early-access version 1611

This commit is contained in:
pineappleEA
2021-04-18 05:35:25 +02:00
parent 16f54e367d
commit 18db69f039
1409 changed files with 545335 additions and 10 deletions

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/*
SDL_android_main.c, placed in the public domain by Sam Lantinga 3/13/14
As of SDL 2.0.6 this file is no longer necessary.
*/
/* vi: set ts=4 sw=4 expandtab: */

28
externals/SDL/src/main/dummy/SDL_dummy_main.c vendored Executable file
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/*
SDL_dummy_main.c, placed in the public domain by Sam Lantinga 3/13/14
*/
#include "../../SDL_internal.h"
/* Include the SDL main definition header */
#include "SDL_main.h"
#ifdef main
#undef main
int
main(int argc, char *argv[])
{
return (SDL_main(argc, argv));
}
#else
/* Nothing to do on this platform */
int
SDL_main_stub_symbol(void);
int
SDL_main_stub_symbol(void)
{
return 0;
}
#endif
/* vi: set ts=4 sw=4 expandtab: */

415
externals/SDL/src/main/haiku/SDL_BApp.h vendored Executable file
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 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.
*/
#ifndef SDL_BAPP_H
#define SDL_BAPP_H
#include <InterfaceKit.h>
#if SDL_VIDEO_OPENGL
#include <OpenGLKit.h>
#endif
#include "../../video/haiku/SDL_bkeyboard.h"
#ifdef __cplusplus
extern "C" {
#endif
#include "../../SDL_internal.h"
#include "SDL_video.h"
/* Local includes */
#include "../../events/SDL_events_c.h"
#include "../../video/haiku/SDL_bframebuffer.h"
#ifdef __cplusplus
}
#endif
#include <vector>
/* Forward declarations */
class SDL_BWin;
/* Message constants */
enum ToSDL {
/* Intercepted by BWindow on its way to BView */
BAPP_MOUSE_MOVED,
BAPP_MOUSE_BUTTON,
BAPP_MOUSE_WHEEL,
BAPP_KEY,
BAPP_REPAINT, /* from _UPDATE_ */
/* From BWindow */
BAPP_MAXIMIZE, /* from B_ZOOM */
BAPP_MINIMIZE,
BAPP_RESTORE, /* TODO: IMPLEMENT! */
BAPP_SHOW,
BAPP_HIDE,
BAPP_MOUSE_FOCUS, /* caused by MOUSE_MOVE */
BAPP_KEYBOARD_FOCUS, /* from WINDOW_ACTIVATED */
BAPP_WINDOW_CLOSE_REQUESTED,
BAPP_WINDOW_MOVED,
BAPP_WINDOW_RESIZED,
BAPP_SCREEN_CHANGED
};
/* Create a descendant of BApplication */
class SDL_BApp : public BApplication {
public:
SDL_BApp(const char* signature) :
BApplication(signature) {
#if SDL_VIDEO_OPENGL
_current_context = NULL;
#endif
}
virtual ~SDL_BApp() {
}
/* Event-handling functions */
virtual void MessageReceived(BMessage* message) {
/* Sort out SDL-related messages */
switch ( message->what ) {
case BAPP_MOUSE_MOVED:
_HandleMouseMove(message);
break;
case BAPP_MOUSE_BUTTON:
_HandleMouseButton(message);
break;
case BAPP_MOUSE_WHEEL:
_HandleMouseWheel(message);
break;
case BAPP_KEY:
_HandleKey(message);
break;
case BAPP_REPAINT:
_HandleBasicWindowEvent(message, SDL_WINDOWEVENT_EXPOSED);
break;
case BAPP_MAXIMIZE:
_HandleBasicWindowEvent(message, SDL_WINDOWEVENT_MAXIMIZED);
break;
case BAPP_MINIMIZE:
_HandleBasicWindowEvent(message, SDL_WINDOWEVENT_MINIMIZED);
break;
case BAPP_SHOW:
_HandleBasicWindowEvent(message, SDL_WINDOWEVENT_SHOWN);
break;
case BAPP_HIDE:
_HandleBasicWindowEvent(message, SDL_WINDOWEVENT_HIDDEN);
break;
case BAPP_MOUSE_FOCUS:
_HandleMouseFocus(message);
break;
case BAPP_KEYBOARD_FOCUS:
_HandleKeyboardFocus(message);
break;
case BAPP_WINDOW_CLOSE_REQUESTED:
_HandleBasicWindowEvent(message, SDL_WINDOWEVENT_CLOSE);
break;
case BAPP_WINDOW_MOVED:
_HandleWindowMoved(message);
break;
case BAPP_WINDOW_RESIZED:
_HandleWindowResized(message);
break;
case BAPP_SCREEN_CHANGED:
/* TODO: Handle screen resize or workspace change */
break;
default:
BApplication::MessageReceived(message);
break;
}
}
/* Window creation/destruction methods */
int32 GetID(SDL_Window *win) {
int32 i;
for(i = 0; i < _GetNumWindowSlots(); ++i) {
if( GetSDLWindow(i) == NULL ) {
_SetSDLWindow(win, i);
return i;
}
}
/* Expand the vector if all slots are full */
if( i == _GetNumWindowSlots() ) {
_PushBackWindow(win);
return i;
}
/* TODO: error handling */
return 0;
}
/* FIXME: Bad coding practice, but I can't include SDL_BWin.h here. Is
there another way to do this? */
void ClearID(SDL_BWin *bwin); /* Defined in SDL_BeApp.cc */
SDL_Window *GetSDLWindow(int32 winID) {
return _window_map[winID];
}
#if SDL_VIDEO_OPENGL
void SetCurrentContext(BGLView *newContext) {
if(_current_context)
_current_context->UnlockGL();
_current_context = newContext;
if (_current_context)
_current_context->LockGL();
}
#endif
private:
/* Event management */
void _HandleBasicWindowEvent(BMessage *msg, int32 sdlEventType) {
SDL_Window *win;
int32 winID;
if(
!_GetWinID(msg, &winID)
) {
return;
}
win = GetSDLWindow(winID);
SDL_SendWindowEvent(win, sdlEventType, 0, 0);
}
void _HandleMouseMove(BMessage *msg) {
SDL_Window *win;
int32 winID;
int32 x = 0, y = 0;
if(
!_GetWinID(msg, &winID) ||
msg->FindInt32("x", &x) != B_OK || /* x movement */
msg->FindInt32("y", &y) != B_OK /* y movement */
) {
return;
}
win = GetSDLWindow(winID);
// Simple relative mode support for mouse.
if (SDL_GetMouse()->relative_mode) {
int winWidth, winHeight, winPosX, winPosY;
SDL_GetWindowSize(win, &winWidth, &winHeight);
SDL_GetWindowPosition(win, &winPosX, &winPosY);
int dx = x - (winWidth / 2);
int dy = y - (winHeight / 2);
SDL_SendMouseMotion(win, 0, SDL_GetMouse()->relative_mode, dx, dy);
set_mouse_position((winPosX + winWidth / 2), (winPosY + winHeight / 2));
if (!be_app->IsCursorHidden())
be_app->HideCursor();
} else {
SDL_SendMouseMotion(win, 0, 0, x, y);
if (SDL_ShowCursor(-1) && be_app->IsCursorHidden())
be_app->ShowCursor();
}
/* Tell the application that the mouse passed over, redraw needed */
HAIKU_UpdateWindowFramebuffer(NULL,win,NULL,-1);
}
void _HandleMouseButton(BMessage *msg) {
SDL_Window *win;
int32 winID;
int32 button, state; /* left/middle/right, pressed/released */
if(
!_GetWinID(msg, &winID) ||
msg->FindInt32("button-id", &button) != B_OK ||
msg->FindInt32("button-state", &state) != B_OK
) {
return;
}
win = GetSDLWindow(winID);
SDL_SendMouseButton(win, 0, state, button);
}
void _HandleMouseWheel(BMessage *msg) {
SDL_Window *win;
int32 winID;
int32 xTicks, yTicks;
if(
!_GetWinID(msg, &winID) ||
msg->FindInt32("xticks", &xTicks) != B_OK ||
