ruby2d 0.12.1 → 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 (620) 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 -443
  285. data/assets/app.icns +0 -0
  286. data/assets/include/GL/glew.h +0 -26427
  287. data/assets/include/GLES2/gl2.h +0 -656
  288. data/assets/include/GLES2/gl2ext.h +0 -3949
  289. data/assets/include/GLES2/gl2ext_angle.h +0 -701
  290. data/assets/include/GLES2/gl2platform.h +0 -27
  291. data/assets/include/GLES3/gl3.h +0 -1192
  292. data/assets/include/GLES3/gl31.h +0 -1507
  293. data/assets/include/GLES3/gl32.h +0 -1808
  294. data/assets/include/GLES3/gl3platform.h +0 -27
  295. data/assets/include/KHR/khrplatform.h +0 -290
  296. data/assets/include/SDL2/SDL.h +0 -233
  297. data/assets/include/SDL2/SDL_assert.h +0 -326
  298. data/assets/include/SDL2/SDL_atomic.h +0 -415
  299. data/assets/include/SDL2/SDL_audio.h +0 -1500
  300. data/assets/include/SDL2/SDL_clipboard.h +0 -141
  301. data/assets/include/SDL2/SDL_config.h +0 -61
  302. data/assets/include/SDL2/SDL_config_android.h +0 -194
  303. data/assets/include/SDL2/SDL_config_emscripten.h +0 -218
  304. data/assets/include/SDL2/SDL_config_iphoneos.h +0 -217
  305. data/assets/include/SDL2/SDL_config_macosx.h +0 -277
  306. data/assets/include/SDL2/SDL_config_minimal.h +0 -95
  307. data/assets/include/SDL2/SDL_config_ngage.h +0 -89
  308. data/assets/include/SDL2/SDL_config_os2.h +0 -207
  309. data/assets/include/SDL2/SDL_config_pandora.h +0 -141
  310. data/assets/include/SDL2/SDL_config_windows.h +0 -331
  311. data/assets/include/SDL2/SDL_config_wingdk.h +0 -253
  312. data/assets/include/SDL2/SDL_config_winrt.h +0 -220
  313. data/assets/include/SDL2/SDL_config_xbox.h +0 -235
  314. data/assets/include/SDL2/SDL_cpuinfo.h +0 -594
  315. data/assets/include/SDL2/SDL_endian.h +0 -348
  316. data/assets/include/SDL2/SDL_error.h +0 -163
  317. data/assets/include/SDL2/SDL_events.h +0 -1166
  318. data/assets/include/SDL2/SDL_filesystem.h +0 -149
  319. data/assets/include/SDL2/SDL_gamecontroller.h +0 -1074
  320. data/assets/include/SDL2/SDL_gesture.h +0 -117
  321. data/assets/include/SDL2/SDL_guid.h +0 -100
  322. data/assets/include/SDL2/SDL_haptic.h +0 -1341
  323. data/assets/include/SDL2/SDL_hidapi.h +0 -451
  324. data/assets/include/SDL2/SDL_hints.h +0 -2569
  325. data/assets/include/SDL2/SDL_image.h +0 -2173
  326. data/assets/include/SDL2/SDL_joystick.h +0 -1066
  327. data/assets/include/SDL2/SDL_keyboard.h +0 -353
  328. data/assets/include/SDL2/SDL_keycode.h +0 -358
  329. data/assets/include/SDL2/SDL_loadso.h +0 -115
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  592. data/assets/xcode/tvos/MRuby.framework/MRuby +0 -0
  593. data/assets/xcode/tvos/MyApp.xcodeproj/project.pbxproj +0 -350
  594. data/assets/xcode/tvos/MyApp.xcodeproj/project.xcworkspace/contents.xcworkspacedata +0 -7
  595. data/assets/xcode/tvos/MyApp.xcodeproj/project.xcworkspace/xcshareddata/IDEWorkspaceChecks.plist +0 -8
  596. data/assets/xcode/tvos/MyApp.xcodeproj/project.xcworkspace/xcshareddata/MyApp.xcscmblueprint +0 -30
  597. data/assets/xcode/tvos/main.c +0 -1
  598. data/ext/ruby2d/common.c +0 -185
  599. data/ext/ruby2d/controllers.c +0 -110
  600. data/ext/ruby2d/gl.c +0 -398
  601. data/ext/ruby2d/gl2.c +0 -86
  602. data/ext/ruby2d/gl3.c +0 -304
  603. data/ext/ruby2d/gles.c +0 -302
  604. data/ext/ruby2d/input.c +0 -48
  605. data/ext/ruby2d/music.c +0 -127
  606. data/ext/ruby2d/sound.c +0 -132
  607. data/lib/ruby2d/cli/console.rb +0 -65
  608. data/lib/ruby2d/cli/enable_console.rb +0 -7
  609. data/lib/ruby2d/cli/platform.rb +0 -17
  610. data/lib/ruby2d/music.rb +0 -77
  611. data/lib/ruby2d/pixel.rb +0 -18
  612. data/lib/ruby2d/pixmap.rb +0 -39
  613. data/lib/ruby2d/pixmap_atlas.rb +0 -56
  614. data/lib/ruby2d/sound.rb +0 -61
  615. data/lib/ruby2d/texture.rb +0 -38
  616. /data/assets/{include/SDL2 → platform/include/SDL3}/SDL_opengles2_gl2.h +0 -0
  617. /data/assets/{include/SDL2 → platform/include/SDL3}/SDL_opengles2_gl2ext.h +0 -0
  618. /data/assets/{include/SDL2 → platform/include/SDL3}/SDL_opengles2_gl2platform.h +0 -0
  619. /data/assets/{include/SDL2 → platform/include/SDL3}/SDL_opengles2_khrplatform.h +0 -0
  620. /data/assets/{include → platform/include}/mruby/re.h +0 -0
@@ -0,0 +1,704 @@
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
+ * # CategoryMain
24
+ *
25
+ * Redefine main() if necessary so that it is called by SDL.
