summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
-rw-r--r--bsp/simulator/SDL2-2.0.7/include/SDL.h133
-rw-r--r--bsp/simulator/SDL2-2.0.7/include/SDL_audio.h825
-rw-r--r--bsp/simulator/SDL2-2.0.7/include/SDL_blendmode.h120
-rw-r--r--bsp/simulator/SDL2-2.0.7/include/SDL_cpuinfo.h176
-rw-r--r--bsp/simulator/SDL2-2.0.7/include/SDL_error.h76
-rw-r--r--bsp/simulator/SDL2-2.0.7/include/SDL_filesystem.h136
-rw-r--r--bsp/simulator/SDL2-2.0.7/include/SDL_gamecontroller.h362
-rw-r--r--bsp/simulator/SDL2-2.0.7/include/SDL_hints.h959
-rw-r--r--bsp/simulator/SDL2-2.0.7/include/SDL_joystick.h382
-rw-r--r--bsp/simulator/SDL2-2.0.7/include/SDL_keyboard.h217
-rw-r--r--bsp/simulator/SDL2-2.0.7/include/SDL_log.h211
-rw-r--r--bsp/simulator/SDL2-2.0.7/include/SDL_main.h161
-rw-r--r--bsp/simulator/SDL2-2.0.7/include/SDL_messagebox.h144
-rw-r--r--bsp/simulator/SDL2-2.0.7/include/SDL_mouse.h302
-rw-r--r--bsp/simulator/SDL2-2.0.7/include/SDL_mutex.h251
-rw-r--r--bsp/simulator/SDL2-2.0.7/include/SDL_rect.h148
-rw-r--r--bsp/simulator/SDL2-2.0.7/include/SDL_render.h910
-rw-r--r--bsp/simulator/SDL2-2.0.7/include/SDL_revision.h2
-rw-r--r--bsp/simulator/SDL2-2.0.7/include/SDL_rwops.h254
-rw-r--r--bsp/simulator/SDL2-2.0.7/include/SDL_surface.h521
-rw-r--r--bsp/simulator/SDL2-2.0.7/include/SDL_system.h216
-rw-r--r--bsp/simulator/SDL2-2.0.7/include/SDL_thread.h308
-rw-r--r--bsp/simulator/SDL2-2.0.7/include/SDL_timer.h115
-rw-r--r--bsp/simulator/SDL2-2.0.7/include/SDL_touch.h86
-rw-r--r--bsp/simulator/SDL2-2.0.7/include/SDL_version.h162
-rw-r--r--bsp/simulator/SDL2-2.0.7/include/SDL_video.h1247
-rw-r--r--bsp/simulator/SDL2-2.0.7/include/SDL_vulkan.h257
-rw-r--r--bsp/simulator/SDL2-2.0.7/lib/x86/SDL2.dllbin996352 -> 0 bytes
-rw-r--r--bsp/simulator/SDL2-2.0.7/lib/x86/SDL2.libbin133714 -> 0 bytes
-rw-r--r--bsp/simulator/SDL2-2.0.7/lib/x86/SDL2main.libbin43794 -> 0 bytes
-rw-r--r--bsp/simulator/SDL2-2.0.7/lib/x86/SDL2test.libbin899966 -> 0 bytes
-rw-r--r--bsp/simulator/SDL2/COPYING.txt20
-rw-r--r--bsp/simulator/SDL2/README-SDL.txt13
-rw-r--r--bsp/simulator/SDL2/README.md9
-rw-r--r--bsp/simulator/SDL2/README.txt21
-rw-r--r--bsp/simulator/SDL2/figures/SDL2.pngbin0 -> 64434 bytes
-rw-r--r--bsp/simulator/SDL2/figures/SDL_download.pngbin0 -> 85835 bytes
-rw-r--r--bsp/simulator/SDL2/include/SDL.h232
-rw-r--r--bsp/simulator/SDL2/include/SDL_assert.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_assert.h)131
-rw-r--r--bsp/simulator/SDL2/include/SDL_atomic.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_atomic.h)193
-rw-r--r--bsp/simulator/SDL2/include/SDL_audio.h1464
-rw-r--r--bsp/simulator/SDL2/include/SDL_bits.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_bits.h)26
-rw-r--r--bsp/simulator/SDL2/include/SDL_blendmode.h200
-rw-r--r--bsp/simulator/SDL2/include/SDL_clipboard.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_clipboard.h)37
-rw-r--r--bsp/simulator/SDL2/include/SDL_config.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_config.h)123
-rw-r--r--bsp/simulator/SDL2/include/SDL_config.h.cmake (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_config.h.cmake)0
-rw-r--r--bsp/simulator/SDL2/include/SDL_config.h.in (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_config.h.in)0
-rw-r--r--bsp/simulator/SDL2/include/SDL_config_android.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_config_android.h)0
-rw-r--r--bsp/simulator/SDL2/include/SDL_config_iphoneos.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_config_iphoneos.h)0
-rw-r--r--bsp/simulator/SDL2/include/SDL_config_macosx.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_config_macosx.h)0
-rw-r--r--bsp/simulator/SDL2/include/SDL_config_minimal.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_config_minimal.h)0
-rw-r--r--bsp/simulator/SDL2/include/SDL_config_pandora.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_config_pandora.h)0
-rw-r--r--bsp/simulator/SDL2/include/SDL_config_psp.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_config_psp.h)0
-rw-r--r--bsp/simulator/SDL2/include/SDL_config_windows.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_config_windows.h)0
-rw-r--r--bsp/simulator/SDL2/include/SDL_config_winrt.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_config_winrt.h)0
-rw-r--r--bsp/simulator/SDL2/include/SDL_config_wiz.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_config_wiz.h)0
-rw-r--r--bsp/simulator/SDL2/include/SDL_copying.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_copying.h)0
-rw-r--r--bsp/simulator/SDL2/include/SDL_cpuinfo.h559
-rw-r--r--bsp/simulator/SDL2/include/SDL_egl.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_egl.h)1183
-rw-r--r--bsp/simulator/SDL2/include/SDL_endian.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_endian.h)155
-rw-r--r--bsp/simulator/SDL2/include/SDL_error.h163
-rw-r--r--bsp/simulator/SDL2/include/SDL_events.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_events.h)587
-rw-r--r--bsp/simulator/SDL2/include/SDL_filesystem.h145
-rw-r--r--bsp/simulator/SDL2/include/SDL_gamecontroller.h1001
-rw-r--r--bsp/simulator/SDL2/include/SDL_gesture.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_gesture.h)42
-rw-r--r--bsp/simulator/SDL2/include/SDL_haptic.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_haptic.h)540
-rw-r--r--bsp/simulator/SDL2/include/SDL_hidapi.h451
-rw-r--r--bsp/simulator/SDL2/include/SDL_hints.h1967
-rw-r--r--bsp/simulator/SDL2/include/SDL_joystick.h946
-rw-r--r--bsp/simulator/SDL2/include/SDL_keyboard.h316
-rw-r--r--bsp/simulator/SDL2/include/SDL_keycode.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_keycode.h)26
-rw-r--r--bsp/simulator/SDL2/include/SDL_loadso.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_loadso.h)50
-rw-r--r--bsp/simulator/SDL2/include/SDL_locale.h103
-rw-r--r--bsp/simulator/SDL2/include/SDL_log.h404
-rw-r--r--bsp/simulator/SDL2/include/SDL_main.h235
-rw-r--r--bsp/simulator/SDL2/include/SDL_messagebox.h193
-rw-r--r--bsp/simulator/SDL2/include/SDL_metal.h112
-rw-r--r--bsp/simulator/SDL2/include/SDL_misc.h79
-rw-r--r--bsp/simulator/SDL2/include/SDL_mouse.h454
-rw-r--r--bsp/simulator/SDL2/include/SDL_mutex.h471
-rw-r--r--bsp/simulator/SDL2/include/SDL_name.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_name.h)2
-rw-r--r--bsp/simulator/SDL2/include/SDL_opengl.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_opengl.h)2
-rw-r--r--bsp/simulator/SDL2/include/SDL_opengl_glext.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_opengl_glext.h)3
-rw-r--r--bsp/simulator/SDL2/include/SDL_opengles.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_opengles.h)2
-rw-r--r--bsp/simulator/SDL2/include/SDL_opengles2.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_opengles2.h)4
-rw-r--r--bsp/simulator/SDL2/include/SDL_opengles2_gl2.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_opengles2_gl2.h)0
-rw-r--r--bsp/simulator/SDL2/include/SDL_opengles2_gl2ext.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_opengles2_gl2ext.h)0
-rw-r--r--bsp/simulator/SDL2/include/SDL_opengles2_gl2platform.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_opengles2_gl2platform.h)0
-rw-r--r--bsp/simulator/SDL2/include/SDL_opengles2_khrplatform.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_opengles2_khrplatform.h)0
-rw-r--r--bsp/simulator/SDL2/include/SDL_pixels.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_pixels.h)280
-rw-r--r--bsp/simulator/SDL2/include/SDL_platform.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_platform.h)48
-rw-r--r--bsp/simulator/SDL2/include/SDL_power.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_power.h)33
-rw-r--r--bsp/simulator/SDL2/include/SDL_quit.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_quit.h)2
-rw-r--r--bsp/simulator/SDL2/include/SDL_rect.h224
-rw-r--r--bsp/simulator/SDL2/include/SDL_render.h1890
-rw-r--r--bsp/simulator/SDL2/include/SDL_revision.h2
-rw-r--r--bsp/simulator/SDL2/include/SDL_rwops.h855
-rw-r--r--bsp/simulator/SDL2/include/SDL_scancode.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_scancode.h)4
-rw-r--r--bsp/simulator/SDL2/include/SDL_sensor.h301
-rw-r--r--bsp/simulator/SDL2/include/SDL_shape.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_shape.h)65
-rw-r--r--bsp/simulator/SDL2/include/SDL_stdinc.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_stdinc.h)223
-rw-r--r--bsp/simulator/SDL2/include/SDL_surface.h995
-rw-r--r--bsp/simulator/SDL2/include/SDL_system.h563
-rw-r--r--bsp/simulator/SDL2/include/SDL_syswm.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_syswm.h)126
-rw-r--r--bsp/simulator/SDL2/include/SDL_test.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_test.h)2
-rw-r--r--bsp/simulator/SDL2/include/SDL_test_assert.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_test_assert.h)4
-rw-r--r--bsp/simulator/SDL2/include/SDL_test_common.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_test_common.h)59
-rw-r--r--bsp/simulator/SDL2/include/SDL_test_compare.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_test_compare.h)2
-rw-r--r--bsp/simulator/SDL2/include/SDL_test_crc32.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_test_crc32.h)2
-rw-r--r--bsp/simulator/SDL2/include/SDL_test_font.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_test_font.h)6
-rw-r--r--bsp/simulator/SDL2/include/SDL_test_fuzzer.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_test_fuzzer.h)54
-rw-r--r--bsp/simulator/SDL2/include/SDL_test_harness.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_test_harness.h)12
-rw-r--r--bsp/simulator/SDL2/include/SDL_test_images.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_test_images.h)2
-rw-r--r--bsp/simulator/SDL2/include/SDL_test_log.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_test_log.h)2
-rw-r--r--bsp/simulator/SDL2/include/SDL_test_md5.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_test_md5.h)2
-rw-r--r--bsp/simulator/SDL2/include/SDL_test_memory.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_test_memory.h)6
-rw-r--r--bsp/simulator/SDL2/include/SDL_test_random.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_test_random.h)4
-rw-r--r--bsp/simulator/SDL2/include/SDL_thread.h464
-rw-r--r--bsp/simulator/SDL2/include/SDL_timer.h222
-rw-r--r--bsp/simulator/SDL2/include/SDL_touch.h142
-rw-r--r--bsp/simulator/SDL2/include/SDL_types.h (renamed from bsp/simulator/SDL2-2.0.7/include/SDL_types.h)2
-rw-r--r--bsp/simulator/SDL2/include/SDL_version.h188
-rw-r--r--bsp/simulator/SDL2/include/SDL_video.h2088
-rw-r--r--bsp/simulator/SDL2/include/SDL_vulkan.h215
-rw-r--r--bsp/simulator/SDL2/include/begin_code.h (renamed from bsp/simulator/SDL2-2.0.7/include/begin_code.h)38
-rw-r--r--bsp/simulator/SDL2/include/close_code.h (renamed from bsp/simulator/SDL2-2.0.7/include/close_code.h)5
-rw-r--r--bsp/simulator/SDL2/lib/x86/SDL2.dllbin0 -> 2024448 bytes
-rw-r--r--bsp/simulator/SDL2/lib/x86/SDL2.libbin0 -> 178186 bytes
-rw-r--r--bsp/simulator/SDL2/lib/x86/SDL2main.libbin0 -> 35524 bytes
-rw-r--r--bsp/simulator/SDL2/lib/x86/SDL2test.libbin0 -> 903564 bytes
-rw-r--r--bsp/simulator/drivers/SConscript4
131 files changed, 20762 insertions, 9719 deletions
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL.h b/bsp/simulator/SDL2-2.0.7/include/SDL.h
deleted file mode 100644
index 366d50fa39..0000000000
--- a/bsp/simulator/SDL2-2.0.7/include/SDL.h
+++ /dev/null
@@ -1,133 +0,0 @@
-/*
- Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
-
- 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
- */
-
-
-#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_gamecontroller.h"
-#include "SDL_haptic.h"
-#include "SDL_hints.h"
-#include "SDL_joystick.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_shape.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 0x00000001u
-#define SDL_INIT_AUDIO 0x00000010u
-#define SDL_INIT_VIDEO 0x00000020u /**< SDL_INIT_VIDEO implies SDL_INIT_EVENTS */
-#define SDL_INIT_JOYSTICK 0x00000200u /**< SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS */
-#define SDL_INIT_HAPTIC 0x00001000u
-#define SDL_INIT_GAMECONTROLLER 0x00002000u /**< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK */
-#define SDL_INIT_EVENTS 0x00004000u
-#define SDL_INIT_NOPARACHUTE 0x00100000u /**< compatibility; this flag is ignored. */
-#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
- */
-extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags);
-
-/**
- * This function initializes specific SDL subsystems
- *
- * Subsystem initialization is ref-counted, you must call
- * SDL_QuitSubSystem() for each SDL_InitSubSystem() to correctly
- * shutdown a subsystem manually (or call SDL_Quit() to force shutdown).
- * If a subsystem is already loaded then this call will
- * increase the ref-count and return.
- */
-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: */
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_audio.h b/bsp/simulator/SDL2-2.0.7/include/SDL_audio.h
deleted file mode 100644
index f119c2b267..0000000000
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_audio.h
+++ /dev/null
@@ -1,825 +0,0 @@
-/*
- Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
-
- 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_audio.h
- *
- * Access to the raw audio mixing buffer for the SDL library.
- */
-
-#ifndef SDL_audio_h_
-#define SDL_audio_h_
-
-#include "SDL_stdinc.h"
-#include "SDL_error.h"
-#include "SDL_endian.h"
-#include "SDL_mutex.h"
-#include "SDL_thread.h"
-#include "SDL_rwops.h"
-
-#include "begin_code.h"
-/* Set up for C function definitions, even when using C++ */
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-/**
- * \brief Audio format flags.
- *
- * These are what the 16 bits in SDL_AudioFormat currently mean...
- * (Unspecified bits are always zero).
- *
- * \verbatim
- ++-----------------------sample is signed if set
- ||
- || ++-----------sample is bigendian if set
- || ||
- || || ++---sample is float if set
- || || ||
- || || || +---sample bit size---+
- || || || | |
- 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
- \endverbatim
- *
- * There are macros in SDL 2.0 and later to query these bits.
- */
-typedef Uint16 SDL_AudioFormat;
-
-/**
- * \name Audio flags
- */
-/* @{ */
-
-#define SDL_AUDIO_MASK_BITSIZE (0xFF)
-#define SDL_AUDIO_MASK_DATATYPE (1<<8)
-#define SDL_AUDIO_MASK_ENDIAN (1<<12)
-#define SDL_AUDIO_MASK_SIGNED (1<<15)
-#define SDL_AUDIO_BITSIZE(x) (x & SDL_AUDIO_MASK_BITSIZE)
-#define SDL_AUDIO_ISFLOAT(x) (x & SDL_AUDIO_MASK_DATATYPE)
-#define SDL_AUDIO_ISBIGENDIAN(x) (x & SDL_AUDIO_MASK_ENDIAN)
-#define SDL_AUDIO_ISSIGNED(x) (x & SDL_AUDIO_MASK_SIGNED)
-#define SDL_AUDIO_ISINT(x) (!SDL_AUDIO_ISFLOAT(x))
-#define SDL_AUDIO_ISLITTLEENDIAN(x) (!SDL_AUDIO_ISBIGENDIAN(x))
-#define SDL_AUDIO_ISUNSIGNED(x) (!SDL_AUDIO_ISSIGNED(x))
-
-/**
- * \name Audio format flags
- *
- * Defaults to LSB byte order.
- */
-/* @{ */
-#define AUDIO_U8 0x0008 /**< Unsigned 8-bit samples */
-#define AUDIO_S8 0x8008 /**< Signed 8-bit samples */
-#define AUDIO_U16LSB 0x0010 /**< Unsigned 16-bit samples */
-#define AUDIO_S16LSB 0x8010 /**< Signed 16-bit samples */
-#define AUDIO_U16MSB 0x1010 /**< As above, but big-endian byte order */
-#define AUDIO_S16MSB 0x9010 /**< As above, but big-endian byte order */
-#define AUDIO_U16 AUDIO_U16LSB
-#define AUDIO_S16 AUDIO_S16LSB
-/* @} */
-
-/**
- * \name int32 support
- */
-/* @{ */
-#define AUDIO_S32LSB 0x8020 /**< 32-bit integer samples */
-#define AUDIO_S32MSB 0x9020 /**< As above, but big-endian byte order */
-#define AUDIO_S32 AUDIO_S32LSB
-/* @} */
-
-/**
- * \name float32 support
- */
-/* @{ */
-#define AUDIO_F32LSB 0x8120 /**< 32-bit floating point samples */
-#define AUDIO_F32MSB 0x9120 /**< As above, but big-endian byte order */
-#define AUDIO_F32 AUDIO_F32LSB
-/* @} */
-
-/**
- * \name Native audio byte ordering
- */
-/* @{ */
-#if SDL_BYTEORDER == SDL_LIL_ENDIAN
-#define AUDIO_U16SYS AUDIO_U16LSB
-#define AUDIO_S16SYS AUDIO_S16LSB
-#define AUDIO_S32SYS AUDIO_S32LSB
-#define AUDIO_F32SYS AUDIO_F32LSB
-#else
-#define AUDIO_U16SYS AUDIO_U16MSB
-#define AUDIO_S16SYS AUDIO_S16MSB
-#define AUDIO_S32SYS AUDIO_S32MSB
-#define AUDIO_F32SYS AUDIO_F32MSB
-#endif
-/* @} */
-
-/**
- * \name Allow change flags
- *
- * Which audio format changes are allowed when opening a device.
- */
-/* @{ */
-#define SDL_AUDIO_ALLOW_FREQUENCY_CHANGE 0x00000001
-#define SDL_AUDIO_ALLOW_FORMAT_CHANGE 0x00000002
-#define SDL_AUDIO_ALLOW_CHANNELS_CHANGE 0x00000004
-#define SDL_AUDIO_ALLOW_ANY_CHANGE (SDL_AUDIO_ALLOW_FREQUENCY_CHANGE|SDL_AUDIO_ALLOW_FORMAT_CHANGE|SDL_AUDIO_ALLOW_CHANNELS_CHANGE)
-/* @} */
-
-/* @} *//* Audio flags */
-
-/**
- * This function is called when the audio device needs more data.
- *
- * \param userdata An application-specific parameter saved in
- * the SDL_AudioSpec structure
- * \param stream A pointer to the audio data buffer.
- * \param len The length of that buffer in bytes.
- *
- * Once the callback returns, the buffer will no longer be valid.
- * Stereo samples are stored in a LRLRLR ordering.
- *
- * You can choose to avoid callbacks and use SDL_QueueAudio() instead, if
- * you like. Just open your audio device with a NULL callback.
- */
-typedef void (SDLCALL * SDL_AudioCallback) (void *userdata, Uint8 * stream,
- int len);
-
-/**
- * The calculated values in this structure are calculated by SDL_OpenAudio().
- *
- * For multi-channel audio, the default SDL channel mapping is:
- * 2: FL FR (stereo)
- * 3: FL FR LFE (2.1 surround)
- * 4: FL FR BL BR (quad)
- * 5: FL FR FC BL BR (quad + center)
- * 6: FL FR FC LFE SL SR (5.1 surround - last two can also be BL BR)
- * 7: FL FR FC LFE BC SL SR (6.1 surround)
- * 8: FL FR FC LFE BL BR SL SR (7.1 surround)
- */
-typedef struct SDL_AudioSpec
-{
- int freq; /**< DSP frequency -- samples per second */
- SDL_AudioFormat format; /**< Audio data format */
- Uint8 channels; /**< Number of channels: 1 mono, 2 stereo */
- Uint8 silence; /**< Audio buffer silence value (calculated) */
- Uint16 samples; /**< Audio buffer size in sample FRAMES (total samples divided by channel count) */
- Uint16 padding; /**< Necessary for some compile environments */
- Uint32 size; /**< Audio buffer size in bytes (calculated) */
- SDL_AudioCallback callback; /**< Callback that feeds the audio device (NULL to use SDL_QueueAudio()). */
- void *userdata; /**< Userdata passed to callback (ignored for NULL callbacks). */
-} SDL_AudioSpec;
-
-
-struct SDL_AudioCVT;
-typedef void (SDLCALL * SDL_AudioFilter) (struct SDL_AudioCVT * cvt,
- SDL_AudioFormat format);
-
-/**
- * \brief Upper limit of filters in SDL_AudioCVT
- *
- * The maximum number of SDL_AudioFilter functions in SDL_AudioCVT is
- * currently limited to 9. The SDL_AudioCVT.filters array has 10 pointers,
- * one of which is the terminating NULL pointer.
- */
-#define SDL_AUDIOCVT_MAX_FILTERS 9
-
-/**
- * \struct SDL_AudioCVT
- * \brief A structure to hold a set of audio conversion filters and buffers.
- *
- * Note that various parts of the conversion pipeline can take advantage
- * of SIMD operations (like SSE2, for example). SDL_AudioCVT doesn't require
- * you to pass it aligned data, but can possibly run much faster if you
- * set both its (buf) field to a pointer that is aligned to 16 bytes, and its
- * (len) field to something that's a multiple of 16, if possible.
- */
-#ifdef __GNUC__
-/* This structure is 84 bytes on 32-bit architectures, make sure GCC doesn't
- pad it out to 88 bytes to guarantee ABI compatibility between compilers.
- vvv
- The next time we rev the ABI, make sure to size the ints and add padding.
-*/
-#define SDL_AUDIOCVT_PACKED __attribute__((packed))
-#else
-#define SDL_AUDIOCVT_PACKED
-#endif
-/* */
-typedef struct SDL_AudioCVT
-{
- int needed; /**< Set to 1 if conversion possible */
- SDL_AudioFormat src_format; /**< Source audio format */
- SDL_AudioFormat dst_format; /**< Target audio format */
- double rate_incr; /**< Rate conversion increment */
- Uint8 *buf; /**< Buffer to hold entire audio data */
- int len; /**< Length of original audio buffer */
- int len_cvt; /**< Length of converted audio buffer */
- int len_mult; /**< buffer must be len*len_mult big */
- double len_ratio; /**< Given len, final size is len*len_ratio */
- SDL_AudioFilter filters[SDL_AUDIOCVT_MAX_FILTERS + 1]; /**< NULL-terminated list of filter functions */
- int filter_index; /**< Current audio conversion function */
-} SDL_AUDIOCVT_PACKED SDL_AudioCVT;
-
-
-/* Function prototypes */
-
-/**
- * \name Driver discovery functions
- *
- * These functions return the list of built in audio drivers, in the
- * order that they are normally initialized by default.
- */
-/* @{ */
-extern DECLSPEC int SDLCALL SDL_GetNumAudioDrivers(void);
-extern DECLSPEC const char *SDLCALL SDL_GetAudioDriver(int index);
-/* @} */
-
-/**
- * \name Initialization and cleanup
- *
- * \internal These functions are used internally, and should not be used unless
- * you have a specific need to specify the audio driver you want to
- * use. You should normally use SDL_Init() or SDL_InitSubSystem().
- */
-/* @{ */
-extern DECLSPEC int SDLCALL SDL_AudioInit(const char *driver_name);
-extern DECLSPEC void SDLCALL SDL_AudioQuit(void);
-/* @} */
-
-/**
- * This function returns the name of the current audio driver, or NULL
- * if no driver has been initialized.
- */
-extern DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void);
-
-/**
- * This function opens the audio device with the desired parameters, and
- * returns 0 if successful, placing the actual hardware parameters in the
- * structure pointed to by \c obtained. If \c obtained is NULL, the audio
- * data passed to the callback function will be guaranteed to be in the
- * requested format, and will be automatically converted to the hardware
- * audio format if necessary. This function returns -1 if it failed
- * to open the audio device, or couldn't set up the audio thread.
- *
- * When filling in the desired audio spec structure,
- * - \c desired->freq should be the desired audio frequency in samples-per-
- * second.
- * - \c desired->format should be the desired audio format.
- * - \c desired->samples is the desired size of the audio buffer, in
- * samples. This number should be a power of two, and may be adjusted by
- * the audio driver to a value more suitable for the hardware. Good values
- * seem to range between 512 and 8096 inclusive, depending on the
- * application and CPU speed. Smaller values yield faster response time,
- * but can lead to underflow if the application is doing heavy processing
- * and cannot fill the audio buffer in time. A stereo sample consists of
- * both right and left channels in LR ordering.
- * Note that the number of samples is directly related to time by the
- * following formula: \code ms = (samples*1000)/freq \endcode
- * - \c desired->size is the size in bytes of the audio buffer, and is
- * calculated by SDL_OpenAudio().
- * - \c desired->silence is the value used to set the buffer to silence,
- * and is calculated by SDL_OpenAudio().
- * - \c desired->callback should be set to a function that will be called
- * when the audio device is ready for more data. It is passed a pointer
- * to the audio buffer, and the length in bytes of the audio buffer.
- * This function usually runs in a separate thread, and so you should
- * protect data structures that it accesses by calling SDL_LockAudio()
- * and SDL_UnlockAudio() in your code. Alternately, you may pass a NULL
- * pointer here, and call SDL_QueueAudio() with some frequency, to queue
- * more audio samples to be played (or for capture devices, call
- * SDL_DequeueAudio() with some frequency, to obtain audio samples).
- * - \c desired->userdata is passed as the first parameter to your callback
- * function. If you passed a NULL callback, this value is ignored.
- *
- * The audio device starts out playing silence when it's opened, and should
- * be enabled for playing by calling \c SDL_PauseAudio(0) when you are ready
- * for your audio callback function to be called. Since the audio driver
- * may modify the requested size of the audio buffer, you should allocate
- * any local mixing buffers after you open the audio device.
- */
-extern DECLSPEC int SDLCALL SDL_OpenAudio(SDL_AudioSpec * desired,
- SDL_AudioSpec * obtained);
-
-/**
- * SDL Audio Device IDs.
- *
- * A successful call to SDL_OpenAudio() is always device id 1, and legacy
- * SDL audio APIs assume you want this device ID. SDL_OpenAudioDevice() calls
- * always returns devices >= 2 on success. The legacy calls are good both
- * for backwards compatibility and when you don't care about multiple,
- * specific, or capture devices.
- */
-typedef Uint32 SDL_AudioDeviceID;
-
-/**
- * Get the number of available devices exposed by the current driver.
- * Only valid after a successfully initializing the audio subsystem.
- * Returns -1 if an explicit list of devices can't be determined; this is
- * not an error. For example, if SDL is set up to talk to a remote audio
- * server, it can't list every one available on the Internet, but it will
- * still allow a specific host to be specified to SDL_OpenAudioDevice().
- *
- * In many common cases, when this function returns a value <= 0, it can still
- * successfully open the default device (NULL for first argument of
- * SDL_OpenAudioDevice()).
- */
-extern DECLSPEC int SDLCALL SDL_GetNumAudioDevices(int iscapture);
-
-/**
- * Get the human-readable name of a specific audio device.
- * Must be a value between 0 and (number of audio devices-1).
- * Only valid after a successfully initializing the audio subsystem.
- * The values returned by this function reflect the latest call to
- * SDL_GetNumAudioDevices(); recall that function to redetect available
- * hardware.
- *
- * The string returned by this function is UTF-8 encoded, read-only, and
- * managed internally. You are not to free it. If you need to keep the
- * string for any length of time, you should make your own copy of it, as it
- * will be invalid next time any of several other SDL functions is called.
- */
-extern DECLSPEC const char *SDLCALL SDL_GetAudioDeviceName(int index,
- int iscapture);
-
-
-/**
- * Open a specific audio device. Passing in a device name of NULL requests
- * the most reasonable default (and is equivalent to calling SDL_OpenAudio()).
- *
- * The device name is a UTF-8 string reported by SDL_GetAudioDeviceName(), but
- * some drivers allow arbitrary and driver-specific strings, such as a
- * hostname/IP address for a remote audio server, or a filename in the
- * diskaudio driver.
- *
- * \return 0 on error, a valid device ID that is >= 2 on success.
- *
- * SDL_OpenAudio(), unlike this function, always acts on device ID 1.
- */
-extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(const char
- *device,
- int iscapture,
- const
- SDL_AudioSpec *
- desired,
- SDL_AudioSpec *
- obtained,
- int
- allowed_changes);
-
-
-
-/**
- * \name Audio state
- *
- * Get the current audio state.
- */
-/* @{ */
-typedef enum
-{
- SDL_AUDIO_STOPPED = 0,
- SDL_AUDIO_PLAYING,
- SDL_AUDIO_PAUSED
-} SDL_AudioStatus;
-extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioStatus(void);
-
-extern DECLSPEC SDL_AudioStatus SDLCALL
-SDL_GetAudioDeviceStatus(SDL_AudioDeviceID dev);
-/* @} *//* Audio State */
-
-/**
- * \name Pause audio functions
- *
- * These functions pause and unpause the audio callback processing.
- * They should be called with a parameter of 0 after opening the audio
- * device to start playing sound. This is so you can safely initialize
- * data for your callback function after opening the audio device.
- * Silence will be written to the audio device during the pause.
- */
-/* @{ */
-extern DECLSPEC void SDLCALL SDL_PauseAudio(int pause_on);
-extern DECLSPEC void SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev,
- int pause_on);
-/* @} *//* Pause audio functions */
-
-/**
- * This function loads a WAVE from the data source, automatically freeing
- * that source if \c freesrc is non-zero. For example, to load a WAVE file,
- * you could do:
- * \code
- * SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, ...);
- * \endcode
- *
- * If this function succeeds, it returns the given SDL_AudioSpec,
- * filled with the audio data format of the wave data, and sets
- * \c *audio_buf to a malloc()'d buffer containing the audio data,
- * and sets \c *audio_len to the length of that audio buffer, in bytes.
- * You need to free the audio buffer with SDL_FreeWAV() when you are
- * done with it.
- *
- * This function returns NULL and sets the SDL error message if the
- * wave file cannot be opened, uses an unknown data format, or is
- * corrupt. Currently raw and MS-ADPCM WAVE files are supported.
- */
-extern DECLSPEC SDL_AudioSpec *SDLCALL SDL_LoadWAV_RW(SDL_RWops * src,
- int freesrc,
- SDL_AudioSpec * spec,
- Uint8 ** audio_buf,
- Uint32 * audio_len);
-
-/**
- * Loads a WAV from a file.
- * Compatibility convenience function.
- */
-#define SDL_LoadWAV(file, spec, audio_buf, audio_len) \
- SDL_LoadWAV_RW(SDL_RWFromFile(file, "rb"),1, spec,audio_buf,audio_len)
-
-/**
- * This function frees data previously allocated with SDL_LoadWAV_RW()
- */
-extern DECLSPEC void SDLCALL SDL_FreeWAV(Uint8 * audio_buf);
-
-/**
- * This function takes a source format and rate and a destination format
- * and rate, and initializes the \c cvt structure with information needed
- * by SDL_ConvertAudio() to convert a buffer of audio data from one format
- * to the other. An unsupported format causes an error and -1 will be returned.
- *
- * \return 0 if no conversion is needed, 1 if the audio filter is set up,
- * or -1 on error.
- */
-extern DECLSPEC int SDLCALL SDL_BuildAudioCVT(SDL_AudioCVT * cvt,
- SDL_AudioFormat src_format,
- Uint8 src_channels,
- int src_rate,
- SDL_AudioFormat dst_format,
- Uint8 dst_channels,
- int dst_rate);
-
-/**
- * Once you have initialized the \c cvt structure using SDL_BuildAudioCVT(),
- * created an audio buffer \c cvt->buf, and filled it with \c cvt->len bytes of
- * audio data in the source format, this function will convert it in-place
- * to the desired format.
- *
- * The data conversion may expand the size of the audio data, so the buffer
- * \c cvt->buf should be allocated after the \c cvt structure is initialized by
- * SDL_BuildAudioCVT(), and should be \c cvt->len*cvt->len_mult bytes long.
- *
- * \return 0 on success or -1 if \c cvt->buf is NULL.
- */
-extern DECLSPEC int SDLCALL SDL_ConvertAudio(SDL_AudioCVT * cvt);
-
-/* SDL_AudioStream is a new audio conversion interface.
- The benefits vs SDL_AudioCVT:
- - it can handle resampling data in chunks without generating
- artifacts, when it doesn't have the complete buffer available.
- - it can handle incoming data in any variable size.
- - You push data as you have it, and pull it when you need it
- */
-/* this is opaque to the outside world. */
-struct _SDL_AudioStream;
-typedef struct _SDL_AudioStream SDL_AudioStream;
-
-/**
- * Create a new audio stream
- *
- * \param src_format The format of the source audio
- * \param src_channels The number of channels of the source audio
- * \param src_rate The sampling rate of the source audio
- * \param dst_format The format of the desired audio output
- * \param dst_channels The number of channels of the desired audio output
- * \param dst_rate The sampling rate of the desired audio output
- * \return 0 on success, or -1 on error.
- *
- * \sa SDL_AudioStreamPut
- * \sa SDL_AudioStreamGet
- * \sa SDL_AudioStreamAvailable
- * \sa SDL_AudioStreamFlush
- * \sa SDL_AudioStreamClear
- * \sa SDL_FreeAudioStream
- */
-extern DECLSPEC SDL_AudioStream * SDLCALL SDL_NewAudioStream(const SDL_AudioFormat src_format,
- const Uint8 src_channels,
- const int src_rate,
- const SDL_AudioFormat dst_format,
- const Uint8 dst_channels,
- const int dst_rate);
-
-/**
- * Add data to be converted/resampled to the stream
- *
- * \param stream The stream the audio data is being added to
- * \param buf A pointer to the audio data to add
- * \param int The number of bytes to write to the stream
- * \return 0 on success, or -1 on error.
- *
- * \sa SDL_NewAudioStream
- * \sa SDL_AudioStreamGet
- * \sa SDL_AudioStreamAvailable
- * \sa SDL_AudioStreamFlush
- * \sa SDL_AudioStreamClear
- * \sa SDL_FreeAudioStream
- */
-extern DECLSPEC int SDLCALL SDL_AudioStreamPut(SDL_AudioStream *stream, const void *buf, int len);
-
-/**
- * Get converted/resampled data from the stream
- *
- * \param stream The stream the audio is being requested from
- * \param buf A buffer to fill with audio data
- * \param len The maximum number of bytes to fill
- * \return The number of bytes read from the stream, or -1 on error
- *
- * \sa SDL_NewAudioStream
- * \sa SDL_AudioStreamPut
- * \sa SDL_AudioStreamAvailable
- * \sa SDL_AudioStreamFlush
- * \sa SDL_AudioStreamClear
- * \sa SDL_FreeAudioStream
- */
-extern DECLSPEC int SDLCALL SDL_AudioStreamGet(SDL_AudioStream *stream, void *buf, int len);
-
-/**
- * Get the number of converted/resampled bytes available. The stream may be
- * buffering data behind the scenes until it has enough to resample
- * correctly, so this number might be lower than what you expect, or even
- * be zero. Add more data or flush the stream if you need the data now.
- *
- * \sa SDL_NewAudioStream
- * \sa SDL_AudioStreamPut
- * \sa SDL_AudioStreamGet
- * \sa SDL_AudioStreamFlush
- * \sa SDL_AudioStreamClear
- * \sa SDL_FreeAudioStream
- */
-extern DECLSPEC int SDLCALL SDL_AudioStreamAvailable(SDL_AudioStream *stream);
-
-/**
- * Tell the stream that you're done sending data, and anything being buffered
- * should be converted/resampled and made available immediately.
- *
- * It is legal to add more data to a stream after flushing, but there will
- * be audio gaps in the output. Generally this is intended to signal the
- * end of input, so the complete output becomes available.
- *
- * \sa SDL_NewAudioStream
- * \sa SDL_AudioStreamPut
- * \sa SDL_AudioStreamGet
- * \sa SDL_AudioStreamAvailable
- * \sa SDL_AudioStreamClear
- * \sa SDL_FreeAudioStream
- */
-extern DECLSPEC int SDLCALL SDL_AudioStreamFlush(SDL_AudioStream *stream);
-
-/**
- * Clear any pending data in the stream without converting it
- *
- * \sa SDL_NewAudioStream
- * \sa SDL_AudioStreamPut
- * \sa SDL_AudioStreamGet
- * \sa SDL_AudioStreamAvailable
- * \sa SDL_AudioStreamFlush
- * \sa SDL_FreeAudioStream
- */
-extern DECLSPEC void SDLCALL SDL_AudioStreamClear(SDL_AudioStream *stream);
-
-/**
- * Free an audio stream
- *
- * \sa SDL_NewAudioStream
- * \sa SDL_AudioStreamPut
- * \sa SDL_AudioStreamGet
- * \sa SDL_AudioStreamAvailable
- * \sa SDL_AudioStreamFlush
- * \sa SDL_AudioStreamClear
- */
-extern DECLSPEC void SDLCALL SDL_FreeAudioStream(SDL_AudioStream *stream);
-
-#define SDL_MIX_MAXVOLUME 128
-/**
- * This takes two audio buffers of the playing audio format and mixes
- * them, performing addition, volume adjustment, and overflow clipping.
- * The volume ranges from 0 - 128, and should be set to ::SDL_MIX_MAXVOLUME
- * for full audio volume. Note this does not change hardware volume.
- * This is provided for convenience -- you can mix your own audio data.
- */
-extern DECLSPEC void SDLCALL SDL_MixAudio(Uint8 * dst, const Uint8 * src,
- Uint32 len, int volume);
-
-/**
- * This works like SDL_MixAudio(), but you specify the audio format instead of
- * using the format of audio device 1. Thus it can be used when no audio
- * device is open at all.
- */
-extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst,
- const Uint8 * src,
- SDL_AudioFormat format,
- Uint32 len, int volume);
-
-/**
- * Queue more audio on non-callback devices.
- *
- * (If you are looking to retrieve queued audio from a non-callback capture
- * device, you want SDL_DequeueAudio() instead. This will return -1 to
- * signify an error if you use it with capture devices.)
- *
- * SDL offers two ways to feed audio to the device: you can either supply a
- * callback that SDL triggers with some frequency to obtain more audio
- * (pull method), or you can supply no callback, and then SDL will expect
- * you to supply data at regular intervals (push method) with this function.
- *
- * There are no limits on the amount of data you can queue, short of
- * exhaustion of address space. Queued data will drain to the device as
- * necessary without further intervention from you. If the device needs
- * audio but there is not enough queued, it will play silence to make up
- * the difference. This means you will have skips in your audio playback
- * if you aren't routinely queueing sufficient data.
- *
- * This function copies the supplied data, so you are safe to free it when
- * the function returns. This function is thread-safe, but queueing to the
- * same device from two threads at once does not promise which buffer will
- * be queued first.
- *
- * You may not queue audio on a device that is using an application-supplied
- * callback; doing so returns an error. You have to use the audio callback
- * or queue audio with this function, but not both.
- *
- * You should not call SDL_LockAudio() on the device before queueing; SDL
- * handles locking internally for this function.
- *
- * \param dev The device ID to which we will queue audio.
- * \param data The data to queue to the device for later playback.
- * \param len The number of bytes (not samples!) to which (data) points.
- * \return 0 on success, or -1 on error.
- *
- * \sa SDL_GetQueuedAudioSize
- * \sa SDL_ClearQueuedAudio
- */
-extern DECLSPEC int SDLCALL SDL_QueueAudio(SDL_AudioDeviceID dev, const void *data, Uint32 len);
-
-/**
- * Dequeue more audio on non-callback devices.
- *
- * (If you are looking to queue audio for output on a non-callback playback
- * device, you want SDL_QueueAudio() instead. This will always return 0
- * if you use it with playback devices.)
- *
- * SDL offers two ways to retrieve audio from a capture device: you can
- * either supply a callback that SDL triggers with some frequency as the
- * device records more audio data, (push method), or you can supply no
- * callback, and then SDL will expect you to retrieve data at regular
- * intervals (pull method) with this function.
- *
- * There are no limits on the amount of data you can queue, short of
- * exhaustion of address space. Data from the device will keep queuing as
- * necessary without further intervention from you. This means you will
- * eventually run out of memory if you aren't routinely dequeueing data.
- *
- * Capture devices will not queue data when paused; if you are expecting
- * to not need captured audio for some length of time, use
- * SDL_PauseAudioDevice() to stop the capture device from queueing more
- * data. This can be useful during, say, level loading times. When
- * unpaused, capture devices will start queueing data from that point,
- * having flushed any capturable data available while paused.
- *
- * This function is thread-safe, but dequeueing from the same device from
- * two threads at once does not promise which thread will dequeued data
- * first.
- *
- * You may not dequeue audio from a device that is using an
- * application-supplied callback; doing so returns an error. You have to use
- * the audio callback, or dequeue audio with this function, but not both.
- *
- * You should not call SDL_LockAudio() on the device before queueing; SDL
- * handles locking internally for this function.
- *
- * \param dev The device ID from which we will dequeue audio.
- * \param data A pointer into where audio data should be copied.
- * \param len The number of bytes (not samples!) to which (data) points.
- * \return number of bytes dequeued, which could be less than requested.
- *
- * \sa SDL_GetQueuedAudioSize
- * \sa SDL_ClearQueuedAudio
- */
-extern DECLSPEC Uint32 SDLCALL SDL_DequeueAudio(SDL_AudioDeviceID dev, void *data, Uint32 len);
-
-/**
- * Get the number of bytes of still-queued audio.
- *
- * For playback device:
- *
- * This is the number of bytes that have been queued for playback with
- * SDL_QueueAudio(), but have not yet been sent to the hardware. This
- * number may shrink at any time, so this only informs of pending data.
- *
- * Once we've sent it to the hardware, this function can not decide the
- * exact byte boundary of what has been played. It's possible that we just
- * gave the hardware several kilobytes right before you called this
- * function, but it hasn't played any of it yet, or maybe half of it, etc.
- *
- * For capture devices:
- *
- * This is the number of bytes that have been captured by the device and
- * are waiting for you to dequeue. This number may grow at any time, so
- * this only informs of the lower-bound of available data.
- *
- * You may not queue audio on a device that is using an application-supplied
- * callback; calling this function on such a device always returns 0.
- * You have to queue audio with SDL_QueueAudio()/SDL_DequeueAudio(), or use
- * the audio callback, but not both.
- *
- * You should not call SDL_LockAudio() on the device before querying; SDL
- * handles locking internally for this function.
- *
- * \param dev The device ID of which we will query queued audio size.
- * \return Number of bytes (not samples!) of queued audio.
- *
- * \sa SDL_QueueAudio
- * \sa SDL_ClearQueuedAudio
- */
-extern DECLSPEC Uint32 SDLCALL SDL_GetQueuedAudioSize(SDL_AudioDeviceID dev);
-
-/**
- * Drop any queued audio data. For playback devices, this is any queued data
- * still waiting to be submitted to the hardware. For capture devices, this
- * is any data that was queued by the device that hasn't yet been dequeued by
- * the application.
- *
- * Immediately after this call, SDL_GetQueuedAudioSize() will return 0. For
- * playback devices, the hardware will start playing silence if more audio
- * isn't queued. Unpaused capture devices will start filling the queue again
- * as soon as they have more data available (which, depending on the state
- * of the hardware and the thread, could be before this function call
- * returns!).
- *
- * This will not prevent playback of queued audio that's already been sent
- * to the hardware, as we can not undo that, so expect there to be some
- * fraction of a second of audio that might still be heard. This can be
- * useful if you want to, say, drop any pending music during a level change
- * in your game.
- *
- * You may not queue audio on a device that is using an application-supplied
- * callback; calling this function on such a device is always a no-op.
- * You have to queue audio with SDL_QueueAudio()/SDL_DequeueAudio(), or use
- * the audio callback, but not both.
- *
- * You should not call SDL_LockAudio() on the device before clearing the
- * queue; SDL handles locking internally for this function.
- *
- * This function always succeeds and thus returns void.
- *
- * \param dev The device ID of which to clear the audio queue.
- *
- * \sa SDL_QueueAudio
- * \sa SDL_GetQueuedAudioSize
- */
-extern DECLSPEC void SDLCALL SDL_ClearQueuedAudio(SDL_AudioDeviceID dev);
-
-
-/**
- * \name Audio lock functions
- *
- * The lock manipulated by these functions protects the callback function.
- * During a SDL_LockAudio()/SDL_UnlockAudio() pair, you can be guaranteed that
- * the callback function is not running. Do not call these from the callback
- * function or you will cause deadlock.
- */
-/* @{ */
-extern DECLSPEC void SDLCALL SDL_LockAudio(void);
-extern DECLSPEC void SDLCALL SDL_LockAudioDevice(SDL_AudioDeviceID dev);
-extern DECLSPEC void SDLCALL SDL_UnlockAudio(void);
-extern DECLSPEC void SDLCALL SDL_UnlockAudioDevice(SDL_AudioDeviceID dev);
-/* @} *//* Audio lock functions */
-
-/**
- * This function shuts down audio processing and closes the audio device.
- */
-extern DECLSPEC void SDLCALL SDL_CloseAudio(void);
-extern DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID dev);
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* SDL_audio_h_ */
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_blendmode.h b/bsp/simulator/SDL2-2.0.7/include/SDL_blendmode.h
deleted file mode 100644
index 9abd0bd4cf..0000000000
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_blendmode.h
+++ /dev/null
@@ -1,120 +0,0 @@
-/*
- Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
-
- 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_blendmode.h
- *
- * Header file declaring the SDL_BlendMode enumeration
- */
-
-#ifndef SDL_blendmode_h_
-#define SDL_blendmode_h_
-
-#include "begin_code.h"
-/* Set up for C function definitions, even when using C++ */
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-/**
- * \brief The blend mode used in SDL_RenderCopy() and drawing operations.
- */
-typedef enum
-{
- SDL_BLENDMODE_NONE = 0x00000000, /**< no blending
- dstRGBA = srcRGBA */
- SDL_BLENDMODE_BLEND = 0x00000001, /**< alpha blending
- dstRGB = (srcRGB * srcA) + (dstRGB * (1-srcA))
- dstA = srcA + (dstA * (1-srcA)) */
- SDL_BLENDMODE_ADD = 0x00000002, /**< additive blending
- dstRGB = (srcRGB * srcA) + dstRGB
- dstA = dstA */
- SDL_BLENDMODE_MOD = 0x00000004, /**< color modulate
- dstRGB = srcRGB * dstRGB
- dstA = dstA */
- SDL_BLENDMODE_INVALID = 0x7FFFFFFF
-
- /* Additional custom blend modes can be returned by SDL_ComposeCustomBlendMode() */
-
-} SDL_BlendMode;
-
-/**
- * \brief The blend operation used when combining source and destination pixel components
- */
-typedef enum
-{
- SDL_BLENDOPERATION_ADD = 0x1, /**< dst + src: supported by all renderers */
- SDL_BLENDOPERATION_SUBTRACT = 0x2, /**< dst - src : supported by D3D9, D3D11, OpenGL, OpenGLES */
- SDL_BLENDOPERATION_REV_SUBTRACT = 0x3, /**< src - dst : supported by D3D9, D3D11, OpenGL, OpenGLES */
- SDL_BLENDOPERATION_MINIMUM = 0x4, /**< min(dst, src) : supported by D3D11 */
- SDL_BLENDOPERATION_MAXIMUM = 0x5 /**< max(dst, src) : supported by D3D11 */
-
-} SDL_BlendOperation;
-
-/**
- * \brief The normalized factor used to multiply pixel components
- */
-typedef enum
-{
- SDL_BLENDFACTOR_ZERO = 0x1, /**< 0, 0, 0, 0 */
- SDL_BLENDFACTOR_ONE = 0x2, /**< 1, 1, 1, 1 */
- SDL_BLENDFACTOR_SRC_COLOR = 0x3, /**< srcR, srcG, srcB, srcA */
- SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR = 0x4, /**< 1-srcR, 1-srcG, 1-srcB, 1-srcA */
- SDL_BLENDFACTOR_SRC_ALPHA = 0x5, /**< srcA, srcA, srcA, srcA */
- SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA = 0x6, /**< 1-srcA, 1-srcA, 1-srcA, 1-srcA */
- SDL_BLENDFACTOR_DST_COLOR = 0x7, /**< dstR, dstG, dstB, dstA */
- SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR = 0x8, /**< 1-dstR, 1-dstG, 1-dstB, 1-dstA */
- SDL_BLENDFACTOR_DST_ALPHA = 0x9, /**< dstA, dstA, dstA, dstA */
- SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA = 0xA /**< 1-dstA, 1-dstA, 1-dstA, 1-dstA */
-
-} SDL_BlendFactor;
-
-/**
- * \brief Create a custom blend mode, which may or may not be supported by a given renderer
- *
- * \param srcColorFactor
- * \param dstColorFactor
- * \param colorOperation
- * \param srcAlphaFactor
- * \param dstAlphaFactor
- * \param alphaOperation
- *
- * The result of the blend mode operation will be:
- * dstRGB = dstRGB * dstColorFactor colorOperation srcRGB * srcColorFactor
- * and
- * dstA = dstA * dstAlphaFactor alphaOperation srcA * srcAlphaFactor
- */
-extern DECLSPEC SDL_BlendMode SDLCALL SDL_ComposeCustomBlendMode(SDL_BlendFactor srcColorFactor,
- SDL_BlendFactor dstColorFactor,
- SDL_BlendOperation colorOperation,
- SDL_BlendFactor srcAlphaFactor,
- SDL_BlendFactor dstAlphaFactor,
- SDL_BlendOperation alphaOperation);
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* SDL_blendmode_h_ */
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_cpuinfo.h b/bsp/simulator/SDL2-2.0.7/include/SDL_cpuinfo.h
deleted file mode 100644
index 94b64b03bc..0000000000
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_cpuinfo.h
+++ /dev/null
@@ -1,176 +0,0 @@
-/*
- Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
-
- 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_cpuinfo.h
- *
- * CPU feature detection for SDL.
- */
-
-#ifndef SDL_cpuinfo_h_
-#define SDL_cpuinfo_h_
-
-#include "SDL_stdinc.h"
-
-/* Need to do this here because intrin.h has C++ code in it */
-/* Visual Studio 2005 has a bug where intrin.h conflicts with winnt.h */
-#if defined(_MSC_VER) && (_MSC_VER >= 1500) && (defined(_M_IX86) || defined(_M_X64))
-#ifdef __clang__
-/* Many of the intrinsics SDL uses are not implemented by clang with Visual Studio */
-#undef __MMX__
-#undef __SSE__
-#undef __SSE2__
-#else
-#include <intrin.h>
-#ifndef _WIN64
-#define __MMX__
-#define __3dNOW__
-#endif
-#define __SSE__
-#define __SSE2__
-#endif /* __clang__ */
-#elif defined(__MINGW64_VERSION_MAJOR)
-#include <intrin.h>
-#else
-#ifdef __ALTIVEC__
-#if HAVE_ALTIVEC_H && !defined(__APPLE_ALTIVEC__)
-#include <altivec.h>
-#undef pixel
-#endif
-#endif
-#ifdef __MMX__
-#include <mmintrin.h>
-#endif
-#ifdef __3dNOW__
-#include <mm3dnow.h>
-#endif
-#ifdef __SSE__
-#include <xmmintrin.h>
-#endif
-#ifdef __SSE2__
-#include <emmintrin.h>
-#endif
-#ifdef __SSE3__
-#include <pmmintrin.h>
-#endif
-#endif
-
-#include "begin_code.h"
-/* Set up for C function definitions, even when using C++ */
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-/* This is a guess for the cacheline size used for padding.
- * Most x86 processors have a 64 byte cache line.
- * The 64-bit PowerPC processors have a 128 byte cache line.
- * We'll use the larger value to be generally safe.
- */
-#define SDL_CACHELINE_SIZE 128
-
-/**
- * This function returns the number of CPU cores available.
- */
-extern DECLSPEC int SDLCALL SDL_GetCPUCount(void);
-
-/**
- * This function returns the L1 cache line size of the CPU
- *
- * This is useful for determining multi-threaded structure padding
- * or SIMD prefetch sizes.
- */
-extern DECLSPEC int SDLCALL SDL_GetCPUCacheLineSize(void);
-
-/**
- * This function returns true if the CPU has the RDTSC instruction.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_HasRDTSC(void);
-
-/**
- * This function returns true if the CPU has AltiVec features.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_HasAltiVec(void);
-
-/**
- * This function returns true if the CPU has MMX features.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_HasMMX(void);
-
-/**
- * This function returns true if the CPU has 3DNow! features.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_Has3DNow(void);
-
-/**
- * This function returns true if the CPU has SSE features.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE(void);
-
-/**
- * This function returns true if the CPU has SSE2 features.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE2(void);
-
-/**
- * This function returns true if the CPU has SSE3 features.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE3(void);
-
-/**
- * This function returns true if the CPU has SSE4.1 features.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE41(void);
-
-/**
- * This function returns true if the CPU has SSE4.2 features.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE42(void);
-
-/**
- * This function returns true if the CPU has AVX features.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_HasAVX(void);
-
-/**
- * This function returns true if the CPU has AVX2 features.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_HasAVX2(void);
-
-/**
- * This function returns true if the CPU has NEON (ARM SIMD) features.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_HasNEON(void);
-
-/**
- * This function returns the amount of RAM configured in the system, in MB.
- */
-extern DECLSPEC int SDLCALL SDL_GetSystemRAM(void);
-
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* SDL_cpuinfo_h_ */
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_error.h b/bsp/simulator/SDL2-2.0.7/include/SDL_error.h
deleted file mode 100644
index 49be9827e1..0000000000
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_error.h
+++ /dev/null
@@ -1,76 +0,0 @@
-/*
- Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
-
- 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_error.h
- *
- * Simple error message routines for SDL.
- */
-
-#ifndef SDL_error_h_
-#define SDL_error_h_
-
-#include "SDL_stdinc.h"
-
-#include "begin_code.h"
-/* Set up for C function definitions, even when using C++ */
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-/* Public functions */
-/* SDL_SetError() unconditionally returns -1. */
-extern DECLSPEC int SDLCALL SDL_SetError(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1);
-extern DECLSPEC const char *SDLCALL SDL_GetError(void);
-extern DECLSPEC void SDLCALL SDL_ClearError(void);
-
-/**
- * \name Internal error functions
- *
- * \internal
- * Private error reporting function - used internally.
- */
-/* @{ */
-#define SDL_OutOfMemory() SDL_Error(SDL_ENOMEM)
-#define SDL_Unsupported() SDL_Error(SDL_UNSUPPORTED)
-#define SDL_InvalidParamError(param) SDL_SetError("Parameter '%s' is invalid", (param))
-typedef enum
-{
- SDL_ENOMEM,
- SDL_EFREAD,
- SDL_EFWRITE,
- SDL_EFSEEK,
- SDL_UNSUPPORTED,
- SDL_LASTERROR
-} SDL_errorcode;
-/* SDL_Error() unconditionally returns -1. */
-extern DECLSPEC int SDLCALL SDL_Error(SDL_errorcode code);
-/* @} *//* Internal error functions */
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* SDL_error_h_ */
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_filesystem.h b/bsp/simulator/SDL2-2.0.7/include/SDL_filesystem.h
deleted file mode 100644
index a1c846ad0f..0000000000
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_filesystem.h
+++ /dev/null
@@ -1,136 +0,0 @@
-/*
- Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
-
- 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_filesystem.h
- *
- * \brief Include file for filesystem SDL API functions
- */
-
-#ifndef SDL_filesystem_h_
-#define SDL_filesystem_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 Get the path where the application resides.
- *
- * Get the "base path". This is the directory where the application was run
- * from, which is probably the installation directory, and may or may not
- * be the process's current working directory.
- *
- * This returns an absolute path in UTF-8 encoding, and is guaranteed to
- * end with a path separator ('\\' on Windows, '/' most other places).
- *
- * The pointer returned by this function is owned by you. Please call
- * SDL_free() on the pointer when you are done with it, or it will be a
- * memory leak. This is not necessarily a fast call, though, so you should
- * call this once near startup and save the string if you need it.
- *
- * Some platforms can't determine the application's path, and on other
- * platforms, this might be meaningless. In such cases, this function will
- * return NULL.
- *
- * \return String of base dir in UTF-8 encoding, or NULL on error.
- *
- * \sa SDL_GetPrefPath
- */
-extern DECLSPEC char *SDLCALL SDL_GetBasePath(void);
-
-/**
- * \brief Get the user-and-app-specific path where files can be written.
- *
- * Get the "pref dir". This is meant to be where users can write personal
- * files (preferences and save games, etc) that are specific to your
- * application. This directory is unique per user, per application.
- *
- * This function will decide the appropriate location in the native filesystem,
- * create the directory if necessary, and return a string of the absolute
- * path to the directory in UTF-8 encoding.
- *
- * On Windows, the string might look like:
- * "C:\\Users\\bob\\AppData\\Roaming\\My Company\\My Program Name\\"
- *
- * On Linux, the string might look like:
- * "/home/bob/.local/share/My Program Name/"
- *
- * On Mac OS X, the string might look like:
- * "/Users/bob/Library/Application Support/My Program Name/"
- *
- * (etc.)
- *
- * You specify the name of your organization (if it's not a real organization,
- * your name or an Internet domain you own might do) and the name of your
- * application. These should be untranslated proper names.
- *
- * Both the org and app strings may become part of a directory name, so
- * please follow these rules:
- *
- * - Try to use the same org string (including case-sensitivity) for
- * all your applications that use this function.
- * - Always use a unique app string for each one, and make sure it never
- * changes for an app once you've decided on it.
- * - Unicode characters are legal, as long as it's UTF-8 encoded, but...
- * - ...only use letters, numbers, and spaces. Avoid punctuation like
- * "Game Name 2: Bad Guy's Revenge!" ... "Game Name 2" is sufficient.
- *
- * This returns an absolute path in UTF-8 encoding, and is guaranteed to
- * end with a path separator ('\\' on Windows, '/' most other places).
- *
- * The pointer returned by this function is owned by you. Please call
- * SDL_free() on the pointer when you are done with it, or it will be a
- * memory leak. This is not necessarily a fast call, though, so you should
- * call this once near startup and save the string if you need it.
- *
- * You should assume the path returned by this function is the only safe
- * place to write files (and that SDL_GetBasePath(), while it might be
- * writable, or even the parent of the returned path, aren't where you
- * should be writing things).
- *
- * Some platforms can't determine the pref path, and on other
- * platforms, this might be meaningless. In such cases, this function will
- * return NULL.
- *
- * \param org The name of your organization.
- * \param app The name of your application.
- * \return UTF-8 string of user dir in platform-dependent notation. NULL
- * if there's a problem (creating directory failed, etc).
- *
- * \sa SDL_GetBasePath
- */
-extern DECLSPEC char *SDLCALL SDL_GetPrefPath(const char *org, const char *app);
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* SDL_filesystem_h_ */
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_gamecontroller.h b/bsp/simulator/SDL2-2.0.7/include/SDL_gamecontroller.h
deleted file mode 100644
index 406e77e91e..0000000000
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_gamecontroller.h
+++ /dev/null
@@ -1,362 +0,0 @@
-/*
- Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
-
- 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_gamecontroller.h
- *
- * Include file for SDL game controller event handling
- */
-
-#ifndef SDL_gamecontroller_h_
-#define SDL_gamecontroller_h_
-
-#include "SDL_stdinc.h"
-#include "SDL_error.h"
-#include "SDL_rwops.h"
-#include "SDL_joystick.h"
-
-#include "begin_code.h"
-/* Set up for C function definitions, even when using C++ */
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-/**
- * \file SDL_gamecontroller.h
- *
- * In order to use these functions, SDL_Init() must have been called
- * with the ::SDL_INIT_GAMECONTROLLER flag. This causes SDL to scan the system
- * for game controllers, and load appropriate drivers.
- *
- * If you would like to receive controller updates while the application
- * is in the background, you should set the following hint before calling
- * SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
- */
-
-/**
- * The gamecontroller structure used to identify an SDL game controller
- */
-struct _SDL_GameController;
-typedef struct _SDL_GameController SDL_GameController;
-
-
-typedef enum
-{
- SDL_CONTROLLER_BINDTYPE_NONE = 0,
- SDL_CONTROLLER_BINDTYPE_BUTTON,
- SDL_CONTROLLER_BINDTYPE_AXIS,
- SDL_CONTROLLER_BINDTYPE_HAT
-} SDL_GameControllerBindType;
-
-/**
- * Get the SDL joystick layer binding for this controller button/axis mapping
- */
-typedef struct SDL_GameControllerButtonBind
-{
- SDL_GameControllerBindType bindType;
- union
- {
- int button;
- int axis;
- struct {
- int hat;
- int hat_mask;
- } hat;
- } value;
-
-} SDL_GameControllerButtonBind;
-
-
-/**
- * To count the number of game controllers in the system for the following:
- * int nJoysticks = SDL_NumJoysticks();
- * int nGameControllers = 0;
- * for (int i = 0; i < nJoysticks; i++) {
- * if (SDL_IsGameController(i)) {
- * nGameControllers++;
- * }
- * }
- *
- * Using the SDL_HINT_GAMECONTROLLERCONFIG hint or the SDL_GameControllerAddMapping() you can add support for controllers SDL is unaware of or cause an existing controller to have a different binding. The format is:
- * guid,name,mappings
- *
- * Where GUID is the string value from SDL_JoystickGetGUIDString(), name is the human readable string for the device and mappings are controller mappings to joystick ones.
- * Under Windows there is a reserved GUID of "xinput" that covers any XInput devices.
- * The mapping format for joystick is:
- * bX - a joystick button, index X
- * hX.Y - hat X with value Y
- * aX - axis X of the joystick
- * Buttons can be used as a controller axis and vice versa.
- *
- * This string shows an example of a valid mapping for a controller
- * "03000000341a00003608000000000000,PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7",
- *
- */
-
-/**
- * Load a set of mappings from a seekable SDL data stream (memory or file), filtered by the current SDL_GetPlatform()
- * A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt
- *
- * If \c freerw is non-zero, the stream will be closed after being read.
- *
- * \return number of mappings added, -1 on error
- */
-extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw);
-
-/**
- * Load a set of mappings from a file, filtered by the current SDL_GetPlatform()
- *
- * Convenience macro.
- */
-#define SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)
-
-/**
- * Add or update an existing mapping configuration
- *
- * \return 1 if mapping is added, 0 if updated, -1 on error
- */
-extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString);
-
-/**
- * Get the number of mappings installed
- *
- * \return the number of mappings
- */
-extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void);
-
-/**
- * Get the mapping at a particular index.
- *
- * \return the mapping string. Must be freed with SDL_free(). Returns NULL if the index is out of range.
- */
-extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index);
-
-/**
- * Get a mapping string for a GUID
- *
- * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available
- */
-extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid);
-
-/**
- * Get a mapping string for an open GameController
- *
- * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available
- */
-extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController * gamecontroller);
-
-/**
- * Is the joystick on this index supported by the game controller interface?
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
-
-/**
- * Get the implementation dependent name of a game controller.
- * This can be called before any controllers are opened.
- * If no name can be found, this function returns NULL.
- */
-extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
-
-/**
- * Open a game controller for use.
- * The index passed as an argument refers to the N'th game controller on the system.
- * This index is not the value which will identify this controller in future
- * controller events. The joystick's instance id (::SDL_JoystickID) will be
- * used there instead.
- *
- * \return A controller identifier, or NULL if an error occurred.
- */
-extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
-
-/**
- * Return the SDL_GameController associated with an instance id.
- */
-extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid);
-
-/**
- * Return the name for this currently opened controller
- */
-extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
-
-/**
- * Get the USB vendor ID of an opened controller, if available.
- * If the vendor ID isn't available this function returns 0.
- */
-extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController * gamecontroller);
-
-/**
- * Get the USB product ID of an opened controller, if available.
- * If the product ID isn't available this function returns 0.
- */
-extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController * gamecontroller);
-
-/**
- * Get the product version of an opened controller, if available.
- * If the product version isn't available this function returns 0.
- */
-extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController * gamecontroller);
-
-/**
- * Returns SDL_TRUE if the controller has been opened and currently connected,
- * or SDL_FALSE if it has not.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
-
-/**
- * Get the underlying joystick object used by a controller
- */
-extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
-
-/**
- * Enable/disable controller event polling.
- *
- * If controller events are disabled, you must call SDL_GameControllerUpdate()
- * yourself and check the state of the controller when you want controller
- * information.
- *
- * The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
- */
-extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
-
-/**
- * Update the current state of the open game controllers.
- *
- * This is called automatically by the event loop if any game controller
- * events are enabled.
- */
-extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
-
-
-/**
- * The list of axes available from a controller
- *
- * Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX,
- * and are centered within ~8000 of zero, though advanced UI will allow users to set
- * or autodetect the dead zone, which varies between controllers.
- *
- * Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX.
- */
-typedef enum
-{
- SDL_CONTROLLER_AXIS_INVALID = -1,
- SDL_CONTROLLER_AXIS_LEFTX,
- SDL_CONTROLLER_AXIS_LEFTY,
- SDL_CONTROLLER_AXIS_RIGHTX,
- SDL_CONTROLLER_AXIS_RIGHTY,
- SDL_CONTROLLER_AXIS_TRIGGERLEFT,
- SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
- SDL_CONTROLLER_AXIS_MAX
-} SDL_GameControllerAxis;
-
-/**
- * turn this string into a axis mapping
- */
-extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString);
-
-/**
- * turn this axis enum into a string mapping
- */
-extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
-
-/**
- * Get the SDL joystick layer binding for this controller button mapping
- */
-extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
-SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
- SDL_GameControllerAxis axis);
-
-/**
- * Get the current state of an axis control on a game controller.
- *
- * The state is a value ranging from -32768 to 32767 (except for the triggers,
- * which range from 0 to 32767).
- *
- * The axis indices start at index 0.
- */
-extern DECLSPEC Sint16 SDLCALL
-SDL_GameControllerGetAxis(SDL_GameController *gamecontroller,
- SDL_GameControllerAxis axis);
-
-/**
- * The list of buttons available from a controller
- */
-typedef enum
-{
- SDL_CONTROLLER_BUTTON_INVALID = -1,
- SDL_CONTROLLER_BUTTON_A,
- SDL_CONTROLLER_BUTTON_B,
- SDL_CONTROLLER_BUTTON_X,
- SDL_CONTROLLER_BUTTON_Y,
- SDL_CONTROLLER_BUTTON_BACK,
- SDL_CONTROLLER_BUTTON_GUIDE,
- SDL_CONTROLLER_BUTTON_START,
- SDL_CONTROLLER_BUTTON_LEFTSTICK,
- SDL_CONTROLLER_BUTTON_RIGHTSTICK,
- SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
- SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
- SDL_CONTROLLER_BUTTON_DPAD_UP,
- SDL_CONTROLLER_BUTTON_DPAD_DOWN,
- SDL_CONTROLLER_BUTTON_DPAD_LEFT,
- SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
- SDL_CONTROLLER_BUTTON_MAX
-} SDL_GameControllerButton;
-
-/**
- * turn this string into a button mapping
- */
-extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);
-
-/**
- * turn this button enum into a string mapping
- */
-extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
-
-/**
- * Get the SDL joystick layer binding for this controller button mapping
- */
-extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
-SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
- SDL_GameControllerButton button);
-
-
-/**
- * Get the current state of a button on a game controller.
- *
- * The button indices start at index 0.
- */
-extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
- SDL_GameControllerButton button);
-
-/**
- * Close a controller previously opened with SDL_GameControllerOpen().
- */
-extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
-
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* SDL_gamecontroller_h_ */
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_hints.h b/bsp/simulator/SDL2-2.0.7/include/SDL_hints.h
deleted file mode 100644
index 7d43814b6b..0000000000
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_hints.h
+++ /dev/null
@@ -1,959 +0,0 @@
-/*
- Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
-
- 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 whether to enable Direct3D 11+'s Debug Layer.
- *
- * This variable does not have any effect on the Direct3D 9 based renderer.
- *
- * This variable can be set to the following values:
- * "0" - Disable Debug Layer use
- * "1" - Enable Debug Layer use
- *
- * By default, SDL does not use Direct3D Debug Layer.
- */
-#define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG"
-
-/**
- * \brief A variable controlling the scaling policy for SDL_RenderSetLogicalSize.
- *
- * This variable can be set to the following values:
- * "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen
- * "1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
- *
- * By default letterbox is used
- */
-#define SDL_HINT_RENDER_LOGICAL_SIZE_MODE "SDL_RENDER_LOGICAL_SIZE_MODE"
-
-/**
- * \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 screensaver is enabled.
- *
- * This variable can be set to the following values:
- * "0" - Disable screensaver
- * "1" - Enable screensaver
- *
- * By default SDL will disable the screensaver.
- */
-#define SDL_HINT_VIDEO_ALLOW_SCREENSAVER "SDL_VIDEO_ALLOW_SCREENSAVER"
-
-/**
- * \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 the X11 _NET_WM_PING protocol should be supported.
- *
- * This variable can be set to the following values:
- * "0" - Disable _NET_WM_PING
- * "1" - Enable _NET_WM_PING
- *
- * By default SDL will use _NET_WM_PING, but for applications that know they
- * will not always be able to respond to ping requests in a timely manner they can
- * turn it off to avoid the window manager thinking the app is hung.
- * The hint is checked in CreateWindow.
- */
-#define SDL_HINT_VIDEO_X11_NET_WM_PING "SDL_VIDEO_X11_NET_WM_PING"
-
-/**
- * \brief A variable controlling whether the window frame and title bar are interactive when the cursor is hidden
- *
- * This variable can be set to the following values:
- * "0" - The window frame is not interactive when the cursor is hidden (no move, resize, etc)
- * "1" - The window frame is interactive when the cursor is hidden
- *
- * By default SDL will allow interaction with the window frame when the cursor is hidden
- */
-#define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN"
-
-/**
- * \brief A variable to specify custom icon resource id from RC file on Windows platform
- */
-#define SDL_HINT_WINDOWS_INTRESOURCE_ICON "SDL_WINDOWS_INTRESOURCE_ICON"
-#define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL"
-
-/**
- * \brief A variable controlling whether the windows message loop is processed by SDL
- *
- * This variable can be set to the following values:
- * "0" - The window message loop is not run
- * "1" - The window message loop is processed in SDL_PumpEvents()
- *
- * By default SDL will process the windows message loop
- */
-#define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP"
-
-/**
- * \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 setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode
- */
-#define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE "SDL_MOUSE_NORMAL_SPEED_SCALE"
-
-/**
- * \brief A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode
- */
-#define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE"
-
-/**
- * \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 Allow mouse click events when clicking to focus an SDL window
- *
- * This variable can be set to the following values:
- * "0" - Ignore mouse clicks that activate a window
- * "1" - Generate events for mouse clicks that activate a window
- *
- * By default SDL will ignore mouse clicks that activate a window
- */
-#define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH"
-
-/**
- * \brief A variable controlling whether touch events should generate synthetic mouse events
- *
- * This variable can be set to the following values:
- * "0" - Touch events will not generate mouse events
- * "1" - Touch events will generate mouse events
- *
- * By default SDL will generate mouse events for touch events
- */
-#define SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS"
-
-/**
- * \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 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.
- *
- * As of SDL 2.0.4, SDL_EnableScreenSaver() and SDL_DisableScreenSaver()
- * accomplish the same thing on iOS. They should be preferred over 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 controllers used with the Apple TV
- * generate UI events.
- *
- * When UI events are generated by controller input, the app will be
- * backgrounded when the Apple TV remote's menu button is pressed, and when the
- * pause or B buttons on gamepads are pressed.
- *
- * More information about properly making use of controllers for the Apple TV
- * can be found here:
- * https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/
- *
- * This variable can be set to the following values:
- * "0" - Controller input does not generate UI events (the default).
- * "1" - Controller input generates UI events.
- */
-#define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS"
-
-/**
- * \brief A variable controlling whether the Apple TV remote's joystick axes
- * will automatically match the rotation of the remote.
- *
- * This variable can be set to the following values:
- * "0" - Remote orientation does not affect joystick axes (the default).
- * "1" - Joystick axes are based on the orientation of the remote.
- */
-#define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION"
-
-/**
- * \brief A variable controlling whether the Android / iOS 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_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK"
-
-/**
- * \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 detection (only uses direct input)
- * "1" - Enable XInput detection (the default)
- */
-#define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED"
-
-/**
- * \brief A variable that causes SDL to use the old axis and button mapping for XInput devices.
- *
- * This hint is for backwards compatibility only and will be removed in SDL 2.1
- *
- * The default value is "0". This hint must be set before SDL_Init()
- */
-#define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING"
-
-/**
- * \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 containing a list of devices to skip when scanning for game controllers.
- *
- * The format of the string is a comma separated list of USB VID/PID pairs
- * in hexadecimal form, e.g.
- *
- * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
- *
- * The variable can also take the form of @file, in which case the named
- * file will be loaded and interpreted as the value of the variable.
- */
-#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES"
-
-/**
- * \brief If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable.
- *
- * The format of the string is a comma separated list of USB VID/PID pairs
- * in hexadecimal form, e.g.
- *
- * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
- *
- * The variable can also take the form of @file, in which case the named
- * file will be loaded and interpreted as the value of the variable.
- */
-#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT"
-
-/**
- * \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 background.
- *
- * 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 A variable describing the content orientation on QtWayland-based platforms.
- *
- * On QtWayland platforms, windows are rotated client-side to allow for custom
- * transitions. In order to correctly position overlays (e.g. volume bar) and
- * gestures (e.g. events view, close/minimize gestures), the system needs to
- * know in which orientation the application is currently drawing its contents.
- *
- * This does not cause the window to be rotated or resized, the application
- * needs to take care of drawing the content in the right orientation (the
- * framebuffer is always in portrait mode).
- *
- * This variable can be one of the following values:
- * "primary" (default), "portrait", "landscape", "inverted-portrait", "inverted-landscape"
- */
-#define SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION "SDL_QTWAYLAND_CONTENT_ORIENTATION"
-
-/**
- * \brief Flags to set on QtWayland windows to integrate with the native window manager.
- *
- * On QtWayland platforms, this hint controls the flags to set on the windows.
- * For example, on Sailfish OS "OverridesSystemGestures" disables swipe gestures.
- *
- * This variable is a space-separated list of the following values (empty = no flags):
- * "OverridesSystemGestures", "StaysOnTop", "BypassWindowManager"
- */
-#define SDL_HINT_QTWAYLAND_WINDOW_FLAGS "SDL_QTWAYLAND_WINDOW_FLAGS"
-
-/**
-* \brief A string specifying SDL's threads stack size in bytes or "0" for the backend's default size
-*
-* Use this hint in case you need to set SDL's threads stack size to other than the default.
-* This is specially useful if you build SDL against a non glibc libc library (such as musl) which
-* provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses).
-* Support for this hint is currently available only in the pthread, Windows, and PSP backend.
-*/
-#define SDL_HINT_THREAD_STACK_SIZE "SDL_THREAD_STACK_SIZE"
-
-/**
- * \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS)
- */
-#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 a DLL providing the shader compiler.
-*
-* 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 A variable that is the address of another SDL_Window* (as a hex string formatted with "%p").
-*
-* If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has
-* SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly
-* created SDL_Window:
-*
-* 1. Its pixel format will be set to the same pixel format as this SDL_Window. This is
-* needed for example when sharing an OpenGL context across multiple windows.
-*
-* 2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for
-* OpenGL rendering.
-*
-* This variable can be set to the following values:
-* The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should
-* share a pixel format with.
-*/
-#define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT"
-
-/**
- * \brief A URL to a WinRT app's privacy policy
- *
- * All network-enabled WinRT apps must make a privacy policy available to its
- * users. On Windows 8, 8.1, and RT, Microsoft mandates that this policy be
- * be available in the Windows Settings charm, as accessed from within the app.
- * SDL provides code to add a URL-based link there, which can point to the app's
- * privacy policy.
- *
- * To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL
- * before calling any SDL_Init() functions. The contents of the hint should
- * be a valid URL. For example, "http://www.example.com".
- *
- * The default value is "", which will prevent SDL from adding a privacy policy
- * link to the Settings charm. This hint should only be set during app init.
- *
- * The label text of an app's "Privacy Policy" link may be customized via another
- * hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
- *
- * Please note that on Windows Phone, Microsoft does not provide standard UI
- * for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL
- * will not get used on that platform. Network-enabled phone apps should display
- * their privacy policy through some other, in-app means.
- */
-#define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL"
-
-/** \brief Label text for a WinRT app's privacy policy link
- *
- * Network-enabled WinRT apps must include a privacy policy. On Windows 8, 8.1, and RT,
- * Microsoft mandates that this policy be available via the Windows Settings charm.
- * SDL provides code to add a link there, with its label text being set via the
- * optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
- *
- * Please note that a privacy policy's contents are not set via this hint. A separate
- * hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the
- * policy.
- *
- * The contents of this hint should be encoded as a UTF8 string.
- *
- * The default value is "Privacy Policy". This hint should only be set during app
- * initialization, preferably before any calls to SDL_Init().
- *
- * For additional information on linking to a privacy policy, see the documentation for
- * SDL_HINT_WINRT_PRIVACY_POLICY_URL.
- */
-#define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL"
-
-/** \brief Allows back-button-press events on Windows Phone to be marked as handled
- *
- * Windows Phone devices typically feature a Back button. When pressed,
- * the OS will emit back-button-press events, which apps are expected to
- * handle in an appropriate manner. If apps do not explicitly mark these
- * events as 'Handled', then the OS will invoke its default behavior for
- * unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to
- * terminate the app (and attempt to switch to the previous app, or to the
- * device's home screen).
- *
- * Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL
- * to mark back-button-press events as Handled, if and when one is sent to
- * the app.
- *
- * Internally, Windows Phone sends back button events as parameters to
- * special back-button-press callback functions. Apps that need to respond
- * to back-button-press events are expected to register one or more
- * callback functions for such, shortly after being launched (during the
- * app's initialization phase). After the back button is pressed, the OS
- * will invoke these callbacks. If the app's callback(s) do not explicitly
- * mark the event as handled by the time they return, or if the app never
- * registers one of these callback, the OS will consider the event
- * un-handled, and it will apply its default back button behavior (terminate
- * the app).
- *
- * SDL registers its own back-button-press callback with the Windows Phone
- * OS. This callback will emit a pair of SDL key-press events (SDL_KEYDOWN
- * and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which
- * it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON.
- * If the hint's value is set to "1", the back button event's Handled
- * property will get set to 'true'. If the hint's value is set to something
- * else, or if it is unset, SDL will leave the event's Handled property
- * alone. (By default, the OS sets this property to 'false', to note.)
- *
- * SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a
- * back button is pressed, or can set it in direct-response to a back button
- * being pressed.
- *
- * In order to get notified when a back button is pressed, SDL apps should
- * register a callback function with SDL_AddEventWatch(), and have it listen
- * for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK.
- * (Alternatively, SDL_KEYUP events can be listened-for. Listening for
- * either event type is suitable.) Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON
- * set by such a callback, will be applied to the OS' current
- * back-button-press event.
- *
- * More details on back button behavior in Windows Phone apps can be found
- * at the following page, on Microsoft's developer site:
- * http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx
- */
-#define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON"
-
-/**
- * \brief A variable that dictates policy for fullscreen Spaces on Mac OS X.
- *
- * This hint only applies to Mac OS X.
- *
- * The variable can be set to the following values:
- * "0" - Disable Spaces support (FULLSCREEN_DESKTOP won't use them and
- * SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen"
- * button on their titlebars).
- * "1" - Enable Spaces support (FULLSCREEN_DESKTOP will use them and
- * SDL_WINDOW_RESIZABLE windows will offer the "fullscreen"
- * button on their titlebars).
- *
- * The default value is "1". Spaces are disabled regardless of this hint if
- * the OS isn't at least Mac OS X Lion (10.7). This hint must be set before
- * any windows are created.
- */
-#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES"
-
-/**
-* \brief When set don't force the SDL app to become a foreground process
-*
-* This hint only applies to Mac OS X.
-*
-*/
-#define SDL_HINT_MAC_BACKGROUND_APP "SDL_MAC_BACKGROUND_APP"
-
-/**
- * \brief Android APK expansion main file version. Should be a string number like "1", "2" etc.
- *
- * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION.
- *
- * If both hints were set then SDL_RWFromFile() will look into expansion files
- * after a given relative path was not found in the internal storage and assets.
- *
- * By default this hint is not set and the APK expansion files are not searched.
- */
-#define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION"
-
-/**
- * \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc.
- *
- * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION.
- *
- * If both hints were set then SDL_RWFromFile() will look into expansion files
- * after a given relative path was not found in the internal storage and assets.
- *
- * By default this hint is not set and the APK expansion files are not searched.
- */
-#define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION"
-
-/**
- * \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events.
- *
- * The variable can be set to the following values:
- * "0" - SDL_TEXTEDITING events are sent, and it is the application's
- * responsibility to render the text from these events and
- * differentiate it somehow from committed text. (default)
- * "1" - If supported by the IME then SDL_TEXTEDITING events are not sent,
- * and text that is being composed will be rendered in its own UI.
- */
-#define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING"
-
- /**
- * \brief A variable to control whether mouse and touch events are to be treated together or separately
- *
- * The variable can be set to the following values:
- * "0" - Mouse events will be handled as touch events, and touch will raise fake mouse
- * events. This is the behaviour of SDL <= 2.0.3. (default)
- * "1" - Mouse events will be handled separately from pure touch events.
- *
- * The value of this hint is used at runtime, so it can be changed at any time.
- */
-#define SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH "SDL_ANDROID_SEPARATE_MOUSE_AND_TOUCH"
-
-/**
- * \brief override the binding element for keyboard inputs for Emscripten builds
- *
- * This hint only applies to the emscripten platform
- *
- * The variable can be one of
- * "#window" - The javascript window object (this is the default)
- * "#document" - The javascript document object
- * "#screen" - the javascript window.screen object
- * "#canvas" - the WebGL canvas element
- * any other string without a leading # sign applies to the element on the page with that ID.
- */
-#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"
-
-/**
- * \brief Tell SDL not to catch the SIGINT or SIGTERM signals.
- *
- * This hint only applies to Unix-like platforms.
- *
- * The variable can be set to the following values:
- * "0" - SDL will install a SIGINT and SIGTERM handler, and when it
- * catches a signal, convert it into an SDL_QUIT event.
- * "1" - SDL will not install a signal handler at all.
- */
-#define SDL_HINT_NO_SIGNAL_HANDLERS "SDL_NO_SIGNAL_HANDLERS"
-
-/**
- * \brief Tell SDL not to generate window-close events for Alt+F4 on Windows.
- *
- * The variable can be set to the following values:
- * "0" - SDL will generate a window-close event when it sees Alt+F4.
- * "1" - SDL will only do normal key handling for Alt+F4.
- */
-#define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4"
-
-/**
- * \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs.
- *
- * The bitmap header version 4 is required for proper alpha channel support and
- * SDL will use it when required. Should this not be desired, this hint can
- * force the use of the 40 byte header version which is supported everywhere.
- *
- * The variable can be set to the following values:
- * "0" - Surfaces with a colorkey or an alpha channel are saved to a
- * 32-bit BMP file with an alpha mask. SDL will use the bitmap
- * header version 4 and set the alpha mask accordingly.
- * "1" - Surfaces with a colorkey or an alpha channel are saved to a
- * 32-bit BMP file without an alpha mask. The alpha channel data
- * will be in the file, but applications are going to ignore it.
- *
- * The default value is "0".
- */
-#define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT"
-
-/**
- * \brief Tell SDL not to name threads on Windows with the 0x406D1388 Exception.
- * The 0x406D1388 Exception is a trick used to inform Visual Studio of a
- * thread's name, but it tends to cause problems with other debuggers,
- * and the .NET runtime. Note that SDL 2.0.6 and later will still use
- * the (safer) SetThreadDescription API, introduced in the Windows 10
- * Creators Update, if available.
- *
- * The variable can be set to the following values:
- * "0" - SDL will raise the 0x406D1388 Exception to name threads.
- * This is the default behavior of SDL <= 2.0.4.
- * "1" - SDL will not raise this exception, and threads will be unnamed. (default)
- * This is necessary with .NET languages or debuggers that aren't Visual Studio.
- */
-#define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING "SDL_WINDOWS_DISABLE_THREAD_NAMING"
-
-/**
- * \brief Tell SDL which Dispmanx layer to use on a Raspberry PI
- *
- * Also known as Z-order. The variable can take a negative or positive value.
- * The default is 10000.
- */
-#define SDL_HINT_RPI_VIDEO_LAYER "SDL_RPI_VIDEO_LAYER"
-
-/**
- * \brief A variable controlling what driver to use for OpenGL ES contexts.
- *
- * On some platforms, currently Windows and X11, OpenGL drivers may support
- * creating contexts with an OpenGL ES profile. By default SDL uses these
- * profiles, when available, otherwise it attempts to load an OpenGL ES
- * library, e.g. that provided by the ANGLE project. This variable controls
- * whether SDL follows this default behaviour or will always load an
- * OpenGL ES library.
- *
- * Circumstances where this is useful include
- * - Testing an app with a particular OpenGL ES implementation, e.g ANGLE,
- * or emulator, e.g. those from ARM, Imagination or Qualcomm.
- * - Resolving OpenGL ES function addresses at link time by linking with
- * the OpenGL ES library instead of querying them at run time with
- * SDL_GL_GetProcAddress().
- *
- * Caution: for an application to work with the default behaviour across
- * different OpenGL drivers it must query the OpenGL ES function
- * addresses at run time using SDL_GL_GetProcAddress().
- *
- * This variable is ignored on most platforms because OpenGL ES is native
- * or not supported.
- *
- * This variable can be set to the following values:
- * "0" - Use ES profile of OpenGL, if available. (Default when not set.)
- * "1" - Load OpenGL ES library using the default library names.
- *
- */
-#define SDL_HINT_OPENGL_ES_DRIVER "SDL_OPENGL_ES_DRIVER"
-
-/**
- * \brief A variable controlling speed/quality tradeoff of audio resampling.
- *
- * If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ )
- * to handle audio resampling. There are different resampling modes available
- * that produce different levels of quality, using more CPU.
- *
- * If this hint isn't specified to a valid setting, or libsamplerate isn't
- * available, SDL will use the default, internal resampling algorithm.
- *
- * Note that this is currently only applicable to resampling audio that is
- * being written to a device for playback or audio being read from a device
- * for capture. SDL_AudioCVT always uses the default resampler (although this
- * might change for SDL 2.1).
- *
- * This hint is currently only checked at audio subsystem initialization.
- *
- * This variable can be set to the following values:
- *
- * "0" or "default" - Use SDL's internal resampling (Default when not set - low quality, fast)
- * "1" or "fast" - Use fast, slightly higher quality resampling, if available
- * "2" or "medium" - Use medium quality resampling, if available
- * "3" or "best" - Use high quality resampling, if available
- */
-#define SDL_HINT_AUDIO_RESAMPLING_MODE "SDL_AUDIO_RESAMPLING_MODE"
-
-/**
- * \brief A variable controlling the audio category on iOS and Mac OS X
- *
- * This variable can be set to the following values:
- *
- * "ambient" - Use the AVAudioSessionCategoryAmbient audio category, will be muted by the phone mute switch (default)
- * "playback" - Use the AVAudioSessionCategoryPlayback category
- *
- * For more information, see Apple's documentation:
- * https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html
- */
-#define SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY"
-
-/**
- * \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 Get a hint
- *
- * \return The boolean value of a hint variable.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_GetHintBoolean(const char *name, SDL_bool default_value);
-
-/**
- * \brief type definition of the hint callback function.
- */
-typedef void (SDLCALL *SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue);
-
-/**
- * \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
- */
-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: */
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_joystick.h b/bsp/simulator/SDL2-2.0.7/include/SDL_joystick.h
deleted file mode 100644
index f598dc828d..0000000000
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_joystick.h
+++ /dev/null
@@ -1,382 +0,0 @@
-/*
- Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
-
- 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_joystick.h
- *
- * Include file for SDL joystick event handling
- *
- * The term "device_index" identifies currently plugged in joystick devices between 0 and SDL_NumJoysticks(), with the exact joystick
- * behind a device_index changing as joysticks are plugged and unplugged.
- *
- * The term "instance_id" is the current instantiation of a joystick device in the system, if the joystick is removed and then re-inserted
- * then it will get a new instance_id, instance_id's are monotonically increasing identifiers of a joystick plugged in.
- *
- * The term JoystickGUID is a stable 128-bit identifier for a joystick device that does not change over time, it identifies class of
- * the device (a X360 wired controller for example). This identifier is platform dependent.
- *
- *
- */
-
-#ifndef SDL_joystick_h_
-#define SDL_joystick_h_
-
-#include "SDL_stdinc.h"
-#include "SDL_error.h"
-
-#include "begin_code.h"
-/* Set up for C function definitions, even when using C++ */
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-/**
- * \file SDL_joystick.h
- *
- * In order to use these functions, SDL_Init() must have been called
- * with the ::SDL_INIT_JOYSTICK flag. This causes SDL to scan the system
- * for joysticks, and load appropriate drivers.
- *
- * If you would like to receive joystick updates while the application
- * is in the background, you should set the following hint before calling
- * SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
- */
-
-/**
- * The joystick structure used to identify an SDL joystick
- */
-struct _SDL_Joystick;
-typedef struct _SDL_Joystick SDL_Joystick;
-
-/* A structure that encodes the stable unique id for a joystick device */
-typedef struct {
- Uint8 data[16];
-} SDL_JoystickGUID;
-
-/**
- * This is a unique ID for a joystick for the time it is connected to the system,
- * and is never reused for the lifetime of the application. If the joystick is
- * disconnected and reconnected, it will get a new ID.
- *
- * The ID value starts at 0 and increments from there. The value -1 is an invalid ID.
- */
-typedef Sint32 SDL_JoystickID;
-
-typedef enum
-{
- SDL_JOYSTICK_TYPE_UNKNOWN,
- SDL_JOYSTICK_TYPE_GAMECONTROLLER,
- SDL_JOYSTICK_TYPE_WHEEL,
- SDL_JOYSTICK_TYPE_ARCADE_STICK,
- SDL_JOYSTICK_TYPE_FLIGHT_STICK,
- SDL_JOYSTICK_TYPE_DANCE_PAD,
- SDL_JOYSTICK_TYPE_GUITAR,
- SDL_JOYSTICK_TYPE_DRUM_KIT,
- SDL_JOYSTICK_TYPE_ARCADE_PAD,
- SDL_JOYSTICK_TYPE_THROTTLE
-} SDL_JoystickType;
-
-typedef enum
-{
- SDL_JOYSTICK_POWER_UNKNOWN = -1,
- SDL_JOYSTICK_POWER_EMPTY,
- SDL_JOYSTICK_POWER_LOW,
- SDL_JOYSTICK_POWER_MEDIUM,
- SDL_JOYSTICK_POWER_FULL,
- SDL_JOYSTICK_POWER_WIRED,
- SDL_JOYSTICK_POWER_MAX
-} SDL_JoystickPowerLevel;
-
-/* Function prototypes */
-
-/**
- * Locking for multi-threaded access to the joystick API
- *
- * If you are using the joystick API or handling events from multiple threads
- * you should use these locking functions to protect access to the joysticks.
- *
- * In particular, you are guaranteed that the joystick list won't change, so
- * the API functions that take a joystick index will be valid, and joystick
- * and game controller events will not be delivered.
- */
-extern DECLSPEC void SDLCALL SDL_LockJoysticks(void);
-extern DECLSPEC void SDLCALL SDL_UnlockJoysticks(void);
-
-/**
- * Count the number of joysticks attached to the system right now
- */
-extern DECLSPEC int SDLCALL SDL_NumJoysticks(void);
-
-/**
- * Get the implementation dependent name of a joystick.
- * This can be called before any joysticks are opened.
- * If no name can be found, this function returns NULL.
- */
-extern DECLSPEC const char *SDLCALL SDL_JoystickNameForIndex(int device_index);
-
-/**
- * Return the GUID for the joystick at this index
- * This can be called before any joysticks are opened.
- */
-extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetDeviceGUID(int device_index);
-
-/**
- * Get the USB vendor ID of a joystick, if available.
- * This can be called before any joysticks are opened.
- * If the vendor ID isn't available this function returns 0.
- */
-extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetDeviceVendor(int device_index);
-
-/**
- * Get the USB product ID of a joystick, if available.
- * This can be called before any joysticks are opened.
- * If the product ID isn't available this function returns 0.
- */
-extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetDeviceProduct(int device_index);
-
-/**
- * Get the product version of a joystick, if available.
- * This can be called before any joysticks are opened.
- * If the product version isn't available this function returns 0.
- */
-extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetDeviceProductVersion(int device_index);
-
-/**
- * Get the type of a joystick, if available.
- * This can be called before any joysticks are opened.
- */
-extern DECLSPEC SDL_JoystickType SDLCALL SDL_JoystickGetDeviceType(int device_index);
-
-/**
- * Get the instance ID of a joystick.
- * This can be called before any joysticks are opened.
- * If the index is out of range, this function will return -1.
- */
-extern DECLSPEC SDL_JoystickID SDLCALL SDL_JoystickGetDeviceInstanceID(int device_index);
-
-/**
- * Open a joystick for use.
- * The index passed as an argument refers to the N'th joystick on the system.
- * This index is not the value which will identify this joystick in future
- * joystick events. The joystick's instance id (::SDL_JoystickID) will be used
- * there instead.
- *
- * \return A joystick identifier, or NULL if an error occurred.
- */
-extern DECLSPEC SDL_Joystick *SDLCALL SDL_JoystickOpen(int device_index);
-
-/**
- * Return the SDL_Joystick associated with an instance id.
- */
-extern DECLSPEC SDL_Joystick *SDLCALL SDL_JoystickFromInstanceID(SDL_JoystickID joyid);
-
-/**
- * Return the name for this currently opened joystick.
- * If no name can be found, this function returns NULL.
- */
-extern DECLSPEC const char *SDLCALL SDL_JoystickName(SDL_Joystick * joystick);
-
-/**
- * Return the GUID for this opened joystick
- */
-extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetGUID(SDL_Joystick * joystick);
-
-/**
- * Get the USB vendor ID of an opened joystick, if available.
- * If the vendor ID isn't available this function returns 0.
- */
-extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetVendor(SDL_Joystick * joystick);
-
-/**
- * Get the USB product ID of an opened joystick, if available.
- * If the product ID isn't available this function returns 0.
- */
-extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetProduct(SDL_Joystick * joystick);
-
-/**
- * Get the product version of an opened joystick, if available.
- * If the product version isn't available this function returns 0.
- */
-extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetProductVersion(SDL_Joystick * joystick);
-
-/**
- * Get the type of an opened joystick.
- */
-extern DECLSPEC SDL_JoystickType SDLCALL SDL_JoystickGetType(SDL_Joystick * joystick);
-
-/**
- * Return a string representation for this guid. pszGUID must point to at least 33 bytes
- * (32 for the string plus a NULL terminator).
- */
-extern DECLSPEC void SDLCALL SDL_JoystickGetGUIDString(SDL_JoystickGUID guid, char *pszGUID, int cbGUID);
-
-/**
- * Convert a string into a joystick guid
- */
-extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetGUIDFromString(const char *pchGUID);
-
-/**
- * Returns SDL_TRUE if the joystick has been opened and currently connected, or SDL_FALSE if it has not.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_JoystickGetAttached(SDL_Joystick * joystick);
-
-/**
- * Get the instance ID of an opened joystick or -1 if the joystick is invalid.
- */
-extern DECLSPEC SDL_JoystickID SDLCALL SDL_JoystickInstanceID(SDL_Joystick * joystick);
-
-/**
- * Get the number of general axis controls on a joystick.
- */
-extern DECLSPEC int SDLCALL SDL_JoystickNumAxes(SDL_Joystick * joystick);
-
-/**
- * Get the number of trackballs on a joystick.
- *
- * Joystick trackballs have only relative motion events associated
- * with them and their state cannot be polled.
- */
-extern DECLSPEC int SDLCALL SDL_JoystickNumBalls(SDL_Joystick * joystick);
-
-/**
- * Get the number of POV hats on a joystick.
- */
-extern DECLSPEC int SDLCALL SDL_JoystickNumHats(SDL_Joystick * joystick);
-
-/**
- * Get the number of buttons on a joystick.
- */
-extern DECLSPEC int SDLCALL SDL_JoystickNumButtons(SDL_Joystick * joystick);
-
-/**
- * Update the current state of the open joysticks.
- *
- * This is called automatically by the event loop if any joystick
- * events are enabled.
- */
-extern DECLSPEC void SDLCALL SDL_JoystickUpdate(void);
-
-/**
- * Enable/disable joystick event polling.
- *
- * If joystick events are disabled, you must call SDL_JoystickUpdate()
- * yourself and check the state of the joystick when you want joystick
- * information.
- *
- * The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
- */
-extern DECLSPEC int SDLCALL SDL_JoystickEventState(int state);
-
-#define SDL_JOYSTICK_AXIS_MAX 32767
-#define SDL_JOYSTICK_AXIS_MIN -32768
-/**
- * Get the current state of an axis control on a joystick.
- *
- * The state is a value ranging from -32768 to 32767.
- *
- * The axis indices start at index 0.
- */
-extern DECLSPEC Sint16 SDLCALL SDL_JoystickGetAxis(SDL_Joystick * joystick,
- int axis);
-
-/**
- * Get the initial state of an axis control on a joystick.
- *
- * The state is a value ranging from -32768 to 32767.
- *
- * The axis indices start at index 0.
- *
- * \return SDL_TRUE if this axis has any initial value, or SDL_FALSE if not.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_JoystickGetAxisInitialState(SDL_Joystick * joystick,
- int axis, Sint16 *state);
-
-/**
- * \name Hat positions
- */
-/* @{ */
-#define SDL_HAT_CENTERED 0x00
-#define SDL_HAT_UP 0x01
-#define SDL_HAT_RIGHT 0x02
-#define SDL_HAT_DOWN 0x04
-#define SDL_HAT_LEFT 0x08
-#define SDL_HAT_RIGHTUP (SDL_HAT_RIGHT|SDL_HAT_UP)
-#define SDL_HAT_RIGHTDOWN (SDL_HAT_RIGHT|SDL_HAT_DOWN)
-#define SDL_HAT_LEFTUP (SDL_HAT_LEFT|SDL_HAT_UP)
-#define SDL_HAT_LEFTDOWN (SDL_HAT_LEFT|SDL_HAT_DOWN)
-/* @} */
-
-/**
- * Get the current state of a POV hat on a joystick.
- *
- * The hat indices start at index 0.
- *
- * \return The return value is one of the following positions:
- * - ::SDL_HAT_CENTERED
- * - ::SDL_HAT_UP
- * - ::SDL_HAT_RIGHT
- * - ::SDL_HAT_DOWN
- * - ::SDL_HAT_LEFT
- * - ::SDL_HAT_RIGHTUP
- * - ::SDL_HAT_RIGHTDOWN
- * - ::SDL_HAT_LEFTUP
- * - ::SDL_HAT_LEFTDOWN
- */
-extern DECLSPEC Uint8 SDLCALL SDL_JoystickGetHat(SDL_Joystick * joystick,
- int hat);
-
-/**
- * Get the ball axis change since the last poll.
- *
- * \return 0, or -1 if you passed it invalid parameters.
- *
- * The ball indices start at index 0.
- */
-extern DECLSPEC int SDLCALL SDL_JoystickGetBall(SDL_Joystick * joystick,
- int ball, int *dx, int *dy);
-
-/**
- * Get the current state of a button on a joystick.
- *
- * The button indices start at index 0.
- */
-extern DECLSPEC Uint8 SDLCALL SDL_JoystickGetButton(SDL_Joystick * joystick,
- int button);
-
-/**
- * Close a joystick previously opened with SDL_JoystickOpen().
- */
-extern DECLSPEC void SDLCALL SDL_JoystickClose(SDL_Joystick * joystick);
-
-/**
- * Return the battery level of this joystick
- */
-extern DECLSPEC SDL_JoystickPowerLevel SDLCALL SDL_JoystickCurrentPowerLevel(SDL_Joystick * joystick);
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* SDL_joystick_h_ */
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_keyboard.h b/bsp/simulator/SDL2-2.0.7/include/SDL_keyboard.h
deleted file mode 100644
index e78ca46908..0000000000
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_keyboard.h
+++ /dev/null
@@ -1,217 +0,0 @@
-/*
- Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
-
- 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_keyboard.h
- *
- * Include file for SDL keyboard event handling
- */
-
-#ifndef SDL_keyboard_h_
-#define SDL_keyboard_h_
-
-#include "SDL_stdinc.h"
-#include "SDL_error.h"
-#include "SDL_keycode.h"
-#include "SDL_video.h"
-
-#include "begin_code.h"
-/* Set up for C function definitions, even when using C++ */
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-/**
- * \brief The SDL keysym structure, used in key events.
- *
- * \note If you are looking for translated character input, see the ::SDL_TEXTINPUT event.
- */
-typedef struct SDL_Keysym
-{
- SDL_Scancode scancode; /**< SDL physical key code - see ::SDL_Scancode for details */
- SDL_Keycode sym; /**< SDL virtual key code - see ::SDL_Keycode for details */
- Uint16 mod; /**< current key modifiers */
- Uint32 unused;
-} SDL_Keysym;
-
-/* Function prototypes */
-
-/**
- * \brief Get the window which currently has keyboard focus.
- */
-extern DECLSPEC SDL_Window * SDLCALL SDL_GetKeyboardFocus(void);
-
-/**
- * \brief Get a snapshot of the current state of the keyboard.
- *
- * \param numkeys if non-NULL, receives the length of the returned array.
- *
- * \return An array of key states. Indexes into this array are obtained by using ::SDL_Scancode values.
- *
- * \b Example:
- * \code
- * const Uint8 *state = SDL_GetKeyboardState(NULL);
- * if ( state[SDL_SCANCODE_RETURN] ) {
- * printf("<RETURN> is pressed.\n");
- * }
- * \endcode
- */
-extern DECLSPEC const Uint8 *SDLCALL SDL_GetKeyboardState(int *numkeys);
-
-/**
- * \brief Get the current key modifier state for the keyboard.
- */
-extern DECLSPEC SDL_Keymod SDLCALL SDL_GetModState(void);
-
-/**
- * \brief Set the current key modifier state for the keyboard.
- *
- * \note This does not change the keyboard state, only the key modifier flags.
- */
-extern DECLSPEC void SDLCALL SDL_SetModState(SDL_Keymod modstate);
-
-/**
- * \brief Get the key code corresponding to the given scancode according
- * to the current keyboard layout.
- *
- * See ::SDL_Keycode for details.
- *
- * \sa SDL_GetKeyName()
- */
-extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromScancode(SDL_Scancode scancode);
-
-/**
- * \brief Get the scancode corresponding to the given key code according to the
- * current keyboard layout.
- *
- * See ::SDL_Scancode for details.
- *
- * \sa SDL_GetScancodeName()
- */
-extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromKey(SDL_Keycode key);
-
-/**
- * \brief Get a human-readable name for a scancode.
- *
- * \return A pointer to the name for the scancode.
- * If the scancode doesn't have a name, this function returns
- * an empty string ("").
- *
- * \sa SDL_Scancode
- */
-extern DECLSPEC const char *SDLCALL SDL_GetScancodeName(SDL_Scancode scancode);
-
-/**
- * \brief Get a scancode from a human-readable name
- *
- * \return scancode, or SDL_SCANCODE_UNKNOWN if the name wasn't recognized
- *
- * \sa SDL_Scancode
- */
-extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromName(const char *name);
-
-/**
- * \brief Get a human-readable name for a key.
- *
- * \return A pointer to a UTF-8 string that stays valid at least until the next
- * call to this function. If you need it around any longer, you must
- * copy it. If the key doesn't have a name, this function returns an
- * empty string ("").
- *
- * \sa SDL_Keycode
- */
-extern DECLSPEC const char *SDLCALL SDL_GetKeyName(SDL_Keycode key);
-
-/**
- * \brief Get a key code from a human-readable name
- *
- * \return key code, or SDLK_UNKNOWN if the name wasn't recognized
- *
- * \sa SDL_Keycode
- */
-extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromName(const char *name);
-
-/**
- * \brief Start accepting Unicode text input events.
- * This function will show the on-screen keyboard if supported.
- *
- * \sa SDL_StopTextInput()
- * \sa SDL_SetTextInputRect()
- * \sa SDL_HasScreenKeyboardSupport()
- */
-extern DECLSPEC void SDLCALL SDL_StartTextInput(void);
-
-/**
- * \brief Return whether or not Unicode text input events are enabled.
- *
- * \sa SDL_StartTextInput()
- * \sa SDL_StopTextInput()
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_IsTextInputActive(void);
-
-/**
- * \brief Stop receiving any text input events.
- * This function will hide the on-screen keyboard if supported.
- *
- * \sa SDL_StartTextInput()
- * \sa SDL_HasScreenKeyboardSupport()
- */
-extern DECLSPEC void SDLCALL SDL_StopTextInput(void);
-
-/**
- * \brief Set the rectangle used to type Unicode text inputs.
- * This is used as a hint for IME and on-screen keyboard placement.
- *
- * \sa SDL_StartTextInput()
- */
-extern DECLSPEC void SDLCALL SDL_SetTextInputRect(SDL_Rect *rect);
-
-/**
- * \brief Returns whether the platform has some screen keyboard support.
- *
- * \return SDL_TRUE if some keyboard support is available else SDL_FALSE.
- *
- * \note Not all screen keyboard functions are supported on all platforms.
- *
- * \sa SDL_IsScreenKeyboardShown()
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_HasScreenKeyboardSupport(void);
-
-/**
- * \brief Returns whether the screen keyboard is shown for given window.
- *
- * \param window The window for which screen keyboard should be queried.
- *
- * \return SDL_TRUE if screen keyboard is shown else SDL_FALSE.
- *
- * \sa SDL_HasScreenKeyboardSupport()
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_IsScreenKeyboardShown(SDL_Window *window);
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* SDL_keyboard_h_ */
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_log.h b/bsp/simulator/SDL2-2.0.7/include/SDL_log.h
deleted file mode 100644
index 356d0e1cf7..0000000000
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_log.h
+++ /dev/null
@@ -1,211 +0,0 @@
-/*
- Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
-
- 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_log.h
- *
- * Simple log messages with categories and priorities.
- *
- * By default logs are quiet, but if you're debugging SDL you might want:
- *
- * SDL_LogSetAllPriority(SDL_LOG_PRIORITY_WARN);
- *
- * Here's where the messages go on different platforms:
- * Windows: debug output stream
- * Android: log output
- * Others: standard error output (stderr)
- */
-
-#ifndef SDL_log_h_
-#define SDL_log_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 The maximum size of a log message
- *
- * Messages longer than the maximum size will be truncated
- */
-#define SDL_MAX_LOG_MESSAGE 4096
-
-/**
- * \brief The predefined log categories
- *
- * By default the application category is enabled at the INFO level,
- * the assert category is enabled at the WARN level, test is enabled
- * at the VERBOSE level and all other categories are enabled at the
- * CRITICAL level.
- */
-enum
-{
- SDL_LOG_CATEGORY_APPLICATION,
- SDL_LOG_CATEGORY_ERROR,
- SDL_LOG_CATEGORY_ASSERT,
- SDL_LOG_CATEGORY_SYSTEM,
- SDL_LOG_CATEGORY_AUDIO,
- SDL_LOG_CATEGORY_VIDEO,
- SDL_LOG_CATEGORY_RENDER,
- SDL_LOG_CATEGORY_INPUT,
- SDL_LOG_CATEGORY_TEST,
-
- /* Reserved for future SDL library use */
- SDL_LOG_CATEGORY_RESERVED1,
- SDL_LOG_CATEGORY_RESERVED2,
- SDL_LOG_CATEGORY_RESERVED3,
- SDL_LOG_CATEGORY_RESERVED4,
- SDL_LOG_CATEGORY_RESERVED5,
- SDL_LOG_CATEGORY_RESERVED6,
- SDL_LOG_CATEGORY_RESERVED7,
- SDL_LOG_CATEGORY_RESERVED8,
- SDL_LOG_CATEGORY_RESERVED9,
- SDL_LOG_CATEGORY_RESERVED10,
-
- /* Beyond this point is reserved for application use, e.g.
- enum {
- MYAPP_CATEGORY_AWESOME1 = SDL_LOG_CATEGORY_CUSTOM,
- MYAPP_CATEGORY_AWESOME2,
- MYAPP_CATEGORY_AWESOME3,
- ...
- };
- */
- SDL_LOG_CATEGORY_CUSTOM
-};
-
-/**
- * \brief The predefined log priorities
- */
-typedef enum
-{
- SDL_LOG_PRIORITY_VERBOSE = 1,
- SDL_LOG_PRIORITY_DEBUG,
- SDL_LOG_PRIORITY_INFO,
- SDL_LOG_PRIORITY_WARN,
- SDL_LOG_PRIORITY_ERROR,
- SDL_LOG_PRIORITY_CRITICAL,
- SDL_NUM_LOG_PRIORITIES
-} SDL_LogPriority;
-
-
-/**
- * \brief Set the priority of all log categories
- */
-extern DECLSPEC void SDLCALL SDL_LogSetAllPriority(SDL_LogPriority priority);
-
-/**
- * \brief Set the priority of a particular log category
- */
-extern DECLSPEC void SDLCALL SDL_LogSetPriority(int category,
- SDL_LogPriority priority);
-
-/**
- * \brief Get the priority of a particular log category
- */
-extern DECLSPEC SDL_LogPriority SDLCALL SDL_LogGetPriority(int category);
-
-/**
- * \brief Reset all priorities to default.
- *
- * \note This is called in SDL_Quit().
- */
-extern DECLSPEC void SDLCALL SDL_LogResetPriorities(void);
-
-/**
- * \brief Log a message with SDL_LOG_CATEGORY_APPLICATION and SDL_LOG_PRIORITY_INFO
- */
-extern DECLSPEC void SDLCALL SDL_Log(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1);
-
-/**
- * \brief Log a message with SDL_LOG_PRIORITY_VERBOSE
- */
-extern DECLSPEC void SDLCALL SDL_LogVerbose(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
-
-/**
- * \brief Log a message with SDL_LOG_PRIORITY_DEBUG
- */
-extern DECLSPEC void SDLCALL SDL_LogDebug(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
-
-/**
- * \brief Log a message with SDL_LOG_PRIORITY_INFO
- */
-extern DECLSPEC void SDLCALL SDL_LogInfo(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
-
-/**
- * \brief Log a message with SDL_LOG_PRIORITY_WARN
- */
-extern DECLSPEC void SDLCALL SDL_LogWarn(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
-
-/**
- * \brief Log a message with SDL_LOG_PRIORITY_ERROR
- */
-extern DECLSPEC void SDLCALL SDL_LogError(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
-
-/**
- * \brief Log a message with SDL_LOG_PRIORITY_CRITICAL
- */
-extern DECLSPEC void SDLCALL SDL_LogCritical(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
-
-/**
- * \brief Log a message with the specified category and priority.
- */
-extern DECLSPEC void SDLCALL SDL_LogMessage(int category,
- SDL_LogPriority priority,
- SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(3);
-
-/**
- * \brief Log a message with the specified category and priority.
- */
-extern DECLSPEC void SDLCALL SDL_LogMessageV(int category,
- SDL_LogPriority priority,
- const char *fmt, va_list ap);
-
-/**
- * \brief The prototype for the log output function
- */
-typedef void (SDLCALL *SDL_LogOutputFunction)(void *userdata, int category, SDL_LogPriority priority, const char *message);
-
-/**
- * \brief Get the current log output function.
- */
-extern DECLSPEC void SDLCALL SDL_LogGetOutputFunction(SDL_LogOutputFunction *callback, void **userdata);
-
-/**
- * \brief This function allows you to replace the default log output
- * function with one of your own.
- */
-extern DECLSPEC void SDLCALL SDL_LogSetOutputFunction(SDL_LogOutputFunction callback, void *userdata);
-
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* SDL_log_h_ */
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_main.h b/bsp/simulator/SDL2-2.0.7/include/SDL_main.h
deleted file mode 100644
index 719f6726a0..0000000000
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_main.h
+++ /dev/null
@@ -1,161 +0,0 @@
-/*
- Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
-
- 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(__WINRT__)
-/* On WinRT, SDL provides a main function that initializes CoreApplication,
- creating an instance of IFrameworkView in the process.
-
- Please note that #include'ing SDL_main.h is not enough to get a main()
- function working. In non-XAML apps, the file,
- src/main/winrt/SDL_WinRT_main_NonXAML.cpp, or a copy of it, must be compiled
- into the app itself. In XAML apps, the function, SDL_WinRTRunApp must be
- called, with a pointer to the Direct3D-hosted XAML control passed in.
-*/
-#define SDL_MAIN_NEEDED
-
-#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.md for more details on extending that class.
- */
-#define SDL_MAIN_NEEDED
-
-#elif defined(__NACL__)
-/* On NACL we use ppapi_simple to set up the application helper code,
- then wait for the first PSE_INSTANCE_DIDCHANGEVIEW event before
- starting the user main function.
- All user code is run in a separate thread by ppapi_simple, thus
- allowing for blocking io to take place via nacl_io
-*/
-#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 DECLSPEC 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 __WINRT__
-
-/**
- * \brief Initializes and launches an SDL/WinRT application.
- *
- * \param mainFunction The SDL app's C-style main().
- * \param reserved Reserved for future use; should be NULL
- * \return 0 on success, -1 on failure. On failure, use SDL_GetError to retrieve more
- * information on the failure.
- */
-extern DECLSPEC int SDLCALL SDL_WinRTRunApp(int (*mainFunction)(int, char **), void * reserved);
-
-#endif /* __WINRT__ */
-
-
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* SDL_main_h_ */
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_messagebox.h b/bsp/simulator/SDL2-2.0.7/include/SDL_messagebox.h
deleted file mode 100644
index c326d8f010..0000000000
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_messagebox.h
+++ /dev/null
@@ -1,144 +0,0 @@
-/*
- Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
-
- 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_messagebox_h_
-#define SDL_messagebox_h_
-
-#include "SDL_stdinc.h"
-#include "SDL_video.h" /* For SDL_Window */
-
-#include "begin_code.h"
-/* Set up for C function definitions, even when using C++ */
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-/**
- * \brief SDL_MessageBox flags. If supported will display warning icon, etc.
- */
-typedef enum
-{
- SDL_MESSAGEBOX_ERROR = 0x00000010, /**< error dialog */
- SDL_MESSAGEBOX_WARNING = 0x00000020, /**< warning dialog */
- SDL_MESSAGEBOX_INFORMATION = 0x00000040 /**< informational dialog */
-} SDL_MessageBoxFlags;
-
-/**
- * \brief Flags for SDL_MessageBoxButtonData.
- */
-typedef enum
-{
- SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT = 0x00000001, /**< Marks the default button when return is hit */
- SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT = 0x00000002 /**< Marks the default button when escape is hit */
-} SDL_MessageBoxButtonFlags;
-
-/**
- * \brief Individual button data.
- */
-typedef struct
-{
- Uint32 flags; /**< ::SDL_MessageBoxButtonFlags */
- int buttonid; /**< User defined button id (value returned via SDL_ShowMessageBox) */
- const char * text; /**< The UTF-8 button text */
-} SDL_MessageBoxButtonData;
-
-/**
- * \brief RGB value used in a message box color scheme
- */
-typedef struct
-{
- Uint8 r, g, b;
-} SDL_MessageBoxColor;
-
-typedef enum
-{
- SDL_MESSAGEBOX_COLOR_BACKGROUND,
- SDL_MESSAGEBOX_COLOR_TEXT,
- SDL_MESSAGEBOX_COLOR_BUTTON_BORDER,
- SDL_MESSAGEBOX_COLOR_BUTTON_BACKGROUND,
- SDL_MESSAGEBOX_COLOR_BUTTON_SELECTED,
- SDL_MESSAGEBOX_COLOR_MAX
-} SDL_MessageBoxColorType;
-
-/**
- * \brief A set of colors to use for message box dialogs
- */
-typedef struct
-{
- SDL_MessageBoxColor colors[SDL_MESSAGEBOX_COLOR_MAX];
-} SDL_MessageBoxColorScheme;
-
-/**
- * \brief MessageBox structure containing title, text, window, etc.
- */
-typedef struct
-{
- Uint32 flags; /**< ::SDL_MessageBoxFlags */
- SDL_Window *window; /**< Parent window, can be NULL */
- const char *title; /**< UTF-8 title */
- const char *message; /**< UTF-8 message text */
-
- int numbuttons;
- const SDL_MessageBoxButtonData *buttons;
-
- const SDL_MessageBoxColorScheme *colorScheme; /**< ::SDL_MessageBoxColorScheme, can be NULL to use system settings */
-} SDL_MessageBoxData;
-
-/**
- * \brief Create a modal message box.
- *
- * \param messageboxdata The SDL_MessageBoxData structure with title, text, etc.
- * \param buttonid The pointer to which user id of hit button should be copied.
- *
- * \return -1 on error, otherwise 0 and buttonid contains user id of button
- * hit or -1 if dialog was closed.
- *
- * \note This function should be called on the thread that created the parent
- * window, or on the main thread if the messagebox has no parent. It will
- * block execution of that thread until the user clicks a button or
- * closes the messagebox.
- */
-extern DECLSPEC int SDLCALL SDL_ShowMessageBox(const SDL_MessageBoxData *messageboxdata, int *buttonid);
-
-/**
- * \brief Create a simple modal message box
- *
- * \param flags ::SDL_MessageBoxFlags
- * \param title UTF-8 title text
- * \param message UTF-8 message text
- * \param window The parent window, or NULL for no parent
- *
- * \return 0 on success, -1 on error
- *
- * \sa SDL_ShowMessageBox
- */
-extern DECLSPEC int SDLCALL SDL_ShowSimpleMessageBox(Uint32 flags, const char *title, const char *message, SDL_Window *window);
-
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* SDL_messagebox_h_ */
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_mouse.h b/bsp/simulator/SDL2-2.0.7/include/SDL_mouse.h
deleted file mode 100644
index 6001bd46c1..0000000000
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_mouse.h
+++ /dev/null
@@ -1,302 +0,0 @@
-/*
- Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
-
- 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;
-
-/**
- * \brief Scroll direction types for the Scroll event
- */
-typedef enum
-{
- SDL_MOUSEWHEEL_NORMAL, /**< The scroll direction is normal */
- SDL_MOUSEWHEEL_FLIPPED /**< The scroll direction is flipped / natural */
-} SDL_MouseWheelDirection;
-
-/* 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 Get the current state of the mouse, in relation to the desktop
- *
- * This works just like SDL_GetMouseState(), but the coordinates will be
- * reported relative to the top-left of the desktop. This can be useful if
- * you need to track the mouse outside of a specific window and
- * SDL_CaptureMouse() doesn't fit your needs. For example, it could be
- * useful if you need to track the mouse while dragging a window, where
- * coordinates relative to a window might not be in sync at all times.
- *
- * \note SDL_GetMouseState() returns the mouse position as SDL understands
- * it from the last pump of the event queue. This function, however,
- * queries the OS for the current mouse position, and as such, might
- * be a slightly less efficient function. Unless you know what you're
- * doing and have a good reason to use this function, you probably want
- * SDL_GetMouseState() instead.
- *
- * \param x Returns the current X coord, relative to the desktop. Can be NULL.
- * \param y Returns the current Y coord, relative to the desktop. Can be NULL.
- * \return The current button state as a bitmask, which can be tested using the SDL_BUTTON(X) macros.
- *
- * \sa SDL_GetMouseState
- */
-extern DECLSPEC Uint32 SDLCALL SDL_GetGlobalMouseState(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 Moves the mouse to the given position in global screen space.
- *
- * \param x The x coordinate
- * \param y The y coordinate
- * \return 0 on success, -1 on error (usually: unsupported by a platform).
- *
- * \note This function generates a mouse motion event
- */
-extern DECLSPEC int SDLCALL SDL_WarpMouseGlobal(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 Capture the mouse, to track input outside an SDL window.
- *
- * \param enabled Whether or not to enable capturing
- *
- * Capturing enables your app to obtain mouse events globally, instead of
- * just within your window. Not all video targets support this function.
- * When capturing is enabled, the current window will get all mouse events,
- * but unlike relative mode, no change is made to the cursor and it is
- * not restrained to your window.
- *
- * This function may also deny mouse input to other windows--both those in
- * your application and others on the system--so you should use this
- * function sparingly, and in small bursts. For example, you might want to
- * track the mouse while the user is dragging something, until the user
- * releases a mouse button. It is not recommended that you capture the mouse
- * for long periods of time, such as the entire time your app is running.
- *
- * While captured, mouse events still report coordinates relative to the
- * current (foreground) window, but those coordinates may be outside the
- * bounds of the window (including negative values). Capturing is only
- * allowed for the foreground window. If the window loses focus while
- * capturing, the capture will be disabled automatically.
- *
- * While capturing is enabled, the current window will have the
- * SDL_WINDOW_MOUSE_CAPTURE flag set.
- *
- * \return 0 on success, or -1 if not supported.
- */
-extern DECLSPEC int SDLCALL SDL_CaptureMouse(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() or similar functions.
- *
- * \sa SDL_CreateCursor()
- * \sa SDL_CreateColorCursor()
- * \sa SDL_CreateSystemCursor()
- */
-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: */
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_mutex.h b/bsp/simulator/SDL2-2.0.7/include/SDL_mutex.h
deleted file mode 100644
index 0272379e55..0000000000
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_mutex.h
+++ /dev/null
@@ -1,251 +0,0 @@
-/*
- Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
-
- 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_mutex_h_
-#define SDL_mutex_h_
-
-/**
- * \file SDL_mutex.h
- *
- * Functions to provide thread synchronization primitives.
- */
-
-#include "SDL_stdinc.h"
-#include "SDL_error.h"
-
-#include "begin_code.h"
-/* Set up for C function definitions, even when using C++ */
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-/**
- * Synchronization functions which can time out return this value
- * if they time out.
- */
-#define SDL_MUTEX_TIMEDOUT 1
-
-/**
- * This is the timeout value which corresponds to never time out.
- */
-#define SDL_MUTEX_MAXWAIT (~(Uint32)0)
-
-
-/**
- * \name Mutex functions
- */
-/* @{ */
-
-/* The SDL mutex structure, defined in SDL_sysmutex.c */
-struct SDL_mutex;
-typedef struct SDL_mutex SDL_mutex;
-
-/**
- * Create a mutex, initialized unlocked.
- */
-extern DECLSPEC SDL_mutex *SDLCALL SDL_CreateMutex(void);
-
-/**
- * Lock the mutex.
- *
- * \return 0, or -1 on error.
- */
-#define SDL_mutexP(m) SDL_LockMutex(m)
-extern DECLSPEC int SDLCALL SDL_LockMutex(SDL_mutex * mutex);
-
-/**
- * Try to lock the mutex
- *
- * \return 0, SDL_MUTEX_TIMEDOUT, or -1 on error
- */
-extern DECLSPEC int SDLCALL SDL_TryLockMutex(SDL_mutex * mutex);
-
-/**
- * Unlock the mutex.
- *
- * \return 0, or -1 on error.
- *
- * \warning It is an error to unlock a mutex that has not been locked by
- * the current thread, and doing so results in undefined behavior.
- */
-#define SDL_mutexV(m) SDL_UnlockMutex(m)
-extern DECLSPEC int SDLCALL SDL_UnlockMutex(SDL_mutex * mutex);
-
-/**
- * Destroy a mutex.
- */
-extern DECLSPEC void SDLCALL SDL_DestroyMutex(SDL_mutex * mutex);
-
-/* @} *//* Mutex functions */
-
-
-/**
- * \name Semaphore functions
- */
-/* @{ */
-
-/* The SDL semaphore structure, defined in SDL_syssem.c */
-struct SDL_semaphore;
-typedef struct SDL_semaphore SDL_sem;
-
-/**
- * Create a semaphore, initialized with value, returns NULL on failure.
- */
-extern DECLSPEC SDL_sem *SDLCALL SDL_CreateSemaphore(Uint32 initial_value);
-
-/**
- * Destroy a semaphore.
- */
-extern DECLSPEC void SDLCALL SDL_DestroySemaphore(SDL_sem * sem);
-
-/**
- * This function suspends the calling thread until the semaphore pointed
- * to by \c sem has a positive count. It then atomically decreases the
- * semaphore count.
- */
-extern DECLSPEC int SDLCALL SDL_SemWait(SDL_sem * sem);
-
-/**
- * Non-blocking variant of SDL_SemWait().
- *
- * \return 0 if the wait succeeds, ::SDL_MUTEX_TIMEDOUT if the wait would
- * block, and -1 on error.
- */
-extern DECLSPEC int SDLCALL SDL_SemTryWait(SDL_sem * sem);
-
-/**
- * Variant of SDL_SemWait() with a timeout in milliseconds.
- *
- * \return 0 if the wait succeeds, ::SDL_MUTEX_TIMEDOUT if the wait does not
- * succeed in the allotted time, and -1 on error.
- *
- * \warning On some platforms this function is implemented by looping with a
- * delay of 1 ms, and so should be avoided if possible.
- */
-extern DECLSPEC int SDLCALL SDL_SemWaitTimeout(SDL_sem * sem, Uint32 ms);
-
-/**
- * Atomically increases the semaphore's count (not blocking).
- *
- * \return 0, or -1 on error.
- */
-extern DECLSPEC int SDLCALL SDL_SemPost(SDL_sem * sem);
-
-/**
- * Returns the current count of the semaphore.
- */
-extern DECLSPEC Uint32 SDLCALL SDL_SemValue(SDL_sem * sem);
-
-/* @} *//* Semaphore functions */
-
-
-/**
- * \name Condition variable functions
- */
-/* @{ */
-
-/* The SDL condition variable structure, defined in SDL_syscond.c */
-struct SDL_cond;
-typedef struct SDL_cond SDL_cond;
-
-/**
- * Create a condition variable.
- *
- * Typical use of condition variables:
- *
- * Thread A:
- * SDL_LockMutex(lock);
- * while ( ! condition ) {
- * SDL_CondWait(cond, lock);
- * }
- * SDL_UnlockMutex(lock);
- *
- * Thread B:
- * SDL_LockMutex(lock);
- * ...
- * condition = true;
- * ...
- * SDL_CondSignal(cond);
- * SDL_UnlockMutex(lock);
- *
- * There is some discussion whether to signal the condition variable
- * with the mutex locked or not. There is some potential performance
- * benefit to unlocking first on some platforms, but there are some
- * potential race conditions depending on how your code is structured.
- *
- * In general it's safer to signal the condition variable while the
- * mutex is locked.
- */
-extern DECLSPEC SDL_cond *SDLCALL SDL_CreateCond(void);
-
-/**
- * Destroy a condition variable.
- */
-extern DECLSPEC void SDLCALL SDL_DestroyCond(SDL_cond * cond);
-
-/**
- * Restart one of the threads that are waiting on the condition variable.
- *
- * \return 0 or -1 on error.
- */
-extern DECLSPEC int SDLCALL SDL_CondSignal(SDL_cond * cond);
-
-/**
- * Restart all threads that are waiting on the condition variable.
- *
- * \return 0 or -1 on error.
- */
-extern DECLSPEC int SDLCALL SDL_CondBroadcast(SDL_cond * cond);
-
-/**
- * Wait on the condition variable, unlocking the provided mutex.
- *
- * \warning The mutex must be locked before entering this function!
- *
- * The mutex is re-locked once the condition variable is signaled.
- *
- * \return 0 when it is signaled, or -1 on error.
- */
-extern DECLSPEC int SDLCALL SDL_CondWait(SDL_cond * cond, SDL_mutex * mutex);
-
-/**
- * Waits for at most \c ms milliseconds, and returns 0 if the condition
- * variable is signaled, ::SDL_MUTEX_TIMEDOUT if the condition is not
- * signaled in the allotted time, and -1 on error.
- *
- * \warning On some platforms this function is implemented by looping with a
- * delay of 1 ms, and so should be avoided if possible.
- */
-extern DECLSPEC int SDLCALL SDL_CondWaitTimeout(SDL_cond * cond,
- SDL_mutex * mutex, Uint32 ms);
-
-/* @} *//* Condition variable functions */
-
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* SDL_mutex_h_ */
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_rect.h b/bsp/simulator/SDL2-2.0.7/include/SDL_rect.h
deleted file mode 100644
index c4f6d74b33..0000000000
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_rect.h
+++ /dev/null
@@ -1,148 +0,0 @@
-/*
- Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
-
- 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_rect.h
- *
- * Header file for SDL_rect definition and management functions.
- */
-
-#ifndef SDL_rect_h_
-#define SDL_rect_h_
-
-#include "SDL_stdinc.h"
-#include "SDL_error.h"
-#include "SDL_pixels.h"
-#include "SDL_rwops.h"
-
-#include "begin_code.h"
-/* Set up for C function definitions, even when using C++ */
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-/**
- * \brief The structure that defines a point
- *
- * \sa SDL_EnclosePoints
- * \sa SDL_PointInRect
- */
-typedef struct SDL_Point
-{
- int x;
- int y;
-} SDL_Point;
-
-/**
- * \brief A rectangle, with the origin at the upper left.
- *
- * \sa SDL_RectEmpty
- * \sa SDL_RectEquals
- * \sa SDL_HasIntersection
- * \sa SDL_IntersectRect
- * \sa SDL_UnionRect
- * \sa SDL_EnclosePoints
- */
-typedef struct SDL_Rect
-{
- int x, y;
- int w, h;
-} SDL_Rect;
-
-/**
- * \brief Returns true if point resides inside a rectangle.
- */
-SDL_FORCE_INLINE SDL_bool SDL_PointInRect(const SDL_Point *p, const SDL_Rect *r)
-{
- return ( (p->x >= r->x) && (p->x < (r->x + r->w)) &&
- (p->y >= r->y) && (p->y < (r->y + r->h)) ) ? SDL_TRUE : SDL_FALSE;
-}
-
-/**
- * \brief Returns true if the rectangle has no area.
- */
-SDL_FORCE_INLINE SDL_bool SDL_RectEmpty(const SDL_Rect *r)
-{
- return ((!r) || (r->w <= 0) || (r->h <= 0)) ? SDL_TRUE : SDL_FALSE;
-}
-
-/**
- * \brief Returns true if the two rectangles are equal.
- */
-SDL_FORCE_INLINE SDL_bool SDL_RectEquals(const SDL_Rect *a, const SDL_Rect *b)
-{
- return (a && b && (a->x == b->x) && (a->y == b->y) &&
- (a->w == b->w) && (a->h == b->h)) ? SDL_TRUE : SDL_FALSE;
-}
-
-/**
- * \brief Determine whether two rectangles intersect.
- *
- * \return SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_HasIntersection(const SDL_Rect * A,
- const SDL_Rect * B);
-
-/**
- * \brief Calculate the intersection of two rectangles.
- *
- * \return SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_IntersectRect(const SDL_Rect * A,
- const SDL_Rect * B,
- SDL_Rect * result);
-
-/**
- * \brief Calculate the union of two rectangles.
- */
-extern DECLSPEC void SDLCALL SDL_UnionRect(const SDL_Rect * A,
- const SDL_Rect * B,
- SDL_Rect * result);
-
-/**
- * \brief Calculate a minimal rectangle enclosing a set of points
- *
- * \return SDL_TRUE if any points were within the clipping rect
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_EnclosePoints(const SDL_Point * points,
- int count,
- const SDL_Rect * clip,
- SDL_Rect * result);
-
-/**
- * \brief Calculate the intersection of a rectangle and line segment.
- *
- * \return SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_IntersectRectAndLine(const SDL_Rect *
- rect, int *X1,
- int *Y1, int *X2,
- int *Y2);
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* SDL_rect_h_ */
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_render.h b/bsp/simulator/SDL2-2.0.7/include/SDL_render.h
deleted file mode 100644
index ea6ef9ff64..0000000000
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_render.h
+++ /dev/null
@@ -1,910 +0,0 @@
-/*
- Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
-
- 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_render.h
- *
- * Header file for SDL 2D rendering functions.
- *
- * This API supports the following features:
- * * single pixel points
- * * single pixel lines
- * * filled rectangles
- * * texture images
- *
- * The primitives may be drawn in opaque, blended, or additive modes.
- *
- * The texture images may be drawn in opaque, blended, or additive modes.
- * They can have an additional color tint or alpha modulation applied to
- * them, and may also be stretched with linear interpolation.
- *
- * This API is designed to accelerate simple 2D operations. You may
- * want more functionality such as polygons and particle effects and
- * in that case you should use SDL's OpenGL/Direct3D support or one
- * of the many good 3D engines.
- *
- * These functions must be called from the main thread.
- * See this bug for details: http://bugzilla.libsdl.org/show_bug.cgi?id=1995
- */
-
-#ifndef SDL_render_h_
-#define SDL_render_h_
-
-#include "SDL_stdinc.h"
-#include "SDL_rect.h"
-#include "SDL_video.h"
-
-#include "begin_code.h"
-/* Set up for C function definitions, even when using C++ */
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-/**
- * \brief Flags used when creating a rendering context
- */
-typedef enum
-{
- SDL_RENDERER_SOFTWARE = 0x00000001, /**< The renderer is a software fallback */
- SDL_RENDERER_ACCELERATED = 0x00000002, /**< The renderer uses hardware
- acceleration */
- SDL_RENDERER_PRESENTVSYNC = 0x00000004, /**< Present is synchronized
- with the refresh rate */
- SDL_RENDERER_TARGETTEXTURE = 0x00000008 /**< The renderer supports
- rendering to texture */
-} SDL_RendererFlags;
-
-/**
- * \brief Information on the capabilities of a render driver or context.
- */
-typedef struct SDL_RendererInfo
-{
- const char *name; /**< The name of the renderer */
- Uint32 flags; /**< Supported ::SDL_RendererFlags */
- Uint32 num_texture_formats; /**< The number of available texture formats */
- Uint32 texture_formats[16]; /**< The available texture formats */
- int max_texture_width; /**< The maximum texture width */
- int max_texture_height; /**< The maximum texture height */
-} SDL_RendererInfo;
-
-/**
- * \brief The access pattern allowed for a texture.
- */
-typedef enum
-{
- SDL_TEXTUREACCESS_STATIC, /**< Changes rarely, not lockable */
- SDL_TEXTUREACCESS_STREAMING, /**< Changes frequently, lockable */
- SDL_TEXTUREACCESS_TARGET /**< Texture can be used as a render target */
-} SDL_TextureAccess;
-
-/**
- * \brief The texture channel modulation used in SDL_RenderCopy().
- */
-typedef enum
-{
- SDL_TEXTUREMODULATE_NONE = 0x00000000, /**< No modulation */
- SDL_TEXTUREMODULATE_COLOR = 0x00000001, /**< srcC = srcC * color */
- SDL_TEXTUREMODULATE_ALPHA = 0x00000002 /**< srcA = srcA * alpha */
-} SDL_TextureModulate;
-
-/**
- * \brief Flip constants for SDL_RenderCopyEx
- */
-typedef enum
-{
- SDL_FLIP_NONE = 0x00000000, /**< Do not flip */
- SDL_FLIP_HORIZONTAL = 0x00000001, /**< flip horizontally */
- SDL_FLIP_VERTICAL = 0x00000002 /**< flip vertically */
-} SDL_RendererFlip;
-
-/**
- * \brief A structure representing rendering state
- */
-struct SDL_Renderer;
-typedef struct SDL_Renderer SDL_Renderer;
-
-/**
- * \brief An efficient driver-specific representation of pixel data
- */
-struct SDL_Texture;
-typedef struct SDL_Texture SDL_Texture;
-
-
-/* Function prototypes */
-
-/**
- * \brief Get the number of 2D rendering drivers available for the current
- * display.
- *
- * A render driver is a set of code that handles rendering and texture
- * management on a particular display. Normally there is only one, but
- * some drivers may have several available with different capabilities.
- *
- * \sa SDL_GetRenderDriverInfo()
- * \sa SDL_CreateRenderer()
- */
-extern DECLSPEC int SDLCALL SDL_GetNumRenderDrivers(void);
-
-/**
- * \brief Get information about a specific 2D rendering driver for the current
- * display.
- *
- * \param index The index of the driver to query information about.
- * \param info A pointer to an SDL_RendererInfo struct to be filled with
- * information on the rendering driver.
- *
- * \return 0 on success, -1 if the index was out of range.
- *
- * \sa SDL_CreateRenderer()
- */
-extern DECLSPEC int SDLCALL SDL_GetRenderDriverInfo(int index,
- SDL_RendererInfo * info);
-
-/**
- * \brief Create a window and default renderer
- *
- * \param width The width of the window
- * \param height The height of the window
- * \param window_flags The flags used to create the window
- * \param window A pointer filled with the window, or NULL on error
- * \param renderer A pointer filled with the renderer, or NULL on error
- *
- * \return 0 on success, or -1 on error
- */
-extern DECLSPEC int SDLCALL SDL_CreateWindowAndRenderer(
- int width, int height, Uint32 window_flags,
- SDL_Window **window, SDL_Renderer **renderer);
-
-
-/**
- * \brief Create a 2D rendering context for a window.
- *
- * \param window The window where rendering is displayed.
- * \param index The index of the rendering driver to initialize, or -1 to
- * initialize the first one supporting the requested flags.
- * \param flags ::SDL_RendererFlags.
- *
- * \return A valid rendering context or NULL if there was an error.
- *
- * \sa SDL_CreateSoftwareRenderer()
- * \sa SDL_GetRendererInfo()
- * \sa SDL_DestroyRenderer()
- */
-extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window * window,
- int index, Uint32 flags);
-
-/**
- * \brief Create a 2D software rendering context for a surface.
- *
- * \param surface The surface where rendering is done.
- *
- * \return A valid rendering context or NULL if there was an error.
- *
- * \sa SDL_CreateRenderer()
- * \sa SDL_DestroyRenderer()
- */
-extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateSoftwareRenderer(SDL_Surface * surface);
-
-/**
- * \brief Get the renderer associated with a window.
- */
-extern DECLSPEC SDL_Renderer * SDLCALL SDL_GetRenderer(SDL_Window * window);
-
-/**
- * \brief Get information about a rendering context.
- */
-extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer * renderer,
- SDL_RendererInfo * info);
-
-/**
- * \brief Get the output size in pixels of a rendering context.
- */
-extern DECLSPEC int SDLCALL SDL_GetRendererOutputSize(SDL_Renderer * renderer,
- int *w, int *h);
-
-/**
- * \brief Create a texture for a rendering context.
- *
- * \param renderer The renderer.
- * \param format The format of the texture.
- * \param access One of the enumerated values in ::SDL_TextureAccess.
- * \param w The width of the texture in pixels.
- * \param h The height of the texture in pixels.
- *
- * \return The created texture is returned, or NULL if no rendering context was
- * active, the format was unsupported, or the width or height were out
- * of range.
- *
- * \note The contents of the texture are not defined at creation.
- *
- * \sa SDL_QueryTexture()
- * \sa SDL_UpdateTexture()
- * \sa SDL_DestroyTexture()
- */
-extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTexture(SDL_Renderer * renderer,
- Uint32 format,
- int access, int w,
- int h);
-
-/**
- * \brief Create a texture from an existing surface.
- *
- * \param renderer The renderer.
- * \param surface The surface containing pixel data used to fill the texture.
- *
- * \return The created texture is returned, or NULL on error.
- *
- * \note The surface is not modified or freed by this function.
- *
- * \sa SDL_QueryTexture()
- * \sa SDL_DestroyTexture()
- */
-extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer * renderer, SDL_Surface * surface);
-
-/**
- * \brief Query the attributes of a texture
- *
- * \param texture A texture to be queried.
- * \param format A pointer filled in with the raw format of the texture. The
- * actual format may differ, but pixel transfers will use this
- * format.
- * \param access A pointer filled in with the actual access to the texture.
- * \param w A pointer filled in with the width of the texture in pixels.
- * \param h A pointer filled in with the height of the texture in pixels.
- *
- * \return 0 on success, or -1 if the texture is not valid.
- */
-extern DECLSPEC int SDLCALL SDL_QueryTexture(SDL_Texture * texture,
- Uint32 * format, int *access,
- int *w, int *h);
-
-/**
- * \brief Set an additional color value used in render copy operations.
- *
- * \param texture The texture to update.
- * \param r The red color value multiplied into copy operations.
- * \param g The green color value multiplied into copy operations.
- * \param b The blue color value multiplied into copy operations.
- *
- * \return 0 on success, or -1 if the texture is not valid or color modulation
- * is not supported.
- *
- * \sa SDL_GetTextureColorMod()
- */
-extern DECLSPEC int SDLCALL SDL_SetTextureColorMod(SDL_Texture * texture,
- Uint8 r, Uint8 g, Uint8 b);
-
-
-/**
- * \brief Get the additional color value used in render copy operations.
- *
- * \param texture The texture to query.
- * \param r A pointer filled in with the current red color value.
- * \param g A pointer filled in with the current green color value.
- * \param b A pointer filled in with the current blue color value.
- *
- * \return 0 on success, or -1 if the texture is not valid.
- *
- * \sa SDL_SetTextureColorMod()
- */
-extern DECLSPEC int SDLCALL SDL_GetTextureColorMod(SDL_Texture * texture,
- Uint8 * r, Uint8 * g,
- Uint8 * b);
-
-/**
- * \brief Set an additional alpha value used in render copy operations.
- *
- * \param texture The texture to update.
