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108 Commits

Author SHA1 Message Date
fysx d783f5afa1 Preparing 0.9.2a release 2015-04-10 15:59:27 +02:00
fysx 7eb7db1a85 Imported latest love-android code 8e93b946d920 that fixes ParticleSystem:clone 2015-04-10 15:45:46 +02:00
fysx 8af8dffad4 fixed README markup 2015-04-10 11:55:14 +02:00
fysx a0efc89a7d preparing release 0.9.2 2015-04-10 11:43:31 +02:00
fysx c30e788393 properly detect whether we are in "fullscreen" (i.e. immersive) on Android 2015-02-19 00:15:31 +01:00
fysx 168357e1ad fixed #104: loading of multiple .love files 2015-02-18 10:33:54 +01:00
fysx d6f1d8bd70 imported changes from love-0.9.2 2015-02-16 00:37:14 +01:00
fysx 3cfecd46d9 added Download section to README.md 2015-02-15 23:21:53 +01:00
fysx f31760c445 made love.window.setFullscreen() work 2015-02-02 22:42:08 +01:00
fysx d0f866e4b0 fixed build for latest love-android version 2015-01-22 20:57:57 +01:00
fysx 542c029666 updated to latest love-android (changeset 7b5f223900b) 2015-01-22 10:48:45 +01:00
fysx 31cd05551e renamed setBorderless to setImmersive and linked it to the fullscreen mode 2015-01-20 22:11:56 +01:00
fysx 42f6beaa7e Allowing enabling and disabling of immersive mode via borderless setting and love.window.setMode() 2015-01-20 16:01:43 +01:00
fysx 36216c16be fixed immersive mode when resuming 2015-01-20 14:36:57 +01:00
fysx 013df025d0 fix for #91 and #98: printing of non-number and non-string values 2015-01-16 22:13:33 +01:00
fysx 535a8256ee Using immersive mode by default 2015-01-16 20:41:03 +01:00
fysx b732d6cc12 replaced tabs with spaces 2015-01-16 20:40:23 +01:00
fysx 54215b7ce4 refactored loading of games on android 2015-01-16 20:00:51 +01:00
fysx fd9e9758a9 Using latest changeset 593639000823 of love-android 2015-01-16 12:31:11 +01:00
fysx f46115e794 ignoring *.orig files from mercurial merges 2015-01-16 12:30:43 +01:00
fysx 29a3e4b566 fixed APP_PLATFORM warning 2015-01-13 20:57:00 +01:00
fysx 02dc18a587 fixed compilation with Android NDK r10 2015-01-11 22:23:12 +01:00
fysx a034220b10 tried to list dependent softwares and licenses 2014-11-12 10:37:43 +01:00
fysx 72b2fcd4eb Added loading of games by opening the main.lua file 2014-10-22 11:54:04 +02:00
fysx b20f7e7302 Stop the vibrator when the app is paused (e.g. when device is switched off or app goes in background) 2014-10-22 11:26:52 +02:00
fysx 6b1fae429b not calling exit(retval) when main ends 2014-10-21 12:21:02 +02:00
fysx 4ec2e26985 updated to latest SDL2 (f9244b2a151) 2014-10-21 12:20:26 +02:00
fysx 8df94d2a8a Properly pausing OpenAL device using the extension alcDevicePauseSOFT (fixes #83) 2014-09-09 10:29:56 +02:00
fysx 70eef137ae updated OpenAL-Soft to version 1.16.0 2014-09-08 21:17:12 +02:00
fysx 4f11bd0e7b fixed #82: was using wrong argument to query module instance 2014-08-31 14:14:15 +02:00
fysx 5048f3ff8c properly increased android:versionCode 2014-08-28 15:28:57 +02:00
fysx 66f600b5ab New version: 0.9.1b 2014-08-28 11:52:30 +02:00
fysx 659b312121 fixed mousepress event coordinates 2014-08-28 11:44:32 +02:00
fysx b875fffedb updated from latest love-android (228a26ab99bb) 2014-08-28 10:55:10 +02:00
fysx 45b1fc2509 fixed compilation and removed some unneeded files 2014-08-27 23:33:50 +02:00
fysx c6ac06c366 actual update to latest mobile-common 2014-08-27 23:23:26 +02:00
fysx abb819335b updated to latest mobile-common (0cf55b7da58e), removed libtiff, libpng, libmng, devil, jasper, jpeg-8d, added libturbo-jpeg 2014-08-27 23:19:11 +02:00
Martin Felis aba2f47b31 removed printing redirect tag from [LOVE2D] to [LOVE] 2014-08-18 19:04:40 +02:00
Martin Felis ea459a43da removed random text 2014-08-18 19:03:55 +02:00
Martin Felis 6110de0fa8 implemented love.system.vibrate(seconds) 2014-08-18 18:47:13 +02:00
Martin Felis 8f20cb7cc5 added print redirect to SDL_Log (fixes #40) 2014-08-18 16:23:39 +02:00
Martin Felis b25af54383 Merged in PabloMayobre/love-android-sdl2/PabloMayobre/same-as-4c481f993306-use-app_process-as-1405185954174 (pull request #3)
Same as  4c481f9933. Use 'app_process' as executable name (should fix #71 and #23)

Thanks!!
2014-07-12 21:47:41 +02:00
Pablo Mayobre c27f19c141 Same as 4c481f9933. Use 'app_process' as executable name (should fix #71 and #23) 2014-07-12 17:25:58 +00:00
fysx d1ad6cc5a3 fixed README markdown syntax 2014-07-01 17:08:55 +02:00
fysx afe33f06d2 Updated Readme for tag 0.9.1a 2014-07-01 17:06:27 +02:00
fysx 70cb26bb2a bumped version to 0.9.1a 2014-05-25 16:34:53 +02:00
fysx 8cb7bac09f using latest SDL_androidgl.c that removes some calls to eglWaitXXX() calls 2014-05-25 16:30:27 +02:00
fysx 49265f0596 using latest love-android @ changeset 8659be0e75a3 2014-05-25 16:27:34 +02:00
fysx 1d29da2d80 preparing release 0.9.1 2014-05-12 21:43:03 +02:00
fysx 6459889d32 fixed loading of jpegs by reverting libjpeg to version 8d 2014-05-12 00:08:20 +02:00
fysx 6be242ef03 newly generated graphics.lua.h (should actually fix #31) 2014-05-03 17:26:21 +02:00
fysx 97d9154e48 updated to latest mobile-common (should fix love.touch index problems) 2014-05-03 14:13:40 +02:00
fysx c40250e565 fix for #31 2014-05-03 14:06:28 +02:00
fysx 684adff826 updated manifest for 0.9.1-RC1 version 2014-04-04 13:24:10 +02:00
fysx ec9be8a383 removed duplicate entries in AndroidManifest.xml 2014-04-04 13:09:39 +02:00
fysx d637b5c11d updated SDLActivity.java 2014-04-04 13:06:32 +02:00
fysx adc4042d8b deleted stale file 2014-04-04 11:38:13 +02:00
fysx e96eef4435 Using latest love-android branch (e263d91d136d) 2014-04-04 11:37:36 +02:00
fysx 8acfb8d91a Disabled building of dynamic library for SDL2 2014-04-04 11:35:52 +02:00
fysx cc829bdd1e added code to support the upcoming love.system.openURL 2014-04-03 18:20:37 +02:00
fysx 7593d64761 Upgraded SDL2 to version 2.0.3 2014-04-03 16:45:01 +02:00
fysx f09239788a fixed markdown in README 2014-02-23 15:28:17 +01:00
fysx c0fd9a6e1b beta2 2014-02-23 15:21:29 +01:00
fysx 539ca8d4f2 fixed opening of .love files when URL is entered in Chrome 2014-02-23 14:51:33 +01:00
fysx fab725ad8b using identity 'unnamed' if none is specified in conf.lua(fixes issue #46) 2014-02-20 22:31:59 +01:00
fysx 5f6fa8c2b5 Proper downloading of games and starting works when downloaded using the LÖVE app 2014-02-20 21:27:34 +01:00
fysx 4c2846f4bb download and progress bar somewhat work 2014-02-19 20:57:09 +01:00
fysx cb2c852f58 trying to add running of games via http link 2014-02-14 01:41:47 +01:00
fysx 60a58f9240 Merged GameLauncher and GameActivity together
The GameActivity would not run otherwise as the App started via
GameActivity would call in love::android::getSelectedGameFile() the wrong
activity (namely GameLauncher) that was not initialized properly. Hence it
would result in a segfault.
2014-02-14 00:56:47 +01:00
fysx 5849e8d369 fixed indentations 2014-02-13 14:24:17 +01:00
fysx 1703660617 fixed loading of files from file managers 2014-02-13 14:08:06 +01:00
fysx 0db55463c9 Allow .love files to be opened from email attachements 2014-02-13 13:56:23 +01:00
fysx 288b25c585 ensure that static variable is properly initialized 2014-02-13 01:31:20 +01:00
fysx a5284dccf6 Merge branch 'filetype_association' 2014-02-13 01:30:36 +01:00
Jairo Luiz 8069dc02c6 Now, we have a filetype association!!!! :) 2014-02-12 20:56:11 -03:00
fysx 0bde453b2e updated to changeset 80f0adedfaa5 of love-android (including newest mobile-common changes) 2014-02-13 00:44:51 +01:00
fysx 667c4750ea properly load shared libraries 2014-02-11 02:00:33 +01:00
fysx 38727b5c25 beta1 - here we go 2014-02-11 01:03:39 +01:00
fysx 288a851a65 fix for the fix for the non-improvement 2014-02-11 00:42:05 +01:00
fysx 5e3579f680 should fix the crash on startup 2014-02-11 00:26:03 +01:00
fysx 1dd859c9d1 fixed indentations 2014-02-10 08:31:40 +01:00
fysx 53d45533e0 properly using workaround for love.filesystem.getDirectoryItems 2014-02-10 08:30:43 +01:00
fysx 3f13dc653f fixed issue tracker link 2014-02-09 23:57:03 +01:00
fysx 9e7e31ba05 preparing alpha9 release 2014-02-09 23:15:15 +01:00
fysx 3f268ebedf Added workaround for love.filesystem.getDirectoryItems 2014-02-09 23:02:04 +01:00
fysx 8fb02e11ab static linking of SDL2: do not load libSDL2.so from Java 2014-02-09 22:58:45 +01:00
fysx 89c54f9712 Using static linking for SDL2 2014-02-09 15:01:12 +01:00
fysx 606da6d0ae removed debug output 2014-02-08 00:41:45 +01:00
fysx 52d505624d further readme tweaks 2014-02-07 23:46:12 +01:00
fysx 89c9baf274 trying to link to the wiki from the readme file 2014-02-07 23:43:14 +01:00
fysx e4e1a0f59b properly use dynamic linking for LGPL libraries 2014-02-07 23:40:02 +01:00
fysx 00052d8067 Use SDL_AndroidGetActivity() instead of the full activity name (better for custom packages) 2014-02-06 01:29:36 +01:00
fysx de93ded9bf removed include dir for the SDL private headers 2014-02-06 01:18:17 +01:00
fysx 2da2da2652 Replaced use of SDL internal header file with the public interface 2014-02-06 01:13:38 +01:00
fysx bfae01300e fixed mouse coordinates due to the love.window.getScale() change 2014-02-06 01:02:47 +01:00
fysx 0b8dd90114 properly free JNI objects 2014-02-06 00:52:52 +01:00
fysx 3cabe641d6 Disable OpenGL debug on OpenGL ES2 (should fix Ouya compatibility) 2014-02-06 00:14:33 +01:00
fysx 351e224815 LuaJIT: use proper -mfpu flags and added new binaries 2014-02-06 00:07:56 +01:00
Martin Felis 89c2c014b2 Merged in josefnpat's fantastic icon. THANKS!!!
Updating `res/drawable-*/ic_launcher.png` to proposed icon (icon2)
2014-02-05 23:59:52 +01:00
Josef Patoprsty c3a21270ab Updating res/drawable-*/ic_launcher.png to proposed icon (icon2) 2014-02-05 13:12:04 -05:00
Martin Felis 597fad8034 Merged tangerinagames/love-android-sdl2/pixel_scale into master 2014-02-02 21:28:09 +01:00
fysx bf07caef09 Circumventing duplication of assets/game.love by mounting it from memory 2014-02-02 02:19:29 +01:00
fysx c9bb6ec3d6 updated physfs to inofficial 2.1 version 2014-02-02 01:28:41 +01:00
Jairo Luiz 007b0fc3f0 love.window.getPixelScale now works properly on Android. 2014-01-30 15:08:15 -03:00
Jairo Luiz b86319c0f4 remove OpenAL LOCAL_LDLIBS warning 2014-01-30 14:51:03 -03:00
Jairo Luiz 9a688b9b37 remove unnecessary “love.android” module 2014-01-30 14:43:12 -03:00
fysx 405c79a8fe adjusted changelog 2014-01-30 10:32:38 +01:00
fysx cf30c31234 fixed markdown 2014-01-30 10:30:25 +01:00
4960 changed files with 372333 additions and 1041243 deletions
+1
View File
@@ -12,6 +12,7 @@ local.properties
*.o
*.so
*.a
*.orig
!jni/LuaJIT-2.0.1/android/armeabi/libluajit.a
!jni/LuaJIT-2.0.1/android/armeabi-v7a/libluajit.a
+54 -17
View File
@@ -1,29 +1,66 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest package="org.love2d.android"
android:versionCode="8"
android:versionName="0.9.0-alpha8"
android:versionCode="16"
android:versionName="0.9.2a"
android:installLocation="auto" xmlns:android="http://schemas.android.com/apk/res/android">
<uses-permission android:name="android.permission.INTERNET"/>
<uses-permission android:name="android.permission.VIBRATE"/>
<uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE"/>
<!-- Allow writing to external storage -->
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
<application
android:allowBackup="true"
android:icon="@drawable/ic_launcher"
android:label="Löve for Android"
android:theme="@android:style/Theme.NoTitleBar.Fullscreen" >
<activity
android:name="GameActivity"
android:configChanges="orientation|screenSize"
android:label="Löve for Android"
android:screenOrientation="landscape" >
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
<category android:name="tv.ouya.intent.category.GAME"/>
</intent-filter>
</activity>
android:allowBackup="true"
android:icon="@drawable/ic_launcher"
android:label="LÖVE for Android"
android:theme="@android:style/Theme.NoTitleBar.Fullscreen" >
<service android:name=".DownloadService" />
<activity
android:name="GameActivity"
android:configChanges="orientation|screenSize"
android:label="LÖVE for Android"
android:launchMode="singleTop"
android:screenOrientation="landscape" >
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
<category android:name="tv.ouya.intent.category.GAME"/>
</intent-filter>
<intent-filter>
<action android:name="android.intent.action.VIEW" />
<category android:name="android.intent.category.DEFAULT" />
<data android:scheme="file" />
<data android:scheme="content" />
<data android:mimeType="application/x-love-game" />
</intent-filter>
<intent-filter>
<action android:name="android.intent.action.VIEW" />
<category android:name="android.intent.category.DEFAULT" />
<data android:scheme="file" />
<data android:mimeType="*/*" />
<data android:pathPattern=".*\\.love" />
<data android:host="*" />
</intent-filter>
</activity>
<activity
android:name="DownloadActivity"
android:noHistory="true" >
<intent-filter>
<action android:name="android.intent.action.VIEW" />
<category android:name="android.intent.category.DEFAULT" />
<category android:name="android.intent.category.BROWSABLE" />
<data android:scheme="http"
android:host="*"
android:pathPrefix="*"
android:mimeType="*/*"
android:pathPattern=".*\\.love" />
<data android:scheme="https"
android:host="*"
android:pathPrefix="*"
android:mimeType="*/*"
android:pathPattern=".*\\.love" />
</intent-filter>
</activity>
</application>
<!-- Android 2.3.3 -->
+116 -12
View File
@@ -1,12 +1,25 @@
Android Port of LÖVE, the awesome 2D game engine LÖVE (http://love2d.org)
Copyright (c) 2013 Martin Felis <martin@fysx.org>
Copyright (c) 2013-2014 Martin Felis <martin@fysx.org>
Instructions:
-------------
For detailed instructions please refer to the wiki at [https://bitbucket.org/MartinFelis/love-android-sdl2/wiki/Home](https://bitbucket.org/MartinFelis/love-android-sdl2/wiki/Home).
Download:
---------
You can download pre-built Android packages from
[https://bitbucket.org/MartinFelis/love-android-sdl2/downloads](https://bitbucket.org/MartinFelis/love-android-sdl2/downloads)
that allow you to run .love files by opening them using a file manager of
your choice.
Quick Start:
------------
Install the Android NDK and the Android SDK with SDK API 12 and run
ndk-build
ndk-build -j4
and after that
@@ -18,14 +31,77 @@ compile/run it using Eclipse.
This should give you a .apk file in the bin/ subdirectory that you can then
install on your phone.
Bugs:
-----
Bugs and feature requests should be reported to the issue tracker at [https://bitbucket.org/MartinFelis/love-android-sdl2/issues?status=new&status=open](https://bitbucket.org/MartinFelis/love-android-sdl2/issues?status=new&status=open).
Changelog:
----------
0.9.2:
* updated API to match that of LÖVE 0.9.2
* love.window.setFullscreen can be used to switch between regular and immersive mode without status and navbar
* added loading of games by opening a main.lua file
* quitting LÖVE now conforms to the Android application lifecycle
* stop vibrator when app is paused
* fixed battery drain by properly pausing OpenAL device
* fixed printing of non-number and non-string values
* fixed compilation of Android NDK r10
* fixed compilation warnings concerning ```APP_PLATFORM```
* old instance is shut down when opening a new game (note: it may crash when opening games at a high frequency, e.g. more than 2 per second)
* updated OpenAL-Soft to version 1.16.0
* updated to newer SDL version (f9244b2a151)
0.9.1b:
* added love.system.vibrate(seconds)
* print statements are now redirected to logcat. Output is prefixed with "[LOVE] "
* removed DevIL, libpng, libjpeg, libmng, and libtiff
* pngs are loaded using lodepng and jpegs using libturbo-jpeg
* repeatedly fixed a bug which caused Release builds to crash
* update to latest mobile-common branch
0.9.1a:
* using latest SDL\_androidgl.c (fixes some random performance issues)
* using latest love-android @ changeset 8659be0e75a3 (adds support for
compressed textures)
0.9.1:
* uses 0.9.1 API
* fixed crash on Moto G (and possibly other devices). This was a nasty bug that would just show a blue screen without an error message. The bug was resolved using the help of headchant
* fixed loading of jpegs (it probably hasn't worked up to now)
* fixed issues with looping over active touches. This fix was sponsored by slime!
beta2:
* fixed bug with canvases
* fixed writing of files when no identity in conf.lua was set
* added file association (somewhat experimental)
beta1:
* fixed nasty crash on startup bug
* fixed love.filesystem.getDirectoryItems()
alpha9:
* Packaged games do not get duplicated for loading, instead are loaded from memory (!!!)
* Using inofficial physfs 2.1
* Removed love.android.getDisplayMetrics(), instead use love.window.getPixelScale()
* Properly link LGPL libraries dynamically. Everything else is linked statically
* Added an icon (design by @josefnpat)
* Fixed crash on startup on OUYA (and possibly other devices)
alpha8:
* Exposing DisplayMetrics in love.android.getDisplayMetrics())
* Accelerometer is now available as a joystick
* enabled armv6 compilation (larger files, better compatibility with Tegra2 devices)
* updated to latest mobile-common branch
* updated to latest mobile-common branch (including (very) basic multi-touch gesture tracking)
* updated OpenAL from 1.13 to 1.15.1
* updated jpeg library from 8c to 9a
* updated lcms from 2.2 to 2.5
@@ -34,18 +110,46 @@ alpha8:
* updated mpg123 from 1.13.4 to 1.17.0
alpha7:
* love.system.getOS() now returns "Android"
* hardware search key is reported as "search"
* switched to mobile-common branch
* using new love.touch module (love.touchpressed(id,x,y,p), love.touchmoved(id,x,y,p), love.touchmoved(id,x,y,p))
* added LOVE_ANDROID define
* love.system.getOS() now returns "Android"
* hardware search key is reported as "search"
* switched to mobile-common branch
* using new love.touch module (love.touchpressed(id,x,y,p), love.touchmoved(id,x,y,p), love.touchmoved(id,x,y,p))
* added LOVE_ANDROID define
License:
--------
This project contains code from various projects using various licenses.
This project contains code from multiple projects using various licenses.
Please look into the folders of jni/<projectname>/ for the respective
licenses.
licenses. A possibly incomplete overview of dependent and included
libraries and licenses is the following:
As for the other code and build system files, these are published under the
zlib license (same as LÖVE).
* FreeType2 (FreeType Project License)
* libjpeg-turbo (custom license)
* libmodplug (public domain)
* libogg (BSD License)
* libvorbis (BSD License)
* LuaJIT (MIT License)
* mpg123 (LGPL 2.1 License)
* openal-soft (LGPL 2 License)
* physfs (zlib License)
* SDL2 (zlib License)
This project also includes LÖVE, which itself is licensed under the zlib
license but includes the following libraries that are subject to other
licenses:
* modified Box2D (original Box2D license is zlib)
* ddsparse (MIT License)
* enet (MIT License)
* glad (MIT License)
* lodepng (zlib License)
* luasocket (MIT License)
* SimplexNoise1234 (public domain)
* stb_image (public domain)
* utf8 (Boost License)
* wuff (public domain)
As for the other code, modifications to LÖVE, and build system files are
are published under the zlib license (same as LÖVE).
+2 -1
View File
@@ -4,6 +4,7 @@
APP_STL := gnustl_shared
APP_ABI := armeabi armeabi-v7a
APP_CPPFLAGS := -frtti
APP_LDFLAGS := -llog -landroid -lz -lOpenSLES
APP_LDFLAGS := -llog -landroid -lz
APP_PLATFORM := 10
# APP_OPTIM := debug
Binary file not shown.
Binary file not shown.
+1 -1
View File
@@ -53,6 +53,6 @@ cd src
buildLuaJIT armeabi
# Android/ARM, armeabi-v7a (ARMv7 VFP), Android 4.0+ (ICS)
buildLuaJIT armeabi-v7a "-march=armv7-a -mfloat-abi=softfp -Wl,--fix-cortex-a8"
buildLuaJIT armeabi-v7a "-march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16 -Wl,--fix-cortex-a8"
make clean
+7
View File
@@ -0,0 +1,7 @@
luajit
lj_bcdef.h
lj_ffdef.h
lj_libdef.h
lj_recdef.h
lj_folddef.h
lj_vm.s
+3
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@@ -0,0 +1,3 @@
minilua
buildvm
buildvm_arch.h
+1
View File
@@ -0,0 +1 @@
vmdef.lua
+103
View File
@@ -0,0 +1,103 @@
@rem Script to build LuaJIT with the PS4 SDK.
@rem Donated to the public domain.
@rem
@rem Open a "Visual Studio .NET Command Prompt" (64 bit host compiler)
@rem Then cd to this directory and run this script.
@if not defined INCLUDE goto :FAIL
@if not defined SCE_ORBIS_SDK_DIR goto :FAIL
@setlocal
@rem ---- Host compiler ----
@set LJCOMPILE=cl /nologo /c /MD /O2 /W3 /D_CRT_SECURE_NO_DEPRECATE
@set LJLINK=link /nologo
@set LJMT=mt /nologo
@set DASMDIR=..\dynasm
@set DASM=%DASMDIR%\dynasm.lua
@set ALL_LIB=lib_base.c lib_math.c lib_bit.c lib_string.c lib_table.c lib_io.c lib_os.c lib_package.c lib_debug.c lib_jit.c lib_ffi.c
%LJCOMPILE% host\minilua.c
@if errorlevel 1 goto :BAD
%LJLINK% /out:minilua.exe minilua.obj
@if errorlevel 1 goto :BAD
if exist minilua.exe.manifest^
%LJMT% -manifest minilua.exe.manifest -outputresource:minilua.exe
@rem Check for 64 bit host compiler.
@minilua
@if not errorlevel 8 goto :FAIL
@set DASMFLAGS=-D P64
minilua %DASM% -LN %DASMFLAGS% -o host\buildvm_arch.h vm_x86.dasc
@if errorlevel 1 goto :BAD
%LJCOMPILE% /I "." /I %DASMDIR% -DLUAJIT_TARGET=LUAJIT_ARCH_X64 -DLUAJIT_OS=LUAJIT_OS_OTHER -DLUAJIT_DISABLE_JIT -DLUAJIT_DISABLE_FFI host\buildvm*.c
@if errorlevel 1 goto :BAD
%LJLINK% /out:buildvm.exe buildvm*.obj
@if errorlevel 1 goto :BAD
if exist buildvm.exe.manifest^
%LJMT% -manifest buildvm.exe.manifest -outputresource:buildvm.exe
buildvm -m elfasm -o lj_vm.s
@if errorlevel 1 goto :BAD
buildvm -m bcdef -o lj_bcdef.h %ALL_LIB%
@if errorlevel 1 goto :BAD
buildvm -m ffdef -o lj_ffdef.h %ALL_LIB%
@if errorlevel 1 goto :BAD
buildvm -m libdef -o lj_libdef.h %ALL_LIB%
@if errorlevel 1 goto :BAD
buildvm -m recdef -o lj_recdef.h %ALL_LIB%
@if errorlevel 1 goto :BAD
buildvm -m vmdef -o jit\vmdef.lua %ALL_LIB%
@if errorlevel 1 goto :BAD
buildvm -m folddef -o lj_folddef.h lj_opt_fold.c
@if errorlevel 1 goto :BAD
@rem ---- Cross compiler ----
@set LJCOMPILE="%SCE_ORBIS_SDK_DIR%\host_tools\bin\orbis-clang" -c -Wall -DLUAJIT_DISABLE_FFI
@set LJLIB="%SCE_ORBIS_SDK_DIR%\host_tools\bin\orbis-ar" rcus
@set INCLUDE=""
orbis-as -o lj_vm.o lj_vm.s
@if "%1" neq "debug" goto :NODEBUG
@shift
@set LJCOMPILE=%LJCOMPILE% -g -O0
@set TARGETLIB=libluajitD.a
goto :BUILD
:NODEBUG
@set LJCOMPILE=%LJCOMPILE% -O2
@set TARGETLIB=libluajit.a
:BUILD
del %TARGETLIB%
@if "%1"=="amalg" goto :AMALG
for %%f in (lj_*.c lib_*.c) do (
%LJCOMPILE% %%f
@if errorlevel 1 goto :BAD
)
%LJLIB% %TARGETLIB% lj_*.o lib_*.o
@if errorlevel 1 goto :BAD
@goto :NOAMALG
:AMALG
%LJCOMPILE% ljamalg.c
@if errorlevel 1 goto :BAD
%LJLIB% %TARGETLIB% ljamalg.o lj_vm.o
@if errorlevel 1 goto :BAD
:NOAMALG
@del *.o *.obj *.manifest minilua.exe buildvm.exe
@echo.
@echo === Successfully built LuaJIT for PS4 ===
@goto :END
:BAD
@echo.
@echo *******************************************************
@echo *** Build FAILED -- Please check the error messages ***
@echo *******************************************************
@goto :END
:FAIL
@echo To run this script you must open a "Visual Studio .NET Command Prompt"
@echo (64 bit host compiler). The PS4 Orbis SDK must be installed, too.
:END
+93
View File
@@ -0,0 +1,93 @@
@rem Script to build LuaJIT with the PS Vita SDK.
@rem Donated to the public domain.
@rem
@rem Open a "Visual Studio .NET Command Prompt" (32 bit host compiler)
@rem Then cd to this directory and run this script.
@if not defined INCLUDE goto :FAIL
@if not defined SCE_PSP2_SDK_DIR goto :FAIL
@setlocal
@rem ---- Host compiler ----
@set LJCOMPILE=cl /nologo /c /MD /O2 /W3 /D_CRT_SECURE_NO_DEPRECATE
@set LJLINK=link /nologo
@set LJMT=mt /nologo
@set DASMDIR=..\dynasm
@set DASM=%DASMDIR%\dynasm.lua
@set ALL_LIB=lib_base.c lib_math.c lib_bit.c lib_string.c lib_table.c lib_io.c lib_os.c lib_package.c lib_debug.c lib_jit.c lib_ffi.c
%LJCOMPILE% host\minilua.c
@if errorlevel 1 goto :BAD
%LJLINK% /out:minilua.exe minilua.obj
@if errorlevel 1 goto :BAD
if exist minilua.exe.manifest^
%LJMT% -manifest minilua.exe.manifest -outputresource:minilua.exe
@rem Check for 32 bit host compiler.
@minilua
@if errorlevel 8 goto :FAIL
@set DASMFLAGS=-D FPU -D HFABI
minilua %DASM% -LN %DASMFLAGS% -o host\buildvm_arch.h vm_arm.dasc
@if errorlevel 1 goto :BAD
%LJCOMPILE% /I "." /I %DASMDIR% -DLUAJIT_TARGET=LUAJIT_ARCH_ARM -DLUAJIT_OS=LUAJIT_OS_OTHER -DLUAJIT_DISABLE_JIT -DLUAJIT_DISABLE_FFI -DLJ_TARGET_PSVITA=1 host\buildvm*.c
@if errorlevel 1 goto :BAD
%LJLINK% /out:buildvm.exe buildvm*.obj
@if errorlevel 1 goto :BAD
if exist buildvm.exe.manifest^
%LJMT% -manifest buildvm.exe.manifest -outputresource:buildvm.exe
buildvm -m elfasm -o lj_vm.s
@if errorlevel 1 goto :BAD
buildvm -m bcdef -o lj_bcdef.h %ALL_LIB%
@if errorlevel 1 goto :BAD
buildvm -m ffdef -o lj_ffdef.h %ALL_LIB%
@if errorlevel 1 goto :BAD
buildvm -m libdef -o lj_libdef.h %ALL_LIB%
@if errorlevel 1 goto :BAD
buildvm -m recdef -o lj_recdef.h %ALL_LIB%
@if errorlevel 1 goto :BAD
buildvm -m vmdef -o jit\vmdef.lua %ALL_LIB%
@if errorlevel 1 goto :BAD
buildvm -m folddef -o lj_folddef.h lj_opt_fold.c
@if errorlevel 1 goto :BAD
@rem ---- Cross compiler ----
@set LJCOMPILE="%SCE_PSP2_SDK_DIR%\host_tools\build\bin\psp2snc" -c -w -DLUAJIT_DISABLE_FFI -DLUAJIT_USE_SYSMALLOC
@set LJLIB="%SCE_PSP2_SDK_DIR%\host_tools\build\bin\psp2ld32" -r --output=
@set INCLUDE=""
"%SCE_PSP2_SDK_DIR%\host_tools\build\bin\psp2as" -o lj_vm.o lj_vm.s
@if "%1" neq "debug" goto :NODEBUG
@shift
@set LJCOMPILE=%LJCOMPILE% -g -O0
@set TARGETLIB=libluajitD.a
goto :BUILD
:NODEBUG
@set LJCOMPILE=%LJCOMPILE% -O2
@set TARGETLIB=libluajit.a
:BUILD
del %TARGETLIB%
%LJCOMPILE% ljamalg.c
@if errorlevel 1 goto :BAD
%LJLIB%%TARGETLIB% ljamalg.o lj_vm.o
@if errorlevel 1 goto :BAD
@del *.o *.obj *.manifest minilua.exe buildvm.exe
@echo.
@echo === Successfully built LuaJIT for PS Vita ===
@goto :END
:BAD
@echo.
@echo *******************************************************
@echo *** Build FAILED -- Please check the error messages ***
@echo *******************************************************
@goto :END
:FAIL
@echo To run this script you must open a "Visual Studio .NET Command Prompt"
@echo (32 bit host compiler). The PS Vita SDK must be installed, too.
:END
-68
View File
@@ -1,68 +0,0 @@
LOCAL_PATH := $(call my-dir)
###########################
#
# SDL shared library
#
###########################
include $(CLEAR_VARS)
LOCAL_MODULE := SDL2
LOCAL_C_INCLUDES := $(LOCAL_PATH)/include
LOCAL_EXPORT_C_INCLUDES := $(LOCAL_C_INCLUDES)
LOCAL_SRC_FILES := \
$(subst $(LOCAL_PATH)/,, \
$(wildcard $(LOCAL_PATH)/src/*.c) \
$(wildcard $(LOCAL_PATH)/src/audio/*.c) \
$(wildcard $(LOCAL_PATH)/src/audio/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/audio/dummy/*.c) \
$(LOCAL_PATH)/src/atomic/SDL_atomic.c \
$(LOCAL_PATH)/src/atomic/SDL_spinlock.c.arm \
$(wildcard $(LOCAL_PATH)/src/core/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/cpuinfo/*.c) \
$(wildcard $(LOCAL_PATH)/src/dynapi/*.c) \
$(wildcard $(LOCAL_PATH)/src/events/*.c) \
$(wildcard $(LOCAL_PATH)/src/file/*.c) \
$(wildcard $(LOCAL_PATH)/src/haptic/*.c) \
$(wildcard $(LOCAL_PATH)/src/haptic/dummy/*.c) \
$(wildcard $(LOCAL_PATH)/src/joystick/*.c) \
$(wildcard $(LOCAL_PATH)/src/joystick/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/loadso/dlopen/*.c) \
$(wildcard $(LOCAL_PATH)/src/power/*.c) \
$(wildcard $(LOCAL_PATH)/src/power/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/filesystem/dummy/*.c) \
$(wildcard $(LOCAL_PATH)/src/render/*.c) \
$(wildcard $(LOCAL_PATH)/src/render/*/*.c) \
$(wildcard $(LOCAL_PATH)/src/stdlib/*.c) \
$(wildcard $(LOCAL_PATH)/src/thread/*.c) \
$(wildcard $(LOCAL_PATH)/src/thread/pthread/*.c) \
$(wildcard $(LOCAL_PATH)/src/timer/*.c) \
$(wildcard $(LOCAL_PATH)/src/timer/unix/*.c) \
$(wildcard $(LOCAL_PATH)/src/video/*.c) \
$(wildcard $(LOCAL_PATH)/src/video/android/*.c))
LOCAL_CFLAGS += -DGL_GLEXT_PROTOTYPES
LOCAL_LDLIBS := -ldl -lGLESv1_CM -lGLESv2 -llog -landroid
include $(BUILD_SHARED_LIBRARY)
###########################
#
# SDL static library
#
###########################
LOCAL_MODULE := SDL2_static
LOCAL_MODULE_FILENAME := libSDL2
LOCAL_SRC_FILES += $(LOCAL_PATH)/src/main/android/SDL_android_main.c
LOCAL_LDLIBS :=
LOCAL_EXPORT_LDLIBS := -Wl,--undefined=Java_org_libsdl_app_SDLActivity_nativeInit -ldl -lGLESv1_CM -lGLESv2 -llog -landroid
include $(BUILD_STATIC_LIBRARY)
File diff suppressed because it is too large Load Diff
-20
View File
@@ -1,20 +0,0 @@
Simple DirectMedia Layer
Copyright (C) 1997-2013 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.
