ruby2d 0.8.1 → 0.9.0
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- checksums.yaml +4 -4
- data/assets/README.md +20 -7
- data/assets/include/SDL2/SDL.h +135 -0
- data/assets/include/SDL2/SDL_assert.h +291 -0
- data/assets/include/SDL2/SDL_atomic.h +277 -0
- data/assets/include/SDL2/SDL_audio.h +826 -0
- data/assets/include/SDL2/SDL_bits.h +112 -0
- data/assets/include/SDL2/SDL_blendmode.h +120 -0
- data/assets/include/SDL2/SDL_clipboard.h +71 -0
- data/assets/include/SDL2/SDL_config.h +421 -0
- data/assets/include/SDL2/SDL_cpuinfo.h +188 -0
- data/assets/include/SDL2/SDL_egl.h +1673 -0
- data/assets/include/SDL2/SDL_endian.h +260 -0
- data/assets/include/SDL2/SDL_error.h +76 -0
- data/assets/include/SDL2/SDL_events.h +788 -0
- data/assets/include/SDL2/SDL_filesystem.h +136 -0
- data/assets/include/SDL2/SDL_gamecontroller.h +390 -0
- data/assets/include/SDL2/SDL_gesture.h +87 -0
- data/assets/include/SDL2/SDL_haptic.h +1238 -0
- data/assets/include/SDL2/SDL_hints.h +1135 -0
- data/assets/include/SDL2/SDL_image.h +161 -0
- data/assets/include/SDL2/SDL_joystick.h +408 -0
- data/assets/include/SDL2/SDL_keyboard.h +217 -0
- data/assets/include/SDL2/SDL_keycode.h +349 -0
- data/assets/include/SDL2/SDL_loadso.h +81 -0
- data/assets/include/SDL2/SDL_log.h +211 -0
- data/assets/include/SDL2/SDL_main.h +168 -0
- data/assets/include/SDL2/SDL_messagebox.h +144 -0
- data/assets/include/SDL2/SDL_mixer.h +651 -0
- data/assets/include/SDL2/SDL_mouse.h +302 -0
- data/assets/include/SDL2/SDL_mutex.h +251 -0
- data/assets/include/SDL2/SDL_name.h +33 -0
- data/assets/include/SDL2/SDL_opengl.h +2183 -0
- data/assets/include/SDL2/SDL_opengl_glext.h +11177 -0
- data/assets/include/SDL2/SDL_opengles.h +39 -0
- data/assets/include/SDL2/SDL_opengles2.h +52 -0
- data/assets/include/SDL2/SDL_opengles2_gl2.h +621 -0
- data/assets/include/SDL2/SDL_opengles2_gl2ext.h +2050 -0
- data/assets/include/SDL2/SDL_opengles2_gl2platform.h +30 -0
- data/assets/include/SDL2/SDL_opengles2_khrplatform.h +282 -0
- data/assets/include/SDL2/SDL_pixels.h +470 -0
- data/assets/include/SDL2/SDL_platform.h +198 -0
- data/assets/include/SDL2/SDL_power.h +75 -0
- data/assets/include/SDL2/SDL_quit.h +58 -0
- data/assets/include/SDL2/SDL_rect.h +148 -0
- data/assets/include/SDL2/SDL_render.h +931 -0
- data/assets/include/SDL2/SDL_revision.h +2 -0
- data/assets/include/SDL2/SDL_rwops.h +254 -0
- data/assets/include/SDL2/SDL_scancode.h +413 -0
- data/assets/include/SDL2/SDL_sensor.h +251 -0
- data/assets/include/SDL2/SDL_shape.h +144 -0
- data/assets/include/SDL2/SDL_stdinc.h +607 -0
- data/assets/include/SDL2/SDL_surface.h +553 -0
- data/assets/include/SDL2/SDL_system.h +279 -0
- data/assets/include/SDL2/SDL_syswm.h +324 -0
- data/assets/include/SDL2/SDL_test.h +69 -0
- data/assets/include/SDL2/SDL_test_assert.h +105 -0
- data/assets/include/SDL2/SDL_test_common.h +188 -0
- data/assets/include/SDL2/SDL_test_compare.h +69 -0
- data/assets/include/SDL2/SDL_test_crc32.h +124 -0
- data/assets/include/SDL2/SDL_test_font.h +81 -0
- data/assets/include/SDL2/SDL_test_fuzzer.h +384 -0
- data/assets/include/SDL2/SDL_test_harness.h +134 -0
- data/assets/include/SDL2/SDL_test_images.h +78 -0
- data/assets/include/SDL2/SDL_test_log.h +67 -0
- data/assets/include/SDL2/SDL_test_md5.h +129 -0
- data/assets/include/SDL2/SDL_test_memory.h +63 -0
- data/assets/include/SDL2/SDL_test_random.h +115 -0
- data/assets/include/SDL2/SDL_thread.h +343 -0
