rubygl 0.2.1 → 0.3.0

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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>
4
+
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+ 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_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: */