL_CameraID SDLCALL SDL_GetCameraID(SDL_Camera *camera);
|
||||
|
||||
/**
|
||||
* Get the properties associated with an opened camera.
|
||||
*
|
||||
* \param camera the SDL_Camera obtained from SDL_OpenCamera().
|
||||
* \returns a valid property ID on success or 0 on failure; call
|
||||
* SDL_GetError() for more information.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetCameraProperties(SDL_Camera *camera);
|
||||
|
||||
/**
|
||||
* Get the spec that a camera is using when generating images.
|
||||
*
|
||||
* Note that this might not be the native format of the hardware, as SDL might
|
||||
* be converting to this format behind the scenes.
|
||||
*
|
||||
* If the system is waiting for the user to approve access to the camera, as
|
||||
* some platforms require, this will return false, but this isn't necessarily
|
||||
* a fatal error; you should either wait for an
|
||||
* SDL_EVENT_CAMERA_DEVICE_APPROVED (or SDL_EVENT_CAMERA_DEVICE_DENIED) event,
|
||||
* or poll SDL_GetCameraPermissionState() occasionally until it returns
|
||||
* non-zero.
|
||||
*
|
||||
* \param camera opened camera device.
|
||||
* \param spec the SDL_CameraSpec to be initialized by this function.
|
||||
* \returns true on success or false on failure; call SDL_GetError() for more
|
||||
* information.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_OpenCamera
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_GetCameraFormat(SDL_Camera *camera, SDL_CameraSpec *spec);
|
||||
|
||||
/**
|
||||
* Acquire a frame.
|
||||
*
|
||||
* The frame is a memory pointer to the image data, whose size and format are
|
||||
* given by the spec requested when opening the device.
|
||||
*
|
||||
* This is a non blocking API. If there is a frame available, a non-NULL
|
||||
* surface is returned, and timestampNS will be filled with a non-zero value.
|
||||
*
|
||||
* Note that an error case can also return NULL, but a NULL by itself is
|
||||
* normal and just signifies that a new frame is not yet available. Note that
|
||||
* even if a camera device fails outright (a USB camera is unplugged while in
|
||||
* use, etc), SDL will send an event separately to notify the app, but
|
||||
* continue to provide blank frames at ongoing intervals until
|
||||
* SDL_CloseCamera() is called, so real failure here is almost always an out
|
||||
* of memory condition.
|
||||
*
|
||||
* After use, the frame should be released with SDL_ReleaseCameraFrame(). If
|
||||
* you don't do this, the system may stop providing more video!
|
||||
*
|
||||
* Do not call SDL_DestroySurface() on the returned surface! It must be given
|
||||
* back to the camera subsystem with SDL_ReleaseCameraFrame!
|
||||
*
|
||||
* If the system is waiting for the user to approve access to the camera, as
|
||||
* some platforms require, this will return NULL (no frames available); you
|
||||
* should either wait for an SDL_EVENT_CAMERA_DEVICE_APPROVED (or
|
||||
* SDL_EVENT_CAMERA_DEVICE_DENIED) event, or poll
|
||||
* SDL_GetCameraPermissionState() occasionally until it returns non-zero.
|
||||
*
|
||||
* \param camera opened camera device.
|
||||
* \param timestampNS a pointer filled in with the frame's timestamp, or 0 on
|
||||
* error. Can be NULL.
|
||||
* \returns a new frame of video on success, NULL if none is currently
|
||||
* available.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_ReleaseCameraFrame
|
||||
*/
|
||||
extern SDL_DECLSPEC SDL_Surface * SDLCALL SDL_AcquireCameraFrame(SDL_Camera *camera, Uint64 *timestampNS);
|
||||
|
||||
/**
|
||||
* Release a frame of video acquired from a camera.
|
||||
*
|
||||
* Let the back-end re-use the internal buffer for camera.
|
||||
*
|
||||
* This function _must_ be called only on surface objects returned by
|
||||
* SDL_AcquireCameraFrame(). This function should be called as quickly as
|
||||
* possible after acquisition, as SDL keeps a small FIFO queue of surfaces for
|
||||
* video frames; if surfaces aren't released in a timely manner, SDL may drop
|
||||
* upcoming video frames from the camera.
|
||||
*
|
||||
* If the app needs to keep the surface for a significant time, they should
|
||||
* make a copy of it and release the original.
|
||||
*
|
||||
* The app should not use the surface again after calling this function;
|
||||
* assume the surface is freed and the pointer is invalid.
|
||||
*
|
||||
* \param camera opened camera device.
|
||||
* \param frame the video frame surface to release.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_AcquireCameraFrame
|
||||
*/
|
||||
extern SDL_DECLSPEC void SDLCALL SDL_ReleaseCameraFrame(SDL_Camera *camera, SDL_Surface *frame);
|
||||
|
||||
/**
|
||||
* Use this function to shut down camera processing and close the camera
|
||||
* device.
|
||||
*
|
||||
* \param camera opened camera device.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread, but no
|
||||
* thread may reference `device` once this function is called.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_OpenCamera
|
||||
*/
|
||||
extern SDL_DECLSPEC void SDLCALL SDL_CloseCamera(SDL_Camera *camera);
|
||||
|
||||
/* Ends C function definitions when using C++ */
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
#include <SDL3/SDL_close_code.h>
|
||||
|
||||
#endif /* SDL_camera_h_ */
|
||||
331
TSE_Sdl3Impl/include/SDL3/SDL_clipboard.h
Normal file
331
TSE_Sdl3Impl/include/SDL3/SDL_clipboard.h
Normal file
@@ -0,0 +1,331 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2026 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
/**
|
||||
* # CategoryClipboard
|
||||
*
|
||||
* SDL provides access to the system clipboard, both for reading information
|
||||
* from other processes and publishing information of its own.
|
||||
*
|
||||
* This is not just text! SDL apps can access and publish data by mimetype.
|
||||
*
|
||||
* ## Basic use (text)
|
||||
*
|
||||
* Obtaining and publishing simple text to the system clipboard is as easy as
|
||||
* calling SDL_GetClipboardText() and SDL_SetClipboardText(), respectively.
|
||||
* These deal with C strings in UTF-8 encoding. Data transmission and encoding
|
||||
* conversion is completely managed by SDL.
|
||||
*
|
||||
* ## Clipboard callbacks (data other than text)
|
||||
*
|
||||
* Things get more complicated when the clipboard contains something other
|
||||
* than text. Not only can the system clipboard contain data of any type, in
|
||||
* some cases it can contain the same data in different formats! For example,
|
||||
* an image painting app might let the user copy a graphic to the clipboard,
|
||||
* and offers it in .BMP, .JPG, or .PNG format for other apps to consume.
|
||||
*
|
||||
* Obtaining clipboard data ("pasting") like this is a matter of calling
|
||||
* SDL_GetClipboardData() and telling it the mimetype of the data you want.
|
||||
* But how does one know if that format is available? SDL_HasClipboardData()
|
||||
* can report if a specific mimetype is offered, and
|
||||
* SDL_GetClipboardMimeTypes() can provide the entire list of mimetypes
|
||||
* available, so the app can decide what to do with the data and what formats
|
||||
* it can support.
|
||||
*
|
||||
* Setting the clipboard ("copying") to arbitrary data is done with
|
||||
* SDL_SetClipboardData. The app does not provide the data in this call, but
|
||||
* rather the mimetypes it is willing to provide and a callback function.
|
||||
* During the callback, the app will generate the data. This allows massive
|
||||
* data sets to be provided to the clipboard, without any data being copied
|
||||
* before it is explicitly requested. More specifically, it allows an app to
|
||||
* offer data in multiple formats without providing a copy of all of them
|
||||
* upfront. If the app has an image that it could provide in PNG or JPG
|
||||
* format, it doesn't have to encode it to either of those unless and until
|
||||
* something tries to paste it.
|
||||
*
|
||||
* ## Primary Selection
|
||||
*
|
||||
* The X11 and Wayland video targets have a concept of the "primary selection"
|
||||
* in addition to the usual clipboard. This is generally highlighted (but not
|
||||
* explicitly copied) text from various apps. SDL offers APIs for this through
|
||||
* SDL_GetPrimarySelectionText() and SDL_SetPrimarySelectionText(). SDL offers
|
||||
* these APIs on platforms without this concept, too, but only so far that it
|
||||
* will keep a copy of a string that the app sets for later retrieval; the
|
||||
* operating system will not ever attempt to change the string externally if
|
||||
* it doesn't support a primary selection.
|
||||
*/
|
||||
|
||||
#ifndef SDL_clipboard_h_
|
||||
#define SDL_clipboard_h_
|
||||
|
||||
#include <SDL3/SDL_stdinc.h>
|
||||
#include <SDL3/SDL_error.h>
|
||||
|
||||
#include <SDL3/SDL_begin_code.h>
|
||||
/* Set up for C function definitions, even when using C++ */
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
/* Function prototypes */
|
||||
|
||||
/**
|
||||
* Put UTF-8 text into the clipboard.
|
||||
*
|
||||
* \param text the text to store in the clipboard.
|
||||
* \returns true on success or false on failure; call SDL_GetError() for more
|
||||
* information.
|
||||
*
|
||||
* \threadsafety This function should only be called on the main thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetClipboardText
|
||||
* \sa SDL_HasClipboardText
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_SetClipboardText(const char *text);
|
||||
|
||||
/**
|
||||
* Get UTF-8 text from the clipboard.
|
||||
*
|
||||
* This function returns an empty string if there is not enough memory left
|
||||
* for a copy of the clipboard's content.
|
||||
*
|
||||
* \returns the clipboard text on success or an empty string on failure; call
|
||||
* SDL_GetError() for more information. This should be freed with
|
||||
* SDL_free() when it is no longer needed.
|
||||
*
|
||||
* \threadsafety This function should only be called on the main thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_HasClipboardText
|
||||
* \sa SDL_SetClipboardText
|
||||
*/
|
||||
extern SDL_DECLSPEC char * SDLCALL SDL_GetClipboardText(void);
|
||||
|
||||
/**
|
||||
* Query whether the clipboard exists and contains a non-empty text string.
|
||||
*
|
||||
* \returns true if the clipboard has text, or false if it does not.
|
||||
*
|
||||
* \threadsafety This function should only be called on the main thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetClipboardText
|
||||
* \sa SDL_SetClipboardText
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_HasClipboardText(void);
|
||||
|
||||
/**
|
||||
* Put UTF-8 text into the primary selection.
|
||||
*
|
||||
* \param text the text to store in the primary selection.
|
||||
* \returns true on success or false on failure; call SDL_GetError() for more
|
||||
* information.
|
||||
*
|
||||
* \threadsafety This function should only be called on the main thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetPrimarySelectionText
|
||||
* \sa SDL_HasPrimarySelectionText
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_SetPrimarySelectionText(const char *text);
|
||||
|
||||
/**
|
||||
* Get UTF-8 text from the primary selection.
|
||||
*
|
||||
* This function returns an empty string if there is not enough memory left
|
||||
* for a copy of the primary selection's content.
|
||||
*
|
||||
* \returns the primary selection text on success or an empty string on
|
||||
* failure; call SDL_GetError() for more information. This should be
|
||||
* freed with SDL_free() when it is no longer needed.
|
||||
*
|
||||
* \threadsafety This function should only be called on the main thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_HasPrimarySelectionText
|
||||
* \sa SDL_SetPrimarySelectionText
|
||||
*/
|
||||
extern SDL_DECLSPEC char * SDLCALL SDL_GetPrimarySelectionText(void);
|
||||
|
||||
/**
|
||||
* Query whether the primary selection exists and contains a non-empty text
|
||||
* string.
|
||||
*
|
||||
* \returns true if the primary selection has text, or false if it does not.
|
||||
*
|
||||
* \threadsafety This function should only be called on the main thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetPrimarySelectionText
|
||||
* \sa SDL_SetPrimarySelectionText
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_HasPrimarySelectionText(void);
|
||||
|
||||
/**
|
||||
* Callback function that will be called when data for the specified mime-type
|
||||
* is requested by the OS.
|
||||
*
|
||||
* The callback function is called with NULL as the mime_type when the
|
||||
* clipboard is cleared or new data is set. The clipboard is automatically
|
||||
* cleared in SDL_Quit().
|
||||
*
|
||||
* \param userdata a pointer to the provided user data.
|
||||
* \param mime_type the requested mime-type.
|
||||
* \param size a pointer filled in with the length of the returned data.
|
||||
* \returns a pointer to the data for the provided mime-type. Returning NULL
|
||||
* or setting the length to 0 will cause zero length data to be sent
|
||||
* to the "receiver", which should be able to handle this. The
|
||||
* returned data will not be freed, so it needs to be retained and
|
||||
* dealt with internally.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_SetClipboardData
|
||||
*/
|
||||
typedef const void *(SDLCALL *SDL_ClipboardDataCallback)(void *userdata, const char *mime_type, size_t *size);
|
||||
|
||||
/**
|
||||
* Callback function that will be called when the clipboard is cleared, or
|
||||
* when new data is set.
|
||||
*
|
||||
* \param userdata a pointer to the provided user data.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_SetClipboardData
|
||||
*/
|
||||
typedef void (SDLCALL *SDL_ClipboardCleanupCallback)(void *userdata);
|
||||
|
||||
/**
|
||||
* Offer clipboard data to the OS.
|
||||
*
|
||||
* Tell the operating system that the application is offering clipboard data
|
||||
* for each of the provided mime-types. Once another application requests the
|
||||
* data the callback function will be called, allowing it to generate and
|
||||
* respond with the data for the requested mime-type.
|
||||
*
|
||||
* The size of text data does not include any terminator, and the text does
|
||||
* not need to be null-terminated (e.g., you can directly copy a portion of a
|
||||
* document).
|
||||
*
|
||||
* \param callback a function pointer to the function that provides the
|
||||
* clipboard data.
|
||||
* \param cleanup a function pointer to the function that cleans up the
|
||||
* clipboard data.
|
||||
* \param userdata an opaque pointer that will be forwarded to the callbacks.
|
||||
* \param mime_types a list of mime-types that are being offered. SDL copies
|
||||
* the given list.
|
||||
* \param num_mime_types the number of mime-types in the mime_types list.
|
||||
* \returns true on success or false on failure; call SDL_GetError() for more
|
||||
* information.
|
||||
*
|
||||
* \threadsafety This function should only be called on the main thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_ClearClipboardData
|
||||
* \sa SDL_GetClipboardData
|
||||
* \sa SDL_HasClipboardData
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_SetClipboardData(SDL_ClipboardDataCallback callback, SDL_ClipboardCleanupCallback cleanup, void *userdata, const char **mime_types, size_t num_mime_types);
|
||||
|
||||
/**
|
||||
* Clear the clipboard data.
|
||||
*
|
||||
* \returns true on success or false on failure; call SDL_GetError() for more
|
||||
* information.
|
||||
*
|
||||
* \threadsafety This function should only be called on the main thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_SetClipboardData
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_ClearClipboardData(void);
|
||||
|
||||
/**
|
||||
* Get the data from the clipboard for a given mime type.
|
||||
*
|
||||
* The size of text data does not include the terminator, but the text is
|
||||
* guaranteed to be null-terminated.
|
||||
*
|
||||
* \param mime_type the mime type to read from the clipboard.
|
||||
* \param size a pointer filled in with the length of the returned data.
|
||||
* \returns the retrieved data buffer or NULL on failure; call SDL_GetError()
|
||||
* for more information. This should be freed with SDL_free() when it
|
||||
* is no longer needed.
|
||||
*
|
||||
* \threadsafety This function should only be called on the main thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_HasClipboardData
|
||||
* \sa SDL_SetClipboardData
|
||||
*/
|
||||
extern SDL_DECLSPEC void * SDLCALL SDL_GetClipboardData(const char *mime_type, size_t *size);
|
||||
|
||||
/**
|
||||
* Query whether there is data in the clipboard for the provided mime type.
|
||||
*
|
||||
* \param mime_type the mime type to check for data.
|
||||
* \returns true if data exists in the clipboard for the provided mime type,
|
||||
* false if it does not.
|
||||
*
|
||||
* \threadsafety This function should only be called on the main thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_SetClipboardData
|
||||
* \sa SDL_GetClipboardData
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_HasClipboardData(const char *mime_type);
|
||||
|
||||
/**
|
||||
* Retrieve the list of mime types available in the clipboard.
|
||||
*
|
||||
* \param num_mime_types a pointer filled with the number of mime types, may
|
||||
* be NULL.
|
||||
* \returns a null-terminated array of strings with mime types, or NULL on
|
||||
* failure; call SDL_GetError() for more information. This should be
|
||||
* freed with SDL_free() when it is no longer needed.
|
||||
*
|
||||
* \threadsafety This function should only be called on the main thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_SetClipboardData
|
||||
*/
|
||||
extern SDL_DECLSPEC char ** SDLCALL SDL_GetClipboardMimeTypes(size_t *num_mime_types);
|
||||
|
||||
/* Ends C function definitions when using C++ */
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
#include <SDL3/SDL_close_code.h>
|
||||
|
||||
#endif /* SDL_clipboard_h_ */
|
||||
41
TSE_Sdl3Impl/include/SDL3/SDL_close_code.h
Normal file
41
TSE_Sdl3Impl/include/SDL3/SDL_close_code.h
Normal file
@@ -0,0 +1,41 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2026 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
/*
|
||||
* This file reverses the effects of SDL_begin_code.h and should be included
|
||||
* after you finish any function and structure declarations in your headers.
|
||||
*
|
||||
* SDL's headers use this; applications generally should not include this
|
||||
* header directly.
|
||||
*/
|
||||
|
||||
#ifndef SDL_begin_code_h
|
||||
#error SDL_close_code.h included without matching SDL_begin_code.h
|
||||
#endif
|
||||
#undef SDL_begin_code_h
|
||||
|
||||
/* Reset structure packing at previous byte alignment */
|
||||
#if defined(_MSC_VER) || defined(__MWERKS__) || defined(__BORLANDC__)
|
||||
#ifdef __BORLANDC__
|
||||
#pragma nopackwarning
|
||||
#endif
|
||||
#pragma pack(pop)
|
||||
#endif /* Compiler needs structure packing set */
|
||||
22
TSE_Sdl3Impl/include/SDL3/SDL_copying.h
Normal file
22
TSE_Sdl3Impl/include/SDL3/SDL_copying.h
Normal file
@@ -0,0 +1,22 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2026 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
/* Header file containing SDL's license. */
|
||||
374
TSE_Sdl3Impl/include/SDL3/SDL_cpuinfo.h
Normal file
374
TSE_Sdl3Impl/include/SDL3/SDL_cpuinfo.h
Normal file
@@ -0,0 +1,374 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2026 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
/* WIKI CATEGORY: CPUInfo */
|
||||
|
||||
/**
|
||||
* # CategoryCPUInfo
|
||||
*
|
||||
* CPU feature detection for SDL.
|
||||
*
|
||||
* These functions are largely concerned with reporting if the system has
|
||||
* access to various SIMD instruction sets, but also has other important info
|
||||
* to share, such as system RAM size and number of logical CPU cores.
|
||||
*
|
||||
* CPU instruction set checks, like SDL_HasSSE() and SDL_HasNEON(), are
|
||||
* available on all platforms, even if they don't make sense (an ARM processor
|
||||
* will never have SSE and an x86 processor will never have NEON, for example,
|
||||
* but these functions still exist and will simply return false in these
|
||||
* cases).
|
||||
*/
|
||||
|
||||
#ifndef SDL_cpuinfo_h_
|
||||
#define SDL_cpuinfo_h_
|
||||
|
||||
#include <SDL3/SDL_stdinc.h>
|
||||
|
||||
#include <SDL3/SDL_begin_code.h>
|
||||
/* Set up for C function definitions, even when using C++ */
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
/**
|
||||
* A guess for the cacheline size used for padding.
|
||||
*
|
||||
* Most x86 processors have a 64 byte cache line. The 64-bit PowerPC
|
||||
* processors have a 128 byte cache line. We use the larger value to be
|
||||
* generally safe.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_CACHELINE_SIZE 128
|
||||
|
||||
/**
|
||||
* Get the number of logical CPU cores available.
|
||||
*
|
||||
* \returns the total number of logical CPU cores. On CPUs that include
|
||||
* technologies such as hyperthreading, the number of logical cores
|
||||
* may be more than the number of physical cores.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC int SDLCALL SDL_GetNumLogicalCPUCores(void);
|
||||
|
||||
/**
|
||||
* Determine the L1 cache line size of the CPU.
