ruby2d 0.12.0 → 1.0.0

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.
Files changed (619) hide show
  1. checksums.yaml +4 -4
  2. data/LICENSE.md +7 -0
  3. data/README.md +141 -0
  4. data/USAGE.md +2435 -0
  5. data/assets/Rakefile +637 -0
  6. data/assets/build_support/CMakeLists.txt +94 -0
  7. data/assets/build_support/mruby/build_config.rb +34 -0
  8. data/assets/build_support/mruby/build_config_wasm.rb +30 -0
  9. data/assets/build_support/sdl_test.c +174 -0
  10. data/assets/deps.yaml +16 -0
  11. data/assets/platform/include/SDL3/SDL.h +91 -0
  12. data/assets/platform/include/SDL3/SDL_assert.h +705 -0
  13. data/assets/platform/include/SDL3/SDL_asyncio.h +550 -0
  14. data/assets/platform/include/SDL3/SDL_atomic.h +692 -0
  15. data/assets/platform/include/SDL3/SDL_audio.h +2370 -0
  16. data/assets/platform/include/SDL3/SDL_begin_code.h +553 -0
  17. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_bits.h +47 -27
  18. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_blendmode.h +59 -55
  19. data/assets/platform/include/SDL3/SDL_camera.h +535 -0
  20. data/assets/platform/include/SDL3/SDL_clipboard.h +331 -0
  21. data/assets/{include/SDL2/close_code.h → platform/include/SDL3/SDL_close_code.h} +9 -8
  22. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_copying.h +3 -1
  23. data/assets/platform/include/SDL3/SDL_cpuinfo.h +374 -0
  24. data/assets/platform/include/SDL3/SDL_dialog.h +343 -0
  25. data/assets/platform/include/SDL3/SDL_dlopennote.h +234 -0
  26. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_egl.h +11 -8
  27. data/assets/platform/include/SDL3/SDL_endian.h +645 -0
  28. data/assets/platform/include/SDL3/SDL_error.h +226 -0
  29. data/assets/platform/include/SDL3/SDL_events.h +1645 -0
  30. data/assets/platform/include/SDL3/SDL_filesystem.h +537 -0
  31. data/assets/platform/include/SDL3/SDL_gamepad.h +1656 -0
  32. data/assets/platform/include/SDL3/SDL_gpu.h +4608 -0
  33. data/assets/platform/include/SDL3/SDL_guid.h +106 -0
  34. data/assets/platform/include/SDL3/SDL_haptic.h +1461 -0
  35. data/assets/platform/include/SDL3/SDL_hidapi.h +571 -0
  36. data/assets/platform/include/SDL3/SDL_hints.h +5001 -0
  37. data/assets/platform/include/SDL3/SDL_init.h +507 -0
  38. data/assets/platform/include/SDL3/SDL_intrin.h +410 -0
  39. data/assets/platform/include/SDL3/SDL_iostream.h +1379 -0
  40. data/assets/platform/include/SDL3/SDL_joystick.h +1385 -0
  41. data/assets/platform/include/SDL3/SDL_keyboard.h +608 -0
  42. data/assets/platform/include/SDL3/SDL_keycode.h +347 -0
  43. data/assets/platform/include/SDL3/SDL_loadso.h +145 -0
  44. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_locale.h +40 -24
  45. data/assets/platform/include/SDL3/SDL_log.h +541 -0
  46. data/assets/platform/include/SDL3/SDL_main.h +704 -0
  47. data/assets/platform/include/SDL3/SDL_main_impl.h +151 -0
  48. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_messagebox.h +85 -48
  49. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_metal.h +29 -29
  50. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_misc.h +13 -12
  51. data/assets/platform/include/SDL3/SDL_mouse.h +813 -0
  52. data/assets/platform/include/SDL3/SDL_mutex.h +1117 -0
  53. data/assets/platform/include/SDL3/SDL_oldnames.h +1339 -0
  54. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_opengl.h +1247 -278
  55. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_opengl_glext.h +5 -1
  56. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_opengles.h +6 -7
  57. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_opengles2.h +10 -11
  58. data/assets/platform/include/SDL3/SDL_pen.h +198 -0
  59. data/assets/platform/include/SDL3/SDL_pixels.h +1441 -0
  60. data/assets/{include/SDL2/SDL_test_log.h → platform/include/SDL3/SDL_platform.h} +25 -26
  61. data/assets/platform/include/SDL3/SDL_platform_defines.h +497 -0
  62. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_power.h +40 -20
  63. data/assets/platform/include/SDL3/SDL_process.h +441 -0
  64. data/assets/platform/include/SDL3/SDL_properties.h +572 -0
  65. data/assets/platform/include/SDL3/SDL_rect.h +528 -0
  66. data/assets/platform/include/SDL3/SDL_render.h +3028 -0
  67. data/assets/platform/include/SDL3/SDL_revision.h +59 -0
  68. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_scancode.h +59 -68
  69. data/assets/platform/include/SDL3/SDL_sensor.h +321 -0
  70. data/assets/platform/include/SDL3/SDL_stdinc.h +6186 -0
  71. data/assets/platform/include/SDL3/SDL_storage.h +686 -0
  72. data/assets/platform/include/SDL3/SDL_surface.h +1769 -0
  73. data/assets/platform/include/SDL3/SDL_system.h +840 -0
  74. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_test.h +16 -22
  75. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_test_assert.h +27 -34
  76. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_test_common.h +109 -52
  77. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_test_compare.h +22 -14
  78. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_test_crc32.h +27 -30
  79. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_test_font.h +50 -49
