ruby2d 0.11.1 → 0.11.2

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.
Files changed (371) hide show
  1. checksums.yaml +4 -4
  2. data/assets/include/SDL2/SDL.h +108 -14
  3. data/assets/include/SDL2/SDL_assert.h +81 -50
  4. data/assets/include/SDL2/SDL_atomic.h +135 -35
  5. data/assets/include/SDL2/SDL_audio.h +960 -355
  6. data/assets/include/SDL2/SDL_bits.h +11 -6
  7. data/assets/include/SDL2/SDL_blendmode.h +91 -14
  8. data/assets/include/SDL2/SDL_clipboard.h +30 -7
  9. data/assets/include/SDL2/SDL_config.h +3 -1
  10. data/assets/include/SDL2/SDL_config_android.h +11 -1
  11. data/assets/include/SDL2/SDL_config_emscripten.h +216 -0
  12. data/assets/include/SDL2/SDL_config_iphoneos.h +9 -1
  13. data/assets/include/SDL2/SDL_config_macosx.h +16 -2
  14. data/assets/include/SDL2/SDL_config_minimal.h +4 -1
  15. data/assets/include/SDL2/SDL_config_os2.h +37 -20
  16. data/assets/include/SDL2/SDL_config_pandora.h +6 -1
  17. data/assets/include/SDL2/SDL_config_psp.h +8 -8
  18. data/assets/include/SDL2/SDL_config_windows.h +39 -22
  19. data/assets/include/SDL2/SDL_config_winrt.h +23 -8
  20. data/assets/include/SDL2/SDL_config_wiz.h +6 -1
  21. data/assets/include/SDL2/SDL_copying.h +1 -1
  22. data/assets/include/SDL2/SDL_cpuinfo.h +331 -71
  23. data/assets/include/SDL2/SDL_egl.h +906 -280
  24. data/assets/include/SDL2/SDL_endian.h +101 -47
  25. data/assets/include/SDL2/SDL_error.h +70 -19
  26. data/assets/include/SDL2/SDL_events.h +387 -79
  27. data/assets/include/SDL2/SDL_filesystem.h +73 -64
  28. data/assets/include/SDL2/SDL_gamecontroller.h +585 -125
  29. data/assets/include/SDL2/SDL_gesture.h +36 -6
  30. data/assets/include/SDL2/SDL_haptic.h +304 -210
  31. data/assets/include/SDL2/SDL_hidapi.h +451 -0
  32. data/assets/include/SDL2/SDL_hints.h +1286 -897
  33. data/assets/include/SDL2/SDL_joystick.h +577 -130
  34. data/assets/include/SDL2/SDL_keyboard.h +162 -63
  35. data/assets/include/SDL2/SDL_keycode.h +7 -5
  36. data/assets/include/SDL2/SDL_loadso.h +42 -8
  37. data/assets/include/SDL2/SDL_locale.h +34 -32
  38. data/assets/include/SDL2/SDL_log.h +212 -19
  39. data/assets/include/SDL2/SDL_main.h +72 -17
  40. data/assets/include/SDL2/SDL_messagebox.h +70 -23
  41. data/assets/include/SDL2/SDL_metal.h +27 -32
  42. data/assets/include/SDL2/SDL_misc.h +19 -15
  43. data/assets/include/SDL2/SDL_mouse.h +262 -110
  44. data/assets/include/SDL2/SDL_mutex.h +286 -66
  45. data/assets/include/SDL2/SDL_name.h +1 -1
  46. data/assets/include/SDL2/SDL_opengl.h +1 -1
  47. data/assets/include/SDL2/SDL_opengles.h +1 -1
  48. data/assets/include/SDL2/SDL_opengles2.h +2 -2
  49. data/assets/include/SDL2/SDL_pixels.h +199 -34
  50. data/assets/include/SDL2/SDL_platform.h +39 -2
  51. data/assets/include/SDL2/SDL_power.h +23 -10
  52. data/assets/include/SDL2/SDL_quit.h +1 -1
  53. data/assets/include/SDL2/SDL_rect.h +78 -28
  54. data/assets/include/SDL2/SDL_render.h +1204 -472
  55. data/assets/include/SDL2/SDL_revision.h +2 -2
  56. data/assets/include/SDL2/SDL_rwops.h +605 -33
  57. data/assets/include/SDL2/SDL_scancode.h +1 -1
  58. data/assets/include/SDL2/SDL_sensor.h +76 -42
  59. data/assets/include/SDL2/SDL_shape.h +38 -27
  60. data/assets/include/SDL2/SDL_stdinc.h +96 -24
  61. data/assets/include/SDL2/SDL_surface.h +571 -139
  62. data/assets/include/SDL2/SDL_system.h +339 -101
  63. data/assets/include/SDL2/SDL_syswm.h +50 -20
  64. data/assets/include/SDL2/SDL_test.h +1 -1
  65. data/assets/include/SDL2/SDL_test_assert.h +2 -2
  66. data/assets/include/SDL2/SDL_test_common.h +23 -6
  67. data/assets/include/SDL2/SDL_test_compare.h +1 -1
  68. data/assets/include/SDL2/SDL_test_crc32.h +1 -1
  69. data/assets/include/SDL2/SDL_test_font.h +3 -3
  70. data/assets/include/SDL2/SDL_test_fuzzer.h +28 -26
  71. data/assets/include/SDL2/SDL_test_harness.h +6 -6
  72. data/assets/include/SDL2/SDL_test_images.h +1 -1
  73. data/assets/include/SDL2/SDL_test_log.h +1 -1
  74. data/assets/include/SDL2/SDL_test_md5.h +1 -1
  75. data/assets/include/SDL2/SDL_test_memory.h +1 -1
  76. data/assets/include/SDL2/SDL_test_random.h +2 -2
  77. data/assets/include/SDL2/SDL_thread.h +226 -128
  78. data/assets/include/SDL2/SDL_timer.h +129 -22
  79. data/assets/include/SDL2/SDL_touch.h +48 -8
  80. data/assets/include/SDL2/SDL_ttf.h +102 -9
  81. data/assets/include/SDL2/SDL_types.h +1 -1
  82. data/assets/include/SDL2/SDL_version.h +72 -46
  83. data/assets/include/SDL2/SDL_video.h +1266 -460
  84. data/assets/include/SDL2/SDL_vulkan.h +100 -161
  85. data/assets/include/SDL2/begin_code.h +22 -1
  86. data/assets/include/SDL2/close_code.h +1 -1
  87. data/assets/include/mrbconf.h +234 -0
  88. data/assets/include/mruby/array.h +317 -0
  89. data/assets/include/mruby/boxing_nan.h +130 -0
  90. data/assets/include/mruby/boxing_no.h +58 -0
  91. data/assets/include/mruby/boxing_word.h +205 -0
  92. data/assets/include/mruby/class.h +108 -0
  93. data/assets/include/mruby/common.h +92 -0
  94. data/assets/include/mruby/compile.h +210 -0
  95. data/assets/include/mruby/data.h +76 -0
  96. data/assets/include/mruby/debug.h +66 -0
  97. data/assets/include/mruby/dump.h +158 -0
  98. data/assets/include/mruby/endian.h +44 -0
  99. data/assets/include/mruby/error.h +137 -0
  100. data/assets/include/mruby/gc.h +92 -0
  101. data/assets/include/mruby/hash.h +242 -0
  102. data/assets/include/mruby/irep.h +147 -0
  103. data/assets/include/mruby/istruct.h +50 -0
  104. data/assets/include/mruby/khash.h +284 -0
  105. data/assets/include/mruby/numeric.h +169 -0
  106. data/assets/include/mruby/object.h +43 -0
