mirror of https://github.com/stenzek/duckstation
dep/msvc: Update SDL2 to 2.0.14
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
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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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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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* \file SDL_locale.h
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*
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* Include file for SDL locale services
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*/
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#ifndef _SDL_locale_h
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#define _SDL_locale_h
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#include "SDL_stdinc.h"
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#include "SDL_error.h"
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#include "begin_code.h"
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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/* *INDENT-OFF* */
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extern "C" {
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/* *INDENT-ON* */
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#endif
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typedef struct SDL_Locale
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{
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const char *language; /**< A language name, like "en" for English. */
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const char *country; /**< A country, like "US" for America. Can be NULL. */
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} SDL_Locale;
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/**
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* \brief Report the user's preferred locale.
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*
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* This returns an array of SDL_Locale structs, the final item zeroed out.
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* When the caller is done with this array, it should call SDL_free() on
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* the returned value; all the memory involved is allocated in a single
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* block, so a single SDL_free() will suffice.
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*
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* Returned language strings are in the format xx, where 'xx' is an ISO-639
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* language specifier (such as "en" for English, "de" for German, etc).
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* Country strings are in the format YY, where "YY" is an ISO-3166 country
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* code (such as "US" for the United States, "CA" for Canada, etc). Country
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* might be NULL if there's no specific guidance on them (so you might get
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* { "en", "US" } for American English, but { "en", NULL } means "English
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* language, generically"). Language strings are never NULL, except to
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* terminate the array.
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*
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* Please note that not all of these strings are 2 characters; some are
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* three or more.
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*
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* The returned list of locales are in the order of the user's preference.
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* For example, a German citizen that is fluent in US English and knows
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* enough Japanese to navigate around Tokyo might have a list like:
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* { "de", "en_US", "jp", NULL }. Someone from England might prefer British
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* English (where "color" is spelled "colour", etc), but will settle for
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* anything like it: { "en_GB", "en", NULL }.
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*
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* This function returns NULL on error, including when the platform does not
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* supply this information at all.
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*
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* This might be a "slow" call that has to query the operating system. It's
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* best to ask for this once and save the results. However, this list can
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* change, usually because the user has changed a system preference outside
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* of your program; SDL will send an SDL_LOCALECHANGED event in this case,
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* if possible, and you can call this function again to get an updated copy
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* of preferred locales.
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*
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* \return array of locales, terminated with a locale with a NULL language
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* field. Will return NULL on error.
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*/
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extern DECLSPEC SDL_Locale * SDLCALL SDL_GetPreferredLocales(void);
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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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/* *INDENT-OFF* */
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}
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/* *INDENT-ON* */
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#endif
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#include "close_code.h"
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#endif /* _SDL_locale_h */
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/* vi: set ts=4 sw=4 expandtab: */
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@ -0,0 +1,117 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
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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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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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* \file SDL_metal.h
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*
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* Header file for functions to creating Metal layers and views on SDL windows.
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*/
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#ifndef SDL_metal_h_
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#define SDL_metal_h_
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#include "SDL_video.h"
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#include "begin_code.h"
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/**
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* \brief A handle to a CAMetalLayer-backed NSView (macOS) or UIView (iOS/tvOS).
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*
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* \note This can be cast directly to an NSView or UIView.
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*/
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typedef void *SDL_MetalView;
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/**
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* \name Metal support functions
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*/
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/* @{ */
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/**
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* \brief Create a CAMetalLayer-backed NSView/UIView and attach it to the
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* specified window.
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*
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* On macOS, this does *not* associate a MTLDevice with the CAMetalLayer on its
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* own. It is up to user code to do that.
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*
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* The returned handle can be casted directly to a NSView or UIView.
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* To access the backing CAMetalLayer, call SDL_Metal_GetLayer().
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*
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* \note \a window must be created with the SDL_WINDOW_METAL flag.