  80. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_test_fuzzer.h +64 -79
  81. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_test_harness.h +47 -30
  82. data/assets/platform/include/SDL3/SDL_test_log.h +83 -0
  83. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_test_md5.h +21 -28
  84. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_test_memory.h +19 -16
  85. data/assets/platform/include/SDL3/SDL_thread.h +602 -0
  86. data/assets/platform/include/SDL3/SDL_time.h +249 -0
  87. data/assets/platform/include/SDL3/SDL_timer.h +454 -0
  88. data/assets/platform/include/SDL3/SDL_touch.h +184 -0
  89. data/assets/platform/include/SDL3/SDL_tray.h +544 -0
  90. data/assets/platform/include/SDL3/SDL_version.h +198 -0
  91. data/assets/platform/include/SDL3/SDL_video.h +3497 -0
  92. data/assets/platform/include/SDL3/SDL_vulkan.h +287 -0
  93. data/assets/platform/include/SDL3_image/SDL_image.h +3328 -0
  94. data/assets/platform/include/SDL3_mixer/SDL_mixer.h +3369 -0
  95. data/assets/platform/include/SDL3_ttf/SDL_textengine.h +181 -0
  96. data/assets/platform/include/SDL3_ttf/SDL_ttf.h +2833 -0
  97. data/assets/{include → platform/include}/mrbconf.h +42 -31
  98. data/assets/{include → platform/include}/mruby/array.h +3 -4
  99. data/assets/{include → platform/include}/mruby/boxing_nan.h +10 -0
  100. data/assets/platform/include/mruby/boxing_no.h +59 -0
  101. data/assets/{include → platform/include}/mruby/boxing_word.h +72 -26
  102. data/assets/platform/include/mruby/class.h +157 -0
  103. data/assets/{include → platform/include}/mruby/common.h +30 -1
  104. data/assets/{include → platform/include}/mruby/compile.h +52 -74
  105. data/assets/{include → platform/include}/mruby/data.h +2 -2
  106. data/assets/{include → platform/include}/mruby/debug.h +12 -5
  107. data/assets/{include → platform/include}/mruby/dump.h +7 -9
  108. data/assets/{include → platform/include}/mruby/endian.h +1 -1
  109. data/assets/platform/include/mruby/error.h +173 -0
  110. data/assets/platform/include/mruby/gc.h +79 -0
  111. data/assets/{include → platform/include}/mruby/hash.h +1 -7
  112. data/assets/platform/include/mruby/internal.h +282 -0
  113. data/assets/platform/include/mruby/irep.h +143 -0
  114. data/assets/{include → platform/include}/mruby/istruct.h +1 -1
  115. data/assets/platform/include/mruby/khash.h +455 -0
  116. data/assets/platform/include/mruby/mempool.h +19 -0
  117. data/assets/{include → platform/include}/mruby/numeric.h +7 -10
  118. data/assets/platform/include/mruby/object.h +51 -0
  119. data/assets/{include → platform/include}/mruby/opcode.h +5 -5
  120. data/assets/{include → platform/include}/mruby/ops.h +19 -6
  121. data/assets/platform/include/mruby/presym/id.h +1447 -0
  122. data/assets/{include → platform/include}/mruby/presym/scanning.h +10 -7
  123. data/assets/platform/include/mruby/presym/table.h +2893 -0
  124. data/assets/platform/include/mruby/presym.h +65 -0
  125. data/assets/platform/include/mruby/proc.h +184 -0
  126. data/assets/{include → platform/include}/mruby/range.h +0 -2
  127. data/assets/{include → platform/include}/mruby/string.h +33 -53
  128. data/assets/platform/include/mruby/throw.h +81 -0
  129. data/assets/{include → platform/include}/mruby/value.h +64 -29
  130. data/assets/{include → platform/include}/mruby/variable.h +6 -23
  131. data/assets/{include → platform/include}/mruby/version.h +7 -7
  132. data/assets/{include → platform/include}/mruby.h +238 -116
  133. data/assets/platform/macos-arm64/bin/mrbc +0 -0
  134. data/assets/platform/macos-arm64/lib/libSDL3.a +0 -0
  135. data/assets/platform/macos-arm64/lib/libSDL3_image.a +0 -0
  136. data/assets/platform/macos-arm64/lib/libSDL3_mixer.a +0 -0
  137. data/assets/platform/macos-arm64/lib/libSDL3_ttf.a +0 -0
  138. data/assets/platform/macos-arm64/lib/libmruby.a +0 -0
  139. data/assets/platform/wasm/lib/libFLAC.a +0 -0
  140. data/assets/platform/wasm/lib/libSDL3.a +0 -0
  141. data/assets/platform/wasm/lib/libSDL3_image.a +0 -0
  142. data/assets/platform/wasm/lib/libSDL3_mixer.a +0 -0
  143. data/assets/platform/wasm/lib/libSDL3_ttf.a +0 -0
  144. data/assets/platform/wasm/lib/libfreetype.a +0 -0
  145. data/assets/platform/wasm/lib/libharfbuzz.a +0 -0
  146. data/assets/platform/wasm/lib/libmruby.a +0 -0
  147. data/assets/platform/wasm/lib/libogg.a +0 -0
  148. data/assets/platform/wasm/lib/libplutosvg.a +0 -0
  149. data/assets/platform/wasm/lib/libplutovg.a +0 -0
  150. data/assets/platform/wasm/lib/libpng.a +0 -0
  151. data/assets/platform/wasm/lib/libpng16.a +0 -0
  152. data/assets/platform/wasm/lib/libvorbis.a +0 -0
  153. data/assets/platform/wasm/lib/libvorbisfile.a +0 -0
  154. data/assets/platform/wasm/lib/libzlibstatic.a +0 -0
  155. data/assets/platform/windows-arm64-mingw-ucrt/bin/mrbc.exe +0 -0
  156. data/assets/platform/windows-arm64-mingw-ucrt/lib/libSDL3.a +0 -0
  157. data/assets/platform/windows-arm64-mingw-ucrt/lib/libSDL3_image.a +0 -0
  158. data/assets/platform/windows-arm64-mingw-ucrt/lib/libSDL3_mixer.a +0 -0
  159. data/assets/platform/windows-arm64-mingw-ucrt/lib/libSDL3_ttf.a +0 -0
  160. data/assets/platform/windows-arm64-mingw-ucrt/lib/libmruby.a +0 -0