26
+ *
27
+ * In order to make this consistent on all platforms, the application's main()
28
+ * should look like this:
29
+ *
30
+ * ```c
31
+ * #include <SDL3/SDL.h>
32
+ * #include <SDL3/SDL_main.h>
33
+ *
34
+ * int main(int argc, char *argv[])
35
+ * {
36
+ * }
37
+ * ```
38
+ *
39
+ * SDL will take care of platform specific details on how it gets called.
40
+ *
41
+ * This is also where an app can be configured to use the main callbacks, via
42
+ * the SDL_MAIN_USE_CALLBACKS macro.
43
+ *
44
+ * SDL_main.h is a "single-header library," which is to say that including
45
+ * this header inserts code into your program, and you should only include it
46
+ * once in most cases. SDL.h does not include this header automatically.
47
+ *
48
+ * For more information, see:
49
+ *
50
+ * https://wiki.libsdl.org/SDL3/README-main-functions
51
+ */
52
+
53
+ #ifndef SDL_main_h_
54
+ #define SDL_main_h_
55
+
56
+ #include <SDL3/SDL_platform_defines.h>
57
+ #include <SDL3/SDL_stdinc.h>
58
+ #include <SDL3/SDL_error.h>
59
+ #include <SDL3/SDL_events.h>
60
+
61
+ #ifdef SDL_WIKI_DOCUMENTATION_SECTION
62
+
63
+ /**
64
+ * Inform SDL that the app is providing an entry point instead of SDL.
65
+ *
66
+ * SDL does not define this macro, but will check if it is defined when
67
+ * including `SDL_main.h`. If defined, SDL will expect the app to provide the
68
+ * proper entry point for the platform, and all the other magic details
69
+ * needed, like manually calling SDL_SetMainReady.
70
+ *
71
+ * Please see [README-main-functions](README-main-functions), (or
72
+ * docs/README-main-functions.md in the source tree) for a more detailed
73
+ * explanation.
74
+ *
75
+ * \since This macro is used by the headers since SDL 3.2.0.
76
+ */
77
+ #define SDL_MAIN_HANDLED 1
78
+
79
+ /**
80
+ * Inform SDL to use the main callbacks instead of main.
81
+ *
82
+ * SDL does not define this macro, but will check if it is defined when
83
+ * including `SDL_main.h`. If defined, SDL will expect the app to provide
84
+ * several functions: SDL_AppInit, SDL_AppEvent, SDL_AppIterate, and
85
+ * SDL_AppQuit. The app should not provide a `main` function in this case, and
86
+ * doing so will likely cause the build to fail.
87
+ *
88
+ * Please see [README-main-functions](README-main-functions), (or
89
+ * docs/README-main-functions.md in the source tree) for a more detailed
90
+ * explanation.
91
+ *
92
+ * \since This macro is used by the headers since SDL 3.2.0.
93
+ *
94
+ * \sa SDL_AppInit
95
+ * \sa SDL_AppEvent
96
+ * \sa SDL_AppIterate
97
+ * \sa SDL_AppQuit
98
+ */
99
+ #define SDL_MAIN_USE_CALLBACKS 1
100
+
101
+ /**
102
+ * Defined if the target platform offers a special mainline through SDL.
103
+ *
104
+ * This won't be defined otherwise. If defined, SDL's headers will redefine
105
+ * `main` to `SDL_main`.
