early-access version 1667
This commit is contained in:
2
externals/SDL/src/dynapi/SDL_dynapi.c
vendored
2
externals/SDL/src/dynapi/SDL_dynapi.c
vendored
@@ -1,6 +1,6 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
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Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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4
externals/SDL/src/dynapi/SDL_dynapi.h
vendored
4
externals/SDL/src/dynapi/SDL_dynapi.h
vendored
@@ -1,6 +1,6 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
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Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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@@ -57,6 +57,8 @@
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#define SDL_DYNAMIC_API 0
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#elif defined(__clang_analyzer__)
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#define SDL_DYNAMIC_API 0 /* Turn off for static analysis, so reports are more clear. */
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#elif defined(__VITA__)
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#define SDL_DYNAMIC_API 0 /* vitasdk doesn't support dynamic linking */
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#endif
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/* everyone else. This is where we turn on the API if nothing forced it off. */
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25
externals/SDL/src/dynapi/SDL_dynapi_overrides.h
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25
externals/SDL/src/dynapi/SDL_dynapi_overrides.h
vendored
@@ -1,6 +1,6 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
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Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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@@ -788,3 +788,26 @@
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#define SDL_GameControllerGetSensorData SDL_GameControllerGetSensorData_REAL
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#define SDL_wcscasecmp SDL_wcscasecmp_REAL
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#define SDL_wcsncasecmp SDL_wcsncasecmp_REAL
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#define SDL_round SDL_round_REAL
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#define SDL_roundf SDL_roundf_REAL
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#define SDL_lround SDL_lround_REAL
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#define SDL_lroundf SDL_lroundf_REAL
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#define SDL_SoftStretchLinear SDL_SoftStretchLinear_REAL
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#define SDL_RenderGetD3D11Device SDL_RenderGetD3D11Device_REAL
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#define SDL_UpdateNVTexture SDL_UpdateNVTexture_REAL
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#define SDL_SetWindowKeyboardGrab SDL_SetWindowKeyboardGrab_REAL
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#define SDL_SetWindowMouseGrab SDL_SetWindowMouseGrab_REAL
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#define SDL_GetWindowKeyboardGrab SDL_GetWindowKeyboardGrab_REAL
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#define SDL_GetWindowMouseGrab SDL_GetWindowMouseGrab_REAL
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#define SDL_isalpha SDL_isalpha_REAL
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#define SDL_isalnum SDL_isalnum_REAL
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#define SDL_isblank SDL_isblank_REAL
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#define SDL_iscntrl SDL_iscntrl_REAL
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#define SDL_isxdigit SDL_isxdigit_REAL
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#define SDL_ispunct SDL_ispunct_REAL
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#define SDL_isprint SDL_isprint_REAL
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#define SDL_isgraph SDL_isgraph_REAL
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#define SDL_AndroidShowToast SDL_AndroidShowToast_REAL
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#define SDL_GetAudioDeviceSpec SDL_GetAudioDeviceSpec_REAL
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#define SDL_TLSCleanup SDL_TLSCleanup_REAL
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#define SDL_SetWindowAlwaysOnTop SDL_SetWindowAlwaysOnTop_REAL
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29
externals/SDL/src/dynapi/SDL_dynapi_procs.h
vendored
29
externals/SDL/src/dynapi/SDL_dynapi_procs.h
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@@ -1,6 +1,6 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
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Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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@@ -849,3 +849,30 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_GameControllerIsSensorEnabled,(SDL_GameController *
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SDL_DYNAPI_PROC(int,SDL_GameControllerGetSensorData,(SDL_GameController *a, SDL_SensorType b, float *c, int d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(int,SDL_wcscasecmp,(const wchar_t *a, const wchar_t *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_wcsncasecmp,(const wchar_t *a, const wchar_t *b, size_t c),(a,b,c),return)
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SDL_DYNAPI_PROC(double,SDL_round,(double a),(a),return)
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SDL_DYNAPI_PROC(float,SDL_roundf,(float a),(a),return)
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SDL_DYNAPI_PROC(long,SDL_lround,(double a),(a),return)
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SDL_DYNAPI_PROC(long,SDL_lroundf,(float a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_SoftStretchLinear,(SDL_Surface *a, const SDL_Rect *b, SDL_Surface *c, const SDL_Rect *d),(a,b,c,d),return)
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#ifdef __WIN32__
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SDL_DYNAPI_PROC(ID3D11Device*,SDL_RenderGetD3D11Device,(SDL_Renderer *a),(a),return)
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#endif
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SDL_DYNAPI_PROC(int,SDL_UpdateNVTexture,(SDL_Texture *a, const SDL_Rect *b, const Uint8 *c, int d, const Uint8 *e, int f),(a,b,c,d,e,f),return)
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SDL_DYNAPI_PROC(void,SDL_SetWindowKeyboardGrab,(SDL_Window *a, SDL_bool b),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_SetWindowMouseGrab,(SDL_Window *a, SDL_bool b),(a,b),)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GetWindowKeyboardGrab,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GetWindowMouseGrab,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_isalpha,(int a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_isalnum,(int a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_isblank,(int a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_iscntrl,(int a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_isxdigit,(int a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_ispunct,(int a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_isprint,(int a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_isgraph,(int a),(a),return)
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#ifdef __ANDROID__
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SDL_DYNAPI_PROC(int,SDL_AndroidShowToast,(const char *a, int b, int c, int d, int e),(a,b,c,d,e),return)
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#endif
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SDL_DYNAPI_PROC(int,SDL_GetAudioDeviceSpec,(int a, int b, SDL_AudioSpec *c),(a,b,c),return)
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SDL_DYNAPI_PROC(void,SDL_TLSCleanup,(void),(),)
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SDL_DYNAPI_PROC(void,SDL_SetWindowAlwaysOnTop,(SDL_Window *a, SDL_bool b),(a,b),)
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12
externals/SDL/src/dynapi/gendynapi.pl
vendored
12
externals/SDL/src/dynapi/gendynapi.pl
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@@ -1,7 +1,7 @@
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#!/usr/bin/perl -w
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# Simple DirectMedia Layer
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# Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
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# Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
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#
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# This software is provided 'as-is', without any express or implied
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# warranty. In no event will the authors be held liable for any damages
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@@ -21,7 +21,7 @@
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# WHAT IS THIS?
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# When you add a public API to SDL, please run this script, make sure the
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# output looks sane (hg diff, it adds to existing files), and commit it.
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# output looks sane (git diff, it adds to existing files), and commit it.
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# It keeps the dynamic API jump table operating correctly.
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# If you wanted this to be readable, you shouldn't have used perl.
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@@ -107,13 +107,19 @@ while (my $d = readdir(HEADERS)) {
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$type =~ s/\s*\*\Z/*/g;
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$type =~ s/\s*(\*+)\Z/ $1/;
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#print("SPLIT: ($type, $var)\n");
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my $var_array_suffix = "";
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# parse array suffix
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if ($var =~ /\A.*(\[.*\])\Z/) {
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#print("PARSED ARRAY SUFFIX: [$1] of '$var'\n");
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$var_array_suffix = $1;
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}
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my $name = chr(ord('a') + $i);
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if ($i > 0) {
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$paramstr .= ', ';
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$argstr .= ',';
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}
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my $spc = ($type =~ /\*\Z/) ? '' : ' ';
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$paramstr .= "$type$spc$name";
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$paramstr .= "$type$spc$name$var_array_suffix";
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$argstr .= "$name";
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}
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$i++;
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