  107. data/assets/include/mruby/opcode.h +43 -0
  108. data/assets/include/mruby/ops.h +122 -0
  109. data/assets/include/mruby/presym/disable.h +70 -0
  110. data/assets/include/mruby/presym/enable.h +37 -0
  111. data/assets/include/mruby/presym/scanning.h +73 -0
  112. data/assets/include/mruby/presym.h +40 -0
  113. data/assets/include/mruby/proc.h +209 -0
  114. data/assets/include/mruby/range.h +79 -0
  115. data/assets/include/mruby/re.h +16 -0
  116. data/assets/include/mruby/string.h +469 -0
  117. data/assets/include/mruby/throw.h +66 -0
  118. data/assets/include/mruby/value.h +400 -0
  119. data/assets/include/mruby/variable.h +140 -0
  120. data/assets/include/mruby/version.h +143 -0
  121. data/assets/include/mruby.h +1444 -0
  122. data/assets/macos/universal/bin/mrbc +0 -0
  123. data/assets/macos/universal/lib/libFLAC.a +0 -0
  124. data/assets/macos/universal/lib/libSDL2.a +0 -0
  125. data/assets/macos/universal/lib/libSDL2_image.a +0 -0
  126. data/assets/macos/{lib → universal/lib}/libSDL2_mixer.a +0 -0
  127. data/assets/macos/universal/lib/libSDL2_ttf.a +0 -0
  128. data/assets/macos/universal/lib/libfreetype.a +0 -0
  129. data/assets/macos/universal/lib/libgraphite2.a +0 -0
  130. data/assets/macos/universal/lib/libharfbuzz.a +0 -0
  131. data/assets/macos/universal/lib/libjpeg.a +0 -0
  132. data/assets/macos/{lib → universal/lib}/libmodplug.a +0 -0
  133. data/assets/macos/{lib → universal/lib}/libmpg123.a +0 -0
  134. data/assets/{mingw/lib/libSDL2.a → macos/universal/lib/libmruby.a} +0 -0
  135. data/assets/macos/{lib → universal/lib}/libogg.a +0 -0
  136. data/assets/macos/universal/lib/libpng16.a +0 -0
  137. data/assets/macos/universal/lib/libtiff.a +0 -0
  138. data/assets/macos/universal/lib/libvorbis.a +0 -0
  139. data/assets/macos/universal/lib/libvorbisfile.a +0 -0
  140. data/assets/macos/universal/lib/libwebp.a +0 -0
  141. data/assets/test_media/README.md +3 -0
  142. data/assets/test_media/bitstream_vera/COPYRIGHT.txt +124 -0
  143. data/assets/test_media/bitstream_vera/vera.ttf +0 -0
  144. data/assets/test_media/boom.png +0 -0
  145. data/assets/test_media/coin.png +0 -0
  146. data/assets/test_media/colors.png +0 -0
  147. data/assets/test_media/controller.png +0 -0
  148. data/assets/test_media/dial.wav +0 -0
  149. data/assets/test_media/hero.png +0 -0
  150. data/assets/test_media/image.bmp +0 -0
  151. data/assets/test_media/image.jpg +0 -0
  152. data/assets/test_media/image.png +0 -0
  153. data/assets/test_media/music.flac +0 -0
  154. data/assets/test_media/music.mp3 +0 -0
  155. data/assets/test_media/music.ogg +0 -0
  156. data/assets/test_media/music.wav +0 -0
  157. data/assets/test_media/originals/boom.pxm +0 -0
  158. data/assets/test_media/originals/coin.pxm +0 -0
  159. data/assets/test_media/originals/controller.sketch +0 -0
  160. data/assets/test_media/originals/hero.pxm +0 -0
  161. data/assets/test_media/originals/image.pxm +0 -0
  162. data/assets/test_media/originals/music.caf +0 -0
  163. data/assets/test_media/originals/texture_atlas.pxm +0 -0
  164. data/assets/test_media/rondo_alla_turka.ogg +0 -0
  165. data/assets/test_media/sound.flac +0 -0
  166. data/assets/test_media/sound.mp3 +0 -0
  167. data/assets/test_media/sound.ogg +0 -0
  168. data/assets/test_media/sound.wav +0 -0
  169. data/assets/test_media/sprite_sheet.png +0 -0
  170. data/assets/test_media/texture_atlas.png +0 -0
  171. data/assets/wasm/build_config.rb +13 -0
  172. data/assets/wasm/libmruby.a +0 -0
  173. data/assets/wasm/template.html +17 -0
  174. data/assets/windows/glew/README.md +10 -0
  175. data/assets/windows/glew/glew.h +23686 -0
  176. data/assets/{mingw/lib → windows/glew}/libglew32.a +0 -0
  177. data/assets/windows/mingw-w64-x86_64/bin/mrbc.exe +0 -0
  178. data/assets/windows/mingw-w64-x86_64/lib/libFLAC.a +0 -0
  179. data/assets/windows/mingw-w64-x86_64/lib/libLerc.a +0 -0
  180. data/assets/windows/mingw-w64-x86_64/lib/libSDL2.a +0 -0
  181. data/assets/windows/mingw-w64-x86_64/lib/libSDL2_image.a +0 -0
  182. data/assets/windows/mingw-w64-x86_64/lib/libSDL2_mixer.a +0 -0
  183. data/assets/windows/mingw-w64-x86_64/lib/libSDL2_ttf.a +0 -0
  184. data/assets/windows/mingw-w64-x86_64/lib/libbrotlicommon.a +0 -0
  185. data/assets/windows/mingw-w64-x86_64/lib/libbrotlidec.a +0 -0
  186. data/assets/windows/mingw-w64-x86_64/lib/libbz2.a +0 -0
  187. data/assets/windows/mingw-w64-x86_64/lib/libdeflate.a +0 -0
  188. data/assets/windows/mingw-w64-x86_64/lib/libfreetype.a +0 -0
  189. data/assets/windows/mingw-w64-x86_64/lib/libglew32.a +0 -0
  190. data/assets/windows/mingw-w64-x86_64/lib/libgraphite2.a +0 -0
  191. data/assets/windows/mingw-w64-x86_64/lib/libharfbuzz.a +0 -0
  192. data/assets/windows/mingw-w64-x86_64/lib/libjbig.a +0 -0
  193. data/assets/windows/mingw-w64-x86_64/lib/libjpeg.a +0 -0
  194. data/assets/windows/mingw-w64-x86_64/lib/liblzma.a +0 -0
  195. data/assets/windows/mingw-w64-x86_64/lib/libmodplug.a +0 -0
  196. data/assets/windows/mingw-w64-x86_64/lib/libmpg123.a +0 -0
  197. data/assets/windows/mingw-w64-x86_64/lib/libmruby.a +0 -0
  198. data/assets/windows/mingw-w64-x86_64/lib/libogg.a +0 -0
  199. data/assets/windows/mingw-w64-x86_64/lib/libopus.a +0 -0
  200. data/assets/windows/mingw-w64-x86_64/lib/libopusfile.a +0 -0
  201. data/assets/windows/mingw-w64-x86_64/lib/libpng16.a +0 -0
  202. data/assets/windows/mingw-w64-x86_64/lib/libsndfile.a +0 -0
  203. data/assets/windows/mingw-w64-x86_64/lib/libssp.a +0 -0
  204. data/assets/windows/mingw-w64-x86_64/lib/libstdc++.a +0 -0
  205. data/assets/windows/mingw-w64-x86_64/lib/libtiff.a +0 -0