106
+ *
107
+ * This macro is defined by `SDL_main.h`, which is not automatically included
108
+ * by `SDL.h`.
109
+ *
110
+ * Even if available, an app can define SDL_MAIN_HANDLED and provide their
111
+ * own, if they know what they're doing.
112
+ *
113
+ * This macro is used internally by SDL, and apps probably shouldn't rely on
114
+ * it.
115
+ *
116
+ * \since This macro is available since SDL 3.2.0.
117
+ */
118
+ #define SDL_MAIN_AVAILABLE
119
+
120
+ /**
121
+ * Defined if the target platform _requires_ a special mainline through SDL.
122
+ *
123
+ * This won't be defined otherwise. If defined, SDL's headers will redefine
124
+ * `main` to `SDL_main`.
125
+ *
126
+ * This macro is defined by `SDL_main.h`, which is not automatically included
127
+ * by `SDL.h`.
128
+ *
129
+ * Even if required, an app can define SDL_MAIN_HANDLED and provide their own,
130
+ * if they know what they're doing.
131
+ *
132
+ * This macro is used internally by SDL, and apps probably shouldn't rely on
133
+ * it.
134
+ *
135
+ * \since This macro is available since SDL 3.2.0.
136
+ */
137
+ #define SDL_MAIN_NEEDED
138
+
139
+ #endif
140
+
141
+ #if defined(__has_include)
142
+ #if __has_include("SDL_main_private.h") && __has_include("SDL_main_impl_private.h")
143
+ #define SDL_PLATFORM_PRIVATE_MAIN
144
+ #endif
145
+ #endif
146
+
147
+ #ifndef SDL_MAIN_HANDLED
148
+ #if defined(SDL_PLATFORM_PRIVATE_MAIN)
149
+ /* Private platforms may have their own ideas about entry points. */
150
+ #include "SDL_main_private.h"
151
+
152
+ #elif defined(SDL_PLATFORM_WIN32)
153
+ /* On Windows SDL provides WinMain(), which parses the command line and passes
154
+ the arguments to your main function.
155
+
156
+ If you provide your own WinMain(), you may define SDL_MAIN_HANDLED
157
+ */
158
+ #define SDL_MAIN_AVAILABLE
159
+
160
+ #elif defined(SDL_PLATFORM_GDK)
161
+ /* On GDK, SDL provides a main function that initializes the game runtime.
162
+
163
+ If you prefer to write your own WinMain-function instead of having SDL
164
+ provide one that calls your main() function,
165
+ #define SDL_MAIN_HANDLED before #include'ing SDL_main.h
166
+ and call the SDL_RunApp function from your entry point.
167
+ */
168
+ #define SDL_MAIN_NEEDED
169
+
170
+ #elif defined(SDL_PLATFORM_IOS) || defined(SDL_PLATFORM_TVOS)
171
+ /* On iOS and tvOS SDL provides a main function that creates an application delegate and starts the application run loop.
172
+
173
+ To use it, just #include <SDL3/SDL_main.h> in the source file that contains your main() function.
174
+
175
+ See src/video/uikit/SDL_uikitappdelegate.m for more details.
176
+ */
177
+ #define SDL_MAIN_NEEDED
178
+
179
+ #elif defined(SDL_PLATFORM_ANDROID)
180
+ /* On Android SDL provides a Java class in SDLActivity.java that is the
181
+ main activity entry point.
182
+
183
+ See docs/README-android.md for more details on extending that class.
184
+ */
185
+ #define SDL_MAIN_NEEDED
186
+
187
+ /* As this is launched from Java, the real entry point (main() function)
188
+ is outside of the the binary built from this code.
189
+ This define makes sure that, unlike on other platforms, SDL_main.h
190
+ and SDL_main_impl.h export an `SDL_main()` function (to be called
191
+ from Java), but don't implement a native `int main(int argc, char* argv[])`
192
+ or similar.
193
+ */
194
+ #define SDL_MAIN_EXPORTED
195
+
196
+ #elif defined(SDL_PLATFORM_EMSCRIPTEN)
197
+ /* On Emscripten, SDL provides a main function that converts URL
198
+ parameters that start with "SDL_" to environment variables, so
199
+ they can be used as SDL hints, etc.
200
+
201
+ This is 100% optional, so if you don't want this to happen, you may
202
+ define SDL_MAIN_HANDLED
203
+ */
204
+ #define SDL_MAIN_AVAILABLE
205
+
206
+ #elif defined(SDL_PLATFORM_PSP)
207
+ /* On PSP SDL provides a main function that sets the module info,
208
+ activates the GPU and starts the thread required to be able to exit
209
+ the software.