-40
View File
@@ -1,40 +0,0 @@
To compile and install SDL:
1. Windows with Visual Studio:
* Read VisualC.html
Windows with gcc, either native or cross-compiling:
* Read the FAQ at http://wiki.libsdl.org/moin.fcg/FAQWindows
* Run './configure; make; make install'
Mac OS X with Xcode:
* Read README-macosx.txt
Mac OS X from the command line:
* Run './configure; make; make install'
Linux and other UNIX systems:
* Run './configure; make; make install'
Android:
* Read README-android.txt
iOS:
* Read README-ios.txt
Using Cmake:
* Read README-cmake.txt
2. Look at the example programs in ./test, and check out the online
documentation at http://wiki.libsdl.org/
3. Join the SDL developer mailing list by sending E-mail to
sdl-request@libsdl.org
and put "subscribe" in the subject of the message.
Or alternatively you can use the web interface:
http://www.libsdl.org/mailing-list.php
That's it!
Sam Lantinga <slouken@libsdl.org>
-219
View File
@@ -1,219 +0,0 @@
# Makefile to build and install the SDL library
top_builddir = .
srcdir = @srcdir@
objects = build
prefix = @prefix@
exec_prefix = @exec_prefix@
bindir = @bindir@
libdir = @libdir@
includedir = @includedir@
datarootdir = @datarootdir@
datadir = @datadir@
auxdir = @ac_aux_dir@
distpath = $(srcdir)/..
distdir = SDL2-@SDL_VERSION@
distfile = $(distdir).tar.gz
@SET_MAKE@
SHELL = @SHELL@
CC = @CC@
INCLUDE = @INCLUDE@
CFLAGS = @BUILD_CFLAGS@
EXTRA_CFLAGS = @EXTRA_CFLAGS@
LDFLAGS = @BUILD_LDFLAGS@
EXTRA_LDFLAGS = @EXTRA_LDFLAGS@
LIBTOOL = @LIBTOOL@
INSTALL = @INSTALL@
AR = @AR@
RANLIB = @RANLIB@
WINDRES = @WINDRES@
TARGET = libSDL2.la
OBJECTS = @OBJECTS@
VERSION_OBJECTS = @VERSION_OBJECTS@
SDLMAIN_TARGET = libSDL2main.a
SDLMAIN_OBJECTS = @SDLMAIN_OBJECTS@
SDLTEST_TARGET = libSDL2_test.a
SDLTEST_OBJECTS = @SDLTEST_OBJECTS@
SRC_DIST = *.txt acinclude Android.mk autogen.sh android-project build-scripts cmake configure configure.in debian include Makefile.* sdl2-config.in sdl2.m4 sdl2.pc.in SDL2.spec.in src test VisualC.html VisualC Xcode Xcode-iOS
GEN_DIST = SDL2.spec
HDRS = \
SDL.h \
SDL_assert.h \
SDL_atomic.h \
SDL_audio.h \
SDL_bits.h \
SDL_blendmode.h \
SDL_clipboard.h \
SDL_cpuinfo.h \
SDL_endian.h \
SDL_error.h \
SDL_events.h \
SDL_filesystem.h \
SDL_gamecontroller.h \
SDL_gesture.h \
SDL_haptic.h \
SDL_hints.h \
SDL_joystick.h \
SDL_keyboard.h \
SDL_keycode.h \
SDL_loadso.h \
SDL_log.h \
SDL_main.h \
SDL_messagebox.h \
SDL_mouse.h \
SDL_mutex.h \
SDL_name.h \
SDL_opengl.h \
SDL_opengles.h \
SDL_opengles2.h \
SDL_pixels.h \
SDL_platform.h \
SDL_power.h \
SDL_quit.h \
SDL_rect.h \
SDL_render.h \
SDL_rwops.h \
SDL_scancode.h \
SDL_shape.h \
SDL_stdinc.h \
SDL_surface.h \
SDL_system.h \
SDL_syswm.h \
SDL_thread.h \
SDL_timer.h \
SDL_touch.h \
SDL_types.h \
SDL_version.h \
SDL_video.h \
begin_code.h \
close_code.h
SDLTEST_HDRS = $(shell ls $(srcdir)/include | fgrep SDL_test)
LT_AGE = @LT_AGE@
LT_CURRENT = @LT_CURRENT@
LT_RELEASE = @LT_RELEASE@
LT_REVISION = @LT_REVISION@
LT_LDFLAGS = -no-undefined -rpath $(DESTDIR)$(libdir) -release $(LT_RELEASE) -version-info $(LT_CURRENT):$(LT_REVISION):$(LT_AGE)
all: $(srcdir)/configure Makefile $(objects) $(objects)/$(TARGET) $(objects)/$(SDLMAIN_TARGET) $(objects)/$(SDLTEST_TARGET)
$(srcdir)/configure: $(srcdir)/configure.in
@echo "Warning, configure.in is out of date"
#(cd $(srcdir) && sh autogen.sh && sh configure)
@sleep 3
Makefile: $(srcdir)/Makefile.in
$(SHELL) config.status $@
Makefile.in:;
$(objects):
$(SHELL) $(auxdir)/mkinstalldirs $@
update-revision:
$(SHELL) $(auxdir)/updaterev.sh
.PHONY: all update-revision install install-bin install-hdrs install-lib install-data uninstall uninstall-bin uninstall-hdrs uninstall-lib uninstall-data clean distclean dist $(OBJECTS:.lo=.d)
$(objects)/$(TARGET): $(OBJECTS) $(VERSION_OBJECTS)
$(LIBTOOL) --mode=link $(CC) -o $@ $(OBJECTS) $(VERSION_OBJECTS) $(LDFLAGS) $(EXTRA_LDFLAGS) $(LT_LDFLAGS)
$(objects)/$(SDLMAIN_TARGET): $(SDLMAIN_OBJECTS)
$(AR) cru $@ $(SDLMAIN_OBJECTS)
$(RANLIB) $@
$(objects)/$(SDLTEST_TARGET): $(SDLTEST_OBJECTS)
$(AR) cru $@ $(SDLTEST_OBJECTS)
$(RANLIB) $@
install: all install-bin install-hdrs install-lib install-data
install-bin:
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(bindir)
$(INSTALL) -m 755 sdl2-config $(DESTDIR)$(bindir)/sdl2-config
install-hdrs: update-revision
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(includedir)/SDL2
for file in $(HDRS) $(SDLTEST_HDRS); do \
$(INSTALL) -m 644 $(srcdir)/include/$$file $(DESTDIR)$(includedir)/SDL2/$$file; \
done
$(INSTALL) -m 644 include/SDL_config.h $(DESTDIR)$(includedir)/SDL2/SDL_config.h
if test -f include/SDL_revision.h; then \
$(INSTALL) -m 644 include/SDL_revision.h $(DESTDIR)$(includedir)/SDL2/SDL_revision.h; \
else \
$(INSTALL) -m 644 $(srcdir)/include/SDL_revision.h $(DESTDIR)$(includedir)/SDL2/SDL_revision.h; \
fi
install-lib: $(objects) $(objects)/$(TARGET) $(objects)/$(SDLMAIN_TARGET) $(objects)/$(SDLTEST_TARGET)
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(libdir)
$(LIBTOOL) --mode=install $(INSTALL) $(objects)/$(TARGET) $(DESTDIR)$(libdir)/$(TARGET)
$(INSTALL) -m 644 $(objects)/$(SDLMAIN_TARGET) $(DESTDIR)$(libdir)/$(SDLMAIN_TARGET)
$(RANLIB) $(DESTDIR)$(libdir)/$(SDLMAIN_TARGET)
$(INSTALL) -m 644 $(objects)/$(SDLTEST_TARGET) $(DESTDIR)$(libdir)/$(SDLTEST_TARGET)
$(RANLIB) $(DESTDIR)$(libdir)/$(SDLTEST_TARGET)
install-data:
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(datadir)/aclocal
$(INSTALL) -m 644 $(srcdir)/sdl2.m4 $(DESTDIR)$(datadir)/aclocal/sdl2.m4
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(libdir)/pkgconfig
$(INSTALL) -m 644 sdl2.pc $(DESTDIR)$(libdir)/pkgconfig
uninstall: uninstall-bin uninstall-hdrs uninstall-lib uninstall-data
uninstall-bin:
rm -f $(DESTDIR)$(bindir)/sdl2-config
uninstall-hdrs:
for file in $(HDRS) $(SDLTEST_HDRS); do \
rm -f $(DESTDIR)$(includedir)/SDL2/$$file; \
done
rm -f $(DESTDIR)$(includedir)/SDL2/SDL_config.h
rm -f $(DESTDIR)$(includedir)/SDL2/SDL_revision.h
-rmdir $(DESTDIR)$(includedir)/SDL2
uninstall-lib:
$(LIBTOOL) --mode=uninstall rm -f $(DESTDIR)$(libdir)/$(TARGET)
rm -f $(DESTDIR)$(libdir)/$(SDLMAIN_TARGET)
rm -f $(DESTDIR)$(libdir)/$(SDLTEST_TARGET)
uninstall-data:
rm -f $(DESTDIR)$(datadir)/aclocal/sdl2.m4
rm -f $(DESTDIR)$(libdir)/pkgconfig/sdl2.pc
clean:
rm -rf $(objects)
if test -f test/Makefile; then (cd test; $(MAKE) $@); fi
distclean: clean
rm -f Makefile Makefile.rules sdl2-config
rm -f config.status config.cache config.log libtool
rm -rf $(srcdir)/autom4te*
find $(srcdir) \( \
-name '*~' -o \
-name '*.bak' -o \
-name '*.old' -o \
-name '*.rej' -o \
-name '*.orig' -o \
-name '.#*' \) \
-exec rm -f {} \;
if test -f test/Makefile; then (cd test; $(MAKE) $@); fi
dist $(distfile):
$(SHELL) $(auxdir)/mkinstalldirs $(distdir)
(cd $(srcdir); tar cf - $(SRC_DIST)) | (cd $(distdir); tar xf -)
tar cf - $(GEN_DIST) | (cd $(distdir); tar xf -)
find $(distdir) \( \
-name '*~' -o \
-name '*.bak' -o \
-name '*.old' -o \
-name '*.rej' -o \
-name '*.orig' -o \
-name '.#*' \) \
-exec rm -f {} \;
if test -f $(distdir)/test/Makefile; then (cd $(distdir)/test && make distclean); fi
(cd $(distdir); build-scripts/updaterev.sh)
tar cvf - $(distdir) | gzip --best >$(distfile)
rm -rf $(distdir)
rpm: $(distfile)
rpmbuild -ta $?
-438
View File
@@ -1,438 +0,0 @@
================================================================================
Simple DirectMedia Layer for Android
================================================================================
Requirements:
Android SDK (version 12 or later)
http://developer.android.com/sdk/index.html
Android NDK r7 or later
http://developer.android.com/tools/sdk/ndk/index.html
Minimum API level supported by SDL: 10 (Android 2.3.3)
Joystick support is available for API level >=12 devices.
================================================================================
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/src/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
Your project must include some glue code that starts your main() routine:
src/main/android/SDL_android_main.c
================================================================================
Building an app
================================================================================
For simple projects you can use the script located at build-scripts/androidbuild.sh
There's two ways of using it:
androidbuild.sh com.yourcompany.yourapp < sources.list
androidbuild.sh 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:
./androidbuild.sh 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 where the debug APK is located.
If you want to create a signed release APK, you can use the project created by this
utility to generate it.
Finally, a word of caution: re running androidbuild.sh wipes any changes you may have
done in the build directory for the app!
For more complex projects, follow these instructions:
1. Copy the android-project directory wherever you want to keep your projects
and rename it to the name of your project.
2. Move or symlink this SDL directory into the <project>/jni directory
3. Edit <project>/jni/src/Android.mk to include your source files
4. Run 'ndk-build' (a script provided by the NDK). This compiles the C source
If you want to use the Eclipse IDE, skip to the Eclipse section below.
5. Create <project>/local.properties and use that to point to the Android SDK directory, by writing a line with the following form:
sdk.dir=PATH_TO_ANDROID_SDK
6. Run 'ant debug' in android/project. This compiles the .java and eventually
creates a .apk with the native code embedded
7. 'ant debug install' will push the apk to the device or emulator (if connected)
Here's an explanation of the files in the Android project, so you can customize them:
android-project/
AndroidManifest.xml - package manifest. Among others, it contains the class name
of the main Activity and the package name of the application.
build.properties - empty
build.xml - build description file, used by ant. The actual application name
is specified here.
default.properties - holds the target ABI for the application, android-10 and up
project.properties - holds the target ABI for the application, android-10 and up
local.properties - holds the SDK path, you should change this to the path to your SDK
jni/ - directory holding native code
jni/Android.mk - Android makefile that can call recursively the Android.mk files
in all subdirectories
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
res/ - directory holding resources for your application
res/drawable-* - directories holding icons for different phone hardware. Could be
one dir called "drawable".
res/layout/main.xml - Usually contains a file main.xml, which declares the screen layout.
We don't need it because we use the SDL video output.
res/values/strings.xml - strings used in your application, including the application name
shown on the phone.
src/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.
================================================================================
Build an app with static linking of libSDL
================================================================================
This build uses the Android NDK module system.
Instructions:
1. Copy the android-project directory wherever you want to keep your projects
and rename it to the name of your project.
2. Rename <project>/jni/src/Android_static.mk to <project>/jni/src/Android.mk
(overwrite the existing one)
3. Edit <project>/jni/src/Android.mk to include your source files
4. create and export an environment variable named NDK_MODULE_PATH that points
to the parent directory of this SDL directory. e.g.:
export NDK_MODULE_PATH="$PWD"/..
5. Edit <project>/src/org/libsdl/app/SDLActivity.java and remove the call to
System.loadLibrary("SDL2") line 42.
6. Run 'ndk-build' (a script provided by the NDK). This compiles the C source
================================================================================
Customizing your application name
================================================================================
To customize your application name, edit AndroidManifest.xml and 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.
src/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 four directories for
different screen sizes. These can be replaced with one dir called "drawable",
containing an icon file "ic_launcher.png" with dimensions 48x48 or 72x72.
You may need to change the name of your icon in AndroidManifest.xml to match
this icon filename.
================================================================================
Loading assets
================================================================================
Any files you put in the "assets" directory of your android-project directory
will get bundled into the application package and you can load them using the
standard functions in SDL_rwops.h.
There are also a few Android specific functions that allow you to get other
useful paths for saving and loading data:
SDL_AndroidGetInternalStoragePath()
SDL_AndroidGetExternalStorageState()
SDL_AndroidGetExternalStoragePath()
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/
================================================================================
Pause / Resume behaviour
================================================================================
If SDL is compiled with SDL_ANDROID_BLOCK_ON_PAUSE defined (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).
Upon resume, SDL will attempt to restore the GL context automatically.
In modern devices (Android 3.0 and up) this will most likely succeed and your
app can continue to operate as it was.
However, there's a chance (on older hardware, or on systems under heavy load),
where the GL context can not be restored. In that case you have to listen for
a specific message, (which is not yet implemented!) and restore your textures
manually or quit the app (which is actually the kind of behaviour you'll see
under iOS, if the OS can not restore your GL context it will just kill your app)
================================================================================
Threads and the Java VM
================================================================================
For a quick tour on how Linux native threads interoperate with the Java VM, take
a look here: http://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.
================================================================================
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 := stlport_static
For more information check out CPLUSPLUS-SUPPORT.html in the NDK documentation.
================================================================================
Additional documentation
================================================================================
The documentation in the NDK docs directory is very helpful in understanding the
build process and how to work with native code on the Android platform.
The best place to start is with docs/OVERVIEW.TXT
================================================================================
Using Eclipse
================================================================================
First make sure that you've installed Eclipse and the Android extensions as described here:
http://developer.android.com/tools/sdk/eclipse-adt.html
Once you've copied the SDL android project and customized it, you can create an Eclipse project from it:
* File -> New -> Other
* Select the Android -> Android Project wizard and click Next
* Enter the name you'd like your project to have
* Select "Create project from existing source" and browse for your project directory
* Make sure the Build Target is set to Android 2.0
* Click Finish
================================================================================
Using the emulator
================================================================================
There are some good tips and tricks for getting the most out of the
emulator here: http://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 create and run an emulator from the Eclipse IDE:
* Window -> Android SDK and AVD Manager
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 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:
svn co svn://svn.valgrind.org/valgrind/trunk valgrind
... and follow the instructions in the file README.android to build it.
One thing I needed to do on Mac OS X 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 ""
================================================================================
Why is API level 10 the minimum required?
================================================================================
API level 10 is the minimum required level at runtime (that is, on the device)
because SDL requires some functionality for running not
available on older devices. Since the incorporation of joystick support into SDL,
the minimum SDK required to *build* SDL is version 12. Devices running API levels
10-11 are still supported, only with the joystick functionality disabled.
Support for native OpenGL ES and ES2 applications was introduced in the NDK for
API level 4 and 8. EGL was made a stable API in the NDK for API level 9, which
has since then been obsoleted, with the recommendation to developers to bump the
required API level to 10.
As of this writing, according to http://developer.android.com/about/dashboards/index.html
about 90% of the Android devices accessing Google Play support API level 10 or
higher (March 2013).
================================================================================
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".
Setting the EGL_SWAP_BEHAVIOR attribute of the surface to EGL_BUFFER_PRESERVED
is not possible for SDL as it requires EGL 1.4, available only on the API level
17+, so the only workaround available on this platform is to redraw the entire
screen each frame.
Reference: http://www.khronos.org/registry/egl/specs/EGLTechNote0001.html
================================================================================
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.
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================================================================================
CMake build system for SDL (www.cmake.org)
================================================================================
SDL's build system was traditionally based on autotools. Over time, this
approach has suffered from several issues across the different supported
platforms.
To solve these problems, a new build system based on CMake is under development.
It works in parallel to the legacy system, so users can experiment with it
without complication.
While still experimental, the build system should be usable on the following
platforms:
* FreeBSD
* Linux
* VS.NET 2010
* MinGW and Msys
* OS X with support for XCode
================================================================================
Usage
================================================================================
Assuming the source for SDL is located at ~/sdl
cd ~
mkdir build
cd build
cmake ../sdl
This will build the static and dynamic versions of SDL in the ~/build directory.
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SDL on DirectFB
Supports:
- Hardware YUV overlays
- OpenGL - software only
- 2D/3D accelerations (depends on directfb driver)
- multiple displays
- windows
What you need:
DirectFB 1.0.1, 1.2.x, 1.3.0
Kernel-Framebuffer support: required: vesafb, radeonfb ....
Mesa 7.0.x - optional for OpenGL
/etc/directfbrc
This file should contain the following lines to make
your joystick work and avoid crashes:
------------------------
disable-module=joystick
disable-module=cle266
disable-module=cyber5k
no-linux-input-grab
------------------------
To disable to use x11 backend when DISPLAY variable is found use
export SDL_DIRECTFB_X11_CHECK=0
To disable the use of linux input devices, i.e. multimice/multikeyboard support,
use
export SDL_DIRECTFB_LINUX_INPUT=0
To use hardware accelerated YUV-overlays for YUV-textures, use:
export SDL_DIRECTFB_YUV_DIRECT=1
This is disabled by default. It will only support one
YUV texture, namely the first. Every other YUV texture will be
rendered in software.
In addition, you may use (directfb-1.2.x)
export SDL_DIRECTFB_YUV_UNDERLAY=1
to make the YUV texture an underlay. This will make the cursor to
be shown.
Simple Window Manager
=====================
The driver has support for a very, very basic window manager you may
want to use when running with "wm=default". Use
export SDL_DIRECTFB_WM=1
to enable basic window borders. In order to have the window title rendered,
you need to have the following font installed:
/usr/share/fonts/truetype/freefont/FreeSans.ttf
OpenGL Support
==============
The following instructions will give you *software* OpenGL. However this
works at least on all directfb supported platforms.
As of this writing 20100802 you need to pull Mesa from git and do the following:
------------------------
git clone git://anongit.freedesktop.org/git/mesa/mesa
cd mesa
git checkout 2c9fdaf7292423c157fc79b5ce43f0f199dd753a
------------------------
Edit configs/linux-directfb so that the Directories-section looks like
------------------------
# Directories
SRC_DIRS = mesa glu
GLU_DIRS = sgi
DRIVER_DIRS = directfb
PROGRAM_DIRS =
------------------------
make linux-directfb
make
echo Installing - please enter sudo pw.
sudo make install INSTALL_DIR=/usr/local/dfb_GL
cd src/mesa/drivers/directfb
make
sudo make install INSTALL_DIR=/usr/local/dfb_GL
------------------------
To run the SDL - testprograms:
export SDL_VIDEODRIVER=directfb
export LD_LIBRARY_PATH=/usr/local/dfb_GL/lib
export LD_PRELOAD=/usr/local/dfb_GL/libGL.so.7
./testgl
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================================================================================
Dynamic API
================================================================================
Originally posted by Ryan at https://plus.google.com/103391075724026391227/posts/TB8UfnDYu4U
Background:
- The Steam Runtime has (at least in theory) a really kick-ass build of SDL2,
but developers are shipping their own SDL2 with individual Steam games.
These games might stop getting updates, but a newer SDL2 might be needed later.
Certainly we'll always be fixing bugs in SDL, even if a new video target isn't
ever needed, and these fixes won't make it to a game shipping its own SDL.
- Even if we replace the SDL2 in those games with a compatible one, that is to
say, edit a developer's Steam depot (yuck!), there are developers that are
statically linking SDL2 that we can't do this for. We can't even force the
dynamic loader to ignore their SDL2 in this case, of course.
- If you don't ship an SDL2 with the game in some form, people that disabled the
Steam Runtime, or just tried to run the game from the command line instead of
Steam might find themselves unable to run the game, due to a missing dependency.
- If you want to ship on non-Steam platforms like GOG or Humble Bundle, or target
generic Linux boxes that may or may not have SDL2 installed, you have to ship
the library or risk a total failure to launch. So now, you might have to have
a non-Steam build plus a Steam build (that is, one with and one without SDL2
included), which is inconvenient if you could have had one universal build
that works everywhere.
- We like the zlib license, but the biggest complaint from the open source
community about the license change is the static linking. The LGPL forced this
as a legal, not technical issue, but zlib doesn't care. Even those that aren't
concerned about the GNU freedoms found themselves solving the same problems:
swapping in a newer SDL to an older game often times can save the day.
Static linking stops this dead.
So here's what we did:
SDL now has, internally, a table of function pointers. So, this is what SDL_Init
now looks like:
UInt32 SDL_Init(Uint32 flags)
{
return jump_table.SDL_Init(flags);
}
Except that is all done with a bunch of macro magic so we don't have to maintain
every one of these.
What is jump_table.SDL_init()? Eventually, that's a function pointer of the real
SDL_Init() that you've been calling all this time. But at startup, it looks more
like this:
Uint32 SDL_Init_DEFAULT(Uint32 flags)
{
SDL_InitDynamicAPI();
return jump_table.SDL_Init(flags);
}
SDL_InitDynamicAPI() fills in jump_table with all the actual SDL function
pointers, which means that this _DEFAULT function never gets called again.
First call to any SDL function sets the whole thing up.
So you might be asking, what was the value in that? Isn't this what the operating
system's dynamic loader was supposed to do for us? Yes, but now we've got this
level of indirection, we can do things like this:
export SDL_DYNAMIC_API=/my/actual/libSDL-2.0.so.0
./MyGameThatIsStaticallyLinkedToSDL2
And now, this game that is staticallly linked to SDL, can still be overridden
with a newer, or better, SDL. The statically linked one will only be used as
far as calling into the jump table in this case. But in cases where no override
is desired, the statically linked version will provide its own jump table,
and everyone is happy.
So now:
- Developers can statically link SDL, and users can still replace it.
(We'd still rather you ship a shared library, though!)
- Developers can ship an SDL with their game, Valve can override it for, say,
new features on SteamOS, or distros can override it for their own needs,
but it'll also just work in the default case.
- Developers can ship the same package to everyone (Humble Bundle, GOG, etc),
and it'll do the right thing.
- End users (and Valve) can update a game's SDL in almost any case,
to keep abandoned games running on newer platforms.
- Everyone develops with SDL exactly as they have been doing all along.
Same headers, same ABI. Just get the latest version to enable this magic.
A little more about SDL_InitDynamicAPI():
Internally, InitAPI does some locking to make sure everything waits until a
single thread initializes everything (although even SDL_CreateThread() goes
through here before spinning a thread, too), and then decides if it should use
an external SDL library. If not, it sets up the jump table using the current
SDL's function pointers (which might be statically linked into a program, or in
a shared library of its own). If so, it loads that library and looks for and
calls a single function:
SInt32 SDL_DYNAPI_entry(Uint32 version, void *table, Uint32 tablesize);
That function takes a version number (more on that in a moment), the address of
the jump table, and the size, in bytes, of the table.
Now, we've got policy here: this table's layout never changes; new stuff gets
added to the end. Therefore SDL_DYNAPI_entry() knows that it can provide all
the needed functions if tablesize <= sizeof its own jump table. If tablesize is
bigger (say, SDL 2.0.4 is trying to load SDL 2.0.3), then we know to abort, but
if it's smaller, we know we can provide the entire API that the caller needs.
The version variable is a failsafe switch.
Right now it's always 1. This number changes when there are major API changes
(so we know if the tablesize might be smaller, or entries in it have changed).
Right now SDL_DYNAPI_entry gives up if the version doesn't match, but it's not
inconceivable to have a small dispatch library that only supplies this one
function and loads different, otherwise-incompatible SDL libraries and has the
right one initialize the jump table based on the version. For something that
must generically catch lots of different versions of SDL over time, like the
Steam Client, this isn't a bad option.
Finally, I'm sure some people are reading this and thinking
"I don't want that overhead in my project!"
To which I would point out that the extra function call through the jump table
probably wouldn't even show up in a profile, but lucky you: this can all be
disabled. You can build SDL without this if you absolutely must, but we would
encourage you not to do that. However, on heavily locked down platforms like
iOS, or maybe when debugging, it makes sense to disable it. The way this is
designed in SDL, you just have to change one #define, and the entire system
vaporizes out, and SDL functions exactly like it always did. Most of it is
macro magic, so the system is contained to one C file and a few headers.
However, this is on by default and you have to edit a header file to turn it
off. Our hopes is that if we make it easy to disable, but not too easy,
everyone will ultimately be able to get what they want, but we've gently
nudged everyone towards what we think is the best solution.
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===========================================================================
Dollar Gestures
===========================================================================
SDL Provides an implementation of the $1 gesture recognition system. This allows for recording, saving, loading, and performing single stroke gestures.
Gestures can be performed with any number of fingers (the centroid of the fingers must follow the path of the gesture), but the number of fingers must be constant (a finger cannot go down in the middle of a gesture). The path of a gesture is considered the path from the time when the final finger went down, to the first time any finger comes up.
Dollar gestures are assigned an Id based on a hash function. This is guaranteed to remain constant for a given gesture. There is a (small) chance that two different gestures will be assigned the same ID. In this case, simply re-recording one of the gestures should result in a different ID.
Recording:
----------
To begin recording on a touch device call:
SDL_RecordGesture(SDL_TouchID touchId), where touchId is the id of the touch device you wish to record on, or -1 to record on all connected devices.
Recording terminates as soon as a finger comes up. Recording is acknowledged by an SDL_DOLLARRECORD event.
A SDL_DOLLARRECORD event is a dgesture with the following fields:
event.dgesture.touchId - the Id of the touch used to record the gesture.
event.dgesture.gestureId - the unique id of the recorded gesture.
Performing:
-----------
As long as there is a dollar gesture assigned to a touch, every finger-up event will also cause an SDL_DOLLARGESTURE event with the following fields:
event.dgesture.touchId - the Id of the touch which performed the gesture.
event.dgesture.gestureId - the unique id of the closest gesture to the performed stroke.
event.dgesture.error - the difference between the gesture template and the actual performed gesture. Lower error is a better match.
event.dgesture.numFingers - the number of fingers used to draw the stroke.
Most programs will want to define an appropriate error threshold and check to be sure that the error of a gesture is not abnormally high (an indicator that no gesture was performed).
Saving:
-------
To save a template, call SDL_SaveDollarTemplate(gestureId, dst) where gestureId is the id of the gesture you want to save, and dst is an SDL_RWops pointer to the file where the gesture will be stored.
To save all currently loaded templates, call SDL_SaveAllDollarTemplates(dst) where dst is an SDL_RWops pointer to the file where the gesture will be stored.
Both functions return the number of gestures successfully saved.
Loading:
--------
To load templates from a file, call SDL_LoadDollarTemplates(touchId,src) where touchId is the id of the touch to load to (or -1 to load to all touch devices), and src is an SDL_RWops pointer to a gesture save file.
SDL_LoadDollarTemplates returns the number of templates successfully loaded.
===========================================================================
Multi Gestures
===========================================================================
SDL provides simple support for pinch/rotate/swipe gestures.
Every time a finger is moved an SDL_MULTIGESTURE event is sent with the following fields:
event.mgesture.touchId - the Id of the touch on which the gesture was performed.
event.mgesture.x - the normalized x coordinate of the gesture. (0..1)
event.mgesture.y - the normalized y coordinate of the gesture. (0..1)
event.mgesture.dTheta - the amount that the fingers rotated during this motion.
event.mgesture.dDist - the amount that the fingers pinched during this motion.
event.mgesture.numFingers - the number of fingers used in the gesture.
===========================================================================
Notes
===========================================================================
For a complete example see test/testgesture.c
Please direct questions/comments to:
jim.tla+sdl_touch@gmail.com
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The latest development version of SDL is available via Mercurial.
Mercurial allows you to get up-to-the-minute fixes and enhancements;
as a developer works on a source tree, you can use "hg" to mirror that
source tree instead of waiting for an official release. Please look
at the Mercurial website ( http://mercurial.selenic.com/ ) for more
information on using hg, where you can also download software for
Mac OS X, Windows, and Unix systems.
hg clone http://hg.libsdl.org/SDL
If you are building SDL with an IDE, you will need to copy the file
include/SDL_config.h.default to include/SDL_config.h before building.
If you are building SDL via configure, you will need to run autogen.sh
before running configure.
There is a web interface to the subversion repository at:
http://hg.libsdl.org/SDL/
There is an RSS feed available at that URL, for those that want to
track commits in real time.
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==============================================================================
Building the Simple DirectMedia Layer for iPhone OS 2.0
==============================================================================
Requirements: Mac OS X v10.5 or later and the iPhone SDK.
Instructions:
1. Open SDL.xcodeproj (located in Xcode-iOS/SDL) in XCode.
2. Select your desired target, and hit build.
There are three build targets:
- libSDL.a:
Build SDL as a statically linked library
- testsdl
Build a test program (there are known test failures which are fine)
- Template:
Package a project template together with the SDL for iPhone static libraries and copies of the SDL headers. The template includes proper references to the SDL library and headers, skeleton code for a basic SDL program, and placeholder graphics for the application icon and startup screen.
==============================================================================
Build SDL for iOS from the command line
==============================================================================
1. cd (PATH WHERE THE SDL CODE IS)/build-scripts
2. ./iosbuild.sh
If everything goes fine, you should see a build/ios directory, inside there's
two directories "lib" and "include".
"include" contains a copy of the SDL headers that you'll need for your project,
make sure to configure XCode to look for headers there.
"lib" contains find two files, libSDL2.a and libSDL2main.a, you have to add both
to your XCode project. These libraries contain three architectures in them,
armv6 for legacy devices, armv7, and i386 (for the simulator).
By default, iosbuild.sh will autodetect the SDK version you have installed using
xcodebuild -showsdks, and build for iOS >= 3.0, you can override this behaviour
by setting the MIN_OS_VERSION variable, ie:
MIN_OS_VERSION=4.2 ./iosbuild.sh
==============================================================================
Using the Simple DirectMedia Layer for iOS
==============================================================================
FIXME: This needs to be updated for the latest methods
Here is the easiest method:
1. Build the SDL libraries (libSDL.a and libSDLSimulator.a) and the iPhone SDL Application template.
1. Install the iPhone SDL Application template by copying it to one of XCode's template directories. I recommend creating a directory called "SDL" in "/Developer/Platforms/iOS.platform/Developer/Library/XCode/Project Templates/" and placing it there.
2. Start a new project using the template. The project should be immediately ready for use with SDL.
Here is a more manual method:
1. Create a new iPhone view based application.
2. Build the SDL static libraries (libSDL.a and libSDLSimulator.a) for iPhone and include them in your project. XCode will ignore the library that is not currently of the correct architecture, hence your app will work both on iPhone and in the iPhone Simulator.
3. Include the SDL header files in your project.
4. Remove the ApplicationDelegate.h and ApplicationDelegate.m files -- SDL for iPhone provides its own UIApplicationDelegate. Remove MainWindow.xib -- SDL for iPhone produces its user interface programmatically.
5. Delete the contents of main.m and program your app as a regular SDL program instead. You may replace main.m with your own main.c, but you must tell XCode not to use the project prefix file, as it includes Objective-C code.
==============================================================================
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_APP_TERMINATING:
/* Terminate the app.
Shut everything down before returning from this function.
*/
return 0;
case SDL_APP_LOWMEMORY:
/* You will get this when your app is paused and iOS wants more memory.
Release as much memory as possible.
*/
return 0;
case SDL_APP_WILLENTERBACKGROUND:
/* 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_APP_DIDENTERBACKGROUND:
/* 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_APP_DIDENTERFOREGROUND 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_APP_WILLENTERFOREGROUND:
/* This call happens when your app is coming back to the foreground.
Restore all your state here.
*/
return 0;
case SDL_APP_DIDENTERFOREGROUND:
/* 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;
}
==============================================================================
Notes -- Accelerometer as Joystick
==============================================================================
SDL for iPhone supports polling the built in accelerometer as a joystick device. For an example on how to do this, see the accelerometer.c in the demos directory.
The main thing to note when using the accelerometer with SDL is that while the iPhone natively reports accelerometer as floating point values in units of g-force, SDL_JoystickGetAxis reports joystick values as signed integers. Hence, in order to convert between the two, some clamping and scaling is necessary on the part of the iPhone SDL joystick driver. To convert SDL_JoystickGetAxis reported values BACK to units of g-force, simply multiply the values by SDL_IPHONE_MAX_GFORCE / 0x7FFF.
==============================================================================
Notes -- OpenGL ES
==============================================================================
Your SDL application for iPhone uses OpenGL ES for video by default.
OpenGL ES for iPhone supports several display pixel formats, such as RGBA8 and RGB565, which provide a 32 bit and 16 bit color buffer respectively. By default, the implementation uses RGB565, but you may use RGBA8 by setting each color component to 8 bits in SDL_GL_SetAttribute.
If your application doesn't use OpenGL's depth buffer, you may find significant performance improvement by setting SDL_GL_DEPTH_SIZE to 0.
Finally, if your application completely redraws the screen each frame, you may find significant performance improvement by setting the attribute SDL_GL_RETAINED_BACKING to 1.
==============================================================================
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.
SDL_bool SDL_IsTextInputActive()
-- returns whether or not text events are enabled (and the onscreen keyboard is visible)
==============================================================================
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.
Once your application is installed its directory tree looks like:
MySDLApp Home/
MySDLApp.app
Documents/
Library/
Preferences/
tmp/
When your SDL based iPhone application starts up, it sets the working directory to the main bundle (MySDLApp Home/MySDLApp.app), where your application resources are stored. You cannot write to this directory. Instead, I advise you to write document files to "../Documents/" and preferences to "../Library/Preferences".