|
||||
*
|
||||
* This is useful for determining multi-threaded structure padding or SIMD
|
||||
* prefetch sizes.
|
||||
*
|
||||
* \returns the L1 cache line size of the CPU, in bytes.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC int SDLCALL SDL_GetCPUCacheLineSize(void);
|
||||
|
||||
/**
|
||||
* Determine whether the CPU has AltiVec features.
|
||||
*
|
||||
* This always returns false on CPUs that aren't using PowerPC instruction
|
||||
* sets.
|
||||
*
|
||||
* \returns true if the CPU has AltiVec features or false if not.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_HasAltiVec(void);
|
||||
|
||||
/**
|
||||
* Determine whether the CPU has MMX features.
|
||||
*
|
||||
* This always returns false on CPUs that aren't using Intel instruction sets.
|
||||
*
|
||||
* \returns true if the CPU has MMX features or false if not.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_HasMMX(void);
|
||||
|
||||
/**
|
||||
* Determine whether the CPU has SSE features.
|
||||
*
|
||||
* This always returns false on CPUs that aren't using Intel instruction sets.
|
||||
*
|
||||
* \returns true if the CPU has SSE features or false if not.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_HasSSE2
|
||||
* \sa SDL_HasSSE3
|
||||
* \sa SDL_HasSSE41
|
||||
* \sa SDL_HasSSE42
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_HasSSE(void);
|
||||
|
||||
/**
|
||||
* Determine whether the CPU has SSE2 features.
|
||||
*
|
||||
* This always returns false on CPUs that aren't using Intel instruction sets.
|
||||
*
|
||||
* \returns true if the CPU has SSE2 features or false if not.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_HasSSE
|
||||
* \sa SDL_HasSSE3
|
||||
* \sa SDL_HasSSE41
|
||||
* \sa SDL_HasSSE42
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_HasSSE2(void);
|
||||
|
||||
/**
|
||||
* Determine whether the CPU has SSE3 features.
|
||||
*
|
||||
* This always returns false on CPUs that aren't using Intel instruction sets.
|
||||
*
|
||||
* \returns true if the CPU has SSE3 features or false if not.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_HasSSE
|
||||
* \sa SDL_HasSSE2
|
||||
* \sa SDL_HasSSE41
|
||||
* \sa SDL_HasSSE42
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_HasSSE3(void);
|
||||
|
||||
/**
|
||||
* Determine whether the CPU has SSE4.1 features.
|
||||
*
|
||||
* This always returns false on CPUs that aren't using Intel instruction sets.
|
||||
*
|
||||
* \returns true if the CPU has SSE4.1 features or false if not.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_HasSSE
|
||||
* \sa SDL_HasSSE2
|
||||
* \sa SDL_HasSSE3
|
||||
* \sa SDL_HasSSE42
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_HasSSE41(void);
|
||||
|
||||
/**
|
||||
* Determine whether the CPU has SSE4.2 features.
|
||||
*
|
||||
* This always returns false on CPUs that aren't using Intel instruction sets.
|
||||
*
|
||||
* \returns true if the CPU has SSE4.2 features or false if not.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_HasSSE
|
||||
* \sa SDL_HasSSE2
|
||||
* \sa SDL_HasSSE3
|
||||
* \sa SDL_HasSSE41
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_HasSSE42(void);
|
||||
|
||||
/**
|
||||
* Determine whether the CPU has AVX features.
|
||||
*
|
||||
* This always returns false on CPUs that aren't using Intel instruction sets.
|
||||
*
|
||||
* \returns true if the CPU has AVX features or false if not.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_HasAVX2
|
||||
* \sa SDL_HasAVX512F
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_HasAVX(void);
|
||||
|
||||
/**
|
||||
* Determine whether the CPU has AVX2 features.
|
||||
*
|
||||
* This always returns false on CPUs that aren't using Intel instruction sets.
|
||||
*
|
||||
* \returns true if the CPU has AVX2 features or false if not.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_HasAVX
|
||||
* \sa SDL_HasAVX512F
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_HasAVX2(void);
|
||||
|
||||
/**
|
||||
* Determine whether the CPU has AVX-512F (foundation) features.
|
||||
*
|
||||
* This always returns false on CPUs that aren't using Intel instruction sets.
|
||||
*
|
||||
* \returns true if the CPU has AVX-512F features or false if not.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_HasAVX
|
||||
* \sa SDL_HasAVX2
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_HasAVX512F(void);
|
||||
|
||||
/**
|
||||
* Determine whether the CPU has ARM SIMD (ARMv6) features.
|
||||
*
|
||||
* This is different from ARM NEON, which is a different instruction set.
|
||||
*
|
||||
* This always returns false on CPUs that aren't using ARM instruction sets.
|
||||
*
|
||||
* \returns true if the CPU has ARM SIMD features or false if not.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_HasNEON
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_HasARMSIMD(void);
|
||||
|
||||
/**
|
||||
* Determine whether the CPU has NEON (ARM SIMD) features.
|
||||
*
|
||||
* This always returns false on CPUs that aren't using ARM instruction sets.
|
||||
*
|
||||
* \returns true if the CPU has ARM NEON features or false if not.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_HasNEON(void);
|
||||
|
||||
/**
|
||||
* Determine whether the CPU has LSX (LOONGARCH SIMD) features.
|
||||
*
|
||||
* This always returns false on CPUs that aren't using LOONGARCH instruction
|
||||
* sets.
|
||||
*
|
||||
* \returns true if the CPU has LOONGARCH LSX features or false if not.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_HasLSX(void);
|
||||
|
||||
/**
|
||||
* Determine whether the CPU has LASX (LOONGARCH SIMD) features.
|
||||
*
|
||||
* This always returns false on CPUs that aren't using LOONGARCH instruction
|
||||
* sets.
|
||||
*
|
||||
* \returns true if the CPU has LOONGARCH LASX features or false if not.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_HasLASX(void);
|
||||
|
||||
/**
|
||||
* Get the amount of RAM configured in the system.
|
||||
*
|
||||
* \returns the amount of RAM configured in the system in MiB.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC int SDLCALL SDL_GetSystemRAM(void);
|
||||
|
||||
/**
|
||||
* Report the alignment this system needs for SIMD allocations.
|
||||
*
|
||||
* This will return the minimum number of bytes to which a pointer must be
|
||||
* aligned to be compatible with SIMD instructions on the current machine. For
|
||||
* example, if the machine supports SSE only, it will return 16, but if it
|
||||
* supports AVX-512F, it'll return 64 (etc). This only reports values for
|
||||
* instruction sets SDL knows about, so if your SDL build doesn't have
|
||||
* SDL_HasAVX512F(), then it might return 16 for the SSE support it sees and
|
||||
* not 64 for the AVX-512 instructions that exist but SDL doesn't know about.
|
||||
* Plan accordingly.
|
||||
*
|
||||
* \returns the alignment in bytes needed for available, known SIMD
|
||||
* instructions.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_aligned_alloc
|
||||
* \sa SDL_aligned_free
|
||||
*/
|
||||
extern SDL_DECLSPEC size_t SDLCALL SDL_GetSIMDAlignment(void);
|
||||
|
||||
/**
|
||||
* Report the size of a page of memory.
|
||||
*
|
||||
* Different platforms might have different memory page sizes. In current
|
||||
* times, 4 kilobytes is not unusual, but newer systems are moving to larger
|
||||
* page sizes, and esoteric platforms might have any unexpected size.
|
||||
*
|
||||
* Note that this function can return 0, which means SDL can't determine the
|
||||
* page size on this platform. It will _not_ set an error string to be
|
||||
* retrieved with SDL_GetError() in this case! In this case, defaulting to
|
||||
* 4096 is often a reasonable option.
|
||||
*
|
||||
* \returns the size of a single page of memory, in bytes, or 0 if SDL can't
|
||||
* determine this information.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.4.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC int SDLCALL SDL_GetSystemPageSize(void);
|
||||
|
||||
/* Ends C function definitions when using C++ */
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
#include <SDL3/SDL_close_code.h>
|
||||
|
||||
#endif /* SDL_cpuinfo_h_ */
|
||||
343
TSE_Sdl3Impl/include/SDL3/SDL_dialog.h
Normal file
343
TSE_Sdl3Impl/include/SDL3/SDL_dialog.h
Normal file
@@ -0,0 +1,343 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2026 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
/**
|
||||
* # CategoryDialog
|
||||
*
|
||||
* File dialog support.
|
||||
*
|
||||
* SDL offers file dialogs, to let users select files with native GUI
|
||||
* interfaces. There are "open" dialogs, "save" dialogs, and folder selection
|
||||
* dialogs. The app can control some details, such as filtering to specific
|
||||
* files, or whether multiple files can be selected by the user.
|
||||
*
|
||||
* Note that launching a file dialog is a non-blocking operation; control
|
||||
* returns to the app immediately, and a callback is called later (possibly in
|
||||
* another thread) when the user makes a choice.
|
||||
*/
|
||||
|
||||
#ifndef SDL_dialog_h_
|
||||
#define SDL_dialog_h_
|
||||
|
||||
#include <SDL3/SDL_stdinc.h>
|
||||
#include <SDL3/SDL_error.h>
|
||||
#include <SDL3/SDL_properties.h>
|
||||
#include <SDL3/SDL_video.h>
|
||||
|
||||
#include <SDL3/SDL_begin_code.h>
|
||||
/* Set up for C function definitions, even when using C++ */
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
/**
|
||||
* An entry for filters for file dialogs.
|
||||
*
|
||||
* `name` is a user-readable label for the filter (for example, "Office
|
||||
* document").
|
||||
*
|
||||
* `pattern` is a semicolon-separated list of file extensions (for example,
|
||||
* "doc;docx"). File extensions may only contain alphanumeric characters,
|
||||
* hyphens, underscores and periods. Alternatively, the whole string can be a
|
||||
* single asterisk ("*"), which serves as an "All files" filter.
|
||||
*
|
||||
* \since This struct is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_DialogFileCallback
|
||||
* \sa SDL_ShowOpenFileDialog
|
||||
* \sa SDL_ShowSaveFileDialog
|
||||
* \sa SDL_ShowOpenFolderDialog
|
||||
* \sa SDL_ShowFileDialogWithProperties
|
||||
*/
|
||||
typedef struct SDL_DialogFileFilter
|
||||
{
|
||||
const char *name;
|
||||
const char *pattern;
|
||||
} SDL_DialogFileFilter;
|
||||
|
||||
/**
|
||||
* Callback used by file dialog functions.
|
||||
*
|
||||
* The specific usage is described in each function.
|
||||
*
|
||||
* If `filelist` is:
|
||||
*
|
||||
* - NULL, an error occurred. Details can be obtained with SDL_GetError().
|
||||
* - A pointer to NULL, the user either didn't choose any file or canceled the
|
||||
* dialog.
|
||||
* - A pointer to non-`NULL`, the user chose one or more files. The argument
|
||||
* is a null-terminated array of pointers to UTF-8 encoded strings, each
|
||||
* containing a path.
|
||||
*
|
||||
* The filelist argument should not be freed; it will automatically be freed
|
||||
* when the callback returns.
|
||||
*
|
||||
* The filter argument is the index of the filter that was selected, or -1 if
|
||||
* no filter was selected or if the platform or method doesn't support
|
||||
* fetching the selected filter.
|
||||
*
|
||||
* In Android, the `filelist` are `content://` URIs. They should be opened
|
||||
* using SDL_IOFromFile() with appropriate modes. This applies both to open
|
||||
* and save file dialog.
|
||||
*
|
||||
* \param userdata an app-provided pointer, for the callback's use.
|
||||
* \param filelist the file(s) chosen by the user.
|
||||
* \param filter index of the selected filter.
|
||||
*
|
||||
* \since This datatype is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_DialogFileFilter
|
||||
* \sa SDL_ShowOpenFileDialog
|
||||
* \sa SDL_ShowSaveFileDialog
|
||||
* \sa SDL_ShowOpenFolderDialog
|
||||
* \sa SDL_ShowFileDialogWithProperties
|
||||
*/
|
||||
typedef void (SDLCALL *SDL_DialogFileCallback)(void *userdata, const char * const *filelist, int filter);
|
||||
|
||||
/**
|
||||
* Displays a dialog that lets the user select a file on their filesystem.
|
||||
*
|
||||
* This is an asynchronous function; it will return immediately, and the
|
||||
* result will be passed to the callback.
|
||||
*
|
||||
* The callback will be invoked with a null-terminated list of files the user
|
||||
* chose. The list will be empty if the user canceled the dialog, and it will
|
||||
* be NULL if an error occurred.
|
||||
*
|
||||
* Note that the callback may be called from a different thread than the one
|
||||
* the function was invoked on.
|
||||
*
|
||||
* Depending on the platform, the user may be allowed to input paths that
|
||||
* don't yet exist.
|
||||
*
|
||||
* On Linux, dialogs may require XDG Portals, which requires DBus, which
|
||||
* requires an event-handling loop. Apps that do not use SDL to handle events
|
||||
* should add a call to SDL_PumpEvents in their main loop.
|
||||
*
|
||||
* \param callback a function pointer to be invoked when the user selects a
|
||||
* file and accepts, or cancels the dialog, or an error
|
||||
* occurs.
|
||||
* \param userdata an optional pointer to pass extra data to the callback when
|
||||
* it will be invoked.
|
||||
* \param window the window that the dialog should be modal for, may be NULL.
|
||||
* Not all platforms support this option.
|
||||
* \param filters a list of filters, may be NULL. See the
|
||||
* [`SDL_DialogFileFilter`](SDL_DialogFileFilter#code-examples)
|
||||
* documentation for examples]. Not all platforms support this
|
||||
* option, and platforms that do support it may allow the user
|
||||
* to ignore the filters. If non-NULL, it must remain valid at
|
||||
* least until the callback is invoked.
|
||||
* \param nfilters the number of filters. Ignored if filters is NULL.
|
||||
* \param default_location the default folder or file to start the dialog at,
|
||||
* may be NULL. Not all platforms support this option.
|
||||
* \param allow_many if non-zero, the user will be allowed to select multiple
|
||||
* entries. Not all platforms support this option.
|
||||
*
|
||||
* \threadsafety This function should be called only from the main thread. The
|
||||
* callback may be invoked from the same thread or from a
|
||||
* different one, depending on the OS's constraints.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_DialogFileCallback
|
||||
* \sa SDL_DialogFileFilter
|
||||
* \sa SDL_ShowSaveFileDialog
|
||||
* \sa SDL_ShowOpenFolderDialog
|
||||
* \sa SDL_ShowFileDialogWithProperties
|
||||
*/
|
||||
extern SDL_DECLSPEC void SDLCALL SDL_ShowOpenFileDialog(SDL_DialogFileCallback callback, void *userdata, SDL_Window *window, const SDL_DialogFileFilter *filters, int nfilters, const char *default_location, bool allow_many);
|
||||
|
||||
/**
|
||||
* Displays a dialog that lets the user choose a new or existing file on their
|
||||
* filesystem.
|
||||
*
|
||||
* This is an asynchronous function; it will return immediately, and the
|
||||
* result will be passed to the callback.
|
||||
*
|
||||
* The callback will be invoked with a null-terminated list of files the user
|
||||
* chose. The list will be empty if the user canceled the dialog, and it will
|
||||
* be NULL if an error occurred.
|
||||
*
|
||||
* Note that the callback may be called from a different thread than the one
|
||||
* the function was invoked on.
|
||||
*
|
||||
* The chosen file may or may not already exist.
|
||||
*
|
||||
* On Linux, dialogs may require XDG Portals, which requires DBus, which
|
||||
* requires an event-handling loop. Apps that do not use SDL to handle events
|
||||
* should add a call to SDL_PumpEvents in their main loop.
|
||||
*
|
||||
* \param callback a function pointer to be invoked when the user selects a
|
||||
* file and accepts, or cancels the dialog, or an error
|
||||
* occurs.
|
||||
* \param userdata an optional pointer to pass extra data to the callback when
|
||||
* it will be invoked.
|
||||
* \param window the window that the dialog should be modal for, may be NULL.
|
||||
* Not all platforms support this option.
|
||||
* \param filters a list of filters, may be NULL. Not all platforms support
|
||||
* this option, and platforms that do support it may allow the
|
||||
* user to ignore the filters. If non-NULL, it must remain
|
||||
* valid at least until the callback is invoked.
|
||||
* \param nfilters the number of filters. Ignored if filters is NULL.
|
||||
* \param default_location the default folder or file to start the dialog at,
|
||||
* may be NULL. Not all platforms support this option.
|
||||
*
|
||||
* \threadsafety This function should be called only from the main thread. The
|
||||
* callback may be invoked from the same thread or from a
|
||||
* different one, depending on the OS's constraints.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_DialogFileCallback
|
||||
* \sa SDL_DialogFileFilter
|
||||
* \sa SDL_ShowOpenFileDialog
|
||||
* \sa SDL_ShowOpenFolderDialog
|
||||
* \sa SDL_ShowFileDialogWithProperties
|
||||
*/
|
||||
extern SDL_DECLSPEC void SDLCALL SDL_ShowSaveFileDialog(SDL_DialogFileCallback callback, void *userdata, SDL_Window *window, const SDL_DialogFileFilter *filters, int nfilters, const char *default_location);
|
||||
|
||||
/**
|
||||
* Displays a dialog that lets the user select a folder on their filesystem.
|
||||
*
|
||||
* This is an asynchronous function; it will return immediately, and the
|
||||
* result will be passed to the callback.
|
||||
*
|
||||
* The callback will be invoked with a null-terminated list of files the user
|
||||
* chose. The list will be empty if the user canceled the dialog, and it will
|
||||
* be NULL if an error occurred.
|
||||
*
|
||||
* Note that the callback may be called from a different thread than the one
|
||||
* the function was invoked on.
|
||||
*
|
||||
* Depending on the platform, the user may be allowed to input paths that
|
||||
* don't yet exist.
|
||||
*
|
||||
* On Linux, dialogs may require XDG Portals, which requires DBus, which
|
||||
* requires an event-handling loop. Apps that do not use SDL to handle events
|
||||
* should add a call to SDL_PumpEvents in their main loop.
|
||||
*
|
||||
* \param callback a function pointer to be invoked when the user selects a
|
||||
* file and accepts, or cancels the dialog, or an error
|
||||
* occurs.
|
||||
* \param userdata an optional pointer to pass extra data to the callback when
|
||||
* it will be invoked.
|
||||
* \param window the window that the dialog should be modal for, may be NULL.
|
||||
* Not all platforms support this option.
|
||||
* \param default_location the default folder or file to start the dialog at,
|
||||
* may be NULL. Not all platforms support this option.
|
||||
* \param allow_many if non-zero, the user will be allowed to select multiple
|
||||
* entries. Not all platforms support this option.
|
||||
*
|
||||
* \threadsafety This function should be called only from the main thread. The
|
||||
* callback may be invoked from the same thread or from a
|
||||
* different one, depending on the OS's constraints.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_DialogFileCallback
|
||||
* \sa SDL_ShowOpenFileDialog
|
||||
* \sa SDL_ShowSaveFileDialog
|
||||
* \sa SDL_ShowFileDialogWithProperties
|
||||
*/
|
||||
extern SDL_DECLSPEC void SDLCALL SDL_ShowOpenFolderDialog(SDL_DialogFileCallback callback, void *userdata, SDL_Window *window, const char *default_location, bool allow_many);
|
||||
|
||||
/**
|
||||
* Various types of file dialogs.
|
||||
*
|
||||
* This is used by SDL_ShowFileDialogWithProperties() to decide what kind of
|
||||
* dialog to present to the user.
|
||||
*
|
||||
* \since This enum is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_ShowFileDialogWithProperties
|
||||
*/
|
||||
typedef enum SDL_FileDialogType
|
||||
{
|
||||
SDL_FILEDIALOG_OPENFILE,
|
||||
SDL_FILEDIALOG_SAVEFILE,
|
||||
SDL_FILEDIALOG_OPENFOLDER
|
||||
} SDL_FileDialogType;
|
||||
|
||||
/**
|
||||
* Create and launch a file dialog with the specified properties.
|
||||
*
|
||||
* These are the supported properties:
|
||||
*
|
||||
* - `SDL_PROP_FILE_DIALOG_FILTERS_POINTER`: a pointer to a list of
|
||||
* SDL_DialogFileFilter structs, which will be used as filters for
|
||||
* file-based selections. Ignored if the dialog is an "Open Folder" dialog.
|
||||
* If non-NULL, the array of filters must remain valid at least until the
|
||||
* callback is invoked.
