alphatau 0.1.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- checksums.yaml +7 -0
- data/Rakefile +11 -0
- data/bin/console +14 -0
- data/bin/setup +8 -0
- data/ext/alphatau/native/alphatau_native.cpp +141 -0
- data/ext/alphatau/native/extconf.rb +18 -0
- data/ext/alphatau/native/sdl/Android.mk +110 -0
- data/ext/alphatau/native/sdl/BUGS.txt +16 -0
- data/ext/alphatau/native/sdl/CMakeLists.txt +1877 -0
- data/ext/alphatau/native/sdl/COPYING.txt +20 -0
- data/ext/alphatau/native/sdl/CREDITS.txt +53 -0
- data/ext/alphatau/native/sdl/INSTALL.txt +40 -0
- data/ext/alphatau/native/sdl/Makefile.in +240 -0
- data/ext/alphatau/native/sdl/Makefile.minimal +44 -0
- data/ext/alphatau/native/sdl/Makefile.pandora +60 -0
- data/ext/alphatau/native/sdl/Makefile.psp +95 -0
- data/ext/alphatau/native/sdl/Makefile.wiz +80 -0
- data/ext/alphatau/native/sdl/README-SDL.txt +13 -0
- data/ext/alphatau/native/sdl/README.txt +21 -0
- data/ext/alphatau/native/sdl/SDL2.spec.in +118 -0
- data/ext/alphatau/native/sdl/SDL2Config.cmake +1 -0
- data/ext/alphatau/native/sdl/TODO.txt +10 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/SDL2-WinRT.nuspec +23 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/SDL2-WinRT.targets +38 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/SDL2main-WinRT-NonXAML.nuspec +22 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/SDL2main-WinRT-NonXAML.targets +10 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/UWP_VS2015/SDL-UWP.sln +34 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/UWP_VS2015/SDL-UWP.vcxproj +575 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/UWP_VS2015/SDL-UWP.vcxproj.filters +774 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/WinPhone81_VS2013/SDL-WinPhone81.sln +28 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/WinPhone81_VS2013/SDL-WinPhone81.vcxproj +466 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/WinPhone81_VS2013/SDL-WinPhone81.vcxproj.filters +735 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/WinRT81_VS2013/SDL-WinRT81.sln +34 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/WinRT81_VS2013/SDL-WinRT81.vcxproj +571 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/WinRT81_VS2013/SDL-WinRT81.vcxproj.filters +771 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/tests/loopwave/Assets/Logo.png +0 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/tests/loopwave/Assets/SmallLogo.png +0 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/tests/loopwave/Assets/SplashScreen.png +0 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/tests/loopwave/Assets/StoreLogo.png +0 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/tests/loopwave/Package.appxmanifest +42 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/tests/loopwave/loopwave_VS2012.vcxproj +170 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/tests/loopwave/loopwave_VS2012_TemporaryKey.pfx +0 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/tests/testthread/Assets/Logo.png +0 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/tests/testthread/Assets/SmallLogo.png +0 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/tests/testthread/Assets/SplashScreen.png +0 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/tests/testthread/Assets/StoreLogo.png +0 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/tests/testthread/Package.appxmanifest +42 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/tests/testthread/testthread_VS2012.vcxproj +160 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/tests/testthread/testthread_VS2012_TemporaryKey.pfx +0 -0
- data/ext/alphatau/native/sdl/VisualC.html +146 -0
- data/ext/alphatau/native/sdl/VisualC/SDL.sln +291 -0
- data/ext/alphatau/native/sdl/VisualC/SDL/SDL.vcxproj +559 -0
- data/ext/alphatau/native/sdl/VisualC/SDL/SDL.vcxproj.filters +479 -0
- data/ext/alphatau/native/sdl/VisualC/SDLmain/SDLmain.vcxproj +162 -0
- data/ext/alphatau/native/sdl/VisualC/SDLtest/SDLtest.vcxproj +177 -0
- data/ext/alphatau/native/sdl/VisualC/clean.sh +4 -0
- data/ext/alphatau/native/sdl/VisualC/tests/checkkeys/checkkeys.vcxproj +218 -0
- data/ext/alphatau/native/sdl/VisualC/tests/controllermap/controllermap.vcxproj +259 -0
- data/ext/alphatau/native/sdl/VisualC/tests/loopwave/loopwave.vcxproj +229 -0
- data/ext/alphatau/native/sdl/VisualC/tests/testatomic/testatomic.vcxproj +203 -0
- data/ext/alphatau/native/sdl/VisualC/tests/testautomation/testautomation.vcxproj +230 -0
- data/ext/alphatau/native/sdl/VisualC/tests/testdraw2/testdraw2.vcxproj +209 -0
- data/ext/alphatau/native/sdl/VisualC/tests/testfile/testfile.vcxproj +203 -0
- data/ext/alphatau/native/sdl/VisualC/tests/testgamecontroller/testgamecontroller.vcxproj +259 -0
- data/ext/alphatau/native/sdl/VisualC/tests/testgesture/testgesture.vcxproj +203 -0
- data/ext/alphatau/native/sdl/VisualC/tests/testgl2/testgl2.vcxproj +213 -0
- data/ext/alphatau/native/sdl/VisualC/tests/testgles2/testgles2.vcxproj +209 -0
- data/ext/alphatau/native/sdl/VisualC/tests/testjoystick/testjoystick.vcxproj +203 -0
- data/ext/alphatau/native/sdl/VisualC/tests/testoverlay2/testoverlay2.vcxproj +224 -0
- data/ext/alphatau/native/sdl/VisualC/tests/testplatform/testplatform.vcxproj +231 -0
- data/ext/alphatau/native/sdl/VisualC/tests/testpower/testpower.vcxproj +203 -0
- data/ext/alphatau/native/sdl/VisualC/tests/testrendertarget/testrendertarget.vcxproj +247 -0
- data/ext/alphatau/native/sdl/VisualC/tests/testrumble/testrumble.vcxproj +203 -0
- data/ext/alphatau/native/sdl/VisualC/tests/testscale/testscale.vcxproj +247 -0
- data/ext/alphatau/native/sdl/VisualC/tests/testshape/testshape.vcxproj +203 -0
- data/ext/alphatau/native/sdl/VisualC/tests/testsprite2/testsprite2.vcxproj +229 -0
- data/ext/alphatau/native/sdl/VisualC/tests/testvulkan/testvulkan.vcxproj +203 -0
- data/ext/alphatau/native/sdl/VisualC/tests/testyuv/testyuv.vcxproj +233 -0
- data/ext/alphatau/native/sdl/VisualC/visualtest/unittest/testquit/testquit_VS2012.vcxproj +216 -0
- data/ext/alphatau/native/sdl/VisualC/visualtest/visualtest_VS2012.vcxproj +304 -0
- data/ext/alphatau/native/sdl/WhatsNew.txt +401 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Demos/Default.png +0 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Demos/Demos.xcodeproj/project.pbxproj +1299 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Demos/Icon.png +0 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Demos/Info.plist +32 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Demos/README +43 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Demos/data/bitmapfont/kromasky_16x16.bmp +0 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Demos/data/bitmapfont/license.txt +258 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Demos/data/drums/ds_brush_snare.wav +0 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Demos/data/drums/ds_china.wav +0 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Demos/data/drums/ds_kick_big_amb.wav +0 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Demos/data/drums/ds_loose_skin_mute.wav +0 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Demos/data/icon.bmp +0 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Demos/data/ship.bmp +0 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Demos/data/space.bmp +0 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Demos/data/stroke.bmp +0 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Demos/iOS Launch Screen.storyboard +40 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Demos/src/accelerometer.c +226 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Demos/src/common.c +56 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Demos/src/common.h +10 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Demos/src/fireworks.c +474 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Demos/src/happy.c +180 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Demos/src/keyboard.c +301 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Demos/src/mixer.c +344 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Demos/src/rectangles.c +92 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Demos/src/touch.c +129 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/SDL/SDL.xcodeproj/project.pbxproj +2047 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/SDLtest/SDL2test.xcodeproj/project.pbxproj +422 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Template/SDL iOS Application/Default-568h@2x.png +0 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Template/SDL iOS Application/Default.png +0 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Template/SDL iOS Application/Icon.png +0 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Template/SDL iOS Application/Info.plist +28 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Template/SDL iOS Application/___PROJECTNAME___.xcodeproj/TemplateIcon.icns +0 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Template/SDL iOS Application/___PROJECTNAME___.xcodeproj/TemplateInfo.plist +10 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Template/SDL iOS Application/___PROJECTNAME___.xcodeproj/project.pbxproj +308 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Template/SDL iOS Application/___PROJECTNAME___.xcodeproj/project.xcworkspace/contents.xcworkspacedata +7 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Template/SDL iOS Application/main.c +100 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Test/Info.plist +26 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Test/README +11 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Test/TestiPhoneOS.xcodeproj/project.pbxproj +3095 -0
- data/ext/alphatau/native/sdl/Xcode/SDL/Info-Framework.plist +28 -0
- data/ext/alphatau/native/sdl/Xcode/SDL/SDL.xcodeproj/project.pbxproj +3384 -0
- data/ext/alphatau/native/sdl/Xcode/SDL/pkg-support/SDL.info +15 -0
- data/ext/alphatau/native/sdl/Xcode/SDL/pkg-support/resources/License.txt +19 -0
- data/ext/alphatau/native/sdl/Xcode/SDL/pkg-support/resources/ReadMe.txt +32 -0
- data/ext/alphatau/native/sdl/Xcode/SDL/pkg-support/resources/SDL_DS_Store +0 -0
- data/ext/alphatau/native/sdl/Xcode/SDL/pkg-support/sdl_logo.pdf +0 -0
- data/ext/alphatau/native/sdl/Xcode/SDLTest/SDLTest.xcodeproj/project.pbxproj +4995 -0
- data/ext/alphatau/native/sdl/Xcode/SDLTest/TestDropFile-Info.plist +35 -0
- data/ext/alphatau/native/sdl/Xcode/XcodeDocSet/Doxyfile +1558 -0
- data/ext/alphatau/native/sdl/acinclude/ac_check_define.m4 +14 -0
- data/ext/alphatau/native/sdl/acinclude/alsa.m4 +145 -0
- data/ext/alphatau/native/sdl/acinclude/ax_check_compiler_flags.m4 +76 -0
- data/ext/alphatau/native/sdl/acinclude/ax_gcc_archflag.m4 +215 -0
- data/ext/alphatau/native/sdl/acinclude/ax_gcc_x86_cpuid.m4.htm +79 -0
- data/ext/alphatau/native/sdl/acinclude/esd.m4 +168 -0
- data/ext/alphatau/native/sdl/acinclude/libtool.m4 +7998 -0
- data/ext/alphatau/native/sdl/acinclude/ltoptions.m4 +384 -0
- data/ext/alphatau/native/sdl/acinclude/ltsugar.m4 +123 -0
- data/ext/alphatau/native/sdl/acinclude/ltversion.m4 +23 -0
- data/ext/alphatau/native/sdl/acinclude/lt~obsolete.m4 +98 -0
- data/ext/alphatau/native/sdl/android-project-ant/AndroidManifest.xml +1 -0
- data/ext/alphatau/native/sdl/android-project-ant/ant.properties +17 -0
- data/ext/alphatau/native/sdl/android-project-ant/build.properties +17 -0
- data/ext/alphatau/native/sdl/android-project-ant/build.xml +93 -0
- data/ext/alphatau/native/sdl/android-project-ant/default.properties +11 -0
- data/ext/alphatau/native/sdl/android-project-ant/jni/Android.mk +1 -0