  206. data/assets/windows/mingw-w64-x86_64/lib/libvorbis.a +0 -0
  207. data/assets/windows/mingw-w64-x86_64/lib/libvorbisfile.a +0 -0
  208. data/assets/windows/mingw-w64-x86_64/lib/libwebp.a +0 -0
  209. data/assets/windows/mingw-w64-x86_64/lib/libz.a +0 -0
  210. data/assets/windows/mingw-w64-x86_64/lib/libzstd.a +0 -0
  211. data/assets/{ios → xcode/ios}/Assets.xcassets/AppIcon.appiconset/Contents.json +0 -0
  212. data/assets/{ios → xcode/ios}/Assets.xcassets/Contents.json +0 -0
  213. data/assets/{ios → xcode/ios}/Base.lproj/LaunchScreen.storyboard +0 -0
  214. data/assets/{ios → xcode/ios}/Info.plist +0 -0
  215. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mrbconf.h +0 -0
  216. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/array.h +0 -0
  217. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/boxing_nan.h +0 -0
  218. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/boxing_no.h +0 -0
  219. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/boxing_word.h +0 -0
  220. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/class.h +0 -0
  221. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/common.h +0 -0
  222. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/compile.h +0 -0
  223. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/data.h +0 -0
  224. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/debug.h +0 -0
  225. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/dump.h +0 -0
  226. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/error.h +0 -0
  227. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/gc.h +0 -0
  228. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/hash.h +0 -0
  229. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/irep.h +0 -0
  230. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/istruct.h +0 -0
  231. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/khash.h +0 -0
  232. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/numeric.h +0 -0
  233. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/object.h +0 -0
  234. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/opcode.h +0 -0
  235. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/ops.h +0 -0
  236. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/proc.h +0 -0
  237. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/range.h +0 -0
  238. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/re.h +0 -0
  239. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/string.h +0 -0
  240. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/throw.h +0 -0
  241. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/value.h +0 -0
  242. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/variable.h +0 -0
  243. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/version.h +0 -0
  244. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby.h +0 -0
  245. data/assets/{ios → xcode/ios}/MRuby.framework/Info.plist +0 -0
  246. data/assets/{ios → xcode/ios}/MRuby.framework/MRuby +0 -0
  247. data/assets/{ios → xcode/ios}/MyApp.xcodeproj/project.pbxproj +0 -0
  248. data/assets/{ios → xcode/ios}/MyApp.xcodeproj/project.xcworkspace/contents.xcworkspacedata +0 -0
  249. data/assets/{ios → xcode/ios}/MyApp.xcodeproj/project.xcworkspace/xcshareddata/IDEWorkspaceChecks.plist +0 -0
  250. data/assets/{ios → xcode/ios}/MyApp.xcodeproj/project.xcworkspace/xcshareddata/MyApp.xcscmblueprint +0 -0
  251. data/assets/{ios → xcode/ios}/main.c +0 -0
  252. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Back.imagestacklayer/Content.imageset/Contents.json +0 -0
  253. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Back.imagestacklayer/Contents.json +0 -0
  254. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Contents.json +0 -0
  255. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Front.imagestacklayer/Content.imageset/Contents.json +0 -0
  256. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Front.imagestacklayer/Contents.json +0 -0
  257. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Middle.imagestacklayer/Content.imageset/Contents.json +0 -0
  258. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Middle.imagestacklayer/Contents.json +0 -0
  259. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Back.imagestacklayer/Content.imageset/Contents.json +0 -0
  260. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Back.imagestacklayer/Contents.json +0 -0
  261. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Contents.json +0 -0
  262. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Front.imagestacklayer/Content.imageset/Contents.json +0 -0
  263. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Front.imagestacklayer/Contents.json +0 -0
  264. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Middle.imagestacklayer/Content.imageset/Contents.json +0 -0
  265. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Middle.imagestacklayer/Contents.json +0 -0
  266. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/Contents.json +0 -0
  267. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/Top Shelf Image Wide.imageset/Contents.json +0 -0
  268. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/Top Shelf Image.imageset/Contents.json +0 -0
  269. data/assets/{tvos → xcode/tvos}/Assets.xcassets/Contents.json +0 -0
  270. data/assets/{tvos → xcode/tvos}/Assets.xcassets/LaunchImage.launchimage/Contents.json +0 -0
  271. data/assets/{tvos → xcode/tvos}/Info.plist +0 -0
  272. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mrbconf.h +0 -0
  273. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/array.h +0 -0
  274. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/boxing_nan.h +0 -0