- data/assets/include/SDL2/SDL_timer.h +115 -0
- data/assets/include/SDL2/SDL_touch.h +86 -0
- data/assets/include/SDL2/SDL_ttf.h +294 -0
- data/assets/include/SDL2/SDL_types.h +29 -0
- data/assets/include/SDL2/SDL_version.h +162 -0
- data/assets/include/SDL2/SDL_video.h +1276 -0
- data/assets/include/SDL2/SDL_vulkan.h +278 -0
- data/assets/include/SDL2/begin_code.h +167 -0
- data/assets/include/SDL2/close_code.h +37 -0
- data/assets/include/glew.h +23686 -0
- data/assets/include/simple2d.h +735 -0
- data/assets/ios/MRuby.framework/Headers/mrbconf.h +3 -5
- data/assets/ios/MRuby.framework/Headers/mruby.h +35 -32
- data/assets/ios/MRuby.framework/Headers/mruby/array.h +1 -0
- data/assets/ios/MRuby.framework/Headers/mruby/boxing_word.h +9 -1
- data/assets/ios/MRuby.framework/Headers/mruby/class.h +14 -11
- data/assets/ios/MRuby.framework/Headers/mruby/common.h +5 -0
- data/assets/ios/MRuby.framework/Headers/mruby/compile.h +4 -3
- data/assets/ios/MRuby.framework/Headers/mruby/debug.h +3 -2
- data/assets/ios/MRuby.framework/Headers/mruby/dump.h +2 -2
- data/assets/ios/MRuby.framework/Headers/mruby/hash.h +38 -5
- data/assets/ios/MRuby.framework/Headers/mruby/irep.h +17 -4
- data/assets/ios/MRuby.framework/Headers/mruby/object.h +4 -5
- data/assets/ios/MRuby.framework/Headers/mruby/opcode.h +47 -139
- data/assets/ios/MRuby.framework/Headers/mruby/ops.h +117 -0
- data/assets/ios/MRuby.framework/Headers/mruby/proc.h +4 -4
- data/assets/ios/MRuby.framework/Headers/mruby/string.h +11 -7
- data/assets/ios/MRuby.framework/Headers/mruby/throw.h +4 -4
- data/assets/ios/MRuby.framework/Headers/mruby/variable.h +2 -4
- data/assets/ios/MRuby.framework/Headers/mruby/version.h +6 -6
- data/assets/ios/MRuby.framework/MRuby +0 -0
- data/assets/ios/MyApp.xcodeproj/project.pbxproj +24 -18
- data/assets/ios/MyApp.xcodeproj/project.xcworkspace/xcshareddata/IDEWorkspaceChecks.plist +8 -0
- data/assets/ios/main.c +1 -1
- data/assets/macos/lib/libFLAC.a +0 -0
- data/assets/macos/lib/libSDL2.a +0 -0
- data/assets/macos/lib/libSDL2_image.a +0 -0
- data/assets/macos/lib/libSDL2_mixer.a +0 -0
- data/assets/macos/lib/libSDL2_ttf.a +0 -0
- data/assets/macos/lib/libfreetype.a +0 -0
- data/assets/macos/lib/libjpeg.a +0 -0
- data/assets/macos/lib/libmpg123.a +0 -0
- data/assets/macos/lib/libogg.a +0 -0
- data/assets/macos/lib/libpng16.a +0 -0
- data/assets/macos/lib/libsimple2d.a +0 -0
- data/assets/macos/lib/libtiff.a +0 -0
- data/assets/macos/lib/libvorbis.a +0 -0
- data/assets/macos/lib/libvorbisfile.a +0 -0
- data/assets/macos/lib/libwebp.a +0 -0
- data/assets/mingw/bin/SDL2.dll +0 -0
- data/assets/mingw/bin/SDL2_image.dll +0 -0
- data/assets/mingw/bin/SDL2_mixer.dll +0 -0
- data/assets/mingw/bin/SDL2_ttf.dll +0 -0
- data/assets/mingw/bin/glew32.dll +0 -0
- data/assets/mingw/bin/libFLAC-8.dll +0 -0
- data/assets/mingw/bin/libfreetype-6.dll +0 -0
- data/assets/mingw/bin/libjpeg-9.dll +0 -0
- data/assets/mingw/bin/libmodplug-1.dll +0 -0
- data/assets/mingw/bin/libmpg123-0.dll +0 -0
- data/assets/mingw/bin/libogg-0.dll +0 -0
- data/assets/mingw/bin/libopus-0.dll +0 -0
- data/assets/mingw/bin/libopusfile-0.dll +0 -0
- data/assets/mingw/bin/libpng16-16.dll +0 -0
- data/assets/mingw/bin/libtiff-5.dll +0 -0
- data/assets/mingw/bin/libvorbis-0.dll +0 -0
- data/assets/mingw/bin/libvorbisfile-3.dll +0 -0
- data/assets/mingw/bin/libwebp-7.dll +0 -0
- data/assets/mingw/bin/zlib1.dll +0 -0
- data/assets/mingw/lib/libSDL2.a +0 -0