More information on this subject is available here:
http://developer.apple.com/library/ios/#documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/Introduction/Introduction.html
==============================================================================
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_BGR888, and SDL_PIXELFORMAT_RGB24 pixel formats.
Loading Shared Objects:
This is disabled by default since it seems to break the terms of the iPhone SDK agreement. It can be re-enabled in SDL_config_iphoneos.h.
==============================================================================
Game Center
==============================================================================
Game Center integration requires 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:
int SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), 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 ...
#if __IPHONEOS__
// 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_iPhoneSetAnimationCallback(window, 1, ShowFrame, NULL);
#else
while ( running ) {
ShowFrame(0);
DelayFrame();
}
#endif
return 0;
}
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================================================================================
Simple DirectMedia Layer for 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 Xinerama support and the target
system does not have the Xinerama 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 13.04, all available features enabled:
sudo apt-get install build-essential mercurial make cmake autoconf automake \
libtool libasound2-dev libpulse-dev libaudio-dev libx11-dev libxext-dev \
libxrandr-dev libxcursor-dev libxi-dev libxinerama-dev libxxf86vm-dev \
libxss-dev libgl1-mesa-dev libesd0-dev libdbus-1-dev libudev-dev \
libgles1-mesa-dev libgles2-mesa-dev libegl1-mesa-dev
NOTES:
- This includes all the audio targets except arts, because Ubuntu pulled the
artsc0-dev package, but in theory SDL still supports it.
- DirectFB isn't included because the configure script (currently) fails to find
it at all. You can do "sudo apt-get install libdirectfb-dev" and fix the
configure script to include DirectFB support. Send patches. :)
================================================================================
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"
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==============================================================================
Using the Simple DirectMedia Layer with Mac OS X
==============================================================================
These instructions are for people using Apple's Mac OS X (pronounced
"ten").
From the developer's point of view, OS X is a sort of hybrid Mac and
Unix system, and you have the option of using either traditional
command line tools or Apple's IDE Xcode.
To build SDL using the command line, use the standard configure and make
process:
./configure
make
sudo make install
You can also build SDL as a Universal library (a single binary for both
PowerPC and Intel architectures), on Mac OS X 10.4 and newer, by using
the fatbuild.sh script in build-scripts:
sh build-scripts/fatbuild.sh
sudo build-scripts/fatbuild.sh install
This script builds SDL with 10.2 ABI compatibility on PowerPC and 10.4
ABI compatibility on Intel architectures. For best compatibility you
should compile your application the same way. A script which wraps
gcc to make this easy is provided in test/gcc-fat.sh
To use the library once it's built, you essential have two possibilities:
use the traditional autoconf/automake/make method, or use Xcode.
==============================================================================
Caveats for using SDL with Mac OS X
==============================================================================
Some things you have to be aware of when using SDL on Mac OS X:
- If you register your own NSApplicationDelegate (using [NSApp setDelegate:]),
SDL will not register its own. This means that SDL will not terminate using
SDL_Quit if it receives a termination request, it will terminate like a
normal app, and it will not send a SDL_DROPFILE when you request to open a
file with the app. To solve these issues, put the following code in your
NSApplicationDelegate implementation:
- (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender
{
if (SDL_GetEventState(SDL_QUIT) == SDL_ENABLE) {
SDL_Event event;
event.type = SDL_QUIT;
SDL_PushEvent(&event);
}
return NSTerminateCancel;
}
- (BOOL)application:(NSApplication *)theApplication openFile:(NSString *)filename
{
if (SDL_GetEventState(SDL_DROPFILE) == SDL_ENABLE) {
SDL_Event event;
event.type = SDL_DROPFILE;
event.drop.file = SDL_strdup([filename UTF8String]);
return (SDL_PushEvent(&event) > 0);
}
return NO;
}
==============================================================================
Using the Simple DirectMedia Layer with a traditional Makefile
==============================================================================
An existing autoconf/automake build system for your SDL app has good chances
to work almost unchanged on OS X. However, to produce a "real" Mac OS X binary
that you can distribute to users, you need to put the generated binary into a
so called "bundle", which basically is a fancy folder with a name like
"MyCoolGame.app".
To get this build automatically, add something like the following rule to
your Makefile.am:
bundle_contents = APP_NAME.app/Contents
APP_NAME_bundle: EXE_NAME
mkdir -p $(bundle_contents)/MacOS
mkdir -p $(bundle_contents)/Resources
echo "APPL????" > $(bundle_contents)/PkgInfo
$(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/
You should replace EXE_NAME with the name of the executable. APP_NAME is what
will be visible to the user in the Finder. Usually it will be the same
as EXE_NAME but capitalized. E.g. if EXE_NAME is "testgame" then APP_NAME
usually is "TestGame". You might also want to use @PACKAGE@ to use the package
name as specified in your configure.in file.
If your project builds more than one application, you will have to do a bit
more. For each of your target applications, you need a separate rule.
If you want the created bundles to be installed, you may want to add this
rule to your Makefile.am:
install-exec-hook: APP_NAME_bundle
rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app
mkdir -p $(DESTDIR)$(prefix)/Applications/
cp -r $< /$(DESTDIR)$(prefix)Applications/
This rule takes the Bundle created by the rule from step 3 and installs them
into $(DESTDIR)$(prefix)/Applications/.
Again, if you want to install multiple applications, you will have to augment
the make rule accordingly.
But beware! That is only part of the story! With the above, you end up with
a bare bone .app bundle, which is double clickable from the Finder. But
there are some more things you should do before shipping your product...
1) The bundle right now probably is dynamically linked against SDL. That
means that when you copy it to another computer, *it will not run*,
unless you also install SDL on that other computer. A good solution
for this dilemma is to static link against SDL. On OS X, you can
achieve that by linking against the libraries listed by
sdl-config --static-libs
instead of those listed by
sdl-config --libs
Depending on how exactly SDL is integrated into your build systems, the
way to achieve that varies, so I won't describe it here in detail
2) Add an 'Info.plist' to your application. That is a special XML file which
contains some meta-information about your application (like some copyright
information, the version of your app, the name of an optional icon file,
and other things). Part of that information is displayed by the Finder
when you click on the .app, or if you look at the "Get Info" window.
More information about Info.plist files can be found on Apple's homepage.
As a final remark, let me add that I use some of the techniques (and some
variations of them) in Exult and ScummVM; both are available in source on
the net, so feel free to take a peek at them for inspiration!
==============================================================================
Using the Simple DirectMedia Layer with Xcode
==============================================================================
These instructions are for using Apple's Xcode IDE to build SDL applications.
- First steps
The first thing to do is to unpack the Xcode.tar.gz archive in the
top level SDL directory (where the Xcode.tar.gz archive resides).
Because Stuffit Expander will unpack the archive into a subdirectory,
you should unpack the archive manually from the command line:
cd [path_to_SDL_source]
tar zxf Xcode.tar.gz
This will create a new folder called Xcode, which you can browse
normally from the Finder.
- Building the Framework
The SDL Library is packaged as a framework bundle, an organized
relocatable folder hierarchy of executable code, interface headers,
and additional resources. For practical purposes, you can think of a
framework as a more user and system-friendly shared library, whose library
file behaves more or less like a standard UNIX shared library.
To build the framework, simply open the framework project and build it.
By default, the framework bundle "SDL.framework" is installed in
/Library/Frameworks. Therefore, the testers and project stationary expect
it to be located there. However, it will function the same in any of the
following locations:
~/Library/Frameworks
/Local/Library/Frameworks
/System/Library/Frameworks
- Build Options
There are two "Build Styles" (See the "Targets" tab) for SDL.
"Deployment" should be used if you aren't tweaking the SDL library.
"Development" should be used to debug SDL apps or the library itself.
- Building the Testers
Open the SDLTest project and build away!
- Using the Project Stationary
Copy the stationary to the indicated folders to access it from
the "New Project" and "Add target" menus. What could be easier?
- Setting up a new project by hand
Some of you won't want to use the Stationary so I'll give some tips:
* Create a new "Cocoa Application"
* Add src/main/macosx/SDLMain.m , .h and .nib to your project
* Remove "main.c" from your project
* Remove "MainMenu.nib" from your project
* Add "$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path
* Add "$(HOME)/Library/Frameworks" to the frameworks search path
* Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS"
* Set the "Main Nib File" under "Application Settings" to "SDLMain.nib"
* Add your files
* Clean and build
- Building from command line
Use pbxbuild in the same directory as your .pbproj file
- Running your app
You can send command line args to your app by either invoking it from
the command line (in *.app/Contents/MacOS) or by entering them in the
"Executables" panel of the target settings.
- Implementation Notes
Some things that may be of interest about how it all works...
* Working directory
As defined in the SDL_main.m file, the working directory of your SDL app
is by default set to its parent. You may wish to change this to better
suit your needs.
* You have a Cocoa App!
Your SDL app is essentially a Cocoa application. When your app
starts up and the libraries finish loading, a Cocoa procedure is called,
which sets up the working directory and calls your main() method.
You are free to modify your Cocoa app with generally no consequence
to SDL. You cannot, however, easily change the SDL window itself.
Functionality may be added in the future to help this.
Known bugs are listed in the file "BUGS"
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SDL 2.0 with open pandora console support ( http://openpandora.org/ )
=====================================================================
- A pandora specific video driver was written to allow SDL 2.0 with OpenGL ES
support to work on the pandora under the framebuffer. This driver do not have
input support for now, so if you use it you will have to add your own control code.
The video driver name is "pandora" so if you have problem running it from
the framebuffer, try to set the following variable before starting your application :
"export SDL_VIDEODRIVER=pandora"
- OpenGL ES support was added to the x11 driver, so it's working like the normal
x11 driver one with OpenGLX support, with SDL input event's etc..
David Carré (Cpasjuste)
cpasjuste@gmail.com
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This is a list of the platforms SDL supports, and who maintains them.
Officially supported platforms
==============================
(code compiles, and thoroughly tested for release)
==============================
Windows XP/Vista/7/8
Mac OS X 10.5+
Linux 2.6+
iOS 5.1.1+
Android 2.3.3+
Unofficially supported platforms
================================
(code compiles, but not thoroughly tested)
================================
FreeBSD
NetBSD
OpenBSD
Solaris
Platforms supported by volunteers
=================================
Haiku - maintained by Axel Dörfler <axeld@pinc-software.de>
PSP - maintained by 527721088@qq.com
Pandora - maintained by Scott Smith <pickle136@sbcglobal.net>
Platforms that need maintainers
===============================
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* Porting To A New Platform
The first thing you have to do when porting to a new platform, is look at
include/SDL_platform.h and create an entry there for your operating system.
The standard format is __PLATFORM__, where PLATFORM is the name of the OS.
Ideally SDL_platform.h will be able to auto-detect the system it's building
on based on C preprocessor symbols.
There are two basic ways of building SDL at the moment:
1. The "UNIX" way: ./configure; make; make install
If you have a GNUish system, then you might try this. Edit configure.in,
take a look at the large section labelled:
"Set up the configuration based on the target platform!"
Add a section for your platform, and then re-run autogen.sh and build!
2. Using an IDE:
If you're using an IDE or other non-configure build system, you'll probably
want to create a custom SDL_config.h for your platform. Edit SDL_config.h,
add a section for your platform, and create a custom SDL_config_{platform}.h,
based on SDL_config.h.minimal and SDL_config.h.in
Add the top level include directory to the header search path, and then add
the following sources to the project:
src/*.c
src/atomic/*.c
src/audio/*.c
src/cpuinfo/*.c
src/events/*.c
src/file/*.c
src/haptic/*.c
src/joystick/*.c
src/power/*.c
src/render/*.c
src/stdlib/*.c
src/thread/*.c
src/timer/*.c
src/video/*.c
src/audio/disk/*.c
src/audio/dummy/*.c
src/video/dummy/*.c
src/haptic/dummy/*.c
src/joystick/dummy/*.c
src/main/dummy/*.c
src/thread/generic/*.c
src/timer/dummy/*.c
src/loadso/dummy/*.c
Once you have a working library without any drivers, you can go back to each
of the major subsystems and start implementing drivers for your platform.
If you have any questions, don't hesitate to ask on the SDL mailing list:
http://www.libsdl.org/mailing-list.php
Enjoy!
Sam Lantinga (slouken@libsdl.org)
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SDL port for the Sony PSP contributed by
Captian Lex
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 for the PSP, make sure psp-config is in the path and run:
make -f Makefile.psp
To Do
------
PSP Screen Keyboard
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================================================================================
SDL2 for Raspberry Pi
================================================================================
Requirements:
Raspbian (other Linux distros may work as well).
================================================================================
Features
================================================================================
* Works without X11
* Hardware accelerated OpenGL ES 2.x
* Sound via ALSA
* Input (mouse/keyboard/joystick) via EVDEV
* Hotplugging of input devices via UDEV
================================================================================
Raspbian Build Dependencies
================================================================================
sudo apt-get install libudev-dev libasound2-dev libdbus-1-dev
You also need the VideoCore binary stuff that ships in /opt/vc for EGL and
OpenGL ES 2.x, it usually comes pre installed, but in any case:
sudo apt-get install libraspberrypi0 libraspberrypi-bin libraspberrypi-dev
================================================================================
Cross compiling from x86 Linux
================================================================================
To cross compile SDL for Raspbian from your desktop machine, you'll need a
Raspbian system root and the cross compilation tools. We'll assume these tools
will be placed in /opt/rpi-tools
sudo git clone --depth 1 https://github.com/raspberrypi/tools /opt/rpi-tools
You'll also need a Rasbian binary image.
Get it from: http://downloads.raspberrypi.org/raspbian_latest
After unzipping, you'll get file with a name like: <date>-wheezy-raspbian.img
Let's assume the sysroot will be built in /opt/rpi-sysroot.
export SYSROOT=/opt/rpi-sysroot
sudo kpartx -a -v <path_to_raspbian_image>.img
sudo mount -o loop /dev/mapper/loop0p2 /mnt
sudo cp -r /mnt $SYSROOT
sudo apt-get install qemu binfmt-support qemu-user-static
sudo cp /usr/bin/qemu-arm-static $SYSROOT/usr/bin
sudo mount --bind /dev $SYSROOT/dev
sudo mount --bind /proc $SYSROOT/proc
sudo mount --bind /sys $SYSROOT/sys
Now, before chrooting into the ARM sysroot, you'll need to apply a workaround,
edit $SYSROOT/etc/ld.so.preload and comment out all lines in it.
sudo chroot $SYSROOT
apt-get install libudev-dev libasound2-dev libdbus-1-dev libraspberrypi0 libraspberrypi-bin libraspberrypi-dev libx11-dev libxext-dev libxrandr-dev libxcursor-dev libxi-dev libxinerama-dev libxxf86vm-dev libxss-dev
exit
sudo umount $SYSROOT/dev
sudo umount $SYSROOT/proc
sudo umount $SYSROOT/sys
sudo umount /mnt
There's one more fix required, as the libdl.so symlink uses an absolute path
which doesn't quite work in our setup.
sudo rm -rf $SYSROOT/usr/lib/arm-linux-gnueabihf/libdl.so
sudo ln -s ../../../lib/arm-linux-gnueabihf/libdl.so.2 $SYSROOT/usr/lib/arm-linux-gnueabihf/libdl.so
The final step is compiling SDL itself.
export CC="/opt/rpi-tools/arm-bcm2708/gcc-linaro-arm-linux-gnueabihf-raspbian/bin/arm-linux-gnueabihf-gcc --sysroot=$SYSROOT -I$SYSROOT/opt/vc/include -I$SYSROOT/usr/include -I$SYSROOT/opt/vc/include/interface/vcos/pthreads -I$SYSROOT/opt/vc/include/interface/vmcs_host/linux"
cd <SDL SOURCE>
mkdir -p build;cd build
../configure --with-sysroot=$SYSROOT --host=arm-raspberry-linux-gnueabihf --prefix=$PWD/rpi-sdl2-installed --disable-pulseaudio --disable-esd
make
make install
To be able to deploy this to /usr/local in the Raspbian system you need to fix up a few paths:
perl -w -pi -e "s#$PWD/rpi-sdl2-installed#/usr/local#g;" ./rpi-sdl2-installed/lib/libSDL2.la ./rpi-sdl2-installed/lib/pkgconfig/sdl2.pc ./rpi-sdl2-installed/bin/sdl2-config
================================================================================
Apps don't work or poor video/audio performance
================================================================================
If you get sound problems, buffer underruns, etc, run "sudo rpi-update" to
update the RPi's firmware. Note that doing so will fix these problems, but it
will also render the CMA - Dynamic Memory Split functionality useless.
Also, by default the Raspbian distro configures the GPU RAM at 64MB, this is too
low in general, specially if a 1080p TV is hooked up.
See here how to configure this setting: http://elinux.org/RPiconfig
Using a fixed gpu_mem=128 is the best option (specially if you updated the
firmware, using CMA probably won't work, at least it's the current case).
================================================================================
No input
================================================================================
Make sure you belong to the "input" group.
sudo usermod -aG input `whoami`
================================================================================
No HDMI Audio
================================================================================
If you notice that ALSA works but there's no audio over HDMI, try adding:
hdmi_drive=2
to your config.txt file and reboot.
Reference: http://www.raspberrypi.org/phpBB3/viewtopic.php?t=5062
================================================================================
Text Input API support
================================================================================
The Text Input API is supported, with translation of scan codes done via the
kernel symbol tables. For this to work, SDL needs access to a valid console.
If you notice there's no SDL_TEXTINPUT message being emmited, double check that
your app has read access to one of the following:
* /proc/self/fd/0
* /dev/tty
* /dev/tty[0...6]
* /dev/vc/0
* /dev/console
This is usually not a problem if you run from the physical terminal (as opposed
to running from a pseudo terminal, such as via SSH). If running from a PTS, a
quick workaround is to run your app as root or add yourself to the tty group,
then re login to the system.
sudo usermod -aG tty `whoami`
The keyboard layout used by SDL is the same as the one the kernel uses.
To configure the layout on Raspbian:
sudo dpkg-reconfigure keyboard-configuration
To configure the locale, which controls which keys are interpreted as letters,
this determining the CAPS LOCK behavior:
sudo dpkg-reconfigure locales
================================================================================
Notes
================================================================================
* When launching apps remotely (via SSH), SDL can prevent local keystrokes from
leaking into the console only if it has root privileges. Launching apps locally
does not suffer from this issue.
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===========================================================================
System Specific Notes
===========================================================================
Linux:
The linux touch system is currently based off event streams, and proc/bus/devices. The active user must be given permissions to read /dev/input/TOUCHDEVICE, where TOUCHDEVICE is the event stream for your device. Currently only Wacom tablets are supported. If you have an unsupported tablet contact me at jim.tla+sdl_touch@gmail.com and I will help you get support for it.
Mac:
The Mac and iPhone APIs are pretty. If your touch device supports them then you'll be fine. If it doesn't, then there isn't much we can do.
iPhone:
Works out of box.
Windows:
Unfortunately there is no windows support as of yet. Support for Windows 7 is planned, but we currently have no way to test. If you have a Windows 7 WM_TOUCH supported device, and are willing to help test please contact me at jim.tla+sdl_touch@gmail.com
===========================================================================
Events
===========================================================================
SDL_FINGERDOWN:
Sent when a finger (or stylus) is placed on a touch device.
Fields:
event.tfinger.touchId - the Id of the touch device.
event.tfinger.fingerId - the Id of the finger which just went down.
event.tfinger.x - the x coordinate of the touch (0..1)
event.tfinger.y - the y coordinate of the touch (0..1)
event.tfinger.pressure - the pressure of the touch (0..1)
SDL_FINGERMOTION:
Sent when a finger (or stylus) is moved on the touch device.
Fields:
Same as SDL_FINGERDOWN but with additional:
event.tfinger.dx - change in x coordinate during this motion event.
event.tfinger.dy - change in y coordinate during this motion event.
SDL_FINGERUP:
Sent when a finger (or stylus) is lifted from the touch device.
Fields:
Same as SDL_FINGERDOWN.
===========================================================================
Functions
===========================================================================
SDL provides the ability to access the underlying Finger structures.
These structures should _never_ be modified.
The following functions are included from SDL_touch.h
To get a SDL_TouchID call SDL_GetTouchDevice(index).
This returns a SDL_TouchID.
IMPORTANT: If the touch has been removed, or there is no touch with the given ID, SDL_GetTouchID will return 0. Be sure to check for this!
The number of touch devices can be queried with SDL_GetNumTouchDevices().
A SDL_TouchID may be used to get pointers to SDL_Finger.
SDL_GetNumTouchFingers(touchID) may be used to get the number of fingers currently down on the device.
The most common reason to access SDL_Finger is to query the fingers outside the event. In most cases accessing the fingers is using the event. This would be accomplished by code like the following:
float x = event.tfinger.x;
float y = event.tfinger.y;
To get a SDL_Finger, call SDL_GetTouchFinger(touchID,index), where touchID is a SDL_TouchID, and index is the requested finger.
This returns a SDL_Finger*, or NULL if the finger does not exist, or has been removed.
A SDL_Finger is guaranteed to be persistent for the duration of a touch, but it will be de-allocated as soon as the finger is removed. This occurs when the SDL_FINGERUP event is _added_ to the event queue, and thus _before_ the SDL_FINGERUP event is polled.
As a result, be very careful to check for NULL return values.
A SDL_Finger has the following fields:
>x,y,pressure:
The current coordinates of the touch.
>pressure:
The pressure of the touch.
===========================================================================
Notes
===========================================================================
For a complete example see test/testgesture.c
Please direct questions/comments to:
jim.tla+sdl_touch@gmail.com
(original author, API was changed since)
-9
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@@ -1,9 +0,0 @@
Windows CE is no longer supported by SDL.
We have left the CE support in SDL 1.2 for those that must have it, and we
will accept patches that support more modern Windows Mobile platforms for
SDL 2.0.
--ryan.
-42
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@@ -1,42 +0,0 @@
================================================================================
Simple DirectMedia Layer for Windows
================================================================================
================================================================================
OpenGL ES 2.x support
================================================================================
SDL has support for OpenGL ES 2.x under Windows via two alternative
implementations.
The most straightforward method consists in running your app in a system with
a graphic card paired with a relatively recent (as of November of 2013) driver
which supports the WGL_EXT_create_context_es2_profile extension. Vendors known
to ship said extension on Windows currently include nVidia and Intel.
The other method involves using the ANGLE library (https://code.google.com/p/angleproject/)
If an OpenGL ES 2.x context is requested and no WGL_EXT_create_context_es2_profile
extension is found, SDL will try to load the libEGL.dll library provided by
ANGLE.
To obtain the ANGLE binaries, you can either compile from source from
https://chromium.googlesource.com/angle/angle or copy the relevant binaries from
a recent Chrome/Chromium install for Windows. The files you need are:
* libEGL.dll
* libGLESv2.dll
* d3dcompiler_46.dll (supports Windows Vista or later, better shader compiler)
or...
* d3dcompiler_43.dll (supports Windows XP or later)
If you compile ANGLE from source, you can configure it so it does not need the
d3dcompiler_* DLL at all (for details on this, see their documentation).
However, by default SDL will try to preload the d3dcompiler_46.dll to
comply with ANGLE's requirements. If you wish SDL to preload d3dcompiler_43.dll (to
support Windows XP) or to skip this step at all, you can use the
SDL_VIDEO_WIN_D3DCOMPILER hint (see SDL_hints.h for more details).
Known Bugs:
* SDL_GL_SetSwapInterval is currently a no op when using ANGLE. It appears
that there's a bug in the library which prevents the window contents from
refreshing if this is set to anything other than the default value.
-42
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@@ -1,42 +0,0 @@
Simple DirectMedia Layer
(SDL)
Version 2.0
---
http://www.libsdl.org/
Simple DirectMedia Layer is a cross-platform development library designed
to provide low level access to audio, keyboard, mouse, joystick, and graphics
hardware via OpenGL and Direct3D. It is used by video playback software,
emulators, and popular games including Valve's award winning catalog
and many Humble Bundle games.
SDL officially supports Windows, Mac OS X, Linux, iOS, and Android.
Support for other platforms may be found in the source code.
SDL is written in C, works natively with C++, and there are bindings
available for several other languages, including C# and Python.
This library is distributed under the zlib license, which can be found
in the file "COPYING.txt".
The best way to learn how to use SDL is to check out the header files in
the "include" subdirectory and the programs in the "test" subdirectory.
The header files and test programs are well commented and always up to date.
More documentation and FAQs are available online at:
http://wiki.libsdl.org/
If you need help with the library, or just want to discuss SDL related
issues, you can join the developers mailing list:
http://www.libsdl.org/mailing-list.php
If you want to report bugs or contribute patches, please submit them to
bugzilla:
http://bugzilla.libsdl.org/
Enjoy!
Sam Lantinga (slouken@libsdl.org)
-81
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@@ -1,81 +0,0 @@
This is a list of major changes in SDL's version history.
---------------------------------------------------------------------------
2.0.2:
---------------------------------------------------------------------------
General:
* Added an API to load a database of Game Controller mappings from a file:
SDL_GameControllerAddMappingsFromFile
* EGL can now create/manage OpenGL and OpenGL ES 1.x/2.x contexts, and share
them using SDL_GL_SHARE_WITH_CURRENT_CONTEXT
* Added testgles2. testgl2 does not need to link with libGL anymore.
Windows:
* Support for OpenGL ES 2.x contexts using either WGL or EGL (natively via
the driver or emulated through ANGLE)
Android:
* Joystick support (minimum SDK version required to build SDL is now 12,
the required runtime version remains at 10, but on such devices joystick
support won't be available).
* Hotplugging support for joysticks
Linux:
* Fixed fullscreen and focused behavior when receiving NotifyGrab events
* Wayland support
---------------------------------------------------------------------------
2.0.1:
---------------------------------------------------------------------------
General:
* Added an API to get common filesystem paths in SDL_filesystem.h:
SDL_GetBasePath(), SDL_GetPrefPath()
* Added an API to do optimized YV12 and IYUV texture updates:
SDL_UpdateYUVTexture()
* Added an API to get the amount of RAM on the system:
SDL_GetSystemRAM()
* Added a macro to perform timestamp comparisons with SDL_GetTicks():
SDL_TICKS_PASSED()
* Dramatically improved OpenGL ES 2.0 rendering performance
* Added OpenGL attribute SDL_GL_FRAMEBUFFER_SRGB_CAPABLE
Windows:
* Created a static library configuration for the Visual Studio 2010 project
* Added a hint to create the Direct3D device with support for multi-threading:
SDL_HINT_RENDER_DIRECT3D_THREADSAFE
* Added a function to get the D3D9 adapter index for a display:
SDL_Direct3D9GetAdapterIndex()
* Added a function to get the D3D9 device for a D3D9 renderer:
SDL_RenderGetD3D9Device()
* Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred)
* Fixed crash when using two XInput controllers at the same time
* Fixed detecting a mixture of XInput and DirectInput controllers
* Fixed clearing a D3D render target larger than the window
* Improved support for format specifiers in SDL_snprintf()
Mac OS X:
* Added support for retina displays:
Create your window with the SDL_WINDOW_ALLOW_HIGHDPI flag, and then use SDL_GL_GetDrawableSize() to find the actual drawable size. You are responsible for scaling mouse and drawing coordinates appropriately.
* Fixed mouse warping in fullscreen mode
* Right mouse click is emulated by holding the Ctrl key while left clicking
Linux:
* Fixed float audio support with the PulseAudio driver
* Fixed missing line endpoints in the OpenGL renderer on some drivers
* X11 symbols are no longer defined to avoid collisions when linking statically
iOS:
* Fixed status bar visibility on iOS 7
* Flipped the accelerometer Y axis to match expected values
Android:
IMPORTANT: You MUST get the updated SDLActivity.java to match C code
* Moved EGL initialization to native code
* Fixed the accelerometer axis rotation relative to the device rotation
* Fixed race conditions when handling the EGL context on pause/resume
* Touch devices are available for enumeration immediately after init
Raspberry Pi:
* Added support for the Raspberry Pi, see README-raspberrypi.txt for details
File diff suppressed because it is too large Load Diff
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GCC_PREFIX_HEADER = "";
INFOPLIST_FILE = Info.plist;
LIBRARY_SEARCH_PATHS = (
"$(inherited)",
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name = Debug;
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};
name = Release;
};
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@@ -1,43 +0,0 @@
#!/bin/sh
# WARNING: You may have to run Clean in Xcode after changing CODE_SIGN_IDENTITY!
# Verify that $CODE_SIGN_IDENTITY is set
if [ -z "$CODE_SIGN_IDENTITY" ] ; then
echo "CODE_SIGN_IDENTITY needs to be non-empty for codesigning frameworks!"
if [ "$CONFIGURATION" = "Release" ] ; then
exit 1
else
# Codesigning is optional for non-release builds.
exit 0
fi
fi
SAVEIFS=$IFS
IFS=$(echo -en "\n\b")
FRAMEWORK_DIR="${TARGET_BUILD_DIR}"
# Loop through all frameworks
FRAMEWORKS=`find "${FRAMEWORK_DIR}" -type d -name "*.framework" | sed -e "s/\(.*\)/\1\/Versions\/A\//"`
RESULT=$?
if [[ $RESULT != 0 ]] ; then
exit 1
fi
echo "Found:"
echo "${FRAMEWORKS}"
for FRAMEWORK in $FRAMEWORKS;
do
echo "Signing '${FRAMEWORK}'"
`codesign -f -v -s "${CODE_SIGN_IDENTITY}" "${FRAMEWORK}"`
RESULT=$?
if [[ $RESULT != 0 ]] ; then
exit 1
fi
done
# restore $IFS
IFS=$SAVEIFS
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-25607
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-72
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@@ -1,72 +0,0 @@
libsdl2 (2.0.1) UNRELEASED; urgency=low
* Updated SDL to version 2.0.1
-- Sam Lantinga <slouken@libsdl.org> Wed, 23 Oct 2013 16:31:38 -0800
libsdl2 (2.0.0) UNRELEASED; urgency=low
* SDL is now a native debian package.
* Removed udeb package
* Disabled DirectFB support by default, to avoid runtime dependencies
-- Sam Lantinga <slouken@libsdl.org> Fri, 15 Feb 2013 08:55:04 -0800
libsdl2 (2.0.0~20130127-1) UNRELEASED; urgency=low
* New upstream snapshot.
-- Sam Hocevar <sho@debian.org> Wed, 30 Jan 2013 23:01:12 +0100
libsdl2 (2.0.0~20130103-1) unstable; urgency=low
[ Manuel A. Fernandez Montecelo ]
* debian/control:
- Updating maintainers/permissions:
- Add myself and Felix Geyer
- Update Build-Depends:
- Remove a few obsolete items
- Add items added lately to libsdl1.2, such as libts (touch screen)
support
- Add "libsdl2-dbg", analog to libsdl1.2-dbg
- Change "XC-Package-Type: udeb" to "Package-Type"
* debian/compat: set level 9
* debian/source/format: Set to "3.0 (quilt)"
- Remove README.source, not needed with new format
* debian/sdl2-config.1: Fix typo, "progams"->"programs"
* debian/libsdl2-dev.install:
- Remove "usr/lib/*/*.la", discouraged
- Add man pages: "usr/share/man/man3/*"
* debian/libsdl2-dev.manpages: add file to install local "sdl2-config.1"
* debian/sources: Removed, possible obsolete file from long ago?
* debian/copyright:
- Upstream updated to zlib/libpng
- Copyright-file format conversion to 1.0
- Complete revamp and detailed research about copyright and licenses used,
it's very messy but hopefully complete
[ Felix Geyer ]
* Simplify debian/rules by using dh(1).
-- Manuel A. Fernandez Montecelo <manuel.montezelo@gmail.com> Sun, 27 Jan 2013 16:40:49 +0100
libsdl2 (2.0~20120220c-1) experimental; urgency=low
* Upstream version was renamed to 2.0 (Closes: #669367).
* New upstream snapshot (Closes: #671506).
* This package no longer conflicts with libsdl-1.2.
* debian/rules: add multiarch support (Closes: #669364).
* debian/patches/fix_joystick_misc_axes.diff: fix a joystick remapping
bug causing some axes to malfunction.
* debian/patches/external_header_paths.diff: provide additional CFLAGS
so that headers such as SDL_syswm.h can be included (Closes: #669363).
-- Sam Hocevar <sho@debian.org> Thu, 17 May 2012 19:03:59 +0200
libsdl-1.3 (1.3.0~20111204-1) experimental; urgency=low
* Initial upload from upstream snapshot.
-- Sam Hocevar <sho@debian.org> Sun, 04 Dec 2011 14:35:05 +0100
-163
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@@ -1,163 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2013 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.
*/
/**
* \file SDL.h
*
* Main include header for the SDL library
*/
/**
* \mainpage Simple DirectMedia Layer (SDL)
*
* http://www.libsdl.org/
*
* \section intro_sec Introduction
*
* Simple DirectMedia Layer is a cross-platform development library designed
* to provide low level access to audio, keyboard, mouse, joystick, and
* graphics hardware via OpenGL and Direct3D. It is used by video playback
* software, emulators, and popular games including Valve's award winning
* catalog and many Humble Bundle games.
*
* SDL officially supports Windows, Mac OS X, Linux, iOS, and Android.
* Support for other platforms may be found in the source code.
*
* SDL is written in C, works natively with C++, and there are bindings
* available for several other languages, including C# and Python.
*
* This library is distributed under the zlib license, which can be found
* in the file "COPYING.txt".
*
* The best way to learn how to use SDL is to check out the header files in
* the "include" subdirectory and the programs in the "test" subdirectory.
* The header files and test programs are well commented and always up to date.
* More documentation and FAQs are available online at:
* http://wiki.libsdl.org/
*
* If you need help with the library, or just want to discuss SDL related
* issues, you can join the developers mailing list:
* http://www.libsdl.org/mailing-list.php
*
* Enjoy!
* Sam Lantinga (slouken@libsdl.org)
*/
#ifndef _SDL_H
#define _SDL_H
#include "SDL_main.h"
#include "SDL_stdinc.h"
#include "SDL_assert.h"
#include "SDL_atomic.h"
#include "SDL_audio.h"
#include "SDL_clipboard.h"
#include "SDL_cpuinfo.h"
#include "SDL_endian.h"
#include "SDL_error.h"
#include "SDL_events.h"
#include "SDL_filesystem.h"
#include "SDL_joystick.h"
#include "SDL_gamecontroller.h"
#include "SDL_haptic.h"
#include "SDL_hints.h"
#include "SDL_loadso.h"
#include "SDL_log.h"
#include "SDL_messagebox.h"
#include "SDL_mutex.h"
#include "SDL_power.h"
#include "SDL_render.h"
#include "SDL_rwops.h"
#include "SDL_system.h"
#include "SDL_thread.h"
#include "SDL_timer.h"
#include "SDL_version.h"
#include "SDL_video.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* As of version 0.5, SDL is loaded dynamically into the application */
/**
* \name SDL_INIT_*
*
* These are the flags which may be passed to SDL_Init(). You should
* specify the subsystems which you will be using in your application.