  275. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/boxing_no.h +0 -0
  276. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/boxing_word.h +0 -0
  277. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/class.h +0 -0
  278. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/common.h +0 -0
  279. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/compile.h +0 -0
  280. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/data.h +0 -0
  281. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/debug.h +0 -0
  282. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/dump.h +0 -0
  283. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/error.h +0 -0
  284. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/gc.h +0 -0
  285. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/hash.h +0 -0
  286. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/irep.h +0 -0
  287. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/istruct.h +0 -0
  288. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/khash.h +0 -0
  289. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/numeric.h +0 -0
  290. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/object.h +0 -0
  291. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/opcode.h +0 -0
  292. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/ops.h +0 -0
  293. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/proc.h +0 -0
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  295. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/re.h +0 -0
  296. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/string.h +0 -0
  297. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/throw.h +0 -0
  298. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/value.h +0 -0
  299. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/variable.h +0 -0
  300. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/version.h +0 -0
  301. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby.h +0 -0
  302. data/assets/{tvos → xcode/tvos}/MRuby.framework/Info.plist +0 -0
  303. data/assets/{tvos → xcode/tvos}/MRuby.framework/MRuby +0 -0
  304. data/assets/{tvos → xcode/tvos}/MyApp.xcodeproj/project.pbxproj +0 -0
  305. data/assets/{tvos → xcode/tvos}/MyApp.xcodeproj/project.xcworkspace/contents.xcworkspacedata +0 -0
  306. data/assets/{tvos → xcode/tvos}/MyApp.xcodeproj/project.xcworkspace/xcshareddata/IDEWorkspaceChecks.plist +0 -0
  307. data/assets/{tvos → xcode/tvos}/MyApp.xcodeproj/project.xcworkspace/xcshareddata/MyApp.xcscmblueprint +0 -0
  308. data/assets/{tvos → xcode/tvos}/main.c +0 -0
  309. data/bin/ruby2d +3 -4
  310. data/ext/ruby2d/extconf.rb +39 -25
  311. data/ext/ruby2d/gl.c +1 -1
  312. data/ext/ruby2d/gl3.c +0 -1
  313. data/ext/ruby2d/gles.c +137 -84
  314. data/ext/ruby2d/ruby2d.c +126 -32
  315. data/ext/ruby2d/ruby2d.h +53 -6
  316. data/ext/ruby2d/text.c +14 -1
  317. data/ext/ruby2d/window.c +253 -215
  318. data/lib/ruby2d/cli/build.rb +237 -59
  319. data/lib/ruby2d/cli/colorize.rb +5 -4
  320. data/lib/ruby2d/cli/platform.rb +17 -0
  321. data/lib/ruby2d/font.rb +7 -1
  322. data/lib/ruby2d/sprite.rb +7 -2
  323. data/lib/ruby2d/text.rb +1 -3
  324. data/lib/ruby2d/texture.rb +21 -21
  325. data/lib/ruby2d/tileset.rb +34 -33
  326. data/lib/ruby2d/version.rb +1 -1
  327. data/lib/ruby2d/vertices.rb +11 -6
  328. data/lib/ruby2d.rb +14 -20
  329. metadata +246 -152
  330. data/assets/README.md +0 -22
  331. data/assets/Rakefile +0 -85
  332. data/assets/macos/lib/libFLAC.a +0 -0
  333. data/assets/macos/lib/libSDL2.a +0 -0
  334. data/assets/macos/lib/libSDL2_image.a +0 -0
  335. data/assets/macos/lib/libSDL2_ttf.a +0 -0
  336. data/assets/macos/lib/libfreetype.a +0 -0
  337. data/assets/macos/lib/libjpeg.a +0 -0
  338. data/assets/macos/lib/libpng16.a +0 -0
  339. data/assets/macos/lib/libtiff.a +0 -0
  340. data/assets/macos/lib/libvorbis.a +0 -0
  341. data/assets/macos/lib/libvorbisfile.a +0 -0
  342. data/assets/macos/lib/libwebp.a +0 -0
  343. data/assets/mingw/bin/SDL2.dll +0 -0
  344. data/assets/mingw/bin/SDL2_image.dll +0 -0
  345. data/assets/mingw/bin/SDL2_mixer.dll +0 -0
  346. data/assets/mingw/bin/SDL2_ttf.dll +0 -0
  347. data/assets/mingw/bin/glew32.dll +0 -0
  348. data/assets/mingw/bin/libFLAC-8.dll +0 -0
  349. data/assets/mingw/bin/libfreetype-6.dll +0 -0
  350. data/assets/mingw/bin/libjpeg-9.dll +0 -0
  351. data/assets/mingw/bin/libmodplug-1.dll +0 -0
  352. data/assets/mingw/bin/libmpg123-0.dll +0 -0
  353. data/assets/mingw/bin/libogg-0.dll +0 -0
  354. data/assets/mingw/bin/libopus-0.dll +0 -0
  355. data/assets/mingw/bin/libopusfile-0.dll +0 -0
  356. data/assets/mingw/bin/libpng16-16.dll +0 -0
  357. data/assets/mingw/bin/libtiff-5.dll +0 -0
  358. data/assets/mingw/bin/libvorbis-0.dll +0 -0
  359. data/assets/mingw/bin/libvorbisfile-3.dll +0 -0
  360. data/assets/mingw/bin/libwebp-7.dll +0 -0
  361. data/assets/mingw/bin/zlib1.dll +0 -0
  362. data/assets/mingw/lib/libSDL2.dll.a +0 -0
  363. data/assets/mingw/lib/libSDL2_image.a +0 -0
  364. data/assets/mingw/lib/libSDL2_image.dll.a +0 -0
  365. data/assets/mingw/lib/libSDL2_mixer.a +0 -0
  366. data/assets/mingw/lib/libSDL2_mixer.dll.a +0 -0
  367. data/assets/mingw/lib/libSDL2_test.a +0 -0
  368. data/assets/mingw/lib/libSDL2_ttf.a +0 -0
  369. data/assets/mingw/lib/libSDL2_ttf.dll.a +0 -0
  370. data/assets/mingw/lib/libSDL2main.a +0 -0
  371. data/assets/mingw/lib/libglew32.dll.a +0 -0
@@ -1,6 +1,6 @@
1
1
  /*
2
2
  Simple DirectMedia Layer
3
- Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
3
+ Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
4
4
 
