ruby2d 0.8.1 → 0.9.0

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Files changed (192) hide show
  1. checksums.yaml +4 -4
  2. data/assets/README.md +20 -7
  3. data/assets/include/SDL2/SDL.h +135 -0
  4. data/assets/include/SDL2/SDL_assert.h +291 -0
  5. data/assets/include/SDL2/SDL_atomic.h +277 -0
  6. data/assets/include/SDL2/SDL_audio.h +826 -0
  7. data/assets/include/SDL2/SDL_bits.h +112 -0
  8. data/assets/include/SDL2/SDL_blendmode.h +120 -0
  9. data/assets/include/SDL2/SDL_clipboard.h +71 -0
  10. data/assets/include/SDL2/SDL_config.h +421 -0
  11. data/assets/include/SDL2/SDL_cpuinfo.h +188 -0
  12. data/assets/include/SDL2/SDL_egl.h +1673 -0
  13. data/assets/include/SDL2/SDL_endian.h +260 -0
  14. data/assets/include/SDL2/SDL_error.h +76 -0
  15. data/assets/include/SDL2/SDL_events.h +788 -0
  16. data/assets/include/SDL2/SDL_filesystem.h +136 -0
  17. data/assets/include/SDL2/SDL_gamecontroller.h +390 -0
  18. data/assets/include/SDL2/SDL_gesture.h +87 -0
  19. data/assets/include/SDL2/SDL_haptic.h +1238 -0
  20. data/assets/include/SDL2/SDL_hints.h +1135 -0
  21. data/assets/include/SDL2/SDL_image.h +161 -0
  22. data/assets/include/SDL2/SDL_joystick.h +408 -0
  23. data/assets/include/SDL2/SDL_keyboard.h +217 -0
  24. data/assets/include/SDL2/SDL_keycode.h +349 -0
  25. data/assets/include/SDL2/SDL_loadso.h +81 -0
  26. data/assets/include/SDL2/SDL_log.h +211 -0
  27. data/assets/include/SDL2/SDL_main.h +168 -0
  28. data/assets/include/SDL2/SDL_messagebox.h +144 -0
  29. data/assets/include/SDL2/SDL_mixer.h +651 -0
  30. data/assets/include/SDL2/SDL_mouse.h +302 -0
  31. data/assets/include/SDL2/SDL_mutex.h +251 -0
  32. data/assets/include/SDL2/SDL_name.h +33 -0
  33. data/assets/include/SDL2/SDL_opengl.h +2183 -0
  34. data/assets/include/SDL2/SDL_opengl_glext.h +11177 -0
  35. data/assets/include/SDL2/SDL_opengles.h +39 -0
  36. data/assets/include/SDL2/SDL_opengles2.h +52 -0
  37. data/assets/include/SDL2/SDL_opengles2_gl2.h +621 -0
  38. data/assets/include/SDL2/SDL_opengles2_gl2ext.h +2050 -0
  39. data/assets/include/SDL2/SDL_opengles2_gl2platform.h +30 -0
  40. data/assets/include/SDL2/SDL_opengles2_khrplatform.h +282 -0
  41. data/assets/include/SDL2/SDL_pixels.h +470 -0
  42. data/assets/include/SDL2/SDL_platform.h +198 -0
  43. data/assets/include/SDL2/SDL_power.h +75 -0
  44. data/assets/include/SDL2/SDL_quit.h +58 -0
  45. data/assets/include/SDL2/SDL_rect.h +148 -0
  46. data/assets/include/SDL2/SDL_render.h +931 -0
  47. data/assets/include/SDL2/SDL_revision.h +2 -0
  48. data/assets/include/SDL2/SDL_rwops.h +254 -0
  49. data/assets/include/SDL2/SDL_scancode.h +413 -0
  50. data/assets/include/SDL2/SDL_sensor.h +251 -0
  51. data/assets/include/SDL2/SDL_shape.h +144 -0
  52. data/assets/include/SDL2/SDL_stdinc.h +607 -0
  53. data/assets/include/SDL2/SDL_surface.h +553 -0
  54. data/assets/include/SDL2/SDL_system.h +279 -0
  55. data/assets/include/SDL2/SDL_syswm.h +324 -0
  56. data/assets/include/SDL2/SDL_test.h +69 -0
  57. data/assets/include/SDL2/SDL_test_assert.h +105 -0
  58. data/assets/include/SDL2/SDL_test_common.h +188 -0
  59. data/assets/include/SDL2/SDL_test_compare.h +69 -0
  60. data/assets/include/SDL2/SDL_test_crc32.h +124 -0
  61. data/assets/include/SDL2/SDL_test_font.h +81 -0
  62. data/assets/include/SDL2/SDL_test_fuzzer.h +384 -0
  63. data/assets/include/SDL2/SDL_test_harness.h +134 -0
  64. data/assets/include/SDL2/SDL_test_images.h +78 -0
  65. data/assets/include/SDL2/SDL_test_log.h +67 -0
  66. data/assets/include/SDL2/SDL_test_md5.h +129 -0
  67. data/assets/include/SDL2/SDL_test_memory.h +63 -0
  68. data/assets/include/SDL2/SDL_test_random.h +115 -0
  69. data/assets/include/SDL2/SDL_thread.h +343 -0
  70. data/assets/include/SDL2/SDL_timer.h +115 -0
  71. data/assets/include/SDL2/SDL_touch.h +86 -0
  72. data/assets/include/SDL2/SDL_ttf.h +294 -0
  73. data/assets/include/SDL2/SDL_types.h +29 -0
  74. data/assets/include/SDL2/SDL_version.h +162 -0
  75. data/assets/include/SDL2/SDL_video.h +1276 -0
  76. data/assets/include/SDL2/SDL_vulkan.h +278 -0