210
+
211
+ If you provide this yourself, you may define SDL_MAIN_HANDLED
212
+ */
213
+ #define SDL_MAIN_AVAILABLE
214
+
215
+ #elif defined(SDL_PLATFORM_PS2)
216
+ #define SDL_MAIN_AVAILABLE
217
+
218
+ #define SDL_PS2_SKIP_IOP_RESET() \
219
+ void reset_IOP(); \
220
+ void reset_IOP() {}
221
+
222
+ #elif defined(SDL_PLATFORM_3DS)
223
+ /*
224
+ On N3DS, SDL provides a main function that sets up the screens
225
+ and storage.
226
+
227
+ If you provide this yourself, you may define SDL_MAIN_HANDLED
228
+ */
229
+ #define SDL_MAIN_AVAILABLE
230
+
231
+ #endif
232
+ #endif /* SDL_MAIN_HANDLED */
233
+
234
+
235
+ #ifdef SDL_WIKI_DOCUMENTATION_SECTION
236
+
237
+ /**
238
+ * A macro to tag a main entry point function as exported.
239
+ *
240
+ * Most platforms don't need this, and the macro will be defined to nothing.
241
+ * Some, like Android, keep the entry points in a shared library and need to
242
+ * explicitly export the symbols.
243
+ *
244
+ * External code rarely needs this, and if it needs something, it's almost
245
+ * always SDL_DECLSPEC instead.
246
+ *
247
+ * \since This macro is available since SDL 3.2.0.
248
+ *
249
+ * \sa SDL_DECLSPEC
250
+ */
251
+ #define SDLMAIN_DECLSPEC
252
+
253
+ #elif defined(SDL_MAIN_EXPORTED)
254
+ /* We need to export SDL_main so it can be launched from external code,
255
+ like SDLActivity.java on Android */
256
+ #define SDLMAIN_DECLSPEC SDL_DECLSPEC
257
+ #else
258
+ /* usually this is empty */
259
+ #define SDLMAIN_DECLSPEC
260
+ #endif /* SDL_WIKI_DOCUMENTATION_SECTION */
261
+
262
+ #if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE) || defined(SDL_MAIN_USE_CALLBACKS)
263
+ #define main SDL_main
264
+ #endif
265
+
266
+ #include <SDL3/SDL_init.h>
267
+ #include <SDL3/SDL_begin_code.h>
268
+ #ifdef __cplusplus
269
+ extern "C" {
270
+ #endif
271
+
272
+ /*
273
+ * You can (optionally!) define SDL_MAIN_USE_CALLBACKS before including
274
+ * SDL_main.h, and then your application will _not_ have a standard
275
+ * "main" entry point. Instead, it will operate as a collection of
276
+ * functions that are called as necessary by the system. On some
277
+ * platforms, this is just a layer where SDL drives your program
278
+ * instead of your program driving SDL, on other platforms this might
279
+ * hook into the OS to manage the lifecycle. Programs on most platforms
280
+ * can use whichever approach they prefer, but the decision boils down
281
+ * to:
282
+ *
283
+ * - Using a standard "main" function: this works like it always has for
284
+ * the past 50+ years in C programming, and your app is in control.
285
+ * - Using the callback functions: this might clean up some code,
286
+ * avoid some #ifdef blocks in your program for some platforms, be more
287
+ * resource-friendly to the system, and possibly be the primary way to
288
+ * access some future platforms (but none require this at the moment).
289
+ *
290
+ * This is up to the app; both approaches are considered valid and supported
291
+ * ways to write SDL apps.
292
+ *
293
+ * If using the callbacks, don't define a "main" function. Instead, implement
294
+ * the functions listed below in your program.
295
+ */
296
+ #ifdef SDL_MAIN_USE_CALLBACKS
297
+
298
+ /**
299
+ * App-implemented initial entry point for SDL_MAIN_USE_CALLBACKS apps.
300
+ *
301
+ * Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a
302
+ * standard "main" function, you should not supply this.
303
+ *
304
+ * This function is called by SDL once, at startup. The function should
305
+ * initialize whatever is necessary, possibly create windows and open audio
306
+ * devices, etc. The `argc` and `argv` parameters work like they would with a
307
+ * standard "main" function.
308
+ *
309
+ * This function should not go into an infinite mainloop; it should do any
310
+ * one-time setup it requires and then return.
311
+ *
312
+ * The app may optionally assign a pointer to `*appstate`. This pointer will
313
+ * be provided on every future call to the other entry points, to allow
314
+ * application state to be preserved between functions without the app needing
315
+ * to use a global variable. If this isn't set, the pointer will be NULL in
316
+ * future entry points.