5
5
  This software is provided 'as-is', without any express or implied
6
6
  warranty. In no event will the authors be held liable for any damages
@@ -50,7 +50,7 @@ extern "C" {
50
50
  #define SDL_PRESSED 1
51
51
 
52
52
  /**
53
- * \brief The types of events that can be delivered.
53
+ * The types of events that can be delivered.
54
54
  */
55
55
  typedef enum
56
56
  {
@@ -160,6 +160,9 @@ typedef enum
160
160
  SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
161
161
  SDL_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */
162
162
 
163
+ /* Internal events */
164
+ SDL_POLLSENTINEL = 0x7F00, /**< Signals the end of an event poll cycle */
165
+
163
166
  /** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use,
164
167
  * and should be allocated with SDL_RegisterEvents()
165
168
  */
@@ -298,6 +301,8 @@ typedef struct SDL_MouseWheelEvent
298
301
  Sint32 x; /**< The amount scrolled horizontally, positive to the right and negative to the left */
299
302
  Sint32 y; /**< The amount scrolled vertically, positive away from the user and negative toward the user */
300
303
  Uint32 direction; /**< Set to one of the SDL_MOUSEWHEEL_* defines. When FLIPPED the values in X and Y will be opposite. Multiply by -1 to change them back */
304
+ float preciseX; /**< The amount scrolled horizontally, positive to the right and negative to the left, with float precision (added in 2.0.18) */
305
+ float preciseY; /**< The amount scrolled vertically, positive away from the user and negative toward the user, with float precision (added in 2.0.18) */
301
306
  } SDL_MouseWheelEvent;
302
307
 
303
308
  /**
@@ -620,28 +625,49 @@ typedef union SDL_Event
620
625
  SDL_DollarGestureEvent dgesture; /**< Gesture event data */
621
626
  SDL_DropEvent drop; /**< Drag and drop event data */
622
627
 
623
- /* This is necessary for ABI compatibility between Visual C++ and GCC
624
- Visual C++ will respect the push pack pragma and use 52 bytes for
625
- this structure, and GCC will use the alignment of the largest datatype
626
- within the union, which is 8 bytes.
628
+ /* This is necessary for ABI compatibility between Visual C++ and GCC.
629
+ Visual C++ will respect the push pack pragma and use 52 bytes (size of
630
+ SDL_TextEditingEvent, the largest structure for 32-bit and 64-bit
631
+ architectures) for this union, and GCC will use the alignment of the
632
+ largest datatype within the union, which is 8 bytes on 64-bit
633
+ architectures.
627
634
 
628
635
  So... we'll add padding to force the size to be 56 bytes for both.
636
+
637
+ On architectures where pointers are 16 bytes, this needs rounding up to
638
+ the next multiple of 16, 64, and on architectures where pointers are
639
+ even larger the size of SDL_UserEvent will dominate as being 3 pointers.
629
640
  */
630
- Uint8 padding[56];
641
+ Uint8 padding[sizeof(void *) <= 8 ? 56 : sizeof(void *) == 16 ? 64 : 3 * sizeof(void *)];
631
642
  } SDL_Event;
632
643
 
633
644
  /* Make sure we haven't broken binary compatibility */
634
- SDL_COMPILE_TIME_ASSERT(SDL_Event, sizeof(SDL_Event) == 56);
645
+ SDL_COMPILE_TIME_ASSERT(SDL_Event, sizeof(SDL_Event) == sizeof(((SDL_Event *)NULL)->padding));
635
646
 
636
647
 
637
648
  /* Function prototypes */
638
649
 
639
650
  /**
640
- * Pumps the event loop, gathering events from the input devices.
651
+ * Pump the event loop, gathering events from the input devices.
652
+ *
653
+ * This function updates the event queue and internal input device state.
641
654
  *
642
- * This function updates the event queue and internal input device state.
655
+ * **WARNING**: This should only be run in the thread that initialized the
656
+ * video subsystem, and for extra safety, you should consider only doing those
657
+ * things on the main thread in any case.
643
658
  *
644
- * This should only be run in the thread that sets the video mode.
659
+ * SDL_PumpEvents() gathers all the pending input information from devices and
660
+ * places it in the event queue. Without calls to SDL_PumpEvents() no events
661
+ * would ever be placed on the queue. Often the need for calls to
662
+ * SDL_PumpEvents() is hidden from the user since SDL_PollEvent() and
663
+ * SDL_WaitEvent() implicitly call SDL_PumpEvents(). However, if you are not
664
+ * polling or waiting for events (e.g. you are filtering them), then you must
665
+ * call SDL_PumpEvents() to force an event queue update.
666
+ *
667
+ * \since This function is available since SDL 2.0.0.
668
+ *
669
+ * \sa SDL_PollEvent
670
+ * \sa SDL_WaitEvent
645
671
  */
646
672
  extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
647
673
 
@@ -654,22 +680,42 @@ typedef enum
654
680
  } SDL_eventaction;
655
681
 
656
682
  /**
657
- * Checks the event queue for messages and optionally returns them.
683
+ * Check the event queue for messages and optionally return them.
684
+ *
685
+ * `action` may be any of the following:
658
686
  *
659
- * If \c action is ::SDL_ADDEVENT, up to \c numevents events will be added to
660
- * the back of the event queue.
687
+ * - `SDL_ADDEVENT`: up to `numevents` events will be added to the back of the
688
+ * event queue.
689
+ * - `SDL_PEEKEVENT`: `numevents` events at the front of the event queue,
690
+ * within the specified minimum and maximum type, will be returned to the
691
+ * caller and will _not_ be removed from the queue.
692
+ * - `SDL_GETEVENT`: up to `numevents` events at the front of the event queue,
693
+ * within the specified minimum and maximum type, will be returned to the
694
+ * caller and will be removed from the queue.
661
695
  *
662
- * If \c action is ::SDL_PEEKEVENT, up to \c numevents events at the front
663
- * of the event queue, within the specified minimum and maximum type,
664
- * will be returned and will not be removed from the queue.
696
+ * You may have to call SDL_PumpEvents() before calling this function.
697
+ * Otherwise, the events may not be ready to be filtered when you call
698
+ * SDL_PeepEvents().
665
699
  *
666
- * If \c action is ::SDL_GETEVENT, up to \c numevents events at the front
667
- * of the event queue, within the specified minimum and maximum type,
668
- * will be returned and will be removed from the queue.
700
+ * This function is thread-safe.
669
701
  *
670
- * \return The number of events actually stored, or -1 if there was an error.
702
+ * \param events destination buffer for the retrieved events
703
+ * \param numevents if action is SDL_ADDEVENT, the number of events to add
704
+ * back to the event queue; if action is SDL_PEEKEVENT or
705
+ * SDL_GETEVENT, the maximum number of events to retrieve
706
+ * \param action action to take; see [[#action|Remarks]] for details
707
+ * \param minType minimum value of the event type to be considered;
708
+ * SDL_FIRSTEVENT is a safe choice
709
+ * \param maxType maximum value of the event type to be considered;
710
+ * SDL_LASTEVENT is a safe choice
711
+ * \returns the number of events actually stored or a negative error code on
712
+ * failure; call SDL_GetError() for more information.
671
713
  *
672
- * This function is thread-safe.
714
+ * \since This function is available since SDL 2.0.0.
715
+ *
716
+ * \sa SDL_PollEvent
717
+ * \sa SDL_PumpEvents
718
+ * \sa SDL_PushEvent
673
719
  */
674
720
  extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents,
675
721
  SDL_eventaction action,
@@ -677,113 +723,354 @@ extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents,
677
723
  /* @} */
678
724
 