  77. data/assets/include/SDL2/begin_code.h +167 -0
  78. data/assets/include/SDL2/close_code.h +37 -0
  79. data/assets/include/glew.h +23686 -0
  80. data/assets/include/simple2d.h +735 -0
  81. data/assets/ios/MRuby.framework/Headers/mrbconf.h +3 -5
  82. data/assets/ios/MRuby.framework/Headers/mruby.h +35 -32
  83. data/assets/ios/MRuby.framework/Headers/mruby/array.h +1 -0
  84. data/assets/ios/MRuby.framework/Headers/mruby/boxing_word.h +9 -1
  85. data/assets/ios/MRuby.framework/Headers/mruby/class.h +14 -11
  86. data/assets/ios/MRuby.framework/Headers/mruby/common.h +5 -0
  87. data/assets/ios/MRuby.framework/Headers/mruby/compile.h +4 -3
  88. data/assets/ios/MRuby.framework/Headers/mruby/debug.h +3 -2
  89. data/assets/ios/MRuby.framework/Headers/mruby/dump.h +2 -2
  90. data/assets/ios/MRuby.framework/Headers/mruby/hash.h +38 -5
  91. data/assets/ios/MRuby.framework/Headers/mruby/irep.h +17 -4
  92. data/assets/ios/MRuby.framework/Headers/mruby/object.h +4 -5
  93. data/assets/ios/MRuby.framework/Headers/mruby/opcode.h +47 -139
  94. data/assets/ios/MRuby.framework/Headers/mruby/ops.h +117 -0
  95. data/assets/ios/MRuby.framework/Headers/mruby/proc.h +4 -4
  96. data/assets/ios/MRuby.framework/Headers/mruby/string.h +11 -7
  97. data/assets/ios/MRuby.framework/Headers/mruby/throw.h +4 -4
  98. data/assets/ios/MRuby.framework/Headers/mruby/variable.h +2 -4
  99. data/assets/ios/MRuby.framework/Headers/mruby/version.h +6 -6
  100. data/assets/ios/MRuby.framework/MRuby +0 -0
  101. data/assets/ios/MyApp.xcodeproj/project.pbxproj +24 -18
  102. data/assets/ios/MyApp.xcodeproj/project.xcworkspace/xcshareddata/IDEWorkspaceChecks.plist +8 -0
  103. data/assets/ios/main.c +1 -1
  104. data/assets/macos/lib/libFLAC.a +0 -0
  105. data/assets/macos/lib/libSDL2.a +0 -0
  106. data/assets/macos/lib/libSDL2_image.a +0 -0
  107. data/assets/macos/lib/libSDL2_mixer.a +0 -0
  108. data/assets/macos/lib/libSDL2_ttf.a +0 -0
  109. data/assets/macos/lib/libfreetype.a +0 -0
  110. data/assets/macos/lib/libjpeg.a +0 -0
  111. data/assets/macos/lib/libmpg123.a +0 -0
  112. data/assets/macos/lib/libogg.a +0 -0
  113. data/assets/macos/lib/libpng16.a +0 -0
  114. data/assets/macos/lib/libsimple2d.a +0 -0
  115. data/assets/macos/lib/libtiff.a +0 -0
  116. data/assets/macos/lib/libvorbis.a +0 -0
  117. data/assets/macos/lib/libvorbisfile.a +0 -0
  118. data/assets/macos/lib/libwebp.a +0 -0
  119. data/assets/mingw/bin/SDL2.dll +0 -0
  120. data/assets/mingw/bin/SDL2_image.dll +0 -0
  121. data/assets/mingw/bin/SDL2_mixer.dll +0 -0
  122. data/assets/mingw/bin/SDL2_ttf.dll +0 -0
  123. data/assets/mingw/bin/glew32.dll +0 -0
  124. data/assets/mingw/bin/libFLAC-8.dll +0 -0
  125. data/assets/mingw/bin/libfreetype-6.dll +0 -0
  126. data/assets/mingw/bin/libjpeg-9.dll +0 -0
  127. data/assets/mingw/bin/libmodplug-1.dll +0 -0
  128. data/assets/mingw/bin/libmpg123-0.dll +0 -0
  129. data/assets/mingw/bin/libogg-0.dll +0 -0
  130. data/assets/mingw/bin/libopus-0.dll +0 -0
  131. data/assets/mingw/bin/libopusfile-0.dll +0 -0
  132. data/assets/mingw/bin/libpng16-16.dll +0 -0
  133. data/assets/mingw/bin/libtiff-5.dll +0 -0
  134. data/assets/mingw/bin/libvorbis-0.dll +0 -0
  135. data/assets/mingw/bin/libvorbisfile-3.dll +0 -0
  136. data/assets/mingw/bin/libwebp-7.dll +0 -0
  137. data/assets/mingw/bin/zlib1.dll +0 -0
  138. data/assets/mingw/lib/libSDL2.a +0 -0
  139. data/assets/mingw/lib/libSDL2.dll.a +0 -0
  140. data/assets/mingw/lib/libSDL2_image.a +0 -0
  141. data/assets/mingw/lib/libSDL2_image.dll.a +0 -0
  142. data/assets/mingw/lib/libSDL2_mixer.a +0 -0
  143. data/assets/mingw/lib/libSDL2_mixer.dll.a +0 -0
  144. data/assets/mingw/lib/libSDL2_test.a +0 -0
  145. data/assets/mingw/lib/libSDL2_ttf.a +0 -0
  146. data/assets/mingw/lib/libSDL2_ttf.dll.a +0 -0
  147. data/assets/mingw/lib/libSDL2main.a +0 -0
  148. data/assets/mingw/lib/libglew32.a +0 -0
  149. data/assets/mingw/lib/libglew32.dll.a +0 -0
  150. data/assets/mingw/lib/libsimple2d.a +0 -0
  151. data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Back.imagestacklayer/Content.imageset/Contents.json +4 -0