- data/ext/alphatau/native/sdl/android-project-ant/jni/Application.mk +10 -0
- data/ext/alphatau/native/sdl/android-project-ant/jni/src/Android.mk +18 -0
- data/ext/alphatau/native/sdl/android-project-ant/jni/src/Android_static.mk +12 -0
- data/ext/alphatau/native/sdl/android-project-ant/proguard-project.txt +20 -0
- data/ext/alphatau/native/sdl/android-project-ant/project.properties +14 -0
- data/ext/alphatau/native/sdl/android-project-ant/res/drawable-hdpi/ic_launcher.png +0 -0
- data/ext/alphatau/native/sdl/android-project-ant/res/drawable-mdpi/ic_launcher.png +0 -0
- data/ext/alphatau/native/sdl/android-project-ant/res/drawable-xhdpi/ic_launcher.png +0 -0
- data/ext/alphatau/native/sdl/android-project-ant/res/drawable-xxhdpi/ic_launcher.png +0 -0
- data/ext/alphatau/native/sdl/android-project-ant/res/layout/main.xml +13 -0
- data/ext/alphatau/native/sdl/android-project-ant/res/values/strings.xml +4 -0
- data/ext/alphatau/native/sdl/android-project-ant/src +1 -0
- data/ext/alphatau/native/sdl/android-project/app/build.gradle +69 -0
- data/ext/alphatau/native/sdl/android-project/app/jni/Android.mk +1 -0
- data/ext/alphatau/native/sdl/android-project/app/jni/Application.mk +9 -0
- data/ext/alphatau/native/sdl/android-project/app/jni/src/Android.mk +18 -0
- data/ext/alphatau/native/sdl/android-project/app/proguard-rules.pro +17 -0
- data/ext/alphatau/native/sdl/android-project/app/src/main/AndroidManifest.xml +77 -0
- data/ext/alphatau/native/sdl/android-project/app/src/main/java/org/libsdl/app/HIDDevice.java +19 -0
- data/ext/alphatau/native/sdl/android-project/app/src/main/java/org/libsdl/app/HIDDeviceBLESteamController.java +640 -0
- data/ext/alphatau/native/sdl/android-project/app/src/main/java/org/libsdl/app/HIDDeviceManager.java +624 -0
- data/ext/alphatau/native/sdl/android-project/app/src/main/java/org/libsdl/app/HIDDeviceUSB.java +298 -0
- data/ext/alphatau/native/sdl/android-project/app/src/main/java/org/libsdl/app/SDL.java +37 -0
- data/ext/alphatau/native/sdl/android-project/app/src/main/java/org/libsdl/app/SDLActivity.java +2103 -0
- data/ext/alphatau/native/sdl/android-project/app/src/main/java/org/libsdl/app/SDLAudioManager.java +178 -0
- data/ext/alphatau/native/sdl/android-project/app/src/main/java/org/libsdl/app/SDLControllerManager.java +812 -0
- data/ext/alphatau/native/sdl/android-project/app/src/main/res/mipmap-hdpi/ic_launcher.png +0 -0
- data/ext/alphatau/native/sdl/android-project/app/src/main/res/mipmap-mdpi/ic_launcher.png +0 -0
- data/ext/alphatau/native/sdl/android-project/app/src/main/res/mipmap-xhdpi/ic_launcher.png +0 -0
- data/ext/alphatau/native/sdl/android-project/app/src/main/res/mipmap-xxhdpi/ic_launcher.png +0 -0
- data/ext/alphatau/native/sdl/android-project/app/src/main/res/mipmap-xxxhdpi/ic_launcher.png +0 -0
- data/ext/alphatau/native/sdl/android-project/app/src/main/res/values/colors.xml +6 -0
- data/ext/alphatau/native/sdl/android-project/app/src/main/res/values/strings.xml +3 -0
- data/ext/alphatau/native/sdl/android-project/app/src/main/res/values/styles.xml +8 -0
- data/ext/alphatau/native/sdl/android-project/build.gradle +23 -0
- data/ext/alphatau/native/sdl/android-project/gradle.properties +17 -0
- data/ext/alphatau/native/sdl/android-project/gradle/wrapper/gradle-wrapper.jar +0 -0
- data/ext/alphatau/native/sdl/android-project/gradle/wrapper/gradle-wrapper.properties +6 -0
- data/ext/alphatau/native/sdl/android-project/gradlew +160 -0
- data/ext/alphatau/native/sdl/android-project/gradlew.bat +90 -0
- data/ext/alphatau/native/sdl/android-project/settings.gradle +1 -0
- data/ext/alphatau/native/sdl/autogen.sh +23 -0
- data/ext/alphatau/native/sdl/build-scripts/androidbuild.sh +100 -0
- data/ext/alphatau/native/sdl/build-scripts/androidbuildlibs.sh +74 -0
- data/ext/alphatau/native/sdl/build-scripts/checker-buildbot.sh +103 -0
- data/ext/alphatau/native/sdl/build-scripts/config.guess +1476 -0
- data/ext/alphatau/native/sdl/build-scripts/config.sub +1868 -0
- data/ext/alphatau/native/sdl/build-scripts/config.sub.patch +72 -0
- data/ext/alphatau/native/sdl/build-scripts/emscripten-buildbot.sh +77 -0
- data/ext/alphatau/native/sdl/build-scripts/g++-fat.sh +101 -0
- data/ext/alphatau/native/sdl/build-scripts/gcc-fat.sh +102 -0
- data/ext/alphatau/native/sdl/build-scripts/install-sh +323 -0
- data/ext/alphatau/native/sdl/build-scripts/iosbuild.sh +188 -0
- data/ext/alphatau/native/sdl/build-scripts/ltmain.sh +9658 -0
- data/ext/alphatau/native/sdl/build-scripts/mkinstalldirs +99 -0
- data/ext/alphatau/native/sdl/build-scripts/nacl-buildbot.sh +61 -0
- data/ext/alphatau/native/sdl/build-scripts/naclbuild.sh +105 -0
- data/ext/alphatau/native/sdl/build-scripts/raspberrypi-buildbot.sh +60 -0
- data/ext/alphatau/native/sdl/build-scripts/showrev.sh +5 -0
- data/ext/alphatau/native/sdl/build-scripts/strip_fPIC.sh +21 -0
- data/ext/alphatau/native/sdl/build-scripts/update-copyright.sh +8 -0
- data/ext/alphatau/native/sdl/build-scripts/updaterev.sh +20 -0
- data/ext/alphatau/native/sdl/build-scripts/windows-buildbot-zipper.bat +40 -0
- data/ext/alphatau/native/sdl/build-scripts/winrtbuild.bat +8 -0
- data/ext/alphatau/native/sdl/build-scripts/winrtbuild.ps1 +302 -0
- data/ext/alphatau/native/sdl/cmake/macros.cmake +73 -0
- data/ext/alphatau/native/sdl/cmake/sdlchecks.cmake +1184 -0
- data/ext/alphatau/native/sdl/cmake_uninstall.cmake.in +18 -0
- data/ext/alphatau/native/sdl/configure +27540 -0
- data/ext/alphatau/native/sdl/configure.in +4236 -0
- data/ext/alphatau/native/sdl/debian/changelog +114 -0
- data/ext/alphatau/native/sdl/debian/compat +1 -0
- data/ext/alphatau/native/sdl/debian/control +76 -0
- data/ext/alphatau/native/sdl/debian/copyright +351 -0
- data/ext/alphatau/native/sdl/debian/docs +4 -0
- data/ext/alphatau/native/sdl/debian/libsdl2-dev.install +8 -0
- data/ext/alphatau/native/sdl/debian/libsdl2-dev.manpages +1 -0
- data/ext/alphatau/native/sdl/debian/libsdl2.install +1 -0
- data/ext/alphatau/native/sdl/debian/rules +41 -0
- data/ext/alphatau/native/sdl/debian/sdl2-config.1 +86 -0
- data/ext/alphatau/native/sdl/debian/source/format +1 -0
- data/ext/alphatau/native/sdl/debian/watch +2 -0
- data/ext/alphatau/native/sdl/docs/README-android.md +432 -0
- data/ext/alphatau/native/sdl/docs/README-cmake.md +32 -0
- data/ext/alphatau/native/sdl/docs/README-directfb.md +107 -0
- data/ext/alphatau/native/sdl/docs/README-dynapi.md +130 -0
- data/ext/alphatau/native/sdl/docs/README-emscripten.md +35 -0
- data/ext/alphatau/native/sdl/docs/README-gesture.md +71 -0
- data/ext/alphatau/native/sdl/docs/README-hg.md +22 -0
- data/ext/alphatau/native/sdl/docs/README-ios.md +284 -0
- data/ext/alphatau/native/sdl/docs/README-linux.md +90 -0
- data/ext/alphatau/native/sdl/docs/README-macosx.md +240 -0
- data/ext/alphatau/native/sdl/docs/README-nacl.md +103 -0
- data/ext/alphatau/native/sdl/docs/README-pandora.md +17 -0
- data/ext/alphatau/native/sdl/docs/README-platforms.md +8 -0
- data/ext/alphatau/native/sdl/docs/README-porting.md +68 -0
- data/ext/alphatau/native/sdl/docs/README-psp.md +19 -0
- data/ext/alphatau/native/sdl/docs/README-raspberrypi.md +188 -0
- data/ext/alphatau/native/sdl/docs/README-touch.md +86 -0
- data/ext/alphatau/native/sdl/docs/README-wince.md +10 -0
- data/ext/alphatau/native/sdl/docs/README-windows.md +45 -0
- data/ext/alphatau/native/sdl/docs/README-winrt.md +544 -0
- data/ext/alphatau/native/sdl/docs/README.md +63 -0
- data/ext/alphatau/native/sdl/docs/doxyfile +1560 -0
- data/ext/alphatau/native/sdl/include/SDL.h +135 -0
- data/ext/alphatau/native/sdl/include/SDL_assert.h +291 -0
- data/ext/alphatau/native/sdl/include/SDL_atomic.h +277 -0
- data/ext/alphatau/native/sdl/include/SDL_audio.h +825 -0
- data/ext/alphatau/native/sdl/include/SDL_bits.h +112 -0
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- data/ext/alphatau/native/sdl/src/test/SDL_test_imagePrimitives.c +514 -0
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- data/ext/alphatau/native/sdl/src/thread/stdcpp/SDL_systhread_c.h +26 -0
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- data/ext/alphatau/native/sdl/src/timer/windows/SDL_systimer.c +200 -0
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- data/ext/alphatau/native/sdl/src/video/SDL_blit_A.c +1388 -0
- data/ext/alphatau/native/sdl/src/video/SDL_blit_N.c +2647 -0
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- data/ext/alphatau/native/sdl/src/video/android/SDL_androidmouse.h +33 -0
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- data/ext/alphatau/native/sdl/src/video/cocoa/SDL_cocoawindow.h +155 -0
- data/ext/alphatau/native/sdl/src/video/cocoa/SDL_cocoawindow.m +1885 -0
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- data/ext/alphatau/native/sdl/src/video/directfb/SDL_DirectFB_WM.h +56 -0
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- data/ext/alphatau/native/sdl/src/video/directfb/SDL_DirectFB_modes.h +59 -0
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- data/ext/alphatau/native/sdl/src/video/directfb/SDL_DirectFB_mouse.h +44 -0
- data/ext/alphatau/native/sdl/src/video/directfb/SDL_DirectFB_opengl.c +332 -0
- data/ext/alphatau/native/sdl/src/video/directfb/SDL_DirectFB_opengl.h +64 -0
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- data/ext/alphatau/native/sdl/src/video/directfb/SDL_DirectFB_render.h +25 -0
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- data/ext/alphatau/native/sdl/src/video/directfb/SDL_DirectFB_window.c +565 -0
- data/ext/alphatau/native/sdl/src/video/directfb/SDL_DirectFB_window.h +82 -0
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- data/ext/alphatau/native/sdl/src/video/emscripten/SDL_emscriptenframebuffer.h +32 -0
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- data/ext/alphatau/native/sdl/src/video/emscripten/SDL_emscriptenmouse.h +42 -0
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- data/ext/alphatau/native/sdl/src/video/emscripten/SDL_emscriptenvideo.h +58 -0
- data/ext/alphatau/native/sdl/src/video/haiku/SDL_BWin.h +679 -0
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- data/ext/alphatau/native/sdl/src/video/haiku/SDL_bclipboard.h +33 -0
- data/ext/alphatau/native/sdl/src/video/haiku/SDL_bevents.cc +41 -0
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- data/ext/alphatau/native/sdl/src/video/khronos/EGL/eglext.h +1241 -0
- data/ext/alphatau/native/sdl/src/video/khronos/EGL/eglplatform.h +132 -0
- data/ext/alphatau/native/sdl/src/video/khronos/GLES2/gl2.h +675 -0
- data/ext/alphatau/native/sdl/src/video/khronos/GLES2/gl2ext.h +3505 -0
- data/ext/alphatau/native/sdl/src/video/khronos/GLES2/gl2platform.h +38 -0
- data/ext/alphatau/native/sdl/src/video/khronos/KHR/khrplatform.h +284 -0
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- data/ext/alphatau/native/sdl/src/video/kmsdrm/SDL_kmsdrmdyn.c +171 -0
- data/ext/alphatau/native/sdl/src/video/kmsdrm/SDL_kmsdrmdyn.h +53 -0
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- data/ext/alphatau/native/sdl/src/video/kmsdrm/SDL_kmsdrmmouse.h +45 -0
- data/ext/alphatau/native/sdl/src/video/kmsdrm/SDL_kmsdrmopengles.c +189 -0
- data/ext/alphatau/native/sdl/src/video/kmsdrm/SDL_kmsdrmopengles.h +48 -0
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- data/ext/alphatau/native/sdl/src/video/kmsdrm/SDL_kmsdrmvideo.c +664 -0
- data/ext/alphatau/native/sdl/src/video/kmsdrm/SDL_kmsdrmvideo.h +124 -0
- data/ext/alphatau/native/sdl/src/video/mir/SDL_mirdyn.c +170 -0
- data/ext/alphatau/native/sdl/src/video/mir/SDL_mirdyn.h +53 -0
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- data/ext/alphatau/native/sdl/src/video/mir/SDL_mirevents.h +37 -0
