replace thirdparty with submodule

This commit is contained in:
nillerusr 2020-12-07 22:42:52 +03:00
parent 2d11c8bbf5
commit 17a0739027
3996 changed files with 4 additions and 1814535 deletions

3
.gitmodules vendored Normal file
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[submodule "thirdparty"]
path = thirdparty
url = https://github.com/nillerusr/source-thirdparty

1
thirdparty Submodule

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Subproject commit 495addbab3e40a60e3e7c7ebf3ee405a53148b0c

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/* See JSON_parser.c for copyright information and licensing. */
#ifndef JSON_PARSER_H
#define JSON_PARSER_H
/* JSON_parser.h */
#include <stddef.h>
/* Windows DLL stuff */
#ifdef JSON_PARSER_DLL
# ifdef _MSC_VER
# ifdef JSON_PARSER_DLL_EXPORTS
# define JSON_PARSER_DLL_API __declspec(dllexport)
# else
# define JSON_PARSER_DLL_API __declspec(dllimport)
# endif
# else
# define JSON_PARSER_DLL_API
# endif
#else
# define JSON_PARSER_DLL_API
#endif
/* Determine the integer type use to parse non-floating point numbers */
#if __STDC_VERSION__ >= 199901L || HAVE_LONG_LONG == 1
typedef long long JSON_int_t;
#define JSON_PARSER_INTEGER_SSCANF_TOKEN "%lld"
#define JSON_PARSER_INTEGER_SPRINTF_TOKEN "%lld"
#else
typedef long JSON_int_t;
#define JSON_PARSER_INTEGER_SSCANF_TOKEN "%ld"
#define JSON_PARSER_INTEGER_SPRINTF_TOKEN "%ld"
#endif
#ifdef __cplusplus
extern "C" {
#endif
typedef enum
{
JSON_E_NONE = 0,
JSON_E_INVALID_CHAR,
JSON_E_INVALID_KEYWORD,
JSON_E_INVALID_ESCAPE_SEQUENCE,
JSON_E_INVALID_UNICODE_SEQUENCE,
JSON_E_INVALID_NUMBER,
JSON_E_NESTING_DEPTH_REACHED,
JSON_E_UNBALANCED_COLLECTION,
JSON_E_EXPECTED_KEY,
JSON_E_EXPECTED_COLON,
JSON_E_OUT_OF_MEMORY
} JSON_error;
typedef enum
{
JSON_T_NONE = 0,
JSON_T_ARRAY_BEGIN,
JSON_T_ARRAY_END,
JSON_T_OBJECT_BEGIN,
JSON_T_OBJECT_END,
JSON_T_INTEGER,
JSON_T_FLOAT,
JSON_T_NULL,
JSON_T_TRUE,
JSON_T_FALSE,
JSON_T_STRING,
JSON_T_KEY,
JSON_T_MAX
} JSON_type;
typedef struct JSON_value_struct {
union {
JSON_int_t integer_value;
double float_value;
struct {
const char* value;
size_t length;
} str;
} vu;
} JSON_value;
typedef struct JSON_parser_struct* JSON_parser;
/*! \brief JSON parser callback
\param ctx The pointer passed to new_JSON_parser.
\param type An element of JSON_type but not JSON_T_NONE.
\param value A representation of the parsed value. This parameter is NULL for
JSON_T_ARRAY_BEGIN, JSON_T_ARRAY_END, JSON_T_OBJECT_BEGIN, JSON_T_OBJECT_END,
JSON_T_NULL, JSON_T_TRUE, and JSON_T_FALSE. String values are always returned
as zero-terminated C strings.
\return Non-zero if parsing should continue, else zero.
*/
typedef int (*JSON_parser_callback)(void* ctx, int type, const JSON_value* value);
/**
A typedef for allocator functions semantically compatible with malloc().
*/
typedef void* (*JSON_malloc_t)(size_t n);
/**
A typedef for deallocator functions semantically compatible with free().
*/
typedef void (*JSON_free_t)(void* mem);
/*! \brief The structure used to configure a JSON parser object
*/
typedef struct {
/** Pointer to a callback, called when the parser has something to tell
the user. This parameter may be NULL. In this case the input is
merely checked for validity.
*/
JSON_parser_callback callback;
/**
Callback context - client-specified data to pass to the
callback function. This parameter may be NULL.
*/
void* callback_ctx;
/** Specifies the levels of nested JSON to allow. Negative numbers yield unlimited nesting.
If negative, the parser can parse arbitrary levels of JSON, otherwise
the depth is the limit.
*/
int depth;
/**
To allow C style comments in JSON, set to non-zero.
*/
int allow_comments;
/**
To decode floating point numbers manually set this parameter to
non-zero.
*/
int handle_floats_manually;
/**
The memory allocation routine, which must be semantically
compatible with malloc(3). If set to NULL, malloc(3) is used.
If this is set to a non-NULL value then the 'free' member MUST be
set to the proper deallocation counterpart for this function.
Failure to do so results in undefined behaviour at deallocation
time.
*/
JSON_malloc_t malloc;
/**
The memory deallocation routine, which must be semantically
compatible with free(3). If set to NULL, free(3) is used.
If this is set to a non-NULL value then the 'alloc' member MUST be
set to the proper allocation counterpart for this function.
Failure to do so results in undefined behaviour at deallocation
time.
*/
JSON_free_t free;
} JSON_config;
/*! \brief Initializes the JSON parser configuration structure to default values.
The default configuration is
- 127 levels of nested JSON (depends on JSON_PARSER_STACK_SIZE, see json_parser.c)
- no parsing, just checking for JSON syntax
- no comments
- Uses realloc() for memory de/allocation.
\param config. Used to configure the parser.
*/
JSON_PARSER_DLL_API void init_JSON_config(JSON_config * config);
/*! \brief Create a JSON parser object
\param config. Used to configure the parser. Set to NULL to use
the default configuration. See init_JSON_config. Its contents are
copied by this function, so it need not outlive the returned
object.
\return The parser object, which is owned by the caller and must eventually
be freed by calling delete_JSON_parser().
*/
JSON_PARSER_DLL_API JSON_parser new_JSON_parser(JSON_config const* config);
/*! \brief Destroy a previously created JSON parser object. */
JSON_PARSER_DLL_API void delete_JSON_parser(JSON_parser jc);
/*! \brief Parse a character.
\return Non-zero, if all characters passed to this function are part of are valid JSON.
*/
JSON_PARSER_DLL_API int JSON_parser_char(JSON_parser jc, int next_char);
/*! \brief Finalize parsing.
Call this method once after all input characters have been consumed.
\return Non-zero, if all parsed characters are valid JSON, zero otherwise.
*/
JSON_PARSER_DLL_API int JSON_parser_done(JSON_parser jc);
/*! \brief Determine if a given string is valid JSON white space
\return Non-zero if the string is valid, zero otherwise.
*/
JSON_PARSER_DLL_API int JSON_parser_is_legal_white_space_string(const char* s);
/*! \brief Gets the last error that occurred during the use of JSON_parser.
\return A value from the JSON_error enum.
*/
JSON_PARSER_DLL_API int JSON_parser_get_last_error(JSON_parser jc);
/*! \brief Re-sets the parser to prepare it for another parse run.
\return True (non-zero) on success, 0 on error (e.g. !jc).
*/
JSON_PARSER_DLL_API int JSON_parser_reset(JSON_parser jc);
#ifdef __cplusplus
}
#endif
#endif /* JSON_PARSER_H */

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LIST=CPU
ifndef QRECURSE
QRECURSE=recurse.mk
ifdef QCONFIG
QRDIR=$(dir $(QCONFIG))
endif
endif
include $(QRDIR)$(QRECURSE)

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A JSON parser based on http://www.json.org's JSON_checker code.
Copyright (c) 2007-2010 Jean Gressmann (jean@0x42.de).
For license information, see JSON_parser.c.
JSON parser features:
- arbitrary levels of JSON object/array nesting,
- C-style comments,
- UTF-16 & escape sequence (\uXXXX) decoding to UTF-8.
- Manual processing of floating point values.
The parser processes UTF-8 encoded JSON only.
JSON object keys and JSON strings are returned as UTF-8 encoded C strings.

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LIST=VARIANT
ifndef QRECURSE
QRECURSE=recurse.mk
ifdef QCONFIG
QRDIR=$(dir $(QCONFIG))
endif
endif
include $(QRDIR)$(QRECURSE)

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include ../../common.mk

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/***
{},
[],
{ "foo" : "bar",
"bar" : 1},
[42],
[
"\u0001\u0002\u0003\uD834\uDD1E",
"\uCDEF\uabcd\uef4A" ,
{
"real": -9876.543210,
"e": 0.123456789e-12,
"E": 1.234567890E+34,
"": 23456789012E66,
"zero": 0,
"one": 1,
"space": " ",
"quote": "\"",
"backslash": "\\",
"controls": "\b\f\n\r\t",
"slash": "/ & \/",
"alpha": "abcdefghijklmnopqrstuvwyz",
"ALPHA": "ABCDEFGHIJKLMNOPQRSTUVWYZ",
"digit": "0123456789",
"0123456789": "digit",
"special": "`1~!@#$%^&*()_+-={':[,]}|;.</>?",
"hex": "\u0123\u4567\u89AB\uCDEF\uabcd\uef4A",
"true": true,
"false": false,
"null": null,
"array":[ ],
"object":{ },
"address": "50 St. James Street",
"url": "http://www.JSON.org/",
"comment": "// /* <!-- --",
ŸŠš§
}
]]]]]]]]]]]
***/[
"\u0001\u0002\u0003\uD834\uDD1E",
"\uCDEF\uabcd\uef4A" ,
/**/-42/**/,/**/
/**/ true/**/,
/**/ false/**/,
/**/ null/*\*/,
/**/ "JSON Test Pattern pass1"/**/, /**/
/**/{ /**/ /**/ "object with 1 member"/**/:/**/ [/**/"array with 1 element"/**/]/**/ /**/ } /**/, /**/
{},
[],
{ "foo" : "bar",
"bar" : 1},
[42],
{
"integer"/**/: /**/ /**/1234567890/*
{
"e": 0.123456789e-12,
"E": 1.234567890E+34,
"": 23456789012E66,
"zero": 0,
}
*/,
"real": -9876.543210/**/,
"e": 0.123456789e-12,
"E": 1.234567890E+34,
"": 23456789012E66,
"zero": 0,
"one": 1,
"space": " ",
"quote": "\"",
"backslash": "\\",
"controls": "\b\f\n\r\t",
"slash": "/ & \/",
"alpha": "abcdefghijklmnopqrstuvwyz",
"ALPHA": "ABCDEFGHIJKLMNOPQRSTUVWYZ",
"digit": "0123456789",
"0123456789": "digit",
"special": "`1~!@#$%^&*()_+-={':[,]}|;.</>?",
"hex": "\u0123\u4567\u89AB\uCDEF\uabcd\uef4A",
"true": true,
"false": false,
"null": null,
"array":[ ],
"object":{ },
"address": "50 St. James Street",
"url": "http://www.JSON.org/",
"comment": "// /* <!-- --",
"# -- --> */": " ",
" s p a c e d " :[1,2 , 3
,
4 , 5 , 6 ,7 ],"compact":[1,2,3,4,5,6,7],
"jsontext": "{\"object with 1 member\":[\"array with 1 element\"]}",
"quotes": "&#34; \u0022 %22 0x22 034 &#x22;",
"\/\\\"\uCAFE\uBABE\uAB98\uFCDE\ubcda\uef4A\b\f\n\r\t`1~!@#$%^&*()_+-=[]{}|;:',./<>?"
: "A key can be any string"
},
0.5 ,98.6
,
99.44
,
1066,
1e1,
0.1e1,
1e-1,
1e00,2e+00,2e-00
,"rosebud", "\u005C"]/** ******/

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ifndef QCONFIG
QCONFIG=qconfig.mk
endif
include $(QCONFIG)
#####################################
# Preset make macros go here
#####################################
EXTRA_SRCVPATH+=$(PROJECT_ROOT)/
EXTRA_INCVPATH+=$(PRODUCT_ROOT)/
# Use same flags from Jamfile to make a shared library
CCFLAGS +=
define PINFO
PINFO DESCRIPTION=JSON_Parser
endef
INSTALLDIR=usr/bin
NAME=json_parser
include $(MKFILES_ROOT)/qtargets.mk
#####################################
# Post-set make macros go here
#####################################

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/* main.c */
/*
This program demonstrates a simple application of JSON_parser. It reads
a JSON text from STDIN, producing an error message if the text is rejected.
% JSON_parser <test/pass1.json
*/
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <assert.h>
#include <locale.h>
#include "JSON_parser.h"
static int print(void* ctx, int type, const JSON_value* value);
int main(int argc, char* argv[]) {
int count = 0, result = 0;
FILE* input;
JSON_config config;
struct JSON_parser_struct* jc = NULL;
init_JSON_config(&config);
config.depth = 19;
config.callback = &print;
config.allow_comments = 1;
config.handle_floats_manually = 0;
/* Important! Set locale before parser is created.*/
if (argc >= 2) {
if (!setlocale(LC_ALL, argv[1])) {
fprintf(stderr, "Failed to set locale to '%s'\n", argv[1]);
}
} else {
fprintf(stderr, "No locale provided, C locale is used\n");
}
jc = new_JSON_parser(&config);
input = stdin;
for (; input ; ++count) {
int next_char = fgetc(input);
if (next_char <= 0) {
break;
}
if (!JSON_parser_char(jc, next_char)) {
fprintf(stderr, "JSON_parser_char: syntax error, byte %d\n", count);
result = 1;
goto done;
}
}
if (!JSON_parser_done(jc)) {
fprintf(stderr, "JSON_parser_end: syntax error\n");
result = 1;
goto done;
}
done:
delete_JSON_parser(jc);
return result;
}
static size_t s_Level = 0;
static const char* s_pIndention = " ";
static int s_IsKey = 0;
static void print_indention()
{
size_t i;
for (i = 0; i < s_Level; ++i) {
printf("%s", s_pIndention);
}
}
static int print(void* ctx, int type, const JSON_value* value)
{
switch(type) {
case JSON_T_ARRAY_BEGIN:
if (!s_IsKey) print_indention();
s_IsKey = 0;
printf("[\n");
++s_Level;
break;
case JSON_T_ARRAY_END:
assert(!s_IsKey);
if (s_Level > 0) --s_Level;
print_indention();
printf("]\n");
break;
case JSON_T_OBJECT_BEGIN:
if (!s_IsKey) print_indention();
s_IsKey = 0;
printf("{\n");
++s_Level;
break;
case JSON_T_OBJECT_END:
assert(!s_IsKey);
if (s_Level > 0) --s_Level;
print_indention();
printf("}\n");
break;
case JSON_T_INTEGER:
if (!s_IsKey) print_indention();
s_IsKey = 0;
printf("integer: "JSON_PARSER_INTEGER_SPRINTF_TOKEN"\n", value->vu.integer_value);
break;
case JSON_T_FLOAT:
if (!s_IsKey) print_indention();
s_IsKey = 0;
printf("float: %f\n", value->vu.float_value); /* We wanted stringified floats */
break;
case JSON_T_NULL:
if (!s_IsKey) print_indention();
s_IsKey = 0;
printf("null\n");
break;
case JSON_T_TRUE:
if (!s_IsKey) print_indention();
s_IsKey = 0;
printf("true\n");
break;
case JSON_T_FALSE:
if (!s_IsKey) print_indention();
s_IsKey = 0;
printf("false\n");
break;
case JSON_T_KEY:
s_IsKey = 1;
print_indention();
printf("key = '%s', value = ", value->vu.str.value);
break;
case JSON_T_STRING:
if (!s_IsKey) print_indention();
s_IsKey = 0;
printf("string: '%s'\n", value->vu.str.value);
break;
default:
assert(0);
break;
}
return 1;
}