  152. data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Front.imagestacklayer/Content.imageset/Contents.json +4 -0
  153. data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Middle.imagestacklayer/Content.imageset/Contents.json +4 -0
  154. data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Back.imagestacklayer/Content.imageset/Contents.json +4 -0
  155. data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Front.imagestacklayer/Content.imageset/Contents.json +4 -0
  156. data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Middle.imagestacklayer/Content.imageset/Contents.json +4 -0
  157. data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/Top Shelf Image Wide.imageset/Contents.json +4 -0
  158. data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/Top Shelf Image.imageset/Contents.json +4 -0
  159. data/assets/tvos/Assets.xcassets/LaunchImage.launchimage/Contents.json +7 -0
  160. data/assets/tvos/MRuby.framework/Headers/mrbconf.h +3 -5
  161. data/assets/tvos/MRuby.framework/Headers/mruby.h +35 -32
  162. data/assets/tvos/MRuby.framework/Headers/mruby/array.h +1 -0
  163. data/assets/tvos/MRuby.framework/Headers/mruby/boxing_word.h +9 -1
  164. data/assets/tvos/MRuby.framework/Headers/mruby/class.h +14 -11
  165. data/assets/tvos/MRuby.framework/Headers/mruby/common.h +5 -0
  166. data/assets/tvos/MRuby.framework/Headers/mruby/compile.h +4 -3
  167. data/assets/tvos/MRuby.framework/Headers/mruby/debug.h +3 -2
  168. data/assets/tvos/MRuby.framework/Headers/mruby/dump.h +2 -2
  169. data/assets/tvos/MRuby.framework/Headers/mruby/hash.h +38 -5
  170. data/assets/tvos/MRuby.framework/Headers/mruby/irep.h +17 -4
  171. data/assets/tvos/MRuby.framework/Headers/mruby/object.h +4 -5
  172. data/assets/tvos/MRuby.framework/Headers/mruby/opcode.h +47 -139
  173. data/assets/tvos/MRuby.framework/Headers/mruby/ops.h +117 -0
  174. data/assets/tvos/MRuby.framework/Headers/mruby/proc.h +4 -4
  175. data/assets/tvos/MRuby.framework/Headers/mruby/string.h +11 -7
  176. data/assets/tvos/MRuby.framework/Headers/mruby/throw.h +4 -4
  177. data/assets/tvos/MRuby.framework/Headers/mruby/variable.h +2 -4
  178. data/assets/tvos/MRuby.framework/Headers/mruby/version.h +6 -6
  179. data/assets/tvos/MRuby.framework/MRuby +0 -0
  180. data/assets/tvos/MyApp.xcodeproj/project.pbxproj +25 -19
  181. data/assets/tvos/MyApp.xcodeproj/project.xcworkspace/xcshareddata/IDEWorkspaceChecks.plist +8 -0
  182. data/assets/tvos/main.c +1 -1
  183. data/ext/ruby2d/extconf.rb +59 -50
  184. data/ext/ruby2d/ruby2d.c +0 -1
  185. data/lib/ruby2d.rb +1 -7
  186. data/lib/ruby2d/cli/launch.rb +1 -1
  187. data/lib/ruby2d/font.rb +32 -7
  188. data/lib/ruby2d/version.rb +1 -1
  189. metadata +132 -6
  190. data/assets/opal.js +0 -21637
  191. data/assets/simple2d.js +0 -1379
  192. data/assets/template.html +0 -18
@@ -0,0 +1,115 @@
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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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+
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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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+
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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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+
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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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+ /**
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+ * \file SDL_test_random.h
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+ *
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+ * Include file for SDL test framework.
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+ *
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+ * This code is a part of the SDL2_test library, not the main SDL library.
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+ */