msg->FindInt32("yticks", &yTicks) != B_OK
) {
return;
}
win = GetSDLWindow(winID);
SDL_SendMouseWheel(win, 0, xTicks, -yTicks, SDL_MOUSEWHEEL_NORMAL);
}
void _HandleKey(BMessage *msg) {
int32 scancode, state; /* scancode, pressed/released */
if(
msg->FindInt32("key-state", &state) != B_OK ||
msg->FindInt32("key-scancode", &scancode) != B_OK
) {
return;
}
/* Make sure this isn't a repeated event (key pressed and held) */
if(state == SDL_PRESSED && HAIKU_GetKeyState(scancode) == SDL_PRESSED) {
return;
}
HAIKU_SetKeyState(scancode, state);
SDL_SendKeyboardKey(state, HAIKU_GetScancodeFromBeKey(scancode));
if (state == SDL_PRESSED && SDL_EventState(SDL_TEXTINPUT, SDL_QUERY)) {
const int8 *keyUtf8;
ssize_t count;
if (msg->FindData("key-utf8", B_INT8_TYPE, (const void**)&keyUtf8, &count) == B_OK) {
char text[SDL_TEXTINPUTEVENT_TEXT_SIZE];
SDL_zeroa(text);
SDL_memcpy(text, keyUtf8, count);
SDL_SendKeyboardText(text);
}
}
}
void _HandleMouseFocus(BMessage *msg) {
SDL_Window *win;
int32 winID;
bool bSetFocus; /* If false, lose focus */
if(
!_GetWinID(msg, &winID) ||
msg->FindBool("focusGained", &bSetFocus) != B_OK
) {
return;
}
win = GetSDLWindow(winID);
if(bSetFocus) {
SDL_SetMouseFocus(win);
} else if(SDL_GetMouseFocus() == win) {
/* Only lose all focus if this window was the current focus */
SDL_SetMouseFocus(NULL);
}
}
void _HandleKeyboardFocus(BMessage *msg) {
SDL_Window *win;
int32 winID;
bool bSetFocus; /* If false, lose focus */
if(
!_GetWinID(msg, &winID) ||
msg->FindBool("focusGained", &bSetFocus) != B_OK
) {
return;
}
win = GetSDLWindow(winID);
if(bSetFocus) {
SDL_SetKeyboardFocus(win);
} else if(SDL_GetKeyboardFocus() == win) {
/* Only lose all focus if this window was the current focus */
SDL_SetKeyboardFocus(NULL);
}
}
void _HandleWindowMoved(BMessage *msg) {
SDL_Window *win;
int32 winID;
int32 xPos, yPos;
/* Get the window id and new x/y position of the window */
if(
!_GetWinID(msg, &winID) ||
msg->FindInt32("window-x", &xPos) != B_OK ||
msg->FindInt32("window-y", &yPos) != B_OK
) {
return;
}
win = GetSDLWindow(winID);
SDL_SendWindowEvent(win, SDL_WINDOWEVENT_MOVED, xPos, yPos);
}
void _HandleWindowResized(BMessage *msg) {
SDL_Window *win;
int32 winID;
int32 w, h;
/* Get the window id ]and new x/y position of the window */
if(
!_GetWinID(msg, &winID) ||
msg->FindInt32("window-w", &w) != B_OK ||
msg->FindInt32("window-h", &h) != B_OK
) {
return;
}
win = GetSDLWindow(winID);
SDL_SendWindowEvent(win, SDL_WINDOWEVENT_RESIZED, w, h);
}
bool _GetWinID(BMessage *msg, int32 *winID) {
return msg->FindInt32("window-id", winID) == B_OK;
}
/* Vector functions: Wraps vector stuff in case we need to change
implementation */
void _SetSDLWindow(SDL_Window *win, int32 winID) {
_window_map[winID] = win;
}
int32 _GetNumWindowSlots() {
return _window_map.size();
}
void _PopBackWindow() {
_window_map.pop_back();
}
void _PushBackWindow(SDL_Window *win) {
_window_map.push_back(win);
}
/* Members */
std::vector<SDL_Window*> _window_map; /* Keeps track of SDL_Windows by index-id */
#if SDL_VIDEO_OPENGL
BGLView *_current_context;
#endif
};
#endif