- data/assets/mingw/lib/libSDL2.dll.a +0 -0
- data/assets/mingw/lib/libSDL2_image.a +0 -0
- data/assets/mingw/lib/libSDL2_image.dll.a +0 -0
- data/assets/mingw/lib/libSDL2_mixer.a +0 -0
- data/assets/mingw/lib/libSDL2_mixer.dll.a +0 -0
- data/assets/mingw/lib/libSDL2_test.a +0 -0
- data/assets/mingw/lib/libSDL2_ttf.a +0 -0
- data/assets/mingw/lib/libSDL2_ttf.dll.a +0 -0
- data/assets/mingw/lib/libSDL2main.a +0 -0
- data/assets/mingw/lib/libglew32.a +0 -0
- data/assets/mingw/lib/libglew32.dll.a +0 -0
- data/assets/mingw/lib/libsimple2d.a +0 -0
- data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Back.imagestacklayer/Content.imageset/Contents.json +4 -0
- data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Front.imagestacklayer/Content.imageset/Contents.json +4 -0
- data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Middle.imagestacklayer/Content.imageset/Contents.json +4 -0
- data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Back.imagestacklayer/Content.imageset/Contents.json +4 -0
- data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Front.imagestacklayer/Content.imageset/Contents.json +4 -0
- data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Middle.imagestacklayer/Content.imageset/Contents.json +4 -0
- data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/Top Shelf Image Wide.imageset/Contents.json +4 -0
- data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/Top Shelf Image.imageset/Contents.json +4 -0
- data/assets/tvos/Assets.xcassets/LaunchImage.launchimage/Contents.json +7 -0
- data/assets/tvos/MRuby.framework/Headers/mrbconf.h +3 -5
- data/assets/tvos/MRuby.framework/Headers/mruby.h +35 -32
- data/assets/tvos/MRuby.framework/Headers/mruby/array.h +1 -0
- data/assets/tvos/MRuby.framework/Headers/mruby/boxing_word.h +9 -1
- data/assets/tvos/MRuby.framework/Headers/mruby/class.h +14 -11
- data/assets/tvos/MRuby.framework/Headers/mruby/common.h +5 -0
- data/assets/tvos/MRuby.framework/Headers/mruby/compile.h +4 -3
- data/assets/tvos/MRuby.framework/Headers/mruby/debug.h +3 -2
- data/assets/tvos/MRuby.framework/Headers/mruby/dump.h +2 -2
- data/assets/tvos/MRuby.framework/Headers/mruby/hash.h +38 -5
- data/assets/tvos/MRuby.framework/Headers/mruby/irep.h +17 -4
- data/assets/tvos/MRuby.framework/Headers/mruby/object.h +4 -5
- data/assets/tvos/MRuby.framework/Headers/mruby/opcode.h +47 -139
- data/assets/tvos/MRuby.framework/Headers/mruby/ops.h +117 -0
- data/assets/tvos/MRuby.framework/Headers/mruby/proc.h +4 -4
- data/assets/tvos/MRuby.framework/Headers/mruby/string.h +11 -7
- data/assets/tvos/MRuby.framework/Headers/mruby/throw.h +4 -4
- data/assets/tvos/MRuby.framework/Headers/mruby/variable.h +2 -4
- data/assets/tvos/MRuby.framework/Headers/mruby/version.h +6 -6
- data/assets/tvos/MRuby.framework/MRuby +0 -0
- data/assets/tvos/MyApp.xcodeproj/project.pbxproj +25 -19
- data/assets/tvos/MyApp.xcodeproj/project.xcworkspace/xcshareddata/IDEWorkspaceChecks.plist +8 -0
- data/assets/tvos/main.c +1 -1
- data/ext/ruby2d/extconf.rb +59 -50
- data/ext/ruby2d/ruby2d.c +0 -1
- data/lib/ruby2d.rb +1 -7
- data/lib/ruby2d/cli/launch.rb +1 -1
- data/lib/ruby2d/font.rb +32 -7
- data/lib/ruby2d/version.rb +1 -1
- metadata +132 -6
- data/assets/opal.js +0 -21637
- data/assets/simple2d.js +0 -1379
- data/assets/template.html +0 -18
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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* Include file for SDL mouse event handling.