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*
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* \sa SDL_Metal_DestroyView
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* \sa SDL_Metal_GetLayer
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*/
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extern DECLSPEC SDL_MetalView SDLCALL SDL_Metal_CreateView(SDL_Window * window);
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/**
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* \brief Destroy an existing SDL_MetalView object.
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*
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* This should be called before SDL_DestroyWindow, if SDL_Metal_CreateView was
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* called after SDL_CreateWindow.
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*
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* \sa SDL_Metal_CreateView
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*/
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extern DECLSPEC void SDLCALL SDL_Metal_DestroyView(SDL_MetalView view);
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/**
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* \brief Get a pointer to the backing CAMetalLayer for the given view.
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*
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* \sa SDL_MetalCreateView
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*/
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extern DECLSPEC void *SDLCALL SDL_Metal_GetLayer(SDL_MetalView view);
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/**
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* \brief Get the size of a window's underlying drawable in pixels (for use
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* with setting viewport, scissor & etc).
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*
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* \param window SDL_Window from which the drawable size should be queried
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* \param w Pointer to variable for storing the width in pixels,
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* may be NULL
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* \param h Pointer to variable for storing the height in pixels,
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* may be NULL
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*
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* This may differ from SDL_GetWindowSize() if we're rendering to a high-DPI
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* drawable, i.e. the window was created with SDL_WINDOW_ALLOW_HIGHDPI on a
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* platform with high-DPI support (Apple calls this "Retina"), and not disabled
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* by the \c SDL_HINT_VIDEO_HIGHDPI_DISABLED hint.
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*
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* \note On macOS high-DPI support must be enabled for an application by
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* setting NSHighResolutionCapable to true in its Info.plist.
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*
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* \sa SDL_GetWindowSize()
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* \sa SDL_CreateWindow()
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*/
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extern DECLSPEC void SDLCALL SDL_Metal_GetDrawableSize(SDL_Window* window, int *w,
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int *h);
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/* @} *//* Metal support functions */
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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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}
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#endif
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#include "close_code.h"
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#endif /* SDL_metal_h_ */
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@ -0,0 +1,75 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
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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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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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* \file SDL_misc.h
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*
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* \brief Include file for SDL API functions that don't fit elsewhere.
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*/
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#ifndef SDL_misc_h_
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#define SDL_misc_h_
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#include "SDL_stdinc.h"
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#include "begin_code.h"
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/**
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* \brief Open an URL / URI in the browser or other
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*
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* Open a URL in a separate, system-provided application. How this works will
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* vary wildly depending on the platform. This will likely launch what
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* makes sense to handle a specific URL's protocol (a web browser for http://,
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* etc), but it might also be able to launch file managers for directories
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* and other things.
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*
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* What happens when you open a URL varies wildly as well: your game window
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* may lose focus (and may or may not lose focus if your game was fullscreen
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* or grabbing input at the time). On mobile devices, your app will likely
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* move to the background or your process might be paused. Any given platform
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* may or may not handle a given URL.
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*
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* If this is unimplemented (or simply unavailable) for a platform, this will
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* fail with an error. A successful result does not mean the URL loaded, just
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* that we launched something to handle it (or at least believe we did).
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*
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* All this to say: this function can be useful, but you should definitely
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* test it on every platform you target.
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*
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* \param url A valid URL to open.
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* \return 0 on success, or -1 on error.
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*/
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extern DECLSPEC int SDLCALL SDL_OpenURL(const char *url);
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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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}
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#endif
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#include "close_code.h"
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#endif /* SDL_misc_h_ */
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/* vi: set ts=4 sw=4 expandtab: */
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@ -1,2 +1,2 @@
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#define SDL_REVISION "hg-12952:bc90ce38f1e2"
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#define SDL_REVISION_NUMBER 12952
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#define SDL_REVISION "hg-14525:e52d96ea04fc"
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#define SDL_REVISION_NUMBER 14525
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