From 30f41c02aec763d32e62351452da9ef582bc3472 Mon Sep 17 00:00:00 2001 From: 3gg <3gg@shellblade.net> Date: Fri, 6 Mar 2026 13:30:59 -0800 Subject: Move contrib libraries to contrib repo --- contrib/SDL-3.2.8/include/SDL3/SDL_init.h | 497 ------------------------------ 1 file changed, 497 deletions(-) delete mode 100644 contrib/SDL-3.2.8/include/SDL3/SDL_init.h (limited to 'contrib/SDL-3.2.8/include/SDL3/SDL_init.h') diff --git a/contrib/SDL-3.2.8/include/SDL3/SDL_init.h b/contrib/SDL-3.2.8/include/SDL3/SDL_init.h deleted file mode 100644 index adf0de8..0000000 --- a/contrib/SDL-3.2.8/include/SDL3/SDL_init.h +++ /dev/null @@ -1,497 +0,0 @@ -/* - Simple DirectMedia Layer - Copyright (C) 1997-2025 Sam Lantinga - - 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. -*/ - -/** - * # CategoryInit - * - * All SDL programs need to initialize the library before starting to work - * with it. - * - * Almost everything can simply call SDL_Init() near startup, with a handful - * of flags to specify subsystems to touch. These are here to make sure SDL - * does not even attempt to touch low-level pieces of the operating system - * that you don't intend to use. For example, you might be using SDL for video - * and input but chose an external library for audio, and in this case you - * would just need to leave off the `SDL_INIT_AUDIO` flag to make sure that - * external library has complete control. - * - * Most apps, when terminating, should call SDL_Quit(). This will clean up - * (nearly) everything that SDL might have allocated, and crucially, it'll - * make sure that the display's resolution is back to what the user expects if - * you had previously changed it for your game. - * - * SDL3 apps are strongly encouraged to call SDL_SetAppMetadata() at startup - * to fill in details about the program. This is completely optional, but it - * helps in small ways (we can provide an About dialog box for the macOS menu, - * we can name the app in the system's audio mixer, etc). Those that want to - * provide a _lot_ of information should look at the more-detailed - * SDL_SetAppMetadataProperty(). - */ - -#ifndef SDL_init_h_ -#define SDL_init_h_ - -#include -#include -#include - -#include -/* Set up for C function definitions, even when using C++ */ -#ifdef __cplusplus -extern "C" { -#endif - -/* As of version 0.5, SDL is loaded dynamically into the application */ - -/** - * Initialization flags for SDL_Init and/or SDL_InitSubSystem - * - * These are the flags which may be passed to SDL_Init(). You should specify - * the subsystems which you will be using in your application. - * - * \since This datatype is available since SDL 3.2.0. - * - * \sa SDL_Init - * \sa SDL_Quit - * \sa SDL_InitSubSystem - * \sa SDL_QuitSubSystem - * \sa SDL_WasInit - */ -typedef Uint32 SDL_InitFlags; - -#define SDL_INIT_AUDIO 0x00000010u /**< `SDL_INIT_AUDIO` implies `SDL_INIT_EVENTS` */ -#define SDL_INIT_VIDEO 0x00000020u /**< `SDL_INIT_VIDEO` implies `SDL_INIT_EVENTS`, should be initialized on the main thread */ -#define SDL_INIT_JOYSTICK 0x00000200u /**< `SDL_INIT_JOYSTICK` implies `SDL_INIT_EVENTS`, should be initialized on the same thread as SDL_INIT_VIDEO on Windows if you don't set SDL_HINT_JOYSTICK_THREAD */ -#define SDL_INIT_HAPTIC 0x00001000u -#define SDL_INIT_GAMEPAD 0x00002000u /**< `SDL_INIT_GAMEPAD` implies `SDL_INIT_JOYSTICK` */ -#define SDL_INIT_EVENTS 0x00004000u -#define SDL_INIT_SENSOR 0x00008000u /**< `SDL_INIT_SENSOR` implies `SDL_INIT_EVENTS` */ -#define SDL_INIT_CAMERA 0x00010000u /**< `SDL_INIT_CAMERA` implies `SDL_INIT_EVENTS` */ - -/** - * Return values for optional main callbacks. - * - * Returning SDL_APP_SUCCESS or SDL_APP_FAILURE from SDL_AppInit, - * SDL_AppEvent, or SDL_AppIterate will terminate the program and report - * success/failure to the operating system. What that means is - * platform-dependent. On Unix, for example, on success, the process error - * code will be zero, and on failure it