- * \param alpha The alpha value multiplied into copy operations.
- *
- * \return 0 on success, or -1 if the texture is not valid or alpha modulation
- * is not supported.
- *
- * \sa SDL_GetTextureAlphaMod()
- */
-extern DECLSPEC int SDLCALL SDL_SetTextureAlphaMod(SDL_Texture * texture,
- Uint8 alpha);
-
-/**
- * \brief Get the additional alpha value used in render copy operations.
- *
- * \param texture The texture to query.
- * \param alpha A pointer filled in with the current alpha value.
- *
- * \return 0 on success, or -1 if the texture is not valid.
- *
- * \sa SDL_SetTextureAlphaMod()
- */
-extern DECLSPEC int SDLCALL SDL_GetTextureAlphaMod(SDL_Texture * texture,
- Uint8 * alpha);
-
-/**
- * \brief Set the blend mode used for texture copy operations.
- *
- * \param texture The texture to update.
- * \param blendMode ::SDL_BlendMode to use for texture blending.
- *
- * \return 0 on success, or -1 if the texture is not valid or the blend mode is
- * not supported.
- *
- * \note If the blend mode is not supported, the closest supported mode is
- * chosen.
- *
- * \sa SDL_GetTextureBlendMode()
- */
-extern DECLSPEC int SDLCALL SDL_SetTextureBlendMode(SDL_Texture * texture,
- SDL_BlendMode blendMode);
-
-/**
- * \brief Get the blend mode used for texture copy operations.
- *
- * \param texture The texture to query.
- * \param blendMode A pointer filled in with the current blend mode.
- *
- * \return 0 on success, or -1 if the texture is not valid.
- *
- * \sa SDL_SetTextureBlendMode()
- */
-extern DECLSPEC int SDLCALL SDL_GetTextureBlendMode(SDL_Texture * texture,
- SDL_BlendMode *blendMode);
-
-/**
- * \brief Update the given texture rectangle with new pixel data.
- *
- * \param texture The texture to update
- * \param rect A pointer to the rectangle of pixels to update, or NULL to
- * update the entire texture.
- * \param pixels The raw pixel data in the format of the texture.
- * \param pitch The number of bytes in a row of pixel data, including padding between lines.
- *
- * The pixel data must be in the format of the texture. The pixel format can be
- * queried with SDL_QueryTexture.
- *
- * \return 0 on success, or -1 if the texture is not valid.
- *
- * \note This is a fairly slow function.
- */
-extern DECLSPEC int SDLCALL SDL_UpdateTexture(SDL_Texture * texture,
- const SDL_Rect * rect,
- const void *pixels, int pitch);
-
-/**
- * \brief Update a rectangle within a planar YV12 or IYUV texture with new pixel data.
- *
- * \param texture The texture to update
- * \param rect A pointer to the rectangle of pixels to update, or NULL to
- * update the entire texture.
- * \param Yplane The raw pixel data for the Y plane.
- * \param Ypitch The number of bytes between rows of pixel data for the Y plane.
- * \param Uplane The raw pixel data for the U plane.
- * \param Upitch The number of bytes between rows of pixel data for the U plane.
- * \param Vplane The raw pixel data for the V plane.
- * \param Vpitch The number of bytes between rows of pixel data for the V plane.
- *
- * \return 0 on success, or -1 if the texture is not valid.
- *
- * \note You can use SDL_UpdateTexture() as long as your pixel data is
- * a contiguous block of Y and U/V planes in the proper order, but
- * this function is available if your pixel data is not contiguous.
- */
-extern DECLSPEC int SDLCALL SDL_UpdateYUVTexture(SDL_Texture * texture,
- const SDL_Rect * rect,
- const Uint8 *Yplane, int Ypitch,
- const Uint8 *Uplane, int Upitch,
- const Uint8 *Vplane, int Vpitch);
-
-/**
- * \brief Lock a portion of the texture for write-only pixel access.
- *
- * \param texture The texture to lock for access, which was created with
- * ::SDL_TEXTUREACCESS_STREAMING.
- * \param rect A pointer to the rectangle to lock for access. If the rect
- * is NULL, the entire texture will be locked.
- * \param pixels This is filled in with a pointer to the locked pixels,
- * appropriately offset by the locked area.
- * \param pitch This is filled in with the pitch of the locked pixels.
- *
- * \return 0 on success, or -1 if the texture is not valid or was not created with ::SDL_TEXTUREACCESS_STREAMING.
- *
- * \sa SDL_UnlockTexture()
- */
-extern DECLSPEC int SDLCALL SDL_LockTexture(SDL_Texture * texture,
- const SDL_Rect * rect,
- void **pixels, int *pitch);
-
-/**
- * \brief Unlock a texture, uploading the changes to video memory, if needed.
- *
- * \sa SDL_LockTexture()
- */
-extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture * texture);
-
-/**
- * \brief Determines whether a window supports the use of render targets
- *
- * \param renderer The renderer that will be checked
- *
- * \return SDL_TRUE if supported, SDL_FALSE if not.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_RenderTargetSupported(SDL_Renderer *renderer);
-
-/**
- * \brief Set a texture as the current rendering target.
- *
- * \param renderer The renderer.
- * \param texture The targeted texture, which must be created with the SDL_TEXTUREACCESS_TARGET flag, or NULL for the default render target
- *
- * \return 0 on success, or -1 on error
- *
- * \sa SDL_GetRenderTarget()
- */
-extern DECLSPEC int SDLCALL SDL_SetRenderTarget(SDL_Renderer *renderer,
- SDL_Texture *texture);
-
-/**
- * \brief Get the current render target or NULL for the default render target.
- *
- * \return The current render target
- *
- * \sa SDL_SetRenderTarget()
- */
-extern DECLSPEC SDL_Texture * SDLCALL SDL_GetRenderTarget(SDL_Renderer *renderer);
-
-/**
- * \brief Set device independent resolution for rendering
- *
- * \param renderer The renderer for which resolution should be set.
- * \param w The width of the logical resolution
- * \param h The height of the logical resolution
- *
- * This function uses the viewport and scaling functionality to allow a fixed logical
- * resolution for rendering, regardless of the actual output resolution. If the actual
- * output resolution doesn't have the same aspect ratio the output rendering will be
- * centered within the output display.
- *
- * If the output display is a window, mouse events in the window will be filtered
- * and scaled so they seem to arrive within the logical resolution.
- *
- * \note If this function results in scaling or subpixel drawing by the
- * rendering backend, it will be handled using the appropriate
- * quality hints.
- *
- * \sa SDL_RenderGetLogicalSize()
- * \sa SDL_RenderSetScale()
- * \sa SDL_RenderSetViewport()
- */
-extern DECLSPEC int SDLCALL SDL_RenderSetLogicalSize(SDL_Renderer * renderer, int w, int h);
-
-/**
- * \brief Get device independent resolution for rendering
- *
- * \param renderer The renderer from which resolution should be queried.
- * \param w A pointer filled with the width of the logical resolution
- * \param h A pointer filled with the height of the logical resolution
- *
- * \sa SDL_RenderSetLogicalSize()
- */
-extern DECLSPEC void SDLCALL SDL_RenderGetLogicalSize(SDL_Renderer * renderer, int *w, int *h);
-
-/**
- * \brief Set whether to force integer scales for resolution-independent rendering
- *
- * \param renderer The renderer for which integer scaling should be set.
- * \param enable Enable or disable integer scaling
- *
- * This function restricts the logical viewport to integer values - that is, when
- * a resolution is between two multiples of a logical size, the viewport size is
- * rounded down to the lower multiple.
- *
- * \sa SDL_RenderSetLogicalSize()
- */
-extern DECLSPEC int SDLCALL SDL_RenderSetIntegerScale(SDL_Renderer * renderer,
- SDL_bool enable);
-
-/**
- * \brief Get whether integer scales are forced for resolution-independent rendering
- *
- * \param renderer The renderer from which integer scaling should be queried.
- *
- * \sa SDL_RenderSetIntegerScale()
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_RenderGetIntegerScale(SDL_Renderer * renderer);
-
-/**
- * \brief Set the drawing area for rendering on the current target.
- *
- * \param renderer The renderer for which the drawing area should be set.
- * \param rect The rectangle representing the drawing area, or NULL to set the viewport to the entire target.
- *
- * The x,y of the viewport rect represents the origin for rendering.
- *
- * \return 0 on success, or -1 on error
- *
- * \note If the window associated with the renderer is resized, the viewport is automatically reset.
- *
- * \sa SDL_RenderGetViewport()
- * \sa SDL_RenderSetLogicalSize()
- */
-extern DECLSPEC int SDLCALL SDL_RenderSetViewport(SDL_Renderer * renderer,
- const SDL_Rect * rect);
-
-/**
- * \brief Get the drawing area for the current target.
- *
- * \sa SDL_RenderSetViewport()
- */
-extern DECLSPEC void SDLCALL SDL_RenderGetViewport(SDL_Renderer * renderer,
- SDL_Rect * rect);
-
-/**
- * \brief Set the clip rectangle for the current target.
- *
- * \param renderer The renderer for which clip rectangle should be set.
- * \param rect A pointer to the rectangle to set as the clip rectangle, or
- * NULL to disable clipping.
- *
- * \return 0 on success, or -1 on error
- *
- * \sa SDL_RenderGetClipRect()
- */
-extern DECLSPEC int SDLCALL SDL_RenderSetClipRect(SDL_Renderer * renderer,
- const SDL_Rect * rect);
-
-/**
- * \brief Get the clip rectangle for the current target.
- *
- * \param renderer The renderer from which clip rectangle should be queried.
- * \param rect A pointer filled in with the current clip rectangle, or
- * an empty rectangle if clipping is disabled.
- *
- * \sa SDL_RenderSetClipRect()
- */
-extern DECLSPEC void SDLCALL SDL_RenderGetClipRect(SDL_Renderer * renderer,
- SDL_Rect * rect);
-
-/**
- * \brief Get whether clipping is enabled on the given renderer.
- *
- * \param renderer The renderer from which clip state should be queried.
- *
- * \sa SDL_RenderGetClipRect()
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_RenderIsClipEnabled(SDL_Renderer * renderer);
-
-
-/**
- * \brief Set the drawing scale for rendering on the current target.
- *
- * \param renderer The renderer for which the drawing scale should be set.
- * \param scaleX The horizontal scaling factor
- * \param scaleY The vertical scaling factor
- *
- * The drawing coordinates are scaled by the x/y scaling factors
- * before they are used by the renderer. This allows resolution
- * independent drawing with a single coordinate system.
- *
- * \note If this results in scaling or subpixel drawing by the
- * rendering backend, it will be handled using the appropriate
- * quality hints. For best results use integer scaling factors.
- *
- * \sa SDL_RenderGetScale()
- * \sa SDL_RenderSetLogicalSize()
- */
-extern DECLSPEC int SDLCALL SDL_RenderSetScale(SDL_Renderer * renderer,
- float scaleX, float scaleY);
-
-/**
- * \brief Get the drawing scale for the current target.
- *
- * \param renderer The renderer from which drawing scale should be queried.
- * \param scaleX A pointer filled in with the horizontal scaling factor
- * \param scaleY A pointer filled in with the vertical scaling factor
- *
- * \sa SDL_RenderSetScale()
- */
-extern DECLSPEC void SDLCALL SDL_RenderGetScale(SDL_Renderer * renderer,
- float *scaleX, float *scaleY);
-
-/**
- * \brief Set the color used for drawing operations (Rect, Line and Clear).
- *
- * \param renderer The renderer for which drawing color should be set.
- * \param r The red value used to draw on the rendering target.
- * \param g The green value used to draw on the rendering target.
- * \param b The blue value used to draw on the rendering target.
- * \param a The alpha value used to draw on the rendering target, usually
- * ::SDL_ALPHA_OPAQUE (255).
- *
- * \return 0 on success, or -1 on error
- */
-extern DECLSPEC int SDLCALL SDL_SetRenderDrawColor(SDL_Renderer * renderer,
- Uint8 r, Uint8 g, Uint8 b,
- Uint8 a);
-
-/**
- * \brief Get the color used for drawing operations (Rect, Line and Clear).
- *
- * \param renderer The renderer from which drawing color should be queried.
- * \param r A pointer to the red value used to draw on the rendering target.
- * \param g A pointer to the green value used to draw on the rendering target.
- * \param b A pointer to the blue value used to draw on the rendering target.
- * \param a A pointer to the alpha value used to draw on the rendering target,
- * usually ::SDL_ALPHA_OPAQUE (255).
- *
- * \return 0 on success, or -1 on error
- */
-extern DECLSPEC int SDLCALL SDL_GetRenderDrawColor(SDL_Renderer * renderer,
- Uint8 * r, Uint8 * g, Uint8 * b,
- Uint8 * a);
-
-/**
- * \brief Set the blend mode used for drawing operations (Fill and Line).
- *
- * \param renderer The renderer for which blend mode should be set.
- * \param blendMode ::SDL_BlendMode to use for blending.
- *
- * \return 0 on success, or -1 on error
- *
- * \note If the blend mode is not supported, the closest supported mode is
- * chosen.
- *
- * \sa SDL_GetRenderDrawBlendMode()
- */
-extern DECLSPEC int SDLCALL SDL_SetRenderDrawBlendMode(SDL_Renderer * renderer,
- SDL_BlendMode blendMode);
-
-/**
- * \brief Get the blend mode used for drawing operations.
- *
- * \param renderer The renderer from which blend mode should be queried.
- * \param blendMode A pointer filled in with the current blend mode.
- *
- * \return 0 on success, or -1 on error
- *
- * \sa SDL_SetRenderDrawBlendMode()
- */
-extern DECLSPEC int SDLCALL SDL_GetRenderDrawBlendMode(SDL_Renderer * renderer,
- SDL_BlendMode *blendMode);
-
-/**
- * \brief Clear the current rendering target with the drawing color
- *
- * This function clears the entire rendering target, ignoring the viewport and
- * the clip rectangle.
- *
- * \return 0 on success, or -1 on error
- */
-extern DECLSPEC int SDLCALL SDL_RenderClear(SDL_Renderer * renderer);
-
-/**
- * \brief Draw a point on the current rendering target.
- *
- * \param renderer The renderer which should draw a point.
- * \param x The x coordinate of the point.
- * \param y The y coordinate of the point.
- *
- * \return 0 on success, or -1 on error
- */
-extern DECLSPEC int SDLCALL SDL_RenderDrawPoint(SDL_Renderer * renderer,
- int x, int y);
-
-/**
- * \brief Draw multiple points on the current rendering target.
- *
- * \param renderer The renderer which should draw multiple points.
- * \param points The points to draw
- * \param count The number of points to draw
- *
- * \return 0 on success, or -1 on error
- */
-extern DECLSPEC int SDLCALL SDL_RenderDrawPoints(SDL_Renderer * renderer,
- const SDL_Point * points,
- int count);
-
-/**
- * \brief Draw a line on the current rendering target.
- *
- * \param renderer The renderer which should draw a line.
- * \param x1 The x coordinate of the start point.
- * \param y1 The y coordinate of the start point.
- * \param x2 The x coordinate of the end point.
- * \param y2 The y coordinate of the end point.
- *
- * \return 0 on success, or -1 on error
- */
-extern DECLSPEC int SDLCALL SDL_RenderDrawLine(SDL_Renderer * renderer,
- int x1, int y1, int x2, int y2);
-
-/**
- * \brief Draw a series of connected lines on the current rendering target.
- *
- * \param renderer The renderer which should draw multiple lines.
- * \param points The points along the lines
- * \param count The number of points, drawing count-1 lines
- *
- * \return 0 on success, or -1 on error
- */
-extern DECLSPEC int SDLCALL SDL_RenderDrawLines(SDL_Renderer * renderer,
- const SDL_Point * points,
- int count);
-
-/**
- * \brief Draw a rectangle on the current rendering target.
- *
- * \param renderer The renderer which should draw a rectangle.
- * \param rect A pointer to the destination rectangle, or NULL to outline the entire rendering target.
- *
- * \return 0 on success, or -1 on error
- */
-extern DECLSPEC int SDLCALL SDL_RenderDrawRect(SDL_Renderer * renderer,
- const SDL_Rect * rect);
-
-/**
- * \brief Draw some number of rectangles on the current rendering target.
- *
- * \param renderer The renderer which should draw multiple rectangles.
- * \param rects A pointer to an array of destination rectangles.
- * \param count The number of rectangles.
- *
- * \return 0 on success, or -1 on error
- */
-extern DECLSPEC int SDLCALL SDL_RenderDrawRects(SDL_Renderer * renderer,
- const SDL_Rect * rects,
- int count);
-
-/**
- * \brief Fill a rectangle on the current rendering target with the drawing color.
- *
- * \param renderer The renderer which should fill a rectangle.
- * \param rect A pointer to the destination rectangle, or NULL for the entire
- * rendering target.
- *
- * \return 0 on success, or -1 on error
- */
-extern DECLSPEC int SDLCALL SDL_RenderFillRect(SDL_Renderer * renderer,
- const SDL_Rect * rect);
-
-/**
- * \brief Fill some number of rectangles on the current rendering target with the drawing color.
- *
- * \param renderer The renderer which should fill multiple rectangles.
- * \param rects A pointer to an array of destination rectangles.
- * \param count The number of rectangles.
- *
- * \return 0 on success, or -1 on error
- */
-extern DECLSPEC int SDLCALL SDL_RenderFillRects(SDL_Renderer * renderer,
- const SDL_Rect * rects,
- int count);
-
-/**
- * \brief Copy a portion of the texture to the current rendering target.
- *
- * \param renderer The renderer which should copy parts of a texture.
- * \param texture The source texture.
- * \param srcrect A pointer to the source rectangle, or NULL for the entire
- * texture.
- * \param dstrect A pointer to the destination rectangle, or NULL for the
- * entire rendering target.
- *
- * \return 0 on success, or -1 on error
- */
-extern DECLSPEC int SDLCALL SDL_RenderCopy(SDL_Renderer * renderer,
- SDL_Texture * texture,
- const SDL_Rect * srcrect,
- const SDL_Rect * dstrect);
-
-/**
- * \brief Copy a portion of the source texture to the current rendering target, rotating it by angle around the given center
- *
- * \param renderer The renderer which should copy parts of a texture.
- * \param texture The source texture.
- * \param srcrect A pointer to the source rectangle, or NULL for the entire
- * texture.
- * \param dstrect A pointer to the destination rectangle, or NULL for the
- * entire rendering target.
- * \param angle An angle in degrees that indicates the rotation that will be applied to dstrect, rotating it in a clockwise direction
- * \param center A pointer to a point indicating the point around which dstrect will be rotated (if NULL, rotation will be done around dstrect.w/2, dstrect.h/2).
- * \param flip An SDL_RendererFlip value stating which flipping actions should be performed on the texture
- *
- * \return 0 on success, or -1 on error
- */
-extern DECLSPEC int SDLCALL SDL_RenderCopyEx(SDL_Renderer * renderer,
- SDL_Texture * texture,
- const SDL_Rect * srcrect,
- const SDL_Rect * dstrect,
- const double angle,
- const SDL_Point *center,
- const SDL_RendererFlip flip);
-
-/**
- * \brief Read pixels from the current rendering target.
- *
- * \param renderer The renderer from which pixels should be read.
- * \param rect A pointer to the rectangle to read, or NULL for the entire
- * render target.
- * \param format The desired format of the pixel data, or 0 to use the format
- * of the rendering target
- * \param pixels A pointer to be filled in with the pixel data
- * \param pitch The pitch of the pixels parameter.
- *
- * \return 0 on success, or -1 if pixel reading is not supported.
- *
- * \warning This is a very slow operation, and should not be used frequently.
- */
-extern DECLSPEC int SDLCALL SDL_RenderReadPixels(SDL_Renderer * renderer,
- const SDL_Rect * rect,
- Uint32 format,
- void *pixels, int pitch);
-
-/**
- * \brief Update the screen with rendering performed.
- */
-extern DECLSPEC void SDLCALL SDL_RenderPresent(SDL_Renderer * renderer);
-
-/**
- * \brief Destroy the specified texture.
- *
- * \sa SDL_CreateTexture()
- * \sa SDL_CreateTextureFromSurface()
- */
-extern DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture * texture);
-
-/**
- * \brief Destroy the rendering context for a window and free associated
- * textures.
- *
- * \sa SDL_CreateRenderer()
- */
-extern DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer * renderer);
-
-
-/**
- * \brief Bind the texture to the current OpenGL/ES/ES2 context for use with
- * OpenGL instructions.
- *
- * \param texture The SDL texture to bind
- * \param texw A pointer to a float that will be filled with the texture width
- * \param texh A pointer to a float that will be filled with the texture height
- *
- * \return 0 on success, or -1 if the operation is not supported
- */
-extern DECLSPEC int SDLCALL SDL_GL_BindTexture(SDL_Texture *texture, float *texw, float *texh);
-
-/**
- * \brief Unbind a texture from the current OpenGL/ES/ES2 context.
- *
- * \param texture The SDL texture to unbind
- *
- * \return 0 on success, or -1 if the operation is not supported
- */
-extern DECLSPEC int SDLCALL SDL_GL_UnbindTexture(SDL_Texture *texture);
-
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* SDL_render_h_ */
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_revision.h b/bsp/simulator/SDL2-2.0.7/include/SDL_revision.h
deleted file mode 100644
index 9376093ee7..0000000000
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_revision.h
+++ /dev/null
@@ -1,2 +0,0 @@
-#define SDL_REVISION "hg-11645:2088cd828335"
-#define SDL_REVISION_NUMBER 11645
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_rwops.h b/bsp/simulator/SDL2-2.0.7/include/SDL_rwops.h
deleted file mode 100644
index 7f0cbdfd55..0000000000
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_rwops.h
+++ /dev/null
@@ -1,254 +0,0 @@
-/*
- Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
-
- 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_rwops.h
- *
- * This file provides a general interface for SDL to read and write
- * data streams. It can easily be extended to files, memory, etc.
- */
-
-#ifndef SDL_rwops_h_
-#define SDL_rwops_h_
-
-#include "SDL_stdinc.h"
-#include "SDL_error.h"
-
-#include "begin_code.h"
-/* Set up for C function definitions, even when using C++ */
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-/* RWops Types */
-#define SDL_RWOPS_UNKNOWN 0U /**< Unknown stream type */
-#define SDL_RWOPS_WINFILE 1U /**< Win32 file */
-#define SDL_RWOPS_STDFILE 2U /**< Stdio file */
-#define SDL_RWOPS_JNIFILE 3U /**< Android asset */
-#define SDL_RWOPS_MEMORY 4U /**< Memory stream */
-#define SDL_RWOPS_MEMORY_RO 5U /**< Read-Only memory stream */
-
-/**
- * This is the read/write operation structure -- very basic.
- */
-typedef struct SDL_RWops
-{
- /**
- * Return the size of the file in this rwops, or -1 if unknown
- */
- Sint64 (SDLCALL * size) (struct SDL_RWops * context);
-
- /**
- * Seek to \c offset relative to \c whence, one of stdio's whence values:
- * RW_SEEK_SET, RW_SEEK_CUR, RW_SEEK_END
- *
- * \return the final offset in the data stream, or -1 on error.
- */
- Sint64 (SDLCALL * seek) (struct SDL_RWops * context, Sint64 offset,
- int whence);
-
- /**
- * Read up to \c maxnum objects each of size \c size from the data
- * stream to the area pointed at by \c ptr.
- *
- * \return the number of objects read, or 0 at error or end of file.
- */
- size_t (SDLCALL * read) (struct SDL_RWops * context, void *ptr,
- size_t size, size_t maxnum);
-
- /**
- * Write exactly \c num objects each of size \c size from the area
- * pointed at by \c ptr to data stream.
- *
- * \return the number of objects written, or 0 at error or end of file.
- */
- size_t (SDLCALL * write) (struct SDL_RWops * context, const void *ptr,
- size_t size, size_t num);
-
- /**
- * Close and free an allocated SDL_RWops structure.
- *
- * \return 0 if successful or -1 on write error when flushing data.
- */
- int (SDLCALL * close) (struct SDL_RWops * context);
-
- Uint32 type;
- union
- {
-#if defined(__ANDROID__)
- struct
- {
- void *fileNameRef;
- void *inputStreamRef;
- void *readableByteChannelRef;
- void *readMethod;
- void *assetFileDescriptorRef;
- long position;
- long size;
- long offset;
- int fd;
- } androidio;
-#elif defined(__WIN32__)
- struct
- {
- SDL_bool append;
- void *h;
- struct
- {
- void *data;
- size_t size;
- size_t left;
- } buffer;
- } windowsio;
-#endif
-
-#ifdef HAVE_STDIO_H
- struct
- {
- SDL_bool autoclose;
- FILE *fp;
- } stdio;
-#endif
- struct
- {
- Uint8 *base;
- Uint8 *here;
- Uint8 *stop;
- } mem;
- struct
- {
- void *data1;
- void *data2;
- } unknown;
- } hidden;
-
-} SDL_RWops;
-
-
-/**
- * \name RWFrom functions
- *
- * Functions to create SDL_RWops structures from various data streams.
- */
-/* @{ */
-
-extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromFile(const char *file,
- const char *mode);
-
-#ifdef HAVE_STDIO_H
-extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromFP(FILE * fp,
- SDL_bool autoclose);
-#else
-extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromFP(void * fp,
- SDL_bool autoclose);
-#endif
-
-extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromMem(void *mem, int size);
-extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromConstMem(const void *mem,
- int size);
-
-/* @} *//* RWFrom functions */
-
-
-extern DECLSPEC SDL_RWops *SDLCALL SDL_AllocRW(void);
-extern DECLSPEC void SDLCALL SDL_FreeRW(SDL_RWops * area);
-
-#define RW_SEEK_SET 0 /**< Seek from the beginning of data */
-#define RW_SEEK_CUR 1 /**< Seek relative to current read point */
-#define RW_SEEK_END 2 /**< Seek relative to the end of data */
-
-/**
- * \name Read/write macros
- *
- * Macros to easily read and write from an SDL_RWops structure.
- */
-/* @{ */
-#define SDL_RWsize(ctx) (ctx)->size(ctx)
-#define SDL_RWseek(ctx, offset, whence) (ctx)->seek(ctx, offset, whence)
-#define SDL_RWtell(ctx) (ctx)->seek(ctx, 0, RW_SEEK_CUR)
-#define SDL_RWread(ctx, ptr, size, n) (ctx)->read(ctx, ptr, size, n)
-#define SDL_RWwrite(ctx, ptr, size, n) (ctx)->write(ctx, ptr, size, n)
-#define SDL_RWclose(ctx) (ctx)->close(ctx)
-/* @} *//* Read/write macros */
-
-
-/**
- * Load all the data from an SDL data stream.
- *
- * The data is allocated with a zero byte at the end (null terminated)
- *
- * If \c datasize is not NULL, it is filled with the size of the data read.
- *
- * If \c freesrc is non-zero, the stream will be closed after being read.
- *
- * The data should be freed with SDL_free().
- *
- * \return the data, or NULL if there was an error.
- */
-extern DECLSPEC void *SDLCALL SDL_LoadFile_RW(SDL_RWops * src, size_t *datasize,
- int freesrc);
-
-/**
- * Load an entire file.
- *
- * Convenience macro.
- */
-#define SDL_LoadFile(file, datasize) SDL_LoadFile_RW(SDL_RWFromFile(file, "rb"), datasize, 1)
-
-/**
- * \name Read endian functions
- *
- * Read an item of the specified endianness and return in native format.
- */
-/* @{ */
-extern DECLSPEC Uint8 SDLCALL SDL_ReadU8(SDL_RWops * src);
-extern DECLSPEC Uint16 SDLCALL SDL_ReadLE16(SDL_RWops * src);
-extern DECLSPEC Uint16 SDLCALL SDL_ReadBE16(SDL_RWops * src);
-extern DECLSPEC Uint32 SDLCALL SDL_ReadLE32(SDL_RWops * src);
-extern DECLSPEC Uint32 SDLCALL SDL_ReadBE32(SDL_RWops * src);
-extern DECLSPEC Uint64 SDLCALL SDL_ReadLE64(SDL_RWops * src);
-extern DECLSPEC Uint64 SDLCALL SDL_ReadBE64(SDL_RWops * src);
-/* @} *//* Read endian functions */
-
-/**
- * \name Write endian functions
- *
- * Write an item of native format to the specified endianness.
- */
-/* @{ */
-extern DECLSPEC size_t SDLCALL SDL_WriteU8(SDL_RWops * dst, Uint8 value);
-extern DECLSPEC size_t SDLCALL SDL_WriteLE16(SDL_RWops * dst, Uint16 value);
-extern DECLSPEC size_t SDLCALL SDL_WriteBE16(SDL_RWops * dst, Uint16 value);
-extern DECLSPEC size_t SDLCALL SDL_WriteLE32(SDL_RWops * dst, Uint32 value);
-extern DECLSPEC size_t SDLCALL SDL_WriteBE32(SDL_RWops * dst, Uint32 value);
-extern DECLSPEC size_t SDLCALL SDL_WriteLE64(SDL_RWops * dst, Uint64 value);
-extern DECLSPEC size_t SDLCALL SDL_WriteBE64(SDL_RWops * dst, Uint64 value);
-/* @} *//* Write endian functions */
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* SDL_rwops_h_ */
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_surface.h b/bsp/simulator/SDL2-2.0.7/include/SDL_surface.h
deleted file mode 100644
index 510690c9cf..0000000000
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_surface.h
+++ /dev/null
@@ -1,521 +0,0 @@
-/*
- Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
-
- 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_surface.h
- *
- * Header file for ::SDL_Surface definition and management functions.
- */
-
-#ifndef SDL_surface_h_
-#define SDL_surface_h_
-
-#include "SDL_stdinc.h"
-#include "SDL_pixels.h"
-#include "SDL_rect.h"
-#include "SDL_blendmode.h"
-#include "SDL_rwops.h"
-
-#include "begin_code.h"
-/* Set up for C function definitions, even when using C++ */
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-/**
- * \name Surface flags
- *
- * These are the currently supported flags for the ::SDL_Surface.
- *
- * \internal
- * Used internally (read-only).
- */
-/* @{ */
-#define SDL_SWSURFACE 0 /**< Just here for compatibility */
-#define SDL_PREALLOC 0x00000001 /**< Surface uses preallocated memory */
-#define SDL_RLEACCEL 0x00000002 /**< Surface is RLE encoded */
-#define SDL_DONTFREE 0x00000004 /**< Surface is referenced internally */
-/* @} *//* Surface flags */
-
-/**
- * Evaluates to true if the surface needs to be locked before access.
- */
-#define SDL_MUSTLOCK(S) (((S)->flags & SDL_RLEACCEL) != 0)
-
-/**
- * \brief A collection of pixels used in software blitting.
- *
- * \note This structure should be treated as read-only, except for \c pixels,
- * which, if not NULL, contains the raw pixel data for the surface.
- */
-typedef struct SDL_Surface
-{
- Uint32 flags; /**< Read-only */
- SDL_PixelFormat *format; /**< Read-only */
- int w, h; /**< Read-only */
- int pitch; /**< Read-only */
- void *pixels; /**< Read-write */
-
- /** Application data associated with the surface */
- void *userdata; /**< Read-write */
-
- /** information needed for surfaces requiring locks */
- int locked; /**< Read-only */
- void *lock_data; /**< Read-only */
-
- /** clipping information */
- SDL_Rect clip_rect; /**< Read-only */
-
- /** info for fast blit mapping to other surfaces */
- struct SDL_BlitMap *map; /**< Private */
-
- /** Reference count -- used when freeing surface */
- int refcount; /**< Read-mostly */
-} SDL_Surface;
-
-/**
- * \brief The type of function used for surface blitting functions.
- */
-typedef int (SDLCALL *SDL_blit) (struct SDL_Surface * src, SDL_Rect * srcrect,
- struct SDL_Surface * dst, SDL_Rect * dstrect);
-
-/**
- * Allocate and free an RGB surface.
- *
- * If the depth is 4 or 8 bits, an empty palette is allocated for the surface.
- * If the depth is greater than 8 bits, the pixel format is set using the
- * flags '[RGB]mask'.
- *
- * If the function runs out of memory, it will return NULL.
- *
- * \param flags The \c flags are obsolete and should be set to 0.
- * \param width The width in pixels of the surface to create.
- * \param height The height in pixels of the surface to create.
- * \param depth The depth in bits of the surface to create.
- * \param Rmask The red mask of the surface to create.
- * \param Gmask The green mask of the surface to create.
- * \param Bmask The blue mask of the surface to create.
- * \param Amask The alpha mask of the surface to create.
- */
-extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurface
- (Uint32 flags, int width, int height, int depth,
- Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask);
-
-/* !!! FIXME for 2.1: why does this ask for depth? Format provides that. */
-extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceWithFormat
- (Uint32 flags, int width, int height, int depth, Uint32 format);
-
-extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceFrom(void *pixels,
- int width,
- int height,
- int depth,
- int pitch,
- Uint32 Rmask,
- Uint32 Gmask,
- Uint32 Bmask,
- Uint32 Amask);
-extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceWithFormatFrom
- (void *pixels, int width, int height, int depth, int pitch, Uint32 format);
-extern DECLSPEC void SDLCALL SDL_FreeSurface(SDL_Surface * surface);
-
-/**
- * \brief Set the palette used by a surface.
- *
- * \return 0, or -1 if the surface format doesn't use a palette.
- *
- * \note A single palette can be shared with many surfaces.
- */
-extern DECLSPEC int SDLCALL SDL_SetSurfacePalette(SDL_Surface * surface,
- SDL_Palette * palette);
-
-/**
- * \brief Sets up a surface for directly accessing the pixels.
- *
- * Between calls to SDL_LockSurface() / SDL_UnlockSurface(), you can write
- * to and read from \c surface->pixels, using the pixel format stored in
- * \c surface->format. Once you are done accessing the surface, you should
- * use SDL_UnlockSurface() to release it.
- *
- * Not all surfaces require locking. If SDL_MUSTLOCK(surface) evaluates
- * to 0, then you can read and write to the surface at any time, and the
- * pixel format of the surface will not change.
- *
- * No operating system or library calls should be made between lock/unlock
- * pairs, as critical system locks may be held during this time.
- *
- * SDL_LockSurface() returns 0, or -1 if the surface couldn't be locked.
- *
- * \sa SDL_UnlockSurface()
- */
-extern DECLSPEC int SDLCALL SDL_LockSurface(SDL_Surface * surface);
-/** \sa SDL_LockSurface() */
-extern DECLSPEC void SDLCALL SDL_UnlockSurface(SDL_Surface * surface);
-
-/**
- * Load a surface from a seekable SDL data stream (memory or file).
- *
- * If \c freesrc is non-zero, the stream will be closed after being read.
- *
- * The new surface should be freed with SDL_FreeSurface().
- *
- * \return the new surface, or NULL if there was an error.
- */
-extern DECLSPEC SDL_Surface *SDLCALL SDL_LoadBMP_RW(SDL_RWops * src,
- int freesrc);
-
-/**
- * Load a surface from a file.
- *
- * Convenience macro.
- */
-#define SDL_LoadBMP(file) SDL_LoadBMP_RW(SDL_RWFromFile(file, "rb"), 1)
-
-/**
- * Save a surface to a seekable SDL data stream (memory or file).
- *
- * Surfaces with a 24-bit, 32-bit and paletted 8-bit format get saved in the
- * BMP directly. Other RGB formats with 8-bit or higher get converted to a
- * 24-bit surface or, if they have an alpha mask or a colorkey, to a 32-bit
- * surface before they are saved. YUV and paletted 1-bit and 4-bit formats are
- * not supported.
- *
- * If \c freedst is non-zero, the stream will be closed after being written.
- *
- * \return 0 if successful or -1 if there was an error.
- */
-extern DECLSPEC int SDLCALL SDL_SaveBMP_RW
- (SDL_Surface * surface, SDL_RWops * dst, int freedst);
-
-/**
- * Save a surface to a file.
- *
- * Convenience macro.
- */
-#define SDL_SaveBMP(surface, file) \
- SDL_SaveBMP_RW(surface, SDL_RWFromFile(file, "wb"), 1)
-
-/**
- * \brief Sets the RLE acceleration hint for a surface.
- *
- * \return 0 on success, or -1 if the surface is not valid
- *
- * \note If RLE is enabled, colorkey and alpha blending blits are much faster,
- * but the surface must be locked before directly accessing the pixels.
- */
-extern DECLSPEC int SDLCALL SDL_SetSurfaceRLE(SDL_Surface * surface,
- int flag);
-
-/**
- * \brief Sets the color key (transparent pixel) in a blittable surface.
- *
- * \param surface The surface to update
- * \param flag Non-zero to enable colorkey and 0 to disable colorkey
- * \param key The transparent pixel in the native surface format
- *
- * \return 0 on success, or -1 if the surface is not valid
- *
- * You can pass SDL_RLEACCEL to enable RLE accelerated blits.
- */
-extern DECLSPEC int SDLCALL SDL_SetColorKey(SDL_Surface * surface,
- int flag, Uint32 key);
-
-/**
- * \brief Gets the color key (transparent pixel) in a blittable surface.
- *
- * \param surface The surface to update
- * \param key A pointer filled in with the transparent pixel in the native
- * surface format
- *
- * \return 0 on success, or -1 if the surface is not valid or colorkey is not
- * enabled.
- */
-extern DECLSPEC int SDLCALL SDL_GetColorKey(SDL_Surface * surface,
- Uint32 * key);
-
-/**
- * \brief Set an additional color value used in blit operations.
- *
- * \param surface The surface to update.
- * \param r The red color value multiplied into blit operations.
- * \param g The green color value multiplied into blit operations.
- * \param b The blue color value multiplied into blit operations.
- *
- * \return 0 on success, or -1 if the surface is not valid.
- *
- * \sa SDL_GetSurfaceColorMod()
- */
-extern DECLSPEC int SDLCALL SDL_SetSurfaceColorMod(SDL_Surface * surface,
- Uint8 r, Uint8 g, Uint8 b);
-
-
-/**
- * \brief Get the additional color value used in blit operations.
- *
- * \param surface The surface to query.
- * \param r A pointer filled in with the current red color value.
- * \param g A pointer filled in with the current green color value.
- * \param b A pointer filled in with the current blue color value.
- *
- * \return 0 on success, or -1 if the surface is not valid.
- *
- * \sa SDL_SetSurfaceColorMod()
- */
-extern DECLSPEC int SDLCALL SDL_GetSurfaceColorMod(SDL_Surface * surface,
- Uint8 * r, Uint8 * g,
- Uint8 * b);
-
-/**
- * \brief Set an additional alpha value used in blit operations.
- *
- * \param surface The surface to update.
- * \param alpha The alpha value multiplied into blit operations.
- *
- * \return 0 on success, or -1 if the surface is not valid.
- *
- * \sa SDL_GetSurfaceAlphaMod()
- */
-extern DECLSPEC int SDLCALL SDL_SetSurfaceAlphaMod(SDL_Surface * surface,
- Uint8 alpha);
-
-/**
- * \brief Get the additional alpha value used in blit operations.
- *
- * \param surface The surface to query.
- * \param alpha A pointer filled in with the current alpha value.
- *
- * \return 0 on success, or -1 if the surface is not valid.
- *
- * \sa SDL_SetSurfaceAlphaMod()
- */
-extern DECLSPEC int SDLCALL SDL_GetSurfaceAlphaMod(SDL_Surface * surface,
- Uint8 * alpha);
-
-/**
- * \brief Set the blend mode used for blit operations.
- *
- * \param surface The surface to update.
- * \param blendMode ::SDL_BlendMode to use for blit blending.
- *
- * \return 0 on success, or -1 if the parameters are not valid.
- *
- * \sa SDL_GetSurfaceBlendMode()
- */
-extern DECLSPEC int SDLCALL SDL_SetSurfaceBlendMode(SDL_Surface * surface,
- SDL_BlendMode blendMode);
-
-/**
- * \brief Get the blend mode used for blit operations.
- *
- * \param surface The surface to query.
- * \param blendMode A pointer filled in with the current blend mode.
- *
- * \return 0 on success, or -1 if the surface is not valid.
- *
- * \sa SDL_SetSurfaceBlendMode()
- */
-extern DECLSPEC int SDLCALL SDL_GetSurfaceBlendMode(SDL_Surface * surface,
- SDL_BlendMode *blendMode);
-
-/**
- * Sets the clipping rectangle for the destination surface in a blit.
- *
- * If the clip rectangle is NULL, clipping will be disabled.
- *
- * If the clip rectangle doesn't intersect the surface, the function will
- * return SDL_FALSE and blits will be completely clipped. Otherwise the
- * function returns SDL_TRUE and blits to the surface will be clipped to
- * the intersection of the surface area and the clipping rectangle.
- *
- * Note that blits are automatically clipped to the edges of the source
- * and destination surfaces.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_SetClipRect(SDL_Surface * surface,
- const SDL_Rect * rect);
-
-/**
- * Gets the clipping rectangle for the destination surface in a blit.
- *
- * \c rect must be a pointer to a valid rectangle which will be filled
- * with the correct values.
- */
-extern DECLSPEC void SDLCALL SDL_GetClipRect(SDL_Surface * surface,
- SDL_Rect * rect);
-
-/*
- * Creates a new surface identical to the existing surface
- */
-extern DECLSPEC SDL_Surface *SDLCALL SDL_DuplicateSurface(SDL_Surface * surface);
-
-/**
- * Creates a new surface of the specified format, and then copies and maps
- * the given surface to it so the blit of the converted surface will be as
- * fast as possible. If this function fails, it returns NULL.
- *
- * The \c flags parameter is passed to SDL_CreateRGBSurface() and has those
- * semantics. You can also pass ::SDL_RLEACCEL in the flags parameter and
- * SDL will try to RLE accelerate colorkey and alpha blits in the resulting
- * surface.
- */
-extern DECLSPEC SDL_Surface *SDLCALL SDL_ConvertSurface
- (SDL_Surface * src, const SDL_PixelFormat * fmt, Uint32 flags);
-extern DECLSPEC SDL_Surface *SDLCALL SDL_ConvertSurfaceFormat
- (SDL_Surface * src, Uint32 pixel_format, Uint32 flags);
-
-/**
- * \brief Copy a block of pixels of one format to another format
- *
- * \return 0 on success, or -1 if there was an error
- */
-extern DECLSPEC int SDLCALL SDL_ConvertPixels(int width, int height,
- Uint32 src_format,
- const void * src, int src_pitch,
- Uint32 dst_format,
- void * dst, int dst_pitch);
-
-/**
- * Performs a fast fill of the given rectangle with \c color.
- *
- * If \c rect is NULL, the whole surface will be filled with \c color.
- *
- * The color should be a pixel of the format used by the surface, and
- * can be generated by the SDL_MapRGB() function.
- *
- * \return 0 on success, or -1 on error.
- */
-extern DECLSPEC int SDLCALL SDL_FillRect
- (SDL_Surface * dst, const SDL_Rect * rect, Uint32 color);
-extern DECLSPEC int SDLCALL SDL_FillRects
- (SDL_Surface * dst, const SDL_Rect * rects, int count, Uint32 color);
-
-/**
- * Performs a fast blit from the source surface to the destination surface.
- *
- * This assumes that the source and destination rectangles are
- * the same size. If either \c srcrect or \c dstrect are NULL, the entire
- * surface (\c src or \c dst) is copied. The final blit rectangles are saved
- * in \c srcrect and \c dstrect after all clipping is performed.
- *
- * \return If the blit is successful, it returns 0, otherwise it returns -1.
- *
- * The blit function should not be called on a locked surface.
- *
- * The blit semantics for surfaces with and without blending and colorkey
- * are defined as follows:
- * \verbatim
- RGBA->RGB:
- Source surface blend mode set to SDL_BLENDMODE_BLEND:
- alpha-blend (using the source alpha-channel and per-surface alpha)
- SDL_SRCCOLORKEY ignored.
- Source surface blend mode set to SDL_BLENDMODE_NONE:
- copy RGB.
- if SDL_SRCCOLORKEY set, only copy the pixels matching the
- RGB values of the source color key, ignoring alpha in the
- comparison.
-
- RGB->RGBA:
- Source surface blend mode set to SDL_BLENDMODE_BLEND:
- alpha-blend (using the source per-surface alpha)
- Source surface blend mode set to SDL_BLENDMODE_NONE:
- copy RGB, set destination alpha to source per-surface alpha value.
- both:
- if SDL_SRCCOLORKEY set, only copy the pixels matching the
- source color key.
-
- RGBA->RGBA:
- Source surface blend mode set to SDL_BLENDMODE_BLEND:
- alpha-blend (using the source alpha-channel and per-surface alpha)
- SDL_SRCCOLORKEY ignored.
- Source surface blend mode set to SDL_BLENDMODE_NONE:
- copy all of RGBA to the destination.
- if SDL_SRCCOLORKEY set, only copy the pixels matching the
- RGB values of the source color key, ignoring alpha in the
- comparison.
-
- RGB->RGB:
- Source surface blend mode set to SDL_BLENDMODE_BLEND:
- alpha-blend (using the source per-surface alpha)
- Source surface blend mode set to SDL_BLENDMODE_NONE:
- copy RGB.
- both:
- if SDL_SRCCOLORKEY set, only copy the pixels matching the
- source color key.
- \endverbatim
- *
- * You should call SDL_BlitSurface() unless you know exactly how SDL
- * blitting works internally and how to use the other blit functions.
- */
-#define SDL_BlitSurface SDL_UpperBlit
-
-/**
- * This is the public blit function, SDL_BlitSurface(), and it performs
- * rectangle validation and clipping before passing it to SDL_LowerBlit()
- */
-extern DECLSPEC int SDLCALL SDL_UpperBlit
- (SDL_Surface * src, const SDL_Rect * srcrect,
- SDL_Surface * dst, SDL_Rect * dstrect);
-
-/**
- * This is a semi-private blit function and it performs low-level surface
- * blitting only.
- */
-extern DECLSPEC int SDLCALL SDL_LowerBlit
- (SDL_Surface * src, SDL_Rect * srcrect,
- SDL_Surface * dst, SDL_Rect * dstrect);
-
-/**
- * \brief Perform a fast, low quality, stretch blit between two surfaces of the
- * same pixel format.
- *
- * \note This function uses a static buffer, and is not thread-safe.
- */
-extern DECLSPEC int SDLCALL SDL_SoftStretch(SDL_Surface * src,
- const SDL_Rect * srcrect,
- SDL_Surface * dst,
- const SDL_Rect * dstrect);
-
-#define SDL_BlitScaled SDL_UpperBlitScaled
-
-/**
- * This is the public scaled blit function, SDL_BlitScaled(), and it performs
- * rectangle validation and clipping before passing it to SDL_LowerBlitScaled()
- */
-extern DECLSPEC int SDLCALL SDL_UpperBlitScaled
- (SDL_Surface * src, const SDL_Rect * srcrect,
- SDL_Surface * dst, SDL_Rect * dstrect);
-
-/**
- * This is a semi-private blit function and it performs low-level surface
- * scaled blitting only.
- */
-extern DECLSPEC int SDLCALL SDL_LowerBlitScaled
- (SDL_Surface * src, SDL_Rect * srcrect,
- SDL_Surface * dst, SDL_Rect * dstrect);
-
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* SDL_surface_h_ */
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_system.h b/bsp/simulator/SDL2-2.0.7/include/SDL_system.h
deleted file mode 100644
index 53075c2c78..0000000000
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_system.h
+++ /dev/null
@@ -1,216 +0,0 @@
-/*
- Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
-
- 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__
-
-/**
- \brief Set a function that is called for every windows message, before TranslateMessage()
-*/
-typedef void (SDLCALL * SDL_WindowsMessageHook)(void *userdata, void *hWnd, unsigned int message, Uint64 wParam, Sint64 lParam);
-extern DECLSPEC void SDLCALL SDL_SetWindowsMessageHook(SDL_WindowsMessageHook callback, void *userdata);
-
-/**
- \brief 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 );
-
-typedef struct IDirect3DDevice9 IDirect3DDevice9;
-/**
- \brief 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.
- */
-extern DECLSPEC IDirect3DDevice9* SDLCALL SDL_RenderGetD3D9Device(SDL_Renderer * renderer);
-
-/**
- \brief Returns the DXGI Adapter and Output indices for the specified display index.
-
- These can be passed to EnumAdapters and EnumOutputs respectively to get the objects
- required to create a DX10 or DX11 device and swap chain.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_DXGIGetOutputInfo( int displayIndex, int *adapterIndex, int *outputIndex );
-
-#endif /* __WIN32__ */
-
-
-/* Platform specific functions for iOS */
-#if defined(__IPHONEOS__) && __IPHONEOS__
-
-#define SDL_iOSSetAnimationCallback(window, interval, callback, callbackParam) SDL_iPhoneSetAnimationCallback(window, interval, callback, callbackParam)
-extern DECLSPEC int SDLCALL SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam);
-
-#define SDL_iOSSetEventPump(enabled) SDL_iPhoneSetEventPump(enabled)
-extern DECLSPEC void SDLCALL SDL_iPhoneSetEventPump(SDL_bool enabled);
-
-#endif /* __IPHONEOS__ */
-
-
-/* Platform specific functions for Android */
-#if defined(__ANDROID__) && __ANDROID__
-
-/**
- \brief 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(void);
-
-/**
- \brief 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(void);
-
-/**
- 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
-
-/**
- \brief 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(void);
-
-/**
- \brief 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(void);
-
-/**
- \brief 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(void);
-
-#endif /* __ANDROID__ */
-
-/* Platform specific functions for WinRT */
-#if defined(__WINRT__) && __WINRT__
-
-/**
- * \brief WinRT / Windows Phone path types
- */
-typedef enum
-{
- /** \brief The installed app's root directory.
- Files here are likely to be read-only. */
- SDL_WINRT_PATH_INSTALLED_LOCATION,
-
- /** \brief The app's local data store. Files may be written here */
- SDL_WINRT_PATH_LOCAL_FOLDER,
-
- /** \brief The app's roaming data store. Unsupported on Windows Phone.
- Files written here may be copied to other machines via a network
- connection.
- */
- SDL_WINRT_PATH_ROAMING_FOLDER,
-
- /** \brief The app's temporary data store. Unsupported on Windows Phone.
- Files written here may be deleted at any time. */
- SDL_WINRT_PATH_TEMP_FOLDER
-} SDL_WinRT_Path;
-
-
-/**
- * \brief Retrieves a WinRT defined path on the local file system
- *
- * \note Documentation on most app-specific path types on WinRT
- * can be found on MSDN, at the URL:
- * http://msdn.microsoft.com/en-us/library/windows/apps/hh464917.aspx
- *
- * \param pathType The type of path to retrieve.
- * \return A UCS-2 string (16-bit, wide-char) containing the path, or NULL
- * if the path is not available for any reason. Not all paths are
- * available on all versions of Windows. This is especially true on
- * Windows Phone. Check the documentation for the given
- * SDL_WinRT_Path for more information on which path types are
- * supported where.
- */
-extern DECLSPEC const wchar_t * SDLCALL SDL_WinRTGetFSPathUNICODE(SDL_WinRT_Path pathType);
-
-/**
- * \brief Retrieves a WinRT defined path on the local file system
- *
- * \note Documentation on most app-specific path types on WinRT
- * can be found on MSDN, at the URL:
- * http://msdn.microsoft.com/en-us/library/windows/apps/hh464917.aspx
- *
- * \param pathType The type of path to retrieve.
- * \return A UTF-8 string (8-bit, multi-byte) containing the path, or NULL
- * if the path is not available for any reason. Not all paths are
- * available on all versions of Windows. This is especially true on
- * Windows Phone. Check the documentation for the given
- * SDL_WinRT_Path for more information on which path types are
- * supported where.
- */
-extern DECLSPEC const char * SDLCALL SDL_WinRTGetFSPathUTF8(SDL_WinRT_Path pathType);
-
-#endif /* __WINRT__ */
-
-/* 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: */
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_thread.h b/bsp/simulator/SDL2-2.0.7/include/SDL_thread.h
deleted file mode 100644
index 204cfe12aa..0000000000
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_thread.h
+++ /dev/null
@@ -1,308 +0,0 @@
-/*
- Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
-
- 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_thread_h_
-#define SDL_thread_h_
-
-/**
- * \file SDL_thread.h
- *
- * Header for the SDL thread management routines.
- */
-
-#include "SDL_stdinc.h"
-#include "SDL_error.h"
-
-/* Thread synchronization primitives */
-#include "SDL_atomic.h"
-#include "SDL_mutex.h"
-
-#include "begin_code.h"
-/* Set up for C function definitions, even when using C++ */
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-/* The SDL thread structure, defined in SDL_thread.c */
-struct SDL_Thread;
-typedef struct SDL_Thread SDL_Thread;
-
-/* The SDL thread ID */
-typedef unsigned long SDL_threadID;
-
-/* Thread local storage ID, 0 is the invalid ID */
-typedef unsigned int SDL_TLSID;
-
-/**
- * The SDL thread priority.
- *
- * \note On many systems you require special privileges to set high priority.
- */
-typedef enum {
- SDL_THREAD_PRIORITY_LOW,
- SDL_THREAD_PRIORITY_NORMAL,
- SDL_THREAD_PRIORITY_HIGH
-} SDL_ThreadPriority;
-
-/**
- * The function passed to SDL_CreateThread().
- * It is passed a void* user context parameter and returns an int.
- */
-typedef int (SDLCALL * SDL_ThreadFunction) (void *data);
-
-#if defined(__WIN32__) && !defined(HAVE_LIBC)
-/**
- * \file SDL_thread.h
- *
- * We compile SDL into a DLL. This means, that it's the DLL which
- * creates a new thread for the calling process with the SDL_CreateThread()
- * API. There is a problem with this, that only the RTL of the SDL2.DLL will
- * be initialized for those threads, and not the RTL of the calling
- * application!
- *
- * To solve this, we make a little hack here.
- *
- * We'll always use the caller's _beginthread() and _endthread() APIs to
- * start a new thread. This way, if it's the SDL2.DLL which uses this API,
- * then the RTL of SDL2.DLL will be used to create the new thread, and if it's
- * the application, then the RTL of the application will be used.
- *
- * So, in short:
- * Always use the _beginthread() and _endthread() of the calling runtime
- * library!
- */
-#define SDL_PASSED_BEGINTHREAD_ENDTHREAD
-#include <process.h> /* _beginthreadex() and _endthreadex() */
-
-typedef uintptr_t(__cdecl * pfnSDL_CurrentBeginThread)
- (void *, unsigned, unsigned (__stdcall *func)(void *),
- void * /*arg*/, unsigned, unsigned * /* threadID */);
-typedef void (__cdecl * pfnSDL_CurrentEndThread) (unsigned code);
-
-/**
- * Create a thread.
- */
-extern DECLSPEC SDL_Thread *SDLCALL
-SDL_CreateThread(SDL_ThreadFunction fn, const char *name, void *data,
- pfnSDL_CurrentBeginThread pfnBeginThread,
- pfnSDL_CurrentEndThread pfnEndThread);
-
-/**
- * Create a thread.
- */
-#if defined(SDL_CreateThread) && SDL_DYNAMIC_API
-#undef SDL_CreateThread
-#define SDL_CreateThread(fn, name, data) SDL_CreateThread_REAL(fn, name, data, (pfnSDL_CurrentBeginThread)_beginthreadex, (pfnSDL_CurrentEndThread)_endthreadex)
-#else
-#define SDL_CreateThread(fn, name, data) SDL_CreateThread(fn, name, data, (pfnSDL_CurrentBeginThread)_beginthreadex, (pfnSDL_CurrentEndThread)_endthreadex)
-#endif
-
-#elif defined(__OS2__)
-/*
- * just like the windows case above: We compile SDL2
- * into a dll with Watcom's runtime statically linked.
- */
-#define SDL_PASSED_BEGINTHREAD_ENDTHREAD
-#ifndef __EMX__
-#include <process.h>
-#else
-#include <stdlib.h>
-#endif
-typedef int (*pfnSDL_CurrentBeginThread)(void (*func)(void *), void *, unsigned, void * /*arg*/);
-typedef void (*pfnSDL_CurrentEndThread)(void);
-extern DECLSPEC SDL_Thread *SDLCALL
-SDL_CreateThread(SDL_ThreadFunction fn, const char *name, void *data,
- pfnSDL_CurrentBeginThread pfnBeginThread,
- pfnSDL_CurrentEndThread pfnEndThread);
-#if defined(SDL_CreateThread) && SDL_DYNAMIC_API
-#undef SDL_CreateThread
-#define SDL_CreateThread(fn, name, data) SDL_CreateThread_REAL(fn, name, data, (pfnSDL_CurrentBeginThread)_beginthread, (pfnSDL_CurrentEndThread)_endthread)
-#else
-#define SDL_CreateThread(fn, name, data) SDL_CreateThread(fn, name, data, (pfnSDL_CurrentBeginThread)_beginthread, (pfnSDL_CurrentEndThread)_endthread)
-#endif
-
-#else
-
-/**
- * Create a thread.
- *
- * Thread naming is a little complicated: Most systems have very small
- * limits for the string length (Haiku has 32 bytes, Linux currently has 16,
- * Visual C++ 6.0 has nine!), and possibly other arbitrary rules. You'll
- * have to see what happens with your system's debugger. The name should be
- * UTF-8 (but using the naming limits of C identifiers is a better bet).
- * There are no requirements for thread naming conventions, so long as the
- * string is null-terminated UTF-8, but these guidelines are helpful in
- * choosing a name:
- *
- * http://stackoverflow.com/questions/149932/naming-conventions-for-threads
- *
- * If a system imposes requirements, SDL will try to munge the string for
- * it (truncate, etc), but the original string contents will be available
- * from SDL_GetThreadName().
- */
-extern DECLSPEC SDL_Thread *SDLCALL
-SDL_CreateThread(SDL_ThreadFunction fn, const char *name, void *data);
-
-#endif
-
-/**
- * Get the thread name, as it was specified in SDL_CreateThread().
- * This function returns a pointer to a UTF-8 string that names the
- * specified thread, or NULL if it doesn't have a name. This is internal
- * memory, not to be free()'d by the caller, and remains valid until the
- * specified thread is cleaned up by SDL_WaitThread().
- */
-extern DECLSPEC const char *SDLCALL SDL_GetThreadName(SDL_Thread *thread);
-
-/**
- * Get the thread identifier for the current thread.
- */
-extern DECLSPEC SDL_threadID SDLCALL SDL_ThreadID(void);
-
-/**
- * Get the thread identifier for the specified thread.
- *
- * Equivalent to SDL_ThreadID() if the specified thread is NULL.
- */
-extern DECLSPEC SDL_threadID SDLCALL SDL_GetThreadID(SDL_Thread * thread);
-
-/**
- * Set the priority for the current thread
- */
-extern DECLSPEC int SDLCALL SDL_SetThreadPriority(SDL_ThreadPriority priority);
-
-/**
- * Wait for a thread to finish. Threads that haven't been detached will
- * remain (as a "zombie") until this function cleans them up. Not doing so
- * is a resource leak.
- *
- * Once a thread has been cleaned up through this function, the SDL_Thread
- * that references it becomes invalid and should not be referenced again.
- * As such, only one thread may call SDL_WaitThread() on another.
- *
- * The return code for the thread function is placed in the area
- * pointed to by \c status, if \c status is not NULL.
- *
- * You may not wait on a thread that has been used in a call to
- * SDL_DetachThread(). Use either that function or this one, but not
- * both, or behavior is undefined.
- *
- * It is safe to pass NULL to this function; it is a no-op.
- */
-extern DECLSPEC void SDLCALL SDL_WaitThread(SDL_Thread * thread, int *status);
-
-/**
- * A thread may be "detached" to signify that it should not remain until
- * another thread has called SDL_WaitThread() on it. Detaching a thread
- * is useful for long-running threads that nothing needs to synchronize
- * with or further manage. When a detached thread is done, it simply
- * goes away.
- *
- * There is no way to recover the return code of a detached thread. If you
- * need this, don't detach the thread and instead use SDL_WaitThread().
- *
- * Once a thread is detached, you should usually assume the SDL_Thread isn't
- * safe to reference again, as it will become invalid immediately upon
- * the detached thread's exit, instead of remaining until someone has called
- * SDL_WaitThread() to finally clean it up. As such, don't detach the same
- * thread more than once.
- *
- * If a thread has already exited when passed to SDL_DetachThread(), it will
- * stop waiting for a call to SDL_WaitThread() and clean up immediately.
- * It is not safe to detach a thread that might be used with SDL_WaitThread().
- *
- * You may not call SDL_WaitThread() on a thread that has been detached.
- * Use either that function or this one, but not both, or behavior is
- * undefined.
- *
- * It is safe to pass NULL to this function; it is a no-op.
- */
-extern DECLSPEC void SDLCALL SDL_DetachThread(SDL_Thread * thread);
-
-/**
- * \brief Create an identifier that is globally visible to all threads but refers to data that is thread-specific.
- *
- * \return The newly created thread local storage identifier, or 0 on error
- *
- * \code
- * static SDL_SpinLock tls_lock;
- * static SDL_TLSID thread_local_storage;
- *
- * void SetMyThreadData(void *value)
- * {
- * if (!thread_local_storage) {
- * SDL_AtomicLock(&tls_lock);
- * if (!thread_local_storage) {
- * thread_local_storage = SDL_TLSCreate();
- * }
- * SDL_AtomicUnlock(&tls_lock);
- * }
- * SDL_TLSSet(thread_local_storage, value, 0);
- * }
- *
- * void *GetMyThreadData(void)
- * {
- * return SDL_TLSGet(thread_local_storage);
- * }
- * \endcode
- *
- * \sa SDL_TLSGet()
- * \sa SDL_TLSSet()
- */
-extern DECLSPEC SDL_TLSID SDLCALL SDL_TLSCreate(void);
-
-/**
- * \brief Get the value associated with a thread local storage ID for the current thread.
- *
- * \param id The thread local storage ID
- *
- * \return The value associated with the ID for the current thread, or NULL if no value has been set.
- *
- * \sa SDL_TLSCreate()
- * \sa SDL_TLSSet()
- */
-extern DECLSPEC void * SDLCALL SDL_TLSGet(SDL_TLSID id);
-
-/**
- * \brief Set the value associated with a thread local storage ID for the current thread.
- *
- * \param id The thread local storage ID
- * \param value The value to associate with the ID for the current thread
- * \param destructor A function called when the thread exits, to free the value.
- *
- * \return 0 on success, -1 on error
- *
- * \sa SDL_TLSCreate()
- * \sa SDL_TLSGet()
- */
-extern DECLSPEC int SDLCALL SDL_TLSSet(SDL_TLSID id, const void *value, void (SDLCALL *destructor)(void*));
-
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* SDL_thread_h_ */
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_timer.h b/bsp/simulator/SDL2-2.0.7/include/SDL_timer.h
deleted file mode 100644
index 282625d3f0..0000000000
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_timer.h
+++ /dev/null
@@ -1,115 +0,0 @@
-/*
- Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
-
- 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_timer_h_
-#define SDL_timer_h_
-
-/**
- * \file SDL_timer.h
- *
- * Header for the SDL time management routines.
- */
-
-#include "SDL_stdinc.h"
-#include "SDL_error.h"
-
-#include "begin_code.h"
-/* Set up for C function definitions, even when using C++ */
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-/**
- * \brief Get the number of milliseconds since the SDL library initialization.
- *
- * \note This value wraps if the program runs for more than ~49 days.
- */
-extern DECLSPEC Uint32 SDLCALL SDL_GetTicks(void);
-
-/**
- * \brief Compare SDL ticks values, and return true if A has passed B
- *
- * e.g. if you want to wait 100 ms, you could do this:
- * Uint32 timeout = SDL_GetTicks() + 100;
- * while (!SDL_TICKS_PASSED(SDL_GetTicks(), timeout)) {
- * ... do work until timeout has elapsed
- * }
- */
-#define SDL_TICKS_PASSED(A, B) ((Sint32)((B) - (A)) <= 0)
-
-/**
- * \brief Get the current value of the high resolution counter
- */
-extern DECLSPEC Uint64 SDLCALL SDL_GetPerformanceCounter(void);
-
-/**
- * \brief Get the count per second of the high resolution counter
- */
-extern DECLSPEC Uint64 SDLCALL SDL_GetPerformanceFrequency(void);
-
-/**
- * \brief Wait a specified number of milliseconds before returning.
- */
-extern DECLSPEC void SDLCALL SDL_Delay(Uint32 ms);
-
-/**
- * Function prototype for the timer callback function.
- *
- * The callback function is passed the current timer interval and returns
- * the next timer interval. If the returned value is the same as the one
- * passed in, the periodic alarm continues, otherwise a new alarm is
- * scheduled. If the callback returns 0, the periodic alarm is cancelled.
- */
-typedef Uint32 (SDLCALL * SDL_TimerCallback) (Uint32 interval, void *param);
-
-/**
- * Definition of the timer ID type.
- */
-typedef int SDL_TimerID;
-
-/**
- * \brief Add a new timer to the pool of timers already running.
- *
- * \return A timer ID, or 0 when an error occurs.
- */
-extern DECLSPEC SDL_TimerID SDLCALL SDL_AddTimer(Uint32 interval,
- SDL_TimerCallback callback,
- void *param);
-
-/**
- * \brief Remove a timer knowing its ID.
- *
- * \return A boolean value indicating success or failure.
- *
- * \warning It is not safe to remove a timer multiple times.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_RemoveTimer(SDL_TimerID id);
-
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* SDL_timer_h_ */
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_touch.h b/bsp/simulator/SDL2-2.0.7/include/SDL_touch.h
deleted file mode 100644
index db9e25ebdc..0000000000
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_touch.h
+++ /dev/null
@@ -1,86 +0,0 @@
-/*
- Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
-
- 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_touch.h
- *
- * Include file for SDL touch event handling.
- */
-
-#ifndef SDL_touch_h_
-#define SDL_touch_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 Sint64 SDL_TouchID;
-typedef Sint64 SDL_FingerID;
-
-typedef struct SDL_Finger
-{
- SDL_FingerID id;
- float x;
- float y;
- float pressure;
-} SDL_Finger;
-
-/* Used as the device ID for mouse events simulated with touch input */
-#define SDL_TOUCH_MOUSEID ((Uint32)-1)
-
-
-/* Function prototypes */
-
-/**
- * \brief Get the number of registered touch devices.
- */
-extern DECLSPEC int SDLCALL SDL_GetNumTouchDevices(void);
-
-/**
- * \brief Get the touch ID with the given index, or 0 if the index is invalid.
- */
-extern DECLSPEC SDL_TouchID SDLCALL SDL_GetTouchDevice(int index);
-
-/**
- * \brief Get the number of active fingers for a given touch device.
- */
-extern DECLSPEC int SDLCALL SDL_GetNumTouchFingers(SDL_TouchID touchID);
-
-/**
- * \brief Get the finger object of the given touch, with the given index.
- */
-extern DECLSPEC SDL_Finger * SDLCALL SDL_GetTouchFinger(SDL_TouchID touchID, int index);
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* SDL_touch_h_ */
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_version.h b/bsp/simulator/SDL2-2.0.7/include/SDL_version.h
deleted file mode 100644
index 5b4c402486..0000000000
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_version.h
+++ /dev/null
@@ -1,162 +0,0 @@
-/*
- Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
-
- 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_version.h
- *
- * This header defines the current SDL version.
- */
-
-#ifndef SDL_version_h_
-#define SDL_version_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 Information the version of SDL in use.
- *
- * Represents the library's version as three levels: major revision
- * (increments with massive changes, additions, and enhancements),
- * minor revision (increments with backwards-compatible changes to the
- * major revision), and patchlevel (increments with fixes to the minor
- * revision).
- *
- * \sa SDL_VERSION
- * \sa SDL_GetVersion
- */
-typedef struct SDL_version
-{
- Uint8 major; /**< major version */
- Uint8 minor; /**< minor version */
- Uint8 patch; /**< update version */
-} SDL_version;
-
-/* Printable format: "%d.%d.%d", MAJOR, MINOR, PATCHLEVEL
-*/
-#define SDL_MAJOR_VERSION 2
-#define SDL_MINOR_VERSION 0
-#define SDL_PATCHLEVEL 7
-
-/**
- * \brief Macro to determine SDL version program was compiled against.
- *
- * This macro fills in a SDL_version structure with the version of the
- * library you compiled against. This is determined by what header the
- * compiler uses. Note that if you dynamically linked the library, you might
- * have a slightly newer or older version at runtime. That version can be
- * determined with SDL_GetVersion(), which, unlike SDL_VERSION(),
- * is not a macro.
- *
- * \param x A pointer to a SDL_version struct to initialize.
- *
- * \sa SDL_version
- * \sa SDL_GetVersion
- */
-#define SDL_VERSION(x) \
-{ \
- (x)->major = SDL_MAJOR_VERSION; \
- (x)->minor = SDL_MINOR_VERSION; \
- (x)->patch = SDL_PATCHLEVEL; \
-}
-
-/**
- * This macro turns the version numbers into a numeric value:
- * \verbatim
- (1,2,3) -> (1203)
- \endverbatim
- *
- * This assumes that there will never be more than 100 patchlevels.
- */
-#define SDL_VERSIONNUM(X, Y, Z) \
- ((X)*1000 + (Y)*100 + (Z))
-
-/**
- * This is the version number macro for the current SDL version.
- */
-#define SDL_COMPILEDVERSION \
- SDL_VERSIONNUM(SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_PATCHLEVEL)
-
-/**
- * This macro will evaluate to true if compiled with SDL at least X.Y.Z.
- */
-#define SDL_VERSION_ATLEAST(X, Y, Z) \
- (SDL_COMPILEDVERSION >= SDL_VERSIONNUM(X, Y, Z))
-
-/**
- * \brief Get the version of SDL that is linked against your program.
- *
- * If you are linking to SDL dynamically, then it is possible that the
- * current version will be different than the version you compiled against.
- * This function returns the current version, while SDL_VERSION() is a
- * macro that tells you what version you compiled with.
- *
- * \code
- * SDL_version compiled;
- * SDL_version linked;
- *
- * SDL_VERSION(&compiled);
- * SDL_GetVersion(&linked);
- * printf("We compiled against SDL version %d.%d.%d ...\n",
- * compiled.major, compiled.minor, compiled.patch);
- * printf("But we linked against SDL version %d.%d.%d.\n",
- * linked.major, linked.minor, linked.patch);
- * \endcode
- *
- * This function may be called safely at any time, even before SDL_Init().
- *
- * \sa SDL_VERSION
- */
-extern DECLSPEC void SDLCALL SDL_GetVersion(SDL_version * ver);
-
-/**
- * \brief Get the code revision of SDL that is linked against your program.
- *
- * Returns an arbitrary string (a hash value) uniquely identifying the
- * exact revision of the SDL library in use, and is only useful in comparing
- * against other revisions. It is NOT an incrementing number.
- */
-extern DECLSPEC const char *SDLCALL SDL_GetRevision(void);
-
-/**
- * \brief Get the revision number of SDL that is linked against your program.
- *
- * Returns a number uniquely identifying the exact revision of the SDL
- * library in use. It is an incrementing number based on commits to
- * hg.libsdl.org.
- */
-extern DECLSPEC int SDLCALL SDL_GetRevisionNumber(void);
-
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* SDL_version_h_ */
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_video.h b/bsp/simulator/SDL2-2.0.7/include/SDL_video.h
deleted file mode 100644
index 6f6cda8b18..0000000000
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_video.h
+++ /dev/null
@@ -1,1247 +0,0 @@
-/*
- Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
-
- 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_video.h
- *
- * Header file for SDL video functions.
- */
-
-#ifndef SDL_video_h_
-#define SDL_video_h_
-
-#include "SDL_stdinc.h"
-#include "SDL_pixels.h"
-#include "SDL_rect.h"
-#include "SDL_surface.h"
-
-#include "begin_code.h"
-/* Set up for C function definitions, even when using C++ */
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-/**
- * \brief The structure that defines a display mode
- *
- * \sa SDL_GetNumDisplayModes()
- * \sa SDL_GetDisplayMode()
- * \sa SDL_GetDesktopDisplayMode()
- * \sa SDL_GetCurrentDisplayMode()
- * \sa SDL_GetClosestDisplayMode()
- * \sa SDL_SetWindowDisplayMode()
- * \sa SDL_GetWindowDisplayMode()
- */
-typedef struct
-{
- Uint32 format; /**< pixel format */
- int w; /**< width, in screen coordinates */
- int h; /**< height, in screen coordinates */
- int refresh_rate; /**< refresh rate (or zero for unspecified) */
- void *driverdata; /**< driver-specific data, initialize to 0 */
-} SDL_DisplayMode;
-
-/**
- * \brief The type used to identify a window
- *
- * \sa SDL_CreateWindow()
- * \sa SDL_CreateWindowFrom()
- * \sa SDL_DestroyWindow()
- * \sa SDL_GetWindowData()
- * \sa SDL_GetWindowFlags()
- * \sa SDL_GetWindowGrab()
- * \sa SDL_GetWindowPosition()
- * \sa SDL_GetWindowSize()
- * \sa SDL_GetWindowTitle()
- * \sa SDL_HideWindow()
- * \sa SDL_MaximizeWindow()
- * \sa SDL_MinimizeWindow()
- * \sa SDL_RaiseWindow()
- * \sa SDL_RestoreWindow()
- * \sa SDL_SetWindowData()
- * \sa SDL_SetWindowFullscreen()
- * \sa SDL_SetWindowGrab()
- * \sa SDL_SetWindowIcon()
- * \sa SDL_SetWindowPosition()
- * \sa SDL_SetWindowSize()
- * \sa SDL_SetWindowBordered()
- * \sa SDL_SetWindowResizable()
- * \sa SDL_SetWindowTitle()
- * \sa SDL_ShowWindow()
- */
-typedef struct SDL_Window SDL_Window;
-
-/**
- * \brief The flags on a window
- *
- * \sa SDL_GetWindowFlags()
- */
-typedef enum
-{
- /* !!! FIXME: change this to name = (1<<x). */
- SDL_WINDOW_FULLSCREEN = 0x00000001, /**< fullscreen window */
- SDL_WINDOW_OPENGL = 0x00000002, /**< window usable with OpenGL context */
- SDL_WINDOW_SHOWN = 0x00000004, /**< window is visible */
- SDL_WINDOW_HIDDEN = 0x00000008, /**< window is not visible */
- SDL_WINDOW_BORDERLESS = 0x00000010, /**< no window decoration */
- SDL_WINDOW_RESIZABLE = 0x00000020, /**< window can be resized */
- SDL_WINDOW_MINIMIZED = 0x00000040, /**< window is minimized */
- SDL_WINDOW_MAXIMIZED = 0x00000080, /**< window is maximized */
- SDL_WINDOW_INPUT_GRABBED = 0x00000100, /**< window has grabbed input focus */
- SDL_WINDOW_INPUT_FOCUS = 0x00000200, /**< window has input focus */
- SDL_WINDOW_MOUSE_FOCUS = 0x00000400, /**< window has mouse focus */
- SDL_WINDOW_FULLSCREEN_DESKTOP = ( SDL_WINDOW_FULLSCREEN | 0x00001000 ),
- SDL_WINDOW_FOREIGN = 0x00000800, /**< window not created by SDL */
- SDL_WINDOW_ALLOW_HIGHDPI = 0x00002000, /**< window should be created in high-DPI mode if supported */
- SDL_WINDOW_MOUSE_CAPTURE = 0x00004000, /**< window has mouse captured (unrelated to INPUT_GRABBED) */
- SDL_WINDOW_ALWAYS_ON_TOP = 0x00008000, /**< window should always be above others */
- SDL_WINDOW_SKIP_TASKBAR = 0x00010000, /**< window should not be added to the taskbar */
- SDL_WINDOW_UTILITY = 0x00020000, /**< window should be treated as a utility window */
- SDL_WINDOW_TOOLTIP = 0x00040000, /**< window should be treated as a tooltip */
- SDL_WINDOW_POPUP_MENU = 0x00080000, /**< window should be treated as a popup menu */
- SDL_WINDOW_VULKAN = 0x10000000 /**< window usable for Vulkan surface */
-} SDL_WindowFlags;
-
-/**
- * \brief Used to indicate that you don't care what the window position is.
- */
-#define SDL_WINDOWPOS_UNDEFINED_MASK 0x1FFF0000u
-#define SDL_WINDOWPOS_UNDEFINED_DISPLAY(X) (SDL_WINDOWPOS_UNDEFINED_MASK|(X))
-#define SDL_WINDOWPOS_UNDEFINED SDL_WINDOWPOS_UNDEFINED_DISPLAY(0)
-#define SDL_WINDOWPOS_ISUNDEFINED(X) \
- (((X)&0xFFFF0000) == SDL_WINDOWPOS_UNDEFINED_MASK)
-
-/**
- * \brief Used to indicate that the window position should be centered.
- */
-#define SDL_WINDOWPOS_CENTERED_MASK 0x2FFF0000u
-#define SDL_WINDOWPOS_CENTERED_DISPLAY(X) (SDL_WINDOWPOS_CENTERED_MASK|(X))
-#define SDL_WINDOWPOS_CENTERED SDL_WINDOWPOS_CENTERED_DISPLAY(0)
-#define SDL_WINDOWPOS_ISCENTERED(X) \
- (((X)&0xFFFF0000) == SDL_WINDOWPOS_CENTERED_MASK)
-
-/**
- * \brief Event subtype for window events
- */
-typedef enum
-{
- SDL_WINDOWEVENT_NONE, /**< Never used */
- SDL_WINDOWEVENT_SHOWN, /**< Window has been shown */
- SDL_WINDOWEVENT_HIDDEN, /**< Window has been hidden */
- SDL_WINDOWEVENT_EXPOSED, /**< Window has been exposed and should be
- redrawn */
- SDL_WINDOWEVENT_MOVED, /**< Window has been moved to data1, data2
- */
- SDL_WINDOWEVENT_RESIZED, /**< Window has been resized to data1xdata2 */
- SDL_WINDOWEVENT_SIZE_CHANGED, /**< The window size has changed, either as
- a result of an API call or through the
- system or user changing the window size. */
- SDL_WINDOWEVENT_MINIMIZED, /**< Window has been minimized */
- SDL_WINDOWEVENT_MAXIMIZED, /**< Window has been maximized */
- SDL_WINDOWEVENT_RESTORED, /**< Window has been restored to normal size
- and position */
- SDL_WINDOWEVENT_ENTER, /**< Window has gained mouse focus */
- SDL_WINDOWEVENT_LEAVE, /**< Window has lost mouse focus */
- SDL_WINDOWEVENT_FOCUS_GAINED, /**< Window has gained keyboard focus */
- SDL_WINDOWEVENT_FOCUS_LOST, /**< Window has lost keyboard focus */
- SDL_WINDOWEVENT_CLOSE, /**< The window manager requests that the window be closed */
- SDL_WINDOWEVENT_TAKE_FOCUS, /**< Window is being offered a focus (should SetWindowInputFocus() on itself or a subwindow, or ignore) */
- SDL_WINDOWEVENT_HIT_TEST /**< Window had a hit test that wasn't SDL_HITTEST_NORMAL. */
-} SDL_WindowEventID;
-
-/**
- * \brief An opaque handle to an OpenGL context.
- */
-typedef void *SDL_GLContext;
-
-/**
- * \brief OpenGL configuration attributes
- */
-typedef enum
-{
- SDL_GL_RED_SIZE,
- SDL_GL_GREEN_SIZE,
- SDL_GL_BLUE_SIZE,
- SDL_GL_ALPHA_SIZE,
- SDL_GL_BUFFER_SIZE,
- SDL_GL_DOUBLEBUFFER,
- SDL_GL_DEPTH_SIZE,
- SDL_GL_STENCIL_SIZE,
- SDL_GL_ACCUM_RED_SIZE,
- SDL_GL_ACCUM_GREEN_SIZE,
- SDL_GL_ACCUM_BLUE_SIZE,
- SDL_GL_ACCUM_ALPHA_SIZE,
- SDL_GL_STEREO,
- SDL_GL_MULTISAMPLEBUFFERS,
- SDL_GL_MULTISAMPLESAMPLES,
- SDL_GL_ACCELERATED_VISUAL,
- SDL_GL_RETAINED_BACKING,
- SDL_GL_CONTEXT_MAJOR_VERSION,
- SDL_GL_CONTEXT_MINOR_VERSION,
- SDL_GL_CONTEXT_EGL,
- SDL_GL_CONTEXT_FLAGS,
- SDL_GL_CONTEXT_PROFILE_MASK,
- SDL_GL_SHARE_WITH_CURRENT_CONTEXT,
- SDL_GL_FRAMEBUFFER_SRGB_CAPABLE,
- SDL_GL_CONTEXT_RELEASE_BEHAVIOR,
- SDL_GL_CONTEXT_RESET_NOTIFICATION,
- SDL_GL_CONTEXT_NO_ERROR
-} SDL_GLattr;
-
-typedef enum
-{
- SDL_GL_CONTEXT_PROFILE_CORE = 0x0001,
- SDL_GL_CONTEXT_PROFILE_COMPATIBILITY = 0x0002,
- SDL_GL_CONTEXT_PROFILE_ES = 0x0004 /**< GLX_CONTEXT_ES2_PROFILE_BIT_EXT */
-} SDL_GLprofile;
-
-typedef enum
-{
- SDL_GL_CONTEXT_DEBUG_FLAG = 0x0001,
- SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG = 0x0002,
- SDL_GL_CONTEXT_ROBUST_ACCESS_FLAG = 0x0004,
- SDL_GL_CONTEXT_RESET_ISOLATION_FLAG = 0x0008
-} SDL_GLcontextFlag;
-
-typedef enum
-{
- SDL_GL_CONTEXT_RELEASE_BEHAVIOR_NONE = 0x0000,
- SDL_GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH = 0x0001
-} SDL_GLcontextReleaseFlag;
-
-typedef enum
-{
- SDL_GL_CONTEXT_RESET_NO_NOTIFICATION = 0x0000,
- SDL_GL_CONTEXT_RESET_LOSE_CONTEXT = 0x0001
-} SDL_GLContextResetNotification;
-
-/* Function prototypes */
-
-/**
- * \brief Get the number of video drivers compiled into SDL
- *
- * \sa SDL_GetVideoDriver()
- */
-extern DECLSPEC int SDLCALL SDL_GetNumVideoDrivers(void);
-
-/**
- * \brief Get the name of a built in video driver.
- *
- * \note The video drivers are presented in the order in which they are
- * normally checked during initialization.
- *
- * \sa SDL_GetNumVideoDrivers()
- */
-extern DECLSPEC const char *SDLCALL SDL_GetVideoDriver(int index);
-
-/**
- * \brief Initialize the video subsystem, optionally specifying a video driver.
- *
- * \param driver_name Initialize a specific driver by name, or NULL for the
- * default video driver.
- *
- * \return 0 on success, -1 on error
- *
- * This function initializes the video subsystem; setting up a connection
- * to the window manager, etc, and determines the available display modes
- * and pixel formats, but does not initialize a window or graphics mode.
- *
- * \sa SDL_VideoQuit()
- */
-extern DECLSPEC int SDLCALL SDL_VideoInit(const char *driver_name);
-
-/**
- * \brief Shuts down the video subsystem.
- *
- * This function closes all windows, and restores the original video mode.
- *
- * \sa SDL_VideoInit()
- */
-extern DECLSPEC void SDLCALL SDL_VideoQuit(void);
-
-/**
- * \brief Returns the name of the currently initialized video driver.
- *
- * \return The name of the current video driver or NULL if no driver
- * has been initialized
- *
- * \sa SDL_GetNumVideoDrivers()
- * \sa SDL_GetVideoDriver()
- */
-extern DECLSPEC const char *SDLCALL SDL_GetCurrentVideoDriver(void);
-
-/**
- * \brief Returns the number of available video displays.
- *
- * \sa SDL_GetDisplayBounds()
- */
-extern DECLSPEC int SDLCALL SDL_GetNumVideoDisplays(void);
-
-/**
- * \brief Get the name of a display in UTF-8 encoding
- *
- * \return The name of a display, or NULL for an invalid display index.
- *
- * \sa SDL_GetNumVideoDisplays()
- */
-extern DECLSPEC const char * SDLCALL SDL_GetDisplayName(int displayIndex);
-
-/**
- * \brief Get the desktop area represented by a display, with the primary
- * display located at 0,0
- *
- * \return 0 on success, or -1 if the index is out of range.
- *
- * \sa SDL_GetNumVideoDisplays()
- */
-extern DECLSPEC int SDLCALL SDL_GetDisplayBounds(int displayIndex, SDL_Rect * rect);
-
-/**
- * \brief Get the dots/pixels-per-inch for a display
- *
- * \note Diagonal, horizontal and vertical DPI can all be optionally
- * returned if the parameter is non-NULL.
- *
- * \return 0 on success, or -1 if no DPI information is available or the index is out of range.
- *
- * \sa SDL_GetNumVideoDisplays()
- */
-extern DECLSPEC int SDLCALL SDL_GetDisplayDPI(int displayIndex, float * ddpi, float * hdpi, float * vdpi);
-
-/**
- * \brief Get the usable desktop area represented by a display, with the
- * primary display located at 0,0
- *
- * This is the same area as SDL_GetDisplayBounds() reports, but with portions
- * reserved by the system removed. For example, on Mac OS X, this subtracts
- * the area occupied by the menu bar and dock.
- *
- * Setting a window to be fullscreen generally bypasses these unusable areas,
- * so these are good guidelines for the maximum space available to a
- * non-fullscreen window.
- *
- * \return 0 on success, or -1 if the index is out of range.
- *
- * \sa SDL_GetDisplayBounds()
- * \sa SDL_GetNumVideoDisplays()
- */
-extern DECLSPEC int SDLCALL SDL_GetDisplayUsableBounds(int displayIndex, SDL_Rect * rect);
-
-/**
- * \brief Returns the number of available display modes.
- *
- * \sa SDL_GetDisplayMode()
- */
-extern DECLSPEC int SDLCALL SDL_GetNumDisplayModes(int displayIndex);
-
-/**
- * \brief Fill in information about a specific display mode.
- *
- * \note The display modes are sorted in this priority:
- * \li bits per pixel -> more colors to fewer colors
- * \li width -> largest to smallest
- * \li height -> largest to smallest
- * \li refresh rate -> highest to lowest
- *
- * \sa SDL_GetNumDisplayModes()
- */
-extern DECLSPEC int SDLCALL SDL_GetDisplayMode(int displayIndex, int modeIndex,
- SDL_DisplayMode * mode);
-
-/**
- * \brief Fill in information about the desktop display mode.
- */
-extern DECLSPEC int SDLCALL SDL_GetDesktopDisplayMode(int displayIndex, SDL_DisplayMode * mode);
-
-/**
- * \brief Fill in information about the current display mode.
- */
-extern DECLSPEC int SDLCALL SDL_GetCurrentDisplayMode(int displayIndex, SDL_DisplayMode * mode);
-
-
-/**
- * \brief Get the closest match to the requested display mode.
- *
- * \param displayIndex The index of display from which mode should be queried.
- * \param mode The desired display mode
- * \param closest A pointer to a display mode to be filled in with the closest
- * match of the available display modes.
- *
- * \return The passed in value \c closest, or NULL if no matching video mode
- * was available.
- *
- * The available display modes are scanned, and \c closest is filled in with the
- * closest mode matching the requested mode and returned. The mode format and
- * refresh_rate default to the desktop mode if they are 0. The modes are
- * scanned with size being first priority, format being second priority, and
- * finally checking the refresh_rate. If all the available modes are too
- * small, then NULL is returned.
- *
- * \sa SDL_GetNumDisplayModes()
- * \sa SDL_GetDisplayMode()
- */
-extern DECLSPEC SDL_DisplayMode * SDLCALL SDL_GetClosestDisplayMode(int displayIndex, const SDL_DisplayMode * mode, SDL_DisplayMode * closest);
-
-/**
- * \brief Get the display index associated with a window.
- *
- * \return the display index of the display containing the center of the
- * window, or -1 on error.
- */
-extern DECLSPEC int SDLCALL SDL_GetWindowDisplayIndex(SDL_Window * window);
-
-/**
- * \brief Set the display mode used when a fullscreen window is visible.
- *
- * By default the window's dimensions and the desktop format and refresh rate
- * are used.
- *
- * \param window The window for which the display mode should be set.
- * \param mode The mode to use, or NULL for the default mode.
- *
- * \return 0 on success, or -1 if setting the display mode failed.
- *
- * \sa SDL_GetWindowDisplayMode()
- * \sa SDL_SetWindowFullscreen()
- */
-extern DECLSPEC int SDLCALL SDL_SetWindowDisplayMode(SDL_Window * window,
- const SDL_DisplayMode
- * mode);
-
-/**
- * \brief Fill in information about the display mode used when a fullscreen
- * window is visible.
- *
- * \sa SDL_SetWindowDisplayMode()
- * \sa SDL_SetWindowFullscreen()
- */
-extern DECLSPEC int SDLCALL SDL_GetWindowDisplayMode(SDL_Window * window,
- SDL_DisplayMode * mode);
-
-/**
- * \brief Get the pixel format associated with the window.
- */
-extern DECLSPEC Uint32 SDLCALL SDL_GetWindowPixelFormat(SDL_Window * window);
-
-/**
- * \brief Create a window with the specified position, dimensions, and flags.
- *
- * \param title The title of the window, in UTF-8 encoding.
- * \param x The x position of the window, ::SDL_WINDOWPOS_CENTERED, or
- * ::SDL_WINDOWPOS_UNDEFINED.
- * \param y The y position of the window, ::SDL_WINDOWPOS_CENTERED, or
- * ::SDL_WINDOWPOS_UNDEFINED.
- * \param w The width of the window, in screen coordinates.
- * \param h The height of the window, in screen coordinates.
- * \param flags The flags for the window, a mask of any of the following:
- * ::SDL_WINDOW_FULLSCREEN, ::SDL_WINDOW_OPENGL,
- * ::SDL_WINDOW_HIDDEN, ::SDL_WINDOW_BORDERLESS,
- * ::SDL_WINDOW_RESIZABLE, ::SDL_WINDOW_MAXIMIZED,
- * ::SDL_WINDOW_MINIMIZED, ::SDL_WINDOW_INPUT_GRABBED,
- * ::SDL_WINDOW_ALLOW_HIGHDPI, ::SDL_WINDOW_VULKAN.
- *
- * \return The created window, or NULL if window creation failed.
- *
- * If the window is created with the SDL_WINDOW_ALLOW_HIGHDPI flag, its size
- * in pixels may differ from its size in screen coordinates on platforms with
- * high-DPI support (e.g. iOS and Mac OS X). Use SDL_GetWindowSize() to query
- * the client area's size in screen coordinates, and SDL_GL_GetDrawableSize(),
- * SDL_Vulkan_GetDrawableSize(), or SDL_GetRendererOutputSize() to query the
- * drawable size in pixels.
- *
- * If the window is created with any of the SDL_WINDOW_OPENGL or
- * SDL_WINDOW_VULKAN flags, then the corresponding LoadLibrary function
- * (SDL_GL_LoadLibrary or SDL_Vulkan_LoadLibrary) is called and the
- * corrensponding UnloadLibrary function is called by SDL_DestroyWindow().
- *
- * If SDL_WINDOW_VULKAN is specified and there isn't a working Vulkan driver,
- * SDL_CreateWindow() will fail because SDL_Vulkan_LoadLibrary() will fail.
- *
- * \note On non-Apple devices, SDL requires you to either not link to the
- * Vulkan loader or link to a dynamic library version. This limitation
- * may be removed in a future version of SDL.
- *
- * \sa SDL_DestroyWindow()
- * \sa SDL_GL_LoadLibrary()
- * \sa SDL_Vulkan_LoadLibrary()
- */
-extern DECLSPEC SDL_Window * SDLCALL SDL_CreateWindow(const char *title,
- int x, int y, int w,
- int h, Uint32 flags);
-
-/**
- * \brief Create an SDL window from an existing native window.
- *
- * \param data A pointer to driver-dependent window creation data
- *
- * \return The created window, or NULL if window creation failed.
- *
- * \sa SDL_DestroyWindow()
- */
-extern DECLSPEC SDL_Window * SDLCALL SDL_CreateWindowFrom(const void *data);
-
-/**
- * \brief Get the numeric ID of a window, for logging purposes.
- */
-extern DECLSPEC Uint32 SDLCALL SDL_GetWindowID(SDL_Window * window);
-
-/**
- * \brief Get a window from a stored ID, or NULL if it doesn't exist.
- */
-extern DECLSPEC SDL_Window * SDLCALL SDL_GetWindowFromID(Uint32 id);
-
-/**
- * \brief Get the window flags.
- */
-extern DECLSPEC Uint32 SDLCALL SDL_GetWindowFlags(SDL_Window * window);
-
-/**
- * \brief Set the title of a window, in UTF-8 format.
- *
- * \sa SDL_GetWindowTitle()
- */
-extern DECLSPEC void SDLCALL SDL_SetWindowTitle(SDL_Window * window,
- const char *title);
-
-/**
- * \brief Get the title of a window, in UTF-8 format.
- *
- * \sa SDL_SetWindowTitle()
- */
-extern DECLSPEC const char *SDLCALL SDL_GetWindowTitle(SDL_Window * window);
-
-/**
- * \brief Set the icon for a window.
- *
- * \param window The window for which the icon should be set.
- * \param icon The icon for the window.
- */
-extern DECLSPEC void SDLCALL SDL_SetWindowIcon(SDL_Window * window,
- SDL_Surface * icon);
-
-/**
- * \brief Associate an arbitrary named pointer with a window.
- *
- * \param window The window to associate with the pointer.
- * \param name The name of the pointer.
- * \param userdata The associated pointer.
- *
- * \return The previous value associated with 'name'
- *
- * \note The name is case-sensitive.
- *
- * \sa SDL_GetWindowData()
- */
-extern DECLSPEC void* SDLCALL SDL_SetWindowData(SDL_Window * window,
- const char *name,
- void *userdata);
-
-/**
- * \brief Retrieve the data pointer associated with a window.
- *
- * \param window The window to query.
- * \param name The name of the pointer.
- *
- * \return The value associated with 'name'
- *
- * \sa SDL_SetWindowData()
- */
-extern DECLSPEC void *SDLCALL SDL_GetWindowData(SDL_Window * window,
- const char *name);
-
-/**
- * \brief Set the position of a window.
- *
- * \param window The window to reposition.
- * \param x The x coordinate of the window in screen coordinates, or
- * ::SDL_WINDOWPOS_CENTERED or ::SDL_WINDOWPOS_UNDEFINED.
- * \param y The y coordinate of the window in screen coordinates, or
- * ::SDL_WINDOWPOS_CENTERED or ::SDL_WINDOWPOS_UNDEFINED.
- *
- * \note The window coordinate origin is the upper left of the display.
- *
- * \sa SDL_GetWindowPosition()
- */
-extern DECLSPEC void SDLCALL SDL_SetWindowPosition(SDL_Window * window,
- int x, int y);
-
-/**
- * \brief Get the position of a window.
- *
- * \param window The window to query.
- * \param x Pointer to variable for storing the x position, in screen
- * coordinates. May be NULL.
- * \param y Pointer to variable for storing the y position, in screen
- * coordinates. May be NULL.
- *
- * \sa SDL_SetWindowPosition()
- */
-extern DECLSPEC void SDLCALL SDL_GetWindowPosition(SDL_Window * window,
- int *x, int *y);
-
-/**
- * \brief Set the size of a window's client area.
- *
- * \param window The window to resize.
- * \param w The width of the window, in screen coordinates. Must be >0.
- * \param h The height of the window, in screen coordinates. Must be >0.
- *
- * \note Fullscreen windows automatically match the size of the display mode,
- * and you should use SDL_SetWindowDisplayMode() to change their size.
- *
- * The window size in screen coordinates may differ from the size in pixels, if
- * the window was created with SDL_WINDOW_ALLOW_HIGHDPI on a platform with
- * high-dpi support (e.g. iOS or OS X). Use SDL_GL_GetDrawableSize() or
- * SDL_GetRendererOutputSize() to get the real client area size in pixels.
- *
- * \sa SDL_GetWindowSize()
- * \sa SDL_SetWindowDisplayMode()
- */
-extern DECLSPEC void SDLCALL SDL_SetWindowSize(SDL_Window * window, int w,
- int h);
-
-/**
- * \brief Get the size of a window's client area.
- *
- * \param window The window to query.
- * \param w Pointer to variable for storing the width, in screen
- * coordinates. May be NULL.
- * \param h Pointer to variable for storing the height, in screen
- * coordinates. May be NULL.
- *
- * The window size in screen coordinates may differ from the size in pixels, if
- * the window was created with SDL_WINDOW_ALLOW_HIGHDPI on a platform with
- * high-dpi support (e.g. iOS or OS X). Use SDL_GL_GetDrawableSize() or
- * SDL_GetRendererOutputSize() to get the real client area size in pixels.
- *
- * \sa SDL_SetWindowSize()
- */
-extern DECLSPEC void SDLCALL SDL_GetWindowSize(SDL_Window * window, int *w,
- int *h);
-
-/**
- * \brief Get the size of a window's borders (decorations) around the client area.
- *
- * \param window The window to query.
- * \param top Pointer to variable for storing the size of the top border. NULL is permitted.
- * \param left Pointer to variable for storing the size of the left border. NULL is permitted.
- * \param bottom Pointer to variable for storing the size of the bottom border. NULL is permitted.
- * \param right Pointer to variable for storing the size of the right border. NULL is permitted.
- *
- * \return 0 on success, or -1 if getting this information is not supported.
- *
- * \note if this function fails (returns -1), the size values will be
- * initialized to 0, 0, 0, 0 (if a non-NULL pointer is provided), as
- * if the window in question was borderless.
- */
-extern DECLSPEC int SDLCALL SDL_GetWindowBordersSize(SDL_Window * window,
- int *top, int *left,
- int *bottom, int *right);
-
-/**
- * \brief Set the minimum size of a window's client area.
- *
- * \param window The window to set a new minimum size.
- * \param min_w The minimum width of the window, must be >0
- * \param min_h The minimum height of the window, must be >0
- *
- * \note You can't change the minimum size of a fullscreen window, it
- * automatically matches the size of the display mode.
- *
- * \sa SDL_GetWindowMinimumSize()
- * \sa SDL_SetWindowMaximumSize()
- */
-extern DECLSPEC void SDLCALL SDL_SetWindowMinimumSize(SDL_Window * window,
- int min_w, int min_h);
-
-/**
- * \brief Get the minimum size of a window's client area.
- *
- * \param window The window to query.
- * \param w Pointer to variable for storing the minimum width, may be NULL
- * \param h Pointer to variable for storing the minimum height, may be NULL
- *
- * \sa SDL_GetWindowMaximumSize()
- * \sa SDL_SetWindowMinimumSize()
- */
-extern DECLSPEC void SDLCALL SDL_GetWindowMinimumSize(SDL_Window * window,
- int *w, int *h);
-
-/**
- * \brief Set the maximum size of a window's client area.
- *
- * \param window The window to set a new maximum size.
- * \param max_w The maximum width of the window, must be >0
- * \param max_h The maximum height of the window, must be >0
- *
- * \note You can't change the maximum size of a fullscreen window, it
- * automatically matches the size of the display mode.
- *
- * \sa SDL_GetWindowMaximumSize()
- * \sa SDL_SetWindowMinimumSize()
- */
-extern DECLSPEC void SDLCALL SDL_SetWindowMaximumSize(SDL_Window * window,
- int max_w, int max_h);
-
-/**
- * \brief Get the maximum size of a window's client area.
- *
- * \param window The window to query.
- * \param w Pointer to variable for storing the maximum width, may be NULL
- * \param h Pointer to variable for storing the maximum height, may be NULL
- *
- * \sa SDL_GetWindowMinimumSize()
- * \sa SDL_SetWindowMaximumSize()
- */
-extern DECLSPEC void SDLCALL SDL_GetWindowMaximumSize(SDL_Window * window,
- int *w, int *h);
-
-/**
- * \brief Set the border state of a window.
- *
- * This will add or remove the window's SDL_WINDOW_BORDERLESS flag and
- * add or remove the border from the actual window. This is a no-op if the
- * window's border already matches the requested state.
- *
- * \param window The window of which to change the border state.
- * \param bordered SDL_FALSE to remove border, SDL_TRUE to add border.
- *
- * \note You can't change the border state of a fullscreen window.
- *
- * \sa SDL_GetWindowFlags()
- */
-extern DECLSPEC void SDLCALL SDL_SetWindowBordered(SDL_Window * window,
- SDL_bool bordered);
-
-/**
- * \brief Set the user-resizable state of a window.
- *
- * This will add or remove the window's SDL_WINDOW_RESIZABLE flag and
- * allow/disallow user resizing of the window. This is a no-op if the
- * window's resizable state already matches the requested state.
- *
- * \param window The window of which to change the resizable state.
- * \param resizable SDL_TRUE to allow resizing, SDL_FALSE to disallow.
- *
- * \note You can't change the resizable state of a fullscreen window.
- *
- * \sa SDL_GetWindowFlags()
- */
-extern DECLSPEC void SDLCALL SDL_SetWindowResizable(SDL_Window * window,
- SDL_bool resizable);
-
-/**
- * \brief Show a window.
- *
- * \sa SDL_HideWindow()
- */
-extern DECLSPEC void SDLCALL SDL_ShowWindow(SDL_Window * window);
-
-/**
- * \brief Hide a window.
- *
- * \sa SDL_ShowWindow()
- */
-extern DECLSPEC void SDLCALL SDL_HideWindow(SDL_Window * window);
-
-/**
- * \brief Raise a window above other windows and set the input focus.
- */
-extern DECLSPEC void SDLCALL SDL_RaiseWindow(SDL_Window * window);
-
-/**
- * \brief Make a window as large as possible.
- *
- * \sa SDL_RestoreWindow()
- */
-extern DECLSPEC void SDLCALL SDL_MaximizeWindow(SDL_Window * window);
-
-/**
- * \brief Minimize a window to an iconic representation.
- *
- * \sa SDL_RestoreWindow()
- */
-extern DECLSPEC void SDLCALL SDL_MinimizeWindow(SDL_Window * window);
-
-/**
- * \brief Restore the size and position of a minimized or maximized window.
- *
- * \sa SDL_MaximizeWindow()
- * \sa SDL_MinimizeWindow()
- */
-extern DECLSPEC void SDLCALL SDL_RestoreWindow(SDL_Window * window);
-
-/**
- * \brief Set a window's fullscreen state.
- *
- * \return 0 on success, or -1 if setting the display mode failed.
- *
- * \sa SDL_SetWindowDisplayMode()
- * \sa SDL_GetWindowDisplayMode()
- */
-extern DECLSPEC int SDLCALL SDL_SetWindowFullscreen(SDL_Window * window,
- Uint32 flags);
-
-/**
- * \brief Get the SDL surface associated with the window.
- *
- * \return The window's framebuffer surface, or NULL on error.
- *
- * A new surface will be created with the optimal format for the window,
- * if necessary. This surface will be freed when the window is destroyed.
- *
- * \note You may not combine this with 3D or the rendering API on this window.
- *
- * \sa SDL_UpdateWindowSurface()
- * \sa SDL_UpdateWindowSurfaceRects()
- */
-extern DECLSPEC SDL_Surface * SDLCALL SDL_GetWindowSurface(SDL_Window * window);
-
-/**
- * \brief Copy the window surface to the screen.
- *
- * \return 0 on success, or -1 on error.
- *
- * \sa SDL_GetWindowSurface()
- * \sa SDL_UpdateWindowSurfaceRects()
- */
-extern DECLSPEC int SDLCALL SDL_UpdateWindowSurface(SDL_Window * window);
-
-/**
- * \brief Copy a number of rectangles on the window surface to the screen.
- *
- * \return 0 on success, or -1 on error.
- *
- * \sa SDL_GetWindowSurface()
- * \sa SDL_UpdateWindowSurface()
- */
-extern DECLSPEC int SDLCALL SDL_UpdateWindowSurfaceRects(SDL_Window * window,
- const SDL_Rect * rects,
- int numrects);
-
-/**
- * \brief Set a window's input grab mode.
- *
- * \param window The window for which the input grab mode should be set.
- * \param grabbed This is SDL_TRUE to grab input, and SDL_FALSE to release input.
- *
- * If the caller enables a grab while another window is currently grabbed,
- * the other window loses its grab in favor of the caller's window.
- *
- * \sa SDL_GetWindowGrab()
- */
-extern DECLSPEC void SDLCALL SDL_SetWindowGrab(SDL_Window * window,
- SDL_bool grabbed);
-
-/**
- * \brief Get a window's input grab mode.
- *
- * \return This returns SDL_TRUE if input is grabbed, and SDL_FALSE otherwise.
- *
- * \sa SDL_SetWindowGrab()
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_GetWindowGrab(SDL_Window * window);
-
-/**
- * \brief Get the window that currently has an input grab enabled.
- *
- * \return This returns the window if input is grabbed, and NULL otherwise.
- *
- * \sa SDL_SetWindowGrab()
- */
-extern DECLSPEC SDL_Window * SDLCALL SDL_GetGrabbedWindow(void);
-
-/**
- * \brief Set the brightness (gamma correction) for a window.
- *
- * \return 0 on success, or -1 if setting the brightness isn't supported.
- *
- * \sa SDL_GetWindowBrightness()
- * \sa SDL_SetWindowGammaRamp()
- */
-extern DECLSPEC int SDLCALL SDL_SetWindowBrightness(SDL_Window * window, float brightness);
-
-/**
- * \brief Get the brightness (gamma correction) for a window.
- *
- * \return The last brightness value passed to SDL_SetWindowBrightness()
- *
- * \sa SDL_SetWindowBrightness()
- */
-extern DECLSPEC float SDLCALL SDL_GetWindowBrightness(SDL_Window * window);
-
-/**
- * \brief Set the opacity for a window
- *
- * \param window The window which will be made transparent or opaque
- * \param opacity Opacity (0.0f - transparent, 1.0f - opaque) This will be
- * clamped internally between 0.0f and 1.0f.
- *
- * \return 0 on success, or -1 if setting the opacity isn't supported.
- *
- * \sa SDL_GetWindowOpacity()
- */
-extern DECLSPEC int SDLCALL SDL_SetWindowOpacity(SDL_Window * window, float opacity);
-
-/**
- * \brief Get the opacity of a window.
- *
- * If transparency isn't supported on this platform, opacity will be reported
- * as 1.0f without error.
- *
- * \param window The window in question.
- * \param out_opacity Opacity (0.0f - transparent, 1.0f - opaque)
- *
- * \return 0 on success, or -1 on error (invalid window, etc).
- *
- * \sa SDL_SetWindowOpacity()
- */
-extern DECLSPEC int SDLCALL SDL_GetWindowOpacity(SDL_Window * window, float * out_opacity);
-
-/**
- * \brief Sets the window as a modal for another window (TODO: reconsider this function and/or its name)
- *
- * \param modal_window The window that should be modal
- * \param parent_window The parent window
- *
- * \return 0 on success, or -1 otherwise.
- */
-extern DECLSPEC int SDLCALL SDL_SetWindowModalFor(SDL_Window * modal_window, SDL_Window * parent_window);
-
-/**
- * \brief Explicitly sets input focus to the window.
- *
- * You almost certainly want SDL_RaiseWindow() instead of this function. Use
- * this with caution, as you might give focus to a window that's completely
- * obscured by other windows.
- *
- * \param window The window that should get the input focus
- *
- * \return 0 on success, or -1 otherwise.
- * \sa SDL_RaiseWindow()
- */
-extern DECLSPEC int SDLCALL SDL_SetWindowInputFocus(SDL_Window * window);
-
-/**
- * \brief Set the gamma ramp for a window.
- *
- * \param window The window for which the gamma ramp should be set.
- * \param red The translation table for the red channel, or NULL.
- * \param green The translation table for the green channel, or NULL.
- * \param blue The translation table for the blue channel, or NULL.
- *
- * \return 0 on success, or -1 if gamma ramps are unsupported.
- *
- * Set the gamma translation table for the red, green, and blue channels
- * of the video hardware. Each table is an array of 256 16-bit quantities,
- * representing a mapping between the input and output for that channel.
- * The input is the index into the array, and the output is the 16-bit
- * gamma value at that index, scaled to the output color precision.
- *
- * \sa SDL_GetWindowGammaRamp()
- */
-extern DECLSPEC int SDLCALL SDL_SetWindowGammaRamp(SDL_Window * window,
- const Uint16 * red,
- const Uint16 * green,
- const Uint16 * blue);
-
-/**
- * \brief Get the gamma ramp for a window.
- *
- * \param window The window from which the gamma ramp should be queried.
- * \param red A pointer to a 256 element array of 16-bit quantities to hold
- * the translation table for the red channel, or NULL.
- * \param green A pointer to a 256 element array of 16-bit quantities to hold
- * the translation table for the green channel, or NULL.
- * \param blue A pointer to a 256 element array of 16-bit quantities to hold
- * the translation table for the blue channel, or NULL.
- *
- * \return 0 on success, or -1 if gamma ramps are unsupported.
- *
- * \sa SDL_SetWindowGammaRamp()
- */
-extern DECLSPEC int SDLCALL SDL_GetWindowGammaRamp(SDL_Window * window,
- Uint16 * red,
- Uint16 * green,
- Uint16 * blue);
-
-/**
- * \brief Possible return values from the SDL_HitTest callback.
- *
- * \sa SDL_HitTest
- */
-typedef enum
-{
- SDL_HITTEST_NORMAL, /**< Region is normal. No special properties. */
- SDL_HITTEST_DRAGGABLE, /**< Region can drag entire window. */
- SDL_HITTEST_RESIZE_TOPLEFT,
- SDL_HITTEST_RESIZE_TOP,
- SDL_HITTEST_RESIZE_TOPRIGHT,
- SDL_HITTEST_RESIZE_RIGHT,
- SDL_HITTEST_RESIZE_BOTTOMRIGHT,
- SDL_HITTEST_RESIZE_BOTTOM,
- SDL_HITTEST_RESIZE_BOTTOMLEFT,
- SDL_HITTEST_RESIZE_LEFT
-} SDL_HitTestResult;
-
-/**
- * \brief Callback used for hit-testing.
- *
- * \sa SDL_SetWindowHitTest
- */
-typedef SDL_HitTestResult (SDLCALL *SDL_HitTest)(SDL_Window *win,
- const SDL_Point *area,
- void *data);
-
-/**
- * \brief Provide a callback that decides if a window region has special properties.
- *
- * Normally windows are dragged and resized by decorations provided by the
- * system window manager (a title bar, borders, etc), but for some apps, it
- * makes sense to drag them from somewhere else inside the window itself; for
- * example, one might have a borderless window that wants to be draggable
- * from any part, or simulate its own title bar, etc.
- *
- * This function lets the app provide a callback that designates pieces of
- * a given window as special. This callback is run during event processing
- * if we need to tell the OS to treat a region of the window specially; the
- * use of this callback is known as "hit testing."
- *
- * Mouse input may not be delivered to your application if it is within
- * a special area; the OS will often apply that input to moving the window or
- * resizing the window and not deliver it to the application.
- *
- * Specifying NULL for a callback disables hit-testing. Hit-testing is
- * disabled by default.
- *
- * Platforms that don't support this functionality will return -1
- * unconditionally, even if you're attempting to disable hit-testing.
- *
- * Your callback may fire at any time, and its firing does not indicate any
- * specific behavior (for example, on Windows, this certainly might fire
- * when the OS is deciding whether to drag your window, but it fires for lots
- * of other reasons, too, some unrelated to anything you probably care about
- * _and when the mouse isn't actually at the location it is testing_).
- * Since this can fire at any time, you should try to keep your callback
- * efficient, devoid of allocations, etc.
- *
- * \param window The window to set hit-testing on.
- * \param callback The callback to call when doing a hit-test.
- * \param callback_data An app-defined void pointer passed to the callback.
- * \return 0 on success, -1 on error (including unsupported).
- */
-extern DECLSPEC int SDLCALL SDL_SetWindowHitTest(SDL_Window * window,
- SDL_HitTest callback,
- void *callback_data);
-
-/**
- * \brief Destroy a window.
- */
-extern DECLSPEC void SDLCALL SDL_DestroyWindow(SDL_Window * window);
-
-
-/**
- * \brief Returns whether the screensaver is currently enabled (default off).
- *
- * \sa SDL_EnableScreenSaver()
- * \sa SDL_DisableScreenSaver()
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_IsScreenSaverEnabled(void);
-
-/**
- * \brief Allow the screen to be blanked by a screensaver
- *
- * \sa SDL_IsScreenSaverEnabled()
- * \sa SDL_DisableScreenSaver()
- */
-extern DECLSPEC void SDLCALL SDL_EnableScreenSaver(void);
-
-/**
- * \brief Prevent the screen from being blanked by a screensaver
- *
- * \sa SDL_IsScreenSaverEnabled()
- * \sa SDL_EnableScreenSaver()
- */
-extern DECLSPEC void SDLCALL SDL_DisableScreenSaver(void);
-
-
-/**
- * \name OpenGL support functions
- */
-/* @{ */
-
-/**
- * \brief Dynamically load an OpenGL library.
- *
- * \param path The platform dependent OpenGL library name, or NULL to open the
- * default OpenGL library.
- *
- * \return 0 on success, or -1 if the library couldn't be loaded.
- *
- * This should be done after initializing the video driver, but before
- * creating any OpenGL windows. If no OpenGL library is loaded, the default
- * library will be loaded upon creation of the first OpenGL window.
- *
- * \note If you do this, you need to retrieve all of the GL functions used in
- * your program from the dynamic library using SDL_GL_GetProcAddress().
- *
- * \sa SDL_GL_GetProcAddress()
- * \sa SDL_GL_UnloadLibrary()
- */
-extern DECLSPEC int SDLCALL SDL_GL_LoadLibrary(const char *path);
-
-/**
- * \brief Get the address of an OpenGL function.
- */
-extern DECLSPEC void *SDLCALL SDL_GL_GetProcAddress(const char *proc);
-
-/**
- * \brief Unload the OpenGL library previously loaded by SDL_GL_LoadLibrary().
- *
- * \sa SDL_GL_LoadLibrary()
- */
-extern DECLSPEC void SDLCALL SDL_GL_UnloadLibrary(void);
-
-/**
- * \brief Return true if an OpenGL extension is supported for the current
- * context.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_GL_ExtensionSupported(const char
- *extension);
-
-/**
- * \brief Reset all previously set OpenGL context attributes to their default values
- */
-extern DECLSPEC void SDLCALL SDL_GL_ResetAttributes(void);
-
-/**
- * \brief Set an OpenGL window attribute before window creation.
- *
- * \return 0 on success, or -1 if the attribute could not be set.
- */
-extern DECLSPEC int SDLCALL SDL_GL_SetAttribute(SDL_GLattr attr, int value);
-
-/**
- * \brief Get the actual value for an attribute from the current context.
- *
- * \return 0 on success, or -1 if the attribute could not be retrieved.
- * The integer at \c value will be modified in either case.
- */
-extern DECLSPEC int SDLCALL SDL_GL_GetAttribute(SDL_GLattr attr, int *value);
-
-/**
- * \brief Create an OpenGL context for use with an OpenGL window, and make it
- * current.
- *
- * \sa SDL_GL_DeleteContext()
- */
-extern DECLSPEC SDL_GLContext SDLCALL SDL_GL_CreateContext(SDL_Window *
- window);
-
-/**
- * \brief Set up an OpenGL context for rendering into an OpenGL window.
- *
- * \note The context must have been created with a compatible window.
- */
-extern DECLSPEC int SDLCALL SDL_GL_MakeCurrent(SDL_Window * window,
- SDL_GLContext context);
-
-/**
- * \brief Get the currently active OpenGL window.
- */
-extern DECLSPEC SDL_Window* SDLCALL SDL_GL_GetCurrentWindow(void);
-
-/**
- * \brief Get the currently active OpenGL context.
- */
-extern DECLSPEC SDL_GLContext SDLCALL SDL_GL_GetCurrentContext(void);
-
-/**
- * \brief Get the size of a window's underlying drawable in pixels (for use
- * with glViewport).
- *
- * \param window Window from which the drawable size should be queried
- * \param w Pointer to variable for storing the width in pixels, may be NULL
- * \param h Pointer to variable for storing the height in pixels, may be NULL
- *
- * This may differ from SDL_GetWindowSize() if we're rendering to a high-DPI
- * drawable, i.e. the window was created with SDL_WINDOW_ALLOW_HIGHDPI on a
- * platform with high-DPI support (Apple calls this "Retina"), and not disabled
- * by the SDL_HINT_VIDEO_HIGHDPI_DISABLED hint.
- *
- * \sa SDL_GetWindowSize()
- * \sa SDL_CreateWindow()
- */
-extern DECLSPEC void SDLCALL SDL_GL_GetDrawableSize(SDL_Window * window, int *w,
- int *h);
-
-/**
- * \brief Set the swap interval for the current OpenGL context.
- *
- * \param interval 0 for immediate updates, 1 for updates synchronized with the
- * vertical retrace. If the system supports it, you may
- * specify -1 to allow late swaps to happen immediately
- * instead of waiting for the next retrace.
- *
- * \return 0 on success, or -1 if setting the swap interval is not supported.
- *
- * \sa SDL_GL_GetSwapInterval()
- */
-extern DECLSPEC int SDLCALL SDL_GL_SetSwapInterval(int interval);
-
-/**
- * \brief Get the swap interval for the current OpenGL context.
- *
- * \return 0 if there is no vertical retrace synchronization, 1 if the buffer
- * swap is synchronized with the vertical retrace, and -1 if late
- * swaps happen immediately instead of waiting for the next retrace.
- * If the system can't determine the swap interval, or there isn't a
- * valid current context, this will return 0 as a safe default.
- *
- * \sa SDL_GL_SetSwapInterval()
- */
-extern DECLSPEC int SDLCALL SDL_GL_GetSwapInterval(void);
-
-/**
- * \brief Swap the OpenGL buffers for a window, if double-buffering is
- * supported.
- */
-extern DECLSPEC void SDLCALL SDL_GL_SwapWindow(SDL_Window * window);
-
-/**
- * \brief Delete an OpenGL context.
- *
- * \sa SDL_GL_CreateContext()
- */
-extern DECLSPEC void SDLCALL SDL_GL_DeleteContext(SDL_GLContext context);
-
-/* @} *//* OpenGL support functions */
-
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* SDL_video_h_ */
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_vulkan.h b/bsp/simulator/SDL2-2.0.7/include/SDL_vulkan.h
deleted file mode 100644
index 52d781135b..0000000000
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_vulkan.h
+++ /dev/null
@@ -1,257 +0,0 @@
-/*
- Simple DirectMedia Layer
- Copyright (C) 2017, Mark Callow
-
- 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_vulkan.h
- *
- * Header file for functions to creating Vulkan surfaces on SDL windows.
- */
-
-#ifndef SDL_vulkan_h_
-#define SDL_vulkan_h_
-
-#include "SDL_video.h"
-
-#include "begin_code.h"
-/* Set up for C function definitions, even when using C++ */
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-/* Avoid including vulkan.h, don't define VkInstance if it's already included */
-#ifdef VULKAN_H_
-#define NO_SDL_VULKAN_TYPEDEFS
-#endif
-#ifndef NO_SDL_VULKAN_TYPEDEFS
-#define VK_DEFINE_HANDLE(object) typedef struct object##_T* object;
-
-#if defined(__LP64__) || defined(_WIN64) || defined(__x86_64__) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__)
-#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T *object;
-#else
-#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object;
-#endif
-
-VK_DEFINE_HANDLE(VkInstance)
-VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR)
-
-#endif /* !NO_SDL_VULKAN_TYPEDEFS */
-
-typedef VkInstance SDL_vulkanInstance;
-typedef VkSurfaceKHR SDL_vulkanSurface; /* for compatibility with Tizen */
-
-/**
- * \name Vulkan support functions
- *
- * \note SDL_Vulkan_GetInstanceExtensions & SDL_Vulkan_CreateSurface API
- * is compatable with Tizen's implementation of Vulkan in SDL.
- */
-/* @{ */
-
-/**
- * \brief Dynamically load a Vulkan loader library.
- *
- * \param [in] path The platform dependent Vulkan loader library name, or
- * \c NULL to open the default Vulkan loader library.
- *
- * \return \c 0 on success, or \c -1 if the library couldn't be loaded.
- *
- * This should be done after initializing the video driver, but before
- * creating any Vulkan windows. If no Vulkan loader library is loaded, the
- * default library will be loaded upon creation of the first Vulkan window.
- *
- * \note If you specify a non-NULL \a path, you should retrieve all of the
- * Vulkan functions used in your program from the dynamic library using
- * \c SDL_Vulkan_GetVkGetInstanceProcAddr() unless you can guarantee
- * \a path points to the same vulkan loader library that you linked to.
- *
- * \note On Apple devices, if \a path is NULL, SDL will attempt to find
- * the vkGetInstanceProcAddr address within all the mach-o images of
- * the current process. This is because the currently (v0.17.0)
- * recommended MoltenVK (Vulkan on Metal) usage is as a static library.
- * If it is not found then SDL will attempt to load \c libMoltenVK.dylib.
- * Applications using the dylib alternative therefore do not need to do
- * anything special when calling SDL.
- *
- * \note On non-Apple devices, SDL requires you to either not link to the
- * Vulkan loader or link to a dynamic library version. This limitation
- * may be removed in a future version of SDL.
- *
- * \note This function will fail if there are no working Vulkan drivers
- * installed.
- *
- * \sa SDL_Vulkan_GetVkGetInstanceProcAddr()
- * \sa SDL_Vulkan_UnloadLibrary()
- */
-extern DECLSPEC int SDLCALL SDL_Vulkan_LoadLibrary(const char *path);
-
-/**
- * \brief Get the address of the \c vkGetInstanceProcAddr function.
- *
- * \note This should be called after either calling SDL_Vulkan_LoadLibrary
- * or creating an SDL_Window with the SDL_WINDOW_VULKAN flag.
- */
-extern DECLSPEC void *SDLCALL SDL_Vulkan_GetVkGetInstanceProcAddr(void);
-
-/**
- * \brief Unload the Vulkan loader library previously loaded by
- * \c SDL_Vulkan_LoadLibrary().
- *
- * \sa SDL_Vulkan_LoadLibrary()
- */
-extern DECLSPEC void SDLCALL SDL_Vulkan_UnloadLibrary(void);
-
-/**
- * \brief Get the names of the Vulkan instance extensions needed to create
- * a surface with \c SDL_Vulkan_CreateSurface().
- *
- * \param [in] window Window for which the required Vulkan instance
- * extensions should be retrieved
- * \param [in,out] count pointer to an \c unsigned related to the number of
- * required Vulkan instance extensions
- * \param [out] names \c NULL or a pointer to an array to be filled with the
- * required Vulkan instance extensions
- *
- * \return \c SDL_TRUE on success, \c SDL_FALSE on error.
- *
- * If \a pNames is \c NULL, then the number of required Vulkan instance
- * extensions is returned in pCount. Otherwise, \a pCount must point to a
- * variable set to the number of elements in the \a pNames array, and on
- * return the variable is overwritten with the number of names actually
- * written to \a pNames. If \a pCount is less than the number of required
- * extensions, at most \a pCount structures will be written. If \a pCount
- * is smaller than the number of required extensions, \c SDL_FALSE will be
- * returned instead of \c SDL_TRUE, to indicate that not all the required
- * extensions were returned.
- *
- * \note The returned list of extensions will contain \c VK_KHR_surface
- * and zero or more platform specific extensions
- *
- * \note The extension names queried here must be enabled when calling
- * VkCreateInstance, otherwise surface creation will fail.
- *
- * \note \c window should have been created with the \c SDL_WINDOW_VULKAN flag.
- *
- * \code
- * unsigned int count;
- * // get count of required extensions
- * if(!SDL_Vulkan_GetInstanceExtensions(window, &count, NULL))
- * handle_error();
- *
- * static const char *const additionalExtensions[] =
- * {
- * VK_EXT_DEBUG_REPORT_EXTENSION_NAME, // example additional extension
- * };
- * size_t additionalExtensionsCount = sizeof(additionalExtensions) / sizeof(additionalExtensions[0]);
- * size_t extensionCount = count + additionalExtensionsCount;
- * const char **names = malloc(sizeof(const char *) * extensionCount);
- * if(!names)
- * handle_error();
- *
- * // get names of required extensions
- * if(!SDL_Vulkan_GetInstanceExtensions(window, &count, names))
- * handle_error();
- *
- * // copy additional extensions after required extensions
- * for(size_t i = 0; i < additionalExtensionsCount; i++)
- * names[i + count] = additionalExtensions[i];
- *
- * VkInstanceCreateInfo instanceCreateInfo = {};
- * instanceCreateInfo.enabledExtensionCount = extensionCount;
- * instanceCreateInfo.ppEnabledExtensionNames = names;
- * // fill in rest of instanceCreateInfo
- *
- * VkInstance instance;
- * // create the Vulkan instance
- * VkResult result = vkCreateInstance(&instanceCreateInfo, NULL, &instance);
- * free(names);
- * \endcode
- *
- * \sa SDL_Vulkan_CreateSurface()
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_Vulkan_GetInstanceExtensions(
- SDL_Window *window,
- unsigned int *pCount,
- const char **pNames);
-
-/**
- * \brief Create a Vulkan rendering surface for a window.
- *
- * \param [in] window SDL_Window to which to attach the rendering surface.
- * \param [in] instance handle to the Vulkan instance to use.
- * \param [out] surface pointer to a VkSurfaceKHR handle to receive the
- * handle of the newly created surface.
- *
- * \return \c SDL_TRUE on success, \c SDL_FALSE on error.
- *
- * \code
- * VkInstance instance;
- * SDL_Window *window;
- *
- * // create instance and window
- *
- * // create the Vulkan surface
- * VkSurfaceKHR surface;
- * if(!SDL_Vulkan_CreateSurface(window, instance, &surface))
- * handle_error();
- * \endcode
- *
- * \note \a window should have been created with the \c SDL_WINDOW_VULKAN flag.
- *
- * \note \a instance should have been created with the extensions returned
- * by \c SDL_Vulkan_CreateSurface() enabled.
- *
- * \sa SDL_Vulkan_GetInstanceExtensions()
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_Vulkan_CreateSurface(
- SDL_Window *window,
- VkInstance instance,
- VkSurfaceKHR* surface);
-
-/**
- * \brief Get the size of a window's underlying drawable in pixels (for use
- * with setting viewport, scissor & etc).
- *
- * \param window SDL_Window from which the drawable size should be queried
- * \param w Pointer to variable for storing the width in pixels,
- * may be NULL
- * \param h Pointer to variable for storing the height in pixels,
- * may be NULL
- *
- * This may differ from SDL_GetWindowSize() if we're rendering to a high-DPI
- * drawable, i.e. the window was created with SDL_WINDOW_ALLOW_HIGHDPI on a
- * platform with high-DPI support (Apple calls this "Retina"), and not disabled
- * by the \c SDL_HINT_VIDEO_HIGHDPI_DISABLED hint.
- *
- * \sa SDL_GetWindowSize()
- * \sa SDL_CreateWindow()
- */
-extern DECLSPEC void SDLCALL SDL_Vulkan_GetDrawableSize(SDL_Window * window,
- int *w, int *h);
-
-/* @} *//* Vulkan support functions */
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* SDL_vulkan_h_ */
diff --git a/bsp/simulator/SDL2-2.0.7/lib/x86/SDL2.dll b/bsp/simulator/SDL2-2.0.7/lib/x86/SDL2.dll
deleted file mode 100644
index c21f747c2f..0000000000
--- a/bsp/simulator/SDL2-2.0.7/lib/x86/SDL2.dll
+++ /dev/null
Binary files differ
diff --git a/bsp/simulator/SDL2-2.0.7/lib/x86/SDL2.lib b/bsp/simulator/SDL2-2.0.7/lib/x86/SDL2.lib
deleted file mode 100644
index a36fab5a3b..0000000000
--- a/bsp/simulator/SDL2-2.0.7/lib/x86/SDL2.lib
+++ /dev/null
Binary files differ
diff --git a/bsp/simulator/SDL2-2.0.7/lib/x86/SDL2main.lib b/bsp/simulator/SDL2-2.0.7/lib/x86/SDL2main.lib
deleted file mode 100644
index 2080d5db5f..0000000000
--- a/bsp/simulator/SDL2-2.0.7/lib/x86/SDL2main.lib
+++ /dev/null
Binary files differ
diff --git a/bsp/simulator/SDL2-2.0.7/lib/x86/SDL2test.lib b/bsp/simulator/SDL2-2.0.7/lib/x86/SDL2test.lib
deleted file mode 100644
index c26c50f612..0000000000
--- a/bsp/simulator/SDL2-2.0.7/lib/x86/SDL2test.lib
+++ /dev/null
Binary files differ
diff --git a/bsp/simulator/SDL2/COPYING.txt b/bsp/simulator/SDL2/COPYING.txt
new file mode 100644
index 0000000000..0e2bef3fcf
--- /dev/null
+++ b/bsp/simulator/SDL2/COPYING.txt
@@ -0,0 +1,20 @@
+
+Simple DirectMedia Layer
+Copyright (C) 1997-2020 Sam Lantinga <[email protected]>
+
+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.
+
diff --git a/bsp/simulator/SDL2/README-SDL.txt b/bsp/simulator/SDL2/README-SDL.txt
new file mode 100644
index 0000000000..8d92955a9e
--- /dev/null
+++ b/bsp/simulator/SDL2/README-SDL.txt
@@ -0,0 +1,13 @@
+
+Please distribute this file with the SDL runtime environment:
+
+The Simple DirectMedia Layer (SDL for short) is a cross-platform library
+designed to make it easy to write multi-media software, such as games
+and emulators.
+
+The Simple DirectMedia Layer library source code is available from:
+https://www.libsdl.org/
+
+This library is distributed under the terms of the zlib license:
+http://www.zlib.net/zlib_license.html
+
diff --git a/bsp/simulator/SDL2/README.md b/bsp/simulator/SDL2/README.md
new file mode 100644
index 0000000000..2bed7f2569
--- /dev/null
+++ b/bsp/simulator/SDL2/README.md
@@ -0,0 +1,9 @@
+如何升级SDL:
+
+去SDL2[官网](http://www.libsdl.org/download-2.0.php)下载最新SDL库,并将include和lib文件夹覆盖过来即可。替换时需要注意,.gitignore文件中忽略了.dll和.lib文件,提交.dll和.lib文件需要强制提交一下。
+
+如图:
+
+![figure1](figures/SDL_download.png)
+
+![figure1](figures/SDL2.png) \ No newline at end of file
diff --git a/bsp/simulator/SDL2/README.txt b/bsp/simulator/SDL2/README.txt
new file mode 100644
index 0000000000..431ba0e748
--- /dev/null
+++ b/bsp/simulator/SDL2/README.txt
@@ -0,0 +1,21 @@
+
+ Simple DirectMedia Layer
+
+ (SDL)
+
+ Version 2.0
+
+---
+https://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.
+
+More extensive documentation is available in the docs directory, starting
+with README.md
+
+Enjoy!
+ Sam Lantinga ([email protected])
diff --git a/bsp/simulator/SDL2/figures/SDL2.png b/bsp/simulator/SDL2/figures/SDL2.png
new file mode 100644
index 0000000000..0601c2752e
--- /dev/null
+++ b/bsp/simulator/SDL2/figures/SDL2.png
Binary files differ
diff --git a/bsp/simulator/SDL2/figures/SDL_download.png b/bsp/simulator/SDL2/figures/SDL_download.png
new file mode 100644
index 0000000000..cf524ce883
--- /dev/null
+++ b/bsp/simulator/SDL2/figures/SDL_download.png
Binary files differ
diff --git a/bsp/simulator/SDL2/include/SDL.h b/bsp/simulator/SDL2/include/SDL.h
new file mode 100644
index 0000000000..7cdd3243d6
--- /dev/null
+++ b/bsp/simulator/SDL2/include/SDL.h
@@ -0,0 +1,232 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
+
+ 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
+ */
+
+
+#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_gamecontroller.h"
+#include "SDL_haptic.h"
+#include "SDL_hidapi.h"
+#include "SDL_hints.h"
+#include "SDL_joystick.h"
+#include "SDL_loadso.h"
+#include "SDL_log.h"
+#include "SDL_messagebox.h"
+#include "SDL_metal.h"
+#include "SDL_mutex.h"
+#include "SDL_power.h"
+#include "SDL_render.h"
+#include "SDL_rwops.h"
+#include "SDL_sensor.h"
+#include "SDL_shape.h"
+#include "SDL_system.h"
+#include "SDL_thread.h"
+#include "SDL_timer.h"
+#include "SDL_version.h"
+#include "SDL_video.h"
+#include "SDL_locale.h"
+#include "SDL_misc.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 0x00000001u
+#define SDL_INIT_AUDIO 0x00000010u
+#define SDL_INIT_VIDEO 0x00000020u /**< SDL_INIT_VIDEO implies SDL_INIT_EVENTS */
+#define SDL_INIT_JOYSTICK 0x00000200u /**< SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS */
+#define SDL_INIT_HAPTIC 0x00001000u
+#define SDL_INIT_GAMECONTROLLER 0x00002000u /**< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK */
+#define SDL_INIT_EVENTS 0x00004000u
+#define SDL_INIT_SENSOR 0x00008000u
+#define SDL_INIT_NOPARACHUTE 0x00100000u /**< compatibility; this flag is ignored. */
+#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 | SDL_INIT_SENSOR \
+ )
+/* @} */
+
+/**
+ * Initialize the SDL library.
+ *
+ * SDL_Init() simply forwards to calling SDL_InitSubSystem(). Therefore, the
+ * two may be used interchangeably. Though for readability of your code
+ * SDL_InitSubSystem() might be preferred.
+ *
+ * The file I/O (for example: SDL_RWFromFile) and threading (SDL_CreateThread)
+ * subsystems are initialized by default. Message boxes
+ * (SDL_ShowSimpleMessageBox) also attempt to work without initializing the
+ * video subsystem, in hopes of being useful in showing an error dialog when
+ * SDL_Init fails. You must specifically initialize other subsystems if you
+ * use them in your application.
+ *
+ * Logging (such as SDL_Log) works without initialization, too.
+ *
+ * `flags` may be any of the following OR'd together:
+ *
+ * - `SDL_INIT_TIMER`: timer subsystem
+ * - `SDL_INIT_AUDIO`: audio subsystem
+ * - `SDL_INIT_VIDEO`: video subsystem; automatically initializes the events
+ * subsystem
+ * - `SDL_INIT_JOYSTICK`: joystick subsystem; automatically initializes the
+ * events subsystem
+ * - `SDL_INIT_HAPTIC`: haptic (force feedback) subsystem
+ * - `SDL_INIT_GAMECONTROLLER`: controller subsystem; automatically
+ * initializes the joystick subsystem
+ * - `SDL_INIT_EVENTS`: events subsystem
+ * - `SDL_INIT_EVERYTHING`: all of the above subsystems
+ * - `SDL_INIT_NOPARACHUTE`: compatibility; this flag is ignored
+ *
+ * Subsystem initialization is ref-counted, you must call SDL_QuitSubSystem()
+ * for each SDL_InitSubSystem() to correctly shutdown a subsystem manually (or
+ * call SDL_Quit() to force shutdown). If a subsystem is already loaded then
+ * this call will increase the ref-count and return.
+ *
+ * \param flags subsystem initialization flags
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_InitSubSystem
+ * \sa SDL_Quit
+ * \sa SDL_SetMainReady
+ * \sa SDL_WasInit
+ */
+extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags);
+
+/**
+ * Compatibility function to initialize the SDL library.
+ *
+ * In SDL2, this function and SDL_Init() are interchangeable.
+ *
+ * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_Init
+ * \sa SDL_Quit
+ * \sa SDL_QuitSubSystem
+ */
+extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags);
+
+/**
+ * Shut down specific SDL subsystems.
+ *
+ * If you start a subsystem using a call to that subsystem's init function
+ * (for example SDL_VideoInit()) instead of SDL_Init() or SDL_InitSubSystem(),
+ * SDL_QuitSubSystem() and SDL_WasInit() will not work. You will need to use
+ * that subsystem's quit function (SDL_VideoQuit()) directly instead. But
+ * generally, you should not be using those functions directly anyhow; use
+ * SDL_Init() instead.
+ *
+ * You still need to call SDL_Quit() even if you close all open subsystems
+ * with SDL_QuitSubSystem().
+ *
+ * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_InitSubSystem
+ * \sa SDL_Quit
+ */
+extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags);
+
+/**
+ * Get a mask of the specified subsystems which are currently initialized.
+ *
+ * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
+ * \returns a mask of all initialized subsystems if `flags` is 0, otherwise it
+ * returns the initialization status of the specified subsystems.
+ *
+ * The return value does not include SDL_INIT_NOPARACHUTE.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_Init
+ * \sa SDL_InitSubSystem
+ */
+extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags);
+
+/**
+ * Clean up all initialized subsystems.
+ *
+ * You should call this function even if you have already shutdown each
+ * initialized subsystem with SDL_QuitSubSystem(). It is safe to call this
+ * function even in the case of errors in initialization.
+ *
+ * If you start a subsystem using a call to that subsystem's init function
+ * (for example SDL_VideoInit()) instead of SDL_Init() or SDL_InitSubSystem(),
+ * then you must use that subsystem's quit function (SDL_VideoQuit()) to shut
+ * it down before calling SDL_Quit(). But generally, you should not be using
+ * those functions directly anyhow; use SDL_Init() instead.
+ *
+ * You can use this function with atexit() to ensure that it is run when your
+ * application is shutdown, but it is not wise to do this from a library or
+ * other dynamically loaded code.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_Init
+ * \sa SDL_QuitSubSystem
+ */
+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: */
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_assert.h b/bsp/simulator/SDL2/include/SDL_assert.h
index 90abbe39b6..defadf1371 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_assert.h
+++ b/bsp/simulator/SDL2/include/SDL_assert.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -53,6 +53,10 @@ assert can have unique static variables associated with it.
#define SDL_TriggerBreakpoint() __debugbreak()
#elif ( (!defined(__NACL__)) && ((defined(__GNUC__) || defined(__clang__)) && (defined(__i386__) || defined(__x86_64__))) )
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "int $3\n\t" )
+#elif ( defined(__APPLE__) && (defined(__arm64__) || defined(__aarch64__)) ) /* this might work on other ARM targets, but this is a known quantity... */
+ #define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "brk #22\n\t" )
+#elif defined(__APPLE__) && defined(__arm__)
+ #define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "bkpt #22\n\t" )
#elif defined(__386__) && defined(__WATCOMC__)
#define SDL_TriggerBreakpoint() { _asm { int 0x03 } }
#elif defined(HAVE_SIGNAL_H) && !defined(__WATCOMC__)
@@ -185,92 +189,121 @@ extern DECLSPEC SDL_AssertState SDLCALL SDL_ReportAssertion(SDL_AssertData *,
#define SDL_assert_always(condition) SDL_enabled_assert(condition)
+/**
+ * A callback that fires when an SDL assertion fails.
+ *
+ * \param data a pointer to the SDL_AssertData structure corresponding to the
+ * current assertion
+ * \param userdata what was passed as `userdata` to SDL_SetAssertionHandler()
+ * \returns an SDL_AssertState value indicating how to handle the failure.
+ */
typedef SDL_AssertState (SDLCALL *SDL_AssertionHandler)(
const SDL_AssertData* data, void* userdata);
/**
- * \brief Set an application-defined assertion handler.
+ * Set an application-defined assertion handler.
*
- * This allows an app to show its own assertion UI and/or force the
- * response to an assertion failure. If the app doesn't provide this, SDL
- * will try to do the right thing, popping up a system-specific GUI dialog,
- * and probably minimizing any fullscreen windows.
+ * This function allows an application to show its own assertion UI and/or
+ * force the response to an assertion failure. If the application doesn't
+ * provide this, SDL will try to do the right thing, popping up a
+ * system-specific GUI dialog, and probably minimizing any fullscreen windows.
*
- * This callback may fire from any thread, but it runs wrapped in a mutex, so
- * it will only fire from one thread at a time.
+ * This callback may fire from any thread, but it runs wrapped in a mutex, so
+ * it will only fire from one thread at a time.
*
- * Setting the callback to NULL restores SDL's original internal handler.
+ * This callback is NOT reset to SDL's internal handler upon SDL_Quit()!
*
- * This callback is NOT reset to SDL's internal handler upon SDL_Quit()!
+ * \param handler the SDL_AssertionHandler function to call when an assertion
+ * fails or NULL for the default handler
+ * \param userdata a pointer that is passed to `handler`
*
- * Return SDL_AssertState value of how to handle the assertion failure.
+ * \since This function is available since SDL 2.0.0.
*
- * \param handler Callback function, called when an assertion fails.
- * \param userdata A pointer passed to the callback as-is.
+ * \sa SDL_GetAssertionHandler
*/
extern DECLSPEC void SDLCALL SDL_SetAssertionHandler(
SDL_AssertionHandler handler,
void *userdata);
/**
- * \brief Get the default assertion handler.
+ * Get the default assertion handler.
*
- * This returns the function pointer that is called by default when an
- * assertion is triggered. This is an internal function provided by SDL,
- * that is used for assertions when SDL_SetAssertionHandler() hasn't been
- * used to provide a different function.
+ * This returns the function pointer that is called by default when an
+ * assertion is triggered. This is an internal function provided by SDL, that
+ * is used for assertions when SDL_SetAssertionHandler() hasn't been used to
+ * provide a different function.
*
- * \return The default SDL_AssertionHandler that is called when an assert triggers.
+ * \returns the default SDL_AssertionHandler that is called when an assert
+ * triggers.
+ *
+ * \since This function is available since SDL 2.0.2.
+ *
+ * \sa SDL_GetAssertionHandler
*/
extern DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetDefaultAssertionHandler(void);
/**
- * \brief Get the current assertion handler.
+ * Get the current assertion handler.
+ *
+ * This returns the function pointer that is called when an assertion is
+ * triggered. This is either the value last passed to
+ * SDL_SetAssertionHandler(), or if no application-specified function is set,
+ * is equivalent to calling SDL_GetDefaultAssertionHandler().
*
- * This returns the function pointer that is called when an assertion is
- * triggered. This is either the value last passed to
- * SDL_SetAssertionHandler(), or if no application-specified function is
- * set, is equivalent to calling SDL_GetDefaultAssertionHandler().
+ * The parameter `puserdata` is a pointer to a void*, which will store the
+ * "userdata" pointer that was passed to SDL_SetAssertionHandler(). This value
+ * will always be NULL for the default handler. If you don't care about this
+ * data, it is safe to pass a NULL pointer to this function to ignore it.
*
- * \param puserdata Pointer to a void*, which will store the "userdata"
- * pointer that was passed to SDL_SetAssertionHandler().
- * This value will always be NULL for the default handler.