679
725
  /**
680
- * Checks to see if certain event types are in the event queue.
726
+ * Check for the existence of a certain event type in the event queue.
727
+ *
728
+ * If you need to check for a range of event types, use SDL_HasEvents()
729
+ * instead.
730
+ *
731
+ * \param type the type of event to be queried; see SDL_EventType for details
732
+ * \returns SDL_TRUE if events matching `type` are present, or SDL_FALSE if
733
+ * events matching `type` are not present.
734
+ *
735
+ * \since This function is available since SDL 2.0.0.
736
+ *
737
+ * \sa SDL_HasEvents
681
738
  */
682
739
  extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type);
740
+
741
+
742
+ /**
743
+ * Check for the existence of certain event types in the event queue.
744
+ *
745
+ * If you need to check for a single event type, use SDL_HasEvent() instead.
746
+ *
747
+ * \param minType the low end of event type to be queried, inclusive; see
748
+ * SDL_EventType for details
749
+ * \param maxType the high end of event type to be queried, inclusive; see
750
+ * SDL_EventType for details
751
+ * \returns SDL_TRUE if events with type >= `minType` and <= `maxType` are
752
+ * present, or SDL_FALSE if not.
753
+ *
754
+ * \since This function is available since SDL 2.0.0.
755
+ *
756
+ * \sa SDL_HasEvents
757
+ */
683
758
  extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType);
684
759
 
685
760
  /**
686
- * This function clears events from the event queue
687
- * This function only affects currently queued events. If you want to make
688
- * sure that all pending OS events are flushed, you can call SDL_PumpEvents()
689
- * on the main thread immediately before the flush call.
761
+ * Clear events of a specific type from the event queue.
762
+ *
763
+ * This will unconditionally remove any events from the queue that match
764
+ * `type`. If you need to remove a range of event types, use SDL_FlushEvents()
765
+ * instead.
766
+ *
767
+ * It's also normal to just ignore events you don't care about in your event
768
+ * loop without calling this function.
769
+ *
770
+ * This function only affects currently queued events. If you want to make
771
+ * sure that all pending OS events are flushed, you can call SDL_PumpEvents()
772
+ * on the main thread immediately before the flush call.
773
+ *
774
+ * \param type the type of event to be cleared; see SDL_EventType for details
775
+ *
776
+ * \since This function is available since SDL 2.0.0.
777
+ *
778
+ * \sa SDL_FlushEvents
690
779
  */
691
780
  extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type);
781
+
782
+ /**
783
+ * Clear events of a range of types from the event queue.
784
+ *
785
+ * This will unconditionally remove any events from the queue that are in the
786
+ * range of `minType` to `maxType`, inclusive. If you need to remove a single
787
+ * event type, use SDL_FlushEvent() instead.
788
+ *
789
+ * It's also normal to just ignore events you don't care about in your event
790
+ * loop without calling this function.
791
+ *
792
+ * This function only affects currently queued events. If you want to make
793
+ * sure that all pending OS events are flushed, you can call SDL_PumpEvents()
794
+ * on the main thread immediately before the flush call.
795
+ *
796
+ * \param minType the low end of event type to be cleared, inclusive; see
797
+ * SDL_EventType for details
798
+ * \param maxType the high end of event type to be cleared, inclusive; see
799
+ * SDL_EventType for details
800
+ *
801
+ * \since This function is available since SDL 2.0.0.
802
+ *
803
+ * \sa SDL_FlushEvent
804
+ */
692
805
  extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
693
806
 
694
807
  /**
695
- * \brief Polls for currently pending events.
808
+ * Poll for currently pending events.
809
+ *
810
+ * If `event` is not NULL, the next event is removed from the queue and stored
811
+ * in the SDL_Event structure pointed to by `event`. The 1 returned refers to
812
+ * this event, immediately stored in the SDL Event structure -- not an event
813
+ * to follow.
696
814
  *
697
- * \return 1 if there are any pending events, or 0 if there are none available.
815
+ * If `event` is NULL, it simply returns 1 if there is an event in the queue,
816
+ * but will not remove it from the queue.
698
817
  *
699
- * \param event If not NULL, the next event is removed from the queue and
700
- * stored in that area.
818
+ * As this function may implicitly call SDL_PumpEvents(), you can only call
819
+ * this function in the thread that set the video mode.
820
+ *
821
+ * SDL_PollEvent() is the favored way of receiving system events since it can
822
+ * be done from the main loop and does not suspend the main loop while waiting
823
+ * on an event to be posted.
824
+ *
825
+ * The common practice is to fully process the event queue once every frame,
826
+ * usually as a first step before updating the game's state:
827
+ *
828
+ * ```c
829
+ * while (game_is_still_running) {
830
+ * SDL_Event event;
831
+ * while (SDL_PollEvent(&event)) { // poll until all events are handled!
832
+ * // decide what to do with this event.
833
+ * }
834
+ *
835
+ * // update game state, draw the current frame
836
+ * }
837
+ * ```
838
+ *
839
+ * \param event the SDL_Event structure to be filled with the next event from
840
+ * the queue, or NULL
841
+ * \returns 1 if there is a pending event or 0 if there are none available.
842
+ *
843
+ * \since This function is available since SDL 2.0.0.
844
+ *
845
+ * \sa SDL_GetEventFilter
846
+ * \sa SDL_PeepEvents
847
+ * \sa SDL_PushEvent
848
+ * \sa SDL_SetEventFilter
849
+ * \sa SDL_WaitEvent
850
+ * \sa SDL_WaitEventTimeout
701
851
  */
702
852
  extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event);
703
853
 
704
854
  /**
705
- * \brief Waits indefinitely for the next available event.
855
+ * Wait indefinitely for the next available event.
856
+ *
857
+ * If `event` is not NULL, the next event is removed from the queue and stored
858
+ * in the SDL_Event structure pointed to by `event`.
859
+ *
860
+ * As this function may implicitly call SDL_PumpEvents(), you can only call
861
+ * this function in the thread that initialized the video subsystem.
706
862
  *
707
- * \return 1, or 0 if there was an error while waiting for events.
863
+ * \param event the SDL_Event structure to be filled in with the next event
864
+ * from the queue, or NULL
865
+ * \returns 1 on success or 0 if there was an error while waiting for events;
866
+ * call SDL_GetError() for more information.
708
867
  *
709
- * \param event If not NULL, the next event is removed from the queue and
710
- * stored in that area.
868
+ * \since This function is available since SDL 2.0.0.
869
+ *
870
+ * \sa SDL_PollEvent
871
+ * \sa SDL_PumpEvents
872
+ * \sa SDL_WaitEventTimeout
711
873
  */
712
874
  extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event);
713
875
 