will be 1. This interface doesn't - * allow you to return specific exit codes, just whether there was an error - * generally or not. - * - * Returning SDL_APP_CONTINUE from these functions will let the app continue - * to run. - * - * See - * [Main callbacks in SDL3](https://wiki.libsdl.org/SDL3/README/main-functions#main-callbacks-in-sdl3) - * for complete details. - * - * \since This enum is available since SDL 3.2.0. - */ -typedef enum SDL_AppResult -{ - SDL_APP_CONTINUE, /**< Value that requests that the app continue from the main callbacks. */ - SDL_APP_SUCCESS, /**< Value that requests termination with success from the main callbacks. */ - SDL_APP_FAILURE /**< Value that requests termination with error from the main callbacks. */ -} SDL_AppResult; - -/** - * Function pointer typedef for SDL_AppInit. - * - * These are used by SDL_EnterAppMainCallbacks. This mechanism operates behind - * the scenes for apps using the optional main callbacks. Apps that want to - * use this should just implement SDL_AppInit directly. - * - * \param appstate a place where the app can optionally store a pointer for - * future use. - * \param argc the standard ANSI C main's argc; number of elements in `argv`. - * \param argv the standard ANSI C main's argv; array of command line - * arguments. - * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to - * terminate with success, SDL_APP_CONTINUE to continue. - * - * \since This datatype is available since SDL 3.2.0. - */ -typedef SDL_AppResult (SDLCALL *SDL_AppInit_func)(void **appstate, int argc, char *argv[]); - -/** - * Function pointer typedef for SDL_AppIterate. - * - * These are used by SDL_EnterAppMainCallbacks. This mechanism operates behind - * the scenes for apps using the optional main callbacks. Apps that want to - * use this should just implement SDL_AppIterate directly. - * - * \param appstate an optional pointer, provided by the app in SDL_AppInit. - * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to - * terminate with success, SDL_APP_CONTINUE to continue. - * - * \since This datatype is available since SDL 3.2.0. - */ -typedef SDL_AppResult (SDLCALL *SDL_AppIterate_func)(void *appstate); - -/** - * Function pointer typedef for SDL_AppEvent. - * - * These are used by SDL_EnterAppMainCallbacks. This mechanism operates behind - * the scenes for apps using the optional main callbacks. Apps that want to - * use this should just implement SDL_AppEvent directly. - * - * \param appstate an optional pointer, provided by the app in SDL_AppInit. - * \param event the new event for the app to examine. - * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to - * terminate with success, SDL_APP_CONTINUE to continue. - * - * \since This datatype is available since SDL 3.2.0. - */ -typedef SDL_AppResult (SDLCALL *SDL_AppEvent_func)(void *appstate, SDL_Event *event); - -/** - * Function pointer typedef for SDL_AppQuit. - * - * These are used by SDL_EnterAppMainCallbacks. This mechanism operates behind - * the scenes for apps using the optional main callbacks. Apps that want to - * use this should just implement SDL_AppEvent directly. - * - * \param appstate an optional pointer, provided by the app in SDL_AppInit. - * \param result the result code that terminated the app (success or failure). - * - * \since This datatype is available since SDL 3.2.0. - */ -typedef void (SDLCALL *SDL_AppQuit_func)(void *appstate, SDL_AppResult result); - - -/** - * Initialize the SDL library. - * - * SDL_Init() simply forwards to calling SDL_InitSubSystem(). Therefore, the - * two may be used interchangeably. Though for readability of your code - * SDL_InitSubSystem() might be preferred. - * - * The file I/O (for example: SDL_IOFromFile) and threading (SDL_CreateThread) - * subsystems are initialized by default. Message boxes - * (SDL_ShowSimpleMessageBox) also attempt to work without initializing the - * video subsystem, in hopes of being useful in showing an error