updated SDL, sizing text by words with kb_text_shape
This commit is contained in:
parent
9c8c35af0c
commit
8b1302aa45
12
.build/.added_strings_w3.jai
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12
.build/.added_strings_w3.jai
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@ -0,0 +1,12 @@
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// Workspace: Target workspace
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//
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// String added via add_build_string() from C:/Users/vfs/Dev/ui/first.jai:138.
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//
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NAME :: "mexplore";
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VERSION :: "0.1";
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JAI_VERSION :: "beta 0.2.014, built on 24 May 2025";
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RELEASE_DATE :: "8 July 2025, 23:43:59";
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GIT_BRANCH :: "main";
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GIT_REVISION :: "9c8c35af0c8f157fc8f40c07e0b916d3edde8566";
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DEBUG :: true;
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BIN
.build/mexplore-debug.exp
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.build/mexplore-debug.exp
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.build/mexplore-debug.lib
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.build/mexplore-debug.lib
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.build/mexplore-debug_0_w3.obj
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.build/mexplore-debug_0_w3.obj
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.build/mexplore-debug_1_w3.obj
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.build/mexplore-debug_1_w3.obj
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.build/mexplore-debug_2_w3.obj
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.build/mexplore-debug_2_w3.obj
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.build/mexplore-debug_3_w3.obj
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.build/mexplore-debug_3_w3.obj
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bin/.vs/mexplore-debug/v17/.suo
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bin/.vs/mexplore-debug/v17/.suo
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bin/Font Awesome 6 Free-Solid-900.otf
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bin/Font Awesome 6 Free-Solid-900.otf
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bin/JetBrainsMono-Regular.ttf
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bin/JetBrainsMono-Regular.ttf
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bin/SDL3.dll
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bin/SDL3.dll
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bin/dog.png
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bin/dog.png
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bin/mexplore-debug.exe
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bin/mexplore-debug.exe
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bin/mexplore-debug.pdb
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bin/mexplore-debug.pdb
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bin/mexplore-debug.rdi
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bin/mexplore-debug.rdi
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bin/panel-000.png
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bin/panel-000.png
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bin/panel-border-000.png
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bin/panel-border-000.png
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bin/panel-transparent-center-000.png
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After Width: | Height: | Size: 554 B |
151
first.jai
151
first.jai
@ -69,19 +69,19 @@ compile_native_code :: () {
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build_output_directory: string;
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build_output_directory: string;
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sdk_lib_path: string;
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sdk_lib_path: string;
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android_main_directory: string;
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android_main_directory: string;
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#if OS != .MACOS {
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// #if OS != .MACOS {
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target_triple, target_triple_with_sdk := get_android_target_triple(cpu_target);
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// target_triple, target_triple_with_sdk := get_android_target_triple(cpu_target);
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if os_target == .ANDROID {
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// if os_target == .ANDROID {
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ndk := get_ndk_paths();
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// ndk := get_ndk_paths();
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sdk_lib_path = tprint("%/usr/lib/%", ndk.sysroot, target_triple);
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// sdk_lib_path = tprint("%/usr/lib/%", ndk.sysroot, target_triple);
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// Create the library directory
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// // Create the library directory
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android_main_directory = tprint("%/app/src/main", ANDROID_PROJECT_PATH);
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// android_main_directory = tprint("%/app/src/main", ANDROID_PROJECT_PATH);
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assert(file_exists(android_main_directory));
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// assert(file_exists(android_main_directory));
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build_output_directory = tprint("%/jniLibs/%", android_main_directory, get_android_project_jni_architecture_name(cpu_target));
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// build_output_directory = tprint("%/jniLibs/%", android_main_directory, get_android_project_jni_architecture_name(cpu_target));
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make_directory_if_it_does_not_exist(build_output_directory, recursive = true);
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// make_directory_if_it_does_not_exist(build_output_directory, recursive = true);
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}
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// }
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}
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// }
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w := compiler_create_workspace("Target workspace");
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w := compiler_create_workspace("Target workspace");
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options := get_build_options(w);
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options := get_build_options(w);
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@ -123,6 +123,7 @@ compile_native_code :: () {
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add_build_file(SOURCE_ENTRY_POINT, w);
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add_build_file(SOURCE_ENTRY_POINT, w);
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build_constants := tprint(#string STRING
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build_constants := tprint(#string STRING
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NAME :: "%";
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VERSION :: "%";
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VERSION :: "%";
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JAI_VERSION :: "%";
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JAI_VERSION :: "%";
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RELEASE_DATE :: "%";
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RELEASE_DATE :: "%";
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@ -130,7 +131,7 @@ compile_native_code :: () {
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GIT_REVISION :: "%";
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GIT_REVISION :: "%";
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DEBUG :: %;
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DEBUG :: %;
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STRING,
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STRING,
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VERSION, JAI_VERSION, RELEASE_DATE, GIT_BRANCH, GIT_REVISION,
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OUTPUT_EXECUTABLE_NAME_DESKTOP, VERSION, JAI_VERSION, RELEASE_DATE, GIT_BRANCH, GIT_REVISION,
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ifx target_optimize then "false" else "true",
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ifx target_optimize then "false" else "true",
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);
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);
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@ -142,11 +143,11 @@ compile_native_code :: () {
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case .PHASE;
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case .PHASE;
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phase_message := cast(*Message_Phase) message;
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phase_message := cast(*Message_Phase) message;
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if phase_message.phase == .READY_FOR_CUSTOM_LINK_COMMAND {
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if phase_message.phase == .READY_FOR_CUSTOM_LINK_COMMAND {
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#if OS != .MACOS {
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// #if OS != .MACOS {
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run_android_link_command(phase_message, options, extra_args = .[
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// run_android_link_command(phase_message, options, extra_args = .[
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tprint("-L%", sdk_lib_path), "-lc++"] // :AndroidStbImageThreadLocals
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// tprint("-L%", sdk_lib_path), "-lc++"] // :AndroidStbImageThreadLocals
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);
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// );
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}
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// }
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}
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}
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case .ERROR;
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case .ERROR;
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@ -161,9 +162,9 @@ compile_native_code :: () {
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// :ThisAintCompilingNativeCode!
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// :ThisAintCompilingNativeCode!
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ASSETS :: string.[
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ASSETS :: string.[
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"extras/images/image_test.jpg",
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// "extras/images/image_test.jpg",
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"extras/fonts/JetBrainsMono-Regular.ttf",
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// "extras/fonts/JetBrainsMono-Regular.ttf",
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"extras/fonts/RobotoMono-Regular.ttf",
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// "extras/fonts/RobotoMono-Regular.ttf",
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];
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];
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if os_target == .WINDOWS {
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if os_target == .WINDOWS {
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@ -210,64 +211,64 @@ compile_native_code :: () {
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}
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}
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}
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}
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#if OS != .MACOS {
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// #if OS != .MACOS {
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// Package libc++ :AndroidStbImageThreadLocals
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// // Package libc++ :AndroidStbImageThreadLocals
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success := copy_android_libcpp(cpu_target, options.output_path);
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// success := copy_android_libcpp(cpu_target, options.output_path);
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if !success {
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// if !success {
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compiler_report(tprint("Could not copy Android libc++ to %", options.output_path));
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// compiler_report(tprint("Could not copy Android libc++ to %", options.output_path));
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}
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// }
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}
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// }
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}
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}
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}
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}
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#if OS != .MACOS {
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// #if OS != .MACOS {
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generate_android_project :: () {
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// generate_android_project :: () {
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GENERATE_ANDROID_FILES :: false;
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// GENERATE_ANDROID_FILES :: false;
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if file_exists(ANDROID_PROJECT_PATH) && !GENERATE_ANDROID_FILES {
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// if file_exists(ANDROID_PROJECT_PATH) && !GENERATE_ANDROID_FILES {
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log("Project folder at %", ANDROID_PROJECT_PATH);
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// log("Project folder at %", ANDROID_PROJECT_PATH);
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return;
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// return;
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}
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// }
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log("Generating new project folder at %", ANDROID_PROJECT_PATH);
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// log("Generating new project folder at %", ANDROID_PROJECT_PATH);
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start_time := GetUnixTimestamp();
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// start_time := GetUnixTimestamp();
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config: Android_Project_Config;
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// config: Android_Project_Config;
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config.project_path = ANDROID_PROJECT_PATH;
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// config.project_path = ANDROID_PROJECT_PATH;
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config.app_name = ANDROID_APP_NAME;
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// config.app_name = ANDROID_APP_NAME;
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config.app_id = ANDROID_APP_ID;
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// config.app_id = ANDROID_APP_ID;
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config.android_gradle_plugin_version = "8.2.2";
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// config.android_gradle_plugin_version = "8.2.2";
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config.gradle_version = "8.6";
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// config.gradle_version = "8.6";
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config.lib_name = OUTPUT_EXECUTABLE_NAME_ANDROID;
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// config.lib_name = OUTPUT_EXECUTABLE_NAME_ANDROID;
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// Hmmm. I wanna do portrait for phones and landscape for tablets, or allow the user to choose via device orientation.
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// // Hmmm. I wanna do portrait for phones and landscape for tablets, or allow the user to choose via device orientation.
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// For now just roll with this.
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// // For now just roll with this.
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config.screen_orientation = .PORTRAIT;
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// config.screen_orientation = .PORTRAIT;
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// config.screen_orientation = .LANDSCAPE;
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// // config.screen_orientation = .LANDSCAPE;
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if !generate_android_project(*config) {
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// if !generate_android_project(*config) {
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compiler_report(tprint("Failed to create android project \"%\"", config.project_path));
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// compiler_report(tprint("Failed to create android project \"%\"", config.project_path));
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return;
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// return;
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}
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// }
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log("Succesfully created or updated android project \"%\".", config.project_path);
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// log("Succesfully created or updated android project \"%\".", config.project_path);
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log("Generate Android project time: %", GetUnixTimestamp()-start_time);
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// log("Generate Android project time: %", GetUnixTimestamp()-start_time);
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// NOTE(Charles): Android Icons!
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// // NOTE(Charles): Android Icons!
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//
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// //
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// The apps icon is set with the icon attribute of application tag in manifest. This has to be set to a reference
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// // The apps icon is set with the icon attribute of application tag in manifest. This has to be set to a reference
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// to a "drawable resource". This most direct way to do this is to put a png in the drawable directory, eg
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// // to a "drawable resource". This most direct way to do this is to put a png in the drawable directory, eg
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// AndroidProject/app/src/main/res/drawable/my_icon.png. The attribute can then be set to
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// // AndroidProject/app/src/main/res/drawable/my_icon.png. The attribute can then be set to
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// android:icon="@drawable/my_icon".
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// // android:icon="@drawable/my_icon".
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//
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// //
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// However, on my phone at least, this looks total ass. The image gets massively shrunk down and the rest of the
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// // However, on my phone at least, this looks total ass. The image gets massively shrunk down and the rest of the
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// icon is a white circle. Apparently this is because now android expects you to define "adaptive icons". Instead
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// // icon is a white circle. Apparently this is because now android expects you to define "adaptive icons". Instead
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// you now have to provide both a foreground and background image, and define your "image" in xml. So we now have
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// // you now have to provide both a foreground and background image, and define your "image" in xml. So we now have
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// two images drawable/icon_foreground.png, drawable/icon_background.png and the magic link file mipmap/icon.xml.
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// // two images drawable/icon_foreground.png, drawable/icon_background.png and the magic link file mipmap/icon.xml.
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//
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// //
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// This now looks ok on my phone, but I fully expect on other devices it might look weird and we will have to
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// // This now looks ok on my phone, but I fully expect on other devices it might look weird and we will have to
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// figure some more android configuration junk out. If we manage to figure out enough of the junk then I could
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// // figure some more android configuration junk out. If we manage to figure out enough of the junk then I could
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// maybe write some helper that generates all the required crap given some simpler inputs, for now it's all manually
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// // maybe write some helper that generates all the required crap given some simpler inputs, for now it's all manually
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// defined.
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// // defined.
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//
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// //
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// Adaptive icons docs: https://developer.android.com/develop/ui/views/launch/icon_design_adaptive
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// // Adaptive icons docs: https://developer.android.com/develop/ui/views/launch/icon_design_adaptive
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// "Alternative resources" docs: https://developer.android.com/guide/topics/resources/providing-resources#AlternativeResources
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// // "Alternative resources" docs: https://developer.android.com/guide/topics/resources/providing-resources#AlternativeResources
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}
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// }
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}
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// }
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target_windows : bool;
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target_windows : bool;
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target_linux : bool;
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target_linux : bool;
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@ -1,51 +1,51 @@
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// Workspace: Target Program
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// Workspace: Target Program
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//
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//
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// #insert text. Generated from /opt/jai/modules/Bindings_Generator/module.jai:326.
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// #insert text. Generated from C:/jai/modules/Bindings_Generator/module.jai:326.
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//
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//
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([2] string).[
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([2] string).[
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.["FLT_MIN", "FLOAT32_MIN"],
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.["FLT_MIN", "FLOAT32_MIN"],
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.["FLT_MAX", "FLOAT32_MAX"],
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.["FLT_MAX", "FLOAT32_MAX"],
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.["DBL_MIN", "FLOAT64_MIN"],
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.["DBL_MIN", "FLOAT64_MIN"],
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.["DBL_MAX", "FLOAT64_MAX"],
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.["DBL_MAX", "FLOAT64_MAX"],
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.["SCHAR_MIN", "S8_MIN"],
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.["SCHAR_MIN", "S8_MIN"],
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.["SCHAR_MAX", "S8_MAX"],
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.["SCHAR_MAX", "S8_MAX"],
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.["UCHAR_MIN", "0"],
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.["UCHAR_MIN", "0"],
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.["UCHAR_MAX", "U8_MAX"],
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.["UCHAR_MAX", "U8_MAX"],
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.["SHRT_MIN", "S16_MIN"],
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.["SHRT_MIN", "S16_MIN"],
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.["SHRT_MAX", "S16_MAX"],
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.["SHRT_MAX", "S16_MAX"],
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.["USHRT_MIN", "0"],
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.["USHRT_MIN", "0"],
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.["USHRT_MAX", "U16_MAX"],
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.["USHRT_MAX", "U16_MAX"],
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.["INT_MIN", "S32_MIN"],
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.["INT_MIN", "S32_MIN"],
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.["INT_MAX", "S32_MAX"],
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.["INT_MAX", "S32_MAX"],
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.["UINT_MIN", "0"],
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.["UINT_MIN", "0"],
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.["UINT_MAX", "U32_MAX"],
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.["UINT_MAX", "U32_MAX"],
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.["LLONG_MIN", "S64_MIN"],
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.["LLONG_MIN", "S64_MIN"],
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.["LLONG_MAX", "S64_MAX"],
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.["LLONG_MAX", "S64_MAX"],
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.["ULLONG_MIN", "0"],
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.["ULLONG_MIN", "0"],
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.["ULLONG_MAX", "U64_MAX"],
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.["ULLONG_MAX", "U64_MAX"],
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.["INT8_MIN", "S8_MIN"],
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.["INT8_MIN", "S8_MIN"],
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.["INT8_MAX", "S8_MAX"],
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.["INT8_MAX", "S8_MAX"],
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.["UINT8_MAX", "U8_MAX"],
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.["UINT8_MAX", "U8_MAX"],
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.["INT16_MIN", "S16_MIN"],
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.["INT16_MIN", "S16_MIN"],
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.["INT16_MAX", "S16_MAX"],
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.["INT16_MAX", "S16_MAX"],
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.["UINT16_MAX", "U16_MAX"],
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.["UINT16_MAX", "U16_MAX"],
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|
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.["INT32_MIN", "S32_MIN"],
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.["INT32_MIN", "S32_MIN"],
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.["INT32_MAX", "S32_MAX"],
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.["INT32_MAX", "S32_MAX"],
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.["UINT32_MAX", "U32_MAX"],
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.["UINT32_MAX", "U32_MAX"],
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|
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.["INT64_MIN", "S64_MIN"],
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.["INT64_MIN", "S64_MIN"],
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.["INT64_MAX", "S64_MAX"],
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.["INT64_MAX", "S64_MAX"],
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.["UINT64_MAX", "U64_MAX"],
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.["UINT64_MAX", "U64_MAX"],
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.["LONG_MIN", "S64_MIN"],
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.["LONG_MIN", "S32_MIN"],
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.["LONG_MAX", "S64_MAX"],
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.["LONG_MAX", "S32_MAX"],
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.["ULONG_MIN", "0"],
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.["ULONG_MIN", "0"],
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.["ULONG_MAX", "U64_MAX"],
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.["ULONG_MAX", "U32_MAX"],
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||||||
];
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];
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@ -1,11 +1,11 @@
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INCLUDE_DIR :: "src/SDL-release-3.2.0/include";
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INCLUDE_DIR :: "src/SDL-release-3.2.16/include";
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#if OS == .WINDOWS {
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#if OS == .WINDOWS {
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LIB_DIR :: "src/SDL-release-3.2.0/build-windows/Release";
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LIB_DIR :: "src/SDL-release-3.2.16/build-windows/Debug";
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||||||
bindings_name := "windows.jai";
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bindings_name := "windows.jai";
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||||||
LIB_NAME :: "SDL3";
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LIB_NAME :: "SDL3";
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||||||
} else #if OS == .MACOS {
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} else #if OS == .MACOS {
|
||||||
LIB_DIR :: "src/SDL-release-3.2.0/build-macos-debug";
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LIB_DIR :: "src/SDL-release-3.2.16/build-macos-debug";
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bindings_name := "macos.jai";
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bindings_name := "macos.jai";
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||||||
LIB_NAME :: "libSDL3";
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LIB_NAME :: "libSDL3";
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||||||
} else {
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} else {
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BIN
modules/SDL3/src/.DS_Store
vendored
BIN
modules/SDL3/src/.DS_Store
vendored
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@ -1,828 +0,0 @@
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#!/usr/bin/env python
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|
||||||
import argparse
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|
||||||
import dataclasses
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|
||||||
import fnmatch
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|
||||||
from enum import Enum
|
|
||||||
import json
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|
||||||
import logging
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|
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import os
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||||||
import re
|
|
||||||
from typing import Optional
|
|
||||||
|
|
||||||
logger = logging.getLogger(__name__)
|
|
||||||
|
|
||||||
|
|
||||||
class AppleArch(Enum):
|
|
||||||
Aarch64 = "aarch64"
|
|
||||||
X86_64 = "x86_64"
|
|
||||||
|
|
||||||
|
|
||||||
class MsvcArch(Enum):
|
|
||||||
X86 = "x86"
|
|
||||||
X64 = "x64"
|
|
||||||
Arm32 = "arm"
|
|
||||||
Arm64 = "arm64"
|
|
||||||
|
|
||||||
|
|
||||||
class JobOs(Enum):
|
|
||||||
WindowsLatest = "windows-latest"
|
|
||||||
UbuntuLatest = "ubuntu-latest"
|
|
||||||
MacosLatest = "macos-latest"
|
|
||||||
Ubuntu20_04 = "ubuntu-20.04"
|
|
||||||
Ubuntu22_04 = "ubuntu-22.04"
|
|
||||||
Ubuntu24_04 = "ubuntu-24.04"
|
|
||||||
Ubuntu24_04_arm = "ubuntu-24.04-arm"
|
|
||||||
Macos13 = "macos-13"
|
|
||||||
|
|
||||||
|
|
||||||
class SdlPlatform(Enum):
|
|
||||||
Android = "android"
|
|
||||||
Emscripten = "emscripten"
|
|
||||||
Haiku = "haiku"
|
|
||||||
LoongArch64 = "loongarch64"
|
|
||||||
Msys2 = "msys2"
|
|
||||||
Linux = "linux"
|
|
||||||
MacOS = "macos"
|
|
||||||
Ios = "ios"
|
|
||||||
Tvos = "tvos"
|
|
||||||
Msvc = "msvc"
|
|
||||||
N3ds = "n3ds"
|
|
||||||
PowerPC = "powerpc"
|
|
||||||
PowerPC64 = "powerpc64"
|
|
||||||
Ps2 = "ps2"
|
|
||||||
Psp = "psp"
|
|
||||||
Vita = "vita"
|
|
||||||
Riscos = "riscos"
|
|
||||||
FreeBSD = "freebsd"
|
|
||||||
NetBSD = "netbsd"
|
|
||||||
|
|
||||||
|
|
||||||
class Msys2Platform(Enum):
|
|
||||||
Mingw32 = "mingw32"
|
|
||||||
Mingw64 = "mingw64"
|
|
||||||
Clang32 = "clang32"
|
|
||||||
Clang64 = "clang64"
|
|
||||||
Ucrt64 = "ucrt64"
|
|
||||||
|
|
||||||
|
|
||||||
class IntelCompiler(Enum):
|
|
||||||
Icc = "icc"
|
|
||||||
Icx = "icx"
|
|
||||||
|
|
||||||
|
|
||||||
class VitaGLES(Enum):
|
|
||||||
Pib = "pib"
|
|
||||||
Pvr = "pvr"
|
|
||||||
|
|
||||||
|
|
||||||
@dataclasses.dataclass(slots=True)
|
|
||||||
class JobSpec:
|
|
||||||
name: str
|
|
||||||
os: JobOs
|
|
||||||
platform: SdlPlatform
|
|
||||||
artifact: Optional[str]
|
|
||||||
container: Optional[str] = None
|
|
||||||
no_cmake: bool = False
|
|
||||||
xcode: bool = False
|
|
||||||
android_mk: bool = False
|
|
||||||
android_gradle: bool = False
|
|
||||||
lean: bool = False
|
|
||||||
android_arch: Optional[str] = None
|
|
||||||
android_abi: Optional[str] = None
|
|
||||||
android_platform: Optional[int] = None
|
|
||||||
msys2_platform: Optional[Msys2Platform] = None
|
|
||||||
intel: Optional[IntelCompiler] = None
|
|
||||||
apple_framework: Optional[bool] = None
|
|
||||||
apple_archs: Optional[set[AppleArch]] = None
|
|
||||||
msvc_project: Optional[str] = None
|
|
||||||
msvc_arch: Optional[MsvcArch] = None
|
|
||||||
clang_cl: bool = False
|
|
||||||
gdk: bool = False
|
|
||||||
vita_gles: Optional[VitaGLES] = None
|
|
||||||
|
|
||||||
|
|
||||||
JOB_SPECS = {
|
|
||||||
"msys2-mingw32": JobSpec(name="Windows (msys2, mingw32)", os=JobOs.WindowsLatest, platform=SdlPlatform.Msys2, artifact="SDL-mingw32", msys2_platform=Msys2Platform.Mingw32, ),
|
|
||||||
"msys2-mingw64": JobSpec(name="Windows (msys2, mingw64)", os=JobOs.WindowsLatest, platform=SdlPlatform.Msys2, artifact="SDL-mingw64", msys2_platform=Msys2Platform.Mingw64, ),
|
|
||||||
"msys2-clang32": JobSpec(name="Windows (msys2, clang32)", os=JobOs.WindowsLatest, platform=SdlPlatform.Msys2, artifact="SDL-mingw32-clang", msys2_platform=Msys2Platform.Clang32, ),
|
|
||||||
"msys2-clang64": JobSpec(name="Windows (msys2, clang64)", os=JobOs.WindowsLatest, platform=SdlPlatform.Msys2, artifact="SDL-mingw64-clang", msys2_platform=Msys2Platform.Clang64, ),
|
|
||||||
"msys2-ucrt64": JobSpec(name="Windows (msys2, ucrt64)", os=JobOs.WindowsLatest, platform=SdlPlatform.Msys2, artifact="SDL-mingw64-ucrt", msys2_platform=Msys2Platform.Ucrt64, ),
|
|
||||||
"msvc-x64": JobSpec(name="Windows (MSVC, x64)", os=JobOs.WindowsLatest, platform=SdlPlatform.Msvc, artifact="SDL-VC-x64", msvc_arch=MsvcArch.X64, msvc_project="VisualC/SDL.sln", ),
|
|
||||||
"msvc-x86": JobSpec(name="Windows (MSVC, x86)", os=JobOs.WindowsLatest, platform=SdlPlatform.Msvc, artifact="SDL-VC-x86", msvc_arch=MsvcArch.X86, msvc_project="VisualC/SDL.sln", ),
|
|
||||||
"msvc-clang-x64": JobSpec(name="Windows (MSVC, clang-cl x64)", os=JobOs.WindowsLatest, platform=SdlPlatform.Msvc, artifact="SDL-clang-cl-x64", msvc_arch=MsvcArch.X64, clang_cl=True, ),
|
|
||||||
"msvc-clang-x86": JobSpec(name="Windows (MSVC, clang-cl x86)", os=JobOs.WindowsLatest, platform=SdlPlatform.Msvc, artifact="SDL-clang-cl-x86", msvc_arch=MsvcArch.X86, clang_cl=True, ),
|
|
||||||
"msvc-arm32": JobSpec(name="Windows (MSVC, ARM)", os=JobOs.WindowsLatest, platform=SdlPlatform.Msvc, artifact="SDL-VC-arm32", msvc_arch=MsvcArch.Arm32, ),
|
|
||||||
"msvc-arm64": JobSpec(name="Windows (MSVC, ARM64)", os=JobOs.WindowsLatest, platform=SdlPlatform.Msvc, artifact="SDL-VC-arm64", msvc_arch=MsvcArch.Arm64, ),
|
|
||||||
"msvc-gdk-x64": JobSpec(name="GDK (MSVC, x64)", os=JobOs.WindowsLatest, platform=SdlPlatform.Msvc, artifact="SDL-VC-GDK", msvc_arch=MsvcArch.X64, msvc_project="VisualC-GDK/SDL.sln", gdk=True, no_cmake=True, ),
|
|
||||||
"ubuntu-20.04": JobSpec(name="Ubuntu 20.04", os=JobOs.Ubuntu20_04, platform=SdlPlatform.Linux, artifact="SDL-ubuntu20.04", ),
|
|
||||||
"ubuntu-22.04": JobSpec(name="Ubuntu 22.04", os=JobOs.Ubuntu22_04, platform=SdlPlatform.Linux, artifact="SDL-ubuntu22.04", ),
|
|
||||||
"ubuntu-24.04-arm64": JobSpec(name="Ubuntu 24.04 (ARM64)", os=JobOs.Ubuntu24_04_arm, platform=SdlPlatform.Linux, artifact="SDL-ubuntu24.04-arm64", ),
|
|
||||||
"steamrt-sniper": JobSpec(name="Steam Linux Runtime (Sniper)", os=JobOs.UbuntuLatest, platform=SdlPlatform.Linux, artifact="SDL-slrsniper", container="registry.gitlab.steamos.cloud/steamrt/sniper/sdk:beta", ),
|
|
||||||
"ubuntu-intel-icx": JobSpec(name="Ubuntu 20.04 (Intel oneAPI)", os=JobOs.Ubuntu20_04, platform=SdlPlatform.Linux, artifact="SDL-ubuntu20.04-oneapi", intel=IntelCompiler.Icx, ),
|
|
||||||
"ubuntu-intel-icc": JobSpec(name="Ubuntu 20.04 (Intel Compiler)", os=JobOs.Ubuntu20_04, platform=SdlPlatform.Linux, artifact="SDL-ubuntu20.04-icc", intel=IntelCompiler.Icc, ),
|
|
||||||
"macos-framework-x64": JobSpec(name="MacOS (Framework) (x64)", os=JobOs.Macos13, platform=SdlPlatform.MacOS, artifact="SDL-macos-framework", apple_framework=True, apple_archs={AppleArch.Aarch64, AppleArch.X86_64, }, xcode=True, ),
|
|
||||||
"macos-framework-arm64": JobSpec(name="MacOS (Framework) (arm64)", os=JobOs.MacosLatest, platform=SdlPlatform.MacOS, artifact=None, apple_framework=True, apple_archs={AppleArch.Aarch64, AppleArch.X86_64, }, ),
|
|
||||||
"macos-gnu-arm64": JobSpec(name="MacOS (GNU prefix)", os=JobOs.MacosLatest, platform=SdlPlatform.MacOS, artifact="SDL-macos-arm64-gnu", apple_framework=False, apple_archs={AppleArch.Aarch64, }, ),
|
|
||||||
"ios": JobSpec(name="iOS (CMake & xcode)", os=JobOs.MacosLatest, platform=SdlPlatform.Ios, artifact="SDL-ios-arm64", xcode=True, ),
|
|
||||||
"tvos": JobSpec(name="tvOS (CMake & xcode)", os=JobOs.MacosLatest, platform=SdlPlatform.Tvos, artifact="SDL-tvos-arm64", xcode=True, ),
|
|
||||||
"android-cmake": JobSpec(name="Android (CMake)", os=JobOs.UbuntuLatest, platform=SdlPlatform.Android, artifact="SDL-android-arm64", android_abi="arm64-v8a", android_arch="aarch64", android_platform=23, ),
|
|
||||||
"android-cmake-lean": JobSpec(name="Android (CMake, lean)", os=JobOs.UbuntuLatest, platform=SdlPlatform.Android, artifact="SDL-lean-android-arm64", android_abi="arm64-v8a", android_arch="aarch64", android_platform=23, lean=True, ),
|
|
||||||
"android-mk": JobSpec(name="Android (Android.mk)", os=JobOs.UbuntuLatest, platform=SdlPlatform.Android, artifact=None, no_cmake=True, android_mk=True, ),
|
|
||||||
"android-gradle": JobSpec(name="Android (Gradle)", os=JobOs.UbuntuLatest, platform=SdlPlatform.Android, artifact=None, no_cmake=True, android_gradle=True, ),
|
|
||||||
"emscripten": JobSpec(name="Emscripten", os=JobOs.Ubuntu22_04, platform=SdlPlatform.Emscripten, artifact="SDL-emscripten", ),
|
|
||||||
"haiku": JobSpec(name="Haiku", os=JobOs.UbuntuLatest, platform=SdlPlatform.Haiku, artifact="SDL-haiku-x64", container="ghcr.io/haiku/cross-compiler:x86_64-r1beta5", ),
|
|
||||||
"loongarch64": JobSpec(name="LoongArch64", os=JobOs.UbuntuLatest, platform=SdlPlatform.LoongArch64, artifact="SDL-loongarch64", ),
|
|
||||||