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LOCAL_PATH := $(call my-dir)
###########################
#
# SDL shared library
#
###########################
include $(CLEAR_VARS)
LOCAL_MODULE := SDL2
LOCAL_C_INCLUDES := $(LOCAL_PATH)/include
LOCAL_EXPORT_C_INCLUDES := $(LOCAL_C_INCLUDES)
LOCAL_SRC_FILES := \
$(subst $(LOCAL_PATH)/,, \
$(wildcard $(LOCAL_PATH)/src/*.c) \
$(wildcard $(LOCAL_PATH)/src/audio/*.c) \
$(wildcard $(LOCAL_PATH)/src/audio/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/audio/dummy/*.c) \
$(wildcard $(LOCAL_PATH)/src/audio/openslES/*.c) \
$(LOCAL_PATH)/src/atomic/SDL_atomic.c.arm \
$(LOCAL_PATH)/src/atomic/SDL_spinlock.c.arm \
$(wildcard $(LOCAL_PATH)/src/core/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/cpuinfo/*.c) \
$(wildcard $(LOCAL_PATH)/src/dynapi/*.c) \
$(wildcard $(LOCAL_PATH)/src/events/*.c) \
$(wildcard $(LOCAL_PATH)/src/file/*.c) \
$(wildcard $(LOCAL_PATH)/src/haptic/*.c) \
$(wildcard $(LOCAL_PATH)/src/haptic/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/joystick/*.c) \
$(wildcard $(LOCAL_PATH)/src/joystick/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/joystick/hidapi/*.c) \
$(wildcard $(LOCAL_PATH)/src/loadso/dlopen/*.c) \
$(wildcard $(LOCAL_PATH)/src/power/*.c) \
$(wildcard $(LOCAL_PATH)/src/power/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/filesystem/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/sensor/*.c) \
$(wildcard $(LOCAL_PATH)/src/sensor/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/render/*.c) \
$(wildcard $(LOCAL_PATH)/src/render/*/*.c) \
$(wildcard $(LOCAL_PATH)/src/stdlib/*.c) \
$(wildcard $(LOCAL_PATH)/src/thread/*.c) \
$(wildcard $(LOCAL_PATH)/src/thread/pthread/*.c) \
$(wildcard $(LOCAL_PATH)/src/timer/*.c) \
$(wildcard $(LOCAL_PATH)/src/timer/unix/*.c) \
$(wildcard $(LOCAL_PATH)/src/video/*.c) \
$(wildcard $(LOCAL_PATH)/src/video/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/video/yuv2rgb/*.c) \
$(wildcard $(LOCAL_PATH)/src/test/*.c))
LOCAL_SHARED_LIBRARIES := hidapi
LOCAL_CFLAGS += -DGL_GLEXT_PROTOTYPES
LOCAL_CFLAGS += \
-Wall -Wextra \
-Wdocumentation \
-Wdocumentation-unknown-command \
-Wmissing-prototypes \
-Wunreachable-code-break \
-Wunneeded-internal-declaration \
-Wmissing-variable-declarations \
-Wfloat-conversion \
-Wshorten-64-to-32 \
-Wunreachable-code-return \
-Wshift-sign-overflow \
-Wstrict-prototypes \
-Wkeyword-macro \
# Warnings we haven't fixed (yet)
LOCAL_CFLAGS += -Wno-unused-parameter -Wno-sign-compare
LOCAL_LDLIBS := -ldl -lGLESv1_CM -lGLESv2 -lOpenSLES -llog -landroid
ifeq ($(NDK_DEBUG),1)
cmd-strip :=
endif
LOCAL_STATIC_LIBRARIES := cpufeatures
include $(BUILD_SHARED_LIBRARY)
###########################
#
# SDL static library
#
###########################
LOCAL_MODULE := SDL2_static
LOCAL_MODULE_FILENAME := libSDL2
LOCAL_LDLIBS :=
LOCAL_EXPORT_LDLIBS := -ldl -lGLESv1_CM -lGLESv2 -llog -landroid
include $(BUILD_STATIC_LIBRARY)
###########################
#
# SDL main static library
#
###########################
include $(CLEAR_VARS)
LOCAL_C_INCLUDES := $(LOCAL_PATH)/include
LOCAL_MODULE := SDL2_main
LOCAL_MODULE_FILENAME := libSDL2main
include $(BUILD_STATIC_LIBRARY)
###########################
#
# hidapi library
#
###########################
include $(CLEAR_VARS)
LOCAL_CPPFLAGS += -std=c++11
LOCAL_SRC_FILES := src/hidapi/android/hid.cpp
LOCAL_MODULE := libhidapi
LOCAL_LDLIBS := -llog
include $(BUILD_SHARED_LIBRARY)
$(call import-module,android/cpufeatures)

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Bugs are now managed in the SDL bug tracker, here:
https://bugzilla.libsdl.org/
You may report bugs there, and search to see if a given issue has already
been reported, discussed, and maybe even fixed.
You may also find help at the SDL forums/mailing list:
https://discourse.libsdl.org/
Bug reports are welcome here, but we really appreciate if you use Bugzilla, as
bugs discussed on the mailing list may be forgotten or missed.

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Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.

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Simple DirectMedia Layer CREDITS
Thanks to everyone who made this possible, including:
* Cliff Matthews, for giving me a reason to start this project. :)
-- Executor rocks! *grin*
* Ryan Gordon for helping everybody out and keeping the dream alive. :)
* Gabriel Jacobo for his work on the Android port and generally helping out all around.
* Philipp Wiesemann for his attention to detail reviewing the entire SDL code base and proposes patches.
* Andreas Schiffler for his dedication to unit tests, Visual Studio projects, and managing the Google Summer of Code.
* Mike Sartain for incorporating SDL into Team Fortress 2 and cheering me on at Valve.
* Alfred Reynolds for the game controller API and general (in)sanity
* Jørgen Tjernø for numerous magical Mac OS X fixes.
* Pierre-Loup Griffais for his deep knowledge of OpenGL drivers.
* Julian Winter for the SDL 2.0 website.
* Sheena Smith for many months of great work on the SDL wiki creating the API documentation and style guides.
* Paul Hunkin for his port of SDL to Android during the Google Summer of Code 2010.
* Eli Gottlieb for his work on shaped windows during the Google Summer of Code 2010.
* Jim Grandpre for his work on multi-touch and gesture recognition during
the Google Summer of Code 2010.
* Edgar "bobbens" Simo for his force feedback API development during the
Google Summer of Code 2008.
* Aaron Wishnick for his work on audio resampling and pitch shifting during
the Google Summer of Code 2008.
* Holmes Futrell for his port of SDL to the iPhone and iPod Touch during the
Google Summer of Code 2008.
* Jon Atkins for SDL_image, SDL_mixer and SDL_net documentation.
* Everybody at Loki Software, Inc. for their great contributions!
And a big hand to everyone else who has contributed over the years.
THANKS! :)
-- Sam Lantinga <slouken@libsdl.org>

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To compile and install SDL:
1. Windows with Visual Studio:
* Read VisualC.html
Windows with gcc, either native or cross-compiling:
* Read the FAQ at https://wiki.libsdl.org/moin.fcg/FAQWindows
* Run './configure; make; make install'
Mac OS X with Xcode:
* Read docs/README-macosx.md
Mac OS X from the command line:
* Run './configure; make; make install'
Linux and other UNIX systems:
* Run './configure; make; make install'
Android:
* Read docs/README-android.md
iOS:
* Read docs/README-ios.md
Using Cmake:
* Read docs/README-cmake.md
2. Look at the example programs in ./test, and check out the online
documentation at https://wiki.libsdl.org/
3. Join the SDL developer mailing list by sending E-mail to
sdl-request@libsdl.org
and put "subscribe" in the subject of the message.
Or alternatively you can use the web interface:
https://www.libsdl.org/mailing-list.php
That's it!
Sam Lantinga <slouken@libsdl.org>