*/
/* @{ */
#define SDL_INIT_TIMER 0x00000001
#define SDL_INIT_AUDIO 0x00000010
#define SDL_INIT_VIDEO 0x00000020 /**< SDL_INIT_VIDEO implies SDL_INIT_EVENTS */
#define SDL_INIT_JOYSTICK 0x00000200 /**< SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS */
#define SDL_INIT_HAPTIC 0x00001000
#define SDL_INIT_GAMECONTROLLER 0x00002000 /**< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK */
#define SDL_INIT_EVENTS 0x00004000
#define SDL_INIT_NOPARACHUTE 0x00100000 /**< Don't catch fatal signals */
#define SDL_INIT_EVERYTHING ( \
SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS | \
SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER \
)
/* @} */
/**
* This function initializes the subsystems specified by \c flags
* Unless the ::SDL_INIT_NOPARACHUTE flag is set, it will install cleanup
* signal handlers for some commonly ignored fatal signals (like SIGSEGV).
*/
extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags);
/**
* This function initializes specific SDL subsystems
*/
extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags);
/**
* This function cleans up specific SDL subsystems
*/
extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags);
/**
* This function returns a mask of the specified subsystems which have
* previously been initialized.
*
* If \c flags is 0, it returns a mask of all initialized subsystems.
*/
extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags);
/**
* This function cleans up all initialized subsystems. You should
* call it upon all exit conditions.
*/
extern DECLSPEC void SDLCALL SDL_Quit(void);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_H */
/* vi: set ts=4 sw=4 expandtab: */
-409
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@@ -1,409 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2013 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.
*/
/**
* \file SDL_hints.h
*
* Official documentation for SDL configuration variables
*
* This file contains functions to set and get configuration hints,
* as well as listing each of them alphabetically.
*
* The convention for naming hints is SDL_HINT_X, where "SDL_X" is
* the environment variable that can be used to override the default.
*
* In general these hints are just that - they may or may not be
* supported or applicable on any given platform, but they provide
* a way for an application or user to give the library a hint as
* to how they would like the library to work.
*/
#ifndef _SDL_hints_h
#define _SDL_hints_h
#include "SDL_stdinc.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \brief A variable controlling how 3D acceleration is used to accelerate the SDL screen surface.
*
* SDL can try to accelerate the SDL screen surface by using streaming
* textures with a 3D rendering engine. This variable controls whether and
* how this is done.
*
* This variable can be set to the following values:
* "0" - Disable 3D acceleration
* "1" - Enable 3D acceleration, using the default renderer.
* "X" - Enable 3D acceleration, using X where X is one of the valid rendering drivers. (e.g. "direct3d", "opengl", etc.)
*
* By default SDL tries to make a best guess for each platform whether
* to use acceleration or not.
*/
#define SDL_HINT_FRAMEBUFFER_ACCELERATION "SDL_FRAMEBUFFER_ACCELERATION"
/**
* \brief A variable specifying which render driver to use.
*
* If the application doesn't pick a specific renderer to use, this variable
* specifies the name of the preferred renderer. If the preferred renderer
* can't be initialized, the normal default renderer is used.
*
* This variable is case insensitive and can be set to the following values:
* "direct3d"
* "opengl"
* "opengles2"
* "opengles"
* "software"
*
* The default varies by platform, but it's the first one in the list that
* is available on the current platform.
*/
#define SDL_HINT_RENDER_DRIVER "SDL_RENDER_DRIVER"
/**
* \brief A variable controlling whether the OpenGL render driver uses shaders if they are available.
*
* This variable can be set to the following values:
* "0" - Disable shaders
* "1" - Enable shaders
*
* By default shaders are used if OpenGL supports them.
*/
#define SDL_HINT_RENDER_OPENGL_SHADERS "SDL_RENDER_OPENGL_SHADERS"
/**
* \brief A variable controlling whether the Direct3D device is initialized for thread-safe operations.
*
* This variable can be set to the following values:
* "0" - Thread-safety is not enabled (faster)
* "1" - Thread-safety is enabled
*
* By default the Direct3D device is created with thread-safety disabled.
*/
#define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE"
/**
* \brief A variable controlling the scaling quality
*
* This variable can be set to the following values:
* "0" or "nearest" - Nearest pixel sampling
* "1" or "linear" - Linear filtering (supported by OpenGL and Direct3D)
* "2" or "best" - Currently this is the same as "linear"
*
* By default nearest pixel sampling is used
*/
#define SDL_HINT_RENDER_SCALE_QUALITY "SDL_RENDER_SCALE_QUALITY"
/**
* \brief A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing.
*
* This variable can be set to the following values:
* "0" - Disable vsync
* "1" - Enable vsync
*
* By default SDL does not sync screen surface updates with vertical refresh.
*/
#define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC"
/**
* \brief A variable controlling whether the X11 VidMode extension should be used.
*
* This variable can be set to the following values:
* "0" - Disable XVidMode
* "1" - Enable XVidMode
*
* By default SDL will use XVidMode if it is available.
*/
#define SDL_HINT_VIDEO_X11_XVIDMODE "SDL_VIDEO_X11_XVIDMODE"
/**
* \brief A variable controlling whether the X11 Xinerama extension should be used.
*
* This variable can be set to the following values:
* "0" - Disable Xinerama
* "1" - Enable Xinerama
*
* By default SDL will use Xinerama if it is available.
*/
#define SDL_HINT_VIDEO_X11_XINERAMA "SDL_VIDEO_X11_XINERAMA"
/**
* \brief A variable controlling whether the X11 XRandR extension should be used.
*
* This variable can be set to the following values:
* "0" - Disable XRandR
* "1" - Enable XRandR
*
* By default SDL will not use XRandR because of window manager issues.
*/
#define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR"
/**
* \brief A variable controlling whether grabbing input grabs the keyboard
*
* This variable can be set to the following values:
* "0" - Grab will affect only the mouse
* "1" - Grab will affect mouse and keyboard
*
* By default SDL will not grab the keyboard so system shortcuts still work.
*/
#define SDL_HINT_GRAB_KEYBOARD "SDL_GRAB_KEYBOARD"
/**
* \brief A variable controlling whether relative mouse mode is implemented using mouse warping
*
* This variable can be set to the following values:
* "0" - Relative mouse mode uses raw input
* "1" - Relative mouse mode uses mouse warping
*
* By default SDL will use raw input for relative mouse mode
*/
#define SDL_HINT_MOUSE_RELATIVE_MODE_WARP "SDL_MOUSE_RELATIVE_MODE_WARP"
/**
* \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to true.
*
*/
#define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS"
/**
* \brief Set whether windows go fullscreen in their own spaces on Mac OS X
*
* This variable can be set to the following values:
* "0" - Fullscreen windows will use the classic fullscreen mode
* "1" - Fullscreen windows will use fullscreen spaces
*
* By default SDL will use the classic fullscreen mode.
*/
#define SDL_HINT_VIDEO_FULLSCREEN_SPACES "SDL_VIDEO_FULLSCREEN_SPACES"
/**
* \brief A variable controlling whether the idle timer is disabled on iOS.
*
* When an iOS app does not receive touches for some time, the screen is
* dimmed automatically. For games where the accelerometer is the only input
* this is problematic. This functionality can be disabled by setting this
* hint.
*
* This variable can be set to the following values:
* "0" - Enable idle timer
* "1" - Disable idle timer
*/
#define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED"
/**
* \brief A variable controlling which orientations are allowed on iOS.
*
* In some circumstances it is necessary to be able to explicitly control
* which UI orientations are allowed.
*
* This variable is a space delimited list of the following values:
* "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown"
*/
#define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS"
/**
* \brief A variable controlling whether an Android built-in accelerometer should be
* listed as a joystick device, rather than listing actual joysticks only.
*
* This variable can be set to the following values:
* "0" - List only real joysticks and accept input from them
* "1" - List real joysticks along with the accelerometer as if it were a 3 axis joystick (the default).
*/
#define SDL_HINT_ACCEL_AS_JOY "SDL_ACCEL_AS_JOY"
/**
* \brief A variable that lets you disable the detection and use of Xinput gamepad devices
*
* The variable can be set to the following values:
* "0" - Disable XInput timer (only uses direct input)
* "1" - Enable XInput timer (the default)
*/
#define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED"
/**
* \brief A variable that lets you manually hint extra gamecontroller db entries
*
* The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h
*
* This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
* You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
*/
#define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG"
/**
* \brief A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background.
*
* The variable can be set to the following values:
* "0" - Disable joystick & gamecontroller input events when the
* application is in the background.
* "1" - Enable joystick & gamecontroller input events when the
* application is in the backgroumd.
*
* The default value is "0". This hint may be set at any time.
*/
#define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS"
/**
* \brief If set to 0 then never set the top most bit on a SDL Window, even if the video mode expects it.
* This is a debugging aid for developers and not expected to be used by end users. The default is "1"
*
* This variable can be set to the following values:
* "0" - don't allow topmost
* "1" - allow topmost
*/
#define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST"
/**
* \brief A variable that controls the timer resolution, in milliseconds.
*
* The higher resolution the timer, the more frequently the CPU services
* timer interrupts, and the more precise delays are, but this takes up
* power and CPU time. This hint is only used on Windows 7 and earlier.
*
* See this blog post for more information:
* http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/
*
* If this variable is set to "0", the system timer resolution is not set.
*
* The default value is "1". This hint may be set at any time.
*/
#define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION"
/**
* \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac)
*/
#define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED"
/**
* \brief A variable that determines whether ctrl+click should generate a right-click event on Mac
*
* If present, holding ctrl while left clicking will generate a right click
* event when on Mac.
*/
#define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK"
/**
* \brief A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries
*
* SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It
* can use two different sets of binaries, those compiled by the user from source
* or those provided by the Chrome browser. In the later case, these binaries require
* that SDL loads
*
* This variable can be set to the following values:
* "d3dcompiler_46.dll" - default, best for Vista or later.
* "d3dcompiler_43.dll" - for XP support.
* "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries.
*
*/
#define SDL_HINT_VIDEO_WIN_D3DCOMPILER "SDL_VIDEO_WIN_D3DCOMPILER"
/**
* \brief An enumeration of hint priorities
*/
typedef enum
{
SDL_HINT_DEFAULT,
SDL_HINT_NORMAL,
SDL_HINT_OVERRIDE
} SDL_HintPriority;
/**
* \brief Set a hint with a specific priority
*
* The priority controls the behavior when setting a hint that already
* has a value. Hints will replace existing hints of their priority and
* lower. Environment variables are considered to have override priority.
*
* \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
*/
extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name,
const char *value,
SDL_HintPriority priority);
/**
* \brief Set a hint with normal priority
*
* \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
*/
extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name,
const char *value);
/**
* \brief Get a hint
*
* \return The string value of a hint variable.
*/
extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name);
/**
* \brief Add a function to watch a particular hint
*
* \param name The hint to watch
* \param callback The function to call when the hint value changes
* \param userdata A pointer to pass to the callback function
*/
typedef void (*SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue);
extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name,
SDL_HintCallback callback,
void *userdata);
/**
* \brief Remove a function watching a particular hint
*
* \param name The hint being watched
* \param callback The function being called when the hint value changes
* \param userdata A pointer being passed to the callback function
*/
extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name,
SDL_HintCallback callback,
void *userdata);
/**
* \brief Clear all hints
*
* This function is called during SDL_Quit() to free stored hints.
*/
extern DECLSPEC void SDLCALL SDL_ClearHints(void);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_hints_h */
/* vi: set ts=4 sw=4 expandtab: */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2013 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_main_h
#define _SDL_main_h
#include "SDL_stdinc.h"
/**
* \file SDL_main.h
*
* Redefine main() on some platforms so that it is called by SDL.
*/
#ifndef SDL_MAIN_HANDLED
#if defined(__WIN32__)
/* On Windows SDL provides WinMain(), which parses the command line and passes
the arguments to your main function.
If you provide your own WinMain(), you may define SDL_MAIN_HANDLED
*/
#define SDL_MAIN_AVAILABLE
#elif defined(__IPHONEOS__)
/* On iOS SDL provides a main function that creates an application delegate
and starts the iOS application run loop.
See src/video/uikit/SDL_uikitappdelegate.m for more details.
*/
#define SDL_MAIN_NEEDED
#elif defined(__ANDROID__)
/* On Android SDL provides a Java class in SDLActivity.java that is the
main activity entry point.
See README-android.txt for more details on extending that class.
*/
#define SDL_MAIN_NEEDED
#endif
#endif /* SDL_MAIN_HANDLED */
#ifdef __cplusplus
#define C_LINKAGE "C"
#else
#define C_LINKAGE
#endif /* __cplusplus */
/**
* \file SDL_main.h
*
* The application's main() function must be called with C linkage,
* and should be declared like this:
* \code
* #ifdef __cplusplus
* extern "C"
* #endif
* int main(int argc, char *argv[])
* {
* }
* \endcode
*/
#if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE)
#define main SDL_main
#endif
/**
* The prototype for the application's main() function
*/
extern C_LINKAGE int SDL_main(int argc, char *argv[]);
#include "begin_code.h"
#ifdef __cplusplus
extern "C" {
#endif
/**
* This is called by the real SDL main function to let the rest of the
* library know that initialization was done properly.
*
* Calling this yourself without knowing what you're doing can cause
* crashes and hard to diagnose problems with your application.
*/
extern DECLSPEC void SDLCALL SDL_SetMainReady(void);
#ifdef __WIN32__
/**
* This can be called to set the application class at startup
*/
extern DECLSPEC int SDLCALL SDL_RegisterApp(char *name, Uint32 style,
void *hInst);
extern DECLSPEC void SDLCALL SDL_UnregisterApp(void);
#endif /* __WIN32__ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_main_h */
/* vi: set ts=4 sw=4 expandtab: */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2013 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.
*/
/**
* \file SDL_mouse.h
*
* Include file for SDL mouse event handling.
*/
#ifndef _SDL_mouse_h
#define _SDL_mouse_h
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_video.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
typedef struct SDL_Cursor SDL_Cursor; /* Implementation dependent */
/**
* \brief Cursor types for SDL_CreateSystemCursor.
*/
typedef enum
{
SDL_SYSTEM_CURSOR_ARROW, /**< Arrow */
SDL_SYSTEM_CURSOR_IBEAM, /**< I-beam */
SDL_SYSTEM_CURSOR_WAIT, /**< Wait */
SDL_SYSTEM_CURSOR_CROSSHAIR, /**< Crosshair */
SDL_SYSTEM_CURSOR_WAITARROW, /**< Small wait cursor (or Wait if not available) */
SDL_SYSTEM_CURSOR_SIZENWSE, /**< Double arrow pointing northwest and southeast */
SDL_SYSTEM_CURSOR_SIZENESW, /**< Double arrow pointing northeast and southwest */
SDL_SYSTEM_CURSOR_SIZEWE, /**< Double arrow pointing west and east */
SDL_SYSTEM_CURSOR_SIZENS, /**< Double arrow pointing north and south */
SDL_SYSTEM_CURSOR_SIZEALL, /**< Four pointed arrow pointing north, south, east, and west */
SDL_SYSTEM_CURSOR_NO, /**< Slashed circle or crossbones */
SDL_SYSTEM_CURSOR_HAND, /**< Hand */
SDL_NUM_SYSTEM_CURSORS
} SDL_SystemCursor;
/* Function prototypes */
/**
* \brief Get the window which currently has mouse focus.
*/
extern DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void);
/**
* \brief Retrieve the current state of the mouse.
*
* The current button state is returned as a button bitmask, which can
* be tested using the SDL_BUTTON(X) macros, and x and y are set to the
* mouse cursor position relative to the focus window for the currently
* selected mouse. You can pass NULL for either x or y.
*/
extern DECLSPEC Uint32 SDLCALL SDL_GetMouseState(int *x, int *y);
/**
* \brief Retrieve the relative state of the mouse.
*
* The current button state is returned as a button bitmask, which can
* be tested using the SDL_BUTTON(X) macros, and x and y are set to the
* mouse deltas since the last call to SDL_GetRelativeMouseState().
*/
extern DECLSPEC Uint32 SDLCALL SDL_GetRelativeMouseState(int *x, int *y);
/**
* \brief Moves the mouse to the given position within the window.
*
* \param window The window to move the mouse into, or NULL for the current mouse focus
* \param x The x coordinate within the window
* \param y The y coordinate within the window
*
* \note This function generates a mouse motion event
*/
extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window,
int x, int y);
/**
* \brief Set relative mouse mode.
*
* \param enabled Whether or not to enable relative mode
*
* \return 0 on success, or -1 if relative mode is not supported.
*
* While the mouse is in relative mode, the cursor is hidden, and the
* driver will try to report continuous motion in the current window.
* Only relative motion events will be delivered, the mouse position
* will not change.
*
* \note This function will flush any pending mouse motion.
*
* \sa SDL_GetRelativeMouseMode()
*/
extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled);
/**
* \brief Query whether relative mouse mode is enabled.
*
* \sa SDL_SetRelativeMouseMode()
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void);
/**
* \brief Create a cursor, using the specified bitmap data and
* mask (in MSB format).
*
* The cursor width must be a multiple of 8 bits.
*
* The cursor is created in black and white according to the following:
* <table>
* <tr><td> data </td><td> mask </td><td> resulting pixel on screen </td></tr>
* <tr><td> 0 </td><td> 1 </td><td> White </td></tr>
* <tr><td> 1 </td><td> 1 </td><td> Black </td></tr>
* <tr><td> 0 </td><td> 0 </td><td> Transparent </td></tr>
* <tr><td> 1 </td><td> 0 </td><td> Inverted color if possible, black
* if not. </td></tr>
* </table>
*
* \sa SDL_FreeCursor()
*/
extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data,
const Uint8 * mask,
int w, int h, int hot_x,
int hot_y);
/**
* \brief Create a color cursor.
*
* \sa SDL_FreeCursor()
*/
extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateColorCursor(SDL_Surface *surface,
int hot_x,
int hot_y);
/**
* \brief Create a system cursor.
*
* \sa SDL_FreeCursor()
*/
extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateSystemCursor(SDL_SystemCursor id);
/**
* \brief Set the active cursor.
*/
extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor * cursor);
/**
* \brief Return the active cursor.
*/
extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void);
/**
* \brief Return the default cursor.
*/
extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetDefaultCursor(void);
/**
* \brief Frees a cursor created with SDL_CreateCursor().
*
* \sa SDL_CreateCursor()
*/
extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor * cursor);
/**
* \brief Toggle whether or not the cursor is shown.
*
* \param toggle 1 to show the cursor, 0 to hide it, -1 to query the current
* state.
*
* \return 1 if the cursor is shown, or 0 if the cursor is hidden.
*/
extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle);
/**
* Used as a mask when testing buttons in buttonstate.
* - Button 1: Left mouse button
* - Button 2: Middle mouse button
* - Button 3: Right mouse button
*/
#define SDL_BUTTON(X) (1 << ((X)-1))
#define SDL_BUTTON_LEFT 1
#define SDL_BUTTON_MIDDLE 2
#define SDL_BUTTON_RIGHT 3
#define SDL_BUTTON_X1 4
#define SDL_BUTTON_X2 5
#define SDL_BUTTON_LMASK SDL_BUTTON(SDL_BUTTON_LEFT)
#define SDL_BUTTON_MMASK SDL_BUTTON(SDL_BUTTON_MIDDLE)
#define SDL_BUTTON_RMASK SDL_BUTTON(SDL_BUTTON_RIGHT)
#define SDL_BUTTON_X1MASK SDL_BUTTON(SDL_BUTTON_X1)
#define SDL_BUTTON_X2MASK SDL_BUTTON(SDL_BUTTON_X2)
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_mouse_h */
/* vi: set ts=4 sw=4 expandtab: */
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#ifndef _SDLname_h_
#define _SDLname_h_
#if defined(__STDC__) || defined(__cplusplus)
#define NeedFunctionPrototypes 1
#endif
#define SDL_NAME(X) SDL_##X
#endif /* _SDLname_h_ */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2013 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.
*/
/**
* \file SDL_platform.h
*
* Try to get a standard set of platform defines.
*/
#ifndef _SDL_platform_h
#define _SDL_platform_h
#if defined(_AIX)
#undef __AIX__
#define __AIX__ 1
#endif
#if defined(__HAIKU__)
#undef __HAIKU__
#define __HAIKU__ 1
#endif
#if defined(bsdi) || defined(__bsdi) || defined(__bsdi__)
#undef __BSDI__
#define __BSDI__ 1
#endif
#if defined(_arch_dreamcast)
#undef __DREAMCAST__
#define __DREAMCAST__ 1
#endif
#if defined(__FreeBSD__) || defined(__FreeBSD_kernel__) || defined(__DragonFly__)
#undef __FREEBSD__
#define __FREEBSD__ 1
#endif
#if defined(hpux) || defined(__hpux) || defined(__hpux__)
#undef __HPUX__
#define __HPUX__ 1
#endif
#if defined(sgi) || defined(__sgi) || defined(__sgi__) || defined(_SGI_SOURCE)
#undef __IRIX__
#define __IRIX__ 1
#endif
#if defined(linux) || defined(__linux) || defined(__linux__)
#undef __LINUX__
#define __LINUX__ 1
#endif
#if defined(ANDROID)
#undef __ANDROID__
#undef __LINUX__ /* do we need to do this? */
#define __ANDROID__ 1
#endif
#if defined(__APPLE__)
/* lets us know what version of Mac OS X we're compiling on */
#include "AvailabilityMacros.h"
#include "TargetConditionals.h"
#if TARGET_OS_IPHONE
/* if compiling for iPhone */
#undef __IPHONEOS__
#define __IPHONEOS__ 1
#undef __MACOSX__
#else
/* if not compiling for iPhone */
#undef __MACOSX__
#define __MACOSX__ 1
#if MAC_OS_X_VERSION_MIN_REQUIRED < 1050
# error SDL for Mac OS X only supports deploying on 10.5 and above.
#endif /* MAC_OS_X_VERSION_MIN_REQUIRED < 1050 */
#endif /* TARGET_OS_IPHONE */
#endif /* defined(__APPLE__) */
#if defined(__NetBSD__)
#undef __NETBSD__
#define __NETBSD__ 1
#endif
#if defined(__OpenBSD__)
#undef __OPENBSD__
#define __OPENBSD__ 1
#endif
#if defined(__OS2__)
#undef __OS2__
#define __OS2__ 1
#endif
#if defined(osf) || defined(__osf) || defined(__osf__) || defined(_OSF_SOURCE)
#undef __OSF__
#define __OSF__ 1
#endif
#if defined(__QNXNTO__)
#undef __QNXNTO__
#define __QNXNTO__ 1
#endif
#if defined(riscos) || defined(__riscos) || defined(__riscos__)
#undef __RISCOS__
#define __RISCOS__ 1
#endif
#if defined(__SVR4)
#undef __SOLARIS__
#define __SOLARIS__ 1
#endif
#if defined(WIN32) || defined(_WIN32) || defined(__CYGWIN__)
#undef __WINDOWS__
#define __WINDOWS__ 1
#endif
#if defined(__WINDOWS__)
#undef __WIN32__
#define __WIN32__ 1
#endif
#if defined(__PSP__)
#undef __PSP__
#define __PSP__ 1
#endif
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \brief Gets the name of the platform.
*/
extern DECLSPEC const char * SDLCALL SDL_GetPlatform (void);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_platform_h */
/* vi: set ts=4 sw=4 expandtab: */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2013 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.
*/
/**
* \file SDL_system.h
*
* Include file for platform specific SDL API functions
*/
#ifndef _SDL_system_h
#define _SDL_system_h
#include "SDL_stdinc.h"
#include "SDL_keyboard.h"
#include "SDL_render.h"
#include "SDL_video.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* Platform specific functions for Windows */
#ifdef __WIN32__
/* Returns the D3D9 adapter index that matches the specified display index.
This adapter index can be passed to IDirect3D9::CreateDevice and controls
on which monitor a full screen application will appear.
*/
extern DECLSPEC int SDLCALL SDL_Direct3D9GetAdapterIndex( int displayIndex );
/* Returns the D3D device associated with a renderer, or NULL if it's not a D3D renderer.
Once you are done using the device, you should release it to avoid a resource leak.
*/
typedef struct IDirect3DDevice9 IDirect3DDevice9;
extern DECLSPEC IDirect3DDevice9* SDLCALL SDL_RenderGetD3D9Device(SDL_Renderer * renderer);
#endif /* __WIN32__ */
/* Platform specific functions for iOS */
#if defined(__IPHONEOS__) && __IPHONEOS__
extern DECLSPEC int SDLCALL SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam);
extern DECLSPEC void SDLCALL SDL_iPhoneSetEventPump(SDL_bool enabled);
#endif /* __IPHONEOS__ */
/* Platform specific functions for Android */
#if defined(__ANDROID__) && __ANDROID__
/* Get the JNI environment for the current thread
This returns JNIEnv*, but the prototype is void* so we don't need jni.h
*/
extern DECLSPEC void * SDLCALL SDL_AndroidGetJNIEnv();
/* Get the SDL Activity object for the application
This returns jobject, but the prototype is void* so we don't need jni.h
The jobject returned by SDL_AndroidGetActivity is a local reference.
It is the caller's responsibility to properly release it
(using env->Push/PopLocalFrame or manually with env->DeleteLocalRef)
*/
extern DECLSPEC void * SDLCALL SDL_AndroidGetActivity();
/* See the official Android developer guide for more information:
http://developer.android.com/guide/topics/data/data-storage.html
*/
#define SDL_ANDROID_EXTERNAL_STORAGE_READ 0x01
#define SDL_ANDROID_EXTERNAL_STORAGE_WRITE 0x02
/* Get the path used for internal storage for this application.
This path is unique to your application and cannot be written to
by other applications.
*/
extern DECLSPEC const char * SDLCALL SDL_AndroidGetInternalStoragePath();
/* Get the current state of external storage, a bitmask of these values:
SDL_ANDROID_EXTERNAL_STORAGE_READ
SDL_ANDROID_EXTERNAL_STORAGE_WRITE
If external storage is currently unavailable, this will return 0.
*/
extern DECLSPEC int SDLCALL SDL_AndroidGetExternalStorageState();
/* Get the path used for external storage for this application.
This path is unique to your application, but is public and can be
written to by other applications.
*/
extern DECLSPEC const char * SDLCALL SDL_AndroidGetExternalStoragePath();
#endif /* __ANDROID__ */
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_system_h */
/* vi: set ts=4 sw=4 expandtab: */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2013 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.
*/
/**
* \file SDL_test_font.h
*
* Include file for SDL test framework.
*
* This code is a part of the SDL2_test library, not the main SDL library.
*/
#ifndef _SDL_test_font_h
#define _SDL_test_font_h
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* Function prototypes */
/**
* \brief Draw a string in the currently set font.
*
* \param renderer The renderer to draw on.
* \param x The X coordinate of the upper left corner of the string.
* \param y The Y coordinate of the upper left corner of the string.
* \param s The string to draw.
*
* \returns Returns 0 on success, -1 on failure.
*/
int SDLTest_DrawString(SDL_Renderer * renderer, int x, int y, const char *s);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_test_font_h */
/* vi: set ts=4 sw=4 expandtab: */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2013 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"
#ifndef _SDL_sysaudio_h
#define _SDL_sysaudio_h
#include "SDL_mutex.h"
#include "SDL_thread.h"
/* The SDL audio driver */
typedef struct SDL_AudioDevice SDL_AudioDevice;
#define _THIS SDL_AudioDevice *_this
/* Used by audio targets during DetectDevices() */
typedef void (*SDL_AddAudioDevice)(const char *name);
typedef struct SDL_AudioDriverImpl
{
void (*DetectDevices) (int iscapture, SDL_AddAudioDevice addfn);
int (*OpenDevice) (_THIS, const char *devname, int iscapture);
void (*ThreadInit) (_THIS); /* Called by audio thread at start */
void (*WaitDevice) (_THIS);
void (*PlayDevice) (_THIS);
Uint8 *(*GetDeviceBuf) (_THIS);
void (*WaitDone) (_THIS);
void (*CloseDevice) (_THIS);
void (*LockDevice) (_THIS);
void (*UnlockDevice) (_THIS);
void (*Deinitialize) (void);
/* !!! FIXME: add pause(), so we can optimize instead of mixing silence. */
/* Some flags to push duplicate code into the core and reduce #ifdefs. */
int ProvidesOwnCallbackThread;
int SkipMixerLock; /* !!! FIXME: do we need this anymore? */
int HasCaptureSupport;
int OnlyHasDefaultOutputDevice;
int OnlyHasDefaultInputDevice;
} SDL_AudioDriverImpl;
typedef struct SDL_AudioDriver
{
/* * * */
/* The name of this audio driver */
const char *name;
/* * * */
/* The description of this audio driver */
const char *desc;
SDL_AudioDriverImpl impl;
char **outputDevices;
int outputDeviceCount;
char **inputDevices;
int inputDeviceCount;
} SDL_AudioDriver;
/* Streamer */
typedef struct
{
Uint8 *buffer;
int max_len; /* the maximum length in bytes */
int read_pos, write_pos; /* the position of the write and read heads in bytes */
} SDL_AudioStreamer;
/* Define the SDL audio driver structure */
struct SDL_AudioDevice
{
/* * * */
/* Data common to all devices */
/* The current audio specification (shared with audio thread) */
SDL_AudioSpec spec;
/* An audio conversion block for audio format emulation */
SDL_AudioCVT convert;
/* The streamer, if sample rate conversion necessitates it */
int use_streamer;
SDL_AudioStreamer streamer;
/* Current state flags */
int iscapture;
int enabled;
int paused;
int opened;
/* Fake audio buffer for when the audio hardware is busy */
Uint8 *fake_stream;
/* A semaphore for locking the mixing buffers */
SDL_mutex *mixer_lock;
/* A thread to feed the audio device */
SDL_Thread *thread;
SDL_threadID threadid;
/* * * */
/* Data private to this driver */
struct SDL_PrivateAudioData *hidden;
};
#undef _THIS
typedef struct AudioBootStrap
{
const char *name;
const char *desc;
int (*init) (SDL_AudioDriverImpl * impl);
int demand_only; /* 1==request explicitly, or it won't be available. */
} AudioBootStrap;
#endif /* _SDL_sysaudio_h */
/* vi: set ts=4 sw=4 expandtab: */
@@ -1,141 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2013 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_AUDIO_DRIVER_ANDROID
/* Output audio to Android */
#include "SDL_audio.h"
#include "../SDL_audio_c.h"
#include "SDL_androidaudio.h"
#include "../../core/android/SDL_android.h"
#include <android/log.h>
static void * audioDevice;
static int
AndroidAUD_OpenDevice(_THIS, const char *devname, int iscapture)
{
SDL_AudioFormat test_format;
if (iscapture) {
/* TODO: implement capture */
return SDL_SetError("Capture not supported on Android");
}
if (audioDevice != NULL) {
return SDL_SetError("Only one audio device at a time please!");
}
audioDevice = this;
test_format = SDL_FirstAudioFormat(this->spec.format);
while (test_format != 0) { /* no "UNKNOWN" constant */
if ((test_format == AUDIO_U8) || (test_format == AUDIO_S16LSB)) {
this->spec.format = test_format;
break;
}
test_format = SDL_NextAudioFormat();
}
if (test_format == 0) {
/* Didn't find a compatible format :( */
return SDL_SetError("No compatible audio format!");
}
if (this->spec.channels > 1) {
this->spec.channels = 2;
} else {
this->spec.channels = 1;
}
if (this->spec.freq < 8000) {
this->spec.freq = 8000;
}
if (this->spec.freq > 48000) {
this->spec.freq = 48000;
}
/* TODO: pass in/return a (Java) device ID, also whether we're opening for input or output */
this->spec.samples = Android_JNI_OpenAudioDevice(this->spec.freq, this->spec.format == AUDIO_U8 ? 0 : 1, this->spec.channels, this->spec.samples);
SDL_CalculateAudioSpec(&this->spec);
if (this->spec.samples == 0) {
/* Init failed? */
return SDL_SetError("Java-side initialization failed!");
}
return 0;
}
static void
AndroidAUD_PlayDevice(_THIS)
{
Android_JNI_WriteAudioBuffer();
}
static Uint8 *
AndroidAUD_GetDeviceBuf(_THIS)
{
return Android_JNI_GetAudioBuffer();
}
static void
AndroidAUD_CloseDevice(_THIS)
{
/* At this point SDL_CloseAudioDevice via close_audio_device took care of terminating the audio thread
so it's safe to terminate the Java side buffer and AudioTrack
*/
Android_JNI_CloseAudioDevice();
if (audioDevice == this) {
audioDevice = NULL;
}
}
static int
AndroidAUD_Init(SDL_AudioDriverImpl * impl)
{
/* Set the function pointers */
impl->OpenDevice = AndroidAUD_OpenDevice;
impl->PlayDevice = AndroidAUD_PlayDevice;
impl->GetDeviceBuf = AndroidAUD_GetDeviceBuf;
impl->CloseDevice = AndroidAUD_CloseDevice;
/* and the capabilities */
impl->HasCaptureSupport = 0; /* TODO */
impl->OnlyHasDefaultOutputDevice = 1;
impl->OnlyHasDefaultInputDevice = 1;
return 1; /* this audio target is available. */
}
AudioBootStrap ANDROIDAUD_bootstrap = {
"android", "SDL Android audio driver", AndroidAUD_Init, 0
};
#endif /* SDL_AUDIO_DRIVER_ANDROID */
/* vi: set ts=4 sw=4 expandtab: */
@@ -1,81 +0,0 @@
#ifndef _directx_h
#define _directx_h
/* Include all of the DirectX 8.0 headers and adds any necessary tweaks */
#include "../../core/windows/SDL_windows.h"
#include <mmsystem.h>
#ifndef WIN32
#define WIN32
#endif
#undef WINNT
/* Far pointers don't exist in 32-bit code */
#ifndef FAR
#define FAR
#endif
/* Error codes not yet included in Win32 API header files */
#ifndef MAKE_HRESULT
#define MAKE_HRESULT(sev,fac,code) \
((HRESULT)(((unsigned long)(sev)<<31) | ((unsigned long)(fac)<<16) | ((unsigned long)(code))))
#endif
#ifndef S_OK
#define S_OK (HRESULT)0x00000000L
#endif
#ifndef SUCCEEDED
#define SUCCEEDED(x) ((HRESULT)(x) >= 0)
#endif
#ifndef FAILED
#define FAILED(x) ((HRESULT)(x)<0)
#endif
#ifndef E_FAIL
#define E_FAIL (HRESULT)0x80000008L
#endif
#ifndef E_NOINTERFACE
#define E_NOINTERFACE (HRESULT)0x80004002L
#endif
#ifndef E_OUTOFMEMORY
#define E_OUTOFMEMORY (HRESULT)0x8007000EL
#endif
#ifndef E_INVALIDARG
#define E_INVALIDARG (HRESULT)0x80070057L
#endif
#ifndef E_NOTIMPL
#define E_NOTIMPL (HRESULT)0x80004001L
#endif
#ifndef REGDB_E_CLASSNOTREG
#define REGDB_E_CLASSNOTREG (HRESULT)0x80040154L
#endif
/* Severity codes */
#ifndef SEVERITY_ERROR
#define SEVERITY_ERROR 1
#endif
/* Error facility codes */
#ifndef FACILITY_WIN32
#define FACILITY_WIN32 7
#endif
#ifndef FIELD_OFFSET
#define FIELD_OFFSET(type, field) ((LONG)&(((type *)0)->field))
#endif
/* DirectX headers (if it isn't included, I haven't tested it yet)
*/
/* We need these defines to mark what version of DirectX API we use */
#define DIRECTDRAW_VERSION 0x0700
#define DIRECTSOUND_VERSION 0x0800
#define DIRECTINPUT_VERSION 0x0500
#include <ddraw.h>
#include <dsound.h>
#include <dinput.h>
#endif /* _directx_h */
/* vi: set ts=4 sw=4 expandtab: */
-398
View File
@@ -1,398 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2013 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.