- * If you don't care about this data, it is safe to pass
- * a NULL pointer to this function to ignore it.
- * \return The SDL_AssertionHandler that is called when an assert triggers.
+ * \param puserdata pointer which is filled with the "userdata" pointer that
+ * was passed to SDL_SetAssertionHandler()
+ * \returns the SDL_AssertionHandler that is called when an assert triggers.
+ *
+ * \since This function is available since SDL 2.0.2.
+ *
+ * \sa SDL_SetAssertionHandler
*/
extern DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetAssertionHandler(void **puserdata);
/**
- * \brief Get a list of all assertion failures.
+ * Get a list of all assertion failures.
+ *
+ * This function gets all assertions triggered since the last call to
+ * SDL_ResetAssertionReport(), or the start of the program.
*
- * Get all assertions triggered since last call to SDL_ResetAssertionReport(),
- * or the start of the program.
+ * The proper way to examine this data looks something like this:
*
- * The proper way to examine this data looks something like this:
+ * ```c
+ * const SDL_AssertData *item = SDL_GetAssertionReport();
+ * while (item) {
+ * printf("'%s', %s (%s:%d), triggered %u times, always ignore: %s.\\n",
+ * item->condition, item->function, item->filename,
+ * item->linenum, item->trigger_count,
+ * item->always_ignore ? "yes" : "no");
+ * item = item->next;
+ * }
+ * ```
*
- * <code>
- * const SDL_AssertData *item = SDL_GetAssertionReport();
- * while (item) {
- * printf("'%s', %s (%s:%d), triggered %u times, always ignore: %s.\\n",
- * item->condition, item->function, item->filename,
- * item->linenum, item->trigger_count,
- * item->always_ignore ? "yes" : "no");
- * item = item->next;
- * }
- * </code>
+ * \returns a list of all failed assertions or NULL if the list is empty. This
+ * memory should not be modified or freed by the application.
*
- * \return List of all assertions.
- * \sa SDL_ResetAssertionReport
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_ResetAssertionReport
*/
extern DECLSPEC const SDL_AssertData * SDLCALL SDL_GetAssertionReport(void);
/**
- * \brief Reset the list of all assertion failures.
+ * Clear the list of all assertion failures.
+ *
+ * This function will clear the list of all assertions triggered up to that
+ * point. Immediately following this call, SDL_GetAssertionReport will return
+ * no items. In addition, any previously-triggered assertions will be reset to
+ * a trigger_count of zero, and their always_ignore state will be false.
*
- * Reset list of all assertions triggered.
+ * \since This function is available since SDL 2.0.0.
*
- * \sa SDL_GetAssertionReport
+ * \sa SDL_GetAssertionReport
*/
extern DECLSPEC void SDLCALL SDL_ResetAssertionReport(void);
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_atomic.h b/bsp/simulator/SDL2/include/SDL_atomic.h
index 36e37f3b78..6e77aa13a8 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_atomic.h
+++ b/bsp/simulator/SDL2/include/SDL_atomic.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -89,25 +89,51 @@ extern "C" {
typedef int SDL_SpinLock;
/**
- * \brief Try to lock a spin lock by setting it to a non-zero value.
+ * Try to lock a spin lock by setting it to a non-zero value.
*
- * \param lock Points to the lock.
+ * ***Please note that spinlocks are dangerous if you don't know what you're
+ * doing. Please be careful using any sort of spinlock!***
*
- * \return SDL_TRUE if the lock succeeded, SDL_FALSE if the lock is already held.
+ * \param lock a pointer to a lock variable
+ * \returns SDL_TRUE if the lock succeeded, SDL_FALSE if the lock is already
+ * held.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_AtomicLock
+ * \sa SDL_AtomicUnlock
*/
extern DECLSPEC SDL_bool SDLCALL SDL_AtomicTryLock(SDL_SpinLock *lock);
/**
- * \brief Lock a spin lock by setting it to a non-zero value.
+ * Lock a spin lock by setting it to a non-zero value.
+ *
+ * ***Please note that spinlocks are dangerous if you don't know what you're
+ * doing. Please be careful using any sort of spinlock!***
*
- * \param lock Points to the lock.
+ * \param lock a pointer to a lock variable
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_AtomicTryLock
+ * \sa SDL_AtomicUnlock
*/
extern DECLSPEC void SDLCALL SDL_AtomicLock(SDL_SpinLock *lock);
/**
- * \brief Unlock a spin lock by setting it to 0. Always returns immediately
+ * Unlock a spin lock by setting it to 0.
+ *
+ * Always returns immediately.
*
- * \param lock Points to the lock.
+ * ***Please note that spinlocks are dangerous if you don't know what you're
+ * doing. Please be careful using any sort of spinlock!***
+ *
+ * \param lock a pointer to a lock variable
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_AtomicLock
+ * \sa SDL_AtomicTryLock
*/
extern DECLSPEC void SDLCALL SDL_AtomicUnlock(SDL_SpinLock *lock);
@@ -126,7 +152,7 @@ void _ReadWriteBarrier(void);
/* This is correct for all CPUs when using GCC or Solaris Studio 12.1+. */
#define SDL_CompilerBarrier() __asm__ __volatile__ ("" : : : "memory")
#elif defined(__WATCOMC__)
-extern _inline void SDL_CompilerBarrier (void);
+extern __inline void SDL_CompilerBarrier(void);
#pragma aux SDL_CompilerBarrier = "" parm [] modify exact [];
#else
#define SDL_CompilerBarrier() \
@@ -137,20 +163,22 @@ extern _inline void SDL_CompilerBarrier (void);
* Memory barriers are designed to prevent reads and writes from being
* reordered by the compiler and being seen out of order on multi-core CPUs.
*
- * A typical pattern would be for thread A to write some data and a flag,
- * and for thread B to read the flag and get the data. In this case you
- * would insert a release barrier between writing the data and the flag,
+ * A typical pattern would be for thread A to write some data and a flag, and
+ * for thread B to read the flag and get the data. In this case you would
+ * insert a release barrier between writing the data and the flag,
* guaranteeing that the data write completes no later than the flag is
- * written, and you would insert an acquire barrier between reading the
- * flag and reading the data, to ensure that all the reads associated
- * with the flag have completed.
+ * written, and you would insert an acquire barrier between reading the flag
+ * and reading the data, to ensure that all the reads associated with the flag
+ * have completed.
*
- * In this pattern you should always see a release barrier paired with
- * an acquire barrier and you should gate the data reads/writes with a
- * single flag variable.
+ * In this pattern you should always see a release barrier paired with an
+ * acquire barrier and you should gate the data reads/writes with a single
+ * flag variable.
*
* For more information on these semantics, take a look at the blog post:
* http://preshing.com/20120913/acquire-and-release-semantics
+ *
+ * \since This function is available since SDL 2.0.6.
*/
extern DECLSPEC void SDLCALL SDL_MemoryBarrierReleaseFunction(void);
extern DECLSPEC void SDLCALL SDL_MemoryBarrierAcquireFunction(void);
@@ -158,13 +186,33 @@ extern DECLSPEC void SDLCALL SDL_MemoryBarrierAcquireFunction(void);
#if defined(__GNUC__) && (defined(__powerpc__) || defined(__ppc__))
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("lwsync" : : : "memory")
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("lwsync" : : : "memory")
+#elif defined(__GNUC__) && defined(__aarch64__)
+#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("dmb ish" : : : "memory")
+#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("dmb ish" : : : "memory")
#elif defined(__GNUC__) && defined(__arm__)
-#if defined(__ARM_ARCH_7__) || defined(__ARM_ARCH_7A__) || defined(__ARM_ARCH_7EM__) || defined(__ARM_ARCH_7R__) || defined(__ARM_ARCH_7M__) || defined(__ARM_ARCH_7S__)
+#if 0 /* defined(__LINUX__) || defined(__ANDROID__) */
+/* Information from:
+ https://chromium.googlesource.com/chromium/chromium/+/trunk/base/atomicops_internals_arm_gcc.h#19
+
+ The Linux kernel provides a helper function which provides the right code for a memory barrier,
+ hard-coded at address 0xffff0fa0
+*/
+typedef void (*SDL_KernelMemoryBarrierFunc)();
+#define SDL_MemoryBarrierRelease() ((SDL_KernelMemoryBarrierFunc)0xffff0fa0)()
+#define SDL_MemoryBarrierAcquire() ((SDL_KernelMemoryBarrierFunc)0xffff0fa0)()
+#elif 0 /* defined(__QNXNTO__) */
+#include <sys/cpuinline.h>
+
+#define SDL_MemoryBarrierRelease() __cpu_membarrier()
+#define SDL_MemoryBarrierAcquire() __cpu_membarrier()
+#else
+#if defined(__ARM_ARCH_7__) || defined(__ARM_ARCH_7A__) || defined(__ARM_ARCH_7EM__) || defined(__ARM_ARCH_7R__) || defined(__ARM_ARCH_7M__) || defined(__ARM_ARCH_7S__) || defined(__ARM_ARCH_8A__)
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("dmb ish" : : : "memory")
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("dmb ish" : : : "memory")
#elif defined(__ARM_ARCH_6__) || defined(__ARM_ARCH_6J__) || defined(__ARM_ARCH_6K__) || defined(__ARM_ARCH_6T2__) || defined(__ARM_ARCH_6Z__) || defined(__ARM_ARCH_6ZK__) || defined(__ARM_ARCH_5TE__)
#ifdef __thumb__
/* The mcr instruction isn't available in thumb mode, use real functions */
+#define SDL_MEMORY_BARRIER_USES_FUNCTION
#define SDL_MemoryBarrierRelease() SDL_MemoryBarrierReleaseFunction()
#define SDL_MemoryBarrierAcquire() SDL_MemoryBarrierAcquireFunction()
#else
@@ -174,6 +222,7 @@ extern DECLSPEC void SDLCALL SDL_MemoryBarrierAcquireFunction(void);
#else
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("" : : : "memory")
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("" : : : "memory")
+#endif /* __LINUX__ || __ANDROID__ */
#endif /* __GNUC__ && __arm__ */
#else
#if (defined(__SUNPRO_C) && (__SUNPRO_C >= 0x5120))
@@ -195,32 +244,73 @@ extern DECLSPEC void SDLCALL SDL_MemoryBarrierAcquireFunction(void);
typedef struct { int value; } SDL_atomic_t;
/**
- * \brief Set an atomic variable to a new value if it is currently an old value.
+ * Set an atomic variable to a new value if it is currently an old value.
*
- * \return SDL_TRUE if the atomic variable was set, SDL_FALSE otherwise.
+ * ***Note: If you don't know what this function is for, you shouldn't use
+ * it!***
*
- * \note If you don't know what this function is for, you shouldn't use it!
-*/
+ * \param a a pointer to an SDL_atomic_t variable to be modified
+ * \param oldval the old value
+ * \param newval the new value
+ * \returns SDL_TRUE if the atomic variable was set, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_AtomicCASPtr
+ * \sa SDL_AtomicGet
+ * \sa SDL_AtomicSet
+ */
extern DECLSPEC SDL_bool SDLCALL SDL_AtomicCAS(SDL_atomic_t *a, int oldval, int newval);
/**
- * \brief Set an atomic variable to a value.
+ * Set an atomic variable to a value.
+ *
+ * This function also acts as a full memory barrier.
*
- * \return The previous value of the atomic variable.
+ * ***Note: If you don't know what this function is for, you shouldn't use
+ * it!***
+ *
+ * \param a a pointer to an SDL_atomic_t variable to be modified
+ * \param v the desired value
+ * \returns the previous value of the atomic variable.
+ *
+ * \since This function is available since SDL 2.0.2.
+ *
+ * \sa SDL_AtomicGet
*/
extern DECLSPEC int SDLCALL SDL_AtomicSet(SDL_atomic_t *a, int v);
/**
- * \brief Get the value of an atomic variable
+ * Get the value of an atomic variable.
+ *
+ * ***Note: If you don't know what this function is for, you shouldn't use
+ * it!***
+ *
+ * \param a a pointer to an SDL_atomic_t variable
+ * \returns the current value of an atomic variable.
+ *
+ * \since This function is available since SDL 2.0.2.
+ *
+ * \sa SDL_AtomicSet
*/
extern DECLSPEC int SDLCALL SDL_AtomicGet(SDL_atomic_t *a);
/**
- * \brief Add to an atomic variable.
+ * Add to an atomic variable.
+ *
+ * This function also acts as a full memory barrier.
+ *
+ * ***Note: If you don't know what this function is for, you shouldn't use
+ * it!***
*
- * \return The previous value of the atomic variable.
+ * \param a a pointer to an SDL_atomic_t variable to be modified
+ * \param v the desired value to add
+ * \returns the previous value of the atomic variable.
*
- * \note This same style can be used for any number operation
+ * \since This function is available since SDL 2.0.2.
+ *
+ * \sa SDL_AtomicDecRef
+ * \sa SDL_AtomicIncRef
*/
extern DECLSPEC int SDLCALL SDL_AtomicAdd(SDL_atomic_t *a, int v);
@@ -242,23 +332,54 @@ extern DECLSPEC int SDLCALL SDL_AtomicAdd(SDL_atomic_t *a, int v);
#endif
/**
- * \brief Set a pointer to a new value if it is currently an old value.
+ * Set a pointer to a new value if it is currently an old value.
*
- * \return SDL_TRUE if the pointer was set, SDL_FALSE otherwise.
+ * ***Note: If you don't know what this function is for, you shouldn't use
+ * it!***
*
- * \note If you don't know what this function is for, you shouldn't use it!
-*/
+ * \param a a pointer to a pointer
+ * \param oldval the old pointer value
+ * \param newval the new pointer value
+ * \returns SDL_TRUE if the pointer was set, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_AtomicCAS
+ * \sa SDL_AtomicGetPtr
+ * \sa SDL_AtomicSetPtr
+ */
extern DECLSPEC SDL_bool SDLCALL SDL_AtomicCASPtr(void **a, void *oldval, void *newval);
/**
- * \brief Set a pointer to a value atomically.
+ * Set a pointer to a value atomically.
+ *
+ * ***Note: If you don't know what this function is for, you shouldn't use
+ * it!***
+ *
+ * \param a a pointer to a pointer
+ * \param v the desired pointer value
+ * \returns the previous value of the pointer.
*
- * \return The previous value of the pointer.
+ * \since This function is available since SDL 2.0.2.
+ *
+ * \sa SDL_AtomicCASPtr
+ * \sa SDL_AtomicGetPtr
*/
extern DECLSPEC void* SDLCALL SDL_AtomicSetPtr(void **a, void* v);
/**
- * \brief Get the value of a pointer atomically.
+ * Get the value of a pointer atomically.
+ *
+ * ***Note: If you don't know what this function is for, you shouldn't use
+ * it!***
+ *
+ * \param a a pointer to a pointer
+ * \returns the current value of a pointer.
+ *
+ * \since This function is available since SDL 2.0.2.
+ *
+ * \sa SDL_AtomicCASPtr
+ * \sa SDL_AtomicSetPtr
*/
extern DECLSPEC void* SDLCALL SDL_AtomicGetPtr(void **a);
diff --git a/bsp/simulator/SDL2/include/SDL_audio.h b/bsp/simulator/SDL2/include/SDL_audio.h
new file mode 100644
index 0000000000..181f66c578
--- /dev/null
+++ b/bsp/simulator/SDL2/include/SDL_audio.h
@@ -0,0 +1,1464 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
+
+ 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.
+*/
+
+/* !!! FIXME: several functions in here need Doxygen comments. */
+
+/**
+ * \file SDL_audio.h
+ *
+ * Access to the raw audio mixing buffer for the SDL library.
+ */
+
+#ifndef SDL_audio_h_
+#define SDL_audio_h_
+
+#include "SDL_stdinc.h"
+#include "SDL_error.h"
+#include "SDL_endian.h"
+#include "SDL_mutex.h"
+#include "SDL_thread.h"
+#include "SDL_rwops.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/**
+ * \brief Audio format flags.
+ *
+ * These are what the 16 bits in SDL_AudioFormat currently mean...
+ * (Unspecified bits are always zero).
+ *
+ * \verbatim
+ ++-----------------------sample is signed if set
+ ||
+ || ++-----------sample is bigendian if set
+ || ||
+ || || ++---sample is float if set
+ || || ||
+ || || || +---sample bit size---+
+ || || || | |
+ 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
+ \endverbatim
+ *
+ * There are macros in SDL 2.0 and later to query these bits.
+ */
+typedef Uint16 SDL_AudioFormat;
+
+/**
+ * \name Audio flags
+ */
+/* @{ */
+
+#define SDL_AUDIO_MASK_BITSIZE (0xFF)
+#define SDL_AUDIO_MASK_DATATYPE (1<<8)
+#define SDL_AUDIO_MASK_ENDIAN (1<<12)
+#define SDL_AUDIO_MASK_SIGNED (1<<15)
+#define SDL_AUDIO_BITSIZE(x) (x & SDL_AUDIO_MASK_BITSIZE)
+#define SDL_AUDIO_ISFLOAT(x) (x & SDL_AUDIO_MASK_DATATYPE)
+#define SDL_AUDIO_ISBIGENDIAN(x) (x & SDL_AUDIO_MASK_ENDIAN)
+#define SDL_AUDIO_ISSIGNED(x) (x & SDL_AUDIO_MASK_SIGNED)
+#define SDL_AUDIO_ISINT(x) (!SDL_AUDIO_ISFLOAT(x))
+#define SDL_AUDIO_ISLITTLEENDIAN(x) (!SDL_AUDIO_ISBIGENDIAN(x))
+#define SDL_AUDIO_ISUNSIGNED(x) (!SDL_AUDIO_ISSIGNED(x))
+
+/**
+ * \name Audio format flags
+ *
+ * Defaults to LSB byte order.
+ */
+/* @{ */
+#define AUDIO_U8 0x0008 /**< Unsigned 8-bit samples */
+#define AUDIO_S8 0x8008 /**< Signed 8-bit samples */
+#define AUDIO_U16LSB 0x0010 /**< Unsigned 16-bit samples */
+#define AUDIO_S16LSB 0x8010 /**< Signed 16-bit samples */
+#define AUDIO_U16MSB 0x1010 /**< As above, but big-endian byte order */
+#define AUDIO_S16MSB 0x9010 /**< As above, but big-endian byte order */
+#define AUDIO_U16 AUDIO_U16LSB
+#define AUDIO_S16 AUDIO_S16LSB
+/* @} */
+
+/**
+ * \name int32 support
+ */
+/* @{ */
+#define AUDIO_S32LSB 0x8020 /**< 32-bit integer samples */
+#define AUDIO_S32MSB 0x9020 /**< As above, but big-endian byte order */
+#define AUDIO_S32 AUDIO_S32LSB
+/* @} */
+
+/**
+ * \name float32 support
+ */
+/* @{ */
+#define AUDIO_F32LSB 0x8120 /**< 32-bit floating point samples */
+#define AUDIO_F32MSB 0x9120 /**< As above, but big-endian byte order */
+#define AUDIO_F32 AUDIO_F32LSB
+/* @} */
+
+/**
+ * \name Native audio byte ordering
+ */
+/* @{ */
+#if SDL_BYTEORDER == SDL_LIL_ENDIAN
+#define AUDIO_U16SYS AUDIO_U16LSB
+#define AUDIO_S16SYS AUDIO_S16LSB
+#define AUDIO_S32SYS AUDIO_S32LSB
+#define AUDIO_F32SYS AUDIO_F32LSB
+#else
+#define AUDIO_U16SYS AUDIO_U16MSB
+#define AUDIO_S16SYS AUDIO_S16MSB
+#define AUDIO_S32SYS AUDIO_S32MSB
+#define AUDIO_F32SYS AUDIO_F32MSB
+#endif
+/* @} */
+
+/**
+ * \name Allow change flags
+ *
+ * Which audio format changes are allowed when opening a device.
+ */
+/* @{ */
+#define SDL_AUDIO_ALLOW_FREQUENCY_CHANGE 0x00000001
+#define SDL_AUDIO_ALLOW_FORMAT_CHANGE 0x00000002
+#define SDL_AUDIO_ALLOW_CHANNELS_CHANGE 0x00000004
+#define SDL_AUDIO_ALLOW_SAMPLES_CHANGE 0x00000008
+#define SDL_AUDIO_ALLOW_ANY_CHANGE (SDL_AUDIO_ALLOW_FREQUENCY_CHANGE|SDL_AUDIO_ALLOW_FORMAT_CHANGE|SDL_AUDIO_ALLOW_CHANNELS_CHANGE|SDL_AUDIO_ALLOW_SAMPLES_CHANGE)
+/* @} */
+
+/* @} *//* Audio flags */
+
+/**
+ * This function is called when the audio device needs more data.
+ *
+ * \param userdata An application-specific parameter saved in
+ * the SDL_AudioSpec structure
+ * \param stream A pointer to the audio data buffer.
+ * \param len The length of that buffer in bytes.
+ *
+ * Once the callback returns, the buffer will no longer be valid.
+ * Stereo samples are stored in a LRLRLR ordering.
+ *
+ * You can choose to avoid callbacks and use SDL_QueueAudio() instead, if
+ * you like. Just open your audio device with a NULL callback.
+ */
+typedef void (SDLCALL * SDL_AudioCallback) (void *userdata, Uint8 * stream,
+ int len);
+
+/**
+ * The calculated values in this structure are calculated by SDL_OpenAudio().
+ *
+ * For multi-channel audio, the default SDL channel mapping is:
+ * 2: FL FR (stereo)
+ * 3: FL FR LFE (2.1 surround)
+ * 4: FL FR BL BR (quad)
+ * 5: FL FR FC BL BR (quad + center)
+ * 6: FL FR FC LFE SL SR (5.1 surround - last two can also be BL BR)
+ * 7: FL FR FC LFE BC SL SR (6.1 surround)
+ * 8: FL FR FC LFE BL BR SL SR (7.1 surround)
+ */
+typedef struct SDL_AudioSpec
+{
+ int freq; /**< DSP frequency -- samples per second */
+ SDL_AudioFormat format; /**< Audio data format */
+ Uint8 channels; /**< Number of channels: 1 mono, 2 stereo */
+ Uint8 silence; /**< Audio buffer silence value (calculated) */
+ Uint16 samples; /**< Audio buffer size in sample FRAMES (total samples divided by channel count) */
+ Uint16 padding; /**< Necessary for some compile environments */
+ Uint32 size; /**< Audio buffer size in bytes (calculated) */
+ SDL_AudioCallback callback; /**< Callback that feeds the audio device (NULL to use SDL_QueueAudio()). */
+ void *userdata; /**< Userdata passed to callback (ignored for NULL callbacks). */
+} SDL_AudioSpec;
+
+
+struct SDL_AudioCVT;
+typedef void (SDLCALL * SDL_AudioFilter) (struct SDL_AudioCVT * cvt,
+ SDL_AudioFormat format);
+
+/**
+ * \brief Upper limit of filters in SDL_AudioCVT
+ *
+ * The maximum number of SDL_AudioFilter functions in SDL_AudioCVT is
+ * currently limited to 9. The SDL_AudioCVT.filters array has 10 pointers,
+ * one of which is the terminating NULL pointer.
+ */
+#define SDL_AUDIOCVT_MAX_FILTERS 9
+
+/**
+ * \struct SDL_AudioCVT
+ * \brief A structure to hold a set of audio conversion filters and buffers.
+ *
+ * Note that various parts of the conversion pipeline can take advantage
+ * of SIMD operations (like SSE2, for example). SDL_AudioCVT doesn't require
+ * you to pass it aligned data, but can possibly run much faster if you
+ * set both its (buf) field to a pointer that is aligned to 16 bytes, and its
+ * (len) field to something that's a multiple of 16, if possible.
+ */
+#if defined(__GNUC__) && !defined(__CHERI_PURE_CAPABILITY__)
+/* This structure is 84 bytes on 32-bit architectures, make sure GCC doesn't
+ pad it out to 88 bytes to guarantee ABI compatibility between compilers.
+ This is not a concern on CHERI architectures, where pointers must be stored
+ at aligned locations otherwise they will become invalid, and thus structs
+ containing pointers cannot be packed without giving a warning or error.
+ vvv
+ The next time we rev the ABI, make sure to size the ints and add padding.
+*/
+#define SDL_AUDIOCVT_PACKED __attribute__((packed))
+#else
+#define SDL_AUDIOCVT_PACKED
+#endif
+/* */
+typedef struct SDL_AudioCVT
+{
+ int needed; /**< Set to 1 if conversion possible */
+ SDL_AudioFormat src_format; /**< Source audio format */
+ SDL_AudioFormat dst_format; /**< Target audio format */
+ double rate_incr; /**< Rate conversion increment */
+ Uint8 *buf; /**< Buffer to hold entire audio data */
+ int len; /**< Length of original audio buffer */
+ int len_cvt; /**< Length of converted audio buffer */
+ int len_mult; /**< buffer must be len*len_mult big */
+ double len_ratio; /**< Given len, final size is len*len_ratio */
+ SDL_AudioFilter filters[SDL_AUDIOCVT_MAX_FILTERS + 1]; /**< NULL-terminated list of filter functions */
+ int filter_index; /**< Current audio conversion function */
+} SDL_AUDIOCVT_PACKED SDL_AudioCVT;
+
+
+/* Function prototypes */
+
+/**
+ * \name Driver discovery functions
+ *
+ * These functions return the list of built in audio drivers, in the
+ * order that they are normally initialized by default.
+ */
+/* @{ */
+
+/**
+ * Use this function to get the number of built-in audio drivers.
+ *
+ * This function returns a hardcoded number. This never returns a negative
+ * value; if there are no drivers compiled into this build of SDL, this
+ * function returns zero. The presence of a driver in this list does not mean
+ * it will function, it just means SDL is capable of interacting with that
+ * interface. For example, a build of SDL might have esound support, but if
+ * there's no esound server available, SDL's esound driver would fail if used.
+ *
+ * By default, SDL tries all drivers, in its preferred order, until one is
+ * found to be usable.
+ *
+ * \returns the number of built-in audio drivers.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetAudioDriver
+ */
+extern DECLSPEC int SDLCALL SDL_GetNumAudioDrivers(void);
+
+/**
+ * Use this function to get the name of a built in audio driver.
+ *
+ * The list of audio drivers is given in the order that they are normally
+ * initialized by default; the drivers that seem more reasonable to choose
+ * first (as far as the SDL developers believe) are earlier in the list.
+ *
+ * The names of drivers are all simple, low-ASCII identifiers, like "alsa",
+ * "coreaudio" or "xaudio2". These never have Unicode characters, and are not
+ * meant to be proper names.
+ *
+ * \param index the index of the audio driver; the value ranges from 0 to
+ * SDL_GetNumAudioDrivers() - 1
+ * \returns the name of the audio driver at the requested index, or NULL if an
+ * invalid index was specified.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetNumAudioDrivers
+ */
+extern DECLSPEC const char *SDLCALL SDL_GetAudioDriver(int index);
+/* @} */
+
+/**
+ * \name Initialization and cleanup
+ *
+ * \internal These functions are used internally, and should not be used unless
+ * you have a specific need to specify the audio driver you want to
+ * use. You should normally use SDL_Init() or SDL_InitSubSystem().
+ */
+/* @{ */
+
+/**
+ * Use this function to initialize a particular audio driver.
+ *
+ * This function is used internally, and should not be used unless you have a
+ * specific need to designate the audio driver you want to use. You should
+ * normally use SDL_Init() or SDL_InitSubSystem().
+ *
+ * \param driver_name the name of the desired audio driver
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_AudioQuit
+ */
+extern DECLSPEC int SDLCALL SDL_AudioInit(const char *driver_name);
+
+/**
+ * Use this function to shut down audio if you initialized it with
+ * SDL_AudioInit().
+ *
+ * This function is used internally, and should not be used unless you have a
+ * specific need to specify the audio driver you want to use. You should
+ * normally use SDL_Quit() or SDL_QuitSubSystem().
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_AudioInit
+ */
+extern DECLSPEC void SDLCALL SDL_AudioQuit(void);
+/* @} */
+
+/**
+ * Get the name of the current audio driver.
+ *
+ * The returned string points to internal static memory and thus never becomes
+ * invalid, even if you quit the audio subsystem and initialize a new driver
+ * (although such a case would return a different static string from another
+ * call to this function, of course). As such, you should not modify or free
+ * the returned string.
+ *
+ * \returns the name of the current audio driver or NULL if no driver has been
+ * initialized.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_AudioInit
+ */
+extern DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void);
+
+/**
+ * This function is a legacy means of opening the audio device.
+ *
+ * This function remains for compatibility with SDL 1.2, but also because it's
+ * slightly easier to use than the new functions in SDL 2.0. The new, more
+ * powerful, and preferred way to do this is SDL_OpenAudioDevice().
+ *
+ * This function is roughly equivalent to:
+ *
+ * ```c
+ * SDL_OpenAudioDevice(NULL, 0, desired, obtained, SDL_AUDIO_ALLOW_ANY_CHANGE);
+ * ```
+ *
+ * With two notable exceptions:
+ *
+ * - If `obtained` is NULL, we use `desired` (and allow no changes), which
+ * means desired will be modified to have the correct values for silence,
+ * etc, and SDL will convert any differences between your app's specific
+ * request and the hardware behind the scenes.
+ * - The return value is always success or failure, and not a device ID, which
+ * means you can only have one device open at a time with this function.
+ *
+ * \param desired an SDL_AudioSpec structure representing the desired output
+ * format. Please refer to the SDL_OpenAudioDevice
+ * documentation for details on how to prepare this structure.
+ * \param obtained an SDL_AudioSpec structure filled in with the actual
+ * parameters, or NULL.
+ * \returns 0 if successful, placing the actual hardware parameters in the
+ * structure pointed to by `obtained`.
+ *
+ * If `obtained` is NULL, the audio data passed to the callback
+ * function will be guaranteed to be in the requested format, and
+ * will be automatically converted to the actual hardware audio
+ * format if necessary. If `obtained` is NULL, `desired` will have
+ * fields modified.
+ *
+ * This function returns a negative error code on failure to open the
+ * audio device or failure to set up the audio thread; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CloseAudio
+ * \sa SDL_LockAudio
+ * \sa SDL_PauseAudio
+ * \sa SDL_UnlockAudio
+ */
+extern DECLSPEC int SDLCALL SDL_OpenAudio(SDL_AudioSpec * desired,
+ SDL_AudioSpec * obtained);
+
+/**
+ * SDL Audio Device IDs.
+ *
+ * A successful call to SDL_OpenAudio() is always device id 1, and legacy
+ * SDL audio APIs assume you want this device ID. SDL_OpenAudioDevice() calls
+ * always returns devices >= 2 on success. The legacy calls are good both
+ * for backwards compatibility and when you don't care about multiple,
+ * specific, or capture devices.
+ */
+typedef Uint32 SDL_AudioDeviceID;
+
+/**
+ * Get the number of built-in audio devices.
+ *
+ * This function is only valid after successfully initializing the audio
+ * subsystem.
+ *
+ * Note that audio capture support is not implemented as of SDL 2.0.4, so the
+ * `iscapture` parameter is for future expansion and should always be zero for
+ * now.
+ *
+ * This function will return -1 if an explicit list of devices can't be
+ * determined. Returning -1 is not an error. For example, if SDL is set up to
+ * talk to a remote audio server, it can't list every one available on the
+ * Internet, but it will still allow a specific host to be specified in
+ * SDL_OpenAudioDevice().
+ *
+ * In many common cases, when this function returns a value <= 0, it can still
+ * successfully open the default device (NULL for first argument of
+ * SDL_OpenAudioDevice()).
+ *
+ * This function may trigger a complete redetect of available hardware. It
+ * should not be called for each iteration of a loop, but rather once at the
+ * start of a loop:
+ *
+ * ```c
+ * // Don't do this:
+ * for (int i = 0; i < SDL_GetNumAudioDevices(0); i++)
+ *
+ * // do this instead:
+ * const int count = SDL_GetNumAudioDevices(0);
+ * for (int i = 0; i < count; ++i) { do_something_here(); }
+ * ```
+ *
+ * \param iscapture zero to request playback devices, non-zero to request
+ * recording devices
+ * \returns the number of available devices exposed by the current driver or
+ * -1 if an explicit list of devices can't be determined. A return
+ * value of -1 does not necessarily mean an error condition.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetAudioDeviceName
+ * \sa SDL_OpenAudioDevice
+ */
+extern DECLSPEC int SDLCALL SDL_GetNumAudioDevices(int iscapture);
+
+/**
+ * Get the human-readable name of a specific audio device.
+ *
+ * This function is only valid after successfully initializing the audio
+ * subsystem. The values returned by this function reflect the latest call to
+ * SDL_GetNumAudioDevices(); re-call that function to redetect available
+ * hardware.
+ *
+ * The string returned by this function is UTF-8 encoded, read-only, and
+ * managed internally. You are not to free it. If you need to keep the string
+ * for any length of time, you should make your own copy of it, as it will be
+ * invalid next time any of several other SDL functions are called.
+ *
+ * \param index the index of the audio device; valid values range from 0 to
+ * SDL_GetNumAudioDevices() - 1
+ * \param iscapture non-zero to query the list of recording devices, zero to
+ * query the list of output devices.
+ * \returns the name of the audio device at the requested index, or NULL on
+ * error.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetNumAudioDevices
+ */
+extern DECLSPEC const char *SDLCALL SDL_GetAudioDeviceName(int index,
+ int iscapture);
+
+/**
+ * Get the preferred audio format of a specific audio device.
+ *
+ * This function is only valid after a successfully initializing the audio
+ * subsystem. The values returned by this function reflect the latest call to
+ * SDL_GetNumAudioDevices(); re-call that function to redetect available
+ * hardware.
+ *
+ * `spec` will be filled with the sample rate, sample format, and channel
+ * count. All other values in the structure are filled with 0. When the
+ * supported struct members are 0, SDL was unable to get the property from the
+ * backend.
+ *
+ * \param index the index of the audio device; valid values range from 0 to
+ * SDL_GetNumAudioDevices() - 1
+ * \param iscapture non-zero to query the list of recording devices, zero to
+ * query the list of output devices.
+ * \param spec The SDL_AudioSpec to be initialized by this function.
+ * \returns 0 on success, nonzero on error
+ *
+ * \since This function is available since SDL 2.0.16.
+ *
+ * \sa SDL_GetNumAudioDevices
+ */
+extern DECLSPEC int SDLCALL SDL_GetAudioDeviceSpec(int index,
+ int iscapture,
+ SDL_AudioSpec *spec);
+
+
+/**
+ * Open a specific audio device.
+ *
+ * SDL_OpenAudio(), unlike this function, always acts on device ID 1. As such,
+ * this function will never return a 1 so as not to conflict with the legacy
+ * function.
+ *
+ * Please note that SDL 2.0 before 2.0.5 did not support recording; as such,
+ * this function would fail if `iscapture` was not zero. Starting with SDL
+ * 2.0.5, recording is implemented and this value can be non-zero.
+ *
+ * Passing in a `device` name of NULL requests the most reasonable default
+ * (and is equivalent to what SDL_OpenAudio() does to choose a device). The
+ * `device` name is a UTF-8 string reported by SDL_GetAudioDeviceName(), but
+ * some drivers allow arbitrary and driver-specific strings, such as a
+ * hostname/IP address for a remote audio server, or a filename in the
+ * diskaudio driver.
+ *
+ * An opened audio device starts out paused, and should be enabled for playing
+ * by calling SDL_PauseAudioDevice(devid, 0) when you are ready for your audio
+ * callback function to be called. Since the audio driver may modify the
+ * requested size of the audio buffer, you should allocate any local mixing
+ * buffers after you open the audio device.
+ *
+ * The audio callback runs in a separate thread in most cases; you can prevent
+ * race conditions between your callback and other threads without fully
+ * pausing playback with SDL_LockAudioDevice(). For more information about the
+ * callback, see SDL_AudioSpec.
+ *
+ * Managing the audio spec via 'desired' and 'obtained':
+ *
+ * When filling in the desired audio spec structure:
+ *
+ * - `desired->freq` should be the frequency in sample-frames-per-second (Hz).
+ * - `desired->format` should be the audio format (`AUDIO_S16SYS`, etc).
+ * - `desired->samples` is the desired size of the audio buffer, in _sample
+ * frames_ (with stereo output, two samples--left and right--would make a
+ * single sample frame). This number should be a power of two, and may be
+ * adjusted by the audio driver to a value more suitable for the hardware.
+ * Good values seem to range between 512 and 8096 inclusive, depending on
+ * the application and CPU speed. Smaller values reduce latency, but can
+ * lead to underflow if the application is doing heavy processing and cannot
+ * fill the audio buffer in time. Note that the number of sample frames is
+ * directly related to time by the following formula: `ms =
+ * (sampleframes*1000)/freq`
+ * - `desired->size` is the size in _bytes_ of the audio buffer, and is
+ * calculated by SDL_OpenAudioDevice(). You don't initialize this.
+ * - `desired->silence` is the value used to set the buffer to silence, and is
+ * calculated by SDL_OpenAudioDevice(). You don't initialize this.
+ * - `desired->callback` should be set to a function that will be called when
+ * the audio device is ready for more data. It is passed a pointer to the
+ * audio buffer, and the length in bytes of the audio buffer. This function
+ * usually runs in a separate thread, and so you should protect data
+ * structures that it accesses by calling SDL_LockAudioDevice() and
+ * SDL_UnlockAudioDevice() in your code. Alternately, you may pass a NULL
+ * pointer here, and call SDL_QueueAudio() with some frequency, to queue
+ * more audio samples to be played (or for capture devices, call
+ * SDL_DequeueAudio() with some frequency, to obtain audio samples).
+ * - `desired->userdata` is passed as the first parameter to your callback
+ * function. If you passed a NULL callback, this value is ignored.
+ *
+ * `allowed_changes` can have the following flags OR'd together:
+ *
+ * - `SDL_AUDIO_ALLOW_FREQUENCY_CHANGE`
+ * - `SDL_AUDIO_ALLOW_FORMAT_CHANGE`
+ * - `SDL_AUDIO_ALLOW_CHANNELS_CHANGE`
+ * - `SDL_AUDIO_ALLOW_ANY_CHANGE`
+ *
+ * These flags specify how SDL should behave when a device cannot offer a
+ * specific feature. If the application requests a feature that the hardware
+ * doesn't offer, SDL will always try to get the closest equivalent.
+ *
+ * For example, if you ask for float32 audio format, but the sound card only
+ * supports int16, SDL will set the hardware to int16. If you had set
+ * SDL_AUDIO_ALLOW_FORMAT_CHANGE, SDL will change the format in the `obtained`
+ * structure. If that flag was *not* set, SDL will prepare to convert your
+ * callback's float32 audio to int16 before feeding it to the hardware and
+ * will keep the originally requested format in the `obtained` structure.
+ *
+ * The resulting audio specs, varying depending on hardware and on what
+ * changes were allowed, will then be written back to `obtained`.
+ *
+ * If your application can only handle one specific data format, pass a zero
+ * for `allowed_changes` and let SDL transparently handle any differences.
+ *
+ * \param device a UTF-8 string reported by SDL_GetAudioDeviceName() or a
+ * driver-specific name as appropriate. NULL requests the most
+ * reasonable default device.
+ * \param iscapture non-zero to specify a device should be opened for
+ * recording, not playback
+ * \param desired an SDL_AudioSpec structure representing the desired output
+ * format; see SDL_OpenAudio() for more information
+ * \param obtained an SDL_AudioSpec structure filled in with the actual output
+ * format; see SDL_OpenAudio() for more information
+ * \param allowed_changes 0, or one or more flags OR'd together
+ * \returns a valid device ID that is > 0 on success or 0 on failure; call
+ * SDL_GetError() for more information.
+ *
+ * For compatibility with SDL 1.2, this will never return 1, since
+ * SDL reserves that ID for the legacy SDL_OpenAudio() function.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CloseAudioDevice
+ * \sa SDL_GetAudioDeviceName
+ * \sa SDL_LockAudioDevice
+ * \sa SDL_OpenAudio
+ * \sa SDL_PauseAudioDevice
+ * \sa SDL_UnlockAudioDevice
+ */
+extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(
+ const char *device,
+ int iscapture,
+ const SDL_AudioSpec *desired,
+ SDL_AudioSpec *obtained,
+ int allowed_changes);
+
+
+
+/**
+ * \name Audio state
+ *
+ * Get the current audio state.
+ */
+/* @{ */
+typedef enum
+{
+ SDL_AUDIO_STOPPED = 0,
+ SDL_AUDIO_PLAYING,
+ SDL_AUDIO_PAUSED
+} SDL_AudioStatus;
+
+/**
+ * This function is a legacy means of querying the audio device.
+ *
+ * New programs might want to use SDL_GetAudioDeviceStatus() instead. This
+ * function is equivalent to calling...
+ *
+ * ```c
+ * SDL_GetAudioDeviceStatus(1);
+ * ```
+ *
+ * ...and is only useful if you used the legacy SDL_OpenAudio() function.
+ *
+ * \returns the SDL_AudioStatus of the audio device opened by SDL_OpenAudio().
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetAudioDeviceStatus
+ */
+extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioStatus(void);
+
+/**
+ * Use this function to get the current audio state of an audio device.
+ *
+ * \param dev the ID of an audio device previously opened with
+ * SDL_OpenAudioDevice()
+ * \returns the SDL_AudioStatus of the specified audio device.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_PauseAudioDevice
+ */
+extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioDeviceStatus(SDL_AudioDeviceID dev);
+/* @} *//* Audio State */
+
+/**
+ * \name Pause audio functions
+ *
+ * These functions pause and unpause the audio callback processing.
+ * They should be called with a parameter of 0 after opening the audio
+ * device to start playing sound. This is so you can safely initialize
+ * data for your callback function after opening the audio device.
+ * Silence will be written to the audio device during the pause.
+ */
+/* @{ */
+
+/**
+ * This function is a legacy means of pausing the audio device.
+ *
+ * New programs might want to use SDL_PauseAudioDevice() instead. This
+ * function is equivalent to calling...
+ *
+ * ```c
+ * SDL_PauseAudioDevice(1, pause_on);
+ * ```
+ *
+ * ...and is only useful if you used the legacy SDL_OpenAudio() function.
+ *
+ * \param pause_on non-zero to pause, 0 to unpause
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetAudioStatus
+ * \sa SDL_PauseAudioDevice
+ */
+extern DECLSPEC void SDLCALL SDL_PauseAudio(int pause_on);
+
+/**
+ * Use this function to pause and unpause audio playback on a specified
+ * device.
+ *
+ * This function pauses and unpauses the audio callback processing for a given
+ * device. Newly-opened audio devices start in the paused state, so you must
+ * call this function with **pause_on**=0 after opening the specified audio
+ * device to start playing sound. This allows you to safely initialize data
+ * for your callback function after opening the audio device. Silence will be
+ * written to the audio device while paused, and the audio callback is
+ * guaranteed to not be called. Pausing one device does not prevent other
+ * unpaused devices from running their callbacks.
+ *
+ * Pausing state does not stack; even if you pause a device several times, a
+ * single unpause will start the device playing again, and vice versa. This is
+ * different from how SDL_LockAudioDevice() works.
+ *
+ * If you just need to protect a few variables from race conditions vs your
+ * callback, you shouldn't pause the audio device, as it will lead to dropouts
+ * in the audio playback. Instead, you should use SDL_LockAudioDevice().
+ *
+ * \param dev a device opened by SDL_OpenAudioDevice()
+ * \param pause_on non-zero to pause, 0 to unpause
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_LockAudioDevice
+ */
+extern DECLSPEC void SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev,
+ int pause_on);
+/* @} *//* Pause audio functions */
+
+/**
+ * Load the audio data of a WAVE file into memory.
+ *
+ * Loading a WAVE file requires `src`, `spec`, `audio_buf` and `audio_len` to
+ * be valid pointers. The entire data portion of the file is then loaded into
+ * memory and decoded if necessary.
+ *
+ * If `freesrc` is non-zero, the data source gets automatically closed and
+ * freed before the function returns.
+ *
+ * Supported formats are RIFF WAVE files with the formats PCM (8, 16, 24, and
+ * 32 bits), IEEE Float (32 bits), Microsoft ADPCM and IMA ADPCM (4 bits), and
+ * A-law and mu-law (8 bits). Other formats are currently unsupported and
+ * cause an error.
+ *
+ * If this function succeeds, the pointer returned by it is equal to `spec`
+ * and the pointer to the audio data allocated by the function is written to
+ * `audio_buf` and its length in bytes to `audio_len`. The SDL_AudioSpec
+ * members `freq`, `channels`, and `format` are set to the values of the audio
+ * data in the buffer. The `samples` member is set to a sane default and all
+ * others are set to zero.
+ *
+ * It's necessary to use SDL_FreeWAV() to free the audio data returned in
+ * `audio_buf` when it is no longer used.
+ *
+ * Because of the underspecification of the .WAV format, there are many
+ * problematic files in the wild that cause issues with strict decoders. To
+ * provide compatibility with these files, this decoder is lenient in regards
+ * to the truncation of the file, the fact chunk, and the size of the RIFF
+ * chunk. The hints `SDL_HINT_WAVE_RIFF_CHUNK_SIZE`,
+ * `SDL_HINT_WAVE_TRUNCATION`, and `SDL_HINT_WAVE_FACT_CHUNK` can be used to
+ * tune the behavior of the loading process.
+ *
+ * Any file that is invalid (due to truncation, corruption, or wrong values in
+ * the headers), too big, or unsupported causes an error. Additionally, any
+ * critical I/O error from the data source will terminate the loading process
+ * with an error. The function returns NULL on error and in all cases (with
+ * the exception of `src` being NULL), an appropriate error message will be
+ * set.
+ *
+ * It is required that the data source supports seeking.
+ *
+ * Example:
+ *
+ * ```c
+ * SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, &spec, &buf, &len);
+ * ```
+ *
+ * Note that the SDL_LoadWAV macro does this same thing for you, but in a less
+ * messy way:
+ *
+ * ```c
+ * SDL_LoadWAV("sample.wav", &spec, &buf, &len);
+ * ```
+ *
+ * \param src The data source for the WAVE data
+ * \param freesrc If non-zero, SDL will _always_ free the data source
+ * \param spec An SDL_AudioSpec that will be filled in with the wave file's
+ * format details
+ * \param audio_buf A pointer filled with the audio data, allocated by the
+ * function.
+ * \param audio_len A pointer filled with the length of the audio data buffer
+ * in bytes
+ * \returns This function, if successfully called, returns `spec`, which will
+ * be filled with the audio data format of the wave source data.
+ * `audio_buf` will be filled with a pointer to an allocated buffer
+ * containing the audio data, and `audio_len` is filled with the
+ * length of that audio buffer in bytes.
+ *
+ * This function returns NULL if the .WAV file cannot be opened, uses
+ * an unknown data format, or is corrupt; call SDL_GetError() for
+ * more information.
+ *
+ * When the application is done with the data returned in
+ * `audio_buf`, it should call SDL_FreeWAV() to dispose of it.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_FreeWAV
+ * \sa SDL_LoadWAV
+ */
+extern DECLSPEC SDL_AudioSpec *SDLCALL SDL_LoadWAV_RW(SDL_RWops * src,
+ int freesrc,
+ SDL_AudioSpec * spec,
+ Uint8 ** audio_buf,
+ Uint32 * audio_len);
+
+/**
+ * Loads a WAV from a file.
+ * Compatibility convenience function.
+ */
+#define SDL_LoadWAV(file, spec, audio_buf, audio_len) \
+ SDL_LoadWAV_RW(SDL_RWFromFile(file, "rb"),1, spec,audio_buf,audio_len)
+
+/**
+ * Free data previously allocated with SDL_LoadWAV() or SDL_LoadWAV_RW().
+ *
+ * After a WAVE file has been opened with SDL_LoadWAV() or SDL_LoadWAV_RW()
+ * its data can eventually be freed with SDL_FreeWAV(). It is safe to call
+ * this function with a NULL pointer.
+ *
+ * \param audio_buf a pointer to the buffer created by SDL_LoadWAV() or
+ * SDL_LoadWAV_RW()
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_LoadWAV
+ * \sa SDL_LoadWAV_RW
+ */
+extern DECLSPEC void SDLCALL SDL_FreeWAV(Uint8 * audio_buf);
+
+/**
+ * Initialize an SDL_AudioCVT structure for conversion.
+ *
+ * Before an SDL_AudioCVT structure can be used to convert audio data it must
+ * be initialized with source and destination information.
+ *
+ * This function will zero out every field of the SDL_AudioCVT, so it must be
+ * called before the application fills in the final buffer information.
+ *
+ * Once this function has returned successfully, and reported that a
+ * conversion is necessary, the application fills in the rest of the fields in
+ * SDL_AudioCVT, now that it knows how large a buffer it needs to allocate,
+ * and then can call SDL_ConvertAudio() to complete the conversion.
+ *
+ * \param cvt an SDL_AudioCVT structure filled in with audio conversion
+ * information
+ * \param src_format the source format of the audio data; for more info see
+ * SDL_AudioFormat
+ * \param src_channels the number of channels in the source
+ * \param src_rate the frequency (sample-frames-per-second) of the source
+ * \param dst_format the destination format of the audio data; for more info
+ * see SDL_AudioFormat
+ * \param dst_channels the number of channels in the destination
+ * \param dst_rate the frequency (sample-frames-per-second) of the destination
+ * \returns 1 if the audio filter is prepared, 0 if no conversion is needed,
+ * or a negative error code on failure; call SDL_GetError() for more
+ * information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_ConvertAudio
+ */
+extern DECLSPEC int SDLCALL SDL_BuildAudioCVT(SDL_AudioCVT * cvt,
+ SDL_AudioFormat src_format,
+ Uint8 src_channels,
+ int src_rate,
+ SDL_AudioFormat dst_format,
+ Uint8 dst_channels,
+ int dst_rate);
+
+/**
+ * Convert audio data to a desired audio format.
+ *
+ * This function does the actual audio data conversion, after the application
+ * has called SDL_BuildAudioCVT() to prepare the conversion information and
+ * then filled in the buffer details.
+ *
+ * Once the application has initialized the `cvt` structure using
+ * SDL_BuildAudioCVT(), allocated an audio buffer and filled it with audio
+ * data in the source format, this function will convert the buffer, in-place,
+ * to the desired format.
+ *
+ * The data conversion may go through several passes; any given pass may
+ * possibly temporarily increase the size of the data. For example, SDL might
+ * expand 16-bit data to 32 bits before resampling to a lower frequency,
+ * shrinking the data size after having grown it briefly. Since the supplied
+ * buffer will be both the source and destination, converting as necessary
+ * in-place, the application must allocate a buffer that will fully contain
+ * the data during its largest conversion pass. After SDL_BuildAudioCVT()
+ * returns, the application should set the `cvt->len` field to the size, in
+ * bytes, of the source data, and allocate a buffer that is `cvt->len *
+ * cvt->len_mult` bytes long for the `buf` field.
+ *
+ * The source data should be copied into this buffer before the call to
+ * SDL_ConvertAudio(). Upon successful return, this buffer will contain the
+ * converted audio, and `cvt->len_cvt` will be the size of the converted data,
+ * in bytes. Any bytes in the buffer past `cvt->len_cvt` are undefined once
+ * this function returns.
+ *
+ * \param cvt an SDL_AudioCVT structure that was previously set up by
+ * SDL_BuildAudioCVT().
+ * \returns 0 if the conversion was completed successfully or a negative error
+ * code on failure; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_BuildAudioCVT
+ */
+extern DECLSPEC int SDLCALL SDL_ConvertAudio(SDL_AudioCVT * cvt);
+
+/* SDL_AudioStream is a new audio conversion interface.
+ The benefits vs SDL_AudioCVT:
+ - it can handle resampling data in chunks without generating
+ artifacts, when it doesn't have the complete buffer available.
+ - it can handle incoming data in any variable size.
+ - You push data as you have it, and pull it when you need it
+ */
+/* this is opaque to the outside world. */
+struct _SDL_AudioStream;
+typedef struct _SDL_AudioStream SDL_AudioStream;
+
+/**
+ * Create a new audio stream.
+ *
+ * \param src_format The format of the source audio
+ * \param src_channels The number of channels of the source audio
+ * \param src_rate The sampling rate of the source audio
+ * \param dst_format The format of the desired audio output
+ * \param dst_channels The number of channels of the desired audio output
+ * \param dst_rate The sampling rate of the desired audio output
+ * \returns 0 on success, or -1 on error.
+ *
+ * \since This function is available since SDL 2.0.7.
+ *
+ * \sa SDL_AudioStreamPut
+ * \sa SDL_AudioStreamGet
+ * \sa SDL_AudioStreamAvailable
+ * \sa SDL_AudioStreamFlush
+ * \sa SDL_AudioStreamClear
+ * \sa SDL_FreeAudioStream
+ */
+extern DECLSPEC SDL_AudioStream * SDLCALL SDL_NewAudioStream(const SDL_AudioFormat src_format,
+ const Uint8 src_channels,
+ const int src_rate,
+ const SDL_AudioFormat dst_format,
+ const Uint8 dst_channels,
+ const int dst_rate);
+
+/**
+ * Add data to be converted/resampled to the stream.
+ *
+ * \param stream The stream the audio data is being added to
+ * \param buf A pointer to the audio data to add
+ * \param len The number of bytes to write to the stream
+ * \returns 0 on success, or -1 on error.
+ *
+ * \since This function is available since SDL 2.0.7.
+ *
+ * \sa SDL_NewAudioStream
+ * \sa SDL_AudioStreamGet
+ * \sa SDL_AudioStreamAvailable
+ * \sa SDL_AudioStreamFlush
+ * \sa SDL_AudioStreamClear
+ * \sa SDL_FreeAudioStream
+ */
+extern DECLSPEC int SDLCALL SDL_AudioStreamPut(SDL_AudioStream *stream, const void *buf, int len);
+
+/**
+ * Get converted/resampled data from the stream
+ *
+ * \param stream The stream the audio is being requested from
+ * \param buf A buffer to fill with audio data
+ * \param len The maximum number of bytes to fill
+ * \returns the number of bytes read from the stream, or -1 on error
+ *
+ * \since This function is available since SDL 2.0.7.
+ *
+ * \sa SDL_NewAudioStream
+ * \sa SDL_AudioStreamPut
+ * \sa SDL_AudioStreamAvailable
+ * \sa SDL_AudioStreamFlush
+ * \sa SDL_AudioStreamClear
+ * \sa SDL_FreeAudioStream
+ */
+extern DECLSPEC int SDLCALL SDL_AudioStreamGet(SDL_AudioStream *stream, void *buf, int len);
+
+/**
+ * Get the number of converted/resampled bytes available.
+ *
+ * The stream may be buffering data behind the scenes until it has enough to
+ * resample correctly, so this number might be lower than what you expect, or
+ * even be zero. Add more data or flush the stream if you need the data now.
+ *
+ * \since This function is available since SDL 2.0.7.
+ *
+ * \sa SDL_NewAudioStream
+ * \sa SDL_AudioStreamPut
+ * \sa SDL_AudioStreamGet
+ * \sa SDL_AudioStreamFlush
+ * \sa SDL_AudioStreamClear
+ * \sa SDL_FreeAudioStream
+ */
+extern DECLSPEC int SDLCALL SDL_AudioStreamAvailable(SDL_AudioStream *stream);
+
+/**
+ * Tell the stream that you're done sending data, and anything being buffered
+ * should be converted/resampled and made available immediately.
+ *
+ * It is legal to add more data to a stream after flushing, but there will be
+ * audio gaps in the output. Generally this is intended to signal the end of
+ * input, so the complete output becomes available.
+ *
+ * \since This function is available since SDL 2.0.7.
+ *
+ * \sa SDL_NewAudioStream
+ * \sa SDL_AudioStreamPut
+ * \sa SDL_AudioStreamGet
+ * \sa SDL_AudioStreamAvailable
+ * \sa SDL_AudioStreamClear
+ * \sa SDL_FreeAudioStream
+ */
+extern DECLSPEC int SDLCALL SDL_AudioStreamFlush(SDL_AudioStream *stream);
+
+/**
+ * Clear any pending data in the stream without converting it
+ *
+ * \since This function is available since SDL 2.0.7.
+ *
+ * \sa SDL_NewAudioStream
+ * \sa SDL_AudioStreamPut
+ * \sa SDL_AudioStreamGet
+ * \sa SDL_AudioStreamAvailable
+ * \sa SDL_AudioStreamFlush
+ * \sa SDL_FreeAudioStream
+ */
+extern DECLSPEC void SDLCALL SDL_AudioStreamClear(SDL_AudioStream *stream);
+
+/**
+ * Free an audio stream
+ *
+ * \since This function is available since SDL 2.0.7.
+ *
+ * \sa SDL_NewAudioStream
+ * \sa SDL_AudioStreamPut
+ * \sa SDL_AudioStreamGet
+ * \sa SDL_AudioStreamAvailable
+ * \sa SDL_AudioStreamFlush
+ * \sa SDL_AudioStreamClear
+ */
+extern DECLSPEC void SDLCALL SDL_FreeAudioStream(SDL_AudioStream *stream);
+
+#define SDL_MIX_MAXVOLUME 128
+
+/**
+ * This function is a legacy means of mixing audio.
+ *
+ * This function is equivalent to calling...
+ *
+ * ```c
+ * SDL_MixAudioFormat(dst, src, format, len, volume);
+ * ```
+ *
+ * ...where `format` is the obtained format of the audio device from the
+ * legacy SDL_OpenAudio() function.
+ *
+ * \param dst the destination for the mixed audio
+ * \param src the source audio buffer to be mixed
+ * \param len the length of the audio buffer in bytes
+ * \param volume ranges from 0 - 128, and should be set to SDL_MIX_MAXVOLUME
+ * for full audio volume
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_MixAudioFormat
+ */
+extern DECLSPEC void SDLCALL SDL_MixAudio(Uint8 * dst, const Uint8 * src,
+ Uint32 len, int volume);
+
+/**
+ * Mix audio data in a specified format.
+ *
+ * This takes an audio buffer `src` of `len` bytes of `format` data and mixes
+ * it into `dst`, performing addition, volume adjustment, and overflow
+ * clipping. The buffer pointed to by `dst` must also be `len` bytes of
+ * `format` data.
+ *
+ * This is provided for convenience -- you can mix your own audio data.
+ *
+ * Do not use this function for mixing together more than two streams of
+ * sample data. The output from repeated application of this function may be
+ * distorted by clipping, because there is no accumulator with greater range
+ * than the input (not to mention this being an inefficient way of doing it).
+ *
+ * It is a common misconception that this function is required to write audio
+ * data to an output stream in an audio callback. While you can do that,
+ * SDL_MixAudioFormat() is really only needed when you're mixing a single
+ * audio stream with a volume adjustment.
+ *
+ * \param dst the destination for the mixed audio
+ * \param src the source audio buffer to be mixed
+ * \param format the SDL_AudioFormat structure representing the desired audio
+ * format
+ * \param len the length of the audio buffer in bytes
+ * \param volume ranges from 0 - 128, and should be set to SDL_MIX_MAXVOLUME
+ * for full audio volume
+ *
+ * \since This function is available since SDL 2.0.0.
+ */
+extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst,
+ const Uint8 * src,
+ SDL_AudioFormat format,
+ Uint32 len, int volume);
+
+/**
+ * Queue more audio on non-callback devices.
+ *
+ * If you are looking to retrieve queued audio from a non-callback capture
+ * device, you want SDL_DequeueAudio() instead. SDL_QueueAudio() will return
+ * -1 to signify an error if you use it with capture devices.
+ *
+ * SDL offers two ways to feed audio to the device: you can either supply a
+ * callback that SDL triggers with some frequency to obtain more audio (pull
+ * method), or you can supply no callback, and then SDL will expect you to
+ * supply data at regular intervals (push method) with this function.
+ *
+ * There are no limits on the amount of data you can queue, short of
+ * exhaustion of address space. Queued data will drain to the device as
+ * necessary without further intervention from you. If the device needs audio
+ * but there is not enough queued, it will play silence to make up the
+ * difference. This means you will have skips in your audio playback if you
+ * aren't routinely queueing sufficient data.
+ *
+ * This function copies the supplied data, so you are safe to free it when the
+ * function returns. This function is thread-safe, but queueing to the same
+ * device from two threads at once does not promise which buffer will be
+ * queued first.
+ *
+ * You may not queue audio on a device that is using an application-supplied
+ * callback; doing so returns an error. You have to use the audio callback or
+ * queue audio with this function, but not both.
+ *
+ * You should not call SDL_LockAudio() on the device before queueing; SDL
+ * handles locking internally for this function.
+ *
+ * Note that SDL2 does not support planar audio. You will need to resample
+ * from planar audio formats into a non-planar one (see SDL_AudioFormat)
+ * before queuing audio.
+ *
+ * \param dev the device ID to which we will queue audio
+ * \param data the data to queue to the device for later playback
+ * \param len the number of bytes (not samples!) to which `data` points
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.4.
+ *
+ * \sa SDL_ClearQueuedAudio
+ * \sa SDL_GetQueuedAudioSize
+ */
+extern DECLSPEC int SDLCALL SDL_QueueAudio(SDL_AudioDeviceID dev, const void *data, Uint32 len);
+
+/**
+ * Dequeue more audio on non-callback devices.
+ *
+ * If you are looking to queue audio for output on a non-callback playback
+ * device, you want SDL_QueueAudio() instead. SDL_DequeueAudio() will always
+ * return 0 if you use it with playback devices.
+ *
+ * SDL offers two ways to retrieve audio from a capture device: you can either
+ * supply a callback that SDL triggers with some frequency as the device
+ * records more audio data, (push method), or you can supply no callback, and
+ * then SDL will expect you to retrieve data at regular intervals (pull
+ * method) with this function.
+ *
+ * There are no limits on the amount of data you can queue, short of
+ * exhaustion of address space. Data from the device will keep queuing as
+ * necessary without further intervention from you. This means you will
+ * eventually run out of memory if you aren't routinely dequeueing data.
+ *
+ * Capture devices will not queue data when paused; if you are expecting to
+ * not need captured audio for some length of time, use SDL_PauseAudioDevice()
+ * to stop the capture device from queueing more data. This can be useful
+ * during, say, level loading times. When unpaused, capture devices will start
+ * queueing data from that point, having flushed any capturable data available
+ * while paused.
+ *
+ * This function is thread-safe, but dequeueing from the same device from two
+ * threads at once does not promise which thread will dequeue data first.
+ *
+ * You may not dequeue audio from a device that is using an
+ * application-supplied callback; doing so returns an error. You have to use
+ * the audio callback, or dequeue audio with this function, but not both.
+ *
+ * You should not call SDL_LockAudio() on the device before dequeueing; SDL
+ * handles locking internally for this function.
+ *
+ * \param dev the device ID from which we will dequeue audio
+ * \param data a pointer into where audio data should be copied
+ * \param len the number of bytes (not samples!) to which (data) points
+ * \returns the number of bytes dequeued, which could be less than requested;
+ * call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.5.
+ *
+ * \sa SDL_ClearQueuedAudio
+ * \sa SDL_GetQueuedAudioSize
+ */
+extern DECLSPEC Uint32 SDLCALL SDL_DequeueAudio(SDL_AudioDeviceID dev, void *data, Uint32 len);
+
+/**
+ * Get the number of bytes of still-queued audio.
+ *
+ * For playback devices: this is the number of bytes that have been queued for
+ * playback with SDL_QueueAudio(), but have not yet been sent to the hardware.
+ *
+ * Once we've sent it to the hardware, this function can not decide the exact
+ * byte boundary of what has been played. It's possible that we just gave the
+ * hardware several kilobytes right before you called this function, but it
+ * hasn't played any of it yet, or maybe half of it, etc.
+ *
+ * For capture devices, this is the number of bytes that have been captured by
+ * the device and are waiting for you to dequeue. This number may grow at any
+ * time, so this only informs of the lower-bound of available data.
+ *
+ * You may not queue or dequeue audio on a device that is using an
+ * application-supplied callback; calling this function on such a device
+ * always returns 0. You have to use the audio callback or queue audio, but
+ * not both.
+ *
+ * You should not call SDL_LockAudio() on the device before querying; SDL
+ * handles locking internally for this function.
+ *
+ * \param dev the device ID of which we will query queued audio size
+ * \returns the number of bytes (not samples!) of queued audio.
+ *
+ * \since This function is available since SDL 2.0.4.
+ *
+ * \sa SDL_ClearQueuedAudio
+ * \sa SDL_QueueAudio
+ * \sa SDL_DequeueAudio
+ */
+extern DECLSPEC Uint32 SDLCALL SDL_GetQueuedAudioSize(SDL_AudioDeviceID dev);
+
+/**
+ * Drop any queued audio data waiting to be sent to the hardware.
+ *
+ * Immediately after this call, SDL_GetQueuedAudioSize() will return 0. For
+ * output devices, the hardware will start playing silence if more audio isn't
+ * queued. For capture devices, the hardware will start filling the empty
+ * queue with new data if the capture device isn't paused.
+ *
+ * This will not prevent playback of queued audio that's already been sent to
+ * the hardware, as we can not undo that, so expect there to be some fraction
+ * of a second of audio that might still be heard. This can be useful if you
+ * want to, say, drop any pending music or any unprocessed microphone input
+ * during a level change in your game.
+ *
+ * You may not queue or dequeue audio on a device that is using an
+ * application-supplied callback; calling this function on such a device
+ * always returns 0. You have to use the audio callback or queue audio, but
+ * not both.
+ *
+ * You should not call SDL_LockAudio() on the device before clearing the
+ * queue; SDL handles locking internally for this function.
+ *
+ * This function always succeeds and thus returns void.
+ *
+ * \param dev the device ID of which to clear the audio queue
+ *
+ * \since This function is available since SDL 2.0.4.
+ *
+ * \sa SDL_GetQueuedAudioSize
+ * \sa SDL_QueueAudio
+ * \sa SDL_DequeueAudio
+ */
+extern DECLSPEC void SDLCALL SDL_ClearQueuedAudio(SDL_AudioDeviceID dev);
+
+
+/**
+ * \name Audio lock functions
+ *
+ * The lock manipulated by these functions protects the callback function.
+ * During a SDL_LockAudio()/SDL_UnlockAudio() pair, you can be guaranteed that
+ * the callback function is not running. Do not call these from the callback
+ * function or you will cause deadlock.
+ */
+/* @{ */
+
+/**
+ * This function is a legacy means of locking the audio device.
+ *
+ * New programs might want to use SDL_LockAudioDevice() instead. This function
+ * is equivalent to calling...
+ *
+ * ```c
+ * SDL_LockAudioDevice(1);
+ * ```
+ *
+ * ...and is only useful if you used the legacy SDL_OpenAudio() function.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_LockAudioDevice
+ * \sa SDL_UnlockAudio
+ * \sa SDL_UnlockAudioDevice
+ */
+extern DECLSPEC void SDLCALL SDL_LockAudio(void);
+
+/**
+ * Use this function to lock out the audio callback function for a specified
+ * device.
+ *
+ * The lock manipulated by these functions protects the audio callback
+ * function specified in SDL_OpenAudioDevice(). During a
+ * SDL_LockAudioDevice()/SDL_UnlockAudioDevice() pair, you can be guaranteed
+ * that the callback function for that device is not running, even if the
+ * device is not paused. While a device is locked, any other unpaused,
+ * unlocked devices may still run their callbacks.
+ *
+ * Calling this function from inside your audio callback is unnecessary. SDL
+ * obtains this lock before calling your function, and releases it when the
+ * function returns.
+ *
+ * You should not hold the lock longer than absolutely necessary. If you hold
+ * it too long, you'll experience dropouts in your audio playback. Ideally,
+ * your application locks the device, sets a few variables and unlocks again.
+ * Do not do heavy work while holding the lock for a device.
+ *
+ * It is safe to lock the audio device multiple times, as long as you unlock
+ * it an equivalent number of times. The callback will not run until the
+ * device has been unlocked completely in this way. If your application fails
+ * to unlock the device appropriately, your callback will never run, you might
+ * hear repeating bursts of audio, and SDL_CloseAudioDevice() will probably
+ * deadlock.
+ *
+ * Internally, the audio device lock is a mutex; if you lock from two threads
+ * at once, not only will you block the audio callback, you'll block the other
+ * thread.
+ *
+ * \param dev the ID of the device to be locked
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_UnlockAudioDevice
+ */
+extern DECLSPEC void SDLCALL SDL_LockAudioDevice(SDL_AudioDeviceID dev);
+
+/**
+ * This function is a legacy means of unlocking the audio device.
+ *
+ * New programs might want to use SDL_UnlockAudioDevice() instead. This
+ * function is equivalent to calling...
+ *
+ * ```c
+ * SDL_UnlockAudioDevice(1);
+ * ```
+ *
+ * ...and is only useful if you used the legacy SDL_OpenAudio() function.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_LockAudio
+ * \sa SDL_UnlockAudioDevice
+ */
+extern DECLSPEC void SDLCALL SDL_UnlockAudio(void);
+
+/**
+ * Use this function to unlock the audio callback function for a specified
+ * device.
+ *
+ * This function should be paired with a previous SDL_LockAudioDevice() call.
+ *
+ * \param dev the ID of the device to be unlocked
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_LockAudioDevice
+ */
+extern DECLSPEC void SDLCALL SDL_UnlockAudioDevice(SDL_AudioDeviceID dev);
+/* @} *//* Audio lock functions */
+
+/**
+ * This function is a legacy means of closing the audio device.
+ *
+ * This function is equivalent to calling...
+ *
+ * ```c
+ * SDL_CloseAudioDevice(1);
+ * ```
+ *
+ * ...and is only useful if you used the legacy SDL_OpenAudio() function.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_OpenAudio
+ */
+extern DECLSPEC void SDLCALL SDL_CloseAudio(void);
+
+/**
+ * Use this function to shut down audio processing and close the audio device.
+ *
+ * The application should close open audio devices once they are no longer
+ * needed. Calling this function will wait until the device's audio callback
+ * is not running, release the audio hardware and then clean up internal
+ * state. No further audio will play from this device once this function
+ * returns.
+ *
+ * This function may block briefly while pending audio data is played by the
+ * hardware, so that applications don't drop the last buffer of data they
+ * supplied.
+ *
+ * The device ID is invalid as soon as the device is closed, and is eligible
+ * for reuse in a new SDL_OpenAudioDevice() call immediately.
+ *
+ * \param dev an audio device previously opened with SDL_OpenAudioDevice()
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_OpenAudioDevice
+ */
+extern DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID dev);
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_audio_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_bits.h b/bsp/simulator/SDL2/include/SDL_bits.h
index bc28572902..22cb853140 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_bits.h
+++ b/bsp/simulator/SDL2/include/SDL_bits.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -45,13 +45,12 @@ extern "C" {
* with 0. This operation can also be stated as "count leading zeroes" and
* "log base 2".
*
- * \return Index of the most significant bit, or -1 if the value is 0.
+ * \return the index of the most significant bit, or -1 if the value is 0.
*/
#if defined(__WATCOMC__) && defined(__386__)
-extern _inline int _SDL_clz_watcom (Uint32);
-#pragma aux _SDL_clz_watcom = \
+extern __inline int _SDL_bsr_watcom(Uint32);
+#pragma aux _SDL_bsr_watcom = \
"bsr eax, eax" \
- "xor eax, 31" \
parm [eax] nomemory \
value [eax] \
modify exact [eax] nomemory;
@@ -72,7 +71,13 @@ SDL_MostSignificantBitIndex32(Uint32 x)
if (x == 0) {
return -1;
}
- return 31 - _SDL_clz_watcom(x);
+ return _SDL_bsr_watcom(x);
+#elif defined(_MSC_VER)
+ unsigned long index;
+ if (_BitScanReverse(&index, x)) {
+ return index;
+ }
+ return -1;
#else
/* Based off of Bit Twiddling Hacks by Sean Eron Anderson
* <[email protected]>, released in the public domain.
@@ -101,6 +106,15 @@ SDL_MostSignificantBitIndex32(Uint32 x)
#endif
}
+SDL_FORCE_INLINE SDL_bool
+SDL_HasExactlyOneBitSet32(Uint32 x)
+{
+ if (x && !(x & (x - 1))) {
+ return SDL_TRUE;
+ }
+ return SDL_FALSE;
+}
+
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
diff --git a/bsp/simulator/SDL2/include/SDL_blendmode.h b/bsp/simulator/SDL2/include/SDL_blendmode.h
new file mode 100644
index 0000000000..b6d140dbbb
--- /dev/null
+++ b/bsp/simulator/SDL2/include/SDL_blendmode.h
@@ -0,0 +1,200 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
+
+ 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_blendmode.h
+ *
+ * Header file declaring the SDL_BlendMode enumeration
+ */
+
+#ifndef SDL_blendmode_h_
+#define SDL_blendmode_h_
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/**
+ * \brief The blend mode used in SDL_RenderCopy() and drawing operations.
+ */
+typedef enum
+{
+ SDL_BLENDMODE_NONE = 0x00000000, /**< no blending
+ dstRGBA = srcRGBA */
+ SDL_BLENDMODE_BLEND = 0x00000001, /**< alpha blending
+ dstRGB = (srcRGB * srcA) + (dstRGB * (1-srcA))
+ dstA = srcA + (dstA * (1-srcA)) */
+ SDL_BLENDMODE_ADD = 0x00000002, /**< additive blending
+ dstRGB = (srcRGB * srcA) + dstRGB
+ dstA = dstA */
+ SDL_BLENDMODE_MOD = 0x00000004, /**< color modulate
+ dstRGB = srcRGB * dstRGB
+ dstA = dstA */
+ SDL_BLENDMODE_MUL = 0x00000008, /**< color multiply
+ dstRGB = (srcRGB * dstRGB) + (dstRGB * (1-srcA))
+ dstA = (srcA * dstA) + (dstA * (1-srcA)) */
+ SDL_BLENDMODE_INVALID = 0x7FFFFFFF
+
+ /* Additional custom blend modes can be returned by SDL_ComposeCustomBlendMode() */
+
+} SDL_BlendMode;
+
+/**
+ * \brief The blend operation used when combining source and destination pixel components
+ */
+typedef enum
+{
+ SDL_BLENDOPERATION_ADD = 0x1, /**< dst + src: supported by all renderers */
+ SDL_BLENDOPERATION_SUBTRACT = 0x2, /**< dst - src : supported by D3D9, D3D11, OpenGL, OpenGLES */
+ SDL_BLENDOPERATION_REV_SUBTRACT = 0x3, /**< src - dst : supported by D3D9, D3D11, OpenGL, OpenGLES */
+ SDL_BLENDOPERATION_MINIMUM = 0x4, /**< min(dst, src) : supported by D3D11 */
+ SDL_BLENDOPERATION_MAXIMUM = 0x5 /**< max(dst, src) : supported by D3D11 */
+
+} SDL_BlendOperation;
+
+/**
+ * \brief The normalized factor used to multiply pixel components
+ */
+typedef enum
+{
+ SDL_BLENDFACTOR_ZERO = 0x1, /**< 0, 0, 0, 0 */
+ SDL_BLENDFACTOR_ONE = 0x2, /**< 1, 1, 1, 1 */
+ SDL_BLENDFACTOR_SRC_COLOR = 0x3, /**< srcR, srcG, srcB, srcA */
+ SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR = 0x4, /**< 1-srcR, 1-srcG, 1-srcB, 1-srcA */
+ SDL_BLENDFACTOR_SRC_ALPHA = 0x5, /**< srcA, srcA, srcA, srcA */
+ SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA = 0x6, /**< 1-srcA, 1-srcA, 1-srcA, 1-srcA */
+ SDL_BLENDFACTOR_DST_COLOR = 0x7, /**< dstR, dstG, dstB, dstA */
+ SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR = 0x8, /**< 1-dstR, 1-dstG, 1-dstB, 1-dstA */
+ SDL_BLENDFACTOR_DST_ALPHA = 0x9, /**< dstA, dstA, dstA, dstA */
+ SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA = 0xA /**< 1-dstA, 1-dstA, 1-dstA, 1-dstA */
+
+} SDL_BlendFactor;
+
+/**
+ * Compose a custom blend mode for renderers.
+ *
+ * The functions SDL_SetRenderDrawBlendMode and SDL_SetTextureBlendMode accept
+ * the SDL_BlendMode returned by this function if the renderer supports it.
+ *
+ * A blend mode controls how the pixels from a drawing operation (source) get
+ * combined with the pixels from the render target (destination). First, the
+ * components of the source and destination pixels get multiplied with their
+ * blend factors. Then, the blend operation takes the two products and
+ * calculates the result that will get stored in the render target.
+ *
+ * Expressed in pseudocode, it would look like this:
+ *
+ * ```c
+ * dstRGB = colorOperation(srcRGB * srcColorFactor, dstRGB * dstColorFactor);
+ * dstA = alphaOperation(srcA * srcAlphaFactor, dstA * dstAlphaFactor);
+ * ```
+ *
+ * Where the functions `colorOperation(src, dst)` and `alphaOperation(src,
+ * dst)` can return one of the following:
+ *
+ * - `src + dst`
+ * - `src - dst`
+ * - `dst - src`
+ * - `min(src, dst)`
+ * - `max(src, dst)`
+ *
+ * The red, green, and blue components are always multiplied with the first,
+ * second, and third components of the SDL_BlendFactor, respectively. The
+ * fourth component is not used.
+ *
+ * The alpha component is always multiplied with the fourth component of the
+ * SDL_BlendFactor. The other components are not used in the alpha
+ * calculation.
+ *
+ * Support for these blend modes varies for each renderer. To check if a
+ * specific SDL_BlendMode is supported, create a renderer and pass it to
+ * either SDL_SetRenderDrawBlendMode or SDL_SetTextureBlendMode. They will
+ * return with an error if the blend mode is not supported.
+ *
+ * This list describes the support of custom blend modes for each renderer in
+ * SDL 2.0.6. All renderers support the four blend modes listed in the
+ * SDL_BlendMode enumeration.
+ *
+ * - **direct3d**: Supports `SDL_BLENDOPERATION_ADD` with all factors.
+ * - **direct3d11**: Supports all operations with all factors. However, some
+ * factors produce unexpected results with `SDL_BLENDOPERATION_MINIMUM` and
+ * `SDL_BLENDOPERATION_MAXIMUM`.
+ * - **opengl**: Supports the `SDL_BLENDOPERATION_ADD` operation with all
+ * factors. OpenGL versions 1.1, 1.2, and 1.3 do not work correctly with SDL
+ * 2.0.6.
+ * - **opengles**: Supports the `SDL_BLENDOPERATION_ADD` operation with all
+ * factors. Color and alpha factors need to be the same. OpenGL ES 1
+ * implementation specific: May also support `SDL_BLENDOPERATION_SUBTRACT`
+ * and `SDL_BLENDOPERATION_REV_SUBTRACT`. May support color and alpha
+ * operations being different from each other. May support color and alpha
+ * factors being different from each other.
+ * - **opengles2**: Supports the `SDL_BLENDOPERATION_ADD`,
+ * `SDL_BLENDOPERATION_SUBTRACT`, `SDL_BLENDOPERATION_REV_SUBTRACT`
+ * operations with all factors.
+ * - **psp**: No custom blend mode support.
+ * - **software**: No custom blend mode support.
+ *
+ * Some renderers do not provide an alpha component for the default render
+ * target. The `SDL_BLENDFACTOR_DST_ALPHA` and
+ * `SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA` factors do not have an effect in this
+ * case.
+ *
+ * \param srcColorFactor the SDL_BlendFactor applied to the red, green, and
+ * blue components of the source pixels
+ * \param dstColorFactor the SDL_BlendFactor applied to the red, green, and
+ * blue components of the destination pixels
+ * \param colorOperation the SDL_BlendOperation used to combine the red,
+ * green, and blue components of the source and
+ * destination pixels
+ * \param srcAlphaFactor the SDL_BlendFactor applied to the alpha component of
+ * the source pixels
+ * \param dstAlphaFactor the SDL_BlendFactor applied to the alpha component of
+ * the destination pixels
+ * \param alphaOperation the SDL_BlendOperation used to combine the alpha
+ * component of the source and destination pixels
+ * \returns an SDL_BlendMode that represents the chosen factors and
+ * operations.
+ *
+ * \since This function is available since SDL 2.0.6.
+ *
+ * \sa SDL_SetRenderDrawBlendMode
+ * \sa SDL_GetRenderDrawBlendMode
+ * \sa SDL_SetTextureBlendMode
+ * \sa SDL_GetTextureBlendMode
+ */
+extern DECLSPEC SDL_BlendMode SDLCALL SDL_ComposeCustomBlendMode(SDL_BlendFactor srcColorFactor,
+ SDL_BlendFactor dstColorFactor,
+ SDL_BlendOperation colorOperation,
+ SDL_BlendFactor srcAlphaFactor,
+ SDL_BlendFactor dstAlphaFactor,
+ SDL_BlendOperation alphaOperation);
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_blendmode_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_clipboard.h b/bsp/simulator/SDL2/include/SDL_clipboard.h
index 341f4ba42b..935136305a 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_clipboard.h
+++ b/bsp/simulator/SDL2/include/SDL_clipboard.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -39,23 +39,46 @@ extern "C" {
/* Function prototypes */
/**
- * \brief Put UTF-8 text into the clipboard
+ * Put UTF-8 text into the clipboard.
*
- * \sa SDL_GetClipboardText()
+ * \param text the text to store in the clipboard
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetClipboardText
+ * \sa SDL_HasClipboardText
*/
extern DECLSPEC int SDLCALL SDL_SetClipboardText(const char *text);
/**
- * \brief Get UTF-8 text from the clipboard, which must be freed with SDL_free()
+ * Get UTF-8 text from the clipboard, which must be freed with SDL_free().
+ *
+ * This functions returns empty string if there was not enough memory left for
+ * a copy of the clipboard's content.
+ *
+ * \returns the clipboard text on success or an empty string on failure; call
+ * SDL_GetError() for more information. Caller must call SDL_free()
+ * on the returned pointer when done with it (even if there was an
+ * error).
*
- * \sa SDL_SetClipboardText()
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HasClipboardText
+ * \sa SDL_SetClipboardText
*/
extern DECLSPEC char * SDLCALL SDL_GetClipboardText(void);
/**
- * \brief Returns a flag indicating whether the clipboard exists and contains a text string that is non-empty
+ * Query whether the clipboard exists and contains a non-empty text string.
+ *
+ * \returns SDL_TRUE if the clipboard has text, or SDL_FALSE if it does not.
+ *
+ * \since This function is available since SDL 2.0.0.
*
- * \sa SDL_GetClipboardText()
+ * \sa SDL_GetClipboardText
+ * \sa SDL_SetClipboardText
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasClipboardText(void);
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_config.h b/bsp/simulator/SDL2/include/SDL_config.h
index 24c81ec14b..c9ed1cfeaa 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_config.h
+++ b/bsp/simulator/SDL2/include/SDL_config.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -25,10 +25,23 @@
#include "SDL_platform.h"
+/* winsdkver.h defines _WIN32_MAXVER for SDK version detection. It is present since at least the Windows 7 SDK,
+ * but out of caution we'll only use it if the compiler supports __has_include() to confirm its presence.
+ * If your compiler doesn't support __has_include() but you have winsdkver.h, define HAVE_WINSDKVER_H. */
+#if !defined(HAVE_WINSDKVER_H) && defined(__has_include)
+#if __has_include(<winsdkver.h>)
+#define HAVE_WINSDKVER_H 1
+#endif
+#endif
+
+#ifdef HAVE_WINSDKVER_H
+#include <winsdkver.h>
+#endif
+
/* This is a set of defines to configure the SDL features */
#if !defined(_STDINT_H_) && (!defined(HAVE_STDINT_H) || !_HAVE_STDINT_H)
-#if defined(__GNUC__) || defined(__DMC__) || defined(__WATCOMC__)
+#if defined(__GNUC__) || defined(__DMC__) || defined(__WATCOMC__) || defined(__clang__) || defined(__BORLANDC__) || defined(__CODEGEARC__)
#define HAVE_STDINT_H 1
#elif defined(_MSC_VER)
typedef signed __int8 int8_t;
@@ -82,6 +95,23 @@ typedef unsigned int uintptr_t;
#define HAVE_DSOUND_H 1
#define HAVE_DXGI_H 1
#define HAVE_XINPUT_H 1
+#if defined(_WIN32_MAXVER) && _WIN32_MAXVER >= 0x0A00 /* Windows 10 SDK */
+#define HAVE_WINDOWS_GAMING_INPUT_H 1
+#endif
+#if defined(_WIN32_MAXVER) && _WIN32_MAXVER >= 0x0602 /* Windows 8 SDK */
+#define HAVE_D3D11_H 1
+#endif
+#define HAVE_MMDEVICEAPI_H 1
+#define HAVE_AUDIOCLIENT_H 1
+#define HAVE_TPCSHRD_H 1
+#define HAVE_SENSORSAPI_H 1
+#if (defined(_M_IX86) || defined(_M_X64) || defined(_M_AMD64)) && (defined(_MSC_VER) && _MSC_VER >= 1600)
+#define HAVE_IMMINTRIN_H 1
+#elif defined(__has_include) && (defined(__i386__) || defined(__x86_64))
+# if __has_include(<immintrin.h>)
+# define HAVE_IMMINTRIN_H 1
+# endif
+#endif
/* This is disabled by default to avoid C runtime dependencies and manifest requirements */
#ifdef HAVE_LIBC
@@ -109,13 +139,16 @@ typedef unsigned int uintptr_t;
#define HAVE_MEMCMP 1
#define HAVE_STRLEN 1
#define HAVE__STRREV 1
-#define HAVE__STRUPR 1
-#define HAVE__STRLWR 1
+/* These functions have security warnings, so we won't use them */
+/* #undef HAVE__STRUPR */
+/* #undef HAVE__STRLWR */
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1
-#define HAVE__LTOA 1
-#define HAVE__ULTOA 1
+/* #undef HAVE_STRTOK_R */
+/* These functions have security warnings, so we won't use them */
+/* #undef HAVE__LTOA */
+/* #undef HAVE__ULTOA */
#define HAVE_STRTOL 1
#define HAVE_STRTOUL 1
#define HAVE_STRTOD 1
@@ -125,30 +158,55 @@ typedef unsigned int uintptr_t;
#define HAVE_STRNCMP 1
#define HAVE__STRICMP 1
#define HAVE__STRNICMP 1
-#define HAVE_ATAN 1
-#define HAVE_ATAN2 1
-#define HAVE_ACOS 1
-#define HAVE_ASIN 1
-#define HAVE_CEIL 1
-#define HAVE_COS 1
-#define HAVE_COSF 1
-#define HAVE_FABS 1
-#define HAVE_FLOOR 1
-#define HAVE_LOG 1
-#define HAVE_POW 1
-#define HAVE_SIN 1
-#define HAVE_SINF 1
-#define HAVE_SQRT 1
-#define HAVE_SQRTF 1
-#define HAVE_TAN 1
-#define HAVE_TANF 1
+#define HAVE__WCSICMP 1
+#define HAVE__WCSNICMP 1
+#define HAVE__WCSDUP 1
+#define HAVE_ACOS 1
+#define HAVE_ACOSF 1
+#define HAVE_ASIN 1
+#define HAVE_ASINF 1
+#define HAVE_ATAN 1
+#define HAVE_ATANF 1
+#define HAVE_ATAN2 1
+#define HAVE_ATAN2F 1
+#define HAVE_CEILF 1
#define HAVE__COPYSIGN 1
+#define HAVE_COS 1
+#define HAVE_COSF 1
+#define HAVE_EXP 1
+#define HAVE_EXPF 1
+#define HAVE_FABS 1
+#define HAVE_FABSF 1
+#define HAVE_FLOOR 1
+#define HAVE_FLOORF 1
+#define HAVE_FMOD 1
+#define HAVE_FMODF 1
+#define HAVE_LOG 1
+#define HAVE_LOGF 1
+#define HAVE_LOG10 1
+#define HAVE_LOG10F 1
+#define HAVE_POW 1
+#define HAVE_POWF 1
+#define HAVE_SIN 1
+#define HAVE_SINF 1
+#define HAVE_SQRT 1
+#define HAVE_SQRTF 1
+#define HAVE_TAN 1
+#define HAVE_TANF 1
#if defined(_MSC_VER)
/* These functions were added with the VC++ 2013 C runtime library */
#if _MSC_VER >= 1800
#define HAVE_STRTOLL 1
+#define HAVE_STRTOULL 1
#define HAVE_VSSCANF 1
+#define HAVE_LROUND 1
+#define HAVE_LROUNDF 1
+#define HAVE_ROUND 1
+#define HAVE_ROUNDF 1
#define HAVE_SCALBN 1
+#define HAVE_SCALBNF 1
+#define HAVE_TRUNC 1
+#define HAVE_TRUNCF 1
#endif
/* This function is available with at least the VC++ 2008 C runtime library */
#if _MSC_VER >= 1400
@@ -166,21 +224,32 @@ typedef unsigned int uintptr_t;
/* Enable various audio drivers */
#define SDL_AUDIO_DRIVER_WASAPI 1
#define SDL_AUDIO_DRIVER_DSOUND 1
-#define SDL_AUDIO_DRIVER_XAUDIO2 0
#define SDL_AUDIO_DRIVER_WINMM 1
#define SDL_AUDIO_DRIVER_DISK 1
#define SDL_AUDIO_DRIVER_DUMMY 1
/* Enable various input drivers */
#define SDL_JOYSTICK_DINPUT 1
+#define SDL_JOYSTICK_HIDAPI 1
+#ifndef __WINRT__
+#define SDL_JOYSTICK_RAWINPUT 1
+#endif
+#define SDL_JOYSTICK_VIRTUAL 1
+#ifdef HAVE_WINDOWS_GAMING_INPUT_H
+#define SDL_JOYSTICK_WGI 1
+#endif
#define SDL_JOYSTICK_XINPUT 1
#define SDL_HAPTIC_DINPUT 1
#define SDL_HAPTIC_XINPUT 1
+/* Enable the sensor driver */
+#define SDL_SENSOR_WINDOWS 1
+
/* Enable various shared object loading systems */
#define SDL_LOADSO_WINDOWS 1
/* Enable various threading systems */
+#define SDL_THREAD_GENERIC_COND_SUFFIX 1
#define SDL_THREAD_WINDOWS 1
/* Enable various timer systems */
@@ -193,8 +262,8 @@ typedef unsigned int uintptr_t;
#ifndef SDL_VIDEO_RENDER_D3D
#define SDL_VIDEO_RENDER_D3D 1
#endif
-#ifndef SDL_VIDEO_RENDER_D3D11
-#define SDL_VIDEO_RENDER_D3D11 0
+#if !defined(SDL_VIDEO_RENDER_D3D11) && defined(HAVE_D3D11_H)
+#define SDL_VIDEO_RENDER_D3D11 1
#endif
/* Enable OpenGL support */
@@ -232,3 +301,5 @@ typedef unsigned int uintptr_t;
#endif
#endif /* SDL_config_windows_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_config.h.cmake b/bsp/simulator/SDL2/include/SDL_config.h.cmake
index c57266c413..c57266c413 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_config.h.cmake
+++ b/bsp/simulator/SDL2/include/SDL_config.h.cmake
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_config.h.in b/bsp/simulator/SDL2/include/SDL_config.h.in
index 8b3d20880b..8b3d20880b 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_config.h.in
+++ b/bsp/simulator/SDL2/include/SDL_config.h.in
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_config_android.h b/bsp/simulator/SDL2/include/SDL_config_android.h
index 27cfd9540c..27cfd9540c 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_config_android.h
+++ b/bsp/simulator/SDL2/include/SDL_config_android.h
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_config_iphoneos.h b/bsp/simulator/SDL2/include/SDL_config_iphoneos.h
index deea030466..deea030466 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_config_iphoneos.h
+++ b/bsp/simulator/SDL2/include/SDL_config_iphoneos.h
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_config_macosx.h b/bsp/simulator/SDL2/include/SDL_config_macosx.h
index 9b09899529..9b09899529 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_config_macosx.h
+++ b/bsp/simulator/SDL2/include/SDL_config_macosx.h
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_config_minimal.h b/bsp/simulator/SDL2/include/SDL_config_minimal.h
index 31127006c5..31127006c5 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_config_minimal.h
+++ b/bsp/simulator/SDL2/include/SDL_config_minimal.h
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_config_pandora.h b/bsp/simulator/SDL2/include/SDL_config_pandora.h
index ea62fe59ac..ea62fe59ac 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_config_pandora.h
+++ b/bsp/simulator/SDL2/include/SDL_config_pandora.h
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_config_psp.h b/bsp/simulator/SDL2/include/SDL_config_psp.h
index 28efb4c5c0..28efb4c5c0 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_config_psp.h
+++ b/bsp/simulator/SDL2/include/SDL_config_psp.h
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_config_windows.h b/bsp/simulator/SDL2/include/SDL_config_windows.h
index 2a5724a4c9..2a5724a4c9 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_config_windows.h
+++ b/bsp/simulator/SDL2/include/SDL_config_windows.h
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_config_winrt.h b/bsp/simulator/SDL2/include/SDL_config_winrt.h
index 621c8116b6..621c8116b6 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_config_winrt.h
+++ b/bsp/simulator/SDL2/include/SDL_config_winrt.h
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_config_wiz.h b/bsp/simulator/SDL2/include/SDL_config_wiz.h
index 5bb845a0cc..5bb845a0cc 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_config_wiz.h
+++ b/bsp/simulator/SDL2/include/SDL_config_wiz.h
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_copying.h b/bsp/simulator/SDL2/include/SDL_copying.h
index 8f60af6b4f..8f60af6b4f 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_copying.h
+++ b/bsp/simulator/SDL2/include/SDL_copying.h
diff --git a/bsp/simulator/SDL2/include/SDL_cpuinfo.h b/bsp/simulator/SDL2/include/SDL_cpuinfo.h
new file mode 100644
index 0000000000..1fc40991d3
--- /dev/null
+++ b/bsp/simulator/SDL2/include/SDL_cpuinfo.h
@@ -0,0 +1,559 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
+
+ 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_cpuinfo.h
+ *
+ * CPU feature detection for SDL.
+ */
+
+#ifndef SDL_cpuinfo_h_
+#define SDL_cpuinfo_h_
+
+#include "SDL_stdinc.h"
+
+/* Need to do this here because intrin.h has C++ code in it */
+/* Visual Studio 2005 has a bug where intrin.h conflicts with winnt.h */
+#if defined(_MSC_VER) && (_MSC_VER >= 1500) && (defined(_M_IX86) || defined(_M_X64))
+#ifdef __clang__
+/* As of Clang 11, '_m_prefetchw' is conflicting with the winnt.h's version,
+ so we define the needed '_m_prefetch' here as a pseudo-header, until the issue is fixed. */
+
+#ifndef __PRFCHWINTRIN_H
+#define __PRFCHWINTRIN_H
+
+static __inline__ void __attribute__((__always_inline__, __nodebug__))
+_m_prefetch(void *__P)
+{
+ __builtin_prefetch (__P, 0, 3 /* _MM_HINT_T0 */);
+}
+
+#endif /* __PRFCHWINTRIN_H */
+#endif /* __clang__ */
+#include <intrin.h>
+#ifndef _WIN64
+#ifndef __MMX__
+#define __MMX__
+#endif
+#ifndef __3dNOW__
+#define __3dNOW__
+#endif
+#endif
+#ifndef __SSE__
+#define __SSE__
+#endif
+#ifndef __SSE2__
+#define __SSE2__
+#endif
+#ifndef __SSE3__
+#define __SSE3__
+#endif
+#elif defined(__MINGW64_VERSION_MAJOR)
+#include <intrin.h>
+#if !defined(SDL_DISABLE_ARM_NEON_H) && defined(__ARM_NEON)
+# include <arm_neon.h>
+#endif
+#else
+/* altivec.h redefining bool causes a number of problems, see bugs 3993 and 4392, so you need to explicitly define SDL_ENABLE_ALTIVEC_H to have it included. */
+#if defined(HAVE_ALTIVEC_H) && defined(__ALTIVEC__) && !defined(__APPLE_ALTIVEC__) && defined(SDL_ENABLE_ALTIVEC_H)
+#include <altivec.h>
+#endif
+#if !defined(SDL_DISABLE_ARM_NEON_H)
+# if defined(__ARM_NEON)
+# include <arm_neon.h>
+# elif defined(__WINDOWS__) || defined(__WINRT__)
+/* Visual Studio doesn't define __ARM_ARCH, but _M_ARM (if set, always 7), and _M_ARM64 (if set, always 1). */
+# if defined(_M_ARM)
+# include <armintr.h>
+# include <arm_neon.h>
+# define __ARM_NEON 1 /* Set __ARM_NEON so that it can be used elsewhere, at compile time */
+# endif
+# if defined (_M_ARM64)
+# include <arm64intr.h>
+# include <arm64_neon.h>
+# define __ARM_NEON 1 /* Set __ARM_NEON so that it can be used elsewhere, at compile time */
+# endif
+# endif
+#endif
+#endif /* compiler version */
+
+#if defined(__3dNOW__) && !defined(SDL_DISABLE_MM3DNOW_H)
+#include <mm3dnow.h>
+#endif
+#if defined(HAVE_IMMINTRIN_H) && !defined(SDL_DISABLE_IMMINTRIN_H)
+#include <immintrin.h>
+#else
+#if defined(__MMX__) && !defined(SDL_DISABLE_MMINTRIN_H)
+#include <mmintrin.h>
+#endif
+#if defined(__SSE__) && !defined(SDL_DISABLE_XMMINTRIN_H)
+#include <xmmintrin.h>
+#endif
+#if defined(__SSE2__) && !defined(SDL_DISABLE_EMMINTRIN_H)
+#include <emmintrin.h>
+#endif
+#if defined(__SSE3__) && !defined(SDL_DISABLE_PMMINTRIN_H)
+#include <pmmintrin.h>
+#endif
+#endif /* HAVE_IMMINTRIN_H */
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/* This is a guess for the cacheline size used for padding.
+ * Most x86 processors have a 64 byte cache line.
+ * The 64-bit PowerPC processors have a 128 byte cache line.
+ * We'll use the larger value to be generally safe.
+ */
+#define SDL_CACHELINE_SIZE 128
+
+/**
+ * Get the number of CPU cores available.
+ *
+ * \returns the total number of logical CPU cores. On CPUs that include
+ * technologies such as hyperthreading, the number of logical cores
+ * may be more than the number of physical cores.
+ *
+ * \since This function is available since SDL 2.0.0.
+ */
+extern DECLSPEC int SDLCALL SDL_GetCPUCount(void);
+
+/**
+ * Determine the L1 cache line size of the CPU.
+ *
+ * This is useful for determining multi-threaded structure padding or SIMD
+ * prefetch sizes.
+ *
+ * \returns the L1 cache line size of the CPU, in bytes.
+ *
+ * \since This function is available since SDL 2.0.0.
+ */
+extern DECLSPEC int SDLCALL SDL_GetCPUCacheLineSize(void);
+
+/**
+ * Determine whether the CPU has the RDTSC instruction.
+ *
+ * This always returns false on CPUs that aren't using Intel instruction sets.
+ *
+ * \returns SDL_TRUE if the CPU has the RDTSC instruction or SDL_FALSE if not.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_Has3DNow
+ * \sa SDL_HasAltiVec
+ * \sa SDL_HasAVX
+ * \sa SDL_HasAVX2
+ * \sa SDL_HasMMX
+ * \sa SDL_HasSSE
+ * \sa SDL_HasSSE2
+ * \sa SDL_HasSSE3
+ * \sa SDL_HasSSE41
+ * \sa SDL_HasSSE42
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_HasRDTSC(void);
+
+/**
+ * Determine whether the CPU has AltiVec features.
+ *
+ * This always returns false on CPUs that aren't using PowerPC instruction
+ * sets.
+ *
+ * \returns SDL_TRUE if the CPU has AltiVec features or SDL_FALSE if not.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_Has3DNow
+ * \sa SDL_HasAVX
+ * \sa SDL_HasAVX2
+ * \sa SDL_HasMMX
+ * \sa SDL_HasRDTSC
+ * \sa SDL_HasSSE
+ * \sa SDL_HasSSE2
+ * \sa SDL_HasSSE3
+ * \sa SDL_HasSSE41
+ * \sa SDL_HasSSE42
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_HasAltiVec(void);
+
+/**
+ * Determine whether the CPU has MMX features.
+ *
+ * This always returns false on CPUs that aren't using Intel instruction sets.
+ *
+ * \returns SDL_TRUE if the CPU has MMX features or SDL_FALSE if not.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_Has3DNow
+ * \sa SDL_HasAltiVec
+ * \sa SDL_HasAVX
+ * \sa SDL_HasAVX2
+ * \sa SDL_HasRDTSC
+ * \sa SDL_HasSSE
+ * \sa SDL_HasSSE2
+ * \sa SDL_HasSSE3
+ * \sa SDL_HasSSE41
+ * \sa SDL_HasSSE42
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_HasMMX(void);
+
+/**
+ * Determine whether the CPU has 3DNow! features.
+ *
+ * This always returns false on CPUs that aren't using AMD instruction sets.
+ *
+ * \returns SDL_TRUE if the CPU has 3DNow! features or SDL_FALSE if not.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HasAltiVec
+ * \sa SDL_HasAVX
+ * \sa SDL_HasAVX2
+ * \sa SDL_HasMMX
+ * \sa SDL_HasRDTSC
+ * \sa SDL_HasSSE
+ * \sa SDL_HasSSE2
+ * \sa SDL_HasSSE3
+ * \sa SDL_HasSSE41
+ * \sa SDL_HasSSE42
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_Has3DNow(void);
+
+/**
+ * Determine whether the CPU has SSE features.
+ *
+ * This always returns false on CPUs that aren't using Intel instruction sets.
+ *
+ * \returns SDL_TRUE if the CPU has SSE features or SDL_FALSE if not.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_Has3DNow
+ * \sa SDL_HasAltiVec
+ * \sa SDL_HasAVX
+ * \sa SDL_HasAVX2
+ * \sa SDL_HasMMX
+ * \sa SDL_HasRDTSC
+ * \sa SDL_HasSSE2
+ * \sa SDL_HasSSE3
+ * \sa SDL_HasSSE41
+ * \sa SDL_HasSSE42
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE(void);
+
+/**
+ * Determine whether the CPU has SSE2 features.
+ *
+ * This always returns false on CPUs that aren't using Intel instruction sets.
+ *
+ * \returns SDL_TRUE if the CPU has SSE2 features or SDL_FALSE if not.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_Has3DNow
+ * \sa SDL_HasAltiVec
+ * \sa SDL_HasAVX
+ * \sa SDL_HasAVX2
+ * \sa SDL_HasMMX
+ * \sa SDL_HasRDTSC
+ * \sa SDL_HasSSE
+ * \sa SDL_HasSSE3
+ * \sa SDL_HasSSE41
+ * \sa SDL_HasSSE42
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE2(void);
+
+/**
+ * Determine whether the CPU has SSE3 features.
+ *
+ * This always returns false on CPUs that aren't using Intel instruction sets.
+ *
+ * \returns SDL_TRUE if the CPU has SSE3 features or SDL_FALSE if not.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_Has3DNow
+ * \sa SDL_HasAltiVec
+ * \sa SDL_HasAVX
+ * \sa SDL_HasAVX2
+ * \sa SDL_HasMMX
+ * \sa SDL_HasRDTSC
+ * \sa SDL_HasSSE
+ * \sa SDL_HasSSE2
+ * \sa SDL_HasSSE41
+ * \sa SDL_HasSSE42
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE3(void);
+
+/**
+ * Determine whether the CPU has SSE4.1 features.
+ *
+ * This always returns false on CPUs that aren't using Intel instruction sets.
+ *
+ * \returns SDL_TRUE if the CPU has SSE4.1 features or SDL_FALSE if not.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_Has3DNow
+ * \sa SDL_HasAltiVec
+ * \sa SDL_HasAVX
+ * \sa SDL_HasAVX2
+ * \sa SDL_HasMMX
+ * \sa SDL_HasRDTSC
+ * \sa SDL_HasSSE
+ * \sa SDL_HasSSE2
+ * \sa SDL_HasSSE3
+ * \sa SDL_HasSSE42
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE41(void);
+
+/**
+ * Determine whether the CPU has SSE4.2 features.
+ *
+ * This always returns false on CPUs that aren't using Intel instruction sets.
+ *
+ * \returns SDL_TRUE if the CPU has SSE4.2 features or SDL_FALSE if not.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_Has3DNow
+ * \sa SDL_HasAltiVec
+ * \sa SDL_HasAVX
+ * \sa SDL_HasAVX2
+ * \sa SDL_HasMMX
+ * \sa SDL_HasRDTSC
+ * \sa SDL_HasSSE
+ * \sa SDL_HasSSE2
+ * \sa SDL_HasSSE3
+ * \sa SDL_HasSSE41
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE42(void);
+
+/**
+ * Determine whether the CPU has AVX features.
+ *
+ * This always returns false on CPUs that aren't using Intel instruction sets.
+ *
+ * \returns SDL_TRUE if the CPU has AVX features or SDL_FALSE if not.
+ *
+ * \since This function is available since SDL 2.0.2.
+ *
+ * \sa SDL_Has3DNow
+ * \sa SDL_HasAltiVec
+ * \sa SDL_HasAVX2
+ * \sa SDL_HasMMX
+ * \sa SDL_HasRDTSC
+ * \sa SDL_HasSSE
+ * \sa SDL_HasSSE2
+ * \sa SDL_HasSSE3
+ * \sa SDL_HasSSE41
+ * \sa SDL_HasSSE42
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_HasAVX(void);
+
+/**
+ * Determine whether the CPU has AVX2 features.
+ *
+ * This always returns false on CPUs that aren't using Intel instruction sets.
+ *
+ * \returns SDL_TRUE if the CPU has AVX2 features or SDL_FALSE if not.
+ *
+ * \since This function is available since SDL 2.0.4.
+ *
+ * \sa SDL_Has3DNow
+ * \sa SDL_HasAltiVec
+ * \sa SDL_HasAVX
+ * \sa SDL_HasMMX
+ * \sa SDL_HasRDTSC
+ * \sa SDL_HasSSE
+ * \sa SDL_HasSSE2
+ * \sa SDL_HasSSE3
+ * \sa SDL_HasSSE41
+ * \sa SDL_HasSSE42
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_HasAVX2(void);
+
+/**
+ * Determine whether the CPU has AVX-512F (foundation) features.
+ *
+ * This always returns false on CPUs that aren't using Intel instruction sets.
+ *
+ * \returns SDL_TRUE if the CPU has AVX-512F features or SDL_FALSE if not.
+ *
+ * \since This function is available since SDL 2.0.9.
+ *
+ * \sa SDL_HasAVX
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_HasAVX512F(void);
+
+/**
+ * Determine whether the CPU has ARM SIMD (ARMv6) features.
+ *
+ * This is different from ARM NEON, which is a different instruction set.
+ *
+ * This always returns false on CPUs that aren't using ARM instruction sets.
+ *
+ * \returns SDL_TRUE if the CPU has ARM SIMD features or SDL_FALSE if not.
+ *
+ * \since This function is available since SDL 2.0.12.
+ *
+ * \sa SDL_HasNEON
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_HasARMSIMD(void);
+
+/**
+ * Determine whether the CPU has NEON (ARM SIMD) features.
+ *
+ * This always returns false on CPUs that aren't using ARM instruction sets.
+ *
+ * \returns SDL_TRUE if the CPU has ARM NEON features or SDL_FALSE if not.
+ *
+ * \since This function is available since SDL 2.0.6.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_HasNEON(void);
+
+/**
+ * Get the amount of RAM configured in the system.
+ *
+ * \returns the amount of RAM configured in the system in MB.
+ *
+ * \since This function is available since SDL 2.0.1.
+ */
+extern DECLSPEC int SDLCALL SDL_GetSystemRAM(void);
+
+/**
+ * Report the alignment this system needs for SIMD allocations.
+ *
+ * This will return the minimum number of bytes to which a pointer must be
+ * aligned to be compatible with SIMD instructions on the current machine. For
+ * example, if the machine supports SSE only, it will return 16, but if it
+ * supports AVX-512F, it'll return 64 (etc). This only reports values for
+ * instruction sets SDL knows about, so if your SDL build doesn't have
+ * SDL_HasAVX512F(), then it might return 16 for the SSE support it sees and
+ * not 64 for the AVX-512 instructions that exist but SDL doesn't know about.
+ * Plan accordingly.
+ *
+ * \returns the alignment in bytes needed for available, known SIMD
+ * instructions.
+ *
+ * \since This function is available since SDL 2.0.10.
+ */
+extern DECLSPEC size_t SDLCALL SDL_SIMDGetAlignment(void);
+
+/**
+ * Allocate memory in a SIMD-friendly way.
+ *
+ * This will allocate a block of memory that is suitable for use with SIMD
+ * instructions. Specifically, it will be properly aligned and padded for the
+ * system's supported vector instructions.
+ *
+ * The memory returned will be padded such that it is safe to read or write an
+ * incomplete vector at the end of the memory block. This can be useful so you
+ * don't have to drop back to a scalar fallback at the end of your SIMD
+ * processing loop to deal with the final elements without overflowing the
+ * allocated buffer.
+ *
+ * You must free this memory with SDL_FreeSIMD(), not free() or SDL_free() or
+ * delete[], etc.
+ *
+ * Note that SDL will only deal with SIMD instruction sets it is aware of; for
+ * example, SDL 2.0.8 knows that SSE wants 16-byte vectors (SDL_HasSSE()), and
+ * AVX2 wants 32 bytes (SDL_HasAVX2()), but doesn't know that AVX-512 wants
+ * 64. To be clear: if you can't decide to use an instruction set with an
+ * SDL_Has*() function, don't use that instruction set with memory allocated
+ * through here.
+ *
+ * SDL_AllocSIMD(0) will return a non-NULL pointer, assuming the system isn't
+ * out of memory, but you are not allowed to dereference it (because you only
+ * own zero bytes of that buffer).
+ *
+ * \param len The length, in bytes, of the block to allocate. The actual
+ * allocated block might be larger due to padding, etc.
+ * \returns a pointer to the newly-allocated block, NULL if out of memory.
+ *
+ * \since This function is available since SDL 2.0.10.
+ *
+ * \sa SDL_SIMDAlignment
+ * \sa SDL_SIMDRealloc
+ * \sa SDL_SIMDFree
+ */
+extern DECLSPEC void * SDLCALL SDL_SIMDAlloc(const size_t len);
+
+/**
+ * Reallocate memory obtained from SDL_SIMDAlloc
+ *
+ * It is not valid to use this function on a pointer from anything but
+ * SDL_SIMDAlloc(). It can't be used on pointers from malloc, realloc,
+ * SDL_malloc, memalign, new[], etc.
+ *
+ * \param mem The pointer obtained from SDL_SIMDAlloc. This function also
+ * accepts NULL, at which point this function is the same as
+ * calling SDL_SIMDAlloc with a NULL pointer.
+ * \param len The length, in bytes, of the block to allocated. The actual
+ * allocated block might be larger due to padding, etc. Passing 0
+ * will return a non-NULL pointer, assuming the system isn't out of
+ * memory.
+ * \returns a pointer to the newly-reallocated block, NULL if out of memory.
+ *
+ * \since This function is available since SDL 2.0.14.
+ *
+ * \sa SDL_SIMDAlignment
+ * \sa SDL_SIMDAlloc
+ * \sa SDL_SIMDFree
+ */
+extern DECLSPEC void * SDLCALL SDL_SIMDRealloc(void *mem, const size_t len);
+
+/**
+ * Deallocate memory obtained from SDL_SIMDAlloc
+ *
+ * It is not valid to use this function on a pointer from anything but
+ * SDL_SIMDAlloc() or SDL_SIMDRealloc(). It can't be used on pointers from
+ * malloc, realloc, SDL_malloc, memalign, new[], etc.
+ *
+ * However, SDL_SIMDFree(NULL) is a legal no-op.
+ *
+ * The memory pointed to by `ptr` is no longer valid for access upon return,
+ * and may be returned to the system or reused by a future allocation. The
+ * pointer passed to this function is no longer safe to dereference once this
+ * function returns, and should be discarded.
+ *
+ * \param ptr The pointer, returned from SDL_SIMDAlloc or SDL_SIMDRealloc, to
+ * deallocate. NULL is a legal no-op.
+ *
+ * \since This function is available since SDL 2.0.10.
+ *
+ * \sa SDL_SIMDAlloc
+ * \sa SDL_SIMDRealloc
+ */
+extern DECLSPEC void SDLCALL SDL_SIMDFree(void *ptr);
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_cpuinfo_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_egl.h b/bsp/simulator/SDL2/include/SDL_egl.h
index e47fbe8624..f90e27b266 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_egl.h
+++ b/bsp/simulator/SDL2/include/SDL_egl.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -24,7 +24,11 @@
*
* This is a simple file to encapsulate the EGL API headers.
*/
-#ifndef _MSC_VER
+#if !defined(_MSC_VER) && !defined(__ANDROID__) && !defined(SDL_USE_BUILTIN_OPENGL_DEFINITIONS)
+
+#if defined(__vita__) || defined(__psp2__)
+#include <psp2/types.h>
+#endif
#include <EGL/egl.h>
#include <EGL/eglext.h>
@@ -37,7 +41,7 @@
#define __khrplatform_h_
/*
-** Copyright (c) 2008-2009 The Khronos Group Inc.
+** Copyright (c) 2008-2018 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
@@ -60,104 +64,112 @@
*/
/* Khronos platform-specific types and definitions.
-*
-* $Revision: 23298 $ on $Date: 2013-09-30 17:07:13 -0700 (Mon, 30 Sep 2013) $
-*
-* Adopters may modify this file to suit their platform. Adopters are
-* encouraged to submit platform specific modifications to the Khronos
-* group so that they can be included in future versions of this file.
-* Please submit changes by sending them to the public Khronos Bugzilla
-* (http://khronos.org/bugzilla) by filing a bug against product
-* "Khronos (general)" component "Registry".
-*
-* A predefined template which fills in some of the bug fields can be
-* reached using http://tinyurl.com/khrplatform-h-bugreport, but you
-* must create a Bugzilla login first.
-*
-*
-* See the Implementer's Guidelines for information about where this file
-* should be located on your system and for more details of its use:
-* http://www.khronos.org/registry/implementers_guide.pdf
-*
-* This file should be included as
-* #include <KHR/khrplatform.h>
-* by Khronos client API header files that use its types and defines.
-*
-* The types in khrplatform.h should only be used to define API-specific types.
-*
-* Types defined in khrplatform.h:
-* khronos_int8_t signed 8 bit
-* khronos_uint8_t unsigned 8 bit
-* khronos_int16_t signed 16 bit
-* khronos_uint16_t unsigned 16 bit
-* khronos_int32_t signed 32 bit
-* khronos_uint32_t unsigned 32 bit
-* khronos_int64_t signed 64 bit
-* khronos_uint64_t unsigned 64 bit
-* khronos_intptr_t signed same number of bits as a pointer
-* khronos_uintptr_t unsigned same number of bits as a pointer
-* khronos_ssize_t signed size
-* khronos_usize_t unsigned size
-* khronos_float_t signed 32 bit floating point
-* khronos_time_ns_t unsigned 64 bit time in nanoseconds
-* khronos_utime_nanoseconds_t unsigned time interval or absolute time in
-* nanoseconds
-* khronos_stime_nanoseconds_t signed time interval in nanoseconds
-* khronos_boolean_enum_t enumerated boolean type. This should
-* only be used as a base type when a client API's boolean type is
-* an enum. Client APIs which use an integer or other type for
-* booleans cannot use this as the base type for their boolean.
-*
-* Tokens defined in khrplatform.h:
-*
-* KHRONOS_FALSE, KHRONOS_TRUE Enumerated boolean false/true values.
-*
-* KHRONOS_SUPPORT_INT64 is 1 if 64 bit integers are supported; otherwise 0.
-* KHRONOS_SUPPORT_FLOAT is 1 if floats are supported; otherwise 0.
-*
-* Calling convention macros defined in this file:
-* KHRONOS_APICALL
-* KHRONOS_APIENTRY
-* KHRONOS_APIATTRIBUTES
-*
-* These may be used in function prototypes as:
-*
-* KHRONOS_APICALL void KHRONOS_APIENTRY funcname(
-* int arg1,
-* int arg2) KHRONOS_APIATTRIBUTES;
-*/
+ *
+ * The master copy of khrplatform.h is maintained in the Khronos EGL
+ * Registry repository at https://github.com/KhronosGroup/EGL-Registry
+ * The last semantic modification to khrplatform.h was at commit ID:
+ * 67a3e0864c2d75ea5287b9f3d2eb74a745936692
+ *
+ * Adopters may modify this file to suit their platform. Adopters are
+ * encouraged to submit platform specific modifications to the Khronos
+ * group so that they can be included in future versions of this file.
+ * Please submit changes by filing pull requests or issues on
+ * the EGL Registry repository linked above.
+ *
+ *
+ * See the Implementer's Guidelines for information about where this file
+ * should be located on your system and for more details of its use:
+ * http://www.khronos.org/registry/implementers_guide.pdf
+ *
+ * This file should be included as
+ * #include <KHR/khrplatform.h>
+ * by Khronos client API header files that use its types and defines.
+ *
+ * The types in khrplatform.h should only be used to define API-specific types.
+ *
+ * Types defined in khrplatform.h:
+ * khronos_int8_t signed 8 bit
+ * khronos_uint8_t unsigned 8 bit
+ * khronos_int16_t signed 16 bit
+ * khronos_uint16_t unsigned 16 bit
+ * khronos_int32_t signed 32 bit
+ * khronos_uint32_t unsigned 32 bit
+ * khronos_int64_t signed 64 bit
+ * khronos_uint64_t unsigned 64 bit
+ * khronos_intptr_t signed same number of bits as a pointer
+ * khronos_uintptr_t unsigned same number of bits as a pointer
+ * khronos_ssize_t signed size
+ * khronos_usize_t unsigned size
+ * khronos_float_t signed 32 bit floating point
+ * khronos_time_ns_t unsigned 64 bit time in nanoseconds
+ * khronos_utime_nanoseconds_t unsigned time interval or absolute time in
+ * nanoseconds
+ * khronos_stime_nanoseconds_t signed time interval in nanoseconds
+ * khronos_boolean_enum_t enumerated boolean type. This should
+ * only be used as a base type when a client API's boolean type is
+ * an enum. Client APIs which use an integer or other type for
+ * booleans cannot use this as the base type for their boolean.
+ *
+ * Tokens defined in khrplatform.h:
+ *
+ * KHRONOS_FALSE, KHRONOS_TRUE Enumerated boolean false/true values.
+ *
+ * KHRONOS_SUPPORT_INT64 is 1 if 64 bit integers are supported; otherwise 0.
+ * KHRONOS_SUPPORT_FLOAT is 1 if floats are supported; otherwise 0.
+ *
+ * Calling convention macros defined in this file:
+ * KHRONOS_APICALL
+ * KHRONOS_APIENTRY
+ * KHRONOS_APIATTRIBUTES
+ *
+ * These may be used in function prototypes as:
+ *
+ * KHRONOS_APICALL void KHRONOS_APIENTRY funcname(
+ * int arg1,
+ * int arg2) KHRONOS_APIATTRIBUTES;
+ */
+
+#if defined(__SCITECH_SNAP__) && !defined(KHRONOS_STATIC)
+# define KHRONOS_STATIC 1
+#endif
/*-------------------------------------------------------------------------
-* Definition of KHRONOS_APICALL
-*-------------------------------------------------------------------------
-* This precedes the return type of the function in the function prototype.
-*/
-#if defined(_WIN32) && !defined(__SCITECH_SNAP__) && !defined(SDL_VIDEO_STATIC_ANGLE)
+ * Definition of KHRONOS_APICALL
+ *-------------------------------------------------------------------------
+ * This precedes the return type of the function in the function prototype.
+ */
+#if defined(KHRONOS_STATIC)
+ /* If the preprocessor constant KHRONOS_STATIC is defined, make the
+ * header compatible with static linking. */
+# define KHRONOS_APICALL
+#elif defined(_WIN32)
# define KHRONOS_APICALL __declspec(dllimport)
#elif defined (__SYMBIAN32__)
# define KHRONOS_APICALL IMPORT_C
+#elif defined(__ANDROID__)
+# define KHRONOS_APICALL __attribute__((visibility("default")))
#else
# define KHRONOS_APICALL
#endif
/*-------------------------------------------------------------------------
-* Definition of KHRONOS_APIENTRY
-*-------------------------------------------------------------------------
-* This follows the return type of the function and precedes the function
-* name in the function prototype.
-*/
+ * Definition of KHRONOS_APIENTRY
+ *-------------------------------------------------------------------------
+ * This follows the return type of the function and precedes the function
+ * name in the function prototype.
+ */
#if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(__SCITECH_SNAP__)
-/* Win32 but not WinCE */
+ /* Win32 but not WinCE */
# define KHRONOS_APIENTRY __stdcall
#else
# define KHRONOS_APIENTRY
#endif
/*-------------------------------------------------------------------------
-* Definition of KHRONOS_APIATTRIBUTES
-*-------------------------------------------------------------------------
-* This follows the closing parenthesis of the function prototype arguments.
-*/
+ * Definition of KHRONOS_APIATTRIBUTES
+ *-------------------------------------------------------------------------
+ * This follows the closing parenthesis of the function prototype arguments.
+ */
#if defined (__ARMCC_2__)
#define KHRONOS_APIATTRIBUTES __softfp
#else
@@ -165,14 +177,14 @@
#endif
/*-------------------------------------------------------------------------
-* basic type definitions
-*-----------------------------------------------------------------------*/
+ * basic type definitions
+ *-----------------------------------------------------------------------*/
#if (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || defined(__GNUC__) || defined(__SCO__) || defined(__USLC__)
/*
-* Using <stdint.h>
-*/
+ * Using <stdint.h>
+ */
#include <stdint.h>
typedef int32_t khronos_int32_t;
typedef uint32_t khronos_uint32_t;
@@ -184,8 +196,8 @@ typedef uint64_t khronos_uint64_t;
#elif defined(__VMS ) || defined(__sgi)
/*
-* Using <inttypes.h>
-*/
+ * Using <inttypes.h>
+ */
#include <inttypes.h>
typedef int32_t khronos_int32_t;
typedef uint32_t khronos_uint32_t;
@@ -197,8 +209,8 @@ typedef uint64_t khronos_uint64_t;
#elif defined(_WIN32) && !defined(__SCITECH_SNAP__)
/*
-* Win32
-*/
+ * Win32
+ */
typedef __int32 khronos_int32_t;
typedef unsigned __int32 khronos_uint32_t;
typedef __int64 khronos_int64_t;
@@ -209,8 +221,8 @@ typedef unsigned __int64 khronos_uint64_t;
#elif defined(__sun__) || defined(__digital__)
/*
-* Sun or Digital
-*/
+ * Sun or Digital
+ */
typedef int khronos_int32_t;
typedef unsigned int khronos_uint32_t;
#if defined(__arch64__) || defined(_LP64)
@@ -226,8 +238,8 @@ typedef unsigned long long int khronos_uint64_t;
#elif 0
/*
-* Hypothetical platform with no float or int64 support
-*/
+ * Hypothetical platform with no float or int64 support
+ */
typedef int khronos_int32_t;
typedef unsigned int khronos_uint32_t;
#define KHRONOS_SUPPORT_INT64 0
@@ -236,8 +248,8 @@ typedef unsigned int khronos_uint32_t;
#else
/*
-* Generic fallback
-*/
+ * Generic fallback
+ */
#include <stdint.h>
typedef int32_t khronos_int32_t;
typedef uint32_t khronos_uint32_t;
@@ -250,18 +262,18 @@ typedef uint64_t khronos_uint64_t;
/*
-* Types that are (so far) the same on all platforms
-*/
+ * Types that are (so far) the same on all platforms
+ */
typedef signed char khronos_int8_t;
typedef unsigned char khronos_uint8_t;
typedef signed short int khronos_int16_t;
typedef unsigned short int khronos_uint16_t;
/*
-* Types that differ between LLP64 and LP64 architectures - in LLP64,
-* pointers are 64 bits, but 'long' is still 32 bits. Win64 appears
-* to be the only LLP64 architecture in current use.
-*/
+ * Types that differ between LLP64 and LP64 architectures - in LLP64,
+ * pointers are 64 bits, but 'long' is still 32 bits. Win64 appears
+ * to be the only LLP64 architecture in current use.
+ */
#ifdef _WIN64
typedef signed long long int khronos_intptr_t;
typedef unsigned long long int khronos_uintptr_t;
@@ -276,41 +288,41 @@ typedef unsigned long int khronos_usize_t;
#if KHRONOS_SUPPORT_FLOAT
/*
-* Float type
-*/
+ * Float type
+ */
typedef float khronos_float_t;
#endif
#if KHRONOS_SUPPORT_INT64
/* Time types
-*
-* These types can be used to represent a time interval in nanoseconds or
-* an absolute Unadjusted System Time. Unadjusted System Time is the number
-* of nanoseconds since some arbitrary system event (e.g. since the last
-* time the system booted). The Unadjusted System Time is an unsigned
-* 64 bit value that wraps back to 0 every 584 years. Time intervals
-* may be either signed or unsigned.
-*/
+ *
+ * These types can be used to represent a time interval in nanoseconds or
+ * an absolute Unadjusted System Time. Unadjusted System Time is the number
+ * of nanoseconds since some arbitrary system event (e.g. since the last
+ * time the system booted). The Unadjusted System Time is an unsigned
+ * 64 bit value that wraps back to 0 every 584 years. Time intervals
+ * may be either signed or unsigned.
+ */
typedef khronos_uint64_t khronos_utime_nanoseconds_t;
typedef khronos_int64_t khronos_stime_nanoseconds_t;
#endif
/*
-* Dummy value used to pad enum types to 32 bits.
-*/
+ * Dummy value used to pad enum types to 32 bits.
+ */
#ifndef KHRONOS_MAX_ENUM
#define KHRONOS_MAX_ENUM 0x7FFFFFFF
#endif
/*
-* Enumerated boolean type
-*
-* Values other than zero should be considered to be true. Therefore
-* comparisons should not be made against KHRONOS_TRUE.
-*/
+ * Enumerated boolean type
+ *
+ * Values other than zero should be considered to be true. Therefore
+ * comparisons should not be made against KHRONOS_TRUE.
+ */
typedef enum {
KHRONOS_FALSE = 0,
- KHRONOS_TRUE = 1,
+ KHRONOS_TRUE = 1,
KHRONOS_BOOLEAN_ENUM_FORCE_SIZE = KHRONOS_MAX_ENUM
} khronos_boolean_enum_t;
@@ -321,49 +333,30 @@ typedef enum {
#define __eglplatform_h_
/*
-** Copyright (c) 2007-2009 The Khronos Group Inc.
-**
-** Permission is hereby granted, free of charge, to any person obtaining a
-** copy of this software and/or associated documentation files (the
-** "Materials"), to deal in the Materials without restriction, including
-** without limitation the rights to use, copy, modify, merge, publish,
-** distribute, sublicense, and/or sell copies of the Materials, and to
-** permit persons to whom the Materials are furnished to do so, subject to
-** the following conditions:
-**
-** The above copyright notice and this permission notice shall be included
-** in all copies or substantial portions of the Materials.
-**
-** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
-** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
-** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
-** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
-** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
-** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
-** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
+** Copyright 2007-2020 The Khronos Group Inc.
+** SPDX-License-Identifier: Apache-2.0
*/
/* Platform-specific types and definitions for egl.h
-* $Revision: 12306 $ on $Date: 2010-08-25 09:51:28 -0700 (Wed, 25 Aug 2010) $
-*
-* Adopters may modify khrplatform.h and this file to suit their platform.
-* You are encouraged to submit all modifications to the Khronos group so that
-* they can be included in future versions of this file. Please submit changes
-* by sending them to the public Khronos Bugzilla (http://khronos.org/bugzilla)
-* by filing a bug against product "EGL" component "Registry".
-*/
+ *
+ * Adopters may modify khrplatform.h and this file to suit their platform.
+ * You are encouraged to submit all modifications to the Khronos group so that
+ * they can be included in future versions of this file. Please submit changes
+ * by filing an issue or pull request on the public Khronos EGL Registry, at
+ * https://www.github.com/KhronosGroup/EGL-Registry/
+ */
/*#include <KHR/khrplatform.h>*/
/* Macros used in EGL function prototype declarations.
-*
-* EGL functions should be prototyped as:
-*
-* EGLAPI return-type EGLAPIENTRY eglFunction(arguments);
-* typedef return-type (EXPAPIENTRYP PFNEGLFUNCTIONPROC) (arguments);
-*
-* KHRONOS_APICALL and KHRONOS_APIENTRY are defined in KHR/khrplatform.h
-*/
+ *
+ * EGL functions should be prototyped as:
+ *
+ * EGLAPI return-type EGLAPIENTRY eglFunction(arguments);
+ * typedef return-type (EXPAPIENTRYP PFNEGLFUNCTIONPROC) (arguments);
+ *
+ * KHRONOS_APICALL and KHRONOS_APIENTRY are defined in KHR/khrplatform.h
+ */
#ifndef EGLAPI
#define EGLAPI KHRONOS_APICALL
@@ -375,39 +368,44 @@ typedef enum {
#define EGLAPIENTRYP EGLAPIENTRY*
/* The types NativeDisplayType, NativeWindowType, and NativePixmapType
-* are aliases of window-system-dependent types, such as X Display * or
-* Windows Device Context. They must be defined in platform-specific
-* code below. The EGL-prefixed versions of Native*Type are the same
-* types, renamed in EGL 1.3 so all types in the API start with "EGL".
-*
-* Khronos STRONGLY RECOMMENDS that you use the default definitions
-* provided below, since these changes affect both binary and source
-* portability of applications using EGL running on different EGL
-* implementations.
-*/
+ * are aliases of window-system-dependent types, such as X Display * or
+ * Windows Device Context. They must be defined in platform-specific
+ * code below. The EGL-prefixed versions of Native*Type are the same
+ * types, renamed in EGL 1.3 so all types in the API start with "EGL".
+ *
+ * Khronos STRONGLY RECOMMENDS that you use the default definitions
+ * provided below, since these changes affect both binary and source
+ * portability of applications using EGL running on different EGL
+ * implementations.
+ */
+
+#if defined(EGL_NO_PLATFORM_SPECIFIC_TYPES)
-#if defined(_WIN32) || defined(__VC32__) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__) /* Win32 and WinCE */
+typedef void *EGLNativeDisplayType;
+typedef void *EGLNativePixmapType;
+typedef void *EGLNativeWindowType;
+
+#elif defined(_WIN32) || defined(__VC32__) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__) /* Win32 and WinCE */
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN 1
#endif
#include <windows.h>
-#if __WINRT__
-#include <Unknwn.h>
-typedef IUnknown * EGLNativeWindowType;
-typedef IUnknown * EGLNativePixmapType;
-typedef IUnknown * EGLNativeDisplayType;
-#else
typedef HDC EGLNativeDisplayType;
typedef HBITMAP EGLNativePixmapType;
typedef HWND EGLNativeWindowType;
-#endif
+
+#elif defined(__EMSCRIPTEN__)
+
+typedef int EGLNativeDisplayType;
+typedef int EGLNativePixmapType;
+typedef int EGLNativeWindowType;
#elif defined(__WINSCW__) || defined(__SYMBIAN32__) /* Symbian */
typedef int EGLNativeDisplayType;
-typedef void *EGLNativeWindowType;
typedef void *EGLNativePixmapType;
+typedef void *EGLNativeWindowType;
#elif defined(WL_EGL_PLATFORM)
@@ -421,31 +419,22 @@ typedef struct gbm_device *EGLNativeDisplayType;
typedef struct gbm_bo *EGLNativePixmapType;
typedef void *EGLNativeWindowType;
-#elif defined(__ANDROID__) /* Android */
+#elif defined(__ANDROID__) || defined(ANDROID)
struct ANativeWindow;
struct egl_native_pixmap_t;
-typedef struct ANativeWindow *EGLNativeWindowType;
-typedef struct egl_native_pixmap_t *EGLNativePixmapType;
-typedef void *EGLNativeDisplayType;
+typedef void* EGLNativeDisplayType;
+typedef struct egl_native_pixmap_t* EGLNativePixmapType;
+typedef struct ANativeWindow* EGLNativeWindowType;
-#elif defined(MIR_EGL_PLATFORM)
+#elif defined(USE_OZONE)
-#include <mir_toolkit/mir_client_library.h>
-typedef MirEGLNativeDisplayType EGLNativeDisplayType;
-typedef void *EGLNativePixmapType;
-typedef MirEGLNativeWindowType EGLNativeWindowType;
-
-#elif defined(__unix__)
-
-#ifdef MESA_EGL_NO_X11_HEADERS
-
-typedef void *EGLNativeDisplayType;
-typedef khronos_uintptr_t EGLNativePixmapType;
-typedef khronos_uintptr_t EGLNativeWindowType;
+typedef intptr_t EGLNativeDisplayType;
+typedef intptr_t EGLNativePixmapType;
+typedef intptr_t EGLNativeWindowType;
-#else
+#elif defined(USE_X11)
/* X11 (tentative) */
#include <X11/Xlib.h>
@@ -455,7 +444,31 @@ typedef Display *EGLNativeDisplayType;
typedef Pixmap EGLNativePixmapType;
typedef Window EGLNativeWindowType;
-#endif /* MESA_EGL_NO_X11_HEADERS */
+#elif defined(__unix__)
+
+typedef void *EGLNativeDisplayType;
+typedef khronos_uintptr_t EGLNativePixmapType;
+typedef khronos_uintptr_t EGLNativeWindowType;
+
+#elif defined(__APPLE__)
+
+typedef int EGLNativeDisplayType;
+typedef void *EGLNativePixmapType;
+typedef void *EGLNativeWindowType;
+
+#elif defined(__HAIKU__)
+
+#include <kernel/image.h>
+
+typedef void *EGLNativeDisplayType;
+typedef khronos_uintptr_t EGLNativePixmapType;
+typedef khronos_uintptr_t EGLNativeWindowType;
+
+#elif defined(__Fuchsia__)
+
+typedef void *EGLNativeDisplayType;
+typedef khronos_uintptr_t EGLNativePixmapType;
+typedef khronos_uintptr_t EGLNativeWindowType;
#else
#error "Platform not recognized"
@@ -468,16 +481,25 @@ typedef EGLNativeWindowType NativeWindowType;
/* Define EGLint. This must be a signed integral type large enough to contain
-* all legal attribute names and values passed into and out of EGL, whether
-* their type is boolean, bitmask, enumerant (symbolic constant), integer,
-* handle, or other. While in general a 32-bit integer will suffice, if
-* handles are 64 bit types, then EGLint should be defined as a signed 64-bit
-* integer type.
-*/
+ * all legal attribute names and values passed into and out of EGL, whether
+ * their type is boolean, bitmask, enumerant (symbolic constant), integer,
+ * handle, or other. While in general a 32-bit integer will suffice, if
+ * handles are 64 bit types, then EGLint should be defined as a signed 64-bit
+ * integer type.
+ */
typedef khronos_int32_t EGLint;
+
+/* C++ / C typecast macros for special EGL handle values */
+#if defined(__cplusplus)
+#define EGL_CAST(type, value) (static_cast<type>(value))
+#else
+#define EGL_CAST(type, value) ((type) (value))
+#endif
+
#endif /* __eglplatform_h */
+
#ifndef __egl_h_
#define __egl_h_ 1
@@ -486,39 +508,24 @@ extern "C" {
#endif
/*
-** Copyright (c) 2013-2015 The Khronos Group Inc.
+** Copyright 2013-2020 The Khronos Group Inc.
+** SPDX-License-Identifier: Apache-2.0
**
-** Permission is hereby granted, free of charge, to any person obtaining a
-** copy of this software and/or associated documentation files (the
-** "Materials"), to deal in the Materials without restriction, including
-** without limitation the rights to use, copy, modify, merge, publish,
-** distribute, sublicense, and/or sell copies of the Materials, and to
-** permit persons to whom the Materials are furnished to do so, subject to
-** the following conditions:
-**
-** The above copyright notice and this permission notice shall be included
-** in all copies or substantial portions of the Materials.
-**
-** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
-** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
-** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
-** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
-** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
-** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
-** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
-*/
-/*
-** This header is generated from the Khronos OpenGL / OpenGL ES XML
-** API Registry. The current version of the Registry, generator scripts
+** This header is generated from the Khronos EGL XML API Registry.