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# Makefile to build and install the SDL library
top_builddir = .
srcdir = /home/nillerusr/projects/source-engine/thirdparty/SDL2-src
objects = build
gen = gen
prefix = /usr/local
exec_prefix = ${prefix}
bindir = ${exec_prefix}/bin
libdir = ${exec_prefix}/lib
includedir = ${prefix}/include
datarootdir = ${prefix}/share
datadir = ${datarootdir}
auxdir = build-scripts
distpath = $(srcdir)/..
distdir = SDL2-2.0.12
distfile = $(distdir).tar.gz
SHELL = /bin/sh
CC = gcc
INCLUDE = -Iinclude -I/home/nillerusr/projects/source-engine/thirdparty/SDL2-src/include -idirafter /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/video/khronos
CFLAGS = -m32 -Wno-narrowing -DUSING_GENERATED_CONFIG_H
EXTRA_CFLAGS = -Iinclude -I/home/nillerusr/projects/source-engine/thirdparty/SDL2-src/include -idirafter /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/video/khronos -mmmx -m3dnow -msse -Wall -fno-strict-aliasing -fvisibility=hidden -Wdeclaration-after-statement -Werror=declaration-after-statement -D_REENTRANT -I$(gen) -I/usr/include/dbus-1.0 -I/usr/lib/dbus-1.0/include -I/usr/include/ibus-1.0 -I/usr/include/glib-2.0 -I/usr/lib/glib-2.0/include -pthread -I/usr/include/libmount -I/usr/include/blkid -D_REENTRANT -DHAVE_LINUX_VERSION_H
LDFLAGS = -m32
EXTRA_LDFLAGS = -Wl,--no-undefined -lm -ldl -lpthread -lrt
LIBTOOL = $(SHELL) $(top_builddir)/libtool
INSTALL = /usr/bin/install -c
AR = ar
RANLIB = ranlib
WINDRES = :
TARGET = libSDL2.la
OBJECTS = $(objects)/SDL.lo $(objects)/SDL_assert.lo $(objects)/SDL_dataqueue.lo $(objects)/SDL_error.lo $(objects)/SDL_hints.lo $(objects)/SDL_log.lo $(objects)/SDL_atomic.lo $(objects)/SDL_spinlock.lo $(objects)/SDL_audio.lo $(objects)/SDL_audiocvt.lo $(objects)/SDL_audiodev.lo $(objects)/SDL_audiotypecvt.lo $(objects)/SDL_mixer.lo $(objects)/SDL_wave.lo $(objects)/SDL_cpuinfo.lo $(objects)/SDL_dynapi.lo $(objects)/SDL_clipboardevents.lo $(objects)/SDL_displayevents.lo $(objects)/SDL_dropevents.lo $(objects)/SDL_events.lo $(objects)/SDL_gesture.lo $(objects)/SDL_keyboard.lo $(objects)/SDL_mouse.lo $(objects)/SDL_quit.lo $(objects)/SDL_touch.lo $(objects)/SDL_windowevents.lo $(objects)/SDL_rwops.lo $(objects)/SDL_haptic.lo $(objects)/SDL_gamecontroller.lo $(objects)/SDL_joystick.lo $(objects)/e_atan2.lo $(objects)/e_exp.lo $(objects)/e_fmod.lo $(objects)/e_log.lo $(objects)/e_log10.lo $(objects)/e_pow.lo $(objects)/e_rem_pio2.lo $(objects)/e_sqrt.lo $(objects)/k_cos.lo $(objects)/k_rem_pio2.lo $(objects)/k_sin.lo $(objects)/k_tan.lo $(objects)/s_atan.lo $(objects)/s_copysign.lo $(objects)/s_cos.lo $(objects)/s_fabs.lo $(objects)/s_floor.lo $(objects)/s_scalbn.lo $(objects)/s_sin.lo $(objects)/s_tan.lo $(objects)/SDL_power.lo $(objects)/SDL_d3dmath.lo $(objects)/SDL_render.lo $(objects)/SDL_yuv_sw.lo $(objects)/SDL_render_d3d.lo $(objects)/SDL_shaders_d3d.lo $(objects)/SDL_render_d3d11.lo $(objects)/SDL_shaders_d3d11.lo $(objects)/SDL_render_gl.lo $(objects)/SDL_shaders_gl.lo $(objects)/SDL_render_gles.lo $(objects)/SDL_render_gles2.lo $(objects)/SDL_shaders_gles2.lo $(objects)/SDL_render_psp.lo $(objects)/SDL_blendfillrect.lo $(objects)/SDL_blendline.lo $(objects)/SDL_blendpoint.lo $(objects)/SDL_drawline.lo $(objects)/SDL_drawpoint.lo $(objects)/SDL_render_sw.lo $(objects)/SDL_rotate.lo $(objects)/SDL_sensor.lo $(objects)/SDL_getenv.lo $(objects)/SDL_iconv.lo $(objects)/SDL_malloc.lo $(objects)/SDL_qsort.lo $(objects)/SDL_stdlib.lo $(objects)/SDL_string.lo $(objects)/SDL_strtokr.lo $(objects)/SDL_thread.lo $(objects)/SDL_timer.lo $(objects)/SDL_RLEaccel.lo $(objects)/SDL_blit.lo $(objects)/SDL_blit_0.lo $(objects)/SDL_blit_1.lo $(objects)/SDL_blit_A.lo $(objects)/SDL_blit_N.lo $(objects)/SDL_blit_auto.lo $(objects)/SDL_blit_copy.lo $(objects)/SDL_blit_slow.lo $(objects)/SDL_bmp.lo $(objects)/SDL_clipboard.lo $(objects)/SDL_egl.lo $(objects)/SDL_fillrect.lo $(objects)/SDL_pixels.lo $(objects)/SDL_rect.lo $(objects)/SDL_shape.lo $(objects)/SDL_stretch.lo $(objects)/SDL_surface.lo $(objects)/SDL_video.lo $(objects)/SDL_vulkan_utils.lo $(objects)/SDL_yuv.lo $(objects)/yuv_rgb.lo $(objects)/SDL_nullevents.lo $(objects)/SDL_nullframebuffer.lo $(objects)/SDL_nullvideo.lo $(objects)/SDL_diskaudio.lo $(objects)/SDL_dummyaudio.lo $(objects)/SDL_sysloadso.lo $(objects)/SDL_dspaudio.lo $(objects)/SDL_alsa_audio.lo $(objects)/SDL_pulseaudio.lo $(objects)/SDL_jackaudio.lo $(objects)/SDL_x11clipboard.lo $(objects)/SDL_x11dyn.lo $(objects)/SDL_x11events.lo $(objects)/SDL_x11framebuffer.lo $(objects)/SDL_x11keyboard.lo $(objects)/SDL_x11messagebox.lo $(objects)/SDL_x11modes.lo $(objects)/SDL_x11mouse.lo $(objects)/SDL_x11opengl.lo $(objects)/SDL_x11opengles.lo $(objects)/SDL_x11shape.lo $(objects)/SDL_x11touch.lo $(objects)/SDL_x11video.lo $(objects)/SDL_x11vulkan.lo $(objects)/SDL_x11window.lo $(objects)/SDL_x11xinput2.lo $(objects)/edid-parse.lo $(objects)/imKStoUCS.lo $(objects)/SDL_waylandclipboard.lo $(objects)/SDL_waylanddatamanager.lo $(objects)/SDL_waylanddyn.lo $(objects)/SDL_waylandevents.lo $(objects)/SDL_waylandmouse.lo $(objects)/SDL_waylandopengles.lo $(objects)/SDL_waylandtouch.lo $(objects)/SDL_waylandvideo.lo $(objects)/SDL_waylandvulkan.lo $(objects)/SDL_waylandwindow.lo $(objects)/SDL_dbus.lo $(objects)/SDL_ime.lo $(objects)/SDL_ibus.lo $(objects)/SDL_systhread.lo $(objects)/SDL_syssem.lo $(objects)/SDL_sysmutex.lo $(objects)/SDL_syscond.lo $(objects)/SDL_systls.lo $(objects)/SDL_sysjoystick.lo $(objects)/SDL_steamcontroller.lo $(objects)/SDL_syshaptic.lo $(objects)/SDL_syspower.lo $(objects)/SDL_sysfilesystem.lo $(objects)/SDL_systimer.lo $(objects)/SDL_udev.lo $(objects)/SDL_evdev.lo $(objects)/SDL_evdev_kbd.lo $(objects)/SDL_threadprio.lo $(objects)/SDL_poll.lo $(objects)/SDL_dummysensor.lo
GEN_HEADERS = $(gen)/org-kde-kwin-server-decoration-manager-client-protocol.h $(gen)/pointer-constraints-unstable-v1-client-protocol.h $(gen)/relative-pointer-unstable-v1-client-protocol.h $(gen)/wayland-client-protocol.h $(gen)/xdg-decoration-unstable-v1-client-protocol.h $(gen)/xdg-shell-unstable-v6-client-protocol.h $(gen)/xdg-shell-client-protocol.h
GEN_OBJECTS = $(objects)/org-kde-kwin-server-decoration-manager-protocol.lo $(objects)/pointer-constraints-unstable-v1-protocol.lo $(objects)/relative-pointer-unstable-v1-protocol.lo $(objects)/wayland-protocol.lo $(objects)/xdg-decoration-unstable-v1-protocol.lo $(objects)/xdg-shell-unstable-v6-protocol.lo $(objects)/xdg-shell-protocol.lo
VERSION_OBJECTS =
SDLMAIN_TARGET = libSDL2main.la
SDLMAIN_OBJECTS = $(objects)/SDL_dummy_main.lo
SDLTEST_TARGET = libSDL2_test.la
SDLTEST_OBJECTS = $(objects)/SDL_test_assert.lo $(objects)/SDL_test_common.lo $(objects)/SDL_test_compare.lo $(objects)/SDL_test_crc32.lo $(objects)/SDL_test_font.lo $(objects)/SDL_test_fuzzer.lo $(objects)/SDL_test_harness.lo $(objects)/SDL_test_imageBlit.lo $(objects)/SDL_test_imageBlitBlend.lo $(objects)/SDL_test_imageFace.lo $(objects)/SDL_test_imagePrimitives.lo $(objects)/SDL_test_imagePrimitivesBlend.lo $(objects)/SDL_test_log.lo $(objects)/SDL_test_md5.lo $(objects)/SDL_test_memory.lo $(objects)/SDL_test_random.lo
WAYLAND_SCANNER = /usr/bin/wayland-scanner
INSTALL_SDL2_CONFIG = TRUE
SRC_DIST = *.txt acinclude Android.mk autogen.sh android-project build-scripts cmake cmake_uninstall.cmake.in configure configure.ac debian docs include Makefile.* sdl2-config.cmake.in sdl2-config-version.cmake.in sdl2-config.in sdl2.m4 sdl2.pc.in SDL2.spec.in SDL2Config.cmake src test VisualC.html VisualC VisualC-WinRT Xcode Xcode-iOS wayland-protocols
GEN_DIST = SDL2.spec
ifneq ($V,1)
RUN_CMD_AR = @echo " AR " $@;
RUN_CMD_CC = @echo " CC " $@;
RUN_CMD_CXX = @echo " CXX " $@;
RUN_CMD_LTLINK = @echo " LTLINK" $@;
RUN_CMD_RANLIB = @echo " RANLIB" $@;
RUN_CMD_GEN = @echo " GEN " $@;
LIBTOOL += --quiet
endif
HDRS = \
SDL.h \
SDL_assert.h \
SDL_atomic.h \
SDL_audio.h \
SDL_bits.h \
SDL_blendmode.h \
SDL_clipboard.h \
SDL_cpuinfo.h \
SDL_egl.h \
SDL_endian.h \
SDL_error.h \
SDL_events.h \
SDL_filesystem.h \
SDL_gamecontroller.h \
SDL_gesture.h \
SDL_haptic.h \
SDL_hints.h \
SDL_joystick.h \
SDL_keyboard.h \
SDL_keycode.h \
SDL_loadso.h \
SDL_log.h \
SDL_main.h \
SDL_messagebox.h \
SDL_metal.h \
SDL_mouse.h \
SDL_mutex.h \
SDL_name.h \
SDL_opengl.h \
SDL_opengl_glext.h \
SDL_opengles.h \
SDL_opengles2_gl2ext.h \
SDL_opengles2_gl2.h \
SDL_opengles2_gl2platform.h \
SDL_opengles2.h \
SDL_opengles2_khrplatform.h \
SDL_pixels.h \
SDL_platform.h \
SDL_power.h \
SDL_quit.h \
SDL_rect.h \
SDL_render.h \
SDL_rwops.h \
SDL_scancode.h \
SDL_sensor.h \
SDL_shape.h \
SDL_stdinc.h \
SDL_surface.h \
SDL_system.h \
SDL_syswm.h \
SDL_thread.h \
SDL_timer.h \
SDL_touch.h \
SDL_types.h \
SDL_version.h \
SDL_video.h \
SDL_vulkan.h \
begin_code.h \
close_code.h
SDLTEST_HDRS = $(shell ls $(srcdir)/include | fgrep SDL_test)
LT_AGE = 12
LT_CURRENT = 12
LT_RELEASE = 2.0
LT_REVISION = 0
LT_LDFLAGS = -no-undefined -rpath $(libdir) -release $(LT_RELEASE) -version-info $(LT_CURRENT):$(LT_REVISION):$(LT_AGE)
all: $(srcdir)/configure Makefile $(objects)/$(TARGET) $(objects)/$(SDLMAIN_TARGET) $(objects)/$(SDLTEST_TARGET)
$(srcdir)/configure: $(srcdir)/configure.ac
@echo "Warning, configure is out of date, please re-run autogen.sh"
Makefile: $(srcdir)/Makefile.in
$(SHELL) config.status $@
Makefile.in:;
$(objects)/.created:
$(SHELL) $(auxdir)/mkinstalldirs $(objects)
touch $@
update-revision:
$(SHELL) $(auxdir)/updaterev.sh
.PHONY: all update-revision install install-bin install-hdrs install-lib install-data uninstall uninstall-bin uninstall-hdrs uninstall-lib uninstall-data clean distclean dist $(OBJECTS:.lo=.d)
$(objects)/$(TARGET): $(GEN_HEADERS) $(GEN_OBJECTS) $(OBJECTS) $(VERSION_OBJECTS)
$(RUN_CMD_LTLINK)$(LIBTOOL) --tag=CC --mode=link $(CC) -o $@ $(OBJECTS) $(GEN_OBJECTS) $(VERSION_OBJECTS) $(LDFLAGS) $(EXTRA_LDFLAGS) $(LT_LDFLAGS)
$(objects)/$(SDLMAIN_TARGET): $(SDLMAIN_OBJECTS)
$(RUN_CMD_LTLINK)$(LIBTOOL) --tag=CC --mode=link $(CC) -static -o $@ $(SDLMAIN_OBJECTS) -rpath $(libdir)
$(objects)/$(SDLTEST_TARGET): $(SDLTEST_OBJECTS)
$(RUN_CMD_LTLINK)$(LIBTOOL) --tag=CC --mode=link $(CC) -static -o $@ $(SDLTEST_OBJECTS) -rpath $(libdir)
install: all install-bin install-hdrs install-lib install-data
install-bin:
ifeq ($(INSTALL_SDL2_CONFIG),TRUE)
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(bindir)
$(INSTALL) -m 755 sdl2-config $(DESTDIR)$(bindir)/sdl2-config
endif
install-hdrs: update-revision
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(includedir)/SDL2
for file in $(HDRS) $(SDLTEST_HDRS); do \
$(INSTALL) -m 644 $(srcdir)/include/$$file $(DESTDIR)$(includedir)/SDL2/$$file; \
done
$(INSTALL) -m 644 include/SDL_config.h $(DESTDIR)$(includedir)/SDL2/SDL_config.h
if test -f include/SDL_revision.h; then \
$(INSTALL) -m 644 include/SDL_revision.h $(DESTDIR)$(includedir)/SDL2/SDL_revision.h; \
else \
$(INSTALL) -m 644 $(srcdir)/include/SDL_revision.h $(DESTDIR)$(includedir)/SDL2/SDL_revision.h; \
fi
install-lib: $(objects) $(objects)/$(TARGET) $(objects)/$(SDLMAIN_TARGET) $(objects)/$(SDLTEST_TARGET)
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(libdir)
$(LIBTOOL) --mode=install $(INSTALL) $(objects)/$(TARGET) $(DESTDIR)$(libdir)/$(TARGET)
$(LIBTOOL) --mode=install $(INSTALL) $(objects)/$(SDLMAIN_TARGET) $(DESTDIR)$(libdir)/$(SDLMAIN_TARGET)
$(LIBTOOL) --mode=install $(INSTALL) $(objects)/$(SDLTEST_TARGET) $(DESTDIR)$(libdir)/$(SDLTEST_TARGET)
install-data:
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(datadir)/aclocal
$(INSTALL) -m 644 $(srcdir)/sdl2.m4 $(DESTDIR)$(datadir)/aclocal/sdl2.m4
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(libdir)/pkgconfig
$(INSTALL) -m 644 sdl2.pc $(DESTDIR)$(libdir)/pkgconfig
ifeq ($(INSTALL_SDL2_CONFIG),TRUE)
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(libdir)/cmake/SDL2
$(INSTALL) -m 644 sdl2-config.cmake $(DESTDIR)$(libdir)/cmake/SDL2
$(INSTALL) -m 644 sdl2-config-version.cmake $(DESTDIR)$(libdir)/cmake/SDL2
endif
uninstall: uninstall-bin uninstall-hdrs uninstall-lib uninstall-data
uninstall-bin:
rm -f $(DESTDIR)$(bindir)/sdl2-config
uninstall-hdrs:
for file in $(HDRS) $(SDLTEST_HDRS); do \
rm -f $(DESTDIR)$(includedir)/SDL2/$$file; \
done
rm -f $(DESTDIR)$(includedir)/SDL2/SDL_config.h
rm -f $(DESTDIR)$(includedir)/SDL2/SDL_revision.h
-rmdir $(DESTDIR)$(includedir)/SDL2
uninstall-lib:
$(LIBTOOL) --mode=uninstall rm -f $(DESTDIR)$(libdir)/$(TARGET)
rm -f $(DESTDIR)$(libdir)/$(SDLMAIN_TARGET)
rm -f $(DESTDIR)$(libdir)/$(SDLTEST_TARGET)
uninstall-data:
rm -f $(DESTDIR)$(datadir)/aclocal/sdl2.m4
rm -f $(DESTDIR)$(libdir)/pkgconfig/sdl2.pc
rm -f $(DESTDIR)$(libdir)/cmake/SDL2/sdl2-config.cmake
rm -f $(DESTDIR)$(libdir)/cmake/SDL2/sdl2-config-version.cmake
clean:
rm -rf $(objects)
rm -rf $(gen)
if test -f test/Makefile; then (cd test; $(MAKE) $@); fi
distclean: clean
rm -f Makefile Makefile.rules sdl2-config
rm -f config.status config.cache config.log libtool
rm -rf $(srcdir)/autom4te*
find $(srcdir) \( \
-name '*~' -o \
-name '*.bak' -o \
-name '*.old' -o \
-name '*.rej' -o \
-name '*.orig' -o \
-name '.#*' \) \
-exec rm -f {} \;
if test -f test/Makefile; then (cd test; $(MAKE) $@); fi
dist $(distfile):
$(SHELL) $(auxdir)/mkinstalldirs $(distdir)
(cd $(srcdir); tar cf - $(SRC_DIST)) | (cd $(distdir); tar xf -)
tar cf - $(GEN_DIST) | (cd $(distdir); tar xf -)
find $(distdir) \( \
-name '*~' -o \
-name '*.bak' -o \
-name '*.old' -o \
-name '*.rej' -o \
-name '*.orig' -o \
-name '.#*' \) \
-exec rm -f {} \;
if test -f $(distdir)/test/Makefile; then (cd $(distdir)/test && make distclean); fi
(cd $(distdir); build-scripts/updaterev.sh)
tar cvf - $(distdir) | gzip --best >$(distfile)
rm -rf $(distdir)
rpm: $(distfile)
rpmbuild -ta $?
# Build rules for objects
-include $(OBJECTS:.lo=.d)
# Special dependency for SDL.c, since it depends on SDL_revision.h
/home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/SDL.c: update-revision
$(objects)/SDL.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/SDL.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_assert.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/SDL_assert.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_dataqueue.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/SDL_dataqueue.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_error.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/SDL_error.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_hints.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/SDL_hints.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_log.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/SDL_log.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_atomic.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/atomic/SDL_atomic.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_spinlock.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/atomic/SDL_spinlock.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_audio.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/audio/SDL_audio.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_audiocvt.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/audio/SDL_audiocvt.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_audiodev.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/audio/SDL_audiodev.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_audiotypecvt.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/audio/SDL_audiotypecvt.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_mixer.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/audio/SDL_mixer.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_wave.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/audio/SDL_wave.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_cpuinfo.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/cpuinfo/SDL_cpuinfo.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_dynapi.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/dynapi/SDL_dynapi.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_clipboardevents.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/events/SDL_clipboardevents.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_displayevents.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/events/SDL_displayevents.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_dropevents.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/events/SDL_dropevents.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_events.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/events/SDL_events.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_gesture.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/events/SDL_gesture.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_keyboard.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/events/SDL_keyboard.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_mouse.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/events/SDL_mouse.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_quit.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/events/SDL_quit.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_touch.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/events/SDL_touch.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_windowevents.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/events/SDL_windowevents.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_rwops.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/file/SDL_rwops.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_haptic.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/haptic/SDL_haptic.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_gamecontroller.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/joystick/SDL_gamecontroller.c $(objects)/.created
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$(objects)/xdg-shell-unstable-v6-protocol.lo: $(gen)/xdg-shell-unstable-v6-protocol.c $(gen)/xdg-shell-unstable-v6-client-protocol.h
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(gen)/xdg-shell-client-protocol.h: $(srcdir)/wayland-protocols/xdg-shell.xml
@$(SHELL) $(auxdir)/mkinstalldirs $(gen)
$(RUN_CMD_GEN)$(WAYLAND_SCANNER) client-header $< $@
$(gen)/xdg-shell-protocol.c: $(srcdir)/wayland-protocols/xdg-shell.xml
@$(SHELL) $(auxdir)/mkinstalldirs $(gen)
$(RUN_CMD_GEN)$(WAYLAND_SCANNER) code $< $@
$(objects)/xdg-shell-protocol.lo: $(gen)/xdg-shell-protocol.c $(gen)/xdg-shell-client-protocol.h
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
/home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/video/wayland/SDL_waylandclipboard.c: $(gen)/org-kde-kwin-server-decoration-manager-client-protocol.h $(gen)/pointer-constraints-unstable-v1-client-protocol.h $(gen)/relative-pointer-unstable-v1-client-protocol.h $(gen)/wayland-client-protocol.h $(gen)/xdg-decoration-unstable-v1-client-protocol.h $(gen)/xdg-shell-unstable-v6-client-protocol.h $(gen)/xdg-shell-client-protocol.h
/home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/video/wayland/SDL_waylanddatamanager.c: $(gen)/org-kde-kwin-server-decoration-manager-client-protocol.h $(gen)/pointer-constraints-unstable-v1-client-protocol.h $(gen)/relative-pointer-unstable-v1-client-protocol.h $(gen)/wayland-client-protocol.h $(gen)/xdg-decoration-unstable-v1-client-protocol.h $(gen)/xdg-shell-unstable-v6-client-protocol.h $(gen)/xdg-shell-client-protocol.h
/home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/video/wayland/SDL_waylanddyn.c: $(gen)/org-kde-kwin-server-decoration-manager-client-protocol.h $(gen)/pointer-constraints-unstable-v1-client-protocol.h $(gen)/relative-pointer-unstable-v1-client-protocol.h $(gen)/wayland-client-protocol.h $(gen)/xdg-decoration-unstable-v1-client-protocol.h $(gen)/xdg-shell-unstable-v6-client-protocol.h $(gen)/xdg-shell-client-protocol.h
/home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/video/wayland/SDL_waylandevents.c: $(gen)/org-kde-kwin-server-decoration-manager-client-protocol.h $(gen)/pointer-constraints-unstable-v1-client-protocol.h $(gen)/relative-pointer-unstable-v1-client-protocol.h $(gen)/wayland-client-protocol.h $(gen)/xdg-decoration-unstable-v1-client-protocol.h $(gen)/xdg-shell-unstable-v6-client-protocol.h $(gen)/xdg-shell-client-protocol.h
/home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/video/wayland/SDL_waylandmouse.c: $(gen)/org-kde-kwin-server-decoration-manager-client-protocol.h $(gen)/pointer-constraints-unstable-v1-client-protocol.h $(gen)/relative-pointer-unstable-v1-client-protocol.h $(gen)/wayland-client-protocol.h $(gen)/xdg-decoration-unstable-v1-client-protocol.h $(gen)/xdg-shell-unstable-v6-client-protocol.h $(gen)/xdg-shell-client-protocol.h
/home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/video/wayland/SDL_waylandopengles.c: $(gen)/org-kde-kwin-server-decoration-manager-client-protocol.h $(gen)/pointer-constraints-unstable-v1-client-protocol.h $(gen)/relative-pointer-unstable-v1-client-protocol.h $(gen)/wayland-client-protocol.h $(gen)/xdg-decoration-unstable-v1-client-protocol.h $(gen)/xdg-shell-unstable-v6-client-protocol.h $(gen)/xdg-shell-client-protocol.h
/home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/video/wayland/SDL_waylandtouch.c: $(gen)/org-kde-kwin-server-decoration-manager-client-protocol.h $(gen)/pointer-constraints-unstable-v1-client-protocol.h $(gen)/relative-pointer-unstable-v1-client-protocol.h $(gen)/wayland-client-protocol.h $(gen)/xdg-decoration-unstable-v1-client-protocol.h $(gen)/xdg-shell-unstable-v6-client-protocol.h $(gen)/xdg-shell-client-protocol.h
/home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/video/wayland/SDL_waylandvideo.c: $(gen)/org-kde-kwin-server-decoration-manager-client-protocol.h $(gen)/pointer-constraints-unstable-v1-client-protocol.h $(gen)/relative-pointer-unstable-v1-client-protocol.h $(gen)/wayland-client-protocol.h $(gen)/xdg-decoration-unstable-v1-client-protocol.h $(gen)/xdg-shell-unstable-v6-client-protocol.h $(gen)/xdg-shell-client-protocol.h
/home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/video/wayland/SDL_waylandvulkan.c: $(gen)/org-kde-kwin-server-decoration-manager-client-protocol.h $(gen)/pointer-constraints-unstable-v1-client-protocol.h $(gen)/relative-pointer-unstable-v1-client-protocol.h $(gen)/wayland-client-protocol.h $(gen)/xdg-decoration-unstable-v1-client-protocol.h $(gen)/xdg-shell-unstable-v6-client-protocol.h $(gen)/xdg-shell-client-protocol.h
/home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/video/wayland/SDL_waylandwindow.c: $(gen)/org-kde-kwin-server-decoration-manager-client-protocol.h $(gen)/pointer-constraints-unstable-v1-client-protocol.h $(gen)/relative-pointer-unstable-v1-client-protocol.h $(gen)/wayland-client-protocol.h $(gen)/xdg-decoration-unstable-v1-client-protocol.h $(gen)/xdg-shell-unstable-v6-client-protocol.h $(gen)/xdg-shell-client-protocol.h