  161. data/assets/platform/windows-x86_64-mingw-ucrt/bin/mrbc.exe +0 -0
  162. data/assets/platform/windows-x86_64-mingw-ucrt/lib/libSDL3.a +0 -0
  163. data/assets/platform/windows-x86_64-mingw-ucrt/lib/libSDL3_image.a +0 -0
  164. data/assets/platform/windows-x86_64-mingw-ucrt/lib/libSDL3_mixer.a +0 -0
  165. data/assets/platform/windows-x86_64-mingw-ucrt/lib/libSDL3_ttf.a +0 -0
  166. data/assets/platform/windows-x86_64-mingw-ucrt/lib/libmruby.a +0 -0
  167. data/assets/resources/fonts/outfit/OFL.txt +93 -0
  168. data/assets/resources/fonts/outfit/outfit.ttf +0 -0
  169. data/assets/resources/fonts/roboto_mono/OFL.txt +91 -0
  170. data/assets/resources/fonts/roboto_mono/roboto_mono.ttf +0 -0
  171. data/assets/resources/icons/icon.icns +0 -0
  172. data/assets/resources/icons/icon.png +0 -0
  173. data/assets/resources/spritesheets/License.txt +28 -0
  174. data/assets/resources/spritesheets/spritesheet-backgrounds.png +0 -0
  175. data/assets/resources/spritesheets/spritesheet-backgrounds.xml +16 -0
  176. data/assets/resources/spritesheets/spritesheet-characters.png +0 -0
  177. data/assets/resources/spritesheets/spritesheet-characters.xml +47 -0
  178. data/assets/resources/spritesheets/spritesheet-enemies.png +0 -0
  179. data/assets/resources/spritesheets/spritesheet-enemies.xml +62 -0
  180. data/assets/resources/spritesheets/spritesheet-tiles.png +0 -0
  181. data/assets/resources/spritesheets/spritesheet-tiles.xml +316 -0
  182. data/assets/{wasm → resources/web}/template.html +1 -1
  183. data/assets/target.rb +131 -0
  184. data/bin/ruby2d +281 -82
  185. data/examples/astar.rb +269 -0
  186. data/examples/asteroids.rb +403 -0
  187. data/examples/bezier_editor.rb +96 -0
  188. data/examples/boids.rb +191 -0
  189. data/examples/bouncing_balls.rb +119 -0
  190. data/examples/breakout.rb +186 -0
  191. data/examples/constellations.rb +100 -0
  192. data/examples/dashboard.rb +133 -0
  193. data/examples/double_pendulum.rb +254 -0
  194. data/examples/falling_sand.rb +291 -0
  195. data/examples/fireworks.rb +110 -0
  196. data/examples/fluid_dynamics.rb +340 -0
  197. data/examples/fourier_epicycles.rb +142 -0
  198. data/examples/fractal_tree.rb +326 -0
  199. data/examples/game_of_life.rb +148 -0
  200. data/examples/gamepads.rb +333 -0
  201. data/examples/hill_driver.rb +613 -0
  202. data/examples/logo_animation.rb +251 -0
  203. data/examples/lorenz_attractor.rb +115 -0
  204. data/examples/mandelbrot.rb +207 -0
  205. data/examples/marching_squares.rb +200 -0
  206. data/examples/maze.rb +323 -0
  207. data/examples/nbody.rb +338 -0
  208. data/examples/outrun.rb +391 -0
  209. data/examples/pixel_paint.rb +313 -0
  210. data/examples/platformer.rb +335 -0
  211. data/examples/ray_casting_maze.rb +175 -0
  212. data/examples/shadow_casting.rb +151 -0
  213. data/examples/shape_recognizer.rb +908 -0
  214. data/examples/snake.rb +144 -0
  215. data/examples/sprite_sheets.rb +246 -0
  216. data/examples/swarm.rb +206 -0
  217. data/examples/tsp_annealing.rb +104 -0
  218. data/examples/ui_controls.rb +163 -0
  219. data/examples/wireframe_3d.rb +139 -0
  220. data/ext/ruby2d/audio.c +324 -0
  221. data/ext/ruby2d/canvas.c +1715 -494
  222. data/ext/ruby2d/ext.c +541 -0
  223. data/ext/ruby2d/extconf.rb +122 -145
  224. data/ext/ruby2d/font.c +566 -20
  225. data/ext/ruby2d/fps.c +92 -0
  226. data/ext/ruby2d/image.c +466 -41
  227. data/ext/ruby2d/ruby2d.c +374 -1890
  228. data/ext/ruby2d/ruby2d.h +840 -460
  229. data/ext/ruby2d/shapes.c +931 -101
  230. data/ext/ruby2d/text.c +586 -21
  231. data/ext/ruby2d/window.c +1693 -283
  232. data/lib/ruby2d/atlas_parser.rb +194 -0
  233. data/lib/ruby2d/audio.rb +73 -0
  234. data/lib/ruby2d/benchmark.rb +259 -0
  235. data/lib/ruby2d/bitmap_text.rb +155 -0
  236. data/lib/ruby2d/button.rb +402 -0
  237. data/lib/ruby2d/canvas.rb +703 -279
  238. data/lib/ruby2d/circle.rb +206 -29
  239. data/lib/ruby2d/cli/browser.rb +314 -0
  240. data/lib/ruby2d/cli/build.rb +471 -257
  241. data/lib/ruby2d/cli/colorize.rb +7 -5
  242. data/lib/ruby2d/cli/examples.rb +127 -0
  243. data/lib/ruby2d/cli/launch.rb +24 -39
  244. data/lib/ruby2d/cli/lib_files.rb +48 -0
  245. data/lib/ruby2d/cli/messages.rb +40 -0
  246. data/lib/ruby2d/cli/setup.rb +273 -0
  247. data/lib/ruby2d/cli/static_server.rb +160 -0
  248. data/lib/ruby2d/cli/usage.rb +255 -0
  249. data/lib/ruby2d/color.rb +191 -69
  250. data/lib/ruby2d/core.rb +37 -19
  251. data/lib/ruby2d/deps_help.rb +89 -0
  252. data/lib/ruby2d/dsl.rb +51 -12
  253. data/lib/ruby2d/ellipse.rb +228 -0
  254. data/lib/ruby2d/exceptions.rb +0 -2
  255. data/lib/ruby2d/font.rb +34 -74
  256. data/lib/ruby2d/gamepad.rb +323 -0
  257. data/lib/ruby2d/gem_paths.rb +19 -0
  258. data/lib/ruby2d/image.rb +155 -52
  259. data/lib/ruby2d/interactive.rb +103 -0
  260. data/lib/ruby2d/json_parser.rb +268 -0
  261. data/lib/ruby2d/line.rb +194 -85
  262. data/lib/ruby2d/mruby_compat.rb +12 -0
  263. data/lib/ruby2d/polygon.rb +297 -0
  264. data/lib/ruby2d/polyline.rb +368 -0
  265. data/lib/ruby2d/quad.rb +358 -94
  266. data/lib/ruby2d/rectangle.rb +77 -19
  267. data/lib/ruby2d/renderable.rb +411 -11