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*/
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#ifndef SDL_mouse_h_
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#define SDL_mouse_h_
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#include "SDL_stdinc.h"
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#include "SDL_error.h"
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#include "SDL_video.h"
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#include "begin_code.h"
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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typedef struct SDL_Cursor SDL_Cursor; /**< Implementation dependent */
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/**
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* \brief Cursor types for SDL_CreateSystemCursor().
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*/
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typedef enum
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{
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SDL_SYSTEM_CURSOR_ARROW, /**< Arrow */
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SDL_SYSTEM_CURSOR_IBEAM, /**< I-beam */
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SDL_SYSTEM_CURSOR_WAIT, /**< Wait */
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SDL_SYSTEM_CURSOR_CROSSHAIR, /**< Crosshair */
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SDL_SYSTEM_CURSOR_WAITARROW, /**< Small wait cursor (or Wait if not available) */
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SDL_SYSTEM_CURSOR_SIZENWSE, /**< Double arrow pointing northwest and southeast */
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SDL_SYSTEM_CURSOR_SIZENESW, /**< Double arrow pointing northeast and southwest */
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SDL_SYSTEM_CURSOR_SIZEWE, /**< Double arrow pointing west and east */
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SDL_SYSTEM_CURSOR_SIZENS, /**< Double arrow pointing north and south */
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SDL_SYSTEM_CURSOR_SIZEALL, /**< Four pointed arrow pointing north, south, east, and west */
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SDL_SYSTEM_CURSOR_NO, /**< Slashed circle or crossbones */
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SDL_SYSTEM_CURSOR_HAND, /**< Hand */
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SDL_NUM_SYSTEM_CURSORS
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} SDL_SystemCursor;
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/**
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*/
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typedef enum
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{
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SDL_MOUSEWHEEL_NORMAL, /**< The scroll direction is normal */
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SDL_MOUSEWHEEL_FLIPPED /**< The scroll direction is flipped / natural */
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} SDL_MouseWheelDirection;
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/* Function prototypes */
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/**
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*/
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extern DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void);
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* mouse cursor position relative to the focus window for the currently
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* selected mouse. You can pass NULL for either x or y.
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*/
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extern DECLSPEC Uint32 SDLCALL SDL_GetMouseState(int *x, int *y);
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/**
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*
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*
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* queries the OS for the current mouse position, and as such, might
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* SDL_GetMouseState() instead.
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* \param y Returns the current Y coord, relative to the desktop. Can be NULL.
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* \sa SDL_GetMouseState
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*/
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extern DECLSPEC Uint32 SDLCALL SDL_GetGlobalMouseState(int *x, int *y);
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/**
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* The current button state is returned as a button bitmask, which can
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* be tested using the SDL_BUTTON(X) macros, and x and y are set to the
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* mouse deltas since the last call to SDL_GetRelativeMouseState().
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*/
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extern DECLSPEC Uint32 SDLCALL SDL_GetRelativeMouseState(int *x, int *y);
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* \brief Moves the mouse to the given position within the window.
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* \note This function generates a mouse motion event
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*/
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extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window,
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int x, int y);
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/**
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* \brief Moves the mouse to the given position in global screen space.
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* \param y The y coordinate
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* \return 0 on success, -1 on error (usually: unsupported by a platform).