317
+ *
318
+ * If this function returns SDL_APP_CONTINUE, the app will proceed to normal
319
+ * operation, and will begin receiving repeated calls to SDL_AppIterate and
320
+ * SDL_AppEvent for the life of the program. If this function returns
321
+ * SDL_APP_FAILURE, SDL will call SDL_AppQuit and terminate the process with
322
+ * an exit code that reports an error to the platform. If it returns
323
+ * SDL_APP_SUCCESS, SDL calls SDL_AppQuit and terminates with an exit code
324
+ * that reports success to the platform.
325
+ *
326
+ * This function is called by SDL on the main thread.
327
+ *
328
+ * \param appstate a place where the app can optionally store a pointer for
329
+ * future use.
330
+ * \param argc the standard ANSI C main's argc; number of elements in `argv`.
331
+ * \param argv the standard ANSI C main's argv; array of command line
332
+ * arguments.
333
+ * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to
334
+ * terminate with success, SDL_APP_CONTINUE to continue.
335
+ *
336
+ * \threadsafety This function is called once by SDL, at startup, on a single
337
+ * thread.
338
+ *
339
+ * \since This function is available since SDL 3.2.0.
340
+ *
341
+ * \sa SDL_AppIterate
342
+ * \sa SDL_AppEvent
343
+ * \sa SDL_AppQuit
344
+ */
345
+ extern SDLMAIN_DECLSPEC SDL_AppResult SDLCALL SDL_AppInit(void **appstate, int argc, char *argv[]);
346
+
347
+ /**
348
+ * App-implemented iteration entry point for SDL_MAIN_USE_CALLBACKS apps.
349
+ *
350
+ * Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a
351
+ * standard "main" function, you should not supply this.
352
+ *
353
+ * This function is called repeatedly by SDL after SDL_AppInit returns
354
+ * SDL_APP_CONTINUE. The function should operate as a single iteration the
355
+ * program's primary loop; it should update whatever state it needs and draw a
356
+ * new frame of video, usually.
357
+ *
358
+ * On some platforms, this function will be called at the refresh rate of the
359
+ * display (which might change during the life of your app!). There are no
360
+ * promises made about what frequency this function might run at. You should
361
+ * use SDL's timer functions if you need to see how much time has passed since
362
+ * the last iteration.
363
+ *
364
+ * There is no need to process the SDL event queue during this function; SDL
365
+ * will send events as they arrive in SDL_AppEvent, and in most cases the
366
+ * event queue will be empty when this function runs anyhow.
367
+ *
368
+ * This function should not go into an infinite mainloop; it should do one
369
+ * iteration of whatever the program does and return.
370
+ *
371
+ * The `appstate` parameter is an optional pointer provided by the app during
372
+ * SDL_AppInit(). If the app never provided a pointer, this will be NULL.
373
+ *
374
+ * If this function returns SDL_APP_CONTINUE, the app will continue normal
375
+ * operation, receiving repeated calls to SDL_AppIterate and SDL_AppEvent for
376
+ * the life of the program. If this function returns SDL_APP_FAILURE, SDL will
377
+ * call SDL_AppQuit and terminate the process with an exit code that reports
378
+ * an error to the platform. If it returns SDL_APP_SUCCESS, SDL calls
379
+ * SDL_AppQuit and terminates with an exit code that reports success to the
380
+ * platform.
381
+ *
382
+ * This function is called by SDL on the main thread.
383
+ *
384
+ * \param appstate an optional pointer, provided by the app in SDL_AppInit.
385
+ * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to
386
+ * terminate with success, SDL_APP_CONTINUE to continue.
387
+ *
388
+ * \threadsafety This function may get called concurrently with SDL_AppEvent()
389
+ * for events not pushed on the main thread.
390
+ *
391
+ * \since This function is available since SDL 3.2.0.
392
+ *
393
+ * \sa SDL_AppInit
394
+ * \sa SDL_AppEvent
395
+ */
396
+ extern SDLMAIN_DECLSPEC SDL_AppResult SDLCALL SDL_AppIterate(void *appstate);
397
+
398
+ /**
399
+ * App-implemented event entry point for SDL_MAIN_USE_CALLBACKS apps.
400
+ *
401
+ * Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a
402
+ * standard "main" function, you should not supply this.
403
+ *
404
+ * This function is called as needed by SDL after SDL_AppInit returns
405
+ * SDL_APP_CONTINUE. It is called once for each new event.