*/
/*
* To list the properties of a device, try something like:
* udevadm info -a -n snd/hwC0D0 (for a sound card)
* udevadm info --query=all -n input/event3 (for a keyboard, mouse, etc)
* udevadm info --query=property -n input/event2
*/
#include "SDL_udev.h"
#ifdef SDL_USE_LIBUDEV
static char* SDL_UDEV_LIBS[] = { "libudev.so.1", "libudev.so.0" };
#define _THIS SDL_UDEV_PrivateData *_this
static _THIS = NULL;
#include "SDL.h"
static SDL_bool SDL_UDEV_load_sym(const char *fn, void **addr);
static int SDL_UDEV_load_syms(void);
static SDL_bool SDL_UDEV_hotplug_update_available(void);
static void device_event(SDL_UDEV_deviceevent type, struct udev_device *dev);
static SDL_bool
SDL_UDEV_load_sym(const char *fn, void **addr)
{
*addr = SDL_LoadFunction(_this->udev_handle, fn);
if (*addr == NULL) {
/* Don't call SDL_SetError(): SDL_LoadFunction already did. */
return SDL_FALSE;
}
return SDL_TRUE;
}
static int
SDL_UDEV_load_syms(void)
{
/* cast funcs to char* first, to please GCC's strict aliasing rules. */
#define SDL_UDEV_SYM(x) \
if (!SDL_UDEV_load_sym(#x, (void **) (char *) & _this->x)) return -1
SDL_UDEV_SYM(udev_device_get_action);
SDL_UDEV_SYM(udev_device_get_devnode);
SDL_UDEV_SYM(udev_device_get_subsystem);
SDL_UDEV_SYM(udev_device_get_property_value);
SDL_UDEV_SYM(udev_device_new_from_syspath);
SDL_UDEV_SYM(udev_device_unref);
SDL_UDEV_SYM(udev_enumerate_add_match_property);
SDL_UDEV_SYM(udev_enumerate_add_match_subsystem);
SDL_UDEV_SYM(udev_enumerate_get_list_entry);
SDL_UDEV_SYM(udev_enumerate_new);
SDL_UDEV_SYM(udev_enumerate_scan_devices);
SDL_UDEV_SYM(udev_enumerate_unref);
SDL_UDEV_SYM(udev_list_entry_get_name);
SDL_UDEV_SYM(udev_list_entry_get_next);
SDL_UDEV_SYM(udev_monitor_enable_receiving);
SDL_UDEV_SYM(udev_monitor_filter_add_match_subsystem_devtype);
SDL_UDEV_SYM(udev_monitor_get_fd);
SDL_UDEV_SYM(udev_monitor_new_from_netlink);
SDL_UDEV_SYM(udev_monitor_receive_device);
SDL_UDEV_SYM(udev_monitor_unref);
SDL_UDEV_SYM(udev_new);
SDL_UDEV_SYM(udev_unref);
SDL_UDEV_SYM(udev_device_new_from_devnum);
SDL_UDEV_SYM(udev_device_get_devnum);
#undef SDL_UDEV_SYM
return 0;
}
static SDL_bool
SDL_UDEV_hotplug_update_available(void)
{
if (_this->udev_mon != NULL) {
const int fd = _this->udev_monitor_get_fd(_this->udev_mon);
fd_set fds;
struct timeval tv;
FD_ZERO(&fds);
FD_SET(fd, &fds);
tv.tv_sec = 0;
tv.tv_usec = 0;
if ((select(fd+1, &fds, NULL, NULL, &tv) > 0) && (FD_ISSET(fd, &fds))) {
return SDL_TRUE;
}
}
return SDL_FALSE;
}
int
SDL_UDEV_Init(void)
{
int retval = 0;
if (_this == NULL) {
_this = (SDL_UDEV_PrivateData *) SDL_calloc(1, sizeof(*_this));
if(_this == NULL) {
return SDL_OutOfMemory();
}
retval = SDL_UDEV_LoadLibrary();
if (retval < 0) {
SDL_UDEV_Quit();
return retval;
}
/* Set up udev monitoring
* Listen for input devices (mouse, keyboard, joystick, etc) and sound devices
*/
_this->udev = _this->udev_new();
if (_this->udev == NULL) {
SDL_UDEV_Quit();
return SDL_SetError("udev_new() failed");
}
_this->udev_mon = _this->udev_monitor_new_from_netlink(_this->udev, "udev");
if (_this->udev_mon == NULL) {
SDL_UDEV_Quit();
return SDL_SetError("udev_monitor_new_from_netlink() failed");
}
_this->udev_monitor_filter_add_match_subsystem_devtype(_this->udev_mon, "input", NULL);
_this->udev_monitor_filter_add_match_subsystem_devtype(_this->udev_mon, "sound", NULL);
_this->udev_monitor_enable_receiving(_this->udev_mon);
/* Do an initial scan of existing devices */
SDL_UDEV_Scan();
}
_this->ref_count += 1;
return retval;
}
void
SDL_UDEV_Quit(void)
{
SDL_UDEV_CallbackList *item;
if (_this == NULL) {
return;
}
_this->ref_count -= 1;
if (_this->ref_count < 1) {
if (_this->udev_mon != NULL) {
_this->udev_monitor_unref(_this->udev_mon);
_this->udev_mon = NULL;
}
if (_this->udev != NULL) {
_this->udev_unref(_this->udev);
_this->udev = NULL;
}
/* Remove existing devices */
while (_this->first != NULL) {
item = _this->first;
_this->first = _this->first->next;
SDL_free(item);
}
SDL_UDEV_UnloadLibrary();
SDL_free(_this);
_this = NULL;
}
}
void
SDL_UDEV_Scan(void)
{
struct udev_enumerate *enumerate = NULL;
struct udev_list_entry *devs = NULL;
struct udev_list_entry *item = NULL;
if (_this == NULL) {
return;
}
enumerate = _this->udev_enumerate_new(_this->udev);
if (enumerate == NULL) {
SDL_UDEV_Quit();
SDL_SetError("udev_monitor_new_from_netlink() failed");
return;
}
_this->udev_enumerate_add_match_subsystem(enumerate, "input");
_this->udev_enumerate_add_match_subsystem(enumerate, "sound");
_this->udev_enumerate_scan_devices(enumerate);
devs = _this->udev_enumerate_get_list_entry(enumerate);
for (item = devs; item; item = _this->udev_list_entry_get_next(item)) {
const char *path = _this->udev_list_entry_get_name(item);
struct udev_device *dev = _this->udev_device_new_from_syspath(_this->udev, path);
if (dev != NULL) {
device_event(SDL_UDEV_DEVICEADDED, dev);
_this->udev_device_unref(dev);
}
}
_this->udev_enumerate_unref(enumerate);
}
void
SDL_UDEV_UnloadLibrary(void)
{
if (_this == NULL) {
return;
}
if (_this->udev_handle != NULL) {
SDL_UnloadObject(_this->udev_handle);
_this->udev_handle = NULL;
}
}
int
SDL_UDEV_LoadLibrary(void)
{
int retval = 0, i;
if (_this == NULL) {
return SDL_SetError("UDEV not initialized");
}
if (_this->udev_handle == NULL) {
for( i = 0 ; i < SDL_arraysize(SDL_UDEV_LIBS); i++) {
_this->udev_handle = SDL_LoadObject(SDL_UDEV_LIBS[i]);
if (_this->udev_handle != NULL) {
retval = SDL_UDEV_load_syms();
if (retval < 0) {
SDL_UDEV_UnloadLibrary();
}
else {
break;
}
}
}
if (_this->udev_handle == NULL) {
retval = -1;
/* Don't call SDL_SetError(): SDL_LoadObject already did. */
}
}
return retval;
}
static void
device_event(SDL_UDEV_deviceevent type, struct udev_device *dev)
{
const char *subsystem;
const char *val = NULL;
int devclass = 0;
const char *path;
SDL_UDEV_CallbackList *item;
path = _this->udev_device_get_devnode(dev);
if (path == NULL) {
return;
}
subsystem = _this->udev_device_get_subsystem(dev);
if (SDL_strcmp(subsystem, "sound") == 0) {
devclass = SDL_UDEV_DEVICE_SOUND;
} else if (SDL_strcmp(subsystem, "input") == 0) {
val = _this->udev_device_get_property_value(dev, "ID_INPUT_JOYSTICK");
if (val != NULL && SDL_strcmp(val, "1") == 0 ) {
devclass |= SDL_UDEV_DEVICE_JOYSTICK;
}
val = _this->udev_device_get_property_value(dev, "ID_INPUT_MOUSE");
if (val != NULL && SDL_strcmp(val, "1") == 0 ) {
devclass |= SDL_UDEV_DEVICE_MOUSE;
}
val = _this->udev_device_get_property_value(dev, "ID_INPUT_KEYBOARD");
if (val != NULL && SDL_strcmp(val, "1") == 0 ) {
devclass |= SDL_UDEV_DEVICE_KEYBOARD;
}
if (devclass == 0) {
return;
}
} else {
return;
}
/* Process callbacks */
for (item = _this->first; item != NULL; item = item->next) {
item->callback(type, devclass, path);
}
}
void
SDL_UDEV_Poll(void)
{
struct udev_device *dev = NULL;
const char *action = NULL;
if (_this == NULL) {
return;
}
while (SDL_UDEV_hotplug_update_available()) {
dev = _this->udev_monitor_receive_device(_this->udev_mon);
if (dev == NULL) {
break;
}
action = _this->udev_device_get_action(dev);
if (SDL_strcmp(action, "add") == 0) {
device_event(SDL_UDEV_DEVICEADDED, dev);
} else if (SDL_strcmp(action, "remove") == 0) {
device_event(SDL_UDEV_DEVICEREMOVED, dev);
}
_this->udev_device_unref(dev);
}
}
int
SDL_UDEV_AddCallback(SDL_UDEV_Callback cb)
{
SDL_UDEV_CallbackList *item;
item = (SDL_UDEV_CallbackList *) SDL_calloc(1, sizeof (SDL_UDEV_CallbackList));
if (item == NULL) {
return SDL_OutOfMemory();
}
item->callback = cb;
if (_this->last == NULL) {
_this->first = _this->last = item;
} else {
_this->last->next = item;
_this->last = item;
}
return 1;
}
void
SDL_UDEV_DelCallback(SDL_UDEV_Callback cb)
{
SDL_UDEV_CallbackList *item;
SDL_UDEV_CallbackList *prev = NULL;
for (item = _this->first; item != NULL; item = item->next) {
/* found it, remove it. */
if (item->callback == cb) {
if (prev != NULL) {
prev->next = item->next;
} else {
SDL_assert(_this->first == item);
_this->first = item->next;
}
if (item == _this->last) {
_this->last = prev;
}
SDL_free(item);
return;
}
prev = item;
}
}
#endif /* SDL_USE_LIBUDEV */
@@ -1,75 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2013 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 __WIN32__
#include "SDL_windows.h"
#include "SDL_error.h"
#include "SDL_assert.h"
#include <objbase.h> /* for CoInitialize/CoUninitialize */
/* Sets an error message based on GetLastError() */
int
WIN_SetError(const char *prefix)
{
TCHAR buffer[1024];
char *message;
FormatMessage(FORMAT_MESSAGE_FROM_SYSTEM, NULL, GetLastError(), 0,
buffer, SDL_arraysize(buffer), NULL);
message = WIN_StringToUTF8(buffer);
SDL_SetError("%s%s%s", prefix ? prefix : "", prefix ? ": " : "", message);
SDL_free(message);
return -1;
}
HRESULT
WIN_CoInitialize(void)
{
/* SDL handles any threading model, so initialize with the default, which
is compatible with OLE and if that doesn't work, try multi-threaded mode.
If you need multi-threaded mode, call CoInitializeEx() before SDL_Init()
*/
HRESULT hr = CoInitializeEx(NULL, COINIT_APARTMENTTHREADED);
if (hr == RPC_E_CHANGED_MODE) {
hr = CoInitializeEx(NULL, COINIT_MULTITHREADED);
}
/* S_FALSE means success, but someone else already initialized. */
/* You still need to call CoUninitialize in this case! */
if (hr == S_FALSE) {
return S_OK;
}
return hr;
}
void
WIN_CoUninitialize(void)
{
CoUninitialize();
}
#endif /* __WIN32__ */
/* vi: set ts=4 sw=4 expandtab: */
@@ -1,9 +0,0 @@
#ifdef __APPLE__
#include <stdio.h>
#ifndef SDL_rwopsbundlesupport_h
#define SDL_rwopsbundlesupport_h
FILE* SDL_OpenFPFromBundleOrFallback(const char *file, const char *mode);
#endif
#endif
@@ -1,45 +0,0 @@
#ifdef __APPLE__
#import <Foundation/Foundation.h>
#include "SDL_rwopsbundlesupport.h"
/* For proper OS X applications, the resources are contained inside the application bundle.
So the strategy is to first check the application bundle for the file, then fallback to the current working directory.
Note: One additional corner-case is if the resource is in a framework's resource bundle instead of the app.
We might want to use bundle identifiers, e.g. org.libsdl.sdl to get the bundle for the framework,
but we would somehow need to know what the bundle identifiers we need to search are.
Also, note the bundle layouts are different for iPhone and Mac.
*/
FILE* SDL_OpenFPFromBundleOrFallback(const char *file, const char *mode)
{
FILE* fp = NULL;
/* If the file mode is writable, skip all the bundle stuff because generally the bundle is read-only. */
if(strcmp("r", mode) && strcmp("rb", mode))
{
return fopen(file, mode);
}
NSAutoreleasePool* autorelease_pool = [[NSAutoreleasePool alloc] init];
NSFileManager* file_manager = [NSFileManager defaultManager];
NSString* resource_path = [[NSBundle mainBundle] resourcePath];
NSString* ns_string_file_component = [file_manager stringWithFileSystemRepresentation:file length:strlen(file)];
NSString* full_path_with_file_to_try = [resource_path stringByAppendingPathComponent:ns_string_file_component];
if([file_manager fileExistsAtPath:full_path_with_file_to_try])
{
fp = fopen([full_path_with_file_to_try fileSystemRepresentation], mode);
}
else
{
fp = fopen(file, mode);
}
[autorelease_pool drain];
return fp;
}
#endif
@@ -1,47 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2013 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 SDL_FILESYSTEM_DUMMY
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
/* System dependent filesystem routines */
#include "SDL_error.h"
#include "SDL_filesystem.h"
char *
SDL_GetBasePath(void)
{
SDL_Unsupported();
return NULL;
}
char *
SDL_GetPrefPath(const char *org, const char *app)
{
SDL_Unsupported();
return NULL;
}
#endif /* SDL_FILESYSTEM_DUMMY */
/* vi: set ts=4 sw=4 expandtab: */
@@ -1,210 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2013 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 SDL_FILESYSTEM_UNIX
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
/* System dependent filesystem routines */
#include <errno.h>
#include <stdio.h>
#include <unistd.h>
#include <stdlib.h>
#include <sys/stat.h>
#include <sys/types.h>
#include <limits.h>
#ifdef __FREEBSD__
#include <sys/sysctl.h>
#endif
#include "SDL_error.h"
#include "SDL_stdinc.h"
#include "SDL_filesystem.h"
static char *
readSymLink(const char *path)
{
char *retval = NULL;
ssize_t len = 64;
ssize_t rc = -1;
while (1)
{
char *ptr = (char *) SDL_realloc(retval, (size_t) len);
if (ptr == NULL) {
SDL_OutOfMemory();
break;
}
retval = ptr;
rc = readlink(path, retval, len);
if (rc == -1) {
break; /* not a symlink, i/o error, etc. */
} else if (rc < len) {
retval[rc] = '\0'; /* readlink doesn't null-terminate. */
return retval; /* we're good to go. */
}
len *= 2; /* grow buffer, try again. */
}
SDL_free(retval);
return NULL;
}
char *
SDL_GetBasePath(void)
{
char *retval = NULL;
#if defined(__FREEBSD__)
char fullpath[PATH_MAX];
size_t buflen = sizeof (fullpath);
const int mib[] = { CTL_KERN, KERN_PROC, KERN_PROC_PATHNAME, -1 };
if (sysctl(mib, SDL_arraysize(mib), fullpath, &buflen, NULL, 0) != -1) {
retval = SDL_strdup(fullpath);
if (!retval) {
SDL_OutOfMemory();
return NULL;
}
}
#elif defined(__SOLARIS__)
const char *path = getexecname();
if ((path != NULL) && (path[0] == '/')) { /* must be absolute path... */
retval = SDL_strdup(path);
if (!retval) {
SDL_OutOfMemory();
return NULL;
}
}
#endif
/* is a Linux-style /proc filesystem available? */
if (!retval && (access("/proc", F_OK) == 0)) {
#if defined(__FREEBSD__)
retval = readSymLink("/proc/curproc/file");
#elif defined(__NETBSD__)
retval = readSymLink("/proc/curproc/exe");
#else
retval = readSymLink("/proc/self/exe"); /* linux. */
#endif
if (retval == NULL) {
/* older kernels don't have /proc/self ... try PID version... */
char path[64];
const int rc = (int) SDL_snprintf(path, sizeof(path),
"/proc/%llu/exe",
(unsigned long long) getpid());
if ( (rc > 0) && (rc < sizeof(path)) ) {
retval = readSymLink(path);
}
}
}
/* If we had access to argv[0] here, we could check it for a path,
or troll through $PATH looking for it, too. */
if (retval != NULL) { /* chop off filename. */
char *ptr = SDL_strrchr(retval, '/');
if (ptr != NULL) {
*(ptr+1) = '\0';
} else { /* shouldn't happen, but just in case... */
SDL_free(retval);
retval = NULL;
}
}
if (retval != NULL) {
/* try to shrink buffer... */
char *ptr = (char *) SDL_realloc(retval, strlen(retval) + 1);
if (ptr != NULL)
retval = ptr; /* oh well if it failed. */
}
return retval;
}
char *
SDL_GetPrefPath(const char *org, const char *app)
{
/*
* We use XDG's base directory spec, even if you're not on Linux.
* This isn't strictly correct, but the results are relatively sane
* in any case.
*
* http://standards.freedesktop.org/basedir-spec/basedir-spec-latest.html
*/
const char *envr = SDL_getenv("XDG_DATA_HOME");
const char *append;
char *retval = NULL;
char *ptr = NULL;
size_t len = 0;
if (!envr) {
/* You end up with "$HOME/.local/share/Game Name 2" */
envr = SDL_getenv("HOME");
if (!envr) {
/* we could take heroic measures with /etc/passwd, but oh well. */
SDL_SetError("neither XDG_DATA_HOME nor HOME environment is set");
return NULL;
}
append = "/.local/share/";
} else {
append = "/";
}
len = SDL_strlen(envr);
if (envr[len - 1] == '/')
append += 1;
len += SDL_strlen(append) + SDL_strlen(org) + SDL_strlen(app) + 3;
retval = (char *) SDL_malloc(len);
if (!retval) {
SDL_OutOfMemory();
return NULL;
}
SDL_snprintf(retval, len, "%s%s%s/%s/", envr, append, org, app);
for (ptr = retval+1; *ptr; ptr++) {
if (*ptr == '/') {
*ptr = '\0';
if (mkdir(retval, 0700) != 0 && errno != EEXIST)
goto error;
*ptr = '/';
}
}
if (mkdir(retval, 0700) != 0 && errno != EEXIST) {
error:
SDL_SetError("Couldn't create directory '%s': ", retval, strerror(errno));
SDL_free(retval);
return NULL;
}
return retval;
}
#endif /* SDL_FILESYSTEM_UNIX */
/* vi: set ts=4 sw=4 expandtab: */
@@ -1,99 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2013 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 SDL_FILESYSTEM_WINDOWS
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
/* System dependent filesystem routines */
#include "../../core/windows/SDL_windows.h"
#include <shlobj.h>
#include "SDL_assert.h"
#include "SDL_error.h"
#include "SDL_stdinc.h"
#include "SDL_filesystem.h"
char *
SDL_GetBasePath(void)
{
TCHAR path[MAX_PATH];
const DWORD len = GetModuleFileName(NULL, path, SDL_arraysize(path));
size_t i;
SDL_assert(len < SDL_arraysize(path));
if (len == 0) {
WIN_SetError("Couldn't locate our .exe");
return NULL;
}
for (i = len-1; i > 0; i--) {
if (path[i] == '\\') {
break;
}
}
SDL_assert(i > 0); /* Should have been an absolute path. */
path[i+1] = '\0'; /* chop off filename. */
return WIN_StringToUTF8(path);
}
char *
SDL_GetPrefPath(const char *org, const char *app)
{
/*
* Vista and later has a new API for this, but SHGetFolderPath works there,
* and apparently just wraps the new API. This is the new way to do it:
*
* SHGetKnownFolderPath(FOLDERID_RoamingAppData, KF_FLAG_CREATE,
* NULL, &wszPath);
*/
TCHAR path[MAX_PATH];
char *utf8 = NULL;
char *retval = NULL;
if (!SUCCEEDED(SHGetFolderPath(NULL, CSIDL_APPDATA | CSIDL_FLAG_CREATE, NULL, 0, path))) {
WIN_SetError("Couldn't locate our prefpath");
return NULL;
}
utf8 = WIN_StringToUTF8(path);
if (utf8) {
const size_t len = SDL_strlen(utf8) + SDL_strlen(org) + SDL_strlen(app) + 4;
retval = (char *) SDL_malloc(len);
if (!retval) {
SDL_free(utf8);
SDL_OutOfMemory();
return NULL;
}
SDL_snprintf(retval, len, "%s\\%s\\%s\\", utf8, org, app);
SDL_free(utf8);
}
return retval;
}
#endif /* SDL_FILESYSTEM_WINDOWS */
/* vi: set ts=4 sw=4 expandtab: */
File diff suppressed because it is too large Load Diff
@@ -1,179 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2013 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(SDL_HAPTIC_DUMMY) || defined(SDL_HAPTIC_DISABLED)
#include "SDL_haptic.h"
#include "../SDL_syshaptic.h"
static int
SDL_SYS_LogicError(void)
{
return SDL_SetError("Logic error: No haptic devices available.");
}
int
SDL_SYS_HapticInit(void)
{
return 0;
}
const char *
SDL_SYS_HapticName(int index)
{
SDL_SYS_LogicError();
return NULL;
}
int
SDL_SYS_HapticOpen(SDL_Haptic * haptic)
{
return SDL_SYS_LogicError();
}
int
SDL_SYS_HapticMouse(void)
{
return -1;
}
int
SDL_SYS_JoystickIsHaptic(SDL_Joystick * joystick)
{
return 0;
}
int
SDL_SYS_HapticOpenFromJoystick(SDL_Haptic * haptic, SDL_Joystick * joystick)
{
return SDL_SYS_LogicError();
}
int
SDL_SYS_JoystickSameHaptic(SDL_Haptic * haptic, SDL_Joystick * joystick)
{
return 0;
}
void
SDL_SYS_HapticClose(SDL_Haptic * haptic)
{
return;
}
void
SDL_SYS_HapticQuit(void)
{
return;
}
int
SDL_SYS_HapticNewEffect(SDL_Haptic * haptic,
struct haptic_effect *effect, SDL_HapticEffect * base)
{
return SDL_SYS_LogicError();
}
int
SDL_SYS_HapticUpdateEffect(SDL_Haptic * haptic,
struct haptic_effect *effect,
SDL_HapticEffect * data)
{
return SDL_SYS_LogicError();
}
int
SDL_SYS_HapticRunEffect(SDL_Haptic * haptic, struct haptic_effect *effect,
Uint32 iterations)
{
return SDL_SYS_LogicError();
}
int
SDL_SYS_HapticStopEffect(SDL_Haptic * haptic, struct haptic_effect *effect)
{
return SDL_SYS_LogicError();
}
void
SDL_SYS_HapticDestroyEffect(SDL_Haptic * haptic, struct haptic_effect *effect)
{
SDL_SYS_LogicError();
return;
}
int
SDL_SYS_HapticGetEffectStatus(SDL_Haptic * haptic,
struct haptic_effect *effect)
{
return SDL_SYS_LogicError();
}
int
SDL_SYS_HapticSetGain(SDL_Haptic * haptic, int gain)
{
return SDL_SYS_LogicError();
}
int
SDL_SYS_HapticSetAutocenter(SDL_Haptic * haptic, int autocenter)
{
return SDL_SYS_LogicError();
}
int
SDL_SYS_HapticPause(SDL_Haptic * haptic)
{
return SDL_SYS_LogicError();
}
int
SDL_SYS_HapticUnpause(SDL_Haptic * haptic)
{
return SDL_SYS_LogicError();
}
int
SDL_SYS_HapticStopAll(SDL_Haptic * haptic)
{
return SDL_SYS_LogicError();
}
#endif /* SDL_HAPTIC_DUMMY || SDL_HAPTIC_DISABLED */
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
@@ -1,563 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2013 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 SDL_JOYSTICK_ANDROID
#include <stdio.h> /* For the definition of NULL */
#include "SDL_error.h"
#include "SDL_events.h"
#if !SDL_EVENTS_DISABLED
#include "../../events/SDL_events_c.h"
#endif
#include "SDL_joystick.h"
#include "SDL_hints.h"
#include "SDL_assert.h"
#include "SDL_timer.h"
#include "SDL_log.h"
#include "SDL_sysjoystick_c.h"
#include "../SDL_joystick_c.h"
#include "../../core/android/SDL_android.h"
#include "android/keycodes.h"
/* As of platform android-14, android/keycodes.h is missing these defines */
#ifndef AKEYCODE_BUTTON_1
#define AKEYCODE_BUTTON_1 188
#define AKEYCODE_BUTTON_2 189
#define AKEYCODE_BUTTON_3 190
#define AKEYCODE_BUTTON_4 191
#define AKEYCODE_BUTTON_5 192
#define AKEYCODE_BUTTON_6 193
#define AKEYCODE_BUTTON_7 194
#define AKEYCODE_BUTTON_8 195
#define AKEYCODE_BUTTON_9 196
#define AKEYCODE_BUTTON_10 197
#define AKEYCODE_BUTTON_11 198
#define AKEYCODE_BUTTON_12 199
#define AKEYCODE_BUTTON_13 200
#define AKEYCODE_BUTTON_14 201
#define AKEYCODE_BUTTON_15 202
#define AKEYCODE_BUTTON_16 203
#endif
#define ANDROID_ACCELEROMETER_NAME "Android Accelerometer"
#define ANDROID_ACCELEROMETER_DEVICE_ID INT_MIN
#define ANDROID_MAX_NBUTTONS 36
static SDL_joylist_item * JoystickByDeviceId(int device_id);
static SDL_joylist_item *SDL_joylist = NULL;
static SDL_joylist_item *SDL_joylist_tail = NULL;
static int numjoysticks = 0;
static int instance_counter = 0;
/* Function to convert Android keyCodes into SDL ones.
* This code manipulation is done to get a sequential list of codes.
* FIXME: This is only suited for the case where we use a fixed number of buttons determined by ANDROID_MAX_NBUTTONS
*/
static int
keycode_to_SDL(int keycode)
{
/* FIXME: If this function gets too unwiedly in the future, replace with a lookup table */
int button = 0;
switch(keycode)
{
/* Some gamepad buttons (API 9) */
case AKEYCODE_BUTTON_A:
button = SDL_CONTROLLER_BUTTON_A;
break;
case AKEYCODE_BUTTON_B:
button = SDL_CONTROLLER_BUTTON_B;
break;
case AKEYCODE_BUTTON_X:
button = SDL_CONTROLLER_BUTTON_X;
break;
case AKEYCODE_BUTTON_Y:
button = SDL_CONTROLLER_BUTTON_Y;
break;
case AKEYCODE_BUTTON_L1:
button = SDL_CONTROLLER_BUTTON_LEFTSHOULDER;
break;
case AKEYCODE_BUTTON_R1:
button = SDL_CONTROLLER_BUTTON_RIGHTSHOULDER;
break;
case AKEYCODE_BUTTON_THUMBL:
button = SDL_CONTROLLER_BUTTON_LEFTSTICK;
break;
case AKEYCODE_BUTTON_THUMBR:
button = SDL_CONTROLLER_BUTTON_RIGHTSTICK;
break;
case AKEYCODE_BUTTON_START:
button = SDL_CONTROLLER_BUTTON_START;
break;
case AKEYCODE_BUTTON_SELECT:
button = SDL_CONTROLLER_BUTTON_BACK;
break;
case AKEYCODE_BUTTON_MODE:
button = SDL_CONTROLLER_BUTTON_GUIDE;
break;
case AKEYCODE_BUTTON_L2:
button = SDL_CONTROLLER_BUTTON_MAX; /* Not supported by GameController */
break;
case AKEYCODE_BUTTON_R2:
button = SDL_CONTROLLER_BUTTON_MAX+1; /* Not supported by GameController */
break;
case AKEYCODE_BUTTON_C:
button = SDL_CONTROLLER_BUTTON_MAX+2; /* Not supported by GameController */
break;
case AKEYCODE_BUTTON_Z:
button = SDL_CONTROLLER_BUTTON_MAX+3; /* Not supported by GameController */
break;
/* D-Pad key codes (API 1) */
case AKEYCODE_DPAD_UP:
button = SDL_CONTROLLER_BUTTON_DPAD_UP;
break;
case AKEYCODE_DPAD_DOWN:
button = SDL_CONTROLLER_BUTTON_DPAD_DOWN;
break;
case AKEYCODE_DPAD_LEFT:
button = SDL_CONTROLLER_BUTTON_DPAD_LEFT;
break;
case AKEYCODE_DPAD_RIGHT:
button = SDL_CONTROLLER_BUTTON_DPAD_RIGHT;
break;
case AKEYCODE_DPAD_CENTER:
button = SDL_CONTROLLER_BUTTON_MAX+4; /* Not supported by GameController */
break;
/* More gamepad buttons (API 12), these get mapped to 20...35*/
case AKEYCODE_BUTTON_1:
case AKEYCODE_BUTTON_2:
case AKEYCODE_BUTTON_3:
case AKEYCODE_BUTTON_4:
case AKEYCODE_BUTTON_5:
case AKEYCODE_BUTTON_6:
case AKEYCODE_BUTTON_7:
case AKEYCODE_BUTTON_8:
case AKEYCODE_BUTTON_9:
case AKEYCODE_BUTTON_10:
case AKEYCODE_BUTTON_11:
case AKEYCODE_BUTTON_12:
case AKEYCODE_BUTTON_13:
case AKEYCODE_BUTTON_14:
case AKEYCODE_BUTTON_15:
case AKEYCODE_BUTTON_16:
button = keycode - AKEYCODE_BUTTON_1 + SDL_CONTROLLER_BUTTON_MAX + 5;
break;
default:
return -1;
break;
}
/* This is here in case future generations, probably with six fingers per hand,
* happily add new cases up above and forget to update the max number of buttons.
*/
SDL_assert(button < ANDROID_MAX_NBUTTONS);
return button;
}
int
Android_OnPadDown(int device_id, int keycode)
{
SDL_joylist_item *item;
int button = keycode_to_SDL(keycode);
if (button >= 0) {
item = JoystickByDeviceId(device_id);
if (item && item->joystick) {
SDL_PrivateJoystickButton(item->joystick, button , SDL_PRESSED);
}
return 0;
}
return -1;
}
int
Android_OnPadUp(int device_id, int keycode)
{
SDL_joylist_item *item;
int button = keycode_to_SDL(keycode);
if (button >= 0) {
item = JoystickByDeviceId(device_id);
if (item && item->joystick) {
SDL_PrivateJoystickButton(item->joystick, button, SDL_RELEASED);
}
return 0;
}
return -1;
}
int
Android_OnJoy(int device_id, int axis, float value)
{
/* Android gives joy info normalized as [-1.0, 1.0] or [0.0, 1.0] */
SDL_joylist_item *item = JoystickByDeviceId(device_id);
if (item && item->joystick) {
SDL_PrivateJoystickAxis(item->joystick, axis, (Sint16) (32767.*value) );
}
return 0;
}
int
Android_AddJoystick(int device_id, const char *name, SDL_bool is_accelerometer, int nbuttons, int naxes, int nhats, int nballs)
{
SDL_JoystickGUID guid;
SDL_joylist_item *item;
#if !SDL_EVENTS_DISABLED
SDL_Event event;
#endif
if(JoystickByDeviceId(device_id) != NULL || name == NULL) {
return -1;
}
/* the GUID is just the first 16 chars of the name for now */
SDL_zero( guid );
SDL_memcpy( &guid, name, SDL_min( sizeof(guid), SDL_strlen( name ) ) );
item = (SDL_joylist_item *) SDL_malloc(sizeof (SDL_joylist_item));
if (item == NULL) {
return -1;
}
SDL_zerop(item);
item->guid = guid;
item->device_id = device_id;
item->name = SDL_strdup(name);
if ( item->name == NULL ) {
SDL_free(item);
return -1;
}
item->is_accelerometer = is_accelerometer;
if (nbuttons > -1) {
item->nbuttons = nbuttons;
}
else {
item->nbuttons = ANDROID_MAX_NBUTTONS;
}
item->naxes = naxes;
item->nhats = nhats;
item->nballs = nballs;
item->device_instance = instance_counter++;
if (SDL_joylist_tail == NULL) {
SDL_joylist = SDL_joylist_tail = item;
} else {
SDL_joylist_tail->next = item;
SDL_joylist_tail = item;
}
/* Need to increment the joystick count before we post the event */
++numjoysticks;
#if !SDL_EVENTS_DISABLED
event.type = SDL_JOYDEVICEADDED;
if (SDL_GetEventState(event.type) == SDL_ENABLE) {
event.jdevice.which = (numjoysticks - 1);
if ( (SDL_EventOK == NULL) ||
(*SDL_EventOK) (SDL_EventOKParam, &event) ) {
SDL_PushEvent(&event);
}
}
#endif /* !SDL_EVENTS_DISABLED */
SDL_Log("Added joystick %s with device_id %d", name, device_id);
return numjoysticks;
}
int
Android_RemoveJoystick(int device_id)
{
SDL_joylist_item *item = SDL_joylist;
SDL_joylist_item *prev = NULL;
#if !SDL_EVENTS_DISABLED
SDL_Event event;
#endif
/* Don't call JoystickByDeviceId here or there'll be an infinite loop! */
while (item != NULL) {
if (item->device_id == device_id) {
break;
}
prev = item;
item = item->next;
}
if (item == NULL) {
return -1;
}
const int retval = item->device_instance;
if (item->joystick) {
item->joystick->hwdata = NULL;
}
if (prev != NULL) {
prev->next = item->next;
} else {
SDL_assert(SDL_joylist == item);
SDL_joylist = item->next;
}
if (item == SDL_joylist_tail) {
SDL_joylist_tail = prev;
}
/* Need to decrement the joystick count before we post the event */
--numjoysticks;
#if !SDL_EVENTS_DISABLED
event.type = SDL_JOYDEVICEREMOVED;
if (SDL_GetEventState(event.type) == SDL_ENABLE) {
event.jdevice.which = item->device_instance;
if ( (SDL_EventOK == NULL) ||
(*SDL_EventOK) (SDL_EventOKParam, &event) ) {
SDL_PushEvent(&event);
}
}
#endif /* !SDL_EVENTS_DISABLED */
SDL_Log("Removed joystick with device_id %d", device_id);
SDL_free(item->name);
SDL_free(item);
return retval;
}
int
SDL_SYS_JoystickInit(void)
{
const char *env;
SDL_SYS_JoystickDetect();
env = SDL_GetHint(SDL_HINT_ACCEL_AS_JOY);
if (!env || SDL_atoi(env)) {
/* Default behavior, accelerometer as joystick */
Android_AddJoystick(ANDROID_ACCELEROMETER_DEVICE_ID, ANDROID_ACCELEROMETER_NAME, SDL_TRUE, 0, 3, 0, 0);
}
return (numjoysticks);
}
int SDL_SYS_NumJoysticks()
{
return numjoysticks;
}
void SDL_SYS_JoystickDetect()
{
/* Support for device connect/disconnect is API >= 16 only,
* so we poll every three seconds
* Ref: http://developer.android.com/reference/android/hardware/input/InputManager.InputDeviceListener.html
*/
static Uint32 timeout = 0;
if (SDL_TICKS_PASSED(SDL_GetTicks(), timeout)) {
timeout = SDL_GetTicks() + 3000;
Android_JNI_PollInputDevices();
}
}
SDL_bool SDL_SYS_JoystickNeedsPolling()
{
return SDL_TRUE;
}
static SDL_joylist_item *
JoystickByDevIndex(int device_index)
{
SDL_joylist_item *item = SDL_joylist;
if ((device_index < 0) || (device_index >= numjoysticks)) {
return NULL;
}
while (device_index > 0) {
SDL_assert(item != NULL);
device_index--;
item = item->next;
}
return item;
}
static SDL_joylist_item *
JoystickByDeviceId(int device_id)
{
SDL_joylist_item *item = SDL_joylist;
while (item != NULL) {
if (item->device_id == device_id) {
return item;
}
item = item->next;
}
/* Joystick not found, try adding it */
SDL_SYS_JoystickDetect();
while (item != NULL) {
if (item->device_id == device_id) {
return item;
}
item = item->next;
}
return NULL;
}
/* Function to get the device-dependent name of a joystick */
const char *
SDL_SYS_JoystickNameForDeviceIndex(int device_index)
{
return JoystickByDevIndex(device_index)->name;
}
/* Function to perform the mapping from device index to the instance id for this index */
SDL_JoystickID SDL_SYS_GetInstanceIdOfDeviceIndex(int device_index)
{
return JoystickByDevIndex(device_index)->device_instance;
}
/* Function to open a joystick for use.