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*
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* \note This function generates a mouse motion event
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*/
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extern DECLSPEC int SDLCALL SDL_WarpMouseGlobal(int x, int y);
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/**
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* \brief Set relative mouse mode.
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*
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* \return 0 on success, or -1 if relative mode is not supported.
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*
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* While the mouse is in relative mode, the cursor is hidden, and the
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* driver will try to report continuous motion in the current window.
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* Only relative motion events will be delivered, the mouse position
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* will not change.
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*
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* \note This function will flush any pending mouse motion.
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*
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*/
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extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled);
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/**
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* \brief Capture the mouse, to track input outside an SDL window.
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*
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* \param enabled Whether or not to enable capturing
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*
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* Capturing enables your app to obtain mouse events globally, instead of
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* just within your window. Not all video targets support this function.
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* When capturing is enabled, the current window will get all mouse events,
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* but unlike relative mode, no change is made to the cursor and it is
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* not restrained to your window.
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*
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* This function may also deny mouse input to other windows--both those in
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* your application and others on the system--so you should use this
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* function sparingly, and in small bursts. For example, you might want to
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* track the mouse while the user is dragging something, until the user
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* releases a mouse button. It is not recommended that you capture the mouse
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* for long periods of time, such as the entire time your app is running.
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*
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* While captured, mouse events still report coordinates relative to the
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* current (foreground) window, but those coordinates may be outside the
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* bounds of the window (including negative values). Capturing is only
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* allowed for the foreground window. If the window loses focus while
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* capturing, the capture will be disabled automatically.
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*
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* While capturing is enabled, the current window will have the
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* SDL_WINDOW_MOUSE_CAPTURE flag set.
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*
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* \return 0 on success, or -1 if not supported.
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*/
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extern DECLSPEC int SDLCALL SDL_CaptureMouse(SDL_bool enabled);
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/**
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* \brief Query whether relative mouse mode is enabled.
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*
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* \sa SDL_SetRelativeMouseMode()
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*/
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extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void);
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/**
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* \brief Create a cursor, using the specified bitmap data and
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* mask (in MSB format).
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*
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* The cursor width must be a multiple of 8 bits.
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*
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* The cursor is created in black and white according to the following:
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* <table>
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* <tr><td> data </td><td> mask </td><td> resulting pixel on screen </td></tr>
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* <tr><td> 0 </td><td> 1 </td><td> White </td></tr>
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* <tr><td> 1 </td><td> 1 </td><td> Black </td></tr>
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* <tr><td> 0 </td><td> 0 </td><td> Transparent </td></tr>
|
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* <tr><td> 1 </td><td> 0 </td><td> Inverted color if possible, black
|
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* if not. </td></tr>
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* </table>
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*
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* \sa SDL_FreeCursor()
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*/
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extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data,
|
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const Uint8 * mask,
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+
int w, int h, int hot_x,
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int hot_y);
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/**
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* \brief Create a color cursor.
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*
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* \sa SDL_FreeCursor()
|
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*/
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extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateColorCursor(SDL_Surface *surface,
|
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int hot_x,
|
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int hot_y);
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/**
|
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* \brief Create a system cursor.
|
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*
|
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* \sa SDL_FreeCursor()
|
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*/
|
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|
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extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateSystemCursor(SDL_SystemCursor id);
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+
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/**
|
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* \brief Set the active cursor.
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*/
|
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extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor * cursor);
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+
|
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/**
|
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* \brief Return the active cursor.
|
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*/
|
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|
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extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void);
|
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+
|
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|
+
/**
|
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|
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* \brief Return the default cursor.
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*/
|
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|
+
extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetDefaultCursor(void);
|
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+
|
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|
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/**
|
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* \brief Frees a cursor created with SDL_CreateCursor() or similar functions.
|
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*
|
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+
* \sa SDL_CreateCursor()
|
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|
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* \sa SDL_CreateColorCursor()
|
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|
+
* \sa SDL_CreateSystemCursor()
|
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|
+
*/
|
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|
+
extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor * cursor);
|
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|
+
|
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|
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/**
|
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|
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* \brief Toggle whether or not the cursor is shown.
|
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*
|
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|
+
* \param toggle 1 to show the cursor, 0 to hide it, -1 to query the current
|
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* state.
|
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|
+
*
|
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|
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* \return 1 if the cursor is shown, or 0 if the cursor is hidden.