  268. data/lib/ruby2d/sprite.rb +471 -180
  269. data/lib/ruby2d/sprite_sheet.rb +64 -0
  270. data/lib/ruby2d/square.rb +29 -17
  271. data/lib/ruby2d/text.rb +196 -65
  272. data/lib/ruby2d/tileset.rb +139 -81
  273. data/lib/ruby2d/triangle.rb +324 -89
  274. data/lib/ruby2d/version.rb +1 -3
  275. data/lib/ruby2d/vertices.rb +62 -85
  276. data/lib/ruby2d/warnings.rb +29 -0
  277. data/lib/ruby2d/window/class_methods.rb +218 -0
  278. data/lib/ruby2d/window/gamepad_events.rb +141 -0
  279. data/lib/ruby2d/window/key_events.rb +74 -0
  280. data/lib/ruby2d/window/mouse_events.rb +171 -0
  281. data/lib/ruby2d/window/object_events.rb +168 -0
  282. data/lib/ruby2d/window.rb +632 -585
  283. data/lib/ruby2d.rb +14 -19
  284. metadata +275 -428
  285. data/assets/app.icns +0 -0
  286. data/assets/include/GLES2/gl2.h +0 -656
  287. data/assets/include/GLES2/gl2ext.h +0 -3949
  288. data/assets/include/GLES2/gl2ext_angle.h +0 -701
  289. data/assets/include/GLES2/gl2platform.h +0 -27
  290. data/assets/include/GLES3/gl3.h +0 -1192
  291. data/assets/include/GLES3/gl31.h +0 -1507
  292. data/assets/include/GLES3/gl32.h +0 -1808
  293. data/assets/include/GLES3/gl3platform.h +0 -27
  294. data/assets/include/KHR/khrplatform.h +0 -290
  295. data/assets/include/SDL2/SDL.h +0 -233
  296. data/assets/include/SDL2/SDL_assert.h +0 -326
  297. data/assets/include/SDL2/SDL_atomic.h +0 -415
  298. data/assets/include/SDL2/SDL_audio.h +0 -1500
  299. data/assets/include/SDL2/SDL_clipboard.h +0 -141
  300. data/assets/include/SDL2/SDL_config.h +0 -61
  301. data/assets/include/SDL2/SDL_config_android.h +0 -194
  302. data/assets/include/SDL2/SDL_config_emscripten.h +0 -218
  303. data/assets/include/SDL2/SDL_config_iphoneos.h +0 -217
  304. data/assets/include/SDL2/SDL_config_macosx.h +0 -277
  305. data/assets/include/SDL2/SDL_config_minimal.h +0 -95
  306. data/assets/include/SDL2/SDL_config_ngage.h +0 -89
  307. data/assets/include/SDL2/SDL_config_os2.h +0 -207
  308. data/assets/include/SDL2/SDL_config_pandora.h +0 -141
  309. data/assets/include/SDL2/SDL_config_windows.h +0 -331
  310. data/assets/include/SDL2/SDL_config_wingdk.h +0 -253
  311. data/assets/include/SDL2/SDL_config_winrt.h +0 -220
  312. data/assets/include/SDL2/SDL_config_xbox.h +0 -235
  313. data/assets/include/SDL2/SDL_cpuinfo.h +0 -594
  314. data/assets/include/SDL2/SDL_endian.h +0 -348
  315. data/assets/include/SDL2/SDL_error.h +0 -163
  316. data/assets/include/SDL2/SDL_events.h +0 -1166
  317. data/assets/include/SDL2/SDL_filesystem.h +0 -149
  318. data/assets/include/SDL2/SDL_gamecontroller.h +0 -1074
  319. data/assets/include/SDL2/SDL_gesture.h +0 -117
  320. data/assets/include/SDL2/SDL_guid.h +0 -100
  321. data/assets/include/SDL2/SDL_haptic.h +0 -1341
  322. data/assets/include/SDL2/SDL_hidapi.h +0 -451
  323. data/assets/include/SDL2/SDL_hints.h +0 -2569
  324. data/assets/include/SDL2/SDL_image.h +0 -2173
  325. data/assets/include/SDL2/SDL_joystick.h +0 -1066
  326. data/assets/include/SDL2/SDL_keyboard.h +0 -353
  327. data/assets/include/SDL2/SDL_keycode.h +0 -358
  328. data/assets/include/SDL2/SDL_loadso.h +0 -115
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  591. data/assets/xcode/tvos/MRuby.framework/MRuby +0 -0
  592. data/assets/xcode/tvos/MyApp.xcodeproj/project.pbxproj +0 -350
  593. data/assets/xcode/tvos/MyApp.xcodeproj/project.xcworkspace/contents.xcworkspacedata +0 -7
  594. data/assets/xcode/tvos/MyApp.xcodeproj/project.xcworkspace/xcshareddata/IDEWorkspaceChecks.plist +0 -8
  595. data/assets/xcode/tvos/MyApp.xcodeproj/project.xcworkspace/xcshareddata/MyApp.xcscmblueprint +0 -30
  596. data/assets/xcode/tvos/main.c +0 -1
  597. data/ext/ruby2d/common.c +0 -185
  598. data/ext/ruby2d/controllers.c +0 -110
  599. data/ext/ruby2d/gl.c +0 -398
  600. data/ext/ruby2d/gl2.c +0 -86
  601. data/ext/ruby2d/gl3.c +0 -304
  602. data/ext/ruby2d/gles.c +0 -302
  603. data/ext/ruby2d/input.c +0 -48
  604. data/ext/ruby2d/music.c +0 -127
  605. data/ext/ruby2d/sound.c +0 -132
  606. data/lib/ruby2d/cli/console.rb +0 -65
  607. data/lib/ruby2d/cli/enable_console.rb +0 -7
  608. data/lib/ruby2d/cli/platform.rb +0 -17
  609. data/lib/ruby2d/music.rb +0 -77
  610. data/lib/ruby2d/pixel.rb +0 -18
  611. data/lib/ruby2d/pixmap.rb +0 -39
  612. data/lib/ruby2d/pixmap_atlas.rb +0 -56
  613. data/lib/ruby2d/sound.rb +0 -61
  614. data/lib/ruby2d/texture.rb +0 -38
  615. /data/assets/{include/SDL2 → platform/include/SDL3}/SDL_opengles2_gl2.h +0 -0
  616. /data/assets/{include/SDL2 → platform/include/SDL3}/SDL_opengles2_gl2ext.h +0 -0
  617. /data/assets/{include/SDL2 → platform/include/SDL3}/SDL_opengles2_gl2platform.h +0 -0
  618. /data/assets/{include/SDL2 → platform/include/SDL3}/SDL_opengles2_khrplatform.h +0 -0
  619. /data/assets/{include → platform/include}/mruby/re.h +0 -0
@@ -0,0 +1,535 @@
1
+ /*
2
+ Simple DirectMedia Layer
3
+ Copyright (C) 1997-2026 Sam Lantinga <slouken@libsdl.org>
4
+
5
+ This software is provided 'as-is', without any express or implied
6
+ warranty. In no event will the authors be held liable for any damages
7
+ arising from the use of this software.
