rubygl 0.2.1 → 0.3.0

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 (182) hide show
  1. checksums.yaml +8 -8
  2. data/Gemfile.lock +2 -0
  3. data/README.md +1 -1
  4. data/Rakefile +17 -9
  5. data/bin/ffi_code_gen.rb +11 -3
  6. data/ext/macosx/RubyGL.so +0 -0
  7. data/ext/macosx/SDL2.framework/Headers/SDL.h +163 -0
  8. data/ext/macosx/SDL2.framework/Headers/SDL_assert.h +284 -0
  9. data/ext/macosx/SDL2.framework/Headers/SDL_atomic.h +260 -0
  10. data/ext/macosx/SDL2.framework/Headers/SDL_audio.h +506 -0
  11. data/ext/macosx/SDL2.framework/Headers/SDL_bits.h +97 -0
  12. data/ext/macosx/SDL2.framework/Headers/SDL_blendmode.h +63 -0
  13. data/ext/macosx/SDL2.framework/Headers/SDL_clipboard.h +71 -0
  14. data/ext/macosx/SDL2.framework/Headers/SDL_config.h +55 -0
  15. data/ext/macosx/SDL2.framework/Headers/SDL_config_macosx.h +184 -0
  16. data/ext/macosx/SDL2.framework/Headers/SDL_copying.h +20 -0
  17. data/ext/macosx/SDL2.framework/Headers/SDL_cpuinfo.h +156 -0
  18. data/ext/macosx/SDL2.framework/Headers/SDL_endian.h +239 -0
  19. data/ext/macosx/SDL2.framework/Headers/SDL_error.h +76 -0
  20. data/ext/macosx/SDL2.framework/Headers/SDL_events.h +723 -0
  21. data/ext/macosx/SDL2.framework/Headers/SDL_filesystem.h +136 -0
  22. data/ext/macosx/SDL2.framework/Headers/SDL_gamecontroller.h +316 -0
  23. data/ext/macosx/SDL2.framework/Headers/SDL_gesture.h +87 -0
  24. data/ext/macosx/SDL2.framework/Headers/SDL_haptic.h +1225 -0
  25. data/ext/macosx/SDL2.framework/Headers/SDL_hints.h +517 -0
  26. data/ext/macosx/SDL2.framework/Headers/SDL_joystick.h +253 -0
  27. data/ext/macosx/SDL2.framework/Headers/SDL_keyboard.h +217 -0
  28. data/ext/macosx/SDL2.framework/Headers/SDL_keycode.h +341 -0
  29. data/ext/macosx/SDL2.framework/Headers/SDL_loadso.h +81 -0
  30. data/ext/macosx/SDL2.framework/Headers/SDL_log.h +211 -0
  31. data/ext/macosx/SDL2.framework/Headers/SDL_main.h +155 -0
  32. data/ext/macosx/SDL2.framework/Headers/SDL_messagebox.h +144 -0
  33. data/ext/macosx/SDL2.framework/Headers/SDL_mouse.h +224 -0
  34. data/ext/macosx/SDL2.framework/Headers/SDL_mutex.h +251 -0
  35. data/ext/macosx/SDL2.framework/Headers/SDL_name.h +33 -0
  36. data/ext/macosx/SDL2.framework/Headers/SDL_opengl.h +11126 -0
  37. data/ext/macosx/SDL2.framework/Headers/SDL_opengles.h +38 -0
  38. data/ext/macosx/SDL2.framework/Headers/SDL_opengles2.h +2790 -0
  39. data/ext/macosx/SDL2.framework/Headers/SDL_pixels.h +429 -0
  40. data/ext/macosx/SDL2.framework/Headers/SDL_platform.h +164 -0
  41. data/ext/macosx/SDL2.framework/Headers/SDL_power.h +75 -0
  42. data/ext/macosx/SDL2.framework/Headers/SDL_quit.h +58 -0
  43. data/ext/macosx/SDL2.framework/Headers/SDL_rect.h +138 -0
  44. data/ext/macosx/SDL2.framework/Headers/SDL_render.h +870 -0
  45. data/ext/macosx/SDL2.framework/Headers/SDL_revision.h +2 -0
  46. data/ext/macosx/SDL2.framework/Headers/SDL_rwops.h +232 -0
  47. data/ext/macosx/SDL2.framework/Headers/SDL_scancode.h +401 -0
  48. data/ext/macosx/SDL2.framework/Headers/SDL_shape.h +143 -0
  49. data/ext/macosx/SDL2.framework/Headers/SDL_stdinc.h +405 -0
  50. data/ext/macosx/SDL2.framework/Headers/SDL_surface.h +503 -0
  51. data/ext/macosx/SDL2.framework/Headers/SDL_system.h +191 -0
  52. data/ext/macosx/SDL2.framework/Headers/SDL_syswm.h +272 -0
  53. data/ext/macosx/SDL2.framework/Headers/SDL_thread.h +287 -0
  54. data/ext/macosx/SDL2.framework/Headers/SDL_timer.h +115 -0
  55. data/ext/macosx/SDL2.framework/Headers/SDL_touch.h +86 -0
  56. data/ext/macosx/SDL2.framework/Headers/SDL_types.h +29 -0
  57. data/ext/macosx/SDL2.framework/Headers/SDL_version.h +162 -0
  58. data/ext/macosx/SDL2.framework/Headers/SDL_video.h +979 -0
  59. data/ext/macosx/SDL2.framework/Headers/begin_code.h +140 -0
  60. data/ext/macosx/SDL2.framework/Headers/close_code.h +37 -0
  61. data/ext/macosx/SDL2.framework/Resources/Info.plist +42 -0
  62. data/ext/macosx/SDL2.framework/SDL2 +0 -0
  63. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL.h +163 -0
  64. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_assert.h +284 -0
  65. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_atomic.h +260 -0
  66. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_audio.h +506 -0
  67. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_bits.h +97 -0
  68. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_blendmode.h +63 -0
  69. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_clipboard.h +71 -0
  70. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_config.h +55 -0
  71. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_config_macosx.h +184 -0
  72. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_copying.h +20 -0
  73. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_cpuinfo.h +156 -0
  74. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_endian.h +239 -0
  75. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_error.h +76 -0
  76. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_events.h +723 -0
  77. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_filesystem.h +136 -0
  78. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_gamecontroller.h +316 -0