- data/ext/alphatau/native/sdl/src/video/mir/SDL_mirframebuffer.c +134 -0
- data/ext/alphatau/native/sdl/src/video/mir/SDL_mirframebuffer.h +47 -0
- data/ext/alphatau/native/sdl/src/video/mir/SDL_mirmouse.c +292 -0
- data/ext/alphatau/native/sdl/src/video/mir/SDL_mirmouse.h +37 -0
- data/ext/alphatau/native/sdl/src/video/mir/SDL_miropengl.c +78 -0
- data/ext/alphatau/native/sdl/src/video/mir/SDL_miropengl.h +53 -0
- data/ext/alphatau/native/sdl/src/video/mir/SDL_mirsym.h +143 -0
- data/ext/alphatau/native/sdl/src/video/mir/SDL_mirvideo.c +423 -0
- data/ext/alphatau/native/sdl/src/video/mir/SDL_mirvideo.h +49 -0
- data/ext/alphatau/native/sdl/src/video/mir/SDL_mirvulkan.c +176 -0
- data/ext/alphatau/native/sdl/src/video/mir/SDL_mirvulkan.h +52 -0
- data/ext/alphatau/native/sdl/src/video/mir/SDL_mirwindow.c +374 -0
- data/ext/alphatau/native/sdl/src/video/mir/SDL_mirwindow.h +93 -0
- data/ext/alphatau/native/sdl/src/video/nacl/SDL_naclevents.c +438 -0
- data/ext/alphatau/native/sdl/src/video/nacl/SDL_naclevents_c.h +30 -0
- data/ext/alphatau/native/sdl/src/video/nacl/SDL_naclglue.c +24 -0
- data/ext/alphatau/native/sdl/src/video/nacl/SDL_naclopengles.c +174 -0
- data/ext/alphatau/native/sdl/src/video/nacl/SDL_naclopengles.h +38 -0
- data/ext/alphatau/native/sdl/src/video/nacl/SDL_naclvideo.c +183 -0
- data/ext/alphatau/native/sdl/src/video/nacl/SDL_naclvideo.h +67 -0
- data/ext/alphatau/native/sdl/src/video/nacl/SDL_naclwindow.c +79 -0
- data/ext/alphatau/native/sdl/src/video/nacl/SDL_naclwindow.h +32 -0
- data/ext/alphatau/native/sdl/src/video/pandora/SDL_pandora.c +838 -0
- data/ext/alphatau/native/sdl/src/video/pandora/SDL_pandora.h +101 -0
- data/ext/alphatau/native/sdl/src/video/pandora/SDL_pandora_events.c +38 -0
- data/ext/alphatau/native/sdl/src/video/pandora/SDL_pandora_events.h +25 -0
- data/ext/alphatau/native/sdl/src/video/psp/SDL_pspevents.c +290 -0
- data/ext/alphatau/native/sdl/src/video/psp/SDL_pspevents_c.h +31 -0
- data/ext/alphatau/native/sdl/src/video/psp/SDL_pspgl.c +210 -0
- data/ext/alphatau/native/sdl/src/video/psp/SDL_pspgl_c.h +54 -0
- data/ext/alphatau/native/sdl/src/video/psp/SDL_pspmouse.c +41 -0
- data/ext/alphatau/native/sdl/src/video/psp/SDL_pspmouse_c.h +24 -0
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- data/ext/alphatau/native/sdl/src/video/psp/SDL_pspvideo.h +102 -0
- data/ext/alphatau/native/sdl/src/video/qnx/gl.c +285 -0
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- data/ext/alphatau/native/sdl/src/video/qnx/sdl_qnx.h +48 -0
- data/ext/alphatau/native/sdl/src/video/qnx/video.c +364 -0
- data/ext/alphatau/native/sdl/src/video/raspberry/SDL_rpievents.c +45 -0
- data/ext/alphatau/native/sdl/src/video/raspberry/SDL_rpievents_c.h +31 -0
- data/ext/alphatau/native/sdl/src/video/raspberry/SDL_rpimouse.c +386 -0
- data/ext/alphatau/native/sdl/src/video/raspberry/SDL_rpimouse.h +43 -0
- data/ext/alphatau/native/sdl/src/video/raspberry/SDL_rpiopengles.c +71 -0
- data/ext/alphatau/native/sdl/src/video/raspberry/SDL_rpiopengles.h +49 -0
- data/ext/alphatau/native/sdl/src/video/raspberry/SDL_rpivideo.c +442 -0
- data/ext/alphatau/native/sdl/src/video/raspberry/SDL_rpivideo.h +104 -0
- data/ext/alphatau/native/sdl/src/video/sdlgenblit.pl +535 -0
- data/ext/alphatau/native/sdl/src/video/uikit/SDL_uikitappdelegate.h +47 -0
- data/ext/alphatau/native/sdl/src/video/uikit/SDL_uikitappdelegate.m +516 -0
- data/ext/alphatau/native/sdl/src/video/uikit/SDL_uikitclipboard.h +35 -0
- data/ext/alphatau/native/sdl/src/video/uikit/SDL_uikitclipboard.m +111 -0
- data/ext/alphatau/native/sdl/src/video/uikit/SDL_uikitevents.h +30 -0
- data/ext/alphatau/native/sdl/src/video/uikit/SDL_uikitevents.m +73 -0
- data/ext/alphatau/native/sdl/src/video/uikit/SDL_uikitmessagebox.h +31 -0
- data/ext/alphatau/native/sdl/src/video/uikit/SDL_uikitmessagebox.m +208 -0
- data/ext/alphatau/native/sdl/src/video/uikit/SDL_uikitmetalview.h +58 -0
- data/ext/alphatau/native/sdl/src/video/uikit/SDL_uikitmetalview.m +131 -0
- data/ext/alphatau/native/sdl/src/video/uikit/SDL_uikitmodes.h +54 -0
- data/ext/alphatau/native/sdl/src/video/uikit/SDL_uikitmodes.m +378 -0
- data/ext/alphatau/native/sdl/src/video/uikit/SDL_uikitopengles.h +40 -0
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- data/ext/alphatau/native/sdl/src/video/uikit/SDL_uikitopenglview.h +60 -0
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- data/ext/alphatau/native/sdl/src/video/uikit/SDL_uikitvideo.h +46 -0
- data/ext/alphatau/native/sdl/src/video/uikit/SDL_uikitvideo.m +249 -0
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- data/ext/alphatau/native/sdl/test/testsensor.c +117 -0
- data/ext/alphatau/native/sdl/test/testshader.c +500 -0
- data/ext/alphatau/native/sdl/test/testshape.c +200 -0
- data/ext/alphatau/native/sdl/test/testsprite2.c +409 -0
- data/ext/alphatau/native/sdl/test/testspriteminimal.c +194 -0
- data/ext/alphatau/native/sdl/test/teststreaming.c +190 -0
- data/ext/alphatau/native/sdl/test/testthread.c +130 -0
- data/ext/alphatau/native/sdl/test/testtimer.c +122 -0
- data/ext/alphatau/native/sdl/test/testver.c +47 -0
- data/ext/alphatau/native/sdl/test/testviewport.c +217 -0
- data/ext/alphatau/native/sdl/test/testvulkan.c +1201 -0
- data/ext/alphatau/native/sdl/test/testwm2.c +174 -0
- data/ext/alphatau/native/sdl/test/testyuv.bmp +0 -0
- data/ext/alphatau/native/sdl/test/testyuv.c +455 -0
- data/ext/alphatau/native/sdl/test/testyuv_cvt.c +300 -0
- data/ext/alphatau/native/sdl/test/testyuv_cvt.h +16 -0
- data/ext/alphatau/native/sdl/test/torturethread.c +113 -0
- data/ext/alphatau/native/sdl/test/utf8.txt +287 -0
- data/ext/alphatau/native/sdl/visualtest/COPYING.txt +18 -0
- data/ext/alphatau/native/sdl/visualtest/Makefile.in +37 -0
- data/ext/alphatau/native/sdl/visualtest/README.txt +214 -0
- data/ext/alphatau/native/sdl/visualtest/acinclude.m4 +359 -0
- data/ext/alphatau/native/sdl/visualtest/autogen.sh +12 -0
- data/ext/alphatau/native/sdl/visualtest/compile +1 -0
- data/ext/alphatau/native/sdl/visualtest/config.h +23 -0
- data/ext/alphatau/native/sdl/visualtest/config.h.in +22 -0
- data/ext/alphatau/native/sdl/visualtest/configs/testsprite2_blendmodes/testsprite2_blendmodes.actions +3 -0
- data/ext/alphatau/native/sdl/visualtest/configs/testsprite2_blendmodes/testsprite2_blendmodes.config +5 -0
- data/ext/alphatau/native/sdl/visualtest/configs/testsprite2_blendmodes/testsprite2_blendmodes.parameters +5 -0
- data/ext/alphatau/native/sdl/visualtest/configs/testsprite2_crashtest/testsprite2_crashtest.actions +1 -0
- data/ext/alphatau/native/sdl/visualtest/configs/testsprite2_crashtest/testsprite2_crashtest.config +5 -0
- data/ext/alphatau/native/sdl/visualtest/configs/testsprite2_crashtest/testsprite2_crashtest.parameters +24 -0
- data/ext/alphatau/native/sdl/visualtest/configs/testsprite2_fullscreen/testsprite2_fullscreen.actions +3 -0
- data/ext/alphatau/native/sdl/visualtest/configs/testsprite2_fullscreen/testsprite2_fullscreen.config +5 -0
- data/ext/alphatau/native/sdl/visualtest/configs/testsprite2_fullscreen/testsprite2_fullscreen.parameters +5 -0
- data/ext/alphatau/native/sdl/visualtest/configs/testsprite2_geometry/testsprite2_geometry.actions +3 -0
- data/ext/alphatau/native/sdl/visualtest/configs/testsprite2_geometry/testsprite2_geometry.config +5 -0
- data/ext/alphatau/native/sdl/visualtest/configs/testsprite2_geometry/testsprite2_geometry.parameters +5 -0
- data/ext/alphatau/native/sdl/visualtest/configure +5203 -0
- data/ext/alphatau/native/sdl/visualtest/configure.in +166 -0
- data/ext/alphatau/native/sdl/visualtest/depcomp +1 -0
- data/ext/alphatau/native/sdl/visualtest/docs/Doxyfile +1936 -0
- data/ext/alphatau/native/sdl/visualtest/include/SDL_visualtest_action_configparser.h +149 -0
- data/ext/alphatau/native/sdl/visualtest/include/SDL_visualtest_exhaustive_variator.h +64 -0
- data/ext/alphatau/native/sdl/visualtest/include/SDL_visualtest_harness_argparser.h +75 -0
- data/ext/alphatau/native/sdl/visualtest/include/SDL_visualtest_mischelper.h +28 -0
- data/ext/alphatau/native/sdl/visualtest/include/SDL_visualtest_parsehelper.h +46 -0
- data/ext/alphatau/native/sdl/visualtest/include/SDL_visualtest_process.h +112 -0
- data/ext/alphatau/native/sdl/visualtest/include/SDL_visualtest_random_variator.h +61 -0
- data/ext/alphatau/native/sdl/visualtest/include/SDL_visualtest_rwhelper.h +87 -0
- data/ext/alphatau/native/sdl/visualtest/include/SDL_visualtest_screenshot.h +52 -0
- data/ext/alphatau/native/sdl/visualtest/include/SDL_visualtest_sut_configparser.h +105 -0
- data/ext/alphatau/native/sdl/visualtest/include/SDL_visualtest_variator_common.h +122 -0
- data/ext/alphatau/native/sdl/visualtest/include/SDL_visualtest_variators.h +66 -0
- data/ext/alphatau/native/sdl/visualtest/install-sh +1 -0
- data/ext/alphatau/native/sdl/visualtest/launch_harness.cmd +2 -0
- data/ext/alphatau/native/sdl/visualtest/launch_harness.sh +6 -0
- data/ext/alphatau/native/sdl/visualtest/missing +1 -0
- data/ext/alphatau/native/sdl/visualtest/src/action_configparser.c +396 -0
- data/ext/alphatau/native/sdl/visualtest/src/harness_argparser.c +358 -0
- data/ext/alphatau/native/sdl/visualtest/src/linux/linux_process.c +199 -0
- data/ext/alphatau/native/sdl/visualtest/src/mischelper.c +28 -0
- data/ext/alphatau/native/sdl/visualtest/src/parsehelper.c +231 -0
- data/ext/alphatau/native/sdl/visualtest/src/rwhelper.c +131 -0
- data/ext/alphatau/native/sdl/visualtest/src/screenshot.c +136 -0
- data/ext/alphatau/native/sdl/visualtest/src/sut_configparser.c +232 -0
- data/ext/alphatau/native/sdl/visualtest/src/testharness.c +533 -0
- data/ext/alphatau/native/sdl/visualtest/src/variator_common.c +225 -0
- data/ext/alphatau/native/sdl/visualtest/src/variator_exhaustive.c +132 -0
- data/ext/alphatau/native/sdl/visualtest/src/variator_random.c +111 -0
- data/ext/alphatau/native/sdl/visualtest/src/variators.c +93 -0
- data/ext/alphatau/native/sdl/visualtest/src/windows/windows_process.c +284 -0
- data/ext/alphatau/native/sdl/visualtest/src/windows/windows_screenshot.c +349 -0
- data/ext/alphatau/native/sdl/visualtest/stamp-h1 +1 -0
- data/ext/alphatau/native/sdl/visualtest/testsprite2_sample.actions +3 -0
- data/ext/alphatau/native/sdl/visualtest/testsprite2_sample.config +6 -0
- data/ext/alphatau/native/sdl/visualtest/testsprite2_sample.parameters +29 -0
- data/ext/alphatau/native/sdl/visualtest/unittest/testquit.actions +1 -0
- data/ext/alphatau/native/sdl/visualtest/unittest/testquit.c +101 -0
- data/ext/alphatau/native/sdl/visualtest/unittest/testquit.config +5 -0
- data/ext/alphatau/native/sdl/visualtest/unittest/testquit.parameters +3 -0
- data/ext/alphatau/native/sdl/wayland-protocols/pointer-constraints-unstable-v1.xml +339 -0
- data/ext/alphatau/native/sdl/wayland-protocols/relative-pointer-unstable-v1.xml +136 -0
- data/ext/alphatau/native/sdl/wayland-protocols/wayland.xml +2746 -0
- data/ext/alphatau/native/sdl/wayland-protocols/xdg-shell-unstable-v6.xml +1044 -0
- data/ext/alphatau/native/sdl/wayland-protocols/xdg-shell.xml +1120 -0
- data/lib/alphatau.rb +12 -0
- data/lib/alphatau/version.rb +3 -0
- metadata +1465 -0
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Porting
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=======
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* Porting To A New Platform
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The first thing you have to do when porting to a new platform, is look at
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include/SDL_platform.h and create an entry there for your operating system.