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externals/SDL/src/main/haiku/SDL_BeApp.cc vendored Executable file
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 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.
*/
#include "../../SDL_internal.h"
#if defined(__HAIKU__)
/* Handle the BeApp specific portions of the application */
#include <AppKit.h>
#include <storage/AppFileInfo.h>
#include <storage/Path.h>
#include <storage/Entry.h>
#include <storage/File.h>
#include <unistd.h>
#include "SDL_BApp.h" /* SDL_BApp class definition */
#include "SDL_BeApp.h"
#include "SDL_timer.h"
#include "SDL_error.h"
#include "../../video/haiku/SDL_BWin.h"
#ifdef __cplusplus
extern "C" {
#endif
#include "../../thread/SDL_systhread.h"
/* Flag to tell whether or not the Be application is active or not */
static int SDL_BeAppActive = 0;
static SDL_Thread *SDL_AppThread = NULL;
/* Default application signature */
const char *signature = "application/x-SDL-executable";
static int
StartBeApp(void *unused)
{
BApplication *App;
// dig resources for correct signature
image_info info;
int32 cookie = 0;
if (get_next_image_info(B_CURRENT_TEAM, &cookie, &info) == B_OK) {
BFile f(info.name, O_RDONLY);
if (f.InitCheck() == B_OK) {
BAppFileInfo app_info(&f);
if (app_info.InitCheck() == B_OK) {
char sig[B_MIME_TYPE_LENGTH];
if (app_info.GetSignature(sig) == B_OK)
signature = strndup(sig, B_MIME_TYPE_LENGTH);
}
}
}
App = new SDL_BApp(signature);
App->Run();
delete App;
return (0);
}
/* Initialize the Be Application, if it's not already started */
int
SDL_InitBeApp(void)
{
/* Create the BApplication that handles appserver interaction */
if (SDL_BeAppActive <= 0) {
SDL_AppThread = SDL_CreateThreadInternal(StartBeApp, "SDLApplication", 0, NULL);
if (SDL_AppThread == NULL) {
return SDL_SetError("Couldn't create BApplication thread");
}
/* Change working directory to that of executable */
app_info info;
if (B_OK == be_app->GetAppInfo(&info)) {
entry_ref ref = info.ref;
BEntry entry;
if (B_OK == entry.SetTo(&ref)) {
BPath path;
if (B_OK == path.SetTo(&entry)) {
if (B_OK == path.GetParent(&path)) {
chdir(path.Path());
}
}
}
}
do {
SDL_Delay(10);
} while ((be_app == NULL) || be_app->IsLaunching());
/* Mark the application active */
SDL_BeAppActive = 0;
}
/* Increment the application reference count */
++SDL_BeAppActive;
/* The app is running, and we're ready to go */
return (0);
}
/* Quit the Be Application, if there's nothing left to do */
void
SDL_QuitBeApp(void)
{
/* Decrement the application reference count */
--SDL_BeAppActive;
/* If the reference count reached zero, clean up the app */
if (SDL_BeAppActive == 0) {
if (SDL_AppThread != NULL) {
if (be_app != NULL) { /* Not tested */
be_app->PostMessage(B_QUIT_REQUESTED);
}
SDL_WaitThread(SDL_AppThread, NULL);
SDL_AppThread = NULL;
}
/* be_app should now be NULL since be_app has quit */
}
}
#ifdef __cplusplus
}
#endif
/* SDL_BApp functions */
void SDL_BApp::ClearID(SDL_BWin *bwin) {
_SetSDLWindow(NULL, bwin->GetID());
int32 i = _GetNumWindowSlots() - 1;
while(i >= 0 && GetSDLWindow(i) == NULL) {
_PopBackWindow();
--i;
}
}
#endif /* __HAIKU__ */
/* vi: set ts=4 sw=4 expandtab: */