  79. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_gesture.h +87 -0
  80. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_haptic.h +1225 -0
  81. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_hints.h +517 -0
  82. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_joystick.h +253 -0
  83. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_keyboard.h +217 -0
  84. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_keycode.h +341 -0
  85. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_loadso.h +81 -0
  86. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_log.h +211 -0
  87. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_main.h +155 -0
  88. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_messagebox.h +144 -0
  89. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_mouse.h +224 -0
  90. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_mutex.h +251 -0
  91. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_name.h +33 -0
  92. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_opengl.h +11126 -0
  93. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_opengles.h +38 -0
  94. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_opengles2.h +2790 -0
  95. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_pixels.h +429 -0
  96. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_platform.h +164 -0
  97. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_power.h +75 -0
  98. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_quit.h +58 -0
  99. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_rect.h +138 -0
  100. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_render.h +870 -0
  101. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_revision.h +2 -0
  102. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_rwops.h +232 -0
  103. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_scancode.h +401 -0
  104. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_shape.h +143 -0
  105. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_stdinc.h +405 -0
  106. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_surface.h +503 -0
  107. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_system.h +191 -0
  108. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_syswm.h +272 -0
  109. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_thread.h +287 -0
  110. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_timer.h +115 -0
  111. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_touch.h +86 -0
  112. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_types.h +29 -0
  113. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_version.h +162 -0
  114. data/ext/macosx/SDL2.framework/Versions/A/Headers/SDL_video.h +979 -0
  115. data/ext/macosx/SDL2.framework/Versions/A/Headers/begin_code.h +140 -0
  116. data/ext/macosx/SDL2.framework/Versions/A/Headers/close_code.h +37 -0
  117. data/ext/macosx/SDL2.framework/Versions/A/Resources/Info.plist +42 -0
  118. data/ext/macosx/SDL2.framework/Versions/A/SDL2 +0 -0
  119. data/ext/macosx/SDL2.framework/Versions/A/_CodeSignature/CodeResources +331 -0
  120. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL.h +163 -0
  121. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_assert.h +284 -0
  122. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_atomic.h +260 -0
  123. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_audio.h +506 -0
  124. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_bits.h +97 -0
  125. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_blendmode.h +63 -0
  126. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_clipboard.h +71 -0
  127. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_config.h +55 -0
  128. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_config_macosx.h +184 -0
  129. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_copying.h +20 -0
  130. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_cpuinfo.h +156 -0
  131. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_endian.h +239 -0
  132. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_error.h +76 -0
  133. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_events.h +723 -0
  134. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_filesystem.h +136 -0
  135. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_gamecontroller.h +316 -0
  136. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_gesture.h +87 -0
  137. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_haptic.h +1225 -0
  138. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_hints.h +517 -0
  139. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_joystick.h +253 -0
  140. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_keyboard.h +217 -0
  141. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_keycode.h +341 -0
  142. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_loadso.h +81 -0
  143. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_log.h +211 -0
  144. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_main.h +155 -0
  145. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_messagebox.h +144 -0
  146. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_mouse.h +224 -0