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The standard format is "__PLATFORM__", where PLATFORM is the name of the OS.
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Ideally SDL_platform.h will be able to auto-detect the system it's building
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on based on C preprocessor symbols.
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There are two basic ways of building SDL at the moment:
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1. The "UNIX" way: ./configure; make; make install
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If you have a GNUish system, then you might try this. Edit configure.in,
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take a look at the large section labelled:
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"Set up the configuration based on the host platform!"
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Add a section for your platform, and then re-run autogen.sh and build!
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2. Using an IDE:
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If you're using an IDE or other non-configure build system, you'll probably
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want to create a custom SDL_config.h for your platform. Edit SDL_config.h,
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add a section for your platform, and create a custom SDL_config_{platform}.h,
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based on SDL_config_minimal.h and SDL_config.h.in
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Add the top level include directory to the header search path, and then add
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the following sources to the project:
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src/*.c
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src/atomic/*.c
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src/audio/*.c
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src/cpuinfo/*.c
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src/events/*.c
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src/file/*.c
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src/haptic/*.c
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src/joystick/*.c
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src/power/*.c
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src/render/*.c
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src/render/software/*.c
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src/stdlib/*.c
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src/thread/*.c
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src/timer/*.c
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src/video/*.c
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src/audio/disk/*.c
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src/audio/dummy/*.c
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src/filesystem/dummy/*.c
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src/video/dummy/*.c
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src/haptic/dummy/*.c
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src/joystick/dummy/*.c
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src/main/dummy/*.c
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src/thread/generic/*.c
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src/timer/dummy/*.c
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src/loadso/dummy/*.c
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Once you have a working library without any drivers, you can go back to each
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of the major subsystems and start implementing drivers for your platform.
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If you have any questions, don't hesitate to ask on the SDL mailing list:
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http://www.libsdl.org/mailing-list.php
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Enjoy!
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Sam Lantinga (slouken@libsdl.org)
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PSP
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======
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SDL port for the Sony PSP contributed by
|
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Captian Lex
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6
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Credit to
|
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Marcus R.Brown,Jim Paris,Matthew H for the original SDL 1.2 for PSP
|
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Geecko for his PSP GU lib "Glib2d"
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|
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Building
|
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--------
|
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To build for the PSP, make sure psp-config is in the path and run:
|
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make -f Makefile.psp
|
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To Do
|
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------
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PSP Screen Keyboard
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@@ -0,0 +1,188 @@
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Raspberry Pi
|
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================================================================================
|
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3
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+
|
|
4
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Requirements:
|
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5
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|
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Raspbian (other Linux distros may work as well).
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================================================================================
|
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Features
|
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================================================================================
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* Works without X11
|
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* Hardware accelerated OpenGL ES 2.x
|
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* Sound via ALSA
|
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* Input (mouse/keyboard/joystick) via EVDEV
|
|
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* Hotplugging of input devices via UDEV
|
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|
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18
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================================================================================
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Raspbian Build Dependencies
|
|
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================================================================================
|
|
22
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|
|
23
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sudo apt-get install libudev-dev libasound2-dev libdbus-1-dev
|
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|
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25
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You also need the VideoCore binary stuff that ships in /opt/vc for EGL and
|
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|
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OpenGL ES 2.x, it usually comes pre-installed, but in any case:
|
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|
|
28
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sudo apt-get install libraspberrypi0 libraspberrypi-bin libraspberrypi-dev
|
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29
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+
|
|
30
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+
|
|
31
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================================================================================
|
|
32
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NEON
|
|
33
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+
================================================================================
|
|
34
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+
|
|
35
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+
If your Pi has NEON support, make sure you add -mfpu=neon to your CFLAGS so
|
|
36
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+
that SDL will select some otherwise-disabled highly-optimized code. The
|
|
37
|
+
original Pi units don't have NEON, the Pi2 probably does, and the Pi3
|
|
38
|
+
definitely does.
|
|
39
|
+
|
|
40
|
+
================================================================================
|
|
41
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+
Cross compiling from x86 Linux
|
|
42
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================================================================================
|
|
43
|
+
|
|
44
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+
To cross compile SDL for Raspbian from your desktop machine, you'll need a
|
|
45
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+
Raspbian system root and the cross compilation tools. We'll assume these tools
|
|
46
|
+
will be placed in /opt/rpi-tools
|
|
47
|
+
|
|
48
|
+
sudo git clone --depth 1 https://github.com/raspberrypi/tools /opt/rpi-tools
|
|
49
|
+
|
|
50
|
+
You'll also need a Raspbian binary image.
|
|
51
|
+
Get it from: http://downloads.raspberrypi.org/raspbian_latest
|
|
52
|
+
After unzipping, you'll get file with a name like: "<date>-wheezy-raspbian.img"
|
|
53
|
+
Let's assume the sysroot will be built in /opt/rpi-sysroot.
|
|
54
|
+
|
|
55
|
+
export SYSROOT=/opt/rpi-sysroot
|
|
56
|
+
sudo kpartx -a -v <path_to_raspbian_image>.img
|
|
57
|
+
sudo mount -o loop /dev/mapper/loop0p2 /mnt
|
|
58
|
+
sudo cp -r /mnt $SYSROOT
|
|
59
|
+
sudo apt-get install qemu binfmt-support qemu-user-static
|
|
60
|
+
sudo cp /usr/bin/qemu-arm-static $SYSROOT/usr/bin
|
|
61
|
+
sudo mount --bind /dev $SYSROOT/dev
|
|
62
|
+
sudo mount --bind /proc $SYSROOT/proc
|
|
63
|
+
sudo mount --bind /sys $SYSROOT/sys
|
|
64
|
+
|
|
65
|
+
Now, before chrooting into the ARM sysroot, you'll need to apply a workaround,
|
|
66
|
+
edit $SYSROOT/etc/ld.so.preload and comment out all lines in it.
|
|
67
|
+
|
|
68
|
+
sudo chroot $SYSROOT
|
|
69
|
+
apt-get install libudev-dev libasound2-dev libdbus-1-dev libraspberrypi0 libraspberrypi-bin libraspberrypi-dev libx11-dev libxext-dev libxrandr-dev libxcursor-dev libxi-dev libxinerama-dev libxxf86vm-dev libxss-dev
|
|
70
|
+
exit
|
|
71
|
+
sudo umount $SYSROOT/dev
|
|
72
|
+
sudo umount $SYSROOT/proc
|
|
73
|
+
sudo umount $SYSROOT/sys
|
|
74
|
+
sudo umount /mnt
|
|
75
|
+
|
|
76
|
+
There's one more fix required, as the libdl.so symlink uses an absolute path
|
|
77
|
+
which doesn't quite work in our setup.
|
|
78
|
+
|
|
79
|
+
sudo rm -rf $SYSROOT/usr/lib/arm-linux-gnueabihf/libdl.so
|
|
80
|
+
sudo ln -s ../../../lib/arm-linux-gnueabihf/libdl.so.2 $SYSROOT/usr/lib/arm-linux-gnueabihf/libdl.so
|
|
81
|
+
|
|
82
|
+
The final step is compiling SDL itself.