"n3ds": JobSpec(name="Nintendo 3DS", os=JobOs.UbuntuLatest, platform=SdlPlatform.N3ds, artifact="SDL-n3ds", container="devkitpro/devkitarm:latest", ),
|
|
||||||
"ppc": JobSpec(name="PowerPC", os=JobOs.UbuntuLatest, platform=SdlPlatform.PowerPC, artifact="SDL-ppc", container="dockcross/linux-ppc:latest", ),
|
|
||||||
"ppc64": JobSpec(name="PowerPC64", os=JobOs.UbuntuLatest, platform=SdlPlatform.PowerPC64, artifact="SDL-ppc64le", container="dockcross/linux-ppc64le:latest", ),
|
|
||||||
"ps2": JobSpec(name="Sony PlayStation 2", os=JobOs.UbuntuLatest, platform=SdlPlatform.Ps2, artifact="SDL-ps2", container="ps2dev/ps2dev:latest", ),
|
|
||||||
"psp": JobSpec(name="Sony PlayStation Portable", os=JobOs.UbuntuLatest, platform=SdlPlatform.Psp, artifact="SDL-psp", container="pspdev/pspdev:latest", ),
|
|
||||||
"vita-pib": JobSpec(name="Sony PlayStation Vita (GLES w/ pib)", os=JobOs.UbuntuLatest, platform=SdlPlatform.Vita, artifact="SDL-vita-pib", container="vitasdk/vitasdk:latest", vita_gles=VitaGLES.Pib, ),
|
|
||||||
"vita-pvr": JobSpec(name="Sony PlayStation Vita (GLES w/ PVR_PSP2)", os=JobOs.UbuntuLatest, platform=SdlPlatform.Vita, artifact="SDL-vita-pvr", container="vitasdk/vitasdk:latest", vita_gles=VitaGLES.Pvr, ),
|
|
||||||
"riscos": JobSpec(name="RISC OS", os=JobOs.UbuntuLatest, platform=SdlPlatform.Riscos, artifact="SDL-riscos", container="riscosdotinfo/riscos-gccsdk-4.7:latest", ),
|
|
||||||
"netbsd": JobSpec(name="NetBSD", os=JobOs.UbuntuLatest, platform=SdlPlatform.NetBSD, artifact="SDL-netbsd-x64", ),
|
|
||||||
"freebsd": JobSpec(name="FreeBSD", os=JobOs.UbuntuLatest, platform=SdlPlatform.FreeBSD, artifact="SDL-freebsd-x64", ),
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
class StaticLibType(Enum):
|
|
||||||
MSVC = "SDL3-static.lib"
|
|
||||||
A = "libSDL3.a"
|
|
||||||
|
|
||||||
|
|
||||||
class SharedLibType(Enum):
|
|
||||||
WIN32 = "SDL3.dll"
|
|
||||||
SO_0 = "libSDL3.so.0"
|
|
||||||
SO = "libSDL3.so"
|
|
||||||
DYLIB = "libSDL3.0.dylib"
|
|
||||||
FRAMEWORK = "SDL3.framework/Versions/A/SDL3"
|
|
||||||
|
|
||||||
|
|
||||||
@dataclasses.dataclass(slots=True)
|
|
||||||
class JobDetails:
|
|
||||||
name: str
|
|
||||||
key: str
|
|
||||||
os: str
|
|
||||||
platform: str
|
|
||||||
artifact: str
|
|
||||||
no_cmake: bool
|
|
||||||
build_tests: bool = True
|
|
||||||
container: str = ""
|
|
||||||
cmake_build_type: str = "RelWithDebInfo"
|
|
||||||
shell: str = "sh"
|
|
||||||
sudo: str = "sudo"
|
|
||||||
cmake_config_emulator: str = ""
|
|
||||||
apk_packages: list[str] = dataclasses.field(default_factory=list)
|
|
||||||
apt_packages: list[str] = dataclasses.field(default_factory=list)
|
|
||||||
brew_packages: list[str] = dataclasses.field(default_factory=list)
|
|
||||||
cmake_toolchain_file: str = ""
|
|
||||||
cmake_arguments: list[str] = dataclasses.field(default_factory=list)
|
|
||||||
cmake_build_arguments: list[str] = dataclasses.field(default_factory=list)
|
|
||||||
clang_tidy: bool = True
|
|
||||||
cppflags: list[str] = dataclasses.field(default_factory=list)
|
|
||||||
cc: str = ""
|
|
||||||
cxx: str = ""
|
|
||||||
cflags: list[str] = dataclasses.field(default_factory=list)
|
|
||||||
cxxflags: list[str] = dataclasses.field(default_factory=list)
|
|
||||||
ldflags: list[str] = dataclasses.field(default_factory=list)
|
|
||||||
pollute_directories: list[str] = dataclasses.field(default_factory=list)
|
|
||||||
use_cmake: bool = True
|
|
||||||
shared: bool = True
|
|
||||||
static: bool = True
|
|
||||||
shared_lib: Optional[SharedLibType] = None
|
|
||||||
static_lib: Optional[StaticLibType] = None
|
|
||||||
run_tests: bool = True
|
|
||||||
test_pkg_config: bool = True
|
|
||||||
cc_from_cmake: bool = False
|
|
||||||
source_cmd: str = ""
|
|
||||||
pretest_cmd: str = ""
|
|
||||||
java: bool = False
|
|
||||||
android_apks: list[str] = dataclasses.field(default_factory=list)
|
|
||||||
android_ndk: bool = False
|
|
||||||
android_mk: bool = False
|
|
||||||
android_gradle: bool = False
|
|
||||||
minidump: bool = False
|
|
||||||
intel: bool = False
|
|
||||||
msys2_msystem: str = ""
|
|
||||||
msys2_env: str = ""
|
|
||||||
msys2_no_perl: bool = False
|
|
||||||
werror: bool = True
|
|
||||||
msvc_vcvars_arch: str = ""
|
|
||||||
msvc_vcvars_sdk: str = ""
|
|
||||||
msvc_project: str = ""
|
|
||||||
msvc_project_flags: list[str] = dataclasses.field(default_factory=list)
|
|
||||||
setup_ninja: bool = False
|
|
||||||
setup_libusb_arch: str = ""
|
|
||||||
xcode_sdk: str = ""
|
|
||||||
cpactions: bool = False
|
|
||||||
setup_gdk_folder: str = ""
|
|
||||||
cpactions_os: str = ""
|
|
||||||
cpactions_version: str = ""
|
|
||||||
cpactions_arch: str = ""
|
|
||||||
cpactions_setup_cmd: str = ""
|
|
||||||
cpactions_install_cmd: str = ""
|
|
||||||
setup_vita_gles_type: str = ""
|
|
||||||
check_sources: bool = False
|
|
||||||
|
|
||||||
def to_workflow(self, enable_artifacts: bool) -> dict[str, str|bool]:
|
|
||||||
data = {
|
|
||||||
"name": self.name,
|
|
||||||
"key": self.key,
|
|
||||||
"os": self.os,
|
|
||||||
"container": self.container if self.container else "",
|
|
||||||
"platform": self.platform,
|
|
||||||
"artifact": self.artifact,
|
|
||||||
"enable-artifacts": enable_artifacts,
|
|
||||||
"shell": self.shell,
|
|
||||||
"msys2-msystem": self.msys2_msystem,
|
|
||||||
"msys2-env": self.msys2_env,
|
|
||||||
"msys2-no-perl": self.msys2_no_perl,
|
|
||||||
"android-ndk": self.android_ndk,
|
|
||||||
"java": self.java,
|
|
||||||
"intel": self.intel,
|
|
||||||
"apk-packages": my_shlex_join(self.apk_packages),
|
|
||||||
"apt-packages": my_shlex_join(self.apt_packages),
|
|
||||||
"test-pkg-config": self.test_pkg_config,
|
|
||||||
"brew-packages": my_shlex_join(self.brew_packages),
|
|
||||||
"pollute-directories": my_shlex_join(self.pollute_directories),
|
|
||||||
"no-cmake": self.no_cmake,
|
|
||||||
"build-tests": self.build_tests,
|
|
||||||
"source-cmd": self.source_cmd,
|
|
||||||
"pretest-cmd": self.pretest_cmd,
|
|
||||||
"cmake-config-emulator": self.cmake_config_emulator,
|
|
||||||
"cc": self.cc,
|
|
||||||
"cxx": self.cxx,
|
|
||||||
"cflags": my_shlex_join(self.cppflags + self.cflags),
|
|
||||||
"cxxflags": my_shlex_join(self.cppflags + self.cxxflags),
|
|
||||||
"ldflags": my_shlex_join(self.ldflags),
|
|
||||||
"cmake-toolchain-file": self.cmake_toolchain_file,
|
|
||||||
"clang-tidy": self.clang_tidy,
|
|
||||||
"cmake-arguments": my_shlex_join(self.cmake_arguments),
|
|
||||||
"cmake-build-arguments": my_shlex_join(self.cmake_build_arguments),
|
|
||||||
"shared": self.shared,
|
|
||||||
"static": self.static,
|
|
||||||
"shared-lib": self.shared_lib.value if self.shared_lib else None,
|
|
||||||
"static-lib": self.static_lib.value if self.static_lib else None,
|
|
||||||
"cmake-build-type": self.cmake_build_type,
|
|
||||||
"run-tests": self.run_tests,
|
|
||||||
"android-apks": my_shlex_join(self.android_apks),
|
|
||||||
"android-gradle": self.android_gradle,
|
|
||||||
"android-mk": self.android_mk,
|
|
||||||
"werror": self.werror,
|
|
||||||
"sudo": self.sudo,
|
|
||||||
"msvc-vcvars-arch": self.msvc_vcvars_arch,
|
|
||||||
"msvc-vcvars-sdk": self.msvc_vcvars_sdk,
|
|
||||||
"msvc-project": self.msvc_project,
|
|
||||||
"msvc-project-flags": my_shlex_join(self.msvc_project_flags),
|
|
||||||
"setup-ninja": self.setup_ninja,
|
|
||||||
"setup-libusb-arch": self.setup_libusb_arch,
|
|
||||||
"cc-from-cmake": self.cc_from_cmake,
|
|
||||||
"xcode-sdk": self.xcode_sdk,
|
|
||||||
"cpactions": self.cpactions,
|
|
||||||
"cpactions-os": self.cpactions_os,
|
|
||||||
"cpactions-version": self.cpactions_version,
|
|
||||||
"cpactions-arch": self.cpactions_arch,
|
|
||||||
"cpactions-setup-cmd": self.cpactions_setup_cmd,
|
|
||||||
"cpactions-install-cmd": self.cpactions_install_cmd,
|
|
||||||
"setup-vita-gles-type": self.setup_vita_gles_type,
|
|
||||||
"setup-gdk-folder": self.setup_gdk_folder,
|
|
||||||
"check-sources": self.check_sources,
|
|
||||||
}
|
|
||||||
return {k: v for k, v in data.items() if v != ""}
|
|
||||||
|
|
||||||
|
|
||||||
def my_shlex_join(s):
|
|
||||||
def escape(s):
|
|
||||||
if s[:1] == "'" and s[-1:] == "'":
|
|
||||||
return s
|
|
||||||
if set(s).intersection(set("; \t")):
|
|
||||||
return f'"{s}"'
|
|
||||||
return s
|
|
||||||
|
|
||||||
return " ".join(escape(s))
|
|
||||||
|
|
||||||
|
|
||||||
def spec_to_job(spec: JobSpec, key: str, trackmem_symbol_names: bool) -> JobDetails:
|
|
||||||
job = JobDetails(
|
|
||||||
name=spec.name,
|
|
||||||
key=key,
|
|
||||||
os=spec.os.value,
|
|
||||||
artifact=spec.artifact or "",
|
|
||||||
container=spec.container or "",
|
|
||||||
platform=spec.platform.value,
|
|
||||||
sudo="sudo",
|
|
||||||
no_cmake=spec.no_cmake,
|
|
||||||
)
|
|
||||||
if job.os.startswith("ubuntu"):
|
|
||||||
job.apt_packages.extend([
|
|
||||||
"ninja-build",
|
|
||||||
"pkg-config",
|
|
||||||
])
|
|
||||||
pretest_cmd = []
|
|
||||||
if trackmem_symbol_names:
|
|
||||||
pretest_cmd.append("export SDL_TRACKMEM_SYMBOL_NAMES=1")
|
|
||||||
else:
|
|
||||||
pretest_cmd.append("export SDL_TRACKMEM_SYMBOL_NAMES=0")
|
|
||||||
win32 = spec.platform in (SdlPlatform.Msys2, SdlPlatform.Msvc)
|
|
||||||
fpic = None
|
|
||||||
build_parallel = True
|
|
||||||
if spec.lean:
|
|
||||||
job.cppflags.append("-DSDL_LEAN_AND_MEAN=1")
|
|
||||||
if win32:
|
|
||||||
job.cmake_arguments.append("-DSDLTEST_PROCDUMP=ON")
|
|
||||||
job.minidump = True
|
|
||||||
if spec.intel is not None:
|
|
||||||
match spec.intel:
|
|
||||||
case IntelCompiler.Icx:
|
|
||||||
job.cc = "icx"
|
|
||||||
job.cxx = "icpx"
|
|
||||||
case IntelCompiler.Icc:
|
|
||||||
job.cc = "icc"
|
|
||||||
job.cxx = "icpc"
|
|
||||||
job.cppflags.append("-diag-disable=10441")
|
|
||||||
job.clang_tidy = False
|
|
||||||
case _:
|
|
||||||
raise ValueError(f"Invalid intel={spec.intel}")
|
|
||||||
job.source_cmd = f"source /opt/intel/oneapi/setvars.sh;"
|
|
||||||
job.intel = True
|
|
||||||
job.shell = "bash"
|
|
||||||
job.cmake_arguments.extend((
|
|
||||||
f"-DCMAKE_C_COMPILER={job.cc}",
|
|
||||||
f"-DCMAKE_CXX_COMPILER={job.cxx}",
|
|
||||||
"-DCMAKE_SYSTEM_NAME=Linux",
|
|
||||||
))
|
|
||||||
match spec.platform:
|
|
||||||
case SdlPlatform.Msvc:
|
|
||||||
job.setup_ninja = not spec.gdk
|
|
||||||
job.clang_tidy = False # complains about \threadsafety: "unknown command tag name [clang-diagnostic-documentation-unknown-command]"
|
|
||||||
job.msvc_project = spec.msvc_project if spec.msvc_project else ""
|
|
||||||
job.msvc_project_flags.append("-p:TreatWarningsAsError=true")
|
|
||||||
job.test_pkg_config = False
|
|
||||||
job.shared_lib = SharedLibType.WIN32
|
|
||||||
job.static_lib = StaticLibType.MSVC
|
|
||||||
job.cmake_arguments.extend((
|
|
||||||
"-DCMAKE_MSVC_DEBUG_INFORMATION_FORMAT=ProgramDatabase",
|
|
||||||
"-DCMAKE_EXE_LINKER_FLAGS=-DEBUG",
|
|
||||||
"-DCMAKE_SHARED_LINKER_FLAGS=-DEBUG",
|
|
||||||
))
|
|
||||||
|
|
||||||
job.cmake_arguments.append("'-DCMAKE_MSVC_RUNTIME_LIBRARY=MultiThreaded$<$<CONFIG:Debug>:Debug>'")
|
|
||||||
|
|
||||||
if spec.clang_cl:
|
|
||||||
job.cmake_arguments.extend((
|
|
||||||
"-DCMAKE_C_COMPILER=clang-cl",
|
|
||||||
"-DCMAKE_CXX_COMPILER=clang-cl",
|
|
||||||
))
|
|
||||||
match spec.msvc_arch:
|
|
||||||
case MsvcArch.X86:
|
|
||||||
job.cflags.append("/clang:-m32")
|
|
||||||
job.ldflags.append("/MACHINE:X86")
|
|
||||||
case MsvcArch.X64:
|
|
||||||
job.cflags.append("/clang:-m64")
|
|
||||||
job.ldflags.append("/MACHINE:X64")
|
|
||||||
case _:
|
|
||||||
raise ValueError(f"Unsupported clang-cl architecture (arch={spec.msvc_arch})")
|
|
||||||
if spec.msvc_project:
|
|
||||||
match spec.msvc_arch:
|
|
||||||
case MsvcArch.X86:
|
|
||||||
msvc_platform = "Win32"
|
|
||||||
case MsvcArch.X64:
|
|
||||||
msvc_platform = "x64"
|
|
||||||
case _:
|
|
||||||
raise ValueError(f"Unsupported vcxproj architecture (arch={spec.msvc_arch})")
|
|
||||||
if spec.gdk:
|
|
||||||
msvc_platform = f"Gaming.Desktop.{msvc_platform}"
|
|
||||||
job.msvc_project_flags.append(f"-p:Platform={msvc_platform}")
|
|
||||||
match spec.msvc_arch:
|
|
||||||
case MsvcArch.X86:
|
|
||||||
job.msvc_vcvars_arch = "x64_x86"
|
|
||||||
case MsvcArch.X64:
|
|
||||||
job.msvc_vcvars_arch = "x64"
|
|
||||||
case MsvcArch.Arm32:
|
|
||||||
job.msvc_vcvars_arch = "x64_arm"
|
|
||||||
job.msvc_vcvars_sdk = "10.0.22621.0" # 10.0.26100.0 dropped ARM32 um and ucrt libraries
|
|
||||||
job.run_tests = False
|
|
||||||
case MsvcArch.Arm64:
|
|
||||||
job.msvc_vcvars_arch = "x64_arm64"
|
|
||||||
job.run_tests = False
|
|
||||||
if spec.gdk:
|
|
||||||
job.setup_gdk_folder = "VisualC-GDK"
|
|
||||||
else:
|
|
||||||
match spec.msvc_arch:
|
|
||||||
case MsvcArch.X86:
|
|
||||||
job.setup_libusb_arch = "x86"
|
|
||||||
case MsvcArch.X64:
|
|
||||||
job.setup_libusb_arch = "x64"
|
|
||||||
case SdlPlatform.Linux:
|
|
||||||
if spec.name.startswith("Ubuntu"):
|
|
||||||
assert spec.os.value.startswith("ubuntu-")
|
|
||||||
job.apt_packages.extend((
|
|
||||||
"gnome-desktop-testing",
|
|
||||||
"libasound2-dev",
|
|
||||||
"libpulse-dev",
|
|
||||||
"libaudio-dev",
|
|
||||||
"libjack-dev",
|
|
||||||
"libsndio-dev",
|
|
||||||
"libusb-1.0-0-dev",
|
|
||||||
"libx11-dev",
|
|
||||||
"libxext-dev",
|
|
||||||
"libxrandr-dev",
|
|
||||||
"libxcursor-dev",
|
|
||||||
"libxfixes-dev",
|
|
||||||
"libxi-dev",
|
|
||||||
"libxss-dev",
|
|
||||||
"libwayland-dev",
|
|
||||||
"libxkbcommon-dev",
|
|
||||||
"libdrm-dev",
|
|
||||||
"libgbm-dev",
|
|
||||||
"libgl1-mesa-dev",
|
|
||||||
"libgles2-mesa-dev",
|
|
||||||
"libegl1-mesa-dev",
|
|
||||||
"libdbus-1-dev",
|
|
||||||
"libibus-1.0-dev",
|
|
||||||
"libudev-dev",
|
|
||||||
"fcitx-libs-dev",
|
|
||||||
))
|
|
||||||
match = re.match(r"ubuntu-(?P<year>[0-9]+)\.(?P<month>[0-9]+).*", spec.os.value)
|
|
||||||
ubuntu_year, ubuntu_month = [int(match["year"]), int(match["month"])]
|
|
||||||
if ubuntu_year >= 22:
|
|
||||||
job.apt_packages.extend(("libpipewire-0.3-dev", "libdecor-0-dev"))
|
|
||||||
job.apt_packages.extend((
|
|
||||||
"libunwind-dev", # For SDL_test memory tracking
|
|
||||||
))
|
|
||||||
if trackmem_symbol_names:
|
|
||||||
# older libunwind is slow
|
|
||||||
job.cmake_arguments.append("-DSDLTEST_TIMEOUT_MULTIPLIER=2")
|
|
||||||
job.shared_lib = SharedLibType.SO_0
|
|
||||||
job.static_lib = StaticLibType.A
|
|
||||||
fpic = True
|
|
||||||
case SdlPlatform.Ios | SdlPlatform.Tvos:
|
|
||||||
job.brew_packages.extend([
|
|
||||||
"ninja",
|
|
||||||
])
|
|
||||||
job.clang_tidy = False
|
|
||||||
job.run_tests = False
|
|
||||||
job.test_pkg_config = False
|
|
||||||
job.shared_lib = SharedLibType.DYLIB
|
|
||||||
job.static_lib = StaticLibType.A
|
|
||||||
match spec.platform:
|
|
||||||
case SdlPlatform.Ios:
|
|
||||||
if spec.xcode:
|
|
||||||
job.xcode_sdk = 'iphoneos'
|
|
||||||
job.cmake_arguments.extend([
|
|
||||||
"-DCMAKE_SYSTEM_NAME=iOS",
|
|
||||||
"-DCMAKE_OSX_ARCHITECTURES=\"arm64\"",
|
|
||||||
"-DCMAKE_OSX_DEPLOYMENT_TARGET=11.0",
|
|
||||||
])
|
|
||||||
case SdlPlatform.Tvos:
|
|
||||||
if spec.xcode:
|
|
||||||
job.xcode_sdk = 'appletvos'
|
|
||||||
job.cmake_arguments.extend([
|
|
||||||
"-DCMAKE_SYSTEM_NAME=tvOS",
|
|
||||||
"-DCMAKE_OSX_ARCHITECTURES=\"arm64\"",
|
|
||||||
"-DCMAKE_OSX_DEPLOYMENT_TARGET=11.0",
|
|
||||||
])
|
|
||||||
case SdlPlatform.MacOS:
|
|
||||||
if spec.apple_framework:
|
|
||||||
job.static = False
|
|
||||||
job.clang_tidy = False
|
|
||||||
job.test_pkg_config = False
|
|
||||||
job.cmake_arguments.extend((
|
|
||||||
"'-DCMAKE_OSX_ARCHITECTURES=x86_64;arm64'",
|
|
||||||
"-DCMAKE_OSX_DEPLOYMENT_TARGET=10.13",
|
|
||||||
"-DSDL_FRAMEWORK=ON",
|
|
||||||
))
|
|
||||||
job.shared_lib = SharedLibType.FRAMEWORK
|
|
||||||
else:
|
|
||||||
job.clang_tidy = True
|
|
||||||
job.cmake_arguments.extend((
|
|
||||||
"-DCMAKE_OSX_ARCHITECTURES=arm64",
|
|
||||||
"-DCMAKE_OSX_DEPLOYMENT_TARGET=10.13",
|
|
||||||
"-DCLANG_TIDY_BINARY=$(brew --prefix llvm)/bin/clang-tidy",
|
|
||||||
))
|
|
||||||
job.shared_lib = SharedLibType.DYLIB
|
|
||||||
job.static_lib = StaticLibType.A
|
|
||||||
job.apt_packages = []
|
|
||||||
job.brew_packages.append("ninja")
|
|
||||||
if job.clang_tidy:
|
|
||||||
job.brew_packages.append("llvm")
|
|
||||||
if spec.xcode:
|
|
||||||
job.xcode_sdk = "macosx"
|
|
||||||
case SdlPlatform.Android:
|
|
||||||
job.android_gradle = spec.android_gradle
|
|
||||||
job.android_mk = spec.android_mk
|
|
||||||
job.run_tests = False
|
|
||||||
job.shared_lib = SharedLibType.SO
|
|
||||||
job.static_lib = StaticLibType.A
|
|
||||||
if spec.android_mk or not spec.no_cmake:
|
|
||||||
job.android_ndk = True
|
|
||||||
if spec.android_gradle or not spec.no_cmake:
|
|
||||||
job.java = True
|
|
||||||
if spec.android_mk or spec.android_gradle:
|
|
||||||
job.apt_packages = []
|
|
||||||
if not spec.no_cmake:
|
|
||||||
job.cmake_arguments.extend((
|
|
||||||
f"-DANDROID_PLATFORM={spec.android_platform}",
|
|
||||||
f"-DANDROID_ABI={spec.android_abi}",
|
|
||||||
))
|
|
||||||
job.cmake_toolchain_file = "${ANDROID_NDK_HOME}/build/cmake/android.toolchain.cmake"
|
|
||||||
job.cc = f"${{ANDROID_NDK_HOME}}/toolchains/llvm/prebuilt/linux-x86_64/bin/clang --target={spec.android_arch}-none-linux-androideabi{spec.android_platform}"
|
|
||||||
|
|
||||||
job.android_apks = [
|
|
||||||
"testaudiorecording-apk",
|
|
||||||
"testautomation-apk",
|
|
||||||
"testcontroller-apk",
|
|
||||||
"testmultiaudio-apk",
|
|
||||||
"testsprite-apk",
|
|
||||||
]
|
|
||||||
case SdlPlatform.Emscripten:
|
|
||||||
job.clang_tidy = False # clang-tidy does not understand -gsource-map
|
|
||||||
job.shared = False
|
|
||||||
job.cmake_config_emulator = "emcmake"
|
|
||||||
job.cmake_build_type = "Debug"
|
|
||||||
job.test_pkg_config = False
|
|
||||||
job.apt_packages.append("python3-selenium")
|
|
||||||
job.cmake_arguments.extend((
|
|
||||||
"-DSDLTEST_BROWSER=chrome",
|
|
||||||
"-DSDLTEST_TIMEOUT_MULTIPLIER=4",
|
|
||||||
"-DSDLTEST_CHROME_BINARY=${CHROME_BINARY}",
|
|
||||||
))
|
|
||||||
job.cflags.extend((
|
|
||||||
"-gsource-map",
|
|
||||||
"-ffile-prefix-map=${PWD}=/SDL",
|
|
||||||
))
|
|
||||||
job.ldflags.extend((
|
|
||||||
"--source-map-base", "/",
|
|
||||||
))
|
|
||||||
pretest_cmd.extend((
|
|
||||||
"# Start local HTTP server",
|
|
||||||
"cmake --build build --target serve-sdl-tests --verbose &",
|
|
||||||
"chrome --version",
|
|
||||||
"chromedriver --version",
|
|
||||||
))
|
|
||||||
job.static_lib = StaticLibType.A
|
|
||||||
case SdlPlatform.Ps2:
|
|
||||||
build_parallel = False
|
|
||||||
job.shared = False
|
|
||||||
job.sudo = ""
|
|
||||||
job.apt_packages = []
|
|
||||||
job.apk_packages = ["cmake", "gmp", "mpc1", "mpfr4", "ninja", "pkgconf", "git", ]
|
|
||||||
job.cmake_toolchain_file = "${PS2DEV}/ps2sdk/ps2dev.cmake"
|
|
||||||
job.clang_tidy = False
|
|
||||||
job.run_tests = False
|
|
||||||
job.shared = False
|
|
||||||
job.cc = "mips64r5900el-ps2-elf-gcc"
|
|
||||||
job.ldflags = ["-L${PS2DEV}/ps2sdk/ee/lib", "-L${PS2DEV}/gsKit/lib", "-L${PS2DEV}/ps2sdk/ports/lib", ]
|
|
||||||
job.static_lib = StaticLibType.A
|
|
||||||
case SdlPlatform.Psp:
|
|
||||||
build_parallel = False
|
|
||||||
job.sudo = ""
|
|
||||||
job.apt_packages = []
|
|
||||||
job.apk_packages = ["cmake", "gmp", "mpc1", "mpfr4", "ninja", "pkgconf", ]
|
|
||||||
job.cmake_toolchain_file = "${PSPDEV}/psp/share/pspdev.cmake"
|
|
||||||
job.clang_tidy = False
|
|
||||||
job.run_tests = False
|
|
||||||
job.shared = False
|
|
||||||
job.cc = "psp-gcc"
|
|
||||||
job.ldflags = ["-L${PSPDEV}/lib", "-L${PSPDEV}/psp/lib", "-L${PSPDEV}/psp/sdk/lib", ]
|
|
||||||
job.pollute_directories = ["${PSPDEV}/include", "${PSPDEV}/psp/include", "${PSPDEV}/psp/sdk/include", ]
|
|
||||||
job.static_lib = StaticLibType.A
|
|
||||||
case SdlPlatform.Vita:
|
|
||||||
job.sudo = ""
|
|
||||||
job.apt_packages = []
|
|
||||||
job.apk_packages = ["cmake", "ninja", "pkgconf", "bash", "tar"]
|
|
||||||
job.cmake_toolchain_file = "${VITASDK}/share/vita.toolchain.cmake"
|
|
||||||
assert spec.vita_gles is not None
|
|
||||||
job.setup_vita_gles_type = {
|
|
||||||
VitaGLES.Pib: "pib",
|
|
||||||
VitaGLES.Pvr: "pvr",
|
|
||||||
}[spec.vita_gles]
|
|
||||||
job.cmake_arguments.extend((
|
|
||||||
f"-DVIDEO_VITA_PIB={ 'true' if spec.vita_gles == VitaGLES.Pib else 'false' }",
|
|
||||||
f"-DVIDEO_VITA_PVR={ 'true' if spec.vita_gles == VitaGLES.Pvr else 'false' }",
|
|
||||||
"-DSDL_ARMNEON=ON",
|
|
||||||
"-DSDL_ARMSIMD=ON",
|
|
||||||
))
|
|
||||||
# Fix vita.toolchain.cmake (https://github.com/vitasdk/vita-toolchain/pull/253)
|
|
||||||
job.source_cmd = r"""sed -i -E "s#set\\( PKG_CONFIG_EXECUTABLE \"\\$\\{VITASDK}/bin/arm-vita-eabi-pkg-config\" \\)#set\\( PKG_CONFIG_EXECUTABLE \"${VITASDK}/bin/arm-vita-eabi-pkg-config\" CACHE PATH \"Path of pkg-config executable\" \\)#" ${VITASDK}/share/vita.toolchain.cmake"""
|
|
||||||
job.clang_tidy = False
|
|
||||||
job.run_tests = False
|
|
||||||
job.shared = False
|
|
||||||
job.cc = "arm-vita-eabi-gcc"
|
|
||||||
job.static_lib = StaticLibType.A
|
|
||||||
case SdlPlatform.Haiku:
|
|
||||||
fpic = False
|
|
||||||
job.run_tests = False
|
|
||||||
job.cc = "x86_64-unknown-haiku-gcc"
|
|
||||||
job.cxx = "x86_64-unknown-haiku-g++"
|
|
||||||
job.sudo = ""
|
|
||||||
job.cmake_arguments.extend((
|
|
||||||
f"-DCMAKE_C_COMPILER={job.cc}",
|
|
||||||
f"-DCMAKE_CXX_COMPILER={job.cxx}",
|
|
||||||
"-DSDL_UNIX_CONSOLE_BUILD=ON",
|
|
||||||
))
|
|
||||||
job.shared_lib = SharedLibType.SO_0
|
|
||||||
job.static_lib = StaticLibType.A
|
|
||||||
case SdlPlatform.PowerPC64 | SdlPlatform.PowerPC:
|
|
||||||
# FIXME: Enable SDL_WERROR
|
|
||||||
job.werror = False
|
|
||||||
job.clang_tidy = False
|
|
||||||
job.run_tests = False
|
|
||||||
job.sudo = ""
|
|
||||||
job.apt_packages = []
|
|
||||||
job.shared_lib = SharedLibType.SO_0
|
|
||||||
job.static_lib = StaticLibType.A
|
|
||||||
job.cmake_arguments.extend((
|
|
||||||
"-DSDL_UNIX_CONSOLE_BUILD=ON",
|
|
||||||
))
|
|
||||||
case SdlPlatform.LoongArch64:
|
|
||||||
job.run_tests = False
|
|
||||||
job.cc = "${LOONGARCH64_CC}"
|
|
||||||
job.cxx = "${LOONGARCH64_CXX}"
|
|
||||||
job.cmake_arguments.extend((
|
|
||||||
f"-DCMAKE_C_COMPILER={job.cc}",
|
|
||||||
f"-DCMAKE_CXX_COMPILER={job.cxx}",
|
|
||||||
"-DSDL_UNIX_CONSOLE_BUILD=ON",
|
|
||||||
"-DCMAKE_SYSTEM_NAME=Linux",
|
|
||||||
))
|
|
||||||
job.shared_lib = SharedLibType.SO_0
|
|
||||||
job.static_lib = StaticLibType.A
|
|
||||||
case SdlPlatform.N3ds:
|
|
||||||
job.shared = False
|
|
||||||
job.apt_packages = ["ninja-build", "binutils"]
|
|
||||||
job.clang_tidy = False
|
|
||||||
job.run_tests = False
|
|
||||||
job.cc_from_cmake = True
|
|
||||||
job.cmake_toolchain_file = "${DEVKITPRO}/cmake/3DS.cmake"
|
|
||||||
job.static_lib = StaticLibType.A
|
|
||||||
case SdlPlatform.Msys2:
|
|
||||||
job.shell = "msys2 {0}"
|
|
||||||
assert spec.msys2_platform
|
|
||||||
job.msys2_msystem = spec.msys2_platform.value
|
|
||||||
job.msys2_env = {
|
|
||||||
"mingw32": "mingw-w64-i686",
|
|
||||||
"mingw64": "mingw-w64-x86_64",
|
|
||||||
"clang32": "mingw-w64-clang-i686",
|
|
||||||
"clang64": "mingw-w64-clang-x86_64",
|
|
||||||
"ucrt64": "mingw-w64-ucrt-x86_64",
|
|
||||||
}[spec.msys2_platform.value]
|
|
||||||
job.msys2_no_perl = spec.msys2_platform in (Msys2Platform.Mingw32, Msys2Platform.Clang32)
|
|
||||||
job.shared_lib = SharedLibType.WIN32
|
|
||||||
job.static_lib = StaticLibType.A
|
|
||||||
case SdlPlatform.Riscos:
|
|
||||||
# FIXME: Enable SDL_WERROR
|
|
||||||
job.werror = False
|
|
||||||
job.apt_packages = ["cmake", "ninja-build"]
|
|
||||||
job.test_pkg_config = False
|
|
||||||
job.shared = False
|
|
||||||
job.run_tests = False
|
|
||||||
job.sudo = ""
|
|
||||||
job.cmake_arguments.extend((
|
|
||||||
"-DRISCOS:BOOL=ON",
|
|
||||||
"-DCMAKE_DISABLE_PRECOMPILE_HEADERS:BOOL=ON",
|
|
||||||
"-DSDL_GCC_ATOMICS:BOOL=OFF",
|
|
||||||
))
|
|
||||||
job.cmake_toolchain_file = "/home/riscos/env/toolchain-riscos.cmake"
|
|
||||||
job.static_lib = StaticLibType.A
|
|
||||||
case SdlPlatform.FreeBSD | SdlPlatform.NetBSD:
|
|
||||||
job.cpactions = True
|
|
||||||
job.no_cmake = True
|
|
||||||
job.run_tests = False
|
|
||||||
job.apt_packages = []
|
|
||||||
job.shared_lib = SharedLibType.SO_0
|
|
||||||
job.static_lib = StaticLibType.A
|
|
||||||
match spec.platform:
|
|
||||||
case SdlPlatform.FreeBSD:
|
|
||||||
job.cpactions_os = "freebsd"
|
|
||||||
job.cpactions_version = "14.2"
|
|
||||||
job.cpactions_arch = "x86-64"
|
|
||||||
job.cpactions_setup_cmd = "sudo pkg update"
|
|
||||||
job.cpactions_install_cmd = "sudo pkg install -y cmake ninja pkgconf libXcursor libXext libXinerama libXi libXfixes libXrandr libXScrnSaver libXxf86vm wayland wayland-protocols libxkbcommon mesa-libs libglvnd evdev-proto libinotify alsa-lib jackit pipewire pulseaudio sndio dbus zh-fcitx ibus libudev-devd"
|
|
||||||
job.cmake_arguments.extend((
|
|
||||||
"-DSDL_CHECK_REQUIRED_INCLUDES=/usr/local/include",
|
|
||||||
"-DSDL_CHECK_REQUIRED_LINK_OPTIONS=-L/usr/local/lib",
|
|
||||||
))
|
|
||||||
case SdlPlatform.NetBSD:
|
|
||||||
job.cpactions_os = "netbsd"
|
|
||||||
job.cpactions_version = "10.0"
|
|
||||||
job.cpactions_arch = "x86-64"
|
|
||||||
job.cpactions_setup_cmd = "export PATH=\"/usr/pkg/sbin:/usr/pkg/bin:/sbin:$PATH\"; export PKG_CONFIG_PATH=\"/usr/pkg/lib/pkgconfig\";export PKG_PATH=\"https://cdn.netBSD.org/pub/pkgsrc/packages/NetBSD/$(uname -p)/$(uname -r|cut -f \"1 2\" -d.)/All/\";echo \"PKG_PATH=$PKG_PATH\";echo \"uname -a -> \"$(uname -a)\"\";sudo -E sysctl -w security.pax.aslr.enabled=0;sudo -E sysctl -w security.pax.aslr.global=0;sudo -E pkgin clean;sudo -E pkgin update"
|
|
||||||
job.cpactions_install_cmd = "sudo -E pkgin -y install cmake dbus pkgconf ninja-build pulseaudio libxkbcommon wayland wayland-protocols libinotify libusb1"
|
|
||||||
case _:
|
|
||||||
raise ValueError(f"Unsupported platform={spec.platform}")
|
|
||||||
|
|
||||||
if "ubuntu" in spec.name.lower():
|
|
||||||
job.check_sources = True
|
|
||||||
|
|
||||||
if not build_parallel:
|
|
||||||
job.cmake_build_arguments.append("-j1")
|
|
||||||
if job.cflags:
|
|
||||||
job.cmake_arguments.append(f"-DCMAKE_C_FLAGS=\"{my_shlex_join(job.cflags)}\"")
|
|
||||||
if job.cxxflags:
|
|
||||||
job.cmake_arguments.append(f"-DCMAKE_CXX_FLAGS=\"{my_shlex_join(job.cxxflags)}\"")
|
|
||||||
if job.ldflags:
|
|
||||||
job.cmake_arguments.append(f"-DCMAKE_SHARED_LINKER_FLAGS=\"{my_shlex_join(job.ldflags)}\"")
|
|
||||||
job.cmake_arguments.append(f"-DCMAKE_EXE_LINKER_FLAGS=\"{my_shlex_join(job.ldflags)}\"")
|
|
||||||
job.pretest_cmd = "\n".join(pretest_cmd)
|
|
||||||
def tf(b):
|
|
||||||
return "ON" if b else "OFF"
|
|
||||||
|
|
||||||
if fpic is not None:
|
|
||||||
job.cmake_arguments.append(f"-DCMAKE_POSITION_INDEPENDENT_CODE={tf(fpic)}")
|
|
||||||
|
|
||||||
if job.no_cmake:
|
|
||||||
job.cmake_arguments = []
|
|
||||||
|
|
||||||
return job
|
|
||||||
|
|
||||||
|
|
||||||
def spec_to_platform(spec: JobSpec, key: str, enable_artifacts: bool, trackmem_symbol_names: bool) -> dict[str, str|bool]:
|
|
||||||
logger.info("spec=%r", spec)
|
|
||||||
job = spec_to_job(spec, key=key, trackmem_symbol_names=trackmem_symbol_names)
|
|
||||||
logger.info("job=%r", job)
|
|
||||||
platform = job.to_workflow(enable_artifacts=enable_artifacts)
|
|
||||||
logger.info("platform=%r", platform)
|
|
||||||
return platform
|
|
||||||
|
|
||||||
|
|
||||||
def main():
|
|
||||||
parser = argparse.ArgumentParser(allow_abbrev=False)
|
|
||||||
parser.add_argument("--github-variable-prefix", default="platforms")
|
|
||||||
parser.add_argument("--github-ci", action="store_true")
|
|
||||||
parser.add_argument("--verbose", action="store_true")
|
|
||||||
parser.add_argument("--commit-message-file")
|
|
||||||
parser.add_argument("--no-artifact", dest="enable_artifacts", action="store_false")
|
|
||||||
parser.add_argument("--trackmem-symbol-names", dest="trackmem_symbol_names", action="store_true")
|
|
||||||
args = parser.parse_args()
|
|
||||||
|
|
||||||
logging.basicConfig(level=logging.INFO if args.verbose else logging.WARNING)
|
|
||||||
|
|
||||||
remaining_keys = set(JOB_SPECS.keys())
|
|
||||||
|
|
||||||
all_level_keys = (
|
|
||||||
# Level 1
|
|
||||||
(
|
|
||||||
"haiku",
|
|
||||||
),
|
|
||||||
)
|
|
||||||
|
|
||||||
filters = []
|
|
||||||
if args.commit_message_file:
|
|
||||||
with open(args.commit_message_file, "r") as f:
|
|
||||||
commit_message = f.read()
|
|
||||||
for m in re.finditer(r"\[sdl-ci-filter (.*)]", commit_message, flags=re.M):
|
|
||||||
filters.append(m.group(1).strip(" \t\n\r\t'\""))
|
|
||||||
|
|
||||||
if re.search(r"\[sdl-ci-artifacts?]", commit_message, flags=re.M):
|
|
||||||
args.enable_artifacts = True
|
|
||||||
|
|
||||||
if re.search(r"\[sdl-ci-(full-)?trackmem(-symbol-names)?]", commit_message, flags=re.M):
|
|
||||||
args.trackmem_symbol_names = True
|
|
||||||
|
|
||||||
if not filters:
|
|
||||||
filters.append("*")
|
|
||||||
|
|
||||||
logger.info("filters: %r", filters)
|
|
||||||
|
|
||||||
all_level_platforms = {}
|
|
||||||
|
|
||||||
all_platforms = {key: spec_to_platform(spec, key=key, enable_artifacts=args.enable_artifacts, trackmem_symbol_names=args.trackmem_symbol_names) for key, spec in JOB_SPECS.items()}
|
|
||||||
|
|
||||||
for level_i, level_keys in enumerate(all_level_keys, 1):
|
|
||||||
level_key = f"level{level_i}"
|
|
||||||
logger.info("Level %d: keys=%r", level_i, level_keys)
|
|
||||||
assert all(k in remaining_keys for k in level_keys)
|
|
||||||
level_platforms = tuple(all_platforms[key] for key in level_keys)
|
|
||||||
remaining_keys.difference_update(level_keys)
|
|
||||||
all_level_platforms[level_key] = level_platforms
|
|
||||||
logger.info("=" * 80)
|
|
||||||
|
|
||||||
logger.info("Keys before filter: %r", remaining_keys)
|
|
||||||
|
|
||||||
filtered_remaining_keys = set()
|
|
||||||
for filter in filters:
|
|
||||||
filtered_remaining_keys.update(fnmatch.filter(remaining_keys, filter))
|
|
||||||
|
|
||||||
logger.info("Keys after filter: %r", filtered_remaining_keys)
|
|
||||||
|
|
||||||
remaining_keys = filtered_remaining_keys
|
|
||||||
|
|
||||||
logger.info("Remaining: %r", remaining_keys)
|
|
||||||
all_level_platforms["others"] = tuple(all_platforms[key] for key in remaining_keys)
|
|
||||||
|
|
||||||
if args.github_ci:
|
|
||||||
for level, platforms in all_level_platforms.items():
|
|
||||||
platforms_json = json.dumps(platforms)
|
|
||||||
txt = f"{args.github_variable_prefix}-{level}={platforms_json}"
|
|
||||||
logger.info("%s", txt)
|
|
||||||
if "GITHUB_OUTPUT" in os.environ:
|
|
||||||
with open(os.environ["GITHUB_OUTPUT"], "a") as f:
|
|
||||||
f.write(txt)
|
|
||||||
f.write("\n")
|
|
||||||
else:
|
|
||||||
logger.warning("GITHUB_OUTPUT not defined")
|
|
||||||
return 0
|
|
||||||
|
|
||||||
|
|
||||||
if __name__ == "__main__":
|
|
||||||
raise SystemExit(main())
|
|
||||||
@ -1,385 +0,0 @@
|
|||||||
name: 'Build'
|
|
||||||
run-name: 'Configure, Build and Test SDL'
|
|
||||||
|
|
||||||
on:
|
|
||||||
workflow_call:
|
|
||||||
inputs:
|
|
||||||
platforms:
|
|
||||||
description: 'JSON-encoded test properties'
|
|
||||||
type: string
|
|
||||||
required: true
|
|
||||||
|
|
||||||
jobs:
|
|
||||||
build:
|
|
||||||
name: ${{ matrix.platform.name }}
|
|
||||||
runs-on: ${{ matrix.platform.os }}
|
|
||||||
container: ${{ matrix.platform.container }}
|
|
||||||
defaults:
|
|
||||||
run:
|
|
||||||
shell: ${{ matrix.platform.shell }}
|
|
||||||
strategy:
|
|
||||||
fail-fast: false
|
|
||||||
matrix:
|
|
||||||
platform: ${{ fromJSON(inputs.platforms) }}
|
|
||||||
steps:
|
|
||||||
- name: 'Set up MSYS2'
|
|
||||||
if: ${{ matrix.platform.platform == 'msys2' }}
|
|
||||||
uses: msys2/setup-msys2@v2
|
|
||||||
with:
|
|
||||||
msystem: ${{ matrix.platform.msys2-msystem }}
|
|
||||||
install: >-
|
|
||||||
${{ matrix.platform.msys2-env }}-cc
|
|
||||||
${{ matrix.platform.msys2-env }}-cmake
|
|
||||||
${{ matrix.platform.msys2-env }}-ninja
|
|
||||||
${{ (!matrix.platform.msys2-no-perl && format('{0}-perl', matrix.platform.msys2-env)) || '' }}
|
|
||||||
${{ matrix.platform.msys2-env }}-pkg-config
|
|
||||||
${{ matrix.platform.msys2-env }}-clang-tools-extra
|
|
||||||
- name: 'About this job'
|
|
||||||
run: |
|
|
||||||
echo "key=${{ matrix.platform.key }}"
|
|
||||||
echo "name=${{ matrix.platform.name }}"
|
|
||||||
echo "os=${{ matrix.platform.os }}"
|
|
||||||
echo ""
|
|
||||||
echo "Add [sdl-ci-filter ${{ matrix.platform.key }}] to your commit message to reduce the number of jobs."
|
|
||||||
- uses: actions/checkout@v4
|
|
||||||
- name: 'Set up ninja'
|
|
||||||
if: ${{ matrix.platform.setup-ninja }}
|
|
||||||
uses: ./.github/actions/setup-ninja
|
|
||||||
- name: 'Set up libusb for MSVC'
|
|
||||||
if: ${{ matrix.platform.setup-libusb-arch != '' }}
|
|
||||||
uses: ./.github/actions/setup-msvc-libusb
|
|
||||||
with:
|
|
||||||
arch: ${{ matrix.platform.setup-libusb-arch }}
|
|
||||||
- uses: mymindstorm/setup-emsdk@v14
|
|
||||||
if: ${{ matrix.platform.platform == 'emscripten' }}
|
|
||||||
with:
|
|
||||||
version: 3.1.35
|
|
||||||
- uses: browser-actions/setup-chrome@v1
|
|
||||||
id: setup-chrome
|
|
||||||
if: ${{ matrix.platform.platform == 'emscripten' }}
|
|
||||||
with:
|
|
||||||
install-chromedriver: true
|
|
||||||
- name: 'Add chrome to PATH'
|
|
||||||
if: ${{ matrix.platform.platform == 'emscripten' }}
|
|
||||||
run: |
|
|
||||||
chrome_dir="$(dirname "${{ steps.setup-chrome.outputs.chrome-path }}")"
|
|
||||||
chromedriver_dir="$(dirname "${{ steps.setup-chrome.outputs.chromedriver-path }}")"
|
|
||||||
echo "CHROME_BINARY=${{ steps.setup-chrome.outputs.chrome-path }}" >>$GITHUB_ENV
|
|
||||||
echo "CHROMEDRIVER_BINARY=${{ steps.setup-chrome.outputs.chromedriver-path }}" >>$GITHUB_ENV
|
|
||||||
echo "chrome_dir=${chrome_dir}"
|
|
||||||
echo "chromedriver_dir=${chromedriver_dir}"
|
|
||||||
echo "${chrome_dir}" >>${GITHUB_PATH}
|
|
||||||
echo "${chromedriver_dir}" >>${GITHUB_PATH}
|
|
||||||
- uses: nttld/setup-ndk@v1
|
|
||||||
if: ${{ matrix.platform.android-ndk }}
|
|
||||||
id: setup-ndk
|
|
||||||
with:
|
|
||||||
local-cache: true
|
|
||||||
ndk-version: r21e
|
|
||||||
- name: 'Configure Android NDK variables'
|
|
||||||
if: ${{ matrix.platform.android-ndk }}
|
|
||||||
shell: sh
|
|
||||||
run: |
|
|
||||||
# We cannot use GitHub expressions in the controller job
|
|
||||||
echo "ANDROID_NDK_HOME=${{ steps.setup-ndk.outputs.ndk-path }}" >>$GITHUB_ENV
|
|
||||||
- uses: actions/setup-java@v4
|
|
||||||
if: ${{ matrix.platform.java }}
|
|
||||||
with:
|
|
||||||
distribution: 'temurin'
|
|
||||||
java-version: '17'
|
|
||||||
- uses: ilammy/msvc-dev-cmd@v1
|
|
||||||
if: ${{ matrix.platform.platform == 'msvc' }}
|
|
||||||
with:
|
|
||||||
arch: ${{ matrix.platform.msvc-vcvars-arch }}
|
|
||||||
sdk: ${{ matrix.platform.msvc-vcvars-sdk }}
|
|
||||||
- name: 'Set up Windows GDK Desktop'
|
|
||||||
uses: ./.github/actions/setup-gdk-desktop
|
|
||||||
if: ${{ matrix.platform.setup-gdk-folder != '' }}
|
|
||||||
with:
|
|
||||||
folder: '${{ matrix.platform.setup-gdk-folder }}'
|
|
||||||
- name: 'Set up LoongArch64 toolchain'
|
|
||||||
uses: ./.github/actions/setup-loongarch64-toolchain
|
|
||||||
id: setup-loongarch64-toolchain
|
|
||||||
if: ${{ matrix.platform.platform == 'loongarch64' }}
|
|
||||||
- name: 'Setup Intel oneAPI toolchain'
|
|
||||||
id: intel
|
|
||||||
if: ${{ matrix.platform.intel }}
|
|
||||||
run: |
|
|
||||||
# Download the key to system keyring
|
|
||||||
wget -O- https://apt.repos.intel.com/intel-gpg-keys/GPG-PUB-KEY-INTEL-SW-PRODUCTS.PUB \
|
|
||||||
| gpg --dearmor | sudo tee /usr/share/keyrings/oneapi-archive-keyring.gpg > /dev/null
|
|
||||||
|
|
||||||
# Add signed entry to apt sources and configure the APT client to use Intel repository:
|
|
||||||
echo "deb [signed-by=/usr/share/keyrings/oneapi-archive-keyring.gpg] https://apt.repos.intel.com/oneapi all main" | sudo tee /etc/apt/sources.list.d/oneAPI.list
|
|
||||||
|
|
||||||
# Update package list
|
|
||||||
sudo apt-get update -y
|
|
||||||
|
|
||||||
# Install oneAPI
|
|
||||||
sudo apt-get install -y intel-oneapi-compiler-dpcpp-cpp-and-cpp-classic
|
|
||||||
- name: 'Install apk packages'
|
|
||||||
if: ${{ matrix.platform.apk-packages != '' }}
|
|
||||||
run: |
|
|
||||||
${{ matrix.platform.sudo }} apk update
|
|
||||||
${{ matrix.platform.sudo }} apk add ${{ matrix.platform.apk-packages }}
|
|
||||||
- name: 'Install apt packages'
|
|
||||||
if: ${{ matrix.platform.apt-packages != '' }}
|
|
||||||
run: |
|
|
||||||
${{ matrix.platform.sudo }} apt-get update
|
|
||||||
${{ matrix.platform.sudo }} apt-get install -y ${{ matrix.platform.apt-packages }}
|
|
||||||
- name: 'Install brew packages'
|
|
||||||
if: ${{ matrix.platform.brew-packages != '' }}
|
|
||||||
run: |
|
|
||||||
export HOMEBREW_NO_INSTALLED_DEPENDENTS_CHECK=1
|
|
||||||
brew update
|
|
||||||
brew install ${{ matrix.platform.brew-packages }}
|
|
||||||
- name: 'Set up GLES for VITA' # Must be after apk
|
|
||||||
if: ${{ matrix.platform.setup-vita-gles-type != '' }}
|
|
||||||
uses: ./.github/actions/setup-vita-gles
|
|
||||||
with:
|
|
||||||
type: ${{ matrix.platform.setup-vita-gles-type }}
|
|
||||||
|
|
||||||
- name: 'Pollute toolchain with "bad" SDL headers'
|
|
||||||
if: ${{ matrix.platform.pollute-directories != '' }}
|
|
||||||
#shell: ${{ matrix.platform.shell }}
|
|
||||||
run: |
|
|
||||||
# Create "bad" SDL headers in the toolchain.
|
|
||||||
# SDL sources should not use these.
|
|
||||||
for include in ${{ matrix.platform.pollute-directories }}; do
|
|
||||||
toolchain_directory="${include}/SDL3"
|
|
||||||
echo "Creating directory ${toolchain_directory}"
|
|
||||||
mkdir -p "${toolchain_directory}/SDL3"
|
|
||||||
for header in include/SDL3/*.h; do
|
|
||||||
dest="${toolchain_directory}/SDL3/$(basename "${header}")"
|
|
||||||
echo "Creating ${dest}"
|
|
||||||
echo '#error "System SDL headers must not be used by build system"' >"$dest"
|
|
||||||
done
|
|
||||||
done
|
|
||||||
|
|
||||||
- name: 'Configure (CMake)'
|
|
||||||
if: ${{ !matrix.platform.no-cmake }}
|
|
||||||
#shell: ${{ matrix.platform.shell }}
|
|
||||||
run: |
|
|
||||||
${{ matrix.platform.source-cmd }}
|
|
||||||
${{ matrix.platform.cmake-config-emulator }} cmake -S . -B build -GNinja \
|
|
||||||
-Wdeprecated -Wdev -Werror \
|
|
||||||
${{ matrix.platform.cmake-toolchain-file != '' && format('-DCMAKE_TOOLCHAIN_FILE={0}', matrix.platform.cmake-toolchain-file) || '' }} \
|
|
||||||
-DSDL_WERROR=${{ matrix.platform.werror }} \
|
|
||||||
-DSDL_EXAMPLES=${{ matrix.platform.build-tests }} \
|
|
||||||
-DSDL_TESTS=${{ matrix.platform.build-tests }} \
|
|
||||||
-DSDLTEST_TRACKMEM=ON \
|
|
||||||
-DSDL_INSTALL_TESTS=${{ matrix.platform.build-tests }} \
|
|
||||||
-DSDL_CLANG_TIDY=${{ matrix.platform.clang-tidy }} \
|
|
||||||
-DSDL_INSTALL_DOCS=ON \
|
|
||||||
-DSDL_INSTALL_CPACK=ON \
|
|
||||||
-DSDL_INSTALL_DOCS=ON \
|
|
||||||
${{ matrix.platform.cmake-arguments }} \
|
|
||||||
-DSDL_SHARED=${{ matrix.platform.shared }} \
|
|
||||||
-DSDL_STATIC=${{ matrix.platform.static }} \
|
|
||||||
-DSDL_VENDOR_INFO="Github Workflow" \
|
|
||||||
-DCMAKE_INSTALL_PREFIX=prefix \
|
|
||||||
-DCMAKE_INSTALL_LIBDIR=lib \
|
|
||||||
-DCMAKE_BUILD_TYPE=${{ matrix.platform.cmake-build-type }}
|
|
||||||
- name: 'Build (CMake)'
|
|
||||||
id: build
|
|
||||||
if: ${{ !matrix.platform.no-cmake }}
|
|
||||||
# shell: ${{ matrix.platform.shell }}
|
|
||||||
run: |
|
|
||||||
${{ matrix.platform.source-cmd }}
|
|
||||||
cmake --build build --config ${{ matrix.platform.cmake-build-type }} --verbose -- ${{ matrix.platform.cmake-build-arguments }}
|
|
||||||
- name: 'Verify SDL_REVISION'
|
|
||||||
if: ${{ !matrix.platform.no-cmake }}
|
|
||||||
run: |
|
|
||||||
echo "This should show us the SDL_REVISION"
|
|
||||||
echo "Shared library:"
|
|
||||||
${{ (matrix.platform.shared-lib && format('strings build/{0} | grep "Github Workflow"', matrix.platform.shared-lib)) || 'echo "<Shared library not supported by platform>"' }}
|
|
||||||
echo "Static library:"
|
|
||||||
${{ (matrix.platform.static-lib && format('strings build/{0} | grep "Github Workflow"', matrix.platform.static-lib)) || 'echo "<Static library not supported by platform>"' }}
|
|
||||||
- name: 'Run build-time tests (CMake)'
|
|
||||||
id: tests
|
|
||||||
if: ${{ !matrix.platform.no-cmake && matrix.platform.run-tests }}
|
|
||||||
# shell: ${{ matrix.platform.shell }}
|
|
||||||
run: |
|
|
||||||
${{ matrix.platform.source-cmd }}
|
|
||||||
${{ matrix.platform.pretest-cmd }}
|
|
||||||
set -eu
|
|
||||||
export SDL_TESTS_QUICK=1
|
|
||||||
ctest -VV --test-dir build/ -j2
|
|
||||||
- name: "Build test apk's (CMake)"
|
|
||||||
id: apks
|
|
||||||
if: ${{ always() && steps.build.outcome == 'success' && matrix.platform.android-apks != '' }}
|
|
||||||
# shell: ${{ matrix.platform.shell }}
|
|
||||||
run: |
|
|
||||||
${{ matrix.platform.source-cmd }}
|
|
||||||
cmake --build build --config ${{ matrix.platform.cmake-build-type }} \
|
|
||||||
--target \
|
|
||||||
${{ matrix.platform.android-apks }} \
|
|
||||||
--verbose \
|
|
||||||
-- ${{ matrix.platform.cmake-build-arguments }}
|
|
||||||
- name: 'Install (CMake)'
|
|
||||||
id: install
|
|
||||||
if: ${{ always() && steps.build.outcome == 'success' }}
|
|
||||||
# shell: ${{ matrix.platform.shell }}
|
|
||||||
run: |
|
|
||||||
${{ matrix.platform.source-cmd }}
|
|
||||||
cmake --install build --config ${{ matrix.platform.cmake-build-type }}
|
|
||||||
echo "prefix=$(pwd)/prefix" >> $GITHUB_OUTPUT
|
|
||||||
( cd prefix; find . ) | LC_ALL=C sort -u
|
|
||||||
- name: 'Package (CPack)'
|
|
||||||
id: package
|
|
||||||
if: ${{ always() && steps.build.outcome == 'success' }}
|
|
||||||
# shell: ${{ matrix.platform.shell }}
|
|
||||||
run: |
|
|
||||||
# DMG creation on macOS occasionally fails, so try multiple times
|
|
||||||
# https://gitlab.kitware.com/cmake/cmake/-/issues/25671
|
|
||||||
success=0
|
|
||||||
max_tries=10
|
|
||||||
for i in $(seq $max_tries); do
|
|
||||||
cmake --build build/ --config ${{ matrix.platform.cmake-build-type }} --target package -- ${{ matrix.platform.cmake-build-arguments }} && success=1
|
|
||||||
if test $success = 1; then
|
|
||||||
break
|
|
||||||
fi
|
|
||||||
echo "Package creation failed. Sleep 1 second and try again."
|
|
||||||
sleep 1
|
|
||||||
done
|
|
||||||
if test $success = 0; then
|
|
||||||
echo "Package creation failed after $max_tries attempts."