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+
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+ /*
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+
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+ A "32-bit Multiply with carry random number generator. Very fast.
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+ Includes a list of recommended multipliers.
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+
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+ multiply-with-carry generator: x(n) = a*x(n-1) + carry mod 2^32.
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+ period: (a*2^31)-1
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+
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+ */
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+
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+ #ifndef SDL_test_random_h_
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+ #define SDL_test_random_h_
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+
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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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+
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+ /* --- Definitions */
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+
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+ /*
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+ * Macros that return a random number in a specific format.
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+ */
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+ #define SDLTest_RandomInt(c) ((int)SDLTest_Random(c))
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+
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+ /*
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+ * Context structure for the random number generator state.
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+ */
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+ typedef struct {
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+ unsigned int a;
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+ unsigned int x;
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+ unsigned int c;
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+ unsigned int ah;
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+ unsigned int al;
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+ } SDLTest_RandomContext;
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+
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+
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+ /* --- Function prototypes */
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+
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+ /**
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+ * \brief Initialize random number generator with two integers.
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+ *
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+ * Note: The random sequence of numbers returned by ...Random() is the
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+ * same for the same two integers and has a period of 2^31.
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+ *
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+ * \param rndContext pointer to context structure
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+ * \param xi integer that defines the random sequence
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+ * \param ci integer that defines the random sequence
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+ *
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+ */
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+ void SDLTest_RandomInit(SDLTest_RandomContext * rndContext, unsigned int xi,
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+ unsigned int ci);
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+
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+ /**
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+ * \brief Initialize random number generator based on current system time.