+** The current version of the Registry, generator scripts
** used to make the header, and the header can be found at
-** http://www.opengl.org/registry/
+** http://www.khronos.org/registry/egl
**
-** Khronos $Revision: 31566 $ on $Date: 2015-06-23 08:48:48 -0700 (Tue, 23 Jun 2015) $
+** Khronos $Git commit SHA1: b35e89ca9a $ on $Git commit date: 2021-09-01 09:34:00 +0530 $
*/
/*#include <EGL/eglplatform.h>*/
-/* Generated on date 20150623 */
+#ifndef EGL_EGL_PROTOTYPES
+#define EGL_EGL_PROTOTYPES 1
+#endif
+
+/* Generated on date 20210901 */
/* Generated C header for:
* API: egl
@@ -533,6 +540,8 @@ extern "C" {
#define EGL_VERSION_1_0 1
typedef unsigned int EGLBoolean;
typedef void *EGLDisplay;
+/*#include <KHR/khrplatform.h>*/
+/*#include <EGL/eglplatform.h>*/
typedef void *EGLConfig;
typedef void *EGLSurface;
typedef void *EGLContext;
@@ -556,7 +565,7 @@ typedef void (*__eglMustCastToProperFunctionPointerType)(void);
#define EGL_CONFIG_ID 0x3028
#define EGL_CORE_NATIVE_ENGINE 0x305B
#define EGL_DEPTH_SIZE 0x3025
-#define EGL_DONT_CARE ((EGLint)-1)
+#define EGL_DONT_CARE EGL_CAST(EGLint,-1)
#define EGL_DRAW 0x3059
#define EGL_EXTENSIONS 0x3055
#define EGL_FALSE 0
@@ -573,9 +582,9 @@ typedef void (*__eglMustCastToProperFunctionPointerType)(void);
#define EGL_NONE 0x3038
#define EGL_NON_CONFORMANT_CONFIG 0x3051
#define EGL_NOT_INITIALIZED 0x3001
-#define EGL_NO_CONTEXT ((EGLContext)0)
-#define EGL_NO_DISPLAY ((EGLDisplay)0)
-#define EGL_NO_SURFACE ((EGLSurface)0)
+#define EGL_NO_CONTEXT EGL_CAST(EGLContext,0)
+#define EGL_NO_DISPLAY EGL_CAST(EGLDisplay,0)
+#define EGL_NO_SURFACE EGL_CAST(EGLSurface,0)
#define EGL_PBUFFER_BIT 0x0001
#define EGL_PIXMAP_BIT 0x0002
#define EGL_READ 0x305A
@@ -596,6 +605,31 @@ typedef void (*__eglMustCastToProperFunctionPointerType)(void);
#define EGL_VERSION 0x3054
#define EGL_WIDTH 0x3057
#define EGL_WINDOW_BIT 0x0004
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLCHOOSECONFIGPROC) (EGLDisplay dpy, const EGLint *attrib_list, EGLConfig *configs, EGLint config_size, EGLint *num_config);
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOPYBUFFERSPROC) (EGLDisplay dpy, EGLSurface surface, EGLNativePixmapType target);
+typedef EGLContext (EGLAPIENTRYP PFNEGLCREATECONTEXTPROC) (EGLDisplay dpy, EGLConfig config, EGLContext share_context, const EGLint *attrib_list);
+typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEPBUFFERSURFACEPROC) (EGLDisplay dpy, EGLConfig config, const EGLint *attrib_list);
+typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEPIXMAPSURFACEPROC) (EGLDisplay dpy, EGLConfig config, EGLNativePixmapType pixmap, const EGLint *attrib_list);
+typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEWINDOWSURFACEPROC) (EGLDisplay dpy, EGLConfig config, EGLNativeWindowType win, const EGLint *attrib_list);
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYCONTEXTPROC) (EGLDisplay dpy, EGLContext ctx);
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYSURFACEPROC) (EGLDisplay dpy, EGLSurface surface);
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETCONFIGATTRIBPROC) (EGLDisplay dpy, EGLConfig config, EGLint attribute, EGLint *value);
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETCONFIGSPROC) (EGLDisplay dpy, EGLConfig *configs, EGLint config_size, EGLint *num_config);
+typedef EGLDisplay (EGLAPIENTRYP PFNEGLGETCURRENTDISPLAYPROC) (void);
+typedef EGLSurface (EGLAPIENTRYP PFNEGLGETCURRENTSURFACEPROC) (EGLint readdraw);
+typedef EGLDisplay (EGLAPIENTRYP PFNEGLGETDISPLAYPROC) (EGLNativeDisplayType display_id);
+typedef EGLint (EGLAPIENTRYP PFNEGLGETERRORPROC) (void);
+typedef __eglMustCastToProperFunctionPointerType (EGLAPIENTRYP PFNEGLGETPROCADDRESSPROC) (const char *procname);
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLINITIALIZEPROC) (EGLDisplay dpy, EGLint *major, EGLint *minor);
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLMAKECURRENTPROC) (EGLDisplay dpy, EGLSurface draw, EGLSurface read, EGLContext ctx);
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYCONTEXTPROC) (EGLDisplay dpy, EGLContext ctx, EGLint attribute, EGLint *value);
+typedef const char *(EGLAPIENTRYP PFNEGLQUERYSTRINGPROC) (EGLDisplay dpy, EGLint name);
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYSURFACEPROC) (EGLDisplay dpy, EGLSurface surface, EGLint attribute, EGLint *value);
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLSWAPBUFFERSPROC) (EGLDisplay dpy, EGLSurface surface);
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLTERMINATEPROC) (EGLDisplay dpy);
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLWAITGLPROC) (void);
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLWAITNATIVEPROC) (EGLint engine);
+#if EGL_EGL_PROTOTYPES
EGLAPI EGLBoolean EGLAPIENTRY eglChooseConfig (EGLDisplay dpy, const EGLint *attrib_list, EGLConfig *configs, EGLint config_size, EGLint *num_config);
EGLAPI EGLBoolean EGLAPIENTRY eglCopyBuffers (EGLDisplay dpy, EGLSurface surface, EGLNativePixmapType target);
EGLAPI EGLContext EGLAPIENTRY eglCreateContext (EGLDisplay dpy, EGLConfig config, EGLContext share_context, const EGLint *attrib_list);
@@ -620,6 +654,7 @@ EGLAPI EGLBoolean EGLAPIENTRY eglSwapBuffers (EGLDisplay dpy, EGLSurface surface
EGLAPI EGLBoolean EGLAPIENTRY eglTerminate (EGLDisplay dpy);
EGLAPI EGLBoolean EGLAPIENTRY eglWaitGL (void);
EGLAPI EGLBoolean EGLAPIENTRY eglWaitNative (EGLint engine);
+#endif
#endif /* EGL_VERSION_1_0 */
#ifndef EGL_VERSION_1_1
@@ -638,10 +673,16 @@ EGLAPI EGLBoolean EGLAPIENTRY eglWaitNative (EGLint engine);
#define EGL_TEXTURE_RGB 0x305D
#define EGL_TEXTURE_RGBA 0x305E
#define EGL_TEXTURE_TARGET 0x3081
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLBINDTEXIMAGEPROC) (EGLDisplay dpy, EGLSurface surface, EGLint buffer);
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLRELEASETEXIMAGEPROC) (EGLDisplay dpy, EGLSurface surface, EGLint buffer);
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLSURFACEATTRIBPROC) (EGLDisplay dpy, EGLSurface surface, EGLint attribute, EGLint value);
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLSWAPINTERVALPROC) (EGLDisplay dpy, EGLint interval);
+#if EGL_EGL_PROTOTYPES
EGLAPI EGLBoolean EGLAPIENTRY eglBindTexImage (EGLDisplay dpy, EGLSurface surface, EGLint buffer);
EGLAPI EGLBoolean EGLAPIENTRY eglReleaseTexImage (EGLDisplay dpy, EGLSurface surface, EGLint buffer);
EGLAPI EGLBoolean EGLAPIENTRY eglSurfaceAttrib (EGLDisplay dpy, EGLSurface surface, EGLint attribute, EGLint value);
EGLAPI EGLBoolean EGLAPIENTRY eglSwapInterval (EGLDisplay dpy, EGLint interval);
+#endif
#endif /* EGL_VERSION_1_1 */
#ifndef EGL_VERSION_1_2
@@ -675,13 +716,20 @@ typedef void *EGLClientBuffer;
#define EGL_RGB_BUFFER 0x308E
#define EGL_SINGLE_BUFFER 0x3085
#define EGL_SWAP_BEHAVIOR 0x3093
-#define EGL_UNKNOWN ((EGLint)-1)
+#define EGL_UNKNOWN EGL_CAST(EGLint,-1)
#define EGL_VERTICAL_RESOLUTION 0x3091
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLBINDAPIPROC) (EGLenum api);
+typedef EGLenum (EGLAPIENTRYP PFNEGLQUERYAPIPROC) (void);
+typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEPBUFFERFROMCLIENTBUFFERPROC) (EGLDisplay dpy, EGLenum buftype, EGLClientBuffer buffer, EGLConfig config, const EGLint *attrib_list);
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLRELEASETHREADPROC) (void);
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLWAITCLIENTPROC) (void);
+#if EGL_EGL_PROTOTYPES
EGLAPI EGLBoolean EGLAPIENTRY eglBindAPI (EGLenum api);
EGLAPI EGLenum EGLAPIENTRY eglQueryAPI (void);
EGLAPI EGLSurface EGLAPIENTRY eglCreatePbufferFromClientBuffer (EGLDisplay dpy, EGLenum buftype, EGLClientBuffer buffer, EGLConfig config, const EGLint *attrib_list);
EGLAPI EGLBoolean EGLAPIENTRY eglReleaseThread (void);
EGLAPI EGLBoolean EGLAPIENTRY eglWaitClient (void);
+#endif
#endif /* EGL_VERSION_1_2 */
#ifndef EGL_VERSION_1_3
@@ -702,7 +750,7 @@ EGLAPI EGLBoolean EGLAPIENTRY eglWaitClient (void);
#ifndef EGL_VERSION_1_4
#define EGL_VERSION_1_4 1
-#define EGL_DEFAULT_DISPLAY ((EGLNativeDisplayType)0)
+#define EGL_DEFAULT_DISPLAY EGL_CAST(EGLNativeDisplayType,0)
#define EGL_MULTISAMPLE_RESOLVE_BOX_BIT 0x0200
#define EGL_MULTISAMPLE_RESOLVE 0x3099
#define EGL_MULTISAMPLE_RESOLVE_DEFAULT 0x309A
@@ -710,7 +758,10 @@ EGLAPI EGLBoolean EGLAPIENTRY eglWaitClient (void);
#define EGL_OPENGL_API 0x30A2
#define EGL_OPENGL_BIT 0x0008
#define EGL_SWAP_BEHAVIOR_PRESERVED_BIT 0x0400
+typedef EGLContext (EGLAPIENTRYP PFNEGLGETCURRENTCONTEXTPROC) (void);
+#if EGL_EGL_PROTOTYPES
EGLAPI EGLContext EGLAPIENTRY eglGetCurrentContext (void);
+#endif
#endif /* EGL_VERSION_1_4 */
#ifndef EGL_VERSION_1_5
@@ -744,7 +795,7 @@ typedef void *EGLImage;
#define EGL_FOREVER 0xFFFFFFFFFFFFFFFFull
#define EGL_TIMEOUT_EXPIRED 0x30F5
#define EGL_CONDITION_SATISFIED 0x30F6
-#define EGL_NO_SYNC ((EGLSync)0)
+#define EGL_NO_SYNC EGL_CAST(EGLSync,0)
#define EGL_SYNC_FENCE 0x30F9
#define EGL_GL_COLORSPACE 0x309D
#define EGL_GL_COLORSPACE_SRGB 0x3089
@@ -761,7 +812,18 @@ typedef void *EGLImage;
#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x30B7
#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x30B8
#define EGL_IMAGE_PRESERVED 0x30D2
-#define EGL_NO_IMAGE ((EGLImage)0)
+#define EGL_NO_IMAGE EGL_CAST(EGLImage,0)
+typedef EGLSync (EGLAPIENTRYP PFNEGLCREATESYNCPROC) (EGLDisplay dpy, EGLenum type, const EGLAttrib *attrib_list);
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYSYNCPROC) (EGLDisplay dpy, EGLSync sync);
+typedef EGLint (EGLAPIENTRYP PFNEGLCLIENTWAITSYNCPROC) (EGLDisplay dpy, EGLSync sync, EGLint flags, EGLTime timeout);
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETSYNCATTRIBPROC) (EGLDisplay dpy, EGLSync sync, EGLint attribute, EGLAttrib *value);
+typedef EGLImage (EGLAPIENTRYP PFNEGLCREATEIMAGEPROC) (EGLDisplay dpy, EGLContext ctx, EGLenum target, EGLClientBuffer buffer, const EGLAttrib *attrib_list);
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYIMAGEPROC) (EGLDisplay dpy, EGLImage image);
+typedef EGLDisplay (EGLAPIENTRYP PFNEGLGETPLATFORMDISPLAYPROC) (EGLenum platform, void *native_display, const EGLAttrib *attrib_list);
+typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEPLATFORMWINDOWSURFACEPROC) (EGLDisplay dpy, EGLConfig config, void *native_window, const EGLAttrib *attrib_list);
+typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEPLATFORMPIXMAPSURFACEPROC) (EGLDisplay dpy, EGLConfig config, void *native_pixmap, const EGLAttrib *attrib_list);
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLWAITSYNCPROC) (EGLDisplay dpy, EGLSync sync, EGLint flags);
+#if EGL_EGL_PROTOTYPES
EGLAPI EGLSync EGLAPIENTRY eglCreateSync (EGLDisplay dpy, EGLenum type, const EGLAttrib *attrib_list);
EGLAPI EGLBoolean EGLAPIENTRY eglDestroySync (EGLDisplay dpy, EGLSync sync);
EGLAPI EGLint EGLAPIENTRY eglClientWaitSync (EGLDisplay dpy, EGLSync sync, EGLint flags, EGLTime timeout);
@@ -772,6 +834,7 @@ EGLAPI EGLDisplay EGLAPIENTRY eglGetPlatformDisplay (EGLenum platform, void *nat
EGLAPI EGLSurface EGLAPIENTRY eglCreatePlatformWindowSurface (EGLDisplay dpy, EGLConfig config, void *native_window, const EGLAttrib *attrib_list);
EGLAPI EGLSurface EGLAPIENTRY eglCreatePlatformPixmapSurface (EGLDisplay dpy, EGLConfig config, void *native_pixmap, const EGLAttrib *attrib_list);
EGLAPI EGLBoolean EGLAPIENTRY eglWaitSync (EGLDisplay dpy, EGLSync sync, EGLint flags);
+#endif
#endif /* EGL_VERSION_1_5 */
#ifdef __cplusplus
@@ -781,7 +844,6 @@ EGLAPI EGLBoolean EGLAPIENTRY eglWaitSync (EGLDisplay dpy, EGLSync sync, EGLint
#endif /* __egl_h_ */
-
#ifndef __eglext_h_
#define __eglext_h_ 1
@@ -790,39 +852,20 @@ extern "C" {
#endif
/*
-** Copyright (c) 2013-2015 The Khronos Group Inc.
-**
-** Permission is hereby granted, free of charge, to any person obtaining a
-** copy of this software and/or associated documentation files (the
-** "Materials"), to deal in the Materials without restriction, including
-** without limitation the rights to use, copy, modify, merge, publish,
-** distribute, sublicense, and/or sell copies of the Materials, and to
-** permit persons to whom the Materials are furnished to do so, subject to
-** the following conditions:
-**
-** The above copyright notice and this permission notice shall be included
-** in all copies or substantial portions of the Materials.
+** Copyright 2013-2020 The Khronos Group Inc.
+** SPDX-License-Identifier: Apache-2.0
**
-** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
-** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
-** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
-** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
-** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
-** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
-** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
-*/
-/*
-** This header is generated from the Khronos OpenGL / OpenGL ES XML
-** API Registry. The current version of the Registry, generator scripts
+** This header is generated from the Khronos EGL XML API Registry.
+** The current version of the Registry, generator scripts
** used to make the header, and the header can be found at
-** http://www.opengl.org/registry/
+** http://www.khronos.org/registry/egl
**
-** Khronos $Revision: 31566 $ on $Date: 2015-06-23 08:48:48 -0700 (Tue, 23 Jun 2015) $
+** Khronos $Git commit SHA1: b35e89ca9a $ on $Git commit date: 2021-09-01 09:34:00 +0530 $
*/
/*#include <EGL/eglplatform.h>*/
-#define EGL_EGLEXT_VERSION 20150623
+#define EGL_EGLEXT_VERSION 20210901
/* Generated C header for:
* API: egl
@@ -861,6 +904,13 @@ EGLAPI EGLSyncKHR EGLAPIENTRY eglCreateSync64KHR (EGLDisplay dpy, EGLenum type,
#define EGL_VG_ALPHA_FORMAT_PRE_BIT_KHR 0x0040
#endif /* EGL_KHR_config_attribs */
+#ifndef EGL_KHR_context_flush_control
+#define EGL_KHR_context_flush_control 1
+#define EGL_CONTEXT_RELEASE_BEHAVIOR_NONE_KHR 0
+#define EGL_CONTEXT_RELEASE_BEHAVIOR_KHR 0x2097
+#define EGL_CONTEXT_RELEASE_BEHAVIOR_FLUSH_KHR 0x2098
+#endif /* EGL_KHR_context_flush_control */
+
#ifndef EGL_KHR_create_context
#define EGL_KHR_create_context 1
#define EGL_CONTEXT_MAJOR_VERSION_KHR 0x3098
@@ -883,6 +933,42 @@ EGLAPI EGLSyncKHR EGLAPIENTRY eglCreateSync64KHR (EGLDisplay dpy, EGLenum type,
#define EGL_CONTEXT_OPENGL_NO_ERROR_KHR 0x31B3
#endif /* EGL_KHR_create_context_no_error */
+#ifndef EGL_KHR_debug
+#define EGL_KHR_debug 1
+typedef void *EGLLabelKHR;
+typedef void *EGLObjectKHR;
+typedef void (EGLAPIENTRY *EGLDEBUGPROCKHR)(EGLenum error,const char *command,EGLint messageType,EGLLabelKHR threadLabel,EGLLabelKHR objectLabel,const char* message);
+#define EGL_OBJECT_THREAD_KHR 0x33B0
+#define EGL_OBJECT_DISPLAY_KHR 0x33B1
+#define EGL_OBJECT_CONTEXT_KHR 0x33B2
+#define EGL_OBJECT_SURFACE_KHR 0x33B3
+#define EGL_OBJECT_IMAGE_KHR 0x33B4
+#define EGL_OBJECT_SYNC_KHR 0x33B5
+#define EGL_OBJECT_STREAM_KHR 0x33B6
+#define EGL_DEBUG_MSG_CRITICAL_KHR 0x33B9
+#define EGL_DEBUG_MSG_ERROR_KHR 0x33BA
+#define EGL_DEBUG_MSG_WARN_KHR 0x33BB
+#define EGL_DEBUG_MSG_INFO_KHR 0x33BC
+#define EGL_DEBUG_CALLBACK_KHR 0x33B8
+typedef EGLint (EGLAPIENTRYP PFNEGLDEBUGMESSAGECONTROLKHRPROC) (EGLDEBUGPROCKHR callback, const EGLAttrib *attrib_list);
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDEBUGKHRPROC) (EGLint attribute, EGLAttrib *value);
+typedef EGLint (EGLAPIENTRYP PFNEGLLABELOBJECTKHRPROC) (EGLDisplay display, EGLenum objectType, EGLObjectKHR object, EGLLabelKHR label);
+#ifdef EGL_EGLEXT_PROTOTYPES
+EGLAPI EGLint EGLAPIENTRY eglDebugMessageControlKHR (EGLDEBUGPROCKHR callback, const EGLAttrib *attrib_list);
+EGLAPI EGLBoolean EGLAPIENTRY eglQueryDebugKHR (EGLint attribute, EGLAttrib *value);
+EGLAPI EGLint EGLAPIENTRY eglLabelObjectKHR (EGLDisplay display, EGLenum objectType, EGLObjectKHR object, EGLLabelKHR label);
+#endif
+#endif /* EGL_KHR_debug */
+
+#ifndef EGL_KHR_display_reference
+#define EGL_KHR_display_reference 1
+#define EGL_TRACK_REFERENCES_KHR 0x3352
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDISPLAYATTRIBKHRPROC) (EGLDisplay dpy, EGLint name, EGLAttrib *value);
+#ifdef EGL_EGLEXT_PROTOTYPES
+EGLAPI EGLBoolean EGLAPIENTRY eglQueryDisplayAttribKHR (EGLDisplay dpy, EGLint name, EGLAttrib *value);
+#endif
+#endif /* EGL_KHR_display_reference */
+
#ifndef EGL_KHR_fence_sync
#define EGL_KHR_fence_sync 1
typedef khronos_utime_nanoseconds_t EGLTimeKHR;
@@ -945,7 +1031,7 @@ EGLAPI EGLBoolean EGLAPIENTRY eglGetSyncAttribKHR (EGLDisplay dpy, EGLSyncKHR sy
#define EGL_KHR_image 1
typedef void *EGLImageKHR;
#define EGL_NATIVE_PIXMAP_KHR 0x30B0
-#define EGL_NO_IMAGE_KHR ((EGLImageKHR)0)
+#define EGL_NO_IMAGE_KHR EGL_CAST(EGLImageKHR,0)
typedef EGLImageKHR (EGLAPIENTRYP PFNEGLCREATEIMAGEKHRPROC) (EGLDisplay dpy, EGLContext ctx, EGLenum target, EGLClientBuffer buffer, const EGLint *attrib_list);
typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYIMAGEKHRPROC) (EGLDisplay dpy, EGLImageKHR image);
#ifdef EGL_EGLEXT_PROTOTYPES
@@ -1007,6 +1093,16 @@ EGLAPI EGLBoolean EGLAPIENTRY eglQuerySurface64KHR (EGLDisplay dpy, EGLSurface s
#endif
#endif /* EGL_KHR_lock_surface3 */
+#ifndef EGL_KHR_mutable_render_buffer
+#define EGL_KHR_mutable_render_buffer 1
+#define EGL_MUTABLE_RENDER_BUFFER_BIT_KHR 0x1000
+#endif /* EGL_KHR_mutable_render_buffer */
+
+#ifndef EGL_KHR_no_config_context
+#define EGL_KHR_no_config_context 1
+#define EGL_NO_CONFIG_KHR EGL_CAST(EGLConfig,0)
+#endif /* EGL_KHR_no_config_context */
+
#ifndef EGL_KHR_partial_update
#define EGL_KHR_partial_update 1
#define EGL_BUFFER_AGE_KHR 0x313D
@@ -1049,7 +1145,7 @@ EGLAPI EGLBoolean EGLAPIENTRY eglSetDamageRegionKHR (EGLDisplay dpy, EGLSurface
#define EGL_SYNC_REUSABLE_KHR 0x30FA
#define EGL_SYNC_FLUSH_COMMANDS_BIT_KHR 0x0001
#define EGL_FOREVER_KHR 0xFFFFFFFFFFFFFFFFull
-#define EGL_NO_SYNC_KHR ((EGLSyncKHR)0)
+#define EGL_NO_SYNC_KHR EGL_CAST(EGLSyncKHR,0)
typedef EGLBoolean (EGLAPIENTRYP PFNEGLSIGNALSYNCKHRPROC) (EGLDisplay dpy, EGLSyncKHR sync, EGLenum mode);
#ifdef EGL_EGLEXT_PROTOTYPES
EGLAPI EGLBoolean EGLAPIENTRY eglSignalSyncKHR (EGLDisplay dpy, EGLSyncKHR sync, EGLenum mode);
@@ -1062,7 +1158,7 @@ EGLAPI EGLBoolean EGLAPIENTRY eglSignalSyncKHR (EGLDisplay dpy, EGLSyncKHR sync,
typedef void *EGLStreamKHR;
typedef khronos_uint64_t EGLuint64KHR;
#ifdef KHRONOS_SUPPORT_INT64
-#define EGL_NO_STREAM_KHR ((EGLStreamKHR)0)
+#define EGL_NO_STREAM_KHR EGL_CAST(EGLStreamKHR,0)
#define EGL_CONSUMER_LATENCY_USEC_KHR 0x3210
#define EGL_PRODUCER_FRAME_KHR 0x3212
#define EGL_CONSUMER_FRAME_KHR 0x3213
@@ -1090,6 +1186,24 @@ EGLAPI EGLBoolean EGLAPIENTRY eglQueryStreamu64KHR (EGLDisplay dpy, EGLStreamKHR
#endif /* KHRONOS_SUPPORT_INT64 */
#endif /* EGL_KHR_stream */
+#ifndef EGL_KHR_stream_attrib
+#define EGL_KHR_stream_attrib 1
+#ifdef KHRONOS_SUPPORT_INT64
+typedef EGLStreamKHR (EGLAPIENTRYP PFNEGLCREATESTREAMATTRIBKHRPROC) (EGLDisplay dpy, const EGLAttrib *attrib_list);
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLSETSTREAMATTRIBKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLAttrib value);
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYSTREAMATTRIBKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLAttrib *value);
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMCONSUMERACQUIREATTRIBKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, const EGLAttrib *attrib_list);
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMCONSUMERRELEASEATTRIBKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, const EGLAttrib *attrib_list);
+#ifdef EGL_EGLEXT_PROTOTYPES
+EGLAPI EGLStreamKHR EGLAPIENTRY eglCreateStreamAttribKHR (EGLDisplay dpy, const EGLAttrib *attrib_list);
+EGLAPI EGLBoolean EGLAPIENTRY eglSetStreamAttribKHR (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLAttrib value);
+EGLAPI EGLBoolean EGLAPIENTRY eglQueryStreamAttribKHR (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLAttrib *value);
+EGLAPI EGLBoolean EGLAPIENTRY eglStreamConsumerAcquireAttribKHR (EGLDisplay dpy, EGLStreamKHR stream, const EGLAttrib *attrib_list);
+EGLAPI EGLBoolean EGLAPIENTRY eglStreamConsumerReleaseAttribKHR (EGLDisplay dpy, EGLStreamKHR stream, const EGLAttrib *attrib_list);
+#endif
+#endif /* KHRONOS_SUPPORT_INT64 */
+#endif /* EGL_KHR_stream_attrib */
+
#ifndef EGL_KHR_stream_consumer_gltexture
#define EGL_KHR_stream_consumer_gltexture 1
#ifdef EGL_KHR_stream
@@ -1109,7 +1223,7 @@ EGLAPI EGLBoolean EGLAPIENTRY eglStreamConsumerReleaseKHR (EGLDisplay dpy, EGLSt
#define EGL_KHR_stream_cross_process_fd 1
typedef int EGLNativeFileDescriptorKHR;
#ifdef EGL_KHR_stream
-#define EGL_NO_FILE_DESCRIPTOR_KHR ((EGLNativeFileDescriptorKHR)(-1))
+#define EGL_NO_FILE_DESCRIPTOR_KHR EGL_CAST(EGLNativeFileDescriptorKHR,-1)
typedef EGLNativeFileDescriptorKHR (EGLAPIENTRYP PFNEGLGETSTREAMFILEDESCRIPTORKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream);
typedef EGLStreamKHR (EGLAPIENTRYP PFNEGLCREATESTREAMFROMFILEDESCRIPTORKHRPROC) (EGLDisplay dpy, EGLNativeFileDescriptorKHR file_descriptor);
#ifdef EGL_EGLEXT_PROTOTYPES
@@ -1156,9 +1270,9 @@ EGLAPI EGLSurface EGLAPIENTRY eglCreateStreamProducerSurfaceKHR (EGLDisplay dpy,
#ifndef EGL_KHR_swap_buffers_with_damage
#define EGL_KHR_swap_buffers_with_damage 1
-typedef EGLBoolean (EGLAPIENTRYP PFNEGLSWAPBUFFERSWITHDAMAGEKHRPROC) (EGLDisplay dpy, EGLSurface surface, EGLint *rects, EGLint n_rects);
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLSWAPBUFFERSWITHDAMAGEKHRPROC) (EGLDisplay dpy, EGLSurface surface, const EGLint *rects, EGLint n_rects);
#ifdef EGL_EGLEXT_PROTOTYPES
-EGLAPI EGLBoolean EGLAPIENTRY eglSwapBuffersWithDamageKHR (EGLDisplay dpy, EGLSurface surface, EGLint *rects, EGLint n_rects);
+EGLAPI EGLBoolean EGLAPIENTRY eglSwapBuffersWithDamageKHR (EGLDisplay dpy, EGLSurface surface, const EGLint *rects, EGLint n_rects);
#endif
#endif /* EGL_KHR_swap_buffers_with_damage */
@@ -1175,6 +1289,10 @@ EGLAPI EGLint EGLAPIENTRY eglWaitSyncKHR (EGLDisplay dpy, EGLSyncKHR sync, EGLin
#endif
#endif /* EGL_KHR_wait_sync */
+#ifndef EGL_ANDROID_GLES_layers
+#define EGL_ANDROID_GLES_layers 1
+#endif /* EGL_ANDROID_GLES_layers */
+
#ifndef EGL_ANDROID_blob_cache
#define EGL_ANDROID_blob_cache 1
typedef khronos_ssize_t EGLsizeiANDROID;
@@ -1186,11 +1304,69 @@ EGLAPI void EGLAPIENTRY eglSetBlobCacheFuncsANDROID (EGLDisplay dpy, EGLSetBlobF
#endif
#endif /* EGL_ANDROID_blob_cache */
+#ifndef EGL_ANDROID_create_native_client_buffer
+#define EGL_ANDROID_create_native_client_buffer 1
+#define EGL_NATIVE_BUFFER_USAGE_ANDROID 0x3143
+#define EGL_NATIVE_BUFFER_USAGE_PROTECTED_BIT_ANDROID 0x00000001
+#define EGL_NATIVE_BUFFER_USAGE_RENDERBUFFER_BIT_ANDROID 0x00000002
+#define EGL_NATIVE_BUFFER_USAGE_TEXTURE_BIT_ANDROID 0x00000004
+typedef EGLClientBuffer (EGLAPIENTRYP PFNEGLCREATENATIVECLIENTBUFFERANDROIDPROC) (const EGLint *attrib_list);
+#ifdef EGL_EGLEXT_PROTOTYPES
+EGLAPI EGLClientBuffer EGLAPIENTRY eglCreateNativeClientBufferANDROID (const EGLint *attrib_list);
+#endif
+#endif /* EGL_ANDROID_create_native_client_buffer */
+
#ifndef EGL_ANDROID_framebuffer_target
#define EGL_ANDROID_framebuffer_target 1
#define EGL_FRAMEBUFFER_TARGET_ANDROID 0x3147
#endif /* EGL_ANDROID_framebuffer_target */
+#ifndef EGL_ANDROID_front_buffer_auto_refresh
+#define EGL_ANDROID_front_buffer_auto_refresh 1
+#define EGL_FRONT_BUFFER_AUTO_REFRESH_ANDROID 0x314C
+#endif /* EGL_ANDROID_front_buffer_auto_refresh */
+
+#ifndef EGL_ANDROID_get_frame_timestamps
+#define EGL_ANDROID_get_frame_timestamps 1
+typedef khronos_stime_nanoseconds_t EGLnsecsANDROID;
+#define EGL_TIMESTAMP_PENDING_ANDROID EGL_CAST(EGLnsecsANDROID,-2)
+#define EGL_TIMESTAMP_INVALID_ANDROID EGL_CAST(EGLnsecsANDROID,-1)
+#define EGL_TIMESTAMPS_ANDROID 0x3430
+#define EGL_COMPOSITE_DEADLINE_ANDROID 0x3431
+#define EGL_COMPOSITE_INTERVAL_ANDROID 0x3432
+#define EGL_COMPOSITE_TO_PRESENT_LATENCY_ANDROID 0x3433
+#define EGL_REQUESTED_PRESENT_TIME_ANDROID 0x3434
+#define EGL_RENDERING_COMPLETE_TIME_ANDROID 0x3435
+#define EGL_COMPOSITION_LATCH_TIME_ANDROID 0x3436
+#define EGL_FIRST_COMPOSITION_START_TIME_ANDROID 0x3437
+#define EGL_LAST_COMPOSITION_START_TIME_ANDROID 0x3438
+#define EGL_FIRST_COMPOSITION_GPU_FINISHED_TIME_ANDROID 0x3439
+#define EGL_DISPLAY_PRESENT_TIME_ANDROID 0x343A
+#define EGL_DEQUEUE_READY_TIME_ANDROID 0x343B
+#define EGL_READS_DONE_TIME_ANDROID 0x343C
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETCOMPOSITORTIMINGSUPPORTEDANDROIDPROC) (EGLDisplay dpy, EGLSurface surface, EGLint name);
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETCOMPOSITORTIMINGANDROIDPROC) (EGLDisplay dpy, EGLSurface surface, EGLint numTimestamps, const EGLint *names, EGLnsecsANDROID *values);
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETNEXTFRAMEIDANDROIDPROC) (EGLDisplay dpy, EGLSurface surface, EGLuint64KHR *frameId);
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETFRAMETIMESTAMPSUPPORTEDANDROIDPROC) (EGLDisplay dpy, EGLSurface surface, EGLint timestamp);
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETFRAMETIMESTAMPSANDROIDPROC) (EGLDisplay dpy, EGLSurface surface, EGLuint64KHR frameId, EGLint numTimestamps, const EGLint *timestamps, EGLnsecsANDROID *values);
+#ifdef EGL_EGLEXT_PROTOTYPES
+EGLAPI EGLBoolean EGLAPIENTRY eglGetCompositorTimingSupportedANDROID (EGLDisplay dpy, EGLSurface surface, EGLint name);
+EGLAPI EGLBoolean EGLAPIENTRY eglGetCompositorTimingANDROID (EGLDisplay dpy, EGLSurface surface, EGLint numTimestamps, const EGLint *names, EGLnsecsANDROID *values);
+EGLAPI EGLBoolean EGLAPIENTRY eglGetNextFrameIdANDROID (EGLDisplay dpy, EGLSurface surface, EGLuint64KHR *frameId);
+EGLAPI EGLBoolean EGLAPIENTRY eglGetFrameTimestampSupportedANDROID (EGLDisplay dpy, EGLSurface surface, EGLint timestamp);
+EGLAPI EGLBoolean EGLAPIENTRY eglGetFrameTimestampsANDROID (EGLDisplay dpy, EGLSurface surface, EGLuint64KHR frameId, EGLint numTimestamps, const EGLint *timestamps, EGLnsecsANDROID *values);
+#endif
+#endif /* EGL_ANDROID_get_frame_timestamps */
+
+#ifndef EGL_ANDROID_get_native_client_buffer
+#define EGL_ANDROID_get_native_client_buffer 1
+struct AHardwareBuffer;
+typedef EGLClientBuffer (EGLAPIENTRYP PFNEGLGETNATIVECLIENTBUFFERANDROIDPROC) (const struct AHardwareBuffer *buffer);
+#ifdef EGL_EGLEXT_PROTOTYPES
+EGLAPI EGLClientBuffer EGLAPIENTRY eglGetNativeClientBufferANDROID (const struct AHardwareBuffer *buffer);
+#endif
+#endif /* EGL_ANDROID_get_native_client_buffer */
+
#ifndef EGL_ANDROID_image_native_buffer
#define EGL_ANDROID_image_native_buffer 1
#define EGL_NATIVE_BUFFER_ANDROID 0x3140
@@ -1208,6 +1384,14 @@ EGLAPI EGLint EGLAPIENTRY eglDupNativeFenceFDANDROID (EGLDisplay dpy, EGLSyncKHR
#endif
#endif /* EGL_ANDROID_native_fence_sync */
+#ifndef EGL_ANDROID_presentation_time
+#define EGL_ANDROID_presentation_time 1
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLPRESENTATIONTIMEANDROIDPROC) (EGLDisplay dpy, EGLSurface surface, EGLnsecsANDROID time);
+#ifdef EGL_EGLEXT_PROTOTYPES
+EGLAPI EGLBoolean EGLAPIENTRY eglPresentationTimeANDROID (EGLDisplay dpy, EGLSurface surface, EGLnsecsANDROID time);
+#endif
+#endif /* EGL_ANDROID_presentation_time */
+
#ifndef EGL_ANDROID_recordable
#define EGL_ANDROID_recordable 1
#define EGL_RECORDABLE_ANDROID 0x3142
@@ -1236,16 +1420,40 @@ EGLAPI EGLBoolean EGLAPIENTRY eglQuerySurfacePointerANGLE (EGLDisplay dpy, EGLSu
#define EGL_ANGLE_surface_d3d_texture_2d_share_handle 1
#endif /* EGL_ANGLE_surface_d3d_texture_2d_share_handle */
+#ifndef EGL_ANGLE_sync_control_rate
+#define EGL_ANGLE_sync_control_rate 1
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETMSCRATEANGLEPROC) (EGLDisplay dpy, EGLSurface surface, EGLint *numerator, EGLint *denominator);
+#ifdef EGL_EGLEXT_PROTOTYPES
+EGLAPI EGLBoolean EGLAPIENTRY eglGetMscRateANGLE (EGLDisplay dpy, EGLSurface surface, EGLint *numerator, EGLint *denominator);
+#endif
+#endif /* EGL_ANGLE_sync_control_rate */
+
#ifndef EGL_ANGLE_window_fixed_size
#define EGL_ANGLE_window_fixed_size 1
#define EGL_FIXED_SIZE_ANGLE 0x3201
#endif /* EGL_ANGLE_window_fixed_size */
+#ifndef EGL_ARM_image_format
+#define EGL_ARM_image_format 1
+#define EGL_COLOR_COMPONENT_TYPE_UNSIGNED_INTEGER_ARM 0x3287
+#define EGL_COLOR_COMPONENT_TYPE_INTEGER_ARM 0x3288
+#endif /* EGL_ARM_image_format */
+
+#ifndef EGL_ARM_implicit_external_sync
+#define EGL_ARM_implicit_external_sync 1
+#define EGL_SYNC_PRIOR_COMMANDS_IMPLICIT_EXTERNAL_ARM 0x328A
+#endif /* EGL_ARM_implicit_external_sync */
+
#ifndef EGL_ARM_pixmap_multisample_discard
#define EGL_ARM_pixmap_multisample_discard 1
#define EGL_DISCARD_SAMPLES_ARM 0x3286
#endif /* EGL_ARM_pixmap_multisample_discard */
+#ifndef EGL_EXT_bind_to_front
+#define EGL_EXT_bind_to_front 1
+#define EGL_FRONT_BUFFER_EXT 0x3464
+#endif /* EGL_EXT_bind_to_front */
+
#ifndef EGL_EXT_buffer_age
#define EGL_EXT_buffer_age 1
#define EGL_BUFFER_AGE_EXT 0x313D
@@ -1255,6 +1463,45 @@ EGLAPI EGLBoolean EGLAPIENTRY eglQuerySurfacePointerANGLE (EGLDisplay dpy, EGLSu
#define EGL_EXT_client_extensions 1
#endif /* EGL_EXT_client_extensions */
+#ifndef EGL_EXT_client_sync
+#define EGL_EXT_client_sync 1
+#define EGL_SYNC_CLIENT_EXT 0x3364
+#define EGL_SYNC_CLIENT_SIGNAL_EXT 0x3365
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLCLIENTSIGNALSYNCEXTPROC) (EGLDisplay dpy, EGLSync sync, const EGLAttrib *attrib_list);
+#ifdef EGL_EGLEXT_PROTOTYPES
+EGLAPI EGLBoolean EGLAPIENTRY eglClientSignalSyncEXT (EGLDisplay dpy, EGLSync sync, const EGLAttrib *attrib_list);
+#endif
+#endif /* EGL_EXT_client_sync */
+
+#ifndef EGL_EXT_compositor
+#define EGL_EXT_compositor 1
+#define EGL_PRIMARY_COMPOSITOR_CONTEXT_EXT 0x3460
+#define EGL_EXTERNAL_REF_ID_EXT 0x3461
+#define EGL_COMPOSITOR_DROP_NEWEST_FRAME_EXT 0x3462
+#define EGL_COMPOSITOR_KEEP_NEWEST_FRAME_EXT 0x3463
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOMPOSITORSETCONTEXTLISTEXTPROC) (const EGLint *external_ref_ids, EGLint num_entries);
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOMPOSITORSETCONTEXTATTRIBUTESEXTPROC) (EGLint external_ref_id, const EGLint *context_attributes, EGLint num_entries);
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOMPOSITORSETWINDOWLISTEXTPROC) (EGLint external_ref_id, const EGLint *external_win_ids, EGLint num_entries);
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOMPOSITORSETWINDOWATTRIBUTESEXTPROC) (EGLint external_win_id, const EGLint *window_attributes, EGLint num_entries);
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOMPOSITORBINDTEXWINDOWEXTPROC) (EGLint external_win_id);
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOMPOSITORSETSIZEEXTPROC) (EGLint external_win_id, EGLint width, EGLint height);
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOMPOSITORSWAPPOLICYEXTPROC) (EGLint external_win_id, EGLint policy);
+#ifdef EGL_EGLEXT_PROTOTYPES
+EGLAPI EGLBoolean EGLAPIENTRY eglCompositorSetContextListEXT (const EGLint *external_ref_ids, EGLint num_entries);
+EGLAPI EGLBoolean EGLAPIENTRY eglCompositorSetContextAttributesEXT (EGLint external_ref_id, const EGLint *context_attributes, EGLint num_entries);
+EGLAPI EGLBoolean EGLAPIENTRY eglCompositorSetWindowListEXT (EGLint external_ref_id, const EGLint *external_win_ids, EGLint num_entries);
+EGLAPI EGLBoolean EGLAPIENTRY eglCompositorSetWindowAttributesEXT (EGLint external_win_id, const EGLint *window_attributes, EGLint num_entries);
+EGLAPI EGLBoolean EGLAPIENTRY eglCompositorBindTexWindowEXT (EGLint external_win_id);
+EGLAPI EGLBoolean EGLAPIENTRY eglCompositorSetSizeEXT (EGLint external_win_id, EGLint width, EGLint height);
+EGLAPI EGLBoolean EGLAPIENTRY eglCompositorSwapPolicyEXT (EGLint external_win_id, EGLint policy);
+#endif
+#endif /* EGL_EXT_compositor */
+
+#ifndef EGL_EXT_config_select_group
+#define EGL_EXT_config_select_group 1
+#define EGL_CONFIG_SELECT_GROUP_EXT 0x34C0
+#endif /* EGL_EXT_config_select_group */
+
#ifndef EGL_EXT_create_context_robustness
#define EGL_EXT_create_context_robustness 1
#define EGL_CONTEXT_OPENGL_ROBUST_ACCESS_EXT 0x30BF
@@ -1266,7 +1513,7 @@ EGLAPI EGLBoolean EGLAPIENTRY eglQuerySurfacePointerANGLE (EGLDisplay dpy, EGLSu
#ifndef EGL_EXT_device_base
#define EGL_EXT_device_base 1
typedef void *EGLDeviceEXT;
-#define EGL_NO_DEVICE_EXT ((EGLDeviceEXT)(0))
+#define EGL_NO_DEVICE_EXT EGL_CAST(EGLDeviceEXT,0)
#define EGL_BAD_DEVICE_EXT 0x322B
#define EGL_DEVICE_EXT 0x322C
typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDEVICEATTRIBEXTPROC) (EGLDeviceEXT device, EGLint attribute, EGLAttrib *value);
@@ -1284,8 +1531,14 @@ EGLAPI EGLBoolean EGLAPIENTRY eglQueryDisplayAttribEXT (EGLDisplay dpy, EGLint a
#ifndef EGL_EXT_device_drm
#define EGL_EXT_device_drm 1
#define EGL_DRM_DEVICE_FILE_EXT 0x3233
+#define EGL_DRM_MASTER_FD_EXT 0x333C
#endif /* EGL_EXT_device_drm */
+#ifndef EGL_EXT_device_drm_render_node
+#define EGL_EXT_device_drm_render_node 1
+#define EGL_DRM_RENDER_NODE_FILE_EXT 0x3377
+#endif /* EGL_EXT_device_drm_render_node */
+
#ifndef EGL_EXT_device_enumeration
#define EGL_EXT_device_enumeration 1
#endif /* EGL_EXT_device_enumeration */
@@ -1293,12 +1546,64 @@ EGLAPI EGLBoolean EGLAPIENTRY eglQueryDisplayAttribEXT (EGLDisplay dpy, EGLint a
#ifndef EGL_EXT_device_openwf
#define EGL_EXT_device_openwf 1
#define EGL_OPENWF_DEVICE_ID_EXT 0x3237
+#define EGL_OPENWF_DEVICE_EXT 0x333D
#endif /* EGL_EXT_device_openwf */
+#ifndef EGL_EXT_device_persistent_id
+#define EGL_EXT_device_persistent_id 1
+#define EGL_DEVICE_UUID_EXT 0x335C
+#define EGL_DRIVER_UUID_EXT 0x335D
+#define EGL_DRIVER_NAME_EXT 0x335E
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDEVICEBINARYEXTPROC) (EGLDeviceEXT device, EGLint name, EGLint max_size, void *value, EGLint *size);
+#ifdef EGL_EGLEXT_PROTOTYPES
+EGLAPI EGLBoolean EGLAPIENTRY eglQueryDeviceBinaryEXT (EGLDeviceEXT device, EGLint name, EGLint max_size, void *value, EGLint *size);
+#endif
+#endif /* EGL_EXT_device_persistent_id */
+
#ifndef EGL_EXT_device_query
#define EGL_EXT_device_query 1
#endif /* EGL_EXT_device_query */
+#ifndef EGL_EXT_device_query_name
+#define EGL_EXT_device_query_name 1
+#define EGL_RENDERER_EXT 0x335F
+#endif /* EGL_EXT_device_query_name */
+
+#ifndef EGL_EXT_gl_colorspace_bt2020_linear
+#define EGL_EXT_gl_colorspace_bt2020_linear 1
+#define EGL_GL_COLORSPACE_BT2020_LINEAR_EXT 0x333F
+#endif /* EGL_EXT_gl_colorspace_bt2020_linear */
+
+#ifndef EGL_EXT_gl_colorspace_bt2020_pq
+#define EGL_EXT_gl_colorspace_bt2020_pq 1
+#define EGL_GL_COLORSPACE_BT2020_PQ_EXT 0x3340
+#endif /* EGL_EXT_gl_colorspace_bt2020_pq */
+
+#ifndef EGL_EXT_gl_colorspace_display_p3
+#define EGL_EXT_gl_colorspace_display_p3 1
+#define EGL_GL_COLORSPACE_DISPLAY_P3_EXT 0x3363
+#endif /* EGL_EXT_gl_colorspace_display_p3 */
+
+#ifndef EGL_EXT_gl_colorspace_display_p3_linear
+#define EGL_EXT_gl_colorspace_display_p3_linear 1
+#define EGL_GL_COLORSPACE_DISPLAY_P3_LINEAR_EXT 0x3362
+#endif /* EGL_EXT_gl_colorspace_display_p3_linear */
+
+#ifndef EGL_EXT_gl_colorspace_display_p3_passthrough
+#define EGL_EXT_gl_colorspace_display_p3_passthrough 1
+#define EGL_GL_COLORSPACE_DISPLAY_P3_PASSTHROUGH_EXT 0x3490
+#endif /* EGL_EXT_gl_colorspace_display_p3_passthrough */
+
+#ifndef EGL_EXT_gl_colorspace_scrgb
+#define EGL_EXT_gl_colorspace_scrgb 1
+#define EGL_GL_COLORSPACE_SCRGB_EXT 0x3351
+#endif /* EGL_EXT_gl_colorspace_scrgb */
+
+#ifndef EGL_EXT_gl_colorspace_scrgb_linear
+#define EGL_EXT_gl_colorspace_scrgb_linear 1
+#define EGL_GL_COLORSPACE_SCRGB_LINEAR_EXT 0x3350
+#endif /* EGL_EXT_gl_colorspace_scrgb_linear */
+
#ifndef EGL_EXT_image_dma_buf_import
#define EGL_EXT_image_dma_buf_import 1
#define EGL_LINUX_DMA_BUF_EXT 0x3270
@@ -1325,6 +1630,39 @@ EGLAPI EGLBoolean EGLAPIENTRY eglQueryDisplayAttribEXT (EGLDisplay dpy, EGLint a
#define EGL_YUV_CHROMA_SITING_0_5_EXT 0x3285
#endif /* EGL_EXT_image_dma_buf_import */
+#ifndef EGL_EXT_image_dma_buf_import_modifiers
+#define EGL_EXT_image_dma_buf_import_modifiers 1
+#define EGL_DMA_BUF_PLANE3_FD_EXT 0x3440
+#define EGL_DMA_BUF_PLANE3_OFFSET_EXT 0x3441
+#define EGL_DMA_BUF_PLANE3_PITCH_EXT 0x3442
+#define EGL_DMA_BUF_PLANE0_MODIFIER_LO_EXT 0x3443
+#define EGL_DMA_BUF_PLANE0_MODIFIER_HI_EXT 0x3444
+#define EGL_DMA_BUF_PLANE1_MODIFIER_LO_EXT 0x3445
+#define EGL_DMA_BUF_PLANE1_MODIFIER_HI_EXT 0x3446
+#define EGL_DMA_BUF_PLANE2_MODIFIER_LO_EXT 0x3447
+#define EGL_DMA_BUF_PLANE2_MODIFIER_HI_EXT 0x3448
+#define EGL_DMA_BUF_PLANE3_MODIFIER_LO_EXT 0x3449
+#define EGL_DMA_BUF_PLANE3_MODIFIER_HI_EXT 0x344A
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDMABUFFORMATSEXTPROC) (EGLDisplay dpy, EGLint max_formats, EGLint *formats, EGLint *num_formats);
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDMABUFMODIFIERSEXTPROC) (EGLDisplay dpy, EGLint format, EGLint max_modifiers, EGLuint64KHR *modifiers, EGLBoolean *external_only, EGLint *num_modifiers);
+#ifdef EGL_EGLEXT_PROTOTYPES
+EGLAPI EGLBoolean EGLAPIENTRY eglQueryDmaBufFormatsEXT (EGLDisplay dpy, EGLint max_formats, EGLint *formats, EGLint *num_formats);
+EGLAPI EGLBoolean EGLAPIENTRY eglQueryDmaBufModifiersEXT (EGLDisplay dpy, EGLint format, EGLint max_modifiers, EGLuint64KHR *modifiers, EGLBoolean *external_only, EGLint *num_modifiers);
+#endif
+#endif /* EGL_EXT_image_dma_buf_import_modifiers */
+
+#ifndef EGL_EXT_image_gl_colorspace
+#define EGL_EXT_image_gl_colorspace 1
+#define EGL_GL_COLORSPACE_DEFAULT_EXT 0x314D
+#endif /* EGL_EXT_image_gl_colorspace */
+
+#ifndef EGL_EXT_image_implicit_sync_control
+#define EGL_EXT_image_implicit_sync_control 1
+#define EGL_IMPORT_SYNC_TYPE_EXT 0x3470
+#define EGL_IMPORT_IMPLICIT_SYNC_EXT 0x3471
+#define EGL_IMPORT_EXPLICIT_SYNC_EXT 0x3472
+#endif /* EGL_EXT_image_implicit_sync_control */
+
#ifndef EGL_EXT_multiview_window
#define EGL_EXT_multiview_window 1
#define EGL_MULTIVIEW_VIEW_COUNT_EXT 0x3134
@@ -1334,8 +1672,8 @@ EGLAPI EGLBoolean EGLAPIENTRY eglQueryDisplayAttribEXT (EGLDisplay dpy, EGLint a
#define EGL_EXT_output_base 1
typedef void *EGLOutputLayerEXT;
typedef void *EGLOutputPortEXT;
-#define EGL_NO_OUTPUT_LAYER_EXT ((EGLOutputLayerEXT)0)
-#define EGL_NO_OUTPUT_PORT_EXT ((EGLOutputPortEXT)0)
+#define EGL_NO_OUTPUT_LAYER_EXT EGL_CAST(EGLOutputLayerEXT,0)
+#define EGL_NO_OUTPUT_PORT_EXT EGL_CAST(EGLOutputPortEXT,0)
#define EGL_BAD_OUTPUT_LAYER_EXT 0x322D
#define EGL_BAD_OUTPUT_PORT_EXT 0x322E
#define EGL_SWAP_INTERVAL_EXT 0x322F
@@ -1372,6 +1710,13 @@ EGLAPI const char *EGLAPIENTRY eglQueryOutputPortStringEXT (EGLDisplay dpy, EGLO
#define EGL_OPENWF_PORT_ID_EXT 0x3239
#endif /* EGL_EXT_output_openwf */
+#ifndef EGL_EXT_pixel_format_float
+#define EGL_EXT_pixel_format_float 1
+#define EGL_COLOR_COMPONENT_TYPE_EXT 0x3339
+#define EGL_COLOR_COMPONENT_TYPE_FIXED_EXT 0x333A
+#define EGL_COLOR_COMPONENT_TYPE_FLOAT_EXT 0x333B
+#endif /* EGL_EXT_pixel_format_float */
+
#ifndef EGL_EXT_platform_base
#define EGL_EXT_platform_base 1
typedef EGLDisplay (EGLAPIENTRYP PFNEGLGETPLATFORMDISPLAYEXTPROC) (EGLenum platform, void *native_display, const EGLint *attrib_list);
@@ -1400,9 +1745,24 @@ EGLAPI EGLSurface EGLAPIENTRY eglCreatePlatformPixmapSurfaceEXT (EGLDisplay dpy,
#define EGL_PLATFORM_X11_SCREEN_EXT 0x31D6
#endif /* EGL_EXT_platform_x11 */
+#ifndef EGL_EXT_platform_xcb
+#define EGL_EXT_platform_xcb 1
+#define EGL_PLATFORM_XCB_EXT 0x31DC
+#define EGL_PLATFORM_XCB_SCREEN_EXT 0x31DE
+#endif /* EGL_EXT_platform_xcb */
+
+#ifndef EGL_EXT_present_opaque
+#define EGL_EXT_present_opaque 1
+#define EGL_PRESENT_OPAQUE_EXT 0x31DF
+#endif /* EGL_EXT_present_opaque */
+
+#ifndef EGL_EXT_protected_content
+#define EGL_EXT_protected_content 1
+#define EGL_PROTECTED_CONTENT_EXT 0x32C0
+#endif /* EGL_EXT_protected_content */
+
#ifndef EGL_EXT_protected_surface
#define EGL_EXT_protected_surface 1
-#define EGL_PROTECTED_CONTENT_EXT 0x32C0
#endif /* EGL_EXT_protected_surface */
#ifndef EGL_EXT_stream_consumer_egloutput
@@ -1413,14 +1773,43 @@ EGLAPI EGLBoolean EGLAPIENTRY eglStreamConsumerOutputEXT (EGLDisplay dpy, EGLStr
#endif
#endif /* EGL_EXT_stream_consumer_egloutput */
+#ifndef EGL_EXT_surface_CTA861_3_metadata
+#define EGL_EXT_surface_CTA861_3_metadata 1
+#define EGL_CTA861_3_MAX_CONTENT_LIGHT_LEVEL_EXT 0x3360
+#define EGL_CTA861_3_MAX_FRAME_AVERAGE_LEVEL_EXT 0x3361
+#endif /* EGL_EXT_surface_CTA861_3_metadata */
+
+#ifndef EGL_EXT_surface_SMPTE2086_metadata
+#define EGL_EXT_surface_SMPTE2086_metadata 1
+#define EGL_SMPTE2086_DISPLAY_PRIMARY_RX_EXT 0x3341
+#define EGL_SMPTE2086_DISPLAY_PRIMARY_RY_EXT 0x3342
+#define EGL_SMPTE2086_DISPLAY_PRIMARY_GX_EXT 0x3343
+#define EGL_SMPTE2086_DISPLAY_PRIMARY_GY_EXT 0x3344
+#define EGL_SMPTE2086_DISPLAY_PRIMARY_BX_EXT 0x3345
+#define EGL_SMPTE2086_DISPLAY_PRIMARY_BY_EXT 0x3346
+#define EGL_SMPTE2086_WHITE_POINT_X_EXT 0x3347
+#define EGL_SMPTE2086_WHITE_POINT_Y_EXT 0x3348
+#define EGL_SMPTE2086_MAX_LUMINANCE_EXT 0x3349
+#define EGL_SMPTE2086_MIN_LUMINANCE_EXT 0x334A
+#define EGL_METADATA_SCALING_EXT 50000
+#endif /* EGL_EXT_surface_SMPTE2086_metadata */
+
#ifndef EGL_EXT_swap_buffers_with_damage
#define EGL_EXT_swap_buffers_with_damage 1
-typedef EGLBoolean (EGLAPIENTRYP PFNEGLSWAPBUFFERSWITHDAMAGEEXTPROC) (EGLDisplay dpy, EGLSurface surface, EGLint *rects, EGLint n_rects);
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLSWAPBUFFERSWITHDAMAGEEXTPROC) (EGLDisplay dpy, EGLSurface surface, const EGLint *rects, EGLint n_rects);
#ifdef EGL_EGLEXT_PROTOTYPES
-EGLAPI EGLBoolean EGLAPIENTRY eglSwapBuffersWithDamageEXT (EGLDisplay dpy, EGLSurface surface, EGLint *rects, EGLint n_rects);
+EGLAPI EGLBoolean EGLAPIENTRY eglSwapBuffersWithDamageEXT (EGLDisplay dpy, EGLSurface surface, const EGLint *rects, EGLint n_rects);
#endif
#endif /* EGL_EXT_swap_buffers_with_damage */
+#ifndef EGL_EXT_sync_reuse
+#define EGL_EXT_sync_reuse 1
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLUNSIGNALSYNCEXTPROC) (EGLDisplay dpy, EGLSync sync, const EGLAttrib *attrib_list);
+#ifdef EGL_EGLEXT_PROTOTYPES
+EGLAPI EGLBoolean EGLAPIENTRY eglUnsignalSyncEXT (EGLDisplay dpy, EGLSync sync, const EGLAttrib *attrib_list);
+#endif
+#endif /* EGL_EXT_sync_reuse */
+
#ifndef EGL_EXT_yuv_surface
#define EGL_EXT_yuv_surface 1
#define EGL_YUV_ORDER_EXT 0x3301
@@ -1481,6 +1870,12 @@ EGLAPI EGLSurface EGLAPIENTRY eglCreatePixmapSurfaceHI (EGLDisplay dpy, EGLConfi
#define EGL_CONTEXT_PRIORITY_LOW_IMG 0x3103
#endif /* EGL_IMG_context_priority */
+#ifndef EGL_IMG_image_plane_attribs
+#define EGL_IMG_image_plane_attribs 1
+#define EGL_NATIVE_BUFFER_MULTIPLANE_SEPARATE_IMG 0x3105
+#define EGL_NATIVE_BUFFER_PLANE_OFFSET_IMG 0x3106
+#endif /* EGL_IMG_image_plane_attribs */
+
#ifndef EGL_MESA_drm_image
#define EGL_MESA_drm_image 1
#define EGL_DRM_BUFFER_FORMAT_MESA 0x31D0
@@ -1490,6 +1885,7 @@ EGLAPI EGLSurface EGLAPIENTRY eglCreatePixmapSurfaceHI (EGLDisplay dpy, EGLConfi
#define EGL_DRM_BUFFER_STRIDE_MESA 0x31D4
#define EGL_DRM_BUFFER_USE_SCANOUT_MESA 0x00000001
#define EGL_DRM_BUFFER_USE_SHARE_MESA 0x00000002
+#define EGL_DRM_BUFFER_USE_CURSOR_MESA 0x00000004
typedef EGLImageKHR (EGLAPIENTRYP PFNEGLCREATEDRMIMAGEMESAPROC) (EGLDisplay dpy, const EGLint *attrib_list);
typedef EGLBoolean (EGLAPIENTRYP PFNEGLEXPORTDRMIMAGEMESAPROC) (EGLDisplay dpy, EGLImageKHR image, EGLint *name, EGLint *handle, EGLint *stride);
#ifdef EGL_EGLEXT_PROTOTYPES
@@ -1513,6 +1909,21 @@ EGLAPI EGLBoolean EGLAPIENTRY eglExportDMABUFImageMESA (EGLDisplay dpy, EGLImage
#define EGL_PLATFORM_GBM_MESA 0x31D7
#endif /* EGL_MESA_platform_gbm */
+#ifndef EGL_MESA_platform_surfaceless
+#define EGL_MESA_platform_surfaceless 1
+#define EGL_PLATFORM_SURFACELESS_MESA 0x31DD
+#endif /* EGL_MESA_platform_surfaceless */
+
+#ifndef EGL_MESA_query_driver
+#define EGL_MESA_query_driver 1
+typedef char *(EGLAPIENTRYP PFNEGLGETDISPLAYDRIVERCONFIGPROC) (EGLDisplay dpy);
+typedef const char *(EGLAPIENTRYP PFNEGLGETDISPLAYDRIVERNAMEPROC) (EGLDisplay dpy);
+#ifdef EGL_EGLEXT_PROTOTYPES
+EGLAPI char *EGLAPIENTRY eglGetDisplayDriverConfig (EGLDisplay dpy);
+EGLAPI const char *EGLAPIENTRY eglGetDisplayDriverName (EGLDisplay dpy);
+#endif
+#endif /* EGL_MESA_query_driver */
+
#ifndef EGL_NOK_swap_region
#define EGL_NOK_swap_region 1
typedef EGLBoolean (EGLAPIENTRYP PFNEGLSWAPBUFFERSREGIONNOKPROC) (EGLDisplay dpy, EGLSurface surface, EGLint numRects, const EGLint *rects);
@@ -1539,6 +1950,11 @@ EGLAPI EGLBoolean EGLAPIENTRY eglSwapBuffersRegion2NOK (EGLDisplay dpy, EGLSurfa
#define EGL_AUTO_STEREO_NV 0x3136
#endif /* EGL_NV_3dvision_surface */
+#ifndef EGL_NV_context_priority_realtime
+#define EGL_NV_context_priority_realtime 1
+#define EGL_CONTEXT_PRIORITY_REALTIME_NV 0x3357
+#endif /* EGL_NV_context_priority_realtime */
+
#ifndef EGL_NV_coverage_sample
#define EGL_NV_coverage_sample 1
#define EGL_COVERAGE_BUFFERS_NV 0x30E0
@@ -1596,6 +2012,181 @@ EGLAPI EGLBoolean EGLAPIENTRY eglPostSubBufferNV (EGLDisplay dpy, EGLSurface sur
#endif
#endif /* EGL_NV_post_sub_buffer */
+#ifndef EGL_NV_quadruple_buffer
+#define EGL_NV_quadruple_buffer 1
+#define EGL_QUADRUPLE_BUFFER_NV 0x3231
+#endif /* EGL_NV_quadruple_buffer */
+
+#ifndef EGL_NV_robustness_video_memory_purge
+#define EGL_NV_robustness_video_memory_purge 1
+#define EGL_GENERATE_RESET_ON_VIDEO_MEMORY_PURGE_NV 0x334C
+#endif /* EGL_NV_robustness_video_memory_purge */
+
+#ifndef EGL_NV_stream_consumer_eglimage
+#define EGL_NV_stream_consumer_eglimage 1
+#define EGL_STREAM_CONSUMER_IMAGE_NV 0x3373
+#define EGL_STREAM_IMAGE_ADD_NV 0x3374
+#define EGL_STREAM_IMAGE_REMOVE_NV 0x3375
+#define EGL_STREAM_IMAGE_AVAILABLE_NV 0x3376
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMIMAGECONSUMERCONNECTNVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLint num_modifiers, EGLuint64KHR *modifiers, EGLAttrib *attrib_list);
+typedef EGLint (EGLAPIENTRYP PFNEGLQUERYSTREAMCONSUMEREVENTNVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLTime timeout, EGLenum *event, EGLAttrib *aux);
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMACQUIREIMAGENVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLImage *pImage, EGLSync sync);
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMRELEASEIMAGENVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLImage image, EGLSync sync);
+#ifdef EGL_EGLEXT_PROTOTYPES
+EGLAPI EGLBoolean EGLAPIENTRY eglStreamImageConsumerConnectNV (EGLDisplay dpy, EGLStreamKHR stream, EGLint num_modifiers, EGLuint64KHR *modifiers, EGLAttrib *attrib_list);
+EGLAPI EGLint EGLAPIENTRY eglQueryStreamConsumerEventNV (EGLDisplay dpy, EGLStreamKHR stream, EGLTime timeout, EGLenum *event, EGLAttrib *aux);
+EGLAPI EGLBoolean EGLAPIENTRY eglStreamAcquireImageNV (EGLDisplay dpy, EGLStreamKHR stream, EGLImage *pImage, EGLSync sync);
+EGLAPI EGLBoolean EGLAPIENTRY eglStreamReleaseImageNV (EGLDisplay dpy, EGLStreamKHR stream, EGLImage image, EGLSync sync);
+#endif
+#endif /* EGL_NV_stream_consumer_eglimage */
+
+#ifndef EGL_NV_stream_consumer_gltexture_yuv
+#define EGL_NV_stream_consumer_gltexture_yuv 1
+#define EGL_YUV_PLANE0_TEXTURE_UNIT_NV 0x332C
+#define EGL_YUV_PLANE1_TEXTURE_UNIT_NV 0x332D
+#define EGL_YUV_PLANE2_TEXTURE_UNIT_NV 0x332E
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMCONSUMERGLTEXTUREEXTERNALATTRIBSNVPROC) (EGLDisplay dpy, EGLStreamKHR stream, const EGLAttrib *attrib_list);
+#ifdef EGL_EGLEXT_PROTOTYPES
+EGLAPI EGLBoolean EGLAPIENTRY eglStreamConsumerGLTextureExternalAttribsNV (EGLDisplay dpy, EGLStreamKHR stream, const EGLAttrib *attrib_list);
+#endif
+#endif /* EGL_NV_stream_consumer_gltexture_yuv */
+
+#ifndef EGL_NV_stream_cross_display
+#define EGL_NV_stream_cross_display 1
+#define EGL_STREAM_CROSS_DISPLAY_NV 0x334E
+#endif /* EGL_NV_stream_cross_display */
+
+#ifndef EGL_NV_stream_cross_object
+#define EGL_NV_stream_cross_object 1
+#define EGL_STREAM_CROSS_OBJECT_NV 0x334D
+#endif /* EGL_NV_stream_cross_object */
+
+#ifndef EGL_NV_stream_cross_partition
+#define EGL_NV_stream_cross_partition 1
+#define EGL_STREAM_CROSS_PARTITION_NV 0x323F
+#endif /* EGL_NV_stream_cross_partition */
+
+#ifndef EGL_NV_stream_cross_process
+#define EGL_NV_stream_cross_process 1
+#define EGL_STREAM_CROSS_PROCESS_NV 0x3245
+#endif /* EGL_NV_stream_cross_process */
+
+#ifndef EGL_NV_stream_cross_system
+#define EGL_NV_stream_cross_system 1
+#define EGL_STREAM_CROSS_SYSTEM_NV 0x334F
+#endif /* EGL_NV_stream_cross_system */
+
+#ifndef EGL_NV_stream_dma
+#define EGL_NV_stream_dma 1
+#define EGL_STREAM_DMA_NV 0x3371
+#define EGL_STREAM_DMA_SERVER_NV 0x3372
+#endif /* EGL_NV_stream_dma */
+
+#ifndef EGL_NV_stream_fifo_next
+#define EGL_NV_stream_fifo_next 1
+#define EGL_PENDING_FRAME_NV 0x3329
+#define EGL_STREAM_TIME_PENDING_NV 0x332A
+#endif /* EGL_NV_stream_fifo_next */
+
+#ifndef EGL_NV_stream_fifo_synchronous
+#define EGL_NV_stream_fifo_synchronous 1
+#define EGL_STREAM_FIFO_SYNCHRONOUS_NV 0x3336
+#endif /* EGL_NV_stream_fifo_synchronous */
+
+#ifndef EGL_NV_stream_flush
+#define EGL_NV_stream_flush 1
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMFLUSHNVPROC) (EGLDisplay dpy, EGLStreamKHR stream);
+#ifdef EGL_EGLEXT_PROTOTYPES
+EGLAPI EGLBoolean EGLAPIENTRY eglStreamFlushNV (EGLDisplay dpy, EGLStreamKHR stream);
+#endif
+#endif /* EGL_NV_stream_flush */
+
+#ifndef EGL_NV_stream_frame_limits
+#define EGL_NV_stream_frame_limits 1
+#define EGL_PRODUCER_MAX_FRAME_HINT_NV 0x3337
+#define EGL_CONSUMER_MAX_FRAME_HINT_NV 0x3338
+#endif /* EGL_NV_stream_frame_limits */
+
+#ifndef EGL_NV_stream_metadata
+#define EGL_NV_stream_metadata 1
+#define EGL_MAX_STREAM_METADATA_BLOCKS_NV 0x3250
+#define EGL_MAX_STREAM_METADATA_BLOCK_SIZE_NV 0x3251
+#define EGL_MAX_STREAM_METADATA_TOTAL_SIZE_NV 0x3252
+#define EGL_PRODUCER_METADATA_NV 0x3253
+#define EGL_CONSUMER_METADATA_NV 0x3254
+#define EGL_PENDING_METADATA_NV 0x3328
+#define EGL_METADATA0_SIZE_NV 0x3255
+#define EGL_METADATA1_SIZE_NV 0x3256
+#define EGL_METADATA2_SIZE_NV 0x3257
+#define EGL_METADATA3_SIZE_NV 0x3258
+#define EGL_METADATA0_TYPE_NV 0x3259
+#define EGL_METADATA1_TYPE_NV 0x325A
+#define EGL_METADATA2_TYPE_NV 0x325B
+#define EGL_METADATA3_TYPE_NV 0x325C
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDISPLAYATTRIBNVPROC) (EGLDisplay dpy, EGLint attribute, EGLAttrib *value);
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLSETSTREAMMETADATANVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLint n, EGLint offset, EGLint size, const void *data);
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYSTREAMMETADATANVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum name, EGLint n, EGLint offset, EGLint size, void *data);
+#ifdef EGL_EGLEXT_PROTOTYPES
+EGLAPI EGLBoolean EGLAPIENTRY eglQueryDisplayAttribNV (EGLDisplay dpy, EGLint attribute, EGLAttrib *value);
+EGLAPI EGLBoolean EGLAPIENTRY eglSetStreamMetadataNV (EGLDisplay dpy, EGLStreamKHR stream, EGLint n, EGLint offset, EGLint size, const void *data);
+EGLAPI EGLBoolean EGLAPIENTRY eglQueryStreamMetadataNV (EGLDisplay dpy, EGLStreamKHR stream, EGLenum name, EGLint n, EGLint offset, EGLint size, void *data);
+#endif
+#endif /* EGL_NV_stream_metadata */
+
+#ifndef EGL_NV_stream_origin
+#define EGL_NV_stream_origin 1
+#define EGL_STREAM_FRAME_ORIGIN_X_NV 0x3366
+#define EGL_STREAM_FRAME_ORIGIN_Y_NV 0x3367
+#define EGL_STREAM_FRAME_MAJOR_AXIS_NV 0x3368
+#define EGL_CONSUMER_AUTO_ORIENTATION_NV 0x3369
+#define EGL_PRODUCER_AUTO_ORIENTATION_NV 0x336A
+#define EGL_LEFT_NV 0x336B
+#define EGL_RIGHT_NV 0x336C
+#define EGL_TOP_NV 0x336D
+#define EGL_BOTTOM_NV 0x336E
+#define EGL_X_AXIS_NV 0x336F
+#define EGL_Y_AXIS_NV 0x3370
+#endif /* EGL_NV_stream_origin */
+
+#ifndef EGL_NV_stream_remote
+#define EGL_NV_stream_remote 1
+#define EGL_STREAM_STATE_INITIALIZING_NV 0x3240
+#define EGL_STREAM_TYPE_NV 0x3241
+#define EGL_STREAM_PROTOCOL_NV 0x3242
+#define EGL_STREAM_ENDPOINT_NV 0x3243
+#define EGL_STREAM_LOCAL_NV 0x3244
+#define EGL_STREAM_PRODUCER_NV 0x3247
+#define EGL_STREAM_CONSUMER_NV 0x3248
+#define EGL_STREAM_PROTOCOL_FD_NV 0x3246
+#endif /* EGL_NV_stream_remote */
+
+#ifndef EGL_NV_stream_reset
+#define EGL_NV_stream_reset 1
+#define EGL_SUPPORT_RESET_NV 0x3334
+#define EGL_SUPPORT_REUSE_NV 0x3335
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLRESETSTREAMNVPROC) (EGLDisplay dpy, EGLStreamKHR stream);
+#ifdef EGL_EGLEXT_PROTOTYPES
+EGLAPI EGLBoolean EGLAPIENTRY eglResetStreamNV (EGLDisplay dpy, EGLStreamKHR stream);
+#endif
+#endif /* EGL_NV_stream_reset */
+
+#ifndef EGL_NV_stream_socket
+#define EGL_NV_stream_socket 1
+#define EGL_STREAM_PROTOCOL_SOCKET_NV 0x324B
+#define EGL_SOCKET_HANDLE_NV 0x324C
+#define EGL_SOCKET_TYPE_NV 0x324D
+#endif /* EGL_NV_stream_socket */
+
+#ifndef EGL_NV_stream_socket_inet
+#define EGL_NV_stream_socket_inet 1
+#define EGL_SOCKET_TYPE_INET_NV 0x324F
+#endif /* EGL_NV_stream_socket_inet */
+
+#ifndef EGL_NV_stream_socket_unix
+#define EGL_NV_stream_socket_unix 1
+#define EGL_SOCKET_TYPE_UNIX_NV 0x324E
+#endif /* EGL_NV_stream_socket_unix */
+
#ifndef EGL_NV_stream_sync
#define EGL_NV_stream_sync 1
#define EGL_SYNC_NEW_FRAME_NV 0x321F
@@ -1622,7 +2213,7 @@ typedef khronos_utime_nanoseconds_t EGLTimeNV;
#define EGL_SYNC_TYPE_NV 0x30ED
#define EGL_SYNC_CONDITION_NV 0x30EE
#define EGL_SYNC_FENCE_NV 0x30EF
-#define EGL_NO_SYNC_NV ((EGLSyncNV)0)
+#define EGL_NO_SYNC_NV EGL_CAST(EGLSyncNV,0)
typedef EGLSyncNV (EGLAPIENTRYP PFNEGLCREATEFENCESYNCNVPROC) (EGLDisplay dpy, EGLenum condition, const EGLint *attrib_list);
typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYSYNCNVPROC) (EGLSyncNV sync);
typedef EGLBoolean (EGLAPIENTRYP PFNEGLFENCENVPROC) (EGLSyncNV sync);
@@ -1653,6 +2244,11 @@ EGLAPI EGLuint64NV EGLAPIENTRY eglGetSystemTimeNV (void);
#endif /* KHRONOS_SUPPORT_INT64 */
#endif /* EGL_NV_system_time */
+#ifndef EGL_NV_triple_buffer
+#define EGL_NV_triple_buffer 1
+#define EGL_TRIPLE_BUFFER_NV 0x3230
+#endif /* EGL_NV_triple_buffer */
+
#ifndef EGL_TIZEN_image_native_buffer
#define EGL_TIZEN_image_native_buffer 1
#define EGL_NATIVE_BUFFER_TIZEN 0x32A0
@@ -1663,11 +2259,44 @@ EGLAPI EGLuint64NV EGLAPIENTRY eglGetSystemTimeNV (void);
#define EGL_NATIVE_SURFACE_TIZEN 0x32A1
#endif /* EGL_TIZEN_image_native_surface */
+#ifndef EGL_WL_bind_wayland_display
+#define EGL_WL_bind_wayland_display 1
+#define PFNEGLBINDWAYLANDDISPLAYWL PFNEGLBINDWAYLANDDISPLAYWLPROC
+#define PFNEGLUNBINDWAYLANDDISPLAYWL PFNEGLUNBINDWAYLANDDISPLAYWLPROC
+#define PFNEGLQUERYWAYLANDBUFFERWL PFNEGLQUERYWAYLANDBUFFERWLPROC
+struct wl_display;
+struct wl_resource;
+#define EGL_WAYLAND_BUFFER_WL 0x31D5
+#define EGL_WAYLAND_PLANE_WL 0x31D6
+#define EGL_TEXTURE_Y_U_V_WL 0x31D7
+#define EGL_TEXTURE_Y_UV_WL 0x31D8
+#define EGL_TEXTURE_Y_XUXV_WL 0x31D9
+#define EGL_TEXTURE_EXTERNAL_WL 0x31DA
+#define EGL_WAYLAND_Y_INVERTED_WL 0x31DB
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLBINDWAYLANDDISPLAYWLPROC) (EGLDisplay dpy, struct wl_display *display);
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLUNBINDWAYLANDDISPLAYWLPROC) (EGLDisplay dpy, struct wl_display *display);
+typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYWAYLANDBUFFERWLPROC) (EGLDisplay dpy, struct wl_resource *buffer, EGLint attribute, EGLint *value);
+#ifdef EGL_EGLEXT_PROTOTYPES
+EGLAPI EGLBoolean EGLAPIENTRY eglBindWaylandDisplayWL (EGLDisplay dpy, struct wl_display *display);
+EGLAPI EGLBoolean EGLAPIENTRY eglUnbindWaylandDisplayWL (EGLDisplay dpy, struct wl_display *display);
+EGLAPI EGLBoolean EGLAPIENTRY eglQueryWaylandBufferWL (EGLDisplay dpy, struct wl_resource *buffer, EGLint attribute, EGLint *value);
+#endif
+#endif /* EGL_WL_bind_wayland_display */
+
+#ifndef EGL_WL_create_wayland_buffer_from_image
+#define EGL_WL_create_wayland_buffer_from_image 1
+#define PFNEGLCREATEWAYLANDBUFFERFROMIMAGEWL PFNEGLCREATEWAYLANDBUFFERFROMIMAGEWLPROC
+struct wl_buffer;
+typedef struct wl_buffer *(EGLAPIENTRYP PFNEGLCREATEWAYLANDBUFFERFROMIMAGEWLPROC) (EGLDisplay dpy, EGLImageKHR image);
+#ifdef EGL_EGLEXT_PROTOTYPES
+EGLAPI struct wl_buffer *EGLAPIENTRY eglCreateWaylandBufferFromImageWL (EGLDisplay dpy, EGLImageKHR image);
+#endif
+#endif /* EGL_WL_create_wayland_buffer_from_image */
+
#ifdef __cplusplus
}
#endif
#endif /* __eglext_h_ */
-
#endif /* _MSC_VER */
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_endian.h b/bsp/simulator/SDL2/include/SDL_endian.h
index 3eda7f2871..46c2962536 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_endian.h
+++ b/bsp/simulator/SDL2/include/SDL_endian.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -30,6 +30,23 @@
#include "SDL_stdinc.h"
+#if defined(_MSC_VER) && (_MSC_VER >= 1400)
+/* As of Clang 11, '_m_prefetchw' is conflicting with the winnt.h's version,
+ so we define the needed '_m_prefetch' here as a pseudo-header, until the issue is fixed. */
+#ifdef __clang__
+#ifndef __PRFCHWINTRIN_H
+#define __PRFCHWINTRIN_H
+static __inline__ void __attribute__((__always_inline__, __nodebug__))
+_m_prefetch(void *__P)
+{
+ __builtin_prefetch (__P, 0, 3 /* _MM_HINT_T0 */);
+}
+#endif /* __PRFCHWINTRIN_H */
+#endif /* __clang__ */
+
+#include <intrin.h>
+#endif
+
/**
* \name The two types of endianness
*/
@@ -42,10 +59,16 @@
#ifdef __linux__
#include <endian.h>
#define SDL_BYTEORDER __BYTE_ORDER
-#else /* __linux__ */
+#elif defined(__OpenBSD__)
+#include <endian.h>
+#define SDL_BYTEORDER BYTE_ORDER
+#elif defined(__FreeBSD__) || defined(__NetBSD__)
+#include <sys/endian.h>
+#define SDL_BYTEORDER BYTE_ORDER
+#else
#if defined(__hppa__) || \
defined(__m68k__) || defined(mc68000) || defined(_M_M68K) || \
- (defined(__MIPS__) && defined(__MISPEB__)) || \
+ (defined(__MIPS__) && defined(__MIPSEB__)) || \
defined(__ppc__) || defined(__POWERPC__) || defined(_M_PPC) || \
defined(__sparc__)
#define SDL_BYTEORDER SDL_BIG_ENDIAN
@@ -65,22 +88,45 @@ extern "C" {
/**
* \file SDL_endian.h
*/
-#if defined(__GNUC__) && defined(__i386__) && \
- !(__GNUC__ == 2 && __GNUC_MINOR__ == 95 /* broken gcc version */)
+
+/* various modern compilers may have builtin swap */
+#if defined(__GNUC__) || defined(__clang__)
+# define HAS_BUILTIN_BSWAP16 (_SDL_HAS_BUILTIN(__builtin_bswap16)) || \
+ (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 8))
+# define HAS_BUILTIN_BSWAP32 (_SDL_HAS_BUILTIN(__builtin_bswap32)) || \
+ (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3))
+# define HAS_BUILTIN_BSWAP64 (_SDL_HAS_BUILTIN(__builtin_bswap64)) || \
+ (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3))
+
+ /* this one is broken */
+# define HAS_BROKEN_BSWAP (__GNUC__ == 2 && __GNUC_MINOR__ <= 95)
+#else
+# define HAS_BUILTIN_BSWAP16 0
+# define HAS_BUILTIN_BSWAP32 0
+# define HAS_BUILTIN_BSWAP64 0
+# define HAS_BROKEN_BSWAP 0
+#endif
+
+#if HAS_BUILTIN_BSWAP16
+#define SDL_Swap16(x) __builtin_bswap16(x)
+#elif defined(_MSC_VER) && (_MSC_VER >= 1400)
+#pragma intrinsic(_byteswap_ushort)
+#define SDL_Swap16(x) _byteswap_ushort(x)
+#elif defined(__i386__) && !HAS_BROKEN_BSWAP
SDL_FORCE_INLINE Uint16
SDL_Swap16(Uint16 x)
{
__asm__("xchgb %b0,%h0": "=q"(x):"0"(x));
return x;
}
-#elif defined(__GNUC__) && defined(__x86_64__)
+#elif defined(__x86_64__)
SDL_FORCE_INLINE Uint16
SDL_Swap16(Uint16 x)
{
__asm__("xchgb %b0,%h0": "=Q"(x):"0"(x));
return x;
}
-#elif defined(__GNUC__) && (defined(__powerpc__) || defined(__ppc__))
+#elif (defined(__powerpc__) || defined(__ppc__))
SDL_FORCE_INLINE Uint16
SDL_Swap16(Uint16 x)
{
@@ -89,7 +135,7 @@ SDL_Swap16(Uint16 x)
__asm__("rlwimi %0,%2,8,16,23": "=&r"(result):"0"(x >> 8), "r"(x));
return (Uint16)result;
}
-#elif defined(__GNUC__) && (defined(__M68000__) || defined(__M68020__)) && !defined(__mcoldfire__)
+#elif (defined(__m68k__) && !defined(__mcoldfire__))
SDL_FORCE_INLINE Uint16
SDL_Swap16(Uint16 x)
{
@@ -97,7 +143,7 @@ SDL_Swap16(Uint16 x)
return x;
}
#elif defined(__WATCOMC__) && defined(__386__)
-extern _inline Uint16 SDL_Swap16(Uint16);
+extern __inline Uint16 SDL_Swap16(Uint16);
#pragma aux SDL_Swap16 = \
"xchg al, ah" \
parm [ax] \
@@ -110,32 +156,37 @@ SDL_Swap16(Uint16 x)
}
#endif
-#if defined(__GNUC__) && defined(__i386__)
+#if HAS_BUILTIN_BSWAP32
+#define SDL_Swap32(x) __builtin_bswap32(x)
+#elif defined(_MSC_VER) && (_MSC_VER >= 1400)
+#pragma intrinsic(_byteswap_ulong)
+#define SDL_Swap32(x) _byteswap_ulong(x)
+#elif defined(__i386__) && !HAS_BROKEN_BSWAP
SDL_FORCE_INLINE Uint32
SDL_Swap32(Uint32 x)
{
__asm__("bswap %0": "=r"(x):"0"(x));
return x;
}
-#elif defined(__GNUC__) && defined(__x86_64__)
+#elif defined(__x86_64__)
SDL_FORCE_INLINE Uint32
SDL_Swap32(Uint32 x)
{
__asm__("bswapl %0": "=r"(x):"0"(x));
return x;
}
-#elif defined(__GNUC__) && (defined(__powerpc__) || defined(__ppc__))
+#elif (defined(__powerpc__) || defined(__ppc__))
SDL_FORCE_INLINE Uint32
SDL_Swap32(Uint32 x)
{
Uint32 result;
- __asm__("rlwimi %0,%2,24,16,23": "=&r"(result):"0"(x >> 24), "r"(x));
- __asm__("rlwimi %0,%2,8,8,15": "=&r"(result):"0"(result), "r"(x));
- __asm__("rlwimi %0,%2,24,0,7": "=&r"(result):"0"(result), "r"(x));
+ __asm__("rlwimi %0,%2,24,16,23": "=&r"(result): "0" (x>>24), "r"(x));
+ __asm__("rlwimi %0,%2,8,8,15" : "=&r"(result): "0" (result), "r"(x));
+ __asm__("rlwimi %0,%2,24,0,7" : "=&r"(result): "0" (result), "r"(x));
return result;
}
-#elif defined(__GNUC__) && (defined(__M68000__) || defined(__M68020__)) && !defined(__mcoldfire__)
+#elif (defined(__m68k__) && !defined(__mcoldfire__))
SDL_FORCE_INLINE Uint32
SDL_Swap32(Uint32 x)
{
@@ -143,20 +194,11 @@ SDL_Swap32(Uint32 x)
return x;
}
#elif defined(__WATCOMC__) && defined(__386__)
-extern _inline Uint32 SDL_Swap32(Uint32);
-#ifndef __SW_3 /* 486+ */
+extern __inline Uint32 SDL_Swap32(Uint32);
#pragma aux SDL_Swap32 = \
"bswap eax" \
parm [eax] \
modify [eax];
-#else /* 386-only */
-#pragma aux SDL_Swap32 = \
- "xchg al, ah" \
- "ror eax, 16" \
- "xchg al, ah" \
- parm [eax] \
- modify [eax];
-#endif
#else
SDL_FORCE_INLINE Uint32
SDL_Swap32(Uint32 x)
@@ -166,31 +208,42 @@ SDL_Swap32(Uint32 x)
}
#endif
-#if defined(__GNUC__) && defined(__i386__)
+#if HAS_BUILTIN_BSWAP64
+#define SDL_Swap64(x) __builtin_bswap64(x)
+#elif defined(_MSC_VER) && (_MSC_VER >= 1400)
+#pragma intrinsic(_byteswap_uint64)
+#define SDL_Swap64(x) _byteswap_uint64(x)
+#elif defined(__i386__) && !HAS_BROKEN_BSWAP
SDL_FORCE_INLINE Uint64
SDL_Swap64(Uint64 x)
{
- union
- {
- struct
- {
+ union {
+ struct {
Uint32 a, b;
} s;
Uint64 u;
} v;
v.u = x;
- __asm__("bswapl %0 ; bswapl %1 ; xchgl %0,%1": "=r"(v.s.a), "=r"(v.s.b):"0"(v.s.a),
- "1"(v.s.
- b));
+ __asm__("bswapl %0 ; bswapl %1 ; xchgl %0,%1"
+ : "=r"(v.s.a), "=r"(v.s.b)
+ : "0" (v.s.a), "1"(v.s.b));
return v.u;
}
-#elif defined(__GNUC__) && defined(__x86_64__)
+#elif defined(__x86_64__)
SDL_FORCE_INLINE Uint64
SDL_Swap64(Uint64 x)
{
__asm__("bswapq %0": "=r"(x):"0"(x));
return x;
}
+#elif defined(__WATCOMC__) && defined(__386__)
+extern __inline Uint64 SDL_Swap64(Uint64);
+#pragma aux SDL_Swap64 = \
+ "bswap eax" \
+ "bswap edx" \
+ "xchg eax,edx" \
+ parm [eax edx] \
+ modify [eax edx];
#else
SDL_FORCE_INLINE Uint64
SDL_Swap64(Uint64 x)
@@ -212,8 +265,7 @@ SDL_Swap64(Uint64 x)
SDL_FORCE_INLINE float
SDL_SwapFloat(float x)
{
- union
- {
+ union {
float f;
Uint32 ui32;
} swapper;
@@ -222,6 +274,11 @@ SDL_SwapFloat(float x)
return swapper.f;
}
+/* remove extra macros */
+#undef HAS_BROKEN_BSWAP
+#undef HAS_BUILTIN_BSWAP16
+#undef HAS_BUILTIN_BSWAP32
+#undef HAS_BUILTIN_BSWAP64
/**
* \name Swap to native
@@ -229,22 +286,22 @@ SDL_SwapFloat(float x)
*/
/* @{ */
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
-#define SDL_SwapLE16(X) (X)
-#define SDL_SwapLE32(X) (X)
-#define SDL_SwapLE64(X) (X)
+#define SDL_SwapLE16(X) (X)
+#define SDL_SwapLE32(X) (X)
+#define SDL_SwapLE64(X) (X)
#define SDL_SwapFloatLE(X) (X)
-#define SDL_SwapBE16(X) SDL_Swap16(X)
-#define SDL_SwapBE32(X) SDL_Swap32(X)
-#define SDL_SwapBE64(X) SDL_Swap64(X)
+#define SDL_SwapBE16(X) SDL_Swap16(X)
+#define SDL_SwapBE32(X) SDL_Swap32(X)
+#define SDL_SwapBE64(X) SDL_Swap64(X)
#define SDL_SwapFloatBE(X) SDL_SwapFloat(X)
#else
-#define SDL_SwapLE16(X) SDL_Swap16(X)
-#define SDL_SwapLE32(X) SDL_Swap32(X)
-#define SDL_SwapLE64(X) SDL_Swap64(X)
+#define SDL_SwapLE16(X) SDL_Swap16(X)
+#define SDL_SwapLE32(X) SDL_Swap32(X)
+#define SDL_SwapLE64(X) SDL_Swap64(X)
#define SDL_SwapFloatLE(X) SDL_SwapFloat(X)
-#define SDL_SwapBE16(X) (X)
-#define SDL_SwapBE32(X) (X)
-#define SDL_SwapBE64(X) (X)
+#define SDL_SwapBE16(X) (X)
+#define SDL_SwapBE32(X) (X)
+#define SDL_SwapBE64(X) (X)
#define SDL_SwapFloatBE(X) (X)
#endif
/* @} *//* Swap to native */
diff --git a/bsp/simulator/SDL2/include/SDL_error.h b/bsp/simulator/SDL2/include/SDL_error.h
new file mode 100644
index 0000000000..5c961e4284
--- /dev/null
+++ b/bsp/simulator/SDL2/include/SDL_error.h
@@ -0,0 +1,163 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
+
+ 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_error.h
+ *
+ * Simple error message routines for SDL.
+ */
+
+#ifndef SDL_error_h_
+#define SDL_error_h_
+
+#include "SDL_stdinc.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/* Public functions */
+
+
+/**
+ * Set the SDL error message for the current thread.
+ *
+ * Calling this function will replace any previous error message that was set.
+ *
+ * This function always returns -1, since SDL frequently uses -1 to signify an
+ * failing result, leading to this idiom:
+ *
+ * ```c
+ * if (error_code) {
+ * return SDL_SetError("This operation has failed: %d", error_code);
+ * }
+ * ```
+ *
+ * \param fmt a printf()-style message format string
+ * \param ... additional parameters matching % tokens in the `fmt` string, if
+ * any
+ * \returns always -1.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_ClearError
+ * \sa SDL_GetError
+ */
+extern DECLSPEC int SDLCALL SDL_SetError(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1);
+
+/**
+ * Retrieve a message about the last error that occurred on the current
+ * thread.
+ *
+ * It is possible for multiple errors to occur before calling SDL_GetError().
+ * Only the last error is returned.
+ *
+ * The message is only applicable when an SDL function has signaled an error.
+ * You must check the return values of SDL function calls to determine when to
+ * appropriately call SDL_GetError(). You should *not* use the results of
+ * SDL_GetError() to decide if an error has occurred! Sometimes SDL will set
+ * an error string even when reporting success.
+ *
+ * SDL will *not* clear the error string for successful API calls. You *must*
+ * check return values for failure cases before you can assume the error
+ * string applies.
+ *
+ * Error strings are set per-thread, so an error set in a different thread
+ * will not interfere with the current thread's operation.
+ *
+ * The returned string is internally allocated and must not be freed by the
+ * application.
+ *
+ * \returns a message with information about the specific error that occurred,
+ * or an empty string if there hasn't been an error message set since
+ * the last call to SDL_ClearError(). The message is only applicable
+ * when an SDL function has signaled an error. You must check the
+ * return values of SDL function calls to determine when to
+ * appropriately call SDL_GetError().
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_ClearError
+ * \sa SDL_SetError
+ */
+extern DECLSPEC const char *SDLCALL SDL_GetError(void);
+
+/**
+ * Get the last error message that was set for the current thread.
+ *
+ * This allows the caller to copy the error string into a provided buffer, but
+ * otherwise operates exactly the same as SDL_GetError().
+ *
+ * \param errstr A buffer to fill with the last error message that was set for
+ * the current thread
+ * \param maxlen The size of the buffer pointed to by the errstr parameter
+ * \returns the pointer passed in as the `errstr` parameter.
+ *
+ * \since This function is available since SDL 2.0.14.
+ *
+ * \sa SDL_GetError
+ */
+extern DECLSPEC char * SDLCALL SDL_GetErrorMsg(char *errstr, int maxlen);
+
+/**
+ * Clear any previous error message for this thread.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetError
+ * \sa SDL_SetError
+ */
+extern DECLSPEC void SDLCALL SDL_ClearError(void);
+
+/**
+ * \name Internal error functions
+ *
+ * \internal
+ * Private error reporting function - used internally.
+ */
+/* @{ */
+#define SDL_OutOfMemory() SDL_Error(SDL_ENOMEM)
+#define SDL_Unsupported() SDL_Error(SDL_UNSUPPORTED)
+#define SDL_InvalidParamError(param) SDL_SetError("Parameter '%s' is invalid", (param))
+typedef enum
+{
+ SDL_ENOMEM,
+ SDL_EFREAD,
+ SDL_EFWRITE,
+ SDL_EFSEEK,
+ SDL_UNSUPPORTED,
+ SDL_LASTERROR
+} SDL_errorcode;
+/* SDL_Error() unconditionally returns -1. */
+extern DECLSPEC int SDLCALL SDL_Error(SDL_errorcode code);
+/* @} *//* Internal error functions */
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_error_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_events.h b/bsp/simulator/SDL2/include/SDL_events.h
index 0fc09bc37d..3722a6311a 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_events.h
+++ b/bsp/simulator/SDL2/include/SDL_events.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -50,7 +50,7 @@ extern "C" {
#define SDL_PRESSED 1
/**
- * \brief The types of events that can be delivered.
+ * The types of events that can be delivered.
*/
typedef enum
{
@@ -85,6 +85,11 @@ typedef enum
Called on Android in onResume()
*/
+ SDL_LOCALECHANGED, /**< The user's locale preferences have changed. */
+
+ /* Display events */
+ SDL_DISPLAYEVENT = 0x150, /**< Display state change */
+
/* Window events */
SDL_WINDOWEVENT = 0x200, /**< Window state change */
SDL_SYSWMEVENT, /**< System specific event */
@@ -120,6 +125,10 @@ typedef enum
SDL_CONTROLLERDEVICEADDED, /**< A new Game controller has been inserted into the system */
SDL_CONTROLLERDEVICEREMOVED, /**< An opened Game controller has been removed */
SDL_CONTROLLERDEVICEREMAPPED, /**< The controller mapping was updated */
+ SDL_CONTROLLERTOUCHPADDOWN, /**< Game controller touchpad was touched */
+ SDL_CONTROLLERTOUCHPADMOTION, /**< Game controller touchpad finger was moved */
+ SDL_CONTROLLERTOUCHPADUP, /**< Game controller touchpad finger was lifted */
+ SDL_CONTROLLERSENSORUPDATE, /**< Game controller sensor was updated */
/* Touch events */
SDL_FINGERDOWN = 0x700,
@@ -144,10 +153,16 @@ typedef enum
SDL_AUDIODEVICEADDED = 0x1100, /**< A new audio device is available */
SDL_AUDIODEVICEREMOVED, /**< An audio device has been removed. */
+ /* Sensor events */
+ SDL_SENSORUPDATE = 0x1200, /**< A sensor was updated */
+
/* Render events */
SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
SDL_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */
+ /* Internal events */
+ SDL_POLLSENTINEL = 0x7F00, /**< Signals the end of an event poll cycle */
+
/** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use,
* and should be allocated with SDL_RegisterEvents()
*/
@@ -169,6 +184,21 @@ typedef struct SDL_CommonEvent
} SDL_CommonEvent;
/**
+ * \brief Display state change event data (event.display.*)
+ */
+typedef struct SDL_DisplayEvent
+{
+ Uint32 type; /**< ::SDL_DISPLAYEVENT */
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
+ Uint32 display; /**< The associated display index */
+ Uint8 event; /**< ::SDL_DisplayEventID */
+ Uint8 padding1;
+ Uint8 padding2;
+ Uint8 padding3;
+ Sint32 data1; /**< event dependent data */
+} SDL_DisplayEvent;
+
+/**
* \brief Window state change event data (event.window.*)
*/
typedef struct SDL_WindowEvent
@@ -271,6 +301,8 @@ typedef struct SDL_MouseWheelEvent
Sint32 x; /**< The amount scrolled horizontally, positive to the right and negative to the left */
Sint32 y; /**< The amount scrolled vertically, positive away from the user and negative toward the user */
Uint32 direction; /**< Set to one of the SDL_MOUSEWHEEL_* defines. When FLIPPED the values in X and Y will be opposite. Multiply by -1 to change them back */
+ float preciseX; /**< The amount scrolled horizontally, positive to the right and negative to the left, with float precision (added in 2.0.18) */
+ float preciseY; /**< The amount scrolled vertically, positive away from the user and negative toward the user, with float precision (added in 2.0.18) */
} SDL_MouseWheelEvent;
/**
@@ -393,6 +425,33 @@ typedef struct SDL_ControllerDeviceEvent
} SDL_ControllerDeviceEvent;
/**
+ * \brief Game controller touchpad event structure (event.ctouchpad.*)
+ */
+typedef struct SDL_ControllerTouchpadEvent
+{
+ Uint32 type; /**< ::SDL_CONTROLLERTOUCHPADDOWN or ::SDL_CONTROLLERTOUCHPADMOTION or ::SDL_CONTROLLERTOUCHPADUP */
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
+ SDL_JoystickID which; /**< The joystick instance id */
+ Sint32 touchpad; /**< The index of the touchpad */
+ Sint32 finger; /**< The index of the finger on the touchpad */
+ float x; /**< Normalized in the range 0...1 with 0 being on the left */
+ float y; /**< Normalized in the range 0...1 with 0 being at the top */
+ float pressure; /**< Normalized in the range 0...1 */
+} SDL_ControllerTouchpadEvent;
+
+/**
+ * \brief Game controller sensor event structure (event.csensor.*)
+ */
+typedef struct SDL_ControllerSensorEvent
+{
+ Uint32 type; /**< ::SDL_CONTROLLERSENSORUPDATE */
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
+ SDL_JoystickID which; /**< The joystick instance id */
+ Sint32 sensor; /**< The type of the sensor, one of the values of ::SDL_SensorType */
+ float data[3]; /**< Up to 3 values from the sensor, as defined in SDL_sensor.h */
+} SDL_ControllerSensorEvent;
+
+/**
* \brief Audio device event structure (event.adevice.*)
*/
typedef struct SDL_AudioDeviceEvent
@@ -421,6 +480,7 @@ typedef struct SDL_TouchFingerEvent
float dx; /**< Normalized in the range -1...1 */
float dy; /**< Normalized in the range -1...1 */
float pressure; /**< Normalized in the range 0...1 */
+ Uint32 windowID; /**< The window underneath the finger, if any */
} SDL_TouchFingerEvent;
@@ -472,6 +532,17 @@ typedef struct SDL_DropEvent
/**
+ * \brief Sensor event structure (event.sensor.*)
+ */
+typedef struct SDL_SensorEvent
+{
+ Uint32 type; /**< ::SDL_SENSORUPDATE */
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
+ Sint32 which; /**< The instance ID of the sensor */
+ float data[6]; /**< Up to 6 values from the sensor - additional values can be queried using SDL_SensorGetData() */
+} SDL_SensorEvent;
+
+/**
* \brief The "quit requested" event
*/
typedef struct SDL_QuitEvent
@@ -524,51 +595,79 @@ typedef struct SDL_SysWMEvent
*/
typedef union SDL_Event
{
- Uint32 type; /**< Event type, shared with all events */
- SDL_CommonEvent common; /**< Common event data */
- SDL_WindowEvent window; /**< Window event data */
- SDL_KeyboardEvent key; /**< Keyboard event data */
- SDL_TextEditingEvent edit; /**< Text editing event data */
- SDL_TextInputEvent text; /**< Text input event data */
- SDL_MouseMotionEvent motion; /**< Mouse motion event data */
- SDL_MouseButtonEvent button; /**< Mouse button event data */
- SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */
- SDL_JoyAxisEvent jaxis; /**< Joystick axis event data */
- SDL_JoyBallEvent jball; /**< Joystick ball event data */
- SDL_JoyHatEvent jhat; /**< Joystick hat event data */
- SDL_JoyButtonEvent jbutton; /**< Joystick button event data */
- SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */
- SDL_ControllerAxisEvent caxis; /**< Game Controller axis event data */
- SDL_ControllerButtonEvent cbutton; /**< Game Controller button event data */
- SDL_ControllerDeviceEvent cdevice; /**< Game Controller device event data */
- SDL_AudioDeviceEvent adevice; /**< Audio device event data */
- SDL_QuitEvent quit; /**< Quit request event data */
- SDL_UserEvent user; /**< Custom event data */
- SDL_SysWMEvent syswm; /**< System dependent window event data */
- SDL_TouchFingerEvent tfinger; /**< Touch finger event data */
- SDL_MultiGestureEvent mgesture; /**< Gesture event data */
- SDL_DollarGestureEvent dgesture; /**< Gesture event data */
- SDL_DropEvent drop; /**< Drag and drop event data */
+ Uint32 type; /**< Event type, shared with all events */
+ SDL_CommonEvent common; /**< Common event data */
+ SDL_DisplayEvent display; /**< Display event data */
+ SDL_WindowEvent window; /**< Window event data */
+ SDL_KeyboardEvent key; /**< Keyboard event data */
+ SDL_TextEditingEvent edit; /**< Text editing event data */
+ SDL_TextInputEvent text; /**< Text input event data */
+ SDL_MouseMotionEvent motion; /**< Mouse motion event data */
+ SDL_MouseButtonEvent button; /**< Mouse button event data */
+ SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */
+ SDL_JoyAxisEvent jaxis; /**< Joystick axis event data */
+ SDL_JoyBallEvent jball; /**< Joystick ball event data */
+ SDL_JoyHatEvent jhat; /**< Joystick hat event data */
+ SDL_JoyButtonEvent jbutton; /**< Joystick button event data */
+ SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */
+ SDL_ControllerAxisEvent caxis; /**< Game Controller axis event data */
+ SDL_ControllerButtonEvent cbutton; /**< Game Controller button event data */
+ SDL_ControllerDeviceEvent cdevice; /**< Game Controller device event data */
+ SDL_ControllerTouchpadEvent ctouchpad; /**< Game Controller touchpad event data */
+ SDL_ControllerSensorEvent csensor; /**< Game Controller sensor event data */
+ SDL_AudioDeviceEvent adevice; /**< Audio device event data */
+ SDL_SensorEvent sensor; /**< Sensor event data */
+ SDL_QuitEvent quit; /**< Quit request event data */
+ SDL_UserEvent user; /**< Custom event data */
+ SDL_SysWMEvent syswm; /**< System dependent window event data */
+ SDL_TouchFingerEvent tfinger; /**< Touch finger event data */
+ SDL_MultiGestureEvent mgesture; /**< Gesture event data */
+ SDL_DollarGestureEvent dgesture; /**< Gesture event data */
+ SDL_DropEvent drop; /**< Drag and drop event data */
- /* This is necessary for ABI compatibility between Visual C++ and GCC
- Visual C++ will respect the push pack pragma and use 52 bytes for
- this structure, and GCC will use the alignment of the largest datatype
- within the union, which is 8 bytes.
+ /* This is necessary for ABI compatibility between Visual C++ and GCC.
+ Visual C++ will respect the push pack pragma and use 52 bytes (size of
+ SDL_TextEditingEvent, the largest structure for 32-bit and 64-bit
+ architectures) for this union, and GCC will use the alignment of the
+ largest datatype within the union, which is 8 bytes on 64-bit
+ architectures.
So... we'll add padding to force the size to be 56 bytes for both.
+
+ On architectures where pointers are 16 bytes, this needs rounding up to
+ the next multiple of 16, 64, and on architectures where pointers are
+ even larger the size of SDL_UserEvent will dominate as being 3 pointers.
*/
- Uint8 padding[56];
+ Uint8 padding[sizeof(void *) <= 8 ? 56 : sizeof(void *) == 16 ? 64 : 3 * sizeof(void *)];
} SDL_Event;
+/* Make sure we haven't broken binary compatibility */
+SDL_COMPILE_TIME_ASSERT(SDL_Event, sizeof(SDL_Event) == sizeof(((SDL_Event *)NULL)->padding));
+
/* Function prototypes */
/**
- * Pumps the event loop, gathering events from the input devices.
+ * Pump the event loop, gathering events from the input devices.
+ *
+ * This function updates the event queue and internal input device state.
+ *
+ * **WARNING**: This should only be run in the thread that initialized the
+ * video subsystem, and for extra safety, you should consider only doing those
+ * things on the main thread in any case.
*
- * This function updates the event queue and internal input device state.
+ * SDL_PumpEvents() gathers all the pending input information from devices and
+ * places it in the event queue. Without calls to SDL_PumpEvents() no events
+ * would ever be placed on the queue. Often the need for calls to
+ * SDL_PumpEvents() is hidden from the user since SDL_PollEvent() and
+ * SDL_WaitEvent() implicitly call SDL_PumpEvents(). However, if you are not
+ * polling or waiting for events (e.g. you are filtering them), then you must
+ * call SDL_PumpEvents() to force an event queue update.
*
- * This should only be run in the thread that sets the video mode.
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_PollEvent
+ * \sa SDL_WaitEvent
*/
extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
@@ -581,22 +680,42 @@ typedef enum
} SDL_eventaction;
/**
- * Checks the event queue for messages and optionally returns them.
+ * Check the event queue for messages and optionally return them.
+ *
+ * `action` may be any of the following:
*
- * If \c action is ::SDL_ADDEVENT, up to \c numevents events will be added to
- * the back of the event queue.
+ * - `SDL_ADDEVENT`: up to `numevents` events will be added to the back of the
+ * event queue.
+ * - `SDL_PEEKEVENT`: `numevents` events at the front of the event queue,
+ * within the specified minimum and maximum type, will be returned to the
+ * caller and will _not_ be removed from the queue.
+ * - `SDL_GETEVENT`: up to `numevents` events at the front of the event queue,
+ * within the specified minimum and maximum type, will be returned to the
+ * caller and will be removed from the queue.
*
- * If \c action is ::SDL_PEEKEVENT, up to \c numevents events at the front
- * of the event queue, within the specified minimum and maximum type,
- * will be returned and will not be removed from the queue.
+ * You may have to call SDL_PumpEvents() before calling this function.
+ * Otherwise, the events may not be ready to be filtered when you call
+ * SDL_PeepEvents().
*
- * If \c action is ::SDL_GETEVENT, up to \c numevents events at the front
- * of the event queue, within the specified minimum and maximum type,
- * will be returned and will be removed from the queue.
+ * This function is thread-safe.
*
- * \return The number of events actually stored, or -1 if there was an error.
+ * \param events destination buffer for the retrieved events
+ * \param numevents if action is SDL_ADDEVENT, the number of events to add
+ * back to the event queue; if action is SDL_PEEKEVENT or
+ * SDL_GETEVENT, the maximum number of events to retrieve
+ * \param action action to take; see [[#action|Remarks]] for details
+ * \param minType minimum value of the event type to be considered;
+ * SDL_FIRSTEVENT is a safe choice
+ * \param maxType maximum value of the event type to be considered;
+ * SDL_LASTEVENT is a safe choice
+ * \returns the number of events actually stored or a negative error code on
+ * failure; call SDL_GetError() for more information.
*
- * This function is thread-safe.
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_PollEvent
+ * \sa SDL_PumpEvents
+ * \sa SDL_PushEvent
*/
extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents,
SDL_eventaction action,
@@ -604,113 +723,354 @@ extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents,
/* @} */
/**
- * Checks to see if certain event types are in the event queue.
+ * Check for the existence of a certain event type in the event queue.
+ *
+ * If you need to check for a range of event types, use SDL_HasEvents()
+ * instead.
+ *
+ * \param type the type of event to be queried; see SDL_EventType for details
+ * \returns SDL_TRUE if events matching `type` are present, or SDL_FALSE if
+ * events matching `type` are not present.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HasEvents
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type);
+
+
+/**
+ * Check for the existence of certain event types in the event queue.
+ *
+ * If you need to check for a single event type, use SDL_HasEvent() instead.
+ *
+ * \param minType the low end of event type to be queried, inclusive; see
+ * SDL_EventType for details
+ * \param maxType the high end of event type to be queried, inclusive; see
+ * SDL_EventType for details
+ * \returns SDL_TRUE if events with type >= `minType` and <= `maxType` are
+ * present, or SDL_FALSE if not.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HasEvents
+ */
extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType);
/**
- * This function clears events from the event queue
- * This function only affects currently queued events. If you want to make
- * sure that all pending OS events are flushed, you can call SDL_PumpEvents()
- * on the main thread immediately before the flush call.
+ * Clear events of a specific type from the event queue.
+ *
+ * This will unconditionally remove any events from the queue that match
+ * `type`. If you need to remove a range of event types, use SDL_FlushEvents()
+ * instead.
+ *
+ * It's also normal to just ignore events you don't care about in your event
+ * loop without calling this function.
+ *
+ * This function only affects currently queued events. If you want to make
+ * sure that all pending OS events are flushed, you can call SDL_PumpEvents()
+ * on the main thread immediately before the flush call.
+ *
+ * \param type the type of event to be cleared; see SDL_EventType for details
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_FlushEvents
*/
extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type);
+
+/**
+ * Clear events of a range of types from the event queue.
+ *
+ * This will unconditionally remove any events from the queue that are in the
+ * range of `minType` to `maxType`, inclusive. If you need to remove a single
+ * event type, use SDL_FlushEvent() instead.
+ *
+ * It's also normal to just ignore events you don't care about in your event
+ * loop without calling this function.
+ *
+ * This function only affects currently queued events. If you want to make
+ * sure that all pending OS events are flushed, you can call SDL_PumpEvents()
+ * on the main thread immediately before the flush call.
+ *
+ * \param minType the low end of event type to be cleared, inclusive; see
+ * SDL_EventType for details
+ * \param maxType the high end of event type to be cleared, inclusive; see
+ * SDL_EventType for details
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_FlushEvent
+ */
extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
/**
- * \brief Polls for currently pending events.
+ * Poll for currently pending events.
+ *
+ * If `event` is not NULL, the next event is removed from the queue and stored
+ * in the SDL_Event structure pointed to by `event`. The 1 returned refers to
+ * this event, immediately stored in the SDL Event structure -- not an event
+ * to follow.
+ *
+ * If `event` is NULL, it simply returns 1 if there is an event in the queue,
+ * but will not remove it from the queue.
+ *
+ * As this function may implicitly call SDL_PumpEvents(), you can only call
+ * this function in the thread that set the video mode.
+ *
+ * SDL_PollEvent() is the favored way of receiving system events since it can
+ * be done from the main loop and does not suspend the main loop while waiting
+ * on an event to be posted.
+ *
+ * The common practice is to fully process the event queue once every frame,
+ * usually as a first step before updating the game's state:
*
- * \return 1 if there are any pending events, or 0 if there are none available.
+ * ```c
+ * while (game_is_still_running) {
+ * SDL_Event event;
+ * while (SDL_PollEvent(&event)) { // poll until all events are handled!
+ * // decide what to do with this event.
+ * }
*
- * \param event If not NULL, the next event is removed from the queue and
- * stored in that area.
+ * // update game state, draw the current frame
+ * }
+ * ```
+ *
+ * \param event the SDL_Event structure to be filled with the next event from
+ * the queue, or NULL
+ * \returns 1 if there is a pending event or 0 if there are none available.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetEventFilter
+ * \sa SDL_PeepEvents
+ * \sa SDL_PushEvent
+ * \sa SDL_SetEventFilter
+ * \sa SDL_WaitEvent
+ * \sa SDL_WaitEventTimeout
*/
extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event);
/**
- * \brief Waits indefinitely for the next available event.
+ * Wait indefinitely for the next available event.
+ *
+ * If `event` is not NULL, the next event is removed from the queue and stored
+ * in the SDL_Event structure pointed to by `event`.
*
- * \return 1, or 0 if there was an error while waiting for events.
+ * As this function may implicitly call SDL_PumpEvents(), you can only call
+ * this function in the thread that initialized the video subsystem.
*
- * \param event If not NULL, the next event is removed from the queue and
- * stored in that area.
+ * \param event the SDL_Event structure to be filled in with the next event
+ * from the queue, or NULL
+ * \returns 1 on success or 0 if there was an error while waiting for events;
+ * call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_PollEvent
+ * \sa SDL_PumpEvents
+ * \sa SDL_WaitEventTimeout
*/
extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event);
/**
- * \brief Waits until the specified timeout (in milliseconds) for the next
- * available event.
+ * Wait until the specified timeout (in milliseconds) for the next available
+ * event.
+ *
+ * If `event` is not NULL, the next event is removed from the queue and stored
+ * in the SDL_Event structure pointed to by `event`.
+ *
+ * As this function may implicitly call SDL_PumpEvents(), you can only call
+ * this function in the thread that initialized the video subsystem.
*
- * \return 1, or 0 if there was an error while waiting for events.
+ * \param event the SDL_Event structure to be filled in with the next event
+ * from the queue, or NULL
+ * \param timeout the maximum number of milliseconds to wait for the next
+ * available event
+ * \returns 1 on success or 0 if there was an error while waiting for events;
+ * call SDL_GetError() for more information. This also returns 0 if
+ * the timeout elapsed without an event arriving.
*
- * \param event If not NULL, the next event is removed from the queue and
- * stored in that area.
- * \param timeout The timeout (in milliseconds) to wait for next event.
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_PollEvent
+ * \sa SDL_PumpEvents
+ * \sa SDL_WaitEvent
*/
extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event * event,
int timeout);
/**
- * \brief Add an event to the event queue.
+ * Add an event to the event queue.
+ *
+ * The event queue can actually be used as a two way communication channel.
+ * Not only can events be read from the queue, but the user can also push
+ * their own events onto it. `event` is a pointer to the event structure you
+ * wish to push onto the queue. The event is copied into the queue, and the
+ * caller may dispose of the memory pointed to after SDL_PushEvent() returns.
+ *
+ * Note: Pushing device input events onto the queue doesn't modify the state
+ * of the device within SDL.
+ *
+ * This function is thread-safe, and can be called from other threads safely.
+ *
+ * Note: Events pushed onto the queue with SDL_PushEvent() get passed through
+ * the event filter but events added with SDL_PeepEvents() do not.
+ *
+ * For pushing application-specific events, please use SDL_RegisterEvents() to
+ * get an event type that does not conflict with other code that also wants
+ * its own custom event types.
+ *
+ * \param event the SDL_Event to be added to the queue
+ * \returns 1 on success, 0 if the event was filtered, or a negative error
+ * code on failure; call SDL_GetError() for more information. A
+ * common reason for error is the event queue being full.
+ *
+ * \since This function is available since SDL 2.0.0.
*
- * \return 1 on success, 0 if the event was filtered, or -1 if the event queue
- * was full or there was some other error.
+ * \sa SDL_PeepEvents
+ * \sa SDL_PollEvent
+ * \sa SDL_RegisterEvents
*/
extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event);
+/**
+ * A function pointer used for callbacks that watch the event queue.
+ *
+ * \param userdata what was passed as `userdata` to SDL_SetEventFilter()
+ * or SDL_AddEventWatch, etc
+ * \param event the event that triggered the callback
+ * \returns 1 to permit event to be added to the queue, and 0 to disallow
+ * it. When used with SDL_AddEventWatch, the return value is ignored.
+ *
+ * \sa SDL_SetEventFilter
+ * \sa SDL_AddEventWatch
+ */
typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event);
/**
- * Sets up a filter to process all events before they change internal state and
- * are posted to the internal event queue.
+ * Set up a filter to process all events before they change internal state and
+ * are posted to the internal event queue.
+ *
+ * If the filter function returns 1 when called, then the event will be added
+ * to the internal queue. If it returns 0, then the event will be dropped from
+ * the queue, but the internal state will still be updated. This allows
+ * selective filtering of dynamically arriving events.
+ *
+ * **WARNING**: Be very careful of what you do in the event filter function,
+ * as it may run in a different thread!
+ *
+ * On platforms that support it, if the quit event is generated by an
+ * interrupt signal (e.g. pressing Ctrl-C), it will be delivered to the
+ * application at the next event poll.
*
- * The filter is prototyped as:
- * \code
- * int SDL_EventFilter(void *userdata, SDL_Event * event);
- * \endcode
+ * There is one caveat when dealing with the ::SDL_QuitEvent event type. The
+ * event filter is only called when the window manager desires to close the
+ * application window. If the event filter returns 1, then the window will be
+ * closed, otherwise the window will remain open if possible.
*
- * If the filter returns 1, then the event will be added to the internal queue.
- * If it returns 0, then the event will be dropped from the queue, but the
- * internal state will still be updated. This allows selective filtering of
- * dynamically arriving events.
+ * Note: Disabled events never make it to the event filter function; see
+ * SDL_EventState().
*
- * \warning Be very careful of what you do in the event filter function, as
- * it may run in a different thread!
+ * Note: If you just want to inspect events without filtering, you should use
+ * SDL_AddEventWatch() instead.
*
- * There is one caveat when dealing with the ::SDL_QuitEvent event type. The
- * event filter is only called when the window manager desires to close the
- * application window. If the event filter returns 1, then the window will
- * be closed, otherwise the window will remain open if possible.
+ * Note: Events pushed onto the queue with SDL_PushEvent() get passed through
+ * the event filter, but events pushed onto the queue with SDL_PeepEvents() do
+ * not.
*
- * If the quit event is generated by an interrupt signal, it will bypass the
- * internal queue and be delivered to the application at the next event poll.
+ * \param filter An SDL_EventFilter function to call when an event happens
+ * \param userdata a pointer that is passed to `filter`
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_AddEventWatch
+ * \sa SDL_EventState
+ * \sa SDL_GetEventFilter
+ * \sa SDL_PeepEvents
+ * \sa SDL_PushEvent
*/
extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter,
void *userdata);
/**
- * Return the current event filter - can be used to "chain" filters.
- * If there is no event filter set, this function returns SDL_FALSE.
+ * Query the current event filter.
+ *
+ * This function can be used to "chain" filters, by saving the existing filter
+ * before replacing it with a function that will call that saved filter.
+ *
+ * \param filter the current callback function will be stored here
+ * \param userdata the pointer that is passed to the current event filter will
+ * be stored here
+ * \returns SDL_TRUE on success or SDL_FALSE if there is no event filter set.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_SetEventFilter
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter,
void **userdata);
/**
- * Add a function which is called when an event is added to the queue.
+ * Add a callback to be triggered when an event is added to the event queue.
+ *
+ * `filter` will be called when an event happens, and its return value is
+ * ignored.
+ *
+ * **WARNING**: Be very careful of what you do in the event filter function,
+ * as it may run in a different thread!
+ *
+ * If the quit event is generated by a signal (e.g. SIGINT), it will bypass
+ * the internal queue and be delivered to the watch callback immediately, and
+ * arrive at the next event poll.
+ *
+ * Note: the callback is called for events posted by the user through
+ * SDL_PushEvent(), but not for disabled events, nor for events by a filter
+ * callback set with SDL_SetEventFilter(), nor for events posted by the user
+ * through SDL_PeepEvents().
+ *
+ * \param filter an SDL_EventFilter function to call when an event happens.
+ * \param userdata a pointer that is passed to `filter`
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_DelEventWatch
+ * \sa SDL_SetEventFilter
*/
extern DECLSPEC void SDLCALL SDL_AddEventWatch(SDL_EventFilter filter,
void *userdata);
/**
- * Remove an event watch function added with SDL_AddEventWatch()
+ * Remove an event watch callback added with SDL_AddEventWatch().
+ *
+ * This function takes the same input as SDL_AddEventWatch() to identify and
+ * delete the corresponding callback.
+ *
+ * \param filter the function originally passed to SDL_AddEventWatch()
+ * \param userdata the pointer originally passed to SDL_AddEventWatch()
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_AddEventWatch
*/
extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter,
void *userdata);
/**
- * Run the filter function on the current event queue, removing any
- * events for which the filter returns 0.
+ * Run a specific filter function on the current event queue, removing any
+ * events for which the filter returns 0.
+ *
+ * See SDL_SetEventFilter() for more information. Unlike SDL_SetEventFilter(),
+ * this function does not change the filter permanently, it only uses the
+ * supplied filter until this function returns.
+ *
+ * \param filter the SDL_EventFilter function to call when an event happens
+ * \param userdata a pointer that is passed to `filter`
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetEventFilter
+ * \sa SDL_SetEventFilter
*/
extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
void *userdata);
@@ -722,24 +1082,45 @@ extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
#define SDL_ENABLE 1
/**
- * This function allows you to set the state of processing certain events.
- * - If \c state is set to ::SDL_IGNORE, that event will be automatically
- * dropped from the event queue and will not be filtered.
- * - If \c state is set to ::SDL_ENABLE, that event will be processed
- * normally.
- * - If \c state is set to ::SDL_QUERY, SDL_EventState() will return the
- * current processing state of the specified event.
+ * Set the state of processing events by type.
+ *
+ * `state` may be any of the following:
+ *
+ * - `SDL_QUERY`: returns the current processing state of the specified event
+ * - `SDL_IGNORE` (aka `SDL_DISABLE`): the event will automatically be dropped
+ * from the event queue and will not be filtered
+ * - `SDL_ENABLE`: the event will be processed normally
+ *
+ * \param type the type of event; see SDL_EventType for details
+ * \param state how to process the event
+ * \returns `SDL_DISABLE` or `SDL_ENABLE`, representing the processing state
+ * of the event before this function makes any changes to it.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetEventState
*/
extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint32 type, int state);
/* @} */
#define SDL_GetEventState(type) SDL_EventState(type, SDL_QUERY)
/**
- * This function allocates a set of user-defined events, and returns
- * the beginning event number for that set of events.
+ * Allocate a set of user-defined events, and return the beginning event
+ * number for that set of events.
+ *
+ * Calling this function with `numevents` <= 0 is an error and will return
+ * (Uint32)-1.
+ *
+ * Note, (Uint32)-1 means the maximum unsigned 32-bit integer value (or
+ * 0xFFFFFFFF), but is clearer to write.
+ *
+ * \param numevents the number of events to be allocated
+ * \returns the beginning event number, or (Uint32)-1 if there are not enough
+ * user-defined events left.
+ *
+ * \since This function is available since SDL 2.0.0.
*
- * If there aren't enough user-defined events left, this function
- * returns (Uint32)-1
+ * \sa SDL_PushEvent
*/
extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents);
diff --git a/bsp/simulator/SDL2/include/SDL_filesystem.h b/bsp/simulator/SDL2/include/SDL_filesystem.h
new file mode 100644
index 0000000000..16f02e287d
--- /dev/null
+++ b/bsp/simulator/SDL2/include/SDL_filesystem.h
@@ -0,0 +1,145 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
+
+ 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_filesystem.h
+ *
+ * \brief Include file for filesystem SDL API functions
+ */
+
+#ifndef SDL_filesystem_h_
+#define SDL_filesystem_h_
+
+#include "SDL_stdinc.h"
+
+#include "begin_code.h"
+
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/**
+ * Get the directory where the application was run from.
+ *
+ * This is not necessarily a fast call, so you should call this once near
+ * startup and save the string if you need it.
+ *
+ * **Mac OS X and iOS Specific Functionality**: If the application is in a
+ * ".app" bundle, this function returns the Resource directory (e.g.
+ * MyApp.app/Contents/Resources/). This behaviour can be overridden by adding
+ * a property to the Info.plist file. Adding a string key with the name
+ * SDL_FILESYSTEM_BASE_DIR_TYPE with a supported value will change the
+ * behaviour.
+ *
+ * Supported values for the SDL_FILESYSTEM_BASE_DIR_TYPE property (Given an
+ * application in /Applications/SDLApp/MyApp.app):
+ *
+ * - `resource`: bundle resource directory (the default). For example:
+ * `/Applications/SDLApp/MyApp.app/Contents/Resources`
+ * - `bundle`: the Bundle directory. For example:
+ * `/Applications/SDLApp/MyApp.app/`
+ * - `parent`: the containing directory of the bundle. For example:
+ * `/Applications/SDLApp/`
+ *
+ * The returned path is guaranteed to end with a path separator ('\' on
+ * Windows, '/' on most other platforms).
+ *
+ * The pointer returned is owned by the caller. Please call SDL_free() on the
+ * pointer when done with it.
+ *
+ * \returns an absolute path in UTF-8 encoding to the application data
+ * directory. NULL will be returned on error or when the platform
+ * doesn't implement this functionality, call SDL_GetError() for more
+ * information.
+ *
+ * \since This function is available since SDL 2.0.1.
+ *
+ * \sa SDL_GetPrefPath
+ */
+extern DECLSPEC char *SDLCALL SDL_GetBasePath(void);
+
+/**
+ * Get the user-and-app-specific path where files can be written.
+ *
+ * Get the "pref dir". This is meant to be where users can write personal
+ * files (preferences and save games, etc) that are specific to your
+ * application. This directory is unique per user, per application.
+ *
+ * This function will decide the appropriate location in the native
+ * filesystem, create the directory if necessary, and return a string of the
+ * absolute path to the directory in UTF-8 encoding.
+ *
+ * On Windows, the string might look like:
+ *
+ * `C:\\Users\\bob\\AppData\\Roaming\\My Company\\My Program Name\\`
+ *
+ * On Linux, the string might look like"
+ *
+ * `/home/bob/.local/share/My Program Name/`
+ *
+ * On Mac OS X, the string might look like:
+ *
+ * `/Users/bob/Library/Application Support/My Program Name/`
+ *
+ * You should assume the path returned by this function is the only safe place
+ * to write files (and that SDL_GetBasePath(), while it might be writable, or
+ * even the parent of the returned path, isn't where you should be writing
+ * things).
+ *
+ * Both the org and app strings may become part of a directory name, so please
+ * follow these rules:
+ *
+ * - Try to use the same org string (_including case-sensitivity_) for all
+ * your applications that use this function.
+ * - Always use a unique app string for each one, and make sure it never
+ * changes for an app once you've decided on it.
+ * - Unicode characters are legal, as long as it's UTF-8 encoded, but...
+ * - ...only use letters, numbers, and spaces. Avoid punctuation like "Game
+ * Name 2: Bad Guy's Revenge!" ... "Game Name 2" is sufficient.
+ *
+ * The returned path is guaranteed to end with a path separator ('\' on
+ * Windows, '/' on most other platforms).
+ *
+ * The pointer returned is owned by the caller. Please call SDL_free() on the
+ * pointer when done with it.
+ *
+ * \param org the name of your organization
+ * \param app the name of your application
+ * \returns a UTF-8 string of the user directory in platform-dependent
+ * notation. NULL if there's a problem (creating directory failed,
+ * etc.).
+ *
+ * \since This function is available since SDL 2.0.1.
+ *
+ * \sa SDL_GetBasePath
+ */
+extern DECLSPEC char *SDLCALL SDL_GetPrefPath(const char *org, const char *app);
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_filesystem_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */
diff --git a/bsp/simulator/SDL2/include/SDL_gamecontroller.h b/bsp/simulator/SDL2/include/SDL_gamecontroller.h
new file mode 100644
index 0000000000..bdd9b89938
--- /dev/null
+++ b/bsp/simulator/SDL2/include/SDL_gamecontroller.h
@@ -0,0 +1,1001 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
+
+ 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_gamecontroller.h
+ *
+ * Include file for SDL game controller event handling
+ */
+
+#ifndef SDL_gamecontroller_h_
+#define SDL_gamecontroller_h_
+
+#include "SDL_stdinc.h"
+#include "SDL_error.h"
+#include "SDL_rwops.h"
+#include "SDL_sensor.h"
+#include "SDL_joystick.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/**
+ * \file SDL_gamecontroller.h
+ *
+ * In order to use these functions, SDL_Init() must have been called
+ * with the ::SDL_INIT_GAMECONTROLLER flag. This causes SDL to scan the system
+ * for game controllers, and load appropriate drivers.
+ *
+ * If you would like to receive controller updates while the application
+ * is in the background, you should set the following hint before calling
+ * SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
+ */
+
+/**
+ * The gamecontroller structure used to identify an SDL game controller
+ */
+struct _SDL_GameController;
+typedef struct _SDL_GameController SDL_GameController;
+
+typedef enum
+{
+ SDL_CONTROLLER_TYPE_UNKNOWN = 0,
+ SDL_CONTROLLER_TYPE_XBOX360,
+ SDL_CONTROLLER_TYPE_XBOXONE,
+ SDL_CONTROLLER_TYPE_PS3,
+ SDL_CONTROLLER_TYPE_PS4,
+ SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO,
+ SDL_CONTROLLER_TYPE_VIRTUAL,
+ SDL_CONTROLLER_TYPE_PS5,
+ SDL_CONTROLLER_TYPE_AMAZON_LUNA,
+ SDL_CONTROLLER_TYPE_GOOGLE_STADIA
+} SDL_GameControllerType;
+
+typedef enum
+{
+ SDL_CONTROLLER_BINDTYPE_NONE = 0,
+ SDL_CONTROLLER_BINDTYPE_BUTTON,
+ SDL_CONTROLLER_BINDTYPE_AXIS,
+ SDL_CONTROLLER_BINDTYPE_HAT
+} SDL_GameControllerBindType;
+
+/**
+ * Get the SDL joystick layer binding for this controller button/axis mapping
+ */
+typedef struct SDL_GameControllerButtonBind
+{
+ SDL_GameControllerBindType bindType;
+ union
+ {
+ int button;
+ int axis;
+ struct {
+ int hat;
+ int hat_mask;
+ } hat;
+ } value;
+
+} SDL_GameControllerButtonBind;
+
+
+/**
+ * To count the number of game controllers in the system for the following:
+ *
+ * ```c
+ * int nJoysticks = SDL_NumJoysticks();
+ * int nGameControllers = 0;
+ * for (int i = 0; i < nJoysticks; i++) {
+ * if (SDL_IsGameController(i)) {
+ * nGameControllers++;
+ * }
+ * }
+ * ```
+ *
+ * Using the SDL_HINT_GAMECONTROLLERCONFIG hint or the SDL_GameControllerAddMapping() you can add support for controllers SDL is unaware of or cause an existing controller to have a different binding. The format is:
+ * guid,name,mappings
+ *
+ * Where GUID is the string value from SDL_JoystickGetGUIDString(), name is the human readable string for the device and mappings are controller mappings to joystick ones.
+ * Under Windows there is a reserved GUID of "xinput" that covers any XInput devices.
+ * The mapping format for joystick is:
+ * bX - a joystick button, index X
+ * hX.Y - hat X with value Y
+ * aX - axis X of the joystick
+ * Buttons can be used as a controller axis and vice versa.
+ *
+ * This string shows an example of a valid mapping for a controller
+ *
+ * ```c
+ * "03000000341a00003608000000000000,PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7",
+ * ```
+ */
+
+/**
+ * Load a set of Game Controller mappings from a seekable SDL data stream.
+ *
+ * You can call this function several times, if needed, to load different
+ * database files.
+ *
+ * If a new mapping is loaded for an already known controller GUID, the later
+ * version will overwrite the one currently loaded.
+ *
+ * Mappings not belonging to the current platform or with no platform field
+ * specified will be ignored (i.e. mappings for Linux will be ignored in
+ * Windows, etc).
+ *
+ * This function will load the text database entirely in memory before
+ * processing it, so take this into consideration if you are in a memory
+ * constrained environment.
+ *
+ * \param rw the data stream for the mappings to be added
+ * \param freerw non-zero to close the stream after being read
+ * \returns the number of mappings added or -1 on error; call SDL_GetError()
+ * for more information.
+ *
+ * \since This function is available since SDL 2.0.2.
+ *
+ * \sa SDL_GameControllerAddMapping
+ * \sa SDL_GameControllerAddMappingsFromFile
+ * \sa SDL_GameControllerMappingForGUID
+ */
+extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw);
+
+/**
+ * Load a set of mappings from a file, filtered by the current SDL_GetPlatform()
+ *
+ * Convenience macro.
+ */
+#define SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)
+
+/**
+ * Add support for controllers that SDL is unaware of or to cause an existing
+ * controller to have a different binding.
+ *
+ * The mapping string has the format "GUID,name,mapping", where GUID is the
+ * string value from SDL_JoystickGetGUIDString(), name is the human readable
+ * string for the device and mappings are controller mappings to joystick
+ * ones. Under Windows there is a reserved GUID of "xinput" that covers all
+ * XInput devices. The mapping format for joystick is: {| |bX |a joystick
+ * button, index X |- |hX.Y |hat X with value Y |- |aX |axis X of the joystick
+ * |} Buttons can be used as a controller axes and vice versa.
+ *
+ * This string shows an example of a valid mapping for a controller:
+ *
+ * ```c
+ * "341a3608000000000000504944564944,Afterglow PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7"
+ * ```
+ *
+ * \param mappingString the mapping string
+ * \returns 1 if a new mapping is added, 0 if an existing mapping is updated,
+ * -1 on error; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GameControllerMapping
+ * \sa SDL_GameControllerMappingForGUID
+ */
+extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString);
+
+/**
+ * Get the number of mappings installed.
+ *
+ * \returns the number of mappings.
+ *
+ * \since This function is available since SDL 2.0.6.
+ */
+extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void);
+
+/**
+ * Get the mapping at a particular index.
+ *
+ * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if
+ * the index is out of range.
+ *
+ * \since This function is available since SDL 2.0.6.
+ */
+extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index);
+
+/**
+ * Get the game controller mapping string for a given GUID.
+ *
+ * The returned string must be freed with SDL_free().
+ *
+ * \param guid a structure containing the GUID for which a mapping is desired
+ * \returns a mapping string or NULL on error; call SDL_GetError() for more
+ * information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_JoystickGetDeviceGUID
+ * \sa SDL_JoystickGetGUID
+ */
+extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid);
+
+/**
+ * Get the current mapping of a Game Controller.
+ *
+ * The returned string must be freed with SDL_free().
+ *
+ * Details about mappings are discussed with SDL_GameControllerAddMapping().
+ *
+ * \param gamecontroller the game controller you want to get the current
+ * mapping for
+ * \returns a string that has the controller's mapping or NULL if no mapping
+ * is available; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GameControllerAddMapping
+ * \sa SDL_GameControllerMappingForGUID
+ */
+extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController *gamecontroller);
+
+/**
+ * Check if the given joystick is supported by the game controller interface.
+ *
+ * `joystick_index` is the same as the `device_index` passed to
+ * SDL_JoystickOpen().
+ *
+ * \param joystick_index the device_index of a device, up to
+ * SDL_NumJoysticks()
+ * \returns SDL_TRUE if the given joystick is supported by the game controller
+ * interface, SDL_FALSE if it isn't or it's an invalid index.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GameControllerNameForIndex
+ * \sa SDL_GameControllerOpen
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
+
+/**
+ * Get the implementation dependent name for the game controller.
+ *
+ * This function can be called before any controllers are opened.
+ *
+ * `joystick_index` is the same as the `device_index` passed to
+ * SDL_JoystickOpen().
+ *
+ * \param joystick_index the device_index of a device, from zero to
+ * SDL_NumJoysticks()-1
+ * \returns the implementation-dependent name for the game controller, or NULL
+ * if there is no name or the index is invalid.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GameControllerName
+ * \sa SDL_GameControllerOpen
+ * \sa SDL_IsGameController
+ */
+extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
+
+/**
+ * Get the type of a game controller.
+ *
+ * This can be called before any controllers are opened.
+ *
+ * \param joystick_index the device_index of a device, from zero to
+ * SDL_NumJoysticks()-1
+ * \returns the controller type.
+ *
+ * \since This function is available since SDL 2.0.12.
+ */
+extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerTypeForIndex(int joystick_index);
+
+/**
+ * Get the mapping of a game controller.
+ *
+ * This can be called before any controllers are opened.
+ *
+ * \param joystick_index the device_index of a device, from zero to
+ * SDL_NumJoysticks()-1
+ * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if
+ * no mapping is available.
+ *
+ * \since This function is available since SDL 2.0.9.
+ */
+extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index);
+
+/**
+ * Open a game controller for use.
+ *
+ * `joystick_index` is the same as the `device_index` passed to
+ * SDL_JoystickOpen().
+ *
+ * The index passed as an argument refers to the N'th game controller on the
+ * system. This index is not the value which will identify this controller in
+ * future controller events. The joystick's instance id (SDL_JoystickID) will
+ * be used there instead.
+ *
+ * \param joystick_index the device_index of a device, up to
+ * SDL_NumJoysticks()
+ * \returns a gamecontroller identifier or NULL if an error occurred; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GameControllerClose
+ * \sa SDL_GameControllerNameForIndex
+ * \sa SDL_IsGameController
+ */
+extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
+
+/**
+ * Get the SDL_GameController associated with an instance id.
+ *
+ * \param joyid the instance id to get the SDL_GameController for
+ * \returns an SDL_GameController on success or NULL on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.4.
+ */
+extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid);
+
+/**
+ * Get the SDL_GameController associated with a player index.
+ *
+ * Please note that the player index is _not_ the device index, nor is it the
+ * instance id!
+ *
+ * \param player_index the player index, which is not the device index or the
+ * instance id!
+ * \returns the SDL_GameController associated with a player index.
+ *
+ * \since This function is available since SDL 2.0.12.
+ *
+ * \sa SDL_GameControllerGetPlayerIndex
+ * \sa SDL_GameControllerSetPlayerIndex
+ */
+extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(int player_index);
+
+/**
+ * Get the implementation-dependent name for an opened game controller.
+ *
+ * This is the same name as returned by SDL_GameControllerNameForIndex(), but
+ * it takes a controller identifier instead of the (unstable) device index.
+ *
+ * \param gamecontroller a game controller identifier previously returned by
+ * SDL_GameControllerOpen()
+ * \returns the implementation dependent name for the game controller, or NULL
+ * if there is no name or the identifier passed is invalid.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GameControllerNameForIndex
+ * \sa SDL_GameControllerOpen
+ */
+extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
+
+/**
+ * Get the type of this currently opened controller
+ *
+ * This is the same name as returned by SDL_GameControllerTypeForIndex(), but
+ * it takes a controller identifier instead of the (unstable) device index.
+ *
+ * \param gamecontroller the game controller object to query.
+ * \returns the controller type.
+ *
+ * \since This function is available since SDL 2.0.12.
+ */
+extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerGetType(SDL_GameController *gamecontroller);
+
+/**
+ * Get the player index of an opened game controller.
+ *
+ * For XInput controllers this returns the XInput user index.
+ *
+ * \param gamecontroller the game controller object to query.
+ * \returns the player index for controller, or -1 if it's not available.
+ *
+ * \since This function is available since SDL 2.0.9.
+ */
+extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller);
+
+/**
+ * Set the player index of an opened game controller.
+ *
+ * \param gamecontroller the game controller object to adjust.
+ * \param player_index Player index to assign to this controller.
+ *
+ * \since This function is available since SDL 2.0.12.
+ */
+extern DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index);
+
+/**
+ * Get the USB vendor ID of an opened controller, if available.
+ *
+ * If the vendor ID isn't available this function returns 0.
+ *
+ * \param gamecontroller the game controller object to query.
+ * \return the USB vendor ID, or zero if unavailable.
+ *
+ * \since This function is available since SDL 2.0.6.
+ */
+extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController *gamecontroller);
+
+/**
+ * Get the USB product ID of an opened controller, if available.
+ *
+ * If the product ID isn't available this function returns 0.
+ *
+ * \param gamecontroller the game controller object to query.
+ * \return the USB product ID, or zero if unavailable.
+ *
+ * \since This function is available since SDL 2.0.6.
+ */
+extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController *gamecontroller);
+
+/**
+ * Get the product version of an opened controller, if available.
+ *
+ * If the product version isn't available this function returns 0.
+ *
+ * \param gamecontroller the game controller object to query.
+ * \return the USB product version, or zero if unavailable.
+ *
+ * \since This function is available since SDL 2.0.6.
+ */
+extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController *gamecontroller);
+
+/**
+ * Get the serial number of an opened controller, if available.
+ *
+ * Returns the serial number of the controller, or NULL if it is not
+ * available.
+ *
+ * \param gamecontroller the game controller object to query.
+ * \return the serial number, or NULL if unavailable.
+ *
+ * \since This function is available since SDL 2.0.14.
+ */
+extern DECLSPEC const char * SDLCALL SDL_GameControllerGetSerial(SDL_GameController *gamecontroller);
+
+/**
+ * Check if a controller has been opened and is currently connected.
+ *
+ * \param gamecontroller a game controller identifier previously returned by
+ * SDL_GameControllerOpen()
+ * \returns SDL_TRUE if the controller has been opened and is currently
+ * connected, or SDL_FALSE if not.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GameControllerClose
+ * \sa SDL_GameControllerOpen
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
+
+/**
+ * Get the Joystick ID from a Game Controller.
+ *
+ * This function will give you a SDL_Joystick object, which allows you to use
+ * the SDL_Joystick functions with a SDL_GameController object. This would be
+ * useful for getting a joystick's position at any given time, even if it
+ * hasn't moved (moving it would produce an event, which would have the axis'
+ * value).
+ *
+ * The pointer returned is owned by the SDL_GameController. You should not
+ * call SDL_JoystickClose() on it, for example, since doing so will likely
+ * cause SDL to crash.
+ *
+ * \param gamecontroller the game controller object that you want to get a
+ * joystick from
+ * \returns a SDL_Joystick object; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ */
+extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
+
+/**
+ * Query or change current state of Game Controller events.
+ *
+ * If controller events are disabled, you must call SDL_GameControllerUpdate()
+ * yourself and check the state of the controller when you want controller
+ * information.
+ *
+ * Any number can be passed to SDL_GameControllerEventState(), but only -1, 0,
+ * and 1 will have any effect. Other numbers will just be returned.
+ *
+ * \param state can be one of `SDL_QUERY`, `SDL_IGNORE`, or `SDL_ENABLE`
+ * \returns the same value passed to the function, with exception to -1
+ * (SDL_QUERY), which will return the current state.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_JoystickEventState
+ */
+extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
+
+/**
+ * Manually pump game controller updates if not using the loop.
+ *
+ * This function is called automatically by the event loop if events are
+ * enabled. Under such circumstances, it will not be necessary to call this
+ * function.
+ *
+ * \since This function is available since SDL 2.0.0.
+ */
+extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
+
+
+/**
+ * The list of axes available from a controller
+ *
+ * Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX,
+ * and are centered within ~8000 of zero, though advanced UI will allow users to set
+ * or autodetect the dead zone, which varies between controllers.
+ *
+ * Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX.
+ */
+typedef enum
+{
+ SDL_CONTROLLER_AXIS_INVALID = -1,
+ SDL_CONTROLLER_AXIS_LEFTX,
+ SDL_CONTROLLER_AXIS_LEFTY,
+ SDL_CONTROLLER_AXIS_RIGHTX,
+ SDL_CONTROLLER_AXIS_RIGHTY,
+ SDL_CONTROLLER_AXIS_TRIGGERLEFT,
+ SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
+ SDL_CONTROLLER_AXIS_MAX
+} SDL_GameControllerAxis;
+
+/**
+ * Convert a string into SDL_GameControllerAxis enum.
+ *
+ * This function is called internally to translate SDL_GameController mapping
+ * strings for the underlying joystick device into the consistent
+ * SDL_GameController mapping. You do not normally need to call this function
+ * unless you are parsing SDL_GameController mappings in your own code.
+ *
+ * Note specially that "righttrigger" and "lefttrigger" map to
+ * `SDL_CONTROLLER_AXIS_TRIGGERRIGHT` and `SDL_CONTROLLER_AXIS_TRIGGERLEFT`,
+ * respectively.
+ *
+ * \param str string representing a SDL_GameController axis
+ * \returns the SDL_GameControllerAxis enum corresponding to the input string,
+ * or `SDL_CONTROLLER_AXIS_INVALID` if no match was found.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GameControllerGetStringForAxis
+ */
+extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *str);
+
+/**
+ * Convert from an SDL_GameControllerAxis enum to a string.
+ *
+ * The caller should not SDL_free() the returned string.
+ *
+ * \param axis an enum value for a given SDL_GameControllerAxis
+ * \returns a string for the given axis, or NULL if an invalid axis is
+ * specified. The string returned is of the format used by
+ * SDL_GameController mapping strings.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GameControllerGetAxisFromString
+ */
+extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
+
+/**
+ * Get the SDL joystick layer binding for a controller axis mapping.
+ *
+ * \param gamecontroller a game controller
+ * \param axis an axis enum value (one of the SDL_GameControllerAxis values)
+ * \returns a SDL_GameControllerButtonBind describing the bind. On failure
+ * (like the given Controller axis doesn't exist on the device), its
+ * `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GameControllerGetBindForButton
+ */
+extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
+SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
+ SDL_GameControllerAxis axis);
+
+/**
+ * Query whether a game controller has a given axis.
+ *
+ * This merely reports whether the controller's mapping defined this axis, as
+ * that is all the information SDL has about the physical device.
+ *
+ * \param gamecontroller a game controller
+ * \param axis an axis enum value (an SDL_GameControllerAxis value)
+ * \returns SDL_TRUE if the controller has this axis, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.14.
+ */
+extern DECLSPEC SDL_bool SDLCALL
+SDL_GameControllerHasAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
+
+/**
+ * Get the current state of an axis control on a game controller.
+ *
+ * The axis indices start at index 0.
+ *
+ * The state is a value ranging from -32768 to 32767. Triggers, however, range
+ * from 0 to 32767 (they never return a negative value).
+ *
+ * \param gamecontroller a game controller
+ * \param axis an axis index (one of the SDL_GameControllerAxis values)
+ * \returns axis state (including 0) on success or 0 (also) on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GameControllerGetButton
+ */
+extern DECLSPEC Sint16 SDLCALL
+SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
+
+/**
+ * The list of buttons available from a controller
+ */
+typedef enum
+{
+ SDL_CONTROLLER_BUTTON_INVALID = -1,
+ SDL_CONTROLLER_BUTTON_A,
+ SDL_CONTROLLER_BUTTON_B,
+ SDL_CONTROLLER_BUTTON_X,
+ SDL_CONTROLLER_BUTTON_Y,
+ SDL_CONTROLLER_BUTTON_BACK,
+ SDL_CONTROLLER_BUTTON_GUIDE,
+ SDL_CONTROLLER_BUTTON_START,
+ SDL_CONTROLLER_BUTTON_LEFTSTICK,
+ SDL_CONTROLLER_BUTTON_RIGHTSTICK,
+ SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
+ SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
+ SDL_CONTROLLER_BUTTON_DPAD_UP,
+ SDL_CONTROLLER_BUTTON_DPAD_DOWN,
+ SDL_CONTROLLER_BUTTON_DPAD_LEFT,
+ SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
+ SDL_CONTROLLER_BUTTON_MISC1, /* Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button */
+ SDL_CONTROLLER_BUTTON_PADDLE1, /* Xbox Elite paddle P1 */
+ SDL_CONTROLLER_BUTTON_PADDLE2, /* Xbox Elite paddle P3 */
+ SDL_CONTROLLER_BUTTON_PADDLE3, /* Xbox Elite paddle P2 */
+ SDL_CONTROLLER_BUTTON_PADDLE4, /* Xbox Elite paddle P4 */
+ SDL_CONTROLLER_BUTTON_TOUCHPAD, /* PS4/PS5 touchpad button */
+ SDL_CONTROLLER_BUTTON_MAX
+} SDL_GameControllerButton;
+
+/**
+ * Convert a string into an SDL_GameControllerButton enum.