406
+ *
407
+ * There is (currently) no guarantee about what thread this will be called
408
+ * from; whatever thread pushes an event onto SDL's queue will trigger this
409
+ * function. SDL is responsible for pumping the event queue between each call
410
+ * to SDL_AppIterate, so in normal operation one should only get events in a
411
+ * serial fashion, but be careful if you have a thread that explicitly calls
412
+ * SDL_PushEvent. SDL itself will push events to the queue on the main thread.
413
+ *
414
+ * Events sent to this function are not owned by the app; if you need to save
415
+ * the data, you should copy it.
416
+ *
417
+ * This function should not go into an infinite mainloop; it should handle the
418
+ * provided event appropriately and return.
419
+ *
420
+ * The `appstate` parameter is an optional pointer provided by the app during
421
+ * SDL_AppInit(). If the app never provided a pointer, this will be NULL.
422
+ *
423
+ * If this function returns SDL_APP_CONTINUE, the app will continue normal
424
+ * operation, receiving repeated calls to SDL_AppIterate and SDL_AppEvent for
425
+ * the life of the program. If this function returns SDL_APP_FAILURE, SDL will
426
+ * call SDL_AppQuit and terminate the process with an exit code that reports
427
+ * an error to the platform. If it returns SDL_APP_SUCCESS, SDL calls
428
+ * SDL_AppQuit and terminates with an exit code that reports success to the
429
+ * platform.
430
+ *
431
+ * \param appstate an optional pointer, provided by the app in SDL_AppInit.
432
+ * \param event the new event for the app to examine.
433
+ * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to
434
+ * terminate with success, SDL_APP_CONTINUE to continue.
435
+ *
436
+ * \threadsafety This function may get called concurrently with
437
+ * SDL_AppIterate() or SDL_AppQuit() for events not pushed from
438
+ * the main thread.
439
+ *
440
+ * \since This function is available since SDL 3.2.0.
441
+ *
442
+ * \sa SDL_AppInit
443
+ * \sa SDL_AppIterate
444
+ */
445
+ extern SDLMAIN_DECLSPEC SDL_AppResult SDLCALL SDL_AppEvent(void *appstate, SDL_Event *event);
446
+
447
+ /**
448
+ * App-implemented deinit entry point for SDL_MAIN_USE_CALLBACKS apps.
449
+ *
450
+ * Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a
451
+ * standard "main" function, you should not supply this.
452
+ *
453
+ * This function is called once by SDL before terminating the program.
454
+ *
455
+ * This function will be called in all cases, even if SDL_AppInit requests
456
+ * termination at startup.
457
+ *
458
+ * This function should not go into an infinite mainloop; it should
459
+ * deinitialize any resources necessary, perform whatever shutdown activities,
460
+ * and return.
461
+ *
462
+ * You do not need to call SDL_Quit() in this function, as SDL will call it
463
+ * after this function returns and before the process terminates, but it is
464
+ * safe to do so.
465
+ *
466
+ * The `appstate` parameter is an optional pointer provided by the app during
467
+ * SDL_AppInit(). If the app never provided a pointer, this will be NULL. This
468
+ * function call is the last time this pointer will be provided, so any
469
+ * resources to it should be cleaned up here.
470
+ *
471
+ * This function is called by SDL on the main thread.
472
+ *
473
+ * \param appstate an optional pointer, provided by the app in SDL_AppInit.
474
+ * \param result the result code that terminated the app (success or failure).
475
+ *
476
+ * \threadsafety SDL_AppEvent() may get called concurrently with this function
477
+ * if other threads that push events are still active.
478
+ *
479
+ * \since This function is available since SDL 3.2.0.
480
+ *
481
+ * \sa SDL_AppInit
482
+ */
483
+ extern SDLMAIN_DECLSPEC void SDLCALL SDL_AppQuit(void *appstate, SDL_AppResult result);
484
+
485
+ #endif /* SDL_MAIN_USE_CALLBACKS */
486
+
487
+
488
+ /**
489
+ * The prototype for the application's main() function
490
+ *
491
+ * \param argc an ANSI-C style main function's argc.
492
+ * \param argv an ANSI-C style main function's argv.
493
+ * \returns an ANSI-C main return code; generally 0 is considered successful
494
+ * program completion, and small non-zero values are considered
495
+ * errors.
496
+ *
497
+ * \since This datatype is available since SDL 3.2.0.
498
+ */
499
+ typedef int (SDLCALL *SDL_main_func)(int argc, char *argv[]);
500
+
501
+ /**
502
+ * An app-supplied function for program entry.
503
+ *
504
+ * Apps do not directly create this function; they should create a standard
505
+ * ANSI-C `main` function instead. If SDL needs to insert some startup code
506
+ * before `main` runs, or the platform doesn't actually _use_ a function
507
+ * called "main", SDL will do some macro magic to redefine `main` to
508
+ * `SDL_main` and provide its own `main`.