|
||||
* - `SDL_PROP_FILE_DIALOG_NFILTERS_NUMBER`: the number of filters in the
|
||||
* array of filters, if it exists.
|
||||
* - `SDL_PROP_FILE_DIALOG_WINDOW_POINTER`: the window that the dialog should
|
||||
* be modal for.
|
||||
* - `SDL_PROP_FILE_DIALOG_LOCATION_STRING`: the default folder or file to
|
||||
* start the dialog at.
|
||||
* - `SDL_PROP_FILE_DIALOG_MANY_BOOLEAN`: true to allow the user to select
|
||||
* more than one entry.
|
||||
* - `SDL_PROP_FILE_DIALOG_TITLE_STRING`: the title for the dialog.
|
||||
* - `SDL_PROP_FILE_DIALOG_ACCEPT_STRING`: the label that the accept button
|
||||
* should have.
|
||||
* - `SDL_PROP_FILE_DIALOG_CANCEL_STRING`: the label that the cancel button
|
||||
* should have.
|
||||
*
|
||||
* Note that each platform may or may not support any of the properties.
|
||||
*
|
||||
* \param type the type of file dialog.
|
||||
* \param callback a function pointer to be invoked when the user selects a
|
||||
* file and accepts, or cancels the dialog, or an error
|
||||
* occurs.
|
||||
* \param userdata an optional pointer to pass extra data to the callback when
|
||||
* it will be invoked.
|
||||
* \param props the properties to use.
|
||||
*
|
||||
* \threadsafety This function should be called only from the main thread. The
|
||||
* callback may be invoked from the same thread or from a
|
||||
* different one, depending on the OS's constraints.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_FileDialogType
|
||||
* \sa SDL_DialogFileCallback
|
||||
* \sa SDL_DialogFileFilter
|
||||
* \sa SDL_ShowOpenFileDialog
|
||||
* \sa SDL_ShowSaveFileDialog
|
||||
* \sa SDL_ShowOpenFolderDialog
|
||||
*/
|
||||
extern SDL_DECLSPEC void SDLCALL SDL_ShowFileDialogWithProperties(SDL_FileDialogType type, SDL_DialogFileCallback callback, void *userdata, SDL_PropertiesID props);
|
||||
|
||||
#define SDL_PROP_FILE_DIALOG_FILTERS_POINTER "SDL.filedialog.filters"
|
||||
#define SDL_PROP_FILE_DIALOG_NFILTERS_NUMBER "SDL.filedialog.nfilters"
|
||||
#define SDL_PROP_FILE_DIALOG_WINDOW_POINTER "SDL.filedialog.window"
|
||||
#define SDL_PROP_FILE_DIALOG_LOCATION_STRING "SDL.filedialog.location"
|
||||
#define SDL_PROP_FILE_DIALOG_MANY_BOOLEAN "SDL.filedialog.many"
|
||||
#define SDL_PROP_FILE_DIALOG_TITLE_STRING "SDL.filedialog.title"
|
||||
#define SDL_PROP_FILE_DIALOG_ACCEPT_STRING "SDL.filedialog.accept"
|
||||
#define SDL_PROP_FILE_DIALOG_CANCEL_STRING "SDL.filedialog.cancel"
|
||||
|
||||
/* Ends C function definitions when using C++ */
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
#include <SDL3/SDL_close_code.h>
|
||||
|
||||
#endif /* SDL_dialog_h_ */
|
||||
234
TSE_Sdl3Impl/include/SDL3/SDL_dlopennote.h
Normal file
234
TSE_Sdl3Impl/include/SDL3/SDL_dlopennote.h
Normal file
@@ -0,0 +1,234 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2026 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
/* WIKI CATEGORY: DlopenNotes */
|
||||
|
||||
/**
|
||||
* # CategoryDlopenNotes
|
||||
*
|
||||
* This header allows you to annotate your code so external tools know about
|
||||
* dynamic shared library dependencies.
|
||||
*
|
||||
* If you determine that your toolchain doesn't support dlopen notes, you can
|
||||
* disable this feature by defining `SDL_DISABLE_DLOPEN_NOTES`. You can use
|
||||
* this CMake snippet to check for support:
|
||||
*
|
||||
* ```cmake
|
||||
* include(CheckCSourceCompiles)
|
||||
* find_package(SDL3 REQUIRED CONFIG COMPONENTS Headers)
|
||||
* list(APPEND CMAKE_REQUIRED_LIBRARIES SDL3::Headers)
|
||||
* check_c_source_compiles([==[
|
||||
* #include <SDL3/SDL_dlopennote.h>
|
||||
* SDL_ELF_NOTE_DLOPEN("sdl-video",
|
||||
* "Support for video through SDL",
|
||||
* SDL_ELF_NOTE_DLOPEN_PRIORITY_SUGGESTED,
|
||||
* "libSDL-1.2.so.0", "libSDL-2.0.so.0", "libSDL3.so.0"
|
||||
* )
|
||||
* int main(int argc, char *argv[]) {
|
||||
* return argc + argv[0][1];
|
||||
* }
|
||||
* ]==] COMPILER_SUPPORTS_SDL_ELF_NOTE_DLOPEN)
|
||||
* if(NOT COMPILER_SUPPORTS_SDL_ELF_NOTE_DLOPEN)
|
||||
* add_compile_definitions(-DSDL_DISABLE_DLOPEN_NOTE)
|
||||
* endif()
|
||||
* ```
|
||||
*/
|
||||
|
||||
#ifndef SDL_dlopennote_h
|
||||
#define SDL_dlopennote_h
|
||||
|
||||
/**
|
||||
* Use this macro with SDL_ELF_NOTE_DLOPEN() to note that a dynamic shared
|
||||
* library dependency is optional.
|
||||
*
|
||||
* Optional functionality uses the dependency, the binary will work and the
|
||||
* dependency is only needed for full-featured installations.
|
||||
*
|
||||
* \since This macro is available since SDL 3.4.0.
|
||||
*
|
||||
* \sa SDL_ELF_NOTE_DLOPEN
|
||||
* \sa SDL_ELF_NOTE_DLOPEN_PRIORITY_RECOMMENDED
|
||||
* \sa SDL_ELF_NOTE_DLOPEN_PRIORITY_REQUIRED
|
||||
*/
|
||||
#define SDL_ELF_NOTE_DLOPEN_PRIORITY_SUGGESTED "suggested"
|
||||
|
||||
/**
|
||||
* Use this macro with SDL_ELF_NOTE_DLOPEN() to note that a dynamic shared
|
||||
* library dependency is recommended.
|
||||
*
|
||||
* Important functionality needs the dependency, the binary will work but in
|
||||
* most cases the dependency should be provided.
|
||||
*
|
||||
* \since This macro is available since SDL 3.4.0.
|
||||
*
|
||||
* \sa SDL_ELF_NOTE_DLOPEN
|
||||
* \sa SDL_ELF_NOTE_DLOPEN_PRIORITY_SUGGESTED
|
||||
* \sa SDL_ELF_NOTE_DLOPEN_PRIORITY_REQUIRED
|
||||
*/
|
||||
#define SDL_ELF_NOTE_DLOPEN_PRIORITY_RECOMMENDED "recommended"
|
||||
|
||||
/**
|
||||
* Use this macro with SDL_ELF_NOTE_DLOPEN() to note that a dynamic shared
|
||||
* library dependency is required.
|
||||
*
|
||||
* Core functionality needs the dependency, the binary will not work if it
|
||||
* cannot be found.
|
||||
*
|
||||
* \since This macro is available since SDL 3.4.0.
|
||||
*
|
||||
* \sa SDL_ELF_NOTE_DLOPEN
|
||||
* \sa SDL_ELF_NOTE_DLOPEN_PRIORITY_SUGGESTED
|
||||
* \sa SDL_ELF_NOTE_DLOPEN_PRIORITY_RECOMMENDED
|
||||
*/
|
||||
#define SDL_ELF_NOTE_DLOPEN_PRIORITY_REQUIRED "required"
|
||||
|
||||
|
||||
#if !defined(SDL_PLATFORM_UNIX) || defined(SDL_PLATFORM_ANDROID)
|
||||
/* The dlopen note functionality isn't used on this platform */
|
||||
#ifndef SDL_DISABLE_DLOPEN_NOTES
|
||||
#define SDL_DISABLE_DLOPEN_NOTES
|
||||
#endif
|
||||
#elif defined(__GNUC__) && (__GNUC__ < 3 || (__GNUC__ == 3 && __GNUC_MINOR__ < 1))
|
||||
/* gcc < 3.1 too old */
|
||||
#ifndef SDL_DISABLE_DLOPEN_NOTES
|
||||
#define SDL_DISABLE_DLOPEN_NOTES
|
||||
#endif
|
||||
#endif /* SDL_PLATFORM_UNIX || SDL_PLATFORM_ANDROID */
|
||||
|
||||
#if defined(__ELF__) && !defined(SDL_DISABLE_DLOPEN_NOTES)
|
||||
|
||||
#include <SDL3/SDL_stdinc.h>
|
||||
|
||||
#define SDL_ELF_NOTE_DLOPEN_VENDOR "FDO"
|
||||
#define SDL_ELF_NOTE_DLOPEN_TYPE 0x407c0c0aU
|
||||
|
||||
#define SDL_ELF_NOTE_INTERNAL2(json, variable_name) \
|
||||
__attribute__((aligned(4), used, section(".note.dlopen"))) \
|
||||
static const struct { \
|
||||
struct { \
|
||||
Uint32 n_namesz; \
|
||||
Uint32 n_descsz; \
|
||||
Uint32 n_type; \
|
||||
} nhdr; \
|
||||
char name[4]; \
|
||||
__attribute__((aligned(4))) char dlopen_json[sizeof(json)]; \
|
||||
} variable_name = { \
|
||||
{ \
|
||||
sizeof(SDL_ELF_NOTE_DLOPEN_VENDOR), \
|
||||
sizeof(json), \
|
||||
SDL_ELF_NOTE_DLOPEN_TYPE \
|
||||
}, \
|
||||
SDL_ELF_NOTE_DLOPEN_VENDOR, \
|
||||
json \
|
||||
}
|
||||
|
||||
#define SDL_ELF_NOTE_INTERNAL(json, variable_name) \
|
||||
SDL_ELF_NOTE_INTERNAL2(json, variable_name)
|
||||
|
||||
#define SDL_DLNOTE_JSON_ARRAY1(N1) "[\"" N1 "\"]"
|
||||
#define SDL_DLNOTE_JSON_ARRAY2(N1,N2) "[\"" N1 "\",\"" N2 "\"]"
|
||||
#define SDL_DLNOTE_JSON_ARRAY3(N1,N2,N3) "[\"" N1 "\",\"" N2 "\",\"" N3 "\"]"
|
||||
#define SDL_DLNOTE_JSON_ARRAY4(N1,N2,N3,N4) "[\"" N1 "\",\"" N2 "\",\"" N3 "\",\"" N4 "\"]"
|
||||
#define SDL_DLNOTE_JSON_ARRAY5(N1,N2,N3,N4,N5) "[\"" N1 "\",\"" N2 "\",\"" N3 "\",\"" N4 "\",\"" N5 "\"]"
|
||||
#define SDL_DLNOTE_JSON_ARRAY6(N1,N2,N3,N4,N5,N6) "[\"" N1 "\",\"" N2 "\",\"" N3 "\",\"" N4 "\",\"" N5 "\",\"" N6 "\"]"
|
||||
#define SDL_DLNOTE_JSON_ARRAY7(N1,N2,N3,N4,N5,N6,N7) "[\"" N1 "\",\"" N2 "\",\"" N3 "\",\"" N4 "\",\"" N5 "\",\"" N6 "\",\"" N7 "\"]"
|
||||
#define SDL_DLNOTE_JSON_ARRAY8(N1,N2,N3,N4,N5,N6,N7,N8) "[\"" N1 "\",\"" N2 "\",\"" N3 "\",\"" N4 "\",\"" N5 "\",\"" N6 "\",\"" N7 "\",\"" N8 "\"]"
|
||||
#define SDL_DLNOTE_JSON_ARRAY_GET(N1,N2,N3,N4,N5,N6,N7,N8,NAME,...) NAME
|
||||
#define SDL_DLNOTE_JSON_ARRAY(...) \
|
||||
SDL_DLNOTE_JSON_ARRAY_GET( \
|
||||
__VA_ARGS__, \
|
||||
SDL_DLNOTE_JSON_ARRAY8, \
|
||||
SDL_DLNOTE_JSON_ARRAY7, \
|
||||
SDL_DLNOTE_JSON_ARRAY6, \
|
||||
SDL_DLNOTE_JSON_ARRAY5, \
|
||||
SDL_DLNOTE_JSON_ARRAY4, \
|
||||
SDL_DLNOTE_JSON_ARRAY3, \
|
||||
SDL_DLNOTE_JSON_ARRAY2, \
|
||||
SDL_DLNOTE_JSON_ARRAY1 \
|
||||
)(__VA_ARGS__)
|
||||
|
||||
/* Create "unique" variable name using __LINE__,
|
||||
* so creating multiple elf notes on the same line is not supported
|
||||
*/
|
||||
#define SDL_DLNOTE_JOIN2(A,B) A##B
|
||||
#define SDL_DLNOTE_JOIN(A,B) SDL_DLNOTE_JOIN2(A,B)
|
||||
#define SDL_DLNOTE_UNIQUE_NAME SDL_DLNOTE_JOIN(s_SDL_dlopen_note_, __LINE__)
|
||||
|
||||
/**
|
||||
* Add a note that your application has dynamic shared library dependencies.
|
||||
*
|
||||
* You can do this by adding the following to the global scope:
|
||||
*
|
||||
* ```c
|
||||
* SDL_ELF_NOTE_DLOPEN(
|
||||
* "png",
|
||||
* "Support for loading PNG images using libpng (required for APNG)",
|
||||
* SDL_ELF_NOTE_DLOPEN_PRIORITY_RECOMMENDED,
|
||||
* "libpng12.so.0"
|
||||
* )
|
||||
* ```
|
||||
*
|
||||
* A trailing semicolon is not needed.
|
||||
*
|
||||
* Or if you support multiple versions of a library, you can list them:
|
||||
*
|
||||
* ```c
|
||||
* // Our app supports SDL1, SDL2, and SDL3 by dynamically loading them
|
||||
* SDL_ELF_NOTE_DLOPEN(
|
||||
* "SDL",
|
||||
* "Create windows through SDL video backend",
|
||||
* SDL_ELF_NOTE_DLOPEN_PRIORITY_REQUIRED
|
||||
* "libSDL-1.2.so.0", "libSDL2-2.0.so.0", "libSDL3.so.0"
|
||||
* )
|
||||
* ```
|
||||
*
|
||||
* This macro is not available for compilers that do not support variadic
|
||||
* macro's.
|
||||
*
|
||||
* \since This macro is available since SDL 3.4.0.
|
||||
*
|
||||
* \sa SDL_ELF_NOTE_DLOPEN_PRIORITY_SUGGESTED
|
||||
* \sa SDL_ELF_NOTE_DLOPEN_PRIORITY_RECOMMENDED
|
||||
* \sa SDL_ELF_NOTE_DLOPEN_PRIORITY_REQUIRED
|
||||
*/
|
||||
#define SDL_ELF_NOTE_DLOPEN(feature, description, priority, ...) \
|
||||
SDL_ELF_NOTE_INTERNAL( \
|
||||
"[{\"feature\":\"" feature \
|
||||
"\",\"description\":\"" description \
|
||||
"\",\"priority\":\"" priority \
|
||||
"\",\"soname\":" SDL_DLNOTE_JSON_ARRAY(__VA_ARGS__) "}]", \
|
||||
SDL_DLNOTE_UNIQUE_NAME);
|
||||
|
||||
#elif defined(__GNUC__) && __GNUC__ < 3
|
||||
|
||||
#define SDL_ELF_NOTE_DLOPEN(args...)
|
||||
|
||||
#elif defined(_MSC_VER) && _MSC_VER < 1400
|
||||
|
||||
/* Variadic macros are not supported */
|
||||
|
||||
#else
|
||||
|
||||
#define SDL_ELF_NOTE_DLOPEN(...)
|
||||
|
||||
#endif
|
||||
|
||||
#endif /* SDL_dlopennote_h */
|
||||
2355
TSE_Sdl3Impl/include/SDL3/SDL_egl.h
Normal file
2355
TSE_Sdl3Impl/include/SDL3/SDL_egl.h
Normal file
File diff suppressed because it is too large
Load Diff
645
TSE_Sdl3Impl/include/SDL3/SDL_endian.h
Normal file
645
TSE_Sdl3Impl/include/SDL3/SDL_endian.h
Normal file
@@ -0,0 +1,645 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2026 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
/**
|
||||
* # CategoryEndian
|
||||
*
|
||||
* Functions converting endian-specific values to different byte orders.
|
||||
*
|
||||
* These functions either unconditionally swap byte order (SDL_Swap16,
|
||||
* SDL_Swap32, SDL_Swap64, SDL_SwapFloat), or they swap to/from the system's
|
||||
* native byte order (SDL_Swap16LE, SDL_Swap16BE, SDL_Swap32LE, SDL_Swap32BE,
|
||||
* SDL_Swap32LE, SDL_Swap32BE, SDL_SwapFloatLE, SDL_SwapFloatBE). In the
|
||||
* latter case, the functionality is provided by macros that become no-ops if
|
||||
* a swap isn't necessary: on an x86 (littleendian) processor, SDL_Swap32LE
|
||||
* does nothing, but SDL_Swap32BE reverses the bytes of the data. On a PowerPC
|
||||
* processor (bigendian), the macros behavior is reversed.
|
||||
*
|
||||
* The swap routines are inline functions, and attempt to use compiler
|
||||
* intrinsics, inline assembly, and other magic to make byteswapping
|
||||
* efficient.
|
||||
*/
|
||||
|
||||
#ifndef SDL_endian_h_
|
||||
#define SDL_endian_h_
|
||||
|
||||
#include <SDL3/SDL_stdinc.h>
|
||||
|
||||
#if defined(_MSC_VER) && (_MSC_VER >= 1400)
|
||||
/* As of Clang 11, '_m_prefetchw' is conflicting with the winnt.h's version,
|
||||
so we define the needed '_m_prefetch' here as a pseudo-header, until the issue is fixed. */
|
||||
#if defined(__clang__) && !SDL_HAS_BUILTIN(_m_prefetch)
|
||||
#ifndef __PRFCHWINTRIN_H
|
||||
#define __PRFCHWINTRIN_H
|
||||
static __inline__ void __attribute__((__always_inline__, __nodebug__))
|
||||
_m_prefetch(void *__P)
|
||||
{
|
||||
__builtin_prefetch(__P, 0, 3 /* _MM_HINT_T0 */);
|
||||
}
|
||||
#endif /* __PRFCHWINTRIN_H */
|
||||
#endif /* __clang__ */
|
||||
|
||||
#include <intrin.h>
|
||||
#endif
|
||||
|
||||
/**
|
||||
* \name The two types of endianness
|
||||
*/
|
||||
/* @{ */
|
||||
|
||||
|
||||
/**
|
||||
* A value to represent littleendian byteorder.
|
||||
*
|
||||
* This is used with the preprocessor macro SDL_BYTEORDER, to determine a
|
||||
* platform's byte ordering:
|
||||
*
|
||||
* ```c
|
||||
* #if SDL_BYTEORDER == SDL_LIL_ENDIAN
|
||||
* SDL_Log("This system is littleendian.");
|
||||
* #endif
|
||||
* ```
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_BYTEORDER
|
||||
* \sa SDL_BIG_ENDIAN
|
||||
*/
|
||||
#define SDL_LIL_ENDIAN 1234
|
||||
|
||||
/**
|
||||
* A value to represent bigendian byteorder.
|
||||
*
|
||||
* This is used with the preprocessor macro SDL_BYTEORDER, to determine a
|
||||
* platform's byte ordering:
|
||||
*
|
||||
* ```c
|
||||
* #if SDL_BYTEORDER == SDL_BIG_ENDIAN
|
||||
* SDL_Log("This system is bigendian.");
|
||||
* #endif
|
||||
* ```
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_BYTEORDER
|
||||
* \sa SDL_LIL_ENDIAN
|
||||
*/
|
||||
#define SDL_BIG_ENDIAN 4321
|
||||
|
||||
/* @} */
|
||||
|
||||
#ifndef SDL_BYTEORDER
|
||||
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
|
||||
|
||||
/**
|
||||
* A macro that reports the target system's byte order.