|
|
83
|
+
|
|
84
|
+
export CC="/opt/rpi-tools/arm-bcm2708/gcc-linaro-arm-linux-gnueabihf-raspbian/bin/arm-linux-gnueabihf-gcc --sysroot=$SYSROOT -I$SYSROOT/opt/vc/include -I$SYSROOT/usr/include -I$SYSROOT/opt/vc/include/interface/vcos/pthreads -I$SYSROOT/opt/vc/include/interface/vmcs_host/linux"
|
|
85
|
+
cd <SDL SOURCE>
|
|
86
|
+
mkdir -p build;cd build
|
|
87
|
+
LDFLAGS="-L$SYSROOT/opt/vc/lib" ../configure --with-sysroot=$SYSROOT --host=arm-raspberry-linux-gnueabihf --prefix=$PWD/rpi-sdl2-installed --disable-pulseaudio --disable-esd
|
|
88
|
+
make
|
|
89
|
+
make install
|
|
90
|
+
|
|
91
|
+
To be able to deploy this to /usr/local in the Raspbian system you need to fix up a few paths:
|
|
92
|
+
|
|
93
|
+
perl -w -pi -e "s#$PWD/rpi-sdl2-installed#/usr/local#g;" ./rpi-sdl2-installed/lib/libSDL2.la ./rpi-sdl2-installed/lib/pkgconfig/sdl2.pc ./rpi-sdl2-installed/bin/sdl2-config
|
|
94
|
+
|
|
95
|
+
================================================================================
|
|
96
|
+
Apps don't work or poor video/audio performance
|
|
97
|
+
================================================================================
|
|
98
|
+
|
|
99
|
+
If you get sound problems, buffer underruns, etc, run "sudo rpi-update" to
|
|
100
|
+
update the RPi's firmware. Note that doing so will fix these problems, but it
|
|
101
|
+
will also render the CMA - Dynamic Memory Split functionality useless.
|
|
102
|
+
|
|
103
|
+
Also, by default the Raspbian distro configures the GPU RAM at 64MB, this is too
|
|
104
|
+
low in general, specially if a 1080p TV is hooked up.
|
|
105
|
+
|
|
106
|
+
See here how to configure this setting: http://elinux.org/RPiconfig
|
|
107
|
+
|
|
108
|
+
Using a fixed gpu_mem=128 is the best option (specially if you updated the
|
|
109
|
+
firmware, using CMA probably won't work, at least it's the current case).
|
|
110
|
+
|
|
111
|
+
================================================================================
|
|
112
|
+
No input
|
|
113
|
+
================================================================================
|
|
114
|
+
|
|
115
|
+
Make sure you belong to the "input" group.
|
|
116
|
+
|
|
117
|
+
sudo usermod -aG input `whoami`
|
|
118
|
+
|
|
119
|
+
================================================================================
|
|
120
|
+
No HDMI Audio
|
|
121
|
+
================================================================================
|
|
122
|
+
|
|
123
|
+
If you notice that ALSA works but there's no audio over HDMI, try adding:
|
|
124
|
+
|
|
125
|
+
hdmi_drive=2
|
|
126
|
+
|
|
127
|
+
to your config.txt file and reboot.
|
|
128
|
+
|
|
129
|
+
Reference: http://www.raspberrypi.org/phpBB3/viewtopic.php?t=5062
|
|
130
|
+
|
|
131
|
+
================================================================================
|
|
132
|
+
Text Input API support
|
|
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|
+
================================================================================
|
|
134
|
+
|
|
135
|
+
The Text Input API is supported, with translation of scan codes done via the
|
|
136
|
+
kernel symbol tables. For this to work, SDL needs access to a valid console.
|
|
137
|
+
If you notice there's no SDL_TEXTINPUT message being emitted, double check that
|
|
138
|
+
your app has read access to one of the following:
|
|
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|
+
|
|
140
|
+
* /proc/self/fd/0
|
|
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|
+
* /dev/tty
|
|
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|
+
* /dev/tty[0...6]
|
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|
+
* /dev/vc/0
|
|
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|
+
* /dev/console
|
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|
+
|
|
146
|
+
This is usually not a problem if you run from the physical terminal (as opposed
|
|
147
|
+
to running from a pseudo terminal, such as via SSH). If running from a PTS, a
|
|
148
|
+
quick workaround is to run your app as root or add yourself to the tty group,
|
|
149
|
+
then re-login to the system.
|
|
150
|
+
|
|
151
|
+
sudo usermod -aG tty `whoami`
|
|
152
|
+
|
|
153
|
+
The keyboard layout used by SDL is the same as the one the kernel uses.
|
|
154
|
+
To configure the layout on Raspbian:
|
|
155
|
+
|
|
156
|
+
sudo dpkg-reconfigure keyboard-configuration
|
|
157
|
+
|
|
158
|
+
To configure the locale, which controls which keys are interpreted as letters,
|
|
159
|
+
this determining the CAPS LOCK behavior:
|
|
160
|
+
|
|
161
|
+
sudo dpkg-reconfigure locales
|
|
162
|
+
|
|
163
|
+
================================================================================
|
|
164
|
+
OpenGL problems
|
|
165
|
+
================================================================================
|
|
166
|
+
|
|
167
|
+
If you have desktop OpenGL headers installed at build time in your RPi or cross
|
|
168
|
+
compilation environment, support for it will be built in. However, the chipset
|
|
169
|
+
does not actually have support for it, which causes issues in certain SDL apps
|
|
170
|
+
since the presence of OpenGL support supersedes the ES/ES2 variants.
|
|
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|
+
The workaround is to disable OpenGL at configuration time:
|
|
172
|
+
|
|
173
|
+
./configure --disable-video-opengl
|
|
174
|
+
|
|
175
|
+
Or if the application uses the Render functions, you can use the SDL_RENDER_DRIVER
|
|
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|
+
environment variable:
|
|
177
|
+
|
|
178
|
+
export SDL_RENDER_DRIVER=opengles2
|
|
179
|
+
|
|
180
|
+
================================================================================
|
|
181
|
+
Notes
|
|
182
|
+
================================================================================
|
|
183
|
+
|
|
184
|
+
* When launching apps remotely (via SSH), SDL can prevent local keystrokes from
|
|
185
|
+
leaking into the console only if it has root privileges. Launching apps locally
|
|
186
|
+
does not suffer from this issue.
|
|
187
|
+
|
|
188
|
+
|
|
@@ -0,0 +1,86 @@
|
|
|
1
|
+
Touch
|
|
2
|
+
===========================================================================
|
|
3
|
+
System Specific Notes
|
|
4
|
+
===========================================================================
|
|
5
|
+
Linux:
|
|
6
|
+
The linux touch system is currently based off event streams, and proc/bus/devices. The active user must be given permissions to read /dev/input/TOUCHDEVICE, where TOUCHDEVICE is the event stream for your device. Currently only Wacom tablets are supported. If you have an unsupported tablet contact me at jim.tla+sdl_touch@gmail.com and I will help you get support for it.
|
|
7
|
+
|
|
8
|
+
Mac:
|
|
9
|
+
The Mac and iPhone APIs are pretty. If your touch device supports them then you'll be fine. If it doesn't, then there isn't much we can do.
|
|
10
|
+
|
|
11
|
+
iPhone:
|
|
12
|
+
Works out of box.
|
|
13
|
+
|
|
14
|
+
Windows:
|
|
15
|
+
Unfortunately there is no windows support as of yet. Support for Windows 7 is planned, but we currently have no way to test. If you have a Windows 7 WM_TOUCH supported device, and are willing to help test please contact me at jim.tla+sdl_touch@gmail.com
|
|
16
|
+
|
|
17
|
+
===========================================================================
|
|
18
|
+
Events
|
|
19
|
+
===========================================================================
|
|
20
|
+
SDL_FINGERDOWN:
|
|
21
|
+
Sent when a finger (or stylus) is placed on a touch device.
|
|
22
|
+
Fields:
|
|
23
|
+
* event.tfinger.touchId - the Id of the touch device.
|
|
24
|
+
* event.tfinger.fingerId - the Id of the finger which just went down.
|
|
25
|
+
* event.tfinger.x - the x coordinate of the touch (0..1)
|
|
26
|
+
* event.tfinger.y - the y coordinate of the touch (0..1)
|
|
27
|
+
* event.tfinger.pressure - the pressure of the touch (0..1)
|
|
28
|
+
|
|
29
|
+
SDL_FINGERMOTION:
|
|
30
|
+
Sent when a finger (or stylus) is moved on the touch device.
|
|
31
|
+
Fields:
|
|
32
|
+
Same as SDL_FINGERDOWN but with additional:
|
|
33
|
+
* event.tfinger.dx - change in x coordinate during this motion event.
|
|
34
|
+
* event.tfinger.dy - change in y coordinate during this motion event.
|
|
35
|
+
|
|
36
|
+
SDL_FINGERUP:
|
|
37
|
+
Sent when a finger (or stylus) is lifted from the touch device.
|
|
38
|
+
Fields:
|
|
39
|
+
Same as SDL_FINGERDOWN.
|
|
40
|
+
|
|
41
|
+
|
|
42
|
+
===========================================================================
|
|
43
|
+
Functions
|
|
44
|
+
===========================================================================
|
|
45
|
+
SDL provides the ability to access the underlying SDL_Finger structures.
|
|
46
|
+
These structures should _never_ be modified.
|
|
47
|
+
|
|
48
|
+
The following functions are included from SDL_touch.h
|
|
49
|
+
|
|
50
|
+
To get a SDL_TouchID call SDL_GetTouchDevice(int index).
|
|
51
|
+
This returns a SDL_TouchID.
|
|
52
|
+
IMPORTANT: If the touch has been removed, or there is no touch with the given index, SDL_GetTouchDevice() will return 0. Be sure to check for this!
|
|
53
|
+
|
|
54
|
+
The number of touch devices can be queried with SDL_GetNumTouchDevices().
|
|
55
|
+
|
|
56
|
+
A SDL_TouchID may be used to get pointers to SDL_Finger.
|
|
57
|
+
|
|
58
|
+
SDL_GetNumTouchFingers(touchID) may be used to get the number of fingers currently down on the device.
|
|
59
|
+
|
|
60
|
+
The most common reason to access SDL_Finger is to query the fingers outside the event. In most cases accessing the fingers is using the event. This would be accomplished by code like the following:
|
|
61
|
+
|
|
62
|
+
float x = event.tfinger.x;
|
|
63
|
+
float y = event.tfinger.y;
|
|
64
|
+
|
|
65
|
+
|
|
66
|
+
|
|
67
|
+
To get a SDL_Finger, call SDL_GetTouchFinger(SDL_TouchID touchID, int index), where touchID is a SDL_TouchID, and index is the requested finger.
|
|
68
|
+
This returns a SDL_Finger *, or NULL if the finger does not exist, or has been removed.
|
|
69
|
+
A SDL_Finger is guaranteed to be persistent for the duration of a touch, but it will be de-allocated as soon as the finger is removed. This occurs when the SDL_FINGERUP event is _added_ to the event queue, and thus _before_ the SDL_FINGERUP event is polled.
|
|
70
|
+
As a result, be very careful to check for NULL return values.
|
|
71
|
+
|
|
72
|
+
A SDL_Finger has the following fields:
|
|
73
|
+
* x, y:
|
|
74
|
+
The current coordinates of the touch.
|
|
75
|
+
* pressure:
|
|
76
|
+
The pressure of the touch.
|
|
77
|
+
|
|
78
|
+
|
|
79
|
+
===========================================================================
|
|
80
|
+
Notes
|
|
81
|
+
===========================================================================
|
|
82
|
+
For a complete example see test/testgesture.c
|
|
83
|
+
|
|
84
|
+
Please direct questions/comments to:
|
|
85
|
+
jim.tla+sdl_touch@gmail.com
|
|
86
|
+
(original author, API was changed since)
|
|
@@ -0,0 +1,45 @@
|
|
|
1
|
+
Windows
|
|
2
|
+
================================================================================
|
|
3
|
+
|
|
4
|
+
================================================================================
|
|
5
|
+
OpenGL ES 2.x support
|
|
6
|
+
================================================================================
|
|
7
|
+
|
|
8
|
+
SDL has support for OpenGL ES 2.x under Windows via two alternative
|
|
9
|
+
implementations.