8
+
9
+ Permission is granted to anyone to use this software for any purpose,
10
+ including commercial applications, and to alter it and redistribute it
11
+ freely, subject to the following restrictions:
12
+
13
+ 1. The origin of this software must not be misrepresented; you must not
14
+ claim that you wrote the original software. If you use this software
15
+ in a product, an acknowledgment in the product documentation would be
16
+ appreciated but is not required.
17
+ 2. Altered source versions must be plainly marked as such, and must not be
18
+ misrepresented as being the original software.
19
+ 3. This notice may not be removed or altered from any source distribution.
20
+ */
21
+
22
+ /**
23
+ * # CategoryCamera
24
+ *
25
+ * Video capture for the SDL library.
26
+ *
27
+ * This API lets apps read input from video sources, like webcams. Camera
28
+ * devices can be enumerated, queried, and opened. Once opened, it will
29
+ * provide SDL_Surface objects as new frames of video come in. These surfaces
30
+ * can be uploaded to an SDL_Texture or processed as pixels in memory.
31
+ *
32
+ * Several platforms will alert the user if an app tries to access a camera,
33
+ * and some will present a UI asking the user if your application should be
34
+ * allowed to obtain images at all, which they can deny. A successfully opened
35
+ * camera will not provide images until permission is granted. Applications,
36
+ * after opening a camera device, can see if they were granted access by
37
+ * either polling with the SDL_GetCameraPermissionState() function, or waiting
38
+ * for an SDL_EVENT_CAMERA_DEVICE_APPROVED or SDL_EVENT_CAMERA_DEVICE_DENIED
39
+ * event. Platforms that don't have any user approval process will report
40
+ * approval immediately.
41
+ *
42
+ * Note that SDL cameras only provide video as individual frames; they will
43
+ * not provide full-motion video encoded in a movie file format, although an
44
+ * app is free to encode the acquired frames into any format it likes. It also
45
+ * does not provide audio from the camera hardware through this API; not only
46
+ * do many webcams not have microphones at all, many people--from streamers to
47
+ * people on Zoom calls--will want to use a separate microphone regardless of
48
+ * the camera. In any case, recorded audio will be available through SDL's
49
+ * audio API no matter what hardware provides the microphone.
50
+ *
51
+ * ## Camera gotchas
52
+ *
53
+ * Consumer-level camera hardware tends to take a little while to warm up,
54
+ * once the device has been opened. Generally most camera apps have some sort
55
+ * of UI to take a picture (a button to snap a pic while a preview is showing,
56
+ * some sort of multi-second countdown for the user to pose, like a photo
57
+ * booth), which puts control in the users' hands, or they are intended to
58
+ * stay on for long times (Pokemon Go, etc).
59
+ *
60
+ * It's not uncommon that a newly-opened camera will provide a couple of
61
+ * completely black frames, maybe followed by some under-exposed images. If
62
+ * taking a single frame automatically, or recording video from a camera's
63
+ * input without the user initiating it from a preview, it could be wise to
64
+ * drop the first several frames (if not the first several _seconds_ worth of
65
+ * frames!) before using images from a camera.
66
+ */
67
+
68
+ #ifndef SDL_camera_h_
69
+ #define SDL_camera_h_
70
+
71
+ #include <SDL3/SDL_stdinc.h>
72
+ #include <SDL3/SDL_error.h>
73
+ #include <SDL3/SDL_pixels.h>
74
+ #include <SDL3/SDL_properties.h>
75
+ #include <SDL3/SDL_surface.h>
76
+
77
+ #include <SDL3/SDL_begin_code.h>
78
+ /* Set up for C function definitions, even when using C++ */
79
+ #ifdef __cplusplus
80
+ extern "C" {
81
+ #endif
82
+
83
+ /**
84
+ * This is a unique ID for a camera device for the time it is connected to the
85
+ * system, and is never reused for the lifetime of the application.
86
+ *
87
+ * If the device is disconnected and reconnected, it will get a new ID.
88
+ *
89
+ * The value 0 is an invalid ID.
90
+ *
91
+ * \since This datatype is available since SDL 3.2.0.
92
+ *
93
+ * \sa SDL_GetCameras
94
+ */
95
+ typedef Uint32 SDL_CameraID;
96
+
97
+ /**
98
+ * The opaque structure used to identify an opened SDL camera.
99
+ *
100
+ * \since This struct is available since SDL 3.2.0.
101
+ */
102
+ typedef struct SDL_Camera SDL_Camera;
103
+
104
+ /**
105
+ * The details of an output format for a camera device.
106
+ *
107
+ * Cameras often support multiple formats; each one will be encapsulated in
108
+ * this struct.
109
+ *
110
+ * \since This struct is available since SDL 3.2.0.
111
+ *
112
+ * \sa SDL_GetCameraSupportedFormats
113
+ * \sa SDL_GetCameraFormat
114
+ */
115
+ typedef struct SDL_CameraSpec
116
+ {
117
+ SDL_PixelFormat format; /**< Frame format */
118
+ SDL_Colorspace colorspace; /**< Frame colorspace */
119
+ int width; /**< Frame width */
120
+ int height; /**< Frame height */
121
+ int framerate_numerator; /**< Frame rate numerator ((num / denom) == FPS, (denom / num) == duration in seconds) */
122
+ int framerate_denominator; /**< Frame rate denominator ((num / denom) == FPS, (denom / num) == duration in seconds) */
123
+ } SDL_CameraSpec;
124
+
125
+ /**
126
+ * The position of camera in relation to system device.
127
+ *
128
+ * \since This enum is available since SDL 3.2.0.