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externals/SDL/src/main/haiku/SDL_BeApp.h vendored Executable file
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 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.
*/
#include "../../SDL_internal.h"
#ifdef __cplusplus
extern "C" {
#endif
/* Handle the BeApp specific portions of the application */
/* Initialize the Be Application, if it's not already started */
extern int SDL_InitBeApp(void);
/* Quit the Be Application, if there's nothing left to do */
extern void SDL_QuitBeApp(void);
/* Be Application Signature*/
extern const char *signature;
/* vi: set ts=4 sw=4 expandtab: */
#ifdef __cplusplus
}
#endif

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externals/SDL/src/main/nacl/SDL_nacl_main.c vendored Executable file
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 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.
*/
#include "../../SDL_internal.h"
#if SDL_VIDEO_DRIVER_NACL
/* Include the SDL main definition header */
#include "SDL_main.h"
#include "ppapi_simple/ps_main.h"
#include "ppapi_simple/ps_event.h"
#include "ppapi_simple/ps_interface.h"
#include "nacl_io/nacl_io.h"
#include "sys/mount.h"
extern void NACL_SetScreenResolution(int width, int height, Uint32 format);
int
nacl_main(int argc, char *argv[])
{
int status;
PSEvent* ps_event;
PP_Resource event;
struct PP_Rect rect;
int ready = 0;
const PPB_View *ppb_view = PSInterfaceView();
/* This is started in a worker thread by ppapi_simple! */
/* Wait for the first PSE_INSTANCE_DIDCHANGEVIEW event before starting the app */
PSEventSetFilter(PSE_INSTANCE_DIDCHANGEVIEW);
while (!ready) {
/* Process all waiting events without blocking */
while (!ready && (ps_event = PSEventWaitAcquire()) != NULL) {
event = ps_event->as_resource;
switch(ps_event->type) {
/* From DidChangeView, contains a view resource */
case PSE_INSTANCE_DIDCHANGEVIEW:
ppb_view->GetRect(event, &rect);
NACL_SetScreenResolution(rect.size.width, rect.size.height, 0);
ready = 1;
break;
default:
break;
}
PSEventRelease(ps_event);
}
}
/* Do a default httpfs mount on /,
* apps can override this by unmounting /
* and remounting with the desired configuration
*/
nacl_io_init_ppapi(PSGetInstanceId(), PSGetInterface);
umount("/");
mount(
"", /* source */
"/", /* target */
"httpfs", /* filesystemtype */
0, /* mountflags */
""); /* data specific to the html5fs type */
/* Everything is ready, start the user main function */
SDL_SetMainReady();
status = SDL_main(argc, argv);
return 0;
}
/* ppapi_simple will start nacl_main in a worker thread */
PPAPI_SIMPLE_REGISTER_MAIN(nacl_main);
#endif /* SDL_VIDEO_DRIVER_NACL */