|
||||
*
|
||||
* This is set to either SDL_LIL_ENDIAN or SDL_BIG_ENDIAN (and maybe other
|
||||
* values in the future, if something else becomes popular). This can be
|
||||
* tested with the preprocessor, so decisions can be made at compile time.
|
||||
*
|
||||
* ```c
|
||||
* #if SDL_BYTEORDER == SDL_BIG_ENDIAN
|
||||
* SDL_Log("This system is bigendian.");
|
||||
* #endif
|
||||
* ```
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_LIL_ENDIAN
|
||||
* \sa SDL_BIG_ENDIAN
|
||||
*/
|
||||
#define SDL_BYTEORDER SDL_LIL_ENDIAN___or_maybe___SDL_BIG_ENDIAN
|
||||
#elif defined(SDL_PLATFORM_LINUX) || defined(__GLIBC__)
|
||||
#include <endian.h>
|
||||
#define SDL_BYTEORDER __BYTE_ORDER
|
||||
#elif defined(SDL_PLATFORM_SOLARIS)
|
||||
#include <sys/byteorder.h>
|
||||
#if defined(_LITTLE_ENDIAN)
|
||||
#define SDL_BYTEORDER SDL_LIL_ENDIAN
|
||||
#elif defined(_BIG_ENDIAN)
|
||||
#define SDL_BYTEORDER SDL_BIG_ENDIAN
|
||||
#else
|
||||
#error Unsupported endianness
|
||||
#endif
|
||||
#elif defined(SDL_PLATFORM_OPENBSD) || defined(__DragonFly__)
|
||||
#include <endian.h>
|
||||
#define SDL_BYTEORDER BYTE_ORDER
|
||||
#elif defined(SDL_PLATFORM_FREEBSD) || defined(SDL_PLATFORM_NETBSD)
|
||||
#include <sys/endian.h>
|
||||
#define SDL_BYTEORDER BYTE_ORDER
|
||||
/* predefs from newer gcc and clang versions: */
|
||||
#elif defined(__ORDER_LITTLE_ENDIAN__) && defined(__ORDER_BIG_ENDIAN__) && defined(__BYTE_ORDER__)
|
||||
#if (__BYTE_ORDER__ == __ORDER_LITTLE_ENDIAN__)
|
||||
#define SDL_BYTEORDER SDL_LIL_ENDIAN
|
||||
#elif (__BYTE_ORDER__ == __ORDER_BIG_ENDIAN__)
|
||||
#define SDL_BYTEORDER SDL_BIG_ENDIAN
|
||||
#else
|
||||
#error Unsupported endianness
|
||||
#endif /**/
|
||||
#else
|
||||
#if defined(__hppa__) || \
|
||||
defined(__m68k__) || defined(mc68000) || defined(_M_M68K) || \
|
||||
(defined(__MIPS__) && defined(__MIPSEB__)) || \
|
||||
defined(__ppc__) || defined(__POWERPC__) || defined(__powerpc__) || defined(__PPC__) || \
|
||||
defined(__sparc__) || defined(__sparc)
|
||||
#define SDL_BYTEORDER SDL_BIG_ENDIAN
|
||||
#else
|
||||
#define SDL_BYTEORDER SDL_LIL_ENDIAN
|
||||
#endif
|
||||
#endif /* SDL_PLATFORM_LINUX */
|
||||
#endif /* !SDL_BYTEORDER */
|
||||
|
||||
#ifndef SDL_FLOATWORDORDER
|
||||
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
|
||||
|
||||
/**
|
||||
* A macro that reports the target system's floating point word order.
|
||||
*
|
||||
* This is set to either SDL_LIL_ENDIAN or SDL_BIG_ENDIAN (and maybe other
|
||||
* values in the future, if something else becomes popular). This can be
|
||||
* tested with the preprocessor, so decisions can be made at compile time.
|
||||
*
|
||||
* ```c
|
||||
* #if SDL_FLOATWORDORDER == SDL_BIG_ENDIAN
|
||||
* SDL_Log("This system's floats are bigendian.");
|
||||
* #endif
|
||||
* ```
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_LIL_ENDIAN
|
||||
* \sa SDL_BIG_ENDIAN
|
||||
*/
|
||||
#define SDL_FLOATWORDORDER SDL_LIL_ENDIAN___or_maybe___SDL_BIG_ENDIAN
|
||||
/* predefs from newer gcc versions: */
|
||||
#elif defined(__ORDER_LITTLE_ENDIAN__) && defined(__ORDER_BIG_ENDIAN__) && defined(__FLOAT_WORD_ORDER__)
|
||||
#if (__FLOAT_WORD_ORDER__ == __ORDER_LITTLE_ENDIAN__)
|
||||
#define SDL_FLOATWORDORDER SDL_LIL_ENDIAN
|
||||
#elif (__FLOAT_WORD_ORDER__ == __ORDER_BIG_ENDIAN__)
|
||||
#define SDL_FLOATWORDORDER SDL_BIG_ENDIAN
|
||||
#else
|
||||
#error Unsupported endianness
|
||||
#endif /**/
|
||||
#elif defined(__MAVERICK__)
|
||||
/* For Maverick, float words are always little-endian. */
|
||||
#define SDL_FLOATWORDORDER SDL_LIL_ENDIAN
|
||||
#elif (defined(__arm__) || defined(__thumb__)) && !defined(__VFP_FP__) && !defined(__ARM_EABI__)
|
||||
/* For FPA, float words are always big-endian. */
|
||||
#define SDL_FLOATWORDORDER SDL_BIG_ENDIAN
|
||||
#else
|
||||
/* By default, assume that floats words follow the memory system mode. */
|
||||
#define SDL_FLOATWORDORDER SDL_BYTEORDER
|
||||
#endif /* __FLOAT_WORD_ORDER__ */
|
||||
#endif /* !SDL_FLOATWORDORDER */
|
||||
|
||||
|
||||
#include <SDL3/SDL_begin_code.h>
|
||||
/* Set up for C function definitions, even when using C++ */
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
/* various modern compilers may have builtin swap */
|
||||
#if defined(__GNUC__) || defined(__clang__)
|
||||
# define HAS_BUILTIN_BSWAP16 (SDL_HAS_BUILTIN(__builtin_bswap16)) || \
|
||||
(__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 8))
|
||||
# define HAS_BUILTIN_BSWAP32 (SDL_HAS_BUILTIN(__builtin_bswap32)) || \
|
||||
(__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3))
|
||||
# define HAS_BUILTIN_BSWAP64 (SDL_HAS_BUILTIN(__builtin_bswap64)) || \
|
||||
(__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3))
|
||||
|
||||
/* this one is broken */
|
||||
# define HAS_BROKEN_BSWAP (__GNUC__ == 2 && __GNUC_MINOR__ <= 95)
|
||||
#else
|
||||
# define HAS_BUILTIN_BSWAP16 0
|
||||
# define HAS_BUILTIN_BSWAP32 0
|
||||
# define HAS_BUILTIN_BSWAP64 0
|
||||
# define HAS_BROKEN_BSWAP 0
|
||||
#endif
|
||||
|
||||
/* Byte swap 16-bit integer. */
|
||||
#ifndef SDL_WIKI_DOCUMENTATION_SECTION
|
||||
#if HAS_BUILTIN_BSWAP16
|
||||
#define SDL_Swap16(x) __builtin_bswap16(x)
|
||||
#elif (defined(_MSC_VER) && (_MSC_VER >= 1400)) && !defined(__ICL)
|
||||
#pragma intrinsic(_byteswap_ushort)
|
||||
#define SDL_Swap16(x) _byteswap_ushort(x)
|
||||
#elif defined(__i386__) && !HAS_BROKEN_BSWAP
|
||||
SDL_FORCE_INLINE Uint16 SDL_Swap16(Uint16 x)
|
||||
{
|
||||
__asm__("xchgb %b0,%h0": "=q"(x):"0"(x));
|
||||
return x;
|
||||
}
|
||||
#elif defined(__x86_64__)
|
||||
SDL_FORCE_INLINE Uint16 SDL_Swap16(Uint16 x)
|
||||
{
|
||||
__asm__("xchgb %b0,%h0": "=abcd"(x):"0"(x));
|
||||
return x;
|
||||
}
|
||||
#elif (defined(__powerpc__) || defined(__ppc__))
|
||||
SDL_FORCE_INLINE Uint16 SDL_Swap16(Uint16 x)
|
||||
{
|
||||
int result;
|
||||
|
||||
__asm__("rlwimi %0,%2,8,16,23": "=&r"(result):"0"(x >> 8), "r"(x));
|
||||
return (Uint16)result;
|
||||
}
|
||||
#elif (defined(__m68k__) && !defined(__mcoldfire__))
|
||||
SDL_FORCE_INLINE Uint16 SDL_Swap16(Uint16 x)
|
||||
{
|
||||
__asm__("rorw #8,%0": "=d"(x): "0"(x):"cc");
|
||||
return x;
|
||||
}
|
||||
#elif defined(__WATCOMC__) && defined(__386__)
|
||||
extern __inline Uint16 SDL_Swap16(Uint16);
|
||||
#pragma aux SDL_Swap16 = \
|
||||
"xchg al, ah" \
|
||||
parm [ax] \
|
||||
modify [ax];
|
||||
#else
|
||||
SDL_FORCE_INLINE Uint16 SDL_Swap16(Uint16 x)
|
||||
{
|
||||
return SDL_static_cast(Uint16, ((x << 8) | (x >> 8)));
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
/* Byte swap 32-bit integer. */
|
||||
#ifndef SDL_WIKI_DOCUMENTATION_SECTION
|
||||
#if HAS_BUILTIN_BSWAP32
|
||||
#define SDL_Swap32(x) __builtin_bswap32(x)
|
||||
#elif (defined(_MSC_VER) && (_MSC_VER >= 1400)) && !defined(__ICL)
|
||||
#pragma intrinsic(_byteswap_ulong)
|
||||
#define SDL_Swap32(x) _byteswap_ulong(x)
|
||||
#elif defined(__i386__) && !HAS_BROKEN_BSWAP
|
||||
SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x)
|
||||
{
|
||||
__asm__("bswap %0": "=r"(x):"0"(x));
|
||||
return x;
|
||||
}
|
||||
#elif defined(__x86_64__)
|
||||
SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x)
|
||||
{
|
||||
__asm__("bswapl %0": "=r"(x):"0"(x));
|
||||
return x;
|
||||
}
|
||||
#elif (defined(__powerpc__) || defined(__ppc__))
|
||||
SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x)
|
||||
{
|
||||
Uint32 result;
|
||||
|
||||
__asm__("rlwimi %0,%2,24,16,23": "=&r"(result): "0" (x>>24), "r"(x));
|
||||
__asm__("rlwimi %0,%2,8,8,15" : "=&r"(result): "0" (result), "r"(x));
|
||||
__asm__("rlwimi %0,%2,24,0,7" : "=&r"(result): "0" (result), "r"(x));
|
||||
return result;
|
||||
}
|
||||
#elif (defined(__m68k__) && !defined(__mcoldfire__))
|
||||
SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x)
|
||||
{
|
||||
__asm__("rorw #8,%0\n\tswap %0\n\trorw #8,%0": "=d"(x): "0"(x):"cc");
|
||||
return x;
|
||||
}
|
||||
#elif defined(__WATCOMC__) && defined(__386__)
|
||||
extern __inline Uint32 SDL_Swap32(Uint32);
|
||||
#pragma aux SDL_Swap32 = \
|
||||
"bswap eax" \
|
||||
parm [eax] \
|
||||
modify [eax];
|
||||
#else
|
||||
SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x)
|
||||
{
|
||||
return SDL_static_cast(Uint32, ((x << 24) | ((x << 8) & 0x00FF0000) |
|
||||
((x >> 8) & 0x0000FF00) | (x >> 24)));
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
/* Byte swap 64-bit integer. */
|
||||
#ifndef SDL_WIKI_DOCUMENTATION_SECTION
|
||||
#if HAS_BUILTIN_BSWAP64
|
||||
#define SDL_Swap64(x) __builtin_bswap64(x)
|
||||
#elif (defined(_MSC_VER) && (_MSC_VER >= 1400)) && !defined(__ICL)
|
||||
#pragma intrinsic(_byteswap_uint64)
|
||||
#define SDL_Swap64(x) _byteswap_uint64(x)
|
||||
#elif defined(__i386__) && !HAS_BROKEN_BSWAP
|
||||
SDL_FORCE_INLINE Uint64 SDL_Swap64(Uint64 x)
|
||||
{
|
||||
union {
|
||||
struct {
|
||||
Uint32 a, b;
|
||||
} s;
|
||||
Uint64 u;
|
||||
} v;
|
||||
v.u = x;
|
||||
__asm__("bswapl %0 ; bswapl %1 ; xchgl %0,%1"
|
||||
: "=r"(v.s.a), "=r"(v.s.b)
|
||||
: "0" (v.s.a), "1"(v.s.b));
|
||||
return v.u;
|
||||
}
|
||||
#elif defined(__x86_64__)
|
||||
SDL_FORCE_INLINE Uint64 SDL_Swap64(Uint64 x)
|
||||
{
|
||||
__asm__("bswapq %0": "=r"(x):"0"(x));
|
||||
return x;
|
||||
}
|
||||
#elif defined(__WATCOMC__) && defined(__386__)
|
||||
extern __inline Uint64 SDL_Swap64(Uint64);
|
||||
#pragma aux SDL_Swap64 = \
|
||||
"bswap eax" \
|
||||
"bswap edx" \
|
||||
"xchg eax,edx" \
|
||||
parm [eax edx] \
|
||||
modify [eax edx];
|
||||
#else
|
||||
SDL_FORCE_INLINE Uint64 SDL_Swap64(Uint64 x)
|
||||
{
|
||||
Uint32 hi, lo;
|
||||
|
||||
/* Separate into high and low 32-bit values and swap them */
|
||||
lo = SDL_static_cast(Uint32, x & 0xFFFFFFFF);
|
||||
x >>= 32;
|
||||
hi = SDL_static_cast(Uint32, x & 0xFFFFFFFF);
|
||||
x = SDL_Swap32(lo);
|
||||
x <<= 32;
|
||||
x |= SDL_Swap32(hi);
|
||||
return (x);
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
/**
|
||||
* Byte-swap a floating point number.
|
||||
*
|
||||
* This will always byte-swap the value, whether it's currently in the native
|
||||
* byteorder of the system or not. You should use SDL_SwapFloatLE or
|
||||
* SDL_SwapFloatBE instead, in most cases.
|
||||
*
|
||||
* Note that this is a forced-inline function in a header, and not a public
|
||||
* API function available in the SDL library (which is to say, the code is
|
||||
* embedded in the calling program and the linker and dynamic loader will not
|
||||
* be able to find this function inside SDL itself).
|
||||
*
|
||||
* \param x the value to byte-swap.
|
||||
* \returns x, with its bytes in the opposite endian order.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
SDL_FORCE_INLINE float SDL_SwapFloat(float x)
|
||||
{
|
||||
union {
|
||||
float f;
|
||||
Uint32 ui32;
|
||||
} swapper;
|
||||
swapper.f = x;
|
||||
swapper.ui32 = SDL_Swap32(swapper.ui32);
|
||||
return swapper.f;
|
||||
}
|
||||
|
||||
/* remove extra macros */
|
||||
#undef HAS_BROKEN_BSWAP
|
||||
#undef HAS_BUILTIN_BSWAP16
|
||||
#undef HAS_BUILTIN_BSWAP32
|
||||
#undef HAS_BUILTIN_BSWAP64
|
||||
|
||||
|
||||
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
|
||||
|
||||
/**
|
||||
* Byte-swap an unsigned 16-bit number.
|
||||
*
|
||||
* This will always byte-swap the value, whether it's currently in the native
|
||||
* byteorder of the system or not. You should use SDL_Swap16LE or SDL_Swap16BE
|
||||
* instead, in most cases.
|
||||
*
|
||||
* Note that this is a forced-inline function in a header, and not a public
|
||||
* API function available in the SDL library (which is to say, the code is
|
||||
* embedded in the calling program and the linker and dynamic loader will not
|
||||
* be able to find this function inside SDL itself).
|
||||
*
|
||||
* \param x the value to byte-swap.
|
||||
* \returns `x`, with its bytes in the opposite endian order.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
SDL_FORCE_INLINE Uint16 SDL_Swap16(Uint16 x) { return x_but_byteswapped; }
|
||||
|
||||
/**
|
||||
* Byte-swap an unsigned 32-bit number.
|
||||
*
|
||||
* This will always byte-swap the value, whether it's currently in the native
|
||||
* byteorder of the system or not. You should use SDL_Swap32LE or SDL_Swap32BE
|
||||
* instead, in most cases.
|
||||
*
|
||||
* Note that this is a forced-inline function in a header, and not a public
|
||||
* API function available in the SDL library (which is to say, the code is
|
||||
* embedded in the calling program and the linker and dynamic loader will not
|
||||
* be able to find this function inside SDL itself).
|
||||
*
|
||||
* \param x the value to byte-swap.
|
||||
* \returns `x`, with its bytes in the opposite endian order.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x) { return x_but_byteswapped; }
|
||||
|
||||
/**
|
||||
* Byte-swap an unsigned 64-bit number.
|
||||
*
|
||||
* This will always byte-swap the value, whether it's currently in the native
|
||||
* byteorder of the system or not. You should use SDL_Swap64LE or SDL_Swap64BE
|
||||
* instead, in most cases.
|
||||
*
|
||||
* Note that this is a forced-inline function in a header, and not a public
|
||||
* API function available in the SDL library (which is to say, the code is
|
||||
* embedded in the calling program and the linker and dynamic loader will not
|
||||
* be able to find this function inside SDL itself).
|
||||
*
|
||||
* \param x the value to byte-swap.
|
||||
* \returns `x`, with its bytes in the opposite endian order.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
SDL_FORCE_INLINE Uint64 SDL_Swap64(Uint64 x) { return x_but_byteswapped; }
|
||||
|
||||
/**
|
||||
* Swap a 16-bit value from littleendian to native byte order.
|
||||
*
|
||||
* If this is running on a littleendian system, `x` is returned unchanged.
|
||||
*
|
||||
* This macro never references `x` more than once, avoiding side effects.
|
||||
*
|
||||
* \param x the value to swap, in littleendian byte order.
|
||||
* \returns `x` in native byte order.
|
||||
*
|
||||
* \threadsafety It is safe to call this macro from any thread.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_Swap16LE(x) SwapOnlyIfNecessary(x)
|
||||
|
||||
/**
|
||||
* Swap a 32-bit value from littleendian to native byte order.
|
||||
*
|
||||
* If this is running on a littleendian system, `x` is returned unchanged.
|
||||
*
|
||||
* This macro never references `x` more than once, avoiding side effects.
|
||||
*
|
||||
* \param x the value to swap, in littleendian byte order.
|
||||
* \returns `x` in native byte order.
|
||||
*
|
||||
* \threadsafety It is safe to call this macro from any thread.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_Swap32LE(x) SwapOnlyIfNecessary(x)
|
||||
|
||||
/**
|
||||
* Swap a 64-bit value from littleendian to native byte order.
|
||||
*
|
||||
* If this is running on a littleendian system, `x` is returned unchanged.
|
||||
*
|
||||
* This macro never references `x` more than once, avoiding side effects.
|
||||
*
|
||||
* \param x the value to swap, in littleendian byte order.
|
||||
* \returns `x` in native byte order.
|
||||
*
|
||||
* \threadsafety It is safe to call this macro from any thread.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_Swap64LE(x) SwapOnlyIfNecessary(x)
|
||||
|
||||
/**
|
||||
* Swap a floating point value from littleendian to native byte order.
|
||||
*
|
||||
* If this is running on a littleendian system, `x` is returned unchanged.
|
||||
*
|
||||
* This macro never references `x` more than once, avoiding side effects.
|
||||
*
|
||||
* \param x the value to swap, in littleendian byte order.
|
||||
* \returns `x` in native byte order.
|
||||
*
|
||||
* \threadsafety It is safe to call this macro from any thread.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_SwapFloatLE(x) SwapOnlyIfNecessary(x)
|
||||
|
||||
/**
|
||||
* Swap a 16-bit value from bigendian to native byte order.
|
||||
*
|
||||
* If this is running on a bigendian system, `x` is returned unchanged.
|
||||
*
|
||||
* This macro never references `x` more than once, avoiding side effects.
|
||||
*
|
||||
* \param x the value to swap, in bigendian byte order.
|
||||
* \returns `x` in native byte order.