129
+ *
130
+ * \sa SDL_GetCameraPosition
131
+ */
132
+ typedef enum SDL_CameraPosition
133
+ {
134
+ SDL_CAMERA_POSITION_UNKNOWN,
135
+ SDL_CAMERA_POSITION_FRONT_FACING,
136
+ SDL_CAMERA_POSITION_BACK_FACING
137
+ } SDL_CameraPosition;
138
+
139
+ /**
140
+ * The current state of a request for camera access.
141
+ *
142
+ * \since This enum is available since SDL 3.4.0.
143
+ *
144
+ * \sa SDL_GetCameraPermissionState
145
+ */
146
+ typedef enum SDL_CameraPermissionState
147
+ {
148
+ SDL_CAMERA_PERMISSION_STATE_DENIED = -1,
149
+ SDL_CAMERA_PERMISSION_STATE_PENDING,
150
+ SDL_CAMERA_PERMISSION_STATE_APPROVED
151
+ } SDL_CameraPermissionState;
152
+
153
+
154
+ /**
155
+ * Use this function to get the number of built-in camera drivers.
156
+ *
157
+ * This function returns a hardcoded number. This never returns a negative
158
+ * value; if there are no drivers compiled into this build of SDL, this
159
+ * function returns zero. The presence of a driver in this list does not mean
160
+ * it will function, it just means SDL is capable of interacting with that
161
+ * interface. For example, a build of SDL might have v4l2 support, but if
162
+ * there's no kernel support available, SDL's v4l2 driver would fail if used.
163
+ *
164
+ * By default, SDL tries all drivers, in its preferred order, until one is
165
+ * found to be usable.
166
+ *
167
+ * \returns the number of built-in camera drivers.
168
+ *
169
+ * \threadsafety It is safe to call this function from any thread.
170
+ *
171
+ * \since This function is available since SDL 3.2.0.
172
+ *
173
+ * \sa SDL_GetCameraDriver
174
+ */
175
+ extern SDL_DECLSPEC int SDLCALL SDL_GetNumCameraDrivers(void);
176
+
177
+ /**
178
+ * Use this function to get the name of a built in camera driver.
179
+ *
180
+ * The list of camera drivers is given in the order that they are normally
181
+ * initialized by default; the drivers that seem more reasonable to choose
182
+ * first (as far as the SDL developers believe) are earlier in the list.
183
+ *
184
+ * The names of drivers are all simple, low-ASCII identifiers, like "v4l2",
185
+ * "coremedia" or "android". These never have Unicode characters, and are not
186
+ * meant to be proper names.
187
+ *
188
+ * \param index the index of the camera driver; the value ranges from 0 to
189
+ * SDL_GetNumCameraDrivers() - 1.
190
+ * \returns the name of the camera driver at the requested index, or NULL if
191
+ * an invalid index was specified.
192
+ *
193
+ * \threadsafety It is safe to call this function from any thread.
194
+ *
195
+ * \since This function is available since SDL 3.2.0.
196
+ *
197
+ * \sa SDL_GetNumCameraDrivers
198
+ */
199
+ extern SDL_DECLSPEC const char * SDLCALL SDL_GetCameraDriver(int index);
200
+
201
+ /**
202
+ * Get the name of the current camera driver.
203
+ *
204
+ * The names of drivers are all simple, low-ASCII identifiers, like "v4l2",
205
+ * "coremedia" or "android". These never have Unicode characters, and are not
206
+ * meant to be proper names.
207
+ *
208
+ * \returns the name of the current camera driver or NULL if no driver has
209
+ * been initialized.
210
+ *
211
+ * \threadsafety It is safe to call this function from any thread.
212
+ *
213
+ * \since This function is available since SDL 3.2.0.
214
+ */
215
+ extern SDL_DECLSPEC const char * SDLCALL SDL_GetCurrentCameraDriver(void);
216
+
217
+ /**
218
+ * Get a list of currently connected camera devices.
219
+ *
220
+ * \param count a pointer filled in with the number of cameras returned, may
221
+ * be NULL.
222
+ * \returns a 0 terminated array of camera instance IDs or NULL on failure;
223
+ * call SDL_GetError() for more information. This should be freed
224
+ * with SDL_free() when it is no longer needed.
225
+ *
226
+ * \threadsafety It is safe to call this function from any thread.
227
+ *
228
+ * \since This function is available since SDL 3.2.0.
229
+ *
230
+ * \sa SDL_OpenCamera
231
+ */
232
+ extern SDL_DECLSPEC SDL_CameraID * SDLCALL SDL_GetCameras(int *count);
233
+
234
+ /**
235
+ * Get the list of native formats/sizes a camera supports.
236
+ *
237
+ * This returns a list of all formats and frame sizes that a specific camera
238
+ * can offer. This is useful if your app can accept a variety of image formats
239
+ * and sizes and so want to find the optimal spec that doesn't require
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+ * conversion.
241
+ *
242
+ * This function isn't strictly required; if you call SDL_OpenCamera with a
243
+ * NULL spec, SDL will choose a native format for you, and if you instead
244
+ * specify a desired format, it will transparently convert to the requested
245
+ * format on your behalf.
246
+ *
247
+ * If `count` is not NULL, it will be filled with the number of elements in
248
+ * the returned array.
249
+ *
250
+ * Note that it's legal for a camera to supply an empty list. This is what
251
+ * will happen on Emscripten builds, since that platform won't tell _anything_
252
+ * about available cameras until you've opened one, and won't even tell if
253
+ * there _is_ a camera until the user has given you permission to check
254
+ * through a scary warning popup.
255
+ *
256
+ * \param instance_id the camera device instance ID.
257
+ * \param count a pointer filled in with the number of elements in the list,
258
+ * may be NULL.
259
+ * \returns a NULL terminated array of pointers to SDL_CameraSpec or NULL on
260
+ * failure; call SDL_GetError() for more information. This is a
261
+ * single allocation that should be freed with SDL_free() when it is
262
+ * no longer needed.
263
+ *
264
+ * \threadsafety It is safe to call this function from any thread.
265
+ *
266
+ * \since This function is available since SDL 3.2.0.
267
+ *
268
+ * \sa SDL_GetCameras
269
+ * \sa SDL_OpenCamera
270
+ */
271
+ extern SDL_DECLSPEC SDL_CameraSpec ** SDLCALL SDL_GetCameraSupportedFormats(SDL_CameraID instance_id, int *count);
272
+
273
+ /**
274
+ * Get the human-readable device name for a camera.