+ *
+ * This function is called internally to translate SDL_GameController mapping
+ * strings for the underlying joystick device into the consistent
+ * SDL_GameController mapping. You do not normally need to call this function
+ * unless you are parsing SDL_GameController mappings in your own code.
+ *
+ * \param str string representing a SDL_GameController axis
+ * \returns the SDL_GameControllerButton enum corresponding to the input
+ * string, or `SDL_CONTROLLER_AXIS_INVALID` if no match was found.
+ *
+ * \since This function is available since SDL 2.0.0.
+ */
+extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *str);
+
+/**
+ * Convert from an SDL_GameControllerButton enum to a string.
+ *
+ * The caller should not SDL_free() the returned string.
+ *
+ * \param button an enum value for a given SDL_GameControllerButton
+ * \returns a string for the given button, or NULL if an invalid axis is
+ * specified. The string returned is of the format used by
+ * SDL_GameController mapping strings.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GameControllerGetButtonFromString
+ */
+extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
+
+/**
+ * Get the SDL joystick layer binding for a controller button mapping.
+ *
+ * \param gamecontroller a game controller
+ * \param button an button enum value (an SDL_GameControllerButton value)
+ * \returns a SDL_GameControllerButtonBind describing the bind. On failure
+ * (like the given Controller button doesn't exist on the device),
+ * its `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GameControllerGetBindForAxis
+ */
+extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
+SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
+ SDL_GameControllerButton button);
+
+/**
+ * Query whether a game controller has a given button.
+ *
+ * This merely reports whether the controller's mapping defined this button,
+ * as that is all the information SDL has about the physical device.
+ *
+ * \param gamecontroller a game controller
+ * \param button a button enum value (an SDL_GameControllerButton value)
+ * \returns SDL_TRUE if the controller has this button, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.14.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasButton(SDL_GameController *gamecontroller,
+ SDL_GameControllerButton button);
+
+/**
+ * Get the current state of a button on a game controller.
+ *
+ * \param gamecontroller a game controller
+ * \param button a button index (one of the SDL_GameControllerButton values)
+ * \returns 1 for pressed state or 0 for not pressed state or error; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GameControllerGetAxis
+ */
+extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
+ SDL_GameControllerButton button);
+
+/**
+ * Get the number of touchpads on a game controller.
+ *
+ * \since This function is available since SDL 2.0.14.
+ */
+extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpads(SDL_GameController *gamecontroller);
+
+/**
+ * Get the number of supported simultaneous fingers on a touchpad on a game
+ * controller.
+ *
+ * \since This function is available since SDL 2.0.14.
+ */
+extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpadFingers(SDL_GameController *gamecontroller, int touchpad);
+
+/**
+ * Get the current state of a finger on a touchpad on a game controller.
+ *
+ * \since This function is available since SDL 2.0.14.
+ */
+extern DECLSPEC int SDLCALL SDL_GameControllerGetTouchpadFinger(SDL_GameController *gamecontroller, int touchpad, int finger, Uint8 *state, float *x, float *y, float *pressure);
+
+/**
+ * Return whether a game controller has a particular sensor.
+ *
+ * \param gamecontroller The controller to query
+ * \param type The type of sensor to query
+ * \returns SDL_TRUE if the sensor exists, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.14.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasSensor(SDL_GameController *gamecontroller, SDL_SensorType type);
+
+/**
+ * Set whether data reporting for a game controller sensor is enabled.
+ *
+ * \param gamecontroller The controller to update
+ * \param type The type of sensor to enable/disable
+ * \param enabled Whether data reporting should be enabled
+ * \returns 0 or -1 if an error occurred.
+ *
+ * \since This function is available since SDL 2.0.14.
+ */
+extern DECLSPEC int SDLCALL SDL_GameControllerSetSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type, SDL_bool enabled);
+
+/**
+ * Query whether sensor data reporting is enabled for a game controller.
+ *
+ * \param gamecontroller The controller to query
+ * \param type The type of sensor to query
+ * \returns SDL_TRUE if the sensor is enabled, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.14.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerIsSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type);
+
+/**
+ * Get the data rate (number of events per second) of a game controller
+ * sensor.
+ *
+ * \param gamecontroller The controller to query
+ * \param type The type of sensor to query
+ * \return the data rate, or 0.0f if the data rate is not available.
+ *
+ * \since This function is available since SDL 2.0.16.
+ */
+extern DECLSPEC float SDLCALL SDL_GameControllerGetSensorDataRate(SDL_GameController *gamecontroller, SDL_SensorType type);
+
+/**
+ * Get the current state of a game controller sensor.
+ *
+ * The number of values and interpretation of the data is sensor dependent.
+ * See SDL_sensor.h for the details for each type of sensor.
+ *
+ * \param gamecontroller The controller to query
+ * \param type The type of sensor to query
+ * \param data A pointer filled with the current sensor state
+ * \param num_values The number of values to write to data
+ * \return 0 or -1 if an error occurred.
+ *
+ * \since This function is available since SDL 2.0.14.
+ */
+extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorData(SDL_GameController *gamecontroller, SDL_SensorType type, float *data, int num_values);
+
+/**
+ * Start a rumble effect on a game controller.
+ *
+ * Each call to this function cancels any previous rumble effect, and calling
+ * it with 0 intensity stops any rumbling.
+ *
+ * \param gamecontroller The controller to vibrate
+ * \param low_frequency_rumble The intensity of the low frequency (left)
+ * rumble motor, from 0 to 0xFFFF
+ * \param high_frequency_rumble The intensity of the high frequency (right)
+ * rumble motor, from 0 to 0xFFFF
+ * \param duration_ms The duration of the rumble effect, in milliseconds
+ * \returns 0, or -1 if rumble isn't supported on this controller
+ *
+ * \since This function is available since SDL 2.0.9.
+ *
+ * \sa SDL_GameControllerHasRumble
+ */
+extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
+
+/**
+ * Start a rumble effect in the game controller's triggers.
+ *
+ * Each call to this function cancels any previous trigger rumble effect, and
+ * calling it with 0 intensity stops any rumbling.
+ *
+ * Note that this is rumbling of the _triggers_ and not the game controller as
+ * a whole. The first controller to offer this feature was the PlayStation 5's
+ * DualShock 5.
+ *
+ * \param gamecontroller The controller to vibrate
+ * \param left_rumble The intensity of the left trigger rumble motor, from 0
+ * to 0xFFFF
+ * \param right_rumble The intensity of the right trigger rumble motor, from 0
+ * to 0xFFFF
+ * \param duration_ms The duration of the rumble effect, in milliseconds
+ * \returns 0, or -1 if trigger rumble isn't supported on this controller
+ *
+ * \since This function is available since SDL 2.0.14.
+ *
+ * \sa SDL_GameControllerHasRumbleTriggers
+ */
+extern DECLSPEC int SDLCALL SDL_GameControllerRumbleTriggers(SDL_GameController *gamecontroller, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms);
+
+/**
+ * Query whether a game controller has an LED.
+ *
+ * \param gamecontroller The controller to query
+ * \returns SDL_TRUE, or SDL_FALSE if this controller does not have a
+ * modifiable LED
+ *
+ * \since This function is available since SDL 2.0.14.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasLED(SDL_GameController *gamecontroller);
+
+/**
+ * Query whether a game controller has rumble support.
+ *
+ * \param gamecontroller The controller to query
+ * \returns SDL_TRUE, or SDL_FALSE if this controller does not have rumble
+ * support
+ *
+ * \since This function is available since SDL 2.0.18.
+ *
+ * \sa SDL_GameControllerRumble
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumble(SDL_GameController *gamecontroller);
+
+/**
+ * Query whether a game controller has rumble support on triggers.
+ *
+ * \param gamecontroller The controller to query
+ * \returns SDL_TRUE, or SDL_FALSE if this controller does not have trigger
+ * rumble support
+ *
+ * \since This function is available since SDL 2.0.18.
+ *
+ * \sa SDL_GameControllerRumbleTriggers
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumbleTriggers(SDL_GameController *gamecontroller);
+
+/**
+ * Update a game controller's LED color.
+ *
+ * \param gamecontroller The controller to update
+ * \param red The intensity of the red LED
+ * \param green The intensity of the green LED
+ * \param blue The intensity of the blue LED
+ * \returns 0, or -1 if this controller does not have a modifiable LED
+ *
+ * \since This function is available since SDL 2.0.14.
+ */
+extern DECLSPEC int SDLCALL SDL_GameControllerSetLED(SDL_GameController *gamecontroller, Uint8 red, Uint8 green, Uint8 blue);
+
+/**
+ * Send a controller specific effect packet
+ *
+ * \param gamecontroller The controller to affect
+ * \param data The data to send to the controller
+ * \param size The size of the data to send to the controller
+ * \returns 0, or -1 if this controller or driver doesn't support effect
+ * packets
+ *
+ * \since This function is available since SDL 2.0.16.
+ */
+extern DECLSPEC int SDLCALL SDL_GameControllerSendEffect(SDL_GameController *gamecontroller, const void *data, int size);
+
+/**
+ * Close a game controller previously opened with SDL_GameControllerOpen().
+ *
+ * \param gamecontroller a game controller identifier previously returned by
+ * SDL_GameControllerOpen()
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GameControllerOpen
+ */
+extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
+
+/**
+ * Return the sfSymbolsName for a given button on a game controller on Apple
+ * platforms.
+ *
+ * \param gamecontroller the controller to query
+ * \param button a button on the game controller
+ * \returns the sfSymbolsName or NULL if the name can't be found
+ *
+ * \since This function is available since SDL 2.0.18.
+ *
+ * \sa SDL_GameControllerGetAppleSFSymbolsNameForAxis
+ */
+extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button);
+
+/**
+ * Return the sfSymbolsName for a given axis on a game controller on Apple
+ * platforms.
+ *
+ * \param gamecontroller the controller to query
+ * \param axis an axis on the game controller
+ * \returns the sfSymbolsName or NULL if the name can't be found
+ *
+ * \since This function is available since SDL 2.0.18.
+ *
+ * \sa SDL_GameControllerGetAppleSFSymbolsNameForButton
+ */
+extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
+
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_gamecontroller_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_gesture.h b/bsp/simulator/SDL2/include/SDL_gesture.h
index 2bba6a7294..e2caea2a92 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_gesture.h
+++ b/bsp/simulator/SDL2/include/SDL_gesture.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -46,36 +46,66 @@ typedef Sint64 SDL_GestureID;
/* Function prototypes */
/**
- * \brief Begin Recording a gesture on the specified touch, or all touches (-1)
+ * Begin recording a gesture on a specified touch device or all touch devices.
*
+ * If the parameter `touchId` is -1 (i.e., all devices), this function will
+ * always return 1, regardless of whether there actually are any devices.
*
+ * \param touchId the touch device id, or -1 for all touch devices
+ * \returns 1 on success or 0 if the specified device could not be found.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetTouchDevice
*/
extern DECLSPEC int SDLCALL SDL_RecordGesture(SDL_TouchID touchId);
/**
- * \brief Save all currently loaded Dollar Gesture templates
+ * Save all currently loaded Dollar Gesture templates.
+ *
+ * \param dst a SDL_RWops to save to
+ * \returns the number of saved templates on success or 0 on failure; call
+ * SDL_GetError() for more information.
*
+ * \since This function is available since SDL 2.0.0.
*
+ * \sa SDL_LoadDollarTemplates
+ * \sa SDL_SaveDollarTemplate
*/
extern DECLSPEC int SDLCALL SDL_SaveAllDollarTemplates(SDL_RWops *dst);
/**
- * \brief Save a currently loaded Dollar Gesture template
+ * Save a currently loaded Dollar Gesture template.
*
+ * \param gestureId a gesture id
+ * \param dst a SDL_RWops to save to
+ * \returns 1 on success or 0 on failure; call SDL_GetError() for more
+ * information.
*
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_LoadDollarTemplates
+ * \sa SDL_SaveAllDollarTemplates
*/
extern DECLSPEC int SDLCALL SDL_SaveDollarTemplate(SDL_GestureID gestureId,SDL_RWops *dst);
/**
- * \brief Load Dollar Gesture templates from a file
+ * Load Dollar Gesture templates from a file.
+ *
+ * \param touchId a touch id
+ * \param src a SDL_RWops to load from
+ * \returns the number of loaded templates on success or a negative error code
+ * (or 0) on failure; call SDL_GetError() for more information.
*
+ * \since This function is available since SDL 2.0.0.
*
+ * \sa SDL_SaveAllDollarTemplates
+ * \sa SDL_SaveDollarTemplate
*/
extern DECLSPEC int SDLCALL SDL_LoadDollarTemplates(SDL_TouchID touchId, SDL_RWops *src);
-
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_haptic.h b/bsp/simulator/SDL2/include/SDL_haptic.h
index 60daefaa70..4bdf28df77 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_haptic.h
+++ b/bsp/simulator/SDL2/include/SDL_haptic.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -76,7 +76,7 @@
* }
*
* // Create the effect
- * memset( &effect, 0, sizeof(SDL_HapticEffect) ); // 0 is safe default
+ * SDL_memset( &effect, 0, sizeof(SDL_HapticEffect) ); // 0 is safe default
* effect.type = SDL_HAPTIC_SINE;
* effect.periodic.direction.type = SDL_HAPTIC_POLAR; // Polar coordinates
* effect.periodic.direction.dir[0] = 18000; // Force comes from south
@@ -117,6 +117,17 @@
extern "C" {
#endif /* __cplusplus */
+/* FIXME: For SDL 2.1, adjust all the magnitude variables to be Uint16 (0xFFFF).
+ *
+ * At the moment the magnitude variables are mixed between signed/unsigned, and
+ * it is also not made clear that ALL of those variables expect a max of 0x7FFF.
+ *
+ * Some platforms may have higher precision than that (Linux FF, Windows XInput)
+ * so we should fix the inconsistency in favor of higher possible precision,
+ * adjusting for platforms that use different scales.
+ * -flibit
+ */
+
/**
* \typedef SDL_Haptic
*
@@ -325,6 +336,14 @@ typedef struct _SDL_Haptic SDL_Haptic;
*/
#define SDL_HAPTIC_SPHERICAL 2
+/**
+ * \brief Use this value to play an effect on the steering wheel axis. This
+ * provides better compatibility across platforms and devices as SDL will guess
+ * the correct axis.
+ * \sa SDL_HapticDirection
+ */
+#define SDL_HAPTIC_STEERING_AXIS 3
+
/* @} *//* Direction encodings */
/* @} *//* Haptic features */
@@ -433,6 +452,7 @@ typedef struct _SDL_Haptic SDL_Haptic;
* \sa SDL_HAPTIC_POLAR
* \sa SDL_HAPTIC_CARTESIAN
* \sa SDL_HAPTIC_SPHERICAL
+ * \sa SDL_HAPTIC_STEERING_AXIS
* \sa SDL_HapticEffect
* \sa SDL_HapticNumAxes
*/
@@ -656,8 +676,8 @@ typedef struct SDL_HapticRamp
* This struct is exclusively for the ::SDL_HAPTIC_LEFTRIGHT effect.
*
* The Left/Right effect is used to explicitly control the large and small
- * motors, commonly found in modern game controllers. One motor is high
- * frequency, the other is low frequency.
+ * motors, commonly found in modern game controllers. The small (right) motor
+ * is high frequency, and the large (left) motor is low frequency.
*
* \sa SDL_HAPTIC_LEFTRIGHT
* \sa SDL_HapticEffect
@@ -668,7 +688,7 @@ typedef struct SDL_HapticLeftRight
Uint16 type; /**< ::SDL_HAPTIC_LEFTRIGHT */
/* Replay */
- Uint32 length; /**< Duration of the effect. */
+ Uint32 length; /**< Duration of the effect in milliseconds. */
/* Rumble */
Uint16 large_magnitude; /**< Control of the large controller motor. */
@@ -800,419 +820,513 @@ typedef union SDL_HapticEffect
/* Function prototypes */
+
/**
- * \brief Count the number of haptic devices attached to the system.
+ * Count the number of haptic devices attached to the system.
+ *
+ * \returns the number of haptic devices detected on the system or a negative
+ * error code on failure; call SDL_GetError() for more information.
*
- * \return Number of haptic devices detected on the system.
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HapticName
*/
extern DECLSPEC int SDLCALL SDL_NumHaptics(void);
/**
- * \brief Get the implementation dependent name of a haptic device.
+ * Get the implementation dependent name of a haptic device.
+ *
+ * This can be called before any joysticks are opened. If no name can be
+ * found, this function returns NULL.
*
- * This can be called before any joysticks are opened.
- * If no name can be found, this function returns NULL.
+ * \param device_index index of the device to query.
+ * \returns the name of the device or NULL on failure; call SDL_GetError() for
+ * more information.
*
- * \param device_index Index of the device to get its name.
- * \return Name of the device or NULL on error.
+ * \since This function is available since SDL 2.0.0.
*
- * \sa SDL_NumHaptics
+ * \sa SDL_NumHaptics
*/
extern DECLSPEC const char *SDLCALL SDL_HapticName(int device_index);
/**
- * \brief Opens a haptic device for use.
+ * Open a haptic device for use.
*
- * The index passed as an argument refers to the N'th haptic device on this
- * system.
+ * The index passed as an argument refers to the N'th haptic device on this
+ * system.
*
- * When opening a haptic device, its gain will be set to maximum and
- * autocenter will be disabled. To modify these values use
- * SDL_HapticSetGain() and SDL_HapticSetAutocenter().
+ * When opening a haptic device, its gain will be set to maximum and
+ * autocenter will be disabled. To modify these values use SDL_HapticSetGain()
+ * and SDL_HapticSetAutocenter().
*
- * \param device_index Index of the device to open.
- * \return Device identifier or NULL on error.
+ * \param device_index index of the device to open
+ * \returns the device identifier or NULL on failure; call SDL_GetError() for
+ * more information.
*
- * \sa SDL_HapticIndex
- * \sa SDL_HapticOpenFromMouse
- * \sa SDL_HapticOpenFromJoystick
- * \sa SDL_HapticClose
- * \sa SDL_HapticSetGain
- * \sa SDL_HapticSetAutocenter
- * \sa SDL_HapticPause
- * \sa SDL_HapticStopAll
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HapticClose
+ * \sa SDL_HapticIndex
+ * \sa SDL_HapticOpenFromJoystick
+ * \sa SDL_HapticOpenFromMouse
+ * \sa SDL_HapticPause
+ * \sa SDL_HapticSetAutocenter
+ * \sa SDL_HapticSetGain
+ * \sa SDL_HapticStopAll
*/
extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpen(int device_index);
/**
- * \brief Checks if the haptic device at index has been opened.
+ * Check if the haptic device at the designated index has been opened.
*
- * \param device_index Index to check to see if it has been opened.
- * \return 1 if it has been opened or 0 if it hasn't.
+ * \param device_index the index of the device to query
+ * \returns 1 if it has been opened, 0 if it hasn't or on failure; call
+ * SDL_GetError() for more information.
*
- * \sa SDL_HapticOpen
- * \sa SDL_HapticIndex
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HapticIndex
+ * \sa SDL_HapticOpen
*/
extern DECLSPEC int SDLCALL SDL_HapticOpened(int device_index);
/**
- * \brief Gets the index of a haptic device.
+ * Get the index of a haptic device.
*
- * \param haptic Haptic device to get the index of.
- * \return The index of the haptic device or -1 on error.
+ * \param haptic the SDL_Haptic device to query
+ * \returns the index of the specified haptic device or a negative error code
+ * on failure; call SDL_GetError() for more information.
*
- * \sa SDL_HapticOpen
- * \sa SDL_HapticOpened
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HapticOpen
+ * \sa SDL_HapticOpened
*/
extern DECLSPEC int SDLCALL SDL_HapticIndex(SDL_Haptic * haptic);
/**
- * \brief Gets whether or not the current mouse has haptic capabilities.
+ * Query whether or not the current mouse has haptic capabilities.
*
- * \return SDL_TRUE if the mouse is haptic, SDL_FALSE if it isn't.
+ * \returns SDL_TRUE if the mouse is haptic or SDL_FALSE if it isn't.
*
- * \sa SDL_HapticOpenFromMouse
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HapticOpenFromMouse
*/
extern DECLSPEC int SDLCALL SDL_MouseIsHaptic(void);
/**
- * \brief Tries to open a haptic device from the current mouse.
+ * Try to open a haptic device from the current mouse.
*
- * \return The haptic device identifier or NULL on error.
+ * \returns the haptic device identifier or NULL on failure; call
+ * SDL_GetError() for more information.
*
- * \sa SDL_MouseIsHaptic
- * \sa SDL_HapticOpen
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HapticOpen
+ * \sa SDL_MouseIsHaptic
*/
extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpenFromMouse(void);
/**
- * \brief Checks to see if a joystick has haptic features.
+ * Query if a joystick has haptic features.
*
- * \param joystick Joystick to test for haptic capabilities.
- * \return SDL_TRUE if the joystick is haptic, SDL_FALSE if it isn't
- * or -1 if an error occurred.
+ * \param joystick the SDL_Joystick to test for haptic capabilities
+ * \returns SDL_TRUE if the joystick is haptic, SDL_FALSE if it isn't, or a
+ * negative error code on failure; call SDL_GetError() for more
+ * information.
*
- * \sa SDL_HapticOpenFromJoystick
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HapticOpenFromJoystick
*/
extern DECLSPEC int SDLCALL SDL_JoystickIsHaptic(SDL_Joystick * joystick);
/**
- * \brief Opens a haptic device for use from a joystick device.
+ * Open a haptic device for use from a joystick device.
*
- * You must still close the haptic device separately. It will not be closed
- * with the joystick.
+ * You must still close the haptic device separately. It will not be closed
+ * with the joystick.
*
- * When opening from a joystick you should first close the haptic device before
- * closing the joystick device. If not, on some implementations the haptic
- * device will also get unallocated and you'll be unable to use force feedback
- * on that device.
+ * When opened from a joystick you should first close the haptic device before
+ * closing the joystick device. If not, on some implementations the haptic
+ * device will also get unallocated and you'll be unable to use force feedback
+ * on that device.
*
- * \param joystick Joystick to create a haptic device from.
- * \return A valid haptic device identifier on success or NULL on error.
+ * \param joystick the SDL_Joystick to create a haptic device from
+ * \returns a valid haptic device identifier on success or NULL on failure;
+ * call SDL_GetError() for more information.
*
- * \sa SDL_HapticOpen
- * \sa SDL_HapticClose
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HapticClose
+ * \sa SDL_HapticOpen
+ * \sa SDL_JoystickIsHaptic
*/
extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpenFromJoystick(SDL_Joystick *
joystick);
/**
- * \brief Closes a haptic device previously opened with SDL_HapticOpen().
+ * Close a haptic device previously opened with SDL_HapticOpen().
+ *
+ * \param haptic the SDL_Haptic device to close
+ *
+ * \since This function is available since SDL 2.0.0.
*
- * \param haptic Haptic device to close.
+ * \sa SDL_HapticOpen
*/
extern DECLSPEC void SDLCALL SDL_HapticClose(SDL_Haptic * haptic);
/**
- * \brief Returns the number of effects a haptic device can store.
+ * Get the number of effects a haptic device can store.
*
- * On some platforms this isn't fully supported, and therefore is an
- * approximation. Always check to see if your created effect was actually
- * created and do not rely solely on SDL_HapticNumEffects().
+ * On some platforms this isn't fully supported, and therefore is an
+ * approximation. Always check to see if your created effect was actually
+ * created and do not rely solely on SDL_HapticNumEffects().
*
- * \param haptic The haptic device to query effect max.
- * \return The number of effects the haptic device can store or
- * -1 on error.
+ * \param haptic the SDL_Haptic device to query
+ * \returns the number of effects the haptic device can store or a negative
+ * error code on failure; call SDL_GetError() for more information.
*
- * \sa SDL_HapticNumEffectsPlaying
- * \sa SDL_HapticQuery
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HapticNumEffectsPlaying
+ * \sa SDL_HapticQuery
*/
extern DECLSPEC int SDLCALL SDL_HapticNumEffects(SDL_Haptic * haptic);
/**
- * \brief Returns the number of effects a haptic device can play at the same
- * time.
+ * Get the number of effects a haptic device can play at the same time.
+ *
+ * This is not supported on all platforms, but will always return a value.
*
- * This is not supported on all platforms, but will always return a value.
- * Added here for the sake of completeness.
+ * \param haptic the SDL_Haptic device to query maximum playing effects
+ * \returns the number of effects the haptic device can play at the same time
+ * or a negative error code on failure; call SDL_GetError() for more
+ * information.
*
- * \param haptic The haptic device to query maximum playing effects.
- * \return The number of effects the haptic device can play at the same time
- * or -1 on error.
+ * \since This function is available since SDL 2.0.0.
*
- * \sa SDL_HapticNumEffects
- * \sa SDL_HapticQuery
+ * \sa SDL_HapticNumEffects
+ * \sa SDL_HapticQuery
*/
extern DECLSPEC int SDLCALL SDL_HapticNumEffectsPlaying(SDL_Haptic * haptic);
/**
- * \brief Gets the haptic device's supported features in bitwise manner.
+ * Get the haptic device's supported features in bitwise manner.
*
- * Example:
- * \code
- * if (SDL_HapticQuery(haptic) & SDL_HAPTIC_CONSTANT) {
- * printf("We have constant haptic effect!\n");
- * }
- * \endcode
+ * \param haptic the SDL_Haptic device to query
+ * \returns a list of supported haptic features in bitwise manner (OR'd), or 0
+ * on failure; call SDL_GetError() for more information.
*
- * \param haptic The haptic device to query.
- * \return Haptic features in bitwise manner (OR'd).
+ * \since This function is available since SDL 2.0.0.
*
- * \sa SDL_HapticNumEffects
- * \sa SDL_HapticEffectSupported
+ * \sa SDL_HapticEffectSupported
+ * \sa SDL_HapticNumEffects
*/
extern DECLSPEC unsigned int SDLCALL SDL_HapticQuery(SDL_Haptic * haptic);
/**
- * \brief Gets the number of haptic axes the device has.
+ * Get the number of haptic axes the device has.
*
- * \sa SDL_HapticDirection
+ * The number of haptic axes might be useful if working with the
+ * SDL_HapticDirection effect.
+ *
+ * \param haptic the SDL_Haptic device to query
+ * \returns the number of axes on success or a negative error code on failure;
+ * call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
*/
extern DECLSPEC int SDLCALL SDL_HapticNumAxes(SDL_Haptic * haptic);
/**
- * \brief Checks to see if effect is supported by haptic.
+ * Check to see if an effect is supported by a haptic device.
+ *
+ * \param haptic the SDL_Haptic device to query
+ * \param effect the desired effect to query
+ * \returns SDL_TRUE if effect is supported, SDL_FALSE if it isn't, or a
+ * negative error code on failure; call SDL_GetError() for more
+ * information.
*
- * \param haptic Haptic device to check on.
- * \param effect Effect to check to see if it is supported.
- * \return SDL_TRUE if effect is supported, SDL_FALSE if it isn't or -1 on error.
+ * \since This function is available since SDL 2.0.0.
*
- * \sa SDL_HapticQuery
- * \sa SDL_HapticNewEffect
+ * \sa SDL_HapticNewEffect
+ * \sa SDL_HapticQuery
*/
extern DECLSPEC int SDLCALL SDL_HapticEffectSupported(SDL_Haptic * haptic,
SDL_HapticEffect *
effect);
/**
- * \brief Creates a new haptic effect on the device.
+ * Create a new haptic effect on a specified device.
*
- * \param haptic Haptic device to create the effect on.
- * \param effect Properties of the effect to create.
- * \return The identifier of the effect on success or -1 on error.
+ * \param haptic an SDL_Haptic device to create the effect on
+ * \param effect an SDL_HapticEffect structure containing the properties of
+ * the effect to create
+ * \returns the ID of the effect on success or a negative error code on
+ * failure; call SDL_GetError() for more information.
*
- * \sa SDL_HapticUpdateEffect
- * \sa SDL_HapticRunEffect
- * \sa SDL_HapticDestroyEffect
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HapticDestroyEffect
+ * \sa SDL_HapticRunEffect
+ * \sa SDL_HapticUpdateEffect
*/
extern DECLSPEC int SDLCALL SDL_HapticNewEffect(SDL_Haptic * haptic,
SDL_HapticEffect * effect);
/**
- * \brief Updates the properties of an effect.
+ * Update the properties of an effect.
*
- * Can be used dynamically, although behavior when dynamically changing
- * direction may be strange. Specifically the effect may reupload itself
- * and start playing from the start. You cannot change the type either when
- * running SDL_HapticUpdateEffect().
+ * Can be used dynamically, although behavior when dynamically changing
+ * direction may be strange. Specifically the effect may re-upload itself and
+ * start playing from the start. You also cannot change the type either when
+ * running SDL_HapticUpdateEffect().
*
- * \param haptic Haptic device that has the effect.
- * \param effect Identifier of the effect to update.
- * \param data New effect properties to use.
- * \return 0 on success or -1 on error.
+ * \param haptic the SDL_Haptic device that has the effect
+ * \param effect the identifier of the effect to update
+ * \param data an SDL_HapticEffect structure containing the new effect
+ * properties to use
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
*
- * \sa SDL_HapticNewEffect
- * \sa SDL_HapticRunEffect
- * \sa SDL_HapticDestroyEffect
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HapticDestroyEffect
+ * \sa SDL_HapticNewEffect
+ * \sa SDL_HapticRunEffect
*/
extern DECLSPEC int SDLCALL SDL_HapticUpdateEffect(SDL_Haptic * haptic,
int effect,
SDL_HapticEffect * data);
/**
- * \brief Runs the haptic effect on its associated haptic device.
+ * Run the haptic effect on its associated haptic device.
*
- * If iterations are ::SDL_HAPTIC_INFINITY, it'll run the effect over and over
- * repeating the envelope (attack and fade) every time. If you only want the
- * effect to last forever, set ::SDL_HAPTIC_INFINITY in the effect's length
- * parameter.
+ * To repeat the effect over and over indefinitely, set `iterations` to
+ * `SDL_HAPTIC_INFINITY`. (Repeats the envelope - attack and fade.) To make
+ * one instance of the effect last indefinitely (so the effect does not fade),
+ * set the effect's `length` in its structure/union to `SDL_HAPTIC_INFINITY`
+ * instead.
*
- * \param haptic Haptic device to run the effect on.
- * \param effect Identifier of the haptic effect to run.
- * \param iterations Number of iterations to run the effect. Use
- * ::SDL_HAPTIC_INFINITY for infinity.
- * \return 0 on success or -1 on error.
+ * \param haptic the SDL_Haptic device to run the effect on
+ * \param effect the ID of the haptic effect to run
+ * \param iterations the number of iterations to run the effect; use
+ * `SDL_HAPTIC_INFINITY` to repeat forever
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
*
- * \sa SDL_HapticStopEffect
- * \sa SDL_HapticDestroyEffect
- * \sa SDL_HapticGetEffectStatus
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HapticDestroyEffect
+ * \sa SDL_HapticGetEffectStatus
+ * \sa SDL_HapticStopEffect
*/
extern DECLSPEC int SDLCALL SDL_HapticRunEffect(SDL_Haptic * haptic,
int effect,
Uint32 iterations);
/**
- * \brief Stops the haptic effect on its associated haptic device.
+ * Stop the haptic effect on its associated haptic device.
+ *
+ * *
+ *
+ * \param haptic the SDL_Haptic device to stop the effect on
+ * \param effect the ID of the haptic effect to stop
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
*
- * \param haptic Haptic device to stop the effect on.
- * \param effect Identifier of the effect to stop.
- * \return 0 on success or -1 on error.
+ * \since This function is available since SDL 2.0.0.
*
- * \sa SDL_HapticRunEffect
- * \sa SDL_HapticDestroyEffect
+ * \sa SDL_HapticDestroyEffect
+ * \sa SDL_HapticRunEffect
*/
extern DECLSPEC int SDLCALL SDL_HapticStopEffect(SDL_Haptic * haptic,
int effect);
/**
- * \brief Destroys a haptic effect on the device.
+ * Destroy a haptic effect on the device.
+ *
+ * This will stop the effect if it's running. Effects are automatically
+ * destroyed when the device is closed.
*
- * This will stop the effect if it's running. Effects are automatically
- * destroyed when the device is closed.
+ * \param haptic the SDL_Haptic device to destroy the effect on
+ * \param effect the ID of the haptic effect to destroy
*
- * \param haptic Device to destroy the effect on.
- * \param effect Identifier of the effect to destroy.
+ * \since This function is available since SDL 2.0.0.
*
- * \sa SDL_HapticNewEffect
+ * \sa SDL_HapticNewEffect
*/
extern DECLSPEC void SDLCALL SDL_HapticDestroyEffect(SDL_Haptic * haptic,
int effect);
/**
- * \brief Gets the status of the current effect on the haptic device.
+ * Get the status of the current effect on the specified haptic device.
*
- * Device must support the ::SDL_HAPTIC_STATUS feature.
+ * Device must support the SDL_HAPTIC_STATUS feature.
*
- * \param haptic Haptic device to query the effect status on.
- * \param effect Identifier of the effect to query its status.
- * \return 0 if it isn't playing, 1 if it is playing or -1 on error.
+ * \param haptic the SDL_Haptic device to query for the effect status on
+ * \param effect the ID of the haptic effect to query its status
+ * \returns 0 if it isn't playing, 1 if it is playing, or a negative error
+ * code on failure; call SDL_GetError() for more information.
*
- * \sa SDL_HapticRunEffect
- * \sa SDL_HapticStopEffect
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HapticRunEffect
+ * \sa SDL_HapticStopEffect
*/
extern DECLSPEC int SDLCALL SDL_HapticGetEffectStatus(SDL_Haptic * haptic,
int effect);
/**
- * \brief Sets the global gain of the device.
+ * Set the global gain of the specified haptic device.
*
- * Device must support the ::SDL_HAPTIC_GAIN feature.
+ * Device must support the SDL_HAPTIC_GAIN feature.
*
- * The user may specify the maximum gain by setting the environment variable
- * SDL_HAPTIC_GAIN_MAX which should be between 0 and 100. All calls to
- * SDL_HapticSetGain() will scale linearly using SDL_HAPTIC_GAIN_MAX as the
- * maximum.
+ * The user may specify the maximum gain by setting the environment variable
+ * `SDL_HAPTIC_GAIN_MAX` which should be between 0 and 100. All calls to
+ * SDL_HapticSetGain() will scale linearly using `SDL_HAPTIC_GAIN_MAX` as the
+ * maximum.
*
- * \param haptic Haptic device to set the gain on.
- * \param gain Value to set the gain to, should be between 0 and 100.
- * \return 0 on success or -1 on error.
+ * \param haptic the SDL_Haptic device to set the gain on
+ * \param gain value to set the gain to, should be between 0 and 100 (0 - 100)
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
*
- * \sa SDL_HapticQuery
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HapticQuery
*/
extern DECLSPEC int SDLCALL SDL_HapticSetGain(SDL_Haptic * haptic, int gain);
/**
- * \brief Sets the global autocenter of the device.
+ * Set the global autocenter of the device.
+ *
+ * Autocenter should be between 0 and 100. Setting it to 0 will disable
+ * autocentering.
*
- * Autocenter should be between 0 and 100. Setting it to 0 will disable
- * autocentering.
+ * Device must support the SDL_HAPTIC_AUTOCENTER feature.
*
- * Device must support the ::SDL_HAPTIC_AUTOCENTER feature.
+ * \param haptic the SDL_Haptic device to set autocentering on
+ * \param autocenter value to set autocenter to (0-100)
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
*
- * \param haptic Haptic device to set autocentering on.
- * \param autocenter Value to set autocenter to, 0 disables autocentering.
- * \return 0 on success or -1 on error.
+ * \since This function is available since SDL 2.0.0.
*
- * \sa SDL_HapticQuery
+ * \sa SDL_HapticQuery
*/
extern DECLSPEC int SDLCALL SDL_HapticSetAutocenter(SDL_Haptic * haptic,
int autocenter);
/**
- * \brief Pauses a haptic device.
+ * Pause a haptic device.
*
- * Device must support the ::SDL_HAPTIC_PAUSE feature. Call
- * SDL_HapticUnpause() to resume playback.
+ * Device must support the `SDL_HAPTIC_PAUSE` feature. Call
+ * SDL_HapticUnpause() to resume playback.
*
- * Do not modify the effects nor add new ones while the device is paused.
- * That can cause all sorts of weird errors.
+ * Do not modify the effects nor add new ones while the device is paused. That
+ * can cause all sorts of weird errors.
*
- * \param haptic Haptic device to pause.
- * \return 0 on success or -1 on error.
+ * \param haptic the SDL_Haptic device to pause
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
*
- * \sa SDL_HapticUnpause
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HapticUnpause
*/
extern DECLSPEC int SDLCALL SDL_HapticPause(SDL_Haptic * haptic);
/**
- * \brief Unpauses a haptic device.
+ * Unpause a haptic device.
*
- * Call to unpause after SDL_HapticPause().
+ * Call to unpause after SDL_HapticPause().
*
- * \param haptic Haptic device to unpause.
- * \return 0 on success or -1 on error.
+ * \param haptic the SDL_Haptic device to unpause
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
*
- * \sa SDL_HapticPause
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HapticPause
*/
extern DECLSPEC int SDLCALL SDL_HapticUnpause(SDL_Haptic * haptic);
/**
- * \brief Stops all the currently playing effects on a haptic device.
+ * Stop all the currently playing effects on a haptic device.
*
- * \param haptic Haptic device to stop.
- * \return 0 on success or -1 on error.
+ * \param haptic the SDL_Haptic device to stop
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
*/
extern DECLSPEC int SDLCALL SDL_HapticStopAll(SDL_Haptic * haptic);
/**
- * \brief Checks to see if rumble is supported on a haptic device.
+ * Check whether rumble is supported on a haptic device.
+ *
+ * \param haptic haptic device to check for rumble support
+ * \returns SDL_TRUE if effect is supported, SDL_FALSE if it isn't, or a
+ * negative error code on failure; call SDL_GetError() for more
+ * information.
*
- * \param haptic Haptic device to check to see if it supports rumble.
- * \return SDL_TRUE if effect is supported, SDL_FALSE if it isn't or -1 on error.
+ * \since This function is available since SDL 2.0.0.
*
- * \sa SDL_HapticRumbleInit
- * \sa SDL_HapticRumblePlay
- * \sa SDL_HapticRumbleStop
+ * \sa SDL_HapticRumbleInit
+ * \sa SDL_HapticRumblePlay
+ * \sa SDL_HapticRumbleStop
*/
extern DECLSPEC int SDLCALL SDL_HapticRumbleSupported(SDL_Haptic * haptic);
/**
- * \brief Initializes the haptic device for simple rumble playback.
+ * Initialize a haptic device for simple rumble playback.
*
- * \param haptic Haptic device to initialize for simple rumble playback.
- * \return 0 on success or -1 on error.
+ * \param haptic the haptic device to initialize for simple rumble playback
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
*
- * \sa SDL_HapticOpen
- * \sa SDL_HapticRumbleSupported
- * \sa SDL_HapticRumblePlay
- * \sa SDL_HapticRumbleStop
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HapticOpen
+ * \sa SDL_HapticRumblePlay
+ * \sa SDL_HapticRumbleStop
+ * \sa SDL_HapticRumbleSupported
*/
extern DECLSPEC int SDLCALL SDL_HapticRumbleInit(SDL_Haptic * haptic);
/**
- * \brief Runs simple rumble on a haptic device
+ * Run a simple rumble effect on a haptic device.
*
- * \param haptic Haptic device to play rumble effect on.
- * \param strength Strength of the rumble to play as a 0-1 float value.
- * \param length Length of the rumble to play in milliseconds.
- * \return 0 on success or -1 on error.
+ * \param haptic the haptic device to play the rumble effect on
+ * \param strength strength of the rumble to play as a 0-1 float value
+ * \param length length of the rumble to play in milliseconds
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
*
- * \sa SDL_HapticRumbleSupported
- * \sa SDL_HapticRumbleInit
- * \sa SDL_HapticRumbleStop
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HapticRumbleInit
+ * \sa SDL_HapticRumbleStop
+ * \sa SDL_HapticRumbleSupported
*/
extern DECLSPEC int SDLCALL SDL_HapticRumblePlay(SDL_Haptic * haptic, float strength, Uint32 length );
/**
- * \brief Stops the simple rumble on a haptic device.
+ * Stop the simple rumble on a haptic device.
+ *
+ * \param haptic the haptic device to stop the rumble effect on
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
*
- * \param haptic Haptic to stop the rumble on.
- * \return 0 on success or -1 on error.
+ * \since This function is available since SDL 2.0.0.
*
- * \sa SDL_HapticRumbleSupported
- * \sa SDL_HapticRumbleInit
- * \sa SDL_HapticRumblePlay
+ * \sa SDL_HapticRumbleInit
+ * \sa SDL_HapticRumblePlay
+ * \sa SDL_HapticRumbleSupported
*/
extern DECLSPEC int SDLCALL SDL_HapticRumbleStop(SDL_Haptic * haptic);
diff --git a/bsp/simulator/SDL2/include/SDL_hidapi.h b/bsp/simulator/SDL2/include/SDL_hidapi.h
new file mode 100644
index 0000000000..354af5c52d
--- /dev/null
+++ b/bsp/simulator/SDL2/include/SDL_hidapi.h
@@ -0,0 +1,451 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
+
+ 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_hidapi.h
+ *
+ * Header file for SDL HIDAPI functions.
+ *
+ * This is an adaptation of the original HIDAPI interface by Alan Ott,
+ * and includes source code licensed under the following BSD license:
+ *
+ Copyright (c) 2010, Alan Ott, Signal 11 Software
+ All rights reserved.
+
+ Redistribution and use in source and binary forms, with or without
+ modification, are permitted provided that the following conditions are met:
+
+ * Redistributions of source code must retain the above copyright notice,
+ this list of conditions and the following disclaimer.
+ * Redistributions in binary form must reproduce the above copyright
+ notice, this list of conditions and the following disclaimer in the
+ documentation and/or other materials provided with the distribution.
+ * Neither the name of Signal 11 Software nor the names of its
+ contributors may be used to endorse or promote products derived from
+ this software without specific prior written permission.
+
+ THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
+ AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
+ ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
+ LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
+ CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
+ SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
+ INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
+ CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
+ ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
+ POSSIBILITY OF SUCH DAMAGE.
+ *
+ * If you would like a version of SDL without this code, you can build SDL
+ * with SDL_HIDAPI_DISABLED defined to 1. You might want to do this for example
+ * on iOS or tvOS to avoid a dependency on the CoreBluetooth framework.
+ */
+
+#ifndef SDL_hidapi_h_
+#define SDL_hidapi_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 handle representing an open HID device
+ */
+struct SDL_hid_device_;
+typedef struct SDL_hid_device_ SDL_hid_device; /**< opaque hidapi structure */
+
+/** hidapi info structure */
+/**
+ * \brief Information about a connected HID device
+ */
+typedef struct SDL_hid_device_info
+{
+ /** Platform-specific device path */
+ char *path;
+ /** Device Vendor ID */
+ unsigned short vendor_id;
+ /** Device Product ID */
+ unsigned short product_id;
+ /** Serial Number */
+ wchar_t *serial_number;
+ /** Device Release Number in binary-coded decimal,
+ also known as Device Version Number */
+ unsigned short release_number;
+ /** Manufacturer String */
+ wchar_t *manufacturer_string;
+ /** Product string */
+ wchar_t *product_string;
+ /** Usage Page for this Device/Interface
+ (Windows/Mac only). */
+ unsigned short usage_page;
+ /** Usage for this Device/Interface
+ (Windows/Mac only).*/
+ unsigned short usage;
+ /** The USB interface which this logical device
+ represents.
+
+ * Valid on both Linux implementations in all cases.
+ * Valid on the Windows implementation only if the device
+ contains more than one interface. */
+ int interface_number;
+
+ /** Additional information about the USB interface.
+ Valid on libusb and Android implementations. */
+ int interface_class;
+ int interface_subclass;
+ int interface_protocol;
+
+ /** Pointer to the next device */
+ struct SDL_hid_device_info *next;
+} SDL_hid_device_info;
+
+
+/**
+ * Initialize the HIDAPI library.
+ *
+ * This function initializes the HIDAPI library. Calling it is not strictly
+ * necessary, as it will be called automatically by SDL_hid_enumerate() and
+ * any of the SDL_hid_open_*() functions if it is needed. This function should
+ * be called at the beginning of execution however, if there is a chance of
+ * HIDAPI handles being opened by different threads simultaneously.
+ *
+ * Each call to this function should have a matching call to SDL_hid_exit()
+ *
+ * \returns 0 on success and -1 on error.
+ *
+ * \since This function is available since SDL 2.0.18.
+ *
+ * \sa SDL_hid_exit
+ */
+extern DECLSPEC int SDLCALL SDL_hid_init(void);
+
+/**
+ * Finalize the HIDAPI library.
+ *
+ * This function frees all of the static data associated with HIDAPI. It
+ * should be called at the end of execution to avoid memory leaks.
+ *
+ * \returns 0 on success and -1 on error.
+ *
+ * \since This function is available since SDL 2.0.18.
+ *
+ * \sa SDL_hid_init
+ */
+extern DECLSPEC int SDLCALL SDL_hid_exit(void);
+
+/**
+ * Check to see if devices may have been added or removed.
+ *
+ * Enumerating the HID devices is an expensive operation, so you can call this
+ * to see if there have been any system device changes since the last call to
+ * this function. A change in the counter returned doesn't necessarily mean
+ * that anything has changed, but you can call SDL_hid_enumerate() to get an
+ * updated device list.
+ *
+ * Calling this function for the first time may cause a thread or other system
+ * resource to be allocated to track device change notifications.
+ *
+ * \returns a change counter that is incremented with each potential device
+ * change, or 0 if device change detection isn't available.
+ *
+ * \since This function is available since SDL 2.0.18.
+ *
+ * \sa SDL_hid_enumerate
+ */
+extern DECLSPEC Uint32 SDLCALL SDL_hid_device_change_count(void);
+
+/**
+ * Enumerate the HID Devices.
+ *
+ * This function returns a linked list of all the HID devices attached to the
+ * system which match vendor_id and product_id. If `vendor_id` is set to 0
+ * then any vendor matches. If `product_id` is set to 0 then any product
+ * matches. If `vendor_id` and `product_id` are both set to 0, then all HID
+ * devices will be returned.
+ *
+ * \param vendor_id The Vendor ID (VID) of the types of device to open.
+ * \param product_id The Product ID (PID) of the types of device to open.
+ * \returns a pointer to a linked list of type SDL_hid_device_info, containing
+ * information about the HID devices attached to the system, or NULL
+ * in the case of failure. Free this linked list by calling
+ * SDL_hid_free_enumeration().
+ *
+ * \since This function is available since SDL 2.0.18.
+ *
+ * \sa SDL_hid_device_change_count
+ */
+extern DECLSPEC SDL_hid_device_info * SDLCALL SDL_hid_enumerate(unsigned short vendor_id, unsigned short product_id);
+
+/**
+ * Free an enumeration Linked List
+ *
+ * This function frees a linked list created by SDL_hid_enumerate().
+ *
+ * \param devs Pointer to a list of struct_device returned from
+ * SDL_hid_enumerate().
+ *
+ * \since This function is available since SDL 2.0.18.
+ */
+extern DECLSPEC void SDLCALL SDL_hid_free_enumeration(SDL_hid_device_info *devs);
+
+/**
+ * Open a HID device using a Vendor ID (VID), Product ID (PID) and optionally
+ * a serial number.
+ *
+ * If `serial_number` is NULL, the first device with the specified VID and PID
+ * is opened.
+ *
+ * \param vendor_id The Vendor ID (VID) of the device to open.
+ * \param product_id The Product ID (PID) of the device to open.
+ * \param serial_number The Serial Number of the device to open (Optionally
+ * NULL).
+ * \returns a pointer to a SDL_hid_device object on success or NULL on
+ * failure.
+ *
+ * \since This function is available since SDL 2.0.18.
+ */
+extern DECLSPEC SDL_hid_device * SDLCALL SDL_hid_open(unsigned short vendor_id, unsigned short product_id, const wchar_t *serial_number);
+
+/**
+ * Open a HID device by its path name.
+ *
+ * The path name be determined by calling SDL_hid_enumerate(), or a
+ * platform-specific path name can be used (eg: /dev/hidraw0 on Linux).
+ *
+ * \param path The path name of the device to open
+ * \returns a pointer to a SDL_hid_device object on success or NULL on
+ * failure.
+ *
+ * \since This function is available since SDL 2.0.18.
+ */
+extern DECLSPEC SDL_hid_device * SDLCALL SDL_hid_open_path(const char *path, int bExclusive /* = false */);
+
+/**
+ * Write an Output report to a HID device.
+ *
+ * The first byte of `data` must contain the Report ID. For devices which only
+ * support a single report, this must be set to 0x0. The remaining bytes
+ * contain the report data. Since the Report ID is mandatory, calls to
+ * SDL_hid_write() will always contain one more byte than the report contains.
+ * For example, if a hid report is 16 bytes long, 17 bytes must be passed to
+ * SDL_hid_write(), the Report ID (or 0x0, for devices with a single report),
+ * followed by the report data (16 bytes). In this example, the length passed
+ * in would be 17.
+ *
+ * SDL_hid_write() will send the data on the first OUT endpoint, if one
+ * exists. If it does not, it will send the data through the Control Endpoint
+ * (Endpoint 0).
+ *
+ * \param dev A device handle returned from SDL_hid_open().
+ * \param data The data to send, including the report number as the first
+ * byte.
+ * \param length The length in bytes of the data to send.
+ * \returns the actual number of bytes written and -1 on error.
+ *
+ * \since This function is available since SDL 2.0.18.
+ */
+extern DECLSPEC int SDLCALL SDL_hid_write(SDL_hid_device *dev, const unsigned char *data, size_t length);
+
+/**
+ * Read an Input report from a HID device with timeout.
+ *
+ * Input reports are returned to the host through the INTERRUPT IN endpoint.
+ * The first byte will contain the Report number if the device uses numbered
+ * reports.
+ *
+ * \param dev A device handle returned from SDL_hid_open().
+ * \param data A buffer to put the read data into.
+ * \param length The number of bytes to read. For devices with multiple
+ * reports, make sure to read an extra byte for the report
+ * number.
+ * \param milliseconds timeout in milliseconds or -1 for blocking wait.
+ * \returns the actual number of bytes read and -1 on error. If no packet was
+ * available to be read within the timeout period, this function
+ * returns 0.
+ *
+ * \since This function is available since SDL 2.0.18.
+ */
+extern DECLSPEC int SDLCALL SDL_hid_read_timeout(SDL_hid_device *dev, unsigned char *data, size_t length, int milliseconds);
+
+/**
+ * Read an Input report from a HID device.
+ *
+ * Input reports are returned to the host through the INTERRUPT IN endpoint.
+ * The first byte will contain the Report number if the device uses numbered
+ * reports.
+ *
+ * \param dev A device handle returned from SDL_hid_open().
+ * \param data A buffer to put the read data into.
+ * \param length The number of bytes to read. For devices with multiple
+ * reports, make sure to read an extra byte for the report
+ * number.
+ * \returns the actual number of bytes read and -1 on error. If no packet was
+ * available to be read and the handle is in non-blocking mode, this
+ * function returns 0.
+ *
+ * \since This function is available since SDL 2.0.18.
+ */
+extern DECLSPEC int SDLCALL SDL_hid_read(SDL_hid_device *dev, unsigned char *data, size_t length);
+
+/**
+ * Set the device handle to be non-blocking.
+ *
+ * In non-blocking mode calls to SDL_hid_read() will return immediately with a
+ * value of 0 if there is no data to be read. In blocking mode, SDL_hid_read()
+ * will wait (block) until there is data to read before returning.
+ *
+ * Nonblocking can be turned on and off at any time.
+ *
+ * \param dev A device handle returned from SDL_hid_open().
+ * \param nonblock enable or not the nonblocking reads - 1 to enable
+ * nonblocking - 0 to disable nonblocking.
+ * \returns 0 on success and -1 on error.
+ *
+ * \since This function is available since SDL 2.0.18.
+ */
+extern DECLSPEC int SDLCALL SDL_hid_set_nonblocking(SDL_hid_device *dev, int nonblock);
+
+/**
+ * Send a Feature report to the device.
+ *
+ * Feature reports are sent over the Control endpoint as a Set_Report
+ * transfer. The first byte of `data` must contain the Report ID. For devices
+ * which only support a single report, this must be set to 0x0. The remaining
+ * bytes contain the report data. Since the Report ID is mandatory, calls to
+ * SDL_hid_send_feature_report() will always contain one more byte than the
+ * report contains. For example, if a hid report is 16 bytes long, 17 bytes
+ * must be passed to SDL_hid_send_feature_report(): the Report ID (or 0x0, for
+ * devices which do not use numbered reports), followed by the report data (16
+ * bytes). In this example, the length passed in would be 17.
+ *
+ * \param dev A device handle returned from SDL_hid_open().
+ * \param data The data to send, including the report number as the first
+ * byte.
+ * \param length The length in bytes of the data to send, including the report
+ * number.
+ * \returns the actual number of bytes written and -1 on error.
+ *
+ * \since This function is available since SDL 2.0.18.
+ */
+extern DECLSPEC int SDLCALL SDL_hid_send_feature_report(SDL_hid_device *dev, const unsigned char *data, size_t length);
+
+/**
+ * Get a feature report from a HID device.
+ *
+ * Set the first byte of `data` to the Report ID of the report to be read.
+ * Make sure to allow space for this extra byte in `data`. Upon return, the
+ * first byte will still contain the Report ID, and the report data will start
+ * in data[1].
+ *
+ * \param dev A device handle returned from SDL_hid_open().
+ * \param data A buffer to put the read data into, including the Report ID.
+ * Set the first byte of `data` to the Report ID of the report to
+ * be read, or set it to zero if your device does not use numbered
+ * reports.
+ * \param length The number of bytes to read, including an extra byte for the
+ * report ID. The buffer can be longer than the actual report.
+ * \returns the number of bytes read plus one for the report ID (which is
+ * still in the first byte), or -1 on error.
+ *
+ * \since This function is available since SDL 2.0.18.
+ */
+extern DECLSPEC int SDLCALL SDL_hid_get_feature_report(SDL_hid_device *dev, unsigned char *data, size_t length);
+
+/**
+ * Close a HID device.
+ *
+ * \param dev A device handle returned from SDL_hid_open().
+ *
+ * \since This function is available since SDL 2.0.18.
+ */
+extern DECLSPEC void SDLCALL SDL_hid_close(SDL_hid_device *dev);
+
+/**
+ * Get The Manufacturer String from a HID device.
+ *
+ * \param dev A device handle returned from SDL_hid_open().
+ * \param string A wide string buffer to put the data into.
+ * \param maxlen The length of the buffer in multiples of wchar_t.
+ * \returns 0 on success and -1 on error.
+ *
+ * \since This function is available since SDL 2.0.18.
+ */
+extern DECLSPEC int SDLCALL SDL_hid_get_manufacturer_string(SDL_hid_device *dev, wchar_t *string, size_t maxlen);
+
+/**
+ * Get The Product String from a HID device.
+ *
+ * \param dev A device handle returned from SDL_hid_open().
+ * \param string A wide string buffer to put the data into.
+ * \param maxlen The length of the buffer in multiples of wchar_t.
+ * \returns 0 on success and -1 on error.
+ *
+ * \since This function is available since SDL 2.0.18.
+ */
+extern DECLSPEC int SDLCALL SDL_hid_get_product_string(SDL_hid_device *dev, wchar_t *string, size_t maxlen);
+
+/**
+ * Get The Serial Number String from a HID device.
+ *
+ * \param dev A device handle returned from SDL_hid_open().
+ * \param string A wide string buffer to put the data into.
+ * \param maxlen The length of the buffer in multiples of wchar_t.
+ * \returns 0 on success and -1 on error.
+ *
+ * \since This function is available since SDL 2.0.18.
+ */
+extern DECLSPEC int SDLCALL SDL_hid_get_serial_number_string(SDL_hid_device *dev, wchar_t *string, size_t maxlen);
+
+/**
+ * Get a string from a HID device, based on its string index.
+ *
+ * \param dev A device handle returned from SDL_hid_open().
+ * \param string_index The index of the string to get.
+ * \param string A wide string buffer to put the data into.
+ * \param maxlen The length of the buffer in multiples of wchar_t.
+ * \returns 0 on success and -1 on error.
+ *
+ * \since This function is available since SDL 2.0.18.
+ */
+extern DECLSPEC int SDLCALL SDL_hid_get_indexed_string(SDL_hid_device *dev, int string_index, wchar_t *string, size_t maxlen);
+
+/**
+ * Start or stop a BLE scan on iOS and tvOS to pair Steam Controllers
+ *
+ * \param active SDL_TRUE to start the scan, SDL_FALSE to stop the scan
+ *
+ * \since This function is available since SDL 2.0.18.
+ */
+extern DECLSPEC void SDLCALL SDL_hid_ble_scan(SDL_bool active);
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_hidapi_h_ */
+
+/* vi: set sts=4 ts=4 sw=4 expandtab: */
diff --git a/bsp/simulator/SDL2/include/SDL_hints.h b/bsp/simulator/SDL2/include/SDL_hints.h
new file mode 100644
index 0000000000..0c2beb9a89
--- /dev/null
+++ b/bsp/simulator/SDL2/include/SDL_hints.h
@@ -0,0 +1,1967 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
+
+ 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 whether the Android / iOS built-in
+ * accelerometer should be listed as a joystick device.
+ *
+ * This variable can be set to the following values:
+ * "0" - The accelerometer is not listed as a joystick
+ * "1" - The accelerometer is available as a 3 axis joystick (the default).
+ */
+#define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK"
+
+/**
+ * \brief Specify the behavior of Alt+Tab while the keyboard is grabbed.
+ *
+ * By default, SDL emulates Alt+Tab functionality while the keyboard is grabbed
+ * and your window is full-screen. This prevents the user from getting stuck in
+ * your application if you've enabled keyboard grab.
+ *
+ * The variable can be set to the following values:
+ * "0" - SDL will not handle Alt+Tab. Your application is responsible
+ for handling Alt+Tab while the keyboard is grabbed.
+ * "1" - SDL will minimize your window when Alt+Tab is pressed (default)
+*/
+#define SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED "SDL_ALLOW_ALT_TAB_WHILE_GRABBED"
+
+/**
+ * \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 Android APK expansion main file version. Should be a string number like "1", "2" etc.
+ *
+ * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION.
+ *
+ * If both hints were set then SDL_RWFromFile() will look into expansion files
+ * after a given relative path was not found in the internal storage and assets.
+ *
+ * By default this hint is not set and the APK expansion files are not searched.
+ */
+#define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION"
+
+/**
+ * \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc.
+ *
+ * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION.
+ *
+ * If both hints were set then SDL_RWFromFile() will look into expansion files
+ * after a given relative path was not found in the internal storage and assets.
+ *
+ * By default this hint is not set and the APK expansion files are not searched.
+ */
+#define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION"
+
+/**
+ * \brief A variable to control whether the event loop will block itself when the app is paused.
+ *
+ * The variable can be set to the following values:
+ * "0" - Non blocking.
+ * "1" - Blocking. (default)
+ *
+ * The value should be set before SDL is initialized.
+ */
+#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE"
+
+/**
+ * \brief A variable to control whether SDL will pause audio in background
+ * (Requires SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking")
+ *
+ * The variable can be set to the following values:
+ * "0" - Non paused.
+ * "1" - Paused. (default)
+ *
+ * The value should be set before SDL is initialized.
+ */
+#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO "SDL_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO"
+
+/**
+ * \brief A variable to control whether we trap the Android back button to handle it manually.
+ * This is necessary for the right mouse button to work on some Android devices, or
+ * to be able to trap the back button for use in your code reliably. If set to true,
+ * the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of
+ * SDL_SCANCODE_AC_BACK.
+ *
+ * The variable can be set to the following values:
+ * "0" - Back button will be handled as usual for system. (default)
+ * "1" - Back button will be trapped, allowing you to handle the key press
+ * manually. (This will also let right mouse click work on systems
+ * where the right mouse button functions as back.)
+ *
+ * The value of this hint is used at runtime, so it can be changed at any time.
+ */
+#define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON"
+
+/**
+ * \brief Specify an application name.
+ *
+ * This hint lets you specify the application name sent to the OS when
+ * required. For example, this will often appear in volume control applets for
+ * audio streams, and in lists of applications which are inhibiting the
+ * screensaver. You should use a string that describes your program ("My Game
+ * 2: The Revenge")
+ *
+ * Setting this to "" or leaving it unset will have SDL use a reasonable
+ * default: probably the application's name or "SDL Application" if SDL
+ * doesn't have any better information.
+ *
+ * Note that, for audio streams, this can be overridden with
+ * SDL_HINT_AUDIO_DEVICE_APP_NAME.
+ *
+ * On targets where this is not supported, this hint does nothing.
+ */
+#define SDL_HINT_APP_NAME "SDL_APP_NAME"
+
+/**
+ * \brief A variable controlling whether controllers used with the Apple TV
+ * generate UI events.
+ *
+ * When UI events are generated by controller input, the app will be
+ * backgrounded when the Apple TV remote's menu button is pressed, and when the
+ * pause or B buttons on gamepads are pressed.
+ *
+ * More information about properly making use of controllers for the Apple TV
+ * can be found here:
+ * https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/
+ *
+ * This variable can be set to the following values:
+ * "0" - Controller input does not generate UI events (the default).
+ * "1" - Controller input generates UI events.
+ */
+#define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS"
+
+/**
+ * \brief A variable controlling whether the Apple TV remote's joystick axes
+ * will automatically match the rotation of the remote.
+ *
+ * This variable can be set to the following values:
+ * "0" - Remote orientation does not affect joystick axes (the default).
+ * "1" - Joystick axes are based on the orientation of the remote.
+ */
+#define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION"
+
+/**
+ * \brief A variable controlling the audio category on iOS and Mac OS X
+ *
+ * This variable can be set to the following values:
+ *
+ * "ambient" - Use the AVAudioSessionCategoryAmbient audio category, will be muted by the phone mute switch (default)
+ * "playback" - Use the AVAudioSessionCategoryPlayback category
+ *
+ * For more information, see Apple's documentation:
+ * https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html
+ */
+#define SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY"
+
+/**
+ * \brief Specify an application name for an audio device.
+ *
+ * Some audio backends (such as PulseAudio) allow you to describe your audio
+ * stream. Among other things, this description might show up in a system
+ * control panel that lets the user adjust the volume on specific audio
+ * streams instead of using one giant master volume slider.
+ *
+ * This hints lets you transmit that information to the OS. The contents of
+ * this hint are used while opening an audio device. You should use a string
+ * that describes your program ("My Game 2: The Revenge")
+ *
+ * Setting this to "" or leaving it unset will have SDL use a reasonable
+ * default: this will be the name set with SDL_HINT_APP_NAME, if that hint is
+ * set. Otherwise, it'll probably the application's name or "SDL Application"
+ * if SDL doesn't have any better information.
+ *
+ * On targets where this is not supported, this hint does nothing.
+ */
+#define SDL_HINT_AUDIO_DEVICE_APP_NAME "SDL_AUDIO_DEVICE_APP_NAME"
+
+/**
+ * \brief Specify an application name for an audio device.
+ *
+ * Some audio backends (such as PulseAudio) allow you to describe your audio
+ * stream. Among other things, this description might show up in a system
+ * control panel that lets the user adjust the volume on specific audio
+ * streams instead of using one giant master volume slider.
+ *
+ * This hints lets you transmit that information to the OS. The contents of
+ * this hint are used while opening an audio device. You should use a string
+ * that describes your what your program is playing ("audio stream" is
+ * probably sufficient in many cases, but this could be useful for something
+ * like "team chat" if you have a headset playing VoIP audio separately).
+ *
+ * Setting this to "" or leaving it unset will have SDL use a reasonable
+ * default: "audio stream" or something similar.
+ *
+ * On targets where this is not supported, this hint does nothing.
+ */
+#define SDL_HINT_AUDIO_DEVICE_STREAM_NAME "SDL_AUDIO_DEVICE_STREAM_NAME"
+
+/**
+ * \brief Specify an application role for an audio device.
+ *
+ * Some audio backends (such as Pipewire) allow you to describe the role of
+ * your audio stream. Among other things, this description might show up in
+ * a system control panel or software for displaying and manipulating media
+ * playback/capture graphs.
+ *
+ * This hints lets you transmit that information to the OS. The contents of
+ * this hint are used while opening an audio device. You should use a string
+ * that describes your what your program is playing (Game, Music, Movie,
+ * etc...).
+ *
+ * Setting this to "" or leaving it unset will have SDL use a reasonable
+ * default: "Game" or something similar.
+ *
+ * On targets where this is not supported, this hint does nothing.
+ */
+#define SDL_HINT_AUDIO_DEVICE_STREAM_ROLE "SDL_AUDIO_DEVICE_STREAM_ROLE"
+
+/**
+ * \brief A variable controlling speed/quality tradeoff of audio resampling.
+ *
+ * If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ )
+ * to handle audio resampling. There are different resampling modes available
+ * that produce different levels of quality, using more CPU.
+ *
+ * If this hint isn't specified to a valid setting, or libsamplerate isn't
+ * available, SDL will use the default, internal resampling algorithm.
+ *
+ * Note that this is currently only applicable to resampling audio that is
+ * being written to a device for playback or audio being read from a device
+ * for capture. SDL_AudioCVT always uses the default resampler (although this
+ * might change for SDL 2.1).
+ *
+ * This hint is currently only checked at audio subsystem initialization.
+ *
+ * This variable can be set to the following values:
+ *
+ * "0" or "default" - Use SDL's internal resampling (Default when not set - low quality, fast)
+ * "1" or "fast" - Use fast, slightly higher quality resampling, if available
+ * "2" or "medium" - Use medium quality resampling, if available
+ * "3" or "best" - Use high quality resampling, if available
+ */
+#define SDL_HINT_AUDIO_RESAMPLING_MODE "SDL_AUDIO_RESAMPLING_MODE"
+
+/**
+ * \brief A variable controlling whether SDL updates joystick state when getting input events
+ *
+ * This variable can be set to the following values:
+ *
+ * "0" - You'll call SDL_JoystickUpdate() manually
+ * "1" - SDL will automatically call SDL_JoystickUpdate() (default)
+ *
+ * This hint can be toggled on and off at runtime.
+ */
+#define SDL_HINT_AUTO_UPDATE_JOYSTICKS "SDL_AUTO_UPDATE_JOYSTICKS"
+
+/**
+ * \brief A variable controlling whether SDL updates sensor state when getting input events
+ *
+ * This variable can be set to the following values:
+ *
+ * "0" - You'll call SDL_SensorUpdate() manually
+ * "1" - SDL will automatically call SDL_SensorUpdate() (default)
+ *
+ * This hint can be toggled on and off at runtime.
+ */
+#define SDL_HINT_AUTO_UPDATE_SENSORS "SDL_AUTO_UPDATE_SENSORS"
+
+/**
+ * \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs.
+ *
+ * The bitmap header version 4 is required for proper alpha channel support and
+ * SDL will use it when required. Should this not be desired, this hint can
+ * force the use of the 40 byte header version which is supported everywhere.
+ *
+ * The variable can be set to the following values:
+ * "0" - Surfaces with a colorkey or an alpha channel are saved to a
+ * 32-bit BMP file with an alpha mask. SDL will use the bitmap
+ * header version 4 and set the alpha mask accordingly.
+ * "1" - Surfaces with a colorkey or an alpha channel are saved to a
+ * 32-bit BMP file without an alpha mask. The alpha channel data
+ * will be in the file, but applications are going to ignore it.
+ *
+ * The default value is "0".
+ */
+#define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT"
+
+/**
+ * \brief Override for SDL_GetDisplayUsableBounds()
+ *
+ * If set, this hint will override the expected results for
+ * SDL_GetDisplayUsableBounds() for display index 0. Generally you don't want
+ * to do this, but this allows an embedded system to request that some of the
+ * screen be reserved for other uses when paired with a well-behaved
+ * application.
+ *
+ * The contents of this hint must be 4 comma-separated integers, the first
+ * is the bounds x, then y, width and height, in that order.
+ */
+#define SDL_HINT_DISPLAY_USABLE_BOUNDS "SDL_DISPLAY_USABLE_BOUNDS"
+
+/**
+ * \brief Disable giving back control to the browser automatically
+ * when running with asyncify
+ *
+ * With -s ASYNCIFY, SDL2 calls emscripten_sleep during operations
+ * such as refreshing the screen or polling events.
+ *
+ * This hint only applies to the emscripten platform
+ *
+ * The variable can be set to the following values:
+ * "0" - Disable emscripten_sleep calls (if you give back browser control manually or use asyncify for other purposes)
+ * "1" - Enable emscripten_sleep calls (the default)
+ */
+#define SDL_HINT_EMSCRIPTEN_ASYNCIFY "SDL_EMSCRIPTEN_ASYNCIFY"
+
+/**
+ * \brief override the binding element for keyboard inputs for Emscripten builds
+ *
+ * This hint only applies to the emscripten platform
+ *
+ * The variable can be one of
+ * "#window" - The javascript window object (this is the default)
+ * "#document" - The javascript document object
+ * "#screen" - the javascript window.screen object
+ * "#canvas" - the WebGL canvas element
+ * any other string without a leading # sign applies to the element on the page with that ID.
+ */
+#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"
+
+/**
+ * \brief A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs
+ *
+ * The variable can be set to the following values:
+ * "0" - Do not scan for Steam Controllers
+ * "1" - Scan for Steam Controllers (the default)
+ *
+ * The default value is "1". This hint must be set before initializing the joystick subsystem.
+ */
+#define SDL_HINT_ENABLE_STEAM_CONTROLLERS "SDL_ENABLE_STEAM_CONTROLLERS"
+
+/**
+ * \brief A variable controlling whether SDL logs all events pushed onto its internal queue.
+ *
+ * This variable can be set to the following values:
+ *
+ * "0" - Don't log any events (default)
+ * "1" - Log all events except mouse and finger motion, which are pretty spammy.
+ * "2" - Log all events.
+ *
+ * This is generally meant to be used to debug SDL itself, but can be useful
+ * for application developers that need better visibility into what is going
+ * on in the event queue. Logged events are sent through SDL_Log(), which
+ * means by default they appear on stdout on most platforms or maybe
+ * OutputDebugString() on Windows, and can be funneled by the app with
+ * SDL_LogSetOutputFunction(), etc.
+ *
+ * This hint can be toggled on and off at runtime, if you only need to log
+ * events for a small subset of program execution.
+ */
+#define SDL_HINT_EVENT_LOGGING "SDL_EVENT_LOGGING"
+
+/**
+ * \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 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 provide a file with extra gamecontroller db entries.
+ *
+ * The file should contain lines 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_FILE "SDL_GAMECONTROLLERCONFIG_FILE"
+
+/**
+ * \brief A variable that overrides the automatic controller type detection
+ *
+ * The variable should be comma separated entries, in the form: VID/PID=type
+ *
+ * The VID and PID should be hexadecimal with exactly 4 digits, e.g. 0x00fd
+ *
+ * The type should be one of:
+ * Xbox360
+ * XboxOne
+ * PS3
+ * PS4
+ * PS5
+ * SwitchPro
+ *
+ * This hint affects what driver is used, and must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
+ */
+#define SDL_HINT_GAMECONTROLLERTYPE "SDL_GAMECONTROLLERTYPE"
+
+/**
+ * \brief A variable containing a list of devices to skip when scanning for game controllers.
+ *
+ * The format of the string is a comma separated list of USB VID/PID pairs
+ * in hexadecimal form, e.g.
+ *
+ * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
+ *
+ * The variable can also take the form of @file, in which case the named
+ * file will be loaded and interpreted as the value of the variable.
+ */
+#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES"
+
+/**
+ * \brief If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable.
+ *
+ * The format of the string is a comma separated list of USB VID/PID pairs
+ * in hexadecimal form, e.g.
+ *
+ * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
+ *
+ * The variable can also take the form of @file, in which case the named
+ * file will be loaded and interpreted as the value of the variable.
+ */
+#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT"
+
+/**
+ * \brief If set, game controller face buttons report their values according to their labels instead of their positional layout.
+ *
+ * For example, on Nintendo Switch controllers, normally you'd get:
+ *
+ * (Y)
+ * (X) (B)
+ * (A)
+ *
+ * but if this hint is set, you'll get:
+ *
+ * (X)
+ * (Y) (A)
+ * (B)
+ *
+ * The variable can be set to the following values:
+ * "0" - Report the face buttons by position, as though they were on an Xbox controller.
+ * "1" - Report the face buttons by label instead of position
+ *
+ * The default value is "1". This hint may be set at any time.
+ */
+#define SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS "SDL_GAMECONTROLLER_USE_BUTTON_LABELS"
+
+/**
+ * \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 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.
+ *
+ * As of SDL 2.0.4, SDL_EnableScreenSaver() and SDL_DisableScreenSaver()
+ * accomplish the same thing on iOS. They should be preferred over 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 to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events.
+ *
+ * The variable can be set to the following values:
+ * "0" - SDL_TEXTEDITING events are sent, and it is the application's
+ * responsibility to render the text from these events and
+ * differentiate it somehow from committed text. (default)
+ * "1" - If supported by the IME then SDL_TEXTEDITING events are not sent,
+ * and text that is being composed will be rendered in its own UI.
+ */
+#define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING"
+
+/**
+ * \brief A variable to control whether certain IMEs should show native UI components (such as the Candidate List) instead of suppressing them.
+ *
+ * The variable can be set to the following values:
+ * "0" - Native UI components are not display. (default)
+ * "1" - Native UI components are displayed.
+ */
+#define SDL_HINT_IME_SHOW_UI "SDL_IME_SHOW_UI"
+
+/**
+ * \brief A variable controlling whether the home indicator bar on iPhone X
+ * should be hidden.
+ *
+ * This variable can be set to the following values:
+ * "0" - The indicator bar is not hidden (default for windowed applications)
+ * "1" - The indicator bar is hidden and is shown when the screen is touched (useful for movie playback applications)
+ * "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)
+ */
+#define SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR"
+
+/**
+ * \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 background.
+ *
+ * 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 A variable controlling whether the HIDAPI joystick drivers should be used.
+ *
+ * This variable can be set to the following values:
+ * "0" - HIDAPI drivers are not used
+ * "1" - HIDAPI drivers are used (the default)
+ *
+ * This variable is the default for all drivers, but can be overridden by the hints for specific drivers below.
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI "SDL_JOYSTICK_HIDAPI"
+
+/**
+ * \brief A variable controlling whether the HIDAPI driver for Nintendo GameCube controllers should be used.
+ *
+ * This variable can be set to the following values:
+ * "0" - HIDAPI driver is not used
+ * "1" - HIDAPI driver is used
+ *
+ * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE "SDL_JOYSTICK_HIDAPI_GAMECUBE"
+
+ /**
+ * \brief A variable controlling whether Switch Joy-Cons should be treated the same as Switch Pro Controllers when using the HIDAPI driver.
+ *
+ * This variable can be set to the following values:
+ * "0" - basic Joy-Con support with no analog input (the default)
+ * "1" - Joy-Cons treated as half full Pro Controllers with analog inputs and sensors
+ *
+ * This does not combine Joy-Cons into a single controller. That's up to the user.
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS "SDL_JOYSTICK_HIDAPI_JOY_CONS"
+
+ /**
+ * \brief A variable controlling whether the HIDAPI driver for Amazon Luna controllers connected via Bluetooth should be used.
+ *
+ * This variable can be set to the following values:
+ * "0" - HIDAPI driver is not used
+ * "1" - HIDAPI driver is used
+ *
+ * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_LUNA "SDL_JOYSTICK_HIDAPI_LUNA"
+
+/**
+ * \brief A variable controlling whether the HIDAPI driver for PS4 controllers should be used.
+ *
+ * This variable can be set to the following values:
+ * "0" - HIDAPI driver is not used
+ * "1" - HIDAPI driver is used
+ *
+ * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_PS4 "SDL_JOYSTICK_HIDAPI_PS4"
+
+/**
+ * \brief A variable controlling whether extended input reports should be used for PS4 controllers when using the HIDAPI driver.
+ *
+ * This variable can be set to the following values:
+ * "0" - extended reports are not enabled (the default)
+ * "1" - extended reports
+ *
+ * Extended input reports allow rumble on Bluetooth PS4 controllers, but
+ * break DirectInput handling for applications that don't use SDL.
+ *
+ * Once extended reports are enabled, they can not be disabled without
+ * power cycling the controller.
+ *
+ * For compatibility with applications written for versions of SDL prior
+ * to the introduction of PS5 controller support, this value will also
+ * control the state of extended reports on PS5 controllers when the
+ * SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE hint is not explicitly set.
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE"
+
+/**
+ * \brief A variable controlling whether the HIDAPI driver for PS5 controllers should be used.
+ *
+ * This variable can be set to the following values:
+ * "0" - HIDAPI driver is not used
+ * "1" - HIDAPI driver is used
+ *
+ * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_PS5 "SDL_JOYSTICK_HIDAPI_PS5"
+
+/**
+ * \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with a PS5 controller.
+ *
+ * This variable can be set to the following values:
+ * "0" - player LEDs are not enabled
+ * "1" - player LEDs are enabled (the default)
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED "SDL_JOYSTICK_HIDAPI_PS5_PLAYER_LED"
+
+/**
+ * \brief A variable controlling whether extended input reports should be used for PS5 controllers when using the HIDAPI driver.
+ *
+ * This variable can be set to the following values:
+ * "0" - extended reports are not enabled (the default)
+ * "1" - extended reports
+ *
+ * Extended input reports allow rumble on Bluetooth PS5 controllers, but
+ * break DirectInput handling for applications that don't use SDL.
+ *
+ * Once extended reports are enabled, they can not be disabled without
+ * power cycling the controller.
+ *
+ * For compatibility with applications written for versions of SDL prior
+ * to the introduction of PS5 controller support, this value defaults to
+ * the value of SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE.
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE "SDL_JOYSTICK_HIDAPI_PS5_RUMBLE"
+
+/**
+ * \brief A variable controlling whether the HIDAPI driver for Google Stadia controllers should be used.
+ *
+ * This variable can be set to the following values:
+ * "0" - HIDAPI driver is not used
+ * "1" - HIDAPI driver is used
+ *
+ * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_STADIA "SDL_JOYSTICK_HIDAPI_STADIA"
+
+/**
+ * \brief A variable controlling whether the HIDAPI driver for Steam Controllers should be used.
+ *
+ * This variable can be set to the following values:
+ * "0" - HIDAPI driver is not used
+ * "1" - HIDAPI driver is used for Steam Controllers, which requires Bluetooth access
+ * and may prompt the user for permission on iOS and Android.
+ *
+ * The default is "0"
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM"
+
+/**
+ * \brief A variable controlling whether the HIDAPI driver for Nintendo Switch controllers should be used.
+ *
+ * This variable can be set to the following values:
+ * "0" - HIDAPI driver is not used
+ * "1" - HIDAPI driver is used
+ *
+ * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH"
+
+/**
+ * \brief A variable controlling whether the Home button LED should be turned on when a Nintendo Switch controller is opened
+ *
+ * This variable can be set to the following values:
+ * "0" - home button LED is turned off
+ * "1" - home button LED is turned on
+ *
+ * By default the Home button LED state is not changed.
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED "SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED"
+
+/**
+ * \brief A variable controlling whether the HIDAPI driver for XBox controllers should be used.
+ *
+ * This variable can be set to the following values:
+ * "0" - HIDAPI driver is not used
+ * "1" - HIDAPI driver is used
+ *
+ * The default is "0" on Windows, otherwise the value of SDL_HINT_JOYSTICK_HIDAPI
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_XBOX "SDL_JOYSTICK_HIDAPI_XBOX"
+
+ /**
+ * \brief A variable controlling whether the RAWINPUT joystick drivers should be used for better handling XInput-capable devices.
+ *
+ * This variable can be set to the following values:
+ * "0" - RAWINPUT drivers are not used
+ * "1" - RAWINPUT drivers are used (the default)
+ *
+ */
+#define SDL_HINT_JOYSTICK_RAWINPUT "SDL_JOYSTICK_RAWINPUT"
+
+ /**
+ * \brief A variable controlling whether the RAWINPUT driver should pull correlated data from XInput.
+ *
+ * This variable can be set to the following values:
+ * "0" - RAWINPUT driver will only use data from raw input APIs
+ * "1" - RAWINPUT driver will also pull data from XInput, providing
+ * better trigger axes, guide button presses, and rumble support
+ * for Xbox controllers
+ *
+ * The default is "1". This hint applies to any joysticks opened after setting the hint.
+ */
+#define SDL_HINT_JOYSTICK_RAWINPUT_CORRELATE_XINPUT "SDL_JOYSTICK_RAWINPUT_CORRELATE_XINPUT"
+
+ /**
+ * \brief A variable controlling whether a separate thread should be used
+ * for handling joystick detection and raw input messages on Windows
+ *
+ * This variable can be set to the following values:
+ * "0" - A separate thread is not used (the default)
+ * "1" - A separate thread is used for handling raw input messages
+ *
+ */
+#define SDL_HINT_JOYSTICK_THREAD "SDL_JOYSTICK_THREAD"
+
+/**
+ * \brief Determines whether SDL enforces that DRM master is required in order
+ * to initialize the KMSDRM video backend.
+ *
+ * The DRM subsystem has a concept of a "DRM master" which is a DRM client that
+ * has the ability to set planes, set cursor, etc. When SDL is DRM master, it
+ * can draw to the screen using the SDL rendering APIs. Without DRM master, SDL
+ * is still able to process input and query attributes of attached displays,
+ * but it cannot change display state or draw to the screen directly.
+ *
+ * In some cases, it can be useful to have the KMSDRM backend even if it cannot
+ * be used for rendering. An app may want to use SDL for input processing while
+ * using another rendering API (such as an MMAL overlay on Raspberry Pi) or
+ * using its own code to render to DRM overlays that SDL doesn't support.
+ *
+ * This hint must be set before initializing the video subsystem.
+ *
+ * This variable can be set to the following values:
+ * "0" - SDL will allow usage of the KMSDRM backend without DRM master
+ * "1" - SDL Will require DRM master to use the KMSDRM backend (default)
+ */
+#define SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER "SDL_KMSDRM_REQUIRE_DRM_MASTER"
+
+ /**
+ * \brief A comma separated list of devices to open as joysticks
+ *
+ * This variable is currently only used by the Linux joystick driver.
+ */
+#define SDL_HINT_JOYSTICK_DEVICE "SDL_JOYSTICK_DEVICE"
+
+ /**
+ * \brief A variable controlling whether to use the classic /dev/input/js* joystick interface or the newer /dev/input/event* joystick interface on Linux
+ *
+ * This variable can be set to the following values:
+ * "0" - Use /dev/input/event*
+ * "1" - Use /dev/input/js*
+ *
+ * By default the /dev/input/event* interfaces are used
+ */
+#define SDL_HINT_LINUX_JOYSTICK_CLASSIC "SDL_LINUX_JOYSTICK_CLASSIC"
+
+ /**
+ * \brief A variable controlling whether joysticks on Linux adhere to their HID-defined deadzones or return unfiltered values.
+ *
+ * This variable can be set to the following values:
+ * "0" - Return unfiltered joystick axis values (the default)
+ * "1" - Return axis values with deadzones taken into account
+ */
+#define SDL_HINT_LINUX_JOYSTICK_DEADZONES "SDL_LINUX_JOYSTICK_DEADZONES"
+
+/**
+* \brief When set don't force the SDL app to become a foreground process
+*
+* This hint only applies to Mac OS X.
+*
+*/
+#define SDL_HINT_MAC_BACKGROUND_APP "SDL_MAC_BACKGROUND_APP"
+
+/**
+ * \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 setting the double click radius, in pixels.
+ */
+#define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS "SDL_MOUSE_DOUBLE_CLICK_RADIUS"
+
+/**
+ * \brief A variable setting the double click time, in milliseconds.
+ */
+#define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME "SDL_MOUSE_DOUBLE_CLICK_TIME"
+
+/**
+ * \brief Allow mouse click events when clicking to focus an SDL window
+ *
+ * This variable can be set to the following values:
+ * "0" - Ignore mouse clicks that activate a window
+ * "1" - Generate events for mouse clicks that activate a window
+ *
+ * By default SDL will ignore mouse clicks that activate a window
+ */
+#define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH"
+
+/**
+ * \brief A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode
+ */
+#define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE "SDL_MOUSE_NORMAL_SPEED_SCALE"
+
+/**
+ * \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 A variable controlling whether relative mouse motion is affected by renderer scaling
+ *
+ * This variable can be set to the following values:
+ * "0" - Relative motion is unaffected by DPI or renderer's logical size
+ * "1" - Relative motion is scaled according to DPI scaling and logical size
+ *
+ * By default relative mouse deltas are affected by DPI and renderer scaling
+ */
+#define SDL_HINT_MOUSE_RELATIVE_SCALING "SDL_MOUSE_RELATIVE_SCALING"
+
+/**
+ * \brief A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode
+ */
+#define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE"
+
+/**
+ * \brief A variable controlling whether mouse events should generate synthetic touch events
+ *
+ * This variable can be set to the following values:
+ * "0" - Mouse events will not generate touch events (default for desktop platforms)
+ * "1" - Mouse events will generate touch events (default for mobile platforms, such as Android and iOS)
+ */
+#define SDL_HINT_MOUSE_TOUCH_EVENTS "SDL_MOUSE_TOUCH_EVENTS"
+
+/**
+ * \brief Tell SDL not to catch the SIGINT or SIGTERM signals.
+ *
+ * This hint only applies to Unix-like platforms, and should set before
+ * any calls to SDL_Init()
+ *
+ * The variable can be set to the following values:
+ * "0" - SDL will install a SIGINT and SIGTERM handler, and when it
+ * catches a signal, convert it into an SDL_QUIT event.
+ * "1" - SDL will not install a signal handler at all.
+ */
+#define SDL_HINT_NO_SIGNAL_HANDLERS "SDL_NO_SIGNAL_HANDLERS"
+
+/**
+ * \brief A variable controlling what driver to use for OpenGL ES contexts.
+ *
+ * On some platforms, currently Windows and X11, OpenGL drivers may support
+ * creating contexts with an OpenGL ES profile. By default SDL uses these
+ * profiles, when available, otherwise it attempts to load an OpenGL ES
+ * library, e.g. that provided by the ANGLE project. This variable controls
+ * whether SDL follows this default behaviour or will always load an
+ * OpenGL ES library.
+ *
+ * Circumstances where this is useful include
+ * - Testing an app with a particular OpenGL ES implementation, e.g ANGLE,
+ * or emulator, e.g. those from ARM, Imagination or Qualcomm.
+ * - Resolving OpenGL ES function addresses at link time by linking with
+ * the OpenGL ES library instead of querying them at run time with
+ * SDL_GL_GetProcAddress().
+ *
+ * Caution: for an application to work with the default behaviour across
+ * different OpenGL drivers it must query the OpenGL ES function
+ * addresses at run time using SDL_GL_GetProcAddress().
+ *
+ * This variable is ignored on most platforms because OpenGL ES is native
+ * or not supported.
+ *
+ * This variable can be set to the following values:
+ * "0" - Use ES profile of OpenGL, if available. (Default when not set.)
+ * "1" - Load OpenGL ES library using the default library names.
+ *
+ */
+#define SDL_HINT_OPENGL_ES_DRIVER "SDL_OPENGL_ES_DRIVER"
+
+/**
+ * \brief A variable controlling which orientations are allowed on iOS/Android.
+ *
+ * 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 the use of a sentinel event when polling the event queue
+ *
+ * This variable can be set to the following values:
+ * "0" - Disable poll sentinels
+ * "1" - Enable poll sentinels
+ *
+ * When polling for events, SDL_PumpEvents is used to gather new events from devices.
+ * If a device keeps producing new events between calls to SDL_PumpEvents, a poll loop will
+ * become stuck until the new events stop.
+ * This is most noticable when moving a high frequency mouse.
+ *
+ * By default, poll sentinels are enabled.
+ */
+#define SDL_HINT_POLL_SENTINEL "SDL_POLL_SENTINEL"
+
+/**
+ * \brief Override for SDL_GetPreferredLocales()
+ *
+ * If set, this will be favored over anything the OS might report for the
+ * user's preferred locales. Changing this hint at runtime will not generate
+ * a SDL_LOCALECHANGED event (but if you can change the hint, you can push
+ * your own event, if you want).
+ *
+ * The format of this hint is a comma-separated list of language and locale,
+ * combined with an underscore, as is a common format: "en_GB". Locale is
+ * optional: "en". So you might have a list like this: "en_GB,jp,es_PT"
+ */
+#define SDL_HINT_PREFERRED_LOCALES "SDL_PREFERRED_LOCALES"
+
+/**
+ * \brief A variable describing the content orientation on QtWayland-based platforms.
+ *
+ * On QtWayland platforms, windows are rotated client-side to allow for custom
+ * transitions. In order to correctly position overlays (e.g. volume bar) and
+ * gestures (e.g. events view, close/minimize gestures), the system needs to
+ * know in which orientation the application is currently drawing its contents.
+ *
+ * This does not cause the window to be rotated or resized, the application
+ * needs to take care of drawing the content in the right orientation (the
+ * framebuffer is always in portrait mode).
+ *
+ * This variable can be one of the following values:
+ * "primary" (default), "portrait", "landscape", "inverted-portrait", "inverted-landscape"
+ */
+#define SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION "SDL_QTWAYLAND_CONTENT_ORIENTATION"
+
+/**
+ * \brief Flags to set on QtWayland windows to integrate with the native window manager.
+ *
+ * On QtWayland platforms, this hint controls the flags to set on the windows.
+ * For example, on Sailfish OS "OverridesSystemGestures" disables swipe gestures.
+ *
+ * This variable is a space-separated list of the following values (empty = no flags):
+ * "OverridesSystemGestures", "StaysOnTop", "BypassWindowManager"
+ */
+#define SDL_HINT_QTWAYLAND_WINDOW_FLAGS "SDL_QTWAYLAND_WINDOW_FLAGS"
+
+/**
+ * \brief A variable controlling whether the 2D render API is compatible or efficient.
+ *
+ * This variable can be set to the following values:
+ *
+ * "0" - Don't use batching to make rendering more efficient.
+ * "1" - Use batching, but might cause problems if app makes its own direct OpenGL calls.
+ *
+ * Up to SDL 2.0.9, the render API would draw immediately when requested. Now
+ * it batches up draw requests and sends them all to the GPU only when forced
+ * to (during SDL_RenderPresent, when changing render targets, by updating a
+ * texture that the batch needs, etc). This is significantly more efficient,
+ * but it can cause problems for apps that expect to render on top of the
+ * render API's output. As such, SDL will disable batching if a specific
+ * render backend is requested (since this might indicate that the app is
+ * planning to use the underlying graphics API directly). This hint can
+ * be used to explicitly request batching in this instance. It is a contract
+ * that you will either never use the underlying graphics API directly, or
+ * if you do, you will call SDL_RenderFlush() before you do so any current
+ * batch goes to the GPU before your work begins. Not following this contract
+ * will result in undefined behavior.
+ */
+#define SDL_HINT_RENDER_BATCHING "SDL_RENDER_BATCHING"
+
+/**
+ * \brief A variable controlling how the 2D render API renders lines
+ *
+ * This variable can be set to the following values:
+ * "0" - Use the default line drawing method (Bresenham's line algorithm as of SDL 2.0.20)
+ * "1" - Use the driver point API using Bresenham's line algorithm (correct, draws many points)
+ * "2" - Use the driver line API (occasionally misses line endpoints based on hardware driver quirks, was the default before 2.0.20)
+ * "3" - Use the driver geometry API (correct, draws thicker diagonal lines)
+ *
+ * This variable should be set when the renderer is created.
+ */
+#define SDL_HINT_RENDER_LINE_METHOD "SDL_RENDER_LINE_METHOD"
+
+/**
+ * \brief A variable controlling whether to enable Direct3D 11+'s Debug Layer.
+ *
+ * This variable does not have any effect on the Direct3D 9 based renderer.
+ *
+ * This variable can be set to the following values:
+ * "0" - Disable Debug Layer use
+ * "1" - Enable Debug Layer use
+ *
+ * By default, SDL does not use Direct3D Debug Layer.
+ */
+#define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG"
+
+/**
+ * \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 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"
+ * "metal"
+ * "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 the scaling policy for SDL_RenderSetLogicalSize.
+ *
+ * This variable can be set to the following values:
+ * "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen
+ * "1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
+ *
+ * By default letterbox is used
+ */
+#define SDL_HINT_RENDER_LOGICAL_SIZE_MODE "SDL_RENDER_LOGICAL_SIZE_MODE"
+
+/**
+ * \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 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 to control whether the return key on the soft keyboard
+ * should hide the soft keyboard on Android and iOS.
+ *
+ * The variable can be set to the following values:
+ * "0" - The return key will be handled as a key event. This is the behaviour of SDL <= 2.0.3. (default)
+ * "1" - The return key will hide the keyboard.
+ *
+ * The value of this hint is used at runtime, so it can be changed at any time.
+ */
+#define SDL_HINT_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME"
+
+/**
+ * \brief Tell SDL which Dispmanx layer to use on a Raspberry PI
+ *
+ * Also known as Z-order. The variable can take a negative or positive value.
+ * The default is 10000.
+ */
+#define SDL_HINT_RPI_VIDEO_LAYER "SDL_RPI_VIDEO_LAYER"
+
+/**
+ * \brief Specify an "activity name" for screensaver inhibition.
+ *
+ * Some platforms, notably Linux desktops, list the applications which are
+ * inhibiting the screensaver or other power-saving features.
+ *
+ * This hint lets you specify the "activity name" sent to the OS when
+ * SDL_DisableScreenSaver() is used (or the screensaver is automatically
+ * disabled). The contents of this hint are used when the screensaver is
+ * disabled. You should use a string that describes what your program is doing
+ * (and, therefore, why the screensaver is disabled). For example, "Playing a
+ * game" or "Watching a video".
+ *
+ * Setting this to "" or leaving it unset will have SDL use a reasonable
+ * default: "Playing a game" or something similar.
+ *
+ * On targets where this is not supported, this hint does nothing.
+ */
+#define SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME "SDL_SCREENSAVER_INHIBIT_ACTIVITY_NAME"
+
+/**
+ * \brief Specifies whether SDL_THREAD_PRIORITY_TIME_CRITICAL should be treated as realtime.
+ *
+ * On some platforms, like Linux, a realtime priority thread may be subject to restrictions
+ * that require special handling by the application. This hint exists to let SDL know that
+ * the app is prepared to handle said restrictions.
+ *
+ * On Linux, SDL will apply the following configuration to any thread that becomes realtime:
+ * * The SCHED_RESET_ON_FORK bit will be set on the scheduling policy,
+ * * An RLIMIT_RTTIME budget will be configured to the rtkit specified limit.
+ * * Exceeding this limit will result in the kernel sending SIGKILL to the app,
+ * * Refer to the man pages for more information.
+ *
+ * This variable can be set to the following values:
+ * "0" - default platform specific behaviour
+ * "1" - Force SDL_THREAD_PRIORITY_TIME_CRITICAL to a realtime scheduling policy
+ */
+#define SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL "SDL_THREAD_FORCE_REALTIME_TIME_CRITICAL"
+
+/**
+* \brief A string specifying additional information to use with SDL_SetThreadPriority.
+*
+* By default SDL_SetThreadPriority will make appropriate system changes in order to
+* apply a thread priority. For example on systems using pthreads the scheduler policy
+* is changed automatically to a policy that works well with a given priority.
+* Code which has specific requirements can override SDL's default behavior with this hint.
+*
+* pthread hint values are "current", "other", "fifo" and "rr".
+* Currently no other platform hint values are defined but may be in the future.
+*
+* \note On Linux, the kernel may send SIGKILL to realtime tasks which exceed the distro
+* configured execution budget for rtkit. This budget can be queried through RLIMIT_RTTIME
+* after calling SDL_SetThreadPriority().
+*/
+#define SDL_HINT_THREAD_PRIORITY_POLICY "SDL_THREAD_PRIORITY_POLICY"
+
+/**
+* \brief A string specifying SDL's threads stack size in bytes or "0" for the backend's default size
+*
+* Use this hint in case you need to set SDL's threads stack size to other than the default.
+* This is specially useful if you build SDL against a non glibc libc library (such as musl) which
+* provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses).
+* Support for this hint is currently available only in the pthread, Windows, and PSP backend.
+*
+* Instead of this hint, in 2.0.9 and later, you can use
+* SDL_CreateThreadWithStackSize(). This hint only works with the classic
+* SDL_CreateThread().
+*/
+#define SDL_HINT_THREAD_STACK_SIZE "SDL_THREAD_STACK_SIZE"
+
+/**
+ * \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.
+ *
+ * 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 A variable controlling whether touch events should generate synthetic mouse events
+ *
+ * This variable can be set to the following values:
+ * "0" - Touch events will not generate mouse events
+ * "1" - Touch events will generate mouse events
+ *
+ * By default SDL will generate mouse events for touch events
+ */
+#define SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS"
+
+/**
+ * \brief A variable controlling whether the Android / tvOS remotes
+ * should be listed as joystick devices, instead of sending keyboard events.
+ *
+ * This variable can be set to the following values:
+ * "0" - Remotes send enter/escape/arrow key events
+ * "1" - Remotes are available as 2 axis, 2 button joysticks (the default).
+ */
+#define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK"
+
+/**
+ * \brief A variable controlling whether the screensaver is enabled.
+ *
+ * This variable can be set to the following values:
+ * "0" - Disable screensaver
+ * "1" - Enable screensaver
+ *
+ * By default SDL will disable the screensaver.
+ */
+#define SDL_HINT_VIDEO_ALLOW_SCREENSAVER "SDL_VIDEO_ALLOW_SCREENSAVER"
+
+/**
+ * \brief Tell the video driver that we only want a double buffer.
+ *
+ * By default, most lowlevel 2D APIs will use a triple buffer scheme that
+ * wastes no CPU time on waiting for vsync after issuing a flip, but
+ * introduces a frame of latency. On the other hand, using a double buffer
+ * scheme instead is recommended for cases where low latency is an important
+ * factor because we save a whole frame of latency.
+ * We do so by waiting for vsync immediately after issuing a flip, usually just
+ * after eglSwapBuffers call in the backend's *_SwapWindow function.
+ *
+ * Since it's driver-specific, it's only supported where possible and
+ * implemented. Currently supported the following drivers:
+ *
+ * - KMSDRM (kmsdrm)
+ * - Raspberry Pi (raspberrypi)
+ */
+#define SDL_HINT_VIDEO_DOUBLE_BUFFER "SDL_VIDEO_DOUBLE_BUFFER"
+
+/**
+ * \brief A variable controlling whether the EGL window is allowed to be
+ * composited as transparent, rather than opaque.
+ *
+ * Most window systems will always render windows opaque, even if the surface
+ * format has an alpha channel. This is not always true, however, so by default
+ * SDL will try to enforce opaque composition. To override this behavior, you
+ * can set this hint to "1".
+ */
+#define SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY "SDL_VIDEO_EGL_ALLOW_TRANSPARENCY"
+
+/**
+ * \brief A variable controlling whether the graphics context is externally managed.
+ *
+ * This variable can be set to the following values:
+ * "0" - SDL will manage graphics contexts that are attached to windows.
+ * "1" - Disable graphics context management on windows.
+ *
+ * By default SDL will manage OpenGL contexts in certain situations. For example, on Android the
+ * context will be automatically saved and restored when pausing the application. Additionally, some
+ * platforms will assume usage of OpenGL if Vulkan isn't used. Setting this to "1" will prevent this
+ * behavior, which is desireable when the application manages the graphics context, such as
+ * an externally managed OpenGL context or attaching a Vulkan surface to the window.
+ */
+#define SDL_HINT_VIDEO_EXTERNAL_CONTEXT "SDL_VIDEO_EXTERNAL_CONTEXT"
+
+/**
+ * \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS)
+ */
+#define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED"
+
+/**
+ * \brief A variable that dictates policy for fullscreen Spaces on Mac OS X.
+ *
+ * This hint only applies to Mac OS X.
+ *
+ * The variable can be set to the following values:
+ * "0" - Disable Spaces support (FULLSCREEN_DESKTOP won't use them and
+ * SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen"
+ * button on their titlebars).
+ * "1" - Enable Spaces support (FULLSCREEN_DESKTOP will use them and
+ * SDL_WINDOW_RESIZABLE windows will offer the "fullscreen"
+ * button on their titlebars).
+ *
+ * The default value is "1". Spaces are disabled regardless of this hint if
+ * the OS isn't at least Mac OS X Lion (10.7). This hint must be set before
+ * any windows are created.
+ */
+#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES"
+
+/**
+ * \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to false.
+ * \warning Before SDL 2.0.14, this defaulted to true! In 2.0.14, we're
+ * seeing if "true" causes more problems than it solves in modern times.
+ *
+ */
+#define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS"
+
+/**
+ * \brief A variable controlling whether the libdecor Wayland backend is allowed to be used.
+ *
+ * This variable can be set to the following values:
+ * "0" - libdecor use is disabled.
+ * "1" - libdecor use is enabled (default).
+ *
+ * libdecor is used over xdg-shell when xdg-decoration protocol is unavailable.
+ */
+#define SDL_HINT_VIDEO_WAYLAND_ALLOW_LIBDECOR "SDL_VIDEO_WAYLAND_ALLOW_LIBDECOR"
+
+/**
+* \brief A variable that is the address of another SDL_Window* (as a hex string formatted with "%p").
+*
+* If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has
+* SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly
+* created SDL_Window:
+*
+* 1. Its pixel format will be set to the same pixel format as this SDL_Window. This is
+* needed for example when sharing an OpenGL context across multiple windows.
+*
+* 2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for
+* OpenGL rendering.
+*
+* This variable can be set to the following values:
+* The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should
+* share a pixel format with.
+*/
+#define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT"
+
+/**
+* \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 a DLL providing the shader compiler.
+*
+* 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 A variable controlling whether X11 should use GLX or EGL by default
+ *
+ * This variable can be set to the following values:
+ * "0" - Use GLX
+ * "1" - Use EGL
+ *
+ * By default SDL will use GLX when both are present.
+ */
+#define SDL_HINT_VIDEO_X11_FORCE_EGL "SDL_VIDEO_X11_FORCE_EGL"
+
+/**
+ * \brief A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used.
+ *
+ * This variable can be set to the following values:
+ * "0" - Disable _NET_WM_BYPASS_COMPOSITOR
+ * "1" - Enable _NET_WM_BYPASS_COMPOSITOR
+ *
+ * By default SDL will use _NET_WM_BYPASS_COMPOSITOR
+ *
+ */
+#define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR"
+
+/**
+ * \brief A variable controlling whether the X11 _NET_WM_PING protocol should be supported.
+ *
+ * This variable can be set to the following values:
+ * "0" - Disable _NET_WM_PING
+ * "1" - Enable _NET_WM_PING
+ *
+ * By default SDL will use _NET_WM_PING, but for applications that know they
+ * will not always be able to respond to ping requests in a timely manner they can
+ * turn it off to avoid the window manager thinking the app is hung.
+ * The hint is checked in CreateWindow.
+ */
+#define SDL_HINT_VIDEO_X11_NET_WM_PING "SDL_VIDEO_X11_NET_WM_PING"
+
+/**
+ * \brief A variable forcing the visual ID chosen for new X11 windows
+ *
+ */
+#define SDL_HINT_VIDEO_X11_WINDOW_VISUALID "SDL_VIDEO_X11_WINDOW_VISUALID"
+
+/**
+ * \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 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 Controls how the fact chunk affects the loading of a WAVE file.
+ *
+ * The fact chunk stores information about the number of samples of a WAVE
+ * file. The Standards Update from Microsoft notes that this value can be used
+ * to 'determine the length of the data in seconds'. This is especially useful
+ * for compressed formats (for which this is a mandatory chunk) if they produce
+ * multiple sample frames per block and truncating the block is not allowed.
+ * The fact chunk can exactly specify how many sample frames there should be
+ * in this case.
+ *
+ * Unfortunately, most application seem to ignore the fact chunk and so SDL
+ * ignores it by default as well.
+ *
+ * This variable can be set to the following values:
+ *
+ * "truncate" - Use the number of samples to truncate the wave data if
+ * the fact chunk is present and valid
+ * "strict" - Like "truncate", but raise an error if the fact chunk
+ * is invalid, not present for non-PCM formats, or if the
+ * data chunk doesn't have that many samples
+ * "ignorezero" - Like "truncate", but ignore fact chunk if the number of
+ * samples is zero
+ * "ignore" - Ignore fact chunk entirely (default)
+ */
+#define SDL_HINT_WAVE_FACT_CHUNK "SDL_WAVE_FACT_CHUNK"
+
+/**
+ * \brief Controls how the size of the RIFF chunk affects the loading of a WAVE file.
+ *
+ * The size of the RIFF chunk (which includes all the sub-chunks of the WAVE
+ * file) is not always reliable. In case the size is wrong, it's possible to
+ * just ignore it and step through the chunks until a fixed limit is reached.
+ *
+ * Note that files that have trailing data unrelated to the WAVE file or
+ * corrupt files may slow down the loading process without a reliable boundary.
+ * By default, SDL stops after 10000 chunks to prevent wasting time. Use the
+ * environment variable SDL_WAVE_CHUNK_LIMIT to adjust this value.
+ *
+ * This variable can be set to the following values:
+ *
+ * "force" - Always use the RIFF chunk size as a boundary for the chunk search
+ * "ignorezero" - Like "force", but a zero size searches up to 4 GiB (default)
+ * "ignore" - Ignore the RIFF chunk size and always search up to 4 GiB
+ * "maximum" - Search for chunks until the end of file (not recommended)
+ */
+#define SDL_HINT_WAVE_RIFF_CHUNK_SIZE "SDL_WAVE_RIFF_CHUNK_SIZE"
+
+/**
+ * \brief Controls how a truncated WAVE file is handled.
+ *
+ * A WAVE file is considered truncated if any of the chunks are incomplete or
+ * the data chunk size is not a multiple of the block size. By default, SDL
+ * decodes until the first incomplete block, as most applications seem to do.
+ *
+ * This variable can be set to the following values:
+ *
+ * "verystrict" - Raise an error if the file is truncated
+ * "strict" - Like "verystrict", but the size of the RIFF chunk is ignored
+ * "dropframe" - Decode until the first incomplete sample frame
+ * "dropblock" - Decode until the first incomplete block (default)
+ */
+#define SDL_HINT_WAVE_TRUNCATION "SDL_WAVE_TRUNCATION"
+
+/**
+ * \brief Tell SDL not to name threads on Windows with the 0x406D1388 Exception.
+ * The 0x406D1388 Exception is a trick used to inform Visual Studio of a
+ * thread's name, but it tends to cause problems with other debuggers,
+ * and the .NET runtime. Note that SDL 2.0.6 and later will still use
+ * the (safer) SetThreadDescription API, introduced in the Windows 10
+ * Creators Update, if available.
+ *
+ * The variable can be set to the following values:
+ * "0" - SDL will raise the 0x406D1388 Exception to name threads.
+ * This is the default behavior of SDL <= 2.0.4.
+ * "1" - SDL will not raise this exception, and threads will be unnamed. (default)
+ * This is necessary with .NET languages or debuggers that aren't Visual Studio.
+ */
+#define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING "SDL_WINDOWS_DISABLE_THREAD_NAMING"
+
+/**
+ * \brief A variable controlling whether the windows message loop is processed by SDL
+ *
+ * This variable can be set to the following values:
+ * "0" - The window message loop is not run
+ * "1" - The window message loop is processed in SDL_PumpEvents()
+ *
+ * By default SDL will process the windows message loop
+ */
+#define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP"
+
+/**
+ * \brief Force SDL to use Critical Sections for mutexes on Windows.
+ * On Windows 7 and newer, Slim Reader/Writer Locks are available.
+ * They offer better performance, allocate no kernel ressources and
+ * use less memory. SDL will fall back to Critical Sections on older
+ * OS versions or if forced to by this hint.
+ *
+ * This variable can be set to the following values:
+ * "0" - Use SRW Locks when available. If not, fall back to Critical Sections. (default)
+ * "1" - Force the use of Critical Sections in all cases.
+ *
+ */
+#define SDL_HINT_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS "SDL_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS"
+
+/**
+ * \brief Force SDL to use Kernel Semaphores on Windows.
+ * Kernel Semaphores are inter-process and require a context
+ * switch on every interaction. On Windows 8 and newer, the
+ * WaitOnAddress API is available. Using that and atomics to
+ * implement semaphores increases performance.
+ * SDL will fall back to Kernel Objects on older OS versions
+ * or if forced to by this hint.
+ *
+ * This variable can be set to the following values:
+ * "0" - Use Atomics and WaitOnAddress API when available. If not, fall back to Kernel Objects. (default)
+ * "1" - Force the use of Kernel Objects in all cases.
+ *
+ */
+#define SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL "SDL_WINDOWS_FORCE_SEMAPHORE_KERNEL"
+
+/**
+ * \brief A variable to specify custom icon resource id from RC file on Windows platform
+ */
+#define SDL_HINT_WINDOWS_INTRESOURCE_ICON "SDL_WINDOWS_INTRESOURCE_ICON"
+#define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL"
+
+/**
+ * \brief Tell SDL not to generate window-close events for Alt+F4 on Windows.
+ *
+ * The variable can be set to the following values:
+ * "0" - SDL will generate a window-close event when it sees Alt+F4.
+ * "1" - SDL will only do normal key handling for Alt+F4.
+ */
+#define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4"
+
+/**
+ * \brief Use the D3D9Ex API introduced in Windows Vista, instead of normal D3D9.
+ * Direct3D 9Ex contains changes to state management that can eliminate device
+ * loss errors during scenarios like Alt+Tab or UAC prompts. D3D9Ex may require
+ * some changes to your application to cope with the new behavior, so this
+ * is disabled by default.
+ *
+ * This hint must be set before initializing the video subsystem.
+ *
+ * For more information on Direct3D 9Ex, see:
+ * - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/graphics-apis-in-windows-vista#direct3d-9ex
+ * - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/direct3d-9ex-improvements
+ *
+ * This variable can be set to the following values:
+ * "0" - Use the original Direct3D 9 API (default)
+ * "1" - Use the Direct3D 9Ex API on Vista and later (and fall back if D3D9Ex is unavailable)
+ *
+ */
+#define SDL_HINT_WINDOWS_USE_D3D9EX "SDL_WINDOWS_USE_D3D9EX"
+
+/**
+ * \brief A variable controlling whether the window frame and title bar are interactive when the cursor is hidden
+ *
+ * This variable can be set to the following values:
+ * "0" - The window frame is not interactive when the cursor is hidden (no move, resize, etc)
+ * "1" - The window frame is interactive when the cursor is hidden
+ *
+ * By default SDL will allow interaction with the window frame when the cursor is hidden
+ */
+#define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN"
+
+/**
+* \brief A variable controlling whether the window is activated when the SDL_ShowWindow function is called
+*
+* This variable can be set to the following values:
+* "0" - The window is activated when the SDL_ShowWindow function is called
+* "1" - The window is not activated when the SDL_ShowWindow function is called
+*
+* By default SDL will activate the window when the SDL_ShowWindow function is called
+*/
+#define SDL_HINT_WINDOW_NO_ACTIVATION_WHEN_SHOWN "SDL_WINDOW_NO_ACTIVATION_WHEN_SHOWN"
+
+/** \brief Allows back-button-press events on Windows Phone to be marked as handled
+ *
+ * Windows Phone devices typically feature a Back button. When pressed,
+ * the OS will emit back-button-press events, which apps are expected to
+ * handle in an appropriate manner. If apps do not explicitly mark these
+ * events as 'Handled', then the OS will invoke its default behavior for
+ * unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to
+ * terminate the app (and attempt to switch to the previous app, or to the
+ * device's home screen).
+ *
+ * Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL
+ * to mark back-button-press events as Handled, if and when one is sent to
+ * the app.
+ *
+ * Internally, Windows Phone sends back button events as parameters to
+ * special back-button-press callback functions. Apps that need to respond
+ * to back-button-press events are expected to register one or more
+ * callback functions for such, shortly after being launched (during the
+ * app's initialization phase). After the back button is pressed, the OS
+ * will invoke these callbacks. If the app's callback(s) do not explicitly
+ * mark the event as handled by the time they return, or if the app never
+ * registers one of these callback, the OS will consider the event
+ * un-handled, and it will apply its default back button behavior (terminate
+ * the app).
+ *
+ * SDL registers its own back-button-press callback with the Windows Phone
+ * OS. This callback will emit a pair of SDL key-press events (SDL_KEYDOWN
+ * and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which
+ * it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON.
+ * If the hint's value is set to "1", the back button event's Handled
+ * property will get set to 'true'. If the hint's value is set to something
+ * else, or if it is unset, SDL will leave the event's Handled property
+ * alone. (By default, the OS sets this property to 'false', to note.)
+ *
+ * SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a
+ * back button is pressed, or can set it in direct-response to a back button
+ * being pressed.
+ *
+ * In order to get notified when a back button is pressed, SDL apps should
+ * register a callback function with SDL_AddEventWatch(), and have it listen
+ * for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK.
+ * (Alternatively, SDL_KEYUP events can be listened-for. Listening for
+ * either event type is suitable.) Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON
+ * set by such a callback, will be applied to the OS' current
+ * back-button-press event.
+ *
+ * More details on back button behavior in Windows Phone apps can be found
+ * at the following page, on Microsoft's developer site:
+ * http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx
+ */
+#define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON"
+
+/** \brief Label text for a WinRT app's privacy policy link
+ *
+ * Network-enabled WinRT apps must include a privacy policy. On Windows 8, 8.1, and RT,
+ * Microsoft mandates that this policy be available via the Windows Settings charm.
+ * SDL provides code to add a link there, with its label text being set via the
+ * optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
+ *
+ * Please note that a privacy policy's contents are not set via this hint. A separate
+ * hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the
+ * policy.
+ *
+ * The contents of this hint should be encoded as a UTF8 string.
+ *
+ * The default value is "Privacy Policy". This hint should only be set during app
+ * initialization, preferably before any calls to SDL_Init().
+ *
+ * For additional information on linking to a privacy policy, see the documentation for
+ * SDL_HINT_WINRT_PRIVACY_POLICY_URL.
+ */
+#define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL"
+
+/**
+ * \brief A URL to a WinRT app's privacy policy
+ *
+ * All network-enabled WinRT apps must make a privacy policy available to its
+ * users. On Windows 8, 8.1, and RT, Microsoft mandates that this policy be
+ * be available in the Windows Settings charm, as accessed from within the app.
+ * SDL provides code to add a URL-based link there, which can point to the app's
+ * privacy policy.
+ *
+ * To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL
+ * before calling any SDL_Init() functions. The contents of the hint should
+ * be a valid URL. For example, "http://www.example.com".
+ *
+ * The default value is "", which will prevent SDL from adding a privacy policy
+ * link to the Settings charm. This hint should only be set during app init.
+ *
+ * The label text of an app's "Privacy Policy" link may be customized via another
+ * hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
+ *
+ * Please note that on Windows Phone, Microsoft does not provide standard UI
+ * for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL
+ * will not get used on that platform. Network-enabled phone apps should display
+ * their privacy policy through some other, in-app means.
+ */
+#define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL"
+
+/**
+ * \brief Mark X11 windows as override-redirect.
+ *
+ * If set, this _might_ increase framerate at the expense of the desktop
+ * not working as expected. Override-redirect windows aren't noticed by the
+ * window manager at all.
+ *
+ * You should probably only use this for fullscreen windows, and you probably
+ * shouldn't even use it for that. But it's here if you want to try!
+ */
+#define SDL_HINT_X11_FORCE_OVERRIDE_REDIRECT "SDL_X11_FORCE_OVERRIDE_REDIRECT"
+
+/**
+ * \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 detection (only uses direct input)
+ * "1" - Enable XInput detection (the default)
+ */
+#define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED"
+
+/**
+ * \brief A variable that causes SDL to use the old axis and button mapping for XInput devices.
+ *
+ * This hint is for backwards compatibility only and will be removed in SDL 2.1
+ *
+ * The default value is "0". This hint must be set before SDL_Init()
+ */
+#define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING"
+
+/**
+ * \brief A variable that causes SDL to not ignore audio "monitors"
+ *
+ * This is currently only used for PulseAudio and ignored elsewhere.
+ *
+ * By default, SDL ignores audio devices that aren't associated with physical
+ * hardware. Changing this hint to "1" will expose anything SDL sees that
+ * appears to be an audio source or sink. This will add "devices" to the list
+ * that the user probably doesn't want or need, but it can be useful in
+ * scenarios where you want to hook up SDL to some sort of virtual device,
+ * etc.
+ *
+ * The default value is "0". This hint must be set before SDL_Init().
+ *
+ * This hint is available since SDL 2.0.16. Before then, virtual devices are
+ * always ignored.
+ */
+#define SDL_HINT_AUDIO_INCLUDE_MONITORS "SDL_AUDIO_INCLUDE_MONITORS"
+
+
+/**
+ * \brief An enumeration of hint priorities
+ */
+typedef enum
+{
+ SDL_HINT_DEFAULT,
+ SDL_HINT_NORMAL,
+ SDL_HINT_OVERRIDE
+} SDL_HintPriority;
+
+
+/**
+ * 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.
+ *
+ * \param name the hint to set
+ * \param value the value of the hint variable
+ * \param priority the SDL_HintPriority level for the hint
+ * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetHint
+ * \sa SDL_SetHint
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name,
+ const char *value,
+ SDL_HintPriority priority);
+
+/**
+ * Set a hint with normal priority.
+ *
+ * Hints will not be set if there is an existing override hint or environment
+ * variable that takes precedence. You can use SDL_SetHintWithPriority() to
+ * set the hint with override priority instead.
+ *
+ * \param name the hint to set
+ * \param value the value of the hint variable
+ * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetHint
+ * \sa SDL_SetHintWithPriority
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name,
+ const char *value);
+
+/**
+ * Get the value of a hint.
+ *
+ * \param name the hint to query
+ * \returns the string value of a hint or NULL if the hint isn't set.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_SetHint
+ * \sa SDL_SetHintWithPriority
+ */
+extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name);
+
+/**
+ * Get the boolean value of a hint variable.
+ *
+ * \param name the name of the hint to get the boolean value from
+ * \param default_value the value to return if the hint does not exist
+ * \returns the boolean value of a hint or the provided default value if the
+ * hint does not exist.
+ *
+ * \since This function is available since SDL 2.0.5.
+ *
+ * \sa SDL_GetHint
+ * \sa SDL_SetHint
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_GetHintBoolean(const char *name, SDL_bool default_value);
+
+/**
+ * Type definition of the hint callback function.
+ *
+ * \param userdata what was passed as `userdata` to SDL_AddHintCallback()
+ * \param name what was passed as `name` to SDL_AddHintCallback()
+ * \param oldValue the previous hint value
+ * \param newValue the new value hint is to be set to
+ */
+typedef void (SDLCALL *SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue);
+
+/**
+ * Add a function to watch a particular hint.
+ *
+ * \param name the hint to watch
+ * \param callback An SDL_HintCallback function that will be called when the
+ * hint value changes
+ * \param userdata a pointer to pass to the callback function
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_DelHintCallback
+ */
+extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name,
+ SDL_HintCallback callback,
+ void *userdata);
+
+/**
+ * Remove a function watching a particular hint.
+ *
+ * \param name the hint being watched
+ * \param callback An SDL_HintCallback function that will be called when the
+ * hint value changes
+ * \param userdata a pointer being passed to the callback function
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_AddHintCallback
+ */
+extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name,
+ SDL_HintCallback callback,
+ void *userdata);
+
+/**
+ * Clear all hints.
+ *
+ * This function is automatically called during SDL_Quit().
+ *
+ * \since This function is available since SDL 2.0.0.
+ */
+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: */
diff --git a/bsp/simulator/SDL2/include/SDL_joystick.h b/bsp/simulator/SDL2/include/SDL_joystick.h
new file mode 100644
index 0000000000..e80c0057f5
--- /dev/null
+++ b/bsp/simulator/SDL2/include/SDL_joystick.h
@@ -0,0 +1,946 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
+
+ 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_joystick.h
+ *
+ * Include file for SDL joystick event handling
+ *
+ * The term "device_index" identifies currently plugged in joystick devices between 0 and SDL_NumJoysticks(), with the exact joystick
+ * behind a device_index changing as joysticks are plugged and unplugged.
+ *
+ * The term "instance_id" is the current instantiation of a joystick device in the system, if the joystick is removed and then re-inserted
+ * then it will get a new instance_id, instance_id's are monotonically increasing identifiers of a joystick plugged in.
+ *
+ * The term "player_index" is the number assigned to a player on a specific
+ * controller. For XInput controllers this returns the XInput user index.
+ * Many joysticks will not be able to supply this information.
+ *
+ * The term JoystickGUID is a stable 128-bit identifier for a joystick device that does not change over time, it identifies class of
+ * the device (a X360 wired controller for example). This identifier is platform dependent.
+ */
+
+#ifndef SDL_joystick_h_
+#define SDL_joystick_h_
+
+#include "SDL_stdinc.h"
+#include "SDL_error.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/**
+ * \file SDL_joystick.h
+ *
+ * In order to use these functions, SDL_Init() must have been called
+ * with the ::SDL_INIT_JOYSTICK flag. This causes SDL to scan the system
+ * for joysticks, and load appropriate drivers.
+ *
+ * If you would like to receive joystick updates while the application
+ * is in the background, you should set the following hint before calling
+ * SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
+ */
+
+/**
+ * The joystick structure used to identify an SDL joystick
+ */
+struct _SDL_Joystick;
+typedef struct _SDL_Joystick SDL_Joystick;
+
+/* A structure that encodes the stable unique id for a joystick device */
+typedef struct {
+ Uint8 data[16];
+} SDL_JoystickGUID;
+
+/**
+ * This is a unique ID for a joystick for the time it is connected to the system,
+ * and is never reused for the lifetime of the application. If the joystick is
+ * disconnected and reconnected, it will get a new ID.
+ *
+ * The ID value starts at 0 and increments from there. The value -1 is an invalid ID.
+ */
+typedef Sint32 SDL_JoystickID;
+
+typedef enum
+{
+ SDL_JOYSTICK_TYPE_UNKNOWN,
+ SDL_JOYSTICK_TYPE_GAMECONTROLLER,
+ SDL_JOYSTICK_TYPE_WHEEL,
+ SDL_JOYSTICK_TYPE_ARCADE_STICK,
+ SDL_JOYSTICK_TYPE_FLIGHT_STICK,
+ SDL_JOYSTICK_TYPE_DANCE_PAD,
+ SDL_JOYSTICK_TYPE_GUITAR,
+ SDL_JOYSTICK_TYPE_DRUM_KIT,
+ SDL_JOYSTICK_TYPE_ARCADE_PAD,
+ SDL_JOYSTICK_TYPE_THROTTLE
+} SDL_JoystickType;
+
+typedef enum
+{
+ SDL_JOYSTICK_POWER_UNKNOWN = -1,
+ SDL_JOYSTICK_POWER_EMPTY, /* <= 5% */
+ SDL_JOYSTICK_POWER_LOW, /* <= 20% */
+ SDL_JOYSTICK_POWER_MEDIUM, /* <= 70% */
+ SDL_JOYSTICK_POWER_FULL, /* <= 100% */
+ SDL_JOYSTICK_POWER_WIRED,
+ SDL_JOYSTICK_POWER_MAX
+} SDL_JoystickPowerLevel;
+
+/* Set max recognized G-force from accelerometer
+ See src/joystick/uikit/SDL_sysjoystick.m for notes on why this is needed
+ */
+#define SDL_IPHONE_MAX_GFORCE 5.0
+
+
+/* Function prototypes */
+
+/**
+ * Locking for multi-threaded access to the joystick API
+ *
+ * If you are using the joystick API or handling events from multiple threads
+ * you should use these locking functions to protect access to the joysticks.
+ *
+ * In particular, you are guaranteed that the joystick list won't change, so
+ * the API functions that take a joystick index will be valid, and joystick
+ * and game controller events will not be delivered.
+ *
+ * \since This function is available since SDL 2.0.7.
+ */
+extern DECLSPEC void SDLCALL SDL_LockJoysticks(void);
+
+
+/**
+ * Unlocking for multi-threaded access to the joystick API
+ *
+ * If you are using the joystick API or handling events from multiple threads
+ * you should use these locking functions to protect access to the joysticks.
+ *
+ * In particular, you are guaranteed that the joystick list won't change, so
+ * the API functions that take a joystick index will be valid, and joystick
+ * and game controller events will not be delivered.
+ *
+ * \since This function is available since SDL 2.0.7.
+ */
+extern DECLSPEC void SDLCALL SDL_UnlockJoysticks(void);
+
+/**
+ * Count the number of joysticks attached to the system.
+ *
+ * \returns the number of attached joysticks on success or a negative error
+ * code on failure; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_JoystickName
+ * \sa SDL_JoystickOpen
+ */
+extern DECLSPEC int SDLCALL SDL_NumJoysticks(void);
+
+/**
+ * Get the implementation dependent name of a joystick.
+ *
+ * This can be called before any joysticks are opened.
+ *
+ * \param device_index the index of the joystick to query (the N'th joystick
+ * on the system)
+ * \returns the name of the selected joystick. If no name can be found, this
+ * function returns NULL; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_JoystickName
+ * \sa SDL_JoystickOpen
+ */
+extern DECLSPEC const char *SDLCALL SDL_JoystickNameForIndex(int device_index);
+
+/**
+ * Get the player index of a joystick, or -1 if it's not available This can be
+ * called before any joysticks are opened.
+ *
+ * \since This function is available since SDL 2.0.9.
+ */
+extern DECLSPEC int SDLCALL SDL_JoystickGetDevicePlayerIndex(int device_index);
+
+/**
+ * Get the implementation-dependent GUID for the joystick at a given device
+ * index.
+ *
+ * This function can be called before any joysticks are opened.
+ *
+ * \param device_index the index of the joystick to query (the N'th joystick
+ * on the system
+ * \returns the GUID of the selected joystick. If called on an invalid index,
+ * this function returns a zero GUID
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_JoystickGetGUID
+ * \sa SDL_JoystickGetGUIDString
+ */
+extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetDeviceGUID(int device_index);
+
+/**
+ * Get the USB vendor ID of a joystick, if available.
+ *
+ * This can be called before any joysticks are opened. If the vendor ID isn't
+ * available this function returns 0.
+ *
+ * \param device_index the index of the joystick to query (the N'th joystick
+ * on the system
+ * \returns the USB vendor ID of the selected joystick. If called on an
+ * invalid index, this function returns zero
+ *
+ * \since This function is available since SDL 2.0.6.
+ */
+extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetDeviceVendor(int device_index);
+
+/**
+ * Get the USB product ID of a joystick, if available.
+ *
+ * This can be called before any joysticks are opened. If the product ID isn't
+ * available this function returns 0.
+ *
+ * \param device_index the index of the joystick to query (the N'th joystick
+ * on the system
+ * \returns the USB product ID of the selected joystick. If called on an
+ * invalid index, this function returns zero
+ *
+ * \since This function is available since SDL 2.0.6.
+ */
+extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetDeviceProduct(int device_index);
+
+/**
+ * Get the product version of a joystick, if available.
+ *
+ * This can be called before any joysticks are opened. If the product version
+ * isn't available this function returns 0.
+ *
+ * \param device_index the index of the joystick to query (the N'th joystick
+ * on the system
+ * \returns the product version of the selected joystick. If called on an
+ * invalid index, this function returns zero
+ *
+ * \since This function is available since SDL 2.0.6.
+ */
+extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetDeviceProductVersion(int device_index);
+
+/**
+ * Get the type of a joystick, if available.
+ *
+ * This can be called before any joysticks are opened.
+ *
+ * \param device_index the index of the joystick to query (the N'th joystick
+ * on the system
+ * \returns the SDL_JoystickType of the selected joystick. If called on an
+ * invalid index, this function returns `SDL_JOYSTICK_TYPE_UNKNOWN`
+ *
+ * \since This function is available since SDL 2.0.6.
+ */
+extern DECLSPEC SDL_JoystickType SDLCALL SDL_JoystickGetDeviceType(int device_index);
+
+/**
+ * Get the instance ID of a joystick.
+ *
+ * This can be called before any joysticks are opened. If the index is out of
+ * range, this function will return -1.
+ *
+ * \param device_index the index of the joystick to query (the N'th joystick
+ * on the system
+ * \returns the instance id of the selected joystick. If called on an invalid
+ * index, this function returns zero
+ *
+ * \since This function is available since SDL 2.0.6.
+ */
+extern DECLSPEC SDL_JoystickID SDLCALL SDL_JoystickGetDeviceInstanceID(int device_index);
+
+/**
+ * Open a joystick for use.
+ *
+ * The `device_index` argument refers to the N'th joystick presently
+ * recognized by SDL on the system. It is **NOT** the same as the instance ID
+ * used to identify the joystick in future events. See
+ * SDL_JoystickInstanceID() for more details about instance IDs.
+ *
+ * The joystick subsystem must be initialized before a joystick can be opened
+ * for use.
+ *
+ * \param device_index the index of the joystick to query
+ * \returns a joystick identifier or NULL if an error occurred; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_JoystickClose
+ * \sa SDL_JoystickInstanceID
+ */
+extern DECLSPEC SDL_Joystick *SDLCALL SDL_JoystickOpen(int device_index);
+
+/**
+ * Get the SDL_Joystick associated with an instance id.
+ *
+ * \param instance_id the instance id to get the SDL_Joystick for
+ * \returns an SDL_Joystick on success or NULL on failure; call SDL_GetError()
+ * for more information.
+ *
+ * \since This function is available since SDL 2.0.4.
+ */
+extern DECLSPEC SDL_Joystick *SDLCALL SDL_JoystickFromInstanceID(SDL_JoystickID instance_id);
+
+/**
+ * Get the SDL_Joystick associated with a player index.
+ *
+ * \param player_index the player index to get the SDL_Joystick for
+ * \returns an SDL_Joystick on success or NULL on failure; call SDL_GetError()
+ * for more information.
+ *
+ * \since This function is available since SDL 2.0.12.
+ */
+extern DECLSPEC SDL_Joystick *SDLCALL SDL_JoystickFromPlayerIndex(int player_index);
+
+/**
+ * Attach a new virtual joystick.
+ *
+ * \returns the joystick's device index, or -1 if an error occurred.
+ *
+ * \since This function is available since SDL 2.0.14.
+ */
+extern DECLSPEC int SDLCALL SDL_JoystickAttachVirtual(SDL_JoystickType type,
+ int naxes,
+ int nbuttons,
+ int nhats);
+
+/**
+ * Detach a virtual joystick.
+ *
+ * \param device_index a value previously returned from
+ * SDL_JoystickAttachVirtual()
+ * \returns 0 on success, or -1 if an error occurred.
+ *
+ * \since This function is available since SDL 2.0.14.
+ */
+extern DECLSPEC int SDLCALL SDL_JoystickDetachVirtual(int device_index);
+
+/**
+ * Query whether or not the joystick at a given device index is virtual.
+ *
+ * \param device_index a joystick device index.
+ * \returns SDL_TRUE if the joystick is virtual, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.14.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_JoystickIsVirtual(int device_index);
+
+/**
+ * Set values on an opened, virtual-joystick's axis.
+ *
+ * Please note that values set here will not be applied until the next call to
+ * SDL_JoystickUpdate, which can either be called directly, or can be called
+ * indirectly through various other SDL APIs, including, but not limited to
+ * the following: SDL_PollEvent, SDL_PumpEvents, SDL_WaitEventTimeout,
+ * SDL_WaitEvent.
+ *
+ * \param joystick the virtual joystick on which to set state.
+ * \param axis the specific axis on the virtual joystick to set.
+ * \param value the new value for the specified axis.
+ * \returns 0 on success, -1 on error.
+ *
+ * \since This function is available since SDL 2.0.14.
+ */
+extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualAxis(SDL_Joystick *joystick, int axis, Sint16 value);
+
+/**
+ * Set values on an opened, virtual-joystick's button.
+ *
+ * Please note that values set here will not be applied until the next call to
+ * SDL_JoystickUpdate, which can either be called directly, or can be called
+ * indirectly through various other SDL APIs, including, but not limited to
+ * the following: SDL_PollEvent, SDL_PumpEvents, SDL_WaitEventTimeout,
+ * SDL_WaitEvent.
+ *
+ * \param joystick the virtual joystick on which to set state.
+ * \param button the specific button on the virtual joystick to set.
+ * \param value the new value for the specified button.
+ * \returns 0 on success, -1 on error.
+ *
+ * \since This function is available since SDL 2.0.14.
+ */
+extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualButton(SDL_Joystick *joystick, int button, Uint8 value);
+
+/**
+ * Set values on an opened, virtual-joystick's hat.
+ *
+ * Please note that values set here will not be applied until the next call to
+ * SDL_JoystickUpdate, which can either be called directly, or can be called
+ * indirectly through various other SDL APIs, including, but not limited to
+ * the following: SDL_PollEvent, SDL_PumpEvents, SDL_WaitEventTimeout,
+ * SDL_WaitEvent.
+ *
+ * \param joystick the virtual joystick on which to set state.
+ * \param hat the specific hat on the virtual joystick to set.
+ * \param value the new value for the specified hat.
+ * \returns 0 on success, -1 on error.
+ *
+ * \since This function is available since SDL 2.0.14.
+ */
+extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualHat(SDL_Joystick *joystick, int hat, Uint8 value);
+
+/**
+ * Get the implementation dependent name of a joystick.
+ *
+ * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
+ * \returns the name of the selected joystick. If no name can be found, this
+ * function returns NULL; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_JoystickNameForIndex
+ * \sa SDL_JoystickOpen
+ */
+extern DECLSPEC const char *SDLCALL SDL_JoystickName(SDL_Joystick *joystick);
+
+/**
+ * Get the player index of an opened joystick.
+ *
+ * For XInput controllers this returns the XInput user index. Many joysticks
+ * will not be able to supply this information.
+ *
+ * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
+ * \returns the player index, or -1 if it's not available.
+ *
+ * \since This function is available since SDL 2.0.9.
+ */
+extern DECLSPEC int SDLCALL SDL_JoystickGetPlayerIndex(SDL_Joystick *joystick);
+
+/**
+ * Set the player index of an opened joystick.
+ *
+ * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
+ * \param player_index the player index to set.
+ *
+ * \since This function is available since SDL 2.0.12.
+ */
+extern DECLSPEC void SDLCALL SDL_JoystickSetPlayerIndex(SDL_Joystick *joystick, int player_index);
+
+/**
+ * Get the implementation-dependent GUID for the joystick.
+ *
+ * This function requires an open joystick.
+ *
+ * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
+ * \returns the GUID of the given joystick. If called on an invalid index,
+ * this function returns a zero GUID; call SDL_GetError() for more
+ * information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_JoystickGetDeviceGUID
+ * \sa SDL_JoystickGetGUIDString
+ */
+extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetGUID(SDL_Joystick *joystick);
+
+/**
+ * Get the USB vendor ID of an opened joystick, if available.
+ *
+ * If the vendor ID isn't available this function returns 0.
+ *
+ * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
+ * \returns the USB vendor ID of the selected joystick, or 0 if unavailable.
+ *
+ * \since This function is available since SDL 2.0.6.
+ */
+extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetVendor(SDL_Joystick *joystick);
+
+/**
+ * Get the USB product ID of an opened joystick, if available.
+ *
+ * If the product ID isn't available this function returns 0.
+ *
+ * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
+ * \returns the USB product ID of the selected joystick, or 0 if unavailable.
+ *
+ * \since This function is available since SDL 2.0.6.
+ */
+extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetProduct(SDL_Joystick *joystick);
+
+/**
+ * Get the product version of an opened joystick, if available.
+ *
+ * If the product version isn't available this function returns 0.
+ *
+ * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
+ * \returns the product version of the selected joystick, or 0 if unavailable.
+ *
+ * \since This function is available since SDL 2.0.6.
+ */
+extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetProductVersion(SDL_Joystick *joystick);
+
+/**
+ * Get the serial number of an opened joystick, if available.
+ *
+ * Returns the serial number of the joystick, or NULL if it is not available.
+ *
+ * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
+ * \returns the serial number of the selected joystick, or NULL if
+ * unavailable.
+ *
+ * \since This function is available since SDL 2.0.14.
+ */
+extern DECLSPEC const char * SDLCALL SDL_JoystickGetSerial(SDL_Joystick *joystick);
+
+/**
+ * Get the type of an opened joystick.
+ *
+ * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
+ * \returns the SDL_JoystickType of the selected joystick.
+ *
+ * \since This function is available since SDL 2.0.6.
+ */
+extern DECLSPEC SDL_JoystickType SDLCALL SDL_JoystickGetType(SDL_Joystick *joystick);
+
+/**
+ * Get an ASCII string representation for a given SDL_JoystickGUID.
+ *
+ * You should supply at least 33 bytes for pszGUID.
+ *
+ * \param guid the SDL_JoystickGUID you wish to convert to string
+ * \param pszGUID buffer in which to write the ASCII string
+ * \param cbGUID the size of pszGUID
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_JoystickGetDeviceGUID
+ * \sa SDL_JoystickGetGUID
+ * \sa SDL_JoystickGetGUIDFromString
+ */
+extern DECLSPEC void SDLCALL SDL_JoystickGetGUIDString(SDL_JoystickGUID guid, char *pszGUID, int cbGUID);
+
+/**
+ * Convert a GUID string into a SDL_JoystickGUID structure.
+ *
+ * Performs no error checking. If this function is given a string containing
+ * an invalid GUID, the function will silently succeed, but the GUID generated
+ * will not be useful.
+ *
+ * \param pchGUID string containing an ASCII representation of a GUID
+ * \returns a SDL_JoystickGUID structure.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_JoystickGetGUIDString
+ */
+extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetGUIDFromString(const char *pchGUID);
+
+/**
+ * Get the status of a specified joystick.
+ *
+ * \param joystick the joystick to query
+ * \returns SDL_TRUE if the joystick has been opened, SDL_FALSE if it has not;
+ * call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_JoystickClose
+ * \sa SDL_JoystickOpen
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_JoystickGetAttached(SDL_Joystick *joystick);
+
+/**
+ * Get the instance ID of an opened joystick.
+ *
+ * \param joystick an SDL_Joystick structure containing joystick information
+ * \returns the instance ID of the specified joystick on success or a negative
+ * error code on failure; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_JoystickOpen
+ */
+extern DECLSPEC SDL_JoystickID SDLCALL SDL_JoystickInstanceID(SDL_Joystick *joystick);
+
+/**
+ * Get the number of general axis controls on a joystick.
+ *
+ * Often, the directional pad on a game controller will either look like 4
+ * separate buttons or a POV hat, and not axes, but all of this is up to the
+ * device and platform.
+ *
+ * \param joystick an SDL_Joystick structure containing joystick information
+ * \returns the number of axis controls/number of axes on success or a
+ * negative error code on failure; call SDL_GetError() for more
+ * information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_JoystickGetAxis
+ * \sa SDL_JoystickOpen
+ */
+extern DECLSPEC int SDLCALL SDL_JoystickNumAxes(SDL_Joystick *joystick);
+
+/**
+ * Get the number of trackballs on a joystick.
+ *
+ * Joystick trackballs have only relative motion events associated with them
+ * and their state cannot be polled.
+ *
+ * Most joysticks do not have trackballs.
+ *
+ * \param joystick an SDL_Joystick structure containing joystick information
+ * \returns the number of trackballs on success or a negative error code on
+ * failure; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_JoystickGetBall
+ */
+extern DECLSPEC int SDLCALL SDL_JoystickNumBalls(SDL_Joystick *joystick);
+
+/**
+ * Get the number of POV hats on a joystick.
+ *
+ * \param joystick an SDL_Joystick structure containing joystick information
+ * \returns the number of POV hats on success or a negative error code on
+ * failure; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_JoystickGetHat
+ * \sa SDL_JoystickOpen
+ */
+extern DECLSPEC int SDLCALL SDL_JoystickNumHats(SDL_Joystick *joystick);
+
+/**
+ * Get the number of buttons on a joystick.
+ *
+ * \param joystick an SDL_Joystick structure containing joystick information
+ * \returns the number of buttons on success or a negative error code on
+ * failure; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_JoystickGetButton
+ * \sa SDL_JoystickOpen
+ */
+extern DECLSPEC int SDLCALL SDL_JoystickNumButtons(SDL_Joystick *joystick);
+
+/**
+ * Update the current state of the open joysticks.
+ *
+ * This is called automatically by the event loop if any joystick events are
+ * enabled.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_JoystickEventState
+ */
+extern DECLSPEC void SDLCALL SDL_JoystickUpdate(void);
+
+/**
+ * Enable/disable joystick event polling.
+ *
+ * If joystick events are disabled, you must call SDL_JoystickUpdate()
+ * yourself and manually check the state of the joystick when you want
+ * joystick information.
+ *
+ * It is recommended that you leave joystick event handling enabled.
+ *
+ * **WARNING**: Calling this function may delete all events currently in SDL's
+ * event queue.
+ *
+ * \param state can be one of `SDL_QUERY`, `SDL_IGNORE`, or `SDL_ENABLE`
+ * \returns 1 if enabled, 0 if disabled, or a negative error code on failure;
+ * call SDL_GetError() for more information.
+ *
+ * If `state` is `SDL_QUERY` then the current state is returned,
+ * otherwise the new processing state is returned.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GameControllerEventState
+ */
+extern DECLSPEC int SDLCALL SDL_JoystickEventState(int state);
+
+#define SDL_JOYSTICK_AXIS_MAX 32767
+#define SDL_JOYSTICK_AXIS_MIN -32768
+
+/**
+ * Get the current state of an axis control on a joystick.
+ *
+ * SDL makes no promises about what part of the joystick any given axis refers
+ * to. Your game should have some sort of configuration UI to let users
+ * specify what each axis should be bound to. Alternately, SDL's higher-level
+ * Game Controller API makes a great effort to apply order to this lower-level
+ * interface, so you know that a specific axis is the "left thumb stick," etc.
+ *
+ * The value returned by SDL_JoystickGetAxis() is a signed integer (-32768 to
+ * 32767) representing the current position of the axis. It may be necessary
+ * to impose certain tolerances on these values to account for jitter.