View File

@ -1,251 +0,0 @@
# Makefile to build and install the SDL library
top_builddir = .
srcdir = @srcdir@
objects = build
gen = gen
prefix = @prefix@
exec_prefix = @exec_prefix@
bindir = @bindir@
libdir = @libdir@
includedir = @includedir@
datarootdir = @datarootdir@
datadir = @datadir@
auxdir = @ac_aux_dir@
distpath = $(srcdir)/..
distdir = SDL2-@SDL_VERSION@
distfile = $(distdir).tar.gz
@SET_MAKE@
SHELL = @SHELL@
CC = @CC@
INCLUDE = @INCLUDE@
CFLAGS = @BUILD_CFLAGS@
EXTRA_CFLAGS = @EXTRA_CFLAGS@
LDFLAGS = @BUILD_LDFLAGS@
EXTRA_LDFLAGS = @EXTRA_LDFLAGS@
LIBTOOL = @LIBTOOL@
INSTALL = @INSTALL@
AR = @AR@
RANLIB = @RANLIB@
WINDRES = @WINDRES@
TARGET = libSDL2.la
OBJECTS = @OBJECTS@
GEN_HEADERS = @GEN_HEADERS@
GEN_OBJECTS = @GEN_OBJECTS@
VERSION_OBJECTS = @VERSION_OBJECTS@
SDLMAIN_TARGET = libSDL2main.la
SDLMAIN_OBJECTS = @SDLMAIN_OBJECTS@
SDLTEST_TARGET = libSDL2_test.la
SDLTEST_OBJECTS = @SDLTEST_OBJECTS@
WAYLAND_SCANNER = @WAYLAND_SCANNER@
INSTALL_SDL2_CONFIG = @INSTALL_SDL2_CONFIG@
SRC_DIST = *.txt acinclude Android.mk autogen.sh android-project build-scripts cmake cmake_uninstall.cmake.in configure configure.ac debian docs include Makefile.* sdl2-config.cmake.in sdl2-config-version.cmake.in sdl2-config.in sdl2.m4 sdl2.pc.in SDL2.spec.in SDL2Config.cmake src test VisualC.html VisualC VisualC-WinRT Xcode Xcode-iOS wayland-protocols
GEN_DIST = SDL2.spec
ifneq ($V,1)
RUN_CMD_AR = @echo " AR " $@;
RUN_CMD_CC = @echo " CC " $@;
RUN_CMD_CXX = @echo " CXX " $@;
RUN_CMD_LTLINK = @echo " LTLINK" $@;
RUN_CMD_RANLIB = @echo " RANLIB" $@;
RUN_CMD_GEN = @echo " GEN " $@;
LIBTOOL += --quiet
endif
HDRS = \
SDL.h \
SDL_assert.h \
SDL_atomic.h \
SDL_audio.h \
SDL_bits.h \
SDL_blendmode.h \
SDL_clipboard.h \
SDL_cpuinfo.h \
SDL_egl.h \
SDL_endian.h \
SDL_error.h \
SDL_events.h \
SDL_filesystem.h \
SDL_gamecontroller.h \
SDL_gesture.h \
SDL_haptic.h \
SDL_hints.h \
SDL_joystick.h \
SDL_keyboard.h \
SDL_keycode.h \
SDL_loadso.h \
SDL_log.h \
SDL_main.h \
SDL_messagebox.h \
SDL_metal.h \
SDL_mouse.h \
SDL_mutex.h \
SDL_name.h \
SDL_opengl.h \
SDL_opengl_glext.h \
SDL_opengles.h \
SDL_opengles2_gl2ext.h \
SDL_opengles2_gl2.h \
SDL_opengles2_gl2platform.h \
SDL_opengles2.h \
SDL_opengles2_khrplatform.h \
SDL_pixels.h \
SDL_platform.h \
SDL_power.h \
SDL_quit.h \
SDL_rect.h \
SDL_render.h \
SDL_rwops.h \
SDL_scancode.h \
SDL_sensor.h \
SDL_shape.h \
SDL_stdinc.h \
SDL_surface.h \
SDL_system.h \
SDL_syswm.h \
SDL_thread.h \
SDL_timer.h \
SDL_touch.h \
SDL_types.h \
SDL_version.h \
SDL_video.h \
SDL_vulkan.h \
begin_code.h \
close_code.h
SDLTEST_HDRS = $(shell ls $(srcdir)/include | fgrep SDL_test)
LT_AGE = @LT_AGE@
LT_CURRENT = @LT_CURRENT@
LT_RELEASE = @LT_RELEASE@
LT_REVISION = @LT_REVISION@
LT_LDFLAGS = -no-undefined -rpath $(libdir) -release $(LT_RELEASE) -version-info $(LT_CURRENT):$(LT_REVISION):$(LT_AGE)
all: $(srcdir)/configure Makefile $(objects)/$(TARGET) $(objects)/$(SDLMAIN_TARGET) $(objects)/$(SDLTEST_TARGET)
$(srcdir)/configure: $(srcdir)/configure.ac
@echo "Warning, configure is out of date, please re-run autogen.sh"
Makefile: $(srcdir)/Makefile.in
$(SHELL) config.status $@
Makefile.in:;
$(objects)/.created:
$(SHELL) $(auxdir)/mkinstalldirs $(objects)
touch $@
update-revision:
$(SHELL) $(auxdir)/updaterev.sh
.PHONY: all update-revision install install-bin install-hdrs install-lib install-data uninstall uninstall-bin uninstall-hdrs uninstall-lib uninstall-data clean distclean dist $(OBJECTS:.lo=.d)
$(objects)/$(TARGET): $(GEN_HEADERS) $(GEN_OBJECTS) $(OBJECTS) $(VERSION_OBJECTS)
$(RUN_CMD_LTLINK)$(LIBTOOL) --tag=CC --mode=link $(CC) -o $@ $(OBJECTS) $(GEN_OBJECTS) $(VERSION_OBJECTS) $(LDFLAGS) $(EXTRA_LDFLAGS) $(LT_LDFLAGS)
$(objects)/$(SDLMAIN_TARGET): $(SDLMAIN_OBJECTS)
$(RUN_CMD_LTLINK)$(LIBTOOL) --tag=CC --mode=link $(CC) -static -o $@ $(SDLMAIN_OBJECTS) -rpath $(libdir)
$(objects)/$(SDLTEST_TARGET): $(SDLTEST_OBJECTS)
$(RUN_CMD_LTLINK)$(LIBTOOL) --tag=CC --mode=link $(CC) -static -o $@ $(SDLTEST_OBJECTS) -rpath $(libdir)
install: all install-bin install-hdrs install-lib install-data
install-bin:
ifeq ($(INSTALL_SDL2_CONFIG),TRUE)
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(bindir)
$(INSTALL) -m 755 sdl2-config $(DESTDIR)$(bindir)/sdl2-config
endif
install-hdrs: update-revision
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(includedir)/SDL2
for file in $(HDRS) $(SDLTEST_HDRS); do \
$(INSTALL) -m 644 $(srcdir)/include/$$file $(DESTDIR)$(includedir)/SDL2/$$file; \
done
$(INSTALL) -m 644 include/SDL_config.h $(DESTDIR)$(includedir)/SDL2/SDL_config.h
if test -f include/SDL_revision.h; then \
$(INSTALL) -m 644 include/SDL_revision.h $(DESTDIR)$(includedir)/SDL2/SDL_revision.h; \
else \
$(INSTALL) -m 644 $(srcdir)/include/SDL_revision.h $(DESTDIR)$(includedir)/SDL2/SDL_revision.h; \
fi
install-lib: $(objects) $(objects)/$(TARGET) $(objects)/$(SDLMAIN_TARGET) $(objects)/$(SDLTEST_TARGET)
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(libdir)
$(LIBTOOL) --mode=install $(INSTALL) $(objects)/$(TARGET) $(DESTDIR)$(libdir)/$(TARGET)
$(LIBTOOL) --mode=install $(INSTALL) $(objects)/$(SDLMAIN_TARGET) $(DESTDIR)$(libdir)/$(SDLMAIN_TARGET)
$(LIBTOOL) --mode=install $(INSTALL) $(objects)/$(SDLTEST_TARGET) $(DESTDIR)$(libdir)/$(SDLTEST_TARGET)
install-data:
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(datadir)/aclocal
$(INSTALL) -m 644 $(srcdir)/sdl2.m4 $(DESTDIR)$(datadir)/aclocal/sdl2.m4
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(libdir)/pkgconfig
$(INSTALL) -m 644 sdl2.pc $(DESTDIR)$(libdir)/pkgconfig
ifeq ($(INSTALL_SDL2_CONFIG),TRUE)
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(libdir)/cmake/SDL2
$(INSTALL) -m 644 sdl2-config.cmake $(DESTDIR)$(libdir)/cmake/SDL2
$(INSTALL) -m 644 sdl2-config-version.cmake $(DESTDIR)$(libdir)/cmake/SDL2
endif
uninstall: uninstall-bin uninstall-hdrs uninstall-lib uninstall-data
uninstall-bin:
rm -f $(DESTDIR)$(bindir)/sdl2-config
uninstall-hdrs:
for file in $(HDRS) $(SDLTEST_HDRS); do \
rm -f $(DESTDIR)$(includedir)/SDL2/$$file; \
done
rm -f $(DESTDIR)$(includedir)/SDL2/SDL_config.h
rm -f $(DESTDIR)$(includedir)/SDL2/SDL_revision.h
-rmdir $(DESTDIR)$(includedir)/SDL2
uninstall-lib:
$(LIBTOOL) --mode=uninstall rm -f $(DESTDIR)$(libdir)/$(TARGET)
rm -f $(DESTDIR)$(libdir)/$(SDLMAIN_TARGET)
rm -f $(DESTDIR)$(libdir)/$(SDLTEST_TARGET)
uninstall-data:
rm -f $(DESTDIR)$(datadir)/aclocal/sdl2.m4
rm -f $(DESTDIR)$(libdir)/pkgconfig/sdl2.pc
rm -f $(DESTDIR)$(libdir)/cmake/SDL2/sdl2-config.cmake
rm -f $(DESTDIR)$(libdir)/cmake/SDL2/sdl2-config-version.cmake
clean:
rm -rf $(objects)
rm -rf $(gen)
if test -f test/Makefile; then (cd test; $(MAKE) $@); fi
distclean: clean
rm -f Makefile Makefile.rules sdl2-config
rm -f config.status config.cache config.log libtool
rm -rf $(srcdir)/autom4te*
find $(srcdir) \( \
-name '*~' -o \
-name '*.bak' -o \
-name '*.old' -o \
-name '*.rej' -o \
-name '*.orig' -o \
-name '.#*' \) \
-exec rm -f {} \;
if test -f test/Makefile; then (cd test; $(MAKE) $@); fi
dist $(distfile):
$(SHELL) $(auxdir)/mkinstalldirs $(distdir)
(cd $(srcdir); tar cf - $(SRC_DIST)) | (cd $(distdir); tar xf -)
tar cf - $(GEN_DIST) | (cd $(distdir); tar xf -)
find $(distdir) \( \
-name '*~' -o \
-name '*.bak' -o \
-name '*.old' -o \
-name '*.rej' -o \
-name '*.orig' -o \
-name '.#*' \) \
-exec rm -f {} \;
if test -f $(distdir)/test/Makefile; then (cd $(distdir)/test && make distclean); fi
(cd $(distdir); build-scripts/updaterev.sh)
tar cvf - $(distdir) | gzip --best >$(distfile)
rm -rf $(distdir)
rpm: $(distfile)
rpmbuild -ta $?

View File

@ -1,44 +0,0 @@
# Makefile to build the SDL library
INCLUDE = -I./include
CFLAGS = -g -O2 $(INCLUDE)
AR = ar
RANLIB = ranlib
TARGET = libSDL.a
SOURCES = \
src/*.c \
src/audio/*.c \
src/audio/dummy/*.c \
src/cpuinfo/*.c \
src/events/*.c \
src/file/*.c \
src/haptic/*.c \
src/haptic/dummy/*.c \
src/joystick/*.c \
src/joystick/dummy/*.c \
src/loadso/dummy/*.c \
src/power/*.c \
src/filesystem/dummy/*.c \
src/render/*.c \
src/render/software/*.c \
src/sensor/*.c \
src/sensor/dummy/*.c \
src/stdlib/*.c \
src/thread/*.c \
src/thread/generic/*.c \
src/timer/*.c \
src/timer/dummy/*.c \
src/video/*.c \
src/video/dummy/*.c \
OBJECTS = $(shell echo $(SOURCES) | sed -e 's,\.c,\.o,g')
all: $(TARGET)
$(TARGET): $(OBJECTS)
$(AR) crv $@ $^
$(RANLIB) $@
clean:
rm -f $(TARGET) $(OBJECTS)

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@ -1,140 +0,0 @@
# Open Watcom makefile to build SDL2.dll for OS/2
# wmake -f Makefile.os2
LIBNAME = SDL2
VERSION = 2.0.12
DESCRIPTION = Simple DirectMedia Layer 2
LIBHOME = .
LIBPATH = $(LIBHOME)/lib
DLLFILE = $(LIBHOME)/$(LIBNAME).dll
LIBFILE = $(LIBHOME)/$(LIBNAME).lib
LNKFILE = $(LIBNAME).lnk
INCPATH = -I"$(%WATCOM)/h/os2" -I"$(%WATCOM)/h"
INCPATH+= -I"$(LIBHOME)/h"
INCPATH+= -Iinclude
LIBM = libm.lib
LIBS = mmpm2.lib libuls.lib libconv.lib $(LIBM)
CFLAGS = -bt=os2 -d0 -q -bm -5s -fp5 -fpi87 -sg -oteanbmier -ei
# max warnings:
CFLAGS+= -wx
# building dll:
CFLAGS+= -bd
# the include paths :
CFLAGS+= $(INCPATH)
# building SDL itself (for DECLSPEC):
CFLAGS+= -DBUILD_SDL
MSRCS= e_atan2.c e_exp.c e_fmod.c e_log10.c e_log.c e_pow.c e_rem_pio2.c e_sqrt.c &
k_cos.c k_rem_pio2.c k_sin.c k_tan.c &
s_atan.c s_copysign.c s_cos.c s_fabs.c s_floor.c s_scalbn.c s_sin.c s_tan.c
SRCS = SDL.c SDL_assert.c SDL_error.c SDL_log.c SDL_dataqueue.c SDL_hints.c
SRCS+= SDL_getenv.c SDL_iconv.c SDL_malloc.c SDL_qsort.c SDL_stdlib.c SDL_string.c SDL_strtokr.c
SRCS+= SDL_cpuinfo.c SDL_atomic.c SDL_spinlock.c SDL_thread.c SDL_timer.c
SRCS+= SDL_rwops.c SDL_power.c
SRCS+= SDL_audio.c SDL_audiocvt.c SDL_audiodev.c SDL_audiotypecvt.c SDL_mixer.c SDL_wave.c
SRCS+= SDL_events.c SDL_quit.c SDL_keyboard.c SDL_mouse.c SDL_windowevents.c &
SDL_clipboardevents.c SDL_dropevents.c SDL_displayevents.c SDL_gesture.c &
SDL_sensor.c SDL_touch.c
SRCS+= SDL_haptic.c SDL_gamecontroller.c SDL_joystick.c
SRCS+= SDL_render.c yuv_rgb.c SDL_yuv.c SDL_yuv_sw.c SDL_blendfillrect.c &
SDL_blendline.c SDL_blendpoint.c SDL_drawline.c SDL_drawpoint.c &
SDL_render_sw.c SDL_rotate.c
SRCS+= SDL_blit.c SDL_blit_0.c SDL_blit_1.c SDL_blit_A.c SDL_blit_auto.c &
SDL_blit_copy.c SDL_blit_N.c SDL_blit_slow.c SDL_fillrect.c SDL_bmp.c &
SDL_pixels.c SDL_rect.c SDL_RLEaccel.c SDL_shape.c SDL_stretch.c &
SDL_surface.c SDL_video.c SDL_clipboard.c SDL_vulkan_utils.c SDL_egl.c
SRCS+= SDL_syscond.c SDL_sysmutex.c SDL_syssem.c SDL_systhread.c SDL_systls.c
SRCS+= SDL_systimer.c
SRCS+= SDL_sysloadso.c
SRCS+= SDL_sysfilesystem.c
SRCS+= SDL_syshaptic.c SDL_sysjoystick.c
SRCS+= SDL_dummyaudio.c SDL_diskaudio.c
SRCS+= SDL_nullvideo.c SDL_nullframebuffer.c SDL_nullevents.c
SRCS+= SDL_dummysensor.c
SRCS+= SDL_dynapi.c
OBJS = $(SRCS:.c=.obj)
MOBJS= $(MSRCS:.c=.obj)
.extensions:
.extensions: .lib .dll .obj .c .asm
.c: ./src;./src/dynapi;./src/audio;./src/cpuinfo;./src/events;./src/file;./src/haptic;./src/joystick;./src/power;./src/render;./src/render/software;./src/sensor;./src/stdlib;./src/thread;./src/timer;./src/video;./src/video/yuv2rgb;./src/atomic;./src/audio/disk;
.c: ./src/haptic/dummy;./src/joystick/dummy;./src/audio/dummy;./src/video/dummy;./src/sensor/dummy;
.c: ./src/loadso/dummy;./src/filesystem/dummy;./src/timer/dummy;./src/thread/generic;
all: $(DLLFILE) $(LIBFILE) .symbolic
$(DLLFILE): $(OBJS) $(LIBM) $(LNKFILE)
@echo * Linking: $@
wlink @$(LNKFILE)
$(LIBFILE): $(DLLFILE)
@echo * Creating LIB file: $@
wlib -q -b -n -c -pa -s -t -zld -ii -io $* $(DLLFILE)
.c.obj:
wcc386 $(CFLAGS) -fo=$^@ $<
SDL_cpuinfo.obj: SDL_cpuinfo.c
wcc386 $(CFLAGS) -wcd=200 -fo=$^@ $<
SDL_rwops.obj: SDL_rwops.c
wcc386 $(CFLAGS) -wcd=136 -fo=$^@ $<
SDL_wave.obj: SDL_wave.c
wcc386 $(CFLAGS) -wcd=124 -fo=$^@ $<
SDL_blendfillrect.obj: SDL_blendfillrect.c
wcc386 $(CFLAGS) -wcd=200 -fo=$^@ $<
SDL_blendline.obj: SDL_blendline.c
wcc386 $(CFLAGS) -wcd=200 -fo=$^@ $<
SDL_blendpoint.obj: SDL_blendpoint.c
wcc386 $(CFLAGS) -wcd=200 -fo=$^@ $<
SDL_RLEaccel.obj: SDL_RLEaccel.c
wcc386 $(CFLAGS) -wcd=201 -fo=$^@ $<
.c: ./src/libm;
$(LIBM): $(MOBJS)
wlib -q -b -n -c -pa -s -t -zld -ii -io $@ $(MOBJS)
$(LNKFILE):
@echo * Creating linker file: $@
@%create $@
@%append $@ SYSTEM os2v2_dll INITINSTANCE TERMINSTANCE
@%append $@ NAME $(DLLFILE)
@for %i in ($(OBJS)) do @%append $@ FILE %i
@%append $@ LIBPATH $(%LIB);$(LIBPATH)
@for %i in ($(LIBS)) do @%append $@ LIB %i
@%append $@ OPTION QUIET
@%append $@ OPTION IMPF=$(LIBHOME)/$^&.exp
@%append $@ OPTION MAP=$(LIBHOME)/$^&.map
@%append $@ OPTION DESCRIPTION '@$#libsdl org:$(VERSION)$#@$(DESCRIPTION)'
@%append $@ OPTION QUIET
@%append $@ OPTION ELIMINATE
@%append $@ OPTION MANYAUTODATA
@%append $@ OPTION OSNAME='OS/2 and eComStation'
@%append $@ OPTION SHOWDEAD
clean: .SYMBOLIC
@ echo * Clean: $(LIBNAME)
@if exist *.obj rm *.obj
@if exist *.err rm *.err
@if exist $(LNKFILE) rm $(LNKFILE)
@if exist $(LIBM) rm $(LIBM)
distclean: .SYMBOLIC clean
@if exist $(LIBHOME)/*.exp rm $(LIBHOME)/*.exp
@if exist $(LIBHOME)/*.map rm $(LIBHOME)/*.map
@if exist $(LIBFILE) rm $(LIBFILE)
@if exist $(DLLFILE) rm $(DLLFILE)