275
+ *
276
+ * \param instance_id the camera device instance ID.
277
+ * \returns a human-readable device name or NULL on failure; call
278
+ * SDL_GetError() for more information.
279
+ *
280
+ * \threadsafety It is safe to call this function from any thread.
281
+ *
282
+ * \since This function is available since SDL 3.2.0.
283
+ *
284
+ * \sa SDL_GetCameras
285
+ */
286
+ extern SDL_DECLSPEC const char * SDLCALL SDL_GetCameraName(SDL_CameraID instance_id);
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+
288
+ /**
289
+ * Get the position of the camera in relation to the system.
290
+ *
291
+ * Most platforms will report UNKNOWN, but mobile devices, like phones, can
292
+ * often make a distinction between cameras on the front of the device (that
293
+ * points towards the user, for taking "selfies") and cameras on the back (for
294
+ * filming in the direction the user is facing).
295
+ *
296
+ * \param instance_id the camera device instance ID.
297
+ * \returns the position of the camera on the system hardware.
298
+ *
299
+ * \threadsafety It is safe to call this function from any thread.
300
+ *
301
+ * \since This function is available since SDL 3.2.0.
302
+ *
303
+ * \sa SDL_GetCameras
304
+ */
305
+ extern SDL_DECLSPEC SDL_CameraPosition SDLCALL SDL_GetCameraPosition(SDL_CameraID instance_id);
306
+
307
+ /**
308
+ * Open a video recording device (a "camera").
309
+ *
310
+ * You can open the device with any reasonable spec, and if the hardware can't
311
+ * directly support it, it will convert data seamlessly to the requested
312
+ * format. This might incur overhead, including scaling of image data.
313
+ *
314
+ * If you would rather accept whatever format the device offers, you can pass
315
+ * a NULL spec here and it will choose one for you (and you can use
316
+ * SDL_Surface's conversion/scaling functions directly if necessary).
317
+ *
318
+ * You can call SDL_GetCameraFormat() to get the actual data format if passing
319
+ * a NULL spec here. You can see the exact specs a device can support without
320
+ * conversion with SDL_GetCameraSupportedFormats().
321
+ *
322
+ * SDL will not attempt to emulate framerate; it will try to set the hardware
323
+ * to the rate closest to the requested speed, but it won't attempt to limit
324
+ * or duplicate frames artificially; call SDL_GetCameraFormat() to see the
325
+ * actual framerate of the opened the device, and check your timestamps if
326
+ * this is crucial to your app!
327
+ *
328
+ * Note that the camera is not usable until the user approves its use! On some
329
+ * platforms, the operating system will prompt the user to permit access to
330
+ * the camera, and they can choose Yes or No at that point. Until they do, the
331
+ * camera will not be usable. The app should either wait for an
332
+ * SDL_EVENT_CAMERA_DEVICE_APPROVED (or SDL_EVENT_CAMERA_DEVICE_DENIED) event,
333
+ * or poll SDL_GetCameraPermissionState() occasionally until it returns
334
+ * non-zero. On platforms that don't require explicit user approval (and
335
+ * perhaps in places where the user previously permitted access), the approval
336
+ * event might come immediately, but it might come seconds, minutes, or hours
337
+ * later!
338
+ *
339
+ * \param instance_id the camera device instance ID.
340
+ * \param spec the desired format for data the device will provide. Can be
341
+ * NULL.
342
+ * \returns an SDL_Camera object or NULL on failure; call SDL_GetError() for
343
+ * more information.
344
+ *
345
+ * \threadsafety It is safe to call this function from any thread.
346
+ *
347
+ * \since This function is available since SDL 3.2.0.
348
+ *
349
+ * \sa SDL_GetCameras
350
+ * \sa SDL_GetCameraFormat
351
+ */
352
+ extern SDL_DECLSPEC SDL_Camera * SDLCALL SDL_OpenCamera(SDL_CameraID instance_id, const SDL_CameraSpec *spec);
353
+
354
+ /**
355
+ * Query if camera access has been approved by the user.
356
+ *
357
+ * Cameras will not function between when the device is opened by the app and
358
+ * when the user permits access to the hardware. On some platforms, this
359
+ * presents as a popup dialog where the user has to explicitly approve access;
360
+ * on others the approval might be implicit and not alert the user at all.
361
+ *
362
+ * This function can be used to check the status of that approval. It will
363
+ * return SDL_CAMERA_PERMISSION_STATE_PENDING if waiting for user response,
364
+ * SDL_CAMERA_PERMISSION_STATE_APPROVED if the camera is approved for use, and
365
+ * SDL_CAMERA_PERMISSION_STATE_DENIED if the user denied access.
366
+ *
367
+ * Instead of polling with this function, you can wait for a
368
+ * SDL_EVENT_CAMERA_DEVICE_APPROVED (or SDL_EVENT_CAMERA_DEVICE_DENIED) event
369
+ * in the standard SDL event loop, which is guaranteed to be sent once when
370
+ * permission to use the camera is decided.
371
+ *
372
+ * If a camera is declined, there's nothing to be done but call
373
+ * SDL_CloseCamera() to dispose of it.
374
+ *
375
+ * \param camera the opened camera device to query.
376
+ * \returns an SDL_CameraPermissionState value indicating if access is
377
+ * granted, or `SDL_CAMERA_PERMISSION_STATE_PENDING` if the decision
378
+ * is still pending.
379
+ *
380
+ * \threadsafety It is safe to call this function from any thread.
381
+ *
382
+ * \since This function is available since SDL 3.2.0.
383
+ *
384
+ * \sa SDL_OpenCamera
385
+ * \sa SDL_CloseCamera
386
+ */
387
+ extern SDL_DECLSPEC SDL_CameraPermissionState SDLCALL SDL_GetCameraPermissionState(SDL_Camera *camera);
388
+
389
+ /**
390
+ * Get the instance ID of an opened camera.
391
+ *
392
+ * \param camera an SDL_Camera to query.
393
+ * \returns the instance ID of the specified camera on success or 0 on
394
+ * failure; call SDL_GetError() for more information.
395
+ *
396
+ * \threadsafety It is safe to call this function from any thread.
397
+ *
398
+ * \since This function is available since SDL 3.2.0.