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+ *
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+ * \param rndContext pointer to context structure
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+ *
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+ */
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+ void SDLTest_RandomInitTime(SDLTest_RandomContext *rndContext);
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+
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+
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+ /**
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+ * \brief Initialize random number generator based on current system time.
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+ *
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+ * Note: ...RandomInit() or ...RandomInitTime() must have been called
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+ * before using this function.
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+ *
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+ * \param rndContext pointer to context structure
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+ *
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+ * \returns A random number (32bit unsigned integer)
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+ *
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+ */
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+ unsigned int SDLTest_Random(SDLTest_RandomContext *rndContext);
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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_test_random_h_ */
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+
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+ /* vi: set ts=4 sw=4 expandtab: */
@@ -0,0 +1,343 @@
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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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+
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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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+
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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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+
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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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+ #ifndef SDL_thread_h_
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+ #define SDL_thread_h_
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+
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+ /**
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+ * \file SDL_thread.h
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+ *
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+ * Header for the SDL thread management routines.
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+ */
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+
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+ #include "SDL_stdinc.h"
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+ #include "SDL_error.h"
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+
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+ /* Thread synchronization primitives */
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+ #include "SDL_atomic.h"
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+ #include "SDL_mutex.h"
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+
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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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+
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+ /* The SDL thread structure, defined in SDL_thread.c */
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+ struct SDL_Thread;
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+ typedef struct SDL_Thread SDL_Thread;
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+
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+ /* The SDL thread ID */
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+ typedef unsigned long SDL_threadID;
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+
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+ /* Thread local storage ID, 0 is the invalid ID */
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+ typedef unsigned int SDL_TLSID;
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+
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+ /**
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+ * The SDL thread priority.
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+ *
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+ * \note On many systems you require special privileges to set high or time critical priority.
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+ */
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+ typedef enum {
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+ SDL_THREAD_PRIORITY_LOW,
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+ SDL_THREAD_PRIORITY_NORMAL,
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+ SDL_THREAD_PRIORITY_HIGH,
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+ SDL_THREAD_PRIORITY_TIME_CRITICAL
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+ } SDL_ThreadPriority;
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+
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+ /**
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+ * The function passed to SDL_CreateThread().
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+ * It is passed a void* user context parameter and returns an int.
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+ */
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+ typedef int (SDLCALL * SDL_ThreadFunction) (void *data);
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+
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+ #if defined(__WIN32__) && !defined(HAVE_LIBC)
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+ /**
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+ * \file SDL_thread.h
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+ *
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+ * We compile SDL into a DLL. This means, that it's the DLL which
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+ * creates a new thread for the calling process with the SDL_CreateThread()
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+ * API. There is a problem with this, that only the RTL of the SDL2.DLL will
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+ * be initialized for those threads, and not the RTL of the calling
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+ * application!
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+ *
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+ * To solve this, we make a little hack here.
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+ *
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+ * We'll always use the caller's _beginthread() and _endthread() APIs to
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+ * start a new thread. This way, if it's the SDL2.DLL which uses this API,
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+ * then the RTL of SDL2.DLL will be used to create the new thread, and if it's
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+ * the application, then the RTL of the application will be used.
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+ *
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+ * So, in short:
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+ * Always use the _beginthread() and _endthread() of the calling runtime
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+ * library!
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+ */
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+ #define SDL_PASSED_BEGINTHREAD_ENDTHREAD
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+ #include <process.h> /* _beginthreadex() and _endthreadex() */
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+
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+ typedef uintptr_t(__cdecl * pfnSDL_CurrentBeginThread)
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+ (void *, unsigned, unsigned (__stdcall *func)(void *),
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+ void * /*arg*/, unsigned, unsigned * /* threadID */);
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+ typedef void (__cdecl * pfnSDL_CurrentEndThread) (unsigned code);
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+
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+ /**
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+ * Create a thread.