View File

@ -1,60 +0,0 @@
# Makefile to build the pandora SDL library
AR = arm-none-linux-gnueabi-ar
RANLIB = arm-none-linux-gnueabi-ranlib
CC = arm-none-linux-gnueabi-gcc
CXX = arm-none-linux-gnueabi-g++
STRIP = arm-none-linux-gnueabi-strip
CFLAGS = -O3 -march=armv7-a -mcpu=cortex-a8 -mtune=cortex-a8 -mfloat-abi=softfp \
-mfpu=neon -ftree-vectorize -ffast-math -fomit-frame-pointer -fno-strict-aliasing -fsingle-precision-constant \
-I./include -I$(PNDSDK)/usr/include
TARGET = libSDL.a
SOURCES =
./src/*.c \
./src/atomic/*.c \
./src/audio/*.c \
./src/audio/disk/*.c \
./src/audio/dsp/*.c \
./src/audio/dummy/*.c \
./src/cpuinfo/*.c \
./src/events/*.c \
./src/file/*.c \
./src/filesystem/unix/*.c \
./src/haptic/*.c \
./src/haptic/linux/*.c \
./src/joystick/*.c \
./src/joystick/linux/*.c \
./src/loadso/dlopen/*.c \
./src/power/*.c \
./src/sensor/*.c \
./src/sensor/dummy/*.c \
./src/stdlib/*.c \
./src/thread/*.c \
./src/thread/pthread/SDL_syscond.c \
./src/thread/pthread/SDL_sysmutex.c \
./src/thread/pthread/SDL_syssem.c \
./src/thread/pthread/SDL_systhread.c \
./src/timer/*.c \
./src/timer/unix/*.c \
./src/video/*.c \
./src/video/dummy/*.c \
./src/video/pandora/SDL_pandora.o \
./src/video/pandora/SDL_pandora_events.o \
./src/video/x11/*.c \
OBJECTS = $(shell echo $(SOURCES) | sed -e 's,\.c,\.o,g')
CONFIG_H = $(shell cp include/SDL_config_pandora.h include/SDL_config.h)
all: $(TARGET)
$(TARGET): $(CONFIG_H) $(OBJECTS)
$(AR) crv $@ $^
$(RANLIB) $@
clean:
rm -f $(TARGET) $(OBJECTS)

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TARGET_LIB = libSDL2.a
OBJS= src/SDL.o \
src/SDL_assert.o \
src/SDL_error.o \
src/SDL_hints.o \
src/SDL_log.o \
src/atomic/SDL_atomic.o \
src/atomic/SDL_spinlock.o \
src/audio/SDL_audio.o \
src/audio/SDL_audiocvt.o \
src/audio/SDL_audiodev.o \
src/audio/SDL_audiotypecvt.o \
src/audio/SDL_mixer.o \
src/audio/SDL_wave.o \
src/audio/psp/SDL_pspaudio.o \
src/cpuinfo/SDL_cpuinfo.o \
src/events/SDL_clipboardevents.o \
src/events/SDL_dropevents.o \
src/events/SDL_events.o \
src/events/SDL_gesture.o \
src/events/SDL_keyboard.o \
src/events/SDL_mouse.o \
src/events/SDL_quit.o \
src/events/SDL_touch.o \
src/events/SDL_windowevents.o \
src/file/SDL_rwops.o \
src/haptic/SDL_haptic.o \
src/haptic/dummy/SDL_syshaptic.o \
src/joystick/SDL_joystick.o \
src/joystick/SDL_gamecontroller.o \
src/joystick/psp/SDL_sysjoystick.o \
src/power/SDL_power.o \
src/power/psp/SDL_syspower.o \
src/filesystem/dummy/SDL_sysfilesystem.o \
src/render/SDL_render.o \
src/render/SDL_yuv_sw.o \
src/render/psp/SDL_render_psp.o \
src/render/software/SDL_blendfillrect.o \
src/render/software/SDL_blendline.o \
src/render/software/SDL_blendpoint.o \
src/render/software/SDL_drawline.o \
src/render/software/SDL_drawpoint.o \
src/render/software/SDL_render_sw.o \
src/render/software/SDL_rotate.o \
src/sensor/SDL_sensor.o \
src/sensor/dummy/SDL_dummysensor.o \
src/stdlib/SDL_getenv.o \
src/stdlib/SDL_iconv.o \
src/stdlib/SDL_malloc.o \
src/stdlib/SDL_qsort.o \
src/stdlib/SDL_stdlib.o \
src/stdlib/SDL_string.o \
src/stdlib/SDL_strtokr.o \
src/thread/SDL_thread.o \
src/thread/generic/SDL_systls.o \
src/thread/psp/SDL_syssem.o \
src/thread/psp/SDL_systhread.o \
src/thread/psp/SDL_sysmutex.o \
src/thread/psp/SDL_syscond.o \
src/timer/SDL_timer.o \
src/timer/psp/SDL_systimer.o \
src/video/SDL_RLEaccel.o \
src/video/SDL_blit.o \
src/video/SDL_blit_0.o \
src/video/SDL_blit_1.o \
src/video/SDL_blit_A.o \
src/video/SDL_blit_N.o \
src/video/SDL_blit_auto.o \
src/video/SDL_blit_copy.o \
src/video/SDL_blit_slow.o \
src/video/SDL_bmp.o \
src/video/SDL_clipboard.o \
src/video/SDL_fillrect.o \
src/video/SDL_pixels.o \
src/video/SDL_rect.o \
src/video/SDL_stretch.o \
src/video/SDL_surface.o \
src/video/SDL_video.o \
src/video/psp/SDL_pspevents.o \
src/video/psp/SDL_pspvideo.o \
src/video/psp/SDL_pspgl.o \
src/video/psp/SDL_pspmouse.o
INCDIR = ./include
CFLAGS = -g -O2 -G0 -Wall -D__PSP__ -DHAVE_OPENGL
CXXFLAGS = $(CFLAGS) -fno-exceptions -fno-rtti
ASFLAGS = $(CFLAGS)
LIBDIR =
LIBS = -lGL -lGLU -lglut -lz \
-lpspvfpu -lpsphprm -lpspsdk -lpspctrl -lpspumd -lpsprtc -lpsppower -lpspgum -lpspgu -lpspaudiolib -lpspaudio -lpsphttp -lpspssl -lpspwlan \
-lpspnet_adhocmatching -lpspnet_adhoc -lpspnet_adhocctl -lm -lpspvram
PSPSDK=$(shell psp-config --pspsdk-path)
include $(PSPSDK)/lib/build.mak

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@ -1,614 +0,0 @@
# Build rules for objects
-include $(OBJECTS:.lo=.d)
# Special dependency for SDL.c, since it depends on SDL_revision.h
/home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/SDL.c: update-revision
$(objects)/SDL.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/SDL.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_assert.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/SDL_assert.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_dataqueue.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/SDL_dataqueue.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_error.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/SDL_error.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_hints.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/SDL_hints.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_log.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/SDL_log.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_atomic.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/atomic/SDL_atomic.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_spinlock.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/atomic/SDL_spinlock.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_audio.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/audio/SDL_audio.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_audiocvt.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/audio/SDL_audiocvt.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_audiodev.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/audio/SDL_audiodev.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_audiotypecvt.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/audio/SDL_audiotypecvt.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_mixer.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/audio/SDL_mixer.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_wave.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/audio/SDL_wave.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_cpuinfo.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/cpuinfo/SDL_cpuinfo.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_dynapi.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/dynapi/SDL_dynapi.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_clipboardevents.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/events/SDL_clipboardevents.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_displayevents.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/events/SDL_displayevents.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_dropevents.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/events/SDL_dropevents.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_events.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/events/SDL_events.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_gesture.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/events/SDL_gesture.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_keyboard.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/events/SDL_keyboard.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_mouse.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/events/SDL_mouse.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_quit.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/events/SDL_quit.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_touch.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/events/SDL_touch.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_windowevents.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/events/SDL_windowevents.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_rwops.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/file/SDL_rwops.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_haptic.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/haptic/SDL_haptic.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_gamecontroller.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/joystick/SDL_gamecontroller.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_joystick.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/joystick/SDL_joystick.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/e_atan2.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/libm/e_atan2.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/e_exp.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/libm/e_exp.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/e_fmod.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/libm/e_fmod.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/e_log.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/libm/e_log.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/e_log10.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/libm/e_log10.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/e_pow.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/libm/e_pow.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/e_rem_pio2.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/libm/e_rem_pio2.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/e_sqrt.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/libm/e_sqrt.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/k_cos.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/libm/k_cos.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/k_rem_pio2.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/libm/k_rem_pio2.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/k_sin.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/libm/k_sin.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/k_tan.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/libm/k_tan.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/s_atan.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/libm/s_atan.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/s_copysign.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/libm/s_copysign.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/s_cos.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/libm/s_cos.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/s_fabs.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/libm/s_fabs.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/s_floor.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/libm/s_floor.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/s_scalbn.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/libm/s_scalbn.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/s_sin.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/libm/s_sin.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/s_tan.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/libm/s_tan.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_power.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/power/SDL_power.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_d3dmath.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/render/SDL_d3dmath.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_render.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/render/SDL_render.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_yuv_sw.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/render/SDL_yuv_sw.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_render_d3d.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/render/direct3d/SDL_render_d3d.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_shaders_d3d.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/render/direct3d/SDL_shaders_d3d.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_render_d3d11.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/render/direct3d11/SDL_render_d3d11.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_shaders_d3d11.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/render/direct3d11/SDL_shaders_d3d11.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_render_gl.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/render/opengl/SDL_render_gl.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_shaders_gl.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/render/opengl/SDL_shaders_gl.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_render_gles.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/render/opengles/SDL_render_gles.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_render_gles2.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/render/opengles2/SDL_render_gles2.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_shaders_gles2.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/render/opengles2/SDL_shaders_gles2.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_render_psp.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/render/psp/SDL_render_psp.c $(objects)/.created
$(RUN_CMD_CC)$(LIBTOOL) --tag=CC --mode=compile $(CC) $(CFLAGS) $(EXTRA_CFLAGS) -MMD -MT $@ -c $< -o $@
$(objects)/SDL_blendfillrect.lo: /home/nillerusr/projects/source-engine/thirdparty/SDL2-src/src/render/software/SDL_blendfillrect.c $(objects)/.created
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$(gen)/org-kde-kwin-server-decoration-manager-client-protocol.h: $(srcdir)/wayland-protocols/org-kde-kwin-server-decoration-manager.xml
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$(gen)/org-kde-kwin-server-decoration-manager-protocol.c: $(srcdir)/wayland-protocols/org-kde-kwin-server-decoration-manager.xml
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$(objects)/org-kde-kwin-server-decoration-manager-protocol.lo: $(gen)/org-kde-kwin-server-decoration-manager-protocol.c $(gen)/org-kde-kwin-server-decoration-manager-client-protocol.h
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$(gen)/pointer-constraints-unstable-v1-protocol.c: $(srcdir)/wayland-protocols/pointer-constraints-unstable-v1.xml
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@ -1,80 +0,0 @@
# Makefile to build the pandora SDL library
WIZSDK = /mythtv/media/devel/toolchains/openwiz/arm-openwiz-linux-gnu
AR = $(WIZSDK)/bin/arm-openwiz-linux-gnu-ar
RANLIB = $(WIZSDK)/bin/arm-openwiz-linux-gnu-ranlib
CC = $(WIZSDK)/bin/arm-openwiz-linux-gnu-gcc
CXX = $(WIZSDK)/bin/arm-openwiz-linux-gnu-g++
STRIP = $(WIZSDK)/bin/arm-openwiz-linux-gnu-strip
CFLAGS = -Wall -fPIC -I./include -I$(WIZSDK)/include -DWIZ_GLES_LITE
TARGET_STATIC = libSDL2.a
TARGET_SHARED = libSDL2.so
SOURCES = \
./src/*.c \
./src/audio/*.c \
./src/audio/disk/*.c \
./src/audio/dsp/*.c \
./src/audio/dummy/*.c \
./src/cpuinfo/*.c \
./src/events/*.c \
./src/file/*.c \
./src/haptic/*.c \
./src/haptic/linux/*.c \
./src/joystick/*.c \
./src/joystick/linux/*.c \
./src/loadso/dlopen/*.c \
./src/sensor/*.c \
./src/sensor/dummy/*.c \
./src/stdlib/*.c \
./src/thread/*.c \
./src/thread/pthread/SDL_syscond.c \
./src/thread/pthread/SDL_sysmutex.c \
./src/thread/pthread/SDL_syssem.c \
./src/thread/pthread/SDL_systhread.c \
./src/timer/*.c \
./src/timer/unix/*.c \
./src/video/*.c \
./src/video/dummy/*.c \
./src/video/pandora/*.c \
OBJECTS = $(shell echo $(SOURCES) | sed -e 's,\.c,\.o,g')
all: config_copy $(TARGET_STATIC) $(TARGET_SHARED)
$(TARGET_STATIC): $(OBJECTS)
$(AR) crv $@ $^
$(RANLIB) $@
$(TARGET_SHARED):
$(CC) -shared -Wl,-soname,$(TARGET_SHARED).0 -o $(TARGET_SHARED).0.0.1 $(OBJECTS)
ln -s $(TARGET_SHARED).0.0.1 $(TARGET_SHARED).0
ln -s $(TARGET_SHARED).0 $(TARGET_SHARED)
config_copy:
cp include/SDL_config_wiz.h include/SDL_config.h
clean:
rm -f $(TARGET_STATIC) $(TARGET_SHARED)* $(OBJECTS)
install:
mkdir -p $(WIZSDK)/lib
mkdir -p $(WIZSDK)/include/SDL2
cp -f $(TARGET_STATIC) $(WIZSDK)/lib
cp -f $(TARGET_SHARED).0.0.1 $(WIZSDK)/lib
rm -f $(WIZSDK)/lib/$(TARGET_SHARED).0 $(WIZSDK)/lib/$(TARGET_SHARED)
ln -s $(WIZSDK)/lib/$(TARGET_SHARED).0.0.1 $(WIZSDK)/lib/$(TARGET_SHARED).0
ln -s $(WIZSDK)/lib/$(TARGET_SHARED).0 $(WIZSDK)/lib/$(TARGET_SHARED)
cp $(TARGET_STATIC) ../../toolchain/libs
cp $(TARGET_SHARED).0.0.1 ../../toolchain/libs
rm -f ../../toolchain/libs/$(TARGET_SHARED).0 ../../toolchain/libs/$(TARGET_SHARED)
ln -s ../../toolchain/libs/$(TARGET_SHARED).0.0.1 ../../toolchain/libs/$(TARGET_SHARED).0
ln -s ../../toolchain/libs/$(TARGET_SHARED).0 ../../toolchain/libs/$(TARGET_SHARED)
cp $(TARGET_SHARED).0.0.1 ../nehe_demos/build/$(TARGET_SHARED).0
cp -f include/*.h $(WIZSDK)/include/SDL2/
cp -f include/*.h ../../toolchain/include/SDL2/

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@ -1,13 +0,0 @@
Please distribute this file with the SDL runtime environment:
The Simple DirectMedia Layer (SDL for short) is a cross-platform library
designed to make it easy to write multi-media software, such as games
and emulators.
The Simple DirectMedia Layer library source code is available from:
https://www.libsdl.org/
This library is distributed under the terms of the zlib license:
http://www.zlib.net/zlib_license.html

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@ -1,21 +0,0 @@
Simple DirectMedia Layer
(SDL)
Version 2.0
---
https://www.libsdl.org/
Simple DirectMedia Layer is a cross-platform development library designed
to provide low level access to audio, keyboard, mouse, joystick, and graphics
hardware via OpenGL and Direct3D. It is used by video playback software,
emulators, and popular games including Valve's award winning catalog
and many Humble Bundle games.
More extensive documentation is available in the docs directory, starting
with README.md
Enjoy!
Sam Lantinga (slouken@libsdl.org)