399
+ *
400
+ * \sa SDL_OpenCamera
401
+ */
402
+ extern SDL_DECLSPEC SDL_CameraID SDLCALL SDL_GetCameraID(SDL_Camera *camera);
403
+
404
+ /**
405
+ * Get the properties associated with an opened camera.
406
+ *
407
+ * \param camera the SDL_Camera obtained from SDL_OpenCamera().
408
+ * \returns a valid property ID on success or 0 on failure; call
409
+ * SDL_GetError() for more information.
410
+ *
411
+ * \threadsafety It is safe to call this function from any thread.
412
+ *
413
+ * \since This function is available since SDL 3.2.0.
414
+ */
415
+ extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetCameraProperties(SDL_Camera *camera);
416
+
417
+ /**
418
+ * Get the spec that a camera is using when generating images.
419
+ *
420
+ * Note that this might not be the native format of the hardware, as SDL might
421
+ * be converting to this format behind the scenes.
422
+ *
423
+ * If the system is waiting for the user to approve access to the camera, as
424
+ * some platforms require, this will return false, but this isn't necessarily
425
+ * a fatal error; you should either wait for an
426
+ * SDL_EVENT_CAMERA_DEVICE_APPROVED (or SDL_EVENT_CAMERA_DEVICE_DENIED) event,
427
+ * or poll SDL_GetCameraPermissionState() occasionally until it returns
428
+ * non-zero.
429
+ *
430
+ * \param camera opened camera device.
431
+ * \param spec the SDL_CameraSpec to be initialized by this function.
432
+ * \returns true on success or false on failure; call SDL_GetError() for more
433
+ * information.
434
+ *
435
+ * \threadsafety It is safe to call this function from any thread.
436
+ *
437
+ * \since This function is available since SDL 3.2.0.
438
+ *
439
+ * \sa SDL_OpenCamera
440
+ */
441
+ extern SDL_DECLSPEC bool SDLCALL SDL_GetCameraFormat(SDL_Camera *camera, SDL_CameraSpec *spec);
442
+
443
+ /**
444
+ * Acquire a frame.
445
+ *
446
+ * The frame is a memory pointer to the image data, whose size and format are
447
+ * given by the spec requested when opening the device.
448
+ *
449
+ * This is a non blocking API. If there is a frame available, a non-NULL
450
+ * surface is returned, and timestampNS will be filled with a non-zero value.
451
+ *
452
+ * Note that an error case can also return NULL, but a NULL by itself is
453
+ * normal and just signifies that a new frame is not yet available. Note that
454
+ * even if a camera device fails outright (a USB camera is unplugged while in
455
+ * use, etc), SDL will send an event separately to notify the app, but
456
+ * continue to provide blank frames at ongoing intervals until
457
+ * SDL_CloseCamera() is called, so real failure here is almost always an out
458
+ * of memory condition.
459
+ *
460
+ * After use, the frame should be released with SDL_ReleaseCameraFrame(). If
461
+ * you don't do this, the system may stop providing more video!
462
+ *
463
+ * Do not call SDL_DestroySurface() on the returned surface! It must be given
464
+ * back to the camera subsystem with SDL_ReleaseCameraFrame!
465
+ *
466
+ * If the system is waiting for the user to approve access to the camera, as
467
+ * some platforms require, this will return NULL (no frames available); you
468
+ * should either wait for an SDL_EVENT_CAMERA_DEVICE_APPROVED (or
469
+ * SDL_EVENT_CAMERA_DEVICE_DENIED) event, or poll
470
+ * SDL_GetCameraPermissionState() occasionally until it returns non-zero.
471
+ *
472
+ * \param camera opened camera device.
473
+ * \param timestampNS a pointer filled in with the frame's timestamp, or 0 on
474
+ * error. Can be NULL.
475
+ * \returns a new frame of video on success, NULL if none is currently
476
+ * available.
477
+ *
478
+ * \threadsafety It is safe to call this function from any thread.
479
+ *
480
+ * \since This function is available since SDL 3.2.0.
481
+ *
482
+ * \sa SDL_ReleaseCameraFrame
483
+ */
484
+ extern SDL_DECLSPEC SDL_Surface * SDLCALL SDL_AcquireCameraFrame(SDL_Camera *camera, Uint64 *timestampNS);
485
+
486
+ /**
487
+ * Release a frame of video acquired from a camera.
488
+ *
489
+ * Let the back-end re-use the internal buffer for camera.
490
+ *
491
+ * This function _must_ be called only on surface objects returned by
492
+ * SDL_AcquireCameraFrame(). This function should be called as quickly as
493
+ * possible after acquisition, as SDL keeps a small FIFO queue of surfaces for
494
+ * video frames; if surfaces aren't released in a timely manner, SDL may drop
495
+ * upcoming video frames from the camera.
496
+ *
497
+ * If the app needs to keep the surface for a significant time, they should
498
+ * make a copy of it and release the original.
499
+ *
500
+ * The app should not use the surface again after calling this function;
501
+ * assume the surface is freed and the pointer is invalid.
502
+ *
503
+ * \param camera opened camera device.
504
+ * \param frame the video frame surface to release.
505
+ *
506
+ * \threadsafety It is safe to call this function from any thread.
507
+ *
508
+ * \since This function is available since SDL 3.2.0.
509
+ *
510
+ * \sa SDL_AcquireCameraFrame
511
+ */
512
+ extern SDL_DECLSPEC void SDLCALL SDL_ReleaseCameraFrame(SDL_Camera *camera, SDL_Surface *frame);
513
+
514
+ /**
515
+ * Use this function to shut down camera processing and close the camera
516
+ * device.
517
+ *
518
+ * \param camera opened camera device.
519
+ *
520
+ * \threadsafety It is safe to call this function from any thread, but no
521
+ * thread may reference `device` once this function is called.
522
+ *
523
+ * \since This function is available since SDL 3.2.0.
524
+ *
525
+ * \sa SDL_OpenCamera
526
+ */
527
+ extern SDL_DECLSPEC void SDLCALL SDL_CloseCamera(SDL_Camera *camera);
528
+
529
+ /* Ends C function definitions when using C++ */
530
+ #ifdef __cplusplus
531
+ }
532
+ #endif
533
+ #include <SDL3/SDL_close_code.h>
534
+
535
+ #endif /* SDL_camera_h_ */