|
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|
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*/
|
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|
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extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle);
|
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|
+
|
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|
+
/**
|
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|
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* Used as a mask when testing buttons in buttonstate.
|
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|
+
* - Button 1: Left mouse button
|
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|
+
* - Button 2: Middle mouse button
|
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|
+
* - Button 3: Right mouse button
|
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|
+
*/
|
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|
+
#define SDL_BUTTON(X) (1 << ((X)-1))
|
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|
+
#define SDL_BUTTON_LEFT 1
|
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|
+
#define SDL_BUTTON_MIDDLE 2
|
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|
+
#define SDL_BUTTON_RIGHT 3
|
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|
+
#define SDL_BUTTON_X1 4
|
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|
+
#define SDL_BUTTON_X2 5
|
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|
+
#define SDL_BUTTON_LMASK SDL_BUTTON(SDL_BUTTON_LEFT)
|
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|
+
#define SDL_BUTTON_MMASK SDL_BUTTON(SDL_BUTTON_MIDDLE)
|
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|
+
#define SDL_BUTTON_RMASK SDL_BUTTON(SDL_BUTTON_RIGHT)
|
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|
+
#define SDL_BUTTON_X1MASK SDL_BUTTON(SDL_BUTTON_X1)
|
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|
+
#define SDL_BUTTON_X2MASK SDL_BUTTON(SDL_BUTTON_X2)
|
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|
+
|
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|
+
|
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|
+
/* Ends C function definitions when using C++ */
|
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|
+
#ifdef __cplusplus
|
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|
+
}
|
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|
+
#endif
|
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|
+
#include "close_code.h"
|
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|
+
|
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|
+
#endif /* SDL_mouse_h_ */
|
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|
+
|
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|
+
/* vi: set ts=4 sw=4 expandtab: */
|
@@ -0,0 +1,251 @@
|
|
1
|
+
/*
|
2
|
+
Simple DirectMedia Layer
|
3
|
+
Copyright (C) 1997-2018 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
|
+
#ifndef SDL_mutex_h_
|
23
|
+
#define SDL_mutex_h_
|
24
|
+
|
25
|
+
/**
|
26
|
+
* \file SDL_mutex.h
|
27
|
+
*
|
28
|
+
* Functions to provide thread synchronization primitives.
|
29
|
+
*/
|
30
|
+
|
31
|
+
#include "SDL_stdinc.h"
|
32
|
+
#include "SDL_error.h"
|
33
|
+
|
34
|
+
#include "begin_code.h"
|
35
|
+
/* Set up for C function definitions, even when using C++ */
|
36
|
+
#ifdef __cplusplus
|
37
|
+
extern "C" {
|
38
|
+
#endif
|
39
|
+
|
40
|
+
/**
|
41
|
+
* Synchronization functions which can time out return this value
|
42
|
+
* if they time out.
|
43
|
+
*/
|
44
|
+
#define SDL_MUTEX_TIMEDOUT 1
|
45
|
+
|
46
|
+
/**
|
47
|
+
* This is the timeout value which corresponds to never time out.
|
48
|
+
*/
|
49
|
+
#define SDL_MUTEX_MAXWAIT (~(Uint32)0)
|
50
|
+
|
51
|
+
|
52
|
+
/**
|
53
|
+
* \name Mutex functions
|
54
|
+
*/
|
55
|
+
/* @{ */
|
56
|
+
|
57
|
+
/* The SDL mutex structure, defined in SDL_sysmutex.c */
|
58
|
+
struct SDL_mutex;
|
59
|
+
typedef struct SDL_mutex SDL_mutex;
|
60
|
+
|
61
|
+
/**
|
62
|
+
* Create a mutex, initialized unlocked.
|
63
|
+
*/
|
64
|
+
extern DECLSPEC SDL_mutex *SDLCALL SDL_CreateMutex(void);
|
65
|
+
|
66
|
+
/**
|
67
|
+
* Lock the mutex.
|
68
|
+
*
|
69
|
+
* \return 0, or -1 on error.
|
70
|
+
*/
|
71
|
+
#define SDL_mutexP(m) SDL_LockMutex(m)
|
72
|
+
extern DECLSPEC int SDLCALL SDL_LockMutex(SDL_mutex * mutex);
|
73
|
+
|
74
|
+
/**
|
75
|
+
* Try to lock the mutex
|
76
|
+
*
|
77
|
+
* \return 0, SDL_MUTEX_TIMEDOUT, or -1 on error
|
78
|
+
*/
|
79
|
+
extern DECLSPEC int SDLCALL SDL_TryLockMutex(SDL_mutex * mutex);
|
80
|
+
|
81
|
+
/**
|
82
|
+
* Unlock the mutex.