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@ -1,119 +0,0 @@
Summary: Simple DirectMedia Layer
Name: SDL2
Version: 2.0.12
Release: 2
Source: http://www.libsdl.org/release/%{name}-%{version}.tar.gz
URL: http://www.libsdl.org/
License: zlib
Group: System Environment/Libraries
BuildRoot: %{_tmppath}/%{name}-%{version}-buildroot
Prefix: %{_prefix}
%ifos linux
Provides: libSDL2-2.0.so.0
%endif
%define __defattr %defattr(-,root,root)
%define __soext so
%description
This is the Simple DirectMedia Layer, a generic API that provides low
level access to audio, keyboard, mouse, and display framebuffer across
multiple platforms.
%package devel
Summary: Libraries, includes and more to develop SDL applications.
Group: Development/Libraries
Requires: %{name} = %{version}
%description devel
This is the Simple DirectMedia Layer, a generic API that provides low
level access to audio, keyboard, mouse, and display framebuffer across
multiple platforms.
This is the libraries, include files and other resources you can use
to develop SDL applications.
%prep
%setup -q
%build
%ifos linux
CFLAGS="$RPM_OPT_FLAGS" ./configure --prefix=%{prefix} --disable-video-directfb
%else
%configure
%endif
make
%install
rm -rf $RPM_BUILD_ROOT
%ifos linux
make install prefix=$RPM_BUILD_ROOT%{prefix} \
bindir=$RPM_BUILD_ROOT%{_bindir} \
libdir=$RPM_BUILD_ROOT%{_libdir} \
includedir=$RPM_BUILD_ROOT%{_includedir} \
datadir=$RPM_BUILD_ROOT%{_datadir} \
mandir=$RPM_BUILD_ROOT%{_mandir}
%else
%makeinstall
%endif
%clean
rm -rf $RPM_BUILD_ROOT
%files
%{__defattr}
%doc README*.txt COPYING.txt CREDITS.txt BUGS.txt
%{_libdir}/lib*.%{__soext}.*
%files devel
%{__defattr}
%doc docs/README*.md
%{_bindir}/*-config
%{_libdir}/lib*.a
%{_libdir}/lib*.la
%{_libdir}/lib*.%{__soext}
%{_includedir}/*/*.h
%{_libdir}/cmake/*
%{_libdir}/pkgconfig/SDL2/*
%{_datadir}/aclocal/*
%changelog
* Thu Jun 04 2015 Ryan C. Gordon <icculus@icculus.org>
- Fixed README paths.
* Sun Dec 07 2014 Simone Contini <s.contini@oltrelinux.com>
- Fixed changelog date issue and docs filenames
* Sun Jan 22 2012 Sam Lantinga <slouken@libsdl.org>
- Updated for SDL 2.0
* Tue May 16 2006 Sam Lantinga <slouken@libsdl.org>
- Removed support for Darwin, due to build problems on ps2linux
* Sat Jan 03 2004 Anders Bjorklund <afb@algonet.se>
- Added support for Darwin, updated spec file
* Wed Jan 19 2000 Sam Lantinga <slouken@libsdl.org>
- Re-integrated spec file into SDL distribution
- 'name' and 'version' come from configure
- Some of the documentation is devel specific
- Removed SMP support from %build - it doesn't work with libtool anyway
* Tue Jan 18 2000 Hakan Tandogan <hakan@iconsult.com>
- Hacked Mandrake sdl spec to build 1.1
* Sun Dec 19 1999 John Buswell <johnb@mandrakesoft.com>
- Build Release
* Sat Dec 18 1999 John Buswell <johnb@mandrakesoft.com>
- Add symlink for libSDL-1.0.so.0 required by sdlbomber
- Added docs
* Thu Dec 09 1999 Lenny Cartier <lenny@mandrakesoft.com>
- v 1.0.0
* Mon Nov 1 1999 Chmouel Boudjnah <chmouel@mandrakesoft.com>
- First spec file for Mandrake distribution.
# end of file

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@ -1,119 +0,0 @@
Summary: Simple DirectMedia Layer
Name: SDL2
Version: @SDL_VERSION@
Release: 2
Source: http://www.libsdl.org/release/%{name}-%{version}.tar.gz
URL: http://www.libsdl.org/
License: zlib
Group: System Environment/Libraries
BuildRoot: %{_tmppath}/%{name}-%{version}-buildroot
Prefix: %{_prefix}
%ifos linux
Provides: libSDL2-2.0.so.0
%endif
%define __defattr %defattr(-,root,root)
%define __soext so
%description
This is the Simple DirectMedia Layer, a generic API that provides low
level access to audio, keyboard, mouse, and display framebuffer across
multiple platforms.
%package devel
Summary: Libraries, includes and more to develop SDL applications.
Group: Development/Libraries
Requires: %{name} = %{version}
%description devel
This is the Simple DirectMedia Layer, a generic API that provides low
level access to audio, keyboard, mouse, and display framebuffer across
multiple platforms.
This is the libraries, include files and other resources you can use
to develop SDL applications.
%prep
%setup -q
%build
%ifos linux
CFLAGS="$RPM_OPT_FLAGS" ./configure --prefix=%{prefix} --disable-video-directfb
%else
%configure
%endif
make
%install
rm -rf $RPM_BUILD_ROOT
%ifos linux
make install prefix=$RPM_BUILD_ROOT%{prefix} \
bindir=$RPM_BUILD_ROOT%{_bindir} \
libdir=$RPM_BUILD_ROOT%{_libdir} \
includedir=$RPM_BUILD_ROOT%{_includedir} \
datadir=$RPM_BUILD_ROOT%{_datadir} \
mandir=$RPM_BUILD_ROOT%{_mandir}
%else
%makeinstall
%endif
%clean
rm -rf $RPM_BUILD_ROOT
%files
%{__defattr}
%doc README*.txt COPYING.txt CREDITS.txt BUGS.txt
%{_libdir}/lib*.%{__soext}.*
%files devel
%{__defattr}
%doc docs/README*.md
%{_bindir}/*-config
%{_libdir}/lib*.a
%{_libdir}/lib*.la
%{_libdir}/lib*.%{__soext}
%{_includedir}/*/*.h
%{_libdir}/cmake/*
%{_libdir}/pkgconfig/SDL2/*
%{_datadir}/aclocal/*
%changelog
* Thu Jun 04 2015 Ryan C. Gordon <icculus@icculus.org>
- Fixed README paths.
* Sun Dec 07 2014 Simone Contini <s.contini@oltrelinux.com>
- Fixed changelog date issue and docs filenames
* Sun Jan 22 2012 Sam Lantinga <slouken@libsdl.org>
- Updated for SDL 2.0
* Tue May 16 2006 Sam Lantinga <slouken@libsdl.org>
- Removed support for Darwin, due to build problems on ps2linux
* Sat Jan 03 2004 Anders Bjorklund <afb@algonet.se>
- Added support for Darwin, updated spec file
* Wed Jan 19 2000 Sam Lantinga <slouken@libsdl.org>
- Re-integrated spec file into SDL distribution
- 'name' and 'version' come from configure
- Some of the documentation is devel specific
- Removed SMP support from %build - it doesn't work with libtool anyway
* Tue Jan 18 2000 Hakan Tandogan <hakan@iconsult.com>
- Hacked Mandrake sdl spec to build 1.1
* Sun Dec 19 1999 John Buswell <johnb@mandrakesoft.com>
- Build Release
* Sat Dec 18 1999 John Buswell <johnb@mandrakesoft.com>
- Add symlink for libSDL-1.0.so.0 required by sdlbomber
- Added docs
* Thu Dec 09 1999 Lenny Cartier <lenny@mandrakesoft.com>
- v 1.0.0
* Mon Nov 1 1999 Chmouel Boudjnah <chmouel@mandrakesoft.com>
- First spec file for Mandrake distribution.
# end of file

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@ -1 +0,0 @@
include("${CMAKE_CURRENT_LIST_DIR}/SDL2Targets.cmake")

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@ -1,10 +0,0 @@
Future work roadmap:
* http://wiki.libsdl.org/moin.cgi/Roadmap
* Check 1.2 revisions:
3554 - Need to resolve semantics for locking keys on different platforms
4874 - Do we want screen rotation? At what level?
4974 - Windows file code needs to convert UTF-8 to Unicode, but we don't need to tap dance for Windows 95/98
4865 - See if this is still needed (mouse coordinate clamping)
4866 - See if this is still needed (blocking window repositioning)

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@ -1,23 +0,0 @@
<?xml version="1.0"?>
<package >
<metadata>
<id>SDL2-WinRT</id>
<version>2.0.4-Unofficial</version>
<authors>Sam Lantinga</authors>
<owners>David Ludwig</owners>
<licenseUrl>http://libsdl.org/license.php</licenseUrl>
<projectUrl>http://libsdl.org</projectUrl>
<requireLicenseAcceptance>false</requireLicenseAcceptance>
<description>Unofficial pre-release of LibSDL2, built for WinRT platforms</description>
<copyright>Copyright 2015</copyright>
<tags>SDL2 SDL LibSDL OpenGL C C++ nativepackage</tags>
</metadata>
<files>
<file src="lib\**\*.dll" target="bin"/>
<file src="lib\**\*.lib" target="bin"/>
<file src="lib\**\*.pdb" target="bin"/>
<file src="..\include\**\*.*" target="include"/>
<file src="..\src\**\*.*" target="src"/>
<file src="SDL2-WinRT.targets" target="build\native"/>
</files>
</package>

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@ -1,38 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<LibSDL2-DeviceType Condition="'$(TargetPlatformIdentifier)' == 'Windows' and '$(TargetPlatformVersion)' == '8.1'">WinRT81</LibSDL2-DeviceType>
<LibSDL2-DeviceType Condition="'$(TargetPlatformIdentifier)' == 'Windows Phone' and '$(TargetPlatformVersion)' == '8.0'">WinPhone80</LibSDL2-DeviceType>
<LibSDL2-DeviceType Condition="'$(TargetPlatformIdentifier)' == 'WindowsPhoneApp' and '$(TargetPlatformVersion)' == '8.1'">WinPhone81</LibSDL2-DeviceType>
<LibSDL2-DeviceType Condition="'$(TargetPlatformIdentifier)' == 'UAP'">UWP</LibSDL2-DeviceType>
<LibSDL2-BinPath>$(MSBuildThisFileDirectory)..\..\bin\$(LibSDL2-DeviceType)\$(Platform)</LibSDL2-BinPath>
</PropertyGroup>
<Target Name="LibSDL2-DeviceType-Check" BeforeTargets="ResolveAssemblyReferences">
<Error Condition="'$(LibSDL2-DeviceType)' == ''" Text="Unable to determine which version of Windows is being built-for" />
</Target>
<ItemDefinitionGroup>
<Link>
<AdditionalLibraryDirectories>$(LibSDL2-BinPath);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>SDL2.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup>
<ClCompile>
<AdditionalIncludeDirectories>$(MSBuildThisFileDirectory)..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
</ItemDefinitionGroup>
<ItemGroup Label="LibSDL2">
<PackagingOutputs Include="$(LibSDL2-BinPath)\SDL2.dll">
<OutputGroup>LibSDL2Binaries</OutputGroup>
<ProjectName>$(ProjectName)</ProjectName>
<TargetPath>%(Filename)%(Extension)</TargetPath>
</PackagingOutputs>
</ItemGroup>
</Project>

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@ -1,22 +0,0 @@
<?xml version="1.0"?>
<package >
<metadata>
<id>SDL2main-WinRT-NonXAML</id>
<version>2.0.4-Unofficial</version>
<authors>Sam Lantinga</authors>
<owners>David Ludwig</owners>
<licenseUrl>http://libsdl.org/license.php</licenseUrl>
<projectUrl>http://libsdl.org</projectUrl>
<requireLicenseAcceptance>false</requireLicenseAcceptance>
<description>WinMain() function for SDL2 + WinRT + CoreWindow (non-XAML) apps</description>
<copyright>Copyright 2015</copyright>
<tags>SDL2 SDL LibSDL OpenGL C C++ nativepackage</tags>
<dependencies>
<dependency id="SDL2-WinRT" version="2.0.4"/>
</dependencies>
</metadata>
<files>
<file src="..\src\main\winrt\SDL_winrt_main_NonXAML.cpp" target="src\main\winrt"/>
<file src="SDL2main-WinRT-NonXAML.targets" target="build\native"/>
</files>
</package>

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@ -1,10 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="LibSDL2">
<ClCompile Include="$(MSBuildThisFileDirectory)..\..\src\main\winrt\SDL_winrt_main_NonXAML.cpp">
<CompileAsWinRT>true</CompileAsWinRT>
</ClCompile>
</ItemGroup>
</Project>

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@ -1,34 +0,0 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 14
VisualStudioVersion = 14.0.25420.1
MinimumVisualStudioVersion = 10.0.40219.1
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2-UWP", "SDL-UWP.vcxproj", "{89E9B32E-A86A-47C3-A948-D2B1622925CE}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|ARM = Debug|ARM
Debug|x64 = Debug|x64
Debug|x86 = Debug|x86
Release|ARM = Release|ARM
Release|x64 = Release|x64
Release|x86 = Release|x86
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Debug|ARM.ActiveCfg = Debug|ARM
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Debug|ARM.Build.0 = Debug|ARM
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Debug|x64.ActiveCfg = Debug|x64
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Debug|x64.Build.0 = Debug|x64
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Debug|x86.ActiveCfg = Debug|Win32
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Debug|x86.Build.0 = Debug|Win32
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Release|ARM.ActiveCfg = Release|ARM
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Release|ARM.Build.0 = Release|ARM
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Release|x64.ActiveCfg = Release|x64
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Release|x64.Build.0 = Release|x64
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Release|x86.ActiveCfg = Release|Win32
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Release|x86.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

View File

@ -1,576 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|ARM">
<Configuration>Debug</Configuration>
<Platform>ARM</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|ARM">
<Configuration>Release</Configuration>
<Platform>ARM</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<ItemGroup>
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<ClInclude Include="..\..\include\close_code.h" />
<ClInclude Include="..\..\include\SDL.h" />
<ClInclude Include="..\..\include\SDL_assert.h" />
<ClInclude Include="..\..\include\SDL_atomic.h" />
<ClInclude Include="..\..\include\SDL_audio.h" />
<ClInclude Include="..\..\include\SDL_blendmode.h" />
<ClInclude Include="..\..\include\SDL_clipboard.h" />
<ClInclude Include="..\..\include\SDL_config.h" />
<ClInclude Include="..\..\include\SDL_config_minimal.h" />
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<ClInclude Include="..\..\include\SDL_copying.h" />
<ClInclude Include="..\..\include\SDL_cpuinfo.h" />
<ClInclude Include="..\..\include\SDL_egl.h" />
<ClInclude Include="..\..\include\SDL_endian.h" />
<ClInclude Include="..\..\include\SDL_error.h" />
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<ClInclude Include="..\..\include\SDL_filesystem.h" />
<ClInclude Include="..\..\include\SDL_haptic.h" />
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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2013
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<HTML>
<HEAD>
<TITLE>Using SDL with Microsoft Visual C++</TITLE>
</HEAD>
<BODY>
<H1>
Using SDL with Microsoft Visual C++
</H1>
<H3>
by <A HREF="mailto:snowlion@sprynet.com">Lion Kimbro </A>and additions by <A HREF="mailto:james@conceptofzero.net">
James Turk</A>
</H3>
<p>
You can either use the precompiled libraries from <A HREF="http://www.libsdl.org/download.php"> the SDL Download web site </A>, or you can build SDL yourself.
</p>
<H3>
Building SDL
</H3>
<P>
Go into the VisualC directory and double-click on the Visual Studio solution for your version of Visual Studio, e.g. <CODE>SDL_VS2008.sln</CODE> This should open up the IDE.
</P>
<P>
There are different solution files for the various
versions of the IDE. Please use the appropriate version
2008, 2010, 2012 or 2013.
</P>
<P>
Build the <CODE>.dll</CODE> and <CODE>.lib</CODE> files.
</P>
<P>
This is done by right clicking on each project in turn (Projects are listed in
the Workspace panel in the FileView tab), and selecting "Build".
</P>
<P>
You may get a few warnings, but you should not get any errors. You do have to
have at least the DirectX 9 SDK installed, however. The latest
version of DirectX can be downloaded from <A HREF="http://www.microsoft.com">Microsoft</A>.
</P>
<P>
Later, we will refer to the following .lib and .dll files that have just been
generated:
</P>
<ul>
<li> SDL2.dll</li>
<li> SDL2.lib</li>
<li> SDL2main.lib</li>
</ul>
<P>
Search for these using the Windows Find (Windows-F) utility inside the VisualC directory.
</P>
<H3>
Creating a Project with SDL
</H3>
<P>
Create a project as a Win32 Application.
</P>
<P>
Create a C++ file for your project.
</P>
<P>
Set the C runtime to "Multi-threaded DLL" in the menu: <CODE>Project|Settings|C/C++
tab|Code Generation|Runtime Library </CODE>.
</P>
<P>
Add the SDL <CODE>include</CODE> directory to your list of includes in the
menu: <CODE>Project|Settings|C/C++ tab|Preprocessor|Additional include directories </CODE>
.
<br>
<STRONG><FONT color="#009900">VC7 Specific: Instead of doing this I find it easier to
add the include and library directories to the list that VC7 keeps. Do this by
selecting Tools|Options|Projects|VC++ Directories and under the "Show
Directories For:" dropbox select "Include Files", and click the "New Directory
Icon" and add the [SDLROOT]\include directory (e.g. If you installed to
c:\SDL\ add c:\SDL\include).&nbsp;Proceed to&nbsp;change the
dropbox selection to "Library Files" and add [SDLROOT]\lib.</FONT></STRONG>
</P>
<P>
The "include directory" I am referring to is the <CODE>include</CODE> folder
within the main SDL directory (the one that this HTML file located within).
</P>
<P>
Now we're going to use the files that we had created earlier in the Build SDL
step.
</P>
<P>
Copy the following files into your Project directory:
</P>
<ul>
<li> SDL2.dll</li>
</ul>
<P>
Add the following files to your project (It is not necessary to copy them to
your project directory):
</P>
<ul>
<li> SDL2.lib </li>
<li> SDL2main.lib</li>
</ul>
<P>
(To add them to your project, right click on your project, and select "Add
files to project")
</P>
<P><STRONG><FONT color="#009900">Instead of adding the files to your project it is more
desirable to add them to the linker options: Project|Properties|Linker|Command
Line and type the names of the libraries to link with in the "Additional
Options:" box.&nbsp; Note: This must be done&nbsp;for&nbsp;each&nbsp;build
configuration (e.g. Release,Debug).</FONT></STRONG></P>
<H3>
SDL 101, First Day of Class
</H3>
<P>
Now create the basic body of your project. The body of your program should take
the following form:
<PRE><CODE>
#include "SDL.h"
int main( int argc, char* argv[] )
{
// Body of the program goes here.
return 0;
}
</CODE></PRE>
<P></P>
<H3>
That's it!
</H3>
<P>
I hope that this document has helped you get through the most difficult part of
using the SDL: installing it. Suggestions for improvements to this document
should be sent to the writers of this document.
</P>
<P>
Thanks to Paulus Esterhazy (pesterhazy@gmx.net), for the work on VC++ port.
</P>
<P>
This document was originally called "VisualC.txt", and was written by <A HREF="mailto:slouken@libsdl.org">
Sam Lantinga</A>.
</P>
<P>
Later, it was converted to HTML and expanded into the document that you see
today by <A HREF="mailto:snowlion@sprynet.com">Lion Kimbro</A>.
</P>
<P>Minor Fixes and Visual C++ 7 Information (In Green) was added by <A HREF="mailto:james@conceptofzero.net">James Turk</A>
</P>
</BODY>
</HTML>