The joystick to open is specified by the index field of the joystick.
This should fill the nbuttons and naxes fields of the joystick structure.
It returns 0, or -1 if there is an error.
*/
int
SDL_SYS_JoystickOpen(SDL_Joystick * joystick, int device_index)
{
SDL_joylist_item *item = JoystickByDevIndex(device_index);
if (item == NULL ) {
return SDL_SetError("No such device");
}
if (item->joystick != NULL) {
return SDL_SetError("Joystick already opened");
}
joystick->instance_id = item->device_instance;
joystick->hwdata = (struct joystick_hwdata *) item;
item->joystick = joystick;
joystick->nhats = item->nhats;
joystick->nballs = item->nballs;
joystick->nbuttons = item->nbuttons;
joystick->naxes = item->naxes;
return (0);
}
/* Function to determine is this joystick is attached to the system right now */
SDL_bool SDL_SYS_JoystickAttached(SDL_Joystick *joystick)
{
return !joystick->closed && (joystick->hwdata != NULL);
}
void
SDL_SYS_JoystickUpdate(SDL_Joystick * joystick)
{
int i;
Sint16 value;
float values[3];
SDL_joylist_item *item = SDL_joylist;
while (item) {
if (item->is_accelerometer) {
if (item->joystick) {
SDL_bool updated = Android_JNI_GetAccelerometerValues(values);
if (updated) {
for ( i = 0; i < 3; i++ ) {
value = (Sint16)(values[i] * 32767.0f);
SDL_PrivateJoystickAxis(item->joystick, i, value);
}
}
}
break;
}
item = item->next;
}
}
/* Function to close a joystick after use */
void
SDL_SYS_JoystickClose(SDL_Joystick * joystick)
{
if (joystick->hwdata) {
((SDL_joylist_item*)joystick->hwdata)->joystick = NULL;
joystick->hwdata = NULL;
}
joystick->closed = 1;
}
/* Function to perform any system-specific joystick related cleanup */
void
SDL_SYS_JoystickQuit(void)
{
SDL_joylist_item *item = NULL;
SDL_joylist_item *next = NULL;
for (item = SDL_joylist; item; item = next) {
next = item->next;
SDL_free(item->name);
SDL_free(item);
}
SDL_joylist = SDL_joylist_tail = NULL;
numjoysticks = 0;
instance_counter = 0;
}
SDL_JoystickGUID SDL_SYS_JoystickGetDeviceGUID( int device_index )
{
return JoystickByDevIndex(device_index)->guid;
}
SDL_JoystickGUID SDL_SYS_JoystickGetGUID(SDL_Joystick * joystick)
{
SDL_JoystickGUID guid;
if (joystick->hwdata != NULL) {
return ((SDL_joylist_item*)joystick->hwdata)->guid;
}
SDL_zero(guid);
return guid;
}
#endif /* SDL_JOYSTICK_ANDROID */
/* vi: set ts=4 sw=4 expandtab: */
@@ -1,51 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2013 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_config.h"
#ifdef SDL_JOYSTICK_ANDROID
#include "../SDL_sysjoystick.h"
extern int Android_OnPadDown(int device_id, int keycode);
extern int Android_OnPadUp(int device_id, int keycode);
extern int Android_OnJoy(int device_id, int axisnum, float value);
extern int Android_AddJoystick(int device_id, const char *name, SDL_bool is_accelerometer, int nbuttons, int naxes, int nhats, int nballs);
extern int Android_RemoveJoystick(int device_id);
/* A linked list of available joysticks */
typedef struct SDL_joylist_item
{
int device_instance;
int device_id; /* Android's device id */
char *name; /* "SideWinder 3D Pro" or whatever */
SDL_JoystickGUID guid;
SDL_bool is_accelerometer;
SDL_Joystick *joystick;
int nbuttons, naxes, nhats, nballs;
struct SDL_joylist_item *next;
} SDL_joylist_item;
typedef SDL_joylist_item joystick_hwdata;
#endif /* SDL_JOYSTICK_ANDROID */
/* vi: set ts=4 sw=4 expandtab: */
@@ -1,660 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2013 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 SDL_JOYSTICK_USBHID
/*
* Joystick driver for the uhid(4) interface found in OpenBSD,
* NetBSD and FreeBSD.
*
* Maintainer: <vedge at csoft.org>
*/
#include <sys/param.h>
#include <unistd.h>
#include <fcntl.h>
#include <errno.h>
#ifndef __FreeBSD_kernel_version
#define __FreeBSD_kernel_version __FreeBSD_version
#endif
#if defined(HAVE_USB_H)
#include <usb.h>
#endif
#ifdef __DragonFly__
#include <bus/usb/usb.h>
#include <bus/usb/usbhid.h>
#else
#include <dev/usb/usb.h>
#include <dev/usb/usbhid.h>
#endif
#if defined(HAVE_USBHID_H)
#include <usbhid.h>
#elif defined(HAVE_LIBUSB_H)
#include <libusb.h>
#elif defined(HAVE_LIBUSBHID_H)
#include <libusbhid.h>
#endif
#if defined(__FREEBSD__) || defined(__FreeBSD_kernel__)
#ifndef __DragonFly__
#include <osreldate.h>
#endif
#if __FreeBSD_kernel_version > 800063
#include <dev/usb/usb_ioctl.h>
#endif
#include <sys/joystick.h>
#endif
#if SDL_JOYSTICK_USBHID_MACHINE_JOYSTICK_H
#include <machine/joystick.h>
#endif
#include "SDL_joystick.h"
#include "../SDL_sysjoystick.h"
#include "../SDL_joystick_c.h"
#define MAX_UHID_JOYS 16
#define MAX_JOY_JOYS 2
#define MAX_JOYS (MAX_UHID_JOYS + MAX_JOY_JOYS)
struct report
{
#if defined(__FREEBSD__) && (__FreeBSD_kernel_version > 900000)
void *buf; /* Buffer */
#elif defined(__FREEBSD__) && (__FreeBSD_kernel_version > 800063)
struct usb_gen_descriptor *buf; /* Buffer */
#else
struct usb_ctl_report *buf; /* Buffer */
#endif
size_t size; /* Buffer size */
int rid; /* Report ID */
enum
{
SREPORT_UNINIT,
SREPORT_CLEAN,
SREPORT_DIRTY
} status;
};
static struct
{
int uhid_report;
hid_kind_t kind;
const char *name;
} const repinfo[] = {
{UHID_INPUT_REPORT, hid_input, "input"},
{UHID_OUTPUT_REPORT, hid_output, "output"},
{UHID_FEATURE_REPORT, hid_feature, "feature"}
};
enum
{
REPORT_INPUT = 0,
REPORT_OUTPUT = 1,
REPORT_FEATURE = 2
};
enum
{
JOYAXE_X,
JOYAXE_Y,
JOYAXE_Z,
JOYAXE_SLIDER,
JOYAXE_WHEEL,
JOYAXE_RX,
JOYAXE_RY,
JOYAXE_RZ,
JOYAXE_count
};
struct joystick_hwdata
{
int fd;
char *path;
enum
{
BSDJOY_UHID, /* uhid(4) */
BSDJOY_JOY /* joy(4) */
} type;
struct report_desc *repdesc;
struct report inreport;
int axis_map[JOYAXE_count]; /* map present JOYAXE_* to 0,1,.. */
};
static char *joynames[MAX_JOYS];
static char *joydevnames[MAX_JOYS];
static int report_alloc(struct report *, struct report_desc *, int);
static void report_free(struct report *);
#if defined(USBHID_UCR_DATA) || (defined(__FreeBSD_kernel__) && __FreeBSD_kernel_version <= 800063)
#define REP_BUF_DATA(rep) ((rep)->buf->ucr_data)
#elif (defined(__FREEBSD__) && (__FreeBSD_kernel_version > 900000))
#define REP_BUF_DATA(rep) ((rep)->buf)
#elif (defined(__FREEBSD__) && (__FreeBSD_kernel_version > 800063))
#define REP_BUF_DATA(rep) ((rep)->buf->ugd_data)
#else
#define REP_BUF_DATA(rep) ((rep)->buf->data)
#endif
static int SDL_SYS_numjoysticks = 0;
int
SDL_SYS_JoystickInit(void)
{
char s[16];
int i, fd;
SDL_SYS_numjoysticks = 0;
SDL_memset(joynames, 0, sizeof(joynames));
SDL_memset(joydevnames, 0, sizeof(joydevnames));
for (i = 0; i < MAX_UHID_JOYS; i++) {
SDL_Joystick nj;
SDL_snprintf(s, SDL_arraysize(s), "/dev/uhid%d", i);
joynames[SDL_SYS_numjoysticks] = strdup(s);
if (SDL_SYS_JoystickOpen(&nj, SDL_SYS_numjoysticks) == 0) {
SDL_SYS_JoystickClose(&nj);
SDL_SYS_numjoysticks++;
} else {
SDL_free(joynames[SDL_SYS_numjoysticks]);
joynames[SDL_SYS_numjoysticks] = NULL;
}
}
for (i = 0; i < MAX_JOY_JOYS; i++) {
SDL_snprintf(s, SDL_arraysize(s), "/dev/joy%d", i);
fd = open(s, O_RDONLY);
if (fd != -1) {
joynames[SDL_SYS_numjoysticks++] = strdup(s);
close(fd);
}
}
/* Read the default USB HID usage table. */
hid_init(NULL);
return (SDL_SYS_numjoysticks);
}
int SDL_SYS_NumJoysticks()
{
return SDL_SYS_numjoysticks;
}
void SDL_SYS_JoystickDetect()
{
}
SDL_bool SDL_SYS_JoystickNeedsPolling()
{
return SDL_FALSE;
}
const char *
SDL_SYS_JoystickNameForDeviceIndex(int device_index)
{
if (joydevnames[device_index] != NULL) {
return (joydevnames[device_index]);
}
return (joynames[device_index]);
}
/* Function to perform the mapping from device index to the instance id for this index */
SDL_JoystickID SDL_SYS_GetInstanceIdOfDeviceIndex(int device_index)
{
return device_index;
}
static int
usage_to_joyaxe(unsigned usage)
{
int joyaxe;
switch (usage) {
case HUG_X:
joyaxe = JOYAXE_X;
break;
case HUG_Y:
joyaxe = JOYAXE_Y;
break;
case HUG_Z:
joyaxe = JOYAXE_Z;
break;
case HUG_SLIDER:
joyaxe = JOYAXE_SLIDER;
break;
case HUG_WHEEL:
joyaxe = JOYAXE_WHEEL;
break;
case HUG_RX:
joyaxe = JOYAXE_RX;
break;
case HUG_RY:
joyaxe = JOYAXE_RY;
break;
case HUG_RZ:
joyaxe = JOYAXE_RZ;
break;
default:
joyaxe = -1;
}
return joyaxe;
}
static unsigned
hatval_to_sdl(Sint32 hatval)
{
static const unsigned hat_dir_map[8] = {
SDL_HAT_UP, SDL_HAT_RIGHTUP, SDL_HAT_RIGHT, SDL_HAT_RIGHTDOWN,
SDL_HAT_DOWN, SDL_HAT_LEFTDOWN, SDL_HAT_LEFT, SDL_HAT_LEFTUP
};
unsigned result;
if ((hatval & 7) == hatval)
result = hat_dir_map[hatval];
else
result = SDL_HAT_CENTERED;
return result;
}
int
SDL_SYS_JoystickOpen(SDL_Joystick * joy, int device_index)
{
char *path = joynames[device_index];
struct joystick_hwdata *hw;
struct hid_item hitem;
struct hid_data *hdata;
struct report *rep;
int fd;
int i;
fd = open(path, O_RDONLY);
if (fd == -1) {
return SDL_SetError("%s: %s", path, strerror(errno));
}
joy->instance_id = device_index;
hw = (struct joystick_hwdata *)
SDL_malloc(sizeof(struct joystick_hwdata));
if (hw == NULL) {
close(fd);
return SDL_OutOfMemory();
}
joy->hwdata = hw;
hw->fd = fd;
hw->path = strdup(path);
if (!SDL_strncmp(path, "/dev/joy", 8)) {
hw->type = BSDJOY_JOY;
joy->naxes = 2;
joy->nbuttons = 2;
joy->nhats = 0;
joy->nballs = 0;
joydevnames[device_index] = strdup("Gameport joystick");
goto usbend;
} else {
hw->type = BSDJOY_UHID;
}
{
int ax;
for (ax = 0; ax < JOYAXE_count; ax++)
hw->axis_map[ax] = -1;
}
hw->repdesc = hid_get_report_desc(fd);
if (hw->repdesc == NULL) {
SDL_SetError("%s: USB_GET_REPORT_DESC: %s", hw->path,
strerror(errno));
goto usberr;
}
rep = &hw->inreport;
#if defined(__FREEBSD__) && (__FreeBSD_kernel_version > 800063) || defined(__FreeBSD_kernel__)
rep->rid = hid_get_report_id(fd);
if (rep->rid < 0) {
#else
if (ioctl(fd, USB_GET_REPORT_ID, &rep->rid) < 0) {
#endif
rep->rid = -1; /* XXX */
}
if (report_alloc(rep, hw->repdesc, REPORT_INPUT) < 0) {
goto usberr;
}
if (rep->size <= 0) {
SDL_SetError("%s: Input report descriptor has invalid length",
hw->path);
goto usberr;
}
#if defined(USBHID_NEW) || (defined(__FREEBSD__) && __FreeBSD_kernel_version >= 500111) || defined(__FreeBSD_kernel__)
hdata = hid_start_parse(hw->repdesc, 1 << hid_input, rep->rid);
#else
hdata = hid_start_parse(hw->repdesc, 1 << hid_input);
#endif
if (hdata == NULL) {
SDL_SetError("%s: Cannot start HID parser", hw->path);
goto usberr;
}
joy->naxes = 0;
joy->nbuttons = 0;
joy->nhats = 0;
joy->nballs = 0;
for (i = 0; i < JOYAXE_count; i++)
hw->axis_map[i] = -1;
while (hid_get_item(hdata, &hitem) > 0) {
char *sp;
const char *s;
switch (hitem.kind) {
case hid_collection:
switch (HID_PAGE(hitem.usage)) {
case HUP_GENERIC_DESKTOP:
switch (HID_USAGE(hitem.usage)) {
case HUG_JOYSTICK:
case HUG_GAME_PAD:
s = hid_usage_in_page(hitem.usage);
sp = SDL_malloc(SDL_strlen(s) + 5);
SDL_snprintf(sp, SDL_strlen(s) + 5, "%s (%d)",
s, device_index);
joydevnames[device_index] = sp;
}
}
break;
case hid_input:
switch (HID_PAGE(hitem.usage)) {
case HUP_GENERIC_DESKTOP:
{
unsigned usage = HID_USAGE(hitem.usage);
int joyaxe = usage_to_joyaxe(usage);
if (joyaxe >= 0) {
hw->axis_map[joyaxe] = 1;
} else if (usage == HUG_HAT_SWITCH) {
joy->nhats++;
}
break;
}
case HUP_BUTTON:
joy->nbuttons++;
break;
default:
break;
}
break;
default:
break;
}
}
hid_end_parse(hdata);
for (i = 0; i < JOYAXE_count; i++)
if (hw->axis_map[i] > 0)
hw->axis_map[i] = joy->naxes++;
usbend:
/* The poll blocks the event thread. */
fcntl(fd, F_SETFL, O_NONBLOCK);
return (0);
usberr:
close(hw->fd);
SDL_free(hw->path);
SDL_free(hw);
return (-1);
}
/* Function to determine is this joystick is attached to the system right now */
SDL_bool SDL_SYS_JoystickAttached(SDL_Joystick *joystick)
{
return SDL_TRUE;
}
void
SDL_SYS_JoystickUpdate(SDL_Joystick * joy)
{
struct hid_item hitem;
struct hid_data *hdata;
struct report *rep;
int nbutton, naxe = -1;
Sint32 v;
#if defined(__FREEBSD__) || SDL_JOYSTICK_USBHID_MACHINE_JOYSTICK_H || defined(__FreeBSD_kernel__)
struct joystick gameport;
static int x, y, xmin = 0xffff, ymin = 0xffff, xmax = 0, ymax = 0;
if (joy->hwdata->type == BSDJOY_JOY) {
while (read(joy->hwdata->fd, &gameport, sizeof gameport) == sizeof gameport) {
if (abs(x - gameport.x) > 8) {
x = gameport.x;
if (x < xmin) {
xmin = x;
}
if (x > xmax) {
xmax = x;
}
if (xmin == xmax) {
xmin--;
xmax++;
}
v = (Sint32) x;
v -= (xmax + xmin + 1) / 2;
v *= 32768 / ((xmax - xmin + 1) / 2);
SDL_PrivateJoystickAxis(joy, 0, v);
}
if (abs(y - gameport.y) > 8) {
y = gameport.y;
if (y < ymin) {
ymin = y;
}
if (y > ymax) {
ymax = y;
}
if (ymin == ymax) {
ymin--;
ymax++;
}
v = (Sint32) y;
v -= (ymax + ymin + 1) / 2;
v *= 32768 / ((ymax - ymin + 1) / 2);
SDL_PrivateJoystickAxis(joy, 1, v);
}
if (gameport.b1 != joy->buttons[0]) {
SDL_PrivateJoystickButton(joy, 0, gameport.b1);
}
if (gameport.b2 != joy->buttons[1]) {
SDL_PrivateJoystickButton(joy, 1, gameport.b2);
}
}
return;
}
#endif /* defined(__FREEBSD__) || SDL_JOYSTICK_USBHID_MACHINE_JOYSTICK_H */
rep = &joy->hwdata->inreport;
while (read(joy->hwdata->fd, REP_BUF_DATA(rep), rep->size) == rep->size) {
#if defined(USBHID_NEW) || (defined(__FREEBSD__) && __FreeBSD_kernel_version >= 500111) || defined(__FreeBSD_kernel__)
hdata = hid_start_parse(joy->hwdata->repdesc, 1 << hid_input, rep->rid);
#else
hdata = hid_start_parse(joy->hwdata->repdesc, 1 << hid_input);
#endif
if (hdata == NULL) {
/*fprintf(stderr, "%s: Cannot start HID parser\n", joy->hwdata->path);*/
continue;
}
for (nbutton = 0; hid_get_item(hdata, &hitem) > 0;) {
switch (hitem.kind) {
case hid_input:
switch (HID_PAGE(hitem.usage)) {
case HUP_GENERIC_DESKTOP:
{
unsigned usage = HID_USAGE(hitem.usage);
int joyaxe = usage_to_joyaxe(usage);
if (joyaxe >= 0) {
naxe = joy->hwdata->axis_map[joyaxe];
/* scaleaxe */
v = (Sint32) hid_get_data(REP_BUF_DATA(rep), &hitem);
v -= (hitem.logical_maximum +
hitem.logical_minimum + 1) / 2;
v *= 32768 /
((hitem.logical_maximum -
hitem.logical_minimum + 1) / 2);
if (v != joy->axes[naxe]) {
SDL_PrivateJoystickAxis(joy, naxe, v);
}
} else if (usage == HUG_HAT_SWITCH) {
v = (Sint32) hid_get_data(REP_BUF_DATA(rep), &hitem);
SDL_PrivateJoystickHat(joy, 0,
hatval_to_sdl(v) -
hitem.logical_minimum);
}
break;
}
case HUP_BUTTON:
v = (Sint32) hid_get_data(REP_BUF_DATA(rep), &hitem);
if (joy->buttons[nbutton] != v) {
SDL_PrivateJoystickButton(joy, nbutton, v);
}
nbutton++;
break;
default:
continue;
}
break;
default:
break;
}
}
hid_end_parse(hdata);
}
}
/* Function to close a joystick after use */
void
SDL_SYS_JoystickClose(SDL_Joystick * joy)
{
if (SDL_strncmp(joy->hwdata->path, "/dev/joy", 8)) {
report_free(&joy->hwdata->inreport);
hid_dispose_report_desc(joy->hwdata->repdesc);
}
close(joy->hwdata->fd);
SDL_free(joy->hwdata->path);
SDL_free(joy->hwdata);
return;
}
void
SDL_SYS_JoystickQuit(void)
{
int i;
for (i = 0; i < MAX_JOYS; i++) {
SDL_free(joynames[i]);
SDL_free(joydevnames[i]);
}
return;
}
SDL_JoystickGUID SDL_SYS_JoystickGetDeviceGUID( int device_index )
{
SDL_JoystickGUID guid;
/* the GUID is just the first 16 chars of the name for now */
const char *name = SDL_SYS_JoystickNameForDeviceIndex( device_index );
SDL_zero( guid );
SDL_memcpy( &guid, name, SDL_min( sizeof(guid), SDL_strlen( name ) ) );
return guid;
}
SDL_JoystickGUID SDL_SYS_JoystickGetGUID(SDL_Joystick * joystick)
{
SDL_JoystickGUID guid;
/* the GUID is just the first 16 chars of the name for now */
const char *name = joystick->name;
SDL_zero( guid );
SDL_memcpy( &guid, name, SDL_min( sizeof(guid), SDL_strlen( name ) ) );
return guid;
}
static int
report_alloc(struct report *r, struct report_desc *rd, int repind)
{
int len;
#ifdef __DragonFly__
len = hid_report_size(rd, r->rid, repinfo[repind].kind);
#elif __FREEBSD__
# if (__FreeBSD_kernel_version >= 460000) || defined(__FreeBSD_kernel__)
# if (__FreeBSD_kernel_version <= 500111)
len = hid_report_size(rd, r->rid, repinfo[repind].kind);
# else
len = hid_report_size(rd, repinfo[repind].kind, r->rid);
# endif
# else
len = hid_report_size(rd, repinfo[repind].kind, &r->rid);
# endif
#else
# ifdef USBHID_NEW
len = hid_report_size(rd, repinfo[repind].kind, r->rid);
# else
len = hid_report_size(rd, repinfo[repind].kind, &r->rid);
# endif
#endif
if (len < 0) {
return SDL_SetError("Negative HID report size");
}
r->size = len;
if (r->size > 0) {
#if defined(__FREEBSD__) && (__FreeBSD_kernel_version > 900000)
r->buf = SDL_malloc(r->size);
#else
r->buf = SDL_malloc(sizeof(*r->buf) - sizeof(REP_BUF_DATA(r)) +
r->size);
#endif
if (r->buf == NULL) {
return SDL_OutOfMemory();
}
} else {
r->buf = NULL;
}
r->status = SREPORT_CLEAN;
return 0;
}
static void
report_free(struct report *r)
{
SDL_free(r->buf);
r->status = SREPORT_UNINIT;
}
#endif /* SDL_JOYSTICK_USBHID */
/* vi: set ts=4 sw=4 expandtab: */
File diff suppressed because it is too large Load Diff
@@ -1,90 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2013 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"
#ifndef SDL_JOYSTICK_IOKIT_H
#include <IOKit/hid/IOHIDLib.h>
#include <IOKit/hid/IOHIDKeys.h>
#include <IOKit/IOKitLib.h>
struct recElement
{
IOHIDElementCookie cookie; /* unique value which identifies element, will NOT change */
long usagePage, usage; /* HID usage */
long min; /* reported min value possible */
long max; /* reported max value possible */
#if 0
/* TODO: maybe should handle the following stuff somehow? */
long scaledMin; /* reported scaled min value possible */
long scaledMax; /* reported scaled max value possible */
long size; /* size in bits of data return from element */
Boolean relative; /* are reports relative to last report (deltas) */
Boolean wrapping; /* does element wrap around (one value higher than max is min) */
Boolean nonLinear; /* are the values reported non-linear relative to element movement */
Boolean preferredState; /* does element have a preferred state (such as a button) */
Boolean nullState; /* does element have null state */
#endif /* 0 */
/* runtime variables used for auto-calibration */
long minReport; /* min returned value */
long maxReport; /* max returned value */
struct recElement *pNext; /* next element in list */
};
typedef struct recElement recElement;
struct joystick_hwdata
{
io_service_t ffservice; /* Interface for force feedback, 0 = no ff */
IOHIDDeviceInterface **interface; /* interface to device, NULL = no interface */
IONotificationPortRef notificationPort; /* port to be notified on joystick removal */
io_iterator_t portIterator; /* iterator for removal callback */
char product[256]; /* name of product */
long usage; /* usage page from IOUSBHID Parser.h which defines general usage */
long usagePage; /* usage within above page from IOUSBHID Parser.h which defines specific usage */
long axes; /* number of axis (calculated, not reported by device) */
long buttons; /* number of buttons (calculated, not reported by device) */
long hats; /* number of hat switches (calculated, not reported by device) */
long elements; /* number of total elements (should be total of above) (calculated, not reported by device) */
recElement *firstAxis;
recElement *firstButton;
recElement *firstHat;
int removed;
int uncentered;
int instance_id;
SDL_JoystickGUID guid;
Uint8 send_open_event; /* 1 if we need to send an Added event for this device */
struct joystick_hwdata *pNext; /* next device */
};
typedef struct joystick_hwdata recDevice;
#endif /* SDL_JOYSTICK_IOKIT_H */
@@ -1,133 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2013 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(SDL_JOYSTICK_DUMMY) || defined(SDL_JOYSTICK_DISABLED)
/* This is the system specific header for the SDL joystick API */
#include "SDL_joystick.h"
#include "../SDL_sysjoystick.h"
#include "../SDL_joystick_c.h"
/* Function to scan the system for joysticks.
* It should return 0, or -1 on an unrecoverable fatal error.
*/
int
SDL_SYS_JoystickInit(void)
{
return (0);
}
int SDL_SYS_NumJoysticks()
{
return 0;
}
void SDL_SYS_JoystickDetect()
{
}
SDL_bool SDL_SYS_JoystickNeedsPolling()
{
return SDL_FALSE;
}
/* Function to get the device-dependent name of a joystick */
const char *
SDL_SYS_JoystickNameForDeviceIndex(int device_index)
{
SDL_SetError("Logic error: No joysticks available");
return (NULL);
}
/* Function to perform the mapping from device index to the instance id for this index */
SDL_JoystickID SDL_SYS_GetInstanceIdOfDeviceIndex(int device_index)
{
return device_index;
}
/* Function to open a joystick for use.
The joystick to open is specified by the index field of the joystick.
This should fill the nbuttons and naxes fields of the joystick structure.
It returns 0, or -1 if there is an error.
*/
int
SDL_SYS_JoystickOpen(SDL_Joystick * joystick, int device_index)
{
return SDL_SetError("Logic error: No joysticks available");
}
/* Function to determine is this joystick is attached to the system right now */
SDL_bool SDL_SYS_JoystickAttached(SDL_Joystick *joystick)
{
return SDL_TRUE;
}
/* Function to update the state of a joystick - called as a device poll.
* This function shouldn't update the joystick structure directly,
* but instead should call SDL_PrivateJoystick*() to deliver events
* and update joystick device state.
*/
void
SDL_SYS_JoystickUpdate(SDL_Joystick * joystick)
{
return;
}
/* Function to close a joystick after use */
void
SDL_SYS_JoystickClose(SDL_Joystick * joystick)
{
return;
}
/* Function to perform any system-specific joystick related cleanup */
void
SDL_SYS_JoystickQuit(void)
{
return;
}
SDL_JoystickGUID SDL_SYS_JoystickGetDeviceGUID( int device_index )
{
SDL_JoystickGUID guid;
/* the GUID is just the first 16 chars of the name for now */
const char *name = SDL_SYS_JoystickNameForDeviceIndex( device_index );
SDL_zero( guid );
SDL_memcpy( &guid, name, SDL_min( sizeof(guid), SDL_strlen( name ) ) );
return guid;
}
SDL_JoystickGUID SDL_SYS_JoystickGetGUID(SDL_Joystick * joystick)
{
SDL_JoystickGUID guid;
/* the GUID is just the first 16 chars of the name for now */
const char *name = joystick->name;
SDL_zero( guid );
SDL_memcpy( &guid, name, SDL_min( sizeof(guid), SDL_strlen( name ) ) );
return guid;
}
#endif /* SDL_JOYSTICK_DUMMY || SDL_JOYSTICK_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */
@@ -1,44 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2013 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.
*/
#import <UIKit/UIKit.h>
#import <SDL_types.h>
/* *INDENT-OFF* */
@interface SDLUIAccelerationDelegate: NSObject <UIAccelerometerDelegate> {
UIAccelerationValue x, y, z;
BOOL isRunning;
BOOL hasNewData;
}
+(SDLUIAccelerationDelegate *)sharedDelegate;
-(void)accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration;
-(void)getLastOrientation:(Sint16 *)data;
-(void)startup;
-(void)shutdown;
-(BOOL)isRunning;
-(BOOL)hasNewData;
-(void)setHasNewData:(BOOL)value;
@end
/* *INDENT-ON* */
@@ -1,141 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2013 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.
*/
#import "SDLUIAccelerationDelegate.h"
/* needed for SDL_IPHONE_MAX_GFORCE macro */
#import "../../../include/SDL_config_iphoneos.h"
static SDLUIAccelerationDelegate *sharedDelegate=nil;
@implementation SDLUIAccelerationDelegate
/*
Returns a shared instance of the SDLUIAccelerationDelegate, creating the shared delegate if it doesn't exist yet.
*/
+(SDLUIAccelerationDelegate *)sharedDelegate {
if (sharedDelegate == nil) {
sharedDelegate = [[SDLUIAccelerationDelegate alloc] init];
}
return sharedDelegate;
}
/*
UIAccelerometerDelegate delegate method. Invoked by the UIAccelerometer instance when it has new data for us.
We just take the data and mark that we have new data available so that the joystick system will pump it to the
events system when SDL_SYS_JoystickUpdate is called.
*/
-(void)accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration {
x = acceleration.x;
y = acceleration.y;
z = acceleration.z;
hasNewData = YES;
}
/*
getLastOrientation -- put last obtained accelerometer data into Sint16 array
Called from the joystick system when it needs the accelerometer data.
Function grabs the last data sent to the accelerometer and converts it
from floating point to Sint16, which is what the joystick system expects.
To do the conversion, the data is first clamped onto the interval
[-SDL_IPHONE_MAX_G_FORCE, SDL_IPHONE_MAX_G_FORCE], then the data is multiplied
by MAX_SINT16 so that it is mapped to the full range of an Sint16.
You can customize the clamped range of this function by modifying the
SDL_IPHONE_MAX_GFORCE macro in SDL_config_iphoneos.h.
Once converted to Sint16, the accelerometer data no longer has coherent units.
You can convert the data back to units of g-force by multiplying it
in your application's code by SDL_IPHONE_MAX_GFORCE / 0x7FFF.
*/
-(void)getLastOrientation:(Sint16 *)data {
#define MAX_SINT16 0x7FFF
/* clamp the data */
if (x > SDL_IPHONE_MAX_GFORCE) x = SDL_IPHONE_MAX_GFORCE;
else if (x < -SDL_IPHONE_MAX_GFORCE) x = -SDL_IPHONE_MAX_GFORCE;
if (y > SDL_IPHONE_MAX_GFORCE) y = SDL_IPHONE_MAX_GFORCE;
else if (y < -SDL_IPHONE_MAX_GFORCE) y = -SDL_IPHONE_MAX_GFORCE;
if (z > SDL_IPHONE_MAX_GFORCE) z = SDL_IPHONE_MAX_GFORCE;
else if (z < -SDL_IPHONE_MAX_GFORCE) z = -SDL_IPHONE_MAX_GFORCE;
/* pass in data mapped to range of SInt16 */
data[0] = (x / SDL_IPHONE_MAX_GFORCE) * MAX_SINT16;
data[1] = (y / SDL_IPHONE_MAX_GFORCE) * MAX_SINT16;
data[2] = (z / SDL_IPHONE_MAX_GFORCE) * MAX_SINT16;
}
/*
Initialize SDLUIAccelerationDelegate. Since we don't have any data yet,
just set our last received data to zero, and indicate we don't have any;
*/
-(id)init {
self = [super init];
x = y = z = 0.0;
hasNewData = NO;
return self;
}
-(void)dealloc {
sharedDelegate = nil;
[self shutdown];
[super dealloc];
}
/*
Lets our delegate start receiving accelerometer updates.
*/
-(void)startup {
[UIAccelerometer sharedAccelerometer].delegate = self;
isRunning = YES;
}
/*
Stops our delegate from receiving accelerometer updates.
*/
-(void)shutdown {
if ([UIAccelerometer sharedAccelerometer].delegate == self) {
[UIAccelerometer sharedAccelerometer].delegate = nil;
}
isRunning = NO;
}
/*
Our we currently receiving accelerometer updates?
*/
-(BOOL)isRunning {
return isRunning;
}
/*
Do we have any data that hasn't been pumped into SDL's event system?