  147. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_mutex.h +251 -0
  148. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_name.h +33 -0
  149. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_opengl.h +11126 -0
  150. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_opengles.h +38 -0
  151. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_opengles2.h +2790 -0
  152. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_pixels.h +429 -0
  153. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_platform.h +164 -0
  154. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_power.h +75 -0
  155. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_quit.h +58 -0
  156. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_rect.h +138 -0
  157. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_render.h +870 -0
  158. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_revision.h +2 -0
  159. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_rwops.h +232 -0
  160. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_scancode.h +401 -0
  161. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_shape.h +143 -0
  162. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_stdinc.h +405 -0
  163. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_surface.h +503 -0
  164. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_system.h +191 -0
  165. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_syswm.h +272 -0
  166. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_thread.h +287 -0
  167. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_timer.h +115 -0
  168. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_touch.h +86 -0
  169. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_types.h +29 -0
  170. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_version.h +162 -0
  171. data/ext/macosx/SDL2.framework/Versions/Current/Headers/SDL_video.h +979 -0
  172. data/ext/macosx/SDL2.framework/Versions/Current/Headers/begin_code.h +140 -0
  173. data/ext/macosx/SDL2.framework/Versions/Current/Headers/close_code.h +37 -0
  174. data/ext/macosx/SDL2.framework/Versions/Current/Resources/Info.plist +42 -0
  175. data/ext/macosx/SDL2.framework/Versions/Current/SDL2 +0 -0
  176. data/ext/macosx/SDL2.framework/Versions/Current/_CodeSignature/CodeResources +331 -0
  177. data/ext/windows/RubyGL.so +0 -0
  178. data/lib/rubygl/native/opengl.rb +1052 -1044
  179. data/lib/rubygl/setup.rb +7 -4
  180. data/lib/rubygl.rb +12 -4
  181. data/rubygl.gemspec +3 -2
  182. metadata +174 -3
@@ -0,0 +1,136 @@
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+ /*
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+ Simple DirectMedia Layer
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+ Copyright (C) 1997-2014 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_filesystem.h
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+ *
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+ * \brief Include file for filesystem SDL API functions
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+ */
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+
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+ #ifndef _SDL_filesystem_h
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+ #define _SDL_filesystem_h
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+
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+ #include "SDL_stdinc.h"
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+
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+ #include "begin_code.h"
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+
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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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+ /**
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+ * \brief Get the path where the application resides.
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+ *
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+ * Get the "base path". This is the directory where the application was run
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+ * from, which is probably the installation directory, and may or may not
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+ * be the process's current working directory.
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+ *
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+ * This returns an absolute path in UTF-8 encoding, and is guaranteed to
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+ * end with a path separator ('\\' on Windows, '/' most other places).
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+ *
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+ * The pointer returned by this function is owned by you. Please call
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+ * SDL_free() on the pointer when you are done with it, or it will be a
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+ * memory leak. This is not necessarily a fast call, though, so you should
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+ * call this once near startup and save the string if you need it.