View File

@ -1,291 +0,0 @@
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testautomation", "tests\testautomation\testautomation.vcxproj", "{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testfile", "tests\testfile\testfile.vcxproj", "{CAE4F1D0-314F-4B10-805B-0EFD670133A0}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgl2", "tests\testgl2\testgl2.vcxproj", "{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testoverlay2", "tests\testoverlay2\testoverlay2.vcxproj", "{B51E0D74-F0A2-45A2-BD2A-8B7D95B8204A}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2test", "SDLtest\SDLtest.vcxproj", "{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgamecontroller", "tests\testgamecontroller\testgamecontroller.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08305}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgles2", "tests\testgles2\testgles2.vcxproj", "{E9558DFE-1961-4DD4-B09B-DD0EEFD5C315}"
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View File

@ -1,529 +0,0 @@
This is a list of major changes in SDL's version history.
---------------------------------------------------------------------------
2.0.12:
---------------------------------------------------------------------------
General:
* Added SDL_GetTextureScaleMode() and SDL_SetTextureScaleMode() to get and set the scaling mode used for a texture
* Added SDL_LockTextureToSurface(), similar to SDL_LockTexture() but the locked area is exposed as a SDL surface.
* Added new blend mode, SDL_BLENDMODE_MUL, which does a modulate and blend operation
* Added the hint SDL_HINT_DISPLAY_USABLE_BOUNDS to override the results of SDL_GetDisplayUsableBounds() for display index 0.
* Added the window underneath the finger to the SDL_TouchFingerEvent
* Added SDL_GameControllerTypeForIndex(), SDL_GameControllerGetType() to return the type of a game controller (Xbox 360, Xbox One, PS3, PS4, or Nintendo Switch Pro)
* Added the hint SDL_HINT_GAMECONTROLLERTYPE to override the automatic game controller type detection
* Added SDL_JoystickFromPlayerIndex() and SDL_GameControllerFromPlayerIndex() to get the device associated with a player index
* Added SDL_JoystickSetPlayerIndex() and SDL_GameControllerSetPlayerIndex() to set the player index associated with a device
* Added the hint SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS to specify whether Nintendo Switch Pro controllers should use the buttons as labeled or swapped to match positional layout. The default is to use the buttons as labeled.
* Added support for Nintendo GameCube controllers to the HIDAPI driver, and a hint SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE to control whether this is used.
* Improved support for Xbox 360 and Xbox One controllers when using the HIDAPI driver
* Added support for many game controllers, including:
* 8BitDo FC30 Pro
* 8BitDo M30 GamePad
* BDA PS4 Fightpad
* HORI Fighting Commander
* Hyperkin Duke
* Hyperkin X91
* MOGA XP5-A Plus
* NACON GC-400ES
* NVIDIA Controller v01.04
* PDP Versus Fighting Pad
* Razer Raion Fightpad for PS4
* Razer Serval
* Stadia Controller
* SteelSeries Stratus Duo
* Victrix Pro Fight Stick for PS4
* Xbox One Elite Series 2
* Fixed blocking game controller rumble calls when using the HIDAPI driver
* Added SDL_zeroa() macro to zero an array of elements
* Added SDL_HasARMSIMD() which returns true if the CPU has ARM SIMD (ARMv6+) features
Windows:
* Fixed crash when using the release SDL DLL with applications built with gcc
* Fixed performance regression in event handling introduced in 2.0.10
* Added support for SDL_SetThreadPriority() for UWP applications
Linux:
* Added the hint SDL_HINT_VIDEO_X11_WINDOW_VISUALID to specify the visual chosen for new X11 windows
* Added the hint SDL_HINT_VIDEO_X11_FORCE_EGL to specify whether X11 should use GLX or EGL by default
iOS / tvOS / macOS:
* Added SDL_Metal_CreateView() and SDL_Metal_DestroyView() to create CAMetalLayer-backed NSView/UIView and attach it to the specified window.
iOS/ tvOS:
* Added support for Bluetooth Steam Controllers as game controllers
tvOS:
* Fixed support for surround sound on Apple TV
Android:
* Added SDL_GetAndroidSDKVersion() to return the API level of the current device
* Added support for audio capture using OpenSL-ES
* Added support for Bluetooth Steam Controllers as game controllers
* Fixed rare crashes when the app goes into the background or terminates
---------------------------------------------------------------------------
2.0.10:
---------------------------------------------------------------------------
General:
* The SDL_RW* macros have been turned into functions that are available only in 2.0.10 and onward
* Added SDL_SIMDGetAlignment(), SDL_SIMDAlloc(), and SDL_SIMDFree(), to allocate memory aligned for SIMD operations for the current CPU
* Added SDL_RenderDrawPointF(), SDL_RenderDrawPointsF(), SDL_RenderDrawLineF(), SDL_RenderDrawLinesF(), SDL_RenderDrawRectF(), SDL_RenderDrawRectsF(), SDL_RenderFillRectF(), SDL_RenderFillRectsF(), SDL_RenderCopyF(), SDL_RenderCopyExF(), to allow floating point precision in the SDL rendering API.
* Added SDL_GetTouchDeviceType() to get the type of a touch device, which can be a touch screen or a trackpad in relative or absolute coordinate mode.
* The SDL rendering API now uses batched rendering by default, for improved performance
* Added SDL_RenderFlush() to force batched render commands to execute, if you're going to mix SDL rendering with native rendering
* Added the hint SDL_HINT_RENDER_BATCHING to control whether batching should be used for the rendering API. This defaults to "1" if you don't specify what rendering driver to use when creating the renderer.
* Added the hint SDL_HINT_EVENT_LOGGING to enable logging of SDL events for debugging purposes
* Added the hint SDL_HINT_GAMECONTROLLERCONFIG_FILE to specify a file that will be loaded at joystick initialization with game controller bindings
* Added the hint SDL_HINT_MOUSE_TOUCH_EVENTS to control whether SDL will synthesize touch events from mouse events
* Improved handling of malformed WAVE and BMP files, fixing potential security exploits
Linux:
* Removed the Mir video driver in favor of Wayland
iOS / tvOS:
* Added support for Xbox and PS4 wireless controllers in iOS 13 and tvOS 13
* Added support for text input using Bluetooth keyboards
Android:
* Added low latency audio using OpenSL ES
* Removed SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH (replaced by SDL_HINT_MOUSE_TOUCH_EVENTS and SDL_HINT_TOUCH_MOUSE_EVENTS)
SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH=1, should be replaced by setting both previous hints to 0.
SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH=0, should be replaced by setting both previous hints to 1.
* Added the hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE to set whether the event loop will block itself when the app is paused.
---------------------------------------------------------------------------
2.0.9:
---------------------------------------------------------------------------
General:
* Added a new sensor API, initialized by passing SDL_INIT_SENSOR to SDL_Init(), and defined in SDL_sensor.h
* Added an event SDL_SENSORUPDATE which is sent when a sensor is updated
* Added SDL_GetDisplayOrientation() to return the current display orientation
* Added an event SDL_DISPLAYEVENT which is sent when the display orientation changes
* Added HIDAPI joystick drivers for more consistent support for Xbox, PS4 and Nintendo Switch Pro controller support across platforms. (Thanks to Valve for contributing the PS4 and Nintendo Switch Pro controller support)
* Added support for many other popular game controllers
* Added SDL_JoystickGetDevicePlayerIndex(), SDL_JoystickGetPlayerIndex(), and SDL_GameControllerGetPlayerIndex() to get the player index for a controller. For XInput controllers this returns the XInput index for the controller.
* Added SDL_GameControllerRumble() and SDL_JoystickRumble() which allow simple rumble without using the haptics API
* Added SDL_GameControllerMappingForDeviceIndex() to get the mapping for a controller before it's opened
* Added the hint SDL_HINT_MOUSE_DOUBLE_CLICK_TIME to control the mouse double-click time
* Added the hint SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS to control the mouse double-click radius, in pixels
* Added SDL_HasColorKey() to return whether a surface has a colorkey active
* Added SDL_HasAVX512F() to return whether the CPU has AVX-512F features
* Added SDL_IsTablet() to return whether the application is running on a tablet
* Added SDL_THREAD_PRIORITY_TIME_CRITICAL for threads that must run at the highest priority
Mac OS X:
* Fixed black screen at start on Mac OS X Mojave
Linux:
* Added SDL_LinuxSetThreadPriority() to allow adjusting the thread priority of native threads using RealtimeKit if available.
iOS:
* Fixed Asian IME input
Android:
* Updated required Android SDK to API 26, to match Google's new App Store requirements
* Added support for wired USB Xbox, PS4, and Nintendo Switch Pro controllers
* Added support for relative mouse mode on Android 7.0 and newer (except where it's broken, on Chromebooks and when in DeX mode with Samsung Experience 9.0)
* Added support for custom mouse cursors on Android 7.0 and newer
* Added the hint SDL_HINT_ANDROID_TRAP_BACK_BUTTON to control whether the back button will back out of the app (the default) or be passed to the application as SDL_SCANCODE_AC_BACK
* Added SDL_AndroidBackButton() to trigger the Android system back button behavior when handling the back button in the application
* Added SDL_IsChromebook() to return whether the app is running in the Chromebook Android runtime
* Added SDL_IsDeXMode() to return whether the app is running while docked in the Samsung DeX
---------------------------------------------------------------------------
2.0.8:
---------------------------------------------------------------------------
General:
* Added SDL_fmod() and SDL_log10()
* Each of the SDL math functions now has the corresponding float version
* Added SDL_SetYUVConversionMode() and SDL_GetYUVConversionMode() to control the formula used when converting to and from YUV colorspace. The options are JPEG, BT.601, and BT.709
Windows:
* Implemented WASAPI support on Windows UWP and removed the deprecated XAudio2 implementation
* Added resampling support on WASAPI on Windows 7 and above
Windows UWP:
* Added SDL_WinRTGetDeviceFamily() to find out what type of device your application is running on
Mac OS X:
* Added support for the Vulkan SDK for Mac:
https://www.lunarg.com/lunarg-releases-vulkan-sdk-1-0-69-0-for-mac/
* Added support for OpenGL ES using ANGLE when it's available
Mac OS X / iOS / tvOS:
* Added a Metal 2D render implementation
* Added SDL_RenderGetMetalLayer() and SDL_RenderGetMetalCommandEncoder() to insert your own drawing into SDL rendering when using the Metal implementation
iOS:
* Added the hint SDL_HINT_IOS_HIDE_HOME_INDICATOR to control whether the home indicator bar on iPhone X should be hidden. This defaults to dimming the indicator for fullscreen applications and showing the indicator for windowed applications.
iOS / Android:
* Added the hint SDL_HINT_RETURN_KEY_HIDES_IME to control whether the return key on the software keyboard should hide the keyboard or send a key event (the default)
Android:
* SDL now supports building with Android Studio and Gradle by default, and the old Ant project is available in android-project-ant
* SDL now requires the API 19 SDK to build, but can still target devices down to API 14 (Android 4.0.1)
* Added SDL_IsAndroidTV() to tell whether the application is running on Android TV
Android / tvOS:
* Added the hint SDL_HINT_TV_REMOTE_AS_JOYSTICK to control whether TV remotes should be listed as joystick devices (the default) or send keyboard events.
Linux:
* Added the hint SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR to control whether the X server should skip the compositor for the SDL application. This defaults to "1"
* Added the hint SDL_HINT_VIDEO_DOUBLE_BUFFER to control whether the Raspberry Pi and KMSDRM video drivers should use double or triple buffering (the default)
---------------------------------------------------------------------------
2.0.7:
---------------------------------------------------------------------------
General:
* Added audio stream conversion functions:
SDL_NewAudioStream
SDL_AudioStreamPut
SDL_AudioStreamGet
SDL_AudioStreamAvailable
SDL_AudioStreamFlush
SDL_AudioStreamClear
SDL_FreeAudioStream
* Added functions to query and set the SDL memory allocation functions:
SDL_GetMemoryFunctions()
SDL_SetMemoryFunctions()
SDL_GetNumAllocations()
* Added locking functions for multi-threaded access to the joystick and game controller APIs:
SDL_LockJoysticks()
SDL_UnlockJoysticks()
* The following functions are now thread-safe:
SDL_SetEventFilter()
SDL_GetEventFilter()
SDL_AddEventWatch()
SDL_DelEventWatch()
General:
---------------------------------------------------------------------------
2.0.6:
---------------------------------------------------------------------------
General:
* Added cross-platform Vulkan graphics support in SDL_vulkan.h
SDL_Vulkan_LoadLibrary()
SDL_Vulkan_GetVkGetInstanceProcAddr()
SDL_Vulkan_GetInstanceExtensions()
SDL_Vulkan_CreateSurface()
SDL_Vulkan_GetDrawableSize()
SDL_Vulkan_UnloadLibrary()
This is all the platform-specific code you need to bring up Vulkan on all SDL platforms. You can look at an example in test/testvulkan.c
* Added SDL_ComposeCustomBlendMode() to create custom blend modes for 2D rendering
* Added SDL_HasNEON() which returns whether the CPU has NEON instruction support
* Added support for many game controllers, including the Nintendo Switch Pro Controller
* Added support for inverted axes and separate axis directions in game controller mappings
* Added functions to return information about a joystick before it's opened:
SDL_JoystickGetDeviceVendor()
SDL_JoystickGetDeviceProduct()
SDL_JoystickGetDeviceProductVersion()
SDL_JoystickGetDeviceType()
SDL_JoystickGetDeviceInstanceID()
* Added functions to return information about an open joystick:
SDL_JoystickGetVendor()
SDL_JoystickGetProduct()
SDL_JoystickGetProductVersion()
SDL_JoystickGetType()
SDL_JoystickGetAxisInitialState()
* Added functions to return information about an open game controller:
SDL_GameControllerGetVendor()
SDL_GameControllerGetProduct()
SDL_GameControllerGetProductVersion()
* Added SDL_GameControllerNumMappings() and SDL_GameControllerMappingForIndex() to be able to enumerate the built-in game controller mappings
* Added SDL_LoadFile() and SDL_LoadFile_RW() to load a file into memory
* Added SDL_DuplicateSurface() to make a copy of a surface
* Added an experimental JACK audio driver
* Implemented non-power-of-two audio resampling, optionally using libsamplerate to perform the resampling
* Added the hint SDL_HINT_AUDIO_RESAMPLING_MODE to control the quality of resampling
* Added the hint SDL_HINT_RENDER_LOGICAL_SIZE_MODE to control the scaling policy for SDL_RenderSetLogicalSize():
"0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen (the default)
"1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
* Added the hints SDL_HINT_MOUSE_NORMAL_SPEED_SCALE and SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE to scale the mouse speed when being read from raw mouse input
* Added the hint SDL_HINT_TOUCH_MOUSE_EVENTS to control whether SDL will synthesize mouse events from touch events
Windows:
* The new default audio driver on Windows is WASAPI and supports hot-plugging devices and changing the default audio device
* The old XAudio2 audio driver is deprecated and will be removed in the next release
* Added hints SDL_HINT_WINDOWS_INTRESOURCE_ICON and SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL to specify a custom icon resource ID for SDL windows
* The hint SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING is now on by default for compatibility with .NET languages and various Windows debuggers
* Updated the GUID format for game controller mappings, older mappings will be automatically converted on load
* Implemented the SDL_WINDOW_ALWAYS_ON_TOP flag on Windows
Linux:
* Added an experimental KMS/DRM video driver for embedded development
iOS:
* Added a hint SDL_HINT_AUDIO_CATEGORY to control the audio category, determining whether the phone mute switch affects the audio
---------------------------------------------------------------------------
2.0.5:
---------------------------------------------------------------------------
General:
* Implemented audio capture support for some platforms
* Added SDL_DequeueAudio() to retrieve audio when buffer queuing is turned on for audio capture
* Added events for dragging and dropping text
* Added events for dragging and dropping multiple items
* By default the click raising a window will not be delivered to the SDL application. You can set the hint SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH to "1" to allow that click through to the window.
* Saving a surface with an alpha channel as a BMP will use a newer BMP format that supports alpha information. You can set the hint SDL_HINT_BMP_SAVE_LEGACY_FORMAT to "1" to use the old format.
* Added SDL_GetHintBoolean() to get the boolean value of a hint
* Added SDL_RenderSetIntegerScale() to set whether to smoothly scale or use integral multiples of the viewport size when scaling the rendering output
* Added SDL_CreateRGBSurfaceWithFormat() and SDL_CreateRGBSurfaceWithFormatFrom() to create an SDL surface with a specific pixel format
* Added SDL_GetDisplayUsableBounds() which returns the area usable for windows. For example, on Mac OS X, this subtracts the area occupied by the menu bar and dock.
* Added SDL_GetWindowBordersSize() which returns the size of the window's borders around the client area
* Added a window event SDL_WINDOWEVENT_HIT_TEST when a window had a hit test that wasn't SDL_HITTEST_NORMAL (e.g. in the title bar or window frame)
* Added SDL_SetWindowResizable() to change whether a window is resizable
* Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity() to affect the window transparency
* Added SDL_SetWindowModalFor() to set a window as modal for another window
* Added support for AUDIO_U16LSB and AUDIO_U16MSB to SDL_MixAudioFormat()
* Fixed flipped images when reading back from target textures when using the OpenGL renderer
* Fixed texture color modulation with SDL_BLENDMODE_NONE when using the OpenGL renderer
* Fixed bug where the alpha value of colorkeys was ignored when blitting in some cases
Windows:
* Added a hint SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING to prevent SDL from raising a debugger exception to name threads. This exception can cause problems with .NET applications when running under a debugger.
* The hint SDL_HINT_THREAD_STACK_SIZE is now supported on Windows
* Fixed XBox controller triggers automatically being pulled at startup
* The first icon from the executable is used as the default window icon at runtime
* Fixed SDL log messages being printed twice if SDL was built with C library support
* Reset dead keys when the SDL window loses focus, so dead keys pressed in SDL applications don't affect text input into other applications.
Mac OS X:
* Fixed selecting the dummy video driver
* The caps lock key now generates a pressed event when pressed and a released event when released, instead of a press/release event pair when pressed.
* Fixed mouse wheel events on Mac OS X 10.12
* The audio driver has been updated to use AVFoundation for better compatibility with newer versions of Mac OS X
Linux:
* Added support for the Fcitx IME
* Added a window event SDL_WINDOWEVENT_TAKE_FOCUS when a window manager asks the SDL window whether it wants to take focus.
* Refresh rates are now rounded instead of truncated, e.g. 59.94 Hz is rounded up to 60 Hz instead of 59.
* Added initial support for touchscreens on Raspberry Pi
OpenBSD:
* SDL_GetBasePath() is now implemented on OpenBSD
iOS:
* Added support for dynamically loaded objects on iOS 8 and newer
tvOS:
* Added support for Apple TV
* Added a hint SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION to control whether he Apple TV remote's joystick axes will automatically match the rotation of the remote.
Android:
* Fixed SDL not resizing window when Android screen resolution changes
* Corrected the joystick Z axis reporting for the accelerometer
Emscripten (running in a web browser):
* Many bug fixes and improvements
---------------------------------------------------------------------------
2.0.4:
---------------------------------------------------------------------------
General:
* Added support for web applications using Emscripten, see docs/README-emscripten.md for more information
* Added support for web applications using Native Client (NaCl), see docs/README-nacl.md for more information
* Added an API to queue audio instead of using the audio callback:
SDL_QueueAudio(), SDL_GetQueuedAudioSize(), SDL_ClearQueuedAudio()
* Added events for audio device hot plug support:
SDL_AUDIODEVICEADDED, SDL_AUDIODEVICEREMOVED
* Added SDL_PointInRect()
* Added SDL_HasAVX2() to detect CPUs with AVX2 support
* Added SDL_SetWindowHitTest() to let apps treat parts of their SDL window like traditional window decorations (drag areas, resize areas)
* Added SDL_GetGrabbedWindow() to get the window that currently has input grab, if any
* Added SDL_RenderIsClipEnabled() to tell whether clipping is currently enabled in a renderer
* Added SDL_CaptureMouse() to capture the mouse to get events while the mouse is not in your window
* Added SDL_WarpMouseGlobal() to warp the mouse cursor in global screen space
* Added SDL_GetGlobalMouseState() to get the current mouse state outside of an SDL window
* Added a direction field to mouse wheel events to tell whether they are flipped (natural) or not
* Added GL_CONTEXT_RELEASE_BEHAVIOR GL attribute (maps to [WGL|GLX]_ARB_context_flush_control extension)
* Added EGL_KHR_create_context support to allow OpenGL ES version selection on some platforms
* Added NV12 and NV21 YUV texture support for OpenGL and OpenGL ES 2.0 renderers
* Added a Vivante video driver that is used on various SoC platforms
* Added an event SDL_RENDER_DEVICE_RESET that is sent from the D3D renderers when the D3D device is lost, and from Android's event loop when the GLES context had to be recreated
* Added a hint SDL_HINT_NO_SIGNAL_HANDLERS to disable SDL's built in signal handling
* Added a hint SDL_HINT_THREAD_STACK_SIZE to set the stack size of SDL's threads
* Added SDL_sqrtf(), SDL_tan(), and SDL_tanf() to the stdlib routines
* Improved support for WAV and BMP files with unusual chunks in them
* Renamed SDL_assert_data to SDL_AssertData and SDL_assert_state to SDL_AssertState
* Added a hint SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN to prevent window interaction while cursor is hidden
* Added SDL_GetDisplayDPI() to get the DPI information for a display
* Added SDL_JoystickCurrentPowerLevel() to get the battery level of a joystick
* Added SDL_JoystickFromInstanceID(), as a helper function, to get the SDL_Joystick* that an event is referring to.
* Added SDL_GameControllerFromInstanceID(), as a helper function, to get the SDL_GameController* that an event is referring to.
Windows:
* Added support for Windows Phone 8.1 and Windows 10/UWP (Universal Windows Platform)
* Timer resolution is now 1 ms by default, adjustable with the SDL_HINT_TIMER_RESOLUTION hint
* SDLmain no longer depends on the C runtime, so you can use the same .lib in both Debug and Release builds
* Added SDL_SetWindowsMessageHook() to set a function to be called for every windows message before TranslateMessage()
* Added a hint SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP to control whether SDL_PumpEvents() processes the Windows message loop
* You can distinguish between real mouse and touch events by looking for SDL_TOUCH_MOUSEID in the mouse event "which" field
* SDL_SysWMinfo now contains the window HDC
* Added support for Unicode command line options
* Prevent beeping when Alt-key combos are pressed
* SDL_SetTextInputRect() re-positions the OS-rendered IME
* Added a hint SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 to prevent generating SDL_WINDOWEVENT_CLOSE events when Alt-F4 is pressed
* Added a hint SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING to use the old axis and button mapping for XInput devices (deprecated)
Mac OS X:
* Implemented drag-and-drop support
* Improved joystick hot-plug detection
* The SDL_WINDOWEVENT_EXPOSED window event is triggered in the appropriate situations
* Fixed relative mouse mode when the application loses/regains focus
* Fixed bugs related to transitioning to and from Spaces-aware fullscreen-desktop mode
* Fixed the refresh rate of display modes
* SDL_SysWMInfo is now ARC-compatible
* Added a hint SDL_HINT_MAC_BACKGROUND_APP to prevent forcing the application to become a foreground process
Linux:
* Enabled building with Mir and Wayland support by default.
* Added IBus IME support
* Added a hint SDL_HINT_IME_INTERNAL_EDITING to control whether IBus should handle text editing internally instead of sending SDL_TEXTEDITING events
* Added a hint SDL_HINT_VIDEO_X11_NET_WM_PING to allow disabling _NET_WM_PING protocol handling in SDL_CreateWindow()
* Added support for multiple audio devices when using Pulseaudio
* Fixed duplicate mouse events when using relative mouse motion
iOS:
* Added support for iOS 8
* The SDL_WINDOW_ALLOW_HIGHDPI window flag now enables high-dpi support, and SDL_GL_GetDrawableSize() or SDL_GetRendererOutputSize() gets the window resolution in pixels
* SDL_GetWindowSize() and display mode sizes are in the "DPI-independent points" / "screen coordinates" coordinate space rather than pixels (matches OS X behavior)
* Added native resolution support for the iPhone 6 Plus
* Added support for MFi game controllers
* Added support for the hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK
* Added sRGB OpenGL ES context support on iOS 7+
* Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
* SDL_SysWMinfo now contains the OpenGL ES framebuffer and color renderbuffer objects used by the window's active GLES view
* Fixed various rotation and orientation issues
* Fixed memory leaks
Android:
* Added a hint SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH to prevent mouse events from being registered as touch events
* Added hints SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION and SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION
* Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
* Added support for SDL_ShowMessageBox() and SDL_ShowSimpleMessageBox()
Raspberry Pi:
* Added support for the Raspberry Pi 2
---------------------------------------------------------------------------
2.0.3:
---------------------------------------------------------------------------
Mac OS X:
* Fixed creating an OpenGL context by default on Mac OS X 10.6
---------------------------------------------------------------------------
2.0.2:
---------------------------------------------------------------------------
General:
* Added SDL_GL_ResetAttributes() to reset OpenGL attributes to default values
* Added an API to load a database of game controller mappings from a file:
SDL_GameControllerAddMappingsFromFile(), SDL_GameControllerAddMappingsFromRW()
* Added game controller mappings for the PS4 and OUYA controllers
* Added SDL_GetDefaultAssertionHandler() and SDL_GetAssertionHandler()
* Added SDL_DetachThread()
* Added SDL_HasAVX() to determine if the CPU has AVX features
* Added SDL_vsscanf(), SDL_acos(), and SDL_asin() to the stdlib routines
* EGL can now create/manage OpenGL and OpenGL ES 1.x/2.x contexts, and share
them using SDL_GL_SHARE_WITH_CURRENT_CONTEXT
* Added a field "clicks" to the mouse button event which records whether the event is a single click, double click, etc.
* The screensaver is now disabled by default, and there is a hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER that can change that behavior.
* Added a hint SDL_HINT_MOUSE_RELATIVE_MODE_WARP to specify whether mouse relative mode should be emulated using mouse warping.
* testgl2 does not need to link with libGL anymore
* Added testgles2 test program to demonstrate working with OpenGL ES 2.0
* Added controllermap test program to visually map a game controller
Windows:
* Support for OpenGL ES 2.x contexts using either WGL or EGL (natively via
the driver or emulated through ANGLE)
* Added a hint SDL_HINT_VIDEO_WIN_D3DCOMPILER to specify which D3D shader compiler to use for OpenGL ES 2 support through ANGLE
* Added a hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that is useful when creating multiple windows that should share the same OpenGL context.
* Added an event SDL_RENDER_TARGETS_RESET that is sent when D3D9 render targets are reset after the device has been restored.
Mac OS X:
* Added a hint SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK to control whether Ctrl+click should be treated as a right click on Mac OS X. This is off by default.
Linux:
* Fixed fullscreen and focused behavior when receiving NotifyGrab events
* Added experimental Wayland and Mir support, disabled by default
Android:
* Joystick support (minimum SDK version required to build SDL is now 12,
the required runtime version remains at 10, but on such devices joystick
support won't be available).
* Hotplugging support for joysticks
* Added a hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK to control whether the accelerometer should be listed as a 3 axis joystick, which it will by default.
---------------------------------------------------------------------------
2.0.1:
---------------------------------------------------------------------------
General:
* Added an API to get common filesystem paths in SDL_filesystem.h:
SDL_GetBasePath(), SDL_GetPrefPath()
* Added an API to do optimized YV12 and IYUV texture updates:
SDL_UpdateYUVTexture()
* Added an API to get the amount of RAM on the system:
SDL_GetSystemRAM()
* Added a macro to perform timestamp comparisons with SDL_GetTicks():
SDL_TICKS_PASSED()
* Dramatically improved OpenGL ES 2.0 rendering performance
* Added OpenGL attribute SDL_GL_FRAMEBUFFER_SRGB_CAPABLE
Windows:
* Created a static library configuration for the Visual Studio 2010 project
* Added a hint to create the Direct3D device with support for multi-threading:
SDL_HINT_RENDER_DIRECT3D_THREADSAFE
* Added a function to get the D3D9 adapter index for a display:
SDL_Direct3D9GetAdapterIndex()
* Added a function to get the D3D9 device for a D3D9 renderer:
SDL_RenderGetD3D9Device()
* Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred)
* Fixed crash when using two XInput controllers at the same time
* Fixed detecting a mixture of XInput and DirectInput controllers
* Fixed clearing a D3D render target larger than the window
* Improved support for format specifiers in SDL_snprintf()
Mac OS X:
* Added support for retina displays:
Create your window with the SDL_WINDOW_ALLOW_HIGHDPI flag, and then use SDL_GL_GetDrawableSize() to find the actual drawable size. You are responsible for scaling mouse and drawing coordinates appropriately.
* Fixed mouse warping in fullscreen mode
* Right mouse click is emulated by holding the Ctrl key while left clicking
Linux:
* Fixed float audio support with the PulseAudio driver
* Fixed missing line endpoints in the OpenGL renderer on some drivers
* X11 symbols are no longer defined to avoid collisions when linking statically
iOS:
* Fixed status bar visibility on iOS 7
* Flipped the accelerometer Y axis to match expected values
Android:
IMPORTANT: You MUST get the updated SDLActivity.java to match C code
* Moved EGL initialization to native code
* Fixed the accelerometer axis rotation relative to the device rotation
* Fixed race conditions when handling the EGL context on pause/resume
* Touch devices are available for enumeration immediately after init
Raspberry Pi:
* Added support for the Raspberry Pi, see README-raspberrypi.txt for details