*/
-(BOOL)hasNewData {
return hasNewData;
}
/*
When the joystick system grabs the new data, it sets this to NO.
*/
-(void)setHasNewData:(BOOL)value {
hasNewData = value;
}
@end
@@ -1,153 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2013 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"
/* This is the system specific header for the SDL joystick API */
#include "SDL_joystick.h"
#include "../SDL_sysjoystick.h"
#include "../SDL_joystick_c.h"
#import "SDLUIAccelerationDelegate.h"
const char *accelerometerName = "iPhone accelerometer";
/* Function to scan the system for joysticks.
* This function should set SDL_numjoysticks to the number of available
* joysticks. Joystick 0 should be the system default joystick.
* It should return 0, or -1 on an unrecoverable fatal error.
*/
int
SDL_SYS_JoystickInit(void)
{
return (1);
}
int SDL_SYS_NumJoysticks()
{
return 1;
}
void SDL_SYS_JoystickDetect()
{
}
SDL_bool SDL_SYS_JoystickNeedsPolling()
{
return SDL_FALSE;
}
/* Function to get the device-dependent name of a joystick */
const char *
SDL_SYS_JoystickNameForDeviceIndex(int device_index)
{
return accelerometerName;
}
/* Function to perform the mapping from device index to the instance id for this index */
SDL_JoystickID SDL_SYS_GetInstanceIdOfDeviceIndex(int device_index)
{
return device_index;
}
/* Function to open a joystick for use.
The joystick to open is specified by the index field of the joystick.
This should fill the nbuttons and naxes fields of the joystick structure.
It returns 0, or -1 if there is an error.
*/
int
SDL_SYS_JoystickOpen(SDL_Joystick * joystick, int device_index)
{
joystick->naxes = 3;
joystick->nhats = 0;
joystick->nballs = 0;
joystick->nbuttons = 0;
[[SDLUIAccelerationDelegate sharedDelegate] startup];
return 0;
}
/* Function to determine is this joystick is attached to the system right now */
SDL_bool SDL_SYS_JoystickAttached(SDL_Joystick *joystick)
{
return SDL_TRUE;
}
/* Function to update the state of a joystick - called as a device poll.
* This function shouldn't update the joystick structure directly,
* but instead should call SDL_PrivateJoystick*() to deliver events
* and update joystick device state.
*/
void
SDL_SYS_JoystickUpdate(SDL_Joystick * joystick)
{
Sint16 orientation[3];
if ([[SDLUIAccelerationDelegate sharedDelegate] hasNewData]) {
[[SDLUIAccelerationDelegate sharedDelegate] getLastOrientation: orientation];
[[SDLUIAccelerationDelegate sharedDelegate] setHasNewData: NO];
SDL_PrivateJoystickAxis(joystick, 0, orientation[0]);
SDL_PrivateJoystickAxis(joystick, 1, -orientation[1]);
SDL_PrivateJoystickAxis(joystick, 2, orientation[2]);
}
return;
}
/* Function to close a joystick after use */
void
SDL_SYS_JoystickClose(SDL_Joystick * joystick)
{
if ([[SDLUIAccelerationDelegate sharedDelegate] isRunning]) {
[[SDLUIAccelerationDelegate sharedDelegate] shutdown];
}
SDL_SetError("No joystick open with that index");
}
/* Function to perform any system-specific joystick related cleanup */
void
SDL_SYS_JoystickQuit(void)
{
}
SDL_JoystickGUID SDL_SYS_JoystickGetDeviceGUID( int device_index )
{
SDL_JoystickGUID guid;
/* the GUID is just the first 16 chars of the name for now */
const char *name = SDL_SYS_JoystickNameForDeviceIndex( device_index );
SDL_zero( guid );
SDL_memcpy( &guid, name, SDL_min( sizeof(guid), SDL_strlen( name ) ) );
return guid;
}
SDL_JoystickGUID SDL_SYS_JoystickGetGUID(SDL_Joystick * joystick)
{
SDL_JoystickGUID guid;
/* the GUID is just the first 16 chars of the name for now */
const char *name = joystick->name;
SDL_zero( guid );
SDL_memcpy( &guid, name, SDL_min( sizeof(guid), SDL_strlen( name ) ) );
return guid;
}
/* vi: set ts=4 sw=4 expandtab: */
@@ -1,894 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2013 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 SDL_JOYSTICK_LINUX
#ifndef SDL_INPUT_LINUXEV
#error SDL now requires a Linux 2.4+ kernel with /dev/input/event support.
#endif
/* This is the system specific header for the SDL joystick API */
#include <sys/stat.h>
#include <unistd.h>
#include <fcntl.h>
#include <sys/ioctl.h>
#include <limits.h> /* For the definition of PATH_MAX */
#include <linux/joystick.h>
#include "SDL_assert.h"
#include "SDL_joystick.h"
#include "SDL_endian.h"
#include "../SDL_sysjoystick.h"
#include "../SDL_joystick_c.h"
#include "SDL_sysjoystick_c.h"
/* !!! FIXME: move this somewhere else. */
#if !SDL_EVENTS_DISABLED
#include "../../events/SDL_events_c.h"
#endif
/* This isn't defined in older Linux kernel headers */
#ifndef SYN_DROPPED
#define SYN_DROPPED 3
#endif
#include "../../core/linux/SDL_udev.h"
static int MaybeAddDevice(const char *path);
#if SDL_USE_LIBUDEV
static int MaybeRemoveDevice(const char *path);
void joystick_udev_callback(SDL_UDEV_deviceevent udev_type, int udev_class, const char *devpath);
#endif /* SDL_USE_LIBUDEV */
/* A linked list of available joysticks */
typedef struct SDL_joylist_item
{
int device_instance;
char *path; /* "/dev/input/event2" or whatever */
char *name; /* "SideWinder 3D Pro" or whatever */
SDL_JoystickGUID guid;
dev_t devnum;
struct joystick_hwdata *hwdata;
struct SDL_joylist_item *next;
} SDL_joylist_item;
static SDL_joylist_item *SDL_joylist = NULL;
static SDL_joylist_item *SDL_joylist_tail = NULL;
static int numjoysticks = 0;
static int instance_counter = 0;
#define test_bit(nr, addr) \
(((1UL << ((nr) % (sizeof(long) * 8))) & ((addr)[(nr) / (sizeof(long) * 8)])) != 0)
#define NBITS(x) ((((x)-1)/(sizeof(long) * 8))+1)
static int
IsJoystick(int fd, char *namebuf, const size_t namebuflen, SDL_JoystickGUID *guid)
{
struct input_id inpid;
Uint16 *guid16 = (Uint16 *) ((char *) &guid->data);
#if !SDL_USE_LIBUDEV
/* When udev is enabled we only get joystick devices here, so there's no need to test them */
unsigned long evbit[NBITS(EV_MAX)] = { 0 };
unsigned long keybit[NBITS(KEY_MAX)] = { 0 };
unsigned long absbit[NBITS(ABS_MAX)] = { 0 };
if ((ioctl(fd, EVIOCGBIT(0, sizeof(evbit)), evbit) < 0) ||
(ioctl(fd, EVIOCGBIT(EV_KEY, sizeof(keybit)), keybit) < 0) ||
(ioctl(fd, EVIOCGBIT(EV_ABS, sizeof(absbit)), absbit) < 0)) {
return (0);
}
if (!(test_bit(EV_KEY, evbit) && test_bit(EV_ABS, evbit) &&
test_bit(ABS_X, absbit) && test_bit(ABS_Y, absbit))) {
return 0;
}
#endif
if (ioctl(fd, EVIOCGNAME(namebuflen), namebuf) < 0) {
return 0;
}
if (ioctl(fd, EVIOCGID, &inpid) < 0) {
return 0;
}
#ifdef DEBUG_JOYSTICK
printf("Joystick: %s, bustype = %d, vendor = 0x%x, product = 0x%x, version = %d\n", namebuf, inpid.bustype, inpid.vendor, inpid.product, inpid.version);
#endif
SDL_memset(guid->data, 0, sizeof(guid->data));
/* We only need 16 bits for each of these; space them out to fill 128. */
/* Byteswap so devices get same GUID on little/big endian platforms. */
*(guid16++) = SDL_SwapLE16(inpid.bustype);
*(guid16++) = 0;
if (inpid.vendor && inpid.product && inpid.version) {
*(guid16++) = SDL_SwapLE16(inpid.vendor);
*(guid16++) = 0;
*(guid16++) = SDL_SwapLE16(inpid.product);
*(guid16++) = 0;
*(guid16++) = SDL_SwapLE16(inpid.version);
*(guid16++) = 0;
} else {
SDL_strlcpy((char*)guid16, namebuf, sizeof(guid->data) - 4);
}
return 1;
}
#if SDL_USE_LIBUDEV
void joystick_udev_callback(SDL_UDEV_deviceevent udev_type, int udev_class, const char *devpath)
{
if (devpath == NULL || !(udev_class & SDL_UDEV_DEVICE_JOYSTICK)) {
return;
}
switch( udev_type )
{
case SDL_UDEV_DEVICEADDED:
MaybeAddDevice(devpath);
break;
case SDL_UDEV_DEVICEREMOVED:
MaybeRemoveDevice(devpath);
break;
default:
break;
}
}
#endif /* SDL_USE_LIBUDEV */
/* !!! FIXME: I would love to dump this code and use libudev instead. */
static int
MaybeAddDevice(const char *path)
{
struct stat sb;
int fd = -1;
int isstick = 0;
char namebuf[128];
SDL_JoystickGUID guid;
SDL_joylist_item *item;
#if !SDL_EVENTS_DISABLED
SDL_Event event;
#endif
if (path == NULL) {
return -1;
}
if (stat(path, &sb) == -1) {
return -1;
}
/* Check to make sure it's not already in list. */
for (item = SDL_joylist; item != NULL; item = item->next) {
if (sb.st_rdev == item->devnum) {
return -1; /* already have this one */
}
}
fd = open(path, O_RDONLY, 0);
if (fd < 0) {
return -1;
}
#ifdef DEBUG_INPUT_EVENTS
printf("Checking %s\n", path);
#endif
isstick = IsJoystick(fd, namebuf, sizeof (namebuf), &guid);
close(fd);
if (!isstick) {
return -1;
}
item = (SDL_joylist_item *) SDL_malloc(sizeof (SDL_joylist_item));
if (item == NULL) {
return -1;
}
SDL_zerop(item);
item->devnum = sb.st_rdev;
item->path = SDL_strdup(path);
item->name = SDL_strdup(namebuf);
item->guid = guid;
if ( (item->path == NULL) || (item->name == NULL) ) {
SDL_free(item->path);
SDL_free(item->name);
SDL_free(item);
return -1;
}
item->device_instance = instance_counter++;
if (SDL_joylist_tail == NULL) {
SDL_joylist = SDL_joylist_tail = item;
} else {
SDL_joylist_tail->next = item;
SDL_joylist_tail = item;
}
/* Need to increment the joystick count before we post the event */
++numjoysticks;
/* !!! FIXME: Move this to an SDL_PrivateJoyDeviceAdded() function? */
#if !SDL_EVENTS_DISABLED
event.type = SDL_JOYDEVICEADDED;
if (SDL_GetEventState(event.type) == SDL_ENABLE) {
event.jdevice.which = (numjoysticks - 1);
if ( (SDL_EventOK == NULL) ||
(*SDL_EventOK) (SDL_EventOKParam, &event) ) {
SDL_PushEvent(&event);
}
}
#endif /* !SDL_EVENTS_DISABLED */
return numjoysticks;
}
#if SDL_USE_LIBUDEV
/* !!! FIXME: I would love to dump this code and use libudev instead. */
static int
MaybeRemoveDevice(const char *path)
{
SDL_joylist_item *item;
SDL_joylist_item *prev = NULL;
#if !SDL_EVENTS_DISABLED
SDL_Event event;
#endif
if (path == NULL) {
return -1;
}
for (item = SDL_joylist; item != NULL; item = item->next) {
/* found it, remove it. */
if (SDL_strcmp(path, item->path) == 0) {
const int retval = item->device_instance;
if (item->hwdata) {
item->hwdata->item = NULL;
}
if (prev != NULL) {
prev->next = item->next;
} else {
SDL_assert(SDL_joylist == item);
SDL_joylist = item->next;
}
if (item == SDL_joylist_tail) {
SDL_joylist_tail = prev;
}
/* Need to decrement the joystick count before we post the event */
--numjoysticks;
/* !!! FIXME: Move this to an SDL_PrivateJoyDeviceRemoved() function? */
#if !SDL_EVENTS_DISABLED
event.type = SDL_JOYDEVICEREMOVED;
if (SDL_GetEventState(event.type) == SDL_ENABLE) {
event.jdevice.which = item->device_instance;
if ( (SDL_EventOK == NULL) ||
(*SDL_EventOK) (SDL_EventOKParam, &event) ) {
SDL_PushEvent(&event);
}
}
#endif /* !SDL_EVENTS_DISABLED */
SDL_free(item->path);
SDL_free(item->name);
SDL_free(item);
return retval;
}
prev = item;
}
return -1;
}
#endif
static int
JoystickInitWithoutUdev(void)
{
int i;
char path[PATH_MAX];
/* !!! FIXME: only finds sticks if they're called /dev/input/event[0..31] */
/* !!! FIXME: we could at least readdir() through /dev/input...? */
/* !!! FIXME: (or delete this and rely on libudev?) */
for (i = 0; i < 32; i++) {
SDL_snprintf(path, SDL_arraysize(path), "/dev/input/event%d", i);
MaybeAddDevice(path);
}
return numjoysticks;
}
#if SDL_USE_LIBUDEV
static int
JoystickInitWithUdev(void)
{
if (SDL_UDEV_Init() < 0) {
return SDL_SetError("Could not initialize UDEV");
}
/* Set up the udev callback */
if ( SDL_UDEV_AddCallback(joystick_udev_callback) < 0) {
SDL_UDEV_Quit();
return SDL_SetError("Could not set up joystick <-> udev callback");
}
/* Force a scan to build the initial device list */
SDL_UDEV_Scan();
return numjoysticks;
}
#endif
int
SDL_SYS_JoystickInit(void)
{
/* First see if the user specified one or more joysticks to use */
if (SDL_getenv("SDL_JOYSTICK_DEVICE") != NULL) {
char *envcopy, *envpath, *delim;
envcopy = SDL_strdup(SDL_getenv("SDL_JOYSTICK_DEVICE"));
envpath = envcopy;
while (envpath != NULL) {
delim = SDL_strchr(envpath, ':');
if (delim != NULL) {
*delim++ = '\0';
}
MaybeAddDevice(envpath);
envpath = delim;
}
SDL_free(envcopy);
}
#if SDL_USE_LIBUDEV
return JoystickInitWithUdev();
#endif
return JoystickInitWithoutUdev();
}
int SDL_SYS_NumJoysticks()
{
return numjoysticks;
}
void SDL_SYS_JoystickDetect()
{
#if SDL_USE_LIBUDEV
SDL_UDEV_Poll();
#endif
}
SDL_bool SDL_SYS_JoystickNeedsPolling()
{
#if SDL_USE_LIBUDEV
return SDL_TRUE;
#endif
return SDL_FALSE;
}
static SDL_joylist_item *
JoystickByDevIndex(int device_index)
{
SDL_joylist_item *item = SDL_joylist;
if ((device_index < 0) || (device_index >= numjoysticks)) {
return NULL;
}
while (device_index > 0) {
SDL_assert(item != NULL);
device_index--;
item = item->next;
}
return item;
}
/* Function to get the device-dependent name of a joystick */
const char *
SDL_SYS_JoystickNameForDeviceIndex(int device_index)
{
return JoystickByDevIndex(device_index)->name;
}
/* Function to perform the mapping from device index to the instance id for this index */
SDL_JoystickID SDL_SYS_GetInstanceIdOfDeviceIndex(int device_index)
{
return JoystickByDevIndex(device_index)->device_instance;
}
static int
allocate_hatdata(SDL_Joystick * joystick)
{
int i;
joystick->hwdata->hats =
(struct hwdata_hat *) SDL_malloc(joystick->nhats *
sizeof(struct hwdata_hat));
if (joystick->hwdata->hats == NULL) {
return (-1);
}
for (i = 0; i < joystick->nhats; ++i) {
joystick->hwdata->hats[i].axis[0] = 1;
joystick->hwdata->hats[i].axis[1] = 1;
}
return (0);
}
static int
allocate_balldata(SDL_Joystick * joystick)
{
int i;
joystick->hwdata->balls =
(struct hwdata_ball *) SDL_malloc(joystick->nballs *
sizeof(struct hwdata_ball));
if (joystick->hwdata->balls == NULL) {
return (-1);
}
for (i = 0; i < joystick->nballs; ++i) {
joystick->hwdata->balls[i].axis[0] = 0;
joystick->hwdata->balls[i].axis[1] = 0;
}
return (0);
}
static void
ConfigJoystick(SDL_Joystick * joystick, int fd)
{
int i, t;
unsigned long keybit[NBITS(KEY_MAX)] = { 0 };
unsigned long absbit[NBITS(ABS_MAX)] = { 0 };
unsigned long relbit[NBITS(REL_MAX)] = { 0 };
/* See if this device uses the new unified event API */
if ((ioctl(fd, EVIOCGBIT(EV_KEY, sizeof(keybit)), keybit) >= 0) &&
(ioctl(fd, EVIOCGBIT(EV_ABS, sizeof(absbit)), absbit) >= 0) &&
(ioctl(fd, EVIOCGBIT(EV_REL, sizeof(relbit)), relbit) >= 0)) {
/* Get the number of buttons, axes, and other thingamajigs */
for (i = BTN_JOYSTICK; i < KEY_MAX; ++i) {
if (test_bit(i, keybit)) {
#ifdef DEBUG_INPUT_EVENTS
printf("Joystick has button: 0x%x\n", i);
#endif
joystick->hwdata->key_map[i - BTN_MISC] = joystick->nbuttons;
++joystick->nbuttons;
}
}
for (i = BTN_MISC; i < BTN_JOYSTICK; ++i) {
if (test_bit(i, keybit)) {
#ifdef DEBUG_INPUT_EVENTS
printf("Joystick has button: 0x%x\n", i);
#endif
joystick->hwdata->key_map[i - BTN_MISC] = joystick->nbuttons;
++joystick->nbuttons;
}
}
for (i = 0; i < ABS_MISC; ++i) {
/* Skip hats */
if (i == ABS_HAT0X) {
i = ABS_HAT3Y;
continue;
}
if (test_bit(i, absbit)) {
struct input_absinfo absinfo;
if (ioctl(fd, EVIOCGABS(i), &absinfo) < 0) {
continue;
}
#ifdef DEBUG_INPUT_EVENTS
printf("Joystick has absolute axis: 0x%.2x\n", i);
printf("Values = { %d, %d, %d, %d, %d }\n",
absinfo.value, absinfo.minimum, absinfo.maximum,
absinfo.fuzz, absinfo.flat);
#endif /* DEBUG_INPUT_EVENTS */
joystick->hwdata->abs_map[i] = joystick->naxes;
if (absinfo.minimum == absinfo.maximum) {
joystick->hwdata->abs_correct[i].used = 0;
} else {
joystick->hwdata->abs_correct[i].used = 1;
joystick->hwdata->abs_correct[i].coef[0] =
(absinfo.maximum + absinfo.minimum) - 2 * absinfo.flat;
joystick->hwdata->abs_correct[i].coef[1] =
(absinfo.maximum + absinfo.minimum) + 2 * absinfo.flat;
t = ((absinfo.maximum - absinfo.minimum) - 4 * absinfo.flat);
if (t != 0) {
joystick->hwdata->abs_correct[i].coef[2] =
(1 << 28) / t;
} else {
joystick->hwdata->abs_correct[i].coef[2] = 0;
}
}
++joystick->naxes;
}
}
for (i = ABS_HAT0X; i <= ABS_HAT3Y; i += 2) {
if (test_bit(i, absbit) || test_bit(i + 1, absbit)) {
struct input_absinfo absinfo;
if (ioctl(fd, EVIOCGABS(i), &absinfo) < 0) {
continue;
}
#ifdef DEBUG_INPUT_EVENTS
printf("Joystick has hat %d\n", (i - ABS_HAT0X) / 2);
printf("Values = { %d, %d, %d, %d, %d }\n",
absinfo.value, absinfo.minimum, absinfo.maximum,
absinfo.fuzz, absinfo.flat);
#endif /* DEBUG_INPUT_EVENTS */
++joystick->nhats;
}
}
if (test_bit(REL_X, relbit) || test_bit(REL_Y, relbit)) {
++joystick->nballs;
}
/* Allocate data to keep track of these thingamajigs */
if (joystick->nhats > 0) {
if (allocate_hatdata(joystick) < 0) {
joystick->nhats = 0;
}
}
if (joystick->nballs > 0) {
if (allocate_balldata(joystick) < 0) {
joystick->nballs = 0;
}
}
}
}
/* Function to open a joystick for use.
The joystick to open is specified by the index field of the joystick.
This should fill the nbuttons and naxes fields of the joystick structure.
It returns 0, or -1 if there is an error.
*/
int
SDL_SYS_JoystickOpen(SDL_Joystick * joystick, int device_index)
{
SDL_joylist_item *item = JoystickByDevIndex(device_index);
char *fname = NULL;
int fd = -1;
if (item == NULL) {
return SDL_SetError("No such device");
}
fname = item->path;
fd = open(fname, O_RDONLY, 0);
if (fd < 0) {
return SDL_SetError("Unable to open %s", fname);
}
joystick->instance_id = item->device_instance;
joystick->hwdata = (struct joystick_hwdata *)
SDL_malloc(sizeof(*joystick->hwdata));
if (joystick->hwdata == NULL) {
close(fd);
return SDL_OutOfMemory();
}
SDL_memset(joystick->hwdata, 0, sizeof(*joystick->hwdata));
joystick->hwdata->item = item;
joystick->hwdata->guid = item->guid;
joystick->hwdata->fd = fd;
joystick->hwdata->fname = SDL_strdup(item->path);
if (joystick->hwdata->fname == NULL) {
SDL_free(joystick->hwdata);
joystick->hwdata = NULL;
close(fd);
return SDL_OutOfMemory();
}
SDL_assert(item->hwdata == NULL);
item->hwdata = joystick->hwdata;
/* Set the joystick to non-blocking read mode */
fcntl(fd, F_SETFL, O_NONBLOCK);
/* Get the number of buttons and axes on the joystick */
ConfigJoystick(joystick, fd);
/* mark joystick as fresh and ready */
joystick->hwdata->fresh = 1;
return (0);
}
/* Function to determine is this joystick is attached to the system right now */
SDL_bool SDL_SYS_JoystickAttached(SDL_Joystick *joystick)
{
return !joystick->closed && (joystick->hwdata->item != NULL);
}
static SDL_INLINE void
HandleHat(SDL_Joystick * stick, Uint8 hat, int axis, int value)
{
struct hwdata_hat *the_hat;
const Uint8 position_map[3][3] = {
{SDL_HAT_LEFTUP, SDL_HAT_UP, SDL_HAT_RIGHTUP},
{SDL_HAT_LEFT, SDL_HAT_CENTERED, SDL_HAT_RIGHT},
{SDL_HAT_LEFTDOWN, SDL_HAT_DOWN, SDL_HAT_RIGHTDOWN}
};
the_hat = &stick->hwdata->hats[hat];
if (value < 0) {
value = 0;
} else if (value == 0) {
value = 1;
} else if (value > 0) {
value = 2;
}
if (value != the_hat->axis[axis]) {
the_hat->axis[axis] = value;
SDL_PrivateJoystickHat(stick, hat,
position_map[the_hat->
axis[1]][the_hat->axis[0]]);
}
}
static SDL_INLINE void
HandleBall(SDL_Joystick * stick, Uint8 ball, int axis, int value)
{
stick->hwdata->balls[ball].axis[axis] += value;
}
static SDL_INLINE int
AxisCorrect(SDL_Joystick * joystick, int which, int value)
{
struct axis_correct *correct;
correct = &joystick->hwdata->abs_correct[which];
if (correct->used) {
value *= 2;
if (value > correct->coef[0]) {
if (value < correct->coef[1]) {
return 0;
}
value -= correct->coef[1];
} else {
value -= correct->coef[0];
}
value *= correct->coef[2];
value >>= 13;
}
/* Clamp and return */
if (value < -32768)
return -32768;
if (value > 32767)
return 32767;
return value;
}
static SDL_INLINE void
PollAllValues(SDL_Joystick * joystick)
{
struct input_absinfo absinfo;
int a, b = 0;
/* Poll all axis */
for (a = ABS_X; b < ABS_MAX; a++) {
switch (a) {
case ABS_HAT0X:
case ABS_HAT0Y:
case ABS_HAT1X:
case ABS_HAT1Y:
case ABS_HAT2X:
case ABS_HAT2Y:
case ABS_HAT3X:
case ABS_HAT3Y:
/* ingore hats */
break;
default:
if (joystick->hwdata->abs_correct[b].used) {
if (ioctl(joystick->hwdata->fd, EVIOCGABS(a), &absinfo) >= 0) {
absinfo.value = AxisCorrect(joystick, b, absinfo.value);
#ifdef DEBUG_INPUT_EVENTS
printf("Joystick : Re-read Axis %d (%d) val= %d\n",
joystick->hwdata->abs_map[b], a, absinfo.value);
#endif
SDL_PrivateJoystickAxis(joystick,
joystick->hwdata->abs_map[b],
absinfo.value);
}
}
b++;
}
}
}
static SDL_INLINE void
HandleInputEvents(SDL_Joystick * joystick)
{
struct input_event events[32];
int i, len;
int code;
if (joystick->hwdata->fresh) {
PollAllValues(joystick);
joystick->hwdata->fresh = 0;
}
while ((len = read(joystick->hwdata->fd, events, (sizeof events))) > 0) {
len /= sizeof(events[0]);
for (i = 0; i < len; ++i) {
code = events[i].code;
switch (events[i].type) {
case EV_KEY:
if (code >= BTN_MISC) {
code -= BTN_MISC;
SDL_PrivateJoystickButton(joystick,
joystick->hwdata->key_map[code],
events[i].value);
}
break;
case EV_ABS:
if (code >= ABS_MISC) {
break;
}
switch (code) {
case ABS_HAT0X:
case ABS_HAT0Y:
case ABS_HAT1X:
case ABS_HAT1Y:
case ABS_HAT2X:
case ABS_HAT2Y:
case ABS_HAT3X:
case ABS_HAT3Y:
code -= ABS_HAT0X;
HandleHat(joystick, code / 2, code % 2, events[i].value);
break;
default:
events[i].value =
AxisCorrect(joystick, code, events[i].value);
SDL_PrivateJoystickAxis(joystick,
joystick->hwdata->abs_map[code],
events[i].value);
break;
}
break;
case EV_REL:
switch (code) {
case REL_X:
case REL_Y:
code -= REL_X;
HandleBall(joystick, code / 2, code % 2, events[i].value);
break;
default:
break;
}
break;
case EV_SYN:
switch (code) {
case SYN_DROPPED :
#ifdef DEBUG_INPUT_EVENTS
printf("Event SYN_DROPPED detected\n");
#endif
PollAllValues(joystick);
break;
default:
break;
}
default:
break;
}
}
}
}
void
SDL_SYS_JoystickUpdate(SDL_Joystick * joystick)
{
int i;
HandleInputEvents(joystick);
/* Deliver ball motion updates */
for (i = 0; i < joystick->nballs; ++i) {
int xrel, yrel;
xrel = joystick->hwdata->balls[i].axis[0];
yrel = joystick->hwdata->balls[i].axis[1];
if (xrel || yrel) {
joystick->hwdata->balls[i].axis[0] = 0;
joystick->hwdata->balls[i].axis[1] = 0;
SDL_PrivateJoystickBall(joystick, (Uint8) i, xrel, yrel);
}
}
}
/* Function to close a joystick after use */
void
SDL_SYS_JoystickClose(SDL_Joystick * joystick)
{
if (joystick->hwdata) {
close(joystick->hwdata->fd);
if (joystick->hwdata->item) {
joystick->hwdata->item->hwdata = NULL;
}
SDL_free(joystick->hwdata->hats);
SDL_free(joystick->hwdata->balls);
SDL_free(joystick->hwdata->fname);
SDL_free(joystick->hwdata);
joystick->hwdata = NULL;
}
joystick->closed = 1;
}
/* Function to perform any system-specific joystick related cleanup */
void
SDL_SYS_JoystickQuit(void)
{
SDL_joylist_item *item = NULL;
SDL_joylist_item *next = NULL;
for (item = SDL_joylist; item; item = next) {
next = item->next;
SDL_free(item->path);
SDL_free(item->name);
SDL_free(item);
}
SDL_joylist = SDL_joylist_tail = NULL;
numjoysticks = 0;
instance_counter = 0;
#if SDL_USE_LIBUDEV
SDL_UDEV_DelCallback(joystick_udev_callback);
SDL_UDEV_Quit();
#endif
}
SDL_JoystickGUID SDL_SYS_JoystickGetDeviceGUID( int device_index )
{
return JoystickByDevIndex(device_index)->guid;
}
SDL_JoystickGUID SDL_SYS_JoystickGetGUID(SDL_Joystick * joystick)
{
return joystick->hwdata->guid;
}
#endif /* SDL_JOYSTICK_LINUX */
/* vi: set ts=4 sw=4 expandtab: */
@@ -1,57 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2013 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 <linux/input.h>
struct SDL_joylist_item;
/* The private structure used to keep track of a joystick */
struct joystick_hwdata
{
int fd;
struct SDL_joylist_item *item;
SDL_JoystickGUID guid;
char *fname; /* Used in haptic subsystem */
/* The current Linux joystick driver maps hats to two axes */
struct hwdata_hat
{
int axis[2];
} *hats;
/* The current Linux joystick driver maps balls to two axes */
struct hwdata_ball
{
int axis[2];
} *balls;
/* Support for the Linux 2.4 unified input interface */
Uint8 key_map[KEY_MAX - BTN_MISC];
Uint8 abs_map[ABS_MAX];
struct axis_correct
{
int used;
int coef[3];
} abs_correct[ABS_MAX];
int fresh;
};
/* vi: set ts=4 sw=4 expandtab: */
@@ -1,274 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2013 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 is the system specific header for the SDL joystick API */
#include <pspctrl.h>
#include <pspkernel.h>
#include <stdio.h> /* For the definition of NULL */
#include <stdlib.h>
#include "../SDL_sysjoystick.h"
#include "../SDL_joystick_c.h"
#include "SDL_events.h"
#include "SDL_error.h"
#include "SDL_thread.h"
#include "SDL_mutex.h"
#include "SDL_timer.h"
/* Current pad state */
static SceCtrlData pad = { .Lx = 0, .Ly = 0, .Buttons = 0 };
static SDL_sem *pad_sem = NULL;
static SDL_Thread *thread = NULL;
static int running = 0;
static const enum PspCtrlButtons button_map[] = {
PSP_CTRL_TRIANGLE, PSP_CTRL_CIRCLE, PSP_CTRL_CROSS, PSP_CTRL_SQUARE,
PSP_CTRL_LTRIGGER, PSP_CTRL_RTRIGGER,
PSP_CTRL_DOWN, PSP_CTRL_LEFT, PSP_CTRL_UP, PSP_CTRL_RIGHT,
PSP_CTRL_SELECT, PSP_CTRL_START, PSP_CTRL_HOME, PSP_CTRL_HOLD };
static int analog_map[256]; /* Map analog inputs to -32768 -> 32767 */
typedef struct
{
int x;
int y;
} point;
/* 4 points define the bezier-curve. */
static point a = { 0, 0 };
static point b = { 50, 0 };
static point c = { 78, 32767 };
static point d = { 128, 32767 };
/* simple linear interpolation between two points */
static SDL_INLINE void lerp (point *dest, point *a, point *b, float t)
{
dest->x = a->x + (b->x - a->x)*t;
dest->y = a->y + (b->y - a->y)*t;
}
/* evaluate a point on a bezier-curve. t goes from 0 to 1.0 */
static int calc_bezier_y(float t)
{
point ab, bc, cd, abbc, bccd, dest;
lerp (&ab, &a, &b, t); /* point between a and b */
lerp (&bc, &b, &c, t); /* point between b and c */
lerp (&cd, &c, &d, t); /* point between c and d */
lerp (&abbc, &ab, &bc, t); /* point between ab and bc */
lerp (&bccd, &bc, &cd, t); /* point between bc and cd */
lerp (&dest, &abbc, &bccd, t); /* point on the bezier-curve */
return dest.y;
}
/*
* Collect pad data about once per frame
*/
int JoystickUpdate(void *data)
{
while (running) {
SDL_SemWait(pad_sem);
sceCtrlPeekBufferPositive(&pad, 1);
SDL_SemPost(pad_sem);
/* Delay 1/60th of a second */
sceKernelDelayThread(1000000 / 60);
}
return 0;
}
/* Function to scan the system for joysticks.
* This function should set SDL_numjoysticks to the number of available
* joysticks. Joystick 0 should be the system default joystick.
* It should return number of joysticks, or -1 on an unrecoverable fatal error.
*/
int SDL_SYS_JoystickInit(void)
{
int i;
/* SDL_numjoysticks = 1; */
/* Setup input */
sceCtrlSetSamplingCycle(0);
sceCtrlSetSamplingMode(PSP_CTRL_MODE_ANALOG);
/* Start thread to read data */
if((pad_sem = SDL_CreateSemaphore(1)) == NULL) {
return SDL_SetError("Can't create input semaphore");
}
running = 1;
if((thread = SDL_CreateThread(JoystickUpdate, "JoySitckThread",NULL)) == NULL) {
return SDL_SetError("Can't create input thread");
}
/* Create an accurate map from analog inputs (0 to 255)
to SDL joystick positions (-32768 to 32767) */
for (i = 0; i < 128; i++)
{
float t = (float)i/127.0f;
analog_map[i+128] = calc_bezier_y(t);
analog_map[127-i] = -1 * analog_map[i+128];
}
return 1;
}
int SDL_SYS_NumJoysticks()
{
return 1;
}
void SDL_SYS_JoystickDetect()
{
}
SDL_bool SDL_SYS_JoystickNeedsPolling()
{
return SDL_FALSE;
}
/* Function to get the device-dependent name of a joystick */
const char * SDL_SYS_JoystickNameForDeviceIndex(int device_index)
{
return "PSP builtin joypad";
}
/* Function to perform the mapping from device index to the instance id for this index */
SDL_JoystickID SDL_SYS_GetInstanceIdOfDeviceIndex(int device_index)
{
return device_index;
}
/* Function to get the device-dependent name of a joystick */
const char *SDL_SYS_JoystickName(int index)
{
if (index == 0)
return "PSP controller";
SDL_SetError("No joystick available with that index");
return(NULL);
}
/* Function to open a joystick for use.
The joystick to open is specified by the index field of the joystick.
This should fill the nbuttons and naxes fields of the joystick structure.
It returns 0, or -1 if there is an error.
*/
int SDL_SYS_JoystickOpen(SDL_Joystick *joystick, int device_index)
{
joystick->nbuttons = 14;
joystick->naxes = 2;
joystick->nhats = 0;
return 0;
}
/* Function to determine is this joystick is attached to the system right now */
SDL_bool SDL_SYS_JoystickAttached(SDL_Joystick *joystick)
{
return SDL_TRUE;
}
/* Function to update the state of a joystick - called as a device poll.