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+ */
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+ extern DECLSPEC SDL_Thread *SDLCALL
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+ SDL_CreateThread(SDL_ThreadFunction fn, const char *name, void *data,
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+ pfnSDL_CurrentBeginThread pfnBeginThread,
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+ pfnSDL_CurrentEndThread pfnEndThread);
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+
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+ extern DECLSPEC SDL_Thread *SDLCALL
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+ SDL_CreateThreadWithStackSize(int (SDLCALL * fn) (void *),
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+ const char *name, const size_t stacksize, void *data,
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+ pfnSDL_CurrentBeginThread pfnBeginThread,
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+ pfnSDL_CurrentEndThread pfnEndThread);
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+
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+
116
+ /**
117
+ * Create a thread.
118
+ */
119
+ #if defined(SDL_CreateThread) && SDL_DYNAMIC_API
120
+ #undef SDL_CreateThread
121
+ #define SDL_CreateThread(fn, name, data) SDL_CreateThread_REAL(fn, name, data, (pfnSDL_CurrentBeginThread)_beginthreadex, (pfnSDL_CurrentEndThread)_endthreadex)
122
+ #undef SDL_CreateThreadWithStackSize
123
+ #define SDL_CreateThreadWithStackSize(fn, name, stacksize, data) SDL_CreateThreadWithStackSize_REAL(fn, name, stacksize, data, (pfnSDL_CurrentBeginThread)_beginthreadex, (pfnSDL_CurrentEndThread)_endthreadex)
124
+ #else
125
+ #define SDL_CreateThread(fn, name, data) SDL_CreateThread(fn, name, data, (pfnSDL_CurrentBeginThread)_beginthreadex, (pfnSDL_CurrentEndThread)_endthreadex)
126
+ #define SDL_CreateThreadWithStackSize(fn, name, stacksize, data) SDL_CreateThreadWithStackSize(fn, name, data, (pfnSDL_CurrentBeginThread)_beginthreadex, (pfnSDL_CurrentEndThread)_endthreadex)
127
+ #endif
128
+
129
+ #elif defined(__OS2__)
130
+ /*
131
+ * just like the windows case above: We compile SDL2
132
+ * into a dll with Watcom's runtime statically linked.
133
+ */
134
+ #define SDL_PASSED_BEGINTHREAD_ENDTHREAD
135
+ #ifndef __EMX__
136
+ #include <process.h>
137
+ #else
138
+ #include <stdlib.h>
139
+ #endif
140
+ typedef int (*pfnSDL_CurrentBeginThread)(void (*func)(void *), void *, unsigned, void * /*arg*/);
141
+ typedef void (*pfnSDL_CurrentEndThread)(void);
142
+ extern DECLSPEC SDL_Thread *SDLCALL
143
+ SDL_CreateThread(SDL_ThreadFunction fn, const char *name, void *data,
144
+ pfnSDL_CurrentBeginThread pfnBeginThread,
145
+ pfnSDL_CurrentEndThread pfnEndThread);
146
+ extern DECLSPEC SDL_Thread *SDLCALL
147
+ SDL_CreateThreadWithStackSize(SDL_ThreadFunction fn, const char *name, const size_t stacksize, void *data,
148
+ pfnSDL_CurrentBeginThread pfnBeginThread,
149
+ pfnSDL_CurrentEndThread pfnEndThread);
150
+ #if defined(SDL_CreateThread) && SDL_DYNAMIC_API
151
+ #undef SDL_CreateThread
152
+ #define SDL_CreateThread(fn, name, data) SDL_CreateThread_REAL(fn, name, data, (pfnSDL_CurrentBeginThread)_beginthread, (pfnSDL_CurrentEndThread)_endthread)
153
+ #undef SDL_CreateThreadWithStackSize
154
+ #define SDL_CreateThreadWithStackSize(fn, name, stacksize, data) SDL_CreateThreadWithStackSize_REAL(fn, name, data, (pfnSDL_CurrentBeginThread)_beginthread, (pfnSDL_CurrentEndThread)_endthread)
155
+ #else
156
+ #define SDL_CreateThread(fn, name, data) SDL_CreateThread(fn, name, data, (pfnSDL_CurrentBeginThread)_beginthread, (pfnSDL_CurrentEndThread)_endthread)
157
+ #define SDL_CreateThreadWithStackSize(fn, name, stacksize, data) SDL_CreateThreadWithStackSize(fn, name, stacksize, data, (pfnSDL_CurrentBeginThread)_beginthread, (pfnSDL_CurrentEndThread)_endthread)
158
+ #endif
159
+
160
+ #else
161
+
162
+ /**
163
+ * Create a thread with a default stack size.