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+ *
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+ * Some platforms can't determine the application's path, and on other
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+ * platforms, this might be meaningless. In such cases, this function will
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+ * return NULL.
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+ *
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+ * \return String of base dir in UTF-8 encoding, or NULL on error.
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+ *
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+ * \sa SDL_GetPrefPath
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+ */
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+ extern DECLSPEC char *SDLCALL SDL_GetBasePath(void);
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+
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+ /**
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+ * \brief Get the user-and-app-specific path where files can be written.
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+ *
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+ * Get the "pref dir". This is meant to be where users can write personal
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+ * files (preferences and save games, etc) that are specific to your
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+ * application. This directory is unique per user, per application.
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+ *
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+ * This function will decide the appropriate location in the native filesystem,
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+ * create the directory if necessary, and return a string of the absolute
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+ * path to the directory in UTF-8 encoding.
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+ *
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+ * On Windows, the string might look like:
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+ * "C:\\Users\\bob\\AppData\\Roaming\\My Company\\My Program Name\\"
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+ *
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+ * On Linux, the string might look like:
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+ * "/home/bob/.local/share/My Program Name/"
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+ *
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+ * On Mac OS X, the string might look like:
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+ * "/Users/bob/Library/Application Support/My Program Name/"
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+ *
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+ * (etc.)
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+ *
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+ * You specify the name of your organization (if it's not a real organization,
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+ * your name or an Internet domain you own might do) and the name of your
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+ * application. These should be untranslated proper names.
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+ *
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+ * Both the org and app strings may become part of a directory name, so
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+ * please follow these rules:
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+ *
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+ * - Try to use the same org string (including case-sensitivity) for
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+ * all your applications that use this function.
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+ * - Always use a unique app string for each one, and make sure it never
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+ * changes for an app once you've decided on it.
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+ * - Unicode characters are legal, as long as it's UTF-8 encoded, but...
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+ * - ...only use letters, numbers, and spaces. Avoid punctuation like
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+ * "Game Name 2: Bad Guy's Revenge!" ... "Game Name 2" is sufficient.
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+ *
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+ * This returns an absolute path in UTF-8 encoding, and is guaranteed to
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+ * end with a path separator ('\\' on Windows, '/' most other places).
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+ *
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+ * The pointer returned by this function is owned by you. Please call
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+ * SDL_free() on the pointer when you are done with it, or it will be a
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+ * memory leak. This is not necessarily a fast call, though, so you should
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+ * call this once near startup and save the string if you need it.
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+ *
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+ * You should assume the path returned by this function is the only safe
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+ * place to write files (and that SDL_GetBasePath(), while it might be
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+ * writable, or even the parent of the returned path, aren't where you
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+ * should be writing things).
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+ *
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+ * Some platforms can't determine the pref path, and on other
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+ * platforms, this might be meaningless. In such cases, this function will
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+ * return NULL.
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+ *
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+ * \param org The name of your organization.
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+ * \param app The name of your application.
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+ * \return UTF-8 string of user dir in platform-dependent notation. NULL
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+ * if there's a problem (creating directory failed, etc).
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+ *
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+ * \sa SDL_GetBasePath
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+ */
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+ extern DECLSPEC char *SDLCALL SDL_GetPrefPath(const char *org, const char *app);
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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_system_h */
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+
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+ /* vi: set ts=4 sw=4 expandtab: */
@@ -0,0 +1,316 @@
1
+ /*
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+ Simple DirectMedia Layer
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+ Copyright (C) 1997-2014 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
7
+ 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,
10
+ including commercial applications, and to alter it and redistribute it
11
+ freely, subject to the following restrictions:
12
+
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+ 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
+ * \file SDL_gamecontroller.h
24
+ *
25
+ * Include file for SDL game controller event handling
26
+ */
27
+
28
+ #ifndef _SDL_gamecontroller_h
29
+ #define _SDL_gamecontroller_h
30
+
31
+ #include "SDL_stdinc.h"
32
+ #include "SDL_error.h"
33
+ #include "SDL_rwops.h"
34
+ #include "SDL_joystick.h"
35
+
36
+ #include "begin_code.h"
37
+ /* Set up for C function definitions, even when using C++ */
38
+ #ifdef __cplusplus
39
+ extern "C" {
40
+ #endif
41
+
42
+ /**
43
+ * \file SDL_gamecontroller.h
44
+ *
45
+ * In order to use these functions, SDL_Init() must have been called
46
+ * with the ::SDL_INIT_JOYSTICK flag. This causes SDL to scan the system
47
+ * for game controllers, and load appropriate drivers.