|
||||
*
|
||||
* \threadsafety It is safe to call this macro from any thread.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_Swap16BE(x) SwapOnlyIfNecessary(x)
|
||||
|
||||
/**
|
||||
* Swap a 32-bit value from bigendian to native byte order.
|
||||
*
|
||||
* If this is running on a bigendian system, `x` is returned unchanged.
|
||||
*
|
||||
* This macro never references `x` more than once, avoiding side effects.
|
||||
*
|
||||
* \param x the value to swap, in bigendian byte order.
|
||||
* \returns `x` in native byte order.
|
||||
*
|
||||
* \threadsafety It is safe to call this macro from any thread.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_Swap32BE(x) SwapOnlyIfNecessary(x)
|
||||
|
||||
/**
|
||||
* Swap a 64-bit value from bigendian to native byte order.
|
||||
*
|
||||
* If this is running on a bigendian system, `x` is returned unchanged.
|
||||
*
|
||||
* This macro never references `x` more than once, avoiding side effects.
|
||||
*
|
||||
* \param x the value to swap, in bigendian byte order.
|
||||
* \returns `x` in native byte order.
|
||||
*
|
||||
* \threadsafety It is safe to call this macro from any thread.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_Swap64BE(x) SwapOnlyIfNecessary(x)
|
||||
|
||||
/**
|
||||
* Swap a floating point value from bigendian to native byte order.
|
||||
*
|
||||
* If this is running on a bigendian system, `x` is returned unchanged.
|
||||
*
|
||||
* This macro never references `x` more than once, avoiding side effects.
|
||||
*
|
||||
* \param x the value to swap, in bigendian byte order.
|
||||
* \returns `x` in native byte order.
|
||||
*
|
||||
* \threadsafety It is safe to call this macro from any thread.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_SwapFloatBE(x) SwapOnlyIfNecessary(x)
|
||||
|
||||
#elif SDL_BYTEORDER == SDL_LIL_ENDIAN
|
||||
#define SDL_Swap16LE(x) (x)
|
||||
#define SDL_Swap32LE(x) (x)
|
||||
#define SDL_Swap64LE(x) (x)
|
||||
#define SDL_SwapFloatLE(x) (x)
|
||||
#define SDL_Swap16BE(x) SDL_Swap16(x)
|
||||
#define SDL_Swap32BE(x) SDL_Swap32(x)
|
||||
#define SDL_Swap64BE(x) SDL_Swap64(x)
|
||||
#define SDL_SwapFloatBE(x) SDL_SwapFloat(x)
|
||||
#else
|
||||
#define SDL_Swap16LE(x) SDL_Swap16(x)
|
||||
#define SDL_Swap32LE(x) SDL_Swap32(x)
|
||||
#define SDL_Swap64LE(x) SDL_Swap64(x)
|
||||
#define SDL_SwapFloatLE(x) SDL_SwapFloat(x)
|
||||
#define SDL_Swap16BE(x) (x)
|
||||
#define SDL_Swap32BE(x) (x)
|
||||
#define SDL_Swap64BE(x) (x)
|
||||
#define SDL_SwapFloatBE(x) (x)
|
||||
#endif
|
||||
|
||||
/* Ends C function definitions when using C++ */
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
#include <SDL3/SDL_close_code.h>
|
||||
|
||||
#endif /* SDL_endian_h_ */
|
||||
226
TSE_Sdl3Impl/include/SDL3/SDL_error.h
Normal file
226
TSE_Sdl3Impl/include/SDL3/SDL_error.h
Normal file
@@ -0,0 +1,226 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2026 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
/**
|
||||
* # CategoryError
|
||||
*
|
||||
* Simple error message routines for SDL.
|
||||
*
|
||||
* Most apps will interface with these APIs in exactly one function: when
|
||||
* almost any SDL function call reports failure, you can get a human-readable
|
||||
* string of the problem from SDL_GetError().
|
||||
*
|
||||
* These strings are maintained per-thread, and apps are welcome to set their
|
||||
* own errors, which is popular when building libraries on top of SDL for
|
||||
* other apps to consume. These strings are set by calling SDL_SetError().
|
||||
*
|
||||
* A common usage pattern is to have a function that returns true for success
|
||||
* and false for failure, and do this when something fails:
|
||||
*
|
||||
* ```c
|
||||
* if (something_went_wrong) {
|
||||
* return SDL_SetError("The thing broke in this specific way: %d", errcode);
|
||||
* }
|
||||
* ```
|
||||
*
|
||||
* It's also common to just return `false` in this case if the failing thing
|
||||
* is known to call SDL_SetError(), so errors simply propagate through.
|
||||
*/
|
||||
|
||||
#ifndef SDL_error_h_
|
||||
#define SDL_error_h_
|
||||
|
||||
#include <SDL3/SDL_stdinc.h>
|
||||
|
||||
#include <SDL3/SDL_begin_code.h>
|
||||
/* Set up for C function definitions, even when using C++ */
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
/* Public functions */
|
||||
|
||||
|
||||
/**
|
||||
* Set the SDL error message for the current thread.
|
||||
*
|
||||
* Calling this function will replace any previous error message that was set.
|
||||
*
|
||||
* This function always returns false, since SDL frequently uses false to
|
||||
* signify a failing result, leading to this idiom:
|
||||
*
|
||||
* ```c
|
||||
* if (error_code) {
|
||||
* return SDL_SetError("This operation has failed: %d", error_code);
|
||||
* }
|
||||
* ```
|
||||
*
|
||||
* \param fmt a printf()-style message format string.
|
||||
* \param ... additional parameters matching % tokens in the `fmt` string, if
|
||||
* any.
|
||||
* \returns false.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_ClearError
|
||||
* \sa SDL_GetError
|
||||
* \sa SDL_SetErrorV
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_SetError(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1);
|
||||
|
||||
/**
|
||||
* Set the SDL error message for the current thread.
|
||||
*
|
||||
* Calling this function will replace any previous error message that was set.
|
||||
*
|
||||
* \param fmt a printf()-style message format string.
|
||||
* \param ap a variable argument list.
|
||||
* \returns false.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_ClearError
|
||||
* \sa SDL_GetError
|
||||
* \sa SDL_SetError
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_SetErrorV(SDL_PRINTF_FORMAT_STRING const char *fmt, va_list ap) SDL_PRINTF_VARARG_FUNCV(1);
|
||||
|
||||
/**
|
||||
* Set an error indicating that memory allocation failed.
|
||||
*
|
||||
* This function does not do any memory allocation.
|
||||
*
|
||||
* \returns false.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_OutOfMemory(void);
|
||||
|
||||
/**
|
||||
* Retrieve a message about the last error that occurred on the current
|
||||
* thread.
|
||||
*
|
||||
* It is possible for multiple errors to occur before calling SDL_GetError().
|
||||
* Only the last error is returned.
|
||||
*
|
||||
* The message is only applicable when an SDL function has signaled an error.
|
||||
* You must check the return values of SDL function calls to determine when to
|
||||
* appropriately call SDL_GetError(). You should *not* use the results of
|
||||
* SDL_GetError() to decide if an error has occurred! Sometimes SDL will set
|
||||
* an error string even when reporting success.
|
||||
*
|
||||
* SDL will *not* clear the error string for successful API calls. You *must*
|
||||
* check return values for failure cases before you can assume the error
|
||||
* string applies.
|
||||
*
|
||||
* Error strings are set per-thread, so an error set in a different thread
|
||||
* will not interfere with the current thread's operation.
|
||||
*
|
||||
* The returned value is a thread-local string which will remain valid until
|
||||
* the current thread's error string is changed. The caller should make a copy
|
||||
* if the value is needed after the next SDL API call.
|
||||
*
|
||||
* \returns a message with information about the specific error that occurred,
|
||||
* or an empty string if there hasn't been an error message set since
|
||||
* the last call to SDL_ClearError().
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_ClearError
|
||||
* \sa SDL_SetError
|
||||
*/
|
||||
extern SDL_DECLSPEC const char * SDLCALL SDL_GetError(void);
|
||||
|
||||
/**
|
||||
* Clear any previous error message for this thread.
|
||||
*
|
||||
* \returns true.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetError
|
||||
* \sa SDL_SetError
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_ClearError(void);
|
||||
|
||||
/**
|
||||
* \name Internal error functions
|
||||
*
|
||||
* \internal
|
||||
* Private error reporting function - used internally.
|
||||
*/
|
||||
/* @{ */
|
||||
|
||||
/**
|
||||
* A macro to standardize error reporting on unsupported operations.
|
||||
*
|
||||
* This simply calls SDL_SetError() with a standardized error string, for
|
||||
* convenience, consistency, and clarity.
|
||||
*
|
||||
* \threadsafety It is safe to call this macro from any thread.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_Unsupported() SDL_SetError("That operation is not supported")
|
||||
|
||||
/**
|
||||
* A macro to standardize error reporting on unsupported operations.
|
||||
*
|
||||
* This simply calls SDL_SetError() with a standardized error string, for
|
||||
* convenience, consistency, and clarity.
|
||||
*
|
||||
* A common usage pattern inside SDL is this:
|
||||
*
|
||||
* ```c
|
||||
* bool MyFunction(const char *str) {
|
||||
* if (!str) {
|
||||
* return SDL_InvalidParamError("str"); // returns false.
|
||||
* }
|
||||
* DoSomething(str);
|
||||
* return true;
|
||||
* }
|
||||
* ```
|
||||
*
|
||||
* \threadsafety It is safe to call this macro from any thread.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_InvalidParamError(param) SDL_SetError("Parameter '%s' is invalid", (param))
|
||||
|
||||
/* @} *//* Internal error functions */
|
||||
|
||||
/* Ends C function definitions when using C++ */
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
#include <SDL3/SDL_close_code.h>
|
||||
|
||||
#endif /* SDL_error_h_ */
|
||||
1645
TSE_Sdl3Impl/include/SDL3/SDL_events.h
Normal file
1645
TSE_Sdl3Impl/include/SDL3/SDL_events.h
Normal file
File diff suppressed because it is too large
Load Diff
537
TSE_Sdl3Impl/include/SDL3/SDL_filesystem.h
Normal file
537
TSE_Sdl3Impl/include/SDL3/SDL_filesystem.h
Normal file
@@ -0,0 +1,537 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2026 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
/**
|
||||
* # CategoryFilesystem
|
||||
*
|
||||
* SDL offers an API for examining and manipulating the system's filesystem.
|
||||
* This covers most things one would need to do with directories, except for
|
||||
* actual file I/O (which is covered by [CategoryIOStream](CategoryIOStream)
|
||||
* and [CategoryAsyncIO](CategoryAsyncIO) instead).
|
||||
*
|
||||
* There are functions to answer necessary path questions:
|
||||
*
|
||||
* - Where is my app's data? SDL_GetBasePath().
|
||||
* - Where can I safely write files? SDL_GetPrefPath().
|
||||
* - Where are paths like Downloads, Desktop, Music? SDL_GetUserFolder().
|
||||
* - What is this thing at this location? SDL_GetPathInfo().
|
||||
* - What items live in this folder? SDL_EnumerateDirectory().
|
||||
* - What items live in this folder by wildcard? SDL_GlobDirectory().
|
||||
* - What is my current working directory? SDL_GetCurrentDirectory().
|
||||
*
|
||||
* SDL also offers functions to manipulate the directory tree: renaming,
|
||||
* removing, copying files.
|
||||
*/
|
||||
|
||||
#ifndef SDL_filesystem_h_
|
||||
#define SDL_filesystem_h_
|
||||
|
||||
#include <SDL3/SDL_stdinc.h>
|
||||
#include <SDL3/SDL_error.h>
|
||||
|
||||
#include <SDL3/SDL_begin_code.h>
|
||||
|
||||
/* Set up for C function definitions, even when using C++ */
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
/**
|
||||
* Get the directory where the application was run from.
|
||||
*
|
||||
* SDL caches the result of this call internally, but the first call to this
|
||||
* function is not necessarily fast, so plan accordingly.
|
||||
*
|
||||
* **macOS and iOS Specific Functionality**: If the application is in a ".app"
|
||||
* bundle, this function returns the Resource directory (e.g.
|
||||
* MyApp.app/Contents/Resources/). This behaviour can be overridden by adding
|
||||
* a property to the Info.plist file. Adding a string key with the name
|
||||
* SDL_FILESYSTEM_BASE_DIR_TYPE with a supported value will change the
|
||||
* behaviour.
|
||||
*
|
||||
* Supported values for the SDL_FILESYSTEM_BASE_DIR_TYPE property (Given an
|
||||
* application in /Applications/SDLApp/MyApp.app):
|
||||
*
|
||||
* - `resource`: bundle resource directory (the default). For example:
|
||||
* `/Applications/SDLApp/MyApp.app/Contents/Resources`
|
||||
* - `bundle`: the Bundle directory. For example:
|
||||
* `/Applications/SDLApp/MyApp.app/`
|
||||
* - `parent`: the containing directory of the bundle. For example:
|
||||
* `/Applications/SDLApp/`
|
||||
*
|
||||
* **Android Specific Functionality**: This function returns "./", which
|
||||
* allows filesystem operations to use internal storage and the asset system.
|
||||
*
|
||||
* **Nintendo 3DS Specific Functionality**: This function returns "romfs"
|
||||
* directory of the application as it is uncommon to store resources outside
|
||||
* the executable. As such it is not a writable directory.
|
||||
*
|
||||
* The returned path is guaranteed to end with a path separator ('\\' on
|
||||
* Windows, '/' on most other platforms).
|
||||
*
|
||||
* \returns an absolute path in UTF-8 encoding to the application data
|
||||
* directory. NULL will be returned on error or when the platform
|
||||
* doesn't implement this functionality, call SDL_GetError() for more
|
||||
* information.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetPrefPath
|
||||
*/
|
||||
extern SDL_DECLSPEC const char * SDLCALL SDL_GetBasePath(void);
|
||||
|
||||
/**
|
||||
* Get the user-and-app-specific path where files can be written.
|
||||
*
|
||||
* Get the "pref dir". This is meant to be where users can write personal
|
||||
* files (preferences and save games, etc) that are specific to your
|
||||
* application. This directory is unique per user, per application.
|
||||
*
|
||||
* This function will decide the appropriate location in the native
|
||||
* filesystem, create the directory if necessary, and return a string of the
|
||||
* absolute path to the directory in UTF-8 encoding.
|
||||
*
|
||||
* On Windows, the string might look like:
|
||||
*
|
||||
* `C:\\Users\\bob\\AppData\\Roaming\\My Company\\My Program Name\\`
|
||||
*
|
||||
* On Linux, the string might look like:
|
||||
*
|
||||
* `/home/bob/.local/share/My Program Name/`
|
||||
*
|
||||
* On macOS, the string might look like:
|
||||
*
|
||||
* `/Users/bob/Library/Application Support/My Program Name/`
|
||||
*
|
||||
* You should assume the path returned by this function is the only safe place
|
||||
* to write files (and that SDL_GetBasePath(), while it might be writable, or
|
||||
* even the parent of the returned path, isn't where you should be writing
|
||||
* things).
|
||||
*
|
||||
* Both the org and app strings may become part of a directory name, so please
|
||||
* follow these rules:
|
||||
*
|
||||
* - Try to use the same org string (_including case-sensitivity_) for all
|
||||
* your applications that use this function.
|
||||
* - Always use a unique app string for each one, and make sure it never
|
||||
* changes for an app once you've decided on it.
|
||||
* - Unicode characters are legal, as long as they are UTF-8 encoded, but...
|
||||
* - ...only use letters, numbers, and spaces. Avoid punctuation like "Game
|
||||
* Name 2: Bad Guy's Revenge!" ... "Game Name 2" is sufficient.
|
||||
*
|
||||
* Due to historical mistakes, `org` is allowed to be NULL or "". In such
|
||||
* cases, SDL will omit the org subdirectory, including on platforms where it
|
||||
* shouldn't, and including on platforms where this would make your app fail
|
||||
* certification for an app store. New apps should definitely specify a real
|
||||
* string for `org`.
|
||||
*
|
||||
* The returned path is guaranteed to end with a path separator ('\\' on
|
||||
* Windows, '/' on most other platforms).
|
||||
*
|
||||
* \param org the name of your organization.
|
||||
* \param app the name of your application.
|
||||
* \returns a UTF-8 string of the user directory in platform-dependent
|
||||
* notation. NULL if there's a problem (creating directory failed,
|
||||
* etc.). This should be freed with SDL_free() when it is no longer
|
||||
* needed.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetBasePath
|
||||
*/
|
||||
extern SDL_DECLSPEC char * SDLCALL SDL_GetPrefPath(const char *org, const char *app);
|
||||
|
||||
/**
|
||||
* The type of the OS-provided default folder for a specific purpose.
|
||||
*
|
||||
* Note that the Trash folder isn't included here, because trashing files
|
||||
* usually involves extra OS-specific functionality to remember the file's
|
||||
* original location.
|
||||
*
|
||||
* The folders supported per platform are:
|
||||
*
|
||||
* | | Windows | macOS/iOS | tvOS | Unix (XDG) | Haiku | Emscripten |
|
||||
* | ----------- | ------- | --------- | ---- | ---------- | ----- | ---------- |
|
||||
* | HOME | X | X | | X | X | X |
|
||||
* | DESKTOP | X | X | | X | X | |
|
||||
* | DOCUMENTS | X | X | | X | | |
|
||||
* | DOWNLOADS | Vista+ | X | | X | | |
|
||||
* | MUSIC | X | X | | X | | |
|
||||
* | PICTURES | X | X | | X | | |
|
||||
* | PUBLICSHARE | | X | | X | | |
|
||||
* | SAVEDGAMES | Vista+ | | | | | |
|
||||
* | SCREENSHOTS | Vista+ | | | | | |
|
||||
* | TEMPLATES | X | X | | X | | |
|
||||
* | VIDEOS | X | X* | | X | | |
|
||||
*
|
||||
* Note that on macOS/iOS, the Videos folder is called "Movies".
|
||||
*
|
||||
* \since This enum is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetUserFolder
|
||||
*/
|
||||
typedef enum SDL_Folder
|
||||
{
|
||||
SDL_FOLDER_HOME, /**< The folder which contains all of the current user's data, preferences, and documents. It usually contains most of the other folders. If a requested folder does not exist, the home folder can be considered a safe fallback to store a user's documents. */
|
||||
SDL_FOLDER_DESKTOP, /**< The folder of files that are displayed on the desktop. Note that the existence of a desktop folder does not guarantee that the system does show icons on its desktop; certain GNU/Linux distros with a graphical environment may not have desktop icons. */
|
||||
SDL_FOLDER_DOCUMENTS, /**< User document files, possibly application-specific. This is a good place to save a user's projects. */
|
||||
SDL_FOLDER_DOWNLOADS, /**< Standard folder for user files downloaded from the internet. */
|
||||
SDL_FOLDER_MUSIC, /**< Music files that can be played using a standard music player (mp3, ogg...). */
|
||||
SDL_FOLDER_PICTURES, /**< Image files that can be displayed using a standard viewer (png, jpg...). */
|
||||
SDL_FOLDER_PUBLICSHARE, /**< Files that are meant to be shared with other users on the same computer. */
|
||||
SDL_FOLDER_SAVEDGAMES, /**< Save files for games. */
|
||||
SDL_FOLDER_SCREENSHOTS, /**< Application screenshots. */
|
||||
SDL_FOLDER_TEMPLATES, /**< Template files to be used when the user requests the desktop environment to create a new file in a certain folder, such as "New Text File.txt". Any file in the Templates folder can be used as a starting point for a new file. */
|
||||
SDL_FOLDER_VIDEOS, /**< Video files that can be played using a standard video player (mp4, webm...). */
|
||||
SDL_FOLDER_COUNT /**< Total number of types in this enum, not a folder type by itself. */
|
||||
} SDL_Folder;
|
||||
|
||||
/**
|
||||
* Finds the most suitable user folder for a specific purpose.
|
||||
*
|
||||
* Many OSes provide certain standard folders for certain purposes, such as
|
||||
* storing pictures, music or videos for a certain user. This function gives
|
||||
* the path for many of those special locations.
|
||||
*
|
||||
* This function is specifically for _user_ folders, which are meant for the
|
||||
* user to access and manage. For application-specific folders, meant to hold
|
||||
* data for the application to manage, see SDL_GetBasePath() and
|
||||
* SDL_GetPrefPath().
|
||||
*
|
||||
* The returned path is guaranteed to end with a path separator ('\\' on
|
||||
* Windows, '/' on most other platforms).
|
||||
*
|
||||
* If NULL is returned, the error may be obtained with SDL_GetError().