164
+ *
165
+ * This is equivalent to calling:
166
+ * SDL_CreateThreadWithStackSize(fn, name, 0, data);
167
+ */
168
+ extern DECLSPEC SDL_Thread *SDLCALL
169
+ SDL_CreateThread(SDL_ThreadFunction fn, const char *name, void *data);
170
+
171
+ /**
172
+ * Create a thread.
173
+ *
174
+ * Thread naming is a little complicated: Most systems have very small
175
+ * limits for the string length (Haiku has 32 bytes, Linux currently has 16,
176
+ * Visual C++ 6.0 has nine!), and possibly other arbitrary rules. You'll
177
+ * have to see what happens with your system's debugger. The name should be
178
+ * UTF-8 (but using the naming limits of C identifiers is a better bet).
179
+ * There are no requirements for thread naming conventions, so long as the
180
+ * string is null-terminated UTF-8, but these guidelines are helpful in
181
+ * choosing a name:
182
+ *
183
+ * http://stackoverflow.com/questions/149932/naming-conventions-for-threads
184
+ *
185
+ * If a system imposes requirements, SDL will try to munge the string for
186
+ * it (truncate, etc), but the original string contents will be available
187
+ * from SDL_GetThreadName().
188
+ *
189
+ * The size (in bytes) of the new stack can be specified. Zero means "use
190
+ * the system default" which might be wildly different between platforms
191
+ * (x86 Linux generally defaults to eight megabytes, an embedded device
192
+ * might be a few kilobytes instead).
193
+ *
194
+ * In SDL 2.1, stacksize will be folded into the original SDL_CreateThread
195
+ * function.
196
+ */
197
+ extern DECLSPEC SDL_Thread *SDLCALL
198
+ SDL_CreateThreadWithStackSize(SDL_ThreadFunction fn, const char *name, const size_t stacksize, void *data);
199
+
200
+ #endif
201
+
202
+ /**
203
+ * Get the thread name, as it was specified in SDL_CreateThread().
204
+ * This function returns a pointer to a UTF-8 string that names the
205
+ * specified thread, or NULL if it doesn't have a name. This is internal
206
+ * memory, not to be free()'d by the caller, and remains valid until the
207
+ * specified thread is cleaned up by SDL_WaitThread().
208
+ */
209
+ extern DECLSPEC const char *SDLCALL SDL_GetThreadName(SDL_Thread *thread);
210
+
211
+ /**
212
+ * Get the thread identifier for the current thread.
213
+ */
214
+ extern DECLSPEC SDL_threadID SDLCALL SDL_ThreadID(void);
215
+
216
+ /**
217
+ * Get the thread identifier for the specified thread.
218
+ *
219
+ * Equivalent to SDL_ThreadID() if the specified thread is NULL.
220
+ */
221
+ extern DECLSPEC SDL_threadID SDLCALL SDL_GetThreadID(SDL_Thread * thread);
222
+
223
+ /**
224
+ * Set the priority for the current thread
225
+ */
226
+ extern DECLSPEC int SDLCALL SDL_SetThreadPriority(SDL_ThreadPriority priority);
227
+
228
+ /**
229
+ * Wait for a thread to finish. Threads that haven't been detached will
230
+ * remain (as a "zombie") until this function cleans them up. Not doing so
231
+ * is a resource leak.
232
+ *
233
+ * Once a thread has been cleaned up through this function, the SDL_Thread
234
+ * that references it becomes invalid and should not be referenced again.
235
+ * As such, only one thread may call SDL_WaitThread() on another.
236
+ *
237
+ * The return code for the thread function is placed in the area
238
+ * pointed to by \c status, if \c status is not NULL.
239
+ *
240
+ * You may not wait on a thread that has been used in a call to
241
+ * SDL_DetachThread(). Use either that function or this one, but not
242
+ * both, or behavior is undefined.
243
+ *
244
+ * It is safe to pass NULL to this function; it is a no-op.