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externals/SDL/src/main/psp/SDL_psp_main.c vendored Executable file
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/*
SDL_psp_main.c, placed in the public domain by Sam Lantinga 3/13/14
*/
#include "SDL_config.h"
#ifdef __PSP__
#include "SDL_main.h"
#include <pspkernel.h>
#include <pspdebug.h>
#include <pspsdk.h>
#include <pspthreadman.h>
#include <stdlib.h>
#include <stdio.h>
/* If application's main() is redefined as SDL_main, and libSDLmain is
linked, then this file will create the standard exit callback,
define the PSP_MODULE_INFO macro, and exit back to the browser when
the program is finished.
You can still override other parameters in your own code if you
desire, such as PSP_HEAP_SIZE_KB, PSP_MAIN_THREAD_ATTR,
PSP_MAIN_THREAD_STACK_SIZE, etc.
*/
PSP_MODULE_INFO("SDL App", 0, 1, 1);
int sdl_psp_exit_callback(int arg1, int arg2, void *common)
{
exit(0);
return 0;
}
int sdl_psp_callback_thread(SceSize args, void *argp)
{
int cbid;
cbid = sceKernelCreateCallback("Exit Callback",
sdl_psp_exit_callback, NULL);
sceKernelRegisterExitCallback(cbid);
sceKernelSleepThreadCB();
return 0;
}
int sdl_psp_setup_callbacks(void)
{
int thid = 0;
thid = sceKernelCreateThread("update_thread",
sdl_psp_callback_thread, 0x11, 0xFA0, 0, 0);
if(thid >= 0)
sceKernelStartThread(thid, 0, 0);
return thid;
}
int main(int argc, char *argv[])
{
pspDebugScreenInit();
sdl_psp_setup_callbacks();
/* Register sceKernelExitGame() to be called when we exit */
atexit(sceKernelExitGame);
SDL_SetMainReady();
(void)SDL_main(argc, argv);
return 0;
}
#endif /* __PSP__ */
/* vi: set ts=4 sw=4 expandtab: */

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externals/SDL/src/main/uikit/SDL_uikit_main.c vendored Executable file
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/*
SDL_uiki_main.c, placed in the public domain by Sam Lantinga 3/18/2019
*/
#include "../../SDL_internal.h"
/* Include the SDL main definition header */
#include "SDL_main.h"
#ifdef main
#undef main
#endif
int
main(int argc, char *argv[])
{
return SDL_UIKitRunApp(argc, argv, SDL_main);
}
/* vi: set ts=4 sw=4 expandtab: */

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/*
SDL_windows_main.c, placed in the public domain by Sam Lantinga 4/13/98
The WinMain function -- calls your program's main() function
*/
#include "SDL_config.h"
#ifdef __WIN32__
/* Include this so we define UNICODE properly */
#include "../../core/windows/SDL_windows.h"
#include <shellapi.h> /* CommandLineToArgvW() */
/* Include the SDL main definition header */
#include "SDL.h"
#include "SDL_main.h"
#ifdef main
# undef main
#endif /* main */
#define WIN_WStringToUTF8(S) SDL_iconv_string("UTF-8", "UTF-16LE", (char *)(S), (SDL_wcslen(S)+1)*sizeof(WCHAR))
/* Pop up an out of memory message, returns to Windows */
static BOOL
OutOfMemory(void)
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal Error", "Out of memory - aborting", NULL);
return FALSE;
}
#if defined(_MSC_VER)
/* The VC++ compiler needs main/wmain defined */
# define console_ansi_main main
# if UNICODE
# define console_wmain wmain
# endif
#endif
/* Gets the arguments with GetCommandLine, converts them to argc and argv
and calls SDL_main */
static int
main_getcmdline(void)
{
LPWSTR *argvw;
char **argv;
int i, argc, result;
argvw = CommandLineToArgvW(GetCommandLineW(), &argc);
if (argvw == NULL) {
return OutOfMemory();
}
/* Parse it into argv and argc */
argv = (char **)SDL_calloc(argc + 1, sizeof(*argv));
if (!argv) {
return OutOfMemory();
}
for (i = 0; i < argc; ++i) {
argv[i] = WIN_WStringToUTF8(argvw[i]);
if (!argv[i]) {
return OutOfMemory();
}
}
argv[i] = NULL;
LocalFree(argvw);
SDL_SetMainReady();
/* Run the application main() code */
result = SDL_main(argc, argv);
/* Free argv, to avoid memory leak */
for (i = 0; i < argc; ++i) {
SDL_free(argv[i]);
}
SDL_free(argv);
return result;
}
/* This is where execution begins [console apps, ansi] */
int
console_ansi_main(int argc, char *argv[])
{
return main_getcmdline();
}
#if UNICODE
/* This is where execution begins [console apps, unicode] */
int
console_wmain(int argc, wchar_t *wargv[], wchar_t *wenvp)
{
return main_getcmdline();
}
#endif
/* This is where execution begins [windowed apps] */
int WINAPI
WinMain(HINSTANCE hInst, HINSTANCE hPrev, LPSTR szCmdLine, int sw)
{
return main_getcmdline();
}
#endif /* __WIN32__ */
/* vi: set ts=4 sw=4 expandtab: */