|
|
||||||
exit 1
|
|
||||||
fi
|
|
||||||
- name: 'Verify CMake configuration files'
|
|
||||||
if: ${{ steps.install.outcome == 'success' }}
|
|
||||||
# shell: ${{ matrix.platform.shell }}
|
|
||||||
run: |
|
|
||||||
${{ matrix.platform.source-cmd }}
|
|
||||||
${{ matrix.platform.cmake-config-emulator }} cmake -S cmake/test -B cmake_test_build -GNinja \
|
|
||||||
${{ matrix.platform.cmake-toolchain-file != '' && format('-DCMAKE_TOOLCHAIN_FILE={0}', matrix.platform.cmake-toolchain-file) || '' }} \
|
|
||||||
-DTEST_SHARED=${{ matrix.platform.shared }} \
|
|
||||||
-DTEST_STATIC=${{ matrix.platform.static }} \
|
|
||||||
${{ matrix.platform.cmake-arguments }} \
|
|
||||||
-DCMAKE_BUILD_TYPE=${{ matrix.platform.cmake-build-type }} \
|
|
||||||
-DCMAKE_PREFIX_PATH="${{ steps.install.outputs.prefix }}"
|
|
||||||
cmake --build cmake_test_build --verbose --config ${{ matrix.platform.cmake-build-type }} -- ${{ matrix.platform.cmake-build-arguments }}
|
|
||||||
- name: 'Extract CC/CXX/CFLAGS/CXXFLAGS from CMake toolchain'
|
|
||||||
if: ${{ steps.install.outcome == 'success' && matrix.platform.cc-from-cmake }}
|
|
||||||
# shell: ${{ matrix.platform.shell }}
|
|
||||||
run: |
|
|
||||||
cmake -S .github/cmake -B /tmp/cmake_extract \
|
|
||||||
${{ matrix.platform.cmake-toolchain-file != '' && format('-DCMAKE_TOOLCHAIN_FILE={0}', matrix.platform.cmake-toolchain-file) || '' }} \
|
|
||||||
-DCMAKE_BUILD_TYPE=${{ matrix.platform.cmake-build-type }} \
|
|
||||||
-DVAR_PATH=/tmp/env.txt
|
|
||||||
cat /tmp/env.txt >> $GITHUB_ENV
|
|
||||||
- name: 'Verify sdl3.pc'
|
|
||||||
# shell: ${{ matrix.platform.shell }}
|
|
||||||
if: ${{ steps.install.outcome == 'success' && matrix.platform.test-pkg-config }}
|
|
||||||
run: |
|
|
||||||
${{ matrix.platform.source-cmd }}
|
|
||||||
${{ matrix.platform.cc && format('export CC="{0}"', matrix.platform.cc) || '' }}
|
|
||||||
${{ matrix.platform.cflags && format('export CFLAGS="{0}"', matrix.platform.cflags) || '' }}
|
|
||||||
${{ matrix.platform.ldflags && format('export LDFLAGS="{0}"', matrix.platform.ldflags) || '' }}
|
|
||||||
export PKG_CONFIG_PATH=${{ steps.install.outputs.prefix }}/lib/pkgconfig
|
|
||||||
cmake/test/test_pkgconfig.sh
|
|
||||||
- name: 'Build (cross-platform-actions, BSD)'
|
|
||||||
id: cpactions
|
|
||||||
if: ${{ matrix.platform.cpactions }}
|
|
||||||
uses: cross-platform-actions/action@v0.26.0
|
|
||||||
with:
|
|
||||||
operating_system: '${{ matrix.platform.cpactions-os }}'
|
|
||||||
architecture: '${{ matrix.platform.cpactions-arch }}'
|
|
||||||
version: '${{ matrix.platform.cpactions-version }}'
|
|
||||||
run: |
|
|
||||||
${{ matrix.platform.cpactions-setup-cmd }}
|
|
||||||
${{ matrix.platform.cpactions-install-cmd }}
|
|
||||||
cmake -S . -B build -GNinja \
|
|
||||||
${{ matrix.platform.cmake-toolchain-file != '' && format('-DCMAKE_TOOLCHAIN_FILE={0}', matrix.platform.cmake-toolchain-file) || '' }} \
|
|
||||||
-Wdeprecated -Wdev -Werror \
|
|
||||||
-DSDL_WERROR=${{ matrix.platform.werror }} \
|
|
||||||
-DSDL_INSTALL_DOCS=ON \
|
|
||||||
${{ matrix.platform.cmake-arguments }} \
|
|
||||||
-DSDL_SHARED=${{ matrix.platform.shared }} \
|
|
||||||
-DSDL_STATIC=${{ matrix.platform.static }} \
|
|
||||||
-DSDL_VENDOR_INFO="Github Workflow" \
|
|
||||||
-DCMAKE_INSTALL_PREFIX=prefix \
|
|
||||||
-DCMAKE_INSTALL_LIBDIR=lib \
|
|
||||||
-DCMAKE_BUILD_TYPE=${{ matrix.platform.cmake-build-type }}
|
|
||||||
cmake --build build/ --config ${{ matrix.platform.cmake-build-type }} --verbose
|
|
||||||
cmake --build build/ --config ${{ matrix.platform.cmake-build-type }} --target package
|
|
||||||
|
|
||||||
cmake --build build/ --config ${{ matrix.platform.cmake-build-type }} --target clean
|
|
||||||
rm -rf build/dist/_CPack_Packages
|
|
||||||
rm -rf build/CMakeFiles
|
|
||||||
rm -rf build/docs
|
|
||||||
- name: Add msbuild to PATH
|
|
||||||
id: setup-msbuild
|
|
||||||
if: ${{ matrix.platform.msvc-project != '' }}
|
|
||||||
uses: microsoft/setup-msbuild@v2
|
|
||||||
- name: Build msbuild
|
|
||||||
if: ${{ matrix.platform.msvc-project != '' }}
|
|
||||||
run: |
|
|
||||||
"$(cygpath -u '${{ steps.setup-msbuild.outputs.msbuildPath }}\msbuild.exe')" ${{ matrix.platform.msvc-project }} -m -p:BuildInParallel=true -p:Configuration=Release ${{ matrix.platform.msvc-project-flags }}
|
|
||||||
- name: 'Build (Android.mk)'
|
|
||||||
if: ${{ matrix.platform.android-mk }}
|
|
||||||
run: |
|
|
||||||
./build-scripts/androidbuildlibs.sh
|
|
||||||
- name: 'Create Gradle project (Android)'
|
|
||||||
if: ${{ matrix.platform.android-gradle }}
|
|
||||||
run: |
|
|
||||||
for folder in build-ndk-build build-cmake; do
|
|
||||||
python build-scripts/create-android-project.py \
|
|
||||||
--output "${folder}" \
|
|
||||||
--variant copy \
|
|
||||||
org.libsdl.testspriteminimal \
|
|
||||||
test/testspriteminimal.c test/icon.h
|
|
||||||
done
|
|
||||||
echo ""
|
|
||||||
echo "Project contents:"
|
|
||||||
echo ""
|
|
||||||
find "build-ndk-build/org.libsdl.testspriteminimal"
|
|
||||||
- name: 'Build Android app (Gradle & ndk-build)'
|
|
||||||
if: ${{ matrix.platform.android-gradle }}
|
|
||||||
run: |
|
|
||||||
cd build-ndk-build/org.libsdl.testspriteminimal
|
|
||||||
./gradlew -i assembleRelease
|
|
||||||
- name: 'Build Android app (Gradle & CMake)'
|
|
||||||
if: ${{ matrix.platform.android-gradle }}
|
|
||||||
run: |
|
|
||||||
cd build-cmake/org.libsdl.testspriteminimal
|
|
||||||
./gradlew -i assembleRelease -PBUILD_WITH_CMAKE=1
|
|
||||||
- name: 'Build (xcode)'
|
|
||||||
if: ${{ matrix.platform.xcode-sdk != '' }}
|
|
||||||
run: |
|
|
||||||
xcodebuild -project Xcode/SDL/SDL.xcodeproj -target SDL3 -configuration Release -sdk ${{ matrix.platform.xcode-sdk }} clean build
|
|
||||||
- name: 'Setup Python'
|
|
||||||
uses: 'actions/setup-python@main'
|
|
||||||
if: ${{ matrix.platform.check-sources }}
|
|
||||||
with:
|
|
||||||
python-version: '3.x'
|
|
||||||
- name: 'Check Sources'
|
|
||||||
if: ${{ matrix.platform.check-sources }}
|
|
||||||
run: |
|
|
||||||
set -e
|
|
||||||
build-scripts/test-versioning.sh
|
|
||||||
python build-scripts/check_android_jni.py
|
|
||||||
python build-scripts/check_stdlib_usage.py
|
|
||||||
- name: 'Upload binary package'
|
|
||||||
uses: actions/upload-artifact@v4
|
|
||||||
if: ${{ always() && matrix.platform.artifact != '' && (steps.package.outcome == 'success' || steps.cpactions.outcome == 'success') && (matrix.platform.enable-artifacts || steps.tests.outcome == 'failure') }}
|
|
||||||
with:
|
|
||||||
if-no-files-found: error
|
|
||||||
name: '${{ matrix.platform.artifact }}'
|
|
||||||
path: |
|
|
||||||
build/dist/SDL3*
|
|
||||||
build/include*
|
|
||||||
- name: 'Upload minidumps'
|
|
||||||
uses: actions/upload-artifact@v4
|
|
||||||
if: ${{ always() && steps.tests.outcome == 'failure' && (matrix.platform.platform == 'msvc' || matrix.platform.platform == 'msys2') }}
|
|
||||||
with:
|
|
||||||
if-no-files-found: ignore
|
|
||||||
name: '${{ matrix.platform.artifact }}-minidumps'
|
|
||||||
path: build/**/*.dmp
|
|
||||||
- name: "Upload Android test apk's"
|
|
||||||
uses: actions/upload-artifact@v4
|
|
||||||
if: ${{ matrix.platform.enable-artifacts && always() && matrix.platform.artifact != '' && steps.apks.outcome == 'success' }}
|
|
||||||
with:
|
|
||||||
if-no-files-found: error
|
|
||||||
name: '${{ matrix.platform.artifact }}-apks'
|
|
||||||
path: build/test/*.apk
|
|
||||||
@ -1,32 +0,0 @@
|
|||||||
projectfullname = Simple Directmedia Layer
|
|
||||||
projectshortname = SDL
|
|
||||||
incsubdir = include/SDL3
|
|
||||||
wikisubdir =
|
|
||||||
readmesubdir = docs
|
|
||||||
apiprefixregex = (SDL_|SDLK_|[US]int\d+)
|
|
||||||
mainincludefname = SDL3/SDL.h
|
|
||||||
versionfname = include/SDL3/SDL_version.h
|
|
||||||
versionmajorregex = \A\#define\s+SDL_MAJOR_VERSION\s+(\d+)\Z
|
|
||||||
versionminorregex = \A\#define\s+SDL_MINOR_VERSION\s+(\d+)\Z
|
|
||||||
versionmicroregex = \A\#define\s+SDL_MICRO_VERSION\s+(\d+)\Z
|
|
||||||
selectheaderregex = \ASDL.*?\.h\Z
|
|
||||||
projecturl = https://libsdl.org/
|
|
||||||
wikiurl = https://wiki.libsdl.org
|
|
||||||
bugreporturl = https://github.com/libsdl-org/sdlwiki/issues/new
|
|
||||||
warn_about_missing = 0
|
|
||||||
wikipreamble = (This is the documentation for SDL3, which is the current stable version. [SDL2](https://wiki.libsdl.org/SDL2/) was the previous version!)
|
|
||||||
wikiheaderfiletext = Defined in [<SDL3/%fname%>](https://github.com/libsdl-org/SDL/blob/main/include/SDL3/%fname%)
|
|
||||||
|
|
||||||
manpageheaderfiletext = Defined in SDL3/%fname%
|
|
||||||
manpagesymbolfilterregex = \A[US]int\d+\Z
|
|
||||||
|
|
||||||
# All SDL_test_* headers become undefined categories, everything else just converts like SDL_audio.h -> Audio
|
|
||||||
# A handful of others we fix up in the header itself with /* WIKI CATEGORY: x */ comments.
|
|
||||||
headercategoryeval = s/\ASDL_test_?.*?\.h\Z//; s/\ASDL_?(.*?)\.h\Z/$1/; ucfirst();
|
|
||||||
|
|
||||||
quickrefenabled = 1
|
|
||||||
quickrefcategoryorder = Init,Hints,Error,Version,Properties,Log,Video,Events,Keyboard,Mouse,Touch,Gamepad,Joystick,Haptic,Audio,Time,Timer,Render,SharedObject,Thread,Mutex,Atomic,Filesystem,IOStream,AsyncIO,Storage,Pixels,Surface,Blendmode,Rect,Camera,Clipboard,Dialog,GPU,Messagebox,Vulkan,Metal,Platform,Power,Sensor,Process,Bits,Endian,Assert,CPUInfo,Intrinsics,Locale,System,Misc,GUID,Main,Stdinc
|
|
||||||
quickreftitle = SDL3 API Quick Reference
|
|
||||||
quickrefurl = https://libsdl.org/
|
|
||||||
quickrefdesc = The latest version of this document can be found at https://wiki.libsdl.org/SDL3/QuickReference
|
|
||||||
quickrefmacroregex = \A(SDL_PLATFORM_.*|SDL_.*_INTRINSICS|SDL_Atomic...Ref|SDL_assert.*?|SDL_COMPILE_TIME_ASSERT|SDL_arraysize|SDL_Swap[BL]E\d\d|SDL_[a-z]+_cast)\Z
|
|
||||||
File diff suppressed because it is too large
Load Diff
@ -1,47 +0,0 @@
|
|||||||
# To build and use SDL:
|
|
||||||
|
|
||||||
SDL supports a number of development environments:
|
|
||||||
- [CMake](docs/INTRO-cmake.md)
|
|
||||||
- [Visual Studio on Windows](docs/INTRO-visualstudio.md)
|
|
||||||
- [Xcode on Apple platforms](docs/INTRO-xcode.md)
|
|
||||||
- [Android Studio](docs/INTRO-androidstudio.md)
|
|
||||||
- [Emscripten for web](docs/INTRO-emscripten.md)
|
|
||||||
|
|
||||||
SDL is also usable in other environments. The basic steps are to use CMake to build the library and then use the headers and library that you built in your project. You can search online to see if anyone has specific steps for your setup.
|
|
||||||
|
|
||||||
# Documentation
|
|
||||||
|
|
||||||
An API reference, tutorials, and additional documentation is available at:
|
|
||||||
|
|
||||||
https://wiki.libsdl.org/SDL3
|
|
||||||
|
|
||||||
# Example code
|
|
||||||
|
|
||||||
There are simple example programs in the examples directory, and you can view them online at:
|
|
||||||
|
|
||||||
https://examples.libsdl.org/SDL3
|
|
||||||
|
|
||||||
More in-depth test programs are available in the tests directory and can be built by adding `-DSDL_TESTS=ON` to the CMake command line when building SDL.
|
|
||||||
|
|
||||||
# Discussions
|
|
||||||
|
|
||||||
## Discord
|
|
||||||
|
|
||||||
You can join the official Discord server at:
|
|
||||||
|
|
||||||
https://discord.com/invite/BwpFGBWsv8
|
|
||||||
|
|
||||||
## Forums/mailing lists
|
|
||||||
|
|
||||||
You can join SDL development discussions at:
|
|
||||||
|
|
||||||
https://discourse.libsdl.org/
|
|
||||||
|
|
||||||
Once you sign up, you can use the forum through the website or as a mailing list from your email client.
|
|
||||||
|
|
||||||
## Announcement list
|
|
||||||
|
|
||||||
You can sign up for the low traffic announcement list at:
|
|
||||||
|
|
||||||
https://www.libsdl.org/mailing-list.php
|
|
||||||
|
|
||||||
@ -1,905 +0,0 @@
|
|||||||
<?xml version="1.0" encoding="utf-8"?>
|
|
||||||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
|
||||||
<ItemGroup Label="ProjectConfigurations">
|
|
||||||
<ProjectConfiguration Include="Debug|Gaming.Desktop.x64">
|
|
||||||
<Configuration>Debug</Configuration>
|
|
||||||
<Platform>Gaming.Desktop.x64</Platform>
|
|
||||||
</ProjectConfiguration>
|
|
||||||
<ProjectConfiguration Include="Debug|Gaming.Xbox.Scarlett.x64">
|
|
||||||
<Configuration>Debug</Configuration>
|
|
||||||
<Platform>Gaming.Xbox.Scarlett.x64</Platform>
|
|
||||||
</ProjectConfiguration>
|
|
||||||
<ProjectConfiguration Include="Debug|Gaming.Xbox.XboxOne.x64">
|
|
||||||
<Configuration>Debug</Configuration>
|
|
||||||
<Platform>Gaming.Xbox.XboxOne.x64</Platform>
|
|
||||||
</ProjectConfiguration>
|
|
||||||
<ProjectConfiguration Include="Release|Gaming.Desktop.x64">
|
|
||||||
<Configuration>Release</Configuration>
|
|
||||||
<Platform>Gaming.Desktop.x64</Platform>
|
|
||||||
</ProjectConfiguration>
|
|
||||||
<ProjectConfiguration Include="Release|Gaming.Xbox.Scarlett.x64">
|
|
||||||
<Configuration>Release</Configuration>
|
|
||||||
<Platform>Gaming.Xbox.Scarlett.x64</Platform>
|
|
||||||
</ProjectConfiguration>
|
|
||||||
<ProjectConfiguration Include="Release|Gaming.Xbox.XboxOne.x64">
|
|
||||||
<Configuration>Release</Configuration>
|
|
||||||
<Platform>Gaming.Xbox.XboxOne.x64</Platform>
|
|
||||||
</ProjectConfiguration>
|
|
||||||
</ItemGroup>
|
|
||||||
<PropertyGroup Label="Globals">
|
|
||||||
<ProjectName>SDL3</ProjectName>
|
|
||||||
<ProjectGuid>{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}</ProjectGuid>
|
|
||||||
<RootNamespace>SDL</RootNamespace>
|
|
||||||
<VisualStudioVersion Condition="'$(VisualStudioVersion)' == ''">10.0</VisualStudioVersion>
|
|
||||||
</PropertyGroup>
|
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Desktop.x64'" Label="Configuration">
|
|
||||||
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
|
||||||
<PlatformToolset Condition="'$(VisualStudioVersion)' != '10.0'">$(DefaultPlatformToolset)</PlatformToolset>
|
|
||||||
</PropertyGroup>
|
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.Scarlett.x64'" Label="Configuration">
|
|
||||||
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
|
||||||
<PlatformToolset Condition="'$(VisualStudioVersion)' != '10.0'">$(DefaultPlatformToolset)</PlatformToolset>
|
|
||||||
</PropertyGroup>
|
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.XboxOne.x64'" Label="Configuration">
|
|
||||||
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
|
||||||
<PlatformToolset Condition="'$(VisualStudioVersion)' != '10.0'">$(DefaultPlatformToolset)</PlatformToolset>
|
|
||||||
</PropertyGroup>
|
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Desktop.x64'" Label="Configuration">
|
|
||||||
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
|
||||||
<PlatformToolset Condition="'$(VisualStudioVersion)' != '10.0'">$(DefaultPlatformToolset)</PlatformToolset>
|
|
||||||
</PropertyGroup>
|
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.Scarlett.x64'" Label="Configuration">
|
|
||||||
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
|
||||||
<PlatformToolset Condition="'$(VisualStudioVersion)' != '10.0'">$(DefaultPlatformToolset)</PlatformToolset>
|
|
||||||
</PropertyGroup>
|
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.XboxOne.x64'" Label="Configuration">
|
|
||||||
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
|
||||||
<PlatformToolset Condition="'$(VisualStudioVersion)' != '10.0'">$(DefaultPlatformToolset)</PlatformToolset>
|
|
||||||
</PropertyGroup>
|
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
|
||||||
<ImportGroup Label="ExtensionSettings">
|
|
||||||
<Import Project="$(VCTargetsPath)\BuildCustomizations\masm.props" />
|
|
||||||
</ImportGroup>
|
|
||||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Desktop.x64'" Label="PropertySheets">
|
|
||||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
|
||||||
</ImportGroup>
|
|
||||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.Scarlett.x64'" Label="PropertySheets">
|
|
||||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
|
||||||
</ImportGroup>
|
|
||||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.XboxOne.x64'" Label="PropertySheets">
|
|
||||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
|
||||||
</ImportGroup>
|
|
||||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Desktop.x64'" Label="PropertySheets">
|
|
||||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
|
||||||
</ImportGroup>
|
|
||||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.Scarlett.x64'" Label="PropertySheets">
|
|
||||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
|
||||||
</ImportGroup>
|
|
||||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.XboxOne.x64'" Label="PropertySheets">
|
|
||||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
|
||||||
</ImportGroup>
|
|
||||||
<PropertyGroup Label="UserMacros" />
|
|
||||||
<PropertyGroup>
|
|
||||||
<_ProjectFileVersion>10.0.40219.1</_ProjectFileVersion>
|
|
||||||
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Desktop.x64'">AllRules.ruleset</CodeAnalysisRuleSet>
|
|
||||||
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.Scarlett.x64'">AllRules.ruleset</CodeAnalysisRuleSet>
|
|
||||||
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.XboxOne.x64'">AllRules.ruleset</CodeAnalysisRuleSet>
|
|
||||||
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Desktop.x64'" />
|
|
||||||
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.Scarlett.x64'" />
|
|
||||||
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.XboxOne.x64'" />
|
|
||||||
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Desktop.x64'" />
|
|
||||||
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.Scarlett.x64'" />
|
|
||||||
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.XboxOne.x64'" />
|
|
||||||
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Desktop.x64'">AllRules.ruleset</CodeAnalysisRuleSet>
|
|
||||||
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.Scarlett.x64'">AllRules.ruleset</CodeAnalysisRuleSet>
|
|
||||||
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.XboxOne.x64'">AllRules.ruleset</CodeAnalysisRuleSet>
|
|
||||||
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Desktop.x64'" />
|
|
||||||
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.Scarlett.x64'" />
|
|
||||||
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.XboxOne.x64'" />
|
|
||||||
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Desktop.x64'" />
|
|
||||||
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.Scarlett.x64'" />
|
|
||||||
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.XboxOne.x64'" />
|
|
||||||
</PropertyGroup>
|
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Desktop.x64'">
|
|
||||||
<IncludePath>$(ProjectDir)../../src;$(IncludePath)</IncludePath>
|
|
||||||
</PropertyGroup>
|
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Desktop.x64'">
|
|
||||||
<IncludePath>$(ProjectDir)../../src;$(IncludePath)</IncludePath>
|
|
||||||
</PropertyGroup>
|
|
||||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Desktop.x64'">
|
|
||||||
<Midl>
|
|
||||||
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
|
||||||
<MkTypLibCompatible>true</MkTypLibCompatible>
|
|
||||||
<SuppressStartupBanner>true</SuppressStartupBanner>
|
|
||||||
<TypeLibraryName>.\Debug/SDL.tlb</TypeLibraryName>
|
|
||||||
</Midl>
|
|
||||||
<ClCompile>
|
|
||||||
<Optimization>Disabled</Optimization>
|
|
||||||
<AdditionalIncludeDirectories>$(ProjectDir)\..\..\include;$(ProjectDir)\..\..\include\build_config;$(ProjectDir)\..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
|
||||||
<AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
|
|
||||||
<PreprocessorDefinitions>DLL_EXPORT;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
|
||||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
|
||||||
<WarningLevel>Level3</WarningLevel>
|
|
||||||
<DebugInformationFormat>OldStyle</DebugInformationFormat>
|
|
||||||
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
|
|
||||||
<OmitDefaultLibName>true</OmitDefaultLibName>
|
|
||||||
<PrecompiledHeader>NotUsing</PrecompiledHeader>
|
|
||||||
<PrecompiledHeaderFile>SDL_internal.h</PrecompiledHeaderFile>
|
|
||||||
</ClCompile>
|
|
||||||
<ResourceCompile>
|
|
||||||
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
|
||||||
</ResourceCompile>
|
|
||||||
<Link>
|
|
||||||
<AdditionalDependencies>setupapi.lib;winmm.lib;imm32.lib;version.lib;xgameruntime.lib;vcruntimed.lib;msvcrtd.lib;ucrtd.lib;msvcprtd.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
|
||||||
<SubSystem>Windows</SubSystem>
|
|
||||||
<IgnoreAllDefaultLibraries>true</IgnoreAllDefaultLibraries>
|
|
||||||
</Link>
|
|
||||||
</ItemDefinitionGroup>
|
|
||||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.Scarlett.x64'">
|
|
||||||
<Midl>
|
|
||||||
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
|
||||||
<MkTypLibCompatible>true</MkTypLibCompatible>
|
|
||||||
<SuppressStartupBanner>true</SuppressStartupBanner>
|
|
||||||
<TypeLibraryName>.\Debug/SDL.tlb</TypeLibraryName>
|
|
||||||
</Midl>
|
|
||||||
<ClCompile>
|
|
||||||
<Optimization>Disabled</Optimization>
|
|
||||||
<AdditionalIncludeDirectories>$(ProjectDir)\..\..\include;$(ProjectDir)\..\..\include\build_config;$(ProjectDir)\..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
|
||||||
<AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
|
|
||||||
<PreprocessorDefinitions>DLL_EXPORT;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
|
||||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
|
||||||
<WarningLevel>Level3</WarningLevel>
|
|
||||||
<DebugInformationFormat>OldStyle</DebugInformationFormat>
|
|
||||||
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
|
|
||||||
<OmitDefaultLibName>true</OmitDefaultLibName>
|
|
||||||
</ClCompile>
|
|
||||||
<ResourceCompile>
|
|
||||||
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
|
||||||
</ResourceCompile>
|
|
||||||
<Link>
|
|
||||||
<AdditionalDependencies>setupapi.lib;winmm.lib;imm32.lib;version.lib;xgameruntime.lib;d3d12_xs.lib;uuid.lib;vcruntimed.lib;msvcrtd.lib;ucrtd.lib;msvcprtd.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
|
||||||
<SubSystem>Windows</SubSystem>
|
|
||||||
<IgnoreAllDefaultLibraries>true</IgnoreAllDefaultLibraries>
|
|
||||||
</Link>
|
|
||||||
<PreBuildEvent>
|
|
||||||
<Command>
|
|
||||||
call $(ProjectDir)..\..\src\render\direct3d12\compile_shaders_xbox.bat $(ProjectDir)..\
|
|
||||||
call $(ProjectDir)..\..\src\gpu\d3d12\compile_shaders_xbox.bat $(ProjectDir)..\
|
|
||||||
</Command>
|
|
||||||
</PreBuildEvent>
|
|
||||||
<PreBuildEvent>
|
|
||||||
<Message>Building shader blobs (Xbox Series)</Message>
|
|
||||||
</PreBuildEvent>
|
|
||||||
</ItemDefinitionGroup>
|
|
||||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.XboxOne.x64'">
|
|
||||||
<Midl>
|
|
||||||
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
|
||||||
<MkTypLibCompatible>true</MkTypLibCompatible>
|
|
||||||
<SuppressStartupBanner>true</SuppressStartupBanner>
|
|
||||||
<TypeLibraryName>.\Debug/SDL.tlb</TypeLibraryName>
|
|
||||||
</Midl>
|
|
||||||
<ClCompile>
|
|
||||||
<Optimization>Disabled</Optimization>
|
|
||||||
<AdditionalIncludeDirectories>$(ProjectDir)\..\..\include;$(ProjectDir)\..\..\include\build_config;$(ProjectDir)\..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
|
||||||
<AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
|
|
||||||
<PreprocessorDefinitions>DLL_EXPORT;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
|
||||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
|
||||||
<WarningLevel>Level3</WarningLevel>
|
|
||||||
<DebugInformationFormat>OldStyle</DebugInformationFormat>
|
|
||||||
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
|
|
||||||
<OmitDefaultLibName>true</OmitDefaultLibName>
|
|
||||||
</ClCompile>
|
|
||||||
<ResourceCompile>
|
|
||||||
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
|
||||||
</ResourceCompile>
|
|
||||||
<Link>
|
|
||||||
<AdditionalDependencies>setupapi.lib;winmm.lib;imm32.lib;version.lib;xgameruntime.lib;d3d12_x.lib;uuid.lib;vcruntimed.lib;msvcrtd.lib;ucrtd.lib;msvcprtd.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
|
||||||
<SubSystem>Windows</SubSystem>
|
|
||||||
<IgnoreAllDefaultLibraries>true</IgnoreAllDefaultLibraries>
|
|
||||||
</Link>
|
|
||||||
<PreBuildEvent>
|
|
||||||
<Command>
|
|
||||||
call $(ProjectDir)..\..\src\render\direct3d12\compile_shaders_xbox.bat $(ProjectDir)..\ one
|
|
||||||
call $(ProjectDir)..\..\src\gpu\d3d12\compile_shaders_xbox.bat $(ProjectDir)..\ one
|
|
||||||
</Command>
|
|
||||||
</PreBuildEvent>
|
|
||||||
<PreBuildEvent>
|
|
||||||
<Message>Building shader blobs (Xbox One)</Message>
|
|
||||||
</PreBuildEvent>
|
|
||||||
</ItemDefinitionGroup>
|
|
||||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Desktop.x64'">
|
|
||||||
<Midl>
|
|
||||||
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
|
||||||
<MkTypLibCompatible>true</MkTypLibCompatible>
|
|
||||||
<SuppressStartupBanner>true</SuppressStartupBanner>
|
|
||||||
<TypeLibraryName>.\Release/SDL.tlb</TypeLibraryName>
|
|
||||||
</Midl>
|
|
||||||
<ClCompile>
|
|
||||||
<AdditionalIncludeDirectories>$(ProjectDir)\..\..\include;$(ProjectDir)\..\..\include\build_config;$(ProjectDir)\..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
|
||||||
<AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
|
|
||||||
<PreprocessorDefinitions>DLL_EXPORT;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
|
||||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
|
||||||
<WarningLevel>Level3</WarningLevel>
|
|
||||||
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
|
|
||||||
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
|
|
||||||
<OmitDefaultLibName>true</OmitDefaultLibName>
|
|
||||||
<PrecompiledHeader>NotUsing</PrecompiledHeader>
|
|
||||||
<PrecompiledHeaderFile>SDL_internal.h</PrecompiledHeaderFile>
|
|
||||||
</ClCompile>
|
|
||||||
<ResourceCompile>
|
|
||||||
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
|
||||||
</ResourceCompile>
|
|
||||||
<Link>
|
|
||||||
<AdditionalDependencies>setupapi.lib;winmm.lib;imm32.lib;version.lib;xgameruntime.lib;vcruntime.lib;msvcrt.lib;ucrt.lib;msvcprt.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
|
||||||
<SubSystem>Windows</SubSystem>
|
|
||||||
<OptimizeReferences>true</OptimizeReferences>
|
|
||||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
|
||||||
<IgnoreAllDefaultLibraries>true</IgnoreAllDefaultLibraries>
|
|
||||||
</Link>
|
|
||||||
</ItemDefinitionGroup>
|
|
||||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.Scarlett.x64'">
|
|
||||||
<Midl>
|
|
||||||
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
|
||||||
<MkTypLibCompatible>true</MkTypLibCompatible>
|
|
||||||
<SuppressStartupBanner>true</SuppressStartupBanner>
|
|
||||||
<TypeLibraryName>.\Release/SDL.tlb</TypeLibraryName>
|
|
||||||
</Midl>
|
|
||||||
<ClCompile>
|
|
||||||
<AdditionalIncludeDirectories>$(ProjectDir)\..\..\include;$(ProjectDir)\..\..\include\build_config;$(ProjectDir)\..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
|
||||||
<AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
|
|
||||||
<PreprocessorDefinitions>DLL_EXPORT;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
|
||||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
|
||||||
<WarningLevel>Level3</WarningLevel>
|
|
||||||
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
|
|
||||||
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
|
|
||||||
<OmitDefaultLibName>true</OmitDefaultLibName>
|
|
||||||
</ClCompile>
|
|
||||||
<ResourceCompile>
|
|
||||||
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
|
||||||
</ResourceCompile>
|
|
||||||
<Link>
|
|
||||||
<AdditionalDependencies>setupapi.lib;winmm.lib;imm32.lib;version.lib;xgameruntime.lib;d3d12_xs.lib;uuid.lib;vcruntime.lib;msvcrt.lib;ucrt.lib;msvcprt.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
|
||||||
<SubSystem>Windows</SubSystem>
|
|
||||||
<OptimizeReferences>true</OptimizeReferences>
|
|
||||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
|
||||||
<IgnoreAllDefaultLibraries>true</IgnoreAllDefaultLibraries>
|
|
||||||
</Link>
|
|
||||||
<PreBuildEvent>
|
|
||||||
<Command>
|
|
||||||
call $(ProjectDir)..\..\src\render\direct3d12\compile_shaders_xbox.bat $(ProjectDir)..\
|
|
||||||
call $(ProjectDir)..\..\src\gpu\d3d12\compile_shaders_xbox.bat $(ProjectDir)..\
|
|
||||||
</Command>
|
|
||||||
</PreBuildEvent>
|
|
||||||
<PreBuildEvent>
|
|
||||||
<Message>Building shader blobs (Xbox Series)</Message>
|
|
||||||
</PreBuildEvent>
|
|
||||||
</ItemDefinitionGroup>
|
|
||||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.XboxOne.x64'">
|
|
||||||
<Midl>
|
|
||||||
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
|
||||||
<MkTypLibCompatible>true</MkTypLibCompatible>
|
|
||||||
<SuppressStartupBanner>true</SuppressStartupBanner>
|
|
||||||
<TypeLibraryName>.\Release/SDL.tlb</TypeLibraryName>
|
|
||||||
</Midl>
|
|
||||||
<ClCompile>
|
|
||||||
<AdditionalIncludeDirectories>$(ProjectDir)\..\..\include;$(ProjectDir)\..\..\include\build_config;$(ProjectDir)\..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
|
||||||
<AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
|
|
||||||
<PreprocessorDefinitions>DLL_EXPORT;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
|
||||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
|
||||||
<WarningLevel>Level3</WarningLevel>
|
|
||||||
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
|
|
||||||
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
|
|
||||||
<OmitDefaultLibName>true</OmitDefaultLibName>
|
|
||||||
</ClCompile>
|
|
||||||
<ResourceCompile>
|
|
||||||
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
|
||||||
</ResourceCompile>
|
|
||||||
<Link>
|
|
||||||
<AdditionalDependencies>setupapi.lib;winmm.lib;imm32.lib;version.lib;xgameruntime.lib;d3d12_x.lib;uuid.lib;vcruntime.lib;msvcrt.lib;ucrt.lib;msvcprt.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
|
||||||
<SubSystem>Windows</SubSystem>
|
|
||||||
<OptimizeReferences>true</OptimizeReferences>
|
|
||||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
|
||||||
<IgnoreAllDefaultLibraries>true</IgnoreAllDefaultLibraries>
|
|
||||||
</Link>
|
|
||||||
<PreBuildEvent>
|
|
||||||
<Command>
|
|
||||||
call $(ProjectDir)..\..\src\render\direct3d12\compile_shaders_xbox.bat $(ProjectDir)..\ one
|
|
||||||
call $(ProjectDir)..\..\src\gpu\d3d12\compile_shaders_xbox.bat $(ProjectDir)..\ one
|
|
||||||
</Command>
|
|
||||||
</PreBuildEvent>
|
|
||||||
<PreBuildEvent>
|
|
||||||
<Message>Building shader blobs (Xbox One)</Message>
|
|
||||||
</PreBuildEvent>
|
|
||||||
</ItemDefinitionGroup>
|
|
||||||
<ItemDefinitionGroup Condition="'$(TreatWarningsAsError)'!=''">
|
|
||||||
<ClCompile>
|
|
||||||
<TreatWarningAsError>$(TreatWarningsAsError)</TreatWarningAsError>
|
|
||||||
</ClCompile>
|
|
||||||
</ItemDefinitionGroup>
|
|
||||||
<ItemGroup>
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_begin_code.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_camera.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_close_code.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_assert.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_atomic.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_audio.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_bits.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_blendmode.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_clipboard.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_copying.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_cpuinfo.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_egl.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_endian.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_error.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_events.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_filesystem.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_gamepad.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_gpu.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_guid.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_haptic.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_hints.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_hidapi.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_asyncio.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_joystick.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_keyboard.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_keycode.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_loadso.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_locale.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_log.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_main.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_messagebox.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_metal.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_misc.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_mouse.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_mutex.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_opengl.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_opengl_glext.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_opengles.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_opengles2.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_opengles2_gl2.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_opengles2_gl2ext.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_opengles2_gl2platform.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_opengles2_khrplatform.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_pen.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_pixels.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_platform.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_platform_defines.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_power.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_process.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_properties.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_rect.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_render.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_revision.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_iostream.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_scancode.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_sensor.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_stdinc.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_storage.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_surface.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_system.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_test.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_test_assert.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_test_common.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_test_compare.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_test_crc32.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_test_font.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_test_fuzzer.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_test_harness.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_test_log.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_test_md5.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_test_memory.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_thread.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_time.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_timer.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_touch.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_types.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_version.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_video.h" />
|
|
||||||
<ClInclude Include="..\..\include\SDL3\SDL_vulkan.h" />
|
|
||||||
<ClInclude Include="..\..\src\audio\directsound\SDL_directsound.h" />
|
|
||||||
<ClInclude Include="..\..\src\audio\disk\SDL_diskaudio.h" />
|
|
||||||
<ClInclude Include="..\..\src\audio\dummy\SDL_dummyaudio.h" />
|
|
||||||
<ClInclude Include="..\..\src\audio\SDL_audio_c.h" />
|
|
||||||
<ClInclude Include="..\..\src\audio\SDL_audiodev_c.h" />
|
|
||||||
<ClInclude Include="..\..\src\audio\SDL_sysaudio.h" />
|
|
||||||
<ClInclude Include="..\..\src\audio\SDL_audioqueue.h" />
|
|
||||||
<ClInclude Include="..\..\src\audio\SDL_audioresample.h" />
|
|
||||||
<ClInclude Include="..\..\src\audio\SDL_wave.h" />
|
|
||||||
<ClInclude Include="..\..\src\audio\wasapi\SDL_wasapi.h" />
|
|
||||||
<ClInclude Include="..\..\src\camera\SDL_camera_c.h" />
|
|
||||||
<ClInclude Include="..\..\src\camera\SDL_syscamera.h" />
|
|
||||||
<ClInclude Include="..\..\src\core\gdk\SDL_gdk.h" />
|
|
||||||
<ClInclude Include="..\..\src\core\windows\SDL_directx.h" />
|
|
||||||
<ClInclude Include="..\..\src\core\windows\SDL_hid.h" />
|
|
||||||
<ClInclude Include="..\..\src\core\windows\SDL_immdevice.h" />
|
|
||||||
<ClInclude Include="..\..\src\core\windows\SDL_windows.h" />
|
|
||||||
<ClInclude Include="..\..\src\core\windows\SDL_xinput.h" />
|
|
||||||
<ClInclude Include="..\..\src\cpuinfo\SDL_cpuinfo_c.h" />
|
|
||||||
<ClInclude Include="..\..\src\dynapi\SDL_dynapi.h" />
|
|
||||||
<ClInclude Include="..\..\src\dynapi\SDL_dynapi_overrides.h" />
|
|
||||||
<ClInclude Include="..\..\src\dynapi\SDL_dynapi_procs.h" />
|
|
||||||
<ClInclude Include="..\..\src\events\blank_cursor.h" />
|
|
||||||
<ClInclude Include="..\..\src\events\default_cursor.h" />
|
|
||||||
<ClInclude Include="..\..\src\events\scancodes_windows.h" />
|
|
||||||
<ClInclude Include="..\..\src\events\SDL_categories_c.h" />
|
|
||||||
<ClInclude Include="..\..\src\events\SDL_clipboardevents_c.h" />
|
|
||||||
<ClInclude Include="..\..\src\events\SDL_displayevents_c.h" />
|
|
||||||
<ClInclude Include="..\..\src\events\SDL_dropevents_c.h" />
|
|
||||||
<ClInclude Include="..\..\src\events\SDL_events_c.h" />
|
|
||||||
<ClInclude Include="..\..\src\events\SDL_keyboard_c.h" />
|
|
||||||
<ClInclude Include="..\..\src\events\SDL_keymap_c.h" />
|
|
||||||
<ClInclude Include="..\..\src\events\SDL_mouse_c.h" />
|
|
||||||
<ClInclude Include="..\..\src\events\SDL_touch_c.h" />
|
|
||||||
<ClInclude Include="..\..\src\events\SDL_windowevents_c.h" />
|
|
||||||
<ClInclude Include="..\..\src\filesystem\SDL_sysfilesystem.h" />
|
|
||||||
<ClInclude Include="..\..\src\gpu\SDL_sysgpu.h" />
|
|
||||||
<ClInclude Include="..\..\src\io\SDL_asyncio_c.h" />
|
|
||||||
<ClInclude Include="..\..\src\io\SDL_sysasyncio.h" />
|
|
||||||
<ClInclude Include="..\..\src\haptic\SDL_haptic_c.h" />
|
|
||||||
<ClInclude Include="..\..\src\haptic\SDL_syshaptic.h" />
|
|
||||||
<ClInclude Include="..\..\src\haptic\windows\SDL_dinputhaptic_c.h" />
|
|
||||||
<ClInclude Include="..\..\src\haptic\windows\SDL_windowshaptic_c.h" />
|
|
||||||
<ClInclude Include="..\..\src\hidapi\hidapi\hidapi.h" />
|
|
||||||
<ClInclude Include="..\..\src\hidapi\SDL_hidapi_c.h" />
|
|
||||||
<ClInclude Include="..\..\src\joystick\controller_type.h" />
|
|
||||||
<ClInclude Include="..\..\src\joystick\hidapi\SDL_hidapijoystick_c.h" />
|
|
||||||
<ClInclude Include="..\..\src\joystick\hidapi\SDL_hidapi_rumble.h" />
|
|
||||||
<ClInclude Include="..\..\src\joystick\SDL_gamepad_c.h" />
|
|
||||||
<ClInclude Include="..\..\src\joystick\SDL_gamepad_db.h" />
|
|
||||||
<ClInclude Include="..\..\src\joystick\SDL_joystick_c.h" />
|
|
||||||
<ClInclude Include="..\..\src\joystick\SDL_steam_virtual_gamepad.h" />
|
|
||||||
<ClInclude Include="..\..\src\joystick\SDL_sysjoystick.h" />
|
|
||||||
<ClInclude Include="..\..\src\joystick\usb_ids.h" />
|
|
||||||
<ClInclude Include="..\..\src\joystick\virtual\SDL_virtualjoystick_c.h" />
|
|
||||||
<ClInclude Include="..\..\src\joystick\windows\SDL_dinputjoystick_c.h" />
|
|
||||||
<ClInclude Include="..\..\src\joystick\windows\SDL_rawinputjoystick_c.h" />
|
|
||||||
<ClInclude Include="..\..\src\joystick\windows\SDL_windowsjoystick_c.h" />
|
|
||||||
<ClInclude Include="..\..\src\joystick\windows\SDL_xinputjoystick_c.h" />
|
|
||||||
<ClInclude Include="..\..\src\libm\math_libm.h" />
|
|
||||||
<ClInclude Include="..\..\src\libm\math_private.h" />
|
|
||||||
<ClInclude Include="..\..\src\locale\SDL_syslocale.h" />
|
|
||||||
<ClInclude Include="..\..\src\main\SDL_main_callbacks.h" />
|
|
||||||
<ClInclude Include="..\..\src\misc\SDL_sysurl.h" />
|
|
||||||
<ClInclude Include="..\..\src\power\SDL_syspower.h" />
|
|
||||||
<ClInclude Include="..\..\src\render\direct3d11\SDL_shaders_d3d11.h" />
|
|
||||||
<ClInclude Include="..\..\src\render\direct3d12\SDL_render_d3d12_xbox.h" />
|
|
||||||
<ClInclude Include="..\..\src\render\direct3d12\SDL_shaders_d3d12.h" />
|
|
||||||
<ClInclude Include="..\..\src\render\direct3d\SDL_shaders_d3d.h" />
|
|
||||||
<ClInclude Include="..\..\src\render\opengles2\SDL_gles2funcs.h" />
|
|
||||||
<ClInclude Include="..\..\src\render\opengles2\SDL_shaders_gles2.h" />
|
|
||||||
<ClInclude Include="..\..\src\render\opengl\SDL_glfuncs.h" />
|
|
||||||
<ClInclude Include="..\..\src\render\opengl\SDL_shaders_gl.h" />
|
|
||||||
<ClInclude Include="..\..\src\render\SDL_d3dmath.h" />
|
|
||||||
<ClInclude Include="..\..\src\render\SDL_sysrender.h" />
|
|
||||||
<ClInclude Include="..\..\src\render\SDL_yuv_sw_c.h" />
|
|
||||||
<ClInclude Include="..\..\src\render\software\SDL_blendfillrect.h" />
|
|
||||||
<ClInclude Include="..\..\src\render\software\SDL_blendline.h" />
|
|
||||||
<ClInclude Include="..\..\src\render\software\SDL_blendpoint.h" />
|
|
||||||
<ClInclude Include="..\..\src\render\software\SDL_draw.h" />
|
|
||||||
<ClInclude Include="..\..\src\render\software\SDL_drawline.h" />
|
|
||||||
<ClInclude Include="..\..\src\render\software\SDL_drawpoint.h" />
|
|
||||||
<ClInclude Include="..\..\src\render\software\SDL_render_sw_c.h" />
|
|
||||||
<ClInclude Include="..\..\src\render\software\SDL_rotate.h" />
|
|
||||||
<ClInclude Include="..\..\src\render\software\SDL_triangle.h" />
|
|
||||||
<ClInclude Include="..\..\src\SDL_assert_c.h" />
|
|
||||||
<ClInclude Include="..\..\src\SDL_error_c.h" />
|
|
||||||
<ClCompile Include="..\..\src\core\gdk\SDL_gdk.cpp">
|
|
||||||
<PrecompiledHeaderOutputFile Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Desktop.x64'">$(IntDir)$(TargetName)_cpp.pch</PrecompiledHeaderOutputFile>
|
|
||||||
<PrecompiledHeaderOutputFile Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Desktop.x64'">$(IntDir)$(TargetName)_cpp.pch</PrecompiledHeaderOutputFile>
|
|
||||||
</ClCompile>
|
|
||||||
<ClCompile Include="..\..\src\core\windows\pch.c">
|
|
||||||
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Desktop.x64'">Create</PrecompiledHeader>
|
|
||||||
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Desktop.x64'">Create</PrecompiledHeader>
|
|
||||||
</ClCompile>
|
|
||||||
<ClCompile Include="..\..\src\core\windows\pch_cpp.cpp">
|
|
||||||
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Desktop.x64'">Create</PrecompiledHeader>
|
|
||||||
<PrecompiledHeaderOutputFile Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Desktop.x64'">$(IntDir)$(TargetName)_cpp.pch</PrecompiledHeaderOutputFile>
|
|
||||||
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Desktop.x64'">Create</PrecompiledHeader>
|
|
||||||
<PrecompiledHeaderOutputFile Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Desktop.x64'">$(IntDir)$(TargetName)_cpp.pch</PrecompiledHeaderOutputFile>
|
|
||||||
</ClCompile>
|
|
||||||
<ClCompile Include="..\..\src\filesystem\windows\SDL_sysfilesystem.c">
|
|
||||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.Scarlett.x64'">true</ExcludedFromBuild>
|
|
||||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.Scarlett.x64'">true</ExcludedFromBuild>
|
|
||||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.XboxOne.x64'">true</ExcludedFromBuild>
|
|
||||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.XboxOne.x64'">true</ExcludedFromBuild>
|
|
||||||
</ClCompile>
|
|
||||||
<ClCompile Include="..\..\src\render\direct3d12\SDL_render_d3d12_xbox.cpp">
|
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<ResourceCompile>
|
|
||||||
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
|
||||||
<Culture>0x0409</Culture>
|
|
||||||
</ResourceCompile>
|
|
||||||
<Link>
|
|
||||||
<SubSystem>Windows</SubSystem>
|
|
||||||
<AdditionalDependencies>xgameruntime.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
|
||||||
</Link>
|
|
||||||
</ItemDefinitionGroup>
|
|
||||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Desktop.x64'">
|
|
||||||
<Midl>
|
|
||||||
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
|
||||||
<MkTypLibCompatible>true</MkTypLibCompatible>
|
|
||||||
<SuppressStartupBanner>true</SuppressStartupBanner>
|
|
||||||
<TypeLibraryName>.\Debug/testcontroller.tlb</TypeLibraryName>
|
|
||||||
</Midl>
|
|
||||||
<ClCompile>
|
|
||||||
<Optimization>Disabled</Optimization>
|
|
||||||
<AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
|
||||||
<AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
|
|
||||||
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
|
||||||
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
|
|
||||||
<WarningLevel>Level3</WarningLevel>
|
|
||||||
<DebugInformationFormat>OldStyle</DebugInformationFormat>
|
|
||||||
</ClCompile>
|
|
||||||
<ResourceCompile>
|
|
||||||
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
|
||||||
<Culture>0x0409</Culture>
|
|
||||||
</ResourceCompile>
|
|
||||||
<Link>
|
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
|
||||||
<SubSystem>Windows</SubSystem>
|
|
||||||
<AdditionalDependencies>xgameruntime.lib;../Microsoft.Xbox.Services.GDK.C.Thunks.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
|
||||||
</Link>
|
|
||||||
</ItemDefinitionGroup>
|
|
||||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.Scarlett.x64'">
|
|
||||||
<Midl>
|
|
||||||
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
|
||||||
<MkTypLibCompatible>true</MkTypLibCompatible>
|
|
||||||
<SuppressStartupBanner>true</SuppressStartupBanner>
|
|
||||||
<TypeLibraryName>.\Debug/testcontroller.tlb</TypeLibraryName>
|
|
||||||
</Midl>
|
|
||||||
<ClCompile>
|
|
||||||
<Optimization>Disabled</Optimization>
|
|
||||||
<AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
|
||||||
<AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
|
|
||||||
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
|
||||||
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
|
|
||||||
<WarningLevel>Level3</WarningLevel>
|
|
||||||
<DebugInformationFormat>OldStyle</DebugInformationFormat>
|
|
||||||
</ClCompile>
|
|
||||||
<ResourceCompile>
|
|
||||||
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
|
||||||
<Culture>0x0409</Culture>
|
|
||||||
</ResourceCompile>
|
|
||||||
<Link>
|
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
|
||||||
<SubSystem>Windows</SubSystem>
|
|
||||||
<AdditionalDependencies>xgameruntime.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
|
||||||
</Link>
|
|
||||||
</ItemDefinitionGroup>
|
|
||||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.XboxOne.x64'">
|
|
||||||
<Midl>
|
|
||||||
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
|
||||||
<MkTypLibCompatible>true</MkTypLibCompatible>
|
|
||||||
<SuppressStartupBanner>true</SuppressStartupBanner>
|
|
||||||
<TypeLibraryName>.\Debug/testcontroller.tlb</TypeLibraryName>
|
|
||||||
</Midl>
|
|
||||||
<ClCompile>
|
|
||||||
<Optimization>Disabled</Optimization>
|
|
||||||
<AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
|
||||||
<AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
|
|
||||||
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
|
||||||
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
|
|
||||||
<WarningLevel>Level3</WarningLevel>
|
|
||||||
<DebugInformationFormat>OldStyle</DebugInformationFormat>
|
|
||||||
</ClCompile>
|
|
||||||
<ResourceCompile>
|
|
||||||
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
|
||||||
<Culture>0x0409</Culture>
|
|
||||||
</ResourceCompile>
|
|
||||||
<Link>
|
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
|
||||||
<SubSystem>Windows</SubSystem>
|
|
||||||
<AdditionalDependencies>xgameruntime.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
|
||||||
</Link>
|
|
||||||
</ItemDefinitionGroup>
|
|
||||||
<ItemDefinitionGroup Condition="'$(TreatWarningsAsError)'!=''">
|
|
||||||
<ClCompile>
|
|
||||||
<TreatWarningAsError>$(TreatWarningsAsError)</TreatWarningAsError>
|
|
||||||
</ClCompile>
|
|
||||||
</ItemDefinitionGroup>
|
|
||||||
<ItemGroup>
|
|
||||||
<ProjectReference Include="..\..\SDL\SDL.vcxproj">
|
|
||||||
<Project>{81ce8daf-ebb2-4761-8e45-b71abcca8c68}</Project>
|
|
||||||
<Private>false</Private>
|
|
||||||
<CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
|
|
||||||
<ReferenceOutputAssembly>true</ReferenceOutputAssembly>
|
|
||||||
</ProjectReference>
|
|
||||||
<ProjectReference Include="..\..\SDL_test\SDL_test.vcxproj">
|
|
||||||
<Project>{da956fd3-e143-46f2-9fe5-c77bebc56b1a}</Project>
|
|
||||||
<Private>false</Private>
|
|
||||||
<CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
|
|
||||||
<ReferenceOutputAssembly>true</ReferenceOutputAssembly>
|
|
||||||
</ProjectReference>
|
|
||||||
</ItemGroup>
|
|
||||||
<ItemGroup>
|
|
||||||
<ClCompile Include="..\..\..\test\gamepadutils.c" />
|
|
||||||
<ClCompile Include="..\..\..\test\testcontroller.c" />
|
|
||||||
<ClCompile Include="..\..\..\test\testutils.c" />
|
|
||||||
</ItemGroup>
|
|
||||||
<ItemGroup>
|
|
||||||
<CopyFileToFolders Include="wingdk\MicrosoftGame.config">
|
|
||||||
<FileType>Document</FileType>
|
|
||||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.Scarlett.x64'">true</ExcludedFromBuild>
|
|
||||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.XboxOne.x64'">true</ExcludedFromBuild>
|
|
||||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.Scarlett.x64'">true</ExcludedFromBuild>
|
|
||||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.XboxOne.x64'">true</ExcludedFromBuild>
|
|
||||||
</CopyFileToFolders>
|
|
||||||
</ItemGroup>
|
|
||||||
<ItemGroup>
|
|
||||||
<CopyFileToFolders Include="PackageLayout.xml" />
|
|
||||||
</ItemGroup>
|
|
||||||
<ItemGroup>
|
|
||||||
<CopyFileToFolders Include="..\..\logos\Logo100x100.png" />
|
|
||||||
<CopyFileToFolders Include="..\..\logos\Logo150x150.png" />
|
|
||||||
<CopyFileToFolders Include="..\..\logos\Logo44x44.png" />
|
|
||||||
<CopyFileToFolders Include="..\..\logos\Logo480x480.png" />
|
|
||||||
</ItemGroup>
|
|
||||||
<ItemGroup>
|
|
||||||
<CopyFileToFolders Include="$(Console_GRDKExtLibRoot)Xbox.Services.API.C\DesignTime\CommonConfiguration\Neutral\Lib\Release\Microsoft.Xbox.Services.GDK.C.Thunks.dll">
|
|
||||||
<FileType>Document</FileType>
|
|
||||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.Scarlett.x64'">true</ExcludedFromBuild>
|
|
||||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.XboxOne.x64'">true</ExcludedFromBuild>
|
|
||||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.Scarlett.x64'">true</ExcludedFromBuild>
|
|
||||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.XboxOne.x64'">true</ExcludedFromBuild>
|
|
||||||
</CopyFileToFolders>
|
|
||||||
</ItemGroup>
|
|
||||||
<ItemGroup>
|
|
||||||
<CopyFileToFolders Include="xboxseries\MicrosoftGame.config">
|
|
||||||
<FileType>Document</FileType>
|
|
||||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Desktop.x64'">true</ExcludedFromBuild>
|
|
||||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Desktop.x64'">true</ExcludedFromBuild>
|
|
||||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.XboxOne.x64'">true</ExcludedFromBuild>
|
|
||||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.XboxOne.x64'">true</ExcludedFromBuild>
|
|
||||||
</CopyFileToFolders>
|
|
||||||
</ItemGroup>
|
|
||||||
<ItemGroup>
|
|
||||||
<CopyFileToFolders Include="xboxone\MicrosoftGame.config">
|
|
||||||
<FileType>Document</FileType>
|
|
||||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.Scarlett.x64'">true</ExcludedFromBuild>
|
|
||||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.Scarlett.x64'">true</ExcludedFromBuild>
|
|
||||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Desktop.x64'">true</ExcludedFromBuild>
|
|
||||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Desktop.x64'">true</ExcludedFromBuild>
|
|
||||||
</CopyFileToFolders>
|
|
||||||
</ItemGroup>
|
|
||||||
<ItemGroup>
|
|
||||||
<CopyFileToFolders Include="..\..\logos\SplashScreenImage.png" />
|
|
||||||
</ItemGroup>
|
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
|
||||||
<ImportGroup Label="ExtensionTargets">
|
|
||||||
</ImportGroup>
|
|
||||||
</Project>
|
|
||||||
@ -1,462 +0,0 @@
|
|||||||
/*
|
|
||||||
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
|
|
||||||
|
|
||||||
This software is provided 'as-is', without any express or implied
|
|
||||||
warranty. In no event will the authors be held liable for any damages
|
|
||||||
arising from the use of this software.