245
+ */
246
+ extern DECLSPEC void SDLCALL SDL_WaitThread(SDL_Thread * thread, int *status);
247
+
248
+ /**
249
+ * A thread may be "detached" to signify that it should not remain until
250
+ * another thread has called SDL_WaitThread() on it. Detaching a thread
251
+ * is useful for long-running threads that nothing needs to synchronize
252
+ * with or further manage. When a detached thread is done, it simply
253
+ * goes away.
254
+ *
255
+ * There is no way to recover the return code of a detached thread. If you
256
+ * need this, don't detach the thread and instead use SDL_WaitThread().
257
+ *
258
+ * Once a thread is detached, you should usually assume the SDL_Thread isn't
259
+ * safe to reference again, as it will become invalid immediately upon
260
+ * the detached thread's exit, instead of remaining until someone has called
261
+ * SDL_WaitThread() to finally clean it up. As such, don't detach the same
262
+ * thread more than once.
263
+ *
264
+ * If a thread has already exited when passed to SDL_DetachThread(), it will
265
+ * stop waiting for a call to SDL_WaitThread() and clean up immediately.
266
+ * It is not safe to detach a thread that might be used with SDL_WaitThread().
267
+ *
268
+ * You may not call SDL_WaitThread() on a thread that has been detached.
269
+ * Use either that function or this one, but not both, or behavior is
270
+ * undefined.
271
+ *
272
+ * It is safe to pass NULL to this function; it is a no-op.
273
+ */
274
+ extern DECLSPEC void SDLCALL SDL_DetachThread(SDL_Thread * thread);
275
+
276
+ /**
277
+ * \brief Create an identifier that is globally visible to all threads but refers to data that is thread-specific.
278
+ *
279
+ * \return The newly created thread local storage identifier, or 0 on error
280
+ *
281
+ * \code
282
+ * static SDL_SpinLock tls_lock;
283
+ * static SDL_TLSID thread_local_storage;
284
+ *
285
+ * void SetMyThreadData(void *value)
286
+ * {
287
+ * if (!thread_local_storage) {
288
+ * SDL_AtomicLock(&tls_lock);
289
+ * if (!thread_local_storage) {
290
+ * thread_local_storage = SDL_TLSCreate();
291
+ * }
292
+ * SDL_AtomicUnlock(&tls_lock);
293
+ * }
294
+ * SDL_TLSSet(thread_local_storage, value, 0);
295
+ * }
296
+ *
297
+ * void *GetMyThreadData(void)
298
+ * {
299
+ * return SDL_TLSGet(thread_local_storage);
300
+ * }
301
+ * \endcode
302
+ *
303
+ * \sa SDL_TLSGet()
304
+ * \sa SDL_TLSSet()
305
+ */
306
+ extern DECLSPEC SDL_TLSID SDLCALL SDL_TLSCreate(void);
307
+
308
+ /**
309
+ * \brief Get the value associated with a thread local storage ID for the current thread.
310
+ *
311
+ * \param id The thread local storage ID
312
+ *
313
+ * \return The value associated with the ID for the current thread, or NULL if no value has been set.
314
+ *
315
+ * \sa SDL_TLSCreate()
316
+ * \sa SDL_TLSSet()
317
+ */
318
+ extern DECLSPEC void * SDLCALL SDL_TLSGet(SDL_TLSID id);
319
+
320
+ /**
321
+ * \brief Set the value associated with a thread local storage ID for the current thread.
322
+ *
323
+ * \param id The thread local storage ID
324
+ * \param value The value to associate with the ID for the current thread
325
+ * \param destructor A function called when the thread exits, to free the value.
326
+ *
327
+ * \return 0 on success, -1 on error
328
+ *
329
+ * \sa SDL_TLSCreate()
330
+ * \sa SDL_TLSGet()
331
+ */
332
+ extern DECLSPEC int SDLCALL SDL_TLSSet(SDL_TLSID id, const void *value, void (SDLCALL *destructor)(void*));
333
+
334
+
335
+ /* Ends C function definitions when using C++ */
336
+ #ifdef __cplusplus
337
+ }
338
+ #endif
339
+ #include "close_code.h"
340
+
341
+ #endif /* SDL_thread_h_ */
342
+
343
+ /* vi: set ts=4 sw=4 expandtab: */