|
||||
*
|
||||
* \param folder the type of folder to find.
|
||||
* \returns either a null-terminated C string containing the full path to the
|
||||
* folder, or NULL if an error happened.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC const char * SDLCALL SDL_GetUserFolder(SDL_Folder folder);
|
||||
|
||||
|
||||
/* Abstract filesystem interface */
|
||||
|
||||
/**
|
||||
* Types of filesystem entries.
|
||||
*
|
||||
* Note that there may be other sorts of items on a filesystem: devices,
|
||||
* named pipes, etc. They are currently reported as SDL_PATHTYPE_OTHER.
|
||||
*
|
||||
* \since This enum is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_PathInfo
|
||||
*/
|
||||
typedef enum SDL_PathType
|
||||
{
|
||||
SDL_PATHTYPE_NONE, /**< path does not exist */
|
||||
SDL_PATHTYPE_FILE, /**< a normal file */
|
||||
SDL_PATHTYPE_DIRECTORY, /**< a directory */
|
||||
SDL_PATHTYPE_OTHER /**< something completely different like a device node (not a symlink, those are always followed) */
|
||||
} SDL_PathType;
|
||||
|
||||
/**
|
||||
* Information about a path on the filesystem.
|
||||
*
|
||||
* \since This datatype is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetPathInfo
|
||||
* \sa SDL_GetStoragePathInfo
|
||||
*/
|
||||
typedef struct SDL_PathInfo
|
||||
{
|
||||
SDL_PathType type; /**< the path type */
|
||||
Uint64 size; /**< the file size in bytes */
|
||||
SDL_Time create_time; /**< the time when the path was created */
|
||||
SDL_Time modify_time; /**< the last time the path was modified */
|
||||
SDL_Time access_time; /**< the last time the path was read */
|
||||
} SDL_PathInfo;
|
||||
|
||||
/**
|
||||
* Flags for path matching.
|
||||
*
|
||||
* \since This datatype is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GlobDirectory
|
||||
* \sa SDL_GlobStorageDirectory
|
||||
*/
|
||||
typedef Uint32 SDL_GlobFlags;
|
||||
|
||||
#define SDL_GLOB_CASEINSENSITIVE (1u << 0)
|
||||
|
||||
/**
|
||||
* Create a directory, and any missing parent directories.
|
||||
*
|
||||
* This reports success if `path` already exists as a directory.
|
||||
*
|
||||
* If parent directories are missing, it will also create them. Note that if
|
||||
* this fails, it will not remove any parent directories it already made.
|
||||
*
|
||||
* \param path the path of the directory to create.
|
||||
* \returns true on success or false on failure; call SDL_GetError() for more
|
||||
* information.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_CreateDirectory(const char *path);
|
||||
|
||||
/**
|
||||
* Possible results from an enumeration callback.
|
||||
*
|
||||
* \since This enum is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_EnumerateDirectoryCallback
|
||||
*/
|
||||
typedef enum SDL_EnumerationResult
|
||||
{
|
||||
SDL_ENUM_CONTINUE, /**< Value that requests that enumeration continue. */
|
||||
SDL_ENUM_SUCCESS, /**< Value that requests that enumeration stop, successfully. */
|
||||
SDL_ENUM_FAILURE /**< Value that requests that enumeration stop, as a failure. */
|
||||
} SDL_EnumerationResult;
|
||||
|
||||
/**
|
||||
* Callback for directory enumeration.
|
||||
*
|
||||
* Enumeration of directory entries will continue until either all entries
|
||||
* have been provided to the callback, or the callback has requested a stop
|
||||
* through its return value.
|
||||
*
|
||||
* Returning SDL_ENUM_CONTINUE will let enumeration proceed, calling the
|
||||
* callback with further entries. SDL_ENUM_SUCCESS and SDL_ENUM_FAILURE will
|
||||
* terminate the enumeration early, and dictate the return value of the
|
||||
* enumeration function itself.
|
||||
*
|
||||
* `dirname` is guaranteed to end with a path separator ('\\' on Windows, '/'
|
||||
* on most other platforms).
|
||||
*
|
||||
* \param userdata an app-controlled pointer that is passed to the callback.
|
||||
* \param dirname the directory that is being enumerated.
|
||||
* \param fname the next entry in the enumeration.
|
||||
* \returns how the enumeration should proceed.
|
||||
*
|
||||
* \since This datatype is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_EnumerateDirectory
|
||||
*/
|
||||
typedef SDL_EnumerationResult (SDLCALL *SDL_EnumerateDirectoryCallback)(void *userdata, const char *dirname, const char *fname);
|
||||
|
||||
/**
|
||||
* Enumerate a directory through a callback function.
|
||||
*
|
||||
* This function provides every directory entry through an app-provided
|
||||
* callback, called once for each directory entry, until all results have been
|
||||
* provided or the callback returns either SDL_ENUM_SUCCESS or
|
||||
* SDL_ENUM_FAILURE.
|
||||
*
|
||||
* This will return false if there was a system problem in general, or if a
|
||||
* callback returns SDL_ENUM_FAILURE. A successful return means a callback
|
||||
* returned SDL_ENUM_SUCCESS to halt enumeration, or all directory entries
|
||||
* were enumerated.
|
||||
*
|
||||
* \param path the path of the directory to enumerate.
|
||||
* \param callback a function that is called for each entry in the directory.
|
||||
* \param userdata a pointer that is passed to `callback`.
|
||||
* \returns true on success or false on failure; call SDL_GetError() for more
|
||||
* information.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_EnumerateDirectory(const char *path, SDL_EnumerateDirectoryCallback callback, void *userdata);
|
||||
|
||||
/**
|
||||
* Remove a file or an empty directory.
|
||||
*
|
||||
* Directories that are not empty will fail; this function will not recursely
|
||||
* delete directory trees.
|
||||
*
|
||||
* \param path the path to remove from the filesystem.
|
||||
* \returns true on success or false on failure; call SDL_GetError() for more
|
||||
* information.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_RemovePath(const char *path);
|
||||
|
||||
/**
|
||||
* Rename a file or directory.
|
||||
*
|
||||
* If the file at `newpath` already exists, it will be replaced.
|
||||
*
|
||||
* Note that this will not copy files across filesystems/drives/volumes, as
|
||||
* that is a much more complicated (and possibly time-consuming) operation.
|
||||
*
|
||||
* Which is to say, if this function fails, SDL_CopyFile() to a temporary file
|
||||
* in the same directory as `newpath`, then SDL_RenamePath() from the
|
||||
* temporary file to `newpath` and SDL_RemovePath() on `oldpath` might work
|
||||
* for files. Renaming a non-empty directory across filesystems is
|
||||
* dramatically more complex, however.
|
||||
*
|
||||
* \param oldpath the old path.
|
||||
* \param newpath the new path.
|
||||
* \returns true on success or false on failure; call SDL_GetError() for more
|
||||
* information.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_RenamePath(const char *oldpath, const char *newpath);
|
||||
|
||||
/**
|
||||
* Copy a file.
|
||||
*
|
||||
* If the file at `newpath` already exists, it will be overwritten with the
|
||||
* contents of the file at `oldpath`.
|
||||
*
|
||||
* This function will block until the copy is complete, which might be a
|
||||
* significant time for large files on slow disks. On some platforms, the copy
|
||||
* can be handed off to the OS itself, but on others SDL might just open both
|
||||
* paths, and read from one and write to the other.
|
||||
*
|
||||
* Note that this is not an atomic operation! If something tries to read from
|
||||
* `newpath` while the copy is in progress, it will see an incomplete copy of
|
||||
* the data, and if the calling thread terminates (or the power goes out)
|
||||
* during the copy, `newpath`'s previous contents will be gone, replaced with
|
||||
* an incomplete copy of the data. To avoid this risk, it is recommended that
|
||||
* the app copy to a temporary file in the same directory as `newpath`, and if
|
||||
* the copy is successful, use SDL_RenamePath() to replace `newpath` with the
|
||||
* temporary file. This will ensure that reads of `newpath` will either see a
|
||||
* complete copy of the data, or it will see the pre-copy state of `newpath`.
|
||||
*
|
||||
* This function attempts to synchronize the newly-copied data to disk before
|
||||
* returning, if the platform allows it, so that the renaming trick will not
|
||||
* have a problem in a system crash or power failure, where the file could be
|
||||
* renamed but the contents never made it from the system file cache to the
|
||||
* physical disk.
|
||||
*
|
||||
* If the copy fails for any reason, the state of `newpath` is undefined. It
|
||||
* might be half a copy, it might be the untouched data of what was already
|
||||
* there, or it might be a zero-byte file, etc.
|
||||
*
|
||||
* \param oldpath the old path.
|
||||
* \param newpath the new path.
|
||||
* \returns true on success or false on failure; call SDL_GetError() for more
|
||||
* information.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread, but this
|
||||
* operation is not atomic, so the app might need to protect
|
||||
* access to specific paths from other threads if appropriate.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_CopyFile(const char *oldpath, const char *newpath);
|
||||
|
||||
/**
|
||||
* Get information about a filesystem path.
|
||||
*
|
||||
* Symlinks, on filesystems that support them, are always followed, so you will
|
||||
* always get information on what the symlink eventually points to, and not the
|
||||
* symlink itself.
|
||||
*
|
||||
* \param path the path to query.
|
||||
* \param info a pointer filled in with information about the path, or NULL to
|
||||
* check for the existence of a file.
|
||||
* \returns true on success or false if the file doesn't exist, or another
|
||||
* failure; call SDL_GetError() for more information.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_GetPathInfo(const char *path, SDL_PathInfo *info);
|
||||
|
||||
/**
|
||||
* Enumerate a directory tree, filtered by pattern, and return a list.
|
||||
*
|
||||
* Files are filtered out if they don't match the string in `pattern`, which
|
||||
* may contain wildcard characters `*` (match everything) and `?` (match one
|
||||
* character). If pattern is NULL, no filtering is done and all results are
|
||||
* returned. Subdirectories are permitted, and are specified with a path
|
||||
* separator of `/`. Wildcard characters `*` and `?` never match a path
|
||||
* separator.
|
||||
*
|
||||
* `flags` may be set to SDL_GLOB_CASEINSENSITIVE to make the pattern matching
|
||||
* case-insensitive.
|
||||
*
|
||||
* The returned array is always NULL-terminated, for your iterating
|
||||
* convenience, but if `count` is non-NULL, on return it will contain the
|
||||
* number of items in the array, not counting the NULL terminator.
|
||||
*
|
||||
* \param path the path of the directory to enumerate.
|
||||
* \param pattern the pattern that files in the directory must match. Can be
|
||||
* NULL.
|
||||
* \param flags `SDL_GLOB_*` bitflags that affect this search.
|
||||
* \param count on return, will be set to the number of items in the returned
|
||||
* array. Can be NULL.
|
||||
* \returns an array of strings on success or NULL on failure; call
|
||||
* SDL_GetError() for more information. This is a single allocation
|
||||
* that should be freed with SDL_free() when it is no longer needed.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC char ** SDLCALL SDL_GlobDirectory(const char *path, const char *pattern, SDL_GlobFlags flags, int *count);
|
||||
|
||||
/**
|
||||
* Get what the system believes is the "current working directory."
|
||||
*
|
||||
* For systems without a concept of a current working directory, this will
|
||||
* still attempt to provide something reasonable.
|
||||
*
|
||||
* SDL does not provide a means to _change_ the current working directory; for
|
||||
* platforms without this concept, this would cause surprises with file access
|
||||
* outside of SDL.
|
||||
*
|
||||
* The returned path is guaranteed to end with a path separator ('\\' on
|
||||
* Windows, '/' on most other platforms).
|
||||
*
|
||||
* \returns a UTF-8 string of the current working directory in
|
||||
* platform-dependent notation. NULL if there's a problem. This
|
||||
* should be freed with SDL_free() when it is no longer needed.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC char * SDLCALL SDL_GetCurrentDirectory(void);
|
||||
|
||||
/* Ends C function definitions when using C++ */
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
#include <SDL3/SDL_close_code.h>
|
||||
|
||||
#endif /* SDL_filesystem_h_ */
|
||||
1656
TSE_Sdl3Impl/include/SDL3/SDL_gamepad.h
Normal file
1656
TSE_Sdl3Impl/include/SDL3/SDL_gamepad.h
Normal file
File diff suppressed because it is too large
Load Diff
4606
TSE_Sdl3Impl/include/SDL3/SDL_gpu.h
Normal file
4606
TSE_Sdl3Impl/include/SDL3/SDL_gpu.h
Normal file
File diff suppressed because it is too large
Load Diff
106
TSE_Sdl3Impl/include/SDL3/SDL_guid.h
Normal file
106
TSE_Sdl3Impl/include/SDL3/SDL_guid.h
Normal file
@@ -0,0 +1,106 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2026 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
/* WIKI CATEGORY: GUID */
|
||||
|
||||
/**
|
||||
* # CategoryGUID
|
||||
*
|
||||
* A GUID is a 128-bit value that represents something that is uniquely
|
||||
* identifiable by this value: "globally unique."
|
||||
*
|
||||
* SDL provides functions to convert a GUID to/from a string.
|
||||
*/
|
||||
|
||||
#ifndef SDL_guid_h_
|
||||
#define SDL_guid_h_
|
||||
|
||||
#include <SDL3/SDL_stdinc.h>
|
||||
|
||||
#include <SDL3/SDL_begin_code.h>
|
||||
/* Set up for C function definitions, even when using C++ */
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
/**
|
||||
* An SDL_GUID is a 128-bit identifier for an input device that identifies
|
||||
* that device across runs of SDL programs on the same platform.
|
||||
*
|
||||
* If the device is detached and then re-attached to a different port, or if
|
||||
* the base system is rebooted, the device should still report the same GUID.
|
||||
*
|
||||
* GUIDs are as precise as possible but are not guaranteed to distinguish
|
||||
* physically distinct but equivalent devices. For example, two game
|
||||
* controllers from the same vendor with the same product ID and revision may
|
||||
* have the same GUID.
|
||||
*
|
||||
* GUIDs may be platform-dependent (i.e., the same device may report different
|
||||
* GUIDs on different operating systems).
|
||||
*
|
||||
* \since This struct is available since SDL 3.2.0.
|
||||
*/
|
||||
typedef struct SDL_GUID {
|
||||
Uint8 data[16];
|
||||
} SDL_GUID;
|
||||
|
||||
/* Function prototypes */
|
||||
|
||||
/**
|
||||
* Get an ASCII string representation for a given SDL_GUID.
|
||||
*
|
||||
* \param guid the SDL_GUID you wish to convert to string.
|
||||
* \param pszGUID buffer in which to write the ASCII string.
|
||||
* \param cbGUID the size of pszGUID, should be at least 33 bytes.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_StringToGUID
|
||||
*/
|
||||
extern SDL_DECLSPEC void SDLCALL SDL_GUIDToString(SDL_GUID guid, char *pszGUID, int cbGUID);
|
||||
|
||||
/**
|
||||
* Convert a GUID string into a SDL_GUID structure.
|
||||
*
|
||||
* Performs no error checking. If this function is given a string containing
|
||||
* an invalid GUID, the function will silently succeed, but the GUID generated
|
||||
* will not be useful.
|
||||
*
|
||||
* \param pchGUID string containing an ASCII representation of a GUID.
|
||||
* \returns a SDL_GUID structure.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GUIDToString
|
||||
*/
|
||||
extern SDL_DECLSPEC SDL_GUID SDLCALL SDL_StringToGUID(const char *pchGUID);
|
||||
|
||||
/* Ends C function definitions when using C++ */
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
#include <SDL3/SDL_close_code.h>
|
||||
|
||||
#endif /* SDL_guid_h_ */
|
||||
1461
TSE_Sdl3Impl/include/SDL3/SDL_haptic.h
Normal file
1461
TSE_Sdl3Impl/include/SDL3/SDL_haptic.h
Normal file
File diff suppressed because it is too large
Load Diff
571
TSE_Sdl3Impl/include/SDL3/SDL_hidapi.h
Normal file
571
TSE_Sdl3Impl/include/SDL3/SDL_hidapi.h
Normal file
@@ -0,0 +1,571 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2026 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
/* WIKI CATEGORY: HIDAPI */
|
||||
|
||||
/**
|
||||
* # CategoryHIDAPI
|
||||
*
|
||||
* Header file for SDL HIDAPI functions.
|
||||
*
|
||||
* This is an adaptation of the original HIDAPI interface by Alan Ott, and
|
||||
* includes source code licensed under the following license:
|
||||
*
|
||||
* ```
|
||||
* HIDAPI - Multi-Platform library for
|
||||
* communication with HID devices.
|
||||
*
|
||||
* Copyright 2009, Alan Ott, Signal 11 Software.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* This software may be used by anyone for any reason so
|
||||
* long as the copyright notice in the source files
|
||||
* remains intact.
|
||||
* ```
|
||||
*
|
||||
* (Note that this license is the same as item three of SDL's zlib license, so
|
||||
* it adds no new requirements on the user.)
|
||||
*
|
||||
* If you would like a version of SDL without this code, you can build SDL
|
||||
* with SDL_HIDAPI_DISABLED defined to 1. You might want to do this for
|
||||
* example on iOS or tvOS to avoid a dependency on the CoreBluetooth
|
||||
* framework.
|
||||
*/
|
||||
|
||||
#ifndef SDL_hidapi_h_
|
||||
#define SDL_hidapi_h_
|
||||
|
||||
#include <SDL3/SDL_stdinc.h>
|
||||
#include <SDL3/SDL_error.h>
|
||||
#include <SDL3/SDL_properties.h>
|
||||
|
||||
#include <SDL3/SDL_begin_code.h>
|
||||
/* Set up for C function definitions, even when using C++ */
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
/**
|
||||
* An opaque handle representing an open HID device.
|
||||
*
|
||||
* \since This struct is available since SDL 3.2.0.
|
||||
*/
|
||||
typedef struct SDL_hid_device SDL_hid_device;
|
||||
|
||||
/**
|
||||
* HID underlying bus types.
|
||||
*
|
||||
* \since This enum is available since SDL 3.2.0.
|
||||
*/
|
||||
typedef enum SDL_hid_bus_type {
|
||||
/** Unknown bus type */
|
||||
SDL_HID_API_BUS_UNKNOWN = 0x00,
|
||||
|
||||
/** USB bus
|
||||
Specifications:
|
||||
https://usb.org/hid */
|
||||
SDL_HID_API_BUS_USB = 0x01,
|
||||
|
||||
/** Bluetooth or Bluetooth LE bus
|
||||
Specifications:
|
||||
https://www.bluetooth.com/specifications/specs/human-interface-device-profile-1-1-1/
|
||||
https://www.bluetooth.com/specifications/specs/hid-service-1-0/
|
||||
https://www.bluetooth.com/specifications/specs/hid-over-gatt-profile-1-0/ */
|
||||
SDL_HID_API_BUS_BLUETOOTH = 0x02,
|
||||
|
||||
/** I2C bus
|
||||
Specifications:
|
||||
https://docs.microsoft.com/previous-versions/windows/hardware/design/dn642101(v=vs.85) */
|
||||
SDL_HID_API_BUS_I2C = 0x03,
|
||||
|
||||
/** SPI bus
|
||||
Specifications:
|
||||
https://www.microsoft.com/download/details.aspx?id=103325 */
|
||||
SDL_HID_API_BUS_SPI = 0x04
|
||||
|
||||
} SDL_hid_bus_type;
|
||||
|
||||
/** hidapi info structure */
|
||||
|
||||
/**
|
||||
* Information about a connected HID device
|
||||
*
|
||||
* \since This struct is available since SDL 3.2.0.
|
||||
*/
|
||||
typedef struct SDL_hid_device_info
|
||||
{
|
||||
/** Platform-specific device path */
|
||||
char *path;
|
||||
/** Device Vendor ID */
|
||||
unsigned short vendor_id;
|
||||
/** Device Product ID */
|
||||
unsigned short product_id;
|
||||
/** Serial Number */
|
||||
wchar_t *serial_number;
|
||||
/** Device Release Number in binary-coded decimal,
|
||||
also known as Device Version Number */
|
||||
unsigned short release_number;
|
||||
/** Manufacturer String */
|
||||
wchar_t *manufacturer_string;
|
||||
/** Product string */
|
||||
wchar_t *product_string;
|
||||
/** Usage Page for this Device/Interface
|
||||
(Windows/Mac/hidraw only) */
|
||||
unsigned short usage_page;
|
||||
/** Usage for this Device/Interface
|
||||
(Windows/Mac/hidraw only) */
|
||||
unsigned short usage;
|
||||
/** The USB interface which this logical device
|
||||
represents.