48
+ *
49
+ * If you would like to receive controller updates while the application
50
+ * is in the background, you should set the following hint before calling
51
+ * SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
52
+ */
53
+
54
+ /* The gamecontroller structure used to identify an SDL game controller */
55
+ struct _SDL_GameController;
56
+ typedef struct _SDL_GameController SDL_GameController;
57
+
58
+
59
+ typedef enum
60
+ {
61
+ SDL_CONTROLLER_BINDTYPE_NONE = 0,
62
+ SDL_CONTROLLER_BINDTYPE_BUTTON,
63
+ SDL_CONTROLLER_BINDTYPE_AXIS,
64
+ SDL_CONTROLLER_BINDTYPE_HAT
65
+ } SDL_GameControllerBindType;
66
+
67
+ /**
68
+ * Get the SDL joystick layer binding for this controller button/axis mapping
69
+ */
70
+ typedef struct SDL_GameControllerButtonBind
71
+ {
72
+ SDL_GameControllerBindType bindType;
73
+ union
74
+ {
75
+ int button;
76
+ int axis;
77
+ struct {
78
+ int hat;
79
+ int hat_mask;
80
+ } hat;
81
+ } value;
82
+
83
+ } SDL_GameControllerButtonBind;
84
+
85
+
86
+ /**
87
+ * To count the number of game controllers in the system for the following:
88
+ * int nJoysticks = SDL_NumJoysticks();
89
+ * int nGameControllers = 0;
90
+ * for ( int i = 0; i < nJoysticks; i++ ) {
91
+ * if ( SDL_IsGameController(i) ) {
92
+ * nGameControllers++;
93
+ * }
94
+ * }
95
+ *
96
+ * Using the SDL_HINT_GAMECONTROLLERCONFIG hint or the SDL_GameControllerAddMapping you can add support for controllers SDL is unaware of or cause an existing controller to have a different binding. The format is:
97
+ * guid,name,mappings
98
+ *
99
+ * Where GUID is the string value from SDL_JoystickGetGUIDString(), name is the human readable string for the device and mappings are controller mappings to joystick ones.
100
+ * Under Windows there is a reserved GUID of "xinput" that covers any XInput devices.
101
+ * The mapping format for joystick is:
102
+ * bX - a joystick button, index X
103
+ * hX.Y - hat X with value Y
104
+ * aX - axis X of the joystick
105
+ * Buttons can be used as a controller axis and vice versa.
106
+ *
107
+ * This string shows an example of a valid mapping for a controller
108
+ * "341a3608000000000000504944564944,Afterglow PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7",
109
+ *
110
+ */
111
+
112
+ /**
113
+ * Load a set of mappings from a seekable SDL data stream (memory or file), filtered by the current SDL_GetPlatform()
114
+ * A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt
115
+ *
116
+ * If \c freerw is non-zero, the stream will be closed after being read.
117
+ *
118
+ * \return number of mappings added, -1 on error
119
+ */
120
+ extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW( SDL_RWops * rw, int freerw );
121
+
122
+ /**
123
+ * Load a set of mappings from a file, filtered by the current SDL_GetPlatform()
124
+ *
125
+ * Convenience macro.