|
83
|
+
*
|
84
|
+
* \return 0, or -1 on error.
|
85
|
+
*
|
86
|
+
* \warning It is an error to unlock a mutex that has not been locked by
|
87
|
+
* the current thread, and doing so results in undefined behavior.
|
88
|
+
*/
|
89
|
+
#define SDL_mutexV(m) SDL_UnlockMutex(m)
|
90
|
+
extern DECLSPEC int SDLCALL SDL_UnlockMutex(SDL_mutex * mutex);
|
91
|
+
|
92
|
+
/**
|
93
|
+
* Destroy a mutex.
|
94
|
+
*/
|
95
|
+
extern DECLSPEC void SDLCALL SDL_DestroyMutex(SDL_mutex * mutex);
|
96
|
+
|
97
|
+
/* @} *//* Mutex functions */
|
98
|
+
|
99
|
+
|
100
|
+
/**
|
101
|
+
* \name Semaphore functions
|
102
|
+
*/
|
103
|
+
/* @{ */
|
104
|
+
|
105
|
+
/* The SDL semaphore structure, defined in SDL_syssem.c */
|
106
|
+
struct SDL_semaphore;
|
107
|
+
typedef struct SDL_semaphore SDL_sem;
|
108
|
+
|
109
|
+
/**
|
110
|
+
* Create a semaphore, initialized with value, returns NULL on failure.
|
111
|
+
*/
|
112
|
+
extern DECLSPEC SDL_sem *SDLCALL SDL_CreateSemaphore(Uint32 initial_value);
|
113
|
+
|
114
|
+
/**
|
115
|
+
* Destroy a semaphore.
|
116
|
+
*/
|
117
|
+
extern DECLSPEC void SDLCALL SDL_DestroySemaphore(SDL_sem * sem);
|
118
|
+
|
119
|
+
/**
|
120
|
+
* This function suspends the calling thread until the semaphore pointed
|
121
|
+
* to by \c sem has a positive count. It then atomically decreases the
|
122
|
+
* semaphore count.
|
123
|
+
*/
|
124
|
+
extern DECLSPEC int SDLCALL SDL_SemWait(SDL_sem * sem);
|
125
|
+
|
126
|
+
/**
|
127
|
+
* Non-blocking variant of SDL_SemWait().
|
128
|
+
*
|
129
|
+
* \return 0 if the wait succeeds, ::SDL_MUTEX_TIMEDOUT if the wait would
|
130
|
+
* block, and -1 on error.
|
131
|
+
*/
|
132
|
+
extern DECLSPEC int SDLCALL SDL_SemTryWait(SDL_sem * sem);
|
133
|
+
|
134
|
+
/**
|
135
|
+
* Variant of SDL_SemWait() with a timeout in milliseconds.
|
136
|
+
*
|
137
|
+
* \return 0 if the wait succeeds, ::SDL_MUTEX_TIMEDOUT if the wait does not
|
138
|
+
* succeed in the allotted time, and -1 on error.
|
139
|
+
*
|
140
|
+
* \warning On some platforms this function is implemented by looping with a
|
141
|
+
* delay of 1 ms, and so should be avoided if possible.
|
142
|
+
*/
|
143
|
+
extern DECLSPEC int SDLCALL SDL_SemWaitTimeout(SDL_sem * sem, Uint32 ms);
|
144
|
+
|
145
|
+
/**
|
146
|
+
* Atomically increases the semaphore's count (not blocking).
|
147
|
+
*
|
148
|
+
* \return 0, or -1 on error.
|
149
|
+
*/
|
150
|
+
extern DECLSPEC int SDLCALL SDL_SemPost(SDL_sem * sem);
|
151
|
+
|
152
|
+
/**
|
153
|
+
* Returns the current count of the semaphore.
|
154
|
+
*/
|
155
|
+
extern DECLSPEC Uint32 SDLCALL SDL_SemValue(SDL_sem * sem);
|
156
|
+
|
157
|
+
/* @} *//* Semaphore functions */
|
158
|
+
|
159
|
+
|
160
|
+
/**
|
161
|
+
* \name Condition variable functions
|
162
|
+
*/
|
163
|
+
/* @{ */
|
164
|
+
|
165
|
+
/* The SDL condition variable structure, defined in SDL_syscond.c */
|
166
|
+
struct SDL_cond;
|
167
|
+
typedef struct SDL_cond SDL_cond;
|
168
|
+
|
169
|
+
/**
|
170
|
+
* Create a condition variable.