|
||||
|
||||
Valid only if the device is a USB HID device.
|
||||
Set to -1 in all other cases.
|
||||
*/
|
||||
int interface_number;
|
||||
|
||||
/** Additional information about the USB interface.
|
||||
Valid on libusb and Android implementations. */
|
||||
int interface_class;
|
||||
int interface_subclass;
|
||||
int interface_protocol;
|
||||
|
||||
/** Underlying bus type */
|
||||
SDL_hid_bus_type bus_type;
|
||||
|
||||
/** Pointer to the next device */
|
||||
struct SDL_hid_device_info *next;
|
||||
|
||||
} SDL_hid_device_info;
|
||||
|
||||
|
||||
/**
|
||||
* Initialize the HIDAPI library.
|
||||
*
|
||||
* This function initializes the HIDAPI library. Calling it is not strictly
|
||||
* necessary, as it will be called automatically by SDL_hid_enumerate() and
|
||||
* any of the SDL_hid_open_*() functions if it is needed. This function should
|
||||
* be called at the beginning of execution however, if there is a chance of
|
||||
* HIDAPI handles being opened by different threads simultaneously.
|
||||
*
|
||||
* Each call to this function should have a matching call to SDL_hid_exit()
|
||||
*
|
||||
* \returns 0 on success or a negative error code on failure; call
|
||||
* SDL_GetError() for more information.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_hid_exit
|
||||
*/
|
||||
extern SDL_DECLSPEC int SDLCALL SDL_hid_init(void);
|
||||
|
||||
/**
|
||||
* Finalize the HIDAPI library.
|
||||
*
|
||||
* This function frees all of the static data associated with HIDAPI. It
|
||||
* should be called at the end of execution to avoid memory leaks.
|
||||
*
|
||||
* \returns 0 on success or a negative error code on failure; call
|
||||
* SDL_GetError() for more information.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_hid_init
|
||||
*/
|
||||
extern SDL_DECLSPEC int SDLCALL SDL_hid_exit(void);
|
||||
|
||||
/**
|
||||
* Check to see if devices may have been added or removed.
|
||||
*
|
||||
* Enumerating the HID devices is an expensive operation, so you can call this
|
||||
* to see if there have been any system device changes since the last call to
|
||||
* this function. A change in the counter returned doesn't necessarily mean
|
||||
* that anything has changed, but you can call SDL_hid_enumerate() to get an
|
||||
* updated device list.
|
||||
*
|
||||
* Calling this function for the first time may cause a thread or other system
|
||||
* resource to be allocated to track device change notifications.
|
||||
*
|
||||
* \returns a change counter that is incremented with each potential device
|
||||
* change, or 0 if device change detection isn't available.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_hid_enumerate
|
||||
*/
|
||||
extern SDL_DECLSPEC Uint32 SDLCALL SDL_hid_device_change_count(void);
|
||||
|
||||
/**
|
||||
* Enumerate the HID Devices.
|
||||
*
|
||||
* This function returns a linked list of all the HID devices attached to the
|
||||
* system which match vendor_id and product_id. If `vendor_id` is set to 0
|
||||
* then any vendor matches. If `product_id` is set to 0 then any product
|
||||
* matches. If `vendor_id` and `product_id` are both set to 0, then all HID
|
||||
* devices will be returned.
|
||||
*
|
||||
* By default SDL will only enumerate controllers, to reduce risk of hanging
|
||||
* or crashing on bad drivers, but SDL_HINT_HIDAPI_ENUMERATE_ONLY_CONTROLLERS
|
||||
* can be set to "0" to enumerate all HID devices.
|
||||
*
|
||||
* \param vendor_id the Vendor ID (VID) of the types of device to open, or 0
|
||||
* to match any vendor.
|
||||
* \param product_id the Product ID (PID) of the types of device to open, or 0
|
||||
* to match any product.
|
||||
* \returns a pointer to a linked list of type SDL_hid_device_info, containing
|
||||
* information about the HID devices attached to the system, or NULL
|
||||
* in the case of failure. Free this linked list by calling
|
||||
* SDL_hid_free_enumeration().
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_hid_device_change_count
|
||||
*/
|
||||
extern SDL_DECLSPEC SDL_hid_device_info * SDLCALL SDL_hid_enumerate(unsigned short vendor_id, unsigned short product_id);
|
||||
|
||||
/**
|
||||
* Free an enumeration linked list.
|
||||
*
|
||||
* This function frees a linked list created by SDL_hid_enumerate().
|
||||
*
|
||||
* \param devs pointer to a list of struct_device returned from
|
||||
* SDL_hid_enumerate().
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC void SDLCALL SDL_hid_free_enumeration(SDL_hid_device_info *devs);
|
||||
|
||||
/**
|
||||
* Open a HID device using a Vendor ID (VID), Product ID (PID) and optionally
|
||||
* a serial number.
|
||||
*
|
||||
* If `serial_number` is NULL, the first device with the specified VID and PID
|
||||
* is opened.
|
||||
*
|
||||
* \param vendor_id the Vendor ID (VID) of the device to open.
|
||||
* \param product_id the Product ID (PID) of the device to open.
|
||||
* \param serial_number the Serial Number of the device to open (Optionally
|
||||
* NULL).
|
||||
* \returns a pointer to a SDL_hid_device object on success or NULL on
|
||||
* failure; call SDL_GetError() for more information.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC SDL_hid_device * SDLCALL SDL_hid_open(unsigned short vendor_id, unsigned short product_id, const wchar_t *serial_number);
|
||||
|
||||
/**
|
||||
* Open a HID device by its path name.
|
||||
*
|
||||
* The path name be determined by calling SDL_hid_enumerate(), or a
|
||||
* platform-specific path name can be used (eg: /dev/hidraw0 on Linux).
|
||||
*
|
||||
* \param path the path name of the device to open.
|
||||
* \returns a pointer to a SDL_hid_device object on success or NULL on
|
||||
* failure; call SDL_GetError() for more information.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC SDL_hid_device * SDLCALL SDL_hid_open_path(const char *path);
|
||||
|
||||
/**
|
||||
* Get the properties associated with an SDL_hid_device.
|
||||
*
|
||||
* The following read-only properties are provided by SDL:
|
||||
*
|
||||
* - `SDL_PROP_HIDAPI_LIBUSB_DEVICE_HANDLE_POINTER`: the libusb_device_handle
|
||||
* associated with the device, if it was opened using libusb.
|
||||
*
|
||||
* \param dev a device handle returned from SDL_hid_open().
|
||||
* \returns a valid property ID on success or 0 on failure; call
|
||||
* SDL_GetError() for more information.
|
||||
*
|
||||
* \since This function is available since SDL 3.4.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_hid_get_properties(SDL_hid_device *dev);
|
||||
|
||||
#define SDL_PROP_HIDAPI_LIBUSB_DEVICE_HANDLE_POINTER "SDL.hidapi.libusb.device.handle"
|
||||
|
||||
/**
|
||||
* Write an Output report to a HID device.
|
||||
*
|
||||
* The first byte of `data` must contain the Report ID. For devices which only
|
||||
* support a single report, this must be set to 0x0. The remaining bytes
|
||||
* contain the report data. Since the Report ID is mandatory, calls to
|
||||
* SDL_hid_write() will always contain one more byte than the report contains.
|
||||
* For example, if a hid report is 16 bytes long, 17 bytes must be passed to
|
||||
* SDL_hid_write(), the Report ID (or 0x0, for devices with a single report),
|
||||
* followed by the report data (16 bytes). In this example, the length passed
|
||||
* in would be 17.
|
||||
*
|
||||
* SDL_hid_write() will send the data on the first OUT endpoint, if one
|
||||
* exists. If it does not, it will send the data through the Control Endpoint
|
||||
* (Endpoint 0).
|
||||
*
|
||||
* \param dev a device handle returned from SDL_hid_open().
|
||||
* \param data the data to send, including the report number as the first
|
||||
* byte.
|
||||
* \param length the length in bytes of the data to send.
|
||||
* \returns the actual number of bytes written and -1 on on failure; call
|
||||
* SDL_GetError() for more information.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC int SDLCALL SDL_hid_write(SDL_hid_device *dev, const unsigned char *data, size_t length);
|
||||
|
||||
/**
|
||||
* Read an Input report from a HID device with timeout.
|
||||
*
|
||||
* Input reports are returned to the host through the INTERRUPT IN endpoint.
|
||||
* The first byte will contain the Report number if the device uses numbered
|
||||
* reports.
|
||||
*
|
||||
* \param dev a device handle returned from SDL_hid_open().
|
||||
* \param data a buffer to put the read data into.
|
||||
* \param length the number of bytes to read. For devices with multiple
|
||||
* reports, make sure to read an extra byte for the report
|
||||
* number.
|
||||
* \param milliseconds timeout in milliseconds or -1 for blocking wait.
|
||||
* \returns the actual number of bytes read and -1 on on failure; call
|
||||
* SDL_GetError() for more information. If no packet was available to
|
||||
* be read within the timeout period, this function returns 0.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC int SDLCALL SDL_hid_read_timeout(SDL_hid_device *dev, unsigned char *data, size_t length, int milliseconds);
|
||||
|
||||
/**
|
||||
* Read an Input report from a HID device.
|
||||
*
|
||||
* Input reports are returned to the host through the INTERRUPT IN endpoint.
|
||||
* The first byte will contain the Report number if the device uses numbered
|
||||
* reports.
|
||||
*
|
||||
* \param dev a device handle returned from SDL_hid_open().
|
||||
* \param data a buffer to put the read data into.
|
||||
* \param length the number of bytes to read. For devices with multiple
|
||||
* reports, make sure to read an extra byte for the report
|
||||
* number.
|
||||
* \returns the actual number of bytes read and -1 on failure; call
|
||||
* SDL_GetError() for more information. If no packet was available to
|
||||
* be read and the handle is in non-blocking mode, this function
|
||||
* returns 0.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC int SDLCALL SDL_hid_read(SDL_hid_device *dev, unsigned char *data, size_t length);
|
||||
|
||||
/**
|
||||
* Set the device handle to be non-blocking.
|
||||
*
|
||||
* In non-blocking mode calls to SDL_hid_read() will return immediately with a
|
||||
* value of 0 if there is no data to be read. In blocking mode, SDL_hid_read()
|
||||
* will wait (block) until there is data to read before returning.
|
||||
*
|
||||
* Nonblocking can be turned on and off at any time.
|
||||
*
|
||||
* \param dev a device handle returned from SDL_hid_open().
|
||||
* \param nonblock enable or not the nonblocking reads - 1 to enable
|
||||
* nonblocking - 0 to disable nonblocking.
|
||||
* \returns 0 on success or a negative error code on failure; call
|
||||
* SDL_GetError() for more information.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC int SDLCALL SDL_hid_set_nonblocking(SDL_hid_device *dev, int nonblock);
|
||||
|
||||
/**
|
||||
* Send a Feature report to the device.
|
||||
*
|
||||
* Feature reports are sent over the Control endpoint as a Set_Report
|
||||
* transfer. The first byte of `data` must contain the Report ID. For devices
|
||||
* which only support a single report, this must be set to 0x0. The remaining
|
||||
* bytes contain the report data. Since the Report ID is mandatory, calls to
|
||||
* SDL_hid_send_feature_report() will always contain one more byte than the
|
||||
* report contains. For example, if a hid report is 16 bytes long, 17 bytes
|
||||
* must be passed to SDL_hid_send_feature_report(): the Report ID (or 0x0, for
|
||||
* devices which do not use numbered reports), followed by the report data (16
|
||||
* bytes). In this example, the length passed in would be 17.
|
||||
*
|
||||
* \param dev a device handle returned from SDL_hid_open().
|
||||
* \param data the data to send, including the report number as the first
|
||||
* byte.
|
||||
* \param length the length in bytes of the data to send, including the report
|
||||
* number.
|
||||
* \returns the actual number of bytes written and -1 on failure; call
|
||||
* SDL_GetError() for more information.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC int SDLCALL SDL_hid_send_feature_report(SDL_hid_device *dev, const unsigned char *data, size_t length);
|
||||
|
||||
/**
|
||||
* Get a feature report from a HID device.
|
||||
*
|
||||
* Set the first byte of `data` to the Report ID of the report to be read.
|
||||
* Make sure to allow space for this extra byte in `data`. Upon return, the
|
||||
* first byte will still contain the Report ID, and the report data will start
|
||||
* in data[1].
|
||||
*
|
||||
* \param dev a device handle returned from SDL_hid_open().
|
||||
* \param data a buffer to put the read data into, including the Report ID.
|
||||
* Set the first byte of `data` to the Report ID of the report to
|
||||
* be read, or set it to zero if your device does not use numbered
|
||||
* reports.
|
||||
* \param length the number of bytes to read, including an extra byte for the
|
||||
* report ID. The buffer can be longer than the actual report.
|
||||
* \returns the number of bytes read plus one for the report ID (which is
|
||||
* still in the first byte), or -1 on on failure; call SDL_GetError()
|
||||
* for more information.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC int SDLCALL SDL_hid_get_feature_report(SDL_hid_device *dev, unsigned char *data, size_t length);
|
||||
|
||||
/**
|
||||
* Get an input report from a HID device.
|
||||
*
|
||||
* Set the first byte of `data` to the Report ID of the report to be read.
|
||||
* Make sure to allow space for this extra byte in `data`. Upon return, the
|
||||
* first byte will still contain the Report ID, and the report data will start
|
||||
* in data[1].
|
||||
*
|
||||
* \param dev a device handle returned from SDL_hid_open().
|
||||
* \param data a buffer to put the read data into, including the Report ID.
|
||||
* Set the first byte of `data` to the Report ID of the report to
|
||||
* be read, or set it to zero if your device does not use numbered
|
||||
* reports.
|
||||
* \param length the number of bytes to read, including an extra byte for the
|
||||
* report ID. The buffer can be longer than the actual report.
|
||||
* \returns the number of bytes read plus one for the report ID (which is
|
||||
* still in the first byte), or -1 on on failure; call SDL_GetError()
|
||||
* for more information.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC int SDLCALL SDL_hid_get_input_report(SDL_hid_device *dev, unsigned char *data, size_t length);
|
||||
|
||||
/**
|
||||
* Close a HID device.
|
||||
*
|
||||
* \param dev a device handle returned from SDL_hid_open().
|
||||
* \returns 0 on success or a negative error code on failure; call
|
||||
* SDL_GetError() for more information.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC int SDLCALL SDL_hid_close(SDL_hid_device *dev);
|
||||
|
||||
/**
|
||||
* Get The Manufacturer String from a HID device.
|
||||
*
|
||||
* \param dev a device handle returned from SDL_hid_open().
|
||||
* \param string a wide string buffer to put the data into.
|
||||
* \param maxlen the length of the buffer in multiples of wchar_t.
|
||||
* \returns 0 on success or a negative error code on failure; call
|
||||
* SDL_GetError() for more information.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC int SDLCALL SDL_hid_get_manufacturer_string(SDL_hid_device *dev, wchar_t *string, size_t maxlen);
|
||||
|
||||
/**
|
||||
* Get The Product String from a HID device.
|
||||
*
|
||||
* \param dev a device handle returned from SDL_hid_open().
|
||||
* \param string a wide string buffer to put the data into.
|
||||
* \param maxlen the length of the buffer in multiples of wchar_t.
|
||||
* \returns 0 on success or a negative error code on failure; call
|
||||
* SDL_GetError() for more information.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC int SDLCALL SDL_hid_get_product_string(SDL_hid_device *dev, wchar_t *string, size_t maxlen);
|
||||
|
||||
/**
|
||||
* Get The Serial Number String from a HID device.
|
||||
*
|
||||
* \param dev a device handle returned from SDL_hid_open().
|
||||
* \param string a wide string buffer to put the data into.
|
||||
* \param maxlen the length of the buffer in multiples of wchar_t.
|
||||
* \returns 0 on success or a negative error code on failure; call
|
||||
* SDL_GetError() for more information.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC int SDLCALL SDL_hid_get_serial_number_string(SDL_hid_device *dev, wchar_t *string, size_t maxlen);
|
||||
|
||||
/**
|
||||
* Get a string from a HID device, based on its string index.
|
||||
*
|
||||
* \param dev a device handle returned from SDL_hid_open().
|
||||
* \param string_index the index of the string to get.
|
||||
* \param string a wide string buffer to put the data into.
|
||||
* \param maxlen the length of the buffer in multiples of wchar_t.
|
||||
* \returns 0 on success or a negative error code on failure; call
|
||||
* SDL_GetError() for more information.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC int SDLCALL SDL_hid_get_indexed_string(SDL_hid_device *dev, int string_index, wchar_t *string, size_t maxlen);
|
||||
|
||||
/**
|
||||
* Get the device info from a HID device.
|
||||
*
|
||||
* \param dev a device handle returned from SDL_hid_open().
|
||||
* \returns a pointer to the SDL_hid_device_info for this hid_device or NULL
|
||||
* on failure; call SDL_GetError() for more information. This struct
|
||||
* is valid until the device is closed with SDL_hid_close().
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC SDL_hid_device_info * SDLCALL SDL_hid_get_device_info(SDL_hid_device *dev);
|
||||
|
||||
/**
|
||||
* Get a report descriptor from a HID device.
|
||||
*
|
||||
* User has to provide a preallocated buffer where descriptor will be copied
|
||||
* to. The recommended size for a preallocated buffer is 4096 bytes.
|
||||
*
|
||||
* \param dev a device handle returned from SDL_hid_open().
|
||||
* \param buf the buffer to copy descriptor into.
|
||||
* \param buf_size the size of the buffer in bytes.
|
||||
* \returns the number of bytes actually copied or -1 on failure; call
|
||||
* SDL_GetError() for more information.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC int SDLCALL SDL_hid_get_report_descriptor(SDL_hid_device *dev, unsigned char *buf, size_t buf_size);
|
||||
|
||||
/**
|
||||
* Start or stop a BLE scan on iOS and tvOS to pair Steam Controllers.
|
||||
*
|
||||
* \param active true to start the scan, false to stop the scan.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC void SDLCALL SDL_hid_ble_scan(bool active);
|
||||
|
||||
/* Ends C function definitions when using C++ */
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
#include <SDL3/SDL_close_code.h>
|
||||
|
||||
#endif /* SDL_hidapi_h_ */
|
||||
4913
TSE_Sdl3Impl/include/SDL3/SDL_hints.h
Normal file
4913
TSE_Sdl3Impl/include/SDL3/SDL_hints.h
Normal file
File diff suppressed because it is too large
Load Diff
507
TSE_Sdl3Impl/include/SDL3/SDL_init.h
Normal file
507
TSE_Sdl3Impl/include/SDL3/SDL_init.h
Normal file
@@ -0,0 +1,507 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2026 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
/**
|
||||
* # CategoryInit
|
||||
*
|
||||
* All SDL programs need to initialize the library before starting to work
|
||||
* with it.
|
||||
*
|
||||
* Almost everything can simply call SDL_Init() near startup, with a handful
|
||||
* of flags to specify subsystems to touch. These are here to make sure SDL
|
||||
* does not even attempt to touch low-level pieces of the operating system
|
||||
* that you don't intend to use. For example, you might be using SDL for video
|
||||
* and input but chose an external library for audio, and in this case you
|
||||
* would just need to leave off the `SDL_INIT_AUDIO` flag to make sure that
|
||||
* external library has complete control.
|
||||
*
|
||||
* Most apps, when terminating, should call SDL_Quit(). This will clean up
|
||||
* (nearly) everything that SDL might have allocated, and crucially, it'll
|
||||
* make sure that the display's resolution is back to what the user expects if
|
||||
* you had previously changed it for your game.
|
||||
*
|
||||
* SDL3 apps are strongly encouraged to call SDL_SetAppMetadata() at startup
|
||||
* to fill in details about the program. This is completely optional, but it
|
||||
* helps in small ways (we can provide an About dialog box for the macOS menu,
|
||||
* we can name the app in the system's audio mixer, etc). Those that want to
|
||||
* provide a _lot_ of information should look at the more-detailed
|
||||
* SDL_SetAppMetadataProperty().