+ *
+ * \param joystick an SDL_Joystick structure containing joystick information
+ * \param axis the axis to query; the axis indices start at index 0
+ * \returns a 16-bit signed integer representing the current position of the
+ * axis or 0 on failure; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_JoystickNumAxes
+ */
+extern DECLSPEC Sint16 SDLCALL SDL_JoystickGetAxis(SDL_Joystick *joystick,
+ int axis);
+
+/**
+ * Get the initial state of an axis control on a joystick.
+ *
+ * The state is a value ranging from -32768 to 32767.
+ *
+ * The axis indices start at index 0.
+ *
+ * \param joystick an SDL_Joystick structure containing joystick information
+ * \param axis the axis to query; the axis indices start at index 0
+ * \param state Upon return, the initial value is supplied here.
+ * \return SDL_TRUE if this axis has any initial value, or SDL_FALSE if not.
+ *
+ * \since This function is available since SDL 2.0.6.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_JoystickGetAxisInitialState(SDL_Joystick *joystick,
+ int axis, Sint16 *state);
+
+/**
+ * \name Hat positions
+ */
+/* @{ */
+#define SDL_HAT_CENTERED 0x00
+#define SDL_HAT_UP 0x01
+#define SDL_HAT_RIGHT 0x02
+#define SDL_HAT_DOWN 0x04
+#define SDL_HAT_LEFT 0x08
+#define SDL_HAT_RIGHTUP (SDL_HAT_RIGHT|SDL_HAT_UP)
+#define SDL_HAT_RIGHTDOWN (SDL_HAT_RIGHT|SDL_HAT_DOWN)
+#define SDL_HAT_LEFTUP (SDL_HAT_LEFT|SDL_HAT_UP)
+#define SDL_HAT_LEFTDOWN (SDL_HAT_LEFT|SDL_HAT_DOWN)
+/* @} */
+
+/**
+ * Get the current state of a POV hat on a joystick.
+ *
+ * The returned value will be one of the following positions:
+ *
+ * - `SDL_HAT_CENTERED`
+ * - `SDL_HAT_UP`
+ * - `SDL_HAT_RIGHT`
+ * - `SDL_HAT_DOWN`
+ * - `SDL_HAT_LEFT`
+ * - `SDL_HAT_RIGHTUP`
+ * - `SDL_HAT_RIGHTDOWN`
+ * - `SDL_HAT_LEFTUP`
+ * - `SDL_HAT_LEFTDOWN`
+ *
+ * \param joystick an SDL_Joystick structure containing joystick information
+ * \param hat the hat index to get the state from; indices start at index 0
+ * \returns the current hat position.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_JoystickNumHats
+ */
+extern DECLSPEC Uint8 SDLCALL SDL_JoystickGetHat(SDL_Joystick *joystick,
+ int hat);
+
+/**
+ * Get the ball axis change since the last poll.
+ *
+ * Trackballs can only return relative motion since the last call to
+ * SDL_JoystickGetBall(), these motion deltas are placed into `dx` and `dy`.
+ *
+ * Most joysticks do not have trackballs.
+ *
+ * \param joystick the SDL_Joystick to query
+ * \param ball the ball index to query; ball indices start at index 0
+ * \param dx stores the difference in the x axis position since the last poll
+ * \param dy stores the difference in the y axis position since the last poll
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_JoystickNumBalls
+ */
+extern DECLSPEC int SDLCALL SDL_JoystickGetBall(SDL_Joystick *joystick,
+ int ball, int *dx, int *dy);
+
+/**
+ * Get the current state of a button on a joystick.
+ *
+ * \param joystick an SDL_Joystick structure containing joystick information
+ * \param button the button index to get the state from; indices start at
+ * index 0
+ * \returns 1 if the specified button is pressed, 0 otherwise.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_JoystickNumButtons
+ */
+extern DECLSPEC Uint8 SDLCALL SDL_JoystickGetButton(SDL_Joystick *joystick,
+ int button);
+
+/**
+ * Start a rumble effect.
+ *
+ * Each call to this function cancels any previous rumble effect, and calling
+ * it with 0 intensity stops any rumbling.
+ *
+ * \param joystick The joystick to vibrate
+ * \param low_frequency_rumble The intensity of the low frequency (left)
+ * rumble motor, from 0 to 0xFFFF
+ * \param high_frequency_rumble The intensity of the high frequency (right)
+ * rumble motor, from 0 to 0xFFFF
+ * \param duration_ms The duration of the rumble effect, in milliseconds
+ * \returns 0, or -1 if rumble isn't supported on this joystick
+ *
+ * \since This function is available since SDL 2.0.9.
+ *
+ * \sa SDL_JoystickHasRumble
+ */
+extern DECLSPEC int SDLCALL SDL_JoystickRumble(SDL_Joystick *joystick, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
+
+/**
+ * Start a rumble effect in the joystick's triggers
+ *
+ * Each call to this function cancels any previous trigger rumble effect, and
+ * calling it with 0 intensity stops any rumbling.
+ *
+ * Note that this function is for _trigger_ rumble; the first joystick to
+ * support this was the PlayStation 5's DualShock 5 controller. If you want
+ * the (more common) whole-controller rumble, use SDL_JoystickRumble()
+ * instead.
+ *
+ * \param joystick The joystick to vibrate
+ * \param left_rumble The intensity of the left trigger rumble motor, from 0
+ * to 0xFFFF
+ * \param right_rumble The intensity of the right trigger rumble motor, from 0
+ * to 0xFFFF
+ * \param duration_ms The duration of the rumble effect, in milliseconds
+ * \returns 0, or -1 if trigger rumble isn't supported on this joystick
+ *
+ * \since This function is available since SDL 2.0.14.
+ *
+ * \sa SDL_JoystickHasRumbleTriggers
+ */
+extern DECLSPEC int SDLCALL SDL_JoystickRumbleTriggers(SDL_Joystick *joystick, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms);
+
+/**
+ * Query whether a joystick has an LED.
+ *
+ * An example of a joystick LED is the light on the back of a PlayStation 4's
+ * DualShock 4 controller.
+ *
+ * \param joystick The joystick to query
+ * \return SDL_TRUE if the joystick has a modifiable LED, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.14.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_JoystickHasLED(SDL_Joystick *joystick);
+
+/**
+ * Query whether a joystick has rumble support.
+ *
+ * \param joystick The joystick to query
+ * \return SDL_TRUE if the joystick has rumble, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.18.
+ *
+ * \sa SDL_JoystickRumble
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_JoystickHasRumble(SDL_Joystick *joystick);
+
+/**
+ * Query whether a joystick has rumble support on triggers.
+ *
+ * \param joystick The joystick to query
+ * \return SDL_TRUE if the joystick has trigger rumble, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.18.
+ *
+ * \sa SDL_JoystickRumbleTriggers
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_JoystickHasRumbleTriggers(SDL_Joystick *joystick);
+
+/**
+ * Update a joystick's LED color.
+ *
+ * An example of a joystick LED is the light on the back of a PlayStation 4's
+ * DualShock 4 controller.
+ *
+ * \param joystick The joystick to update
+ * \param red The intensity of the red LED
+ * \param green The intensity of the green LED
+ * \param blue The intensity of the blue LED
+ * \returns 0 on success, -1 if this joystick does not have a modifiable LED
+ *
+ * \since This function is available since SDL 2.0.14.
+ */
+extern DECLSPEC int SDLCALL SDL_JoystickSetLED(SDL_Joystick *joystick, Uint8 red, Uint8 green, Uint8 blue);
+
+/**
+ * Send a joystick specific effect packet
+ *
+ * \param joystick The joystick to affect
+ * \param data The data to send to the joystick
+ * \param size The size of the data to send to the joystick
+ * \returns 0, or -1 if this joystick or driver doesn't support effect packets
+ *
+ * \since This function is available since SDL 2.0.16.
+ */
+extern DECLSPEC int SDLCALL SDL_JoystickSendEffect(SDL_Joystick *joystick, const void *data, int size);
+
+/**
+ * Close a joystick previously opened with SDL_JoystickOpen().
+ *
+ * \param joystick The joystick device to close
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_JoystickOpen
+ */
+extern DECLSPEC void SDLCALL SDL_JoystickClose(SDL_Joystick *joystick);
+
+/**
+ * Get the battery level of a joystick as SDL_JoystickPowerLevel.
+ *
+ * \param joystick the SDL_Joystick to query
+ * \returns the current battery level as SDL_JoystickPowerLevel on success or
+ * `SDL_JOYSTICK_POWER_UNKNOWN` if it is unknown
+ *
+ * \since This function is available since SDL 2.0.4.
+ */
+extern DECLSPEC SDL_JoystickPowerLevel SDLCALL SDL_JoystickCurrentPowerLevel(SDL_Joystick *joystick);
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_joystick_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */
diff --git a/bsp/simulator/SDL2/include/SDL_keyboard.h b/bsp/simulator/SDL2/include/SDL_keyboard.h
new file mode 100644
index 0000000000..a53dde68eb
--- /dev/null
+++ b/bsp/simulator/SDL2/include/SDL_keyboard.h
@@ -0,0 +1,316 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
+
+ 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_keyboard.h
+ *
+ * Include file for SDL keyboard event handling
+ */
+
+#ifndef SDL_keyboard_h_
+#define SDL_keyboard_h_
+
+#include "SDL_stdinc.h"
+#include "SDL_error.h"
+#include "SDL_keycode.h"
+#include "SDL_video.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/**
+ * \brief The SDL keysym structure, used in key events.
+ *
+ * \note If you are looking for translated character input, see the ::SDL_TEXTINPUT event.
+ */
+typedef struct SDL_Keysym
+{
+ SDL_Scancode scancode; /**< SDL physical key code - see ::SDL_Scancode for details */
+ SDL_Keycode sym; /**< SDL virtual key code - see ::SDL_Keycode for details */
+ Uint16 mod; /**< current key modifiers */
+ Uint32 unused;
+} SDL_Keysym;
+
+/* Function prototypes */
+
+/**
+ * Query the window which currently has keyboard focus.
+ *
+ * \returns the window with keyboard focus.
+ *
+ * \since This function is available since SDL 2.0.0.
+ */
+extern DECLSPEC SDL_Window * SDLCALL SDL_GetKeyboardFocus(void);
+
+/**
+ * Get a snapshot of the current state of the keyboard.
+ *
+ * The pointer returned is a pointer to an internal SDL array. It will be
+ * valid for the whole lifetime of the application and should not be freed by
+ * the caller.
+ *
+ * A array element with a value of 1 means that the key is pressed and a value
+ * of 0 means that it is not. Indexes into this array are obtained by using
+ * SDL_Scancode values.
+ *
+ * Use SDL_PumpEvents() to update the state array.
+ *
+ * This function gives you the current state after all events have been
+ * processed, so if a key or button has been pressed and released before you
+ * process events, then the pressed state will never show up in the
+ * SDL_GetKeyboardState() calls.
+ *
+ * Note: This function doesn't take into account whether shift has been
+ * pressed or not.
+ *
+ * \param numkeys if non-NULL, receives the length of the returned array
+ * \returns a pointer to an array of key states.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_PumpEvents
+ */
+extern DECLSPEC const Uint8 *SDLCALL SDL_GetKeyboardState(int *numkeys);
+
+/**
+ * Get the current key modifier state for the keyboard.
+ *
+ * \returns an OR'd combination of the modifier keys for the keyboard. See
+ * SDL_Keymod for details.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetKeyboardState
+ * \sa SDL_SetModState
+ */
+extern DECLSPEC SDL_Keymod SDLCALL SDL_GetModState(void);
+
+/**
+ * Set the current key modifier state for the keyboard.
+ *
+ * The inverse of SDL_GetModState(), SDL_SetModState() allows you to impose
+ * modifier key states on your application. Simply pass your desired modifier
+ * states into `modstate`. This value may be a bitwise, OR'd combination of
+ * SDL_Keymod values.
+ *
+ * This does not change the keyboard state, only the key modifier flags that
+ * SDL reports.
+ *
+ * \param modstate the desired SDL_Keymod for the keyboard
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetModState
+ */
+extern DECLSPEC void SDLCALL SDL_SetModState(SDL_Keymod modstate);
+
+/**
+ * Get the key code corresponding to the given scancode according to the
+ * current keyboard layout.
+ *
+ * See SDL_Keycode for details.
+ *
+ * \param scancode the desired SDL_Scancode to query
+ * \returns the SDL_Keycode that corresponds to the given SDL_Scancode.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetKeyName
+ * \sa SDL_GetScancodeFromKey
+ */
+extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromScancode(SDL_Scancode scancode);
+
+/**
+ * Get the scancode corresponding to the given key code according to the
+ * current keyboard layout.
+ *
+ * See SDL_Scancode for details.
+ *
+ * \param key the desired SDL_Keycode to query
+ * \returns the SDL_Scancode that corresponds to the given SDL_Keycode.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetKeyFromScancode
+ * \sa SDL_GetScancodeName
+ */
+extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromKey(SDL_Keycode key);
+
+/**
+ * Get a human-readable name for a scancode.
+ *
+ * See SDL_Scancode for details.
+ *
+ * **Warning**: The returned name is by design not stable across platforms,
+ * e.g. the name for `SDL_SCANCODE_LGUI` is "Left GUI" under Linux but "Left
+ * Windows" under Microsoft Windows, and some scancodes like
+ * `SDL_SCANCODE_NONUSBACKSLASH` don't have any name at all. There are even
+ * scancodes that share names, e.g. `SDL_SCANCODE_RETURN` and
+ * `SDL_SCANCODE_RETURN2` (both called "Return"). This function is therefore
+ * unsuitable for creating a stable cross-platform two-way mapping between
+ * strings and scancodes.
+ *
+ * \param scancode the desired SDL_Scancode to query
+ * \returns a pointer to the name for the scancode. If the scancode doesn't
+ * have a name this function returns an empty string ("").
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetScancodeFromKey
+ * \sa SDL_GetScancodeFromName
+ */
+extern DECLSPEC const char *SDLCALL SDL_GetScancodeName(SDL_Scancode scancode);
+
+/**
+ * Get a scancode from a human-readable name.
+ *
+ * \param name the human-readable scancode name
+ * \returns the SDL_Scancode, or `SDL_SCANCODE_UNKNOWN` if the name wasn't
+ * recognized; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetKeyFromName
+ * \sa SDL_GetScancodeFromKey
+ * \sa SDL_GetScancodeName
+ */
+extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromName(const char *name);
+
+/**
+ * Get a human-readable name for a key.
+ *
+ * See SDL_Scancode and SDL_Keycode for details.
+ *
+ * \param key the desired SDL_Keycode to query
+ * \returns a pointer to a UTF-8 string that stays valid at least until the
+ * next call to this function. If you need it around any longer, you
+ * must copy it. If the key doesn't have a name, this function
+ * returns an empty string ("").
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetKeyFromName
+ * \sa SDL_GetKeyFromScancode
+ * \sa SDL_GetScancodeFromKey
+ */
+extern DECLSPEC const char *SDLCALL SDL_GetKeyName(SDL_Keycode key);
+
+/**
+ * Get a key code from a human-readable name.
+ *
+ * \param name the human-readable key name
+ * \returns key code, or `SDLK_UNKNOWN` if the name wasn't recognized; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetKeyFromScancode
+ * \sa SDL_GetKeyName
+ * \sa SDL_GetScancodeFromName
+ */
+extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromName(const char *name);
+
+/**
+ * Start accepting Unicode text input events.
+ *
+ * This function will start accepting Unicode text input events in the focused
+ * SDL window, and start emitting SDL_TextInputEvent (SDL_TEXTINPUT) and
+ * SDL_TextEditingEvent (SDL_TEXTEDITING) events. Please use this function in
+ * pair with SDL_StopTextInput().
+ *
+ * On some platforms using this function activates the screen keyboard.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_SetTextInputRect
+ * \sa SDL_StopTextInput
+ */
+extern DECLSPEC void SDLCALL SDL_StartTextInput(void);
+
+/**
+ * Check whether or not Unicode text input events are enabled.
+ *
+ * \returns SDL_TRUE if text input events are enabled else SDL_FALSE.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_StartTextInput
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_IsTextInputActive(void);
+
+/**
+ * Stop receiving any text input events.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_StartTextInput
+ */
+extern DECLSPEC void SDLCALL SDL_StopTextInput(void);
+
+/**
+ * Set the rectangle used to type Unicode text inputs.
+ *
+ * \param rect the SDL_Rect structure representing the rectangle to receive
+ * text (ignored if NULL)
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_StartTextInput
+ */
+extern DECLSPEC void SDLCALL SDL_SetTextInputRect(SDL_Rect *rect);
+
+/**
+ * Check whether the platform has screen keyboard support.
+ *
+ * \returns SDL_TRUE if the platform has some screen keyboard support or
+ * SDL_FALSE if not.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_StartTextInput
+ * \sa SDL_IsScreenKeyboardShown
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_HasScreenKeyboardSupport(void);
+
+/**
+ * Check whether the screen keyboard is shown for given window.
+ *
+ * \param window the window for which screen keyboard should be queried
+ * \returns SDL_TRUE if screen keyboard is shown or SDL_FALSE if not.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HasScreenKeyboardSupport
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_IsScreenKeyboardShown(SDL_Window *window);
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_keyboard_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_keycode.h b/bsp/simulator/SDL2/include/SDL_keycode.h
index c41e45ff61..35602541a5 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_keycode.h
+++ b/bsp/simulator/SDL2/include/SDL_keycode.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -47,12 +47,12 @@ typedef Sint32 SDL_Keycode;
#define SDLK_SCANCODE_MASK (1<<30)
#define SDL_SCANCODE_TO_KEYCODE(X) (X | SDLK_SCANCODE_MASK)
-enum
+typedef enum
{
SDLK_UNKNOWN = 0,
SDLK_RETURN = '\r',
- SDLK_ESCAPE = '\033',
+ SDLK_ESCAPE = '\x1B',
SDLK_BACKSPACE = '\b',
SDLK_TAB = '\t',
SDLK_SPACE = ' ',
@@ -88,9 +88,11 @@ enum
SDLK_GREATER = '>',
SDLK_QUESTION = '?',
SDLK_AT = '@',
+
/*
Skip uppercase letters
*/
+
SDLK_LEFTBRACKET = '[',
SDLK_BACKSLASH = '\\',
SDLK_RIGHTBRACKET = ']',
@@ -145,7 +147,7 @@ enum
SDLK_INSERT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_INSERT),
SDLK_HOME = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_HOME),
SDLK_PAGEUP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAGEUP),
- SDLK_DELETE = '\177',
+ SDLK_DELETE = '\x7F',
SDLK_END = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_END),
SDLK_PAGEDOWN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAGEDOWN),
SDLK_RIGHT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RIGHT),
@@ -317,7 +319,7 @@ enum
SDLK_AUDIOREWIND = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOREWIND),
SDLK_AUDIOFASTFORWARD = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOFASTFORWARD)
-};
+} SDL_KeyCode;
/**
* \brief Enumeration of valid key mods (possibly OR'd together).
@@ -336,13 +338,15 @@ typedef enum
KMOD_NUM = 0x1000,
KMOD_CAPS = 0x2000,
KMOD_MODE = 0x4000,
- KMOD_RESERVED = 0x8000
-} SDL_Keymod;
+ KMOD_SCROLL = 0x8000,
+
+ KMOD_CTRL = KMOD_LCTRL | KMOD_RCTRL,
+ KMOD_SHIFT = KMOD_LSHIFT | KMOD_RSHIFT,
+ KMOD_ALT = KMOD_LALT | KMOD_RALT,
+ KMOD_GUI = KMOD_LGUI | KMOD_RGUI,
-#define KMOD_CTRL (KMOD_LCTRL|KMOD_RCTRL)
-#define KMOD_SHIFT (KMOD_LSHIFT|KMOD_RSHIFT)
-#define KMOD_ALT (KMOD_LALT|KMOD_RALT)
-#define KMOD_GUI (KMOD_LGUI|KMOD_RGUI)
+ KMOD_RESERVED = KMOD_SCROLL /* This is for source-level compatibility with SDL 2.0.0. */
+} SDL_Keymod;
#endif /* SDL_keycode_h_ */
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_loadso.h b/bsp/simulator/SDL2/include/SDL_loadso.h
index 6ea256c6ae..61857c8137 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_loadso.h
+++ b/bsp/simulator/SDL2/include/SDL_loadso.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -51,22 +51,56 @@ extern "C" {
#endif
/**
- * This function dynamically loads a shared object and returns a pointer
- * to the object handle (or NULL if there was an error).
- * The 'sofile' parameter is a system dependent name of the object file.
+ * Dynamically load a shared object.
+ *
+ * \param sofile a system-dependent name of the object file
+ * \returns an opaque pointer to the object handle or NULL if there was an
+ * error; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_LoadFunction
+ * \sa SDL_UnloadObject
*/
extern DECLSPEC void *SDLCALL SDL_LoadObject(const char *sofile);
/**
- * Given an object handle, this function looks up the address of the
- * named function in the shared object and returns it. This address
- * is no longer valid after calling SDL_UnloadObject().
+ * Look up the address of the named function in a shared object.
+ *
+ * This function pointer is no longer valid after calling SDL_UnloadObject().
+ *
+ * This function can only look up C function names. Other languages may have
+ * name mangling and intrinsic language support that varies from compiler to
+ * compiler.
+ *
+ * Make sure you declare your function pointers with the same calling
+ * convention as the actual library function. Your code will crash
+ * mysteriously if you do not do this.
+ *
+ * If the requested function doesn't exist, NULL is returned.
+ *
+ * \param handle a valid shared object handle returned by SDL_LoadObject()
+ * \param name the name of the function to look up
+ * \returns a pointer to the function or NULL if there was an error; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_LoadObject
+ * \sa SDL_UnloadObject
*/
extern DECLSPEC void *SDLCALL SDL_LoadFunction(void *handle,
const char *name);
/**
- * Unload a shared object from memory.
+ * Unload a shared object from memory.
+ *
+ * \param handle a valid shared object handle returned by SDL_LoadObject()
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_LoadFunction
+ * \sa SDL_LoadObject
*/
extern DECLSPEC void SDLCALL SDL_UnloadObject(void *handle);
diff --git a/bsp/simulator/SDL2/include/SDL_locale.h b/bsp/simulator/SDL2/include/SDL_locale.h
new file mode 100644
index 0000000000..7515779947
--- /dev/null
+++ b/bsp/simulator/SDL2/include/SDL_locale.h
@@ -0,0 +1,103 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
+
+ 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_locale.h
+ *
+ * Include file for SDL locale services
+ */
+
+#ifndef _SDL_locale_h
+#define _SDL_locale_h
+
+#include "SDL_stdinc.h"
+#include "SDL_error.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+/* *INDENT-OFF* */
+extern "C" {
+/* *INDENT-ON* */
+#endif
+
+
+typedef struct SDL_Locale
+{
+ const char *language; /**< A language name, like "en" for English. */
+ const char *country; /**< A country, like "US" for America. Can be NULL. */
+} SDL_Locale;
+
+/**
+ * Report the user's preferred locale.
+ *
+ * This returns an array of SDL_Locale structs, the final item zeroed out.
+ * When the caller is done with this array, it should call SDL_free() on the
+ * returned value; all the memory involved is allocated in a single block, so
+ * a single SDL_free() will suffice.
+ *
+ * Returned language strings are in the format xx, where 'xx' is an ISO-639
+ * language specifier (such as "en" for English, "de" for German, etc).
+ * Country strings are in the format YY, where "YY" is an ISO-3166 country
+ * code (such as "US" for the United States, "CA" for Canada, etc). Country
+ * might be NULL if there's no specific guidance on them (so you might get {
+ * "en", "US" } for American English, but { "en", NULL } means "English
+ * language, generically"). Language strings are never NULL, except to
+ * terminate the array.
+ *
+ * Please note that not all of these strings are 2 characters; some are three
+ * or more.
+ *
+ * The returned list of locales are in the order of the user's preference. For
+ * example, a German citizen that is fluent in US English and knows enough
+ * Japanese to navigate around Tokyo might have a list like: { "de", "en_US",
+ * "jp", NULL }. Someone from England might prefer British English (where
+ * "color" is spelled "colour", etc), but will settle for anything like it: {
+ * "en_GB", "en", NULL }.
+ *
+ * This function returns NULL on error, including when the platform does not
+ * supply this information at all.
+ *
+ * This might be a "slow" call that has to query the operating system. It's
+ * best to ask for this once and save the results. However, this list can
+ * change, usually because the user has changed a system preference outside of
+ * your program; SDL will send an SDL_LOCALECHANGED event in this case, if
+ * possible, and you can call this function again to get an updated copy of
+ * preferred locales.
+ *
+ * \return array of locales, terminated with a locale with a NULL language
+ * field. Will return NULL on error.
+ *
+ * \since This function is available since SDL 2.0.14.
+ */
+extern DECLSPEC SDL_Locale * SDLCALL SDL_GetPreferredLocales(void);
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+/* *INDENT-OFF* */
+}
+/* *INDENT-ON* */
+#endif
+#include "close_code.h"
+
+#endif /* _SDL_locale_h */
+
+/* vi: set ts=4 sw=4 expandtab: */
diff --git a/bsp/simulator/SDL2/include/SDL_log.h b/bsp/simulator/SDL2/include/SDL_log.h
new file mode 100644
index 0000000000..dbbcb1e6ff
--- /dev/null
+++ b/bsp/simulator/SDL2/include/SDL_log.h
@@ -0,0 +1,404 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
+
+ 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_log.h
+ *
+ * Simple log messages with categories and priorities.
+ *
+ * By default logs are quiet, but if you're debugging SDL you might want:
+ *
+ * SDL_LogSetAllPriority(SDL_LOG_PRIORITY_WARN);
+ *
+ * Here's where the messages go on different platforms:
+ * Windows: debug output stream
+ * Android: log output
+ * Others: standard error output (stderr)
+ */
+
+#ifndef SDL_log_h_
+#define SDL_log_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 The maximum size of a log message
+ *
+ * Messages longer than the maximum size will be truncated
+ */
+#define SDL_MAX_LOG_MESSAGE 4096
+
+/**
+ * \brief The predefined log categories
+ *
+ * By default the application category is enabled at the INFO level,
+ * the assert category is enabled at the WARN level, test is enabled
+ * at the VERBOSE level and all other categories are enabled at the
+ * CRITICAL level.
+ */
+typedef enum
+{
+ SDL_LOG_CATEGORY_APPLICATION,
+ SDL_LOG_CATEGORY_ERROR,
+ SDL_LOG_CATEGORY_ASSERT,
+ SDL_LOG_CATEGORY_SYSTEM,
+ SDL_LOG_CATEGORY_AUDIO,
+ SDL_LOG_CATEGORY_VIDEO,
+ SDL_LOG_CATEGORY_RENDER,
+ SDL_LOG_CATEGORY_INPUT,
+ SDL_LOG_CATEGORY_TEST,
+
+ /* Reserved for future SDL library use */
+ SDL_LOG_CATEGORY_RESERVED1,
+ SDL_LOG_CATEGORY_RESERVED2,
+ SDL_LOG_CATEGORY_RESERVED3,
+ SDL_LOG_CATEGORY_RESERVED4,
+ SDL_LOG_CATEGORY_RESERVED5,
+ SDL_LOG_CATEGORY_RESERVED6,
+ SDL_LOG_CATEGORY_RESERVED7,
+ SDL_LOG_CATEGORY_RESERVED8,
+ SDL_LOG_CATEGORY_RESERVED9,
+ SDL_LOG_CATEGORY_RESERVED10,
+
+ /* Beyond this point is reserved for application use, e.g.
+ enum {
+ MYAPP_CATEGORY_AWESOME1 = SDL_LOG_CATEGORY_CUSTOM,
+ MYAPP_CATEGORY_AWESOME2,
+ MYAPP_CATEGORY_AWESOME3,
+ ...
+ };
+ */
+ SDL_LOG_CATEGORY_CUSTOM
+} SDL_LogCategory;
+
+/**
+ * \brief The predefined log priorities
+ */
+typedef enum
+{
+ SDL_LOG_PRIORITY_VERBOSE = 1,
+ SDL_LOG_PRIORITY_DEBUG,
+ SDL_LOG_PRIORITY_INFO,
+ SDL_LOG_PRIORITY_WARN,
+ SDL_LOG_PRIORITY_ERROR,
+ SDL_LOG_PRIORITY_CRITICAL,
+ SDL_NUM_LOG_PRIORITIES
+} SDL_LogPriority;
+
+
+/**
+ * Set the priority of all log categories.
+ *
+ * \param priority the SDL_LogPriority to assign
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_LogSetPriority
+ */
+extern DECLSPEC void SDLCALL SDL_LogSetAllPriority(SDL_LogPriority priority);
+
+/**
+ * Set the priority of a particular log category.
+ *
+ * \param category the category to assign a priority to
+ * \param priority the SDL_LogPriority to assign
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_LogGetPriority
+ * \sa SDL_LogSetAllPriority
+ */
+extern DECLSPEC void SDLCALL SDL_LogSetPriority(int category,
+ SDL_LogPriority priority);
+
+/**
+ * Get the priority of a particular log category.
+ *
+ * \param category the category to query
+ * \returns the SDL_LogPriority for the requested category
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_LogSetPriority
+ */
+extern DECLSPEC SDL_LogPriority SDLCALL SDL_LogGetPriority(int category);
+
+/**
+ * Reset all priorities to default.
+ *
+ * This is called by SDL_Quit().
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_LogSetAllPriority
+ * \sa SDL_LogSetPriority
+ */
+extern DECLSPEC void SDLCALL SDL_LogResetPriorities(void);
+
+/**
+ * Log a message with SDL_LOG_CATEGORY_APPLICATION and SDL_LOG_PRIORITY_INFO.
+ *
+ * = * \param fmt a printf() style message format string
+ *
+ * \param ... additional parameters matching % tokens in the `fmt` string, if
+ * any
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_LogCritical
+ * \sa SDL_LogDebug
+ * \sa SDL_LogError
+ * \sa SDL_LogInfo
+ * \sa SDL_LogMessage
+ * \sa SDL_LogMessageV
+ * \sa SDL_LogVerbose
+ * \sa SDL_LogWarn
+ */
+extern DECLSPEC void SDLCALL SDL_Log(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1);
+
+/**
+ * Log a message with SDL_LOG_PRIORITY_VERBOSE.
+ *
+ * \param category the category of the message
+ * \param fmt a printf() style message format string
+ * \param ... additional parameters matching % tokens in the **fmt** string,
+ * if any
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_Log
+ * \sa SDL_LogCritical
+ * \sa SDL_LogDebug
+ * \sa SDL_LogError
+ * \sa SDL_LogInfo
+ * \sa SDL_LogMessage
+ * \sa SDL_LogMessageV
+ * \sa SDL_LogWarn
+ */
+extern DECLSPEC void SDLCALL SDL_LogVerbose(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
+
+/**
+ * Log a message with SDL_LOG_PRIORITY_DEBUG.
+ *
+ * \param category the category of the message
+ * \param fmt a printf() style message format string
+ * \param ... additional parameters matching % tokens in the **fmt** string,
+ * if any
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_Log
+ * \sa SDL_LogCritical
+ * \sa SDL_LogError
+ * \sa SDL_LogInfo
+ * \sa SDL_LogMessage
+ * \sa SDL_LogMessageV
+ * \sa SDL_LogVerbose
+ * \sa SDL_LogWarn
+ */
+extern DECLSPEC void SDLCALL SDL_LogDebug(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
+
+/**
+ * Log a message with SDL_LOG_PRIORITY_INFO.
+ *
+ * \param category the category of the message
+ * \param fmt a printf() style message format string
+ * \param ... additional parameters matching % tokens in the **fmt** string,
+ * if any
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_Log
+ * \sa SDL_LogCritical
+ * \sa SDL_LogDebug
+ * \sa SDL_LogError
+ * \sa SDL_LogMessage
+ * \sa SDL_LogMessageV
+ * \sa SDL_LogVerbose
+ * \sa SDL_LogWarn
+ */
+extern DECLSPEC void SDLCALL SDL_LogInfo(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
+
+/**
+ * Log a message with SDL_LOG_PRIORITY_WARN.
+ *
+ * \param category the category of the message
+ * \param fmt a printf() style message format string
+ * \param ... additional parameters matching % tokens in the **fmt** string,
+ * if any
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_Log
+ * \sa SDL_LogCritical
+ * \sa SDL_LogDebug
+ * \sa SDL_LogError
+ * \sa SDL_LogInfo
+ * \sa SDL_LogMessage
+ * \sa SDL_LogMessageV
+ * \sa SDL_LogVerbose
+ */
+extern DECLSPEC void SDLCALL SDL_LogWarn(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
+
+/**
+ * Log a message with SDL_LOG_PRIORITY_ERROR.
+ *
+ * \param category the category of the message
+ * \param fmt a printf() style message format string
+ * \param ... additional parameters matching % tokens in the **fmt** string,
+ * if any
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_Log
+ * \sa SDL_LogCritical
+ * \sa SDL_LogDebug
+ * \sa SDL_LogInfo
+ * \sa SDL_LogMessage
+ * \sa SDL_LogMessageV
+ * \sa SDL_LogVerbose
+ * \sa SDL_LogWarn
+ */
+extern DECLSPEC void SDLCALL SDL_LogError(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
+
+/**
+ * Log a message with SDL_LOG_PRIORITY_CRITICAL.
+ *
+ * \param category the category of the message
+ * \param fmt a printf() style message format string
+ * \param ... additional parameters matching % tokens in the **fmt** string,
+ * if any
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_Log
+ * \sa SDL_LogDebug
+ * \sa SDL_LogError
+ * \sa SDL_LogInfo
+ * \sa SDL_LogMessage
+ * \sa SDL_LogMessageV
+ * \sa SDL_LogVerbose
+ * \sa SDL_LogWarn
+ */
+extern DECLSPEC void SDLCALL SDL_LogCritical(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
+
+/**
+ * Log a message with the specified category and priority.
+ *
+ * \param category the category of the message
+ * \param priority the priority of the message
+ * \param fmt a printf() style message format string
+ * \param ... additional parameters matching % tokens in the **fmt** string,
+ * if any
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_Log
+ * \sa SDL_LogCritical
+ * \sa SDL_LogDebug
+ * \sa SDL_LogError
+ * \sa SDL_LogInfo
+ * \sa SDL_LogMessageV
+ * \sa SDL_LogVerbose
+ * \sa SDL_LogWarn
+ */
+extern DECLSPEC void SDLCALL SDL_LogMessage(int category,
+ SDL_LogPriority priority,
+ SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(3);
+
+/**
+ * Log a message with the specified category and priority.
+ *
+ * \param category the category of the message
+ * \param priority the priority of the message
+ * \param fmt a printf() style message format string
+ * \param ap a variable argument list
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_Log
+ * \sa SDL_LogCritical
+ * \sa SDL_LogDebug
+ * \sa SDL_LogError
+ * \sa SDL_LogInfo
+ * \sa SDL_LogMessage
+ * \sa SDL_LogVerbose
+ * \sa SDL_LogWarn
+ */
+extern DECLSPEC void SDLCALL SDL_LogMessageV(int category,
+ SDL_LogPriority priority,
+ const char *fmt, va_list ap);
+
+/**
+ * The prototype for the log output callback function.
+ *
+ * This function is called by SDL when there is new text to be logged.
+ *
+ * \param userdata what was passed as `userdata` to SDL_LogSetOutputFunction()
+ * \param category the category of the message
+ * \param priority the priority of the message
+ * \param message the message being output
+ */
+typedef void (SDLCALL *SDL_LogOutputFunction)(void *userdata, int category, SDL_LogPriority priority, const char *message);
+
+/**
+ * Get the current log output function.
+ *
+ * \param callback an SDL_LogOutputFunction filled in with the current log
+ * callback
+ * \param userdata a pointer filled in with the pointer that is passed to
+ * `callback`
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_LogSetOutputFunction
+ */
+extern DECLSPEC void SDLCALL SDL_LogGetOutputFunction(SDL_LogOutputFunction *callback, void **userdata);
+
+/**
+ * Replace the default log output function with one of your own.
+ *
+ * \param callback an SDL_LogOutputFunction to call instead of the default
+ * \param userdata a pointer that is passed to `callback`
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_LogGetOutputFunction
+ */
+extern DECLSPEC void SDLCALL SDL_LogSetOutputFunction(SDL_LogOutputFunction callback, void *userdata);
+
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_log_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */
diff --git a/bsp/simulator/SDL2/include/SDL_main.h b/bsp/simulator/SDL2/include/SDL_main.h
new file mode 100644
index 0000000000..0a205fe0a6
--- /dev/null
+++ b/bsp/simulator/SDL2/include/SDL_main.h
@@ -0,0 +1,235 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
+
+ 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(__WINRT__)
+/* On WinRT, SDL provides a main function that initializes CoreApplication,
+ creating an instance of IFrameworkView in the process.
+
+ Please note that #include'ing SDL_main.h is not enough to get a main()
+ function working. In non-XAML apps, the file,
+ src/main/winrt/SDL_WinRT_main_NonXAML.cpp, or a copy of it, must be compiled
+ into the app itself. In XAML apps, the function, SDL_WinRTRunApp must be
+ called, with a pointer to the Direct3D-hosted XAML control passed in.
+*/
+#define SDL_MAIN_NEEDED
+
+#elif defined(__IPHONEOS__)
+/* On iOS SDL provides a main function that creates an application delegate
+ and starts the iOS application run loop.
+
+ If you link with SDL dynamically on iOS, the main function can't be in a
+ shared library, so you need to link with libSDLmain.a, which includes a
+ stub main function that calls into the shared library to start execution.
+
+ 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 docs/README-android.md for more details on extending that class.
+ */
+#define SDL_MAIN_NEEDED
+
+/* We need to export SDL_main so it can be launched from Java */
+#define SDLMAIN_DECLSPEC DECLSPEC
+
+#elif defined(__NACL__)
+/* On NACL we use ppapi_simple to set up the application helper code,
+ then wait for the first PSE_INSTANCE_DIDCHANGEVIEW event before
+ starting the user main function.
+ All user code is run in a separate thread by ppapi_simple, thus
+ allowing for blocking io to take place via nacl_io
+*/
+#define SDL_MAIN_NEEDED
+
+#elif defined(__PSP__)
+/* On PSP SDL provides a main function that sets the module info,
+ activates the GPU and starts the thread required to be able to exit
+ the software.
+
+ If you provide this yourself, you may define SDL_MAIN_HANDLED
+ */
+#define SDL_MAIN_AVAILABLE
+
+#endif
+#endif /* SDL_MAIN_HANDLED */
+
+#ifndef SDLMAIN_DECLSPEC
+#define SDLMAIN_DECLSPEC
+#endif
+
+/**
+ * \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
+
+#include "begin_code.h"
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/**
+ * The prototype for the application's main() function
+ */
+typedef int (*SDL_main_func)(int argc, char *argv[]);
+extern SDLMAIN_DECLSPEC int SDL_main(int argc, char *argv[]);
+
+
+/**
+ * Circumvent failure of SDL_Init() when not using SDL_main() as an entry
+ * point.
+ *
+ * This function is defined in SDL_main.h, along with the preprocessor rule to
+ * redefine main() as SDL_main(). Thus to ensure that your main() function
+ * will not be changed it is necessary to define SDL_MAIN_HANDLED before
+ * including SDL.h.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_Init
+ */
+extern DECLSPEC void SDLCALL SDL_SetMainReady(void);
+
+#ifdef __WIN32__
+
+/**
+ * Register a win32 window class for SDL's use.
+ *
+ * This can be called to set the application window class at startup. It is
+ * safe to call this multiple times, as long as every call is eventually
+ * paired with a call to SDL_UnregisterApp, but a second registration attempt
+ * while a previous registration is still active will be ignored, other than
+ * to increment a counter.
+ *
+ * Most applications do not need to, and should not, call this directly; SDL
+ * will call it when initializing the video subsystem.
+ *
+ * \param name the window class name, in UTF-8 encoding. If NULL, SDL
+ * currently uses "SDL_app" but this isn't guaranteed.
+ * \param style the value to use in WNDCLASSEX::style. If `name` is NULL, SDL
+ * currently uses `(CS_BYTEALIGNCLIENT | CS_OWNDC)` regardless of
+ * what is specified here.
+ * \param hInst the HINSTANCE to use in WNDCLASSEX::hInstance. If zero, SDL
+ * will use `GetModuleHandle(NULL)` instead.
+ * \returns 0 on success, -1 on error. SDL_GetError() may have details.
+ *
+ * \since This function is available since SDL 2.0.2.
+ */
+extern DECLSPEC int SDLCALL SDL_RegisterApp(const char *name, Uint32 style, void *hInst);
+
+/**
+ * Deregister the win32 window class from an SDL_RegisterApp call.
+ *
+ * This can be called to undo the effects of SDL_RegisterApp.
+ *
+ * Most applications do not need to, and should not, call this directly; SDL
+ * will call it when deinitializing the video subsystem.
+ *
+ * It is safe to call this multiple times, as long as every call is eventually
+ * paired with a prior call to SDL_RegisterApp. The window class will only be
+ * deregistered when the registration counter in SDL_RegisterApp decrements to
+ * zero through calls to this function.
+ *
+ * \since This function is available since SDL 2.0.2.
+ */
+extern DECLSPEC void SDLCALL SDL_UnregisterApp(void);
+
+#endif /* __WIN32__ */
+
+
+#ifdef __WINRT__
+
+/**
+ * Initialize and launch an SDL/WinRT application.
+ *
+ * \param mainFunction the SDL app's C-style main(), an SDL_main_func
+ * \param reserved reserved for future use; should be NULL
+ * \returns 0 on success or -1 on failure; call SDL_GetError() to retrieve
+ * more information on the failure.
+ *
+ * \since This function is available since SDL 2.0.3.
+ */
+extern DECLSPEC int SDLCALL SDL_WinRTRunApp(SDL_main_func mainFunction, void * reserved);
+
+#endif /* __WINRT__ */
+
+#if defined(__IPHONEOS__)
+
+/**
+ * Initializes and launches an SDL application.
+ *
+ * \param argc The argc parameter from the application's main() function
+ * \param argv The argv parameter from the application's main() function
+ * \param mainFunction The SDL app's C-style main(), an SDL_main_func
+ * \return the return value from mainFunction
+ *
+ * \since This function is available since SDL 2.0.10.
+ */
+extern DECLSPEC int SDLCALL SDL_UIKitRunApp(int argc, char *argv[], SDL_main_func mainFunction);
+
+#endif /* __IPHONEOS__ */
+
+
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_main_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */
diff --git a/bsp/simulator/SDL2/include/SDL_messagebox.h b/bsp/simulator/SDL2/include/SDL_messagebox.h
new file mode 100644
index 0000000000..d763534d21
--- /dev/null
+++ b/bsp/simulator/SDL2/include/SDL_messagebox.h
@@ -0,0 +1,193 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
+
+ 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_messagebox_h_
+#define SDL_messagebox_h_
+
+#include "SDL_stdinc.h"
+#include "SDL_video.h" /* For SDL_Window */
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/**
+ * SDL_MessageBox flags. If supported will display warning icon, etc.
+ */
+typedef enum
+{
+ SDL_MESSAGEBOX_ERROR = 0x00000010, /**< error dialog */
+ SDL_MESSAGEBOX_WARNING = 0x00000020, /**< warning dialog */
+ SDL_MESSAGEBOX_INFORMATION = 0x00000040, /**< informational dialog */
+ SDL_MESSAGEBOX_BUTTONS_LEFT_TO_RIGHT = 0x00000080, /**< buttons placed left to right */
+ SDL_MESSAGEBOX_BUTTONS_RIGHT_TO_LEFT = 0x00000100 /**< buttons placed right to left */
+} SDL_MessageBoxFlags;
+
+/**
+ * Flags for SDL_MessageBoxButtonData.
+ */
+typedef enum
+{
+ SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT = 0x00000001, /**< Marks the default button when return is hit */
+ SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT = 0x00000002 /**< Marks the default button when escape is hit */
+} SDL_MessageBoxButtonFlags;
+
+/**
+ * Individual button data.
+ */
+typedef struct
+{
+ Uint32 flags; /**< ::SDL_MessageBoxButtonFlags */
+ int buttonid; /**< User defined button id (value returned via SDL_ShowMessageBox) */
+ const char * text; /**< The UTF-8 button text */
+} SDL_MessageBoxButtonData;
+
+/**
+ * RGB value used in a message box color scheme
+ */
+typedef struct
+{
+ Uint8 r, g, b;
+} SDL_MessageBoxColor;
+
+typedef enum
+{
+ SDL_MESSAGEBOX_COLOR_BACKGROUND,
+ SDL_MESSAGEBOX_COLOR_TEXT,
+ SDL_MESSAGEBOX_COLOR_BUTTON_BORDER,
+ SDL_MESSAGEBOX_COLOR_BUTTON_BACKGROUND,
+ SDL_MESSAGEBOX_COLOR_BUTTON_SELECTED,
+ SDL_MESSAGEBOX_COLOR_MAX
+} SDL_MessageBoxColorType;
+
+/**
+ * A set of colors to use for message box dialogs
+ */
+typedef struct
+{
+ SDL_MessageBoxColor colors[SDL_MESSAGEBOX_COLOR_MAX];
+} SDL_MessageBoxColorScheme;
+
+/**
+ * MessageBox structure containing title, text, window, etc.
+ */
+typedef struct
+{
+ Uint32 flags; /**< ::SDL_MessageBoxFlags */
+ SDL_Window *window; /**< Parent window, can be NULL */
+ const char *title; /**< UTF-8 title */
+ const char *message; /**< UTF-8 message text */
+
+ int numbuttons;
+ const SDL_MessageBoxButtonData *buttons;
+
+ const SDL_MessageBoxColorScheme *colorScheme; /**< ::SDL_MessageBoxColorScheme, can be NULL to use system settings */
+} SDL_MessageBoxData;
+
+/**
+ * Create a modal message box.
+ *
+ * If your needs aren't complex, it might be easier to use
+ * SDL_ShowSimpleMessageBox.
+ *
+ * This function should be called on the thread that created the parent
+ * window, or on the main thread if the messagebox has no parent. It will
+ * block execution of that thread until the user clicks a button or closes the
+ * messagebox.
+ *
+ * This function may be called at any time, even before SDL_Init(). This makes
+ * it useful for reporting errors like a failure to create a renderer or
+ * OpenGL context.
+ *
+ * On X11, SDL rolls its own dialog box with X11 primitives instead of a
+ * formal toolkit like GTK+ or Qt.
+ *
+ * Note that if SDL_Init() would fail because there isn't any available video
+ * target, this function is likely to fail for the same reasons. If this is a
+ * concern, check the return value from this function and fall back to writing
+ * to stderr if you can.
+ *
+ * \param messageboxdata the SDL_MessageBoxData structure with title, text and
+ * other options
+ * \param buttonid the pointer to which user id of hit button should be copied
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_ShowSimpleMessageBox
+ */
+extern DECLSPEC int SDLCALL SDL_ShowMessageBox(const SDL_MessageBoxData *messageboxdata, int *buttonid);
+
+/**
+ * Display a simple modal message box.
+ *
+ * If your needs aren't complex, this function is preferred over
+ * SDL_ShowMessageBox.
+ *
+ * `flags` may be any of the following:
+ *
+ * - `SDL_MESSAGEBOX_ERROR`: error dialog
+ * - `SDL_MESSAGEBOX_WARNING`: warning dialog
+ * - `SDL_MESSAGEBOX_INFORMATION`: informational dialog
+ *
+ * This function should be called on the thread that created the parent
+ * window, or on the main thread if the messagebox has no parent. It will
+ * block execution of that thread until the user clicks a button or closes the
+ * messagebox.
+ *
+ * This function may be called at any time, even before SDL_Init(). This makes
+ * it useful for reporting errors like a failure to create a renderer or
+ * OpenGL context.
+ *
+ * On X11, SDL rolls its own dialog box with X11 primitives instead of a
+ * formal toolkit like GTK+ or Qt.
+ *
+ * Note that if SDL_Init() would fail because there isn't any available video
+ * target, this function is likely to fail for the same reasons. If this is a
+ * concern, check the return value from this function and fall back to writing
+ * to stderr if you can.
+ *
+ * \param flags an SDL_MessageBoxFlags value
+ * \param title UTF-8 title text
+ * \param message UTF-8 message text
+ * \param window the parent window, or NULL for no parent
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_ShowMessageBox
+ */
+extern DECLSPEC int SDLCALL SDL_ShowSimpleMessageBox(Uint32 flags, const char *title, const char *message, SDL_Window *window);
+
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_messagebox_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */
diff --git a/bsp/simulator/SDL2/include/SDL_metal.h b/bsp/simulator/SDL2/include/SDL_metal.h
new file mode 100644
index 0000000000..9ecaa8151d
--- /dev/null
+++ b/bsp/simulator/SDL2/include/SDL_metal.h
@@ -0,0 +1,112 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
+
+ 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_metal.h
+ *
+ * Header file for functions to creating Metal layers and views on SDL windows.
+ */
+
+#ifndef SDL_metal_h_
+#define SDL_metal_h_
+
+#include "SDL_video.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/**
+ * \brief A handle to a CAMetalLayer-backed NSView (macOS) or UIView (iOS/tvOS).
+ *
+ * \note This can be cast directly to an NSView or UIView.
+ */
+typedef void *SDL_MetalView;
+
+/**
+ * \name Metal support functions
+ */
+/* @{ */
+
+/**
+ * Create a CAMetalLayer-backed NSView/UIView and attach it to the specified
+ * window.
+ *
+ * On macOS, this does *not* associate a MTLDevice with the CAMetalLayer on
+ * its own. It is up to user code to do that.
+ *
+ * The returned handle can be casted directly to a NSView or UIView. To access
+ * the backing CAMetalLayer, call SDL_Metal_GetLayer().
+ *
+ * \since This function is available since SDL 2.0.12.
+ *
+ * \sa SDL_Metal_DestroyView
+ * \sa SDL_Metal_GetLayer
+ */
+extern DECLSPEC SDL_MetalView SDLCALL SDL_Metal_CreateView(SDL_Window * window);
+
+/**
+ * Destroy an existing SDL_MetalView object.
+ *
+ * This should be called before SDL_DestroyWindow, if SDL_Metal_CreateView was
+ * called after SDL_CreateWindow.
+ *
+ * \since This function is available since SDL 2.0.12.
+ *
+ * \sa SDL_Metal_CreateView
+ */
+extern DECLSPEC void SDLCALL SDL_Metal_DestroyView(SDL_MetalView view);
+
+/**
+ * Get a pointer to the backing CAMetalLayer for the given view.
+ *
+ * \since This function is available since SDL 2.0.14.
+ *
+ * \sa SDL_MetalCreateView
+ */
+extern DECLSPEC void *SDLCALL SDL_Metal_GetLayer(SDL_MetalView view);
+
+/**
+ * Get the size of a window's underlying drawable in pixels (for use with
+ * setting viewport, scissor & etc).
+ *
+ * \param window SDL_Window from which the drawable size should be queried
+ * \param w Pointer to variable for storing the width in pixels, may be NULL
+ *
+ * \since This function is available since SDL 2.0.14.
+ *
+ * \sa SDL_GetWindowSize
+ * \sa SDL_CreateWindow
+ */
+extern DECLSPEC void SDLCALL SDL_Metal_GetDrawableSize(SDL_Window* window, int *w,
+ int *h);
+
+/* @} *//* Metal support functions */
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_metal_h_ */
diff --git a/bsp/simulator/SDL2/include/SDL_misc.h b/bsp/simulator/SDL2/include/SDL_misc.h
new file mode 100644
index 0000000000..261b6b8713
--- /dev/null
+++ b/bsp/simulator/SDL2/include/SDL_misc.h
@@ -0,0 +1,79 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
+
+ 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_misc.h
+ *
+ * \brief Include file for SDL API functions that don't fit elsewhere.
+ */
+
+#ifndef SDL_misc_h_
+#define SDL_misc_h_
+
+#include "SDL_stdinc.h"
+
+#include "begin_code.h"
+
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/**
+ * Open a URL/URI in the browser or other appropriate external application.
+ *
+ * Open a URL in a separate, system-provided application. How this works will
+ * vary wildly depending on the platform. This will likely launch what makes
+ * sense to handle a specific URL's protocol (a web browser for `http://`,
+ * etc), but it might also be able to launch file managers for directories and
+ * other things.
+ *
+ * What happens when you open a URL varies wildly as well: your game window
+ * may lose focus (and may or may not lose focus if your game was fullscreen
+ * or grabbing input at the time). On mobile devices, your app will likely
+ * move to the background or your process might be paused. Any given platform
+ * may or may not handle a given URL.
+ *
+ * If this is unimplemented (or simply unavailable) for a platform, this will
+ * fail with an error. A successful result does not mean the URL loaded, just
+ * that we launched _something_ to handle it (or at least believe we did).
+ *
+ * All this to say: this function can be useful, but you should definitely
+ * test it on every platform you target.
+ *
+ * \param url A valid URL/URI to open. Use `file:///full/path/to/file` for
+ * local files, if supported.
+ * \returns 0 on success, or -1 on error; call SDL_GetError() for more
+ * information.
+ *
+ * \since This function is available since SDL 2.0.14.
+ */
+extern DECLSPEC int SDLCALL SDL_OpenURL(const char *url);
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_misc_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */
diff --git a/bsp/simulator/SDL2/include/SDL_mouse.h b/bsp/simulator/SDL2/include/SDL_mouse.h
new file mode 100644
index 0000000000..1d4a2db0d2
--- /dev/null
+++ b/bsp/simulator/SDL2/include/SDL_mouse.h
@@ -0,0 +1,454 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
+
+ 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;
+
+/**
+ * \brief Scroll direction types for the Scroll event
+ */
+typedef enum
+{
+ SDL_MOUSEWHEEL_NORMAL, /**< The scroll direction is normal */
+ SDL_MOUSEWHEEL_FLIPPED /**< The scroll direction is flipped / natural */
+} SDL_MouseWheelDirection;
+
+/* Function prototypes */
+
+/**
+ * Get the window which currently has mouse focus.
+ *
+ * \returns the window with mouse focus.
+ *
+ * \since This function is available since SDL 2.0.0.
+ */
+extern DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void);
+
+/**
+ * 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 (where `X` is generally 1 for the
+ * left, 2 for middle, 3 for the right button), and `x` and `y` are set to the
+ * mouse cursor position relative to the focus window. You can pass NULL for
+ * either `x` or `y`.
+ *
+ * \param x the x coordinate of the mouse cursor position relative to the
+ * focus window
+ * \param y the y coordinate of the mouse cursor position relative to the
+ * focus window
+ * \returns a 32-bit button bitmask of the current button state.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetGlobalMouseState
+ * \sa SDL_GetRelativeMouseState
+ * \sa SDL_PumpEvents
+ */
+extern DECLSPEC Uint32 SDLCALL SDL_GetMouseState(int *x, int *y);
+
+/**
+ * Get the current state of the mouse in relation to the desktop.
+ *
+ * This works similarly to SDL_GetMouseState(), but the coordinates will be
+ * reported relative to the top-left of the desktop. This can be useful if you
+ * need to track the mouse outside of a specific window and SDL_CaptureMouse()
+ * doesn't fit your needs. For example, it could be useful if you need to
+ * track the mouse while dragging a window, where coordinates relative to a
+ * window might not be in sync at all times.
+ *
+ * Note: SDL_GetMouseState() returns the mouse position as SDL understands it
+ * from the last pump of the event queue. This function, however, queries the
+ * OS for the current mouse position, and as such, might be a slightly less
+ * efficient function. Unless you know what you're doing and have a good
+ * reason to use this function, you probably want SDL_GetMouseState() instead.
+ *
+ * \param x filled in with the current X coord relative to the desktop; can be
+ * NULL
+ * \param y filled in with the current Y coord relative to the desktop; can be
+ * NULL
+ * \returns the current button state as a bitmask which can be tested using
+ * the SDL_BUTTON(X) macros.
+ *
+ * \since This function is available since SDL 2.0.4.
+ *
+ * \sa SDL_CaptureMouse
+ */
+extern DECLSPEC Uint32 SDLCALL SDL_GetGlobalMouseState(int *x, int *y);
+
+/**
+ * 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 (where `X` is generally 1 for the
+ * left, 2 for middle, 3 for the right button), and `x` and `y` are set to the
+ * mouse deltas since the last call to SDL_GetRelativeMouseState() or since
+ * event initialization. You can pass NULL for either `x` or `y`.
+ *
+ * \param x a pointer filled with the last recorded x coordinate of the mouse
+ * \param y a pointer filled with the last recorded y coordinate of the mouse
+ * \returns a 32-bit button bitmask of the relative button state.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetMouseState
+ */
+extern DECLSPEC Uint32 SDLCALL SDL_GetRelativeMouseState(int *x, int *y);
+
+/**
+ * Move the mouse cursor to the given position within the window.
+ *
+ * This function generates a mouse motion event.
+ *
+ * Note that this function will appear to succeed, but not actually move the
+ * mouse when used over Microsoft Remote Desktop.
+ *
+ * \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
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_WarpMouseGlobal
+ */
+extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window,
+ int x, int y);
+
+/**
+ * Move the mouse to the given position in global screen space.
+ *
+ * This function generates a mouse motion event.
+ *
+ * A failure of this function usually means that it is unsupported by a
+ * platform.
+ *
+ * Note that this function will appear to succeed, but not actually move the
+ * mouse when used over Microsoft Remote Desktop.
+ *
+ * \param x the x coordinate
+ * \param y the y coordinate
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.4.
+ *
+ * \sa SDL_WarpMouseInWindow
+ */
+extern DECLSPEC int SDLCALL SDL_WarpMouseGlobal(int x, int y);
+
+/**
+ * Set relative mouse mode.
+ *
+ * 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 that this function will not be able to provide continuous relative
+ * motion when used over Microsoft Remote Desktop, instead motion is limited
+ * to the bounds of the screen.
+ *
+ * This function will flush any pending mouse motion.
+ *
+ * \param enabled SDL_TRUE to enable relative mode, SDL_FALSE to disable.
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * If relative mode is not supported, this returns -1.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetRelativeMouseMode
+ */
+extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled);
+
+/**
+ * Capture the mouse and to track input outside an SDL window.
+ *
+ * Capturing enables your app to obtain mouse events globally, instead of just
+ * within your window. Not all video targets support this function. When
+ * capturing is enabled, the current window will get all mouse events, but
+ * unlike relative mode, no change is made to the cursor and it is not
+ * restrained to your window.
+ *
+ * This function may also deny mouse input to other windows--both those in
+ * your application and others on the system--so you should use this function
+ * sparingly, and in small bursts. For example, you might want to track the
+ * mouse while the user is dragging something, until the user releases a mouse
+ * button. It is not recommended that you capture the mouse for long periods
+ * of time, such as the entire time your app is running. For that, you should
+ * probably use SDL_SetRelativeMouseMode() or SDL_SetWindowGrab(), depending
+ * on your goals.
+ *
+ * While captured, mouse events still report coordinates relative to the
+ * current (foreground) window, but those coordinates may be outside the
+ * bounds of the window (including negative values). Capturing is only allowed
+ * for the foreground window. If the window loses focus while capturing, the
+ * capture will be disabled automatically.
+ *
+ * While capturing is enabled, the current window will have the
+ * `SDL_WINDOW_MOUSE_CAPTURE` flag set.
+ *
+ * \param enabled SDL_TRUE to enable capturing, SDL_FALSE to disable.
+ * \returns 0 on success or -1 if not supported; call SDL_GetError() for more
+ * information.
+ *
+ * \since This function is available since SDL 2.0.4.
+ *
+ * \sa SDL_GetGlobalMouseState
+ */
+extern DECLSPEC int SDLCALL SDL_CaptureMouse(SDL_bool enabled);
+
+/**
+ * Query whether relative mouse mode is enabled.
+ *
+ * \returns SDL_TRUE if relative mode is enabled or SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_SetRelativeMouseMode
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void);
+
+/**
+ * Create a cursor using the specified bitmap data and mask (in MSB format).
+ *
+ * `mask` has to be in MSB (Most Significant Bit) format.
+ *
+ * The cursor width (`w`) must be a multiple of 8 bits.
+ *
+ * The cursor is created in black and white according to the following:
+ *
+ * - data=0, mask=1: white
+ * - data=1, mask=1: black
+ * - data=0, mask=0: transparent
+ * - data=1, mask=0: inverted color if possible, black if not.
+ *
+ * Cursors created with this function must be freed with SDL_FreeCursor().
+ *
+ * If you want to have a color cursor, or create your cursor from an
+ * SDL_Surface, you should use SDL_CreateColorCursor(). Alternately, you can
+ * hide the cursor and draw your own as part of your game's rendering, but it
+ * will be bound to the framerate.
+ *
+ * Also, since SDL 2.0.0, SDL_CreateSystemCursor() is available, which
+ * provides twelve readily available system cursors to pick from.
+ *
+ * \param data the color value for each pixel of the cursor
+ * \param mask the mask value for each pixel of the cursor
+ * \param w the width of the cursor
+ * \param h the height of the cursor
+ * \param hot_x the X-axis location of the upper left corner of the cursor
+ * relative to the actual mouse position
+ * \param hot_y the Y-axis location of the upper left corner of the cursor
+ * relative to the actual mouse position
+ * \returns a new cursor with the specified parameters on success or NULL on
+ * failure; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_FreeCursor
+ * \sa SDL_SetCursor
+ * \sa SDL_ShowCursor
+ */
+extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data,
+ const Uint8 * mask,
+ int w, int h, int hot_x,
+ int hot_y);
+
+/**
+ * Create a color cursor.
+ *
+ * \param surface an SDL_Surface structure representing the cursor image
+ * \param hot_x the x position of the cursor hot spot
+ * \param hot_y the y position of the cursor hot spot
+ * \returns the new cursor on success or NULL on failure; call SDL_GetError()
+ * for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateCursor
+ * \sa SDL_FreeCursor
+ */
+extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateColorCursor(SDL_Surface *surface,
+ int hot_x,
+ int hot_y);
+
+/**
+ * Create a system cursor.
+ *
+ * \param id an SDL_SystemCursor enum value
+ * \returns a cursor on success or NULL on failure; call SDL_GetError() for
+ * more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_FreeCursor
+ */
+extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateSystemCursor(SDL_SystemCursor id);
+
+/**
+ * Set the active cursor.
+ *
+ * This function sets the currently active cursor to the specified one. If the
+ * cursor is currently visible, the change will be immediately represented on
+ * the display. SDL_SetCursor(NULL) can be used to force cursor redraw, if
+ * this is desired for any reason.
+ *
+ * \param cursor a cursor to make active
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateCursor
+ * \sa SDL_GetCursor
+ * \sa SDL_ShowCursor
+ */
+extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor * cursor);
+
+/**
+ * Get the active cursor.
+ *
+ * This function returns a pointer to the current cursor which is owned by the
+ * library. It is not necessary to free the cursor with SDL_FreeCursor().
+ *
+ * \returns the active cursor or NULL if there is no mouse.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_SetCursor
+ */
+extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void);
+
+/**
+ * Get the default cursor.
+ *
+ * \returns the default cursor on success or NULL on failure.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateSystemCursor
+ */
+extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetDefaultCursor(void);
+
+/**
+ * Free a previously-created cursor.
+ *
+ * Use this function to free cursor resources created with SDL_CreateCursor(),
+ * SDL_CreateColorCursor() or SDL_CreateSystemCursor().
+ *
+ * \param cursor the cursor to free
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateColorCursor
+ * \sa SDL_CreateCursor
+ * \sa SDL_CreateSystemCursor
+ */
+extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor * cursor);
+
+/**
+ * Toggle whether or not the cursor is shown.
+ *
+ * The cursor starts off displayed but can be turned off. Passing `SDL_ENABLE`
+ * displays the cursor and passing `SDL_DISABLE` hides it.
+ *
+ * The current state of the mouse cursor can be queried by passing
+ * `SDL_QUERY`; either `SDL_DISABLE` or `SDL_ENABLE` will be returned.
+ *
+ * \param toggle `SDL_ENABLE` to show the cursor, `SDL_DISABLE` to hide it,
+ * `SDL_QUERY` to query the current state without changing it.
+ * \returns `SDL_ENABLE` if the cursor is shown, or `SDL_DISABLE` if the
+ * cursor is hidden, or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateCursor
+ * \sa SDL_SetCursor
+ */
+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: */
diff --git a/bsp/simulator/SDL2/include/SDL_mutex.h b/bsp/simulator/SDL2/include/SDL_mutex.h
new file mode 100644
index 0000000000..173468f6ac
--- /dev/null
+++ b/bsp/simulator/SDL2/include/SDL_mutex.h
@@ -0,0 +1,471 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
+
+ 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_mutex_h_
+#define SDL_mutex_h_
+
+/**
+ * \file SDL_mutex.h
+ *
+ * Functions to provide thread synchronization primitives.
+ */
+
+#include "SDL_stdinc.h"
+#include "SDL_error.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/**
+ * Synchronization functions which can time out return this value
+ * if they time out.
+ */
+#define SDL_MUTEX_TIMEDOUT 1
+
+/**
+ * This is the timeout value which corresponds to never time out.
+ */
+#define SDL_MUTEX_MAXWAIT (~(Uint32)0)
+
+
+/**
+ * \name Mutex functions
+ */
+/* @{ */
+
+/* The SDL mutex structure, defined in SDL_sysmutex.c */
+struct SDL_mutex;
+typedef struct SDL_mutex SDL_mutex;
+
+/**
+ * Create a new mutex.
+ *
+ * All newly-created mutexes begin in the _unlocked_ state.
+ *
+ * Calls to SDL_LockMutex() will not return while the mutex is locked by
+ * another thread. See SDL_TryLockMutex() to attempt to lock without blocking.
+ *
+ * SDL mutexes are reentrant.
+ *
+ * \returns the initialized and unlocked mutex or NULL on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_DestroyMutex
+ * \sa SDL_LockMutex
+ * \sa SDL_TryLockMutex
+ * \sa SDL_UnlockMutex
+ */
+extern DECLSPEC SDL_mutex *SDLCALL SDL_CreateMutex(void);
+
+/**
+ * Lock the mutex.
+ *
+ * This will block until the mutex is available, which is to say it is in the
+ * unlocked state and the OS has chosen the caller as the next thread to lock
+ * it. Of all threads waiting to lock the mutex, only one may do so at a time.
+ *
+ * It is legal for the owning thread to lock an already-locked mutex. It must
+ * unlock it the same number of times before it is actually made available for
+ * other threads in the system (this is known as a "recursive mutex").
+ *
+ * \param mutex the mutex to lock
+ * \return 0, or -1 on error.
+ *
+ * \since This function is available since SDL 2.0.0.
+ */
+extern DECLSPEC int SDLCALL SDL_LockMutex(SDL_mutex * mutex);
+#define SDL_mutexP(m) SDL_LockMutex(m)
+
+/**
+ * Try to lock a mutex without blocking.
+ *
+ * This works just like SDL_LockMutex(), but if the mutex is not available,
+ * this function returns `SDL_MUTEX_TIMEOUT` immediately.
+ *
+ * This technique is useful if you need exclusive access to a resource but
+ * don't want to wait for it, and will return to it to try again later.
+ *
+ * \param mutex the mutex to try to lock
+ * \returns 0, `SDL_MUTEX_TIMEDOUT`, or -1 on error; call SDL_GetError() for
+ * more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateMutex
+ * \sa SDL_DestroyMutex
+ * \sa SDL_LockMutex
+ * \sa SDL_UnlockMutex
+ */
+extern DECLSPEC int SDLCALL SDL_TryLockMutex(SDL_mutex * mutex);
+
+/**
+ * Unlock the mutex.
+ *
+ * It is legal for the owning thread to lock an already-locked mutex. It must
+ * unlock it the same number of times before it is actually made available for
+ * other threads in the system (this is known as a "recursive mutex").
+ *
+ * It is an error to unlock a mutex that has not been locked by the current
+ * thread, and doing so results in undefined behavior.
+ *
+ * It is also an error to unlock a mutex that isn't locked at all.
+ *
+ * \param mutex the mutex to unlock.
+ * \returns 0, or -1 on error.
+ *
+ * \since This function is available since SDL 2.0.0.
+ */
+extern DECLSPEC int SDLCALL SDL_UnlockMutex(SDL_mutex * mutex);
+#define SDL_mutexV(m) SDL_UnlockMutex(m)
+
+/**
+ * Destroy a mutex created with SDL_CreateMutex().
+ *
+ * This function must be called on any mutex that is no longer needed. Failure
+ * to destroy a mutex will result in a system memory or resource leak. While
+ * it is safe to destroy a mutex that is _unlocked_, it is not safe to attempt
+ * to destroy a locked mutex, and may result in undefined behavior depending
+ * on the platform.
+ *
+ * \param mutex the mutex to destroy
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateMutex
+ * \sa SDL_LockMutex
+ * \sa SDL_TryLockMutex
+ * \sa SDL_UnlockMutex
+ */
+extern DECLSPEC void SDLCALL SDL_DestroyMutex(SDL_mutex * mutex);
+
+/* @} *//* Mutex functions */
+
+
+/**
+ * \name Semaphore functions
+ */
+/* @{ */
+
+/* The SDL semaphore structure, defined in SDL_syssem.c */
+struct SDL_semaphore;
+typedef struct SDL_semaphore SDL_sem;
+
+/**
+ * Create a semaphore.
+ *
+ * This function creates a new semaphore and initializes it with the value
+ * `initial_value`. Each wait operation on the semaphore will atomically
+ * decrement the semaphore value and potentially block if the semaphore value
+ * is 0. Each post operation will atomically increment the semaphore value and
+ * wake waiting threads and allow them to retry the wait operation.
+ *
+ * \param initial_value the starting value of the semaphore
+ * \returns a new semaphore or NULL on failure; call SDL_GetError() for more
+ * information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_DestroySemaphore
+ * \sa SDL_SemPost
+ * \sa SDL_SemTryWait
+ * \sa SDL_SemValue
+ * \sa SDL_SemWait
+ * \sa SDL_SemWaitTimeout
+ */
+extern DECLSPEC SDL_sem *SDLCALL SDL_CreateSemaphore(Uint32 initial_value);
+
+/**
+ * Destroy a semaphore.
+ *
+ * It is not safe to destroy a semaphore if there are threads currently
+ * waiting on it.
+ *
+ * \param sem the semaphore to destroy
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateSemaphore
+ * \sa SDL_SemPost
+ * \sa SDL_SemTryWait
+ * \sa SDL_SemValue
+ * \sa SDL_SemWait
+ * \sa SDL_SemWaitTimeout
+ */
+extern DECLSPEC void SDLCALL SDL_DestroySemaphore(SDL_sem * sem);
+
+/**
+ * Wait until a semaphore has a positive value and then decrements it.
+ *
+ * This function suspends the calling thread until either the semaphore
+ * pointed to by `sem` has a positive value or the call is interrupted by a
+ * signal or error. If the call is successful it will atomically decrement the
+ * semaphore value.
+ *
+ * This function is the equivalent of calling SDL_SemWaitTimeout() with a time
+ * length of `SDL_MUTEX_MAXWAIT`.
+ *
+ * \param sem the semaphore wait on
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateSemaphore
+ * \sa SDL_DestroySemaphore
+ * \sa SDL_SemPost
+ * \sa SDL_SemTryWait
+ * \sa SDL_SemValue
+ * \sa SDL_SemWait
+ * \sa SDL_SemWaitTimeout
+ */
+extern DECLSPEC int SDLCALL SDL_SemWait(SDL_sem * sem);
+
+/**
+ * See if a semaphore has a positive value and decrement it if it does.
+ *
+ * This function checks to see if the semaphore pointed to by `sem` has a
+ * positive value and atomically decrements the semaphore value if it does. If
+ * the semaphore doesn't have a positive value, the function immediately
+ * returns SDL_MUTEX_TIMEDOUT.
+ *
+ * \param sem the semaphore to wait on
+ * \returns 0 if the wait succeeds, `SDL_MUTEX_TIMEDOUT` if the wait would
+ * block, or a negative error code on failure; call SDL_GetError()
+ * for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateSemaphore
+ * \sa SDL_DestroySemaphore
+ * \sa SDL_SemPost
+ * \sa SDL_SemValue
+ * \sa SDL_SemWait
+ * \sa SDL_SemWaitTimeout
+ */
+extern DECLSPEC int SDLCALL SDL_SemTryWait(SDL_sem * sem);
+
+/**
+ * Wait until a semaphore has a positive value and then decrements it.
+ *
+ * This function suspends the calling thread until either the semaphore
+ * pointed to by `sem` has a positive value, the call is interrupted by a
+ * signal or error, or the specified time has elapsed. If the call is
+ * successful it will atomically decrement the semaphore value.
+ *
+ * \param sem the semaphore to wait on
+ * \param ms the length of the timeout, in milliseconds
+ * \returns 0 if the wait succeeds, `SDL_MUTEX_TIMEDOUT` if the wait does not
+ * succeed in the allotted time, or a negative error code on failure;
+ * call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateSemaphore
+ * \sa SDL_DestroySemaphore
+ * \sa SDL_SemPost
+ * \sa SDL_SemTryWait
+ * \sa SDL_SemValue
+ * \sa SDL_SemWait
+ */
+extern DECLSPEC int SDLCALL SDL_SemWaitTimeout(SDL_sem * sem, Uint32 ms);
+
+/**
+ * Atomically increment a semaphore's value and wake waiting threads.
+ *
+ * \param sem the semaphore to increment
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateSemaphore
+ * \sa SDL_DestroySemaphore
+ * \sa SDL_SemTryWait
+ * \sa SDL_SemValue
+ * \sa SDL_SemWait
+ * \sa SDL_SemWaitTimeout
+ */
+extern DECLSPEC int SDLCALL SDL_SemPost(SDL_sem * sem);
+
+/**
+ * Get the current value of a semaphore.
+ *
+ * \param sem the semaphore to query
+ * \returns the current value of the semaphore.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateSemaphore
+ */
+extern DECLSPEC Uint32 SDLCALL SDL_SemValue(SDL_sem * sem);
+
+/* @} *//* Semaphore functions */
+
+
+/**
+ * \name Condition variable functions
+ */
+/* @{ */
+
+/* The SDL condition variable structure, defined in SDL_syscond.c */
+struct SDL_cond;
+typedef struct SDL_cond SDL_cond;
+
+/**
+ * Create a condition variable.
+ *
+ * \returns a new condition variable or NULL on failure; call SDL_GetError()
+ * for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CondBroadcast
+ * \sa SDL_CondSignal
+ * \sa SDL_CondWait
+ * \sa SDL_CondWaitTimeout
+ * \sa SDL_DestroyCond
+ */
+extern DECLSPEC SDL_cond *SDLCALL SDL_CreateCond(void);
+
+/**
+ * Destroy a condition variable.
+ *
+ * \param cond the condition variable to destroy
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CondBroadcast
+ * \sa SDL_CondSignal
+ * \sa SDL_CondWait
+ * \sa SDL_CondWaitTimeout
+ * \sa SDL_CreateCond
+ */
+extern DECLSPEC void SDLCALL SDL_DestroyCond(SDL_cond * cond);
+
+/**
+ * Restart one of the threads that are waiting on the condition variable.
+ *
+ * \param cond the condition variable to signal
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CondBroadcast
+ * \sa SDL_CondWait
+ * \sa SDL_CondWaitTimeout
+ * \sa SDL_CreateCond
+ * \sa SDL_DestroyCond
+ */
+extern DECLSPEC int SDLCALL SDL_CondSignal(SDL_cond * cond);
+
+/**
+ * Restart all threads that are waiting on the condition variable.
+ *
+ * \param cond the condition variable to signal
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CondSignal
+ * \sa SDL_CondWait
+ * \sa SDL_CondWaitTimeout
+ * \sa SDL_CreateCond
+ * \sa SDL_DestroyCond
+ */
+extern DECLSPEC int SDLCALL SDL_CondBroadcast(SDL_cond * cond);
+
+/**
+ * Wait until a condition variable is signaled.
+ *
+ * This function unlocks the specified `mutex` and waits for another thread to
+ * call SDL_CondSignal() or SDL_CondBroadcast() on the condition variable
+ * `cond`. Once the condition variable is signaled, the mutex is re-locked and
+ * the function returns.
+ *
+ * The mutex must be locked before calling this function.
+ *
+ * This function is the equivalent of calling SDL_CondWaitTimeout() with a
+ * time length of `SDL_MUTEX_MAXWAIT`.
+ *
+ * \param cond the condition variable to wait on
+ * \param mutex the mutex used to coordinate thread access
+ * \returns 0 when it is signaled or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CondBroadcast
+ * \sa SDL_CondSignal
+ * \sa SDL_CondWaitTimeout
+ * \sa SDL_CreateCond
+ * \sa SDL_DestroyCond
+ */
+extern DECLSPEC int SDLCALL SDL_CondWait(SDL_cond * cond, SDL_mutex * mutex);
+
+/**
+ * Wait until a condition variable is signaled or a certain time has passed.
+ *
+ * This function unlocks the specified `mutex` and waits for another thread to
+ * call SDL_CondSignal() or SDL_CondBroadcast() on the condition variable
+ * `cond`, or for the specified time to elapse. Once the condition variable is
+ * signaled or the time elapsed, the mutex is re-locked and the function
+ * returns.
+ *
+ * The mutex must be locked before calling this function.
+ *
+ * \param cond the condition variable to wait on
+ * \param mutex the mutex used to coordinate thread access
+ * \param ms the maximum time to wait, in milliseconds, or `SDL_MUTEX_MAXWAIT`
+ * to wait indefinitely
+ * \returns 0 if the condition variable is signaled, `SDL_MUTEX_TIMEDOUT` if
+ * the condition is not signaled in the allotted time, or a negative
+ * error code on failure; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CondBroadcast
+ * \sa SDL_CondSignal
+ * \sa SDL_CondWait
+ * \sa SDL_CreateCond
+ * \sa SDL_DestroyCond
+ */
+extern DECLSPEC int SDLCALL SDL_CondWaitTimeout(SDL_cond * cond,
+ SDL_mutex * mutex, Uint32 ms);
+
+/* @} *//* Condition variable functions */
+
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_mutex_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_name.h b/bsp/simulator/SDL2/include/SDL_name.h
index 8095ed3ffd..6ff35b46ef 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_name.h
+++ b/bsp/simulator/SDL2/include/SDL_name.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_opengl.h b/bsp/simulator/SDL2/include/SDL_opengl.h
index 8c60791b32..735b65d262 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_opengl.h
+++ b/bsp/simulator/SDL2/include/SDL_opengl.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_opengl_glext.h b/bsp/simulator/SDL2/include/SDL_opengl_glext.h
index cd3869fe7f..6a402b15a2 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_opengl_glext.h
+++ b/bsp/simulator/SDL2/include/SDL_opengl_glext.h
@@ -40,6 +40,9 @@ extern "C" {
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN 1
#endif
+#ifndef NOMINMAX /* don't define min() and max(). */
+#define NOMINMAX
+#endif
#include <windows.h>
#endif
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_opengles.h b/bsp/simulator/SDL2/include/SDL_opengles.h
index 800c593070..8511b9607f 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_opengles.h
+++ b/bsp/simulator/SDL2/include/SDL_opengles.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_opengles2.h b/bsp/simulator/SDL2/include/SDL_opengles2.h
index 102f2f3fa7..172fcb3f44 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_opengles2.h
+++ b/bsp/simulator/SDL2/include/SDL_opengles2.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -26,7 +26,7 @@
*/
#include "SDL_config.h"
-#ifndef _MSC_VER
+#if !defined(_MSC_VER) && !defined(SDL_USE_BUILTIN_OPENGL_DEFINITIONS)
#ifdef __IPHONEOS__
#include <OpenGLES/ES2/gl.h>
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_opengles2_gl2.h b/bsp/simulator/SDL2/include/SDL_opengles2_gl2.h
index c62fb0a547..c62fb0a547 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_opengles2_gl2.h
+++ b/bsp/simulator/SDL2/include/SDL_opengles2_gl2.h
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_opengles2_gl2ext.h b/bsp/simulator/SDL2/include/SDL_opengles2_gl2ext.h
index 7ed16f5300..7ed16f5300 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_opengles2_gl2ext.h
+++ b/bsp/simulator/SDL2/include/SDL_opengles2_gl2ext.h
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_opengles2_gl2platform.h b/bsp/simulator/SDL2/include/SDL_opengles2_gl2platform.h
index c325686f01..c325686f01 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_opengles2_gl2platform.h
+++ b/bsp/simulator/SDL2/include/SDL_opengles2_gl2platform.h
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_opengles2_khrplatform.h b/bsp/simulator/SDL2/include/SDL_opengles2_khrplatform.h
index 43aac97a73..43aac97a73 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_opengles2_khrplatform.h
+++ b/bsp/simulator/SDL2/include/SDL_opengles2_khrplatform.h
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_pixels.h b/bsp/simulator/SDL2/include/SDL_pixels.h
index 04246689f5..5d2c0c8982 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_pixels.h
+++ b/bsp/simulator/SDL2/include/SDL_pixels.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -48,7 +48,7 @@ extern "C" {
/* @} */
/** Pixel type. */
-enum
+typedef enum
{
SDL_PIXELTYPE_UNKNOWN,
SDL_PIXELTYPE_INDEX1,
@@ -62,18 +62,18 @@ enum
SDL_PIXELTYPE_ARRAYU32,
SDL_PIXELTYPE_ARRAYF16,
SDL_PIXELTYPE_ARRAYF32
-};
+} SDL_PixelType;
/** Bitmap pixel order, high bit -> low bit. */
-enum
+typedef enum
{
SDL_BITMAPORDER_NONE,
SDL_BITMAPORDER_4321,
SDL_BITMAPORDER_1234
-};
+} SDL_BitmapOrder;
/** Packed component order, high bit -> low bit. */
-enum
+typedef enum
{
SDL_PACKEDORDER_NONE,
SDL_PACKEDORDER_XRGB,
@@ -84,12 +84,12 @@ enum
SDL_PACKEDORDER_BGRX,
SDL_PACKEDORDER_ABGR,
SDL_PACKEDORDER_BGRA
-};
+} SDL_PackedOrder;
/** Array component order, low byte -> high byte. */
/* !!! FIXME: in 2.1, make these not overlap differently with
!!! FIXME: SDL_PACKEDORDER_*, so we can simplify SDL_ISPIXELFORMAT_ALPHA */
-enum
+typedef enum
{
SDL_ARRAYORDER_NONE,
SDL_ARRAYORDER_RGB,
@@ -98,10 +98,10 @@ enum
SDL_ARRAYORDER_BGR,
SDL_ARRAYORDER_BGRA,
SDL_ARRAYORDER_ABGR
-};
+} SDL_ArrayOrder;
/** Packed component layout. */
-enum
+typedef enum
{
SDL_PACKEDLAYOUT_NONE,
SDL_PACKEDLAYOUT_332,
@@ -112,7 +112,7 @@ enum
SDL_PACKEDLAYOUT_8888,
SDL_PACKEDLAYOUT_2101010,
SDL_PACKEDLAYOUT_1010102
-};
+} SDL_PackedLayout;
#define SDL_DEFINE_PIXELFOURCC(A, B, C, D) SDL_FOURCC(A, B, C, D)
@@ -168,7 +168,7 @@ enum
((format) && (SDL_PIXELFLAG(format) != 1))
/* Note: If you modify this list, update SDL_GetPixelFormatName() */
-enum
+typedef enum
{
SDL_PIXELFORMAT_UNKNOWN,
SDL_PIXELFORMAT_INDEX1LSB =
@@ -188,15 +188,22 @@ enum
SDL_PIXELFORMAT_RGB332 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED8, SDL_PACKEDORDER_XRGB,
SDL_PACKEDLAYOUT_332, 8, 1),
- SDL_PIXELFORMAT_RGB444 =
+ SDL_PIXELFORMAT_XRGB4444 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XRGB,
SDL_PACKEDLAYOUT_4444, 12, 2),
- SDL_PIXELFORMAT_RGB555 =
+ SDL_PIXELFORMAT_RGB444 = SDL_PIXELFORMAT_XRGB4444,
+ SDL_PIXELFORMAT_XBGR4444 =
+ SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XBGR,
+ SDL_PACKEDLAYOUT_4444, 12, 2),
+ SDL_PIXELFORMAT_BGR444 = SDL_PIXELFORMAT_XBGR4444,
+ SDL_PIXELFORMAT_XRGB1555 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XRGB,
SDL_PACKEDLAYOUT_1555, 15, 2),
- SDL_PIXELFORMAT_BGR555 =
+ SDL_PIXELFORMAT_RGB555 = SDL_PIXELFORMAT_XRGB1555,
+ SDL_PIXELFORMAT_XBGR1555 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XBGR,
SDL_PACKEDLAYOUT_1555, 15, 2),
+ SDL_PIXELFORMAT_BGR555 = SDL_PIXELFORMAT_XBGR1555,
SDL_PIXELFORMAT_ARGB4444 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_ARGB,
SDL_PACKEDLAYOUT_4444, 16, 2),
@@ -233,15 +240,17 @@ enum
SDL_PIXELFORMAT_BGR24 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYU8, SDL_ARRAYORDER_BGR, 0,
24, 3),
- SDL_PIXELFORMAT_RGB888 =
+ SDL_PIXELFORMAT_XRGB8888 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_XRGB,
SDL_PACKEDLAYOUT_8888, 24, 4),
+ SDL_PIXELFORMAT_RGB888 = SDL_PIXELFORMAT_XRGB8888,
SDL_PIXELFORMAT_RGBX8888 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_RGBX,
SDL_PACKEDLAYOUT_8888, 24, 4),
- SDL_PIXELFORMAT_BGR888 =
+ SDL_PIXELFORMAT_XBGR8888 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_XBGR,
SDL_PACKEDLAYOUT_8888, 24, 4),
+ SDL_PIXELFORMAT_BGR888 = SDL_PIXELFORMAT_XBGR8888,
SDL_PIXELFORMAT_BGRX8888 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_BGRX,
SDL_PACKEDLAYOUT_8888, 24, 4),
@@ -287,9 +296,16 @@ enum
SDL_PIXELFORMAT_NV12 = /**< Planar mode: Y + U/V interleaved (2 planes) */
SDL_DEFINE_PIXELFOURCC('N', 'V', '1', '2'),
SDL_PIXELFORMAT_NV21 = /**< Planar mode: Y + V/U interleaved (2 planes) */
- SDL_DEFINE_PIXELFOURCC('N', 'V', '2', '1')
-};
+ SDL_DEFINE_PIXELFOURCC('N', 'V', '2', '1'),
+ SDL_PIXELFORMAT_EXTERNAL_OES = /**< Android video texture format */
+ SDL_DEFINE_PIXELFOURCC('O', 'E', 'S', ' ')
+} SDL_PixelFormatEnum;
+/**
+ * The bits of this structure can be directly reinterpreted as an integer-packed
+ * color which uses the SDL_PIXELFORMAT_RGBA32 format (SDL_PIXELFORMAT_ABGR8888
+ * on little-endian systems and SDL_PIXELFORMAT_RGBA8888 on big-endian systems).
+ */
typedef struct SDL_Color
{
Uint8 r;
@@ -334,16 +350,31 @@ typedef struct SDL_PixelFormat
} SDL_PixelFormat;
/**
- * \brief Get the human readable name of a pixel format
+ * Get the human readable name of a pixel format.
+ *
+ * \param format the pixel format to query
+ * \returns the human readable name of the specified pixel format or
+ * `SDL_PIXELFORMAT_UNKNOWN` if the format isn't recognized.
+ *
+ * \since This function is available since SDL 2.0.0.
*/
extern DECLSPEC const char* SDLCALL SDL_GetPixelFormatName(Uint32 format);
/**
- * \brief Convert one of the enumerated pixel formats to a bpp and RGBA masks.
+ * Convert one of the enumerated pixel formats to a bpp value and RGBA masks.
*
- * \return SDL_TRUE, or SDL_FALSE if the conversion wasn't possible.
+ * \param format one of the SDL_PixelFormatEnum values
+ * \param bpp a bits per pixel value; usually 15, 16, or 32
+ * \param Rmask a pointer filled in with the red mask for the format
+ * \param Gmask a pointer filled in with the green mask for the format
+ * \param Bmask a pointer filled in with the blue mask for the format
+ * \param Amask a pointer filled in with the alpha mask for the format
+ * \returns SDL_TRUE on success or SDL_FALSE if the conversion wasn't
+ * possible; call SDL_GetError() for more information.
*
- * \sa SDL_MasksToPixelFormatEnum()
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_MasksToPixelFormatEnum
*/
extern DECLSPEC SDL_bool SDLCALL SDL_PixelFormatEnumToMasks(Uint32 format,
int *bpp,
@@ -353,12 +384,21 @@ extern DECLSPEC SDL_bool SDLCALL SDL_PixelFormatEnumToMasks(Uint32 format,
Uint32 * Amask);
/**
- * \brief Convert a bpp and RGBA masks to an enumerated pixel format.
+ * Convert a bpp value and RGBA masks to an enumerated pixel format.
+ *
+ * This will return `SDL_PIXELFORMAT_UNKNOWN` if the conversion wasn't
+ * possible.
+ *
+ * \param bpp a bits per pixel value; usually 15, 16, or 32
+ * \param Rmask the red mask for the format
+ * \param Gmask the green mask for the format
+ * \param Bmask the blue mask for the format
+ * \param Amask the alpha mask for the format
+ * \returns one of the SDL_PixelFormatEnum values
*
- * \return The pixel format, or ::SDL_PIXELFORMAT_UNKNOWN if the conversion
- * wasn't possible.
+ * \since This function is available since SDL 2.0.0.
*
- * \sa SDL_PixelFormatEnumToMasks()
+ * \sa SDL_PixelFormatEnumToMasks
*/
extern DECLSPEC Uint32 SDLCALL SDL_MasksToPixelFormatEnum(int bpp,
Uint32 Rmask,
@@ -367,84 +407,213 @@ extern DECLSPEC Uint32 SDLCALL SDL_MasksToPixelFormatEnum(int bpp,
Uint32 Amask);
/**
- * \brief Create an SDL_PixelFormat structure from a pixel format enum.
+ * Create an SDL_PixelFormat structure corresponding to a pixel format.
+ *
+ * Returned structure may come from a shared global cache (i.e. not newly
+ * allocated), and hence should not be modified, especially the palette. Weird
+ * errors such as `Blit combination not supported` may occur.
+ *
+ * \param pixel_format one of the SDL_PixelFormatEnum values
+ * \returns the new SDL_PixelFormat structure or NULL on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_FreeFormat
*/
extern DECLSPEC SDL_PixelFormat * SDLCALL SDL_AllocFormat(Uint32 pixel_format);
/**
- * \brief Free an SDL_PixelFormat structure.
+ * Free an SDL_PixelFormat structure allocated by SDL_AllocFormat().
+ *
+ * \param format the SDL_PixelFormat structure to free
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_AllocFormat
*/
extern DECLSPEC void SDLCALL SDL_FreeFormat(SDL_PixelFormat *format);
/**
- * \brief Create a palette structure with the specified number of color
- * entries.
+ * Create a palette structure with the specified number of color entries.
+ *
+ * The palette entries are initialized to white.
*
- * \return A new palette, or NULL if there wasn't enough memory.
+ * \param ncolors represents the number of color entries in the color palette
+ * \returns a new SDL_Palette structure on success or NULL on failure (e.g. if
+ * there wasn't enough memory); call SDL_GetError() for more
+ * information.
*
- * \note The palette entries are initialized to white.
+ * \since This function is available since SDL 2.0.0.
*
- * \sa SDL_FreePalette()
+ * \sa SDL_FreePalette
*/
extern DECLSPEC SDL_Palette *SDLCALL SDL_AllocPalette(int ncolors);
/**
- * \brief Set the palette for a pixel format structure.
+ * Set the palette for a pixel format structure.
+ *
+ * \param format the SDL_PixelFormat structure that will use the palette
+ * \param palette the SDL_Palette structure that will be used
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_AllocPalette
+ * \sa SDL_FreePalette
*/
extern DECLSPEC int SDLCALL SDL_SetPixelFormatPalette(SDL_PixelFormat * format,
SDL_Palette *palette);
/**
- * \brief Set a range of colors in a palette.
+ * Set a range of colors in a palette.
+ *
+ * \param palette the SDL_Palette structure to modify
+ * \param colors an array of SDL_Color structures to copy into the palette
+ * \param firstcolor the index of the first palette entry to modify
+ * \param ncolors the number of entries to modify
+ * \returns 0 on success or a negative error code if not all of the colors
+ * could be set; call SDL_GetError() for more information.
*
- * \param palette The palette to modify.
- * \param colors An array of colors to copy into the palette.
- * \param firstcolor The index of the first palette entry to modify.
- * \param ncolors The number of entries to modify.
+ * \since This function is available since SDL 2.0.0.
*
- * \return 0 on success, or -1 if not all of the colors could be set.
+ * \sa SDL_AllocPalette
+ * \sa SDL_CreateRGBSurface
*/
extern DECLSPEC int SDLCALL SDL_SetPaletteColors(SDL_Palette * palette,
const SDL_Color * colors,
int firstcolor, int ncolors);
/**
- * \brief Free a palette created with SDL_AllocPalette().
+ * Free a palette created with SDL_AllocPalette().
+ *
+ * \param palette the SDL_Palette structure to be freed
+ *
+ * \since This function is available since SDL 2.0.0.
*
- * \sa SDL_AllocPalette()
+ * \sa SDL_AllocPalette
*/
extern DECLSPEC void SDLCALL SDL_FreePalette(SDL_Palette * palette);
/**
- * \brief Maps an RGB triple to an opaque pixel value for a given pixel format.
+ * Map an RGB triple to an opaque pixel value for a given pixel format.
*
- * \sa SDL_MapRGBA
+ * This function maps the RGB color value to the specified pixel format and
+ * returns the pixel value best approximating the given RGB color value for
+ * the given pixel format.
+ *
+ * If the format has a palette (8-bit) the index of the closest matching color
+ * in the palette will be returned.
+ *
+ * If the specified pixel format has an alpha component it will be returned as
+ * all 1 bits (fully opaque).
+ *
+ * If the pixel format bpp (color depth) is less than 32-bpp then the unused
+ * upper bits of the return value can safely be ignored (e.g., with a 16-bpp
+ * format the return value can be assigned to a Uint16, and similarly a Uint8
+ * for an 8-bpp format).
+ *
+ * \param format an SDL_PixelFormat structure describing the pixel format
+ * \param r the red component of the pixel in the range 0-255
+ * \param g the green component of the pixel in the range 0-255
+ * \param b the blue component of the pixel in the range 0-255
+ * \returns a pixel value
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetRGB
+ * \sa SDL_GetRGBA
+ * \sa SDL_MapRGBA
*/
extern DECLSPEC Uint32 SDLCALL SDL_MapRGB(const SDL_PixelFormat * format,
Uint8 r, Uint8 g, Uint8 b);
/**
- * \brief Maps an RGBA quadruple to a pixel value for a given pixel format.
+ * Map an RGBA quadruple to a pixel value for a given pixel format.
+ *
+ * This function maps the RGBA color value to the specified pixel format and
+ * returns the pixel value best approximating the given RGBA color value for
+ * the given pixel format.
+ *
+ * If the specified pixel format has no alpha component the alpha value will
+ * be ignored (as it will be in formats with a palette).
+ *
+ * If the format has a palette (8-bit) the index of the closest matching color
+ * in the palette will be returned.
+ *
+ * If the pixel format bpp (color depth) is less than 32-bpp then the unused
+ * upper bits of the return value can safely be ignored (e.g., with a 16-bpp
+ * format the return value can be assigned to a Uint16, and similarly a Uint8
+ * for an 8-bpp format).
+ *
+ * \param format an SDL_PixelFormat structure describing the format of the
+ * pixel
+ * \param r the red component of the pixel in the range 0-255
+ * \param g the green component of the pixel in the range 0-255
+ * \param b the blue component of the pixel in the range 0-255
+ * \param a the alpha component of the pixel in the range 0-255
+ * \returns a pixel value
*
- * \sa SDL_MapRGB
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetRGB
+ * \sa SDL_GetRGBA
+ * \sa SDL_MapRGB
*/
extern DECLSPEC Uint32 SDLCALL SDL_MapRGBA(const SDL_PixelFormat * format,
Uint8 r, Uint8 g, Uint8 b,
Uint8 a);
/**
- * \brief Get the RGB components from a pixel of the specified format.
+ * Get RGB values from a pixel in the specified format.
+ *
+ * This function uses the entire 8-bit [0..255] range when converting color
+ * components from pixel formats with less than 8-bits per RGB component
+ * (e.g., a completely white pixel in 16-bit RGB565 format would return [0xff,
+ * 0xff, 0xff] not [0xf8, 0xfc, 0xf8]).
+ *
+ * \param pixel a pixel value
+ * \param format an SDL_PixelFormat structure describing the format of the
+ * pixel
+ * \param r a pointer filled in with the red component
+ * \param g a pointer filled in with the green component
+ * \param b a pointer filled in with the blue component
*
- * \sa SDL_GetRGBA
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetRGBA
+ * \sa SDL_MapRGB
+ * \sa SDL_MapRGBA
*/
extern DECLSPEC void SDLCALL SDL_GetRGB(Uint32 pixel,
const SDL_PixelFormat * format,
Uint8 * r, Uint8 * g, Uint8 * b);
/**
- * \brief Get the RGBA components from a pixel of the specified format.
+ * Get RGBA values from a pixel in the specified format.
+ *
+ * This function uses the entire 8-bit [0..255] range when converting color
+ * components from pixel formats with less than 8-bits per RGB component
+ * (e.g., a completely white pixel in 16-bit RGB565 format would return [0xff,
+ * 0xff, 0xff] not [0xf8, 0xfc, 0xf8]).
+ *
+ * If the surface has no alpha component, the alpha will be returned as 0xff
+ * (100% opaque).
*
- * \sa SDL_GetRGB
+ * \param pixel a pixel value
+ * \param format an SDL_PixelFormat structure describing the format of the
+ * pixel
+ * \param r a pointer filled in with the red component
+ * \param g a pointer filled in with the green component
+ * \param b a pointer filled in with the blue component
+ * \param a a pointer filled in with the alpha component
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetRGB
+ * \sa SDL_MapRGB
+ * \sa SDL_MapRGBA
*/
extern DECLSPEC void SDLCALL SDL_GetRGBA(Uint32 pixel,
const SDL_PixelFormat * format,
@@ -452,7 +621,14 @@ extern DECLSPEC void SDLCALL SDL_GetRGBA(Uint32 pixel,
Uint8 * a);
/**
- * \brief Calculate a 256 entry gamma ramp for a gamma value.
+ * Calculate a 256 entry gamma ramp for a gamma value.
+ *
+ * \param gamma a gamma value where 0.0 is black and 1.0 is identity
+ * \param ramp an array of 256 values filled in with the gamma ramp
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_SetWindowGammaRamp
*/
extern DECLSPEC void SDLCALL SDL_CalculateGammaRamp(float gamma, Uint16 * ramp);
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_platform.h b/bsp/simulator/SDL2/include/SDL_platform.h
index 9dde385fa6..79b8b6f45d 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_platform.h
+++ b/bsp/simulator/SDL2/include/SDL_platform.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -70,6 +70,27 @@
/* lets us know what version of Mac OS X we're compiling on */
#include "AvailabilityMacros.h"
#include "TargetConditionals.h"
+
+/* Fix building with older SDKs that don't define these
+ See this for more information:
+ https://stackoverflow.com/questions/12132933/preprocessor-macro-for-os-x-targets
+*/
+#ifndef TARGET_OS_MACCATALYST
+#define TARGET_OS_MACCATALYST 0
+#endif
+#ifndef TARGET_OS_IOS
+#define TARGET_OS_IOS 0
+#endif
+#ifndef TARGET_OS_IPHONE
+#define TARGET_OS_IPHONE 0
+#endif
+#ifndef TARGET_OS_TV
+#define TARGET_OS_TV 0
+#endif
+#ifndef TARGET_OS_SIMULATOR
+#define TARGET_OS_SIMULATOR 0
+#endif
+
#if TARGET_OS_TV
#undef __TVOS__
#define __TVOS__ 1
@@ -121,7 +142,12 @@
#if defined(WIN32) || defined(_WIN32) || defined(__CYGWIN__) || defined(__MINGW32__)
/* Try to find out if we're compiling for WinRT or non-WinRT */
#if defined(_MSC_VER) && defined(__has_include)
-#define HAVE_WINAPIFAMILY_H __has_include(<winapifamily.h>)
+#if __has_include(<winapifamily.h>)
+#define HAVE_WINAPIFAMILY_H 1
+#else
+#define HAVE_WINAPIFAMILY_H 0
+#endif
+
/* If _USING_V110_SDK71_ is defined it means we are using the Windows XP toolset. */
#elif defined(_MSC_VER) && (_MSC_VER >= 1700 && !_USING_V110_SDK71_) /* _MSC_VER == 1700 for Visual Studio 2012 */
#define HAVE_WINAPIFAMILY_H 1
@@ -170,6 +196,9 @@
#define __SDL_NOGETPROCADDR__
#endif
+#if defined(__vita__)
+#define __VITA__ 1
+#endif
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
@@ -178,7 +207,20 @@ extern "C" {
#endif
/**
- * \brief Gets the name of the platform.
+ * Get the name of the platform.
+ *
+ * Here are the names returned for some (but not all) supported platforms:
+ *
+ * - "Windows"
+ * - "Mac OS X"
+ * - "Linux"
+ * - "iOS"
+ * - "Android"
+ *
+ * \returns the name of the platform. If the correct platform name is not
+ * available, returns a string beginning with the text "Unknown".
+ *
+ * \since This function is available since SDL 2.0.0.
*/
extern DECLSPEC const char * SDLCALL SDL_GetPlatform (void);
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_power.h b/bsp/simulator/SDL2/include/SDL_power.h
index d48e8a3795..ecb3f4b023 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_power.h
+++ b/bsp/simulator/SDL2/include/SDL_power.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -37,7 +37,7 @@ extern "C" {
#endif
/**
- * \brief The basic state for the system's power supply.
+ * The basic state for the system's power supply.
*/
typedef enum
{
@@ -50,17 +50,30 @@ typedef enum
/**
- * \brief Get the current power supply details.
+ * Get the current power supply details.
*
- * \param secs Seconds of battery life left. You can pass a NULL here if
- * you don't care. Will return -1 if we can't determine a
- * value, or we're not running on a battery.
+ * You should never take a battery status as absolute truth. Batteries
+ * (especially failing batteries) are delicate hardware, and the values
+ * reported here are best estimates based on what that hardware reports. It's
+ * not uncommon for older batteries to lose stored power much faster than it
+ * reports, or completely drain when reporting it has 20 percent left, etc.
*
- * \param pct Percentage of battery life left, between 0 and 100. You can
- * pass a NULL here if you don't care. Will return -1 if we
- * can't determine a value, or we're not running on a battery.
+ * Battery status can change at any time; if you are concerned with power
+ * state, you should call this function frequently, and perhaps ignore changes
+ * until they seem to be stable for a few seconds.
*
- * \return The state of the battery (if any).
+ * It's possible a platform can only report battery percentage or time left
+ * but not both.
+ *
+ * \param secs seconds of battery life left, you can pass a NULL here if you
+ * don't care, will return -1 if we can't determine a value, or
+ * we're not running on a battery
+ * \param pct percentage of battery life left, between 0 and 100, you can pass
+ * a NULL here if you don't care, will return -1 if we can't
+ * determine a value, or we're not running on a battery
+ * \returns an SDL_PowerState enum representing the current battery state.
+ *
+ * \since This function is available since SDL 2.0.0.
*/
extern DECLSPEC SDL_PowerState SDLCALL SDL_GetPowerInfo(int *secs, int *pct);
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_quit.h b/bsp/simulator/SDL2/include/SDL_quit.h
index 9283c38105..4090f7f19b 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_quit.h
+++ b/bsp/simulator/SDL2/include/SDL_quit.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
diff --git a/bsp/simulator/SDL2/include/SDL_rect.h b/bsp/simulator/SDL2/include/SDL_rect.h
new file mode 100644
index 0000000000..6616ba6a28
--- /dev/null
+++ b/bsp/simulator/SDL2/include/SDL_rect.h
@@ -0,0 +1,224 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
+
+ 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_rect.h
+ *
+ * Header file for SDL_rect definition and management functions.
+ */
+
+#ifndef SDL_rect_h_
+#define SDL_rect_h_
+
+#include "SDL_stdinc.h"
+#include "SDL_error.h"
+#include "SDL_pixels.h"
+#include "SDL_rwops.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/**
+ * The structure that defines a point (integer)
+ *
+ * \sa SDL_EnclosePoints
+ * \sa SDL_PointInRect
+ */
+typedef struct SDL_Point
+{
+ int x;
+ int y;
+} SDL_Point;
+
+/**
+ * The structure that defines a point (floating point)
+ *
+ * \sa SDL_EnclosePoints
+ * \sa SDL_PointInRect
+ */
+typedef struct SDL_FPoint
+{
+ float x;
+ float y;
+} SDL_FPoint;
+
+
+/**
+ * A rectangle, with the origin at the upper left (integer).
+ *
+ * \sa SDL_RectEmpty
+ * \sa SDL_RectEquals
+ * \sa SDL_HasIntersection
+ * \sa SDL_IntersectRect
+ * \sa SDL_UnionRect
+ * \sa SDL_EnclosePoints
+ */
+typedef struct SDL_Rect
+{
+ int x, y;
+ int w, h;
+} SDL_Rect;
+
+
+/**
+ * A rectangle, with the origin at the upper left (floating point).
+ */
+typedef struct SDL_FRect
+{
+ float x;
+ float y;
+ float w;
+ float h;
+} SDL_FRect;
+
+
+/**
+ * Returns true if point resides inside a rectangle.
+ */
+SDL_FORCE_INLINE SDL_bool SDL_PointInRect(const SDL_Point *p, const SDL_Rect *r)
+{
+ return ( (p->x >= r->x) && (p->x < (r->x + r->w)) &&
+ (p->y >= r->y) && (p->y < (r->y + r->h)) ) ? SDL_TRUE : SDL_FALSE;
+}
+
+/**
+ * Returns true if the rectangle has no area.
+ */
+SDL_FORCE_INLINE SDL_bool SDL_RectEmpty(const SDL_Rect *r)
+{
+ return ((!r) || (r->w <= 0) || (r->h <= 0)) ? SDL_TRUE : SDL_FALSE;
+}
+
+/**
+ * Returns true if the two rectangles are equal.
+ */
+SDL_FORCE_INLINE SDL_bool SDL_RectEquals(const SDL_Rect *a, const SDL_Rect *b)
+{
+ return (a && b && (a->x == b->x) && (a->y == b->y) &&
+ (a->w == b->w) && (a->h == b->h)) ? SDL_TRUE : SDL_FALSE;
+}
+
+/**
+ * Determine whether two rectangles intersect.
+ *
+ * If either pointer is NULL the function will return SDL_FALSE.
+ *
+ * \param A an SDL_Rect structure representing the first rectangle
+ * \param B an SDL_Rect structure representing the second rectangle
+ * \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_IntersectRect
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_HasIntersection(const SDL_Rect * A,
+ const SDL_Rect * B);
+
+/**
+ * Calculate the intersection of two rectangles.
+ *
+ * If `result` is NULL then this function will return SDL_FALSE.
+ *
+ * \param A an SDL_Rect structure representing the first rectangle
+ * \param B an SDL_Rect structure representing the second rectangle
+ * \param result an SDL_Rect structure filled in with the intersection of
+ * rectangles `A` and `B`
+ * \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HasIntersection
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_IntersectRect(const SDL_Rect * A,
+ const SDL_Rect * B,
+ SDL_Rect * result);
+
+/**
+ * Calculate the union of two rectangles.
+ *
+ * \param A an SDL_Rect structure representing the first rectangle
+ * \param B an SDL_Rect structure representing the second rectangle
+ * \param result an SDL_Rect structure filled in with the union of rectangles
+ * `A` and `B`
+ *
+ * \since This function is available since SDL 2.0.0.
+ */
+extern DECLSPEC void SDLCALL SDL_UnionRect(const SDL_Rect * A,
+ const SDL_Rect * B,
+ SDL_Rect * result);
+
+/**
+ * Calculate a minimal rectangle enclosing a set of points.
+ *
+ * If `clip` is not NULL then only points inside of the clipping rectangle are
+ * considered.
+ *
+ * \param points an array of SDL_Point structures representing points to be
+ * enclosed
+ * \param count the number of structures in the `points` array
+ * \param clip an SDL_Rect used for clipping or NULL to enclose all points
+ * \param result an SDL_Rect structure filled in with the minimal enclosing
+ * rectangle
+ * \returns SDL_TRUE if any points were enclosed or SDL_FALSE if all the
+ * points were outside of the clipping rectangle.
+ *
+ * \since This function is available since SDL 2.0.0.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_EnclosePoints(const SDL_Point * points,
+ int count,
+ const SDL_Rect * clip,
+ SDL_Rect * result);
+
+/**
+ * Calculate the intersection of a rectangle and line segment.
+ *
+ * This function is used to clip a line segment to a rectangle. A line segment
+ * contained entirely within the rectangle or that does not intersect will
+ * remain unchanged. A line segment that crosses the rectangle at either or
+ * both ends will be clipped to the boundary of the rectangle and the new
+ * coordinates saved in `X1`, `Y1`, `X2`, and/or `Y2` as necessary.
+ *
+ * \param rect an SDL_Rect structure representing the rectangle to intersect
+ * \param X1 a pointer to the starting X-coordinate of the line
+ * \param Y1 a pointer to the starting Y-coordinate of the line
+ * \param X2 a pointer to the ending X-coordinate of the line
+ * \param Y2 a pointer to the ending Y-coordinate of the line
+ * \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.0.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_IntersectRectAndLine(const SDL_Rect *
+ rect, int *X1,
+ int *Y1, int *X2,
+ int *Y2);
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_rect_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */
diff --git a/bsp/simulator/SDL2/include/SDL_render.h b/bsp/simulator/SDL2/include/SDL_render.h
new file mode 100644
index 0000000000..1d5b504b68
--- /dev/null
+++ b/bsp/simulator/SDL2/include/SDL_render.h
@@ -0,0 +1,1890 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
+
+ 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_render.h
+ *
+ * Header file for SDL 2D rendering functions.
+ *
+ * This API supports the following features:
+ * * single pixel points
+ * * single pixel lines
+ * * filled rectangles
+ * * texture images
+ *
+ * The primitives may be drawn in opaque, blended, or additive modes.
+ *
+ * The texture images may be drawn in opaque, blended, or additive modes.
+ * They can have an additional color tint or alpha modulation applied to
+ * them, and may also be stretched with linear interpolation.
+ *
+ * This API is designed to accelerate simple 2D operations. You may
+ * want more functionality such as polygons and particle effects and
+ * in that case you should use SDL's OpenGL/Direct3D support or one
+ * of the many good 3D engines.
+ *
+ * These functions must be called from the main thread.
+ * See this bug for details: http://bugzilla.libsdl.org/show_bug.cgi?id=1995
+ */
+
+#ifndef SDL_render_h_
+#define SDL_render_h_
+
+#include "SDL_stdinc.h"
+#include "SDL_rect.h"
+#include "SDL_video.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/**
+ * Flags used when creating a rendering context
+ */
+typedef enum
+{
+ SDL_RENDERER_SOFTWARE = 0x00000001, /**< The renderer is a software fallback */
+ SDL_RENDERER_ACCELERATED = 0x00000002, /**< The renderer uses hardware
+ acceleration */
+ SDL_RENDERER_PRESENTVSYNC = 0x00000004, /**< Present is synchronized
+ with the refresh rate */
+ SDL_RENDERER_TARGETTEXTURE = 0x00000008 /**< The renderer supports
+ rendering to texture */
+} SDL_RendererFlags;
+
+/**
+ * Information on the capabilities of a render driver or context.
+ */
+typedef struct SDL_RendererInfo
+{
+ const char *name; /**< The name of the renderer */
+ Uint32 flags; /**< Supported ::SDL_RendererFlags */
+ Uint32 num_texture_formats; /**< The number of available texture formats */
+ Uint32 texture_formats[16]; /**< The available texture formats */
+ int max_texture_width; /**< The maximum texture width */
+ int max_texture_height; /**< The maximum texture height */
+} SDL_RendererInfo;
+
+/**
+ * Vertex structure
+ */
+typedef struct SDL_Vertex
+{
+ SDL_FPoint position; /**< Vertex position, in SDL_Renderer coordinates */
+ SDL_Color color; /**< Vertex color */
+ SDL_FPoint tex_coord; /**< Normalized texture coordinates, if needed */
+} SDL_Vertex;
+
+/**
+ * The scaling mode for a texture.
+ */
+typedef enum
+{
+ SDL_ScaleModeNearest, /**< nearest pixel sampling */
+ SDL_ScaleModeLinear, /**< linear filtering */
+ SDL_ScaleModeBest /**< anisotropic filtering */
+} SDL_ScaleMode;
+
+/**
+ * The access pattern allowed for a texture.
+ */
+typedef enum
+{
+ SDL_TEXTUREACCESS_STATIC, /**< Changes rarely, not lockable */
+ SDL_TEXTUREACCESS_STREAMING, /**< Changes frequently, lockable */
+ SDL_TEXTUREACCESS_TARGET /**< Texture can be used as a render target */
+} SDL_TextureAccess;
+
+/**
+ * The texture channel modulation used in SDL_RenderCopy().
+ */
+typedef enum
+{
+ SDL_TEXTUREMODULATE_NONE = 0x00000000, /**< No modulation */
+ SDL_TEXTUREMODULATE_COLOR = 0x00000001, /**< srcC = srcC * color */
+ SDL_TEXTUREMODULATE_ALPHA = 0x00000002 /**< srcA = srcA * alpha */
+} SDL_TextureModulate;
+
+/**
+ * Flip constants for SDL_RenderCopyEx
+ */
+typedef enum
+{
+ SDL_FLIP_NONE = 0x00000000, /**< Do not flip */
+ SDL_FLIP_HORIZONTAL = 0x00000001, /**< flip horizontally */
+ SDL_FLIP_VERTICAL = 0x00000002 /**< flip vertically */
+} SDL_RendererFlip;
+
+/**
+ * A structure representing rendering state
+ */
+struct SDL_Renderer;
+typedef struct SDL_Renderer SDL_Renderer;
+
+/**
+ * An efficient driver-specific representation of pixel data
+ */
+struct SDL_Texture;
+typedef struct SDL_Texture SDL_Texture;
+
+/* Function prototypes */
+
+/**
+ * Get the number of 2D rendering drivers available for the current display.
+ *
+ * A render driver is a set of code that handles rendering and texture
+ * management on a particular display. Normally there is only one, but some
+ * drivers may have several available with different capabilities.
+ *
+ * There may be none if SDL was compiled without render support.
+ *
+ * \returns a number >= 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateRenderer
+ * \sa SDL_GetRenderDriverInfo
+ */
+extern DECLSPEC int SDLCALL SDL_GetNumRenderDrivers(void);
+
+/**
+ * Get info about a specific 2D rendering driver for the current display.
+ *
+ * \param index the index of the driver to query information about
+ * \param info an SDL_RendererInfo structure to be filled with information on
+ * the rendering driver
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateRenderer
+ * \sa SDL_GetNumRenderDrivers
+ */
+extern DECLSPEC int SDLCALL SDL_GetRenderDriverInfo(int index,
+ SDL_RendererInfo * info);
+
+/**
+ * Create a window and default renderer.
+ *
+ * \param width the width of the window
+ * \param height the height of the window
+ * \param window_flags the flags used to create the window (see
+ * SDL_CreateWindow())
+ * \param window a pointer filled with the window, or NULL on error
+ * \param renderer a pointer filled with the renderer, or NULL on error
+ * \returns 0 on success, or -1 on error; call SDL_GetError() for more
+ * information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateRenderer
+ * \sa SDL_CreateWindow
+ */
+extern DECLSPEC int SDLCALL SDL_CreateWindowAndRenderer(
+ int width, int height, Uint32 window_flags,
+ SDL_Window **window, SDL_Renderer **renderer);
+
+
+/**
+ * Create a 2D rendering context for a window.
+ *
+ * \param window the window where rendering is displayed
+ * \param index the index of the rendering driver to initialize, or -1 to
+ * initialize the first one supporting the requested flags
+ * \param flags 0, or one or more SDL_RendererFlags OR'd together
+ * \returns a valid rendering context or NULL if there was an error; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateSoftwareRenderer
+ * \sa SDL_DestroyRenderer
+ * \sa SDL_GetNumRenderDrivers
+ * \sa SDL_GetRendererInfo
+ */
+extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window * window,
+ int index, Uint32 flags);
+
+/**
+ * Create a 2D software rendering context for a surface.
+ *
+ * Two other API which can be used to create SDL_Renderer:
+ * SDL_CreateRenderer() and SDL_CreateWindowAndRenderer(). These can _also_
+ * create a software renderer, but they are intended to be used with an
+ * SDL_Window as the final destination and not an SDL_Surface.
+ *
+ * \param surface the SDL_Surface structure representing the surface where
+ * rendering is done
+ * \returns a valid rendering context or NULL if there was an error; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateRenderer
+ * \sa SDL_CreateWindowRenderer
+ * \sa SDL_DestroyRenderer
+ */
+extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateSoftwareRenderer(SDL_Surface * surface);
+
+/**
+ * Get the renderer associated with a window.
+ *
+ * \param window the window to query
+ * \returns the rendering context on success or NULL on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateRenderer
+ */
+extern DECLSPEC SDL_Renderer * SDLCALL SDL_GetRenderer(SDL_Window * window);
+
+/**
+ * Get information about a rendering context.
+ *
+ * \param renderer the rendering context
+ * \param info an SDL_RendererInfo structure filled with information about the
+ * current renderer
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateRenderer
+ */
+extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer * renderer,
+ SDL_RendererInfo * info);
+
+/**
+ * Get the output size in pixels of a rendering context.
+ *
+ * Due to high-dpi displays, you might end up with a rendering context that
+ * has more pixels than the window that contains it, so use this instead of
+ * SDL_GetWindowSize() to decide how much drawing area you have.
+ *
+ * \param renderer the rendering context
+ * \param w an int filled with the width
+ * \param h an int filled with the height
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetRenderer
+ */
+extern DECLSPEC int SDLCALL SDL_GetRendererOutputSize(SDL_Renderer * renderer,
+ int *w, int *h);
+
+/**
+ * Create a texture for a rendering context.
+ *
+ * You can set the texture scaling method by setting
+ * `SDL_HINT_RENDER_SCALE_QUALITY` before creating the texture.
+ *
+ * \param renderer the rendering context
+ * \param format one of the enumerated values in SDL_PixelFormatEnum
+ * \param access one of the enumerated values in SDL_TextureAccess
+ * \param w the width of the texture in pixels
+ * \param h the height of the texture in pixels
+ * \returns a pointer to the created texture or NULL if no rendering context
+ * was active, the format was unsupported, or the width or height
+ * were out of range; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateTextureFromSurface
+ * \sa SDL_DestroyTexture
+ * \sa SDL_QueryTexture
+ * \sa SDL_UpdateTexture
+ */
+extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTexture(SDL_Renderer * renderer,
+ Uint32 format,
+ int access, int w,
+ int h);
+
+/**
+ * Create a texture from an existing surface.
+ *
+ * The surface is not modified or freed by this function.
+ *
+ * The SDL_TextureAccess hint for the created texture is
+ * `SDL_TEXTUREACCESS_STATIC`.
+ *
+ * The pixel format of the created texture may be different from the pixel
+ * format of the surface. Use SDL_QueryTexture() to query the pixel format of
+ * the texture.
+ *
+ * \param renderer the rendering context
+ * \param surface the SDL_Surface structure containing pixel data used to fill
+ * the texture
+ * \returns the created texture or NULL on failure; call SDL_GetError() for
+ * more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateTexture
+ * \sa SDL_DestroyTexture
+ * \sa SDL_QueryTexture
+ */
+extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer * renderer, SDL_Surface * surface);
+
+/**
+ * Query the attributes of a texture.
+ *
+ * \param texture the texture to query
+ * \param format a pointer filled in with the raw format of the texture; the
+ * actual format may differ, but pixel transfers will use this
+ * format (one of the SDL_PixelFormatEnum values)
+ * \param access a pointer filled in with the actual access to the texture
+ * (one of the SDL_TextureAccess values)
+ * \param w a pointer filled in with the width of the texture in pixels
+ * \param h a pointer filled in with the height of the texture in pixels
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateTexture
+ */
+extern DECLSPEC int SDLCALL SDL_QueryTexture(SDL_Texture * texture,
+ Uint32 * format, int *access,
+ int *w, int *h);
+
+/**
+ * Set an additional color value multiplied into render copy operations.
+ *
+ * When this texture is rendered, during the copy operation each source color
+ * channel is modulated by the appropriate color value according to the
+ * following formula:
+ *
+ * `srcC = srcC * (color / 255)`
+ *
+ * Color modulation is not always supported by the renderer; it will return -1
+ * if color modulation is not supported.
+ *
+ * \param texture the texture to update
+ * \param r the red color value multiplied into copy operations
+ * \param g the green color value multiplied into copy operations
+ * \param b the blue color value multiplied into copy operations
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetTextureColorMod
+ * \sa SDL_SetTextureAlphaMod
+ */
+extern DECLSPEC int SDLCALL SDL_SetTextureColorMod(SDL_Texture * texture,
+ Uint8 r, Uint8 g, Uint8 b);
+
+
+/**
+ * Get the additional color value multiplied into render copy operations.
+ *
+ * \param texture the texture to query
+ * \param r a pointer filled in with the current red color value
+ * \param g a pointer filled in with the current green color value
+ * \param b a pointer filled in with the current blue color value
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetTextureAlphaMod
+ * \sa SDL_SetTextureColorMod
+ */
+extern DECLSPEC int SDLCALL SDL_GetTextureColorMod(SDL_Texture * texture,
+ Uint8 * r, Uint8 * g,
+ Uint8 * b);
+
+/**
+ * Set an additional alpha value multiplied into render copy operations.
+ *
+ * When this texture is rendered, during the copy operation the source alpha
+ * value is modulated by this alpha value according to the following formula:
+ *
+ * `srcA = srcA * (alpha / 255)`
+ *
+ * Alpha modulation is not always supported by the renderer; it will return -1
+ * if alpha modulation is not supported.
+ *
+ * \param texture the texture to update
+ * \param alpha the source alpha value multiplied into copy operations
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetTextureAlphaMod
+ * \sa SDL_SetTextureColorMod
+ */
+extern DECLSPEC int SDLCALL SDL_SetTextureAlphaMod(SDL_Texture * texture,
+ Uint8 alpha);
+
+/**
+ * Get the additional alpha value multiplied into render copy operations.
+ *
+ * \param texture the texture to query
+ * \param alpha a pointer filled in with the current alpha value
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetTextureColorMod
+ * \sa SDL_SetTextureAlphaMod
+ */
+extern DECLSPEC int SDLCALL SDL_GetTextureAlphaMod(SDL_Texture * texture,
+ Uint8 * alpha);
+
+/**
+ * Set the blend mode for a texture, used by SDL_RenderCopy().
+ *
+ * If the blend mode is not supported, the closest supported mode is chosen
+ * and this function returns -1.
+ *
+ * \param texture the texture to update
+ * \param blendMode the SDL_BlendMode to use for texture blending
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetTextureBlendMode
+ * \sa SDL_RenderCopy
+ */
+extern DECLSPEC int SDLCALL SDL_SetTextureBlendMode(SDL_Texture * texture,
+ SDL_BlendMode blendMode);
+
+/**
+ * Get the blend mode used for texture copy operations.
+ *
+ * \param texture the texture to query
+ * \param blendMode a pointer filled in with the current SDL_BlendMode
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_SetTextureBlendMode
+ */
+extern DECLSPEC int SDLCALL SDL_GetTextureBlendMode(SDL_Texture * texture,
+ SDL_BlendMode *blendMode);
+
+/**
+ * Set the scale mode used for texture scale operations.
+ *
+ * If the scale mode is not supported, the closest supported mode is chosen.
+ *
+ * \param texture The texture to update.
+ * \param scaleMode the SDL_ScaleMode to use for texture scaling.
+ * \returns 0 on success, or -1 if the texture is not valid.
+ *
+ * \since This function is available since SDL 2.0.12.
+ *
+ * \sa SDL_GetTextureScaleMode
+ */
+extern DECLSPEC int SDLCALL SDL_SetTextureScaleMode(SDL_Texture * texture,
+ SDL_ScaleMode scaleMode);
+
+/**
+ * Get the scale mode used for texture scale operations.
+ *
+ * \param texture the texture to query.
+ * \param scaleMode a pointer filled in with the current scale mode.
+ * \return 0 on success, or -1 if the texture is not valid.
+ *
+ * \since This function is available since SDL 2.0.12.
+ *
+ * \sa SDL_SetTextureScaleMode
+ */
+extern DECLSPEC int SDLCALL SDL_GetTextureScaleMode(SDL_Texture * texture,
+ SDL_ScaleMode *scaleMode);
+
+/**
+ * Associate a user-specified pointer with a texture.
+ *
+ * \param texture the texture to update.
+ * \param userdata the pointer to associate with the texture.
+ * \returns 0 on success, or -1 if the texture is not valid.
+ *
+ * \since This function is available since SDL 2.0.18.
+ *
+ * \sa SDL_GetTextureUserData
+ */
+extern DECLSPEC int SDLCALL SDL_SetTextureUserData(SDL_Texture * texture,
+ void *userdata);
+
+/**
+ * Get the user-specified pointer associated with a texture
+ *
+ * \param texture the texture to query.
+ * \return the pointer associated with the texture, or NULL if the texture is
+ * not valid.
+ *
+ * \since This function is available since SDL 2.0.18.
+ *
+ * \sa SDL_SetTextureUserData
+ */
+extern DECLSPEC void * SDLCALL SDL_GetTextureUserData(SDL_Texture * texture);
+
+/**
+ * Update the given texture rectangle with new pixel data.
+ *
+ * The pixel data must be in the pixel format of the texture. Use
+ * SDL_QueryTexture() to query the pixel format of the texture.
+ *
+ * This is a fairly slow function, intended for use with static textures that
+ * do not change often.
+ *
+ * If the texture is intended to be updated often, it is preferred to create
+ * the texture as streaming and use the locking functions referenced below.
+ * While this function will work with streaming textures, for optimization
+ * reasons you may not get the pixels back if you lock the texture afterward.
+ *
+ * \param texture the texture to update
+ * \param rect an SDL_Rect structure representing the area to update, or NULL
+ * to update the entire texture
+ * \param pixels the raw pixel data in the format of the texture
+ * \param pitch the number of bytes in a row of pixel data, including padding
+ * between lines
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateTexture
+ * \sa SDL_LockTexture
+ * \sa SDL_UnlockTexture
+ */
+extern DECLSPEC int SDLCALL SDL_UpdateTexture(SDL_Texture * texture,
+ const SDL_Rect * rect,
+ const void *pixels, int pitch);
+
+/**
+ * Update a rectangle within a planar YV12 or IYUV texture with new pixel
+ * data.
+ *
+ * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous
+ * block of Y and U/V planes in the proper order, but this function is
+ * available if your pixel data is not contiguous.
+ *
+ * \param texture the texture to update
+ * \param rect a pointer to the rectangle of pixels to update, or NULL to
+ * update the entire texture
+ * \param Yplane the raw pixel data for the Y plane
+ * \param Ypitch the number of bytes between rows of pixel data for the Y
+ * plane
+ * \param Uplane the raw pixel data for the U plane
+ * \param Upitch the number of bytes between rows of pixel data for the U
+ * plane
+ * \param Vplane the raw pixel data for the V plane
+ * \param Vpitch the number of bytes between rows of pixel data for the V
+ * plane
+ * \returns 0 on success or -1 if the texture is not valid; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.1.
+ *
+ * \sa SDL_UpdateTexture
+ */
+extern DECLSPEC int SDLCALL SDL_UpdateYUVTexture(SDL_Texture * texture,
+ const SDL_Rect * rect,
+ const Uint8 *Yplane, int Ypitch,
+ const Uint8 *Uplane, int Upitch,
+ const Uint8 *Vplane, int Vpitch);
+
+/**
+ * Update a rectangle within a planar NV12 or NV21 texture with new pixels.
+ *
+ * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous
+ * block of NV12/21 planes in the proper order, but this function is available
+ * if your pixel data is not contiguous.
+ *
+ * \param texture the texture to update
+ * \param rect a pointer to the rectangle of pixels to update, or NULL to
+ * update the entire texture.
+ * \param Yplane the raw pixel data for the Y plane.
+ * \param Ypitch the number of bytes between rows of pixel data for the Y
+ * plane.
+ * \param UVplane the raw pixel data for the UV plane.
+ * \param UVpitch the number of bytes between rows of pixel data for the UV
+ * plane.
+ * \return 0 on success, or -1 if the texture is not valid.
+ *
+ * \since This function is available since SDL 2.0.16.
+ */
+extern DECLSPEC int SDLCALL SDL_UpdateNVTexture(SDL_Texture * texture,
+ const SDL_Rect * rect,
+ const Uint8 *Yplane, int Ypitch,
+ const Uint8 *UVplane, int UVpitch);
+
+/**
+ * Lock a portion of the texture for **write-only** pixel access.
+ *
+ * As an optimization, the pixels made available for editing don't necessarily
+ * contain the old texture data. This is a write-only operation, and if you
+ * need to keep a copy of the texture data you should do that at the
+ * application level.
+ *
+ * You must use SDL_UnlockTexture() to unlock the pixels and apply any
+ * changes.
+ *
+ * \param texture the texture to lock for access, which was created with
+ * `SDL_TEXTUREACCESS_STREAMING`
+ * \param rect an SDL_Rect structure representing the area to lock for access;
+ * NULL to lock the entire texture
+ * \param pixels this is filled in with a pointer to the locked pixels,
+ * appropriately offset by the locked area
+ * \param pitch this is filled in with the pitch of the locked pixels; the
+ * pitch is the length of one row in bytes
+ * \returns 0 on success or a negative error code if the texture is not valid
+ * or was not created with `SDL_TEXTUREACCESS_STREAMING`; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_UnlockTexture
+ */
+extern DECLSPEC int SDLCALL SDL_LockTexture(SDL_Texture * texture,
+ const SDL_Rect * rect,
+ void **pixels, int *pitch);
+
+/**
+ * Lock a portion of the texture for **write-only** pixel access, and expose
+ * it as a SDL surface.
+ *
+ * Besides providing an SDL_Surface instead of raw pixel data, this function
+ * operates like SDL_LockTexture.
+ *
+ * As an optimization, the pixels made available for editing don't necessarily
+ * contain the old texture data. This is a write-only operation, and if you
+ * need to keep a copy of the texture data you should do that at the
+ * application level.
+ *
+ * You must use SDL_UnlockTexture() to unlock the pixels and apply any
+ * changes.
+ *
+ * The returned surface is freed internally after calling SDL_UnlockTexture()
+ * or SDL_DestroyTexture(). The caller should not free it.
+ *
+ * \param texture the texture to lock for access, which was created with
+ * `SDL_TEXTUREACCESS_STREAMING`
+ * \param rect a pointer to the rectangle to lock for access. If the rect is
+ * NULL, the entire texture will be locked
+ * \param surface this is filled in with an SDL surface representing the
+ * locked area
+ * \returns 0 on success, or -1 if the texture is not valid or was not created
+ * with `SDL_TEXTUREACCESS_STREAMING`
+ *
+ * \since This function is available since SDL 2.0.12.
+ *
+ * \sa SDL_LockTexture
+ * \sa SDL_UnlockTexture
+ */
+extern DECLSPEC int SDLCALL SDL_LockTextureToSurface(SDL_Texture *texture,
+ const SDL_Rect *rect,
+ SDL_Surface **surface);
+
+/**
+ * Unlock a texture, uploading the changes to video memory, if needed.
+ *
+ * **Warning**: Please note that SDL_LockTexture() is intended to be
+ * write-only; it will not guarantee the previous contents of the texture will
+ * be provided. You must fully initialize any area of a texture that you lock
+ * before unlocking it, as the pixels might otherwise be uninitialized memory.
+ *
+ * Which is to say: locking and immediately unlocking a texture can result in
+ * corrupted textures, depending on the renderer in use.
+ *
+ * \param texture a texture locked by SDL_LockTexture()
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_LockTexture
+ */
+extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture * texture);
+
+/**
+ * Determine whether a renderer supports the use of render targets.
+ *
+ * \param renderer the renderer that will be checked
+ * \returns SDL_TRUE if supported or SDL_FALSE if not.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_SetRenderTarget
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_RenderTargetSupported(SDL_Renderer *renderer);
+
+/**
+ * Set a texture as the current rendering target.
+ *
+ * Before using this function, you should check the
+ * `SDL_RENDERER_TARGETTEXTURE` bit in the flags of SDL_RendererInfo to see if
+ * render targets are supported.
+ *
+ * The default render target is the window for which the renderer was created.
+ * To stop rendering to a texture and render to the window again, call this
+ * function with a NULL `texture`.
+ *
+ * \param renderer the rendering context
+ * \param texture the targeted texture, which must be created with the
+ * `SDL_TEXTUREACCESS_TARGET` flag, or NULL to render to the
+ * window instead of a texture.
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetRenderTarget
+ */
+extern DECLSPEC int SDLCALL SDL_SetRenderTarget(SDL_Renderer *renderer,
+ SDL_Texture *texture);
+
+/**
+ * Get the current render target.
+ *
+ * The default render target is the window for which the renderer was created,
+ * and is reported a NULL here.
+ *
+ * \param renderer the rendering context
+ * \returns the current render target or NULL for the default render target.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_SetRenderTarget
+ */
+extern DECLSPEC SDL_Texture * SDLCALL SDL_GetRenderTarget(SDL_Renderer *renderer);
+
+/**
+ * Set a device independent resolution for rendering.
+ *
+ * This function uses the viewport and scaling functionality to allow a fixed
+ * logical resolution for rendering, regardless of the actual output
+ * resolution. If the actual output resolution doesn't have the same aspect
+ * ratio the output rendering will be centered within the output display.
+ *
+ * If the output display is a window, mouse and touch events in the window
+ * will be filtered and scaled so they seem to arrive within the logical
+ * resolution. The SDL_HINT_MOUSE_RELATIVE_SCALING hint controls whether
+ * relative motion events are also scaled.
+ *
+ * If this function results in scaling or subpixel drawing by the rendering
+ * backend, it will be handled using the appropriate quality hints.
+ *
+ * \param renderer the renderer for which resolution should be set
+ * \param w the width of the logical resolution
+ * \param h the height of the logical resolution
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderGetLogicalSize
+ */
+extern DECLSPEC int SDLCALL SDL_RenderSetLogicalSize(SDL_Renderer * renderer, int w, int h);
+
+/**
+ * Get device independent resolution for rendering.
+ *
+ * This may return 0 for `w` and `h` if the SDL_Renderer has never had its
+ * logical size set by SDL_RenderSetLogicalSize() and never had a render
+ * target set.
+ *
+ * \param renderer a rendering context
+ * \param w an int to be filled with the width
+ * \param h an int to be filled with the height
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderSetLogicalSize
+ */
+extern DECLSPEC void SDLCALL SDL_RenderGetLogicalSize(SDL_Renderer * renderer, int *w, int *h);
+
+/**
+ * Set whether to force integer scales for resolution-independent rendering.
+ *
+ * This function restricts the logical viewport to integer values - that is,
+ * when a resolution is between two multiples of a logical size, the viewport
+ * size is rounded down to the lower multiple.
+ *
+ * \param renderer the renderer for which integer scaling should be set
+ * \param enable enable or disable the integer scaling for rendering
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.5.
+ *
+ * \sa SDL_RenderGetIntegerScale
+ * \sa SDL_RenderSetLogicalSize
+ */
+extern DECLSPEC int SDLCALL SDL_RenderSetIntegerScale(SDL_Renderer * renderer,
+ SDL_bool enable);
+
+/**
+ * Get whether integer scales are forced for resolution-independent rendering.
+ *
+ * \param renderer the renderer from which integer scaling should be queried
+ * \returns SDL_TRUE if integer scales are forced or SDL_FALSE if not and on
+ * failure; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.5.
+ *
+ * \sa SDL_RenderSetIntegerScale
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_RenderGetIntegerScale(SDL_Renderer * renderer);
+
+/**
+ * Set the drawing area for rendering on the current target.
+ *
+ * When the window is resized, the viewport is reset to fill the entire new
+ * window size.
+ *
+ * \param renderer the rendering context
+ * \param rect the SDL_Rect structure representing the drawing area, or NULL
+ * to set the viewport to the entire target
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderGetViewport
+ */
+extern DECLSPEC int SDLCALL SDL_RenderSetViewport(SDL_Renderer * renderer,
+ const SDL_Rect * rect);
+
+/**
+ * Get the drawing area for the current target.
+ *
+ * \param renderer the rendering context
+ * \param rect an SDL_Rect structure filled in with the current drawing area
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderSetViewport
+ */
+extern DECLSPEC void SDLCALL SDL_RenderGetViewport(SDL_Renderer * renderer,
+ SDL_Rect * rect);
+
+/**
+ * Set the clip rectangle for rendering on the specified target.
+ *
+ * \param renderer the rendering context for which clip rectangle should be
+ * set
+ * \param rect an SDL_Rect structure representing the clip area, relative to
+ * the viewport, or NULL to disable clipping
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderGetClipRect
+ * \sa SDL_RenderIsClipEnabled
+ */
+extern DECLSPEC int SDLCALL SDL_RenderSetClipRect(SDL_Renderer * renderer,
+ const SDL_Rect * rect);
+
+/**
+ * Get the clip rectangle for the current target.
+ *
+ * \param renderer the rendering context from which clip rectangle should be
+ * queried
+ * \param rect an SDL_Rect structure filled in with the current clipping area
+ * or an empty rectangle if clipping is disabled
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderIsClipEnabled
+ * \sa SDL_RenderSetClipRect
+ */
+extern DECLSPEC void SDLCALL SDL_RenderGetClipRect(SDL_Renderer * renderer,
+ SDL_Rect * rect);
+
+/**
+ * Get whether clipping is enabled on the given renderer.
+ *
+ * \param renderer the renderer from which clip state should be queried
+ * \returns SDL_TRUE if clipping is enabled or SDL_FALSE if not; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.4.
+ *
+ * \sa SDL_RenderGetClipRect
+ * \sa SDL_RenderSetClipRect
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_RenderIsClipEnabled(SDL_Renderer * renderer);
+
+
+/**
+ * Set the drawing scale for rendering on the current target.
+ *
+ * The drawing coordinates are scaled by the x/y scaling factors before they
+ * are used by the renderer. This allows resolution independent drawing with a
+ * single coordinate system.
+ *
+ * If this results in scaling or subpixel drawing by the rendering backend, it
+ * will be handled using the appropriate quality hints. For best results use
+ * integer scaling factors.
+ *
+ * \param renderer a rendering context
+ * \param scaleX the horizontal scaling factor
+ * \param scaleY the vertical scaling factor
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderGetScale
+ * \sa SDL_RenderSetLogicalSize
+ */
+extern DECLSPEC int SDLCALL SDL_RenderSetScale(SDL_Renderer * renderer,
+ float scaleX, float scaleY);
+
+/**
+ * Get the drawing scale for the current target.
+ *
+ * \param renderer the renderer from which drawing scale should be queried
+ * \param scaleX a pointer filled in with the horizontal scaling factor
+ * \param scaleY a pointer filled in with the vertical scaling factor
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderSetScale
+ */
+extern DECLSPEC void SDLCALL SDL_RenderGetScale(SDL_Renderer * renderer,
+ float *scaleX, float *scaleY);
+
+/**
+ * Get logical coordinates of point in renderer when given real coordinates of
+ * point in window.
+ *
+ * Logical coordinates will differ from real coordinates when render is scaled
+ * and logical renderer size set
+ *
+ * \param renderer the renderer from which the logical coordinates should be
+ * calcualted
+ * \param windowX the real X coordinate in the window
+ * \param windowY the real Y coordinate in the window
+ * \param logicalX the pointer filled with the logical x coordinate
+ * \param logicalY the pointer filled with the logical y coordinate
+ *
+ * \since This function is available since SDL 2.0.18.
+ *
+ * \sa SDL_RenderGetScale
+ * \sa SDL_RenderSetScale
+ * \sa SDL_RenderGetLogicalSize
+ * \sa SDL_RenderSetLogicalSize
+ */
+extern DECLSPEC void SDLCALL SDL_RenderWindowToLogical(SDL_Renderer * renderer,
+ int windowX, int windowY,
+ float *logicalX, float *logicalY);
+
+ /**
+ * Get real coordinates of point in window when given logical coordinates of point in renderer.
+ * Logical coordinates will differ from real coordinates when render is scaled and logical renderer size set
+ *
+ * \param renderer the renderer from which the window coordinates should be calculated
+ * \param logicalX the logical x coordinate
+ * \param logicalY the logical y coordinate
+ * \param windowX the pointer filled with the real X coordinate in the window
+ * \param windowY the pointer filled with the real Y coordinate in the window
+
+ *
+ * \since This function is available since SDL 2.0.18.
+ *
+ * \sa SDL_RenderGetScale
+ * \sa SDL_RenderSetScale
+ * \sa SDL_RenderGetLogicalSize
+ * \sa SDL_RenderSetLogicalSize
+ */
+extern DECLSPEC void SDLCALL SDL_RenderLogicalToWindow(SDL_Renderer * renderer,
+ float logicalX, float logicalY,
+ int *windowX, int *windowY);
+
+/**
+ * Set the color used for drawing operations (Rect, Line and Clear).
+ *
+ * Set the color for drawing or filling rectangles, lines, and points, and for
+ * SDL_RenderClear().
+ *
+ * \param renderer the rendering context
+ * \param r the red value used to draw on the rendering target
+ * \param g the green value used to draw on the rendering target
+ * \param b the blue value used to draw on the rendering target
+ * \param a the alpha value used to draw on the rendering target; usually
+ * `SDL_ALPHA_OPAQUE` (255). Use SDL_SetRenderDrawBlendMode to
+ * specify how the alpha channel is used
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetRenderDrawColor
+ * \sa SDL_RenderClear
+ * \sa SDL_RenderDrawLine
+ * \sa SDL_RenderDrawLines
+ * \sa SDL_RenderDrawPoint
+ * \sa SDL_RenderDrawPoints
+ * \sa SDL_RenderDrawRect
+ * \sa SDL_RenderDrawRects
+ * \sa SDL_RenderFillRect
+ * \sa SDL_RenderFillRects
+ */
+extern DECLSPEC int SDLCALL SDL_SetRenderDrawColor(SDL_Renderer * renderer,
+ Uint8 r, Uint8 g, Uint8 b,
+ Uint8 a);
+
+/**
+ * Get the color used for drawing operations (Rect, Line and Clear).