|
171
|
+
*
|
172
|
+
* Typical use of condition variables:
|
173
|
+
*
|
174
|
+
* Thread A:
|
175
|
+
* SDL_LockMutex(lock);
|
176
|
+
* while ( ! condition ) {
|
177
|
+
* SDL_CondWait(cond, lock);
|
178
|
+
* }
|
179
|
+
* SDL_UnlockMutex(lock);
|
180
|
+
*
|
181
|
+
* Thread B:
|
182
|
+
* SDL_LockMutex(lock);
|
183
|
+
* ...
|
184
|
+
* condition = true;
|
185
|
+
* ...
|
186
|
+
* SDL_CondSignal(cond);
|
187
|
+
* SDL_UnlockMutex(lock);
|
188
|
+
*
|
189
|
+
* There is some discussion whether to signal the condition variable
|
190
|
+
* with the mutex locked or not. There is some potential performance
|
191
|
+
* benefit to unlocking first on some platforms, but there are some
|
192
|
+
* potential race conditions depending on how your code is structured.
|
193
|
+
*
|
194
|
+
* In general it's safer to signal the condition variable while the
|
195
|
+
* mutex is locked.
|
196
|
+
*/
|
197
|
+
extern DECLSPEC SDL_cond *SDLCALL SDL_CreateCond(void);
|
198
|
+
|
199
|
+
/**
|
200
|
+
* Destroy a condition variable.
|
201
|
+
*/
|
202
|
+
extern DECLSPEC void SDLCALL SDL_DestroyCond(SDL_cond * cond);
|
203
|
+
|
204
|
+
/**
|
205
|
+
* Restart one of the threads that are waiting on the condition variable.
|
206
|
+
*
|
207
|
+
* \return 0 or -1 on error.
|
208
|
+
*/
|
209
|
+
extern DECLSPEC int SDLCALL SDL_CondSignal(SDL_cond * cond);
|
210
|
+
|
211
|
+
/**
|
212
|
+
* Restart all threads that are waiting on the condition variable.
|
213
|
+
*
|
214
|
+
* \return 0 or -1 on error.
|
215
|
+
*/
|
216
|
+
extern DECLSPEC int SDLCALL SDL_CondBroadcast(SDL_cond * cond);
|
217
|
+
|
218
|
+
/**
|
219
|
+
* Wait on the condition variable, unlocking the provided mutex.
|
220
|
+
*
|
221
|
+
* \warning The mutex must be locked before entering this function!
|
222
|
+
*
|
223
|
+
* The mutex is re-locked once the condition variable is signaled.
|
224
|
+
*
|
225
|
+
* \return 0 when it is signaled, or -1 on error.
|
226
|
+
*/
|
227
|
+
extern DECLSPEC int SDLCALL SDL_CondWait(SDL_cond * cond, SDL_mutex * mutex);
|
228
|
+
|
229
|
+
/**
|
230
|
+
* Waits for at most \c ms milliseconds, and returns 0 if the condition
|
231
|
+
* variable is signaled, ::SDL_MUTEX_TIMEDOUT if the condition is not
|
232
|
+
* signaled in the allotted time, and -1 on error.
|
233
|
+
*
|
234
|
+
* \warning On some platforms this function is implemented by looping with a
|
235
|
+
* delay of 1 ms, and so should be avoided if possible.
|
236
|
+
*/
|
237
|
+
extern DECLSPEC int SDLCALL SDL_CondWaitTimeout(SDL_cond * cond,
|
238
|
+
SDL_mutex * mutex, Uint32 ms);
|
239
|
+
|
240
|
+
/* @} *//* Condition variable functions */
|
241
|
+
|
242
|
+
|
243
|
+
/* Ends C function definitions when using C++ */
|
244
|
+
#ifdef __cplusplus
|
245
|
+
}
|
246
|
+
#endif
|
247
|
+
#include "close_code.h"
|
248
|
+
|
249
|
+
#endif /* SDL_mutex_h_ */
|
250
|
+
|
251
|
+
/* vi: set ts=4 sw=4 expandtab: */
|