|
|
||||||
|
|
||||||
Permission is granted to anyone to use this software for any purpose,
|
|
||||||
including commercial applications, and to alter it and redistribute it
|
|
||||||
freely.
|
|
||||||
*/
|
|
||||||
/* testgdk: Basic tests of using task queue/xbl (with simple drawing) in GDK.
|
|
||||||
* NOTE: As of June 2022 GDK, login will only work if MicrosoftGame.config is
|
|
||||||
* configured properly. See README-gdk.md.
|
|
||||||
*/
|
|
||||||
|
|
||||||
#include <stdlib.h>
|
|
||||||
#include <stdio.h>
|
|
||||||
#include <time.h>
|
|
||||||
|
|
||||||
#include <SDL3/SDL_test.h>
|
|
||||||
#include <SDL3/SDL_test_common.h>
|
|
||||||
#include "../src/core/windows/SDL_windows.h"
|
|
||||||
#include <SDL3/SDL_main.h>
|
|
||||||
|
|
||||||
extern "C" {
|
|
||||||
#include "../test/testutils.h"
|
|
||||||
}
|
|
||||||
|
|
||||||
#include <XGameRuntime.h>
|
|
||||||
|
|
||||||
#define NUM_SPRITES 100
|
|
||||||
#define MAX_SPEED 1
|
|
||||||
|
|
||||||
static SDLTest_CommonState *state;
|
|
||||||
static int num_sprites;
|
|
||||||
static SDL_Texture **sprites;
|
|
||||||
static bool cycle_color;
|
|
||||||
static bool cycle_alpha;
|
|
||||||
static int cycle_direction = 1;
|
|
||||||
static int current_alpha = 0;
|
|
||||||
static int current_color = 0;
|
|
||||||
static int sprite_w, sprite_h;
|
|
||||||
static SDL_BlendMode blendMode = SDL_BLENDMODE_BLEND;
|
|
||||||
|
|
||||||
int done;
|
|
||||||
|
|
||||||
static struct
|
|
||||||
{
|
|
||||||
SDL_AudioSpec spec;
|
|
||||||
Uint8 *sound; /* Pointer to wave data */
|
|
||||||
Uint32 soundlen; /* Length of wave data */
|
|
||||||
int soundpos; /* Current play position */
|
|
||||||
} wave;
|
|
||||||
|
|
||||||
static SDL_AudioStream *stream;
|
|
||||||
|
|
||||||
/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
|
|
||||||
static void
|
|
||||||
quit(int rc)
|
|
||||||
{
|
|
||||||
SDL_free(sprites);
|
|
||||||
SDL_DestroyAudioStream(stream);
|
|
||||||
SDL_free(wave.sound);
|
|
||||||
SDLTest_CommonQuit(state);
|
|
||||||
/* If rc is 0, just let main return normally rather than calling exit.
|
|
||||||
* This allows testing of platforms where SDL_main is required and does meaningful cleanup.
|
|
||||||
*/
|
|
||||||
if (rc != 0) {
|
|
||||||
exit(rc);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
static int fillerup(void)
|
|
||||||
{
|
|
||||||
const int minimum = (wave.soundlen / SDL_AUDIO_FRAMESIZE(wave.spec)) / 2;
|
|
||||||
if (SDL_GetAudioStreamQueued(stream) < minimum) {
|
|
||||||
SDL_PutAudioStreamData(stream, wave.sound, wave.soundlen);
|
|
||||||
}
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
void
|
|
||||||
UserLoggedIn(XUserHandle user)
|
|
||||||
{
|
|
||||||
HRESULT hr;
|
|
||||||
char gamertag[128];
|
|
||||||
hr = XUserGetGamertag(user, XUserGamertagComponent::UniqueModern, sizeof(gamertag), gamertag, NULL);
|
|
||||||
|
|
||||||
if (SUCCEEDED(hr)) {
|
|
||||||
SDL_Log("User logged in: %s", gamertag);
|
|
||||||
} else {
|
|
||||||
SDL_Log("[GDK] UserLoggedIn -- XUserGetGamertag failed: 0x%08x.", hr);
|
|
||||||
}
|
|
||||||
|
|
||||||
XUserCloseHandle(user);
|
|
||||||
}
|
|
||||||
|
|
||||||
void
|
|
||||||
AddUserUICallback(XAsyncBlock *asyncBlock)
|
|
||||||
{
|
|
||||||
HRESULT hr;
|
|
||||||
XUserHandle user = NULL;
|
|
||||||
|
|
||||||
hr = XUserAddResult(asyncBlock, &user);
|
|
||||||
if (SUCCEEDED(hr)) {
|
|
||||||
uint64_t userId;
|
|
||||||
|
|
||||||
hr = XUserGetId(user, &userId);
|
|
||||||
if (FAILED(hr)) {
|
|
||||||
/* If unable to get the user ID, it means the account is banned, etc. */
|
|
||||||
SDL_Log("[GDK] AddUserSilentCallback -- XUserGetId failed: 0x%08x.", hr);
|
|
||||||
XUserCloseHandle(user);
|
|
||||||
|
|
||||||
/* Per the docs, likely should call XUserResolveIssueWithUiAsync here. */
|
|
||||||
} else {
|
|
||||||
UserLoggedIn(user);
|
|
||||||
}
|
|
||||||
} else {
|
|
||||||
SDL_Log("[GDK] AddUserUICallback -- XUserAddAsync failed: 0x%08x.", hr);
|
|
||||||
}
|
|
||||||
|
|
||||||
delete asyncBlock;
|
|
||||||
}
|
|
||||||
|
|
||||||
void
|
|
||||||
AddUserUI()
|
|
||||||
{
|
|
||||||
HRESULT hr;
|
|
||||||
XAsyncBlock *asyncBlock = new XAsyncBlock;
|
|
||||||
|
|
||||||
asyncBlock->context = NULL;
|
|
||||||
asyncBlock->queue = NULL; /* A null queue will use the global process task queue */
|
|
||||||
asyncBlock->callback = &AddUserUICallback;
|
|
||||||
|
|
||||||
hr = XUserAddAsync(XUserAddOptions::None, asyncBlock);
|
|
||||||
|
|
||||||
if (FAILED(hr)) {
|
|
||||||
delete asyncBlock;
|
|
||||||
SDL_Log("[GDK] AddUserSilent -- failed: 0x%08x", hr);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void
|
|
||||||
AddUserSilentCallback(XAsyncBlock *asyncBlock)
|
|
||||||
{
|
|
||||||
HRESULT hr;
|
|
||||||
XUserHandle user = NULL;
|
|
||||||
|
|
||||||
hr = XUserAddResult(asyncBlock, &user);
|
|
||||||
if (SUCCEEDED(hr)) {
|
|
||||||
uint64_t userId;
|
|
||||||
|
|
||||||
hr = XUserGetId(user, &userId);
|
|
||||||
if (FAILED(hr)) {
|
|
||||||
/* If unable to get the user ID, it means the account is banned, etc. */
|
|
||||||
SDL_Log("[GDK] AddUserSilentCallback -- XUserGetId failed: 0x%08x. Trying with UI.", hr);
|
|
||||||
XUserCloseHandle(user);
|
|
||||||
AddUserUI();
|
|
||||||
} else {
|
|
||||||
UserLoggedIn(user);
|
|
||||||
}
|
|
||||||
} else {
|
|
||||||
SDL_Log("[GDK] AddUserSilentCallback -- XUserAddAsync failed: 0x%08x. Trying with UI.", hr);
|
|
||||||
AddUserUI();
|
|
||||||
}
|
|
||||||
|
|
||||||
delete asyncBlock;
|
|
||||||
}
|
|
||||||
|
|
||||||
void
|
|
||||||
AddUserSilent()
|
|
||||||
{
|
|
||||||
HRESULT hr;
|
|
||||||
XAsyncBlock *asyncBlock = new XAsyncBlock;
|
|
||||||
|
|
||||||
asyncBlock->context = NULL;
|
|
||||||
asyncBlock->queue = NULL; /* A null queue will use the global process task queue */
|
|
||||||
asyncBlock->callback = &AddUserSilentCallback;
|
|
||||||
|
|
||||||
hr = XUserAddAsync(XUserAddOptions::AddDefaultUserSilently, asyncBlock);
|
|
||||||
|
|
||||||
if (FAILED(hr)) {
|
|
||||||
delete asyncBlock;
|
|
||||||
SDL_Log("[GDK] AddUserSilent -- failed: 0x%08x", hr);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
int
|
|
||||||
LoadSprite(const char *file)
|
|
||||||
{
|
|
||||||
int i;
|
|
||||||
|
|
||||||
for (i = 0; i < state->num_windows; ++i) {
|
|
||||||
/* This does the SDL_LoadBMP step repeatedly, but that's OK for test code. */
|
|
||||||
sprites[i] = LoadTexture(state->renderers[i], file, true, &sprite_w, &sprite_h);
|
|
||||||
if (!sprites[i]) {
|
|
||||||
return -1;
|
|
||||||
}
|
|
||||||
if (!SDL_SetTextureBlendMode(sprites[i], blendMode)) {
|
|
||||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't set blend mode: %s\n", SDL_GetError());
|
|
||||||
SDL_DestroyTexture(sprites[i]);
|
|
||||||
return -1;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/* We're ready to roll. :) */
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
void
|
|
||||||
DrawSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
|
|
||||||
{
|
|
||||||
SDL_Rect viewport;
|
|
||||||
SDL_FRect temp;
|
|
||||||
|
|
||||||
/* Query the sizes */
|
|
||||||
SDL_GetRenderViewport(renderer, &viewport);
|
|
||||||
|
|
||||||
/* Cycle the color and alpha, if desired */
|
|
||||||
if (cycle_color) {
|
|
||||||
current_color += cycle_direction;
|
|
||||||
if (current_color < 0) {
|
|
||||||
current_color = 0;
|
|
||||||
cycle_direction = -cycle_direction;
|
|
||||||
}
|
|
||||||
if (current_color > 255) {
|
|
||||||
current_color = 255;
|
|
||||||
cycle_direction = -cycle_direction;
|
|
||||||
}
|
|
||||||
SDL_SetTextureColorMod(sprite, 255, (Uint8) current_color,
|
|
||||||
(Uint8) current_color);
|
|
||||||
}
|
|
||||||
if (cycle_alpha) {
|
|
||||||
current_alpha += cycle_direction;
|
|
||||||
if (current_alpha < 0) {
|
|
||||||
current_alpha = 0;
|
|
||||||
cycle_direction = -cycle_direction;
|
|
||||||
}
|
|
||||||
if (current_alpha > 255) {
|
|
||||||
current_alpha = 255;
|
|
||||||
cycle_direction = -cycle_direction;
|
|
||||||
}
|
|
||||||
SDL_SetTextureAlphaMod(sprite, (Uint8) current_alpha);
|
|
||||||
}
|
|
||||||
|
|
||||||
/* Draw a gray background */
|
|
||||||
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
|
|
||||||
SDL_RenderClear(renderer);
|
|
||||||
|
|
||||||
/* Test points */
|
|
||||||
SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
|
|
||||||
SDL_RenderPoint(renderer, 0.0f, 0.0f);
|
|
||||||
SDL_RenderPoint(renderer, (float)(viewport.w - 1), 0.0f);
|
|
||||||
SDL_RenderPoint(renderer, 0.0f, (float)(viewport.h - 1));
|
|
||||||
SDL_RenderPoint(renderer, (float)(viewport.w - 1), (float)(viewport.h - 1));
|
|
||||||
|
|
||||||
/* Test horizontal and vertical lines */
|
|
||||||
SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
|
|
||||||
SDL_RenderLine(renderer, 1.0f, 0.0f, (float)(viewport.w - 2), 0.0f);
|
|
||||||
SDL_RenderLine(renderer, 1.0f, (float)(viewport.h - 1), (float)(viewport.w - 2), (float)(viewport.h - 1));
|
|
||||||
SDL_RenderLine(renderer, 0.0f, 1.0f, 0.0f, (float)(viewport.h - 2));
|
|
||||||
SDL_RenderLine(renderer, (float)(viewport.w - 1), 1, (float)(viewport.w - 1), (float)(viewport.h - 2));
|
|
||||||
|
|
||||||
/* Test fill and copy */
|
|
||||||
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
|
|
||||||
temp.x = 1.0f;
|
|
||||||
temp.y = 1.0f;
|
|
||||||
temp.w = (float)sprite_w;
|
|
||||||
temp.h = (float)sprite_h;
|
|
||||||
SDL_RenderFillRect(renderer, &temp);
|
|
||||||
SDL_RenderTexture(renderer, sprite, NULL, &temp);
|
|
||||||
temp.x = (float)(viewport.w-sprite_w-1);
|
|
||||||
temp.y = 1.0f;
|
|
||||||
temp.w = (float)sprite_w;
|
|
||||||
temp.h = (float)sprite_h;
|
|
||||||
SDL_RenderFillRect(renderer, &temp);
|
|
||||||
SDL_RenderTexture(renderer, sprite, NULL, &temp);
|
|
||||||
temp.x = 1.0f;
|
|
||||||
temp.y = (float)(viewport.h-sprite_h-1);
|
|
||||||
temp.w = (float)sprite_w;
|
|
||||||
temp.h = (float)sprite_h;
|
|
||||||
SDL_RenderFillRect(renderer, &temp);
|
|
||||||
SDL_RenderTexture(renderer, sprite, NULL, &temp);
|
|
||||||
temp.x = (float)(viewport.w-sprite_w-1);
|
|
||||||
temp.y = (float)(viewport.h-sprite_h-1);
|
|
||||||
temp.w = (float)(sprite_w);
|
|
||||||
temp.h = (float)(sprite_h);
|
|
||||||
SDL_RenderFillRect(renderer, &temp);
|
|
||||||
SDL_RenderTexture(renderer, sprite, NULL, &temp);
|
|
||||||
|
|
||||||
/* Test diagonal lines */
|
|
||||||
SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
|
|
||||||
SDL_RenderLine(renderer, (float)sprite_w, (float)sprite_h,
|
|
||||||
(float)(viewport.w-sprite_w-2), (float)(viewport.h-sprite_h-2));
|
|
||||||
SDL_RenderLine(renderer, (float)(viewport.w-sprite_w-2), (float)sprite_h,
|
|
||||||
(float)sprite_w, (float)(viewport.h-sprite_h-2));
|
|
||||||
|
|
||||||
/* Update the screen! */
|
|
||||||
SDL_RenderPresent(renderer);
|
|
||||||
}
|
|
||||||
|
|
||||||
void
|
|
||||||
loop()
|
|
||||||
{
|
|
||||||
int i;
|
|
||||||
SDL_Event event;
|
|
||||||
|
|
||||||
/* Check for events */
|
|
||||||
while (SDL_PollEvent(&event)) {
|
|
||||||
if (event.type == SDL_EVENT_KEY_DOWN && !event.key.repeat) {
|
|
||||||
SDL_Log("Initial SDL_EVENT_KEY_DOWN: %s", SDL_GetScancodeName(event.key.scancode));
|
|
||||||
}
|
|
||||||
#if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)
|
|
||||||
/* On Xbox, ignore the keydown event because the features aren't supported */
|
|
||||||
if (event.type != SDL_EVENT_KEY_DOWN) {
|
|
||||||
SDLTest_CommonEvent(state, &event, &done);
|
|
||||||
}
|
|
||||||
#else
|
|
||||||
SDLTest_CommonEvent(state, &event, &done);
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
for (i = 0; i < state->num_windows; ++i) {
|
|
||||||
if (state->windows[i] == NULL) {
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
DrawSprites(state->renderers[i], sprites[i]);
|
|
||||||
}
|
|
||||||
fillerup();
|
|
||||||
}
|
|
||||||
|
|
||||||
int
|
|
||||||
main(int argc, char *argv[])
|
|
||||||
{
|
|
||||||
int i;
|
|
||||||
const char *icon = "icon.bmp";
|
|
||||||
char *soundname = NULL;
|
|
||||||
|
|
||||||
/* Initialize parameters */
|
|
||||||
num_sprites = NUM_SPRITES;
|
|
||||||
|
|
||||||
/* Initialize test framework */
|
|
||||||
state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO | SDL_INIT_AUDIO);
|
|
||||||
if (!state) {
|
|
||||||
return 1;
|
|
||||||
}
|
|
||||||
|
|
||||||
for (i = 1; i < argc;) {
|
|
||||||
int consumed;
|
|
||||||
|
|
||||||
consumed = SDLTest_CommonArg(state, i);
|
|
||||||
if (consumed == 0) {
|
|
||||||
consumed = -1;
|
|
||||||
if (SDL_strcasecmp(argv[i], "--blend") == 0) {
|
|
||||||
if (argv[i + 1]) {
|
|
||||||
if (SDL_strcasecmp(argv[i + 1], "none") == 0) {
|
|
||||||
blendMode = SDL_BLENDMODE_NONE;
|
|
||||||
consumed = 2;
|
|
||||||
} else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) {
|
|
||||||
blendMode = SDL_BLENDMODE_BLEND;
|
|
||||||
consumed = 2;
|
|
||||||
} else if (SDL_strcasecmp(argv[i + 1], "add") == 0) {
|
|
||||||
blendMode = SDL_BLENDMODE_ADD;
|
|
||||||
consumed = 2;
|
|
||||||
} else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) {
|
|
||||||
blendMode = SDL_BLENDMODE_MOD;
|
|
||||||
consumed = 2;
|
|
||||||
} else if (SDL_strcasecmp(argv[i + 1], "sub") == 0) {
|
|
||||||
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_SUBTRACT, SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_SUBTRACT);
|
|
||||||
consumed = 2;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
} else if (SDL_strcasecmp(argv[i], "--cyclecolor") == 0) {
|
|
||||||
cycle_color = true;
|
|
||||||
consumed = 1;
|
|
||||||
} else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) {
|
|
||||||
cycle_alpha = true;
|
|
||||||
consumed = 1;
|
|
||||||
} else if (SDL_isdigit(*argv[i])) {
|
|
||||||
num_sprites = SDL_atoi(argv[i]);
|
|
||||||
consumed = 1;
|
|
||||||
} else if (argv[i][0] != '-') {
|
|
||||||
icon = argv[i];
|
|
||||||
consumed = 1;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (consumed < 0) {
|
|
||||||
static const char *options[] = {
|
|
||||||
"[--blend none|blend|add|mod]",
|
|
||||||
"[--cyclecolor]",
|
|
||||||
"[--cyclealpha]",
|
|
||||||
"[num_sprites]",
|
|
||||||
"[icon.bmp]",
|
|
||||||
NULL };
|
|
||||||
SDLTest_CommonLogUsage(state, argv[0], options);
|
|
||||||
quit(1);
|
|
||||||
}
|
|
||||||
i += consumed;
|
|
||||||
}
|
|
||||||
if (!SDLTest_CommonInit(state)) {
|
|
||||||
quit(2);
|
|
||||||
}
|
|
||||||
|
|
||||||
/* Create the windows, initialize the renderers, and load the textures */
|
|
||||||
sprites =
|
|
||||||
(SDL_Texture **) SDL_malloc(state->num_windows * sizeof(*sprites));
|
|
||||||
if (!sprites) {
|
|
||||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
|
|
||||||
quit(2);
|
|
||||||
}
|
|
||||||
for (i = 0; i < state->num_windows; ++i) {
|
|
||||||
SDL_Renderer *renderer = state->renderers[i];
|
|
||||||
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
|
|
||||||
SDL_RenderClear(renderer);
|
|
||||||
}
|
|
||||||
if (LoadSprite(icon) < 0) {
|
|
||||||
quit(2);
|
|
||||||
}
|
|
||||||
|
|
||||||
soundname = GetResourceFilename(argc > 1 ? argv[1] : NULL, "sample.wav");
|
|
||||||
|
|
||||||
if (!soundname) {
|
|
||||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%s\n", SDL_GetError());
|
|
||||||
quit(1);
|
|
||||||
}
|
|
||||||
|
|
||||||
/* Load the wave file into memory */
|
|
||||||
if (!SDL_LoadWAV(soundname, &wave.spec, &wave.sound, &wave.soundlen)) {
|
|
||||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s\n", soundname, SDL_GetError());
|
|
||||||
quit(1);
|
|
||||||
}
|
|
||||||
|
|
||||||
/* Show the list of available drivers */
|
|
||||||
SDL_Log("Available audio drivers:");
|
|
||||||
for (i = 0; i < SDL_GetNumAudioDrivers(); ++i) {
|
|
||||||
SDL_Log("%i: %s", i, SDL_GetAudioDriver(i));
|
|
||||||
}
|
|
||||||
|
|
||||||
SDL_Log("Using audio driver: %s\n", SDL_GetCurrentAudioDriver());
|
|
||||||
|
|
||||||
stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &wave.spec, NULL, NULL);
|
|
||||||
if (!stream) {
|
|
||||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create audio stream: %s\n", SDL_GetError());
|
|
||||||
return -1;
|
|
||||||
}
|
|
||||||
SDL_ResumeAudioDevice(SDL_GetAudioStreamDevice(stream));
|
|
||||||
|
|
||||||
/* Main render loop */
|
|
||||||
done = 0;
|
|
||||||
|
|
||||||
/* Try to add the default user silently */
|
|
||||||
AddUserSilent();
|
|
||||||
|
|
||||||
while (!done) {
|
|
||||||
loop();
|
|
||||||
}
|
|
||||||
|
|
||||||
quit(0);
|
|
||||||
|
|
||||||
SDL_free(soundname);
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
@ -1,394 +0,0 @@
|
|||||||
<?xml version="1.0" encoding="utf-8"?>
|
|
||||||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
|
||||||
<ItemGroup Label="ProjectConfigurations">
|
|
||||||
<ProjectConfiguration Include="Debug|Gaming.Desktop.x64">
|
|
||||||
<Configuration>Debug</Configuration>
|
|
||||||
<Platform>Gaming.Desktop.x64</Platform>
|
|
||||||
</ProjectConfiguration>
|
|
||||||
<ProjectConfiguration Include="Debug|Gaming.Xbox.Scarlett.x64">
|
|
||||||
<Configuration>Debug</Configuration>
|
|
||||||
<Platform>Gaming.Xbox.Scarlett.x64</Platform>
|
|
||||||
</ProjectConfiguration>
|
|
||||||
<ProjectConfiguration Include="Debug|Gaming.Xbox.XboxOne.x64">
|
|
||||||
<Configuration>Debug</Configuration>
|
|
||||||
<Platform>Gaming.Xbox.XboxOne.x64</Platform>
|
|
||||||
</ProjectConfiguration>
|
|
||||||
<ProjectConfiguration Include="Release|Gaming.Desktop.x64">
|
|
||||||
<Configuration>Release</Configuration>
|
|
||||||
<Platform>Gaming.Desktop.x64</Platform>
|
|
||||||
</ProjectConfiguration>
|
|
||||||
<ProjectConfiguration Include="Release|Gaming.Xbox.Scarlett.x64">
|
|
||||||
<Configuration>Release</Configuration>
|
|
||||||
<Platform>Gaming.Xbox.Scarlett.x64</Platform>
|
|
||||||
</ProjectConfiguration>
|
|
||||||
<ProjectConfiguration Include="Release|Gaming.Xbox.XboxOne.x64">
|
|
||||||
<Configuration>Release</Configuration>
|
|
||||||
<Platform>Gaming.Xbox.XboxOne.x64</Platform>
|
|
||||||
</ProjectConfiguration>
|
|
||||||
</ItemGroup>
|
|
||||||
<PropertyGroup Label="Globals">
|
|
||||||
<ProjectGuid>{1C9A3F71-35A5-4C56-B292-F4375B3C3649}</ProjectGuid>
|
|
||||||
<RootNamespace>testsprite</RootNamespace>
|
|
||||||
<VisualStudioVersion Condition="'$(VisualStudioVersion)' == ''">10.0</VisualStudioVersion>
|
|
||||||
</PropertyGroup>
|
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Desktop.x64'" Label="Configuration">
|
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
|
||||||
<PlatformToolset Condition="'$(VisualStudioVersion)' != '10.0'">$(DefaultPlatformToolset)</PlatformToolset>
|
|
||||||
</PropertyGroup>
|
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.Scarlett.x64'" Label="Configuration">
|
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
|
||||||
<PlatformToolset Condition="'$(VisualStudioVersion)' != '10.0'">$(DefaultPlatformToolset)</PlatformToolset>
|
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
|
||||||
</PropertyGroup>
|
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.XboxOne.x64'" Label="Configuration">
|
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
|
||||||
<PlatformToolset Condition="'$(VisualStudioVersion)' != '10.0'">$(DefaultPlatformToolset)</PlatformToolset>
|
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
|
||||||
</PropertyGroup>
|
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Desktop.x64'" Label="Configuration">
|
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
|
||||||
<PlatformToolset Condition="'$(VisualStudioVersion)' != '10.0'">$(DefaultPlatformToolset)</PlatformToolset>
|
|
||||||
</PropertyGroup>
|
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.Scarlett.x64'" Label="Configuration">
|
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
|
||||||
<PlatformToolset Condition="'$(VisualStudioVersion)' != '10.0'">$(DefaultPlatformToolset)</PlatformToolset>
|
|
||||||
</PropertyGroup>
|
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.XboxOne.x64'" Label="Configuration">
|
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
|
||||||
<PlatformToolset Condition="'$(VisualStudioVersion)' != '10.0'">$(DefaultPlatformToolset)</PlatformToolset>
|
|
||||||
</PropertyGroup>
|
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
|
||||||
<ImportGroup Label="ExtensionSettings">
|
|
||||||
</ImportGroup>
|
|
||||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Desktop.x64'" Label="PropertySheets">
|
|
||||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
|
||||||
</ImportGroup>
|
|
||||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.Scarlett.x64'" Label="PropertySheets">
|
|
||||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
|
||||||
</ImportGroup>
|
|
||||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.XboxOne.x64'" Label="PropertySheets">
|
|
||||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
|
||||||
</ImportGroup>
|
|
||||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Desktop.x64'" Label="PropertySheets">
|
|
||||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
|
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|
||||||
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|
|
||||||
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|
||||||
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|
|
||||||
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|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
|
||||||
<ImportGroup Label="ExtensionTargets">
|
|
||||||
</ImportGroup>
|
|
||||||
</Project>
|
|
||||||
@ -1,14 +0,0 @@
|
|||||||
|
|
||||||
This is a list of major changes in SDL's version history.
|
|
||||||
|
|
||||||
---------------------------------------------------------------------------
|
|
||||||
3.2.0:
|
|
||||||
---------------------------------------------------------------------------
|
|
||||||
|
|
||||||
Check out [migration guide](docs/README-migration.md) for details on API changes since SDL 2.0, and tips on transitioning your code from SDL2 code to SDL3.
|
|
||||||
|
|
||||||
There have been too many changes to list them all, but here are some of the highlights:
|
|
||||||
|
|
||||||
https://wiki.libsdl.org/SDL3/NewFeatures
|
|
||||||
|
|
||||||
Thank you to all the people who have contributed code and feedback to the SDL 3.0 release!
|
|
||||||
@ -1,28 +0,0 @@
|
|||||||
<?xml version="1.0" encoding="UTF-8"?>
|
|
||||||
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
|
|
||||||
<plist version="1.0">
|
|
||||||
<dict>
|
|
||||||
<key>CFBundleDevelopmentRegion</key>
|
|
||||||
<string>English</string>
|
|
||||||
<key>CFBundleExecutable</key>
|
|
||||||
<string>${EXECUTABLE_NAME}</string>
|
|
||||||
<key>CFBundleGetInfoString</key>
|
|
||||||
<string>http://www.libsdl.org</string>
|
|
||||||
<key>CFBundleIconFile</key>
|
|
||||||
<string></string>
|
|
||||||
<key>CFBundleIdentifier</key>
|
|
||||||
<string>$(PRODUCT_BUNDLE_IDENTIFIER)</string>
|
|
||||||
<key>CFBundleInfoDictionaryVersion</key>
|
|
||||||
<string>6.0</string>
|
|
||||||
<key>CFBundleName</key>
|
|
||||||
<string>Simple DirectMedia Layer</string>
|
|
||||||
<key>CFBundlePackageType</key>
|
|
||||||
<string>FMWK</string>
|
|
||||||
<key>CFBundleShortVersionString</key>
|
|
||||||
<string>3.2.0</string>
|
|
||||||
<key>CFBundleSignature</key>
|
|
||||||
<string>SDLX</string>
|
|
||||||
<key>CFBundleVersion</key>
|
|
||||||
<string>3.2.0</string>
|
|
||||||
</dict>
|
|
||||||
</plist>
|
|
||||||
File diff suppressed because it is too large
Load Diff
@ -1,15 +0,0 @@
|
|||||||
Title SDL 3.2.0
|
|
||||||
Version 1
|
|
||||||
Description SDL Library for macOS (http://www.libsdl.org)
|
|
||||||
DefaultLocation /Library/Frameworks
|
|
||||||
Diskname (null)
|
|
||||||
DeleteWarning
|
|
||||||
NeedsAuthorization NO
|
|
||||||
DisableStop NO
|
|
||||||
UseUserMask NO
|
|
||||||
Application NO
|
|
||||||
Relocatable YES
|
|
||||||
Required NO
|
|
||||||
InstallOnly NO
|
|
||||||
RequiresReboot NO
|
|
||||||
InstallFat NO
|
|
||||||
File diff suppressed because it is too large
Load Diff
@ -1,62 +0,0 @@
|
|||||||
plugins {
|
|
||||||
id 'com.android.application'
|
|
||||||
}
|
|
||||||
|
|
||||||
def buildWithCMake = project.hasProperty('BUILD_WITH_CMAKE');
|
|
||||||
|
|
||||||
android {
|
|
||||||
namespace "org.libsdl.app"
|
|
||||||
compileSdkVersion 35
|
|
||||||
defaultConfig {
|
|
||||||
minSdkVersion 21
|
|
||||||
targetSdkVersion 35
|
|
||||||
versionCode 1
|
|
||||||
versionName "1.0"
|
|
||||||
externalNativeBuild {
|
|
||||||
ndkBuild {
|
|
||||||
arguments "APP_PLATFORM=android-19"
|
|
||||||
// abiFilters 'armeabi-v7a', 'arm64-v8a', 'x86', 'x86_64'
|
|
||||||
abiFilters 'arm64-v8a'
|
|
||||||
}
|
|
||||||
cmake {
|
|
||||||
arguments "-DANDROID_PLATFORM=android-19", "-DANDROID_STL=c++_static"
|
|
||||||
// abiFilters 'armeabi-v7a', 'arm64-v8a', 'x86', 'x86_64'
|
|
||||||
abiFilters 'arm64-v8a'
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
buildTypes {
|
|
||||||
release {
|
|
||||||
minifyEnabled false
|
|
||||||
proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-rules.pro'
|
|
||||||
}
|
|
||||||
}
|
|
||||||
applicationVariants.all { variant ->
|
|
||||||
tasks["merge${variant.name.capitalize()}Assets"]
|
|
||||||
.dependsOn("externalNativeBuild${variant.name.capitalize()}")
|
|
||||||
}
|
|
||||||
if (!project.hasProperty('EXCLUDE_NATIVE_LIBS')) {
|
|
||||||
sourceSets.main {
|
|
||||||
jniLibs.srcDir 'libs'
|
|
||||||
}
|
|
||||||
externalNativeBuild {
|
|
||||||
if (buildWithCMake) {
|
|
||||||
cmake {
|
|
||||||
path 'jni/CMakeLists.txt'
|
|
||||||
}
|
|
||||||
} else {
|
|
||||||
ndkBuild {
|
|
||||||
path 'jni/Android.mk'
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
lint {
|
|
||||||
abortOnError false
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
dependencies {
|
|
||||||
implementation fileTree(include: ['*.jar'], dir: 'libs')
|
|
||||||
}
|
|
||||||
@ -1,76 +0,0 @@
|
|||||||
# Add project specific ProGuard rules here.
|
|
||||||
# By default, the flags in this file are appended to flags specified
|
|
||||||
# in [sdk]/tools/proguard/proguard-android.txt
|
|
||||||
# You can edit the include path and order by changing the proguardFiles
|
|
||||||
# directive in build.gradle.
|
|
||||||
#
|
|
||||||
# For more details, see
|
|
||||||
# https://developer.android.com/build/shrink-code
|
|
||||||
|
|
||||||
# Add any project specific keep options here:
|
|
||||||
|
|
||||||
# If your project uses WebView with JS, uncomment the following
|
|
||||||
# and specify the fully qualified class name to the JavaScript interface
|
|
||||||
# class:
|
|
||||||
#-keepclassmembers class fqcn.of.javascript.interface.for.webview {
|
|
||||||
# public *;
|
|
||||||
#}
|
|
||||||
|
|
||||||
-keep,includedescriptorclasses,allowoptimization class org.libsdl.app.SDLActivity {
|
|
||||||
java.lang.String nativeGetHint(java.lang.String); # Java-side doesn't use this, so it gets minified, but C-side still tries to register it
|
|
||||||
java.lang.String clipboardGetText();
|
|
||||||
boolean clipboardHasText();
|
|
||||||
void clipboardSetText(java.lang.String);
|
|
||||||
int createCustomCursor(int[], int, int, int, int);
|
|
||||||
void destroyCustomCursor(int);
|
|
||||||
android.content.Context getContext();
|
|
||||||
boolean getManifestEnvironmentVariables();
|
|
||||||
android.view.Surface getNativeSurface();
|
|
||||||
void initTouch();
|
|
||||||
boolean isAndroidTV();
|
|
||||||
boolean isChromebook();
|
|
||||||
boolean isDeXMode();
|
|
||||||
boolean isScreenKeyboardShown();
|
|
||||||
boolean isTablet();
|
|
||||||
void manualBackButton();
|
|
||||||
int messageboxShowMessageBox(int, java.lang.String, java.lang.String, int[], int[], java.lang.String[], int[]);
|
|
||||||
void minimizeWindow();
|
|
||||||
boolean openURL(java.lang.String);
|
|
||||||
void onNativePen(int, int, int , float , float , float);
|
|
||||||
void requestPermission(java.lang.String, int);
|
|
||||||
boolean showToast(java.lang.String, int, int, int, int);
|
|
||||||
boolean sendMessage(int, int);
|
|
||||||
boolean setActivityTitle(java.lang.String);
|
|
||||||
boolean setCustomCursor(int);
|
|
||||||
void setOrientation(int, int, boolean, java.lang.String);
|
|
||||||
boolean setRelativeMouseEnabled(boolean);
|
|
||||||
boolean setSystemCursor(int);
|
|
||||||
void setWindowStyle(boolean);
|
|
||||||
boolean shouldMinimizeOnFocusLoss();
|
|
||||||
boolean showTextInput(int, int, int, int, int);
|
|
||||||
boolean supportsRelativeMouse();
|
|
||||||
int openFileDescriptor(java.lang.String, java.lang.String);
|
|
||||||
boolean showFileDialog(java.lang.String[], boolean, boolean, int);
|
|
||||||
}
|
|
||||||
|
|
||||||
-keep,includedescriptorclasses,allowoptimization class org.libsdl.app.HIDDeviceManager {
|
|
||||||
void closeDevice(int);
|
|
||||||
boolean initialize(boolean, boolean);
|
|
||||||
boolean openDevice(int);
|
|
||||||
boolean readReport(int, byte[], boolean);
|
|
||||||
int writeReport(int, byte[], boolean);
|
|
||||||
}
|
|
||||||
|
|
||||||
-keep,includedescriptorclasses,allowoptimization class org.libsdl.app.SDLAudioManager {
|
|
||||||
void registerAudioDeviceCallback();
|
|
||||||
void unregisterAudioDeviceCallback();
|
|
||||||
void audioSetThreadPriority(boolean, int);
|
|
||||||
}
|
|
||||||
|
|
||||||
-keep,includedescriptorclasses,allowoptimization class org.libsdl.app.SDLControllerManager {
|
|
||||||
void pollInputDevices();
|
|
||||||
void pollHapticDevices();
|
|
||||||
void hapticRun(int, float, int);
|
|
||||||
void hapticRumble(int, float, float, int);
|
|
||||||
void hapticStop(int);
|
|
||||||
}
|
|
||||||
File diff suppressed because it is too large
Load Diff
@ -1,844 +0,0 @@
|
|||||||
package org.libsdl.app;
|
|
||||||
|
|
||||||
import java.util.ArrayList;
|
|
||||||
import java.util.Collections;
|
|
||||||
import java.util.Comparator;
|
|
||||||
import java.util.List;
|
|
||||||
|
|
||||||
import android.content.Context;
|
|
||||||
import android.os.Build;
|
|
||||||
import android.os.VibrationEffect;
|
|
||||||
import android.os.Vibrator;
|
|
||||||
import android.os.VibratorManager;
|
|
||||||
import android.util.Log;
|
|
||||||
import android.view.InputDevice;
|
|
||||||
import android.view.KeyEvent;
|
|
||||||
import android.view.MotionEvent;
|
|
||||||
import android.view.View;
|
|
||||||
|
|
||||||
|
|
||||||
public class SDLControllerManager
|
|
||||||
{
|
|
||||||
|
|
||||||
public static native int nativeSetupJNI();
|
|
||||||
|
|
||||||
public static native void nativeAddJoystick(int device_id, String name, String desc,
|
|
||||||
int vendor_id, int product_id,
|
|
||||||
int button_mask,
|
|
||||||
int naxes, int axis_mask, int nhats, boolean can_rumble);
|
|
||||||
public static native void nativeRemoveJoystick(int device_id);
|
|
||||||
public static native void nativeAddHaptic(int device_id, String name);
|
|
||||||
public static native void nativeRemoveHaptic(int device_id);
|
|
||||||
public static native boolean onNativePadDown(int device_id, int keycode);
|
|
||||||
public static native boolean onNativePadUp(int device_id, int keycode);
|
|
||||||
public static native void onNativeJoy(int device_id, int axis,
|
|
||||||
float value);
|
|
||||||
public static native void onNativeHat(int device_id, int hat_id,
|
|
||||||
int x, int y);
|
|
||||||
|
|
||||||
protected static SDLJoystickHandler mJoystickHandler;
|
|
||||||
protected static SDLHapticHandler mHapticHandler;
|
|
||||||
|
|
||||||
private static final String TAG = "SDLControllerManager";
|
|
||||||
|
|
||||||
public static void initialize() {
|
|
||||||
if (mJoystickHandler == null) {
|
|
||||||
if (Build.VERSION.SDK_INT >= 19 /* Android 4.4 (KITKAT) */) {
|
|
||||||
mJoystickHandler = new SDLJoystickHandler_API19();
|
|
||||||
} else {
|
|
||||||
mJoystickHandler = new SDLJoystickHandler_API16();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (mHapticHandler == null) {
|
|
||||||
if (Build.VERSION.SDK_INT >= 31 /* Android 12.0 (S) */) {
|
|
||||||
mHapticHandler = new SDLHapticHandler_API31();
|
|
||||||
} else if (Build.VERSION.SDK_INT >= 26 /* Android 8.0 (O) */) {
|
|
||||||
mHapticHandler = new SDLHapticHandler_API26();
|
|
||||||
} else {
|
|
||||||
mHapticHandler = new SDLHapticHandler();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Joystick glue code, just a series of stubs that redirect to the SDLJoystickHandler instance
|
|
||||||
public static boolean handleJoystickMotionEvent(MotionEvent event) {
|
|
||||||
return mJoystickHandler.handleMotionEvent(event);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* This method is called by SDL using JNI.
|
|
||||||
*/
|
|
||||||
public static void pollInputDevices() {
|
|
||||||
mJoystickHandler.pollInputDevices();
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* This method is called by SDL using JNI.
|
|
||||||
*/
|
|
||||||
public static void pollHapticDevices() {
|
|
||||||
mHapticHandler.pollHapticDevices();
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* This method is called by SDL using JNI.
|
|
||||||
*/
|
|
||||||
public static void hapticRun(int device_id, float intensity, int length) {
|
|
||||||
mHapticHandler.run(device_id, intensity, length);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* This method is called by SDL using JNI.