|
|
10
|
+
The most straightforward method consists in running your app in a system with
|
|
11
|
+
a graphic card paired with a relatively recent (as of November of 2013) driver
|
|
12
|
+
which supports the WGL_EXT_create_context_es2_profile extension. Vendors known
|
|
13
|
+
to ship said extension on Windows currently include nVidia and Intel.
|
|
14
|
+
|
|
15
|
+
The other method involves using the ANGLE library (https://code.google.com/p/angleproject/)
|
|
16
|
+
If an OpenGL ES 2.x context is requested and no WGL_EXT_create_context_es2_profile
|
|
17
|
+
extension is found, SDL will try to load the libEGL.dll library provided by
|
|
18
|
+
ANGLE.
|
|
19
|
+
To obtain the ANGLE binaries, you can either compile from source from
|
|
20
|
+
https://chromium.googlesource.com/angle/angle or copy the relevant binaries from
|
|
21
|
+
a recent Chrome/Chromium install for Windows. The files you need are:
|
|
22
|
+
|
|
23
|
+
* libEGL.dll
|
|
24
|
+
* libGLESv2.dll
|
|
25
|
+
* d3dcompiler_46.dll (supports Windows Vista or later, better shader compiler)
|
|
26
|
+
or...
|
|
27
|
+
* d3dcompiler_43.dll (supports Windows XP or later)
|
|
28
|
+
|
|
29
|
+
If you compile ANGLE from source, you can configure it so it does not need the
|
|
30
|
+
d3dcompiler_* DLL at all (for details on this, see their documentation).
|
|
31
|
+
However, by default SDL will try to preload the d3dcompiler_46.dll to
|
|
32
|
+
comply with ANGLE's requirements. If you wish SDL to preload d3dcompiler_43.dll (to
|
|
33
|
+
support Windows XP) or to skip this step at all, you can use the
|
|
34
|
+
SDL_HINT_VIDEO_WIN_D3DCOMPILER hint (see SDL_hints.h for more details).
|
|
35
|
+
|
|
36
|
+
Known Bugs:
|
|
37
|
+
|
|
38
|
+
* SDL_GL_SetSwapInterval is currently a no op when using ANGLE. It appears
|
|
39
|
+
that there's a bug in the library which prevents the window contents from
|
|
40
|
+
refreshing if this is set to anything other than the default value.
|
|
41
|
+
|
|
42
|
+
Vulkan Surface Support
|
|
43
|
+
==============
|
|
44
|
+
|
|
45
|
+
Support for creating Vulkan surfaces is configured on by default. To disable it change the value of `SDL_VIDEO_VULKAN` to 0 in `SDL_config_windows.h`. You must install the [Vulkan SDK](https://www.lunarg.com/vulkan-sdk/) in order to use Vulkan graphics in your application.
|
|
@@ -0,0 +1,544 @@
|
|
|
1
|
+
WinRT
|
|
2
|
+
=====
|
|
3
|
+
|
|
4
|
+
This port allows SDL applications to run on Microsoft's platforms that require
|
|
5
|
+
use of "Windows Runtime", aka. "WinRT", APIs. Microsoft may, in some cases,
|
|
6
|
+
refer to them as either "Windows Store", or for Windows 10, "UWP" apps.
|
|
7
|
+
|
|
8
|
+
Some of the operating systems that include WinRT, are:
|
|
9
|
+
|
|
10
|
+
* Windows 10, via its Universal Windows Platform (UWP) APIs
|
|
11
|
+
* Windows 8.x
|
|
12
|
+
* Windows RT 8.x (aka. Windows 8.x for ARM processors)
|
|
13
|
+
* Windows Phone 8.x
|
|
14
|
+
|
|
15
|
+
|
|
16
|
+
Requirements
|
|
17
|
+
------------
|
|
18
|
+
|
|
19
|
+
* Microsoft Visual C++ (aka Visual Studio), either 2017, 2015, 2013, or 2012
|
|
20
|
+
- Free, "Community" or "Express" editions may be used, so long as they
|
|
21
|
+
include support for either "Windows Store" or "Windows Phone" apps.
|
|
22
|
+
"Express" versions marked as supporting "Windows Desktop" development
|
|
23
|
+
typically do not include support for creating WinRT apps, to note.
|
|
24
|
+
(The "Community" editions of Visual C++ do, however, support both
|
|
25
|
+
desktop/Win32 and WinRT development).
|
|
26
|
+
- Visual Studio 2017 can be used, however it is recommended that you install
|
|
27
|
+
the Visual C++ 2015 build tools. These build tools can be installed
|
|
28
|
+
using VS 2017's installer. Be sure to also install the workload for
|
|
29
|
+
"Universal Windows Platform development", its optional component, the
|
|
30
|
+
"C++ Universal Windows Platform tools", and for UWP / Windows 10
|
|
31
|
+
development, the "Windows 10 SDK (10.0.10240.0)". Please note that
|
|
32
|
+
targeting UWP / Windows 10 apps from development machine(s) running
|
|
33
|
+
earlier versions of Windows, such as Windows 7, is not always supported
|
|
34
|
+
by Visual Studio, and you may get error(s) when attempting to do so.
|
|
35
|
+
- Visual C++ 2012 can only build apps that target versions 8.0 of Windows,
|
|
36
|
+
or Windows Phone. 8.0-targeted apps will run on devices running 8.1
|
|
37
|
+
editions of Windows, however they will not be able to take advantage of
|
|
38
|
+
8.1-specific features.
|
|
39
|
+
- Visual C++ 2013 cannot create app projects that target Windows 8.0.
|
|
40
|
+
Visual C++ 2013 Update 4, can create app projects for Windows Phone 8.0,
|
|
41
|
+
Windows Phone 8.1, and Windows 8.1, but not Windows 8.0. An optional
|
|
42
|
+
Visual Studio add-in, "Tools for Maintaining Store apps for Windows 8",
|
|
43
|
+
allows Visual C++ 2013 to load and build Windows 8.0 projects that were
|
|
44
|
+
created with Visual C++ 2012, so long as Visual C++ 2012 is installed
|
|
45
|
+
on the same machine. More details on targeting different versions of
|
|
46
|
+
Windows can found at the following web pages:
|
|
47
|
+
- [Develop apps by using Visual Studio 2013](http://msdn.microsoft.com/en-us/library/windows/apps/br211384.aspx)
|
|
48
|
+
- [To add the Tools for Maintaining Store apps for Windows 8](http://msdn.microsoft.com/en-us/library/windows/apps/dn263114.aspx#AddMaintenanceTools)
|
|
49
|
+
* A valid Microsoft account - This requirement is not imposed by SDL, but
|
|
50
|
+
rather by Microsoft's Visual C++ toolchain. This is required to launch or
|
|
51
|
+
debug apps.
|
|
52
|
+
|
|
53
|
+
|
|
54
|
+
Status
|
|
55
|
+
------
|
|
56
|
+
|
|
57
|
+
Here is a rough list of what works, and what doesn't:
|
|
58
|
+
|
|
59
|
+
* What works:
|
|
60
|
+
* compilation via Visual C++ 2012 through 2015
|
|
61
|
+
* compile-time platform detection for SDL programs. The C/C++ #define,
|
|
62
|
+
`__WINRT__`, will be set to 1 (by SDL) when compiling for WinRT.
|
|
63
|
+
* GPU-accelerated 2D rendering, via SDL_Renderer.
|
|
64
|
+
* OpenGL ES 2, via the ANGLE library (included separately from SDL)
|
|
65
|
+
* software rendering, via either SDL_Surface (optionally in conjunction with
|
|
66
|
+
SDL_GetWindowSurface() and SDL_UpdateWindowSurface()) or via the
|
|
67
|
+
SDL_Renderer APIs
|
|
68
|
+
* threads
|
|
69
|
+
* timers (via SDL_GetTicks(), SDL_AddTimer(), SDL_GetPerformanceCounter(),
|
|
70
|
+
SDL_GetPerformanceFrequency(), etc.)
|
|
71
|
+
* file I/O via SDL_RWops
|
|
72
|
+
* mouse input (unsupported on Windows Phone)
|
|
73
|
+
* audio, via SDL's WASAPI backend (if you want to record, your app must
|
|
74
|
+
have "Microphone" capabilities enabled in its manifest, and the user must
|
|
75
|
+
not have blocked access. Otherwise, capture devices will fail to work,
|
|
76
|
+
presenting as a device disconnect shortly after opening it.)
|
|
77
|
+
* .DLL file loading. Libraries *MUST* be packaged inside applications. Loading
|
|
78
|
+
anything outside of the app is not supported.
|
|
79
|
+
* system path retrieval via SDL's filesystem APIs
|
|
80
|
+
* game controllers. Support is provided via the SDL_Joystick and
|
|
81
|
+
SDL_GameController APIs, and is backed by Microsoft's XInput API. Please
|
|
82
|
+
note, however, that Windows limits game-controller support in UWP apps to,
|
|
83
|
+
"Xbox compatible controllers" (many controllers that work in Win32 apps,
|
|
84
|
+
do not work in UWP, due to restrictions in UWP itself.)
|
|
85
|
+
* multi-touch input
|
|
86
|
+
* app events. SDL_APP_WILLENTER* and SDL_APP_DIDENTER* events get sent out as
|
|
87
|
+
appropriate.
|
|
88
|
+
* window events
|
|
89
|
+
* using Direct3D 11.x APIs outside of SDL. Non-XAML / Direct3D-only apps can
|
|
90
|
+
choose to render content directly via Direct3D, using SDL to manage the
|
|
91
|
+
internal WinRT window, as well as input and audio. (Use
|
|
92
|
+
SDL_GetWindowWMInfo() to get the WinRT 'CoreWindow', and pass it into
|
|
93
|
+
IDXGIFactory2::CreateSwapChainForCoreWindow() as appropriate.)
|
|
94
|
+
|
|
95
|
+
* What partially works:
|
|
96
|
+
* keyboard input. Most of WinRT's documented virtual keys are supported, as
|
|
97
|
+
well as many keys with documented hardware scancodes. Converting
|
|
98
|
+
SDL_Scancodes to or from SDL_Keycodes may not work, due to missing APIs
|
|
99
|
+
(MapVirtualKey()) in Microsoft's Windows Store / UWP APIs.
|
|
100
|
+
* SDLmain. WinRT uses a different signature for each app's main() function.
|
|
101
|
+
SDL-based apps that use this port must compile in SDL_winrt_main_NonXAML.cpp
|
|
102
|
+
(in `SDL\src\main\winrt\`) directly in order for their C-style main()
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functions to be called.
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* What doesn't work:
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* compilation with anything other than Visual C++
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* programmatically-created custom cursors. These don't appear to be supported
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by WinRT. Different OS-provided cursors can, however, be created via
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SDL_CreateSystemCursor() (unsupported on Windows Phone)
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* SDL_WarpMouseInWindow() or SDL_WarpMouseGlobal(). This are not currently
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supported by WinRT itself.
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* joysticks and game controllers that either are not supported by
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Microsoft's XInput API, or are not supported within UWP apps (many
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controllers that work in Win32, do not work in UWP, due to restrictions in
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UWP itself).
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* turning off VSync when rendering on Windows Phone. Attempts to turn VSync
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off on Windows Phone result either in Direct3D not drawing anything, or it
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forcing VSync back on. As such, SDL_RENDERER_PRESENTVSYNC will always get
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turned-on on Windows Phone. This limitation is not present in non-Phone
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WinRT (such as Windows 8.x), where turning off VSync appears to work.
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* probably anything else that's not listed as supported
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Upgrade Notes
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-------------
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#### SDL_GetPrefPath() usage when upgrading WinRT apps from SDL 2.0.3
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SDL 2.0.4 fixes two bugs found in the WinRT version of SDL_GetPrefPath().
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The fixes may affect older, SDL 2.0.3-based apps' save data. Please note
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that these changes only apply to SDL-based WinRT apps, and not to apps for
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any other platform.
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1. SDL_GetPrefPath() would return an invalid path, one in which the path's
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directory had not been created. Attempts to create files there
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(via fopen(), for example), would fail, unless that directory was
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explicitly created beforehand.