+ *
+ * \param renderer the rendering context
+ * \param r a pointer filled in with the red value used to draw on the
+ * rendering target
+ * \param g a pointer filled in with the green value used to draw on the
+ * rendering target
+ * \param b a pointer filled in with the blue value used to draw on the
+ * rendering target
+ * \param a a pointer filled in with the alpha value used to draw on the
+ * rendering target; usually `SDL_ALPHA_OPAQUE` (255)
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_SetRenderDrawColor
+ */
+extern DECLSPEC int SDLCALL SDL_GetRenderDrawColor(SDL_Renderer * renderer,
+ Uint8 * r, Uint8 * g, Uint8 * b,
+ Uint8 * a);
+
+/**
+ * Set the blend mode used for drawing operations (Fill and Line).
+ *
+ * If the blend mode is not supported, the closest supported mode is chosen.
+ *
+ * \param renderer the rendering context
+ * \param blendMode the SDL_BlendMode to use for blending
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetRenderDrawBlendMode
+ * \sa SDL_RenderDrawLine
+ * \sa SDL_RenderDrawLines
+ * \sa SDL_RenderDrawPoint
+ * \sa SDL_RenderDrawPoints
+ * \sa SDL_RenderDrawRect
+ * \sa SDL_RenderDrawRects
+ * \sa SDL_RenderFillRect
+ * \sa SDL_RenderFillRects
+ */
+extern DECLSPEC int SDLCALL SDL_SetRenderDrawBlendMode(SDL_Renderer * renderer,
+ SDL_BlendMode blendMode);
+
+/**
+ * Get the blend mode used for drawing operations.
+ *
+ * \param renderer the rendering context
+ * \param blendMode a pointer filled in with the current SDL_BlendMode
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_SetRenderDrawBlendMode
+ */
+extern DECLSPEC int SDLCALL SDL_GetRenderDrawBlendMode(SDL_Renderer * renderer,
+ SDL_BlendMode *blendMode);
+
+/**
+ * Clear the current rendering target with the drawing color.
+ *
+ * This function clears the entire rendering target, ignoring the viewport and
+ * the clip rectangle.
+ *
+ * \param renderer the rendering context
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_SetRenderDrawColor
+ */
+extern DECLSPEC int SDLCALL SDL_RenderClear(SDL_Renderer * renderer);
+
+/**
+ * Draw a point on the current rendering target.
+ *
+ * SDL_RenderDrawPoint() draws a single point. If you want to draw multiple,
+ * use SDL_RenderDrawPoints() instead.
+ *
+ * \param renderer the rendering context
+ * \param x the x coordinate of the point
+ * \param y the y coordinate of the point
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderDrawLine
+ * \sa SDL_RenderDrawLines
+ * \sa SDL_RenderDrawPoints
+ * \sa SDL_RenderDrawRect
+ * \sa SDL_RenderDrawRects
+ * \sa SDL_RenderFillRect
+ * \sa SDL_RenderFillRects
+ * \sa SDL_RenderPresent
+ * \sa SDL_SetRenderDrawBlendMode
+ * \sa SDL_SetRenderDrawColor
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawPoint(SDL_Renderer * renderer,
+ int x, int y);
+
+/**
+ * Draw multiple points on the current rendering target.
+ *
+ * \param renderer the rendering context
+ * \param points an array of SDL_Point structures that represent the points to
+ * draw
+ * \param count the number of points to draw
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderDrawLine
+ * \sa SDL_RenderDrawLines
+ * \sa SDL_RenderDrawPoint
+ * \sa SDL_RenderDrawRect
+ * \sa SDL_RenderDrawRects
+ * \sa SDL_RenderFillRect
+ * \sa SDL_RenderFillRects
+ * \sa SDL_RenderPresent
+ * \sa SDL_SetRenderDrawBlendMode
+ * \sa SDL_SetRenderDrawColor
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawPoints(SDL_Renderer * renderer,
+ const SDL_Point * points,
+ int count);
+
+/**
+ * Draw a line on the current rendering target.
+ *
+ * SDL_RenderDrawLine() draws the line to include both end points. If you want
+ * to draw multiple, connecting lines use SDL_RenderDrawLines() instead.
+ *
+ * \param renderer the rendering context
+ * \param x1 the x coordinate of the start point
+ * \param y1 the y coordinate of the start point
+ * \param x2 the x coordinate of the end point
+ * \param y2 the y coordinate of the end point
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderDrawLines
+ * \sa SDL_RenderDrawPoint
+ * \sa SDL_RenderDrawPoints
+ * \sa SDL_RenderDrawRect
+ * \sa SDL_RenderDrawRects
+ * \sa SDL_RenderFillRect
+ * \sa SDL_RenderFillRects
+ * \sa SDL_RenderPresent
+ * \sa SDL_SetRenderDrawBlendMode
+ * \sa SDL_SetRenderDrawColor
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawLine(SDL_Renderer * renderer,
+ int x1, int y1, int x2, int y2);
+
+/**
+ * Draw a series of connected lines on the current rendering target.
+ *
+ * \param renderer the rendering context
+ * \param points an array of SDL_Point structures representing points along
+ * the lines
+ * \param count the number of points, drawing count-1 lines
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderDrawLine
+ * \sa SDL_RenderDrawPoint
+ * \sa SDL_RenderDrawPoints
+ * \sa SDL_RenderDrawRect
+ * \sa SDL_RenderDrawRects
+ * \sa SDL_RenderFillRect
+ * \sa SDL_RenderFillRects
+ * \sa SDL_RenderPresent
+ * \sa SDL_SetRenderDrawBlendMode
+ * \sa SDL_SetRenderDrawColor
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawLines(SDL_Renderer * renderer,
+ const SDL_Point * points,
+ int count);
+
+/**
+ * Draw a rectangle on the current rendering target.
+ *
+ * \param renderer the rendering context
+ * \param rect an SDL_Rect structure representing the rectangle to draw, or
+ * NULL to outline the entire rendering target
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderDrawLine
+ * \sa SDL_RenderDrawLines
+ * \sa SDL_RenderDrawPoint
+ * \sa SDL_RenderDrawPoints
+ * \sa SDL_RenderDrawRects
+ * \sa SDL_RenderFillRect
+ * \sa SDL_RenderFillRects
+ * \sa SDL_RenderPresent
+ * \sa SDL_SetRenderDrawBlendMode
+ * \sa SDL_SetRenderDrawColor
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawRect(SDL_Renderer * renderer,
+ const SDL_Rect * rect);
+
+/**
+ * Draw some number of rectangles on the current rendering target.
+ *
+ * \param renderer the rendering context
+ * \param rects an array of SDL_Rect structures representing the rectangles to
+ * be drawn
+ * \param count the number of rectangles
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderDrawLine
+ * \sa SDL_RenderDrawLines
+ * \sa SDL_RenderDrawPoint
+ * \sa SDL_RenderDrawPoints
+ * \sa SDL_RenderDrawRect
+ * \sa SDL_RenderFillRect
+ * \sa SDL_RenderFillRects
+ * \sa SDL_RenderPresent
+ * \sa SDL_SetRenderDrawBlendMode
+ * \sa SDL_SetRenderDrawColor
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawRects(SDL_Renderer * renderer,
+ const SDL_Rect * rects,
+ int count);
+
+/**
+ * Fill a rectangle on the current rendering target with the drawing color.
+ *
+ * The current drawing color is set by SDL_SetRenderDrawColor(), and the
+ * color's alpha value is ignored unless blending is enabled with the
+ * appropriate call to SDL_SetRenderDrawBlendMode().
+ *
+ * \param renderer the rendering context
+ * \param rect the SDL_Rect structure representing the rectangle to fill, or
+ * NULL for the entire rendering target
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderDrawLine
+ * \sa SDL_RenderDrawLines
+ * \sa SDL_RenderDrawPoint
+ * \sa SDL_RenderDrawPoints
+ * \sa SDL_RenderDrawRect
+ * \sa SDL_RenderDrawRects
+ * \sa SDL_RenderFillRects
+ * \sa SDL_RenderPresent
+ * \sa SDL_SetRenderDrawBlendMode
+ * \sa SDL_SetRenderDrawColor
+ */
+extern DECLSPEC int SDLCALL SDL_RenderFillRect(SDL_Renderer * renderer,
+ const SDL_Rect * rect);
+
+/**
+ * Fill some number of rectangles on the current rendering target with the
+ * drawing color.
+ *
+ * \param renderer the rendering context
+ * \param rects an array of SDL_Rect structures representing the rectangles to
+ * be filled
+ * \param count the number of rectangles
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderDrawLine
+ * \sa SDL_RenderDrawLines
+ * \sa SDL_RenderDrawPoint
+ * \sa SDL_RenderDrawPoints
+ * \sa SDL_RenderDrawRect
+ * \sa SDL_RenderDrawRects
+ * \sa SDL_RenderFillRect
+ * \sa SDL_RenderPresent
+ */
+extern DECLSPEC int SDLCALL SDL_RenderFillRects(SDL_Renderer * renderer,
+ const SDL_Rect * rects,
+ int count);
+
+/**
+ * Copy a portion of the texture to the current rendering target.
+ *
+ * The texture is blended with the destination based on its blend mode set
+ * with SDL_SetTextureBlendMode().
+ *
+ * The texture color is affected based on its color modulation set by
+ * SDL_SetTextureColorMod().
+ *
+ * The texture alpha is affected based on its alpha modulation set by
+ * SDL_SetTextureAlphaMod().
+ *
+ * \param renderer the rendering context
+ * \param texture the source texture
+ * \param srcrect the source SDL_Rect structure or NULL for the entire texture
+ * \param dstrect the destination SDL_Rect structure or NULL for the entire
+ * rendering target; the texture will be stretched to fill the
+ * given rectangle
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderCopyEx
+ * \sa SDL_SetTextureAlphaMod
+ * \sa SDL_SetTextureBlendMode
+ * \sa SDL_SetTextureColorMod
+ */
+extern DECLSPEC int SDLCALL SDL_RenderCopy(SDL_Renderer * renderer,
+ SDL_Texture * texture,
+ const SDL_Rect * srcrect,
+ const SDL_Rect * dstrect);
+
+/**
+ * Copy a portion of the texture to the current rendering, with optional
+ * rotation and flipping.
+ *
+ * Copy a portion of the texture to the current rendering target, optionally
+ * rotating it by angle around the given center and also flipping it
+ * top-bottom and/or left-right.
+ *
+ * The texture is blended with the destination based on its blend mode set
+ * with SDL_SetTextureBlendMode().
+ *
+ * The texture color is affected based on its color modulation set by
+ * SDL_SetTextureColorMod().
+ *
+ * The texture alpha is affected based on its alpha modulation set by
+ * SDL_SetTextureAlphaMod().
+ *
+ * \param renderer the rendering context
+ * \param texture the source texture
+ * \param srcrect the source SDL_Rect structure or NULL for the entire texture
+ * \param dstrect the destination SDL_Rect structure or NULL for the entire
+ * rendering target
+ * \param angle an angle in degrees that indicates the rotation that will be
+ * applied to dstrect, rotating it in a clockwise direction
+ * \param center a pointer to a point indicating the point around which
+ * dstrect will be rotated (if NULL, rotation will be done
+ * around `dstrect.w / 2`, `dstrect.h / 2`)
+ * \param flip a SDL_RendererFlip value stating which flipping actions should
+ * be performed on the texture
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderCopy
+ * \sa SDL_SetTextureAlphaMod
+ * \sa SDL_SetTextureBlendMode
+ * \sa SDL_SetTextureColorMod
+ */
+extern DECLSPEC int SDLCALL SDL_RenderCopyEx(SDL_Renderer * renderer,
+ SDL_Texture * texture,
+ const SDL_Rect * srcrect,
+ const SDL_Rect * dstrect,
+ const double angle,
+ const SDL_Point *center,
+ const SDL_RendererFlip flip);
+
+
+/**
+ * Draw a point on the current rendering target at subpixel precision.
+ *
+ * \param renderer The renderer which should draw a point.
+ * \param x The x coordinate of the point.
+ * \param y The y coordinate of the point.
+ * \return 0 on success, or -1 on error
+ *
+ * \since This function is available since SDL 2.0.10.
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawPointF(SDL_Renderer * renderer,
+ float x, float y);
+
+/**
+ * Draw multiple points on the current rendering target at subpixel precision.
+ *
+ * \param renderer The renderer which should draw multiple points.
+ * \param points The points to draw
+ * \param count The number of points to draw
+ * \return 0 on success, or -1 on error
+ *
+ * \since This function is available since SDL 2.0.10.
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawPointsF(SDL_Renderer * renderer,
+ const SDL_FPoint * points,
+ int count);
+
+/**
+ * Draw a line on the current rendering target at subpixel precision.
+ *
+ * \param renderer The renderer which should draw a line.
+ * \param x1 The x coordinate of the start point.
+ * \param y1 The y coordinate of the start point.
+ * \param x2 The x coordinate of the end point.
+ * \param y2 The y coordinate of the end point.
+ * \return 0 on success, or -1 on error
+ *
+ * \since This function is available since SDL 2.0.10.
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawLineF(SDL_Renderer * renderer,
+ float x1, float y1, float x2, float y2);
+
+/**
+ * Draw a series of connected lines on the current rendering target at
+ * subpixel precision.
+ *
+ * \param renderer The renderer which should draw multiple lines.
+ * \param points The points along the lines
+ * \param count The number of points, drawing count-1 lines
+ * \return 0 on success, or -1 on error
+ *
+ * \since This function is available since SDL 2.0.10.
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawLinesF(SDL_Renderer * renderer,
+ const SDL_FPoint * points,
+ int count);
+
+/**
+ * Draw a rectangle on the current rendering target at subpixel precision.
+ *
+ * \param renderer The renderer which should draw a rectangle.
+ * \param rect A pointer to the destination rectangle, or NULL to outline the
+ * entire rendering target.
+ * \return 0 on success, or -1 on error
+ *
+ * \since This function is available since SDL 2.0.10.
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawRectF(SDL_Renderer * renderer,
+ const SDL_FRect * rect);
+
+/**
+ * Draw some number of rectangles on the current rendering target at subpixel
+ * precision.
+ *
+ * \param renderer The renderer which should draw multiple rectangles.
+ * \param rects A pointer to an array of destination rectangles.
+ * \param count The number of rectangles.
+ * \return 0 on success, or -1 on error
+ *
+ * \since This function is available since SDL 2.0.10.
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawRectsF(SDL_Renderer * renderer,
+ const SDL_FRect * rects,
+ int count);
+
+/**
+ * Fill a rectangle on the current rendering target with the drawing color at
+ * subpixel precision.
+ *
+ * \param renderer The renderer which should fill a rectangle.
+ * \param rect A pointer to the destination rectangle, or NULL for the entire
+ * rendering target.
+ * \return 0 on success, or -1 on error
+ *
+ * \since This function is available since SDL 2.0.10.
+ */
+extern DECLSPEC int SDLCALL SDL_RenderFillRectF(SDL_Renderer * renderer,
+ const SDL_FRect * rect);
+
+/**
+ * Fill some number of rectangles on the current rendering target with the
+ * drawing color at subpixel precision.
+ *
+ * \param renderer The renderer which should fill multiple rectangles.
+ * \param rects A pointer to an array of destination rectangles.
+ * \param count The number of rectangles.
+ * \return 0 on success, or -1 on error
+ *
+ * \since This function is available since SDL 2.0.10.
+ */
+extern DECLSPEC int SDLCALL SDL_RenderFillRectsF(SDL_Renderer * renderer,
+ const SDL_FRect * rects,
+ int count);
+
+/**
+ * Copy a portion of the texture to the current rendering target at subpixel
+ * precision.
+ *
+ * \param renderer The renderer which should copy parts of a texture.
+ * \param texture The source texture.
+ * \param srcrect A pointer to the source rectangle, or NULL for the entire
+ * texture.
+ * \param dstrect A pointer to the destination rectangle, or NULL for the
+ * entire rendering target.
+ * \return 0 on success, or -1 on error
+ *
+ * \since This function is available since SDL 2.0.10.
+ */
+extern DECLSPEC int SDLCALL SDL_RenderCopyF(SDL_Renderer * renderer,
+ SDL_Texture * texture,
+ const SDL_Rect * srcrect,
+ const SDL_FRect * dstrect);
+
+/**
+ * Copy a portion of the source texture to the current rendering target, with
+ * rotation and flipping, at subpixel precision.
+ *
+ * \param renderer The renderer which should copy parts of a texture.
+ * \param texture The source texture.
+ * \param srcrect A pointer to the source rectangle, or NULL for the entire
+ * texture.
+ * \param dstrect A pointer to the destination rectangle, or NULL for the
+ * entire rendering target.
+ * \param angle An angle in degrees that indicates the rotation that will be
+ * applied to dstrect, rotating it in a clockwise direction
+ * \param center A pointer to a point indicating the point around which
+ * dstrect will be rotated (if NULL, rotation will be done
+ * around dstrect.w/2, dstrect.h/2).
+ * \param flip An SDL_RendererFlip value stating which flipping actions should
+ * be performed on the texture
+ * \return 0 on success, or -1 on error
+ *
+ * \since This function is available since SDL 2.0.10.
+ */
+extern DECLSPEC int SDLCALL SDL_RenderCopyExF(SDL_Renderer * renderer,
+ SDL_Texture * texture,
+ const SDL_Rect * srcrect,
+ const SDL_FRect * dstrect,
+ const double angle,
+ const SDL_FPoint *center,
+ const SDL_RendererFlip flip);
+
+/**
+ * Render a list of triangles, optionally using a texture and indices into the
+ * vertex array Color and alpha modulation is done per vertex
+ * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
+ *
+ * \param texture (optional) The SDL texture to use.
+ * \param vertices Vertices.
+ * \param num_vertices Number of vertices.
+ * \param indices (optional) An array of integer indices into the 'vertices'
+ * array, if NULL all vertices will be rendered in sequential
+ * order.
+ * \param num_indices Number of indices.
+ * \return 0 on success, or -1 if the operation is not supported
+ *
+ * \since This function is available since SDL 2.0.18.
+ *
+ * \sa SDL_RenderGeometryRaw
+ * \sa SDL_Vertex
+ */
+extern DECLSPEC int SDLCALL SDL_RenderGeometry(SDL_Renderer *renderer,
+ SDL_Texture *texture,
+ const SDL_Vertex *vertices, int num_vertices,
+ const int *indices, int num_indices);
+
+/**
+ * Render a list of triangles, optionally using a texture and indices into the
+ * vertex arrays Color and alpha modulation is done per vertex
+ * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
+ *
+ * \param texture (optional) The SDL texture to use.
+ * \param xy Vertex positions
+ * \param xy_stride Byte size to move from one element to the next element
+ * \param color Vertex colors (as SDL_Color)
+ * \param color_stride Byte size to move from one element to the next element
+ * \param uv Vertex normalized texture coordinates
+ * \param uv_stride Byte size to move from one element to the next element
+ * \param num_vertices Number of vertices.
+ * \param indices (optional) An array of indices into the 'vertices' arrays,
+ * if NULL all vertices will be rendered in sequential order.
+ * \param num_indices Number of indices.
+ * \param size_indices Index size: 1 (byte), 2 (short), 4 (int)
+ * \return 0 on success, or -1 if the operation is not supported
+ *
+ * \since This function is available since SDL 2.0.18.
+ *
+ * \sa SDL_RenderGeometry
+ * \sa SDL_Vertex
+ */
+extern DECLSPEC int SDLCALL SDL_RenderGeometryRaw(SDL_Renderer *renderer,
+ SDL_Texture *texture,
+ const float *xy, int xy_stride,
+ const SDL_Color *color, int color_stride,
+ const float *uv, int uv_stride,
+ int num_vertices,
+ const void *indices, int num_indices, int size_indices);
+
+/**
+ * Read pixels from the current rendering target to an array of pixels.
+ *
+ * **WARNING**: This is a very slow operation, and should not be used
+ * frequently.
+ *
+ * `pitch` specifies the number of bytes between rows in the destination
+ * `pixels` data. This allows you to write to a subrectangle or have padded
+ * rows in the destination. Generally, `pitch` should equal the number of
+ * pixels per row in the `pixels` data times the number of bytes per pixel,
+ * but it might contain additional padding (for example, 24bit RGB Windows
+ * Bitmap data pads all rows to multiples of 4 bytes).
+ *
+ * \param renderer the rendering context
+ * \param rect an SDL_Rect structure representing the area to read, or NULL
+ * for the entire render target
+ * \param format an SDL_PixelFormatEnum value of the desired format of the
+ * pixel data, or 0 to use the format of the rendering target
+ * \param pixels a pointer to the pixel data to copy into
+ * \param pitch the pitch of the `pixels` parameter
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ */
+extern DECLSPEC int SDLCALL SDL_RenderReadPixels(SDL_Renderer * renderer,
+ const SDL_Rect * rect,
+ Uint32 format,
+ void *pixels, int pitch);
+
+/**
+ * Update the screen with any rendering performed since the previous call.
+ *
+ * SDL's rendering functions operate on a backbuffer; that is, calling a
+ * rendering function such as SDL_RenderDrawLine() does not directly put a
+ * line on the screen, but rather updates the backbuffer. As such, you compose
+ * your entire scene and *present* the composed backbuffer to the screen as a
+ * complete picture.
+ *
+ * Therefore, when using SDL's rendering API, one does all drawing intended
+ * for the frame, and then calls this function once per frame to present the
+ * final drawing to the user.
+ *
+ * The backbuffer should be considered invalidated after each present; do not
+ * assume that previous contents will exist between frames. You are strongly
+ * encouraged to call SDL_RenderClear() to initialize the backbuffer before
+ * starting each new frame's drawing, even if you plan to overwrite every
+ * pixel.
+ *
+ * \param renderer the rendering context
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderClear
+ * \sa SDL_RenderDrawLine
+ * \sa SDL_RenderDrawLines
+ * \sa SDL_RenderDrawPoint
+ * \sa SDL_RenderDrawPoints
+ * \sa SDL_RenderDrawRect
+ * \sa SDL_RenderDrawRects
+ * \sa SDL_RenderFillRect
+ * \sa SDL_RenderFillRects
+ * \sa SDL_SetRenderDrawBlendMode
+ * \sa SDL_SetRenderDrawColor
+ */
+extern DECLSPEC void SDLCALL SDL_RenderPresent(SDL_Renderer * renderer);
+
+/**
+ * Destroy the specified texture.
+ *
+ * Passing NULL or an otherwise invalid texture will set the SDL error message
+ * to "Invalid texture".
+ *
+ * \param texture the texture to destroy
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateTexture
+ * \sa SDL_CreateTextureFromSurface
+ */
+extern DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture * texture);
+
+/**
+ * Destroy the rendering context for a window and free associated textures.
+ *
+ * \param renderer the rendering context
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateRenderer
+ */
+extern DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer * renderer);
+
+/**
+ * Force the rendering context to flush any pending commands to the underlying
+ * rendering API.
+ *
+ * You do not need to (and in fact, shouldn't) call this function unless you
+ * are planning to call into OpenGL/Direct3D/Metal/whatever directly in
+ * addition to using an SDL_Renderer.
+ *
+ * This is for a very-specific case: if you are using SDL's render API, you
+ * asked for a specific renderer backend (OpenGL, Direct3D, etc), you set
+ * SDL_HINT_RENDER_BATCHING to "1", and you plan to make OpenGL/D3D/whatever
+ * calls in addition to SDL render API calls. If all of this applies, you
+ * should call SDL_RenderFlush() between calls to SDL's render API and the
+ * low-level API you're using in cooperation.
+ *
+ * In all other cases, you can ignore this function. This is only here to get
+ * maximum performance out of a specific situation. In all other cases, SDL
+ * will do the right thing, perhaps at a performance loss.
+ *
+ * This function is first available in SDL 2.0.10, and is not needed in 2.0.9
+ * and earlier, as earlier versions did not queue rendering commands at all,
+ * instead flushing them to the OS immediately.
+ *
+ * \param renderer the rendering context
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.10.
+ */
+extern DECLSPEC int SDLCALL SDL_RenderFlush(SDL_Renderer * renderer);
+
+
+/**
+ * Bind an OpenGL/ES/ES2 texture to the current context.
+ *
+ * This is for use with OpenGL instructions when rendering OpenGL primitives
+ * directly.
+ *
+ * If not NULL, `texw` and `texh` will be filled with the width and height
+ * values suitable for the provided texture. In most cases, both will be 1.0,
+ * however, on systems that support the GL_ARB_texture_rectangle extension,
+ * these values will actually be the pixel width and height used to create the
+ * texture, so this factor needs to be taken into account when providing
+ * texture coordinates to OpenGL.
+ *
+ * You need a renderer to create an SDL_Texture, therefore you can only use
+ * this function with an implicit OpenGL context from SDL_CreateRenderer(),
+ * not with your own OpenGL context. If you need control over your OpenGL
+ * context, you need to write your own texture-loading methods.
+ *
+ * Also note that SDL may upload RGB textures as BGR (or vice-versa), and
+ * re-order the color channels in the shaders phase, so the uploaded texture
+ * may have swapped color channels.
+ *
+ * \param texture the texture to bind to the current OpenGL/ES/ES2 context
+ * \param texw a pointer to a float value which will be filled with the
+ * texture width or NULL if you don't need that value
+ * \param texh a pointer to a float value which will be filled with the
+ * texture height or NULL if you don't need that value
+ * \returns 0 on success, or -1 if the operation is not supported; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GL_MakeCurrent
+ * \sa SDL_GL_UnbindTexture
+ */
+extern DECLSPEC int SDLCALL SDL_GL_BindTexture(SDL_Texture *texture, float *texw, float *texh);
+
+/**
+ * Unbind an OpenGL/ES/ES2 texture from the current context.
+ *
+ * See SDL_GL_BindTexture() for examples on how to use these functions
+ *
+ * \param texture the texture to unbind from the current OpenGL/ES/ES2 context
+ * \returns 0 on success, or -1 if the operation is not supported
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GL_BindTexture
+ * \sa SDL_GL_MakeCurrent
+ */
+extern DECLSPEC int SDLCALL SDL_GL_UnbindTexture(SDL_Texture *texture);
+
+/**
+ * Get the CAMetalLayer associated with the given Metal renderer.
+ *
+ * This function returns `void *`, so SDL doesn't have to include Metal's
+ * headers, but it can be safely cast to a `CAMetalLayer *`.
+ *
+ * \param renderer The renderer to query
+ * \returns a `CAMetalLayer *` on success, or NULL if the renderer isn't a
+ * Metal renderer
+ *
+ * \since This function is available since SDL 2.0.8.
+ *
+ * \sa SDL_RenderGetMetalCommandEncoder
+ */
+extern DECLSPEC void *SDLCALL SDL_RenderGetMetalLayer(SDL_Renderer * renderer);
+
+/**
+ * Get the Metal command encoder for the current frame
+ *
+ * This function returns `void *`, so SDL doesn't have to include Metal's
+ * headers, but it can be safely cast to an `id<MTLRenderCommandEncoder>`.
+ *
+ * Note that as of SDL 2.0.18, this will return NULL if Metal refuses to give
+ * SDL a drawable to render to, which might happen if the window is
+ * hidden/minimized/offscreen. This doesn't apply to command encoders for
+ * render targets, just the window's backbacker. Check your return values!
+ *
+ * \param renderer The renderer to query
+ * \returns an `id<MTLRenderCommandEncoder>` on success, or NULL if the
+ * renderer isn't a Metal renderer or there was an error.
+ *
+ * \since This function is available since SDL 2.0.8.
+ *
+ * \sa SDL_RenderGetMetalLayer
+ */
+extern DECLSPEC void *SDLCALL SDL_RenderGetMetalCommandEncoder(SDL_Renderer * renderer);
+
+/**
+ * Toggle VSync of the given renderer.
+ *
+ * \param renderer The renderer to toggle
+ * \param vsync 1 for on, 0 for off. All other values are reserved
+ * \returns a 0 int on success, or non-zero on failure
+ *
+ * \since This function is available since SDL 2.0.18.
+ */
+extern DECLSPEC int SDLCALL SDL_RenderSetVSync(SDL_Renderer* renderer, int vsync);
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_render_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */
diff --git a/bsp/simulator/SDL2/include/SDL_revision.h b/bsp/simulator/SDL2/include/SDL_revision.h
new file mode 100644
index 0000000000..3253d6df08
--- /dev/null
+++ b/bsp/simulator/SDL2/include/SDL_revision.h
@@ -0,0 +1,2 @@
+#define SDL_REVISION "https://github.com/libsdl-org/SDL.git@b424665e0899769b200231ba943353a5fee1b6b6"
+#define SDL_REVISION_NUMBER 0
diff --git a/bsp/simulator/SDL2/include/SDL_rwops.h b/bsp/simulator/SDL2/include/SDL_rwops.h
new file mode 100644
index 0000000000..71e5c8db82
--- /dev/null
+++ b/bsp/simulator/SDL2/include/SDL_rwops.h
@@ -0,0 +1,855 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
+
+ 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_rwops.h
+ *
+ * This file provides a general interface for SDL to read and write
+ * data streams. It can easily be extended to files, memory, etc.
+ */
+
+#ifndef SDL_rwops_h_
+#define SDL_rwops_h_
+
+#include "SDL_stdinc.h"
+#include "SDL_error.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/* RWops Types */
+#define SDL_RWOPS_UNKNOWN 0U /**< Unknown stream type */
+#define SDL_RWOPS_WINFILE 1U /**< Win32 file */
+#define SDL_RWOPS_STDFILE 2U /**< Stdio file */
+#define SDL_RWOPS_JNIFILE 3U /**< Android asset */
+#define SDL_RWOPS_MEMORY 4U /**< Memory stream */
+#define SDL_RWOPS_MEMORY_RO 5U /**< Read-Only memory stream */
+#if defined(__VITA__)
+#define SDL_RWOPS_VITAFILE 6U /**< Vita file */
+#endif
+
+/**
+ * This is the read/write operation structure -- very basic.
+ */
+typedef struct SDL_RWops
+{
+ /**
+ * Return the size of the file in this rwops, or -1 if unknown
+ */
+ Sint64 (SDLCALL * size) (struct SDL_RWops * context);
+
+ /**
+ * Seek to \c offset relative to \c whence, one of stdio's whence values:
+ * RW_SEEK_SET, RW_SEEK_CUR, RW_SEEK_END
+ *
+ * \return the final offset in the data stream, or -1 on error.
+ */
+ Sint64 (SDLCALL * seek) (struct SDL_RWops * context, Sint64 offset,
+ int whence);
+
+ /**
+ * Read up to \c maxnum objects each of size \c size from the data
+ * stream to the area pointed at by \c ptr.
+ *
+ * \return the number of objects read, or 0 at error or end of file.
+ */
+ size_t (SDLCALL * read) (struct SDL_RWops * context, void *ptr,
+ size_t size, size_t maxnum);
+
+ /**
+ * Write exactly \c num objects each of size \c size from the area
+ * pointed at by \c ptr to data stream.
+ *
+ * \return the number of objects written, or 0 at error or end of file.
+ */
+ size_t (SDLCALL * write) (struct SDL_RWops * context, const void *ptr,
+ size_t size, size_t num);
+
+ /**
+ * Close and free an allocated SDL_RWops structure.
+ *
+ * \return 0 if successful or -1 on write error when flushing data.
+ */
+ int (SDLCALL * close) (struct SDL_RWops * context);
+
+ Uint32 type;
+ union
+ {
+#if defined(__ANDROID__)
+ struct
+ {
+ void *asset;
+ } androidio;
+#elif defined(__WIN32__)
+ struct
+ {
+ SDL_bool append;
+ void *h;
+ struct
+ {
+ void *data;
+ size_t size;
+ size_t left;
+ } buffer;
+ } windowsio;
+#elif defined(__VITA__)
+ struct
+ {
+ int h;
+ struct
+ {
+ void *data;
+ size_t size;
+ size_t left;
+ } buffer;
+ } vitaio;
+#endif
+
+#ifdef HAVE_STDIO_H
+ struct
+ {
+ SDL_bool autoclose;
+ FILE *fp;
+ } stdio;
+#endif
+ struct
+ {
+ Uint8 *base;
+ Uint8 *here;
+ Uint8 *stop;
+ } mem;
+ struct
+ {
+ void *data1;
+ void *data2;
+ } unknown;
+ } hidden;
+
+} SDL_RWops;
+
+
+/**
+ * \name RWFrom functions
+ *
+ * Functions to create SDL_RWops structures from various data streams.
+ */
+/* @{ */
+
+/**
+ * Use this function to create a new SDL_RWops structure for reading from
+ * and/or writing to a named file.
+ *
+ * The `mode` string is treated roughly the same as in a call to the C
+ * library's fopen(), even if SDL doesn't happen to use fopen() behind the
+ * scenes.
+ *
+ * Available `mode` strings:
+ *
+ * - "r": Open a file for reading. The file must exist.
+ * - "w": Create an empty file for writing. If a file with the same name
+ * already exists its content is erased and the file is treated as a new
+ * empty file.
+ * - "a": Append to a file. Writing operations append data at the end of the
+ * file. The file is created if it does not exist.
+ * - "r+": Open a file for update both reading and writing. The file must
+ * exist.
+ * - "w+": Create an empty file for both reading and writing. If a file with
+ * the same name already exists its content is erased and the file is
+ * treated as a new empty file.
+ * - "a+": Open a file for reading and appending. All writing operations are
+ * performed at the end of the file, protecting the previous content to be
+ * overwritten. You can reposition (fseek, rewind) the internal pointer to
+ * anywhere in the file for reading, but writing operations will move it
+ * back to the end of file. The file is created if it does not exist.
+ *
+ * **NOTE**: In order to open a file as a binary file, a "b" character has to
+ * be included in the `mode` string. This additional "b" character can either
+ * be appended at the end of the string (thus making the following compound
+ * modes: "rb", "wb", "ab", "r+b", "w+b", "a+b") or be inserted between the
+ * letter and the "+" sign for the mixed modes ("rb+", "wb+", "ab+").
+ * Additional characters may follow the sequence, although they should have no
+ * effect. For example, "t" is sometimes appended to make explicit the file is
+ * a text file.
+ *
+ * This function supports Unicode filenames, but they must be encoded in UTF-8
+ * format, regardless of the underlying operating system.
+ *
+ * As a fallback, SDL_RWFromFile() will transparently open a matching filename
+ * in an Android app's `assets`.
+ *
+ * Closing the SDL_RWops will close the file handle SDL is holding internally.
+ *
+ * \param file a UTF-8 string representing the filename to open
+ * \param mode an ASCII string representing the mode to be used for opening
+ * the file.
+ * \returns a pointer to the SDL_RWops structure that is created, or NULL on
+ * failure; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RWclose
+ * \sa SDL_RWFromConstMem
+ * \sa SDL_RWFromFP
+ * \sa SDL_RWFromMem
+ * \sa SDL_RWread
+ * \sa SDL_RWseek
+ * \sa SDL_RWtell
+ * \sa SDL_RWwrite
+ */
+extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromFile(const char *file,
+ const char *mode);
+
+#ifdef HAVE_STDIO_H
+
+extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromFP(FILE * fp, SDL_bool autoclose);
+
+#else
+
+/**
+ * Use this function to create an SDL_RWops structure from a standard I/O file
+ * pointer (stdio.h's `FILE*`).
+ *
+ * This function is not available on Windows, since files opened in an
+ * application on that platform cannot be used by a dynamically linked
+ * library.
+ *
+ * On some platforms, the first parameter is a `void*`, on others, it's a
+ * `FILE*`, depending on what system headers are available to SDL. It is
+ * always intended to be the `FILE*` type from the C runtime's stdio.h.
+ *
+ * \param fp the `FILE*` that feeds the SDL_RWops stream
+ * \param autoclose SDL_TRUE to close the `FILE*` when closing the SDL_RWops,
+ * SDL_FALSE to leave the `FILE*` open when the RWops is
+ * closed
+ * \returns a pointer to the SDL_RWops structure that is created, or NULL on
+ * failure; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RWclose
+ * \sa SDL_RWFromConstMem
+ * \sa SDL_RWFromFile
+ * \sa SDL_RWFromMem
+ * \sa SDL_RWread
+ * \sa SDL_RWseek
+ * \sa SDL_RWtell
+ * \sa SDL_RWwrite
+ */
+extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromFP(void * fp,
+ SDL_bool autoclose);
+#endif
+
+/**
+ * Use this function to prepare a read-write memory buffer for use with
+ * SDL_RWops.
+ *
+ * This function sets up an SDL_RWops struct based on a memory area of a
+ * certain size, for both read and write access.
+ *
+ * This memory buffer is not copied by the RWops; the pointer you provide must
+ * remain valid until you close the stream. Closing the stream will not free
+ * the original buffer.
+ *
+ * If you need to make sure the RWops never writes to the memory buffer, you
+ * should use SDL_RWFromConstMem() with a read-only buffer of memory instead.
+ *
+ * \param mem a pointer to a buffer to feed an SDL_RWops stream
+ * \param size the buffer size, in bytes
+ * \returns a pointer to a new SDL_RWops structure, or NULL if it fails; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RWclose
+ * \sa SDL_RWFromConstMem
+ * \sa SDL_RWFromFile
+ * \sa SDL_RWFromFP
+ * \sa SDL_RWFromMem
+ * \sa SDL_RWread
+ * \sa SDL_RWseek
+ * \sa SDL_RWtell
+ * \sa SDL_RWwrite
+ */
+extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromMem(void *mem, int size);
+
+/**
+ * Use this function to prepare a read-only memory buffer for use with RWops.
+ *
+ * This function sets up an SDL_RWops struct based on a memory area of a
+ * certain size. It assumes the memory area is not writable.
+ *
+ * Attempting to write to this RWops stream will report an error without
+ * writing to the memory buffer.
+ *
+ * This memory buffer is not copied by the RWops; the pointer you provide must
+ * remain valid until you close the stream. Closing the stream will not free
+ * the original buffer.
+ *
+ * If you need to write to a memory buffer, you should use SDL_RWFromMem()
+ * with a writable buffer of memory instead.
+ *
+ * \param mem a pointer to a read-only buffer to feed an SDL_RWops stream
+ * \param size the buffer size, in bytes
+ * \returns a pointer to a new SDL_RWops structure, or NULL if it fails; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RWclose
+ * \sa SDL_RWFromConstMem
+ * \sa SDL_RWFromFile
+ * \sa SDL_RWFromFP
+ * \sa SDL_RWFromMem
+ * \sa SDL_RWread
+ * \sa SDL_RWseek
+ * \sa SDL_RWtell
+ */
+extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromConstMem(const void *mem,
+ int size);
+
+/* @} *//* RWFrom functions */
+
+
+/**
+ * Use this function to allocate an empty, unpopulated SDL_RWops structure.
+ *
+ * Applications do not need to use this function unless they are providing
+ * their own SDL_RWops implementation. If you just need a SDL_RWops to
+ * read/write a common data source, you should use the built-in
+ * implementations in SDL, like SDL_RWFromFile() or SDL_RWFromMem(), etc.
+ *
+ * You must free the returned pointer with SDL_FreeRW(). Depending on your
+ * operating system and compiler, there may be a difference between the
+ * malloc() and free() your program uses and the versions SDL calls
+ * internally. Trying to mix the two can cause crashing such as segmentation
+ * faults. Since all SDL_RWops must free themselves when their **close**
+ * method is called, all SDL_RWops must be allocated through this function, so
+ * they can all be freed correctly with SDL_FreeRW().
+ *
+ * \returns a pointer to the allocated memory on success, or NULL on failure;
+ * call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_FreeRW
+ */
+extern DECLSPEC SDL_RWops *SDLCALL SDL_AllocRW(void);
+
+/**
+ * Use this function to free an SDL_RWops structure allocated by
+ * SDL_AllocRW().
+ *
+ * Applications do not need to use this function unless they are providing
+ * their own SDL_RWops implementation. If you just need a SDL_RWops to
+ * read/write a common data source, you should use the built-in
+ * implementations in SDL, like SDL_RWFromFile() or SDL_RWFromMem(), etc, and
+ * call the **close** method on those SDL_RWops pointers when you are done
+ * with them.
+ *
+ * Only use SDL_FreeRW() on pointers returned by SDL_AllocRW(). The pointer is
+ * invalid as soon as this function returns. Any extra memory allocated during
+ * creation of the SDL_RWops is not freed by SDL_FreeRW(); the programmer must
+ * be responsible for managing that memory in their **close** method.
+ *
+ * \param area the SDL_RWops structure to be freed
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_AllocRW
+ */
+extern DECLSPEC void SDLCALL SDL_FreeRW(SDL_RWops * area);
+
+#define RW_SEEK_SET 0 /**< Seek from the beginning of data */
+#define RW_SEEK_CUR 1 /**< Seek relative to current read point */
+#define RW_SEEK_END 2 /**< Seek relative to the end of data */
+
+/**
+ * Use this function to get the size of the data stream in an SDL_RWops.
+ *
+ * Prior to SDL 2.0.10, this function was a macro.
+ *
+ * \param context the SDL_RWops to get the size of the data stream from
+ * \returns the size of the data stream in the SDL_RWops on success, -1 if
+ * unknown or a negative error code on failure; call SDL_GetError()
+ * for more information.
+ *
+ * \since This function is available since SDL 2.0.10.
+ */
+extern DECLSPEC Sint64 SDLCALL SDL_RWsize(SDL_RWops *context);
+
+/**
+ * Seek within an SDL_RWops data stream.
+ *
+ * This function seeks to byte `offset`, relative to `whence`.
+ *
+ * `whence` may be any of the following values:
+ *
+ * - `RW_SEEK_SET`: seek from the beginning of data
+ * - `RW_SEEK_CUR`: seek relative to current read point
+ * - `RW_SEEK_END`: seek relative to the end of data
+ *
+ * If this stream can not seek, it will return -1.
+ *
+ * SDL_RWseek() is actually a wrapper function that calls the SDL_RWops's
+ * `seek` method appropriately, to simplify application development.
+ *
+ * Prior to SDL 2.0.10, this function was a macro.
+ *
+ * \param context a pointer to an SDL_RWops structure
+ * \param offset an offset in bytes, relative to **whence** location; can be
+ * negative
+ * \param whence any of `RW_SEEK_SET`, `RW_SEEK_CUR`, `RW_SEEK_END`
+ * \returns the final offset in the data stream after the seek or -1 on error.
+ *
+ * \since This function is available since SDL 2.0.10.
+ *
+ * \sa SDL_RWclose
+ * \sa SDL_RWFromConstMem
+ * \sa SDL_RWFromFile
+ * \sa SDL_RWFromFP
+ * \sa SDL_RWFromMem
+ * \sa SDL_RWread
+ * \sa SDL_RWtell
+ * \sa SDL_RWwrite
+ */
+extern DECLSPEC Sint64 SDLCALL SDL_RWseek(SDL_RWops *context,
+ Sint64 offset, int whence);
+
+/**
+ * Determine the current read/write offset in an SDL_RWops data stream.
+ *
+ * SDL_RWtell is actually a wrapper function that calls the SDL_RWops's `seek`
+ * method, with an offset of 0 bytes from `RW_SEEK_CUR`, to simplify
+ * application development.
+ *
+ * Prior to SDL 2.0.10, this function was a macro.
+ *
+ * \param context a SDL_RWops data stream object from which to get the current
+ * offset
+ * \returns the current offset in the stream, or -1 if the information can not
+ * be determined.
+ *
+ * \since This function is available since SDL 2.0.10.
+ *
+ * \sa SDL_RWclose
+ * \sa SDL_RWFromConstMem
+ * \sa SDL_RWFromFile
+ * \sa SDL_RWFromFP
+ * \sa SDL_RWFromMem
+ * \sa SDL_RWread
+ * \sa SDL_RWseek
+ * \sa SDL_RWwrite
+ */
+extern DECLSPEC Sint64 SDLCALL SDL_RWtell(SDL_RWops *context);
+
+/**
+ * Read from a data source.
+ *
+ * This function reads up to `maxnum` objects each of size `size` from the
+ * data source to the area pointed at by `ptr`. This function may read less
+ * objects than requested. It will return zero when there has been an error or
+ * the data stream is completely read.
+ *
+ * SDL_RWread() is actually a function wrapper that calls the SDL_RWops's
+ * `read` method appropriately, to simplify application development.
+ *
+ * Prior to SDL 2.0.10, this function was a macro.
+ *
+ * \param context a pointer to an SDL_RWops structure
+ * \param ptr a pointer to a buffer to read data into
+ * \param size the size of each object to read, in bytes
+ * \param maxnum the maximum number of objects to be read
+ * \returns the number of objects read, or 0 at error or end of file; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.10.
+ *
+ * \sa SDL_RWclose
+ * \sa SDL_RWFromConstMem
+ * \sa SDL_RWFromFile
+ * \sa SDL_RWFromFP
+ * \sa SDL_RWFromMem
+ * \sa SDL_RWseek
+ * \sa SDL_RWwrite
+ */
+extern DECLSPEC size_t SDLCALL SDL_RWread(SDL_RWops *context,
+ void *ptr, size_t size,
+ size_t maxnum);
+
+/**
+ * Write to an SDL_RWops data stream.
+ *
+ * This function writes exactly `num` objects each of size `size` from the
+ * area pointed at by `ptr` to the stream. If this fails for any reason, it'll
+ * return less than `num` to demonstrate how far the write progressed. On
+ * success, it returns `num`.
+ *
+ * SDL_RWwrite is actually a function wrapper that calls the SDL_RWops's
+ * `write` method appropriately, to simplify application development.
+ *
+ * Prior to SDL 2.0.10, this function was a macro.
+ *
+ * \param context a pointer to an SDL_RWops structure
+ * \param ptr a pointer to a buffer containing data to write
+ * \param size the size of an object to write, in bytes
+ * \param num the number of objects to write
+ * \returns the number of objects written, which will be less than **num** on
+ * error; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.10.
+ *
+ * \sa SDL_RWclose
+ * \sa SDL_RWFromConstMem
+ * \sa SDL_RWFromFile
+ * \sa SDL_RWFromFP
+ * \sa SDL_RWFromMem
+ * \sa SDL_RWread
+ * \sa SDL_RWseek
+ */
+extern DECLSPEC size_t SDLCALL SDL_RWwrite(SDL_RWops *context,
+ const void *ptr, size_t size,
+ size_t num);
+
+/**
+ * Close and free an allocated SDL_RWops structure.
+ *
+ * SDL_RWclose() closes and cleans up the SDL_RWops stream. It releases any
+ * resources used by the stream and frees the SDL_RWops itself with
+ * SDL_FreeRW(). This returns 0 on success, or -1 if the stream failed to
+ * flush to its output (e.g. to disk).
+ *
+ * Note that if this fails to flush the stream to disk, this function reports
+ * an error, but the SDL_RWops is still invalid once this function returns.
+ *
+ * Prior to SDL 2.0.10, this function was a macro.
+ *
+ * \param context SDL_RWops structure to close
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.10.
+ *
+ * \sa SDL_RWFromConstMem
+ * \sa SDL_RWFromFile
+ * \sa SDL_RWFromFP
+ * \sa SDL_RWFromMem
+ * \sa SDL_RWread
+ * \sa SDL_RWseek
+ * \sa SDL_RWwrite
+ */
+extern DECLSPEC int SDLCALL SDL_RWclose(SDL_RWops *context);
+
+/**
+ * Load all the data from an SDL data stream.
+ *
+ * The data is allocated with a zero byte at the end (null terminated) for
+ * convenience. This extra byte is not included in the value reported via
+ * `datasize`.
+ *
+ * The data should be freed with SDL_free().
+ *
+ * \param src the SDL_RWops to read all available data from
+ * \param datasize if not NULL, will store the number of bytes read
+ * \param freesrc if non-zero, calls SDL_RWclose() on `src` before returning
+ * \returns the data, or NULL if there was an error.
+ *
+ * \since This function is available since SDL 2.0.6.
+ */
+extern DECLSPEC void *SDLCALL SDL_LoadFile_RW(SDL_RWops *src,
+ size_t *datasize,
+ int freesrc);
+
+/**
+ * Load all the data from a file path.
+ *
+ * The data is allocated with a zero byte at the end (null terminated) for
+ * convenience. This extra byte is not included in the value reported via
+ * `datasize`.
+ *
+ * The data should be freed with SDL_free().
+ *
+ * Prior to SDL 2.0.10, this function was a macro wrapping around
+ * SDL_LoadFile_RW.
+ *
+ * \param file the path to read all available data from
+ * \param datasize if not NULL, will store the number of bytes read
+ * \returns the data, or NULL if there was an error.
+ *
+ * \since This function is available since SDL 2.0.10.
+ */
+extern DECLSPEC void *SDLCALL SDL_LoadFile(const char *file, size_t *datasize);
+
+/**
+ * \name Read endian functions
+ *
+ * Read an item of the specified endianness and return in native format.
+ */
+/* @{ */
+
+/**
+ * Use this function to read a byte from an SDL_RWops.
+ *
+ * \param src the SDL_RWops to read from
+ * \returns the read byte on success or 0 on failure; call SDL_GetError() for
+ * more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_WriteU8
+ */
+extern DECLSPEC Uint8 SDLCALL SDL_ReadU8(SDL_RWops * src);
+
+/**
+ * Use this function to read 16 bits of little-endian data from an SDL_RWops
+ * and return in native format.
+ *
+ * SDL byteswaps the data only if necessary, so the data returned will be in
+ * the native byte order.
+ *
+ * \param src the stream from which to read data
+ * \returns 16 bits of data in the native byte order of the platform.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_ReadBE16
+ */
+extern DECLSPEC Uint16 SDLCALL SDL_ReadLE16(SDL_RWops * src);
+
+/**
+ * Use this function to read 16 bits of big-endian data from an SDL_RWops and
+ * return in native format.
+ *
+ * SDL byteswaps the data only if necessary, so the data returned will be in
+ * the native byte order.
+ *
+ * \param src the stream from which to read data
+ * \returns 16 bits of data in the native byte order of the platform.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_ReadLE16
+ */
+extern DECLSPEC Uint16 SDLCALL SDL_ReadBE16(SDL_RWops * src);
+
+/**
+ * Use this function to read 32 bits of little-endian data from an SDL_RWops
+ * and return in native format.
+ *
+ * SDL byteswaps the data only if necessary, so the data returned will be in
+ * the native byte order.
+ *
+ * \param src the stream from which to read data
+ * \returns 32 bits of data in the native byte order of the platform.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_ReadBE32
+ */
+extern DECLSPEC Uint32 SDLCALL SDL_ReadLE32(SDL_RWops * src);
+
+/**
+ * Use this function to read 32 bits of big-endian data from an SDL_RWops and
+ * return in native format.
+ *
+ * SDL byteswaps the data only if necessary, so the data returned will be in
+ * the native byte order.
+ *
+ * \param src the stream from which to read data
+ * \returns 32 bits of data in the native byte order of the platform.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_ReadLE32
+ */
+extern DECLSPEC Uint32 SDLCALL SDL_ReadBE32(SDL_RWops * src);
+
+/**
+ * Use this function to read 64 bits of little-endian data from an SDL_RWops
+ * and return in native format.
+ *
+ * SDL byteswaps the data only if necessary, so the data returned will be in
+ * the native byte order.
+ *
+ * \param src the stream from which to read data
+ * \returns 64 bits of data in the native byte order of the platform.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_ReadBE64
+ */
+extern DECLSPEC Uint64 SDLCALL SDL_ReadLE64(SDL_RWops * src);
+
+/**
+ * Use this function to read 64 bits of big-endian data from an SDL_RWops and
+ * return in native format.
+ *
+ * SDL byteswaps the data only if necessary, so the data returned will be in
+ * the native byte order.
+ *
+ * \param src the stream from which to read data
+ * \returns 64 bits of data in the native byte order of the platform.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_ReadLE64
+ */
+extern DECLSPEC Uint64 SDLCALL SDL_ReadBE64(SDL_RWops * src);
+/* @} *//* Read endian functions */
+
+/**
+ * \name Write endian functions
+ *
+ * Write an item of native format to the specified endianness.
+ */
+/* @{ */
+
+/**
+ * Use this function to write a byte to an SDL_RWops.
+ *
+ * \param dst the SDL_RWops to write to
+ * \param value the byte value to write
+ * \returns 1 on success or 0 on failure; call SDL_GetError() for more
+ * information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_ReadU8
+ */
+extern DECLSPEC size_t SDLCALL SDL_WriteU8(SDL_RWops * dst, Uint8 value);
+
+/**
+ * Use this function to write 16 bits in native format to a SDL_RWops as
+ * little-endian data.
+ *
+ * SDL byteswaps the data only if necessary, so the application always
+ * specifies native format, and the data written will be in little-endian
+ * format.
+ *
+ * \param dst the stream to which data will be written
+ * \param value the data to be written, in native format
+ * \returns 1 on successful write, 0 on error.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_WriteBE16
+ */
+extern DECLSPEC size_t SDLCALL SDL_WriteLE16(SDL_RWops * dst, Uint16 value);
+
+/**
+ * Use this function to write 16 bits in native format to a SDL_RWops as
+ * big-endian data.
+ *
+ * SDL byteswaps the data only if necessary, so the application always
+ * specifies native format, and the data written will be in big-endian format.
+ *
+ * \param dst the stream to which data will be written
+ * \param value the data to be written, in native format
+ * \returns 1 on successful write, 0 on error.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_WriteLE16
+ */
+extern DECLSPEC size_t SDLCALL SDL_WriteBE16(SDL_RWops * dst, Uint16 value);
+
+/**
+ * Use this function to write 32 bits in native format to a SDL_RWops as
+ * little-endian data.
+ *
+ * SDL byteswaps the data only if necessary, so the application always
+ * specifies native format, and the data written will be in little-endian
+ * format.
+ *
+ * \param dst the stream to which data will be written
+ * \param value the data to be written, in native format
+ * \returns 1 on successful write, 0 on error.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_WriteBE32
+ */
+extern DECLSPEC size_t SDLCALL SDL_WriteLE32(SDL_RWops * dst, Uint32 value);
+
+/**
+ * Use this function to write 32 bits in native format to a SDL_RWops as
+ * big-endian data.
+ *
+ * SDL byteswaps the data only if necessary, so the application always
+ * specifies native format, and the data written will be in big-endian format.
+ *
+ * \param dst the stream to which data will be written
+ * \param value the data to be written, in native format
+ * \returns 1 on successful write, 0 on error.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_WriteLE32
+ */
+extern DECLSPEC size_t SDLCALL SDL_WriteBE32(SDL_RWops * dst, Uint32 value);
+
+/**
+ * Use this function to write 64 bits in native format to a SDL_RWops as
+ * little-endian data.
+ *
+ * SDL byteswaps the data only if necessary, so the application always
+ * specifies native format, and the data written will be in little-endian
+ * format.
+ *
+ * \param dst the stream to which data will be written
+ * \param value the data to be written, in native format
+ * \returns 1 on successful write, 0 on error.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_WriteBE64
+ */
+extern DECLSPEC size_t SDLCALL SDL_WriteLE64(SDL_RWops * dst, Uint64 value);
+
+/**
+ * Use this function to write 64 bits in native format to a SDL_RWops as
+ * big-endian data.
+ *
+ * SDL byteswaps the data only if necessary, so the application always
+ * specifies native format, and the data written will be in big-endian format.
+ *
+ * \param dst the stream to which data will be written
+ * \param value the data to be written, in native format
+ * \returns 1 on successful write, 0 on error.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_WriteLE64
+ */
+extern DECLSPEC size_t SDLCALL SDL_WriteBE64(SDL_RWops * dst, Uint64 value);
+/* @} *//* Write endian functions */
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_rwops_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_scancode.h b/bsp/simulator/SDL2/include/SDL_scancode.h
index 1d55212048..5b2c67c8fc 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_scancode.h
+++ b/bsp/simulator/SDL2/include/SDL_scancode.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -38,7 +38,7 @@
* SDL_Event structure.
*
* The values in this enumeration are based on the USB usage page standard:
- * http://www.usb.org/developers/hidpage/Hut1_12v2.pdf
+ * https://www.usb.org/sites/default/files/documents/hut1_12v2.pdf
*/
typedef enum
{
diff --git a/bsp/simulator/SDL2/include/SDL_sensor.h b/bsp/simulator/SDL2/include/SDL_sensor.h
new file mode 100644
index 0000000000..1f0201f9b8
--- /dev/null
+++ b/bsp/simulator/SDL2/include/SDL_sensor.h
@@ -0,0 +1,301 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
+
+ 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_sensor.h
+ *
+ * Include file for SDL sensor event handling
+ *
+ */
+
+#ifndef SDL_sensor_h_
+#define SDL_sensor_h_
+
+#include "SDL_stdinc.h"
+#include "SDL_error.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+/* *INDENT-OFF* */
+extern "C" {
+/* *INDENT-ON* */
+#endif
+
+/**
+ * \brief SDL_sensor.h
+ *
+ * In order to use these functions, SDL_Init() must have been called
+ * with the ::SDL_INIT_SENSOR flag. This causes SDL to scan the system
+ * for sensors, and load appropriate drivers.
+ */
+
+struct _SDL_Sensor;
+typedef struct _SDL_Sensor SDL_Sensor;
+
+/**
+ * This is a unique ID for a sensor for the time it is connected to the system,
+ * and is never reused for the lifetime of the application.
+ *
+ * The ID value starts at 0 and increments from there. The value -1 is an invalid ID.
+ */
+typedef Sint32 SDL_SensorID;
+
+/* The different sensors defined by SDL
+ *
+ * Additional sensors may be available, using platform dependent semantics.
+ *
+ * Hare are the additional Android sensors:
+ * https://developer.android.com/reference/android/hardware/SensorEvent.html#values
+ */
+typedef enum
+{
+ SDL_SENSOR_INVALID = -1, /**< Returned for an invalid sensor */
+ SDL_SENSOR_UNKNOWN, /**< Unknown sensor type */
+ SDL_SENSOR_ACCEL, /**< Accelerometer */
+ SDL_SENSOR_GYRO /**< Gyroscope */
+} SDL_SensorType;
+
+/**
+ * Accelerometer sensor
+ *
+ * The accelerometer returns the current acceleration in SI meters per
+ * second squared. This measurement includes the force of gravity, so
+ * a device at rest will have an value of SDL_STANDARD_GRAVITY away
+ * from the center of the earth.
+ *
+ * values[0]: Acceleration on the x axis
+ * values[1]: Acceleration on the y axis
+ * values[2]: Acceleration on the z axis
+ *
+ * For phones held in portrait mode and game controllers held in front of you,
+ * the axes are defined as follows:
+ * -X ... +X : left ... right
+ * -Y ... +Y : bottom ... top
+ * -Z ... +Z : farther ... closer
+ *
+ * The axis data is not changed when the phone is rotated.
+ *
+ * \sa SDL_GetDisplayOrientation()
+ */
+#define SDL_STANDARD_GRAVITY 9.80665f
+
+/**
+ * Gyroscope sensor
+ *
+ * The gyroscope returns the current rate of rotation in radians per second.
+ * The rotation is positive in the counter-clockwise direction. That is,
+ * an observer looking from a positive location on one of the axes would
+ * see positive rotation on that axis when it appeared to be rotating
+ * counter-clockwise.
+ *
+ * values[0]: Angular speed around the x axis (pitch)
+ * values[1]: Angular speed around the y axis (yaw)
+ * values[2]: Angular speed around the z axis (roll)
+ *
+ * For phones held in portrait mode and game controllers held in front of you,
+ * the axes are defined as follows:
+ * -X ... +X : left ... right
+ * -Y ... +Y : bottom ... top
+ * -Z ... +Z : farther ... closer
+ *
+ * The axis data is not changed when the phone or controller is rotated.
+ *
+ * \sa SDL_GetDisplayOrientation()
+ */
+
+/* Function prototypes */
+
+/**
+ * Locking for multi-threaded access to the sensor API
+ *
+ * If you are using the sensor API or handling events from multiple threads
+ * you should use these locking functions to protect access to the sensors.
+ *
+ * In particular, you are guaranteed that the sensor list won't change, so the
+ * API functions that take a sensor index will be valid, and sensor events
+ * will not be delivered.
+ *
+ * \since This function is available since SDL 2.0.14.
+ */
+extern DECLSPEC void SDLCALL SDL_LockSensors(void);
+extern DECLSPEC void SDLCALL SDL_UnlockSensors(void);
+
+/**
+ * Count the number of sensors attached to the system right now.
+ *
+ * \returns the number of sensors detected.
+ *
+ * \since This function is available since SDL 2.0.9.
+ */
+extern DECLSPEC int SDLCALL SDL_NumSensors(void);
+
+/**
+ * Get the implementation dependent name of a sensor.
+ *
+ * \param device_index The sensor to obtain name from
+ * \returns the sensor name, or NULL if `device_index` is out of range.
+ *
+ * \since This function is available since SDL 2.0.9.
+ */
+extern DECLSPEC const char *SDLCALL SDL_SensorGetDeviceName(int device_index);
+
+/**
+ * Get the type of a sensor.
+ *
+ * \param device_index The sensor to get the type from
+ * \returns the SDL_SensorType, or `SDL_SENSOR_INVALID` if `device_index` is
+ * out of range.
+ *
+ * \since This function is available since SDL 2.0.9.
+ */
+extern DECLSPEC SDL_SensorType SDLCALL SDL_SensorGetDeviceType(int device_index);
+
+/**
+ * Get the platform dependent type of a sensor.
+ *
+ * \param device_index The sensor to check
+ * \returns the sensor platform dependent type, or -1 if `device_index` is out
+ * of range.
+ *
+ * \since This function is available since SDL 2.0.9.
+ */
+extern DECLSPEC int SDLCALL SDL_SensorGetDeviceNonPortableType(int device_index);
+
+/**
+ * Get the instance ID of a sensor.
+ *
+ * \param device_index The sensor to get instance id from
+ * \returns the sensor instance ID, or -1 if `device_index` is out of range.
+ *
+ * \since This function is available since SDL 2.0.9.
+ */
+extern DECLSPEC SDL_SensorID SDLCALL SDL_SensorGetDeviceInstanceID(int device_index);
+
+/**
+ * Open a sensor for use.
+ *
+ * \param device_index The sensor to open
+ * \returns an SDL_Sensor sensor object, or NULL if an error occurred.
+ *
+ * \since This function is available since SDL 2.0.9.
+ */
+extern DECLSPEC SDL_Sensor *SDLCALL SDL_SensorOpen(int device_index);
+
+/**
+ * Return the SDL_Sensor associated with an instance id.
+ *
+ * \param instance_id The sensor from instance id
+ * \returns an SDL_Sensor object.
+ *
+ * \since This function is available since SDL 2.0.9.
+ */
+extern DECLSPEC SDL_Sensor *SDLCALL SDL_SensorFromInstanceID(SDL_SensorID instance_id);
+
+/**
+ * Get the implementation dependent name of a sensor
+ *
+ * \param sensor The SDL_Sensor object
+ * \returns the sensor name, or NULL if `sensor` is NULL.
+ *
+ * \since This function is available since SDL 2.0.9.
+ */
+extern DECLSPEC const char *SDLCALL SDL_SensorGetName(SDL_Sensor *sensor);
+
+/**
+ * Get the type of a sensor.
+ *
+ * \param sensor The SDL_Sensor object to inspect
+ * \returns the SDL_SensorType type, or `SDL_SENSOR_INVALID` if `sensor` is
+ * NULL.
+ *
+ * \since This function is available since SDL 2.0.9.
+ */
+extern DECLSPEC SDL_SensorType SDLCALL SDL_SensorGetType(SDL_Sensor *sensor);
+
+/**
+ * Get the platform dependent type of a sensor.
+ *
+ * \param sensor The SDL_Sensor object to inspect
+ * \returns the sensor platform dependent type, or -1 if `sensor` is NULL.
+ *
+ * \since This function is available since SDL 2.0.9.
+ */
+extern DECLSPEC int SDLCALL SDL_SensorGetNonPortableType(SDL_Sensor *sensor);
+
+/**
+ * Get the instance ID of a sensor.
+ *
+ * \param sensor The SDL_Sensor object to inspect
+ * \returns the sensor instance ID, or -1 if `sensor` is NULL.
+ *
+ * \since This function is available since SDL 2.0.9.
+ */
+extern DECLSPEC SDL_SensorID SDLCALL SDL_SensorGetInstanceID(SDL_Sensor *sensor);
+
+/**
+ * Get the current state of an opened sensor.
+ *
+ * The number of values and interpretation of the data is sensor dependent.
+ *
+ * \param sensor The SDL_Sensor object to query
+ * \param data A pointer filled with the current sensor state
+ * \param num_values The number of values to write to data
+ * \returns 0 or -1 if an error occurred.
+ *
+ * \since This function is available since SDL 2.0.9.
+ */
+extern DECLSPEC int SDLCALL SDL_SensorGetData(SDL_Sensor * sensor, float *data, int num_values);
+
+/**
+ * Close a sensor previously opened with SDL_SensorOpen().
+ *
+ * \param sensor The SDL_Sensor object to close
+ *
+ * \since This function is available since SDL 2.0.9.
+ */
+extern DECLSPEC void SDLCALL SDL_SensorClose(SDL_Sensor * sensor);
+
+/**
+ * Update the current state of the open sensors.
+ *
+ * This is called automatically by the event loop if sensor events are
+ * enabled.
+ *
+ * This needs to be called from the thread that initialized the sensor
+ * subsystem.
+ *
+ * \since This function is available since SDL 2.0.9.
+ */
+extern DECLSPEC void SDLCALL SDL_SensorUpdate(void);
+
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+/* *INDENT-OFF* */
+}
+/* *INDENT-ON* */
+#endif
+#include "close_code.h"
+
+#endif /* SDL_sensor_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_shape.h b/bsp/simulator/SDL2/include/SDL_shape.h
index 9e492d93a4..1bca9270e5 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_shape.h
+++ b/bsp/simulator/SDL2/include/SDL_shape.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -44,33 +44,38 @@ extern "C" {
#define SDL_WINDOW_LACKS_SHAPE -3
/**
- * \brief Create a window that can be shaped with the specified position, dimensions, and flags.
+ * Create a window that can be shaped with the specified position, dimensions,
+ * and flags.
*
- * \param title The title of the window, in UTF-8 encoding.
- * \param x The x position of the window, ::SDL_WINDOWPOS_CENTERED, or
- * ::SDL_WINDOWPOS_UNDEFINED.
- * \param y The y position of the window, ::SDL_WINDOWPOS_CENTERED, or
- * ::SDL_WINDOWPOS_UNDEFINED.
- * \param w The width of the window.
- * \param h The height of the window.
- * \param flags The flags for the window, a mask of SDL_WINDOW_BORDERLESS with any of the following:
- * ::SDL_WINDOW_OPENGL, ::SDL_WINDOW_INPUT_GRABBED,
- * ::SDL_WINDOW_HIDDEN, ::SDL_WINDOW_RESIZABLE,
- * ::SDL_WINDOW_MAXIMIZED, ::SDL_WINDOW_MINIMIZED,
- * ::SDL_WINDOW_BORDERLESS is always set, and ::SDL_WINDOW_FULLSCREEN is always unset.
+ * \param title The title of the window, in UTF-8 encoding.
+ * \param x The x position of the window, ::SDL_WINDOWPOS_CENTERED, or
+ * ::SDL_WINDOWPOS_UNDEFINED.
+ * \param y The y position of the window, ::SDL_WINDOWPOS_CENTERED, or
+ * ::SDL_WINDOWPOS_UNDEFINED.
+ * \param w The width of the window.
+ * \param h The height of the window.
+ * \param flags The flags for the window, a mask of SDL_WINDOW_BORDERLESS with
+ * any of the following: ::SDL_WINDOW_OPENGL,
+ * ::SDL_WINDOW_INPUT_GRABBED, ::SDL_WINDOW_HIDDEN,
+ * ::SDL_WINDOW_RESIZABLE, ::SDL_WINDOW_MAXIMIZED,
+ * ::SDL_WINDOW_MINIMIZED, ::SDL_WINDOW_BORDERLESS is always set,
+ * and ::SDL_WINDOW_FULLSCREEN is always unset.
+ * \return the window created, or NULL if window creation failed.
*
- * \return The window created, or NULL if window creation failed.
+ * \since This function is available since SDL 2.0.0.
*
- * \sa SDL_DestroyWindow()
+ * \sa SDL_DestroyWindow
*/
extern DECLSPEC SDL_Window * SDLCALL SDL_CreateShapedWindow(const char *title,unsigned int x,unsigned int y,unsigned int w,unsigned int h,Uint32 flags);
/**
- * \brief Return whether the given window is a shaped window.
+ * Return whether the given window is a shaped window.
*
* \param window The window to query for being shaped.
+ * \return SDL_TRUE if the window is a window that can be shaped, SDL_FALSE if
+ * the window is unshaped or NULL.
*
- * \return SDL_TRUE if the window is a window that can be shaped, SDL_FALSE if the window is unshaped or NULL.
+ * \since This function is available since SDL 2.0.0.
*
* \sa SDL_CreateShapedWindow
*/
@@ -106,29 +111,35 @@ typedef struct SDL_WindowShapeMode {
} SDL_WindowShapeMode;
/**
- * \brief Set the shape and parameters of a shaped window.
+ * Set the shape and parameters of a shaped window.
*
* \param window The shaped window whose parameters should be set.
* \param shape A surface encoding the desired shape for the window.
* \param shape_mode The parameters to set for the shaped window.
+ * \return 0 on success, SDL_INVALID_SHAPE_ARGUMENT on an invalid shape
+ * argument, or SDL_NONSHAPEABLE_WINDOW if the SDL_Window given does
+ * not reference a valid shaped window.
*
- * \return 0 on success, SDL_INVALID_SHAPE_ARGUMENT on an invalid shape argument, or SDL_NONSHAPEABLE_WINDOW
- * if the SDL_Window given does not reference a valid shaped window.
+ * \since This function is available since SDL 2.0.0.
*
* \sa SDL_WindowShapeMode
- * \sa SDL_GetShapedWindowMode.
+ * \sa SDL_GetShapedWindowMode
*/
extern DECLSPEC int SDLCALL SDL_SetWindowShape(SDL_Window *window,SDL_Surface *shape,SDL_WindowShapeMode *shape_mode);
/**
- * \brief Get the shape parameters of a shaped window.
+ * Get the shape parameters of a shaped window.
*
* \param window The shaped window whose parameters should be retrieved.
- * \param shape_mode An empty shape-mode structure to fill, or NULL to check whether the window has a shape.
+ * \param shape_mode An empty shape-mode structure to fill, or NULL to check
+ * whether the window has a shape.
+ * \return 0 if the window has a shape and, provided shape_mode was not NULL,
+ * shape_mode has been filled with the mode data,
+ * SDL_NONSHAPEABLE_WINDOW if the SDL_Window given is not a shaped
+ * window, or SDL_WINDOW_LACKS_SHAPE if the SDL_Window given is a
+ * shapeable window currently lacking a shape.
*
- * \return 0 if the window has a shape and, provided shape_mode was not NULL, shape_mode has been filled with the mode
- * data, SDL_NONSHAPEABLE_WINDOW if the SDL_Window given is not a shaped window, or SDL_WINDOW_LACKS_SHAPE if
- * the SDL_Window given is a shapeable window currently lacking a shape.
+ * \since This function is available since SDL 2.0.0.
*
* \sa SDL_WindowShapeMode
* \sa SDL_SetWindowShape
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_stdinc.h b/bsp/simulator/SDL2/include/SDL_stdinc.h
index 72402299f2..c0d194c4ae 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_stdinc.h
+++ b/bsp/simulator/SDL2/include/SDL_stdinc.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -30,6 +30,12 @@
#include "SDL_config.h"
+#ifdef __APPLE__
+#ifndef _DARWIN_C_SOURCE
+#define _DARWIN_C_SOURCE 1 /* for memset_pattern4() */
+#endif
+#endif
+
#ifdef HAVE_SYS_TYPES_H
#include <sys/types.h>
#endif
@@ -86,6 +92,39 @@
#ifdef HAVE_FLOAT_H
# include <float.h>
#endif
+#if defined(HAVE_ALLOCA) && !defined(alloca)
+# if defined(HAVE_ALLOCA_H)
+# include <alloca.h>
+# elif defined(__GNUC__)
+# define alloca __builtin_alloca
+# elif defined(_MSC_VER)
+# include <malloc.h>
+# define alloca _alloca
+# elif defined(__WATCOMC__)
+# include <malloc.h>
+# elif defined(__BORLANDC__)
+# include <malloc.h>
+# elif defined(__DMC__)
+# include <stdlib.h>
+# elif defined(__AIX__)
+#pragma alloca
+# elif defined(__MRC__)
+void *alloca(unsigned);
+# else
+char *alloca();
+# endif
+#endif
+
+/**
+ * Check if the compiler supports a given builtin.
+ * Supported by virtually all clang versions and recent gcc. Use this
+ * instead of checking the clang version if possible.
+ */
+#ifdef __has_builtin
+#define _SDL_HAS_BUILTIN(x) __has_builtin(x)
+#else
+#define _SDL_HAS_BUILTIN(x) 0
+#endif
/**
* The number of elements in an array.
@@ -195,7 +234,7 @@ typedef uint64_t Uint64;
/* @} *//* Basic data types */
-/* Make sure we have macros for printing 64 bit values.
+/* Make sure we have macros for printing width-based integers.
* <stdint.h> should define these but this is not true all platforms.
* (for example win32) */
#ifndef SDL_PRIs64
@@ -242,6 +281,34 @@ typedef uint64_t Uint64;
#define SDL_PRIX64 "llX"
#endif
#endif
+#ifndef SDL_PRIs32
+#ifdef PRId32
+#define SDL_PRIs32 PRId32
+#else
+#define SDL_PRIs32 "d"
+#endif
+#endif
+#ifndef SDL_PRIu32
+#ifdef PRIu32
+#define SDL_PRIu32 PRIu32
+#else
+#define SDL_PRIu32 "u"
+#endif
+#endif
+#ifndef SDL_PRIx32
+#ifdef PRIx32
+#define SDL_PRIx32 PRIx32
+#else
+#define SDL_PRIx32 "x"
+#endif
+#endif
+#ifndef SDL_PRIX32
+#ifdef PRIX32
+#define SDL_PRIX32 PRIX32
+#else
+#define SDL_PRIX32 "X"
+#endif
+#endif
/* Annotations to help code analysis tools */
#ifdef SDL_DISABLE_ANALYZE_MACROS
@@ -310,7 +377,7 @@ SDL_COMPILE_TIME_ASSERT(sint64, sizeof(Sint64) == 8);
/** \cond */
#ifndef DOXYGEN_SHOULD_IGNORE_THIS
-#if !defined(__ANDROID__)
+#if !defined(__ANDROID__) && !defined(__VITA__)
/* TODO: include/SDL_stdinc.h:174: error: size of array 'SDL_dummy_enum' is negative */
typedef enum
{
@@ -328,28 +395,6 @@ SDL_COMPILE_TIME_ASSERT(enum, sizeof(SDL_DUMMY_ENUM) == sizeof(int));
extern "C" {
#endif
-#if defined(HAVE_ALLOCA) && !defined(alloca)
-# if defined(HAVE_ALLOCA_H)
-# include <alloca.h>
-# elif defined(__GNUC__)
-# define alloca __builtin_alloca
-# elif defined(_MSC_VER)
-# include <malloc.h>
-# define alloca _alloca
-# elif defined(__WATCOMC__)
-# include <malloc.h>
-# elif defined(__BORLANDC__)
-# include <malloc.h>
-# elif defined(__DMC__)
-# include <stdlib.h>
-# elif defined(__AIX__)
-#pragma alloca
-# elif defined(__MRC__)
-void *alloca(unsigned);
-# else
-char *alloca();
-# endif
-#endif
#ifdef HAVE_ALLOCA
#define SDL_stack_alloc(type, count) (type*)alloca(sizeof(type)*(count))
#define SDL_stack_free(data)
@@ -369,7 +414,9 @@ typedef void *(SDLCALL *SDL_realloc_func)(void *mem, size_t size);
typedef void (SDLCALL *SDL_free_func)(void *mem);
/**
- * \brief Get the current set of SDL memory functions
+ * Get the current set of SDL memory functions
+ *
+ * \since This function is available since SDL 2.0.7.
*/
extern DECLSPEC void SDLCALL SDL_GetMemoryFunctions(SDL_malloc_func *malloc_func,
SDL_calloc_func *calloc_func,
@@ -377,12 +424,9 @@ extern DECLSPEC void SDLCALL SDL_GetMemoryFunctions(SDL_malloc_func *malloc_func
SDL_free_func *free_func);
/**
- * \brief Replace SDL's memory allocation functions with a custom set
+ * Replace SDL's memory allocation functions with a custom set
*
- * \note If you are replacing SDL's memory functions, you should call
- * SDL_GetNumAllocations() and be very careful if it returns non-zero.
- * That means that your free function will be called with memory
- * allocated by the previous memory allocation functions.
+ * \since This function is available since SDL 2.0.7.
*/
extern DECLSPEC int SDLCALL SDL_SetMemoryFunctions(SDL_malloc_func malloc_func,
SDL_calloc_func calloc_func,
@@ -390,7 +434,9 @@ extern DECLSPEC int SDLCALL SDL_SetMemoryFunctions(SDL_malloc_func malloc_func,
SDL_free_func free_func);
/**
- * \brief Get the number of outstanding (unfreed) allocations
+ * Get the number of outstanding (unfreed) allocations
+ *
+ * \since This function is available since SDL 2.0.7.
*/
extern DECLSPEC int SDLCALL SDL_GetNumAllocations(void);
@@ -401,25 +447,40 @@ extern DECLSPEC void SDLCALL SDL_qsort(void *base, size_t nmemb, size_t size, in
extern DECLSPEC int SDLCALL SDL_abs(int x);
-/* !!! FIXME: these have side effects. You probably shouldn't use them. */
-/* !!! FIXME: Maybe we do forceinline functions of SDL_mini, SDL_minf, etc? */
+/* NOTE: these double-evaluate their arguments, so you should never have side effects in the parameters */
#define SDL_min(x, y) (((x) < (y)) ? (x) : (y))
#define SDL_max(x, y) (((x) > (y)) ? (x) : (y))
+#define SDL_clamp(x, a, b) (((x) < (a)) ? (a) : (((x) > (b)) ? (b) : (x)))
+extern DECLSPEC int SDLCALL SDL_isalpha(int x);
+extern DECLSPEC int SDLCALL SDL_isalnum(int x);
+extern DECLSPEC int SDLCALL SDL_isblank(int x);
+extern DECLSPEC int SDLCALL SDL_iscntrl(int x);
extern DECLSPEC int SDLCALL SDL_isdigit(int x);
+extern DECLSPEC int SDLCALL SDL_isxdigit(int x);
+extern DECLSPEC int SDLCALL SDL_ispunct(int x);
extern DECLSPEC int SDLCALL SDL_isspace(int x);
+extern DECLSPEC int SDLCALL SDL_isupper(int x);
+extern DECLSPEC int SDLCALL SDL_islower(int x);
+extern DECLSPEC int SDLCALL SDL_isprint(int x);
+extern DECLSPEC int SDLCALL SDL_isgraph(int x);
extern DECLSPEC int SDLCALL SDL_toupper(int x);
extern DECLSPEC int SDLCALL SDL_tolower(int x);
+extern DECLSPEC Uint32 SDLCALL SDL_crc32(Uint32 crc, const void *data, size_t len);
+
extern DECLSPEC void *SDLCALL SDL_memset(SDL_OUT_BYTECAP(len) void *dst, int c, size_t len);
#define SDL_zero(x) SDL_memset(&(x), 0, sizeof((x)))
#define SDL_zerop(x) SDL_memset((x), 0, sizeof(*(x)))
+#define SDL_zeroa(x) SDL_memset((x), 0, sizeof((x)))
/* Note that memset() is a byte assignment and this is a 32-bit assignment, so they're not directly equivalent. */
SDL_FORCE_INLINE void SDL_memset4(void *dst, Uint32 val, size_t dwords)
{
-#if defined(__GNUC__) && defined(i386)
+#ifdef __APPLE__
+ memset_pattern4(dst, &val, dwords * 4);
+#elif defined(__GNUC__) && defined(__i386__)
int u0, u1, u2;
__asm__ __volatile__ (
"cld \n\t"
@@ -432,20 +493,19 @@ SDL_FORCE_INLINE void SDL_memset4(void *dst, Uint32 val, size_t dwords)
size_t _n = (dwords + 3) / 4;
Uint32 *_p = SDL_static_cast(Uint32 *, dst);
Uint32 _val = (val);
- if (dwords == 0)
+ if (dwords == 0) {
return;
- switch (dwords % 4)
- {
- case 0: do { *_p++ = _val; /* fallthrough */
- case 3: *_p++ = _val; /* fallthrough */
- case 2: *_p++ = _val; /* fallthrough */
- case 1: *_p++ = _val; /* fallthrough */
+ }
+ switch (dwords % 4) {
+ case 0: do { *_p++ = _val; SDL_FALLTHROUGH;
+ case 3: *_p++ = _val; SDL_FALLTHROUGH;
+ case 2: *_p++ = _val; SDL_FALLTHROUGH;
+ case 1: *_p++ = _val;
} while ( --_n );
}
#endif
}
-
extern DECLSPEC void *SDLCALL SDL_memcpy(SDL_OUT_BYTECAP(len) void *dst, SDL_IN_BYTECAP(len) const void *src, size_t len);
extern DECLSPEC void *SDLCALL SDL_memmove(SDL_OUT_BYTECAP(len) void *dst, SDL_IN_BYTECAP(len) const void *src, size_t len);
@@ -454,7 +514,13 @@ extern DECLSPEC int SDLCALL SDL_memcmp(const void *s1, const void *s2, size_t le
extern DECLSPEC size_t SDLCALL SDL_wcslen(const wchar_t *wstr);
extern DECLSPEC size_t SDLCALL SDL_wcslcpy(SDL_OUT_Z_CAP(maxlen) wchar_t *dst, const wchar_t *src, size_t maxlen);
extern DECLSPEC size_t SDLCALL SDL_wcslcat(SDL_INOUT_Z_CAP(maxlen) wchar_t *dst, const wchar_t *src, size_t maxlen);
+extern DECLSPEC wchar_t *SDLCALL SDL_wcsdup(const wchar_t *wstr);
+extern DECLSPEC wchar_t *SDLCALL SDL_wcsstr(const wchar_t *haystack, const wchar_t *needle);
+
extern DECLSPEC int SDLCALL SDL_wcscmp(const wchar_t *str1, const wchar_t *str2);
+extern DECLSPEC int SDLCALL SDL_wcsncmp(const wchar_t *str1, const wchar_t *str2, size_t maxlen);
+extern DECLSPEC int SDLCALL SDL_wcscasecmp(const wchar_t *str1, const wchar_t *str2);
+extern DECLSPEC int SDLCALL SDL_wcsncasecmp(const wchar_t *str1, const wchar_t *str2, size_t len);
extern DECLSPEC size_t SDLCALL SDL_strlen(const char *str);
extern DECLSPEC size_t SDLCALL SDL_strlcpy(SDL_OUT_Z_CAP(maxlen) char *dst, const char *src, size_t maxlen);
@@ -467,6 +533,7 @@ extern DECLSPEC char *SDLCALL SDL_strlwr(char *str);
extern DECLSPEC char *SDLCALL SDL_strchr(const char *str, int c);
extern DECLSPEC char *SDLCALL SDL_strrchr(const char *str, int c);
extern DECLSPEC char *SDLCALL SDL_strstr(const char *haystack, const char *needle);
+extern DECLSPEC char *SDLCALL SDL_strtokr(char *s1, const char *s2, char **saveptr);
extern DECLSPEC size_t SDLCALL SDL_utf8strlen(const char *str);
extern DECLSPEC char *SDLCALL SDL_itoa(int value, char *str, int radix);
@@ -493,6 +560,8 @@ extern DECLSPEC int SDLCALL SDL_sscanf(const char *text, SDL_SCANF_FORMAT_STRING
extern DECLSPEC int SDLCALL SDL_vsscanf(const char *text, const char *fmt, va_list ap);
extern DECLSPEC int SDLCALL SDL_snprintf(SDL_OUT_Z_CAP(maxlen) char *text, size_t maxlen, SDL_PRINTF_FORMAT_STRING const char *fmt, ... ) SDL_PRINTF_VARARG_FUNC(3);
extern DECLSPEC int SDLCALL SDL_vsnprintf(SDL_OUT_Z_CAP(maxlen) char *text, size_t maxlen, const char *fmt, va_list ap);
+extern DECLSPEC int SDLCALL SDL_asprintf(char **strp, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
+extern DECLSPEC int SDLCALL SDL_vasprintf(char **strp, const char *fmt, va_list ap);
#ifndef HAVE_M_PI
#ifndef M_PI
@@ -500,19 +569,56 @@ extern DECLSPEC int SDLCALL SDL_vsnprintf(SDL_OUT_Z_CAP(maxlen) char *text, size
#endif
#endif
+/**
+ * Use this function to compute arc cosine of `x`.
+ *
+ * The definition of `y = acos(x)` is `x = cos(y)`.
+ *
+ * Domain: `-1 <= x <= 1`
+ *
+ * Range: `0 <= y <= Pi`
+ *
+ * \param x floating point value, in radians.
+ * \returns arc cosine of `x`.
+ *
+ * \since This function is available since SDL 2.0.2.
+ */
extern DECLSPEC double SDLCALL SDL_acos(double x);
+extern DECLSPEC float SDLCALL SDL_acosf(float x);
extern DECLSPEC double SDLCALL SDL_asin(double x);
+extern DECLSPEC float SDLCALL SDL_asinf(float x);
extern DECLSPEC double SDLCALL SDL_atan(double x);
-extern DECLSPEC double SDLCALL SDL_atan2(double x, double y);
+extern DECLSPEC float SDLCALL SDL_atanf(float x);
+extern DECLSPEC double SDLCALL SDL_atan2(double y, double x);
+extern DECLSPEC float SDLCALL SDL_atan2f(float y, float x);
extern DECLSPEC double SDLCALL SDL_ceil(double x);
+extern DECLSPEC float SDLCALL SDL_ceilf(float x);
extern DECLSPEC double SDLCALL SDL_copysign(double x, double y);
+extern DECLSPEC float SDLCALL SDL_copysignf(float x, float y);
extern DECLSPEC double SDLCALL SDL_cos(double x);
extern DECLSPEC float SDLCALL SDL_cosf(float x);
+extern DECLSPEC double SDLCALL SDL_exp(double x);
+extern DECLSPEC float SDLCALL SDL_expf(float x);
extern DECLSPEC double SDLCALL SDL_fabs(double x);
+extern DECLSPEC float SDLCALL SDL_fabsf(float x);
extern DECLSPEC double SDLCALL SDL_floor(double x);
+extern DECLSPEC float SDLCALL SDL_floorf(float x);
+extern DECLSPEC double SDLCALL SDL_trunc(double x);
+extern DECLSPEC float SDLCALL SDL_truncf(float x);
+extern DECLSPEC double SDLCALL SDL_fmod(double x, double y);
+extern DECLSPEC float SDLCALL SDL_fmodf(float x, float y);
extern DECLSPEC double SDLCALL SDL_log(double x);
+extern DECLSPEC float SDLCALL SDL_logf(float x);
+extern DECLSPEC double SDLCALL SDL_log10(double x);
+extern DECLSPEC float SDLCALL SDL_log10f(float x);
extern DECLSPEC double SDLCALL SDL_pow(double x, double y);
+extern DECLSPEC float SDLCALL SDL_powf(float x, float y);
+extern DECLSPEC double SDLCALL SDL_round(double x);
+extern DECLSPEC float SDLCALL SDL_roundf(float x);
+extern DECLSPEC long SDLCALL SDL_lround(double x);
+extern DECLSPEC long SDLCALL SDL_lroundf(float x);
extern DECLSPEC double SDLCALL SDL_scalbn(double x, int n);
+extern DECLSPEC float SDLCALL SDL_scalbnf(float x, int n);
extern DECLSPEC double SDLCALL SDL_sin(double x);
extern DECLSPEC float SDLCALL SDL_sinf(float x);
extern DECLSPEC double SDLCALL SDL_sqrt(double x);
@@ -534,9 +640,12 @@ extern DECLSPEC int SDLCALL SDL_iconv_close(SDL_iconv_t cd);
extern DECLSPEC size_t SDLCALL SDL_iconv(SDL_iconv_t cd, const char **inbuf,
size_t * inbytesleft, char **outbuf,
size_t * outbytesleft);
+
/**
- * This function converts a string between encodings in one pass, returning a
- * string that must be freed with SDL_free() or NULL on error.
+ * This function converts a string between encodings in one pass, returning a
+ * string that must be freed with SDL_free() or NULL on error.
+ *
+ * \since This function is available since SDL 2.0.0.
*/
extern DECLSPEC char *SDLCALL SDL_iconv_string(const char *tocode,
const char *fromcode,
@@ -545,10 +654,22 @@ extern DECLSPEC char *SDLCALL SDL_iconv_string(const char *tocode,
#define SDL_iconv_utf8_locale(S) SDL_iconv_string("", "UTF-8", S, SDL_strlen(S)+1)
#define SDL_iconv_utf8_ucs2(S) (Uint16 *)SDL_iconv_string("UCS-2-INTERNAL", "UTF-8", S, SDL_strlen(S)+1)
#define SDL_iconv_utf8_ucs4(S) (Uint32 *)SDL_iconv_string("UCS-4-INTERNAL", "UTF-8", S, SDL_strlen(S)+1)
+#define SDL_iconv_wchar_utf8(S) SDL_iconv_string("UTF-8", "WCHAR_T", (char *)S, (SDL_wcslen(S)+1)*sizeof(wchar_t))
/* force builds using Clang's static analysis tools to use literal C runtime
here, since there are possibly tests that are ineffective otherwise. */
#if defined(__clang_analyzer__) && !defined(SDL_DISABLE_ANALYZE_MACROS)
+
+/* The analyzer knows about strlcpy even when the system doesn't provide it */
+#ifndef HAVE_STRLCPY
+size_t strlcpy(char* dst, const char* src, size_t size);
+#endif
+
+/* The analyzer knows about strlcat even when the system doesn't provide it */
+#ifndef HAVE_STRLCAT
+size_t strlcat(char* dst, const char* src, size_t size);
+#endif
+
#define SDL_malloc malloc
#define SDL_calloc calloc
#define SDL_realloc realloc
@@ -557,15 +678,23 @@ extern DECLSPEC char *SDLCALL SDL_iconv_string(const char *tocode,
#define SDL_memcpy memcpy
#define SDL_memmove memmove
#define SDL_memcmp memcmp
-#define SDL_strlen strlen
#define SDL_strlcpy strlcpy
#define SDL_strlcat strlcat
+#define SDL_strlen strlen
+#define SDL_wcslen wcslen
+#define SDL_wcslcpy wcslcpy
+#define SDL_wcslcat wcslcat
#define SDL_strdup strdup
+#define SDL_wcsdup wcsdup
#define SDL_strchr strchr
#define SDL_strrchr strrchr
#define SDL_strstr strstr
+#define SDL_wcsstr wcsstr
+#define SDL_strtokr strtok_r
#define SDL_strcmp strcmp
+#define SDL_wcscmp wcscmp
#define SDL_strncmp strncmp
+#define SDL_wcsncmp wcsncmp
#define SDL_strcasecmp strcasecmp
#define SDL_strncasecmp strncasecmp
#define SDL_sscanf sscanf
diff --git a/bsp/simulator/SDL2/include/SDL_surface.h b/bsp/simulator/SDL2/include/SDL_surface.h
new file mode 100644
index 0000000000..441237617c
--- /dev/null
+++ b/bsp/simulator/SDL2/include/SDL_surface.h
@@ -0,0 +1,995 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
+
+ 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_surface.h
+ *
+ * Header file for ::SDL_Surface definition and management functions.
+ */
+
+#ifndef SDL_surface_h_
+#define SDL_surface_h_
+
+#include "SDL_stdinc.h"
+#include "SDL_pixels.h"
+#include "SDL_rect.h"
+#include "SDL_blendmode.h"
+#include "SDL_rwops.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/**
+ * \name Surface flags
+ *
+ * These are the currently supported flags for the ::SDL_Surface.
+ *
+ * \internal
+ * Used internally (read-only).
+ */
+/* @{ */
+#define SDL_SWSURFACE 0 /**< Just here for compatibility */
+#define SDL_PREALLOC 0x00000001 /**< Surface uses preallocated memory */
+#define SDL_RLEACCEL 0x00000002 /**< Surface is RLE encoded */
+#define SDL_DONTFREE 0x00000004 /**< Surface is referenced internally */
+#define SDL_SIMD_ALIGNED 0x00000008 /**< Surface uses aligned memory */
+/* @} *//* Surface flags */
+
+/**
+ * Evaluates to true if the surface needs to be locked before access.
+ */
+#define SDL_MUSTLOCK(S) (((S)->flags & SDL_RLEACCEL) != 0)
+
+/**
+ * \brief A collection of pixels used in software blitting.
+ *
+ * \note This structure should be treated as read-only, except for \c pixels,
+ * which, if not NULL, contains the raw pixel data for the surface.
+ */
+typedef struct SDL_Surface
+{
+ Uint32 flags; /**< Read-only */
+ SDL_PixelFormat *format; /**< Read-only */
+ int w, h; /**< Read-only */
+ int pitch; /**< Read-only */
+ void *pixels; /**< Read-write */
+
+ /** Application data associated with the surface */
+ void *userdata; /**< Read-write */
+
+ /** information needed for surfaces requiring locks */
+ int locked; /**< Read-only */
+
+ /** list of BlitMap that hold a reference to this surface */
+ void *list_blitmap; /**< Private */
+
+ /** clipping information */
+ SDL_Rect clip_rect; /**< Read-only */
+
+ /** info for fast blit mapping to other surfaces */
+ struct SDL_BlitMap *map; /**< Private */
+
+ /** Reference count -- used when freeing surface */
+ int refcount; /**< Read-mostly */
+} SDL_Surface;
+
+/**
+ * \brief The type of function used for surface blitting functions.
+ */
+typedef int (SDLCALL *SDL_blit) (struct SDL_Surface * src, SDL_Rect * srcrect,
+ struct SDL_Surface * dst, SDL_Rect * dstrect);
+
+/**
+ * \brief The formula used for converting between YUV and RGB
+ */
+typedef enum
+{
+ SDL_YUV_CONVERSION_JPEG, /**< Full range JPEG */
+ SDL_YUV_CONVERSION_BT601, /**< BT.601 (the default) */
+ SDL_YUV_CONVERSION_BT709, /**< BT.709 */
+ SDL_YUV_CONVERSION_AUTOMATIC /**< BT.601 for SD content, BT.709 for HD content */
+} SDL_YUV_CONVERSION_MODE;
+
+/**
+ * Allocate a new RGB surface.
+ *
+ * If `depth` is 4 or 8 bits, an empty palette is allocated for the surface.
+ * If `depth` is greater than 8 bits, the pixel format is set using the
+ * [RGBA]mask parameters.
+ *
+ * The [RGBA]mask parameters are the bitmasks used to extract that color from
+ * a pixel. For instance, `Rmask` being 0xFF000000 means the red data is
+ * stored in the most significant byte. Using zeros for the RGB masks sets a
+ * default value, based on the depth. For example:
+ *
+ * ```c++
+ * SDL_CreateRGBSurface(0,w,h,32,0,0,0,0);
+ * ```
+ *
+ * However, using zero for the Amask results in an Amask of 0.
+ *
+ * By default surfaces with an alpha mask are set up for blending as with:
+ *
+ * ```c++
+ * SDL_SetSurfaceBlendMode(surface, SDL_BLENDMODE_BLEND)
+ * ```
+ *
+ * You can change this by calling SDL_SetSurfaceBlendMode() and selecting a
+ * different `blendMode`.
+ *
+ * \param flags the flags are unused and should be set to 0
+ * \param width the width of the surface
+ * \param height the height of the surface
+ * \param depth the depth of the surface in bits
+ * \param Rmask the red mask for the pixels
+ * \param Gmask the green mask for the pixels
+ * \param Bmask the blue mask for the pixels
+ * \param Amask the alpha mask for the pixels
+ * \returns the new SDL_Surface structure that is created or NULL if it fails;
+ * call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateRGBSurfaceFrom
+ * \sa SDL_CreateRGBSurfaceWithFormat
+ * \sa SDL_FreeSurface
+ */
+extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurface
+ (Uint32 flags, int width, int height, int depth,
+ Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask);
+
+
+/* !!! FIXME for 2.1: why does this ask for depth? Format provides that. */
+
+/**
+ * Allocate a new RGB surface with a specific pixel format.
+ *
+ * This function operates mostly like SDL_CreateRGBSurface(), except instead
+ * of providing pixel color masks, you provide it with a predefined format
+ * from SDL_PixelFormatEnum.
+ *
+ * \param flags the flags are unused and should be set to 0
+ * \param width the width of the surface
+ * \param height the height of the surface
+ * \param depth the depth of the surface in bits
+ * \param format the SDL_PixelFormatEnum for the new surface's pixel format.
+ * \returns the new SDL_Surface structure that is created or NULL if it fails;
+ * call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.5.
+ *
+ * \sa SDL_CreateRGBSurface
+ * \sa SDL_CreateRGBSurfaceFrom
+ * \sa SDL_FreeSurface
+ */
+extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceWithFormat
+ (Uint32 flags, int width, int height, int depth, Uint32 format);
+
+/**
+ * Allocate a new RGB surface with existing pixel data.
+ *
+ * This function operates mostly like SDL_CreateRGBSurface(), except it does
+ * not allocate memory for the pixel data, instead the caller provides an
+ * existing buffer of data for the surface to use.
+ *
+ * No copy is made of the pixel data. Pixel data is not managed automatically;
+ * you must free the surface before you free the pixel data.
+ *
+ * \param pixels a pointer to existing pixel data
+ * \param width the width of the surface
+ * \param height the height of the surface
+ * \param depth the depth of the surface in bits
+ * \param pitch the pitch of the surface in bytes
+ * \param Rmask the red mask for the pixels
+ * \param Gmask the green mask for the pixels
+ * \param Bmask the blue mask for the pixels
+ * \param Amask the alpha mask for the pixels
+ * \returns the new SDL_Surface structure that is created or NULL if it fails;
+ * call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateRGBSurface
+ * \sa SDL_CreateRGBSurfaceWithFormat
+ * \sa SDL_FreeSurface
+ */
+extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceFrom(void *pixels,
+ int width,
+ int height,
+ int depth,
+ int pitch,
+ Uint32 Rmask,
+ Uint32 Gmask,
+ Uint32 Bmask,
+ Uint32 Amask);
+
+/* !!! FIXME for 2.1: why does this ask for depth? Format provides that. */
+
+/**
+ * Allocate a new RGB surface with with a specific pixel format and existing
+ * pixel data.
+ *
+ * This function operates mostly like SDL_CreateRGBSurfaceFrom(), except
+ * instead of providing pixel color masks, you provide it with a predefined
+ * format from SDL_PixelFormatEnum.
+ *
+ * No copy is made of the pixel data. Pixel data is not managed automatically;
+ * you must free the surface before you free the pixel data.
+ *
+ * \param pixels a pointer to existing pixel data
+ * \param width the width of the surface
+ * \param height the height of the surface
+ * \param depth the depth of the surface in bits
+ * \param pitch the pitch of the surface in bytes
+ * \param format the SDL_PixelFormatEnum for the new surface's pixel format.
+ * \returns the new SDL_Surface structure that is created or NULL if it fails;
+ * call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.5.
+ *
+ * \sa SDL_CreateRGBSurfaceFrom
+ * \sa SDL_CreateRGBSurfaceWithFormat
+ * \sa SDL_FreeSurface
+ */
+extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceWithFormatFrom
+ (void *pixels, int width, int height, int depth, int pitch, Uint32 format);
+
+/**
+ * Free an RGB surface.
+ *
+ * It is safe to pass NULL to this function.
+ *
+ * \param surface the SDL_Surface to free.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateRGBSurface
+ * \sa SDL_CreateRGBSurfaceFrom
+ * \sa SDL_LoadBMP
+ * \sa SDL_LoadBMP_RW
+ */
+extern DECLSPEC void SDLCALL SDL_FreeSurface(SDL_Surface * surface);
+
+/**
+ * Set the palette used by a surface.
+ *
+ * A single palette can be shared with many surfaces.
+ *
+ * \param surface the SDL_Surface structure to update
+ * \param palette the SDL_Palette structure to use
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ */
+extern DECLSPEC int SDLCALL SDL_SetSurfacePalette(SDL_Surface * surface,
+ SDL_Palette * palette);
+
+/**
+ * Set up a surface for directly accessing the pixels.
+ *
+ * Between calls to SDL_LockSurface() / SDL_UnlockSurface(), you can write to
+ * and read from `surface->pixels`, using the pixel format stored in
+ * `surface->format`. Once you are done accessing the surface, you should use
+ * SDL_UnlockSurface() to release it.
+ *
+ * Not all surfaces require locking. If `SDL_MUSTLOCK(surface)` evaluates to
+ * 0, then you can read and write to the surface at any time, and the pixel
+ * format of the surface will not change.
+ *
+ * \param surface the SDL_Surface structure to be locked
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_MUSTLOCK
+ * \sa SDL_UnlockSurface
+ */
+extern DECLSPEC int SDLCALL SDL_LockSurface(SDL_Surface * surface);
+
+/**
+ * Release a surface after directly accessing the pixels.
+ *
+ * \param surface the SDL_Surface structure to be unlocked
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_LockSurface
+ */
+extern DECLSPEC void SDLCALL SDL_UnlockSurface(SDL_Surface * surface);
+
+/**
+ * Load a BMP image from a seekable SDL data stream.
+ *
+ * The new surface should be freed with SDL_FreeSurface(). Not doing so will
+ * result in a memory leak.
+ *
+ * src is an open SDL_RWops buffer, typically loaded with SDL_RWFromFile.
+ * Alternitavely, you might also use the macro SDL_LoadBMP to load a bitmap
+ * from a file, convert it to an SDL_Surface and then close the file.
+ *
+ * \param src the data stream for the surface
+ * \param freesrc non-zero to close the stream after being read
+ * \returns a pointer to a new SDL_Surface structure or NULL if there was an
+ * error; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_FreeSurface
+ * \sa SDL_RWFromFile
+ * \sa SDL_LoadBMP
+ * \sa SDL_SaveBMP_RW
+ */
+extern DECLSPEC SDL_Surface *SDLCALL SDL_LoadBMP_RW(SDL_RWops * src,
+ int freesrc);
+
+/**
+ * Load a surface from a file.
+ *
+ * Convenience macro.
+ */
+#define SDL_LoadBMP(file) SDL_LoadBMP_RW(SDL_RWFromFile(file, "rb"), 1)
+
+/**
+ * Save a surface to a seekable SDL data stream in BMP format.
+ *
+ * Surfaces with a 24-bit, 32-bit and paletted 8-bit format get saved in the
+ * BMP directly. Other RGB formats with 8-bit or higher get converted to a
+ * 24-bit surface or, if they have an alpha mask or a colorkey, to a 32-bit
+ * surface before they are saved. YUV and paletted 1-bit and 4-bit formats are
+ * not supported.
+ *
+ * \param surface the SDL_Surface structure containing the image to be saved
+ * \param dst a data stream to save to
+ * \param freedst non-zero to close the stream after being written
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_LoadBMP_RW
+ * \sa SDL_SaveBMP
+ */
+extern DECLSPEC int SDLCALL SDL_SaveBMP_RW
+ (SDL_Surface * surface, SDL_RWops * dst, int freedst);
+
+/**
+ * Save a surface to a file.
+ *
+ * Convenience macro.
+ */
+#define SDL_SaveBMP(surface, file) \
+ SDL_SaveBMP_RW(surface, SDL_RWFromFile(file, "wb"), 1)
+
+/**
+ * Set the RLE acceleration hint for a surface.
+ *
+ * If RLE is enabled, color key and alpha blending blits are much faster, but
+ * the surface must be locked before directly accessing the pixels.
+ *
+ * \param surface the SDL_Surface structure to optimize
+ * \param flag 0 to disable, non-zero to enable RLE acceleration
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_BlitSurface
+ * \sa SDL_LockSurface
+ * \sa SDL_UnlockSurface
+ */
+extern DECLSPEC int SDLCALL SDL_SetSurfaceRLE(SDL_Surface * surface,
+ int flag);
+
+/**
+ * Returns whether the surface is RLE enabled
+ *
+ * It is safe to pass a NULL `surface` here; it will return SDL_FALSE.
+ *
+ * \param surface the SDL_Surface structure to query
+ * \returns SDL_TRUE if the surface is RLE enabled, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.14.
+ *
+ * \sa SDL_SetSurfaceRLE
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_HasSurfaceRLE(SDL_Surface * surface);
+
+/**
+ * Set the color key (transparent pixel) in a surface.
+ *
+ * The color key defines a pixel value that will be treated as transparent in
+ * a blit. For example, one can use this to specify that cyan pixels should be
+ * considered transparent, and therefore not rendered.
+ *
+ * It is a pixel of the format used by the surface, as generated by
+ * SDL_MapRGB().
+ *
+ * RLE acceleration can substantially speed up blitting of images with large
+ * horizontal runs of transparent pixels. See SDL_SetSurfaceRLE() for details.
+ *
+ * \param surface the SDL_Surface structure to update
+ * \param flag SDL_TRUE to enable color key, SDL_FALSE to disable color key
+ * \param key the transparent pixel
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_BlitSurface
+ * \sa SDL_GetColorKey
+ */
+extern DECLSPEC int SDLCALL SDL_SetColorKey(SDL_Surface * surface,
+ int flag, Uint32 key);
+
+/**
+ * Returns whether the surface has a color key
+ *
+ * It is safe to pass a NULL `surface` here; it will return SDL_FALSE.
+ *
+ * \param surface the SDL_Surface structure to query
+ * \return SDL_TRUE if the surface has a color key, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.9.
+ *
+ * \sa SDL_SetColorKey
+ * \sa SDL_GetColorKey
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_HasColorKey(SDL_Surface * surface);
+
+/**
+ * Get the color key (transparent pixel) for a surface.
+ *
+ * The color key is a pixel of the format used by the surface, as generated by
+ * SDL_MapRGB().
+ *
+ * If the surface doesn't have color key enabled this function returns -1.
+ *
+ * \param surface the SDL_Surface structure to query
+ * \param key a pointer filled in with the transparent pixel
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_BlitSurface
+ * \sa SDL_SetColorKey
+ */
+extern DECLSPEC int SDLCALL SDL_GetColorKey(SDL_Surface * surface,
+ Uint32 * key);
+
+/**
+ * Set an additional color value multiplied into blit operations.
+ *
+ * When this surface is blitted, during the blit operation each source color
+ * channel is modulated by the appropriate color value according to the
+ * following formula:
+ *
+ * `srcC = srcC * (color / 255)`
+ *
+ * \param surface the SDL_Surface structure to update
+ * \param r the red color value multiplied into blit operations
+ * \param g the green color value multiplied into blit operations
+ * \param b the blue color value multiplied into blit operations
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetSurfaceColorMod
+ * \sa SDL_SetSurfaceAlphaMod
+ */
+extern DECLSPEC int SDLCALL SDL_SetSurfaceColorMod(SDL_Surface * surface,
+ Uint8 r, Uint8 g, Uint8 b);
+
+
+/**
+ * Get the additional color value multiplied into blit operations.
+ *
+ * \param surface the SDL_Surface structure to query
+ * \param r a pointer filled in with the current red color value
+ * \param g a pointer filled in with the current green color value
+ * \param b a pointer filled in with the current blue color value
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetSurfaceAlphaMod
+ * \sa SDL_SetSurfaceColorMod
+ */
+extern DECLSPEC int SDLCALL SDL_GetSurfaceColorMod(SDL_Surface * surface,
+ Uint8 * r, Uint8 * g,
+ Uint8 * b);
+
+/**
+ * Set an additional alpha value used in blit operations.
+ *
+ * When this surface is blitted, during the blit operation the source alpha
+ * value is modulated by this alpha value according to the following formula:
+ *
+ * `srcA = srcA * (alpha / 255)`
+ *
+ * \param surface the SDL_Surface structure to update
+ * \param alpha the alpha value multiplied into blit operations
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetSurfaceAlphaMod
+ * \sa SDL_SetSurfaceColorMod
+ */
+extern DECLSPEC int SDLCALL SDL_SetSurfaceAlphaMod(SDL_Surface * surface,
+ Uint8 alpha);
+
+/**
+ * Get the additional alpha value used in blit operations.
+ *
+ * \param surface the SDL_Surface structure to query
+ * \param alpha a pointer filled in with the current alpha value
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetSurfaceColorMod
+ * \sa SDL_SetSurfaceAlphaMod
+ */
+extern DECLSPEC int SDLCALL SDL_GetSurfaceAlphaMod(SDL_Surface * surface,
+ Uint8 * alpha);
+
+/**
+ * Set the blend mode used for blit operations.
+ *
+ * To copy a surface to another surface (or texture) without blending with the
+ * existing data, the blendmode of the SOURCE surface should be set to
+ * `SDL_BLENDMODE_NONE`.
+ *
+ * \param surface the SDL_Surface structure to update
+ * \param blendMode the SDL_BlendMode to use for blit blending
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetSurfaceBlendMode
+ */
+extern DECLSPEC int SDLCALL SDL_SetSurfaceBlendMode(SDL_Surface * surface,
+ SDL_BlendMode blendMode);
+
+/**
+ * Get the blend mode used for blit operations.
+ *
+ * \param surface the SDL_Surface structure to query
+ * \param blendMode a pointer filled in with the current SDL_BlendMode
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_SetSurfaceBlendMode
+ */
+extern DECLSPEC int SDLCALL SDL_GetSurfaceBlendMode(SDL_Surface * surface,
+ SDL_BlendMode *blendMode);
+
+/**
+ * Set the clipping rectangle for a surface.
+ *
+ * When `surface` is the destination of a blit, only the area within the clip
+ * rectangle is drawn into.
+ *
+ * Note that blits are automatically clipped to the edges of the source and
+ * destination surfaces.
+ *
+ * \param surface the SDL_Surface structure to be clipped
+ * \param rect the SDL_Rect structure representing the clipping rectangle, or
+ * NULL to disable clipping
+ * \returns SDL_TRUE if the rectangle intersects the surface, otherwise
+ * SDL_FALSE and blits will be completely clipped.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_BlitSurface
+ * \sa SDL_GetClipRect
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_SetClipRect(SDL_Surface * surface,
+ const SDL_Rect * rect);
+
+/**
+ * Get the clipping rectangle for a surface.
+ *
+ * When `surface` is the destination of a blit, only the area within the clip
+ * rectangle is drawn into.
+ *
+ * \param surface the SDL_Surface structure representing the surface to be
+ * clipped
+ * \param rect an SDL_Rect structure filled in with the clipping rectangle for
+ * the surface
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_BlitSurface
+ * \sa SDL_SetClipRect
+ */
+extern DECLSPEC void SDLCALL SDL_GetClipRect(SDL_Surface * surface,
+ SDL_Rect * rect);
+
+/*
+ * Creates a new surface identical to the existing surface.
+ *
+ * The returned surface should be freed with SDL_FreeSurface().
+ *
+ * \param surface the surface to duplicate.
+ * \returns a copy of the surface, or NULL on failure; call SDL_GetError() for
+ * more information.
+ */
+extern DECLSPEC SDL_Surface *SDLCALL SDL_DuplicateSurface(SDL_Surface * surface);
+
+/**
+ * Copy an existing surface to a new surface of the specified format.
+ *
+ * This function is used to optimize images for faster *repeat* blitting. This
+ * is accomplished by converting the original and storing the result as a new
+ * surface. The new, optimized surface can then be used as the source for
+ * future blits, making them faster.
+ *
+ * \param src the existing SDL_Surface structure to convert
+ * \param fmt the SDL_PixelFormat structure that the new surface is optimized
+ * for
+ * \param flags the flags are unused and should be set to 0; this is a
+ * leftover from SDL 1.2's API
+ * \returns the new SDL_Surface structure that is created or NULL if it fails;
+ * call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_AllocFormat
+ * \sa SDL_ConvertSurfaceFormat
+ * \sa SDL_CreateRGBSurface
+ */
+extern DECLSPEC SDL_Surface *SDLCALL SDL_ConvertSurface
+ (SDL_Surface * src, const SDL_PixelFormat * fmt, Uint32 flags);
+
+/**
+ * Copy an existing surface to a new surface of the specified format enum.
+ *
+ * This function operates just like SDL_ConvertSurface(), but accepts an
+ * SDL_PixelFormatEnum value instead of an SDL_PixelFormat structure. As such,
+ * it might be easier to call but it doesn't have access to palette
+ * information for the destination surface, in case that would be important.
+ *
+ * \param src the existing SDL_Surface structure to convert
+ * \param pixel_format the SDL_PixelFormatEnum that the new surface is
+ * optimized for
+ * \param flags the flags are unused and should be set to 0; this is a
+ * leftover from SDL 1.2's API
+ * \returns the new SDL_Surface structure that is created or NULL if it fails;
+ * call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_AllocFormat
+ * \sa SDL_ConvertSurface
+ * \sa SDL_CreateRGBSurface
+ */
+extern DECLSPEC SDL_Surface *SDLCALL SDL_ConvertSurfaceFormat
+ (SDL_Surface * src, Uint32 pixel_format, Uint32 flags);
+
+/**
+ * Copy a block of pixels of one format to another format.
+ *
+ * \param width the width of the block to copy, in pixels
+ * \param height the height of the block to copy, in pixels
+ * \param src_format an SDL_PixelFormatEnum value of the `src` pixels format
+ * \param src a pointer to the source pixels
+ * \param src_pitch the pitch of the source pixels, in bytes
+ * \param dst_format an SDL_PixelFormatEnum value of the `dst` pixels format
+ * \param dst a pointer to be filled in with new pixel data
+ * \param dst_pitch the pitch of the destination pixels, in bytes
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ */
+extern DECLSPEC int SDLCALL SDL_ConvertPixels(int width, int height,
+ Uint32 src_format,
+ const void * src, int src_pitch,
+ Uint32 dst_format,
+ void * dst, int dst_pitch);
+
+/**
+ * Premultiply the alpha on a block of pixels.
+ *
+ * This is safe to use with src == dst, but not for other overlapping areas.
+ *
+ * This function is currently only implemented for SDL_PIXELFORMAT_ARGB8888.
+ *
+ * \param width the width of the block to convert, in pixels
+ * \param height the height of the block to convert, in pixels
+ * \param src_format an SDL_PixelFormatEnum value of the `src` pixels format
+ * \param src a pointer to the source pixels
+ * \param src_pitch the pitch of the source pixels, in bytes
+ * \param dst_format an SDL_PixelFormatEnum value of the `dst` pixels format
+ * \param dst a pointer to be filled in with premultiplied pixel data
+ * \param dst_pitch the pitch of the destination pixels, in bytes
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.18.
+ */
+extern DECLSPEC int SDLCALL SDL_PremultiplyAlpha(int width, int height,
+ Uint32 src_format,
+ const void * src, int src_pitch,
+ Uint32 dst_format,
+ void * dst, int dst_pitch);
+
+/**
+ * Perform a fast fill of a rectangle with a specific color.
+ *
+ * `color` should be a pixel of the format used by the surface, and can be
+ * generated by SDL_MapRGB() or SDL_MapRGBA(). If the color value contains an
+ * alpha component then the destination is simply filled with that alpha
+ * information, no blending takes place.
+ *
+ * If there is a clip rectangle set on the destination (set via
+ * SDL_SetClipRect()), then this function will fill based on the intersection
+ * of the clip rectangle and `rect`.
+ *
+ * \param dst the SDL_Surface structure that is the drawing target
+ * \param rect the SDL_Rect structure representing the rectangle to fill, or
+ * NULL to fill the entire surface
+ * \param color the color to fill with
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_FillRects
+ */
+extern DECLSPEC int SDLCALL SDL_FillRect
+ (SDL_Surface * dst, const SDL_Rect * rect, Uint32 color);
+
+/**
+ * Perform a fast fill of a set of rectangles with a specific color.
+ *
+ * `color` should be a pixel of the format used by the surface, and can be
+ * generated by SDL_MapRGB() or SDL_MapRGBA(). If the color value contains an
+ * alpha component then the destination is simply filled with that alpha
+ * information, no blending takes place.
+ *
+ * If there is a clip rectangle set on the destination (set via
+ * SDL_SetClipRect()), then this function will fill based on the intersection
+ * of the clip rectangle and `rect`.
+ *
+ * \param dst the SDL_Surface structure that is the drawing target
+ * \param rects an array of SDL_Rects representing the rectangles to fill.
+ * \param count the number of rectangles in the array
+ * \param color the color to fill with
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_FillRect
+ */
+extern DECLSPEC int SDLCALL SDL_FillRects
+ (SDL_Surface * dst, const SDL_Rect * rects, int count, Uint32 color);
+
+/* !!! FIXME: merge this documentation with the wiki */
+/**
+ * Performs a fast blit from the source surface to the destination surface.
+ *
+ * This assumes that the source and destination rectangles are
+ * the same size. If either \c srcrect or \c dstrect are NULL, the entire
+ * surface (\c src or \c dst) is copied. The final blit rectangles are saved
+ * in \c srcrect and \c dstrect after all clipping is performed.
+ *
+ * \returns 0 if the blit is successful, otherwise it returns -1.
+ *
+ * The blit function should not be called on a locked surface.
+ *
+ * The blit semantics for surfaces with and without blending and colorkey
+ * are defined as follows:
+ * \verbatim
+ RGBA->RGB:
+ Source surface blend mode set to SDL_BLENDMODE_BLEND:
+ alpha-blend (using the source alpha-channel and per-surface alpha)
+ SDL_SRCCOLORKEY ignored.
+ Source surface blend mode set to SDL_BLENDMODE_NONE:
+ copy RGB.
+ if SDL_SRCCOLORKEY set, only copy the pixels matching the
+ RGB values of the source color key, ignoring alpha in the
+ comparison.
+
+ RGB->RGBA:
+ Source surface blend mode set to SDL_BLENDMODE_BLEND:
+ alpha-blend (using the source per-surface alpha)
+ Source surface blend mode set to SDL_BLENDMODE_NONE:
+ copy RGB, set destination alpha to source per-surface alpha value.
+ both:
+ if SDL_SRCCOLORKEY set, only copy the pixels matching the
+ source color key.
+
+ RGBA->RGBA:
+ Source surface blend mode set to SDL_BLENDMODE_BLEND:
+ alpha-blend (using the source alpha-channel and per-surface alpha)
+ SDL_SRCCOLORKEY ignored.
+ Source surface blend mode set to SDL_BLENDMODE_NONE:
+ copy all of RGBA to the destination.
+ if SDL_SRCCOLORKEY set, only copy the pixels matching the
+ RGB values of the source color key, ignoring alpha in the
+ comparison.
+
+ RGB->RGB:
+ Source surface blend mode set to SDL_BLENDMODE_BLEND:
+ alpha-blend (using the source per-surface alpha)
+ Source surface blend mode set to SDL_BLENDMODE_NONE:
+ copy RGB.
+ both:
+ if SDL_SRCCOLORKEY set, only copy the pixels matching the
+ source color key.
+ \endverbatim
+ *
+ * You should call SDL_BlitSurface() unless you know exactly how SDL
+ * blitting works internally and how to use the other blit functions.
+ */
+#define SDL_BlitSurface SDL_UpperBlit
+
+/**
+ * Perform a fast blit from the source surface to the destination surface.
+ *
+ * SDL_UpperBlit() has been replaced by SDL_BlitSurface(), which is merely a
+ * macro for this function with a less confusing name.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_BlitSurface
+ */
+extern DECLSPEC int SDLCALL SDL_UpperBlit
+ (SDL_Surface * src, const SDL_Rect * srcrect,
+ SDL_Surface * dst, SDL_Rect * dstrect);
+
+/**
+ * Perform low-level surface blitting only.
+ *
+ * This is a semi-private blit function and it performs low-level surface
+ * blitting, assuming the input rectangles have already been clipped.
+ *
+ * Unless you know what you're doing, you should be using SDL_BlitSurface()
+ * instead.
+ *
+ * \param src the SDL_Surface structure to be copied from
+ * \param srcrect the SDL_Rect structure representing the rectangle to be
+ * copied, or NULL to copy the entire surface
+ * \param dst the SDL_Surface structure that is the blit target
+ * \param dstrect the SDL_Rect structure representing the rectangle that is
+ * copied into
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_BlitSurface
+ */
+extern DECLSPEC int SDLCALL SDL_LowerBlit
+ (SDL_Surface * src, SDL_Rect * srcrect,
+ SDL_Surface * dst, SDL_Rect * dstrect);
+
+
+/**
+ * Perform a fast, low quality, stretch blit between two surfaces of the same
+ * format.
+ *
+ * Please use SDL_BlitScaled() instead.
+ *
+ * \since This function is available since SDL 2.0.0.
+ */
+extern DECLSPEC int SDLCALL SDL_SoftStretch(SDL_Surface * src,
+ const SDL_Rect * srcrect,
+ SDL_Surface * dst,
+ const SDL_Rect * dstrect);
+
+/**
+ * Perform bilinear scaling between two surfaces of the same format, 32BPP.
+ *
+ * \since This function is available since SDL 2.0.16.
+ */
+extern DECLSPEC int SDLCALL SDL_SoftStretchLinear(SDL_Surface * src,
+ const SDL_Rect * srcrect,
+ SDL_Surface * dst,
+ const SDL_Rect * dstrect);
+
+
+#define SDL_BlitScaled SDL_UpperBlitScaled
+
+/**
+ * Perform a scaled surface copy to a destination surface.
+ *
+ * SDL_UpperBlitScaled() has been replaced by SDL_BlitScaled(), which is
+ * merely a macro for this function with a less confusing name.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_BlitScaled
+ */
+extern DECLSPEC int SDLCALL SDL_UpperBlitScaled
+ (SDL_Surface * src, const SDL_Rect * srcrect,
+ SDL_Surface * dst, SDL_Rect * dstrect);
+
+/**
+ * Perform low-level surface scaled blitting only.
+ *
+ * This is a semi-private function and it performs low-level surface blitting,
+ * assuming the input rectangles have already been clipped.
+ *
+ * \param src the SDL_Surface structure to be copied from
+ * \param srcrect the SDL_Rect structure representing the rectangle to be
+ * copied
+ * \param dst the SDL_Surface structure that is the blit target
+ * \param dstrect the SDL_Rect structure representing the rectangle that is
+ * copied into
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_BlitScaled
+ */
+extern DECLSPEC int SDLCALL SDL_LowerBlitScaled
+ (SDL_Surface * src, SDL_Rect * srcrect,
+ SDL_Surface * dst, SDL_Rect * dstrect);
+
+/**
+ * Set the YUV conversion mode
+ *
+ * \since This function is available since SDL 2.0.8.
+ */
+extern DECLSPEC void SDLCALL SDL_SetYUVConversionMode(SDL_YUV_CONVERSION_MODE mode);
+
+/**
+ * Get the YUV conversion mode
+ *
+ * \since This function is available since SDL 2.0.8.
+ */
+extern DECLSPEC SDL_YUV_CONVERSION_MODE SDLCALL SDL_GetYUVConversionMode(void);
+
+/**
+ * Get the YUV conversion mode, returning the correct mode for the resolution
+ * when the current conversion mode is SDL_YUV_CONVERSION_AUTOMATIC
+ *
+ * \since This function is available since SDL 2.0.8.
+ */
+extern DECLSPEC SDL_YUV_CONVERSION_MODE SDLCALL SDL_GetYUVConversionModeForResolution(int width, int height);
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_surface_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */
diff --git a/bsp/simulator/SDL2/include/SDL_system.h b/bsp/simulator/SDL2/include/SDL_system.h
new file mode 100644
index 0000000000..bb41e34740
--- /dev/null
+++ b/bsp/simulator/SDL2/include/SDL_system.h
@@ -0,0 +1,563 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
+
+ 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__
+
+typedef void (SDLCALL * SDL_WindowsMessageHook)(void *userdata, void *hWnd, unsigned int message, Uint64 wParam, Sint64 lParam);
+
+/**
+ * Set a callback for every Windows message, run before TranslateMessage().
+ *
+ * \param callback The SDL_WindowsMessageHook function to call.
+ * \param userdata a pointer to pass to every iteration of `callback`
+ *
+ * \since This function is available since SDL 2.0.4.
+ */
+extern DECLSPEC void SDLCALL SDL_SetWindowsMessageHook(SDL_WindowsMessageHook callback, void *userdata);
+
+/**
+ * Get the D3D9 adapter index that matches the specified display index.
+ *
+ * The returned adapter index can be passed to `IDirect3D9::CreateDevice` and
+ * controls on which monitor a full screen application will appear.
+ *
+ * \param displayIndex the display index for which to get the D3D9 adapter
+ * index
+ * \returns the D3D9 adapter index on success or a negative error code on
+ * failure; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.1.
+ */
+extern DECLSPEC int SDLCALL SDL_Direct3D9GetAdapterIndex( int displayIndex );
+
+typedef struct IDirect3DDevice9 IDirect3DDevice9;
+
+/**
+ * Get the D3D9 device associated with a renderer.
+ *
+ * Once you are done using the device, you should release it to avoid a
+ * resource leak.
+ *
+ * \param renderer the renderer from which to get the associated D3D device
+ * \returns the D3D9 device associated with given renderer or NULL if it is
+ * not a D3D9 renderer; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.1.
+ */
+extern DECLSPEC IDirect3DDevice9* SDLCALL SDL_RenderGetD3D9Device(SDL_Renderer * renderer);
+
+typedef struct ID3D11Device ID3D11Device;
+
+/**
+ * Get the D3D11 device associated with a renderer.
+ *
+ * Once you are done using the device, you should release it to avoid a
+ * resource leak.
+ *
+ * \param renderer the renderer from which to get the associated D3D11 device
+ * \returns the D3D11 device associated with given renderer or NULL if it is
+ * not a D3D11 renderer; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.16.
+ */
+extern DECLSPEC ID3D11Device* SDLCALL SDL_RenderGetD3D11Device(SDL_Renderer * renderer);
+
+/**
+ * Get the DXGI Adapter and Output indices for the specified display index.
+ *
+ * The DXGI Adapter and Output indices can be passed to `EnumAdapters` and
+ * `EnumOutputs` respectively to get the objects required to create a DX10 or
+ * DX11 device and swap chain.
+ *
+ * Before SDL 2.0.4 this function did not return a value. Since SDL 2.0.4 it
+ * returns an SDL_bool.
+ *
+ * \param displayIndex the display index for which to get both indices
+ * \param adapterIndex a pointer to be filled in with the adapter index
+ * \param outputIndex a pointer to be filled in with the output index
+ * \returns SDL_TRUE on success or SDL_FALSE on failure; call SDL_GetError()
+ * for more information.
+ *
+ * \since This function is available since SDL 2.0.2.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_DXGIGetOutputInfo( int displayIndex, int *adapterIndex, int *outputIndex );
+
+#endif /* __WIN32__ */
+
+
+/* Platform specific functions for Linux */
+#ifdef __LINUX__
+
+/**
+ * Sets the UNIX nice value for a thread.
+ *
+ * This uses setpriority() if possible, and RealtimeKit if available.
+ *
+ * \param threadID the Unix thread ID to change priority of.
+ * \param priority The new, Unix-specific, priority value.
+ * \returns 0 on success, or -1 on error.
+ *
+ * \since This function is available since SDL 2.0.9.
+ */
+extern DECLSPEC int SDLCALL SDL_LinuxSetThreadPriority(Sint64 threadID, int priority);
+
+/**
+ * Sets the priority (not nice level) and scheduling policy for a thread.
+ *
+ * This uses setpriority() if possible, and RealtimeKit if available.
+ *
+ * \param threadID The Unix thread ID to change priority of.
+ * \param sdlPriority The new SDL_ThreadPriority value.
+ * \param schedPolicy The new scheduling policy (SCHED_FIFO, SCHED_RR,
+ * SCHED_OTHER, etc...)
+ * \returns 0 on success, or -1 on error.
+ *
+ * \since This function is available since SDL 2.0.18.
+ */
+extern DECLSPEC int SDLCALL SDL_LinuxSetThreadPriorityAndPolicy(Sint64 threadID, int sdlPriority, int schedPolicy);
+
+#endif /* __LINUX__ */
+
+/* Platform specific functions for iOS */
+#ifdef __IPHONEOS__
+
+#define SDL_iOSSetAnimationCallback(window, interval, callback, callbackParam) SDL_iPhoneSetAnimationCallback(window, interval, callback, callbackParam)
+
+/**
+ * Use this function to set the animation callback on Apple iOS.
+ *
+ * The function prototype for `callback` is:
+ *
+ * ```c
+ * void callback(void* callbackParam);
+ * ```
+ *
+ * Where its parameter, `callbackParam`, is what was passed as `callbackParam`
+ * to SDL_iPhoneSetAnimationCallback().
+ *
+ * This function is only available on Apple iOS.
+ *
+ * For more information see:
+ * [README-ios.md](https://hg.libsdl.org/SDL/file/default/docs/README-ios.md)
+ *
+ * This functions is also accessible using the macro
+ * SDL_iOSSetAnimationCallback() since SDL 2.0.4.
+ *
+ * \param window the window for which the animation callback should be set
+ * \param interval the number of frames after which **callback** will be
+ * called
+ * \param callback the function to call for every frame.
+ * \param callbackParam a pointer that is passed to `callback`.
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_iPhoneSetEventPump
+ */
+extern DECLSPEC int SDLCALL SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam);
+
+#define SDL_iOSSetEventPump(enabled) SDL_iPhoneSetEventPump(enabled)
+
+/**
+ * Use this function to enable or disable the SDL event pump on Apple iOS.
+ *
+ * This function is only available on Apple iOS.
+ *
+ * This functions is also accessible using the macro SDL_iOSSetEventPump()
+ * since SDL 2.0.4.
+ *
+ * \param enabled SDL_TRUE to enable the event pump, SDL_FALSE to disable it
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_iPhoneSetAnimationCallback
+ */
+extern DECLSPEC void SDLCALL SDL_iPhoneSetEventPump(SDL_bool enabled);
+
+#endif /* __IPHONEOS__ */
+
+
+/* Platform specific functions for Android */
+#ifdef __ANDROID__
+
+/**
+ * Get the Android Java Native Interface Environment of the current thread.
+ *
+ * This is the JNIEnv one needs to access the Java virtual machine from native
+ * code, and is needed for many Android APIs to be usable from C.
+ *
+ * The prototype of the function in SDL's code actually declare a void* return
+ * type, even if the implementation returns a pointer to a JNIEnv. The
+ * rationale being that the SDL headers can avoid including jni.h.
+ *
+ * \returns a pointer to Java native interface object (JNIEnv) to which the
+ * current thread is attached, or 0 on error.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_AndroidGetActivity
+ */
+extern DECLSPEC void * SDLCALL SDL_AndroidGetJNIEnv(void);
+
+/**
+ * Retrieve the Java instance of the Android activity class.
+ *
+ * The prototype of the function in SDL's code actually declares a void*
+ * return type, even if the implementation returns a jobject. The rationale
+ * being that the SDL headers can avoid including jni.h.
+ *
+ * The jobject returned by the function is a local reference and must be
+ * released by the caller. See the PushLocalFrame() and PopLocalFrame() or
+ * DeleteLocalRef() functions of the Java native interface:
+ *
+ * https://docs.oracle.com/javase/1.5.0/docs/guide/jni/spec/functions.html
+ *
+ * \returns the jobject representing the instance of the Activity class of the
+ * Android application, or NULL on error.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_AndroidGetJNIEnv
+ */
+extern DECLSPEC void * SDLCALL SDL_AndroidGetActivity(void);
+
+/**
+ * Query Android API level of the current device.
+ *
+ * - API level 31: Android 12
+ * - API level 30: Android 11
+ * - API level 29: Android 10
+ * - API level 28: Android 9
+ * - API level 27: Android 8.1
+ * - API level 26: Android 8.0
+ * - API level 25: Android 7.1
+ * - API level 24: Android 7.0
+ * - API level 23: Android 6.0
+ * - API level 22: Android 5.1
+ * - API level 21: Android 5.0
+ * - API level 20: Android 4.4W
+ * - API level 19: Android 4.4
+ * - API level 18: Android 4.3
+ * - API level 17: Android 4.2
+ * - API level 16: Android 4.1
+ * - API level 15: Android 4.0.3
+ * - API level 14: Android 4.0
+ * - API level 13: Android 3.2
+ * - API level 12: Android 3.1
+ * - API level 11: Android 3.0
+ * - API level 10: Android 2.3.3
+ *
+ * \returns the Android API level.
+ *
+ * \since This function is available since SDL 2.0.12.
+ */
+extern DECLSPEC int SDLCALL SDL_GetAndroidSDKVersion(void);
+
+/**
+ * Query if the application is running on Android TV.
+ *
+ * \returns SDL_TRUE if this is Android TV, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.8.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_IsAndroidTV(void);
+
+/**
+ * Query if the application is running on a Chromebook.
+ *
+ * \returns SDL_TRUE if this is a Chromebook, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.9.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_IsChromebook(void);
+
+/**
+ * Query if the application is running on a Samsung DeX docking station.
+ *
+ * \returns SDL_TRUE if this is a DeX docking station, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.9.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_IsDeXMode(void);
+
+/**
+ * Trigger the Android system back button behavior.
+ *
+ * \since This function is available since SDL 2.0.9.
+ */
+extern DECLSPEC void SDLCALL SDL_AndroidBackButton(void);
+
+/**
+ 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.
+ *
+ * Your internal storage path is typically:
+ * `/data/data/your.app.package/files`.
+ *
+ * \returns the path used for internal storage or NULL on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_AndroidGetExternalStorageState
+ */
+extern DECLSPEC const char * SDLCALL SDL_AndroidGetInternalStoragePath(void);
+
+/**
+ * Get the current state of external storage.
+ *
+ * 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.
+ *
+ * \returns the current state of external storage on success or 0 on failure;
+ * call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_AndroidGetExternalStoragePath
+ */
+extern DECLSPEC int SDLCALL SDL_AndroidGetExternalStorageState(void);
+
+/**
+ * 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.
+ *
+ * Your external storage path is typically:
+ * `/storage/sdcard0/Android/data/your.app.package/files`.
+ *
+ * \returns the path used for external storage for this application on success
+ * or NULL on failure; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_AndroidGetExternalStorageState
+ */
+extern DECLSPEC const char * SDLCALL SDL_AndroidGetExternalStoragePath(void);
+
+/**
+ * Request permissions at runtime.
+ *
+ * This blocks the calling thread until the permission is granted or denied.
+ *
+ * \param permission The permission to request.
+ * \returns SDL_TRUE if the permission was granted, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.14.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_AndroidRequestPermission(const char *permission);
+
+/**
+ * Shows an Android toast notification.
+ *
+ * Toasts are a sort of lightweight notification that are unique to Android.
+ *
+ * https://developer.android.com/guide/topics/ui/notifiers/toasts
+ *
+ * Shows toast in UI thread.
+ *
+ * For the `gravity` parameter, choose a value from here, or -1 if you don't
+ * have a preference:
+ *
+ * https://developer.android.com/reference/android/view/Gravity
+ *
+ * \param message text message to be shown
+ * \param duration 0=short, 1=long
+ * \param gravity where the notification should appear on the screen.
+ * \param xoffset set this parameter only when gravity >=0
+ * \param yoffset set this parameter only when gravity >=0
+ * \returns 0 if success, -1 if any error occurs.
+ *
+ * \since This function is available since SDL 2.0.16.
+ */
+extern DECLSPEC int SDLCALL SDL_AndroidShowToast(const char* message, int duration, int gravity, int xoffset, int yoffset);
+
+#endif /* __ANDROID__ */
+
+/* Platform specific functions for WinRT */
+#ifdef __WINRT__
+
+/**
+ * \brief WinRT / Windows Phone path types
+ */
+typedef enum
+{
+ /** \brief The installed app's root directory.
+ Files here are likely to be read-only. */
+ SDL_WINRT_PATH_INSTALLED_LOCATION,
+
+ /** \brief The app's local data store. Files may be written here */
+ SDL_WINRT_PATH_LOCAL_FOLDER,
+
+ /** \brief The app's roaming data store. Unsupported on Windows Phone.
+ Files written here may be copied to other machines via a network
+ connection.
+ */
+ SDL_WINRT_PATH_ROAMING_FOLDER,
+
+ /** \brief The app's temporary data store. Unsupported on Windows Phone.
+ Files written here may be deleted at any time. */
+ SDL_WINRT_PATH_TEMP_FOLDER
+} SDL_WinRT_Path;
+
+
+/**
+ * \brief WinRT Device Family
+ */
+typedef enum
+{
+ /** \brief Unknown family */
+ SDL_WINRT_DEVICEFAMILY_UNKNOWN,
+
+ /** \brief Desktop family*/
+ SDL_WINRT_DEVICEFAMILY_DESKTOP,
+
+ /** \brief Mobile family (for example smartphone) */
+ SDL_WINRT_DEVICEFAMILY_MOBILE,
+
+ /** \brief XBox family */
+ SDL_WINRT_DEVICEFAMILY_XBOX,
+} SDL_WinRT_DeviceFamily;
+
+
+/**
+ * Retrieve a WinRT defined path on the local file system.
+ *
+ * Not all paths are available on all versions of Windows. This is especially
+ * true on Windows Phone. Check the documentation for the given SDL_WinRT_Path
+ * for more information on which path types are supported where.
+ *
+ * Documentation on most app-specific path types on WinRT can be found on
+ * MSDN, at the URL:
+ *
+ * https://msdn.microsoft.com/en-us/library/windows/apps/hh464917.aspx
+ *
+ * \param pathType the type of path to retrieve, one of SDL_WinRT_Path
+ * \returns a UCS-2 string (16-bit, wide-char) containing the path, or NULL if
+ * the path is not available for any reason; call SDL_GetError() for
+ * more information.
+ *
+ * \since This function is available since SDL 2.0.3.
+ *
+ * \sa SDL_WinRTGetFSPathUTF8
+ */
+extern DECLSPEC const wchar_t * SDLCALL SDL_WinRTGetFSPathUNICODE(SDL_WinRT_Path pathType);
+
+/**
+ * Retrieve a WinRT defined path on the local file system.
+ *
+ * Not all paths are available on all versions of Windows. This is especially
+ * true on Windows Phone. Check the documentation for the given SDL_WinRT_Path
+ * for more information on which path types are supported where.
+ *
+ * Documentation on most app-specific path types on WinRT can be found on
+ * MSDN, at the URL:
+ *
+ * https://msdn.microsoft.com/en-us/library/windows/apps/hh464917.aspx
+ *
+ * \param pathType the type of path to retrieve, one of SDL_WinRT_Path
+ * \returns a UTF-8 string (8-bit, multi-byte) containing the path, or NULL if
+ * the path is not available for any reason; call SDL_GetError() for
+ * more information.
+ *
+ * \since This function is available since SDL 2.0.3.
+ *
+ * \sa SDL_WinRTGetFSPathUNICODE
+ */
+extern DECLSPEC const char * SDLCALL SDL_WinRTGetFSPathUTF8(SDL_WinRT_Path pathType);
+
+/**
+ * Detects the device family of WinRT plattform at runtime.
+ *
+ * \returns a value from the SDL_WinRT_DeviceFamily enum.
+ *
+ * \since This function is available since SDL 2.0.8.
+ */
+extern DECLSPEC SDL_WinRT_DeviceFamily SDLCALL SDL_WinRTGetDeviceFamily();
+
+#endif /* __WINRT__ */
+
+/**
+ * Query if the current device is a tablet.
+ *
+ * If SDL can't determine this, it will return SDL_FALSE.
+ *
+ * \returns SDL_TRUE if the device is a tablet, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.9.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_IsTablet(void);
+
+/* Functions used by iOS application delegates to notify SDL about state changes */
+extern DECLSPEC void SDLCALL SDL_OnApplicationWillTerminate(void);
+extern DECLSPEC void SDLCALL SDL_OnApplicationDidReceiveMemoryWarning(void);
+extern DECLSPEC void SDLCALL SDL_OnApplicationWillResignActive(void);
+extern DECLSPEC void SDLCALL SDL_OnApplicationDidEnterBackground(void);
+extern DECLSPEC void SDLCALL SDL_OnApplicationWillEnterForeground(void);
+extern DECLSPEC void SDLCALL SDL_OnApplicationDidBecomeActive(void);
+#ifdef __IPHONEOS__
+extern DECLSPEC void SDLCALL SDL_OnApplicationDidChangeStatusBarOrientation(void);
+#endif
+
+/* 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: */
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_syswm.h b/bsp/simulator/SDL2/include/SDL_syswm.h
index 2d18afb6cf..f7cd670cde 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_syswm.h
+++ b/bsp/simulator/SDL2/include/SDL_syswm.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -33,28 +33,25 @@
#include "SDL_video.h"
#include "SDL_version.h"
-#include "begin_code.h"
-/* Set up for C function definitions, even when using C++ */
-#ifdef __cplusplus
-extern "C" {
-#endif
-
/**
- * \file SDL_syswm.h
+ * \brief SDL_syswm.h
*
* Your application has access to a special type of event ::SDL_SYSWMEVENT,
* which contains window-manager specific information and arrives whenever
* an unhandled window event occurs. This event is ignored by default, but
* you can enable it with SDL_EventState().