|
|
||||||
*/
|
|
||||||
public static void hapticRumble(int device_id, float low_frequency_intensity, float high_frequency_intensity, int length) {
|
|
||||||
mHapticHandler.rumble(device_id, low_frequency_intensity, high_frequency_intensity, length);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* This method is called by SDL using JNI.
|
|
||||||
*/
|
|
||||||
public static void hapticStop(int device_id)
|
|
||||||
{
|
|
||||||
mHapticHandler.stop(device_id);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Check if a given device is considered a possible SDL joystick
|
|
||||||
public static boolean isDeviceSDLJoystick(int deviceId) {
|
|
||||||
InputDevice device = InputDevice.getDevice(deviceId);
|
|
||||||
// We cannot use InputDevice.isVirtual before API 16, so let's accept
|
|
||||||
// only nonnegative device ids (VIRTUAL_KEYBOARD equals -1)
|
|
||||||
if ((device == null) || (deviceId < 0)) {
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
int sources = device.getSources();
|
|
||||||
|
|
||||||
/* This is called for every button press, so let's not spam the logs */
|
|
||||||
/*
|
|
||||||
if ((sources & InputDevice.SOURCE_CLASS_JOYSTICK) != 0) {
|
|
||||||
Log.v(TAG, "Input device " + device.getName() + " has class joystick.");
|
|
||||||
}
|
|
||||||
if ((sources & InputDevice.SOURCE_DPAD) == InputDevice.SOURCE_DPAD) {
|
|
||||||
Log.v(TAG, "Input device " + device.getName() + " is a dpad.");
|
|
||||||
}
|
|
||||||
if ((sources & InputDevice.SOURCE_GAMEPAD) == InputDevice.SOURCE_GAMEPAD) {
|
|
||||||
Log.v(TAG, "Input device " + device.getName() + " is a gamepad.");
|
|
||||||
}
|
|
||||||
*/
|
|
||||||
|
|
||||||
return ((sources & InputDevice.SOURCE_CLASS_JOYSTICK) != 0 ||
|
|
||||||
((sources & InputDevice.SOURCE_DPAD) == InputDevice.SOURCE_DPAD) ||
|
|
||||||
((sources & InputDevice.SOURCE_GAMEPAD) == InputDevice.SOURCE_GAMEPAD)
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
class SDLJoystickHandler {
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Handles given MotionEvent.
|
|
||||||
* @param event the event to be handled.
|
|
||||||
* @return if given event was processed.
|
|
||||||
*/
|
|
||||||
public boolean handleMotionEvent(MotionEvent event) {
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Handles adding and removing of input devices.
|
|
||||||
*/
|
|
||||||
public void pollInputDevices() {
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/* Actual joystick functionality available for API >= 12 devices */
|
|
||||||
class SDLJoystickHandler_API16 extends SDLJoystickHandler {
|
|
||||||
|
|
||||||
static class SDLJoystick {
|
|
||||||
public int device_id;
|
|
||||||
public String name;
|
|
||||||
public String desc;
|
|
||||||
public ArrayList<InputDevice.MotionRange> axes;
|
|
||||||
public ArrayList<InputDevice.MotionRange> hats;
|
|
||||||
}
|
|
||||||
static class RangeComparator implements Comparator<InputDevice.MotionRange> {
|
|
||||||
@Override
|
|
||||||
public int compare(InputDevice.MotionRange arg0, InputDevice.MotionRange arg1) {
|
|
||||||
// Some controllers, like the Moga Pro 2, return AXIS_GAS (22) for right trigger and AXIS_BRAKE (23) for left trigger - swap them so they're sorted in the right order for SDL
|
|
||||||
int arg0Axis = arg0.getAxis();
|
|
||||||
int arg1Axis = arg1.getAxis();
|
|
||||||
if (arg0Axis == MotionEvent.AXIS_GAS) {
|
|
||||||
arg0Axis = MotionEvent.AXIS_BRAKE;
|
|
||||||
} else if (arg0Axis == MotionEvent.AXIS_BRAKE) {
|
|
||||||
arg0Axis = MotionEvent.AXIS_GAS;
|
|
||||||
}
|
|
||||||
if (arg1Axis == MotionEvent.AXIS_GAS) {
|
|
||||||
arg1Axis = MotionEvent.AXIS_BRAKE;
|
|
||||||
} else if (arg1Axis == MotionEvent.AXIS_BRAKE) {
|
|
||||||
arg1Axis = MotionEvent.AXIS_GAS;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Make sure the AXIS_Z is sorted between AXIS_RY and AXIS_RZ.
|
|
||||||
// This is because the usual pairing are:
|
|
||||||
// - AXIS_X + AXIS_Y (left stick).
|
|
||||||
// - AXIS_RX, AXIS_RY (sometimes the right stick, sometimes triggers).
|
|
||||||
// - AXIS_Z, AXIS_RZ (sometimes the right stick, sometimes triggers).
|
|
||||||
// This sorts the axes in the above order, which tends to be correct
|
|
||||||
// for Xbox-ish game pads that have the right stick on RX/RY and the
|
|
||||||
// triggers on Z/RZ.
|
|
||||||
//
|
|
||||||
// Gamepads that don't have AXIS_Z/AXIS_RZ but use
|
|
||||||
// AXIS_LTRIGGER/AXIS_RTRIGGER are unaffected by this.
|
|
||||||
//
|
|
||||||
// References:
|
|
||||||
// - https://developer.android.com/develop/ui/views/touch-and-input/game-controllers/controller-input
|
|
||||||
// - https://www.kernel.org/doc/html/latest/input/gamepad.html
|
|
||||||
if (arg0Axis == MotionEvent.AXIS_Z) {
|
|
||||||
arg0Axis = MotionEvent.AXIS_RZ - 1;
|
|
||||||
} else if (arg0Axis > MotionEvent.AXIS_Z && arg0Axis < MotionEvent.AXIS_RZ) {
|
|
||||||
--arg0Axis;
|
|
||||||
}
|
|
||||||
if (arg1Axis == MotionEvent.AXIS_Z) {
|
|
||||||
arg1Axis = MotionEvent.AXIS_RZ - 1;
|
|
||||||
} else if (arg1Axis > MotionEvent.AXIS_Z && arg1Axis < MotionEvent.AXIS_RZ) {
|
|
||||||
--arg1Axis;
|
|
||||||
}
|
|
||||||
|
|
||||||
return arg0Axis - arg1Axis;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private final ArrayList<SDLJoystick> mJoysticks;
|
|
||||||
|
|
||||||
public SDLJoystickHandler_API16() {
|
|
||||||
|
|
||||||
mJoysticks = new ArrayList<SDLJoystick>();
|
|
||||||
}
|
|
||||||
|
|
||||||
@Override
|
|
||||||
public void pollInputDevices() {
|
|
||||||
int[] deviceIds = InputDevice.getDeviceIds();
|
|
||||||
|
|
||||||
for (int device_id : deviceIds) {
|
|
||||||
if (SDLControllerManager.isDeviceSDLJoystick(device_id)) {
|
|
||||||
SDLJoystick joystick = getJoystick(device_id);
|
|
||||||
if (joystick == null) {
|
|
||||||
InputDevice joystickDevice = InputDevice.getDevice(device_id);
|
|
||||||
joystick = new SDLJoystick();
|
|
||||||
joystick.device_id = device_id;
|
|
||||||
joystick.name = joystickDevice.getName();
|
|
||||||
joystick.desc = getJoystickDescriptor(joystickDevice);
|
|
||||||
joystick.axes = new ArrayList<InputDevice.MotionRange>();
|
|
||||||
joystick.hats = new ArrayList<InputDevice.MotionRange>();
|
|
||||||
|
|
||||||
List<InputDevice.MotionRange> ranges = joystickDevice.getMotionRanges();
|
|
||||||
Collections.sort(ranges, new RangeComparator());
|
|
||||||
for (InputDevice.MotionRange range : ranges) {
|
|
||||||
if ((range.getSource() & InputDevice.SOURCE_CLASS_JOYSTICK) != 0) {
|
|
||||||
if (range.getAxis() == MotionEvent.AXIS_HAT_X || range.getAxis() == MotionEvent.AXIS_HAT_Y) {
|
|
||||||
joystick.hats.add(range);
|
|
||||||
} else {
|
|
||||||
joystick.axes.add(range);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
boolean can_rumble = false;
|
|
||||||
if (Build.VERSION.SDK_INT >= 31 /* Android 12.0 (S) */) {
|
|
||||||
VibratorManager manager = joystickDevice.getVibratorManager();
|
|
||||||
int[] vibrators = manager.getVibratorIds();
|
|
||||||
if (vibrators.length > 0) {
|
|
||||||
can_rumble = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
mJoysticks.add(joystick);
|
|
||||||
SDLControllerManager.nativeAddJoystick(joystick.device_id, joystick.name, joystick.desc,
|
|
||||||
getVendorId(joystickDevice), getProductId(joystickDevice),
|
|
||||||
getButtonMask(joystickDevice), joystick.axes.size(), getAxisMask(joystick.axes), joystick.hats.size()/2, can_rumble);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/* Check removed devices */
|
|
||||||
ArrayList<Integer> removedDevices = null;
|
|
||||||
for (SDLJoystick joystick : mJoysticks) {
|
|
||||||
int device_id = joystick.device_id;
|
|
||||||
int i;
|
|
||||||
for (i = 0; i < deviceIds.length; i++) {
|
|
||||||
if (device_id == deviceIds[i]) break;
|
|
||||||
}
|
|
||||||
if (i == deviceIds.length) {
|
|
||||||
if (removedDevices == null) {
|
|
||||||
removedDevices = new ArrayList<Integer>();
|
|
||||||
}
|
|
||||||
removedDevices.add(device_id);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (removedDevices != null) {
|
|
||||||
for (int device_id : removedDevices) {
|
|
||||||
SDLControllerManager.nativeRemoveJoystick(device_id);
|
|
||||||
for (int i = 0; i < mJoysticks.size(); i++) {
|
|
||||||
if (mJoysticks.get(i).device_id == device_id) {
|
|
||||||
mJoysticks.remove(i);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
protected SDLJoystick getJoystick(int device_id) {
|
|
||||||
for (SDLJoystick joystick : mJoysticks) {
|
|
||||||
if (joystick.device_id == device_id) {
|
|
||||||
return joystick;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
|
|
||||||
@Override
|
|
||||||
public boolean handleMotionEvent(MotionEvent event) {
|
|
||||||
int actionPointerIndex = event.getActionIndex();
|
|
||||||
int action = event.getActionMasked();
|
|
||||||
if (action == MotionEvent.ACTION_MOVE) {
|
|
||||||
SDLJoystick joystick = getJoystick(event.getDeviceId());
|
|
||||||
if (joystick != null) {
|
|
||||||
for (int i = 0; i < joystick.axes.size(); i++) {
|
|
||||||
InputDevice.MotionRange range = joystick.axes.get(i);
|
|
||||||
/* Normalize the value to -1...1 */
|
|
||||||
float value = (event.getAxisValue(range.getAxis(), actionPointerIndex) - range.getMin()) / range.getRange() * 2.0f - 1.0f;
|
|
||||||
SDLControllerManager.onNativeJoy(joystick.device_id, i, value);
|
|
||||||
}
|
|
||||||
for (int i = 0; i < joystick.hats.size() / 2; i++) {
|
|
||||||
int hatX = Math.round(event.getAxisValue(joystick.hats.get(2 * i).getAxis(), actionPointerIndex));
|
|
||||||
int hatY = Math.round(event.getAxisValue(joystick.hats.get(2 * i + 1).getAxis(), actionPointerIndex));
|
|
||||||
SDLControllerManager.onNativeHat(joystick.device_id, i, hatX, hatY);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
public String getJoystickDescriptor(InputDevice joystickDevice) {
|
|
||||||
String desc = joystickDevice.getDescriptor();
|
|
||||||
|
|
||||||
if (desc != null && !desc.isEmpty()) {
|
|
||||||
return desc;
|
|
||||||
}
|
|
||||||
|
|
||||||
return joystickDevice.getName();
|
|
||||||
}
|
|
||||||
public int getProductId(InputDevice joystickDevice) {
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
public int getVendorId(InputDevice joystickDevice) {
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
public int getAxisMask(List<InputDevice.MotionRange> ranges) {
|
|
||||||
return -1;
|
|
||||||
}
|
|
||||||
public int getButtonMask(InputDevice joystickDevice) {
|
|
||||||
return -1;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
class SDLJoystickHandler_API19 extends SDLJoystickHandler_API16 {
|
|
||||||
|
|
||||||
@Override
|
|
||||||
public int getProductId(InputDevice joystickDevice) {
|
|
||||||
return joystickDevice.getProductId();
|
|
||||||
}
|
|
||||||
|
|
||||||
@Override
|
|
||||||
public int getVendorId(InputDevice joystickDevice) {
|
|
||||||
return joystickDevice.getVendorId();
|
|
||||||
}
|
|
||||||
|
|
||||||
@Override
|
|
||||||
public int getAxisMask(List<InputDevice.MotionRange> ranges) {
|
|
||||||
// For compatibility, keep computing the axis mask like before,
|
|
||||||
// only really distinguishing 2, 4 and 6 axes.
|
|
||||||
int axis_mask = 0;
|
|
||||||
if (ranges.size() >= 2) {
|
|
||||||
// ((1 << SDL_GAMEPAD_AXIS_LEFTX) | (1 << SDL_GAMEPAD_AXIS_LEFTY))
|
|
||||||
axis_mask |= 0x0003;
|
|
||||||
}
|
|
||||||
if (ranges.size() >= 4) {
|
|
||||||
// ((1 << SDL_GAMEPAD_AXIS_RIGHTX) | (1 << SDL_GAMEPAD_AXIS_RIGHTY))
|
|
||||||
axis_mask |= 0x000c;
|
|
||||||
}
|
|
||||||
if (ranges.size() >= 6) {
|
|
||||||
// ((1 << SDL_GAMEPAD_AXIS_LEFT_TRIGGER) | (1 << SDL_GAMEPAD_AXIS_RIGHT_TRIGGER))
|
|
||||||
axis_mask |= 0x0030;
|
|
||||||
}
|
|
||||||
// Also add an indicator bit for whether the sorting order has changed.
|
|
||||||
// This serves to disable outdated gamecontrollerdb.txt mappings.
|
|
||||||
boolean have_z = false;
|
|
||||||
boolean have_past_z_before_rz = false;
|
|
||||||
for (InputDevice.MotionRange range : ranges) {
|
|
||||||
int axis = range.getAxis();
|
|
||||||
if (axis == MotionEvent.AXIS_Z) {
|
|
||||||
have_z = true;
|
|
||||||
} else if (axis > MotionEvent.AXIS_Z && axis < MotionEvent.AXIS_RZ) {
|
|
||||||
have_past_z_before_rz = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (have_z && have_past_z_before_rz) {
|
|
||||||
// If both these exist, the compare() function changed sorting order.
|
|
||||||
// Set a bit to indicate this fact.
|
|
||||||
axis_mask |= 0x8000;
|
|
||||||
}
|
|
||||||
return axis_mask;
|
|
||||||
}
|
|
||||||
|
|
||||||
@Override
|
|
||||||
public int getButtonMask(InputDevice joystickDevice) {
|
|
||||||
int button_mask = 0;
|
|
||||||
int[] keys = new int[] {
|
|
||||||
KeyEvent.KEYCODE_BUTTON_A,
|
|
||||||
KeyEvent.KEYCODE_BUTTON_B,
|
|
||||||
KeyEvent.KEYCODE_BUTTON_X,
|
|
||||||
KeyEvent.KEYCODE_BUTTON_Y,
|
|
||||||
KeyEvent.KEYCODE_BACK,
|
|
||||||
KeyEvent.KEYCODE_MENU,
|
|
||||||
KeyEvent.KEYCODE_BUTTON_MODE,
|
|
||||||
KeyEvent.KEYCODE_BUTTON_START,
|
|
||||||
KeyEvent.KEYCODE_BUTTON_THUMBL,
|
|
||||||
KeyEvent.KEYCODE_BUTTON_THUMBR,
|
|
||||||
KeyEvent.KEYCODE_BUTTON_L1,
|
|
||||||
KeyEvent.KEYCODE_BUTTON_R1,
|
|
||||||
KeyEvent.KEYCODE_DPAD_UP,
|
|
||||||
KeyEvent.KEYCODE_DPAD_DOWN,
|
|
||||||
KeyEvent.KEYCODE_DPAD_LEFT,
|
|
||||||
KeyEvent.KEYCODE_DPAD_RIGHT,
|
|
||||||
KeyEvent.KEYCODE_BUTTON_SELECT,
|
|
||||||
KeyEvent.KEYCODE_DPAD_CENTER,
|
|
||||||
|
|
||||||
// These don't map into any SDL controller buttons directly
|
|
||||||
KeyEvent.KEYCODE_BUTTON_L2,
|
|
||||||
KeyEvent.KEYCODE_BUTTON_R2,
|
|
||||||
KeyEvent.KEYCODE_BUTTON_C,
|
|
||||||
KeyEvent.KEYCODE_BUTTON_Z,
|
|
||||||
KeyEvent.KEYCODE_BUTTON_1,
|
|
||||||
KeyEvent.KEYCODE_BUTTON_2,
|
|
||||||
KeyEvent.KEYCODE_BUTTON_3,
|
|
||||||
KeyEvent.KEYCODE_BUTTON_4,
|
|
||||||
KeyEvent.KEYCODE_BUTTON_5,
|
|
||||||
KeyEvent.KEYCODE_BUTTON_6,
|
|
||||||
KeyEvent.KEYCODE_BUTTON_7,
|
|
||||||
KeyEvent.KEYCODE_BUTTON_8,
|
|
||||||
KeyEvent.KEYCODE_BUTTON_9,
|
|
||||||
KeyEvent.KEYCODE_BUTTON_10,
|
|
||||||
KeyEvent.KEYCODE_BUTTON_11,
|
|
||||||
KeyEvent.KEYCODE_BUTTON_12,
|
|
||||||
KeyEvent.KEYCODE_BUTTON_13,
|
|
||||||
KeyEvent.KEYCODE_BUTTON_14,
|
|
||||||
KeyEvent.KEYCODE_BUTTON_15,
|
|
||||||
KeyEvent.KEYCODE_BUTTON_16,
|
|
||||||
};
|
|
||||||
int[] masks = new int[] {
|
|
||||||
(1 << 0), // A -> A
|
|
||||||
(1 << 1), // B -> B
|
|
||||||
(1 << 2), // X -> X
|
|
||||||
(1 << 3), // Y -> Y
|
|
||||||
(1 << 4), // BACK -> BACK
|
|
||||||
(1 << 6), // MENU -> START
|
|
||||||
(1 << 5), // MODE -> GUIDE
|
|
||||||
(1 << 6), // START -> START
|
|
||||||
(1 << 7), // THUMBL -> LEFTSTICK
|
|
||||||
(1 << 8), // THUMBR -> RIGHTSTICK
|
|
||||||
(1 << 9), // L1 -> LEFTSHOULDER
|
|
||||||
(1 << 10), // R1 -> RIGHTSHOULDER
|
|
||||||
(1 << 11), // DPAD_UP -> DPAD_UP
|
|
||||||
(1 << 12), // DPAD_DOWN -> DPAD_DOWN
|
|
||||||
(1 << 13), // DPAD_LEFT -> DPAD_LEFT
|
|
||||||
(1 << 14), // DPAD_RIGHT -> DPAD_RIGHT
|
|
||||||
(1 << 4), // SELECT -> BACK
|
|
||||||
(1 << 0), // DPAD_CENTER -> A
|
|
||||||
(1 << 15), // L2 -> ??
|
|
||||||
(1 << 16), // R2 -> ??
|
|
||||||
(1 << 17), // C -> ??
|
|
||||||
(1 << 18), // Z -> ??
|
|
||||||
(1 << 20), // 1 -> ??
|
|
||||||
(1 << 21), // 2 -> ??
|
|
||||||
(1 << 22), // 3 -> ??
|
|
||||||
(1 << 23), // 4 -> ??
|
|
||||||
(1 << 24), // 5 -> ??
|
|
||||||
(1 << 25), // 6 -> ??
|
|
||||||
(1 << 26), // 7 -> ??
|
|
||||||
(1 << 27), // 8 -> ??
|
|
||||||
(1 << 28), // 9 -> ??
|
|
||||||
(1 << 29), // 10 -> ??
|
|
||||||
(1 << 30), // 11 -> ??
|
|
||||||
(1 << 31), // 12 -> ??
|
|
||||||
// We're out of room...
|
|
||||||
0xFFFFFFFF, // 13 -> ??
|
|
||||||
0xFFFFFFFF, // 14 -> ??
|
|
||||||
0xFFFFFFFF, // 15 -> ??
|
|
||||||
0xFFFFFFFF, // 16 -> ??
|
|
||||||
};
|
|
||||||
boolean[] has_keys = joystickDevice.hasKeys(keys);
|
|
||||||
for (int i = 0; i < keys.length; ++i) {
|
|
||||||
if (has_keys[i]) {
|
|
||||||
button_mask |= masks[i];
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return button_mask;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
class SDLHapticHandler_API31 extends SDLHapticHandler {
|
|
||||||
@Override
|
|
||||||
public void run(int device_id, float intensity, int length) {
|
|
||||||
SDLHaptic haptic = getHaptic(device_id);
|
|
||||||
if (haptic != null) {
|
|
||||||
vibrate(haptic.vib, intensity, length);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
@Override
|
|
||||||
public void rumble(int device_id, float low_frequency_intensity, float high_frequency_intensity, int length) {
|
|
||||||
InputDevice device = InputDevice.getDevice(device_id);
|
|
||||||
if (device == null) {
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
VibratorManager manager = device.getVibratorManager();
|
|
||||||
int[] vibrators = manager.getVibratorIds();
|
|
||||||
if (vibrators.length >= 2) {
|
|
||||||
vibrate(manager.getVibrator(vibrators[0]), low_frequency_intensity, length);
|
|
||||||
vibrate(manager.getVibrator(vibrators[1]), high_frequency_intensity, length);
|
|
||||||
} else if (vibrators.length == 1) {
|
|
||||||
float intensity = (low_frequency_intensity * 0.6f) + (high_frequency_intensity * 0.4f);
|
|
||||||
vibrate(manager.getVibrator(vibrators[0]), intensity, length);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void vibrate(Vibrator vibrator, float intensity, int length) {
|
|
||||||
if (intensity == 0.0f) {
|
|
||||||
vibrator.cancel();
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
int value = Math.round(intensity * 255);
|
|
||||||
if (value > 255) {
|
|
||||||
value = 255;
|
|
||||||
}
|
|
||||||
if (value < 1) {
|
|
||||||
vibrator.cancel();
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
try {
|
|
||||||
vibrator.vibrate(VibrationEffect.createOneShot(length, value));
|
|
||||||
}
|
|
||||||
catch (Exception e) {
|
|
||||||
// Fall back to the generic method, which uses DEFAULT_AMPLITUDE, but works even if
|
|
||||||
// something went horribly wrong with the Android 8.0 APIs.
|
|
||||||
vibrator.vibrate(length);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
class SDLHapticHandler_API26 extends SDLHapticHandler {
|
|
||||||
@Override
|
|
||||||
public void run(int device_id, float intensity, int length) {
|
|
||||||
SDLHaptic haptic = getHaptic(device_id);
|
|
||||||
if (haptic != null) {
|
|
||||||
if (intensity == 0.0f) {
|
|
||||||
stop(device_id);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
int vibeValue = Math.round(intensity * 255);
|
|
||||||
|
|
||||||
if (vibeValue > 255) {
|
|
||||||
vibeValue = 255;
|
|
||||||
}
|
|
||||||
if (vibeValue < 1) {
|
|
||||||
stop(device_id);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
try {
|
|
||||||
haptic.vib.vibrate(VibrationEffect.createOneShot(length, vibeValue));
|
|
||||||
}
|
|
||||||
catch (Exception e) {
|
|
||||||
// Fall back to the generic method, which uses DEFAULT_AMPLITUDE, but works even if
|
|
||||||
// something went horribly wrong with the Android 8.0 APIs.
|
|
||||||
haptic.vib.vibrate(length);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
class SDLHapticHandler {
|
|
||||||
|
|
||||||
static class SDLHaptic {
|
|
||||||
public int device_id;
|
|
||||||
public String name;
|
|
||||||
public Vibrator vib;
|
|
||||||
}
|
|
||||||
|
|
||||||
private final ArrayList<SDLHaptic> mHaptics;
|
|
||||||
|
|
||||||
public SDLHapticHandler() {
|
|
||||||
mHaptics = new ArrayList<SDLHaptic>();
|
|
||||||
}
|
|
||||||
|
|
||||||
public void run(int device_id, float intensity, int length) {
|
|
||||||
SDLHaptic haptic = getHaptic(device_id);
|
|
||||||
if (haptic != null) {
|
|
||||||
haptic.vib.vibrate(length);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void rumble(int device_id, float low_frequency_intensity, float high_frequency_intensity, int length) {
|
|
||||||
// Not supported in older APIs
|
|
||||||
}
|
|
||||||
|
|
||||||
public void stop(int device_id) {
|
|
||||||
SDLHaptic haptic = getHaptic(device_id);
|
|
||||||
if (haptic != null) {
|
|
||||||
haptic.vib.cancel();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void pollHapticDevices() {
|
|
||||||
|
|
||||||
final int deviceId_VIBRATOR_SERVICE = 999999;
|
|
||||||
boolean hasVibratorService = false;
|
|
||||||
|
|
||||||
/* Check VIBRATOR_SERVICE */
|
|
||||||
Vibrator vib = (Vibrator) SDL.getContext().getSystemService(Context.VIBRATOR_SERVICE);
|
|
||||||
if (vib != null) {
|
|
||||||
hasVibratorService = vib.hasVibrator();
|
|
||||||
|
|
||||||
if (hasVibratorService) {
|
|
||||||
SDLHaptic haptic = getHaptic(deviceId_VIBRATOR_SERVICE);
|
|
||||||
if (haptic == null) {
|
|
||||||
haptic = new SDLHaptic();
|
|
||||||
haptic.device_id = deviceId_VIBRATOR_SERVICE;
|
|
||||||
haptic.name = "VIBRATOR_SERVICE";
|
|
||||||
haptic.vib = vib;
|
|
||||||
mHaptics.add(haptic);
|
|
||||||
SDLControllerManager.nativeAddHaptic(haptic.device_id, haptic.name);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/* Check removed devices */
|
|
||||||
ArrayList<Integer> removedDevices = null;
|
|
||||||
for (SDLHaptic haptic : mHaptics) {
|
|
||||||
int device_id = haptic.device_id;
|
|
||||||
if (device_id != deviceId_VIBRATOR_SERVICE || !hasVibratorService) {
|
|
||||||
if (removedDevices == null) {
|
|
||||||
removedDevices = new ArrayList<Integer>();
|
|
||||||
}
|
|
||||||
removedDevices.add(device_id);
|
|
||||||
} // else: don't remove the vibrator if it is still present
|
|
||||||
}
|
|
||||||
|
|
||||||
if (removedDevices != null) {
|
|
||||||
for (int device_id : removedDevices) {
|
|
||||||
SDLControllerManager.nativeRemoveHaptic(device_id);
|
|
||||||
for (int i = 0; i < mHaptics.size(); i++) {
|
|
||||||
if (mHaptics.get(i).device_id == device_id) {
|
|
||||||
mHaptics.remove(i);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
protected SDLHaptic getHaptic(int device_id) {
|
|
||||||
for (SDLHaptic haptic : mHaptics) {
|
|
||||||
if (haptic.device_id == device_id) {
|
|
||||||
return haptic;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
class SDLGenericMotionListener_API14 implements View.OnGenericMotionListener {
|
|
||||||
// Generic Motion (mouse hover, joystick...) events go here
|
|
||||||
@Override
|
|
||||||
public boolean onGenericMotion(View v, MotionEvent event) {
|
|
||||||
if (event.getSource() == InputDevice.SOURCE_JOYSTICK)
|
|
||||||
return SDLControllerManager.handleJoystickMotionEvent(event);
|
|
||||||
|
|
||||||
float x, y;
|
|
||||||
int action = event.getActionMasked();
|
|
||||||
int pointerCount = event.getPointerCount();
|
|
||||||
boolean consumed = false;
|
|
||||||
|
|
||||||
for (int i = 0; i < pointerCount; i++) {
|
|
||||||
int toolType = event.getToolType(i);
|
|
||||||
|
|
||||||
if (toolType == MotionEvent.TOOL_TYPE_MOUSE) {
|
|
||||||
switch (action) {
|
|
||||||
case MotionEvent.ACTION_SCROLL:
|
|
||||||
x = event.getAxisValue(MotionEvent.AXIS_HSCROLL, i);
|
|
||||||
y = event.getAxisValue(MotionEvent.AXIS_VSCROLL, i);
|
|
||||||
SDLActivity.onNativeMouse(0, action, x, y, false);
|
|
||||||
consumed = true;
|
|
||||||
break;
|
|
||||||
|
|
||||||
case MotionEvent.ACTION_HOVER_MOVE:
|
|
||||||
x = getEventX(event, i);
|
|
||||||
y = getEventY(event, i);
|
|
||||||
|
|
||||||
SDLActivity.onNativeMouse(0, action, x, y, checkRelativeEvent(event));
|
|
||||||
consumed = true;
|
|
||||||
break;
|
|
||||||
|
|
||||||
default:
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
} else if (toolType == MotionEvent.TOOL_TYPE_STYLUS || toolType == MotionEvent.TOOL_TYPE_ERASER) {
|
|
||||||
switch (action) {
|
|
||||||
case MotionEvent.ACTION_HOVER_ENTER:
|
|
||||||
case MotionEvent.ACTION_HOVER_MOVE:
|
|
||||||
case MotionEvent.ACTION_HOVER_EXIT:
|
|
||||||
x = event.getX(i);
|
|
||||||
y = event.getY(i);
|
|
||||||
float p = event.getPressure(i);
|
|
||||||
|
|
||||||
// BUTTON_STYLUS_PRIMARY is 2^5, so shift by 4
|
|
||||||
int buttons = event.getButtonState() >> 4;
|
|
||||||
|
|
||||||
SDLActivity.onNativePen(event.getPointerId(i), buttons, action, x, y, p);
|
|
||||||
consumed = true;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
return consumed;
|
|
||||||
}
|
|
||||||
|
|
||||||
public boolean supportsRelativeMouse() {
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
public boolean inRelativeMode() {
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
public boolean setRelativeMouseEnabled(boolean enabled) {
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void reclaimRelativeMouseModeIfNeeded() {
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
public boolean checkRelativeEvent(MotionEvent event) {
|
|
||||||
return inRelativeMode();
|
|
||||||
}
|
|
||||||
|
|
||||||
public float getEventX(MotionEvent event, int pointerIndex) {
|
|
||||||
return event.getX(pointerIndex);
|
|
||||||
}
|
|
||||||
|
|
||||||
public float getEventY(MotionEvent event, int pointerIndex) {
|
|
||||||
return event.getY(pointerIndex);
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
class SDLGenericMotionListener_API24 extends SDLGenericMotionListener_API14 {
|
|
||||||
// Generic Motion (mouse hover, joystick...) events go here
|
|
||||||
|
|
||||||
private boolean mRelativeModeEnabled;
|
|
||||||
|
|
||||||
@Override
|
|
||||||
public boolean supportsRelativeMouse() {
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
@Override
|
|
||||||
public boolean inRelativeMode() {
|
|
||||||
return mRelativeModeEnabled;
|
|
||||||
}
|
|
||||||
|
|
||||||
@Override
|
|
||||||
public boolean setRelativeMouseEnabled(boolean enabled) {
|
|
||||||
mRelativeModeEnabled = enabled;
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
@Override
|
|
||||||
public float getEventX(MotionEvent event, int pointerIndex) {
|
|
||||||
if (mRelativeModeEnabled && event.getToolType(pointerIndex) == MotionEvent.TOOL_TYPE_MOUSE) {
|
|
||||||
return event.getAxisValue(MotionEvent.AXIS_RELATIVE_X, pointerIndex);
|
|
||||||
} else {
|
|
||||||
return event.getX(pointerIndex);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
@Override
|
|
||||||
public float getEventY(MotionEvent event, int pointerIndex) {
|
|
||||||
if (mRelativeModeEnabled && event.getToolType(pointerIndex) == MotionEvent.TOOL_TYPE_MOUSE) {
|
|
||||||
return event.getAxisValue(MotionEvent.AXIS_RELATIVE_Y, pointerIndex);
|
|
||||||
} else {
|
|
||||||
return event.getY(pointerIndex);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
class SDLGenericMotionListener_API26 extends SDLGenericMotionListener_API24 {
|
|
||||||
// Generic Motion (mouse hover, joystick...) events go here
|
|
||||||
private boolean mRelativeModeEnabled;
|
|
||||||
|
|
||||||
@Override
|
|
||||||
public boolean supportsRelativeMouse() {
|
|
||||||
return (!SDLActivity.isDeXMode() || Build.VERSION.SDK_INT >= 27 /* Android 8.1 (O_MR1) */);
|
|
||||||
}
|
|
||||||
|
|
||||||
@Override
|
|
||||||
public boolean inRelativeMode() {
|
|
||||||
return mRelativeModeEnabled;
|
|
||||||
}
|
|
||||||
|
|
||||||
@Override
|
|
||||||
public boolean setRelativeMouseEnabled(boolean enabled) {
|
|
||||||
if (!SDLActivity.isDeXMode() || Build.VERSION.SDK_INT >= 27 /* Android 8.1 (O_MR1) */) {
|
|
||||||
if (enabled) {
|
|
||||||
SDLActivity.getContentView().requestPointerCapture();
|
|
||||||
} else {
|
|
||||||
SDLActivity.getContentView().releasePointerCapture();
|
|
||||||
}
|
|
||||||
mRelativeModeEnabled = enabled;
|
|
||||||
return true;
|
|
||||||
} else {
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
@Override
|
|
||||||
public void reclaimRelativeMouseModeIfNeeded() {
|
|
||||||
if (mRelativeModeEnabled && !SDLActivity.isDeXMode()) {
|
|
||||||
SDLActivity.getContentView().requestPointerCapture();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
@Override
|
|
||||||
public boolean checkRelativeEvent(MotionEvent event) {
|
|
||||||
return event.getSource() == InputDevice.SOURCE_MOUSE_RELATIVE;
|
|
||||||
}
|
|
||||||
|
|
||||||
@Override
|
|
||||||
public float getEventX(MotionEvent event, int pointerIndex) {
|
|
||||||
// Relative mouse in capture mode will only have relative for X/Y
|
|
||||||
return event.getX(pointerIndex);
|
|
||||||
}
|
|
||||||
|
|
||||||
@Override
|
|
||||||
public float getEventY(MotionEvent event, int pointerIndex) {
|
|
||||||
// Relative mouse in capture mode will only have relative for X/Y
|
|
||||||
return event.getY(pointerIndex);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@ -1,408 +0,0 @@
|
|||||||
package org.libsdl.app;
|
|
||||||
|
|
||||||
|
|
||||||
import android.content.Context;
|
|
||||||
import android.content.pm.ActivityInfo;
|
|
||||||
import android.graphics.Insets;
|
|
||||||
import android.hardware.Sensor;
|
|
||||||
import android.hardware.SensorEvent;
|
|
||||||
import android.hardware.SensorEventListener;
|
|
||||||
import android.hardware.SensorManager;
|
|
||||||
import android.os.Build;
|
|
||||||
import android.util.DisplayMetrics;
|
|
||||||
import android.util.Log;
|
|
||||||
import android.view.Display;
|
|
||||||
import android.view.InputDevice;
|
|
||||||
import android.view.KeyEvent;
|
|
||||||
import android.view.MotionEvent;
|
|
||||||
import android.view.Surface;
|
|
||||||
import android.view.SurfaceHolder;
|
|
||||||
import android.view.SurfaceView;
|
|
||||||
import android.view.View;
|
|
||||||
import android.view.WindowInsets;
|
|
||||||
import android.view.WindowManager;
|
|
||||||
|
|
||||||
|
|
||||||
/**
|
|
||||||
SDLSurface. This is what we draw on, so we need to know when it's created
|
|
||||||
in order to do anything useful.
|
|
||||||
|
|
||||||
Because of this, that's where we set up the SDL thread
|
|
||||||
*/
|
|
||||||
public class SDLSurface extends SurfaceView implements SurfaceHolder.Callback,
|
|
||||||
View.OnApplyWindowInsetsListener, View.OnKeyListener, View.OnTouchListener, SensorEventListener {
|
|
||||||
|
|
||||||
// Sensors
|
|
||||||
protected SensorManager mSensorManager;
|
|
||||||
protected Display mDisplay;
|
|
||||||
|
|
||||||
// Keep track of the surface size to normalize touch events
|
|
||||||
protected float mWidth, mHeight;
|
|
||||||
|
|
||||||
// Is SurfaceView ready for rendering
|
|
||||||
public boolean mIsSurfaceReady;
|
|
||||||
|
|
||||||
// Startup
|
|
||||||
public SDLSurface(Context context) {
|
|
||||||
super(context);
|
|
||||||
getHolder().addCallback(this);
|
|
||||||
|
|
||||||
setFocusable(true);
|
|
||||||
setFocusableInTouchMode(true);
|
|
||||||
requestFocus();
|
|
||||||
setOnApplyWindowInsetsListener(this);
|
|
||||||
setOnKeyListener(this);
|
|
||||||
setOnTouchListener(this);
|
|
||||||
|
|
||||||
mDisplay = ((WindowManager)context.getSystemService(Context.WINDOW_SERVICE)).getDefaultDisplay();
|
|
||||||
mSensorManager = (SensorManager)context.getSystemService(Context.SENSOR_SERVICE);
|
|
||||||
|
|
||||||
setOnGenericMotionListener(SDLActivity.getMotionListener());
|
|
||||||
|
|
||||||
// Some arbitrary defaults to avoid a potential division by zero
|
|
||||||
mWidth = 1.0f;
|
|
||||||
mHeight = 1.0f;
|
|
||||||
|
|
||||||
mIsSurfaceReady = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void handlePause() {
|
|
||||||
enableSensor(Sensor.TYPE_ACCELEROMETER, false);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void handleResume() {
|
|
||||||
setFocusable(true);
|
|
||||||
setFocusableInTouchMode(true);
|
|
||||||
requestFocus();
|
|
||||||
setOnApplyWindowInsetsListener(this);
|
|
||||||
setOnKeyListener(this);
|
|
||||||
setOnTouchListener(this);
|
|
||||||
enableSensor(Sensor.TYPE_ACCELEROMETER, true);
|
|
||||||
}
|
|
||||||
|
|
||||||
public Surface getNativeSurface() {
|
|
||||||
return getHolder().getSurface();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Called when we have a valid drawing surface
|
|
||||||
@Override
|
|
||||||
public void surfaceCreated(SurfaceHolder holder) {
|
|
||||||
Log.v("SDL", "surfaceCreated()");
|
|
||||||
SDLActivity.onNativeSurfaceCreated();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Called when we lose the surface
|
|
||||||
@Override
|
|
||||||
public void surfaceDestroyed(SurfaceHolder holder) {
|
|
||||||
Log.v("SDL", "surfaceDestroyed()");
|
|
||||||
|
|
||||||
// Transition to pause, if needed
|
|
||||||
SDLActivity.mNextNativeState = SDLActivity.NativeState.PAUSED;
|
|
||||||
SDLActivity.handleNativeState();
|
|
||||||
|
|
||||||
mIsSurfaceReady = false;
|
|
||||||
SDLActivity.onNativeSurfaceDestroyed();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Called when the surface is resized
|
|
||||||
@Override
|
|
||||||
public void surfaceChanged(SurfaceHolder holder,
|
|
||||||
int format, int width, int height) {
|
|
||||||
Log.v("SDL", "surfaceChanged()");
|
|
||||||
|
|
||||||
if (SDLActivity.mSingleton == null) {
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
mWidth = width;
|
|
||||||
mHeight = height;
|
|
||||||
int nDeviceWidth = width;
|
|
||||||
int nDeviceHeight = height;
|
|
||||||
float density = 1.0f;
|
|
||||||
try
|
|
||||||
{
|
|
||||||
if (Build.VERSION.SDK_INT >= 17 /* Android 4.2 (JELLY_BEAN_MR1) */) {
|
|
||||||
DisplayMetrics realMetrics = new DisplayMetrics();
|
|
||||||
mDisplay.getRealMetrics( realMetrics );
|
|
||||||
nDeviceWidth = realMetrics.widthPixels;
|
|
||||||
nDeviceHeight = realMetrics.heightPixels;
|
|
||||||
// Use densityDpi instead of density to more closely match what the UI scale is
|
|
||||||
density = (float)realMetrics.densityDpi / 160.0f;
|
|
||||||
}
|
|
||||||
} catch(Exception ignored) {
|
|
||||||
}
|
|
||||||
|
|
||||||
synchronized(SDLActivity.getContext()) {
|
|
||||||
// In case we're waiting on a size change after going fullscreen, send a notification.
|
|
||||||
SDLActivity.getContext().notifyAll();
|
|
||||||
}
|
|
||||||
|
|
||||||
Log.v("SDL", "Window size: " + width + "x" + height);
|
|
||||||
Log.v("SDL", "Device size: " + nDeviceWidth + "x" + nDeviceHeight);
|
|
||||||
SDLActivity.nativeSetScreenResolution(width, height, nDeviceWidth, nDeviceHeight, density, mDisplay.getRefreshRate());
|
|
||||||
SDLActivity.onNativeResize();
|
|
||||||
|
|
||||||
// Prevent a screen distortion glitch,
|
|
||||||
// for instance when the device is in Landscape and a Portrait App is resumed.
|
|
||||||
boolean skip = false;
|
|
||||||
int requestedOrientation = SDLActivity.mSingleton.getRequestedOrientation();
|
|
||||||
|
|
||||||
if (requestedOrientation == ActivityInfo.SCREEN_ORIENTATION_PORTRAIT || requestedOrientation == ActivityInfo.SCREEN_ORIENTATION_SENSOR_PORTRAIT) {
|
|
||||||
if (mWidth > mHeight) {
|
|
||||||
skip = true;
|
|
||||||
}
|
|
||||||
} else if (requestedOrientation == ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE || requestedOrientation == ActivityInfo.SCREEN_ORIENTATION_SENSOR_LANDSCAPE) {
|
|
||||||
if (mWidth < mHeight) {
|
|
||||||
skip = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Special Patch for Square Resolution: Black Berry Passport
|
|
||||||
if (skip) {
|
|
||||||
double min = Math.min(mWidth, mHeight);
|
|
||||||
double max = Math.max(mWidth, mHeight);
|
|
||||||
|
|
||||||
if (max / min < 1.20) {
|
|
||||||
Log.v("SDL", "Don't skip on such aspect-ratio. Could be a square resolution.");
|
|
||||||
skip = false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Don't skip if we might be multi-window or have popup dialogs
|
|
||||||
if (skip) {
|
|
||||||
if (Build.VERSION.SDK_INT >= 24 /* Android 7.0 (N) */) {
|
|
||||||
skip = false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (skip) {
|
|
||||||
Log.v("SDL", "Skip .. Surface is not ready.");
|
|
||||||
mIsSurfaceReady = false;
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
/* If the surface has been previously destroyed by onNativeSurfaceDestroyed, recreate it here */
|
|
||||||
SDLActivity.onNativeSurfaceChanged();
|
|
||||||
|
|
||||||
/* Surface is ready */
|
|
||||||
mIsSurfaceReady = true;
|
|
||||||
|
|
||||||
SDLActivity.mNextNativeState = SDLActivity.NativeState.RESUMED;
|
|
||||||
SDLActivity.handleNativeState();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Window inset
|
|
||||||
@Override
|
|
||||||
public WindowInsets onApplyWindowInsets(View v, WindowInsets insets) {
|
|
||||||
if (Build.VERSION.SDK_INT >= 30 /* Android 11 (R) */) {
|
|
||||||
Insets combined = insets.getInsets(WindowInsets.Type.systemBars() |
|
|
||||||
WindowInsets.Type.systemGestures() |
|
|
||||||
WindowInsets.Type.mandatorySystemGestures() |
|
|
||||||
WindowInsets.Type.tappableElement() |
|
|
||||||
WindowInsets.Type.displayCutout());
|
|
||||||
|
|
||||||
SDLActivity.onNativeInsetsChanged(combined.left, combined.right, combined.top, combined.bottom);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Pass these to any child views in case they need them
|
|
||||||
return insets;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Key events
|
|
||||||
@Override
|
|
||||||
public boolean onKey(View v, int keyCode, KeyEvent event) {
|
|
||||||
return SDLActivity.handleKeyEvent(v, keyCode, event, null);
|
|
||||||
}
|
|
||||||
|
|
||||||
private float getNormalizedX(float x)
|
|
||||||
{
|
|
||||||
if (mWidth <= 1) {
|
|
||||||
return 0.5f;
|
|
||||||
} else {
|
|
||||||
return (x / (mWidth - 1));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private float getNormalizedY(float y)
|
|
||||||
{
|
|
||||||
if (mHeight <= 1) {
|
|
||||||
return 0.5f;
|
|
||||||
} else {
|
|
||||||
return (y / (mHeight - 1));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Touch events
|
|
||||||
@Override
|
|
||||||
public boolean onTouch(View v, MotionEvent event) {
|
|
||||||
/* Ref: http://developer.android.com/training/gestures/multi.html */
|
|
||||||
int touchDevId = event.getDeviceId();
|
|
||||||
final int pointerCount = event.getPointerCount();
|
|
||||||
int action = event.getActionMasked();
|
|
||||||
int pointerId;
|
|
||||||
int i = 0;
|
|
||||||
float x,y,p;
|
|
||||||
|
|
||||||
if (action == MotionEvent.ACTION_POINTER_UP || action == MotionEvent.ACTION_POINTER_DOWN)
|
|
||||||
i = event.getActionIndex();
|
|
||||||
|
|
||||||
do {
|
|
||||||
int toolType = event.getToolType(i);
|
|
||||||
|
|
||||||
if (toolType == MotionEvent.TOOL_TYPE_MOUSE) {
|
|
||||||
int buttonState = event.getButtonState();
|
|
||||||
boolean relative = false;
|
|
||||||
|
|
||||||
// We need to check if we're in relative mouse mode and get the axis offset rather than the x/y values
|
|
||||||
// if we are. We'll leverage our existing mouse motion listener
|
|
||||||
SDLGenericMotionListener_API14 motionListener = SDLActivity.getMotionListener();
|
|
||||||
x = motionListener.getEventX(event, i);
|
|
||||||
y = motionListener.getEventY(event, i);
|
|
||||||
relative = motionListener.inRelativeMode();
|
|
||||||
|
|
||||||
SDLActivity.onNativeMouse(buttonState, action, x, y, relative);
|
|
||||||
} else if (toolType == MotionEvent.TOOL_TYPE_STYLUS || toolType == MotionEvent.TOOL_TYPE_ERASER) {
|
|
||||||
pointerId = event.getPointerId(i);
|
|
||||||
x = event.getX(i);
|
|
||||||
y = event.getY(i);
|
|
||||||
p = event.getPressure(i);
|
|
||||||
if (p > 1.0f) {
|
|
||||||
// may be larger than 1.0f on some devices
|
|
||||||
// see the documentation of getPressure(i)
|
|
||||||
p = 1.0f;
|
|
||||||
}
|
|
||||||
|
|
||||||
// BUTTON_STYLUS_PRIMARY is 2^5, so shift by 4, and apply SDL_PEN_INPUT_DOWN/SDL_PEN_INPUT_ERASER_TIP
|
|
||||||
int buttonState = (event.getButtonState() >> 4) | (1 << (toolType == MotionEvent.TOOL_TYPE_STYLUS ? 0 : 30));
|
|
||||||
|
|
||||||
SDLActivity.onNativePen(pointerId, buttonState, action, x, y, p);
|
|
||||||
} else if (toolType == MotionEvent.TOOL_TYPE_FINGER) {
|
|
||||||
pointerId = event.getPointerId(i);
|
|
||||||
x = getNormalizedX(event.getX(i));
|
|
||||||
y = getNormalizedY(event.getY(i));
|
|
||||||
p = event.getPressure(i);
|
|
||||||
if (p > 1.0f) {
|
|
||||||
// may be larger than 1.0f on some devices
|
|
||||||
// see the documentation of getPressure(i)
|
|
||||||
p = 1.0f;
|
|
||||||
}
|
|
||||||
|
|
||||||
SDLActivity.onNativeTouch(touchDevId, pointerId, action, x, y, p);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Non-primary up/down
|
|
||||||
if (action == MotionEvent.ACTION_POINTER_UP || action == MotionEvent.ACTION_POINTER_DOWN)
|
|
||||||
break;
|
|
||||||
} while (++i < pointerCount);
|
|
||||||
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Sensor events
|
|
||||||
public void enableSensor(int sensortype, boolean enabled) {
|
|
||||||
// TODO: This uses getDefaultSensor - what if we have >1 accels?