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2. SDL_GetPrefPath(), for non-WinPhone-based apps, would return a path inside
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a WinRT 'Roaming' folder, the contents of which get automatically
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synchronized across multiple devices. This process can occur while an
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application runs, and can cause existing save-data to be overwritten
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at unexpected times, with data from other devices. (Windows Phone apps
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written with SDL 2.0.3 did not utilize a Roaming folder, due to API
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restrictions in Windows Phone 8.0).
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SDL_GetPrefPath(), starting with SDL 2.0.4, addresses these by:
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1. making sure that SDL_GetPrefPath() returns a directory in which data
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can be written to immediately, without first needing to create directories.
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2. basing SDL_GetPrefPath() off of a different, non-Roaming folder, the
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contents of which do not automatically get synchronized across devices
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(and which require less work to use safely, in terms of data integrity).
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Apps that wish to get their Roaming folder's path can do so either by using
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SDL_WinRTGetFSPathUTF8(), SDL_WinRTGetFSPathUNICODE() (which returns a
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UCS-2/wide-char string), or directly through the WinRT class,
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Windows.Storage.ApplicationData.
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Setup, High-Level Steps
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-----------------------
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The steps for setting up a project for an SDL/WinRT app looks like the
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following, at a high-level:
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1. create a new Visual C++ project using Microsoft's template for a,
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"Direct3D App".
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2. remove most of the files from the project.
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3. make your app's project directly reference SDL/WinRT's own Visual C++
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project file, via use of Visual C++'s "References" dialog. This will setup
|
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the linker, and will copy SDL's .dll files to your app's final output.
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4. adjust your app's build settings, at minimum, telling it where to find SDL's
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header files.
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5. add files that contains a WinRT-appropriate main function, along with some
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data to make sure mouse-cursor-hiding (via SDL_ShowCursor(SDL_DISABLE) calls)
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work properly.
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6. add SDL-specific app code.
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7. build and run your app.
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Setup, Detailed Steps
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---------------------
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+
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### 1. Create a new project ###
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+
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Create a new project using one of Visual C++'s templates for a plain, non-XAML,
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"Direct3D App" (XAML support for SDL/WinRT is not yet ready for use). If you
|
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don't see one of these templates, in Visual C++'s 'New Project' dialog, try
|
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using the textbox titled, 'Search Installed Templates' to look for one.
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+
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+
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### 2. Remove unneeded files from the project ###
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+
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In the new project, delete any file that has one of the following extensions:
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+
|
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+
- .cpp
|
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+
- .h
|
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+
- .hlsl
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|
+
|
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+
When you are done, you should be left with a few files, each of which will be a
|
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|
+
necessary part of your app's project. These files will consist of:
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|
+
|
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- an .appxmanifest file, which contains metadata on your WinRT app. This is
|
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similar to an Info.plist file on iOS, or an AndroidManifest.xml on Android.
|
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|
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- a few .png files, one of which is a splash screen (displayed when your app
|
|
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|
+
launches), others are app icons.
|
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|
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- a .pfx file, used for code signing purposes.
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+
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+
|
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### 3. Add references to SDL's project files ###
|
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|
+
|
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SDL/WinRT can be built in multiple variations, spanning across three different
|
|
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|
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CPU architectures (x86, x64, and ARM) and two different configurations
|
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|
+
(Debug and Release). WinRT and Visual C++ do not currently provide a means
|
|
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|
+
for combining multiple variations of one library into a single file.
|
|
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|
+
Furthermore, it does not provide an easy means for copying pre-built .dll files
|
|
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|
+
into your app's final output (via Post-Build steps, for example). It does,
|
|
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|
+
however, provide a system whereby an app can reference the MSVC projects of
|
|
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|
+
libraries such that, when the app is built:
|
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|
+
|
|
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|
+
1. each library gets built for the appropriate CPU architecture(s) and WinRT
|
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|
+
platform(s).
|
|
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|
+
2. each library's output, such as .dll files, get copied to the app's build
|
|
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|
+
output.
|
|
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|
+
|
|
231
|
+
To set this up for SDL/WinRT, you'll need to run through the following steps:
|
|
232
|
+
|
|
233
|
+
1. open up the Solution Explorer inside Visual C++ (under the "View" menu, then
|
|
234
|
+
"Solution Explorer")
|
|
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|
+
2. right click on your app's solution.
|
|
236
|
+
3. navigate to "Add", then to "Existing Project..."
|
|
237
|
+
4. find SDL/WinRT's Visual C++ project file and open it. Different project
|
|
238
|
+
files exist for different WinRT platforms. All of them are in SDL's
|
|
239
|
+
source distribution, in the following directories:
|
|
240
|
+
* `VisualC-WinRT/UWP_VS2015/` - for Windows 10 / UWP apps
|
|
241
|
+
* `VisualC-WinRT/WinPhone81_VS2013/` - for Windows Phone 8.1 apps
|
|
242
|
+
* `VisualC-WinRT/WinRT80_VS2012/` - for Windows 8.0 apps
|
|
243
|
+
* `VisualC-WinRT/WinRT81_VS2013/` - for Windows 8.1 apps
|
|
244
|
+
5. once the project has been added, right-click on your app's project and
|
|
245
|
+
select, "References..."
|
|
246
|
+
6. click on the button titled, "Add New Reference..."
|
|
247
|
+
7. check the box next to SDL
|
|
248
|
+
8. click OK to close the dialog
|
|
249
|
+
9. SDL will now show up in the list of references. Click OK to close that
|
|
250
|
+
dialog.
|
|
251
|
+
|
|
252
|
+
Your project is now linked to SDL's project, insofar that when the app is
|
|
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|
+
built, SDL will be built as well, with its build output getting included with
|
|
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|
+
your app.
|
|
255
|
+
|
|
256
|
+
|
|
257
|
+
### 4. Adjust Your App's Build Settings ###
|
|
258
|
+
|
|
259
|
+
Some build settings need to be changed in your app's project. This guide will
|
|
260
|
+
outline the following:
|
|
261
|
+
|
|
262
|
+
- making sure that the compiler knows where to find SDL's header files
|
|
263
|
+
- **Optional for C++, but NECESSARY for compiling C code:** telling the
|
|
264
|
+
compiler not to use Microsoft's C++ extensions for WinRT development.
|
|
265
|
+
- **Optional:** telling the compiler not generate errors due to missing
|
|
266
|
+
precompiled header files.
|
|
267
|
+
|
|
268
|
+
To change these settings:
|
|
269
|
+
|
|
270
|
+
1. right-click on the project
|
|
271
|
+
2. choose "Properties"
|
|
272
|
+
3. in the drop-down box next to "Configuration", choose, "All Configurations"
|
|
273
|
+
4. in the drop-down box next to "Platform", choose, "All Platforms"
|
|
274
|
+
5. in the left-hand list, expand the "C/C++" section
|
|
275
|
+
6. select "General"
|
|
276
|
+
7. edit the "Additional Include Directories" setting, and add a path to SDL's
|
|
277
|
+
"include" directory
|
|
278
|
+
8. **Optional: to enable compilation of C code:** change the setting for
|
|
279
|
+
"Consume Windows Runtime Extension" from "Yes (/ZW)" to "No". If you're
|
|
280
|
+
working with a completely C++ based project, this step can usually be
|
|
281
|
+
omitted.
|
|
282
|
+
9. **Optional: to disable precompiled headers (which can produce
|
|
283
|
+
'stdafx.h'-related build errors, if setup incorrectly:** in the left-hand
|
|
284
|
+
list, select "Precompiled Headers", then change the setting for "Precompiled
|
|
285
|
+
Header" from "Use (/Yu)" to "Not Using Precompiled Headers".
|
|
286
|
+
10. close the dialog, saving settings, by clicking the "OK" button
|
|
287
|
+
|
|
288
|
+
|
|
289
|
+
### 5. Add a WinRT-appropriate main function, and a blank-cursor image, to the app. ###
|
|
290
|
+
|
|
291
|
+
A few files should be included directly in your app's MSVC project, specifically:
|
|
292
|
+
1. a WinRT-appropriate main function (which is different than main() functions on
|
|
293
|
+
other platforms)
|
|
294
|
+
2. a Win32-style cursor resource, used by SDL_ShowCursor() to hide the mouse cursor
|
|
295
|
+
(if and when the app needs to do so). *If this cursor resource is not
|
|
296
|
+
included, mouse-position reporting may fail if and when the cursor is
|
|
297
|
+
hidden, due to possible bugs/design-oddities in Windows itself.*
|
|
298
|
+
|
|
299
|
+
To include these files:
|
|
300
|
+
|
|
301
|
+
1. right-click on your project (again, in Visual C++'s Solution Explorer),
|
|
302
|
+
navigate to "Add", then choose "Existing Item...".
|
|
303
|
+
2. navigate to the directory containing SDL's source code, then into its
|
|
304
|
+
subdirectory, 'src/main/winrt/'. Select, then add, the following files:
|
|
305
|
+
- `SDL_winrt_main_NonXAML.cpp`
|
|
306
|
+
- `SDL2-WinRTResources.rc`
|
|
307
|
+
- `SDL2-WinRTResource_BlankCursor.cur`
|
|
308
|
+
3. right-click on the file `SDL_winrt_main_NonXAML.cpp` (as listed in your
|
|
309
|
+
project), then click on "Properties...".
|
|
310
|
+
4. in the drop-down box next to "Configuration", choose, "All Configurations"
|
|
311
|
+
5. in the drop-down box next to "Platform", choose, "All Platforms"
|
|
312
|
+
6. in the left-hand list, click on "C/C++"
|
|
313
|
+
7. change the setting for "Consume Windows Runtime Extension" to "Yes (/ZW)".
|
|
314
|
+
8. click the OK button. This will close the dialog.
|
|
315
|
+
|
|
316
|
+
|
|
317
|
+
**NOTE: C++/CX compilation is currently required in at least one file of your
|
|
318
|
+
app's project. This is to make sure that Visual C++'s linker builds a 'Windows
|
|
319
|
+
Metadata' file (.winmd) for your app. Not doing so can lead to build errors.**
|
|
320
|
+
|
|
321
|
+
|
|
322
|
+
### 6. Add app code and assets ###
|
|
323
|
+
|
|
324
|
+
At this point, you can add in SDL-specific source code. Be sure to include a
|
|
325
|
+
C-style main function (ie: `int main(int argc, char *argv[])`). From there you
|
|
326
|
+
should be able to create a single `SDL_Window` (WinRT apps can only have one
|
|
327
|
+
window, at present), as well as an `SDL_Renderer`. Direct3D will be used to
|
|
328
|
+
draw content. Events are received via SDL's usual event functions
|
|
329
|
+
(`SDL_PollEvent`, etc.) If you have a set of existing source files and assets,
|
|
330
|
+
you can start adding them to the project now. If not, or if you would like to
|
|
331
|
+
make sure that you're setup correctly, some short and simple sample code is
|
|
332
|
+
provided below.
|
|
333
|
+
|
|
334
|
+
|
|
335
|
+
#### 6.A. ... when creating a new app ####
|
|
336
|
+
|
|
337
|
+
If you are creating a new app (rather than porting an existing SDL-based app),
|
|
338
|
+
or if you would just like a simple app to test SDL/WinRT with before trying to
|
|
339
|
+
get existing code working, some working SDL/WinRT code is provided below. To
|
|
340
|
+
set this up:
|
|
341
|
+
|
|
342
|
+
1. right click on your app's project
|
|
343
|
+
2. select Add, then New Item. An "Add New Item" dialog will show up.
|
|
344
|
+
3. from the left-hand list, choose "Visual C++"
|
|
345
|
+
4. from the middle/main list, choose "C++ File (.cpp)"
|
|
346
|
+
5. near the bottom of the dialog, next to "Name:", type in a name for your
|
|
347
|
+
source file, such as, "main.cpp".
|
|
348
|
+
6. click on the Add button. This will close the dialog, add the new file to
|
|
349
|
+
your project, and open the file in Visual C++'s text editor.