*/
-#ifdef SDL_PROTOTYPES_ONLY
struct SDL_SysWMinfo;
-#else
+
+#if !defined(SDL_PROTOTYPES_ONLY)
#if defined(SDL_VIDEO_DRIVER_WINDOWS)
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
+#ifndef NOMINMAX /* don't define min() and max(). */
+#define NOMINMAX
+#endif
#include <windows.h>
#endif
@@ -101,6 +98,10 @@ typedef struct _UIViewController UIViewController;
typedef Uint32 GLuint;
#endif
+#if defined(SDL_VIDEO_VULKAN) || defined(SDL_VIDEO_METAL)
+#define SDL_METALVIEW_TAG 255
+#endif
+
#if defined(SDL_VIDEO_DRIVER_ANDROID)
typedef struct ANativeWindow ANativeWindow;
typedef void *EGLSurface;
@@ -110,6 +111,24 @@ typedef void *EGLSurface;
#include "SDL_egl.h"
#endif
+#if defined(SDL_VIDEO_DRIVER_OS2)
+#define INCL_WIN
+#include <os2.h>
+#endif
+#endif /* SDL_PROTOTYPES_ONLY */
+
+#if defined(SDL_VIDEO_DRIVER_KMSDRM)
+struct gbm_device;
+#endif
+
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+#if !defined(SDL_PROTOTYPES_ONLY)
/**
* These are the various supported windowing subsystems
*/
@@ -122,11 +141,14 @@ typedef enum
SDL_SYSWM_COCOA,
SDL_SYSWM_UIKIT,
SDL_SYSWM_WAYLAND,
- SDL_SYSWM_MIR,
+ SDL_SYSWM_MIR, /* no longer available, left for API/ABI compatibility. Remove in 2.1! */
SDL_SYSWM_WINRT,
SDL_SYSWM_ANDROID,
SDL_SYSWM_VIVANTE,
- SDL_SYSWM_OS2
+ SDL_SYSWM_OS2,
+ SDL_SYSWM_HAIKU,
+ SDL_SYSWM_KMSDRM,
+ SDL_SYSWM_RISCOS
} SDL_SYSWM_TYPE;
/**
@@ -180,6 +202,16 @@ struct SDL_SysWMmsg
/* No Vivante window events yet */
} vivante;
#endif
+#if defined(SDL_VIDEO_DRIVER_OS2)
+ struct
+ {
+ BOOL fFrame; /**< TRUE if hwnd is a frame window */
+ HWND hwnd; /**< The window receiving the message */
+ ULONG msg; /**< The message identifier */
+ MPARAM mp1; /**< The first first message parameter */
+ MPARAM mp2; /**< The second first message parameter */
+ } os2;
+#endif
/* Can't have an empty union */
int dummy;
} msg;
@@ -229,8 +261,12 @@ struct SDL_SysWMinfo
#if defined(SDL_VIDEO_DRIVER_COCOA)
struct
{
-#if defined(__OBJC__) && defined(__has_feature) && __has_feature(objc_arc)
+#if defined(__OBJC__) && defined(__has_feature)
+ #if __has_feature(objc_arc)
NSWindow __unsafe_unretained *window; /**< The Cocoa window */
+ #else
+ NSWindow *window; /**< The Cocoa window */
+ #endif
#else
NSWindow *window; /**< The Cocoa window */
#endif
@@ -239,8 +275,12 @@ struct SDL_SysWMinfo
#if defined(SDL_VIDEO_DRIVER_UIKIT)
struct
{
-#if defined(__OBJC__) && defined(__has_feature) && __has_feature(objc_arc)
+#if defined(__OBJC__) && defined(__has_feature)
+ #if __has_feature(objc_arc)
UIWindow __unsafe_unretained *window; /**< The UIKit window */
+ #else
+ UIWindow *window; /**< The UIKit window */
+ #endif
#else
UIWindow *window; /**< The UIKit window */
#endif
@@ -252,16 +292,19 @@ struct SDL_SysWMinfo
#if defined(SDL_VIDEO_DRIVER_WAYLAND)
struct
{
- struct wl_display *display; /**< Wayland display */
- struct wl_surface *surface; /**< Wayland surface */
- struct wl_shell_surface *shell_surface; /**< Wayland shell_surface (window manager handle) */
+ struct wl_display *display; /**< Wayland display */
+ struct wl_surface *surface; /**< Wayland surface */
+ void *shell_surface; /**< DEPRECATED Wayland shell_surface (window manager handle) */
+ struct wl_egl_window *egl_window; /**< Wayland EGL window (native window) */
+ struct xdg_surface *xdg_surface; /**< Wayland xdg surface (window manager handle) */
+ struct xdg_toplevel *xdg_toplevel; /**< Wayland xdg toplevel role */
} wl;
#endif
-#if defined(SDL_VIDEO_DRIVER_MIR)
+#if defined(SDL_VIDEO_DRIVER_MIR) /* no longer available, left for API/ABI compatibility. Remove in 2.1! */
struct
{
- struct MirConnection *connection; /**< Mir display server connection */
- struct MirSurface *surface; /**< Mir surface */
+ void *connection; /**< Mir display server connection */
+ void *surface; /**< Mir surface */
} mir;
#endif
@@ -273,6 +316,14 @@ struct SDL_SysWMinfo
} android;
#endif
+#if defined(SDL_VIDEO_DRIVER_OS2)
+ struct
+ {
+ HWND hwnd; /**< The window handle */
+ HWND hwndFrame; /**< The frame window handle */
+ } os2;
+#endif
+
#if defined(SDL_VIDEO_DRIVER_VIVANTE)
struct
{
@@ -281,6 +332,15 @@ struct SDL_SysWMinfo
} vivante;
#endif
+#if defined(SDL_VIDEO_DRIVER_KMSDRM)
+ struct
+ {
+ int dev_index; /**< Device index (ex: the X in /dev/dri/cardX) */
+ int drm_fd; /**< DRM FD (unavailable on Vulkan windows) */
+ struct gbm_device *gbm_dev; /**< GBM device (unavailable on Vulkan windows) */
+ } kmsdrm;
+#endif
+
/* Make sure this union is always 64 bytes (8 64-bit pointers). */
/* Be careful not to overflow this if you add a new target! */
Uint8 dummy[64];
@@ -291,23 +351,23 @@ struct SDL_SysWMinfo
typedef struct SDL_SysWMinfo SDL_SysWMinfo;
-/* Function prototypes */
+
/**
- * \brief This function allows access to driver-dependent window information.
+ * Get driver-specific information about a window.
+ *
+ * You must include SDL_syswm.h for the declaration of SDL_SysWMinfo.
*
- * \param window The window about which information is being requested
- * \param info This structure must be initialized with the SDL version, and is
- * then filled in with information about the given window.
+ * The caller must initialize the `info` structure's version by using
+ * `SDL_VERSION(&info.version)`, and then this function will fill in the rest
+ * of the structure with information about the given window.
*
- * \return SDL_TRUE if the function is implemented and the version member of
- * the \c info struct is valid, SDL_FALSE otherwise.
+ * \param window the window about which information is being requested
+ * \param info an SDL_SysWMinfo structure filled in with window information
+ * \returns SDL_TRUE if the function is implemented and the `version` member
+ * of the `info` struct is valid, or SDL_FALSE if the information
+ * could not be retrieved; call SDL_GetError() for more information.
*
- * You typically use this function like this:
- * \code
- * SDL_SysWMinfo info;
- * SDL_VERSION(&info.version);
- * if ( SDL_GetWindowWMInfo(window, &info) ) { ... }
- * \endcode
+ * \since This function is available since SDL 2.0.0.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GetWindowWMInfo(SDL_Window * window,
SDL_SysWMinfo * info);
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_test.h b/bsp/simulator/SDL2/include/SDL_test.h
index f55afcb022..8cc9d616a3 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_test.h
+++ b/bsp/simulator/SDL2/include/SDL_test.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_test_assert.h b/bsp/simulator/SDL2/include/SDL_test_assert.h
index 11d8363942..734230529e 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_test_assert.h
+++ b/bsp/simulator/SDL2/include/SDL_test_assert.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -66,7 +66,7 @@ void SDLTest_Assert(int assertCondition, SDL_PRINTF_FORMAT_STRING const char *as
* \param assertCondition Evaluated condition or variable to assert; fail (==0) or pass (!=0).
* \param assertDescription Message to log with the assert describing it.
*
- * \returns Returns the assertCondition so it can be used to externally to break execution flow if desired.
+ * \returns the assertCondition so it can be used to externally to break execution flow if desired.
*/
int SDLTest_AssertCheck(int assertCondition, SDL_PRINTF_FORMAT_STRING const char *assertDescription, ...) SDL_PRINTF_VARARG_FUNC(2);
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_test_common.h b/bsp/simulator/SDL2/include/SDL_test_common.h
index 24eeb32af1..0f50967895 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_test_common.h
+++ b/bsp/simulator/SDL2/include/SDL_test_common.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -37,6 +37,9 @@
#if defined(__PSP__)
#define DEFAULT_WINDOW_WIDTH 480
#define DEFAULT_WINDOW_HEIGHT 272
+#elif defined(__VITA__)
+#define DEFAULT_WINDOW_WIDTH 960
+#define DEFAULT_WINDOW_HEIGHT 544
#else
#define DEFAULT_WINDOW_WIDTH 640
#define DEFAULT_WINDOW_HEIGHT 480
@@ -61,6 +64,7 @@ typedef struct
const char *window_title;
const char *window_icon;
Uint32 window_flags;
+ SDL_bool flash_on_focus_loss;
int window_x;
int window_y;
int window_w;
@@ -110,6 +114,10 @@ typedef struct
int gl_minor_version;
int gl_debug;
int gl_profile_mask;
+
+ /* Additional fields added in 2.0.18 */
+ SDL_Rect confine;
+
} SDLTest_CommonState;
#include "begin_code.h"
@@ -126,7 +134,7 @@ extern "C" {
* \param argv Array of command line parameters
* \param flags Flags indicating which subsystem to initialize (i.e. SDL_INIT_VIDEO | SDL_INIT_AUDIO)
*
- * \returns Returns a newly allocated common state object.
+ * \returns a newly allocated common state object.
*/
SDLTest_CommonState *SDLTest_CommonCreateState(char **argv, Uint32 flags);
@@ -136,16 +144,35 @@ SDLTest_CommonState *SDLTest_CommonCreateState(char **argv, Uint32 flags);
* \param state The common state describing the test window to create.
* \param index The index of the argument to process in argv[].
*
- * \returns The number of arguments processed (i.e. 1 for --fullscreen, 2 for --video [videodriver], or -1 on error.
+ * \returns the number of arguments processed (i.e. 1 for --fullscreen, 2 for --video [videodriver], or -1 on error.
*/
int SDLTest_CommonArg(SDLTest_CommonState * state, int index);
+
+/**
+ * \brief Logs command line usage info.
+ *
+ * This logs the appropriate command line options for the subsystems in use
+ * plus other common options, and then any application-specific options.
+ * This uses the SDL_Log() function and splits up output to be friendly to
+ * 80-character-wide terminals.
+ *
+ * \param state The common state describing the test window for the app.
+ * \param argv0 argv[0], as passed to main/SDL_main.
+ * \param options an array of strings for application specific options. The last element of the array should be NULL.
+ */
+void SDLTest_CommonLogUsage(SDLTest_CommonState * state, const char *argv0, const char **options);
+
/**
* \brief Returns common usage information
*
- * \param state The common state describing the test window to create.
+ * You should (probably) be using SDLTest_CommonLogUsage() instead, but this
+ * function remains for binary compatibility. Strings returned from this
+ * function are valid until SDLTest_CommonQuit() is called, in which case
+ * those strings' memory is freed and can no longer be used.
*
- * \returns String with usage information
+ * \param state The common state describing the test window to create.
+ * \returns a string with usage information
*/
const char *SDLTest_CommonUsage(SDLTest_CommonState * state);
@@ -154,11 +181,22 @@ const char *SDLTest_CommonUsage(SDLTest_CommonState * state);
*
* \param state The common state describing the test window to create.
*
- * \returns True if initialization succeeded, false otherwise
+ * \returns SDL_TRUE if initialization succeeded, false otherwise
*/
SDL_bool SDLTest_CommonInit(SDLTest_CommonState * state);
/**
+ * \brief Easy argument handling when test app doesn't need any custom args.
+ *
+ * \param state The common state describing the test window to create.
+ * \param argc argc, as supplied to SDL_main
+ * \param argv argv, as supplied to SDL_main
+ *
+ * \returns SDL_FALSE if app should quit, true otherwise.
+ */
+SDL_bool SDLTest_CommonDefaultArgs(SDLTest_CommonState * state, const int argc, char **argv);
+
+/**
* \brief Common event handler for test windows.
*
* \param state The common state used to create test window.
@@ -176,6 +214,15 @@ void SDLTest_CommonEvent(SDLTest_CommonState * state, SDL_Event * event, int *do
*/
void SDLTest_CommonQuit(SDLTest_CommonState * state);
+/**
+ * \brief Draws various window information (position, size, etc.) to the renderer.
+ *
+ * \param renderer The renderer to draw to.
+ * \param window The window whose information should be displayed.
+ * \param usedHeight Returns the height used, so the caller can draw more below.
+ *
+ */
+void SDLTest_CommonDrawWindowInfo(SDL_Renderer * renderer, SDL_Window * window, int * usedHeight);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_test_compare.h b/bsp/simulator/SDL2/include/SDL_test_compare.h
index 9f4c4587ad..8a7a07008f 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_test_compare.h
+++ b/bsp/simulator/SDL2/include/SDL_test_compare.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_test_crc32.h b/bsp/simulator/SDL2/include/SDL_test_crc32.h
index add480c349..049da74061 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_test_crc32.h
+++ b/bsp/simulator/SDL2/include/SDL_test_crc32.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_test_font.h b/bsp/simulator/SDL2/include/SDL_test_font.h
index 58c9f9d5e5..c5cbbbbd34 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_test_font.h
+++ b/bsp/simulator/SDL2/include/SDL_test_font.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -48,7 +48,7 @@ extern "C" {
* \param y The Y coordinate of the upper left corner of the character.
* \param c The character to draw.
*
- * \returns Returns 0 on success, -1 on failure.
+ * \returns 0 on success, -1 on failure.
*/
int SDLTest_DrawCharacter(SDL_Renderer *renderer, int x, int y, char c);
@@ -60,7 +60,7 @@ int SDLTest_DrawCharacter(SDL_Renderer *renderer, int x, int y, char c);
* \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.
+ * \returns 0 on success, -1 on failure.
*/
int SDLTest_DrawString(SDL_Renderer *renderer, int x, int y, const char *s);
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_test_fuzzer.h b/bsp/simulator/SDL2/include/SDL_test_fuzzer.h
index 6cf05747ad..bbe8eb8749 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_test_fuzzer.h
+++ b/bsp/simulator/SDL2/include/SDL_test_fuzzer.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -66,14 +66,14 @@ void SDLTest_FuzzerInit(Uint64 execKey);
/**
* Returns a random Uint8
*
- * \returns Generated integer
+ * \returns a generated integer
*/
Uint8 SDLTest_RandomUint8(void);
/**
* Returns a random Sint8
*
- * \returns Generated signed integer
+ * \returns a generated signed integer
*/
Sint8 SDLTest_RandomSint8(void);
@@ -81,14 +81,14 @@ Sint8 SDLTest_RandomSint8(void);
/**
* Returns a random Uint16
*
- * \returns Generated integer
+ * \returns a generated integer
*/
Uint16 SDLTest_RandomUint16(void);
/**
* Returns a random Sint16
*
- * \returns Generated signed integer
+ * \returns a generated signed integer
*/
Sint16 SDLTest_RandomSint16(void);
@@ -96,7 +96,7 @@ Sint16 SDLTest_RandomSint16(void);
/**
* Returns a random integer
*
- * \returns Generated integer
+ * \returns a generated integer
*/
Sint32 SDLTest_RandomSint32(void);
@@ -104,14 +104,14 @@ Sint32 SDLTest_RandomSint32(void);
/**
* Returns a random positive integer
*
- * \returns Generated integer
+ * \returns a generated integer
*/
Uint32 SDLTest_RandomUint32(void);
/**
* Returns random Uint64.
*
- * \returns Generated integer
+ * \returns a generated integer
*/
Uint64 SDLTest_RandomUint64(void);
@@ -119,28 +119,28 @@ Uint64 SDLTest_RandomUint64(void);
/**
* Returns random Sint64.
*
- * \returns Generated signed integer
+ * \returns a generated signed integer
*/
Sint64 SDLTest_RandomSint64(void);
/**
- * \returns random float in range [0.0 - 1.0[
+ * \returns a random float in range [0.0 - 1.0]
*/
float SDLTest_RandomUnitFloat(void);
/**
- * \returns random double in range [0.0 - 1.0[
+ * \returns a random double in range [0.0 - 1.0]
*/
double SDLTest_RandomUnitDouble(void);
/**
- * \returns random float.
+ * \returns a random float.
*
*/
float SDLTest_RandomFloat(void);
/**
- * \returns random double.
+ * \returns a random double.
*
*/
double SDLTest_RandomDouble(void);
@@ -162,7 +162,7 @@ double SDLTest_RandomDouble(void);
* \param boundary2 Upper boundary limit
* \param validDomain Should the generated boundary be valid (=within the bounds) or not?
*
- * \returns Random boundary value for the given range and domain or 0 with error set
+ * \returns a random boundary value for the given range and domain or 0 with error set
*/
Uint8 SDLTest_RandomUint8BoundaryValue(Uint8 boundary1, Uint8 boundary2, SDL_bool validDomain);
@@ -183,7 +183,7 @@ Uint8 SDLTest_RandomUint8BoundaryValue(Uint8 boundary1, Uint8 boundary2, SDL_boo
* \param boundary2 Upper boundary limit
* \param validDomain Should the generated boundary be valid (=within the bounds) or not?
*
- * \returns Random boundary value for the given range and domain or 0 with error set
+ * \returns a random boundary value for the given range and domain or 0 with error set
*/
Uint16 SDLTest_RandomUint16BoundaryValue(Uint16 boundary1, Uint16 boundary2, SDL_bool validDomain);
@@ -204,7 +204,7 @@ Uint16 SDLTest_RandomUint16BoundaryValue(Uint16 boundary1, Uint16 boundary2, SDL
* \param boundary2 Upper boundary limit
* \param validDomain Should the generated boundary be valid (=within the bounds) or not?
*
- * \returns Random boundary value for the given range and domain or 0 with error set
+ * \returns a random boundary value for the given range and domain or 0 with error set
*/
Uint32 SDLTest_RandomUint32BoundaryValue(Uint32 boundary1, Uint32 boundary2, SDL_bool validDomain);
@@ -225,7 +225,7 @@ Uint32 SDLTest_RandomUint32BoundaryValue(Uint32 boundary1, Uint32 boundary2, SDL
* \param boundary2 Upper boundary limit
* \param validDomain Should the generated boundary be valid (=within the bounds) or not?
*
- * \returns Random boundary value for the given range and domain or 0 with error set
+ * \returns a random boundary value for the given range and domain or 0 with error set
*/
Uint64 SDLTest_RandomUint64BoundaryValue(Uint64 boundary1, Uint64 boundary2, SDL_bool validDomain);
@@ -246,7 +246,7 @@ Uint64 SDLTest_RandomUint64BoundaryValue(Uint64 boundary1, Uint64 boundary2, SDL
* \param boundary2 Upper boundary limit
* \param validDomain Should the generated boundary be valid (=within the bounds) or not?
*
- * \returns Random boundary value for the given range and domain or SINT8_MIN with error set
+ * \returns a random boundary value for the given range and domain or SINT8_MIN with error set
*/
Sint8 SDLTest_RandomSint8BoundaryValue(Sint8 boundary1, Sint8 boundary2, SDL_bool validDomain);
@@ -268,7 +268,7 @@ Sint8 SDLTest_RandomSint8BoundaryValue(Sint8 boundary1, Sint8 boundary2, SDL_boo
* \param boundary2 Upper boundary limit
* \param validDomain Should the generated boundary be valid (=within the bounds) or not?
*
- * \returns Random boundary value for the given range and domain or SINT16_MIN with error set
+ * \returns a random boundary value for the given range and domain or SINT16_MIN with error set
*/
Sint16 SDLTest_RandomSint16BoundaryValue(Sint16 boundary1, Sint16 boundary2, SDL_bool validDomain);
@@ -289,7 +289,7 @@ Sint16 SDLTest_RandomSint16BoundaryValue(Sint16 boundary1, Sint16 boundary2, SDL
* \param boundary2 Upper boundary limit
* \param validDomain Should the generated boundary be valid (=within the bounds) or not?
*
- * \returns Random boundary value for the given range and domain or SINT32_MIN with error set
+ * \returns a random boundary value for the given range and domain or SINT32_MIN with error set
*/
Sint32 SDLTest_RandomSint32BoundaryValue(Sint32 boundary1, Sint32 boundary2, SDL_bool validDomain);
@@ -310,7 +310,7 @@ Sint32 SDLTest_RandomSint32BoundaryValue(Sint32 boundary1, Sint32 boundary2, SDL
* \param boundary2 Upper boundary limit
* \param validDomain Should the generated boundary be valid (=within the bounds) or not?
*
- * \returns Random boundary value for the given range and domain or SINT64_MIN with error set
+ * \returns a random boundary value for the given range and domain or SINT64_MIN with error set
*/
Sint64 SDLTest_RandomSint64BoundaryValue(Sint64 boundary1, Sint64 boundary2, SDL_bool validDomain);
@@ -324,7 +324,7 @@ Sint64 SDLTest_RandomSint64BoundaryValue(Sint64 boundary1, Sint64 boundary2, SDL
* \param min Minimum inclusive value of returned random number
* \param max Maximum inclusive value of returned random number
*
- * \returns Generated random integer in range
+ * \returns a generated random integer in range
*/
Sint32 SDLTest_RandomIntegerInRange(Sint32 min, Sint32 max);
@@ -336,7 +336,7 @@ Sint32 SDLTest_RandomIntegerInRange(Sint32 min, Sint32 max);
*
* Note: Returned string needs to be deallocated.
*
- * \returns Newly allocated random string; or NULL if length was invalid or string could not be allocated.
+ * \returns a newly allocated random string; or NULL if length was invalid or string could not be allocated.
*/
char * SDLTest_RandomAsciiString(void);
@@ -350,7 +350,7 @@ char * SDLTest_RandomAsciiString(void);
*
* \param maxLength The maximum length of the generated string.
*
- * \returns Newly allocated random string; or NULL if maxLength was invalid or string could not be allocated.
+ * \returns a newly allocated random string; or NULL if maxLength was invalid or string could not be allocated.
*/
char * SDLTest_RandomAsciiStringWithMaximumLength(int maxLength);
@@ -364,12 +364,14 @@ char * SDLTest_RandomAsciiStringWithMaximumLength(int maxLength);
*
* \param size The length of the generated string
*
- * \returns Newly allocated random string; or NULL if size was invalid or string could not be allocated.
+ * \returns a newly allocated random string; or NULL if size was invalid or string could not be allocated.
*/
char * SDLTest_RandomAsciiStringOfSize(int size);
/**
- * Returns the invocation count for the fuzzer since last ...FuzzerInit.
+ * Get the invocation count for the fuzzer since last ...FuzzerInit.
+ *
+ * \returns the invocation count.
*/
int SDLTest_GetFuzzerInvocationCount(void);
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_test_harness.h b/bsp/simulator/SDL2/include/SDL_test_harness.h
index 68c4bcb7c4..1fd4236bee 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_test_harness.h
+++ b/bsp/simulator/SDL2/include/SDL_test_harness.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -76,9 +76,9 @@ typedef struct SDLTest_TestCaseReference {
/* !< Func2Stress */
SDLTest_TestCaseFp testCase;
/* !< Short name (or function name) "Func2Stress" */
- char *name;
+ const char *name;
/* !< Long name or full description "This test pushes func2() to the limit." */
- char *description;
+ const char *description;
/* !< Set to TEST_ENABLED or TEST_DISABLED (test won't be run) */
int enabled;
} SDLTest_TestCaseReference;
@@ -88,7 +88,7 @@ typedef struct SDLTest_TestCaseReference {
*/
typedef struct SDLTest_TestSuiteReference {
/* !< "PlatformSuite" */
- char *name;
+ const char *name;
/* !< The function that is run before each test. NULL skips. */
SDLTest_TestCaseSetUpFp testSetUp;
/* !< The test cases that are run as part of the suite. Last item should be NULL. */
@@ -105,7 +105,7 @@ typedef struct SDLTest_TestSuiteReference {
*
* \param length The length of the seed string to generate
*
- * \returns The generated seed string
+ * \returns the generated seed string
*/
char *SDLTest_GenerateRunSeed(const int length);
@@ -118,7 +118,7 @@ char *SDLTest_GenerateRunSeed(const int length);
* \param filter Filter specification. NULL disables. Case sensitive.
* \param testIterations Number of iterations to run each test case.
*
- * \returns Test run result; 0 when all tests passed, 1 if any tests failed.
+ * \returns the test run result: 0 when all tests passed, 1 if any tests failed.
*/
int SDLTest_RunSuites(SDLTest_TestSuiteReference *testSuites[], const char *userRunSeed, Uint64 userExecKey, const char *filter, int testIterations);
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_test_images.h b/bsp/simulator/SDL2/include/SDL_test_images.h
index 683d2f8a68..e2bfc3600e 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_test_images.h
+++ b/bsp/simulator/SDL2/include/SDL_test_images.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_test_log.h b/bsp/simulator/SDL2/include/SDL_test_log.h
index 9f993fbbc8..e3d39ad279 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_test_log.h
+++ b/bsp/simulator/SDL2/include/SDL_test_log.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_test_md5.h b/bsp/simulator/SDL2/include/SDL_test_md5.h
index 67ca7d1def..17b1d2be71 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_test_md5.h
+++ b/bsp/simulator/SDL2/include/SDL_test_md5.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_test_memory.h b/bsp/simulator/SDL2/include/SDL_test_memory.h
index 424d7eea7a..321606bfcb 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_test_memory.h
+++ b/bsp/simulator/SDL2/include/SDL_test_memory.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -42,14 +42,14 @@ extern "C" {
*
* \note This should be called before any other SDL functions for complete tracking coverage
*/
-int SDLTest_TrackAllocations();
+int SDLTest_TrackAllocations(void);
/**
* \brief Print a log of any outstanding allocations
*
* \note This can be called after SDL_Quit()
*/
-void SDLTest_LogAllocations();
+void SDLTest_LogAllocations(void);
/* Ends C function definitions when using C++ */
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_test_random.h b/bsp/simulator/SDL2/include/SDL_test_random.h
index 2b01922c3e..b1d6060cb2 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_test_random.h
+++ b/bsp/simulator/SDL2/include/SDL_test_random.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -98,7 +98,7 @@ extern "C" {
*
* \param rndContext pointer to context structure
*
- * \returns A random number (32bit unsigned integer)
+ * \returns a random number (32bit unsigned integer)
*
*/
unsigned int SDLTest_Random(SDLTest_RandomContext *rndContext);
diff --git a/bsp/simulator/SDL2/include/SDL_thread.h b/bsp/simulator/SDL2/include/SDL_thread.h
new file mode 100644
index 0000000000..35e680ddf4
--- /dev/null
+++ b/bsp/simulator/SDL2/include/SDL_thread.h
@@ -0,0 +1,464 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
+
+ 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_thread_h_
+#define SDL_thread_h_
+
+/**
+ * \file SDL_thread.h
+ *
+ * Header for the SDL thread management routines.
+ */
+
+#include "SDL_stdinc.h"
+#include "SDL_error.h"
+
+/* Thread synchronization primitives */
+#include "SDL_atomic.h"
+#include "SDL_mutex.h"
+
+#if defined(__WIN32__)
+#include <process.h> /* _beginthreadex() and _endthreadex() */
+#endif
+#if defined(__OS2__) /* for _beginthread() and _endthread() */
+#ifndef __EMX__
+#include <process.h>
+#else
+#include <stdlib.h>
+#endif
+#endif
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/* The SDL thread structure, defined in SDL_thread.c */
+struct SDL_Thread;
+typedef struct SDL_Thread SDL_Thread;
+
+/* The SDL thread ID */
+typedef unsigned long SDL_threadID;
+
+/* Thread local storage ID, 0 is the invalid ID */
+typedef unsigned int SDL_TLSID;
+
+/**
+ * The SDL thread priority.
+ *
+ * SDL will make system changes as necessary in order to apply the thread priority.
+ * Code which attempts to control thread state related to priority should be aware
+ * that calling SDL_SetThreadPriority may alter such state.
+ * SDL_HINT_THREAD_PRIORITY_POLICY can be used to control aspects of this behavior.
+ *
+ * \note On many systems you require special privileges to set high or time critical priority.
+ */
+typedef enum {
+ SDL_THREAD_PRIORITY_LOW,
+ SDL_THREAD_PRIORITY_NORMAL,
+ SDL_THREAD_PRIORITY_HIGH,
+ SDL_THREAD_PRIORITY_TIME_CRITICAL
+} SDL_ThreadPriority;
+
+/**
+ * The function passed to SDL_CreateThread().
+ *
+ * \param data what was passed as `data` to SDL_CreateThread()
+ * \returns a value that can be reported through SDL_WaitThread().
+ */
+typedef int (SDLCALL * SDL_ThreadFunction) (void *data);
+
+
+#if defined(__WIN32__)
+/**
+ * \file SDL_thread.h
+ *
+ * We compile SDL into a DLL. This means, that it's the DLL which
+ * creates a new thread for the calling process with the SDL_CreateThread()
+ * API. There is a problem with this, that only the RTL of the SDL2.DLL will
+ * be initialized for those threads, and not the RTL of the calling
+ * application!
+ *
+ * To solve this, we make a little hack here.
+ *
+ * We'll always use the caller's _beginthread() and _endthread() APIs to
+ * start a new thread. This way, if it's the SDL2.DLL which uses this API,
+ * then the RTL of SDL2.DLL will be used to create the new thread, and if it's
+ * the application, then the RTL of the application will be used.
+ *
+ * So, in short:
+ * Always use the _beginthread() and _endthread() of the calling runtime
+ * library!
+ */
+#define SDL_PASSED_BEGINTHREAD_ENDTHREAD
+
+typedef uintptr_t (__cdecl * pfnSDL_CurrentBeginThread)
+ (void *, unsigned, unsigned (__stdcall *func)(void *),
+ void * /*arg*/, unsigned, unsigned * /* threadID */);
+typedef void (__cdecl * pfnSDL_CurrentEndThread) (unsigned code);
+
+#ifndef SDL_beginthread
+#define SDL_beginthread _beginthreadex
+#endif
+#ifndef SDL_endthread
+#define SDL_endthread _endthreadex
+#endif
+
+extern DECLSPEC SDL_Thread *SDLCALL
+SDL_CreateThread(SDL_ThreadFunction fn, const char *name, void *data,
+ pfnSDL_CurrentBeginThread pfnBeginThread,
+ pfnSDL_CurrentEndThread pfnEndThread);
+
+extern DECLSPEC SDL_Thread *SDLCALL
+SDL_CreateThreadWithStackSize(int (SDLCALL * fn) (void *),
+ const char *name, const size_t stacksize, void *data,
+ pfnSDL_CurrentBeginThread pfnBeginThread,
+ pfnSDL_CurrentEndThread pfnEndThread);
+
+
+#if defined(SDL_CreateThread) && SDL_DYNAMIC_API
+#undef SDL_CreateThread
+#define SDL_CreateThread(fn, name, data) SDL_CreateThread_REAL(fn, name, data, (pfnSDL_CurrentBeginThread)SDL_beginthread, (pfnSDL_CurrentEndThread)SDL_endthread)
+#undef SDL_CreateThreadWithStackSize
+#define SDL_CreateThreadWithStackSize(fn, name, stacksize, data) SDL_CreateThreadWithStackSize_REAL(fn, name, stacksize, data, (pfnSDL_CurrentBeginThread)SDL_beginthread, (pfnSDL_CurrentEndThread)SDL_endthread)
+#else
+#define SDL_CreateThread(fn, name, data) SDL_CreateThread(fn, name, data, (pfnSDL_CurrentBeginThread)SDL_beginthread, (pfnSDL_CurrentEndThread)SDL_endthread)
+#define SDL_CreateThreadWithStackSize(fn, name, stacksize, data) SDL_CreateThreadWithStackSize(fn, name, data, (pfnSDL_CurrentBeginThread)_beginthreadex, (pfnSDL_CurrentEndThread)SDL_endthread)
+#endif
+
+#elif defined(__OS2__)
+/*
+ * just like the windows case above: We compile SDL2
+ * into a dll with Watcom's runtime statically linked.
+ */
+#define SDL_PASSED_BEGINTHREAD_ENDTHREAD
+
+typedef int (*pfnSDL_CurrentBeginThread)(void (*func)(void *), void *, unsigned, void * /*arg*/);
+typedef void (*pfnSDL_CurrentEndThread)(void);
+
+#ifndef SDL_beginthread
+#define SDL_beginthread _beginthread
+#endif
+#ifndef SDL_endthread
+#define SDL_endthread _endthread
+#endif
+
+extern DECLSPEC SDL_Thread *SDLCALL
+SDL_CreateThread(SDL_ThreadFunction fn, const char *name, void *data,
+ pfnSDL_CurrentBeginThread pfnBeginThread,
+ pfnSDL_CurrentEndThread pfnEndThread);
+extern DECLSPEC SDL_Thread *SDLCALL
+SDL_CreateThreadWithStackSize(SDL_ThreadFunction fn, const char *name, const size_t stacksize, void *data,
+ pfnSDL_CurrentBeginThread pfnBeginThread,
+ pfnSDL_CurrentEndThread pfnEndThread);
+
+#if defined(SDL_CreateThread) && SDL_DYNAMIC_API
+#undef SDL_CreateThread
+#define SDL_CreateThread(fn, name, data) SDL_CreateThread_REAL(fn, name, data, (pfnSDL_CurrentBeginThread)SDL_beginthread, (pfnSDL_CurrentEndThread)SDL_endthread)
+#undef SDL_CreateThreadWithStackSize
+#define SDL_CreateThreadWithStackSize(fn, name, stacksize, data) SDL_CreateThreadWithStackSize_REAL(fn, name, data, (pfnSDL_CurrentBeginThread)SDL_beginthread, (pfnSDL_CurrentEndThread)SDL_endthread)
+#else
+#define SDL_CreateThread(fn, name, data) SDL_CreateThread(fn, name, data, (pfnSDL_CurrentBeginThread)SDL_beginthread, (pfnSDL_CurrentEndThread)SDL_endthread)
+#define SDL_CreateThreadWithStackSize(fn, name, stacksize, data) SDL_CreateThreadWithStackSize(fn, name, stacksize, data, (pfnSDL_CurrentBeginThread)SDL_beginthread, (pfnSDL_CurrentEndThread)SDL_endthread)
+#endif
+
+#else
+
+/**
+ * Create a new thread with a default stack size.
+ *
+ * This is equivalent to calling:
+ *
+ * ```c
+ * SDL_CreateThreadWithStackSize(fn, name, 0, data);
+ * ```
+ *
+ * \param fn the SDL_ThreadFunction function to call in the new thread
+ * \param name the name of the thread
+ * \param data a pointer that is passed to `fn`
+ * \returns an opaque pointer to the new thread object on success, NULL if the
+ * new thread could not be created; call SDL_GetError() for more
+ * information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateThreadWithStackSize
+ * \sa SDL_WaitThread
+ */
+extern DECLSPEC SDL_Thread *SDLCALL
+SDL_CreateThread(SDL_ThreadFunction fn, const char *name, void *data);
+
+/**
+ * Create a new thread with a specific stack size.
+ *
+ * SDL makes an attempt to report `name` to the system, so that debuggers can
+ * display it. Not all platforms support this.
+ *
+ * Thread naming is a little complicated: Most systems have very small limits
+ * for the string length (Haiku has 32 bytes, Linux currently has 16, Visual
+ * C++ 6.0 has _nine_!), and possibly other arbitrary rules. You'll have to
+ * see what happens with your system's debugger. The name should be UTF-8 (but
+ * using the naming limits of C identifiers is a better bet). There are no
+ * requirements for thread naming conventions, so long as the string is
+ * null-terminated UTF-8, but these guidelines are helpful in choosing a name:
+ *
+ * https://stackoverflow.com/questions/149932/naming-conventions-for-threads
+ *
+ * If a system imposes requirements, SDL will try to munge the string for it
+ * (truncate, etc), but the original string contents will be available from
+ * SDL_GetThreadName().
+ *
+ * The size (in bytes) of the new stack can be specified. Zero means "use the
+ * system default" which might be wildly different between platforms. x86
+ * Linux generally defaults to eight megabytes, an embedded device might be a
+ * few kilobytes instead. You generally need to specify a stack that is a
+ * multiple of the system's page size (in many cases, this is 4 kilobytes, but
+ * check your system documentation).
+ *
+ * In SDL 2.1, stack size will be folded into the original SDL_CreateThread
+ * function, but for backwards compatibility, this is currently a separate
+ * function.
+ *
+ * \param fn the SDL_ThreadFunction function to call in the new thread
+ * \param name the name of the thread
+ * \param stacksize the size, in bytes, to allocate for the new thread stack.
+ * \param data a pointer that is passed to `fn`
+ * \returns an opaque pointer to the new thread object on success, NULL if the
+ * new thread could not be created; call SDL_GetError() for more
+ * information.
+ *
+ * \since This function is available since SDL 2.0.9.
+ *
+ * \sa SDL_WaitThread
+ */
+extern DECLSPEC SDL_Thread *SDLCALL
+SDL_CreateThreadWithStackSize(SDL_ThreadFunction fn, const char *name, const size_t stacksize, void *data);
+
+#endif
+
+/**
+ * Get the thread name as it was specified in SDL_CreateThread().
+ *
+ * This is internal memory, not to be freed by the caller, and remains valid
+ * until the specified thread is cleaned up by SDL_WaitThread().
+ *
+ * \param thread the thread to query
+ * \returns a pointer to a UTF-8 string that names the specified thread, or
+ * NULL if it doesn't have a name.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateThread
+ */
+extern DECLSPEC const char *SDLCALL SDL_GetThreadName(SDL_Thread *thread);
+
+/**
+ * Get the thread identifier for the current thread.
+ *
+ * This thread identifier is as reported by the underlying operating system.
+ * If SDL is running on a platform that does not support threads the return
+ * value will always be zero.
+ *
+ * This function also returns a valid thread ID when called from the main
+ * thread.
+ *
+ * \returns the ID of the current thread.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetThreadID
+ */
+extern DECLSPEC SDL_threadID SDLCALL SDL_ThreadID(void);
+
+/**
+ * Get the thread identifier for the specified thread.
+ *
+ * This thread identifier is as reported by the underlying operating system.
+ * If SDL is running on a platform that does not support threads the return
+ * value will always be zero.
+ *
+ * \param thread the thread to query
+ * \returns the ID of the specified thread, or the ID of the current thread if
+ * `thread` is NULL.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_ThreadID
+ */
+extern DECLSPEC SDL_threadID SDLCALL SDL_GetThreadID(SDL_Thread * thread);
+
+/**
+ * Set the priority for the current thread.
+ *
+ * Note that some platforms will not let you alter the priority (or at least,
+ * promote the thread to a higher priority) at all, and some require you to be
+ * an administrator account. Be prepared for this to fail.
+ *
+ * \param priority the SDL_ThreadPriority to set
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ */
+extern DECLSPEC int SDLCALL SDL_SetThreadPriority(SDL_ThreadPriority priority);
+
+/**
+ * Wait for a thread to finish.
+ *
+ * Threads that haven't been detached will remain (as a "zombie") until this
+ * function cleans them up. Not doing so is a resource leak.
+ *
+ * Once a thread has been cleaned up through this function, the SDL_Thread
+ * that references it becomes invalid and should not be referenced again. As
+ * such, only one thread may call SDL_WaitThread() on another.
+ *
+ * The return code for the thread function is placed in the area pointed to by
+ * `status`, if `status` is not NULL.
+ *
+ * You may not wait on a thread that has been used in a call to
+ * SDL_DetachThread(). Use either that function or this one, but not both, or
+ * behavior is undefined.
+ *
+ * It is safe to pass a NULL thread to this function; it is a no-op.
+ *
+ * Note that the thread pointer is freed by this function and is not valid
+ * afterward.
+ *
+ * \param thread the SDL_Thread pointer that was returned from the
+ * SDL_CreateThread() call that started this thread
+ * \param status pointer to an integer that will receive the value returned
+ * from the thread function by its 'return', or NULL to not
+ * receive such value back.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateThread
+ * \sa SDL_DetachThread
+ */
+extern DECLSPEC void SDLCALL SDL_WaitThread(SDL_Thread * thread, int *status);
+
+/**
+ * Let a thread clean up on exit without intervention.
+ *
+ * A thread may be "detached" to signify that it should not remain until
+ * another thread has called SDL_WaitThread() on it. Detaching a thread is
+ * useful for long-running threads that nothing needs to synchronize with or
+ * further manage. When a detached thread is done, it simply goes away.
+ *
+ * There is no way to recover the return code of a detached thread. If you
+ * need this, don't detach the thread and instead use SDL_WaitThread().
+ *
+ * Once a thread is detached, you should usually assume the SDL_Thread isn't
+ * safe to reference again, as it will become invalid immediately upon the
+ * detached thread's exit, instead of remaining until someone has called
+ * SDL_WaitThread() to finally clean it up. As such, don't detach the same
+ * thread more than once.
+ *
+ * If a thread has already exited when passed to SDL_DetachThread(), it will
+ * stop waiting for a call to SDL_WaitThread() and clean up immediately. It is
+ * not safe to detach a thread that might be used with SDL_WaitThread().
+ *
+ * You may not call SDL_WaitThread() on a thread that has been detached. Use
+ * either that function or this one, but not both, or behavior is undefined.
+ *
+ * It is safe to pass NULL to this function; it is a no-op.
+ *
+ * \param thread the SDL_Thread pointer that was returned from the
+ * SDL_CreateThread() call that started this thread
+ *
+ * \since This function is available since SDL 2.0.2.
+ *
+ * \sa SDL_CreateThread
+ * \sa SDL_WaitThread
+ */
+extern DECLSPEC void SDLCALL SDL_DetachThread(SDL_Thread * thread);
+
+/**
+ * Create a piece of thread-local storage.
+ *
+ * This creates an identifier that is globally visible to all threads but
+ * refers to data that is thread-specific.
+ *
+ * \returns the newly created thread local storage identifier or 0 on error.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_TLSGet
+ * \sa SDL_TLSSet
+ */
+extern DECLSPEC SDL_TLSID SDLCALL SDL_TLSCreate(void);
+
+/**
+ * Get the current thread's value associated with a thread local storage ID.
+ *
+ * \param id the thread local storage ID
+ * \returns the value associated with the ID for the current thread or NULL if
+ * no value has been set; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_TLSCreate
+ * \sa SDL_TLSSet
+ */
+extern DECLSPEC void * SDLCALL SDL_TLSGet(SDL_TLSID id);
+
+/**
+ * Set the current thread's value associated with a thread local storage ID.
+ *
+ * The function prototype for `destructor` is:
+ *
+ * ```c
+ * void destructor(void *value)
+ * ```
+ *
+ * where its parameter `value` is what was passed as `value` to SDL_TLSSet().
+ *
+ * \param id the thread local storage ID
+ * \param value the value to associate with the ID for the current thread
+ * \param destructor a function called when the thread exits, to free the
+ * value
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_TLSCreate
+ * \sa SDL_TLSGet
+ */
+extern DECLSPEC int SDLCALL SDL_TLSSet(SDL_TLSID id, const void *value, void (SDLCALL *destructor)(void*));
+
+/**
+ * Cleanup all TLS data for this thread.
+ *
+ * \since This function is available since SDL 2.0.16.
+ */
+extern DECLSPEC void SDLCALL SDL_TLSCleanup(void);
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_thread_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */
diff --git a/bsp/simulator/SDL2/include/SDL_timer.h b/bsp/simulator/SDL2/include/SDL_timer.h
new file mode 100644
index 0000000000..62f81d42db
--- /dev/null
+++ b/bsp/simulator/SDL2/include/SDL_timer.h
@@ -0,0 +1,222 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
+
+ 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_timer_h_
+#define SDL_timer_h_
+
+/**
+ * \file SDL_timer.h
+ *
+ * Header for the SDL time management routines.
+ */
+
+#include "SDL_stdinc.h"
+#include "SDL_error.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/**
+ * Get the number of milliseconds since SDL library initialization.
+ *
+ * This value wraps if the program runs for more than ~49 days.
+ *
+ * This function is not recommended as of SDL 2.0.18; use SDL_GetTicks64()
+ * instead, where the value doesn't wrap every ~49 days. There are places in
+ * SDL where we provide a 32-bit timestamp that can not change without
+ * breaking binary compatibility, though, so this function isn't officially
+ * deprecated.
+ *
+ * \returns an unsigned 32-bit value representing the number of milliseconds
+ * since the SDL library initialized.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_TICKS_PASSED
+ */
+extern DECLSPEC Uint32 SDLCALL SDL_GetTicks(void);
+
+/**
+ * Get the number of milliseconds since SDL library initialization.
+ *
+ * Note that you should not use the SDL_TICKS_PASSED macro with values
+ * returned by this function, as that macro does clever math to compensate for
+ * the 32-bit overflow every ~49 days that SDL_GetTicks() suffers from. 64-bit
+ * values from this function can be safely compared directly.
+ *
+ * For example, if you want to wait 100 ms, you could do this:
+ *
+ * ```c
+ * const Uint64 timeout = SDL_GetTicks64() + 100;
+ * while (SDL_GetTicks64() < timeout) {
+ * // ... do work until timeout has elapsed
+ * }
+ * ```
+ *
+ * \returns an unsigned 64-bit value representing the number of milliseconds
+ * since the SDL library initialized.
+ *
+ * \since This function is available since SDL 2.0.18.
+ */
+extern DECLSPEC Uint64 SDLCALL SDL_GetTicks64(void);
+
+/**
+ * Compare 32-bit SDL ticks values, and return true if `A` has passed `B`.
+ *
+ * This should be used with results from SDL_GetTicks(), as this macro
+ * attempts to deal with the 32-bit counter wrapping back to zero every ~49
+ * days, but should _not_ be used with SDL_GetTicks64(), which does not have
+ * that problem.
+ *
+ * For example, with SDL_GetTicks(), if you want to wait 100 ms, you could
+ * do this:
+ *
+ * ```c
+ * const Uint32 timeout = SDL_GetTicks() + 100;
+ * while (!SDL_TICKS_PASSED(SDL_GetTicks(), timeout)) {
+ * // ... do work until timeout has elapsed
+ * }
+ * ```
+ *
+ * Note that this does not handle tick differences greater
+ * than 2^31 so take care when using the above kind of code
+ * with large timeout delays (tens of days).
+ */
+#define SDL_TICKS_PASSED(A, B) ((Sint32)((B) - (A)) <= 0)
+
+/**
+ * Get the current value of the high resolution counter.
+ *
+ * This function is typically used for profiling.
+ *
+ * The counter values are only meaningful relative to each other. Differences
+ * between values can be converted to times by using
+ * SDL_GetPerformanceFrequency().
+ *
+ * \returns the current counter value.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetPerformanceFrequency
+ */
+extern DECLSPEC Uint64 SDLCALL SDL_GetPerformanceCounter(void);
+
+/**
+ * Get the count per second of the high resolution counter.
+ *
+ * \returns a platform-specific count per second.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetPerformanceCounter
+ */
+extern DECLSPEC Uint64 SDLCALL SDL_GetPerformanceFrequency(void);
+
+/**
+ * Wait a specified number of milliseconds before returning.
+ *
+ * This function waits a specified number of milliseconds before returning. It
+ * waits at least the specified time, but possibly longer due to OS
+ * scheduling.
+ *
+ * \param ms the number of milliseconds to delay
+ *
+ * \since This function is available since SDL 2.0.0.
+ */
+extern DECLSPEC void SDLCALL SDL_Delay(Uint32 ms);
+
+/**
+ * Function prototype for the timer callback function.
+ *
+ * The callback function is passed the current timer interval and returns
+ * the next timer interval. If the returned value is the same as the one
+ * passed in, the periodic alarm continues, otherwise a new alarm is
+ * scheduled. If the callback returns 0, the periodic alarm is cancelled.
+ */
+typedef Uint32 (SDLCALL * SDL_TimerCallback) (Uint32 interval, void *param);
+
+/**
+ * Definition of the timer ID type.
+ */
+typedef int SDL_TimerID;
+
+/**
+ * Call a callback function at a future time.
+ *
+ * If you use this function, you must pass `SDL_INIT_TIMER` to SDL_Init().
+ *
+ * The callback function is passed the current timer interval and the user
+ * supplied parameter from the SDL_AddTimer() call and should return the next
+ * timer interval. If the value returned from the callback is 0, the timer is
+ * canceled.
+ *
+ * The callback is run on a separate thread.
+ *
+ * Timers take into account the amount of time it took to execute the
+ * callback. For example, if the callback took 250 ms to execute and returned
+ * 1000 (ms), the timer would only wait another 750 ms before its next
+ * iteration.
+ *
+ * Timing may be inexact due to OS scheduling. Be sure to note the current
+ * time with SDL_GetTicks() or SDL_GetPerformanceCounter() in case your
+ * callback needs to adjust for variances.
+ *
+ * \param interval the timer delay, in milliseconds, passed to `callback`
+ * \param callback the SDL_TimerCallback function to call when the specified
+ * `interval` elapses
+ * \param param a pointer that is passed to `callback`
+ * \returns a timer ID or 0 if an error occurs; call SDL_GetError() for more
+ * information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RemoveTimer
+ */
+extern DECLSPEC SDL_TimerID SDLCALL SDL_AddTimer(Uint32 interval,
+ SDL_TimerCallback callback,
+ void *param);
+
+/**
+ * Remove a timer created with SDL_AddTimer().
+ *
+ * \param id the ID of the timer to remove
+ * \returns SDL_TRUE if the timer is removed or SDL_FALSE if the timer wasn't
+ * found.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_AddTimer
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_RemoveTimer(SDL_TimerID id);
+
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_timer_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */
diff --git a/bsp/simulator/SDL2/include/SDL_touch.h b/bsp/simulator/SDL2/include/SDL_touch.h
new file mode 100644
index 0000000000..9b00716b2a
--- /dev/null
+++ b/bsp/simulator/SDL2/include/SDL_touch.h
@@ -0,0 +1,142 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
+
+ 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_touch.h
+ *
+ * Include file for SDL touch event handling.
+ */
+
+#ifndef SDL_touch_h_
+#define SDL_touch_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 Sint64 SDL_TouchID;
+typedef Sint64 SDL_FingerID;
+
+typedef enum
+{
+ SDL_TOUCH_DEVICE_INVALID = -1,
+ SDL_TOUCH_DEVICE_DIRECT, /* touch screen with window-relative coordinates */
+ SDL_TOUCH_DEVICE_INDIRECT_ABSOLUTE, /* trackpad with absolute device coordinates */
+ SDL_TOUCH_DEVICE_INDIRECT_RELATIVE /* trackpad with screen cursor-relative coordinates */
+} SDL_TouchDeviceType;
+
+typedef struct SDL_Finger
+{
+ SDL_FingerID id;
+ float x;
+ float y;
+ float pressure;
+} SDL_Finger;
+
+/* Used as the device ID for mouse events simulated with touch input */
+#define SDL_TOUCH_MOUSEID ((Uint32)-1)
+
+/* Used as the SDL_TouchID for touch events simulated with mouse input */
+#define SDL_MOUSE_TOUCHID ((Sint64)-1)
+
+
+/**
+ * Get the number of registered touch devices.
+ *
+ * On some platforms SDL first sees the touch device if it was actually used.
+ * Therefore SDL_GetNumTouchDevices() may return 0 although devices are
+ * available. After using all devices at least once the number will be
+ * correct.
+ *
+ * This was fixed for Android in SDL 2.0.1.
+ *
+ * \returns the number of registered touch devices.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetTouchDevice
+ */
+extern DECLSPEC int SDLCALL SDL_GetNumTouchDevices(void);
+
+/**
+ * Get the touch ID with the given index.
+ *
+ * \param index the touch device index
+ * \returns the touch ID with the given index on success or 0 if the index is
+ * invalid; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetNumTouchDevices
+ */
+extern DECLSPEC SDL_TouchID SDLCALL SDL_GetTouchDevice(int index);
+
+/**
+ * Get the type of the given touch device.
+ *
+ * \since This function is available since SDL 2.0.10.
+ */
+extern DECLSPEC SDL_TouchDeviceType SDLCALL SDL_GetTouchDeviceType(SDL_TouchID touchID);
+
+/**
+ * Get the number of active fingers for a given touch device.
+ *
+ * \param touchID the ID of a touch device
+ * \returns the number of active fingers for a given touch device on success
+ * or 0 on failure; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetTouchFinger
+ */
+extern DECLSPEC int SDLCALL SDL_GetNumTouchFingers(SDL_TouchID touchID);
+
+/**
+ * Get the finger object for specified touch device ID and finger index.
+ *
+ * The returned resource is owned by SDL and should not be deallocated.
+ *
+ * \param touchID the ID of the requested touch device
+ * \param index the index of the requested finger
+ * \returns a pointer to the SDL_Finger object or NULL if no object at the
+ * given ID and index could be found.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RecordGesture
+ */
+extern DECLSPEC SDL_Finger * SDLCALL SDL_GetTouchFinger(SDL_TouchID touchID, int index);
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_touch_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */
diff --git a/bsp/simulator/SDL2-2.0.7/include/SDL_types.h b/bsp/simulator/SDL2/include/SDL_types.h
index 06ee80cb35..355fb501a8 100644
--- a/bsp/simulator/SDL2-2.0.7/include/SDL_types.h
+++ b/bsp/simulator/SDL2/include/SDL_types.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
diff --git a/bsp/simulator/SDL2/include/SDL_version.h b/bsp/simulator/SDL2/include/SDL_version.h
new file mode 100644
index 0000000000..2716eba7b9
--- /dev/null
+++ b/bsp/simulator/SDL2/include/SDL_version.h
@@ -0,0 +1,188 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
+
+ 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_version.h
+ *
+ * This header defines the current SDL version.
+ */
+
+#ifndef SDL_version_h_
+#define SDL_version_h_
+
+#include "SDL_stdinc.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/**
+ * Information about the version of SDL in use.
+ *
+ * Represents the library's version as three levels: major revision
+ * (increments with massive changes, additions, and enhancements),
+ * minor revision (increments with backwards-compatible changes to the
+ * major revision), and patchlevel (increments with fixes to the minor
+ * revision).
+ *
+ * \sa SDL_VERSION
+ * \sa SDL_GetVersion
+ */
+typedef struct SDL_version
+{
+ Uint8 major; /**< major version */
+ Uint8 minor; /**< minor version */
+ Uint8 patch; /**< update version */
+} SDL_version;
+
+/* Printable format: "%d.%d.%d", MAJOR, MINOR, PATCHLEVEL
+*/
+#define SDL_MAJOR_VERSION 2
+#define SDL_MINOR_VERSION 0
+#define SDL_PATCHLEVEL 20
+
+/**
+ * Macro to determine SDL version program was compiled against.
+ *
+ * This macro fills in a SDL_version structure with the version of the
+ * library you compiled against. This is determined by what header the
+ * compiler uses. Note that if you dynamically linked the library, you might
+ * have a slightly newer or older version at runtime. That version can be
+ * determined with SDL_GetVersion(), which, unlike SDL_VERSION(),
+ * is not a macro.
+ *
+ * \param x A pointer to a SDL_version struct to initialize.
+ *
+ * \sa SDL_version
+ * \sa SDL_GetVersion
+ */
+#define SDL_VERSION(x) \
+{ \
+ (x)->major = SDL_MAJOR_VERSION; \
+ (x)->minor = SDL_MINOR_VERSION; \
+ (x)->patch = SDL_PATCHLEVEL; \
+}
+
+/**
+ * This macro turns the version numbers into a numeric value:
+ * \verbatim
+ (1,2,3) -> (1203)
+ \endverbatim
+ *
+ * This assumes that there will never be more than 100 patchlevels.
+ */
+#define SDL_VERSIONNUM(X, Y, Z) \
+ ((X)*1000 + (Y)*100 + (Z))
+
+/**
+ * This is the version number macro for the current SDL version.
+ */
+#define SDL_COMPILEDVERSION \
+ SDL_VERSIONNUM(SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_PATCHLEVEL)
+
+/**
+ * This macro will evaluate to true if compiled with SDL at least X.Y.Z.
+ */
+#define SDL_VERSION_ATLEAST(X, Y, Z) \
+ (SDL_COMPILEDVERSION >= SDL_VERSIONNUM(X, Y, Z))
+
+/**
+ * Get the version of SDL that is linked against your program.
+ *
+ * If you are linking to SDL dynamically, then it is possible that the current
+ * version will be different than the version you compiled against. This
+ * function returns the current version, while SDL_VERSION() is a macro that
+ * tells you what version you compiled with.
+ *
+ * This function may be called safely at any time, even before SDL_Init().
+ *
+ * \param ver the SDL_version structure that contains the version information
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetRevision
+ */
+extern DECLSPEC void SDLCALL SDL_GetVersion(SDL_version * ver);
+
+/**
+ * Get the code revision of SDL that is linked against your program.
+ *
+ * This value is the revision of the code you are linked with and may be
+ * different from the code you are compiling with, which is found in the
+ * constant SDL_REVISION.
+ *
+ * The revision is arbitrary string (a hash value) uniquely identifying the
+ * exact revision of the SDL library in use, and is only useful in comparing
+ * against other revisions. It is NOT an incrementing number.
+ *
+ * If SDL wasn't built from a git repository with the appropriate tools, this
+ * will return an empty string.
+ *
+ * Prior to SDL 2.0.16, before development moved to GitHub, this returned a
+ * hash for a Mercurial repository.
+ *
+ * You shouldn't use this function for anything but logging it for debugging
+ * purposes. The string is not intended to be reliable in any way.
+ *
+ * \returns an arbitrary string, uniquely identifying the exact revision of
+ * the SDL library in use.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetVersion
+ */
+extern DECLSPEC const char *SDLCALL SDL_GetRevision(void);
+
+/**
+ * Obsolete function, do not use.
+ *
+ * When SDL was hosted in a Mercurial repository, and was built carefully,
+ * this would return the revision number that the build was created from. This
+ * number was not reliable for several reasons, but more importantly, SDL is
+ * now hosted in a git repository, which does not offer numbers at all, only
+ * hashes. This function only ever returns zero now. Don't use it.
+ *
+ * Before SDL 2.0.16, this might have returned an unreliable, but non-zero
+ * number.
+ *
+ * \deprecated Use SDL_GetRevision() instead; if SDL was carefully built, it
+ * will return a git hash.
+ *
+ * \returns zero, always, in modern SDL releases.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetRevision
+ */
+extern SDL_DEPRECATED DECLSPEC int SDLCALL SDL_GetRevisionNumber(void);
+
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_version_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */
diff --git a/bsp/simulator/SDL2/include/SDL_video.h b/bsp/simulator/SDL2/include/SDL_video.h
new file mode 100644
index 0000000000..e43cb27ecd
--- /dev/null
+++ b/bsp/simulator/SDL2/include/SDL_video.h
@@ -0,0 +1,2088 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
+
+ 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_video.h
+ *
+ * Header file for SDL video functions.
+ */
+
+#ifndef SDL_video_h_
+#define SDL_video_h_
+
+#include "SDL_stdinc.h"
+#include "SDL_pixels.h"
+#include "SDL_rect.h"
+#include "SDL_surface.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/**
+ * \brief The structure that defines a display mode
+ *
+ * \sa SDL_GetNumDisplayModes()
+ * \sa SDL_GetDisplayMode()
+ * \sa SDL_GetDesktopDisplayMode()
+ * \sa SDL_GetCurrentDisplayMode()
+ * \sa SDL_GetClosestDisplayMode()
+ * \sa SDL_SetWindowDisplayMode()
+ * \sa SDL_GetWindowDisplayMode()
+ */
+typedef struct
+{
+ Uint32 format; /**< pixel format */
+ int w; /**< width, in screen coordinates */
+ int h; /**< height, in screen coordinates */
+ int refresh_rate; /**< refresh rate (or zero for unspecified) */
+ void *driverdata; /**< driver-specific data, initialize to 0 */
+} SDL_DisplayMode;
+
+/**
+ * \brief The type used to identify a window
+ *
+ * \sa SDL_CreateWindow()
+ * \sa SDL_CreateWindowFrom()
+ * \sa SDL_DestroyWindow()
+ * \sa SDL_FlashWindow()
+ * \sa SDL_GetWindowData()
+ * \sa SDL_GetWindowFlags()
+ * \sa SDL_GetWindowGrab()
+ * \sa SDL_GetWindowKeyboardGrab()
+ * \sa SDL_GetWindowMouseGrab()
+ * \sa SDL_GetWindowPosition()
+ * \sa SDL_GetWindowSize()
+ * \sa SDL_GetWindowTitle()
+ * \sa SDL_HideWindow()
+ * \sa SDL_MaximizeWindow()
+ * \sa SDL_MinimizeWindow()
+ * \sa SDL_RaiseWindow()
+ * \sa SDL_RestoreWindow()
+ * \sa SDL_SetWindowData()
+ * \sa SDL_SetWindowFullscreen()
+ * \sa SDL_SetWindowGrab()
+ * \sa SDL_SetWindowKeyboardGrab()
+ * \sa SDL_SetWindowMouseGrab()
+ * \sa SDL_SetWindowIcon()
+ * \sa SDL_SetWindowPosition()
+ * \sa SDL_SetWindowSize()
+ * \sa SDL_SetWindowBordered()
+ * \sa SDL_SetWindowResizable()
+ * \sa SDL_SetWindowTitle()
+ * \sa SDL_ShowWindow()
+ */
+typedef struct SDL_Window SDL_Window;
+
+/**
+ * \brief The flags on a window
+ *
+ * \sa SDL_GetWindowFlags()
+ */
+typedef enum
+{
+ SDL_WINDOW_FULLSCREEN = 0x00000001, /**< fullscreen window */
+ SDL_WINDOW_OPENGL = 0x00000002, /**< window usable with OpenGL context */
+ SDL_WINDOW_SHOWN = 0x00000004, /**< window is visible */
+ SDL_WINDOW_HIDDEN = 0x00000008, /**< window is not visible */
+ SDL_WINDOW_BORDERLESS = 0x00000010, /**< no window decoration */
+ SDL_WINDOW_RESIZABLE = 0x00000020, /**< window can be resized */
+ SDL_WINDOW_MINIMIZED = 0x00000040, /**< window is minimized */
+ SDL_WINDOW_MAXIMIZED = 0x00000080, /**< window is maximized */
+ SDL_WINDOW_MOUSE_GRABBED = 0x00000100, /**< window has grabbed mouse input */
+ SDL_WINDOW_INPUT_FOCUS = 0x00000200, /**< window has input focus */
+ SDL_WINDOW_MOUSE_FOCUS = 0x00000400, /**< window has mouse focus */
+ SDL_WINDOW_FULLSCREEN_DESKTOP = ( SDL_WINDOW_FULLSCREEN | 0x00001000 ),
+ SDL_WINDOW_FOREIGN = 0x00000800, /**< window not created by SDL */
+ SDL_WINDOW_ALLOW_HIGHDPI = 0x00002000, /**< window should be created in high-DPI mode if supported.
+ On macOS NSHighResolutionCapable must be set true in the
+ application's Info.plist for this to have any effect. */
+ SDL_WINDOW_MOUSE_CAPTURE = 0x00004000, /**< window has mouse captured (unrelated to MOUSE_GRABBED) */
+ SDL_WINDOW_ALWAYS_ON_TOP = 0x00008000, /**< window should always be above others */
+ SDL_WINDOW_SKIP_TASKBAR = 0x00010000, /**< window should not be added to the taskbar */
+ SDL_WINDOW_UTILITY = 0x00020000, /**< window should be treated as a utility window */
+ SDL_WINDOW_TOOLTIP = 0x00040000, /**< window should be treated as a tooltip */
+ SDL_WINDOW_POPUP_MENU = 0x00080000, /**< window should be treated as a popup menu */
+ SDL_WINDOW_KEYBOARD_GRABBED = 0x00100000, /**< window has grabbed keyboard input */
+ SDL_WINDOW_VULKAN = 0x10000000, /**< window usable for Vulkan surface */
+ SDL_WINDOW_METAL = 0x20000000, /**< window usable for Metal view */
+
+ SDL_WINDOW_INPUT_GRABBED = SDL_WINDOW_MOUSE_GRABBED /**< equivalent to SDL_WINDOW_MOUSE_GRABBED for compatibility */
+} SDL_WindowFlags;
+
+/**
+ * \brief Used to indicate that you don't care what the window position is.
+ */
+#define SDL_WINDOWPOS_UNDEFINED_MASK 0x1FFF0000u
+#define SDL_WINDOWPOS_UNDEFINED_DISPLAY(X) (SDL_WINDOWPOS_UNDEFINED_MASK|(X))
+#define SDL_WINDOWPOS_UNDEFINED SDL_WINDOWPOS_UNDEFINED_DISPLAY(0)
+#define SDL_WINDOWPOS_ISUNDEFINED(X) \
+ (((X)&0xFFFF0000) == SDL_WINDOWPOS_UNDEFINED_MASK)
+
+/**
+ * \brief Used to indicate that the window position should be centered.
+ */
+#define SDL_WINDOWPOS_CENTERED_MASK 0x2FFF0000u
+#define SDL_WINDOWPOS_CENTERED_DISPLAY(X) (SDL_WINDOWPOS_CENTERED_MASK|(X))
+#define SDL_WINDOWPOS_CENTERED SDL_WINDOWPOS_CENTERED_DISPLAY(0)
+#define SDL_WINDOWPOS_ISCENTERED(X) \
+ (((X)&0xFFFF0000) == SDL_WINDOWPOS_CENTERED_MASK)
+
+/**
+ * \brief Event subtype for window events
+ */
+typedef enum
+{
+ SDL_WINDOWEVENT_NONE, /**< Never used */
+ SDL_WINDOWEVENT_SHOWN, /**< Window has been shown */
+ SDL_WINDOWEVENT_HIDDEN, /**< Window has been hidden */
+ SDL_WINDOWEVENT_EXPOSED, /**< Window has been exposed and should be
+ redrawn */
+ SDL_WINDOWEVENT_MOVED, /**< Window has been moved to data1, data2
+ */
+ SDL_WINDOWEVENT_RESIZED, /**< Window has been resized to data1xdata2 */
+ SDL_WINDOWEVENT_SIZE_CHANGED, /**< The window size has changed, either as
+ a result of an API call or through the
+ system or user changing the window size. */
+ SDL_WINDOWEVENT_MINIMIZED, /**< Window has been minimized */
+ SDL_WINDOWEVENT_MAXIMIZED, /**< Window has been maximized */
+ SDL_WINDOWEVENT_RESTORED, /**< Window has been restored to normal size
+ and position */
+ SDL_WINDOWEVENT_ENTER, /**< Window has gained mouse focus */
+ SDL_WINDOWEVENT_LEAVE, /**< Window has lost mouse focus */
+ SDL_WINDOWEVENT_FOCUS_GAINED, /**< Window has gained keyboard focus */
+ SDL_WINDOWEVENT_FOCUS_LOST, /**< Window has lost keyboard focus */
+ SDL_WINDOWEVENT_CLOSE, /**< The window manager requests that the window be closed */
+ SDL_WINDOWEVENT_TAKE_FOCUS, /**< Window is being offered a focus (should SetWindowInputFocus() on itself or a subwindow, or ignore) */
+ SDL_WINDOWEVENT_HIT_TEST, /**< Window had a hit test that wasn't SDL_HITTEST_NORMAL. */
+ SDL_WINDOWEVENT_ICCPROF_CHANGED,/**< The ICC profile of the window's display has changed. */
+ SDL_WINDOWEVENT_DISPLAY_CHANGED /**< Window has been moved to display data1. */
+} SDL_WindowEventID;
+
+/**
+ * \brief Event subtype for display events
+ */
+typedef enum
+{
+ SDL_DISPLAYEVENT_NONE, /**< Never used */
+ SDL_DISPLAYEVENT_ORIENTATION, /**< Display orientation has changed to data1 */
+ SDL_DISPLAYEVENT_CONNECTED, /**< Display has been added to the system */
+ SDL_DISPLAYEVENT_DISCONNECTED /**< Display has been removed from the system */
+} SDL_DisplayEventID;
+
+/**
+ * \brief Display orientation
+ */
+typedef enum
+{
+ SDL_ORIENTATION_UNKNOWN, /**< The display orientation can't be determined */
+ SDL_ORIENTATION_LANDSCAPE, /**< The display is in landscape mode, with the right side up, relative to portrait mode */
+ SDL_ORIENTATION_LANDSCAPE_FLIPPED, /**< The display is in landscape mode, with the left side up, relative to portrait mode */
+ SDL_ORIENTATION_PORTRAIT, /**< The display is in portrait mode */
+ SDL_ORIENTATION_PORTRAIT_FLIPPED /**< The display is in portrait mode, upside down */
+} SDL_DisplayOrientation;
+
+/**
+ * \brief Window flash operation
+ */
+typedef enum
+{
+ SDL_FLASH_CANCEL, /**< Cancel any window flash state */
+ SDL_FLASH_BRIEFLY, /**< Flash the window briefly to get attention */
+ SDL_FLASH_UNTIL_FOCUSED /**< Flash the window until it gets focus */
+} SDL_FlashOperation;
+
+/**
+ * \brief An opaque handle to an OpenGL context.
+ */
+typedef void *SDL_GLContext;
+
+/**
+ * \brief OpenGL configuration attributes
+ */
+typedef enum
+{
+ SDL_GL_RED_SIZE,
+ SDL_GL_GREEN_SIZE,
+ SDL_GL_BLUE_SIZE,
+ SDL_GL_ALPHA_SIZE,
+ SDL_GL_BUFFER_SIZE,
+ SDL_GL_DOUBLEBUFFER,
+ SDL_GL_DEPTH_SIZE,
+ SDL_GL_STENCIL_SIZE,
+ SDL_GL_ACCUM_RED_SIZE,
+ SDL_GL_ACCUM_GREEN_SIZE,
+ SDL_GL_ACCUM_BLUE_SIZE,
+ SDL_GL_ACCUM_ALPHA_SIZE,
+ SDL_GL_STEREO,
+ SDL_GL_MULTISAMPLEBUFFERS,
+ SDL_GL_MULTISAMPLESAMPLES,
+ SDL_GL_ACCELERATED_VISUAL,
+ SDL_GL_RETAINED_BACKING,
+ SDL_GL_CONTEXT_MAJOR_VERSION,
+ SDL_GL_CONTEXT_MINOR_VERSION,
+ SDL_GL_CONTEXT_EGL,
+ SDL_GL_CONTEXT_FLAGS,
+ SDL_GL_CONTEXT_PROFILE_MASK,
+ SDL_GL_SHARE_WITH_CURRENT_CONTEXT,
+ SDL_GL_FRAMEBUFFER_SRGB_CAPABLE,
+ SDL_GL_CONTEXT_RELEASE_BEHAVIOR,
+ SDL_GL_CONTEXT_RESET_NOTIFICATION,
+ SDL_GL_CONTEXT_NO_ERROR
+} SDL_GLattr;
+
+typedef enum
+{
+ SDL_GL_CONTEXT_PROFILE_CORE = 0x0001,
+ SDL_GL_CONTEXT_PROFILE_COMPATIBILITY = 0x0002,
+ SDL_GL_CONTEXT_PROFILE_ES = 0x0004 /**< GLX_CONTEXT_ES2_PROFILE_BIT_EXT */
+} SDL_GLprofile;
+
+typedef enum
+{
+ SDL_GL_CONTEXT_DEBUG_FLAG = 0x0001,
+ SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG = 0x0002,
+ SDL_GL_CONTEXT_ROBUST_ACCESS_FLAG = 0x0004,
+ SDL_GL_CONTEXT_RESET_ISOLATION_FLAG = 0x0008
+} SDL_GLcontextFlag;
+
+typedef enum
+{
+ SDL_GL_CONTEXT_RELEASE_BEHAVIOR_NONE = 0x0000,
+ SDL_GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH = 0x0001
+} SDL_GLcontextReleaseFlag;
+
+typedef enum
+{
+ SDL_GL_CONTEXT_RESET_NO_NOTIFICATION = 0x0000,
+ SDL_GL_CONTEXT_RESET_LOSE_CONTEXT = 0x0001
+} SDL_GLContextResetNotification;
+
+/* Function prototypes */
+
+/**
+ * Get the number of video drivers compiled into SDL.
+ *
+ * \returns a number >= 1 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetVideoDriver
+ */
+extern DECLSPEC int SDLCALL SDL_GetNumVideoDrivers(void);
+
+/**
+ * Get the name of a built in video driver.
+ *
+ * The video drivers are presented in the order in which they are normally
+ * checked during initialization.
+ *
+ * \param index the index of a video driver
+ * \returns the name of the video driver with the given **index**.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetNumVideoDrivers
+ */
+extern DECLSPEC const char *SDLCALL SDL_GetVideoDriver(int index);
+
+/**
+ * Initialize the video subsystem, optionally specifying a video driver.
+ *
+ * This function initializes the video subsystem, setting up a connection to
+ * the window manager, etc, and determines the available display modes and
+ * pixel formats, but does not initialize a window or graphics mode.
+ *
+ * If you use this function and you haven't used the SDL_INIT_VIDEO flag with
+ * either SDL_Init() or SDL_InitSubSystem(), you should call SDL_VideoQuit()
+ * before calling SDL_Quit().
+ *
+ * It is safe to call this function multiple times. SDL_VideoInit() will call
+ * SDL_VideoQuit() itself if the video subsystem has already been initialized.
+ *
+ * You can use SDL_GetNumVideoDrivers() and SDL_GetVideoDriver() to find a
+ * specific `driver_name`.
+ *
+ * \param driver_name the name of a video driver to initialize, or NULL for
+ * the default driver
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetNumVideoDrivers
+ * \sa SDL_GetVideoDriver
+ * \sa SDL_InitSubSystem
+ * \sa SDL_VideoQuit
+ */
+extern DECLSPEC int SDLCALL SDL_VideoInit(const char *driver_name);
+
+/**
+ * Shut down the video subsystem, if initialized with SDL_VideoInit().
+ *
+ * This function closes all windows, and restores the original video mode.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_VideoInit
+ */
+extern DECLSPEC void SDLCALL SDL_VideoQuit(void);
+
+/**
+ * Get the name of the currently initialized video driver.
+ *
+ * \returns the name of the current video driver or NULL if no driver has been
+ * initialized.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetNumVideoDrivers
+ * \sa SDL_GetVideoDriver
+ */
+extern DECLSPEC const char *SDLCALL SDL_GetCurrentVideoDriver(void);
+
+/**
+ * Get the number of available video displays.
+ *
+ * \returns a number >= 1 or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetDisplayBounds
+ */
+extern DECLSPEC int SDLCALL SDL_GetNumVideoDisplays(void);
+
+/**
+ * Get the name of a display in UTF-8 encoding.
+ *
+ * \param displayIndex the index of display from which the name should be
+ * queried
+ * \returns the name of a display or NULL for an invalid display index or
+ * failure; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetNumVideoDisplays
+ */
+extern DECLSPEC const char * SDLCALL SDL_GetDisplayName(int displayIndex);
+
+/**
+ * Get the desktop area represented by a display.
+ *
+ * The primary display (`displayIndex` zero) is always located at 0,0.
+ *
+ * \param displayIndex the index of the display to query
+ * \param rect the SDL_Rect structure filled in with the display bounds
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetNumVideoDisplays
+ */
+extern DECLSPEC int SDLCALL SDL_GetDisplayBounds(int displayIndex, SDL_Rect * rect);
+
+/**
+ * Get the usable desktop area represented by a display.
+ *
+ * The primary display (`displayIndex` zero) is always located at 0,0.
+ *
+ * This is the same area as SDL_GetDisplayBounds() reports, but with portions
+ * reserved by the system removed. For example, on Apple's macOS, this
+ * subtracts the area occupied by the menu bar and dock.
+ *
+ * Setting a window to be fullscreen generally bypasses these unusable areas,
+ * so these are good guidelines for the maximum space available to a
+ * non-fullscreen window.
+ *
+ * The parameter `rect` is ignored if it is NULL.
+ *
+ * This function also returns -1 if the parameter `displayIndex` is out of
+ * range.
+ *
+ * \param displayIndex the index of the display to query the usable bounds
+ * from
+ * \param rect the SDL_Rect structure filled in with the display bounds
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.5.
+ *
+ * \sa SDL_GetDisplayBounds
+ * \sa SDL_GetNumVideoDisplays
+ */
+extern DECLSPEC int SDLCALL SDL_GetDisplayUsableBounds(int displayIndex, SDL_Rect * rect);
+
+/**
+ * Get the dots/pixels-per-inch for a display.
+ *
+ * Diagonal, horizontal and vertical DPI can all be optionally returned if the
+ * appropriate parameter is non-NULL.
+ *
+ * A failure of this function usually means that either no DPI information is
+ * available or the `displayIndex` is out of range.
+ *
+ * \param displayIndex the index of the display from which DPI information
+ * should be queried
+ * \param ddpi a pointer filled in with the diagonal DPI of the display; may
+ * be NULL
+ * \param hdpi a pointer filled in with the horizontal DPI of the display; may
+ * be NULL
+ * \param vdpi a pointer filled in with the vertical DPI of the display; may
+ * be NULL
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.4.
+ *
+ * \sa SDL_GetNumVideoDisplays
+ */
+extern DECLSPEC int SDLCALL SDL_GetDisplayDPI(int displayIndex, float * ddpi, float * hdpi, float * vdpi);
+
+/**
+ * Get the orientation of a display.
+ *
+ * \param displayIndex the index of the display to query
+ * \returns The SDL_DisplayOrientation enum value of the display, or
+ * `SDL_ORIENTATION_UNKNOWN` if it isn't available.
+ *
+ * \since This function is available since SDL 2.0.9.
+ *
+ * \sa SDL_GetNumVideoDisplays
+ */
+extern DECLSPEC SDL_DisplayOrientation SDLCALL SDL_GetDisplayOrientation(int displayIndex);
+
+/**
+ * Get the number of available display modes.
+ *
+ * The `displayIndex` needs to be in the range from 0 to
+ * SDL_GetNumVideoDisplays() - 1.
+ *
+ * \param displayIndex the index of the display to query
+ * \returns a number >= 1 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetDisplayMode
+ * \sa SDL_GetNumVideoDisplays
+ */
+extern DECLSPEC int SDLCALL SDL_GetNumDisplayModes(int displayIndex);
+
+/**
+ * Get information about a specific display mode.
+ *
+ * The display modes are sorted in this priority:
+ *
+ * - width -> largest to smallest
+ * - height -> largest to smallest
+ * - bits per pixel -> more colors to fewer colors
+ * - packed pixel layout -> largest to smallest
+ * - refresh rate -> highest to lowest
+ *
+ * \param displayIndex the index of the display to query
+ * \param modeIndex the index of the display mode to query
+ * \param mode an SDL_DisplayMode structure filled in with the mode at
+ * `modeIndex`
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetNumDisplayModes
+ */
+extern DECLSPEC int SDLCALL SDL_GetDisplayMode(int displayIndex, int modeIndex,
+ SDL_DisplayMode * mode);
+
+/**
+ * Get information about the desktop's display mode.
+ *
+ * There's a difference between this function and SDL_GetCurrentDisplayMode()
+ * when SDL runs fullscreen and has changed the resolution. In that case this
+ * function will return the previous native display mode, and not the current
+ * display mode.
+ *
+ * \param displayIndex the index of the display to query
+ * \param mode an SDL_DisplayMode structure filled in with the current display
+ * mode
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetCurrentDisplayMode
+ * \sa SDL_GetDisplayMode
+ * \sa SDL_SetWindowDisplayMode
+ */
+extern DECLSPEC int SDLCALL SDL_GetDesktopDisplayMode(int displayIndex, SDL_DisplayMode * mode);
+
+/**
+ * Get information about the current display mode.
+ *
+ * There's a difference between this function and SDL_GetDesktopDisplayMode()
+ * when SDL runs fullscreen and has changed the resolution. In that case this
+ * function will return the current display mode, and not the previous native
+ * display mode.
+ *
+ * \param displayIndex the index of the display to query
+ * \param mode an SDL_DisplayMode structure filled in with the current display
+ * mode
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetDesktopDisplayMode
+ * \sa SDL_GetDisplayMode
+ * \sa SDL_GetNumVideoDisplays
+ * \sa SDL_SetWindowDisplayMode
+ */
+extern DECLSPEC int SDLCALL SDL_GetCurrentDisplayMode(int displayIndex, SDL_DisplayMode * mode);
+
+
+/**
+ * Get the closest match to the requested display mode.
+ *
+ * The available display modes are scanned and `closest` is filled in with the
+ * closest mode matching the requested mode and returned. The mode format and
+ * refresh rate default to the desktop mode if they are set to 0. The modes
+ * are scanned with size being first priority, format being second priority,
+ * and finally checking the refresh rate. If all the available modes are too
+ * small, then NULL is returned.
+ *
+ * \param displayIndex the index of the display to query
+ * \param mode an SDL_DisplayMode structure containing the desired display
+ * mode
+ * \param closest an SDL_DisplayMode structure filled in with the closest
+ * match of the available display modes
+ * \returns the passed in value `closest` or NULL if no matching video mode
+ * was available; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetDisplayMode
+ * \sa SDL_GetNumDisplayModes
+ */
+extern DECLSPEC SDL_DisplayMode * SDLCALL SDL_GetClosestDisplayMode(int displayIndex, const SDL_DisplayMode * mode, SDL_DisplayMode * closest);
+
+/**
+ * Get the index of the display associated with a window.
+ *
+ * \param window the window to query
+ * \returns the index of the display containing the center of the window on
+ * success or a negative error code on failure; call SDL_GetError()
+ * for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetDisplayBounds
+ * \sa SDL_GetNumVideoDisplays
+ */
+extern DECLSPEC int SDLCALL SDL_GetWindowDisplayIndex(SDL_Window * window);
+
+/**
+ * Set the display mode to use when a window is visible at fullscreen.
+ *
+ * This only affects the display mode used when the window is fullscreen. To
+ * change the window size when the window is not fullscreen, use
+ * SDL_SetWindowSize().
+ *
+ * \param window the window to affect
+ * \param mode the SDL_DisplayMode structure representing the mode to use, or
+ * NULL to use the window's dimensions and the desktop's format
+ * and refresh rate
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetWindowDisplayMode
+ * \sa SDL_SetWindowFullscreen
+ */
+extern DECLSPEC int SDLCALL SDL_SetWindowDisplayMode(SDL_Window * window,
+ const SDL_DisplayMode * mode);
+
+/**
+ * Query the display mode to use when a window is visible at fullscreen.
+ *
+ * \param window the window to query
+ * \param mode an SDL_DisplayMode structure filled in with the fullscreen
+ * display mode
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_SetWindowDisplayMode
+ * \sa SDL_SetWindowFullscreen
+ */
+extern DECLSPEC int SDLCALL SDL_GetWindowDisplayMode(SDL_Window * window,
+ SDL_DisplayMode * mode);
+
+/**
+ * Get the raw ICC profile data for the screen the window is currently on.
+ *
+ * Data returned should be freed with SDL_free.
+ *
+ * \param window the window to query
+ * \param size the size of the ICC profile
+ * \returns the raw ICC profile data on success or NULL on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.18.
+ */
+extern DECLSPEC void* SDLCALL SDL_GetWindowICCProfile(SDL_Window * window, size_t* size);
+
+/**
+ * Get the pixel format associated with the window.
+ *
+ * \param window the window to query
+ * \returns the pixel format of the window on success or
+ * SDL_PIXELFORMAT_UNKNOWN on failure; call SDL_GetError() for more
+ * information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ */
+extern DECLSPEC Uint32 SDLCALL SDL_GetWindowPixelFormat(SDL_Window * window);
+
+/**
+ * Create a window with the specified position, dimensions, and flags.
+ *
+ * `flags` may be any of the following OR'd together:
+ *
+ * - `SDL_WINDOW_FULLSCREEN`: fullscreen window
+ * - `SDL_WINDOW_FULLSCREEN_DESKTOP`: fullscreen window at desktop resolution
+ * - `SDL_WINDOW_OPENGL`: window usable with an OpenGL context
+ * - `SDL_WINDOW_VULKAN`: window usable with a Vulkan instance
+ * - `SDL_WINDOW_METAL`: window usable with a Metal instance
+ * - `SDL_WINDOW_HIDDEN`: window is not visible
+ * - `SDL_WINDOW_BORDERLESS`: no window decoration
+ * - `SDL_WINDOW_RESIZABLE`: window can be resized
+ * - `SDL_WINDOW_MINIMIZED`: window is minimized
+ * - `SDL_WINDOW_MAXIMIZED`: window is maximized
+ * - `SDL_WINDOW_INPUT_GRABBED`: window has grabbed input focus
+ * - `SDL_WINDOW_ALLOW_HIGHDPI`: window should be created in high-DPI mode if
+ * supported (>= SDL 2.0.1)
+ *
+ * `SDL_WINDOW_SHOWN` is ignored by SDL_CreateWindow(). The SDL_Window is
+ * implicitly shown if SDL_WINDOW_HIDDEN is not set. `SDL_WINDOW_SHOWN` may be
+ * queried later using SDL_GetWindowFlags().
+ *
+ * On Apple's macOS, you **must** set the NSHighResolutionCapable Info.plist
+ * property to YES, otherwise you will not receive a High-DPI OpenGL canvas.
+ *
+ * If the window is created with the `SDL_WINDOW_ALLOW_HIGHDPI` flag, its size
+ * in pixels may differ from its size in screen coordinates on platforms with
+ * high-DPI support (e.g. iOS and macOS). Use SDL_GetWindowSize() to query the
+ * client area's size in screen coordinates, and SDL_GL_GetDrawableSize() or
+ * SDL_GetRendererOutputSize() to query the drawable size in pixels.
+ *
+ * If the window is set fullscreen, the width and height parameters `w` and
+ * `h` will not be used. However, invalid size parameters (e.g. too large) may
+ * still fail. Window size is actually limited to 16384 x 16384 for all
+ * platforms at window creation.
+ *
+ * If the window is created with any of the SDL_WINDOW_OPENGL or
+ * SDL_WINDOW_VULKAN flags, then the corresponding LoadLibrary function
+ * (SDL_GL_LoadLibrary or SDL_Vulkan_LoadLibrary) is called and the
+ * corresponding UnloadLibrary function is called by SDL_DestroyWindow().
+ *
+ * If SDL_WINDOW_VULKAN is specified and there isn't a working Vulkan driver,
+ * SDL_CreateWindow() will fail because SDL_Vulkan_LoadLibrary() will fail.
+ *
+ * If SDL_WINDOW_METAL is specified on an OS that does not support Metal,
+ * SDL_CreateWindow() will fail.
+ *
+ * On non-Apple devices, SDL requires you to either not link to the Vulkan
+ * loader or link to a dynamic library version. This limitation may be removed
+ * in a future version of SDL.
+ *
+ * \param title the title of the window, in UTF-8 encoding
+ * \param x the x position of the window, `SDL_WINDOWPOS_CENTERED`, or
+ * `SDL_WINDOWPOS_UNDEFINED`
+ * \param y the y position of the window, `SDL_WINDOWPOS_CENTERED`, or
+ * `SDL_WINDOWPOS_UNDEFINED`
+ * \param w the width of the window, in screen coordinates
+ * \param h the height of the window, in screen coordinates
+ * \param flags 0, or one or more SDL_WindowFlags OR'd together
+ * \returns the window that was created or NULL on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateWindowFrom
+ * \sa SDL_DestroyWindow
+ */
+extern DECLSPEC SDL_Window * SDLCALL SDL_CreateWindow(const char *title,
+ int x, int y, int w,
+ int h, Uint32 flags);
+
+/**
+ * Create an SDL window from an existing native window.
+ *
+ * In some cases (e.g. OpenGL) and on some platforms (e.g. Microsoft Windows)
+ * the hint `SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT` needs to be configured
+ * before using SDL_CreateWindowFrom().
+ *
+ * \param data a pointer to driver-dependent window creation data, typically
+ * your native window cast to a void*
+ * \returns the window that was created or NULL on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateWindow
+ * \sa SDL_DestroyWindow
+ */
+extern DECLSPEC SDL_Window * SDLCALL SDL_CreateWindowFrom(const void *data);
+
+/**
+ * Get the numeric ID of a window.
+ *
+ * The numeric ID is what SDL_WindowEvent references, and is necessary to map
+ * these events to specific SDL_Window objects.
+ *
+ * \param window the window to query
+ * \returns the ID of the window on success or 0 on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetWindowFromID
+ */
+extern DECLSPEC Uint32 SDLCALL SDL_GetWindowID(SDL_Window * window);
+
+/**
+ * Get a window from a stored ID.
+ *
+ * The numeric ID is what SDL_WindowEvent references, and is necessary to map
+ * these events to specific SDL_Window objects.
+ *
+ * \param id the ID of the window
+ * \returns the window associated with `id` or NULL if it doesn't exist; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetWindowID
+ */
+extern DECLSPEC SDL_Window * SDLCALL SDL_GetWindowFromID(Uint32 id);
+
+/**
+ * Get the window flags.
+ *
+ * \param window the window to query
+ * \returns a mask of the SDL_WindowFlags associated with `window`
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateWindow
+ * \sa SDL_HideWindow
+ * \sa SDL_MaximizeWindow
+ * \sa SDL_MinimizeWindow
+ * \sa SDL_SetWindowFullscreen
+ * \sa SDL_SetWindowGrab
+ * \sa SDL_ShowWindow
+ */
+extern DECLSPEC Uint32 SDLCALL SDL_GetWindowFlags(SDL_Window * window);
+
+/**
+ * Set the title of a window.
+ *
+ * This string is expected to be in UTF-8 encoding.
+ *
+ * \param window the window to change
+ * \param title the desired window title in UTF-8 format
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetWindowTitle
+ */
+extern DECLSPEC void SDLCALL SDL_SetWindowTitle(SDL_Window * window,
+ const char *title);
+
+/**
+ * Get the title of a window.
+ *
+ * \param window the window to query
+ * \returns the title of the window in UTF-8 format or "" if there is no
+ * title.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_SetWindowTitle
+ */
+extern DECLSPEC const char *SDLCALL SDL_GetWindowTitle(SDL_Window * window);
+
+/**
+ * Set the icon for a window.
+ *
+ * \param window the window to change
+ * \param icon an SDL_Surface structure containing the icon for the window
+ *
+ * \since This function is available since SDL 2.0.0.
+ */
+extern DECLSPEC void SDLCALL SDL_SetWindowIcon(SDL_Window * window,
+ SDL_Surface * icon);
+
+/**
+ * Associate an arbitrary named pointer with a window.
+ *
+ * `name` is case-sensitive.
+ *
+ * \param window the window to associate with the pointer
+ * \param name the name of the pointer
+ * \param userdata the associated pointer
+ * \returns the previous value associated with `name`.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetWindowData
+ */
+extern DECLSPEC void* SDLCALL SDL_SetWindowData(SDL_Window * window,
+ const char *name,
+ void *userdata);
+
+/**
+ * Retrieve the data pointer associated with a window.
+ *
+ * \param window the window to query
+ * \param name the name of the pointer
+ * \returns the value associated with `name`.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_SetWindowData
+ */
+extern DECLSPEC void *SDLCALL SDL_GetWindowData(SDL_Window * window,
+ const char *name);
+
+/**
+ * Set the position of a window.
+ *
+ * The window coordinate origin is the upper left of the display.
+ *
+ * \param window the window to reposition
+ * \param x the x coordinate of the window in screen coordinates, or
+ * `SDL_WINDOWPOS_CENTERED` or `SDL_WINDOWPOS_UNDEFINED`
+ * \param y the y coordinate of the window in screen coordinates, or
+ * `SDL_WINDOWPOS_CENTERED` or `SDL_WINDOWPOS_UNDEFINED`
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetWindowPosition
+ */
+extern DECLSPEC void SDLCALL SDL_SetWindowPosition(SDL_Window * window,
+ int x, int y);
+
+/**
+ * Get the position of a window.
+ *
+ * If you do not need the value for one of the positions a NULL may be passed
+ * in the `x` or `y` parameter.
+ *
+ * \param window the window to query
+ * \param x a pointer filled in with the x position of the window, in screen
+ * coordinates, may be NULL
+ * \param y a pointer filled in with the y position of the window, in screen
+ * coordinates, may be NULL
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_SetWindowPosition
+ */
+extern DECLSPEC void SDLCALL SDL_GetWindowPosition(SDL_Window * window,
+ int *x, int *y);
+
+/**
+ * Set the size of a window's client area.
+ *
+ * The window size in screen coordinates may differ from the size in pixels,
+ * if the window was created with `SDL_WINDOW_ALLOW_HIGHDPI` on a platform
+ * with high-dpi support (e.g. iOS or macOS). Use SDL_GL_GetDrawableSize() or
+ * SDL_GetRendererOutputSize() to get the real client area size in pixels.
+ *
+ * Fullscreen windows automatically match the size of the display mode, and
+ * you should use SDL_SetWindowDisplayMode() to change their size.
+ *
+ * \param window the window to change
+ * \param w the width of the window in pixels, in screen coordinates, must be
+ * > 0
+ * \param h the height of the window in pixels, in screen coordinates, must be
+ * > 0
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetWindowSize
+ * \sa SDL_SetWindowDisplayMode
+ */
+extern DECLSPEC void SDLCALL SDL_SetWindowSize(SDL_Window * window, int w,
+ int h);
+
+/**
+ * Get the size of a window's client area.
+ *
+ * NULL can safely be passed as the `w` or `h` parameter if the width or
+ * height value is not desired.
+ *
+ * The window size in screen coordinates may differ from the size in pixels,
+ * if the window was created with `SDL_WINDOW_ALLOW_HIGHDPI` on a platform
+ * with high-dpi support (e.g. iOS or macOS). Use SDL_GL_GetDrawableSize(),
+ * SDL_Vulkan_GetDrawableSize(), or SDL_GetRendererOutputSize() to get the
+ * real client area size in pixels.
+ *
+ * \param window the window to query the width and height from
+ * \param w a pointer filled in with the width of the window, in screen
+ * coordinates, may be NULL
+ * \param h a pointer filled in with the height of the window, in screen
+ * coordinates, may be NULL
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GL_GetDrawableSize
+ * \sa SDL_Vulkan_GetDrawableSize
+ * \sa SDL_SetWindowSize
+ */
+extern DECLSPEC void SDLCALL SDL_GetWindowSize(SDL_Window * window, int *w,
+ int *h);
+
+/**
+ * Get the size of a window's borders (decorations) around the client area.
+ *
+ * Note: If this function fails (returns -1), the size values will be
+ * initialized to 0, 0, 0, 0 (if a non-NULL pointer is provided), as if the
+ * window in question was borderless.
+ *
+ * Note: This function may fail on systems where the window has not yet been
+ * decorated by the display server (for example, immediately after calling
+ * SDL_CreateWindow). It is recommended that you wait at least until the
+ * window has been presented and composited, so that the window system has a
+ * chance to decorate the window and provide the border dimensions to SDL.
+ *
+ * This function also returns -1 if getting the information is not supported.
+ *
+ * \param window the window to query the size values of the border
+ * (decorations) from
+ * \param top pointer to variable for storing the size of the top border; NULL
+ * is permitted
+ * \param left pointer to variable for storing the size of the left border;
+ * NULL is permitted
+ * \param bottom pointer to variable for storing the size of the bottom
+ * border; NULL is permitted
+ * \param right pointer to variable for storing the size of the right border;
+ * NULL is permitted
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.5.
+ *
+ * \sa SDL_GetWindowSize
+ */
+extern DECLSPEC int SDLCALL SDL_GetWindowBordersSize(SDL_Window * window,
+ int *top, int *left,
+ int *bottom, int *right);
+
+/**
+ * Set the minimum size of a window's client area.
+ *
+ * \param window the window to change
+ * \param min_w the minimum width of the window in pixels
+ * \param min_h the minimum height of the window in pixels
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetWindowMinimumSize
+ * \sa SDL_SetWindowMaximumSize
+ */
+extern DECLSPEC void SDLCALL SDL_SetWindowMinimumSize(SDL_Window * window,
+ int min_w, int min_h);
+
+/**
+ * Get the minimum size of a window's client area.
+ *
+ * \param window the window to query
+ * \param w a pointer filled in with the minimum width of the window, may be
+ * NULL
+ * \param h a pointer filled in with the minimum height of the window, may be
+ * NULL
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetWindowMaximumSize
+ * \sa SDL_SetWindowMinimumSize
+ */
+extern DECLSPEC void SDLCALL SDL_GetWindowMinimumSize(SDL_Window * window,
+ int *w, int *h);
+
+/**
+ * Set the maximum size of a window's client area.
+ *
+ * \param window the window to change
+ * \param max_w the maximum width of the window in pixels
+ * \param max_h the maximum height of the window in pixels
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetWindowMaximumSize
+ * \sa SDL_SetWindowMinimumSize
+ */
+extern DECLSPEC void SDLCALL SDL_SetWindowMaximumSize(SDL_Window * window,
+ int max_w, int max_h);
+
+/**
+ * Get the maximum size of a window's client area.
+ *
+ * \param window the window to query
+ * \param w a pointer filled in with the maximum width of the window, may be
+ * NULL
+ * \param h a pointer filled in with the maximum height of the window, may be
+ * NULL
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetWindowMinimumSize
+ * \sa SDL_SetWindowMaximumSize
+ */
+extern DECLSPEC void SDLCALL SDL_GetWindowMaximumSize(SDL_Window * window,
+ int *w, int *h);
+
+/**
+ * Set the border state of a window.
+ *
+ * This will add or remove the window's `SDL_WINDOW_BORDERLESS` flag and add
+ * or remove the border from the actual window. This is a no-op if the
+ * window's border already matches the requested state.
+ *
+ * You can't change the border state of a fullscreen window.
+ *
+ * \param window the window of which to change the border state
+ * \param bordered SDL_FALSE to remove border, SDL_TRUE to add border
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetWindowFlags
+ */
+extern DECLSPEC void SDLCALL SDL_SetWindowBordered(SDL_Window * window,
+ SDL_bool bordered);
+
+/**
+ * Set the user-resizable state of a window.
+ *
+ * This will add or remove the window's `SDL_WINDOW_RESIZABLE` flag and
+ * allow/disallow user resizing of the window. This is a no-op if the window's
+ * resizable state already matches the requested state.
+ *
+ * You can't change the resizable state of a fullscreen window.
+ *
+ * \param window the window of which to change the resizable state
+ * \param resizable SDL_TRUE to allow resizing, SDL_FALSE to disallow
+ *
+ * \since This function is available since SDL 2.0.5.
+ *
+ * \sa SDL_GetWindowFlags
+ */
+extern DECLSPEC void SDLCALL SDL_SetWindowResizable(SDL_Window * window,
+ SDL_bool resizable);
+
+/**
+ * Set the window to always be above the others.
+ *
+ * This will add or remove the window's `SDL_WINDOW_ALWAYS_ON_TOP` flag. This
+ * will bring the window to the front and keep the window above the rest.
+ *
+ * \param window The window of which to change the always on top state
+ * \param on_top SDL_TRUE to set the window always on top, SDL_FALSE to
+ * disable
+ *
+ * \since This function is available since SDL 2.0.16.
+ *
+ * \sa SDL_GetWindowFlags
+ */
+extern DECLSPEC void SDLCALL SDL_SetWindowAlwaysOnTop(SDL_Window * window,
+ SDL_bool on_top);
+
+/**
+ * Show a window.
+ *
+ * \param window the window to show
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HideWindow
+ * \sa SDL_RaiseWindow
+ */
+extern DECLSPEC void SDLCALL SDL_ShowWindow(SDL_Window * window);
+
+/**
+ * Hide a window.
+ *
+ * \param window the window to hide
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_ShowWindow
+ */
+extern DECLSPEC void SDLCALL SDL_HideWindow(SDL_Window * window);
+
+/**
+ * Raise a window above other windows and set the input focus.
+ *
+ * \param window the window to raise
+ *
+ * \since This function is available since SDL 2.0.0.
+ */
+extern DECLSPEC void SDLCALL SDL_RaiseWindow(SDL_Window * window);
+
+/**
+ * Make a window as large as possible.
+ *
+ * \param window the window to maximize
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_MinimizeWindow
+ * \sa SDL_RestoreWindow
+ */
+extern DECLSPEC void SDLCALL SDL_MaximizeWindow(SDL_Window * window);
+
+/**
+ * Minimize a window to an iconic representation.
+ *
+ * \param window the window to minimize
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_MaximizeWindow
+ * \sa SDL_RestoreWindow
+ */
+extern DECLSPEC void SDLCALL SDL_MinimizeWindow(SDL_Window * window);
+
+/**
+ * Restore the size and position of a minimized or maximized window.
+ *
+ * \param window the window to restore
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_MaximizeWindow
+ * \sa SDL_MinimizeWindow
+ */
+extern DECLSPEC void SDLCALL SDL_RestoreWindow(SDL_Window * window);
+
+/**
+ * Set a window's fullscreen state.
+ *
+ * `flags` may be `SDL_WINDOW_FULLSCREEN`, for "real" fullscreen with a
+ * videomode change; `SDL_WINDOW_FULLSCREEN_DESKTOP` for "fake" fullscreen
+ * that takes the size of the desktop; and 0 for windowed mode.
+ *
+ * \param window the window to change
+ * \param flags `SDL_WINDOW_FULLSCREEN`, `SDL_WINDOW_FULLSCREEN_DESKTOP` or 0
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetWindowDisplayMode
+ * \sa SDL_SetWindowDisplayMode
+ */
+extern DECLSPEC int SDLCALL SDL_SetWindowFullscreen(SDL_Window * window,
+ Uint32 flags);
+
+/**
+ * Get the SDL surface associated with the window.
+ *
+ * A new surface will be created with the optimal format for the window, if
+ * necessary. This surface will be freed when the window is destroyed. Do not
+ * free this surface.
+ *
+ * This surface will be invalidated if the window is resized. After resizing a
+ * window this function must be called again to return a valid surface.
+ *
+ * You may not combine this with 3D or the rendering API on this window.
+ *
+ * This function is affected by `SDL_HINT_FRAMEBUFFER_ACCELERATION`.
+ *
+ * \param window the window to query
+ * \returns the surface associated with the window, or NULL on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_UpdateWindowSurface
+ * \sa SDL_UpdateWindowSurfaceRects
+ */
+extern DECLSPEC SDL_Surface * SDLCALL SDL_GetWindowSurface(SDL_Window * window);
+
+/**
+ * Copy the window surface to the screen.
+ *
+ * This is the function you use to reflect any changes to the surface on the
+ * screen.
+ *
+ * This function is equivalent to the SDL 1.2 API SDL_Flip().
+ *
+ * \param window the window to update
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetWindowSurface
+ * \sa SDL_UpdateWindowSurfaceRects
+ */
+extern DECLSPEC int SDLCALL SDL_UpdateWindowSurface(SDL_Window * window);
+
+/**
+ * Copy areas of the window surface to the screen.
+ *
+ * This is the function you use to reflect changes to portions of the surface
+ * on the screen.
+ *
+ * This function is equivalent to the SDL 1.2 API SDL_UpdateRects().
+ *
+ * \param window the window to update
+ * \param rects an array of SDL_Rect structures representing areas of the
+ * surface to copy
+ * \param numrects the number of rectangles
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetWindowSurface
+ * \sa SDL_UpdateWindowSurface
+ */
+extern DECLSPEC int SDLCALL SDL_UpdateWindowSurfaceRects(SDL_Window * window,
+ const SDL_Rect * rects,
+ int numrects);
+
+/**
+ * Set a window's input grab mode.
+ *
+ * When input is grabbed, the mouse is confined to the window. This function
+ * will also grab the keyboard if `SDL_HINT_GRAB_KEYBOARD` is set. To grab the
+ * keyboard without also grabbing the mouse, use SDL_SetWindowKeyboardGrab().
+ *
+ * If the caller enables a grab while another window is currently grabbed, the
+ * other window loses its grab in favor of the caller's window.
+ *
+ * \param window the window for which the input grab mode should be set
+ * \param grabbed SDL_TRUE to grab input or SDL_FALSE to release input
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetGrabbedWindow
+ * \sa SDL_GetWindowGrab
+ */
+extern DECLSPEC void SDLCALL SDL_SetWindowGrab(SDL_Window * window,
+ SDL_bool grabbed);
+
+/**
+ * Set a window's keyboard grab mode.
+ *
+ * Keyboard grab enables capture of system keyboard shortcuts like Alt+Tab or
+ * the Meta/Super key. Note that not all system keyboard shortcuts can be
+ * captured by applications (one example is Ctrl+Alt+Del on Windows).
+ *
+ * This is primarily intended for specialized applications such as VNC clients
+ * or VM frontends. Normal games should not use keyboard grab.
+ *
+ * When keyboard grab is enabled, SDL will continue to handle Alt+Tab when the
+ * window is full-screen to ensure the user is not trapped in your
+ * application. If you have a custom keyboard shortcut to exit fullscreen
+ * mode, you may suppress this behavior with
+ * `SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED`.
+ *
+ * If the caller enables a grab while another window is currently grabbed, the
+ * other window loses its grab in favor of the caller's window.
+ *
+ * \param window The window for which the keyboard grab mode should be set.
+ * \param grabbed This is SDL_TRUE to grab keyboard, and SDL_FALSE to release.
+ *
+ * \since This function is available since SDL 2.0.16.
+ *
+ * \sa SDL_GetWindowKeyboardGrab
+ * \sa SDL_SetWindowMouseGrab
+ * \sa SDL_SetWindowGrab
+ */
+extern DECLSPEC void SDLCALL SDL_SetWindowKeyboardGrab(SDL_Window * window,
+ SDL_bool grabbed);
+
+/**
+ * Set a window's mouse grab mode.
+ *
+ * Mouse grab confines the mouse cursor to the window.
+ *
+ * \param window The window for which the mouse grab mode should be set.
+ *
+ * \since This function is available since SDL 2.0.16.
+ *
+ * \sa SDL_GetWindowMouseGrab
+ * \sa SDL_SetWindowKeyboardGrab
+ * \sa SDL_SetWindowGrab
+ */
+extern DECLSPEC void SDLCALL SDL_SetWindowMouseGrab(SDL_Window * window,
+ SDL_bool grabbed);
+
+/**
+ * Get a window's input grab mode.
+ *
+ * \param window the window to query
+ * \returns SDL_TRUE if input is grabbed, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_SetWindowGrab
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_GetWindowGrab(SDL_Window * window);
+
+/**
+ * Get a window's keyboard grab mode.
+ *
+ * \param window the window to query
+ * \returns SDL_TRUE if keyboard is grabbed, and SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.16.
+ *
+ * \sa SDL_SetWindowKeyboardGrab
+ * \sa SDL_GetWindowGrab
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_GetWindowKeyboardGrab(SDL_Window * window);
+
+/**
+ * Get a window's mouse grab mode.
+ *
+ * \param window the window to query
+ * \returns SDL_TRUE if mouse is grabbed, and SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.16.
+ *
+ * \sa SDL_SetWindowKeyboardGrab
+ * \sa SDL_GetWindowGrab
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_GetWindowMouseGrab(SDL_Window * window);
+
+/**
+ * Get the window that currently has an input grab enabled.
+ *
+ * \returns the window if input is grabbed or NULL otherwise.
+ *
+ * \since This function is available since SDL 2.0.4.
+ *
+ * \sa SDL_GetWindowGrab
+ * \sa SDL_SetWindowGrab
+ */
+extern DECLSPEC SDL_Window * SDLCALL SDL_GetGrabbedWindow(void);
+
+/**
+ * Confines the cursor to the specified area of a window.
+ *
+ * Note that this does NOT grab the cursor, it only defines the area a cursor
+ * is restricted to when the window has mouse focus.
+ *
+ * \param window The window that will be associated with the barrier.
+ * \param rect A rectangle area in window-relative coordinates. If NULL the
+ * barrier for the specified window will be destroyed.
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.18.
+ *
+ * \sa SDL_GetWindowMouseRect
+ * \sa SDL_SetWindowMouseGrab
+ */
+extern DECLSPEC int SDLCALL SDL_SetWindowMouseRect(SDL_Window * window, const SDL_Rect * rect);
+
+/**
+ * Get the mouse confinement rectangle of a window.
+ *
+ * \param window The window to query
+ * \returns A pointer to the mouse confinement rectangle of a window, or NULL
+ * if there isn't one.
+ *
+ * \since This function is available since SDL 2.0.18.
+ *
+ * \sa SDL_SetWindowMouseRect
+ */
+extern DECLSPEC const SDL_Rect * SDLCALL SDL_GetWindowMouseRect(SDL_Window * window);
+
+/**
+ * Set the brightness (gamma multiplier) for a given window's display.
+ *
+ * Despite the name and signature, this method sets the brightness of the
+ * entire display, not an individual window. A window is considered to be
+ * owned by the display that contains the window's center pixel. (The index of
+ * this display can be retrieved using SDL_GetWindowDisplayIndex().) The
+ * brightness set will not follow the window if it is moved to another
+ * display.
+ *
+ * Many platforms will refuse to set the display brightness in modern times.
+ * You are better off using a shader to adjust gamma during rendering, or
+ * something similar.
+ *
+ * \param window the window used to select the display whose brightness will
+ * be changed
+ * \param brightness the brightness (gamma multiplier) value to set where 0.0
+ * is completely dark and 1.0 is normal brightness
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetWindowBrightness
+ * \sa SDL_SetWindowGammaRamp
+ */
+extern DECLSPEC int SDLCALL SDL_SetWindowBrightness(SDL_Window * window, float brightness);
+
+/**
+ * Get the brightness (gamma multiplier) for a given window's display.
+ *
+ * Despite the name and signature, this method retrieves the brightness of the
+ * entire display, not an individual window. A window is considered to be
+ * owned by the display that contains the window's center pixel. (The index of
+ * this display can be retrieved using SDL_GetWindowDisplayIndex().)
+ *
+ * \param window the window used to select the display whose brightness will
+ * be queried
+ * \returns the brightness for the display where 0.0 is completely dark and
+ * 1.0 is normal brightness.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_SetWindowBrightness
+ */
+extern DECLSPEC float SDLCALL SDL_GetWindowBrightness(SDL_Window * window);
+
+/**
+ * Set the opacity for a window.
+ *
+ * The parameter `opacity` will be clamped internally between 0.0f
+ * (transparent) and 1.0f (opaque).
+ *
+ * This function also returns -1 if setting the opacity isn't supported.
+ *
+ * \param window the window which will be made transparent or opaque
+ * \param opacity the opacity value (0.0f - transparent, 1.0f - opaque)
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.5.
+ *
+ * \sa SDL_GetWindowOpacity
+ */
+extern DECLSPEC int SDLCALL SDL_SetWindowOpacity(SDL_Window * window, float opacity);
+
+/**
+ * Get the opacity of a window.
+ *
+ * If transparency isn't supported on this platform, opacity will be reported
+ * as 1.0f without error.
+ *
+ * The parameter `opacity` is ignored if it is NULL.
+ *
+ * This function also returns -1 if an invalid window was provided.
+ *
+ * \param window the window to get the current opacity value from
+ * \param out_opacity the float filled in (0.0f - transparent, 1.0f - opaque)
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.5.
+ *
+ * \sa SDL_SetWindowOpacity
+ */
+extern DECLSPEC int SDLCALL SDL_GetWindowOpacity(SDL_Window * window, float * out_opacity);
+
+/**
+ * Set the window as a modal for another window.
+ *
+ * \param modal_window the window that should be set modal
+ * \param parent_window the parent window for the modal window
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.5.
+ */
+extern DECLSPEC int SDLCALL SDL_SetWindowModalFor(SDL_Window * modal_window, SDL_Window * parent_window);
+
+/**
+ * Explicitly set input focus to the window.
+ *
+ * You almost certainly want SDL_RaiseWindow() instead of this function. Use
+ * this with caution, as you might give focus to a window that is completely
+ * obscured by other windows.
+ *
+ * \param window the window that should get the input focus
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.5.
+ *
+ * \sa SDL_RaiseWindow
+ */
+extern DECLSPEC int SDLCALL SDL_SetWindowInputFocus(SDL_Window * window);
+
+/**
+ * Set the gamma ramp for the display that owns a given window.
+ *
+ * Set the gamma translation table for the red, green, and blue channels of
+ * the video hardware. Each table is an array of 256 16-bit quantities,
+ * representing a mapping between the input and output for that channel. The
+ * input is the index into the array, and the output is the 16-bit gamma value
+ * at that index, scaled to the output color precision.
+ *
+ * Despite the name and signature, this method sets the gamma ramp of the
+ * entire display, not an individual window. A window is considered to be
+ * owned by the display that contains the window's center pixel. (The index of
+ * this display can be retrieved using SDL_GetWindowDisplayIndex().) The gamma
+ * ramp set will not follow the window if it is moved to another display.
+ *
+ * \param window the window used to select the display whose gamma ramp will
+ * be changed
+ * \param red a 256 element array of 16-bit quantities representing the
+ * translation table for the red channel, or NULL
+ * \param green a 256 element array of 16-bit quantities representing the
+ * translation table for the green channel, or NULL
+ * \param blue a 256 element array of 16-bit quantities representing the
+ * translation table for the blue channel, or NULL
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetWindowGammaRamp
+ */
+extern DECLSPEC int SDLCALL SDL_SetWindowGammaRamp(SDL_Window * window,
+ const Uint16 * red,
+ const Uint16 * green,
+ const Uint16 * blue);
+
+/**
+ * Get the gamma ramp for a given window's display.
+ *
+ * Despite the name and signature, this method retrieves the gamma ramp of the
+ * entire display, not an individual window. A window is considered to be
+ * owned by the display that contains the window's center pixel. (The index of
+ * this display can be retrieved using SDL_GetWindowDisplayIndex().)
+ *
+ * \param window the window used to select the display whose gamma ramp will
+ * be queried
+ * \param red a 256 element array of 16-bit quantities filled in with the
+ * translation table for the red channel, or NULL
+ * \param green a 256 element array of 16-bit quantities filled in with the
+ * translation table for the green channel, or NULL
+ * \param blue a 256 element array of 16-bit quantities filled in with the
+ * translation table for the blue channel, or NULL
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_SetWindowGammaRamp
+ */
+extern DECLSPEC int SDLCALL SDL_GetWindowGammaRamp(SDL_Window * window,
+ Uint16 * red,
+ Uint16 * green,
+ Uint16 * blue);
+
+/**
+ * Possible return values from the SDL_HitTest callback.
+ *
+ * \sa SDL_HitTest
+ */
+typedef enum
+{
+ SDL_HITTEST_NORMAL, /**< Region is normal. No special properties. */
+ SDL_HITTEST_DRAGGABLE, /**< Region can drag entire window. */
+ SDL_HITTEST_RESIZE_TOPLEFT,
+ SDL_HITTEST_RESIZE_TOP,
+ SDL_HITTEST_RESIZE_TOPRIGHT,
+ SDL_HITTEST_RESIZE_RIGHT,
+ SDL_HITTEST_RESIZE_BOTTOMRIGHT,
+ SDL_HITTEST_RESIZE_BOTTOM,
+ SDL_HITTEST_RESIZE_BOTTOMLEFT,
+ SDL_HITTEST_RESIZE_LEFT
+} SDL_HitTestResult;
+
+/**
+ * Callback used for hit-testing.
+ *
+ * \param win the SDL_Window where hit-testing was set on
+ * \param area an SDL_Point which should be hit-tested
+ * \param data what was passed as `callback_data` to SDL_SetWindowHitTest()
+ * \return an SDL_HitTestResult value.
+ *
+ * \sa SDL_SetWindowHitTest
+ */
+typedef SDL_HitTestResult (SDLCALL *SDL_HitTest)(SDL_Window *win,
+ const SDL_Point *area,
+ void *data);
+
+/**
+ * Provide a callback that decides if a window region has special properties.
+ *
+ * Normally windows are dragged and resized by decorations provided by the
+ * system window manager (a title bar, borders, etc), but for some apps, it
+ * makes sense to drag them from somewhere else inside the window itself; for
+ * example, one might have a borderless window that wants to be draggable from
+ * any part, or simulate its own title bar, etc.
+ *
+ * This function lets the app provide a callback that designates pieces of a
+ * given window as special. This callback is run during event processing if we
+ * need to tell the OS to treat a region of the window specially; the use of
+ * this callback is known as "hit testing."
+ *
+ * Mouse input may not be delivered to your application if it is within a
+ * special area; the OS will often apply that input to moving the window or
+ * resizing the window and not deliver it to the application.
+ *
+ * Specifying NULL for a callback disables hit-testing. Hit-testing is
+ * disabled by default.
+ *
+ * Platforms that don't support this functionality will return -1
+ * unconditionally, even if you're attempting to disable hit-testing.
+ *
+ * Your callback may fire at any time, and its firing does not indicate any
+ * specific behavior (for example, on Windows, this certainly might fire when
+ * the OS is deciding whether to drag your window, but it fires for lots of
+ * other reasons, too, some unrelated to anything you probably care about _and
+ * when the mouse isn't actually at the location it is testing_). Since this
+ * can fire at any time, you should try to keep your callback efficient,
+ * devoid of allocations, etc.
+ *
+ * \param window the window to set hit-testing on
+ * \param callback the function to call when doing a hit-test
+ * \param callback_data an app-defined void pointer passed to **callback**
+ * \returns 0 on success or -1 on error (including unsupported); call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.4.
+ */
+extern DECLSPEC int SDLCALL SDL_SetWindowHitTest(SDL_Window * window,
+ SDL_HitTest callback,
+ void *callback_data);
+
+/**
+ * Request a window to demand attention from the user.
+ *
+ * \param window the window to be flashed
+ * \param operation the flash operation
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.16.
+ */
+extern DECLSPEC int SDLCALL SDL_FlashWindow(SDL_Window * window, SDL_FlashOperation operation);
+
+/**
+ * Destroy a window.
+ *
+ * If `window` is NULL, this function will return immediately after setting
+ * the SDL error message to "Invalid window". See SDL_GetError().
+ *
+ * \param window the window to destroy
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateWindow
+ * \sa SDL_CreateWindowFrom
+ */
+extern DECLSPEC void SDLCALL SDL_DestroyWindow(SDL_Window * window);
+
+
+/**
+ * Check whether the screensaver is currently enabled.
+ *
+ * The screensaver is disabled by default since SDL 2.0.2. Before SDL 2.0.2
+ * the screensaver was enabled by default.
+ *
+ * The default can also be changed using `SDL_HINT_VIDEO_ALLOW_SCREENSAVER`.
+ *
+ * \returns SDL_TRUE if the screensaver is enabled, SDL_FALSE if it is
+ * disabled.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_DisableScreenSaver
+ * \sa SDL_EnableScreenSaver
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_IsScreenSaverEnabled(void);
+
+/**
+ * Allow the screen to be blanked by a screen saver.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_DisableScreenSaver
+ * \sa SDL_IsScreenSaverEnabled
+ */
+extern DECLSPEC void SDLCALL SDL_EnableScreenSaver(void);
+
+/**
+ * Prevent the screen from being blanked by a screen saver.
+ *
+ * If you disable the screensaver, it is automatically re-enabled when SDL
+ * quits.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_EnableScreenSaver
+ * \sa SDL_IsScreenSaverEnabled
+ */
+extern DECLSPEC void SDLCALL SDL_DisableScreenSaver(void);
+
+
+/**
+ * \name OpenGL support functions
+ */
+/* @{ */
+
+/**
+ * Dynamically load an OpenGL library.
+ *
+ * This should be done after initializing the video driver, but before
+ * creating any OpenGL windows. If no OpenGL library is loaded, the default
+ * library will be loaded upon creation of the first OpenGL window.
+ *
+ * If you do this, you need to retrieve all of the GL functions used in your
+ * program from the dynamic library using SDL_GL_GetProcAddress().
+ *
+ * \param path the platform dependent OpenGL library name, or NULL to open the
+ * default OpenGL library
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GL_GetProcAddress
+ * \sa SDL_GL_UnloadLibrary
+ */
+extern DECLSPEC int SDLCALL SDL_GL_LoadLibrary(const char *path);
+
+/**
+ * Get an OpenGL function by name.
+ *
+ * If the GL library is loaded at runtime with SDL_GL_LoadLibrary(), then all
+ * GL functions must be retrieved this way. Usually this is used to retrieve
+ * function pointers to OpenGL extensions.
+ *
+ * There are some quirks to looking up OpenGL functions that require some
+ * extra care from the application. If you code carefully, you can handle
+ * these quirks without any platform-specific code, though:
+ *
+ * - On Windows, function pointers are specific to the current GL context;
+ * this means you need to have created a GL context and made it current
+ * before calling SDL_GL_GetProcAddress(). If you recreate your context or
+ * create a second context, you should assume that any existing function
+ * pointers aren't valid to use with it. This is (currently) a
+ * Windows-specific limitation, and in practice lots of drivers don't suffer
+ * this limitation, but it is still the way the wgl API is documented to
+ * work and you should expect crashes if you don't respect it. Store a copy
+ * of the function pointers that comes and goes with context lifespan.
+ * - On X11, function pointers returned by this function are valid for any
+ * context, and can even be looked up before a context is created at all.
+ * This means that, for at least some common OpenGL implementations, if you
+ * look up a function that doesn't exist, you'll get a non-NULL result that
+ * is _NOT_ safe to call. You must always make sure the function is actually
+ * available for a given GL context before calling it, by checking for the
+ * existence of the appropriate extension with SDL_GL_ExtensionSupported(),
+ * or verifying that the version of OpenGL you're using offers the function
+ * as core functionality.
+ * - Some OpenGL drivers, on all platforms, *will* return NULL if a function
+ * isn't supported, but you can't count on this behavior. Check for
+ * extensions you use, and if you get a NULL anyway, act as if that
+ * extension wasn't available. This is probably a bug in the driver, but you
+ * can code defensively for this scenario anyhow.
+ * - Just because you're on Linux/Unix, don't assume you'll be using X11.
+ * Next-gen display servers are waiting to replace it, and may or may not
+ * make the same promises about function pointers.
+ * - OpenGL function pointers must be declared `APIENTRY` as in the example
+ * code. This will ensure the proper calling convention is followed on
+ * platforms where this matters (Win32) thereby avoiding stack corruption.
+ *
+ * \param proc the name of an OpenGL function
+ * \returns a pointer to the named OpenGL function. The returned pointer
+ * should be cast to the appropriate function signature.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GL_ExtensionSupported
+ * \sa SDL_GL_LoadLibrary
+ * \sa SDL_GL_UnloadLibrary
+ */
+extern DECLSPEC void *SDLCALL SDL_GL_GetProcAddress(const char *proc);
+
+/**
+ * Unload the OpenGL library previously loaded by SDL_GL_LoadLibrary().
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GL_LoadLibrary
+ */
+extern DECLSPEC void SDLCALL SDL_GL_UnloadLibrary(void);
+
+/**
+ * Check if an OpenGL extension is supported for the current context.
+ *
+ * This function operates on the current GL context; you must have created a
+ * context and it must be current before calling this function. Do not assume
+ * that all contexts you create will have the same set of extensions
+ * available, or that recreating an existing context will offer the same
+ * extensions again.
+ *
+ * While it's probably not a massive overhead, this function is not an O(1)
+ * operation. Check the extensions you care about after creating the GL
+ * context and save that information somewhere instead of calling the function
+ * every time you need to know.
+ *
+ * \param extension the name of the extension to check
+ * \returns SDL_TRUE if the extension is supported, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.0.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_GL_ExtensionSupported(const char
+ *extension);
+
+/**
+ * Reset all previously set OpenGL context attributes to their default values.
+ *
+ * \since This function is available since SDL 2.0.2.
+ *
+ * \sa SDL_GL_GetAttribute
+ * \sa SDL_GL_SetAttribute
+ */
+extern DECLSPEC void SDLCALL SDL_GL_ResetAttributes(void);
+
+/**
+ * Set an OpenGL window attribute before window creation.
+ *
+ * This function sets the OpenGL attribute `attr` to `value`. The requested
+ * attributes should be set before creating an OpenGL window. You should use
+ * SDL_GL_GetAttribute() to check the values after creating the OpenGL
+ * context, since the values obtained can differ from the requested ones.
+ *
+ * \param attr an SDL_GLattr enum value specifying the OpenGL attribute to set
+ * \param value the desired value for the attribute
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GL_GetAttribute
+ * \sa SDL_GL_ResetAttributes
+ */
+extern DECLSPEC int SDLCALL SDL_GL_SetAttribute(SDL_GLattr attr, int value);
+
+/**
+ * Get the actual value for an attribute from the current context.
+ *
+ * \param attr an SDL_GLattr enum value specifying the OpenGL attribute to get
+ * \param value a pointer filled in with the current value of `attr`
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GL_ResetAttributes
+ * \sa SDL_GL_SetAttribute
+ */
+extern DECLSPEC int SDLCALL SDL_GL_GetAttribute(SDL_GLattr attr, int *value);
+
+/**
+ * Create an OpenGL context for an OpenGL window, and make it current.
+ *
+ * Windows users new to OpenGL should note that, for historical reasons, GL
+ * functions added after OpenGL version 1.1 are not available by default.
+ * Those functions must be loaded at run-time, either with an OpenGL
+ * extension-handling library or with SDL_GL_GetProcAddress() and its related
+ * functions.
+ *
+ * SDL_GLContext is an alias for `void *`. It's opaque to the application.
+ *
+ * \param window the window to associate with the context
+ * \returns the OpenGL context associated with `window` or NULL on error; call
+ * SDL_GetError() for more details.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GL_DeleteContext
+ * \sa SDL_GL_MakeCurrent
+ */
+extern DECLSPEC SDL_GLContext SDLCALL SDL_GL_CreateContext(SDL_Window *
+ window);
+
+/**
+ * Set up an OpenGL context for rendering into an OpenGL window.
+ *
+ * The context must have been created with a compatible window.
+ *
+ * \param window the window to associate with the context
+ * \param context the OpenGL context to associate with the window
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GL_CreateContext
+ */
+extern DECLSPEC int SDLCALL SDL_GL_MakeCurrent(SDL_Window * window,
+ SDL_GLContext context);
+
+/**
+ * Get the currently active OpenGL window.
+ *
+ * \returns the currently active OpenGL window on success or NULL on failure;
+ * call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ */
+extern DECLSPEC SDL_Window* SDLCALL SDL_GL_GetCurrentWindow(void);
+
+/**
+ * Get the currently active OpenGL context.
+ *
+ * \returns the currently active OpenGL context or NULL on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GL_MakeCurrent
+ */
+extern DECLSPEC SDL_GLContext SDLCALL SDL_GL_GetCurrentContext(void);
+
+/**
+ * Get the size of a window's underlying drawable in pixels.
+ *
+ * This returns info useful for calling glViewport().
+ *
+ * This may differ from SDL_GetWindowSize() if we're rendering to a high-DPI
+ * drawable, i.e. the window was created with `SDL_WINDOW_ALLOW_HIGHDPI` on a
+ * platform with high-DPI support (Apple calls this "Retina"), and not
+ * disabled by the `SDL_HINT_VIDEO_HIGHDPI_DISABLED` hint.
+ *
+ * \param window the window from which the drawable size should be queried
+ * \param w a pointer to variable for storing the width in pixels, may be NULL
+ * \param h a pointer to variable for storing the height in pixels, may be
+ * NULL
+ *
+ * \since This function is available since SDL 2.0.1.
+ *
+ * \sa SDL_CreateWindow
+ * \sa SDL_GetWindowSize
+ */
+extern DECLSPEC void SDLCALL SDL_GL_GetDrawableSize(SDL_Window * window, int *w,
+ int *h);
+
+/**
+ * Set the swap interval for the current OpenGL context.
+ *
+ * Some systems allow specifying -1 for the interval, to enable adaptive
+ * vsync. Adaptive vsync works the same as vsync, but if you've already missed
+ * the vertical retrace for a given frame, it swaps buffers immediately, which
+ * might be less jarring for the user during occasional framerate drops. If an
+ * application requests adaptive vsync and the system does not support it,
+ * this function will fail and return -1. In such a case, you should probably
+ * retry the call with 1 for the interval.
+ *
+ * Adaptive vsync is implemented for some glX drivers with
+ * GLX_EXT_swap_control_tear:
+ *
+ * https://www.opengl.org/registry/specs/EXT/glx_swap_control_tear.txt
+ *
+ * and for some Windows drivers with WGL_EXT_swap_control_tear:
+ *
+ * https://www.opengl.org/registry/specs/EXT/wgl_swap_control_tear.txt
+ *
+ * Read more on the Khronos wiki:
+ * https://www.khronos.org/opengl/wiki/Swap_Interval#Adaptive_Vsync
+ *
+ * \param interval 0 for immediate updates, 1 for updates synchronized with
+ * the vertical retrace, -1 for adaptive vsync
+ * \returns 0 on success or -1 if setting the swap interval is not supported;
+ * call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GL_GetSwapInterval
+ */
+extern DECLSPEC int SDLCALL SDL_GL_SetSwapInterval(int interval);
+
+/**
+ * Get the swap interval for the current OpenGL context.
+ *
+ * If the system can't determine the swap interval, or there isn't a valid
+ * current context, this function will return 0 as a safe default.
+ *
+ * \returns 0 if there is no vertical retrace synchronization, 1 if the buffer
+ * swap is synchronized with the vertical retrace, and -1 if late
+ * swaps happen immediately instead of waiting for the next retrace;
+ * call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GL_SetSwapInterval
+ */
+extern DECLSPEC int SDLCALL SDL_GL_GetSwapInterval(void);
+
+/**
+ * Update a window with OpenGL rendering.
+ *
+ * This is used with double-buffered OpenGL contexts, which are the default.
+ *
+ * On macOS, make sure you bind 0 to the draw framebuffer before swapping the
+ * window, otherwise nothing will happen. If you aren't using
+ * glBindFramebuffer(), this is the default and you won't have to do anything
+ * extra.
+ *
+ * \param window the window to change
+ *
+ * \since This function is available since SDL 2.0.0.
+ */
+extern DECLSPEC void SDLCALL SDL_GL_SwapWindow(SDL_Window * window);
+
+/**
+ * Delete an OpenGL context.
+ *
+ * \param context the OpenGL context to be deleted
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GL_CreateContext
+ */
+extern DECLSPEC void SDLCALL SDL_GL_DeleteContext(SDL_GLContext context);
+
+/* @} *//* OpenGL support functions */
+
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_video_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */
diff --git a/bsp/simulator/SDL2/include/SDL_vulkan.h b/bsp/simulator/SDL2/include/SDL_vulkan.h
new file mode 100644
index 0000000000..ab86a0b865
--- /dev/null
+++ b/bsp/simulator/SDL2/include/SDL_vulkan.h
@@ -0,0 +1,215 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 2017, Mark Callow
+
+ 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_vulkan.h
+ *
+ * Header file for functions to creating Vulkan surfaces on SDL windows.
+ */
+
+#ifndef SDL_vulkan_h_
+#define SDL_vulkan_h_
+
+#include "SDL_video.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/* Avoid including vulkan.h, don't define VkInstance if it's already included */
+#ifdef VULKAN_H_
+#define NO_SDL_VULKAN_TYPEDEFS
+#endif
+#ifndef NO_SDL_VULKAN_TYPEDEFS
+#define VK_DEFINE_HANDLE(object) typedef struct object##_T* object;
+
+#if defined(__LP64__) || defined(_WIN64) || defined(__x86_64__) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__)
+#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T *object;
+#else
+#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object;
+#endif
+
+VK_DEFINE_HANDLE(VkInstance)
+VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR)
+
+#endif /* !NO_SDL_VULKAN_TYPEDEFS */
+
+typedef VkInstance SDL_vulkanInstance;
+typedef VkSurfaceKHR SDL_vulkanSurface; /* for compatibility with Tizen */
+
+/**
+ * \name Vulkan support functions
+ *
+ * \note SDL_Vulkan_GetInstanceExtensions & SDL_Vulkan_CreateSurface API
+ * is compatable with Tizen's implementation of Vulkan in SDL.
+ */
+/* @{ */
+
+/**
+ * Dynamically load the Vulkan loader library.
+ *
+ * This should be called after initializing the video driver, but before
+ * creating any Vulkan windows. If no Vulkan loader library is loaded, the
+ * default library will be loaded upon creation of the first Vulkan window.
+ *
+ * It is fairly common for Vulkan applications to link with libvulkan instead
+ * of explicitly loading it at run time. This will work with SDL provided the
+ * application links to a dynamic library and both it and SDL use the same
+ * search path.
+ *
+ * If you specify a non-NULL `path`, an application should retrieve all of the
+ * Vulkan functions it uses from the dynamic library using
+ * SDL_Vulkan_GetVkGetInstanceProcAddr unless you can guarantee `path` points
+ * to the same vulkan loader library the application linked to.
+ *
+ * On Apple devices, if `path` is NULL, SDL will attempt to find the
+ * `vkGetInstanceProcAddr` address within all the Mach-O images of the current
+ * process. This is because it is fairly common for Vulkan applications to
+ * link with libvulkan (and historically MoltenVK was provided as a static
+ * library). If it is not found, on macOS, SDL will attempt to load
+ * `vulkan.framework/vulkan`, `libvulkan.1.dylib`,
+ * `MoltenVK.framework/MoltenVK`, and `libMoltenVK.dylib`, in that order. On
+ * iOS, SDL will attempt to load `libMoltenVK.dylib`. Applications using a
+ * dynamic framework or .dylib must ensure it is included in its application
+ * bundle.
+ *
+ * On non-Apple devices, application linking with a static libvulkan is not
+ * supported. Either do not link to the Vulkan loader or link to a dynamic
+ * library version.
+ *
+ * \param path The platform dependent Vulkan loader library name or NULL
+ * \returns 0 on success or -1 if the library couldn't be loaded; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.6.
+ *
+ * \sa SDL_Vulkan_GetVkInstanceProcAddr
+ * \sa SDL_Vulkan_UnloadLibrary
+ */
+extern DECLSPEC int SDLCALL SDL_Vulkan_LoadLibrary(const char *path);
+
+/**
+ * Get the address of the `vkGetInstanceProcAddr` function.
+ *
+ * This should be called after either calling SDL_Vulkan_LoadLibrary() or
+ * creating an SDL_Window with the `SDL_WINDOW_VULKAN` flag.
+ *
+ * \returns the function pointer for `vkGetInstanceProcAddr` or NULL on error.
+ *
+ * \since This function is available since SDL 2.0.6.
+ */
+extern DECLSPEC void *SDLCALL SDL_Vulkan_GetVkGetInstanceProcAddr(void);
+
+/**
+ * Unload the Vulkan library previously loaded by SDL_Vulkan_LoadLibrary()
+ *
+ * \since This function is available since SDL 2.0.6.
+ *
+ * \sa SDL_Vulkan_LoadLibrary
+ */
+extern DECLSPEC void SDLCALL SDL_Vulkan_UnloadLibrary(void);
+
+/**
+ * Get the names of the Vulkan instance extensions needed to create a surface
+ * with SDL_Vulkan_CreateSurface.
+ *
+ * If `pNames` is NULL, then the number of required Vulkan instance extensions
+ * is returned in `pCount`. Otherwise, `pCount` must point to a variable set
+ * to the number of elements in the `pNames` array, and on return the variable
+ * is overwritten with the number of names actually written to `pNames`. If
+ * `pCount` is less than the number of required extensions, at most `pCount`
+ * structures will be written. If `pCount` is smaller than the number of
+ * required extensions, SDL_FALSE will be returned instead of SDL_TRUE, to
+ * indicate that not all the required extensions were returned.
+ *
+ * The `window` parameter is currently needed to be valid as of SDL 2.0.8,
+ * however, this parameter will likely be removed in future releases
+ *
+ * \param window A window for which the required Vulkan instance extensions
+ * should be retrieved (will be deprecated in a future release)
+ * \param pCount A pointer to an unsigned int corresponding to the number of
+ * extensions to be returned
+ * \param pNames NULL or a pointer to an array to be filled with required
+ * Vulkan instance extensions
+ * \returns SDL_TRUE on success, SDL_FALSE on error.
+ *
+ * \since This function is available since SDL 2.0.6.
+ *
+ * \sa SDL_Vulkan_CreateSurface
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_Vulkan_GetInstanceExtensions(SDL_Window *window,
+ unsigned int *pCount,
+ const char **pNames);
+
+/**
+ * Create a Vulkan rendering surface for a window.
+ *
+ * The `window` must have been created with the `SDL_WINDOW_VULKAN` flag and
+ * `instance` must have been created with extensions returned by
+ * SDL_Vulkan_GetInstanceExtensions() enabled.
+ *
+ * \param window The window to which to attach the Vulkan surface
+ * \param instance The Vulkan instance handle
+ * \param surface A pointer to a VkSurfaceKHR handle to output the newly
+ * created surface
+ * \returns SDL_TRUE on success, SDL_FALSE on error.
+ *
+ * \since This function is available since SDL 2.0.6.
+ *
+ * \sa SDL_Vulkan_GetInstanceExtensions
+ * \sa SDL_Vulkan_GetDrawableSize
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_Vulkan_CreateSurface(SDL_Window *window,
+ VkInstance instance,
+ VkSurfaceKHR* surface);
+
+/**
+ * Get the size of the window's underlying drawable dimensions in pixels.
+ *
+ * This may differ from SDL_GetWindowSize() if we're rendering to a high-DPI
+ * drawable, i.e. the window was created with `SDL_WINDOW_ALLOW_HIGHDPI` on a
+ * platform with high-DPI support (Apple calls this "Retina"), and not
+ * disabled by the `SDL_HINT_VIDEO_HIGHDPI_DISABLED` hint.
+ *
+ * \param window an SDL_Window for which the size is to be queried
+ * \param w Pointer to the variable to write the width to or NULL
+ * \param h Pointer to the variable to write the height to or NULL
+ *
+ * \since This function is available since SDL 2.0.6.
+ *
+ * \sa SDL_GetWindowSize
+ * \sa SDL_CreateWindow
+ * \sa SDL_Vulkan_CreateSurface
+ */
+extern DECLSPEC void SDLCALL SDL_Vulkan_GetDrawableSize(SDL_Window * window,
+ int *w, int *h);
+
+/* @} *//* Vulkan support functions */
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_vulkan_h_ */
diff --git a/bsp/simulator/SDL2-2.0.7/include/begin_code.h b/bsp/simulator/SDL2/include/begin_code.h
index 5372d6f04d..63f064b6f8 100644
--- a/bsp/simulator/SDL2-2.0.7/include/begin_code.h
+++ b/bsp/simulator/SDL2/include/begin_code.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -51,15 +51,11 @@
/* Some compilers use a special export keyword */
#ifndef DECLSPEC
-# if defined(__WIN32__) || defined(__WINRT__)
-# ifdef __BORLANDC__
-# ifdef BUILD_SDL
-# define DECLSPEC
-# else
-# define DECLSPEC __declspec(dllimport)
-# endif
-# else
+# if defined(__WIN32__) || defined(__WINRT__) || defined(__CYGWIN__)
+# ifdef DLL_EXPORT
# define DECLSPEC __declspec(dllexport)
+# else
+# define DECLSPEC
# endif
# elif defined(__OS2__)
# ifdef BUILD_SDL
@@ -105,6 +101,9 @@
#ifdef _MSC_VER
#pragma warning(disable: 4103)
#endif
+#ifdef __clang__
+#pragma clang diagnostic ignored "-Wpragma-pack"
+#endif
#ifdef __BORLANDC__
#pragma nopackwarning
#endif
@@ -165,3 +164,24 @@
#endif
#endif /* NULL */
#endif /* ! Mac OS X - breaks precompiled headers */
+
+#ifndef SDL_FALLTHROUGH
+#if (defined(__cplusplus) && __cplusplus >= 201703L) || \
+ (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 202000L)
+#define SDL_FALLTHROUGH [[fallthrough]]
+#else
+#if defined(__has_attribute)
+#define _HAS_FALLTHROUGH __has_attribute(__fallthrough__)
+#else
+#define _HAS_FALLTHROUGH 0
+#endif /* __has_attribute */
+#if _HAS_FALLTHROUGH && \
+ ((defined(__GNUC__) && __GNUC__ >= 7) || \
+ (defined(__clang_major__) && __clang_major__ >= 10))
+#define SDL_FALLTHROUGH __attribute__((__fallthrough__))
+#else
+#define SDL_FALLTHROUGH do {} while (0) /* fallthrough */
+#endif /* _HAS_FALLTHROUGH */
+#undef _HAS_FALLTHROUGH
+#endif /* C++17 or C2x */
+#endif /* SDL_FALLTHROUGH not defined */
diff --git a/bsp/simulator/SDL2-2.0.7/include/close_code.h b/bsp/simulator/SDL2/include/close_code.h
index 2a352dbb9e..dc73432f62 100644
--- a/bsp/simulator/SDL2-2.0.7/include/close_code.h
+++ b/bsp/simulator/SDL2/include/close_code.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2017 Sam Lantinga <[email protected]>
+ Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -26,6 +26,9 @@
* after you finish any function and structure declarations in your headers
*/
+#ifndef _begin_code_h
+#error close_code.h included without matching begin_code.h
+#endif
#undef _begin_code_h
/* Reset structure packing at previous byte alignment */
diff --git a/bsp/simulator/SDL2/lib/x86/SDL2.dll b/bsp/simulator/SDL2/lib/x86/SDL2.dll
new file mode 100644
index 0000000000..343dd68c60
--- /dev/null
+++ b/bsp/simulator/SDL2/lib/x86/SDL2.dll
Binary files differ
diff --git a/bsp/simulator/SDL2/lib/x86/SDL2.lib b/bsp/simulator/SDL2/lib/x86/SDL2.lib
new file mode 100644
index 0000000000..3bdbc5e79a
--- /dev/null
+++ b/bsp/simulator/SDL2/lib/x86/SDL2.lib
Binary files differ
diff --git a/bsp/simulator/SDL2/lib/x86/SDL2main.lib b/bsp/simulator/SDL2/lib/x86/SDL2main.lib
new file mode 100644
index 0000000000..e0a02e329e
--- /dev/null
+++ b/bsp/simulator/SDL2/lib/x86/SDL2main.lib
Binary files differ
diff --git a/bsp/simulator/SDL2/lib/x86/SDL2test.lib b/bsp/simulator/SDL2/lib/x86/SDL2test.lib
new file mode 100644
index 0000000000..a0b45707f6
--- /dev/null
+++ b/bsp/simulator/SDL2/lib/x86/SDL2test.lib
Binary files differ
diff --git a/bsp/simulator/drivers/SConscript b/bsp/simulator/drivers/SConscript
index 731b577fd3..ab6d4fdf56 100644
--- a/bsp/simulator/drivers/SConscript
+++ b/bsp/simulator/drivers/SConscript
@@ -31,8 +31,8 @@ if GetDepend('PKG_USING_GUIENGINE') == False:
else:
LIBS.append('SDL2')
if sys.platform == 'win32':
- LIBPATH.append(os.path.abspath(os.path.join(cwd, '../SDL2-2.0.7/lib/x86')))
- CPPPATH.append(os.path.abspath(os.path.join(cwd, '../SDL2-2.0.7/include')))
+ LIBPATH.append(os.path.abspath(os.path.join(cwd, '../SDL2/lib/x86')))
+ CPPPATH.append(os.path.abspath(os.path.join(cwd, '../SDL2/include')))
if GetDepend('RT_USING_DFS') == False or GetDepend('RT_USING_DFS_ELMFAT') == False:
SrcRemove(src, 'sd_sim.c')