126
+ */
127
+ #define SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)
128
+
129
+ /**
130
+ * Add or update an existing mapping configuration
131
+ *
132
+ * \return 1 if mapping is added, 0 if updated, -1 on error
133
+ */
134
+ extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping( const char* mappingString );
135
+
136
+ /**
137
+ * Get a mapping string for a GUID
138
+ *
139
+ * \return the mapping string. Must be freed with SDL_free. Returns NULL if no mapping is available
140
+ */
141
+ extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID( SDL_JoystickGUID guid );
142
+
143
+ /**
144
+ * Get a mapping string for an open GameController
145
+ *
146
+ * \return the mapping string. Must be freed with SDL_free. Returns NULL if no mapping is available
147
+ */
148
+ extern DECLSPEC char * SDLCALL SDL_GameControllerMapping( SDL_GameController * gamecontroller );
149
+
150
+ /**
151
+ * Is the joystick on this index supported by the game controller interface?
152
+ */
153
+ extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
154
+
155
+
156
+ /**
157
+ * Get the implementation dependent name of a game controller.
158
+ * This can be called before any controllers are opened.
159
+ * If no name can be found, this function returns NULL.
160
+ */
161
+ extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
162
+
163
+ /**
164
+ * Open a game controller for use.
165
+ * The index passed as an argument refers to the N'th game controller on the system.
166
+ * This index is the value which will identify this controller in future controller
167
+ * events.
168
+ *
169
+ * \return A controller identifier, or NULL if an error occurred.
170
+ */
171
+ extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
172
+
173
+ /**
174
+ * Return the name for this currently opened controller
175
+ */
176
+ extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
177
+
178
+ /**
179
+ * Returns SDL_TRUE if the controller has been opened and currently connected,
180
+ * or SDL_FALSE if it has not.
181
+ */
182
+ extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
183
+
184
+ /**
185
+ * Get the underlying joystick object used by a controller
186
+ */
187
+ extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
188
+
189
+ /**
190
+ * Enable/disable controller event polling.
191
+ *
192
+ * If controller events are disabled, you must call SDL_GameControllerUpdate()
193
+ * yourself and check the state of the controller when you want controller
194
+ * information.
195
+ *
196
+ * The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
197
+ */
198
+ extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
199
+
200
+ /**
201
+ * Update the current state of the open game controllers.
202
+ *
203
+ * This is called automatically by the event loop if any game controller
204
+ * events are enabled.
205
+ */
206
+ extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
207
+
208
+
209
+ /**
210
+ * The list of axes available from a controller
211
+ */
212
+ typedef enum
213
+ {
214
+ SDL_CONTROLLER_AXIS_INVALID = -1,
215
+ SDL_CONTROLLER_AXIS_LEFTX,
216
+ SDL_CONTROLLER_AXIS_LEFTY,
217
+ SDL_CONTROLLER_AXIS_RIGHTX,
218
+ SDL_CONTROLLER_AXIS_RIGHTY,
219
+ SDL_CONTROLLER_AXIS_TRIGGERLEFT,
220
+ SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
221
+ SDL_CONTROLLER_AXIS_MAX
222
+ } SDL_GameControllerAxis;
223
+
224
+ /**
225
+ * turn this string into a axis mapping
226
+ */
227
+ extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString);
228
+
229
+ /**
230
+ * turn this axis enum into a string mapping
231
+ */
232
+ extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
233
+
234
+ /**
235
+ * Get the SDL joystick layer binding for this controller button mapping
236
+ */
237
+ extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
238
+ SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
239
+ SDL_GameControllerAxis axis);
240
+
241
+ /**
242
+ * Get the current state of an axis control on a game controller.
243
+ *
244
+ * The state is a value ranging from -32768 to 32767.
245
+ *
246
+ * The axis indices start at index 0.
