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https://github.com/love2d/megasource.git
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Update SDL2 to latest hg (fbfacc66c65c)
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@@ -1,6 +1,6 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
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Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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@@ -76,6 +76,7 @@ extern "C" {
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* "opengl"
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* "opengles2"
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* "opengles"
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* "metal"
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* "software"
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*
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* The default varies by platform, but it's the first one in the list that
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@@ -210,6 +211,18 @@ extern "C" {
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*/
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#define SDL_HINT_VIDEO_X11_NET_WM_PING "SDL_VIDEO_X11_NET_WM_PING"
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/**
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* \brief A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used.
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*
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* This variable can be set to the following values:
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* "0" - Disable _NET_WM_BYPASS_COMPOSITOR
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* "1" - Enable _NET_WM_BYPASS_COMPOSITOR
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*
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* By default SDL will use _NET_WM_BYPASS_COMPOSITOR
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*
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*/
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#define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR"
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/**
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* \brief A variable controlling whether the window frame and title bar are interactive when the cursor is hidden
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*
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@@ -355,16 +368,36 @@ extern "C" {
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#define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION"
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/**
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* \brief A variable controlling whether the Android / iOS built-in
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* accelerometer should be listed as a joystick device, rather than listing
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* actual joysticks only.
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* \brief A variable controlling whether the home indicator bar on iPhone X
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* should be hidden.
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*
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* This variable can be set to the following values:
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* "0" - List only real joysticks and accept input from them
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* "1" - List real joysticks along with the accelerometer as if it were a 3 axis joystick (the default).
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* "0" - The indicator bar is not hidden (default for windowed applications)
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* "1" - The indicator bar is hidden and is shown when the screen is touched (useful for movie playback applications)
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* "2" - The indicator bar is dim and the first swipe makes it visible and the second swipe performs the "home" action (default for fullscreen applications)
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*/
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#define SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR"
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/**
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* \brief A variable controlling whether the Android / iOS built-in
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* accelerometer should be listed as a joystick device.
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*
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* This variable can be set to the following values:
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* "0" - The accelerometer is not listed as a joystick
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* "1" - The accelerometer is available as a 3 axis joystick (the default).
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*/
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#define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK"
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/**
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* \brief A variable controlling whether the Android / tvOS remotes
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* should be listed as joystick devices, instead of sending keyboard events.
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*
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* This variable can be set to the following values:
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* "0" - Remotes send enter/escape/arrow key events
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* "1" - Remotes are available as 2 axis, 2 button joysticks (the default).
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*/
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#define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK"
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/**
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* \brief A variable that lets you disable the detection and use of Xinput gamepad devices
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*
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@@ -719,6 +752,18 @@ extern "C" {
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*/
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#define SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH "SDL_ANDROID_SEPARATE_MOUSE_AND_TOUCH"
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/**
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* \brief A variable to control whether the return key on the soft keyboard
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* should hide the soft keyboard on Android and iOS.
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*
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* The variable can be set to the following values:
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* "0" - The return key will be handled as a key event. This is the behaviour of SDL <= 2.0.3. (default)
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* "1" - The return key will hide the keyboard.
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*
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* The value of this hint is used at runtime, so it can be changed at any time.
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*/
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#define SDL_HINT_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME"
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/**
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* \brief override the binding element for keyboard inputs for Emscripten builds
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*
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@@ -752,7 +797,7 @@ extern "C" {
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* "0" - SDL will generate a window-close event when it sees Alt+F4.
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* "1" - SDL will only do normal key handling for Alt+F4.
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*/
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#define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4"
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#define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4"
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/**
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* \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs.
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@@ -797,6 +842,24 @@ extern "C" {
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*/
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#define SDL_HINT_RPI_VIDEO_LAYER "SDL_RPI_VIDEO_LAYER"
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/**
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* \brief Tell the video driver that we only want a double buffer.
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*
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* By default, most lowlevel 2D APIs will use a triple buffer scheme that
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* wastes no CPU time on waiting for vsync after issuing a flip, but
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* introduces a frame of latency. On the other hand, using a double buffer
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* scheme instead is recommended for cases where low latency is an important
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* factor because we save a whole frame of latency.
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* We do so by waiting for vsync immediately after issuing a flip, usually just
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* after eglSwapBuffers call in the backend's *_SwapWindow function.
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*
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* Since it's driver-specific, it's only supported where possible and
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* implemented. Currently supported the following drivers:
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* - KMSDRM (kmsdrm)
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* - Raspberry Pi (raspberrypi)
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*/
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#define SDL_HINT_VIDEO_DOUBLE_BUFFER "SDL_VIDEO_DOUBLE_BUFFER"
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/**
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* \brief A variable controlling what driver to use for OpenGL ES contexts.
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*
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