38
externals/SDL/src/main/windows/version.rc vendored Executable file
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@@ -0,0 +1,38 @@
#include "winresrc.h"
LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
/////////////////////////////////////////////////////////////////////////////
//
// Version
//
VS_VERSION_INFO VERSIONINFO
FILEVERSION 2,0,12,0
PRODUCTVERSION 2,0,12,0
FILEFLAGSMASK 0x3fL
FILEFLAGS 0x0L
FILEOS 0x40004L
FILETYPE 0x2L
FILESUBTYPE 0x0L
BEGIN
BLOCK "StringFileInfo"
BEGIN
BLOCK "040904b0"
BEGIN
VALUE "CompanyName", "\0"
VALUE "FileDescription", "SDL\0"
VALUE "FileVersion", "2, 0, 12, 0\0"
VALUE "InternalName", "SDL\0"
VALUE "LegalCopyright", "Copyright <20> 2020 Sam Lantinga\0"
VALUE "OriginalFilename", "SDL2.dll\0"
VALUE "ProductName", "Simple DirectMedia Layer\0"
VALUE "ProductVersion", "2, 0, 12, 0\0"
END
END
BLOCK "VarFileInfo"
BEGIN
VALUE "Translation", 0x409, 1200
END
END

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After

Width:  |  Height:  |  Size: 326 B

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@@ -0,0 +1,3 @@
#include "winres.h"
LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
5000 CURSOR "SDL2-WinRTResource_BlankCursor.cur"

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@@ -0,0 +1,54 @@
/*
SDL_winrt_main_NonXAML.cpp, placed in the public domain by David Ludwig 3/13/14
*/
#include "SDL_main.h"
#include <wrl.h>
/* At least one file in any SDL/WinRT app appears to require compilation
with C++/CX, otherwise a Windows Metadata file won't get created, and
an APPX0702 build error can appear shortly after linking.
The following set of preprocessor code forces this file to be compiled
as C++/CX, which appears to cause Visual C++ 2012's build tools to
create this .winmd file, and will help allow builds of SDL/WinRT apps
to proceed without error.
If other files in an app's project enable C++/CX compilation, then it might
be possible for SDL_winrt_main_NonXAML.cpp to be compiled without /ZW,
for Visual C++'s build tools to create a winmd file, and for the app to
build without APPX0702 errors. In this case, if
SDL_WINRT_METADATA_FILE_AVAILABLE is defined as a C/C++ macro, then
the #error (to force C++/CX compilation) will be disabled.
Please note that /ZW can be specified on a file-by-file basis. To do this,
right click on the file in Visual C++, click Properties, then change the
setting through the dialog that comes up.
*/
#ifndef SDL_WINRT_METADATA_FILE_AVAILABLE
#ifndef __cplusplus_winrt
#error SDL_winrt_main_NonXAML.cpp must be compiled with /ZW, otherwise build errors due to missing .winmd files can occur.
#endif
#endif
/* Prevent MSVC++ from warning about threading models when defining our
custom WinMain. The threading model will instead be set via a direct
call to Windows::Foundation::Initialize (rather than via an attributed
function).
To note, this warning (C4447) does not seem to come up unless this file
is compiled with C++/CX enabled (via the /ZW compiler flag).
*/
#ifdef _MSC_VER
#pragma warning(disable:4447)
#endif
/* Make sure the function to initialize the Windows Runtime gets linked in. */
#ifdef _MSC_VER
#pragma comment(lib, "runtimeobject.lib")
#endif
int CALLBACK WinMain(HINSTANCE, HINSTANCE, LPSTR, int)
{
return SDL_WinRTRunApp(SDL_main, NULL);
}