509
+ *
510
+ * Apps should include `SDL_main.h` in the same file as their `main` function,
511
+ * and they should not use that symbol for anything else in that file, as it
512
+ * might get redefined.
513
+ *
514
+ * This function is only provided by the app if it isn't using
515
+ * SDL_MAIN_USE_CALLBACKS.
516
+ *
517
+ * Program startup is a surprisingly complex topic. Please see
518
+ * [README-main-functions](README-main-functions), (or
519
+ * docs/README-main-functions.md in the source tree) for a more detailed
520
+ * explanation.
521
+ *
522
+ * \param argc an ANSI-C style main function's argc.
523
+ * \param argv an ANSI-C style main function's argv.
524
+ * \returns an ANSI-C main return code; generally 0 is considered successful
525
+ * program completion, and small non-zero values are considered
526
+ * errors.
527
+ *
528
+ * \threadsafety This is the program entry point.
529
+ *
530
+ * \since This function is available since SDL 3.2.0.
531
+ */
532
+ extern SDLMAIN_DECLSPEC int SDLCALL SDL_main(int argc, char *argv[]);
533
+
534
+ /**
535
+ * Circumvent failure of SDL_Init() when not using SDL_main() as an entry
536
+ * point.
537
+ *
538
+ * This function is defined in SDL_main.h, along with the preprocessor rule to
539
+ * redefine main() as SDL_main(). Thus to ensure that your main() function
540
+ * will not be changed it is necessary to define SDL_MAIN_HANDLED before
541
+ * including SDL.h.
542
+ *
543
+ * \threadsafety This function is not thread safe.
544
+ *
545
+ * \since This function is available since SDL 3.2.0.
546
+ *
547
+ * \sa SDL_Init
548
+ */
549
+ extern SDL_DECLSPEC void SDLCALL SDL_SetMainReady(void);
550
+
551
+ /**
552
+ * Initializes and launches an SDL application, by doing platform-specific
553
+ * initialization before calling your mainFunction and cleanups after it
554
+ * returns, if that is needed for a specific platform, otherwise it just calls
555
+ * mainFunction.
556
+ *
557
+ * You can use this if you want to use your own main() implementation without
558
+ * using SDL_main (like when using SDL_MAIN_HANDLED). When using this, you do
559
+ * *not* need SDL_SetMainReady().
560
+ *
561
+ * If `argv` is NULL, SDL will provide command line arguments, either by
562
+ * querying the OS for them if possible, or supplying a filler array if not.
563
+ *
564
+ * \param argc the argc parameter from the application's main() function, or 0
565
+ * if the platform's main-equivalent has no argc.
566
+ * \param argv the argv parameter from the application's main() function, or
567
+ * NULL if the platform's main-equivalent has no argv.
568
+ * \param mainFunction your SDL app's C-style main(). NOT the function you're
569
+ * calling this from! Its name doesn't matter; it doesn't
570
+ * literally have to be `main`.
571
+ * \param reserved should be NULL (reserved for future use, will probably be
572
+ * platform-specific then).
573
+ * \returns the return value from mainFunction: 0 on success, otherwise
574
+ * failure; SDL_GetError() might have more information on the
575
+ * failure.
576
+ *
577
+ * \threadsafety Generally this is called once, near startup, from the
578
+ * process's initial thread.
579
+ *
580
+ * \since This function is available since SDL 3.2.0.
581
+ */
582
+ extern SDL_DECLSPEC int SDLCALL SDL_RunApp(int argc, char *argv[], SDL_main_func mainFunction, void *reserved);
583
+
584
+ /**
585
+ * An entry point for SDL's use in SDL_MAIN_USE_CALLBACKS.
586
+ *
587
+ * Generally, you should not call this function directly. This only exists to
588
+ * hand off work into SDL as soon as possible, where it has a lot more control
589
+ * and functionality available, and make the inline code in SDL_main.h as
590
+ * small as possible.
591
+ *
592
+ * Not all platforms use this, it's actual use is hidden in a magic
593
+ * header-only library, and you should not call this directly unless you
594
+ * _really_ know what you're doing.
595
+ *
596
+ * \param argc standard Unix main argc.
597
+ * \param argv standard Unix main argv.
598
+ * \param appinit the application's SDL_AppInit function.
599
+ * \param appiter the application's SDL_AppIterate function.
600
+ * \param appevent the application's SDL_AppEvent function.
601
+ * \param appquit the application's SDL_AppQuit function.
602
+ * \returns standard Unix main return value.
603
+ *
604
+ * \threadsafety It is not safe to call this anywhere except as the only
605
+ * function call in SDL_main.