|
||||
*/
|
||||
|
||||
#ifndef SDL_init_h_
|
||||
#define SDL_init_h_
|
||||
|
||||
#include <SDL3/SDL_stdinc.h>
|
||||
#include <SDL3/SDL_error.h>
|
||||
#include <SDL3/SDL_events.h>
|
||||
|
||||
#include <SDL3/SDL_begin_code.h>
|
||||
/* Set up for C function definitions, even when using C++ */
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
/* As of version 0.5, SDL is loaded dynamically into the application */
|
||||
|
||||
/**
|
||||
* Initialization flags for SDL_Init and/or SDL_InitSubSystem
|
||||
*
|
||||
* These are the flags which may be passed to SDL_Init(). You should specify
|
||||
* the subsystems which you will be using in your application.
|
||||
*
|
||||
* \since This datatype is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_Init
|
||||
* \sa SDL_Quit
|
||||
* \sa SDL_InitSubSystem
|
||||
* \sa SDL_QuitSubSystem
|
||||
* \sa SDL_WasInit
|
||||
*/
|
||||
typedef Uint32 SDL_InitFlags;
|
||||
|
||||
#define SDL_INIT_AUDIO 0x00000010u /**< `SDL_INIT_AUDIO` implies `SDL_INIT_EVENTS` */
|
||||
#define SDL_INIT_VIDEO 0x00000020u /**< `SDL_INIT_VIDEO` implies `SDL_INIT_EVENTS`, should be initialized on the main thread */
|
||||
#define SDL_INIT_JOYSTICK 0x00000200u /**< `SDL_INIT_JOYSTICK` implies `SDL_INIT_EVENTS` */
|
||||
#define SDL_INIT_HAPTIC 0x00001000u
|
||||
#define SDL_INIT_GAMEPAD 0x00002000u /**< `SDL_INIT_GAMEPAD` implies `SDL_INIT_JOYSTICK` */
|
||||
#define SDL_INIT_EVENTS 0x00004000u
|
||||
#define SDL_INIT_SENSOR 0x00008000u /**< `SDL_INIT_SENSOR` implies `SDL_INIT_EVENTS` */
|
||||
#define SDL_INIT_CAMERA 0x00010000u /**< `SDL_INIT_CAMERA` implies `SDL_INIT_EVENTS` */
|
||||
|
||||
/**
|
||||
* Return values for optional main callbacks.
|
||||
*
|
||||
* Returning SDL_APP_SUCCESS or SDL_APP_FAILURE from SDL_AppInit,
|
||||
* SDL_AppEvent, or SDL_AppIterate will terminate the program and report
|
||||
* success/failure to the operating system. What that means is
|
||||
* platform-dependent. On Unix, for example, on success, the process error
|
||||
* code will be zero, and on failure it will be 1. This interface doesn't
|
||||
* allow you to return specific exit codes, just whether there was an error
|
||||
* generally or not.
|
||||
*
|
||||
* Returning SDL_APP_CONTINUE from these functions will let the app continue
|
||||
* to run.
|
||||
*
|
||||
* See
|
||||
* [Main callbacks in SDL3](https://wiki.libsdl.org/SDL3/README-main-functions#main-callbacks-in-sdl3)
|
||||
* for complete details.
|
||||
*
|
||||
* \since This enum is available since SDL 3.2.0.
|
||||
*/
|
||||
typedef enum SDL_AppResult
|
||||
{
|
||||
SDL_APP_CONTINUE, /**< Value that requests that the app continue from the main callbacks. */
|
||||
SDL_APP_SUCCESS, /**< Value that requests termination with success from the main callbacks. */
|
||||
SDL_APP_FAILURE /**< Value that requests termination with error from the main callbacks. */
|
||||
} SDL_AppResult;
|
||||
|
||||
/**
|
||||
* Function pointer typedef for SDL_AppInit.
|
||||
*
|
||||
* These are used by SDL_EnterAppMainCallbacks. This mechanism operates behind
|
||||
* the scenes for apps using the optional main callbacks. Apps that want to
|
||||
* use this should just implement SDL_AppInit directly.
|
||||
*
|
||||
* \param appstate a place where the app can optionally store a pointer for
|
||||
* future use.
|
||||
* \param argc the standard ANSI C main's argc; number of elements in `argv`.
|
||||
* \param argv the standard ANSI C main's argv; array of command line
|
||||
* arguments.
|
||||
* \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to
|
||||
* terminate with success, SDL_APP_CONTINUE to continue.
|
||||
*
|
||||
* \since This datatype is available since SDL 3.2.0.
|
||||
*/
|
||||
typedef SDL_AppResult (SDLCALL *SDL_AppInit_func)(void **appstate, int argc, char *argv[]);
|
||||
|
||||
/**
|
||||
* Function pointer typedef for SDL_AppIterate.
|
||||
*
|
||||
* These are used by SDL_EnterAppMainCallbacks. This mechanism operates behind
|
||||
* the scenes for apps using the optional main callbacks. Apps that want to
|
||||
* use this should just implement SDL_AppIterate directly.
|
||||
*
|
||||
* \param appstate an optional pointer, provided by the app in SDL_AppInit.
|
||||
* \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to
|
||||
* terminate with success, SDL_APP_CONTINUE to continue.
|
||||
*
|
||||
* \since This datatype is available since SDL 3.2.0.
|
||||
*/
|
||||
typedef SDL_AppResult (SDLCALL *SDL_AppIterate_func)(void *appstate);
|
||||
|
||||
/**
|
||||
* Function pointer typedef for SDL_AppEvent.
|
||||
*
|
||||
* These are used by SDL_EnterAppMainCallbacks. This mechanism operates behind
|
||||
* the scenes for apps using the optional main callbacks. Apps that want to
|
||||
* use this should just implement SDL_AppEvent directly.
|
||||
*
|
||||
* \param appstate an optional pointer, provided by the app in SDL_AppInit.
|
||||
* \param event the new event for the app to examine.
|
||||
* \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to
|
||||
* terminate with success, SDL_APP_CONTINUE to continue.
|
||||
*
|
||||
* \since This datatype is available since SDL 3.2.0.
|
||||
*/
|
||||
typedef SDL_AppResult (SDLCALL *SDL_AppEvent_func)(void *appstate, SDL_Event *event);
|
||||
|
||||
/**
|
||||
* Function pointer typedef for SDL_AppQuit.
|
||||
*
|
||||
* These are used by SDL_EnterAppMainCallbacks. This mechanism operates behind
|
||||
* the scenes for apps using the optional main callbacks. Apps that want to
|
||||
* use this should just implement SDL_AppEvent directly.
|
||||
*
|
||||
* \param appstate an optional pointer, provided by the app in SDL_AppInit.
|
||||
* \param result the result code that terminated the app (success or failure).
|
||||
*
|
||||
* \since This datatype is available since SDL 3.2.0.
|
||||
*/
|
||||
typedef void (SDLCALL *SDL_AppQuit_func)(void *appstate, SDL_AppResult result);
|
||||
|
||||
|
||||
/**
|
||||
* Initialize the SDL library.
|
||||
*
|
||||
* SDL_Init() simply forwards to calling SDL_InitSubSystem(). Therefore, the
|
||||
* two may be used interchangeably. Though for readability of your code
|
||||
* SDL_InitSubSystem() might be preferred.
|
||||
*
|
||||
* The file I/O (for example: SDL_IOFromFile) and threading (SDL_CreateThread)
|
||||
* subsystems are initialized by default. Message boxes
|
||||
* (SDL_ShowSimpleMessageBox) also attempt to work without initializing the
|
||||
* video subsystem, in hopes of being useful in showing an error dialog when
|
||||
* SDL_Init fails. You must specifically initialize other subsystems if you
|
||||
* use them in your application.
|
||||
*
|
||||
* Logging (such as SDL_Log) works without initialization, too.
|
||||
*
|
||||
* `flags` may be any of the following OR'd together:
|
||||
*
|
||||
* - `SDL_INIT_AUDIO`: audio subsystem; automatically initializes the events
|
||||
* subsystem
|
||||
* - `SDL_INIT_VIDEO`: video subsystem; automatically initializes the events
|
||||
* subsystem, should be initialized on the main thread.
|
||||
* - `SDL_INIT_JOYSTICK`: joystick subsystem; automatically initializes the
|
||||
* events subsystem
|
||||
* - `SDL_INIT_HAPTIC`: haptic (force feedback) subsystem
|
||||
* - `SDL_INIT_GAMEPAD`: gamepad subsystem; automatically initializes the
|
||||
* joystick subsystem
|
||||
* - `SDL_INIT_EVENTS`: events subsystem
|
||||
* - `SDL_INIT_SENSOR`: sensor subsystem; automatically initializes the events
|
||||
* subsystem
|
||||
* - `SDL_INIT_CAMERA`: camera subsystem; automatically initializes the events
|
||||
* subsystem
|
||||
*
|
||||
* Subsystem initialization is ref-counted, you must call SDL_QuitSubSystem()
|
||||
* for each SDL_InitSubSystem() to correctly shutdown a subsystem manually (or
|
||||
* call SDL_Quit() to force shutdown). If a subsystem is already loaded then
|
||||
* this call will increase the ref-count and return.
|
||||
*
|
||||
* Consider reporting some basic metadata about your application before
|
||||
* calling SDL_Init, using either SDL_SetAppMetadata() or
|
||||
* SDL_SetAppMetadataProperty().
|
||||
*
|
||||
* \param flags subsystem initialization flags.
|
||||
* \returns true on success or false on failure; call SDL_GetError() for more
|
||||
* information.
|
||||
*
|
||||
* \threadsafety This function should only be called on the main thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_SetAppMetadata
|
||||
* \sa SDL_SetAppMetadataProperty
|
||||
* \sa SDL_InitSubSystem
|
||||
* \sa SDL_Quit
|
||||
* \sa SDL_SetMainReady
|
||||
* \sa SDL_WasInit
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_Init(SDL_InitFlags flags);
|
||||
|
||||
/**
|
||||
* Compatibility function to initialize the SDL library.
|
||||
*
|
||||
* This function and SDL_Init() are interchangeable.
|
||||
*
|
||||
* \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
|
||||
* \returns true on success or false on failure; call SDL_GetError() for more
|
||||
* information.
|
||||
*
|
||||
* \threadsafety This function should only be called on the main thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_Init
|
||||
* \sa SDL_Quit
|
||||
* \sa SDL_QuitSubSystem
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_InitSubSystem(SDL_InitFlags flags);
|
||||
|
||||
/**
|
||||
* Shut down specific SDL subsystems.
|
||||
*
|
||||
* You still need to call SDL_Quit() even if you close all open subsystems
|
||||
* with SDL_QuitSubSystem().
|
||||
*
|
||||
* \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
|
||||
*
|
||||
* \threadsafety This function is not thread safe.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_InitSubSystem
|
||||
* \sa SDL_Quit
|
||||
*/
|
||||
extern SDL_DECLSPEC void SDLCALL SDL_QuitSubSystem(SDL_InitFlags flags);
|
||||
|
||||
/**
|
||||
* Get a mask of the specified subsystems which are currently initialized.
|
||||
*
|
||||
* \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
|
||||
* \returns a mask of all initialized subsystems if `flags` is 0, otherwise it
|
||||
* returns the initialization status of the specified subsystems.
|
||||
*
|
||||
* \threadsafety This function is not thread safe.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_Init
|
||||
* \sa SDL_InitSubSystem
|
||||
*/
|
||||
extern SDL_DECLSPEC SDL_InitFlags SDLCALL SDL_WasInit(SDL_InitFlags flags);
|
||||
|
||||
/**
|
||||
* Clean up all initialized subsystems.
|
||||
*
|
||||
* You should call this function even if you have already shutdown each
|
||||
* initialized subsystem with SDL_QuitSubSystem(). It is safe to call this
|
||||
* function even in the case of errors in initialization.
|
||||
*
|
||||
* You can use this function with atexit() to ensure that it is run when your
|
||||
* application is shutdown, but it is not wise to do this from a library or
|
||||
* other dynamically loaded code.
|
||||
*
|
||||
* \threadsafety This function should only be called on the main thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_Init
|
||||
* \sa SDL_QuitSubSystem
|
||||
*/
|
||||
extern SDL_DECLSPEC void SDLCALL SDL_Quit(void);
|
||||
|
||||
/**
|
||||
* Return whether this is the main thread.
|
||||
*
|
||||
* On Apple platforms, the main thread is the thread that runs your program's
|
||||
* main() entry point. On other platforms, the main thread is the one that
|
||||
* calls SDL_Init(SDL_INIT_VIDEO), which should usually be the one that runs
|
||||
* your program's main() entry point. If you are using the main callbacks,
|
||||
* SDL_AppInit(), SDL_AppIterate(), and SDL_AppQuit() are all called on the
|
||||
* main thread.
|
||||
*
|
||||
* \returns true if this thread is the main thread, or false otherwise.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_RunOnMainThread
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_IsMainThread(void);
|
||||
|
||||
/**
|
||||
* Callback run on the main thread.
|
||||
*
|
||||
* \param userdata an app-controlled pointer that is passed to the callback.
|
||||
*
|
||||
* \since This datatype is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_RunOnMainThread
|
||||
*/
|
||||
typedef void (SDLCALL *SDL_MainThreadCallback)(void *userdata);
|
||||
|
||||
/**
|
||||
* Call a function on the main thread during event processing.
|
||||
*
|
||||
* If this is called on the main thread, the callback is executed immediately.
|
||||
* If this is called on another thread, this callback is queued for execution
|
||||
* on the main thread during event processing.
|
||||
*
|
||||
* Be careful of deadlocks when using this functionality. You should not have
|
||||
* the main thread wait for the current thread while this function is being
|
||||
* called with `wait_complete` true.
|
||||
*
|
||||
* \param callback the callback to call on the main thread.
|
||||
* \param userdata a pointer that is passed to `callback`.
|
||||
* \param wait_complete true to wait for the callback to complete, false to
|
||||
* return immediately.
|
||||
* \returns true on success or false on failure; call SDL_GetError() for more
|
||||
* information.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_IsMainThread
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_RunOnMainThread(SDL_MainThreadCallback callback, void *userdata, bool wait_complete);
|
||||
|
||||
/**
|
||||
* Specify basic metadata about your app.
|
||||
*
|
||||
* You can optionally provide metadata about your app to SDL. This is not
|
||||
* required, but strongly encouraged.
|
||||
*
|
||||
* There are several locations where SDL can make use of metadata (an "About"
|
||||
* box in the macOS menu bar, the name of the app can be shown on some audio
|
||||
* mixers, etc). Any piece of metadata can be left as NULL, if a specific
|
||||
* detail doesn't make sense for the app.
|
||||
*
|
||||
* This function should be called as early as possible, before SDL_Init.
|
||||
* Multiple calls to this function are allowed, but various state might not
|
||||
* change once it has been set up with a previous call to this function.
|
||||
*
|
||||
* Passing a NULL removes any previous metadata.
|
||||
*
|
||||
* This is a simplified interface for the most important information. You can
|
||||
* supply significantly more detailed metadata with
|
||||
* SDL_SetAppMetadataProperty().
|
||||
*
|
||||
* \param appname The name of the application ("My Game 2: Bad Guy's
|
||||
* Revenge!").
|
||||
* \param appversion The version of the application ("1.0.0beta5" or a git
|
||||
* hash, or whatever makes sense).
|
||||
* \param appidentifier A unique string in reverse-domain format that
|
||||
* identifies this app ("com.example.mygame2").
|
||||
* \returns true on success or false on failure; call SDL_GetError() for more
|
||||
* information.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_SetAppMetadataProperty
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_SetAppMetadata(const char *appname, const char *appversion, const char *appidentifier);
|
||||
|
||||
/**
|
||||
* Specify metadata about your app through a set of properties.
|
||||
*
|
||||
* You can optionally provide metadata about your app to SDL. This is not
|
||||
* required, but strongly encouraged.
|
||||
*
|
||||
* There are several locations where SDL can make use of metadata (an "About"
|
||||
* box in the macOS menu bar, the name of the app can be shown on some audio
|
||||
* mixers, etc). Any piece of metadata can be left out, if a specific detail
|
||||
* doesn't make sense for the app.
|
||||
*
|
||||
* This function should be called as early as possible, before SDL_Init.
|
||||
* Multiple calls to this function are allowed, but various state might not
|
||||
* change once it has been set up with a previous call to this function.
|
||||
*
|
||||
* Once set, this metadata can be read using SDL_GetAppMetadataProperty().
|
||||
*
|
||||
* These are the supported properties:
|
||||
*
|
||||
* - `SDL_PROP_APP_METADATA_NAME_STRING`: The human-readable name of the
|
||||
* application, like "My Game 2: Bad Guy's Revenge!". This will show up
|
||||
* anywhere the OS shows the name of the application separately from window
|
||||
* titles, such as volume control applets, etc. This defaults to "SDL
|
||||
* Application".
|
||||
* - `SDL_PROP_APP_METADATA_VERSION_STRING`: The version of the app that is
|
||||
* running; there are no rules on format, so "1.0.3beta2" and "April 22nd,
|
||||
* 2024" and a git hash are all valid options. This has no default.
|
||||
* - `SDL_PROP_APP_METADATA_IDENTIFIER_STRING`: A unique string that
|
||||
* identifies this app. This must be in reverse-domain format, like
|
||||
* "com.example.mygame2". This string is used by desktop compositors to
|
||||
* identify and group windows together, as well as match applications with
|
||||
* associated desktop settings and icons. If you plan to package your
|
||||
* application in a container such as Flatpak, the app ID should match the
|
||||
* name of your Flatpak container as well. This has no default.
|
||||
* - `SDL_PROP_APP_METADATA_CREATOR_STRING`: The human-readable name of the
|
||||
* creator/developer/maker of this app, like "MojoWorkshop, LLC"
|
||||
* - `SDL_PROP_APP_METADATA_COPYRIGHT_STRING`: The human-readable copyright
|
||||
* notice, like "Copyright (c) 2024 MojoWorkshop, LLC" or whatnot. Keep this
|
||||
* to one line, don't paste a copy of a whole software license in here. This
|
||||
* has no default.
|
||||
* - `SDL_PROP_APP_METADATA_URL_STRING`: A URL to the app on the web. Maybe a
|
||||
* product page, or a storefront, or even a GitHub repository, for user's
|
||||
* further information This has no default.
|
||||
* - `SDL_PROP_APP_METADATA_TYPE_STRING`: The type of application this is.
|
||||
* Currently this string can be "game" for a video game, "mediaplayer" for a
|
||||
* media player, or generically "application" if nothing else applies.
|
||||
* Future versions of SDL might add new types. This defaults to
|
||||
* "application".
|
||||
*
|
||||
* \param name the name of the metadata property to set.
|
||||
* \param value the value of the property, or NULL to remove that property.
|
||||
* \returns true on success or false on failure; call SDL_GetError() for more
|
||||
* information.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetAppMetadataProperty
|
||||
* \sa SDL_SetAppMetadata
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_SetAppMetadataProperty(const char *name, const char *value);
|
||||
|
||||
#define SDL_PROP_APP_METADATA_NAME_STRING "SDL.app.metadata.name"
|
||||
#define SDL_PROP_APP_METADATA_VERSION_STRING "SDL.app.metadata.version"
|
||||
#define SDL_PROP_APP_METADATA_IDENTIFIER_STRING "SDL.app.metadata.identifier"
|
||||
#define SDL_PROP_APP_METADATA_CREATOR_STRING "SDL.app.metadata.creator"
|
||||
#define SDL_PROP_APP_METADATA_COPYRIGHT_STRING "SDL.app.metadata.copyright"
|
||||
#define SDL_PROP_APP_METADATA_URL_STRING "SDL.app.metadata.url"
|
||||
#define SDL_PROP_APP_METADATA_TYPE_STRING "SDL.app.metadata.type"
|
||||
|
||||
/**
|
||||
* Get metadata about your app.
|
||||
*
|
||||
* This returns metadata previously set using SDL_SetAppMetadata() or
|
||||
* SDL_SetAppMetadataProperty(). See SDL_SetAppMetadataProperty() for the list
|
||||
* of available properties and their meanings.
|
||||
*
|
||||
* \param name the name of the metadata property to get.
|
||||
* \returns the current value of the metadata property, or the default if it
|
||||
* is not set, NULL for properties with no default.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread, although
|
||||
* the string returned is not protected and could potentially be
|
||||
* freed if you call SDL_SetAppMetadataProperty() to set that
|
||||
* property from another thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_SetAppMetadata
|
||||
* \sa SDL_SetAppMetadataProperty
|
||||
*/
|
||||
extern SDL_DECLSPEC const char * SDLCALL SDL_GetAppMetadataProperty(const char *name);
|
||||
|
||||
/* Ends C function definitions when using C++ */
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
#include <SDL3/SDL_close_code.h>
|
||||
|
||||
#endif /* SDL_init_h_ */
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user