247
+ */
248
+ extern DECLSPEC Sint16 SDLCALL
249
+ SDL_GameControllerGetAxis(SDL_GameController *gamecontroller,
250
+ SDL_GameControllerAxis axis);
251
+
252
+ /**
253
+ * The list of buttons available from a controller
254
+ */
255
+ typedef enum
256
+ {
257
+ SDL_CONTROLLER_BUTTON_INVALID = -1,
258
+ SDL_CONTROLLER_BUTTON_A,
259
+ SDL_CONTROLLER_BUTTON_B,
260
+ SDL_CONTROLLER_BUTTON_X,
261
+ SDL_CONTROLLER_BUTTON_Y,
262
+ SDL_CONTROLLER_BUTTON_BACK,
263
+ SDL_CONTROLLER_BUTTON_GUIDE,
264
+ SDL_CONTROLLER_BUTTON_START,
265
+ SDL_CONTROLLER_BUTTON_LEFTSTICK,
266
+ SDL_CONTROLLER_BUTTON_RIGHTSTICK,
267
+ SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
268
+ SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
269
+ SDL_CONTROLLER_BUTTON_DPAD_UP,
270
+ SDL_CONTROLLER_BUTTON_DPAD_DOWN,
271
+ SDL_CONTROLLER_BUTTON_DPAD_LEFT,
272
+ SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
273
+ SDL_CONTROLLER_BUTTON_MAX
274
+ } SDL_GameControllerButton;
275
+
276
+ /**
277
+ * turn this string into a button mapping
278
+ */
279
+ extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);
280
+
281
+ /**
282
+ * turn this button enum into a string mapping
283
+ */
284
+ extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
285
+
286
+ /**
287
+ * Get the SDL joystick layer binding for this controller button mapping
288
+ */
289
+ extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
290
+ SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
291
+ SDL_GameControllerButton button);
292
+
293
+
294
+ /**
295
+ * Get the current state of a button on a game controller.
296
+ *
297
+ * The button indices start at index 0.
298
+ */
299
+ extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
300
+ SDL_GameControllerButton button);
301
+
302
+ /**
303
+ * Close a controller previously opened with SDL_GameControllerOpen().
304
+ */
305
+ extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
306
+
307
+
308
+ /* Ends C function definitions when using C++ */
309
+ #ifdef __cplusplus
310
+ }
311
+ #endif
312
+ #include "close_code.h"
313
+
314
+ #endif /* _SDL_gamecontroller_h */
315
+
316
+ /* vi: set ts=4 sw=4 expandtab: */
@@ -0,0 +1,87 @@
1
+ /*
2
+ Simple DirectMedia Layer
3
+ Copyright (C) 1997-2014 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
+ * \file SDL_gesture.h
24
+ *
25
+ * Include file for SDL gesture event handling.
26
+ */
27
+
28
+ #ifndef _SDL_gesture_h
29
+ #define _SDL_gesture_h
30
+
31
+ #include "SDL_stdinc.h"
32
+ #include "SDL_error.h"
33
+ #include "SDL_video.h"
34
+
35
+ #include "SDL_touch.h"
36
+
37
+
38
+ #include "begin_code.h"
39
+ /* Set up for C function definitions, even when using C++ */
40
+ #ifdef __cplusplus
41
+ extern "C" {
42
+ #endif
43
+
44
+ typedef Sint64 SDL_GestureID;
45
+
46
+ /* Function prototypes */
47
+
48
+ /**
49
+ * \brief Begin Recording a gesture on the specified touch, or all touches (-1)
50
+ *
51
+ *
52
+ */
53
+ extern DECLSPEC int SDLCALL SDL_RecordGesture(SDL_TouchID touchId);
54
+
55
+
56
+ /**
57
+ * \brief Save all currently loaded Dollar Gesture templates
58
+ *
59
+ *
60
+ */
61
+ extern DECLSPEC int SDLCALL SDL_SaveAllDollarTemplates(SDL_RWops *dst);
62
+
63
+ /**
64
+ * \brief Save a currently loaded Dollar Gesture template
65
+ *
66
+ *
67
+ */
68
+ extern DECLSPEC int SDLCALL SDL_SaveDollarTemplate(SDL_GestureID gestureId,SDL_RWops *dst);
69
+
70
+
71
+ /**
72
+ * \brief Load Dollar Gesture templates from a file
73
+ *
74
+ *
75
+ */
76
+ extern DECLSPEC int SDLCALL SDL_LoadDollarTemplates(SDL_TouchID touchId, SDL_RWops *src);
77
+
78
+
79
+ /* Ends C function definitions when using C++ */
80
+ #ifdef __cplusplus
81
+ }
82
+ #endif
83
+ #include "close_code.h"
84
+
85
+ #endif /* _SDL_gesture_h */
86
+
87
+ /* vi: set ts=4 sw=4 expandtab: */