* This function shouldn't update the joystick structure directly,
* but instead should call SDL_PrivateJoystick*() to deliver events
* and update joystick device state.
*/
void SDL_SYS_JoystickUpdate(SDL_Joystick *joystick)
{
int i;
enum PspCtrlButtons buttons;
enum PspCtrlButtons changed;
unsigned char x, y;
static enum PspCtrlButtons old_buttons = 0;
static unsigned char old_x = 0, old_y = 0;
SDL_SemWait(pad_sem);
buttons = pad.Buttons;
x = pad.Lx;
y = pad.Ly;
SDL_SemPost(pad_sem);
/* Axes */
if(old_x != x) {
SDL_PrivateJoystickAxis(joystick, 0, analog_map[x]);
old_x = x;
}
if(old_y != y) {
SDL_PrivateJoystickAxis(joystick, 1, analog_map[y]);
old_y = y;
}
/* Buttons */
changed = old_buttons ^ buttons;
old_buttons = buttons;
if(changed) {
for(i=0; i<sizeof(button_map)/sizeof(button_map[0]); i++) {
if(changed & button_map[i]) {
SDL_PrivateJoystickButton(
joystick, i,
(buttons & button_map[i]) ?
SDL_PRESSED : SDL_RELEASED);
}
}
}
sceKernelDelayThread(0);
}
/* Function to close a joystick after use */
void SDL_SYS_JoystickClose(SDL_Joystick *joystick)
{
/* Do nothing. */
}
/* Function to perform any system-specific joystick related cleanup */
void SDL_SYS_JoystickQuit(void)
{
/* Cleanup Threads and Semaphore. */
running = 0;
SDL_WaitThread(thread, NULL);
SDL_DestroySemaphore(pad_sem);
}
SDL_JoystickGUID SDL_SYS_JoystickGetDeviceGUID( int device_index )
{
SDL_JoystickGUID guid;
/* the GUID is just the first 16 chars of the name for now */
const char *name = SDL_SYS_JoystickNameForDeviceIndex( device_index );
SDL_zero( guid );
SDL_memcpy( &guid, name, SDL_min( sizeof(guid), SDL_strlen( name ) ) );
return guid;
}
SDL_JoystickGUID SDL_SYS_JoystickGetGUID(SDL_Joystick * joystick)
{
SDL_JoystickGUID guid;
/* the GUID is just the first 16 chars of the name for now */
const char *name = joystick->name;
SDL_zero( guid );
SDL_memcpy( &guid, name, SDL_min( sizeof(guid), SDL_strlen( name ) ) );
return guid;
}
/* vim: ts=4 sw=4
*/
File diff suppressed because it is too large Load Diff
@@ -1,150 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2013 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"
#ifndef SDL_JOYSTICK_DINPUT_H
/* DirectInput joystick driver; written by Glenn Maynard, based on Andrei de
* A. Formiga's WINMM driver.
*
* Hats and sliders are completely untested; the app I'm writing this for mostly
* doesn't use them and I don't own any joysticks with them.
*
* We don't bother to use event notification here. It doesn't seem to work
* with polled devices, and it's fine to call IDirectInputDevice2_GetDeviceData and
* let it return 0 events. */
#include "../../core/windows/SDL_windows.h"
#define DIRECTINPUT_VERSION 0x0800 /* Need version 7 for force feedback. Need version 8 so IDirectInput8_EnumDevices doesn't leak like a sieve... */
#include <dinput.h>
#define COBJMACROS
#include <wbemcli.h>
#include <oleauto.h>
#include <xinput.h>
#include <devguid.h>
#include <dbt.h>
#ifndef XUSER_MAX_COUNT
#define XUSER_MAX_COUNT 4
#endif
#ifndef XUSER_INDEX_ANY
#define XUSER_INDEX_ANY 0x000000FF
#endif
#ifndef XINPUT_CAPS_FFB_SUPPORTED
#define XINPUT_CAPS_FFB_SUPPORTED 0x0001
#endif
/* typedef's for XInput structs we use */
typedef struct
{
WORD wButtons;
BYTE bLeftTrigger;
BYTE bRightTrigger;
SHORT sThumbLX;
SHORT sThumbLY;
SHORT sThumbRX;
SHORT sThumbRY;
DWORD dwPaddingReserved;
} XINPUT_GAMEPAD_EX;
typedef struct
{
DWORD dwPacketNumber;
XINPUT_GAMEPAD_EX Gamepad;
} XINPUT_STATE_EX;
/* Forward decl's for XInput API's we load dynamically and use if available */
typedef DWORD (WINAPI *XInputGetState_t)
(
DWORD dwUserIndex, /* [in] Index of the gamer associated with the device */
XINPUT_STATE_EX* pState /* [out] Receives the current state */
);
typedef DWORD (WINAPI *XInputSetState_t)
(
DWORD dwUserIndex, /* [in] Index of the gamer associated with the device */
XINPUT_VIBRATION* pVibration /* [in, out] The vibration information to send to the controller */
);
typedef DWORD (WINAPI *XInputGetCapabilities_t)
(
DWORD dwUserIndex, /* [in] Index of the gamer associated with the device */
DWORD dwFlags, /* [in] Input flags that identify the device type */
XINPUT_CAPABILITIES* pCapabilities /* [out] Receives the capabilities */
);
extern int WIN_LoadXInputDLL(void);
extern void WIN_UnloadXInputDLL(void);
extern XInputGetState_t SDL_XInputGetState;
extern XInputSetState_t SDL_XInputSetState;
extern XInputGetCapabilities_t SDL_XInputGetCapabilities;
extern DWORD SDL_XInputVersion; /* ((major << 16) & 0xFF00) | (minor & 0xFF) */
#define XINPUTGETSTATE SDL_XInputGetState
#define XINPUTSETSTATE SDL_XInputSetState
#define XINPUTGETCAPABILITIES SDL_XInputGetCapabilities
#define INVALID_XINPUT_USERID XUSER_INDEX_ANY
#define SDL_XINPUT_MAX_DEVICES XUSER_MAX_COUNT
#define MAX_INPUTS 256 /* each joystick can have up to 256 inputs */
/* local types */
typedef enum Type
{ BUTTON, AXIS, HAT } Type;
typedef struct input_t
{
/* DirectInput offset for this input type: */
DWORD ofs;
/* Button, axis or hat: */
Type type;
/* SDL input offset: */
Uint8 num;
} input_t;
/* The private structure used to keep track of a joystick */
struct joystick_hwdata
{
LPDIRECTINPUTDEVICE8 InputDevice;
DIDEVCAPS Capabilities;
int buffered;
SDL_JoystickGUID guid;
input_t Inputs[MAX_INPUTS];
int NumInputs;
int NumSliders;
Uint8 removed;
Uint8 send_remove_event;
Uint8 bXInputDevice; /* 1 if this device supports using the xinput API rather than DirectInput */
Uint8 bXInputHaptic; /* Supports force feedback via XInput. */
Uint8 userid; /* XInput userid index for this joystick */
Uint8 currentXInputSlot; /* the current position to write to in XInputState below, used so we can compare old and new values */
XINPUT_STATE_EX XInputState[2];
};
#endif /* SDL_JOYSTICK_DINPUT_H */
@@ -1,74 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2013 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 SDL_LOADSO_DLOPEN
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
/* System dependent library loading routines */
#include <stdio.h>
#include <dlfcn.h>
#include "SDL_loadso.h"
void *
SDL_LoadObject(const char *sofile)
{
void *handle = dlopen(sofile, RTLD_NOW|RTLD_LOCAL);
const char *loaderror = (char *) dlerror();
if (handle == NULL) {
SDL_SetError("Failed loading %s: %s", sofile, loaderror);
}
return (handle);
}
void *
SDL_LoadFunction(void *handle, const char *name)
{
void *symbol = dlsym(handle, name);
if (symbol == NULL) {
/* append an underscore for platforms that need that. */
size_t len = 1 + SDL_strlen(name) + 1;
char *_name = SDL_stack_alloc(char, len);
_name[0] = '_';
SDL_strlcpy(&_name[1], name, len);
symbol = dlsym(handle, _name);
SDL_stack_free(_name);
if (symbol == NULL) {
SDL_SetError("Failed loading %s: %s", name,
(const char *) dlerror());
}
}
return (symbol);
}
void
SDL_UnloadObject(void *handle)
{
if (handle != NULL) {
dlclose(handle);
}
}
#endif /* SDL_LOADSO_DLOPEN */
/* vi: set ts=4 sw=4 expandtab: */
@@ -1,54 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2013 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(SDL_LOADSO_DUMMY) || defined(SDL_LOADSO_DISABLED)
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
/* System dependent library loading routines */
#include "SDL_loadso.h"
void *
SDL_LoadObject(const char *sofile)
{
const char *loaderror = "SDL_LoadObject() not implemented";
SDL_SetError("Failed loading %s: %s", sofile, loaderror);
return (NULL);
}
void *
SDL_LoadFunction(void *handle, const char *name)
{
const char *loaderror = "SDL_LoadFunction() not implemented";
SDL_SetError("Failed loading %s: %s", name, loaderror);
return (NULL);
}
void
SDL_UnloadObject(void *handle)
{
/* no-op. */
}
#endif /* SDL_LOADSO_DUMMY || SDL_LOADSO_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */
@@ -1,71 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2013 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 SDL_LOADSO_HAIKU
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
/* System dependent library loading routines */
#include <stdio.h>
#include <os/kernel/image.h>
#include "SDL_loadso.h"
void *
SDL_LoadObject(const char *sofile)
{
void *handle = NULL;
image_id library_id = load_add_on(sofile);
if (library_id < 0) {
SDL_SetError(strerror((int) library_id));
} else {
handle = (void *) (library_id);
}
return (handle);
}
void *
SDL_LoadFunction(void *handle, const char *name)
{
void *sym = NULL;
image_id library_id = (image_id) handle;
status_t rc =
get_image_symbol(library_id, name, B_SYMBOL_TYPE_TEXT, &sym);
if (rc != B_NO_ERROR) {
SDL_SetError(strerror(rc));
}
return (sym);
}
void
SDL_UnloadObject(void *handle)
{
image_id library_id;
if (handle != NULL) {
library_id = (image_id) handle;
unload_add_on(library_id);
}
}
#endif /* SDL_LOADSO_HAIKU */
/* vi: set ts=4 sw=4 expandtab: */
@@ -1,72 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2013 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 SDL_LOADSO_WINDOWS
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
/* System dependent library loading routines */
#include "../../core/windows/SDL_windows.h"
#include "SDL_loadso.h"
void *
SDL_LoadObject(const char *sofile)
{
LPTSTR tstr = WIN_UTF8ToString(sofile);
void *handle = (void *) LoadLibrary(tstr);
SDL_free(tstr);
/* Generate an error message if all loads failed */
if (handle == NULL) {
char errbuf[512];
SDL_strlcpy(errbuf, "Failed loading ", SDL_arraysize(errbuf));
SDL_strlcat(errbuf, sofile, SDL_arraysize(errbuf));
WIN_SetError(errbuf);
}
return handle;
}
void *
SDL_LoadFunction(void *handle, const char *name)
{
void *symbol = (void *) GetProcAddress((HMODULE) handle, name);
if (symbol == NULL) {
char errbuf[512];
SDL_strlcpy(errbuf, "Failed loading ", SDL_arraysize(errbuf));
SDL_strlcat(errbuf, name, SDL_arraysize(errbuf));
WIN_SetError(errbuf);
}
return symbol;
}
void
SDL_UnloadObject(void *handle)
{
if (handle != NULL) {
FreeLibrary((HMODULE) handle);
}
}
#endif /* SDL_LOADSO_WINDOWS */
/* vi: set ts=4 sw=4 expandtab: */
@@ -1,38 +0,0 @@
#include "../../SDL_internal.h"
#ifdef __ANDROID__
/* Include the SDL main definition header */
#include "SDL_main.h"
/*******************************************************************************
Functions called by JNI
*******************************************************************************/
#include <jni.h>
/* Called before SDL_main() to initialize JNI bindings in SDL library */
extern void SDL_Android_Init(JNIEnv* env, jclass cls);
/* Start up the SDL app */
void Java_org_libsdl_app_SDLActivity_nativeInit(JNIEnv* env, jclass cls, jobject obj)
{
/* This interface could expand with ABI negotiation, calbacks, etc. */
SDL_Android_Init(env, cls);
SDL_SetMainReady();
/* Run the application code! */
int status;
char *argv[2];
argv[0] = SDL_strdup("app_process");
argv[1] = NULL;
status = SDL_main(1, argv);
/* Do not issue an exit or the whole application will terminate instead of just the SDL thread */
/* exit(status); */
}
#endif /* __ANDROID__ */
/* vi: set ts=4 sw=4 expandtab: */
@@ -1,80 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2013 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_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;
}
@@ -1,38 +0,0 @@
#include "winresrc.h"
LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
/////////////////////////////////////////////////////////////////////////////
//
// Version
//
VS_VERSION_INFO VERSIONINFO
FILEVERSION 2,0,1,0
PRODUCTVERSION 2,0,1,0
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, 1, 0\0"
VALUE "InternalName", "SDL\0"
VALUE "LegalCopyright", "Copyright © 2013 Sam Lantinga\0"
VALUE "OriginalFilename", "SDL2.dll\0"
VALUE "ProductName", "Simple DirectMedia Layer\0"
VALUE "ProductVersion", "2, 0, 1, 0\0"
END
END
BLOCK "VarFileInfo"
BEGIN
VALUE "Translation", 0x409, 1200
END
END
@@ -1,63 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2013 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"
#ifndef SDL_POWER_DISABLED
#if SDL_POWER_ANDROID
#include "SDL_power.h"
#include "../../core/android/SDL_android.h"
SDL_bool
SDL_GetPowerInfo_Android(SDL_PowerState * state, int *seconds, int *percent)
{
int battery;
int plugged;
int charged;
if (Android_JNI_GetPowerInfo(&plugged, &charged, &battery, seconds, percent) != -1) {
if (plugged) {
if (charged) {
*state = SDL_POWERSTATE_CHARGED;
} else if (battery) {
*state = SDL_POWERSTATE_CHARGING;
} else {
*state = SDL_POWERSTATE_NO_BATTERY;
*seconds = -1;
*percent = -1;
}
} else {
*state = SDL_POWERSTATE_ON_BATTERY;
}
} else {
*state = SDL_POWERSTATE_UNKNOWN;
*seconds = -1;
*percent = -1;
}
return SDL_TRUE;
}
#endif /* SDL_POWER_ANDROID */
#endif /* SDL_POWER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */
@@ -1,126 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2013 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"
/* !!! FIXME: does this thing even work on Haiku? */
#ifndef SDL_POWER_DISABLED
#if SDL_POWER_HAIKU
#include <stdio.h>
#include <stdlib.h>
#include <unistd.h>
#include <fcntl.h>
#include <ctype.h>
#include <drivers/Drivers.h>
/* These values are from apm.h ... */
#define APM_DEVICE_PATH "/dev/misc/apm"
#define APM_FUNC_OFFSET 0x5300
#define APM_FUNC_GET_POWER_STATUS 10
#define APM_DEVICE_ALL 1
#define APM_BIOS_CALL (B_DEVICE_OP_CODES_END + 3)
#include "SDL_power.h"
SDL_bool
SDL_GetPowerInfo_Haiku(SDL_PowerState * state, int *seconds, int *percent)
{
const int fd = open("/dev/misc/apm", O_RDONLY);
SDL_bool need_details = SDL_FALSE;
uint16 regs[6];
uint8 ac_status;
uint8 battery_status;
uint8 battery_flags;
uint8 battery_life;
uint32 battery_time;
int rc;
if (fd == -1) {
return SDL_FALSE; /* maybe some other method will work? */
}
memset(regs, '\0', sizeof(regs));
regs[0] = APM_FUNC_OFFSET + APM_FUNC_GET_POWER_STATUS;
regs[1] = APM_DEVICE_ALL;
rc = ioctl(fd, APM_BIOS_CALL, regs);
close(fd);
if (rc < 0) {
return SDL_FALSE;
}
ac_status = regs[1] >> 8;
battery_status = regs[1] & 0xFF;
battery_flags = regs[2] >> 8;
battery_life = regs[2] & 0xFF;
battery_time = (uint32) regs[3];
/* in theory, _something_ should be set in battery_flags, right? */
if (battery_flags == 0x00) { /* older APM BIOS? Less fields. */
battery_time = 0xFFFF;
if (battery_status == 0xFF) {
battery_flags = 0xFF;
} else {
battery_flags = (1 << battery_status);
}
}
if ((battery_time != 0xFFFF) && (battery_time & (1 << 15))) {
/* time is in minutes, not seconds */
battery_time = (battery_time & 0x7FFF) * 60;
}
if (battery_flags == 0xFF) { /* unknown state */
*state = SDL_POWERSTATE_UNKNOWN;
} else if (battery_flags & (1 << 7)) { /* no battery */
*state = SDL_POWERSTATE_NO_BATTERY;
} else if (battery_flags & (1 << 3)) { /* charging */
*state = SDL_POWERSTATE_CHARGING;
need_details = SDL_TRUE;
} else if (ac_status == 1) {
*state = SDL_POWERSTATE_CHARGED; /* on AC, not charging. */
need_details = SDL_TRUE;
} else {
*state = SDL_POWERSTATE_ON_BATTERY; /* not on AC. */
need_details = SDL_TRUE;
}
*percent = -1;
*seconds = -1;
if (need_details) {
const int pct = (int) battery_life;
const int secs = (int) battery_time;
if (pct != 255) { /* 255 == unknown */
*percent = (pct > 100) ? 100 : pct; /* clamp between 0%, 100% */
}
if (secs != 0xFFFF) { /* 0xFFFF == unknown */
*seconds = secs;
}
}
return SDL_TRUE; /* the definitive answer if APM driver replied. */
}
#endif /* SDL_POWER_HAIKU */
#endif /* SDL_POWER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */
@@ -1,429 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2013 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"
#ifndef SDL_POWER_DISABLED
#if SDL_POWER_LINUX
#include <stdio.h>
#include <unistd.h>
#include <sys/types.h>
#include <sys/stat.h>
#include <dirent.h>
#include <fcntl.h>
#include "SDL_power.h"
static const char *proc_apm_path = "/proc/apm";
static const char *proc_acpi_battery_path = "/proc/acpi/battery";
static const char *proc_acpi_ac_adapter_path = "/proc/acpi/ac_adapter";
static int open_acpi_file(const char *base, const char *node, const char *key)
{
const size_t pathlen = strlen(base) + strlen(node) + strlen(key) + 3;
char *path = (char *) alloca(pathlen);
if (path == NULL) {
return -1; /* oh well. */
}
snprintf(path, pathlen, "%s/%s/%s", base, node, key);
return open(path, O_RDONLY);
}
static SDL_bool
load_acpi_file(const char *base, const char *node, const char *key,
char *buf, size_t buflen)
{
ssize_t br = 0;
const int fd = open_acpi_file(base, node, key);
if (fd == -1) {
return SDL_FALSE;
}
br = read(fd, buf, buflen-1);
close(fd);
if (br < 0) {
return SDL_FALSE;
}
buf[br] = '\0'; /* null-terminate the string. */
return SDL_TRUE;
}
static SDL_bool
make_proc_acpi_key_val(char **_ptr, char **_key, char **_val)
{
char *ptr = *_ptr;
while (*ptr == ' ') {
ptr++; /* skip whitespace. */
}
if (*ptr == '\0') {
return SDL_FALSE; /* EOF. */
}
*_key = ptr;
while ((*ptr != ':') && (*ptr != '\0')) {
ptr++;
}
if (*ptr == '\0') {
return SDL_FALSE; /* (unexpected) EOF. */
}
*(ptr++) = '\0'; /* terminate the key. */
while ((*ptr == ' ') && (*ptr != '\0')) {
ptr++; /* skip whitespace. */
}
if (*ptr == '\0') {
return SDL_FALSE; /* (unexpected) EOF. */
}
*_val = ptr;
while ((*ptr != '\n') && (*ptr != '\0')) {
ptr++;
}
if (*ptr != '\0') {
*(ptr++) = '\0'; /* terminate the value. */
}
*_ptr = ptr; /* store for next time. */
return SDL_TRUE;
}
static void
check_proc_acpi_battery(const char * node, SDL_bool * have_battery,
SDL_bool * charging, int *seconds, int *percent)
{
const char *base = proc_acpi_battery_path;
char info[1024];
char state[1024];
char *ptr = NULL;
char *key = NULL;
char *val = NULL;
SDL_bool charge = SDL_FALSE;
SDL_bool choose = SDL_FALSE;
int maximum = -1;
int remaining = -1;
int secs = -1;
int pct = -1;
if (!load_acpi_file(base, node, "state", state, sizeof (state))) {
return;
} else if (!load_acpi_file(base, node, "info", info, sizeof (info))) {
return;
}
ptr = &state[0];
while (make_proc_acpi_key_val(&ptr, &key, &val)) {
if (strcmp(key, "present") == 0) {
if (strcmp(val, "yes") == 0) {
*have_battery = SDL_TRUE;
}
} else if (strcmp(key, "charging state") == 0) {
/* !!! FIXME: what exactly _does_ charging/discharging mean? */
if (strcmp(val, "charging/discharging") == 0) {
charge = SDL_TRUE;
} else if (strcmp(val, "charging") == 0) {
charge = SDL_TRUE;
}
} else if (strcmp(key, "remaining capacity") == 0) {
char *endptr = NULL;
const int cvt = (int) strtol(val, &endptr, 10);
if (*endptr == ' ') {
remaining = cvt;
}
}
}
ptr = &info[0];
while (make_proc_acpi_key_val(&ptr, &key, &val)) {
if (strcmp(key, "design capacity") == 0) {
char *endptr = NULL;
const int cvt = (int) strtol(val, &endptr, 10);
if (*endptr == ' ') {
maximum = cvt;
}
}
}
if ((maximum >= 0) && (remaining >= 0)) {
pct = (int) ((((float) remaining) / ((float) maximum)) * 100.0f);
if (pct < 0) {
pct = 0;
} else if (pct > 100) {
pct = 100;
}
}
/* !!! FIXME: calculate (secs). */
/*
* We pick the battery that claims to have the most minutes left.
* (failing a report of minutes, we'll take the highest percent.)
*/
if ((secs < 0) && (*seconds < 0)) {
if ((pct < 0) && (*percent < 0)) {
choose = SDL_TRUE; /* at least we know there's a battery. */
}
if (pct > *percent) {
choose = SDL_TRUE;
}
} else if (secs > *seconds) {
choose = SDL_TRUE;
}
if (choose) {
*seconds = secs;
*percent = pct;
*charging = charge;
}
}
static void
check_proc_acpi_ac_adapter(const char * node, SDL_bool * have_ac)
{
const char *base = proc_acpi_ac_adapter_path;
char state[256];
char *ptr = NULL;
char *key = NULL;
char *val = NULL;
if (!load_acpi_file(base, node, "state", state, sizeof (state))) {
return;
}
ptr = &state[0];
while (make_proc_acpi_key_val(&ptr, &key, &val)) {
if (strcmp(key, "state") == 0) {
if (strcmp(val, "on-line") == 0) {
*have_ac = SDL_TRUE;
}
}
}
}
SDL_bool
SDL_GetPowerInfo_Linux_proc_acpi(SDL_PowerState * state,
int *seconds, int *percent)
{
struct dirent *dent = NULL;
DIR *dirp = NULL;
SDL_bool have_battery = SDL_FALSE;
SDL_bool have_ac = SDL_FALSE;
SDL_bool charging = SDL_FALSE;
*seconds = -1;
*percent = -1;
*state = SDL_POWERSTATE_UNKNOWN;
dirp = opendir(proc_acpi_battery_path);
if (dirp == NULL) {
return SDL_FALSE; /* can't use this interface. */
} else {
while ((dent = readdir(dirp)) != NULL) {
const char *node = dent->d_name;
check_proc_acpi_battery(node, &have_battery, &charging,
seconds, percent);
}
closedir(dirp);
}
dirp = opendir(proc_acpi_ac_adapter_path);
if (dirp == NULL) {
return SDL_FALSE; /* can't use this interface. */
} else {
while ((dent = readdir(dirp)) != NULL) {
const char *node = dent->d_name;
check_proc_acpi_ac_adapter(node, &have_ac);
}
closedir(dirp);
}
if (!have_battery) {
*state = SDL_POWERSTATE_NO_BATTERY;
} else if (charging) {
*state = SDL_POWERSTATE_CHARGING;
} else if (have_ac) {
*state = SDL_POWERSTATE_CHARGED;
} else {
*state = SDL_POWERSTATE_ON_BATTERY;
}
return SDL_TRUE; /* definitive answer. */
}
static SDL_bool
next_string(char **_ptr, char **_str)
{
char *ptr = *_ptr;
char *str = *_str;
while (*ptr == ' ') { /* skip any spaces... */
ptr++;
}
if (*ptr == '\0') {
return SDL_FALSE;
}
str = ptr;
while ((*ptr != ' ') && (*ptr != '\n') && (*ptr != '\0'))
ptr++;
if (*ptr != '\0')
*(ptr++) = '\0';
*_str = str;
*_ptr = ptr;
return SDL_TRUE;
}
static SDL_bool
int_string(char *str, int *val)
{
char *endptr = NULL;
*val = (int) strtol(str, &endptr, 0);
return ((*str != '\0') && (*endptr == '\0'));
}
/* http://lxr.linux.no/linux+v2.6.29/drivers/char/apm-emulation.c */
SDL_bool
SDL_GetPowerInfo_Linux_proc_apm(SDL_PowerState * state,
int *seconds, int *percent)
{
SDL_bool need_details = SDL_FALSE;
int ac_status = 0;
int battery_status = 0;
int battery_flag = 0;
int battery_percent = 0;
int battery_time = 0;
const int fd = open(proc_apm_path, O_RDONLY);
char buf[128];
char *ptr = &buf[0];
char *str = NULL;
ssize_t br;
if (fd == -1) {
return SDL_FALSE; /* can't use this interface. */
}
br = read(fd, buf, sizeof (buf) - 1);
close(fd);
if (br < 0) {
return SDL_FALSE;
}
buf[br] = '\0'; /* null-terminate the string. */
if (!next_string(&ptr, &str)) { /* driver version */
return SDL_FALSE;
}
if (!next_string(&ptr, &str)) { /* BIOS version */
return SDL_FALSE;
}
if (!next_string(&ptr, &str)) { /* APM flags */
return SDL_FALSE;
}
if (!next_string(&ptr, &str)) { /* AC line status */
return SDL_FALSE;
} else if (!int_string(str, &ac_status)) {
return SDL_FALSE;
}
if (!next_string(&ptr, &str)) { /* battery status */
return SDL_FALSE;
} else if (!int_string(str, &battery_status)) {
return SDL_FALSE;
}
if (!next_string(&ptr, &str)) { /* battery flag */
return SDL_FALSE;
} else if (!int_string(str, &battery_flag)) {
return SDL_FALSE;
}
if (!next_string(&ptr, &str)) { /* remaining battery life percent */
return SDL_FALSE;
}
if (str[strlen(str) - 1] == '%') {
str[strlen(str) - 1] = '\0';
}
if (!int_string(str, &battery_percent)) {
return SDL_FALSE;
}
if (!next_string(&ptr, &str)) { /* remaining battery life time */
return SDL_FALSE;
} else if (!int_string(str, &battery_time)) {
return SDL_FALSE;
}
if (!next_string(&ptr, &str)) { /* remaining battery life time units */
return SDL_FALSE;
} else if (strcmp(str, "min") == 0) {
battery_time *= 60;
}
if (battery_flag == 0xFF) { /* unknown state */
*state = SDL_POWERSTATE_UNKNOWN;
} else if (battery_flag & (1 << 7)) { /* no battery */
*state = SDL_POWERSTATE_NO_BATTERY;
} else if (battery_flag & (1 << 3)) { /* charging */
*state = SDL_POWERSTATE_CHARGING;
need_details = SDL_TRUE;
} else if (ac_status == 1) {
*state = SDL_POWERSTATE_CHARGED; /* on AC, not charging. */
need_details = SDL_TRUE;
} else {
*state = SDL_POWERSTATE_ON_BATTERY;
need_details = SDL_TRUE;
}
*percent = -1;
*seconds = -1;
if (need_details) {
const int pct = battery_percent;
const int secs = battery_time;
if (pct >= 0) { /* -1 == unknown */
*percent = (pct > 100) ? 100 : pct; /* clamp between 0%, 100% */
}
if (secs >= 0) { /* -1 == unknown */
*seconds = secs;
}
}
return SDL_TRUE;
}
#endif /* SDL_POWER_LINUX */
#endif /* SDL_POWER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */
@@ -1,192 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2013 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"
#ifndef SDL_POWER_DISABLED
#if SDL_POWER_MACOSX
#include <Carbon/Carbon.h>
#include <IOKit/ps/IOPowerSources.h>
#include <IOKit/ps/IOPSKeys.h>
#include "SDL_power.h"
/* Carbon is so verbose... */
#define STRMATCH(a,b) (CFStringCompare(a, b, 0) == kCFCompareEqualTo)
#define GETVAL(k,v) \
CFDictionaryGetValueIfPresent(dict, CFSTR(k), (const void **) v)
/* Note that AC power sources also include a laptop battery it is charging. */
static void
checkps(CFDictionaryRef dict, SDL_bool * have_ac, SDL_bool * have_battery,
SDL_bool * charging, int *seconds, int *percent)
{
CFStringRef strval; /* don't CFRelease() this. */
CFBooleanRef bval;
CFNumberRef numval;
SDL_bool charge = SDL_FALSE;
SDL_bool choose = SDL_FALSE;
SDL_bool is_ac = SDL_FALSE;
int secs = -1;
int maxpct = -1;
int pct = -1;
if ((GETVAL(kIOPSIsPresentKey, &bval)) && (bval == kCFBooleanFalse)) {
return; /* nothing to see here. */
}
if (!GETVAL(kIOPSPowerSourceStateKey, &strval)) {
return;
}
if (STRMATCH(strval, CFSTR(kIOPSACPowerValue))) {
is_ac = *have_ac = SDL_TRUE;
} else if (!STRMATCH(strval, CFSTR(kIOPSBatteryPowerValue))) {
return; /* not a battery? */
}
if ((GETVAL(kIOPSIsChargingKey, &bval)) && (bval == kCFBooleanTrue)) {
charge = SDL_TRUE;
}
if (GETVAL(kIOPSMaxCapacityKey, &numval)) {
SInt32 val = -1;
CFNumberGetValue(numval, kCFNumberSInt32Type, &val);
if (val > 0) {
*have_battery = SDL_TRUE;
maxpct = (int) val;
}
}
if (GETVAL(kIOPSMaxCapacityKey, &numval)) {
SInt32 val = -1;
CFNumberGetValue(numval, kCFNumberSInt32Type, &val);
if (val > 0) {
*have_battery = SDL_TRUE;
maxpct = (int) val;
}
}
if (GETVAL(kIOPSTimeToEmptyKey, &numval)) {
SInt32 val = -1;
CFNumberGetValue(numval, kCFNumberSInt32Type, &val);
/* Mac OS X reports 0 minutes until empty if you're plugged in. :( */
if ((val == 0) && (is_ac)) {
val = -1; /* !!! FIXME: calc from timeToFull and capacity? */
}
secs = (int) val;
if (secs > 0) {
secs *= 60; /* value is in minutes, so convert to seconds. */
}
}
if (GETVAL(kIOPSCurrentCapacityKey, &numval)) {
SInt32 val = -1;
CFNumberGetValue(numval, kCFNumberSInt32Type, &val);
pct = (int) val;
}
if ((pct > 0) && (maxpct > 0)) {
pct = (int) ((((double) pct) / ((double) maxpct)) * 100.0);
}
if (pct > 100) {
pct = 100;
}
/*
* We pick the battery that claims to have the most minutes left.
* (failing a report of minutes, we'll take the highest percent.)
*/
if ((secs < 0) && (*seconds < 0)) {
if ((pct < 0) && (*percent < 0)) {
choose = SDL_TRUE; /* at least we know there's a battery. */
}
if (pct > *percent) {
choose = SDL_TRUE;
}
} else if (secs > *seconds) {
choose = SDL_TRUE;
}
if (choose) {
*seconds = secs;
*percent = pct;
*charging = charge;
}
}
#undef GETVAL
#undef STRMATCH
SDL_bool
SDL_GetPowerInfo_MacOSX(SDL_PowerState * state, int *seconds, int *percent)
{
CFTypeRef blob = IOPSCopyPowerSourcesInfo();
*seconds = -1;
*percent = -1;
*state = SDL_POWERSTATE_UNKNOWN;
if (blob != NULL) {
CFArrayRef list = IOPSCopyPowerSourcesList(blob);
if (list != NULL) {
/* don't CFRelease() the list items, or dictionaries! */
SDL_bool have_ac = SDL_FALSE;
SDL_bool have_battery = SDL_FALSE;
SDL_bool charging = SDL_FALSE;
const CFIndex total = CFArrayGetCount(list);
CFIndex i;
for (i = 0; i < total; i++) {
CFTypeRef ps = (CFTypeRef) CFArrayGetValueAtIndex(list, i);
CFDictionaryRef dict =
IOPSGetPowerSourceDescription(blob, ps);
if (dict != NULL) {
checkps(dict, &have_ac, &have_battery, &charging,
seconds, percent);
}
}
if (!have_battery) {
*state = SDL_POWERSTATE_NO_BATTERY;
} else if (charging) {
*state = SDL_POWERSTATE_CHARGING;
} else if (have_ac) {
*state = SDL_POWERSTATE_CHARGED;
} else {
*state = SDL_POWERSTATE_ON_BATTERY;
}
CFRelease(list);
}
CFRelease(blob);
}
return SDL_TRUE; /* always the definitive answer on Mac OS X. */
}
#endif /* SDL_POWER_MACOSX */
#endif /* SDL_POWER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */
@@ -1,68 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2013 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"
#ifndef SDL_POWER_DISABLED
#if SDL_POWER_PSP
#include "SDL_power.h"
#include <psppower.h>
SDL_bool
SDL_GetPowerInfo_PSP(SDL_PowerState * state, int *seconds,
int *percent)
{
int battery = scePowerIsBatteryExist();
int plugged = scePowerIsPowerOnline();
int charging = scePowerIsBatteryCharging();
*state = SDL_POWERSTATE_UNKNOWN;
*seconds = -1;
*percent = -1;
if (!battery) {
*state = SDL_POWERSTATE_NO_BATTERY;
*seconds = -1;
*percent = -1;
} else if (charging) {
*state = SDL_POWERSTATE_CHARGING;
*percent = scePowerGetBatteryLifePercent();
*seconds = scePowerGetBatteryLifeTime()*60;
} else if (plugged) {
*state = SDL_POWERSTATE_CHARGED;
*percent = scePowerGetBatteryLifePercent();
*seconds = scePowerGetBatteryLifeTime()*60;
} else {
*state = SDL_POWERSTATE_ON_BATTERY;
*percent = scePowerGetBatteryLifePercent();
*seconds = scePowerGetBatteryLifeTime()*60;
}
return SDL_TRUE; /* always the definitive answer on PSP. */
}
#endif /* SDL_POWER_PSP */
#endif /* SDL_POWER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */

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