|
|
350
|
+
7. Copy and paste the following code into the new file, then save it.
|
|
351
|
+
|
|
352
|
+
|
|
353
|
+
#include <SDL.h>
|
|
354
|
+
|
|
355
|
+
int main(int argc, char **argv)
|
|
356
|
+
{
|
|
357
|
+
SDL_DisplayMode mode;
|
|
358
|
+
SDL_Window * window = NULL;
|
|
359
|
+
SDL_Renderer * renderer = NULL;
|
|
360
|
+
SDL_Event evt;
|
|
361
|
+
|
|
362
|
+
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
|
|
363
|
+
return 1;
|
|
364
|
+
}
|
|
365
|
+
|
|
366
|
+
if (SDL_GetCurrentDisplayMode(0, &mode) != 0) {
|
|
367
|
+
return 1;
|
|
368
|
+
}
|
|
369
|
+
|
|
370
|
+
if (SDL_CreateWindowAndRenderer(mode.w, mode.h, SDL_WINDOW_FULLSCREEN, &window, &renderer) != 0) {
|
|
371
|
+
return 1;
|
|
372
|
+
}
|
|
373
|
+
|
|
374
|
+
while (1) {
|
|
375
|
+
while (SDL_PollEvent(&evt)) {
|
|
376
|
+
}
|
|
377
|
+
|
|
378
|
+
SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
|
|
379
|
+
SDL_RenderClear(renderer);
|
|
380
|
+
SDL_RenderPresent(renderer);
|
|
381
|
+
}
|
|
382
|
+
}
|
|
383
|
+
|
|
384
|
+
|
|
385
|
+
#### 6.B. Adding code and assets ####
|
|
386
|
+
|
|
387
|
+
If you have existing code and assets that you'd like to add, you should be able
|
|
388
|
+
to add them now. The process for adding a set of files is as such.
|
|
389
|
+
|
|
390
|
+
1. right click on the app's project
|
|
391
|
+
2. select Add, then click on "New Item..."
|
|
392
|
+
3. open any source, header, or asset files as appropriate. Support for C and
|
|
393
|
+
C++ is available.
|
|
394
|
+
|
|
395
|
+
Do note that WinRT only supports a subset of the APIs that are available to
|
|
396
|
+
Win32-based apps. Many portions of the Win32 API and the C runtime are not
|
|
397
|
+
available.
|
|
398
|
+
|
|
399
|
+
A list of unsupported C APIs can be found at
|
|
400
|
+
<http://msdn.microsoft.com/en-us/library/windows/apps/jj606124.aspx>
|
|
401
|
+
|
|
402
|
+
General information on using the C runtime in WinRT can be found at
|
|
403
|
+
<https://msdn.microsoft.com/en-us/library/hh972425.aspx>
|
|
404
|
+
|
|
405
|
+
A list of supported Win32 APIs for WinRT apps can be found at
|
|
406
|
+
<http://msdn.microsoft.com/en-us/library/windows/apps/br205757.aspx>. To note,
|
|
407
|
+
the list of supported Win32 APIs for Windows Phone 8.0 is different.
|
|
408
|
+
That list can be found at
|
|
409
|
+
<http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj662956(v=vs.105).aspx>
|
|
410
|
+
|
|
411
|
+
|
|
412
|
+
### 7. Build and run your app ###
|
|
413
|
+
|
|
414
|
+
Your app project should now be setup, and you should be ready to build your app.
|
|
415
|
+
To run it on the local machine, open the Debug menu and choose "Start
|
|
416
|
+
Debugging". This will build your app, then run your app full-screen. To switch
|
|
417
|
+
out of your app, press the Windows key. Alternatively, you can choose to run
|
|
418
|
+
your app in a window. To do this, before building and running your app, find
|
|
419
|
+
the drop-down menu in Visual C++'s toolbar that says, "Local Machine". Expand
|
|
420
|
+
this by clicking on the arrow on the right side of the list, then click on
|
|
421
|
+
Simulator. Once you do that, any time you build and run the app, the app will
|
|
422
|
+
launch in window, rather than full-screen.
|
|
423
|
+
|
|
424
|
+
|
|
425
|
+
#### 7.A. Running apps on older, ARM-based, "Windows RT" devices ####
|
|
426
|
+
|
|
427
|
+
**These instructions do not include Windows Phone, despite Windows Phone
|
|
428
|
+
typically running on ARM processors.** They are specifically for devices
|
|
429
|
+
that use the "Windows RT" operating system, which was a modified version of
|
|
430
|
+
Windows 8.x that ran primarily on ARM-based tablet computers.
|
|
431
|
+
|
|
432
|
+
To build and run the app on ARM-based, "Windows RT" devices, you'll need to:
|
|
433
|
+
|
|
434
|
+
- install Microsoft's "Remote Debugger" on the device. Visual C++ installs and
|
|
435
|
+
debugs ARM-based apps via IP networks.
|
|
436
|
+
- change a few options on the development machine, both to make sure it builds
|
|
437
|
+
for ARM (rather than x86 or x64), and to make sure it knows how to find the
|
|
438
|
+
Windows RT device (on the network).
|
|
439
|
+
|
|
440
|
+
Microsoft's Remote Debugger can be found at
|
|
441
|
+
<https://msdn.microsoft.com/en-us/library/hh441469.aspx>. Please note
|
|
442
|
+
that separate versions of this debugger exist for different versions of Visual
|
|
443
|
+
C++, one each for MSVC 2015, 2013, and 2012.
|
|
444
|
+
|
|
445
|
+
To setup Visual C++ to launch your app on an ARM device:
|
|
446
|
+
|
|
447
|
+
1. make sure the Remote Debugger is running on your ARM device, and that it's on
|
|
448
|
+
the same IP network as your development machine.
|
|
449
|
+
2. from Visual C++'s toolbar, find a drop-down menu that says, "Win32". Click
|
|
450
|
+
it, then change the value to "ARM".
|
|
451
|
+
3. make sure Visual C++ knows the hostname or IP address of the ARM device. To
|
|
452
|
+
do this:
|
|
453
|
+
1. open the app project's properties
|
|
454
|
+
2. select "Debugging"
|
|
455
|
+
3. next to "Machine Name", enter the hostname or IP address of the ARM
|
|
456
|
+
device
|
|
457
|
+
4. if, and only if, you've turned off authentication in the Remote Debugger,
|
|
458
|
+
then change the setting for "Require Authentication" to No
|
|
459
|
+
5. click "OK"
|
|
460
|
+
4. build and run the app (from Visual C++). The first time you do this, a
|
|
461
|
+
prompt will show up on the ARM device, asking for a Microsoft Account. You
|
|
462
|
+
do, unfortunately, need to log in here, and will need to follow the
|
|
463
|
+
subsequent registration steps in order to launch the app. After you do so,
|
|
464
|
+
if the app didn't already launch, try relaunching it again from within Visual
|
|
465
|
+
C++.
|
|
466
|
+
|
|
467
|
+
|
|
468
|
+
Troubleshooting
|
|
469
|
+
---------------
|
|
470
|
+
|
|
471
|
+
#### Build fails with message, "error LNK2038: mismatch detected for 'vccorlib_lib_should_be_specified_before_msvcrt_lib_to_linker'"
|
|
472
|
+
|
|
473
|
+
Try adding the following to your linker flags. In MSVC, this can be done by
|
|
474
|
+
right-clicking on the app project, navigating to Configuration Properties ->
|
|
475
|
+
Linker -> Command Line, then adding them to the Additional Options
|
|
476
|
+
section.
|
|
477
|
+
|
|
478
|
+
* For Release builds / MSVC-Configurations, add:
|
|
479
|
+
|
|
480
|
+
/nodefaultlib:vccorlib /nodefaultlib:msvcrt vccorlib.lib msvcrt.lib
|
|
481
|
+
|
|
482
|
+
* For Debug builds / MSVC-Configurations, add:
|
|
483
|
+
|
|
484
|
+
/nodefaultlib:vccorlibd /nodefaultlib:msvcrtd vccorlibd.lib msvcrtd.lib
|
|
485
|
+
|
|
486
|
+
|
|
487
|
+
#### Mouse-motion events fail to get sent, or SDL_GetMouseState() fails to return updated values
|
|
488
|
+
|
|
489
|
+
This may be caused by a bug in Windows itself, whereby hiding the mouse
|
|
490
|
+
cursor can cause mouse-position reporting to fail.
|
|
491
|
+
|
|
492
|
+
SDL provides a workaround for this, but it requires that an app links to a
|
|
493
|
+
set of Win32-style cursor image-resource files. A copy of suitable resource
|
|
494
|
+
files can be found in `src/main/winrt/`. Adding them to an app's Visual C++
|
|
495
|
+
project file should be sufficient to get the app to use them.
|
|
496
|
+
|
|
497
|
+
|
|
498
|
+
#### SDL's Visual Studio project file fails to open, with message, "The system can't find the file specified."
|
|
499
|
+
|
|
500
|
+
This can be caused for any one of a few reasons, which Visual Studio can
|
|
501
|
+
report, but won't always do so in an up-front manner.
|
|
502
|
+
|
|
503
|
+
To help determine why this error comes up:
|
|
504
|
+
|
|
505
|
+
1. open a copy of Visual Studio without opening a project file. This can be
|
|
506
|
+
accomplished via Windows' Start Menu, among other means.
|
|
507
|
+
2. show Visual Studio's Output window. This can be done by going to VS'
|
|
508
|
+
menu bar, then to View, and then to Output.
|
|
509
|
+
3. try opening the SDL project file directly by going to VS' menu bar, then
|
|
510
|
+
to File, then to Open, then to Project/Solution. When a File-Open dialog
|
|
511
|
+
appears, open the SDL project (such as the one in SDL's source code, in its
|
|
512
|
+
directory, VisualC-WinRT/UWP_VS2015/).
|
|
513
|
+
4. after attempting to open SDL's Visual Studio project file, additional error
|
|
514
|
+
information will be output to the Output window.
|
|
515
|
+
|
|
516
|
+
If Visual Studio reports (via its Output window) that the project:
|
|
517
|
+
|
|
518
|
+
"could not be loaded because it's missing install components. To fix this launch Visual Studio setup with the following selections:
|
|
519
|
+
Microsoft.VisualStudio.ComponentGroup.UWP.VC"
|
|
520
|
+
|
|
521
|
+
... then you will need to re-launch Visual Studio's installer, and make sure that
|
|
522
|
+
the workflow for "Universal Windows Platform development" is checked, and that its
|
|
523
|
+
optional component, "C++ Universal Windows Platform tools" is also checked. While
|
|
524
|
+
you are there, if you are planning on targeting UWP / Windows 10, also make sure
|
|
525
|
+
that you check the optional component, "Windows 10 SDK (10.0.10240.0)". After
|
|
526
|
+
making sure these items are checked as-appropriate, install them.
|
|
527
|
+
|
|
528
|
+
Once you install these components, try re-launching Visual Studio, and re-opening
|
|
529
|
+
the SDL project file. If you still get the error dialog, try using the Output
|
|
530
|
+
window, again, seeing what Visual Studio says about it.
|
|
531
|
+
|
|
532
|
+
|
|
533
|
+
#### Game controllers / joysticks aren't working!
|
|
534
|
+
|
|
535
|
+
Windows only permits certain game controllers and joysticks to work within
|
|
536
|
+
WinRT / UWP apps. Even if a game controller or joystick works in a Win32
|
|
537
|
+
app, that device is not guaranteed to work inside a WinRT / UWP app.
|
|
538
|
+
|
|
539
|
+
According to Microsoft, "Xbox compatible controllers" should work inside
|
|
540
|
+
UWP apps, potentially with more working in the future. This includes, but
|
|
541
|
+
may not be limited to, Microsoft-made Xbox controllers and USB adapters.
|
|
542
|
+
(Source: https://social.msdn.microsoft.com/Forums/en-US/9064838b-e8c3-4c18-8a83-19bf0dfe150d/xinput-fails-to-detect-game-controllers?forum=wpdevelop)
|
|
543
|
+
|
|
544
|
+
|