|
|
||||||
if (enabled) {
|
|
||||||
mSensorManager.registerListener(this,
|
|
||||||
mSensorManager.getDefaultSensor(sensortype),
|
|
||||||
SensorManager.SENSOR_DELAY_GAME, null);
|
|
||||||
} else {
|
|
||||||
mSensorManager.unregisterListener(this,
|
|
||||||
mSensorManager.getDefaultSensor(sensortype));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
@Override
|
|
||||||
public void onAccuracyChanged(Sensor sensor, int accuracy) {
|
|
||||||
// TODO
|
|
||||||
}
|
|
||||||
|
|
||||||
@Override
|
|
||||||
public void onSensorChanged(SensorEvent event) {
|
|
||||||
if (event.sensor.getType() == Sensor.TYPE_ACCELEROMETER) {
|
|
||||||
|
|
||||||
// Since we may have an orientation set, we won't receive onConfigurationChanged events.
|
|
||||||
// We thus should check here.
|
|
||||||
int newRotation;
|
|
||||||
|
|
||||||
float x, y;
|
|
||||||
switch (mDisplay.getRotation()) {
|
|
||||||
case Surface.ROTATION_0:
|
|
||||||
default:
|
|
||||||
x = event.values[0];
|
|
||||||
y = event.values[1];
|
|
||||||
newRotation = 0;
|
|
||||||
break;
|
|
||||||
case Surface.ROTATION_90:
|
|
||||||
x = -event.values[1];
|
|
||||||
y = event.values[0];
|
|
||||||
newRotation = 90;
|
|
||||||
break;
|
|
||||||
case Surface.ROTATION_180:
|
|
||||||
x = -event.values[0];
|
|
||||||
y = -event.values[1];
|
|
||||||
newRotation = 180;
|
|
||||||
break;
|
|
||||||
case Surface.ROTATION_270:
|
|
||||||
x = event.values[1];
|
|
||||||
y = -event.values[0];
|
|
||||||
newRotation = 270;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (newRotation != SDLActivity.mCurrentRotation) {
|
|
||||||
SDLActivity.mCurrentRotation = newRotation;
|
|
||||||
SDLActivity.onNativeRotationChanged(newRotation);
|
|
||||||
}
|
|
||||||
|
|
||||||
SDLActivity.onNativeAccel(-x / SensorManager.GRAVITY_EARTH,
|
|
||||||
y / SensorManager.GRAVITY_EARTH,
|
|
||||||
event.values[2] / SensorManager.GRAVITY_EARTH);
|
|
||||||
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Captured pointer events for API 26.
|
|
||||||
public boolean onCapturedPointerEvent(MotionEvent event)
|
|
||||||
{
|
|
||||||
int action = event.getActionMasked();
|
|
||||||
int pointerCount = event.getPointerCount();
|
|
||||||
|
|
||||||
for (int i = 0; i < pointerCount; i++) {
|
|
||||||
float x, y;
|
|
||||||
switch (action) {
|
|
||||||
case MotionEvent.ACTION_SCROLL:
|
|
||||||
x = event.getAxisValue(MotionEvent.AXIS_HSCROLL, i);
|
|
||||||
y = event.getAxisValue(MotionEvent.AXIS_VSCROLL, i);
|
|
||||||
SDLActivity.onNativeMouse(0, action, x, y, false);
|
|
||||||
return true;
|
|
||||||
|
|
||||||
case MotionEvent.ACTION_HOVER_MOVE:
|
|
||||||
case MotionEvent.ACTION_MOVE:
|
|
||||||
x = event.getX(i);
|
|
||||||
y = event.getY(i);
|
|
||||||
SDLActivity.onNativeMouse(0, action, x, y, true);
|
|
||||||
return true;
|
|
||||||
|
|
||||||
case MotionEvent.ACTION_BUTTON_PRESS:
|
|
||||||
case MotionEvent.ACTION_BUTTON_RELEASE:
|
|
||||||
|
|
||||||
// Change our action value to what SDL's code expects.
|
|
||||||
if (action == MotionEvent.ACTION_BUTTON_PRESS) {
|
|
||||||
action = MotionEvent.ACTION_DOWN;
|
|
||||||
} else { /* MotionEvent.ACTION_BUTTON_RELEASE */
|
|
||||||
action = MotionEvent.ACTION_UP;
|
|
||||||
}
|
|
||||||
|
|
||||||
x = event.getX(i);
|
|
||||||
y = event.getY(i);
|
|
||||||
int button = event.getButtonState();
|
|
||||||
|
|
||||||
SDLActivity.onNativeMouse(button, action, x, y, true);
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
File diff suppressed because one or more lines are too long
@ -1,261 +0,0 @@
|
|||||||
#!/usr/bin/env python3
|
|
||||||
#
|
|
||||||
# Simple DirectMedia Layer
|
|
||||||
# Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
|
|
||||||
#
|
|
||||||
# This software is provided 'as-is', without any express or implied
|
|
||||||
# warranty. In no event will the authors be held liable for any damages
|
|
||||||
# arising from the use of this software.
|
|
||||||
#
|
|
||||||
# Permission is granted to anyone to use this software for any purpose,
|
|
||||||
# including commercial applications, and to alter it and redistribute it
|
|
||||||
# freely, subject to the following restrictions:
|
|
||||||
#
|
|
||||||
# 1. The origin of this software must not be misrepresented; you must not
|
|
||||||
# claim that you wrote the original software. If you use this software
|
|
||||||
# in a product, an acknowledgment in the product documentation would be
|
|
||||||
# appreciated but is not required.
|
|
||||||
# 2. Altered source versions must be plainly marked as such, and must not be
|
|
||||||
# misrepresented as being the original software.
|
|
||||||
# 3. This notice may not be removed or altered from any source distribution.
|
|
||||||
#
|
|
||||||
# This script detects use of stdlib function in SDL code
|
|
||||||
|
|
||||||
import argparse
|
|
||||||
import os
|
|
||||||
import pathlib
|
|
||||||
import re
|
|
||||||
import sys
|
|
||||||
|
|
||||||
SDL_ROOT = pathlib.Path(__file__).resolve().parents[1]
|
|
||||||
|
|
||||||
STDLIB_SYMBOLS = [
|
|
||||||
'abs',
|
|
||||||
'acos',
|
|
||||||
'acosf',
|
|
||||||
'asin',
|
|
||||||
'asinf',
|
|
||||||
'asprintf',
|
|
||||||
'atan',
|
|
||||||
'atan2',
|
|
||||||
'atan2f',
|
|
||||||
'atanf',
|
|
||||||
'atof',
|
|
||||||
'atoi',
|
|
||||||
'bsearch',
|
|
||||||
'calloc',
|
|
||||||
'ceil',
|
|
||||||
'ceilf',
|
|
||||||
'copysign',
|
|
||||||
'copysignf',
|
|
||||||
'cos',
|
|
||||||
'cosf',
|
|
||||||
'crc32',
|
|
||||||
'exp',
|
|
||||||
'expf',
|
|
||||||
'fabs',
|
|
||||||
'fabsf',
|
|
||||||
'floor',
|
|
||||||
'floorf',
|
|
||||||
'fmod',
|
|
||||||
'fmodf',
|
|
||||||
'free',
|
|
||||||
'getenv',
|
|
||||||
'isalnum',
|
|
||||||
'isalpha',
|
|
||||||
'isblank',
|
|
||||||
'iscntrl',
|
|
||||||
'isdigit',
|
|
||||||
'isgraph',
|
|
||||||
'islower',
|
|
||||||
'isprint',
|
|
||||||
'ispunct',
|
|
||||||
'isspace',
|
|
||||||
'isupper',
|
|
||||||
'isxdigit',
|
|
||||||
'itoa',
|
|
||||||
'lltoa',
|
|
||||||
'log10',
|
|
||||||
'log10f',
|
|
||||||
'logf',
|
|
||||||
'lround',
|
|
||||||
'lroundf',
|
|
||||||
'ltoa',
|
|
||||||
'malloc',
|
|
||||||
'memalign',
|
|
||||||
'memcmp',
|
|
||||||
'memcpy',
|
|
||||||
'memcpy4',
|
|
||||||
'memmove',
|
|
||||||
'memset',
|
|
||||||
'pow',
|
|
||||||
'powf',
|
|
||||||
'qsort',
|
|
||||||
'qsort_r',
|
|
||||||
'qsort_s',
|
|
||||||
'realloc',
|
|
||||||
'round',
|
|
||||||
'roundf',
|
|
||||||
'scalbn',
|
|
||||||
'scalbnf',
|
|
||||||
'setenv',
|
|
||||||
'sin',
|
|
||||||
'sinf',
|
|
||||||
'snprintf',
|
|
||||||
'sqrt',
|
|
||||||
'sqrtf',
|
|
||||||
'sscanf',
|
|
||||||
'strcasecmp',
|
|
||||||
'strchr',
|
|
||||||
'strcmp',
|
|
||||||
'strdup',
|
|
||||||
'strlcat',
|
|
||||||
'strlcpy',
|
|
||||||
'strlen',
|
|
||||||
'strlwr',
|
|
||||||
'strncasecmp',
|
|
||||||
'strncmp',
|
|
||||||
'strrchr',
|
|
||||||
'strrev',
|
|
||||||
'strstr',
|
|
||||||
'strtod',
|
|
||||||
'strtokr',
|
|
||||||
'strtol',
|
|
||||||
'strtoll',
|
|
||||||
'strtoul',
|
|
||||||
'strupr',
|
|
||||||
'tan',
|
|
||||||
'tanf',
|
|
||||||
'tolower',
|
|
||||||
'toupper',
|
|
||||||
'trunc',
|
|
||||||
'truncf',
|
|
||||||
'uitoa',
|
|
||||||
'ulltoa',
|
|
||||||
'ultoa',
|
|
||||||
'utf8strlcpy',
|
|
||||||
'utf8strlen',
|
|
||||||
'vasprintf',
|
|
||||||
'vsnprintf',
|
|
||||||
'vsscanf',
|
|
||||||
'wcscasecmp',
|
|
||||||
'wcscmp',
|
|
||||||
'wcsdup',
|
|
||||||
'wcslcat',
|
|
||||||
'wcslcpy',
|
|
||||||
'wcslen',
|
|
||||||
'wcsncasecmp',
|
|
||||||
'wcsncmp',
|
|
||||||
'wcsstr',
|
|
||||||
]
|
|
||||||
RE_STDLIB_SYMBOL = re.compile(rf"\b(?P<symbol>{'|'.join(STDLIB_SYMBOLS)})\b\(")
|
|
||||||
|
|
||||||
|
|
||||||
def find_symbols_in_file(file: pathlib.Path) -> int:
|
|
||||||
match_count = 0
|
|
||||||
|
|
||||||
allowed_extensions = [ ".c", ".cpp", ".m", ".h", ".hpp", ".cc" ]
|
|
||||||
|
|
||||||
excluded_paths = [
|
|
||||||
"src/stdlib",
|
|
||||||
"src/libm",
|
|
||||||
"src/hidapi",
|
|
||||||
"src/video/khronos",
|
|
||||||
"include/SDL3",
|
|
||||||
"build-scripts/gen_audio_resampler_filter.c",
|
|
||||||
"build-scripts/gen_audio_channel_conversion.c",
|
|
||||||
"test/win32/sdlprocdump.c",
|
|
||||||
]
|
|
||||||
|
|
||||||
filename = pathlib.Path(file)
|
|
||||||
|
|
||||||
for ep in excluded_paths:
|
|
||||||
if ep in filename.as_posix():
|
|
||||||
# skip
|
|
||||||
return 0
|
|
||||||
|
|
||||||
if filename.suffix not in allowed_extensions:
|
|
||||||
# skip
|
|
||||||
return 0
|
|
||||||
|
|
||||||
# print("Parse %s" % file)
|
|
||||||
|
|
||||||
try:
|
|
||||||
with file.open("r", encoding="UTF-8", newline="") as rfp:
|
|
||||||
parsing_comment = False
|
|
||||||
for line_i, original_line in enumerate(rfp, start=1):
|
|
||||||
line = original_line.strip()
|
|
||||||
|
|
||||||
line_comment = ""
|
|
||||||
|
|
||||||
# Get the comment block /* ... */ across several lines
|
|
||||||
while True:
|
|
||||||
if parsing_comment:
|
|
||||||
pos_end_comment = line.find("*/")
|
|
||||||
if pos_end_comment >= 0:
|
|
||||||
line = line[pos_end_comment+2:]
|
|
||||||
parsing_comment = False
|
|
||||||
else:
|
|
||||||
break
|
|
||||||
else:
|
|
||||||
pos_start_comment = line.find("/*")
|
|
||||||
if pos_start_comment >= 0:
|
|
||||||
pos_end_comment = line.find("*/", pos_start_comment+2)
|
|
||||||
if pos_end_comment >= 0:
|
|
||||||
line_comment += line[pos_start_comment:pos_end_comment+2]
|
|
||||||
line = line[:pos_start_comment] + line[pos_end_comment+2:]
|
|
||||||
else:
|
|
||||||
line_comment += line[pos_start_comment:]
|
|
||||||
line = line[:pos_start_comment]
|
|
||||||
parsing_comment = True
|
|
||||||
break
|
|
||||||
else:
|
|
||||||
break
|
|
||||||
if parsing_comment:
|
|
||||||
continue
|
|
||||||
pos_line_comment = line.find("//")
|
|
||||||
if pos_line_comment >= 0:
|
|
||||||
line_comment += line[pos_line_comment:]
|
|
||||||
line = line[:pos_line_comment]
|
|
||||||
|
|
||||||
if m := RE_STDLIB_SYMBOL.match(line):
|
|
||||||
override_string = f"This should NOT be SDL_{m['symbol']}()"
|
|
||||||
if override_string not in line_comment:
|
|
||||||
print(f"{filename}:{line_i}")
|
|
||||||
print(f" {line}")
|
|
||||||
print(f"")
|
|
||||||
match_count += 1
|
|
||||||
|
|
||||||
except UnicodeDecodeError:
|
|
||||||
print(f"{file} is not text, skipping", file=sys.stderr)
|
|
||||||
|
|
||||||
return match_count
|
|
||||||
|
|
||||||
def find_symbols_in_dir(path: pathlib.Path) -> int:
|
|
||||||
match_count = 0
|
|
||||||
for entry in path.glob("*"):
|
|
||||||
if entry.is_dir():
|
|
||||||
match_count += find_symbols_in_dir(entry)
|
|
||||||
else:
|
|
||||||
match_count += find_symbols_in_file(entry)
|
|
||||||
return match_count
|
|
||||||
|
|
||||||
def main():
|
|
||||||
parser = argparse.ArgumentParser(fromfile_prefix_chars="@")
|
|
||||||
parser.add_argument("path", default=SDL_ROOT, nargs="?", type=pathlib.Path, help="Path to look for stdlib symbols")
|
|
||||||
args = parser.parse_args()
|
|
||||||
|
|
||||||
print(f"Looking for stdlib usage in {args.path}...")
|
|
||||||
|
|
||||||
match_count = find_symbols_in_dir(args.path)
|
|
||||||
|
|
||||||
if match_count:
|
|
||||||
print("If the stdlib usage is intentional, add a '// This should NOT be SDL_<symbol>()' line comment.")
|
|
||||||
print("")
|
|
||||||
print("NOT OK")
|
|
||||||
else:
|
|
||||||
print("OK")
|
|
||||||
return 1 if match_count else 0
|
|
||||||
|
|
||||||
if __name__ == "__main__":
|
|
||||||
raise SystemExit(main())
|
|
||||||
@ -1,91 +0,0 @@
|
|||||||
|
|
||||||
# Using this package
|
|
||||||
|
|
||||||
This package contains SDL built for the Android platform.
|
|
||||||
|
|
||||||
## Gradle integration
|
|
||||||
|
|
||||||
For integration with CMake/ndk-build, it uses [prefab](https://google.github.io/prefab/).
|
|
||||||
|
|
||||||
Copy the aar archive (@<@PROJECT_NAME@>@-@<@PROJECT_VERSION@>@.aar) to a `app/libs` directory of your project.
|
|
||||||
|
|
||||||
In `app/build.gradle` of your Android project, add:
|
|
||||||
```
|
|
||||||
android {
|
|
||||||
/* ... */
|
|
||||||
buildFeatures {
|
|
||||||
prefab true
|
|
||||||
}
|
|
||||||
}
|
|
||||||
dependencies {
|
|
||||||
implementation files('libs/@<@PROJECT_NAME@>@-@<@PROJECT_VERSION@>@.aar')
|
|
||||||
/* ... */
|
|
||||||
}
|
|
||||||
```
|
|
||||||
|
|
||||||
If you're using CMake, add the following to your CMakeLists.txt:
|
|
||||||
```
|
|
||||||
find_package(@<@PROJECT_NAME@>@ REQUIRED CONFIG)
|
|
||||||
target_link_libraries(yourgame PRIVATE @<@PROJECT_NAME@>@::@<@PROJECT_NAME@>@)
|
|
||||||
```
|
|
||||||
|
|
||||||
If you use ndk-build, add the following before `include $(BUILD_SHARED_LIBRARY)` to your `Android.mk`:
|
|
||||||
```
|
|
||||||
LOCAL_SHARED_LIBARARIES := SDL3 SDL3-Headers
|
|
||||||
```
|
|
||||||
And add the following at the bottom:
|
|
||||||
```
|
|
||||||
# https://google.github.io/prefab/build-systems.html
|
|
||||||
|
|
||||||
# Add the prefab modules to the import path.
|
|
||||||
$(call import-add-path,/out)
|
|
||||||
|
|
||||||
# Import @<@PROJECT_NAME@>@ so we can depend on it.
|
|
||||||
$(call import-module,prefab/@<@PROJECT_NAME@>@)
|
|
||||||
```
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Other build systems (advanced)
|
|
||||||
|
|
||||||
If you want to build a project without Gradle,
|
|
||||||
running the following command will extract the Android archive into a more common directory structure.
|
|
||||||
```
|
|
||||||
python @<@PROJECT_NAME@>@-@<@PROJECT_VERSION@>@.aar -o android_prefix
|
|
||||||
```
|
|
||||||
Add `--help` for a list of all available options.
|
|
||||||
|
|
||||||
# Documentation
|
|
||||||
|
|
||||||
An API reference, tutorials, and additional documentation is available at:
|
|
||||||
|
|
||||||
https://wiki.libsdl.org/SDL3
|
|
||||||
|
|
||||||
# Example code
|
|
||||||
|
|
||||||
There are simple example programs available at:
|
|
||||||
|
|
||||||
https://examples.libsdl.org/SDL3
|
|
||||||
|
|
||||||
# Discussions
|
|
||||||
|
|
||||||
## Discord
|
|
||||||
|
|
||||||
You can join the official Discord server at:
|
|
||||||
|
|
||||||
https://discord.com/invite/BwpFGBWsv8
|
|
||||||
|
|
||||||
## Forums/mailing lists
|
|
||||||
|
|
||||||
You can join SDL development discussions at:
|
|
||||||
|
|
||||||
https://discourse.libsdl.org/
|
|
||||||
|
|
||||||
Once you sign up, you can use the forum through the website or as a mailing list from your email client.
|
|
||||||
|
|
||||||
## Announcement list
|
|
||||||
|
|
||||||
You can sign up for the low traffic announcement list at:
|
|
||||||
|
|
||||||
https://www.libsdl.org/mailing-list.php
|
|
||||||
|
|
||||||
@ -1,53 +0,0 @@
|
|||||||
|
|
||||||
# Using this package
|
|
||||||
|
|
||||||
This package contains SDL built for the mingw-w64 toolchain.
|
|
||||||
|
|
||||||
The files for 32-bit architecture are in i686-w64-mingw32
|
|
||||||
The files for 64-bit architecture are in x86_64-w64-mingw32
|
|
||||||
|
|
||||||
You can install them to another location, just type `make` for help.
|
|
||||||
|
|
||||||
To use this package, point your include path at _arch_/include and your library path at _arch_/lib, link with the SDL3 library and copy _arch_/bin/SDL3.dll next to your executable.
|
|
||||||
|
|
||||||
e.g.
|
|
||||||
```sh
|
|
||||||
gcc -o hello.exe hello.c -Ix86_64-w64-mingw32/include -Lx86_64-w64-mingw32/lib -lSDL3
|
|
||||||
cp x86_64-w64-mingw32/bin/SDL3.dll .
|
|
||||||
./hello.exe
|
|
||||||
```
|
|
||||||
|
|
||||||
# Documentation
|
|
||||||
|
|
||||||
An API reference, tutorials, and additional documentation is available at:
|
|
||||||
|
|
||||||
https://wiki.libsdl.org/SDL3
|
|
||||||
|
|
||||||
# Example code
|
|
||||||
|
|
||||||
There are simple example programs available at:
|
|
||||||
|
|
||||||
https://examples.libsdl.org/SDL3
|
|
||||||
|
|
||||||
# Discussions
|
|
||||||
|
|
||||||
## Discord
|
|
||||||
|
|
||||||
You can join the official Discord server at:
|
|
||||||
|
|
||||||
https://discord.com/invite/BwpFGBWsv8
|
|
||||||
|
|
||||||
## Forums/mailing lists
|
|
||||||
|
|
||||||
You can join SDL development discussions at:
|
|
||||||
|
|
||||||
https://discourse.libsdl.org/
|
|
||||||
|
|
||||||
Once you sign up, you can use the forum through the website or as a mailing list from your email client.
|
|
||||||
|
|
||||||
## Announcement list
|
|
||||||
|
|
||||||
You can sign up for the low traffic announcement list at:
|
|
||||||
|
|
||||||
https://www.libsdl.org/mailing-list.php
|
|
||||||
|
|
||||||
@ -1,45 +0,0 @@
|
|||||||
|
|
||||||
# Using this package
|
|
||||||
|
|
||||||
This package contains SDL built for Visual Studio.
|
|
||||||
|
|
||||||
To use this package, edit your project properties:
|
|
||||||
- Add the include directory to "VC++ Directories" -> "Include Directories"
|
|
||||||
- Add the lib/_arch_ directory to "VC++ Directories" -> "Library Directories"
|
|
||||||
- Add SDL3.lib to Linker -> Input -> "Additional Dependencies"
|
|
||||||
- Copy lib/_arch_/SDL3.dll to your project directory.
|
|
||||||
|
|
||||||
# Documentation
|
|
||||||
|
|
||||||
An API reference, tutorials, and additional documentation is available at:
|
|
||||||
|
|
||||||
https://wiki.libsdl.org/SDL3
|
|
||||||
|
|
||||||
# Example code
|
|
||||||
|
|
||||||
There are simple example programs available at:
|
|
||||||
|
|
||||||
https://examples.libsdl.org/SDL3
|
|
||||||
|
|
||||||
# Discussions
|
|
||||||
|
|
||||||
## Discord
|
|
||||||
|
|
||||||
You can join the official Discord server at:
|
|
||||||
|
|
||||||
https://discord.com/invite/BwpFGBWsv8
|
|
||||||
|
|
||||||
## Forums/mailing lists
|
|
||||||
|
|
||||||
You can join SDL development discussions at:
|
|
||||||
|
|
||||||
https://discourse.libsdl.org/
|
|
||||||
|
|
||||||
Once you sign up, you can use the forum through the website or as a mailing list from your email client.
|
|
||||||
|
|
||||||
## Announcement list
|
|
||||||
|
|
||||||
You can sign up for the low traffic announcement list at:
|
|
||||||
|
|
||||||
https://www.libsdl.org/mailing-list.php
|
|
||||||
|
|
||||||
@ -1,210 +0,0 @@
|
|||||||
{
|
|
||||||
"name": "SDL3",
|
|
||||||
"remote": "libsdl-org/SDL",
|
|
||||||
"version": {
|
|
||||||
"file": "include/SDL3/SDL_version.h",
|
|
||||||
"re_major": "^#define SDL_MAJOR_VERSION\\s+([0-9]+)$",
|
|
||||||
"re_minor": "^#define SDL_MINOR_VERSION\\s+([0-9]+)$",
|
|
||||||
"re_micro": "^#define SDL_MICRO_VERSION\\s+([0-9]+)$"
|
|
||||||
},
|
|
||||||
"source": {
|
|
||||||
"checks": [
|
|
||||||
"src/SDL.c",
|
|
||||||
"include/SDL3/SDL.h",
|
|
||||||
"test/testsprite.c",
|
|
||||||
"android-project/app/src/main/java/org/libsdl/app/SDLActivity.java"
|
|
||||||
],
|
|
||||||
"files": {
|
|
||||||
"include/SDL3": [
|
|
||||||
"build-scripts/pkg-support/source/SDL_revision.h.in:SDL_revision.h"
|
|
||||||
],
|
|
||||||
"include/build_config": [
|
|
||||||
"build-scripts/pkg-support/source/SDL_revision.h.cmake.in:SDL_revision.h.cmake"
|
|
||||||
]
|
|
||||||
}
|
|
||||||
},
|
|
||||||
"dmg": {
|
|
||||||
"project": "Xcode/SDL/SDL.xcodeproj",
|
|
||||||
"path": "Xcode/SDL/build/SDL3.dmg",
|
|
||||||
"target": "SDL3.dmg",
|
|
||||||
"build-xcconfig": "Xcode/SDL/pkg-support/build.xcconfig"
|
|
||||||
},
|
|
||||||
"mingw": {
|
|
||||||
"cmake": {
|
|
||||||
"archs": ["x86", "x64"],
|
|
||||||
"args": [
|
|
||||||
"-DSDL_SHARED=ON",
|
|
||||||
"-DSDL_STATIC=OFF",
|
|
||||||
"-DSDL_DISABLE_INSTALL_DOCS=ON",
|
|
||||||
"-DSDL_RELOCATABLE=ON",
|
|
||||||
"-DSDL_TEST_LIBRARY=ON",
|
|
||||||
"-DSDL_TESTS=OFF",
|
|
||||||
"-DSDL_VENDOR_INFO=libsdl.org"
|
|
||||||
],
|
|
||||||
"shared-static": "args"
|
|
||||||
},
|
|
||||||
"files": {
|
|
||||||
"": [
|
|
||||||
"build-scripts/pkg-support/mingw/INSTALL.md",
|
|
||||||
"build-scripts/pkg-support/mingw/Makefile",
|
|
||||||
"LICENSE.txt",
|
|
||||||
"README.md"
|
|
||||||
],
|
|
||||||
"cmake": [
|
|
||||||
"build-scripts/pkg-support/mingw/cmake/SDL3Config.cmake",
|
|
||||||
"build-scripts/pkg-support/mingw/cmake/SDL3ConfigVersion.cmake"
|
|
||||||
]
|
|
||||||
}
|
|
||||||
},
|
|
||||||
"msvc": {
|
|
||||||
"msbuild": {
|
|
||||||
"archs": [
|
|
||||||
"x86",
|
|
||||||
"x64"
|
|
||||||
],
|
|
||||||
"directory-build-props": "build-scripts/pkg-support/msvc/Directory.Build.props",
|
|
||||||
"projects": [
|
|
||||||
"VisualC/SDL/SDL.vcxproj",
|
|
||||||
"VisualC/SDL_test/SDL_test.vcxproj"
|
|
||||||
],
|
|
||||||
"files-lib": {
|
|
||||||
"": [
|
|
||||||
"VisualC/SDL/@<@PLATFORM@>@/@<@CONFIGURATION@>@/SDL3.dll"
|
|
||||||
]
|
|
||||||
},
|
|
||||||
"files-devel": {
|
|
||||||
"lib/@<@ARCH@>@": [
|
|
||||||
"VisualC/SDL/@<@PLATFORM@>@/@<@CONFIGURATION@>@/SDL3.dll",
|
|
||||||
"VisualC/SDL/@<@PLATFORM@>@/@<@CONFIGURATION@>@/SDL3.lib",
|
|
||||||
"VisualC/SDL/@<@PLATFORM@>@/@<@CONFIGURATION@>@/SDL3.pdb",
|
|
||||||
"VisualC/SDL_test/@<@PLATFORM@>@/@<@CONFIGURATION@>@/SDL3_test.lib"
|
|
||||||
]
|
|
||||||
}
|
|
||||||
},
|
|
||||||
"cmake": {
|
|
||||||
"archs": [
|
|
||||||
"arm64"
|
|
||||||
],
|
|
||||||
"args": [
|
|
||||||
"-DSDL_SHARED=ON",
|
|
||||||
"-DSDL_STATIC=OFF",
|
|
||||||
"-DSDL_TEST_LIBRARY=ON",
|
|
||||||
"-DSDL_TESTS=OFF",
|
|
||||||
"-DSDL_DISABLE_INSTALL_DOCS=ON",
|
|
||||||
"-DSDL_RELOCATABLE=ON",
|
|
||||||
"-DSDL_VENDOR_INFO=libsdl.org"
|
|
||||||
],
|
|
||||||
"files-lib": {
|
|
||||||
"": [
|
|
||||||
"bin/SDL3.dll"
|
|
||||||
]
|
|
||||||
},
|
|
||||||
"files-devel": {
|
|
||||||
"lib/@<@ARCH@>@": [
|
|
||||||
"bin/SDL3.dll",
|
|
||||||
"bin/SDL3.pdb",
|
|
||||||
"lib/SDL3.lib",
|
|
||||||
"lib/SDL3_test.lib"
|
|
||||||
]
|
|
||||||
}
|
|
||||||
},
|
|
||||||
"files-lib": {
|
|
||||||
"": [
|
|
||||||
"build-scripts/pkg-support/msvc/@<@ARCH@>@/INSTALL.md.in:INSTALL.md",
|
|
||||||
"LICENSE.txt",
|
|
||||||
"README.md"
|
|
||||||
]
|
|
||||||
},
|
|
||||||
"files-devel": {
|
|
||||||
"": [
|
|
||||||
"build-scripts/pkg-support/msvc/INSTALL.md",
|
|
||||||
"LICENSE.txt",
|
|
||||||
"README.md"
|
|
||||||
],
|
|
||||||
"cmake": [
|
|
||||||
"build-scripts/pkg-support/msvc/cmake/SDL3Config.cmake.in:SDL3Config.cmake",
|
|
||||||
"build-scripts/pkg-support/msvc/cmake/SDL3ConfigVersion.cmake.in:SDL3ConfigVersion.cmake",
|
|
||||||
"cmake/sdlcpu.cmake"
|
|
||||||
],
|
|
||||||
"include/SDL3": [
|
|
||||||
"include/SDL3/*.h"
|
|
||||||
]
|
|
||||||
}
|
|
||||||
},
|
|
||||||
"android": {
|
|
||||||
"cmake": {
|
|
||||||
"args": [
|
|
||||||
"-DSDL_SHARED=ON",
|
|
||||||
"-DSDL_STATIC=OFF",
|
|
||||||
"-DSDL_TEST_LIBRARY=ON",
|
|
||||||
"-DSDL_TESTS=OFF",
|
|
||||||
"-DSDL_ANDROID_JAR=ON",
|
|
||||||
"-DSDL_INSTALL=ON",
|
|
||||||
"-DSDL_INSTALL_DOCS=ON",
|
|
||||||
"-DSDL_VENDOR_INFO=libsdl.org"
|
|
||||||
]
|
|
||||||
},
|
|
||||||
"modules": {
|
|
||||||
"SDL3-Headers": {
|
|
||||||
"type": "interface",
|
|
||||||
"includes": {
|
|
||||||
"SDL3": ["include/SDL3/*.h"]
|
|
||||||
}
|
|
||||||
},
|
|
||||||
"Headers": {
|
|
||||||
"type": "interface",
|
|
||||||
"export-libraries": [":SDL3-Headers"]
|
|
||||||
},
|
|
||||||
"SDL3_test": {
|
|
||||||
"type": "library",
|
|
||||||
"library": "lib/libSDL3_test.a",
|
|
||||||
"export-libraries": [":Headers"]
|
|
||||||
},
|
|
||||||
"SDL3-shared": {
|
|
||||||
"type": "library",
|
|
||||||
"library": "lib/libSDL3.so",
|
|
||||||
"export-libraries": [":Headers"]
|
|
||||||
},
|
|
||||||
"SDL3": {
|
|
||||||
"type": "interface",
|
|
||||||
"export-libraries": [":SDL3-shared"]
|
|
||||||
}
|
|
||||||
},
|
|
||||||
"jars": {
|
|
||||||
"classes": "share/java/@<@PROJECT_NAME@>@/@<@PROJECT_NAME@>@-@<@PROJECT_VERSION@>@.jar",
|
|
||||||
"sources": "share/java/@<@PROJECT_NAME@>@/@<@PROJECT_NAME@>@-@<@PROJECT_VERSION@>@-sources.jar",
|
|
||||||
"doc": "share/javadoc/@<@PROJECT_NAME@>@/@<@PROJECT_NAME@>@-@<@PROJECT_VERSION@>@-javadoc.jar"
|
|
||||||
},
|
|
||||||
"abis": [
|
|
||||||
"armeabi-v7a",
|
|
||||||
"arm64-v8a",
|
|
||||||
"x86",
|
|
||||||
"x86_64"
|
|
||||||
],
|
|
||||||
"api-minimum": 19,
|
|
||||||
"api-target": 29,
|
|
||||||
"ndk-minimum": 21,
|
|
||||||
"aar-files": {
|
|
||||||
"": [
|
|
||||||
"android-project/app/proguard-rules.pro:proguard.txt",
|
|
||||||
"build-scripts/pkg-support/android/aar/__main__.py.in:__main__.py",
|
|
||||||
"build-scripts/pkg-support/android/aar/description.json.in:description.json"
|
|
||||||
],
|
|
||||||
"META-INF": [
|
|
||||||
"LICENSE.txt"
|
|
||||||
],
|
|
||||||
"cmake": [
|
|
||||||
"cmake/sdlcpu.cmake",
|
|
||||||
"build-scripts/pkg-support/android/aar/cmake/SDL3Config.cmake",
|
|
||||||
"build-scripts/pkg-support/android/aar/cmake/SDL3ConfigVersion.cmake.in:SDL3ConfigVersion.cmake"
|
|
||||||
]
|
|
||||||
},
|
|
||||||
"files": {
|
|
||||||
"": [
|
|
||||||
"build-scripts/pkg-support/android/INSTALL.md.in:INSTALL.md",
|
|
||||||
"LICENSE.txt",
|
|
||||||
"README.md"
|
|
||||||
]
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
File diff suppressed because it is too large
Load Diff
@ -1,105 +0,0 @@
|
|||||||
# SDL cmake project-config input for CMakeLists.txt script
|
|
||||||
|
|
||||||
include(FeatureSummary)
|
|
||||||
set_package_properties(SDL3 PROPERTIES
|
|
||||||
URL "https://www.libsdl.org/"
|
|
||||||
DESCRIPTION "low level access to audio, keyboard, mouse, joystick, and graphics hardware"
|
|
||||||
)
|
|
||||||
|
|
||||||
@PACKAGE_INIT@
|
|
||||||
|
|
||||||
set(SDL3_FOUND TRUE)
|
|
||||||
set(_sdl3_framework @SDL_FRAMEWORK@)
|
|
||||||
|
|
||||||
# Find SDL3::Headers
|
|
||||||
if(NOT TARGET SDL3::Headers)
|
|
||||||
include("${CMAKE_CURRENT_LIST_DIR}/SDL3headersTargets.cmake")
|
|
||||||
if(NOT CMAKE_VERSION VERSION_LESS "3.25")
|
|
||||||
set_property(TARGET SDL3::Headers PROPERTY SYSTEM 0)
|
|
||||||
endif()
|
|
||||||
endif()
|
|
||||||
set(SDL3_Headers_FOUND TRUE)
|
|
||||||
|
|
||||||
# Find SDL3::SDL3-shared
|
|
||||||
if(EXISTS "${CMAKE_CURRENT_LIST_DIR}/SDL3sharedTargets.cmake")
|
|
||||||
include("${CMAKE_CURRENT_LIST_DIR}/SDL3sharedTargets.cmake")
|
|
||||||
set(SDL3_SDL3-shared_FOUND TRUE)
|
|
||||||
endif()
|
|
||||||
|
|
||||||
macro(find_sdl3_static_dependencies)
|
|
||||||
@SDL_FIND_PKG_CONFIG_COMMANDS@
|
|
||||||
endmacro()
|
|
||||||
|
|
||||||
# Find SDL3::SDL3-static
|
|
||||||
if(_sdl3_framework)
|
|
||||||
set(SDL3_SDL3-static_FOUND TRUE)
|
|
||||||
find_sdl3_static_dependencies()
|
|
||||||
find_package(SDL3-static CONFIG)
|
|
||||||
if(SDL3_SDL3-static_FOUND AND SDL3-static_FOUND)
|
|
||||||
set(SDL3_SDL3-static_FOUND TRUE)
|
|
||||||
endif()
|
|
||||||
else()
|
|
||||||
if(EXISTS "${CMAKE_CURRENT_LIST_DIR}/SDL3staticTargets.cmake")
|
|
||||||
set(SDL3_SDL3-static_FOUND TRUE)
|
|
||||||
find_sdl3_static_dependencies()
|
|
||||||
if(SDL3_SDL3-static_FOUND)
|
|
||||||
if(ANDROID OR HAIKU)
|
|
||||||
enable_language(CXX)
|
|
||||||
endif()
|
|
||||||
include("${CMAKE_CURRENT_LIST_DIR}/SDL3staticTargets.cmake")
|
|
||||||
endif()
|
|
||||||
endif()
|
|
||||||
endif()
|
|
||||||
|
|
||||||
if(ANDROID AND EXISTS "${CMAKE_CURRENT_LIST_DIR}/SDL3jarTargets.cmake")
|
|
||||||
include("${CMAKE_CURRENT_LIST_DIR}/SDL3jarTargets.cmake")
|
|
||||||
set(SDL3_Jar_FOUND TRUE)
|
|
||||||
endif()
|
|
||||||
|
|
||||||
if(SDL3_SDL3-shared_FOUND OR SDL3_SDL3-static_FOUND)
|
|
||||||
set(SDL3_SDL3_FOUND TRUE)
|
|
||||||
endif()
|
|
||||||
|
|
||||||
# Find SDL3::SDL3_test
|
|
||||||
if(_sdl3_framework)
|
|
||||||
find_package(SDL3_test CONFIG)
|
|
||||||
if(SDL3_test_FOUND)
|
|
||||||
enable_language(OBJC)
|
|
||||||
set(SDL3_SDL3_test_FOUND TRUE)
|
|
||||||
endif()
|
|
||||||
else()
|
|
||||||
if(EXISTS "${CMAKE_CURRENT_LIST_DIR}/SDL3testTargets.cmake")
|
|
||||||
set(SDL3_SDL3_test_FOUND TRUE)
|
|
||||||
@SDL_TEST_FIND_PKG_CONFIG_COMMANDS@
|
|
||||||
if(SDL3_SDL3_test_FOUND)
|
|
||||||
include("${CMAKE_CURRENT_LIST_DIR}/SDL3testTargets.cmake")
|
|
||||||
endif()
|
|
||||||
endif()
|
|
||||||
endif()
|
|
||||||
|
|
||||||
check_required_components(SDL3)
|
|
||||||
|
|
||||||
function(_sdl_create_target_alias_compat NEW_TARGET TARGET)
|
|
||||||
if(CMAKE_VERSION VERSION_LESS "3.18")
|
|
||||||
# Aliasing local targets is not supported on CMake < 3.18, so make it global.
|
|
||||||
add_library(${NEW_TARGET} INTERFACE IMPORTED)
|
|
||||||
set_target_properties(${NEW_TARGET} PROPERTIES INTERFACE_LINK_LIBRARIES "${TARGET}")
|
|
||||||
else()
|
|
||||||
add_library(${NEW_TARGET} ALIAS ${TARGET})
|
|
||||||
endif()
|
|
||||||
endfunction()
|
|
||||||
|
|
||||||
# Make sure SDL3::SDL3 always exists
|
|
||||||
if(NOT TARGET SDL3::SDL3)
|
|
||||||
if(TARGET SDL3::SDL3-shared)
|
|
||||||
_sdl_create_target_alias_compat(SDL3::SDL3 SDL3::SDL3-shared)
|
|
||||||
else()
|
|
||||||
_sdl_create_target_alias_compat(SDL3::SDL3 SDL3::SDL3-static)
|
|
||||||
endif()
|
|
||||||
endif()
|
|
||||||
|
|
||||||
set(SDL3_LIBRARIES SDL3::SDL3)
|
|
||||||
set(SDL3_STATIC_LIBRARIES SDL3::SDL3-static)
|
|
||||||
set(SDL3_STATIC_PRIVATE_LIBS)
|
|
||||||
|
|
||||||
set(SDL3TEST_LIBRARY SDL3::SDL3_test)
|
|
||||||
File diff suppressed because it is too large
Load Diff
@ -1,15 +0,0 @@
|
|||||||
#define SDL_MAIN_HANDLED
|
|
||||||
#include <SDL3/SDL.h>
|
|
||||||
#include <SDL3/SDL_main.h>
|
|
||||||
|
|
||||||
int main(int argc, char *argv[])
|
|
||||||
{
|
|
||||||
SDL_SetMainReady();
|
|
||||||
if (!SDL_Init(0)) {
|
|
||||||
SDL_Log("Could not initialize SDL: %s\n", SDL_GetError());
|
|
||||||
return 1;
|
|
||||||
}
|
|
||||||
SDL_Delay(100);
|
|
||||||
SDL_Quit();
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
@ -1,24 +0,0 @@
|
|||||||
#include <SDL3/SDL.h>
|
|
||||||
#include <SDL3/SDL_main.h>
|
|
||||||
|
|
||||||
int main(int argc, char *argv[])
|
|
||||||
{
|
|
||||||
SDL_Window *window = NULL;
|
|
||||||
SDL_Surface *screenSurface = NULL;
|
|
||||||
if (!SDL_Init(SDL_INIT_VIDEO)) {
|
|
||||||
SDL_Log("Could not initialize SDL: %s\n", SDL_GetError());
|
|
||||||
return 1;
|
|
||||||
}
|
|
||||||
window = SDL_CreateWindow("Hello SDL", 640, 480, 0);
|
|
||||||
if (!window) {
|
|
||||||
SDL_Log("could not create window: %s\n", SDL_GetError());
|
|
||||||
return 1;
|
|
||||||
}
|
|
||||||
screenSurface = SDL_GetWindowSurface(window);
|
|
||||||
SDL_FillSurfaceRect(screenSurface, NULL, SDL_MapSurfaceRGB(screenSurface, 0xff, 0xff, 0xff));
|
|
||||||
SDL_UpdateWindowSurface(window);
|
|
||||||
SDL_Delay(100);
|
|
||||||
SDL_DestroyWindow(window);
|
|
||||||
SDL_Quit();
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
@ -1,34 +0,0 @@
|
|||||||
#include <SDL3/SDL.h>
|
|
||||||
#define SDL_MAIN_HANDLED /* don't drag in header-only SDL_main implementation */
|
|
||||||
#include <SDL3/SDL_main.h>
|
|
||||||
|
|
||||||
#include EXPORT_HEADER
|
|
||||||
|
|
||||||
#ifdef _WIN32
|
|
||||||
#include <windows.h>
|
|
||||||
BOOL WINAPI DllMain(HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpvReserved) {
|
|
||||||
return TRUE;
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
|
|
||||||
int MYLIBRARY_EXPORT mylibrary_init(void);
|
|
||||||
void MYLIBRARY_EXPORT mylibrary_quit(void);
|
|
||||||
int MYLIBRARY_EXPORT mylibrary_work(void);
|
|
||||||
|
|
||||||
int mylibrary_init(void) {
|
|
||||||
SDL_SetMainReady();
|
|
||||||
if (!SDL_Init(0)) {
|
|
||||||
SDL_Log("Could not initialize SDL: %s\n", SDL_GetError());
|
|
||||||
return 1;
|
|
||||||
}
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
void mylibrary_quit(void) {
|
|
||||||
SDL_Quit();
|
|
||||||
}
|
|
||||||
|
|
||||||
int mylibrary_work(void) {
|
|
||||||
SDL_Delay(100);
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
@ -1,50 +0,0 @@
|
|||||||
|
|
||||||
# Introduction to SDL with CMake
|
|
||||||
|
|
||||||
The easiest way to use SDL is to include it as a subproject in your project.