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<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>en</string>
<key>CFBundleDisplayName</key>
<string>${PRODUCT_NAME}</string>
<key>CFBundleExecutable</key>
<string>${EXECUTABLE_NAME}</string>
<key>CFBundleIconFile</key>
<string></string>
<key>CFBundleIdentifier</key>
<string>$(PRODUCT_BUNDLE_IDENTIFIER)</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>${PRODUCT_NAME}</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleSignature</key>
<string>????</string>
<key>CFBundleVersion</key>
<string>1.0</string>
<key>NSMainNibFile</key>
<string></string>
<key>UILaunchStoryboardName</key>
<string>iOS Launch Screen</string>
<key>UISupportedInterfaceOrientations</key>
<array/>
</dict>
</plist>

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==============================================================================
About the iPhone OS Demo Applications
==============================================================================
Demos.xcodeproj contains several targets for iPhone oriented SDL demos. These demos are written strictly using SDL 2.0 calls. All the demos except for Fireworks (which requires OpenGL ES) should work on platforms other than iPhone OS, though you'll need to write your own compile script.
Common files:
common.c and common.h contain code common to all demo applications. This includes functions about delta timing (in seconds), simple error handling, and functions for generating random numbers.
Rectangles (rectangles.c):
Draws randomly sized and colored rectangles all over the screen by using SDL_RenderFillRect. This is the simplest of all the demos.
Happy (happy.c):
Loads the classic happy-face bitmap and draws a large number of happy faces bouncing around the screen. Shows how you can load a bitmap into an SDL_Texture.
Accelerometer (accelerometer.c):
Uses the iPhone's accelerometer as a joystick device to move a spaceship around the screen. Note the use of the macro SDL_IPHONE_MAX_GFORCE (normally defined in SDL_config_iphoneos.h) which converts between the Sint16 number returned by SDL_JoystickGetAxis, and the floating point units of g-force reported natively by the iPhone.
Touch (touch.c):
Acts as a finger-paint type program. Demonstrates how you can use SDL mouse input to accept touch input from the iPhone. If SDL for iPhone is compiled with multitouch as multiple mouse emulation (SDL_IPHONE_MULTIPLE_MICE in SDL_config_iphoneos.h) then the program will accept multiple finger inputs simultaneously.
Mixer (mixer.c):
Displays several rectangular buttons which can be used as a virtual drumkit. Demonstrates how you can play .wav sounds in SDL and how you can use SDL_MixAudioFormat to build a software mixer that can play multiple sounds at once.
Keyboard (keyboard.c):
Loads a bitmap font and let's the user type words, numbers, and symbols using the iPhone's virtual keyboard. The iPhone's onscreen keyboard visibility is toggled when the user taps the screen. If the user types ':)' a happy face is displayed. Demonstrates how to use functions added to the iPhone implementation of SDL to toggle keyboard onscreen visibility.
Fireworks (fireworks.c):
Displays a fireworks show. When you tap the iPhone's screen, fireworks fly from the bottom of the screen and explode at the point that you tapped. Demonstrates how you can use SDL on iPhone to build an OpenGL ES based application. Shows you how you can use SDL_LoadBMP to load a bmp image and convert it to an OpenGL ES texture. Of lesser importance, shows how you can use OpenGL ES point sprites to build an efficient particle system.
==============================================================================
Building and Running the demos
==============================================================================
Before building the demos you must first build SDL as a static library for BOTH the iPhone Simulator and the iPhone itself. See the iPhone SDL main README file for directions on how to do this. Once this is done, simply launch XCode, select the target you'd like to build, select the active SDK (simulator or device), and then build and go.

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__ _ _
/ _| | | | |
| |_ ___ _ __ | |_ _ __ __ _ ___| | __
| _/ _ \| '_ \| __| '_ \ / _` |/ __| |/ /
| || (_) | | | | |_| |_) | (_| | (__| <
|_| \___/|_| |_|\__| .__/ \__,_|\___|_|\_\
| |
|_|
----------------------------------------------------------------------
Product : font-pack.zip
Website : http://www.spicypixel.net
Author : Marc Russell
Released: 16th January 2008
----------------------------------------------------------------------
What is this?
-------------
font-pack is a package of free art assets to be used under the terms of this document. It is available to game developers and hobbyists alike.
Contents
--------
The contents of the font-pack ZIP file include 20 bitmap fonts
Usage License & Restrictions
----------------------------
font-pack is distributed under the "Common Public License Version 1.0."
The terms of which are given below. If you do not understand the terms of the license please refer to a solicitor. It should however, be relatively clear how this package can be used.
THE ACCOMPANYING PROGRAM IS PROVIDED UNDER THE TERMS OF THIS COMMON
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