dialog when - * SDL_Init fails. You must specifically initialize other subsystems if you - * use them in your application. - * - * Logging (such as SDL_Log) works without initialization, too. - * - * `flags` may be any of the following OR'd together: - * - * - `SDL_INIT_AUDIO`: audio subsystem; automatically initializes the events - * subsystem - * - `SDL_INIT_VIDEO`: video subsystem; automatically initializes the events - * subsystem, should be initialized on the main thread. - * - `SDL_INIT_JOYSTICK`: joystick subsystem; automatically initializes the - * events subsystem - * - `SDL_INIT_HAPTIC`: haptic (force feedback) subsystem - * - `SDL_INIT_GAMEPAD`: gamepad subsystem; automatically initializes the - * joystick subsystem - * - `SDL_INIT_EVENTS`: events subsystem - * - `SDL_INIT_SENSOR`: sensor subsystem; automatically initializes the events - * subsystem - * - `SDL_INIT_CAMERA`: camera subsystem; automatically initializes the events - * subsystem - * - * Subsystem initialization is ref-counted, you must call SDL_QuitSubSystem() - * for each SDL_InitSubSystem() to correctly shutdown a subsystem manually (or - * call SDL_Quit() to force shutdown). If a subsystem is already loaded then - * this call will increase the ref-count and return. - * - * Consider reporting some basic metadata about your application before - * calling SDL_Init, using either SDL_SetAppMetadata() or - * SDL_SetAppMetadataProperty(). - * - * \param flags subsystem initialization flags. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_SetAppMetadata - * \sa SDL_SetAppMetadataProperty - * \sa SDL_InitSubSystem - * \sa SDL_Quit - * \sa SDL_SetMainReady - * \sa SDL_WasInit - */ -extern SDL_DECLSPEC bool SDLCALL SDL_Init(SDL_InitFlags flags); - -/** - * Compatibility function to initialize the SDL library. - * - * This function and SDL_Init() are interchangeable. - * - * \param flags any of the flags used by SDL_Init(); see SDL_Init for details. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_Init - * \sa SDL_Quit - * \sa SDL_QuitSubSystem - */ -extern SDL_DECLSPEC bool SDLCALL SDL_InitSubSystem(SDL_InitFlags flags); - -/** - * Shut down specific SDL subsystems. - * - * You still need to call SDL_Quit() even if you close all open subsystems - * with SDL_QuitSubSystem(). - * - * \param flags any of the flags used by SDL_Init(); see SDL_Init for details. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_InitSubSystem - * \sa SDL_Quit - */ -extern SDL_DECLSPEC void SDLCALL SDL_QuitSubSystem(SDL_InitFlags flags); - -/** - * Get a mask of the specified subsystems which are currently initialized. - * - * \param flags any of the flags used by SDL_Init(); see SDL_Init for details. - * \returns a mask of all initialized subsystems if `flags` is 0, otherwise it - * returns the initialization status of the specified subsystems. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_Init - * \sa SDL_InitSubSystem - */ -extern SDL_DECLSPEC SDL_InitFlags SDLCALL SDL_WasInit(SDL_InitFlags flags); - -/** - * Clean up all initialized subsystems. - * - * You should call this function even if you have already shutdown each - * initialized subsystem with SDL_QuitSubSystem(). It is safe to call this - * function even in the case of errors in initialization. - * - * You can use this function with atexit() to ensure that it is run when your - * application is shutdown, but it is not wise to do this from a library or - * other dynamically loaded code. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_Init - * \sa SDL_QuitSubSystem - */ -extern SDL_DECLSPEC void SDLCALL SDL_Quit(void); - -/** - * Return whether this is the main thread. - * - * On Apple platforms, the main thread is the thread that runs your program's - * main() entry point. On other platforms, the main thread is the one that - * calls SDL_Init(SDL_INIT_VIDEO), which should usually be the one that runs - * your program's main() entry point. If you are using the main callbacks, - * SDL_AppInit(), SDL_AppIterate(), and SDL_AppQuit() are all called on the - * main thread. - * - * \returns true if this thread is the main thread, or false otherwise. - * - * \threadsafety It is safe to call this function from any thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_RunOnMainThread - */ -extern SDL_DECLSPEC bool SDLCALL SDL_IsMainThread(void); - -/** - * Callback run on the main thread. - * - * \param userdata an app-controlled pointer that is passed to the callback. - * - * \since This datatype is available since SDL 3.2.0. - * - * \sa SDL_RunOnMainThread - */ -typedef void (SDLCALL *SDL_MainThreadCallback)(void *userdata); - -/** - * Call a function on the main thread during event processing. - * - * If this is called on the main thread, the callback is executed immediately. - * If this is called on another thread, this callback is queued for execution - * on the main thread during event processing. - * - * Be careful of deadlocks when using this functionality. You should not have - * the main thread wait for the current thread while this function is being - * called with `wait_complete` true. - * - * \param callback the callback to call on the main thread. - * \param userdata a pointer that is passed to `callback`. - * \param wait_complete true to wait for the callback to complete, false to - * return immediately. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety It is safe to call this function from any thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_IsMainThread - */ -extern SDL_DECLSPEC bool SDLCALL SDL_RunOnMainThread(SDL_MainThreadCallback callback, void *userdata, bool wait_complete); - -/** - * Specify basic metadata about your app. - * - * You can optionally provide metadata about your app to SDL. This is not - * required, but strongly encouraged. - * - * There are several locations where SDL can make use of metadata (an "About" - * box in the macOS menu bar, the name of the app can be shown on some audio - * mixers, etc). Any piece of metadata can be left as NULL, if a specific - * detail doesn't make sense for the app. - * - * This function should be called as early as possible, before SDL_Init. - * Multiple calls to this function are allowed, but various state might not - * change once it has been set up with a previous call to this function. - * - * Passing a NULL removes any previous metadata. - * - * This is a simplified interface for the most important information. You can - * supply significantly more detailed metadata with - * SDL_SetAppMetadataProperty(). - * - * \param appname The name of the application ("My Game 2: Bad Guy's - * Revenge!"). - * \param appversion The version of the application ("1.0.0beta5" or a git - * hash, or whatever makes sense). - * \param appidentifier A unique string in reverse-domain format that - * identifies this app ("com.example.mygame2"). - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety It is safe to call this function from any thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_SetAppMetadataProperty - */ -extern SDL_DECLSPEC bool SDLCALL SDL_SetAppMetadata(const char *appname, const char *appversion, const char *appidentifier); - -/** - * Specify metadata about your app through a set of properties. - * - * You can optionally provide metadata about your app to SDL. This is not - * required, but strongly encouraged. - * - * There are several locations where SDL can make use of metadata (an "About" - * box in the macOS menu bar, the name of the app can be shown on some audio - * mixers, etc). Any piece of metadata can be left out, if a specific detail - * doesn't make sense for the app. - * - * This function should be called as early as possible, before SDL_Init. - * Multiple calls to this function are allowed, but various state might not - * change once it has been set up with a previous call to this function. - * - * Once set, this metadata can be read using