714
876
  /**
715
- * \brief Waits until the specified timeout (in milliseconds) for the next
716
- * available event.
877
+ * Wait until the specified timeout (in milliseconds) for the next available
878
+ * event.
879
+ *
880
+ * If `event` is not NULL, the next event is removed from the queue and stored
881
+ * in the SDL_Event structure pointed to by `event`.
717
882
  *
718
- * \return 1, or 0 if there was an error while waiting for events.
883
+ * As this function may implicitly call SDL_PumpEvents(), you can only call
884
+ * this function in the thread that initialized the video subsystem.
719
885
  *
720
- * \param event If not NULL, the next event is removed from the queue and
721
- * stored in that area.
722
- * \param timeout The timeout (in milliseconds) to wait for next event.
886
+ * \param event the SDL_Event structure to be filled in with the next event
887
+ * from the queue, or NULL
888
+ * \param timeout the maximum number of milliseconds to wait for the next
889
+ * available event
890
+ * \returns 1 on success or 0 if there was an error while waiting for events;
891
+ * call SDL_GetError() for more information. This also returns 0 if
892
+ * the timeout elapsed without an event arriving.
893
+ *
894
+ * \since This function is available since SDL 2.0.0.
895
+ *
896
+ * \sa SDL_PollEvent
897
+ * \sa SDL_PumpEvents
898
+ * \sa SDL_WaitEvent
723
899
  */
724
900
  extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event * event,
725
901
  int timeout);
726
902
 
727
903
  /**
728
- * \brief Add an event to the event queue.
904
+ * Add an event to the event queue.
905
+ *
906
+ * The event queue can actually be used as a two way communication channel.
907
+ * Not only can events be read from the queue, but the user can also push
908
+ * their own events onto it. `event` is a pointer to the event structure you
909
+ * wish to push onto the queue. The event is copied into the queue, and the
910
+ * caller may dispose of the memory pointed to after SDL_PushEvent() returns.
911
+ *
912
+ * Note: Pushing device input events onto the queue doesn't modify the state
913
+ * of the device within SDL.
914
+ *
915
+ * This function is thread-safe, and can be called from other threads safely.
916
+ *
917
+ * Note: Events pushed onto the queue with SDL_PushEvent() get passed through
918
+ * the event filter but events added with SDL_PeepEvents() do not.
729
919
  *
730
- * \return 1 on success, 0 if the event was filtered, or -1 if the event queue
731
- * was full or there was some other error.
920
+ * For pushing application-specific events, please use SDL_RegisterEvents() to
921
+ * get an event type that does not conflict with other code that also wants
922
+ * its own custom event types.
923
+ *
924
+ * \param event the SDL_Event to be added to the queue
925
+ * \returns 1 on success, 0 if the event was filtered, or a negative error
926
+ * code on failure; call SDL_GetError() for more information. A
927
+ * common reason for error is the event queue being full.
928
+ *
929
+ * \since This function is available since SDL 2.0.0.
930
+ *
931
+ * \sa SDL_PeepEvents
932
+ * \sa SDL_PollEvent
933
+ * \sa SDL_RegisterEvents
732
934
  */
733
935
  extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event);
734
936
 
937
+ /**
938
+ * A function pointer used for callbacks that watch the event queue.
939
+ *
940
+ * \param userdata what was passed as `userdata` to SDL_SetEventFilter()
941
+ * or SDL_AddEventWatch, etc
942
+ * \param event the event that triggered the callback
943
+ * \returns 1 to permit event to be added to the queue, and 0 to disallow
944
+ * it. When used with SDL_AddEventWatch, the return value is ignored.
945
+ *
946
+ * \sa SDL_SetEventFilter
947
+ * \sa SDL_AddEventWatch
948
+ */
735
949
  typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event);
736
950
 
737
951
  /**
738
- * Sets up a filter to process all events before they change internal state and
739
- * are posted to the internal event queue.
952
+ * Set up a filter to process all events before they change internal state and
953
+ * are posted to the internal event queue.
954
+ *
955
+ * If the filter function returns 1 when called, then the event will be added
956
+ * to the internal queue. If it returns 0, then the event will be dropped from
957
+ * the queue, but the internal state will still be updated. This allows
958
+ * selective filtering of dynamically arriving events.
959
+ *
960
+ * **WARNING**: Be very careful of what you do in the event filter function,
961
+ * as it may run in a different thread!
962
+ *
963
+ * On platforms that support it, if the quit event is generated by an
964
+ * interrupt signal (e.g. pressing Ctrl-C), it will be delivered to the
965
+ * application at the next event poll.
966
+ *
967
+ * There is one caveat when dealing with the ::SDL_QuitEvent event type. The
968
+ * event filter is only called when the window manager desires to close the
969
+ * application window. If the event filter returns 1, then the window will be
970
+ * closed, otherwise the window will remain open if possible.
971
+ *
972
+ * Note: Disabled events never make it to the event filter function; see
973
+ * SDL_EventState().
740
974
  *
741
- * The filter is prototyped as:
742
- * \code
743
- * int SDL_EventFilter(void *userdata, SDL_Event * event);
744
- * \endcode
975
+ * Note: If you just want to inspect events without filtering, you should use
976
+ * SDL_AddEventWatch() instead.
745
977
  *
746
- * If the filter returns 1, then the event will be added to the internal queue.
747
- * If it returns 0, then the event will be dropped from the queue, but the
748
- * internal state will still be updated. This allows selective filtering of
749
- * dynamically arriving events.
978
+ * Note: Events pushed onto the queue with SDL_PushEvent() get passed through
979
+ * the event filter, but events pushed onto the queue with SDL_PeepEvents() do
980
+ * not.
750
981
  *
751
- * \warning Be very careful of what you do in the event filter function, as
752
- * it may run in a different thread!
982
+ * \param filter An SDL_EventFilter function to call when an event happens
983
+ * \param userdata a pointer that is passed to `filter`
753
984
  *
754
- * There is one caveat when dealing with the ::SDL_QuitEvent event type. The
755
- * event filter is only called when the window manager desires to close the
756
- * application window. If the event filter returns 1, then the window will
757
- * be closed, otherwise the window will remain open if possible.
985
+ * \since This function is available since SDL 2.0.0.
758
986
  *
759
- * If the quit event is generated by an interrupt signal, it will bypass the
760
- * internal queue and be delivered to the application at the next event poll.
987
+ * \sa SDL_AddEventWatch
988
+ * \sa SDL_EventState
989
+ * \sa SDL_GetEventFilter
990
+ * \sa SDL_PeepEvents
991
+ * \sa SDL_PushEvent
761
992
  */
762
993
  extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter,
763
994
  void *userdata);
764
995
 