606
+ *
607
+ * \since This function is available since SDL 3.2.0.
608
+ */
609
+ extern SDL_DECLSPEC int SDLCALL SDL_EnterAppMainCallbacks(int argc, char *argv[], SDL_AppInit_func appinit, SDL_AppIterate_func appiter, SDL_AppEvent_func appevent, SDL_AppQuit_func appquit);
610
+
611
+
612
+ #if defined(SDL_PLATFORM_WINDOWS)
613
+
614
+ /**
615
+ * Register a win32 window class for SDL's use.
616
+ *
617
+ * This can be called to set the application window class at startup. It is
618
+ * safe to call this multiple times, as long as every call is eventually
619
+ * paired with a call to SDL_UnregisterApp, but a second registration attempt
620
+ * while a previous registration is still active will be ignored, other than
621
+ * to increment a counter.
622
+ *
623
+ * Most applications do not need to, and should not, call this directly; SDL
624
+ * will call it when initializing the video subsystem.
625
+ *
626
+ * If `name` is NULL, SDL currently uses `(CS_BYTEALIGNCLIENT | CS_OWNDC)` for
627
+ * the style, regardless of what is specified here.
628
+ *
629
+ * \param name the window class name, in UTF-8 encoding. If NULL, SDL
630
+ * currently uses "SDL_app" but this isn't guaranteed.
631
+ * \param style the value to use in WNDCLASSEX::style.
632
+ * \param hInst the HINSTANCE to use in WNDCLASSEX::hInstance. If zero, SDL
633
+ * will use `GetModuleHandle(NULL)` instead.
634
+ * \returns true on success or false on failure; call SDL_GetError() for more
635
+ * information.
636
+ *
637
+ * \threadsafety This function is not thread safe.
638
+ *
639
+ * \since This function is available since SDL 3.2.0.
640
+ */
641
+ extern SDL_DECLSPEC bool SDLCALL SDL_RegisterApp(const char *name, Uint32 style, void *hInst);
642
+
643
+ /**
644
+ * Deregister the win32 window class from an SDL_RegisterApp call.
645
+ *
646
+ * This can be called to undo the effects of SDL_RegisterApp.
647
+ *
648
+ * Most applications do not need to, and should not, call this directly; SDL
649
+ * will call it when deinitializing the video subsystem.
650
+ *
651
+ * It is safe to call this multiple times, as long as every call is eventually
652
+ * paired with a prior call to SDL_RegisterApp. The window class will only be
653
+ * deregistered when the registration counter in SDL_RegisterApp decrements to
654
+ * zero through calls to this function.
655
+ *
656
+ * \threadsafety This function is not thread safe.
657
+ *
658
+ * \since This function is available since SDL 3.2.0.
659
+ */
660
+ extern SDL_DECLSPEC void SDLCALL SDL_UnregisterApp(void);
661
+
662
+ #endif /* defined(SDL_PLATFORM_WINDOWS) */
663
+
664
+ /**
665
+ * Callback from the application to let the suspend continue.
666
+ *
667
+ * This should be called from an event watch in response to an
668
+ * `SDL_EVENT_DID_ENTER_BACKGROUND` event.
669
+ *
670
+ * When using SDL_Render, your event watch should be added _after_ creating
671
+ * the `SDL_Renderer`; this allows the timing of the D3D12 command queue
672
+ * suspension to execute in the correct order.
673
+ *
674
+ * When using SDL_GPU, this should be called after calling SDL_GDKSuspendGPU.
675
+ *
676
+ * If you're writing your own D3D12 renderer, this should be called after
677
+ * calling `ID3D12CommandQueue::SuspendX`.
678
+ *
679
+ * This function is only needed for Xbox GDK support; all other platforms will
680
+ * do nothing and set an "unsupported" error message.
681
+ *
682
+ * \threadsafety This function is not thread safe.
683
+ *
684
+ * \since This function is available since SDL 3.2.0.
685
+ *
686
+ * \sa SDL_AddEventWatch
687
+ */
688
+ extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendComplete(void);
689
+
690
+ #ifdef __cplusplus
691
+ }
692
+ #endif
693
+
694
+ #include <SDL3/SDL_close_code.h>
695
+
696
+ #if !defined(SDL_MAIN_HANDLED) && !defined(SDL_MAIN_NOIMPL)
697
+ /* include header-only SDL_main implementations */
698
+ #if defined(SDL_MAIN_USE_CALLBACKS) || defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE)
699
+ /* platforms which main (-equivalent) can be implemented in plain C */
700
+ #include <SDL3/SDL_main_impl.h>
701
+ #endif
702
+ #endif
703
+
704
+ #endif /* SDL_main_h_ */