|
|
||||||
|
|
||||||
We'll start by creating a simple project to build and run [hello.c](hello.c)
|
|
||||||
|
|
||||||
Create the file CMakeLists.txt
|
|
||||||
```cmake
|
|
||||||
cmake_minimum_required(VERSION 3.16)
|
|
||||||
project(hello)
|
|
||||||
|
|
||||||
# set the output directory for built objects.
|
|
||||||
# This makes sure that the dynamic library goes into the build directory automatically.
|
|
||||||
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/$<CONFIGURATION>")
|
|
||||||
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/$<CONFIGURATION>")
|
|
||||||
|
|
||||||
# This assumes the SDL source is available in vendored/SDL
|
|
||||||
add_subdirectory(vendored/SDL EXCLUDE_FROM_ALL)
|
|
||||||
|
|
||||||
# Create your game executable target as usual
|
|
||||||
add_executable(hello WIN32 hello.c)
|
|
||||||
|
|
||||||
# Link to the actual SDL3 library.
|
|
||||||
target_link_libraries(hello PRIVATE SDL3::SDL3)
|
|
||||||
```
|
|
||||||
|
|
||||||
Build:
|
|
||||||
```sh
|
|
||||||
cmake -S . -B build
|
|
||||||
cmake --build build
|
|
||||||
```
|
|
||||||
|
|
||||||
Run:
|
|
||||||
- On Windows the executable is in the build Debug directory:
|
|
||||||
```sh
|
|
||||||
cd build/Debug
|
|
||||||
./hello
|
|
||||||
```
|
|
||||||
- On other platforms the executable is in the build directory:
|
|
||||||
```sh
|
|
||||||
cd build
|
|
||||||
./hello
|
|
||||||
```
|
|
||||||
|
|
||||||
A more complete example is available at:
|
|
||||||
|
|
||||||
https://github.com/Ravbug/sdl3-sample
|
|
||||||
|
|
||||||
Additional information and troubleshooting is available in [README-cmake.md](README-cmake.md)
|
|
||||||
@ -1,38 +0,0 @@
|
|||||||
|
|
||||||
# Introduction to SDL with Emscripten
|
|
||||||
|
|
||||||
First, you should have the Emscripten SDK installed from:
|
|
||||||
|
|
||||||
https://emscripten.org/docs/getting_started/downloads.html
|
|
||||||
|
|
||||||
We'll start by creating a simple project to build and run [hello.c](hello.c)
|
|
||||||
|
|
||||||
## Building SDL
|
|
||||||
|
|
||||||
Once you have a command line interface with the Emscripten SDK set up and you've changed directory to the SDL directory, you can build SDL like this:
|
|
||||||
|
|
||||||
```sh
|
|
||||||
mkdir hello
|
|
||||||
cd hello
|
|
||||||
emcmake cmake ..
|
|
||||||
emmake make
|
|
||||||
```
|
|
||||||
|
|
||||||
## Building your app
|
|
||||||
|
|
||||||
In this case we'll just run a simple command to compile our source with the SDL library we just built:
|
|
||||||
```sh
|
|
||||||
emcc -o index.html ../docs/hello.c -I../include -L. -lSDL3
|
|
||||||
```
|
|
||||||
|
|
||||||
## Running your app
|
|
||||||
|
|
||||||
You can now run your app by pointing a webserver at your build directory and connecting a web browser to it.
|
|
||||||
|
|
||||||
## More information
|
|
||||||
|
|
||||||
A more complete example is available at:
|
|
||||||
|
|
||||||
https://github.com/Ravbug/sdl3-sample
|
|
||||||
|
|
||||||
Additional information and troubleshooting is available in [README-emscripten.md](README-emscripten.md)
|
|
||||||
@ -1,15 +0,0 @@
|
|||||||
|
|
||||||
# Introduction to SDL with Visual Studio
|
|
||||||
|
|
||||||
The easiest way to use SDL is to include it as a subproject in your project.
|
|
||||||
|
|
||||||
We'll start by creating a simple project to build and run [hello.c](hello.c)
|
|
||||||
|
|
||||||
- Create a new project in Visual Studio, using the C++ Empty Project template
|
|
||||||
- Add hello.c to the Source Files
|
|
||||||
- Right click the solution, select add an existing project, navigate to VisualC/SDL and add SDL.vcxproj
|
|
||||||
- Select your main project and go to Project -> Project Dependencies and select SDL3
|
|
||||||
- Select your main project and go to Project -> Properties, set the filter at the top to "All Configurations" and "All Platforms", select VC++ Directories and add the SDL include directory to "Include Directories"
|
|
||||||
- Select your main project and go to Project -> Add Reference and select SDL3
|
|
||||||
- Build and run!
|
|
||||||
|
|
||||||
@ -1,653 +0,0 @@
|
|||||||
Android
|
|
||||||
================================================================================
|
|
||||||
|
|
||||||
Matt Styles wrote a tutorial on building SDL for Android with Visual Studio:
|
|
||||||
http://trederia.blogspot.de/2017/03/building-sdl2-for-android-with-visual.html
|
|
||||||
|
|
||||||
The rest of this README covers the Android gradle style build process.
|
|
||||||
|
|
||||||
|
|
||||||
Requirements
|
|
||||||
================================================================================
|
|
||||||
|
|
||||||
Android SDK (version 35 or later)
|
|
||||||
https://developer.android.com/sdk/index.html
|
|
||||||
|
|
||||||
Android NDK r15c or later
|
|
||||||
https://developer.android.com/tools/sdk/ndk/index.html
|
|
||||||
|
|
||||||
Minimum API level supported by SDL: 21 (Android 5.0)
|
|
||||||
|
|
||||||
|
|
||||||
How the port works
|
|
||||||
================================================================================
|
|
||||||
|
|
||||||
- Android applications are Java-based, optionally with parts written in C
|
|
||||||
- As SDL apps are C-based, we use a small Java shim that uses JNI to talk to
|
|
||||||
the SDL library
|
|
||||||
- This means that your application C code must be placed inside an Android
|
|
||||||
Java project, along with some C support code that communicates with Java
|
|
||||||
- This eventually produces a standard Android .apk package
|
|
||||||
|
|
||||||
The Android Java code implements an "Activity" and can be found in:
|
|
||||||
android-project/app/src/main/java/org/libsdl/app/SDLActivity.java
|
|
||||||
|
|
||||||
The Java code loads your game code, the SDL shared library, and
|
|
||||||
dispatches to native functions implemented in the SDL library:
|
|
||||||
src/core/android/SDL_android.c
|
|
||||||
|
|
||||||
|
|
||||||
Building a simple app
|
|
||||||
================================================================================
|
|
||||||
|
|
||||||
For simple projects you can use the script located at build-scripts/create-android-project.py
|
|
||||||
|
|
||||||
There's two ways of using it:
|
|
||||||
|
|
||||||
./create-android-project.py com.yourcompany.yourapp < sources.list
|
|
||||||
./create-android-project.py com.yourcompany.yourapp source1.c source2.c ...sourceN.c
|
|
||||||
|
|
||||||
sources.list should be a text file with a source file name in each line
|
|
||||||
Filenames should be specified relative to the current directory, for example if
|
|
||||||
you are in the build-scripts directory and want to create the testgles.c test, you'll
|
|
||||||
run:
|
|
||||||
|
|
||||||
./create-android-project.py org.libsdl.testgles ../test/testgles.c
|
|
||||||
|
|
||||||
One limitation of this script is that all sources provided will be aggregated into
|
|
||||||
a single directory, thus all your source files should have a unique name.
|
|
||||||
|
|
||||||
Once the project is complete the script will tell you how to build the project.
|
|
||||||
If you want to create a signed release APK, you can use the project created by this
|
|
||||||
utility to generate it.
|
|
||||||
|
|
||||||
Running the script with `--help` will list all available options, and their purposes.
|
|
||||||
|
|
||||||
Finally, a word of caution: re running create-android-project.py wipes any changes you may have
|
|
||||||
done in the build directory for the app!
|
|
||||||
|
|
||||||
|
|
||||||
Building a more complex app
|
|
||||||
================================================================================
|
|
||||||
|
|
||||||
For more complex projects, follow these instructions:
|
|
||||||
|
|
||||||
1. Get the source code for SDL and copy the 'android-project' directory located at SDL/android-project to a suitable location in your project.
|
|
||||||
|
|
||||||
The 'android-project' directory can basically be seen as a sort of starting point for the android-port of your project. It contains the glue code between the Android Java 'frontend' and the SDL code 'backend'. It also contains some standard behaviour, like how events should be handled, which you will be able to change.
|
|
||||||
|
|
||||||
2. If you are _not_ already building SDL as a part of your project (e.g. via CMake add_subdirectory() or FetchContent) move or [symlink](https://en.wikipedia.org/wiki/Symbolic_link) the SDL directory into the 'android-project/app/jni' directory. Alternatively you can [use the SDL3 Android Archive (.aar)](#using-the-sdl3-android-archive-aar), see bellow for more details.
|
|
||||||
|
|
||||||
This is needed as SDL has to be compiled by the Android compiler.
|
|
||||||
|
|
||||||
3. Edit 'android-project/app/build.gradle' to include any assets that your app needs by adding 'assets.srcDirs' in 'sourceSets.main'.
|
|
||||||
|
|
||||||
For example: `assets.srcDirs = ['../../assets', '../../shaders']`
|
|
||||||
|
|
||||||
If using CMake:
|
|
||||||
|
|
||||||
4. Edit 'android-project/app/build.gradle' to set 'buildWithCMake' to true and set 'externalNativeBuild' cmake path to your top level CMakeLists.txt.
|
|
||||||
|
|
||||||
For example: `path '../../CMakeLists.txt'`
|
|
||||||
|
|
||||||
5. Change the target containing your main function to be built as a shared library called "main" when compiling for Android. (e.g. add_executable(MyGame main.c) should become add_library(main SHARED main.c) on Android)
|
|
||||||
|
|
||||||
If using Android Makefiles:
|
|
||||||
|
|
||||||
4. Edit 'android-project/app/jni/src/Android.mk' to include your source files. They should be separated by spaces after the 'LOCAL_SRC_FILES := ' declaration.
|
|
||||||
|
|
||||||
To build your app, run `./gradlew installDebug` or `./gradlew installRelease` in the project directory. It will build and install your .apk on any connected Android device. If you want to use Android Studio, simply open your 'android-project' directory and start building.
|
|
||||||
|
|
||||||
Additionally the [SDL_helloworld](https://github.com/libsdl-org/SDL_helloworld) project contains a small example program with a functional Android port that you can use as a reference.
|
|
||||||
|
|
||||||
Here's an explanation of the files in the Android project, so you can customize them:
|
|
||||||
|
|
||||||
android-project/app
|
|
||||||
build.gradle - build info including the application version and SDK
|
|
||||||
src/main/AndroidManifest.xml - package manifest. Among others, it contains the class name of the main Activity and the package name of the application.
|
|
||||||
jni/ - directory holding native code
|
|
||||||
jni/Application.mk - Application JNI settings, including target platform and STL library
|
|
||||||
jni/Android.mk - Android makefile that can call recursively the Android.mk files in all subdirectories
|
|
||||||
jni/CMakeLists.txt - Top-level CMake project that adds SDL as a subproject
|
|
||||||
jni/SDL/ - (symlink to) directory holding the SDL library files
|
|
||||||
jni/SDL/Android.mk - Android makefile for creating the SDL shared library
|
|
||||||
jni/src/ - directory holding your C/C++ source
|
|
||||||
jni/src/Android.mk - Android makefile that you should customize to include your source code and any library references
|
|
||||||
jni/src/CMakeLists.txt - CMake file that you may customize to include your source code and any library references
|
|
||||||
src/main/assets/ - directory holding asset files for your application
|
|
||||||
src/main/res/ - directory holding resources for your application
|
|
||||||
src/main/res/mipmap-* - directories holding icons for different phone hardware
|
|
||||||
src/main/res/values/strings.xml - strings used in your application, including the application name
|
|
||||||
src/main/java/org/libsdl/app/SDLActivity.java - the Java class handling the initialization and binding to SDL. Be very careful changing this, as the SDL library relies on this implementation. You should instead subclass this for your application.
|
|
||||||
|
|
||||||
|
|
||||||
Using the SDL3 Android Archive (.aar)
|
|
||||||
================================================================================
|
|
||||||
|
|
||||||
The Android archive allows use of SDL3 in your Android project, without needing to copy any SDL C or JAVA source into your project.
|
|
||||||
For integration with CMake/ndk-build, it uses [prefab](https://google.github.io/prefab/).
|
|
||||||
|
|
||||||
Copy the archive to a `app/libs` directory in your project and add the following to `app/gradle.build`:
|
|
||||||
```
|
|
||||||
android {
|
|
||||||
/* ... */
|
|
||||||
buildFeatures {
|
|
||||||
prefab true
|
|
||||||
}
|
|
||||||
}
|
|
||||||
dependencies {
|
|
||||||
implementation files('libs/SDL3-X.Y.Z.aar') /* Replace with the filename of the actual SDL3-x.y.z.aar file you downloaded */
|
|
||||||
/* ... */
|
|
||||||
}
|
|
||||||
```
|
|
||||||
|
|
||||||
If you use CMake, add the following to your CMakeLists.txt:
|
|
||||||
```
|
|
||||||
find_package(SDL3 REQUIRED CONFIG)
|
|
||||||
target_link_libraries(yourgame PRIVATE SDL3::SDL3)
|
|
||||||
```
|
|
||||||
|
|
||||||
If you use ndk-build, add the following before `include $(BUILD_SHARED_LIBRARY)` to your `Android.mk`:
|
|
||||||
```
|
|
||||||
LOCAL_SHARED_LIBARARIES := SDL3 SDL3-Headers
|
|
||||||
```
|
|
||||||
And add the following at the bottom:
|
|
||||||
```
|
|
||||||
# https://google.github.io/prefab/build-systems.html
|
|
||||||
# Add the prefab modules to the import path.
|
|
||||||
$(call import-add-path,/out)
|
|
||||||
# Import @PROJECT_NAME@ so we can depend on it.
|
|
||||||
$(call import-module,prefab/@PROJECT_NAME@)
|
|
||||||
```
|
|
||||||
|
|
||||||
The `build-scripts/create-android-project.py` script can create a project using Android aar-chives from scratch:
|
|
||||||
```
|
|
||||||
build-scripts/create-android-project.py --variant aar com.yourcompany.yourapp < sources.list
|
|
||||||
```
|
|
||||||
|
|
||||||
Customizing your application name
|
|
||||||
================================================================================
|
|
||||||
|
|
||||||
To customize your application name, edit AndroidManifest.xml and build.gradle to replace
|
|
||||||
"org.libsdl.app" with an identifier for your product package.
|
|
||||||
|
|
||||||
Then create a Java class extending SDLActivity and place it in a directory
|
|
||||||
under src matching your package, e.g.
|
|
||||||
|
|
||||||
app/src/main/java/com/gamemaker/game/MyGame.java
|
|
||||||
|
|
||||||
Here's an example of a minimal class file:
|
|
||||||
|
|
||||||
--- MyGame.java --------------------------
|
|
||||||
package com.gamemaker.game;
|
|
||||||
|
|
||||||
import org.libsdl.app.SDLActivity;
|
|
||||||
|
|
||||||
/**
|
|
||||||
* A sample wrapper class that just calls SDLActivity
|
|
||||||
*/
|
|
||||||
|
|
||||||
public class MyGame extends SDLActivity { }
|
|
||||||
|
|
||||||
------------------------------------------
|
|
||||||
|
|
||||||
Then replace "SDLActivity" in AndroidManifest.xml with the name of your
|
|
||||||
class, .e.g. "MyGame"
|
|
||||||
|
|
||||||
|
|
||||||
Customizing your application icon
|
|
||||||
================================================================================
|
|
||||||
|
|
||||||
Conceptually changing your icon is just replacing the "ic_launcher.png" files in
|
|
||||||
the drawable directories under the res directory. There are several directories
|
|
||||||
for different screen sizes.
|
|
||||||
|
|
||||||
|
|
||||||
Loading assets
|
|
||||||
================================================================================
|
|
||||||
|
|
||||||
Any files you put in the "app/src/main/assets" directory of your project
|
|
||||||
directory will get bundled into the application package and you can load
|
|
||||||
them using the standard functions in SDL_iostream.h.
|
|
||||||
|
|
||||||
There are also a few Android specific functions that allow you to get other
|
|
||||||
useful paths for saving and loading data:
|
|
||||||
* SDL_GetAndroidInternalStoragePath()
|
|
||||||
* SDL_GetAndroidExternalStorageState()
|
|
||||||
* SDL_GetAndroidExternalStoragePath()
|
|
||||||
* SDL_GetAndroidCachePath()
|
|
||||||
|
|
||||||
See SDL_system.h for more details on these functions.
|
|
||||||
|
|
||||||
The asset packaging system will, by default, compress certain file extensions.
|
|
||||||
SDL includes two asset file access mechanisms, the preferred one is the so
|
|
||||||
called "File Descriptor" method, which is faster and doesn't involve the Dalvik
|
|
||||||
GC, but given this method does not work on compressed assets, there is also the
|
|
||||||
"Input Stream" method, which is automatically used as a fall back by SDL. You
|
|
||||||
may want to keep this fact in mind when building your APK, specially when large
|
|
||||||
files are involved.
|
|
||||||
For more information on which extensions get compressed by default and how to
|
|
||||||
disable this behaviour, see for example:
|
|
||||||
|
|
||||||
http://ponystyle.com/blog/2010/03/26/dealing-with-asset-compression-in-android-apps/
|
|
||||||
|
|
||||||
|
|
||||||
Activity lifecycle
|
|
||||||
================================================================================
|
|
||||||
|
|
||||||
On Android the application goes through a fixed life cycle and you will get
|
|
||||||
notifications of state changes via application events. When these events
|
|
||||||
are delivered you must handle them in an event callback because the OS may
|
|
||||||
not give you any processing time after the events are delivered.
|
|
||||||
|
|
||||||
e.g.
|
|
||||||
|
|
||||||
int HandleAppEvents(void *userdata, SDL_Event *event)
|
|
||||||
{
|
|
||||||
switch (event->type)
|
|
||||||
{
|
|
||||||
case SDL_EVENT_TERMINATING:
|
|
||||||
/* Terminate the app.
|
|
||||||
Shut everything down before returning from this function.
|
|
||||||
*/
|
|
||||||
return 0;
|
|
||||||
case SDL_EVENT_LOW_MEMORY:
|
|
||||||
/* You will get this when your app is paused and iOS wants more memory.
|
|
||||||
Release as much memory as possible.
|
|
||||||
*/
|
|
||||||
return 0;
|
|
||||||
case SDL_EVENT_WILL_ENTER_BACKGROUND:
|
|
||||||
/* Prepare your app to go into the background. Stop loops, etc.
|
|
||||||
This gets called when the user hits the home button, or gets a call.
|
|
||||||
|
|
||||||
You should not make any OpenGL graphics calls or use the rendering API,
|
|
||||||
in addition, you should set the render target to NULL, if you're using
|
|
||||||
it, e.g. call SDL_SetRenderTarget(renderer, NULL).
|
|
||||||
*/
|
|
||||||
return 0;
|
|
||||||
case SDL_EVENT_DID_ENTER_BACKGROUND:
|
|
||||||
/* Your app is NOT active at this point. */
|
|
||||||
return 0;
|
|
||||||
case SDL_EVENT_WILL_ENTER_FOREGROUND:
|
|
||||||
/* This call happens when your app is coming back to the foreground.
|
|
||||||
Restore all your state here.
|
|
||||||
*/
|
|
||||||
return 0;
|
|
||||||
case SDL_EVENT_DID_ENTER_FOREGROUND:
|
|
||||||
/* Restart your loops here.
|
|
||||||
Your app is interactive and getting CPU again.
|
|
||||||
|
|
||||||
You have access to the OpenGL context or rendering API at this point.
|
|
||||||
However, there's a chance (on older hardware, or on systems under heavy load),
|
|
||||||
where the graphics context can not be restored. You should listen for the
|
|
||||||
event SDL_EVENT_RENDER_DEVICE_RESET and recreate your OpenGL context and
|
|
||||||
restore your textures when you get it, or quit the app.
|
|
||||||
*/
|
|
||||||
return 0;
|
|
||||||
default:
|
|
||||||
/* No special processing, add it to the event queue */
|
|
||||||
return 1;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
int main(int argc, char *argv[])
|
|
||||||
{
|
|
||||||
SDL_SetEventFilter(HandleAppEvents, NULL);
|
|
||||||
|
|
||||||
... run your main loop
|
|
||||||
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
Note that if you are using main callbacks instead of a standard C main() function,
|
|
||||||
your SDL_AppEvent() callback will run as these events arrive and you do not need to
|
|
||||||
use SDL_SetEventFilter.
|
|
||||||
|
|
||||||
If SDL_HINT_ANDROID_BLOCK_ON_PAUSE hint is set (the default),
|
|
||||||
the event loop will block itself when the app is paused (ie, when the user
|
|
||||||
returns to the main Android dashboard). Blocking is better in terms of battery
|
|
||||||
use, and it allows your app to spring back to life instantaneously after resume
|
|
||||||
(versus polling for a resume message).
|
|
||||||
|
|
||||||
You can control activity re-creation (eg. onCreate()) behaviour. This allows you
|
|
||||||
to choose whether to keep or re-initialize java and native static datas, see
|
|
||||||
SDL_HINT_ANDROID_ALLOW_RECREATE_ACTIVITY in SDL_hints.h.
|
|
||||||
|
|
||||||
|
|
||||||
Insets and Safe Areas
|
|
||||||
================================================================================
|
|
||||||
|
|
||||||
As of Android 15, SDL windows cover the entire screen, extending under notches
|
|
||||||
and system bars. The OS expects you to take those into account when displaying
|
|
||||||
content and SDL provides the function SDL_GetWindowSafeArea() so you know what
|
|
||||||
area is available for interaction. Outside of the safe area can be potentially
|
|
||||||
covered by system bars or used by OS gestures.
|
|
||||||
|
|
||||||
|
|
||||||
Mouse / Touch events
|
|
||||||
================================================================================
|
|
||||||
|
|
||||||
In some case, SDL generates synthetic mouse (resp. touch) events for touch
|
|
||||||
(resp. mouse) devices.
|
|
||||||
To enable/disable this behavior, see SDL_hints.h:
|
|
||||||
- SDL_HINT_TOUCH_MOUSE_EVENTS
|
|
||||||
- SDL_HINT_MOUSE_TOUCH_EVENTS
|
|
||||||
|
|
||||||
|
|
||||||
Misc
|
|
||||||
================================================================================
|
|
||||||
|
|
||||||
For some device, it appears to works better setting explicitly GL attributes
|
|
||||||
before creating a window:
|
|
||||||
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
|
|
||||||
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
|
|
||||||
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
|
|
||||||
|
|
||||||
|
|
||||||
Threads and the Java VM
|
|
||||||
================================================================================
|
|
||||||
|
|
||||||
For a quick tour on how Linux native threads interoperate with the Java VM, take
|
|
||||||
a look here: https://developer.android.com/guide/practices/jni.html
|
|
||||||
|
|
||||||
If you want to use threads in your SDL app, it's strongly recommended that you
|
|
||||||
do so by creating them using SDL functions. This way, the required attach/detach
|
|
||||||
handling is managed by SDL automagically. If you have threads created by other
|
|
||||||
means and they make calls to SDL functions, make sure that you call
|
|
||||||
Android_JNI_SetupThread() before doing anything else otherwise SDL will attach
|
|
||||||
your thread automatically anyway (when you make an SDL call), but it'll never
|
|
||||||
detach it.
|
|
||||||
|
|
||||||
|
|
||||||
If you ever want to use JNI in a native thread (created by "SDL_CreateThread()"),
|
|
||||||
it won't be able to find your java class and method because of the java class loader
|
|
||||||
which is different for native threads, than for java threads (eg your "main()").
|
|
||||||
|
|
||||||
the work-around is to find class/method, in you "main()" thread, and to use them
|
|
||||||
in your native thread.
|
|
||||||
|
|
||||||
see:
|
|
||||||
https://developer.android.com/training/articles/perf-jni#faq:-why-didnt-findclass-find-my-class
|
|
||||||
|
|
||||||
|
|
||||||
Using STL
|
|
||||||
================================================================================
|
|
||||||
|
|
||||||
You can use STL in your project by creating an Application.mk file in the jni
|
|
||||||
folder and adding the following line:
|
|
||||||
|
|
||||||
APP_STL := c++_shared
|
|
||||||
|
|
||||||
For more information go here:
|
|
||||||
https://developer.android.com/ndk/guides/cpp-support
|
|
||||||
|
|
||||||
|
|
||||||
Using the emulator
|
|
||||||
================================================================================
|
|
||||||
|
|
||||||
There are some good tips and tricks for getting the most out of the
|
|
||||||
emulator here: https://developer.android.com/tools/devices/emulator.html
|
|
||||||
|
|
||||||
Especially useful is the info on setting up OpenGL ES 2.0 emulation.
|
|
||||||
|
|
||||||
Notice that this software emulator is incredibly slow and needs a lot of disk space.
|
|
||||||
Using a real device works better.
|
|
||||||
|
|
||||||
|
|
||||||
Troubleshooting
|
|
||||||
================================================================================
|
|
||||||
|
|
||||||
You can see if adb can see any devices with the following command:
|
|
||||||
|
|
||||||
adb devices
|
|
||||||
|
|
||||||
You can see the output of log messages on the default device with:
|
|
||||||
|
|
||||||
adb logcat
|
|
||||||
|
|
||||||
You can push files to the device with:
|
|
||||||
|
|
||||||
adb push local_file remote_path_and_file
|
|
||||||
|
|
||||||
You can push files to the SD Card at /sdcard, for example:
|
|
||||||
|
|
||||||
adb push moose.dat /sdcard/moose.dat
|
|
||||||
|
|
||||||
You can see the files on the SD card with a shell command:
|
|
||||||
|
|
||||||
adb shell ls /sdcard/
|
|
||||||
|
|
||||||
You can start a command shell on the default device with:
|
|
||||||
|
|
||||||
adb shell
|
|
||||||
|
|
||||||
You can remove the library files of your project (and not the SDL lib files) with:
|
|
||||||
|
|
||||||
ndk-build clean
|
|
||||||
|
|
||||||
You can do a build with the following command:
|
|
||||||
|
|
||||||
ndk-build
|
|
||||||
|
|
||||||
You can see the complete command line that ndk-build is using by passing V=1 on the command line:
|
|
||||||
|
|
||||||
ndk-build V=1
|
|
||||||
|
|
||||||
If your application crashes in native code, you can use ndk-stack to get a symbolic stack trace:
|
|
||||||
https://developer.android.com/ndk/guides/ndk-stack
|
|
||||||
|
|
||||||
If you want to go through the process manually, you can use addr2line to convert the
|
|
||||||
addresses in the stack trace to lines in your code.
|
|
||||||
|
|
||||||
For example, if your crash looks like this:
|
|
||||||
|
|
||||||
I/DEBUG ( 31): signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 400085d0
|
|
||||||
I/DEBUG ( 31): r0 00000000 r1 00001000 r2 00000003 r3 400085d4
|
|
||||||
I/DEBUG ( 31): r4 400085d0 r5 40008000 r6 afd41504 r7 436c6a7c
|
|
||||||
I/DEBUG ( 31): r8 436c6b30 r9 435c6fb0 10 435c6f9c fp 4168d82c
|
|
||||||
I/DEBUG ( 31): ip 8346aff0 sp 436c6a60 lr afd1c8ff pc afd1c902 cpsr 60000030
|
|
||||||
I/DEBUG ( 31): #00 pc 0001c902 /system/lib/libc.so
|
|
||||||
I/DEBUG ( 31): #01 pc 0001ccf6 /system/lib/libc.so
|
|
||||||
I/DEBUG ( 31): #02 pc 000014bc /data/data/org.libsdl.app/lib/libmain.so
|
|
||||||
I/DEBUG ( 31): #03 pc 00001506 /data/data/org.libsdl.app/lib/libmain.so
|
|
||||||
|
|
||||||
You can see that there's a crash in the C library being called from the main code.
|
|
||||||
I run addr2line with the debug version of my code:
|
|
||||||
|
|
||||||
arm-eabi-addr2line -C -f -e obj/local/armeabi/libmain.so
|
|
||||||
|
|
||||||
and then paste in the number after "pc" in the call stack, from the line that I care about:
|
|
||||||
000014bc
|
|
||||||
|
|
||||||
I get output from addr2line showing that it's in the quit function, in testspriteminimal.c, on line 23.
|
|
||||||
|
|
||||||
You can add logging to your code to help show what's happening:
|
|
||||||
|
|
||||||
#include <android/log.h>
|
|
||||||
|
|
||||||
__android_log_print(ANDROID_LOG_INFO, "foo", "Something happened! x = %d", x);
|
|
||||||
|
|
||||||
If you need to build without optimization turned on, you can create a file called
|
|
||||||
"Application.mk" in the jni directory, with the following line in it:
|
|
||||||
|
|
||||||
APP_OPTIM := debug
|
|
||||||
|
|
||||||
|
|
||||||
Memory debugging
|
|
||||||
================================================================================
|
|
||||||
|
|
||||||
The best (and slowest) way to debug memory issues on Android is valgrind.
|
|
||||||
Valgrind has support for Android out of the box, just grab code using:
|
|
||||||
|
|
||||||
git clone https://sourceware.org/git/valgrind.git
|
|
||||||
|
|
||||||
... and follow the instructions in the file `README.android` to build it.
|
|
||||||
|
|
||||||
One thing I needed to do on macOS was change the path to the toolchain,
|
|
||||||
and add ranlib to the environment variables:
|
|
||||||
export RANLIB=$NDKROOT/toolchains/arm-linux-androideabi-4.4.3/prebuilt/darwin-x86/bin/arm-linux-androideabi-ranlib
|
|
||||||
|
|
||||||
Once valgrind is built, you can create a wrapper script to launch your
|
|
||||||
application with it, changing org.libsdl.app to your package identifier:
|
|
||||||
|
|
||||||
--- start_valgrind_app -------------------
|
|
||||||
#!/system/bin/sh
|
|
||||||
export TMPDIR=/data/data/org.libsdl.app
|
|
||||||
exec /data/local/Inst/bin/valgrind --log-file=/sdcard/valgrind.log --error-limit=no $*
|
|
||||||
------------------------------------------
|
|
||||||
|
|
||||||
Then push it to the device:
|
|
||||||
|
|
||||||
adb push start_valgrind_app /data/local
|
|
||||||
|
|
||||||
and make it executable:
|
|
||||||
|
|
||||||
adb shell chmod 755 /data/local/start_valgrind_app
|
|
||||||
|
|
||||||
and tell Android to use the script to launch your application:
|
|
||||||
|
|
||||||
adb shell setprop wrap.org.libsdl.app "logwrapper /data/local/start_valgrind_app"
|
|
||||||
|
|
||||||
If the setprop command says "could not set property", it's likely that
|
|
||||||
your package name is too long and you should make it shorter by changing
|
|
||||||
AndroidManifest.xml and the path to your class file in android-project/src
|
|
||||||
|
|
||||||
You can then launch your application normally and waaaaaaaiiittt for it.
|
|
||||||
You can monitor the startup process with the logcat command above, and
|
|
||||||
when it's done (or even while it's running) you can grab the valgrind
|
|
||||||
output file:
|
|
||||||
|
|
||||||
adb pull /sdcard/valgrind.log
|
|
||||||
|
|
||||||
When you're done instrumenting with valgrind, you can disable the wrapper:
|
|
||||||
|
|
||||||
adb shell setprop wrap.org.libsdl.app ""
|
|
||||||
|
|
||||||
|
|
||||||
Graphics debugging
|
|
||||||
================================================================================
|
|
||||||
|
|
||||||
If you are developing on a compatible Tegra-based tablet, NVidia provides
|
|
||||||
Tegra Graphics Debugger at their website. Because SDL3 dynamically loads EGL
|
|
||||||
and GLES libraries, you must follow their instructions for installing the
|
|
||||||
interposer library on a rooted device. The non-rooted instructions are not
|
|
||||||
compatible with applications that use SDL3 for video.
|
|
||||||
|
|
||||||
The Tegra Graphics Debugger is available from NVidia here:
|
|
||||||
https://developer.nvidia.com/tegra-graphics-debugger
|
|
||||||
|
|
||||||
|
|
||||||
A note regarding the use of the "dirty rectangles" rendering technique
|
|
||||||
================================================================================
|
|
||||||
|
|
||||||
If your app uses a variation of the "dirty rectangles" rendering technique,
|
|
||||||
where you only update a portion of the screen on each frame, you may notice a
|
|
||||||
variety of visual glitches on Android, that are not present on other platforms.
|
|
||||||
This is caused by SDL's use of EGL as the support system to handle OpenGL ES/ES2
|
|
||||||
contexts, in particular the use of the eglSwapBuffers function. As stated in the
|
|
||||||
documentation for the function "The contents of ancillary buffers are always
|
|
||||||
undefined after calling eglSwapBuffers".
|
|
||||||
|
|
||||||
|
|
||||||
Ending your application
|
|
||||||
================================================================================
|
|
||||||
|
|
||||||
Two legitimate ways:
|
|
||||||
|
|
||||||
- return from your main() function. Java side will automatically terminate the
|
|
||||||
Activity by calling Activity.finish().
|
|
||||||
|
|
||||||
- Android OS can decide to terminate your application by calling onDestroy()
|
|
||||||
(see Activity life cycle). Your application will receive an SDL_EVENT_QUIT you
|
|
||||||
can handle to save things and quit.
|
|
||||||
|
|
||||||
Don't call exit() as it stops the activity badly.
|
|
||||||
|
|
||||||
NB: "Back button" can be handled as a SDL_EVENT_KEY_DOWN/UP events, with Keycode
|
|
||||||
SDLK_AC_BACK, for any purpose.
|
|
||||||
|
|
||||||
|
|
||||||
Known issues
|
|
||||||
================================================================================
|
|
||||||
|
|
||||||
- The number of buttons reported for each joystick is hardcoded to be 36, which
|
|
||||||
is the current maximum number of buttons Android can report.
|
|
||||||
|
|
||||||
|
|
||||||
Building the SDL tests
|
|
||||||
================================================================================
|
|
||||||
|
|
||||||
SDL's CMake build system can create APK's for the tests.
|
|
||||||
It can build all tests with a single command without a dependency on gradle or Android Studio.
|
|
||||||
The APK's are signed with a debug certificate.
|
|
||||||
The only caveat is that the APK's support a single architecture.
|
|
||||||
|
|
||||||
### Requirements
|
|
||||||
- SDL source tree
|
|
||||||
- CMake
|
|
||||||
- ninja or make
|
|
||||||
- Android Platform SDK
|
|
||||||
- Android NDK
|
|
||||||
- Android Build tools
|
|
||||||
- Java JDK (version should be compatible with Android)
|
|
||||||
- keytool (usually provided with the Java JDK), used for generating a debug certificate
|
|
||||||
- zip
|
|
||||||
|
|
||||||
### CMake configuration
|
|
||||||
|
|
||||||
When configuring the CMake project, you need to use the Android NDK CMake toolchain, and pass the Android home path through `SDL_ANDROID_HOME`.
|
|
||||||
```
|
|
||||||
cmake .. -DCMAKE_TOOLCHAIN_FILE=<path/to/android.toolchain.cmake> -DANDROID_ABI=<android-abi> -DSDL_ANDROID_HOME=<path-to-android-sdk-home> -DANDROID_PLATFORM=23 -DSDL_TESTS=ON
|
|
||||||
```
|
|
||||||
|
|
||||||
Remarks:
|
|
||||||
- `android.toolchain.cmake` can usually be found at `$ANDROID_HOME/ndk/x.y.z/build/cmake/android.toolchain.cmake`
|
|
||||||
- `ANDROID_ABI` should be one of `arm64-v8a`, `armeabi-v7a`, `x86` or `x86_64`.
|
|
||||||
- When CMake is unable to find required paths, use `cmake-gui` to override required `SDL_ANDROID_` CMake cache variables.
|
|
||||||
|
|
||||||
### Building the APK's
|
|
||||||
|
|
||||||
For the `testsprite` executable, the `testsprite-apk` target will build the associated APK:
|
|
||||||
```
|
|
||||||
cmake --build . --target testsprite-apk
|
|
||||||
```
|
|
||||||
|
|
||||||
APK's of all tests can be built with the `sdl-test-apks` target:
|
|
||||||
```
|
|
||||||
cmake --build . --target sdl-test-apks
|
|
||||||
```
|
|
||||||
|
|
||||||
### Installation/removal of the tests
|
|
||||||
|
|
||||||
`testsprite.apk` APK can be installed on your Android machine using the `install-testsprite` target:
|
|
||||||
```
|
|
||||||
cmake --build . --target install-testsprite
|
|
||||||
```
|
|
||||||
|
|
||||||
APK's of all tests can be installed with the `install-sdl-test-apks` target:
|
|
||||||
```
|
|
||||||
cmake --build . --target install-sdl-test-apks
|
|
||||||
```
|
|
||||||
|
|
||||||
All SDL tests can be uninstalled with the `uninstall-sdl-test-apks` target:
|
|
||||||
```
|
|
||||||
cmake --build . --target uninstall-sdl-test-apks
|
|
||||||
```
|
|
||||||
|
|
||||||
### Starting the tests
|
|
||||||
|
|
||||||
After installation, the tests can be started using the Android Launcher GUI.
|
|
||||||
Alternatively, they can also be started using CMake targets.
|
|
||||||
|
|
||||||
This command will start the testsprite executable:
|
|
||||||
```
|
|
||||||
cmake --build . --target start-testsprite
|
|
||||||
```
|
|
||||||
|
|
||||||
There is also a convenience target which will build, install and start a test:
|
|
||||||
```
|
|
||||||
cmake --build . --target build-install-start-testsprite
|
|
||||||
```
|
|
||||||
|
|
||||||
Not all tests provide a GUI. For those, you can use `adb logcat` to read the output.
|
|
||||||
@ -1,36 +0,0 @@
|
|||||||
|
|
||||||
SDL 3.0 has new support for high DPI displays. Interfaces provided by SDL uses the platform's native coordinates unless otherwise specified.
|
|
||||||
|
|
||||||
To reconcile platform differences in their approach to high-density scaling, SDL provides the following interfaces:
|
|
||||||
- `SDL_GetWindowSize()` retrieves the window dimensions in native coordinates.
|
|
||||||
- `SDL_GetWindowSizeInPixels()` retrieves the window dimensions in pixels-addressable.
|
|
||||||
- `SDL_GetDisplayContentScale()` retrieves the suggested amplification factor when drawing in native coordinates.
|
|
||||||
- `SDL_GetWindowDisplayScale()` retrieves the suggested amplification factor when drawing in pixels-addressable.
|
|
||||||
- `SDL_GetWindowPixelDensity()` retrieves how many addressable pixels correspond to one unit of native coordinates.
|
|
||||||
- `SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED` is emitted when the value retrievable from `SDL_GetWindowSizeInPixels()` changes.
|
|
||||||
- `SDL_EVENT_WINDOW_DISPLAY_SCALE_CHANGED` is emitted when the value retrievable from `SDL_GetWindowDisplayScale()` changes.
|
|
||||||
- Windows created with `SDL_WINDOW_HIGH_PIXEL_DENSITY` will ask the platform to display addressable pixels at their natural scale.
|
|
||||||
|
|
||||||
## Numeric example
|
|
||||||
|
|
||||||
Given a fullscreen window spanning a 3840x2160 monitor set to 2x display or 200% scaling, the following tabulates the effect of creating a window with or without `SDL_WINDOW_HIGH_PIXEL_DENSITY` on MacOS and Win32:
|
|
||||||
|
|
||||||
| Value | MacOS (Default) | MacOS (HD) | Win32 (Default & HD) |
|
|
||||||
|--------------------------------|-----------------|------------|----------------------|
|
|
||||||
| `SDL_GetWindowSize()` | 1920x1080 | 1920x1080 | 3840x2160 |
|
|
||||||
| `SDL_GetWindowSizeInPixels()` | 1920x1080 | 3840x2160 | 3840x2160 |
|
|
||||||
| `SDL_GetDisplayContentScale()` | 1.0 | 1.0 | 2.0 |
|
|
||||||
| `SDL_GetWindowDisplayScale()` | 1.0 | 2.0 | 2.0 |
|
|
||||||
| `SDL_GetWindowPixelDensity()` | 1.0 | 2.0 | 1.0 |
|
|
||||||
|
|
||||||
Observe the philosophical difference between the approaches taken by MacOS and Win32:
|
|
||||||
- Win32 coordinate system always deals in physical device pixels, high DPI support is achieved by providing an advisory hint for the developer to enlarge drawn objects. Ignoring the advisory scale factor results in graphics appearing tiny.
|
|
||||||
- MacOS coordinate system always deals in physical content sizes, high DPI support is achieved by providing an optional flag for the developer to request finer granularity. Omitting the granularity request results in graphics appearing coarse.
|
|
||||||
|
|
||||||
## Explanation
|
|
||||||
|
|
||||||
Displays now have a content display scale, which is the expected scale for content based on the DPI settings of the display. For example, a 4K display might have a 2.0 (200%) display scale, which means that the user expects UI elements to be twice as big on this display, to aid in readability. You can query the display content scale using `SDL_GetDisplayContentScale()`, and when this changes you get an `SDL_EVENT_WINDOW_DISPLAY_SCALE_CHANGED` event.
|
|
||||||
|
|
||||||
The window size is now distinct from the window pixel size, and the ratio between the two is the window pixel density. If the window is created with the `SDL_WINDOW_HIGH_PIXEL_DENSITY` flag, SDL will try to match the native pixel density for the display, otherwise it will try to have the pixel size match the window size. You can query the window pixel density using `SDL_GetWindowPixelDensity()`. You can query the window pixel size using `SDL_GetWindowSizeInPixels()`, and when this changes you get an `SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED` event. You are guaranteed to get a `SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED` event when a window is created and resized, and you can use this event to create and resize your graphics context for the window.
|
|
||||||
|
|
||||||
The window has a display scale, which is the scale from the pixel resolution to the desired content size, e.g. the combination of the pixel density and the content scale. For example, a 3840x2160 window displayed at 200% on Windows, and a 1920x1080 window with the high density flag on a 2x display on macOS will both have a pixel size of 3840x2160 and a display scale of 2.0. You can query the window display scale using `SDL_GetWindowDisplayScale()`, and when this changes you get an `SDL_EVENT_WINDOW_DISPLAY_SCALE_CHANGED` event.
|
|
||||||
@ -1,260 +0,0 @@
|
|||||||
iOS
|
|
||||||
======
|
|
||||||
|
|
||||||
Building the Simple DirectMedia Layer for iOS 11.0+
|
|
||||||
==============================================================================
|
|
||||||
|
|
||||||
Please note that building SDL requires at least Xcode 12.2 and the iOS 14.2 SDK.
|
|
||||||
|
|
||||||
Instructions:
|
|
||||||
|
|
||||||
1. Open SDL.xcodeproj (located in Xcode/SDL) in Xcode.
|
|
||||||
2. Select your desired target, and hit build.
|
|
||||||
|
|
||||||
|
|
||||||
Using the Simple DirectMedia Layer for iOS
|
|
||||||
==============================================================================
|
|
||||||
|
|
||||||
1. Run Xcode and create a new project using the iOS Game template, selecting the Objective C language and Metal game technology.
|
|
||||||
2. In the main view, delete all files except for Assets and LaunchScreen
|
|
||||||
3. Right click the project in the main view, select "Add Files...", and add the SDL project, Xcode/SDL/SDL.xcodeproj
|
|
||||||
4. Select the project in the main view, go to the "Info" tab and under "Custom iOS Target Properties" remove the line "Main storyboard file base name"
|
|
||||||
5. Select the project in the main view, go to the "Build Settings" tab, select "All", and edit "Header Search Path" and drag over the SDL "Public Headers" folder from the left
|
|
||||||
6. Select the project in the main view, go to the "Build Phases" tab, select "Link Binary With Libraries", and add SDL3.framework from "Framework-iOS"
|
|
||||||
7. Select the project in the main view, go to the "General" tab, scroll down to "Frameworks, Libraries, and Embedded Content", and select "Embed & Sign" for the SDL library.
|
|
||||||
8. Add the source files that you would normally have for an SDL program, making sure to have #include <SDL3/SDL_main.h> at the top of the file containing your main() function.
|
|
||||||
9. Add any assets that your application needs.
|
|
||||||
10. Enjoy!
|
|
||||||
|
|
||||||
|
|
||||||
TODO: Add information regarding App Store requirements such as icons, etc.
|
|
||||||
|
|
||||||
|
|
||||||
Notes -- Retina / High-DPI and window sizes
|
|
||||||
==============================================================================
|
|
||||||
|
|
||||||
Window and display mode sizes in SDL are in points rather than in pixels.
|
|
||||||
On iOS this means that a window created on an iPhone 6 will have a size in
|
|
||||||
points of 375 x 667, rather than a size in pixels of 750 x 1334. All iOS apps
|
|
||||||
are expected to size their content based on points rather than pixels,
|
|
||||||
as this allows different iOS devices to have different pixel densities
|
|
||||||
(Retina versus non-Retina screens, etc.) without apps caring too much.
|
|
||||||
|
|
||||||
SDL_GetWindowSize() and mouse coordinates are in points rather than pixels,
|
|
||||||
but the window will have a much greater pixel density when the device supports
|
|
||||||
it, and the SDL_GetWindowSizeInPixels() can be called to determine the size
|
|
||||||
in pixels of the drawable screen framebuffer.
|
|
||||||
|
|
||||||
The SDL 2D rendering API will automatically handle this for you, by default
|
|
||||||
providing a rendering area in points, and you can call SDL_SetRenderLogicalPresentation()
|
|
||||||
to gain access to the higher density resolution.
|
|
||||||
|
|
||||||
Some OpenGL ES functions such as glViewport expect sizes in pixels rather than
|
|
||||||
sizes in points. When doing 2D rendering with OpenGL ES, an orthographic projection
|
|
||||||
matrix using the size in points (SDL_GetWindowSize()) can be used in order to
|
|
||||||
display content at the same scale no matter whether a Retina device is used or not.
|
|
||||||
|
|
||||||
|
|
||||||
Notes -- Application events
|
|
||||||
==============================================================================
|
|
||||||
|
|
||||||
On iOS the application goes through a fixed life cycle and you will get
|
|
||||||
notifications of state changes via application events. When these events
|
|
||||||
are delivered you must handle them in an event callback because the OS may
|
|
||||||
not give you any processing time after the events are delivered.
|
|
||||||
|
|
||||||
e.g.
|
|
||||||
|
|
||||||
int HandleAppEvents(void *userdata, SDL_Event *event)
|
|
||||||
{
|
|
||||||
switch (event->type)
|
|
||||||
{
|
|
||||||
case SDL_EVENT_TERMINATING:
|
|
||||||
/* Terminate the app.
|
|
||||||
Shut everything down before returning from this function.
|
|
||||||
*/
|
|
||||||
return 0;
|
|
||||||
case SDL_EVENT_LOW_MEMORY:
|
|
||||||
/* You will get this when your app is paused and iOS wants more memory.
|
|
||||||
Release as much memory as possible.
|
|
||||||
*/
|
|
||||||
return 0;
|
|
||||||
case SDL_EVENT_WILL_ENTER_BACKGROUND:
|
|
||||||
/* Prepare your app to go into the background. Stop loops, etc.