SDL_GetAppMetadataProperty(). - * - * These are the supported properties: - * - * - `SDL_PROP_APP_METADATA_NAME_STRING`: The human-readable name of the - * application, like "My Game 2: Bad Guy's Revenge!". This will show up - * anywhere the OS shows the name of the application separately from window - * titles, such as volume control applets, etc. This defaults to "SDL - * Application". - * - `SDL_PROP_APP_METADATA_VERSION_STRING`: The version of the app that is - * running; there are no rules on format, so "1.0.3beta2" and "April 22nd, - * 2024" and a git hash are all valid options. This has no default. - * - `SDL_PROP_APP_METADATA_IDENTIFIER_STRING`: A unique string that - * identifies this app. This must be in reverse-domain format, like - * "com.example.mygame2". This string is used by desktop compositors to - * identify and group windows together, as well as match applications with - * associated desktop settings and icons. If you plan to package your - * application in a container such as Flatpak, the app ID should match the - * name of your Flatpak container as well. This has no default. - * - `SDL_PROP_APP_METADATA_CREATOR_STRING`: The human-readable name of the - * creator/developer/maker of this app, like "MojoWorkshop, LLC" - * - `SDL_PROP_APP_METADATA_COPYRIGHT_STRING`: The human-readable copyright - * notice, like "Copyright (c) 2024 MojoWorkshop, LLC" or whatnot. Keep this - * to one line, don't paste a copy of a whole software license in here. This - * has no default. - * - `SDL_PROP_APP_METADATA_URL_STRING`: A URL to the app on the web. Maybe a - * product page, or a storefront, or even a GitHub repository, for user's - * further information This has no default. - * - `SDL_PROP_APP_METADATA_TYPE_STRING`: The type of application this is. - * Currently this string can be "game" for a video game, "mediaplayer" for a - * media player, or generically "application" if nothing else applies. - * Future versions of SDL might add new types. This defaults to - * "application". - * - * \param name the name of the metadata property to set. - * \param value the value of the property, or NULL to remove that property. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety It is safe to call this function from any thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetAppMetadataProperty - * \sa SDL_SetAppMetadata - */ -extern SDL_DECLSPEC bool SDLCALL SDL_SetAppMetadataProperty(const char *name, const char *value); - -#define SDL_PROP_APP_METADATA_NAME_STRING "SDL.app.metadata.name" -#define SDL_PROP_APP_METADATA_VERSION_STRING "SDL.app.metadata.version" -#define SDL_PROP_APP_METADATA_IDENTIFIER_STRING "SDL.app.metadata.identifier" -#define SDL_PROP_APP_METADATA_CREATOR_STRING "SDL.app.metadata.creator" -#define SDL_PROP_APP_METADATA_COPYRIGHT_STRING "SDL.app.metadata.copyright" -#define SDL_PROP_APP_METADATA_URL_STRING "SDL.app.metadata.url" -#define SDL_PROP_APP_METADATA_TYPE_STRING "SDL.app.metadata.type" - -/** - * Get metadata about your app. - * - * This returns metadata previously set using SDL_SetAppMetadata() or - * SDL_SetAppMetadataProperty(). See SDL_SetAppMetadataProperty() for the list - * of available properties and their meanings. - * - * \param name the name of the metadata property to get. - * \returns the current value of the metadata property, or the default if it - * is not set, NULL for properties with no default. - * - * \threadsafety It is safe to call this function from any thread, although - * the string returned is not protected and could potentially be - * freed if you call SDL_SetAppMetadataProperty() to set that - * property from another thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_SetAppMetadata - * \sa SDL_SetAppMetadataProperty - */ -extern SDL_DECLSPEC const char * SDLCALL SDL_GetAppMetadataProperty(const char *name); - -/* Ends C function definitions when using C++ */ -#ifdef __cplusplus -} -#endif -#include - -#endif /* SDL_init_h_ */ -- cgit v1.2.3