765
996
  /**
766
- * Return the current event filter - can be used to "chain" filters.
767
- * If there is no event filter set, this function returns SDL_FALSE.
997
+ * Query the current event filter.
998
+ *
999
+ * This function can be used to "chain" filters, by saving the existing filter
1000
+ * before replacing it with a function that will call that saved filter.
1001
+ *
1002
+ * \param filter the current callback function will be stored here
1003
+ * \param userdata the pointer that is passed to the current event filter will
1004
+ * be stored here
1005
+ * \returns SDL_TRUE on success or SDL_FALSE if there is no event filter set.
1006
+ *
1007
+ * \since This function is available since SDL 2.0.0.
1008
+ *
1009
+ * \sa SDL_SetEventFilter
768
1010
  */
769
1011
  extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter,
770
1012
  void **userdata);
771
1013
 
772
1014
  /**
773
- * Add a function which is called when an event is added to the queue.
1015
+ * Add a callback to be triggered when an event is added to the event queue.
1016
+ *
1017
+ * `filter` will be called when an event happens, and its return value is
1018
+ * ignored.
1019
+ *
1020
+ * **WARNING**: Be very careful of what you do in the event filter function,
1021
+ * as it may run in a different thread!
1022
+ *
1023
+ * If the quit event is generated by a signal (e.g. SIGINT), it will bypass
1024
+ * the internal queue and be delivered to the watch callback immediately, and
1025
+ * arrive at the next event poll.
1026
+ *
1027
+ * Note: the callback is called for events posted by the user through
1028
+ * SDL_PushEvent(), but not for disabled events, nor for events by a filter
1029
+ * callback set with SDL_SetEventFilter(), nor for events posted by the user
1030
+ * through SDL_PeepEvents().
1031
+ *
1032
+ * \param filter an SDL_EventFilter function to call when an event happens.
1033
+ * \param userdata a pointer that is passed to `filter`
1034
+ *
1035
+ * \since This function is available since SDL 2.0.0.
1036
+ *
1037
+ * \sa SDL_DelEventWatch
1038
+ * \sa SDL_SetEventFilter
774
1039
  */
775
1040
  extern DECLSPEC void SDLCALL SDL_AddEventWatch(SDL_EventFilter filter,
776
1041
  void *userdata);
777
1042
 
778
1043
  /**
779
- * Remove an event watch function added with SDL_AddEventWatch()
1044
+ * Remove an event watch callback added with SDL_AddEventWatch().
1045
+ *
1046
+ * This function takes the same input as SDL_AddEventWatch() to identify and
1047
+ * delete the corresponding callback.
1048
+ *
1049
+ * \param filter the function originally passed to SDL_AddEventWatch()
1050
+ * \param userdata the pointer originally passed to SDL_AddEventWatch()
1051
+ *
1052
+ * \since This function is available since SDL 2.0.0.
1053
+ *
1054
+ * \sa SDL_AddEventWatch
780
1055
  */
781
1056
  extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter,
782
1057
  void *userdata);
783
1058
 
784
1059
  /**
785
- * Run the filter function on the current event queue, removing any
786
- * events for which the filter returns 0.
1060
+ * Run a specific filter function on the current event queue, removing any
1061
+ * events for which the filter returns 0.
1062
+ *
1063
+ * See SDL_SetEventFilter() for more information. Unlike SDL_SetEventFilter(),
1064
+ * this function does not change the filter permanently, it only uses the
1065
+ * supplied filter until this function returns.
1066
+ *
1067
+ * \param filter the SDL_EventFilter function to call when an event happens
1068
+ * \param userdata a pointer that is passed to `filter`
1069
+ *
1070
+ * \since This function is available since SDL 2.0.0.
1071
+ *
1072
+ * \sa SDL_GetEventFilter
1073
+ * \sa SDL_SetEventFilter
787
1074
  */
788
1075
  extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
789
1076
  void *userdata);
@@ -795,24 +1082,45 @@ extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
795
1082
  #define SDL_ENABLE 1
796
1083
 
797
1084
  /**
798
- * This function allows you to set the state of processing certain events.
799
- * - If \c state is set to ::SDL_IGNORE, that event will be automatically
800
- * dropped from the event queue and will not be filtered.
801
- * - If \c state is set to ::SDL_ENABLE, that event will be processed
802
- * normally.
803
- * - If \c state is set to ::SDL_QUERY, SDL_EventState() will return the
804
- * current processing state of the specified event.
1085
+ * Set the state of processing events by type.
1086
+ *
1087
+ * `state` may be any of the following:
1088
+ *
1089
+ * - `SDL_QUERY`: returns the current processing state of the specified event
1090
+ * - `SDL_IGNORE` (aka `SDL_DISABLE`): the event will automatically be dropped
1091
+ * from the event queue and will not be filtered
1092
+ * - `SDL_ENABLE`: the event will be processed normally
1093
+ *
1094
+ * \param type the type of event; see SDL_EventType for details
1095
+ * \param state how to process the event
1096
+ * \returns `SDL_DISABLE` or `SDL_ENABLE`, representing the processing state
1097
+ * of the event before this function makes any changes to it.
1098
+ *
1099
+ * \since This function is available since SDL 2.0.0.
1100
+ *
1101
+ * \sa SDL_GetEventState
805
1102
  */
806
1103
  extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint32 type, int state);
807
1104
  /* @} */
808
1105
  #define SDL_GetEventState(type) SDL_EventState(type, SDL_QUERY)
809
1106
 
810
1107
  /**
811
- * This function allocates a set of user-defined events, and returns
812
- * the beginning event number for that set of events.
1108
+ * Allocate a set of user-defined events, and return the beginning event
1109
+ * number for that set of events.
1110
+ *
1111
+ * Calling this function with `numevents` <= 0 is an error and will return
1112
+ * (Uint32)-1.
1113
+ *
1114
+ * Note, (Uint32)-1 means the maximum unsigned 32-bit integer value (or
1115
+ * 0xFFFFFFFF), but is clearer to write.
1116
+ *
1117
+ * \param numevents the number of events to be allocated
1118
+ * \returns the beginning event number, or (Uint32)-1 if there are not enough
1119
+ * user-defined events left.
1120
+ *
1121
+ * \since This function is available since SDL 2.0.0.
813
1122
  *
814
- * If there aren't enough user-defined events left, this function
815
- * returns (Uint32)-1
1123
+ * \sa SDL_PushEvent
816
1124
  */
817
1125
  extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents);
818
1126