|
|
||||||
This gets called when the user hits the home button, or gets a call.
|
|
||||||
*/
|
|
||||||
return 0;
|
|
||||||
case SDL_EVENT_DID_ENTER_BACKGROUND:
|
|
||||||
/* This will get called if the user accepted whatever sent your app to the background.
|
|
||||||
If the user got a phone call and canceled it, you'll instead get an SDL_EVENT_DID_ENTER_FOREGROUND event and restart your loops.
|
|
||||||
When you get this, you have 5 seconds to save all your state or the app will be terminated.
|
|
||||||
Your app is NOT active at this point.
|
|
||||||
*/
|
|
||||||
return 0;
|
|
||||||
case SDL_EVENT_WILL_ENTER_FOREGROUND:
|
|
||||||
/* This call happens when your app is coming back to the foreground.
|
|
||||||
Restore all your state here.
|
|
||||||
*/
|
|
||||||
return 0;
|
|
||||||
case SDL_EVENT_DID_ENTER_FOREGROUND:
|
|
||||||
/* Restart your loops here.
|
|
||||||
Your app is interactive and getting CPU again.
|
|
||||||
*/
|
|
||||||
return 0;
|
|
||||||
default:
|
|
||||||
/* No special processing, add it to the event queue */
|
|
||||||
return 1;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
int main(int argc, char *argv[])
|
|
||||||
{
|
|
||||||
SDL_SetEventFilter(HandleAppEvents, NULL);
|
|
||||||
|
|
||||||
... run your main loop
|
|
||||||
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
Note that if you are using main callbacks instead of a standard C main() function, your SDL_AppEvent() callback will run as these events arrive and you do not need to use SDL_SetEventFilter.
|
|
||||||
|
|
||||||
|
|
||||||
Notes -- Keyboard
|
|
||||||
==============================================================================
|
|
||||||
|
|
||||||
The SDL keyboard API has been extended to support on-screen keyboards:
|
|
||||||
|
|
||||||
void SDL_StartTextInput()
|
|
||||||
-- enables text events and reveals the onscreen keyboard.
|
|
||||||
|
|
||||||
void SDL_StopTextInput()
|
|
||||||
-- disables text events and hides the onscreen keyboard.
|
|
||||||
|
|
||||||
bool SDL_TextInputActive()
|
|
||||||
-- returns whether or not text events are enabled (and the onscreen keyboard is visible)
|
|
||||||
|
|
||||||
|
|
||||||
Notes -- Mouse
|
|
||||||
==============================================================================
|
|
||||||
|
|
||||||
iOS now supports Bluetooth mice on iPad, but by default will provide the mouse input as touch. In order for SDL to see the real mouse events, you should set the key UIApplicationSupportsIndirectInputEvents to true in your Info.plist
|
|
||||||
|
|
||||||
From iOS 17 onward, the key now defaults to true.
|
|
||||||
|
|
||||||
|
|
||||||
Notes -- Reading and Writing files
|
|
||||||
==============================================================================
|
|
||||||
|
|
||||||
Each application installed on iPhone resides in a sandbox which includes its own application home directory. Your application may not access files outside this directory.
|
|
||||||
|
|
||||||
When your SDL based iPhone application starts up, it sets the working directory to the main bundle, where your application resources are stored. You cannot write to this directory. Instead, you should write document files to the directory returned by SDL_GetUserFolder(SDL_FOLDER_DOCUMENTS) and preferences to the directory returned by SDL_GetPrefPath().
|
|
||||||
|
|
||||||
More information on this subject is available here:
|
|
||||||
http://developer.apple.com/library/ios/#documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/Introduction/Introduction.html
|
|
||||||
|
|
||||||
|
|
||||||
Notes -- xcFramework
|
|
||||||
==============================================================================
|
|
||||||
|
|
||||||
The SDL.xcodeproj file now includes a target to build SDL3.xcframework. An xcframework is a new (Xcode 11) uber-framework which can handle any combination of processor type and target OS platform.
|
|
||||||
|
|
||||||
In the past, iOS devices were always an ARM variant processor, and the simulator was always i386 or x86_64, and thus libraries could be combined into a single framework for both simulator and device. With the introduction of the Apple Silicon ARM-based machines, regular frameworks would collide as CPU type was no longer sufficient to differentiate the platform. So Apple created the new xcframework library package.
|
|
||||||
|
|
||||||
The xcframework target builds into a Products directory alongside the SDL.xcodeproj file, as SDL3.xcframework. This can be brought in to any iOS project and will function properly for both simulator and device, no matter their CPUs. Note that Intel Macs cannot cross-compile for Apple Silicon Macs. If you need AS compatibility, perform this build on an Apple Silicon Mac.
|
|
||||||
|
|
||||||
This target requires Xcode 11 or later. The target will simply fail to build if attempted on older Xcodes.
|
|
||||||
|
|
||||||
In addition, on Apple platforms, main() cannot be in a dynamically loaded library.
|
|
||||||
However, unlike in SDL2, in SDL3 SDL_main is implemented inline in SDL_main.h, so you don't need to link against a static libSDL3main.lib, and you don't need to copy a .c file from the SDL3 source either.
|
|
||||||
This means that iOS apps which used the statically-linked libSDL3.lib and now link with the xcframwork can just `#include <SDL3/SDL_main.h>` in the source file that contains their standard `int main(int argc, char *argv[])` function to get a header-only SDL_main implementation that calls the `SDL_RunApp()` with your standard main function.
|
|
||||||
|
|
||||||
Using an xcFramework is similar to using a regular framework. However, issues have been seen with the build system not seeing the headers in the xcFramework. To remedy this, add the path to the xcFramework in your app's target ==> Build Settings ==> Framework Search Paths and mark it recursive (this is critical). Also critical is to remove "*.framework" from Build Settings ==> Sub-Directories to Exclude in Recursive Searches. Clean the build folder, and on your next build the build system should be able to see any of these in your code, as expected:
|
|
||||||
|
|
||||||
#include "SDL_main.h"
|
|
||||||
#include <SDL.h>
|
|
||||||
#include <SDL_main.h>
|
|
||||||
|
|
||||||
|
|
||||||
Notes -- iPhone SDL limitations
|
|
||||||
==============================================================================
|
|
||||||
|
|
||||||
Windows:
|
|
||||||
Full-size, single window applications only. You cannot create multi-window SDL applications for iPhone OS. The application window will fill the display, though you have the option of turning on or off the menu-bar (pass SDL_CreateWindow() the flag SDL_WINDOW_BORDERLESS).
|
|
||||||
|
|
||||||
Textures:
|
|
||||||
The optimal texture formats on iOS are SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_XBGR8888, and SDL_PIXELFORMAT_RGB24 pixel formats.
|
|
||||||
|
|
||||||
|
|
||||||
Notes -- CoreBluetooth.framework
|
|
||||||
==============================================================================
|
|
||||||
|
|
||||||
SDL_JOYSTICK_HIDAPI is disabled by default. It can give you access to a lot
|
|
||||||
more game controller devices, but it requires permission from the user before
|
|
||||||
your app will be able to talk to the Bluetooth hardware. "Made For iOS"
|
|
||||||
branded controllers do not need this as we don't have to speak to them
|
|
||||||
directly with raw bluetooth, so many apps can live without this.
|
|
||||||
|
|
||||||
You'll need to link with CoreBluetooth.framework and add something like this
|
|
||||||
to your Info.plist:
|
|
||||||
|
|
||||||
<key>NSBluetoothPeripheralUsageDescription</key>
|
|
||||||
<string>MyApp would like to remain connected to nearby bluetooth Game Controllers and Game Pads even when you're not using the app.</string>
|
|
||||||
|
|
||||||
|
|
||||||
Game Center
|
|
||||||
==============================================================================
|
|
||||||
|
|
||||||
Game Center integration might require that you break up your main loop in order to yield control back to the system. In other words, instead of running an endless main loop, you run each frame in a callback function, using:
|
|
||||||
|
|
||||||
bool SDL_SetiOSAnimationCallback(SDL_Window * window, int interval, SDL_iOSAnimationCallback callback, void *callbackParam);
|
|
||||||
|
|
||||||
This will set up the given function to be called back on the animation callback, and then you have to return from main() to let the Cocoa event loop run.
|
|
||||||
|
|
||||||
e.g.
|
|
||||||
|
|
||||||
extern "C"
|
|
||||||
void ShowFrame(void*)
|
|
||||||
{
|
|
||||||
... do event handling, frame logic and rendering ...
|
|
||||||
}
|
|
||||||
|
|
||||||
int main(int argc, char *argv[])
|
|
||||||
{
|
|
||||||
... initialize game ...
|
|
||||||
|
|
||||||
#ifdef SDL_PLATFORM_IOS
|
|
||||||
// Initialize the Game Center for scoring and matchmaking
|
|
||||||
InitGameCenter();
|
|
||||||
|
|
||||||
// Set up the game to run in the window animation callback on iOS
|
|
||||||
// so that Game Center and so forth works correctly.
|
|
||||||
SDL_SetiOSAnimationCallback(window, 1, ShowFrame, NULL);
|
|
||||||
#else
|
|
||||||
while ( running ) {
|
|
||||||
ShowFrame(0);
|
|
||||||
DelayFrame();
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
Note that if you are using main callbacks instead of a standard C main() function, your SDL_AppIterate() callback is already doing this and you don't need to use SDL_SetiOSAnimationCallback.
|
|
||||||
|
|
||||||
|
|
||||||
Deploying to older versions of iOS
|
|
||||||
==============================================================================
|
|
||||||
|
|
||||||
SDL supports deploying to older versions of iOS than are supported by the latest version of Xcode, all the way back to iOS 11.0
|
|
||||||
|
|
||||||
In order to do that you need to download an older version of Xcode:
|
|
||||||
https://developer.apple.com/download/more/?name=Xcode
|
|
||||||
|
|
||||||
Open the package contents of the older Xcode and your newer version of Xcode and copy over the folders in Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/DeviceSupport
|
|
||||||
|
|
||||||
Then open the file Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk/SDKSettings.plist and add the versions of iOS you want to deploy to the key Root/DefaultProperties/DEPLOYMENT_TARGET_SUGGESTED_VALUES
|
|
||||||
|
|
||||||
Open your project and set your deployment target to the desired version of iOS
|
|
||||||
|
|
||||||
Finally, remove GameController from the list of frameworks linked by your application and edit the build settings for "Other Linker Flags" and add -weak_framework GameController
|
|
||||||
@ -1,94 +0,0 @@
|
|||||||
Linux
|
|
||||||
================================================================================
|
|
||||||
|
|
||||||
By default SDL will only link against glibc, the rest of the features will be
|
|
||||||
enabled dynamically at runtime depending on the available features on the target
|
|
||||||
system. So, for example if you built SDL with XRandR support and the target
|
|
||||||
system does not have the XRandR libraries installed, it will be disabled
|
|
||||||
at runtime, and you won't get a missing library error, at least with the
|
|
||||||
default configuration parameters.
|
|
||||||
|
|
||||||
|
|
||||||
Build Dependencies
|
|
||||||
--------------------------------------------------------------------------------
|
|
||||||
|
|
||||||
Ubuntu 18.04, all available features enabled:
|
|
||||||
|
|
||||||
sudo apt-get install build-essential git make \
|
|
||||||
pkg-config cmake ninja-build gnome-desktop-testing libasound2-dev libpulse-dev \
|
|
||||||
libaudio-dev libjack-dev libsndio-dev libx11-dev libxext-dev \
|
|
||||||
libxrandr-dev libxcursor-dev libxfixes-dev libxi-dev libxss-dev \
|
|
||||||
libxkbcommon-dev libdrm-dev libgbm-dev libgl1-mesa-dev libgles2-mesa-dev \
|
|
||||||
libegl1-mesa-dev libdbus-1-dev libibus-1.0-dev libudev-dev fcitx-libs-dev
|
|
||||||
|
|
||||||
Ubuntu 22.04+ can also add `libpipewire-0.3-dev libwayland-dev libdecor-0-dev liburing-dev` to that command line.
|
|
||||||
|
|
||||||
Fedora 35, all available features enabled:
|
|
||||||
|
|
||||||
sudo yum install gcc git-core make cmake \
|
|
||||||
alsa-lib-devel pulseaudio-libs-devel nas-devel pipewire-devel \
|
|
||||||
libX11-devel libXext-devel libXrandr-devel libXcursor-devel libXfixes-devel \
|
|
||||||
libXi-devel libXScrnSaver-devel dbus-devel ibus-devel fcitx-devel \
|
|
||||||
systemd-devel mesa-libGL-devel libxkbcommon-devel mesa-libGLES-devel \
|
|
||||||
mesa-libEGL-devel vulkan-devel wayland-devel wayland-protocols-devel \
|
|
||||||
libdrm-devel mesa-libgbm-devel libusb-devel libdecor-devel \
|
|
||||||
pipewire-jack-audio-connection-kit-devel \
|
|
||||||
|
|
||||||
Fedora 39+ can also add `liburing-devel` to that command line.
|
|
||||||
|
|
||||||
NOTES:
|
|
||||||
- The sndio audio target is unavailable on Fedora (but probably not what you
|
|
||||||
should want to use anyhow).
|
|
||||||
|
|
||||||
openSUSE Tumbleweed:
|
|
||||||
|
|
||||||
sudo zypper in libunwind-devel libusb-1_0-devel Mesa-libGL-devel libxkbcommon-devel libdrm-devel \
|
|
||||||
libgbm-devel pipewire-devel libpulse-devel sndio-devel Mesa-libEGL-devel
|
|
||||||
|
|
||||||
Joystick does not work
|
|
||||||
--------------------------------------------------------------------------------
|
|
||||||
|
|
||||||
If you compiled or are using a version of SDL with udev support (and you should!)
|
|
||||||
there's a few issues that may cause SDL to fail to detect your joystick. To
|
|
||||||
debug this, start by installing the evtest utility. On Ubuntu/Debian:
|
|
||||||
|
|
||||||
sudo apt-get install evtest
|
|
||||||
|
|
||||||
Then run:
|
|
||||||
|
|
||||||
sudo evtest
|
|
||||||
|
|
||||||
You'll hopefully see your joystick listed along with a name like "/dev/input/eventXX"
|
|
||||||
Now run:
|
|
||||||
|
|
||||||
cat /dev/input/event/XX
|
|
||||||
|
|
||||||
If you get a permission error, you need to set a udev rule to change the mode of
|
|
||||||
your device (see below)
|
|
||||||
|
|
||||||
Also, try:
|
|
||||||
|
|
||||||
sudo udevadm info --query=all --name=input/eventXX
|
|
||||||
|
|
||||||
If you see a line stating ID_INPUT_JOYSTICK=1, great, if you don't see it,
|
|
||||||
you need to set up an udev rule to force this variable.
|
|
||||||
|
|
||||||
A combined rule for the Saitek Pro Flight Rudder Pedals to fix both issues looks
|
|
||||||
like:
|
|
||||||
|
|
||||||
SUBSYSTEM=="input", ATTRS{idProduct}=="0763", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1"
|
|
||||||
SUBSYSTEM=="input", ATTRS{idProduct}=="0764", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1"
|
|
||||||
|
|
||||||
You can set up similar rules for your device by changing the values listed in
|
|
||||||
idProduct and idVendor. To obtain these values, try:
|
|
||||||
|
|
||||||
sudo udevadm info -a --name=input/eventXX | grep idVendor
|
|
||||||
sudo udevadm info -a --name=input/eventXX | grep idProduct
|
|
||||||
|
|
||||||
If multiple values come up for each of these, the one you want is the first one of each.
|
|
||||||
|
|
||||||
On other systems which ship with an older udev (such as CentOS), you may need
|
|
||||||
to set up a rule such as:
|
|
||||||
|
|
||||||
SUBSYSTEM=="input", ENV{ID_CLASS}=="joystick", ENV{ID_INPUT_JOYSTICK}="1"
|
|
||||||
|
|
||||||
File diff suppressed because it is too large
Load Diff
@ -1,40 +0,0 @@
|
|||||||
# Platforms
|
|
||||||
|
|
||||||
## Supported Platforms
|
|
||||||
|
|
||||||
- [Android](README-android.md)
|
|
||||||
- [Emscripten](README-emscripten.md)
|
|
||||||
- [FreeBSD](README-bsd.md)
|
|
||||||
- [Haiku OS](README-haiku.md)
|
|
||||||
- [iOS](README-ios.md)
|
|
||||||
- [Linux](README-linux.md)
|
|
||||||
- [macOS](README-macos.md)
|
|
||||||
- [NetBSD](README-bsd.md)
|
|
||||||
- [Nintendo Switch](README-switch.md)
|
|
||||||
- [Nintendo 3DS](README-3ds.md)
|
|
||||||
- [OpenBSD](README-bsd.md)
|
|
||||||
- [PlayStation 2](README-ps2.md)
|
|
||||||
- [PlayStation 4](README-ps4.md)
|
|
||||||
- [PlayStation 5](README-ps5.md)
|
|
||||||
- [PlayStation Portable](README-psp.md)
|
|
||||||
- [PlayStation Vita](README-vita.md)
|
|
||||||
- [RISC OS](README-riscos.md)
|
|
||||||
- [SteamOS](README-steamos.md)
|
|
||||||
- [tvOS](README-ios.md)
|
|
||||||
- [Windows](README-windows.md)
|
|
||||||
- [Windows GDK](README-gdk.md)
|
|
||||||
- [Xbox](README-gdk.md)
|
|
||||||
|
|
||||||
## Unsupported Platforms
|
|
||||||
|
|
||||||
If your favorite system is listed below, we aren't working on it. However, if you send reasonable patches and are willing to support the port in the long term, we are happy to take a look!
|
|
||||||
|
|
||||||
All of these still work with [SDL2](/SDL2), which is an incompatible API, but an option if you need to support these platforms still.
|
|
||||||
|
|
||||||
- Google Stadia
|
|
||||||
- NaCL
|
|
||||||
- Nokia N-Gage
|
|
||||||
- OS/2
|
|
||||||
- QNX
|
|
||||||
- WinPhone
|
|
||||||
- WinRT/UWP
|
|
||||||
@ -1,36 +0,0 @@
|
|||||||
PSP
|
|
||||||
======
|
|
||||||
SDL port for the Sony PSP contributed by:
|
|
||||||
- Captian Lex
|
|
||||||
- Francisco Javier Trujillo Mata
|
|
||||||
- Wouter Wijsman
|
|
||||||
|
|
||||||
|
|
||||||
Credit to
|
|
||||||
Marcus R.Brown,Jim Paris,Matthew H for the original SDL 1.2 for PSP
|
|
||||||
Geecko for his PSP GU lib "Glib2d"
|
|
||||||
|
|
||||||
## Building
|
|
||||||
To build SDL library for the PSP, make sure you have the latest PSPDev status and run:
|
|
||||||
```bash
|
|
||||||
cmake -S. -Bbuild -DCMAKE_BUILD_TYPE=Release -DCMAKE_TOOLCHAIN_FILE=$PSPDEV/psp/share/pspdev.cmake
|
|
||||||
cmake --build build
|
|
||||||
cmake --install build
|
|
||||||
```
|
|
||||||
|
|
||||||
|
|
||||||
## Getting PSP Dev
|
|
||||||
[Installing PSP Dev](https://github.com/pspdev/pspdev)
|
|
||||||
|
|
||||||
## Running on PPSSPP Emulator
|
|
||||||
[PPSSPP](https://github.com/hrydgard/ppsspp)
|
|
||||||
|
|
||||||
[Build Instructions](https://github.com/hrydgard/ppsspp/wiki/Build-instructions)
|
|
||||||
|
|
||||||
|
|
||||||
## Compiling a HelloWorld
|
|
||||||
[PSP Hello World](https://psp-dev.org/doku.php?id=tutorial:hello_world)
|
|
||||||
|
|
||||||
## To Do
|
|
||||||
- PSP Screen Keyboard
|
|
||||||
- Dialogs
|
|
||||||
@ -1,60 +0,0 @@
|
|||||||
# Versioning
|
|
||||||
|
|
||||||
## Since 2.23.0
|
|
||||||
|
|
||||||
SDL follows an "odd/even" versioning policy, similar to GLib, GTK, Flatpak
|
|
||||||
and older versions of the Linux kernel:
|
|
||||||
|
|
||||||
* The major version (first part) increases when backwards compatibility
|
|
||||||
is broken, which will happen infrequently.
|
|
||||||
|
|
||||||
* If the minor version (second part) is divisible by 2
|
|
||||||
(for example 2.24.x, 2.26.x), this indicates a version of SDL that
|
|
||||||
is believed to be stable and suitable for production use.
|
|
||||||
|
|
||||||
* In stable releases, the patchlevel or micro version (third part)
|
|
||||||
indicates bugfix releases. Bugfix releases should not add or
|
|
||||||
remove ABI, so the ".0" release (for example 2.24.0) should be
|
|
||||||
forwards-compatible with all the bugfix releases from the
|
|
||||||
same cycle (for example 2.24.1).
|
|
||||||
|
|
||||||
* The minor version increases when new API or ABI is added, or when
|
|
||||||
other significant changes are made. Newer minor versions are
|
|
||||||
backwards-compatible, but not fully forwards-compatible.
|
|
||||||
For example, programs built against SDL 2.24.x should work fine
|
|
||||||
with SDL 2.26.x, but programs built against SDL 2.26.x will not
|
|
||||||
necessarily work with 2.24.x.
|
|
||||||
|
|
||||||
* If the minor version (second part) is not divisible by 2
|
|
||||||
(for example 2.23.x, 2.25.x), this indicates a development prerelease
|
|
||||||
of SDL that is not suitable for stable software distributions.
|
|
||||||
Use with caution.
|
|
||||||
|
|
||||||
* The patchlevel or micro version (third part) increases with
|
|
||||||
each prerelease.
|
|
||||||
|
|
||||||
* Each prerelease might add new API and/or ABI.
|
|
||||||
|
|
||||||
* Prereleases are backwards-compatible with older stable branches.
|
|
||||||
For example, 2.25.x will be backwards-compatible with 2.24.x.
|
|
||||||
|
|
||||||
* Prereleases are not guaranteed to be backwards-compatible with
|
|
||||||
each other. For example, new API or ABI added in 2.25.1
|
|
||||||
might be removed or changed in 2.25.2.
|
|
||||||
If this would be a problem for you, please do not use prereleases.
|
|
||||||
|
|
||||||
* Only upgrade to a prerelease if you can guarantee that you will
|
|
||||||
promptly upgrade to the stable release that follows it.
|
|
||||||
For example, do not upgrade to 2.23.x unless you will be able to
|
|
||||||
upgrade to 2.24.0 when it becomes available.
|
|
||||||
|
|
||||||
* Software distributions that have a freeze policy (in particular Linux
|
|
||||||
distributions with a release cycle, such as Debian and Fedora)
|
|
||||||
should usually only package stable releases, and not prereleases.
|
|
||||||
|
|
||||||
## Before 2.23.0
|
|
||||||
|
|
||||||
Older versions of SDL followed a similar policy, but instead of the
|
|
||||||
odd/even rule applying to the minor version, it applied to the patchlevel
|
|
||||||
(micro version, third part). For example, 2.0.22 was a stable release
|
|
||||||
and 2.0.21 was a prerelease.
|
|
||||||
@ -1,238 +0,0 @@
|
|||||||
Wayland
|
|
||||||
=======
|
|
||||||
Wayland is a replacement for the X11 window system protocol and architecture and is favored over X11 by default in SDL3
|
|
||||||
for communicating with desktop compositors. It works well for the majority of applications, however, applications may
|
|
||||||
encounter limitations or behavior that is different from other windowing systems.
|
|
||||||
|
|
||||||
## Common issues:
|
|
||||||
|
|
||||||
### Legacy, DPI-unaware applications are blurry
|
|
||||||
|
|
||||||
- Wayland handles high-DPI displays by scaling the desktop, which causes applications that are not designed to be
|
|
||||||
DPI-aware to be automatically scaled by the window manager, which results in them being blurry. SDL can _attempt_ to
|
|
||||||
scale these applications such that they will be output with a 1:1 pixel aspect, however this may be buggy, especially
|
|
||||||
with odd-sized windows and/or scale factors that aren't quarter-increments (125%, 150%, etc...). To enable this, set
|
|
||||||
the environment variable `SDL_VIDEO_WAYLAND_SCALE_TO_DISPLAY=1`
|
|
||||||
|
|
||||||
### Window decorations are missing, or the decorations look strange
|
|
||||||
|
|
||||||
- On some desktops (i.e. GNOME), Wayland applications use a library
|
|
||||||
called [libdecor](https://gitlab.freedesktop.org/libdecor/libdecor) to provide window decorations. If this library is
|
|
||||||
not installed, the decorations will be missing. This library uses plugins to generate different decoration styles, and
|
|
||||||
if a plugin to generate native-looking decorations is not installed (i.e. the GTK plugin), the decorations will not
|
|
||||||
appear to be 'native'.
|
|
||||||
|
|
||||||
### Windows do not appear immediately after creation
|
|
||||||
|
|
||||||
- Wayland requires that the application initially present a buffer before the window becomes visible. Additionally,
|
|
||||||
applications _must_ have an event loop and processes messages on a regular basis, or the application can appear
|
|
||||||
unresponsive to both the user and desktop compositor.
|
|
||||||
|
|
||||||
### The display reported as the primary by ```SDL_GetPrimaryDisplay()``` is incorrect
|
|
||||||
|
|
||||||
- Wayland doesn't natively have the concept of a primary display, so SDL attempts to determine it by querying various
|
|
||||||
system settings, and falling back to a selection algorithm if this fails. If it is incorrect, it can be manually
|
|
||||||
overridden by setting the ```SDL_VIDEO_DISPLAY_PRIORITY``` hint.
|
|
||||||
|
|
||||||
### ```SDL_SetWindowPosition()``` doesn't work on non-popup windows
|
|
||||||
|
|
||||||
- Wayland does not allow toplevel windows to position themselves programmatically.
|
|
||||||
|
|
||||||
### Retrieving the global mouse cursor position when the cursor is outside a window doesn't work
|
|
||||||
|
|
||||||
- Wayland only provides applications with the cursor position within the borders of the application windows. Querying
|
|
||||||
the global position when an application window does not have mouse focus returns 0,0 as the actual cursor position is
|
|
||||||
unknown. In most cases, applications don't actually need the global cursor position and should use the window-relative
|
|
||||||
coordinates as provided by the mouse movement event or from ```SDL_GetMouseState()``` instead.
|
|
||||||
|
|
||||||
### Warping the mouse cursor to or from a point outside the window doesn't work
|
|
||||||
|
|
||||||
- The cursor can be warped only within the window with mouse focus, provided that the `zwp_pointer_confinement_v1`
|
|
||||||
protocol is supported by the compositor.
|
|
||||||
|
|
||||||
### The application icon can't be set via ```SDL_SetWindowIcon()```
|
|
||||||
|
|
||||||
- Wayland requires compositor support for the `xdg-toplevel-icon-v1` protocol to set window icons programmatically.
|
|
||||||
Otherwise, the launcher icon from the associated desktop entry file, aka a `.desktop` file, will typically be used.
|
|
||||||
Please see the [Desktop Entry Specification](https://specifications.freedesktop.org/desktop-entry-spec/latest/) for
|
|
||||||
more information on the format of this file. Note that if your application manually sets the application ID via the
|
|
||||||
`SDL_APP_ID` hint string, the desktop entry file name should match the application ID. For example, if your
|
|
||||||
application ID is set to `org.my_org.sdl_app`, the desktop entry file should be named `org.my_org.sdl_app.desktop`.
|
|
||||||
|
|
||||||
## Using custom Wayland windowing protocols with SDL windows
|
|
||||||
|
|
||||||
Under normal operation, an `SDL_Window` corresponds to an XDG toplevel window, which provides a standard desktop window.
|
|
||||||
If an application wishes to use a different windowing protocol with an SDL window (e.g. wlr_layer_shell) while still
|
|
||||||
having SDL handle input and rendering, it needs to create a custom, roleless surface and attach that surface to its own
|
|
||||||
toplevel window.
|
|
||||||
|
|
||||||
This is done by using `SDL_CreateWindowWithProperties()` and setting the
|
|
||||||
`SDL_PROP_WINDOW_CREATE_WAYLAND_SURFACE_ROLE_CUSTOM_BOOLEAN` property to `true`. Once the window has been
|
|
||||||
successfully created, the `wl_display` and `wl_surface` objects can then be retrieved from the
|
|
||||||
`SDL_PROP_WINDOW_WAYLAND_DISPLAY_POINTER` and `SDL_PROP_WINDOW_WAYLAND_SURFACE_POINTER` properties respectively.
|
|
||||||
|
|
||||||
Surfaces don't receive any size change notifications, so if an application changes the window size, it must inform SDL
|
|
||||||
that the surface size has changed by calling SDL_SetWindowSize() with the new dimensions.
|
|
||||||
|
|
||||||
Custom surfaces will automatically handle scaling internally if the window was created with the
|
|
||||||
`SDL_PROP_WINDOW_CREATE_HIGH_PIXEL_DENSITY_BOOLEAN` property set to `true`. In this case, applications should
|
|
||||||
not manually attach viewports or change the surface scale value, as SDL will handle this internally. Calls
|
|
||||||
to `SDL_SetWindowSize()` should use the logical size of the window, and `SDL_GetWindowSizeInPixels()` should be used to
|
|
||||||
query the size of the backbuffer surface in pixels. If this property is not set or is `false`, applications can
|
|
||||||
attach their own viewports or change the surface scale manually, and the SDL backend will not interfere or change any
|
|
||||||
values internally. In this case, calls to `SDL_SetWindowSize()` should pass the requested surface size in pixels, not
|
|
||||||
the logical window size, as no scaling calculations will be done internally.
|
|
||||||
|
|
||||||
All window functions that control window state aside from `SDL_SetWindowSize()` are no-ops with custom surfaces.
|
|
||||||
|
|
||||||
Please see the minimal example in `tests/testwaylandcustom.c` for an example of how to use a custom, roleless surface
|
|
||||||
and attach it to an application-managed toplevel window.
|
|
||||||
|
|
||||||
## Importing external surfaces into SDL windows
|
|
||||||
|
|
||||||
Wayland windows and surfaces are more intrinsically tied to the client library than other windowing systems, therefore,
|
|
||||||
when importing surfaces, it is necessary for both SDL and the application or toolkit to use the same `wl_display`
|
|
||||||
object. This can be set/queried via the global `SDL_PROP_GLOBAL_VIDEO_WAYLAND_WL_DISPLAY_POINTER` property. To
|
|
||||||
import an external `wl_display`, set this property before initializing the SDL video subsystem, and read the value to
|
|
||||||
export the internal `wl_display` after the video subsystem has been initialized. Setting this property after the video
|
|
||||||
subsystem has been initialized has no effect, and reading it when the video subsystem is uninitialized will either
|
|
||||||
return the user provided value, if one was set while in the uninitialized state, or NULL.
|
|
||||||
|
|
||||||
Once this is done, and the application has created or obtained the `wl_surface` to be wrapped in an `SDL_Window`, the
|
|
||||||
window is created with `SDL_CreateWindowWithProperties()` with the
|
|
||||||
`SDL_PROP_WINDOW_CREATE_WAYLAND_WL_SURFACE_POINTER` property to set to the `wl_surface` object that is to be
|
|
||||||
imported by SDL.
|
|
||||||
|
|
||||||
SDL receives no notification regarding size changes on external surfaces or toplevel windows, so if the external surface
|
|
||||||
needs to be resized, SDL must be informed by calling SDL_SetWindowSize() with the new dimensions.
|
|
||||||
|
|
||||||
If desired, SDL can automatically handle the scaling for the surface by setting the
|
|
||||||
`SDL_PROP_WINDOW_CREATE_HIGH_PIXEL_DENSITY_BOOLEAN` property to `true`, however, if the surface being imported
|
|
||||||
already has, or will have, a viewport/fractional scale manager attached to it by the application or an external toolkit,
|
|
||||||
a protocol violation will result. Avoid setting this property if importing surfaces from toolkits such as Qt or GTK.
|
|
||||||
|
|
||||||
If the window is flagged as high pixel density, calls to `SDL_SetWindowSize()` should pass the logical size of the
|
|
||||||
window and `SDL_GetWindowSizeInPixels()` should be used to retrieve the backbuffer size in pixels. Otherwise, calls to
|
|
||||||
`SDL_SetWindowSize()` should pass the requested surface size in pixels, not the logical window size, as no scaling
|
|
||||||
calculations will be done internally.
|
|
||||||
|
|
||||||
All window functions that control window state aside from `SDL_SetWindowSize()` are no-ops with external surfaces.
|
|
||||||
|
|
||||||
An example of how to use external surfaces with a `wl_display` owned by SDL can be seen in `tests/testnativewayland.c`,
|
|
||||||
and the following is a minimal example of interoperation with Qt 6, with Qt owning the `wl_display`:
|
|
||||||
|
|
||||||
```c++
|
|
||||||
#include <QApplication>
|
|
||||||
#include <QWindow>
|
|
||||||
#include <qpa/qplatformnativeinterface.h>
|
|
||||||
|
|
||||||
#include <SDL3/SDL.h>
|
|
||||||
|
|
||||||
int main(int argc, char *argv[])
|
|
||||||
{
|
|
||||||
int ret = -1;
|
|
||||||
int done = 0;
|
|
||||||
SDL_PropertiesID props;
|
|
||||||
SDL_Event e;
|
|
||||||
SDL_Window *sdlWindow = NULL;
|
|
||||||
SDL_Renderer *sdlRenderer = NULL;
|
|
||||||
struct wl_display *display = NULL;
|
|
||||||
struct wl_surface *surface = NULL;
|
|
||||||
|
|
||||||
/* Initialize Qt */
|
|
||||||
QApplication qtApp(argc, argv);
|
|
||||||
QWindow qtWindow;
|
|
||||||
|
|
||||||
/* The windowing system must be Wayland. */
|
|
||||||
if (QApplication::platformName() != "wayland") {
|
|
||||||
goto exit;
|
|
||||||
}
|
|
||||||
|
|
||||||
{
|
|
||||||
/* Get the wl_display object from Qt */
|
|
||||||
QNativeInterface::QWaylandApplication *qtWlApp = qtApp.nativeInterface<QNativeInterface::QWaylandApplication>();
|
|
||||||
display = qtWlApp->display();
|
|
||||||
|
|
||||||
if (!display) {
|
|
||||||
goto exit;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/* Set SDL to use the existing wl_display object from Qt and initialize. */
|
|
||||||
SDL_SetPointerProperty(SDL_GetGlobalProperties(), SDL_PROP_GLOBAL_VIDEO_WAYLAND_WL_DISPLAY_POINTER, display);
|
|
||||||
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS);
|
|
||||||
|
|
||||||
/* Create a basic, frameless QWindow */
|
|
||||||
qtWindow.setFlags(Qt::FramelessWindowHint);
|
|
||||||
qtWindow.setGeometry(0, 0, 640, 480);
|
|
||||||
qtWindow.show();
|
|
||||||
|
|
||||||
{
|
|
||||||
/* Get the native wl_surface backing resource for the window */
|
|
||||||
QPlatformNativeInterface *qtNative = qtApp.platformNativeInterface();
|
|
||||||
surface = (struct wl_surface *)qtNative->nativeResourceForWindow("surface", &qtWindow);
|
|
||||||
|
|
||||||
if (!surface) {
|
|
||||||
goto exit;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/* Create a window that wraps the wl_surface from the QWindow.
|
|
||||||
* Qt objects should not be flagged as DPI-aware or protocol violations will result.
|
|
||||||
*/
|
|
||||||
props = SDL_CreateProperties();
|
|
||||||
SDL_SetPointerProperty(props, SDL_PROP_WINDOW_CREATE_WAYLAND_WL_SURFACE_POINTER, surface);
|
|
||||||
SDL_SetBooleanProperty(props, SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN, true);
|
|
||||||
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_WIDTH_NUMBER, 640);
|
|
||||||
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER, 480);
|
|
||||||
sdlWindow = SDL_CreateWindowWithProperties(props);
|
|
||||||
SDL_DestroyProperties(props);
|
|
||||||
if (!sdlWindow) {
|
|
||||||
goto exit;
|
|
||||||
}
|
|
||||||
|
|
||||||
/* Create a renderer */
|
|
||||||
sdlRenderer = SDL_CreateRenderer(sdlWindow, NULL);
|
|
||||||
if (!sdlRenderer) {
|
|
||||||
goto exit;
|
|
||||||
}
|
|
||||||
|
|
||||||
/* Draw a blue screen for the window until ESC is pressed or the window is no longer visible. */
|
|
||||||
while (!done) {
|
|
||||||
while (SDL_PollEvent(&e)) {
|
|
||||||
if (e.type == SDL_EVENT_KEY_DOWN && e.key.key == SDLK_ESCAPE) {
|
|
||||||
done = 1;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
qtApp.processEvents();
|
|
||||||
|
|
||||||
/* Update the backbuffer size if the window scale changed. */
|
|
||||||
qreal scale = qtWindow.devicePixelRatio();
|
|
||||||
SDL_SetWindowSize(sdlWindow, SDL_lround(640. * scale), SDL_lround(480. * scale));
|
|
||||||
|
|
||||||
if (qtWindow.isVisible()) {
|
|
||||||
SDL_SetRenderDrawColor(sdlRenderer, 0, 0, 255, SDL_ALPHA_OPAQUE);
|
|
||||||
SDL_RenderClear(sdlRenderer);
|
|
||||||
SDL_RenderPresent(sdlRenderer);
|
|
||||||
} else {
|
|
||||||
done = 1;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
ret = 0;
|
|
||||||
|
|
||||||
exit:
|
|
||||||
/* Cleanup */
|
|
||||||
if (sdlRenderer) {
|
|
||||||
SDL_DestroyRenderer(sdlRenderer);
|
|
||||||
}
|
|
||||||
if (sdlWindow) {
|
|
||||||
SDL_DestroyWindow(sdlWindow);
|
|
||||||
}
|
|
||||||
|
|
||||||
SDL_Quit();
|
|
||||||
return ret;
|
|
||||||
}
|
|
||||||
```
|
|
||||||
|
|
||||||
@ -1,68 +0,0 @@
|
|||||||
/*
|
|
||||||
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
|
|
||||||
|
|
||||||
This software is provided 'as-is', without any express or implied
|
|
||||||
warranty. In no event will the authors be held liable for any damages
|
|
||||||
arising from the use of this software.
|
|
||||||
|
|
||||||
Permission is granted to anyone to use this software for any purpose,
|
|
||||||
including commercial applications, and to alter it and redistribute it
|
|
||||||
freely.
|
|
||||||
*/
|
|
||||||
#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
|
|
||||||
#include <SDL3/SDL.h>
|
|
||||||
#include <SDL3/SDL_main.h>
|
|
||||||
|
|
||||||
static SDL_Window *window = NULL;
|
|
||||||
static SDL_Renderer *renderer = NULL;
|
|
||||||
|
|
||||||
/* This function runs once at startup. */
|
|
||||||
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
|
||||||
{
|
|
||||||
/* Create the window */
|
|
||||||
if (!SDL_CreateWindowAndRenderer("Hello World", 800, 600, SDL_WINDOW_FULLSCREEN, &window, &renderer)) {
|
|
||||||
SDL_Log("Couldn't create window and renderer: %s\n", SDL_GetError());
|
|
||||||
return SDL_APP_FAILURE;
|
|
||||||
}
|
|
||||||
return SDL_APP_CONTINUE;
|
|
||||||
}
|
|
||||||
|
|
||||||
/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
|
|
||||||
SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
|
|
||||||
{
|
|
||||||
if (event->type == SDL_EVENT_KEY_DOWN ||
|
|
||||||
event->type == SDL_EVENT_QUIT) {
|
|
||||||
return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
|
|
||||||
}
|
|
||||||
return SDL_APP_CONTINUE;
|
|
||||||
}
|
|
||||||
|
|
||||||
/* This function runs once per frame, and is the heart of the program. */
|
|
||||||
SDL_AppResult SDL_AppIterate(void *appstate)
|
|
||||||
{
|
|
||||||
const char *message = "Hello World!";
|
|
||||||
int w = 0, h = 0;
|
|
||||||
float x, y;
|
|
||||||
const float scale = 4.0f;
|
|
||||||
|
|
||||||
/* Center the message and scale it up */
|
|
||||||
SDL_GetRenderOutputSize(renderer, &w, &h);
|
|
||||||
SDL_SetRenderScale(renderer, scale, scale);
|
|
||||||
x = ((w / scale) - SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE * SDL_strlen(message)) / 2;
|
|
||||||
y = ((h / scale) - SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE) / 2;
|
|
||||||
|
|
||||||
/* Draw the message */
|
|
||||||
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
|
|
||||||
SDL_RenderClear(renderer);
|
|
||||||
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
|
|
||||||
SDL_RenderDebugText(renderer, x, y, message);
|
|
||||||
SDL_RenderPresent(renderer);
|
|
||||||
|
|
||||||
return SDL_APP_CONTINUE;
|
|
||||||
}
|
|
||||||
|
|
||||||
/* This function runs once at shutdown. */
|
|
||||||
void SDL_AppQuit(void *appstate, SDL_AppResult result)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
@ -1,5 +0,0 @@
|
|||||||
If you're running this in a web browser, you need to click the window before you'll hear anything!
|
|
||||||
|
|
||||||
This example code creates an simple audio stream for playing sound, and
|
|
||||||
generates a sine wave sound effect for it to play as time goes on. This is the
|
|
||||||
simplest way to get up and running with procedural sound.
|
|
||||||
@ -1,103 +0,0 @@
|
|||||||
/*
|
|
||||||
* This example code creates an simple audio stream for playing sound, and
|
|
||||||
* generates a sine wave sound effect for it to play as time goes on. This
|
|
||||||
* is the simplest way to get up and running with procedural sound.
|
|
||||||
*
|
|
||||||
* This code is public domain. Feel free to use it for any purpose!
|
|
||||||
*/
|
|
||||||
|
|
||||||
#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
|
|
||||||
#include <SDL3/SDL.h>
|
|
||||||
#include <SDL3/SDL_main.h>
|
|
||||||
|
|
||||||
/* We will use this renderer to draw into this window every frame. */
|
|
||||||
static SDL_Window *window = NULL;
|
|
||||||
static SDL_Renderer *renderer = NULL;
|
|
||||||
static SDL_AudioStream *stream = NULL;
|
|
||||||
static int current_sine_sample = 0;
|
|
||||||
|
|
||||||
/* This function runs once at startup. */
|
|
||||||
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
|
||||||
{
|
|
||||||
SDL_AudioSpec spec;
|
|
||||||
|
|
||||||
SDL_SetAppMetadata("Example Audio Simple Playback", "1.0", "com.example.audio-simple-playback");
|
|
||||||
|
|
||||||
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) {
|
|
||||||
SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
|
|
||||||
return SDL_APP_FAILURE;
|
|
||||||
}
|
|
||||||
|
|
||||||
/* we don't _need_ a window for audio-only things but it's good policy to have one. */
|
|
||||||
if (!SDL_CreateWindowAndRenderer("examples/audio/simple-playback", 640, 480, 0, &window, &renderer)) {
|
|
||||||
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
|
|
||||||
return SDL_APP_FAILURE;
|
|
||||||
}
|
|
||||||
|
|
||||||
/* We're just playing a single thing here, so we'll use the simplified option.
|
|
||||||
We are always going to feed audio in as mono, float32 data at 8000Hz.
|
|
||||||
The stream will convert it to whatever the hardware wants on the other side. */
|
|
||||||
spec.channels = 1;
|
|
||||||
spec.format = SDL_AUDIO_F32;
|
|
||||||
spec.freq = 8000;
|
|
||||||
stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &spec, NULL, NULL);
|
|
||||||
if (!stream) {
|
|
||||||
SDL_Log("Couldn't create audio stream: %s", SDL_GetError());
|
|
||||||
return SDL_APP_FAILURE;
|
|
||||||
}
|
|
||||||
|
|
||||||
/* SDL_OpenAudioDeviceStream starts the device paused. You have to tell it to start! */
|
|
||||||
SDL_ResumeAudioStreamDevice(stream);
|
|
||||||
|
|
||||||
return SDL_APP_CONTINUE; /* carry on with the program! */
|
|
||||||
}
|
|
||||||
|
|
||||||
/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
|
|
||||||
SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
|
|
||||||
{
|
|
||||||
if (event->type == SDL_EVENT_QUIT) {
|
|
||||||
return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
|
|
||||||
}
|
|
||||||
return SDL_APP_CONTINUE; /* carry on with the program! */
|
|
||||||
}
|
|
||||||
|
|
||||||
/* This function runs once per frame, and is the heart of the program. */
|
|
||||||
SDL_AppResult SDL_AppIterate(void *appstate)
|
|
||||||
{
|
|
||||||
/* see if we need to feed the audio stream more data yet.
|
|
||||||
We're being lazy here, but if there's less than half a second queued, generate more.
|
|
||||||
A sine wave is unchanging audio--easy to stream--but for video games, you'll want
|
|
||||||
to generate significantly _less_ audio ahead of time! */
|
|
||||||
const int minimum_audio = (8000 * sizeof (float)) / 2; /* 8000 float samples per second. Half of that. */
|
|
||||||
if (SDL_GetAudioStreamAvailable(stream) < minimum_audio) {
|
|
||||||
static float samples[512]; /* this will feed 512 samples each frame until we get to our maximum. */
|
|
||||||
int i;
|
|
||||||
|
|
||||||
/* generate a 440Hz pure tone */
|
|
||||||
for (i = 0; i < SDL_arraysize(samples); i++) {
|
|
||||||
const int freq = 440;
|
|
||||||
const float phase = current_sine_sample * freq / 8000.0f;
|
|
||||||
samples[i] = SDL_sinf(phase * 2 * SDL_PI_F);
|
|
||||||
current_sine_sample++;
|
|
||||||
}
|
|
||||||
|
|
||||||
/* wrapping around to avoid floating-point errors */
|
|
||||||
current_sine_sample %= 8000;
|
|
||||||
|
|
||||||
/* feed the new data to the stream. It will queue at the end, and trickle out as the hardware needs more data. */
|
|
||||||
SDL_PutAudioStreamData(stream, samples, sizeof (samples));
|
|
||||||
}
|
|
||||||
|
|
||||||
/* we're not doing anything with the renderer, so just blank it out. */
|
|
||||||
SDL_RenderClear(renderer);
|
|
||||||
SDL_RenderPresent(renderer);
|
|
||||||
|
|
||||||
return SDL_APP_CONTINUE; /* carry on with the program! */
|
|
||||||
}
|
|
||||||
|
|
||||||
/* This function runs once at shutdown. */
|
|
||||||
void SDL_AppQuit(void *appstate, SDL_AppResult result)
|
|
||||||
{
|
|
||||||
/* SDL will clean up the window/renderer for us. */
|
|
||||||
}
|
|
||||||
|
|
||||||
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user